// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
DEFINE OBJECTS 389
DEFINE OBJECT (noname)                
DEFINE OBJECT INFO                     // Object number -1
DEFINE OBJECT KEYCARD                  // Object number -2
DEFINE OBJECT AD_FLATDOOR              // Object number -3
DEFINE OBJECT KB_BANDIT_U              // Object number -4
DEFINE OBJECT ROULETTE_TBL             // Object number -5
DEFINE OBJECT OTB_MACHINE              // Object number -6
DEFINE OBJECT CJ_COIN_OP_3             // Object number -7
DEFINE OBJECT CJ_COIN_OP_2             // Object number -8
DEFINE OBJECT CJ_COIN_OP_1             // Object number -9
DEFINE OBJECT CJ_COIN_OP               // Object number -10
DEFINE OBJECT SWANK_CONSOLE            // Object number -11
DEFINE OBJECT SNESISH                  // Object number -12
DEFINE OBJECT LOW_CONSOLE              // Object number -13
DEFINE OBJECT VENDMACHFD               // Object number -14
DEFINE OBJECT VENDMACH                 // Object number -15
DEFINE OBJECT VENDIN3                  // Object number -16
DEFINE OBJECT CJ_SPRUNK1               // Object number -17
DEFINE OBJECT CJ_CANDYVENDOR           // Object number -18
DEFINE OBJECT CJ_EXT_CANDY             // Object number -19
DEFINE OBJECT CJ_EXT_SPRUNK            // Object number -20
DEFINE OBJECT ICESCART_PROP            // Object number -21
DEFINE OBJECT CHILLIDOGCART            // Object number -22
DEFINE OBJECT NOODLECART_PROP          // Object number -23
DEFINE OBJECT GATE_AUTOL               // Object number -24
DEFINE OBJECT GATE_AUTOR               // Object number -25
DEFINE OBJECT GYM_BIKE                 // Object number -26
DEFINE OBJECT GYM_BENCH1               // Object number -27
DEFINE OBJECT GYM_TREADMILL            // Object number -28
DEFINE OBJECT GYM_MAT1                 // Object number -29
DEFINE OBJECT BSKBALL_LAX              // Object number -30
DEFINE OBJECT BSKBALLHUB_LAX01         // Object number -31
DEFINE OBJECT VGSXREFBBALLNET          // Object number -32
DEFINE OBJECT VGSXREFBBALLNET2         // Object number -33
DEFINE OBJECT K_POOLTABLESM            // Object number -34
DEFINE OBJECT NEIL_SLOT                // Object number -35
DEFINE OBJECT CJ_SLOT_BANK             // Object number -36
DEFINE OBJECT BLCK_JACK                // Object number -37
DEFINE OBJECT WHEEL_O_FORTUNE          // Object number -38
DEFINE OBJECT CRACKFACT_SFS            // Object number -39
DEFINE OBJECT CF_EXT_DEM_SFS           // Object number -40
DEFINE OBJECT LODCRACKFACT_SFS         // Object number -41
DEFINE OBJECT LODEXT_DEM_SFS           // Object number -42
DEFINE OBJECT PICKUPSAVE               // Object number -43
DEFINE OBJECT WOODENBOX                // Object number -44
DEFINE OBJECT NF_BLACKBOARD            // Object number -45
DEFINE OBJECT NF_LIST_1                // Object number -46
DEFINE OBJECT NF_LIST_2                // Object number -47
DEFINE OBJECT NF_LIST_3                // Object number -48
DEFINE OBJECT WANTED_CROSS_OFF         // Object number -49
DEFINE OBJECT WS_APGATE                // Object number -50
DEFINE OBJECT GEN_DOOREXT03            // Object number -51
DEFINE OBJECT GEN_DOOREXT07            // Object number -52
DEFINE OBJECT GEN_DOORSHOP02           // Object number -53
DEFINE OBJECT GEN_DOOREXT04            // Object number -54
DEFINE OBJECT GEN_DOORSHOP3            // Object number -55
DEFINE OBJECT CUNTGIRLDOOR             // Object number -56
DEFINE OBJECT PIZZAHIGH                // Object number -57
DEFINE OBJECT CJ_PIZZA_1               // Object number -58
DEFINE OBJECT CJ_PIZZA_2               // Object number -59
DEFINE OBJECT BURGERHIGH               // Object number -60
DEFINE OBJECT CJ_BURG_1                // Object number -61
DEFINE OBJECT CJ_BURG_2                // Object number -62
DEFINE OBJECT CIGAR                    // Object number -63
DEFINE OBJECT TRDCSGRGDOOR_LVS         // Object number -64
DEFINE OBJECT MD_POSTER                // Object number -65
DEFINE OBJECT CR_DOOR_01               // Object number -66
DEFINE OBJECT CR_DOOR_03               // Object number -67
DEFINE OBJECT SHUTTER_VEGAS            // Object number -68
DEFINE OBJECT CR1_DOOR                 // Object number -69
DEFINE OBJECT CT_GATEXR                // Object number -70
DEFINE OBJECT A51_BLASTDOORR           // Object number -71
DEFINE OBJECT A51_BLASTDOORL           // Object number -72
DEFINE OBJECT A51_LABDOOR              // Object number -73
DEFINE OBJECT A51_JETDOOR              // Object number -74
DEFINE OBJECT PORTAKABIN               // Object number -75
DEFINE OBJECT FREIGHT_SFW_DOOR         // Object number -76
DEFINE OBJECT AB_CASDORLOK             // Object number -77
DEFINE OBJECT IMY_SHASH_WALL           // Object number -78
DEFINE OBJECT TWRCRANE_M_04            // Object number -79
DEFINE OBJECT TWRCRANE_M_01            // Object number -80
DEFINE OBJECT TWRCRANE_M_02            // Object number -81
DEFINE OBJECT LODCRANE_M_04            // Object number -82
DEFINE OBJECT LODCRANE_M_01            // Object number -83
DEFINE OBJECT MAGNOCRANE_01            // Object number -84
DEFINE OBJECT MAGNOCRANE_02            // Object number -85
DEFINE OBJECT MAGNOCRANE_03            // Object number -86
DEFINE OBJECT LODNOCRANE_01            // Object number -87
DEFINE OBJECT LODNOCRANE_02            // Object number -88
DEFINE OBJECT LODNOCRANE_03            // Object number -89
DEFINE OBJECT QUARRY_CRANEBASE         // Object number -90
DEFINE OBJECT QUARRY_CRANE             // Object number -91
DEFINE OBJECT QUARRY_CRANEARM          // Object number -92
DEFINE OBJECT BODYARMOUR               // Object number -93
DEFINE OBJECT BRIBE                    // Object number -94
DEFINE OBJECT A51_VENTCOVERB           // Object number -95
DEFINE OBJECT CARRIER_DOOR_SFSE        // Object number -96
DEFINE OBJECT CARRIER_LIFT2_SFSE       // Object number -97
DEFINE OBJECT CARRIER_LIFT1_SFSE       // Object number -98
DEFINE OBJECT GWFORUM1_LAE             // Object number -99
DEFINE OBJECT GANGSHOPS4_LAE2          // Object number -100
DEFINE OBJECT CE_HILLSEAST06           // Object number -101
DEFINE OBJECT CUNTEGROUND23            // Object number -102
DEFINE OBJECT HILLSEAST05_LAE          // Object number -103
DEFINE OBJECT K_POOLQ                  // Object number -104
DEFINE OBJECT K_POOLBALLCUE            // Object number -105
DEFINE OBJECT K_POOLBALLSPT01          // Object number -106
DEFINE OBJECT K_POOLBALLSPT02          // Object number -107
DEFINE OBJECT K_POOLBALLSPT03          // Object number -108
DEFINE OBJECT K_POOLBALLSPT04          // Object number -109
DEFINE OBJECT K_POOLBALLSPT05          // Object number -110
DEFINE OBJECT K_POOLBALLSPT06          // Object number -111
DEFINE OBJECT K_POOLBALLSPT07          // Object number -112
DEFINE OBJECT K_POOLBALL8              // Object number -113
DEFINE OBJECT K_POOLBALLSTP01          // Object number -114
DEFINE OBJECT K_POOLBALLSTP02          // Object number -115
DEFINE OBJECT K_POOLBALLSTP03          // Object number -116
DEFINE OBJECT K_POOLBALLSTP04          // Object number -117
DEFINE OBJECT K_POOLBALLSTP05          // Object number -118
DEFINE OBJECT K_POOLBALLSTP06          // Object number -119
DEFINE OBJECT K_POOLBALLSTP07          // Object number -120
DEFINE OBJECT K_POOLQ2                 // Object number -121
DEFINE OBJECT CIGAR_GLOW               // Object number -122
DEFINE OBJECT DYN_WINE_BIG             // Object number -123
DEFINE OBJECT KB_BEER                  // Object number -124
DEFINE OBJECT LAEROAD30                // Object number -125
DEFINE OBJECT CASKET_LAW               // Object number -126
DEFINE OBJECT LAEJEFFERSALPHA          // Object number -127
DEFINE OBJECT LAELODPARK02             // Object number -128
DEFINE OBJECT LAEMACPARK02             // Object number -129
DEFINE OBJECT BD_WINDOW                // Object number -130
DEFINE OBJECT BREAK_WALL_1B            // Object number -131
DEFINE OBJECT BREAK_WALL_2B            // Object number -132
DEFINE OBJECT BREAK_WALL_3B            // Object number -133
DEFINE OBJECT BD_FIRE1_O               // Object number -134
DEFINE OBJECT CR_AMMOBOX               // Object number -135
DEFINE OBJECT BREAK_WALL_1A            // Object number -136
DEFINE OBJECT BREAK_WALL_2A            // Object number -137
DEFINE OBJECT BREAK_WALL_3A            // Object number -138
DEFINE OBJECT BD_WINDOW_SHATTER        // Object number -139
DEFINE OBJECT SEC_KEYPAD               // Object number -140
DEFINE OBJECT KMB_RAMP                 // Object number -141
DEFINE OBJECT IMCMPTRKDRL_LAS          // Object number -142
DEFINE OBJECT IMCMPTRKDRR_LAS          // Object number -143
DEFINE OBJECT IMCOMPMOVEDR1_LAS        // Object number -144
DEFINE OBJECT BARREL4                  // Object number -145
DEFINE OBJECT HEALTH                   // Object number -146
DEFINE OBJECT IMY_BBOX                 // Object number -147
DEFINE OBJECT IMY_LA_DOOR              // Object number -148
DEFINE OBJECT DB_AMMO                  // Object number -149
DEFINE OBJECT MED_BED_8                // Object number -150
DEFINE OBJECT CR_GUNCRATE              // Object number -151
DEFINE OBJECT GUNBOX                   // Object number -152
DEFINE OBJECT TMP_BIN                  // Object number -153
DEFINE OBJECT AMMOTRN_OBJ              // Object number -154
DEFINE OBJECT KMB_FRONTGATE            // Object number -155
DEFINE OBJECT WAREHOUSE_DOOR2B         // Object number -156
DEFINE OBJECT WAREHOUSE_DOOR1          // Object number -157
DEFINE OBJECT CJ_CARDBRD_PICKUP        // Object number -158
DEFINE OBJECT NF_PED_COLL              // Object number -159
DEFINE OBJECT CM_BOX                   // Object number -160
DEFINE OBJECT FAKE_MULE_COL            // Object number -161
DEFINE OBJECT CARDBOARDBOX2            // Object number -162
DEFINE OBJECT LAE_SMOKECUTSCENE        // Object number -163
DEFINE OBJECT IMMMCRAN                 // Object number -164
DEFINE OBJECT TRNTRK8_LAS              // Object number -165
DEFINE OBJECT IMY_TRACK_BARRIER        // Object number -166
DEFINE OBJECT KMB_SKIP                 // Object number -167
DEFINE OBJECT STORM_DRAIN_COVER        // Object number -168
DEFINE OBJECT WHEEL_OR1                // Object number -169
DEFINE OBJECT DYN_WOODPILE2            // Object number -170
DEFINE OBJECT KMB_RHYMESBOOK           // Object number -171
DEFINE OBJECT CJ_JUICE_CAN             // Object number -172
DEFINE OBJECT DYN_ROADBARRIER_2        // Object number -173
DEFINE OBJECT KMB_GOFLAG               // Object number -174
DEFINE OBJECT IMY_SKYLIGHT             // Object number -175
DEFINE OBJECT KMB_TROLLEY              // Object number -176
DEFINE OBJECT LXR_MOTEL_DOORSIM        // Object number -177
DEFINE OBJECT LXR_MOTELVENT            // Object number -178
DEFINE OBJECT DYN_SCAFFOLD_4B          // Object number -179
DEFINE OBJECT MUNCH_DONUT              // Object number -180
DEFINE OBJECT CHOPCOP_ARMR             // Object number -181
DEFINE OBJECT CHOPCOP_LEGR             // Object number -182
DEFINE OBJECT CHOPCOP_HEAD             // Object number -183
DEFINE OBJECT CHOPCOP_TORSO            // Object number -184
DEFINE OBJECT WD_FENCE_ANIM            // Object number -185
DEFINE OBJECT CHOPCOP_ARML             // Object number -186
DEFINE OBJECT CHOPCOP_LEGL             // Object number -187
DEFINE OBJECT DYN_SCAFFOLD_3B          // Object number -188
DEFINE OBJECT ROADWORKBARRIER1         // Object number -189
DEFINE OBJECT BRIEFCASE                // Object number -190
DEFINE OBJECT KMB_ATM1                 // Object number -191
DEFINE OBJECT KMB_ATM2                 // Object number -192
DEFINE OBJECT KMB_ATM3                 // Object number -193
DEFINE OBJECT MTSAFE                   // Object number -194
DEFINE OBJECT CAT2_SAFE_COL            // Object number -195
DEFINE OBJECT MAN_SAFENEW              // Object number -196
DEFINE OBJECT KEV_SAFE                 // Object number -197
DEFINE OBJECT RIDER1_DOOR              // Object number -198
DEFINE OBJECT KMB_MARIJUANA            // Object number -199
DEFINE OBJECT SW_HAYBREAK02            // Object number -200
DEFINE OBJECT GRASSPLANT               // Object number -201
DEFINE OBJECT PARKBENCH1               // Object number -202
DEFINE OBJECT PORTALOO                 // Object number -203
DEFINE OBJECT HUBHOLE1_SFSE            // Object number -204
DEFINE OBJECT HUBHOLE2_SFSE            // Object number -205
DEFINE OBJECT HUBHOLE3_SFSE            // Object number -206
DEFINE OBJECT HUBHOLE4_SFSE            // Object number -207
DEFINE OBJECT CLOTHESP                 // Object number -208
DEFINE OBJECT LAMPPOST3                // Object number -209
DEFINE OBJECT CT_STALL1                // Object number -210
DEFINE OBJECT CT_TABLE                 // Object number -211
DEFINE OBJECT CHINATGARAGEDOOR         // Object number -212
DEFINE OBJECT CHINA_TOWN_GATEB         // Object number -213
DEFINE OBJECT A51_SPOTBASE             // Object number -214
DEFINE OBJECT A51_SPOTHOUSING          // Object number -215
DEFINE OBJECT A51_SPOTBULB             // Object number -216
DEFINE OBJECT KMB_CONTAINER_RED        // Object number -217
DEFINE OBJECT CJ_CHRIS_CRATE           // Object number -218
DEFINE OBJECT CJ_CHRIS_CRATE_LD        // Object number -219
DEFINE OBJECT CJ_CHRIS_CRATE_RD        // Object number -220
DEFINE OBJECT CJ_PADLOCK               // Object number -221
DEFINE OBJECT KATANA_ANIM              // Object number -222
DEFINE OBJECT KATANA_LHAND             // Object number -223
DEFINE OBJECT MOBILE1993B              // Object number -224
DEFINE OBJECT WONGS_GATE               // Object number -225
DEFINE OBJECT DYN_RAMP                 // Object number -226
DEFINE OBJECT SNIPER_ANIM              // Object number -227
DEFINE OBJECT KMB_PACKET               // Object number -228
DEFINE OBJECT NTO_B_S                  // Object number -229
DEFINE OBJECT CARDBOARDBOX             // Object number -230
DEFINE OBJECT DYN_ROADBARRIER_3        // Object number -231
DEFINE OBJECT DYN_ROADBARRIER_4        // Object number -232
DEFINE OBJECT DYN_DUMPSTER             // Object number -233
DEFINE OBJECT KMB_CONTAINER_BLUE       // Object number -234
DEFINE OBJECT KMB_CONTAINER_YEL        // Object number -235
DEFINE OBJECT KMB_CONTAINER_OPEN       // Object number -236
DEFINE OBJECT TEMP_STINGER2            // Object number -237
DEFINE OBJECT TRAFFICCONE              // Object number -238
DEFINE OBJECT AD_JUMP                  // Object number -239
DEFINE OBJECT GARYS_LUV_RAMP           // Object number -240
DEFINE OBJECT AD_ROADMARK1             // Object number -241
DEFINE OBJECT AD_ROADMARK2             // Object number -242
DEFINE OBJECT AD_FINISH                // Object number -243
DEFINE OBJECT MINIGUN_BASE             // Object number -244
DEFINE OBJECT WONGS_ERECTION           // Object number -245
DEFINE OBJECT WONGS_ERECTION2          // Object number -246
DEFINE OBJECT RCBOMB                   // Object number -247
DEFINE OBJECT BARREL2                  // Object number -248
DEFINE OBJECT MINI_MAGNET              // Object number -249
DEFINE OBJECT KMB_PLANK                // Object number -250
DEFINE OBJECT KMB_HOLDALL              // Object number -251
DEFINE OBJECT KMB_PARACHUTE            // Object number -252
DEFINE OBJECT AMMO_CAPSULE             // Object number -253
DEFINE OBJECT BARREL1                  // Object number -254
DEFINE OBJECT KB_BARREL                // Object number -255
DEFINE OBJECT CR_CRATESTACK            // Object number -256
DEFINE OBJECT D9_RUNWAY                // Object number -257
DEFINE OBJECT CARGO_TEST               // Object number -258
DEFINE OBJECT CARGO_STUFF              // Object number -259
DEFINE OBJECT CARGO_STORE              // Object number -260
DEFINE OBJECT KMILITARY_CRATE          // Object number -261
DEFINE OBJECT KMILITARY_BASE           // Object number -262
DEFINE OBJECT BLOCKPALLET              // Object number -263
DEFINE OBJECT TEMP_CRATE1              // Object number -264
DEFINE OBJECT K_SMASHBOXES             // Object number -265
DEFINE OBJECT K_CARGO1                 // Object number -266
DEFINE OBJECT K_CARGO4                 // Object number -267
DEFINE OBJECT GREEN_GLOOP              // Object number -268
DEFINE OBJECT BASEJUMP_TARGET          // Object number -269
DEFINE OBJECT DES_QUARRYGATE2          // Object number -270
DEFINE OBJECT DES_QUARRYGATE           // Object number -271
DEFINE OBJECT CJ_DYN_PLUNGE_1          // Object number -272
DEFINE OBJECT DYNAMITE                 // Object number -273
DEFINE OBJECT DYNO_BOX_A               // Object number -274
DEFINE OBJECT DYNO_BOX_B               // Object number -275
DEFINE OBJECT PRIVATESIGN3             // Object number -276
DEFINE OBJECT PRIVATESIGN1             // Object number -277
DEFINE OBJECT BARRIER_4ANDY            // Object number -278
DEFINE OBJECT CJ_CHIP_MAKER_BITS       // Object number -279
DEFINE OBJECT CJ_CHIP_MAKER            // Object number -280
DEFINE OBJECT CJ_WHEELCHAIR1           // Object number -281
DEFINE OBJECT AB_CARCASS               // Object number -282
DEFINE OBJECT AB_HOOK                  // Object number -283
DEFINE OBJECT FREEZER_DOOR             // Object number -284
DEFINE OBJECT CJ_MEAT_BAG_1            // Object number -285
DEFINE OBJECT CJ_MEAT_1                // Object number -286
DEFINE OBJECT CJ_MEAT_2                // Object number -287
DEFINE OBJECT JET_BAGGAGE_DOOR         // Object number -288
DEFINE OBJECT JET_INTERIOR             // Object number -289
DEFINE OBJECT SMLPLANE_DOOR            // Object number -290
DEFINE OBJECT JET_DOOR                 // Object number -291
DEFINE OBJECT SMASH_BOX_STAY           // Object number -292
DEFINE OBJECT SMASH_BOX_BRK            // Object number -293
DEFINE OBJECT SMASHBOXPILE             // Object number -294
DEFINE OBJECT ST_ARCH_PLAN             // Object number -295
DEFINE OBJECT GEN_DOORINT01            // Object number -296
DEFINE OBJECT KMB_LOCKEDDOOR           // Object number -297
DEFINE OBJECT DYN_AIRCON               // Object number -298
DEFINE OBJECT SW_BIT_09                // Object number -299
DEFINE OBJECT GENERATOR_BIG            // Object number -300
DEFINE OBJECT AB_VAULTDOOR             // Object number -301
DEFINE OBJECT GENERATOR_BIG_D          // Object number -302
DEFINE OBJECT CJ_MONEY_BAG             // Object number -303
DEFINE OBJECT PARA_PACK                // Object number -304
DEFINE OBJECT CARGO_REAR               // Object number -305
DEFINE OBJECT D9_RAMP                  // Object number -306
DEFINE OBJECT PARACHUTE                // Object number -307
DEFINE OBJECT OPMANS01_CUNTE           // Object number -308
DEFINE OBJECT CEHOLLYHIL06             // Object number -309
DEFINE OBJECT SUNSET22_LAWN            // Object number -310
DEFINE OBJECT DRG_NU_EXT               // Object number -311
DEFINE OBJECT MISSILE_07_SFXR          // Object number -312
DEFINE OBJECT KMB_KEYPAD               // Object number -313
DEFINE OBJECT WATERJUMPX2              // Object number -314
DEFINE OBJECT BBALL_INGAME             // Object number -315
DEFINE OBJECT CJ_WIN_POP2              // Object number -316
DEFINE OBJECT LA_FUCKCAR1              // Object number -317
DEFINE OBJECT LA_FUCKCAR2              // Object number -318
DEFINE OBJECT TARGET_FRAME             // Object number -319
DEFINE OBJECT TARGET_LLEG              // Object number -320
DEFINE OBJECT TARGET_RLEG              // Object number -321
DEFINE OBJECT TARGET_LTORSO            // Object number -322
DEFINE OBJECT TARGET_RTORSO            // Object number -323
DEFINE OBJECT TARGET_LARM              // Object number -324
DEFINE OBJECT TARGET_RARM              // Object number -325
DEFINE OBJECT TARGET_HEAD              // Object number -326
DEFINE OBJECT DEAD_TIED_COP            // Object number -327
DEFINE OBJECT DYN_QUARRYROCK03         // Object number -328
DEFINE OBJECT BLACKBAG2                // Object number -329
DEFINE OBJECT DYN_WOODPILE             // Object number -330
DEFINE OBJECT DYN_QUARRYROCK02         // Object number -331
DEFINE OBJECT BOUY                     // Object number -332
DEFINE OBJECT WATERJUMP1               // Object number -333
DEFINE OBJECT LANDJUMP2                // Object number -334
DEFINE OBJECT BB_PICKUP                // Object number -335
DEFINE OBJECT PARA_COLLISION           // Object number -336
DEFINE OBJECT CJ_WHEEL_1               // Object number -337
DEFINE OBJECT CJ_WHEEL_02              // Object number -338
DEFINE OBJECT CJ_WHEEL_03              // Object number -339
DEFINE OBJECT CHIP_STACK07             // Object number -340
DEFINE OBJECT CHIP_STACK08             // Object number -341
DEFINE OBJECT CHIP_STACK12             // Object number -342
DEFINE OBJECT CHIP_STACK09             // Object number -343
DEFINE OBJECT CHIP_STACK11             // Object number -344
DEFINE OBJECT WHEEL_WEE                // Object number -345
DEFINE OBJECT ROULETTE_MARKER          // Object number -346
DEFINE OBJECT PEDALS                   // Object number -347
DEFINE OBJECT BEACHTOWEL01             // Object number -348
DEFINE OBJECT KMB_BPRESS               // Object number -349
DEFINE OBJECT BEACHTOWEL03             // Object number -350
DEFINE OBJECT BEACHTOWEL04             // Object number -351
DEFINE OBJECT KMB_DUMBBELL_R           // Object number -352
DEFINE OBJECT KMB_DUMBBELL_L           // Object number -353
DEFINE OBJECT BBALL_COL                // Object number -354
DEFINE OBJECT KMB_ROCK                 // Object number -355
DEFINE OBJECT CHIP_STACK10             // Object number -356
DEFINE OBJECT CHIP_STACK13             // Object number -357
DEFINE OBJECT CHIP_STACK14             // Object number -358
DEFINE OBJECT WHEEL_SUPPORT            // Object number -359
DEFINE OBJECT WHEEL_TABLE              // Object number -360
DEFINE OBJECT CLICKER                  // Object number -361
DEFINE OBJECT MONEY                    // Object number -362
DEFINE OBJECT CJ_FF_TILL_QUE           // Object number -363
DEFINE OBJECT CJ_BURG_CHAIR            // Object number -364
DEFINE OBJECT CJ_PIZZA_CHAIR           // Object number -365
DEFINE OBJECT CJ_PIZZA_CHAIR2          // Object number -366
DEFINE OBJECT CJ_PIZZA_CHAIR3          // Object number -367
DEFINE OBJECT TATTOO_KIT               // Object number -368
DEFINE OBJECT CJ_BARSTOOL              // Object number -369
DEFINE OBJECT CJ_BINCO_DOOR            // Object number -370
DEFINE OBJECT CJ_SUBURB_DOOR_2         // Object number -371
DEFINE OBJECT CJ_PRO_DOOR_01           // Object number -372
DEFINE OBJECT CJ_GAP_DOOR_             // Object number -373
DEFINE OBJECT CJ_VICTIM_DOOR           // Object number -374
DEFINE OBJECT CJ_DS_DOOR               // Object number -375
DEFINE OBJECT PIZZALOW                 // Object number -376
DEFINE OBJECT PIZZAMED                 // Object number -377
DEFINE OBJECT PIZZA_HEALTHY            // Object number -378
DEFINE OBJECT CLUCKLOW                 // Object number -379
DEFINE OBJECT CLUCKMED                 // Object number -380
DEFINE OBJECT CLUCKHIGH                // Object number -381
DEFINE OBJECT CLUCK_HEALTHY            // Object number -382
DEFINE OBJECT BURGERLOW                // Object number -383
DEFINE OBJECT BURGERMED                // Object number -384
DEFINE OBJECT BURGER_HEALTHY           // Object number -385
DEFINE OBJECT POLICE_BARRIER           // Object number -386
DEFINE OBJECT KMB_SHUTTER              // Object number -387
DEFINE OBJECT SFCOPDR                  // Object number -388

DEFINE MISSIONS 135
DEFINE MISSION 0 AT @INITIAL           // Initial 1
DEFINE MISSION 1 AT @INITIL2           // Initial 2
DEFINE MISSION 2 AT @INTRO             // Intro
DEFINE MISSION 3 AT @NONE              // Video Game: They Crawled From Uranus
DEFINE MISSION 4 AT @DUAL              // Video Game: Dualuty
DEFINE MISSION 5 AT @SHTR              // Video Game: Go Go Space Monkey
DEFINE MISSION 6 AT @GRAV              // Video Game: Let's Get Ready To Bumble
DEFINE MISSION 7 AT @OTB               // Video Game: Inside Track Betting
DEFINE MISSION 8 AT @POOL2             // Pool
DEFINE MISSION 9 AT @LOWR              // Lowrider (Bet And Dance)
DEFINE MISSION 10 AT @ZERO5            // Beefy Baron
DEFINE MISSION 11 AT @INTRO1           // Big Smoke
DEFINE MISSION 12 AT @INTRO2           // Ryder
DEFINE MISSION 13 AT @SWEET1           // Tagging Up Turf
DEFINE MISSION 14 AT @SWEET1B          // Cleaning The Hood
DEFINE MISSION 15 AT @SWEET3           // Drive-Thru
DEFINE MISSION 16 AT @SWEET2           // Nines And AK's
DEFINE MISSION 17 AT @SWEET4           // Drive-By
DEFINE MISSION 18 AT @HOODS5           // Sweet's Girl
DEFINE MISSION 19 AT @SWEET6           // Cesar Vialpando
DEFINE MISSION 20 AT @SWEET7           // Los Sepulcros
DEFINE MISSION 21 AT @CRASH4           // Doberman
DEFINE MISSION 22 AT @CRASH1           // Burning Desire
DEFINE MISSION 23 AT @DRUGS3           // Gray Imports
DEFINE MISSION 24 AT @GUNS1            // Home Invasion
DEFINE MISSION 25 AT @RYDER3           // Catalyst
DEFINE MISSION 26 AT @RYDER2           // Robbing Uncle Sam
DEFINE MISSION 27 AT @TWAR7            // OG Loc
DEFINE MISSION 28 AT @SMOKE2           // Running Dog
DEFINE MISSION 29 AT @SMOKE3           // Wrong Side of the Tracks
DEFINE MISSION 30 AT @DRUGS1           // Just Business
DEFINE MISSION 31 AT @MUSIC1           // Life's a Beach
DEFINE MISSION 32 AT @MUSIC2           // Madd Dogg's Rhymes
DEFINE MISSION 33 AT @MUSIC3           // Management Issues
DEFINE MISSION 34 AT @MUSIC5           // House Party
DEFINE MISSION 35 AT @CPRACE           // Race Tournament / 8-track / Dirt Track
DEFINE MISSION 36 AT @CESAR1           // Lowrider (High Stakes)
DEFINE MISSION 37 AT @DRUGS4           // Reuniting The Families
DEFINE MISSION 38 AT @LA1FIN2          // The Green Sabre
DEFINE MISSION 39 AT @BCRASH1          // Badlands
DEFINE MISSION 40 AT @CATALIN          // First Date
DEFINE MISSION 41 AT @CAT1             // Local Liquor Store
DEFINE MISSION 42 AT @CAT2             // Small Town Bank
DEFINE MISSION 43 AT @CAT3             // Tanker Commander
DEFINE MISSION 44 AT @CAT4             // Against All Odds
DEFINE MISSION 45 AT @CATCUT           // King in Exile
DEFINE MISSION 46 AT @TRUTH1           // Body Harvest
DEFINE MISSION 47 AT @TRUTH2           // Are you going to San Fierro?
DEFINE MISSION 48 AT @BCESAR4          // Wu Zi Mu / Farewell, My Love...
DEFINE MISSION 49 AT @GARAG1           // Wear Flowers In Your Hair
DEFINE MISSION 50 AT @DECON            // Deconstruction
DEFINE MISSION 51 AT @SCRASH3          // 555 WE TIP
DEFINE MISSION 52 AT @SCRASH2          // Snail Trail
DEFINE MISSION 53 AT @WUZI1            // Mountain Cloud Boys
DEFINE MISSION 54 AT @FARLIE4          // Ran Fa Li
DEFINE MISSION 55 AT @DRIV6            // Lure
DEFINE MISSION 56 AT @WUZI2            // Amphibious Assault
DEFINE MISSION 57 AT @WUZI5            // The Da Nang Thang
DEFINE MISSION 58 AT @SYN1             // Photo Opportunity
DEFINE MISSION 59 AT @SYN2             // Jizzy
DEFINE MISSION 60 AT @SYN3             // Outrider
DEFINE MISSION 61 AT @SYND4            // Ice Cold Killa
DEFINE MISSION 62 AT @SYN6             // Toreno's Last Flight
DEFINE MISSION 63 AT @SYN7             // Yay Ka-Boom-Boom
DEFINE MISSION 64 AT @SYN5             // Pier 69
DEFINE MISSION 65 AT @DRIV2            // T-Bone Mendez
DEFINE MISSION 66 AT @DRIV3            // Mike Toreno
DEFINE MISSION 67 AT @STEAL1           // Zeroing In
DEFINE MISSION 68 AT @STEAL2           // Test Drive
DEFINE MISSION 69 AT @STEAL4           // Customs Fast Track
DEFINE MISSION 70 AT @STEAL5           // Puncture Wounds
DEFINE MISSION 71 AT @DSKOOL           // Back to School
DEFINE MISSION 72 AT @ZERO1            // Air Raid
DEFINE MISSION 73 AT @ZERO2            // Supply Lines...
DEFINE MISSION 74 AT @ZERO4            // New Model Army
DEFINE MISSION 75 AT @TORENO1          // Monster
DEFINE MISSION 76 AT @TORENO2          // Highjack
DEFINE MISSION 77 AT @DES3             // Interdiction
DEFINE MISSION 78 AT @DESERT4          // Verdant Meadows
DEFINE MISSION 79 AT @DESERT6          // N.O.E.
DEFINE MISSION 80 AT @DESERT9          // Stowaway
DEFINE MISSION 81 AT @MAF4             // Black Project
DEFINE MISSION 82 AT @DES10            // Green Goo
DEFINE MISSION 83 AT @DESERT5          // Learning to Fly
DEFINE MISSION 84 AT @CASINO1          // Fender Ketchup
DEFINE MISSION 85 AT @CASINO2          // Explosive Situation
DEFINE MISSION 86 AT @CASINO3          // You've Had Your Chips
DEFINE MISSION 87 AT @CASINO7          // Fish in a Barrel
DEFINE MISSION 88 AT @CASINO4          // Don Peyote
DEFINE MISSION 89 AT @CASINO5          // Intensive Care
DEFINE MISSION 90 AT @CASINO6          // The Meat Business
DEFINE MISSION 91 AT @CASINO9          // Freefall
DEFINE MISSION 92 AT @CASIN10          // Saint Mark's Bistro
DEFINE MISSION 93 AT @VCRASH1          // Misappropriation
DEFINE MISSION 94 AT @VCR2             // High Noon
DEFINE MISSION 95 AT @DOC2             // Madd Dogg
DEFINE MISSION 96 AT @HEIST1           // Architectural Espionage
DEFINE MISSION 97 AT @HEIST3           // Key To Her Heart
DEFINE MISSION 98 AT @HEIST2           // Dam And Blast
DEFINE MISSION 99 AT @HEIST4           // Cop Wheels
DEFINE MISSION 100 AT @HEIST5          // Up, Up and Away!
DEFINE MISSION 101 AT @HEIST9          // Breaking the Bank at Caligula's
DEFINE MISSION 102 AT @MANSIO1         // A Home In The Hills
DEFINE MISSION 103 AT @MANSIO2         // Vertical Bird
DEFINE MISSION 104 AT @MANSIO3         // Home Coming
DEFINE MISSION 105 AT @MANSON5         // Cut Throat Business
DEFINE MISSION 106 AT @GROVE1          // Beat Down on B Dup
DEFINE MISSION 107 AT @GROVE2          // Grove 4 Life
DEFINE MISSION 108 AT @RIOT1           // Riot
DEFINE MISSION 109 AT @RIOT2           // Los Desperados
DEFINE MISSION 110 AT @FINALEA         // End Of The Line (1)
DEFINE MISSION 111 AT @FINALEB         // End Of The Line (2)
DEFINE MISSION 112 AT @FINALEC         // End Of The Line (3)
DEFINE MISSION 113 AT @SHRANGE         // Shooting range
DEFINE MISSION 114 AT @GYMLS           // Los Santos Gym Fight School
DEFINE MISSION 115 AT @GYMSF           // San Fierro Gym Fight School
DEFINE MISSION 116 AT @GYMLV           // Las Venturas Gym Fight School
DEFINE MISSION 117 AT @TRUCK           // Trucking
DEFINE MISSION 118 AT @QUARRY          // Quarry
DEFINE MISSION 119 AT @BOAT            // Boat School
DEFINE MISSION 120 AT @BSKOOL          // Bike School
DEFINE MISSION 121 AT @TAXIODD         // Taxi-Driver Sub-Mission
DEFINE MISSION 122 AT @AMBULAN         // Paramedic Sub-Mission
DEFINE MISSION 123 AT @FIRETRU         // Firefighter Sub-Mission
DEFINE MISSION 124 AT @COPCAR          // Vigilante Sub-Mission
DEFINE MISSION 125 AT @BURGJB          // Burglary Sub-Mission
DEFINE MISSION 126 AT @FREIGHT         // Freight Train Sub-Mission
DEFINE MISSION 127 AT @PIMP            // Pimping Sub-Mission
DEFINE MISSION 128 AT @BLOOD           // Arena Mission: Blood Ring
DEFINE MISSION 129 AT @KICKSTA         // Arena Mission: Kickstart
DEFINE MISSION 130 AT @TRIA            // Beat the Cock!
DEFINE MISSION 131 AT @BCOUR           // Courier
DEFINE MISSION 132 AT @MTBIKER         // The Chiliad Challenge
DEFINE MISSION 133 AT @STUNT           // BMX / NRG-500 STUNT Mission
DEFINE MISSION 134 AT @BUYPRO1         // Buy Properties Mission

DEFINE EXTERNAL_SCRIPTS 78 // Use -1 in order not to compile AAA script
DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0
DEFINE SCRIPT PARACHUTE AT @PARACH     // 1
DEFINE SCRIPT BCESAR2 AT @BCESAR2      // 2
DEFINE SCRIPT BCESAR3 AT @COKEC        // 3
DEFINE SCRIPT SLOT_MACHINE AT @BANDIT  // 4
DEFINE SCRIPT ROULETTE AT @ROULETE     // 5
DEFINE SCRIPT OTB_SCRIPT AT @OTB_MSC   // 6
DEFINE SCRIPT ARCADE AT @ARCADE        // 7
DEFINE SCRIPT VENDING_MACHINE AT @VENDING // 8
DEFINE SCRIPT FOOD_VENDOR AT @FODVEND  // 9
DEFINE SCRIPT GATES_SCRIPT AT @GATEOS  // 10
DEFINE SCRIPT GYMBIKE AT @GYMBIKE      // 11
DEFINE SCRIPT GYMBENCH AT @GYMBENC     // 12
DEFINE SCRIPT GYMTREAD AT @GYMTREA     // 13
DEFINE SCRIPT GYMDUMB AT @GYMDUMB      // 14
DEFINE SCRIPT BASKETB AT @BBALL        // 15
DEFINE SCRIPT VIDPOK AT @VIDPOK        // 16
DEFINE SCRIPT BLACKJ AT @BLACKJ        // 17
DEFINE SCRIPT WHEELO AT @WOF           // 18
DEFINE SCRIPT DEALER AT @DEALER        // 19
DEFINE SCRIPT HOME_BRAINS AT @HMLES    // 20
DEFINE SCRIPT POOL_SCRIPT AT @POOL     // 21
DEFINE SCRIPT LOWR_CONT AT @LOWRCON    // 22
DEFINE SCRIPT BURG_BRAINS AT @BURGLAR  // 23
DEFINE SCRIPT GF_MEETING AT @GFMEET    // 24
DEFINE SCRIPT GF_DATE AT @GFDATE       // 25
DEFINE SCRIPT GF_SEX AT @GFSEX         // 26
DEFINE SCRIPT CASINO_AMBIENCE AT @CASAMB // 27
DEFINE SCRIPT BAR_AMBIENCE AT @BAR     // 28
DEFINE SCRIPT FOODBRAINS AT @PSHOP     // 29
DEFINE SCRIPT OTB_AMBIENCE AT @OTBSHP  // 30
DEFINE SCRIPT STRIP_AMBIENCE AT @STRIP // 31
DEFINE SCRIPT PLANES AT @PLANES        // 32
DEFINE SCRIPT TRAINS AT @TRAINS        // 33
DEFINE SCRIPT ZERO_AMBIENCE AT @RCSHOP // 34
DEFINE SCRIPT DANCE AT @DANCE          // 35
DEFINE SCRIPT SHOPKEEPER AT @SKBRAIN   // 36
DEFINE SCRIPT CUSTOMER_PANIC AT @FFPNC // 37
DEFINE SCRIPT BAR_STAFF AT @BARSTAF    // 38
DEFINE SCRIPT BOUNCER AT @BOUNCER      // 39
DEFINE SCRIPT OTB_STAFF AT @OTBSTAF    // 40
DEFINE SCRIPT PCHAIR AT @PCHAIR        // 41
DEFINE SCRIPT PCUSTOM AT @PCUSTOM      // 42
DEFINE SCRIPT OTBWTCH AT @OTBWTCH      // 43
DEFINE SCRIPT OTBSLP AT @OTBSLP        // 44
DEFINE SCRIPT OTBTILL AT @OTBTILL      // 45
DEFINE SCRIPT FBOOTHR AT @FBOOTHR      // 46
DEFINE SCRIPT FBOOTHL AT @FBOOTHL      // 47
DEFINE SCRIPT BARGUY AT @BARGUY        // 48
DEFINE SCRIPT PEDROUL AT @PEDROUL      // 49
DEFINE SCRIPT PEDCARD AT @PEDCARD      // 50
DEFINE SCRIPT PEDSLOT AT @PEDSLOT      // 51
DEFINE SCRIPT DANCER AT @DANCER        // 52
DEFINE SCRIPT STRIPW AT @STRIPW        // 53
DEFINE SCRIPT STRIPM AT @STRIPM        // 54
DEFINE SCRIPT BROWSE AT @BROWSE        // 55
DEFINE SCRIPT COPSIT AT @COPSIT        // 56
DEFINE SCRIPT COPLOOK AT @COPLOOK      // 57
DEFINE SCRIPT TICKET AT @TICKET        // 58
DEFINE SCRIPT SHOPPER AT @SHOPPER      // 59
DEFINE SCRIPT AMMU AT @AMUNAT          // 60
DEFINE SCRIPT TATTOO AT @TATTO         // 61
DEFINE SCRIPT BARBER AT @BARB          // 62
DEFINE SCRIPT WARDROBE AT @WARROBE     // 63
DEFINE SCRIPT CLOTHES AT @CLOTH        // 64
DEFINE SCRIPT JUNKFUD AT @JFUD         // 65
DEFINE SCRIPT CARMOD1 AT @CARMOD       // 66
DEFINE SCRIPT CRANE1 AT @CRANE1        // 67
DEFINE SCRIPT CRANE2 AT @CRANE2        // 68
DEFINE SCRIPT CRANE3 AT @CRANE3        // 69
DEFINE SCRIPT CARPARK1 AT @CARPRK1     // 70
DEFINE SCRIPT IMPOUND AT @IMPND        // 71
DEFINE SCRIPT VALET AT @VALET          // 72
DEFINE SCRIPT PHOTO AT @PHOTO          // 73
DEFINE SCRIPT PRISONR AT @PRISONR      // 74
DEFINE SCRIPT CAMERA AT @CAMERA        // 75
DEFINE SCRIPT DEBT AT @DEBT            // 76
DEFINE SCRIPT HOTDOG AT @HOTDOGV       // 77

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 574

{$VERSION 3.1.0027}

//-------------MAIN---------------
thread 'MAIN' 
fade 0 0 
042C: set_total_missions_to 147 
030D: set_max_progress 187 
0997: set_total_respect_points_to 1339 
01F0: set_max_wanted_level_to 6 
set_wb_check_to 0 
00C0: set_current_time_hours_to 8 minutes_to 0 
04E4: unknown_refresh_game_renderer_at 2488.562 -1666.865 
Camera.SetAtPos(2488.562, -1666.865, 13.3757)
062A: change_float_stat 165 to 800.0 
062A: change_float_stat 23 to 50.0 
062A: change_float_stat 21 to 200.0 
062A: change_float_stat 160 to 0.0 
0629: change_integer_stat 181 to 0 
0629: change_integer_stat 68 to 0 
$PLAYER_CHAR = Player.Create(#NULL, 2488.562, -1666.865, 12.8757)
jump @MAIN_177 
$SECOND_PLAYER = Player.Create(#CSPLAY, 2488.562, -1666.865, 12.8757)

:MAIN_177
06CF: NOP 0 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 9 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 14 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 8 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 9 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 14 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 8 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 7 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 14 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 8 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 7 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 9 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 11 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 13 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 10 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 10 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 11 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 13 // see ped.dat 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
Camera.SetBehindPlayer
Actor.Angle($PLAYER_ACTOR) = 262.0
start_mission 0  // Initial 1
wait 0 
start_mission 1  // Initial 2
$CUSTOM_TOURNAMENT_FLAG = 0 
$PICKUP_INFO_HOSPITAL = Pickup.Create(#INFO, 3, 2027.77, -1420.52, 16.49)
$PICKUP_INFO_HOSPITAL_2 = Pickup.Create(#INFO, 3, 1180.85, -1325.57, 13.08)
$PICKUP_INFO_POLICE = Pickup.Create(#INFO, 3, 1550.68, -1675.49, 15.01)
$PICKUP_INFO_CONVERSATION = Pickup.Create(#INFO, 3, 2431.17, -1668.75, 13.04)
$166 = 292.33 
$167 = -35.39 
$168 = 1000.5 
$164 = 0 
$193 = 1 
$193 = 2 
$LOWR_CONT_SCRIPT_LAUNCHED = 0 
$MISSION_CESAR_VIALPANDO_PASSED = 0 
$RACE_INDEX = 0 
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 
04AE: $ICON_CJ = 15 // $ = any 
04AE: $ICON_SWEET = 38 // $ = any 
04AE: $ICON_RYDER = 34 // $ = any 
04AE: $ICON_BIG_DMOKE = 8 // $ = any 
04AE: $ICON_OG_LOC = 28 // $ = any 
04AE: $ICON_CRASH = 16 // $ = any 
04AE: $ICON_CESAR = 13 // $ = any 
04AE: $ICON_CATALINA = 12 // $ = any 
04AE: $ICON_TRUTH = 40 // $ = any 
04AE: $ICON_WOOZIE = 46 // $ = any 
04AE: $ICON_LOCOSYNDICATE = 23 // $ = any 
04AE: $ICON_TRIADS = 43 // $ = any 
04AE: $ICON_CESAR_2 = 13 // $ = any 
04AE: $ICON_RACE = 33 // $ = any 
04AE: $ICON_ZERO = 47 // $ = any 
04AE: $ICON_TRIADS_CASINO = 44 // $ = any 
04AE: $ICON_MAFIA_CASINO = 25 // $ = any 
04AE: $ICON_CASH = 52 // $ = any 
04AE: $ICON_MADDOG = 24 // $ = any 
04AE: $ICON_TORENO = 42 // $ = any 
04AE: $ICON_AIRYARD = 5 // $ = any 
04AE: $ICON_CJ_2 = 15 // $ = any 
04AE: $ICON_SCHOOL = 36 // $ = any 
04AE: $ICON_SWEET_2 = 38 // $ = any 
jump @MAIN_1969 
$MARKER_EMMETS_GUN = Marker.CreateIconWithoutSphere(18, 2447.364, -1974.496, 12.5469)
$MARKER_IDLEWOOD_BARBER = Marker.CreateIconWithoutSphere(7, 2070.27, -1791.092, 17.1484)
$MARKER_IDLEWOOD_PIZZERIA = Marker.CreateIconWithoutSphere(29, 2107.624, -1807.516, 21.2114)
$MARKER_GANTON_CLOTHES_SHOP = Marker.CreateIconWithoutSphere(45, 2243.807, -1668.567, 20.0313)
$439 = Marker.CreateIconAndSphere($ICON_CJ, $X_JOHNSON_HOUSE, $Y_JOHNSON_HOUSE, $Z_JOHNSON_HOUSE)
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere($ICON_SWEET, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)
$436 = Marker.CreateIconAndSphere($ICON_RYDER, $X_RYDER_HOUSE, $Y_RYDER_HOUSE, $Z_RYDER_HOUSE)
$434 = Marker.CreateIconAndSphere($ICON_BIG_DMOKE, $X_BIG_SMOKE_HOUSE, $Y_BIG_SMOKE_HOUSE, $Z_BIG_SMOKE_HOUSE)
$437 = Marker.CreateIconAndSphere($ICON_OG_LOC, $X_OG_LOC_WORK, $Y_OG_LOC_WORK, $Z_OG_LOC_WORK)
$MARKER_CRASH_LS = Marker.CreateIconAndSphere($ICON_CRASH, $X_CRASH_LS, $Y_CRASH_LS, $Z_CRASH_LS)
$MARKER_CESAR_LS = Marker.CreateIconAndSphere($ICON_CESAR, $X_CESAR_HOUSE, $Y_CESAR_HOUSE, $Z_CESAR_HOUSE)
$484 = Marker.CreateIconAndSphere($ICON_CRASH, $X_ANGEL_PINE, $Y_ANGEL_PINE, $Z_ANGEL_PINE)
$MARKER_CATALINA = Marker.CreateIconAndSphere($ICON_CATALINA, $X_CATALINA_HOUSE, $Y_CATALINA_HOUSE, $Z_CATALINA_HOUSE)
$MARKER_TRUTH_FARM = Marker.CreateIconAndSphere($ICON_TRUTH, $X_TRUTH_FARM, $Y_TRUTH_FARM, $Z_TRUTH_FARM)
$MARKER_CESAR_MONTGOMERY = Marker.CreateIconAndSphere($ICON_CESAR, $X_MONTGOMERY, $Y_MONTGOMERY, $Z_MONTGOMERY)
$532 = Marker.CreateIconAndSphere($ICON_CRASH, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
$524 = Marker.CreateIconAndSphere($ICON_WOOZIE, $X_WOOZIE_HOUSE, $Y_WOOZIE_HOUSE, $Z_WOOZIE_HOUSE)
$527 = Marker.CreateIconAndSphere($ICON_ZERO, $X_ZERO_RC_SHOP, $Y_ZERO_RC_SHOP, $Z_ZERO_RC_SHOP)
$525 = Marker.CreateIconAndSphere($ICON_CESAR_2, $X_SF_GARAGE_2, $Y_SF_GARAGE_2, $Z_SF_GARAGE_2)
$MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere($ICON_TRIADS, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
$526 = Marker.CreateIconAndSphere($ICON_CRASH, $X_JIZZY_CLUB, $Y_JIZZY_CLUB, $Z_JIZZY_CLUB)
$528 = Marker.CreateIconAndSphere($ICON_RACE, $X_DRIVING_SCHOOL, $Y_DRIVING_SCHOOL, $Z_DRIVING_SCHOOL)
$540 = Marker.CreateIconAndSphere($ICON_RACE, $X_DRIVING_SCHOOL, $Y_DRIVING_SCHOOL, $Z_DRIVING_SCHOOL)
$580 = Marker.CreateIconAndSphere($ICON_TORENO, $X_TIERRA_ROBADA_RANCH, $Y_TIERRA_ROBADA_RANCH, $Z_TIERRA_ROBADA_RANCH)
$581 = Marker.CreateIconAndSphere($ICON_AIRYARD, $X_OLD_AIRPORT, $Y_OLD_AIRPORT, $Z_OLD_AIRPORT)
$582 = Marker.CreateIconAndSphere($ICON_TRIADS_CASINO, $X_THE_FOUR_DRAGONS_CASINO, $Y_THE_FOUR_DRAGONS_CASINO, $Z_THE_FOUR_DRAGONS_CASINO)
$595 = Marker.CreateIconAndSphere($ICON_CASH, $X_THE_FOUR_DRAGONS_CASINO_2, $Y_THE_FOUR_DRAGONS_CASINO_2, $Z_THE_FOUR_DRAGONS_CASINO_2)
$584 = Marker.CreateIconAndSphere($ICON_MADDOG, $X_ROYAL_CASINO, $Y_ROYAL_CASINO, $Z_ROYAL_CASINO)
$583 = Marker.CreateIconAndSphere($ICON_CRASH, $X_PRICKLE_PINE_LV, $Y_PRICKLE_PINE_LV, $Z_PRICKLE_PINE_LV)
$585 = Marker.CreateIconAndSphere($ICON_MAFIA_CASINO, $X_CALIGULA_PALACE, $Y_CALIGULA_PALACE, $Z_CALIGULA_PALACE)
$622 = Marker.CreateIconAndSphere($ICON_CJ_2, $X_MADD_DOGG_CRIB, $Y_MADD_DOGG_CRIB, $Z_MADD_DOGG_CRIB)
$623 = Marker.CreateIconAndSphere($ICON_CJ_2, $X_MADD_DOGG_CRIB, $Y_MADD_DOGG_CRIB, $Z_MADD_DOGG_CRIB)
$MARKER_PILOT_SCHOOL = Marker.CreateIconAndSphere($ICON_SCHOOL, $666, $667, $668)
$596 = Marker.CreateIconAndSphere(36, -2031.2, -118.0, 34.3)
0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
0570: $632 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
$LSGYM_ICON = Marker.CreateIconAndSphere($ICON_SWEET, 2228.0, -1722.811, 12.5543)
0570: $1722 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[5] $SAVE_PICKUPS_Y[5] $SAVE_PICKUPS_Z[5] 
0570: $MARKER_QUARRY_MISSION = create_asset_radar_marker_with_icon 11 at $2352 $2353 $2354 
$2588 = Marker.CreateIconWithoutSphere(27, -2728.5, 212.2, 3.4)
$2589 = Marker.CreateIconWithoutSphere(27, -2728.5, 212.2, 3.4)
$MARKER_WANG_CARS = Marker.CreateIconAndSphere(31, $X_PROPERTY_TO_BUY[0], $Y_PROPERTY_TO_BUY[0], $Z_PROPERTY_TO_BUY[0])
$527 = Marker.CreateIconAndSphere(31, $X_PROPERTY_TO_BUY[1], $Y_PROPERTY_TO_BUY[1], $Z_PROPERTY_TO_BUY[1])
$55 = Marker.CreateIconAndSphere(31, $X_PROPERTY_TO_BUY[2], $Y_PROPERTY_TO_BUY[2], $Z_PROPERTY_TO_BUY[2])
$MARKER_TRUCKING_MISSION = Marker.CreateIconWithoutSphere(51, $2373, $2374, $2375)
04A6: $GS_GANG_MONEY_PICKUP = create_asset_money_pickup_at 2508.359 -1676.538 12.579 money 10000 $GS_GANG_CASH 
$PICKUP_KEYCARD = Pickup.Create(#KEYCARD, 3, 0.0, 0.0, 0.0)
$1415 = Marker.CreateIconAndSphere($ICON_CASH, 2035.724, 2727.96, 9.8281)
0517: $BUY_ASSET_PICKUPS[0] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0]  // Du kannst diese Immobilie noch nicht kaufen.
0517: $BUY_ASSET_PICKUPS[1] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1]  // Du kannst diese Immobilie noch nicht kaufen.
0517: $BUY_ASSET_PICKUPS[2] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2]  // Du kannst diese Immobilie noch nicht kaufen.
$2706 = Object.Create(#AD_FLATDOOR, 1833.36, -1995.45, 12.5)
$2707 = Object.Create(#AD_FLATDOOR, 1819.81, -1994.66, 12.5)
$2708 = Object.Create(#AD_FLATDOOR, 1827.68, -1980.0, 12.5)
$2709 = Object.Create(#AD_FLATDOOR, 1851.84, -1990.67, 12.5)
$2710 = Object.Create(#AD_FLATDOOR, 1867.29, -1984.96, 12.5)
$2711 = Object.Create(#AD_FLATDOOR, 1866.52, -1998.53, 12.5)
$2712 = Object.Create(#AD_FLATDOOR, 1899.75, -1984.95, 12.5)
$2713 = Object.Create(#AD_FLATDOOR, 1914.39, -1992.82, 12.5)
$2714 = Object.Create(#AD_FLATDOOR, 1899.01, -1998.5, 12.5)
$2715 = Object.Create(#AD_FLATDOOR, 1900.89, -2020.11, 12.5)
$2716 = Object.Create(#AD_FLATDOOR, 1914.4, -2020.91, 12.5)
$2717 = Object.Create(#AD_FLATDOOR, 1906.54, -2035.52, 12.5)
0662: NOP "AAAAAAAAA" 

:MAIN_1969
01E8: create_forbidden_for_cars_cube_cornerA 2500.0 -1677.0 20.0 cornerB 2430.0 -1653.0 0.0 
$672 = 0 
$TOTAL_FOOD_EATEN = 0 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 0 
$692 = 1.0 
$693 = 1.6 
$694 = 200 
$695 = 200 
$696 = 200 
$697 = 255 
$698 = 100 
$699 = 100 
$700 = 100 
$701 = 255 
$702 = 20 
$703 = 20 
$704 = 20 
$705 = 255 
014B: $PARKED_RHINO = init_parked_car_generator #RHINO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2435.302 -1671.848 12.8007 angle 90.0 
014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 0 
014B: $PARKED_HYDRA = init_parked_car_generator #HYDRA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2527.2 -1677.1 19.2 angle 90.0 
014C: set_parked_car_generator $PARKED_HYDRA cars_to_generate_to 0 
$VIDEO_GAME = -1 
0914: NOP 0 
0914: NOP 1 
0914: NOP 2 
0914: NOP 3 
0914: NOP 4 
0914: NOP 5 
0914: NOP 6 
0914: NOP 7 
0914: NOP 8 
0914: NOP 9 
0914: NOP 10 
0914: NOP 11 
0914: NOP 12 
0914: NOP 13 
0914: NOP 14 
0914: NOP 15 
0914: NOP 16 
0914: NOP 17 
0914: NOP 18 
0914: NOP 19 
0914: NOP 20 
0914: NOP 21 
0914: NOP 22 
0914: NOP 23 
0914: NOP 24 
0914: NOP 25 
0914: NOP 26 
0914: NOP 27 
0914: NOP 28 
0914: NOP 29 
0914: NOP 30 
0914: NOP 31 
0914: NOP 32 
0914: NOP 33 
0914: NOP 34 
0914: NOP 35 
0914: NOP 36 
0914: NOP 37 
0914: NOP 38 
0914: NOP 39 
0914: NOP 40 
0914: NOP 41 
0914: NOP 42 
0914: NOP 43 
0914: NOP 44 
0914: NOP 45 
0914: NOP 46 
0914: NOP 47 
0914: NOP 48 
0914: NOP 49 
0914: NOP 50 
0914: NOP 51 
0914: NOP 52 
0914: NOP 53 
0914: NOP 54 
0914: NOP 55 
0914: NOP 56 
0914: NOP 57 
0914: NOP 58 
0914: NOP 59 
0914: NOP 60 
0914: NOP 61 
0914: NOP 62 
0914: NOP 63 
0914: NOP 64 
0914: NOP 65 
0914: NOP 66 
0914: NOP 67 
0914: NOP 68 
0914: NOP 69 
0914: NOP 70 
0914: NOP 71 
0914: NOP 72 
0914: NOP 73 
0914: NOP 74 
0914: NOP 75 
0914: NOP 76 
0914: NOP 77 
0929: init_external_script_trigger 4 (SLOT_MACHINE) with_object_model #KB_BANDIT_U priority 100 radius 6.0 type 1 
0929: init_external_script_trigger 5 (ROULETTE) with_object_model #ROULETTE_TBL priority 60 radius 50.0 type 1 
0929: init_external_script_trigger 6 (OTB_SCRIPT) with_object_model #OTB_MACHINE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_3 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_2 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_1 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #SWANK_CONSOLE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #SNESISH priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #LOW_CONSOLE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDMACHFD priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDMACH priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDIN3 priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_SPRUNK1 priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_CANDYVENDOR priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_EXT_CANDY priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_EXT_SPRUNK priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #ICESCART_PROP priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #CHILLIDOGCART priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #NOODLECART_PROP priority 100 radius 70.0 type -1 
$709 = 0 
0929: init_external_script_trigger 10 (GATES_SCRIPT) with_object_model #GATE_AUTOL priority 100 radius 80.0 type -1 
0929: init_external_script_trigger 10 (GATES_SCRIPT) with_object_model #GATE_AUTOR priority 100 radius 80.0 type -1 
0929: init_external_script_trigger 11 (GYMBIKE) with_object_model #GYM_BIKE priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 12 (GYMBENCH) with_object_model #GYM_BENCH1 priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 13 (GYMTREAD) with_object_model #GYM_TREADMILL priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 14 (GYMDUMB) with_object_model #GYM_MAT1 priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #BSKBALL_LAX priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #BSKBALLHUB_LAX01 priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #VGSXREFBBALLNET priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #VGSXREFBBALLNET2 priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 21 (POOL_SCRIPT) with_object_model #K_POOLTABLESM priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 16 (VIDPOK) with_object_model #NEIL_SLOT priority 100 radius 4.0 type 1 
0929: init_external_script_trigger 16 (VIDPOK) with_object_model #CJ_SLOT_BANK priority 100 radius 4.0 type 1 
0929: init_external_script_trigger 17 (BLACKJ) with_object_model #BLCK_JACK priority 50 radius 70.0 type 1 
0929: init_external_script_trigger 18 (WHEELO) with_object_model #WHEEL_O_FORTUNE priority 50 radius 70.0 type 1 
$GS_GANG_CASH = 1 
07D3: 'HOUSE' = init_external_script_named_handle 23 (BURG_BRAINS) 
0884: 'DANCER' = init_external_script_named_handle 52 (DANCER) 
0884: 'PCHAIR' = init_external_script_named_handle 41 (PCHAIR) 
0884: 'PCUSTOM' = init_external_script_named_handle 42 (PCUSTOM) 
0884: 'OTBWTCH' = init_external_script_named_handle 43 (OTBWTCH) 
0884: 'OTBSLP' = init_external_script_named_handle 44 (OTBSLP) 
0884: 'OTBTILL' = init_external_script_named_handle 45 (OTBTILL) 
0884: 'FBOOTHR' = init_external_script_named_handle 46 (FBOOTHR) 
0884: 'FBOOTHL' = init_external_script_named_handle 47 (FBOOTHL) 
0884: 'BARGUY' = init_external_script_named_handle 48 (BARGUY) 
0884: 'PEDROUL' = init_external_script_named_handle 49 (PEDROUL) 
0884: 'PEDCARD' = init_external_script_named_handle 50 (PEDCARD) 
0884: 'PEDSLOT' = init_external_script_named_handle 51 (PEDSLOT) 
0884: 'STRIPW' = init_external_script_named_handle 53 (STRIPW) 
0884: 'STRIPM' = init_external_script_named_handle 54 (STRIPM) 
0884: 'BROWSE' = init_external_script_named_handle 55 (BROWSE) 
0884: 'COPSIT' = init_external_script_named_handle 56 (COPSIT) 
0884: 'COPLOOK' = init_external_script_named_handle 57 (COPLOOK) 
0884: 'TICKET' = init_external_script_named_handle 58 (TICKET) 
0884: 'SHOPPER' = init_external_script_named_handle 59 (SHOPPER) 
0884: 'PHOTO' = init_external_script_named_handle 73 (PHOTO) 
0884: 'PRISONR' = init_external_script_named_handle 74 (PRISONR) 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #BMYDRUG priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #WMYDRUG priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #HMYDRUG priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #BIKDRUG priority 100 
0928: init_external_script_trigger 77 (HOTDOG) with_actor_model #BMOCHIL priority 100 
08E8: assign_external_script_handle 'DEALER' to_model #BMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_model #WMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_model #HMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_model #BIKDRUG 
0776: create_objects_in_object_group "CRACK" 
0363: create_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 1 
0363: create_object_at -2185.49 -215.55 34.31 radius 40.0 model #CF_EXT_DEM_SFS visibility 0 
0363: create_object_at -2166.86 -236.5 40.86 radius 40.0 model #LODCRACKFACT_SFS visibility 1 
0363: create_object_at -2185.49 -215.55 34.31 radius 40.0 model #LODEXT_DEM_SFS visibility 0 
create_thread @MS_BIKE_MISSIONS 
create_thread @MS_VEHICLE_SUBMISSIONS 
create_thread @MS_GYMFIGHT_SCHOOL 
create_thread @MS_SHOOTING_RANGE 
create_thread @MS_BLOODRING 
create_thread @MS_8TRACK 
create_thread @MS_DIRTTRACK_KICKSTART 
create_thread @SAVEGAME 
create_thread @FLOW 
create_thread @HELP_TEXT_BOXES 
create_thread @BONUSES 
create_thread @CRANES 
create_thread @MS_BUY_PROPERTIES 
create_thread @ESC_VALET_PARKING 
create_thread @ESC_AIRPORT_TERMINALS 
create_thread @ESC_TRAINS 
create_thread @ESC_IMPOUND_GARAGES 
create_thread @OPENUP_PROPERTIES 
create_thread @MS_BEAT_THE_COCK 
create_thread_wb @NONAME_1 
create_thread_wb @NONAME_2 
create_thread_wb @NONAME_3 
create_thread_wb @NONAME_4 
create_thread_wb @NONAME_5 
create_thread_wb @NONAME_6 
create_thread_wb @APCHECK 
create_thread_wb @GIRLFRIENDS_INIT 
create_thread_wb @NONAME_7 
create_thread_wb @NONAME_8 
create_thread_wb @HJ 
create_thread_wb @CELLFON 
fade 0 0 
09BA: show_entered_zone_name 0 
wait 0 
wait 0 
03B7: process_cutscene_only 0 
0169: set_fade_color_RGB 0 0 0 
wait 2000 
03B7: process_cutscene_only 1 
01F0: set_max_wanted_level_to 4 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_4068 
set_weather 1 
Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)
Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
$2549 = 1 
Player.Build($PLAYER_CHAR)
0793: save_player_clothes 
0169: set_fade_color_RGB 0 0 0 
fade 0 0 
$MISSION_INTRO_PASSED = 0 
start_mission 2  // Intro
$41 = 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_4059 
select_interior 0 
Player.CanMove($PLAYER_CHAR) = True

:MAIN_4059
01B7: release_weather 
jump @MAIN_4075 

:MAIN_4068
$SCRIPT_STATUS = 0 

:MAIN_4075
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_5808 
077E: get_active_interior_to $ACTIVE_INTERIOR 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
07D0: $WEEKDAY = weekday 
09FB: $CURRENT_LANGUAGE = current_language 
0842: $CURRENT_TOWN_NUMBER = player $PLAYER_CHAR town_number 
01BD: $5284 = current_time_in_ms 
if 
  $672 == 1 
else_jump @MAIN_4214 
0084: $5283 = $5284 // (int) 
0060: $5283 -= $5285 // (int) 
if 
  $5283 >= 180000 
else_jump @MAIN_4214 
$672 = 0 
$TOTAL_FOOD_EATEN = 0 
$5283 = 0 
$10045 = 0 

:MAIN_4214
if or
   Garage.IsOpen('BODLAWN')
   Garage.IsOpen('MODLAST')
   Garage.IsOpen('MDSSFSE')
   Garage.IsOpen('MDS1SFS')
   Garage.IsOpen('VECMOD')
else_jump @MAIN_4336 
0926: $SCRIPT_STATUS = external_script_status 66 (CARMOD1) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4329 
08A9: load_external_script 66 (CARMOD1) 
if 
08AB:   external_script 66 (CARMOD1) loaded 
else_jump @MAIN_4329 
0913: run_external_script 66 (CARMOD1)  

:MAIN_4329
jump @MAIN_4340 

:MAIN_4336
090F: end_external_script 66 (CARMOD1) 

:MAIN_4340
if 
   Actor.HasWeapon($PLAYER_ACTOR, 46)
else_jump @MAIN_4414 
0926: $SCRIPT_STATUS = external_script_status 0 (PLAYER_PARACHUTE) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4407 
08A9: load_external_script 0 (PLAYER_PARACHUTE) 
if 
08AB:   external_script 0 (PLAYER_PARACHUTE) loaded 
else_jump @MAIN_4407 
0913: run_external_script 0 (PLAYER_PARACHUTE)  

:MAIN_4407
jump @MAIN_4418 

:MAIN_4414
090F: end_external_script 0 (PLAYER_PARACHUTE) 

:MAIN_4418
if and
   Actor.HasWeapon($PLAYER_ACTOR, 43)
  $ONMISSION == 0 
else_jump @MAIN_4499 
0926: $SCRIPT_STATUS = external_script_status 75 (CAMERA) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4492 
08A9: load_external_script 75 (CAMERA) 
if 
08AB:   external_script 75 (CAMERA) loaded 
else_jump @MAIN_4492 
0913: run_external_script 75 (CAMERA)  

:MAIN_4492
jump @MAIN_4503 

:MAIN_4499
090F: end_external_script 75 (CAMERA) 

:MAIN_4503
if 
  $ONMISSION == 0 
else_jump @MAIN_5495 
if 
  10 > $SYNDICATE_TOTAL_PASSED_MISSIONS 
else_jump @MAIN_4972 
if 
  $CATALINA_TOTAL_PASSED_MISSIONS > 2 
else_jump @MAIN_4972 
if 
  $89 > 400 
else_jump @MAIN_4900 
0926: $SCRIPT_STATUS = external_script_status 2 (BCESAR2) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4738 
if 
  $BCESAR3_SCRIPT_LAUNCHED == 0 
else_jump @MAIN_4738 
0926: $SCRIPT_STATUS = external_script_status 3 (BCESAR3) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4738 
07D0: $WEEKDAY = weekday 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $WEEKDAY == 4 
  $WEEKDAY == 7 
else_jump @MAIN_4738 
if or
  $TIME_HOURS >= 19 
  7 > $TIME_HOURS 
else_jump @MAIN_4738 
08A9: load_external_script 3 (BCESAR3) 
if 
08AB:   external_script 3 (BCESAR3) loaded 
else_jump @MAIN_4738 
0913: run_external_script 3 (BCESAR3)  
$BCESAR3_SCRIPT_LAUNCHED = 1 

:MAIN_4738
0926: $SCRIPT_STATUS = external_script_status 3 (BCESAR3) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4900 
if 
  $BCESAR2_SCRIPT_LAUNCHED == 0 
else_jump @MAIN_4900 
0926: $SCRIPT_STATUS = external_script_status 2 (BCESAR2) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4900 
07D0: $WEEKDAY = weekday 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $WEEKDAY == 2 
  $WEEKDAY == 6 
else_jump @MAIN_4900 
if and
  $TIME_HOURS >= 5 
  17 > $TIME_HOURS 
else_jump @MAIN_4900 
08A9: load_external_script 2 (BCESAR2) 
if 
08AB:   external_script 2 (BCESAR2) loaded 
else_jump @MAIN_4900 
0913: run_external_script 2 (BCESAR2)  
$BCESAR2_SCRIPT_LAUNCHED = 1 

:MAIN_4900
07D0: $WEEKDAY = weekday 
if or
  $WEEKDAY == 1 
  $WEEKDAY == 3 
  $WEEKDAY == 5 
else_jump @MAIN_4965 
$BCESAR2_SCRIPT_LAUNCHED = 0 
$BCESAR3_SCRIPT_LAUNCHED = 0 
$89 = 0 
jump @MAIN_4972 

:MAIN_4965
$89 += 1 

:MAIN_4972
if and
  $MISSION_CESAR_VIALPANDO_PASSED == 1 
  $ONMISSION == 0 
else_jump @CASE_VIDEO_GAME 
if 
  $LOWR_CONT_SCRIPT_LAUNCHED == 0 
else_jump @MAIN_5132 
0926: $SCRIPT_STATUS = external_script_status 22 (LOWR_CONT) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_5125 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_5125 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1812.369 -1929.922 radius 80.0 80.0 
else_jump @MAIN_5125 
08A9: load_external_script 22 (LOWR_CONT) 
if 
08AB:   external_script 22 (LOWR_CONT) loaded 
else_jump @MAIN_5125 
0913: run_external_script 22 (LOWR_CONT)  
$LOWR_CONT_SCRIPT_LAUNCHED = 1 

:MAIN_5125
jump @CASE_VIDEO_GAME 

:MAIN_5132
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CASE_VIDEO_GAME 
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 1812.369 -1929.922 radius 500.0 500.0 
else_jump @CASE_VIDEO_GAME 
$LOWR_CONT_SCRIPT_LAUNCHED = 0 

:CASE_VIDEO_GAME
0871: init_jump_table $VIDEO_GAME total_jumps 8 default_jump 0 @END_CASE_VIDEO_GAME jumps 0 @MS_GAME_THEYCRAWLEDFROMURANUS 1 @MS_GAME_DUALITY 2 @MS_GAME_GOGOSPACEMONKEY 3 @MS_GAME_LETSGETREADYTOBUMBLE 4 @MS_GAME_TRACKBETTING 5 @MS_GAME_POOL 6 @MS_GAME_LOWRIDER 
0872: jump_table_jumps 7 @MS_GAME_BEEFYBARON -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME 

:MS_GAME_THEYCRAWLEDFROMURANUS
$ONMISSION = 1 
start_mission 3  // Video Game: They Crawled From Uranus
jump @END_CASE_VIDEO_GAME 

:MS_GAME_DUALITY
$ONMISSION = 1 
start_mission 4  // Video Game: Dualuty
jump @END_CASE_VIDEO_GAME 

:MS_GAME_GOGOSPACEMONKEY
$ONMISSION = 1 
start_mission 5  // Video Game: Go Go Space Monkey
jump @END_CASE_VIDEO_GAME 

:MS_GAME_LETSGETREADYTOBUMBLE
$ONMISSION = 1 
start_mission 6  // Video Game: Let's Get Ready To Bumble
jump @END_CASE_VIDEO_GAME 

:MS_GAME_TRACKBETTING
$ONMISSION = 1 
start_mission 7  // Video Game: Inside Track Betting
jump @END_CASE_VIDEO_GAME 

:MS_GAME_POOL
$ONMISSION = 1 
start_mission 8  // Pool
jump @END_CASE_VIDEO_GAME 

:MS_GAME_LOWRIDER
$ONMISSION = 1 
start_mission 9  // Lowrider (Bet And Dance)
jump @END_CASE_VIDEO_GAME 

:MS_GAME_BEEFYBARON
$ONMISSION = 1 
00BA: show_text_styled GXT 'BEEFY' time 1000 style 2  // Beefy Baron
gosub @SUB_FADE_500MS 
start_mission 10  // Beefy Baron
jump @END_CASE_VIDEO_GAME 

:END_CASE_VIDEO_GAME
jump @MAIN_5534 

:MAIN_5495
if or
  $BCESAR2_SCRIPT_LAUNCHED == 1 
  $BCESAR3_SCRIPT_LAUNCHED == 1 
else_jump @MAIN_5527 
$89 = 0 

:MAIN_5527
$VIDEO_GAME = -1 

:MAIN_5534
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_5808 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922 
else_jump @MAIN_5644 
0926: $SCRIPT_STATUS = external_script_status 70 (CARPARK1) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_5637 
08A9: load_external_script 70 (CARPARK1) 
if 
08AB:   external_script 70 (CARPARK1) loaded 
else_jump @MAIN_5637 
0913: run_external_script 70 (CARPARK1)  

:MAIN_5637
jump @MAIN_5648 

:MAIN_5644
090F: end_external_script 70 (CARPARK1) 

:MAIN_5648
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @MAIN_5808 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 658.0068 -1866.313 4.4537 radius 15.0 15.0 15.0 
else_jump @MAIN_5783 
if 
  $157 == 0 
else_jump @MAIN_5776 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @MAIN_5769 
$GYM_DAY_LIMIT = 0.0 

:MAIN_5769
$157 = 1 

:MAIN_5776
jump @MAIN_5808 

:MAIN_5783
if 
  $157 == 1 
else_jump @MAIN_5808 
$157 = 0 

:MAIN_5808
jump @MAIN_4075 

:MS_INTRO_MISSIONS
thread 'INT' 

:INT_11
wait $DEFAULT_WAIT_TIME 
if 
  $INTRO_TOTAL_PASSED_MISSIONS == 2 
else_jump @INT_36 
end_thread 

:INT_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INT_292 
if 
  $ONMISSION == 0 
else_jump @INT_292 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 1.0 1.0 2.0 on_foot 
else_jump @INT_182 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @INT_182 
if 
  $INTRO_TOTAL_PASSED_MISSIONS == 0 
else_jump @INT_182 
$ONMISSION = 1 
00BA: show_text_styled GXT 'INTRO_1' time 1000 style 2  // Big Smoke
gosub @SUB_CJ_GOTO_HOME 
03E6: remove_text_box 
start_mission 11  // Big Smoke

:INT_182
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RYDER_HOUSE $Y_RYDER_HOUSE $Z_RYDER_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @INT_292 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @INT_292 
if 
  $INTRO_TOTAL_PASSED_MISSIONS == 1 
else_jump @INT_292 
$ONMISSION = 1 
00BA: show_text_styled GXT 'INTRO_2' time 1000 style 2  // Ryder
gosub @SUB_CJ_GOTO_RYDER_HOUSE 
start_mission 12  // Ryder

:INT_292
jump @INT_11 

:SWEET
thread 'SWEET' 

:SWEET_11
wait $DEFAULT_WAIT_TIME 
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 9 
else_jump @SWEET_36 
end_thread 

:SWEET_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SWEET_807 
if 
  $ONMISSION == 0 
else_jump @SWEET_807 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @SWEET_684 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SWEET_684 
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 0 
else_jump @SWEET_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_1' time 1000 style 2  // Tagging up Turf
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 13  // Tagging Up Turf

:SWEET_180
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 1 
else_jump @SWEET_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET1B' time 1000 style 2  // Cleaning the Hood
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 14  // Cleaning The Hood

:SWEET_232
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 2 
else_jump @SWEET_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_3' time 1000 style 2  // Drive-thru
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 15  // Drive-Thru

:SWEET_284
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 3 
else_jump @SWEET_336 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_2' time 1000 style 2  // Nines and AK's
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 16  // Nines And AK's

:SWEET_336
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 4 
else_jump @SWEET_388 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_4' time 1000 style 2  // Drive-By
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 17  // Drive-By

:SWEET_388
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 5 
else_jump @SWEET_440 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_5' time 1000 style 2  // Sweet's Girl
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 18  // Sweet's Girl

:SWEET_440
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 6 
else_jump @SWEET_492 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_6' time 1000 style 2  // Cesar Vialpando
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 19  // Cesar Vialpando

:SWEET_492
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 8 
else_jump @SWEET_684 
0956: get_respect_to $47 
if 
  $47 > 1 
else_jump @SWEET_632 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if and
  $TIME_HOURS >= 9 
  17 > $TIME_HOURS 
else_jump @SWEET_609 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_7' time 1000 style 2  // Los Sepulcros
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 20  // Los Sepulcros
jump @SWEET_625 

:SWEET_609
00BC: show_text_highpriority GXT 'MTIME3' time 1000 flag 1  // ~s~Komm zwischen 9:00 Uhr und 17:00 Uhr wieder

:SWEET_625
jump @SWEET_684 

:SWEET_632
00BC: show_text_highpriority GXT 'MOREREP' time 1000 flag 1  // ~s~Du musst dir mehr Respekt erwerben.
if 
  $HELP_RESPECT_SHOWN == 0 
else_jump @SWEET_684 
03E5: show_text_box 'HELP101'  // Du kannst dir Respekt erwerben, indem du bestimmte Missionen erfllst, indem du Mitglieder rivalisierender Gangs ausschaltest, indem du Gebiet eroberst und durch das Sprhen von Graffitis.
$HELP_RESPECT_SHOWN = 1 

:SWEET_684
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1365.251 -1280.12 12.5469 radius 1.2 1.2 2.0 on_foot 
else_jump @SWEET_807 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SWEET_807 
if and
  $SWEET_TOTAL_PASSED_MISSIONS == 7 
  $1346 == 1 
else_jump @SWEET_807 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CRASH_2' time 1000 style 2  // Doberman
gosub @SUB_FADE_500MS 
start_mission 21  // Doberman

:SWEET_807
jump @SWEET_11 

:CRASH
thread 'CRASH' 

:CRASH_11
wait $DEFAULT_WAIT_TIME 
if 
  $CRASH_LS_TOTAL_PASSED_MISSIONS == 2 
else_jump @CRASH_36 
end_thread 

:CRASH_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRASH_232 
if 
  $ONMISSION == 0 
else_jump @CRASH_232 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_CRASH_LS $Y_CRASH_LS $Z_CRASH_LS radius 1.2 1.2 2.0 on_foot 
else_jump @CRASH_232 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @CRASH_232 
if 
  $CRASH_LS_TOTAL_PASSED_MISSIONS == 0 
else_jump @CRASH_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CRASH_1' time 1000 style 2  // Burning Desire
gosub @SUB_CJ_GOTO_CRASH_LS 
start_mission 22  // Burning Desire

:CRASH_180
if 
  $CRASH_LS_TOTAL_PASSED_MISSIONS == 1 
else_jump @CRASH_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CRASH_3' time 1000 style 2  // Gray Imports
gosub @SUB_CJ_GOTO_CRASH_LS 
start_mission 23  // Gray Imports

:CRASH_232
jump @CRASH_11 

:RYDER
thread 'RYDER' 

:RYDER_11
wait $DEFAULT_WAIT_TIME 
if 
  $RYDER_TOTAL_PASSED_MISSIONS == 3 
else_jump @RYDER_36 
end_thread 

:RYDER_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @RYDER_342 
if 
  $ONMISSION == 0 
else_jump @RYDER_342 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RYDER_HOUSE $Y_RYDER_HOUSE $Z_RYDER_HOUSE radius 1.6 1.2 2.0 on_foot 
else_jump @RYDER_342 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @RYDER_342 
if 
  $RYDER_TOTAL_PASSED_MISSIONS == 0 
else_jump @RYDER_238 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if and
  $TIME_HOURS >= 12 
  20 > $TIME_HOURS 
else_jump @RYDER_222 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_1' time 1000 style 2  // Home Invasion
gosub @SUB_CJ_GOTO_RYDER_HOUSE 
start_mission 24  // Home Invasion
jump @RYDER_238 

:RYDER_222
00BC: show_text_highpriority GXT 'MTIME6' time 1000 flag 1  // ~s~Komm zwischen 12:00 und 20:00 wieder.

:RYDER_238
if 
  $RYDER_TOTAL_PASSED_MISSIONS == 1 
else_jump @RYDER_290 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_3' time 1000 style 2  // Catalyst
gosub @SUB_CJ_GOTO_RYDER_HOUSE 
start_mission 25  // Catalyst

:RYDER_290
if 
  $RYDER_TOTAL_PASSED_MISSIONS == 2 
else_jump @RYDER_342 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_2' time 1000 style 2  // Robbing Uncle Sam
gosub @SUB_CJ_GOTO_RYDER_HOUSE 
start_mission 26  // Robbing Uncle Sam

:RYDER_342
jump @RYDER_11 

:SMOKE
thread 'SMOKE' 

:SMOKE_11
wait $DEFAULT_WAIT_TIME 
if 
  $SMOKE_TOTAL_PASSED_MISSIONS == 4 
else_jump @SMOKE_36 
end_thread 

:SMOKE_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SMOKE_336 
if 
  $ONMISSION == 0 
else_jump @SMOKE_336 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BIG_SMOKE_HOUSE $Y_BIG_SMOKE_HOUSE $Z_BIG_SMOKE_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @SMOKE_336 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SMOKE_336 
if 
  $SMOKE_TOTAL_PASSED_MISSIONS == 0 
else_jump @SMOKE_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_1' time 1000 style 2  // OG Loc
gosub @SUB_CJ_GOTO_SMOKE_HOUSE 
start_mission 27  // OG Loc

:SMOKE_180
if 
  $SMOKE_TOTAL_PASSED_MISSIONS == 1 
else_jump @SMOKE_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_2' time 1000 style 2  // Running Dog
gosub @SUB_CJ_GOTO_SMOKE_HOUSE 
start_mission 28  // Running Dog

:SMOKE_232
if 
  $SMOKE_TOTAL_PASSED_MISSIONS == 2 
else_jump @SMOKE_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_3' time 1000 style 2  // Wrong Side of the Tracks
gosub @SUB_CJ_GOTO_SMOKE_HOUSE 
start_mission 29  // Wrong Side of the Tracks

:SMOKE_284
if 
  $SMOKE_TOTAL_PASSED_MISSIONS == 3 
else_jump @SMOKE_336 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_4' time 1000 style 2  // Just Business
gosub @SUB_CJ_GOTO_SMOKE_HOUSE 
start_mission 30  // Just Business

:SMOKE_336
jump @SMOKE_11 

:STRAP
thread 'STRAP' 

:STRAP_11
wait $DEFAULT_WAIT_TIME 
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 5 
else_jump @STRAP_36 
end_thread 

:STRAP_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STRAP_620 
if 
  $ONMISSION == 0 
else_jump @STRAP_620 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_OG_LOC_WORK $Y_OG_LOC_WORK $Z_OG_LOC_WORK radius 1.2 1.2 2.0 on_foot 
else_jump @STRAP_452 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @STRAP_452 
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 0 
else_jump @STRAP_238 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 22 
  6 > $TIME_HOURS 
else_jump @STRAP_222 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_1' time 1000 style 2  // Life's a Beach
gosub @SUB_CJ_GOTO_OG_WORK 
start_mission 31  // Life's a Beach
jump @STRAP_238 

:STRAP_222
00BC: show_text_highpriority GXT 'MTIME5' time 1000 flag 1  // ~s~Komm zwischen 22:00 Uhr und 6:00 Uhr wieder

:STRAP_238
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 1 
else_jump @STRAP_290 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_2' time 1000 style 2  // Madd Dogg's Rhymes
gosub @SUB_CJ_GOTO_OG_WORK 
start_mission 32  // Madd Dogg's Rhymes

:STRAP_290
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 2 
else_jump @STRAP_400 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 12 
  5 > $TIME_HOURS 
else_jump @STRAP_384 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_3' time 1000 style 2  // Management Issues
gosub @SUB_CJ_GOTO_OG_WORK 
start_mission 33  // Management Issues
jump @STRAP_400 

:STRAP_384
00BC: show_text_highpriority GXT 'MTIME2' time 1000 flag 1  // ~s~Komm zwischen 12:00 Uhr und 5:00 Uhr wieder

:STRAP_400
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 3 
else_jump @STRAP_452 
$ONMISSION = 1 
gosub @SUB_CJ_GOTO_OG_WORK 
00BA: show_text_styled GXT 'STRAP_4' time 1000 style 2  // House Party
start_mission 34  // House Party

:STRAP_452
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_OG_LOC_HOUSE $Y_OG_LOC_HOUSE $Z_OG_LOC_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @STRAP_620 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @STRAP_620 
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 4 
else_jump @STRAP_620 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @STRAP_604 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_4' time 1000 style 2  // House Party
gosub @SUB_CJ_GOTO_OG_PARTY_HOUSE 
start_mission 34  // House Party
jump @STRAP_620 

:STRAP_604
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Komm zwischen 20:00 Uhr und 6:00 Uhr wieder

:STRAP_620
jump @STRAP_11 

:CESAR
thread 'CESAR' 

:CESAR_11
wait 0 
if 
  $MISSION_LOWRIDER_PASSED == 1 
else_jump @CESAR_35 
end_thread 

:CESAR_35
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CESAR_344 
if 
  $ONMISSION == 0 
else_jump @CESAR_130 
if 
  $MISSION_LOWRIDER_PASSED == 0 
else_jump @CESAR_130 
if 
  $2336 == 1 
else_jump @CESAR_130 
04AE: $RACE_INDEX = 0 // $ = any 
$CUSTOM_TOURNAMENT_FLAG = 0 
start_mission 35  // Race Tournament / 8-track / Dirt Track
$2336 = 2 

:CESAR_130
if 
  $ONMISSION == 0 
else_jump @CESAR_344 
if 
  $MISSION_LOWRIDER_PASSED == 0 
else_jump @CESAR_344 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_CESAR_HOUSE $Y_CESAR_HOUSE $Z_CESAR_HOUSE radius 4.0 4.0 3.0 
else_jump @CESAR_344 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CESAR_328 
03C0: $2197 = actor $PLAYER_ACTOR car 
if 
096E:   car $2197 lowrider 
else_jump @CESAR_305 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @CESAR_298 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CESAR_1' time 1000 style 2  // High Stakes, Low-rider
gosub @PSAVE1_2334 
start_mission 36  // Lowrider (High Stakes)

:CESAR_298
jump @CESAR_321 

:CESAR_305
00BC: show_text_highpriority GXT 'CES_CK1' time 1000 flag 1  // ~s~Du musst in einem Lowrider sitzen.

:CESAR_321
jump @CESAR_344 

:CESAR_328
00BC: show_text_highpriority GXT 'CES_CK1' time 1000 flag 1  // ~s~Du musst in einem Lowrider sitzen.

:CESAR_344
jump @CESAR_11 

:MS_LS_FINAL_MISSIONS
thread 'LA1FIN' 

:LA1FIN_11
wait $DEFAULT_WAIT_TIME 
if 
  $LS_FINAL_TOTAL_PASSED_MISSIONS == 2 
else_jump @LA1FIN_36 
end_thread 

:LA1FIN_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LA1FIN_340 
if 
  $ONMISSION == 0 
else_jump @LA1FIN_340 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.0 1.0 2.0 on_foot 
else_jump @LA1FIN_340 
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 9 
else_jump @LA1FIN_340 
if 
  $SMOKE_TOTAL_PASSED_MISSIONS == 4 
else_jump @LA1FIN_340 
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 5 
else_jump @LA1FIN_340 
if 
  $RYDER_TOTAL_PASSED_MISSIONS == 3 
else_jump @LA1FIN_340 
if 
  $CRASH_LS_TOTAL_PASSED_MISSIONS == 2 
else_jump @LA1FIN_340 
if 
  $MISSION_LOWRIDER_PASSED == 1 
else_jump @LA1FIN_340 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @LA1FIN_340 
if 
  $LS_FINAL_TOTAL_PASSED_MISSIONS == 0 
else_jump @LA1FIN_288 
$ONMISSION = 1 
00BA: show_text_styled GXT 'LA1FIN1' time 1000 style 2  // Reuniting the Families
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 37  // Reuniting The Families

:LA1FIN_288
if 
  $LS_FINAL_TOTAL_PASSED_MISSIONS == 1 
else_jump @LA1FIN_340 
$ONMISSION = 1 
00BA: show_text_styled GXT 'LA1FIN2' time 1000 style 2  // The Green Sabre
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 38  // The Green Sabre

:LA1FIN_340
jump @LA1FIN_11 

:BCRASH
thread 'BCRASH' 

:BCRASH_11
wait $DEFAULT_WAIT_TIME 
if 
  $MISSION_BADLANDS_PASSED == 1 
else_jump @BCRASH_36 
end_thread 

:BCRASH_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCRASH_180 
if 
  $ONMISSION == 0 
else_jump @BCRASH_180 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ANGEL_PINE $Y_ANGEL_PINE $Z_ANGEL_PINE radius 1.2 1.2 2.0 on_foot 
else_jump @BCRASH_180 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BCRASH_180 
if 
  $MISSION_BADLANDS_PASSED == 0 
else_jump @BCRASH_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'BCRASH1' time 1000 style 2  // Californian Badlands
gosub @SUB_FADE_500MS 
start_mission 39  // Badlands

:BCRASH_180
jump @BCRASH_11 

:CAT
$CATALINA_SELECTED_MISSION = -1 
thread 'CAT' 

:CAT_18
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAT_634 
if 
  $ONMISSION == 0 
else_jump @CAT_419 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @END_CASE_CATALINA_MISSION 
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 0 
else_jump @CAT_164 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_MEETING_CATALINA $Y_MEETING_CATALINA $Z_MEETING_CATALINA radius 1.2 1.2 2.0 on_foot 
else_jump @CAT_157 
$ONMISSION = 1 
gosub @SUB_SHOW_SELECTED_CATALINA_MISSION_TITLE 
gosub @CAT_779 
start_mission 40  // First Date

:CAT_157
jump @CASE_CATALINA_MISSIONS 

:CAT_164
if 
  $2163 == 1 
else_jump @CASE_CATALINA_MISSIONS 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @CASE_CATALINA_MISSIONS 
$ONMISSION = 1 
gosub @SUB_SHOW_SELECTED_CATALINA_MISSION_TITLE 
gosub @CAT_922 
start_mission 40  // First Date

:CASE_CATALINA_MISSIONS
0871: init_jump_table $CATALINA_SELECTED_MISSION total_jumps 4 default_jump 0 @END_CASE_CATALINA_MISSION jumps 0 @MS_LOCAL_LIQUOR_STORE 1 @MS_SMALL_TOWN_BANK 2 @MS_TANKER_COMMANDER 3 @MS_AGAINST_ALL_ODDS -1 @END_CASE_CATALINA_MISSION -1 @END_CASE_CATALINA_MISSION -1 @END_CASE_CATALINA_MISSION 

:MS_LOCAL_LIQUOR_STORE
$ONMISSION = 1 
start_mission 41  // Local Liquor Store
jump @CAT_18 
jump @END_CASE_CATALINA_MISSION 

:MS_SMALL_TOWN_BANK
$ONMISSION = 1 
start_mission 42  // Small Town Bank
jump @CAT_18 
jump @END_CASE_CATALINA_MISSION 

:MS_TANKER_COMMANDER
$ONMISSION = 1 
start_mission 43  // Tanker Commander
jump @CAT_18 
jump @END_CASE_CATALINA_MISSION 

:MS_AGAINST_ALL_ODDS
$ONMISSION = 1 
start_mission 44  // Against All Odds
jump @CAT_18 
jump @END_CASE_CATALINA_MISSION 

:END_CASE_CATALINA_MISSION
jump @CAT_426 

:CAT_419
$CATALINA_SELECTED_MISSION = -1 

:CAT_426
if 
  $719 == 0 
else_jump @CAT_474 
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 1 
else_jump @CAT_474 
Marker.Disable($MARKER_CATALINA)
$719 = 1 

:CAT_474
if 
  $719 == 1 
else_jump @CAT_609 
if 
  $TRUTH_TOTAL_PASSED_MISSIONS == 1 
else_jump @CAT_609 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ANGEL_PINE $Y_ANGEL_PINE $Z_ANGEL_PINE radius 1.2 1.2 2.0 on_foot 
else_jump @CAT_609 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @CAT_609 
$ONMISSION = 1 
00BA: show_text_styled GXT 'TRAILER' time 1000 style 2  // King in Exile
gosub @SUB_FADE_500MS 
start_mission 45  // King in Exile
$719 = 2 

:CAT_609
if 
  $CATALINA_TOTAL_PASSED_MISSIONS > 3 
else_jump @CAT_634 
Marker.Disable($MARKER_CATALINA)
end_thread 

:CAT_634
jump @CAT_18 

:SUB_SHOW_SELECTED_CATALINA_MISSION_TITLE
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 0 
else_jump @CAT_675 
00BA: show_text_styled GXT 'CATCUT1' time 1000 style 2  // First Date

:CAT_675
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 1 
else_jump @CAT_709 
00BA: show_text_styled GXT 'CATCUT2' time 1000 style 2  // First Base

:CAT_709
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 2 
else_jump @CAT_743 
00BA: show_text_styled GXT 'CATCUT3' time 1000 style 2  // Gone Courting

:CAT_743
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 3 
else_jump @CAT_777 
00BA: show_text_styled GXT 'CATCUT4' time 1000 style 2  // Made In Heaven

:CAT_777
return 

:CAT_779
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAT_920 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(664.9277, -479.6112, 16.1668, 0.0, 0.0, 0.0)
Camera.PointAt(665.8948, -479.5685, 16.4175, 2)
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 3.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 681.8004 -474.1063 15.5363 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:CAT_920
return 

:CAT_922
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAT_1063 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(856.9968, -27.9584, 63.7393, 0.0, 0.0, 0.0)
Camera.PointAt(857.9943, -28.0286, 63.7295, 2)
0395: clear_area 1 at 870.1503 -25.3395 62.9589 radius 3.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 870.1503 -25.3395 62.9589 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:CAT_1063
return 

:TRU
thread 'TRU' 

:TRU_11
wait $DEFAULT_WAIT_TIME 
if 
  $TRUTH_TOTAL_PASSED_MISSIONS == 2 
else_jump @TRU_36 
end_thread 

:TRU_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRU_281 
if 
  $ONMISSION == 0 
else_jump @TRU_281 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRU_281 
if 
  $TRUTH_TOTAL_PASSED_MISSIONS == 0 
else_jump @TRU_180 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ANGEL_PINE_MOTEL $Y_ANGEL_PINE_MOTEL $Z_ANGEL_PINE_MOTEL radius 1.2 1.2 2.0 on_foot 
else_jump @TRU_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'TRUTH_1' time 1000 style 2  // Body Harvest
gosub @SUB_CJ_GOTO_ANGEL_PINE_MOTEL 
start_mission 46  // Body Harvest

:TRU_180
if and
  $TRUTH_TOTAL_PASSED_MISSIONS == 1 
  $CESAR_TOTAL_PASSED_MISSIONS > 9 
else_jump @TRU_281 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_TRUTH_FARM $Y_TRUTH_FARM $Z_TRUTH_FARM radius 1.2 1.2 2.0 on_foot 
else_jump @TRU_281 
$ONMISSION = 1 
00BA: show_text_styled GXT 'TRUTH_2' time 1000 style 2  // If you are going to San Francisco
gosub @SUB_CJ_GOTO_LEAFY_HOLLOW 
start_mission 47  // Are you going to San Fierro?

:TRU_281
jump @TRU_11 

:BCESAR
thread 'BCESAR' 

:BCESAR_11
wait 0 
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 10 
else_jump @BCESAR_42 
0629: change_integer_stat 322 to 1 
end_thread 

:BCESAR_42
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCESAR_880 
if 
  $ONMISSION == 0 
else_jump @BCESAR_880 
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 2 
else_jump @BCESAR_116 
if 
  $MISSION_WUZIMU_STARTED_FLAG == 0 
else_jump @BCESAR_116 
start_mission 48  // Wu Zi Mu / Farewell, My Love...

:BCESAR_116
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 0 
else_jump @BCESAR_382 
if 
  $MISSION_WUZIMU_STARTED_FLAG == 0 
else_jump @BCESAR_382 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_MONTGOMERY $Y_MONTGOMERY $Z_MONTGOMERY radius 4.0 4.0 4.0 
else_jump @BCESAR_382 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCESAR_366 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BCESAR_359 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // versionC 
08EC: $TEMPVAR_CAR_TYPE = car $TEMPVAR_ACTOR_CAR type 
if or
04A3:   $TEMPVAR_CAR_TYPE == 0 // $ == any 
04A3:   $TEMPVAR_CAR_TYPE == 1 // $ == any 
04A3:   $TEMPVAR_CAR_TYPE == 2 // $ == any 
04A3:   $TEMPVAR_CAR_TYPE == 3 // $ == any 
04A3:   $TEMPVAR_CAR_TYPE == 4 // $ == any 
04A3:   $TEMPVAR_CAR_TYPE == 6 // $ == any 
else_jump @BCESAR_343 
$CESAR_TOTAL_PASSED_MISSIONS = 0 
$ONMISSION = 1 
00BA: show_text_styled GXT 'BCESAR4' time 1000 style 2  // Wu Zi Mu
gosub @SUB_FADE_500MS 
start_mission 48  // Wu Zi Mu / Farewell, My Love...
jump @BCESAR_359 

:BCESAR_343
00BC: show_text_highpriority GXT 'BC4_7' time 1000 flag 1  // ~s~Mit diesem Fahrzeug kannst du nicht an dem Rennen teilnehmen!

:BCESAR_359
jump @BCESAR_382 

:BCESAR_366
00BC: show_text_highpriority GXT 'BC4_2' time 1000 flag 1  // ~s~Du brauchst ein Auto fr das Rennen.

:BCESAR_382
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 3 
else_jump @BCESAR_425 
$CESAR_TOTAL_PASSED_MISSIONS = 4 
$ONMISSION = 1 
gosub @SUB_FADE_500MS 
start_mission 48  // Wu Zi Mu / Farewell, My Love...

:BCESAR_425
if and
  $1847 == 1 
  4 > $CATALINA_TOTAL_PASSED_MISSIONS 
else_jump @BCESAR_479 
Marker.Disable($MARKER_CATALINA)
$MARKER_CATALINA = Marker.CreateIconAndSphere($ICON_CATALINA, $X_CATALINA_HOUSE, $Y_CATALINA_HOUSE, $Z_CATALINA_HOUSE)
$1847 = 0 

:BCESAR_479
if 
  $CATALINA_TOTAL_PASSED_MISSIONS > 3 
else_jump @BCESAR_695 
if 
  $MISSION_WUZIMU_STARTED_FLAG == 0 
else_jump @BCESAR_652 
if or
  $CESAR_TOTAL_PASSED_MISSIONS == 5 
  $CESAR_TOTAL_PASSED_MISSIONS == 6 
  $CESAR_TOTAL_PASSED_MISSIONS == 7 
else_jump @BCESAR_652 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -513.9356 -188.314 77.4599 radius 1.2 1.2 2.0 
else_jump @BCESAR_652 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BCESAR_652 
$CESAR_TOTAL_PASSED_MISSIONS = 5 
$ONMISSION = 1 
00BA: show_text_styled GXT 'BCES4_2' time 1000 style 2  // Farewell, my love...
gosub @SUB_FADE_500MS 
start_mission 48  // Wu Zi Mu / Farewell, My Love...

:BCESAR_652
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 8 
else_jump @BCESAR_695 
$CESAR_TOTAL_PASSED_MISSIONS = 9 
$ONMISSION = 1 
gosub @SUB_FADE_500MS 
start_mission 48  // Wu Zi Mu / Farewell, My Love...

:BCESAR_695
if and
  $CATALINA_TOTAL_PASSED_MISSIONS == 4 
  $CESAR_TOTAL_PASSED_MISSIONS > 4 
else_jump @BCESAR_755 
Marker.Disable($MARKER_CESAR_MONTGOMERY)
$MARKER_CESAR_MONTGOMERY = Marker.CreateIconAndSphere($ICON_CESAR, -513.9356, -188.314, 77.4599)
$CATALINA_TOTAL_PASSED_MISSIONS = 5 

:BCESAR_755
if 
  $MISSION_WUZIMU_STARTED_FLAG == 1 
else_jump @BCESAR_880 
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 1 
else_jump @BCESAR_823 
$CESAR_TOTAL_PASSED_MISSIONS = 2 
04AE: $RACE_INDEX = 7 // $ = any 
$CUSTOM_TOURNAMENT_FLAG = 0 
start_mission 35  // Race Tournament / 8-track / Dirt Track
$MISSION_WUZIMU_STARTED_FLAG = 0 

:BCESAR_823
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 6 
else_jump @BCESAR_880 
$CESAR_TOTAL_PASSED_MISSIONS = 7 
04AE: $RACE_INDEX = 8 // $ = any 
$CUSTOM_TOURNAMENT_FLAG = 0 
0629: change_integer_stat 342 to 1 
start_mission 35  // Race Tournament / 8-track / Dirt Track
$MISSION_WUZIMU_STARTED_FLAG = 0 

:BCESAR_880
jump @BCESAR_11 

:GARAGE
thread 'GARAGE' 

:GARAGE_11
wait $DEFAULT_WAIT_TIME 
if 
  $GARAGE_TOTAL_PASSED_MISSIONS == 2 
else_jump @GARAGE_36 
end_thread 

:GARAGE_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GARAGE_250 
if 
  $ONMISSION == 0 
else_jump @GARAGE_250 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE radius 1.2 1.2 2.0 on_foot 
else_jump @GARAGE_250 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @GARAGE_250 
if 
  $GARAGE_TOTAL_PASSED_MISSIONS == 0 
else_jump @GARAGE_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'GAR_1' time 1000 style 2  // Be Sure To Wear Flowers In Your Hair
gosub @SUB_CJ_GOTO_DOHERTY_GARAGE 
start_mission 49  // Wear Flowers In Your Hair

:GARAGE_180
if 
  $CRASH_SF_TOTAL_PASSED_MISSIONS == 1 
else_jump @GARAGE_250 
if 
  $GARAGE_TOTAL_PASSED_MISSIONS == 1 
else_jump @GARAGE_250 
$ONMISSION = 1 
00BA: show_text_styled GXT 'GAR_2' time 1000 style 2  // Deconstruction
gosub @SUB_CJ_GOTO_DOHERTY_GARAGE 
start_mission 50  // Deconstruction

:GARAGE_250
jump @GARAGE_11 

:SCRASH
thread 'SCRASH' 

:SCRASH_11
wait $DEFAULT_WAIT_TIME 
if 
  $CRASH_SF_TOTAL_PASSED_MISSIONS == 2 
else_jump @SCRASH_36 
end_thread 

:SCRASH_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SCRASH_239 
if 
  $ONMISSION == 0 
else_jump @SCRASH_239 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_GARAGE_3 $Y_SF_GARAGE_3 $Z_SF_GARAGE_3 radius 1.2 1.2 2.0 on_foot 
else_jump @SCRASH_239 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SCRASH_239 
if 
  $CRASH_SF_TOTAL_PASSED_MISSIONS == 0 
else_jump @SCRASH_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SCRA_1' time 1000 style 2  // 555 WE TIP
gosub @SUB_CJ_GOTO_DOHERTY_GARAGE 
start_mission 51  // 555 WE TIP

:SCRASH_180
if and
  $CRASH_SF_TOTAL_PASSED_MISSIONS == 1 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 6 
else_jump @SCRASH_239 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SCRA_2' time 1000 style 2  // Snail Trail
gosub @SUB_CJ_GOTO_DOHERTY_GARAGE 
start_mission 52  // Snail Trail

:SCRASH_239
jump @SCRASH_11 

:WUZI
thread 'WUZI' 

:WUZI_11
wait $DEFAULT_WAIT_TIME 
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 5 
else_jump @WUZI_36 
end_thread 

:WUZI_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WUZI_515 
if 
  $ONMISSION == 0 
else_jump @WUZI_515 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_WOOZIE_HOUSE $Y_WOOZIE_HOUSE $Z_WOOZIE_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @WUZI_515 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @WUZI_515 
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 0 
else_jump @WUZI_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_1' time 1000 style 2  // Mountain Cloud Boys
gosub @SUB_CJ_GOTO_WUZI_HOUSE 
start_mission 53  // Mountain Cloud Boys

:WUZI_180
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 1 
else_jump @WUZI_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_4' time 1000 style 2  // Ran Fa Li
gosub @SUB_CJ_GOTO_WUZI_HOUSE 
start_mission 54  // Ran Fa Li

:WUZI_232
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 2 
else_jump @WUZI_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_5' time 1000 style 2  // Lure
gosub @SUB_CJ_GOTO_WUZI_HOUSE 
start_mission 55  // Lure

:WUZI_284
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 3 
else_jump @WUZI_463 
0652: $STAT_LUNG_CAPACITY = integer_stat 225 
if 
  $STAT_LUNG_CAPACITY > 50 
else_jump @WUZI_427 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @WUZI_404 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_2' time 1000 style 2  // Amphibious Assault
gosub @SUB_CJ_GOTO_WUZI_HOUSE 
start_mission 56  // Amphibious Assault
jump @WUZI_420 

:WUZI_404
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Komm zwischen 20:00 Uhr und 6:00 Uhr wieder

:WUZI_420
jump @WUZI_463 

:WUZI_427
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_2' time 1000 style 2  // Amphibious Assault
gosub @SUB_CJ_GOTO_WUZI_HOUSE 
start_mission 56  // Amphibious Assault

:WUZI_463
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 4 
else_jump @WUZI_515 
$ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_4' time 1000 style 2  // The Da Nang Thang
gosub @SUB_CJ_GOTO_WUZI_HOUSE 
start_mission 57  // The Da Nang Thang

:WUZI_515
jump @WUZI_11 

:SYND
thread 'SYND' 

:SYND_11
wait $DEFAULT_WAIT_TIME 
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 10 
else_jump @SYND_36 
end_thread 

:SYND_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SYND_874 
if 
  $ONMISSION == 0 
else_jump @SYND_874 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE radius 1.2 1.2 2.0 on_foot 
else_jump @SYND_512 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SYND_512 
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 0 
else_jump @SYND_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_1' time 1000 style 2  // Photo Opportunity
gosub @SUB_FADE_500MS 
start_mission 58  // Photo Opportunity

:SYND_180
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 1 
else_jump @SYND_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_2' time 1000 style 2  // Jizzy
gosub @SUB_CJ_GOTO_DOHERTY_GARAGE 
start_mission 59  // Jizzy

:SYND_232
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 5 
else_jump @SYND_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_3' time 1000 style 2  // Outrider
gosub @SUB_FADE_500MS 
start_mission 60  // Outrider

:SYND_284
if and
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 6 
  $CRASH_SF_TOTAL_PASSED_MISSIONS == 2 
else_jump @SYND_401 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @SYND_385 
$ONMISSION = 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'SYND_4' time 1000 style 2  // Ice Cold Killa
gosub @SUB_CJ_GOTO_DOHERTY_GARAGE 
start_mission 61  // Ice Cold Killa
jump @SYND_401 

:SYND_385
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Komm zwischen 20:00 Uhr und 6:00 Uhr wieder

:SYND_401
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 8 
else_jump @SYND_453 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_6' time 1000 style 2  // Toreno's Last Flight
gosub @SUB_FADE_500MS 
start_mission 62  // Toreno's Last Flight

:SYND_453
if and
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 9 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 5 
else_jump @SYND_512 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_7' time 1000 style 2  // Yay Ka-Boom-Boom
gosub @SUB_CJ_GOTO_DOHERTY_GARAGE 
start_mission 63  // Yay Ka-Boom-Boom

:SYND_512
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SYND_644 
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 7 
else_jump @SYND_644 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1717.05 1280.91 6.23 radius 1.2 1.2 2.5 on_foot 
else_jump @SYND_644 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SYND_644 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_5' time 1000 style 2  // Pier 39
gosub @SUB_FADE_500MS 
start_mission 64  // Pier 69

:SYND_644
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SYND_874 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_JIZZY_CLUB $Y_JIZZY_CLUB $Z_JIZZY_CLUB radius 1.2 1.2 2.5 on_foot 
else_jump @SYND_874 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SYND_874 
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 2 
else_jump @SYND_770 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_2' time 1000 style 2  // Jizzy
gosub @SUB_CJ_GOTO_JIZZY_CLUB 
start_mission 59  // Jizzy

:SYND_770
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 3 
else_jump @SYND_822 
$ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_2' time 1000 style 2  // T-Bone Mendez
gosub @SUB_CJ_GOTO_JIZZY_CLUB 
start_mission 65  // T-Bone Mendez

:SYND_822
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 4 
else_jump @SYND_874 
$ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_3' time 1000 style 2  // Mike Toreno
gosub @SUB_CJ_GOTO_JIZZY_CLUB 
start_mission 66  // Mike Toreno

:SYND_874
jump @SYND_11 

:STEAL
thread 'STEAL' 

:STEAL_11
wait $DEFAULT_WAIT_TIME 
if 
  $STEAL_TOTAL_PASSED_MISSIONS == 4 
else_jump @STEAL_36 
end_thread 

:STEAL_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STEAL_336 
if 
  $ONMISSION == 0 
else_jump @STEAL_336 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_GARAGE_2 $Y_SF_GARAGE_2 $Z_SF_GARAGE_2 radius 1.2 1.2 2.0 on_foot 
else_jump @STEAL_336 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @STEAL_336 
if 
  $STEAL_TOTAL_PASSED_MISSIONS == 0 
else_jump @STEAL_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_1' time 1000 style 2  // Zeroing In
gosub @SUB_CJ_GOTO_DOHERTY_GARAGE2 
start_mission 67  // Zeroing In

:STEAL_180
if 
  $STEAL_TOTAL_PASSED_MISSIONS == 1 
else_jump @STEAL_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_2' time 1000 style 2  // Test Drive
gosub @SUB_CJ_GOTO_DOHERTY_GARAGE2 
start_mission 68  // Test Drive

:STEAL_232
if 
  $STEAL_TOTAL_PASSED_MISSIONS == 2 
else_jump @STEAL_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_4' time 1000 style 2  // Customs Fast Track
gosub @SUB_CJ_GOTO_DOHERTY_GARAGE2 
start_mission 69  // Customs Fast Track

:STEAL_284
if 
  $STEAL_TOTAL_PASSED_MISSIONS == 3 
else_jump @STEAL_336 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_5' time 1000 style 2  // Puncture Wounds
gosub @SUB_CJ_GOTO_DOHERTY_GARAGE2 
start_mission 70  // Puncture Wounds

:STEAL_336
jump @STEAL_11 

:TRACE
thread 'TRACE' 

:TRACE_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRACE_805 
if 
  $ONMISSION == 0 
else_jump @TRACE_805 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL radius 20.0 20.0 10.0 on_foot 
else_jump @TRACE_395 
077E: get_active_interior_to $ACTIVE_INTERIOR 
if 
   not $ACTIVE_INTERIOR == 0 
else_jump @TRACE_395 
if 
  $5187 == 0 
else_jump @TRACE_270 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2031.4 -116.5 1034.1 radius 1.0 1.0 1.5 on_foot 
else_jump @TRACE_263 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRACE_263 
if 
  $GARAGE_TOTAL_PASSED_MISSIONS > 0 
else_jump @TRACE_263 
$ONMISSION = 1 
0169: set_fade_color_RGB 0 0 0 
00BA: show_text_styled GXT 'FAR_1' time 1000 style 2  // Back to School
Player.CanMove($PLAYER_CHAR) = False
gosub @SUB_FADE_500MS 
start_mission 71  // Back to School

:TRACE_263
jump @TRACE_395 

:TRACE_270
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL radius 1.0 1.0 1.5 on_foot 
else_jump @TRACE_395 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRACE_395 
if 
  $GARAGE_TOTAL_PASSED_MISSIONS > 0 
else_jump @TRACE_395 
$ONMISSION = 1 
0169: set_fade_color_RGB 0 0 0 
00BA: show_text_styled GXT 'FAR_1' time 1000 style 2  // Back to School
Player.CanMove($PLAYER_CHAR) = False
gosub @SUB_FADE_500MS 
start_mission 71  // Back to School

:TRACE_395
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRACE_805 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRACE_805 
if 
  $1398 == 1 
else_jump @TRACE_805 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RACE_TOURNAMENT_POINT[0] $Y_RACE_TOURNAMENT_POINT[0] $Z_RACE_TOURNAMENT_POINT[0] radius 1.2 1.2 2.0 on_foot 
else_jump @TRACE_535 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 0 // $ = any 
start_mission 35  // Race Tournament / 8-track / Dirt Track

:TRACE_535
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RACE_TOURNAMENT_POINT[1] $Y_RACE_TOURNAMENT_POINT[1] $Z_RACE_TOURNAMENT_POINT[1] radius 1.2 1.2 2.0 on_foot 
else_jump @TRACE_625 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 1 // $ = any 
start_mission 35  // Race Tournament / 8-track / Dirt Track

:TRACE_625
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RACE_TOURNAMENT_POINT[2] $Y_RACE_TOURNAMENT_POINT[2] $Z_RACE_TOURNAMENT_POINT[2] radius 1.2 1.2 2.0 on_foot 
else_jump @TRACE_715 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 2 // $ = any 
start_mission 35  // Race Tournament / 8-track / Dirt Track

:TRACE_715
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RACE_TOURNAMENT_POINT[3] $Y_RACE_TOURNAMENT_POINT[3] $Z_RACE_TOURNAMENT_POINT[3] radius 1.2 1.2 2.0 on_foot 
else_jump @TRACE_805 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 3 // $ = any 
start_mission 35  // Race Tournament / 8-track / Dirt Track

:TRACE_805
jump @TRACE_11 

:ZERO
thread 'ZERO' 

:ZERO_11
wait $DEFAULT_WAIT_TIME 
if 
  $ZERO_TOTAL_PASSED_MISSIONS == 3 
else_jump @ZERO_36 
end_thread 

:ZERO_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ZERO_284 
if 
  $ONMISSION == 0 
else_jump @ZERO_284 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ZERO_RC_SHOP $Y_ZERO_RC_SHOP $Z_ZERO_RC_SHOP radius 1.2 1.2 2.0 on_foot 
else_jump @ZERO_284 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ZERO_284 
if 
  $ZERO_TOTAL_PASSED_MISSIONS == 0 
else_jump @ZERO_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_1' time 1000 style 2  // Air Raid
gosub @SUB_CJ_GOTO_ZERO_SHOP 
start_mission 72  // Air Raid

:ZERO_180
if 
  $ZERO_TOTAL_PASSED_MISSIONS == 1 
else_jump @ZERO_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_2' time 1000 style 2  // Supply Lines...
gosub @SUB_CJ_GOTO_ZERO_SHOP 
start_mission 73  // Supply Lines...

:ZERO_232
if 
  $ZERO_TOTAL_PASSED_MISSIONS == 2 
else_jump @ZERO_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_4' time 1000 style 2  // New Model Army
gosub @SUB_CJ_GOTO_ZERO_SHOP 
start_mission 74  // New Model Army

:ZERO_284
jump @ZERO_11 

:DESERT
thread 'DESERT' 

:DESERT_11
wait $DEFAULT_WAIT_TIME 
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 9 
else_jump @DESERT_36 
end_thread 

:DESERT_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DESERT_721 
if 
  $ONMISSION == 0 
else_jump @DESERT_721 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_TIERRA_ROBADA_RANCH $Y_TIERRA_ROBADA_RANCH $Z_TIERRA_ROBADA_RANCH radius 1.2 1.2 2.0 on_foot 
else_jump @DESERT_372 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @DESERT_372 
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 0 
else_jump @DESERT_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT1' time 1000 style 2  // Monster
gosub @SUB_CJ_GOTO_TORENO_HOUSE 
start_mission 75  // Monster

:DESERT_180
if 
  $1400 == 1 
else_jump @DESERT_250 
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 1 
else_jump @DESERT_250 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT2' time 1000 style 2  // Highjack
gosub @SUB_CJ_GOTO_TORENO_HOUSE 
start_mission 76  // Highjack

:DESERT_250
if 
  $1402 == 1 
else_jump @DESERT_320 
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 2 
else_jump @DESERT_320 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT3' time 1000 style 2  // Interdiction
gosub @SUB_CJ_GOTO_TORENO_HOUSE 
start_mission 77  // Interdiction

:DESERT_320
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 3 
else_jump @DESERT_372 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT4' time 1000 style 2  // Mojave Airport
gosub @SUB_CJ_GOTO_TORENO_HOUSE 
start_mission 78  // Verdant Meadows

:DESERT_372
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_OLD_AIRPORT $Y_OLD_AIRPORT $Z_OLD_AIRPORT radius 1.2 1.2 2.0 on_foot 
else_jump @DESERT_721 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @DESERT_721 
if 
  $MISSION_LEARNING_TO_FLY_PASSED == 1 
else_jump @DESERT_500 
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 5 
else_jump @DESERT_500 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT6' time 1000 style 2  // N.O.E.
gosub @PSAVE1_4156 
start_mission 79  // N.O.E.

:DESERT_500
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 6 
else_jump @DESERT_552 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT9' time 1000 style 2  // Stowaway
gosub @PSAVE1_4156 
start_mission 80  // Stowaway

:DESERT_552
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 7 
else_jump @DESERT_662 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @DESERT_646 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT8' time 1000 style 2  // Black Project
gosub @PSAVE1_4156 
start_mission 81  // Black Project
jump @DESERT_662 

:DESERT_646
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Komm zwischen 20:00 Uhr und 6:00 Uhr wieder

:DESERT_662
if and
  $TORENO_TOTAL_PASSED_MISSIONS == 8 
  $1389 == 1 
else_jump @DESERT_721 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESER10' time 1000 style 2  // Green Goo
gosub @PSAVE1_4156 
start_mission 82  // Green Goo

:DESERT_721
jump @DESERT_11 

:PSCH
thread 'PSCH' 

:PSCH_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSCH_239 
if 
  $ONMISSION == 0 
else_jump @PSCH_239 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $666 $667 $668 radius 1.0 1.0 1.0 on_foot 
else_jump @PSCH_239 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @PSCH_239 
if 
  $TORENO_TOTAL_PASSED_MISSIONS > 3 
else_jump @PSCH_239 
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
if 
  $FLIGHT_SCHOOL_INTRO_FLAG == 0 
else_jump @PSCH_179 
gosub @PSAVE1_4045 
$FLIGHT_SCHOOL_INTRO_FLAG = 1 
jump @PSCH_235 

:PSCH_179
0169: set_fade_color_RGB 0 0 0 
if 
  $MISSION_LEARNING_TO_FLY_PASSED == 0 
else_jump @PSCH_221 
00BA: show_text_styled GXT 'DESERT5' time 1000 style 2  // Learning to Fly

:PSCH_221
Player.CanMove($PLAYER_CHAR) = False
gosub @SUB_FADE_500MS 

:PSCH_235
start_mission 83  // Learning to Fly

:PSCH_239
jump @PSCH_11 

:CASINO
thread 'CASINO' 

:CASINO_11
wait $DEFAULT_WAIT_TIME 
if 
  $CASINO_TOTAL_PASSED_MISSIONS == 9 
else_jump @CASINO_36 
end_thread 

:CASINO_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CASINO_707 
if 
  $ONMISSION == 0 
else_jump @CASINO_707 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @CASINO_707 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_THE_FOUR_DRAGONS_CASINO $Y_THE_FOUR_DRAGONS_CASINO $Z_THE_FOUR_DRAGONS_CASINO radius 1.2 1.2 2.0 on_foot 
else_jump @CASINO_336 
if 
  $CASINO_TOTAL_PASSED_MISSIONS == 0 
else_jump @CASINO_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO1' time 1000 style 2  // Fender Ketchup
gosub @PSAVE1_3245 
start_mission 84  // Fender Ketchup

:CASINO_180
if 
  $CASINO_TOTAL_PASSED_MISSIONS == 1 
else_jump @CASINO_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASEEN2' time 1000 style 2  // Explosive Situation
gosub @PSAVE1_3245 
start_mission 85  // Explosive Situation

:CASINO_232
if 
  $CASINO_TOTAL_PASSED_MISSIONS == 2 
else_jump @CASINO_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO3' time 1000 style 2  // You've had your Chips
gosub @PSAVE1_3245 
start_mission 86  // You've Had Your Chips

:CASINO_284
if 
  $CASINO_TOTAL_PASSED_MISSIONS == 6 
else_jump @CASINO_336 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO7' time 1000 style 2  // Fish in a Barrel
gosub @PSAVE1_3245 
start_mission 87  // Fish in a Barrel

:CASINO_336
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2026.603 1007.735 9.8127 radius 1.2 1.2 2.0 on_foot 
else_jump @CASINO_436 
if 
  $CASINO_TOTAL_PASSED_MISSIONS == 3 
else_jump @CASINO_436 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO4' time 1000 style 2  // Don Peyote
gosub @SUB_CJ_GOTO_CASINO 
start_mission 88  // Don Peyote

:CASINO_436
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_CALIGULA_PALACE $Y_CALIGULA_PALACE $Z_CALIGULA_PALACE radius 1.2 1.2 2.0 on_foot 
else_jump @CASINO_707 
if and
  $CASINO_TOTAL_PASSED_MISSIONS == 4 
  $1380 == 1 
else_jump @CASINO_537 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO5' time 1000 style 2  // Intensive Care
gosub @PSAVE1_4267 
start_mission 89  // Intensive Care

:CASINO_537
if 
  $CASINO_TOTAL_PASSED_MISSIONS == 5 
else_jump @CASINO_589 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO6' time 1000 style 2  // The Meat Business
gosub @PSAVE1_4267 
start_mission 90  // The Meat Business

:CASINO_589
if and
  $CASINO_TOTAL_PASSED_MISSIONS == 7 
  $1381 == 1 
else_jump @CASINO_648 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO9' time 1000 style 2  // Freefall
gosub @PSAVE1_4267 
start_mission 91  // Freefall

:CASINO_648
if and
  $CASINO_TOTAL_PASSED_MISSIONS == 8 
  $1382 == 1 
else_jump @CASINO_707 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASIN10' time 1000 style 2  // Saint Mark's Bistro
gosub @PSAVE1_4267 
start_mission 92  // Saint Mark's Bistro

:CASINO_707
jump @CASINO_11 

:VCRASH
thread 'VCRASH' 

:VCRASH_11
wait $DEFAULT_WAIT_TIME 
if 
  $598 == 2 
else_jump @VCRASH_36 
end_thread 

:VCRASH_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VCRASH_287 
if 
  $ONMISSION == 0 
else_jump @VCRASH_287 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @VCRASH_287 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_PRICKLE_PINE_LV $Y_PRICKLE_PINE_LV $Z_PRICKLE_PINE_LV radius 1.2 1.2 2.0 on_foot 
else_jump @VCRASH_180 
if 
  $598 == 0 
else_jump @VCRASH_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'VCRASH1' time 1000 style 2  // Misappropriation
gosub @SUB_FADE_500MS 
start_mission 93  // Misappropriation

:VCRASH_180
if and
  $598 == 1 
  $1378 == 1 
else_jump @VCRASH_287 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -378.75 2235.85 41.42 radius 1.2 1.2 2.0 on_foot 
else_jump @VCRASH_287 
$ONMISSION = 1 
00BA: show_text_styled GXT 'VCRASH2' time 1000 style 2  // High Noon
gosub @SUB_FADE_500MS 
start_mission 94  // High Noon

:VCRASH_287
jump @VCRASH_11 

:DOC
thread 'DOC' 

:DOC_11
wait $DEFAULT_WAIT_TIME 
if 
  $599 == 1 
else_jump @DOC_36 
end_thread 

:DOC_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOC_180 
if 
  $ONMISSION == 0 
else_jump @DOC_180 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ROYAL_CASINO $Y_ROYAL_CASINO $Z_ROYAL_CASINO radius 1.2 1.2 2.0 on_foot 
else_jump @DOC_180 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @DOC_180 
if 
  $599 == 0 
else_jump @DOC_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DOC_2' time 1000 style 2  // Madd Dogg
gosub @SUB_FADE_500MS 
start_mission 95  // Madd Dogg

:DOC_180
jump @DOC_11 

:HEIST
thread 'HEIST' 

:HEIST_11
wait $DEFAULT_WAIT_TIME 
if 
  $HEIST_TOTAL_PASSED_MISSIONS == 6 
else_jump @HEIST_36 
end_thread 

:HEIST_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HEIST_546 
if 
  $ONMISSION == 0 
else_jump @HEIST_546 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_THE_FOUR_DRAGONS_CASINO_2 $Y_THE_FOUR_DRAGONS_CASINO_2 $Z_THE_FOUR_DRAGONS_CASINO_2 radius 1.2 1.2 2.0 on_foot 
else_jump @HEIST_546 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @HEIST_546 
if 
  $HEIST_TOTAL_PASSED_MISSIONS == 0 
else_jump @HEIST_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_1' time 1000 style 2  // Architectural Espionage
gosub @PSAVE1_3405 
start_mission 96  // Architectural Espionage

:HEIST_180
if 
  $HEIST_TOTAL_PASSED_MISSIONS == 1 
else_jump @HEIST_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_3' time 1000 style 2  // Key to her Heart
gosub @PSAVE1_3405 
start_mission 97  // Key To Her Heart

:HEIST_232
if 
  $HEIST_TOTAL_PASSED_MISSIONS == 2 
else_jump @HEIST_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_2' time 1000 style 2  // Dam and Blast
gosub @PSAVE1_3405 
start_mission 98  // Dam And Blast

:HEIST_284
if 
  $HEIST_TOTAL_PASSED_MISSIONS == 3 
else_jump @HEIST_336 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_4' time 1000 style 2  // Cop Wheels
gosub @PSAVE1_3405 
start_mission 99  // Cop Wheels

:HEIST_336
if 
  $HEIST_TOTAL_PASSED_MISSIONS == 4 
else_jump @HEIST_446 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @HEIST_430 
$ONMISSION = 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'HEIST_5' time 1000 style 2  // Up, Up and Away!
gosub @PSAVE1_3405 
start_mission 100  // Up, Up and Away!
jump @HEIST_446 

:HEIST_430
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Komm zwischen 20:00 Uhr und 6:00 Uhr wieder

:HEIST_446
if and
  $HEIST_TOTAL_PASSED_MISSIONS == 5 
  $1384 == 1 
else_jump @HEIST_546 
if 
  $37 == 1 
else_jump @HEIST_530 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_9' time 1000 style 2  // Oceans Eleven
gosub @PSAVE1_3405 
start_mission 101  // Breaking the Bank at Caligula's
jump @HEIST_546 

:HEIST_530
00BC: show_text_highpriority GXT 'NEEDKEY' time 1000 flag 1  // ~s~Du brauchst die Keycard von Millie, um weitermachen zu knnen.

:HEIST_546
jump @HEIST_11 

:MANSION
thread 'MANSION' 

:MANSION_11
wait $DEFAULT_WAIT_TIME 
if 
  $MANSION_TOTAL_PASSED_MISSIONS == 4 
else_jump @MANSION_36 
end_thread 

:MANSION_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MANSION_378 
if 
  $ONMISSION == 0 
else_jump @MANSION_378 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @MANSION_378 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_THE_FOUR_DRAGONS_CASINO $Y_THE_FOUR_DRAGONS_CASINO $Z_THE_FOUR_DRAGONS_CASINO radius 1.2 1.2 2.0 on_foot 
else_jump @MANSION_180 
if 
  $MANSION_TOTAL_PASSED_MISSIONS == 0 
else_jump @MANSION_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_1' time 1000 style 2  // A Home In The Hills
gosub @PSAVE1_3245 
start_mission 102  // A Home In The Hills

:MANSION_180
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_MADD_DOGG_CRIB $Y_MADD_DOGG_CRIB $Z_MADD_DOGG_CRIB radius 1.2 1.2 2.0 on_foot 
else_jump @MANSION_378 
if 
  $MANSION_TOTAL_PASSED_MISSIONS == 1 
else_jump @MANSION_274 
$ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_2' time 1000 style 2  // Vertical Bird
gosub @SUB_CJ_GOTO_MADD_DOGGS_CRIB 
start_mission 103  // Vertical Bird

:MANSION_274
if 
  $MANSION_TOTAL_PASSED_MISSIONS == 2 
else_jump @MANSION_326 
$ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_3' time 1000 style 2  // Home Coming
gosub @SUB_CJ_GOTO_MADD_DOGGS_CRIB 
start_mission 104  // Home Coming

:MANSION_326
if 
  $MANSION_TOTAL_PASSED_MISSIONS == 3 
else_jump @MANSION_378 
$ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_5' time 1000 style 2  // Cut Throat Business
gosub @SUB_CJ_GOTO_MADD_DOGGS_CRIB 
start_mission 105  // Cut Throat Business

:MANSION_378
jump @MANSION_11 

:GROVE
thread 'GROVE' 

:GROVE_11
wait $DEFAULT_WAIT_TIME 
if 
  $GROVE_TOTAL_PASSED_MISSIONS == 2 
else_jump @GROVE_36 
end_thread 

:GROVE_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GROVE_274 
if 
  $ONMISSION == 0 
else_jump @GROVE_274 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @GROVE_274 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @GROVE_180 
if 
  $GROVE_TOTAL_PASSED_MISSIONS == 0 
else_jump @GROVE_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'GROVE_1' time 1000 style 2  // Beat Down on B Dup
gosub @SUB_CJ_GOTO_HOME 
start_mission 106  // Beat Down on B Dup

:GROVE_180
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @GROVE_274 
if 
  $GROVE_TOTAL_PASSED_MISSIONS == 1 
else_jump @GROVE_274 
$ONMISSION = 1 
00BA: show_text_styled GXT 'GROVE_2' time 1000 style 2  // Grove 4 Life
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 107  // Grove 4 Life

:GROVE_274
jump @GROVE_11 

:MS_RIOT_MISSIONS
thread 'RIOT' 

:RIOT_11
wait $DEFAULT_WAIT_TIME 
if 
  $RIOT_TOTAL_PASSED_MISSIONS == 5 
else_jump @RIOT_36 
end_thread 

:RIOT_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @RIOT_673 
if 
  $ONMISSION == 0 
else_jump @RIOT_673 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_MADD_DOGG_CRIB $Y_MADD_DOGG_CRIB $Z_MADD_DOGG_CRIB radius 1.2 1.2 2.0 on_foot 
else_jump @RIOT_180 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @RIOT_180 
if 
  $RIOT_TOTAL_PASSED_MISSIONS == 0 
else_jump @RIOT_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_1' time 1000 style 2  // Riot
gosub @SUB_CJ_GOTO_MADD_DOGGS_CRIB 
start_mission 108  // Riot

:RIOT_180
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @RIOT_587 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @RIOT_587 
if 
  $RIOT_TOTAL_PASSED_MISSIONS == 1 
else_jump @RIOT_372 
0956: get_respect_to $47 
if 
  $47 > 1 
else_jump @RIOT_320 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_2' time 1000 style 2  // Los Desperados
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 109  // Los Desperados
jump @RIOT_372 

:RIOT_320
00BC: show_text_highpriority GXT 'MOREREP' time 1000 flag 1  // ~s~Du musst dir mehr Respekt erwerben.
if 
  $HELP_RESPECT_SHOWN == 0 
else_jump @RIOT_372 
03E5: show_text_box 'HELP101'  // Du kannst dir Respekt erwerben, indem du bestimmte Missionen erfllst, indem du Mitglieder rivalisierender Gangs ausschaltest, indem du Gebiet eroberst und durch das Sprhen von Graffitis.
$HELP_RESPECT_SHOWN = 1 

:RIOT_372
if 
  $1355 == 1 
else_jump @RIOT_483 
if 
  $1354 == 1 
else_jump @RIOT_467 
if 
  $RIOT_TOTAL_PASSED_MISSIONS == 2 
else_jump @RIOT_460 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 110  // End Of The Line (1)

:RIOT_460
jump @RIOT_483 

:RIOT_467
00BC: show_text_highpriority GXT 'MORTURF' time 2000 flag 1  // ~s~Du musst mehr Gang-Territorien in Los Angeles bernehmen!

:RIOT_483
if 
  $RIOT_TOTAL_PASSED_MISSIONS == 3 
else_jump @RIOT_535 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 111  // End Of The Line (2)

:RIOT_535
if 
  $RIOT_TOTAL_PASSED_MISSIONS == 4 
else_jump @RIOT_587 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
gosub @SUB_CJ_GOTO_SWEET_HOUSE 
start_mission 112  // End Of The Line (3)

:RIOT_587
if and
  $RIOT_TOTAL_PASSED_MISSIONS == 3 
  $151 == 0 
else_jump @RIOT_630 
$151 = 1 
$ONMISSION = 1 
start_mission 111  // End Of The Line (2)

:RIOT_630
if and
  $RIOT_TOTAL_PASSED_MISSIONS == 4 
  $151 == 1 
else_jump @RIOT_673 
$151 = 2 
$ONMISSION = 1 
start_mission 112  // End Of The Line (3)

:RIOT_673
jump @RIOT_11 

:MS_SHOOTING_RANGE
thread 'SHOOT' 

:SHOOT_11
wait 125 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SHOOT_324 
if 
  $ONMISSION == 0 
else_jump @SHOOT_238 
if 
   not $ACTIVE_INTERIOR == 0 
else_jump @SHOOT_231 
if 
  $ONMISSION_SHOOTING == 0 
else_jump @SHOOT_231 
if 
  $SHOOTING_AVAILABLE == 0 
else_jump @SHOOT_231 
$SHOOTING_INDEX = 0 

:SHOOT_110
if 
  4 > $SHOOTING_INDEX 
else_jump @SHOOT_231 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $SHOOTING_X($SHOOTING_INDEX,4f) $SHOOTING_Y($SHOOTING_INDEX,4f) $SHOOTING_Z($SHOOTING_INDEX,4f) radius 20.0 20.0 10.0 on_foot 
else_jump @SHOOT_217 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SHOOT_217 
$ONMISSION = 1 
0084: $SHOOTING_INDEX_2 = $SHOOTING_INDEX // (int) 
start_mission 113  // Shooting range

:SHOOT_217
$SHOOTING_INDEX += 1 
jump @SHOOT_110 

:SHOOT_231
jump @SHOOT_281 

:SHOOT_238
if 
   not $ACTIVE_INTERIOR == 0 
else_jump @SHOOT_281 
if 
  $SHOOTING_AVAILABLE == 0 
else_jump @SHOOT_281 
$SHOOTING_AVAILABLE = 1 

:SHOOT_281
if 
  $SHOOTING_AVAILABLE == 1 
else_jump @SHOOT_324 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @SHOOT_324 
$SHOOTING_AVAILABLE = 0 

:SHOOT_324
jump @SHOOT_11 

:MS_GYMFIGHT_SCHOOL
thread 'GYM' 

:GYM_11
wait 70 
if 
  $ONMISSION == 0 
else_jump @GYM_388 
if 
  $1348 == 1 
else_jump @GYM_115 
if 
  $GYMS_ACCESSIBLE_FLAG == 0 
else_jump @GYM_115 
07FB: set_interior 'GYM1' access 1  // Compton Fitnesscenter
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // 'Below the Belt' Fitnesscenter
$GYMS_ACCESSIBLE_FLAG = 1 

:GYM_115
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GYM_381 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @GYM_381 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 767.1537 4.8323 999.7185 radius 50.0 50.0 10.0 on_foot 
else_jump @GYM_225 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $GYMFIGHT_INTERIOR == 5 
else_jump @GYM_225 
start_mission 114  // Los Santos Gym Fight School

:GYM_225
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 768.4777 -37.1737 999.6865 radius 50.0 50.0 10.0 on_foot 
else_jump @GYM_303 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $GYMFIGHT_INTERIOR == 6 
else_jump @GYM_303 
start_mission 115  // San Fierro Gym Fight School

:GYM_303
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 766.5975 -65.293 999.6562 radius 50.0 50.0 10.0 on_foot 
else_jump @GYM_381 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $GYMFIGHT_INTERIOR == 7 
else_jump @GYM_381 
start_mission 116  // Las Venturas Gym Fight School

:GYM_381
jump @GYM_488 

:GYM_388
if 
  $1348 == 1 
else_jump @GYM_488 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @GYM_488 
if 
  $GYMS_ACCESSIBLE_FLAG == 1 
else_jump @GYM_488 
07FB: set_interior 'GYM1' access 0  // Compton Fitnesscenter
07FB: set_interior 'GYM2' access 0  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 0  // 'Below the Belt' Fitnesscenter
$GYMS_ACCESSIBLE_FLAG = 0 

:GYM_488
jump @GYM_11 

:TRUCKS
thread 'TRUCKS' 

:TRUCKS_11
wait $DEFAULT_WAIT_TIME 
if 
  $ONMISSION == 0 
else_jump @TRUCKS_146 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRUCKS_146 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $2373 $2374 $2375 radius 1.2 1.2 1.5 on_foot 
else_jump @TRUCKS_146 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRUCKS_146 
Player.CanMove($PLAYER_CHAR) = False
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'TRUCK' time 3000 style 5  // Trucking
gosub @SUB_FADE_500MS 
start_mission 117  // Trucking

:TRUCKS_146
jump @TRUCKS_11 

:QUARRYS
thread 'QUARRYS' 

:QUARRYS_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @QUARRYS_145 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @QUARRYS_145 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $2352 $2353 $2354 radius 1.5 1.8 1.5 on_foot 
else_jump @QUARRYS_145 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @QUARRYS_145 
Player.CanMove($PLAYER_CHAR) = False
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'QUARRY' time 3000 style 5  // Quarry
gosub @SUB_FADE_500MS 
start_mission 118  // Quarry

:QUARRYS_145
jump @QUARRYS_11 

:BSCHOO
thread 'BSCHOO' 

:BSCHOO_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @BSCHOO_125 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BSCHOO_125 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2367 $2368 $2369 radius 1.0 1.0 1.5 on_foot 
else_jump @BSCHOO_125 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BSCHOO_125 
Player.CanMove($PLAYER_CHAR) = False
gosub @SUB_FADE_500MS 
start_mission 119  // Boat School

:BSCHOO_125
jump @BSCHOO_11 

:BIKES
thread 'BIKES' 

:BIKES_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @BIKES_125 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BIKES_125 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2370 $2371 $2372 radius 1.0 1.0 1.5 on_foot 
else_jump @BIKES_125 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BIKES_125 
Player.CanMove($PLAYER_CHAR) = False
gosub @SUB_FADE_500MS 
start_mission 120  // Bike School

:BIKES_125
jump @BIKES_11 

:MS_VEHICLE_SUBMISSIONS
thread 'R3' 

:R3_11
wait 70 
if 
  $ONMISSION == 0 
else_jump @R3_4103 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @R3_4103 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @R3_4001 
if 
89BE:   not unknown_check_09BD 
else_jump @R3_3994 
if 
08B4:   test $390 bit 1 
else_jump @R3_110 
jump @R3_4110 
jump @R3_3994 

:R3_110
if or
   Actor.DrivingTaxiVehicle($PLAYER_ACTOR)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #AMBULAN)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FIRETRUK)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BOXBURG)
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
else_jump @R3_2901 
03C0: $63 = actor $PLAYER_ACTOR car 
if 
82BF:   not car $63 sunk 
else_jump @R3_2901 
if 
   Actor.DrivingTaxiVehicle($PLAYER_ACTOR)
else_jump @R3_673 
if 
8596:   not NOP_false $PLAYER_CHAR 
else_jump @R3_673 
if 
  $ONMISSION_TAXI == 0 
else_jump @R3_673 
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 0 
else_jump @R3_286 
if 
88FE:   not text_box_displayed 
else_jump @R3_286 
03E5: show_text_box 'TTUTOR'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um Taxi-Missionen an- oder abzuschalten.
$HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_286
if 
   not $13 == 3 
else_jump @R3_492 
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_485 

:R3_321
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_447 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_367 
jump @R3_11 

:R3_367
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingTaxiVehicle($PLAYER_ACTOR)
else_jump @R3_395 
jump @R3_11 

:R3_395
if 
09BE:   unknown_check_09BD 
else_jump @R3_415 
jump @R3_11 

:R3_415
if 
08B4:   test $390 bit 1 
else_jump @R3_440 
jump @R3_11 

:R3_440
jump @R3_321 

:R3_447
00BA: show_text_styled GXT 'TAXI_M' time 6000 style 5  // ~y~'TAXIFAHRER'
wait 0 
start_mission 121  // Taxi-Driver Sub-Mission
$ONMISSION_TAXI = 1 
jump @R3_11 

:R3_485
jump @R3_673 

:R3_492
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_673 

:R3_509
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_635 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_555 
jump @R3_11 

:R3_555
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingTaxiVehicle($PLAYER_ACTOR)
else_jump @R3_583 
jump @R3_11 

:R3_583
if 
09BE:   unknown_check_09BD 
else_jump @R3_603 
jump @R3_11 

:R3_603
if 
08B4:   test $390 bit 1 
else_jump @R3_628 
jump @R3_11 

:R3_628
jump @R3_509 

:R3_635
00BA: show_text_styled GXT 'TAXI_M' time 6000 style 5  // ~y~'TAXIFAHRER'
wait 0 
start_mission 121  // Taxi-Driver Sub-Mission
$ONMISSION_TAXI = 1 
jump @R3_11 

:R3_673
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #AMBULAN)
else_jump @R3_1138 
if 
  $ONMISSION_PARAMEDIC == 0 
else_jump @R3_1138 
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 0 
else_jump @R3_759 
if 
88FE:   not text_box_displayed 
else_jump @R3_759 
03E5: show_text_box 'ATUTOR'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um Krankenwagen-Missionen an- oder abzuschalten.
$HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_759
if 
   not $13 == 3 
else_jump @R3_961 
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_954 

:R3_794
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_923 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_840 
jump @R3_11 

:R3_840
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #AMBULAN)
else_jump @R3_871 
jump @R3_11 

:R3_871
if 
09BE:   unknown_check_09BD 
else_jump @R3_891 
jump @R3_11 

:R3_891
if 
08B4:   test $390 bit 1 
else_jump @R3_916 
jump @R3_11 

:R3_916
jump @R3_794 

:R3_923
00BA: show_text_styled GXT 'AMBUL_M' time 6000 style 5  // SANITTER
wait 0 
start_mission 122  // Paramedic Sub-Mission
jump @R3_11 

:R3_954
jump @R3_1138 

:R3_961
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_1138 

:R3_978
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_1107 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_1024 
jump @R3_11 

:R3_1024
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #AMBULAN)
else_jump @R3_1055 
jump @R3_11 

:R3_1055
if 
09BE:   unknown_check_09BD 
else_jump @R3_1075 
jump @R3_11 

:R3_1075
if 
08B4:   test $390 bit 1 
else_jump @R3_1100 
jump @R3_11 

:R3_1100
jump @R3_978 

:R3_1107
00BA: show_text_styled GXT 'AMBUL_M' time 6000 style 5  // SANITTER
wait 0 
start_mission 122  // Paramedic Sub-Mission
jump @R3_11 

:R3_1138
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FIRETRUK)
else_jump @R3_1603 
if 
  $ONMISSION_FIREFIGHTER == 0 
else_jump @R3_1603 
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 0 
else_jump @R3_1224 
if 
88FE:   not text_box_displayed 
else_jump @R3_1224 
03E5: show_text_box 'FTUTOR'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um Feuerwehr-Missionen an- oder abzuschalten.
$HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_1224
if 
   not $13 == 3 
else_jump @R3_1426 
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_1419 

:R3_1259
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_1388 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_1305 
jump @R3_11 

:R3_1305
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #FIRETRUK)
else_jump @R3_1336 
jump @R3_11 

:R3_1336
if 
09BE:   unknown_check_09BD 
else_jump @R3_1356 
jump @R3_11 

:R3_1356
if 
08B4:   test $390 bit 1 
else_jump @R3_1381 
jump @R3_11 

:R3_1381
jump @R3_1259 

:R3_1388
00BA: show_text_styled GXT 'FIRE_M' time 6000 style 5  // ~y~FEUERWEHR
wait 0 
start_mission 123  // Firefighter Sub-Mission
jump @R3_11 

:R3_1419
jump @R3_1603 

:R3_1426
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_1603 

:R3_1443
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_1572 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_1489 
jump @R3_11 

:R3_1489
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #FIRETRUK)
else_jump @R3_1520 
jump @R3_11 

:R3_1520
if 
09BE:   unknown_check_09BD 
else_jump @R3_1540 
jump @R3_11 

:R3_1540
if 
08B4:   test $390 bit 1 
else_jump @R3_1565 
jump @R3_11 

:R3_1565
jump @R3_1443 

:R3_1572
00BA: show_text_styled GXT 'FIRE_M' time 6000 style 5  // ~y~FEUERWEHR
wait 0 
start_mission 123  // Firefighter Sub-Mission
jump @R3_11 

:R3_1603
if or
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @R3_2269 
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 0 
else_jump @R3_1676 
if 
88FE:   not text_box_displayed 
else_jump @R3_1676 
03E5: show_text_box 'CTUTOR'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um Brgerwehr-Missionen an- oder abzuschalten.
$HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_1676
if 
   not $13 == 3 
else_jump @R3_1985 
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_1978 

:R3_1711
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_1863 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_1757 
jump @R3_11 

:R3_1757
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @R3_1780 
jump @R3_11 

:R3_1780
if and
   not Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @R3_1811 
jump @R3_11 

:R3_1811
if 
09BE:   unknown_check_09BD 
else_jump @R3_1831 
jump @R3_11 

:R3_1831
if 
08B4:   test $390 bit 1 
else_jump @R3_1856 
jump @R3_11 

:R3_1856
jump @R3_1711 

:R3_1863
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @R3_1905 
00BA: show_text_styled GXT 'COP_M3' time 6000 style 5  // DUNKLER DONNER
jump @R3_1963 

:R3_1905
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #CHEETAH)
else_jump @R3_1947 
00BA: show_text_styled GXT 'COP_M2' time 6000 style 5  // 'EINSATZ BEI DER SITTE'
jump @R3_1963 

:R3_1947
00BA: show_text_styled GXT 'COP_M' time 6000 style 5  // ~y~BRGERWEHR

:R3_1963
wait 0 
start_mission 124  // Vigilante Sub-Mission
jump @R3_11 

:R3_1978
jump @R3_2269 

:R3_1985
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_2269 

:R3_2002
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_2154 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_2048 
jump @R3_11 

:R3_2048
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @R3_2071 
jump @R3_11 

:R3_2071
if and
   not Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @R3_2102 
jump @R3_11 

:R3_2102
if 
09BE:   unknown_check_09BD 
else_jump @R3_2122 
jump @R3_11 

:R3_2122
if 
08B4:   test $390 bit 1 
else_jump @R3_2147 
jump @R3_11 

:R3_2147
jump @R3_2002 

:R3_2154
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @R3_2196 
00BA: show_text_styled GXT 'COP_M3' time 6000 style 5  // DUNKLER DONNER
jump @R3_2254 

:R3_2196
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #CHEETAH)
else_jump @R3_2238 
00BA: show_text_styled GXT 'COP_M2' time 6000 style 5  // 'EINSATZ BEI DER SITTE'
jump @R3_2254 

:R3_2238
00BA: show_text_styled GXT 'COP_M' time 6000 style 5  // ~y~BRGERWEHR

:R3_2254
wait 0 
start_mission 124  // Vigilante Sub-Mission
jump @R3_11 

:R3_2269
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BOXBURG)
else_jump @R3_2901 
if 
  $ONMISSION_BURGLARY == 0 
else_jump @R3_2901 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @R3_2388 
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 0 
else_jump @R3_2388 
if 
88FE:   not text_box_displayed 
else_jump @R3_2388 
03E5: show_text_box 'BTUTOR2'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um Einbrecher-Missionen an- oder abzuschalten.
$HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_2388
if 
   not $13 == 3 
else_jump @R3_2657 
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_2650 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @R3_2634 

:R3_2456
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_2585 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_2502 
jump @R3_11 

:R3_2502
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #BOXBURG)
else_jump @R3_2533 
jump @R3_11 

:R3_2533
if 
09BE:   unknown_check_09BD 
else_jump @R3_2553 
jump @R3_11 

:R3_2553
if 
08B4:   test $390 bit 1 
else_jump @R3_2578 
jump @R3_11 

:R3_2578
jump @R3_2456 

:R3_2585
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'BURGLAR' time 6000 style 5  // 'Einbrecher'
wait 0 
start_mission 125  // Burglary Sub-Mission
$ONMISSION_BURGLARY = 1 
jump @R3_11 
jump @R3_2650 

:R3_2634
00BC: show_text_highpriority GXT 'BURGHEL' time 1000 flag 1  // ~s~Du kannst die Einbrechermissionen nur zwischen 20:00 und 6:00 starten.

:R3_2650
jump @R3_2901 

:R3_2657
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_2901 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @R3_2885 

:R3_2707
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_2836 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_2753 
jump @R3_11 

:R3_2753
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #BOXBURG)
else_jump @R3_2784 
jump @R3_11 

:R3_2784
if 
09BE:   unknown_check_09BD 
else_jump @R3_2804 
jump @R3_11 

:R3_2804
if 
08B4:   test $390 bit 1 
else_jump @R3_2829 
jump @R3_11 

:R3_2829
jump @R3_2707 

:R3_2836
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'BURGLAR' time 6000 style 5  // 'Einbrecher'
wait 0 
start_mission 125  // Burglary Sub-Mission
$ONMISSION_BURGLARY = 1 
jump @R3_11 
jump @R3_2901 

:R3_2885
00BC: show_text_highpriority GXT 'BURGHEL' time 1000 flag 1  // ~s~Du kannst die Einbrechermissionen nur zwischen 20:00 und 6:00 starten.

:R3_2901
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @R3_3455 
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FREIGHT)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAK)
else_jump @R3_3455 
03C0: $63 = actor $PLAYER_ACTOR car 
if and
82BF:   not car $63 sunk 
8981:   not train $63 wrecked 
else_jump @R3_3455 
if 
  $161 == 0 
else_jump @R3_3455 
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 0 
else_jump @R3_3042 
if 
88FE:   not text_box_displayed 
else_jump @R3_3042 
03E5: show_text_box 'FTUTORA'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um Fracht-Missionen an- oder abzuschalten.
$HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_3042
if 
   not $13 == 3 
else_jump @R3_3261 
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_3254 

:R3_3077
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_3232 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_3123 
jump @R3_11 

:R3_3123
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @R3_3146 
jump @R3_11 

:R3_3146
if and
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #FREIGHT)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAK)
else_jump @R3_3180 
jump @R3_11 

:R3_3180
if 
09BE:   unknown_check_09BD 
else_jump @R3_3200 
jump @R3_11 

:R3_3200
if 
08B4:   test $390 bit 1 
else_jump @R3_3225 
jump @R3_11 

:R3_3225
jump @R3_3077 

:R3_3232
wait 0 
start_mission 126  // Freight Train Sub-Mission
$160 = 1 
jump @R3_11 

:R3_3254
jump @R3_3455 

:R3_3261
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_3455 

:R3_3278
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_3433 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_3324 
jump @R3_11 

:R3_3324
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @R3_3347 
jump @R3_11 

:R3_3347
if and
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #FREIGHT)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAK)
else_jump @R3_3381 
jump @R3_11 

:R3_3381
if 
09BE:   unknown_check_09BD 
else_jump @R3_3401 
jump @R3_11 

:R3_3401
if 
08B4:   test $390 bit 1 
else_jump @R3_3426 
jump @R3_11 

:R3_3426
jump @R3_3278 

:R3_3433
wait 0 
start_mission 126  // Freight Train Sub-Mission
$160 = 1 
jump @R3_11 

:R3_3455
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BROADWAY)
else_jump @R3_3994 
03C0: $63 = actor $PLAYER_ACTOR car 
if 
82BF:   not car $63 sunk 
else_jump @R3_3994 
if 
  $162 == 0 
else_jump @R3_3994 
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 0 
else_jump @R3_3565 
if 
88FE:   not text_box_displayed 
else_jump @R3_3565 
03E5: show_text_box 'PTUTORA'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um Zuhlter-Missionen an- oder abzuschalten.
$HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_3565
if 
   not $13 == 3 
else_jump @R3_3792 
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_3785 

:R3_3600
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_3747 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_3646 
jump @R3_11 

:R3_3646
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @R3_3669 
jump @R3_11 

:R3_3669
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #BROADWAY)
else_jump @R3_3695 
jump @R3_11 

:R3_3695
if 
09BE:   unknown_check_09BD 
else_jump @R3_3715 
jump @R3_11 

:R3_3715
if 
08B4:   test $390 bit 1 
else_jump @R3_3740 
jump @R3_11 

:R3_3740
jump @R3_3600 

:R3_3747
00BA: show_text_styled GXT 'PIMP' time 6000 style 5  // Pimping
wait 0 
start_mission 127  // Pimping Sub-Mission
$159 = 1 
jump @R3_11 

:R3_3785
jump @R3_3994 

:R3_3792
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_3994 

:R3_3809
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_3956 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_3855 
jump @R3_11 

:R3_3855
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @R3_3878 
jump @R3_11 

:R3_3878
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #BROADWAY)
else_jump @R3_3904 
jump @R3_11 

:R3_3904
if 
09BE:   unknown_check_09BD 
else_jump @R3_3924 
jump @R3_11 

:R3_3924
if 
08B4:   test $390 bit 1 
else_jump @R3_3949 
jump @R3_11 

:R3_3949
jump @R3_3809 

:R3_3956
00BA: show_text_styled GXT 'PIMP' time 6000 style 5  // Pimping
wait 0 
start_mission 127  // Pimping Sub-Mission
$159 = 1 
jump @R3_11 

:R3_3994
jump @R3_4103 

:R3_4001
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 1 
else_jump @R3_4103 
03D5: remove_text 'TTUTOR'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um Taxi-Missionen an- oder abzuschalten.
03D5: remove_text 'ATUTOR'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um Krankenwagen-Missionen an- oder abzuschalten.
03D5: remove_text 'FTUTOR'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um Feuerwehr-Missionen an- oder abzuschalten.
03D5: remove_text 'CTUTOR'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um Brgerwehr-Missionen an- oder abzuschalten.
03D5: remove_text 'BTUTOR2'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um Einbrecher-Missionen an- oder abzuschalten.
03D5: remove_text 'FTUTORA'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um Fracht-Missionen an- oder abzuschalten.
03D5: remove_text 'PTUTORA'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um Zuhlter-Missionen an- oder abzuschalten.
$HELP_TOGGLE_ODDJOB_SHOWN = 0 

:R3_4103
jump @R3_11 

:R3_4110
wait 70 
if 
88B4:   not test $390 bit 1 
else_jump @R3_4144 
wait 5000 
jump @R3_11 

:R3_4144
jump @R3_4110 

:FRTEXT
thread 'FRTEXT' 
wait 5000 
03E6: remove_text_box 
03E5: show_text_box 'FREI_16'  // Die Fracht-Mission wurde erfllt. Du kannst sie wiederholen, um dir noch mehr Geld dazuzuverdienen.
end_thread 

:MS_BLOODRING
thread 'BLOODR' 

:BLOODR_11
wait $DEFAULT_WAIT_TIME 
if 
  $ONMISSION == 0 
else_jump @BLOODR_136 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BLOODR_136 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $1745 $1746 $1747 radius 1.4 1.8 1.5 on_foot 
else_jump @BLOODR_136 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BLOODR_136 
gosub @SUB_FADE_500MS 
00BA: show_text_styled GXT 'STAD_04' time 1000 style 2  // Chaos-Derby
start_mission 128  // Arena Mission: Blood Ring

:BLOODR_136
jump @BLOODR_11 

:MS_8TRACK
thread 'HOTR' 

:HOTR_11
wait $DEFAULT_WAIT_TIME 
if 
  $ONMISSION == 0 
else_jump @HOTR_199 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HOTR_199 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $1748 $1749 $1750 radius 1.4 1.8 1.5 on_foot 
else_jump @HOTR_199 
0652: $STAT_DRIVING_SKILL = integer_stat 160 
if 
  $STAT_DRIVING_SKILL > 199 
else_jump @HOTR_183 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @HOTR_176 
00BA: show_text_styled GXT 'STAD_03' time 1000 style 2  // 8-Track
gosub @SUB_FADE_500MS 
04AE: $RACE_INDEX = 25 // $ = any 
$CUSTOM_TOURNAMENT_FLAG = 0 
start_mission 35  // Race Tournament / 8-track / Dirt Track

:HOTR_176
jump @HOTR_199 

:HOTR_183
00BC: show_text_highpriority GXT 'STATCAR' time 500 flag 1  // ~s~Deine ~h~Fahrer-Skill ~s~ist nicht hoch genug, um an diesem Rennen teilzunehmen.

:HOTR_199
jump @HOTR_11 

:MS_DIRTTRACK_KICKSTART
thread 'KICKS' 

:KICKS_11
wait $DEFAULT_WAIT_TIME 
if 
  $ONMISSION == 0 
else_jump @KICKS_271 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKS_271 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $1742 $1743 $1744 radius 1.4 1.8 1.5 on_foot 
else_jump @KICKS_271 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @KICKS_271 
07D0: $WEEKDAY = weekday 
if or
  $WEEKDAY == 0 
  $WEEKDAY == 2 
  $WEEKDAY == 4 
else_jump @KICKS_243 
0652: $STAT_DRIVING_SKILL = integer_stat 229 
if 
  $STAT_DRIVING_SKILL > 199 
else_jump @KICKS_220 
00BA: show_text_styled GXT 'STAD_01' time 1000 style 2  // Dirt Track
gosub @SUB_FADE_500MS 
04AE: $RACE_INDEX = 26 // $ = any 
$CUSTOM_TOURNAMENT_FLAG = 0 
start_mission 35  // Race Tournament / 8-track / Dirt Track
jump @KICKS_236 

:KICKS_220
00BC: show_text_highpriority GXT 'STATBIK' time 500 flag 1  // ~s~Deine ~h~Motorrad-Skill ~s~ist nicht hoch genug, um an diesem Rennen teilzunehmen.

:KICKS_236
jump @KICKS_271 

:KICKS_243
00BA: show_text_styled GXT 'STAD_02' time 1000 style 2  // Kickstart
gosub @SUB_FADE_500MS 
start_mission 129  // Arena Mission: Kickstart

:KICKS_271
jump @KICKS_11 

:MS_BEAT_THE_COCK
thread 'TRI' 

:TRI_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @TRI_619 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRI_619 
if or
  $WEEKDAY == 1 
  $WEEKDAY == 7 
else_jump @TRI_619 
if or
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 181.0 -1878.0 2.0 radius 1.4 1.8 1.5 on_foot 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2135.432 -67.9555 1.8 radius 1.4 1.8 1.5 on_foot 
else_jump @TRI_544 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @TRI_501 
0652: $STAT_CYCLING_SKILL = integer_stat 230 
if 
  $STAT_CYCLING_SKILL >= 500 
else_jump @TRI_458 
0652: $STAT_STAMINA = integer_stat 22 
if 
  $STAT_STAMINA >= 500 
else_jump @TRI_415 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRI_408 
00BA: show_text_styled GXT 'BOTTY' time 1000 style 2  // Beat the Cock!
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRI_403 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 181.0 -1878.0 2.0 radius 20.4 20.8 20.5 on_foot 
else_jump @TRI_348 
$MISSION_BEATTHECOCK_TYPE = 1 

:TRI_348
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2135.432 -67.9555 20.8 radius 20.4 20.8 20.5 on_foot 
else_jump @TRI_403 
$MISSION_BEATTHECOCK_TYPE = 2 

:TRI_403
start_mission 130  // Beat the Cock!

:TRI_408
jump @TRI_451 

:TRI_415
if 
  $HELP_TRI_STAMINA_SHOWN == 0 
else_jump @TRI_451 
03E5: show_text_box 'STASKIL'  // ~s~Du brauchst mehr Kondition, bevor du bei dem Rennen mitfahren kannst.
$HELP_TRI_STAMINA_SHOWN = 1 

:TRI_451
jump @TRI_494 

:TRI_458
if 
  $HELP_TRI_CYCLING_SHOWN == 0 
else_jump @TRI_494 
03E5: show_text_box 'MTBSKIL'  // ~s~Du brauchst mehr Rad-Skills, um am Rennen teilnehmen zu knnen. be auf einem Fahrrad, um besser zu werden.
$HELP_TRI_CYCLING_SHOWN = 1 

:TRI_494
jump @TRI_537 

:TRI_501
if 
  $HELP_TRI_NOCOCK_SHOWN == 0 
else_jump @TRI_537 
03E5: show_text_box 'NOCOCK'  // Der Cluckin' Cock ist noch nicht soweit!
$HELP_TRI_NOCOCK_SHOWN = 1 

:TRI_537
jump @TRI_619 

:TRI_544
if 
  $HELP_TRI_CYCLING_SHOWN == 1 
else_jump @TRI_569 
$HELP_TRI_CYCLING_SHOWN = 0 

:TRI_569
if 
  $HELP_TRI_STAMINA_SHOWN == 1 
else_jump @TRI_594 
$HELP_TRI_STAMINA_SHOWN = 0 

:TRI_594
if 
  $HELP_TRI_NOCOCK_SHOWN == 1 
else_jump @TRI_619 
$HELP_TRI_NOCOCK_SHOWN = 0 

:TRI_619
jump @TRI_11 

:MS_BIKE_MISSIONS
thread 'ODDVEH' 

:ODDVEH_11
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ODDVEH_1149 
if 
  $ONMISSION == 0 
else_jump @ODDVEH_1149 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ODDVEH_1114 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
else_jump @ODDVEH_134 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2343 $2344 $2345 radius 3.0 3.0 3.0 
else_jump @ODDVEH_134 
$ONMISSION_COURIER = 1 

:ODDVEH_134
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FREEWAY)
else_jump @ODDVEH_202 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2346 $2347 $2348 radius 3.0 3.0 3.0 
else_jump @ODDVEH_202 
$ONMISSION_COURIER = 1 

:ODDVEH_202
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FAGGIO)
else_jump @ODDVEH_270 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2349 $2350 $2351 radius 3.0 3.0 3.0 
else_jump @ODDVEH_270 
$ONMISSION_COURIER = 1 

:ODDVEH_270
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
else_jump @ODDVEH_335 
if 
  $ONMISSION_COURIER == 0 
else_jump @ODDVEH_335 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Kurier
start_mission 131  // Courier
$ONMISSION_COURIER = 1 

:ODDVEH_335
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FREEWAY)
else_jump @ODDVEH_400 
if 
  $ONMISSION_COURIER == 0 
else_jump @ODDVEH_400 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Kurier
start_mission 131  // Courier
$ONMISSION_COURIER = 1 

:ODDVEH_400
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FAGGIO)
else_jump @ODDVEH_465 
if 
  $ONMISSION_COURIER == 0 
else_jump @ODDVEH_465 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Kurier
start_mission 131  // Courier
$ONMISSION_COURIER = 1 

:ODDVEH_465
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @ODDVEH_533 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2355 $2356 $2357 radius 10.5 10.5 10.5 
else_jump @ODDVEH_533 
$ONMISSION_CHILIAD = 1 

:ODDVEH_533
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
  $ONMISSION_CHILIAD == 0 
else_jump @ODDVEH_722 
00BE: text_clear_all 
0652: $STAT_CYCLING_SKILL = integer_stat 230 
if 
  $STAT_CYCLING_SKILL >= 400 
else_jump @ODDVEH_679 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if and
  $TIME_HOURS >= 7 
  18 > $TIME_HOURS 
else_jump @ODDVEH_656 
00BA: show_text_styled GXT 'MOUNTN' time 1000 style 2  // The Diablo Challenge
start_mission 132  // The Chiliad Challenge
$ONMISSION_CHILIAD = 1 
jump @ODDVEH_672 

:ODDVEH_656
00BC: show_text_highpriority GXT 'MTIME4' time 1000 flag 1  // ~s~Komm zwischen 7:00 Uhr und 18:00 Uhr wieder

:ODDVEH_672
jump @ODDVEH_715 

:ODDVEH_679
if 
  $HELP_CHILIAD_CYCLING_SHOWN == 0 
else_jump @ODDVEH_715 
03E5: show_text_box 'MTBSKIL'  // ~s~Du brauchst mehr Rad-Skills, um am Rennen teilnehmen zu knnen. be auf einem Fahrrad, um besser zu werden.
$HELP_CHILIAD_CYCLING_SHOWN = 1 

:ODDVEH_715
jump @ODDVEH_747 

:ODDVEH_722
if 
  $HELP_CHILIAD_CYCLING_SHOWN == 1 
else_jump @ODDVEH_747 
$HELP_CHILIAD_CYCLING_SHOWN = 0 

:ODDVEH_747
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
else_jump @ODDVEH_815 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $X_STUNT_MISSION_BMX $Y_STUNT_MISSION_BMX $Z_STUNT_MISSION_BMX radius 4.0 4.0 3.0 
else_jump @ODDVEH_815 
$ONMISSION_STUNT_BMX = 1 

:ODDVEH_815
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
  $ONMISSION_STUNT_BMX == 0 
else_jump @ODDVEH_953 
0652: $STAT_CYCLING_SKILL = integer_stat 230 
if 
  $STAT_CYCLING_SKILL >= 200 
else_jump @ODDVEH_910 
00BA: show_text_styled GXT 'BMX' time 1000 style 2  // BMX
$STUNT_MISSION_TYPE = 0 
start_mission 133  // BMX / NRG-500 STUNT Mission
$ONMISSION_STUNT_BMX = 1 
jump @ODDVEH_946 

:ODDVEH_910
if 
  $HELP_BMX_CYCLING_SHOWN == 0 
else_jump @ODDVEH_946 
03E5: show_text_box 'MTBSKI2'  // ~s~Du brauchst mehr Rad-Skills, bevor du den BMX Kurs starten kannst. be mit einem Fahrrad, um deine Rad-Skills zu verbessern.
$HELP_BMX_CYCLING_SHOWN = 1 

:ODDVEH_946
jump @ODDVEH_978 

:ODDVEH_953
if 
  $HELP_BMX_CYCLING_SHOWN == 1 
else_jump @ODDVEH_978 
$HELP_BMX_CYCLING_SHOWN = 0 

:ODDVEH_978
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #NRG500)
else_jump @ODDVEH_1046 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $X_STUNT_MISSION_NRG500 $Y_STUNT_MISSION_NRG500 $Z_STUNT_MISSION_NRG500 radius 4.0 4.0 3.0 
else_jump @ODDVEH_1046 
$ONMISSION_STUNT_NRG500 = 1 

:ODDVEH_1046
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #NRG500)
  $ONMISSION_STUNT_NRG500 == 0 
else_jump @ODDVEH_1107 
00BA: show_text_styled GXT 'NRG500' time 1000 style 2  // NRG-500
$STUNT_MISSION_TYPE = 1 
start_mission 133  // BMX / NRG-500 STUNT Mission
$ONMISSION_STUNT_NRG500 = 1 

:ODDVEH_1107
jump @ODDVEH_1149 

:ODDVEH_1114
$158 = 0 
$ONMISSION_COURIER = 0 
$ONMISSION_CHILIAD = 0 
$ONMISSION_STUNT_BMX = 0 
$ONMISSION_STUNT_NRG500 = 0 

:ODDVEH_1149
jump @ODDVEH_11 

:BUY1
thread 'BUY1' 
$1653 = 50000 
Pickup.Destroy($BUY_ASSET_PICKUPS[0])
0518: $BUY_ASSET_PICKUPS[0] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] price $1653  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen

:BUY1_52
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BUY1_135 
if 
  $ONMISSION == 0 
else_jump @BUY1_135 
if 
   Pickup.Picked_up($BUY_ASSET_PICKUPS[0])
else_jump @BUY1_135 
04AE: $PROPERTY_BUYING_NOW = 0 // $ = any 
097A: play_audio_at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] event 1149 
start_mission 134  // Buy Properties Mission
end_thread 

:BUY1_135
jump @BUY1_52 

:BUY2
thread 'BUY2' 
$1654 = 30000 
Pickup.Destroy($BUY_ASSET_PICKUPS[1])
0518: $BUY_ASSET_PICKUPS[1] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1] price $1654  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen

:BUY2_50
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BUY2_133 
if 
  $ONMISSION == 0 
else_jump @BUY2_133 
if 
   Pickup.Picked_up($BUY_ASSET_PICKUPS[1])
else_jump @BUY2_133 
04AE: $PROPERTY_BUYING_NOW = 1 // $ = any 
097A: play_audio_at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1] event 1149 
start_mission 134  // Buy Properties Mission
end_thread 

:BUY2_133
jump @BUY2_50 

:BUY3
thread 'BUY3' 
$1655 = 80000 
Pickup.Destroy($BUY_ASSET_PICKUPS[2])
0518: $BUY_ASSET_PICKUPS[2] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2] price $1655  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen

:BUY3_52
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BUY3_135 
if 
  $ONMISSION == 0 
else_jump @BUY3_135 
if 
   Pickup.Picked_up($BUY_ASSET_PICKUPS[2])
else_jump @BUY3_135 
04AE: $PROPERTY_BUYING_NOW = 2 // $ = any 
097A: play_audio_at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2] event 1149 
start_mission 134  // Buy Properties Mission
end_thread 

:BUY3_135
jump @BUY3_52 

:MS_BUY_PROPERTIES
thread 'BUY_PRO' 

:BUY_PRO_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BUY_PRO_145 
if 
  $ONMISSION == 0 
else_jump @BUY_PRO_145 
if 
  $PROPERTY_BOUGHT_FLAGS($BUY_INDEX,32i) == 0 
else_jump @BUY_PRO_145 
if 
   Pickup.Picked_up($BUY_ASSET_PICKUPS($BUY_INDEX,32i))
else_jump @BUY_PRO_145 
0084: $PROPERTY_BUYING_NOW = $PROPERTY_INDEXES($BUY_INDEX,32i) // (int) 
097A: play_audio_at $X_PROPERTY_TO_BUY($BUY_INDEX,32f) $Y_PROPERTY_TO_BUY($BUY_INDEX,32f) $Z_PROPERTY_TO_BUY($BUY_INDEX,32f) event 1149 
start_mission 134  // Buy Properties Mission
$PROPERTY_BOUGHT_FLAGS($BUY_INDEX,32i) = 1 

:BUY_PRO_145
$BUY_INDEX += 1 
if 
  $BUY_INDEX >= 32 
else_jump @BUY_PRO_177 
$BUY_INDEX = 3 

:BUY_PRO_177
jump @BUY_PRO_11 

:ESC_IMPOUND_GARAGES
thread 'IMPND_L' 

:IMPND_L_11
wait 100 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPND_L_706 
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @IMPND_L_189 
0926: $SCRIPT_STATUS = external_script_status 71 (IMPOUND) 
if 
  $SCRIPT_STATUS == 0 
else_jump @IMPND_L_189 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1579.425 -1636.463 14.5812 radius 120.0 120.0 80.0 
else_jump @IMPND_L_160 
$IMPOUND_TOWN_NUMBER = 1 
08A9: load_external_script 71 (IMPOUND) 
if 
08AB:   external_script 71 (IMPOUND) loaded 
else_jump @IMPND_L_153 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_153
jump @IMPND_L_189 

:IMPND_L_160
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_L_189 
090F: end_external_script 71 (IMPOUND) 
$IMPOUND_TOWN_NUMBER = 0 

:IMPND_L_189
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @IMPND_L_390 
0926: $SCRIPT_STATUS = external_script_status 71 (IMPOUND) 
if 
  $SCRIPT_STATUS == 0 
else_jump @IMPND_L_390 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
else_jump @IMPND_L_336 
if 
  $1522 == 0 
else_jump @IMPND_L_329 
$IMPOUND_TOWN_NUMBER = 2 
08A9: load_external_script 71 (IMPOUND) 
if 
08AB:   external_script 71 (IMPOUND) loaded 
else_jump @IMPND_L_329 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_329
jump @IMPND_L_390 

:IMPND_L_336
if 
  $1522 == 2 
else_jump @IMPND_L_361 
$1522 = 0 

:IMPND_L_361
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_L_390 
090F: end_external_script 71 (IMPOUND) 
$IMPOUND_TOWN_NUMBER = 0 

:IMPND_L_390
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @IMPND_L_548 
0926: $SCRIPT_STATUS = external_script_status 71 (IMPOUND) 
if 
  $SCRIPT_STATUS == 0 
else_jump @IMPND_L_548 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
else_jump @IMPND_L_519 
$IMPOUND_TOWN_NUMBER = 2 
08A9: load_external_script 71 (IMPOUND) 
if 
08AB:   external_script 71 (IMPOUND) loaded 
else_jump @IMPND_L_512 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_512
jump @IMPND_L_548 

:IMPND_L_519
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_L_548 
090F: end_external_script 71 (IMPOUND) 
$IMPOUND_TOWN_NUMBER = 0 

:IMPND_L_548
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @IMPND_L_706 
0926: $SCRIPT_STATUS = external_script_status 71 (IMPOUND) 
if 
  $SCRIPT_STATUS == 0 
else_jump @IMPND_L_706 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2284.592 2466.838 12.2306 radius 120.0 120.0 80.0 
else_jump @IMPND_L_677 
$IMPOUND_TOWN_NUMBER = 3 
08A9: load_external_script 71 (IMPOUND) 
if 
08AB:   external_script 71 (IMPOUND) loaded 
else_jump @IMPND_L_670 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_670
jump @IMPND_L_706 

:IMPND_L_677
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_L_706 
090F: end_external_script 71 (IMPOUND) 
$IMPOUND_TOWN_NUMBER = 0 

:IMPND_L_706
jump @IMPND_L_11 

:ESC_VALET_PARKING
thread 'VALET_L' 

:VALET_L_11
wait 0 
if 
  $1872 == 1 
else_jump @VALET_L_197 
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @VALET_L_197 
0926: $SCRIPT_STATUS = external_script_status 72 (VALET) 
if 
  $SCRIPT_STATUS == 0 
else_jump @VALET_L_197 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VALET_L_197 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1893.419 1119.227 cornerB -1617.915 828.85 
else_jump @VALET_L_168 
$1884 = 2 
08A9: load_external_script 72 (VALET) 
if 
08AB:   external_script 72 (VALET) loaded 
else_jump @VALET_L_161 
0913: run_external_script 72 (VALET)  

:VALET_L_161
jump @VALET_L_197 

:VALET_L_168
if 
  $1884 == 2 
else_jump @VALET_L_197 
090F: end_external_script 72 (VALET) 
$1884 = 0 

:VALET_L_197
jump @VALET_L_11 

:ESC_TRAINS
thread 'TRAINSL' 

:TRAINSL_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRAINSL_115 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TRAINSL_115 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAKC)
else_jump @TRAINSL_115 
0926: $SCRIPT_STATUS = external_script_status 33 (TRAINS) 
if 
  $SCRIPT_STATUS == 0 
else_jump @TRAINSL_115 
08A9: load_external_script 33 (TRAINS) 
if 
08AB:   external_script 33 (TRAINS) loaded 
else_jump @TRAINSL_115 
0913: run_external_script 33 (TRAINS)  

:TRAINSL_115
jump @TRAINSL_11 

:ESC_AIRPORT_TERMINALS
thread 'ADPLANE' 

:ADPLANE_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ADPLANE_964 
if 
  $ONMISSION == 0 
else_jump @ADPLANE_964 
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @ADPLANE_324 
if 
88B4:   not test $390 bit 1 
else_jump @ADPLANE_287 
0926: $SCRIPT_STATUS = external_script_status 32 (PLANES) 
if 
  $SCRIPT_STATUS == 0 
else_jump @ADPLANE_280 
if 
  $792 == 0 
else_jump @ADPLANE_157 
0A40: $795 = create_entrance_marker_at 1685.7 -2238.9 14.0 color 14 
$792 = 1 

:ADPLANE_157
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ADPLANE_280 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1685.7 -2238.9 12.5 radius 1.2 1.2 1.2 on_foot 
else_jump @ADPLANE_246 
Player.CanMove($PLAYER_CHAR) = False
gosub @SUB_FADE_500MS 
08A9: load_external_script 32 (PLANES) 
$1802 = 1 

:ADPLANE_246
if and
08AB:   external_script 32 (PLANES) loaded 
  $1802 == 1 
else_jump @ADPLANE_280 
0913: run_external_script 32 (PLANES)  
$1802 = 0 

:ADPLANE_280
jump @ADPLANE_317 

:ADPLANE_287
if 
  $792 == 1 
else_jump @ADPLANE_317 
0A41: destroy_entrance_marker $795 
$792 = 0 

:ADPLANE_317
jump @ADPLANE_354 

:ADPLANE_324
if 
  $792 == 1 
else_jump @ADPLANE_354 
0A41: destroy_entrance_marker $795 
$792 = 0 

:ADPLANE_354
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @ADPLANE_629 
if 
88B4:   not test $390 bit 1 
else_jump @ADPLANE_592 
0926: $SCRIPT_STATUS = external_script_status 32 (PLANES) 
if 
  $SCRIPT_STATUS == 0 
else_jump @ADPLANE_585 
if 
  $793 == 0 
else_jump @ADPLANE_462 
0A40: $796 = create_entrance_marker_at -1421.5 -287.2 14.6 color 14 
$793 = 1 

:ADPLANE_462
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ADPLANE_585 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.5 -287.2 14.6 radius 1.2 1.2 1.2 on_foot 
else_jump @ADPLANE_551 
Player.CanMove($PLAYER_CHAR) = False
gosub @SUB_FADE_500MS 
08A9: load_external_script 32 (PLANES) 
$1802 = 1 

:ADPLANE_551
if and
08AB:   external_script 32 (PLANES) loaded 
  $1802 == 1 
else_jump @ADPLANE_585 
0913: run_external_script 32 (PLANES)  
$1802 = 0 

:ADPLANE_585
jump @ADPLANE_622 

:ADPLANE_592
if 
  $793 == 1 
else_jump @ADPLANE_622 
0A41: destroy_entrance_marker $796 
$793 = 0 

:ADPLANE_622
jump @ADPLANE_659 

:ADPLANE_629
if 
  $793 == 1 
else_jump @ADPLANE_659 
0A41: destroy_entrance_marker $796 
$793 = 0 

:ADPLANE_659
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @ADPLANE_934 
if 
88B4:   not test $390 bit 1 
else_jump @ADPLANE_897 
0926: $SCRIPT_STATUS = external_script_status 32 (PLANES) 
if 
  $SCRIPT_STATUS == 0 
else_jump @ADPLANE_890 
if 
  $794 == 0 
else_jump @ADPLANE_767 
0A40: $797 = create_entrance_marker_at 1663.0 1423.6 11.2 color 14 
$794 = 1 

:ADPLANE_767
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ADPLANE_890 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1663.0 1423.6 11.2 radius 1.2 1.2 1.2 on_foot 
else_jump @ADPLANE_856 
Player.CanMove($PLAYER_CHAR) = False
gosub @SUB_FADE_500MS 
08A9: load_external_script 32 (PLANES) 
$1802 = 1 

:ADPLANE_856
if and
08AB:   external_script 32 (PLANES) loaded 
  $1802 == 1 
else_jump @ADPLANE_890 
0913: run_external_script 32 (PLANES)  
$1802 = 0 

:ADPLANE_890
jump @ADPLANE_927 

:ADPLANE_897
if 
  $794 == 1 
else_jump @ADPLANE_927 
0A41: destroy_entrance_marker $797 
$794 = 0 

:ADPLANE_927
jump @ADPLANE_964 

:ADPLANE_934
if 
  $794 == 1 
else_jump @ADPLANE_964 
0A41: destroy_entrance_marker $797 
$794 = 0 

:ADPLANE_964
jump @ADPLANE_11 

:BONUSES
thread 'COLLS' 

:COLLS_11
wait 3000 
058C: $STAT_PERCENTAGE_COMPLETED = percentage_completed 
if 
  $ALL_OUSTERS_COLLECTED == 0 
else_jump @COLLS_285 
0652: $COLLECTED_OYSTERS = integer_stat 243 
if 
  $COLLECTED_OYSTERS == 50 
else_jump @COLLS_285 
0394: play_music 2 
030C: progress_made += 1 
0629: change_integer_stat 225 to 1000 
if 
  0 >= $GIRL_PROGRESS[4] 
else_jump @COLLS_106 
$GIRL_PROGRESS[4] = 45 

:COLLS_106
if 
  0 >= $GIRL_PROGRESS[1] 
else_jump @COLLS_131 
$GIRL_PROGRESS[1] = 45 

:COLLS_131
if 
  0 >= $GIRL_PROGRESS[3] 
else_jump @COLLS_156 
$GIRL_PROGRESS[3] = 45 

:COLLS_156
if 
  0 >= $GIRL_PROGRESS[2] 
else_jump @COLLS_181 
$GIRL_PROGRESS[2] = 45 

:COLLS_181
$GIRL_DESIRED_SEXAPPEAL[0] = -100 
$GIRL_DESIRED_SEXAPPEAL[1] = -100 
$GIRL_DESIRED_SEXAPPEAL[3] = -100 
$GIRL_DESIRED_SEXAPPEAL[2] = -100 
$GIRL_DESIRED_SEXAPPEAL[4] = -100 
$GIRL_DESIRED_SEXAPPEAL[5] = -100 
$GIRL_DESIRED_PROGRESS_TO_INVITE[0] = 1 
$GIRL_DESIRED_PROGRESS_TO_INVITE[1] = 1 
$GIRL_DESIRED_PROGRESS_TO_INVITE[3] = 1 
$GIRL_DESIRED_PROGRESS_TO_INVITE[2] = 1 
$GIRL_DESIRED_PROGRESS_TO_INVITE[4] = 1 
$GIRL_DESIRED_PROGRESS_TO_INVITE[5] = 1 
03E6: remove_text_box 
03E5: show_text_box 'OYST100'  // Alle Austern eingesammelt! Katie, Helena, Barbara und Michelle werden dich immer zurckhaben wollen, egal wie widerlich du bist!
$ALL_OUSTERS_COLLECTED = 1 

:COLLS_285
if 
  $ALL_HORSESHOES_COLLECTED == 0 
else_jump @COLLS_465 
0652: $COLLECTED_HORSHOES = integer_stat 241 
if 
  $COLLECTED_HORSHOES == 50 
else_jump @COLLS_465 
0394: play_music 2 
030C: progress_made += 1 
032B: $811 = create_weapon_pickup #M4 group 15 ammo 60 at 2021.879 1001.467 10.3203 
032B: $812 = create_weapon_pickup #MP5LNG group 15 ammo 120 at 2025.286 1001.496 10.3203 
032B: $813 = create_weapon_pickup #SHOTGSPA group 15 ammo 120 at 2021.327 1013.349 10.3203 
032B: $814 = create_weapon_pickup #SATCHEL group 15 ammo 20 at 2023.775 1013.527 10.5203 
03E6: remove_text_box 
03E5: show_text_box 'LUCK100'  // Alle Hufeisen eingesammelt! Waffen im Imperial Palace Casino angeliefert!
$ALL_HORSESHOES_COLLECTED = 1 

:COLLS_465
if 
  $ALL_PHOTOS_TAKEN == 0 
else_jump @COLLS_645 
0652: $STAT_TAKEN_PHOTOS = integer_stat 231 
if 
  $STAT_TAKEN_PHOTOS == 50 
else_jump @COLLS_645 
0394: play_music 2 
030C: progress_made += 1 
032B: $807 = create_weapon_pickup #SNIPER group 15 ammo 60 at -2035.773 139.4337 28.3359 
032B: $808 = create_weapon_pickup #MICRO_UZI group 15 ammo 120 at -2038.43 139.6281 28.3359 
032B: $809 = create_weapon_pickup #CHROMEGUN group 15 ammo 120 at -2038.664 137.4694 28.3359 
032B: $810 = create_weapon_pickup #GRENADE group 15 ammo 20 at -2035.474 137.2511 28.3359 
03E6: remove_text_box 
03E5: show_text_box 'FOTO100'  // Alle Schnappschsse gemacht! Waffen an die Werkstatt in San Francisco geliefert!
$ALL_PHOTOS_TAKEN = 1 

:COLLS_645
if 
  $ALL_TAGS_SPRAYED == 0 
else_jump @COLLS_832 
08E1: $STAT_TAGS_SPRAYED = total_tags_sprayed 
if 
  $STAT_TAGS_SPRAYED == 100 
else_jump @COLLS_832 
0394: play_music 2 
030C: progress_made += 1 
0237: set_gang 1 weapons_to 24 29 4 
032B: $803 = create_weapon_pickup #AK47 group 15 ammo 120 at 2499.39 -1707.463 1014.25 
032B: $804 = create_weapon_pickup #TEC9 group 15 ammo 120 at 2499.514 -1709.64 1014.25 
032B: $805 = create_weapon_pickup #SAWNOFF group 15 ammo 60 at 2493.491 -1708.237 1014.932 
032B: $806 = create_weapon_pickup #MOLOTOV group 15 ammo 20 at 2493.553 -1706.863 1015.132 
03E6: remove_text_box 
03E5: show_text_box 'TAG_100'  // Du hast die City markiert! Deine Gang wurde dadurch aufgewertet! Waffen an CJs Haus in der Grove Street geliefert!
$ALL_TAGS_SPRAYED = 1 

:COLLS_832
if 
  $_100_PERCENT_COMPLETE == 0 
else_jump @COLLS_994 
if 
  $STAT_PERCENTAGE_COMPLETED >= 100.0 
else_jump @COLLS_994 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COLLS_994 
014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_HYDRA cars_to_generate_to 101 
Player.Money($PLAYER_CHAR) += 1000000
0629: change_integer_stat 225 to 1000 
0629: change_integer_stat 22 to 1000 
0629: change_integer_stat 25 to 1000 
0629: change_integer_stat 80 to 1000 
0629: change_integer_stat 68 to 1000 
0629: change_integer_stat 65 to 1000 
0629: change_integer_stat 66 to 1000 
0629: change_integer_stat 230 to 1000 
wait 2000 
03E6: remove_text_box 
03E5: show_text_box 'GAME100'  // 100% erreicht! Statistikwerte und Barvermgen wurden erhht! Rhino und Hydra an CJs Haus in der Grove Street geliefert.
$_100_PERCENT_COMPLETE = 1 

:COLLS_994
jump @COLLS_11 

:TCASH
thread 'TCASH' 

:TCASH_11
wait 20000 
if 
  $GS_MONEY_PICKUP_EXISTS == 1 
else_jump @TCASH_48 
Pickup.Destroy($GS_GANG_MONEY_PICKUP)
$GS_MONEY_PICKUP_EXISTS = 0 
end_thread 

:TCASH_48
08E2: $GS_GANG_TURF_CONTROLLED = territories_controlled_percentage 
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @TCASH_93 
0084: $GS_GANG_CASH = $GS_GANG_TURF_CONTROLLED // (int) 
$GS_GANG_CASH *= 100 
jump @TCASH_108 

:TCASH_93
0084: $GS_GANG_CASH = $GS_GANG_TURF_CONTROLLED // (int) 
$GS_GANG_CASH *= 50 

:TCASH_108
094A: set_money_pickup $GS_GANG_MONEY_PICKUP cash_to $GS_GANG_CASH 
jump @TCASH_11 

:KEYCARD
0652: $STAT_PROGRESS_WITH_MILLIE = integer_stat 257 
if 
  $STAT_PROGRESS_WITH_MILLIE >= 35 
else_jump @KEYCARD_51 
$820 = Pickup.Create(#GUN_DILDO1, 3, 345.2063, 308.9788, 998.6484)

:KEYCARD_51
09B4: set_object_property_at 345.5621 306.2212 radius 10.0 bitmask 16384 flag 0 
0A40: $821 = create_entrance_marker_at 2037.349 2722.071 12.0281 color 14 
0A40: $822 = create_entrance_marker_at 343.9969 305.104 999.6557 color 14 
thread 'KEYCARD' 

:KEYCARD_128
wait 0 
077E: get_active_interior_to $ACTIVE_INTERIOR 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @KEYCARD_169 
$819 = 0 
jump @KEYCARD_176 

:KEYCARD_169
$819 = 1 

:KEYCARD_176
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KEYCARD_630 
if 
  $819 == 0 
else_jump @KEYCARD_421 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2037.349 2722.071 9.8281 radius 1.2 1.2 2.0 on_foot 
else_jump @KEYCARD_414 
Player.CanMove($PLAYER_CHAR) = False
gosub @SUB_FADE_500MS 
select_interior 6 
04E4: unknown_refresh_game_renderer_at 345.5621 306.2212 
Camera.SetAtPos(345.5621, 306.2212, 998.1484)
04F9: set_interior 1 color_to 0 
057E: set_radar_grey 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KEYCARD_372 
0860: link_actor $PLAYER_ACTOR to_interior 6 
Actor.PutAt($PLAYER_ACTOR, 345.5621, 306.2212, 998.4484)
Actor.Angle($PLAYER_ACTOR) = 260.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:KEYCARD_372
wait 1000 
fade 1 500 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KEYCARD_407 
Player.CanMove($PLAYER_CHAR) = True

:KEYCARD_407
$819 = 1 

:KEYCARD_414
jump @KEYCARD_623 

:KEYCARD_421
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 343.9969 305.104 998.1557 radius 1.2 1.2 2.0 on_foot 
else_jump @KEYCARD_623 
Player.CanMove($PLAYER_CHAR) = False
gosub @SUB_FADE_500MS 
select_interior 0 
04E4: unknown_refresh_game_renderer_at 2037.541 2727.687 
Camera.SetAtPos(2037.541, 2727.687, 9.8281)
04FA: reset_interior 0 colors 
057E: set_radar_grey 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KEYCARD_581 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($PLAYER_ACTOR, 2037.541, 2727.687, 9.8281)
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:KEYCARD_581
wait 1000 
fade 1 500 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KEYCARD_616 
Player.CanMove($PLAYER_CHAR) = True

:KEYCARD_616
$819 = 0 

:KEYCARD_623
jump @KEYCARD_634 

:KEYCARD_630
057E: set_radar_grey 0 

:KEYCARD_634
if 
   Pickup.Picked_up($PICKUP_KEYCARD)
else_jump @KEYCARD_703 
if 
  $PICKUP_KEYCARD_COLLECTED == 0 
else_jump @KEYCARD_703 
00BC: show_text_highpriority GXT 'GOTKEY' time 6000 flag 1  // ~s~Du hast die Keycard fr den Casino-Coup beschafft.
Marker.Disable($1415)
$37 = 1 
$PICKUP_KEYCARD_COLLECTED = 1 

:KEYCARD_703
077E: get_active_interior_to $ACTIVE_INTERIOR 
if and
  $PICKUP_KEYCARD_COLLECTED == 1 
  $ACTIVE_INTERIOR == 0 
else_jump @KEYCARD_745 
0A41: destroy_entrance_marker $821 
0A41: destroy_entrance_marker $822 
end_thread 

:KEYCARD_745
jump @KEYCARD_128 

:SAVEGAME
thread 'PSAVE1' 
$TOTAL_AVAILABLE_SAVE_PICKUPS = 13 

:PSAVE1_18
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_824 
if 
  $ONMISSION == 0 
else_jump @PSAVE1_759 
if and
  $2204 == 0 
88B4:   not test $390 bit 20 
88B4:   not test $390 bit 1 
else_jump @PSAVE1_720 
if 
  $SAVE_PICKUPS_EXIST == 0 
else_jump @PSAVE1_534 
gosub @SUB_REMOVE_SAVE_PICKUPS 
$SAVE_PICKUPS[0] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[0], $SAVE_PICKUPS_Y[0], $SAVE_PICKUPS_Z[0])
$SAVE_PICKUPS[1] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[1], $SAVE_PICKUPS_Y[1], $SAVE_PICKUPS_Z[1])
$SAVE_PICKUPS[2] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[2], $SAVE_PICKUPS_Y[2], $SAVE_PICKUPS_Z[2])
$SAVE_PICKUPS[3] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[3], $SAVE_PICKUPS_Y[3], $SAVE_PICKUPS_Z[3])
$SAVE_PICKUPS[4] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[4], $SAVE_PICKUPS_Y[4], $SAVE_PICKUPS_Z[4])
$SAVE_PICKUPS[5] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[5], $SAVE_PICKUPS_Y[5], $SAVE_PICKUPS_Z[5])
$SAVE_PICKUPS[6] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[6], $SAVE_PICKUPS_Y[6], $SAVE_PICKUPS_Z[6])
$SAVE_PICKUPS[7] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[7], $SAVE_PICKUPS_Y[7], $SAVE_PICKUPS_Z[7])
$SAVE_PICKUPS[8] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[8], $SAVE_PICKUPS_Y[8], $SAVE_PICKUPS_Z[8])
$SAVE_PICKUPS[9] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[9], $SAVE_PICKUPS_Y[9], $SAVE_PICKUPS_Z[9])
$SAVE_PICKUPS[10] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[10], $SAVE_PICKUPS_Y[10], $SAVE_PICKUPS_Z[10])
$SAVE_PICKUPS[11] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[11], $SAVE_PICKUPS_Y[11], $SAVE_PICKUPS_Z[11])
$SAVE_PICKUPS[12] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[12], $SAVE_PICKUPS_Y[12], $SAVE_PICKUPS_Z[12])
if 
  $TOTAL_AVAILABLE_SAVE_PICKUPS >= 14 
else_jump @PSAVE1_383 
$SAVE_PICKUPS[13] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[13], $SAVE_PICKUPS_Y[13], $SAVE_PICKUPS_Z[13])

:PSAVE1_383
if 
  $TOTAL_AVAILABLE_SAVE_PICKUPS >= 15 
else_jump @PSAVE1_419 
$SAVE_PICKUPS[14] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[14], $SAVE_PICKUPS_Y[14], $SAVE_PICKUPS_Z[14])

:PSAVE1_419
if 
  $TOTAL_AVAILABLE_SAVE_PICKUPS >= 16 
else_jump @PSAVE1_455 
$SAVE_PICKUPS[15] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[15], $SAVE_PICKUPS_Y[15], $SAVE_PICKUPS_Z[15])

:PSAVE1_455
if 
  $TOTAL_AVAILABLE_SAVE_PICKUPS >= 17 
else_jump @PSAVE1_491 
$SAVE_PICKUPS[16] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[16], $SAVE_PICKUPS_Y[16], $SAVE_PICKUPS_Z[16])

:PSAVE1_491
if 
  $TOTAL_AVAILABLE_SAVE_PICKUPS >= 18 
else_jump @PSAVE1_527 
$SAVE_PICKUPS[17] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[17], $SAVE_PICKUPS_Y[17], $SAVE_PICKUPS_Z[17])

:PSAVE1_527
$SAVE_PICKUPS_EXIST = 1 

:PSAVE1_534
if 
   Pickup.Picked_up($SAVE_PICKUPS($SAVE_PICKUPS_INDEX,18i))
else_jump @PSAVE1_713 
gosub @SUB_SHOW_SAVE_SCREEN 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_699 
Pickup.Destroy($SAVE_PICKUPS($SAVE_PICKUPS_INDEX,18i))
$SAVE_PICKUPS($SAVE_PICKUPS_INDEX,18i) = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X($SAVE_PICKUPS_INDEX,18f), $SAVE_PICKUPS_Y($SAVE_PICKUPS_INDEX,18f), $SAVE_PICKUPS_Z($SAVE_PICKUPS_INDEX,18f))
0395: clear_area 1 at $SAVE_POINTS_X($SAVE_PICKUPS_INDEX,18f) $SAVE_POINTS_Y($SAVE_PICKUPS_INDEX,18f) $SAVE_POINTS_Z($SAVE_PICKUPS_INDEX,18f) radius 1.0 
Actor.PutAt($PLAYER_ACTOR, $SAVE_POINTS_X($SAVE_PICKUPS_INDEX,18f), $SAVE_POINTS_Y($SAVE_PICKUPS_INDEX,18f), $SAVE_POINTS_Z($SAVE_PICKUPS_INDEX,18f))
Actor.Angle($PLAYER_ACTOR) = $SAVE_POINTS_ANGLE($SAVE_PICKUPS_INDEX,18f)
wait 0 
fade 1 1000 

:PSAVE1_699
gosub @SUB_RESTORE_CONTROL 
$SAVE_PICKUPS_EXIST = 0 

:PSAVE1_713
jump @PSAVE1_752 

:PSAVE1_720
if 
  $SAVE_PICKUPS_EXIST == 1 
else_jump @PSAVE1_752 
gosub @SUB_REMOVE_SAVE_PICKUPS 
$SAVE_PICKUPS_EXIST = 0 

:PSAVE1_752
jump @PSAVE1_791 

:PSAVE1_759
if 
  $SAVE_PICKUPS_EXIST == 1 
else_jump @PSAVE1_791 
gosub @SUB_REMOVE_SAVE_PICKUPS 
$SAVE_PICKUPS_EXIST = 0 

:PSAVE1_791
$SAVE_PICKUPS_INDEX += 1 
if 
002C:   $SAVE_PICKUPS_INDEX >= $TOTAL_AVAILABLE_SAVE_PICKUPS // (int) 
else_jump @PSAVE1_824 
$SAVE_PICKUPS_INDEX = 0 

:PSAVE1_824
jump @PSAVE1_18 

:SUB_REMOVE_SAVE_PICKUPS
Pickup.Destroy($SAVE_PICKUPS[0])
Pickup.Destroy($SAVE_PICKUPS[1])
Pickup.Destroy($SAVE_PICKUPS[2])
Pickup.Destroy($SAVE_PICKUPS[3])
Pickup.Destroy($SAVE_PICKUPS[4])
Pickup.Destroy($SAVE_PICKUPS[5])
Pickup.Destroy($SAVE_PICKUPS[6])
Pickup.Destroy($SAVE_PICKUPS[7])
Pickup.Destroy($SAVE_PICKUPS[8])
Pickup.Destroy($SAVE_PICKUPS[9])
Pickup.Destroy($SAVE_PICKUPS[10])
Pickup.Destroy($SAVE_PICKUPS[11])
Pickup.Destroy($SAVE_PICKUPS[12])
Pickup.Destroy($SAVE_PICKUPS[13])
Pickup.Destroy($SAVE_PICKUPS[14])
Pickup.Destroy($SAVE_PICKUPS[15])
Pickup.Destroy($SAVE_PICKUPS[16])
Pickup.Destroy($SAVE_PICKUPS[17])
return 

:SUB_SHOW_SAVE_SCREEN
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
03D8: show_save_screen 

:PSAVE1_939
if 
83D9:   not save_done 
else_jump @PSAVE1_963 
wait 0 
jump @PSAVE1_939 

:PSAVE1_963
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1001 
Player.CanMove($PLAYER_CHAR) = False

:PSAVE1_1001
return 

:SUB_RESTORE_CONTROL
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1023 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:PSAVE1_1023
wait 500 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1058 
Player.CanMove($PLAYER_CHAR) = True
$ONMISSION = 0 

:PSAVE1_1058
return 

:SUB_FADE_500MS_AND_RESTORE_CONTROLS
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:PSAVE1_1075
if 
fading 
else_jump @PSAVE1_1103 
wait 0 
00BE: text_clear_all 
03E6: remove_text_box 
jump @PSAVE1_1075 

:PSAVE1_1103
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1138 
fade 0 0 
Camera.Restore_WithJumpCut
0687: clear_actor $PLAYER_ACTOR task 
fade 0 0 

:PSAVE1_1138
return 

:SUB_CJ_GOTO_HOME
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1318 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2503.601, -1676.787, 13.9236, 0.0, 0.0, 0.0)
Camera.PointAt(2503.26, -1677.718, 14.0548, 2)
0395: clear_area 1 at 2495.365 -1690.766 13.7734 radius 1.0 
0395: clear_area 1 at 2503.26 -1677.718 14.0548 radius 2.0 
0395: clear_area 1 at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2495.365 -1690.766 13.7734 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_1318
return 

:SUB_CJ_GOTO_SWEET_HOUSE
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1496 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2512.233, -1673.532, 12.6635, 0.0, 0.0, 0.0)
Camera.PointAt(2513.139, -1673.825, 12.9696, 2)
0395: clear_area 1 at 2513.139 -1673.825 12.9696 radius 2.0 
0395: clear_area 1 at 2521.35 -1678.83 14.32 radius 1.0 
0395: clear_area 1 at $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2521.35 -1678.83 14.32 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_1496
return 

:SUB_CJ_GOTO_RYDER_HOUSE
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1674 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2451.148, -1677.786, 16.3581, 0.0, 0.0, 0.0)
Camera.PointAt(2451.564, -1678.677, 16.1721, 2)
0395: clear_area 1 at 2451.564 -1678.677 16.1721 radius 2.0 
0395: clear_area 1 at 2459.44 -1691.58 12.58 radius 1.0 
0395: clear_area 1 at $X_RYDER_HOUSE $Y_RYDER_HOUSE $Z_RYDER_HOUSE radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2459.44 -1691.58 12.58 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_1674
return 

:SUB_CJ_GOTO_SMOKE_HOUSE
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1834 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2075.7, -1687.878, 16.0883, 0.0, 0.0, 0.0)
Camera.PointAt(2074.984, -1688.556, 15.9215, 2)
0395: clear_area 1 at 2065.4 -1703.4 13.1 radius 1.0 
0395: clear_area 1 at 2074.984 -1688.556 15.9215 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2065.4 -1703.4 13.1 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_1834
return 

:SUB_CJ_GOTO_CRASH_LS
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_2012 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1054.645, -1312.281, 14.9353, 0.0, 0.0, 0.0)
Camera.PointAt(1054.271, -1313.2, 15.0617, 2)
0395: clear_area 1 at 1038.04 -1339.23 12.55 radius 1.0 
0395: clear_area 1 at 1054.271 -1313.2 15.0617 radius 2.0 
0395: clear_area 1 at $X_CRASH_LS $Y_CRASH_LS $Z_CRASH_LS radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1038.04 -1339.23 12.55 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_2012
return 

:SUB_CJ_GOTO_OG_WORK
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_2172 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(825.1696, -1636.572, 23.1761, 0.0, 0.0, 0.0)
Camera.PointAt(824.351, -1636.051, 22.9332, 2)
0395: clear_area 1 at 793.59 -1625.07 12.38 radius 1.0 
0395: clear_area 1 at 824.351 -1636.051 22.9332 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 793.59 -1625.07 12.38 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_2172
return 

:SUB_CJ_GOTO_OG_PARTY_HOUSE
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_2332 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2486.848, -1660.327, 12.5441, 0.0, 0.0, 0.0)
Camera.PointAt(2486.846, -1659.363, 12.8073, 2)
0395: clear_area 1 at 2486.94 -1646.76 13.07 radius 1.0 
0395: clear_area 1 at 2486.846 -1659.363 12.8073 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2486.94 -1646.76 13.07 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_2332
return 

:PSAVE1_2334
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_2443 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1792.877, -2105.368, 17.6519, 0.0, 0.0, 0.0)
Camera.PointAt(1793.152, -2106.301, 17.4194, 2)
0395: clear_area 1 at 1793.152 -2106.301 17.4194 radius 2.0 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_2443
return 

:SUB_CJ_GOTO_ANGEL_PINE_MOTEL
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_2603 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2187.87, -2269.808, 29.4158, 0.0, 0.0, 0.0)
Camera.PointAt(-2188.376, -2269.021, 29.7703, 2)
0395: clear_area 1 at -2194.371 -2256.498 29.6841 radius 1.0 
0395: clear_area 1 at -2188.376 -2269.021 29.7703 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2194.371 -2256.498 29.6841 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_2603
return 

:SUB_CJ_GOTO_LEAFY_HOLLOW
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_2763 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-919.0773, -1715.624, 78.4517, 0.0, 0.0, 0.0)
Camera.PointAt(-920.0563, -1715.824, 78.4112, 2)
0395: clear_area 1 at -932.2975 -1718.891 76.5703 radius 1.0 
0395: clear_area 1 at -920.0563 -1715.824 78.4112 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -932.2975 -1718.891 76.5703 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_2763
return 

:SUB_CJ_GOTO_DOHERTY_GARAGE
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_2923 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2010.974, 154.9329, 33.4883, 0.0, 0.0, 0.0)
Camera.PointAt(-2011.966, 154.9767, 33.3685, 2)
0395: clear_area 1 at -2034.559 148.8178 27.8359 radius 1.0 
0395: clear_area 1 at -2011.966 154.9767 33.3685 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2034.559 148.8178 27.8359 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_2923
return 

:SUB_CJ_GOTO_DOHERTY_GARAGE2
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_3083 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2031.359, 196.2776, 34.812, 0.0, 0.0, 0.0)
Camera.PointAt(-2031.639, 195.3477, 34.5735, 2)
0395: clear_area 1 at -2038.51 178.4871 27.8359 radius 1.0 
0395: clear_area 1 at -2031.639 195.3477 34.5735 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2038.51 178.4871 27.8359 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_3083
return 

:SUB_CJ_GOTO_WUZI_HOUSE
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_3243 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2129.186, 640.2543, 72.0002, 0.0, 0.0, 0.0)
Camera.PointAt(-2130.102, 640.2417, 71.6005, 2)
0395: clear_area 1 at -2156.56 645.08 51.35 radius 1.0 
0395: clear_area 1 at -2130.102 640.2417 71.6005 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2156.56 645.08 51.35 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_3243
return 

:PSAVE1_3245
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_3403 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1979.02, 1004.792, 995.4213, 0.0, 0.0, 0.0)
Camera.PointAt(1978.566, 1003.92, 995.238, 2)
0395: clear_area 1 at 1963.4 972.2 993.4 radius 1.0 
0395: clear_area 1 at 1979.02 1004.792 995.4213 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1963.4 972.2 993.4 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_3403
return 

:PSAVE1_3405
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_3563 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1954.571, 1041.494, 993.1794, 0.0, 0.0, 0.0)
Camera.PointAt(1954.962, 1042.414, 993.1676, 2)
0395: clear_area 1 at 1963.5 1063.3 993.4 radius 1.0 
0395: clear_area 1 at 1954.962 1042.414 993.1676 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1963.5 1063.3 993.4 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_3563
return 

:SUB_CJ_GOTO_CASINO
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_3723 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2073.947, 991.3126, 17.4461, 0.0, 0.0, 0.0)
Camera.PointAt(2072.953, 991.4046, 17.5078, 2)
0395: clear_area 1 at 2020.0 1008.83 9.82 radius 1.0 
0395: clear_area 1 at 2072.953 991.4046 17.5078 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2020.0 1008.83 9.82 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_3723
return 

:SUB_CJ_GOTO_JIZZY_CLUB
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_3883 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2601.677, 1386.132, 6.8077, 0.0, 0.0, 0.0)
Camera.PointAt(-2602.328, 1386.855, 7.0409, 2)
0395: clear_area 1 at -2624.195 1410.764 6.1015 radius 1.0 
0395: clear_area 1 at -2602.328 1386.855 7.0409 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2624.195 1410.764 6.1015 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_3883
return 

:SUB_CJ_GOTO_TORENO_HOUSE
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_4043 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-690.618, 906.0824, 13.0468, 0.0, 0.0, 0.0)
Camera.PointAt(-690.5204, 907.0766, 13.0919, 2)
0395: clear_area 1 at -684.982 927.3704 12.6293 radius 1.0 
0395: clear_area 1 at -690.5204 907.0766 13.0919 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -684.982 927.3704 12.6293 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_4043
return 

:PSAVE1_4045
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_4154 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(427.1954, 2527.643, 19.4052, 0.0, 0.0, 0.0)
Camera.PointAt(426.2472, 2527.956, 19.4635, 2)
0395: clear_area 1 at 426.2472 2527.956 19.4635 radius 2.0 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_4154
return 

:PSAVE1_4156
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_4265 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(330.1037, 2587.75, 18.3215, 0.0, 0.0, 0.0)
Camera.PointAt(330.0515, 2586.753, 18.362, 2)
0395: clear_area 1 at 330.0515 2586.753 18.362 radius 2.0 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_4265
return 

:PSAVE1_4267
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_4425 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2257.135, 1587.133, 1010.035, 0.0, 0.0, 0.0)
Camera.PointAt(2257.267, 1588.119, 1009.939, 2)
0395: clear_area 1 at 2270.6 1637.9 1007.3 radius 1.0 
0395: clear_area 1 at 2257.267 1588.119 1009.939 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2270.6 1637.9 1007.3 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_4425
return 

:SUB_CJ_GOTO_MADD_DOGGS_CRIB
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_4585 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1278.091, -849.6337, 90.7593, 0.0, 0.0, 0.0)
Camera.PointAt(1278.038, -848.6531, 90.5709, 2)
0395: clear_area 1 at 1258.158 -785.2752 91.0302 radius 1.0 
0395: clear_area 1 at 1278.038 -848.6531 90.5709 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1258.158 -785.2752 91.0302 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_4585
return 

:SUB_CJ_GOTO_ZERO_SHOP
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_4745 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2278.004, 134.334, 39.606, 0.0, 0.0, 0.0)
Camera.PointAt(-2277.008, 134.356, 39.6897, 2)
0395: clear_area 1 at -2242.812 128.7572 34.3203 radius 1.0 
0395: clear_area 1 at -2277.008 134.356 39.6897 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2242.812 128.7572 34.3203 mode 4 3000 ms // versionA 
gosub @SUB_FADE_500MS_AND_RESTORE_CONTROLS 

:PSAVE1_4745
return 

:HELP_TEXT_BOXES
thread 'HELP' 

:HELP_11
wait 70 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_2194 
if 
  $MISSION_INTRO_PASSED == 1 
else_jump @HELP_2194 
if 
  $HELP_WASTED_SHOWN == 0 
else_jump @HELP_451 
if 
   Pickup.Picked_up($PICKUP_INFO_HOSPITAL)
else_jump @HELP_259 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_110 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 

:HELP_110
Camera.SetPosition(2022.613, -1432.05, 17.6541, 0.0, 0.0, 0.0)
Camera.PointAt(2022.989, -1431.124, 17.6552, 2)
Pickup.Destroy($PICKUP_INFO_HOSPITAL)
Pickup.Destroy($PICKUP_INFO_HOSPITAL_2)
03E6: remove_text_box 
0512: show_permanent_text_box 'HOSP_1'  // Wenn deine Gesundheit bei Null ist, dann wirst du ohnmchtig und wirst im nchsten Krankenhaus behandelt.
wait 8000 
0512: show_permanent_text_box 'HOSP_2'  // Um deinen Gesundheitszustand zu verbessern, kannst du essen, Gesundheits-Pickups aufnehmen, oder du kannst dich durch Panzerung schtzen.
wait 8000 
0512: show_permanent_text_box 'HOSP_3'  // Bevor du entlassen wirst, wird man dir im Krankenhaus deine Waffen abnehmen und dir die Behandlung in Rechnung stellen.
wait 8000 
03E6: remove_text_box 
$HELP_WASTED_SHOWN = 1 
Camera.Restore_WithJumpCut
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_259 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 

:HELP_259
if 
   Pickup.Picked_up($PICKUP_INFO_HOSPITAL_2)
else_jump @HELP_451 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_302 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 

:HELP_302
Camera.SetPosition(1184.347, -1313.489, 19.7079, 0.0, 0.0, 0.0)
Camera.PointAt(1183.645, -1314.089, 19.3248, 2)
Pickup.Destroy($PICKUP_INFO_HOSPITAL)
Pickup.Destroy($PICKUP_INFO_HOSPITAL_2)
03E6: remove_text_box 
0512: show_permanent_text_box 'HOSP_1'  // Wenn deine Gesundheit bei Null ist, dann wirst du ohnmchtig und wirst im nchsten Krankenhaus behandelt.
wait 8000 
0512: show_permanent_text_box 'HOSP_2'  // Um deinen Gesundheitszustand zu verbessern, kannst du essen, Gesundheits-Pickups aufnehmen, oder du kannst dich durch Panzerung schtzen.
wait 8000 
0512: show_permanent_text_box 'HOSP_3'  // Bevor du entlassen wirst, wird man dir im Krankenhaus deine Waffen abnehmen und dir die Behandlung in Rechnung stellen.
wait 8000 
03E6: remove_text_box 
Camera.Restore_WithJumpCut
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_444 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 

:HELP_444
$HELP_WASTED_SHOWN = 1 

:HELP_451
if 
  $HELP_BUSTED_SHOWN == 0 
else_jump @HELP_672 
if 
   Pickup.Picked_up($PICKUP_INFO_POLICE)
else_jump @HELP_672 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_512 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 

:HELP_512
Camera.SetPosition(1536.577, -1687.134, 26.7069, 0.0, 0.0, 0.0)
Camera.PointAt(1537.295, -1686.564, 26.3081, 2)
Pickup.Destroy($PICKUP_INFO_POLICE)
03E6: remove_text_box 
0512: show_permanent_text_box 'BUST_1'  // Wenn du einen Fahndungslevel hast, wird die rtliche Polizei versuchen, dich zu verhaften.
wait 8000 
0512: show_permanent_text_box 'BUST_2'  // Wenn dein Fahndungslevel hher wird, werden sich auch andere Behrden mit ihren Spezialeinheiten einschalten und die Wahrscheinlichkeit, dass man versucht, dich zu tten, steigt.
wait 8000 
0512: show_permanent_text_box 'BUST_3'  // Wenn du verhaftet wirst, dann wirst du zum nchsten Polizeirevier gebracht.
wait 8000 
0512: show_permanent_text_box 'BUST_4'  // Die Cops werden dir alle Waffen abnehmen und kassieren ein wenig Schmiergeld von dir.
wait 8000 
03E6: remove_text_box 
Camera.Restore_WithJumpCut
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_665 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 

:HELP_665
$HELP_BUSTED_SHOWN = 1 

:HELP_672
if 
  $HELP_CHAT_SHOWN == 0 
else_jump @HELP_724 
if 
   Pickup.Picked_up($PICKUP_INFO_CONVERSATION)
else_jump @HELP_724 
03E5: show_text_box 'CHATBAK'  // Die Leute auf der Strae werden manchmal mit Carl reden wollen.~n~Du kannst auf ihre uerungen reagieren: Drcke ~k~~CONVERSATION_NO~ fr eine negative Reaktion oder ~k~~CONVERSATION_YES~, um positiv zu antworten.
$HELP_CHAT_SHOWN = 1 

:HELP_724
if 
  7 > $HELP_SWIM_SHOWN 
else_jump @HELP_1256 
if 
  $HELP_SWIM_SHOWN == 0 
else_jump @HELP_815 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_815 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_815 
03E5: show_text_box 'WZI2_A0'  // Benutze die Bewegungskontrolle, um dich im Wasser zu bewegen.
$HELP_SWIM_SHOWN = 1 
wait 5000 

:HELP_815
if 
  $HELP_SWIM_SHOWN == 1 
else_jump @HELP_888 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_888 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_888 
03E5: show_text_box 'WZI2_A5'  // Drcke ~k~~PED_FIREWEAPON~, um zu tauchen.
$HELP_SWIM_SHOWN = 2 
wait 5000 

:HELP_888
if 
  $HELP_SWIM_SHOWN == 2 
else_jump @HELP_961 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_961 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_961 
03E5: show_text_box 'WZI2_A6'  // Halte ~k~~PED_SPRINT~ gedrckt, um unter Wasser zu schwimmen.
$HELP_SWIM_SHOWN = 3 
wait 5000 

:HELP_961
if 
  $HELP_SWIM_SHOWN == 3 
else_jump @HELP_1034 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_1034 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_1034 
03E5: show_text_box 'WZI2_A1'  // Tippe auf ~k~~PED_SPRINT~ whrend du vorwrts schwimmst, um schneller zu schwimmen.
$HELP_SWIM_SHOWN = 4 
wait 5000 

:HELP_1034
if 
  $HELP_SWIM_SHOWN == 4 
else_jump @HELP_1115 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_1115 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_1115 
03E5: show_text_box 'WZI2_A2'  // Der blaue Balken oben rechts auf dem Bildschirm ist deine ~h~Atemanzeige~w~. Sie gibt an, wie lange du unter Wasser bleiben kannst.
03E7: flash_hud_component 10 
wait 5000 
$HELP_SWIM_SHOWN = 5 
03E7: flash_hud_component -1 

:HELP_1115
if 
  $HELP_SWIM_SHOWN == 5 
else_jump @HELP_1188 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_1188 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_1188 
03E5: show_text_box 'WZI2_A3'  // Unter Wasser geht dir langsam der Atem aus. Bist du auf Null, geht's mit deiner Gesundheit bergab.
$HELP_SWIM_SHOWN = 6 
wait 5000 

:HELP_1188
if 
  $HELP_SWIM_SHOWN == 6 
else_jump @HELP_1256 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_1256 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_1256 
03E5: show_text_box 'WZI2_A7'  // Tauche auf, um Atem zu holen. Die Atemanzeige steigt dann langsam wieder auf Maximum.
$HELP_SWIM_SHOWN = 7 

:HELP_1256
if 
  $HELP_FOLLOW_ICON_SHOWN == 0 
else_jump @HELP_1393 
wait 2000 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_1350 
if 
  $HELP_BICYCLE_1_SHOWN == 0 
else_jump @HELP_1350 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
else_jump @HELP_1350 
03E5: show_text_box 'INTRO2F'  // Um in die Pedale zu treten, ~k~~VEHICLE_ACCELERATE~ gedrckt halten.
$HELP_BICYCLE_1_SHOWN = 1 

:HELP_1350
wait 5000 
03E5: show_text_box 'HELP42'  // Folge dem ~h~'CJ'~w~-Symbol auf dem Radar, um in dein Viertel zurckzufinden.
03E7: flash_hud_component 8 
wait 7000 
03E7: flash_hud_component -1 
$HELP_FOLLOW_ICON_SHOWN = 1 
jump @HELP_2120 

:HELP_1393
if 
  $HELP_SPRAYCAN_SHOWN == 0 
else_jump @HELP_1452 
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 1 
else_jump @HELP_1452 
wait 4000 
03E5: show_text_box 'SPRAY_C'  // Eine Sprhdose ist jetzt in CJs Haus in der Grove Street verfgbar.
$HELP_SPRAYCAN_SHOWN = 1 

:HELP_1452
if 
  $HELP_INTRO_SHOWN == 1 
else_jump @HELP_1578 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_1578 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 25.0 25.0 5.0 
else_jump @HELP_1578 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HELP_1555 
03E5: show_text_box 'HELP21B'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um aus einem Fahrzeug auszusteigen.

:HELP_1555
wait 5000 
03E5: show_text_box 'HELP44'  // Stell dich in die rote Markierung, um weiterzumachen.
$HELP_INTRO_SHOWN = 2 

:HELP_1578
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_1670 
if 
  $HELP_BICYCLE_1_SHOWN == 0 
else_jump @HELP_1670 
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @HELP_1670 
wait 2000 
03E5: show_text_box 'INTRO2F'  // Um in die Pedale zu treten, ~k~~VEHICLE_ACCELERATE~ gedrckt halten.
$HELP_BICYCLE_1_SHOWN = 1 

:HELP_1670
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_2120 
if 
  $HELP_BICYCLE_2_SHOWN == 0 
else_jump @HELP_1808 
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @HELP_1808 
if and
  $HELP_BICYCLE_2_SHOWN == 0 
  $HELP_BICYCLE_1_SHOWN == 1 
else_jump @HELP_1808 
wait 6000 
03E5: show_text_box 'HELP5_A'  // Drcke ~k~~VEHICLE_BRAKE~, um zu bremsen, oder um zurckzusetzen, wenn das Fahrrad steht.
wait 8000 
03E5: show_text_box 'HELP27'  // Drcke ~k~~VEHICLE_STEERUP~ und ~k~~VEHICLE_STEERDOWN~, um dein Gewicht auf dem Fahrrad zu verlagern.
wait 2000 
$HELP_BICYCLE_2_SHOWN = 1 

:HELP_1808
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_2120 
if 
  $INTRO_TOTAL_PASSED_MISSIONS > 0 
else_jump @HELP_2120 
if 
  $HELP_CAMERA_AND_RADIO_SHOWN == 0 
else_jump @HELP_1949 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @HELP_1949 
if 
847A:   not actor $PLAYER_ACTOR driving_bike 
else_jump @HELP_1949 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HELP_1949 
wait 2000 
03E5: show_text_box 'GF_RAD'  // Benutze ~k~~VEHICLE_RADIO_STATION_UP~ oder ~k~~VEHICLE_RADIO_STATION_DOWN~, um den Radiosender zu wechseln.
wait 5000 
03E5: show_text_box 'HELP56'  // Drcke ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~, um den Blickwinkel zu ndern. Benutze die Maus oder den rechten Analog-Stick, um die Hhe der Kamera zu ndern.
$HELP_CAMERA_AND_RADIO_SHOWN = 1 

:HELP_1949
if 
  $HELP_DRIVEBY_SHOWN == 0 
else_jump @HELP_2120 
if 
  $HELP_CAMERA_AND_RADIO_SHOWN == 1 
else_jump @HELP_2120 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_2120 
077E: get_active_interior_to $ACTIVE_INTERIOR 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @HELP_2120 
if and
   Actor.Driving($PLAYER_ACTOR)
847A:   not actor $PLAYER_ACTOR driving_bike 
else_jump @HELP_2120 
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 28 
02D8:   actor $PLAYER_ACTOR current_weapon == 29 
else_jump @HELP_2120 
03E5: show_text_box 'HELP31'  // Um ein Drive-by auszufhren, sieh zuerst mit ~k~~VEHICLE_LOOKLEFT~ oder ~k~~VEHICLE_LOOKRIGHT~ nach links oder rechts.
wait 6000 
03E5: show_text_box 'HELP32'  // Dann feuere mit ~k~~PED_FIREWEAPON~.
wait 6000 
03E5: show_text_box 'HELP34'  // Du brauchst eine Maschinenpistole fr ein Drive-by.
$HELP_DRIVEBY_SHOWN = 1 

:HELP_2120
if 
  $HELP_DRIVEBY_SHOWN == 1 
else_jump @HELP_2194 
if 
  $HELP_CAMERA_AND_RADIO_SHOWN == 1 
else_jump @HELP_2194 
if 
  $HELP_INTRO_SHOWN == 1 
else_jump @HELP_2194 
if 
  $HELP_CHAT_SHOWN == 1 
else_jump @HELP_2194 
end_thread 

:HELP_2194
jump @HELP_11 

:INTROST
thread 'INTROST' 

:INTROST_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTROST_848 
if 
  $ONMISSION == 0 
else_jump @INTROST_848 
if 
  $HELP_INTRO_SHOWN == 0 
else_jump @INTROST_343 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTROST_343 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2471.7 -1668.0 12.3 radius 90.0 40.0 4.0 
else_jump @INTROST_343 
03CF: load_wav 43205 as 1 
03CF: load_wav 43206 as 2 

:INTROST_149
if 
83D0:   not wav 1 loaded 
else_jump @INTROST_198 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @INTROST_191 
jump @INTROST_336 

:INTROST_191
jump @INTROST_149 

:INTROST_198
00BC: show_text_highpriority GXT 'VO_AF' time 4000 flag 1  // ~z~Grove Street - Heimat.
03D1: play_wav 1 

:INTROST_218
if 
83D2:   not wav 1 ended 
else_jump @INTROST_267 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @INTROST_260 
jump @INTROST_336 

:INTROST_260
jump @INTROST_218 

:INTROST_267
00BC: show_text_highpriority GXT 'VO_AG' time 4000 flag 1  // ~z~Das war sie jedenfalls, bevor ich alles in die Scheie gefahren habe.
03D1: play_wav 2 

:INTROST_287
if 
83D0:   not wav 2 loaded 
else_jump @INTROST_336 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @INTROST_329 
jump @INTROST_336 

:INTROST_329
jump @INTROST_287 

:INTROST_336
$HELP_INTRO_SHOWN = 1 

:INTROST_343
if 
  $HELP_GROOVE_SHOWN == 0 
else_jump @INTROST_407 
if 
  $INTRO_TOTAL_PASSED_MISSIONS == 1 
else_jump @INTROST_407 
wait 5000 
00BC: show_text_highpriority GXT 'INT_CJ1' time 8000 flag 1  // Geh in CJs Haus, um fortzufahren.
$HELP_GROOVE_SHOWN = 1 

:INTROST_407
if 
  $HELP_GROOVE_SHOWN == 1 
else_jump @INTROST_638 
if 
  $INTRO_TOTAL_PASSED_MISSIONS == 1 
else_jump @INTROST_638 
077E: get_active_interior_to $ACTIVE_INTERIOR 
if 
  $ACTIVE_INTERIOR == 3 
else_jump @INTROST_638 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTROST_638 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2496.051 -1698.013 1013.75 radius 10.0 10.0 5.0 
else_jump @INTROST_638 
Player.CanMove($PLAYER_CHAR) = False
00BE: text_clear_all 
Camera.SetPosition(2496.38, -1694.334, 1015.431, 0.0, 0.0, 0.0)
Camera.PointAt(2496.368, -1695.325, 1015.299, 2)
03E5: show_text_box 'SAVE'  // Um das Spiel zu speichern, nimm das Disketten-Symbol auf. Wenn du das Spiel speicherst, wird die Uhr um 6 Stunden vorgestellt.
wait 5000 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTROST_638 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
$HELP_GROOVE_SHOWN = 2 

:INTROST_638
if 
  $HELP_GROOVE_SHOWN == 2 
else_jump @INTROST_848 
if 
  $INTRO_TOTAL_PASSED_MISSIONS == 1 
else_jump @INTROST_848 
077E: get_active_interior_to $ACTIVE_INTERIOR 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @INTROST_848 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTROST_848 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2495.33 -1689.183 13.2716 radius 20.0 20.0 6.0 
else_jump @INTROST_848 
end_thread_named 'INT' 
create_thread @MS_INTRO_MISSIONS 
Marker.Disable($439)
$439 = Marker.CreateIconAndSphere($ICON_RYDER, $X_RYDER_HOUSE, $Y_RYDER_HOUSE, $Z_RYDER_HOUSE)
00BC: show_text_highpriority GXT 'INT2_1' time 8000 flag 1  // ~s~Geh zu Ryder, er wohnt ein Stck die Strae hinunter.
wait 2000 
03E5: show_text_box 'RYBLIP'  // Folge dem 'R' auf dem Radar, um Ryders Bude zu finden.
wait 4000 
$HELP_GROOVE_SHOWN = 3 
end_thread 

:INTROST_848
jump @INTROST_11 

:FLOW
thread 'FLOW' 

:FLOW_11
wait 1000 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @FLOW_959 
if 
  $ONMISSION == 0 
else_jump @FLOW_959 
if 
  $HELP_DENISE_SHOWN == 0 
else_jump @FLOW_111 
if 
  $CRASH_LS_TOTAL_PASSED_MISSIONS == 1 
else_jump @FLOW_111 
wait 5500 
03E6: remove_text_box 
03E5: show_text_box 'GF_H000'  // Denise ist jetzt deine Freundin. Mach sie glcklich, dann wird sie dich lieben.~n~Um sie auszufhren, schau bei ihrem Haus vorbei.
$HELP_DENISE_SHOWN = 1 

:FLOW_111
if 
  $HELP_VALET_SHOWN == 0 
else_jump @FLOW_190 
if 
  $CRASH_SF_TOTAL_PASSED_MISSIONS == 1 
else_jump @FLOW_190 
wait 6000 
03E6: remove_text_box 
03E5: show_text_box 'VAL_HLP'  // ~s~Begib dich in die markierte Zone beim Carport, um Parkservice-Missionen zu aktivieren.
wait 5000 
03E6: remove_text_box 
03E5: show_text_box 'VAL_GOT'  // Die Parkservice-Uniform steht ab jetzt in deinem Kleiderschrank zur Verfgung!
$HELP_VALET_SHOWN = 1 

:FLOW_190
if 
  $HELP_TRUCKER_MISSIONS_SHOWN == 0 
else_jump @FLOW_251 
if 
  $MISSION_TANKER_COMMANDER_PASSED == 1 
else_jump @FLOW_251 
wait 6000 
03E6: remove_text_box 
03E5: show_text_box 'TRUCK_H'  // Komm hierher zurck, um Trucker-Missionen anzunehmen.
$HELP_TRUCKER_MISSIONS_SHOWN = 1 

:FLOW_251
if 
  $HELP_STEALTH_SHOWN == 0 
else_jump @FLOW_312 
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS > 1 
else_jump @FLOW_312 
wait 6000 
03E6: remove_text_box 
03E5: show_text_box 'STELF'  // Unbemerkt zu bleiben kann auch auerhalb von Missionen von Vorteil sein. Du kannst dich von hinten an Leute heranschleichen, um sie auszuschalten oder versuchen, unbemerkt der Polizei oder feindlichen Gangmitgliedern zu entkommen.
$HELP_STEALTH_SHOWN = 1 

:FLOW_312
if 
  $HELP_GIMP_SUIT_SHOWN == 0 
else_jump @FLOW_373 
if 
  $HEIST_TOTAL_PASSED_MISSIONS == 2 
else_jump @FLOW_373 
wait 6000 
03E6: remove_text_box 
03E5: show_text_box 'GIMPGOT'  // Der S&M-Anzug steht ab jetzt in deinem Kleiderschrank zur Verfgung!
$HELP_GIMP_SUIT_SHOWN = 1 

:FLOW_373
if 
  $HELP_SF_PHOTOS_SHOWN == 0 
else_jump @FLOW_434 
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 1 
else_jump @FLOW_434 
wait 6000 
03E6: remove_text_box 
03E5: show_text_box 'SECRET'  // Benutze deine Kamera, um San Francisco zu erkunden - wer wei, was du dabei alles entdeckst!
$HELP_SF_PHOTOS_SHOWN = 1 

:FLOW_434
if 
  $HELP_CROUPIER_UNIFORM_SHOWN == 0 
else_jump @FLOW_495 
if 
  $HEIST_TOTAL_PASSED_MISSIONS == 6 
else_jump @FLOW_495 
wait 6000 
03E6: remove_text_box 
03E5: show_text_box 'CRO_GOT'  // Die Croupier-Uniform steht ab jetzt in deinem Kleiderschrank zur Verfgung!
$HELP_CROUPIER_UNIFORM_SHOWN = 1 

:FLOW_495
if 
  $LS_FINAL_MISSIONS_STARTED == 0 
else_jump @FLOW_658 
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 9 
else_jump @FLOW_658 
if 
  $SMOKE_TOTAL_PASSED_MISSIONS == 4 
else_jump @FLOW_658 
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 5 
else_jump @FLOW_658 
if 
  $RYDER_TOTAL_PASSED_MISSIONS == 3 
else_jump @FLOW_658 
if 
  $CRASH_LS_TOTAL_PASSED_MISSIONS == 2 
else_jump @FLOW_658 
if 
  $MISSION_LOWRIDER_PASSED == 1 
else_jump @FLOW_658 
create_thread @MS_LS_FINAL_MISSIONS 
Marker.Disable($MARKER_SWEET_HOUSE)
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere($ICON_SWEET, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)
$LS_FINAL_MISSIONS_STARTED = 1 

:FLOW_658
if 
  $46 == 0 
else_jump @FLOW_730 
if and
  $CRASH_SF_TOTAL_PASSED_MISSIONS == 1 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 6 
else_jump @FLOW_730 
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
$MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere($ICON_CRASH, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
$46 = 1 

:FLOW_730
if 
  $59 == 0 
else_jump @FLOW_800 
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 5 
else_jump @FLOW_800 
Marker.Disable($526)
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
$MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere($ICON_TRIADS, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
$59 = 1 

:FLOW_800
if 
  $44 == 0 
else_jump @FLOW_872 
if and
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 9 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 5 
else_jump @FLOW_872 
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
$MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere($ICON_TRIADS, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
$44 = 1 

:FLOW_872
if 
  $58 == 0 
else_jump @FLOW_959 
if and
  $GROVE_TOTAL_PASSED_MISSIONS == 2 
  $MANSION_TOTAL_PASSED_MISSIONS == 4 
else_jump @FLOW_959 
create_thread @MS_RIOT_MISSIONS 
Marker.Disable($623)
Marker.Disable($622)
$622 = Marker.CreateIconAndSphere($ICON_CJ_2, $X_MADD_DOGG_CRIB, $Y_MADD_DOGG_CRIB, $Z_MADD_DOGG_CRIB)
$58 = 1 
end_thread 

:FLOW_959
jump @FLOW_11 

:DOORS
thread 'DOORS' 
wait 0 
034D: rotate_object $2709 from_angle 0.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_165 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1852.0 -1990.7 cornerB 1849.8 -1989.6 
else_jump @DOORS_165 
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_134 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1854.0, -1990.0, 12.5)

:DOORS_134
fade 1 500 

:DOORS_141
if 
fading 
else_jump @DOORS_165 
wait 0 
jump @DOORS_141 

:DOORS_165
034D: rotate_object $2710 from_angle 270.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_315 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1867.3 -1985.2 cornerB 1868.2 -1982.7 
else_jump @DOORS_315 
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_284 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1867.4, -1987.1, 12.5)

:DOORS_284
fade 1 500 

:DOORS_291
if 
fading 
else_jump @DOORS_315 
wait 0 
jump @DOORS_291 

:DOORS_315
034D: rotate_object $2711 from_angle 90.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_465 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1866.5 -1998.3 cornerB 1865.4 -2000.4 
else_jump @DOORS_465 
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_434 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1866.0, -1996.7, 12.5)

:DOORS_434
fade 1 500 

:DOORS_441
if 
fading 
else_jump @DOORS_465 
wait 0 
jump @DOORS_441 

:DOORS_465
034D: rotate_object $2712 from_angle 270.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_615 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1899.6 -1985.2 cornerB 1900.9 -1982.7 
else_jump @DOORS_615 
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_584 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1899.8, -1986.7, 12.5)

:DOORS_584
fade 1 500 

:DOORS_591
if 
fading 
else_jump @DOORS_615 
wait 0 
jump @DOORS_591 

:DOORS_615
034D: rotate_object $2713 from_angle 180.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_765 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1914.1 -1992.7 cornerB 1916.8 -1994.2 
else_jump @DOORS_765 
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_734 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1912.3, -1993.2, 12.5)

:DOORS_734
fade 1 500 

:DOORS_741
if 
fading 
else_jump @DOORS_765 
wait 0 
jump @DOORS_741 

:DOORS_765
034D: rotate_object $2714 from_angle 90.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_915 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1899.0 -1998.1 cornerB 1897.9 -2000.4 
else_jump @DOORS_915 
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_884 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1898.7, -1996.1, 12.5)

:DOORS_884
fade 1 500 

:DOORS_891
if 
fading 
else_jump @DOORS_915 
wait 0 
jump @DOORS_891 

:DOORS_915
034D: rotate_object $2715 from_angle 0.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1065 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1901.0 -2020.1 cornerB 1899.1 -2019.1 
else_jump @DOORS_1065 
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1034 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1902.7, -2019.6, 12.5)

:DOORS_1034
fade 1 500 

:DOORS_1041
if 
fading 
else_jump @DOORS_1065 
wait 0 
jump @DOORS_1041 

:DOORS_1065
034D: rotate_object $2716 from_angle 180.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1215 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1914.1 -2020.8 cornerB 1916.2 -2021.8 
else_jump @DOORS_1215 
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1184 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1912.4, -2021.3, 12.5)

:DOORS_1184
fade 1 500 

:DOORS_1191
if 
fading 
else_jump @DOORS_1215 
wait 0 
jump @DOORS_1191 

:DOORS_1215
034D: rotate_object $2717 from_angle 90.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1365 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1906.5 -2035.3 cornerB 1905.5 -2037.2 
else_jump @DOORS_1365 
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1334 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1905.8, -2033.4, 12.5)

:DOORS_1334
fade 1 500 

:DOORS_1341
if 
fading 
else_jump @DOORS_1365 
wait 0 
jump @DOORS_1341 

:DOORS_1365
034D: rotate_object $2718 from_angle 0.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1515 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1852.0 -2020.1 cornerB 1850.1 -2019.2 
else_jump @DOORS_1515 
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1484 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1853.7, -2019.4, 12.5)

:DOORS_1484
fade 1 500 

:DOORS_1491
if 
fading 
else_jump @DOORS_1515 
wait 0 
jump @DOORS_1491 

:DOORS_1515
034D: rotate_object $2719 from_angle 180.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1665 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1865.0 -2020.7 cornerB 1867.1 -2021.8 
else_jump @DOORS_1665 
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1634 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1863.0, -2021.3, 12.5)

:DOORS_1634
fade 1 500 

:DOORS_1641
if 
fading 
else_jump @DOORS_1665 
wait 0 
jump @DOORS_1641 

:DOORS_1665
034D: rotate_object $2720 from_angle 90.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1815 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1857.6 -2035.2 cornerB 1856.5 -2037.2 
else_jump @DOORS_1815 
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1784 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1857.1, -2033.3, 12.5)

:DOORS_1784
fade 1 500 

:DOORS_1791
if 
fading 
else_jump @DOORS_1815 
wait 0 
jump @DOORS_1791 

:DOORS_1815
end_thread 

:BACKON
thread 'BACKON' 
wait 5000 
08F8: display_stat_update_box 1 
end_thread 

:CASHWIN
thread 'CASHWIN' 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
  1@ == 0 
else_jump @CASHWIN_57 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
3@ += 3000 
jump @CASHWIN_73 

:CASHWIN_57
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
005A: 3@ += 1@ // (int) 

:CASHWIN_73
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @CASHWIN_95 
end_thread 

:CASHWIN_95
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
else_jump @CASHWIN_121 
end_thread 

:CASHWIN_121
if 
  0@ == 0 
else_jump @CASHWIN_234 
gosub @SUB_SET_CASHWIN_TEXTSTYLE 
0340: set_text_draw_RGBA 180 180 180 255 
if 
  2@ == 69 
else_jump @CASHWIN_206 
033E: set_draw_text_position 320.0 180.333 GXT 'BJ_PUSH'  // Kein Gewinn
jump @CASHWIN_227 

:CASHWIN_206
033E: set_draw_text_position 320.0 180.333 GXT 'NOWIN'  // ~w~KEIN GEWINN!

:CASHWIN_227
jump @CASHWIN_569 

:CASHWIN_234
if 
  0@ > 0 
else_jump @CASHWIN_422 
gosub @SUB_SET_CASHWIN_TEXTSTYLE 
0871: init_jump_table 2@ total_jumps 2 default_jump 1 @CASHWIN_384 jumps 45 @CASHWIN_322 80 @CASHWIN_353 -1 @CASHWIN_415 -1 @CASHWIN_415 -1 @CASHWIN_415 -1 @CASHWIN_415 -1 @CASHWIN_415 

:CASHWIN_322
045A: draw_text_1number 320.0 155.333 GXT 'ALLRACE' number 0@  // ALLE RENNEN GEWONNEN!~n~~w~$~1~
jump @CASHWIN_415 

:CASHWIN_353
045A: draw_text_1number 320.0 155.333 GXT 'PL_07' number 0@  // Du hast gewonnen!~n~~w~$~1~
jump @CASHWIN_415 

:CASHWIN_384
045A: draw_text_1number 320.0 155.333 GXT 'WINNER' number 0@  // GEWINNER!~n~~w~$~1~
jump @CASHWIN_415 

:CASHWIN_415
jump @CASHWIN_569 

:CASHWIN_422
008A: $3396 = 0@ // (int) 
$3396 *= -1 
gosub @SUB_SET_CASHWIN_TEXTSTYLE 
0871: init_jump_table 2@ total_jumps 1 default_jump 1 @CASHWIN_538 jumps 80 @CASHWIN_507 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 

:CASHWIN_507
045A: draw_text_1number 320.0 155.333 GXT 'PL_10' number $3396  // ~r~Du hast verloren!~n~~w~-$~1~
jump @CASHWIN_569 

:CASHWIN_538
045A: draw_text_1number 320.0 155.333 GXT 'LOSER' number $3396  // ~r~VERLIERER!~n~~w~-$~1~
jump @CASHWIN_569 

:CASHWIN_569
jump @CASHWIN_73 

:SUB_SET_CASHWIN_TEXTSTYLE
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.3 3.36 
0342: enable_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 6 color_RGBA_to $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400 
0340: set_text_draw_RGBA $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN 255 
return 

:CRANES
thread 'CRANES' 
jump @CRANES_40 
$2727 = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)

:CRANES_40
wait 100 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANES_507 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2080.441 256.015 radius 10.0 10.0 
else_jump @CRANES_168 
0926: 0@ = external_script_status 67 (CRANE1) 
if 
  0@ == 0 
else_jump @CRANES_164 
08A9: load_external_script 67 (CRANE1) 
if 
08AB:   external_script 67 (CRANE1) loaded 
else_jump @CRANES_157 
0913: run_external_script 67 (CRANE1) $2722  
0@ += 1 

:CRANES_157
jump @CRANES_168 

:CRANES_164
090F: end_external_script 67 (CRANE1) 

:CRANES_168
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2399.202 1879.139 radius 10.0 10.0 
else_jump @CRANES_276 
0926: 0@ = external_script_status 67 (CRANE1) 
if 
  0@ == 0 
else_jump @CRANES_272 
08A9: load_external_script 67 (CRANE1) 
if 
08AB:   external_script 67 (CRANE1) loaded 
else_jump @CRANES_265 
0913: run_external_script 67 (CRANE1) $2743  
0@ += 1 

:CRANES_265
jump @CRANES_276 

:CRANES_272
090F: end_external_script 67 (CRANE1) 

:CRANES_276
if 
03CA:   object $2727 exists 
else_jump @CRANES_393 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 50.0 50.0 flag 0 
else_jump @CRANES_393 
0926: 0@ = external_script_status 68 (CRANE2) 
if 
  0@ == 0 
else_jump @CRANES_389 
08A9: load_external_script 68 (CRANE2) 
if 
08AB:   external_script 68 (CRANE2) loaded 
else_jump @CRANES_382 
0913: run_external_script 68 (CRANE2) $2727  
0@ += 1 

:CRANES_382
jump @CRANES_393 

:CRANES_389
090F: end_external_script 68 (CRANE2) 

:CRANES_393
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 709.45 915.93 radius 10.0 10.0 
else_jump @CRANES_507 
0926: 0@ = external_script_status 69 (CRANE3) 
if 
  0@ == 0 
else_jump @CRANES_503 
08A9: load_external_script 69 (CRANE3) 
if 
08AB:   external_script 69 (CRANE3) loaded 
else_jump @CRANES_496 
0913: run_external_script 69 (CRANE3) $2740 $2741 $2742  
0@ += 1 

:CRANES_496
jump @CRANES_507 

:CRANES_503
090F: end_external_script 69 (CRANE3) 

:CRANES_507
jump @CRANES_40 

:ENTEXT
thread 'ENTEXT' 
0@ = -1 

:ENTEXT_18
if 
87D6:   not  0@ == $1012 // integer vars 
else_jump @ENTEXT_53 
wait 0 
077E: get_active_interior_to 0@ 
jump @ENTEXT_18 

:ENTEXT_53
07FB: set_interior s$1014 access $1013 
end_thread 

:ENTEXT_63
$38 = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ENTEXT_212 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @ENTEXT_212 
if 
  $PHONE_RINGING_FLAG == 0 
else_jump @ENTEXT_212 
if 
  $FREEFALL_STAGE == 0 
else_jump @ENTEXT_212 
if 
88B4:   not test $390 bit 1 
else_jump @ENTEXT_212 
if 
88B4:   not test $390 bit 20 
else_jump @ENTEXT_212 
if 
89BE:   not unknown_check_09BD 
else_jump @ENTEXT_212 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ENTEXT_212 
$38 = 1 

:ENTEXT_212
return 

:SUB_GET_TIME_FROM_LAST_CALL
$TIME_FROM_LAST_CALL_GOT_FLAG = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ENTEXT_449 
if 
  $ONMISSION == 0 
else_jump @ENTEXT_449 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @ENTEXT_449 
if 
  $PHONE_RINGING_FLAG == 0 
else_jump @ENTEXT_449 
if 
  $FREEFALL_STAGE == 0 
else_jump @ENTEXT_449 
if 
88B4:   not test $390 bit 1 
else_jump @ENTEXT_449 
if 
88B4:   not test $390 bit 20 
else_jump @ENTEXT_449 
if 
89BE:   not unknown_check_09BD 
else_jump @ENTEXT_449 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ENTEXT_449 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @ENTEXT_449 
if 
8A03:   not unknown_gang_war_in_progress 
else_jump @ENTEXT_449 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @ENTEXT_449 
01BD: $TEMPVAR_CALL_TIME = current_time_in_ms 
0084: $TIME_FROM_LAST_CALL = $TEMPVAR_CALL_TIME // (int) 
0060: $TIME_FROM_LAST_CALL -= $CURRENT_TIME_IN_MS // (int) 
$TIME_FROM_LAST_CALL_GOT_FLAG = 1 

:ENTEXT_449
return 

:OPENUP_PROPERTIES
thread 'OPENUP' 

:OPENUP_11
wait 2000 
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 0 
else_jump @OPENUP_311 
if 
  $170 == 0 
else_jump @OPENUP_311 
gosub @SUB_REMOVE_UNAVAILABLE_PICKUPS_LSC 
0518: $BUY_ASSET_PICKUPS[8] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8] price $1661  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1629 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8] 
018B: set_marker $1629 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[19] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19] price $1672  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1640 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19] 
018B: set_marker $1640 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[22] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22] price $1675  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1643 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22] 
018B: set_marker $1643 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[25] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25] price $1678  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1646 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25] 
018B: set_marker $1646 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[31] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31] price $1684  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1652 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31] 
018B: set_marker $1652 radar_mode 2 
$170 = 1 

:OPENUP_311
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 0 
else_jump @OPENUP_781 
if or
  $TRUTH_TOTAL_PASSED_MISSIONS > 1 
  $23 == 1 
else_jump @OPENUP_781 
if 
  $171 == 0 
else_jump @OPENUP_781 
gosub @SUB_REMOVE_UNAVAILABLE_PICKUPS_SF 
0518: $BUY_ASSET_PICKUPS[11] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11] price $1664  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1632 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11] 
018B: set_marker $1632 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[13] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13] price $1666  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1634 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13] 
018B: set_marker $1634 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[14] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14] price $1667  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1635 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14] 
018B: set_marker $1635 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[18] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18] price $1671  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1639 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18] 
018B: set_marker $1639 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[20] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20] price $1673  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1641 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20] 
018B: set_marker $1641 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[21] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21] price $1674  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1642 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21] 
018B: set_marker $1642 radar_mode 2 
$2632 = Marker.CreateIconWithoutSphere(45, 1458.7, -1140.0, 24.2)
$2633 = Marker.CreateIconWithoutSphere(45, -1886.1, 862.4, 35.2)
$2634 = Marker.CreateIconWithoutSphere(45, 2574.3, 1901.7, 11.0)
$2635 = Marker.CreateIconWithoutSphere(45, 2090.5, 2221.0, 11.0)
07FB: set_interior 'CLOTHGP' access 1  // Gap
$171 = 1 

:OPENUP_781
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @OPENUP_978 
if 
  $173 == 0 
else_jump @OPENUP_978 
gosub @SUB_REMOVE_UNAVAILABLE_PICKUPS_LVC 
0518: $BUY_ASSET_PICKUPS[5] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5] price $1658  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1626 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5] 
018B: set_marker $1626 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[23] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23] price $1676  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1644 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23] 
018B: set_marker $1644 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[24] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24] price $1677  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1645 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24] 
018B: set_marker $1645 radar_mode 2 
$173 = 1 

:OPENUP_978
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @OPENUP_1573 
if or
  $1403 == 1 
  $23 == 1 
else_jump @OPENUP_1573 
if 
  $172 == 0 
else_jump @OPENUP_1573 
gosub @SUB_REMOVE_UNAVAILABLE_PICKUPS_LV 
0518: $BUY_ASSET_PICKUPS[4] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4] price $1657  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1625 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4] 
018B: set_marker $1625 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[6] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6] price $1659  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1627 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6] 
018B: set_marker $1627 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[7] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7] price $1660  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1628 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7] 
018B: set_marker $1628 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[9] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9] price $1662  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1630 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9] 
018B: set_marker $1630 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[16] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16] price $1669  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1637 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16] 
018B: set_marker $1637 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[17] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17] price $1670  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1638 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17] 
018B: set_marker $1638 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[27] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27] price $1680  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1648 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27] 
018B: set_marker $1648 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[28] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28] price $1681  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1649 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28] 
018B: set_marker $1649 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[29] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29] price $1682  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1650 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29] 
018B: set_marker $1650 radar_mode 2 
$2643 = Marker.CreateIconWithoutSphere(45, 457.2, -1500.7, 31.3)
$2644 = Marker.CreateIconWithoutSphere(45, 2795.2, 2424.6, 11.0)
$2647 = Marker.CreateIconWithoutSphere(45, -1692.9, 952.8, 26.3)
07FB: set_interior 'CSDESGN' access 1  // Victim
$172 = 1 

:OPENUP_1573
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 2 
else_jump @OPENUP_1653 
if 
  $174 == 0 
else_jump @OPENUP_1653 
$2645 = Marker.CreateIconWithoutSphere(45, 451.9, -1480.0, 30.9)
07FB: set_interior 'CSEXL' access 1  // Dior
end_thread 
$174 = 1 

:OPENUP_1653
jump @OPENUP_11 

:SUB_REMOVE_UNAVAILABLE_PICKUPS_LSC
Marker.Disable($1629)
Marker.Disable($1640)
Marker.Disable($1643)
Marker.Disable($1646)
Marker.Disable($1652)
Pickup.Destroy($BUY_ASSET_PICKUPS[8])
Pickup.Destroy($BUY_ASSET_PICKUPS[19])
Pickup.Destroy($BUY_ASSET_PICKUPS[22])
Pickup.Destroy($BUY_ASSET_PICKUPS[25])
Pickup.Destroy($BUY_ASSET_PICKUPS[31])
return 

:SUB_REMOVE_UNAVAILABLE_PICKUPS_SF
Marker.Disable($1632)
Marker.Disable($1634)
Marker.Disable($1635)
Marker.Disable($1639)
Marker.Disable($1641)
Marker.Disable($1642)
Pickup.Destroy($BUY_ASSET_PICKUPS[11])
Pickup.Destroy($BUY_ASSET_PICKUPS[13])
Pickup.Destroy($BUY_ASSET_PICKUPS[14])
Pickup.Destroy($BUY_ASSET_PICKUPS[18])
Pickup.Destroy($BUY_ASSET_PICKUPS[20])
Pickup.Destroy($BUY_ASSET_PICKUPS[21])
return 

:SUB_REMOVE_UNAVAILABLE_PICKUPS_LVC
Marker.Disable($1626)
Marker.Disable($1644)
Marker.Disable($1645)
Pickup.Destroy($BUY_ASSET_PICKUPS[5])
Pickup.Destroy($BUY_ASSET_PICKUPS[23])
Pickup.Destroy($BUY_ASSET_PICKUPS[24])
return 

:SUB_REMOVE_UNAVAILABLE_PICKUPS_LV
Marker.Disable($1625)
Marker.Disable($1627)
Marker.Disable($1628)
Marker.Disable($1630)
Marker.Disable($1637)
Marker.Disable($1638)
Marker.Disable($1648)
Marker.Disable($1649)
Marker.Disable($1650)
Pickup.Destroy($BUY_ASSET_PICKUPS[4])
Pickup.Destroy($BUY_ASSET_PICKUPS[6])
Pickup.Destroy($BUY_ASSET_PICKUPS[7])
Pickup.Destroy($BUY_ASSET_PICKUPS[9])
Pickup.Destroy($BUY_ASSET_PICKUPS[16])
Pickup.Destroy($BUY_ASSET_PICKUPS[17])
Pickup.Destroy($BUY_ASSET_PICKUPS[27])
Pickup.Destroy($BUY_ASSET_PICKUPS[28])
Pickup.Destroy($BUY_ASSET_PICKUPS[29])
return 

:LITCAS
thread 'LITCAS' 

:LITCAS_11
wait 100 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LITCAS_260 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1941.146 997.5668 20.0 radius 100.0 100.0 20.0 
else_jump @LITCAS_260 
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LITCAS_113 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False

:LITCAS_113
Camera.SetAtPos(2039.732, 1006.771, 14.7353)
Camera.SetPosition(2040.725, 1006.748, 14.8482, 0.0, 0.0, 0.0)
Camera.PointAt(2039.732, 1006.771, 14.7353, 2)
fade 1 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ_HLP' time 5000 flag 1  // Geh ins Imperial Palace Casino und triff dich mit Woozie!
wait 5000 
gosub @SUB_FADE_500MS 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LITCAS_251 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
00BE: text_clear_all 

:LITCAS_251
fade 1 500 
end_thread 

:LITCAS_260
jump @LITCAS_11 

:SUB_FADE_500MS
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:LITCAS_282
if 
fading 
else_jump @LITCAS_306 
wait 0 
jump @LITCAS_282 

:LITCAS_306
return 

:NONAME_1
end_thread 

:PROJECT
thread 'PROJECT' 
10@ = 0 
$1929 = 0 
$1930 = 1 
if 
  10@ == -1 
else_jump @PROJECT_94 
0@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
9@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)

:PROJECT_94
wait 0 
if 
  10@ == 0 
else_jump @PROJECT_637 
if 
  8@ == 1 
else_jump @PROJECT_180 
0208: 17@ = random_float_in_ranges -0.2 0.2 
005B: 4@ += 17@ // (float) 
0208: 17@ = random_float_in_ranges -0.2 0.2 
005B: 5@ += 17@ // (float) 

:PROJECT_180
6@ += 0.1 
if 
0025:   3@ > 6@ // (float) 
else_jump @PROJECT_247 
if 
  0.0 > 7@ 
else_jump @PROJECT_240 
7@ = 0.0 

:PROJECT_240
jump @PROJECT_334 

:PROJECT_247
0087: 17@ = 3@ // (float) 
005B: 17@ += 7@ // (float) 
0087: 18@ = 17@ // (float) 
0063: 18@ -= 6@ // (float) 
if 
  0.5 > 18@ 
else_jump @PROJECT_334 
0087: 17@ = 6@ // (float) 
17@ += 0.5 
0087: 7@ = 17@ // (float) 
0063: 7@ -= 3@ // (float) 

:PROJECT_334
17@ = 0.5 
17@ *= 9.8 
0087: 18@ = 7@ // (float) 
0073: 18@ /= 17@ // (float) 
01FB: 28@ = square_root 18@ 
0087: 17@ = 3@ // (float) 
005B: 17@ += 7@ // (float) 
0063: 17@ -= 6@ // (float) 
18@ = 0.5 
18@ *= 9.8 
0087: 19@ = 17@ // (float) 
0073: 19@ /= 18@ // (float) 
01FB: 17@ = square_root 19@ 
0087: 16@ = 28@ // (float) 
005B: 16@ += 17@ // (float) 
17@ = 0.0 
0063: 17@ -= 7@ // (float) 
0087: 18@ = 28@ // (float) 
006B: 18@ *= 28@ // (float) 
0087: 29@ = 17@ // (float) 
0073: 29@ /= 18@ // (float) 
0087: 17@ = 28@ // (float) 
006B: 17@ *= 29@ // (float) 
0087: 30@ = 17@ // (float) 
30@ *= -2.0 
31@ = 0.0 
0087: 26@ = 4@ // (float) 
0063: 26@ -= 1@ // (float) 
0087: 27@ = 5@ // (float) 
0063: 27@ -= 2@ // (float) 
01BD: 11@ = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @PROJECT_630 
04D9: object 0@ set_scripted_collision_check 1 
Object.CollisionDetection(0@) = True
Object.KeepInMemory(0@) = True

:PROJECT_630
10@ += 1 

:PROJECT_637
if 
  10@ == 1 
else_jump @PROJECT_1032 
if 
03CA:   object 0@ exists 
else_jump @PROJECT_1032 
if 
84DA:   not has_object 0@ collided 
else_jump @PROJECT_954 
01BD: 12@ = current_time_in_ms 
0085: 13@ = 12@ // (int) 
0062: 13@ -= 11@ // (int) 
0093: 14@ = integer 13@ to_float 
14@ /= 1000.0 
if 
0025:   16@ > 14@ // (float) 
else_jump @PROJECT_926 
0087: 17@ = 14@ // (float) 
006B: 17@ *= 14@ // (float) 
006B: 17@ *= 29@ // (float) 
0087: 18@ = 30@ // (float) 
006B: 18@ *= 14@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 17@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 18@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 31@ // (float) 
0087: 17@ = 14@ // (float) 
0073: 17@ /= 16@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 26@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 17@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 27@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 17@ // (float) 
0087: 20@ = 1@ // (float) 
005D: 20@ += $TEMPVAR_FLOAT_1 // (float) 
0087: 21@ = 2@ // (float) 
005D: 21@ += $TEMPVAR_FLOAT_2 // (float) 
0087: 22@ = 3@ // (float) 
005D: 22@ += $TEMPVAR_FLOAT_3 // (float) 
0815: put_object 0@ at 20@ 21@ 22@ and_keep_rotation 
jump @PROJECT_947 

:PROJECT_926
0815: put_object 0@ at 4@ 5@ 6@ and_keep_rotation 
10@ += 1 

:PROJECT_947
jump @PROJECT_1032 

:PROJECT_954
gosub @PROJECT_1685 
Object.KeepInMemory(0@) = False
Object.ToggleInMovingList(0@) = True
Object.CollisionDetection(0@) = True
Object.Throw(0@, 23@, 24@, 25@)
if 
876F:   not text_priority_displayed 
else_jump @PROJECT_1025 
00BC: show_text_highpriority GXT 'BB_06' time 4000 flag 1  // ~r~Fehlwurf

:PROJECT_1025
10@ = 99 

:PROJECT_1032
if 
  10@ == 2 
else_jump @PROJECT_1396 
if 
  8@ == 1 
else_jump @PROJECT_1208 
if 
03CA:   object 9@ exists 
else_jump @PROJECT_1179 
15@ = Object.Model(9@)
if 
   Model.Available(15@)
else_jump @PROJECT_1179 
gosub @PROJECT_1685 
Object.KeepInMemory(0@) = False
Object.ToggleInMovingList(0@) = True
Object.CollisionDetection(0@) = True
Object.Throw(0@, 23@, 24@, 25@)
if 
876F:   not text_priority_displayed 
else_jump @PROJECT_1179 
00BC: show_text_highpriority GXT 'BB_06' time 4000 flag 1  // ~r~Fehlwurf

:PROJECT_1179
097B: play_audio_at_object 0@ event 1011 
$1929 = -1 
10@ = 99 
jump @PROJECT_1396 

:PROJECT_1208
6@ += -0.5 
if 
  6 > $1926 
else_jump @PROJECT_1285 
if 
876F:   not text_priority_displayed 
else_jump @PROJECT_1271 
02FD: show_text_2numbers_lowpriority GXT 'BB_05' numbers $1926 $1927 time 5000 flag 1  // ~b~1-Punktwurf!~s~ Distanz ~1~,~1~m

:PROJECT_1271
$1929 = 1 
jump @PROJECT_1327 

:PROJECT_1285
if 
876F:   not text_priority_displayed 
else_jump @PROJECT_1320 
02FD: show_text_2numbers_lowpriority GXT 'BB_04' numbers $1926 $1927 time 5000 flag 1  // ~b~2-Punktwurf!!~s~ Distanz ~1~,~1~m

:PROJECT_1320
$1929 = 2 

:PROJECT_1327
008F: 17@ = integer $1926 to_float 
008F: 18@ = integer $1927 to_float 
18@ *= 0.1 
005B: 17@ += 18@ // (float) 
if 
8424:   not is_system_metric 
else_jump @PROJECT_1382 
0425: 17@ = meters 17@ to_feet 

:PROJECT_1382
0628: add 17@ to_float_stat 2 
10@ += 1 

:PROJECT_1396
if 
  10@ == 3 
else_jump @PROJECT_1651 
Object.StorePos(0@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
050A: 17@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 4@ 5@ 6@ 
097B: play_audio_at_object 0@ event 1012 
if 
  0.1 > 17@ 
else_jump @PROJECT_1535 
Object.KeepInMemory(0@) = False
Object.CollisionDetection(0@) = True
Object.ToggleInMovingList(0@) = True
Object.Throw(0@, 0.0, 0.0, -0.1)
10@ = 99 
jump @PROJECT_1651 

:PROJECT_1535
0087: 20@ = 4@ // (float) 
0065: 20@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 21@ = 5@ // (float) 
0065: 21@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 22@ = 6@ // (float) 
0065: 22@ -= $TEMPVAR_FLOAT_3 // (float) 
20@ *= 0.3 
21@ *= 0.3 
22@ *= 0.3 
005F: $TEMPVAR_FLOAT_1 += 20@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 21@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 22@ // (float) 
Object.PutAt(0@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:PROJECT_1651
if 
  10@ == 99 
else_jump @PROJECT_1678 
$1930 = 0 
end_thread 

:PROJECT_1678
jump @PROJECT_94 

:PROJECT_1685
Object.StorePos(9@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0208: 17@ = random_float_in_ranges -1.0 1.0 
0208: 18@ = random_float_in_ranges 0.2 1.0 
0208: 19@ = random_float_in_ranges 1.2 2.2 
0400: store_coords_to 20@ 21@ 22@ from_object 9@ with_offset 17@ 18@ 19@ 
0087: 23@ = 20@ // (float) 
0065: 23@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 24@ = 21@ // (float) 
0065: 24@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 25@ = 22@ // (float) 
0065: 25@ -= $TEMPVAR_FLOAT_3 // (float) 
050A: 17@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 20@ 21@ 22@ 
0073: 23@ /= 17@ // (float) 
0073: 24@ /= 17@ // (float) 
0073: 25@ /= 17@ // (float) 
0087: 17@ = 16@ // (float) 
17@ *= 5.0 
006B: 23@ *= 17@ // (float) 
006B: 24@ *= 17@ // (float) 
006B: 25@ *= 17@ // (float) 
return 

:NONAME_2
end_thread 

:BBCHAL
thread 'BBCHAL' 
19@ = 0 
20@ = 0 
21@ = 0 
$1923 = 60500 
$1924 = 0 
26@ = 0 
27@ = 0 
28@ = 0 
29@ = 3000 
30@ = 4.0 
32@ = 0 
33@ = 0 
$1921 = 1 
if 
  19@ == -1 
else_jump @BBCHAL_149 
0@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)

:BBCHAL_149
wait 0 
0871: init_jump_table 19@ total_jumps 2 default_jump 0 @BBCHAL_244 jumps 0 @BBCHAL_216 1 @BBCHAL_230 -1 @BBCHAL_244 -1 @BBCHAL_244 -1 @BBCHAL_244 -1 @BBCHAL_244 -1 @BBCHAL_244 

:BBCHAL_216
gosub @BBCHAL_580 
jump @BBCHAL_244 

:BBCHAL_230
gosub @BBCHAL_916 
jump @BBCHAL_244 

:BBCHAL_244
if and
  $1928 == 0 
  $1930 == 0 
else_jump @BBCHAL_276 
gosub @BBCHAL_2538 

:BBCHAL_276
gosub @BBCHAL_395 
if 
  $8787 == 0 
else_jump @BBCHAL_308 
gosub @BBCHAL_2538 

:BBCHAL_308
if 
  $1016 == 0 
else_jump @BBCHAL_364 
if 
00E1:   player 0 pressed_key 19 
else_jump @BBCHAL_357 
$1016 = 1 
gosub @BBCHAL_2538 

:BBCHAL_357
jump @BBCHAL_388 

:BBCHAL_364
if 
80E1:   not player 0 pressed_key 19 
else_jump @BBCHAL_388 
$1016 = 0 

:BBCHAL_388
jump @BBCHAL_149 

:BBCHAL_395
0871: init_jump_table 21@ total_jumps 3 default_jump 0 @BBCHAL_578 jumps 0 @BBCHAL_458 1 @BBCHAL_498 2 @BBCHAL_538 -1 @BBCHAL_578 -1 @BBCHAL_578 -1 @BBCHAL_578 -1 @BBCHAL_578 

:BBCHAL_458
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @BBCHAL_491 
03E5: show_text_box 'BB_11'  // Mach so viele Krbe wie mglich, ehe die Zeit abgelaufen ist.
21@ += 1 

:BBCHAL_491
jump @BBCHAL_578 

:BBCHAL_498
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @BBCHAL_531 
03E5: show_text_box 'BB_12'  // Fr jeden Treffer gibt es Bonuszeit.
21@ += 1 

:BBCHAL_531
jump @BBCHAL_578 

:BBCHAL_538
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @BBCHAL_571 
03E5: show_text_box 'BB_10'  // Mach Korbwrfe von der ~y~Markierung~w~ auf dem Feld aus.
21@ += 1 

:BBCHAL_571
jump @BBCHAL_578 

:BBCHAL_578
return 

:BBCHAL_580
if 
  20@ == 0 
else_jump @BBCHAL_628 
00BC: show_text_highpriority GXT 'BB_13' time 5000 flag 1  // ~s~Challenge-Modus gestartet!
32@ = 0 
20@ += 1 

:BBCHAL_628
if 
  20@ == 1 
else_jump @BBCHAL_653 
20@ += 1 

:BBCHAL_653
if 
  20@ == 2 
else_jump @BBCHAL_751 
03C3: set_timer_to $1923 type 1 GXT 'BB_19' // global_variable  // Zeit
04F7: status_text $1924 type 0 line 1 GXT 'BB_18' // global_variable  // Punktzahl
04F7: status_text $1922 type 0 line 2 GXT 'BB_14' // global_variable  // High-Score
gosub @BBCHAL_2396 
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
20@ += 1 

:BBCHAL_751
if 
  20@ == 3 
else_jump @BBCHAL_914 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBCHAL_914 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 
else_jump @BBCHAL_904 
if 
  $1930 == 1 
else_jump @BBCHAL_887 
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_866 
Marker.Disable(1@)

:BBCHAL_866
20@ = 1 
19@ += 1 
jump @BBCHAL_897 

:BBCHAL_887
$1923 = 60500 

:BBCHAL_897
jump @BBCHAL_914 

:BBCHAL_904
$1923 = 60500 

:BBCHAL_914
return 

:BBCHAL_916
if 
  20@ == 0 
else_jump @BBCHAL_1135 
if 
   not $1929 == 0 
else_jump @BBCHAL_1135 
if 
  $1929 > 0 
else_jump @BBCHAL_1052 
0058: $1924 += $1929 // (int) 
005E: $1923 += 25@ // (int) 
30@ += 0.5 
gosub @BBCHAL_2396 
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_1024 
Marker.Disable(1@)

:BBCHAL_1024
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
20@ += 1 
jump @BBCHAL_1135 

:BBCHAL_1052
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_1073 
Marker.Disable(1@)

:BBCHAL_1073
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
if 
  27@ == 0 
else_jump @BBCHAL_1128 
00BC: show_text_highpriority GXT 'BB_20' time 5000 flag 1  // ~s~Hol den Ball und geh wieder zu der ~y~Markierung~s~.
27@ += 1 

:BBCHAL_1128
20@ += 1 

:BBCHAL_1135
if 
  20@ == 1 
else_jump @BBCHAL_1380 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBCHAL_1200 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 

:BBCHAL_1200
if 
  $1930 == 1 
else_jump @BBCHAL_1373 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBCHAL_1366 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 
else_jump @BBCHAL_1318 
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_1297 
Marker.Disable(1@)

:BBCHAL_1297
20@ = 0 
$1930 = 0 
jump @BBCHAL_1366 

:BBCHAL_1318
if 
  28@ == 0 
else_jump @BBCHAL_1359 
00BC: show_text_highpriority GXT 'BB_16' time 5000 flag 1  // ~s~Wirf von der ~y~Markierung~s~ aus.
28@ += 1 

:BBCHAL_1359
$1930 = 0 

:BBCHAL_1366
jump @BBCHAL_1380 

:BBCHAL_1373
28@ = 0 

:BBCHAL_1380
if 
  20@ == 3 
else_jump @BBCHAL_1424 
if 
  32@ > 5000 
else_jump @BBCHAL_1424 
gosub @BBCHAL_2538 

:BBCHAL_1424
if 
  26@ == 0 
else_jump @BBCHAL_1483 
if 
001C:   $1924 > $1922 // (int) 
else_jump @BBCHAL_1476 
0084: $1922 = $1924 // (int) 
26@ += 1 

:BBCHAL_1476
jump @BBCHAL_1510 

:BBCHAL_1483
if 
001C:   $1924 > $1922 // (int) 
else_jump @BBCHAL_1510 
0084: $1922 = $1924 // (int) 

:BBCHAL_1510
if 
  0 >= $1923 
else_jump @BBCHAL_1576 
if 
  3 > 20@ 
else_jump @BBCHAL_1569 
00BC: show_text_highpriority GXT 'BB_17' time 5000 flag 1  // ~r~Die Zeit ist um!
32@ = 0 

:BBCHAL_1569
20@ = 3 

:BBCHAL_1576
return 

:BBCHAL_1578
if 
03CA:   object 0@ exists 
else_jump @BBCHAL_2394 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0871: init_jump_table $8791 total_jumps 4 default_jump 0 @BBCHAL_1893 jumps 1 @BBCHAL_1705 2 @BBCHAL_1752 3 @BBCHAL_1799 4 @BBCHAL_1846 -1 @BBCHAL_1893 -1 @BBCHAL_1893 -1 @BBCHAL_1893 

:BBCHAL_1705
2@ += -1.5 
3@ += 1.5 
5@ += 1.5 
6@ += -1.5 
jump @BBCHAL_1893 

:BBCHAL_1752
2@ += -1.5 
3@ += -1.5 
5@ += 1.5 
6@ += 1.5 
jump @BBCHAL_1893 

:BBCHAL_1799
2@ += 1.5 
3@ += -1.5 
5@ += -1.5 
6@ += 1.5 
jump @BBCHAL_1893 

:BBCHAL_1846
2@ += 1.5 
3@ += 1.5 
5@ += -1.5 
6@ += -1.5 
jump @BBCHAL_1893 

:BBCHAL_1893
4@ += 5.0 
02CE: 16@ = ground_z_at 2@ 3@ 4@ 
if 
0025:   5@ > 2@ // (float) 
else_jump @BBCHAL_1954 
0208: 14@ = random_float_in_ranges 2@ 5@ 
jump @BBCHAL_1965 

:BBCHAL_1954
0208: 14@ = random_float_in_ranges 5@ 2@ 

:BBCHAL_1965
if 
0025:   6@ > 3@ // (float) 
else_jump @BBCHAL_2002 
0208: 15@ = random_float_in_ranges 3@ 6@ 
jump @BBCHAL_2013 

:BBCHAL_2002
0208: 15@ = random_float_in_ranges 3@ 6@ 

:BBCHAL_2013
0087: 8@ = 14@ // (float) 
0065: 8@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 9@ = 15@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_2 // (float) 
0509: 17@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 14@ 15@ 
0073: 8@ /= 17@ // (float) 
0073: 9@ /= 17@ // (float) 
006B: 8@ *= 30@ // (float) 
006B: 9@ *= 30@ // (float) 
0089: 14@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 14@ += 8@ // (float) 
0089: 15@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 15@ += 9@ // (float) 
if 
0025:   5@ > 2@ // (float) 
else_jump @BBCHAL_2206 
if 
0025:   2@ > 14@ // (float) 
else_jump @BBCHAL_2172 
0087: 14@ = 2@ // (float) 

:BBCHAL_2172
if 
0025:   14@ > 5@ // (float) 
else_jump @BBCHAL_2199 
0087: 14@ = 5@ // (float) 

:BBCHAL_2199
jump @BBCHAL_2260 

:BBCHAL_2206
if 
0025:   14@ > 2@ // (float) 
else_jump @BBCHAL_2233 
0087: 14@ = 2@ // (float) 

:BBCHAL_2233
if 
0025:   5@ > 14@ // (float) 
else_jump @BBCHAL_2260 
0087: 14@ = 5@ // (float) 

:BBCHAL_2260
if 
0025:   6@ > 3@ // (float) 
else_jump @BBCHAL_2340 
if 
0025:   3@ > 15@ // (float) 
else_jump @BBCHAL_2306 
0087: 15@ = 3@ // (float) 

:BBCHAL_2306
if 
0025:   15@ > 6@ // (float) 
else_jump @BBCHAL_2333 
0087: 15@ = 6@ // (float) 

:BBCHAL_2333
jump @BBCHAL_2394 

:BBCHAL_2340
if 
0025:   15@ > 3@ // (float) 
else_jump @BBCHAL_2367 
0087: 15@ = 3@ // (float) 

:BBCHAL_2367
if 
0025:   6@ > 15@ // (float) 
else_jump @BBCHAL_2394 
0087: 15@ = 6@ // (float) 

:BBCHAL_2394
return 

:BBCHAL_2396
gosub @BBCHAL_1578 
if 
03CA:   object 0@ exists 
else_jump @BBCHAL_2435 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BBCHAL_2435
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 14@ 15@ and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
008E: 25@ = float $DISTANCE_BETWEEN_POINTS to_integer 
006A: 25@ *= 29@ // (int) 
0093: 17@ = integer 29@ to_float 
17@ *= 0.1 
0092: 22@ = float 17@ to_integer 
22@ *= -1 
005A: 29@ += 22@ // (int) 
if 
  500 > 29@ 
else_jump @BBCHAL_2536 
29@ = 500 

:BBCHAL_2536
return 

:BBCHAL_2538
00BE: text_clear_all 
if 
   not 26@ == 0 
else_jump @BBCHAL_2589 
01E3: show_text_1number_styled GXT 'BB_15' number $1922 time 5000 style 1  // NEUER HIGH-SCORE!!~n~~w~~1~
0627: update_integer_stat 215 to $1922 
0394: play_music 1 

:BBCHAL_2589
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_2610 
Marker.Disable(1@)

:BBCHAL_2610
0151: remove_status_text $1924 
0151: remove_status_text $1922 
014F: stop_timer $1923 
$1921 = 0 
end_thread 
return 

:NONAME_3
end_thread 

:LOWGAME
thread 'LOWGAME' 
12@ = 0.01 
$1020 = 0 
13@ = 0 
16@ = 0 
$LOWR_PLAYER_POINTS = 0 
$LOWR_OPPOSITION_POINTS = 0 
18@ = 0 
23@ = 0 
24@ = 0 
25@ = -1 
27@ = 0 
19@ = 0 
if 
  13@ == -1 
else_jump @LOWGAME_198 
0@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
1@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
2@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
wait 0 
wait 0 
wait 0 

:LOWGAME_198
if 
056E:   car 0@ defined 
else_jump @LOWGAME_244 
if 
   Car.Wrecked(0@)
else_jump @LOWGAME_237 
jump @LOWGAME_8722 

:LOWGAME_237
jump @LOWGAME_251 

:LOWGAME_244
jump @LOWGAME_8722 

:LOWGAME_251
if 
056E:   car 1@ defined 
else_jump @LOWGAME_297 
if 
   Car.Wrecked(1@)
else_jump @LOWGAME_290 
jump @LOWGAME_8722 

:LOWGAME_290
jump @LOWGAME_304 

:LOWGAME_297
jump @LOWGAME_8722 

:LOWGAME_304
if 
  1 > $1022 
else_jump @LOWGAME_336 
$1022 = 1 
jump @LOWGAME_361 

:LOWGAME_336
if 
  $1022 > 5 
else_jump @LOWGAME_361 
$1022 = 5 

:LOWGAME_361
if 
   not Car.Wrecked(0@)
else_jump @LOWGAME_391 
Car.StorePos(0@, 3@, 4@, 5@)

:LOWGAME_391
if 
   not Car.Wrecked(1@)
else_jump @LOWGAME_421 
Car.StorePos(1@, 6@, 7@, 8@)

:LOWGAME_421
$1017 = 1 

:LOWGAME_428
wait 0 
if 
  5 > 13@ 
else_jump @LOWGAME_480 
if 
856E:   not car 0@ defined 
else_jump @LOWGAME_480 
$1044 = 1 
13@ = 5 

:LOWGAME_480
0871: init_jump_table 13@ total_jumps 6 default_jump 0 @LOWGAME_7662 jumps 0 @LOWGAME_543 1 @LOWGAME_1319 2 @LOWGAME_1399 3 @LOWGAME_7512 4 @LOWGAME_7526 5 @LOWGAME_7601 -1 @LOWGAME_7662 

:LOWGAME_543
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 3@ 4@ 5@ radius 200.0 
04ED: load_animation "LOWRIDER" 

:LOWGAME_587
if 
84EE:   not animation "LOWRIDER" loaded 
else_jump @LOWGAME_621 
wait 0 
jump @LOWGAME_587 

:LOWGAME_621
if 
   not Car.Wrecked(0@)
else_jump @LOWGAME_696 
Car.DoorStatus(0@) = 4
0221: set_player $PLAYER_CHAR trapped_in_car 1 
Car.SetImmunities(0@, 1, 1, 1, 1, 1)
$TEMPVAR_FLOAT_1 = 0.62 
$TEMPVAR_FLOAT_2 = 0.31 
$TEMPVAR_FLOAT_3 = -0.167 

:LOWGAME_696
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 15@ loop 1 
0616: define_AS_pack_end 15@ 
if 
   not Actor.Dead(2@)
else_jump @LOWGAME_1068 
if 
0A32:   unknown_actor 2@ in_car 
else_jump @LOWGAME_1068 
0618: assign_actor 2@ to_AS_pack 15@ 

:LOWGAME_1068
16@ = 0 
if 
   not Car.Wrecked(0@)
else_jump @LOWGAME_1224 
if or
   Car.Model(0@) == #REMINGTN
   Car.Model(0@) == #SLAMVAN
   Car.Model(0@) == #TORNADO
else_jump @LOWGAME_1140 
16@ = 1 
jump @LOWGAME_1224 

:LOWGAME_1140
if or
   Car.Model(0@) == #BLADE
   Car.Model(0@) == #BROADWAY
   Car.Model(0@) == #SAVANNA
else_jump @LOWGAME_1217 
096D: get_car 0@ car_component 7 on_slot 17@ 
if 
   not 17@ == -1 
else_jump @LOWGAME_1210 
16@ = 1 

:LOWGAME_1210
jump @LOWGAME_1224 

:LOWGAME_1217
16@ = 1 

:LOWGAME_1224
if 
   not Actor.Dead(2@)
else_jump @LOWGAME_1263 
if 
8A32:   not unknown_actor 2@ in_car 
else_jump @LOWGAME_1263 
16@ = 1 

:LOWGAME_1263
$1027 = 0 
$1028 = 0 
$1029 = 0 
$LOWR_PLAYER_POINTS = 0 
$LOWR_LAST_DISPLAYED_TEXT_ID = 0 
$LOWR_OPPOSITION_POINTS = 0 
13@ += 1 
jump @LOWGAME_7662 

:LOWGAME_1319
0953: get_soundtrack_status_to 17@ 
if 
04A4:   17@ == 3 // @ == any 
else_jump @LOWGAME_1392 
04F7: status_text $LOWR_PLAYER_POINTS type 0 line 1 GXT 'LOWR1' // global_variable  // Spieler
04F7: status_text $LOWR_OPPOSITION_POINTS type 0 line 2 GXT 'LOWR2' // global_variable  // Gegner
13@ += 1 
32@ = 0 

:LOWGAME_1392
jump @LOWGAME_7662 

:LOWGAME_1399
0953: get_soundtrack_status_to 17@ 
if 
0736:   NOP_false 32 
else_jump @LOWGAME_1429 
32@ = 90000 

:LOWGAME_1429
07B1: unknown_get_audio -1 store_to 20@ 21@ 22@ 
if 
   not 21@ == 33 
else_jump @LOWGAME_7491 
09EE: set_status_text_stay_on_screen 1 
gosub @LOWGAME_10566 
07B1: unknown_get_audio 0 store_to 20@ 21@ 22@ 
if 
803B:   not  22@ == 25@ // (int) 
else_jump @LOWGAME_2071 
28@ = -1 
if 
   not 18@ == 0 
else_jump @LOWGAME_1984 
if and
  20@ > -35 
  35 > 20@ 
else_jump @LOWGAME_1607 
if 
003B:   18@ == 21@ // (int) 
else_jump @LOWGAME_1586 
28@ = 0 
jump @LOWGAME_1600 

:LOWGAME_1586
23@ = 1 
28@ = 5 

:LOWGAME_1600
jump @LOWGAME_1878 

:LOWGAME_1607
if and
  20@ > -50 
  50 > 20@ 
else_jump @LOWGAME_1686 
if 
003B:   18@ == 21@ // (int) 
else_jump @LOWGAME_1665 
28@ = 1 
jump @LOWGAME_1679 

:LOWGAME_1665
23@ = 1 
28@ = 5 

:LOWGAME_1679
jump @LOWGAME_1878 

:LOWGAME_1686
if and
  20@ > -100 
  100 > 20@ 
else_jump @LOWGAME_1765 
if 
003B:   18@ == 21@ // (int) 
else_jump @LOWGAME_1744 
28@ = 2 
jump @LOWGAME_1758 

:LOWGAME_1744
23@ = 1 
28@ = 5 

:LOWGAME_1758
jump @LOWGAME_1878 

:LOWGAME_1765
if or
  20@ > -200 
  200 > 20@ 
else_jump @LOWGAME_1878 
if 
003B:   18@ == 21@ // (int) 
else_jump @LOWGAME_1864 
23@ = 1 
if 
  0 > 20@ 
else_jump @LOWGAME_1850 
28@ = 3 
jump @LOWGAME_1857 

:LOWGAME_1850
28@ = 4 

:LOWGAME_1857
jump @LOWGAME_1878 

:LOWGAME_1864
23@ = 1 
28@ = 5 

:LOWGAME_1878
$1043 = 1 
if 
  28@ == 0 
else_jump @LOWGAME_1924 
04AE: $1043 = 3 // $ = any 
30@ += 1 
jump @LOWGAME_1977 

:LOWGAME_1924
if 
  28@ == 1 
else_jump @LOWGAME_1963 
04AE: $1043 = 2 // $ = any 
30@ += 1 
jump @LOWGAME_1977 

:LOWGAME_1963
04AE: $1043 = 1 // $ = any 
31@ += 1 

:LOWGAME_1977
jump @LOWGAME_2024 

:LOWGAME_1984
if 
  -200 > 20@ 
else_jump @LOWGAME_2024 
23@ = 1 
28@ = 3 
31@ += 1 

:LOWGAME_2024
if 
   not 28@ == -1 
else_jump @LOWGAME_2071 
gosub @LOWGAME_9681 
gosub @LOWGAME_10047 
gosub @LOWGAME_8731 
0085: 25@ = 22@ // (int) 

:LOWGAME_2071
if 
  0 > $LOWR_PLAYER_POINTS 
else_jump @LOWGAME_2096 
$LOWR_PLAYER_POINTS = 0 

:LOWGAME_2096
if 
   not Car.Wrecked(0@)
else_jump @LOWGAME_2239 
if 
81AD:   not car 0@ sphere 0 near_point 3@ 4@ radius 3.0 3.0 
else_jump @LOWGAME_2239 
Car.StorePos(0@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 9@ = 3@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 10@ = 4@ // (float) 
0065: 10@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 9@ *= 12@ // (float) 
006B: 10@ *= 12@ // (float) 
07D5: set_car 0@ velocity_in_direction_XYZ 9@ 10@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWGAME_2239
if 
   not Car.Wrecked(1@)
else_jump @LOWGAME_2382 
if 
81AD:   not car 1@ sphere 0 near_point 6@ 7@ radius 3.0 3.0 
else_jump @LOWGAME_2382 
Car.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 9@ = 6@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 10@ = 7@ // (float) 
0065: 10@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 9@ *= 12@ // (float) 
006B: 10@ *= 12@ // (float) 
07D5: set_car 1@ velocity_in_direction_XYZ 9@ 10@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWGAME_2382
if and
  100 > 20@ 
  20@ > -100 
else_jump @LOWGAME_2912 
if 
  21@ == 9 
else_jump @LOWGAME_2465 
$1023 = 1.0 
$1024 = 1.0 
$1025 = 0.0 
$1026 = 0.0 

:LOWGAME_2465
if 
  21@ == 10 
else_jump @LOWGAME_2523 
$1023 = 0.0 
$1024 = 0.0 
$1025 = 1.0 
$1026 = 1.0 

:LOWGAME_2523
if 
  21@ == 11 
else_jump @LOWGAME_2581 
$1023 = 0.0 
$1024 = 0.0 
$1025 = 1.0 
$1026 = 0.0 

:LOWGAME_2581
if 
  21@ == 12 
else_jump @LOWGAME_2639 
$1023 = 0.0 
$1024 = 1.0 
$1025 = 0.0 
$1026 = 0.0 

:LOWGAME_2639
if 
  21@ == 13 
else_jump @LOWGAME_2697 
$1023 = 1.0 
$1024 = 0.0 
$1025 = 1.0 
$1026 = 0.0 

:LOWGAME_2697
if 
  21@ == 14 
else_jump @LOWGAME_2755 
$1023 = 0.0 
$1024 = 1.0 
$1025 = 0.0 
$1026 = 1.0 

:LOWGAME_2755
if 
  21@ == 15 
else_jump @LOWGAME_2813 
$1023 = 1.0 
$1024 = 0.0 
$1025 = 0.0 
$1026 = 0.0 

:LOWGAME_2813
if 
  21@ == 16 
else_jump @LOWGAME_2871 
$1023 = 0.0 
$1024 = 0.0 
$1025 = 0.0 
$1026 = 1.0 

:LOWGAME_2871
if 
803B:   not  22@ == 27@ // (int) 
else_jump @LOWGAME_2905 
gosub @LOWGAME_7669 
0085: 27@ = 22@ // (int) 

:LOWGAME_2905
jump @LOWGAME_2952 

:LOWGAME_2912
$1023 = 0.0 
$1024 = 0.0 
$1025 = 0.0 
$1026 = 0.0 

:LOWGAME_2952
if 
   not Car.Wrecked(1@)
else_jump @LOWGAME_3001 
if 
   Car.HasHydraulics(1@)
else_jump @LOWGAME_3001 
07F5: car 1@ control_hydraulics $1023 $1024 $1025 $1026 

:LOWGAME_3001
if 
  16@ == 0 
else_jump @LOWGAME_7453 
if 
  $1020 == -1 
else_jump @LOWGAME_3062 
if 
   not 18@ == 0 
else_jump @LOWGAME_3062 
$1020 = 0 

:LOWGAME_3062
if 
  $1020 == 0 
else_jump @LOWGAME_3112 
if 
  30@ > 5 
else_jump @LOWGAME_3112 
$1020 += 1 
30@ = 0 

:LOWGAME_3112
if 
  $1020 == 1 
else_jump @LOWGAME_3169 
if 
  30@ > 5 
else_jump @LOWGAME_3169 
$1020 += 1 
30@ = 0 
31@ = 0 

:LOWGAME_3169
if 
  $1020 == 2 
else_jump @LOWGAME_3258 
if 
  30@ > 5 
else_jump @LOWGAME_3226 
$1020 += 1 
30@ = 0 
31@ = 0 

:LOWGAME_3226
if 
  31@ > 1 
else_jump @LOWGAME_3258 
$1020 -= 1 
31@ = 0 

:LOWGAME_3258
if 
  $1020 == 3 
else_jump @LOWGAME_3347 
if 
  30@ > 5 
else_jump @LOWGAME_3315 
$1020 += 1 
30@ = 0 
31@ = 0 

:LOWGAME_3315
if 
  31@ > 1 
else_jump @LOWGAME_3347 
$1020 -= 1 
31@ = 0 

:LOWGAME_3347
if 
  $1020 == 4 
else_jump @LOWGAME_3436 
if 
  30@ > 5 
else_jump @LOWGAME_3404 
$1020 += 1 
30@ = 0 
31@ = 0 

:LOWGAME_3404
if 
  31@ > 1 
else_jump @LOWGAME_3436 
$1020 -= 1 
31@ = 0 

:LOWGAME_3436
if 
  $1020 == 5 
else_jump @LOWGAME_3493 
if 
  31@ > 1 
else_jump @LOWGAME_3493 
$1020 -= 1 
30@ = 0 
31@ = 0 

:LOWGAME_3493
if 
   not Actor.Dead(2@)
else_jump @LOWGAME_7453 
if 
803A:   not  $1021 == $1020 // (int) 
else_jump @LOWGAME_5115 
if 
  $1020 == -1 
else_jump @LOWGAME_3699 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0643: set_AS_pack 15@ loop 1 
0616: define_AS_pack_end 15@ 

:LOWGAME_3699
if and
  $1021 == -1 
  $1020 == 0 
else_jump @LOWGAME_3855 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_IDLE_TO_L0" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_3855
if and
  $1021 == 0 
  $1020 == 1 
else_jump @LOWGAME_4009 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_TO_L1" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4009
if and
  $1021 == 1 
  $1020 == 2 
else_jump @LOWGAME_4163 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_TO_L2" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4163
if and
  $1021 == 2 
  $1020 == 3 
else_jump @LOWGAME_4317 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_TO_L3" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4317
if and
  $1021 == 3 
  $1020 == 4 
else_jump @LOWGAME_4471 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_TO_L4" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4471
if and
  $1021 == 4 
  $1020 == 5 
else_jump @LOWGAME_4625 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_TO_L5" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L5_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4625
if and
  $1021 > 1 
  $1020 == 1 
else_jump @LOWGAME_4781 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L345_TO_L1" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4781
if and
  $1021 == 1 
  $1020 == 0 
else_jump @LOWGAME_4936 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L12_TO_L0" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4936
if and
  $1021 == 0 
  $1020 == -1 
else_jump @LOWGAME_5107 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_5107
0084: $1021 = $1020 // (int) 

:LOWGAME_5115
if and
803B:   not  19@ == 18@ // (int) 
   not 18@ == 0 
else_jump @LOWGAME_6256 
17@ = 0 
26@ = 1.0 
if 
   Actor.Animation(2@) == "LRGIRL_IDLE_TO_L0"
else_jump @LOWGAME_5220 
0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 

:LOWGAME_5220
if 
   Actor.Animation(2@) == "LRGIRL_L12_TO_L0"
else_jump @LOWGAME_5280 
0613: 26@ = actor 2@ animation "LRGIRL_L12_TO_L0" time 

:LOWGAME_5280
if 
   Actor.Animation(2@) == "LRGIRL_L345_TO_L1"
else_jump @LOWGAME_5342 
0613: 26@ = actor 2@ animation "LRGIRL_L345_TO_L1" time 

:LOWGAME_5342
if 
   Actor.Animation(2@) == "LRGIRL_L0_TO_L1"
else_jump @LOWGAME_5400 
0613: 26@ = actor 2@ animation "LRGIRL_L0_TO_L1" time 

:LOWGAME_5400
if 
   Actor.Animation(2@) == "LRGIRL_L1_TO_L2"
else_jump @LOWGAME_5458 
0613: 26@ = actor 2@ animation "LRGIRL_L1_TO_L2" time 

:LOWGAME_5458
if 
   Actor.Animation(2@) == "LRGIRL_L2_TO_L3"
else_jump @LOWGAME_5516 
0613: 26@ = actor 2@ animation "LRGIRL_L2_TO_L3" time 

:LOWGAME_5516
if 
   Actor.Animation(2@) == "LRGIRL_L3_TO_L4"
else_jump @LOWGAME_5574 
0613: 26@ = actor 2@ animation "LRGIRL_L3_TO_L4" time 

:LOWGAME_5574
if 
   Actor.Animation(2@) == "LRGIRL_L4_TO_L5"
else_jump @LOWGAME_5632 
0613: 26@ = actor 2@ animation "LRGIRL_L4_TO_L5" time 

:LOWGAME_5632
if 
   Actor.Animation(2@) == "LRGIRL_BDBNCE"
else_jump @LOWGAME_5686 
0613: 26@ = actor 2@ animation "LRGIRL_BDBNCE" time 

:LOWGAME_5686
if 
  0.9 > 26@ 
else_jump @LOWGAME_5714 
17@ = 1 

:LOWGAME_5714
if 
  17@ == 0 
else_jump @LOWGAME_6248 
if 
  $1020 == 0 
else_jump @LOWGAME_5818 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_BNCE" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_5818
if 
  $1020 == 1 
else_jump @LOWGAME_5904 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_BNCE" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_5904
if 
  $1020 == 2 
else_jump @LOWGAME_5990 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_BNCE" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_5990
if 
  $1020 == 3 
else_jump @LOWGAME_6076 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_BNCE" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_6076
if 
  $1020 == 4 
else_jump @LOWGAME_6162 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_BNCE" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_6162
if 
  $1020 == 5 
else_jump @LOWGAME_6248 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L5_BNCE" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_6248
0085: 19@ = 18@ // (int) 

:LOWGAME_6256
if 
  23@ == 1 
else_jump @LOWGAME_6489 
if 
  18@ == 0 
else_jump @LOWGAME_6482 
if 
  $1020 > 0 
else_jump @LOWGAME_6482 
if 
   not Actor.Animation(2@) == "LRGIRL_BDBNCE"
else_jump @LOWGAME_6468 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_BDBNCE" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_6468
$1020 = 1 
$1021 = 1 

:LOWGAME_6482
23@ = 0 

:LOWGAME_6489
17@ = 0 
26@ = 1.0 
if 
   Actor.Animation(2@) == "LRGIRL_BDBNCE"
else_jump @LOWGAME_6560 
0613: 26@ = actor 2@ animation "LRGIRL_BDBNCE" time 

:LOWGAME_6560
if 
   Actor.Animation(2@) == "LRGIRL_IDLE_TO_L0"
else_jump @LOWGAME_6622 
0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 

:LOWGAME_6622
if 
   Actor.Animation(2@) == "LRGIRL_L12_TO_L0"
else_jump @LOWGAME_6682 
0613: 26@ = actor 2@ animation "LRGIRL_L12_TO_L0" time 

:LOWGAME_6682
if 
   Actor.Animation(2@) == "LRGIRL_L345_TO_L1"
else_jump @LOWGAME_6744 
0613: 26@ = actor 2@ animation "LRGIRL_L345_TO_L1" time 

:LOWGAME_6744
if 
   Actor.Animation(2@) == "LRGIRL_L0_BNCE"
else_jump @LOWGAME_6800 
0613: 26@ = actor 2@ animation "LRGIRL_L0_BNCE" time 

:LOWGAME_6800
if 
   Actor.Animation(2@) == "LRGIRL_L0_TO_L1"
else_jump @LOWGAME_6858 
0613: 26@ = actor 2@ animation "LRGIRL_L0_TO_L1" time 

:LOWGAME_6858
if 
   Actor.Animation(2@) == "LRGIRL_L1_TO_L2"
else_jump @LOWGAME_6916 
0613: 26@ = actor 2@ animation "LRGIRL_L1_TO_L2" time 

:LOWGAME_6916
if 
   Actor.Animation(2@) == "LRGIRL_L2_TO_L3"
else_jump @LOWGAME_6974 
0613: 26@ = actor 2@ animation "LRGIRL_L2_TO_L3" time 

:LOWGAME_6974
if 
   Actor.Animation(2@) == "LRGIRL_L3_TO_L4"
else_jump @LOWGAME_7032 
0613: 26@ = actor 2@ animation "LRGIRL_L3_TO_L4" time 

:LOWGAME_7032
if 
   Actor.Animation(2@) == "LRGIRL_L4_TO_L5"
else_jump @LOWGAME_7090 
0613: 26@ = actor 2@ animation "LRGIRL_L4_TO_L5" time 

:LOWGAME_7090
if 
   Actor.Animation(2@) == "LRGIRL_L1_BNCE"
else_jump @LOWGAME_7146 
0613: 26@ = actor 2@ animation "LRGIRL_L1_BNCE" time 

:LOWGAME_7146
if 
   Actor.Animation(2@) == "LRGIRL_L2_BNCE"
else_jump @LOWGAME_7202 
0613: 26@ = actor 2@ animation "LRGIRL_L2_BNCE" time 

:LOWGAME_7202
if 
   Actor.Animation(2@) == "LRGIRL_L3_BNCE"
else_jump @LOWGAME_7258 
0613: 26@ = actor 2@ animation "LRGIRL_L3_BNCE" time 

:LOWGAME_7258
if 
   Actor.Animation(2@) == "LRGIRL_L4_BNCE"
else_jump @LOWGAME_7314 
0613: 26@ = actor 2@ animation "LRGIRL_L4_BNCE" time 

:LOWGAME_7314
if 
   Actor.Animation(2@) == "LRGIRL_L5_BNCE"
else_jump @LOWGAME_7370 
0613: 26@ = actor 2@ animation "LRGIRL_L5_BNCE" time 

:LOWGAME_7370
if 
  0.9 > 26@ 
else_jump @LOWGAME_7398 
17@ = 1 

:LOWGAME_7398
if 
  17@ == 0 
else_jump @LOWGAME_7453 
062E: unknown_get_actor 2@ task 1560 status_store_to 17@ // ret 7 if not found 
if 
04A4:   17@ == 7 // @ == any 
else_jump @LOWGAME_7453 
0618: assign_actor 2@ to_AS_pack 15@ 

:LOWGAME_7453
if 
00E1:   player 0 pressed_key 15 
else_jump @LOWGAME_7484 
$LOWR_PLAYER_POINTS = 0 
13@ += 1 

:LOWGAME_7484
jump @LOWGAME_7505 

:LOWGAME_7491
13@ += 1 
32@ = 0 

:LOWGAME_7505
jump @LOWGAME_7662 

:LOWGAME_7512
13@ += 1 
jump @LOWGAME_7662 

:LOWGAME_7526
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWGAME_7549 
Player.CanMove($PLAYER_CHAR) = False

:LOWGAME_7549
fade 0 500 

:LOWGAME_7556
if 
fading 
else_jump @LOWGAME_7580 
wait 0 
jump @LOWGAME_7556 

:LOWGAME_7580
$1044 = 1 
13@ += 1 
jump @LOWGAME_7662 

:LOWGAME_7601
0953: get_soundtrack_status_to 17@ 
if 
04A4:   17@ == 3 // @ == any 
else_jump @LOWGAME_7626 
0955: end_playing_loaded_soundtrack 

:LOWGAME_7626
0151: remove_status_text $LOWR_PLAYER_POINTS 
0151: remove_status_text $LOWR_OPPOSITION_POINTS 
04EF: release_animation "LOWRIDER" 
jump @LOWGAME_8722 
jump @LOWGAME_7662 

:LOWGAME_7662
jump @LOWGAME_428 

:LOWGAME_7669
0209: 17@ = random_int_in_ranges 0 10 
if or
  $1022 == 0 
  $1022 == 1 
else_jump @LOWGAME_7894 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_7887 jumps 0 @LOWGAME_7831 1 @LOWGAME_7831 2 @LOWGAME_7845 3 @LOWGAME_7845 4 @LOWGAME_7845 5 @LOWGAME_7845 6 @LOWGAME_7859 
0872: jump_table_jumps 7 @LOWGAME_7859 8 @LOWGAME_7859 9 @LOWGAME_7873 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 

:LOWGAME_7831
$LOWR_OPPOSITION_POINTS += 0 
jump @LOWGAME_7887 

:LOWGAME_7845
$LOWR_OPPOSITION_POINTS += 10 
jump @LOWGAME_7887 

:LOWGAME_7859
$LOWR_OPPOSITION_POINTS += 20 
jump @LOWGAME_7887 

:LOWGAME_7873
$LOWR_OPPOSITION_POINTS += 50 
jump @LOWGAME_7887 

:LOWGAME_7887
jump @LOWGAME_8695 

:LOWGAME_7894
if 
  $1022 == 2 
else_jump @LOWGAME_8103 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8096 jumps 0 @LOWGAME_8040 1 @LOWGAME_8054 2 @LOWGAME_8054 3 @LOWGAME_8054 4 @LOWGAME_8054 5 @LOWGAME_8068 6 @LOWGAME_8068 
0872: jump_table_jumps 7 @LOWGAME_8068 8 @LOWGAME_8082 9 @LOWGAME_8082 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 

:LOWGAME_8040
$LOWR_OPPOSITION_POINTS += 0 
jump @LOWGAME_8096 

:LOWGAME_8054
$LOWR_OPPOSITION_POINTS += 10 
jump @LOWGAME_8096 

:LOWGAME_8068
$LOWR_OPPOSITION_POINTS += 20 
jump @LOWGAME_8096 

:LOWGAME_8082
$LOWR_OPPOSITION_POINTS += 50 
jump @LOWGAME_8096 

:LOWGAME_8096
jump @LOWGAME_8695 

:LOWGAME_8103
if 
  $1022 == 3 
else_jump @LOWGAME_8312 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8305 jumps 0 @LOWGAME_8249 1 @LOWGAME_8263 2 @LOWGAME_8263 3 @LOWGAME_8263 4 @LOWGAME_8277 5 @LOWGAME_8277 6 @LOWGAME_8277 
0872: jump_table_jumps 7 @LOWGAME_8291 8 @LOWGAME_8291 9 @LOWGAME_8291 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 

:LOWGAME_8249
$LOWR_OPPOSITION_POINTS += 0 
jump @LOWGAME_8305 

:LOWGAME_8263
$LOWR_OPPOSITION_POINTS += 10 
jump @LOWGAME_8305 

:LOWGAME_8277
$LOWR_OPPOSITION_POINTS += 20 
jump @LOWGAME_8305 

:LOWGAME_8291
$LOWR_OPPOSITION_POINTS += 50 
jump @LOWGAME_8305 

:LOWGAME_8305
jump @LOWGAME_8695 

:LOWGAME_8312
if 
  $1022 == 4 
else_jump @LOWGAME_8507 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8500 jumps 0 @LOWGAME_8458 1 @LOWGAME_8458 2 @LOWGAME_8458 3 @LOWGAME_8472 4 @LOWGAME_8472 5 @LOWGAME_8472 6 @LOWGAME_8472 
0872: jump_table_jumps 7 @LOWGAME_8486 8 @LOWGAME_8486 9 @LOWGAME_8486 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 

:LOWGAME_8458
$LOWR_OPPOSITION_POINTS += 10 
jump @LOWGAME_8500 

:LOWGAME_8472
$LOWR_OPPOSITION_POINTS += 20 
jump @LOWGAME_8500 

:LOWGAME_8486
$LOWR_OPPOSITION_POINTS += 50 
jump @LOWGAME_8500 

:LOWGAME_8500
jump @LOWGAME_8695 

:LOWGAME_8507
if 
  $1022 == 5 
else_jump @LOWGAME_8695 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8695 jumps 0 @LOWGAME_8653 1 @LOWGAME_8653 2 @LOWGAME_8667 3 @LOWGAME_8667 4 @LOWGAME_8667 5 @LOWGAME_8667 6 @LOWGAME_8681 
0872: jump_table_jumps 7 @LOWGAME_8681 8 @LOWGAME_8681 9 @LOWGAME_8681 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 

:LOWGAME_8653
$LOWR_OPPOSITION_POINTS += 10 
jump @LOWGAME_8695 

:LOWGAME_8667
$LOWR_OPPOSITION_POINTS += 20 
jump @LOWGAME_8695 

:LOWGAME_8681
$LOWR_OPPOSITION_POINTS += 50 
jump @LOWGAME_8695 

:LOWGAME_8695
if 
  0 > $LOWR_OPPOSITION_POINTS 
else_jump @LOWGAME_8720 
$LOWR_OPPOSITION_POINTS = 0 

:LOWGAME_8720
return 

:LOWGAME_8722
$1017 = 0 
end_thread 

:LOWGAME_8731
0871: init_jump_table 28@ total_jumps 3 default_jump 1 @LOWGAME_8844 jumps 0 @LOWGAME_8794 1 @LOWGAME_8811 2 @LOWGAME_8828 -1 @LOWGAME_8860 -1 @LOWGAME_8860 -1 @LOWGAME_8860 -1 @LOWGAME_8860 

:LOWGAME_8794
015B: unknown_player 0 time 200 key 255 
jump @LOWGAME_8860 

:LOWGAME_8811
015B: unknown_player 0 time 200 key 200 
jump @LOWGAME_8860 

:LOWGAME_8828
015B: unknown_player 0 time 200 key 110 
jump @LOWGAME_8860 

:LOWGAME_8844
015B: unknown_player 0 time 200 key 50 
jump @LOWGAME_8860 

:LOWGAME_8860
0871: init_jump_table 29@ total_jumps 2 default_jump 1 @LOWGAME_8923 jumps 2 @LOWGAME_9175 3 @LOWGAME_9427 -1 @LOWGAME_9679 -1 @LOWGAME_9679 -1 @LOWGAME_9679 -1 @LOWGAME_9679 -1 @LOWGAME_9679 

:LOWGAME_8923
if 
  28@ == 0 
else_jump @LOWGAME_8957 
00BA: show_text_styled GXT 'DNC_005' time 1000 style 5  // ~w~Sehr gutes Timing!

:LOWGAME_8957
if 
  28@ == 1 
else_jump @LOWGAME_8991 
00BA: show_text_styled GXT 'DNC_006' time 1000 style 5  // ~w~Gut gemacht!

:LOWGAME_8991
if 
  28@ == 2 
else_jump @LOWGAME_9025 
00BA: show_text_styled GXT 'DNC_007' time 1000 style 5  // ~w~Okay!

:LOWGAME_9025
if 
  28@ == 3 
else_jump @LOWGAME_9059 
00BA: show_text_styled GXT 'DNC_008' time 1000 style 5  // ~w~Zu spt!

:LOWGAME_9059
if 
  28@ == 4 
else_jump @LOWGAME_9093 
00BA: show_text_styled GXT 'DNC_009' time 1000 style 5  // ~w~Zu frh!

:LOWGAME_9093
if 
  28@ == 5 
else_jump @LOWGAME_9127 
00BA: show_text_styled GXT 'DNC_010' time 1000 style 5  // ~w~Falsch!

:LOWGAME_9127
if 
  28@ == 6 
else_jump @LOWGAME_9161 
00BA: show_text_styled GXT 'DNC_011' time 1000 style 5  // ~w~Schlechtes Timing!

:LOWGAME_9161
29@ = 2 
jump @LOWGAME_9679 

:LOWGAME_9175
if 
  28@ == 0 
else_jump @LOWGAME_9209 
00BA: show_text_styled GXT 'DNC_012' time 1000 style 5  // ~w~Synchron!

:LOWGAME_9209
if 
  28@ == 1 
else_jump @LOWGAME_9243 
00BA: show_text_styled GXT 'DNC_013' time 1000 style 5  // ~w~Gut so!

:LOWGAME_9243
if 
  28@ == 2 
else_jump @LOWGAME_9277 
00BA: show_text_styled GXT 'DNC_014' time 1000 style 5  // ~w~Weiter so!

:LOWGAME_9277
if 
  28@ == 3 
else_jump @LOWGAME_9311 
00BA: show_text_styled GXT 'DNC_015' time 1000 style 5  // ~w~Daneben!

:LOWGAME_9311
if 
  28@ == 4 
else_jump @LOWGAME_9345 
00BA: show_text_styled GXT 'DNC_016' time 1000 style 5  // ~w~Du bist zu schnell!

:LOWGAME_9345
if 
  28@ == 5 
else_jump @LOWGAME_9379 
00BA: show_text_styled GXT 'DNC_017' time 1000 style 5  // ~w~Falscher Move!

:LOWGAME_9379
if 
  28@ == 6 
else_jump @LOWGAME_9413 
00BA: show_text_styled GXT 'DNC_018' time 1000 style 5  // ~w~Versuch's noch mal!

:LOWGAME_9413
29@ += 1 
jump @LOWGAME_9679 

:LOWGAME_9427
if 
  28@ == 0 
else_jump @LOWGAME_9461 
00BA: show_text_styled GXT 'DNC_019' time 1000 style 5  // ~w~Der Meister!

:LOWGAME_9461
if 
  28@ == 1 
else_jump @LOWGAME_9495 
00BA: show_text_styled GXT 'DNC_020' time 1000 style 5  // ~w~Gut!

:LOWGAME_9495
if 
  28@ == 2 
else_jump @LOWGAME_9529 
00BA: show_text_styled GXT 'DNC_021' time 1000 style 5  // ~w~Akzeptabel

:LOWGAME_9529
if 
  28@ == 3 
else_jump @LOWGAME_9563 
00BA: show_text_styled GXT 'DNC_022' time 1000 style 5  // ~w~Du hngst nach!

:LOWGAME_9563
if 
  28@ == 4 
else_jump @LOWGAME_9597 
00BA: show_text_styled GXT 'DNC_023' time 1000 style 5  // ~w~Langsamer!

:LOWGAME_9597
if 
  28@ == 5 
else_jump @LOWGAME_9631 
00BA: show_text_styled GXT 'DNC_024' time 1000 style 5  // ~w~Flop!

:LOWGAME_9631
if 
  28@ == 6 
else_jump @LOWGAME_9665 
00BA: show_text_styled GXT 'DNC_025' time 1000 style 5  // ~w~Nicht im Takt!

:LOWGAME_9665
29@ += 1 
jump @LOWGAME_9679 

:LOWGAME_9679
return 

:LOWGAME_9681
008B: 17@ = $1028 // (int) 
005C: 17@ += $1029 // (int) 
005C: 17@ += $1027 // (int) 
if 
  17@ > 0 
else_jump @LOWGAME_10045 
if 
  17@ >= 4 
else_jump @LOWGAME_10045 
if 
  $1027 == 4 
else_jump @LOWGAME_9848 
if or
  $LOWR_LAST_DISPLAYED_TEXT_ID == 1 
  $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
else_jump @LOWGAME_9816 
00BA: show_text_styled GXT 'DNC_002' time 50000 style 7  // ~y~PERFEKT
$LOWR_LAST_DISPLAYED_TEXT_ID = 2 
jump @LOWGAME_9841 

:LOWGAME_9816
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GUT
$LOWR_LAST_DISPLAYED_TEXT_ID = 1 

:LOWGAME_9841
jump @LOWGAME_10024 

:LOWGAME_9848
if 
001C:   $1028 > $1029 // (int) 
else_jump @LOWGAME_9899 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GUT
$LOWR_LAST_DISPLAYED_TEXT_ID = 1 
jump @LOWGAME_10024 

:LOWGAME_9899
if 
  $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
else_jump @LOWGAME_9949 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GUT
$LOWR_LAST_DISPLAYED_TEXT_ID = 1 
jump @LOWGAME_10024 

:LOWGAME_9949
if 
  $LOWR_LAST_DISPLAYED_TEXT_ID == 1 
else_jump @LOWGAME_9999 
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~SCHLECHT
$LOWR_LAST_DISPLAYED_TEXT_ID = 0 
jump @LOWGAME_10024 

:LOWGAME_9999
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~SCHLECHT
$LOWR_LAST_DISPLAYED_TEXT_ID = 0 

:LOWGAME_10024
$1027 = 0 
$1028 = 0 
$1029 = 0 

:LOWGAME_10045
return 

:LOWGAME_10047
0871: init_jump_table 28@ total_jumps 7 default_jump 0 @LOWGAME_10533 jumps 0 @LOWGAME_10110 1 @LOWGAME_10199 2 @LOWGAME_10288 3 @LOWGAME_10377 4 @LOWGAME_10416 5 @LOWGAME_10455 6 @LOWGAME_10494 

:LOWGAME_10110
if 
  999999 > $LOWR_PLAYER_POINTS 
else_jump @LOWGAME_10185 
if 
  $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
else_jump @LOWGAME_10178 
17@ = 50 
17@ *= 10 
005E: $LOWR_PLAYER_POINTS += 17@ // (int) 
jump @LOWGAME_10185 

:LOWGAME_10178
$LOWR_PLAYER_POINTS += 50 

:LOWGAME_10185
$1027 += 1 
jump @LOWGAME_10533 

:LOWGAME_10199
if 
  999999 > $LOWR_PLAYER_POINTS 
else_jump @LOWGAME_10274 
if 
  $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
else_jump @LOWGAME_10267 
17@ = 20 
17@ *= 10 
005E: $LOWR_PLAYER_POINTS += 17@ // (int) 
jump @LOWGAME_10274 

:LOWGAME_10267
$LOWR_PLAYER_POINTS += 20 

:LOWGAME_10274
$1028 += 1 
jump @LOWGAME_10533 

:LOWGAME_10288
if 
  999999 > $LOWR_PLAYER_POINTS 
else_jump @LOWGAME_10363 
if 
  $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
else_jump @LOWGAME_10356 
17@ = 10 
17@ *= 10 
005E: $LOWR_PLAYER_POINTS += 17@ // (int) 
jump @LOWGAME_10363 

:LOWGAME_10356
$LOWR_PLAYER_POINTS += 10 

:LOWGAME_10363
$1028 += 1 
jump @LOWGAME_10533 

:LOWGAME_10377
if 
  $LOWR_PLAYER_POINTS > 0 
else_jump @LOWGAME_10402 
$LOWR_PLAYER_POINTS += 0 

:LOWGAME_10402
$1029 += 1 
jump @LOWGAME_10533 

:LOWGAME_10416
if 
  $LOWR_PLAYER_POINTS > 0 
else_jump @LOWGAME_10441 
$LOWR_PLAYER_POINTS += 0 

:LOWGAME_10441
$1029 += 1 
jump @LOWGAME_10533 

:LOWGAME_10455
if 
  $LOWR_PLAYER_POINTS > 0 
else_jump @LOWGAME_10480 
$LOWR_PLAYER_POINTS += 0 

:LOWGAME_10480
$1029 += 1 
jump @LOWGAME_10533 

:LOWGAME_10494
if 
  $LOWR_PLAYER_POINTS > 0 
else_jump @LOWGAME_10519 
$LOWR_PLAYER_POINTS += 0 

:LOWGAME_10519
$1029 += 1 
jump @LOWGAME_10533 

:LOWGAME_10533
if 
  $LOWR_PLAYER_POINTS > 999999 
else_jump @LOWGAME_10564 
$LOWR_PLAYER_POINTS = 999999 

:LOWGAME_10564
return 

:LOWGAME_10566
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 26@ = integer $SPECIAL_AXIS_X to_float 
0087: 9@ = 26@ // (float) 
008F: 26@ = integer $SPECIAL_AXIS_Y to_float 
0087: 10@ = 26@ // (float) 
0509: 26@ = distance_between_XY 0.0 0.0 and_XY 9@ 10@ 
18@ = 0 
if 
  26@ > 64.0 
else_jump @LOWGAME_10927 
05A4: get_angle_between_vectors_origin_to 9@ 10@ and_origin_to 0.0 -1.0 store_to 26@ 
if 
  15.0 > 26@ 
else_jump @LOWGAME_10719 
18@ = 13 
jump @LOWGAME_10927 

:LOWGAME_10719
if 
  75.0 > 26@ 
else_jump @LOWGAME_10786 
if 
  $SPECIAL_AXIS_X > 0 
else_jump @LOWGAME_10772 
18@ = 11 
jump @LOWGAME_10779 

:LOWGAME_10772
18@ = 15 

:LOWGAME_10779
jump @LOWGAME_10927 

:LOWGAME_10786
if 
  105.0 > 26@ 
else_jump @LOWGAME_10853 
if 
  $SPECIAL_AXIS_X > 0 
else_jump @LOWGAME_10839 
18@ = 10 
jump @LOWGAME_10846 

:LOWGAME_10839
18@ = 9 

:LOWGAME_10846
jump @LOWGAME_10927 

:LOWGAME_10853
if 
  165.0 > 26@ 
else_jump @LOWGAME_10920 
if 
  $SPECIAL_AXIS_X > 0 
else_jump @LOWGAME_10906 
18@ = 16 
jump @LOWGAME_10913 

:LOWGAME_10906
18@ = 12 

:LOWGAME_10913
jump @LOWGAME_10927 

:LOWGAME_10920
18@ = 14 

:LOWGAME_10927
return 

:NONAME_4
end_thread 

:AUDIOL
thread 'AUDIOL' 
8@ = 0 
if 
  8@ == -1 
else_jump @AUDIOL_60 
0@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)

:AUDIOL_60
if 
   not $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @AUDIOL_169 
if 
  2@ == 1 
else_jump @AUDIOL_162 
040D: unload_wav 3@ 

:AUDIOL_101
if 
   not $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @AUDIOL_155 
if 
  $1035 == 1 
else_jump @AUDIOL_144 
jump @AUDIOL_737 

:AUDIOL_144
wait 0 
jump @AUDIOL_101 

:AUDIOL_155
jump @AUDIOL_169 

:AUDIOL_162
jump @AUDIOL_737 

:AUDIOL_169
05AA: 5@s = s$ACTOR_SPEECH_GXT_REFERENCE 
008B: 7@ = $ACTOR_SPEECH_WAV_FILE // (int) 
$AUDIO_LINE_IS_ACTIVE = 1 

:AUDIOL_192
if 
  $1035 == 1 
else_jump @AUDIOL_217 
jump @AUDIOL_662 

:AUDIOL_217
0871: init_jump_table 8@ total_jumps 4 default_jump 0 @AUDIOL_651 jumps 0 @AUDIOL_280 1 @AUDIOL_362 2 @AUDIOL_531 3 @AUDIOL_637 -1 @AUDIOL_651 -1 @AUDIOL_651 -1 @AUDIOL_651 

:AUDIOL_280
if 
  4@ == 0 
else_jump @AUDIOL_311 
040D: unload_wav 3@ 
03CF: load_wav 7@ as 3@ 

:AUDIOL_311
if 
   not Actor.Dead(0@)
else_jump @AUDIOL_341 
094E: set_actor 0@ unknown_flag 1 
0A09: set_actor 0@ muted 1 // versionB 

:AUDIOL_341
32@ = 0 
8@ += 1 
jump @AUDIOL_651 

:AUDIOL_362
if 
03D0:   wav 3@ loaded 
else_jump @AUDIOL_498 
if 
   not Actor.Dead(0@)
else_jump @AUDIOL_444 
if 
894D:   not actor 0@ mutally_active 
else_jump @AUDIOL_436 
if 
  1@ == 1 
else_jump @AUDIOL_436 
0949: link_wav 3@ to_actor 0@ 

:AUDIOL_436
0967: actor 0@ move_mouth 10000 ms 

:AUDIOL_444
03D1: play_wav 3@ 
if 
85AE:   not  5@s == 'DUMMY' 
else_jump @AUDIOL_484 
00BC: show_text_highpriority GXT 5@s time 10000 flag 1 

:AUDIOL_484
8@ += 1 
jump @AUDIOL_524 

:AUDIOL_498
if 
  32@ > 5000 
else_jump @AUDIOL_524 
8@ += 1 

:AUDIOL_524
jump @AUDIOL_651 

:AUDIOL_531
if 
03D0:   wav 3@ loaded 
else_jump @AUDIOL_623 
if 
03D2:   wav 3@ ended 
else_jump @AUDIOL_577 
8@ += 1 
jump @AUDIOL_616 

:AUDIOL_577
if 
056D:   actor 0@ defined 
else_jump @AUDIOL_616 
if 
   Actor.Dead(0@)
else_jump @AUDIOL_616 
8@ += 1 

:AUDIOL_616
jump @AUDIOL_630 

:AUDIOL_623
8@ += 1 

:AUDIOL_630
jump @AUDIOL_651 

:AUDIOL_637
jump @AUDIOL_662 
jump @AUDIOL_651 

:AUDIOL_651
wait 0 
jump @AUDIOL_192 

:AUDIOL_662
if 
   not Actor.Dead(0@)
else_jump @AUDIOL_695 
094F: unknown_actor 0@ 
0A09: set_actor 0@ muted 0 // versionB 
0968: actor 0@ stop_mouth 

:AUDIOL_695
040D: unload_wav 3@ 
if 
85AE:   not  5@s == 'DUMMY' 
else_jump @AUDIOL_730 
03D5: remove_text 5@s 

:AUDIOL_730
$AUDIO_LINE_IS_ACTIVE = 0 

:AUDIOL_737
end_thread 

:CLEANAU
thread 'CLEANAU' 
32@ = 0 
$1035 = 1 

:CLEANAU_25
if 
   not $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CLEANAU_80 
wait 0 
if 
  32@ > 2000 
else_jump @CLEANAU_73 
$AUDIO_LINE_IS_ACTIVE = 0 

:CLEANAU_73
jump @CLEANAU_25 

:CLEANAU_80
end_thread_named 'AUDIOL' 
$1035 = 0 
end_thread 

:NONAME_5
end_thread 

:BDISPLY
thread 'BDISPLY' 
if 
  $1048 == 0 
else_jump @BDISPLY_43 
$1048 = 1 
$1044 = 0 

:BDISPLY_43
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_BEAT' 
038F: load_texture "DOWN" as 1 // Load dictionary with 0390 first 
038F: load_texture "LEFT" as 2 // Load dictionary with 0390 first 
038F: load_texture "UP" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIGHT" as 4 // Load dictionary with 0390 first 
038F: load_texture "UP" as 13 // Load dictionary with 0390 first 
038F: load_texture "DOWN" as 14 // Load dictionary with 0390 first 
038F: load_texture "RIGHT" as 10 // Load dictionary with 0390 first 
038F: load_texture "LEFT" as 9 // Load dictionary with 0390 first 
038F: load_texture "UPR" as 11 // Load dictionary with 0390 first 
038F: load_texture "DOWNR" as 16 // Load dictionary with 0390 first 
038F: load_texture "DOWNL" as 12 // Load dictionary with 0390 first 
038F: load_texture "UPL" as 15 // Load dictionary with 0390 first 
038F: load_texture "CRING" as 17 // Load dictionary with 0390 first 
038F: load_texture "CHIT" as 18 // Load dictionary with 0390 first 
$1036 = 4500 
$1037 = 800 
$1038 = 265.0 
$1039 = 390.0 
$1040 = 355.0 
$1041 = 32.0 
$1042 = 32.0 
19@ = 64.0 
20@ = 64.0 
22@ = 64.0 
21@ = 64.0 
01BD: 16@ = current_time_in_ms 
wait 1000 

:BDISPLY_313
wait 0 
if 
09FA:   is_menu_closed 
else_jump @BDISPLY_344 
$1043 = 0 
23@ = 0 

:BDISPLY_344
0953: get_soundtrack_status_to 0@ 
if 
04A4:   0@ == 3 // @ == any 
else_jump @BDISPLY_1198 
01BD: 15@ = current_time_in_ms 
0085: 17@ = 15@ // (int) 
0062: 17@ -= 16@ // (int) 
0085: 16@ = 15@ // (int) 
008B: 0@ = $1037 // (int) 
005C: 0@ += $1036 // (int) 
0093: 5@ = integer 0@ to_float 
008F: 6@ = integer $1037 to_float 
0073: 6@ /= 5@ // (float) 
006F: 6@ *= $1040 // (float) 
0086: $TEMPVAR_FLOAT_1 = $1038 // (float) 
005F: $TEMPVAR_FLOAT_1 += 6@ // (float) 
0086: $TEMPVAR_FLOAT_2 = $1039 // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 17 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 20@ 19@ RGBA 128 128 128 255 
01BD: $1047 = current_time_in_ms 
0060: $1047 -= $1046 // (int) 
0@ = 1 

:BDISPLY_520
if 
  11 > 0@ 
else_jump @BDISPLY_846 
07B1: unknown_get_audio 0@ store_to 8@ 10@ 12@ 
if 
   not 10@ == 0 
else_jump @BDISPLY_832 
if 
001E:   $1036 > 8@ // (int) 
else_jump @BDISPLY_832 
gosub @BDISPLY_1266 
008B: 3@ = $1037 // (int) 
005C: 3@ += $1036 // (int) 
0085: 4@ = 8@ // (int) 
005C: 4@ += $1037 // (int) 
0093: 5@ = integer 4@ to_float 
0093: 6@ = integer 3@ to_float 
0073: 5@ /= 6@ // (float) 
006F: 5@ *= $1040 // (float) 
0086: $TEMPVAR_FLOAT_1 = $1038 // (float) 
005F: $TEMPVAR_FLOAT_1 += 5@ // (float) 
0086: $TEMPVAR_FLOAT_2 = $1039 // (float) 
0093: 5@ = integer 8@ to_float 
008F: 6@ = integer $1036 to_float 
0073: 5@ /= 6@ // (float) 
5@ *= -1.0 
5@ += 1.0 
if 
  0 > 8@ 
else_jump @BDISPLY_756 
5@ = 1.0 

:BDISPLY_756
5@ *= 255.0 
0092: 4@ = float 5@ to_integer 
if 
   not 18@ == 0 
else_jump @BDISPLY_832 
gosub @BDISPLY_1575 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18@ position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $1042 $1041 RGBA 128 128 128 4@ 

:BDISPLY_832
0@ += 1 
jump @BDISPLY_520 

:BDISPLY_846
if 
  $1045 == 0 
else_jump @BDISPLY_1191 
0@ = -1 

:BDISPLY_871
if 
  0@ > -11 
else_jump @BDISPLY_1191 
07B1: unknown_get_audio 0@ store_to 8@ 10@ 12@ 
8@ *= -1 
if 
   not 10@ == 0 
else_jump @BDISPLY_1177 
if 
001E:   $1037 > 8@ // (int) 
else_jump @BDISPLY_1177 
gosub @BDISPLY_1266 
0085: 4@ = 8@ // (int) 
4@ *= -1 
005C: 4@ += $1037 // (int) 
008B: 3@ = $1037 // (int) 
005C: 3@ += $1036 // (int) 
0093: 5@ = integer 4@ to_float 
0093: 6@ = integer 3@ to_float 
0073: 5@ /= 6@ // (float) 
006F: 5@ *= $1040 // (float) 
0086: $TEMPVAR_FLOAT_1 = $1038 // (float) 
005F: $TEMPVAR_FLOAT_1 += 5@ // (float) 
0086: $TEMPVAR_FLOAT_2 = $1039 // (float) 
0093: 5@ = integer 4@ to_float 
008F: 6@ = integer $1037 to_float 
0073: 5@ /= 6@ // (float) 
if 
  0 > 8@ 
else_jump @BDISPLY_1101 
5@ = 1.0 

:BDISPLY_1101
5@ *= 255.0 
0092: 4@ = float 5@ to_integer 
if 
   not 18@ == 0 
else_jump @BDISPLY_1177 
gosub @BDISPLY_1575 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18@ position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $1042 $1041 RGBA 128 128 128 4@ 

:BDISPLY_1177
0@ -= 1 
jump @BDISPLY_871 

:BDISPLY_1191
jump @BDISPLY_1205 

:BDISPLY_1198
jump @BDISPLY_1244 

:BDISPLY_1205
if 
  $1044 == 0 
else_jump @BDISPLY_1237 
jump @BDISPLY_313 
jump @BDISPLY_1244 

:BDISPLY_1237
jump @BDISPLY_1244 

:BDISPLY_1244
$1044 = 0 
$1048 = 0 
03F0: enable_text_draw 0 
0391: release_txd_dictionary 
end_thread 

:BDISPLY_1266
18@ = 0 
if 
  10@ == 1 
else_jump @BDISPLY_1298 
18@ = 1 

:BDISPLY_1298
if 
  10@ == 2 
else_jump @BDISPLY_1323 
18@ = 2 

:BDISPLY_1323
if 
  10@ == 3 
else_jump @BDISPLY_1348 
18@ = 3 

:BDISPLY_1348
if 
  10@ == 4 
else_jump @BDISPLY_1373 
18@ = 4 

:BDISPLY_1373
if 
  10@ == 9 
else_jump @BDISPLY_1398 
18@ = 9 

:BDISPLY_1398
if 
  10@ == 10 
else_jump @BDISPLY_1423 
18@ = 10 

:BDISPLY_1423
if 
  10@ == 11 
else_jump @BDISPLY_1448 
18@ = 11 

:BDISPLY_1448
if 
  10@ == 12 
else_jump @BDISPLY_1473 
18@ = 12 

:BDISPLY_1473
if 
  10@ == 13 
else_jump @BDISPLY_1498 
18@ = 13 

:BDISPLY_1498
if 
  10@ == 14 
else_jump @BDISPLY_1523 
18@ = 14 

:BDISPLY_1523
if 
  10@ == 15 
else_jump @BDISPLY_1548 
18@ = 15 

:BDISPLY_1548
if 
  10@ == 16 
else_jump @BDISPLY_1573 
18@ = 16 

:BDISPLY_1573
return 

:BDISPLY_1575
if and
  $1043 > 0 
  23@ == 0 
else_jump @BDISPLY_1627 
07B1: unknown_get_audio 0 store_to 1@ 1@ 25@ 
25@ += 1 
23@ = 1 

:BDISPLY_1627
0085: 13@ = 12@ // (int) 
005A: 13@ += 0@ // (int) 
if 
  0 > 0@ 
else_jump @BDISPLY_1675 
8@ *= -1 
13@ += 1 

:BDISPLY_1675
if 
003B:   13@ == 25@ // (int) 
else_jump @BDISPLY_1756 
if and
  3000 >= 8@ 
  8@ > -400 
else_jump @BDISPLY_1735 
gosub @BDISPLY_1765 
jump @BDISPLY_1749 

:BDISPLY_1735
23@ = 0 
$1043 = 0 

:BDISPLY_1749
jump @BDISPLY_1763 

:BDISPLY_1756
$1043 = 0 

:BDISPLY_1763
return 

:BDISPLY_1765
0871: init_jump_table 23@ total_jumps 3 default_jump 0 @BDISPLY_2214 jumps 1 @BDISPLY_1828 2 @BDISPLY_2001 3 @BDISPLY_2105 -1 @BDISPLY_2214 -1 @BDISPLY_2214 -1 @BDISPLY_2214 -1 @BDISPLY_2214 

:BDISPLY_1828
if 
  $1043 == 1 
else_jump @BDISPLY_1867 
26@ = 90 
27@ = 100 
jump @BDISPLY_1940 

:BDISPLY_1867
if 
  $1043 == 2 
else_jump @BDISPLY_1907 
26@ = 190 
27@ = 80 
jump @BDISPLY_1940 

:BDISPLY_1907
if 
  $1043 == 3 
else_jump @BDISPLY_1940 
26@ = 255 
27@ = 25 

:BDISPLY_1940
0085: 24@ = 26@ // (int) 
33@ = 0 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 21@ 22@ RGBA 128 128 128 24@ 
23@ += 1 
jump @BDISPLY_2214 

:BDISPLY_2001
if 
001D:   27@ > 33@ // (int) 
else_jump @BDISPLY_2059 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 21@ 22@ RGBA 128 128 128 24@ 
jump @BDISPLY_2098 

:BDISPLY_2059
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 21@ 22@ RGBA 128 128 128 24@ 
23@ += 1 

:BDISPLY_2098
jump @BDISPLY_2214 

:BDISPLY_2105
0085: 1@ = 26@ // (int) 
0072: 1@ /= 17@ // (int) 
1@ *= 4 
0062: 24@ -= 1@ // (int) 
if 
  0 >= 24@ 
else_jump @BDISPLY_2175 
24@ = 0 
23@ = 0 
$1043 = 0 

:BDISPLY_2175
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 21@ 22@ RGBA 128 128 128 24@ 
jump @BDISPLY_2214 

:BDISPLY_2214
return 

:NONAME_6
end_thread 

:IMPEXPM
thread 'IMPEXPM' 
if 
   not $1181 == 99 
else_jump @IMPEXPM_484 
if 
  $1181 == -1000 
else_jump @IMPEXPM_123 
27@ = Object.Init(#NF_BLACKBOARD, 0.0, 0.0, 0.0)
09E2: $PARKED_IMPEXPM_CARS[0] = parked_car_generator_w_numberplate #EUROS -1 -1 0 alarm 50 door_lock 0 0 10000 plate "IMPEXP__" at 0.0 0.0 0.0 angle 180.0 

:IMPEXPM_123
if 
83CA:   not object 27@ exists 
else_jump @IMPEXPM_190 
27@ = Object.Init(#NF_BLACKBOARD, -1573.881, 135.3845, 2.535)
Object.Angle(27@) = 180.0
Object.KeepInMemory(27@) = True
Object.ToggleInMovingList(27@) = False
Object.RemoveFromMissionCleanupList(27@)

:IMPEXPM_190
$CURRENT_WANTED_LIST = 0 
04AE: $UNLOCKED_IMPORT_CARS[0] = 589 // $ = any 
04AE: $UNLOCKED_IMPORT_CARS[1] = 404 // $ = any 
04AE: $UNLOCKED_IMPORT_CARS[2] = 559 // $ = any 
04AE: $UNLOCKED_IMPORT_CARS[3] = 589 // $ = any 
04AE: $UNLOCKED_IMPORT_CARS[4] = 404 // $ = any 
04AE: $UNLOCKED_IMPORT_CARS[5] = 559 // $ = any 
4@ = 6 

:IMPEXPM_252
if 
  42 > 4@ 
else_jump @IMPEXPM_295 
$UNLOCKED_IMPORT_CARS(4@,42i) = -1 
4@ += 1 
jump @IMPEXPM_252 

:IMPEXPM_295
05A9: s$IMPORT_DAYS[0] = 'IE16'  // Sonntag
05A9: s$IMPORT_DAYS[1] = 'IE10'  // Montag
05A9: s$IMPORT_DAYS[2] = 'IE11'  // Dienstag
05A9: s$IMPORT_DAYS[3] = 'IE12'  // Mittwoch
05A9: s$IMPORT_DAYS[4] = 'IE13'  // Donnerstag
05A9: s$IMPORT_DAYS[5] = 'IE14'  // Freitag
05A9: s$IMPORT_DAYS[6] = 'IE15'  // Samstag
$HELP_IMPORT_SHOWN = 0 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER = 0 
$ALL_CARS_COLLECTED_FLAG = 0 
$IMPORT_PRICE_MULTIPLIER = 0.8 
$EXPORT_PRICE_MULTIPLIER = 1.0 
$IMPORT_CAR_HANDLES[0] = -1 
$IMPORT_CAR_HANDLES[1] = -1 
$IMPORT_CAR_HANDLES[2] = -1 
$IMPORT_CAR_HANDLES[3] = -1 
$IMPORT_CAR_HANDLES[4] = -1 
create_thread @IMPEXPC 
$1181 = 99 

:IMPEXPM_484
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_563 
if and
00EC:   actor $PLAYER_ACTOR 0 near_point -1574.881 135.3845 radius 150.0 150.0 
  $1909 == 1 
else_jump @IMPEXPM_563 
15@ = 0 
jump @IMPEXPM_577 

:IMPEXPM_563
jump @IMPEXPM_484 
26@ = 0 

:IMPEXPM_577
if 
  $1909 == 1 
else_jump @IMPEXPM_627 
if 
  $41 == 1 
else_jump @IMPEXPM_627 
$41 = 0 
$1146 = 1 

:IMPEXPM_627
gosub @IMPEXPM_11683 
if 
  16@ == -1 
else_jump @IMPEXPM_875 
17@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
20@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
22@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
27@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$WANTEDCROSSOFF_OBJECTS[0] = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$1130[0] = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$1140[0] = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
24@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$CRANE_MAGNET = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$WANTED_LIST_OBJECT = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)

:IMPEXPM_875
16@ = 0 
20@ = -1 
23@ = 0 
$1150 = 0.0 
28@ = 0 
gosub @IMPEXPM_10064 
gosub @IMPEXPM_10721 
if 
  $1909 == 1 
else_jump @IMPEXPM_1185 
if 
03CA:   object $WANTED_LIST_OBJECT exists 
else_jump @IMPEXPM_966 
Object.Destroy($WANTED_LIST_OBJECT)

:IMPEXPM_966
if 
  $CURRENT_WANTED_LIST == 0 
else_jump @IMPEXPM_1039 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 0.0 0.0 
$WANTED_LIST_OBJECT = Object.Init(#NF_LIST_1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($WANTED_LIST_OBJECT) = 180.0

:IMPEXPM_1039
if 
  $CURRENT_WANTED_LIST == 1 
else_jump @IMPEXPM_1112 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 0.0 0.0 
$WANTED_LIST_OBJECT = Object.Init(#NF_LIST_2, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($WANTED_LIST_OBJECT) = 180.0

:IMPEXPM_1112
if 
  $CURRENT_WANTED_LIST == 2 
else_jump @IMPEXPM_1185 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 0.0 0.0 
$WANTED_LIST_OBJECT = Object.Init(#NF_LIST_3, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($WANTED_LIST_OBJECT) = 180.0

:IMPEXPM_1185
gosub @IMPEXPM_11683 
if 
  $1909 == 1 
else_jump @IMPEXPM_1559 
4@ = 0 

:IMPEXPM_1217
if 
  10 > 4@ 
else_jump @IMPEXPM_1559 
if 
03CA:   object $WANTEDCROSSOFF_OBJECTS(4@,10i) exists 
else_jump @IMPEXPM_1264 
Object.Destroy($WANTEDCROSSOFF_OBJECTS(4@,10i))

:IMPEXPM_1264
$WANTEDCROSSOFF_OBJECTS(4@,10i) = -1 
if or
  $ONMISSION == 0 
  $1185 == 1 
else_jump @IMPEXPM_1545 
if 
  $EXPORT_CARS_STATUS(4@,10i) == 1 
else_jump @IMPEXPM_1545 
if 
83CA:   not object $WANTEDCROSSOFF_OBJECTS(4@,10i) exists 
else_jump @IMPEXPM_1545 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 0.0 0.0 
0093: 12@ = integer 4@ to_float 
if 
  12@ > 4.0 
else_jump @IMPEXPM_1410 
12@ += -5.0 

:IMPEXPM_1410
0087: 13@ = 12@ // (float) 
13@ *= -0.05 
12@ *= -0.2355 
005B: 12@ += 13@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 12@ // (float) 
if 
  5 > 4@ 
else_jump @IMPEXPM_1482 
$TEMPVAR_FLOAT_1 += 1.741 

:IMPEXPM_1482
12@ *= -0.1 
005F: $TEMPVAR_FLOAT_3 += 12@ // (float) 
$WANTEDCROSSOFF_OBJECTS(4@,10i) = Object.Init(#WANTED_CROSS_OFF, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.KeepInMemory($WANTEDCROSSOFF_OBJECTS(4@,10i)) = True
Object.Angle($WANTEDCROSSOFF_OBJECTS(4@,10i)) = 180.0

:IMPEXPM_1545
4@ += 1 
jump @IMPEXPM_1217 

:IMPEXPM_1559
wait 0 
if 
  $1909 == 0 
else_jump @IMPEXPM_1588 
jump @IMPEXPM_1559 

:IMPEXPM_1588
if 
  26@ == 1 
else_jump @IMPEXPM_1730 
if 
056E:   car 22@ defined 
else_jump @IMPEXPM_1730 
if 
   not Car.Wrecked(22@)
else_jump @IMPEXPM_1680 
Car.LockInCurrentPosition(22@) = True
if 
82CA:   not car 22@ bounding_sphere_visible 
else_jump @IMPEXPM_1673 
Car.Destroy(22@)
26@ = 0 

:IMPEXPM_1673
jump @IMPEXPM_1692 

:IMPEXPM_1680
Car.Destroy(22@)
26@ = 0 

:IMPEXPM_1692
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
if 
003B:   17@ == 22@ // (int) 
else_jump @IMPEXPM_1730 
0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 

:IMPEXPM_1730
if and
   not $IMPORT_NEW_AVAILABLE_CARS_NUMBER == 0 
  33@ > 5000 
else_jump @IMPEXPM_1836 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @IMPEXPM_1836 
if 
  $IMPORT_NEW_AVAILABLE_CARS_NUMBER == 1 
else_jump @IMPEXPM_1800 
03E5: show_text_box 'IE25'  // Ein neues Fahrzeug kann jetzt importiert werden.

:IMPEXPM_1800
if 
  $IMPORT_NEW_AVAILABLE_CARS_NUMBER == 2 
else_jump @IMPEXPM_1829 
03E5: show_text_box 'IE26'  // Zwei neue Fahrzeuge knnen jetzt importiert werden.

:IMPEXPM_1829
$IMPORT_NEW_AVAILABLE_CARS_NUMBER = 0 

:IMPEXPM_1836
if 
  $HELP_IMPORT_SHOWN == 0 
else_jump @IMPEXPM_1941 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_1941 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -1574.881 135.3845 radius 40.0 40.0 
else_jump @IMPEXPM_1941 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @IMPEXPM_1941 
03E5: show_text_box 'IE27'  // Um ein Fahrzeug zu importieren, geh zu der Tafel, auf der die Wunschliste steht.
$HELP_IMPORT_SHOWN += 1 

:IMPEXPM_1941
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_7119 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -1574.881 135.3845 radius 150.0 150.0 
else_jump @IMPEXPM_7105 
if 
  15@ == 0 
else_jump @IMPEXPM_4301 
if 
  $ALL_CARS_COLLECTED_FLAG == 0 
else_jump @IMPEXPM_4027 
if 
  16@ == 0 
else_jump @IMPEXPM_2826 
gosub @IMPEXPM_10644 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_2120 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 
else_jump @IMPEXPM_2120 

:IMPEXPM_2120
073E: get_car_in_sphere -1577.942 52.6333 16.3281 radius 4.0 model #INFO handle_as $TEMPVAR_ACTOR_CAR 
if 
056E:   car $TEMPVAR_ACTOR_CAR defined 
else_jump @IMPEXPM_2533 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @IMPEXPM_2533 
if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
else_jump @IMPEXPM_2533 
if 
81F3:   not car $TEMPVAR_ACTOR_CAR in_air 
else_jump @IMPEXPM_2533 
if 
803C:   not  $TEMPVAR_ACTOR_CAR == 17@ // (int) 
else_jump @IMPEXPM_2533 
6@ = Car.Model($TEMPVAR_ACTOR_CAR)
4@ = 0 
5@ = 0 

:IMPEXPM_2252
if 
  10 > 4@ 
else_jump @IMPEXPM_2343 
if 
003C:   $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // (int) 
else_jump @IMPEXPM_2329 
if 
  $EXPORT_CARS_STATUS(4@,10i) == 0 
else_jump @IMPEXPM_2329 
5@ = 1 
4@ = 10 

:IMPEXPM_2329
4@ += 1 
jump @IMPEXPM_2252 

:IMPEXPM_2343
if 
  5@ == 1 
else_jump @IMPEXPM_2504 
008B: 22@ = $TEMPVAR_ACTOR_CAR // (int) 
if 
0431:   car $TEMPVAR_ACTOR_CAR passenger_seat_free 0 
else_jump @IMPEXPM_2431 
0376: 18@ = create_random_actor_at -1576.88 55.26 8.57 
0430: put_actor 18@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
0337: set_actor 18@ visibility 0 
jump @IMPEXPM_2483 

:IMPEXPM_2431
0432: 18@ = get_actor_handle_from_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
Actor.DestroyInstantly(18@)
0376: 18@ = create_random_actor_at -1576.88 55.26 8.57 
0430: put_actor 18@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
0337: set_actor 18@ visibility 0 

:IMPEXPM_2483
16@ += 1 
32@ = 0 
jump @IMPEXPM_2533 

:IMPEXPM_2504
if 
876F:   not text_priority_displayed 
else_jump @IMPEXPM_2533 
00BB: show_text_lowpriority GXT 'IE23' time 3000 flag 1  // ~s~Dieses Fahrzeug wird nicht fr den Export bentigt.

:IMPEXPM_2533
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_2826 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @IMPEXPM_2826 
if 
0103:   actor $PLAYER_ACTOR in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 sphere 0 stopped_in_car 
else_jump @IMPEXPM_2826 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
6@ = Car.Model($TEMPVAR_ACTOR_CAR)
4@ = 0 
5@ = 0 

:IMPEXPM_2643
if 
  10 > 4@ 
else_jump @IMPEXPM_2734 
if 
003C:   $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // (int) 
else_jump @IMPEXPM_2720 
if 
  $EXPORT_CARS_STATUS(4@,10i) == 0 
else_jump @IMPEXPM_2720 
5@ = 1 
4@ = 10 

:IMPEXPM_2720
4@ += 1 
jump @IMPEXPM_2643 

:IMPEXPM_2734
if 
  5@ == 1 
else_jump @IMPEXPM_2797 
008B: 22@ = $TEMPVAR_ACTOR_CAR // (int) 
if 
   not Car.Wrecked(22@)
else_jump @IMPEXPM_2776 

:IMPEXPM_2776
16@ += 1 
32@ = 0 
jump @IMPEXPM_2826 

:IMPEXPM_2797
if 
876F:   not text_priority_displayed 
else_jump @IMPEXPM_2826 
00BB: show_text_lowpriority GXT 'IE23' time 3000 flag 1  // ~s~Dieses Fahrzeug wird nicht fr den Export bentigt.

:IMPEXPM_2826
if 
  16@ == 1 
else_jump @IMPEXPM_3536 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @IMPEXPM_2870 
0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to 0.7 // float 

:IMPEXPM_2870
$1912 = 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_2900 
Player.CanMove($PLAYER_CHAR) = False

:IMPEXPM_2900
fade 0 250 

:IMPEXPM_2907
if 
fading 
else_jump @IMPEXPM_2931 
wait 0 
jump @IMPEXPM_2907 

:IMPEXPM_2931
if 
056E:   car 22@ defined 
else_jump @IMPEXPM_3046 
if 
   not Car.Wrecked(22@)
else_jump @IMPEXPM_3046 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_2993 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:IMPEXPM_2993
Car.PutAt(22@, -1577.942, 52.6333, 40.0)
Car.LockInCurrentPosition(22@) = True
4@ = Car.Health(22@)
0091: $EXPORT_PRICE_HEALTH_MULTIPLIER = integer 4@ to_float 
$EXPORT_PRICE_HEALTH_MULTIPLIER /= 1000.0 

:IMPEXPM_3046
02A3: enable_widescreen 1 
Camera.SetPosition(-1573.419, 53.4591, 17.9655, 0.0, 0.0, 0.0)
Camera.PointAt(-1574.344, 53.0835, 17.9027, 2)
0395: clear_area 1 at -1577.942 52.6333 16.3281 radius 9.0 
wait 0 
if 
   not Car.Wrecked(22@)
else_jump @IMPEXPM_3325 
4@ = Car.Model(22@)
07E4: get_model 4@ dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to 7@ 8@ 9@ 
0087: 12@ = 8@ // (float) 
0065: 12@ -= $TEMPVAR_FLOAT_2 // (float) 
12@ /= 2.0 
12@ *= -1.0 
02F6: 14@ = cosine 45.0 // (float) 
02F7: 13@ = sine 45.0 // (float) 
006B: 13@ *= 12@ // (float) 
006B: 14@ *= 12@ // (float) 
$TEMPVAR_FLOAT_1 = -1577.942 
005F: $TEMPVAR_FLOAT_1 += 14@ // (float) 
$TEMPVAR_FLOAT_2 = 52.6333 
005F: $TEMPVAR_FLOAT_2 += 13@ // (float) 
$TEMPVAR_FLOAT_3 = 16.3281 
Car.LockInCurrentPosition(22@) = False
Car.PutAt(22@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(22@) = 315.0

:IMPEXPM_3325
fade 1 250 

:IMPEXPM_3332
if 
fading 
else_jump @IMPEXPM_3356 
wait 0 
jump @IMPEXPM_3332 

:IMPEXPM_3356
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_3482 
if 
   not Car.Wrecked(22@)
else_jump @IMPEXPM_3482 
if 
   Actor.InCar($PLAYER_ACTOR, 22@)
else_jump @IMPEXPM_3475 
31@ = 1 
0615: define_AS_pack_begin 30@ 
05CD: AS_actor -1 exit_car 22@ 
05D3: AS_actor -1 goto_point -1578.164 63.7954 16.3281 mode 4 10000 ms // versionA 
0616: define_AS_pack_end 30@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 30@ 
061B: remove_references_to_AS_pack 30@ 
jump @IMPEXPM_3482 

:IMPEXPM_3475
31@ = 0 

:IMPEXPM_3482
00BC: show_text_highpriority GXT 'IE24' time 5000 flag 1  // ~s~Du hast dieses Fahrzeug erfolgreich zum Export abgeliefert.
if 
00E1:   player 0 pressed_key 16 
else_jump @IMPEXPM_3522 
1@ = 1 

:IMPEXPM_3522
32@ = 0 
16@ += 1 

:IMPEXPM_3536
if 
  16@ == 2 
else_jump @IMPEXPM_3646 
if or
  32@ > 5000 
00E1:   player 0 pressed_key 16 
else_jump @IMPEXPM_3604 
if 
  1@ == 0 
else_jump @IMPEXPM_3604 
16@ += 1 

:IMPEXPM_3604
if 
  1@ == 1 
else_jump @IMPEXPM_3646 
if 
80E1:   not player 0 pressed_key 16 
else_jump @IMPEXPM_3646 
1@ = 0 

:IMPEXPM_3646
if 
  16@ == 3 
else_jump @IMPEXPM_4027 
fade 0 500 

:IMPEXPM_3671
if 
fading 
else_jump @IMPEXPM_3695 
wait 0 
jump @IMPEXPM_3671 

:IMPEXPM_3695
if 
   not 31@ == 0 
else_jump @IMPEXPM_3764 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_3764 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -1578.164, 63.7954, 16.3281)
Actor.Angle($PLAYER_ACTOR) = 0.8

:IMPEXPM_3764
gosub @IMPEXPM_9397 
Car.Destroy(22@)
if 
056D:   actor 18@ defined 
else_jump @IMPEXPM_3797 
Actor.DestroyInstantly(18@)

:IMPEXPM_3797
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
$1912 = 0 
if 
  $FLAG_PLAYER_IN_CRANE == 2 
else_jump @IMPEXPM_3837 
$1911 = 1 

:IMPEXPM_3837
fade 1 500 

:IMPEXPM_3844
if 
fading 
else_jump @IMPEXPM_3868 
wait 0 
jump @IMPEXPM_3844 

:IMPEXPM_3868
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_3891 
Player.CanMove($PLAYER_CHAR) = True

:IMPEXPM_3891
if 
  $ALL_CARS_COLLECTED_FLAG == 1 
else_jump @IMPEXPM_3950 
00BA: show_text_styled GXT 'IE29' time 5000 style 1  // Alle Autos beschafft!
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
wait 5000 

:IMPEXPM_3950
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_3974 
Player.Money($PLAYER_CHAR) += 29@

:IMPEXPM_3974
01E3: show_text_1number_styled GXT 'IE30' number 29@ time 5000 style 1  // Einknfte~N~~w~$~1~
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
33@ = 0 
jump @IMPEXPM_577 

:IMPEXPM_4027
if 
03CA:   object 27@ exists 
else_jump @IMPEXPM_4301 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 1.5 0.0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_4301 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 1.0 2.0 on_foot 
else_jump @IMPEXPM_4267 
if 
   not 23@ == 1 
else_jump @IMPEXPM_4166 
03E5: show_text_box 'IE18'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um die zum Kauf verfgbaren Autos anzusehen.
23@ = 1 

:IMPEXPM_4166
07CC: set_player $PLAYER_CHAR button_15 0 
if 
  0@ == 0 
else_jump @IMPEXPM_4236 
if 
00E1:   player 0 pressed_key 15 
else_jump @IMPEXPM_4229 
0@ = 1 
15@ = 1 
jump @IMPEXPM_577 

:IMPEXPM_4229
jump @IMPEXPM_4260 

:IMPEXPM_4236
if 
80E1:   not player 0 pressed_key 15 
else_jump @IMPEXPM_4260 
0@ = 0 

:IMPEXPM_4260
jump @IMPEXPM_4301 

:IMPEXPM_4267
if 
  23@ == 1 
else_jump @IMPEXPM_4294 
03E6: remove_text_box 
23@ = 0 

:IMPEXPM_4294
07CC: set_player $PLAYER_CHAR button_15 1 

:IMPEXPM_4301
if 
  15@ == 1 
else_jump @IMPEXPM_7098 

:IMPEXPM_4319
if 
  16@ == 0 
else_jump @IMPEXPM_4596 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_4360 
Player.CanMove($PLAYER_CHAR) = False

:IMPEXPM_4360
0512: show_permanent_text_box 'IE20'  // Benutze ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um einen Tag auszuwhlen.~N~~k~~PED_SPRINT~ Auswhlen~N~~k~~VEHICLE_ENTER_EXIT~ Ende
0581: enable_radar 0 
08D4: $1153 = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Importe
08DB: set_panel $1153 column 0 header 'DUMMY' data 'IE16' 'IE10' 'IE11' 'IE12' 'IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sonntag // Montag // Dienstag // Mittwoch // Donnerstag // Freitag // Samstag
if 
  4@ == -69 
else_jump @IMPEXPM_4569 
090E: set_panel $1153 active_row $1148 
jump @IMPEXPM_4589 

:IMPEXPM_4569
07D0: 4@ = weekday 
4@ += -1 
090E: set_panel $1153 active_row 4@ 

:IMPEXPM_4589
16@ += 1 

:IMPEXPM_4596
if 
  16@ == 1 
else_jump @IMPEXPM_4870 
if 
  1@ == 0 
else_jump @IMPEXPM_4689 
if 
00E1:   player 0 pressed_key 16 
else_jump @IMPEXPM_4682 
08D7: $1148 = panel $1153 active_row 
16@ += 1 
1@ = 1 
03D5: remove_text 'IE28'  // Heute werden keine Fahrzeuge importiert.

:IMPEXPM_4682
jump @IMPEXPM_4713 

:IMPEXPM_4689
if 
80E1:   not player 0 pressed_key 16 
else_jump @IMPEXPM_4713 
1@ = 0 

:IMPEXPM_4713
if 
  0@ == 0 
else_jump @IMPEXPM_4812 
if 
00E1:   player 0 pressed_key 15 
else_jump @IMPEXPM_4805 
gosub @IMPEXPM_9031 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_4778 
Player.CanMove($PLAYER_CHAR) = True

:IMPEXPM_4778
0581: enable_radar 1 
03E6: remove_text_box 
15@ = 0 
16@ = 0 
0@ = 1 

:IMPEXPM_4805
jump @IMPEXPM_4836 

:IMPEXPM_4812
if 
80E1:   not player 0 pressed_key 15 
else_jump @IMPEXPM_4836 
0@ = 0 

:IMPEXPM_4836
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 9 
else_jump @IMPEXPM_4870 
03D5: remove_text 'IE28'  // Heute werden keine Fahrzeuge importiert.

:IMPEXPM_4870
if 
  16@ == 2 
else_jump @IMPEXPM_5558 
0084: $1194 = $1148 // (int) 
gosub @IMPEXPM_10721 
4@ = 0 
5@ = 0 

:IMPEXPM_4917
if 
  6 > 4@ 
else_jump @IMPEXPM_4985 
if 
   not $IMPORT_CARS_MODEL(4@,6i) == -1 
else_jump @IMPEXPM_4971 
5@ = 1 
4@ = 6 

:IMPEXPM_4971
4@ += 1 
jump @IMPEXPM_4917 

:IMPEXPM_4985
if 
  5@ == 0 
else_jump @IMPEXPM_5040 
00BC: show_text_highpriority GXT 'IE28' time 5000 flag 1  // Heute werden keine Fahrzeuge importiert.
16@ = 1 
jump @IMPEXPM_4319 
jump @IMPEXPM_5558 

:IMPEXPM_5040
0512: show_permanent_text_box 'IE21'  // Benutze ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um ein Fahrzeug auszuwhlen.~N~~k~~PED_SPRINT~ Auto kaufen~N~~k~~VEHICLE_ENTER_EXIT~ Zurck
08DA: remove_panel $1153 
08D4: $IMPORT_CAR_PANEL = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 2 interactive 1 background 1 alignment 0  // Importe
4@ = 0 

:IMPEXPM_5100
if 
  6 > 4@ 
else_jump @IMPEXPM_5206 
008B: 6@ = $IMPORT_CARS_MODEL(4@,6i) // (int) 
if 
   not 6@ == -1 
else_jump @IMPEXPM_5174 
gosub @IMPEXPM_11874 
05A9: $IMPORT_CAR_NAMES(4@,6s) = s$IMPORT_MODEL_NAME 
jump @IMPEXPM_5192 

:IMPEXPM_5174
05A9: $IMPORT_CAR_NAMES(4@,6s) = 'DUMMY' 

:IMPEXPM_5192
4@ += 1 
jump @IMPEXPM_5100 

:IMPEXPM_5206
008B: 4@ = $1148 // (int) 
08DB: set_panel $IMPORT_CAR_PANEL column 0 header $IMPORT_DAYS(4@,7s) data s$IMPORT_CAR_NAMES[0] s$IMPORT_CAR_NAMES[1] s$IMPORT_CAR_NAMES[2] s$IMPORT_CAR_NAMES[3] s$IMPORT_CAR_NAMES[4] s$IMPORT_CAR_NAMES[5] 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: set_panel $IMPORT_CAR_PANEL column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
4@ = 0 

:IMPEXPM_5431
if 
  6 > 4@ 
else_jump @IMPEXPM_5551 
008B: 6@ = $IMPORT_CARS_MODEL(4@,6i) // (int) 
if 
   not 6@ == -1 
else_jump @IMPEXPM_5537 
09E1: get_car_model $IMPORT_CARS_MODEL(4@,6i) price_to $IMPORT_CAR_PRICE 
008F: 12@ = integer $IMPORT_CAR_PRICE to_float 
006F: 12@ *= $IMPORT_PRICE_MULTIPLIER // (float) 
0090: $IMPORT_CAR_PRICE = float 12@ to_integer 
08EE: set_panel $IMPORT_CAR_PANEL column 1 row 4@ text_1number GXT 'DOLLAR' number $IMPORT_CAR_PRICE  // $~1~

:IMPEXPM_5537
4@ += 1 
jump @IMPEXPM_5431 

:IMPEXPM_5551
16@ += 1 

:IMPEXPM_5558
if 
  16@ == 3 
else_jump @IMPEXPM_5765 
if 
  1@ == 0 
else_jump @IMPEXPM_5640 
if 
00E1:   player 0 pressed_key 16 
else_jump @IMPEXPM_5633 
08D7: $IMPORT_PANEL_ROW = panel $IMPORT_CAR_PANEL active_row 
16@ += 1 
1@ = 1 

:IMPEXPM_5633
jump @IMPEXPM_5664 

:IMPEXPM_5640
if 
80E1:   not player 0 pressed_key 16 
else_jump @IMPEXPM_5664 
1@ = 0 

:IMPEXPM_5664
if 
  0@ == 0 
else_jump @IMPEXPM_5741 
if 
00E1:   player 0 pressed_key 15 
else_jump @IMPEXPM_5734 
gosub @IMPEXPM_9031 
16@ = 0 
0@ = 1 
4@ = -69 
jump @IMPEXPM_4319 

:IMPEXPM_5734
jump @IMPEXPM_5765 

:IMPEXPM_5741
if 
80E1:   not player 0 pressed_key 15 
else_jump @IMPEXPM_5765 
0@ = 0 

:IMPEXPM_5765
if 
  16@ == 4 
else_jump @IMPEXPM_6075 
07D0: 4@ = weekday 
4@ += -1 
if 
87D6:   not  4@ == $1148 // integer vars 
else_jump @IMPEXPM_5844 
00BC: show_text_highpriority GXT 'IE19' time 5000 flag 1  // ~r~Du kannst ein Auto nur an~n~dem Tag kaufen, an dem es verfgbar ist.
gosub @IMPEXPM_9031 
16@ = 0 

:IMPEXPM_5844
09E1: get_car_model $IMPORT_CARS_MODEL(25@,6i) price_to $IMPORT_CAR_PRICE 
008F: 12@ = integer $IMPORT_CAR_PRICE to_float 
006F: 12@ *= $IMPORT_PRICE_MULTIPLIER // (float) 
0090: $IMPORT_CAR_PRICE = float 12@ to_integer 
4@ = Player.Money($PLAYER_CHAR)
if 
001E:   $IMPORT_CAR_PRICE > 4@ // (int) 
else_jump @IMPEXPM_5937 
00BC: show_text_highpriority GXT 'IE07' time 5000 flag 1  // ~r~Du hast nicht genug Geld!
gosub @IMPEXPM_9031 
16@ = 0 

:IMPEXPM_5937
if 
   not 16@ == 0 
else_jump @IMPEXPM_5991 
if 
  $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) == -1 
else_jump @IMPEXPM_5991 
gosub @IMPEXPM_9031 
16@ = 0 

:IMPEXPM_5991
if 
   not 16@ == 0 
else_jump @IMPEXPM_6075 
09E1: get_car_model $IMPORT_CARS_MODEL(25@,6i) price_to $IMPORT_CAR_PRICE 
008F: 12@ = integer $IMPORT_CAR_PRICE to_float 
006F: 12@ *= $IMPORT_PRICE_MULTIPLIER // (float) 
0090: $IMPORT_CAR_PRICE = float 12@ to_integer 
008B: 4@ = $IMPORT_CAR_PRICE // (int) 
4@ *= -1 
Player.Money($PLAYER_CHAR) += 4@
16@ += 1 

:IMPEXPM_6075
if 
  16@ == 5 
else_jump @IMPEXPM_6548 
if 
   not Model.Available($IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i))
else_jump @IMPEXPM_6153 
Model.Load($IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i))

:IMPEXPM_6122
if 
   not Model.Available($IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i))
else_jump @IMPEXPM_6153 
wait 0 
jump @IMPEXPM_6122 

:IMPEXPM_6153
03E6: remove_text_box 
gosub @IMPEXPM_9031 
0395: clear_area 1 at -1572.168 63.2853 16.3281 radius 20.0 
gosub @IMPEXPM_13123 
$IMPORT_CAR = Car.Create($IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i), -1572.168, 63.2853, 16.3281)
0878: unknown_car $IMPORT_CAR unknown_set 0.0 
Car.Angle($IMPORT_CAR) = 315.0
Model.Destroy($IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i))
if 
04A3:   $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) == 589 // $ == any 
else_jump @IMPEXPM_6281 
0229: set_car $IMPORT_CAR primary_color_to 11 secondary_color_to 0 

:IMPEXPM_6281
4@ = Car.Model($IMPORT_CAR)
07E4: get_model 4@ dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to 7@ 8@ 9@ 
0087: 12@ = 8@ // (float) 
0065: 12@ -= $TEMPVAR_FLOAT_2 // (float) 
12@ /= 2.0 
12@ *= -1.0 
02F7: 13@ = sine 45.0 // (float) 
02F6: 14@ = cosine 45.0 // (float) 
006B: 13@ *= 12@ // (float) 
006B: 14@ *= 12@ // (float) 
$TEMPVAR_FLOAT_1 = -1572.168 
005F: $TEMPVAR_FLOAT_1 += 14@ // (float) 
$TEMPVAR_FLOAT_2 = 63.2853 
005F: $TEMPVAR_FLOAT_2 += 13@ // (float) 
$TEMPVAR_FLOAT_3 = 16.3281 
Car.PutAt($IMPORT_CAR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle($IMPORT_CAR) = 315.0
00BE: text_clear_all 
02A3: enable_widescreen 1 
Camera.SetPosition(-1567.597, 63.2567, 17.7586, 0.0, 0.0, 0.0)
Camera.PointAt(-1568.576, 63.0585, 17.7094, 2)
00BC: show_text_highpriority GXT 'IE08' time 5000 flag 1  // Dein neues Fahrzeug ist auf dem Containerschiff.
0623: add 1 to_integer_stat 214 
32@ = 0 
16@ += 1 

:IMPEXPM_6548
if 
  16@ == 6 
else_jump @IMPEXPM_6672 
if 
  32@ > 5000 
else_jump @IMPEXPM_6599 
16@ += 1 
jump @IMPEXPM_6672 

:IMPEXPM_6599
if 
  1@ == 0 
else_jump @IMPEXPM_6648 
if 
00E1:   player 0 pressed_key 16 
else_jump @IMPEXPM_6641 
16@ += 1 

:IMPEXPM_6641
jump @IMPEXPM_6672 

:IMPEXPM_6648
if 
80E1:   not player 0 pressed_key 16 
else_jump @IMPEXPM_6672 
1@ = 0 

:IMPEXPM_6672
if 
  16@ == 7 
else_jump @IMPEXPM_6743 
00BE: text_clear_all 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_6723 
Player.CanMove($PLAYER_CHAR) = True

:IMPEXPM_6723
07CC: set_player $PLAYER_CHAR button_15 1 
0581: enable_radar 1 
03E6: remove_text_box 
16@ += 1 

:IMPEXPM_6743
if 
  16@ == 8 
else_jump @IMPEXPM_7098 
if 
   not Car.Wrecked($IMPORT_CAR)
else_jump @IMPEXPM_6880 
if and
81AF:   not car $IMPORT_CAR sphere 0 in_sphere -1572.168 63.2853 16.3281 radius 30.0 30.0 5.0 
80C2:   not sphere_onscreen -1572.168 63.2853 16.3281 radius 5.0 
else_jump @IMPEXPM_6873 
Car.RemoveReferences($IMPORT_CAR)
15@ = 0 
16@ = 0 
jump @IMPEXPM_577 

:IMPEXPM_6873
jump @IMPEXPM_6906 

:IMPEXPM_6880
Car.RemoveReferences($IMPORT_CAR)
15@ = 0 
16@ = 0 
jump @IMPEXPM_577 

:IMPEXPM_6906
if 
03CA:   object 27@ exists 
else_jump @IMPEXPM_7098 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 1.5 0.0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_7098 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 1.0 2.0 on_foot 
else_jump @IMPEXPM_7098 
if 
  0@ == 0 
else_jump @IMPEXPM_7074 
if 
00E1:   player 0 pressed_key 15 
else_jump @IMPEXPM_7067 
0@ = 1 
00BC: show_text_highpriority GXT 'IE08' time 5000 flag 1  // Dein neues Fahrzeug ist auf dem Containerschiff.

:IMPEXPM_7067
jump @IMPEXPM_7098 

:IMPEXPM_7074
if 
80E1:   not player 0 pressed_key 15 
else_jump @IMPEXPM_7098 
0@ = 0 

:IMPEXPM_7098
jump @IMPEXPM_7112 

:IMPEXPM_7105
jump @IMPEXPM_9043 

:IMPEXPM_7112
jump @IMPEXPM_7126 

:IMPEXPM_7119
jump @IMPEXPM_9043 

:IMPEXPM_7126
if 
0736:   NOP_false 85 
else_jump @IMPEXPM_7235 
4@ = 0 

:IMPEXPM_7148
if 
  10 > 4@ 
else_jump @IMPEXPM_7221 
if 
  $EXPORT_CARS_STATUS(4@,10i) == 0 
else_jump @IMPEXPM_7207 
008B: 6@ = $CAR_MODELS_TO_EXPORT(4@,10i) // (int) 
4@ = 10 

:IMPEXPM_7207
4@ += 1 
jump @IMPEXPM_7148 

:IMPEXPM_7221
gosub @IMPEXPM_9397 
jump @IMPEXPM_577 

:IMPEXPM_7235
if 
0736:   NOP_false 84 
else_jump @IMPEXPM_9024 
03A9: NOP 
03A9: NOP 
05B6: 1 // CURRENT_WANTED_LIST = 
03A7: NOP $CURRENT_WANTED_LIST 
03A9: NOP 
05B6: 2 // MODID, STATUS, PAYOUT, EXP NAME,  CROSS OUT
03A9: NOP 
4@ = 0 

:IMPEXPM_7530
if 
  10 > 4@ 
else_jump @IMPEXPM_8120 
03A7: NOP $CAR_MODELS_TO_EXPORT(4@,10i) 
05B6: 3 //         
03A7: NOP $EXPORT_CARS_STATUS(4@,10i) 
05B6: 4 //         
05B6: 5 //         
03A7: NOP $1130(4@,10i) 
05B6: 6 //         
03A7: NOP $WANTEDCROSSOFF_OBJECTS(4@,10i) 
03A9: NOP 
4@ += 1 
jump @IMPEXPM_7530 

:IMPEXPM_8120
03A9: NOP 
05B6: 7 // IMPORT DETAILS
03A9: NOP 
05B6: 8 // MODID, IMP NAME
03A9: NOP 
4@ = 0 

:IMPEXPM_8393
if 
  6 > 4@ 
else_jump @IMPEXPM_8575 
03A7: NOP $IMPORT_CARS_MODEL(4@,6i) 
05B6: 9 //          
03A7: NOP $1140(4@,6i) 
03A9: NOP 
4@ += 1 
jump @IMPEXPM_8393 

:IMPEXPM_8575
03A9: NOP 
05B6: 10 // UNLOCKED_IMPORT_CARS ARRAY
03A9: NOP 
4@ = 0 

:IMPEXPM_8716
if 
  42 > 4@ 
else_jump @IMPEXPM_9024 
05B6: 11 // UNLOCKED_IMPORT_CARS[
03A7: NOP 4@ 
05B6: 12 // ] = 
03A7: NOP $UNLOCKED_IMPORT_CARS(4@,42i) 
03A9: NOP 
4@ += 1 
jump @IMPEXPM_8716 

:IMPEXPM_9024
jump @IMPEXPM_1559 

:IMPEXPM_9031
08DA: remove_panel $1153 
08DA: remove_panel $IMPORT_CAR_PANEL 
return 

:IMPEXPM_9043
if 
056E:   car 22@ defined 
else_jump @IMPEXPM_9113 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @IMPEXPM_9113 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
if 
803B:   not  17@ == 22@ // (int) 
else_jump @IMPEXPM_9113 
Car.RemoveReferences(22@)

:IMPEXPM_9113
if 
056E:   car $IMPORT_CAR defined 
else_jump @IMPEXPM_9183 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @IMPEXPM_9183 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
if 
87D6:   not  17@ == $IMPORT_CAR // integer vars 
else_jump @IMPEXPM_9183 
Car.RemoveReferences($IMPORT_CAR)

:IMPEXPM_9183
if 
056D:   actor 18@ defined 
else_jump @IMPEXPM_9204 
Actor.DestroyInstantly(18@)

:IMPEXPM_9204
if 
03CA:   object 24@ exists 
else_jump @IMPEXPM_9225 
Object.Destroy(24@)

:IMPEXPM_9225
4@ = 0 

:IMPEXPM_9232
if 
  10 > 4@ 
else_jump @IMPEXPM_9293 
if 
03CA:   object $WANTEDCROSSOFF_OBJECTS(4@,10i) exists 
else_jump @IMPEXPM_9279 
Object.Destroy($WANTEDCROSSOFF_OBJECTS(4@,10i))

:IMPEXPM_9279
4@ += 1 
jump @IMPEXPM_9232 

:IMPEXPM_9293
if 
03CA:   object $WANTED_LIST_OBJECT exists 
else_jump @IMPEXPM_9314 
Object.Destroy($WANTED_LIST_OBJECT)

:IMPEXPM_9314
if 
  $1146 == 1 
else_jump @IMPEXPM_9339 
$41 = 1 

:IMPEXPM_9339
jump @IMPEXPM_484 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_9376 
Player.CanMove($PLAYER_CHAR) = True
07CC: set_player $PLAYER_CHAR button_15 1 

:IMPEXPM_9376
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BE: text_clear_all 
0@ = 1 
return 
return 

:IMPEXPM_9397
0623: add 1 to_integer_stat 213 
4@ = 0 

:IMPEXPM_9411
if 
  10 > 4@ 
else_jump @IMPEXPM_9675 
if 
003C:   $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // (int) 
else_jump @IMPEXPM_9661 
if 
  $EXPORT_CARS_STATUS(4@,10i) == 0 
else_jump @IMPEXPM_9661 
$EXPORT_CARS_STATUS(4@,10i) = 1 
09E1: get_car_model 6@ price_to 29@ 
0093: 12@ = integer 29@ to_float 
006F: 12@ *= $EXPORT_PRICE_MULTIPLIER // (float) 
006F: 12@ *= $EXPORT_PRICE_HEALTH_MULTIPLIER // (float) 
0092: 29@ = float 12@ to_integer 
0652: 4@ = integer_stat 213 
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @IMPEXPM_9654 jumps 10 @IMPEXPM_9596 20 @IMPEXPM_9613 30 @IMPEXPM_9630 -1 @IMPEXPM_9654 -1 @IMPEXPM_9654 -1 @IMPEXPM_9654 -1 @IMPEXPM_9654 

:IMPEXPM_9596
29@ += 50000 
jump @IMPEXPM_9654 

:IMPEXPM_9613
29@ += 100000 
jump @IMPEXPM_9654 

:IMPEXPM_9630
29@ += 200000 
$ALL_CARS_COLLECTED_FLAG = 1 
jump @IMPEXPM_9654 

:IMPEXPM_9654
4@ = 10 

:IMPEXPM_9661
4@ += 1 
jump @IMPEXPM_9411 

:IMPEXPM_9675
gosub @IMPEXPM_11683 
4@ = 0 

:IMPEXPM_9689
if 
  42 > 4@ 
else_jump @IMPEXPM_9770 
if 
  $UNLOCKED_IMPORT_CARS(4@,42i) == -1 
else_jump @IMPEXPM_9756 
008A: $UNLOCKED_IMPORT_CARS(4@,42i) = 6@ // (int) 
0085: 5@ = 4@ // (int) 
4@ = 42 

:IMPEXPM_9756
4@ += 1 
jump @IMPEXPM_9689 

:IMPEXPM_9770
$IMPORT_NEW_AVAILABLE_CARS_NUMBER = 1 
0871: init_jump_table 5@ total_jumps 6 default_jump 0 @IMPEXPM_10062 jumps 10 @IMPEXPM_9840 16 @IMPEXPM_9873 22 @IMPEXPM_9914 28 @IMPEXPM_9947 34 @IMPEXPM_9988 40 @IMPEXPM_10021 -1 @IMPEXPM_10062 

:IMPEXPM_9840
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 444 // $ = any 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_9873
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 555 // $ = any 
030C: progress_made += 1 
0394: play_music 2 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_9914
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 568 // $ = any 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_9947
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 451 // $ = any 
030C: progress_made += 1 
0394: play_music 2 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_9988
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 539 // $ = any 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_10021
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 541 // $ = any 
030C: progress_made += 1 
0394: play_music 2 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_10062
return 

:IMPEXPM_10064
if and
  $ONMISSION == 1 
   not $1185 == 1 
else_jump @IMPEXPM_10166 
$CAR_MODELS_TO_EXPORT[0] = -1 
$CAR_MODELS_TO_EXPORT[1] = -1 
$CAR_MODELS_TO_EXPORT[2] = -1 
$CAR_MODELS_TO_EXPORT[3] = -1 
$CAR_MODELS_TO_EXPORT[4] = -1 
$CAR_MODELS_TO_EXPORT[5] = -1 
$CAR_MODELS_TO_EXPORT[6] = -1 
$CAR_MODELS_TO_EXPORT[7] = -1 
$CAR_MODELS_TO_EXPORT[8] = -1 
$CAR_MODELS_TO_EXPORT[9] = -1 
jump @IMPEXPM_10642 

:IMPEXPM_10166
4@ = 0 
5@ = 0 

:IMPEXPM_10180
if 
  10 > 4@ 
else_jump @IMPEXPM_10241 
if 
  $EXPORT_CARS_STATUS(4@,10i) == 1 
else_jump @IMPEXPM_10227 
5@ += 1 

:IMPEXPM_10227
4@ += 1 
jump @IMPEXPM_10180 

:IMPEXPM_10241
if 
  5@ == 10 
else_jump @IMPEXPM_10348 
if 
  2 > $CURRENT_WANTED_LIST 
else_jump @IMPEXPM_10341 
$CURRENT_WANTED_LIST += 1 
4@ = 0 

:IMPEXPM_10291
if 
  10 > 4@ 
else_jump @IMPEXPM_10334 
$EXPORT_CARS_STATUS(4@,10i) = 0 
4@ += 1 
jump @IMPEXPM_10291 

:IMPEXPM_10334
jump @IMPEXPM_10348 

:IMPEXPM_10341
$ALL_CARS_COLLECTED_FLAG = 1 

:IMPEXPM_10348
if 
  $CURRENT_WANTED_LIST == 0 
else_jump @IMPEXPM_10446 
04AE: $CAR_MODELS_TO_EXPORT[0] = 402 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[1] = 405 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[2] = 411 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[3] = 483 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[4] = 445 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[5] = 470 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[6] = 468 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[7] = 409 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[8] = 533 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[9] = 534 // $ = any 

:IMPEXPM_10446
if 
  $CURRENT_WANTED_LIST == 1 
else_jump @IMPEXPM_10544 
04AE: $CAR_MODELS_TO_EXPORT[0] = 415 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[1] = 489 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[2] = 439 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[3] = 514 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[4] = 480 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[5] = 535 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[6] = 496 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[7] = 580 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[8] = 475 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[9] = 521 // $ = any 

:IMPEXPM_10544
if 
  $CURRENT_WANTED_LIST == 2 
else_jump @IMPEXPM_10642 
04AE: $CAR_MODELS_TO_EXPORT[0] = 429 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[1] = 506 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[2] = 508 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[3] = 579 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[4] = 424 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[5] = 536 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[6] = 463 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[7] = 500 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[8] = 477 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[9] = 587 // $ = any 

:IMPEXPM_10642
return 

:IMPEXPM_10644
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @IMPEXPM_10719 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
if 
   not 17@ == -1 
else_jump @IMPEXPM_10719 
if 
803B:   not  20@ == 17@ // (int) 
else_jump @IMPEXPM_10719 
0085: 20@ = 17@ // (int) 

:IMPEXPM_10719
return 

:IMPEXPM_10721
4@ = 0 

:IMPEXPM_10728
if 
  6 > 4@ 
else_jump @IMPEXPM_10771 
$IMPORT_CARS_MODEL(4@,6i) = -1 
4@ += 1 
jump @IMPEXPM_10728 

:IMPEXPM_10771
0871: init_jump_table $1194 total_jumps 7 default_jump 0 @IMPEXPM_11219 jumps 0 @IMPEXPM_10834 1 @IMPEXPM_10889 2 @IMPEXPM_10944 3 @IMPEXPM_10999 4 @IMPEXPM_11054 5 @IMPEXPM_11109 6 @IMPEXPM_11164 

:IMPEXPM_10834
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[0] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[7] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[14] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[21] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[28] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[35] // (int) 
jump @IMPEXPM_11219 

:IMPEXPM_10889
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[1] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[8] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[15] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[22] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[29] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[36] // (int) 
jump @IMPEXPM_11219 

:IMPEXPM_10944
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[2] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[9] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[16] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[23] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[30] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[37] // (int) 
jump @IMPEXPM_11219 

:IMPEXPM_10999
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[3] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[10] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[17] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[24] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[31] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[38] // (int) 
jump @IMPEXPM_11219 

:IMPEXPM_11054
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[4] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[11] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[18] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[25] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[32] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[39] // (int) 
jump @IMPEXPM_11219 

:IMPEXPM_11109
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[5] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[12] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[19] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[26] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[33] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[40] // (int) 
jump @IMPEXPM_11219 

:IMPEXPM_11164
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[6] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[13] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[20] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[27] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[34] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[41] // (int) 
jump @IMPEXPM_11219 

:IMPEXPM_11219
return 

:IMPEXPM_11221
4@ = 0 

:IMPEXPM_11228
if 
  5 > 4@ 
else_jump @IMPEXPM_11416 
if 
  $IMPORT_CAR_HANDLES(4@,5i) == -1 
else_jump @IMPEXPM_11294 
0084: $IMPORT_CAR_HANDLES(4@,5i) = $IMPORT_CAR // (int) 
4@ = 10 
jump @IMPEXPM_11409 

:IMPEXPM_11294
if 
056E:   car $IMPORT_CAR_HANDLES(4@,5i) defined 
else_jump @IMPEXPM_11382 
if 
   Car.Wrecked($IMPORT_CAR_HANDLES(4@,5i))
else_jump @IMPEXPM_11368 
Car.RemoveReferences($IMPORT_CAR_HANDLES(4@,5i))
$IMPORT_CAR_HANDLES(4@,5i) = -1 
jump @IMPEXPM_11221 
jump @IMPEXPM_11375 

:IMPEXPM_11368
4@ += 1 

:IMPEXPM_11375
jump @IMPEXPM_11409 

:IMPEXPM_11382
Car.RemoveReferences($IMPORT_CAR_HANDLES(4@,5i))
$IMPORT_CAR_HANDLES(4@,5i) = -1 
jump @IMPEXPM_11221 

:IMPEXPM_11409
jump @IMPEXPM_11228 

:IMPEXPM_11416
if 
  4@ == 5 
else_jump @IMPEXPM_11453 
Car.RemoveReferences($IMPORT_CAR_HANDLES[4])
$IMPORT_CAR_HANDLES[4] = -1 
jump @IMPEXPM_11221 

:IMPEXPM_11453
return 
4@ = 0 

:IMPEXPM_11462
if 
  5 > 4@ 
else_jump @IMPEXPM_11681 
if 
   not $IMPORT_CAR_HANDLES(4@,5i) == -1 
else_jump @IMPEXPM_11667 
if 
056E:   car $IMPORT_CAR_HANDLES(4@,5i) defined 
else_jump @IMPEXPM_11647 
if 
   not Car.Wrecked($IMPORT_CAR_HANDLES(4@,5i))
else_jump @IMPEXPM_11620 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_11613 
if 
8202:   not actor $PLAYER_ACTOR near_car $IMPORT_CAR_HANDLES(4@,5i) radius 500.0 500.0 flag 0 
else_jump @IMPEXPM_11613 
Car.RemoveReferences($IMPORT_CAR_HANDLES(4@,5i))
$IMPORT_CAR_HANDLES(4@,5i) = -1 

:IMPEXPM_11613
jump @IMPEXPM_11640 

:IMPEXPM_11620
Car.RemoveReferences($IMPORT_CAR_HANDLES(4@,5i))
$IMPORT_CAR_HANDLES(4@,5i) = -1 

:IMPEXPM_11640
jump @IMPEXPM_11667 

:IMPEXPM_11647
Car.RemoveReferences($IMPORT_CAR_HANDLES(4@,5i))
$IMPORT_CAR_HANDLES(4@,5i) = -1 

:IMPEXPM_11667
4@ += 1 
jump @IMPEXPM_11462 

:IMPEXPM_11681
return 

:IMPEXPM_11683
4@ = 0 

:IMPEXPM_11690
if 
  10 > 4@ 
else_jump @IMPEXPM_11872 
if 
  $CURRENT_WANTED_LIST == 0 
else_jump @IMPEXPM_11741 
0085: 5@ = 4@ // (int) 
5@ += 0 

:IMPEXPM_11741
if 
  $CURRENT_WANTED_LIST == 1 
else_jump @IMPEXPM_11774 
0085: 5@ = 4@ // (int) 
5@ += 10 

:IMPEXPM_11774
if 
  $CURRENT_WANTED_LIST == 2 
else_jump @IMPEXPM_11807 
0085: 5@ = 4@ // (int) 
5@ += 20 

:IMPEXPM_11807
if 
  $EXPORT_CARS_STATUS(4@,10i) == 0 
else_jump @IMPEXPM_11847 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS(5@,30i) cars_to_generate_to 101 
jump @IMPEXPM_11858 

:IMPEXPM_11847
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS(5@,30i) cars_to_generate_to 0 

:IMPEXPM_11858
4@ += 1 
jump @IMPEXPM_11690 

:IMPEXPM_11872
return 

:IMPEXPM_11874
0871: init_jump_table 6@ total_jumps 42 default_jump 0 @IMPEXPM_13121 jumps 402 @IMPEXPM_12281 404 @IMPEXPM_13100 405 @IMPEXPM_12302 409 @IMPEXPM_12428 411 @IMPEXPM_12323 415 @IMPEXPM_12554 424 @IMPEXPM_12911 
0872: jump_table_jumps 429 @IMPEXPM_12827 434 @IMPEXPM_13016 439 @IMPEXPM_12596 444 @IMPEXPM_12491 445 @IMPEXPM_12365 451 @IMPEXPM_12848 463 @IMPEXPM_12953 468 @IMPEXPM_12407 470 @IMPEXPM_12386 
0872: jump_table_jumps 475 @IMPEXPM_12722 477 @IMPEXPM_12995 480 @IMPEXPM_12638 483 @IMPEXPM_12344 489 @IMPEXPM_12575 496 @IMPEXPM_12680 500 @IMPEXPM_12974 506 @IMPEXPM_12806 508 @IMPEXPM_12869 
0872: jump_table_jumps 514 @IMPEXPM_12617 521 @IMPEXPM_12743 522 @IMPEXPM_12512 533 @IMPEXPM_12449 534 @IMPEXPM_12470 535 @IMPEXPM_12659 536 @IMPEXPM_12932 539 @IMPEXPM_13058 541 @IMPEXPM_13079 
0872: jump_table_jumps 555 @IMPEXPM_12533 559 @IMPEXPM_12260 568 @IMPEXPM_12785 573 @IMPEXPM_13037 579 @IMPEXPM_12890 580 @IMPEXPM_12701 587 @IMPEXPM_12764 589 @IMPEXPM_12239 -1 @IMPEXPM_13121 

:IMPEXPM_12239
05A9: s$IMPORT_MODEL_NAME = 'CLUB'  // Club
jump @IMPEXPM_13121 

:IMPEXPM_12260
05A9: s$IMPORT_MODEL_NAME = 'JESTER'  // Jester
jump @IMPEXPM_13121 

:IMPEXPM_12281
05A9: s$IMPORT_MODEL_NAME = 'BUFFALO'  // Buffalo
jump @IMPEXPM_13121 

:IMPEXPM_12302
05A9: s$IMPORT_MODEL_NAME = 'SENTINL'  // Sentinel
jump @IMPEXPM_13121 

:IMPEXPM_12323
05A9: s$IMPORT_MODEL_NAME = 'INFERNU'  // Infernus
jump @IMPEXPM_13121 

:IMPEXPM_12344
05A9: s$IMPORT_MODEL_NAME = 'CAMPER'  // Camper
jump @IMPEXPM_13121 

:IMPEXPM_12365
05A9: s$IMPORT_MODEL_NAME = 'ADMIRAL'  // Admiral
jump @IMPEXPM_13121 

:IMPEXPM_12386
05A9: s$IMPORT_MODEL_NAME = 'PATRIOT'  // Patriot
jump @IMPEXPM_13121 

:IMPEXPM_12407
05A9: s$IMPORT_MODEL_NAME = 'SANCHEZ'  // Sanchez
jump @IMPEXPM_13121 

:IMPEXPM_12428
05A9: s$IMPORT_MODEL_NAME = 'STRETCH'  // Stretch Limo
jump @IMPEXPM_13121 

:IMPEXPM_12449
05A9: s$IMPORT_MODEL_NAME = 'FELTZER'  // Feltzer
jump @IMPEXPM_13121 

:IMPEXPM_12470
05A9: s$IMPORT_MODEL_NAME = 'REMING'  // Remington
jump @IMPEXPM_13121 

:IMPEXPM_12491
05A9: s$IMPORT_MODEL_NAME = 'MONSTER'  // Monster
jump @IMPEXPM_13121 

:IMPEXPM_12512
05A9: s$IMPORT_MODEL_NAME = 'NRG500'  // NRG-500
jump @IMPEXPM_13121 

:IMPEXPM_12533
05A9: s$IMPORT_MODEL_NAME = 'WINDSOR'  // Windsor
jump @IMPEXPM_13121 

:IMPEXPM_12554
05A9: s$IMPORT_MODEL_NAME = 'CHEETAH'  // Cheetah
jump @IMPEXPM_13121 

:IMPEXPM_12575
05A9: s$IMPORT_MODEL_NAME = 'RANCHER'  // Rancher
jump @IMPEXPM_13121 

:IMPEXPM_12596
05A9: s$IMPORT_MODEL_NAME = 'STALION'  // Stallion
jump @IMPEXPM_13121 

:IMPEXPM_12617
05A9: s$IMPORT_MODEL_NAME = 'PETROL'  // Tanker
jump @IMPEXPM_13121 

:IMPEXPM_12638
05A9: s$IMPORT_MODEL_NAME = 'COMET'  // Comet
jump @IMPEXPM_13121 

:IMPEXPM_12659
05A9: s$IMPORT_MODEL_NAME = 'SLAMVAN'  // Slamvan
jump @IMPEXPM_13121 

:IMPEXPM_12680
05A9: s$IMPORT_MODEL_NAME = 'BLISTAC'  // Blista Compact
jump @IMPEXPM_13121 

:IMPEXPM_12701
05A9: s$IMPORT_MODEL_NAME = 'STAFFRD'  // Stafford
jump @IMPEXPM_13121 

:IMPEXPM_12722
05A9: s$IMPORT_MODEL_NAME = 'SABRE'  // Sabre
jump @IMPEXPM_13121 

:IMPEXPM_12743
05A9: s$IMPORT_MODEL_NAME = 'FCR900'  // FCR-900
jump @IMPEXPM_13121 

:IMPEXPM_12764
05A9: s$IMPORT_MODEL_NAME = 'EUROS'  // Euros
jump @IMPEXPM_13121 

:IMPEXPM_12785
05A9: s$IMPORT_MODEL_NAME = 'BANDITO'  // Bandito
jump @IMPEXPM_13121 

:IMPEXPM_12806
05A9: s$IMPORT_MODEL_NAME = 'SUPERGT'  // Super GT
jump @IMPEXPM_13121 

:IMPEXPM_12827
05A9: s$IMPORT_MODEL_NAME = 'BANSHEE'  // Banshee
jump @IMPEXPM_13121 

:IMPEXPM_12848
05A9: s$IMPORT_MODEL_NAME = 'TURISMO'  // Turismo
jump @IMPEXPM_13121 

:IMPEXPM_12869
05A9: s$IMPORT_MODEL_NAME = 'JOURNEY'  // Journey
jump @IMPEXPM_13121 

:IMPEXPM_12890
05A9: s$IMPORT_MODEL_NAME = 'HUNTLEY'  // Huntley
jump @IMPEXPM_13121 

:IMPEXPM_12911
05A9: s$IMPORT_MODEL_NAME = 'BFINJC'  // BF Injection
jump @IMPEXPM_13121 

:IMPEXPM_12932
05A9: s$IMPORT_MODEL_NAME = 'BLADE'  // Blade
jump @IMPEXPM_13121 

:IMPEXPM_12953
05A9: s$IMPORT_MODEL_NAME = 'FREEWAY'  // Freeway
jump @IMPEXPM_13121 

:IMPEXPM_12974
05A9: s$IMPORT_MODEL_NAME = 'MESAA'  // Mesa
jump @IMPEXPM_13121 

:IMPEXPM_12995
05A9: s$IMPORT_MODEL_NAME = 'ZR350'  // ZR-350
jump @IMPEXPM_13121 

:IMPEXPM_13016
05A9: s$IMPORT_MODEL_NAME = 'HOTKNIF'  // Hotknife
jump @IMPEXPM_13121 

:IMPEXPM_13037
05A9: s$IMPORT_MODEL_NAME = 'DUNE'  // Dune
jump @IMPEXPM_13121 

:IMPEXPM_13058
05A9: s$IMPORT_MODEL_NAME = 'VORTEX'  // Vortex
jump @IMPEXPM_13121 

:IMPEXPM_13079
05A9: s$IMPORT_MODEL_NAME = 'BULLET'  // Bullet
jump @IMPEXPM_13121 

:IMPEXPM_13100
05A9: s$IMPORT_MODEL_NAME = 'PEREN'  // Perennial
jump @IMPEXPM_13121 

:IMPEXPM_13121
return 

:IMPEXPM_13123
0871: init_jump_table $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) total_jumps 19 default_jump 1 @IMPEXPM_14444 jumps 405 @IMPEXPM_13560 411 @IMPEXPM_13917 415 @IMPEXPM_13865 424 @IMPEXPM_14175 429 @IMPEXPM_14048 470 @IMPEXPM_14201 475 @IMPEXPM_13839 
0872: jump_table_jumps 480 @IMPEXPM_13891 483 @IMPEXPM_13687 489 @IMPEXPM_13943 496 @IMPEXPM_13969 506 @IMPEXPM_13391 533 @IMPEXPM_13712 536 @IMPEXPM_14365 541 @IMPEXPM_14391 555 @IMPEXPM_13417 
0872: jump_table_jumps 559 @IMPEXPM_13470 587 @IMPEXPM_13365 589 @IMPEXPM_13339 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 

:IMPEXPM_13339
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "N13_LLF_" 
jump @IMPEXPM_14458 

:IMPEXPM_13365
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_DS3MP__" 
jump @IMPEXPM_14458 

:IMPEXPM_13391
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_CMACD1_" 
jump @IMPEXPM_14458 

:IMPEXPM_13417
0209: 4@ = random_int_in_ranges 0 3 
if 
  4@ == 0 
else_jump @IMPEXPM_13463 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "__C0S___" 

:IMPEXPM_13463
jump @IMPEXPM_14458 

:IMPEXPM_13470
0209: 4@ = random_int_in_ranges 0 3 
if 
  4@ == 1 
else_jump @IMPEXPM_13516 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_X2_GAV_" 

:IMPEXPM_13516
if 
  4@ == 2 
else_jump @IMPEXPM_13553 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "__G3PO__" 

:IMPEXPM_13553
jump @IMPEXPM_14458 

:IMPEXPM_13560
0209: 4@ = random_int_in_ranges 0 3 
if 
  4@ == 0 
else_jump @IMPEXPM_13606 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "D0N_D0N_" 

:IMPEXPM_13606
if 
  4@ == 1 
else_jump @IMPEXPM_13643 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_D0_NNY_" 

:IMPEXPM_13643
if 
  4@ == 2 
else_jump @IMPEXPM_13680 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "TH3_D0N_" 

:IMPEXPM_13680
jump @IMPEXPM_14458 

:IMPEXPM_13687
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "SJM1985" 
jump @IMPEXPM_14458 

:IMPEXPM_13712
0209: 4@ = random_int_in_ranges 0 5 
if 
  4@ == 1 
else_jump @IMPEXPM_13758 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "433_ADF_" 

:IMPEXPM_13758
if 
  4@ == 2 
else_jump @IMPEXPM_13795 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "DR_F_MBE" 

:IMPEXPM_13795
if 
  4@ == 3 
else_jump @IMPEXPM_13832 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "ANN_F3RG" 

:IMPEXPM_13832
jump @IMPEXPM_14458 

:IMPEXPM_13839
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "__FR4Z__" 
jump @IMPEXPM_14458 

:IMPEXPM_13865
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_IMY_AK_" 
jump @IMPEXPM_14458 

:IMPEXPM_13891
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_L0LLY__" 
jump @IMPEXPM_14458 

:IMPEXPM_13917
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_J_L33S_" 
jump @IMPEXPM_14458 

:IMPEXPM_13943
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "S4_LIJON" 
jump @IMPEXPM_14458 

:IMPEXPM_13969
0209: 4@ = random_int_in_ranges 0 2 
if 
  4@ == 0 
else_jump @IMPEXPM_14022 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "DI5CO5TU" 
jump @IMPEXPM_14041 

:IMPEXPM_14022
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "SM53_NUV" 

:IMPEXPM_14041
jump @IMPEXPM_14458 

:IMPEXPM_14048
0209: 4@ = random_int_in_ranges 0 3 
if 
  4@ == 0 
else_jump @IMPEXPM_14094 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "J3NYTAL5" 

:IMPEXPM_14094
if 
  4@ == 1 
else_jump @IMPEXPM_14131 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_J3_NCF_" 

:IMPEXPM_14131
if 
  4@ == 2 
else_jump @IMPEXPM_14168 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "DD0_N4LD" 

:IMPEXPM_14168
jump @IMPEXPM_14458 

:IMPEXPM_14175
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "LA5H_L3Y" 
jump @IMPEXPM_14458 

:IMPEXPM_14201
0209: 4@ = random_int_in_ranges 0 4 
if 
  4@ == 0 
else_jump @IMPEXPM_14247 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "AL3X_RES" 

:IMPEXPM_14247
if 
  4@ == 1 
else_jump @IMPEXPM_14284 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "R_F3RG1E" 

:IMPEXPM_14284
if 
  4@ == 2 
else_jump @IMPEXPM_14321 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "H4_NNAHF" 

:IMPEXPM_14321
if 
  4@ == 3 
else_jump @IMPEXPM_14358 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "CL41_RES" 

:IMPEXPM_14358
jump @IMPEXPM_14458 

:IMPEXPM_14365
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "R055_MCL" 
jump @IMPEXPM_14458 

:IMPEXPM_14391
0209: 4@ = random_int_in_ranges 0 4 
if 
  4@ == 0 
else_jump @IMPEXPM_14437 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "T00_FAST" 

:IMPEXPM_14437
jump @IMPEXPM_14458 

:IMPEXPM_14444
gosub @IMPEXPM_14460 
jump @IMPEXPM_14458 

:IMPEXPM_14458
return 

:IMPEXPM_14460
0209: 4@ = random_int_in_ranges 0 100 
0871: init_jump_table 4@ total_jumps 12 default_jump 0 @IMPEXPM_14909 jumps 0 @IMPEXPM_14597 1 @IMPEXPM_14623 2 @IMPEXPM_14649 3 @IMPEXPM_14675 4 @IMPEXPM_14701 5 @IMPEXPM_14727 6 @IMPEXPM_14753 
0872: jump_table_jumps 7 @IMPEXPM_14779 8 @IMPEXPM_14805 9 @IMPEXPM_14831 10 @IMPEXPM_14857 11 @IMPEXPM_14883 -1 @IMPEXPM_14909 -1 @IMPEXPM_14909 -1 @IMPEXPM_14909 -1 @IMPEXPM_14909 

:IMPEXPM_14597
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "R4N_G3RS" 
jump @IMPEXPM_14909 

:IMPEXPM_14623
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "GL4S_G0W" 
jump @IMPEXPM_14909 

:IMPEXPM_14649
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_ARRAN__" 
jump @IMPEXPM_14909 

:IMPEXPM_14675
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "AM0_RUS0" 
jump @IMPEXPM_14909 

:IMPEXPM_14701
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_AMAT0__" 
jump @IMPEXPM_14909 

:IMPEXPM_14727
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_GA_ZZA_" 
jump @IMPEXPM_14909 

:IMPEXPM_14753
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "ZID_ANE_" 
jump @IMPEXPM_14909 

:IMPEXPM_14779
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "MC_C01ST" 
jump @IMPEXPM_14909 

:IMPEXPM_14805
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "BAW_BAG_" 
jump @IMPEXPM_14909 

:IMPEXPM_14831
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "BR0_D1E_" 
jump @IMPEXPM_14909 

:IMPEXPM_14857
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "MR_J0BBY" 
jump @IMPEXPM_14909 

:IMPEXPM_14883
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "BR0_DICK" 
jump @IMPEXPM_14909 

:IMPEXPM_14909
return 

:IMPEXPC
thread 'IMPEXPC' 

:IMPEXPC_11
wait 5000 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPC_306 
if 
  $ONMISSION == 0 
else_jump @IMPEXPC_306 
if 
  $1909 == 1 
else_jump @IMPEXPC_306 
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @IMPEXPC_306 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @IMPEXPC_281 
if 
  0@ == 0 
else_jump @IMPEXPC_274 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
1@ = Car.Model($TEMPVAR_ACTOR_CAR)
2@ = 0 
3@ = 0 

:IMPEXPC_147
if 
  10 > 2@ 
else_jump @IMPEXPC_238 
if 
003C:   $CAR_MODELS_TO_EXPORT(2@,10i) == 1@ // (int) 
else_jump @IMPEXPC_224 
if 
  $EXPORT_CARS_STATUS(2@,10i) == 0 
else_jump @IMPEXPC_224 
3@ = 1 
2@ = 10 

:IMPEXPC_224
2@ += 1 
jump @IMPEXPC_147 

:IMPEXPC_238
if 
  3@ == 1 
else_jump @IMPEXPC_274 
03E5: show_text_box 'IE22'  // Du kannst dieses Fahrzeug drben bei den China Basin Docks exportieren.
0@ = 1 

:IMPEXPC_274
jump @IMPEXPC_306 

:IMPEXPC_281
if 
  0@ == 1 
else_jump @IMPEXPC_306 
0@ = 0 

:IMPEXPC_306
jump @IMPEXPC_11 

:APCHECK
thread 'APCHECK' 
set_wb_check_to 0 
$AIRPORT_OPEN_FLAG = 0 
$1195 = Object.Init(#WS_APGATE, -1543.742, -432.703, 6.039)
Object.Angle($1195) = -45.0
Object.RemoveFromMissionCleanupList($1195)
$1196 = Object.Init(#WS_APGATE, -1547.625, -428.82, 6.039)
Object.Angle($1196) = -45.0
Object.RemoveFromMissionCleanupList($1196)
$1197 = Object.Init(#WS_APGATE, -1222.953, 53.826, 14.134)
Object.Angle($1197) = -135.0
Object.RemoveFromMissionCleanupList($1197)
$1198 = Object.Init(#WS_APGATE, -1218.206, 68.883, 14.134)
Object.Angle($1198) = -135.0
Object.RemoveFromMissionCleanupList($1198)
$1199 = Object.Init(#WS_APGATE, 1964.342, -2189.776, 13.533)
Object.Angle($1199) = 180.0
Object.RemoveFromMissionCleanupList($1199)
$1200 = Object.Init(#WS_APGATE, 1958.851, -2189.777, 13.553)
Object.Angle($1200) = 180.0
Object.RemoveFromMissionCleanupList($1200)
$1201 = Object.Init(#WS_APGATE, 1704.777, 1605.165, 10.058)
Object.Angle($1201) = 73.0
Object.RemoveFromMissionCleanupList($1201)
$1202 = Object.Init(#WS_APGATE, 1706.364, 1610.422, 10.058)
Object.Angle($1202) = 73.0
Object.RemoveFromMissionCleanupList($1202)

:APCHECK_318
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @APCHECK_895 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1540.66 -435.786 6.039 radius 65.0 65.0 10.0 
else_jump @APCHECK_537 
if 
  $ONMISSION_MIKE_TORENO == 1 
else_jump @APCHECK_468 
$AIRPORT_OPEN_FLAG = 1 
create_thread @APGUARD -1 
Object.PutAt($1195, -1540.66, -435.786, 6.039)
Object.PutAt($1196, -1550.709, -425.736, 6.039)
jump @APCHECK_530 

:APCHECK_468
create_thread @APGUARD 1 
create_thread @AIRPORT_GATE_MOVING $1195 -1540.66 -435.786 6.039 
create_thread @AIRPORT_GATE_MOVING $1196 -1550.709 -425.736 6.039 

:APCHECK_530
jump @APCHECK_1087 

:APCHECK_537
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1968.697 -2189.776 13.553 radius 65.0 65.0 10.0 
else_jump @APCHECK_654 
create_thread @APGUARD 2 
create_thread @AIRPORT_GATE_MOVING $1199 1968.697 -2189.776 13.553 
create_thread @AIRPORT_GATE_MOVING $1200 1954.571 -2189.777 13.553 
jump @APCHECK_1547 

:APCHECK_654
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1703.4 1600.518 10.058 radius 65.0 65.0 10.0 
else_jump @APCHECK_771 
create_thread @APGUARD 3 
create_thread @AIRPORT_GATE_MOVING $1201 1703.4 1600.518 10.058 
create_thread @AIRPORT_GATE_MOVING $1202 1707.722 1614.937 10.058 
jump @APCHECK_1777 

:APCHECK_771
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1226.162 65.3807 13.0375 radius 65.0 65.0 10.0 
else_jump @APCHECK_888 
create_thread @APGUARD 4 
create_thread @AIRPORT_GATE_MOVING $1197 -1226.59 50.189 14.134 
create_thread @AIRPORT_GATE_MOVING $1198 -1214.392 72.697 14.134 
jump @APCHECK_1317 

:APCHECK_888
jump @APCHECK_1080 

:APCHECK_895
end_thread_named 'APGATE' 
Object.PutAt($1195, -1543.742, -432.703, 6.039)
Object.PutAt($1196, -1547.625, -428.82, 6.039)
Object.PutAt($1197, -1222.953, 53.826, 14.134)
Object.PutAt($1198, -1218.206, 68.883, 14.134)
Object.PutAt($1199, 1964.342, -2189.776, 13.533)
Object.PutAt($1200, 1958.851, -2189.777, 13.553)
Object.PutAt($1201, 1704.777, 1605.165, 10.058)
Object.PutAt($1202, 1706.364, 1610.422, 10.058)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1080
jump @APCHECK_318 

:APCHECK_1087
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @APCHECK_1245 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1540.66 -435.786 6.039 radius 66.0 66.0 10.0 
else_jump @APCHECK_1238 
if 
  $ONMISSION == 0 
else_jump @APCHECK_1238 
end_thread_named 'APGATE' 
Object.PutAt($1195, -1543.742, -432.703, 6.039)
Object.PutAt($1196, -1547.625, -428.82, 6.039)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1238
jump @APCHECK_1310 

:APCHECK_1245
end_thread_named 'APGATE' 
Object.PutAt($1195, -1543.742, -432.703, 6.039)
Object.PutAt($1196, -1547.625, -428.82, 6.039)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1310
jump @APCHECK_1087 

:APCHECK_1317
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @APCHECK_1475 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1226.162 65.3807 13.0375 radius 66.0 66.0 10.0 
else_jump @APCHECK_1468 
if 
  $ONMISSION == 0 
else_jump @APCHECK_1468 
end_thread_named 'APGATE' 
Object.PutAt($1197, -1222.953, 53.826, 14.134)
Object.PutAt($1198, -1218.206, 68.883, 14.134)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1468
jump @APCHECK_1540 

:APCHECK_1475
end_thread_named 'APGATE' 
Object.PutAt($1197, -1222.953, 53.826, 14.134)
Object.PutAt($1198, -1218.206, 68.883, 14.134)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1540
jump @APCHECK_1317 

:APCHECK_1547
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @APCHECK_1705 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1968.697 -2189.776 13.553 radius 66.0 66.0 10.0 
else_jump @APCHECK_1698 
if 
  $ONMISSION == 0 
else_jump @APCHECK_1698 
end_thread_named 'APGATE' 
Object.PutAt($1199, 1964.342, -2189.776, 13.533)
Object.PutAt($1200, 1958.851, -2189.777, 13.553)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1698
jump @APCHECK_1770 

:APCHECK_1705
end_thread_named 'APGATE' 
Object.PutAt($1199, 1964.342, -2189.776, 13.533)
Object.PutAt($1200, 1958.851, -2189.777, 13.553)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1770
jump @APCHECK_1547 

:APCHECK_1777
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @APCHECK_1935 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1703.4 1600.518 10.058 radius 66.0 66.0 10.0 
else_jump @APCHECK_1928 
if 
  $ONMISSION == 0 
else_jump @APCHECK_1928 
end_thread_named 'APGATE' 
Object.PutAt($1201, 1704.777, 1605.165, 10.058)
Object.PutAt($1202, 1706.364, 1610.422, 10.058)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1928
jump @APCHECK_2000 

:APCHECK_1935
end_thread_named 'APGATE' 
Object.PutAt($1201, 1704.777, 1605.165, 10.058)
Object.PutAt($1202, 1706.364, 1610.422, 10.058)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_2000
jump @APCHECK_1777 
end_thread 

:APGUARD
thread 'APGUARD' 
3@ = 0 

:APGUARD_18
if 
   not Model.Available(#WMYSGRD)
else_jump @APGUARD_48 
Model.Load(#WMYSGRD)
wait 0 
jump @APGUARD_18 

:APGUARD_48
0871: init_jump_table 0@ total_jumps 5 default_jump 0 @APGUARD_333 jumps -1 @APGUARD_111 1 @APGUARD_169 2 @APGUARD_210 3 @APGUARD_251 4 @APGUARD_292 -1 @APGUARD_333 -1 @APGUARD_333 

:APGUARD_111
1@ = Actor.Create(CivMale, #WMYSGRD, -1544.88, -441.1089, 5.0068)
Actor.Angle(1@) = 7.3631
03FE: set_actor 1@ money 0 
Actor.RemoveFromMissionCleanupList(1@)
0762: AS_actor 1@ dies 
jump @APGUARD_333 

:APGUARD_169
1@ = Actor.Create(CivMale, #WMYSGRD, -1544.396, -443.2464, 5.045)
Actor.Angle(1@) = 54.6458
jump @APGUARD_333 

:APGUARD_210
1@ = Actor.Create(CivMale, #WMYSGRD, 1955.809, -2181.541, 12.5865)
Actor.Angle(1@) = 272.1978
jump @APGUARD_333 

:APGUARD_251
1@ = Actor.Create(CivMale, #WMYSGRD, 1717.202, 1617.376, 9.1924)
Actor.Angle(1@) = 186.0379
jump @APGUARD_333 

:APGUARD_292
1@ = Actor.Create(CivMale, #WMYSGRD, -1229.438, 55.3906, 13.2328)
Actor.Angle(1@) = 301.4596
jump @APGUARD_333 

:APGUARD_333
060B: set_actor 1@ decision_maker_to 65543 
02A9: set_actor 1@ immune_to_nonplayer 1 
Actor.RemoveFromMissionCleanupList(1@)

:APGUARD_355
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @APGUARD_542 
if 
   not Actor.Dead(1@)
else_jump @APGUARD_528 
if 
8104:   not actor $PLAYER_ACTOR near_actor 1@ radius 67.0 67.0 10.0 sphere 0 
else_jump @APGUARD_434 
gosub @APGUARD_883 

:APGUARD_434
if 
   not Actor.Dead(1@)
else_jump @APGUARD_493 
if 
0104:   actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 15.0 sphere 0 
else_jump @APGUARD_493 
gosub @APGUARD_556 

:APGUARD_493
if 
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR 
else_jump @APGUARD_521 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:APGUARD_521
jump @APGUARD_535 

:APGUARD_528
gosub @APGUARD_883 

:APGUARD_535
jump @APGUARD_549 

:APGUARD_542
gosub @APGUARD_883 

:APGUARD_549
jump @APGUARD_355 

:APGUARD_556
if 
0104:   actor $PLAYER_ACTOR near_actor 1@ radius 5.0 5.0 3.0 sphere 0 
else_jump @APGUARD_881 
0652: 2@ = integer_stat 223 
if and
874F:   not actor 1@ ped_event == 36 
04B5:   2@ >= 180 // @ >= any 
else_jump @APGUARD_757 
if 
  3@ == 0 
else_jump @APGUARD_750 
0209: 3@ = random_int_in_ranges 1 100 
if 
  3@ > 50 
else_jump @APGUARD_700 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_OPEN1'  // ~z~Heutzutage geben die ja jedem einen Pilotenschein!
04AE: $ACTOR_SPEECH_WAV_FILE = 16802 // $ = any 
jump @APGUARD_722 

:APGUARD_700
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_OPEN2'  // ~z~Piloten sehen heutzutage jnger aus!
04AE: $ACTOR_SPEECH_WAV_FILE = 16803 // $ = any 

:APGUARD_722
create_thread @AUDIOL 1@ 1 1 2 0 
3@ = 1 
return 

:APGUARD_750
jump @APGUARD_881 

:APGUARD_757
if 
  3@ == 0 
else_jump @APGUARD_881 
0209: 3@ = random_int_in_ranges 1 100 
if 
  3@ > 50 
else_jump @APGUARD_831 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_CLOS1'  // ~z~Dieser Bereich ist Piloten vorbehalten!
04AE: $ACTOR_SPEECH_WAV_FILE = 16800 // $ = any 
jump @APGUARD_853 

:APGUARD_831
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_CLOS2'  // ~z~Es drfen nur Personen mit einem gltigen Pilotenschein eintreten!
04AE: $ACTOR_SPEECH_WAV_FILE = 16801 // $ = any 

:APGUARD_853
create_thread @AUDIOL 1@ 1 1 2 0 
3@ = 1 
return 

:APGUARD_881
return 

:APGUARD_883
if 
   Player.Defined($PLAYER_CHAR)
else_jump @APGUARD_935 
if 
  $ONMISSION == 0 
else_jump @APGUARD_928 
Actor.DestroyInstantly(1@)
Model.Destroy(#WMYSGRD)
end_thread 

:APGUARD_928
jump @APGUARD_946 

:APGUARD_935
Actor.DestroyInstantly(1@)
Model.Destroy(#WMYSGRD)
end_thread 

:APGUARD_946
return 

:AIRPORT_GATE_MOVING
thread 'APGATE' 
5@ = 0 
6@ = 0 
4@ = 0 
if 
  4@ > 0 
else_jump @APGATE_72 
0@ = Object.Init(#WS_APGATE, 0.0, 0.0, 0.0)

:APGATE_72
wait 0 
if and
03CA:   object 0@ exists 
   Player.Defined($PLAYER_CHAR)
else_jump @APGATE_104 
gosub @APGATE_111 

:APGATE_104
jump @APGATE_72 

:APGATE_111
0871: init_jump_table 5@ total_jumps 1 default_jump 0 @APGATE_188 jumps 0 @APGATE_174 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 

:APGATE_174
gosub @APGATE_190 
jump @APGATE_188 

:APGATE_188
return 

:APGATE_190
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @APGATE_1046 jumps 0 @APGATE_253 1 @APGATE_692 2 @APGATE_828 3 @APGATE_910 -1 @APGATE_1046 -1 @APGATE_1046 -1 @APGATE_1046 

:APGATE_253
0652: 10@ = integer_stat 223 
if 
04B5:   10@ >= 180 // @ >= any 
else_jump @APGATE_362 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 10.0 10.0 flag 0 
else_jump @APGATE_355 
Object.StorePos(0@, 11@, 14@, 17@)
if 
03D0:   wav 3 loaded 
else_jump @APGATE_348 
097B: play_audio_at_object 0@ event 1100 

:APGATE_348
6@ += 1 

:APGATE_355
jump @APGATE_685 

:APGATE_362
if 
  $AIRPORT_OPEN_FLAG > 0 
else_jump @APGATE_462 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 10.0 10.0 flag 0 
else_jump @APGATE_455 
Object.StorePos(0@, 11@, 14@, 17@)
if 
03D0:   wav 3 loaded 
else_jump @APGATE_448 
097B: play_audio_at_object 0@ event 1100 

:APGATE_448
6@ += 1 

:APGATE_455
jump @APGATE_685 

:APGATE_462
0400: store_coords_to 11@ 14@ 17@ from_object 0@ with_offset 0.0 5.2 0.0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 11@ 14@ 17@ radius 4.5 4.5 4.5 
else_jump @APGATE_584 
Object.StorePos(0@, 11@, 14@, 17@)
if 
03D0:   wav 3 loaded 
else_jump @APGATE_570 
097B: play_audio_at_object 0@ event 1100 

:APGATE_570
6@ += 1 
jump @APGATE_685 

:APGATE_584
0400: store_coords_to 11@ 14@ 17@ from_object 0@ with_offset 0.0 -3.0 0.0 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 11@ 14@ 17@ radius 3.0 3.0 3.0 
  180 >= 10@ 
8A2A:   not text_box 'AP_0003' displayed  // Dein fliegerisches Knnen reicht nicht aus, um Zugang zum Flughafen zu erhalten. Auf der Flugschule kannst du dich verbessern.
else_jump @APGATE_685 
03E5: show_text_box 'AP_0003'  // Dein fliegerisches Knnen reicht nicht aus, um Zugang zum Flughafen zu erhalten. Auf der Flugschule kannst du dich verbessern.

:APGATE_685
jump @APGATE_1046 

:APGATE_692
gosub @APGATE_1048 
if 
034E: move_object 0@ to 1@ 2@ 3@ speed 13@ 16@ 19@ flag 1 
else_jump @APGATE_821 
if 
04E6:   object 0@ near_point 1@ 2@ 3@ radius 0.1 0.1 0.1 flag 0 
else_jump @APGATE_821 
Object.PutAt(0@, 1@, 2@, 3@)
if 
03D0:   wav 3 loaded 
else_jump @APGATE_814 
097B: play_audio_at_object 0@ event 1101 

:APGATE_814
6@ += 1 

:APGATE_821
jump @APGATE_1046 

:APGATE_828
if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 20.0 20.0 flag 0 
else_jump @APGATE_903 
Object.StorePos(0@, 12@, 15@, 18@)
if 
03D0:   wav 3 loaded 
else_jump @APGATE_896 
097B: play_audio_at_object 0@ event 1100 

:APGATE_896
6@ += 1 

:APGATE_903
jump @APGATE_1046 

:APGATE_910
gosub @APGATE_1048 
if 
034E: move_object 0@ to 11@ 14@ 17@ speed 13@ 16@ 19@ flag 1 
else_jump @APGATE_1039 
if 
04E6:   object 0@ near_point 11@ 14@ 17@ radius 0.1 0.1 0.1 flag 0 
else_jump @APGATE_1039 
Object.PutAt(0@, 11@, 14@, 17@)
if 
03D0:   wav 3 loaded 
else_jump @APGATE_1032 
097B: play_audio_at_object 0@ event 1101 

:APGATE_1032
6@ = 0 

:APGATE_1039
jump @APGATE_1046 

:APGATE_1046
return 

:APGATE_1048
13@ = Object.Angle(0@)
if and
  13@ > 70.0 
  75.0 > 13@ 
else_jump @APGATE_1124 
13@ = 0.03 
16@ = 0.1 
19@ = 0.1 
jump @APGATE_1154 

:APGATE_1124
13@ = 0.1 
16@ = 0.1 
19@ = 0.1 

:APGATE_1154
return 

:GIRLFRIENDS_INIT
thread 'GFINIT' 
$GIRL_DESIRED_PROGRESS_TO_INVITE[0] = 30 
$GIRL_PROGRESS[0] = 15 
$GIRL_DESIRED_SEXAPPEAL[0] = -100 
$GIRLRESPECT[0] = 200 
$377[0] = 0 
08BA: set $377[0] bit 1 
08BA: set $377[0] bit 3 
08BA: set $377[0] bit 11 
08BA: set $377[0] bit 16 
08BA: set $377[0] bit 17 
08BA: set $377[0] bit 20 
08BA: set $377[0] bit 21 
08BA: set $377[0] bit 27 
$371[0] = 0 
08BA: set $371[0] bit 3 
$383[0] = 0 
08BA: set $383[0] bit 6 
08BA: set $383[0] bit 8 
08BA: set $383[0] bit 10 
08BA: set $383[0] bit 12 
08BA: set $383[0] bit 14 
$GIRL_DESIRED_PROGRESS_TO_INVITE[1] = 45 
$GIRL_PROGRESS[1] = 0 
$GIRL_DESIRED_SEXAPPEAL[1] = 60 
$GIRLRESPECT[1] = 500 
$377[1] = 0 
08BA: set $377[1] bit 3 
08BA: set $377[1] bit 11 
08BA: set $377[1] bit 12 
08BA: set $377[1] bit 16 
08BA: set $377[1] bit 17 
08BA: set $377[1] bit 20 
08BA: set $377[1] bit 27 
08BA: set $377[1] bit 22 
$371[1] = 0 
08BA: set $371[1] bit 2 
$383[1] = 0 
08BA: set $383[1] bit 12 
08BA: set $383[1] bit 14 
08BA: set $383[1] bit 16 
08BA: set $383[1] bit 18 
08BA: set $383[1] bit 20 
08BA: set $383[1] bit 22 
$GIRL_DESIRED_PROGRESS_TO_INVITE[2] = 70 
$GIRL_PROGRESS[2] = 0 
$GIRL_DESIRED_SEXAPPEAL[2] = 70 
$GIRLRESPECT[2] = 700 
$377[2] = 0 
08BA: set $377[2] bit 5 
08BA: set $377[2] bit 14 
08BA: set $377[2] bit 13 
08BA: set $377[2] bit 15 
08BA: set $377[2] bit 18 
08BA: set $377[2] bit 28 
$371[2] = 0 
08BA: set $371[2] bit 3 
$383[2] = 0 
08BA: set $383[2] bit 2 
08BA: set $383[2] bit 4 
08BA: set $383[2] bit 6 
08BA: set $383[2] bit 12 
$GIRL_DESIRED_PROGRESS_TO_INVITE[3] = 60 
$GIRL_PROGRESS[3] = 0 
$GIRL_DESIRED_SEXAPPEAL[3] = 45 
$GIRLRESPECT[3] = 400 
$377[3] = 0 
08BA: set $377[3] bit 2 
08BA: set $377[3] bit 13 
08BA: set $377[3] bit 18 
08BA: set $377[3] bit 20 
$371[3] = 0 
08BA: set $371[3] bit 2 
$383[3] = 0 
08BA: set $383[3] bit 6 
08BA: set $383[3] bit 8 
08BA: set $383[3] bit 10 
08BA: set $383[3] bit 12 
08BA: set $383[3] bit 14 
$GIRL_DESIRED_PROGRESS_TO_INVITE[4] = 50 
$GIRL_PROGRESS[4] = 0 
$GIRL_DESIRED_SEXAPPEAL[4] = 50 
$GIRLRESPECT[4] = 300 
$377[4] = 0 
08BA: set $377[4] bit 2 
08BA: set $377[4] bit 13 
08BA: set $377[4] bit 20 
08BA: set $377[4] bit 19 
08BA: set $377[4] bit 17 
08BA: set $377[4] bit 24 
$371[4] = 0 
08BA: set $371[4] bit 1 
$383[4] = 0 
08BA: set $383[4] bit 2 
08BA: set $383[4] bit 4 
08BA: set $383[4] bit 6 
08BA: set $383[4] bit 8 
08BA: set $383[4] bit 10 
08BA: set $383[4] bit 0 
$GIRL_DESIRED_PROGRESS_TO_INVITE[5] = 45 
$GIRL_PROGRESS[5] = 20 
$GIRL_DESIRED_SEXAPPEAL[5] = 60 
$GIRLRESPECT[5] = 400 
$377[5] = 0 
08BA: set $377[5] bit 5 
08BA: set $377[5] bit 3 
08BA: set $377[5] bit 13 
08BA: set $377[5] bit 14 
08BA: set $377[5] bit 15 
08BA: set $377[5] bit 19 
08BA: set $377[5] bit 20 
08BA: set $377[5] bit 27 
08BA: set $377[5] bit 23 
$371[5] = 0 
08BA: set $371[5] bit 1 
$383[5] = 0 
08BA: set $383[5] bit 22 
08BA: set $383[5] bit 0 
08BA: set $383[5] bit 2 
08BA: set $383[5] bit 4 
08BA: set $383[5] bit 6 
08BA: set $383[5] bit 8 
08BA: set $383[5] bit 10 
$GIRLDOORS[0] = Object.Init(#GEN_DOOREXT03, 2401.75, -1714.477, 13.125)
Object.RemoveFromMissionCleanupList($GIRLDOORS[0])
Object.Indestructibility($GIRLDOORS[0]) = False
Object.SetImmunities($GIRLDOORS[0], 1, 1, 1, 1, 1)
$GIRLDOORS[4] = Object.Init(#GEN_DOOREXT07, -2574.495, 1153.023, 54.669)
Object.Angle($GIRLDOORS[4]) = -19.444
Object.RemoveFromMissionCleanupList($GIRLDOORS[4])
Object.Indestructibility($GIRLDOORS[4]) = False
Object.SetImmunities($GIRLDOORS[4], 1, 1, 1, 1, 1)
$GIRLDOORS[1] = Object.Init(#GEN_DOORSHOP02, -1800.706, 1201.041, 24.12)
Object.RemoveFromMissionCleanupList($GIRLDOORS[1])
Object.Indestructibility($GIRLDOORS[1]) = False
Object.SetImmunities($GIRLDOORS[1], 1, 1, 1, 1, 1)
$GIRLDOORS[2] = Object.Init(#GEN_DOOREXT04, -383.46, -1439.64, 25.33)
Object.Angle($GIRLDOORS[2]) = 90.0
Object.RemoveFromMissionCleanupList($GIRLDOORS[2])
Object.Indestructibility($GIRLDOORS[2]) = False
Object.SetImmunities($GIRLDOORS[2], 1, 1, 1, 1, 1)
$GIRLDOORS[3] = Object.Init(#GEN_DOORSHOP3, -1390.79, 2639.33, 54.973)
Object.RemoveFromMissionCleanupList($GIRLDOORS[3])
Object.Indestructibility($GIRLDOORS[3]) = False
Object.SetImmunities($GIRLDOORS[3], 1, 1, 1, 1, 1)
$GIRLDOORS[5] = Object.Init(#GEN_DOOREXT03, 2038.036, 2721.37, 10.53)
Object.Angle($GIRLDOORS[5]) = -180.0
Object.RemoveFromMissionCleanupList($GIRLDOORS[5])
Object.Indestructibility($GIRLDOORS[5]) = False
Object.SetImmunities($GIRLDOORS[5], 1, 1, 1, 1, 1)
$GIRLDOORS[6] = Object.Init(#CUNTGIRLDOOR, -371.4, -1429.42, 26.47)
Object.RemoveFromMissionCleanupList($GIRLDOORS[6])
Object.Indestructibility($GIRLDOORS[6]) = False
Object.SetImmunities($GIRLDOORS[6], 1, 1, 1, 1, 1)
$GF_CENSORE_FLAG = 1 
create_thread @GIRLFRIEND_AGENT 
end_thread 

:GIRLFRIEND_AGENT
thread 'GFAGNT' 
$GF_WAIT_TIME = 0 
3@ = 0 
4@ = 0 
$391 = 0 
0@ = 0 
1@ = 0 
06D1: v$1225 = "NIL" // v$ = string 
$392 = 20 
$GIRLFRIEND = -1 
8@ = -1 
7@ = 1 
if 
  3@ > 0 
else_jump @GFAGNT_335 
2@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
018A: $GIRLMARKER[0] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[1] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[2] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[3] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[4] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[5] = create_checkpoint_at 0.0 0.0 0.0 
014B: $PARKED_GIRLFRIEND_CARS[0] = init_parked_car_generator #NULL color 0 0 0 alarm 0 door_lock 0 0 0 at 0.0 0.0 0.0 angle 0.0 
014B: $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] = init_parked_car_generator #NULL color 0 0 0 alarm 0 door_lock 0 0 0 at 0.0 0.0 0.0 angle 0.0 

:GFAGNT_335
wait $GF_WAIT_TIME 
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Dead($PLAYER_ACTOR)
  $ONMISSION == 0 
else_jump @GFAGNT_389 
08C0: clear $391 bit 31 
gosub @GFAGNT_428 
jump @GFAGNT_421 

:GFAGNT_389
if 
88B4:   not test $391 bit 31 
else_jump @GFAGNT_421 
gosub @GFAGNT_11185 
08BA: set $391 bit 31 

:GFAGNT_421
jump @GFAGNT_335 

:GFAGNT_428
0871: init_jump_table 0@ total_jumps 5 default_jump 0 @GFAGNT_561 jumps 0 @GFAGNT_491 1 @GFAGNT_505 2 @GFAGNT_519 3 @GFAGNT_533 4 @GFAGNT_547 -1 @GFAGNT_561 -1 @GFAGNT_561 

:GFAGNT_491
gosub @GFAGNT_563 
jump @GFAGNT_561 

:GFAGNT_505
gosub @GFAGNT_1605 
jump @GFAGNT_561 

:GFAGNT_519
gosub @GFAGNT_2298 
jump @GFAGNT_561 

:GFAGNT_533
gosub @GFAGNT_2604 
jump @GFAGNT_561 

:GFAGNT_547
gosub @GFAGNT_2781 
jump @GFAGNT_561 

:GFAGNT_561
return 

:GFAGNT_563
gosub @GFAGNT_5005 
if 
08B5:   test $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
else_jump @GFAGNT_1167 
if 
08B4:   test $391 bit 25 
else_jump @GFAGNT_621 
3@ = 1 
jump @GFAGNT_891 

:GFAGNT_621
3@ = 0 
0842: 4@ = player $PLAYER_CHAR town_number 
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_891 jumps 0 @GFAGNT_699 1 @GFAGNT_795 2 @GFAGNT_763 3 @GFAGNT_731 4 @GFAGNT_827 5 @GFAGNT_859 -1 @GFAGNT_891 

:GFAGNT_699
if 
04A4:   4@ == 1 // @ == any 
else_jump @GFAGNT_724 
3@ = 1 

:GFAGNT_724
jump @GFAGNT_891 

:GFAGNT_731
if 
04A4:   4@ == 0 // @ == any 
else_jump @GFAGNT_756 
3@ = 1 

:GFAGNT_756
jump @GFAGNT_891 

:GFAGNT_763
if 
04A4:   4@ == 0 // @ == any 
else_jump @GFAGNT_788 
3@ = 1 

:GFAGNT_788
jump @GFAGNT_891 

:GFAGNT_795
if 
04A4:   4@ == 2 // @ == any 
else_jump @GFAGNT_820 
3@ = 1 

:GFAGNT_820
jump @GFAGNT_891 

:GFAGNT_827
if 
04A4:   4@ == 2 // @ == any 
else_jump @GFAGNT_852 
3@ = 1 

:GFAGNT_852
jump @GFAGNT_891 

:GFAGNT_859
if 
04A4:   4@ == 3 // @ == any 
else_jump @GFAGNT_884 
3@ = 1 

:GFAGNT_884
jump @GFAGNT_891 

:GFAGNT_891
if 
  3@ == 1 
else_jump @GFAGNT_1158 
gosub @SUB_UPDATEGIRLRESPECT 
gosub @GFAGNT_5122 
if 
  3@ > 0 
else_jump @GFAGNT_1144 
$GF_WAIT_TIME = 250 
if 
88B4:   not test $390 bit 20 
else_jump @GFAGNT_1137 
gosub @SUB_GETGIRLHOMECOORDS 
gosub @GFAGNT_5333 
if 
  3@ > 0 
else_jump @GFAGNT_1044 
$GF_WAIT_TIME = 0 
gosub @GFAGNT_5639 
08BB: set $1210 bit $GIRLFRIEND 
0@ = 4 
1@ = 0 
return 
jump @GFAGNT_1137 

:GFAGNT_1044
08C1: clear $1210 bit $GIRLFRIEND 
gosub @GFAGNT_5742 
$GF_WAIT_TIME = 250 
if 
0101:   actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 5.0 5.0 3.0 sphere 0 stopped 
else_jump @GFAGNT_1137 
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @GFAGNT_1135 
03E5: show_text_box 'GF_0048'  // Deine Freundin ist gerade nicht zu Hause. Versuche es spter noch einmal.

:GFAGNT_1135
return 

:GFAGNT_1137
jump @GFAGNT_1151 

:GFAGNT_1144
gosub @GFAGNT_6114 

:GFAGNT_1151
jump @GFAGNT_1160 

:GFAGNT_1158
return 

:GFAGNT_1160
jump @GFAGNT_1603 

:GFAGNT_1167
gosub @SUB_DUMPGIRL 
if 
88B4:   not test $390 bit 20 
else_jump @GFAGNT_1603 
gosub @GFAGNT_5196 
if 
  3@ > 0 
else_jump @GFAGNT_1591 
$GF_WAIT_TIME = 250 
if and
  $GIRLFRIEND == 2 
  2 > $LS_FINAL_TOTAL_PASSED_MISSIONS 
else_jump @GFAGNT_1256 
090F: end_external_script 24 (GF_MEETING) 
return 

:GFAGNT_1256
if and
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_1584 
if 
08B4:   test $383($GIRLFRIEND,6i) bit 31 
else_jump @GFAGNT_1460 
07D0: 3@ = weekday 
3@ += 22 
if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
else_jump @GFAGNT_1368 
gosub @GFAGNT_9541 
3@ = 1 
jump @GFAGNT_1453 

:GFAGNT_1368
3@ += 1 
if 
  3@ > 29 
else_jump @GFAGNT_1400 
3@ = 23 

:GFAGNT_1400
if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
else_jump @GFAGNT_1439 
3@ = -1 
return 
jump @GFAGNT_1453 

:GFAGNT_1439
gosub @GFAGNT_9541 
3@ = 1 

:GFAGNT_1453
jump @GFAGNT_1467 

:GFAGNT_1460
3@ = 1 

:GFAGNT_1467
if 
  3@ == 1 
else_jump @GFAGNT_1584 
gosub @GFAGNT_4705 
0926: 3@ = external_script_status 24 (GF_MEETING) 
if 
  3@ == 0 
else_jump @GFAGNT_1584 
08A9: load_external_script 24 (GF_MEETING) 
if 
08AB:   external_script 24 (GF_MEETING) loaded 
else_jump @GFAGNT_1584 
08BA: set $390 bit 20 
0913: run_external_script 24 (GF_MEETING) $GIRLFRIEND 10@ 11@ 12@ 13@  
$GF_WAIT_TIME = 0 
0@ = 3 
1@ = 0 

:GFAGNT_1584
jump @GFAGNT_1603 

:GFAGNT_1591
$GF_WAIT_TIME = 500 
090F: end_external_script 24 (GF_MEETING) 

:GFAGNT_1603
return 

:GFAGNT_1605
0871: init_jump_table 1@ total_jumps 5 default_jump 0 @GFAGNT_2296 jumps 0 @GFAGNT_1668 1 @GFAGNT_1890 2 @GFAGNT_1942 3 @GFAGNT_2095 4 @GFAGNT_2218 -1 @GFAGNT_2296 -1 @GFAGNT_2296 

:GFAGNT_1668
if 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
else_jump @GFAGNT_1701 
gosub @GFAGNT_7091 
$392 = 20 

:GFAGNT_1701
08C1: clear $391 bit $GIRLFRIEND 
gosub @GFAGNT_7457 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_1746 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A43: unknown 

:GFAGNT_1746
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 31 
else_jump @GFAGNT_1771 
$390 = 0 

:GFAGNT_1771
gosub @GFAGNT_9631 
if and
  3@ == 1 
08B4:   test $377($GIRLFRIEND,6i) bit 23 
else_jump @GFAGNT_1821 
08BA: set $390 bit 14 
jump @GFAGNT_1872 

:GFAGNT_1821
if 
  30 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
else_jump @GFAGNT_1857 
08BA: set $390 bit 11 
jump @GFAGNT_1872 

:GFAGNT_1857
gosub @GFAGNT_7115 
08BC: set $390 bit 3@ 

:GFAGNT_1872
08A9: load_external_script 25 (GF_DATE) 
1@ += 1 
jump @GFAGNT_2296 

:GFAGNT_1890
if 
08AB:   external_script 25 (GF_DATE) loaded 
else_jump @GFAGNT_1935 
08BA: set $390 bit 1 
08C1: clear $1210 bit $GIRLFRIEND 
0913: run_external_script 25 (GF_DATE) 2@  
1@ += 1 

:GFAGNT_1935
jump @GFAGNT_2296 

:GFAGNT_1942
if 
88B4:   not test $390 bit 1 
else_jump @GFAGNT_2056 
if 
08B4:   test $390 bit 3 
else_jump @GFAGNT_2028 
if 
88B4:   not test $390 bit 5 
else_jump @GFAGNT_2021 
Player.CanMove($PLAYER_CHAR) = False
gosub @GFAGNT_9180 
08A9: load_external_script 26 (GF_SEX) 
1@ += 1 

:GFAGNT_2021
jump @GFAGNT_2049 

:GFAGNT_2028
fade 1 1000 
0@ = 2 
1@ = 0 

:GFAGNT_2049
jump @GFAGNT_2088 

:GFAGNT_2056
0926: 3@ = external_script_status 25 (GF_DATE) 
if 
  3@ == 0 
else_jump @GFAGNT_2088 
08C0: clear $390 bit 1 

:GFAGNT_2088
jump @GFAGNT_2296 

:GFAGNT_2095
if 
08AB:   external_script 26 (GF_SEX) loaded 
else_jump @GFAGNT_2211 
077E: get_active_interior_to 3@ 
gosub @SUB_GETGIRLHOMECOORDS 
if 
08B4:   test $390 bit 14 
else_jump @GFAGNT_2172 
0913: run_external_script 26 (GF_SEX) $GIRLFRIEND 1 3@ 10@ 11@ 12@ 13@  
jump @GFAGNT_2197 

:GFAGNT_2172
0913: run_external_script 26 (GF_SEX) $GIRLFRIEND 0 3@ 10@ 11@ 12@ 13@  

:GFAGNT_2197
08BA: set $390 bit 5 
1@ += 1 

:GFAGNT_2211
jump @GFAGNT_2296 

:GFAGNT_2218
if 
88B4:   not test $390 bit 5 
else_jump @GFAGNT_2257 
0@ = 2 
1@ = 0 
jump @GFAGNT_2289 

:GFAGNT_2257
0926: 3@ = external_script_status 26 (GF_SEX) 
if 
  3@ == 0 
else_jump @GFAGNT_2289 
08C0: clear $390 bit 5 

:GFAGNT_2289
jump @GFAGNT_2296 

:GFAGNT_2296
return 

:GFAGNT_2298
0871: init_jump_table 1@ total_jumps 2 default_jump 0 @GFAGNT_2602 jumps 0 @GFAGNT_2361 1 @GFAGNT_2477 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 

:GFAGNT_2361
08C1: clear $391 bit $GIRLFRIEND 
gosub @GFAGNT_9180 
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_2427 
03E6: remove_text_box 
03E5: show_text_box 'GF_0039'  // Deine Freundin ist tot.
08C1: clear $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
jump @GFAGNT_2463 

:GFAGNT_2427
gosub @GFAGNT_8694 
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 50 
else_jump @GFAGNT_2463 
gosub @GFAGNT_5791 

:GFAGNT_2463
1@ += 1 
jump @GFAGNT_2602 

:GFAGNT_2477
if or
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_2539 
gosub @GFAGNT_9697 
0@ = 0 
1@ = 0 
jump @GFAGNT_2595 

:GFAGNT_2539
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 10.0 10.0 10.0 
else_jump @GFAGNT_2595 
0@ = 0 
1@ = 0 

:GFAGNT_2595
jump @GFAGNT_2602 

:GFAGNT_2602
return 

:GFAGNT_2604
if 
88B4:   not test $390 bit 20 
else_jump @GFAGNT_2747 
gosub @GFAGNT_4705 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 65.0 65.0 5.0 
else_jump @GFAGNT_2740 
if 
08B4:   test $390 bit 21 
else_jump @GFAGNT_2726 
07D0: 7@ = weekday 
7@ += 1 
if 
  7@ > 7 
else_jump @GFAGNT_2726 
7@ = 1 

:GFAGNT_2726
0@ = 0 
1@ = 0 

:GFAGNT_2740
jump @GFAGNT_2779 

:GFAGNT_2747
0926: 3@ = external_script_status 24 (GF_MEETING) 
if 
  3@ == 0 
else_jump @GFAGNT_2779 
08C0: clear $390 bit 20 

:GFAGNT_2779
return 

:GFAGNT_2781
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 75.0 75.0 10.0 
else_jump @GFAGNT_2964 
gosub @GFAGNT_5333 
if 
  3@ > 0 
else_jump @GFAGNT_2943 
if 
0101:   actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 1.5 1.5 1.5 sphere 1 stopped 
else_jump @GFAGNT_2936 
if and
88B4:   not test $391 bit 11 
   Player.Controllable($PLAYER_CHAR)
else_jump @GFAGNT_2936 
Player.CanMove($PLAYER_CHAR) = False
0@ = 1 
1@ = 0 
return 

:GFAGNT_2936
jump @GFAGNT_2957 

:GFAGNT_2943
0@ = 0 
1@ = 0 

:GFAGNT_2957
jump @GFAGNT_2978 

:GFAGNT_2964
0@ = 0 
1@ = 0 

:GFAGNT_2978
return 

:SUB_UPDATEGIRLRESPECT
if 
875C:   not marker $GIRLMARKER($GIRLFRIEND,6i) enabled 
else_jump @GFAGNT_3094 
gosub @SUB_GETGIRLHOMECOORDS 
$GIRLMARKER($GIRLFRIEND,6i) = Marker.CreateIconWithoutSphere(21, 10@, 11@, 12@)
0623: add 1 to_integer_stat 184 
0623: add 1 to_integer_stat 186 
0652: 3@ = integer_stat 65 
005C: 3@ += $GIRLRESPECT($GIRLFRIEND,6i) // (int) 
if 
  3@ > 1000 
else_jump @GFAGNT_3087 
3@ = 1000 

:GFAGNT_3087
0629: change_integer_stat 65 to 3@ 

:GFAGNT_3094
0871: init_jump_table $GIRLFRIEND total_jumps 5 default_jump 0 @GFAGNT_3799 jumps 0 @GFAGNT_3157 1 @GFAGNT_3224 2 @GFAGNT_3342 3 @GFAGNT_3553 4 @GFAGNT_3676 -1 @GFAGNT_3799 -1 @GFAGNT_3799 

:GFAGNT_3157
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $PIMP_SUIT_AVAILABLE == 0 
else_jump @GFAGNT_3217 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3217 
03E5: show_text_box 'GF_H006'  // Deine Freundin hat dir ein Geschenk gekauft. Fahr nach Hause und schau in deine Garderobe.
$PIMP_SUIT_AVAILABLE = 1 

:GFAGNT_3217
jump @GFAGNT_3799 

:GFAGNT_3224
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $RACING_SUIT_AVAILABLE == 0 
else_jump @GFAGNT_3284 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3284 
03E5: show_text_box 'GF_H006'  // Deine Freundin hat dir ein Geschenk gekauft. Fahr nach Hause und schau in deine Garderobe.
$RACING_SUIT_AVAILABLE = 1 

:GFAGNT_3284
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 21 
else_jump @GFAGNT_3335 
Garage.ChangeType('MICHDR', 5)
093A: set_paynspray 'MICHDR' type_to_girlfriend 1 
08BA: set $GIRLS_GIFTS_BITMASK bit 21 

:GFAGNT_3335
jump @GFAGNT_3799 

:GFAGNT_3342
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $RURAL_CLOTHES_AVAILABLE == 0 
else_jump @GFAGNT_3402 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3402 
03E5: show_text_box 'GF_H006'  // Deine Freundin hat dir ein Geschenk gekauft. Fahr nach Hause und schau in deine Garderobe.
$RURAL_CLOTHES_AVAILABLE = 1 

:GFAGNT_3402
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 22 
else_jump @GFAGNT_3546 
0750: set_object $GIRLDOORS[6] visibility 0 
Object.CollisionDetection($GIRLDOORS[6]) = False
$394 = Pickup.Create(#MOLOTOV, 15, -366.2235, -1429.088, 25.5)
$395 = Pickup.Create(#CHNSAW, 15, -365.7906, -1425.253, 25.5)
032B: $396 = create_weapon_pickup #COLT45 group 15 ammo 100 at -365.4774 -1422.401 25.5 
032B: $397 = create_weapon_pickup #FLAME group 15 ammo 200 at -366.066 -1418.683 25.5 
08BA: set $GIRLS_GIFTS_BITMASK bit 22 

:GFAGNT_3546
jump @GFAGNT_3799 

:GFAGNT_3553
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $COP_UNIFORM_AVAILABLE == 0 
else_jump @GFAGNT_3613 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3613 
03E5: show_text_box 'GF_H006'  // Deine Freundin hat dir ein Geschenk gekauft. Fahr nach Hause und schau in deine Garderobe.
$COP_UNIFORM_AVAILABLE = 1 

:GFAGNT_3613
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 23 
else_jump @GFAGNT_3669 
08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 1500.0 angle 170.6194 
08DE: lose_stuff_after_busted 0 
08BA: set $GIRLS_GIFTS_BITMASK bit 23 

:GFAGNT_3669
jump @GFAGNT_3799 

:GFAGNT_3676
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $MEDIC_UNIFORM_AVAILABLE == 0 
else_jump @GFAGNT_3736 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3736 
03E5: show_text_box 'GF_H006'  // Deine Freundin hat dir ein Geschenk gekauft. Fahr nach Hause und schau in deine Garderobe.
$MEDIC_UNIFORM_AVAILABLE = 1 

:GFAGNT_3736
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 24 
else_jump @GFAGNT_3792 
08DF: override_restart_if_wasted_at -2570.511 1139.582 54.8547 within_radius 1500.0 angle 160.0 
08DD: lose_stuff_after_wasted 0 
08BA: set $GIRLS_GIFTS_BITMASK bit 24 

:GFAGNT_3792
jump @GFAGNT_3799 

:GFAGNT_3799
return 

:SUB_DUMPGIRL
if 
  $COLLECTED_OYSTERS == 50 
else_jump @GFAGNT_3866 
if and
  0 > $GIRL_PROGRESS($GIRLFRIEND,6i) 
   not $GIRLFRIEND == 0 
   not $GIRLFRIEND == 5 
else_jump @GFAGNT_3866 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 45 

:GFAGNT_3866
if 
075C:   marker $GIRLMARKER($GIRLFRIEND,6i) enabled 
else_jump @GFAGNT_3982 
Marker.Disable($GIRLMARKER($GIRLFRIEND,6i))
gosub @GFAGNT_9697 
gosub @GFAGNT_5742 
08C1: clear $1210 bit $GIRLFRIEND 
0625: decrease_integer_stat 184 by 1 
0623: add 1 to_integer_stat 189 
0652: 3@ = integer_stat 65 
0064: 3@ -= $GIRLRESPECT($GIRLFRIEND,6i) // (int) 
if 
  0 > 3@ 
else_jump @GFAGNT_3975 
3@ = 0 

:GFAGNT_3975
0629: change_integer_stat 65 to 3@ 

:GFAGNT_3982
008B: 3@ = $GIRLFRIEND // (int) 
3@ += 20 
if 
08B6:   test $GIRLS_GIFTS_BITMASK bit 3@ 
else_jump @GFAGNT_4356 
0871: init_jump_table $GIRLFRIEND total_jumps 4 default_jump 0 @GFAGNT_4356 jumps 1 @GFAGNT_4079 2 @GFAGNT_4178 3 @GFAGNT_4274 4 @GFAGNT_4319 -1 @GFAGNT_4356 -1 @GFAGNT_4356 -1 @GFAGNT_4356 

:GFAGNT_4079
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1790.7 1209.0 23.0 cornerB -1784.0 1221.5 27.5 
else_jump @GFAGNT_4171 
093A: set_paynspray 'MICHDR' type_to_girlfriend 0 
Garage.ChangeType('MICHDR', 19)
Garage.Close('MICHDR')
08C0: clear $GIRLS_GIFTS_BITMASK bit 21 

:GFAGNT_4171
jump @GFAGNT_4356 

:GFAGNT_4178
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -361.0 -1417.0 23.0 cornerB -372.0 -1431.0 30.0 
else_jump @GFAGNT_4267 
Pickup.Destroy($394)
Pickup.Destroy($395)
Pickup.Destroy($396)
Pickup.Destroy($397)
0750: set_object $GIRLDOORS[6] visibility 1 
Object.CollisionDetection($GIRLDOORS[6]) = True
08C0: clear $GIRLS_GIFTS_BITMASK bit 22 

:GFAGNT_4267
jump @GFAGNT_4356 

:GFAGNT_4274
08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 0.0 angle 170.6194 
08DE: lose_stuff_after_busted 1 
08C0: clear $GIRLS_GIFTS_BITMASK bit 23 
jump @GFAGNT_4356 

:GFAGNT_4319
08DF: override_restart_if_wasted_at 10@ 11@ 12@ within_radius 0.0 angle 13@ 
08DD: lose_stuff_after_wasted 1 
08C0: clear $GIRLS_GIFTS_BITMASK bit 24 
jump @GFAGNT_4356 

:GFAGNT_4356
return 

:SUB_GETGIRLHOMECOORDS
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_4703 jumps 0 @GFAGNT_4421 1 @GFAGNT_4468 2 @GFAGNT_4515 3 @GFAGNT_4562 4 @GFAGNT_4609 5 @GFAGNT_4656 -1 @GFAGNT_4703 

:GFAGNT_4421
10@ = 2401.965 
11@ = -1723.22 
12@ = 12.6005 
13@ = 180.0 
jump @GFAGNT_4703 

:GFAGNT_4468
10@ = -1799.5 
11@ = 1195.5 
12@ = 24.1094 
13@ = 180.0 
jump @GFAGNT_4703 

:GFAGNT_4515
10@ = -377.3978 
11@ = -1438.692 
12@ = 24.7209 
13@ = 270.0 
jump @GFAGNT_4703 

:GFAGNT_4562
10@ = -1398.101 
11@ = 2636.873 
12@ = 54.7031 
13@ = 75.0 
jump @GFAGNT_4703 

:GFAGNT_4609
10@ = -2576.808 
11@ = 1144.744 
12@ = 54.7422 
13@ = 164.0 
jump @GFAGNT_4703 

:GFAGNT_4656
10@ = 2035.362 
11@ = 2732.411 
12@ = 9.8203 
13@ = 0.0 
jump @GFAGNT_4703 

:GFAGNT_4703
return 

:GFAGNT_4705
0871: init_jump_table $GIRLFRIEND total_jumps 4 default_jump 1 @GFAGNT_4956 jumps 1 @GFAGNT_4768 2 @GFAGNT_4815 3 @GFAGNT_4862 4 @GFAGNT_4909 -1 @GFAGNT_5003 -1 @GFAGNT_5003 -1 @GFAGNT_5003 

:GFAGNT_4768
10@ = -2027.583 
11@ = -118.7022 
12@ = 1034.0 
13@ = 3.4 
jump @GFAGNT_5003 

:GFAGNT_4815
10@ = 257.6682 
11@ = -154.7475 
12@ = 4.0786 
13@ = 268.7731 
jump @GFAGNT_5003 

:GFAGNT_4862
10@ = -1410.1 
11@ = 2648.731 
12@ = 54.6875 
13@ = 130.0 
jump @GFAGNT_5003 

:GFAGNT_4909
10@ = -2291.708 
11@ = -233.0215 
12@ = 41.7185 
13@ = 360.0 
jump @GFAGNT_5003 

:GFAGNT_4956
10@ = 0.0 
11@ = 0.0 
12@ = 0.0 
13@ = 0.0 
jump @GFAGNT_5003 

:GFAGNT_5003
return 

:GFAGNT_5005
8@ += 1 
if 
  8@ >= 6 
else_jump @GFAGNT_5037 
8@ = 0 

:GFAGNT_5037
if 
08B4:   test $391 bit 25 
else_jump @GFAGNT_5088 
if 
07D6:   8@ == $GIRLFRIEND // integer vars 
else_jump @GFAGNT_5081 
08C0: clear $391 bit 25 

:GFAGNT_5081
jump @GFAGNT_5120 

:GFAGNT_5088
$GIRLFRIEND += 1 
if 
  $GIRLFRIEND >= 6 
else_jump @GFAGNT_5120 
$GIRLFRIEND = 0 

:GFAGNT_5120
return 

:GFAGNT_5122
gosub @SUB_GETGIRLHOMECOORDS 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 65.0 65.0 5.0 
else_jump @GFAGNT_5187 
08BA: set $391 bit 25 
3@ = 1 
return 

:GFAGNT_5187
3@ = -1 
return 

:GFAGNT_5196
gosub @GFAGNT_4705 
if 
   not 10@ == 0.0 
else_jump @GFAGNT_5324 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 80.0 80.0 10.0 
else_jump @GFAGNT_5324 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 8.0 8.0 10.0 
else_jump @GFAGNT_5324 
08BA: set $391 bit 25 
3@ = 1 
return 

:GFAGNT_5324
3@ = -1 
return 

:GFAGNT_5333
3@ = -1 
if and
08B4:   test $391 bit 11 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
else_jump @GFAGNT_5375 
3@ = 1 
return 

:GFAGNT_5375
if and
08B4:   test $391 bit 10 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
else_jump @GFAGNT_5410 
3@ = 1 
return 

:GFAGNT_5410
if 
08B4:   test $383($GIRLFRIEND,6i) bit 31 
else_jump @GFAGNT_5559 
07D0: 3@ = weekday 
3@ += 22 
if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
else_jump @GFAGNT_5481 
gosub @GFAGNT_9541 
jump @GFAGNT_5559 

:GFAGNT_5481
3@ += 1 
if 
  3@ > 29 
else_jump @GFAGNT_5513 
3@ = 23 

:GFAGNT_5513
if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
else_jump @GFAGNT_5552 
3@ = -1 
return 
jump @GFAGNT_5559 

:GFAGNT_5552
gosub @GFAGNT_9541 

:GFAGNT_5559
00BF: 3@ = current_time_hours, 4@ = current_time_minutes 
0085: 4@ = 3@ // (int) 
4@ /= 2 
4@ *= 2 
if 
08B6:   test $383($GIRLFRIEND,6i) bit 4@ 
else_jump @GFAGNT_5628 
3@ = -1 
return 
jump @GFAGNT_5637 

:GFAGNT_5628
3@ = 1 
return 

:GFAGNT_5637
return 

:GFAGNT_5639
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 50 
else_jump @GFAGNT_5704 
if 
88B4:   not test $391 bit 26 
else_jump @GFAGNT_5697 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE($GIRLFRIEND,6i) cars_to_generate_to 101 
08BA: set $391 bit 26 

:GFAGNT_5697
jump @GFAGNT_5740 

:GFAGNT_5704
if 
88B4:   not test $391 bit 26 
else_jump @GFAGNT_5740 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS($GIRLFRIEND,6i) cars_to_generate_to 101 
08BA: set $391 bit 26 

:GFAGNT_5740
return 

:GFAGNT_5742
if 
08B4:   test $391 bit 26 
else_jump @GFAGNT_5789 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE($GIRLFRIEND,6i) cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS($GIRLFRIEND,6i) cars_to_generate_to 0 
08C0: clear $391 bit 26 

:GFAGNT_5789
return 

:GFAGNT_5791
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_6112 jumps 0 @GFAGNT_5854 1 @GFAGNT_5897 2 @GFAGNT_5940 3 @GFAGNT_5983 4 @GFAGNT_6026 5 @GFAGNT_6069 -1 @GFAGNT_6112 

:GFAGNT_5854
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 25 
else_jump @GFAGNT_5890 
03E5: show_text_box 'GF_H007'  // Denise mag dich jetzt wirklich... Sie hat dir ihre Autoschlssel dagelassen!
08BA: set $GIRLS_GIFTS_BITMASK bit 25 

:GFAGNT_5890
jump @GFAGNT_6112 

:GFAGNT_5897
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 26 
else_jump @GFAGNT_5933 
03E5: show_text_box 'GF_H008'  // Michelle mag dich jetzt wirklich... Sie hat dir ihre Autoschlssel dagelassen!
08BA: set $GIRLS_GIFTS_BITMASK bit 26 

:GFAGNT_5933
jump @GFAGNT_6112 

:GFAGNT_5940
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 27 
else_jump @GFAGNT_5976 
03E5: show_text_box 'GF_H009'  // Helena mag dich jetzt wirklich... Sie hat dir ihre Autoschlssel dagelassen!
08BA: set $GIRLS_GIFTS_BITMASK bit 27 

:GFAGNT_5976
jump @GFAGNT_6112 

:GFAGNT_5983
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 28 
else_jump @GFAGNT_6019 
03E5: show_text_box 'GF_H010'  // Barbara mag dich jetzt wirklich... Sie hat dir ihre Autoschlssel dagelassen!
08BA: set $GIRLS_GIFTS_BITMASK bit 28 

:GFAGNT_6019
jump @GFAGNT_6112 

:GFAGNT_6026
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 29 
else_jump @GFAGNT_6062 
03E5: show_text_box 'GF_H011'  // Katie mag dich jetzt wirklich... Sie hat dir ihre Autoschlssel dagelassen!
08BA: set $GIRLS_GIFTS_BITMASK bit 29 

:GFAGNT_6062
jump @GFAGNT_6112 

:GFAGNT_6069
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 30 
else_jump @GFAGNT_6105 
03E5: show_text_box 'GF_H012'  // Millie mag dich jetzt wirklich... Sie hat dir ihre Autoschlssel dagelassen!
08BA: set $GIRLS_GIFTS_BITMASK bit 30 

:GFAGNT_6105
jump @GFAGNT_6112 

:GFAGNT_6112
return 

:GFAGNT_6114
0871: init_jump_table $392 total_jumps 5 default_jump 0 @GFAGNT_6636 jumps 20 @GFAGNT_6177 21 @GFAGNT_6205 22 @GFAGNT_6338 23 @GFAGNT_6434 24 @GFAGNT_6492 -1 @GFAGNT_6636 -1 @GFAGNT_6636 

:GFAGNT_6177
gosub @GFAGNT_7091 
gosub @GFAGNT_9070 
gosub @GFAGNT_6638 
jump @GFAGNT_6636 

:GFAGNT_6205
00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@ 
if 
  5 >= 3@ 
else_jump @GFAGNT_6331 
if 
88B4:   not test $391 bit 11 
else_jump @GFAGNT_6331 
if 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
else_jump @GFAGNT_6298 
create_thread @GIRLFRIEND_CALLING $GIRLFRIEND 1 
$392 = 22 
jump @GFAGNT_6331 

:GFAGNT_6298
if 
88B5:   not test $GIRLS_GIFTS_BITMASK bit $GIRL_DATED_NOW 
else_jump @GFAGNT_6331 
gosub @GFAGNT_7091 
$392 = 20 

:GFAGNT_6331
jump @GFAGNT_6636 

:GFAGNT_6338
if 
88B4:   not test $391 bit 11 
else_jump @GFAGNT_6427 
if 
08B4:   test $391 bit 10 
else_jump @GFAGNT_6395 
gosub @GFAGNT_6757 
$392 = 23 
jump @GFAGNT_6427 

:GFAGNT_6395
$GIRL_PROGRESS($GIRL_DATED_NOW,6i) -= 2 
gosub @GFAGNT_9854 
gosub @GFAGNT_7091 
$392 = 20 

:GFAGNT_6427
jump @GFAGNT_6636 

:GFAGNT_6434
00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@ 
if 
  5 >= 3@ 
else_jump @GFAGNT_6485 
0084: $GIRLFRIEND = $GIRL_DATED_NOW // (int) 
gosub @GFAGNT_6829 
$392 = 20 

:GFAGNT_6485
jump @GFAGNT_6636 

:GFAGNT_6492
if 
88B4:   not test $391 bit 11 
else_jump @GFAGNT_6629 
if 
08B4:   test $391 bit 10 
else_jump @GFAGNT_6586 
if and
  $GIRL_DATED_NOW > -1 
  6 > $GIRL_DATED_NOW 
else_jump @GFAGNT_6572 
$GIRL_PROGRESS($GIRL_DATED_NOW,6i) = -100 
08C1: clear $GIRLS_GIFTS_BITMASK bit $GIRL_DATED_NOW 

:GFAGNT_6572
$392 = 20 
jump @GFAGNT_6629 

:GFAGNT_6586
if and
  $GIRL_DATED_NOW > -1 
  6 > $GIRL_DATED_NOW 
else_jump @GFAGNT_6622 
$GIRL_PROGRESS($GIRL_DATED_NOW,6i) = -99 

:GFAGNT_6622
$392 = 20 

:GFAGNT_6629
jump @GFAGNT_6636 

:GFAGNT_6636
return 

:GFAGNT_6638
0209: 3@ = random_int_in_ranges 0 6 
if 
08B6:   test $GIRLS_GIFTS_BITMASK bit 3@ 
else_jump @GFAGNT_6755 
if 
  $GIRL_PROGRESS(3@,6i) > -15 
else_jump @GFAGNT_6755 
if and
   not $GIRL_PROGRESS(3@,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_6755 
0209: 5@ = random_int_in_ranges 1 23 
0209: 6@ = random_int_in_ranges 1 59 
008A: $GIRL_DATED_NOW = 3@ // (int) 
$392 = 21 

:GFAGNT_6755
return 

:GFAGNT_6757
00BF: 5@ = current_time_hours, 6@ = current_time_minutes 
6@ = 31 
5@ += 5 
if 
  5@ > 23 
else_jump @GFAGNT_6827 
0085: 3@ = 5@ // (int) 
3@ -= 23 
5@ = 0 
005A: 5@ += 3@ // (int) 

:GFAGNT_6827
return 

:GFAGNT_6829
if and
  $GIRL_DATED_NOW > -1 
  6 > $GIRL_DATED_NOW 
else_jump @GFAGNT_7089 
$GIRL_PROGRESS($GIRL_DATED_NOW,6i) -= 3 
gosub @GFAGNT_9854 
if and
88FE:   not text_box_displayed 
  $GIRL_PROGRESS($GIRL_DATED_NOW,6i) > -15 
else_jump @GFAGNT_7089 
0871: init_jump_table $GIRL_DATED_NOW total_jumps 6 default_jump 0 @GFAGNT_7067 jumps 0 @GFAGNT_6959 1 @GFAGNT_6977 2 @GFAGNT_6995 3 @GFAGNT_7013 4 @GFAGNT_7031 5 @GFAGNT_7049 -1 @GFAGNT_7067 

:GFAGNT_6959
03E5: show_text_box 'GF_APP0'  // Du hast dein Date mit Denise verpasst. Sie wird darber nicht begeistert sein.
jump @GFAGNT_7067 

:GFAGNT_6977
03E5: show_text_box 'GF_APP1'  // Du hast dein Date mit Michelle verpasst. Sie wird darber nicht begeistert sein.
jump @GFAGNT_7067 

:GFAGNT_6995
03E5: show_text_box 'GF_APP2'  // Du hast dein Date mit Helena verpasst. Sie wird darber nicht begeistert sein.
jump @GFAGNT_7067 

:GFAGNT_7013
03E5: show_text_box 'GF_APP3'  // Du hast dein Date mit Barbara verpasst. Sie wird darber nicht begeistert sein.
jump @GFAGNT_7067 

:GFAGNT_7031
03E5: show_text_box 'GF_APP4'  // Du hast dein Date mit Katie verpasst. Sie wird darber nicht begeistert sein.
jump @GFAGNT_7067 

:GFAGNT_7049
03E5: show_text_box 'GF_APP5'  // Du hast dein Date mit Millie verpasst. Sie wird darber nicht begeistert sein.
jump @GFAGNT_7067 

:GFAGNT_7067
08C0: clear $391 bit 10 
08C1: clear $391 bit $GIRL_DATED_NOW 
$GIRL_DATED_NOW = -1 

:GFAGNT_7089
return 

:GFAGNT_7091
$GIRL_DATED_NOW = -1 
08C0: clear $391 bit 10 
08C1: clear $391 bit $GIRLFRIEND 
return 

:GFAGNT_7115
0209: 3@ = random_int_in_ranges 0 45 
if 
  3@ > 10 
else_jump @GFAGNT_7288 
if 
  3@ > 20 
else_jump @GFAGNT_7274 
if 
  3@ > 30 
else_jump @GFAGNT_7260 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 22 
else_jump @GFAGNT_7214 
3@ = 15 
jump @GFAGNT_7253 

:GFAGNT_7214
if 
  3@ > 35 
else_jump @GFAGNT_7246 
3@ = 12 
jump @GFAGNT_7253 

:GFAGNT_7246
3@ = 13 

:GFAGNT_7253
jump @GFAGNT_7267 

:GFAGNT_7260
3@ = 13 

:GFAGNT_7267
jump @GFAGNT_7281 

:GFAGNT_7274
3@ = 12 

:GFAGNT_7281
jump @GFAGNT_7295 

:GFAGNT_7288
3@ = 11 

:GFAGNT_7295
if 
08B4:   test $390 bit 27 
else_jump @GFAGNT_7327 
3@ = 11 
$390 = 0 

:GFAGNT_7327
if 
08B4:   test $390 bit 28 
else_jump @GFAGNT_7359 
3@ = 12 
$390 = 0 

:GFAGNT_7359
if 
08B4:   test $390 bit 29 
else_jump @GFAGNT_7391 
3@ = 13 
$390 = 0 

:GFAGNT_7391
if 
08B4:   test $390 bit 30 
else_jump @GFAGNT_7423 
3@ = 14 
$390 = 0 

:GFAGNT_7423
if 
08B4:   test $390 bit 31 
else_jump @GFAGNT_7455 
3@ = 15 
$390 = 0 

:GFAGNT_7455
return 

:GFAGNT_7457
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_8692 jumps 0 @GFAGNT_7520 1 @GFAGNT_7866 2 @GFAGNT_8006 3 @GFAGNT_8188 4 @GFAGNT_8370 5 @GFAGNT_8552 -1 @GFAGNT_8692 

:GFAGNT_7520
if or
   not Model.Available(#GANGRL3)
   not Model.Available(#MICRO_UZI)
else_jump @GFAGNT_7562 
Model.Load(#MICRO_UZI)
Model.Load(#GANGRL3)
wait 0 
jump @GFAGNT_7520 

:GFAGNT_7562
2@ = Actor.Create(CivFemale, #GANGRL3, 2402.39, -1712.899, 13.1402)
Actor.Angle(2@) = 180.0
01B2: give_actor 2@ weapon 28 ammo 60 // Load the weapon model before using this 
01B9: set_actor 2@ armed_weapon_to 0 
Actor.WeaponAccuracy(2@) = 75
0978: copy_decision_maker 65540 to $1230 
0709: set_decision_maker $1230 on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
0709: set_decision_maker $1230 on_event 37 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
0709: set_decision_maker $1230 on_event 36 taskID 1024 unknown 0.0 50.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1230 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
Actor.SetImmunities(2@, 0, 0, 1, 1, 0)
Actor.Health(2@) = 500
Actor.RemoveFromMissionCleanupList(2@)
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_7866
if 
   not Model.Available(#MECGRL3)
else_jump @GFAGNT_7898 
Model.Load(#MECGRL3)
wait 0 
jump @GFAGNT_7866 

:GFAGNT_7898
2@ = Actor.Create(CivFemale, #MECGRL3, -1799.875, 1202.057, 24.1328)
Actor.Angle(2@) = 180.0
060B: set_actor 2@ decision_maker_to 65543 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
Actor.SetImmunities(2@, 0, 0, 1, 1, 0)
Actor.Health(2@) = 500
Actor.RemoveFromMissionCleanupList(2@)
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8006
if 
   not Model.Available(#GUNGRL3)
else_jump @GFAGNT_8038 
Model.Load(#GUNGRL3)
wait 0 
jump @GFAGNT_8006 

:GFAGNT_8038
2@ = Actor.Create(CivFemale, #GUNGRL3, -384.6795, -1438.84, 25.3281)
Actor.Angle(2@) = 268.2687
0978: copy_decision_maker 65539 to $1229 
0709: set_decision_maker $1229 on_event 36 taskID 1024 unknown 0.0 50.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1229 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
Actor.SetImmunities(2@, 0, 0, 1, 1, 0)
Actor.Health(2@) = 500
Actor.RemoveFromMissionCleanupList(2@)
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8188
if 
   not Model.Available(#COPGRL3)
else_jump @GFAGNT_8220 
Model.Load(#COPGRL3)
wait 0 
jump @GFAGNT_8188 

:GFAGNT_8220
2@ = Actor.Create(CivFemale, #COPGRL3, -1390.303, 2641.066, 54.9844)
Actor.Angle(2@) = 187.2
0978: copy_decision_maker 65539 to $1229 
0709: set_decision_maker $1229 on_event 36 taskID 1024 unknown 0.0 50.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1229 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
Actor.SetImmunities(2@, 0, 0, 1, 1, 0)
Actor.Health(2@) = 500
Actor.RemoveFromMissionCleanupList(2@)
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8370
if 
   not Model.Available(#NURGRL3)
else_jump @GFAGNT_8402 
Model.Load(#NURGRL3)
wait 0 
jump @GFAGNT_8370 

:GFAGNT_8402
2@ = Actor.Create(CivFemale, #NURGRL3, -2573.357, 1155.091, 54.7347)
Actor.Angle(2@) = 167.8854
0978: copy_decision_maker 65539 to $1229 
0709: set_decision_maker $1229 on_event 36 taskID 1024 unknown 0.0 50.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1229 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
Actor.SetImmunities(2@, 0, 0, 1, 1, 0)
Actor.Health(2@) = 500
Actor.RemoveFromMissionCleanupList(2@)
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8552
if 
   not Model.Available(#CROGRL3)
else_jump @GFAGNT_8584 
Model.Load(#CROGRL3)
wait 0 
jump @GFAGNT_8552 

:GFAGNT_8584
2@ = Actor.Create(CivFemale, #CROGRL3, 2037.476, 2719.794, 10.5436)
Actor.Angle(2@) = 9.2
060B: set_actor 2@ decision_maker_to 65543 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
Actor.SetImmunities(2@, 0, 0, 1, 1, 0)
Actor.Health(2@) = 500
Actor.RemoveFromMissionCleanupList(2@)
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8692
return 

:GFAGNT_8694
if 
08B4:   test $390 bit 2 
else_jump @GFAGNT_8806 
if and
  0 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > -15 
else_jump @GFAGNT_8774 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 0 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 5 
jump @GFAGNT_8785 

:GFAGNT_8774
$GIRL_PROGRESS($GIRLFRIEND,6i) += 5 

:GFAGNT_8785
gosub @GFAGNT_9854 
0623: add 1 to_integer_stat 188 
jump @GFAGNT_8908 

:GFAGNT_8806
if 
08B4:   test $390 bit 8 
else_jump @GFAGNT_8883 
if and
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_8876 
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 1 
gosub @GFAGNT_9854 

:GFAGNT_8876
jump @GFAGNT_8908 

:GFAGNT_8883
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 5 
gosub @GFAGNT_9854 
0623: add 1 to_integer_stat 185 

:GFAGNT_8908
if 
08B4:   test $390 bit 4 
else_jump @GFAGNT_8958 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 5 
gosub @GFAGNT_9854 
0623: add 1 to_integer_stat 187 
jump @GFAGNT_8994 

:GFAGNT_8958
if 
08B4:   test $390 bit 3 
else_jump @GFAGNT_8994 
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 5 
gosub @GFAGNT_9854 

:GFAGNT_8994
if and
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_9061 
if 
  -15 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
else_jump @GFAGNT_9061 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -99 

:GFAGNT_9061
$390 = 0 
return 

:GFAGNT_9070
if and
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_9178 
if 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -99 
else_jump @GFAGNT_9178 
if 
  -15 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
else_jump @GFAGNT_9178 
$392 = 24 
0084: $GIRL_DATED_NOW = $GIRLFRIEND // (int) 
create_thread @GIRLFRIEND_CALLING $GIRL_DATED_NOW 2 
return 

:GFAGNT_9178
return 

:GFAGNT_9180
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_9340 jumps 0 @GFAGNT_9243 1 @GFAGNT_9265 2 @GFAGNT_9277 3 @GFAGNT_9294 4 @GFAGNT_9311 5 @GFAGNT_9328 -1 @GFAGNT_9340 

:GFAGNT_9243
Model.Destroy(#GANGRL3)
Model.Destroy(#MICRO_UZI)
065C: release_decision_maker $1230 
jump @GFAGNT_9340 

:GFAGNT_9265
Model.Destroy(#MECGRL3)
jump @GFAGNT_9340 

:GFAGNT_9277
Model.Destroy(#GUNGRL3)
065C: release_decision_maker $1229 
jump @GFAGNT_9340 

:GFAGNT_9294
Model.Destroy(#COPGRL3)
065C: release_decision_maker $1229 
jump @GFAGNT_9340 

:GFAGNT_9311
Model.Destroy(#NURGRL3)
065C: release_decision_maker $1229 
jump @GFAGNT_9340 

:GFAGNT_9328
Model.Destroy(#CROGRL3)
jump @GFAGNT_9340 

:GFAGNT_9340
if 
08B4:   test $390 bit 6 
else_jump @GFAGNT_9370 
Actor.DestroyInstantly(2@)
jump @GFAGNT_9440 

:GFAGNT_9370
if 
08B4:   test $390 bit 22 
else_jump @GFAGNT_9400 
Actor.DestroyInstantly(2@)
jump @GFAGNT_9440 

:GFAGNT_9400
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_9435 
Actor.RemoveReferences(2@)
jump @GFAGNT_9440 

:GFAGNT_9435
Actor.DestroyWithFade(2@)

:GFAGNT_9440
$1231 = 0 
if 
08B4:   test $390 bit 21 
else_jump @GFAGNT_9539 
07D0: 3@ = weekday 
3@ += 1 
if 
  3@ > 7 
else_jump @GFAGNT_9502 
3@ = 1 

:GFAGNT_9502
gosub @GFAGNT_9541 
3@ += 22 
08BC: set $383($GIRLFRIEND,6i) bit 3@ 
08BA: set $383($GIRLFRIEND,6i) bit 31 

:GFAGNT_9539
return 

:GFAGNT_9541
08C0: clear $383($GIRLFRIEND,6i) bit 31 
08C0: clear $383($GIRLFRIEND,6i) bit 23 
08C0: clear $383($GIRLFRIEND,6i) bit 24 
08C0: clear $383($GIRLFRIEND,6i) bit 25 
08C0: clear $383($GIRLFRIEND,6i) bit 26 
08C0: clear $383($GIRLFRIEND,6i) bit 27 
08C0: clear $383($GIRLFRIEND,6i) bit 28 
08C0: clear $383($GIRLFRIEND,6i) bit 29 
return 

:GFAGNT_9631
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_9695 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @GFAGNT_9688 
3@ = 1 
jump @GFAGNT_9695 

:GFAGNT_9688
3@ = 0 

:GFAGNT_9695
return 

:GFAGNT_9697
08F8: display_stat_update_box 0 
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_9848 jumps 0 @GFAGNT_9764 1 @GFAGNT_9778 2 @GFAGNT_9792 3 @GFAGNT_9806 4 @GFAGNT_9820 5 @GFAGNT_9834 -1 @GFAGNT_9848 

:GFAGNT_9764
0629: change_integer_stat 252 to 0 
jump @GFAGNT_9848 

:GFAGNT_9778
0629: change_integer_stat 253 to 0 
jump @GFAGNT_9848 

:GFAGNT_9792
0629: change_integer_stat 254 to 0 
jump @GFAGNT_9848 

:GFAGNT_9806
0629: change_integer_stat 255 to 0 
jump @GFAGNT_9848 

:GFAGNT_9820
0629: change_integer_stat 256 to 0 
jump @GFAGNT_9848 

:GFAGNT_9834
0629: change_integer_stat 257 to 0 
jump @GFAGNT_9848 

:GFAGNT_9848
08F8: display_stat_update_box 1 
return 

:GFAGNT_9854
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_11183 jumps 0 @GFAGNT_9917 1 @GFAGNT_10128 2 @GFAGNT_10339 3 @GFAGNT_10550 4 @GFAGNT_10761 5 @GFAGNT_10972 -1 @GFAGNT_11183 

:GFAGNT_9917
0652: 9@ = integer_stat 252 
if 
001E:   $GIRL_PROGRESS[0] > 9@ // (int) 
else_jump @GFAGNT_10029 
if 
  $GIRL_PROGRESS[0] > 100 
else_jump @GFAGNT_9969 
$GIRL_PROGRESS[0] = 100 

:GFAGNT_9969
if 
  0 > $GIRL_PROGRESS[0] 
else_jump @GFAGNT_10001 
0629: change_integer_stat 252 to 0 
jump @GFAGNT_10022 

:GFAGNT_10001
0064: 9@ -= $GIRL_PROGRESS[0] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 252 

:GFAGNT_10022
jump @GFAGNT_10121 

:GFAGNT_10029
if 
001F:   9@ > $GIRL_PROGRESS[0] // (int) 
else_jump @GFAGNT_10121 
if 
  $GIRL_PROGRESS[0] > 100 
else_jump @GFAGNT_10073 
$GIRL_PROGRESS[0] = 100 

:GFAGNT_10073
if 
  0 > $GIRL_PROGRESS[0] 
else_jump @GFAGNT_10105 
0629: change_integer_stat 252 to 0 
jump @GFAGNT_10121 

:GFAGNT_10105
0064: 9@ -= $GIRL_PROGRESS[0] // (int) 
0625: decrease_integer_stat 252 by 9@ 

:GFAGNT_10121
jump @GFAGNT_11183 

:GFAGNT_10128
0652: 9@ = integer_stat 253 
if 
001E:   $GIRL_PROGRESS[1] > 9@ // (int) 
else_jump @GFAGNT_10240 
if 
  $GIRL_PROGRESS[1] > 100 
else_jump @GFAGNT_10180 
$GIRL_PROGRESS[1] = 100 

:GFAGNT_10180
if 
  0 > $GIRL_PROGRESS[1] 
else_jump @GFAGNT_10212 
0629: change_integer_stat 253 to 0 
jump @GFAGNT_10233 

:GFAGNT_10212
0064: 9@ -= $GIRL_PROGRESS[1] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 253 

:GFAGNT_10233
jump @GFAGNT_10332 

:GFAGNT_10240
if 
001F:   9@ > $GIRL_PROGRESS[1] // (int) 
else_jump @GFAGNT_10332 
if 
  $GIRL_PROGRESS[1] > 100 
else_jump @GFAGNT_10284 
$GIRL_PROGRESS[1] = 100 

:GFAGNT_10284
if 
  0 > $GIRL_PROGRESS[1] 
else_jump @GFAGNT_10316 
0629: change_integer_stat 253 to 0 
jump @GFAGNT_10332 

:GFAGNT_10316
0064: 9@ -= $GIRL_PROGRESS[1] // (int) 
0625: decrease_integer_stat 253 by 9@ 

:GFAGNT_10332
jump @GFAGNT_11183 

:GFAGNT_10339
0652: 9@ = integer_stat 254 
if 
001E:   $GIRL_PROGRESS[2] > 9@ // (int) 
else_jump @GFAGNT_10451 
if 
  $GIRL_PROGRESS[2] > 100 
else_jump @GFAGNT_10391 
$GIRL_PROGRESS[2] = 100 

:GFAGNT_10391
if 
  0 > $GIRL_PROGRESS[2] 
else_jump @GFAGNT_10423 
0629: change_integer_stat 254 to 0 
jump @GFAGNT_10444 

:GFAGNT_10423
0064: 9@ -= $GIRL_PROGRESS[2] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 254 

:GFAGNT_10444
jump @GFAGNT_10543 

:GFAGNT_10451
if 
001F:   9@ > $GIRL_PROGRESS[2] // (int) 
else_jump @GFAGNT_10543 
if 
  $GIRL_PROGRESS[2] > 100 
else_jump @GFAGNT_10495 
$GIRL_PROGRESS[2] = 100 

:GFAGNT_10495
if 
  0 > $GIRL_PROGRESS[2] 
else_jump @GFAGNT_10527 
0629: change_integer_stat 254 to 0 
jump @GFAGNT_10543 

:GFAGNT_10527
0064: 9@ -= $GIRL_PROGRESS[2] // (int) 
0625: decrease_integer_stat 254 by 9@ 

:GFAGNT_10543
jump @GFAGNT_11183 

:GFAGNT_10550
0652: 9@ = integer_stat 255 
if 
001E:   $GIRL_PROGRESS[3] > 9@ // (int) 
else_jump @GFAGNT_10662 
if 
  $GIRL_PROGRESS[3] > 100 
else_jump @GFAGNT_10602 
$GIRL_PROGRESS[3] = 100 

:GFAGNT_10602
if 
  0 > $GIRL_PROGRESS[3] 
else_jump @GFAGNT_10634 
0629: change_integer_stat 255 to 0 
jump @GFAGNT_10655 

:GFAGNT_10634
0064: 9@ -= $GIRL_PROGRESS[3] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 255 

:GFAGNT_10655
jump @GFAGNT_10754 

:GFAGNT_10662
if 
001F:   9@ > $GIRL_PROGRESS[3] // (int) 
else_jump @GFAGNT_10754 
if 
  $GIRL_PROGRESS[3] > 100 
else_jump @GFAGNT_10706 
$GIRL_PROGRESS[3] = 100 

:GFAGNT_10706
if 
  0 > $GIRL_PROGRESS[3] 
else_jump @GFAGNT_10738 
0629: change_integer_stat 255 to 0 
jump @GFAGNT_10754 

:GFAGNT_10738
0064: 9@ -= $GIRL_PROGRESS[3] // (int) 
0625: decrease_integer_stat 255 by 9@ 

:GFAGNT_10754
jump @GFAGNT_11183 

:GFAGNT_10761
0652: 9@ = integer_stat 256 
if 
001E:   $GIRL_PROGRESS[4] > 9@ // (int) 
else_jump @GFAGNT_10873 
if 
  $GIRL_PROGRESS[4] > 100 
else_jump @GFAGNT_10813 
$GIRL_PROGRESS[4] = 100 

:GFAGNT_10813
if 
  0 > $GIRL_PROGRESS[4] 
else_jump @GFAGNT_10845 
0629: change_integer_stat 256 to 0 
jump @GFAGNT_10866 

:GFAGNT_10845
0064: 9@ -= $GIRL_PROGRESS[4] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 256 

:GFAGNT_10866
jump @GFAGNT_10965 

:GFAGNT_10873
if 
001F:   9@ > $GIRL_PROGRESS[4] // (int) 
else_jump @GFAGNT_10965 
if 
  $GIRL_PROGRESS[4] > 100 
else_jump @GFAGNT_10917 
$GIRL_PROGRESS[4] = 100 

:GFAGNT_10917
if 
  0 > $GIRL_PROGRESS[4] 
else_jump @GFAGNT_10949 
0629: change_integer_stat 256 to 0 
jump @GFAGNT_10965 

:GFAGNT_10949
0064: 9@ -= $GIRL_PROGRESS[4] // (int) 
0625: decrease_integer_stat 256 by 9@ 

:GFAGNT_10965
jump @GFAGNT_11183 

:GFAGNT_10972
0652: 9@ = integer_stat 257 
if 
001E:   $GIRL_PROGRESS[5] > 9@ // (int) 
else_jump @GFAGNT_11084 
if 
  $GIRL_PROGRESS[5] > 100 
else_jump @GFAGNT_11024 
$GIRL_PROGRESS[5] = 100 

:GFAGNT_11024
if 
  0 > $GIRL_PROGRESS[5] 
else_jump @GFAGNT_11056 
0629: change_integer_stat 257 to 0 
jump @GFAGNT_11077 

:GFAGNT_11056
0064: 9@ -= $GIRL_PROGRESS[5] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 257 

:GFAGNT_11077
jump @GFAGNT_11176 

:GFAGNT_11084
if 
001F:   9@ > $GIRL_PROGRESS[5] // (int) 
else_jump @GFAGNT_11176 
if 
  $GIRL_PROGRESS[5] > 100 
else_jump @GFAGNT_11128 
$GIRL_PROGRESS[5] = 100 

:GFAGNT_11128
if 
  0 > $GIRL_PROGRESS[5] 
else_jump @GFAGNT_11160 
0629: change_integer_stat 257 to 0 
jump @GFAGNT_11176 

:GFAGNT_11160
0064: 9@ -= $GIRL_PROGRESS[5] // (int) 
0625: decrease_integer_stat 257 by 9@ 

:GFAGNT_11176
jump @GFAGNT_11183 

:GFAGNT_11183
return 

:GFAGNT_11185
if 
  0@ == 1 
else_jump @GFAGNT_11236 
if 
08B5:   test $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
else_jump @GFAGNT_11236 
gosub @GFAGNT_9180 
gosub @GFAGNT_8694 

:GFAGNT_11236
0@ = 0 
4@ = -1 
3@ = 0 

:GFAGNT_11257
if 
08B6:   test $391 bit 3@ 
else_jump @GFAGNT_11284 
08C2: clear $391 bit 3@ 

:GFAGNT_11284
3@ += 1 
  3@ >= 6 
else_jump @GFAGNT_11257 
08F8: display_stat_update_box 1 
$GF_WAIT_TIME = 500 
return 
091A: NOP v$1221 
if 
8846:   not string v$1221 empty // same as 0844 
else_jump @GFAGNT_13496 
06D1: v$1225 = "DOCOOCHIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11386 
08BA: set $GIRLS_GIFTS_BITMASK bit 0 
091B: NOP 
return 

:GFAGNT_11386
06D1: v$1225 = "DOMICHELLE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11433 
08BA: set $GIRLS_GIFTS_BITMASK bit 1 
091B: NOP 
return 

:GFAGNT_11433
06D1: v$1225 = "DOKYLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11477 
08BA: set $GIRLS_GIFTS_BITMASK bit 2 
091B: NOP 
return 

:GFAGNT_11477
06D1: v$1225 = "DOBARBARA" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11523 
08BA: set $GIRLS_GIFTS_BITMASK bit 3 
091B: NOP 
return 

:GFAGNT_11523
06D1: v$1225 = "DOSUZIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11567 
08BA: set $GIRLS_GIFTS_BITMASK bit 4 
091B: NOP 
return 

:GFAGNT_11567
06D1: v$1225 = "DOMILLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11612 
08BA: set $GIRLS_GIFTS_BITMASK bit 5 
091B: NOP 
return 

:GFAGNT_11612
06D1: v$1225 = "FASTDATE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11712 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
0084: $GIRL_PROGRESS[0] = $GIRL_DESIRED_PROGRESS_TO_INVITE[0] // (int) 
0084: $GIRL_PROGRESS[1] = $GIRL_DESIRED_PROGRESS_TO_INVITE[1] // (int) 
0084: $GIRL_PROGRESS[3] = $GIRL_DESIRED_PROGRESS_TO_INVITE[3] // (int) 
0084: $GIRL_PROGRESS[2] = $GIRL_DESIRED_PROGRESS_TO_INVITE[2] // (int) 
0084: $GIRL_PROGRESS[4] = $GIRL_DESIRED_PROGRESS_TO_INVITE[4] // (int) 
0084: $GIRL_PROGRESS[5] = $GIRL_DESIRED_PROGRESS_TO_INVITE[5] // (int) 
08BA: set $390 bit 26 
091B: NOP 
return 

:GFAGNT_11712
06D1: v$1225 = "GOCOOCHIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11787 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_11783 
Actor.PutAt($PLAYER_ACTOR, 2405.212, -1720.688, 12.6365)

:GFAGNT_11783
091B: NOP 
return 

:GFAGNT_11787
06D1: v$1225 = "GOMICHELLE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11863 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_11859 
Actor.PutAt($PLAYER_ACTOR, -1788.0, 1202.0, 30.0)

:GFAGNT_11859
091B: NOP 
return 

:GFAGNT_11863
06D1: v$1225 = "GOKYLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11936 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_11932 
Actor.PutAt($PLAYER_ACTOR, -371.4376, -1440.072, 24.7209)

:GFAGNT_11932
091B: NOP 
return 

:GFAGNT_11936
06D1: v$1225 = "GOBARBARA" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12011 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12007 
Actor.PutAt($PLAYER_ACTOR, -1400.0, 2640.0, -100.0)

:GFAGNT_12007
091B: NOP 
return 

:GFAGNT_12011
06D1: v$1225 = "GOSUZIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12084 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12080 
Actor.PutAt($PLAYER_ACTOR, -2570.511, 1139.582, 54.8547)

:GFAGNT_12080
091B: NOP 
return 

:GFAGNT_12084
06D1: v$1225 = "GOMILLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12158 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12154 
Actor.PutAt($PLAYER_ACTOR, 2028.347, 2736.969, 10.8603)

:GFAGNT_12154
091B: NOP 
return 

:GFAGNT_12158
06D1: v$1225 = "DATEFOOD" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12210 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
08BA: set $390 bit 27 
091B: NOP 
return 

:GFAGNT_12210
06D1: v$1225 = "DATEDRIVE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12305 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
$GIRL_PROGRESS[0] = 50 
$GIRL_PROGRESS[1] = 50 
$GIRL_PROGRESS[3] = 50 
$GIRL_PROGRESS[2] = 50 
$GIRL_PROGRESS[4] = 50 
$GIRL_PROGRESS[5] = 50 
08BA: set $390 bit 28 
091B: NOP 
return 

:GFAGNT_12305
06D1: v$1225 = "DATEDANCE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12400 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
$GIRL_PROGRESS[0] = 50 
$GIRL_PROGRESS[1] = 50 
$GIRL_PROGRESS[3] = 50 
$GIRL_PROGRESS[2] = 50 
$GIRL_PROGRESS[4] = 50 
$GIRL_PROGRESS[5] = 50 
08BA: set $390 bit 29 
091B: NOP 
return 

:GFAGNT_12400
06D1: v$1225 = "DATESPANK" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12453 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
08BA: set $390 bit 30 
091B: NOP 
return 

:GFAGNT_12453
06D1: v$1225 = "DATESHEDRIVES" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12517 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
$GIRL_PROGRESS[1] = 50 
08BA: set $390 bit 31 
091B: NOP 
return 

:GFAGNT_12517
06D1: v$1225 = "MEETMICHELLE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12605 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12601 
Actor.PutAt($PLAYER_ACTOR, -2026.92, -99.9395, 34.1641)
Actor.Angle($PLAYER_ACTOR) = 180.0

:GFAGNT_12601
091B: NOP 
return 

:GFAGNT_12605
06D1: v$1225 = "MEETKYLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12697 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12693 
$LS_FINAL_TOTAL_PASSED_MISSIONS = 2 
Actor.PutAt($PLAYER_ACTOR, 243.9633, -161.2493, 0.5781)
Actor.Angle($PLAYER_ACTOR) = 291.5735

:GFAGNT_12693
091B: NOP 
return 

:GFAGNT_12697
06D1: v$1225 = "MEETBARBARA" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12784 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12780 
Actor.PutAt($PLAYER_ACTOR, -1411.294, 2637.609, 54.6875)
Actor.Angle($PLAYER_ACTOR) = 348.9253

:GFAGNT_12780
091B: NOP 
return 

:GFAGNT_12784
06D1: v$1225 = "MEETSUZIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12869 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12865 
Actor.PutAt($PLAYER_ACTOR, -2266.253, -155.7216, 34.3125)
Actor.Angle($PLAYER_ACTOR) = 85.0

:GFAGNT_12865
091B: NOP 
return 

:GFAGNT_12869
06D1: v$1225 = "GIMPSUIT" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12953 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12949 
Player.SetClothes($PLAYER_CHAR, "GIMPLEG", "GIMPLEG", Special)
Player.Build($PLAYER_CHAR)

:GFAGNT_12949
091B: NOP 
return 

:GFAGNT_12953
06D1: v$1225 = "TWOTIMING" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13006 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
08BA: set $390 bit 25 
091B: NOP 
return 

:GFAGNT_13006
06D1: v$1225 = "ELEGANTMAN" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13088 
$GIRL_DESIRED_SEXAPPEAL[0] = 0 
$GIRL_DESIRED_SEXAPPEAL[1] = 0 
$GIRL_DESIRED_SEXAPPEAL[3] = 0 
$GIRL_DESIRED_SEXAPPEAL[2] = 0 
$GIRL_DESIRED_SEXAPPEAL[4] = 0 
$GIRL_DESIRED_SEXAPPEAL[5] = 0 
091B: NOP 
return 

:GFAGNT_13088
06D1: v$1225 = "SHOWENTRY" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13192 
07FB: set_interior 'FDREST1' access 1  // World of Coq
07FB: set_interior 'REST2' access 1  // Secret Valley
07FB: set_interior 'DINER1' access 1  // Diner
07FB: set_interior 'DINER2' access 1  // Diner
07FB: set_interior 'TSDINER' access 1  // Truck-Raststtte
091B: NOP 
return 

:GFAGNT_13192
06D1: v$1225 = "HIDEENTRY" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13283 
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
091B: NOP 
return 

:GFAGNT_13283
06D1: v$1225 = "UNCENSORED" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13330 
$GF_CENSORE_FLAG = 0 
091B: NOP 
return 

:GFAGNT_13330
06D1: v$1225 = "STATSUP" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13385 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 10 
gosub @GFAGNT_9854 
091B: NOP 
return 

:GFAGNT_13385
06D1: v$1225 = "STATSDOWN" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13442 
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 10 
gosub @GFAGNT_9854 
091B: NOP 
return 

:GFAGNT_13442
06D1: v$1225 = "DUMPME" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13496 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -15 
gosub @GFAGNT_9854 
091B: NOP 
return 

:GFAGNT_13496
return 
0662: NOP "I__________________________I" 
0662: NOP "H" 
0662: NOP "G" 
0662: NOP "F" 
0662: NOP "E" 
0662: NOP "D" 
0662: NOP s$404 
0663: NOP "IGFIDX" $GIRLFRIEND 
0871: init_jump_table 0@ total_jumps 5 default_jump 1 @GFAGNT_13731 jumps 0 @GFAGNT_13636 1 @GFAGNT_13655 2 @GFAGNT_13674 3 @GFAGNT_13693 4 @GFAGNT_13712 -1 @GFAGNT_13760 -1 @GFAGNT_13760 

:GFAGNT_13636
0662: NOP "STATE0__" 
jump @GFAGNT_13760 

:GFAGNT_13655
0662: NOP "STATE1__" 
jump @GFAGNT_13760 

:GFAGNT_13674
0662: NOP "STATE2__" 
jump @GFAGNT_13760 

:GFAGNT_13693
0662: NOP "STATE3__" 
jump @GFAGNT_13760 

:GFAGNT_13712
0662: NOP "STATE4__" 
jump @GFAGNT_13760 

:GFAGNT_13731
0662: NOP "UNTRAPPED_STATE___" 
jump @GFAGNT_13760 

:GFAGNT_13760
0662: NOP "I__________________________I" 
return 

:NONAME_7
create_thread @ESC_INTERIOR_MANAGER 
end_thread 

:ESC_INTERIOR_MANAGER
thread 'INTMAN' 
$INTERIOR_DECISION_MAKER_A = -1 
if 
  $INTERIOR_DECISION_MAKER_A == 9999 
else_jump @INTMAN_57 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_B 

:INTMAN_57
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTMAN_80 
gosub @INTMAN_91 

:INTMAN_80
wait 0 
jump @INTMAN_57 

:INTMAN_91
0871: init_jump_table 0@ total_jumps 2 default_jump 0 @INTMAN_182 jumps 0 @INTMAN_154 1 @INTMAN_168 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 

:INTMAN_154
gosub @INTMAN_184 
jump @INTMAN_182 

:INTMAN_168
gosub @INTMAN_2976 
jump @INTMAN_182 

:INTMAN_182
return 

:INTMAN_184
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if 
   not $1250 == 0 
else_jump @INTMAN_2974 
094B: v$ACTIVE_INTERIOR_NAME = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
8846:   not string v$ACTIVE_INTERIOR_NAME empty // same as 0844 
else_jump @INTMAN_2974 
0084: $1251 = $1250 // (int) 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTMAN_266 
$PLAYER_WANTED_LEVEL = Player.WantedLevel($PLAYER_CHAR)

:INTMAN_266
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
$1261 = 0 
$PLAYER_IN_INTERIOR = 0 
2@ = 0 
if 
  $ONMISSION == 0 
else_jump @INTMAN_359 
$9472 = 0 
$9470 = 0 
$9471 = 0 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 0 
$2881 = 0 
$9473 = 0 
$9526 = 0 

:INTMAN_359
if and
08F9:   v$ACTIVE_INTERIOR_NAME == "CHANGER" 
  $1250 == 14 
else_jump @INTMAN_451 
0926: 1@ = external_script_status 63 (WARDROBE) 
if 
  1@ == 0 
else_jump @INTMAN_451 
08A9: load_external_script 63 (WARDROBE) 
038B: load_requested_models 
if 
08AB:   external_script 63 (WARDROBE) loaded 
else_jump @INTMAN_451 
0913: run_external_script 63 (WARDROBE)  
0@ += 1 
return 

:INTMAN_451
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
else_jump @INTMAN_818 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_531 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_531
0926: 1@ = external_script_status 39 (BOUNCER) 
if 
  1@ == 0 
else_jump @INTMAN_560 
08A9: load_external_script 39 (BOUNCER) 

:INTMAN_560
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_589 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_589
0926: 1@ = external_script_status 27 (CASINO_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_618 
08A9: load_external_script 27 (CASINO_AMBIENCE) 

:INTMAN_618
04ED: load_animation "BAR" 
04ED: load_animation "CASINO" 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @INTMAN_676 
Model.Load(#VMAFF1)
Model.Load(#VMAFF3)
Model.Load(#VMAFF2)
Model.Load(#VWFYWAI)

:INTMAN_676
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
else_jump @INTMAN_715 
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYWA2)

:INTMAN_715
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
else_jump @INTMAN_755 
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYCRP)

:INTMAN_755
038B: load_requested_models 
if 
08AB:   external_script 27 (CASINO_AMBIENCE) loaded 
else_jump @INTMAN_777 
0913: run_external_script 27 (CASINO_AMBIENCE)  

:INTMAN_777
if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 39 (BOUNCER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 27 (CASINO_AMBIENCE) loaded 
else_jump @INTMAN_818 
$1261 = 1 
0@ += 1 

:INTMAN_818
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "UFOBAR" 
else_jump @INTMAN_1088 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_893 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_893
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_922 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_922
0926: 1@ = external_script_status 28 (BAR_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_951 
08A9: load_external_script 28 (BAR_AMBIENCE) 

:INTMAN_951
0926: 1@ = external_script_status 35 (DANCE) 
if 
  1@ == 0 
else_jump @INTMAN_980 
08A9: load_external_script 35 (DANCE) 

:INTMAN_980
04ED: load_animation "BAR" 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
else_jump @INTMAN_1020 
04ED: load_animation "DANCING" 

:INTMAN_1020
Model.Load(#VWFYCRP)
038B: load_requested_models 
if 
08AB:   external_script 28 (BAR_AMBIENCE) loaded 
else_jump @INTMAN_1047 
0913: run_external_script 28 (BAR_AMBIENCE)  

:INTMAN_1047
if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 28 (BAR_AMBIENCE) loaded 
08AB:   external_script 35 (DANCE) loaded 
else_jump @INTMAN_1088 
$1261 = 1 
0@ += 1 

:INTMAN_1088
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "GENOTB" 
else_jump @INTMAN_1286 
0926: 1@ = external_script_status 40 (OTB_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_1141 
08A9: load_external_script 40 (OTB_STAFF) 

:INTMAN_1141
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_1170 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1170
0926: 1@ = external_script_status 30 (OTB_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_1199 
08A9: load_external_script 30 (OTB_AMBIENCE) 

:INTMAN_1199
04ED: load_animation "OTB" 
04ED: load_animation "INT_SHOP" 
Model.Load(#VBFYCRP)
Model.Load(#VWFYCRP)
038B: load_requested_models 
if 
08AB:   external_script 30 (OTB_AMBIENCE) loaded 
else_jump @INTMAN_1249 
0913: run_external_script 30 (OTB_AMBIENCE)  

:INTMAN_1249
if and
08AB:   external_script 40 (OTB_STAFF) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 30 (OTB_AMBIENCE) loaded 
else_jump @INTMAN_1286 
$1261 = 1 
0@ += 1 

:INTMAN_1286
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "LASTRIP" 
08F9:   v$ACTIVE_INTERIOR_NAME == "STRIP2" 
else_jump @INTMAN_1534 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_1353 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_1353
0926: 1@ = external_script_status 39 (BOUNCER) 
if 
  1@ == 0 
else_jump @INTMAN_1382 
08A9: load_external_script 39 (BOUNCER) 

:INTMAN_1382
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_1411 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1411
0926: 1@ = external_script_status 31 (STRIP_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_1440 
08A9: load_external_script 31 (STRIP_AMBIENCE) 

:INTMAN_1440
04ED: load_animation "BAR" 
04ED: load_animation "STRIP" 
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYCRP)
038B: load_requested_models 
if 
08AB:   external_script 31 (STRIP_AMBIENCE) loaded 
else_jump @INTMAN_1493 
0913: run_external_script 31 (STRIP_AMBIENCE)  

:INTMAN_1493
if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 39 (BOUNCER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 31 (STRIP_AMBIENCE) loaded 
else_jump @INTMAN_1534 
$1261 = 1 
0@ += 1 

:INTMAN_1534
if 
  $9977 == 0 
else_jump @INTMAN_1724 
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "CSCHP" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CSSPRT" 
08F9:   v$ACTIVE_INTERIOR_NAME == "LACS1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CLOTHGP" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CSDESGN" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CSEXL" 
else_jump @INTMAN_1724 
0926: 1@ = external_script_status 64 (CLOTHES) 
if 
  1@ == 0 
else_jump @INTMAN_1669 
08A9: load_external_script 64 (CLOTHES) 

:INTMAN_1669
04ED: load_animation "INT_SHOP" 
038B: load_requested_models 
if 
08AB:   external_script 64 (CLOTHES) loaded 
else_jump @INTMAN_1724 
$1258 = 0 
0913: run_external_script 64 (CLOTHES)  
$1261 = 1 
0@ += 1 

:INTMAN_1724
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "FDPIZA" 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDCHICK" 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDBURG" 
else_jump @INTMAN_2221 
0926: 1@ = external_script_status 65 (JUNKFUD) 
if 
  1@ == 0 
else_jump @INTMAN_1804 
08A9: load_external_script 65 (JUNKFUD) 

:INTMAN_1804
0926: 1@ = external_script_status 29 (FOODBRAINS) 
if 
  1@ == 0 
else_jump @INTMAN_1833 
08A9: load_external_script 29 (FOODBRAINS) 

:INTMAN_1833
0926: 1@ = external_script_status 36 (SHOPKEEPER) 
if 
  1@ == 0 
else_jump @INTMAN_1862 
08A9: load_external_script 36 (SHOPKEEPER) 

:INTMAN_1862
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_1891 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1891
04ED: load_animation "FOOD" 
04ED: load_animation "INT_SHOP" 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDPIZA" 
else_jump @INTMAN_1952 
Model.Load(#WMYPIZZ)
Model.Load(#PIZZAHIGH)
Model.Load(#CJ_PIZZA_1)
Model.Load(#CJ_PIZZA_2)

:INTMAN_1952
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDCHICK" 
else_jump @INTMAN_1994 
Model.Load(#WMYBELL)
Model.Load(#BURGERHIGH)
Model.Load(#CJ_BURG_1)
Model.Load(#CJ_BURG_2)

:INTMAN_1994
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDBURG" 
else_jump @INTMAN_2035 
Model.Load(#WFYBURG)
Model.Load(#BURGERHIGH)
Model.Load(#CJ_BURG_1)
Model.Load(#CJ_BURG_2)

:INTMAN_2035
038B: load_requested_models 
if 
08AB:   external_script 65 (JUNKFUD) loaded 
else_jump @INTMAN_2057 
0913: run_external_script 65 (JUNKFUD)  

:INTMAN_2057
if 
08AB:   external_script 29 (FOODBRAINS) loaded 
else_jump @INTMAN_2180 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDPIZA" 
else_jump @INTMAN_2110 
0913: run_external_script 29 (FOODBRAINS) 0  
jump @INTMAN_2180 

:INTMAN_2110
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDCHICK" 
else_jump @INTMAN_2149 
0913: run_external_script 29 (FOODBRAINS) 1  
jump @INTMAN_2180 

:INTMAN_2149
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDBURG" 
else_jump @INTMAN_2180 
0913: run_external_script 29 (FOODBRAINS) 2  

:INTMAN_2180
if and
08AB:   external_script 65 (JUNKFUD) loaded 
08AB:   external_script 29 (FOODBRAINS) loaded 
08AB:   external_script 36 (SHOPKEEPER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
else_jump @INTMAN_2221 
$1261 = 1 
0@ += 1 

:INTMAN_2221
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "BARBERS" 
08F9:   v$ACTIVE_INTERIOR_NAME == "BARBER2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "BARBER3" 
else_jump @INTMAN_2339 
0926: 1@ = external_script_status 62 (BARBER) 
if 
  1@ == 0 
else_jump @INTMAN_2339 
08A9: load_external_script 62 (BARBER) 
038B: load_requested_models 
if 
08AB:   external_script 62 (BARBER) loaded 
else_jump @INTMAN_2339 
0913: run_external_script 62 (BARBER)  
$1261 = 1 
0@ += 1 

:INTMAN_2339
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "TATTOO" 
08F9:   v$ACTIVE_INTERIOR_NAME == "TATTO2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "TATTO3" 
else_jump @INTMAN_2454 
0926: 1@ = external_script_status 61 (TATTOO) 
if 
  1@ == 0 
else_jump @INTMAN_2454 
08A9: load_external_script 61 (TATTOO) 
038B: load_requested_models 
if 
08AB:   external_script 61 (TATTOO) loaded 
else_jump @INTMAN_2454 
0913: run_external_script 61 (TATTOO)  
$1261 = 1 
0@ += 1 

:INTMAN_2454
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "RCPLAY" 
else_jump @INTMAN_2596 
0926: 1@ = external_script_status 34 (ZERO_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_2507 
08A9: load_external_script 34 (ZERO_AMBIENCE) 

:INTMAN_2507
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_2536 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_2536
Model.Load(#WMYCLOT)
038B: load_requested_models 
if 
08AB:   external_script 34 (ZERO_AMBIENCE) loaded 
else_jump @INTMAN_2563 
0913: run_external_script 34 (ZERO_AMBIENCE)  

:INTMAN_2563
if and
08AB:   external_script 34 (ZERO_AMBIENCE) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
else_jump @INTMAN_2596 
$1261 = 1 
0@ += 1 

:INTMAN_2596
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE3" 
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE4" 
else_jump @INTMAN_2728 
$1260 = 1 
$1261 = 1 
04ED: load_animation "COP_AMBIENT" 
04ED: load_animation "INT_OFFICE" 
04ED: load_animation "GANGS" 
Model.Load(#CIGAR)
038B: load_requested_models 
0@ += 1 

:INTMAN_2728
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN3" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN4" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN5" 
else_jump @INTMAN_2869 
0926: 1@ = external_script_status 60 (AMMU) 
if 
  1@ == 0 
else_jump @INTMAN_2869 
08A9: load_external_script 60 (AMMU) 
038B: load_requested_models 
if 
08AB:   external_script 60 (AMMU) loaded 
else_jump @INTMAN_2869 
0913: run_external_script 60 (AMMU)  
$1261 = 1 
0@ += 1 

:INTMAN_2869
if 
  $1261 == 1 
else_jump @INTMAN_2974 
if 
89F2:   not decision_maker $INTERIOR_DECISION_MAKER_A exists 
else_jump @INTMAN_2927 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 27 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 48 

:INTMAN_2927
if 
89F2:   not decision_maker $INTERIOR_DECISION_MAKER_B exists 
else_jump @INTMAN_2974 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_B 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 27 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 48 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 9 

:INTMAN_2974
return 

:INTMAN_2976
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if 
803A:   not  $1250 == $1251 // (int) 
else_jump @INTMAN_3052 
gosub @INTMAN_3136 
$PLAYER_IN_INTERIOR = 0 
2@ = 0 
$1260 = 0 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
0@ -= 1 
return 
jump @INTMAN_3134 

:INTMAN_3052
if 
  $1260 == 1 
else_jump @INTMAN_3095 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @INTMAN_3095 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)

:INTMAN_3095
if and
  $PLAYER_IN_INTERIOR == 1 
  2@ == 0 
else_jump @INTMAN_3134 
gosub @INTMAN_3136 
2@ = 1 

:INTMAN_3134
return 

:INTMAN_3136
04EF: release_animation "BAR" 
04EF: release_animation "CASINO" 
04EF: release_animation "DANCING" 
04EF: release_animation "OTB" 
04EF: release_animation "INT_SHOP" 
04EF: release_animation "STRIP" 
04EF: release_animation "FOOD" 
04EF: release_animation "COP_AMBIENT" 
04EF: release_animation "INT_OFFICE" 
04EF: release_animation "GANGS" 
Model.Destroy(#CIGAR)
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF3)
Model.Destroy(#VMAFF2)
Model.Destroy(#VWFYWAI)
Model.Destroy(#VWFYWA2)
Model.Destroy(#BMYBOUN)
Model.Destroy(#WMYBOUN)
Model.Destroy(#VWFYCRP)
Model.Destroy(#VBFYCRP)
Model.Destroy(#WMYPIZZ)
Model.Destroy(#PIZZAHIGH)
Model.Destroy(#CJ_PIZZA_1)
Model.Destroy(#CJ_PIZZA_2)
Model.Destroy(#WMYBELL)
Model.Destroy(#BURGERHIGH)
Model.Destroy(#CJ_BURG_1)
Model.Destroy(#CJ_BURG_2)
Model.Destroy(#WFYBURG)
Model.Destroy(#WMYCLOT)
090F: end_external_script 63 (WARDROBE) 
090F: end_external_script 64 (CLOTHES) 
090F: end_external_script 65 (JUNKFUD) 
090F: end_external_script 62 (BARBER) 
090F: end_external_script 61 (TATTOO) 
090F: end_external_script 60 (AMMU) 
090F: end_external_script 27 (CASINO_AMBIENCE) 
090F: end_external_script 28 (BAR_AMBIENCE) 
090F: end_external_script 30 (OTB_AMBIENCE) 
090F: end_external_script 31 (STRIP_AMBIENCE) 
090F: end_external_script 29 (FOODBRAINS) 
090F: end_external_script 34 (ZERO_AMBIENCE) 
090F: end_external_script 35 (DANCE) 
090F: end_external_script 36 (SHOPKEEPER) 
090F: end_external_script 37 (CUSTOMER_PANIC) 
090F: end_external_script 38 (BAR_STAFF) 
090F: end_external_script 39 (BOUNCER) 
090F: end_external_script 40 (OTB_STAFF) 
065C: release_decision_maker $INTERIOR_DECISION_MAKER_A 
065C: release_decision_maker $INTERIOR_DECISION_MAKER_B 
$INTERIOR_DECISION_MAKER_A = -1 
$INTERIOR_DECISION_MAKER_B = -1 
return 

:NONAME_8
end_thread 

:A_CONT
thread 'A_CONT' 
$1283[0] = 1 
$1283[1] = 2 
$1285[0] = -3 
$1285[1] = -3 
$1264[0] = 0 
$1264[1] = 0 
$1262[0] = 0 
$1262[0] = 0 
$1287 = 0 
$1288 = 1 
0084: $1266[0] = $PLAYER_ACTOR // (int) 
0084: $1266[1] = $PLAYER_ACTOR // (int) 

:A_CONT_97
wait 0 
0@ = 0 
1@ = 1 
if or
  $1285[0] >= -2 
  $1285[1] >= -2 
else_jump @A_CONT_1046 

:A_CONT_140
if 
  2 > 0@ 
else_jump @A_CONT_1039 
0871: init_jump_table $1285(0@,2i) total_jumps 5 default_jump 0 @A_CONT_1018 jumps -2 @A_CONT_893 -1 @A_CONT_225 0 @A_CONT_254 1 @A_CONT_621 2 @A_CONT_775 -1 @A_CONT_1018 -1 @A_CONT_1018 

:A_CONT_225
$1264(0@,2i) = 0 
$1285(0@,2i) = -3 
jump @A_CONT_1018 

:A_CONT_254
if 
83D0:   not wav $1283(0@,2i) loaded 
else_jump @A_CONT_281 
jump @A_CONT_1018 

:A_CONT_281
if 
07D6:   0@ == $1288 // integer vars 
else_jump @A_CONT_486 
if 
001C:   $1264(0@,2i) > $1264(1@,2i) // (int) 
else_jump @A_CONT_468 
008A: $1287 = 0@ // (int) 
008A: $1288 = 1@ // (int) 
040D: unload_wav $1283($1288,2i) 
03D5: remove_text $1277($1288,2s) 
if 
   not $1262($1288,2i) == 0 
else_jump @A_CONT_450 
if 
   not Actor.Dead($1266($1288,2i))
else_jump @A_CONT_450 
0968: actor $1266($1288,2i) stop_mouth 
if 
803A:   not  $1266($1288,2i) == $1266($1287,2i) // (int) 
else_jump @A_CONT_450 
0A09: set_actor $1266($1288,2i) muted 0 // versionB 

:A_CONT_450
$1285($1288,2i) = -1 
jump @A_CONT_486 

:A_CONT_468
$1285(0@,2i) = 1 
jump @A_CONT_1018 

:A_CONT_486
if 
   not $1262(0@,2i) == 0 
else_jump @A_CONT_580 
if 
   not Actor.Dead($1266(0@,2i))
else_jump @A_CONT_580 
0967: actor $1266(0@,2i) move_mouth 999999 ms 
if 
  $1262(0@,2i) == 1 
else_jump @A_CONT_580 
0949: link_wav $1283(0@,2i) to_actor $1266(0@,2i) 

:A_CONT_580
03D1: play_wav $1283(0@,2i) 
00BC: show_text_highpriority GXT $1277(0@,2s) time 10000 flag 1 
$1285(0@,2i) = 2 
jump @A_CONT_1018 

:A_CONT_621
if 
003C:   $1287 == 0@ // (int) 
else_jump @A_CONT_768 
if 
   not $1262(0@,2i) == 0 
else_jump @A_CONT_734 
if 
   not Actor.Dead($1266(0@,2i))
else_jump @A_CONT_734 
0967: actor $1266(0@,2i) move_mouth 999999 ms 
if 
  $1262(0@,2i) == 1 
else_jump @A_CONT_734 
0949: link_wav $1283(0@,2i) to_actor $1266(0@,2i) 

:A_CONT_734
03D1: play_wav $1283(0@,2i) 
00BC: show_text_highpriority GXT $1277(0@,2s) time 10000 flag 1 
$1285(0@,2i) = 2 

:A_CONT_768
jump @A_CONT_1018 

:A_CONT_775
if 
03D2:   wav $1283(0@,2i) ended 
else_jump @A_CONT_837 
if 
003C:   $1287 == 0@ // (int) 
else_jump @A_CONT_830 
008A: $1288 = 0@ // (int) 
008A: $1287 = 1@ // (int) 

:A_CONT_830
jump @A_CONT_893 

:A_CONT_837
if 
   not $1262(0@,2i) == 0 
else_jump @A_CONT_886 
if 
   not Actor.Dead($1266(0@,2i))
else_jump @A_CONT_886 
jump @A_CONT_1018 

:A_CONT_886
jump @A_CONT_1018 

:A_CONT_893
040D: unload_wav $1283(0@,2i) 
03D5: remove_text $1277(0@,2s) 
if 
   not $1262(0@,2i) == 0 
else_jump @A_CONT_1000 
if 
   not Actor.Dead($1266(0@,2i))
else_jump @A_CONT_1000 
0968: actor $1266(0@,2i) stop_mouth 
if 
803A:   not  $1266(0@,2i) == $1266(1@,2i) // (int) 
else_jump @A_CONT_1000 
0A09: set_actor $1266(0@,2i) muted 0 // versionB 

:A_CONT_1000
$1285(0@,2i) = -1 
jump @A_CONT_1018 

:A_CONT_1018
0@ += 1 
1@ -= 1 
jump @A_CONT_140 

:A_CONT_1039
jump @A_CONT_1060 

:A_CONT_1046
$1285[0] = -4 
$1285[1] = -4 

:A_CONT_1060
jump @A_CONT_97 

:A_ALAP
thread 'A_ALAP' 
if 
002F:   1@ >= $1264($1288,2i) // (int) 
else_jump @A_ALAP_317 
0084: $1274($1288,2i) = $1276 // (int) 
05A9: $1277($1288,2s) = s$1281 
040D: unload_wav $1283($1288,2i) 
03CF: load_wav $1274($1288,2i) as $1283($1288,2i) 
if 
   not $1262($1288,2i) == 0 
else_jump @A_ALAP_159 
if 
   not Actor.Dead($1266($1288,2i))
else_jump @A_ALAP_159 
if 
803C:   not  $1266($1288,2i) == 2@ // (int) 
else_jump @A_ALAP_159 
0A09: set_actor $1266($1288,2i) muted 0 // versionB 

:A_ALAP_159
$1285($1288,2i) = 0 
008A: $1262($1288,2i) = 0@ // (int) 
if 
   not $1262($1288,2i) == 0 
else_jump @A_ALAP_293 
if 
  $1262($1288,2i) == 0 
else_jump @A_ALAP_250 
2@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)

:A_ALAP_250
008A: $1266($1288,2i) = 2@ // (int) 
if 
   not Actor.Dead($1266($1288,2i))
else_jump @A_ALAP_293 
0A09: set_actor $1266($1288,2i) muted 1 // versionB 

:A_ALAP_293
008A: $1262($1288,2i) = 0@ // (int) 
008A: $1264($1288,2i) = 1@ // (int) 

:A_ALAP_317
end_thread 

:A_TERM
thread 'A_TERM' 
end_thread_named 'A_CONT' 
end_thread_named 'A_ALAP' 
end_thread 

:HJ
set_wb_check_to 0 
thread 'HJ' 

:HJ_15
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @HJ_42 
jump @HJ_15 

:HJ_42
if 
0445:   improved_handling_cheat_used 
else_jump @HJ_62 
jump @HJ_15 

:HJ_62
if 
09AE:   actor $PLAYER_ACTOR driving_train 
else_jump @HJ_85 
jump @HJ_15 

:HJ_85
if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @HJ_108 
jump @HJ_15 

:HJ_108
if 
04A7:   actor $PLAYER_ACTOR driving_boat 
else_jump @HJ_131 
jump @HJ_15 

:HJ_131
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #VORTEX)
else_jump @HJ_157 
jump @HJ_15 

:HJ_157
if 
89E7:   not player $PLAYER_CHAR not_frozen 
else_jump @HJ_180 
jump @HJ_15 

:HJ_180
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HJ_1668 
03C0: $HJ_PLAYER_CAR = actor $PLAYER_ACTOR car 
04FC: store_stunt_data $PLAYER_CHAR two_wheels: $HJ_TWOWHEELS_TIME $HJ_TWOWHEELS_DISTANCE_FLOAT wheelie: $HJ_WHEELIE_TIME $HJ_WHEELIE_DISTANCE_FLOAT stoppie: $HJ_STOPPIE_TIME $HJ_STOPPIE_DISTANCE_FLOAT 
if 
  $HJ_TWOWHEELS_DISTANCE_FLOAT > 0.0 
else_jump @HJ_426 
$HJ_TWOWHEELS_TIME /= 1000 
008C: $HJ_TWOWHEELS_DISTANCE_METERS_INT = float $HJ_TWOWHEELS_DISTANCE_FLOAT to_integer 
008D: $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT = integer $HJ_TWOWHEELS_DISTANCE_METERS_INT to_float 
0086: $HJ_TEMP_FLOAT = $HJ_TWOWHEELS_DISTANCE_FLOAT // (float) 
0061: $HJ_TEMP_FLOAT -= $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT // (float) 
$HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_TWOWHEELS_DISTANCE_METERS_REM = float $HJ_TEMP_FLOAT to_integer 
0084: $HJ_BONUS = $HJ_TWOWHEELS_TIME // (int) 
0058: $HJ_BONUS += $HJ_TWOWHEELS_DISTANCE_METERS_INT // (int) 
$HJ_BONUS /= 2 
Player.Money($PLAYER_CHAR) += $HJ_BONUS
if 
0424:   is_system_metric 
else_jump @HJ_385 
0302: show_text_4numbers GXT 'WHEEL01' numbers $HJ_BONUS $HJ_TWOWHEELS_DISTANCE_METERS_INT $HJ_TWOWHEELS_DISTANCE_METERS_REM $HJ_TWOWHEELS_TIME time 3000 flag 1  // ZWEIRAD DOPPELBONUS: $ ~1~ Distanz: ~1~,~1~m Zeit: ~1~ Sekunden
jump @HJ_426 

:HJ_385
0425: $HJ_TWOWHEELS_DISTANCE_FEET_FLOAT = meters $HJ_TWOWHEELS_DISTANCE_FLOAT to_feet 
008C: $HJ_TWOWHEELS_DISTANCE_FEET = float $HJ_TWOWHEELS_DISTANCE_FEET_FLOAT to_integer 
02FF: show_text_3numbers GXT 'WHEEL02' numbers $HJ_BONUS $HJ_TWOWHEELS_DISTANCE_FEET $HJ_TWOWHEELS_TIME time 3000 flag 1  // ZWEIRAD DOPPELBONUS: $ ~1~ Distanz: ~1~ Fu Zeit: ~1~ Sekunden

:HJ_426
if 
  $HJ_WHEELIE_DISTANCE_FLOAT > 0.0 
else_jump @HJ_631 
$HJ_WHEELIE_TIME /= 1000 
008C: $HJ_WHEELIE_DISTANCE_METERS_INT = float $HJ_WHEELIE_DISTANCE_FLOAT to_integer 
008D: $HJ_WHEELIE_DISTANCE_METERS_FLOAT = integer $HJ_WHEELIE_DISTANCE_METERS_INT to_float 
0086: $HJ_TEMP_FLOAT = $HJ_WHEELIE_DISTANCE_FLOAT // (float) 
0061: $HJ_TEMP_FLOAT -= $HJ_WHEELIE_DISTANCE_METERS_FLOAT // (float) 
$HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_WHEELIE_DISTANCE_METERS_REM = float $HJ_TEMP_FLOAT to_integer 
0084: $HJ_BONUS = $HJ_WHEELIE_DISTANCE_METERS_INT // (int) 
$HJ_BONUS *= 2 
$HJ_BONUS /= 5 
$HJ_BONUS /= 2 
Player.Money($PLAYER_CHAR) += $HJ_BONUS
if 
0424:   is_system_metric 
else_jump @HJ_590 
0302: show_text_4numbers GXT 'WHEEL06' numbers $HJ_BONUS $HJ_WHEELIE_DISTANCE_METERS_INT $HJ_WHEELIE_DISTANCE_METERS_REM $HJ_WHEELIE_TIME time 3000 flag 1  // WHEELIE BONUS: $ ~1~ Distanz: ~1~,~1~m Zeit: ~1~ Sekunden
jump @HJ_631 

:HJ_590
0425: $HJ_WHEELIE_DISTANCE_FEET_FLOAT = meters $HJ_WHEELIE_DISTANCE_FLOAT to_feet 
008C: $HJ_WHEELIE_DISTANCE_FEET = float $HJ_WHEELIE_DISTANCE_FEET_FLOAT to_integer 
02FF: show_text_3numbers GXT 'WHEEL07' numbers $HJ_BONUS $HJ_WHEELIE_DISTANCE_FEET $HJ_WHEELIE_TIME time 3000 flag 1  // WHEELIE BONUS: $ ~1~ Distanz: ~1~ Fu Zeit: ~1~ Sekunde

:HJ_631
if 
  $HJ_STOPPIE_DISTANCE_FLOAT > 0.0 
else_jump @HJ_822 
$HJ_STOPPIE_TIME /= 1000 
008C: $HJ_STOPPIE_DISTANCE_METERS_INT = float $HJ_STOPPIE_DISTANCE_FLOAT to_integer 
008D: $HJ_STOPPIE_DISTANCE_METERS_FLOAT = integer $HJ_STOPPIE_DISTANCE_METERS_INT to_float 
0086: $HJ_TEMP_FLOAT = $HJ_STOPPIE_DISTANCE_FLOAT // (float) 
0061: $HJ_TEMP_FLOAT -= $HJ_STOPPIE_DISTANCE_METERS_FLOAT // (float) 
$HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_STOPPIE_DISTANCE_METERS_REM = float $HJ_TEMP_FLOAT to_integer 
0084: $HJ_BONUS = $HJ_STOPPIE_DISTANCE_METERS_INT // (int) 
$HJ_BONUS /= 2 
Player.Money($PLAYER_CHAR) += $HJ_BONUS
if 
0424:   is_system_metric 
else_jump @HJ_781 
0302: show_text_4numbers GXT 'WHEEL11' numbers $HJ_BONUS $HJ_STOPPIE_DISTANCE_METERS_INT $HJ_STOPPIE_DISTANCE_METERS_REM $HJ_STOPPIE_TIME time 3000 flag 1  // STOPPIE BONUS: $ ~1~ Distanz: ~1~,~1~m Zeit: ~1~ Sekunden
jump @HJ_822 

:HJ_781
0425: $HJ_STOPPIE_DISTANCE_FEET_FLOAT = meters $HJ_STOPPIE_DISTANCE_FLOAT to_feet 
008C: $HJ_STOPPIE_DISTANCE_FEET = float $HJ_STOPPIE_DISTANCE_FEET_FLOAT to_integer 
02FF: show_text_3numbers GXT 'WHEEL12' numbers $HJ_BONUS $HJ_STOPPIE_DISTANCE_FEET $HJ_STOPPIE_TIME time 3000 flag 1  // STOPPIE BONUS: $ ~1~ Distanz: ~1~ Fu Zeit: ~1~ Sekunden

:HJ_822
if 
01F3:   car $HJ_PLAYER_CAR in_air 
else_jump @HJ_1654 
$HJ_STUNT_ROTATION_INT = 0 
$HJ_CAR_ANGLE_BEGIN_STUNT = 0.0 
$1293 = 0 
$HJ_STUNT_FLIPS = 0 
$HJ_STUNT_FLIPPING_FLAG = 0 
$HJ_STUNT_BONUS_MULT = 0 
$HJ_BEGIN_STUNT_FLAG = 0 
$HJ_STUNT_HEIGHT = 0 
$HJ_CAR_Z_MAX = -100.0 
$HJ_CAR_X = 0.0 
$HJ_CAR_Y = 0.0 
$HJ_CAR_Z = 0.0 
$HJ_CAR_X_BEGIN_STUNT = 0.0 
$HJ_CAR_Y_BEGIN_STUNT = 0.0 
$HJ_CAR_Z_BEGIN_STUNT = 0.0 
$HJ_CAR_X_END_STUNT = 0.0 
$HJ_CAR_Y_END_STUNT = 0.0 
$HJ_STUNT_DISTANCE_MAX_FLOAT = 0.0 
$HJ_STUNT_DISTANCE_MAX_INT = 0 
$HJ_STUNT_DISTANCE_MAX_REM = 0 
$HJ_STUNT_HEIGHT_REM = 0 
$HJ_TEMP_FLOAT = 0.0 
$1316 = 0.0 
$HJ_STUNT_ROTATION_FLOAT = 0.0 
$1317 = 0.0 
$HJ_CAR_ANGLE = 0.0 
$1301 = 0 
$1340 = 0 

:HJ_1082
if or
01F3:   car $HJ_PLAYER_CAR in_air 
  10 > $1301 
else_jump @HJ_1647 
$1301 += 1 
Car.StorePos($HJ_PLAYER_CAR, $HJ_CAR_X, $HJ_CAR_Y, $HJ_CAR_Z)
0086: $HJ_CAR_ANGLE = $HJ_CAR_ANGLE_BEGIN_STUNT // (float) 
if 
  $HJ_BEGIN_STUNT_FLAG == 0 
else_jump @HJ_1191 
$HJ_CAR_ANGLE = Car.Angle($HJ_PLAYER_CAR)
0086: $HJ_CAR_X_BEGIN_STUNT = $HJ_CAR_X // (float) 
0086: $HJ_CAR_Y_BEGIN_STUNT = $HJ_CAR_Y // (float) 
0086: $HJ_CAR_Z_BEGIN_STUNT = $HJ_CAR_Z // (float) 
$HJ_BEGIN_STUNT_FLAG = 1 

:HJ_1191
wait 0 
if 
   Car.Wrecked($HJ_PLAYER_CAR)
else_jump @HJ_1218 
jump @HJ_15 

:HJ_1218
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @HJ_1241 
jump @HJ_15 

:HJ_1241
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @HJ_1264 
jump @HJ_15 

:HJ_1264
if and
820D:   not car $HJ_PLAYER_CAR flipped 
  $HJ_STUNT_FLIPPING_FLAG == 0 
else_jump @HJ_1294 
$HJ_STUNT_FLIPPING_FLAG = 1 

:HJ_1294
if and
020D:   car $HJ_PLAYER_CAR flipped 
  $HJ_STUNT_FLIPPING_FLAG == 1 
else_jump @HJ_1331 
$HJ_STUNT_FLIPS += 1 
$HJ_STUNT_FLIPPING_FLAG = 0 

:HJ_1331
$HJ_CAR_ANGLE_BEGIN_STUNT = Car.Angle($HJ_PLAYER_CAR)
0086: $1316 = $HJ_CAR_ANGLE_BEGIN_STUNT // (float) 
0061: $1316 -= $HJ_CAR_ANGLE // (float) 
if 
  $1316 > 180.0 
else_jump @HJ_1409 
0086: $1317 = $1316 // (float) 
$1316 = 360.0 
0061: $1316 -= $1317 // (float) 
jump @HJ_1456 

:HJ_1409
if 
  -180.0 > $1316 
else_jump @HJ_1456 
0086: $1317 = $1316 // (float) 
$1316 = 360.0 
0059: $1316 += $1317 // (float) 

:HJ_1456
if 
  0.0 > $1316 
else_jump @HJ_1503 
0086: $1317 = $1316 // (float) 
$1316 = 0.0 
0061: $1316 -= $1317 // (float) 

:HJ_1503
0059: $HJ_STUNT_ROTATION_FLOAT += $1316 // (float) 
008C: $HJ_STUNT_ROTATION_INT = float $HJ_STUNT_ROTATION_FLOAT to_integer 
if 
0024:   $HJ_CAR_Z > $HJ_CAR_Z_MAX // (float) 
else_jump @HJ_1546 
0086: $HJ_CAR_Z_MAX = $HJ_CAR_Z // (float) 

:HJ_1546
$HJ_CAR_Z = 0.0 
if 
  $1340 == 0 
else_jump @HJ_1640 
Car.StorePos($HJ_PLAYER_CAR, $HJ_CAR_X_END_STUNT, $HJ_CAR_Y_END_STUNT, $HJ_TEMP_FLOAT)
0509: $HJ_TEMP_FLOAT = distance_between_XY $HJ_CAR_X_BEGIN_STUNT $HJ_CAR_Y_BEGIN_STUNT and_XY $HJ_CAR_X_END_STUNT $HJ_CAR_Y_END_STUNT 
if 
  $HJ_TEMP_FLOAT > 20.0 
else_jump @HJ_1640 
09AB: unknown_set_car $HJ_PLAYER_CAR unknown 37 // similar to 0947 
$1340 = 1 

:HJ_1640
jump @HJ_1082 

:HJ_1647
jump @HJ_1661 

:HJ_1654
jump @HJ_15 

:HJ_1661
jump @HJ_1675 

:HJ_1668
jump @HJ_15 

:HJ_1675
if 
  $HJ_BEGIN_STUNT_FLAG == 1 
else_jump @HJ_1864 
Car.StorePos($HJ_PLAYER_CAR, $HJ_CAR_X_END_STUNT, $HJ_CAR_Y_END_STUNT, $HJ_TEMP_FLOAT)
0509: $HJ_STUNT_DISTANCE_MAX_FLOAT = distance_between_XY $HJ_CAR_X_BEGIN_STUNT $HJ_CAR_Y_BEGIN_STUNT and_XY $HJ_CAR_X_END_STUNT $HJ_CAR_Y_END_STUNT 
0628: add $HJ_STUNT_DISTANCE_MAX_FLOAT to_float_stat 139 
008C: $HJ_STUNT_DISTANCE_MAX_INT = float $HJ_STUNT_DISTANCE_MAX_FLOAT to_integer 
0061: $HJ_CAR_Z_MAX -= $HJ_CAR_Z_BEGIN_STUNT // (float) 
0628: add $HJ_CAR_Z_MAX to_float_stat 140 
008C: $HJ_STUNT_HEIGHT = float $HJ_CAR_Z_MAX to_integer 
008D: $HJ_TEMP_FLOAT = integer $HJ_STUNT_DISTANCE_MAX_INT to_float 
0061: $HJ_STUNT_DISTANCE_MAX_FLOAT -= $HJ_TEMP_FLOAT // (float) 
0086: $HJ_TEMP_FLOAT = $HJ_STUNT_DISTANCE_MAX_FLOAT // (float) 
$HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_STUNT_DISTANCE_MAX_REM = float $HJ_TEMP_FLOAT to_integer 
008D: $HJ_TEMP_FLOAT = integer $HJ_STUNT_HEIGHT to_float 
0061: $HJ_CAR_Z_MAX -= $HJ_TEMP_FLOAT // (float) 
0086: $HJ_TEMP_FLOAT = $HJ_CAR_Z_MAX // (float) 
$HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_STUNT_HEIGHT_REM = float $HJ_TEMP_FLOAT to_integer 
0627: update_integer_stat 141 to $HJ_STUNT_FLIPS 
0627: update_integer_stat 142 to $HJ_STUNT_ROTATION_INT 

:HJ_1864
if 
  $HJ_CAR_Z_MAX > 4.0 
else_jump @HJ_1892 
$HJ_STUNT_BONUS_MULT += 1 

:HJ_1892
if 
  $HJ_STUNT_DISTANCE_MAX_INT > 40 
else_jump @HJ_1917 
$HJ_STUNT_BONUS_MULT += 1 

:HJ_1917
if 
  $HJ_STUNT_FLIPS > 1 
else_jump @HJ_1942 
$HJ_STUNT_BONUS_MULT += 1 

:HJ_1942
if 
  $HJ_STUNT_ROTATION_INT > 360 
else_jump @HJ_1968 
$HJ_STUNT_BONUS_MULT += 1 

:HJ_1968
if 
  $HJ_STUNT_BONUS_MULT > 0 
else_jump @HJ_2385 
0084: $HJ_STUNT_BONUS = $HJ_STUNT_FLIPS // (int) 
$HJ_STUNT_BONUS *= 180 
0058: $HJ_STUNT_BONUS += $HJ_STUNT_ROTATION_INT // (int) 
0084: $HJ_STUNT_BONUS_TEMP = $HJ_STUNT_DISTANCE_MAX_INT // (int) 
$HJ_STUNT_BONUS_TEMP *= 6 
0058: $HJ_STUNT_BONUS += $HJ_STUNT_BONUS_TEMP // (int) 
0084: $HJ_STUNT_BONUS_TEMP = $HJ_STUNT_HEIGHT // (int) 
$HJ_STUNT_BONUS_TEMP *= 45 
0058: $HJ_STUNT_BONUS += $HJ_STUNT_BONUS_TEMP // (int) 
if 
  $1293 == 1 
else_jump @HJ_2081 
$HJ_STUNT_BONUS *= 2 

:HJ_2081
0068: $HJ_STUNT_BONUS *= $HJ_STUNT_BONUS_MULT // (int) 
$HJ_STUNT_BONUS /= 3 
$HJ_STUNT_BONUS /= 5 
Player.Money($PLAYER_CHAR) += $HJ_STUNT_BONUS
if 
  $HJ_STUNT_BONUS_MULT == 1 
else_jump @HJ_2155 
01E4: show_text_1number_lowpriority GXT 'HJ_IS' number $HJ_STUNT_BONUS time 2000 flag 1  // IRRSINNS-STUNT-BONUS: $~1~
0627: update_integer_stat 143 to 1 

:HJ_2155
if 
  $HJ_STUNT_BONUS_MULT == 2 
else_jump @HJ_2199 
01E4: show_text_1number_lowpriority GXT 'HJ_DIS' number $HJ_STUNT_BONUS time 2000 flag 1  // DOPPELTER IRRSINNS-STUNT-BONUS: $~1~
0627: update_integer_stat 143 to 3 

:HJ_2199
if 
  $HJ_STUNT_BONUS_MULT == 3 
else_jump @HJ_2243 
01E4: show_text_1number_lowpriority GXT 'HJ_TIS' number $HJ_STUNT_BONUS time 2000 flag 1  // DREIFACHER IRRSINNS-STUNT-BONUS: $~1~
0627: update_integer_stat 143 to 5 

:HJ_2243
if 
  $HJ_STUNT_BONUS_MULT == 4 
else_jump @HJ_2287 
01E4: show_text_1number_lowpriority GXT 'HJ_QIS' number $HJ_STUNT_BONUS time 2000 flag 1  // VIERFACHER IRRSINNS-STUNT-BONUS: $~1~
0627: update_integer_stat 143 to 7 

:HJ_2287
if 
0424:   is_system_metric 
else_jump @HJ_2341 
0308: show_text_6numbers GXT 'HJSTAT' numbers $HJ_STUNT_DISTANCE_MAX_INT $HJ_STUNT_DISTANCE_MAX_REM $HJ_STUNT_HEIGHT $HJ_STUNT_HEIGHT_REM $HJ_STUNT_FLIPS $HJ_STUNT_ROTATION_INT time 5000 flag 5  // Distanz: ~1~,~1~m Hhe: ~1~,~1~m Saltos: ~1~ Drehung: ~1~|
jump @HJ_2385 

:HJ_2341
042D: $HJ_STUNT_DISTANCE_MAX_INT = metric $HJ_STUNT_DISTANCE_MAX_INT to_imperial 
042D: $HJ_STUNT_HEIGHT = metric $HJ_STUNT_HEIGHT to_imperial 
0302: show_text_4numbers GXT 'HJSTATF' numbers $HJ_STUNT_DISTANCE_MAX_INT $HJ_STUNT_HEIGHT $HJ_STUNT_FLIPS $HJ_STUNT_ROTATION_INT time 5000 flag 5  // Distanz: ~1~ Fu Hhe: ~1~ Fu Saltos: ~1~ Drehung: ~1~|

:HJ_2385
jump @HJ_15 
end_thread 

:CELLFON
thread 'CELLFON' 
$HELP_SKIPCALL_SHOWN = 0 
$1411 = 0 
$1416 = 0 
$CALL_TIME_STORED_FLAG = 0 
$CALL_ANSWERED = 0 
$RECALL_TIME = 20000 
set_wb_check_to 0 
end_thread 

:SUB_GET_CALL_SUBTITLES
if 
  70 > $CELLPHONE_CALL_ID 
else_jump @CELLFON_13265 
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 67 default_jump 0 @CELLFON_13258 jumps 0 @CELLFON_2776 1 @CELLFON_2966 2 @CELLFON_3024 3 @CELLFON_3170 4 @CELLFON_3316 5 @CELLFON_3550 6 @CELLFON_3718 
0872: jump_table_jumps 7 @CELLFON_3886 8 @CELLFON_4208 9 @CELLFON_5466 10 @CELLFON_4574 11 @CELLFON_4896 12 @CELLFON_5108 13 @CELLFON_5320 14 @CELLFON_5766 15 @CELLFON_6044 
0872: jump_table_jumps 16 @CELLFON_6388 17 @CELLFON_6534 18 @CELLFON_596 19 @CELLFON_874 20 @CELLFON_1108 21 @CELLFON_1408 22 @CELLFON_1642 23 @CELLFON_1942 24 @CELLFON_2110 
0872: jump_table_jumps 25 @CELLFON_2322 29 @CELLFON_11074 30 @CELLFON_11242 31 @CELLFON_11476 32 @CELLFON_11820 33 @CELLFON_12076 34 @CELLFON_6658 35 @CELLFON_6870 36 @CELLFON_7126 
0872: jump_table_jumps 37 @CELLFON_7338 38 @CELLFON_7440 39 @CELLFON_7630 40 @CELLFON_7974 41 @CELLFON_8274 42 @CELLFON_8530 43 @CELLFON_8654 44 @CELLFON_8712 45 @CELLFON_8924 
0872: jump_table_jumps 46 @CELLFON_9202 47 @CELLFON_9524 48 @CELLFON_9670 49 @CELLFON_9816 50 @CELLFON_9984 51 @CELLFON_10306 52 @CELLFON_10606 53 @CELLFON_10840 54 @CELLFON_12266 
0872: jump_table_jumps 55 @CELLFON_12328 56 @CELLFON_12390 57 @CELLFON_12452 58 @CELLFON_12514 59 @CELLFON_12576 60 @CELLFON_12638 61 @CELLFON_12700 62 @CELLFON_12762 63 @CELLFON_12824 
0872: jump_table_jumps 64 @CELLFON_12886 65 @CELLFON_12948 66 @CELLFON_13010 67 @CELLFON_13072 68 @CELLFON_13134 69 @CELLFON_13196 -1 @CELLFON_13258 -1 @CELLFON_13258 -1 @CELLFON_13258 

:CELLFON_596
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE14A'  // ~z~Was liegt an, Sweet?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE14B'  // ~z~Wir haben ein Problem.
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE14C'  // ~z~So ein vollgekokstes Arschloch hat Drogen an seine Grove-Street-Brder verdealt!
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE14D'  // ~z~Was? Wer?
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE14E'  // ~z~Es heit, er hat seinen Stoff drben in MacArthur Park gekauft.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE14F'  // ~z~Er wei, dass er aufgeflogen ist und versteckt sich bei seinen neuen Ballas-Freunden.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE14G'  // ~z~Scheie, Mann, wie kommen wir da an ihn ran?
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE14H'  // ~z~Wird Zeit, dass du allen klarmachst, dass du wieder da bist, CJ!
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE14J'  // ~z~Rum in MacArthur Park auf, dann verliert dieser feige berlufer garantiert die Nerven und versucht abzuhauen!
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE14K'  // ~z~Okay, ich hol dich ab.
05A9: s$DIALOG_SUBTITLES[10] = 'MSWE14L'  // ~z~Nein, dass ist deine Show, CJ. Du musst was fr deinen Ruf tun.
05A9: s$DIALOG_SUBTITLES[11] = 'MSWE14N'  // ~z~Geh zu Ammu-Nation und besorg dir 'ne passende Ausrstung.
04AE: $DIALOG_WAV[0] = 29144 // $ = any 
04AE: $DIALOG_WAV[1] = 29145 // $ = any 
04AE: $DIALOG_WAV[2] = 29146 // $ = any 
04AE: $DIALOG_WAV[3] = 29147 // $ = any 
04AE: $DIALOG_WAV[4] = 29148 // $ = any 
04AE: $DIALOG_WAV[5] = 29149 // $ = any 
04AE: $DIALOG_WAV[6] = 29150 // $ = any 
04AE: $DIALOG_WAV[7] = 29151 // $ = any 
04AE: $DIALOG_WAV[8] = 29152 // $ = any 
04AE: $DIALOG_WAV[9] = 29153 // $ = any 
04AE: $DIALOG_WAV[10] = 29154 // $ = any 
04AE: $DIALOG_WAV[11] = 29155 // $ = any 
$DIALOG_ARRAY_SIZE = 11 
jump @CELLFON_13258 

:CELLFON_874
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE10A'  // ~z~Hallo?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE10D'  // ~z~Ich dachte, ich erklr dir mal 'n paar Sachen.
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE10C'  // ~z~Sweet? Hey, was geht?
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE10E'  // ~z~Seit du weg warst, hat sich hier einiges gendert.
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE10F'  // ~z~Die Grove Street Families sind nicht mehr so mchtig.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE10G'  // ~z~Es gab bses Blut mit den Seville Boulevard Families und den Temple Drive Families, und sie haben sich von den Groves getrennt.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE10H'  // ~z~Jetzt sind wir so damit beschftigt, uns gegenseitig zu bekmpfen, dass die Ballas und Vagos die Macht bernommen haben, also pass auf dich auf.
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE10K'  // ~z~Ja, alles klar.
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE10L'  // ~z~Danke fr die Info.
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE10N'  // ~z~Keine Ursache.
04AE: $DIALOG_WAV[0] = 29096 // $ = any 
04AE: $DIALOG_WAV[1] = 29099 // $ = any 
04AE: $DIALOG_WAV[2] = 29098 // $ = any 
04AE: $DIALOG_WAV[3] = 29100 // $ = any 
04AE: $DIALOG_WAV[4] = 29101 // $ = any 
04AE: $DIALOG_WAV[5] = 29102 // $ = any 
04AE: $DIALOG_WAV[6] = 29103 // $ = any 
04AE: $DIALOG_WAV[7] = 29105 // $ = any 
04AE: $DIALOG_WAV[8] = 29106 // $ = any 
04AE: $DIALOG_WAV[9] = 29107 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_13258 

:CELLFON_1108
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE06A'  // ~z~Yo?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE06B'  // ~z~Hey, CJ, hier ist Sweet.
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE06C'  // ~z~Was geht?
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE06D'  // ~z~Wenn du deinen Krper nicht achtest, achtet dich auch niemand!
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE06E'  // ~z~Du bist zu dnn, CJ, du musst dir ein paar Muskeln antrainieren!
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE06F'  // ~z~Wenn ich auf stndiges Meckern Bock htte, wrd ich mir 'ne aufziehbare Frau kaufen.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE06G'  // ~z~Ich seh nur ein bisschen nach dir, Homie.
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE06H'  // ~z~Es dreht sich alles um Show und Respekt, weit du.
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE06J'  // ~z~Ja, vielleicht hast du Recht.
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE06K'  // ~z~Ein paar Blocks von Grove Street ist ein Fitness-Studio, ich geh da regelmig hin.
05A9: s$DIALOG_SUBTITLES[10] = 'MSWE06L'  // ~z~Probier's mal aus und leg dir 'nen richtigen Gangsterbody zu!
05A9: s$DIALOG_SUBTITLES[11] = 'MSWE06N'  // ~z~Ich werd's mal abchecken.
05A9: s$DIALOG_SUBTITLES[12] = 'MSWE06M'  // ~z~Bis spter, Alter!
04AE: $DIALOG_WAV[0] = 29052 // $ = any 
04AE: $DIALOG_WAV[1] = 29053 // $ = any 
04AE: $DIALOG_WAV[2] = 29054 // $ = any 
04AE: $DIALOG_WAV[3] = 29055 // $ = any 
04AE: $DIALOG_WAV[4] = 29056 // $ = any 
04AE: $DIALOG_WAV[5] = 29057 // $ = any 
04AE: $DIALOG_WAV[6] = 29058 // $ = any 
04AE: $DIALOG_WAV[7] = 29059 // $ = any 
04AE: $DIALOG_WAV[8] = 29060 // $ = any 
04AE: $DIALOG_WAV[9] = 29061 // $ = any 
04AE: $DIALOG_WAV[10] = 29062 // $ = any 
04AE: $DIALOG_WAV[11] = 29064 // $ = any 
04AE: $DIALOG_WAV[12] = 29063 // $ = any 
$DIALOG_ARRAY_SIZE = 12 
jump @CELLFON_13258 

:CELLFON_1408
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE05A'  // ~z~Was geht ab?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE05B'  // ~z~Der Zeiger auf deiner Waage, der geht ab und zwar bis zum Anschlag!
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE05C'  // ~z~Sweet? Was soll das jetzt schon wieder?
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE05D'  // ~z~Wir trauern alle wegen Mom und so,
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE05E'  // ~z~aber deswegen darfst du dich nicht total gehen lassen, CJ.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE05F'  // ~z~Na ja, ich hab ein bisschen zugenommen, aber...
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE05G'  // ~z~Ein paar Blocks von Grove Street ist ein Fitness-Studio, ich geh da regelmig hin.
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE05H'  // ~z~Schau dir das mal an.
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE05J'  // ~z~Okay, ich probier's mal, okay?
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE05K'  // ~z~Aber wegen dieser Fett-Witze bekomme ich irgendwann einen Komplex.
04AE: $DIALOG_WAV[0] = 29042 // $ = any 
04AE: $DIALOG_WAV[1] = 29043 // $ = any 
04AE: $DIALOG_WAV[2] = 29044 // $ = any 
04AE: $DIALOG_WAV[3] = 29045 // $ = any 
04AE: $DIALOG_WAV[4] = 29046 // $ = any 
04AE: $DIALOG_WAV[5] = 29047 // $ = any 
04AE: $DIALOG_WAV[6] = 29048 // $ = any 
04AE: $DIALOG_WAV[7] = 29049 // $ = any 
04AE: $DIALOG_WAV[8] = 29050 // $ = any 
04AE: $DIALOG_WAV[9] = 29051 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_13258 

:CELLFON_1642
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE08A'  // ~z~Was geht, Bruder?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE08B'  // ~z~CJ. Ich hab nachgedacht.
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE08C'  // ~z~Diese Stadt ist gro, aber auch nicht so gro.
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE08D'  // ~z~Ein paar Idioten wissen, wo sich Smoke verkrochen hat,
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE08E'  // ~z~aber solange die Grove Street Families nicht die Kontrolle ber die Straen haben,
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE08F'  // ~z~ist sein Geld mehr wert als unser Ruf.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE08G'  // ~z~Was hast du vor?
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE08H'  // ~z~Wir mssen diese Ballas und Vagos mit allen verfgbaren Mitteln ausradieren!
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE08J'  // ~z~Wir mssen alle ihrer Viertel angreifen!
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE08K'  // ~z~Wenn das die einzige Mglichkeit ist, bin ich dabei!
05A9: s$DIALOG_SUBTITLES[10] = 'MSWE08L'  // ~z~Ich stell die Frage auf der Strae, mal sehen, was ich rausfinden kann.
05A9: s$DIALOG_SUBTITLES[11] = 'MSWE08N'  // ~z~Big Love, Bruder.
05A9: s$DIALOG_SUBTITLES[12] = 'MSWE08M'  // ~z~Yo, big Love.
04AE: $DIALOG_WAV[0] = 29076 // $ = any 
04AE: $DIALOG_WAV[1] = 29077 // $ = any 
04AE: $DIALOG_WAV[2] = 29078 // $ = any 
04AE: $DIALOG_WAV[3] = 29079 // $ = any 
04AE: $DIALOG_WAV[4] = 29080 // $ = any 
04AE: $DIALOG_WAV[5] = 29081 // $ = any 
04AE: $DIALOG_WAV[6] = 29082 // $ = any 
04AE: $DIALOG_WAV[7] = 29083 // $ = any 
04AE: $DIALOG_WAV[8] = 29084 // $ = any 
04AE: $DIALOG_WAV[9] = 29085 // $ = any 
04AE: $DIALOG_WAV[10] = 29086 // $ = any 
04AE: $DIALOG_WAV[11] = 29088 // $ = any 
04AE: $DIALOG_WAV[12] = 29087 // $ = any 
$DIALOG_ARRAY_SIZE = 12 
jump @CELLFON_13258 

:CELLFON_1942
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE09A'  // ~z~Carl, Sweet hier!
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE09B'  // ~z~Was ist, hast du Smoke gefunden?
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE09C'  // ~z~Nachdem wir diese Ballas los waren, haben die Vagos angefangen zu reden.
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE09E'  // ~z~Jetzt haben wir ihn!
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE09F'  // ~z~Er hat sich in Boyle Heights versteckt, oder vielleicht in East Los Angeles.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE09G'  // ~z~Okay, sattel die Gule, CJ!
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE09H'  // ~z~Okay, Ich hol dich gleich ab, dann fahren wir dahin.
04AE: $DIALOG_WAV[0] = 29089 // $ = any 
04AE: $DIALOG_WAV[1] = 29090 // $ = any 
04AE: $DIALOG_WAV[2] = 29091 // $ = any 
04AE: $DIALOG_WAV[3] = 29092 // $ = any 
04AE: $DIALOG_WAV[4] = 29093 // $ = any 
04AE: $DIALOG_WAV[5] = 29094 // $ = any 
04AE: $DIALOG_WAV[6] = 29095 // $ = any 
$DIALOG_ARRAY_SIZE = 6 
jump @CELLFON_13258 

:CELLFON_2110
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE11A'  // ~z~Carl, ich bin's.
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE11B'  // ~z~Sweet, was geht ab, Mann?
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE11C'  // ~z~Was soll schon abgehen? Ich bin im Krankenhaustrakt vom Knast, du Idiot.
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE11D'  // ~z~Ich wei. Geht's dir gut?
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE11E'  // ~z~Eigentlich nicht, nein.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE11F'  // ~z~Du musst was tun, Alter.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE11G'  // ~z~Ich versuch's, Mann, ich muss nur erst dafr sorgen, dass Kendl sicher ist.
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE11H'  // ~z~Okay, Mann, ich muss aufhren...
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE11J'  // ~z~Keine Sorge, Bruder, ich lass dich nicht da drin versauern.
04AE: $DIALOG_WAV[0] = 29108 // $ = any 
04AE: $DIALOG_WAV[1] = 29109 // $ = any 
04AE: $DIALOG_WAV[2] = 29110 // $ = any 
04AE: $DIALOG_WAV[3] = 29111 // $ = any 
04AE: $DIALOG_WAV[4] = 29112 // $ = any 
04AE: $DIALOG_WAV[5] = 29113 // $ = any 
04AE: $DIALOG_WAV[6] = 29114 // $ = any 
04AE: $DIALOG_WAV[7] = 29115 // $ = any 
04AE: $DIALOG_WAV[8] = 29116 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_13258 

:CELLFON_2322
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE12A'  // ~z~Carl, ich bin's, dein Bruder.
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE12B'  // ~z~Was geht, Mann, alles klar?
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE12C'  // ~z~Eigentlich nicht.
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE12D'  // ~z~Ich steck hier in 'ner Zelle mit zwei Irren.
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE12E'  // ~z~Stndig versucht jemand, mich zusammenzuschlagen.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE12F'  // ~z~Das ist nicht witzig, Bruder.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE12G'  // ~z~Passt du gut auf Kendl auf?
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE12H'  // ~z~Nein, sie passt auf mich auf!
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE12J'  // ~z~Okay, okay. Cool.
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE12K'  // ~z~Aber ich werd dich da rausholen, Mann.
05A9: s$DIALOG_SUBTITLES[10] = 'MSWE12L'  // ~z~Nein, wirst du nicht.
05A9: s$DIALOG_SUBTITLES[11] = 'MSWE12N'  // ~z~Fr was hltst du dich eigentlich?
05A9: s$DIALOG_SUBTITLES[12] = 'MSWE12M'  // ~z~Ich hab lebenslang bekommen! Langsam gewhn ich mich anscheinend dran.
05A9: s$DIALOG_SUBTITLES[13] = 'MSWE12O'  // ~z~Nein, Mann, ich lass mir was einfallen.
05A9: s$DIALOG_SUBTITLES[14] = 'MSWE12P'  // ~z~Ich tu alles!
05A9: s$DIALOG_SUBTITLES[15] = 'MSWE12Q'  // ~z~Nein, Mann, ich hab die Hoffnung aufgegeben.
05A9: s$DIALOG_SUBTITLES[16] = 'MSWE12R'  // ~z~Ich wnsch dir ein schnes Leben, Bruder.
05A9: s$DIALOG_SUBTITLES[17] = 'MSWE12S'  // ~z~Nein, warte, ich hab da ein paar Dinge am Laufen, halt durch!
05A9: s$DIALOG_SUBTITLES[18] = 'MSWE12T'  // ~z~Sweet? SWEET?
05A9: s$DIALOG_SUBTITLES[19] = 'MSWE12U'  // ~z~Scheie...
04AE: $DIALOG_WAV[0] = 29117 // $ = any 
04AE: $DIALOG_WAV[1] = 29118 // $ = any 
04AE: $DIALOG_WAV[2] = 29119 // $ = any 
04AE: $DIALOG_WAV[3] = 29120 // $ = any 
04AE: $DIALOG_WAV[4] = 29121 // $ = any 
04AE: $DIALOG_WAV[5] = 29122 // $ = any 
04AE: $DIALOG_WAV[6] = 29123 // $ = any 
04AE: $DIALOG_WAV[7] = 29124 // $ = any 
04AE: $DIALOG_WAV[8] = 29125 // $ = any 
04AE: $DIALOG_WAV[9] = 29126 // $ = any 
04AE: $DIALOG_WAV[10] = 29127 // $ = any 
04AE: $DIALOG_WAV[11] = 29129 // $ = any 
04AE: $DIALOG_WAV[12] = 29128 // $ = any 
04AE: $DIALOG_WAV[13] = 29130 // $ = any 
04AE: $DIALOG_WAV[14] = 29131 // $ = any 
04AE: $DIALOG_WAV[15] = 29132 // $ = any 
04AE: $DIALOG_WAV[16] = 29133 // $ = any 
04AE: $DIALOG_WAV[17] = 29134 // $ = any 
04AE: $DIALOG_WAV[18] = 29135 // $ = any 
04AE: $DIALOG_WAV[19] = 29136 // $ = any 
$DIALOG_ARRAY_SIZE = 19 
jump @CELLFON_13258 

:CELLFON_2776
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT02A'  // ~z~Hallo-o!
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT02B'  // ~z~Warum so frhlich? Hast du gedacht, es wr eine von deinen billigen Huren?
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT02C'  // ~z~Baby, du solltest dich abregen, verdammt noch mal, und-
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT02D'  // ~z~Ich reg mich ab, wenn du da bist!
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT02E'  // ~z~Und du kannst von Glck reden, wenn ich deine Eier nicht durch den Fleischwolf drehe!
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT02F'  // ~z~Hr mal, das ist kein-
05A9: s$DIALOG_SUBTITLES[6] = 'MCAT02G'  // ~z~Schluss mit dem Gequatsche!
05A9: s$DIALOG_SUBTITLES[7] = 'MCAT02H'  // ~z~Schleif deinen Arsch hier her, und zwar sofort!
04AE: $DIALOG_WAV[0] = 25008 // $ = any 
04AE: $DIALOG_WAV[1] = 25009 // $ = any 
04AE: $DIALOG_WAV[2] = 25010 // $ = any 
04AE: $DIALOG_WAV[3] = 25011 // $ = any 
04AE: $DIALOG_WAV[4] = 25012 // $ = any 
04AE: $DIALOG_WAV[5] = 25013 // $ = any 
04AE: $DIALOG_WAV[6] = 25014 // $ = any 
04AE: $DIALOG_WAV[7] = 25015 // $ = any 
$DIALOG_ARRAY_SIZE = 7 
jump @CELLFON_13258 

:CELLFON_2966
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT03A'  // ~z~SCHWEIN!
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT03B'  // ~z~Catalina? Bist du das?
04AE: $DIALOG_WAV[0] = 25016 // $ = any 
04AE: $DIALOG_WAV[1] = 25017 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_3024
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT04A'  // ~z~Hey.
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT04B'  // ~z~Du schwanzloser Idiot!
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT04C'  // ~z~Catalina! Hey, ich wei, dass du's bist. Warum so sauer, Baby?
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT04D'  // ~z~Ich liebe dich nicht mehr!
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT04E'  // ~z~Hey, lass uns einfach-
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT04F'  // ~z~Hallo?
04AE: $DIALOG_WAV[0] = 25018 // $ = any 
04AE: $DIALOG_WAV[1] = 25019 // $ = any 
04AE: $DIALOG_WAV[2] = 25020 // $ = any 
04AE: $DIALOG_WAV[3] = 25021 // $ = any 
04AE: $DIALOG_WAV[4] = 25022 // $ = any 
04AE: $DIALOG_WAV[5] = 25023 // $ = any 
$DIALOG_ARRAY_SIZE = 5 
jump @CELLFON_13258 

:CELLFON_3170
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT05B'  // ~z~Ich wei, dass du es bist, du stinkender Kojote!
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT05C'  // ~z~Hr zu, sag einfach, was du zu sagen hast.
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT05D'  // ~z~Ich hab keine Lust auf diese dmlichen Spielchen!
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT05E'  // ~z~Dmliche Spielchen? Du treibst doch Spielchen mit meinem Herzen!
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT05F'  // ~z~Was? Hr mal, du-
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT05G'  // ~z~Verdammt! Ich muss mir 'ne andere Nummer zulegen!
04AE: $DIALOG_WAV[0] = 25025 // $ = any 
04AE: $DIALOG_WAV[1] = 25026 // $ = any 
04AE: $DIALOG_WAV[2] = 25027 // $ = any 
04AE: $DIALOG_WAV[3] = 25028 // $ = any 
04AE: $DIALOG_WAV[4] = 25029 // $ = any 
04AE: $DIALOG_WAV[5] = 25030 // $ = any 
$DIALOG_ARRAY_SIZE = 5 
jump @CELLFON_13258 

:CELLFON_3316
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT06A'  // ~z~Hallo, Claude, Baby.
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT06B'  // ~z~Ich wollte dir nur sagen, wie sehr ich dich liebe,
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT06C'  // ~z~und wie gut bestckt du bist!
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT06D'  // ~z~Yo, Catalina, Carl hier.
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT06E'  // ~z~Ich glaube, du bist falsch verbunden.
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT06F'  // ~z~Oh, Carl!
05A9: s$DIALOG_SUBTITLES[6] = 'MCAT06G'  // ~z~Entschuldige. Man verwhlt sich ja so leicht mal,
05A9: s$DIALOG_SUBTITLES[7] = 'MCAT06H'  // ~z~vor allem, wo ich so aus dem Huschen bin vor Liebe. Und Lust.
05A9: s$DIALOG_SUBTITLES[8] = 'MCAT06J'  // ~z~Ja, klar, ich-
05A9: s$DIALOG_SUBTITLES[9] = 'MCAT06K'  // ~z~Keine Zeit. Tschs!
04AE: $DIALOG_WAV[0] = 25031 // $ = any 
04AE: $DIALOG_WAV[1] = 25032 // $ = any 
04AE: $DIALOG_WAV[2] = 25033 // $ = any 
04AE: $DIALOG_WAV[3] = 25034 // $ = any 
04AE: $DIALOG_WAV[4] = 25035 // $ = any 
04AE: $DIALOG_WAV[5] = 25036 // $ = any 
04AE: $DIALOG_WAV[6] = 25037 // $ = any 
04AE: $DIALOG_WAV[7] = 25038 // $ = any 
04AE: $DIALOG_WAV[8] = 25039 // $ = any 
04AE: $DIALOG_WAV[9] = 25040 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_13258 

:CELLFON_3550
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT07A'  // ~z~Ey, was geht ab?
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT07B'  // ~z~(Tiefes Sthnen)
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT07C'  // ~z~Hallo?
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT07D'  // ~z~Ja, Claude, schneller, hrter, TIEFER!
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT07E'  // ~z~Oh, ja, ja, ja, JA!
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT07F'  // ~z~Catalina! Du tickst nicht richtig! Geh mal zum Psychiater!
05A9: s$DIALOG_SUBTITLES[6] = 'MCAT07G'  // ~z~Und du, Carl, du bist eiferschtig!
04AE: $DIALOG_WAV[0] = 25041 // $ = any 
04AE: $DIALOG_WAV[1] = 25042 // $ = any 
04AE: $DIALOG_WAV[2] = 25043 // $ = any 
04AE: $DIALOG_WAV[3] = 25044 // $ = any 
04AE: $DIALOG_WAV[4] = 25045 // $ = any 
04AE: $DIALOG_WAV[5] = 25046 // $ = any 
04AE: $DIALOG_WAV[6] = 25047 // $ = any 
$DIALOG_ARRAY_SIZE = 6 
jump @CELLFON_13258 

:CELLFON_3718
05A9: s$DIALOG_SUBTITLES[0] = 'MLOC03A'  // ~z~Hey, CJ, alles easy!
05A9: s$DIALOG_SUBTITLES[1] = 'MLOC03B'  // ~z~Hey, Loc.
05A9: s$DIALOG_SUBTITLES[2] = 'MLOC03C'  // ~z~Die Party ist der Hammer. Wir haben 'ne Meute ausgeflippte Weiber hier.
05A9: s$DIALOG_SUBTITLES[3] = 'MLOC03D'  // ~z~Kommst du, Kumpel?
05A9: s$DIALOG_SUBTITLES[4] = 'MLOC03E'  // ~z~Wei nicht. Ich hatte heute schon was anderes vor.
05A9: s$DIALOG_SUBTITLES[5] = 'MLOC03F'  // ~z~Aber es ist 'ne Katastrophe passiert, ich werd nicht rappen. Mein Mikro ist kaputt.
05A9: s$DIALOG_SUBTITLES[6] = 'MLOC03H'  // ~z~Echt? Dann komm ich sofort.
04AE: $DIALOG_WAV[0] = 27412 // $ = any 
04AE: $DIALOG_WAV[1] = 27413 // $ = any 
04AE: $DIALOG_WAV[2] = 27414 // $ = any 
04AE: $DIALOG_WAV[3] = 27415 // $ = any 
04AE: $DIALOG_WAV[4] = 27416 // $ = any 
04AE: $DIALOG_WAV[5] = 27417 // $ = any 
04AE: $DIALOG_WAV[6] = 27418 // $ = any 
$DIALOG_ARRAY_SIZE = 6 
jump @CELLFON_13258 

:CELLFON_3886
05A9: s$DIALOG_SUBTITLES[0] = 'MCES01A'  // ~z~Hey, wer ist da?
05A9: s$DIALOG_SUBTITLES[1] = 'MCES01B'  // ~z~Alter! Kumpel! Ich bin's, Cesar Vialpando.
05A9: s$DIALOG_SUBTITLES[2] = 'MCES01C'  // ~z~Hast du Kendl gesehen?
05A9: s$DIALOG_SUBTITLES[3] = 'MCES01D'  // ~z~Ja, sie ist hier. Warum ich anrufe - du bist ein guter Fahrer, und du stehst auf Autos, h?
05A9: s$DIALOG_SUBTITLES[4] = 'MCES01E'  // ~z~Ja, wenn du's sagst. Worauf willst du hinaus?
05A9: s$DIALOG_SUBTITLES[5] = 'MCES01F'  // ~z~Willst du dir was verdienen? Ein bisschen Kohle?
05A9: s$DIALOG_SUBTITLES[6] = 'MCES01G'  // ~z~Scheit der Papst in den Wald?
05A9: s$DIALOG_SUBTITLES[7] = 'MCES01H'  // ~z~Wei nicht. Aber wenn du dir was dazu verdienen willst, mit Autorennen kann man 'nen Haufen Knete machen.
05A9: s$DIALOG_SUBTITLES[8] = 'MCES01K'  // ~z~Du redest von illegalen Straenrennen, stimmt's?
05A9: s$DIALOG_SUBTITLES[9] = 'MCES01L'  // ~z~Si. Und kein billiger Amateurkram, Kumpel - Lowrider!
05A9: s$DIALOG_SUBTITLES[10] = 'MCES01M'  // ~z~Geile Schlitten. Ohne 'n geilen Lowrider brauchst du gar nicht anzukommen, klar?
05A9: s$DIALOG_SUBTITLES[11] = 'MCES01N'  // ~z~Okay, ich bin dabei. Wann und wo?
05A9: s$DIALOG_SUBTITLES[12] = 'MCES01O'  // ~z~Komm zu meiner Bude in El Sereno, dann bring ich dich zu dem Treffen, brge fr dich.
05A9: s$DIALOG_SUBTITLES[13] = 'MCES01P'  // ~z~Die Kerle knnen bei neuen Fahrern sehr nervs werden, klar.
04AE: $DIALOG_WAV[0] = 25200 // $ = any 
04AE: $DIALOG_WAV[1] = 25201 // $ = any 
04AE: $DIALOG_WAV[2] = 25202 // $ = any 
04AE: $DIALOG_WAV[3] = 25203 // $ = any 
04AE: $DIALOG_WAV[4] = 25204 // $ = any 
04AE: $DIALOG_WAV[5] = 25205 // $ = any 
04AE: $DIALOG_WAV[6] = 25206 // $ = any 
04AE: $DIALOG_WAV[7] = 25207 // $ = any 
04AE: $DIALOG_WAV[8] = 25208 // $ = any 
04AE: $DIALOG_WAV[9] = 25209 // $ = any 
04AE: $DIALOG_WAV[10] = 25210 // $ = any 
04AE: $DIALOG_WAV[11] = 25211 // $ = any 
04AE: $DIALOG_WAV[12] = 25212 // $ = any 
04AE: $DIALOG_WAV[13] = 25213 // $ = any 
$DIALOG_ARRAY_SIZE = 13 
jump @CELLFON_13258 

:CELLFON_4208
05A9: s$DIALOG_SUBTITLES[0] = 'MCES04A'  // ~z~Cesar, ich bin's.
05A9: s$DIALOG_SUBTITLES[1] = 'MCES04B'  // ~z~Carl. Alles klar, Kumpel?
05A9: s$DIALOG_SUBTITLES[2] = 'MCES04C'  // ~z~Deine Schwester hat sich Sorgen gemacht. Ich hab gehrt, da ist irgend'ne Scheie gelaufen.
05A9: s$DIALOG_SUBTITLES[3] = 'MCES04D'  // ~z~Ja. Los Angeles ist im Moment 'ne gefhrliche Ecke.
05A9: s$DIALOG_SUBTITLES[4] = 'MCES04E'  // ~z~Ich bin gerade irgendwo in... ich wei nicht...
05A9: s$DIALOG_SUBTITLES[5] = 'MCES04F'  // ~z~irgendwo in Monterey County. Wei der Geier, wo das ist.
05A9: s$DIALOG_SUBTITLES[6] = 'MCES04G'  // ~z~Monterey County kenn ich nicht so gut.
05A9: s$DIALOG_SUBTITLES[7] = 'MCES04H'  // ~z~Aber ich glaube, ich hab da in der Nhe Verwandtschaft.
05A9: s$DIALOG_SUBTITLES[8] = 'MCES04J'  // ~z~Wenigstens bist du nicht im Knast. Dein Bruder steckt voll in der Scheie, Kumpel.
05A9: s$DIALOG_SUBTITLES[9] = 'MCES04L'  // ~z~Pass auf dich auf und kmmer dich um Kendl.
05A9: s$DIALOG_SUBTITLES[10] = 'MCES04M'  // ~z~Mach dir um mich keine Sorgen, Mann.
05A9: s$DIALOG_SUBTITLES[11] = 'MCES04N'  // ~z~Mach dir Sorgen um den, der sich an meiner Frau vergreifen will.
05A9: s$DIALOG_SUBTITLES[12] = 'MCES04O'  // ~z~Ich schick dir jemand als Verstrkung.
05A9: s$DIALOG_SUBTITLES[13] = 'MCES04P'  // ~z~Ist mit mir verwandt. Ziemlich heftig drauf, Kumpel. Vertrau mir.
05A9: s$DIALOG_SUBTITLES[14] = 'MCES04Q'  // ~z~Treffpunkt ist das Diner in Dillimore, drben in Central Valley.
05A9: s$DIALOG_SUBTITLES[15] = 'MCES04R'  // ~z~Kannst du nicht bersehen.
04AE: $DIALOG_WAV[0] = 25240 // $ = any 
04AE: $DIALOG_WAV[1] = 25241 // $ = any 
04AE: $DIALOG_WAV[2] = 25242 // $ = any 
04AE: $DIALOG_WAV[3] = 25243 // $ = any 
04AE: $DIALOG_WAV[4] = 25244 // $ = any 
04AE: $DIALOG_WAV[5] = 25245 // $ = any 
04AE: $DIALOG_WAV[6] = 25246 // $ = any 
04AE: $DIALOG_WAV[7] = 25247 // $ = any 
04AE: $DIALOG_WAV[8] = 25248 // $ = any 
04AE: $DIALOG_WAV[9] = 25249 // $ = any 
04AE: $DIALOG_WAV[10] = 25250 // $ = any 
04AE: $DIALOG_WAV[11] = 25251 // $ = any 
04AE: $DIALOG_WAV[12] = 25252 // $ = any 
04AE: $DIALOG_WAV[13] = 25253 // $ = any 
04AE: $DIALOG_WAV[14] = 25254 // $ = any 
04AE: $DIALOG_WAV[15] = 25255 // $ = any 
$DIALOG_ARRAY_SIZE = 15 
jump @CELLFON_13258 

:CELLFON_4574
05A9: s$DIALOG_SUBTITLES[0] = 'MCES09A'  // ~z~Hey, Kumpel, ich war fleiig!
05A9: s$DIALOG_SUBTITLES[1] = 'MCES09B'  // ~z~Cesar! Was luft?
05A9: s$DIALOG_SUBTITLES[2] = 'MCES09C'  // ~z~Nitro riech ich 'ne Meile gegen den Wind.
05A9: s$DIALOG_SUBTITLES[3] = 'MCES09D'  // ~z~Rennen, mein Freund. Autos.
05A9: s$DIALOG_SUBTITLES[4] = 'MCES09E'  // ~z~Keine schnen Autos, aber schnell, Mann, schnell!
05A9: s$DIALOG_SUBTITLES[5] = 'MCES09F'  // ~z~Wovon redest du?
05A9: s$DIALOG_SUBTITLES[6] = 'MCES09G'  // ~z~Von Typen aus San Francisco, die Straenrennen fahren.
05A9: s$DIALOG_SUBTITLES[7] = 'MCES09H'  // ~z~Die treffen sich hier drauen, um so richtig Gummi zu lassen. Keine Bullen, keine Bullenhubschrauber.
05A9: s$DIALOG_SUBTITLES[8] = 'MCES09K'  // ~z~Willst du dir ein bisschen Geld verdienen?
05A9: s$DIALOG_SUBTITLES[9] = 'MCES09L'  // ~z~Scheit der Papst in den Wald?
05A9: s$DIALOG_SUBTITLES[10] = 'MCES09M'  // ~z~Wieso fragst 'n das dauernd, Kumpel?
05A9: s$DIALOG_SUBTITLES[11] = 'MCES09N'  // ~z~Ich sag dir doch, ich wei nicht. Wo seine Heiligkeit hinscheit, ist seine Sache.
05A9: s$DIALOG_SUBTITLES[12] = 'MCES09O'  // ~z~Beschaff dir einfach ein schnelles Auto. Kendl und ich warten auf dich sdlich von Montgomery.
05A9: s$DIALOG_SUBTITLES[13] = 'MCES09P'  // ~z~Bis spter, Mann.
04AE: $DIALOG_WAV[0] = 25290 // $ = any 
04AE: $DIALOG_WAV[1] = 25291 // $ = any 
04AE: $DIALOG_WAV[2] = 25292 // $ = any 
04AE: $DIALOG_WAV[3] = 25293 // $ = any 
04AE: $DIALOG_WAV[4] = 25294 // $ = any 
04AE: $DIALOG_WAV[5] = 25295 // $ = any 
04AE: $DIALOG_WAV[6] = 25296 // $ = any 
04AE: $DIALOG_WAV[7] = 25297 // $ = any 
04AE: $DIALOG_WAV[8] = 25298 // $ = any 
04AE: $DIALOG_WAV[9] = 25299 // $ = any 
04AE: $DIALOG_WAV[10] = 25300 // $ = any 
04AE: $DIALOG_WAV[11] = 25301 // $ = any 
04AE: $DIALOG_WAV[12] = 25302 // $ = any 
04AE: $DIALOG_WAV[13] = 25303 // $ = any 
$DIALOG_ARRAY_SIZE = 13 
jump @CELLFON_13258 

:CELLFON_4896
05A9: s$DIALOG_SUBTITLES[0] = 'MKND01A'  // ~z~Hey.
05A9: s$DIALOG_SUBTITLES[1] = 'MKND01B'  // ~z~Loser!
05A9: s$DIALOG_SUBTITLES[2] = 'MKND01C'  // ~z~Ja, ja, Kendl.
05A9: s$DIALOG_SUBTITLES[3] = 'MKND01D'  // ~z~Wann wirst du endlich erwachsen?
05A9: s$DIALOG_SUBTITLES[4] = 'MKND01E'  // ~z~Dann, wenn du's auch wirst.
05A9: s$DIALOG_SUBTITLES[5] = 'MKND01F'  // ~z~Okay, abgemacht.
05A9: s$DIALOG_SUBTITLES[6] = 'MKND01G'  // ~z~Kannst Cesar ausrichten, nchstes Mal hab ich 'ne schnellere Karre.
05A9: s$DIALOG_SUBTITLES[7] = 'MKND01H'  // ~z~Das wird dir nichts ntzen, LOSER!
05A9: s$DIALOG_SUBTITLES[8] = 'MKND01J'  // ~z~Bis bald.
04AE: $DIALOG_WAV[0] = 27000 // $ = any 
04AE: $DIALOG_WAV[1] = 27001 // $ = any 
04AE: $DIALOG_WAV[2] = 27002 // $ = any 
04AE: $DIALOG_WAV[3] = 27003 // $ = any 
04AE: $DIALOG_WAV[4] = 27004 // $ = any 
04AE: $DIALOG_WAV[5] = 27005 // $ = any 
04AE: $DIALOG_WAV[6] = 27006 // $ = any 
04AE: $DIALOG_WAV[7] = 27007 // $ = any 
04AE: $DIALOG_WAV[8] = 27008 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_13258 

:CELLFON_5108
05A9: s$DIALOG_SUBTITLES[0] = 'MTEN01A'  // ~z~Was geht?
05A9: s$DIALOG_SUBTITLES[1] = 'MTEN01B'  // ~z~Komm mir nicht mit deinem schei Ghetto-Gequatsche, Junge.
05A9: s$DIALOG_SUBTITLES[2] = 'MTEN01C'  // ~z~Officer Tenpenny. Wie kommen Sie an meine Nummer?
05A9: s$DIALOG_SUBTITLES[3] = 'MTEN01D'  // ~z~Mittel und Wege, du Stck Scheie. Wolltest du mir aus dem Weg gehen?
05A9: s$DIALOG_SUBTITLES[4] = 'MTEN01E'  // ~z~Nein, Sir, ich hatte nur zu tun, das ist alles.
05A9: s$DIALOG_SUBTITLES[5] = 'MTEN01F'  // ~z~Du hast nichts zu tun, solange du nicht was fr uns zu tun hast, verstanden?
05A9: s$DIALOG_SUBTITLES[6] = 'MTEN01G'  // ~z~Ja. Klar und deutlich.
05A9: s$DIALOG_SUBTITLES[7] = 'MTEN01H'  // ~z~Das hr ich gern, Carl.
05A9: s$DIALOG_SUBTITLES[8] = 'MTEN01J'  // ~z~Komm zum Doughnut-Laden im Zentrum von Wilshire, wir mssen reden.
04AE: $DIALOG_WAV[0] = 29200 // $ = any 
04AE: $DIALOG_WAV[1] = 29201 // $ = any 
04AE: $DIALOG_WAV[2] = 29202 // $ = any 
04AE: $DIALOG_WAV[3] = 29203 // $ = any 
04AE: $DIALOG_WAV[4] = 29204 // $ = any 
04AE: $DIALOG_WAV[5] = 29205 // $ = any 
04AE: $DIALOG_WAV[6] = 29206 // $ = any 
04AE: $DIALOG_WAV[7] = 29207 // $ = any 
04AE: $DIALOG_WAV[8] = 29208 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_13258 

:CELLFON_5320
05A9: s$DIALOG_SUBTITLES[0] = 'MTEN02A'  // ~z~Carl! Hast du das Dossier?
05A9: s$DIALOG_SUBTITLES[1] = 'MTEN02B'  // ~z~Ja, ich hab die Scheiakten. Was soll ich damit machen?
05A9: s$DIALOG_SUBTITLES[2] = 'MTEN02C'  // ~z~Wir mssen uns an einem ungestrten Ort treffen und die Sache regeln.
05A9: s$DIALOG_SUBTITLES[3] = 'MTEN02D'  // ~z~Es gibt da so 'ne Geisterstadt, Bodie, im Teufelsschloss, kennst du das?
05A9: s$DIALOG_SUBTITLES[4] = 'MTEN02E'  // ~z~Ich werd's finden.
05A9: s$DIALOG_SUBTITLES[5] = 'MTEN02F'  // ~z~Ganz bestimmt. Wir sehen uns dort, Carl.
04AE: $DIALOG_WAV[0] = 29209 // $ = any 
04AE: $DIALOG_WAV[1] = 29210 // $ = any 
04AE: $DIALOG_WAV[2] = 29211 // $ = any 
04AE: $DIALOG_WAV[3] = 29212 // $ = any 
04AE: $DIALOG_WAV[4] = 29213 // $ = any 
04AE: $DIALOG_WAV[5] = 29214 // $ = any 
$DIALOG_ARRAY_SIZE = 5 
jump @CELLFON_13258 

:CELLFON_5466
05A9: s$DIALOG_SUBTITLES[0] = 'MHRZ01A'  // ~z~Carl, hier Officer Hernandez.
05A9: s$DIALOG_SUBTITLES[1] = 'MHRZ01B'  // ~z~Wer?
05A9: s$DIALOG_SUBTITLES[2] = 'MHRZ01C'  // ~z~Officer Hernandez.
05A9: s$DIALOG_SUBTITLES[3] = 'MHRZ01D'  // ~z~Ich arbeite mit Tenpenny und Pulaski zusammen.
05A9: s$DIALOG_SUBTITLES[4] = 'MHRZ01E'  // ~z~Oh, die Dreckscke. Was wollen Sie von mir?
05A9: s$DIALOG_SUBTITLES[5] = 'MHRZ01F'  // ~z~Hey, ein bisschen mehr Respekt, Jungchen.
05A9: s$DIALOG_SUBTITLES[6] = 'MHRZ01G'  // ~z~Fick dich doch ins Knie, du bist doch genau so'n Drecksack wie die!
05A9: s$DIALOG_SUBTITLES[7] = 'MHRZ01H'  // ~z~Pass auf, was du sagst, Jungchen.
05A9: s$DIALOG_SUBTITLES[8] = 'MHRZ01J'  // ~z~Jetzt hr zu: Ich hab eine Nachricht von Officer Tenpenny.
05A9: s$DIALOG_SUBTITLES[9] = 'MHRZ01K'  // ~z~Versuch nicht, die Stadt zu verlassen. Das wre ein groer Fehler.
05A9: s$DIALOG_SUBTITLES[10] = 'MHRZ01L'  // ~z~Hast du gehrt?
05A9: s$DIALOG_SUBTITLES[11] = 'MHRZ01M'  // ~z~Wir haben dich im Auge.
05A9: s$DIALOG_SUBTITLES[12] = 'MHRZ01N'  // ~z~Ganz wie du meinst, Drecksack.
04AE: $DIALOG_WAV[0] = 26400 // $ = any 
04AE: $DIALOG_WAV[1] = 26401 // $ = any 
04AE: $DIALOG_WAV[2] = 26402 // $ = any 
04AE: $DIALOG_WAV[3] = 26403 // $ = any 
04AE: $DIALOG_WAV[4] = 26404 // $ = any 
04AE: $DIALOG_WAV[5] = 26405 // $ = any 
04AE: $DIALOG_WAV[6] = 26406 // $ = any 
04AE: $DIALOG_WAV[7] = 26407 // $ = any 
04AE: $DIALOG_WAV[8] = 26408 // $ = any 
04AE: $DIALOG_WAV[9] = 26409 // $ = any 
04AE: $DIALOG_WAV[10] = 26410 // $ = any 
04AE: $DIALOG_WAV[11] = 26411 // $ = any 
04AE: $DIALOG_WAV[12] = 26412 // $ = any 
$DIALOG_ARRAY_SIZE = 12 
jump @CELLFON_13258 

:CELLFON_5766
05A9: s$DIALOG_SUBTITLES[0] = 'MSMK01A'  // ~z~Carl, Smoke hier.
05A9: s$DIALOG_SUBTITLES[1] = 'MSMK01B'  // ~z~Hey, Smoke.
05A9: s$DIALOG_SUBTITLES[2] = 'MSMK01C'  // ~z~Hr zu, Carl, nicht, dass du das jetzt in den falschen Hals kriegst, oder so,
05A9: s$DIALOG_SUBTITLES[3] = 'MSMK01D'  // ~z~aber ich htte 'nen guten Rat fr dich.
05A9: s$DIALOG_SUBTITLES[4] = 'MSMK01E'  // ~z~Was?
05A9: s$DIALOG_SUBTITLES[5] = 'MSMK01F'  // ~z~Fitnessstudio, mein Freund. Du lsst dich gehen.
05A9: s$DIALOG_SUBTITLES[6] = 'MSMK01G'  // ~z~Das sagt ja genau der Richtige.
05A9: s$DIALOG_SUBTITLES[7] = 'MSMK01H'  // ~z~Hey, Carl, ich hab schwere Knochen. Aber ich bin trotzdem ein Athlet.
05A9: s$DIALOG_SUBTITLES[8] = 'MSMK01J'  // ~z~Du lsst dich gehen, mein Freund, und ehrlich gesagt, das bricht mir echt das Herz.
05A9: s$DIALOG_SUBTITLES[9] = 'MSMK01K'  // ~z~Hilfe, jetzt mach mal halb lang! Ich bin noch nicht so fett wie du.
05A9: s$DIALOG_SUBTITLES[10] = 'MSMK01L'  // ~z~Genau das kriegst du von mir - Hilfe zur Selbsthilfe, Bruder. Fitnessstudio, Carl, hrst du?
05A9: s$DIALOG_SUBTITLES[11] = 'MSMK01M'  // ~z~Leck mich, Mann.
04AE: $DIALOG_WAV[0] = 28800 // $ = any 
04AE: $DIALOG_WAV[1] = 28801 // $ = any 
04AE: $DIALOG_WAV[2] = 28802 // $ = any 
04AE: $DIALOG_WAV[3] = 28803 // $ = any 
04AE: $DIALOG_WAV[4] = 28804 // $ = any 
04AE: $DIALOG_WAV[5] = 28805 // $ = any 
04AE: $DIALOG_WAV[6] = 28806 // $ = any 
04AE: $DIALOG_WAV[7] = 28807 // $ = any 
04AE: $DIALOG_WAV[8] = 28808 // $ = any 
04AE: $DIALOG_WAV[9] = 28809 // $ = any 
04AE: $DIALOG_WAV[10] = 28810 // $ = any 
04AE: $DIALOG_WAV[11] = 28811 // $ = any 
$DIALOG_ARRAY_SIZE = 11 
jump @CELLFON_13258 

:CELLFON_6044
05A9: s$DIALOG_SUBTITLES[0] = 'MTRU01A'  // ~z~Ja.
05A9: s$DIALOG_SUBTITLES[1] = 'MTRU01B'  // ~z~Carl.
05A9: s$DIALOG_SUBTITLES[2] = 'MTRU01C'  // ~z~Wer ist da?
05A9: s$DIALOG_SUBTITLES[3] = 'MTRU01D'  // ~z~Du kennst mich. Hier ist The Truth.
05A9: s$DIALOG_SUBTITLES[4] = 'MTRU01E'  // ~z~Nein, ich kenn dich nicht.
05A9: s$DIALOG_SUBTITLES[5] = 'MTRU01F'  // ~z~Volltreffer. Sie haben gesagt, dass du ein Idiot bist.
05A9: s$DIALOG_SUBTITLES[6] = 'MTRU01G'  // ~z~Wer?
05A9: s$DIALOG_SUBTITLES[7] = 'MTRU01H'  // ~z~Okay, du kannst jetzt aufhren mit der Nummer, Jungchen.
05A9: s$DIALOG_SUBTITLES[8] = 'MTRU01J'  // ~z~Sind Sie von der Polizei?
05A9: s$DIALOG_SUBTITLES[9] = 'MTRU01K'  // ~z~Nein. Wir haben einen gemeinsamen Freund und Geschftspartner.
05A9: s$DIALOG_SUBTITLES[10] = 'MTRU01L'  // ~z~Wirklich? Wen?
05A9: s$DIALOG_SUBTITLES[11] = 'MTRU01M'  // ~z~Ja. Irgendwelche Cops umgelegt in letzter Zeit?
05A9: s$DIALOG_SUBTITLES[12] = 'MTRU01N'  // ~z~Oh Mann, Tenpenny. Das htte ich wissen mssen. Dieses Arschloch!
05A9: s$DIALOG_SUBTITLES[13] = 'MTRU01O'  // ~z~Also, ich hab ein Zimmer in einem Motel in Salinas.
05A9: s$DIALOG_SUBTITLES[14] = 'MTRU01P'  // ~z~Pass auf, dass dir keiner folgt.
04AE: $DIALOG_WAV[0] = 29800 // $ = any 
04AE: $DIALOG_WAV[1] = 29801 // $ = any 
04AE: $DIALOG_WAV[2] = 29802 // $ = any 
04AE: $DIALOG_WAV[3] = 29803 // $ = any 
04AE: $DIALOG_WAV[4] = 29804 // $ = any 
04AE: $DIALOG_WAV[5] = 29805 // $ = any 
04AE: $DIALOG_WAV[6] = 29806 // $ = any 
04AE: $DIALOG_WAV[7] = 29807 // $ = any 
04AE: $DIALOG_WAV[8] = 29808 // $ = any 
04AE: $DIALOG_WAV[9] = 29809 // $ = any 
04AE: $DIALOG_WAV[10] = 29810 // $ = any 
04AE: $DIALOG_WAV[11] = 29811 // $ = any 
04AE: $DIALOG_WAV[12] = 29812 // $ = any 
04AE: $DIALOG_WAV[13] = 29813 // $ = any 
04AE: $DIALOG_WAV[14] = 29814 // $ = any 
$DIALOG_ARRAY_SIZE = 14 
jump @CELLFON_13258 

:CELLFON_6388
05A9: s$DIALOG_SUBTITLES[0] = 'MTRU02A'  // ~z~Was gibt's?
05A9: s$DIALOG_SUBTITLES[1] = 'MTRU02B'  // ~z~Hey, Carl. Hr zu, ich hab das kleine mwah mwah, das du haben wolltest.
05A9: s$DIALOG_SUBTITLES[2] = 'MTRU02C'  // ~z~Aber sei vorsichtig, die Leute hren uns zu.
05A9: s$DIALOG_SUBTITLES[3] = 'MTRU02D'  // ~z~Ich hab ein kleines grnes Drfchen oben in den Bergen. Komm und hol's dir ab.
05A9: s$DIALOG_SUBTITLES[4] = 'MTRU02E'  // ~z~Ich kenne Sie nicht! Ich kenne Sie nicht!
05A9: s$DIALOG_SUBTITLES[5] = 'MTRU02F'  // ~z~Das war ein Telefonstreich! Telefonstreich!
04AE: $DIALOG_WAV[0] = 29815 // $ = any 
04AE: $DIALOG_WAV[1] = 29816 // $ = any 
04AE: $DIALOG_WAV[2] = 29817 // $ = any 
04AE: $DIALOG_WAV[3] = 29818 // $ = any 
04AE: $DIALOG_WAV[4] = 29819 // $ = any 
04AE: $DIALOG_WAV[5] = 29820 // $ = any 
$DIALOG_ARRAY_SIZE = 5 
jump @CELLFON_13258 

:CELLFON_6534
05A9: s$DIALOG_SUBTITLES[0] = 'MTRU03A'  // ~z~Hey.
05A9: s$DIALOG_SUBTITLES[1] = 'MTRU03B'  // ~z~Carl, ich bin's, The Truth. Wir haben ein Date mit dem Schicksal.
05A9: s$DIALOG_SUBTITLES[2] = 'MTRU03C'  // ~z~In ungefhr fnf Minuten.
05A9: s$DIALOG_SUBTITLES[3] = 'MTRU03D'  // ~z~Wo bist du?
05A9: s$DIALOG_SUBTITLES[4] = 'MTRU03E'  // ~z~Auf dem alten Flugzeugfriedhof, auf dem du dich fter herumtreibst.
04AE: $DIALOG_WAV[0] = 29821 // $ = any 
04AE: $DIALOG_WAV[1] = 29822 // $ = any 
04AE: $DIALOG_WAV[2] = 29823 // $ = any 
04AE: $DIALOG_WAV[3] = 29824 // $ = any 
04AE: $DIALOG_WAV[4] = 29825 // $ = any 
$DIALOG_ARRAY_SIZE = 4 
jump @CELLFON_13258 

:CELLFON_6658
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ00A'  // ~z~Was gibt's?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ00B'  // ~z~Hey, Carl, hier Woozie.
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ00C'  // ~z~Falls du Zeit hast, wrd ich mich freuen, wenn du zu mir kommen wrdest, um zu reden.
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ00D'  // ~z~Ja, klar. Wo find ich dich denn?
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ00E'  // ~z~Ich hab ein kleines Wettbro in Chinatown.
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ00F'  // ~z~Komm einfach vorbei und sag, wer du bist.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ00G'  // ~z~Meine Leute erwarten deinen Besuch.
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ00H'  // ~z~Abgemacht, Mann.
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ00J'  // ~z~Bis dann.
04AE: $DIALOG_WAV[0] = 30000 // $ = any 
04AE: $DIALOG_WAV[1] = 30001 // $ = any 
04AE: $DIALOG_WAV[2] = 30002 // $ = any 
04AE: $DIALOG_WAV[3] = 30003 // $ = any 
04AE: $DIALOG_WAV[4] = 30004 // $ = any 
04AE: $DIALOG_WAV[5] = 30005 // $ = any 
04AE: $DIALOG_WAV[6] = 30006 // $ = any 
04AE: $DIALOG_WAV[7] = 30007 // $ = any 
04AE: $DIALOG_WAV[8] = 30008 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_13258 

:CELLFON_6870
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ03A'  // ~z~Hallo?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ03B'  // ~z~Carl, hier Woozie!
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ03C'  // ~z~Hey, Woozie, Mann. Was treibst du die Tage, Alter?
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ03D'  // ~z~Komm vorbei und sieh's dir an.
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ03E'  // ~z~Ich wollte dir ein kleines Geschftsangebot machen.
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ03F'  // ~z~Komm her und sieh dir den Laden an, mein Freund.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ03G'  // ~z~Okay, klar, mach ich gern!
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ03H'  // ~z~Gern? Das wird dich umhauen!
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ03J'  // ~z~Es ist das Imperial Palace Casino in Las Vegas.
05A9: s$DIALOG_SUBTITLES[9] = 'MWUZ03K'  // ~z~Wir sehen uns also demnchst, ja?
05A9: s$DIALOG_SUBTITLES[10] = 'MWUZ03L'  // ~z~Ja, klar.
04AE: $DIALOG_WAV[0] = 30029 // $ = any 
04AE: $DIALOG_WAV[1] = 30030 // $ = any 
04AE: $DIALOG_WAV[2] = 30031 // $ = any 
04AE: $DIALOG_WAV[3] = 30032 // $ = any 
04AE: $DIALOG_WAV[4] = 30033 // $ = any 
04AE: $DIALOG_WAV[5] = 30034 // $ = any 
04AE: $DIALOG_WAV[6] = 30035 // $ = any 
04AE: $DIALOG_WAV[7] = 30036 // $ = any 
04AE: $DIALOG_WAV[8] = 30037 // $ = any 
04AE: $DIALOG_WAV[9] = 30038 // $ = any 
04AE: $DIALOG_WAV[10] = 30039 // $ = any 
$DIALOG_ARRAY_SIZE = 10 
jump @CELLFON_13258 

:CELLFON_7126
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ03B'  // ~z~Carl, hier Woozie!
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ05B'  // ~z~Was gibt's, Alter?
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ05C'  // ~z~Hast du die Zugangskarte schon?
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ05D'  // ~z~Nein, aber ich arbeite daran.
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ05E'  // ~z~Wo liegt das Problem, mein Freund?
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ05F'  // ~z~Zerr sie in die Kiste, mach sie glcklich und klemm dir die Karte!
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ05G'  // ~z~Hey, wenn man 'ne Lady verfhren will, darf man nichts berstrzen!
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ05H'  // ~z~Okay, ruf mich einfach an, wenn du sie hast.
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ05J'  // ~z~Mach ich.
04AE: $DIALOG_WAV[0] = 30030 // $ = any 
04AE: $DIALOG_WAV[1] = 30049 // $ = any 
04AE: $DIALOG_WAV[2] = 30050 // $ = any 
04AE: $DIALOG_WAV[3] = 30051 // $ = any 
04AE: $DIALOG_WAV[4] = 30052 // $ = any 
04AE: $DIALOG_WAV[5] = 30053 // $ = any 
04AE: $DIALOG_WAV[6] = 30054 // $ = any 
04AE: $DIALOG_WAV[7] = 30055 // $ = any 
04AE: $DIALOG_WAV[8] = 30056 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_13258 

:CELLFON_7338
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ07A'  // ~z~Carl, ich bin's.
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ07B'  // ~z~Du bist der King!
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ07C'  // ~z~Komm zum Imperial Palace, dann kann's weitergehen im Text!
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ07D'  // ~z~Bin gleich da.
04AE: $DIALOG_WAV[0] = 30070 // $ = any 
04AE: $DIALOG_WAV[1] = 30071 // $ = any 
04AE: $DIALOG_WAV[2] = 30072 // $ = any 
04AE: $DIALOG_WAV[3] = 30073 // $ = any 
$DIALOG_ARRAY_SIZE = 3 
jump @CELLFON_13258 

:CELLFON_7440
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ04A'  // ~z~Hallo?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ04B'  // ~z~Hey, CJ, wie geht's dir?
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ04C'  // ~z~Steigt unser berfall, oder wirst du zu einem Weichei?
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ04D'  // ~z~Hey, gib dir das: ich hab die drei Idioten aus Las Vegas geschafft.
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ04E'  // ~z~Salvatore denkt, ich bin okay, also die Sache steigt!
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ04F'  // ~z~Wir sehen uns im Dragons.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ04G'  // ~z~Okay, cool.
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ04H'  // ~z~Bis dann.
04AE: $DIALOG_WAV[0] = 30040 // $ = any 
04AE: $DIALOG_WAV[1] = 30041 // $ = any 
04AE: $DIALOG_WAV[2] = 30042 // $ = any 
04AE: $DIALOG_WAV[3] = 30043 // $ = any 
04AE: $DIALOG_WAV[4] = 30044 // $ = any 
04AE: $DIALOG_WAV[5] = 30045 // $ = any 
04AE: $DIALOG_WAV[6] = 30046 // $ = any 
04AE: $DIALOG_WAV[7] = 30047 // $ = any 
$DIALOG_ARRAY_SIZE = 7 
jump @CELLFON_13258 

:CELLFON_7630
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ06A'  // ~z~Hallo?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ06B'  // ~z~Wie sieht's mit der Zugangskarte aus, CJ?
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ06C'  // ~z~Es gab einen kleinen Rckschlag.
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ06D'  // ~z~Was fr einen Rckschlag?
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ09E'  // ~z~Na ja, eher ein Date, das scheie gelaufen ist.
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ09F'  // ~z~Es geht um Millie, sie hat mir den Laufpass gegeben.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ06G'  // ~z~Was zur Hlle... Wie?
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ06H'  // ~z~Naja, ich war mit ihr unterwegs und die Kacke ist hochgekocht.
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ06J'  // ~z~Mehr sag ich nicht.
05A9: s$DIALOG_SUBTITLES[9] = 'MWUZ09H'  // ~z~Ich wei, ich wei. Wie konnte sie einen Superfang wie mich sausen lassen?
05A9: s$DIALOG_SUBTITLES[10] = 'MWUZ09J'  // ~z~ber Geschmack lsst sich nicht streiten.
05A9: s$DIALOG_SUBTITLES[11] = 'MWUZ06K'  // ~z~Ihre Zugangskarte wird wahrscheinlich in ihrer Wohnung sein.
05A9: s$DIALOG_SUBTITLES[12] = 'MWUZ06L'  // ~z~Du musst da einbrechen und sie dir holen.
05A9: s$DIALOG_SUBTITLES[13] = 'MWUZ06M'  // ~z~Scheie, du hast Recht.
05A9: s$DIALOG_SUBTITLES[14] = 'MWUZ06N'  // ~z~Ich ruf dich an, wenn ich die Karte habe.
04AE: $DIALOG_WAV[0] = 30057 // $ = any 
04AE: $DIALOG_WAV[1] = 30058 // $ = any 
04AE: $DIALOG_WAV[2] = 30059 // $ = any 
04AE: $DIALOG_WAV[3] = 30060 // $ = any 
04AE: $DIALOG_WAV[4] = 30079 // $ = any 
04AE: $DIALOG_WAV[5] = 30080 // $ = any 
04AE: $DIALOG_WAV[6] = 30063 // $ = any 
04AE: $DIALOG_WAV[7] = 30064 // $ = any 
04AE: $DIALOG_WAV[8] = 30065 // $ = any 
04AE: $DIALOG_WAV[9] = 30081 // $ = any 
04AE: $DIALOG_WAV[10] = 30082 // $ = any 
04AE: $DIALOG_WAV[11] = 30066 // $ = any 
04AE: $DIALOG_WAV[12] = 30067 // $ = any 
04AE: $DIALOG_WAV[13] = 30068 // $ = any 
04AE: $DIALOG_WAV[14] = 30069 // $ = any 
$DIALOG_ARRAY_SIZE = 14 
jump @CELLFON_13258 

:CELLFON_7974
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ06A'  // ~z~Hallo?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ06B'  // ~z~Wie sieht's mit der Zugangskarte aus, CJ?
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ06C'  // ~z~Es gab einen kleinen Rckschlag.
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ06D'  // ~z~Was fr einen Rckschlag?
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ06E'  // ~z~Naja, sagen wir, eher einen bedauerlichen Unfall.
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ06F'  // ~z~Mit Millie. Sie ist tot.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ06G'  // ~z~Was zur Hlle... Wie?
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ06H'  // ~z~Naja, ich war mit ihr unterwegs und die Kacke ist hochgekocht.
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ06J'  // ~z~Mehr sag ich nicht.
05A9: s$DIALOG_SUBTITLES[9] = 'MWUZ06K'  // ~z~Ihre Zugangskarte wird wahrscheinlich in ihrer Wohnung sein.
05A9: s$DIALOG_SUBTITLES[10] = 'MWUZ06L'  // ~z~Du musst da einbrechen und sie dir holen.
05A9: s$DIALOG_SUBTITLES[11] = 'MWUZ06M'  // ~z~Scheie, du hast Recht.
05A9: s$DIALOG_SUBTITLES[12] = 'MWUZ06N'  // ~z~Ich ruf dich an, wenn ich die Karte habe.
04AE: $DIALOG_WAV[0] = 30057 // $ = any 
04AE: $DIALOG_WAV[1] = 30058 // $ = any 
04AE: $DIALOG_WAV[2] = 30059 // $ = any 
04AE: $DIALOG_WAV[3] = 30060 // $ = any 
04AE: $DIALOG_WAV[4] = 30061 // $ = any 
04AE: $DIALOG_WAV[5] = 30062 // $ = any 
04AE: $DIALOG_WAV[6] = 30063 // $ = any 
04AE: $DIALOG_WAV[7] = 30064 // $ = any 
04AE: $DIALOG_WAV[8] = 30065 // $ = any 
04AE: $DIALOG_WAV[9] = 30066 // $ = any 
04AE: $DIALOG_WAV[10] = 30067 // $ = any 
04AE: $DIALOG_WAV[11] = 30068 // $ = any 
04AE: $DIALOG_WAV[12] = 30069 // $ = any 
$DIALOG_ARRAY_SIZE = 12 
jump @CELLFON_13258 

:CELLFON_8274
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR01A'  // ~z~Ja.
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR01B'  // ~z~Hier spricht ein Freund.
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR01C'  // ~z~Ich hab Informationen bezglich deines Bruders.
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR01D'  // ~z~Komm zu meiner Ranch und du erfhrst Nheres.
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR01E'  // ~z~Sie ist in Sierra Nevada. Fahr ber die Oakland Bay Bridge und dann nach Sden.
05A9: s$DIALOG_SUBTITLES[5] = 'MTOR01F'  // ~z~Wer spricht da, verdammt?
05A9: s$DIALOG_SUBTITLES[6] = 'MTOR01G'  // ~z~Ich kann jetzt nicht reden. Mach, dass du herkommst!
05A9: s$DIALOG_SUBTITLES[7] = 'MTOR01H'  // ~z~Meine Mom hat immer gesagt, ich soll nicht mit Fremden reden.
05A9: s$DIALOG_SUBTITLES[8] = 'MTOR01J'  // ~z~Dann sieh dir an, was mit ihr passiert ist.
05A9: s$DIALOG_SUBTITLES[9] = 'MTOR01K'  // ~z~Wenn du willst, dass dein Bruder heute Abend noch mit 'ner Zunge im Maul schlafen geht, dann komm her.
05A9: s$DIALOG_SUBTITLES[10] = 'MTOR01L'  // ~z~Wiederhren.
04AE: $DIALOG_WAV[0] = 29600 // $ = any 
04AE: $DIALOG_WAV[1] = 29601 // $ = any 
04AE: $DIALOG_WAV[2] = 29602 // $ = any 
04AE: $DIALOG_WAV[3] = 29603 // $ = any 
04AE: $DIALOG_WAV[4] = 29604 // $ = any 
04AE: $DIALOG_WAV[5] = 29605 // $ = any 
04AE: $DIALOG_WAV[6] = 29606 // $ = any 
04AE: $DIALOG_WAV[7] = 29607 // $ = any 
04AE: $DIALOG_WAV[8] = 29608 // $ = any 
04AE: $DIALOG_WAV[9] = 29609 // $ = any 
04AE: $DIALOG_WAV[10] = 29610 // $ = any 
$DIALOG_ARRAY_SIZE = 10 
jump @CELLFON_13258 

:CELLFON_8530
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR02A'  // ~z~Wer ist da, verdammt noch mal?
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR02B'  // ~z~Komm zur Ranch und ich erklr dir alles.
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR02C'  // ~z~Und mit "alles" mein ich auch alles.
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR02D'  // ~z~Kannst du's mir nicht einfach jetzt sagen?
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR02E'  // ~z~Anscheinend nicht.
04AE: $DIALOG_WAV[0] = 29611 // $ = any 
04AE: $DIALOG_WAV[1] = 29612 // $ = any 
04AE: $DIALOG_WAV[2] = 29613 // $ = any 
04AE: $DIALOG_WAV[3] = 29614 // $ = any 
04AE: $DIALOG_WAV[4] = 29615 // $ = any 
$DIALOG_ARRAY_SIZE = 4 
jump @CELLFON_13258 

:CELLFON_8654
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR03A'  // ~z~Komm her! Sofort! Bau keinen Schei.
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR03B'  // ~z~Was fr'n Arschloch!
04AE: $DIALOG_WAV[0] = 29616 // $ = any 
04AE: $DIALOG_WAV[1] = 29617 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_8712
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR05A'  // ~z~Hey, wie geht's?
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR05B'  // ~z~Was macht die Fliegerei?
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR05C'  // ~z~Tja, naja, Scheie. Weit du, deswegen wollt ich mit dir reden, und...
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR05D'  // ~z~Hr dich nur reden. Gib's zu, du hast Schiss.
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR05E'  // ~z~Nur ein bisschen.
05A9: s$DIALOG_SUBTITLES[5] = 'MTOR05F'  // ~z~Solange du noch nicht in ein Lager von waffenschmuggelnden Beduinen spaziert bist, mit nichts als 'nem Geldkoffer in der Hand,
05A9: s$DIALOG_SUBTITLES[6] = 'MTOR05G'  // ~z~solange weit du nicht, was Angst ist, okay?
05A9: s$DIALOG_SUBTITLES[7] = 'MTOR05H'  // ~z~Na ja? Geh erst mal auf den Flohmarkt in Inglewood!
05A9: s$DIALOG_SUBTITLES[8] = 'MTOR05J'  // ~z~Carl, lern fliegen.
04AE: $DIALOG_WAV[0] = 29630 // $ = any 
04AE: $DIALOG_WAV[1] = 29631 // $ = any 
04AE: $DIALOG_WAV[2] = 29632 // $ = any 
04AE: $DIALOG_WAV[3] = 29633 // $ = any 
04AE: $DIALOG_WAV[4] = 29634 // $ = any 
04AE: $DIALOG_WAV[5] = 29635 // $ = any 
04AE: $DIALOG_WAV[6] = 29636 // $ = any 
04AE: $DIALOG_WAV[7] = 29637 // $ = any 
04AE: $DIALOG_WAV[8] = 29638 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_13258 

:CELLFON_8924
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR06A'  // ~z~Was willst du, Toreno?
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR06B'  // ~z~Was willst du, Carl?
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR06C'  // ~z~Willst du, dass dein Bruder aus dem Knast rauskommt?
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR06D'  // ~z~Okay, hr zu, ich geb mir ja Mhe, Mann, wirklich.
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR06E'  // ~z~Ich verrat dir mal ein kleines Geheimnis, Carl.
05A9: s$DIALOG_SUBTITLES[5] = 'MTOR06F'  // ~z~Der einzige Unterschied zwischen denen, die's probiert haben und dabei draufgegangen sind
05A9: s$DIALOG_SUBTITLES[6] = 'MTOR06G'  // ~z~und denen, die noch unter uns weilen, ist der Glaube an sich selbst.
05A9: s$DIALOG_SUBTITLES[7] = 'MTOR06H'  // ~z~Nichts ist unmglich, Carl.
05A9: s$DIALOG_SUBTITLES[8] = 'MTOR06J'  // ~z~Besiege deine ngste, finde den mentalen Fokus und lern fliegen.
05A9: s$DIALOG_SUBTITLES[9] = 'MTOR06K'  // ~z~Okay, okay, ich-
05A9: s$DIALOG_SUBTITLES[10] = 'MTOR06L'  // ~z~TORENO?
05A9: s$DIALOG_SUBTITLES[11] = 'MTOR06M'  // ~z~Oh, Shit...
04AE: $DIALOG_WAV[0] = 29639 // $ = any 
04AE: $DIALOG_WAV[1] = 29640 // $ = any 
04AE: $DIALOG_WAV[2] = 29641 // $ = any 
04AE: $DIALOG_WAV[3] = 29642 // $ = any 
04AE: $DIALOG_WAV[4] = 29643 // $ = any 
04AE: $DIALOG_WAV[5] = 29644 // $ = any 
04AE: $DIALOG_WAV[6] = 29645 // $ = any 
04AE: $DIALOG_WAV[7] = 29646 // $ = any 
04AE: $DIALOG_WAV[8] = 29647 // $ = any 
04AE: $DIALOG_WAV[9] = 29648 // $ = any 
04AE: $DIALOG_WAV[10] = 29649 // $ = any 
04AE: $DIALOG_WAV[11] = 29650 // $ = any 
$DIALOG_ARRAY_SIZE = 11 
jump @CELLFON_13258 

:CELLFON_9202
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR07A'  // ~z~Toreno?
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR07B'  // ~z~Carl, lern fliegen.
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR07C'  // ~z~Ich bin ja dabei, Mann, ich schwr's.
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR07D'  // ~z~'Ich bin ja dabei, ich schwr's.', deine Platte hngt, Carl. Ist aber schon in Ordnung...
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR07E'  // ~z~Dein Bruder bekommt heute Abend einen neuen Zellengenossen.
05A9: s$DIALOG_SUBTITLES[5] = 'MTOR07L'  // ~z~Horse Cock Harry. Und ich schick ihnen ein Geschenk, ein kleines Hochzeitsgeschenk.
05A9: s$DIALOG_SUBTITLES[6] = 'MTOR07M'  // ~z~Einen groen Kbel Gleitmittel!
05A9: s$DIALOG_SUBTITLES[7] = 'MTOR07F'  // ~z~Scheie, okay, Alter, ich schwr dir, ich werd der beste Pilot berhaupt!
05A9: s$DIALOG_SUBTITLES[8] = 'MTOR07G'  // ~z~Ich wrde dich gern hren knnen, Carl. Ich kann aber nicht, das Sthnen deines Bruders ist viel zu laut.
05A9: s$DIALOG_SUBTITLES[9] = 'MTOR07N'  // ~z~Wenn er einen 8 Kilometer langen Schwanz in den Arsch kriegt.
05A9: s$DIALOG_SUBTITLES[10] = 'MTOR07O'  // ~z~Aauuuu! - Es ist dein Bruder, okay? Kein groes Problem.
05A9: s$DIALOG_SUBTITLES[11] = 'MTOR07H'  // ~z~Warte! Bitte, Mann!
05A9: s$DIALOG_SUBTITLES[12] = 'MTOR07J'  // ~z~Das war meine letzte Motivationsansprache, verstanden? Oder war das zu kompliziert fr dich, Carl?
05A9: s$DIALOG_SUBTITLES[13] = 'MTOR07K'  // ~z~Okay, Mann, Message ist angekommen!
04AE: $DIALOG_WAV[0] = 29652 // $ = any 
04AE: $DIALOG_WAV[1] = 29653 // $ = any 
04AE: $DIALOG_WAV[2] = 29654 // $ = any 
04AE: $DIALOG_WAV[3] = 29655 // $ = any 
04AE: $DIALOG_WAV[4] = 29656 // $ = any 
04AE: $DIALOG_WAV[5] = 29662 // $ = any 
04AE: $DIALOG_WAV[6] = 29663 // $ = any 
04AE: $DIALOG_WAV[7] = 29657 // $ = any 
04AE: $DIALOG_WAV[8] = 29658 // $ = any 
04AE: $DIALOG_WAV[9] = 29664 // $ = any 
04AE: $DIALOG_WAV[10] = 29665 // $ = any 
04AE: $DIALOG_WAV[11] = 29659 // $ = any 
04AE: $DIALOG_WAV[12] = 29660 // $ = any 
04AE: $DIALOG_WAV[13] = 29661 // $ = any 
$DIALOG_ARRAY_SIZE = 13 
jump @CELLFON_13258 

:CELLFON_9524
05A9: s$DIALOG_SUBTITLES[0] = 'MKP01A'  // ~z~Hallo?
05A9: s$DIALOG_SUBTITLES[1] = 'MKP01B'  // ~z~Hey, Carl, ich bin's, Paulo.
05A9: s$DIALOG_SUBTITLES[2] = 'MKP01C'  // ~z~Hr mal, Rosie hat Stress an der Backe,
05A9: s$DIALOG_SUBTITLES[3] = 'MKP01D'  // ~z~und ich denke, du wrst genau der Richtige, um das fr uns hinzubiegen. Okay, Sonnenscheinchen?
05A9: s$DIALOG_SUBTITLES[4] = 'MKP01E'  // ~z~Komm im Bro vorbei, und zwar schnell.
05A9: s$DIALOG_SUBTITLES[5] = 'MKP01F'  // ~z~Danke, Mann, ich wei die Chance zu schtzen.
04AE: $DIALOG_WAV[0] = 27200 // $ = any 
04AE: $DIALOG_WAV[1] = 27201 // $ = any 
04AE: $DIALOG_WAV[2] = 27202 // $ = any 
04AE: $DIALOG_WAV[3] = 27203 // $ = any 
04AE: $DIALOG_WAV[4] = 27204 // $ = any 
04AE: $DIALOG_WAV[5] = 27205 // $ = any 
$DIALOG_ARRAY_SIZE = 5 
jump @CELLFON_13258 

:CELLFON_9670
05A9: s$DIALOG_SUBTITLES[0] = 'MSAL01A'  // ~z~Hallo?
05A9: s$DIALOG_SUBTITLES[1] = 'MROS01B'  // ~z~Carl? Ich bin's, Ken.
05A9: s$DIALOG_SUBTITLES[2] = 'MROS01D'  // ~z~Die Leone-Familie hat zugeschlagen! Salvatore ist hier! Jetzt gerade!
05A9: s$DIALOG_SUBTITLES[3] = 'MROS01F'  // ~z~Er hat das Caesar's bernommen!
05A9: s$DIALOG_SUBTITLES[4] = 'MROS01H'  // ~z~Wir sind am Arsch! Jetzt tobt der Krieg um die Vorherrschaft in Las Vegas, Mann, Krieg! KRIEG!
05A9: s$DIALOG_SUBTITLES[5] = 'MROS01L'  // ~z~Es heit, dass die Triaden hier demnchst aufkreuzen wollen, oder so was, das drfte ihn beschftigen. Ich ruf vom Klo aus an. Ich muss auflegen.
04AE: $DIALOG_WAV[0] = 28600 // $ = any 
04AE: $DIALOG_WAV[1] = 28400 // $ = any 
04AE: $DIALOG_WAV[2] = 28401 // $ = any 
04AE: $DIALOG_WAV[3] = 28403 // $ = any 
04AE: $DIALOG_WAV[4] = 28404 // $ = any 
04AE: $DIALOG_WAV[5] = 28405 // $ = any 
$DIALOG_ARRAY_SIZE = 5 
jump @CELLFON_13258 

:CELLFON_9816
05A9: s$DIALOG_SUBTITLES[0] = 'MROS02A'  // ~z~Ja, hallo?
05A9: s$DIALOG_SUBTITLES[1] = 'MROS02B'  // ~z~Du lsst uns in der Scheie sitzen, ich wei es!
05A9: s$DIALOG_SUBTITLES[2] = 'MROS02C'  // ~z~Rosenberg?
05A9: s$DIALOG_SUBTITLES[3] = 'MROS02D'  // ~z~Ja. Der Rosenberg, der bald mit Zementschuhen an in der Wste verscharrt liegt!
05A9: s$DIALOG_SUBTITLES[4] = 'MROS02E'  // ~z~Erstaunlich, dass du dich an mich erinnerst!
05A9: s$DIALOG_SUBTITLES[5] = 'MROS02F'  // ~z~Hr zu, ich hab euch nicht vergessen. Haltet noch durch.
05A9: s$DIALOG_SUBTITLES[6] = 'MROS02G'  // ~z~Du hast leicht reden. Dieser Salvatore knnte mich jeden Moment fertigmachen.
04AE: $DIALOG_WAV[0] = 28406 // $ = any 
04AE: $DIALOG_WAV[1] = 28407 // $ = any 
04AE: $DIALOG_WAV[2] = 28408 // $ = any 
04AE: $DIALOG_WAV[3] = 28409 // $ = any 
04AE: $DIALOG_WAV[4] = 28410 // $ = any 
04AE: $DIALOG_WAV[5] = 28411 // $ = any 
04AE: $DIALOG_WAV[6] = 28412 // $ = any 
$DIALOG_ARRAY_SIZE = 6 
jump @CELLFON_13258 

:CELLFON_9984
05A9: s$DIALOG_SUBTITLES[0] = 'MROS03A'  // ~z~Hey, Ken, wie geht's?
05A9: s$DIALOG_SUBTITLES[1] = 'MROS03B'  // ~z~(schnief) Wer ist da?
05A9: s$DIALOG_SUBTITLES[2] = 'MROS03C'  // ~z~Hier ist Carl. Carl Johnson!
05A9: s$DIALOG_SUBTITLES[3] = 'MROS03D'  // ~z~Hey, Carl! Super! (schnief)
05A9: s$DIALOG_SUBTITLES[4] = 'MROS03E'  // ~z~Hey, Leute, das ist Carl! Klasse! (schnief)
05A9: s$DIALOG_SUBTITLES[5] = 'MROS03F'  // ~z~Spitze! Arschgeil!
05A9: s$DIALOG_SUBTITLES[6] = 'MROS03G'  // ~z~Ja, hr mal, ich bruchte 'nen Buchhalter und 'nen Tontechniker,
05A9: s$DIALOG_SUBTITLES[7] = 'MROS03H'  // ~z~und da dachte ich an dich und Paul.
05A9: s$DIALOG_SUBTITLES[8] = 'MROS03J'  // ~z~Hey, arschgeil!
05A9: s$DIALOG_SUBTITLES[9] = 'MROS03K'  // ~z~Paul kann super mit Zahlen jonglieren und ich wrd einen arschgeilen Producer abgeben.
05A9: s$DIALOG_SUBTITLES[10] = 'MROS03L'  // ~z~Das ist echt (schnief) arschgeil!
05A9: s$DIALOG_SUBTITLES[11] = 'MROS03N'  // ~z~Ja, ja, ganz wie du meinst, Mann. Hr zu...
05A9: s$DIALOG_SUBTITLES[12] = 'MROS03O'  // ~z~Bis gleich.
05A9: s$DIALOG_SUBTITLES[13] = 'MROS03P'  // ~z~Verdammt umwerfend!
04AE: $DIALOG_WAV[0] = 28413 // $ = any 
04AE: $DIALOG_WAV[1] = 28414 // $ = any 
04AE: $DIALOG_WAV[2] = 28415 // $ = any 
04AE: $DIALOG_WAV[3] = 28416 // $ = any 
04AE: $DIALOG_WAV[4] = 28417 // $ = any 
04AE: $DIALOG_WAV[5] = 28418 // $ = any 
04AE: $DIALOG_WAV[6] = 28419 // $ = any 
04AE: $DIALOG_WAV[7] = 28420 // $ = any 
04AE: $DIALOG_WAV[8] = 28421 // $ = any 
04AE: $DIALOG_WAV[9] = 28422 // $ = any 
04AE: $DIALOG_WAV[10] = 28423 // $ = any 
04AE: $DIALOG_WAV[11] = 28424 // $ = any 
04AE: $DIALOG_WAV[12] = 28425 // $ = any 
04AE: $DIALOG_WAV[13] = 28426 // $ = any 
$DIALOG_ARRAY_SIZE = 13 
jump @CELLFON_13258 

:CELLFON_10306
05A9: s$DIALOG_SUBTITLES[0] = 'MSAL01A'  // ~z~Hallo?
05A9: s$DIALOG_SUBTITLES[1] = 'MSAL01B'  // ~z~Hey, Carl, mein Junge!
05A9: s$DIALOG_SUBTITLES[2] = 'MSAL01C'  // ~z~Mr. Leone.
05A9: s$DIALOG_SUBTITLES[3] = 'MSAL01D'  // ~z~Alle reden darber, was fr gute Arbeit du im St. Mark's Bistro gemacht hast.
05A9: s$DIALOG_SUBTITLES[4] = 'MSAL01E'  // ~z~Danke, Mr. Leone.
05A9: s$DIALOG_SUBTITLES[5] = 'MSAL01F'  // ~z~Und du, h, hast dich um die drei 'Problemflle' gekmmert?
05A9: s$DIALOG_SUBTITLES[6] = 'MSAL01G'  // ~z~Ja, den armen Trotteln ist unterwegs ein kleines Missgeschick passiert.
05A9: s$DIALOG_SUBTITLES[7] = 'MSAL01H'  // ~z~Von Mr. Rosenberg werden Sie nichts mehr hren.
05A9: s$DIALOG_SUBTITLES[8] = 'MSAL01J'  // ~z~Guter Junge! Guter Junge!
05A9: s$DIALOG_SUBTITLES[9] = 'MSAL01K'  // ~z~Hr mal, du wirst dich jetzt ein bisschen im Hintergrund halten mssen, sonst fangen die Leute an, zwei und zwei zusammen zu zhlen.
05A9: s$DIALOG_SUBTITLES[10] = 'MSAL01M'  // ~z~Wir sollten also eine Weile keinen Kontakt haben, ja?
05A9: s$DIALOG_SUBTITLES[11] = 'MSAL01N'  // ~z~Ich ruf dich wieder an.
05A9: s$DIALOG_SUBTITLES[12] = 'MSAL01O'  // ~z~Danke, Mr. Leone.
04AE: $DIALOG_WAV[0] = 28600 // $ = any 
04AE: $DIALOG_WAV[1] = 28601 // $ = any 
04AE: $DIALOG_WAV[2] = 28602 // $ = any 
04AE: $DIALOG_WAV[3] = 28603 // $ = any 
04AE: $DIALOG_WAV[4] = 28604 // $ = any 
04AE: $DIALOG_WAV[5] = 28605 // $ = any 
04AE: $DIALOG_WAV[6] = 28606 // $ = any 
04AE: $DIALOG_WAV[7] = 28607 // $ = any 
04AE: $DIALOG_WAV[8] = 28608 // $ = any 
04AE: $DIALOG_WAV[9] = 28609 // $ = any 
04AE: $DIALOG_WAV[10] = 28610 // $ = any 
04AE: $DIALOG_WAV[11] = 28611 // $ = any 
04AE: $DIALOG_WAV[12] = 28612 // $ = any 
$DIALOG_ARRAY_SIZE = 12 
jump @CELLFON_13258 

:CELLFON_10606
05A9: s$DIALOG_SUBTITLES[0] = 'MSAL02A'  // ~z~Was geht?
05A9: s$DIALOG_SUBTITLES[1] = 'MSAL02B'  // ~z~Du mieses, hinterhltiges Stck Scheie!
05A9: s$DIALOG_SUBTITLES[2] = 'MSAL02C'  // ~z~Salvatore!
05A9: s$DIALOG_SUBTITLES[3] = 'MSAL02D'  // ~z~Das Vergngen ist ganz meinerseits!
05A9: s$DIALOG_SUBTITLES[4] = 'MSAL02E'  // ~z~Du bist tot! Deine Freunde sind tot! Deine Familie ist tot!
05A9: s$DIALOG_SUBTITLES[5] = 'MSAL02F'  // ~z~Ich mach dich alle, dich und deine Kinder und deine Kindeskinder!
05A9: s$DIALOG_SUBTITLES[6] = 'MSAL02G'  // ~z~Tja, war schn, mit Ihnen zu plaudern,
05A9: s$DIALOG_SUBTITLES[7] = 'MSAL02H'  // ~z~aber ich muss dringend ein bisschen Geld fr teuren Schei ausgeben,
05A9: s$DIALOG_SUBTITLES[8] = 'MSAL02J'  // ~z~wenn Sie mich also entschuldigen.
05A9: s$DIALOG_SUBTITLES[9] = 'MSAL02K'  // ~z~Du bist tot! TOT!
04AE: $DIALOG_WAV[0] = 28613 // $ = any 
04AE: $DIALOG_WAV[1] = 28614 // $ = any 
04AE: $DIALOG_WAV[2] = 28615 // $ = any 
04AE: $DIALOG_WAV[3] = 28616 // $ = any 
04AE: $DIALOG_WAV[4] = 28617 // $ = any 
04AE: $DIALOG_WAV[5] = 28618 // $ = any 
04AE: $DIALOG_WAV[6] = 28619 // $ = any 
04AE: $DIALOG_WAV[7] = 28620 // $ = any 
04AE: $DIALOG_WAV[8] = 28621 // $ = any 
04AE: $DIALOG_WAV[9] = 28622 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_13258 

:CELLFON_10840
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL2A'  // ~z~Millie, was luft?
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL2B'  // ~z~Hi, Carl, wollte dir nur schnell sagen, dass ich die letzte Nacht irre toll fand.
05A9: s$DIALOG_SUBTITLES[2] = 'MMILL2C'  // ~z~Ganz meinerseits, Baby, ganz meinerseits.
05A9: s$DIALOG_SUBTITLES[3] = 'MMILL2D'  // ~z~Hr mal, ich hab ber diesen kleinen Plan nachgedacht, von dem du mir erzhlt hast.
05A9: s$DIALOG_SUBTITLES[4] = 'MMILL2E'  // ~z~Keine Sorge, ich hab niemandem was erzhlt, nicht mal meiner Mom.
05A9: s$DIALOG_SUBTITLES[5] = 'MMILL2F'  // ~z~Ich hab die Key Card und den Tr-Code in meinem Schlafzimmer liegen lassen.
05A9: s$DIALOG_SUBTITLES[6] = 'MMILL2H'  // ~z~Millie, Kleines, du wirst es nicht bereuen!
05A9: s$DIALOG_SUBTITLES[7] = 'MMILL2J'  // ~z~Ich wei. Weil ich einen Anteil kriege, stimmt's?
05A9: s$DIALOG_SUBTITLES[8] = 'MMILL2K'  // ~z~Aber sicher, Millie, sicher. Wir sehen uns, ja?
05A9: s$DIALOG_SUBTITLES[9] = 'MMILL2L'  // ~z~Okay, sicher.
04AE: $DIALOG_WAV[0] = 27811 // $ = any 
04AE: $DIALOG_WAV[1] = 27812 // $ = any 
04AE: $DIALOG_WAV[2] = 27813 // $ = any 
04AE: $DIALOG_WAV[3] = 27814 // $ = any 
04AE: $DIALOG_WAV[4] = 27815 // $ = any 
04AE: $DIALOG_WAV[5] = 27816 // $ = any 
04AE: $DIALOG_WAV[6] = 27818 // $ = any 
04AE: $DIALOG_WAV[7] = 27819 // $ = any 
04AE: $DIALOG_WAV[8] = 27820 // $ = any 
04AE: $DIALOG_WAV[9] = 27821 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_13258 

:CELLFON_11074
05A9: s$DIALOG_SUBTITLES[0] = 'MZER01A'  // ~z~Ja, was ist?
05A9: s$DIALOG_SUBTITLES[1] = 'MZER01B'  // ~z~Sorry, Carl, bist du beschftigt?
05A9: s$DIALOG_SUBTITLES[2] = 'MZER01C'  // ~z~Zero? Nein, Mann. Schn, von dir zu hren. Was geht?
05A9: s$DIALOG_SUBTITLES[3] = 'MZER01D'  // ~z~Katastrophe! Mein Vermieter verkauft den Laden!
05A9: s$DIALOG_SUBTITLES[4] = 'MZER01E'  // ~z~Dann hab ich kein Dach mehr ber dem Kopf und bin nirgendwo mehr vor Berkley sicher.
05A9: s$DIALOG_SUBTITLES[5] = 'MZER01F'  // ~z~Ich such gerade nach einem passenden Objekt.
05A9: s$DIALOG_SUBTITLES[6] = 'MZER01G'  // ~z~Vielleicht schau ich mal vorbei.
04AE: $DIALOG_WAV[0] = 30400 // $ = any 
04AE: $DIALOG_WAV[1] = 30401 // $ = any 
04AE: $DIALOG_WAV[2] = 30402 // $ = any 
04AE: $DIALOG_WAV[3] = 30403 // $ = any 
04AE: $DIALOG_WAV[4] = 30404 // $ = any 
04AE: $DIALOG_WAV[5] = 30405 // $ = any 
04AE: $DIALOG_WAV[6] = 30406 // $ = any 
$DIALOG_ARRAY_SIZE = 6 
jump @CELLFON_13258 

:CELLFON_11242
05A9: s$DIALOG_SUBTITLES[0] = 'MZER02A'  // ~z~Hallo?
05A9: s$DIALOG_SUBTITLES[1] = 'MZER02B'  // ~z~Carl! Hier ist Zero!
05A9: s$DIALOG_SUBTITLES[2] = 'MZER02C'  // ~z~Oh, hi Zee. Du warst gar nicht da, als ich die Urkunden unterschrieben habe.
05A9: s$DIALOG_SUBTITLES[3] = 'MZER02D'  // ~z~Ich wei. Ich war auf einer gefhrlichen Erkundungsmission, tief auf Feindgebiet.
05A9: s$DIALOG_SUBTITLES[4] = 'MZER02E'  // ~z~h, ja klar, logisch. Wie du meinst.
05A9: s$DIALOG_SUBTITLES[5] = 'MZER02F'  // ~z~Hey, ich komm irgendwann mal vorbei, nach dem Geschft sehen, okay?
05A9: s$DIALOG_SUBTITLES[6] = 'MZER02G'  // ~z~Klar, natrlich.
05A9: s$DIALOG_SUBTITLES[7] = 'MZER02H'  // ~z~Ich muss ein bisschen Ordnung machen. Da sieht's aus wie im Schweinestall.
05A9: s$DIALOG_SUBTITLES[8] = 'MZER02J'  // ~z~Mach dir keinen Kopf.
05A9: s$DIALOG_SUBTITLES[9] = 'MZER02K'  // ~z~Ich komme bald vorbei.
04AE: $DIALOG_WAV[0] = 30407 // $ = any 
04AE: $DIALOG_WAV[1] = 30408 // $ = any 
04AE: $DIALOG_WAV[2] = 30409 // $ = any 
04AE: $DIALOG_WAV[3] = 30410 // $ = any 
04AE: $DIALOG_WAV[4] = 30411 // $ = any 
04AE: $DIALOG_WAV[5] = 30412 // $ = any 
04AE: $DIALOG_WAV[6] = 30413 // $ = any 
04AE: $DIALOG_WAV[7] = 30414 // $ = any 
04AE: $DIALOG_WAV[8] = 30415 // $ = any 
04AE: $DIALOG_WAV[9] = 30416 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_13258 

:CELLFON_11476
05A9: s$DIALOG_SUBTITLES[0] = 'MJET_1A'  // ~z~Ja, was ist?
05A9: s$DIALOG_SUBTITLES[1] = 'MJET_1B'  // ~z~Yo, Mann, hier Jethro, Kumpel!
05A9: s$DIALOG_SUBTITLES[2] = 'MJET_1C'  // ~z~Hey, Jethro, was liegt an?
05A9: s$DIALOG_SUBTITLES[3] = 'MJET_1D'  // ~z~Na ja, ich hab mit Cesar geredet, und - versteh mich nicht falsch, Kumpel,
05A9: s$DIALOG_SUBTITLES[4] = 'MJET_1E'  // ~z~ich meine, du bist wirklich ein 1-A-Fahrer, Mann,
05A9: s$DIALOG_SUBTITLES[5] = 'MJET_1F'  // ~z~aber Cesar hat uns erzhlt, wie viele Autos du schrottest, Mann,
05A9: s$DIALOG_SUBTITLES[6] = 'MJET_1G'  // ~z~und ich und Dwaine, wir so: Wooooow!
05A9: s$DIALOG_SUBTITLES[7] = 'MJET_1H'  // ~z~Was willst du damit sagen, Jethro?
05A9: s$DIALOG_SUBTITLES[8] = 'MJET_1J'  // ~z~Gar nichts, Mann, gar nichts!
05A9: s$DIALOG_SUBTITLES[9] = 'MJET_1K'  // ~z~Nur dass es da so eine Fahrschule fr Fortgeschrittene gibt,
05A9: s$DIALOG_SUBTITLES[10] = 'MJET_1L'  // ~z~von der Werkstatt aus gleich die Strae hoch, in Dogpatch.
05A9: s$DIALOG_SUBTITLES[11] = 'MJET_1M'  // ~z~Fahrschule? Worauf willst du hinaus, Mann?
05A9: s$DIALOG_SUBTITLES[12] = 'MJET_1N'  // ~z~AUF NICHTS, Mann! Auf gar nichts. Es war Dwaines Idee.
05A9: s$DIALOG_SUBTITLES[13] = 'MJET_1O'  // ~z~Fr mich bist du, na ja, eben cool und alles.
05A9: s$DIALOG_SUBTITLES[14] = 'MJET_1P'  // ~z~Ich muss Schluss machen, CJ. Wir sehen uns.
04AE: $DIALOG_WAV[0] = 26600 // $ = any 
04AE: $DIALOG_WAV[1] = 26601 // $ = any 
04AE: $DIALOG_WAV[2] = 26602 // $ = any 
04AE: $DIALOG_WAV[3] = 26603 // $ = any 
04AE: $DIALOG_WAV[4] = 26604 // $ = any 
04AE: $DIALOG_WAV[5] = 26605 // $ = any 
04AE: $DIALOG_WAV[6] = 26606 // $ = any 
04AE: $DIALOG_WAV[7] = 26607 // $ = any 
04AE: $DIALOG_WAV[8] = 26608 // $ = any 
04AE: $DIALOG_WAV[9] = 26609 // $ = any 
04AE: $DIALOG_WAV[10] = 26610 // $ = any 
04AE: $DIALOG_WAV[11] = 26611 // $ = any 
04AE: $DIALOG_WAV[12] = 26612 // $ = any 
04AE: $DIALOG_WAV[13] = 26613 // $ = any 
04AE: $DIALOG_WAV[14] = 26614 // $ = any 
$DIALOG_ARRAY_SIZE = 14 
jump @CELLFON_13258 

:CELLFON_11820
05A9: s$DIALOG_SUBTITLES[0] = 'MJET_2A'  // ~z~Yo, CJ, ich bin's, Jethro, Kumpel!
05A9: s$DIALOG_SUBTITLES[1] = 'MJET_2B'  // ~z~Hi, Jethro, was geht ab?
05A9: s$DIALOG_SUBTITLES[2] = 'MJET_2C'  // ~z~Yo, Kumpel, die Werkstatt luft echt gut, Mann.
05A9: s$DIALOG_SUBTITLES[3] = 'MJET_2D'  // ~z~Aber ich ruf wegen was anderem an.
05A9: s$DIALOG_SUBTITLES[4] = 'MJET_2E'  // ~z~Es gibt da so 'nen inoffiziellen Club fr Straenrennen in San Francisco.
05A9: s$DIALOG_SUBTITLES[5] = 'MJET_2F'  // ~z~'Inoffiziell' will heien 'illegal', oder?
05A9: s$DIALOG_SUBTITLES[6] = 'MJET_2G'  // ~z~Ich wei nicht, was du damit meinst, Kumpel.
05A9: s$DIALOG_SUBTITLES[7] = 'MJET_2H'  // ~z~Jedenfalls, die treffen sich irgendwo in der Nhe der Fahrschule.
05A9: s$DIALOG_SUBTITLES[8] = 'MJET_2J'  // ~z~Ich dachte, das, na ja, interessiert dich vielleicht.
05A9: s$DIALOG_SUBTITLES[9] = 'MJET_2K'  // ~z~Danke, Jethro, ich lass es mir durch den Kopf gehen.
05A9: s$DIALOG_SUBTITLES[10] = 'MJET_2L'  // ~z~Bis dann, Kumpel.
04AE: $DIALOG_WAV[0] = 26615 // $ = any 
04AE: $DIALOG_WAV[1] = 26616 // $ = any 
04AE: $DIALOG_WAV[2] = 26617 // $ = any 
04AE: $DIALOG_WAV[3] = 26618 // $ = any 
04AE: $DIALOG_WAV[4] = 26619 // $ = any 
04AE: $DIALOG_WAV[5] = 26620 // $ = any 
04AE: $DIALOG_WAV[6] = 26621 // $ = any 
04AE: $DIALOG_WAV[7] = 26622 // $ = any 
04AE: $DIALOG_WAV[8] = 26623 // $ = any 
04AE: $DIALOG_WAV[9] = 26624 // $ = any 
04AE: $DIALOG_WAV[10] = 26625 // $ = any 
$DIALOG_ARRAY_SIZE = 10 
jump @CELLFON_13258 

:CELLFON_12076
05A9: s$DIALOG_SUBTITLES[0] = 'MJET_3A'  // ~z~Hallo!
05A9: s$DIALOG_SUBTITLES[1] = 'MJET_3B'  // ~z~Yo, hier Jethro, Mann.
05A9: s$DIALOG_SUBTITLES[2] = 'MJET_3C'  // ~z~Ich und Cesar, wir haben ber unsere Kontakte, na ja, 'ne Wunschliste von Autos bekommen.
05A9: s$DIALOG_SUBTITLES[3] = 'MJET_3D'  // ~z~Aber wir mssen sie ziemlich schnell auftreiben, Kumpel.
05A9: s$DIALOG_SUBTITLES[4] = 'MJET_3E'  // ~z~Es gibt da einen Showroom um die Ecke, der steht zum Verkauf.
05A9: s$DIALOG_SUBTITLES[5] = 'MJET_3F'  // ~z~Und ich dachte, es wre vielleicht gut, wenn wir alles so legal wie mglich aussehen lassen.
05A9: s$DIALOG_SUBTITLES[6] = 'MJET_3G'  // ~z~Kumpel, das ist eine groartige Idee. Ich seh ihn mir an.
05A9: s$DIALOG_SUBTITLES[7] = 'MJET_3H'  // ~z~Bis dann.
04AE: $DIALOG_WAV[0] = 26626 // $ = any 
04AE: $DIALOG_WAV[1] = 26627 // $ = any 
04AE: $DIALOG_WAV[2] = 26628 // $ = any 
04AE: $DIALOG_WAV[3] = 26629 // $ = any 
04AE: $DIALOG_WAV[4] = 26630 // $ = any 
04AE: $DIALOG_WAV[5] = 26631 // $ = any 
04AE: $DIALOG_WAV[6] = 26632 // $ = any 
04AE: $DIALOG_WAV[7] = 26633 // $ = any 
$DIALOG_ARRAY_SIZE = 7 
jump @CELLFON_13258 

:CELLFON_12266
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_1A'  // ~z~Hey, Mr. Johnson. Nur eine freundliche Erinnerung, dass Sie mir Geld schulden.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_1B'  // ~z~Weichen Sie mir nicht aus.
04AE: $DIALOG_WAV[0] = 34814 // $ = any 
04AE: $DIALOG_WAV[1] = 34815 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12328
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_2A'  // ~z~Hallo, Carl Johnson.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_2B'  // ~z~Sie schulden mir Geld, und ich wre Ihnen sehr verbunden, wenn Sie es mir zurckzahlen wrden, verstanden?
04AE: $DIALOG_WAV[0] = 34816 // $ = any 
04AE: $DIALOG_WAV[1] = 34817 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12390
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_3A'  // ~z~Mr. Carl Johnson. In meinen Akten steht, dass Sie mir Geld schulden.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_3B'  // ~z~Vermutlich ist es Ihnen entfallen, und da dachte ich mir, ich helfe Ihrem Gedchtnis auf die Sprnge.
04AE: $DIALOG_WAV[0] = 34818 // $ = any 
04AE: $DIALOG_WAV[1] = 34819 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12452
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_4A'  // ~z~Mr. Johnson! Ich habe Sie eine Weile nicht gesehen, und Sie schulden mir Geld!
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_4B'  // ~z~Bedenken Sie Ihre Position und die Ihrer Freunde und Verwandten!
04AE: $DIALOG_WAV[0] = 34820 // $ = any 
04AE: $DIALOG_WAV[1] = 34821 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12514
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_5A'  // ~z~Carl! Ich hoffe, Sie werfen nicht mit Kohle um sich. Wo Sie doch schon so lange Schulden bei mir haben.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_5B'  // ~z~Mich sollte man sich nicht zum Feind machen, Carl.
04AE: $DIALOG_WAV[0] = 34822 // $ = any 
04AE: $DIALOG_WAV[1] = 34823 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12576
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_6A'  // ~z~Carl Johnson. Ich hre, Sie haben eine Schwester.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_6B'  // ~z~Zwingen Sie mich nicht, ihr zu erklren, warum Sie mir so viel Geld schulden!
04AE: $DIALOG_WAV[0] = 34824 // $ = any 
04AE: $DIALOG_WAV[1] = 34825 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12638
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_7A'  // ~z~Ich bin ein geduldiger Mensch, Mr. Johnson, aber ich bin auch Geschftsmann, verstehen Sie?
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_7B'  // ~z~Sie schulden mir Geld, Carl, denken Sie darber nach.
04AE: $DIALOG_WAV[0] = 34826 // $ = any 
04AE: $DIALOG_WAV[1] = 34827 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12700
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_8A'  // ~z~Mr. Johnson, Sie schulden mir Geld.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_8B'  // ~z~Eine Geschftsbeziehung beruht auf Vertrauen und gegenseitigem Respekt. Denken Sie darber nach.
04AE: $DIALOG_WAV[0] = 34828 // $ = any 
04AE: $DIALOG_WAV[1] = 34829 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12762
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_9A'  // ~z~Mr. Johnson, ich hre, Sie sind in der Gegend!
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_9B'  // ~z~Einige meiner Partner werden Ihnen einen Besuch abstatten, um mit Ihnen ber Ihre Schulden zu reden.
04AE: $DIALOG_WAV[0] = 34830 // $ = any 
04AE: $DIALOG_WAV[1] = 34831 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12824
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK10A'  // ~z~Carl Johnson. Ein Vglein hat mir zugezwitschert, dass Sie in der Stadt sind.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK10B'  // ~z~Sie htten auf mich hren und Ihre Schulden begleichen sollen.
04AE: $DIALOG_WAV[0] = 34800 // $ = any 
04AE: $DIALOG_WAV[1] = 34801 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12886
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK11A'  // ~z~Ein Ehrenmann bezahlt seine Schulden, Mr. Johnson.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK11B'  // ~z~Sie lassen mir keine Wahl, als Sie ebenso respektlos zu behandeln, wie Sie mich behandeln.
04AE: $DIALOG_WAV[0] = 34802 // $ = any 
04AE: $DIALOG_WAV[1] = 34803 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12948
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK12A'  // ~z~Ich bin nicht das Wohlfahrtsamt, Mr. Johnson, ich bin Geschftsmann.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK12B'  // ~z~Sie htten bezahlen sollen, solange Sie Gelegenheit dazu hatten.
04AE: $DIALOG_WAV[0] = 34804 // $ = any 
04AE: $DIALOG_WAV[1] = 34805 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_13010
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK13A'  // ~z~Mr. Johnson, ich will mein verdammtes Geld!
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK13B'  // ~z~Ich schicke Ihnen jemand zu einem kleinen Hflichkeitsbesuch vorbei.
04AE: $DIALOG_WAV[0] = 34806 // $ = any 
04AE: $DIALOG_WAV[1] = 34807 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_13072
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK14A'  // ~z~Ich glaube, Sie verstehen mich nicht, Mr. Johnson. ICH WILL MEIN GELD!
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK14B'  // ~z~Ich werde meine Inkasso-Abteilung mit Ihnen verhandeln lassen.
04AE: $DIALOG_WAV[0] = 34808 // $ = any 
04AE: $DIALOG_WAV[1] = 34809 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_13134
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK15A'  // ~z~Die Zeit fr Hflichkeiten ist vorber, Mr. Johnson.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK15B'  // ~z~Sie lassen mir keine Wahl, als hinsichtlich Ihrer Schuldenproblematik etwas deutlicher zu werden.
04AE: $DIALOG_WAV[0] = 34810 // $ = any 
04AE: $DIALOG_WAV[1] = 34811 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_13196
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK16A'  // ~z~Sie hatten Ihre Chance, mich zu bezahlen, Mr. Johnson.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK16B'  // ~z~Sie lassen mir in dieser Sache keine Wahl - ICH WILL MEIN GELD!
04AE: $DIALOG_WAV[0] = 34812 // $ = any 
04AE: $DIALOG_WAV[1] = 34813 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_13258
jump @CELLFON_18044 

:CELLFON_13265
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 54 default_jump 0 @CELLFON_18044 jumps 70 @CELLFON_13724 71 @CELLFON_13782 72 @CELLFON_13840 73 @CELLFON_13898 74 @CELLFON_13956 75 @CELLFON_14014 76 @CELLFON_14072 
0872: jump_table_jumps 77 @CELLFON_14130 80 @CELLFON_14444 81 @CELLFON_14502 82 @CELLFON_14560 83 @CELLFON_14618 84 @CELLFON_14676 85 @CELLFON_14734 86 @CELLFON_14792 87 @CELLFON_14850 
0872: jump_table_jumps 90 @CELLFON_15120 91 @CELLFON_15178 92 @CELLFON_15236 93 @CELLFON_15294 94 @CELLFON_15352 95 @CELLFON_15410 96 @CELLFON_15468 97 @CELLFON_15526 100 @CELLFON_15818 
0872: jump_table_jumps 101 @CELLFON_15876 102 @CELLFON_15934 103 @CELLFON_15992 104 @CELLFON_16050 105 @CELLFON_16108 106 @CELLFON_16166 107 @CELLFON_16224 110 @CELLFON_16670 111 @CELLFON_16728 
0872: jump_table_jumps 112 @CELLFON_16786 113 @CELLFON_16844 114 @CELLFON_16902 115 @CELLFON_16960 116 @CELLFON_17018 117 @CELLFON_17076 120 @CELLFON_17346 121 @CELLFON_17404 122 @CELLFON_17462 
0872: jump_table_jumps 123 @CELLFON_17520 124 @CELLFON_17578 125 @CELLFON_17636 126 @CELLFON_17694 127 @CELLFON_17752 130 @CELLFON_14188 131 @CELLFON_14908 132 @CELLFON_15584 133 @CELLFON_16282 
0872: jump_table_jumps 134 @CELLFON_17134 135 @CELLFON_17810 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 

:CELLFON_13724
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_2A'  // ~z~Yo, Carl, ich bin's, Denise. Was luft? Machen wir was zusammen, oder was?
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_2D'  // ~z~Okay, klar, Baby. Ich komm vorbei und hol dich ab.
04AE: $DIALOG_WAV[0] = 25411 // $ = any 
04AE: $DIALOG_WAV[1] = 25412 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_13782
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_3A'  // ~z~Wie luft's, Carl? Ich bin's, Denise, machen wir irgend'n Schei zusammen?
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_3B'  // ~z~Alles klar, Baby! Ich komm nachher vorbei.
04AE: $DIALOG_WAV[0] = 25413 // $ = any 
04AE: $DIALOG_WAV[1] = 25414 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_13840
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_4A'  // ~z~Hombre, ich bin's, Denise. Ich brauch ein bisschen Zuwendung. Zwing mich nicht, dir in den Arsch zu ballern!
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_4D'  // ~z~Tut mir Leid, mein Mdchen vernachlssigt zu haben! Mach dich bereit, ich hole dich ab.
04AE: $DIALOG_WAV[0] = 25415 // $ = any 
04AE: $DIALOG_WAV[1] = 25416 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_13898
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_5A'  // ~z~Carl, ich bin's, Denise. Wo steckst du denn, Baby? Ich fhl mich einsam!
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_5B'  // ~z~Hey, Denise, Baby, ich werde dich auf Hnden tragen. Ich hol dich spter ab.
04AE: $DIALOG_WAV[0] = 25417 // $ = any 
04AE: $DIALOG_WAV[1] = 25418 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_13956
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_6A'  // ~z~Yo, ich bin's, Denise. Kommst du vorbei und gibst mir das Gefhl, was Besonderes zu sein?
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_6D'  // ~z~Hey, Baby. Ich hatte zu tun, aber ich komm gleich und mach alles wieder gut, in Ordnung?
04AE: $DIALOG_WAV[0] = 25419 // $ = any 
04AE: $DIALOG_WAV[1] = 25420 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14014
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_7D'  // ~z~CJ, ich bin's, Denise! Ich fhl mich echt einsam ohne dich. Vielleicht sollte ich lieber mit einem deiner Freunde zusammengehen.
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_4D'  // ~z~Tut mir Leid, mein Mdchen vernachlssigt zu haben! Mach dich bereit, ich hole dich ab.
04AE: $DIALOG_WAV[0] = 25421 // $ = any 
04AE: $DIALOG_WAV[1] = 25416 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14072
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_8D'  // ~z~Bitte, CJ, behandle mich nicht wie Dreck! Ich vermisse dich, Schatz!
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_6D'  // ~z~Hey, Baby. Ich hatte zu tun, aber ich komm gleich und mach alles wieder gut, in Ordnung?
04AE: $DIALOG_WAV[0] = 25422 // $ = any 
04AE: $DIALOG_WAV[1] = 25420 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14130
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_9D'  // ~z~Jetzt komm, CJ, bitte! Behandle mich nicht wie eine Nutte. Ich bin ein Homegirl, keine Hure. Komm her.
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_5B'  // ~z~Hey, Denise, Baby, ich werde dich auf Hnden tragen. Ich hol dich spter ab.
04AE: $DIALOG_WAV[0] = 25423 // $ = any 
04AE: $DIALOG_WAV[1] = 25418 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14188
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_1A'  // ~z~Yo.
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_1B'  // ~z~Dmliches Arschloch!
05A9: s$DIALOG_SUBTITLES[2] = 'MDEN_1C'  // ~z~Was? Denise?
05A9: s$DIALOG_SUBTITLES[3] = 'MDEN_1D'  // ~z~Komm mir jetzt blo nicht auf die Schmeicheltour, du mieser Crack-Pusher!
05A9: s$DIALOG_SUBTITLES[4] = 'MDEN_1E'  // ~z~Was? Was redest du denn da, Mdchen?
05A9: s$DIALOG_SUBTITLES[5] = 'MDEN_1F'  // ~z~Ich kannte ja die Gerchte ber euch Grove-Street-Idioten, ber Big Smoke und alles,
05A9: s$DIALOG_SUBTITLES[6] = 'MDEN_1G'  // ~z~aber ich dachte mir, ich geb dem Jungen eine Chance.
05A9: s$DIALOG_SUBTITLES[7] = 'MDEN_1H'  // ~z~Aber alle meine Freunde hatten Recht.
05A9: s$DIALOG_SUBTITLES[8] = 'MDEN_1J'  // ~z~Nur ein Crack dealendes Arschloch wrde ein Mdchen so behandeln!
05A9: s$DIALOG_SUBTITLES[9] = 'MDEN_1K'  // ~z~Jetzt warte doch mal!
05A9: s$DIALOG_SUBTITLES[10] = 'MDEN_1L'  // ~z~Spar's dir, Carl. Es ist aus und vorbei.
04AE: $DIALOG_WAV[0] = 25400 // $ = any 
04AE: $DIALOG_WAV[1] = 25401 // $ = any 
04AE: $DIALOG_WAV[2] = 25402 // $ = any 
04AE: $DIALOG_WAV[3] = 25403 // $ = any 
04AE: $DIALOG_WAV[4] = 25404 // $ = any 
04AE: $DIALOG_WAV[5] = 25405 // $ = any 
04AE: $DIALOG_WAV[6] = 25406 // $ = any 
04AE: $DIALOG_WAV[7] = 25407 // $ = any 
04AE: $DIALOG_WAV[8] = 25408 // $ = any 
04AE: $DIALOG_WAV[9] = 25409 // $ = any 
04AE: $DIALOG_WAV[10] = 25410 // $ = any 
$DIALOG_ARRAY_SIZE = 10 
jump @CELLFON_18044 

:CELLFON_14444
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH2A'  // ~z~Hey, Carl, ich bin's, Michelle. Willst du vorbeikommen und ber Nockenwellen reden?
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH2B'  // ~z~Hey, Michelle! Ich komm gleich mit meinem neuen Schlitten!
04AE: $DIALOG_WAV[0] = 27609 // $ = any 
04AE: $DIALOG_WAV[1] = 27610 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14502
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH3A'  // ~z~CJ, ich bin's, Michelle! Ich wollte ein bisschen rumfahren oder so, hast du Lust?
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH3D'  // ~z~Michelle! Baby, ich komm vorbei zu einem Date, dass du niemals vergessen wirst!
04AE: $DIALOG_WAV[0] = 27611 // $ = any 
04AE: $DIALOG_WAV[1] = 27612 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14560
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH4A'  // ~z~Hey, CJ, ich bin's, Michelle. Was geht ab? Willst du zu mir?
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH4B'  // ~z~Hey, se Maus! Mach dich fertig, ich bin gleich da!
04AE: $DIALOG_WAV[0] = 27613 // $ = any 
04AE: $DIALOG_WAV[1] = 27614 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14618
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH5A'  // ~z~Ich bin's, Michelle! Komm her und lass deinen Charme spielen!
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH5D'  // ~z~Hey, Baby, du hast mir auch gefehlt! Ich komme vorbei, sobald ich kann!
04AE: $DIALOG_WAV[0] = 27615 // $ = any 
04AE: $DIALOG_WAV[1] = 27616 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14676
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH6A'  // ~z~Hi, CJ! Was hast du so vor? Wollen wir vielleicht irgendwohin ausgehen?
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH6D'  // ~z~Meine Liebe, mein Traum, Baby! Bleib, wo du bist, ich komm sofort vorbei!
04AE: $DIALOG_WAV[0] = 27617 // $ = any 
04AE: $DIALOG_WAV[1] = 27618 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14734
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH7D'  // ~z~Hey, CJ, ich bin's, Michelle. Komm vorbei und hol mich ab!
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH3D'  // ~z~Michelle! Baby, ich komm vorbei zu einem Date, dass du niemals vergessen wirst!
04AE: $DIALOG_WAV[0] = 27619 // $ = any 
04AE: $DIALOG_WAV[1] = 27612 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14792
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH8D'  // ~z~Hey, ich bin's, Michelle. Komm her, CJ, du fehlst mir!
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH5D'  // ~z~Hey, Baby, du hast mir auch gefehlt! Ich komme vorbei, sobald ich kann!
04AE: $DIALOG_WAV[0] = 27620 // $ = any 
04AE: $DIALOG_WAV[1] = 27616 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14850
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH9D'  // ~z~Hol mich ab, CJ, hol mich ab! Ich vermisse dich!
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH4B'  // ~z~Hey, se Maus! Mach dich fertig, ich bin gleich da!
04AE: $DIALOG_WAV[0] = 27621 // $ = any 
04AE: $DIALOG_WAV[1] = 27614 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14908
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH1A'  // ~z~Johnson heie ich und einen groen Johnson habe ich.
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH1B'  // ~z~Da hast du wohl recht, du schwanzgesteuerter Vollidiot!
05A9: s$DIALOG_SUBTITLES[2] = 'MMICH1C'  // ~z~Hey, Michelle, was ist denn, Baby?
05A9: s$DIALOG_SUBTITLES[3] = 'MMICH1D'  // ~z~Das weit du nicht? Carl, du bist ein wandelnder Liebestter!
05A9: s$DIALOG_SUBTITLES[4] = 'MMICH1E'  // ~z~Du hast keine Ahnung, was eine Frau will oder wie eine Lady behandelt werden mchte!
05A9: s$DIALOG_SUBTITLES[5] = 'MMICH1F'  // ~z~Ach komm, Michelle, ich bin doch ganz verrckt nach dir, Kleine!
05A9: s$DIALOG_SUBTITLES[6] = 'MMICH1G'  // ~z~'Verrckt' ist der richtige Ausdruck, ein verrckter dmlicher Arsch!
05A9: s$DIALOG_SUBTITLES[7] = 'MMICH1H'  // ~z~Es ist aus, okay? Du brauchst gar nicht mehr hier aufzukreuzen!
05A9: s$DIALOG_SUBTITLES[8] = 'MMICH1J'  // ~z~Michelle, Baby... Michelle?
04AE: $DIALOG_WAV[0] = 27600 // $ = any 
04AE: $DIALOG_WAV[1] = 27601 // $ = any 
04AE: $DIALOG_WAV[2] = 27602 // $ = any 
04AE: $DIALOG_WAV[3] = 27603 // $ = any 
04AE: $DIALOG_WAV[4] = 27604 // $ = any 
04AE: $DIALOG_WAV[5] = 27605 // $ = any 
04AE: $DIALOG_WAV[6] = 27606 // $ = any 
04AE: $DIALOG_WAV[7] = 27607 // $ = any 
04AE: $DIALOG_WAV[8] = 27608 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_18044 

:CELLFON_15120
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_2A'  // ~z~Carl? Hey, ich bin's, Helena. Knnen wir bald mal wieder was unternehmen?
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_2B'  // ~z~Hey, Helena! Ich komm rber, so schnell ich kann!
04AE: $DIALOG_WAV[0] = 26214 // $ = any 
04AE: $DIALOG_WAV[1] = 26215 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15178
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_3A'  // ~z~Carl! Hey, ich hab schwer geschuftet und muss dringend ein bisschen relaxen!
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_3B'  // ~z~Helena! Halt durch, Baby, ich komm vorbei!
04AE: $DIALOG_WAV[0] = 26216 // $ = any 
04AE: $DIALOG_WAV[1] = 26217 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15236
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_4A'  // ~z~Carl, ich bin's, Helena! Willst du bald wieder ein bisschen Spa haben?
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_4B'  // ~z~Hey, Helena, du hast mir gefehlt, Baby! Ich komme so schnell wie mglich vorbei!
04AE: $DIALOG_WAV[0] = 26218 // $ = any 
04AE: $DIALOG_WAV[1] = 26219 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15294
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_6A'  // ~z~Carl! Ich hab soooo schwer geschuftet und brauch ein bisschen Zuwendung von einem flotten jungen Mann!
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_6B'  // ~z~Helena, Baby, gerade wollte ich dich anrufen! Ich komm gleich vorbei und hol dich ab!
04AE: $DIALOG_WAV[0] = 26222 // $ = any 
04AE: $DIALOG_WAV[1] = 26223 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15352
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_5A'  // ~z~Carl, ich bin's, Helena! Glaubst du, du kannst mir ein bisschen Spa bereiten? Du frecher junger Mann!
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_5B'  // ~z~Kein Problem, Baby, ich bin da, bevor du bis Drei zhlen kannst!
04AE: $DIALOG_WAV[0] = 26220 // $ = any 
04AE: $DIALOG_WAV[1] = 26221 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15410
05A9: s$DIALOG_SUBTITLES[0] = 'MHELD7D'  // ~z~Carl, ich bin's, Helena. Jetzt komm, wir mssen bald mal wieder was unternehmen.
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_2B'  // ~z~Hey, Helena! Ich komm rber, so schnell ich kann!
04AE: $DIALOG_WAV[0] = 26200 // $ = any 
04AE: $DIALOG_WAV[1] = 26215 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15468
05A9: s$DIALOG_SUBTITLES[0] = 'MHELD9D'  // ~z~Carl, C'est moi, Helena. Jetzt komm, bitte, sei kein Dreckskerl.
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_4B'  // ~z~Hey, Helena, du hast mir gefehlt, Baby! Ich komme so schnell wie mglich vorbei!
04AE: $DIALOG_WAV[0] = 26202 // $ = any 
04AE: $DIALOG_WAV[1] = 26219 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15526
05A9: s$DIALOG_SUBTITLES[0] = 'MHELD8D'  // ~z~Carl, bitte, ich bin's, Helena. Wir mssen bald mal wieder was unternehmen. Party machen, verstehst du?
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_3B'  // ~z~Helena! Halt durch, Baby, ich komm vorbei!
04AE: $DIALOG_WAV[0] = 26201 // $ = any 
04AE: $DIALOG_WAV[1] = 26217 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15584
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_1A'  // ~z~Mein Name ist Johnson, mein Spiel ist die Liebe.
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_1B'  // ~z~Du Mistkerl, du Verschwendung von Lebensraum!
05A9: s$DIALOG_SUBTITLES[2] = 'MHEL_1C'  // ~z~Helena? Oh, tja, ich hab dich mit jemandem verwechselt.
05A9: s$DIALOG_SUBTITLES[3] = 'MHEL_1D'  // ~z~Mit einer Nutte oder einem deiner Spezis von der Gang?
05A9: s$DIALOG_SUBTITLES[4] = 'MHEL_1E'  // ~z~'Spezis'? Mdchen, du musst fter mal aus dem Haus gehen!
05A9: s$DIALOG_SUBTITLES[5] = 'MHEL_1F'  // ~z~Wenn ich die Wahl hab, mit dir auszugehen oder mir ins Bein zu schieen, dann greif ich zur Waffe!
05A9: s$DIALOG_SUBTITLES[6] = 'MHEL_1G'  // ~z~Hr zu, Helena, Kleine!
05A9: s$DIALOG_SUBTITLES[7] = 'MHEL_1H'  // ~z~Nenn mich nicht 'Kleine'! Ich bin nicht eine von deinen Ghetto-Freundinnen!
05A9: s$DIALOG_SUBTITLES[8] = 'MHEL_1J'  // ~z~Leb wohl, Carl Johnson!
05A9: s$DIALOG_SUBTITLES[9] = 'MHEL_1K'  // ~z~Helena, jetzt hr doch mal auf! Helena! Scheie!
04AE: $DIALOG_WAV[0] = 26203 // $ = any 
04AE: $DIALOG_WAV[1] = 26204 // $ = any 
04AE: $DIALOG_WAV[2] = 26205 // $ = any 
04AE: $DIALOG_WAV[3] = 26206 // $ = any 
04AE: $DIALOG_WAV[4] = 26207 // $ = any 
04AE: $DIALOG_WAV[5] = 26208 // $ = any 
04AE: $DIALOG_WAV[6] = 26209 // $ = any 
04AE: $DIALOG_WAV[7] = 26210 // $ = any 
04AE: $DIALOG_WAV[8] = 26211 // $ = any 
04AE: $DIALOG_WAV[9] = 26212 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_18044 

:CELLFON_15818
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB2A'  // ~z~Hi, ich bin's, Barbara. Ich dachte, wir knnten bald mal was zusammen unternehmen.
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB2D'  // ~z~Okay, Barbara, das klingt doch gut. Ich komm spter vorbei.
04AE: $DIALOG_WAV[0] = 24817 // $ = any 
04AE: $DIALOG_WAV[1] = 24818 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15876
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB3A'  // ~z~Hallo, CJ, ich hoffe, du bist sauber geblieben! Hast du Lust, auszugehen?
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB3B'  // ~z~Hey, Barbara. Ich bin dabei. Ich hol dich ab, sobald ich kann!
04AE: $DIALOG_WAV[0] = 24819 // $ = any 
04AE: $DIALOG_WAV[1] = 24820 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15934
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB4A'  // ~z~CJ! Hey, ich bin's, Barbara! Lass uns treffen, ja?
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB4D'  // ~z~Ich komm vorbei. Leg schon mal diese Handschellen bereit!
04AE: $DIALOG_WAV[0] = 24821 // $ = any 
04AE: $DIALOG_WAV[1] = 24822 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15992
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB5A'  // ~z~Hallo, ich bin's, Barbara. Geh mit mir aus, Baby, geh mit mir aus!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB5D'  // ~z~Hallo, Officer Schternvart! Wir sehen uns in fnf Minuten.
04AE: $DIALOG_WAV[0] = 24823 // $ = any 
04AE: $DIALOG_WAV[1] = 24824 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16050
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB6A'  // ~z~Hey, CJ, ich bin's, Barbara. Lass uns ausgehen und was unternehmen!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB6B'  // ~z~Hey, Barbara, wie geht's? Pass auf, ich hol dich ab in - sagen wir - zehn Minuten, okay?
04AE: $DIALOG_WAV[0] = 24825 // $ = any 
04AE: $DIALOG_WAV[1] = 24826 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16108
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB7D'  // ~z~CJ, ich bin's, Barbara. Worauf wartest du? Komm her!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB5D'  // ~z~Hallo, Officer Schternvart! Wir sehen uns in fnf Minuten.
04AE: $DIALOG_WAV[0] = 24827 // $ = any 
04AE: $DIALOG_WAV[1] = 24824 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16166
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB8D'  // ~z~Hey, ich bin's, Barbara. Komm her. Lass uns was unternehmen, Schatz!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB3B'  // ~z~Hey, Barbara. Ich bin dabei. Ich hol dich ab, sobald ich kann!
04AE: $DIALOG_WAV[0] = 24828 // $ = any 
04AE: $DIALOG_WAV[1] = 24820 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16224
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB9D'  // ~z~CJ, ich bin's, Barbara. Komm her und geh mit mir aus, Schtzchen!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB6B'  // ~z~Hey, Barbara, wie geht's? Pass auf, ich hol dich ab in - sagen wir - zehn Minuten, okay?
04AE: $DIALOG_WAV[0] = 24829 // $ = any 
04AE: $DIALOG_WAV[1] = 24826 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16282
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB1A'  // ~z~Hier ist der hammerharte CJ, 1-Mann-Verbrechensflut und Allround-Ghetto-Star!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB1B'  // ~z~Ich hab's gewusst! Du verdammter Scheikerl, ich hab's gewusst!
05A9: s$DIALOG_SUBTITLES[2] = 'MBARB1C'  // ~z~Wer ist dran?
05A9: s$DIALOG_SUBTITLES[3] = 'MBARB1D'  // ~z~Ich bin's, Barbara, du Arschloch! Ich hab dich fr'n netten Kerl gehalten!
05A9: s$DIALOG_SUBTITLES[4] = 'MBARB1E'  // ~z~Du hast gesagt, du wrst der Richtige fr mich!
05A9: s$DIALOG_SUBTITLES[5] = 'MBARB1F'  // ~z~Ist dir klar, wie schwer es eine geschiedene Frau hat, einen Mann zu finden, IRGENDEINEN Mann?
05A9: s$DIALOG_SUBTITLES[6] = 'MBARB1G'  // ~z~Ach, halt doch die Klappe! Du msstest dich mal hren!
05A9: s$DIALOG_SUBTITLES[7] = 'MBARB1H'  // ~z~Was? Ich MICH hren? Ich MICH hren?
05A9: s$DIALOG_SUBTITLES[8] = 'MBARB1J'  // ~z~Ja, dauernd dieses Gelaber, wie bel dir das Leben mitgespielt hat und diesen Schei.
05A9: s$DIALOG_SUBTITLES[9] = 'MBARB1K'  // ~z~Versuch mal du, ein Kind ganz allein zu erziehen und gleichzeitig arbeiten zu gehen!
05A9: s$DIALOG_SUBTITLES[10] = 'MBARB1L'  // ~z~Dieser Mistkerl hat mir mein Herz rausgerissen! Mein HERZ, Carl!
05A9: s$DIALOG_SUBTITLES[11] = 'MBARB1M'  // ~z~Du Schlampe, du bist doch schon ohne Herz auf die Welt gekommen.
05A9: s$DIALOG_SUBTITLES[12] = 'MBARB1N'  // ~z~Jede Wette, der arme Sack hat dich jahrelang ertragen, bevor er den Mumm,
05A9: s$DIALOG_SUBTITLES[13] = 'MBARB1O'  // ~z~nein, die HILFE fand, sich von dir loszureien!
05A9: s$DIALOG_SUBTITLES[14] = 'MBARB1P'  // ~z~Du Mistkerl! DU MISTKERL! Ich habe Freunde bei der Polizei!
05A9: s$DIALOG_SUBTITLES[15] = 'MBARB1Q'  // ~z~Sie werden dich erwischen! Du wanderst in den Knast, Carl, hrst du, in den KNAST!
05A9: s$DIALOG_SUBTITLES[16] = 'MBARB1R'  // ~z~Halt dein dreckiges Maul, du Schlampe!
04AE: $DIALOG_WAV[0] = 24800 // $ = any 
04AE: $DIALOG_WAV[1] = 24801 // $ = any 
04AE: $DIALOG_WAV[2] = 24802 // $ = any 
04AE: $DIALOG_WAV[3] = 24803 // $ = any 
04AE: $DIALOG_WAV[4] = 24804 // $ = any 
04AE: $DIALOG_WAV[5] = 24805 // $ = any 
04AE: $DIALOG_WAV[6] = 24806 // $ = any 
04AE: $DIALOG_WAV[7] = 24807 // $ = any 
04AE: $DIALOG_WAV[8] = 24808 // $ = any 
04AE: $DIALOG_WAV[9] = 24809 // $ = any 
04AE: $DIALOG_WAV[10] = 24810 // $ = any 
04AE: $DIALOG_WAV[11] = 24811 // $ = any 
04AE: $DIALOG_WAV[12] = 24812 // $ = any 
04AE: $DIALOG_WAV[13] = 24813 // $ = any 
04AE: $DIALOG_WAV[14] = 24814 // $ = any 
04AE: $DIALOG_WAV[15] = 24815 // $ = any 
04AE: $DIALOG_WAV[16] = 24816 // $ = any 
$DIALOG_ARRAY_SIZE = 16 
jump @CELLFON_18044 

:CELLFON_16670
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN2A'  // ~z~Hey, Carl, ich bin's, Katie. Hast du Lust, demnchst was zu unternehmen? Mir ist langweilig.
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN2D'  // ~z~Katie! Ich hol dich ab, sobald ich hier fertig bin.
04AE: $DIALOG_WAV[0] = 30209 // $ = any 
04AE: $DIALOG_WAV[1] = 30210 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16728
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN3A'  // ~z~Carl, ich bin's, Katie. Wann gehst du mit mir aus, hah?
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN3B'  // ~z~Hey, Katie, gerade hab ich an dich gedacht! Ich komm nachher vorbei, dann gehen wir aus.
04AE: $DIALOG_WAV[0] = 30211 // $ = any 
04AE: $DIALOG_WAV[1] = 30212 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16786
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN4A'  // ~z~Hi, ich bin's, Katie! Ich hab gerade ein bisschen Zeit, und da hab ich mich gefragt, ob du mit mir ausgehen willst?
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN4D'  // ~z~Hey, Baby! Mach dich fertig, ich hol dich gleich ab, okay?
04AE: $DIALOG_WAV[0] = 30213 // $ = any 
04AE: $DIALOG_WAV[1] = 30214 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16844
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN5A'  // ~z~Carl? Katie! Lass uns ausgehen!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN5B'  // ~z~Katie, gerade wollte ich dich anrufen! Ich hole dich gleich ab.
04AE: $DIALOG_WAV[0] = 30215 // $ = any 
04AE: $DIALOG_WAV[1] = 30216 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16902
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN6A'  // ~z~Hey, Baby, ich bin's, Katie. Lass uns in die Stadt fahren oder irgendwas!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN6D'  // ~z~Hey, Se! Ich komm vorbei und wir gehen aus - mach dich schon mal fertig!
04AE: $DIALOG_WAV[0] = 30217 // $ = any 
04AE: $DIALOG_WAV[1] = 30218 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16960
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN7D'  // ~z~Hey, CJ, ich bin's, Katie. Fhr mich aus, fhr mich aus!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN2D'  // ~z~Katie! Ich hol dich ab, sobald ich hier fertig bin.
04AE: $DIALOG_WAV[0] = 30219 // $ = any 
04AE: $DIALOG_WAV[1] = 30210 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17018
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN9D'  // ~z~Hi, ich bin's, Katie. Du fehlst mir wirklich, Baby. Komm, hol mich ab!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN4D'  // ~z~Hey, Baby! Mach dich fertig, ich hol dich gleich ab, okay?
04AE: $DIALOG_WAV[0] = 30221 // $ = any 
04AE: $DIALOG_WAV[1] = 30214 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17076
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN8D'  // ~z~Hey, CJ, ich bin's, Katie, ich will dich sehen, Baby!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN3B'  // ~z~Hey, Katie, gerade hab ich an dich gedacht! Ich komm nachher vorbei, dann gehen wir aus.
04AE: $DIALOG_WAV[0] = 30220 // $ = any 
04AE: $DIALOG_WAV[1] = 30212 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17134
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN1A'  // ~z~Hallo, Carl Johnson, der Freund aller Ladies!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN1B'  // ~z~Das hab ich auch gehrt, du Stck Scheie!
05A9: s$DIALOG_SUBTITLES[2] = 'MZAHN1C'  // ~z~Katie? Katie! Hey, Puppe, gerade im Moment wollte ich dich anrufen!
05A9: s$DIALOG_SUBTITLES[3] = 'MZAHN1D'  // ~z~Du willst mich immer 'gerade im Moment' anrufen, du mieser Dreckskerl!
05A9: s$DIALOG_SUBTITLES[4] = 'MZAHN1E'  // ~z~Hr zu, Baby, ich wei, ich war ein Schwein, aber-
05A9: s$DIALOG_SUBTITLES[5] = 'MZAHN1F'  // ~z~Lass stecken! Ich hab dir Chance um Chance gegeben, aber ich lass mir diese Scheie nicht mehr gefallen!
05A9: s$DIALOG_SUBTITLES[6] = 'MZAHN1G'  // ~z~Ich hab was Besseres verdient als dich!
05A9: s$DIALOG_SUBTITLES[7] = 'MZAHN1H'  // ~z~Katie, Se, Baby, du musst mir noch eine letzte Chance geben!
05A9: s$DIALOG_SUBTITLES[8] = 'MZAHN1J'  // ~z~Zu spt, Carl, du hast es vermasselt!
04AE: $DIALOG_WAV[0] = 30200 // $ = any 
04AE: $DIALOG_WAV[1] = 30201 // $ = any 
04AE: $DIALOG_WAV[2] = 30202 // $ = any 
04AE: $DIALOG_WAV[3] = 30203 // $ = any 
04AE: $DIALOG_WAV[4] = 30204 // $ = any 
04AE: $DIALOG_WAV[5] = 30205 // $ = any 
04AE: $DIALOG_WAV[6] = 30206 // $ = any 
04AE: $DIALOG_WAV[7] = 30207 // $ = any 
04AE: $DIALOG_WAV[8] = 30208 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_18044 

:CELLFON_17346
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL3A'  // ~z~Hi, Carl. Mchtest du ausgehen?
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL3B'  // ~z~Oh, hi, Millie. Ich komm bei dir vorbei und hol dich ab.
04AE: $DIALOG_WAV[0] = 27822 // $ = any 
04AE: $DIALOG_WAV[1] = 27823 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17404
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL4A'  // ~z~Hey, Carl, lass uns in die Stadt fahren oder irgendwas!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL4D'  // ~z~Millie, gerade hab ich dran gedacht, was fr ein bses Mdchen du gewesen sein musst. Ich bin in fnf Minuten da!
04AE: $DIALOG_WAV[0] = 27824 // $ = any 
04AE: $DIALOG_WAV[1] = 27825 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17462
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL5A'  // ~z~CJ! Hast du mich vergessen?
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL5D'  // ~z~Millie Perkins, das perfekte Mdchen! Halt aus, ich bin gleich da!
04AE: $DIALOG_WAV[0] = 27826 // $ = any 
04AE: $DIALOG_WAV[1] = 27827 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17520
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL6A'  // ~z~Carl Johnson, warst du ein braver Junge?
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL6B'  // ~z~Oh, hi, Millie! Beweg deinen sen Hintern nicht vom Fleck. Ich bin gleich da!
04AE: $DIALOG_WAV[0] = 27828 // $ = any 
04AE: $DIALOG_WAV[1] = 27829 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17578
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL7A'  // ~z~CJ, ich glaube, ich war ein SEHR bses Mdchen!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL7D'  // ~z~Ich hab gerade an dich gedacht, Millie! Bin so schnell wie mglich bei dir!
04AE: $DIALOG_WAV[0] = 27830 // $ = any 
04AE: $DIALOG_WAV[1] = 27831 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17636
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL8D'  // ~z~CJ, lass uns irgendwohin ausgehen!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL3B'  // ~z~Oh, hi, Millie. Ich komm bei dir vorbei und hol dich ab.
04AE: $DIALOG_WAV[0] = 27832 // $ = any 
04AE: $DIALOG_WAV[1] = 27823 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17694
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL9D'  // ~z~Hey, CJ, lass uns was unternehmen!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL4D'  // ~z~Millie, gerade hab ich dran gedacht, was fr ein bses Mdchen du gewesen sein musst. Ich bin in fnf Minuten da!
04AE: $DIALOG_WAV[0] = 27833 // $ = any 
04AE: $DIALOG_WAV[1] = 27825 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17752
05A9: s$DIALOG_SUBTITLES[0] = 'MMIL10D'  // ~z~Ich hab vor 'ner Stunde Feierabend gemacht - lass uns Party machen!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL5D'  // ~z~Millie Perkins, das perfekte Mdchen! Halt aus, ich bin gleich da!
04AE: $DIALOG_WAV[0] = 27800 // $ = any 
04AE: $DIALOG_WAV[1] = 27827 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17810
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL1A'  // ~z~Ich hoffe, du hast gute Neuigkeiten.
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL1B'  // ~z~Leider nicht, Carl. Ich mchte dich nicht mehr sehen.
05A9: s$DIALOG_SUBTITLES[2] = 'MMILL1C'  // ~z~Was? Wieso? Was hab ich denn getan?
05A9: s$DIALOG_SUBTITLES[3] = 'MMILL1D'  // ~z~Du behandelst mich scheie. Du ziehst dich scheie an.
05A9: s$DIALOG_SUBTITLES[4] = 'MMILL1E'  // ~z~Deine Essenseinladungen sind Scheie.
05A9: s$DIALOG_SUBTITLES[5] = 'MMILL1F'  // ~z~Aber... aber... na ja... Scheie...
05A9: s$DIALOG_SUBTITLES[6] = 'MMILL1G'  // ~z~Einstimmiges Urteil, also: Carl Johnson ist Scheie. Wir sehen uns, Carl.
05A9: s$DIALOG_SUBTITLES[7] = 'MMILL1H'  // ~z~Sag jetzt NICHT 'irgendwann'!
05A9: s$DIALOG_SUBTITLES[8] = 'MMILL1J'  // ~z~In der Hlle.
05A9: s$DIALOG_SUBTITLES[9] = 'MMILL1K'  // ~z~Scheie.
04AE: $DIALOG_WAV[0] = 27801 // $ = any 
04AE: $DIALOG_WAV[1] = 27802 // $ = any 
04AE: $DIALOG_WAV[2] = 27803 // $ = any 
04AE: $DIALOG_WAV[3] = 27804 // $ = any 
04AE: $DIALOG_WAV[4] = 27805 // $ = any 
04AE: $DIALOG_WAV[5] = 27806 // $ = any 
04AE: $DIALOG_WAV[6] = 27807 // $ = any 
04AE: $DIALOG_WAV[7] = 27808 // $ = any 
04AE: $DIALOG_WAV[8] = 27809 // $ = any 
04AE: $DIALOG_WAV[9] = 27810 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_18044 

:CELLFON_18044
return 

:MOB_LA1
set_wb_check_to 0 
thread 'MOB_LA1' 

:MOB_LA1_15
wait 90 
if and
  $ONMISSION == 0 
  $CALL_TIME_STORED_FLAG == 0 
else_jump @MOB_LA1_56 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$CALL_TIME_STORED_FLAG = 1 

:MOB_LA1_56
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 0 
else_jump @MOB_LA1_76 
end_thread 

:MOB_LA1_76
gosub @SUB_GET_TIME_FROM_LAST_CALL 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_LA1_1712 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @MOB_LA1_1705 
if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
else_jump @MOB_LA1_1705 
if 
  $INTRO_TOTAL_PASSED_MISSIONS > 0 
else_jump @MOB_LA1_293 
if 
  2 > $SWEET_TOTAL_PASSED_MISSIONS 
else_jump @MOB_LA1_293 
if 
  $HELP_GROOVE_SHOWN == 3 
else_jump @MOB_LA1_293 
if 
  $1347 == 0 
else_jump @MOB_LA1_293 
$CELLPHONE_CALL_ID = 19 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_254 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_LA1_254
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_279 
$1347 = 1 

:MOB_LA1_279
gosub @SUB_END_CALL 
jump @MOB_LA1_15 

:MOB_LA1_293
if 
  $SWEET_TOTAL_PASSED_MISSIONS > 0 
else_jump @MOB_LA1_414 
if 
  $1349 == 0 
else_jump @MOB_LA1_414 
$CELLPHONE_CALL_ID = 9 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_375 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_LA1_375
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_400 
$1349 = 1 

:MOB_LA1_400
gosub @SUB_END_CALL 
jump @MOB_LA1_15 

:MOB_LA1_414
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 4 
else_jump @MOB_LA1_568 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @MOB_LA1_568 
if 
  $1342 == 0 
else_jump @MOB_LA1_568 
$CELLPHONE_CALL_ID = 6 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_529 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_LA1_529
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_554 
$1342 = 1 

:MOB_LA1_554
gosub @SUB_END_CALL 
jump @MOB_LA1_15 

:MOB_LA1_568
if 
  $SWEET_TOTAL_PASSED_MISSIONS > 2 
else_jump @MOB_LA1_1216 
if 
  $1348 == 0 
else_jump @MOB_LA1_1216 
0653: $STAT_FAT = float_stat 21 
if 
  450.0 > $STAT_FAT 
else_jump @MOB_LA1_639 
$CELLPHONE_CALL_ID = 20 

:MOB_LA1_639
if 
  $STAT_FAT >= 450.0 
else_jump @MOB_LA1_667 
$CELLPHONE_CALL_ID = 21 

:MOB_LA1_667
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_706 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_LA1_706
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_1202 
$1348 = 1 
fade 0 500 

:MOB_LA1_738
if 
fading 
else_jump @MOB_LA1_762 
wait 0 
jump @MOB_LA1_738 

:MOB_LA1_762
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_LA1_819 
Player.CanMove($PLAYER_CHAR) = False
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Actor.PutAt($PLAYER_ACTOR, 2228.891, -1737.128, 12.3906)

:MOB_LA1_819
00BE: text_clear_all 
Camera.SetAtPos(2228.517, -1734.274, 15.744)
Marker.Disable($LSGYM_ICON)
$LSGYM_ICON = Marker.CreateIconWithoutSphere(54, 2228.0, -1722.811, 12.5543)
Camera.SetPosition(2228.094, -1735.179, 15.6865, 0.0, 0.0, 0.0)
Camera.PointAt(2228.517, -1734.274, 15.744, 2)
wait 500 
fade 1 1000 
03E5: show_text_box 'GYMHELP'  // Wenn du deine Kondition verbessern, oder dir mehr Muskeln zulegen willst, ODER wenn du neue Tricks lernen willst, geh in eins der Fitnesscenter in San Andreas.
wait 5000 
03E5: show_text_box 'DUMBELL'  // Begib dich zu dem Hantel-Symbol (auf dem Radar) und sieh dir das Fitnesscenter an.
03E7: flash_hud_component 8 
wait 5000 
03E7: flash_hud_component -1 
fade 0 500 

:MOB_LA1_975
if 
fading 
else_jump @MOB_LA1_999 
wait 0 
jump @MOB_LA1_975 

:MOB_LA1_999
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_LA1_1059 
$TEMPVAR_Z_COORD -= 0.5 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Camera.SetAtPos($TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True

:MOB_LA1_1059
07FB: set_interior 'GYM1' access 1  // Compton Fitnesscenter
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // 'Below the Belt' Fitnesscenter
Marker.Disable($LSGYM_ICON)
0570: $LSGYM_ICON = create_asset_radar_marker_with_icon 54 at 2228.0 -1722.811 12.5543 
018B: set_marker $LSGYM_ICON radar_mode 2 
0570: $SFGYM_ICON = create_asset_radar_marker_with_icon 54 at -2269.4 -155.6 35.3 
018B: set_marker $SFGYM_ICON radar_mode 2 
0570: $LVGYM_ICON = create_asset_radar_marker_with_icon 54 at 1968.6 2292.1 16.4 
018B: set_marker $LVGYM_ICON radar_mode 2 
wait 500 
fade 1 1000 

:MOB_LA1_1202
gosub @SUB_END_CALL 
jump @MOB_LA1_15 

:MOB_LA1_1216
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_LA1_1367 
if 
  $1343 == 0 
else_jump @MOB_LA1_1367 
$CELLPHONE_CALL_ID = 12 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_1298 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_LA1_1298
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_1353 
$1343 = 1 
create_thread @CRASH 
Marker.Disable($MARKER_CRASH_LS)
$MARKER_CRASH_LS = Marker.CreateIconAndSphere($ICON_CRASH, $X_CRASH_LS, $Y_CRASH_LS, $Z_CRASH_LS)

:MOB_LA1_1353
gosub @SUB_END_CALL 
jump @MOB_LA1_15 

:MOB_LA1_1367
if 
  $SWEET_TOTAL_PASSED_MISSIONS > 6 
else_jump @MOB_LA1_1525 
if 
  $1344 == 0 
else_jump @MOB_LA1_1525 
$CELLPHONE_CALL_ID = 7 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_1449 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_LA1_1449
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_1511 
$1344 = 1 
create_thread @CESAR 
Marker.Disable($MARKER_CESAR_LS)
$MARKER_CESAR_LS = Marker.CreateIconAndSphere($ICON_CESAR, $X_CESAR_HOUSE, $Y_CESAR_HOUSE, $Z_CESAR_HOUSE)
018B: set_marker $MARKER_CESAR_LS radar_mode 2 

:MOB_LA1_1511
gosub @SUB_END_CALL 
jump @MOB_LA1_15 

:MOB_LA1_1525
if 
  $SWEET_TOTAL_PASSED_MISSIONS > 6 
else_jump @MOB_LA1_1705 
if 
  $CRASH_LS_TOTAL_PASSED_MISSIONS > 0 
else_jump @MOB_LA1_1705 
if 
  $1346 == 0 
else_jump @MOB_LA1_1705 
$CELLPHONE_CALL_ID = 18 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_1625 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_LA1_1625
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_1691 
$1346 = 1 
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
Marker.Disable($MARKER_SWEET_HOUSE)
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere($ICON_SWEET, 1365.251, -1280.12, 12.5469)

:MOB_LA1_1691
gosub @SUB_END_CALL 
jump @MOB_LA1_15 

:MOB_LA1_1705
jump @MOB_LA1_1719 

:MOB_LA1_1712
$PHONE_RINGING_FLAG = 0 

:MOB_LA1_1719
jump @MOB_LA1_15 

:MOB_CAT
set_wb_check_to 0 
thread 'MOB_CAT' 

:MOB_CAT_15
wait 120 
if and
  $ONMISSION == 0 
  $CALL_TIME_STORED_FLAG == 0 
else_jump @MOB_CAT_56 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$CALL_TIME_STORED_FLAG = 1 

:MOB_CAT_56
if 
  $1411 == 1 
else_jump @MOB_CAT_76 
end_thread 

:MOB_CAT_76
gosub @SUB_GET_TIME_FROM_LAST_CALL 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_CAT_1215 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @MOB_CAT_1208 
if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
else_jump @MOB_CAT_1208 
if 
  $MISSION_BADLANDS_PASSED > 0 
else_jump @MOB_CAT_286 
if 
  $1356 == 0 
else_jump @MOB_CAT_286 
$CELLPHONE_CALL_ID = 8 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_218 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_CAT_218
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_272 
$1356 = 1 
create_thread @CAT 
Marker.Disable($MARKER_CATALINA)
$MARKER_CATALINA = Marker.CreateIconAndSphere(37, $X_MEETING_CATALINA, $Y_MEETING_CATALINA, $Z_MEETING_CATALINA)

:MOB_CAT_272
gosub @SUB_END_CALL 
jump @MOB_CAT_15 

:MOB_CAT_286
if 
  $MISSION_BADLANDS_PASSED > 0 
else_jump @MOB_CAT_407 
if 
  $1359 == 0 
else_jump @MOB_CAT_407 
$CELLPHONE_CALL_ID = 24 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_368 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_CAT_368
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_393 
$1359 = 1 

:MOB_CAT_393
gosub @SUB_END_CALL 
jump @MOB_CAT_15 

:MOB_CAT_407
if and
  $TRUTH_TOTAL_PASSED_MISSIONS == 0 
  $CATALINA_TOTAL_PASSED_MISSIONS == 1 
else_jump @MOB_CAT_565 
if 
  $1357 == 0 
else_jump @MOB_CAT_565 
$CELLPHONE_CALL_ID = 15 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_496 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_CAT_496
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_551 
$1357 = 1 
create_thread @TRU 
Marker.Disable($MARKER_TRUTH_FARM)
$MARKER_TRUTH_FARM = Marker.CreateIconAndSphere($ICON_TRUTH, $X_ANGEL_PINE_MOTEL, $Y_ANGEL_PINE_MOTEL, $Z_ANGEL_PINE_MOTEL)

:MOB_CAT_551
gosub @SUB_END_CALL 
jump @MOB_CAT_15 

:MOB_CAT_565
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 3 
else_jump @MOB_CAT_866 
if 
  $1361 == 0 
else_jump @MOB_CAT_866 
$CELLPHONE_CALL_ID = 0 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_647 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_CAT_647
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_852 
$1361 = 1 
076C: set_zone 'ELCO1' gang 2 density_to 40 
076C: set_zone 'ELCO2' gang 2 density_to 40 
076C: set_zone 'ELCO1' gang 7 density_to 0 
076C: set_zone 'ELCO2' gang 7 density_to 0 
076C: set_zone 'ELCO1' gang 1 density_to 0 
076C: set_zone 'ELCO2' gang 1 density_to 0 
076C: set_zone 'LMEX1A' gang 2 density_to 30 
076C: set_zone 'LMEX1B' gang 2 density_to 30 
076C: set_zone 'LMEX1A' gang 7 density_to 0 
076C: set_zone 'LMEX1B' gang 7 density_to 0 
076C: set_zone 'LMEX1A' gang 1 density_to 0 
076C: set_zone 'LMEX1B' gang 1 density_to 0 

:MOB_CAT_852
gosub @SUB_END_CALL 
jump @MOB_CAT_15 

:MOB_CAT_866
if and
  $CATALINA_TOTAL_PASSED_MISSIONS > 1 
  $CESAR_TOTAL_PASSED_MISSIONS == 0 
else_jump @MOB_CAT_1047 
if 
  $1362 == 0 
else_jump @MOB_CAT_1047 
$CELLPHONE_CALL_ID = 10 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_955 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_CAT_955
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_1033 
$1362 = 1 
create_thread @BCESAR 
Marker.Disable($MARKER_CESAR_MONTGOMERY)
$MARKER_CESAR_MONTGOMERY = Marker.CreateIconAndSphere($ICON_CESAR, $X_MONTGOMERY, $Y_MONTGOMERY, $Z_MONTGOMERY)
018B: set_marker $MARKER_CESAR_MONTGOMERY radar_mode 2 
00BB: show_text_lowpriority GXT 'BC4_1' time 8000 flag 1  // ~s~Such dir ein Auto fr das Rennen und triff dich am Startpunkt mit ~b~Cesar~s~.

:MOB_CAT_1033
gosub @SUB_END_CALL 
jump @MOB_CAT_15 

:MOB_CAT_1047
if and
  $CATALINA_TOTAL_PASSED_MISSIONS > 3 
  $CESAR_TOTAL_PASSED_MISSIONS > 9 
else_jump @MOB_CAT_1208 
if 
  $1363 == 0 
else_jump @MOB_CAT_1208 
$CELLPHONE_CALL_ID = 16 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_1136 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_CAT_1136
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_1194 
$1363 = 1 
Marker.Disable($MARKER_TRUTH_FARM)
$MARKER_TRUTH_FARM = Marker.CreateIconAndSphere($ICON_TRUTH, $X_TRUTH_FARM, $Y_TRUTH_FARM, $Z_TRUTH_FARM)
01F0: set_max_wanted_level_to 5 
$1411 = 1 

:MOB_CAT_1194
gosub @SUB_END_CALL 
jump @MOB_CAT_15 

:MOB_CAT_1208
jump @MOB_CAT_1222 

:MOB_CAT_1215
$PHONE_RINGING_FLAG = 0 

:MOB_CAT_1222
jump @MOB_CAT_15 

:MOB_SF
set_wb_check_to 0 
thread 'MOB_SF' 

:MOB_SF_15
wait 150 
if and
  $ONMISSION == 0 
  $CALL_TIME_STORED_FLAG == 0 
else_jump @MOB_SF_57 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$CALL_TIME_STORED_FLAG = 1 

:MOB_SF_57
if 
  $1403 == 1 
else_jump @MOB_SF_131 
if 
  $1399 == 1 
else_jump @MOB_SF_131 
if 
  $1398 == 1 
else_jump @MOB_SF_131 
if 
  $1396 == 1 
else_jump @MOB_SF_131 
end_thread 

:MOB_SF_131
gosub @SUB_GET_TIME_FROM_LAST_CALL 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_SF_2048 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @MOB_SF_2041 
if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
else_jump @MOB_SF_2041 
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS > 2 
else_jump @MOB_SF_342 
if 
  $1401 == 0 
else_jump @MOB_SF_342 
$CELLPHONE_CALL_ID = 34 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_273 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_SF_273
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_328 
$1401 = 1 
create_thread @WUZI 
Marker.Disable($524)
$524 = Marker.CreateIconAndSphere($ICON_WOOZIE, $X_WOOZIE_HOUSE, $Y_WOOZIE_HOUSE, $Z_WOOZIE_HOUSE)

:MOB_SF_328
gosub @SUB_END_CALL 
jump @MOB_SF_15 

:MOB_SF_342
if 
  $GARAGE_TOTAL_PASSED_MISSIONS > 0 
else_jump @MOB_SF_499 
if 
  $1395 == 0 
else_jump @MOB_SF_499 
$CELLPHONE_CALL_ID = 29 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_424 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_SF_424
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_485 
$1395 = 1 
create_thread @BUY2 
Marker.Disable($527)
$527 = Marker.CreateIconAndSphere(47, $X_PROPERTY_TO_BUY[1], $Y_PROPERTY_TO_BUY[1], $Z_PROPERTY_TO_BUY[1])
018B: set_marker $527 radar_mode 2 

:MOB_SF_485
gosub @SUB_END_CALL 
jump @MOB_SF_15 

:MOB_SF_499
if and
  $GARAGE_TOTAL_PASSED_MISSIONS > 0 
  $ZERO_RCSHOP_BOUGHT == 1 
else_jump @MOB_SF_657 
if 
  $1396 == 0 
else_jump @MOB_SF_657 
$CELLPHONE_CALL_ID = 30 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_588 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_SF_588
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_643 
$1396 = 1 
create_thread @ZERO 
Marker.Disable($527)
$527 = Marker.CreateIconAndSphere($ICON_ZERO, $X_ZERO_RC_SHOP, $Y_ZERO_RC_SHOP, $Z_ZERO_RC_SHOP)

:MOB_SF_643
gosub @SUB_END_CALL 
jump @MOB_SF_15 

:MOB_SF_657
if 
  $GARAGE_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_SF_881 
if 
  $1397 == 0 
else_jump @MOB_SF_881 
$CELLPHONE_CALL_ID = 31 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_739 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_SF_739
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_867 
$1397 = 1 
create_thread @TRACE 
$596 = Marker.CreateIconAndSphere(36, $X_DRIVING_SCHOOL, $Y_DRIVING_SCHOOL, $Z_DRIVING_SCHOOL)
018B: set_marker $596 radar_mode 2 
create_thread @BSCHOO 
Marker.Disable($630)
0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
018B: set_marker $630 radar_mode 2 
create_thread @BIKES 
Marker.Disable($632)
0570: $632 = create_asset_radar_marker_with_icon 36 at $2370 $2371 $2372 
018B: set_marker $632 radar_mode 2 

:MOB_SF_867
gosub @SUB_END_CALL 
jump @MOB_SF_15 

:MOB_SF_881
if and
  $MISSION_BACK_TO_SCHOOL_PASSED == 1 
  $TORENO_TOTAL_PASSED_MISSIONS > 3 
else_jump @MOB_SF_1093 
if 
  $1398 == 0 
else_jump @MOB_SF_1093 
$CELLPHONE_CALL_ID = 32 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_970 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_SF_970
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1079 
$1398 = 1 
Marker.Disable($528)
Marker.Disable($529)
Marker.Disable($530)
Marker.Disable($531)
0570: $528 = create_asset_radar_marker_with_icon 53 at $X_RACE_TOURNAMENT_POINT[0] $Y_RACE_TOURNAMENT_POINT[0] $Z_RACE_TOURNAMENT_POINT[0] 
0570: $529 = create_asset_radar_marker_with_icon 53 at $X_RACE_TOURNAMENT_POINT[1] $Y_RACE_TOURNAMENT_POINT[1] $Z_RACE_TOURNAMENT_POINT[1] 
0570: $530 = create_asset_radar_marker_with_icon 53 at $X_RACE_TOURNAMENT_POINT[2] $Y_RACE_TOURNAMENT_POINT[2] $Z_RACE_TOURNAMENT_POINT[2] 
0570: $531 = create_asset_radar_marker_with_icon 53 at $X_RACE_TOURNAMENT_POINT[3] $Y_RACE_TOURNAMENT_POINT[3] $Z_RACE_TOURNAMENT_POINT[3] 

:MOB_SF_1079
gosub @SUB_END_CALL 
jump @MOB_SF_15 

:MOB_SF_1093
if and
  $1404 == 1 
  $MISSION_BACK_TO_SCHOOL_PASSED == 1 
else_jump @MOB_SF_1257 
if 
  $1399 == 0 
else_jump @MOB_SF_1257 
$CELLPHONE_CALL_ID = 33 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1182 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_SF_1182
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1243 
$1399 = 1 
create_thread @BUY1 
Marker.Disable($MARKER_WANG_CARS)
$MARKER_WANG_CARS = Marker.CreateIconAndSphere(13, $X_PROPERTY_TO_BUY[0], $Y_PROPERTY_TO_BUY[0], $Z_PROPERTY_TO_BUY[0])
018B: set_marker $MARKER_WANG_CARS radar_mode 2 

:MOB_SF_1243
gosub @SUB_END_CALL 
jump @MOB_SF_15 

:MOB_SF_1257
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 10 
else_jump @MOB_SF_1465 
if 
  $1404 == 0 
else_jump @MOB_SF_1465 
$CELLPHONE_CALL_ID = 41 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1339 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_SF_1339
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1451 
$1404 = 1 
create_thread @DESERT 
Marker.Disable($1733)
Pickup.Destroy($SAVE_PICKUPS[16])
$SAVE_PICKUPS[16] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[16], $SAVE_PICKUPS_Y[16], $SAVE_PICKUPS_Z[16])
$TOTAL_AVAILABLE_SAVE_PICKUPS = 17 
0570: $1733 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[16] $SAVE_PICKUPS_Y[16] $SAVE_PICKUPS_Z[16] 
018B: set_marker $1733 radar_mode 2 
Marker.Disable($580)
$580 = Marker.CreateIconAndSphere(37, $X_TIERRA_ROBADA_RANCH, $Y_TIERRA_ROBADA_RANCH, $Z_TIERRA_ROBADA_RANCH)

:MOB_SF_1451
gosub @SUB_END_CALL 
jump @MOB_SF_15 

:MOB_SF_1465
if 
  $TORENO_TOTAL_PASSED_MISSIONS > 0 
else_jump @MOB_SF_1607 
if 
  $1400 == 0 
else_jump @MOB_SF_1607 
$CELLPHONE_CALL_ID = 42 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1547 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_SF_1547
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1593 
$1400 = 1 
Marker.Disable($580)
$580 = Marker.CreateIconAndSphere(37, $X_TIERRA_ROBADA_RANCH, $Y_TIERRA_ROBADA_RANCH, $Z_TIERRA_ROBADA_RANCH)

:MOB_SF_1593
gosub @SUB_END_CALL 
jump @MOB_SF_15 

:MOB_SF_1607
if 
  $TORENO_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_SF_1750 
if 
  $1402 == 0 
else_jump @MOB_SF_1750 
$CELLPHONE_CALL_ID = 43 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1689 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_SF_1689
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1736 
$1402 = 1 
Marker.Disable($580)
$580 = Marker.CreateIconAndSphere($ICON_TORENO, $X_TIERRA_ROBADA_RANCH, $Y_TIERRA_ROBADA_RANCH, $Z_TIERRA_ROBADA_RANCH)

:MOB_SF_1736
gosub @SUB_END_CALL 
jump @MOB_SF_15 

:MOB_SF_1750
if 
  $MISSION_LEARNING_TO_FLY_PASSED > 0 
else_jump @MOB_SF_2041 
if 
  $1403 == 0 
else_jump @MOB_SF_2041 
$CELLPHONE_CALL_ID = 35 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1832 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_SF_1832
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_2027 
$1403 = 1 
end_thread_named 'MOB_VEG' 
create_thread @MOB_VEG 
create_thread @CASINO 
Pickup.Destroy($SAVE_PICKUPS[17])
$SAVE_PICKUPS[17] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[17], $SAVE_PICKUPS_Y[17], $SAVE_PICKUPS_Z[17])
$TOTAL_AVAILABLE_SAVE_PICKUPS = 18 
0570: $1734 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[17] $SAVE_PICKUPS_Y[17] $SAVE_PICKUPS_Z[17] 
018B: set_marker $1734 radar_mode 2 
Marker.Disable($582)
$582 = Marker.CreateIconAndSphere($ICON_TRIADS_CASINO, $X_THE_FOUR_DRAGONS_CASINO, $Y_THE_FOUR_DRAGONS_CASINO, $Z_THE_FOUR_DRAGONS_CASINO)
08DC: create_interior_marker $582 at 2026.603 1007.735 radius 20.0 
Garage.Activate('VECMOD')
$2590 = Marker.CreateIconWithoutSphere(27, 2382.2, 1044.0, 9.8)
0629: change_integer_stat 327 to 1 
create_thread @LITCAS 

:MOB_SF_2027
gosub @SUB_END_CALL 
jump @MOB_SF_15 

:MOB_SF_2041
jump @MOB_SF_2055 

:MOB_SF_2048
$PHONE_RINGING_FLAG = 0 

:MOB_SF_2055
jump @MOB_SF_15 

:MOB_VEG
set_wb_check_to 0 
thread 'MOB_VEG' 

:MOB_VEG_15
wait 180 
if and
  $ONMISSION == 0 
  $CALL_TIME_STORED_FLAG == 0 
else_jump @MOB_VEG_57 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$CALL_TIME_STORED_FLAG = 1 

:MOB_VEG_57
if 
  $1386 == 1 
else_jump @MOB_VEG_95 
if 
  $1382 == 1 
else_jump @MOB_VEG_95 
end_thread 

:MOB_VEG_95
gosub @SUB_GET_TIME_FROM_LAST_CALL 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_VEG_2293 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @MOB_VEG_2286 
if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
else_jump @MOB_VEG_2286 
if 
  $TORENO_TOTAL_PASSED_MISSIONS > 7 
else_jump @MOB_VEG_298 
if 
  $1389 == 0 
else_jump @MOB_VEG_298 
$CELLPHONE_CALL_ID = 17 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_237 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_VEG_237
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_284 
$1389 = 1 
Marker.Disable($581)
$581 = Marker.CreateIconAndSphere($ICON_AIRYARD, $X_OLD_AIRPORT, $Y_OLD_AIRPORT, $Z_OLD_AIRPORT)

:MOB_VEG_284
gosub @SUB_END_CALL 
jump @MOB_VEG_15 

:MOB_VEG_298
if and
  $598 > 0 
  $CASINO_TOTAL_PASSED_MISSIONS > 7 
else_jump @MOB_VEG_454 
if 
  $1378 == 0 
else_jump @MOB_VEG_454 
$CELLPHONE_CALL_ID = 13 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_387 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_VEG_387
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_440 
$1378 = 1 
Marker.Disable($583)
$583 = Marker.CreateIconAndSphere($ICON_CRASH, -378.7596, 2235.859, 41.4288)

:MOB_VEG_440
gosub @SUB_END_CALL 
jump @MOB_VEG_15 

:MOB_VEG_454
if 
  $CASINO_TOTAL_PASSED_MISSIONS > 3 
else_jump @MOB_VEG_617 
if 
  $1380 == 0 
else_jump @MOB_VEG_617 
$CELLPHONE_CALL_ID = 47 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_536 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_VEG_536
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_603 
$1380 = 1 
Marker.Disable($582)
$582 = Marker.CreateIconAndSphere($ICON_MAFIA_CASINO, $X_CALIGULA_PALACE, $Y_CALIGULA_PALACE, $Z_CALIGULA_PALACE)
08DC: create_interior_marker $582 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_603
gosub @SUB_END_CALL 
jump @MOB_VEG_15 

:MOB_VEG_617
if 
  $CASINO_TOTAL_PASSED_MISSIONS > 6 
else_jump @MOB_VEG_780 
if 
  $1381 == 0 
else_jump @MOB_VEG_780 
$CELLPHONE_CALL_ID = 48 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_699 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_VEG_699
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_766 
$1381 = 1 
Marker.Disable($582)
$582 = Marker.CreateIconAndSphere($ICON_MAFIA_CASINO, $X_CALIGULA_PALACE, $Y_CALIGULA_PALACE, $Z_CALIGULA_PALACE)
08DC: create_interior_marker $582 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_766
gosub @SUB_END_CALL 
jump @MOB_VEG_15 

:MOB_VEG_780
if 
  $CASINO_TOTAL_PASSED_MISSIONS > 7 
else_jump @MOB_VEG_997 
if 
  $598 > 1 
else_jump @MOB_VEG_997 
if 
  $599 > 0 
else_jump @MOB_VEG_997 
if 
  $TORENO_TOTAL_PASSED_MISSIONS > 8 
else_jump @MOB_VEG_997 
if 
  $1382 == 0 
else_jump @MOB_VEG_997 
$CELLPHONE_CALL_ID = 49 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_916 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_VEG_916
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_983 
$1382 = 1 
Marker.Disable($582)
$582 = Marker.CreateIconAndSphere($ICON_MAFIA_CASINO, $X_CALIGULA_PALACE, $Y_CALIGULA_PALACE, $Z_CALIGULA_PALACE)
08DC: create_interior_marker $582 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_983
gosub @SUB_END_CALL 
jump @MOB_VEG_15 

:MOB_VEG_997
if 
  $HEIST_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_VEG_1245 
if 
88B4:   not test $390 bit 1 
else_jump @MOB_VEG_1245 
0652: $STAT_PROGRESS_WITH_MILLIE = integer_stat 257 
if 
  $STAT_PROGRESS_WITH_MILLIE >= 35 
else_jump @MOB_VEG_1245 
if 
  $1379 == 0 
else_jump @MOB_VEG_1245 
$CELLPHONE_CALL_ID = 53 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1123 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_VEG_1123
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1231 
$PICKUP_KEYCARD = Pickup.Create(#KEYCARD, 3, 348.7857, 306.1048, 998.6557)
create_thread @KEYCARD 
Marker.Disable($1415)
$1415 = Marker.CreateIconAndSphere($ICON_CASH, 2037.349, 2723.971, 9.8281)
018B: set_marker $1415 radar_mode 2 
00BC: show_text_highpriority GXT 'GOODKEY' time 6000 flag 1  // ~s~Du kannst dir die Keycard jetzt in Millies Haus abholen.
$1379 = 1 

:MOB_VEG_1231
gosub @SUB_END_CALL 
jump @MOB_VEG_15 

:MOB_VEG_1245
if 
  $HEIST_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_VEG_1537 
if 
88B4:   not test $390 bit 1 
else_jump @MOB_VEG_1537 
if or
  $GIRL_PROGRESS[5] == -100 
  $GIRL_PROGRESS[5] == -999 
else_jump @MOB_VEG_1537 
if 
  $1379 == 0 
else_jump @MOB_VEG_1537 
if 
  $GIRL_PROGRESS[5] == -999 
else_jump @MOB_VEG_1351 
$CELLPHONE_CALL_ID = 40 

:MOB_VEG_1351
if 
  $GIRL_PROGRESS[5] == -100 
else_jump @MOB_VEG_1376 
$CELLPHONE_CALL_ID = 39 

:MOB_VEG_1376
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1415 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_VEG_1415
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1523 
$PICKUP_KEYCARD = Pickup.Create(#KEYCARD, 3, 348.7857, 306.1048, 998.6557)
create_thread @KEYCARD 
Marker.Disable($1415)
$1415 = Marker.CreateIconAndSphere($ICON_CASH, 2037.349, 2723.971, 9.8281)
018B: set_marker $1415 radar_mode 2 
00BC: show_text_highpriority GXT 'BADKEY' time 6000 flag 1  // ~s~Du wirst die Keycard aus Millies Wohnung stehlen mssen.
$1379 = 1 

:MOB_VEG_1523
gosub @SUB_END_CALL 
jump @MOB_VEG_15 

:MOB_VEG_1537
if and
  $HEIST_TOTAL_PASSED_MISSIONS > 4 
  $37 == 0 
  $1384 == 0 
else_jump @MOB_VEG_1672 
if 
  $1383 == 0 
else_jump @MOB_VEG_1672 
$CELLPHONE_CALL_ID = 36 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1633 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_VEG_1633
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1658 
$1383 = 1 

:MOB_VEG_1658
gosub @SUB_END_CALL 
jump @MOB_VEG_15 

:MOB_VEG_1672
if and
  $CASINO_TOTAL_PASSED_MISSIONS > 8 
   not $HEIST_TOTAL_PASSED_MISSIONS == 6 
else_jump @MOB_VEG_1800 
if 
  $1385 == 0 
else_jump @MOB_VEG_1800 
$CELLPHONE_CALL_ID = 51 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1761 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_VEG_1761
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1786 
$1385 = 1 

:MOB_VEG_1786
gosub @SUB_END_CALL 
jump @MOB_VEG_15 

:MOB_VEG_1800
if and
  $CASINO_TOTAL_PASSED_MISSIONS > 8 
  $1384 == 0 
else_jump @MOB_VEG_1995 
if 
  $1390 == 0 
else_jump @MOB_VEG_1995 
$CELLPHONE_CALL_ID = 38 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1889 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_VEG_1889
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1981 
$1390 = 1 
if 
  $37 == 1 
else_jump @MOB_VEG_1981 
Marker.Disable($595)
$595 = Marker.CreateIconAndSphere($ICON_CASH, $X_THE_FOUR_DRAGONS_CASINO_2, $Y_THE_FOUR_DRAGONS_CASINO_2, $Z_THE_FOUR_DRAGONS_CASINO_2)
08DC: create_interior_marker $595 at 2024.39 1008.62 radius 20.0 
$1384 = 1 

:MOB_VEG_1981
gosub @SUB_END_CALL 
jump @MOB_VEG_15 

:MOB_VEG_1995
if and
  $CASINO_TOTAL_PASSED_MISSIONS > 8 
  $37 == 1 
else_jump @MOB_VEG_2165 
if 
  $1384 == 0 
else_jump @MOB_VEG_2165 
$CELLPHONE_CALL_ID = 37 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_2084 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_VEG_2084
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_2151 
$1384 = 1 
Marker.Disable($595)
$595 = Marker.CreateIconAndSphere($ICON_CASH, $X_THE_FOUR_DRAGONS_CASINO_2, $Y_THE_FOUR_DRAGONS_CASINO_2, $Z_THE_FOUR_DRAGONS_CASINO_2)
08DC: create_interior_marker $595 at 2024.39 1008.62 radius 20.0 

:MOB_VEG_2151
gosub @SUB_END_CALL 
jump @MOB_VEG_15 

:MOB_VEG_2165
if 
  $HEIST_TOTAL_PASSED_MISSIONS > 5 
else_jump @MOB_VEG_2286 
if 
  $1386 == 0 
else_jump @MOB_VEG_2286 
$CELLPHONE_CALL_ID = 52 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_2247 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_VEG_2247
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_2272 
$1386 = 1 

:MOB_VEG_2272
gosub @SUB_END_CALL 
jump @MOB_VEG_15 

:MOB_VEG_2286
jump @MOB_VEG_2300 

:MOB_VEG_2293
$PHONE_RINGING_FLAG = 0 

:MOB_VEG_2300
jump @MOB_VEG_15 

:MOB_LA2
set_wb_check_to 0 
thread 'MOB_LA2' 

:MOB_LA2_15
wait 250 
if and
  $ONMISSION == 0 
  $CALL_TIME_STORED_FLAG == 0 
else_jump @MOB_LA2_57 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$CALL_TIME_STORED_FLAG = 1 

:MOB_LA2_57
if 
  $1354 == 1 
else_jump @MOB_LA2_77 
end_thread 

:MOB_LA2_77
gosub @SUB_GET_TIME_FROM_LAST_CALL 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_LA2_763 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @MOB_LA2_756 
if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
else_jump @MOB_LA2_756 
if 
  $MANSION_TOTAL_PASSED_MISSIONS > 0 
else_jump @MOB_LA2_280 
if 
  $1352 == 0 
else_jump @MOB_LA2_280 
$CELLPHONE_CALL_ID = 50 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_219 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_LA2_219
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_266 
$1352 = 1 
Marker.Disable($622)
$622 = Marker.CreateIconAndSphere($ICON_CJ_2, $X_MADD_DOGG_CRIB, $Y_MADD_DOGG_CRIB, $Z_MADD_DOGG_CRIB)

:MOB_LA2_266
gosub @SUB_END_CALL 
jump @MOB_LA2_15 

:MOB_LA2_280
if and
  $CASINO_TOTAL_PASSED_MISSIONS > 2 
  2 > $MANSION_TOTAL_PASSED_MISSIONS 
else_jump @MOB_LA2_408 
if 
  $1353 == 0 
else_jump @MOB_LA2_408 
$CELLPHONE_CALL_ID = 25 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_369 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_LA2_369
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_394 
$1353 = 1 

:MOB_LA2_394
gosub @SUB_END_CALL 
jump @MOB_LA2_15 

:MOB_LA2_408
if 
  $RIOT_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_LA2_590 
if 
  $1355 == 0 
else_jump @MOB_LA2_590 
$CELLPHONE_CALL_ID = 22 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_490 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_LA2_490
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_537 
Marker.Disable($MARKER_SWEET_HOUSE)
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere($ICON_SWEET, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)
$1355 = 1 

:MOB_LA2_537
gosub @SUB_END_CALL 
08E2: $GS_GANG_TURF_CONTROLLED = territories_controlled_percentage 
if 
  34 >= $GS_GANG_TURF_CONTROLLED 
else_jump @MOB_LA2_583 
00BC: show_text_highpriority GXT 'MORTURF' time 12000 flag 1  // ~s~Du musst mehr Gang-Territorien in Los Angeles bernehmen!

:MOB_LA2_583
jump @MOB_LA2_15 

:MOB_LA2_590
if 
  $RIOT_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_LA2_756 
08E2: $GS_GANG_TURF_CONTROLLED = territories_controlled_percentage 
if 
  $GS_GANG_TURF_CONTROLLED > 34 
else_jump @MOB_LA2_756 
if 
  $1354 == 0 
else_jump @MOB_LA2_756 
$CELLPHONE_CALL_ID = 23 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_695 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_LA2_695
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_742 
Marker.Disable($MARKER_SWEET_HOUSE)
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere($ICON_SWEET, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)
$1354 = 1 

:MOB_LA2_742
gosub @SUB_END_CALL 
jump @MOB_LA2_15 

:MOB_LA2_756
jump @MOB_LA2_770 

:MOB_LA2_763
$PHONE_RINGING_FLAG = 0 

:MOB_LA2_770
jump @MOB_LA2_15 

:MOB_RAN
set_wb_check_to 0 
thread 'MOB_RAN' 

:MOB_RAN_15
wait 1000 
if and
  $ONMISSION == 0 
  $CALL_TIME_STORED_FLAG == 0 
else_jump @MOB_RAN_57 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$CALL_TIME_STORED_FLAG = 1 

:MOB_RAN_57
gosub @SUB_GET_TIME_FROM_LAST_CALL 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_RAN_2260 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @MOB_RAN_2253 
if 
  $TIME_FROM_LAST_CALL > 60000 
else_jump @MOB_RAN_2253 
if and
  $1846 == 1 
  $MISSION_LOWRIDER_PASSED == 0 
else_jump @MOB_RAN_247 
if 
  $1371 == 0 
else_jump @MOB_RAN_247 
$CELLPHONE_CALL_ID = 11 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_208 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_RAN_208
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_233 
$1371 = 1 

:MOB_RAN_233
gosub @SUB_END_CALL 
jump @MOB_RAN_15 

:MOB_RAN_247
if and
  $MISSION_RUNNING_DOG_FAILED == 1 
  $SMOKE_TOTAL_PASSED_MISSIONS == 1 
else_jump @MOB_RAN_403 
0653: $STAT_FAT = float_stat 21 
if 
  $STAT_FAT >= 500.0 
else_jump @MOB_RAN_403 
if 
  $1372 == 0 
else_jump @MOB_RAN_403 
$CELLPHONE_CALL_ID = 14 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_364 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_RAN_364
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_389 
$1372 = 1 

:MOB_RAN_389
gosub @SUB_END_CALL 
jump @MOB_RAN_15 

:MOB_RAN_403
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_RAN_524 
if 
  $1366 == 0 
else_jump @MOB_RAN_524 
$CELLPHONE_CALL_ID = 1 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_485 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_RAN_485
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_510 
$1366 = 1 

:MOB_RAN_510
gosub @SUB_END_CALL 
jump @MOB_RAN_15 

:MOB_RAN_524
if 
  $TORENO_TOTAL_PASSED_MISSIONS > 5 
else_jump @MOB_RAN_645 
if 
  $1367 == 0 
else_jump @MOB_RAN_645 
$CELLPHONE_CALL_ID = 2 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_606 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_RAN_606
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_631 
$1367 = 1 

:MOB_RAN_631
gosub @SUB_END_CALL 
jump @MOB_RAN_15 

:MOB_RAN_645
if 
  $CASINO_TOTAL_PASSED_MISSIONS > 5 
else_jump @MOB_RAN_766 
if 
  $1368 == 0 
else_jump @MOB_RAN_766 
$CELLPHONE_CALL_ID = 3 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_727 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_RAN_727
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_752 
$1368 = 1 

:MOB_RAN_752
gosub @SUB_END_CALL 
jump @MOB_RAN_15 

:MOB_RAN_766
if 
  $MANSION_TOTAL_PASSED_MISSIONS > 2 
else_jump @MOB_RAN_887 
if 
  $1369 == 0 
else_jump @MOB_RAN_887 
$CELLPHONE_CALL_ID = 4 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_848 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_RAN_848
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_873 
$1369 = 1 

:MOB_RAN_873
gosub @SUB_END_CALL 
jump @MOB_RAN_15 

:MOB_RAN_887
if 
  $RIOT_TOTAL_PASSED_MISSIONS > 4 
else_jump @MOB_RAN_1008 
if 
  $1370 == 0 
else_jump @MOB_RAN_1008 
$CELLPHONE_CALL_ID = 5 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_969 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_RAN_969
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_994 
$1370 = 1 

:MOB_RAN_994
gosub @SUB_END_CALL 
jump @MOB_RAN_15 

:MOB_RAN_1008
if and
  $FLIGHT_SCHOOL_BRIEF_PLAYED == 1 
  $MISSION_LEARNING_TO_FLY_PASSED == 0 
else_jump @MOB_RAN_1136 
if 
  $1373 == 0 
else_jump @MOB_RAN_1136 
$CELLPHONE_CALL_ID = 44 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1097 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_RAN_1097
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1122 
$1373 = 1 

:MOB_RAN_1122
gosub @SUB_END_CALL 
jump @MOB_RAN_15 

:MOB_RAN_1136
if and
  $FLIGHT_SCHOOL_BRIEF_PLAYED == 1 
  $MISSION_LEARNING_TO_FLY_PASSED == 0 
  $1373 == 1 
else_jump @MOB_RAN_1271 
if 
  $1374 == 0 
else_jump @MOB_RAN_1271 
$CELLPHONE_CALL_ID = 45 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1232 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_RAN_1232
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1257 
$1374 = 1 

:MOB_RAN_1257
gosub @SUB_END_CALL 
jump @MOB_RAN_15 

:MOB_RAN_1271
if and
  $FLIGHT_SCHOOL_BRIEF_PLAYED == 1 
  $MISSION_LEARNING_TO_FLY_PASSED == 0 
  $1374 == 1 
else_jump @MOB_RAN_1406 
if 
  $1375 == 0 
else_jump @MOB_RAN_1406 
$CELLPHONE_CALL_ID = 46 
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1367 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_RAN_1367
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1392 
$1375 = 1 

:MOB_RAN_1392
gosub @SUB_END_CALL 
jump @MOB_RAN_15 

:MOB_RAN_1406
0926: $SCRIPT_STATUS = external_script_status 76 (DEBT) 
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @MOB_RAN_2253 
if 
   not Player.Money($PLAYER_CHAR) > -499
else_jump @MOB_RAN_2253 
if 
  $SCRIPT_STATUS == 0 
else_jump @MOB_RAN_2253 
if 
  $1376 == 0 
else_jump @MOB_RAN_1834 
if 
  $1407 == 7 
else_jump @MOB_RAN_1518 
$CELLPHONE_CALL_ID = 61 
$1407 = 0 

:MOB_RAN_1518
if 
  $1407 == 6 
else_jump @MOB_RAN_1550 
$CELLPHONE_CALL_ID = 60 
$1407 = 7 

:MOB_RAN_1550
if 
  $1407 == 5 
else_jump @MOB_RAN_1582 
$CELLPHONE_CALL_ID = 59 
$1407 = 6 

:MOB_RAN_1582
if 
  $1407 == 4 
else_jump @MOB_RAN_1614 
$CELLPHONE_CALL_ID = 58 
$1407 = 5 

:MOB_RAN_1614
if 
  $1407 == 3 
else_jump @MOB_RAN_1646 
$CELLPHONE_CALL_ID = 57 
$1407 = 4 

:MOB_RAN_1646
if 
  $1407 == 2 
else_jump @MOB_RAN_1678 
$CELLPHONE_CALL_ID = 56 
$1407 = 3 

:MOB_RAN_1678
if 
  $1407 == 1 
else_jump @MOB_RAN_1710 
$CELLPHONE_CALL_ID = 55 
$1407 = 2 

:MOB_RAN_1710
if 
  $1407 == 0 
else_jump @MOB_RAN_1742 
$CELLPHONE_CALL_ID = 54 
$1407 = 1 

:MOB_RAN_1742
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1781 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_RAN_1781
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1820 
$1376 = 1 
$1377 = 0 
$1411 = 1 

:MOB_RAN_1820
gosub @SUB_END_CALL 
jump @MOB_RAN_15 

:MOB_RAN_1834
if 
  $1376 == 1 
else_jump @MOB_RAN_2211 
if 
  $1377 == 0 
else_jump @MOB_RAN_2211 
if 
  $1408 == 7 
else_jump @MOB_RAN_1902 
$CELLPHONE_CALL_ID = 69 
$1408 = 0 

:MOB_RAN_1902
if 
  $1408 == 6 
else_jump @MOB_RAN_1934 
$CELLPHONE_CALL_ID = 68 
$1408 = 7 

:MOB_RAN_1934
if 
  $1408 == 5 
else_jump @MOB_RAN_1966 
$CELLPHONE_CALL_ID = 67 
$1408 = 6 

:MOB_RAN_1966
if 
  $1408 == 4 
else_jump @MOB_RAN_1998 
$CELLPHONE_CALL_ID = 66 
$1408 = 5 

:MOB_RAN_1998
if 
  $1408 == 3 
else_jump @MOB_RAN_2030 
$CELLPHONE_CALL_ID = 65 
$1408 = 4 

:MOB_RAN_2030
if 
  $1408 == 2 
else_jump @MOB_RAN_2062 
$CELLPHONE_CALL_ID = 64 
$1408 = 3 

:MOB_RAN_2062
if 
  $1408 == 1 
else_jump @MOB_RAN_2094 
$CELLPHONE_CALL_ID = 63 
$1408 = 2 

:MOB_RAN_2094
if 
  $1408 == 0 
else_jump @MOB_RAN_2126 
$CELLPHONE_CALL_ID = 62 
$1408 = 1 

:MOB_RAN_2126
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_2165 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_RAN_2165
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_2197 
$1377 = 1 
$1411 = 1 

:MOB_RAN_2197
gosub @SUB_END_CALL 
jump @MOB_RAN_15 

:MOB_RAN_2211
if 
  $1377 == 1 
else_jump @MOB_RAN_2253 
08A9: load_external_script 76 (DEBT) 
if 
08AB:   external_script 76 (DEBT) loaded 
else_jump @MOB_RAN_2253 
0913: run_external_script 76 (DEBT)  

:MOB_RAN_2253
jump @MOB_RAN_2267 

:MOB_RAN_2260
$PHONE_RINGING_FLAG = 0 

:MOB_RAN_2267
jump @MOB_RAN_15 

:GIRLFRIEND_CALLING
thread 'MOB_GF' 
set_wb_check_to 0 
08BA: set $391 bit 11 
08C0: clear $391 bit 10 
0209: 2@ = random_int_in_ranges 0 8 

:MOB_GF_38
wait 150 
gosub @SUB_GET_TIME_FROM_LAST_CALL 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_1073 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @MOB_GF_1050 
if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
else_jump @MOB_GF_1043 
if 
  0@ == 0 
else_jump @MOB_GF_264 
if 
  1@ == 1 
else_jump @MOB_GF_186 
$CELLPHONE_CALL_ID = 70 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
if 
  $CELLPHONE_CALL_ID > 77 
else_jump @MOB_GF_179 
$CELLPHONE_CALL_ID = 77 

:MOB_GF_179
jump @MOB_GF_194 

:MOB_GF_186
$CELLPHONE_CALL_ID = 130 

:MOB_GF_194
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_GF_248 
08BA: set $391 bit 10 
08BC: set $391 bit 0@ 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_GF_248
08C0: clear $391 bit 11 
gosub @SUB_END_CALL 
end_thread 

:MOB_GF_264
if 
  0@ == 1 
else_jump @MOB_GF_417 
if 
  1@ == 1 
else_jump @MOB_GF_347 
$CELLPHONE_CALL_ID = 80 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
if 
  $CELLPHONE_CALL_ID > 87 
else_jump @MOB_GF_340 
$CELLPHONE_CALL_ID = 87 

:MOB_GF_340
jump @MOB_GF_355 

:MOB_GF_347
$CELLPHONE_CALL_ID = 131 

:MOB_GF_355
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_GF_401 
08BA: set $391 bit 10 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_GF_401
08C0: clear $391 bit 11 
gosub @SUB_END_CALL 
end_thread 

:MOB_GF_417
if 
  0@ == 2 
else_jump @MOB_GF_570 
if 
  1@ == 1 
else_jump @MOB_GF_500 
$CELLPHONE_CALL_ID = 90 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
if 
  $CELLPHONE_CALL_ID > 97 
else_jump @MOB_GF_493 
$CELLPHONE_CALL_ID = 97 

:MOB_GF_493
jump @MOB_GF_508 

:MOB_GF_500
$CELLPHONE_CALL_ID = 132 

:MOB_GF_508
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_GF_554 
08BA: set $391 bit 10 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_GF_554
08C0: clear $391 bit 11 
gosub @SUB_END_CALL 
end_thread 

:MOB_GF_570
if 
  0@ == 3 
else_jump @MOB_GF_730 
if 
  1@ == 1 
else_jump @MOB_GF_653 
$CELLPHONE_CALL_ID = 100 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
if 
  $CELLPHONE_CALL_ID > 107 
else_jump @MOB_GF_646 
$CELLPHONE_CALL_ID = 107 

:MOB_GF_646
jump @MOB_GF_661 

:MOB_GF_653
$CELLPHONE_CALL_ID = 133 

:MOB_GF_661
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_GF_714 
08BA: set $391 bit 10 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 
08BA: set $391 bit 10 

:MOB_GF_714
08C0: clear $391 bit 11 
gosub @SUB_END_CALL 
end_thread 

:MOB_GF_730
if 
  0@ == 4 
else_jump @MOB_GF_890 
if 
  1@ == 1 
else_jump @MOB_GF_813 
$CELLPHONE_CALL_ID = 110 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
if 
  $CELLPHONE_CALL_ID > 117 
else_jump @MOB_GF_806 
$CELLPHONE_CALL_ID = 117 

:MOB_GF_806
jump @MOB_GF_821 

:MOB_GF_813
$CELLPHONE_CALL_ID = 134 

:MOB_GF_821
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_GF_874 
08BA: set $391 bit 10 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 
08BA: set $391 bit 10 

:MOB_GF_874
08C0: clear $391 bit 11 
gosub @SUB_END_CALL 
end_thread 

:MOB_GF_890
if 
  0@ == 5 
else_jump @MOB_GF_1043 
if 
  1@ == 1 
else_jump @MOB_GF_973 
$CELLPHONE_CALL_ID = 120 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
if 
  $CELLPHONE_CALL_ID > 127 
else_jump @MOB_GF_966 
$CELLPHONE_CALL_ID = 127 

:MOB_GF_966
jump @MOB_GF_981 

:MOB_GF_973
$CELLPHONE_CALL_ID = 135 

:MOB_GF_981
gosub @SUB_PHONE_RINGING 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_GF_1027 
08BA: set $391 bit 10 
gosub @SUB_GET_CALL_SUBTITLES 
gosub @SUB_PLAY_DIALOG 

:MOB_GF_1027
08C0: clear $391 bit 11 
gosub @SUB_END_CALL 
end_thread 

:MOB_GF_1043
jump @MOB_GF_1066 

:MOB_GF_1050
08C0: clear $391 bit 11 
gosub @SUB_END_CALL 
end_thread 

:MOB_GF_1066
jump @MOB_GF_1080 

:MOB_GF_1073
$PHONE_RINGING_FLAG = 0 

:MOB_GF_1080
jump @MOB_GF_38 

:SUB_PHONE_RINGING
$1409 = 0 
$ONMISSION = 1 
$PHONE_RINGING_FLAG = 1 
$DIALOG_WAV_ID = 1 
03CF: load_wav 23000 as 3 
$1417 = 0 
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 12 default_jump 1 @MOB_GF_1479 jumps 70 @MOB_GF_1263 80 @MOB_GF_1281 90 @MOB_GF_1299 100 @MOB_GF_1317 110 @MOB_GF_1335 120 @MOB_GF_1353 130 @MOB_GF_1371 
0872: jump_table_jumps 131 @MOB_GF_1389 132 @MOB_GF_1407 133 @MOB_GF_1425 134 @MOB_GF_1443 135 @MOB_GF_1461 -1 @MOB_GF_1497 -1 @MOB_GF_1497 -1 @MOB_GF_1497 -1 @MOB_GF_1497 

:MOB_GF_1263
03E5: show_text_box 'ANSWER0'  // Es ist ein Anruf von Denise. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1497 

:MOB_GF_1281
03E5: show_text_box 'ANSWER1'  // Es ist ein Anruf von Michelle. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1497 

:MOB_GF_1299
03E5: show_text_box 'ANSWER2'  // Es ist ein Anruf von Helena. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1497 

:MOB_GF_1317
03E5: show_text_box 'ANSWER3'  // Es ist ein Anruf von Barbara. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1497 

:MOB_GF_1335
03E5: show_text_box 'ANSWER4'  // Es ist ein Anruf von Katie. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1497 

:MOB_GF_1353
03E5: show_text_box 'ANSWER5'  // Es ist ein Anruf von Millie. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1497 

:MOB_GF_1371
03E5: show_text_box 'ANSWER0'  // Es ist ein Anruf von Denise. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1497 

:MOB_GF_1389
03E5: show_text_box 'ANSWER1'  // Es ist ein Anruf von Michelle. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1497 

:MOB_GF_1407
03E5: show_text_box 'ANSWER2'  // Es ist ein Anruf von Helena. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1497 

:MOB_GF_1425
03E5: show_text_box 'ANSWER3'  // Es ist ein Anruf von Barbara. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1497 

:MOB_GF_1443
03E5: show_text_box 'ANSWER4'  // Es ist ein Anruf von Katie. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1497 

:MOB_GF_1461
03E5: show_text_box 'ANSWER5'  // Es ist ein Anruf von Millie. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1497 

:MOB_GF_1479
03E5: show_text_box 'ANSWER'  // Drcke ~k~~PED_ANSWER_PHONE~, um den Anruf auf deinem Handy entgegenzunehmen.
jump @MOB_GF_1497 

:MOB_GF_1497
if and
  7 > $1409 
  2 > $CALL_ANSWERED 
else_jump @MOB_GF_2068 
wait 0 
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 12 default_jump 1 @MOB_GF_1876 jumps 70 @MOB_GF_1660 80 @MOB_GF_1678 90 @MOB_GF_1696 100 @MOB_GF_1714 110 @MOB_GF_1732 120 @MOB_GF_1750 130 @MOB_GF_1768 
0872: jump_table_jumps 131 @MOB_GF_1786 132 @MOB_GF_1804 133 @MOB_GF_1822 134 @MOB_GF_1840 135 @MOB_GF_1858 -1 @MOB_GF_1894 -1 @MOB_GF_1894 -1 @MOB_GF_1894 -1 @MOB_GF_1894 

:MOB_GF_1660
0512: show_permanent_text_box 'ANSWER0'  // Es ist ein Anruf von Denise. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1894 

:MOB_GF_1678
0512: show_permanent_text_box 'ANSWER1'  // Es ist ein Anruf von Michelle. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1894 

:MOB_GF_1696
0512: show_permanent_text_box 'ANSWER2'  // Es ist ein Anruf von Helena. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1894 

:MOB_GF_1714
0512: show_permanent_text_box 'ANSWER3'  // Es ist ein Anruf von Barbara. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1894 

:MOB_GF_1732
0512: show_permanent_text_box 'ANSWER4'  // Es ist ein Anruf von Katie. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1894 

:MOB_GF_1750
0512: show_permanent_text_box 'ANSWER5'  // Es ist ein Anruf von Millie. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1894 

:MOB_GF_1768
0512: show_permanent_text_box 'ANSWER0'  // Es ist ein Anruf von Denise. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1894 

:MOB_GF_1786
0512: show_permanent_text_box 'ANSWER1'  // Es ist ein Anruf von Michelle. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1894 

:MOB_GF_1804
0512: show_permanent_text_box 'ANSWER2'  // Es ist ein Anruf von Helena. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1894 

:MOB_GF_1822
0512: show_permanent_text_box 'ANSWER3'  // Es ist ein Anruf von Barbara. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1894 

:MOB_GF_1840
0512: show_permanent_text_box 'ANSWER4'  // Es ist ein Anruf von Katie. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1894 

:MOB_GF_1858
0512: show_permanent_text_box 'ANSWER5'  // Es ist ein Anruf von Millie. Drcke ~k~~PED_ANSWER_PHONE~, um ihn entgegenzunehmen.
jump @MOB_GF_1894 

:MOB_GF_1876
0512: show_permanent_text_box 'ANSWER'  // Drcke ~k~~PED_ANSWER_PHONE~, um den Anruf auf deinem Handy entgegenzunehmen.
jump @MOB_GF_1894 

:MOB_GF_1894
$DIALOG_WAV_ID = 3 
gosub @MOB_GF_2311 
$1409 += 1 
if and
  $CALL_ANSWERED == 1 
  $1409 > 0 
else_jump @MOB_GF_1947 
jump @MOB_GF_2075 

:MOB_GF_1947
gosub @MOB_GF_2625 
if and
  $CALL_ANSWERED == 1 
  $1409 > 0 
else_jump @MOB_GF_1986 
jump @MOB_GF_2075 

:MOB_GF_1986
$1410 = 0 

:MOB_GF_1993
if 
  40 > $1410 
else_jump @MOB_GF_2061 
wait 0 
gosub @MOB_GF_2902 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_GF_2047 
jump @MOB_GF_2075 

:MOB_GF_2047
$1410 += 1 
jump @MOB_GF_1993 

:MOB_GF_2061
jump @MOB_GF_1497 

:MOB_GF_2068
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
return 

:MOB_GF_2075
$1417 = 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 

:MOB_GF_2087
if 
00E1:   player 0 pressed_key 4 
else_jump @MOB_GF_2140 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_2133 
$CALL_ANSWERED = 2 
return 

:MOB_GF_2133
jump @MOB_GF_2087 

:MOB_GF_2140
03E6: remove_text_box 
040D: unload_wav 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_2309 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0489: set_actor $PLAYER_ACTOR muted 1 
Model.Load(#CELLPHONE)

:MOB_GF_2181
if 
   not Model.Available(#CELLPHONE)
else_jump @MOB_GF_2208 
wait 0 
jump @MOB_GF_2181 

:MOB_GF_2208
gosub @MOB_GF_2902 
if 
  $CALL_ANSWERED == 2 
else_jump @MOB_GF_2240 
Model.Destroy(#CELLPHONE)
return 

:MOB_GF_2240
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
32@ = 0 

:MOB_GF_2254
if 
  2000 > 32@ 
else_jump @MOB_GF_2309 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_2302 
$CALL_ANSWERED = 2 
return 

:MOB_GF_2302
jump @MOB_GF_2254 

:MOB_GF_2309
return 

:MOB_GF_2311
if 
83D0:   not wav $DIALOG_WAV_ID loaded 
else_jump @MOB_GF_2602 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_2363 
$CALL_ANSWERED = 2 
return 
jump @MOB_GF_2595 

:MOB_GF_2363
if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR aggressive 
844B:   not actor $PLAYER_ACTOR on_foot 
  $ONMISSION == 0 
   not $ACTIVE_INTERIOR == 0 
   not $FREEFALL_STAGE == 0 
else_jump @MOB_GF_2421 
$CALL_ANSWERED = 2 
03E6: remove_text_box 
return 

:MOB_GF_2421
if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   unknown_check_09BD 
else_jump @MOB_GF_2452 
$CALL_ANSWERED = 2 
03E6: remove_text_box 
return 

:MOB_GF_2452
if and
  $CALL_ANSWERED == 0 
  $1409 > 0 
else_jump @MOB_GF_2524 
if 
82E0:   not actor $PLAYER_ACTOR aggressive 
else_jump @MOB_GF_2524 
if and
00E1:   player 0 pressed_key 4 
   Player.Controllable($PLAYER_CHAR)
else_jump @MOB_GF_2524 
$CALL_ANSWERED = 1 
return 

:MOB_GF_2524
if 
  $1417 == 1 
else_jump @MOB_GF_2568 
if 
00E1:   player 0 pressed_key 15 
else_jump @MOB_GF_2568 
$1417 = 2 
return 

:MOB_GF_2568
if 
  $ONMISSION == 0 
else_jump @MOB_GF_2595 
$CALL_ANSWERED = 2 
return 

:MOB_GF_2595
jump @MOB_GF_2311 

:MOB_GF_2602
if 
84AD:   not actor $PLAYER_ACTOR in_water 
else_jump @MOB_GF_2623 
03D1: play_wav $DIALOG_WAV_ID 

:MOB_GF_2623
return 

:MOB_GF_2625
if 
83D2:   not wav $DIALOG_WAV_ID ended 
else_jump @MOB_GF_2900 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_2677 
$CALL_ANSWERED = 2 
return 
jump @MOB_GF_2893 

:MOB_GF_2677
if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR aggressive 
844B:   not actor $PLAYER_ACTOR on_foot 
  $ONMISSION == 0 
   not $ACTIVE_INTERIOR == 0 
   not $FREEFALL_STAGE == 0 
else_jump @MOB_GF_2735 
$CALL_ANSWERED = 2 
03E6: remove_text_box 
return 

:MOB_GF_2735
if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   unknown_check_09BD 
else_jump @MOB_GF_2766 
$CALL_ANSWERED = 2 
03E6: remove_text_box 
return 

:MOB_GF_2766
if and
  $CALL_ANSWERED == 0 
  $1409 > 0 
else_jump @MOB_GF_2822 
if and
00E1:   player 0 pressed_key 4 
   Player.Controllable($PLAYER_CHAR)
else_jump @MOB_GF_2822 
$CALL_ANSWERED = 1 
return 

:MOB_GF_2822
if 
  $1417 == 1 
else_jump @MOB_GF_2866 
if 
00E1:   player 0 pressed_key 15 
else_jump @MOB_GF_2866 
$1417 = 2 
return 

:MOB_GF_2866
if 
  $ONMISSION == 0 
else_jump @MOB_GF_2893 
$CALL_ANSWERED = 2 
return 

:MOB_GF_2893
jump @MOB_GF_2625 

:MOB_GF_2900
return 

:MOB_GF_2902
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_2934 
$CALL_ANSWERED = 2 
return 
jump @MOB_GF_3166 

:MOB_GF_2934
if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR aggressive 
844B:   not actor $PLAYER_ACTOR on_foot 
  $ONMISSION == 0 
   not $ACTIVE_INTERIOR == 0 
   not $FREEFALL_STAGE == 0 
else_jump @MOB_GF_2992 
$CALL_ANSWERED = 2 
03E6: remove_text_box 
return 

:MOB_GF_2992
if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   unknown_check_09BD 
else_jump @MOB_GF_3023 
$CALL_ANSWERED = 2 
03E6: remove_text_box 
return 

:MOB_GF_3023
if and
  $CALL_ANSWERED == 0 
  $1409 > 0 
else_jump @MOB_GF_3095 
if 
82E0:   not actor $PLAYER_ACTOR aggressive 
else_jump @MOB_GF_3095 
if and
00E1:   player 0 pressed_key 4 
   Player.Controllable($PLAYER_CHAR)
else_jump @MOB_GF_3095 
$CALL_ANSWERED = 1 
return 

:MOB_GF_3095
if 
  $1417 == 1 
else_jump @MOB_GF_3139 
if 
00E1:   player 0 pressed_key 15 
else_jump @MOB_GF_3139 
$1417 = 2 
return 

:MOB_GF_3139
if 
  $ONMISSION == 0 
else_jump @MOB_GF_3166 
$CALL_ANSWERED = 2 
return 

:MOB_GF_3166
return 

:SUB_END_CALL
$PHONE_RINGING_FLAG = 0 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
$CALL_ANSWERED = 0 
$CALL_TIME_STORED_FLAG = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_3245 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0489: set_actor $PLAYER_ACTOR muted 0 

:MOB_GF_3245
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$TIME_FROM_LAST_CALL = 0 
01BD: $TEMPVAR_CALL_TIME = current_time_in_ms 
0084: $TIME_FROM_LAST_CALL = $TEMPVAR_CALL_TIME // (int) 
0060: $TIME_FROM_LAST_CALL -= $CURRENT_TIME_IN_MS // (int) 
00BE: text_clear_all 
if 
  $1416 == 0 
else_jump @MOB_GF_3307 
03E6: remove_text_box 
jump @MOB_GF_3314 

:MOB_GF_3307
$1416 = 0 

:MOB_GF_3314
Model.Destroy(#CELLPHONE)
$ONMISSION = 0 
return 

:SUB_PLAY_DIALOG
$DIALOG_INDEX = 0 

:MOB_GF_3335
03CF: load_wav $DIALOG_WAV($DIALOG_INDEX,20i) as 1 
$DIALOG_INDEX += 1 
if 
002C:   $DIALOG_ARRAY_SIZE >= $DIALOG_INDEX // (int) 
else_jump @MOB_GF_3383 
03CF: load_wav $DIALOG_WAV($DIALOG_INDEX,20i) as 2 

:MOB_GF_3383
$DIALOG_INDEX -= 1 
$DIALOG_WAV_ID = 1 
gosub @MOB_GF_2311 
00BC: show_text_highpriority GXT $DIALOG_SUBTITLES($DIALOG_INDEX,20s) time 10000 flag 1 
gosub @MOB_GF_2625 
if 
  $1417 == 2 
else_jump @MOB_GF_3445 
return 

:MOB_GF_3445
$DIALOG_INDEX += 1 
if 
002C:   $DIALOG_ARRAY_SIZE >= $DIALOG_INDEX // (int) 
else_jump @MOB_GF_3513 
$DIALOG_WAV_ID = 2 
gosub @MOB_GF_2311 
00BC: show_text_highpriority GXT $DIALOG_SUBTITLES($DIALOG_INDEX,20s) time 10000 flag 1 
gosub @MOB_GF_2625 
jump @MOB_GF_3520 

:MOB_GF_3513
$DIALOG_INDEX -= 1 

:MOB_GF_3520
if 
  $1417 == 2 
else_jump @MOB_GF_3540 
return 

:MOB_GF_3540
$DIALOG_INDEX += 1 
if 
  $HELP_SKIPCALL_SHOWN == 0 
else_jump @MOB_GF_3583 
03E5: show_text_box 'CELSKIP'  // ~k~~VEHICLE_ENTER_EXIT~ drcken, um ein Handygesprch zu berspringen.
$HELP_SKIPCALL_SHOWN = 1 

:MOB_GF_3583
if 
002C:   $DIALOG_ARRAY_SIZE >= $DIALOG_INDEX // (int) 
else_jump @MOB_GF_3609 
jump @MOB_GF_3335 

:MOB_GF_3609
00BE: text_clear_all 
return 

//-------------Mission 0---------------
// Originally: Initial 1

:INITIAL
thread 'INITIAL' 
06C8: enable_riot 0 
$1515 = 0 
$1499 = 0 
$1500 = 5.0 
$1501 = -5.0 
$1502 = 8.5 
$1503 = -1.5 
$1504 = -30.0 
$1505 = 32.0 
$1506 = 0.0 
$1512 = 0 
$FREEFALL_STAGE = 0 
$PARACHUTE_CREATION_STAGE = 0 
$1510 = 1 
$44 = 0 
$46 = 0 
$59 = 0 
$58 = 0 
$LS_FINAL_MISSIONS_STARTED = 0 
$HELP_GROOVE_SHOWN = 0 
$HELP_TRUCKER_MISSIONS_SHOWN = 0 
$HELP_VALET_SHOWN = 0 
$HELP_DENISE_SHOWN = 0 
$MISSION_RUNNING_DOG_FAILED = 0 
$CESAR_TOTAL_PASSED_MISSIONS = 0 
$FLIGHT_SCHOOL_INTRO_FLAG = 0 
$ALL_OUSTERS_COLLECTED = 0 
$ALL_HORSESHOES_COLLECTED = 0 
$ALL_PHOTOS_TAKEN = 0 
$ALL_TAGS_SPRAYED = 0 
$MISSION_INTRO_PASSED = 0 
$HELP_FOLLOW_ICON_SHOWN = 0 
$HELP_INTRO_SHOWN = 0 
$HELP_BICYCLE_2_SHOWN = 0 
$HELP_CAMERA_AND_RADIO_SHOWN = 0 
$HELP_DRIVEBY_SHOWN = 0 
$1514 = 0 
$23 = 0 
$1520 = 0 
$1521 = 0 
$1522 = 0 
$1523 = 0 
$PROPERTY_BOUGHT_FLAGS[0] = 0 
$PROPERTY_BOUGHT_FLAGS[1] = 0 
$PROPERTY_BOUGHT_FLAGS[2] = 0 
$PROPERTY_BOUGHT_FLAGS[3] = 0 
$PROPERTY_BOUGHT_FLAGS[4] = 0 
$PROPERTY_BOUGHT_FLAGS[5] = 0 
$PROPERTY_BOUGHT_FLAGS[6] = 0 
$PROPERTY_BOUGHT_FLAGS[7] = 0 
$PROPERTY_BOUGHT_FLAGS[8] = 0 
$PROPERTY_BOUGHT_FLAGS[9] = 0 
$PROPERTY_BOUGHT_FLAGS[10] = 0 
$PROPERTY_BOUGHT_FLAGS[11] = 0 
$PROPERTY_BOUGHT_FLAGS[12] = 0 
$PROPERTY_BOUGHT_FLAGS[13] = 0 
$PROPERTY_BOUGHT_FLAGS[14] = 0 
$PROPERTY_BOUGHT_FLAGS[15] = 0 
$PROPERTY_BOUGHT_FLAGS[16] = 0 
$PROPERTY_BOUGHT_FLAGS[17] = 0 
$PROPERTY_BOUGHT_FLAGS[18] = 0 
$PROPERTY_BOUGHT_FLAGS[19] = 0 
$PROPERTY_BOUGHT_FLAGS[20] = 0 
$PROPERTY_BOUGHT_FLAGS[21] = 0 
$PROPERTY_BOUGHT_FLAGS[22] = 0 
$PROPERTY_BOUGHT_FLAGS[23] = 0 
$PROPERTY_BOUGHT_FLAGS[24] = 0 
$PROPERTY_BOUGHT_FLAGS[25] = 0 
$PROPERTY_BOUGHT_FLAGS[26] = 0 
$PROPERTY_BOUGHT_FLAGS[27] = 0 
$PROPERTY_BOUGHT_FLAGS[28] = 0 
$PROPERTY_BOUGHT_FLAGS[29] = 0 
$PROPERTY_BOUGHT_FLAGS[30] = 0 
$PROPERTY_BOUGHT_FLAGS[31] = 0 
$PROPERTY_INDEXES[0] = 0 
$PROPERTY_INDEXES[1] = 1 
$PROPERTY_INDEXES[2] = 2 
$PROPERTY_INDEXES[3] = 3 
$PROPERTY_INDEXES[4] = 4 
$PROPERTY_INDEXES[5] = 5 
$PROPERTY_INDEXES[6] = 6 
$PROPERTY_INDEXES[7] = 7 
$PROPERTY_INDEXES[8] = 8 
$PROPERTY_INDEXES[9] = 9 
$PROPERTY_INDEXES[10] = 10 
$PROPERTY_INDEXES[11] = 11 
$PROPERTY_INDEXES[12] = 12 
$PROPERTY_INDEXES[13] = 13 
$PROPERTY_INDEXES[14] = 14 
$PROPERTY_INDEXES[15] = 15 
$PROPERTY_INDEXES[16] = 16 
$PROPERTY_INDEXES[17] = 17 
$PROPERTY_INDEXES[18] = 18 
$PROPERTY_INDEXES[19] = 19 
$PROPERTY_INDEXES[20] = 20 
$PROPERTY_INDEXES[21] = 21 
$PROPERTY_INDEXES[22] = 22 
$PROPERTY_INDEXES[23] = 23 
$PROPERTY_INDEXES[24] = 24 
$PROPERTY_INDEXES[25] = 25 
$PROPERTY_INDEXES[26] = 26 
$PROPERTY_INDEXES[27] = 27 
$PROPERTY_INDEXES[28] = 28 
$PROPERTY_INDEXES[29] = 29 
$PROPERTY_INDEXES[30] = 30 
$PROPERTY_INDEXES[31] = 31 
$ZERO_RCSHOP_BOUGHT = 0 
$X_PROPERTY_TO_BUY[0] = -1969.27 
$Y_PROPERTY_TO_BUY[0] = 282.47 
$Z_PROPERTY_TO_BUY[0] = 34.6 
$X_PROPERTY_TO_BUY[1] = -2243.62 
$Y_PROPERTY_TO_BUY[1] = 133.2 
$Z_PROPERTY_TO_BUY[1] = 34.8 
$X_PROPERTY_TO_BUY[2] = 426.4972 
$Y_PROPERTY_TO_BUY[2] = 2530.689 
$Z_PROPERTY_TO_BUY[2] = 16.1 
0517: $BUY_ASSET_PICKUPS[0] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $MARKER_WANG_CARS = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] 
018B: set_marker $MARKER_WANG_CARS radar_mode 2 
0517: $BUY_ASSET_PICKUPS[1] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $527 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1] 
018B: set_marker $527 radar_mode 2 
0517: $BUY_ASSET_PICKUPS[2] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $55 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2] 
018B: set_marker $55 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] radius 10.0 bitmask 16384 flag 0 
$X_PROPERTY_TO_BUY[3] = 316.0696 
$Y_PROPERTY_TO_BUY[3] = -1772.569 
$Z_PROPERTY_TO_BUY[3] = 4.1893 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] radius 10.0 bitmask 16384 flag 0 
$1656 = 30000 
0518: $BUY_ASSET_PICKUPS[3] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] $Z_PROPERTY_TO_BUY[3] price $1656  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1624 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] $Z_PROPERTY_TO_BUY[3] 
018B: set_marker $1624 radar_mode 2 
Garage.Deactivate('BEACSV')
$X_PROPERTY_TO_BUY[4] = 2441.002 
$Y_PROPERTY_TO_BUY[4] = 695.1089 
$Z_PROPERTY_TO_BUY[4] = 10.6646 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] radius 10.0 bitmask 16384 flag 0 
$1657 = 20000 
0517: $BUY_ASSET_PICKUPS[4] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1625 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4] 
018B: set_marker $1625 radar_mode 2 
Garage.Deactivate('VESVGRG')
$X_PROPERTY_TO_BUY[5] = -366.1849 
$Y_PROPERTY_TO_BUY[5] = 1166.031 
$Z_PROPERTY_TO_BUY[5] = 19.2422 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] radius 10.0 bitmask 16384 flag 0 
$1658 = 30000 
0517: $BUY_ASSET_PICKUPS[5] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1626 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5] 
018B: set_marker $1626 radar_mode 2 
Garage.Deactivate('CN2GAR1')
$X_PROPERTY_TO_BUY[6] = 1283.844 
$Y_PROPERTY_TO_BUY[6] = 2528.703 
$Z_PROPERTY_TO_BUY[6] = 10.3203 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] radius 10.0 bitmask 16384 flag 0 
$1659 = 50000 
0517: $BUY_ASSET_PICKUPS[6] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1627 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6] 
018B: set_marker $1627 radar_mode 2 
Garage.Deactivate('BLOB69')
$X_PROPERTY_TO_BUY[7] = 922.3647 
$Y_PROPERTY_TO_BUY[7] = 2011.898 
$Z_PROPERTY_TO_BUY[7] = 10.766 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] radius 10.0 bitmask 16384 flag 0 
$1660 = 30000 
0517: $BUY_ASSET_PICKUPS[7] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1628 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7] 
018B: set_marker $1628 radar_mode 2 
Garage.Deactivate('BLOB7')
$X_PROPERTY_TO_BUY[8] = 2236.928 
$Y_PROPERTY_TO_BUY[8] = 162.8057 
$Z_PROPERTY_TO_BUY[8] = 26.8462 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] radius 10.0 bitmask 16384 flag 0 
$1661 = 35000 
0517: $BUY_ASSET_PICKUPS[8] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1629 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8] 
018B: set_marker $1629 radar_mode 2 
Garage.Deactivate('BURBDOO')
$X_PROPERTY_TO_BUY[9] = 1402.317 
$Y_PROPERTY_TO_BUY[9] = 1901.978 
$Z_PROPERTY_TO_BUY[9] = 10.8449 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] radius 10.0 bitmask 16384 flag 0 
$1662 = 30000 
0517: $BUY_ASSET_PICKUPS[9] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1630 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9] 
018B: set_marker $1630 radar_mode 2 
Garage.Deactivate('BLOB6')
$X_PROPERTY_TO_BUY[10] = 1687.98 
$Y_PROPERTY_TO_BUY[10] = -2100.643 
$Z_PROPERTY_TO_BUY[10] = 13.3343 
$1663 = 10000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[10] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] $Z_PROPERTY_TO_BUY[10] price $1663  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1631 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] $Z_PROPERTY_TO_BUY[10] 
018B: set_marker $1631 radar_mode 2 
Garage.Deactivate('CARLAS1')
$X_PROPERTY_TO_BUY[11] = -2106.639 
$Y_PROPERTY_TO_BUY[11] = 900.5537 
$Z_PROPERTY_TO_BUY[11] = 76.2032 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] radius 10.0 bitmask 16384 flag 0 
$1664 = 100000 
0517: $BUY_ASSET_PICKUPS[11] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1632 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11] 
018B: set_marker $1632 radar_mode 2 
Garage.Deactivate('CESAFE1')
$X_PROPERTY_TO_BUY[12] = 1331.186 
$Y_PROPERTY_TO_BUY[12] = -630.4962 
$Z_PROPERTY_TO_BUY[12] = 108.6349 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] radius 10.0 bitmask 16384 flag 0 
$1665 = 120000 
0518: $BUY_ASSET_PICKUPS[12] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] $Z_PROPERTY_TO_BUY[12] price $1665  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1633 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] $Z_PROPERTY_TO_BUY[12] 
018B: set_marker $1633 radar_mode 2 
Garage.Deactivate('SAV1SFE')
$X_PROPERTY_TO_BUY[13] = -2695.745 
$Y_PROPERTY_TO_BUY[13] = 818.4718 
$Z_PROPERTY_TO_BUY[13] = 49.4844 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] radius 10.0 bitmask 16384 flag 0 
$1666 = 20000 
0517: $BUY_ASSET_PICKUPS[13] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1634 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13] 
018B: set_marker $1634 radar_mode 2 
Garage.Deactivate('SAV1SFW')
$X_PROPERTY_TO_BUY[14] = -2456.926 
$Y_PROPERTY_TO_BUY[14] = -131.3292 
$Z_PROPERTY_TO_BUY[14] = 25.5376 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] radius 10.0 bitmask 16384 flag 0 
$1667 = 40000 
0517: $BUY_ASSET_PICKUPS[14] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1635 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14] 
018B: set_marker $1635 radar_mode 2 
Garage.Deactivate('SVGSFS1')
$X_PROPERTY_TO_BUY[15] = 892.6662 
$Y_PROPERTY_TO_BUY[15] = -1639.714 
$Z_PROPERTY_TO_BUY[15] = 14.4567 
$1668 = 10000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[15] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] $Z_PROPERTY_TO_BUY[15] price $1668  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1636 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] $Z_PROPERTY_TO_BUY[15] 
018B: set_marker $1636 radar_mode 2 
$X_PROPERTY_TO_BUY[16] = 1969.932 
$Y_PROPERTY_TO_BUY[16] = 1623.243 
$Z_PROPERTY_TO_BUY[16] = 12.3619 
$1669 = 6000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[16] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1637 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16] 
018B: set_marker $1637 radar_mode 2 
$X_PROPERTY_TO_BUY[17] = 2234.909 
$Y_PROPERTY_TO_BUY[17] = 1285.698 
$Z_PROPERTY_TO_BUY[17] = 10.3203 
$1670 = 6000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[17] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1638 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17] 
018B: set_marker $1638 radar_mode 2 
$X_PROPERTY_TO_BUY[18] = -2213.864 
$Y_PROPERTY_TO_BUY[18] = 723.5587 
$Z_PROPERTY_TO_BUY[18] = 48.914 
$1671 = 20000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[18] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1639 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18] 
018B: set_marker $1639 radar_mode 2 
$X_PROPERTY_TO_BUY[19] = -1439.014 
$Y_PROPERTY_TO_BUY[19] = -1540.59 
$Z_PROPERTY_TO_BUY[19] = 101.2579 
$1672 = 100000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[19] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1640 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19] 
018B: set_marker $1640 radar_mode 2 
$X_PROPERTY_TO_BUY[20] = -2027.83 
$Y_PROPERTY_TO_BUY[20] = -44.0454 
$Z_PROPERTY_TO_BUY[20] = 38.7692 
$1673 = 20000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[20] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1641 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20] 
018B: set_marker $1641 radar_mode 2 
$X_PROPERTY_TO_BUY[21] = -2419.677 
$Y_PROPERTY_TO_BUY[21] = 334.1621 
$Z_PROPERTY_TO_BUY[21] = 34.6796 
$1674 = 50000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[21] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1642 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21] 
018B: set_marker $1642 radar_mode 2 
$X_PROPERTY_TO_BUY[22] = -2079.097 
$Y_PROPERTY_TO_BUY[22] = -2309.899 
$Z_PROPERTY_TO_BUY[22] = 30.1172 
$1675 = 20000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[22] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1643 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22] 
018B: set_marker $1643 radar_mode 2 
$X_PROPERTY_TO_BUY[23] = -1534.17 
$Y_PROPERTY_TO_BUY[23] = 2650.3 
$Z_PROPERTY_TO_BUY[23] = 55.3437 
$1676 = 20000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[23] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1644 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23] 
018B: set_marker $1644 radar_mode 2 
$X_PROPERTY_TO_BUY[24] = -1045.775 
$Y_PROPERTY_TO_BUY[24] = 1552.976 
$Z_PROPERTY_TO_BUY[24] = 32.798 
$1677 = 20000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[24] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1645 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24] 
018B: set_marker $1645 radar_mode 2 
$X_PROPERTY_TO_BUY[25] = 793.5623 
$Y_PROPERTY_TO_BUY[25] = -514.4116 
$Z_PROPERTY_TO_BUY[25] = 16.3973 
$1678 = 40000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[25] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1646 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25] 
018B: set_marker $1646 radar_mode 2 
Garage.Deactivate('BURBDO2')
$X_PROPERTY_TO_BUY[26] = 2103.346 
$Y_PROPERTY_TO_BUY[26] = -1288.339 
$Z_PROPERTY_TO_BUY[26] = 23.8168 
$1679 = 10000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[26] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] $Z_PROPERTY_TO_BUY[26] price $1679  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1647 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] $Z_PROPERTY_TO_BUY[26] 
018B: set_marker $1647 radar_mode 2 
$X_PROPERTY_TO_BUY[27] = 2370.477 
$Y_PROPERTY_TO_BUY[27] = 2165.474 
$Z_PROPERTY_TO_BUY[27] = 10.3269 
$1680 = 6000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[27] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1648 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27] 
018B: set_marker $1648 radar_mode 2 
$X_PROPERTY_TO_BUY[28] = 2220.626 
$Y_PROPERTY_TO_BUY[28] = 1837.348 
$Z_PROPERTY_TO_BUY[28] = 10.3203 
$1681 = 6000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[28] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1649 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28] 
018B: set_marker $1649 radar_mode 2 
$X_PROPERTY_TO_BUY[29] = 2819.125 
$Y_PROPERTY_TO_BUY[29] = 2149.372 
$Z_PROPERTY_TO_BUY[29] = 10.3203 
$1682 = 10000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[29] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1650 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29] 
018B: set_marker $1650 radar_mode 2 
$X_PROPERTY_TO_BUY[30] = 2483.024 
$Y_PROPERTY_TO_BUY[30] = -2001.074 
$Z_PROPERTY_TO_BUY[30] = 13.054 
$1683 = 10000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[30] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] $Z_PROPERTY_TO_BUY[30] price $1683  // Drcke ~k~~PED_ANSWER_PHONE~, um diese Immobilie zu kaufen
0570: $1651 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] $Z_PROPERTY_TO_BUY[30] 
018B: set_marker $1651 radar_mode 2 
$X_PROPERTY_TO_BUY[31] = 206.8 
$Y_PROPERTY_TO_BUY[31] = -112.1 
$Z_PROPERTY_TO_BUY[31] = 4.3965 
$1684 = 10000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[31] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31]  // Du kannst diese Immobilie noch nicht kaufen.
0570: $1652 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31] 
018B: set_marker $1652 radar_mode 2 
$SAVE_PICKUPS_X[0] = 2495.53 
$SAVE_PICKUPS_Y[0] = -1711.88 
$SAVE_PICKUPS_Z[0] = 1014.24 
$SAVE_POINTS_X[0] = 2495.9 
$SAVE_POINTS_Y[0] = -1707.45 
$SAVE_POINTS_Z[0] = 1013.26 
$SAVE_POINTS_ANGLE[0] = 0.0 
$847 = 0 
$SAVE_PICKUPS_X[1] = 1263.05 
$SAVE_PICKUPS_Y[1] = -773.67 
$SAVE_PICKUPS_Z[1] = 1091.39 
$SAVE_POINTS_X[1] = 1263.76 
$SAVE_POINTS_Y[1] = -776.59 
$SAVE_POINTS_Z[1] = 1090.89 
$SAVE_POINTS_ANGLE[1] = 183.23 
$848 = 0 
$SAVE_PICKUPS_X[2] = 416.9548 
$SAVE_PICKUPS_Y[2] = 2538.813 
$SAVE_PICKUPS_Z[2] = 9.5077 
$SAVE_POINTS_X[2] = 418.0759 
$SAVE_POINTS_Y[2] = 2536.771 
$SAVE_POINTS_Z[2] = 9.0077 
$SAVE_POINTS_ANGLE[2] = 269.2893 
$849 = 0 
$SAVE_PICKUPS_X[3] = 2367.192 
$SAVE_PICKUPS_Y[3] = -1121.518 
$SAVE_PICKUPS_Z[3] = 1050.382 
$SAVE_POINTS_X[3] = 2367.072 
$SAVE_POINTS_Y[3] = -1123.715 
$SAVE_POINTS_Z[3] = 1049.875 
$SAVE_POINTS_ANGLE[3] = 183.259 
$850 = 0 
$SAVE_PICKUPS_X[4] = 2320.103 
$SAVE_PICKUPS_Y[4] = -1009.116 
$SAVE_PICKUPS_Z[4] = 1049.718 
$SAVE_POINTS_X[4] = 2320.103 
$SAVE_POINTS_Y[4] = -1013.375 
$SAVE_POINTS_Z[4] = 1049.211 
$SAVE_POINTS_ANGLE[4] = 181.7957 
$851 = 0 
$SAVE_PICKUPS_X[5] = 2342.873 
$SAVE_PICKUPS_Y[5] = -1063.939 
$SAVE_PICKUPS_Z[5] = 1048.523 
$SAVE_POINTS_X[5] = 2339.254 
$SAVE_POINTS_Y[5] = -1063.86 
$SAVE_POINTS_Z[5] = 1048.023 
$SAVE_POINTS_ANGLE[5] = 90.7733 
$852 = 0 
$SAVE_PICKUPS_X[6] = 2186.014 
$SAVE_PICKUPS_Y[6] = -1203.834 
$SAVE_PICKUPS_Z[6] = 1048.523 
$SAVE_POINTS_X[6] = 2189.818 
$SAVE_POINTS_Y[6] = -1203.83 
$SAVE_POINTS_Z[6] = 1048.031 
$SAVE_POINTS_ANGLE[6] = 268.6874 
$853 = 0 
$SAVE_PICKUPS_X[7] = 2313.369 
$SAVE_PICKUPS_Y[7] = -1208.744 
$SAVE_PICKUPS_Z[7] = 1048.523 
$SAVE_POINTS_X[7] = 2310.853 
$SAVE_POINTS_Y[7] = -1210.975 
$SAVE_POINTS_Z[7] = 1048.023 
$SAVE_POINTS_ANGLE[7] = 130.1776 
$854 = 0 
$SAVE_PICKUPS_X[8] = 2249.397 
$SAVE_PICKUPS_Y[8] = -1209.449 
$SAVE_PICKUPS_Z[8] = 1048.523 
$SAVE_POINTS_X[8] = 2252.7 
$SAVE_POINTS_Y[8] = -1209.388 
$SAVE_POINTS_Z[8] = 1048.023 
$SAVE_POINTS_ANGLE[8] = 270.3929 
$855 = 0 
$SAVE_PICKUPS_X[9] = 2244.533 
$SAVE_PICKUPS_Y[9] = -1077.663 
$SAVE_PICKUPS_Z[9] = 1048.523 
$SAVE_POINTS_X[9] = 2241.069 
$SAVE_POINTS_Y[9] = -1077.736 
$SAVE_POINTS_Z[9] = 1048.031 
$SAVE_POINTS_ANGLE[9] = 88.0268 
$856 = 0 
$SAVE_PICKUPS_X[10] = 2205.382 
$SAVE_PICKUPS_Y[10] = -1074.59 
$SAVE_PICKUPS_Z[10] = 1049.977 
$SAVE_POINTS_X[10] = 2207.852 
$SAVE_POINTS_Y[10] = -1075.324 
$SAVE_POINTS_Z[10] = 1049.477 
$SAVE_POINTS_ANGLE[10] = 261.7253 
$857 = 0 
$SAVE_PICKUPS_X[11] = 2233.024 
$SAVE_PICKUPS_Y[11] = -1105.717 
$SAVE_PICKUPS_Z[11] = 1050.39 
$SAVE_POINTS_X[11] = 2233.231 
$SAVE_POINTS_Y[11] = -1107.852 
$SAVE_POINTS_Z[11] = 1049.89 
$SAVE_POINTS_ANGLE[11] = 182.2496 
$858 = 0 
$SAVE_PICKUPS_X[12] = 2278.139 
$SAVE_PICKUPS_Y[12] = -1139.583 
$SAVE_PICKUPS_Z[12] = 1050.398 
$SAVE_POINTS_X[12] = 2281.524 
$SAVE_POINTS_Y[12] = -1139.37 
$SAVE_POINTS_Z[12] = 1049.898 
$SAVE_POINTS_ANGLE[12] = 273.5033 
$859 = 0 
$SAVE_PICKUPS_X[13] = -2037.89 
$SAVE_PICKUPS_Y[13] = -2526.96 
$SAVE_PICKUPS_Z[13] = 30.13 
$SAVE_POINTS_X[13] = -2039.78 
$SAVE_POINTS_Y[13] = -2529.1 
$SAVE_POINTS_Z[13] = 29.63 
$SAVE_POINTS_ANGLE[13] = 21.23 
$860 = 0 
$SAVE_PICKUPS_X[14] = 877.81 
$SAVE_PICKUPS_Y[14] = -26.91 
$SAVE_PICKUPS_Z[14] = 62.69 
$SAVE_POINTS_X[14] = 877.04 
$SAVE_POINTS_Y[14] = -30.16 
$SAVE_POINTS_Z[14] = 62.19 
$SAVE_POINTS_ANGLE[14] = 66.85 
$861 = 0 
$SAVE_PICKUPS_X[15] = -2026.481 
$SAVE_PICKUPS_Y[15] = 156.8028 
$SAVE_PICKUPS_Z[15] = 28.5391 
$SAVE_POINTS_X[15] = -2021.036 
$SAVE_POINTS_Y[15] = 156.0674 
$SAVE_POINTS_Z[15] = 27.6521 
$SAVE_POINTS_ANGLE[15] = 272.5815 
$862 = 0 
$SAVE_PICKUPS_X[16] = -693.3776 
$SAVE_PICKUPS_Y[16] = 957.824 
$SAVE_PICKUPS_Z[16] = 11.7829 
$SAVE_POINTS_X[16] = -700.3663 
$SAVE_POINTS_Y[16] = 966.0852 
$SAVE_POINTS_Z[16] = 11.3575 
$SAVE_POINTS_ANGLE[16] = 90.0 
$863 = 0 
$SAVE_PICKUPS_X[17] = 2024.564 
$SAVE_PICKUPS_Y[17] = 996.4728 
$SAVE_PICKUPS_Z[17] = 10.3203 
$SAVE_POINTS_X[17] = 2027.043 
$SAVE_POINTS_Y[17] = 996.0585 
$SAVE_POINTS_Z[17] = 9.9203 
$SAVE_POINTS_ANGLE[17] = 275.516 
$864 = 0 
$SAVE_PICKUPS[0] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[0], $SAVE_PICKUPS_Y[0], $SAVE_PICKUPS_Z[0])
$SAVE_PICKUPS[1] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[1], $SAVE_PICKUPS_Y[1], $SAVE_PICKUPS_Z[1])
$SAVE_PICKUPS[2] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[2], $SAVE_PICKUPS_Y[2], $SAVE_PICKUPS_Z[2])
$SAVE_PICKUPS[3] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[3], $SAVE_PICKUPS_Y[3], $SAVE_PICKUPS_Z[3])
$SAVE_PICKUPS[4] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[4], $SAVE_PICKUPS_Y[4], $SAVE_PICKUPS_Z[4])
$SAVE_PICKUPS[5] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[5], $SAVE_PICKUPS_Y[5], $SAVE_PICKUPS_Z[5])
$SAVE_PICKUPS[6] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[6], $SAVE_PICKUPS_Y[6], $SAVE_PICKUPS_Z[6])
$SAVE_PICKUPS[7] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[7], $SAVE_PICKUPS_Y[7], $SAVE_PICKUPS_Z[7])
$SAVE_PICKUPS[8] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[8], $SAVE_PICKUPS_Y[8], $SAVE_PICKUPS_Z[8])
$SAVE_PICKUPS[9] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[9], $SAVE_PICKUPS_Y[9], $SAVE_PICKUPS_Z[9])
$SAVE_PICKUPS[10] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[10], $SAVE_PICKUPS_Y[10], $SAVE_PICKUPS_Z[10])
$SAVE_PICKUPS[11] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[11], $SAVE_PICKUPS_Y[11], $SAVE_PICKUPS_Z[11])
$SAVE_PICKUPS[12] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[12], $SAVE_PICKUPS_Y[12], $SAVE_PICKUPS_Z[12])
$SAVE_PICKUPS_INDEX = 0 
$1742 = 1099.551 
$1743 = 1601.497 
$1744 = 11.5546 
$1745 = -2120.042 
$1746 = -444.2838 
$1747 = 34.5312 
$1748 = 2695.624 
$1749 = -1704.688 
$1750 = 10.8437 
0570: $1739 = create_asset_radar_marker_with_icon 33 at $1742 $1743 $1744 
0570: $1740 = create_asset_radar_marker_with_icon 33 at $1745 $1746 $1747 
0570: $1741 = create_asset_radar_marker_with_icon 33 at $1748 $1749 $1750 
$1751 = 2644.441 
$1752 = -2012.558 
$1753 = 12.5469 
if 
  6 > $1786 
else_jump @INITIAL_6005 
$1764($1786,6i) = 0 
$1770($1786,6i) = 0 
$1776($1786,6i) = 0 

:INITIAL_6005
$1782 = 0 
$1783 = 0 
$1784 = 0 
$1785 = 0 
$1787 = 0 
$1790 = 0 
$1791 = 0 
$1789 = 0 
$1788 = 0 
$1794 = 0 
$MISSION_BEATTHECOCK_TYPE = 1 
$MISSION_BEATTHECOCK_PASSED = 0 
$HELP_CHILIAD_CYCLING_SHOWN = 0 
$MISSION_CHILIAD_CHALLENGE_PASSED = 0 
$1802 = 0 
$1803 = 0 
$1804 = 25 
$ONMISSION_MIKE_TORENO = 0 
$1799 = 1 
$1846 = 0 
$1847 = 0 
$ONMISSION_SHOOTING = 0 
$SHOOTING_X[0] = 292.33 
$SHOOTING_Y[0] = -35.39 
$SHOOTING_Z[0] = 1000.5 
$SHOOTING_X[1] = 289.4804 
$SHOOTING_Y[1] = -79.6619 
$SHOOTING_Z[1] = 1001.727 
$SHOOTING_X[2] = 309.9744 
$SHOOTING_Y[2] = -135.3927 
$SHOOTING_Z[2] = 1002.826 
$SHOOTING_X[3] = 306.8972 
$SHOOTING_Y[3] = -164.9947 
$SHOOTING_Z[3] = 1000.259 
$1884 = 0 
$1873 = 0 
$1900 = 0 
$1903 = 0 
$1907 = 5000 
$1909 = 0 
$FLAG_PLAYER_IN_CRANE = 0 
$1911 = 0 
$1912 = 1 
$1913 = 0 
$1914 = 0 
$1915 = 0 
$1916 = 0 
$1917 = 0 
$1918 = 0 
$1919 = 0 
$1920 = 0 
$1932 = 2000 
$1934 = 2000 
$1937 = 8000 
$1939 = 0 
$1486 = 0 
$490 = 0 
$1798 = 0 
$1494 = 999999 
$1495 = 999999 
$1496 = 999999 
$DEFAULT_WAIT_TIME = 250 
$108 = 0.0625 
0086: $109 = $108 // (float) 
$109 /= 2.0 
0086: $110 = $109 // (float) 
$110 /= 2.0 
$30 = 0 
$56 = 1 
$177 = -425.0 
$178 = 1410.0 
$179 = 10.0 
$334 = 99999999 
$335 = 99999999 
$336 = 99999999 
$337 = 99999999 
$338 = 99999999 
$339 = 99999999 
$340 = 99999999 
$341 = 99999999 
$342 = 99999999 
$343 = 99999999 
$344 = 99999999 
$345 = 99999999 
$346 = 0 
$347 = 0 
$348 = 0 
$349 = 0 
$350 = 0 
$351 = 0 
$MISSION_LEARNING_TO_FLY_PASSED = 0 
$MISSION_BACK_TO_SCHOOL_PASSED = 0 
$107 = 0 
$105 = 0 
$91 = 0 
$92 = 0 
$93 = 0 
$94 = 0 
$95 = 0 
$96 = 0 
$97 = 0 
$98 = 0 
$99 = 0 
$100 = 0 
$101 = 0 
$102 = 0 
$103 = 0 
$104 = 0 
$53 = 0 
$1940 = 1 
$MISSION_BLOODRING_PASSED = 0 
$FLIGHT_SCHOOL_RECORDS[0] = 0 
$FLIGHT_SCHOOL_RECORDS[1] = 0 
$FLIGHT_SCHOOL_RECORDS[2] = 0 
$FLIGHT_SCHOOL_RECORDS[3] = 0 
$FLIGHT_SCHOOL_RECORDS[4] = 0 
$FLIGHT_SCHOOL_RECORDS[5] = 0 
$FLIGHT_SCHOOL_RECORDS[6] = 0 
$FLIGHT_SCHOOL_RECORDS[7] = 0 
$FLIGHT_SCHOOL_RECORDS[8] = 0 
$FLIGHT_SCHOOL_RECORDS[9] = 0 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 1 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 1 
$FLIGHT_SCHOOL_BRIEF_PLAYED = 0 
$PILOT_LICENSE_OBTAINED = 0 
$PARKED_RUSTLER_EXISTS = 0 
$PARKED_STUNT_EXISTS = 0 
$PARKED_HUNTER_EXISTS = 0 
014B: $PARKED_RUSTLER = init_parked_car_generator #RUSTLER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 325.12 2537.1 17.52 angle 180.0 
014B: $PARKED_STUNT = init_parked_car_generator #STUNT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 348.0 2537.1 17.42 angle 180.0 
014B: $PARKED_HUNTER = init_parked_car_generator #HUNTER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 365.51 2537.1 17.42 angle 180.0 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 0 
$1962 = 1 
$1963 = 60000 
$1964 = 80000 
$1965 = 180000 
$1966 = 10 
$1967 = 200000 
$1968 = 0 
$MISSION_BOAT_SCHOOL_PASSED = 0 
$1970 = 0 
$1971 = 0 
$1972 = 0 
$1973 = 0 
$1974 = 0 
$1975 = 0 
$1976 = 0 
$1977 = 0 
$1978 = 0 
$1979 = 0 
$1980 = 0 
$1981 = 0 
$1982 = 0 
$1983 = 0 
$1984 = 0 
$PARKED_MARQUIS_EXISTS = 0 
$PARKED_SQUALO_EXISTS = 0 
$PARKED_JETMAX_EXISTS = 0 
014B: $PARKED_MARQUIS = init_parked_car_generator #MARQUIS color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2227.104 2445.776 0.0 angle 229.3771 
014B: $PARKED_SQUALO = init_parked_car_generator #SQUALO color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2223.873 2409.866 0.0 angle 49.0555 
014B: $PARKED_JETMAX = init_parked_car_generator #JETMAX color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2247.836 2425.675 0.0 angle 220.2123 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_SQUALO cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_JETMAX cars_to_generate_to 0 
$MISSION_PIMPING_PASSED = 0 
$MISSION_COURIER_LS_PASSED = 0 
$MISSION_COURIER_LV_PASSED = 0 
$MISSION_COURIER_SF_PASSED = 0 
$1995 = 2000 
$1997 = 2000 
$1999 = 2000 
$2001 = 0 
$2170 = 0 
$2163 = 0 
$2162 = 0 
$2164 = 0 
$2165 = 0 
$2166 = 0 
$2167 = 0 
$2168 = 0 
$2169 = 0 
$2171 = 0 
$2172 = 0 
$2173 = 0 
$2174 = 0 
$2175 = 0 
$2176 = 0 
$2177 = 0 
$2178 = 0 
$2179 = 0 
$2180 = 0 
$2181 = 0 
$2182 = 0 
$2183 = 0 
$2184 = 0 
$2185 = 0 
$2186 = 0 
$2187 = 0 
$2188 = 0 
$PARKED_FREEWAY_EXISTS = 0 
$PARKED_FCR900_EXISTS = 0 
$PARKED_NRG500_EXISTS = 0 
014B: $PARKED_FREEWAY = init_parked_car_generator #FREEWAY color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1174.76 1364.832 10.1203 angle 280.0355 
014B: $PARKED_FCR900 = init_parked_car_generator #FCR900 color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1174.999 1366.479 10.1203 angle 282.2258 
014B: $PARKED_NRG500 = init_parked_car_generator #NRG500 color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1174.467 1368.359 10.1203 angle 283.0546 
014C: set_parked_car_generator $PARKED_FREEWAY cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_FCR900 cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_NRG500 cars_to_generate_to 0 
$BCESAR2_TIMES_PASSED = 0 
$840 = 0 
$MISSION_WUZIMU_STARTED_FLAG = 0 
$HELP_RESPECT_SHOWN = 0 
$BCESAR2_PASSED_ONCE = 0 
$2199 = 0 
$2200 = 0 
$MISSION_DRIVING_SCHOOL_PASSED = 0 
$2202 = 0 
$2203 = 0 
$2204 = 0 
$2206 = 0 
$2207 = 0 
$2208 = 0 
$4 = 0.0 
$5 = 0.0 
$6 = 0.0 
$7 = 0.0 
$8 = 0.0 
$9 = 0.0 
$LS_FINAL_MISSIONS_STARTED = 0 
$76 = 1.5 
$77 = 1.5 
$78 = 3.0 
$79 = 4.0 
$80 = 4.0 
$81 = 4.0 
$X_RACE_TOURNAMENT_POINT[0] = 1766.134 
$Y_RACE_TOURNAMENT_POINT[0] = -1704.228 
$Z_RACE_TOURNAMENT_POINT[0] = 12.4731 
$X_RACE_TOURNAMENT_POINT[1] = -1922.922 
$Y_RACE_TOURNAMENT_POINT[1] = 282.7151 
$Z_RACE_TOURNAMENT_POINT[1] = 40.0391 
$X_RACE_TOURNAMENT_POINT[2] = 1636.916 
$Y_RACE_TOURNAMENT_POINT[2] = 912.9478 
$Z_RACE_TOURNAMENT_POINT[2] = 9.689 
$X_RACE_TOURNAMENT_POINT[3] = 1701.69 
$Y_RACE_TOURNAMENT_POINT[3] = 1649.193 
$Z_RACE_TOURNAMENT_POINT[3] = 9.6296 
$CURRENT_TOURNAMENT = 0 
$RACES_BEST_RESULT[0] = 999999999 
$RACES_BEST_RESULT[1] = 999999999 
$RACES_BEST_RESULT[2] = 999999999 
$RACES_BEST_RESULT[3] = 999999999 
$RACES_BEST_RESULT[4] = 999999999 
$RACES_BEST_RESULT[5] = 999999999 
$RACES_BEST_RESULT[6] = 999999999 
$RACES_BEST_RESULT[7] = 999999999 
$RACES_BEST_RESULT[8] = 999999999 
$RACES_BEST_RESULT[9] = 999999999 
$RACES_BEST_RESULT[10] = 999999999 
$RACES_BEST_RESULT[11] = 999999999 
$RACES_BEST_RESULT[12] = 999999999 
$RACES_BEST_RESULT[13] = 999999999 
$RACES_BEST_RESULT[14] = 999999999 
$RACES_BEST_RESULT[15] = 999999999 
$RACES_BEST_RESULT[16] = 999999999 
$RACES_BEST_RESULT[17] = 999999999 
$RACES_BEST_RESULT[18] = 999999999 
$RACES_BEST_RESULT[19] = 999999999 
$RACES_BEST_RESULT[20] = 999999999 
$RACES_BEST_RESULT[21] = 999999999 
$RACES_BEST_RESULT[22] = 999999999 
$RACES_BEST_RESULT[23] = 999999999 
$RACES_BEST_RESULT[24] = 999999999 
$RACES_BEST_RESULT[25] = 999999999 
$RACES_BEST_RESULT[26] = 999999999 
$RACES_BEST_RESULT[27] = 999999999 
$RACES_BEST_RESULT[28] = 999999999 
$RACES_BEST_RESULT[29] = 999999999 
$RACES_CURRENT_BEST_TIME[0] = 999999999 
$RACES_CURRENT_BEST_TIME[1] = 999999999 
$RACES_CURRENT_BEST_TIME[2] = 999999999 
$RACES_CURRENT_BEST_TIME[3] = 999999999 
$RACES_CURRENT_BEST_TIME[4] = 999999999 
$RACES_CURRENT_BEST_TIME[5] = 999999999 
$RACES_CURRENT_BEST_TIME[6] = 999999999 
$RACES_CURRENT_BEST_TIME[7] = 999999999 
$RACES_CURRENT_BEST_TIME[8] = 999999999 
$RACES_CURRENT_BEST_TIME[9] = 999999999 
$RACES_CURRENT_BEST_TIME[10] = 999999999 
$RACES_CURRENT_BEST_TIME[11] = 999999999 
$RACES_CURRENT_BEST_TIME[12] = 999999999 
$RACES_CURRENT_BEST_TIME[13] = 999999999 
$RACES_CURRENT_BEST_TIME[14] = 999999999 
$RACES_CURRENT_BEST_TIME[15] = 999999999 
$RACES_CURRENT_BEST_TIME[16] = 999999999 
$RACES_CURRENT_BEST_TIME[17] = 999999999 
$RACES_CURRENT_BEST_TIME[18] = 999999999 
$RACES_CURRENT_BEST_TIME[19] = 999999999 
$RACES_CURRENT_BEST_TIME[20] = 999999999 
$RACES_CURRENT_BEST_TIME[21] = 999999999 
$RACES_CURRENT_BEST_TIME[22] = 999999999 
$RACES_CURRENT_BEST_TIME[23] = 999999999 
$RACES_CURRENT_BEST_TIME[24] = 999999999 
$RACES_CURRENT_BEST_TIME[25] = 999999999 
$RACES_CURRENT_BEST_TIME[26] = 999999999 
$RACES_CURRENT_BEST_TIME[27] = 999999999 
$RACES_CURRENT_BEST_TIME[28] = 999999999 
$RACES_CURRENT_BEST_TIME[29] = 999999999 
$RACES_NEW_BEST_TIME[0] = 999999999 
$RACES_NEW_BEST_TIME[1] = 999999999 
$RACES_NEW_BEST_TIME[2] = 999999999 
$RACES_NEW_BEST_TIME[3] = 999999999 
$RACES_NEW_BEST_TIME[4] = 999999999 
$RACES_NEW_BEST_TIME[5] = 999999999 
$RACES_NEW_BEST_TIME[6] = 999999999 
$RACES_NEW_BEST_TIME[7] = 999999999 
$RACES_NEW_BEST_TIME[8] = 999999999 
$RACES_NEW_BEST_TIME[9] = 999999999 
$RACES_NEW_BEST_TIME[10] = 999999999 
$RACES_NEW_BEST_TIME[11] = 999999999 
$RACES_NEW_BEST_TIME[12] = 999999999 
$RACES_NEW_BEST_TIME[13] = 999999999 
$RACES_NEW_BEST_TIME[14] = 999999999 
$RACES_NEW_BEST_TIME[15] = 999999999 
$RACES_NEW_BEST_TIME[16] = 999999999 
$RACES_NEW_BEST_TIME[17] = 999999999 
$RACES_NEW_BEST_TIME[18] = 999999999 
$RACES_NEW_BEST_TIME[19] = 999999999 
$RACES_NEW_BEST_TIME[20] = 999999999 
$RACES_NEW_BEST_TIME[21] = 999999999 
$RACES_NEW_BEST_TIME[22] = 999999999 
$RACES_NEW_BEST_TIME[23] = 999999999 
$RACES_NEW_BEST_TIME[24] = 999999999 
$RACES_NEW_BEST_TIME[25] = 999999999 
$RACES_NEW_BEST_TIME[26] = 999999999 
$RACES_NEW_BEST_TIME[27] = 999999999 
$RACES_NEW_BEST_TIME[28] = 999999999 
$RACES_NEW_BEST_TIME[29] = 999999999 
$RACES_WON[0] = 0 
$RACES_WON[1] = 0 
$RACES_WON[2] = 0 
$RACES_WON[3] = 0 
$RACES_WON[4] = 0 
$RACES_WON[5] = 0 
$RACES_WON[6] = 0 
$RACES_WON[7] = 0 
$RACES_WON[8] = 0 
$RACES_WON[9] = 0 
$RACES_WON[10] = 0 
$RACES_WON[11] = 0 
$RACES_WON[12] = 0 
$RACES_WON[13] = 0 
$RACES_WON[14] = 0 
$RACES_WON[15] = 0 
$RACES_WON[16] = 0 
$RACES_WON[17] = 0 
$RACES_WON[18] = 0 
$RACES_WON[19] = 0 
$RACES_WON[20] = 0 
$RACES_WON[21] = 0 
$RACES_WON[22] = 0 
$RACES_WON[23] = 0 
$RACES_WON[24] = 0 
$RACES_WON[25] = 0 
$RACES_WON[26] = 0 
$RACES_WON[27] = 0 
$RACES_WON[28] = 0 
$RACES_WON[29] = 0 
$RACES_WON_NUMBER = 0 
$ALL_RACES_WON_PRIZE_FLAG = 0 
$CARMOD_DISABLED_FLAG = 0 
$190 = 0 
$191 = 0 
$192 = 0 
$X_CATALINA_HOUSE = 868.3358 
$Y_CATALINA_HOUSE = -29.5529 
$Z_CATALINA_HOUSE = 62.3276 
$X_LOCAL_LIQUOR_STORE = 257.5389 
$Y_LOCAL_LIQUOR_STORE = -77.23 
$Z_LOCAL_LIQUOR_STORE = 1.3678 
$X_SMALL_TOWN_BANK = 2297.78 
$Y_SMALL_TOWN_BANK = -16.83 
$Z_SMALL_TOWN_BANK = 26.29 
$X_TANKER_COMMANDER = 652.17 
$Y_TANKER_COMMANDER = -559.75 
$Z_TANKER_COMMANDER = 15.15 
$X_AGAINST_ALL_ODDS = 1294.09 
$Y_AGAINST_ALL_ODDS = 267.78 
$Z_AGAINST_ALL_ODDS = 18.54 
$X_MEETING_CATALINA = 681.595 
$Y_MEETING_CATALINA = -478.7909 
$Z_MEETING_CATALINA = 15.3281 
$CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 0 
$CATALINA_DIALOG_BETTING_SHOP_PLAYED = 0 
$CATALINA_TOTAL_PASSED_MISSIONS = 0 
$MISSION_LOCAL_LIQUOR_STORE_PASSED = 0 
$MISSION_SMALL_TOWN_BANK_PASSED = 0 
$MISSION_TANKER_COMMANDER_PASSED = 0 
$ALL_CATALINA_MISSIONS_PASSED = 0 
$666 = 415.55 
$667 = 2533.57 
$668 = 19.18 
014B: $LEVIATHAN_PARKED = init_parked_car_generator #LEVIATHN color -1 -1 1 alarm 0 door_lock 0 0 10000 at 383.178 2538.891 16.53 angle 180.0 
014C: set_parked_car_generator $LEVIATHAN_PARKED cars_to_generate_to 0 
$X_JOHNSON_HOUSE = 2495.214 
$Y_JOHNSON_HOUSE = -1687.03 
$Z_JOHNSON_HOUSE = 12.5144 
$X_SWEET_HOUSE = 2515.07 
$Y_SWEET_HOUSE = -1673.98 
$Z_SWEET_HOUSE = 12.71 
$X_RYDER_HOUSE = 2459.55 
$Y_RYDER_HOUSE = -1687.75 
$Z_RYDER_HOUSE = 12.56 
$X_BIG_SMOKE_HOUSE = 2070.87 
$Y_BIG_SMOKE_HOUSE = -1703.01 
$Z_BIG_SMOKE_HOUSE = 12.55 
$X_OG_LOC_WORK = 790.54 
$Y_OG_LOC_WORK = -1627.91 
$Z_OG_LOC_WORK = 12.39 
$X_OG_LOC_HOUSE = 2486.61 
$Y_OG_LOC_HOUSE = -1649.42 
$Z_OG_LOC_HOUSE = 12.48 
$X_CESAR_HOUSE = 1801.08 
$Y_CESAR_HOUSE = -2117.92 
$Z_CESAR_HOUSE = 12.56 
$X_CRASH_LS = 1042.85 
$Y_CRASH_LS = -1338.62 
$Z_CRASH_LS = 12.55 
$X_ANGEL_PINE = -2043.34 
$Y_ANGEL_PINE = -2525.99 
$Z_ANGEL_PINE = 29.62 
$X_TRUTH_FARM = -922.5121 
$Y_TRUTH_FARM = -1719.395 
$Z_TRUTH_FARM = 76.5703 
$X_ANGEL_PINE_MOTEL = -2198.87 
$Y_ANGEL_PINE_MOTEL = -2261.202 
$Z_ANGEL_PINE_MOTEL = 29.6419 
$X_MONTGOMERY = 1552.78 
$Y_MONTGOMERY = 39.3031 
$Z_MONTGOMERY = 23.1445 
$X_WOOZIE_HOUSE = -2154.208 
$Y_WOOZIE_HOUSE = 645.3251 
$Z_WOOZIE_HOUSE = 51.3516 
$X_JIZZY_CLUB = -2623.497 
$Y_JIZZY_CLUB = 1405.66 
$Z_JIZZY_CLUB = 6.1016 
$X_SF_GARAGE_2 = -2031.261 
$Y_SF_GARAGE_2 = 179.2488 
$Z_SF_GARAGE_2 = 27.8359 
$X_ZERO_RC_SHOP = -2245.663 
$Y_ZERO_RC_SHOP = 128.8889 
$Z_ZERO_RC_SHOP = 34.3203 
$X_SF_GARAGE_3 = -2030.402 
$Y_SF_GARAGE_3 = 148.8279 
$Z_SF_GARAGE_3 = 27.8359 
$X_SF_GARAGE = -2030.402 
$Y_SF_GARAGE = 148.8279 
$Z_SF_GARAGE = 27.8359 
$X_DRIVING_SCHOOL = -2026.811 
$Y_DRIVING_SCHOOL = -114.9093 
$Z_DRIVING_SCHOOL = 1034.179 
$X_TIERRA_ROBADA_RANCH = -685.2156 
$Y_TIERRA_ROBADA_RANCH = 923.2191 
$Z_TIERRA_ROBADA_RANCH = 11.1531 
$X_OLD_AIRPORT = 327.448 
$Y_OLD_AIRPORT = 2530.095 
$Z_OLD_AIRPORT = 15.8066 
$X_THE_FOUR_DRAGONS_CASINO = 1962.432 
$Y_THE_FOUR_DRAGONS_CASINO = 974.675 
$Z_THE_FOUR_DRAGONS_CASINO = 993.4688 
$X_THE_FOUR_DRAGONS_CASINO_2 = 1962.398 
$Y_THE_FOUR_DRAGONS_CASINO_2 = 1060.962 
$Z_THE_FOUR_DRAGONS_CASINO_2 = 993.4688 
$X_CALIGULA_PALACE = 2270.634 
$Y_CALIGULA_PALACE = 1635.599 
$Z_CALIGULA_PALACE = 1007.367 
$X_PRICKLE_PINE_LV = 1598.557 
$Y_PRICKLE_PINE_LV = 2667.83 
$Z_PRICKLE_PINE_LV = 9.8203 
$X_ROYAL_CASINO = 2090.0 
$Y_ROYAL_CASINO = 1451.0 
$Z_ROYAL_CASINO = 9.8 
$X_MADD_DOGG_CRIB = 1253.788 
$Y_MADD_DOGG_CRIB = -785.2594 
$Z_MADD_DOGG_CRIB = 91.0313 
$636 = 2496.06 
$637 = -1687.96 
$638 = 12.53 
$419 = -299.6 
$420 = 1530.4 
$421 = 74.7 
$X_PERSHING_SQUARE_LS = 1498.7 
$Y_PERSHING_SQUARE_LS = -1631.9 
$Z_PERSHING_SQUARE_LS = 14.0 
$425 = 1505.7 
$426 = -1631.9 
$427 = 14.0 
$431 = 1512.7 
$432 = -1631.9 
$433 = 14.0 
$639 = 1960.898 
$640 = 1008.406 
$641 = 991.4745 
$2337 = 1918.988 
$2338 = -1789.324 
$2339 = 12.5 
$2340 = -1563.768 
$2341 = 2690.873 
$2342 = 54.6985 
$642 = 828.77 
$643 = 4.71 
$644 = 1003.17 
$428 = 1494.3 
$429 = -1644.6 
$430 = 14.0 
$645 = 1489.5 
$646 = -1674.2 
$647 = 12.5 
$648 = -2132.45 
$649 = -47.0 
$650 = 35.3 
$651 = 2323.97 
$652 = -1517.04 
$653 = 24.32 
$654 = 1979.1 
$655 = -1996.1 
$656 = 12.4 
$657 = 862.9 
$658 = -1154.8 
$659 = 23.0 
$660 = -1758.877 
$661 = 952.744 
$662 = 23.7487 
$663 = 2258.523 
$664 = 1613.25 
$665 = 1005.188 
$188 = 0 
$ONMISSION_COURIER = 0 
$2343 = 1359.45 
$2344 = -1755.0 
$2345 = 12.85 
$2346 = -2590.44 
$2347 = 73.21 
$2348 = 3.91 
$2349 = 1887.79 
$2350 = 2087.39 
$2351 = 10.05 
$2352 = 823.6816 
$2353 = 854.1741 
$2354 = 10.7949 
$2355 = -2309.23 
$2356 = -1651.22 
$2357 = 483.09 
$2358 = -1517.903 
$2359 = 153.7578 
$2360 = 2.7813 
$2361 = 2705.172 
$2362 = -1698.127 
$2363 = 10.8515 
$2364 = 1134.0 
$2365 = -7.0 
$2366 = 1001.0 
$2367 = -2187.378 
$2368 = 2416.552 
$2369 = 4.166 
$2370 = 1173.877 
$2371 = 1351.037 
$2372 = 9.9219 
$2373 = -77.6456 
$2374 = -1136.401 
$2375 = 0.0781 
$2376 = -2645.23 
$2377 = 1413.3 
$2378 = -92.69 
$2379 = -2325.37 
$2380 = -131.655 
$2381 = 34.3 
$2382 = 563.78 
$2383 = 2725.14 
$2384 = 60.49 
$2385 = 424.657 
$2386 = -1439.674 
$2387 = 30.341 
$2388 = 1681.19 
$2389 = -1433.31 
$2390 = 12.53 
$2391 = 1576.734 
$2392 = -1609.741 
$2393 = 12.3828 
$2394 = 2831.243 
$2395 = -1674.637 
$2396 = 8.9732 
$2397 = 2668.769 
$2398 = -1753.973 
$2399 = 10.8515 
$2400 = -2338.5 
$2401 = -109.01 
$2402 = 34.36 
$2403 = 764.4572 
$2404 = 2.745 
$2405 = 999.7153 
$2406 = 2747.055 
$2407 = -1691.208 
$2408 = 10.8515 
$2409 = 2694.246 
$2410 = -1706.007 
$2411 = 10.8556 
$2413 = 0 
$2414 = 0 
$SAVE_PICKUPS_EXIST = 0 
$GYMS_ACCESSIBLE_FLAG = 0 
$2547 = 0 
$2545 = 0 
$2544 = 0 
$2546 = 0 
$2425 = 0 
$2418 = 0 
$2420 = 0 
$2422 = 0 
$2424 = 0 
$2516 = 0 
$2517 = 0 
$2513 = 0 
$2514 = 0 
$2515 = 0 
$2548 = 0 
$2549 = 0 
$2550 = 0 
$2551 = 0 
$2552 = 0 
$2553 = 0 
$2554 = 0 
$GIMP_SUIT_AVAILABLE = 0 
$VALET_UNIFORM_AVAILABLE = 0 
$CROUPIER_UNIFORM_AVAILABLE = 0 
$COP_UNIFORM_AVAILABLE = 0 
$RURAL_CLOTHES_AVAILABLE = 0 
$RACING_SUIT_AVAILABLE = 0 
$MEDIC_UNIFORM_AVAILABLE = 0 
$PIMP_SUIT_AVAILABLE = 0 
$2564 = 0 
$2565 = 0 
$2566 = 0 
$2567 = 0 
$2568 = 0 
$2569 = 0 
$2570 = 0 
$2571 = 0 
$2572 = 0 
$2573 = 0 
$2574 = 0 
$2575 = 0 
$2576 = 0 
$2577 = 0 
$449 = Marker.CreateIconWithoutSphere(63, 2067.4, -1831.2, 13.5)
$450 = Marker.CreateIconWithoutSphere(63, 488.0, -1734.0, 34.4)
$451 = Marker.CreateIconWithoutSphere(63, 720.016, -454.625, 15.328)
$2649 = Marker.CreateIconWithoutSphere(63, -1420.547, 2583.945, 58.031)
$2650 = Marker.CreateIconWithoutSphere(63, 1966.532, 2162.65, 10.995)
$2651 = Marker.CreateIconWithoutSphere(63, -2425.46, 1020.83, 49.39)
$2652 = Marker.CreateIconWithoutSphere(63, 1021.8, -1018.7, 30.9)
$2653 = Marker.CreateIconWithoutSphere(63, -1908.9, 292.3, 40.0)
$2654 = Marker.CreateIconWithoutSphere(63, -103.6, 1112.4, 18.7)
$2655 = 0 
$2656 = 0 
Garage.Deactivate('CN2GAR2')
016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 
016C: restart_if_wasted_at 1180.85 -1325.57 12.58 angle 271.4 town_number 0 
016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 
016C: restart_if_wasted_at 1244.437 331.2261 18.5547 angle 7.5465 town_number 1 
016D: restart_if_busted_at 632.2344 -571.7104 15.3515 angle 267.2 town_number 1 
016C: restart_if_wasted_at -2199.719 -2308.075 29.6181 angle 322.8928 town_number 1 
016D: restart_if_busted_at -2163.829 -2387.817 29.625 angle 134.2066 town_number 1 
016C: restart_if_wasted_at -2670.285 616.4364 13.4531 angle 183.1042 town_number 1 
016D: restart_if_busted_at -1605.792 716.8598 11.0241 angle 355.2978 town_number 1 
016C: restart_if_wasted_at -316.3832 1056.045 18.7344 angle 1.6017 town_number 2 
016D: restart_if_busted_at -212.1889 979.4168 18.3219 angle 278.0478 town_number 2 
016C: restart_if_wasted_at -1514.823 2527.119 54.7443 angle 2.3546 town_number 2 
016D: restart_if_busted_at -1393.072 2633.116 54.9491 angle 86.0424 town_number 2 
016C: restart_if_wasted_at 1578.446 1770.682 9.8358 angle 99.7567 town_number 2 
016D: restart_if_busted_at 2337.083 2453.802 13.9765 angle 90.7643 town_number 2 
0814: define_unique_jump_start 1939.136 -1968.052 17.6649 radius 2.5 2.728 3.17 land 1989.958 -1971.951 28.7249 radius 11.134 5.398 7.23 camera 1960.545 -1963.571 25.3229 reward 500 
0814: define_unique_jump_start 2209.275 -1843.686 19.0964 radius 2.5 4.28 3.83 land 2215.124 -1889.359 17.7864 radius 15.36 7.01 11.05 camera 2203.34 -1861.524 21.8367 reward 500 
0814: define_unique_jump_start 1177.215 -1696.761 21.368 radius 2.22 2.5 5.1 land 1177.972 -1626.719 32.8079 radius 18.2 7.23 12.36 camera 1182.92 -1659.431 29.1115 reward 500 
0814: define_unique_jump_start 2278.29 -1357.857 31.3255 radius 2.5 2.5 3.96 land 2275.299 -1310.756 30.9555 radius 10.69 2.5 9.36 camera 2271.681 -1331.282 32.6621 reward 500 
0814: define_unique_jump_start 2335.351 -2163.947 18.5147 radius 3.52 2.5 3.44 land 2344.419 -2178.703 24.2546 radius 15.64 3.05 11.96 camera 2336.89 -2190.321 22.4292 reward 500 
0814: define_unique_jump_start 2825.933 -1582.66 18.126 radius 2.5 4.22 4.92 land 2787.504 -1569.318 27.776 radius 2.704 19.16 14.15 camera 2805.121 -1579.892 20.7985 reward 500 
0814: define_unique_jump_start 2460.177 -2567.911 18.8162 radius 2.5 2.5 3.65 land 2464.206 -2597.455 25.8862 radius 8.89 0.82 6.26 camera 2454.878 -2593.787 23.9707 reward 500 
0814: define_unique_jump_start 1832.453 -2386.805 17.9247 radius 2.5 2.5 3.01 land 1833.612 -2372.385 17.9247 radius 6.57 0.5 6.65 camera 1840.288 -2367.095 19.4731 reward 500 
0814: define_unique_jump_start 1839.745 -2514.477 16.1769 radius 2.5 2.34 2.77 land 1921.679 -2517.896 20.6069 radius 2.512 6.42 8.6999 camera 1879.752 -2529.894 22.7841 reward 500 
0814: define_unique_jump_start 2634.397 -2107.984 17.0887 radius 4.172 2.5 5.06 land 2595.646 -2109.055 25.7387 radius 9.592 4.178 6.1 camera 2608.7 -2117.174 21.6272 reward 500 
0814: define_unique_jump_start 2352.3 -1259.068 28.9962 radius 2.5 2.5 2.76 land 2298.204 -1257.677 28.7062 radius 2.62 20.04 9.96 camera 2312.838 -1265.614 37.7793 reward 500 
0814: define_unique_jump_start 1013.163 -1270.362 24.4456 radius 2.0 2.0 4.05 land 1045.359 -1273.475 32.9636 radius 2.0 14.304 13.14 camera 1037.356 -1264.502 25.3721 reward 500 
0814: define_unique_jump_start -973.357 -223.2307 53.3717 radius 5.35 29.1299 15.98 land -1116.028 -211.0103 30.6016 radius 49.9398 32.2599 27.0399 camera -1038.667 -187.1254 54.0 reward 500 
0814: define_unique_jump_start -2637.069 780.3949 50.0166 radius 6.76 2.52 9.29 land -2639.577 733.2753 44.1565 radius 9.91 2.52 9.29 camera -2633.359 757.9172 52.0809 reward 500 
0814: define_unique_jump_start -2520.199 1169.203 59.5525 radius 6.54 3.09 5.97 land -2520.199 1202.12 53.4025 radius 33.5399 6.21 17.66 camera -2513.778 1193.925 57.4115 reward 500 
0814: define_unique_jump_start -1794.982 1211.612 35.6794 radius 3.02 2.58 4.75 land -1795.802 1258.197 32.5394 radius 19.51 5.13 19.69 camera -1797.49 1238.395 37.9679 reward 500 
0814: define_unique_jump_start -2659.551 1533.67 53.2004 radius 2.5 2.62 4.73 land -2659.551 1551.645 45.5003 radius 7.26 11.79 18.54 camera -2658.426 1531.631 60.6476 reward 500 
0814: define_unique_jump_start -1690.662 1110.392 57.2776 radius 2.3 2.98 5.08 land -1662.512 1110.392 57.2776 radius 2.3 18.12 12.26 camera -1649.676 1114.14 50.8559 reward 500 
0814: define_unique_jump_start -2145.461 -112.0259 44.3452 radius 7.24 3.3 5.49 land -2146.82 -89.4659 54.3752 radius 4.36 3.3 14.28 camera -2141.051 -89.1471 45.6462 reward 500 
0814: define_unique_jump_start -267.7739 2662.036 68.7405 radius 3.53 4.02 6.0 land -237.1135 2661.936 79.7505 radius 7.28 12.06 8.14 camera -253.199 2654.016 72.7989 reward 500 
0814: define_unique_jump_start -249.6904 2590.805 66.1194 radius 3.68 2.96 3.96 land -249.6904 2575.325 66.1194 radius 12.66 5.21 9.68 camera -256.2141 2555.207 64.5246 reward 500 
0814: define_unique_jump_start -871.5031 2308.79 164.5739 radius 3.39 2.87 4.86 land -981.079 2300.913 111.7538 radius 18.77 40.02 69.5898 camera -905.3314 2315.064 163.7206 reward 500 
0814: define_unique_jump_start 2073.713 2366.653 50.8534 radius 5.54 3.45 2.18 land 2050.73 2313.709 31.8133 radius 29.69 11.19 26.09 camera 2077.486 2318.872 26.9287 reward 500 
0814: define_unique_jump_start 2170.947 2402.609 62.2905 radius 2.78 3.59 3.62 land 2183.67 2402.609 62.2905 radius 4.92 9.2 9.8 camera 2232.11 2387.587 50.9115 reward 500 
0814: define_unique_jump_start 2418.056 1353.234 12.3641 radius 2.2 5.014 3.98 land 2481.923 1346.354 25.664 radius 5.01 19.984 11.63 camera 2462.313 1362.702 19.7672 reward 500 
0814: define_unique_jump_start 2407.308 1364.379 14.5734 radius 5.16 2.72 6.0 land 2399.12 1386.524 25.4934 radius 18.57 4.61 11.62 camera 2412.772 1392.431 22.3043 reward 500 
0814: define_unique_jump_start 2784.763 2208.72 15.1934 radius 3.05 1.76 4.33 land 2738.984 2208.72 21.8434 radius 3.24 24.23 16.15 camera 2758.656 2201.665 18.3639 reward 500 
0814: define_unique_jump_start 1482.383 2037.004 17.0576 radius 2.09 2.69 5.58 land 1482.875 2077.978 23.8776 radius 3.284 4.09 7.07 camera 1489.125 2065.024 20.6514 reward 500 
0814: define_unique_jump_start 1976.397 2593.686 17.2126 radius 3.67 2.0 5.44 land 2041.191 2593.686 30.4425 radius 5.05 32.8 20.5 camera 2007.676 2596.314 28.1338 reward 500 
0814: define_unique_jump_start 1636.264 2399.712 15.8903 radius 2.5 2.5 5.08 land 1636.264 2449.071 15.8903 radius 21.33 2.0 13.95 camera 1642.17 2440.29 18.5118 reward 500 
0814: define_unique_jump_start 2119.23 2385.213 33.7094 radius 2.1 3.36 2.6 land 2151.891 2385.601 30.8958 radius 3.51 13.42 9.04 camera 2128.102 2392.048 32.2357 reward 500 
0814: define_unique_jump_start -2082.529 -2498.932 33.9682 radius 2.34 2.4 3.55 land -2110.031 -2479.709 40.8882 radius 4.42 4.08 5.94 camera -2101.418 -2496.468 37.1704 reward 500 
0814: define_unique_jump_start 2112.408 97.9 39.993 radius 5.64 10.28 8.05 land 2152.117 91.33 39.993 radius 14.95 26.95 16.22 camera 2149.933 76.6566 44.9509 reward 500 
0814: define_unique_jump_start -2100.413 -1743.595 199.7312 radius 2.94 4.27 4.96 land -2082.491 -1718.923 199.7312 radius 10.8 9.39 17.62 camera -2096.167 -1714.572 201.0246 reward 500 
0814: define_unique_jump_start -2287.671 -2800.779 22.0541 radius 5.81 13.66 5.57 land -2255.133 -2800.779 22.0541 radius 12.56 28.68 14.69 camera -2253.319 -2814.645 22.8247 reward 500 
0814: define_unique_jump_start 110.8902 2428.049 23.7936 radius 3.58 3.15 4.2 land 132.64 2445.781 32.7336 radius 4.38 16.62 15.35 camera 119.7758 2449.64 27.7167 reward 500 
0814: define_unique_jump_start -894.4963 2693.199 44.7303 radius 3.58 2.63 2.44 land -941.4026 2662.939 55.7302 radius 29.14 16.02 19.74 camera -931.5991 2647.995 51.4501 reward 500 
0814: define_unique_jump_start 89.9936 -243.2046 7.5581 radius 3.96 4.46 4.48 land 101.5435 -255.4345 7.5581 radius 7.39 11.31 14.99 camera 87.0604 -266.0403 9.8153 reward 500 
0814: define_unique_jump_start 160.7991 -160.2479 6.1453 radius 2.12 1.452 2.23 land 171.8147 -162.405 12.321 radius 2.0 7.2 7.18 camera 183.2545 -151.314 13.5961 reward 500 
0814: define_unique_jump_start -72.3 17.7 8.4132 radius 2.81 2.4 4.48 land -65.1154 35.7188 16.6432 radius 7.71 2.0 7.27 camera -70.4781 55.8289 15.0868 reward 500 
0814: define_unique_jump_start -39.7989 53.3007 6.9223 radius 3.15 2.76 2.35 land -36.4289 76.6106 6.9223 radius 12.51 4.48 9.67 camera -42.5507 77.3671 7.8899 reward 500 
0814: define_unique_jump_start 638.7504 -520.0714 18.8519 radius 2.0 2.15 2.34 land 639.8602 -545.0903 22.7619 radius 10.97 3.01 8.26 camera 629.1661 -542.9603 24.9594 reward 500 
0814: define_unique_jump_start 1749.723 779.6028 13.4757 radius 1.68 2.616 2.164 land 1749.723 825.0914 14.2657 radius 10.718 2.616 5.824 camera 1744.046 799.4149 12.6554 reward 500 
0814: define_unique_jump_start 110.2446 -257.9929 6.2739 radius 3.36 3.32 2.93 land 92.4846 -245.6928 11.0439 radius 8.43 6.92 3.99 camera 92.9552 -254.6195 10.1539 reward 500 
0814: define_unique_jump_start 2125.642 95.2542 37.3959 radius 3.83 4.09 2.57 land 2098.51 99.5841 35.8559 radius 3.83 8.46 5.72 camera 2116.393 88.0306 40.2113 reward 500 
0814: define_unique_jump_start -344.6466 -9.8812 44.9609 radius 14.26 3.45 3.8 land -336.1166 28.7688 37.7609 radius 16.09 4.55 6.29 camera -358.2565 15.6353 41.7241 reward 500 
0814: define_unique_jump_start -2589.18 1164.37 59.8256 radius 2.84 2.77 2.23 land -2567.125 1231.183 47.0362 radius 18.9 9.04 6.05 camera -2576.06 1209.225 53.549 reward 500 
0814: define_unique_jump_start -2292.044 1097.71 84.7347 radius 2.082 2.074 2.02 land -2350.591 1101.928 64.1846 radius 4.522 14.204 9.03 camera -2323.731 1106.665 77.177 reward 500 
0814: define_unique_jump_start -2408.285 723.2977 38.6835 radius 2.62 2.5 1.69 land -2408.285 723.2977 38.6835 radius 22.41 2.58 4.06 camera -2407.981 716.5809 38.4334 reward 500 
0814: define_unique_jump_start -2116.356 925.6832 87.819 radius 2.68 1.99 2.48 land -2069.565 925.433 76.689 radius 2.68 15.26 14.46 camera -2085.629 935.5674 85.4677 reward 500 
0814: define_unique_jump_start -1903.192 223.3468 37.7965 radius 1.75 1.84 1.7 land -1874.382 223.3467 42.4064 radius 1.75 8.13 4.67 camera -1897.039 219.1329 39.911 reward 500 
0814: define_unique_jump_start -1687.323 -162.201 17.8603 radius 2.68 3.19 2.2 land -1722.537 -126.391 14.9903 radius 9.09 7.13 13.07 camera -1716.878 -142.6182 14.6114 reward 500 
0814: define_unique_jump_start -1729.924 -364.5276 18.2246 radius 2.268 2.51 2.148 land -1777.487 -364.2776 17.9446 radius 2.268 15.33 7.068 camera -1745.84 -355.4089 14.2197 reward 500 
0814: define_unique_jump_start -1972.099 -543.0899 38.9862 radius 1.96 2.01 1.77 land -1912.318 -543.0899 45.3462 radius 7.58 14.78 8.69 camera -1942.915 -539.1157 40.2453 reward 500 
0814: define_unique_jump_start 2770.214 -1177.477 70.7527 radius 2.344 1.99 2.172 land 2814.468 -1182.996 55.7938 radius 5.94 17.38 31.52 camera 2766.031 -1184.692 74.9193 reward 500 
0814: define_unique_jump_start 2248.838 -2463.258 15.1049 radius 5.18 2.26 2.59 land 2247.468 -2432.427 21.8068 radius 12.44 2.26 9.32 camera 2240.757 -2446.201 16.8109 reward 500 
0814: define_unique_jump_start 2248.832 -2627.623 15.1806 radius 4.862 2.144 2.556 land 2248.832 -2655.498 21.2585 radius 8.68 2.144 8.498 camera 2237.695 -2650.768 16.3791 reward 500 
0814: define_unique_jump_start 2326.122 -1508.751 27.0066 radius 2.242 1.728 2.08 land 2286.813 -1508.732 30.3748 radius 3.86 9.38 8.99 camera 2299.404 -1514.596 29.8683 reward 500 
0814: define_unique_jump_start 1623.574 -1110.956 61.8178 radius 1.656 2.014 1.836 land 1623.574 -1079.265 61.8178 radius 17.246 2.014 22.1459 camera 1615.633 -1093.8 64.8724 reward 500 
0814: define_unique_jump_start 1679.646 -962.2209 65.6737 radius 1.694 2.49 1.94 land 1679.646 -988.7401 65.6737 radius 13.124 2.49 16.74 camera 1683.881 -977.1464 65.7485 reward 500 
0814: define_unique_jump_start 1667.167 -992.8579 32.7591 radius 6.32 3.768 2.48 land 1675.805 -1008.297 32.7591 radius 18.7479 2.438 9.79 camera 1689.156 -1013.63 35.6715 reward 500 
0814: define_unique_jump_start 347.0 -1662.299 35.8218 radius 3.12 2.65 2.61 land 351.6596 -1700.264 35.8218 radius 19.91 4.13 29.76 camera 337.9746 -1676.993 36.7335 reward 500 
0814: define_unique_jump_start 743.1525 -1132.819 25.7991 radius 1.834 3.606 2.35 land 710.0014 -1132.989 25.7991 radius 1.834 11.096 10.0 camera 717.1129 -1136.549 25.5161 reward 500 
0814: define_unique_jump_start 1395.562 -1460.566 12.3906 radius 1.672 1.97 1.75 land 1402.96 -1447.466 17.7266 radius 10.062 1.97 5.15 camera 1395.023 -1450.836 17.1621 reward 500 
0814: define_unique_jump_start 1586.489 312.8876 23.9965 radius 2.15 6.38 1.99 land 1540.208 325.3573 28.9665 radius 2.15 32.8899 11.37 camera 1562.912 331.3251 23.6496 reward 500 
0814: define_unique_jump_start 2058.1 -2677.517 15.4946 radius 3.1 2.48 2.6 land 2009.261 -2677.517 20.8946 radius 1.93 16.5499 11.26 camera 2036.566 -2685.281 13.2053 reward 500 
0814: define_unique_jump_start 586.0102 -1773.769 15.2312 radius 2.0 2.27 1.78 land 627.7189 -1781.119 22.6912 radius 2.0 7.06 9.94 camera 598.5319 -1778.481 17.0529 reward 500 
0814: define_unique_jump_start 2172.078 2430.507 61.747 radius 2.12 3.3 2.35 land 2191.592 2436.304 53.057 radius 2.5 12.57 25.22 camera 2227.234 2436.885 37.788 reward 500 
0814: define_unique_jump_start 2176.133 2268.196 13.4683 radius 2.286 1.934 1.938 land 2137.272 2268.246 16.7183 radius 2.286 10.554 6.458 camera 2148.601 2264.892 13.6634 reward 500 
0814: define_unique_jump_start -2213.773 -311.0786 38.5339 radius 1.15 3.04 2.59 land -2213.773 -327.8282 44.6738 radius 10.374 3.04 5.93 camera -2215.977 -325.7729 42.5119 reward 500 
$2657 = 50 
$2658 = Object.Init(#TRDCSGRGDOOR_LVS, 1903.383, 967.62, 11.438)
Object.Angle($2658) = 0.0
Object.RemoveFromMissionCleanupList($2658)
$2659 = Object.Init(#MD_POSTER, 2167.82, -1518.193, 20.237)
Object.Angle($2659) = 0.0
Object.RemoveFromMissionCleanupList($2659)
$2660 = Object.Init(#CR_DOOR_01, 2322.845, 8.304, 25.483)
Object.Indestructibility($2660) = False
Object.KeepInMemory($2660) = True
$2661 = Object.Init(#CR_DOOR_01, 2316.233, 0.712, 25.742)
Object.Angle($2661) = 270.0
Object.KeepInMemory($2661) = True
Object.Indestructibility($2661) = False
$2662 = Object.Init(#CR_DOOR_03, 2304.257, -17.744, 25.742)
Object.KeepInMemory($2662) = True
Object.Indestructibility($2662) = False
$2663 = Object.Init(#CR_DOOR_03, 2304.257, -14.583, 25.742)
Object.KeepInMemory($2663) = True
Object.Angle($2663) = 180.0
Object.Indestructibility($2663) = False
$2664 = Object.Init(#SHUTTER_VEGAS, 1055.629, 2087.67, 12.469)
Object.RemoveFromMissionCleanupList($2664)
$2665 = Object.Create(#CR1_DOOR, 2352.851, -1171.027, 26.9669)
Object.Angle($2665) = 90.0
Object.ToggleInMovingList($2665) = False
Object.Indestructibility($2665) = False
Object.SetImmunities($2665, 1, 1, 1, 1, 1)
Object.RemoveFromMissionCleanupList($2665)
$2666 = Object.Init(#CT_GATEXR, -2179.353, 661.232, 50.214)
Object.Indestructibility($2666) = False
Object.RemoveFromMissionCleanupList($2666)
$OBJECT_M_A51_BLASTDOORR = Object.Init(#A51_BLASTDOORR, 215.941, 1874.571, 13.903)
Object.Angle($OBJECT_M_A51_BLASTDOORR) = 0.0
$OBJECT_M_A51_BLASTDOORL = Object.Init(#A51_BLASTDOORL, 211.842, 1874.571, 13.903)
Object.Angle($OBJECT_M_A51_BLASTDOORL) = 0.0
Object.RemoveFromMissionCleanupList($OBJECT_M_A51_BLASTDOORR)
Object.RemoveFromMissionCleanupList($OBJECT_M_A51_BLASTDOORL)
$2669 = Object.Init(#A51_LABDOOR, 297.766, 1842.618, 6.764)
Object.RemoveFromMissionCleanupList($2669)
$2670 = Object.Create(#A51_JETDOOR, 268.664, 1884.06, 15.925)
034D: rotate_object $2670 from_angle 90.0 to_angle 90.0 flag 0 
Object.RemoveFromMissionCleanupList($2670)
Garage.ChangeType('HBGDSFS', 19)
Garage.ChangeType('GHOSTDR', 19)
$2677[0] = -2108.0 
$2683[0] = 155.0 
$2689[0] = 34.0488 
$2695[0] = 178.0 
$2677[1] = -2089.0 
$2683[1] = 172.0 
$2689[1] = 34.0488 
$2695[1] = 267.0 
$2677[2] = -2069.0 
$2683[2] = 229.0 
$2689[2] = 35.0215 
$2695[2] = 270.0 
$2677[3] = -2077.0 
$2683[3] = 271.0 
$2689[3] = 33.7475 
$2695[3] = 0.0 
$2677[4] = -2096.0 
$2683[4] = 261.0 
$2689[4] = 34.5808 
$2695[4] = 264.0 
$2677[5] = -2129.0 
$2683[5] = 306.0 
$2689[5] = 33.7245 
$2695[5] = 0.0 
$2701 = 0 

:INITIAL_19059
if 
  6 > $2701 
else_jump @INITIAL_19159 
$2671($2701,6i) = Object.Create(#PORTAKABIN, $2677($2701,6f), $2683($2701,6f), $2689($2701,6f))
Object.Angle($2671($2701,6i)) = $2695($2701,6f)
Object.ToggleInMovingList($2671($2701,6i)) = False
Object.RemoveFromMissionCleanupList($2671($2701,6i))
$2701 += 1 
jump @INITIAL_19059 

:INITIAL_19159
$2702 = Object.Create(#FREIGHT_SFW_DOOR, -2468.141, 1547.938, 22.7)
Object.RemoveFromMissionCleanupList($2702)
$2703 = Object.Init(#AB_CASDORLOK, 2168.644, 1619.43, 1000.3)
0566: link_object $2703 to_interior 1 
Object.Angle($2703) = 270.0
Object.RemoveFromMissionCleanupList($2703)
$2704 = 0 
$2705 = 0 
$2706 = Object.Create(#AD_FLATDOOR, 1833.36, -1995.45, 12.5)
Object.Angle($2706) = 90.0
Object.RemoveFromMissionCleanupList($2706)
$2707 = Object.Create(#AD_FLATDOOR, 1819.81, -1994.66, 12.5)
Object.RemoveFromMissionCleanupList($2707)
$2708 = Object.Create(#AD_FLATDOOR, 1827.68, -1980.0, 12.5)
Object.Angle($2708) = 270.0
Object.RemoveFromMissionCleanupList($2708)
$2709 = Object.Create(#AD_FLATDOOR, 1851.84, -1990.67, 12.5)
Object.RemoveFromMissionCleanupList($2709)
$2710 = Object.Create(#AD_FLATDOOR, 1867.29, -1984.96, 12.5)
Object.Angle($2710) = 270.0
Object.RemoveFromMissionCleanupList($2710)
$2711 = Object.Create(#AD_FLATDOOR, 1866.52, -1998.53, 12.5)
Object.Angle($2711) = 90.0
Object.RemoveFromMissionCleanupList($2711)
$2712 = Object.Create(#AD_FLATDOOR, 1899.75, -1984.95, 12.5)
Object.Angle($2712) = 270.0
Object.RemoveFromMissionCleanupList($2712)
$2713 = Object.Create(#AD_FLATDOOR, 1914.39, -1992.82, 12.5)
Object.Angle($2713) = 180.0
Object.RemoveFromMissionCleanupList($2713)
$2714 = Object.Create(#AD_FLATDOOR, 1899.01, -1998.5, 12.5)
Object.Angle($2714) = 90.0
Object.RemoveFromMissionCleanupList($2714)
$2715 = Object.Create(#AD_FLATDOOR, 1900.89, -2020.11, 12.5)
Object.RemoveFromMissionCleanupList($2715)
$2716 = Object.Create(#AD_FLATDOOR, 1914.4, -2020.91, 12.5)
Object.Angle($2716) = 180.0
Object.RemoveFromMissionCleanupList($2716)
$2717 = Object.Create(#AD_FLATDOOR, 1906.54, -2035.52, 12.5)
Object.Angle($2717) = 90.0
Object.RemoveFromMissionCleanupList($2717)
$2718 = Object.Create(#AD_FLATDOOR, 1851.86, -2020.14, 12.5)
Object.RemoveFromMissionCleanupList($2718)
$2719 = Object.Create(#AD_FLATDOOR, 1865.42, -2020.89, 12.5)
Object.Angle($2719) = 180.0
Object.RemoveFromMissionCleanupList($2719)
$2720 = Object.Create(#AD_FLATDOOR, 1857.55, -2035.52, 12.5)
Object.Angle($2720) = 90.0
Object.RemoveFromMissionCleanupList($2720)
$2721 = Object.Init(#IMY_SHASH_WALL, 2522.008, -1272.93, 35.609)
Object.Indestructibility($2721) = False
Object.KeepInMemory($2721) = True
Object.RemoveFromMissionCleanupList($2721)
$2722 = Object.Init(#TWRCRANE_M_04, -2080.441, 256.015, 66.869)
Object.RemoveFromMissionCleanupList($2722)
$2723 = Object.Init(#TWRCRANE_M_01, -2080.441, 256.007, 99.408)
Object.RemoveFromMissionCleanupList($2723)
$2724 = Object.Init(#TWRCRANE_M_02, -2080.441, 296.46, 102.861)
Object.RemoveFromMissionCleanupList($2724)
Object.StorePos($2722, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2722)
$2725 = Object.Init(#LODCRANE_M_04, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2725) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2725)
Object.StorePos($2723, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2723)
$2726 = Object.Init(#LODCRANE_M_01, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2726) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2726)
0827: assign_object $2722 to_lod_object $2725 
0827: assign_object $2723 to_lod_object $2726 
$2727 = Object.Init(#MAGNOCRANE_01, -1547.978, 123.9883, 26.9332)
Object.Angle($2727) = 45.0
Object.RemoveFromMissionCleanupList($2727)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 with_offset 0.0 0.0 0.0 
$2728 = Object.Init(#MAGNOCRANE_02, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.RemoveFromMissionCleanupList($2728)
Object.Angle($2728) = 140.0
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2728 with_offset 0.0 -2.185 8.51 
$TEMPVAR_ANGLE = Object.Angle($2728)
$CRANE_MAGNET = Object.Init(#MAGNOCRANE_03, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0453: set_object $CRANE_MAGNET XY_rotation 15.0 0.0 angle $TEMPVAR_ANGLE 
Object.RemoveFromMissionCleanupList($CRANE_MAGNET)
Object.StorePos($2727, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2727)
$2730 = Object.Init(#LODNOCRANE_01, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2730) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2730)
Object.StorePos($2728, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2728)
$2731 = Object.Init(#LODNOCRANE_02, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2731) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2731)
Object.StorePos($CRANE_MAGNET, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($CRANE_MAGNET)
$2732 = Object.Init(#LODNOCRANE_03, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2732) = $TEMPVAR_ANGLE
0453: set_object $2732 XY_rotation 15.0 0.0 angle $TEMPVAR_ANGLE 
Object.RemoveFromMissionCleanupList($2732)
0827: assign_object $2727 to_lod_object $2730 
0827: assign_object $2728 to_lod_object $2731 
0827: assign_object $CRANE_MAGNET to_lod_object $2732 
$2740 = Object.Init(#QUARRY_CRANEBASE, 709.45, 915.93, -19.66)
Object.Angle($2740) = 135.0
Object.RemoveFromMissionCleanupList($2740)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2740 with_offset 0.0 0.0 4.0689 
$TEMPVAR_ANGLE = Object.Angle($2740)
$2741 = Object.Init(#QUARRY_CRANE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2741) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2741)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2741 with_offset 0.0 0.0 1.0206 
$TEMPVAR_ANGLE = Object.Angle($2741)
$2742 = Object.Init(#QUARRY_CRANEARM, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2742) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2742)
$2739 = 45.0 
0453: set_object $2742 XY_rotation 0.0 $2739 angle $TEMPVAR_ANGLE 
$2743 = Object.Init(#TWRCRANE_M_04, 2399.202, 1879.139, 37.55)
Object.Angle($2743) = 0.0
Object.RemoveFromMissionCleanupList($2743)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2743 with_offset 0.0 0.0 32.521 
$TEMPVAR_ANGLE = Object.Angle($2743)
$2744 = Object.Init(#TWRCRANE_M_01, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2744) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2744)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2744 with_offset 0.0 20.0 3.789 
$TEMPVAR_ANGLE = Object.Angle($2744)
$2745 = Object.Init(#TWRCRANE_M_02, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2745) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2745)
Object.StorePos($2743, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2743)
$2746 = Object.Init(#LODCRANE_M_04, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2746) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2746)
Object.StorePos($2744, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2744)
$2747 = Object.Init(#LODCRANE_M_01, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2747) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2747)
0827: assign_object $2743 to_lod_object $2746 
0827: assign_object $2744 to_lod_object $2747 
$2755 = 0.0 
$2756 = 0.0 
$2757 = 0.0 
$SHOPS_PLAYER_CASH = 0 
$2750 = 0 
$2751 = 0 
Garage.ChangeType('BODLAWN', 38)
Garage.ChangeType('MODLAST', 36)
Garage.ChangeType('MDSSFSE', 38)
Garage.ChangeType('MDS1SFS', 37)
Garage.ChangeType('VECMOD', 38)
$2758 = 0 
$138 = 2508.16 
$139 = -1666.47 
$140 = 13.0 
$141 = 16.0 
$142 = 2473.53 
$143 = -1690.21 
$144 = 13.0 
$145 = 0.0 
014B: $2786 = init_parked_car_generator #MONSTERA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2692.029 -1674.024 9.4656 angle 178.8279 
0A17: set_parked_car_generator $2786 flag 1 
014C: set_parked_car_generator $2786 cars_to_generate_to 0 
014B: $2787 = init_parked_car_generator #HOTRING color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2676.695 -1673.756 9.4038 angle 178.8279 
0A17: set_parked_car_generator $2787 flag 1 
014C: set_parked_car_generator $2787 cars_to_generate_to 0 
014B: $2788 = init_parked_car_generator #BFINJECT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1104.932 1614.808 12.5546 angle 85.6435 
0A17: set_parked_car_generator $2788 flag 1 
014C: set_parked_car_generator $2788 cars_to_generate_to 0 
014B: $2783 = init_parked_car_generator #SANCHEZ color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1460.87 -1566.737 101.0579 angle 2.0 
0A17: set_parked_car_generator $2783 flag 1 
014C: set_parked_car_generator $2783 cars_to_generate_to 101 
014B: $2784 = init_parked_car_generator #WALTON color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1446.239 -1494.731 101.0514 angle 6.0 
0A17: set_parked_car_generator $2784 flag 1 
014C: set_parked_car_generator $2784 cars_to_generate_to 101 
014B: $2785 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1439.643 -1576.823 101.0578 angle 264.1183 
0A17: set_parked_car_generator $2785 flag 1 
014C: set_parked_car_generator $2785 cars_to_generate_to 101 
09E2: $2764 = parked_car_generator_w_numberplate #PICADOR 84 84 0 alarm 0 door_lock 0 0 10000 plate "_SHERM__" at $142 $143 $144 angle $145 
0A17: set_parked_car_generator $2764 flag 1 
014C: set_parked_car_generator $2764 cars_to_generate_to 101 
09E2: $2765 = parked_car_generator_w_numberplate #GREENWOO 59 34 0 alarm 0 door_lock 0 0 10000 plate "GROVE4L_" at $138 $139 $140 angle $141 
0A17: set_parked_car_generator $2765 flag 1 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
014B: $2767 = init_parked_car_generator #BMX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2412.52 -1326.49 23.74 angle 177.92 
0A17: set_parked_car_generator $2767 flag 1 
014C: set_parked_car_generator $2767 cars_to_generate_to 101 
014B: $2766 = init_parked_car_generator #CLOVER color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2445.5 -1340.8 23.5 angle 180.0 
014C: set_parked_car_generator $2766 cars_to_generate_to 101 
014B: $2768 = init_parked_car_generator #BMX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2499.18 -1648.26 13.0 angle 158.61 
014C: set_parked_car_generator $2768 cars_to_generate_to 101 
014B: $2789 = init_parked_car_generator #SAVANNA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2685.981 -2016.21 12.5501 angle 0.337 
014C: set_parked_car_generator $2789 cars_to_generate_to 0 
014B: $2782 = init_parked_car_generator #BLADE color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1772.096 -2125.103 13.0469 angle 0.3441 
014C: set_parked_car_generator $2782 cars_to_generate_to 101 
014B: $2781 = init_parked_car_generator #SANCHEZ color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2048.856 -2521.276 31.125 angle 171.0232 
014C: set_parked_car_generator $2781 cars_to_generate_to 101 
014B: $2790 = init_parked_car_generator #URANUS color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1956.3 297.7 34.3 angle 64.8 
014B: $2791 = init_parked_car_generator #ELEGY color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1952.6 265.7 39.9 angle 292.8 
014B: $2792 = init_parked_car_generator #SULTAN color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1957.7 277.0 34.3 angle 133.4 
014B: $2793 = init_parked_car_generator #SAVANNA color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1952.8 258.8 39.9 angle 259.1 
014B: $2794 = init_parked_car_generator #STRATUM color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1950.5 259.7 34.3 angle 53.8 
014C: set_parked_car_generator $2790 cars_to_generate_to 0 
014C: set_parked_car_generator $2791 cars_to_generate_to 0 
014C: set_parked_car_generator $2792 cars_to_generate_to 0 
014C: set_parked_car_generator $2793 cars_to_generate_to 0 
014C: set_parked_car_generator $2794 cars_to_generate_to 0 
0A17: set_parked_car_generator $2790 flag 1 
0A17: set_parked_car_generator $2791 flag 1 
0A17: set_parked_car_generator $2792 flag 1 
0A17: set_parked_car_generator $2793 flag 1 
0A17: set_parked_car_generator $2794 flag 1 
$MISSION_BMX_STUNT_PASSED = 0 
$MISSION_NRG500_STUNT_PASSED = 0 
$STUNT_MISSIONS_BESTTIME[0] = 999999999 
$STUNT_MISSIONS_BESTTIME[1] = 999999999 
$X_STUNT_MISSION_BMX = 1946.09 
$Y_STUNT_MISSION_BMX = -1380.72 
$Z_STUNT_MISSION_BMX = 18.0 
014B: $PARKED_BMX_GLEN_PARK = init_parked_car_generator #BMX color -1 -1 1 alarm 0 door_lock 0 0 10000 at $X_STUNT_MISSION_BMX $Y_STUNT_MISSION_BMX $Z_STUNT_MISSION_BMX angle 88.1761 
014C: set_parked_car_generator $PARKED_BMX_GLEN_PARK cars_to_generate_to 101 
$X_STUNT_MISSION_NRG500 = -1696.531 
$Y_STUNT_MISSION_NRG500 = 77.7192 
$Z_STUNT_MISSION_NRG500 = 3.5547 
014B: $PARKED_NRG500_EASTER_BASIN = init_parked_car_generator #NRG500 color -1 -1 1 alarm 0 door_lock 0 0 10000 at $X_STUNT_MISSION_NRG500 $Y_STUNT_MISSION_NRG500 $Z_STUNT_MISSION_NRG500 angle 312.9365 
014C: set_parked_car_generator $PARKED_NRG500_EASTER_BASIN cars_to_generate_to 101 
014B: $2807 = init_parked_car_generator #FIRELA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2057.0 58.0 28.0 angle 90.0 
014C: set_parked_car_generator $2807 cars_to_generate_to 101 
014B: $2808 = init_parked_car_generator #FIRETRUK color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2057.0 64.0 28.0 angle 90.0 
014C: set_parked_car_generator $2808 cars_to_generate_to 101 
014B: $2809 = init_parked_car_generator #FIRETRUK color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1763.824 2075.757 9.9093 angle 179.4753 
014C: set_parked_car_generator $2809 cars_to_generate_to 101 
014B: $2810 = init_parked_car_generator #FIRETRUK color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1751.512 -1455.102 12.5547 angle 263.5589 
014C: set_parked_car_generator $2810 cars_to_generate_to 101 
014B: $2811 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2033.888 -1432.67 16.6453 angle 177.829 
014C: set_parked_car_generator $2811 cars_to_generate_to 101 
014B: $2812 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1178.048 -1338.175 13.405 angle 269.4923 
014C: set_parked_car_generator $2812 cars_to_generate_to 101 
014B: $2813 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -303.7814 1032.326 19.086 angle 268.5016 
014C: set_parked_car_generator $2813 cars_to_generate_to 101 
014B: $2814 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1507.164 2525.455 55.1875 angle 358.5728 
014C: set_parked_car_generator $2814 cars_to_generate_to 101 
014B: $2815 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1229.665 297.6883 19.0547 angle 154.9553 
014C: set_parked_car_generator $2815 cars_to_generate_to 101 
014B: $2816 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2202.52 -2315.986 30.1172 angle 319.6815 
014C: set_parked_car_generator $2816 cars_to_generate_to 101 
014B: $2817 = init_parked_car_generator #BUFFALO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 886.3782 -25.6671 63.244 angle 157.6212 
014C: set_parked_car_generator $2817 cars_to_generate_to 101 
014B: $2769 = init_parked_car_generator #MTBIKE color -1 -1 1 alarm 0 door_lock 0 0 10000 at $2355 $2356 $2357 angle 206.39 
014C: set_parked_car_generator $2769 cars_to_generate_to 101 
014B: $2759 = init_parked_car_generator #DUMPER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 687.3733 890.67 -40.4285 angle 35.14 
014C: set_parked_car_generator $2759 cars_to_generate_to 0 
014B: $2760 = init_parked_car_generator #DOZER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 620.882 861.2452 -43.9534 angle 298.7428 
014C: set_parked_car_generator $2760 cars_to_generate_to 0 
014B: $2780 = init_parked_car_generator #SANCHEZ color -1 -1 1 alarm 0 door_lock 0 0 10000 at 623.3402 887.0944 -43.5625 angle 347.2967 
014C: set_parked_car_generator $2780 cars_to_generate_to 101 
014B: $2761 = init_parked_car_generator #SANCHEZ color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2486.046 59.184 24.8284 angle 180.0 
014C: set_parked_car_generator $2761 cars_to_generate_to 101 
014B: $2763 = init_parked_car_generator #BROADWAY color 1 5 1 alarm 0 door_lock 0 0 10000 at $2337 $2338 $2339 angle 270.0 
014C: set_parked_car_generator $2763 cars_to_generate_to 101 
014B: $2762 = init_parked_car_generator #SADLER color 51 4 0 alarm 0 door_lock 0 0 10000 at $2340 $2341 $2342 angle 180.0 
014C: set_parked_car_generator $2762 cars_to_generate_to 101 
014B: $2776 = init_parked_car_generator #BMX color -1 -1 1 alarm 0 door_lock 0 0 10000 at $2343 $2344 $2345 angle 53.1 
014C: set_parked_car_generator $2776 cars_to_generate_to 101 
014B: $2778 = init_parked_car_generator #FREEWAY color -1 -1 1 alarm 0 door_lock 0 0 10000 at $2346 $2347 $2348 angle 42.0 
014C: set_parked_car_generator $2778 cars_to_generate_to 101 
014B: $2779 = init_parked_car_generator #FAGGIO color -1 -1 1 alarm 0 door_lock 0 0 10000 at $2349 $2350 $2351 angle 183.4 
014C: set_parked_car_generator $2779 cars_to_generate_to 101 
014B: $2770 = init_parked_car_generator #GREENWOO color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2216.902 -1160.403 24.7265 angle 270.8013 
014B: $2771 = init_parked_car_generator #GREENWOO color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2216.902 -1160.403 24.7265 angle 270.8013 
014B: $2772 = init_parked_car_generator #BMX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2229.001 -1173.798 24.7331 angle 90.5569 
014B: $2775 = init_parked_car_generator #BOXBURG color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2251.028 -1788.661 12.7625 angle 358.9591 
014C: set_parked_car_generator $2775 cars_to_generate_to 101 
014B: $2774 = init_parked_car_generator #BOXBURG color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2118.171 -4.0948 35.0203 angle 270.142 
014C: set_parked_car_generator $2774 cars_to_generate_to 101 
014B: $2773 = init_parked_car_generator #BOXBURG color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2596.747 1444.245 10.3203 angle 178.2712 
014C: set_parked_car_generator $2773 cars_to_generate_to 101 
014B: $PARKED_GIRLFRIEND_CARS[0] = init_parked_car_generator #HUSTLER color 83 1 1 alarm 0 door_lock 100 0 10000 at 2408.156 -1719.463 13.6665 angle 0.5881 
014B: $PARKED_GIRLFRIEND_CARS[1] = init_parked_car_generator #MONSTERB color -1 -1 1 alarm 0 door_lock 100 0 10000 at -1778.178 1207.074 25.1194 angle 91.9357 
014B: $PARKED_GIRLFRIEND_CARS[3] = init_parked_car_generator #COPCARRU color -1 -1 1 alarm 0 door_lock 100 0 10000 at -1399.717 2628.59 55.7823 angle 271.7941 
014B: $PARKED_GIRLFRIEND_CARS[2] = init_parked_car_generator #BANDITO color -1 -1 1 alarm 0 door_lock 100 0 10000 at -379.5 -1443.115 25.7266 angle 88.9244 
014B: $PARKED_GIRLFRIEND_CARS[4] = init_parked_car_generator #ROMERO color 1 1 1 alarm 0 door_lock 100 0 10000 at -2572.04 1148.564 55.7333 angle 337.8434 
014B: $PARKED_GIRLFRIEND_CARS[5] = init_parked_car_generator #CLUB color 126 1 1 alarm 0 door_lock 100 0 10000 at 2028.446 2731.102 10.53 angle 268.994 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] = parked_car_generator_w_numberplate #HUSTLER 83 1 1 alarm 0 door_lock 0 0 10000 plate "HOMEGIRL" at 2408.156 -1719.463 13.6665 angle 0.5881 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[1] = parked_car_generator_w_numberplate #MONSTERB -1 -1 1 alarm 0 door_lock 0 0 10000 plate "__NOS___" at -1778.178 1207.074 25.1194 angle 91.9357 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[3] = parked_car_generator_w_numberplate #COPCARRU -1 -1 1 alarm 0 door_lock 0 0 10000 plate "_CUFFS__" at -1399.717 2628.59 55.7823 angle 271.7941 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[2] = parked_car_generator_w_numberplate #BANDITO -1 -1 1 alarm 0 door_lock 0 0 10000 plate "FULLAUTO" at -379.5 -1443.115 25.7266 angle 88.9244 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[4] = parked_car_generator_w_numberplate #ROMERO 1 1 1 alarm 0 door_lock 0 0 10000 plate "_TRAUMA_" at -2572.04 1148.564 55.7333 angle 337.8434 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[5] = parked_car_generator_w_numberplate #CLUB 126 1 1 alarm 0 door_lock 0 0 10000 plate "_SPANK__" at 2028.446 2731.102 10.53 angle 268.994 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] flag 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[1] flag 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[3] flag 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[2] flag 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[4] flag 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[5] flag 1 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[0] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[1] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[3] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[2] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[4] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[5] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[1] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[3] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[2] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[4] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[5] cars_to_generate_to 0 
014B: $PARKED_IMPEXPM_CARS[0] = init_parked_car_generator #BUFFALO color -1 -1 0 alarm 70 door_lock 40 0 10000 at -1673.94 439.02 7.01 angle 136.0 
014B: $PARKED_IMPEXPM_CARS[1] = init_parked_car_generator #SENTINEL color -1 -1 0 alarm 60 door_lock 30 0 10000 at 926.45 -1292.29 13.6 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[2] = init_parked_car_generator #INFERNUS color -1 -1 0 alarm 80 door_lock 50 0 10000 at -2665.44 990.77 64.45 angle 51.0 
014B: $PARKED_IMPEXPM_CARS[3] = init_parked_car_generator #CAMPER color -1 -1 1 alarm 30 door_lock 10 0 10000 at -2516.598 1228.919 36.4283 angle 211.5 
014B: $PARKED_IMPEXPM_CARS[4] = init_parked_car_generator #ADMIRAL color -1 -1 0 alarm 50 door_lock 10 0 10000 at 1122.29 -1699.76 13.43 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[5] = init_parked_car_generator #PATRIOT color -1 -1 1 alarm 50 door_lock 10 0 10000 at -1006.41 -628.27 32.0 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[6] = init_parked_car_generator #SANCHEZ color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2085.23 -2437.52 30.31 angle 142.0 
014B: $PARKED_IMPEXPM_CARS[7] = init_parked_car_generator #STRETCH color -1 -1 0 alarm 50 door_lock 10 0 10000 at -1922.19 288.34 40.84 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[8] = init_parked_car_generator #FELTZER color -1 -1 0 alarm 50 door_lock 10 0 10000 at -16.66 -2521.17 36.37 angle 210.0 
014B: $PARKED_IMPEXPM_CARS[9] = init_parked_car_generator #REMINGTN color -1 -1 0 alarm 50 door_lock 10 0 10000 at 1803.38 -1931.05 13.66 angle 0.0 
014B: $PARKED_IMPEXPM_CARS[10] = init_parked_car_generator #CHEETAH color -1 -1 1 alarm 90 door_lock 30 0 10000 at 1272.24 2603.03 10.49 angle 117.0 
014B: $PARKED_IMPEXPM_CARS[11] = init_parked_car_generator #RANCHER color -1 -1 0 alarm 50 door_lock 10 0 10000 at -112.4 -41.82 3.26 angle 160.0 
014B: $PARKED_IMPEXPM_CARS[12] = init_parked_car_generator #STALLION color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2456.1 741.65 34.92 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[13] = init_parked_car_generator #PETRO color -1 -1 1 alarm 50 door_lock 10 0 10000 at -1951.81 2393.83 50.08 angle 292.0 
014B: $PARKED_IMPEXPM_CARS[14] = init_parked_car_generator #COMET color -1 -1 0 alarm 90 door_lock 40 0 10000 at -2751.79 -281.5 6.81 angle 0.0 
014B: $PARKED_IMPEXPM_CARS[15] = init_parked_car_generator #SLAMVAN color -1 -1 0 alarm 50 door_lock 10 0 10000 at 1923.93 -2118.89 13.35 angle 0.0 
014B: $PARKED_IMPEXPM_CARS[16] = init_parked_car_generator #BLISTAC color -1 -1 0 alarm 50 door_lock 10 0 10000 at -1675.94 -618.74 13.86 angle 256.0 
014B: $PARKED_IMPEXPM_CARS[17] = init_parked_car_generator #STAFFORD color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2430.22 320.84 34.97 angle 245.0 
014B: $PARKED_IMPEXPM_CARS[18] = init_parked_car_generator #SABRE color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2265.33 200.65 34.97 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[19] = init_parked_car_generator #FCR900 color -1 -1 0 alarm 50 door_lock 10 0 10000 at 2282.7 2535.88 10.39 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[20] = init_parked_car_generator #BANSHEE color -1 -1 0 alarm 90 door_lock 50 0 10000 at 2133.04 1009.75 10.49 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[21] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 90 door_lock 50 0 10000 at 2229.3 1402.99 10.82 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[22] = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 50 door_lock 10 0 10000 at -1550.4 2687.54 56.22 angle 90.0 
014B: $PARKED_IMPEXPM_CARS[23] = init_parked_car_generator #HUNTLEY color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2068.69 -83.75 35.1 angle 0.0 
014B: $PARKED_IMPEXPM_CARS[24] = init_parked_car_generator #BFINJECT color -1 -1 0 alarm 70 door_lock 10 0 10000 at 682.17 -1867.46 4.82 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[25] = init_parked_car_generator #BLADE color -1 -1 0 alarm 80 door_lock 10 0 10000 at 1747.87 -2098.03 13.28 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[26] = init_parked_car_generator #FREEWAY color -1 -1 0 alarm 50 door_lock 10 0 10000 at 1144.46 -1101.26 25.35 angle 300.0 
014B: $PARKED_IMPEXPM_CARS[27] = init_parked_car_generator #MESA color -1 -1 0 alarm 70 door_lock 10 0 10000 at -2406.25 -2180.84 33.39 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[28] = init_parked_car_generator #ZR350 color -1 -1 0 alarm 80 door_lock 10 0 10000 at 2163.79 1810.23 10.58 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[29] = init_parked_car_generator #EUROS color -1 -1 0 alarm 50 door_lock 10 0 10000 at 2207.43 1286.13 10.57 angle 180.0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[0] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[1] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[2] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[3] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[4] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[5] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[6] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[7] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[8] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[9] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[10] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[11] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[12] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[13] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[14] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[15] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[16] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[17] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[18] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[19] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[20] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[21] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[22] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[23] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[24] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[25] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[26] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[27] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[28] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[29] cars_to_generate_to 0 
014B: $2865 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at -540.0441 -1396.147 15.0 angle 0.0 
014B: $2866 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at -289.5517 -1389.627 10.0 angle 0.0 
014B: $2867 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at -192.9 -1331.307 21.5 angle 0.0 
014B: $2860 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 100 0 10000 at -273.9629 -1507.596 5.0 angle 0.0 
014B: $2861 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 100 0 10000 at -395.1952 -1293.19 30.8 angle 0.0 
014B: $2862 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 100 0 10000 at -186.6494 -1339.215 6.0 angle 0.0 
014B: $2868 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1030.249 -1050.188 129.0 angle 0.0 
014B: $2869 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1169.425 -989.6309 129.0 angle 0.0 
014B: $2863 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1110.79 -947.7925 129.0 angle 0.0 
014B: $2870 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at 16.8768 49.991 3.0 angle 0.0 
014B: $2871 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at 81.051 3.3203 1.5 angle 0.0 
014B: $2872 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 100 0 10000 at -15.2986 -84.6533 3.0 angle 0.0 
014B: $2864 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 100 0 10000 at 81.0533 3.3234 1.5 angle 0.0 
014C: set_parked_car_generator $2865 cars_to_generate_to 0 
014C: set_parked_car_generator $2866 cars_to_generate_to 0 
014C: set_parked_car_generator $2867 cars_to_generate_to 0 
014C: set_parked_car_generator $2868 cars_to_generate_to 0 
014C: set_parked_car_generator $2869 cars_to_generate_to 0 
014C: set_parked_car_generator $2870 cars_to_generate_to 0 
014C: set_parked_car_generator $2871 cars_to_generate_to 0 
014C: set_parked_car_generator $2872 cars_to_generate_to 0 
014C: set_parked_car_generator $2860 cars_to_generate_to 101 
014C: set_parked_car_generator $2861 cars_to_generate_to 101 
014C: set_parked_car_generator $2862 cars_to_generate_to 101 
014C: set_parked_car_generator $2863 cars_to_generate_to 101 
014C: set_parked_car_generator $2864 cars_to_generate_to 101 
$2877 = 0 
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck-Raststtte
07FB: set_interior 'GF1' access 0 
07FB: set_interior 'GF2' access 0 
07FB: set_interior 'GF3' access 0 
07FB: set_interior 'GF4' access 0 
07FB: set_interior 'GF5' access 0 
07FB: set_interior 'GF6' access 0 
$2878 = 0 
$2879 = 0 
$2880 = 0 
$2881 = 0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2435.2 -1741.0 2454.9 -1723.4 spawn_policeA_at 2481.0 -1707.0 headed_towards 2480.0 -1732.0 spawn_policeB_at 2481.0 -1707.0 headed_towards 2480.0 -1732.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2680.6 -1665.8 2702.2 -1647.8 spawn_policeA_at 2724.7 -1610.1 headed_towards 2727.2 -1656.9 spawn_policeB_at 2724.0 -1610.0 headed_towards 2727.0 -1656.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2878.4 -1972.5 2869.7 -1954.9 spawn_policeA_at 2890.0 -1912.0 headed_towards 2877.0 -1962.0 spawn_policeB_at 2893.0 -2007.0 headed_towards 2881.0 -1970.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2807.0 -1152.0 2822.0 -1135.0 spawn_policeA_at 2872.0 -1105.0 headed_towards 2874.0 -1133.0 spawn_policeB_at 2866.0 -1111.0 headed_towards 2864.0 -1138.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2261.0 -1263.0 2249.0 -1258.0 spawn_policeA_at 2173.0 -1232.0 headed_towards 2170.0 -1257.0 spawn_policeB_at 2184.0 -1258.0 headed_towards 2202.0 -1260.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2157.0 -1500.0 2173.0 -1495.0 spawn_policeA_at 2131.0 -1461.0 headed_towards 2131.0 -1495.0 spawn_policeB_at 2130.0 -1460.0 headed_towards 2131.0 -1494.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2295.0 -1772.0 2302.0 -1761.0 spawn_policeA_at 2263.0 -1780.0 headed_towards 2263.0 -1809.0 spawn_policeB_at 2327.0 -1821.0 headed_towards 2303.0 -1817.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1518.0 -1700.0 1538.0 -1683.0 spawn_policeA_at 1564.0 -1730.0 headed_towards 1527.0 -1730.0 spawn_policeB_at 1565.0 -1731.0 headed_towards 1527.1 -1732.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2531.0 -1861.0 2547.0 -1839.0 spawn_policeA_at 2581.0 -1911.0 headed_towards 2578.0 -1865.0 spawn_policeB_at 2560.0 -1896.0 headed_towards 2561.0 -1848.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1833.0 -1617.0 1854.0 -1608.0 spawn_policeA_at 1820.0 -1590.0 headed_towards 1818.0 -1605.0 spawn_policeB_at 1824.0 -1641.0 headed_towards 1824.0 -1619.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1694.0 -1518.0 1706.0 -1505.0 spawn_policeA_at 1720.0 -1476.0 headed_towards 1709.0 -1487.0 spawn_policeB_at 1718.0 -1473.0 headed_towards 1709.0 -1474.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1707.0 -1467.0 1711.0 -1457.0 spawn_policeA_at 1689.0 -1443.0 headed_towards 1709.0 -1444.0 spawn_policeB_at 1688.0 -1443.0 headed_towards -1709.0 -1444.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 1815.0 -1406.0 1829.0 -1388.0 spawn_policeA_at 1840.0 -1410.0 headed_towards 1835.0 -1402.0 spawn_policeB_at 1841.0 -1411.0 headed_towards 1836.0 -1403.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 1804.0 -1353.0 1807.0 -1342.0 spawn_policeA_at 1781.0 -1366.0 headed_towards 1784.0 -1352.0 spawn_policeB_at 1781.0 -1366.0 headed_towards 1784.0 -1352.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1710.0 -1339.0 1724.0 -1319.0 spawn_policeA_at 1684.0 -1305.0 headed_towards 1712.0 -1305.0 spawn_policeB_at 1684.0 -1305.0 headed_towards 1712.0 -1305.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1711.0 -1204.0 1720.0 -1194.0 spawn_policeA_at 1747.0 -1160.0 headed_towards 1712.0 -1159.0 spawn_policeB_at 1747.0 -1160.0 headed_towards 1712.0 -1159.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2389.0 -1479.0 2404.0 -1469.0 spawn_policeA_at 2429.0 -1457.0 headed_towards 2429.0 -1479.0 spawn_policeB_at 2428.0 -1456.0 headed_towards 2430.0 -1480.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2443.0 -1221.0 2457.0 -1209.0 spawn_policeA_at 2474.0 -1253.0 headed_towards 2447.0 -1255.0 spawn_policeB_at 2475.0 -1254.0 headed_towards 2448.0 -1256.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2627.0 -1134.0 2632.0 -1132.0 spawn_policeA_at 2649.0 -1150.0 headed_towards 2642.0 -1139.0 spawn_policeB_at 2650.0 -1151.0 headed_towards 2643.0 -1140.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2677.0 -1095.0 2697.0 -1060.0 spawn_policeA_at 2645.0 -1106.0 headed_towards 2646.0 -1077.0 spawn_policeB_at 2646.0 -1107.0 headed_towards 2647.0 -1078.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1947.0 -1055.0 1955.0 -1038.0 spawn_policeA_at 1989.0 -1025.0 headed_towards 1978.0 -1057.0 spawn_policeB_at 1990.0 -1026.0 headed_towards 1979.0 -1058.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1858.0 -1123.0 1876.0 -1113.0 spawn_policeA_at 1895.0 -1133.0 headed_towards 1865.0 -1133.0 spawn_policeB_at 1896.0 -1134.0 headed_towards 1866.0 -1134.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1977.0 -1416.0 1996.0 -1411.0 spawn_policeA_at 1966.0 -1467.0 headed_towards 1988.0 -1465.0 spawn_policeB_at 1967.0 -1468.0 headed_towards 1989.0 -1466.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2191.0 -1345.0 2202.0 -1338.0 spawn_policeA_at 2216.0 -1355.0 headed_towards 2216.0 -1343.0 spawn_policeB_at 2217.0 -1356.0 headed_towards 2217.0 -1344.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2339.0 -1161.0 2345.0 -1148.0 spawn_policeA_at 2372.0 -1182.0 headed_towards 2373.0 -1157.0 spawn_policeB_at 2373.0 -1183.0 headed_towards 2374.0 -1158.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2034.0 -1271.0 2049.0 -1251.0 spawn_policeA_at 2072.0 -1281.0 headed_towards 2070.0 -1261.0 spawn_policeB_at 2073.0 -1282.0 headed_towards 2070.0 -2074.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1410.0 -1250.0 1427.0 -1233.0 spawn_policeA_at 1457.0 -1263.0 headed_towards 1456.0 -1243.0 spawn_policeB_at 1452.0 -1211.0 headed_towards 1453.0 -1238.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1427.0 -1334.0 1433.0 -1323.0 spawn_policeA_at 1419.0 -1270.0 headed_towards 1419.0 -1286.0 spawn_policeB_at 1420.0 -1253.0 headed_towards 1419.0 -1257.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1520.0 -1655.0 1538.0 -1642.0 spawn_policeA_at 1561.0 -1626.0 headed_towards 1530.0 -1627.0 spawn_policeB_at 1562.0 -1620.0 headed_towards 1531.0 -1622.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1129.0 -1669.0 1140.0 -1663.0 spawn_policeA_at 1095.0 -1665.0 headed_towards 1130.0 -1665.0 spawn_policeB_at 1117.0 -1714.0 headed_towards 1138.0 -1715.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1167.0 -1782.0 1190.0 -1769.0 spawn_policeA_at 1148.0 -1744.0 headed_towards 1176.0 -1743.0 spawn_policeB_at 1141.0 -1739.0 headed_towards 1175.0 -1737.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1207.0 -1214.0 1216.0 -1193.0 spawn_policeA_at 1175.0 -1210.0 headed_towards 1194.0 -1209.0 spawn_policeB_at 1179.0 -1204.0 headed_towards 1197.0 -1204.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1261.0 -1721.0 1271.0 -1707.0 spawn_policeA_at 1295.0 -1680.0 headed_towards 1295.0 -1717.0 spawn_policeB_at 1300.0 -1670.0 headed_towards 1300.0 -1704.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1237.0 -1290.0 1257.0 -1271.0 spawn_policeA_at 1214.0 -1253.0 headed_towards 1215.0 -1281.0 spawn_policeB_at 1215.0 -1215.0 headed_towards -1215.0 -1281.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1013.0 -1158.0 1030.0 -1132.0 spawn_policeA_at 1060.0 -1174.0 headed_towards 1060.0 -1148.0 spawn_policeB_at 1060.0 -1174.0 headed_towards 1060.0 -1148.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1089.0 -1212.0 1076.0 -1204.0 spawn_policeA_at 1061.0 -1223.0 headed_towards 1064.0 -1205.0 spawn_policeB_at 1061.0 -1223.0 headed_towards 1064.0 -1205.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 953.0 -1108.0 945.0 -1097.0 spawn_policeA_at 928.0 -1084.0 headed_towards 937.0 -1099.0 spawn_policeB_at 928.0 -1084.0 headed_towards 937.0 -1099.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 829.0 -1066.0 830.0 -1057.0 spawn_policeA_at 837.0 -1049.0 headed_towards 828.0 -1055.0 spawn_policeB_at 837.0 -1049.0 headed_towards 828.0 -1055.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 816.0 -1048.0 840.0 -1030.0 spawn_policeA_at 793.0 -1015.0 headed_towards 791.0 -1055.0 spawn_policeB_at 793.0 -1015.0 headed_towards 791.0 -1055.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 642.0 -1197.0 676.0 -1187.0 spawn_policeA_at 597.0 -1183.0 headed_towards 616.0 -1211.0 spawn_policeB_at 597.0 -1193.0 headed_towards 616.0 -1211.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 618.0 -1287.0 647.0 -1272.0 spawn_policeA_at 665.0 -1317.0 headed_towards 632.0 -1317.0 spawn_policeB_at 662.0 -1317.0 headed_towards 632.0 -1317.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 457.0 -1364.0 487.0 -1357.0 spawn_policeA_at 493.0 -1323.0 headed_towards 501.0 -1340.0 spawn_policeB_at 498.0 -1317.0 headed_towards 513.0 -1350.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 523.0 -1456.0 555.0 -1442.0 spawn_policeA_at 569.0 -1404.0 headed_towards 532.0 -1413.0 spawn_policeB_at 567.0 -1399.0 headed_towards 525.0 -1407.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 478.0 -1488.0 496.0 -1472.0 spawn_policeA_at 491.0 -1518.0 headed_towards 490.0 -1501.0 spawn_policeB_at 490.0 -1521.0 headed_towards 487.0 -1497.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 470.0 -1604.0 490.0 -1573.0 spawn_policeA_at 540.0 -1626.0 headed_towards 540.0 -1583.0 spawn_policeB_at 540.0 -1626.0 headed_towards 540.0 -1583.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 519.0 -1687.0 544.0 -1676.0 spawn_policeA_at 486.0 -1727.0 headed_towards 534.0 -1734.0 spawn_policeB_at 486.0 -1727.0 headed_towards 534.0 -1734.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 380.0 -1803.0 394.0 -1798.0 spawn_policeA_at 363.0 -1833.0 headed_towards 373.0 -1819.0 spawn_policeB_at 385.0 -1831.0 headed_towards 373.0 -1819.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2134.0 -1904.0 2156.0 -1885.0 spawn_policeA_at 2105.0 -1919.0 headed_towards 2105.0 -1899.0 spawn_policeB_at 2079.0 -1871.0 headed_towards 2080.0 -1898.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1953.0 -1988.0 1971.0 -1966.0 spawn_policeA_at 1985.0 -1930.0 headed_towards 1967.0 -1929.0 spawn_policeB_at 1927.0 -1935.0 headed_towards 1953.0 -1935.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 2015.0 -2064.0 2026.0 -2052.0 spawn_policeA_at 2009.0 -2010.0 headed_towards 2007.0 -2033.0 spawn_policeB_at 1970.0 -2059.0 headed_towards 1988.0 -2058.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1997.0 -2077.0 2009.0 -2065.0 spawn_policeA_at 2041.0 -2056.0 headed_towards 2016.0 -2058.0 spawn_policeB_at 2027.0 -2084.0 headed_towards 2005.0 -2084.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1924.0 -2108.0 1935.0 -2096.0 spawn_policeA_at 1917.0 -2074.0 headed_towards 1917.0 -2094.0 spawn_policeB_at 1917.0 -2138.0 headed_towards 1917.0 -2116.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1847.0 -2108.0 1860.0 -2097.0 spawn_policeA_at 1821.0 -2089.0 headed_towards 1820.0 -2101.0 spawn_policeB_at 1903.0 -2101.0 headed_towards 1883.0 -2101.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1861.0 -2010.0 1870.0 -2005.0 spawn_policeA_at 1885.0 -2041.0 headed_towards 1886.0 -2021.0 spawn_policeB_at 1880.0 -2044.0 headed_towards 1878.0 -2016.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1751.0 -2388.0 1781.0 -2369.0 spawn_policeA_at 1799.0 -2345.0 headed_towards 1798.0 -2377.0 spawn_policeB_at 1799.0 -2345.0 headed_towards 1798.0 -2377.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1314.0 -2423.0 1325.0 -2410.0 spawn_policeA_at 1339.0 -2446.0 headed_towards 1317.0 -2446.0 spawn_policeB_at 1339.0 -2446.0 headed_towards 1317.0 -2446.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1551.0 -1636.0 1562.0 -1618.0 spawn_policeA_at 1531.0 -1660.0 headed_towards 1532.0 -1632.0 spawn_policeB_at 1531.0 -1660.0 headed_towards 1532.0 -1632.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle 1225.0 -1880.0 1237.0 -1866.0 spawn_policeA_at 1180.0 -1884.0 headed_towards 1213.0 -1885.0 spawn_policeB_at 1169.0 -1887.0 headed_towards 1194.0 -1888.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle 1076.0 -1890.0 1097.0 -1881.0 spawn_policeA_at 1161.0 -1880.0 headed_towards 1108.0 -1883.0 spawn_policeB_at 1050.0 -1894.0 headed_towards 1084.0 -1887.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1059.0 -1721.0 1090.0 -1703.0 spawn_policeA_at 1034.0 -1674.0 headed_towards 1039.0 -1713.0 spawn_policeB_at 1034.0 -1674.0 headed_towards 1039.0 -1713.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1028.0 -1690.0 1048.0 -1657.0 spawn_policeA_at 1079.0 -1710.0 headed_towards 1037.0 -1709.0 spawn_policeB_at 1079.0 -1710.0 headed_towards 1037.0 -1709.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 982.0 -1913.0 953.0 -1858.0 spawn_policeA_at 980.0 -1852.0 headed_towards 966.0 -1860.0 spawn_policeB_at 946.0 -1846.0 headed_towards 956.0 -1857.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 849.0 -1899.0 823.0 -1937.0 spawn_policeA_at 836.0 -2017.0 headed_towards 839.0 -1993.0 spawn_policeB_at 848.0 -2020.0 headed_towards 842.0 -1990.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 820.0 -1844.0 848.0 -1819.0 spawn_policeA_at 789.0 -1786.0 headed_towards 827.0 -1786.0 spawn_policeB_at 881.0 -1772.0 headed_towards 827.0 -1772.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 788.0 -1816.0 780.0 -1800.0 spawn_policeA_at 786.0 -1835.0 headed_towards 781.0 -1820.0 spawn_policeB_at 786.0 -1835.0 headed_towards 781.0 -1820.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 740.0 -1815.0 759.0 -1808.0 spawn_policeA_at 738.0 -1790.0 headed_towards 737.0 -1806.0 spawn_policeB_at 744.0 -1836.0 headed_towards 746.0 -1819.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 717.0 -1819.0 727.0 -1805.0 spawn_policeA_at 745.0 -1827.0 headed_towards 746.0 -1815.0 spawn_policeB_at 735.0 -1792.0 headed_towards 728.0 -1813.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 624.0 -1786.0 641.0 -1778.0 spawn_policeA_at 644.0 -1799.0 headed_towards 647.0 -1789.0 spawn_policeB_at 651.0 -1767.0 headed_towards 649.0 -1783.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 606.0 -1786.0 622.0 -1770.0 spawn_policeA_at 656.0 -1759.0 headed_towards 649.0 -1787.0 spawn_policeB_at 656.0 -1759.0 headed_towards 649.0 -1787.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 586.0 -1868.0 612.0 -1835.0 spawn_policeA_at 648.0 -1818.0 headed_towards 643.0 -1856.0 spawn_policeB_at 648.0 -1818.0 headed_towards 643.0 -1856.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 541.0 -1778.0 562.0 -1762.0 spawn_policeA_at 593.0 -1775.0 headed_towards 573.0 -1772.0 spawn_policeB_at 593.0 -1772.0 headed_towards 573.0 -1772.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 511.0 -1777.0 478.0 -1762.0 spawn_policeA_at 455.0 -1737.0 headed_towards 458.0 -1769.0 spawn_policeB_at 455.0 -1737.0 headed_towards 458.0 -1769.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 381.0 -1806.0 398.0 -1790.0 spawn_policeA_at 385.0 -1825.0 headed_towards 383.0 -1806.0 spawn_policeB_at 364.0 -1831.0 headed_towards 377.0 -1810.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 361.0 -1689.0 379.0 -1667.0 spawn_policeA_at 401.0 -1650.0 headed_towards 372.0 -1646.0 spawn_policeB_at 334.0 -1646.0 headed_towards 365.0 -1649.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 289.0 -1647.0 314.0 -1631.0 spawn_policeA_at 321.0 -1597.0 headed_towards 321.0 -1642.0 spawn_policeB_at 321.0 -1597.0 headed_towards 321.0 -1642.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 225.0 -1610.0 252.0 -1590.0 spawn_policeA_at 274.0 -1576.0 headed_towards 242.0 -1566.0 spawn_policeB_at 274.0 -1576.0 headed_towards 242.0 -1566.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 301.0 -1472.0 336.0 -1467.0 spawn_policeA_at 269.0 -1476.0 headed_towards 291.0 -1497.0 spawn_policeB_at 269.0 -1476.0 headed_towards 291.0 -1497.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 196.0 -1528.0 223.0 -1508.0 spawn_policeA_at 193.0 -1489.0 headed_towards 179.0 -1512.0 spawn_policeB_at 174.0 -1579.0 headed_towards 147.0 -1554.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 221.0 -1367.0 226.0 -1337.0 spawn_policeA_at 228.0 -1310.0 headed_towards 246.0 -1336.0 spawn_policeB_at 228.0 -1310.0 headed_towards 246.0 -1336.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 427.0 -1238.0 450.0 -1229.0 spawn_policeA_at 391.0 -1225.0 headed_towards 402.0 -1252.0 spawn_policeB_at 391.0 -1225.0 headed_towards 402.0 -1252.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 478.0 -1257.0 478.0 -1227.0 spawn_policeA_at 489.0 -1281.0 headed_towards 508.0 -1265.0 spawn_policeB_at 489.0 -1281.0 headed_towards 508.0 -1265.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 337.0 -1176.0 371.0 -1170.0 spawn_policeA_at 395.0 -1169.0 headed_towards 362.0 -1141.0 spawn_policeB_at 344.0 -1131.0 headed_towards 381.0 -1167.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1798.0 796.0 1816.0 823.0 spawn_policeA_at 1760.0 832.0 headed_towards 1809.0 834.0 spawn_policeB_at 1760.0 832.0 headed_towards 1809.0 834.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2032.0 892.0 2056.0 919.0 spawn_policeA_at 2086.0 856.0 headed_towards 2047.0 856.0 spawn_policeB_at 2086.0 856.0 headed_towards 2047.0 856.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2034.0 985.0 2053.0 1024.0 spawn_policeA_at 2074.0 975.0 headed_towards 2044.0 974.0 spawn_policeB_at 2074.0 975.0 headed_towards 2044.0 974.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2035.0 1228.0 2056.0 1254.0 spawn_policeA_at 2021.0 1275.0 headed_towards 2051.0 1277.0 spawn_policeB_at 2021.0 1275.0 headed_towards 2051.0 1277.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2114.0 2071.0 2136.0 2096.0 spawn_policeA_at 2098.0 2020.0 headed_towards 2131.0 2020.0 spawn_policeB_at 2098.0 2020.0 headed_towards 2131.0 2020.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1937.0 2104.0 1954.0 2122.0 spawn_policeA_at 1925.0 2139.0 headed_towards 1926.0 2110.0 spawn_policeB_at 1925.0 2139.0 headed_towards 1926.0 2110.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1836.0 2044.0 1858.0 2059.0 spawn_policeA_at 1815.0 2080.0 headed_towards 1821.0 2051.0 spawn_policeB_at 1815.0 2080.0 headed_towards 1821.0 2051.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1721.0 2044.0 1739.0 2063.0 spawn_policeA_at 1710.0 2023.0 headed_towards 1709.0 2051.0 spawn_policeB_at 1710.0 2023.0 headed_towards 1709.0 2051.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1699.0 2134.0 1717.0 2152.0 spawn_policeA_at 1734.0 2172.0 headed_towards 1709.0 2171.0 spawn_policeB_at 1729.0 2175.0 headed_towards 1694.0 2175.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1581.0 2164.0 1600.0 2182.0 spawn_policeA_at 1616.0 2143.0 headed_towards 1615.0 2170.0 spawn_policeB_at 1621.0 2146.0 headed_towards 1622.0 2182.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1522.0 2044.0 1538.0 2060.0 spawn_policeA_at 1529.0 2083.0 headed_towards 1532.0 2055.0 spawn_policeB_at 1525.0 2087.0 headed_towards 1525.0 2056.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1466.0 1989.0 1490.0 2003.0 spawn_policeA_at 1457.0 2024.0 headed_towards 1476.0 2009.0 spawn_policeB_at 1499.0 2027.0 headed_towards 1483.0 2006.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1429.0 2617.0 1439.0 2624.0 spawn_policeA_at 1422.0 2615.0 headed_towards 1433.0 2619.0 spawn_policeB_at 1446.0 2615.0 headed_towards 1434.0 2622.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1469.0 2545.0 1487.0 2568.0 spawn_policeA_at 1500.0 2592.0 headed_towards 1474.0 2591.0 spawn_policeB_at 1500.0 2592.0 headed_towards 1474.0 2591.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1300.0 2580.0 1325.0 2599.0 spawn_policeA_at 1291.0 2568.0 headed_towards 1291.0 2597.0 spawn_policeB_at 1291.0 2568.0 headed_towards 1291.0 2597.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2240.0 2460.0 2246.0 2449.0 spawn_policeA_at 2230.0 2433.0 headed_towards 2231.0 2451.0 spawn_policeB_at 2229.0 2476.0 headed_towards 2231.0 2456.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1238.0 2671.0 1257.0 2690.0 spawn_policeA_at 1276.0 2716.0 headed_towards 1244.0 2713.0 spawn_policeB_at 1276.0 2716.0 headed_towards 1244.0 2713.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1493.0 2580.0 1512.0 2599.0 spawn_policeA_at 1479.0 2562.0 headed_towards 1480.0 2588.0 spawn_policeB_at 1476.0 2555.0 headed_towards 1475.0 2585.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1469.0 2433.0 1486.0 2447.0 spawn_policeA_at 1449.0 2390.0 headed_towards 1478.0 2391.0 spawn_policeB_at 1449.0 2390.0 headed_towards 1478.0 2391.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1558.0 2283.0 1577.0 2305.0 spawn_policeA_at 1529.0 2311.0 headed_towards 1565.0 2310.0 spawn_policeB_at 1529.0 2311.0 headed_towards 1565.0 2310.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1397.0 2303.0 1419.0 2323.0 spawn_policeA_at 1385.0 2331.0 headed_towards 1389.0 2313.0 spawn_policeB_at 1385.0 2331.0 headed_towards 1389.0 2313.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1568.0 2114.0 1578.0 2140.0 spawn_policeA_at 1573.0 2078.0 headed_towards 1573.0 2118.0 spawn_policeB_at 1571.0 2088.0 headed_towards 1571.0 2106.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1660.0 2002.0 1685.0 2021.0 spawn_policeA_at 1710.0 1985.0 headed_towards 1709.0 2015.0 spawn_policeB_at 1710.0 1985.0 headed_towards 1709.0 2015.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1765.0 2044.0 1788.0 2063.0 spawn_policeA_at 1810.0 2083.0 headed_towards 1827.0 2056.0 spawn_policeB_at 1810.0 2083.0 headed_towards 1827.0 2056.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1948.0 2274.0 1971.0 2293.0 spawn_policeA_at 1930.0 2259.0 headed_towards 1930.0 2283.0 spawn_policeB_at 1930.0 2259.0 headed_towards 1930.0 2283.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1918.0 2309.0 1938.0 2328.0 spawn_policeA_at 1951.0 2338.0 headed_towards 1929.0 2338.0 spawn_policeB_at 1895.0 2333.0 headed_towards 1926.0 2337.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1986.0 2384.0 2006.0 2403.0 spawn_policeA_at 2031.0 2367.0 headed_towards 2024.0 2392.0 spawn_policeB_at 2026.0 2433.0 headed_towards 2025.0 2395.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2011.0 2334.0 2017.0 2352.0 spawn_policeA_at 1995.0 2286.0 headed_towards 2014.0 2288.0 spawn_policeB_at 1995.0 2286.0 headed_towards 2014.0 2288.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2063.0 2274.0 2090.0 2293.0 spawn_policeA_at 2068.0 2313.0 headed_towards 2096.0 2292.0 spawn_policeB_at 2119.0 2260.0 headed_towards 2104.0 2282.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2171.0 2356.0 2185.0 2356.0 spawn_policeA_at 2214.0 2328.0 headed_towards 2196.0 2336.0 spawn_policeB_at 2217.0 2370.0 headed_towards 2204.0 2348.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2177.0 2302.0 2185.0 2325.0 spawn_policeA_at 2198.0 2286.0 headed_towards 2161.0 2288.0 spawn_policeB_at 2198.0 2286.0 headed_towards 2161.0 2288.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2256.0 2274.0 2294.0 2293.0 spawn_policeA_at 2288.0 2260.0 headed_towards 2287.0 2283.0 spawn_policeB_at 2288.0 2260.0 headed_towards 2287.0 2283.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2379.0 2404.0 2395.0 2423.0 spawn_policeA_at 2342.0 2436.0 headed_towards 2353.0 2415.0 spawn_policeB_at 2342.0 2436.0 headed_towards 2353.0 2415.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2218.0 2422.0 2239.0 2438.0 spawn_policeA_at 2257.0 2455.0 headed_towards 2227.0 2452.0 spawn_policeB_at 2257.0 2455.0 headed_towards 2227.0 2452.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2337.0 2504.0 2354.0 2522.0 spawn_policeA_at 2370.0 2482.0 headed_towards 2370.0 2513.0 spawn_policeB_at 2370.0 2482.0 headed_towards 2370.0 2513.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2490.0 2403.0 2511.0 2423.0 spawn_policeA_at 2524.0 2438.0 headed_towards 2525.0 2411.0 spawn_policeB_at 2524.0 2438.0 headed_towards 2525.0 2411.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2518.0 2255.0 2537.0 2274.0 spawn_policeA_at 2555.0 2236.0 headed_towards 2528.0 2237.0 spawn_policeB_at 2555.0 2236.0 headed_towards 2528.0 2237.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2518.0 2189.0 2539.0 2210.0 spawn_policeA_at 2558.0 2235.0 headed_towards 2518.0 2236.0 spawn_policeB_at 2498.0 2231.0 headed_towards 2537.0 2231.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2544.0 2222.0 2566.0 2243.0 spawn_policeA_at 2524.0 2265.0 headed_towards 2525.0 2234.0 spawn_policeB_at 2530.0 2271.0 headed_towards 2531.0 2226.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2363.0 2224.0 2395.0 2248.0 spawn_policeA_at 2352.0 2205.0 headed_towards 2353.0 2236.0 spawn_policeB_at 2346.0 2197.0 headed_towards 2344.0 2231.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2333.0 2173.0 2369.0 2190.0 spawn_policeA_at 2313.0 2138.0 headed_towards 2349.0 2140.0 spawn_policeB_at 2313.0 2138.0 headed_towards 2349.0 2140.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2380.0 2124.0 2404.0 2163.0 spawn_policeA_at 2346.0 2178.0 headed_towards 2350.0 2149.0 spawn_policeB_at 2346.0 2178.0 headed_towards 2350.0 2149.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2484.0 2124.0 2513.0 2163.0 spawn_policeA_at 2525.0 2179.0 headed_towards 2525.0 2151.0 spawn_policeB_at 2530.0 2184.0 headed_towards 2530.0 2136.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2713.0 2104.0 2737.0 2122.0 spawn_policeA_at 2793.0 2086.0 headed_towards 2796.0 2110.0 spawn_policeB_at 2796.0 2079.0 headed_towards 2801.0 2110.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2838.0 2127.0 2857.0 2159.0 spawn_policeA_at 2824.0 2111.0 headed_towards 2846.0 2111.0 spawn_policeB_at 2803.0 2111.0 headed_towards 2845.0 2112.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2789.0 1945.0 2803.0 1985.0 spawn_policeA_at 2745.0 1956.0 headed_towards 2779.0 1956.0 spawn_policeB_at 2739.0 1952.0 headed_towards 2786.0 1951.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2640.0 1944.0 2660.0 1965.0 spawn_policeA_at 2605.0 1982.0 headed_towards 2605.0 1953.0 spawn_policeB_at 2605.0 1982.0 headed_towards 2605.0 1953.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2498.0 1921.0 2517.0 1938.0 spawn_policeA_at 2537.0 1955.0 headed_towards 2507.0 1956.0 spawn_policeB_at 2537.0 1955.0 headed_towards 2507.0 1956.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2408.0 2021.0 2429.0 2042.0 spawn_policeA_at 2398.0 2045.0 headed_towards 2412.0 2044.0 spawn_policeB_at 2398.0 2045.0 headed_towards 2412.0 2044.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2188.0 1826.0 2205.0 1851.0 spawn_policeA_at 2234.0 1867.0 headed_towards 2212.0 1851.0 spawn_policeB_at 2234.0 1867.0 headed_towards 2212.0 1851.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2067.0 1863.0 2082.0 1894.0 spawn_policeA_at 2083.0 1843.0 headed_towards 2095.0 1865.0 spawn_policeB_at 2083.0 1843.0 headed_towards 2095.0 1865.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2033.0 1894.0 2048.0 1936.0 spawn_policeA_at 2060.0 1951.0 headed_towards 2041.0 1943.0 spawn_policeB_at 2069.0 1865.0 headed_towards 2063.0 1878.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2069.0 1785.0 2139.0 1806.0 spawn_policeA_at 2147.0 1776.0 headed_towards 2095.0 1776.0 spawn_policeB_at 1975.0 1711.0 headed_towards 2060.0 1710.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2094.0 1649.0 2165.0 1737.0 spawn_policeA_at 2177.0 1666.0 headed_towards 2129.0 1655.0 spawn_policeB_at 2151.0 1723.0 headed_towards 2134.0 1717.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2006.0 1541.0 2021.0 1550.0 spawn_policeA_at 2001.0 1564.0 headed_towards 2004.0 1553.0 spawn_policeB_at 2001.0 1564.0 headed_towards 2004.0 1553.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1931.0 1444.0 1964.0 1466.0 spawn_policeA_at 1989.0 1415.0 headed_towards 1991.0 1454.0 spawn_policeB_at 1989.0 1415.0 headed_towards 1991.0 1454.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1935.0 1299.0 1958.0 1322.0 spawn_policeA_at 1974.0 1276.0 headed_towards 1949.0 1277.0 spawn_policeB_at 1974.0 1276.0 headed_towards 1949.0 1277.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1756.0 1264.0 1786.0 1282.0 spawn_policeA_at 1730.0 1302.0 headed_towards 1722.0 1273.0 spawn_policeB_at 1730.0 1302.0 headed_towards 1722.0 1273.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1723.0 1182.0 1736.0 1205.0 spawn_policeA_at 1714.0 1234.0 headed_towards 1714.0 1217.0 spawn_policeB_at 1703.0 1229.0 headed_towards 1709.0 1219.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1583.0 1124.0 1606.0 1142.0 spawn_policeA_at 1570.0 1098.0 headed_towards 1569.0 1138.0 spawn_policeB_at 1570.0 1098.0 headed_towards 1569.0 1138.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1716.0 1585.0 1744.0 1605.0 spawn_policeA_at 1726.0 1663.0 headed_towards 1745.0 1637.0 spawn_policeB_at 1726.0 1663.0 headed_towards 1745.0 1637.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2349.0 2381.0 -2327.0 2377.0 spawn_policeA_at -2349.0 2402.0 headed_towards -2328.0 2388.0 spawn_policeB_at -2349.0 2402.0 headed_towards -2328.0 2388.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2475.0 2299.0 -2456.0 2315.0 spawn_policeA_at -2435.0 2337.0 headed_towards -2466.0 2334.0 spawn_policeB_at -2435.0 2337.0 headed_towards -2466.0 2334.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -1591.0 656.0 -1574.0 667.0 spawn_policeA_at -1561.0 690.0 headed_towards -1562.0 663.0 spawn_policeB_at -1557.0 692.0 headed_towards -1556.0 665.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1752.0 1317.0 -1726.0 1323.0 spawn_policeA_at -1749.0 1269.0 headed_towards -1714.0 1299.0 spawn_policeB_at -1749.0 1269.0 headed_towards -1714.0 1299.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1715.0 1309.0 -1711.0 1343.0 spawn_policeA_at -1710.0 1377.0 headed_towards -1736.0 1350.0 spawn_policeB_at -1710.0 1377.0 headed_towards -1736.0 1350.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -1673.0 1386.0 -1637.0 1391.0 spawn_policeA_at -1624.0 1380.0 headed_towards -1626.0 1393.0 spawn_policeB_at -1662.0 1430.0 headed_towards -1642.0 1427.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2002.0 1273.0 -1967.0 1299.0 spawn_policeA_at -1943.0 1258.0 headed_towards -1944.0 1293.0 spawn_policeB_at -1943.0 1258.0 headed_towards -1944.0 1293.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -1946.0 1233.0 -1939.0 1245.0 spawn_policeA_at -1943.0 1195.0 headed_towards -1943.0 1221.0 spawn_policeB_at -2021.0 1227.0 headed_towards -1983.0 1227.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle -1917.0 1253.0 -1904.0 1259.0 spawn_policeA_at -1900.0 1242.0 headed_towards -1900.0 1256.0 spawn_policeB_at -1900.0 1242.0 headed_towards -1900.0 1256.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2041.0 1223.0 -2022.0 1232.0 spawn_policeA_at -2010.0 1208.0 headed_towards -2010.0 1228.0 spawn_policeB_at -2010.0 1208.0 headed_towards -2010.0 1228.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1862.0 1166.0 -1836.0 1191.0 spawn_policeA_at -1789.0 1147.0 headed_towards -1790.0 1187.0 spawn_policeB_at -1794.0 1148.0 headed_towards -1794.0 1186.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1728.0 1134.0 -1702.0 1154.0 spawn_policeA_at -1747.0 1182.0 headed_towards -1710.0 1184.0 spawn_policeB_at -1747.0 1182.0 headed_towards -1710.0 1184.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1685.0 1173.0 -1663.0 1201.0 spawn_policeA_at -1708.0 1151.0 headed_towards -1712.0 1186.0 spawn_policeB_at -1708.0 1151.0 headed_towards -1712.0 1186.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1678.0 1174.0 -1647.0 1206.0 spawn_policeA_at -1644.0 1222.0 headed_towards -1618.0 1192.0 spawn_policeB_at -1606.0 1151.0 headed_towards -1618.0 1192.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1760.0 1083.0 -1736.0 1115.0 spawn_policeA_at -1718.0 1068.0 headed_towards -1718.0 1105.0 spawn_policeB_at -1718.0 1068.0 headed_towards -1718.0 1105.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1726.0 1005.0 -1701.0 986.0 spawn_policeA_at -1673.0 932.0 headed_towards -1716.0 933.0 spawn_policeB_at -1673.0 932.0 headed_towards -1716.0 933.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1769.0 963.0 -1749.0 901.0 spawn_policeA_at -1710.0 886.0 headed_towards -1711.0 923.0 spawn_policeB_at -1710.0 886.0 headed_towards -1711.0 923.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1684.0 903.0 -1658.0 944.0 spawn_policeA_at -1711.0 833.0 headed_towards -1710.0 912.0 spawn_policeB_at -1718.0 975.0 headed_towards -1719.0 926.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1806.0 954.0 -1782.0 981.0 spawn_policeA_at -1753.0 935.0 headed_towards -1795.0 934.0 spawn_policeB_at -1842.0 916.0 headed_towards -1793.0 916.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1806.0 891.0 -1781.0 867.0 spawn_policeA_at -1838.0 914.0 headed_towards -1794.0 915.0 spawn_policeB_at -1838.0 914.0 headed_towards -1794.0 915.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -1614.0 943.0 -1589.0 904.0 spawn_policeA_at -1563.0 880.0 headed_towards -1561.0 922.0 spawn_policeB_at -1563.0 966.0 headed_towards -1556.0 929.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1871.0 827.0 -1843.0 864.0 spawn_policeA_at -1902.0 885.0 headed_towards -1903.0 837.0 spawn_policeB_at -1902.0 885.0 headed_towards -1903.0 837.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1912.0 954.0 -1880.0 977.0 spawn_policeA_at -1936.0 934.0 headed_towards -1896.0 935.0 spawn_policeB_at -1936.0 934.0 headed_towards -1896.0 935.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1882.0 906.0 -1855.0 943.0 spawn_policeA_at -1896.0 889.0 headed_towards -1896.0 924.0 spawn_policeB_at -1896.0 889.0 headed_towards -1896.0 924.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1983.0 906.0 -1954.0 943.0 spawn_policeA_at -1998.0 883.0 headed_towards -1999.0 924.0 spawn_policeB_at -1998.0 883.0 headed_towards -1999.0 924.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2044.0 901.0 -2030.0 907.0 spawn_policeA_at -2045.0 922.0 headed_towards -2049.0 907.0 spawn_policeB_at -2058.0 935.0 headed_towards -2050.0 912.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2113.0 952.0 -2098.0 961.0 spawn_policeA_at -2078.0 953.0 headed_towards -2094.0 954.0 spawn_policeB_at -2086.0 931.0 headed_towards -2097.0 948.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle -2034.0 957.0 -2019.0 951.0 spawn_policeA_at -2010.0 981.0 headed_towards -2010.0 952.0 spawn_policeB_at -1965.0 933.0 headed_towards -2000.0 935.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2018.0 1017.0 -1992.0 1038.0 spawn_policeA_at -1959.0 1053.0 headed_towards -2002.0 1052.0 spawn_policeB_at -1959.0 1053.0 headed_towards -2002.0 1052.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle -2077.0 1038.0 -2072.0 1045.0 spawn_policeA_at -2080.0 1078.0 headed_towards -2079.0 1053.0 spawn_policeB_at -2080.0 1078.0 headed_towards -2079.0 1053.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2301.0 1043.0 -2253.0 1089.0 spawn_policeA_at -2350.0 1117.0 headed_towards -2360.0 1088.0 spawn_policeB_at -2350.0 1117.0 headed_towards -2360.0 1088.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2381.0 1030.0 -2375.0 1061.0 spawn_policeA_at -2320.0 1074.0 headed_towards -2356.0 1085.0 spawn_policeB_at -2320.0 1074.0 headed_towards -2356.0 1085.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2399.0 965.0 -2374.0 992.0 spawn_policeA_at -2344.0 961.0 headed_towards -2385.0 961.0 spawn_policeB_at -2344.0 961.0 headed_towards -2385.0 961.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2294.0 949.0 -2281.0 969.0 spawn_policeA_at -2254.0 956.0 headed_towards -2265.0 960.0 spawn_policeB_at -2254.0 956.0 headed_towards -2265.0 960.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2282.0 992.0 -2239.0 1017.0 spawn_policeA_at -2298.0 957.0 headed_towards -2258.0 955.0 spawn_policeB_at -2298.0 957.0 headed_towards -2258.0 955.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2206.0 903.0 -2171.0 934.0 spawn_policeA_at -2254.0 943.0 headed_towards -2253.0 917.0 spawn_policeB_at -2254.0 943.0 headed_towards -2253.0 917.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2160.0 927.0 -2129.0 954.0 spawn_policeA_at -2177.0 916.0 headed_towards -2128.0 916.0 spawn_policeB_at -2177.0 916.0 headed_towards -2128.0 916.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -2104.0 853.0 -2088.0 859.0 spawn_policeA_at -2082.0 816.0 headed_towards -2082.0 838.0 spawn_policeB_at -2101.0 806.0 headed_towards -2079.0 806.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2099.0 696.0 -2079.0 710.0 spawn_policeA_at -2114.0 729.0 headed_towards -2089.0 729.0 spawn_policeB_at -2114.0 729.0 headed_towards -2089.0 729.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2045.0 720.0 -2028.0 746.0 spawn_policeA_at -2008.0 758.0 headed_towards -2009.0 730.0 spawn_policeB_at -2001.0 773.0 headed_towards -2001.0 732.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1989.0 719.0 -1965.0 744.0 spawn_policeA_at -2000.0 691.0 headed_towards -2001.0 731.0 spawn_policeB_at -2007.0 765.0 headed_towards -2008.0 732.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2017.0 632.0 -1992.0 657.0 spawn_policeA_at -1982.0 611.0 headed_towards -2014.0 611.0 spawn_policeB_at -1982.0 611.0 headed_towards -2014.0 611.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1979.0 596.0 -1955.0 620.0 spawn_policeA_at -2015.0 643.0 headed_towards -2013.0 615.0 spawn_policeB_at -2015.0 643.0 headed_towards -2013.0 615.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2056.0 455.0 -2027.0 477.0 spawn_policeA_at -2008.0 438.0 headed_towards -2008.0 457.0 spawn_policeB_at -2008.0 438.0 headed_towards -2008.0 457.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2136.0 347.0 -2130.0 368.0 spawn_policeA_at -2117.0 386.0 headed_towards -2135.0 386.0 spawn_policeB_at -2117.0 386.0 headed_towards -2135.0 386.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -2196.0 363.0 -2174.0 369.0 spawn_policeA_at -2148.0 356.0 headed_towards -2149.0 374.0 spawn_policeB_at -2145.0 388.0 headed_towards -2145.0 367.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2176.0 451.0 -2164.0 456.0 spawn_policeA_at -2148.0 469.0 headed_towards -2149.0 452.0 spawn_policeB_at -2148.0 469.0 headed_towards -2149.0 452.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2203.0 451.0 -2190.0 456.0 spawn_policeA_at -2233.0 463.0 headed_towards -2224.0 462.0 spawn_policeB_at -2233.0 463.0 headed_towards -2224.0 462.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2280.0 590.0 -2243.0 621.0 spawn_policeA_at -2221.0 568.0 headed_towards -2260.0 568.0 spawn_policeB_at -2221.0 568.0 headed_towards -2260.0 568.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2235.0 537.0 -2217.0 552.0 spawn_policeA_at -2196.0 569.0 headed_towards -2233.0 569.0 spawn_policeB_at -2196.0 569.0 headed_towards -2233.0 569.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2327.0 391.0 -2326.0 417.0 spawn_policeA_at -2332.0 439.0 headed_towards -2310.0 416.0 spawn_policeB_at -2332.0 439.0 headed_towards -2310.0 416.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2442.0 421.0 -2419.0 424.0 spawn_policeA_at -2468.0 420.0 headed_towards -2450.0 403.0 spawn_policeB_at -2468.0 420.0 headed_towards -2450.0 403.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2488.0 427.0 -2458.0 429.0 spawn_policeA_at -2517.0 434.0 headed_towards -2496.0 450.0 spawn_policeB_at -2517.0 434.0 headed_towards -2496.0 450.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2549.0 307.0 -2528.0 329.0 spawn_policeA_at -2558.0 339.0 headed_towards -2540.0 339.0 spawn_policeB_at -2558.0 339.0 headed_towards -2540.0 339.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2592.0 379.0 -2577.0 390.0 spawn_policeA_at -2610.0 407.0 headed_towards -2608.0 381.0 spawn_policeB_at -2610.0 407.0 headed_towards -2608.0 381.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2636.0 279.0 -2618.0 307.0 spawn_policeA_at -2639.0 331.0 headed_towards -2608.0 324.0 spawn_policeB_at -2566.0 345.0 headed_towards -2605.0 351.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2651.0 326.0 -2630.0 341.0 spawn_policeA_at -2661.0 359.0 headed_towards -2660.0 336.0 spawn_policeB_at -2665.0 362.0 headed_towards -2665.0 330.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2741.0 361.0 -2697.0 390.0 spawn_policeA_at -2714.0 342.0 headed_towards -2708.0 344.0 spawn_policeB_at -2711.0 347.0 headed_towards -2706.0 360.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2616.0 392.0 -2597.0 416.0 spawn_policeA_at -2578.0 388.0 headed_towards -2606.0 386.0 spawn_policeB_at -2570.0 346.0 headed_towards -2606.0 350.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2653.0 326.0 -2634.0 346.0 spawn_policeA_at -2609.0 359.0 headed_towards -2609.0 327.0 spawn_policeB_at -2609.0 359.0 headed_towards -2609.0 327.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2779.0 279.0 -2777.0 303.0 spawn_policeA_at -2806.0 256.0 headed_towards -2807.0 289.0 spawn_policeB_at -2806.0 256.0 headed_towards -2807.0 289.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2829.0 -375.0 -2806.0 -347.0 spawn_policeA_at -2789.0 -328.0 headed_towards -2816.0 -327.0 spawn_policeB_at -2789.0 -328.0 headed_towards -2816.0 -327.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2823.0 -305.0 -2802.0 -283.0 spawn_policeA_at -2782.0 -328.0 headed_towards -2814.0 -327.0 spawn_policeB_at -2782.0 -328.0 headed_towards -2814.0 -327.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1555.0 2574.0 -1536.0 2588.0 spawn_policeA_at -1524.0 2604.0 headed_towards -1549.0 2604.0 spawn_policeB_at -1524.0 2604.0 headed_towards -1549.0 2604.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1506.0 2616.0 -1486.0 2625.0 spawn_policeA_at -1470.0 2604.0 headed_towards -1496.0 2604.0 spawn_policeB_at -1470.0 2604.0 headed_towards -1496.0 2604.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2573.0 35.0 2603.0 49.0 spawn_policeA_at 2534.0 90.0 headed_towards 2534.0 46.0 spawn_policeB_at 2533.0 1.0 headed_towards 2534.0 40.0 
08CA: reset_zones_info 
0767: set_zone 'MARKST' popcycle_group_for_peds_and_cars_to 14  // Wilshire Station
0767: set_zone 'UNITY' popcycle_group_for_peds_and_cars_to 5  // Union Station
0767: set_zone 'LAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LAIR2A' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LAIR2B' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LBAG1' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'LBAG2' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'LBAG3' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'BLUF1A' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'BLUF2' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'SUN1' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN1' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN3A' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN3B' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN3C' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN4' popcycle_group_for_peds_and_cars_to 2 
076C: set_zone 'SUN1' gang 1 density_to 30 
076C: set_zone 'SUN1' gang 1 density_to 30 
076C: set_zone 'SUN3A' gang 1 density_to 30 
076C: set_zone 'SUN3B' gang 1 density_to 30 
076C: set_zone 'SUN3C' gang 1 density_to 30 
076C: set_zone 'SUN4' gang 1 density_to 30 
0767: set_zone 'COM1A' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM1B' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM3' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM4' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'PER1' popcycle_group_for_peds_and_cars_to 9  // Pershing Square
0767: set_zone 'CHC1A' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC1B' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC2A' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC2B' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC3' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'CHC4A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'CHC4B' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'CHC1A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC1B' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC2A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC2B' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC3' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC4A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC4B' popcycle_group_for_peds_to 9 
076C: set_zone 'CHC1A' gang 2 density_to 40 
076C: set_zone 'CHC1B' gang 2 density_to 40 
076C: set_zone 'CHC2A' gang 2 density_to 40 
076C: set_zone 'CHC2B' gang 2 density_to 40 
076C: set_zone 'CHC3' gang 2 density_to 40 
076C: set_zone 'CHC4A' gang 2 density_to 40 
076C: set_zone 'CHC4B' gang 2 density_to 40 
076A: set_zone 'CHC1A' pedgroup_wealth_to 4 
076A: set_zone 'CHC1B' pedgroup_wealth_to 4 
076A: set_zone 'CHC2A' pedgroup_wealth_to 4 
076A: set_zone 'CHC2B' pedgroup_wealth_to 4 
076A: set_zone 'CHC3' pedgroup_wealth_to 4 
076A: set_zone 'CHC4A' pedgroup_wealth_to 4 
076A: set_zone 'CHC4B' pedgroup_wealth_to 4 
0767: set_zone 'CONF1A' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'CONF1B' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'THALL1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDOC1A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC1B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC2' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3C' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC4' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDT1A' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT1B' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT1C' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT3' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LDT5' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT6' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT7' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE2A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE2B' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE3C' popcycle_group_for_peds_and_cars_to 8 
076C: set_zone 'EBE1' gang 2 density_to 30 
076C: set_zone 'EBE2A' gang 2 density_to 30 
076C: set_zone 'EBE2B' gang 2 density_to 30 
076C: set_zone 'EBE3C' gang 2 density_to 30 
076A: set_zone 'EBE1' pedgroup_wealth_to 2 
076A: set_zone 'EBE2A' pedgroup_wealth_to 2 
076A: set_zone 'EBE2B' pedgroup_wealth_to 2 
076A: set_zone 'EBE3C' pedgroup_wealth_to 2 
0767: set_zone 'ELCO1' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'ELCO2' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'ELCO1' popcycle_group_for_peds_to 9 
0874: set_zone 'ELCO2' popcycle_group_for_peds_to 9 
076C: set_zone 'ELCO1' gang 7 density_to 40 
076C: set_zone 'ELCO2' gang 7 density_to 40 
0767: set_zone 'GAN1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'GAN2' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'GAN1' popcycle_group_for_peds_to 1 
0874: set_zone 'GAN2' popcycle_group_for_peds_to 1 
076C: set_zone 'GAN1' gang 1 density_to 25 
076C: set_zone 'GAN2' gang 1 density_to 25 
09B7: unknown_zone 'GAN1' unknown_set 1 
0767: set_zone 'GLN1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'GLN2A' popcycle_group_for_peds_and_cars_to 7 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN2A' gang 0 density_to 40 
076A: set_zone 'GLN1' pedgroup_wealth_to 6 
076A: set_zone 'GLN2A' pedgroup_wealth_to 2 
0767: set_zone 'LIND1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'LIND1B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND2A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND2B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND3' popcycle_group_for_peds_and_cars_to 11 
076C: set_zone 'LIND1A' gang 0 density_to 20 
076C: set_zone 'LIND1B' gang 0 density_to 20 
076C: set_zone 'LIND2A' gang 0 density_to 20 
076C: set_zone 'LIND2B' gang 0 density_to 20 
076C: set_zone 'LIND3' gang 0 density_to 20 
0767: set_zone 'IWD1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD2' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD3A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD3B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD4' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD5' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'IWD1' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD2' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD3A' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD3B' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD4' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD5' popcycle_group_for_peds_to 1 
076C: set_zone 'IWD1' gang 0 density_to 20 
076C: set_zone 'IWD2' gang 0 density_to 20 
076C: set_zone 'IWD3A' gang 0 density_to 20 
076C: set_zone 'IWD3B' gang 0 density_to 20 
076C: set_zone 'IWD4' gang 0 density_to 10 
076C: set_zone 'IWD5' gang 0 density_to 20 
076A: set_zone 'IWD1' pedgroup_wealth_to 2 
076A: set_zone 'IWD2' pedgroup_wealth_to 2 
076A: set_zone 'IWD3A' pedgroup_wealth_to 2 
076A: set_zone 'IWD3B' pedgroup_wealth_to 2 
076A: set_zone 'IWD4' pedgroup_wealth_to 2 
076A: set_zone 'IWD5' pedgroup_wealth_to 2 
0767: set_zone 'JEF1A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF1B' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3B' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3C' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'JEF1A' gang 0 density_to 40 
076C: set_zone 'JEF1B' gang 0 density_to 40 
076C: set_zone 'JEF2' gang 0 density_to 40 
076C: set_zone 'JEF3B' gang 0 density_to 40 
076C: set_zone 'JEF3C' gang 0 density_to 40 
076A: set_zone 'JEF1A' pedgroup_wealth_to 6 
076A: set_zone 'JEF1B' pedgroup_wealth_to 6 
076A: set_zone 'JEF2' pedgroup_wealth_to 6 
076A: set_zone 'JEF3B' pedgroup_wealth_to 6 
076A: set_zone 'JEF3C' pedgroup_wealth_to 6 
0767: set_zone 'LFL1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'LFL1B' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'LFL1A' popcycle_group_for_peds_to 9 
0874: set_zone 'LFL1B' popcycle_group_for_peds_to 9 
076C: set_zone 'LFL1A' gang 2 density_to 40 
076C: set_zone 'LFL1B' gang 2 density_to 40 
076A: set_zone 'LFL1A' pedgroup_wealth_to 4 
076A: set_zone 'LFL1B' pedgroup_wealth_to 4 
0767: set_zone 'LMEX1A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LMEX1B' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'LMEX1A' gang 7 density_to 30 
076C: set_zone 'LMEX1B' gang 7 density_to 30 
0767: set_zone 'ELS1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS1B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS2' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS3A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS3B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS4' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'ELS1A' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS1B' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS2' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS3A' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS3B' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS4' popcycle_group_for_peds_to 10 
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
076A: set_zone 'ELS1A' pedgroup_wealth_to 2 
076A: set_zone 'ELS1B' pedgroup_wealth_to 2 
076A: set_zone 'ELS2' pedgroup_wealth_to 2 
076A: set_zone 'ELS3A' pedgroup_wealth_to 2 
076A: set_zone 'ELS3B' pedgroup_wealth_to 2 
076A: set_zone 'ELS4' pedgroup_wealth_to 2 
0767: set_zone 'MAR1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'MAR2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'MAR3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'MKT1' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT2' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT3' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT4' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MUL1A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL1B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL1C' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL2A' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL2B' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL3' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL4' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5C' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL6' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL7A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL7B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'PLS' popcycle_group_for_peds_and_cars_to 8  // Playa del Rey
076C: set_zone 'PLS' gang 1 density_to 10  // Playa del Rey
0767: set_zone 'RIH1A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH1B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH2' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH3A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH3B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH4' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH6B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH6B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'ROD1A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD1B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD1C' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD2A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD2B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD3A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD3B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4C' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'ROD5B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'SMB1' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'SMB2' popcycle_group_for_peds_and_cars_to 8 
076C: set_zone 'SMB1' gang 1 density_to 10 
076C: set_zone 'SMB2' gang 1 density_to 10 
0767: set_zone 'VIN2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN3' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN1A' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN1B' popcycle_group_for_peds_and_cars_to 2 
076C: set_zone 'VIN2' gang 1 density_to 10 
0767: set_zone 'VERO1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'VERO2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'VERO3' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'VERO4A' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'VERO4B' popcycle_group_for_peds_and_cars_to 8 
076C: set_zone 'VERO1' gang 0 density_to 10 
076C: set_zone 'VERO2' gang 0 density_to 10 
076C: set_zone 'VERO3' gang 0 density_to 10 
076C: set_zone 'VERO4A' gang 0 density_to 10 
076C: set_zone 'VERO4B' gang 0 density_to 10 
076A: set_zone 'VERO1' pedgroup_wealth_to 2 
076A: set_zone 'VERO2' pedgroup_wealth_to 2 
076A: set_zone 'VERO3' pedgroup_wealth_to 2 
076A: set_zone 'VERO4A' pedgroup_wealth_to 2 
076A: set_zone 'VERO4B' pedgroup_wealth_to 2 
0767: set_zone 'CRANB' popcycle_group_for_peds_and_cars_to 5  // Bayshore Caltrain Station
0767: set_zone 'CALT' popcycle_group_for_peds_and_cars_to 5  // Pacific Heights
076C: set_zone 'CALT' gang 6 density_to 10  // Pacific Heights
0767: set_zone 'SUNMA' popcycle_group_for_peds_and_cars_to 4  // Sausalito
0767: set_zone 'SUNNN' popcycle_group_for_peds_and_cars_to 5  // Marin County
0767: set_zone 'BATTP' popcycle_group_for_peds_and_cars_to 2  // Fort Point
076C: set_zone 'BATTP' gang 3 density_to 25  // Fort Point
0767: set_zone 'ESPN1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPN2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPN3' popcycle_group_for_peds_and_cars_to 9 
076C: set_zone 'ESPN1' gang 4 density_to 10 
076C: set_zone 'ESPN2' gang 4 density_to 10 
076C: set_zone 'ESPN3' gang 4 density_to 10 
0767: set_zone 'BAYV' popcycle_group_for_peds_and_cars_to 5  // Presidio Heights
0767: set_zone 'PARA' popcycle_group_for_peds_and_cars_to 4  // Presidio
0767: set_zone 'JUNIHO' popcycle_group_for_peds_and_cars_to 5  // Cow Hollow
0767: set_zone 'JUNIHI' popcycle_group_for_peds_and_cars_to 5  // Russian Hill
0767: set_zone 'CIVI' popcycle_group_for_peds_and_cars_to 5  // Twin Peaks
0767: set_zone 'CHINA' popcycle_group_for_peds_and_cars_to 9  // Chinatown
0874: set_zone 'CHINA' popcycle_group_for_peds_to 6  // Chinatown
076C: set_zone 'CHINA' gang 6 density_to 40  // Chinatown
0767: set_zone 'SFDWT1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT3' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT4' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'SFDWT5' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'SFDWT6' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'FINA' popcycle_group_for_peds_and_cars_to 0  // Financial District
0767: set_zone 'CITYS' popcycle_group_for_peds_and_cars_to 0  // San Francisco City Hall
0767: set_zone 'WESTP1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'WESTP2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'WESTP3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'THEA1' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'THEA2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'THEA3' popcycle_group_for_peds_and_cars_to 2 
076C: set_zone 'THEA1' gang 6 density_to 10 
076C: set_zone 'THEA3' gang 3 density_to 10 
0767: set_zone 'GARC' popcycle_group_for_peds_and_cars_to 7  // Mission District
076C: set_zone 'GARC' gang 3 density_to 40  // Mission District
0767: set_zone 'HASH' popcycle_group_for_peds_and_cars_to 6  // Haight-Ashbury
0767: set_zone 'OCEAF1' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'OCEAF2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'OCEAF3' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'DOH1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'DOH2' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'DOH2' gang 3 density_to 10 
0767: set_zone 'CUNTC1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'CUNTC2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'CUNTC3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'SFGLF1' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF2' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF3' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF4' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'HILLP' popcycle_group_for_peds_and_cars_to 10  // Mount Sutro
0767: set_zone 'SILLY1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY3' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY4' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR2' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR3' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR4' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR5' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFBAG1' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'SFBAG2' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'SFBAG3' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'EASB1' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'EASB2' popcycle_group_for_peds_and_cars_to 11 
076C: set_zone 'EASB1' gang 4 density_to 40 
076C: set_zone 'EASB2' gang 4 density_to 40 
0767: set_zone 'ESPE1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPE2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPE3' popcycle_group_for_peds_and_cars_to 9 
076C: set_zone 'EASB1' gang 4 density_to 10 
076C: set_zone 'EASB2' gang 4 density_to 10 
0767: set_zone 'LINDEN' popcycle_group_for_peds_and_cars_to 5  // Linden Station
0767: set_zone 'YELLOW' popcycle_group_for_peds_and_cars_to 4  // Yellow Bell Station
0767: set_zone 'BFC1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BFC2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'RIE' popcycle_group_for_peds_and_cars_to 0  // Randolph Industriegebiet
0767: set_zone 'LDM' popcycle_group_for_peds_and_cars_to 6  // Caliente Hot Springs Motel
0767: set_zone 'RSW1' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'RSW2' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'RSE' popcycle_group_for_peds_and_cars_to 6  // Rockshore East
0767: set_zone 'LDS' popcycle_group_for_peds_and_cars_to 11  // Linden Side
0767: set_zone 'SRY' popcycle_group_for_peds_and_cars_to 5  // Sobell Rail Yards
0767: set_zone 'JTS1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTS2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LVA1' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LVA2' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'LVA3' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LVA4' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'VAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'VAIR2' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'VAIR3' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LVBAG' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'GGC1' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'GGC2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'BFLD1' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'BFLD2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'WWE' popcycle_group_for_peds_and_cars_to 5  // Whitewood Estates
0767: set_zone 'WWE1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'PINT' popcycle_group_for_peds_and_cars_to 5  // Pilson-Kreuz
0767: set_zone 'YBELL2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'YBELL1' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'JTW1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTW2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN5' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN6' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN7' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN8' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'HGP' popcycle_group_for_peds_and_cars_to 4  // Interstate 15
0767: set_zone 'SPIN' popcycle_group_for_peds_and_cars_to 11  // Spinybed
0767: set_zone 'BINT1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'PRP1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP4' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'REDE1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'REDE2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'REDE3' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'REDW1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'REDW2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'REDW3' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'REDW4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'ROCE1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'ROCE2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'OVS' popcycle_group_for_peds_and_cars_to 12  // Fremont Street
0767: set_zone 'CREE' popcycle_group_for_peds_and_cars_to 9  // Creek
0767: set_zone 'STRIP1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STRIP2' popcycle_group_for_peds_and_cars_to 12  // Strip-Club
0767: set_zone 'STRIP3' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STRIP4' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'PILL1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'PILL2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'RING' popcycle_group_for_peds_and_cars_to 12  // Circus Circus
0767: set_zone 'ISLE' popcycle_group_for_peds_and_cars_to 12  // Fitzgeralds
0767: set_zone 'STAR1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STAR2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'ROY' popcycle_group_for_peds_and_cars_to 12  // Casino Royale
0767: set_zone 'CAM' popcycle_group_for_peds_and_cars_to 12  // Luxor
0767: set_zone 'LOT' popcycle_group_for_peds_and_cars_to 12  // Excalibur
0767: set_zone 'PIRA' popcycle_group_for_peds_and_cars_to 12  // Treasure Island
0767: set_zone 'VISA1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'VISA2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'CALI1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'CALI2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'DRAG' popcycle_group_for_peds_and_cars_to 12  // Imperial Palace
0767: set_zone 'PINK' popcycle_group_for_peds_and_cars_to 12  // Flamingo
0767: set_zone 'HIGH' popcycle_group_for_peds_and_cars_to 12  // Bally's
0767: set_zone 'CONST1' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'ANGPI' popcycle_group_for_peds_and_cars_to 3  // Salinas
0767: set_zone 'SHACA' popcycle_group_for_peds_and_cars_to 3  // Shady Cabin
0767: set_zone 'BACKO' popcycle_group_for_peds_and_cars_to 3  // Back o Beyond
0767: set_zone 'BEACO' popcycle_group_for_peds_and_cars_to 3  // Beacon Hill
0767: set_zone 'FARM' popcycle_group_for_peds_and_cars_to 3  // Farm
0767: set_zone 'PALO' popcycle_group_for_peds_and_cars_to 3  // Palomino Creek
0767: set_zone 'MONT' popcycle_group_for_peds_and_cars_to 3  // Montgomery
0767: set_zone 'MONT1' popcycle_group_for_peds_and_cars_to 3  // Montgomery
0767: set_zone 'MTCHI1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI2' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI3' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI4' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'HBARNS' popcycle_group_for_peds_and_cars_to 3  // Hampton Barns
0767: set_zone 'DILLI' popcycle_group_for_peds_and_cars_to 3  // Dillimore
0767: set_zone 'TOPFA' popcycle_group_for_peds_and_cars_to 3  // Hilltop Farm
0767: set_zone 'BLUEB' popcycle_group_for_peds_and_cars_to 3  // Blueberry
0767: set_zone 'BLUEB1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'PANOP' popcycle_group_for_peds_and_cars_to 3  // Panopticon
0767: set_zone 'BLUAC' popcycle_group_for_peds_and_cars_to 3  // Blueberry Acres
0767: set_zone 'CREEK' popcycle_group_for_peds_and_cars_to 3  // Shady Creeks
0767: set_zone 'CREEK1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MAKO' popcycle_group_for_peds_and_cars_to 3  // Antioch Bridge
0767: set_zone 'TOPFA' popcycle_group_for_peds_and_cars_to 3  // Hilltop Farm
0767: set_zone 'FERN' popcycle_group_for_peds_and_cars_to 3  // Fern Ridge
0767: set_zone 'NROCK' popcycle_group_for_peds_and_cars_to 3  // San Gabriel Mountains
0767: set_zone 'HANKY' popcycle_group_for_peds_and_cars_to 3  // Hankypanky Point
0767: set_zone 'LEAFY' popcycle_group_for_peds_and_cars_to 3  // Leafy Hollow
0767: set_zone 'RED' popcycle_group_for_peds_and_cars_to 3  // Central Valley
0767: set_zone 'FLINTC' popcycle_group_for_peds_and_cars_to 3  // Santa Barbara County
0767: set_zone 'WHET' popcycle_group_for_peds_and_cars_to 3  // Monterey County
0767: set_zone 'BIGE' popcycle_group_for_peds_and_cars_to 1  // Owens Valley Radio Observatory
0767: set_zone 'ELQUE' popcycle_group_for_peds_and_cars_to 1  // Ely
0767: set_zone 'BARRA' popcycle_group_for_peds_and_cars_to 1  // Tonopah
0767: set_zone 'CARSO' popcycle_group_for_peds_and_cars_to 1  // Rachel
0767: set_zone 'PAYAS' popcycle_group_for_peds_and_cars_to 1  // Palisade
0767: set_zone 'PROBE' popcycle_group_for_peds_and_cars_to 1  // Lil' Ale Inn
0767: set_zone 'ELCA' popcycle_group_for_peds_and_cars_to 1  // Mojave Wste
0767: set_zone 'FLINTR' popcycle_group_for_peds_and_cars_to 1  // Flint Range
0767: set_zone 'ARCO' popcycle_group_for_peds_and_cars_to 1  // Mojave Wste
0767: set_zone 'VALLE' popcycle_group_for_peds_and_cars_to 1  // Ruth
0767: set_zone 'FLINTI' popcycle_group_for_peds_and_cars_to 1  // Flint Autobahnkreuz
0767: set_zone 'MONINT' popcycle_group_for_peds_and_cars_to 1  // Montgomery-Kreuz
0767: set_zone 'ROBINT' popcycle_group_for_peds_and_cars_to 1  // Robada-Kreuz
0767: set_zone 'TOM' popcycle_group_for_peds_and_cars_to 1  // Beowawe Geyser
0767: set_zone 'ALDEA' popcycle_group_for_peds_and_cars_to 1  // Montezuma Castle
0767: set_zone 'BRUJA' popcycle_group_for_peds_and_cars_to 1  // Bodie
0767: set_zone 'ROBAD' popcycle_group_for_peds_and_cars_to 1  // Sierra Nevada
0767: set_zone 'BONE' popcycle_group_for_peds_and_cars_to 1  // Nye County
0767: set_zone 'HAUL' popcycle_group_for_peds_and_cars_to 18  // Fallen Tree
0767: set_zone 'QUARY' popcycle_group_for_peds_and_cars_to 18  // Round Mountain Quarry
0767: set_zone 'OCTAN' popcycle_group_for_peds_and_cars_to 18  // Midway-Sunset Oil Field
0767: set_zone 'PALMS' popcycle_group_for_peds_and_cars_to 18  // Midway-Sunset Oil Field
0767: set_zone 'EBAY' popcycle_group_for_peds_and_cars_to 18  // Easter Bay Chemicals
0767: set_zone 'EBAY2' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'DAM' popcycle_group_for_peds_and_cars_to 18  // Hoover Staudamm
0959: $2882 = create_horseshoe_at 1224.0 2617.0 11.0 
0959: $2883 = create_horseshoe_at 2323.0 1284.0 97.0 
0959: $2884 = create_horseshoe_at 2035.0 2305.0 18.0 
0959: $2885 = create_horseshoe_at 2491.0 2263.0 15.0 
0959: $2886 = create_horseshoe_at 1433.0 2796.0 20.0 
0959: $2887 = create_horseshoe_at 2071.0 712.0 11.0 
0959: $2888 = create_horseshoe_at 2239.0 1839.0 18.0 
0959: $2889 = create_horseshoe_at 2583.0 2387.0 16.0 
0959: $2890 = create_horseshoe_at 2864.0 857.0 13.0 
0959: $2891 = create_horseshoe_at 2612.0 2200.0 -1.0 
0959: $2892 = create_horseshoe_at 2274.0 1507.0 24.0 
0959: $2893 = create_horseshoe_at 2184.0 2529.0 11.0 
0959: $2894 = create_horseshoe_at 1863.0 2314.0 15.0 
0959: $2895 = create_horseshoe_at 2054.0 2434.0 166.0 
0959: $2896 = create_horseshoe_at 1603.0 1435.0 11.0 
0959: $2897 = create_horseshoe_at 1362.92 1015.24 11.0 
0959: $2898 = create_horseshoe_at 2058.7 2159.1 16.0 
0959: $2899 = create_horseshoe_at 2003.0 1672.0 12.0 
0959: $2900 = create_horseshoe_at 2238.0 1135.0 49.0 
0959: $2901 = create_horseshoe_at 1934.06 988.79 22.0 
0959: $2902 = create_horseshoe_at 1768.0 2847.0 9.0 
0959: $2903 = create_horseshoe_at 1084.0 1076.0 11.0 
0959: $2904 = create_horseshoe_at 2879.0 2522.0 11.0 
0959: $2905 = create_horseshoe_at 2371.0 2009.0 15.0 
0959: $2906 = create_horseshoe_at 1521.0 1690.0 10.6 
0959: $2907 = create_horseshoe_at 2417.0 1281.0 21.0 
0959: $2908 = create_horseshoe_at 1376.0 2304.0 15.0 
0959: $2909 = create_horseshoe_at 1393.0 1832.0 12.34 
0959: $2910 = create_horseshoe_at 984.0 2563.0 12.0 
0959: $2911 = create_horseshoe_at 1767.0 601.0 13.0 
0959: $2912 = create_horseshoe_at 2108.0 1003.0 46.0 
0959: $2913 = create_horseshoe_at 2705.98 1862.52 24.41 
0959: $2914 = create_horseshoe_at 2493.0 922.0 16.0 
0959: $2915 = create_horseshoe_at 1881.0 2846.0 11.0 
0959: $2916 = create_horseshoe_at 2020.0 2352.0 11.0 
0959: $2917 = create_horseshoe_at 1680.3 2226.86 16.11 
0959: $2918 = create_horseshoe_at 1462.0 936.0 10.0 
0959: $2919 = create_horseshoe_at 2125.5 789.23 11.45 
0959: $2920 = create_horseshoe_at 2588.0 1902.0 15.0 
0959: $2921 = create_horseshoe_at 919.0 2070.0 11.0 
0959: $2922 = create_horseshoe_at 2173.0 2465.0 11.0 
0959: $2923 = create_horseshoe_at 2031.25 2207.33 11.0 
0959: $2924 = create_horseshoe_at 2509.0 1144.0 19.0 
0959: $2925 = create_horseshoe_at 2215.0 1968.0 11.0 
0959: $2926 = create_horseshoe_at 2626.0 2841.0 11.0 
0959: $2927 = create_horseshoe_at 2440.08 2161.07 20.0 
0959: $2928 = create_horseshoe_at 1582.0 2401.0 19.0 
0959: $2929 = create_horseshoe_at 2077.0 1912.0 14.0 
0959: $2930 = create_horseshoe_at 970.0 1787.0 11.0 
0959: $2931 = create_horseshoe_at 1526.22 751.0 29.04 
0958: $2932 = create_photo_at -2511.28 -672.99 195.75 
0958: $2933 = create_photo_at -2723.63 -314.72 55.79 
0958: $2934 = create_photo_at -1737.71 -579.55 26.19 
0958: $2935 = create_photo_at -1486.08 920.04 41.37 
0958: $2936 = create_photo_at -1269.82 963.63 130.37 
0958: $2937 = create_photo_at -1650.01 422.0 21.17 
0958: $2938 = create_photo_at -1851.72 -96.73 24.37 
0958: $2939 = create_photo_at -2732.0 -244.0 19.0 
0958: $2940 = create_photo_at -2802.75 375.47 36.59 
0958: $2941 = create_photo_at -2773.04 783.45 67.66 
0958: $2942 = create_photo_at -2680.07 1590.8 143.53 
0958: $2943 = create_photo_at -2476.75 1543.44 49.26 
0958: $2944 = create_photo_at -1879.04 1456.52 9.34 
0958: $2945 = create_photo_at -1561.55 655.19 56.52 
0958: $2946 = create_photo_at -1325.15 494.19 26.83 
0958: $2947 = create_photo_at -1941.41 137.72 37.83 
0958: $2948 = create_photo_at -2153.23 462.25 103.27 
0958: $2949 = create_photo_at -2243.96 577.76 49.0 
0958: $2950 = create_photo_at -2051.0 456.0 167.0 
0958: $2951 = create_photo_at -1951.0 659.0 81.0 
0958: $2952 = create_photo_at -2064.0 926.0 63.0 
0958: $2953 = create_photo_at -2357.33 1017.01 59.76 
0958: $2954 = create_photo_at -2072.0 1066.0 74.0 
0958: $2955 = create_photo_at -1744.0 972.46 156.89 
0958: $2956 = create_photo_at -1941.0 883.0 68.0 
0958: $2957 = create_photo_at -1839.51 1086.88 101.29 
0958: $2958 = create_photo_at -1704.8 1338.0 14.0 
0958: $2959 = create_photo_at -2346.62 536.85 86.02 
0958: $2960 = create_photo_at -2443.0 755.0 49.0 
0958: $2961 = create_photo_at -2765.0 375.0 15.0 
0958: $2962 = create_photo_at -2880.31 -935.83 40.82 
0958: $2963 = create_photo_at -2083.0 -808.0 69.0 
0958: $2964 = create_photo_at -1954.0 -760.0 53.0 
0958: $2965 = create_photo_at -964.53 -331.59 47.16 
0958: $2966 = create_photo_at -1689.0 51.0 38.0 
0958: $2967 = create_photo_at -2080.0 256.05 107.0 
0958: $2968 = create_photo_at -2413.0 331.0 37.0 
0958: $2969 = create_photo_at -2244.42 731.32 61.88 
0958: $2970 = create_photo_at -2462.0 369.0 59.0 
0958: $2971 = create_photo_at -1124.44 -153.15 18.5 
0958: $2972 = create_photo_at -1275.78 53.68 89.07 
0958: $2973 = create_photo_at -2430.0 38.0 51.0 
0958: $2974 = create_photo_at -2591.0 162.0 15.0 
0958: $2975 = create_photo_at -2591.0 -16.0 17.0 
0958: $2976 = create_photo_at -2648.0 -5.0 31.0 
0958: $2977 = create_photo_at -2593.0 56.0 16.0 
0958: $2978 = create_photo_at -1619.31 1341.39 11.3 
0958: $2979 = create_photo_at -2307.0 207.0 42.0 
0958: $2980 = create_photo_at -2343.0 -79.0 38.0 
0958: $2981 = create_photo_at -1906.66 518.58 61.71 
095A: $2982 = create_oyster_at 979.0 -2210.0 -3.0 
095A: $2983 = create_oyster_at 2750.0 -2584.0 -5.0 
095A: $2984 = create_oyster_at 1279.0 -806.0 85.0 
095A: $2985 = create_oyster_at 2945.13 -2051.93 -3.0 
095A: $2986 = create_oyster_at 67.0 -1018.0 -5.0 
095A: $2987 = create_oyster_at 2327.0 -2662.0 -5.0 
095A: $2988 = create_oyster_at 2621.0 -2506.0 -5.0 
095A: $2989 = create_oyster_at 1249.0 -2687.0 -1.0 
095A: $2990 = create_oyster_at 725.0 -1849.0 -5.0 
095A: $2991 = create_oyster_at 723.0 -1586.0 -3.0 
095A: $2992 = create_oyster_at 155.0 -1975.0 -8.0 
095A: $2993 = create_oyster_at 1968.0 -1203.0 17.0 
095A: $2994 = create_oyster_at -2657.0 1564.0 -6.0 
095A: $2995 = create_oyster_at -1252.0 501.0 -8.0 
095A: $2996 = create_oyster_at -1625.0 4.0 -10.0 
095A: $2997 = create_oyster_at -1484.0 1489.0 -10.0 
095A: $2998 = create_oyster_at -2505.406 1543.724 -22.5553 
095A: $2999 = create_oyster_at -2727.0 -469.0 -5.0 
095A: $3000 = create_oyster_at -1266.0 966.0 -10.0 
095A: $3001 = create_oyster_at -1013.0 478.0 -7.0 
095A: $3002 = create_oyster_at -1364.0 390.0 -5.0 
095A: $3003 = create_oyster_at 2578.0 2382.0 16.0 
095A: $3004 = create_oyster_at 2090.0 1898.0 8.0 
095A: $3005 = create_oyster_at 2130.0 1152.0 7.0 
095A: $3006 = create_oyster_at 2013.0 1670.0 7.0 
095A: $3007 = create_oyster_at 2531.0 1569.0 9.0 
095A: $3008 = create_oyster_at 2998.0 2998.0 -10.0 
095A: $3009 = create_oyster_at -832.0 925.0 -2.0 
095A: $3010 = create_oyster_at 486.0 -253.0 -4.0 
095A: $3011 = create_oyster_at -90.0 -910.0 -5.0 
095A: $3012 = create_oyster_at 26.43 -1320.94 -10.04 
095A: $3013 = create_oyster_at -207.0 -1682.0 -8.0 
095A: $3014 = create_oyster_at -1672.0 -1641.0 -2.0 
095A: $3015 = create_oyster_at -1175.0 -2639.0 -2.5 
095A: $3016 = create_oyster_at -1097.0 -2858.0 -8.0 
095A: $3017 = create_oyster_at -2889.0 -1042.0 -9.0 
095A: $3018 = create_oyster_at -659.0 874.0 -2.0 
095A: $3019 = create_oyster_at -955.0 2628.0 35.0 
095A: $3020 = create_oyster_at -1066.0 2197.0 32.0 
095A: $3021 = create_oyster_at 40.0 -531.0 -8.0 
095A: $3022 = create_oyster_at -765.0 247.0 -8.0 
095A: $3023 = create_oyster_at 2098.0 -108.0 -2.0 
095A: $3024 = create_oyster_at 2767.0 470.0 -8.0 
095A: $3025 = create_oyster_at -783.0 2116.0 35.0 
095A: $3026 = create_oyster_at -821.0 1374.0 -8.0 
095A: $3027 = create_oyster_at -2110.5 2329.72 -7.5 
095A: $3028 = create_oyster_at -1538.0 1708.0 -3.27 
095A: $3029 = create_oyster_at -2685.0 2153.0 -5.0 
095A: $3030 = create_oyster_at 796.0 2939.0 -5.0 
095A: $3031 = create_oyster_at 2179.0 235.0 -5.0 
032B: $3032 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 2832.0 2405.0 18.0 
032B: $3033 = create_weapon_pickup #SPRAYCAN group 15 ammo 500 at 2819.0 1663.0 11.0 
032B: $3034 = create_weapon_pickup #TEARGAS group 15 ammo 10 at 2725.0 2727.0 11.0 
032B: $3035 = create_weapon_pickup #FLAME group 15 ammo 2000 at 2649.0 2733.0 11.0 
032B: $3036 = create_weapon_pickup #FIRE_EX group 15 ammo 3000 at 2148.0 2721.0 11.0 
032B: $3037 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at 1345.0 2367.0 11.0 
032B: $3038 = create_weapon_pickup #AK47 group 15 ammo 60 at 1625.0 1944.0 11.0 
032B: $3039 = create_weapon_pickup #SAWNOFF group 15 ammo 25 at 1569.0 2150.0 11.0 
032B: $3040 = create_weapon_pickup #ROCKETLA group 15 ammo 10 at 2072.0 2370.0 61.0 
032B: $3041 = create_weapon_pickup #SNIPER group 15 ammo 20 at 2225.0 2530.0 17.0 
032B: $3042 = create_weapon_pickup #SNIPER group 15 ammo 20 at 2337.0 1806.0 72.0 
032B: $3043 = create_weapon_pickup #M4 group 15 ammo 70 at 2575.0 1562.0 16.0 
032B: $3044 = create_weapon_pickup #MP5LNG group 15 ammo 70 at 2243.0 1132.0 11.0 
032B: $3045 = create_weapon_pickup #MINIGUN group 15 ammo 200 at 2676.0 836.0 22.0 
032B: $3046 = create_weapon_pickup #TEC9 group 15 ammo 50 at 1761.0 591.0 10.0 
032B: $3047 = create_weapon_pickup #GRENADE group 15 ammo 20 at 2809.0 864.0 21.0 
032B: $3048 = create_weapon_pickup #AK47 group 15 ammo 60 at 1923.0 1011.0 22.0 
032B: $3049 = create_weapon_pickup #SHOTGSPA group 15 ammo 50 at 1407.0 1098.0 11.0 
032B: $3050 = create_weapon_pickup #TEARGAS group 15 ammo 10 at 1319.0 1636.0 10.6 
032B: $3051 = create_weapon_pickup #MICRO_UZI group 15 ammo 60 at 1446.35 1900.03 11.0 
032B: $3052 = create_weapon_pickup #SILENCED group 15 ammo 30 at 1098.0 1681.0 7.0 
032B: $3053 = create_weapon_pickup #SAWNOFF group 15 ammo 25 at 924.0 2138.0 11.0 
032B: $3054 = create_weapon_pickup #HEATSEEK group 15 ammo 10 at 1155.0 2341.0 17.0 
032B: $3055 = create_weapon_pickup #ROCKETLA group 15 ammo 10 at 1646.0 1349.0 11.0 
032B: $3056 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 1781.0 2072.0 11.0 
032B: $3057 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 2478.0 1182.0 22.0 
$3058 = Pickup.Create(#POOLCUE, 15, 2854.0, 944.0, 11.0)
$3059 = Pickup.Create(#NITESTICK, 15, 2241.0, 2425.0, 11.0)
$3060 = Pickup.Create(#GOLFCLUB, 15, 1418.0, 2774.0, 15.0)
$3061 = Pickup.Create(#SHOVEL, 15, 1393.0, 2174.0, 10.0)
$3062 = Pickup.Create(#CHNSAW, 15, 1061.0, 2074.0, 11.0)
$3063 = Pickup.Create(#GUN_PARA, 15, 2057.0, 2434.0, 166.0)
$3064 = Pickup.Create(#KATANA, 15, 2000.0, 1526.0, 15.0)
$3065 = Pickup.Create(#SHOVEL, 15, 1997.0, 1658.0, 12.0)
032B: $3066 = create_weapon_pickup #SPRAYCAN group 15 ammo 500 at 2510.0 -1723.0 19.0 
032B: $3067 = create_weapon_pickup #COLT45 group 15 ammo 35 at 2538.0 -1630.0 14.0 
032B: $3068 = create_weapon_pickup #MICRO_UZI group 15 ammo 60 at 2551.33 -1740.0 6.49 
032B: $3069 = create_weapon_pickup #SAWNOFF group 15 ammo 25 at 2428.0 -1214.0 36.0 
032B: $3070 = create_weapon_pickup #DESERT_EAGLE group 15 ammo 30 at 2766.0 -2182.0 11.0 
032B: $3071 = create_weapon_pickup #GRENADE group 15 ammo 20 at 2142.0 -1804.0 16.0 
032B: $3072 = create_weapon_pickup #MP5LNG group 15 ammo 70 at 1764.0 -1930.0 14.0 
032B: $3073 = create_weapon_pickup #SILENCED group 15 ammo 30 at 1214.0 -1816.0 17.0 
032B: $3074 = create_weapon_pickup #ROCKETLA group 15 ammo 10 at 1740.0 -1231.0 92.0 
032B: $3075 = create_weapon_pickup #MP5LNG group 15 ammo 70 at 2266.0 -1028.0 59.0 
032B: $3076 = create_weapon_pickup #SPRAYCAN group 15 ammo 500 at 2463.0 -1061.0 60.0 
032B: $3077 = create_weapon_pickup #SNIPER group 15 ammo 20 at 2047.0 -1406.0 68.0 
032B: $3078 = create_weapon_pickup #TEARGAS group 15 ammo 10 at 2213.0 -2283.0 15.0 
032B: $3079 = create_weapon_pickup #TEARGAS group 15 ammo 10 at 1463.0 -1013.0 27.0 
032B: $3080 = create_weapon_pickup #AK47 group 15 ammo 60 at 1308.97 -874.4 40.0 
032B: $3081 = create_weapon_pickup #CUNTGUN group 15 ammo 30 at 1102.0 -661.0 114.0 
032B: $3082 = create_weapon_pickup #TEC9 group 15 ammo 50 at 899.8012 -792.078 102.0 
032B: $3083 = create_weapon_pickup #COLT45 group 15 ammo 35 at 338.0 -1875.0 4.0 
032B: $3084 = create_weapon_pickup #GRENADE group 15 ammo 20 at 397.0 -1924.0 8.0 
032B: $3085 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 886.0 -966.0 37.0 
032B: $3086 = create_weapon_pickup #TEC9 group 15 ammo 50 at 1408.0 -2380.0 14.0 
032B: $3087 = create_weapon_pickup #M4 group 15 ammo 70 at 1379.0 -2547.0 14.0 
032B: $3100 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 2426.0 -1416.0 24.0 
$3088 = Pickup.Create(#NITESTICK, 15, 259.0, 80.0, 1004.0)
$3089 = Pickup.Create(#GUN_DILDO1, 15, 261.0, 71.0, 1003.0)
$3090 = Pickup.Create(#GOLFCLUB, 15, 1457.0, -792.0, 90.0)
$3091 = Pickup.Create(#CHNSAW, 15, 2371.0, -2543.0, 3.0)
$3092 = Pickup.Create(#KNIFECUR, 15, 1124.0, -1335.0, 13.0)
032B: $3093 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 2197.0 -2475.0 14.0 
$3094 = Pickup.Create(#GUN_PARA, 15, 1528.222, -1357.985, 330.0371)
$3095 = Pickup.Create(#KATANA, 15, 1862.0, -1862.0, 14.0)
$3096 = Pickup.Create(#BRASSKNUCKLE, 15, 1339.0, -1765.0, 14.0)
$3097 = Pickup.Create(#CHNSAW, 15, 2192.243, -1988.751, 13.4185)
$3098 = Pickup.Create(#SHOVEL, 15, 2459.0, -1708.0, 13.6)
032B: $3099 = create_weapon_pickup #GRENADE group 15 ammo 20 at 2441.0 -1013.0 54.0 
032B: $3101 = create_weapon_pickup #MP5LNG group 15 ammo 70 at -2678.0 -128.0 4.0 
032B: $3102 = create_weapon_pickup #DESERT_EAGLE group 15 ammo 30 at -2212.0 109.0 35.0 
032B: $3103 = create_weapon_pickup #M4 group 15 ammo 70 at -2903.0 784.0 35.0 
032B: $3104 = create_weapon_pickup #TEC9 group 15 ammo 50 at -2665.0 1452.0 7.0 
032B: $3105 = create_weapon_pickup #SATCHEL group 15 ammo 15 at -2754.0 -400.0 7.0 
032B: $3106 = create_weapon_pickup #COLT45 group 15 ammo 35 at -2206.0 -23.0 35.0 
032B: $3107 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at -1841.106 -74.2171 14.7606 
032B: $3108 = create_weapon_pickup #FLAME group 15 ammo 2000 at -1579.0 29.45 17.0 
032B: $3109 = create_weapon_pickup #CUNTGUN group 15 ammo 30 at -2094.0 -488.0 36.0 
032B: $3110 = create_weapon_pickup #AK47 group 15 ammo 60 at -1968.0 -923.0 32.0 
032B: $3111 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1945.0 -1088.0 31.0 
032B: $3112 = create_weapon_pickup #FIRE_EX group 15 ammo 3000 at -1700.0 415.0 7.0 
032B: $3113 = create_weapon_pickup #TEARGAS group 15 ammo 10 at -1386.0 509.0 4.0 
032B: $3114 = create_weapon_pickup #MICRO_UZI group 15 ammo 60 at -1679.0 1410.0 7.0 
032B: $3115 = create_weapon_pickup #FLAME group 15 ammo 2000 at -2132.52 189.2507 35.5379 
032B: $3116 = create_weapon_pickup #HEATSEEK group 15 ammo 10 at -1126.69 -150.82 14.61 
032B: $3117 = create_weapon_pickup #MINIGUN group 15 ammo 200 at -1496.0 591.0 42.0 
032B: $3118 = create_weapon_pickup #SATCHEL group 15 ammo 15 at -2542.262 922.2401 67.1221 
032B: $3119 = create_weapon_pickup #TEC9 group 15 ammo 50 at -2092.0 1121.0 54.0 
032B: $3120 = create_weapon_pickup #SNIPER group 15 ammo 20 at -1629.0 1167.0 24.0 
$3121 = Pickup.Create(#CHNSAW, 15, -2083.0, 298.0, 42.0)
$3122 = Pickup.Create(#BAT, 15, -2306.0, 93.0, 35.0)
$3123 = Pickup.Create(#SHOVEL, 15, -2796.416, 123.686, 6.844)
$3124 = Pickup.Create(#POOLCUE, 15, -2135.0, 197.0, 35.0)
$3125 = Pickup.Create(#KATANA, 15, -2208.0, 696.0, 50.0)
$3126 = Pickup.Create(#BRASSKNUCKLE, 15, -2206.0, 961.0, 80.0)
$3127 = Pickup.Create(#NITESTICK, 15, -2222.0, -302.0, 43.0)
$3128 = Pickup.Create(#KNIFECUR, 15, -1871.0, 351.0, 26.0)
$3129 = Pickup.Create(#GOLFCLUB, 15, -2715.0, -314.0, 7.0)
$3130 = Pickup.Create(#CHNSAW, 15, -2359.0, -82.0, 35.0)
032B: $3131 = create_weapon_pickup #DESERT_EAGLE group 15 ammo 30 at -1870.0 -1625.0 22.0 
032B: $3132 = create_weapon_pickup #FIRE_EX group 15 ammo 3000 at -1627.0 -2692.0 49.0 
032B: $3133 = create_weapon_pickup #MICRO_UZI group 15 ammo 60 at -2038.0 -2562.0 31.0 
032B: $3134 = create_weapon_pickup #CUNTGUN group 15 ammo 30 at -1035.0 -2258.0 70.0 
032B: $3135 = create_weapon_pickup #SAWNOFF group 15 ammo 25 at 2366.0 23.0 28.0 
032B: $3136 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 2255.0 -74.0 32.0 
032B: $3137 = create_weapon_pickup #MP5LNG group 15 ammo 70 at 1296.0 392.0 20.0 
032B: $3138 = create_weapon_pickup #TEC9 group 15 ammo 50 at 262.0 38.0 2.0 
032B: $3139 = create_weapon_pickup #AK47 group 15 ammo 60 at -121.0 -232.0 1.0 
$3140 = Pickup.Create(#SHOVEL, 15, -532.0, -106.0, 63.0)
032B: $3141 = create_weapon_pickup #M4 group 15 ammo 70 at 113.0 1811.0 18.0 
032B: $3142 = create_weapon_pickup #DESERT_EAGLE group 15 ammo 30 at 36.0 1372.0 9.0 
032B: $3143 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at 24.0 969.0 20.0 
032B: $3144 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at -170.0 1025.0 20.0 
032B: $3145 = create_weapon_pickup #COLT45 group 15 ammo 35 at -639.0 1181.0 13.0 
032B: $3146 = create_weapon_pickup #AK47 group 15 ammo 60 at -585.0 2714.0 72.0 
032B: $3147 = create_weapon_pickup #FIRE_EX group 15 ammo 3000 at -742.0 2752.0 47.0 
032B: $3148 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at -932.02 2649.92 42.0 
032B: $3149 = create_weapon_pickup #HEATSEEK group 15 ammo 10 at -1317.0 2509.0 87.0 
032B: $3150 = create_weapon_pickup #MP5LNG group 15 ammo 70 at -1474.0 2577.0 56.0 
032B: $3151 = create_weapon_pickup #DESERT_EAGLE group 15 ammo 30 at -2352.0 2456.0 6.0 
032B: $3152 = create_weapon_pickup #GRENADE group 15 ammo 20 at -2520.0 2293.0 5.0 
032B: $3153 = create_weapon_pickup #FLAME group 15 ammo 2000 at -1358.0 -2115.0 30.0 
032B: $3154 = create_weapon_pickup #MICRO_UZI group 15 ammo 60 at 119.0 2409.0 17.0 
$3155 = Pickup.Create(#SHOVEL, 15, -1809.0, -1662.0, 24.0)
$3156 = Pickup.Create(#GUN_PARA, 15, -2350.0, -1586.0, 485.0)
$3157 = Pickup.Create(#GOLFCLUB, 15, -2227.0, -2401.0, 31.4)
$3158 = Pickup.Create(#SHOVEL, 15, 2240.0, -83.0, 27.0)
$3159 = Pickup.Create(#POOLCUE, 15, 294.0, -188.0, 2.0)
$3160 = Pickup.Create(#CHNSAW, 15, -761.0, -126.0, 66.0)
$3161 = Pickup.Create(#KATANA, 15, -1568.0, 2718.0, 56.0)
$3162 = Pickup.Create(#GUN_DILDO2, 15, -2401.0, 2360.0, 5.0)
$3163 = Pickup.Create(#GUN_PARA, 15, -2679.0, 1933.0, 217.0)
$3164 = Pickup.Create(#SHOVEL, 15, 637.0, 832.0, -43.0)
$3165 = Pickup.Create(#CHNSAW, 15, 680.0, 826.0, -39.0)
$3166 = Pickup.Create(#CHNSAW, 15, 752.0, 260.0, 27.0)
$3167 = Pickup.Create(#BRASSKNUCKLE, 15, -246.0, 2725.0, 63.0)
$3168 = Pickup.Create(#KNIFECUR, 15, -23.0, 2322.0, 24.0)
032B: $3169 = create_weapon_pickup #SATCHEL group 15 ammo 15 at 1284.894 278.5705 19.5547 
032B: $3171 = create_weapon_pickup #AK47 group 15 ammo 60 at 2129.4 -2280.71 14.42 
$3172 = Pickup.Create(#GUN_PARA, 15, -1542.857, 698.4825, 139.2658)
032B: $3173 = create_weapon_pickup #MP5LNG group 15 ammo 130 at 2198.11 -1170.22 33.5 
$3174 = Pickup.Create(#GUN_PARA, 15, -225.6758, 1394.256, 172.0143)
$3175 = Pickup.Create(#GUN_PARA, 15, -773.0379, 2423.499, 157.0856)
032B: $3176 = create_weapon_pickup #SNIPER group 15 ammo 20 at 935.744 -926.0453 57.7642 
$3177 = Pickup.Create(#SHOVEL, 15, 842.9783, -17.3791, 64.2)
032B: $3178 = create_weapon_pickup #COLT45 group 15 ammo 35 at 255.0493 84.0615 1002.453 
032B: $3179 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at 217.8 76.4 1005.047 
$3180 = Pickup.Create(#NITESTICK, 15, 223.8347, 120.4458, 1010.212)
032B: $3181 = create_weapon_pickup #COLT45 group 15 ammo 35 at 263.2531 109.7859 1004.625 
032B: $3182 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at 228.3176 114.433 999.0215 
$3183 = Pickup.Create(#NITESTICK, 15, 247.4536, 192.3085, 1008.172)
032B: $3184 = create_weapon_pickup #COLT45 group 15 ammo 35 at 242.613 196.3202 1008.172 
032B: $3185 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at 240.7765 196.1124 1008.172 
$3186 = Pickup.Create(#NITESTICK, 15, 188.9769, 158.218, 1003.031)
$3187 = Pickup.Create(#GUN_PARA, 15, -1753.418, 885.3446, 295.5166)
032B: $3188 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2539.918 -598.6152 132.764 
032B: $3189 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2329.984 -165.3635 35.2389 
032B: $3190 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2721.241 -318.8085 7.5246 
032B: $3191 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2677.102 234.9912 4.1048 
032B: $3192 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2706.692 375.8728 5.0525 
032B: $3193 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2550.106 657.286 14.7319 
032B: $3194 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2791.248 771.5468 51.0904 
032B: $3195 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1770.815 903.2556 25.3894 
032B: $3196 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1713.006 1368.239 7.2664 
032B: $3197 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1851.317 1302.291 60.7553 
032B: $3198 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1635.026 604.4713 40.6377 
032B: $3199 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1976.483 670.5043 46.6039 
032B: $3200 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2038.409 1111.406 53.7928 
032B: $3201 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2048.803 899.5274 53.8866 
032B: $3202 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2292.47 722.5441 49.4265 
032B: $3203 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1977.916 113.8457 27.1096 
032B: $3204 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1528.144 160.0232 3.5142 
032B: $3205 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1771.261 -597.5884 16.6287 
032B: $2512 = create_weapon_pickup #CAMERA group 15 ammo 50 at 2495.807 -1700.637 1017.837 
$3206 = Pickup.Create(#GUN_CANE, 15, -2677.726, -192.3469, 6.8518)
$3207 = Pickup.Create(#CHNSAW, 15, -2752.243, -272.2891, 6.5956)
$3208 = Pickup.Create(#GUN_CANE, 15, -2617.473, -97.0801, 4.003)
$3209 = Pickup.Create(#GUN_CANE, 15, -2777.192, -25.2984, 6.8721)
$3210 = Pickup.Create(#GUN_CANE, 15, -2774.113, 87.8845, 6.7987)
$3211 = Pickup.Create(#GUN_CANE, 15, -2770.624, 389.0772, 4.2818)
$3212 = Pickup.Create(#KATANA, 15, -2535.631, 51.7034, 8.6512)
$3213 = Pickup.Create(#GUN_CANE, 15, -2530.958, -34.1009, 25.2855)
$3214 = Pickup.Create(#GUN_CANE, 15, -1691.649, 946.7679, 24.8084)
$3215 = Pickup.Create(#GUN_CANE, 15, -2664.518, 636.5673, 14.2474)
032B: $3216 = create_weapon_pickup #FLAME group 15 ammo 2000 at -601.4012 -1068.6 23.6667 
$3217 = Pickup.Create(#GUN_CANE, 15, -377.2184, -1048.053, 58.9125)
$3218 = Pickup.Create(#GUN_CANE, 15, -45.5928, -1148.529, 1.3953)
$3219 = Pickup.Create(#BRASSKNUCKLE, 15, 2428.499, -1679.27, 13.1633)
032B: $3220 = create_weapon_pickup #GRENADE group 15 ammo 20 at 2820.013 -1426.519 23.805 
032B: $3221 = create_weapon_pickup #MICRO_UZI group 15 ammo 60 at 2790.343 -1427.489 39.6258 
032B: $3222 = create_weapon_pickup #TEC9 group 15 ammo 50 at 2574.065 -1134.201 64.6535 
032B: $3223 = create_weapon_pickup #COLT45 group 15 ammo 35 at 2423.892 -1117.452 41.2464 
$3224 = Pickup.Create(#GUN_CANE, 15, 1296.155, -1081.892, 26.1502)
$3225 = Pickup.Create(#GUN_CANE, 15, 1390.611, -800.4332, 81.7795)
$3226 = Pickup.Create(#BAT, 15, 1308.466, 2111.289, 10.7221)
$3227 = Pickup.Create(#GUN_CANE, 15, 2183.116, 2396.827, 10.7722)
$3228 = Pickup.Create(#BAT, 15, 1081.133, 1603.697, 5.6)
$3229 = Pickup.Create(#KNIFECUR, 15, 777.8668, 1948.123, 5.3634)
032B: $3231 = create_weapon_pickup #SAWNOFF group 15 ammo 25 at 1706.352 1242.019 34.2952 
032B: $3232 = create_weapon_pickup #MINIGUN group 15 ammo 200 at 2492.051 2398.377 4.5293 
032B: $3233 = create_weapon_pickup #ROCKETLA group 15 ammo 10 at 2055.355 2435.356 40.3684 
$3234 = Pickup.Create(#SHOVEL, 15, 1888.27, 2877.262, 10.1621)
$3235 = Pickup.Create(#GUN_CANE, 15, 1420.945, 2519.882, 10.6199)
$3236 = Pickup.Create(#GUN_CANE, 15, 1372.996, 2605.758, 10.8776)
032B: $3237 = create_weapon_pickup #MP5LNG group 15 ammo 70 at 2293.686 1982.286 31.4335 
$3238 = Pickup.Create(#KATANA, 15, 2631.263, 1722.395, 11.0312)
$3239 = Pickup.Create(#GUN_CANE, 15, 2490.497, 1522.47, 10.576)
$3240 = Pickup.Create(#GUN_CANE, 15, 455.4583, -1485.896, 30.9717)
032B: $3241 = create_weapon_pickup #MINIGUN group 15 ammo 200 at 244.98 1859.185 14.08 
032B: $3244 = create_weapon_pickup #TEC9 group 15 ammo 50 at 2529.724 -1678.563 19.4225 
032B: $3245 = create_weapon_pickup #SAWNOFF group 15 ammo 15 at 2254.378 -2261.689 14.3751 
032B: $3246 = create_weapon_pickup #SNIPER group 15 ammo 20 at 2015.744 1004.045 39.1 
$3247 = Pickup.Create(#KATANA, 15, 2002.263, 981.3947, 10.5)
$3257 = Pickup.Create(#FLOWERA, 15, 1928.68, -1774.21, 13.54)
$3258 = Pickup.Create(#FLOWERA, 15, 1875.91, -1917.18, 15.03)
$3259 = Pickup.Create(#FLOWERA, 15, 2019.6, -1214.15, 21.47)
$3260 = Pickup.Create(#FLOWERA, 15, 2209.77, -1001.69, 63.71)
$3261 = Pickup.Create(#FLOWERA, 15, 1000.34, -1858.58, 12.3)
$3263 = Pickup.Create(#FLOWERA, 15, 911.11, -1120.31, 24.03)
$3264 = Pickup.Create(#FLOWERA, 15, 929.0, -750.0, 105.82)
$3265 = Pickup.Create(#FLOWERA, 15, 1129.09, -2052.82, 69.0)
$3266 = Pickup.Create(#FLOWERA, 15, -92.74, -1425.46, 12.75)
$3267 = Pickup.Create(#FLOWERA, 15, -77.65, -1167.18, 2.16)
$3268 = Pickup.Create(#FLOWERA, 15, 34.0, -2649.0, 40.73)
$3269 = Pickup.Create(#FLOWERA, 15, -739.0, -1262.0, 68.12)
$3270 = Pickup.Create(#FLOWERA, 15, -2177.0, -2423.0, 30.63)
$3271 = Pickup.Create(#FLOWERA, 15, -615.0, -861.0, 105.72)
$3272 = Pickup.Create(#FLOWERA, 15, -2051.0, 948.0, 55.4)
$3273 = Pickup.Create(#FLOWERA, 15, -2658.0, -187.0, 4.18)
$3274 = Pickup.Create(#FLOWERA, 15, -2649.0, 734.97, 27.96)
$3275 = Pickup.Create(#FLOWERA, 15, -1791.0, 481.0, 25.68)
$3276 = Pickup.Create(#FLOWERA, 15, -2797.0, 1182.0, 20.28)
$3277 = Pickup.Create(#FLOWERA, 15, -2589.623, -16.165, 3.9662)
$3278 = Pickup.Create(#FLOWERA, 15, -2865.0, 690.0, 23.43)
$3279 = Pickup.Create(#FLOWERA, 15, -2339.0, -453.0, 80.24)
$3280 = Pickup.Create(#FLOWERA, 15, -1955.0, -748.0, 36.22)
$3281 = Pickup.Create(#FLOWERA, 15, -2420.03, 987.59, 45.3)
$3282 = Pickup.Create(#FLOWERA, 15, -326.56, 2215.37, 43.57)
$3283 = Pickup.Create(#FLOWERA, 15, -1319.0, 2705.0, 50.27)
$3284 = Pickup.Create(#FLOWERA, 15, -2474.94, 2443.52, 16.03)
$3285 = Pickup.Create(#FLOWERA, 15, -1670.64, 2590.49, 81.37)
$3286 = Pickup.Create(#FLOWERA, 15, -892.98, 1971.66, 60.61)
$3287 = Pickup.Create(#FLOWERA, 15, 1576.86, 2837.14, 10.83)
$3288 = Pickup.Create(#FLOWERA, 15, 1492.72, 2773.76, 10.81)
$3289 = Pickup.Create(#FLOWERA, 15, 2642.03, 1125.74, 11.03)
$3290 = Pickup.Create(#FLOWERA, 15, 2025.24, 661.6, 10.93)
$3291 = Pickup.Create(#FLOWERA, 15, 2181.82, 1484.97, 11.36)
$3292 = Pickup.Create(#FLOWERA, 15, 2197.02, 2476.33, 11.0)
$3293 = Pickup.Create(#FLOWERA, 15, 2212.0, 2526.0, 10.81)
$3294 = Pickup.Create(#FLOWERA, 15, 2715.79, 1109.47, 6.7)
$3295 = Pickup.Create(#FLOWERA, 15, 2489.25, 918.28, 11.02)
$3296 = Pickup.Create(#FLOWERA, 15, 1472.08, 1890.09, 10.81)
$3297 = Pickup.Create(#BODYARMOUR, 15, 2097.0, 2154.0, 14.0)
$3298 = Pickup.Create(#BODYARMOUR, 15, 2435.0, 1663.0, 16.0)
$3299 = Pickup.Create(#BODYARMOUR, 15, 2500.0, 925.0, 11.0)
$3300 = Pickup.Create(#BODYARMOUR, 15, 2106.0, 1004.0, 11.0)
$3301 = Pickup.Create(#BODYARMOUR, 15, 1531.0, 925.0, 11.0)
$3302 = Pickup.Create(#BODYARMOUR, 15, 1433.0, 1852.0, 10.8)
$3303 = Pickup.Create(#BODYARMOUR, 15, 1000.0, 1068.0, 11.0)
$3304 = Pickup.Create(#BODYARMOUR, 15, 1269.0, 1352.0, 11.0)
$3305 = Pickup.Create(#BODYARMOUR, 15, 2294.0, 547.0, 1.0)
$3306 = Pickup.Create(#BODYARMOUR, 15, 2543.0, -1625.0, 12.0)
$3307 = Pickup.Create(#BODYARMOUR, 15, 2339.0, -1944.0, 13.0)
$3308 = Pickup.Create(#BODYARMOUR, 15, 2767.0, -1192.0, 69.0)
$3309 = Pickup.Create(#BODYARMOUR, 15, 2112.0, -1990.0, 14.0)
$3310 = Pickup.Create(#BODYARMOUR, 15, 2544.0, -1120.0, 62.0)
$3311 = Pickup.Create(#BODYARMOUR, 15, 1562.0, -1888.0, 14.0)
$3312 = Pickup.Create(#BODYARMOUR, 15, 1086.0, -1806.0, 17.0)
$3313 = Pickup.Create(#BODYARMOUR, 15, 253.0, 80.0, 1004.0)
$3314 = Pickup.Create(#BODYARMOUR, 15, 1759.0, -2242.0, 1.0)
$3315 = Pickup.Create(#BODYARMOUR, 15, -2650.0, -198.0, 4.0)
$3316 = Pickup.Create(#BODYARMOUR, 15, -2285.0, -24.0, 35.0)
$3317 = Pickup.Create(#BODYARMOUR, 15, -1863.0, 112.0, 15.0)
$3318 = Pickup.Create(#BODYARMOUR, 15, -1574.0, 1268.0, 1.27)
$3319 = Pickup.Create(#BODYARMOUR, 15, -2916.0, 992.0, 8.0)
$3320 = Pickup.Create(#BODYARMOUR, 15, -2513.0, 770.0, 35.0)
$3321 = Pickup.Create(#BODYARMOUR, 15, -1394.0, -373.0, 6.0)
$3322 = Pickup.Create(#BODYARMOUR, 15, -2303.0, -1606.0, 484.0)
$3323 = Pickup.Create(#BODYARMOUR, 15, -2092.0, -2330.0, 31.0)
$3324 = Pickup.Create(#BODYARMOUR, 15, -2260.0, 2568.0, 6.0)
$3325 = Pickup.Create(#BODYARMOUR, 15, -902.0, 2689.0, 42.0)
$3326 = Pickup.Create(#BODYARMOUR, 15, -317.0, 2651.0, 67.0)
$3327 = Pickup.Create(#BODYARMOUR, 15, 1325.0, 190.0, 19.0)
$3328 = Pickup.Create(#BODYARMOUR, 15, 2487.0, 139.0, 27.0)
$3329 = Pickup.Create(#BODYARMOUR, 15, 761.0, 380.0, 23.0)
$3330 = Pickup.Create(#BODYARMOUR, 15, -51.0, -232.0, 7.0)
$3331 = Pickup.Create(#BODYARMOUR, 15, 252.0, 2616.0, 17.0)
$3332 = Pickup.Create(#BODYARMOUR, 15, 212.0, 1807.0, 22.0)
$3333 = Pickup.Create(#BODYARMOUR, 15, 1291.76, -803.4566, 1089.93)
$3334 = Pickup.Create(#BODYARMOUR, 15, 1715.12, -1673.51, 20.22)
$3335 = Pickup.Create(#BODYARMOUR, 15, 943.012, -939.8284, 57.7345)
$3336 = Pickup.Create(#BODYARMOUR, 15, 275.169, 1859.699, 9.81)
$3337 = Pickup.Create(#BODYARMOUR, 3, 1268.34, -804.33, 1084.01)
$3338 = Pickup.Create(#BODYARMOUR, 15, 263.52, 83.14, 1001.039)
$3339 = Pickup.Create(#BODYARMOUR, 15, 264.2632, 117.0737, 1008.813)
$3340 = Pickup.Create(#BODYARMOUR, 15, 245.0618, 195.9429, 1008.172)
$3341 = Pickup.Create(#BODYARMOUR, 15, 215.8489, 126.0831, 1003.226)
$3342 = Pickup.Create(#BODYARMOUR, 15, 2125.493, -2275.037, 20.5202)
$3344 = Pickup.Create(#BODYARMOUR, 15, 2230.45, -2286.004, 14.3751)
$3345 = Pickup.Create(#BRIBE, 15, 2743.0, 1316.0, 8.0)
$3346 = Pickup.Create(#BRIBE, 15, 2168.66, 2267.96, 15.34)
$3347 = Pickup.Create(#BRIBE, 15, 2408.0, 1389.0, 22.0)
$3348 = Pickup.Create(#BRIBE, 15, 2034.0, 842.0, 10.0)
$3349 = Pickup.Create(#BRIBE, 15, 2096.0, 1287.0, 10.8)
$3350 = Pickup.Create(#BRIBE, 15, 1987.0, 1543.0, 16.0)
$3351 = Pickup.Create(#BRIBE, 15, 1854.0, 912.0, 10.8)
$3352 = Pickup.Create(#BRIBE, 15, 2540.38, 2527.85, 10.39)
$3353 = Pickup.Create(#BRIBE, 15, 1548.02, 1024.47, 10.39)
$3354 = Pickup.Create(#BRIBE, 15, 1592.91, 2053.83, 10.26)
$3355 = Pickup.Create(#BRIBE, 15, 1971.29, 2330.26, 10.41)
$3356 = Pickup.Create(#BRIBE, 15, 1700.74, 1792.7, 10.41)
$3357 = Pickup.Create(#BRIBE, 15, 2581.0, -1491.0, 24.0)
$3358 = Pickup.Create(#BRIBE, 15, 2296.0, -1696.0, 14.0)
$3359 = Pickup.Create(#BRIBE, 15, 2273.0, -1099.0, 38.0)
$3360 = Pickup.Create(#BRIBE, 15, 2716.0, -1048.0, 66.0)
$3361 = Pickup.Create(#BRIBE, 15, 2614.0, -2496.0, 33.0)
$3362 = Pickup.Create(#BRIBE, 15, 1183.85, -1250.68, 14.7)
$3363 = Pickup.Create(#BRIBE, 15, 1970.0, -1158.0, 21.0)
$3364 = Pickup.Create(#BRIBE, 15, 734.0, -1137.0, 18.0)
$3365 = Pickup.Create(#BRIBE, 15, 2553.76, -2464.31, 13.62)
$3366 = Pickup.Create(#BRIBE, 15, 1204.06, -1613.89, 13.28)
$3367 = Pickup.Create(#BRIBE, 15, 611.21, -1459.63, 14.01)
$3368 = Pickup.Create(#BRIBE, 15, 1116.67, -719.91, 100.17)
$3369 = Pickup.Create(#BRIBE, 15, -1903.1, -466.44, 25.18)
$3370 = Pickup.Create(#BRIBE, 15, -2657.0, -144.0, 4.0)
$3371 = Pickup.Create(#BRIBE, 15, -2454.0, -166.0, 35.0)
$3372 = Pickup.Create(#BRIBE, 15, -2009.0, 1227.0, 32.0)
$3373 = Pickup.Create(#BRIBE, 15, -2120.0, 96.39, 39.0)
$3374 = Pickup.Create(#BRIBE, 15, -2411.0, -334.0, 37.0)
$3375 = Pickup.Create(#BRIBE, 15, -1690.0, 450.0, 13.0)
$3376 = Pickup.Create(#BRIBE, 15, -1991.26, -1144.13, 29.69)
$3377 = Pickup.Create(#BRIBE, 15, -2636.13, -492.83, 70.09)
$3378 = Pickup.Create(#BRIBE, 15, -2022.68, 345.98, 35.17)
$3379 = Pickup.Create(#BRIBE, 15, -2683.2, 784.13, 49.98)
$3380 = Pickup.Create(#BRIBE, 15, -1820.67, -154.12, 9.4)
$3381 = Pickup.Create(#BRIBE, 15, -736.0, 66.0, 24.0)
$3382 = Pickup.Create(#BRIBE, 15, 262.33, -149.12, 1.58)
$3383 = Pickup.Create(#BRIBE, 15, 1643.0, 264.0, 20.0)
$3384 = Pickup.Create(#BRIBE, 15, 601.98, 2150.38, 39.41)
$3385 = Pickup.Create(#BRIBE, 15, -1407.0, -2039.0, 1.0)
$3386 = Pickup.Create(#BRIBE, 15, -2156.0, -2371.0, 31.0)
$3387 = Pickup.Create(#BRIBE, 15, -419.25, 1362.36, 12.21)
$3389 = Pickup.Create(#BRIBE, 15, 629.04, 2842.83, 25.21)
$3390 = Pickup.Create(#BRIBE, 15, 690.49, -209.59, 25.6)
$3391 = Pickup.Create(#BRIBE, 15, 88.82, -125.1, 0.85)
$3392 = Pickup.Create(#BRIBE, 15, 215.69, 1089.1, 16.4)
$3393 = Pickup.Create(#BRIBE, 15, -2305.24, 2310.11, 4.98)
$3394 = Pickup.Create(#BRIBE, 15, -213.61, 2717.44, 62.68)
end_thread 

//-------------Mission 1---------------
// Originally: Initial 2

:INITIL2
thread 'INITIL2' 
$3407 = 25 
$3408 = 100 
$3409 = 250 
$3410 = 500 
$3411 = 1000 
$3412 = 5000 
0084: $3413[0] = $3412 // (int) 
0084: $3413[1] = $3409 // (int) 
0084: $3413[2] = $3411 // (int) 
0084: $3413[3] = $3410 // (int) 
0084: $3413[4] = $3407 // (int) 
0084: $3413[5] = $3408 // (int) 
0084: $3413[6] = $3407 // (int) 
0084: $3413[7] = $3408 // (int) 
0084: $3413[8] = $3410 // (int) 
0084: $3413[9] = $3409 // (int) 
0084: $3413[10] = $3410 // (int) 
0084: $3413[11] = $3411 // (int) 
0084: $3413[12] = $3407 // (int) 
0084: $3413[13] = $3408 // (int) 
0084: $3413[14] = $3409 // (int) 
0084: $3413[15] = $3408 // (int) 
0084: $3413[16] = $3410 // (int) 
0084: $3413[17] = $3407 // (int) 
0084: $3431[0] = $3409 // (int) 
0084: $3431[1] = $3410 // (int) 
0084: $3431[2] = $3407 // (int) 
0084: $3431[3] = $3408 // (int) 
0084: $3431[4] = $3412 // (int) 
0084: $3431[5] = $3410 // (int) 
0084: $3431[6] = $3408 // (int) 
0084: $3431[7] = $3407 // (int) 
0084: $3431[8] = $3410 // (int) 
0084: $3431[9] = $3411 // (int) 
0084: $3431[10] = $3408 // (int) 
0084: $3431[11] = $3409 // (int) 
0084: $3431[12] = $3407 // (int) 
0084: $3431[13] = $3411 // (int) 
0084: $3431[14] = $3407 // (int) 
0084: $3431[15] = $3409 // (int) 
0084: $3431[16] = $3410 // (int) 
0084: $3431[17] = $3408 // (int) 
0084: $3449[0] = $3408 // (int) 
0084: $3449[1] = $3407 // (int) 
0084: $3449[2] = $3409 // (int) 
0084: $3449[3] = $3410 // (int) 
0084: $3449[4] = $3408 // (int) 
0084: $3449[5] = $3410 // (int) 
0084: $3449[6] = $3409 // (int) 
0084: $3449[7] = $3408 // (int) 
0084: $3449[8] = $3407 // (int) 
0084: $3449[9] = $3411 // (int) 
0084: $3449[10] = $3412 // (int) 
0084: $3449[11] = $3407 // (int) 
0084: $3449[12] = $3410 // (int) 
0084: $3449[13] = $3409 // (int) 
0084: $3449[14] = $3408 // (int) 
0084: $3449[15] = $3411 // (int) 
0084: $3449[16] = $3410 // (int) 
0084: $3449[17] = $3407 // (int) 
$3467 = 261.3555 
$3472 = 399.3732 
$3468 = 219.0498 
$3473 = 356.6364 
$3469 = 431.2757 
$3474 = 424.3356 
$3477 = 36.365 
$3481 = 240.157 
$3485 = 0.4714 
$3487 = 2.5077 
$3478 = 29.3763 
$3482 = 20.0589 
$3486 = 0.6253 
$3488 = 2.7876 
$3479 = 28.5106 
$3483 = 220.0782 
$3480 = 157.2242 
$3484 = 409.3602 
$3489 = 0 
$3490 = -0.316 
$3491 = 0.497 
$3492 = 0.408 
$3493 = -1.342 
0086: $TEMPVAR_FLOAT_1 = $3490 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $3492 // (float) 
0086: $TEMPVAR_FLOAT_2 = $3491 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $3493 // (float) 
0086: $3494 = $TEMPVAR_FLOAT_1 // (float) 
$3494 /= 6.0 
0086: $3495 = $TEMPVAR_FLOAT_2 // (float) 
$3495 /= 24.0 
0086: $3496 = $3490 // (float) 
0061: $3496 -= $3494 // (float) 
0086: $3497 = $3491 // (float) 
0061: $3497 -= $3495 // (float) 
$3498 = -0.176 
$3499 = 0.0 
$3500 = 0.0 
$3501 = 0.0 
$3502 = 0.0 
$3503 = 0.0 
$3504 = 0.0 
$3505 = 0 
$3506 = 0 
$3507[0] = -2.0 
$3658[0] = 2.0 
$3507[1] = 0.0 
$3658[1] = 0.0 
$3507[2] = -2.0 
$3658[2] = 0.0 
$3507[3] = -4.0 
$3658[3] = 0.0 
$3507[4] = 0.0 
$3658[4] = -2.0 
$3507[5] = -2.0 
$3658[5] = -2.0 
$3507[6] = -4.0 
$3658[6] = -2.0 
$3507[7] = 0.0 
$3658[7] = -4.0 
$3507[8] = -2.0 
$3658[8] = -4.0 
$3507[9] = -4.0 
$3658[9] = -4.0 
$3507[10] = 0.0 
$3658[10] = -6.0 
$3507[11] = -2.0 
$3658[11] = -6.0 
$3507[12] = -4.0 
$3658[12] = -6.0 
$3507[13] = 0.0 
$3658[13] = -8.0 
$3507[14] = -2.0 
$3658[14] = -8.0 
$3507[15] = -4.0 
$3658[15] = -8.0 
$3507[16] = 0.0 
$3658[16] = -10.0 
$3507[17] = -2.0 
$3658[17] = -10.0 
$3507[18] = -4.0 
$3658[18] = -10.0 
$3507[19] = 0.0 
$3658[19] = -12.0 
$3507[20] = -2.0 
$3658[20] = -12.0 
$3507[21] = -4.0 
$3658[21] = -12.0 
$3507[22] = 0.0 
$3658[22] = -14.0 
$3507[23] = -2.0 
$3658[23] = -14.0 
$3507[24] = -4.0 
$3658[24] = -14.0 
$3507[25] = 0.0 
$3658[25] = -16.0 
$3507[26] = -2.0 
$3658[26] = -16.0 
$3507[27] = -4.0 
$3658[27] = -16.0 
$3507[28] = 0.0 
$3658[28] = -18.0 
$3507[29] = -2.0 
$3658[29] = -18.0 
$3507[30] = -4.0 
$3658[30] = -18.0 
$3507[31] = 0.0 
$3658[31] = -20.0 
$3507[32] = -2.0 
$3658[32] = -20.0 
$3507[33] = -4.0 
$3658[33] = -20.0 
$3507[34] = 0.0 
$3658[34] = -22.0 
$3507[35] = -2.0 
$3658[35] = -22.0 
$3507[36] = -4.0 
$3658[36] = -22.0 
$3507[37] = -1.0 
$3658[37] = 0.0 
$3507[38] = -3.0 
$3658[38] = 0.0 
$3507[39] = -1.0 
$3658[39] = -2.0 
$3507[40] = -3.0 
$3658[40] = -2.0 
$3507[41] = -1.0 
$3658[41] = -4.0 
$3507[42] = -3.0 
$3658[42] = -4.0 
$3507[43] = -1.0 
$3658[43] = -6.0 
$3507[44] = -3.0 
$3658[44] = -6.0 
$3507[45] = -1.0 
$3658[45] = -8.0 
$3507[46] = -3.0 
$3658[46] = -8.0 
$3507[47] = -1.0 
$3658[47] = -10.0 
$3507[48] = -3.0 
$3658[48] = -10.0 
$3507[49] = -1.0 
$3658[49] = -12.0 
$3507[50] = -3.0 
$3658[50] = -12.0 
$3507[51] = -1.0 
$3658[51] = -14.0 
$3507[52] = -3.0 
$3658[52] = -14.0 
$3507[53] = -1.0 
$3658[53] = -16.0 
$3507[54] = -3.0 
$3658[54] = -16.0 
$3507[55] = -1.0 
$3658[55] = -18.0 
$3507[56] = -3.0 
$3658[56] = -18.0 
$3507[57] = -1.0 
$3658[57] = -20.0 
$3507[58] = -3.0 
$3658[58] = -20.0 
$3507[59] = -1.0 
$3658[59] = -22.0 
$3507[60] = -3.0 
$3658[60] = -22.0 
$3507[61] = 0.0 
$3658[61] = -1.0 
$3507[62] = -2.0 
$3658[62] = -1.0 
$3507[63] = -4.0 
$3658[63] = -1.0 
$3507[64] = 0.0 
$3658[64] = -3.0 
$3507[65] = -2.0 
$3658[65] = -3.0 
$3507[66] = -4.0 
$3658[66] = -3.0 
$3507[67] = 0.0 
$3658[67] = -5.0 
$3507[68] = -2.0 
$3658[68] = -5.0 
$3507[69] = -4.0 
$3658[69] = -5.0 
$3507[70] = 0.0 
$3658[70] = -7.0 
$3507[71] = -2.0 
$3658[71] = -7.0 
$3507[72] = -4.0 
$3658[72] = -7.0 
$3507[73] = 0.0 
$3658[73] = -9.0 
$3507[74] = -2.0 
$3658[74] = -9.0 
$3507[75] = -4.0 
$3658[75] = -9.0 
$3507[76] = 0.0 
$3658[76] = -11.0 
$3507[77] = -2.0 
$3658[77] = -11.0 
$3507[78] = -4.0 
$3658[78] = -11.0 
$3507[79] = 0.0 
$3658[79] = -13.0 
$3507[80] = -2.0 
$3658[80] = -13.0 
$3507[81] = -4.0 
$3658[81] = -13.0 
$3507[82] = 0.0 
$3658[82] = -15.0 
$3507[83] = -2.0 
$3658[83] = -15.0 
$3507[84] = -4.0 
$3658[84] = -15.0 
$3507[85] = 0.0 
$3658[85] = -17.0 
$3507[86] = -2.0 
$3658[86] = -17.0 
$3507[87] = -4.0 
$3658[87] = -17.0 
$3507[88] = 0.0 
$3658[88] = -19.0 
$3507[89] = -2.0 
$3658[89] = -19.0 
$3507[90] = -4.0 
$3658[90] = -19.0 
$3507[91] = 0.0 
$3658[91] = -21.0 
$3507[92] = -2.0 
$3658[92] = -21.0 
$3507[93] = -4.0 
$3658[93] = -21.0 
$3507[94] = -5.0 
$3658[94] = 0.0 
$3507[95] = -5.0 
$3658[95] = -2.0 
$3507[96] = -5.0 
$3658[96] = -4.0 
$3507[97] = -5.0 
$3658[97] = -6.0 
$3507[98] = -5.0 
$3658[98] = -8.0 
$3507[99] = -5.0 
$3658[99] = -10.0 
$3507[100] = -5.0 
$3658[100] = -12.0 
$3507[101] = -5.0 
$3658[101] = -14.0 
$3507[102] = -5.0 
$3658[102] = -16.0 
$3507[103] = -5.0 
$3658[103] = -18.0 
$3507[104] = -5.0 
$3658[104] = -20.0 
$3507[105] = -5.0 
$3658[105] = -22.0 
$3507[106] = -1.0 
$3658[106] = -1.0 
$3507[107] = -3.0 
$3658[107] = -1.0 
$3507[108] = -1.0 
$3658[108] = -3.0 
$3507[109] = -3.0 
$3658[109] = -3.0 
$3507[110] = -1.0 
$3658[110] = -5.0 
$3507[111] = -3.0 
$3658[111] = -5.0 
$3507[112] = -1.0 
$3658[112] = -7.0 
$3507[113] = -3.0 
$3658[113] = -7.0 
$3507[114] = -1.0 
$3658[114] = -9.0 
$3507[115] = -3.0 
$3658[115] = -9.0 
$3507[116] = -1.0 
$3658[116] = -11.0 
$3507[117] = -3.0 
$3658[117] = -11.0 
$3507[118] = -1.0 
$3658[118] = -13.0 
$3507[119] = -3.0 
$3658[119] = -13.0 
$3507[120] = -1.0 
$3658[120] = -15.0 
$3507[121] = -3.0 
$3658[121] = -15.0 
$3507[122] = -1.0 
$3658[122] = -17.0 
$3507[123] = -3.0 
$3658[123] = -17.0 
$3507[124] = -1.0 
$3658[124] = -19.0 
$3507[125] = -3.0 
$3658[125] = -19.0 
$3507[126] = -1.0 
$3658[126] = -21.0 
$3507[127] = -3.0 
$3658[127] = -21.0 
$3507[128] = 0.0 
$3658[128] = -24.0 
$3507[129] = -2.0 
$3658[129] = -24.0 
$3507[130] = -4.0 
$3658[130] = -24.0 
$3507[131] = 2.0 
$3658[131] = -3.0 
$3507[132] = 2.0 
$3658[132] = -11.0 
$3507[133] = 2.0 
$3658[133] = -19.0 
$3507[134] = 4.0 
$3658[134] = -1.0 
$3507[135] = 4.0 
$3658[135] = -21.0 
$3507[136] = 4.0 
$3658[136] = -5.0 
$3507[137] = 4.0 
$3658[137] = -17.0 
$3507[138] = 4.0 
$3658[138] = -9.0 
$3507[139] = 4.0 
$3658[139] = -13.0 
$3507[140] = -5.0 
$3658[140] = -1.0 
$3507[141] = -5.0 
$3658[141] = -3.0 
$3507[142] = -5.0 
$3658[142] = -5.0 
$3507[143] = -5.0 
$3658[143] = -7.0 
$3507[144] = -5.0 
$3658[144] = -9.0 
$3507[145] = -5.0 
$3658[145] = -11.0 
$3507[146] = -5.0 
$3658[146] = -13.0 
$3507[147] = -5.0 
$3658[147] = -15.0 
$3507[148] = -5.0 
$3658[148] = -17.0 
$3507[149] = -5.0 
$3658[149] = -19.0 
$3507[150] = -5.0 
$3658[150] = -21.0 
$3809 = 345.3592 
$3810 = 55.3183 
04AE: $3811[0] = 5408 // $ = any 
04AE: $3811[1] = 5409 // $ = any 
04AE: $3811[2] = 5410 // $ = any 
04AE: $3814[0] = 5405 // $ = any 
04AE: $3814[1] = 5406 // $ = any 
04AE: $3814[2] = 5407 // $ = any 
04AE: $3817[0] = 5451 // $ = any 
04AE: $3817[1] = 5452 // $ = any 
04AE: $3820[0] = 5448 // $ = any 
04AE: $3820[1] = 5449 // $ = any 
04AE: $3820[2] = 5450 // $ = any 
04AE: $3820[3] = 5462 // $ = any 
04AE: $3820[4] = 5463 // $ = any 
04AE: $3820[5] = 5464 // $ = any 
04AE: $3826[0] = 5453 // $ = any 
04AE: $3826[1] = 5454 // $ = any 
04AE: $3828[0] = 5400 // $ = any 
04AE: $3828[1] = 5401 // $ = any 
04AE: $3830[0] = 5438 // $ = any 
04AE: $3830[1] = 5439 // $ = any 
04AE: $3830[2] = 5440 // $ = any 
04AE: $3830[3] = 5441 // $ = any 
04AE: $3830[4] = 5442 // $ = any 
04AE: $3830[5] = 5443 // $ = any 
04AE: $3830[6] = 5444 // $ = any 
04AE: $3830[7] = 5445 // $ = any 
04AE: $3830[8] = 5446 // $ = any 
04AE: $3830[9] = 5447 // $ = any 
04AE: $3830[10] = 5411 // $ = any 
04AE: $3830[11] = 5412 // $ = any 
04AE: $3830[12] = 5413 // $ = any 
04AE: $3830[13] = 5414 // $ = any 
04AE: $3830[14] = 5415 // $ = any 
04AE: $3830[15] = 5416 // $ = any 
04AE: $3830[16] = 5417 // $ = any 
04AE: $3830[17] = 5418 // $ = any 
04AE: $3830[18] = 5419 // $ = any 
04AE: $3830[19] = 5420 // $ = any 
04AE: $3830[20] = 5421 // $ = any 
04AE: $3830[21] = 5422 // $ = any 
04AE: $3830[22] = 5423 // $ = any 
04AE: $3830[23] = 5424 // $ = any 
04AE: $3830[24] = 5425 // $ = any 
04AE: $3830[25] = 5426 // $ = any 
04AE: $3830[26] = 5427 // $ = any 
04AE: $3830[27] = 5428 // $ = any 
04AE: $3830[28] = 5429 // $ = any 
04AE: $3830[29] = 5430 // $ = any 
04AE: $3830[30] = 5431 // $ = any 
04AE: $3830[31] = 5432 // $ = any 
04AE: $3830[32] = 5433 // $ = any 
04AE: $3830[33] = 5434 // $ = any 
04AE: $3830[34] = 5435 // $ = any 
04AE: $3830[35] = 5436 // $ = any 
04AE: $3830[36] = 5437 // $ = any 
04AE: $3867[0] = 5402 // $ = any 
04AE: $3867[1] = 5403 // $ = any 
04AE: $3867[2] = 5404 // $ = any 
04AE: $3870[0] = 43608 // $ = any 
04AE: $3870[1] = 43609 // $ = any 
04AE: $3870[2] = 43610 // $ = any 
04AE: $3873[0] = 43605 // $ = any 
04AE: $3873[1] = 43606 // $ = any 
04AE: $3873[2] = 43607 // $ = any 
04AE: $3876[0] = 43651 // $ = any 
04AE: $3876[1] = 43652 // $ = any 
04AE: $3879[0] = 43648 // $ = any 
04AE: $3879[1] = 43649 // $ = any 
04AE: $3879[2] = 43650 // $ = any 
04AE: $3879[3] = 43662 // $ = any 
04AE: $3879[4] = 43663 // $ = any 
04AE: $3879[5] = 43664 // $ = any 
04AE: $3885[0] = 43653 // $ = any 
04AE: $3885[1] = 43654 // $ = any 
04AE: $3887[0] = 43600 // $ = any 
04AE: $3887[1] = 43601 // $ = any 
04AE: $3889[0] = 43638 // $ = any 
04AE: $3889[1] = 43639 // $ = any 
04AE: $3889[2] = 43640 // $ = any 
04AE: $3889[3] = 43641 // $ = any 
04AE: $3889[4] = 43642 // $ = any 
04AE: $3889[5] = 43643 // $ = any 
04AE: $3889[6] = 43644 // $ = any 
04AE: $3889[7] = 43645 // $ = any 
04AE: $3889[8] = 43646 // $ = any 
04AE: $3889[9] = 43647 // $ = any 
04AE: $3889[10] = 43611 // $ = any 
04AE: $3889[11] = 43612 // $ = any 
04AE: $3889[12] = 43613 // $ = any 
04AE: $3889[13] = 43614 // $ = any 
04AE: $3889[14] = 43615 // $ = any 
04AE: $3889[15] = 43616 // $ = any 
04AE: $3889[16] = 43617 // $ = any 
04AE: $3889[17] = 43618 // $ = any 
04AE: $3889[18] = 43619 // $ = any 
04AE: $3889[19] = 43620 // $ = any 
04AE: $3889[20] = 43621 // $ = any 
04AE: $3889[21] = 43622 // $ = any 
04AE: $3889[22] = 43623 // $ = any 
04AE: $3889[23] = 43624 // $ = any 
04AE: $3889[24] = 43625 // $ = any 
04AE: $3889[25] = 43626 // $ = any 
04AE: $3889[26] = 43627 // $ = any 
04AE: $3889[27] = 43628 // $ = any 
04AE: $3889[28] = 43629 // $ = any 
04AE: $3889[29] = 43630 // $ = any 
04AE: $3889[30] = 43631 // $ = any 
04AE: $3889[31] = 43632 // $ = any 
04AE: $3889[32] = 43633 // $ = any 
04AE: $3889[33] = 43634 // $ = any 
04AE: $3889[34] = 43635 // $ = any 
04AE: $3889[35] = 43636 // $ = any 
04AE: $3889[36] = 43637 // $ = any 
04AE: $3926[0] = 43602 // $ = any 
04AE: $3926[1] = 43603 // $ = any 
04AE: $3926[2] = 43604 // $ = any 
$X_BCE2_CHECKPOINTS[0] = -2307.723 
$Y_BCE2_CHECKPOINTS[0] = -2235.966 
$Z_BCE2_CHECKPOINTS[0] = 23.0204 
$X_BCE2_CHECKPOINTS[1] = -2276.635 
$Y_BCE2_CHECKPOINTS[1] = -2220.047 
$Z_BCE2_CHECKPOINTS[1] = 28.716 
$X_BCE2_CHECKPOINTS[2] = -2199.391 
$Y_BCE2_CHECKPOINTS[2] = -2283.952 
$Z_BCE2_CHECKPOINTS[2] = 30.1494 
$X_BCE2_CHECKPOINTS[3] = -2105.437 
$Y_BCE2_CHECKPOINTS[3] = -2354.441 
$Z_BCE2_CHECKPOINTS[3] = 30.1419 
$X_BCE2_CHECKPOINTS[4] = -2142.24 
$Y_BCE2_CHECKPOINTS[4] = -2410.32 
$Z_BCE2_CHECKPOINTS[4] = 30.497 
$X_BCE2_CHECKPOINTS[5] = -2026.404 
$Y_BCE2_CHECKPOINTS[5] = -2507.761 
$Z_BCE2_CHECKPOINTS[5] = 32.0519 
$X_BCE2_CHECKPOINTS[6] = -1938.526 
$Y_BCE2_CHECKPOINTS[6] = -2456.146 
$Z_BCE2_CHECKPOINTS[6] = 30.3298 
$X_BCE2_CHECKPOINTS[7] = -1900.394 
$Y_BCE2_CHECKPOINTS[7] = -2424.618 
$Z_BCE2_CHECKPOINTS[7] = 31.9732 
$X_BCE2_CHECKPOINTS[8] = -1862.806 
$Y_BCE2_CHECKPOINTS[8] = -2381.538 
$Z_BCE2_CHECKPOINTS[8] = 31.2712 
$X_BCE2_CHECKPOINTS[9] = -1800.629 
$Y_BCE2_CHECKPOINTS[9] = -2319.639 
$Z_BCE2_CHECKPOINTS[9] = 40.2496 
$X_BCE2_CHECKPOINTS[10] = -1707.158 
$Y_BCE2_CHECKPOINTS[10] = -2302.579 
$Z_BCE2_CHECKPOINTS[10] = 44.1806 
$X_BCE2_CHECKPOINTS[11] = -1662.639 
$Y_BCE2_CHECKPOINTS[11] = -2186.958 
$Z_BCE2_CHECKPOINTS[11] = 33.5305 
$X_BCE2_CHECKPOINTS[12] = -1688.256 
$Y_BCE2_CHECKPOINTS[12] = -2115.59 
$Z_BCE2_CHECKPOINTS[12] = 37.4741 
$X_BCE2_CHECKPOINTS[13] = -1778.958 
$Y_BCE2_CHECKPOINTS[13] = -2090.098 
$Z_BCE2_CHECKPOINTS[13] = 49.6459 
$X_BCE2_CHECKPOINTS[14] = -1868.425 
$Y_BCE2_CHECKPOINTS[14] = -2088.36 
$Z_BCE2_CHECKPOINTS[14] = 58.5847 
$X_BCE2_CHECKPOINTS[15] = -1959.41 
$Y_BCE2_CHECKPOINTS[15] = -2047.85 
$Z_BCE2_CHECKPOINTS[15] = 71.8449 
$X_BCE2_CHECKPOINTS[16] = -1947.789 
$Y_BCE2_CHECKPOINTS[16] = -1948.487 
$Z_BCE2_CHECKPOINTS[16] = 77.4592 
$X_BCE2_CHECKPOINTS[17] = -1852.11 
$Y_BCE2_CHECKPOINTS[17] = -1920.47 
$Z_BCE2_CHECKPOINTS[17] = 87.5994 
$X_BCE2_CHECKPOINTS[18] = -1754.616 
$Y_BCE2_CHECKPOINTS[18] = -1898.502 
$Z_BCE2_CHECKPOINTS[18] = 96.5566 
$X_BCE2_CHECKPOINTS[19] = -1654.121 
$Y_BCE2_CHECKPOINTS[19] = -1900.045 
$Z_BCE2_CHECKPOINTS[19] = 90.8553 
$X_BCE2_CHECKPOINTS[20] = -1554.651 
$Y_BCE2_CHECKPOINTS[20] = -1901.959 
$Z_BCE2_CHECKPOINTS[20] = 81.5693 
$X_BCE2_CHECKPOINTS[21] = -1512.378 
$Y_BCE2_CHECKPOINTS[21] = -1807.028 
$Z_BCE2_CHECKPOINTS[21] = 57.9597 
$X_BCE2_CHECKPOINTS[22] = -1433.233 
$Y_BCE2_CHECKPOINTS[22] = -1860.032 
$Z_BCE2_CHECKPOINTS[22] = 37.3383 
$X_BCE2_CHECKPOINTS[23] = -1425.812 
$Y_BCE2_CHECKPOINTS[23] = -1962.023 
$Z_BCE2_CHECKPOINTS[23] = 15.8029 
$X_BCE2_CHECKPOINTS[24] = -1298.451 
$Y_BCE2_CHECKPOINTS[24] = -2114.385 
$Z_BCE2_CHECKPOINTS[24] = 24.1506 
$X_BCE2_CHECKPOINTS[25] = -1269.661 
$Y_BCE2_CHECKPOINTS[25] = -2251.145 
$Z_BCE2_CHECKPOINTS[25] = 21.2137 
$X_BCE2_CHECKPOINTS[26] = -1260.525 
$Y_BCE2_CHECKPOINTS[26] = -2283.122 
$Z_BCE2_CHECKPOINTS[26] = 21.5858 
$X_BCE2_CHECKPOINTS[27] = -1255.258 
$Y_BCE2_CHECKPOINTS[27] = -2307.536 
$Z_BCE2_CHECKPOINTS[27] = 22.066 
$X_BCE2_CHECKPOINTS[28] = -1253.158 
$Y_BCE2_CHECKPOINTS[28] = -2315.343 
$Z_BCE2_CHECKPOINTS[28] = 22.5913 
$X_BCE2_CHECKPOINTS[29] = -1216.728 
$Y_BCE2_CHECKPOINTS[29] = -2343.497 
$Z_BCE2_CHECKPOINTS[29] = 16.9383 
$X_BCE2_CHECKPOINTS[30] = -1193.944 
$Y_BCE2_CHECKPOINTS[30] = -2355.995 
$Z_BCE2_CHECKPOINTS[30] = 18.7764 
$X_BCE2_CHECKPOINTS[31] = -1104.68 
$Y_BCE2_CHECKPOINTS[31] = -2377.18 
$Z_BCE2_CHECKPOINTS[31] = 36.3239 
$X_BCE2_CHECKPOINTS[32] = -1000.239 
$Y_BCE2_CHECKPOINTS[32] = -2371.509 
$Z_BCE2_CHECKPOINTS[32] = 64.5107 
$X_BCE2_CHECKPOINTS[33] = -958.5369 
$Y_BCE2_CHECKPOINTS[33] = -2281.055 
$Z_BCE2_CHECKPOINTS[33] = 52.9462 
$X_BCE2_CHECKPOINTS[34] = -939.7041 
$Y_BCE2_CHECKPOINTS[34] = -2187.095 
$Z_BCE2_CHECKPOINTS[34] = 35.4659 
$X_BCE2_CHECKPOINTS[35] = -841.8345 
$Y_BCE2_CHECKPOINTS[35] = -2181.378 
$Z_BCE2_CHECKPOINTS[35] = 23.7405 
$X_BCE2_CHECKPOINTS[36] = -790.3633 
$Y_BCE2_CHECKPOINTS[36] = -2095.343 
$Z_BCE2_CHECKPOINTS[36] = 25.4038 
$X_BCE2_CHECKPOINTS[37] = -844.4321 
$Y_BCE2_CHECKPOINTS[37] = -2010.339 
$Z_BCE2_CHECKPOINTS[37] = 20.3482 
$X_BCE2_CHECKPOINTS[38] = -809.238 
$Y_BCE2_CHECKPOINTS[38] = -1902.54 
$Z_BCE2_CHECKPOINTS[38] = 9.4239 
$X_BCE2_CHECKPOINTS[39] = -735.21 
$Y_BCE2_CHECKPOINTS[39] = -1855.303 
$Z_BCE2_CHECKPOINTS[39] = 13.5207 
$X_BCE2_CHECKPOINTS[40] = -641.8992 
$Y_BCE2_CHECKPOINTS[40] = -1846.861 
$Z_BCE2_CHECKPOINTS[40] = 21.7356 
$X_BCE2_CHECKPOINTS[41] = -546.9716 
$Y_BCE2_CHECKPOINTS[41] = -1832.096 
$Z_BCE2_CHECKPOINTS[41] = 25.5599 
$X_BCE2_CHECKPOINTS[42] = -460.5018 
$Y_BCE2_CHECKPOINTS[42] = -1800.012 
$Z_BCE2_CHECKPOINTS[42] = 8.5607 
$X_BCE2_CHECKPOINTS[43] = -424.1711 
$Y_BCE2_CHECKPOINTS[43] = -1704.138 
$Z_BCE2_CHECKPOINTS[43] = 10.8356 
$X_BCE2_CHECKPOINTS[44] = -410.4569 
$Y_BCE2_CHECKPOINTS[44] = -1611.74 
$Z_BCE2_CHECKPOINTS[44] = 20.2907 
$X_BCE2_CHECKPOINTS[45] = -358.7348 
$Y_BCE2_CHECKPOINTS[45] = -1531.884 
$Z_BCE2_CHECKPOINTS[45] = 19.0268 
$X_BCE2_CHECKPOINTS[46] = -342.9092 
$Y_BCE2_CHECKPOINTS[46] = -1455.663 
$Z_BCE2_CHECKPOINTS[46] = 17.8712 
$X_BCE2_CHECKPOINTS[47] = -243.4206 
$Y_BCE2_CHECKPOINTS[47] = -1451.22 
$Z_BCE2_CHECKPOINTS[47] = 4.3198 
$X_BCE2_CHECKPOINTS[48] = -193.0986 
$Y_BCE2_CHECKPOINTS[48] = -1477.038 
$Z_BCE2_CHECKPOINTS[48] = 7.9595 
$X_BCE2_CHECKPOINTS[49] = -68.0509 
$Y_BCE2_CHECKPOINTS[49] = -1510.513 
$Z_BCE2_CHECKPOINTS[49] = 1.9303 
$X_BCE2_CHECKPOINTS[50] = 31.2142 
$Y_BCE2_CHECKPOINTS[50] = -1526.881 
$Z_BCE2_CHECKPOINTS[50] = 4.3931 
$X_BCE2_CHECKPOINTS[51] = 129.336 
$Y_BCE2_CHECKPOINTS[51] = -1459.612 
$Z_BCE2_CHECKPOINTS[51] = 23.8768 
$X_BCE2_CHECKPOINTS[52] = 139.13 
$Y_BCE2_CHECKPOINTS[52] = -1255.649 
$Z_BCE2_CHECKPOINTS[52] = 44.9903 
$X_BCE2_CHECKPOINTS[53] = 266.63 
$Y_BCE2_CHECKPOINTS[53] = -995.6493 
$Z_BCE2_CHECKPOINTS[53] = 50.9903 
$X_BCE2_CHECKPOINTS[54] = 366.63 
$Y_BCE2_CHECKPOINTS[54] = -757.6493 
$Z_BCE2_CHECKPOINTS[54] = 16.4903 
$X_BCE2_CHECKPOINTS[55] = 424.13 
$Y_BCE2_CHECKPOINTS[55] = -567.6493 
$Z_BCE2_CHECKPOINTS[55] = 38.9903 
$X_BCE2_CHECKPOINTS[56] = 458.13 
$Y_BCE2_CHECKPOINTS[56] = -448.1493 
$Z_BCE2_CHECKPOINTS[56] = 30.9903 
$X_BCE2_CHECKPOINTS[57] = 338.13 
$Y_BCE2_CHECKPOINTS[57] = -390.6493 
$Z_BCE2_CHECKPOINTS[57] = 12.9903 
$X_BCE2_CHECKPOINTS[58] = 338.13 
$Y_BCE2_CHECKPOINTS[58] = -342.1493 
$Z_BCE2_CHECKPOINTS[58] = 8.9903 
$X_BCE2_CHECKPOINTS[59] = 475.13 
$Y_BCE2_CHECKPOINTS[59] = -264.6493 
$Z_BCE2_CHECKPOINTS[59] = 9.9903 
$X_BCE2_CHECKPOINTS[60] = 615.63 
$Y_BCE2_CHECKPOINTS[60] = -197.1493 
$Z_BCE2_CHECKPOINTS[60] = 9.9903 
$X_BCE2_CHECKPOINTS[61] = 757.13 
$Y_BCE2_CHECKPOINTS[61] = -152.1493 
$Z_BCE2_CHECKPOINTS[61] = 18.4903 
$X_BCE2_CHECKPOINTS[62] = 907.13 
$Y_BCE2_CHECKPOINTS[62] = -92.1493 
$Z_BCE2_CHECKPOINTS[62] = 19.9903 
$X_BCE2_CHECKPOINTS[63] = 1135.63 
$Y_BCE2_CHECKPOINTS[63] = -63.6493 
$Z_BCE2_CHECKPOINTS[63] = 22.9903 
$X_BCE2_CHECKPOINTS[64] = 1280.63 
$Y_BCE2_CHECKPOINTS[64] = -170.6493 
$Z_BCE2_CHECKPOINTS[64] = 32.4903 
$X_BCE2_CHECKPOINTS[65] = 1440.63 
$Y_BCE2_CHECKPOINTS[65] = -214.6493 
$Z_BCE2_CHECKPOINTS[65] = 7.9903 
$X_BCE2_CHECKPOINTS[66] = 1554.63 
$Y_BCE2_CHECKPOINTS[66] = -124.6493 
$Z_BCE2_CHECKPOINTS[66] = 17.9903 
$X_BCE2_CHECKPOINTS[67] = 1551.63 
$Y_BCE2_CHECKPOINTS[67] = 46.8507 
$Z_BCE2_CHECKPOINTS[67] = 23.9903 
$X_BCE2_CHECKPOINTS[68] = 1567.13 
$Y_BCE2_CHECKPOINTS[68] = 122.3507 
$Z_BCE2_CHECKPOINTS[68] = 28.9903 
$X_BCE2_CHECKPOINTS[69] = 1807.13 
$Y_BCE2_CHECKPOINTS[69] = 75.3507 
$Z_BCE2_CHECKPOINTS[69] = 34.4903 
$X_BCE2_CHECKPOINTS[70] = 2057.13 
$Y_BCE2_CHECKPOINTS[70] = 40.3507 
$Z_BCE2_CHECKPOINTS[70] = 26.9903 
$X_BCE2_CHECKPOINTS[71] = 2275.63 
$Y_BCE2_CHECKPOINTS[71] = 41.8507 
$Z_BCE2_CHECKPOINTS[71] = 25.4903 
$X_BCE2_CHECKPOINTS[72] = 2365.63 
$Y_BCE2_CHECKPOINTS[72] = 91.8507 
$Z_BCE2_CHECKPOINTS[72] = 25.4903 
$X_BCE2_CHECKPOINTS[73] = 2435.63 
$Y_BCE2_CHECKPOINTS[73] = 41.8507 
$Z_BCE2_CHECKPOINTS[73] = 25.4903 
$X_BCE2_CHECKPOINTS[74] = 2692.13 
$Y_BCE2_CHECKPOINTS[74] = 33.8507 
$Z_BCE2_CHECKPOINTS[74] = 25.4903 
$X_BCE2_CHECKPOINTS[75] = 2737.63 
$Y_BCE2_CHECKPOINTS[75] = -156.1493 
$Z_BCE2_CHECKPOINTS[75] = 31.4903 
$X_BCE2_CHECKPOINTS[76] = 2700.13 
$Y_BCE2_CHECKPOINTS[76] = -384.1493 
$Z_BCE2_CHECKPOINTS[76] = 24.4903 
$X_BCE2_CHECKPOINTS[77] = 2820.13 
$Y_BCE2_CHECKPOINTS[77] = -554.1493 
$Z_BCE2_CHECKPOINTS[77] = 9.9903 
$X_BCE2_CHECKPOINTS[78] = 2846.13 
$Y_BCE2_CHECKPOINTS[78] = -711.6493 
$Z_BCE2_CHECKPOINTS[78] = 9.9903 
$X_BCE2_CHECKPOINTS[79] = 2841.63 
$Y_BCE2_CHECKPOINTS[79] = -929.1493 
$Z_BCE2_CHECKPOINTS[79] = 13.9903 
$X_BCE2_CHECKPOINTS[80] = 2841.13 
$Y_BCE2_CHECKPOINTS[80] = -1182.649 
$Z_BCE2_CHECKPOINTS[80] = 23.9903 
$X_BCE2_CHECKPOINTS[81] = 2873.13 
$Y_BCE2_CHECKPOINTS[81] = -1383.649 
$Z_BCE2_CHECKPOINTS[81] = 10.4903 
$X_BCE2_CHECKPOINTS[82] = 2797.63 
$Y_BCE2_CHECKPOINTS[82] = -1380.649 
$Z_BCE2_CHECKPOINTS[82] = 20.9903 
$X_BCE2_CHECKPOINTS[83] = 2795.13 
$Y_BCE2_CHECKPOINTS[83] = -1262.149 
$Z_BCE2_CHECKPOINTS[83] = 45.9903 
$X_BCE2_CHECKPOINTS[84] = 2732.13 
$Y_BCE2_CHECKPOINTS[84] = -1257.649 
$Z_BCE2_CHECKPOINTS[84] = 58.9903 
$X_BCE2_PATRIOT_CHECKPOINTS[0] = 2487.846 
$Y_BCE2_PATRIOT_CHECKPOINTS[0] = -1661.031 
$Z_BCE2_PATRIOT_CHECKPOINTS[0] = 13.0886 
$X_BCE2_PATRIOT_CHECKPOINTS[1] = 2387.639 
$Y_BCE2_PATRIOT_CHECKPOINTS[1] = -1657.847 
$Z_BCE2_PATRIOT_CHECKPOINTS[1] = 13.1425 
$X_BCE2_PATRIOT_CHECKPOINTS[2] = 2287.486 
$Y_BCE2_PATRIOT_CHECKPOINTS[2] = -1659.316 
$Z_BCE2_PATRIOT_CHECKPOINTS[2] = 14.644 
$X_BCE2_PATRIOT_CHECKPOINTS[3] = 2188.221 
$Y_BCE2_PATRIOT_CHECKPOINTS[3] = -1639.707 
$Z_BCE2_PATRIOT_CHECKPOINTS[3] = 15.0652 
$X_BCE2_PATRIOT_CHECKPOINTS[4] = 2091.671 
$Y_BCE2_PATRIOT_CHECKPOINTS[4] = -1612.541 
$Z_BCE2_PATRIOT_CHECKPOINTS[4] = 13.1285 
$X_BCE2_PATRIOT_CHECKPOINTS[5] = 1990.505 
$Y_BCE2_PATRIOT_CHECKPOINTS[5] = -1612.728 
$Z_BCE2_PATRIOT_CHECKPOINTS[5] = 13.1392 
$X_BCE2_PATRIOT_CHECKPOINTS[6] = 1889.545 
$Y_BCE2_PATRIOT_CHECKPOINTS[6] = -1612.92 
$Z_BCE2_PATRIOT_CHECKPOINTS[6] = 13.1432 
$X_BCE2_PATRIOT_CHECKPOINTS[7] = 1788.509 
$Y_BCE2_PATRIOT_CHECKPOINTS[7] = -1609.786 
$Z_BCE2_PATRIOT_CHECKPOINTS[7] = 13.1208 
$X_BCE2_PATRIOT_CHECKPOINTS[8] = 1688.856 
$Y_BCE2_PATRIOT_CHECKPOINTS[8] = -1592.988 
$Z_BCE2_PATRIOT_CHECKPOINTS[8] = 13.1397 
$X_BCE2_PATRIOT_CHECKPOINTS[9] = 1587.913 
$Y_BCE2_PATRIOT_CHECKPOINTS[9] = -1589.57 
$Z_BCE2_PATRIOT_CHECKPOINTS[9] = 13.1277 
$X_BCE2_PATRIOT_CHECKPOINTS[10] = 1487.483 
$Y_BCE2_PATRIOT_CHECKPOINTS[10] = -1592.59 
$Z_BCE2_PATRIOT_CHECKPOINTS[10] = 13.1511 
$X_BCE2_PATRIOT_CHECKPOINTS[11] = 1386.551 
$Y_BCE2_PATRIOT_CHECKPOINTS[11] = -1586.947 
$Z_BCE2_PATRIOT_CHECKPOINTS[11] = 13.1234 
$X_BCE2_PATRIOT_CHECKPOINTS[12] = 1286.662 
$Y_BCE2_PATRIOT_CHECKPOINTS[12] = -1571.949 
$Z_BCE2_PATRIOT_CHECKPOINTS[12] = 13.1273 
$X_BCE2_PATRIOT_CHECKPOINTS[13] = 1185.751 
$Y_BCE2_PATRIOT_CHECKPOINTS[13] = -1570.81 
$Z_BCE2_PATRIOT_CHECKPOINTS[13] = 13.141 
$X_BCE2_PATRIOT_CHECKPOINTS[14] = 1084.591 
$Y_BCE2_PATRIOT_CHECKPOINTS[14] = -1571.387 
$Z_BCE2_PATRIOT_CHECKPOINTS[14] = 13.1352 
$X_BCE2_PATRIOT_CHECKPOINTS[15] = 1057.109 
$Y_BCE2_PATRIOT_CHECKPOINTS[15] = -1474.388 
$Z_BCE2_PATRIOT_CHECKPOINTS[15] = 13.1259 
$X_BCE2_PATRIOT_CHECKPOINTS[16] = 1061.076 
$Y_BCE2_PATRIOT_CHECKPOINTS[16] = -1373.338 
$Z_BCE2_PATRIOT_CHECKPOINTS[16] = 13.1525 
$X_BCE2_PATRIOT_CHECKPOINTS[17] = 1057.542 
$Y_BCE2_PATRIOT_CHECKPOINTS[17] = -1273.05 
$Z_BCE2_PATRIOT_CHECKPOINTS[17] = 13.1425 
$X_BCE2_PATRIOT_CHECKPOINTS[18] = 1058.531 
$Y_BCE2_PATRIOT_CHECKPOINTS[18] = -1173.37 
$Z_BCE2_PATRIOT_CHECKPOINTS[18] = 23.0197 
$X_BCE2_PATRIOT_CHECKPOINTS[19] = 963.0153 
$Y_BCE2_PATRIOT_CHECKPOINTS[19] = -1141.863 
$Z_BCE2_PATRIOT_CHECKPOINTS[19] = 23.4253 
$X_BCE2_PATRIOT_CHECKPOINTS[20] = 862.2285 
$Y_BCE2_PATRIOT_CHECKPOINTS[20] = -1144.682 
$Z_BCE2_PATRIOT_CHECKPOINTS[20] = 23.4156 
$X_BCE2_PATRIOT_CHECKPOINTS[21] = 796.4694 
$Y_BCE2_PATRIOT_CHECKPOINTS[21] = -1069.208 
$Z_BCE2_PATRIOT_CHECKPOINTS[21] = 24.2389 
$X_BCE2_PATRIOT_CHECKPOINTS[22] = 707.7682 
$Y_BCE2_PATRIOT_CHECKPOINTS[22] = -1116.413 
$Z_BCE2_PATRIOT_CHECKPOINTS[22] = 17.7387 
$X_BCE2_PATRIOT_CHECKPOINTS[23] = 648.3205 
$Y_BCE2_PATRIOT_CHECKPOINTS[23] = -1197.185 
$Z_BCE2_PATRIOT_CHECKPOINTS[23] = 17.2365 
$X_BCE2_PATRIOT_CHECKPOINTS[24] = 641.5527 
$Y_BCE2_PATRIOT_CHECKPOINTS[24] = -1199.744 
$Z_BCE2_PATRIOT_CHECKPOINTS[24] = 17.7693 
$X_BCE2_PATRIOT_CHECKPOINTS[25] = 568.4156 
$Y_BCE2_PATRIOT_CHECKPOINTS[25] = -1131.509 
$Z_BCE2_PATRIOT_CHECKPOINTS[25] = 26.222 
$X_BCE2_PATRIOT_CHECKPOINTS[26] = 469.6543 
$Y_BCE2_PATRIOT_CHECKPOINTS[26] = -1113.59 
$Z_BCE2_PATRIOT_CHECKPOINTS[26] = 27.6279 
$X_BCE2_PATRIOT_CHECKPOINTS[27] = 370.4434 
$Y_BCE2_PATRIOT_CHECKPOINTS[27] = -1129.382 
$Z_BCE2_PATRIOT_CHECKPOINTS[27] = 25.3758 
$X_BCE2_PATRIOT_CHECKPOINTS[28] = 274.1698 
$Y_BCE2_PATRIOT_CHECKPOINTS[28] = -1156.751 
$Z_BCE2_PATRIOT_CHECKPOINTS[28] = 21.1352 
$X_BCE2_PATRIOT_CHECKPOINTS[29] = 181.3566 
$Y_BCE2_PATRIOT_CHECKPOINTS[29] = -1195.782 
$Z_BCE2_PATRIOT_CHECKPOINTS[29] = 17.3878 
$X_BCE2_PATRIOT_CHECKPOINTS[30] = 94.4232 
$Y_BCE2_PATRIOT_CHECKPOINTS[30] = -1245.732 
$Z_BCE2_PATRIOT_CHECKPOINTS[30] = 14.5145 
$X_BCE2_PATRIOT_CHECKPOINTS[31] = 15.8414 
$Y_BCE2_PATRIOT_CHECKPOINTS[31] = -1308.858 
$Z_BCE2_PATRIOT_CHECKPOINTS[31] = 12.0496 
$X_BCE2_PATRIOT_CHECKPOINTS[32] = -62.2601 
$Y_BCE2_PATRIOT_CHECKPOINTS[32] = -1372.58 
$Z_BCE2_PATRIOT_CHECKPOINTS[32] = 11.3571 
$X_BCE2_PATRIOT_CHECKPOINTS[33] = -133.5467 
$Y_BCE2_PATRIOT_CHECKPOINTS[33] = -1443.433 
$Z_BCE2_PATRIOT_CHECKPOINTS[33] = 12.5484 
$X_BCE2_PATRIOT_CHECKPOINTS[34] = -201.4483 
$Y_BCE2_PATRIOT_CHECKPOINTS[34] = -1518.152 
$Z_BCE2_PATRIOT_CHECKPOINTS[34] = 14.3358 
$X_BCE2_PATRIOT_CHECKPOINTS[35] = -261.8274 
$Y_BCE2_PATRIOT_CHECKPOINTS[35] = -1597.991 
$Z_BCE2_PATRIOT_CHECKPOINTS[35] = 15.6199 
$X_BCE2_PATRIOT_CHECKPOINTS[36] = -295.7058 
$Y_BCE2_PATRIOT_CHECKPOINTS[36] = -1693.143 
$Z_BCE2_PATRIOT_CHECKPOINTS[36] = 14.4603 
$X_BCE2_PATRIOT_CHECKPOINTS[37] = -331.9772 
$Y_BCE2_PATRIOT_CHECKPOINTS[37] = -1786.496 
$Z_BCE2_PATRIOT_CHECKPOINTS[37] = 17.6881 
$X_BCE2_PATRIOT_CHECKPOINTS[38] = -367.9241 
$Y_BCE2_PATRIOT_CHECKPOINTS[38] = -1879.787 
$Z_BCE2_PATRIOT_CHECKPOINTS[38] = 25.9672 
$X_BCE2_PATRIOT_CHECKPOINTS[39] = -367.5844 
$Y_BCE2_PATRIOT_CHECKPOINTS[39] = -1980.193 
$Z_BCE2_PATRIOT_CHECKPOINTS[39] = 27.9446 
$X_BCE2_PATRIOT_CHECKPOINTS[40] = -350.2859 
$Y_BCE2_PATRIOT_CHECKPOINTS[40] = -2079.723 
$Z_BCE2_PATRIOT_CHECKPOINTS[40] = 28.0525 
$X_BCE2_PATRIOT_CHECKPOINTS[41] = -333.1001 
$Y_BCE2_PATRIOT_CHECKPOINTS[41] = -2179.344 
$Z_BCE2_PATRIOT_CHECKPOINTS[41] = 28.1703 
$X_BCE2_PATRIOT_CHECKPOINTS[42] = -297.5232 
$Y_BCE2_PATRIOT_CHECKPOINTS[42] = -2273.428 
$Z_BCE2_PATRIOT_CHECKPOINTS[42] = 29.7426 
$X_BCE2_PATRIOT_CHECKPOINTS[43] = -233.4477 
$Y_BCE2_PATRIOT_CHECKPOINTS[43] = -2351.693 
$Z_BCE2_PATRIOT_CHECKPOINTS[43] = 31.5324 
$X_BCE2_PATRIOT_CHECKPOINTS[44] = -159.7139 
$Y_BCE2_PATRIOT_CHECKPOINTS[44] = -2420.795 
$Z_BCE2_PATRIOT_CHECKPOINTS[44] = 35.957 
$X_BCE2_PATRIOT_CHECKPOINTS[45] = -92.2604 
$Y_BCE2_PATRIOT_CHECKPOINTS[45] = -2496.009 
$Z_BCE2_PATRIOT_CHECKPOINTS[45] = 38.2066 
$X_BCE2_PATRIOT_CHECKPOINTS[46] = -49.518 
$Y_BCE2_PATRIOT_CHECKPOINTS[46] = -2586.409 
$Z_BCE2_PATRIOT_CHECKPOINTS[46] = 43.3945 
$X_BCE2_PATRIOT_CHECKPOINTS[47] = -39.0012 
$Y_BCE2_PATRIOT_CHECKPOINTS[47] = -2686.408 
$Z_BCE2_PATRIOT_CHECKPOINTS[47] = 42.5762 
$X_BCE2_PATRIOT_CHECKPOINTS[48] = -71.9678 
$Y_BCE2_PATRIOT_CHECKPOINTS[48] = -2781.283 
$Z_BCE2_PATRIOT_CHECKPOINTS[48] = 39.1346 
$X_BCE2_PATRIOT_CHECKPOINTS[49] = -162.2194 
$Y_BCE2_PATRIOT_CHECKPOINTS[49] = -2824.728 
$Z_BCE2_PATRIOT_CHECKPOINTS[49] = 40.6313 
$X_BCE2_PATRIOT_CHECKPOINTS[50] = -261.9651 
$Y_BCE2_PATRIOT_CHECKPOINTS[50] = -2815.27 
$Z_BCE2_PATRIOT_CHECKPOINTS[50] = 50.816 
$X_BCE2_PATRIOT_CHECKPOINTS[51] = -357.7323 
$Y_BCE2_PATRIOT_CHECKPOINTS[51] = -2787.403 
$Z_BCE2_PATRIOT_CHECKPOINTS[51] = 61.6162 
$X_BCE2_PATRIOT_CHECKPOINTS[52] = -456.2191 
$Y_BCE2_PATRIOT_CHECKPOINTS[52] = -2766.184 
$Z_BCE2_PATRIOT_CHECKPOINTS[52] = 66.2852 
$X_BCE2_PATRIOT_CHECKPOINTS[53] = -555.2378 
$Y_BCE2_PATRIOT_CHECKPOINTS[53] = -2751.549 
$Z_BCE2_PATRIOT_CHECKPOINTS[53] = 65.7085 
$X_BCE2_PATRIOT_CHECKPOINTS[54] = -655.188 
$Y_BCE2_PATRIOT_CHECKPOINTS[54] = -2748.977 
$Z_BCE2_PATRIOT_CHECKPOINTS[54] = 69.8092 
$X_BCE2_PATRIOT_CHECKPOINTS[55] = -753.9544 
$Y_BCE2_PATRIOT_CHECKPOINTS[55] = -2764.895 
$Z_BCE2_PATRIOT_CHECKPOINTS[55] = 74.469 
$X_BCE2_PATRIOT_CHECKPOINTS[56] = -847.778 
$Y_BCE2_PATRIOT_CHECKPOINTS[56] = -2801.963 
$Z_BCE2_PATRIOT_CHECKPOINTS[56] = 70.6215 
$X_BCE2_PATRIOT_CHECKPOINTS[57] = -938.0959 
$Y_BCE2_PATRIOT_CHECKPOINTS[57] = -2845.479 
$Z_BCE2_PATRIOT_CHECKPOINTS[57] = 68.4226 
$X_BCE2_PATRIOT_CHECKPOINTS[58] = -1038.655 
$Y_BCE2_PATRIOT_CHECKPOINTS[58] = -2853.158 
$Z_BCE2_PATRIOT_CHECKPOINTS[58] = 67.4485 
$X_BCE2_PATRIOT_CHECKPOINTS[59] = -1139.419 
$Y_BCE2_PATRIOT_CHECKPOINTS[59] = -2855.438 
$Z_BCE2_PATRIOT_CHECKPOINTS[59] = 67.466 
$X_BCE2_PATRIOT_CHECKPOINTS[60] = -1239.449 
$Y_BCE2_PATRIOT_CHECKPOINTS[60] = -2860.805 
$Z_BCE2_PATRIOT_CHECKPOINTS[60] = 65.7173 
$X_BCE2_PATRIOT_CHECKPOINTS[61] = -1338.09 
$Y_BCE2_PATRIOT_CHECKPOINTS[61] = -2878.668 
$Z_BCE2_PATRIOT_CHECKPOINTS[61] = 55.5616 
$X_BCE2_PATRIOT_CHECKPOINTS[62] = -1435.335 
$Y_BCE2_PATRIOT_CHECKPOINTS[62] = -2853.41 
$Z_BCE2_PATRIOT_CHECKPOINTS[62] = 48.3088 
$X_BCE2_PATRIOT_CHECKPOINTS[63] = -1520.402 
$Y_BCE2_PATRIOT_CHECKPOINTS[63] = -2799.315 
$Z_BCE2_PATRIOT_CHECKPOINTS[63] = 46.6003 
$X_BCE2_PATRIOT_CHECKPOINTS[64] = -1600.969 
$Y_BCE2_PATRIOT_CHECKPOINTS[64] = -2739.976 
$Z_BCE2_PATRIOT_CHECKPOINTS[64] = 48.7977 
$X_BCE2_PATRIOT_CHECKPOINTS[65] = -1681.43 
$Y_BCE2_PATRIOT_CHECKPOINTS[65] = -2679.765 
$Z_BCE2_PATRIOT_CHECKPOINTS[65] = 48.2789 
$X_BCE2_PATRIOT_CHECKPOINTS[66] = -1745.168 
$Y_BCE2_PATRIOT_CHECKPOINTS[66] = -2601.553 
$Z_BCE2_PATRIOT_CHECKPOINTS[66] = 49.447 
$X_BCE2_PATRIOT_CHECKPOINTS[67] = -1823.681 
$Y_BCE2_PATRIOT_CHECKPOINTS[67] = -2538.121 
$Z_BCE2_PATRIOT_CHECKPOINTS[67] = 52.7491 
$X_BCE2_PATRIOT_CHECKPOINTS[68] = -1923.907 
$Y_BCE2_PATRIOT_CHECKPOINTS[68] = -2539.927 
$Z_BCE2_PATRIOT_CHECKPOINTS[68] = 38.6757 
$X_BCE2_PATRIOT_CHECKPOINTS[69] = -2019.306 
$Y_BCE2_PATRIOT_CHECKPOINTS[69] = -2507.657 
$Z_BCE2_PATRIOT_CHECKPOINTS[69] = 32.3084 
$X_BCE2_PATRIOT_CHECKPOINTS[70] = -2100.137 
$Y_BCE2_PATRIOT_CHECKPOINTS[70] = -2446.756 
$Z_BCE2_PATRIOT_CHECKPOINTS[70] = 30.2321 
$X_BCE2_PATRIOT_CHECKPOINTS[71] = -2179.157 
$Y_BCE2_PATRIOT_CHECKPOINTS[71] = -2383.901 
$Z_BCE2_PATRIOT_CHECKPOINTS[71] = 30.2293 
$X_BCE2_PATRIOT_CHECKPOINTS[72] = -2190.173 
$Y_BCE2_PATRIOT_CHECKPOINTS[72] = -2284.406 
$Z_BCE2_PATRIOT_CHECKPOINTS[72] = 30.2286 
$X_BCE2_PATRIOT_CHECKPOINTS[73] = -2264.34 
$Y_BCE2_PATRIOT_CHECKPOINTS[73] = -2216.777 
$Z_BCE2_PATRIOT_CHECKPOINTS[73] = 30.8563 
$X_BCE2_PATRIOT_CHECKPOINTS[74] = -2182.781 
$Y_BCE2_PATRIOT_CHECKPOINTS[74] = -2160.892 
$Z_BCE2_PATRIOT_CHECKPOINTS[74] = 47.4936 
$X_BCE2_PATRIOT_CHECKPOINTS[75] = -2110.828 
$Y_BCE2_PATRIOT_CHECKPOINTS[75] = -2092.427 
$Z_BCE2_PATRIOT_CHECKPOINTS[75] = 61.5663 
$X_BCE2_PATRIOT_CHECKPOINTS[76] = -2078.496 
$Y_BCE2_PATRIOT_CHECKPOINTS[76] = -1997.306 
$Z_BCE2_PATRIOT_CHECKPOINTS[76] = 60.012 
$X_BCE2_PATRIOT_CHECKPOINTS[77] = -2028.488 
$Y_BCE2_PATRIOT_CHECKPOINTS[77] = -1910.774 
$Z_BCE2_PATRIOT_CHECKPOINTS[77] = 48.5942 
$X_BCE2_PATRIOT_CHECKPOINTS[78] = -1971.902 
$Y_BCE2_PATRIOT_CHECKPOINTS[78] = -1828.087 
$Z_BCE2_PATRIOT_CHECKPOINTS[78] = 36.8357 
$X_BCE2_PATRIOT_CHECKPOINTS[79] = -1898.346 
$Y_BCE2_PATRIOT_CHECKPOINTS[79] = -1760.456 
$Z_BCE2_PATRIOT_CHECKPOINTS[79] = 29.4533 
$X_BCE2_PATRIOT_CHECKPOINTS[80] = -1808.711 
$Y_BCE2_PATRIOT_CHECKPOINTS[80] = -1715.568 
$Z_BCE2_PATRIOT_CHECKPOINTS[80] = 28.8706 
$X_BCE2_PATRIOT_CHECKPOINTS[81] = -1724.839 
$Y_BCE2_PATRIOT_CHECKPOINTS[81] = -1660.957 
$Z_BCE2_PATRIOT_CHECKPOINTS[81] = 36.2003 
$X_BCE2_PATRIOT_CHECKPOINTS[82] = -1631.223 
$Y_BCE2_PATRIOT_CHECKPOINTS[82] = -1624.267 
$Z_BCE2_PATRIOT_CHECKPOINTS[82] = 36.0242 
$X_BCE2_PATRIOT_CHECKPOINTS[83] = -1546.374 
$Y_BCE2_PATRIOT_CHECKPOINTS[83] = -1570.568 
$Z_BCE2_PATRIOT_CHECKPOINTS[83] = 37.4867 
$X_BCE2_PATRIOT_CHECKPOINTS[84] = -1626.075 
$Y_BCE2_PATRIOT_CHECKPOINTS[84] = -1510.003 
$Z_BCE2_PATRIOT_CHECKPOINTS[84] = 37.0858 
$X_BCE2_PATRIOT_CHECKPOINTS[85] = -1722.531 
$Y_BCE2_PATRIOT_CHECKPOINTS[85] = -1483.55 
$Z_BCE2_PATRIOT_CHECKPOINTS[85] = 34.2269 
$X_BCE2_PATRIOT_CHECKPOINTS[86] = -1807.41 
$Y_BCE2_PATRIOT_CHECKPOINTS[86] = -1430.105 
$Z_BCE2_PATRIOT_CHECKPOINTS[86] = 35.74 
$X_BCE2_PATRIOT_CHECKPOINTS[87] = -1894.584 
$Y_BCE2_PATRIOT_CHECKPOINTS[87] = -1380.672 
$Z_BCE2_PATRIOT_CHECKPOINTS[87] = 39.6104 
$X_BCE2_PATRIOT_CHECKPOINTS[88] = -1899.035 
$Y_BCE2_PATRIOT_CHECKPOINTS[88] = -1280.731 
$Z_BCE2_PATRIOT_CHECKPOINTS[88] = 39.2288 
$X_BCE2_PATRIOT_CHECKPOINTS[89] = -1896.879 
$Y_BCE2_PATRIOT_CHECKPOINTS[89] = -1179.88 
$Z_BCE2_PATRIOT_CHECKPOINTS[89] = 38.8035 
$X_BCE2_PATRIOT_CHECKPOINTS[90] = -1900.238 
$Y_BCE2_PATRIOT_CHECKPOINTS[90] = -1078.988 
$Z_BCE2_PATRIOT_CHECKPOINTS[90] = 37.9866 
$X_BCE2_PATRIOT_CHECKPOINTS[91] = -1896.756 
$Y_BCE2_PATRIOT_CHECKPOINTS[91] = -978.951 
$Z_BCE2_PATRIOT_CHECKPOINTS[91] = 41.2545 
$X_BCE2_PATRIOT_CHECKPOINTS[92] = -1896.016 
$Y_BCE2_PATRIOT_CHECKPOINTS[92] = -878.1399 
$Z_BCE2_PATRIOT_CHECKPOINTS[92] = 44.7055 
$X_BCE2_PATRIOT_CHECKPOINTS[93] = -1897.241 
$Y_BCE2_PATRIOT_CHECKPOINTS[93] = -777.6757 
$Z_BCE2_PATRIOT_CHECKPOINTS[93] = 44.692 
$X_BCE2_PATRIOT_CHECKPOINTS[94] = -1895.959 
$Y_BCE2_PATRIOT_CHECKPOINTS[94] = -677.4996 
$Z_BCE2_PATRIOT_CHECKPOINTS[94] = 41.0312 
$X_BCE2_PATRIOT_CHECKPOINTS[95] = -1894.737 
$Y_BCE2_PATRIOT_CHECKPOINTS[95] = -576.5858 
$Z_BCE2_PATRIOT_CHECKPOINTS[95] = 38.0016 
$X_BCE2_PATRIOT_CHECKPOINTS[96] = -1897.71 
$Y_BCE2_PATRIOT_CHECKPOINTS[96] = -476.4786 
$Z_BCE2_PATRIOT_CHECKPOINTS[96] = 37.9914 
$X_BCE2_PATRIOT_CHECKPOINTS[97] = -1896.154 
$Y_BCE2_PATRIOT_CHECKPOINTS[97] = -376.3374 
$Z_BCE2_PATRIOT_CHECKPOINTS[97] = 37.9879 
$X_BCE2_PATRIOT_CHECKPOINTS[98] = -1896.894 
$Y_BCE2_PATRIOT_CHECKPOINTS[98] = -275.5032 
$Z_BCE2_PATRIOT_CHECKPOINTS[98] = 37.9875 
$X_BCE2_PATRIOT_CHECKPOINTS[99] = -1895.73 
$Y_BCE2_PATRIOT_CHECKPOINTS[99] = -174.2612 
$Z_BCE2_PATRIOT_CHECKPOINTS[99] = 37.9884 
$X_BCE2_PATRIOT_CHECKPOINTS[100] = -1890.837 
$Y_BCE2_PATRIOT_CHECKPOINTS[100] = -73.2693 
$Z_BCE2_PATRIOT_CHECKPOINTS[100] = 38.0012 
$X_BCE2_PATRIOT_CHECKPOINTS[101] = -1890.615 
$Y_BCE2_PATRIOT_CHECKPOINTS[101] = 27.5906 
$Z_BCE2_PATRIOT_CHECKPOINTS[101] = 38.0035 
$X_BCE2_PATRIOT_CHECKPOINTS[102] = -1874.62 
$Y_BCE2_PATRIOT_CHECKPOINTS[102] = 127.2809 
$Z_BCE2_PATRIOT_CHECKPOINTS[102] = 37.9871 
$X_BCE2_PATRIOT_CHECKPOINTS[103] = -1842.755 
$Y_BCE2_PATRIOT_CHECKPOINTS[103] = 222.3595 
$Z_BCE2_PATRIOT_CHECKPOINTS[103] = 37.9736 
$X_BCE2_PATRIOT_CHECKPOINTS[104] = -1776.737 
$Y_BCE2_PATRIOT_CHECKPOINTS[104] = 296.302 
$Z_BCE2_PATRIOT_CHECKPOINTS[104] = 23.6187 
$X_BCE2_PATRIOT_CHECKPOINTS[105] = -1687.562 
$Y_BCE2_PATRIOT_CHECKPOINTS[105] = 341.3 
$Z_BCE2_PATRIOT_CHECKPOINTS[105] = 13.5061 
$X_BCE2_PATRIOT_CHECKPOINTS[106] = -1620.406 
$Y_BCE2_PATRIOT_CHECKPOINTS[106] = 416.143 
$Z_BCE2_PATRIOT_CHECKPOINTS[106] = 7.1363 
$X_BCE2_PATRIOT_CHECKPOINTS[107] = -1574.644 
$Y_BCE2_PATRIOT_CHECKPOINTS[107] = 506.4197 
$Z_BCE2_PATRIOT_CHECKPOINTS[107] = 6.9799 
$X_BCE2_PATRIOT_CHECKPOINTS[108] = -1557.715 
$Y_BCE2_PATRIOT_CHECKPOINTS[108] = 605.5936 
$Z_BCE2_PATRIOT_CHECKPOINTS[108] = 6.9312 
$X_BCE2_PATRIOT_CHECKPOINTS[109] = -1550.603 
$Y_BCE2_PATRIOT_CHECKPOINTS[109] = 705.7773 
$Z_BCE2_PATRIOT_CHECKPOINTS[109] = 6.8277 
$X_BCE2_PATRIOT_CHECKPOINTS[110] = -1532.975 
$Y_BCE2_PATRIOT_CHECKPOINTS[110] = 806.2415 
$Z_BCE2_PATRIOT_CHECKPOINTS[110] = 6.8058 
$X_BCE2_PATRIOT_CHECKPOINTS[111] = -1525.152 
$Y_BCE2_PATRIOT_CHECKPOINTS[111] = 906.8005 
$Z_BCE2_PATRIOT_CHECKPOINTS[111] = 6.8066 
$X_BCE2_PATRIOT_CHECKPOINTS[112] = -1560.428 
$Y_BCE2_PATRIOT_CHECKPOINTS[112] = 1000.395 
$Z_BCE2_PATRIOT_CHECKPOINTS[112] = 6.8073 
$X_BCE2_PATRIOT_CHECKPOINTS[113] = -1580.528 
$Y_BCE2_PATRIOT_CHECKPOINTS[113] = 1099.026 
$Z_BCE2_PATRIOT_CHECKPOINTS[113] = 6.805 
$X_BCE2_PATRIOT_CHECKPOINTS[114] = -1593.106 
$Y_BCE2_PATRIOT_CHECKPOINTS[114] = 1198.824 
$Z_BCE2_PATRIOT_CHECKPOINTS[114] = 6.7993 
$X_BCE2_PATRIOT_CHECKPOINTS[115] = -1612.8 
$Y_BCE2_PATRIOT_CHECKPOINTS[115] = 1284.908 
$Z_BCE2_PATRIOT_CHECKPOINTS[115] = 6.9396 
$4532[0] = 2480.597 
$4630[0] = -1659.156 
$4728[0] = 13.0965 
$4532[1] = 2379.881 
$4630[1] = -1658.193 
$4728[1] = 13.1467 
$4532[2] = 2344.399 
$4630[2] = -1564.435 
$4728[2] = 23.9333 
$4532[3] = 2343.672 
$4630[3] = -1463.32 
$4728[3] = 23.6044 
$4532[4] = 2305.275 
$4630[4] = -1370.793 
$4728[4] = 23.6319 
$4532[5] = 2303.441 
$4630[5] = -1269.606 
$4728[5] = 23.5946 
$4532[6] = 2306.217 
$4630[6] = -1169.403 
$4728[6] = 26.0798 
$4532[7] = 2213.07 
$4630[7] = -1132.101 
$4728[7] = 25.3774 
$4532[8] = 2116.198 
$4630[8] = -1104.905 
$4728[8] = 24.8605 
$4532[9] = 2022.478 
$4630[9] = -1067.897 
$4728[9] = 24.2557 
$4532[10] = 1925.305 
$4630[10] = -1039.768 
$4728[10] = 23.612 
$4532[11] = 1867.651 
$4630[11] = -1121.554 
$4728[11] = 23.4686 
$4532[12] = 1777.408 
$4630[12] = -1164.645 
$4728[12] = 23.5025 
$4532[13] = 1677.176 
$4630[13] = -1162.405 
$4728[13] = 23.4443 
$4532[14] = 1576.553 
$4630[14] = -1163.307 
$4728[14] = 23.7111 
$4532[15] = 1476.002 
$4630[15] = -1159.845 
$4728[15] = 23.6522 
$4532[16] = 1376.964 
$4630[16] = -1140.134 
$4728[16] = 23.4968 
$4532[17] = 1366.809 
$4630[17] = -1040.218 
$4728[17] = 26.2347 
$4532[18] = 1371.418 
$4630[18] = -940.2704 
$4728[18] = 33.9599 
$4532[19] = 1273.029 
$4630[19] = -922.0916 
$4728[19] = 41.8145 
$4532[20] = 1174.404 
$4630[20] = -940.6694 
$4728[20] = 42.5196 
$4532[21] = 1156.819 
$4630[21] = -842.2726 
$4728[21] = 49.739 
$4532[22] = 1164.005 
$4630[22] = -742.3879 
$4728[22] = 60.319 
$4532[23] = 1202.729 
$4630[23] = -649.9714 
$4728[23] = 59.6176 
$4532[24] = 1231.284 
$4630[24] = -554.9558 
$4728[24] = 40.3091 
$4532[25] = 1257.225 
$4630[25] = -462.3789 
$4728[25] = 12.7939 
$4532[26] = 1255.678 
$4630[26] = -362.5274 
$4728[26] = 2.989 
$4532[27] = 1230.684 
$4630[27] = -267.0266 
$4728[27] = 18.9881 
$4532[28] = 1188.919 
$4630[28] = -178.3956 
$4728[28] = 40.7223 
$4532[29] = 1088.56 
$4630[29] = -182.8582 
$4728[29] = 39.859 
$4532[30] = 989.9222 
$4630[30] = -180.4384 
$4728[30] = 17.6728 
$4532[31] = 889.5374 
$4630[31] = -173.0015 
$4728[31] = 10.7641 
$4532[32] = 788.8903 
$4630[32] = -164.4205 
$4728[32] = 16.4595 
$4532[33] = 689.4522 
$4630[33] = -155.3612 
$4728[33] = 22.89 
$4532[34] = 589.6461 
$4630[34] = -146.5947 
$4728[34] = 29.747 
$4532[35] = 510.978 
$4630[35] = -208.5235 
$4728[35] = 37.1529 
$4532[36] = 491.5316 
$4630[36] = -306.6292 
$4728[36] = 42.7684 
$4532[37] = 464.9347 
$4630[37] = -402.1279 
$4728[37] = 32.6014 
$4532[38] = 370.5219 
$4630[38] = -393.0328 
$4728[38] = 23.9504 
$4532[39] = 272.6069 
$4630[39] = -378.1253 
$4728[39] = 2.4636 
$4532[40] = 206.3447 
$4630[40] = -301.5085 
$4728[40] = 1.1901 
$4532[41] = 157.5706 
$4630[41] = -213.2552 
$4728[41] = 1.196 
$4532[42] = 57.3466 
$4630[42] = -208.4595 
$4728[42] = 1.2183 
$4532[43] = -43.1581 
$4630[43] = -203.3529 
$4728[43] = 1.3731 
$4532[44] = -142.4222 
$4630[44] = -187.639 
$4728[44] = 1.6178 
$4532[45] = -241.4735 
$4630[45] = -167.4589 
$4728[45] = 2.0199 
$4532[46] = -298.0107 
$4630[46] = -84.8255 
$4728[46] = 1.2111 
$4532[47] = -284.5947 
$4630[47] = 14.7808 
$4728[47] = 0.8422 
$4532[48] = -255.5891 
$4630[48] = 111.3571 
$4728[48] = 0.8426 
$4532[49] = -213.1467 
$4630[49] = 202.6102 
$4728[49] = 1.8256 
$4532[50] = -292.432 
$4630[50] = 264.4556 
$4728[50] = 1.8382 
$4532[51] = -391.0918 
$4630[51] = 282.886 
$4728[51] = 1.8926 
$4532[52] = -491.862 
$4630[52] = 287.5233 
$4728[52] = 1.8369 
$4532[53] = -592.0175 
$4630[53] = 284.7173 
$4728[53] = 1.8298 
$4532[54] = -686.3195 
$4630[54] = 250.5801 
$4728[54] = 1.8305 
$4532[55] = -770.4146 
$4630[55] = 194.5963 
$4728[55] = 1.6198 
$4532[56] = -713.9178 
$4630[56] = 113.2328 
$4728[56] = 15.6558 
$4532[57] = -759.8053 
$4630[57] = 26.0654 
$4728[57] = 33.0027 
$4532[58] = -856.795 
$4630[58] = -0.6516 
$4728[58] = 32.9974 
$4532[59] = -759.7305 
$4630[59] = -20.4226 
$4728[59] = 47.2165 
$4532[60] = -801.2752 
$4630[60] = -110.4809 
$4728[60] = 63.4186 
$4532[61] = -898.1945 
$4630[61] = -137.0961 
$4728[61] = 56.3295 
$4532[62] = -946.6151 
$4630[62] = -223.724 
$4728[62] = 38.9582 
$4532[63] = -968.4164 
$4630[63] = -321.7283 
$4728[63] = 36.142 
$4532[64] = -991.3627 
$4630[64] = -419.309 
$4728[64] = 36.0027 
$4532[65] = -1077.753 
$4630[65] = -470.2693 
$4728[65] = 33.7616 
$4532[66] = -1136.252 
$4630[66] = -551.6271 
$4728[66] = 29.8955 
$4532[67] = -1170.498 
$4630[67] = -645.1342 
$4728[67] = 42.4828 
$4532[68] = -1205.133 
$4630[68] = -737.6744 
$4728[68] = 59.3098 
$4532[69] = -1284.404 
$4630[69] = -798.114 
$4728[69] = 69.501 
$4532[70] = -1381.958 
$4630[70] = -817.3228 
$4728[70] = 81.1519 
$4532[71] = -1481.566 
$4630[71] = -815.1219 
$4728[71] = 66.9058 
$4532[72] = -1579.51 
$4630[72] = -800.5511 
$4728[72] = 49.9587 
$4532[73] = -1673.196 
$4630[73] = -765.3336 
$4728[73] = 41.5955 
$4532[74] = -1754.994 
$4630[74] = -708.9478 
$4728[74] = 28.2593 
$4532[75] = -1761.496 
$4630[75] = -609.3593 
$4728[75] = 15.9606 
$4532[76] = -1820.37 
$4630[76] = -528.3566 
$4728[76] = 14.6995 
$4532[77] = -1814.595 
$4630[77] = -427.9472 
$4728[77] = 14.7211 
$4532[78] = -1803.963 
$4630[78] = -328.1352 
$4728[78] = 14.7287 
$4532[79] = -1801.376 
$4630[79] = -227.7857 
$4728[79] = 14.7103 
$4532[80] = -1801.019 
$4630[80] = -126.9901 
$4728[80] = 12.5775 
$4532[81] = -1797.841 
$4630[81] = -25.8091 
$4728[81] = 14.8934 
$4532[82] = -1805.531 
$4630[82] = 73.9609 
$4728[82] = 14.7143 
$4532[83] = -1807.149 
$4630[83] = 174.5928 
$4728[83] = 14.7138 
$4532[84] = -1800.194 
$4630[84] = 275.5728 
$4728[84] = 10.6028 
$4532[85] = -1810.287 
$4630[85] = 375.14 
$4728[85] = 9.7906 
$4532[86] = -1814.409 
$4630[86] = 474.6516 
$4728[86] = 23.4117 
$4532[87] = -1877.944 
$4630[87] = 551.0918 
$4728[87] = 34.4247 
$4532[88] = -1896.861 
$4630[88] = 649.7911 
$4728[88] = 37.0183 
$4532[89] = -1895.051 
$4630[89] = 750.2951 
$4728[89] = 45.051 
$4532[90] = -1893.937 
$4630[90] = 850.3843 
$4728[90] = 34.7833 
$4532[91] = -1820.143 
$4630[91] = 917.2139 
$4728[91] = 24.9892 
$4532[92] = -1719.022 
$4630[92] = 917.0076 
$4728[92] = 24.4954 
$4532[93] = -1619.303 
$4630[93] = 916.6608 
$4728[93] = 7.634 
$4532[94] = -1555.825 
$4630[94] = 994.0962 
$4728[94] = 6.8065 
$4532[95] = -1579.963 
$4630[95] = 1091.548 
$4728[95] = 6.807 
$4532[96] = -1588.588 
$4630[96] = 1191.306 
$4728[96] = 6.798 
$4532[97] = -1612.353 
$4630[97] = 1281.671 
$4728[97] = 6.9398 
$4826[0] = 2488.273 
$4943[0] = -1659.969 
$5060[0] = 13.0884 
$4826[1] = 2387.719 
$4943[1] = -1658.019 
$5060[1] = 13.1467 
$4826[2] = 2286.949 
$4943[2] = -1658.583 
$5060[2] = 14.6557 
$4826[3] = 2187.451 
$4943[3] = -1638.533 
$5060[3] = 15.0393 
$4826[4] = 2090.335 
$4943[4] = -1611.906 
$5060[4] = 13.1306 
$4826[5] = 1990.331 
$4943[5] = -1612.021 
$5060[5] = 13.1388 
$4826[6] = 1888.96 
$4943[6] = -1614.385 
$5060[6] = 13.1433 
$4826[7] = 1787.243 
$4943[7] = -1607.768 
$5060[7] = 13.1244 
$4826[8] = 1687.135 
$4943[8] = -1592.272 
$5060[8] = 13.1375 
$4826[9] = 1586.952 
$4943[9] = -1591.001 
$5060[9] = 13.1297 
$4826[10] = 1486.726 
$4943[10] = -1590.779 
$5060[10] = 13.152 
$4826[11] = 1386.181 
$4943[11] = -1585.607 
$5060[11] = 13.1003 
$4826[12] = 1286.662 
$4943[12] = -1572.978 
$5060[12] = 13.1664 
$4826[13] = 1186.398 
$4943[13] = -1571.876 
$5060[13] = 13.1464 
$4826[14] = 1085.49 
$4943[14] = -1570.857 
$5060[14] = 13.1351 
$4826[15] = 985.0605 
$4943[15] = -1571.431 
$5060[15] = 13.141 
$4826[16] = 884.2 
$4943[16] = -1577.365 
$5060[16] = 13.13 
$4826[17] = 815.0362 
$4943[17] = -1650.267 
$5060[17] = 13.1344 
$4826[18] = 810.6691 
$4943[18] = -1750.188 
$5060[18] = 13.1276 
$4826[19] = 710.2051 
$4943[19] = -1749.904 
$5060[19] = 14.0481 
$4826[20] = 612.0961 
$4943[20] = -1727.222 
$5060[20] = 13.6595 
$4826[21] = 512.0588 
$4943[21] = -1711.107 
$5060[21] = 11.9235 
$4826[22] = 411.9842 
$4943[22] = -1701.354 
$5060[22] = 8.9795 
$4826[23] = 310.8292 
$4943[23] = -1701.127 
$5060[23] = 6.3614 
$4826[24] = 210.8359 
$4943[24] = -1692.62 
$5060[24] = 7.4032 
$4826[25] = 162.6634 
$4943[25] = -1604.718 
$5060[25] = 15.512 
$4826[26] = 96.6228 
$4943[26] = -1530.289 
$5060[26] = 5.2206 
$4826[27] = -4.3045 
$4943[27] = -1520.765 
$5060[27] = 1.3181 
$4826[28] = -100.2442 
$4943[28] = -1492.018 
$5060[28] = 2.444 
$4826[29] = -150.6629 
$4943[29] = -1404.912 
$5060[29] = 2.4387 
$4826[30] = -125.7253 
$4943[30] = -1307.639 
$5060[30] = 2.6123 
$4826[31] = -85.3976 
$4943[31] = -1398.901 
$5060[31] = 11.9881 
$4826[32] = -156.1722 
$4943[32] = -1470.046 
$5060[32] = 12.557 
$4826[33] = -224.7423 
$4943[33] = -1543.44 
$5060[33] = 15.2432 
$4826[34] = -278.3897 
$4943[34] = -1627.836 
$5060[34] = 15.4404 
$4826[35] = -309.6147 
$4943[35] = -1722.891 
$5060[35] = 14.4331 
$4826[36] = -347.4445 
$4943[36] = -1815.805 
$5060[36] = 20.3824 
$4826[37] = -375.8723 
$4943[37] = -1911.975 
$5060[37] = 27.4563 
$4826[38] = -367.3835 
$4943[38] = -2012.258 
$5060[38] = 27.9796 
$4826[39] = -352.257 
$4943[39] = -2111.555 
$5060[39] = 28.1054 
$4826[40] = -325.2379 
$4943[40] = -2208.254 
$5060[40] = 28.2795 
$4826[41] = -411.8825 
$4943[41] = -2256.126 
$5060[41] = 43.9768 
$4826[42] = -507.0649 
$4943[42] = -2286.252 
$5060[42] = 32.8761 
$4826[43] = -579.3828 
$4943[43] = -2355.297 
$5060[43] = 26.9589 
$4826[44] = -678.7022 
$4943[44] = -2358.307 
$5060[44] = 38.2611 
$4826[45] = -752.1234 
$4943[45] = -2421.517 
$5060[45] = 63.3924 
$4826[46] = -819.2419 
$4943[46] = -2493.365 
$5060[46] = 82.6824 
$4826[47] = -890.7695 
$4943[47] = -2563.279 
$5060[47] = 90.2311 
$4826[48] = -981.5709 
$4943[48] = -2605.962 
$5060[48] = 86.4663 
$4826[49] = -1080.225 
$4943[49] = -2592.215 
$5060[49] = 76.2713 
$4826[50] = -1161.929 
$4943[50] = -2534.01 
$5060[50] = 67.2918 
$4826[51] = -1179.818 
$4943[51] = -2436.012 
$5060[51] = 53.4017 
$4826[52] = -1164.983 
$4943[52] = -2337.243 
$5060[52] = 41.315 
$4826[53] = -1134.131 
$4943[53] = -2242.25 
$5060[53] = 33.4991 
$4826[54] = -1097.972 
$4943[54] = -2148.736 
$5060[54] = 35.7186 
$4826[55] = -1047.998 
$4943[55] = -2064.019 
$5060[55] = 54.2015 
$4826[56] = -998.8296 
$4943[56] = -1979.083 
$5060[56] = 73.7414 
$4826[57] = -1062.2 
$4943[57] = -1901.606 
$5060[57] = 76.9899 
$4826[58] = -1161.378 
$4943[58] = -1886.014 
$5060[58] = 77.91 
$4826[59] = -1206.338 
$4943[59] = -1800.164 
$5060[59] = 51.1433 
$4826[60] = -1271.566 
$4943[60] = -1723.902 
$5060[60] = 45.7799 
$4826[61] = -1353.911 
$4943[61] = -1666.739 
$5060[61] = 45.1373 
$4826[62] = -1446.169 
$4943[62] = -1627.665 
$5060[62] = 44.393 
$4826[63] = -1543.799 
$4943[63] = -1605.511 
$5060[63] = 37.4879 
$4826[64] = -1583.018 
$4943[64] = -1513.157 
$5060[64] = 37.4862 
$4826[65] = -1681.619 
$4943[65] = -1493.674 
$5060[65] = 34.781 
$4826[66] = -1771.401 
$4943[66] = -1448.094 
$5060[66] = 34.5515 
$4826[67] = -1859.213 
$4943[67] = -1399.628 
$5060[67] = 38.1758 
$4826[68] = -1944.476 
$4943[68] = -1347.211 
$5060[68] = 40.559 
$4826[69] = -2006.201 
$4943[69] = -1268.181 
$5060[69] = 36.2375 
$4826[70] = -2057.926 
$4943[70] = -1182.227 
$5060[70] = 31.9717 
$4826[71] = -2105.244 
$4943[71] = -1093.758 
$5060[71] = 29.8948 
$4826[72] = -2169.432 
$4943[72] = -1016.588 
$5060[72] = 33.6278 
$4826[73] = -2214.329 
$4943[73] = -927.0612 
$5060[73] = 42.1936 
$4826[74] = -2196.712 
$4943[74] = -829.6929 
$5060[74] = 58.5525 
$4826[75] = -2261.177 
$4943[75] = -755.0598 
$5060[75] = 75.9781 
$4826[76] = -2341.961 
$4943[76] = -707.3872 
$5060[76] = 110.6889 
$4826[77] = -2400.182 
$4943[77] = -628.3421 
$5060[77] = 131.575 
$4826[78] = -2453.648 
$4943[78] = -544.386 
$5060[78] = 121.1835 
$4826[79] = -2526.894 
$4943[79] = -485.9847 
$5060[79] = 85.0712 
$4826[80] = -2446.844 
$4943[80] = -425.2606 
$5060[80] = 84.4373 
$4826[81] = -2354.251 
$4943[81] = -463.4032 
$5060[81] = 79.948 
$4826[82] = -2389.566 
$4943[82] = -369.9571 
$5060[82] = 75.0462 
$4826[83] = -2489.354 
$4943[83] = -363.9357 
$5060[83] = 63.4133 
$4826[84] = -2588.571 
$4943[84] = -366.5697 
$5060[84] = 46.1223 
$4826[85] = -2672.897 
$4943[85] = -418.9947 
$5060[85] = 31.9261 
$4826[86] = -2681.235 
$4943[86] = -517.9654 
$5060[86] = 17.1435 
$4826[87] = -2777.102 
$4943[87] = -490.7432 
$5060[87] = 6.9382 
$4826[88] = -2818.191 
$4943[88] = -399.3717 
$5060[88] = 6.8041 
$4826[89] = -2811.526 
$4943[89] = -299.0307 
$5060[89] = 6.8035 
$4826[90] = -2805.668 
$4943[90] = -198.8723 
$5060[90] = 6.7879 
$4826[91] = -2808.854 
$4943[91] = -97.9767 
$5060[91] = 6.7909 
$4826[92] = -2809.093 
$4943[92] = 2.2906 
$5060[92] = 6.8002 
$4826[93] = -2804.685 
$4943[93] = 102.3091 
$5060[93] = 6.8277 
$4826[94] = -2806.474 
$4943[94] = 202.4786 
$5060[94] = 6.807 
$4826[95] = -2807.934 
$4943[95] = 302.7264 
$5060[95] = 6.3467 
$4826[96] = -2849.526 
$4943[96] = 394.1544 
$5060[96] = 4.1824 
$4826[97] = -2843.374 
$4943[97] = 494.5805 
$5060[97] = 4.1463 
$4826[98] = -2825.592 
$4943[98] = 593.7442 
$5060[98] = 5.2247 
$4826[99] = -2830.803 
$4943[99] = 692.401 
$5060[99] = 22.7063 
$4826[100] = -2856.007 
$4943[100] = 788.662 
$5060[100] = 35.799 
$4826[101] = -2817.792 
$4943[101] = 880.8148 
$5060[101] = 43.7304 
$4826[102] = -2840.386 
$4943[102] = 978.9179 
$5060[102] = 43.2024 
$4826[103] = -2876.457 
$4943[103] = 1071.905 
$5060[103] = 30.8111 
$4826[104] = -2875.885 
$4943[104] = 1169.952 
$5060[104] = 11.0039 
$4826[105] = -2826.602 
$4943[105] = 1257.501 
$5060[105] = 5.3188 
$4826[106] = -2728.815 
$4943[106] = 1280.354 
$5060[106] = 6.828 
$4826[107] = -2629.314 
$4943[107] = 1297.977 
$5060[107] = 6.7957 
$4826[108] = -2548.262 
$4943[108] = 1358.467 
$5060[108] = 7.3351 
$4826[109] = -2448.621 
$4943[109] = 1370.268 
$5060[109] = 6.7969 
$4826[110] = -2347.698 
$4943[110] = 1366.408 
$5060[110] = 6.9813 
$4826[111] = -2253.195 
$4943[111] = 1333.593 
$5060[111] = 6.801 
$4826[112] = -2152.642 
$4943[112] = 1334.962 
$5060[112] = 6.8483 
$4826[113] = -2055.385 
$4943[113] = 1309.631 
$5060[113] = 6.9547 
$4826[114] = -1957.98 
$4943[114] = 1286.638 
$5060[114] = 6.9474 
$4826[115] = -1868.502 
$4943[115] = 1332.573 
$5060[115] = 6.9476 
$4826[116] = -1837.603 
$4943[116] = 1425.719 
$5060[116] = 6.9399 
$OBJECT_M_A51_VENTCOVERB = Object.Create(#A51_VENTCOVERB, 245.968, 1862.843, 19.49)
0453: set_object $OBJECT_M_A51_VENTCOVERB XY_rotation 0.0 0.0 angle -140.998 
Object.RemoveFromMissionCleanupList($OBJECT_M_A51_VENTCOVERB)
014B: $5178 = init_parked_car_generator #SUPERGT color 31 0 1 alarm 0 door_lock 0 0 10000 at -2093.9 -83.7 33.9 angle 359.1 
014C: set_parked_car_generator $5178 cars_to_generate_to 0 
014B: $5183 = init_parked_car_generator #BULLET color 15 15 1 alarm 0 door_lock 0 0 10000 at -2076.8 -84.0 33.7 angle 1.1 
014C: set_parked_car_generator $5183 cars_to_generate_to 0 
09E2: $5184 = parked_car_generator_w_numberplate #HOTKNIFE 15 15 1 alarm 0 door_lock 0 0 10000 plate "__GOLD__" at -2064.4 -83.7 34.1 angle 0.0 
014C: set_parked_car_generator $5184 cars_to_generate_to 0 
09E2: $5186 = parked_car_generator_w_numberplate #BANSHEE 79 0 1 alarm 0 door_lock 0 0 10000 plate "__DBP___" at -2273.2 -130.8 33.9 angle 270.4 
014C: set_parked_car_generator $5186 cars_to_generate_to 0 
09E2: $5185 = parked_car_generator_w_numberplate #BULLET 24 40 1 alarm 0 door_lock 0 0 10000 plate "_CHUNKY_" at -2354.6 983.0 49.3 angle 189.4 
014C: set_parked_car_generator $5185 cars_to_generate_to 0 
014B: $5188 = init_parked_car_generator #BLOODRA color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2151.0 -409.1 34.1 angle 307.2 
014C: set_parked_car_generator $5188 cars_to_generate_to 0 
014B: $PARKED_PLANES[0] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1544.0 -1352.0 329.0 angle 95.0 
014B: $PARKED_PLANES[1] = init_parked_car_generator #SPARROW color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1963.0 628.0 151.0 angle 182.0 
014B: $PARKED_PLANES[2] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1681.0 705.0 31.0 angle 90.0 
014B: $PARKED_PLANES[3] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2630.0 684.0 72.0 angle 180.0 
014B: $PARKED_PLANES[4] = init_parked_car_generator #RAINDANC color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2726.0 682.0 72.0 angle 90.0 
014B: $PARKED_PLANES[5] = init_parked_car_generator #SEASPAR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2227.0 2329.0 8.0 angle 180.0 
014B: $PARKED_PLANES[6] = init_parked_car_generator #CARGOBOB color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2619.0 2721.0 37.0 angle 90.0 
014B: $PARKED_PLANES[7] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2092.0 2415.0 75.0 angle 260.0 
014B: $PARKED_PLANES[8] = init_parked_car_generator #HYDRA color -1 -1 0 alarm 0 door_lock 0 0 10000 at 292.0 2542.0 16.0 angle 180.0 
014B: $PARKED_PLANES[9] = init_parked_car_generator #HYDRA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1286.0 501.5 18.0 angle 270.0 
014B: $PARKED_PLANES[10] = init_parked_car_generator #SKIMMER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -959.0813 2629.206 43.229 angle 110.0 
014B: $PARKED_PLANES[11] = init_parked_car_generator #RAINDANC color -1 -1 0 alarm 0 door_lock 0 0 10000 at 273.0045 -1876.038 5.2935 angle 271.51 
014B: $PARKED_PLANES[12] = init_parked_car_generator #POLMAV color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1561.865 -1701.953 27.948 angle 0.0015 
014B: $PARKED_PLANES[13] = init_parked_car_generator #SKIMMER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -637.1 1811.953 1.7 angle 180.0015 
014B: $PARKED_PLANES[14] = init_parked_car_generator #DODO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1443.081 -523.2058 13.9929 angle 267.0 
014B: $PARKED_PLANES[15] = init_parked_car_generator #DODO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1363.005 -484.0377 13.9 angle 200.51 
014B: $PARKED_PLANES[16] = init_parked_car_generator #NEVADA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1180.865 -351.9529 13.948 angle 0.0015 
014B: $PARKED_PLANES[17] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1289.1 -353.9529 13.9 angle 219.0015 
014B: $PARKED_PLANES[18] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1253.1 -347.9529 13.9 angle 219.0015 
014B: $PARKED_PLANES[19] = init_parked_car_generator #NEVADA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1387.1 -227.9529 13.9 angle 312.0015 
014B: $PARKED_PLANES[20] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1220.1 -150.9529 13.9 angle 519.0015 
014B: $PARKED_PLANES[21] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1244.674 -599.1741 13.9 angle 48.6377 
014B: $PARKED_PLANES[22] = init_parked_car_generator #LEVIATHN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1215.1 -6.14 13.9 angle 95.0015 
014B: $PARKED_PLANES[23] = init_parked_car_generator #RAINDANC color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1190.1 22.14 13.9 angle 45.0015 
014B: $PARKED_PLANES[24] = init_parked_car_generator #RUSTLER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1374.1 -503.14 13.9 angle 249.0015 
014B: $PARKED_PLANES[25] = init_parked_car_generator #HUNTER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1608.724 286.14 6.22 angle 55.0015 
014B: $PARKED_PLANES[26] = init_parked_car_generator #AT400 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1586.941 1190.642 10.863 angle 180.0 
014B: $PARKED_PLANES[27] = init_parked_car_generator #BEAGLE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1629.28 -236.14 13.9 angle 129.0015 
014B: $5179 = init_parked_car_generator #RHINO color -1 -1 0 alarm 0 door_lock 0 0 10000 at 277.55 1989.35 17.21 angle 270.0 
014B: $5180 = init_parked_car_generator #RHINO color -1 -1 0 alarm 0 door_lock 0 0 10000 at 281.23 2022.33 17.21 angle 270.0 
014B: $5181 = init_parked_car_generator #HYDRA color -1 -1 0 alarm 0 door_lock 0 0 10000 at 307.35 1990.25 17.21 angle 320.0 
014B: $5182 = init_parked_car_generator #HYDRA color -1 -1 0 alarm 0 door_lock 0 0 10000 at 307.35 2031.36 17.21 angle 320.0 
014C: set_parked_car_generator $5179 cars_to_generate_to 0 
014C: set_parked_car_generator $5180 cars_to_generate_to 0 
014C: set_parked_car_generator $5181 cars_to_generate_to 0 
014C: set_parked_car_generator $5182 cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[0] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[1] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[2] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[3] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[4] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[5] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[6] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[7] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[8] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[9] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[10] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[11] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[12] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[13] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[14] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[15] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[16] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[17] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[18] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[19] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[20] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[21] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[22] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[23] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[24] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[25] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_PLANES[26] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[27] cars_to_generate_to 0 
014B: $PARKED_SF_PLANES[0] = init_parked_car_generator #DODO color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1443.081 -523.2058 13.9929 angle 267.0 
014B: $PARKED_SF_PLANES[1] = init_parked_car_generator #DODO color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1363.005 -484.0377 13.9 angle 200.51 
014B: $PARKED_SF_PLANES[2] = init_parked_car_generator #NEVADA color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1180.865 -351.9529 13.948 angle 0.0015 
014B: $PARKED_SF_PLANES[3] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1289.1 -353.9529 13.9 angle 219.0015 
014B: $PARKED_SF_PLANES[4] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1253.1 -347.9529 13.9 angle 219.0015 
014B: $PARKED_SF_PLANES[5] = init_parked_car_generator #NEVADA color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1387.1 -227.9529 13.9 angle 312.0015 
014B: $PARKED_SF_PLANES[6] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1220.1 -150.9529 13.9 angle 519.0015 
014B: $PARKED_SF_PLANES[7] = init_parked_car_generator #MAVERICK color -1 -1 1 alarm 0 door_lock 0 100 10000 at -1244.674 -599.1741 13.9 angle 48.6377 
014B: $PARKED_SF_PLANES[8] = init_parked_car_generator #LEVIATHN color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1215.1 -6.14 13.9 angle 95.0015 
014B: $PARKED_SF_PLANES[9] = init_parked_car_generator #RAINDANC color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1190.1 22.14 13.9 angle 45.0015 
014B: $PARKED_SF_PLANES[10] = init_parked_car_generator #RUSTLER color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1374.1 -503.14 13.9 angle 249.0015 
014B: $PARKED_SF_PLANES[11] = init_parked_car_generator #BEAGLE color -1 -1 0 alarm 0 door_lock 100 0 10000 at -1629.28 -236.14 13.9 angle 129.0015 
014C: set_parked_car_generator $PARKED_SF_PLANES[0] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[1] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[2] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[3] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[4] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[5] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[6] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[7] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[8] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[9] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[10] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[11] cars_to_generate_to 101 
014B: $5229 = init_parked_car_generator #CADDY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 927.7213 -1185.042 16.5 angle 123.3055 
014B: $5230 = init_parked_car_generator #CADDY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 927.5233 -1182.365 16.5 angle 123.3055 
014B: $5231 = init_parked_car_generator #CADDY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 926.9179 -1178.95 16.5 angle 123.3055 
014B: $5232 = init_parked_car_generator #CADDY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 861.3535 -1240.759 14.5 angle 180.1308 
014B: $5233 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 837.7494 -1206.574 16.5 angle 153.2632 
014B: $5234 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 897.5168 -1207.991 16.5 angle 86.5989 
014B: $5235 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 736.2398 -1334.195 13.5411 angle 267.8109 
014B: $5236 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 736.9623 -1343.907 13.5197 angle 273.7721 
014C: set_parked_car_generator $5229 cars_to_generate_to 101 
014C: set_parked_car_generator $5230 cars_to_generate_to 101 
014C: set_parked_car_generator $5231 cars_to_generate_to 101 
014C: set_parked_car_generator $5232 cars_to_generate_to 101 
014C: set_parked_car_generator $5233 cars_to_generate_to 101 
014C: set_parked_car_generator $5234 cars_to_generate_to 101 
014C: set_parked_car_generator $5235 cars_to_generate_to 101 
014C: set_parked_car_generator $5236 cars_to_generate_to 101 
032B: $5237 = create_weapon_pickup #AK47 group 15 ammo 60 at 825.921 -1165.813 17.8936 
032B: $5238 = create_weapon_pickup #SAWNOFF group 15 ammo 40 at 832.603 -1273.861 14.4833 
$5239 = Pickup.Create(#NITESTICK, 15, 911.6486, -1235.39, 17.6802)
$5240 = Pickup.Create(#SNIPER, 15, 733.4333, -1356.47, 23.5229)
014B: $5244 = init_parked_car_generator #SANCHEZ color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2408.511 -2186.024 32.89 angle 321.692 
014B: $5245 = init_parked_car_generator #MTBIKE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2407.606 -2177.092 32.89 angle 321.692 
014B: $5246 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2338.565 -1593.833 482.9451 angle 20.751 
014B: $5247 = init_parked_car_generator #CAMPER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2343.37 -1613.943 482.9757 angle 105.53 
014C: set_parked_car_generator $5244 cars_to_generate_to 101 
014C: set_parked_car_generator $5245 cars_to_generate_to 101 
014C: set_parked_car_generator $5246 cars_to_generate_to 101 
014C: set_parked_car_generator $5247 cars_to_generate_to 101 
014B: $5248 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2213.556 112.7671 34.9203 angle 88.472 
014B: $5249 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2693.386 -139.4564 3.93359 angle 90.0856 
014B: $5250 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2796.468 -94.1788 6.9875 angle 42.6945 
014B: $5251 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2206.051 701.2161 48.9453 angle 183.4174 
014B: $5252 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -810.5599 2430.363 156.9649 angle 336.533 
014B: $5253 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1693.441 432.2852 6.9914 angle 300.903 
014B: $5254 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2116.138 924.8068 85.9791 angle 94.9293 
014B: $5255 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1483.69 2614.835 58.2812 angle 337.9383 
014B: $5256 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1419.698 1947.996 10.9531 angle 6.9689 
014B: $5257 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1567.389 2691.118 10.265 angle 279.9875 
014B: $5258 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2087.367 -2519.016 29.925 angle 90.9178 
014B: $5259 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2615.317 1939.701 10.129 angle 148.1757 
014B: $5260 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1074.964 1395.418 5.303 angle 36.7673 
014B: $5261 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2615.239 -1731.225 5.9486 angle 140.8213 
014B: $5262 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1305.176 -796.6955 83.9477 angle 185.9911 
014C: set_parked_car_generator $5248 cars_to_generate_to 0 
014C: set_parked_car_generator $5249 cars_to_generate_to 0 
014C: set_parked_car_generator $5250 cars_to_generate_to 0 
014C: set_parked_car_generator $5251 cars_to_generate_to 0 
014C: set_parked_car_generator $5252 cars_to_generate_to 0 
014C: set_parked_car_generator $5253 cars_to_generate_to 0 
014C: set_parked_car_generator $5254 cars_to_generate_to 0 
014C: set_parked_car_generator $5255 cars_to_generate_to 0 
014C: set_parked_car_generator $5256 cars_to_generate_to 0 
014C: set_parked_car_generator $5257 cars_to_generate_to 0 
014C: set_parked_car_generator $5258 cars_to_generate_to 0 
014C: set_parked_car_generator $5259 cars_to_generate_to 0 
014C: set_parked_car_generator $5260 cars_to_generate_to 0 
014C: set_parked_car_generator $5261 cars_to_generate_to 0 
014C: set_parked_car_generator $5262 cars_to_generate_to 0 
014B: $5263 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2294.926 2546.978 5.9175 angle 290.9339 
014B: $5264 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 714.3436 -1488.273 0.9343 angle 270.0 
014B: $5265 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1426.412 506.8391 2.9463 angle 144.61 
014B: $5266 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1971.92 1560.665 10.9635 angle 262.615 
014B: $5267 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at -535.4126 -60.8884 63.5922 angle 276.9756 
014B: $5268 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at -910.27 2699.06 42.8 angle 110.8738 
014C: set_parked_car_generator $5263 cars_to_generate_to 0 
014C: set_parked_car_generator $5264 cars_to_generate_to 0 
014C: set_parked_car_generator $5265 cars_to_generate_to 0 
014C: set_parked_car_generator $5266 cars_to_generate_to 0 
014C: set_parked_car_generator $5267 cars_to_generate_to 0 
014C: set_parked_car_generator $5268 cars_to_generate_to 0 
014B: $5269 = init_parked_car_generator #SPARROW color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1291.5 -787.5 95.4555 angle 180.0 
014C: set_parked_car_generator $5269 cars_to_generate_to 0 
014B: $5270 = init_parked_car_generator #PCJ600 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 435.2751 2527.523 16.371 angle 90.0 
014C: set_parked_car_generator $5270 cars_to_generate_to 101 
$5272 = 0 
014B: $5275 = init_parked_car_generator #DUNERIDE color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1091.89 1612.63 13.0 angle 206.7583 
014C: set_parked_car_generator $5275 cars_to_generate_to 0 
014B: $5276 = init_parked_car_generator #VOODOO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1772.66 -2096.59 13.99 angle 182.7583 
014C: set_parked_car_generator $5276 cars_to_generate_to 101 
014B: $5277 = init_parked_car_generator #INFO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2151.303 -2440.136 29.822 angle 324.7583 
014B: $5278 = init_parked_car_generator #INFO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2147.038 -2443.752 29.822 angle 324.7583 
014B: $5279 = init_parked_car_generator #INFO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2140.979 -2448.733 29.822 angle 144.7583 
014C: set_parked_car_generator $5277 cars_to_generate_to 101 
014C: set_parked_car_generator $5278 cars_to_generate_to 101 
014C: set_parked_car_generator $5279 cars_to_generate_to 101 
014B: $5280 = init_parked_car_generator #RDTRAIN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2000.242 -2415.509 29.767 angle -132.0 
014B: $5281 = init_parked_car_generator #DFT30 color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1969.806 -2437.939 29.767 angle -82.5 
014B: $5282 = init_parked_car_generator #FORKLIFT color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1969.806 -2443.908 29.767 angle -19.0 
014C: set_parked_car_generator $5280 cars_to_generate_to 101 
014C: set_parked_car_generator $5281 cars_to_generate_to 101 
014C: set_parked_car_generator $5282 cars_to_generate_to 101 
$5283 = 0 
$5284 = 0 
$5285 = 0 
$5287 = 0 
$5289 = 0 
$5290 = Object.Init(#CARRIER_DOOR_SFSE, -1465.797, 501.289, 1.145)
Object.ToggleInMovingList($5290) = False
Object.Indestructibility($5290) = False
Object.SetImmunities($5290, 1, 1, 1, 1, 1)
Object.RemoveFromMissionCleanupList($5290)
$5291 = Object.Init(#CARRIER_LIFT2_SFSE, -1414.453, 516.453, 16.688)
Object.ToggleInMovingList($5291) = False
Object.Indestructibility($5291) = False
Object.SetImmunities($5291, 1, 1, 1, 1, 1)
Object.RemoveFromMissionCleanupList($5291)
$5292 = Object.Init(#CARRIER_LIFT1_SFSE, -1456.719, 501.297, 16.953)
Object.ToggleInMovingList($5292) = False
Object.Indestructibility($5292) = False
Object.SetImmunities($5292, 1, 1, 1, 1, 1)
Object.RemoveFromMissionCleanupList($5292)
$BURGLARY_NOISE_I = 0 
$5294 = 0 
$CURRENT_MONTH_DAY = -1 
$CURRENT_MONTH = -1 
$GYM_MONTH_DAY_WHEN_LIMIT_REACHED = -1 
$GYM_MONTH_WHEN_LIMIT_REACHED = -1 
$GYM_DAY_LIMIT = 0.0 
end_thread 

//-------------Mission 2---------------
// Originally: Intro

:INTRO
thread 'INTRO' 
gosub @INTRO_47 
if 
wasted_or_busted 
else_jump @INTRO_38 
gosub @INTRO_9994 

:INTRO_38
gosub @INTRO_9996 
end_thread 

:INTRO_47
$ONMISSION = 1 
09BA: show_entered_zone_name 0 
if 
  $ONMISSION == 0 
else_jump @INTRO_129 
149@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
148@ = Car.Create(#COPCARLA, 0.0, 0.0, 0.0)
0662: NOP "AA" 

:INTRO_129
create_thread @A_CONT 
054C: use_GXT_table 'INTRO1' 
03F0: enable_text_draw 1 
wait 0 
03E0: unknown_text_draw_flag 0 
0349: set_text_draw_font 1 
179@ = 0 
178@ = 0 
05AA: 182@s = 'LOAD_01'  // John F. Kennedy International Airport,

:INTRO_192
if 
  200 > 179@ 
else_jump @INTRO_229 
wait 0 
gosub @INTRO_10282 
jump @INTRO_192 

:INTRO_229
178@ = 2 
32@ = 0 

:INTRO_243
if 
  1000 > 32@ 
else_jump @INTRO_280 
wait 0 
gosub @INTRO_10282 
jump @INTRO_243 

:INTRO_280
select_interior 14 
02E4: load_cutscene_data 'PROLOG1' 

:INTRO_295
if 
86B9:   not cutscene_data_loaded 
else_jump @INTRO_326 
wait 0 
gosub @INTRO_10282 
jump @INTRO_295 

:INTRO_326
178@ = 1 

:INTRO_333
if 
  179@ > 0 
else_jump @INTRO_369 
wait 0 
gosub @INTRO_10282 
jump @INTRO_333 

:INTRO_369
178@ = 0 
181@ = 1 
05AA: 182@s = 'LOAD_02'  // LAX
180@ = 0 
02E7: start_cutscene 
fade 0 0 

:INTRO_412
if 
fading 
else_jump @INTRO_436 
wait 0 
jump @INTRO_412 

:INTRO_436
fade 1 1000 
32@ = 0 

:INTRO_450
if 
82E9:   not cutscene_reached_end 
else_jump @INTRO_710 
wait 0 
if 
  32@ > 6800 
else_jump @INTRO_703 
0871: init_jump_table 180@ total_jumps 3 default_jump 0 @INTRO_703 jumps 0 @INTRO_549 1 @INTRO_603 2 @INTRO_657 -1 @INTRO_703 -1 @INTRO_703 -1 @INTRO_703 -1 @INTRO_703 

:INTRO_549
if 
  200 > 179@ 
else_jump @INTRO_589 
gosub @INTRO_10282 
jump @INTRO_703 
jump @INTRO_603 

:INTRO_589
178@ = 2 
180@ += 1 

:INTRO_603
if 
  10000 > 32@ 
else_jump @INTRO_643 
gosub @INTRO_10282 
jump @INTRO_703 
jump @INTRO_657 

:INTRO_643
178@ = 1 
180@ += 1 

:INTRO_657
if 
  179@ > 0 
else_jump @INTRO_696 
gosub @INTRO_10282 
jump @INTRO_703 
jump @INTRO_703 

:INTRO_696
180@ += 1 

:INTRO_703
jump @INTRO_450 

:INTRO_710
fade 0 0 

:INTRO_716
if 
fading 
else_jump @INTRO_740 
wait 0 
jump @INTRO_716 

:INTRO_740
02EA: end_cutscene 
if 
056A:   intro_skipped 
else_jump @INTRO_773 
select_interior 0 
$5353 = 1 
jump @INTRO_6707 

:INTRO_773
00C0: set_current_time_hours_to 6 minutes_to 30 
set_weather 14 
select_interior 0 
02E4: load_cutscene_data 'PROLOG3' 

:INTRO_798
if 
86B9:   not cutscene_data_loaded 
else_jump @INTRO_822 
wait 0 
jump @INTRO_798 

:INTRO_822
Model.Load(#GWFORUM1_LAE)

:INTRO_826
if 
   not Model.Available(#GWFORUM1_LAE)
else_jump @INTRO_852 
wait 0 
jump @INTRO_826 

:INTRO_852
0A0B: set_rendering_origin_at_3D_coord 2493.362 -1734.295 12.3828 angle 258.7583 
0395: clear_area 1 at 2482.582 -1729.642 12.3906 radius 500.0 
02E7: start_cutscene 
fade 1 1000 

:INTRO_907
if 
82E9:   not cutscene_reached_end 
else_jump @INTRO_937 
wait 0 
00C0: set_current_time_hours_to 6 minutes_to 30 
jump @INTRO_907 

:INTRO_937
fade 0 0 

:INTRO_943
if 
fading 
else_jump @INTRO_967 
wait 0 
jump @INTRO_943 

:INTRO_967
02EA: end_cutscene 
Model.Destroy(#GWFORUM1_LAE)
if 
056A:   intro_skipped 
else_jump @INTRO_1000 
$5353 = 1 
jump @INTRO_6707 

:INTRO_1000
Model.Load(#COPCARLA)
Model.Load(#FREIGHT)
Model.Load(#FREIFLAT)
Model.Load(#BMX)
Model.Load(#GANGSHOPS4_LAE2)
Model.Load(#CE_HILLSEAST06)
Model.Load(#CUNTEGROUND23)
Model.Load(#HILLSEAST05_LAE)
023C: load_special_actor 'TENPEN' as 1 // models 290-299 
023C: load_special_actor 'PULASKI' as 2 // models 290-299 
023C: load_special_actor 'HERN' as 3 // models 290-299 
07C0: load_path 706 
07C0: load_path 707 

:INTRO_1085
if or
   not Model.Available(#COPCARLA)
   not Model.Available(#FREIGHT)
   not Model.Available(#FREIFLAT)
   not Model.Available(#BMX)
87C1:   not path 706 available 
87C1:   not path 707 available 
else_jump @INTRO_1137 
wait 0 
jump @INTRO_1085 

:INTRO_1137
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
else_jump @INTRO_1171 
wait 0 
jump @INTRO_1137 

:INTRO_1171
if or
   not Model.Available(#GANGSHOPS4_LAE2)
   not Model.Available(#CE_HILLSEAST06)
   not Model.Available(#CUNTEGROUND23)
   not Model.Available(#HILLSEAST05_LAE)
else_jump @INTRO_1209 
wait 0 
jump @INTRO_1171 

:INTRO_1209
04E4: unknown_refresh_game_renderer_at 2431.609 -1254.061 
Camera.SetAtPos(2358.656, -1246.348, 28.7884)
0952: load_soundtrack 10 
38@ = 0 

:INTRO_1249
if 
   not 38@ == 2 
else_jump @INTRO_1283 
wait 0 
0953: get_soundtrack_status_to 38@ 
jump @INTRO_1249 

:INTRO_1283
if 
09C8:   menu_subtitles_switched_on 
else_jump @INTRO_2113 
93@ = 0 
05AA: 95@s = 'PRO@24'  // ~z~Wie geht's denn so? Was macht deine wundervolle Familie?
43@ = 3050 
68@ = 0 
05AA: 97@s = 'PRO@25'  // ~z~Ich bin wegen der Beerdigung meiner Mom hier. Das wissen Sie doch.
44@ = 2530 
69@ = 3150 
05AA: 99@s = 'PRO@26'  // ~z~Ach ja, da war was.
45@ = 1600 
70@ = 6000 
05AA: 101@s = 'PRO@49'  // ~z~Und was geht sonst noch so ab, Carl?
46@ = 1530 
71@ = 9190 
05AA: 103@s = 'PRO@27'  // ~z~Nichts. Ich wohne jetzt in New York. Ich bin sauber. Ehrlich.
47@ = 5510 
72@ = 10810 
05AA: 105@s = 'PRO@28'  // ~z~Nein, du warst noch nie sauber, Carl.
48@ = 2560 
73@ = 16600 
05AA: 107@s = 'PRO@29'  // ~z~Was haben wir denn hier?
49@ = 1350 
74@ = 21000 
05AA: 109@s = 'PRO@30'  // ~z~Das ist eine Waffe, Officer Pulaski, mit der ein Polizist
50@ = 3760 
75@ = 23500 
05AA: 111@s = 'PRO@30B'  // ~z~erschossen wurde, vor nicht mal zehn Minuten.
51@ = 2450 
0085: 76@ = 75@ // (int) 
005A: 76@ += 50@ // (int) 
05AA: 113@s = 'PRO@31'  // ~z~Officer Pendelbury, ein guter Mann!
52@ = 3620 
77@ = 30700 
05AA: 115@s = 'PRO@33'  // ~z~Du bist eben schnell, Nigger.
53@ = 1440 
78@ = 35000 
05AA: 117@s = 'PRO@32'  // ~z~Ich bin doch gerade aus dem Flieger gestiegen!
54@ = 1739 
79@ = 36750 
05AA: 119@s = 'PRO@34'  // ~z~Blo gut, dass wir dich erwischt und die Mordwaffe sichergestellt haben.
55@ = 2450 
0085: 80@ = 79@ // (int) 
005A: 80@ += 54@ // (int) 
05AA: 121@s = 'PRO@35'  // ~z~Das ist nicht meine Knarre.
56@ = 971 
0085: 81@ = 80@ // (int) 
005A: 81@ += 55@ // (int) 
05AA: 123@s = 'PRO@36'  // ~z~Erzhl mir keinen Schei, Carl.
57@ = 1320 
0085: 82@ = 81@ // (int) 
005A: 82@ += 56@ // (int) 
05AA: 125@s = 'PRO@37'  // ~z~Ja, erzhl ihm keinen Schei, Carl.
58@ = 1342 
0085: 83@ = 82@ // (int) 
005A: 83@ += 57@ // (int) 
05AA: 127@s = 'PRO@38'  // ~z~Scheie, was wollt ihr diesmal von mir?
59@ = 1747 
0085: 84@ = 83@ // (int) 
005A: 84@ += 58@ // (int) 
05AA: 129@s = 'PRO@40'  // ~z~Wenn wir was von dir wollen, finden wir dich schon.
60@ = 2355 
85@ = 46700 
05AA: 131@s = 'PRO@41'  // ~z~In der Zwischenzeit versuch einfach, keine weiteren Polizisten abzuknallen.
61@ = 4400 
86@ = 49500 
05AA: 133@s = 'PRO@43'  // ~z~Ihr knnt mich doch nicht hier lassen - das ist BALLAS-Gebiet.
62@ = 3111 
87@ = 55900 
05AA: 135@s = 'PRO@44'  // ~z~Hast du nicht gesagt, du bist unschuldig, bist in keiner Gang mehr?
63@ = 3400 
88@ = 59500 
05AA: 137@s = 'PRO@45'  // ~z~Hier Wagen 58... WAS?!
64@ = 1180 
0085: 89@ = 88@ // (int) 
005A: 89@ += 63@ // (int) 
05AA: 139@s = 'PRO@47'  // ~z~Wir sehen uns, Carl...
65@ = 1700 
0085: 90@ = 89@ // (int) 
005A: 90@ += 64@ // (int) 
05AA: 141@s = 'PRO@46'  // ~z~Officer Pendelbury ist tot? Wir sind sofort da.
66@ = 2500 
0085: 91@ = 90@ // (int) 
005A: 91@ += 65@ // (int) 
jump @INTRO_2120 

:INTRO_2113
93@ = 25 

:INTRO_2120
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D7: enable_train_traffic 0 
37@ = 0 
35@ = Car.Create(#COPCARLA, 2431.609, -1254.061, 22.8303)
Car.Angle(35@) = 89.5453
067F: set_car 35@ lights 2 
0430: put_actor $PLAYER_ACTOR into_car 35@ passenger_seat 2 
0129: 41@ = create_actor_pedtype 23 model #SPECIAL02 in_car 35@ driverseat 
01C8: 40@ = create_actor_pedtype 23 model #SPECIAL01 in_car 35@ passenger_seat 0 
01C8: 42@ = create_actor_pedtype 23 model #SPECIAL03 in_car 35@ passenger_seat 1 
Camera.SetPosition(2358.656, -1246.348, 28.7884, 0.0, 0.0, 0.0)
Camera.PointAt(2359.521, -1246.843, 28.7047, 2)
00C0: set_current_time_hours_to 6 minutes_to 30 
set_weather 14 
022B: create_forbidden_for_peds_cube_cornerA 2380.682 -1274.528 22.0 cornerB 2375.945 -1239.356 26.0 
022B: create_forbidden_for_peds_cube_cornerA 2358.383 -1372.666 22.0 cornerB 2382.969 -1379.457 25.0 
022B: create_forbidden_for_peds_cube_cornerA 2151.603 -1380.375 22.0 cornerB 2184.704 -1374.71 26.0 
022B: create_forbidden_for_peds_cube_cornerA 2180.731 -1286.328 22.0 cornerB 2153.527 -1315.797 26.0 
32@ = 0 

:INTRO_2434
if 
  500 > 32@ 
else_jump @INTRO_2464 
wait 0 
jump @INTRO_2434 

:INTRO_2464
fade 1 500 
02A3: enable_widescreen 1 
if 
   not Car.Wrecked(35@)
else_jump @INTRO_2517 
if 
860E:   not car 35@ assigned_to_path 
else_jump @INTRO_2517 
05EB: assign_car 35@ to_path 706 
0954: start_playing_loaded_soundtrack 

:INTRO_2517
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTRO_2540 
Player.CanMove($PLAYER_CHAR) = False

:INTRO_2540
06D8: 36@ = create_train_at 2285.152 -1257.5 23.0 type 13 direction 1 
06DC: set_train 36@ acc 0.0 
06DD: set_train 36@ speed 0.0 
$TEMPVAR_FLOAT_1 = 2373.105 
$TEMPVAR_FLOAT_2 = -1281.969 
$TEMPVAR_FLOAT_3 = 22.833 
$TEMPVAR_ANGLE = 0.0 
152@ = 2478.559 
153@ = -1258.541 
154@ = 27.5958 
gosub @INTRO_5867 
32@ = 0 
33@ = 0 
$5353 = 2 

:INTRO_2682
wait 0 
00C0: set_current_time_hours_to 6 minutes_to 30 
if 
   not Car.Wrecked(35@)
else_jump @INTRO_5860 
0871: init_jump_table 37@ total_jumps 6 default_jump 0 @INTRO_3228 jumps 0 @INTRO_2771 1 @INTRO_2805 2 @INTRO_2874 3 @INTRO_2911 4 @INTRO_3030 5 @INTRO_3078 -1 @INTRO_3228 

:INTRO_2771
if 
fading 
else_jump @INTRO_2791 
jump @INTRO_3228 

:INTRO_2791
0707: start_scene_skip_to @INTRO_3132 
37@ += 1 

:INTRO_2805
if 
  10000 > 32@ 
else_jump @INTRO_2831 
jump @INTRO_3228 

:INTRO_2831
if 
   not Car.Wrecked(36@)
else_jump @INTRO_2867 
06DC: set_train 36@ acc 9.0 
06DD: set_train 36@ speed 9.0 

:INTRO_2867
37@ += 1 

:INTRO_2874
if 
060E:   car 35@ assigned_to_path 
else_jump @INTRO_2897 
jump @INTRO_3228 

:INTRO_2897
32@ = 0 
37@ += 1 

:INTRO_2911
if 
  13000 > 32@ 
else_jump @INTRO_2937 
jump @INTRO_3228 

:INTRO_2937
32@ = 0 
05EB: assign_car 35@ to_path 707 
099A: set_car 35@ collision_detection 0 
0395: clear_area 1 at 2246.508 -1263.087 22.9531 radius 500.0 
$60 = Car.Create(#BMX, 2246.508, -1263.087, 22.9531)
Car.Angle($60) = 285.0
145@ = 1 
37@ += 1 

:INTRO_3030
if 
  26800 > 32@ 
else_jump @INTRO_3056 
jump @INTRO_3228 

:INTRO_3056
0622: AS_actor $PLAYER_ACTOR bail_car 35@ 
37@ += 1 
jump @INTRO_3228 

:INTRO_3078
if 
060E:   car 35@ assigned_to_path 
else_jump @INTRO_3101 
jump @INTRO_3228 

:INTRO_3101
05D3: AS_actor $PLAYER_ACTOR goto_point 2239.33 -1261.941 22.9375 mode 4 -2 ms // versionA 
$5353 = 0 

:INTRO_3132
0701: end_scene_skip 
if 
  $5353 == 2 
else_jump @INTRO_3159 
jump @INTRO_6707 

:INTRO_3159
0955: end_playing_loaded_soundtrack 
06D9: destroy_defined_trains 
06D7: enable_train_traffic 1 
Model.Destroy(#COPCARLA)
Model.Destroy(#FREIGHT)
Model.Destroy(#FREIFLAT)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Actor.DestroyInstantly(40@)
Actor.DestroyInstantly(41@)
Actor.DestroyInstantly(42@)
Car.Destroy(35@)
$5353 = 3 
jump @INTRO_5968 

:INTRO_3228
0871: init_jump_table 39@ total_jumps 16 default_jump 0 @INTRO_5047 jumps 0 @INTRO_3356 1 @INTRO_3473 2 @INTRO_3590 3 @INTRO_3707 4 @INTRO_3809 5 @INTRO_3895 6 @INTRO_4012 
0872: jump_table_jumps 7 @INTRO_4100 8 @INTRO_4219 9 @INTRO_4307 10 @INTRO_4426 11 @INTRO_4545 12 @INTRO_4633 13 @INTRO_4752 14 @INTRO_4840 15 @INTRO_4928 

:INTRO_3356
if 
  1500 > 33@ 
else_jump @INTRO_3382 
jump @INTRO_5047 

:INTRO_3382
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2358.656 -1246.348 28.7884 position_to 2358.656 -1246.348 28.7884 time 7000 drop_mode 1 
0920: point_camera 2359.521 -1246.843 28.7047 transverse_to 2359.276 -1247.129 28.7047 time 7000 mode 1 
39@ += 1 

:INTRO_3473
if 
  5500 > 33@ 
else_jump @INTRO_3499 
jump @INTRO_5047 

:INTRO_3499
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2362.03 -1288.5 23.8624 position_to 2362.03 -1288.5 23.8624 time 5500 drop_mode 1 
0920: point_camera 2362.592 -1287.676 23.9326 transverse_to 2362.047 -1289.497 23.932 time 5500 mode 1 
39@ += 1 

:INTRO_3590
if 
  9500 > 33@ 
else_jump @INTRO_3616 
jump @INTRO_5047 

:INTRO_3616
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2377.163 -1308.247 23.6193 position_to 2380.673 -1390.425 24.0771 time 6800 drop_mode 0 
0920: point_camera 2376.469 -1307.534 23.7249 transverse_to 2379.811 -1389.922 24.1388 time 6800 mode 0 
39@ += 1 

:INTRO_3707
if 
  16200 > 33@ 
else_jump @INTRO_3733 
jump @INTRO_5047 

:INTRO_3733
Model.Destroy(#GANGSHOPS4_LAE2)
Model.Destroy(#CE_HILLSEAST06)
Model.Destroy(#CUNTEGROUND23)
Model.Destroy(#HILLSEAST05_LAE)
Camera.SetPosition(2316.988, -1378.123, 23.3054, 0.0, 0.0, 0.0)
Camera.PointAt(2317.908, -1378.489, 23.4404, 2)
0925: restore_camera_to_user_defined 
39@ += 1 

:INTRO_3809
if 
  20500 > 33@ 
else_jump @INTRO_3835 
jump @INTRO_5047 

:INTRO_3835
Camera.SetPosition(2271.75, -1396.443, 36.7292, 0.0, 0.0, 0.0)
Camera.PointAt(2272.475, -1395.894, 36.3149, 2)
0925: restore_camera_to_user_defined 
39@ += 1 

:INTRO_3895
if 
  32300 > 33@ 
else_jump @INTRO_3921 
jump @INTRO_5047 

:INTRO_3921
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2305.536 -1384.754 23.2002 position_to 2303.521 -1384.387 23.0641 time 5700 drop_mode 0 
0920: point_camera 2304.708 -1384.193 23.1803 transverse_to 2302.728 -1383.861 23.3722 time 5700 mode 0 
39@ += 1 

:INTRO_4012
if 
  37589 > 33@ 
else_jump @INTRO_4040 
jump @INTRO_5047 

:INTRO_4040
Camera.SetPosition(2265.254, -1388.591, 23.4001, 0.0, 0.0, 0.0)
Camera.PointAt(2266.164, -1388.202, 23.4001, 2)
0925: restore_camera_to_user_defined 
39@ += 1 

:INTRO_4100
if 
  38500 > 33@ 
else_jump @INTRO_4128 
jump @INTRO_5047 

:INTRO_4128
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2265.254 -1388.591 23.4001 position_to 2246.91 -1388.591 23.4001 time 7500 drop_mode 1 
0920: point_camera 2266.164 -1388.202 23.4001 transverse_to 2245.935 -1388.424 23.4001 time 7500 mode 1 
39@ += 1 

:INTRO_4219
if 
  46000 > 33@ 
else_jump @INTRO_4247 
jump @INTRO_5047 

:INTRO_4247
Camera.SetPosition(2163.084, -1387.757, 23.8438, 0.0, 0.0, 0.0)
Camera.PointAt(2163.946, -1387.268, 23.9785, 2)
0925: restore_camera_to_user_defined 
39@ += 1 

:INTRO_4307
if 
  48000 > 33@ 
else_jump @INTRO_4335 
jump @INTRO_5047 

:INTRO_4335
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2163.084 -1387.757 23.8438 position_to 2163.084 -1387.757 23.8438 time 5000 drop_mode 1 
0920: point_camera 2163.946 -1387.268 23.9785 transverse_to 2163.423 -1386.826 23.9785 time 5000 mode 1 
39@ += 1 

:INTRO_4426
if 
  53000 > 33@ 
else_jump @INTRO_4454 
jump @INTRO_5047 

:INTRO_4454
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2156.551 -1292.082 39.2814 position_to 2156.974 -1288.564 36.9331 time 4000 drop_mode 1 
0920: point_camera 2157.025 -1292.67 38.6264 transverse_to 2157.626 -1289.084 36.382 time 4000 mode 1 
39@ += 1 

:INTRO_4545
if 
  57000 > 33@ 
else_jump @INTRO_4573 
jump @INTRO_5047 

:INTRO_4573
Camera.SetPosition(2176.373, -1252.759, 23.4951, 0.0, 0.0, 0.0)
Camera.PointAt(2176.118, -1253.725, 23.5115, 2)
0925: restore_camera_to_user_defined 
39@ += 1 

:INTRO_4633
if 
  59200 > 33@ 
else_jump @INTRO_4661 
jump @INTRO_5047 

:INTRO_4661
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2176.373 -1252.759 23.4951 position_to 2176.373 -1252.759 23.4951 time 2500 drop_mode 1 
0920: point_camera 2176.118 -1253.725 23.5115 transverse_to 2177.079 -1253.467 23.5115 time 2500 mode 1 
39@ += 1 

:INTRO_4752
if 
  61400 > 33@ 
else_jump @INTRO_4780 
jump @INTRO_5047 

:INTRO_4780
Camera.SetPosition(2212.582, -1262.756, 25.8688, 0.0, 0.0, 0.0)
Camera.PointAt(2211.681, -1262.393, 25.633, 2)
0925: restore_camera_to_user_defined 
39@ += 1 

:INTRO_4840
if 
  63000 > 33@ 
else_jump @INTRO_4868 
jump @INTRO_5047 

:INTRO_4868
Camera.SetPosition(2210.418, -1263.121, 23.1607, 0.0, 0.0, 0.0)
Camera.PointAt(2211.399, -1262.981, 23.2985, 2)
0925: restore_camera_to_user_defined 
39@ += 1 

:INTRO_4928
if 
  64000 > 33@ 
else_jump @INTRO_4956 
jump @INTRO_5047 

:INTRO_4956
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2210.418 -1263.121 23.1607 position_to 2217.615 -1262.761 24.45 time 6500 drop_mode 1 
0920: point_camera 2211.399 -1262.981 23.2985 transverse_to 2218.606 -1262.886 24.4112 time 6500 mode 1 
39@ += 1 

:INTRO_5047
if 
  24 > 93@ 
else_jump @INTRO_5241 
0871: init_jump_table 94@ total_jumps 2 default_jump 0 @INTRO_5241 jumps 0 @INTRO_5163 1 @INTRO_5128 -1 @INTRO_5241 -1 @INTRO_5241 -1 @INTRO_5241 -1 @INTRO_5241 -1 @INTRO_5241 

:INTRO_5128
if 
001D:   146@ > 33@ // (int) 
else_jump @INTRO_5154 
jump @INTRO_5241 

:INTRO_5154
00BE: text_clear_all 
94@ -= 1 

:INTRO_5163
if 
001D:   68@(93@,25i) > 33@ // (int) 
else_jump @INTRO_5193 
jump @INTRO_5241 

:INTRO_5193
00BC: show_text_highpriority GXT 95@(93@,25s) time 12000 flag 1 
0085: 146@ = 33@ // (int) 
005A: 146@ += 43@(93@,25i) // (int) 
93@ += 1 
94@ += 1 

:INTRO_5241
0871: init_jump_table 147@ total_jumps 5 default_jump 0 @INTRO_5860 jumps 0 @INTRO_5304 1 @INTRO_5414 2 @INTRO_5524 3 @INTRO_5636 4 @INTRO_5748 -1 @INTRO_5860 -1 @INTRO_5860 

:INTRO_5304
if 
  8500 > 33@ 
else_jump @INTRO_5330 
jump @INTRO_5860 

:INTRO_5330
$TEMPVAR_FLOAT_1 = 2345.452 
$TEMPVAR_FLOAT_2 = -1303.926 
$TEMPVAR_FLOAT_3 = 22.9955 
$TEMPVAR_ANGLE = 270.0 
152@ = 2368.437 
153@ = -1202.752 
154@ = 26.4297 
gosub @INTRO_5867 
147@ += 1 

:INTRO_5414
if 
  15000 > 33@ 
else_jump @INTRO_5440 
jump @INTRO_5860 

:INTRO_5440
$TEMPVAR_FLOAT_1 = 2346.383 
$TEMPVAR_FLOAT_2 = -1420.555 
$TEMPVAR_FLOAT_3 = 22.8281 
$TEMPVAR_ANGLE = 0.0 
152@ = 2387.488 
153@ = -1409.537 
154@ = 22.8359 
gosub @INTRO_5867 
147@ += 1 

:INTRO_5524
if 
  40000 > 33@ 
else_jump @INTRO_5552 
jump @INTRO_5860 

:INTRO_5552
$TEMPVAR_FLOAT_1 = 2215.088 
$TEMPVAR_FLOAT_2 = -1417.086 
$TEMPVAR_FLOAT_3 = 22.8281 
$TEMPVAR_ANGLE = 0.0 
152@ = 2255.444 
153@ = -1302.8 
154@ = 22.8402 
gosub @INTRO_5867 
147@ += 1 

:INTRO_5636
if 
  48000 > 33@ 
else_jump @INTRO_5664 
jump @INTRO_5860 

:INTRO_5664
$TEMPVAR_FLOAT_1 = 2165.042 
$TEMPVAR_FLOAT_2 = -1353.055 
$TEMPVAR_FLOAT_3 = 22.8281 
$TEMPVAR_ANGLE = 180.0 
152@ = 2130.579 
153@ = -1381.478 
154@ = 22.8281 
gosub @INTRO_5867 
147@ += 1 

:INTRO_5748
if 
  52000 > 33@ 
else_jump @INTRO_5776 
jump @INTRO_5860 

:INTRO_5776
$TEMPVAR_FLOAT_1 = 2201.352 
$TEMPVAR_FLOAT_2 = -1298.165 
$TEMPVAR_FLOAT_3 = 22.8303 
$TEMPVAR_ANGLE = 90.0 
152@ = 2121.089 
153@ = -1298.57 
154@ = 22.817 
gosub @INTRO_5867 
147@ += 1 

:INTRO_5860
jump @INTRO_2682 

:INTRO_5867
09B2: get_random_available_car_type 1 model_to 150@ doorlock_to 151@ 
if 
   not 150@ == -1 
else_jump @INTRO_5966 
Actor.RemoveReferences(149@)
Car.RemoveReferences(148@)
148@ = Car.Create(150@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(148@) = $TEMPVAR_ANGLE
0560: create_random_actor_in_car 148@ handle_as 149@ 
05D1: AS_actor 149@ drive_car 148@ to 152@ 153@ 154@ speed 15.0 0 model #NULL 0 

:INTRO_5966
return 

:INTRO_5968
155@ = 0 
156@ = 0 
05AA: 164@s = 'VO_AA'  // ~z~Ah, Scheie, es geht wieder los!
04AF: 157@ = 43200 // @ = any 
05AA: 166@s = 'VO_AB'  // ~z~Der schlimmste Ort der Welt.
04AF: 158@ = 43201 // @ = any 
05AA: 168@s = 'VO_AC'  // ~z~Rollin Heights Ballas Gebiet.
04AF: 159@ = 43202 // @ = any 
05AA: 170@s = 'VO_AD'  // ~z~Ich hab die Grove Street fnf Jahre lang nicht vertreten,
04AF: 160@ = 43203 // @ = any 
05AA: 172@s = 'VO_AE'  // ~z~aber das wird den Ballas scheiegal sein.
04AF: 161@ = 43204 // @ = any 
05AA: 174@s = 'VO_AF'  // ~z~Grove Street - Heimat.
04AF: 162@ = 43205 // @ = any 
05AA: 176@s = 'VO_AG'  // ~z~Das war sie jedenfalls, bevor ich alles in die Scheie gefahren habe.
04AF: 163@ = 43206 // @ = any 
Camera.Restore_WithJumpCut
0925: restore_camera_to_user_defined 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2217.615 -1262.761 24.45 position_to 2238.641 -1261.329 24.6289 time 13500 drop_mode 0 
0920: point_camera 2218.606 -1262.886 24.4112 transverse_to 2239.602 -1261.589 24.54 time 13500 mode 0 
099C: jiggle_camera type 1 timelimit 20000.0 intensity 3.0 
39@ = 0 
32@ = 0 
0707: start_scene_skip_to @INTRO_6658 

:INTRO_6273
wait 0 
0871: init_jump_table 155@ total_jumps 2 default_jump 0 @INTRO_6469 jumps 0 @INTRO_6340 1 @INTRO_6429 -1 @INTRO_6469 -1 @INTRO_6469 -1 @INTRO_6469 -1 @INTRO_6469 -1 @INTRO_6469 

:INTRO_6340
if 
  5 > 156@ 
else_jump @INTRO_6415 
008A: $1276 = 157@(156@,7i) // (int) 
05A9: s$1281 = 164@(156@,7s) 
create_thread @A_ALAP 1 100 
156@ += 1 
155@ += 1 
jump @INTRO_6429 

:INTRO_6415
155@ = -1 
jump @INTRO_6469 

:INTRO_6429
if 
  $1285($1288,2i) == -3 
else_jump @INTRO_6469 
155@ -= 1 
$1285($1288,2i) = -4 

:INTRO_6469
0871: init_jump_table 39@ total_jumps 2 default_jump 0 @INTRO_6700 jumps 0 @INTRO_6532 1 @INTRO_6632 -1 @INTRO_6700 -1 @INTRO_6700 -1 @INTRO_6700 -1 @INTRO_6700 -1 @INTRO_6700 

:INTRO_6532
if 
  32@ > 13500 
else_jump @INTRO_6625 
Camera.SetPosition(2238.641, -1261.329, 24.6289, 0.0, 0.0, 0.0)
Camera.PointAt(2239.602, -1261.589, 24.54, 2)
0925: restore_camera_to_user_defined 
099C: jiggle_camera type 1 timelimit 2500.0 intensity 3.0 
39@ += 1 

:INTRO_6625
jump @INTRO_6700 

:INTRO_6632
if 
  32@ > 16000 
else_jump @INTRO_6700 
$5353 = 0 

:INTRO_6658
0701: end_scene_skip 
if 
  $5353 == 0 
else_jump @INTRO_6693 
0925: restore_camera_to_user_defined 
Camera.Restore
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True

:INTRO_6693
jump @INTRO_6707 

:INTRO_6700
jump @INTRO_6273 

:INTRO_6707
0871: init_jump_table $5353 total_jumps 4 default_jump 0 @INTRO_7240 jumps 0 @INTRO_6770 1 @INTRO_6787 2 @INTRO_6787 3 @INTRO_6787 -1 @INTRO_7240 -1 @INTRO_7240 -1 @INTRO_7240 

:INTRO_6770
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
jump @INTRO_7240 

:INTRO_6787
fade 0 0 

:INTRO_6793
if 
fading 
else_jump @INTRO_6817 
wait 0 
jump @INTRO_6793 

:INTRO_6817
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00C0: set_current_time_hours_to 6 minutes_to 30 
set_weather 14 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0A0B: set_rendering_origin_at_3D_coord 2239.367 -1261.939 22.9375 angle 272.5814 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO_6907 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2239.367 -1261.939 22.9375 
jump @INTRO_6927 

:INTRO_6907
Actor.PutAt($PLAYER_ACTOR, 2239.367, -1261.939, 22.9375)

:INTRO_6927
Actor.Angle($PLAYER_ACTOR) = 272.5814
if 
  $5353 == 2 
else_jump @INTRO_7031 
0955: end_playing_loaded_soundtrack 
06D9: destroy_defined_trains 
06D7: enable_train_traffic 1 
Model.Destroy(#COPCARLA)
Model.Destroy(#FREIGHT)
Model.Destroy(#FREIFLAT)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Actor.DestroyInstantly(40@)
Actor.DestroyInstantly(41@)
Actor.DestroyInstantly(42@)
Car.Destroy(35@)
Model.Destroy(#GANGSHOPS4_LAE2)
Model.Destroy(#CE_HILLSEAST06)
Model.Destroy(#CUNTEGROUND23)
Model.Destroy(#HILLSEAST05_LAE)
0687: clear_actor $PLAYER_ACTOR task 

:INTRO_7031
if 
  145@ == 0 
else_jump @INTRO_7145 
Model.Load(#BMX)

:INTRO_7054
if 
   not Model.Available(#BMX)
else_jump @INTRO_7081 
wait 0 
jump @INTRO_7054 

:INTRO_7081
0395: clear_area 1 at 2246.508 -1263.087 22.9531 radius 500.0 
$60 = Car.Create(#BMX, 2246.508, -1263.087, 22.9531)
Car.Angle($60) = 285.0
145@ = 1 

:INTRO_7145
Camera.Restore_WithJumpCut
0925: restore_camera_to_user_defined 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
32@ = 0 

:INTRO_7162
if 
  500 > 32@ 
else_jump @INTRO_7192 
wait 0 
jump @INTRO_7162 

:INTRO_7192
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
fade 1 1500 

:INTRO_7209
if 
fading 
else_jump @INTRO_7233 
wait 0 
jump @INTRO_7209 

:INTRO_7233
jump @INTRO_7240 

:INTRO_7240
if 
fading 
else_jump @INTRO_7264 
wait 0 
jump @INTRO_7240 

:INTRO_7264
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
create_thread @A_TERM 
09BA: show_entered_zone_name 1 
091E: create_forbidden_for_boats_cube_cornerA 2380.682 -1274.528 22.0 cornerB 2375.945 -1239.356 26.0 
091E: create_forbidden_for_boats_cube_cornerA 2358.383 -1372.666 22.0 cornerB 2382.969 -1379.457 25.0 
091E: create_forbidden_for_boats_cube_cornerA 2151.603 -1380.375 22.0 cornerB 2184.704 -1374.71 26.0 
091E: create_forbidden_for_boats_cube_cornerA 2180.731 -1286.328 22.0 cornerB 2153.527 -1315.797 26.0 
01B7: release_weather 
03F0: enable_text_draw 0 
0629: change_integer_stat 181 to 0 
Player.CanMove($PLAYER_CHAR) = True
041D: set_camera_near_clip 0.1 
select_interior 0 
076C: set_zone 'GAN1' gang 1 density_to 10 
076C: set_zone 'GAN2' gang 1 density_to 10 
0776: create_objects_in_object_group "BARRIERS1" 
0776: create_objects_in_object_group "BARRIERS2" 
01E8: create_forbidden_for_cars_cube_cornerA -2696.464 1239.866 40.7599 cornerB -2665.359 2190.96 70.8125 
01E8: create_forbidden_for_cars_cube_cornerA -2740.694 2233.618 40.8431 cornerB -2720.91 2338.224 80.4822 
01E8: create_forbidden_for_cars_cube_cornerA -2695.584 1237.981 40.7328 cornerB -2664.417 1454.767 60.8126 
01E8: create_forbidden_for_cars_cube_cornerA -2670.173 1203.331 50.4297 cornerB -2662.66 1237.707 60.5781 
01E8: create_forbidden_for_cars_cube_cornerA -995.0013 -416.2032 30.4207 cornerB -940.5399 -251.8564 40.6762 
01E8: create_forbidden_for_cars_cube_cornerA -205.8387 250.7443 7.2472 cornerB -131.0039 481.8496 15.9152 
01E8: create_forbidden_for_cars_cube_cornerA -100.7515 -927.8298 18.0 cornerB -68.3752 -891.9871 14.0 
01E8: create_forbidden_for_cars_cube_cornerA 609.7595 327.3437 15.8783 cornerB 429.8884 616.0168 20.289 
01E8: create_forbidden_for_cars_cube_cornerA 317.1688 707.7672 7.0 cornerB 437.5726 709.0657 20.5578 
01E8: create_forbidden_for_cars_cube_cornerA 391.1194 640.015 7.0 cornerB 402.2627 664.798 18.5098 
01E8: create_forbidden_for_cars_cube_cornerA 289.2904 636.3991 7.8675 cornerB 409.4943 702.3849 20.0345 
01E8: create_forbidden_for_cars_cube_cornerA 300.3153 718.7909 7.7846 cornerB 316.7906 781.0926 14.0795 
01E8: create_forbidden_for_cars_cube_cornerA 254.9982 837.029 10.1731 cornerB 270.7453 929.2404 30.2553 
01E8: create_forbidden_for_cars_cube_cornerA 210.7811 939.2068 10.9062 cornerB 249.4799 959.1111 30.2141 
01E8: create_forbidden_for_cars_cube_cornerA 230.4545 946.0961 20.6674 cornerB 255.9772 969.2755 30.4776 
01E8: create_forbidden_for_cars_cube_cornerA 249.4279 899.7975 10.5871 cornerB 268.6826 933.5995 30.3975 
01E8: create_forbidden_for_cars_cube_cornerA 312.1081 694.1089 6.0 cornerB 324.0811 733.0005 10.0 
01E8: create_forbidden_for_cars_cube_cornerA 324.4526 804.9198 9.6186 cornerB 332.8747 814.356 14.3925 
01E8: create_forbidden_for_cars_cube_cornerA 1690.819 376.5103 28.1103 cornerB 1730.223 445.2955 30.8414 
01E8: create_forbidden_for_cars_cube_cornerA 1643.536 227.3723 27.4457 cornerB 1673.062 295.5788 30.0815 
01E8: create_forbidden_for_cars_cube_cornerA 1673.765 388.1013 40.2331 cornerB 1815.862 804.9291 10.0 
01E8: create_forbidden_for_cars_cube_cornerA 1705.156 308.3448 20.0 cornerB 1710.948 316.4094 23.5612 
01E8: create_forbidden_for_cars_cube_cornerA -12.7067 -1522.455 1.0 cornerB 80.8463 -1517.111 5.0 
01E8: create_forbidden_for_cars_cube_cornerA -16.3392 -1532.882 0.0394 cornerB 69.3401 -1523.771 5.922 
01E8: create_forbidden_for_cars_cube_cornerA 618.7253 -1189.606 18.0 cornerB 623.5441 -1161.981 22.0 
01E8: create_forbidden_for_cars_cube_cornerA -33.4208 -1341.84 9.0 cornerB 35.3764 -1303.948 13.0 
01E8: create_forbidden_for_cars_cube_cornerA -41.2393 -1385.87 8.0 cornerB -3.5883 -1368.856 10.5 
01E8: create_forbidden_for_cars_cube_cornerA -1690.705 539.6102 30.3278 cornerB -1100.567 1140.569 50.735 
01E8: create_forbidden_for_cars_cube_cornerA -1799.541 379.7155 16.0 cornerB -1780.199 392.2779 18.0 
01E8: create_forbidden_for_cars_cube_cornerA -1092.429 1286.505 30.0 cornerB -1077.038 1319.495 35.0 
01E8: create_forbidden_for_cars_cube_cornerA -1860.133 314.7891 38.0 cornerB -1638.563 557.4354 40.0 
01E8: create_forbidden_for_cars_cube_cornerA -1737.333 455.9431 30.3573 cornerB -1710.363 500.6261 40.4891 
01E8: create_forbidden_for_cars_cube_cornerA -1689.229 513.0995 30.2597 cornerB -1679.124 524.8383 40.25 
01E8: create_forbidden_for_cars_cube_cornerA -1742.906 500.7302 30.4679 cornerB -1650.312 551.8201 40.7455 
00BE: text_clear_all 
02A8: $439 = create_marker $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE 
07FB: set_interior 'CARLS' access 0  // Haus der Johnsons
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 0  // Ammu-Nation
07FB: set_interior 'BARBERS' access 0  // Friseur
07FB: set_interior 'BARBER2' access 0  // Friseur
07FB: set_interior 'BARBER3' access 0  // Friseur
07FB: set_interior 'FDPIZA' access 0  // Pizza Hut
07FB: set_interior 'FDCHICK' access 0  // Taco Bell
07FB: set_interior 'FDBURG' access 0  // Burger King
07FB: set_interior 'TATTOO' access 0  // Tattoo Shop
07FB: set_interior 'CSCHP' access 0  // Binco
07FB: set_interior 'CSSPRT' access 0  // Prolaps
07FB: set_interior 'LACS1' access 0  // Sub Urban
07FB: set_interior 'CLOTHGP' access 0  // Gap
07FB: set_interior 'CSDESGN' access 0  // Victim
07FB: set_interior 'CSEXL' access 0  // Dior
07FB: set_interior 'GYM1' access 0  // Compton Fitnesscenter
07FB: set_interior 'GYM2' access 0  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 0  // 'Below the Belt' Fitnesscenter
07FB: set_interior 'PDOMES' access 0  // Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // Pleasure Domes
07FB: set_interior 'MADDOGS' access 0  // Madd Doggs Bude
07FB: set_interior 'MDDOGS' access 0  // Madd Doggs Bude
07FB: set_interior 'GANG' access 0  // Vagos Ganghaus
07FB: set_interior 'RCPLAY' access 0  // Zeros Modellbau-Shop
07FB: set_interior 'PAPER' access 0  // Planungsbehrde
07FB: set_interior 'ABATOIR' access 0  // Sindacco Schlachthof
07FB: set_interior 'LACRAK' access 0  // Crackhhle
Garage.Deactivate('BODLAWN')
Garage.Deactivate('MODLAST')
Garage.Deactivate('MDSSFSE')
Garage.Deactivate('MDS1SFS')
Garage.Deactivate('VECMOD')
Garage.Deactivate('DHANGAR')
00BE: text_clear_all 
Actor.Health($PLAYER_ACTOR) = 100
Player.Money($PLAYER_CHAR) += 350
Player.InfiniteRun($PLAYER_CHAR) = False
048F: actor $PLAYER_ACTOR remove_weapons 
$INTRO_TOTAL_PASSED_MISSIONS = 0 
$SWEET_TOTAL_PASSED_MISSIONS = 0 
$CRASH_LS_TOTAL_PASSED_MISSIONS = 0 
$SMOKE_TOTAL_PASSED_MISSIONS = 0 
$OG_LOC_TOTAL_PASSED_MISSIONS = 0 
$RYDER_TOTAL_PASSED_MISSIONS = 0 
$MISSION_LOWRIDER_PASSED = 0 
$LS_FINAL_TOTAL_PASSED_MISSIONS = 0 
$HELP_DRIVEBY_SHOWN = 0 
$HELP_BICYCLE_2_SHOWN = 0 
$120 = 0 
$HELP_CAMERA_AND_RADIO_SHOWN = 0 
$HELP_FOLLOW_ICON_SHOWN = 0 
32@ = 0 

:INTRO_9205
if 
   not 32@ > 1000 
else_jump @INTRO_9369 
wait 0 
gosub @INTRO_10144 
if 
   not Car.Wrecked($60)
else_jump @INTRO_9306 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
else_jump @INTRO_9306 
jump @INTRO_9992 

:INTRO_9306
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO_9362 
03D5: remove_text 'INTRO2E'  // ~s~Steig aufs ~b~Fahrrad~s~.
03D5: remove_text 'HELP21'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um auf das Fahrrad zu springen.
03D5: remove_text 'HELP26'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um auf das Fahrrad zu springen.
jump @INTRO_9992 

:INTRO_9362
jump @INTRO_9205 

:INTRO_9369
fade 1 1500 

:INTRO_9376
if 
fading 
else_jump @INTRO_9538 
wait 0 
00BE: text_clear_all 
03E6: remove_text_box 
gosub @INTRO_10144 
if 
   not Car.Wrecked($60)
else_jump @INTRO_9475 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
else_jump @INTRO_9475 
jump @INTRO_9992 

:INTRO_9475
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO_9531 
03D5: remove_text 'INTRO2E'  // ~s~Steig aufs ~b~Fahrrad~s~.
03D5: remove_text 'HELP21'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um auf das Fahrrad zu springen.
03D5: remove_text 'HELP26'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um auf das Fahrrad zu springen.
jump @INTRO_9992 

:INTRO_9531
jump @INTRO_9376 

:INTRO_9538
03E5: show_text_box 'HELPMO'  // Benutze ~k~~GO_FORWARD~, ~k~~GO_BACK~, ~k~~GO_LEFT~ und ~k~~GO_RIGHT~, um Carl zu bewegen.
if 
   not Car.Wrecked($60)
else_jump @INTRO_9587 
$61 = Marker.CreateAboveCar($60)
07E0: set_marker $61 type_to 1 
018B: set_marker $61 radar_mode 1 

:INTRO_9587
32@ = 0 

:INTRO_9594
if 
   not 32@ > 5000 
else_jump @INTRO_9763 
wait 0 
gosub @INTRO_10144 
if 
   not Car.Wrecked($60)
else_jump @INTRO_9695 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
else_jump @INTRO_9695 
jump @INTRO_9992 

:INTRO_9695
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO_9756 
Marker.Disable($61)
03D5: remove_text 'INTRO2E'  // ~s~Steig aufs ~b~Fahrrad~s~.
03D5: remove_text 'HELP21'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um auf das Fahrrad zu springen.
03D5: remove_text 'HELP26'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um auf das Fahrrad zu springen.
jump @INTRO_9992 

:INTRO_9756
jump @INTRO_9594 

:INTRO_9763
00BC: show_text_highpriority GXT 'INTROB' time 4000 flag 1  // ~s~Steig auf das Fahrrad.
32@ = 0 

:INTRO_9786
if 
   not 32@ > 5000 
else_jump @INTRO_9823 
wait 0 
gosub @INTRO_10144 
jump @INTRO_9786 

:INTRO_9823
if 
   not Actor.InCar($PLAYER_ACTOR, $60)
else_jump @INTRO_9992 
wait 0 
gosub @INTRO_10144 
if 
   not Car.Wrecked($60)
else_jump @INTRO_9924 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
else_jump @INTRO_9924 
jump @INTRO_9992 

:INTRO_9924
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO_9985 
Marker.Disable($61)
03D5: remove_text 'INTRO2E'  // ~s~Steig aufs ~b~Fahrrad~s~.
03D5: remove_text 'HELP21'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um auf das Fahrrad zu springen.
03D5: remove_text 'HELP26'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um auf das Fahrrad zu springen.
jump @INTRO_9992 

:INTRO_9985
jump @INTRO_9823 

:INTRO_9992
return 

:INTRO_9994
return 

:INTRO_9996
create_thread @A_TERM 
Model.Destroy(#COPCARLA)
Model.Destroy(#FREIGHT)
Model.Destroy(#FREIFLAT)
create_thread @MS_INTRO_MISSIONS 
create_thread @MOB_LA1 
end_thread_named 'MOB_RAN' 
create_thread @MOB_RAN 
end_thread_named 'INTROST' 
create_thread @INTROST 
Marker.Disable($439)
$439 = Marker.CreateIconAndSphere($ICON_CJ, $X_JOHNSON_HOUSE, $Y_JOHNSON_HOUSE, $Z_JOHNSON_HOUSE)
Model.Destroy(#BMX)
if 
   not Car.Wrecked($60)
else_jump @INTRO_10126 
Car.RemoveReferences($60)
Marker.Disable($61)

:INTRO_10126
$ONMISSION = 0 
$MISSION_INTRO_PASSED = 1 
mission_cleanup 
return 

:INTRO_10144
if 
   not Car.Wrecked($60)
else_jump @INTRO_10280 
if 
  34@ == 0 
else_jump @INTRO_10280 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 2.0 2.0 2.0 
else_jump @INTRO_10280 
if 
  $13 == 2 
else_jump @INTRO_10262 
03E5: show_text_box 'HELP26'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um auf das Fahrrad zu springen.
jump @INTRO_10273 

:INTRO_10262
03E5: show_text_box 'HELP21'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um auf das Fahrrad zu springen.

:INTRO_10273
34@ = 1 

:INTRO_10280
return 

:INTRO_10282
0871: init_jump_table 178@ total_jumps 3 default_jump 0 @INTRO_10680 jumps 0 @INTRO_10345 1 @INTRO_10352 2 @INTRO_10377 -1 @INTRO_10680 -1 @INTRO_10680 -1 @INTRO_10680 -1 @INTRO_10680 

:INTRO_10345
179@ += 10 

:INTRO_10352
if 
  178@ == 1 
else_jump @INTRO_10377 
179@ -= 10 

:INTRO_10377
if 
  181@ == 0 
else_jump @INTRO_10615 
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 color_RGBA 0 0 0 255 
033E: set_draw_text_position 320.0 180.0 GXT 'LOAD_01'  // John F. Kennedy International Airport,
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 color_RGBA 0 0 0 255 
033E: set_draw_text_position 320.0 200.0 GXT 'LOAD_03'  // New York,
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 color_RGBA 0 0 0 255 
033E: set_draw_text_position 320.0 220.0 GXT 'LOAD_04'  // 1992.
jump @INTRO_10680 

:INTRO_10615
033F: set_text_draw_letter_size 0.6 1.6 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 1 color_RGBA 0 0 0 179@ 
033E: set_draw_text_position 320.0 200.0 GXT 182@s 

:INTRO_10680
return 

//-------------Mission 3---------------
// Originally: Video Game: They Crawled From Uranus

:NONE
gosub @NONE_16 
gosub @NONE_12441 
end_thread 

:NONE_16
$ONMISSION = 1 
increment_mission_attempts 
thread 'NONE' 
wait 0 
054C: use_GXT_table 'DUAL' 
09F5: disable_player_mutal_activities 1 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 
03F0: enable_text_draw 1 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_NONE' 
038F: load_texture "SHIP" as 1 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 2 // Load dictionary with 0390 first 
038F: load_texture "SHOOT" as 3 // Load dictionary with 0390 first 
038F: load_texture "LIGHT" as 4 // Load dictionary with 0390 first 
038F: load_texture "EXPLM01" as 5 // Load dictionary with 0390 first 
038F: load_texture "EXPLM02" as 6 // Load dictionary with 0390 first 
038F: load_texture "EXPLM03" as 7 // Load dictionary with 0390 first 
038F: load_texture "EXPLM04" as 8 // Load dictionary with 0390 first 
038F: load_texture "EXPLM05" as 9 // Load dictionary with 0390 first 
038F: load_texture "EXPLM06" as 10 // Load dictionary with 0390 first 
038F: load_texture "EXPLM07" as 11 // Load dictionary with 0390 first 
038F: load_texture "EXPLM08" as 12 // Load dictionary with 0390 first 
038F: load_texture "EXPLM09" as 13 // Load dictionary with 0390 first 
038F: load_texture "EXPLM10" as 14 // Load dictionary with 0390 first 
038F: load_texture "EXPLM11" as 15 // Load dictionary with 0390 first 
038F: load_texture "EXPLM12" as 16 // Load dictionary with 0390 first 
038F: load_texture "FORCE" as 17 // Load dictionary with 0390 first 
038F: load_texture "WARP" as 18 // Load dictionary with 0390 first 
038F: load_texture "THRUST" as 19 // Load dictionary with 0390 first 
038F: load_texture "SHPNORM" as 20 // Load dictionary with 0390 first 
038F: load_texture "SHPWARP" as 21 // Load dictionary with 0390 first 
038F: load_texture "SHIP2" as 22 // Load dictionary with 0390 first 
038F: load_texture "SHIP3" as 23 // Load dictionary with 0390 first 
038F: load_texture "TITLE" as 24 // Load dictionary with 0390 first 
03CF: load_wav 1829 as 4 

:NONE_403
if 
83D0:   not wav 4 loaded 
else_jump @NONE_429 
wait 0 
jump @NONE_403 

:NONE_429
097A: play_audio_at 0.0 0.0 0.0 event 1181 
34@ = 3.0 
35@ = 2.0 
36@ = 1.0 
37@ = 0.0 
38@ = -1.0 
39@ = -2.0 
40@ = -3.0 
41@ = -2.0 
42@ = -1.0 
43@ = -4.0 
44@ = 4.0 
45@ = 3.0 
46@ = 2.0 
47@ = -2.0 
48@ = -4.0 
49@ = -6.0 
50@ = -3.0 
51@ = -2.0 
52@ = -7.0 
53@ = -6.0 
54@ = 300 
55@ = 200 
56@ = 400 
57@ = 600 
58@ = 400 
59@ = 500 
60@ = 200 
61@ = 300 
62@ = 400 
63@ = 6000 
64@ = 2.0 
65@ = 3.0 
66@ = 1.0 
67@ = 0.0 
68@ = 1.0 
69@ = 3.0 
70@ = -3.0 
71@ = -3.0 
72@ = 2.0 
73@ = -5.0 
74@ = 0.0 
75@ = 3.0 
76@ = 4.0 
77@ = 5.0 
78@ = 12.0 
79@ = 6.0 
80@ = 3.0 
81@ = 0.0 
82@ = -4.0 
83@ = -6.0 
84@ = 100 
85@ = 400 
86@ = 300 
87@ = 500 
88@ = 400 
89@ = 200 
90@ = 400 
91@ = 400 
92@ = 400 
93@ = 6000 
94@ = 5.0 
95@ = -3.0 
96@ = 6.0 
97@ = -6.0 
98@ = 3.0 
99@ = -3.0 
100@ = 3.0 
101@ = -3.0 
102@ = 3.0 
103@ = -6.0 
104@ = 4.0 
105@ = 4.0 
106@ = 4.0 
107@ = 4.0 
108@ = 4.0 
109@ = 4.0 
110@ = 4.0 
111@ = 4.0 
112@ = 4.0 
113@ = 4.0 
114@ = 300 
115@ = 300 
116@ = 300 
117@ = 300 
118@ = 300 
119@ = 300 
120@ = 300 
121@ = 300 
122@ = 300 
123@ = 300 
124@ = 0.0 
132@ = 5.0 
125@ = 5.0 
133@ = 5.0 
126@ = 5.0 
134@ = 0.0 
127@ = -5.0 
135@ = 0.0 
128@ = -5.0 
136@ = -5.0 
129@ = 0.0 
137@ = -5.0 
130@ = 5.0 
138@ = -5.0 
131@ = -5.0 
139@ = 5.0 
05AA: 140@s = 'DUAL_0'  // 0
05AA: 142@s = 'DUAL_1'  // 1
05AA: 144@s = 'DUAL_2'  // 2
05AA: 146@s = 'DUAL_3'  // 3
05AA: 148@s = 'DUAL_4'  // 4
05AA: 150@s = 'DUAL_5'  // 5
05AA: 152@s = 'DUAL_6'  // 6
05AA: 154@s = 'DUAL_7'  // 7
05AA: 156@s = 'DUAL_8'  // 8
05AA: 158@s = 'DUAL_9'  // 9
05AA: 160@s = 'DUAL_AA'  // A
05AA: 162@s = 'DUAL_B'  // B
05AA: 164@s = 'DUAL_C'  // C
05AA: 166@s = 'DUAL_D'  // D
05AA: 168@s = 'DUAL_E'  // E
05AA: 170@s = 'DUAL_F'  // F
05AA: 172@s = 'DUAL_G'  // G
05AA: 174@s = 'DUAL_H'  // H
05AA: 176@s = 'DUAL_I'  // I
05AA: 178@s = 'DUAL_J'  // J
05AA: 180@s = 'DUAL_K'  // K
05AA: 182@s = 'DUAL_L'  // L
05AA: 184@s = 'DUAL_M'  // M
05AA: 186@s = 'DUAL_N'  // N
05AA: 188@s = 'DUAL_O'  // O
05AA: 190@s = 'DUAL_P'  // P
05AA: 192@s = 'DUAL_Q'  // Q
05AA: 194@s = 'DUAL_R'  // R
05AA: 196@s = 'DUAL_S'  // S
05AA: 198@s = 'DUAL_T'  // T
05AA: 200@s = 'DUAL_U'  // U
05AA: 202@s = 'DUAL_V'  // V
05AA: 204@s = 'DUAL_W'  // W
05AA: 206@s = 'DUAL_X'  // X
05AA: 208@s = 'DUAL_Y'  // Y
05AA: 210@s = 'DUAL_Z'  // Z
05AA: 212@s = 'DUAL_FS'  // .
if 
  $5354 == 0 
else_jump @NONE_2319 
$5355[0] = 250000 
$5355[1] = 100000 
$5355[2] = 75000 
$5355[3] = 50000 
$5355[4] = 25000 
$5355[5] = 10000 
$5355[6] = 7500 
$5355[7] = 5000 
$5355[8] = 2500 
$5355[9] = 1000 
05A9: s$5365[0] = 160@s 
05A9: s$5385[0] = 166@s 
05A9: s$5405[0] = 210@s 
05A9: s$5365[1] = 164@s 
05A9: s$5385[1] = 160@s 
05A9: s$5405[1] = 186@s 
05A9: s$5365[2] = 176@s 
05A9: s$5385[2] = 184@s 
05A9: s$5405[2] = 208@s 
05A9: s$5365[3] = 204@s 
05A9: s$5385[3] = 176@s 
05A9: s$5405[3] = 182@s 
05A9: s$5365[4] = 166@s 
05A9: s$5385[4] = 162@s 
05A9: s$5405[4] = 190@s 
05A9: s$5365[5] = 166@s 
05A9: s$5385[5] = 160@s 
05A9: s$5405[5] = 202@s 
05A9: s$5365[6] = 166@s 
05A9: s$5385[6] = 188@s 
05A9: s$5405[6] = 166@s 
05A9: s$5365[7] = 186@s 
05A9: s$5385[7] = 170@s 
05A9: s$5405[7] = 212@s 
05A9: s$5365[8] = 180@s 
05A9: s$5385[8] = 184@s 
05A9: s$5405[8] = 162@s 
05A9: s$5365[9] = 196@s 
05A9: s$5385[9] = 178@s 
05A9: s$5405[9] = 182@s 
$5354 = 1 

:NONE_2319
214@ = 336.4137 
215@ = 58.2432 
216@ = 201.225 
217@ = 88.9168 
218@ = 29.78 
219@ = 260.0 
220@ = 28.5713 
221@ = 0 
222@ = 0 
223@ = 0 
224@ = 0 
fade 1 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
225@ = 0 
226@ = -1 
227@ = 0 

:NONE_2475
0208: 290@(227@,60f) = random_float_in_ranges 0.0 300.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 
227@ += 1 
  227@ >= 60 
else_jump @NONE_2475 
350@ = 8.0 

:NONE_2544
wait 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
392@ = 0 
0494: get_joystick 0 data_to 422@ 423@ 424@ 424@ 
if or
00E1:   player 0 pressed_key 8 
  -100 > 423@ 
else_jump @NONE_2760 
if 
  221@ == 0 
else_jump @NONE_2746 
if 
  225@ == 2 
else_jump @NONE_2701 
225@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1179 
jump @NONE_2746 

:NONE_2701
if 
  225@ == 1 
else_jump @NONE_2746 
225@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1179 

:NONE_2746
221@ = 1 
jump @NONE_2927 

:NONE_2760
if or
00E1:   player 0 pressed_key 9 
  423@ > 100 
else_jump @NONE_2913 
if 
  222@ == 0 
else_jump @NONE_2899 
if 
  225@ == 0 
else_jump @NONE_2854 
225@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1179 
jump @NONE_2899 

:NONE_2854
if 
  225@ == 1 
else_jump @NONE_2899 
225@ = 2 
097A: play_audio_at 0.0 0.0 0.0 event 1179 

:NONE_2899
222@ = 1 
jump @NONE_2920 

:NONE_2913
222@ = 0 

:NONE_2920
221@ = 0 

:NONE_2927
gosub @NONE_12369 
if 
  225@ == 0 
else_jump @NONE_2971 
0340: set_text_draw_RGBA 255 0 0 255 
jump @NONE_2985 

:NONE_2971
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_2985
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 250.0 GXT 'SPAC_04'  // PLAY
gosub @NONE_12369 
if 
  225@ == 1 
else_jump @NONE_3062 
0340: set_text_draw_RGBA 255 0 0 255 
jump @NONE_3076 

:NONE_3062
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_3076
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 300.0 GXT 'SPAC_06'  // HI-SCORE
gosub @NONE_12369 
if 
  225@ == 2 
else_jump @NONE_3153 
0340: set_text_draw_RGBA 255 0 0 255 
jump @NONE_3167 

:NONE_3153
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_3167
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 350.0 GXT 'SPAC_05'  // QUIT
227@ = 0 

:NONE_3207
0087: 425@ = 350@ // (float) 
425@ /= 2.0 
007B: 290@(227@,60f) += unknown_float * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = sine 230@(227@,60f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 230@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 290@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 290@(227@,60f) // (float) 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 1.0 1.0 RGBA 255 255 255 255 
if or
  $TEMPVAR_FLOAT_1 > 640.0 
  0.0 > $TEMPVAR_FLOAT_1 
  0.0 > $TEMPVAR_FLOAT_2 
  $TEMPVAR_FLOAT_2 > 448.0 
else_jump @NONE_3419 
290@(227@,60f) = 10.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_3419
227@ += 1 
  227@ >= 60 
else_jump @NONE_3207 
038D: draw_texture 24 position 320.0 140.0 size 256.0 128.0 RGBA 220 220 220 255 
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @NONE_3785 
if 
  223@ == 0 
else_jump @NONE_3778 
223@ += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1180 
if 
  225@ == 0 
else_jump @NONE_3707 
jump @NONE_3799 

:NONE_3707
if 
  225@ == 1 
else_jump @NONE_3732 
jump @NONE_10411 

:NONE_3732
if 
  225@ == 2 
else_jump @NONE_3778 
0391: release_txd_dictionary 
Player.CanMove($PLAYER_CHAR) = True
fade 0 0 
wait 0 
fade 1 500 
return 

:NONE_3778
jump @NONE_3792 

:NONE_3785
223@ = 0 

:NONE_3792
jump @NONE_2544 

:NONE_3799
351@ = 90.0 
227@ = 0 

:NONE_3816
352@(227@,10i) = 0 
362@(227@,10i) = 0 
372@(227@,10i) = 0 
382@(227@,10i) = 0 
227@ += 1 
  227@ >= 10 
else_jump @NONE_3816 
392@ = 0 
393@ = 0 
394@ = 0 
227@ = 0 

:NONE_3909
395@(227@,8i) = 0 
227@ += 1 
  227@ >= 8 
else_jump @NONE_3909 
403@ = 0 
404@ = 255 
405@ = -50 
406@ = 0 
407@ = 100 
0085: 408@ = 407@ // (int) 
409@ = 0 
410@ = 0 
411@ = 100 
412@ = 3 
413@ = 0 
414@ = 0 
415@ = 0 
416@ = 0 
417@ = 0 
418@ = 0 
419@ = 1 
420@ = 0 
421@ = 190.0 
350@ = 8.0 

:NONE_4089
wait 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
227@ = 0 

:NONE_4136
0087: 425@ = 350@ // (float) 
425@ /= 2.0 
007B: 290@(227@,60f) += unknown_float * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = sine 230@(227@,60f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 230@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 290@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 290@(227@,60f) // (float) 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 1.0 1.0 RGBA 255 255 255 255 
if or
  $TEMPVAR_FLOAT_1 > 640.0 
  0.0 > $TEMPVAR_FLOAT_1 
  0.0 > $TEMPVAR_FLOAT_2 
  $TEMPVAR_FLOAT_2 > 448.0 
else_jump @NONE_4348 
290@(227@,60f) = 10.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_4348
227@ += 1 
  227@ >= 60 
else_jump @NONE_4136 
if 
  394@ == 0 
else_jump @NONE_5395 
if 
  2 > 418@ 
else_jump @NONE_4559 
if 
00E1:   player 0 pressed_key 11 
else_jump @NONE_4447 
0079: 351@ += unknown_float * -1.325 // (float) 
0656: get_angle 351@ absolute_degrees_to 351@ 
jump @NONE_4559 

:NONE_4447
if 
00E1:   player 0 pressed_key 10 
else_jump @NONE_4489 
0079: 351@ += unknown_float * 1.325 // (float) 
0656: get_angle 351@ absolute_degrees_to 351@ 
jump @NONE_4559 

:NONE_4489
0494: get_joystick 0 data_to 422@ 423@ 424@ 424@ 
0093: 425@ = integer 422@ to_float 
425@ *= -1.0 
425@ /= 25.0 
425@ /= 2.0 
007B: 351@ += unknown_float * 425@ // (float) 
0656: get_angle 351@ absolute_degrees_to 351@ 

:NONE_4559
02F7: $TEMPVAR_FLOAT_1 = sine 351@ // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 351@ // (float) 
0089: 426@ = $TEMPVAR_FLOAT_2 // (float) 
426@ *= 22.0 
if 
  0.0 > 426@ 
else_jump @NONE_4624 
426@ *= -1.0 

:NONE_4624
426@ += 26.0 
0089: 427@ = $TEMPVAR_FLOAT_1 // (float) 
427@ *= 22.0 
if 
  0.0 > 427@ 
else_jump @NONE_4683 
427@ *= -1.0 

:NONE_4683
427@ += 26.0 
if 
  418@ == 2 
else_jump @NONE_4766 
007F: 421@ -= unknown_float * 1.0 // (float) 
350@ = 16.0 
if 
  20.0 > 421@ 
else_jump @NONE_4759 
418@ = 3 

:NONE_4759
jump @NONE_4873 

:NONE_4766
if 
  418@ == 3 
else_jump @NONE_4853 
0079: 421@ += unknown_float * 1.0 // (float) 
if 
  421@ > 190.0 
else_jump @NONE_4846 
421@ = 190.0 
416@ = 0 
419@ += 1 
418@ = 0 

:NONE_4846
jump @NONE_4873 

:NONE_4853
350@ = 8.0 
421@ = 190.0 

:NONE_4873
006D: $TEMPVAR_FLOAT_1 *= 421@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 421@ // (float) 
0089: 428@ = $TEMPVAR_FLOAT_1 // (float) 
428@ += 320.0 
0089: 429@ = $TEMPVAR_FLOAT_2 // (float) 
429@ += 224.0 
if 
001F:   403@ > $CURRENT_TIME_IN_MS2 // (int) 
else_jump @NONE_5025 
005A: 404@ += 405@ // (int) 
if 
  404@ > 255 
else_jump @NONE_4986 
404@ = 255 
405@ = -50 

:NONE_4986
if 
  0 > 404@ 
else_jump @NONE_5018 
404@ = 0 
405@ = 50 

:NONE_5018
jump @NONE_5033 

:NONE_5025
404@ = 255 

:NONE_5033
0087: 431@ = 421@ // (float) 
431@ /= 5.9375 
0087: 430@ = 431@ // (float) 
430@ *= 2.0 
0088: $TEMPVAR_ANGLE = 351@ // (float) 
$TEMPVAR_ANGLE += 90.0 
if 
  2 > 418@ 
else_jump @NONE_5143 
074B: draw_texture 20 position 428@ 429@ scale 430@ 431@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 404@ 
jump @NONE_5174 

:NONE_5143
074B: draw_texture 21 position 428@ 429@ scale 430@ 431@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 404@ 

:NONE_5174
if 
  2 > 418@ 
else_jump @NONE_5388 
if 
00E1:   player 0 pressed_key 17 
else_jump @NONE_5381 
if 
  224@ == 0 
else_jump @NONE_5374 
227@ = 0 

:NONE_5234
if 
  352@(227@,10i) == 0 
else_jump @NONE_5326 
0087: 432@(227@,10f) = 351@ // (float) 
442@(227@,10f) = 190.0 
352@(227@,10i) = 1 
452@(227@,10f) = -12.0 
0089: 462@(227@,10f) = $TEMPVAR_ANGLE // (float) 
227@ = 9 

:NONE_5326
227@ += 1 
  227@ >= 10 
else_jump @NONE_5234 
097A: play_audio_at 0.0 0.0 0.0 event 1170 
224@ = 1 

:NONE_5374
jump @NONE_5388 

:NONE_5381
224@ = 0 

:NONE_5388
jump @NONE_6019 

:NONE_5395
if 
  394@ == 1 
else_jump @NONE_5503 
227@ = 0 

:NONE_5420
395@(227@,8i) = 1 
0087: 472@(227@,8f) = 428@ // (float) 
0087: 480@(227@,8f) = 429@ // (float) 
227@ += 1 
  227@ >= 8 
else_jump @NONE_5420 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
394@ += 1 

:NONE_5503
if 
  394@ == 2 
else_jump @NONE_5940 
227@ = 0 

:NONE_5528
if 
  395@(227@,8i) > 0 
else_jump @NONE_5711 
if 
  395@(227@,8i) == 1 
else_jump @NONE_5583 
395@(227@,8i) = 5 

:NONE_5583
005B: 472@(227@,8f) += 124@(227@,8f) // (float) 
005B: 480@(227@,8f) += 132@(227@,8f) // (float) 
395@(227@,8i) += 1 
if 
  395@(227@,8i) > 16 
else_jump @NONE_5666 
395@(227@,8i) = 0 
jump @NONE_5711 

:NONE_5666
038D: draw_texture 395@(227@,8i) position 472@(227@,8f) 480@(227@,8f) size 32.0 32.0 RGBA 220 220 220 255 

:NONE_5711
227@ += 1 
  227@ >= 8 
else_jump @NONE_5528 
424@ = 0 
227@ = 0 

:NONE_5746
005A: 424@ += 395@(227@,8i) // (int) 
227@ += 1 
  227@ >= 8 
else_jump @NONE_5746 
if 
  424@ == 0 
else_jump @NONE_5940 
351@ = 90.0 
008B: 403@ = $CURRENT_TIME_IN_MS2 // (int) 
403@ += 2500 
409@ = 0 
410@ = 0 
411@ = 100 
408@ = 100 
412@ -= 1 
if 
  412@ > 0 
else_jump @NONE_5897 
394@ = 0 
407@ = 100 
jump @NONE_5940 

:NONE_5897
008B: 488@ = $CURRENT_TIME_IN_MS2 // (int) 
488@ += 3000 
394@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1178 

:NONE_5940
if 
  394@ == 3 
else_jump @NONE_6019 
if 
001F:   488@ > $CURRENT_TIME_IN_MS2 // (int) 
else_jump @NONE_6012 
gosub @NONE_12369 
033E: set_draw_text_position 320.0 100.0 GXT 'SPAC_01'  // GAME OVER!
jump @NONE_6019 

:NONE_6012
406@ = 1 

:NONE_6019
227@ = 0 

:NONE_6026
if 
  352@(227@,10i) == 1 
else_jump @NONE_6264 
0087: 425@ = 452@(227@,10f) // (float) 
425@ /= 2.0 
007B: 442@(227@,10f) += unknown_float * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = sine 432@(227@,10f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 432@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 442@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 442@(227@,10f) // (float) 
0089: 489@(227@,10f) = $TEMPVAR_FLOAT_1 // (float) 
489@(227@,10f) += 320.0 
0089: 499@(227@,10f) = $TEMPVAR_FLOAT_2 // (float) 
499@(227@,10f) += 224.0 
074B: draw_texture 3 position 489@(227@,10f) 499@(227@,10f) scale 8.0 8.0 angle 462@(227@,10f) color_RGBA 52 183 195 255 
if 
  10.0 > 442@(227@,10f) 
else_jump @NONE_6264 
352@(227@,10i) = 0 

:NONE_6264
227@ += 1 
  227@ >= 10 
else_jump @NONE_6026 
if 
  418@ == 0 
else_jump @NONE_6383 
if 
001E:   $CURRENT_TIME_IN_MS2 > 509@ // (int) 
else_jump @NONE_6376 
0208: 510@ = random_float_in_ranges 0.0 360.0 
0209: 511@ = random_int_in_ranges 0 3 
413@ = 0 
512@ = 10 
008B: 509@ = $CURRENT_TIME_IN_MS2 // (int) 
509@ += 8000 

:NONE_6376
jump @NONE_6399 

:NONE_6383
008B: 509@ = $CURRENT_TIME_IN_MS2 // (int) 
509@ += 1000 

:NONE_6399
if 
  512@ > 0 
else_jump @NONE_6644 
if 
001E:   $CURRENT_TIME_IN_MS2 > 393@ // (int) 
else_jump @NONE_6644 
227@ = 0 

:NONE_6443
if 
  372@(227@,10i) == 0 
else_jump @NONE_6623 
0087: 513@(227@,10f) = 510@ // (float) 
523@(227@,10f) = 5.0 
533@(227@,10f) = 3.0 
543@(227@,10f) = 10.0 
553@(227@,10i) = 0 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
563@(227@,10i) += 500 
372@(227@,10i) = 1 
593@(227@,10f) = 320.0 
603@(227@,10f) = 224.0 
008B: 393@ = $CURRENT_TIME_IN_MS2 // (int) 
393@ += 200 
512@ -= 1 
227@ = 9 

:NONE_6623
227@ += 1 
  227@ >= 10 
else_jump @NONE_6443 

:NONE_6644
420@ = 0 
227@ = 0 

:NONE_6658
if 
  372@(227@,10i) == 1 
else_jump @NONE_8181 
if 
  10 > 553@(227@,10i) 
else_jump @NONE_6982 
if 
001E:   $CURRENT_TIME_IN_MS2 > 563@(227@,10i) // (int) 
else_jump @NONE_6982 
0085: 424@ = 553@(227@,10i) // (int) 
if 
  511@ == 0 
else_jump @NONE_6815 
0087: 533@(227@,10f) = 34@(424@,10f) // (float) 
0087: 523@(227@,10f) = 44@(424@,10f) // (float) 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
005A: 563@(227@,10i) += 54@(424@,10i) // (int) 

:NONE_6815
if 
  511@ == 1 
else_jump @NONE_6893 
0087: 533@(227@,10f) = 64@(424@,10f) // (float) 
0087: 523@(227@,10f) = 74@(424@,10f) // (float) 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
005A: 563@(227@,10i) += 84@(424@,10i) // (int) 

:NONE_6893
if 
  511@ == 2 
else_jump @NONE_6971 
0087: 533@(227@,10f) = 94@(424@,10f) // (float) 
0087: 523@(227@,10f) = 104@(424@,10f) // (float) 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
005A: 563@(227@,10i) += 114@(424@,10i) // (int) 

:NONE_6971
553@(227@,10i) += 1 

:NONE_6982
420@ = 1 
0087: 425@ = 533@(227@,10f) // (float) 
425@ /= 2.0 
007B: 543@(227@,10f) += unknown_float * 425@ // (float) 
0087: 425@ = 523@(227@,10f) // (float) 
425@ /= 2.0 
007B: 513@(227@,10f) += unknown_float * 425@ // (float) 
0656: get_angle 513@(227@,10f) absolute_degrees_to 513@(227@,10f) 
02F7: $TEMPVAR_FLOAT_1 = sine 513@(227@,10f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 513@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 543@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 543@(227@,10f) // (float) 
0087: 593@(227@,10f) = 573@(227@,10f) // (float) 
0087: 603@(227@,10f) = 583@(227@,10f) // (float) 
0089: 573@(227@,10f) = $TEMPVAR_FLOAT_1 // (float) 
573@(227@,10f) += 320.0 
0089: 583@(227@,10f) = $TEMPVAR_FLOAT_2 // (float) 
583@(227@,10f) += 224.0 
0087: 613@ = 543@(227@,10f) // (float) 
613@ /= 5.0 
0088: $TEMPVAR_FLOAT_1 = 573@(227@,10f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 593@(227@,10f) // (float) 
0088: $TEMPVAR_FLOAT_2 = 583@(227@,10f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 603@(227@,10f) // (float) 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ANGLE 
if 
  511@ == 0 
else_jump @NONE_7350 
074B: draw_texture 1 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 255 
jump @NONE_7453 

:NONE_7350
if 
  511@ == 1 
else_jump @NONE_7414 
074B: draw_texture 22 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 255 
jump @NONE_7453 

:NONE_7414
074B: draw_texture 23 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 255 

:NONE_7453
0088: $TEMPVAR_FLOAT_1 = 351@ // (float) 
$TEMPVAR_FLOAT_1 += 10.0 
0088: $TEMPVAR_FLOAT_2 = 351@ // (float) 
$TEMPVAR_FLOAT_2 -= 10.0 
if and
0026:   $TEMPVAR_FLOAT_1 > 513@(227@,10f) // (float) 
0027:   513@(227@,10f) > $TEMPVAR_FLOAT_2 // (float) 
else_jump @NONE_7726 
424@ = 18 
0062: 424@ -= 419@ // (int) 
if 
  4 > 424@ 
else_jump @NONE_7564 
424@ = 4 

:NONE_7564
0209: 424@ = random_int_in_ranges 0 424@ 
if 
  424@ == 0 
else_jump @NONE_7726 
228@ = 0 

:NONE_7599
if 
  382@(228@,10i) == 0 
else_jump @NONE_7705 
0087: 614@(228@,10f) = 513@(227@,10f) // (float) 
0087: 624@(228@,10f) = 543@(227@,10f) // (float) 
382@(228@,10i) = 1 
634@(228@,10f) = 6.0 
097A: play_audio_at 0.0 0.0 0.0 event 1171 
228@ = 9 

:NONE_7705
228@ += 1 
  228@ >= 10 
else_jump @NONE_7599 

:NONE_7726
if or
  543@(227@,10f) > 320.0 
  10.0 > 543@(227@,10f) 
else_jump @NONE_7776 
372@(227@,10i) = 0 

:NONE_7776
228@ = 0 

:NONE_7783
if 
  352@(228@,10i) == 1 
else_jump @NONE_8160 
if 
05A5:   is_area_center 489@(228@,10f) 499@(228@,10f) scale 12.0 12.0 overlaping_area_center 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ 
else_jump @NONE_8160 
372@(227@,10i) = 0 
352@(228@,10i) = 0 
413@ += 1 
if 
  413@ == 10 
else_jump @NONE_8010 
0087: 644@ = 573@(227@,10f) // (float) 
0087: 645@ = 583@(227@,10f) // (float) 
008B: 415@ = $CURRENT_TIME_IN_MS2 // (int) 
415@ += 1500 
0087: 646@ = 513@(227@,10f) // (float) 
0087: 647@ = 543@(227@,10f) // (float) 
417@ += 1 
414@ = 100 
006A: 414@ *= 419@ // (int) 
005A: 392@ += 414@ // (int) 
jump @NONE_8033 

:NONE_8010
424@ = 10 
006A: 424@ *= 419@ // (int) 
005A: 392@ += 424@ // (int) 

:NONE_8033
229@ = 0 

:NONE_8040
if 
  362@(229@,10i) == 0 
else_jump @NONE_8132 
0087: 648@(229@,10f) = 573@(227@,10f) // (float) 
0087: 658@(229@,10f) = 583@(227@,10f) // (float) 
362@(229@,10i) += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
229@ = 9 

:NONE_8132
229@ += 1 
  229@ >= 10 
else_jump @NONE_8040 
228@ = 9 

:NONE_8160
228@ += 1 
  228@ >= 10 
else_jump @NONE_7783 

:NONE_8181
227@ += 1 
  227@ >= 10 
else_jump @NONE_6658 
if 
  418@ == 1 
else_jump @NONE_8265 
if 
  420@ == 0 
else_jump @NONE_8265 
097A: play_audio_at 0.0 0.0 0.0 event 1176 
418@ = 2 

:NONE_8265
227@ = 0 

:NONE_8272
if 
  382@(227@,10i) == 1 
else_jump @NONE_8758 
0087: 425@ = 634@(227@,10f) // (float) 
425@ /= 2.0 
007B: 624@(227@,10f) += unknown_float * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = sine 614@(227@,10f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 614@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 624@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 624@(227@,10f) // (float) 
0089: 668@(227@,10f) = $TEMPVAR_FLOAT_1 // (float) 
668@(227@,10f) += 320.0 
0089: 678@(227@,10f) = $TEMPVAR_FLOAT_2 // (float) 
678@(227@,10f) += 224.0 
038D: draw_texture 4 position 668@(227@,10f) 678@(227@,10f) size 8.0 8.0 RGBA 244 0 0 255 
if 
85A5:   not is_area_center 668@(227@,10f) 678@(227@,10f) scale 8.0 8.0 overlaping_area_center 320.0 224.0 scale 640.0 448.0 
else_jump @NONE_8534 
382@(227@,10i) = 0 

:NONE_8534
if 
  394@ == 0 
else_jump @NONE_8758 
if 
05A5:   is_area_center 668@(227@,10f) 678@(227@,10f) scale 8.0 8.0 overlaping_area_center 428@ 429@ scale 426@ 427@ 
else_jump @NONE_8758 
if 
001E:   $CURRENT_TIME_IN_MS2 > 403@ // (int) 
else_jump @NONE_8627 
407@ -= 20 

:NONE_8627
382@(227@,10i) = 0 
229@ = 0 

:NONE_8645
if 
  362@(229@,10i) == 0 
else_jump @NONE_8737 
0087: 648@(229@,10f) = 668@(227@,10f) // (float) 
0087: 658@(229@,10f) = 678@(227@,10f) // (float) 
362@(229@,10i) += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
229@ = 9 

:NONE_8737
229@ += 1 
  229@ >= 10 
else_jump @NONE_8645 

:NONE_8758
227@ += 1 
  227@ >= 10 
else_jump @NONE_8272 
if 
  394@ == 0 
else_jump @NONE_9001 
if 
  409@ > 0 
else_jump @NONE_9001 
if 
  409@ > 1 
else_jump @NONE_8847 
411@ = 100 
409@ -= 1 

:NONE_8847
005A: 410@ += 411@ // (int) 
if 
  410@ > 255 
else_jump @NONE_8889 
410@ = 255 
411@ = -20 

:NONE_8889
if 
  0 > 410@ 
else_jump @NONE_8928 
410@ = 0 
411@ = 100 
409@ = 0 

:NONE_8928
0088: $TEMPVAR_ANGLE = 351@ // (float) 
$TEMPVAR_ANGLE += 90.0 
097A: play_audio_at 0.0 0.0 0.0 event 1177 
074B: draw_texture 17 position 428@ 429@ scale 64.0 32.0 angle $TEMPVAR_ANGLE color_RGBA 220 220 220 410@ 

:NONE_9001
227@ = 0 

:NONE_9008
if 
  362@(227@,10i) > 0 
else_jump @NONE_9159 
if 
  362@(227@,10i) == 1 
else_jump @NONE_9063 
362@(227@,10i) = 5 

:NONE_9063
362@(227@,10i) += 1 
if 
  362@(227@,10i) > 16 
else_jump @NONE_9114 
362@(227@,10i) = 0 
jump @NONE_9159 

:NONE_9114
038D: draw_texture 362@(227@,10i) position 648@(227@,10f) 658@(227@,10f) size 32.0 32.0 RGBA 220 220 220 255 

:NONE_9159
227@ += 1 
  227@ >= 10 
else_jump @NONE_9008 
if 
  417@ == 1 
else_jump @NONE_9566 
0079: 647@ += unknown_float * 1.0 // (float) 
0656: get_angle 646@ absolute_degrees_to 646@ 
02F7: $TEMPVAR_FLOAT_1 = sine 646@ // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 646@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 647@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 647@ // (float) 
0089: 688@ = $TEMPVAR_FLOAT_1 // (float) 
688@ += 320.0 
0089: 689@ = $TEMPVAR_FLOAT_2 // (float) 
689@ += 224.0 
038D: draw_texture 18 position 688@ 689@ size 16.0 16.0 RGBA 255 255 255 255 
if 
  394@ == 0 
else_jump @NONE_9510 
if 
05A5:   is_area_center 688@ 689@ scale 16.0 16.0 overlaping_area_center 428@ 429@ scale 426@ 427@ 
else_jump @NONE_9510 
416@ += 1 
if 
  416@ == 1 
else_jump @NONE_9420 
097A: play_audio_at 0.0 0.0 0.0 event 1173 

:NONE_9420
if 
  416@ == 2 
else_jump @NONE_9458 
097A: play_audio_at 0.0 0.0 0.0 event 1174 

:NONE_9458
if 
  416@ == 3 
else_jump @NONE_9503 
097A: play_audio_at 0.0 0.0 0.0 event 1175 
418@ = 1 

:NONE_9503
417@ = 0 

:NONE_9510
if 
85A5:   not is_area_center 688@ 689@ scale 16.0 16.0 overlaping_area_center 320.0 224.0 scale 640.0 448.0 
else_jump @NONE_9566 
417@ = 0 

:NONE_9566
if or
  0 > 407@ 
  407@ == 0 
else_jump @NONE_9623 
407@ = 0 
if 
  394@ == 0 
else_jump @NONE_9623 
394@ = 1 

:NONE_9623
if 
001D:   408@ > 407@ // (int) 
else_jump @NONE_9657 
0085: 408@ = 407@ // (int) 
409@ += 1 

:NONE_9657
gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 95.0 45.0 GXT 'NONE_01'  // SCORE
gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 95.0 70.0 GXT 'NUMBER' number 392@  // ~1~
gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 550.0 45.0 GXT 'NONE_02'  // LIVES
038D: draw_texture 20 position 527.2529 84.2723 size 48.0 24.0 RGBA 220 220 220 255 
gosub @NONE_12369 
0342: enable_text_draw_centered 0 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 554.7283 70.0 GXT 'NONE_03' number 412@  // x ~1~
gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 550.0 350.0 GXT 'NONE_04'  // HEALTH
gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 550.0 375.0 GXT 'NONE_05' number 407@  // ~1~%
gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 95.0 350.0 GXT 'NONE_07'  // LEVEL
gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 95.0 375.0 GXT 'NUMBER' number 419@  // ~1~
if 
001F:   415@ > $CURRENT_TIME_IN_MS2 // (int) 
else_jump @NONE_10100 
gosub @NONE_12369 
0340: set_text_draw_RGBA 0 180 180 255 
033F: set_text_draw_letter_size 0.5 1.5 
045A: draw_text_1number 644@ 645@ GXT 'NUMBER' number 414@  // ~1~

:NONE_10100
if 
  394@ == 0 
else_jump @NONE_10164 
if 
  418@ > 0 
else_jump @NONE_10164 
gosub @NONE_12369 
033E: set_draw_text_position 320.0 100.0 GXT 'NONE_06'  // WARPING

:NONE_10164
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 15 
else_jump @NONE_10332 
406@ = 1 

:NONE_10332
if 
  406@ == 1 
else_jump @NONE_10404 
if 
001F:   392@ > $5355[9] // (int) 
else_jump @NONE_10397 
690@ = 10 
691@ = 0 
jump @NONE_10411 
jump @NONE_10404 

:NONE_10397
jump @NONE_2544 

:NONE_10404
jump @NONE_4089 

:NONE_10411
wait 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
227@ = 9 

:NONE_10458
if 
  227@ > -1 
else_jump @NONE_10705 
if 
001F:   392@ > $5355(227@,10i) // (int) 
else_jump @NONE_10684 
if 
   not 227@ == 9 
else_jump @NONE_10596 
0085: 228@ = 227@ // (int) 
228@ += 1 
0084: $5355(228@,10i) = $5355(227@,10i) // (int) 
05A9: $5365(228@,10s) = $5365(227@,10s) 
05A9: $5385(228@,10s) = $5385(227@,10s) 
05A9: $5405(228@,10s) = $5405(227@,10s) 

:NONE_10596
008A: $5355(227@,10i) = 392@ // (int) 
05A9: $5365(227@,10s) = 212@s 
05A9: $5385(227@,10s) = 212@s 
05A9: $5405(227@,10s) = 212@s 
0085: 226@ = 227@ // (int) 
if 
  227@ == 0 
else_jump @NONE_10677 
392@ = 0 

:NONE_10677
jump @NONE_10691 

:NONE_10684
392@ = 0 

:NONE_10691
227@ -= 1 
jump @NONE_10458 

:NONE_10705
if 
  226@ > -1 
else_jump @NONE_11207 
if 
  691@ == 0 
else_jump @NONE_10781 
05A9: $5365(226@,10s) = 140@(690@,37s) 
05A9: $5385(226@,10s) = 212@s 
05A9: $5405(226@,10s) = 212@s 

:NONE_10781
if 
  691@ == 1 
else_jump @NONE_10827 
05A9: $5385(226@,10s) = 140@(690@,37s) 
05A9: $5405(226@,10s) = 212@s 

:NONE_10827
if 
  691@ == 2 
else_jump @NONE_10861 
05A9: $5405(226@,10s) = 140@(690@,37s) 

:NONE_10861
0494: get_joystick 0 data_to 422@ 423@ 424@ 424@ 
if or
00E1:   player 0 pressed_key 8 
  -100 > 423@ 
else_jump @NONE_10982 
if 
001E:   $CURRENT_TIME_IN_MS2 > 221@ // (int) 
else_jump @NONE_10975 
if 
  36 > 690@ 
else_jump @NONE_10952 
690@ += 1 
jump @NONE_10959 

:NONE_10952
690@ = 0 

:NONE_10959
008B: 221@ = $CURRENT_TIME_IN_MS2 // (int) 
221@ += 250 

:NONE_10975
jump @NONE_10998 

:NONE_10982
008B: 221@ = $CURRENT_TIME_IN_MS2 // (int) 
221@ -= 250 

:NONE_10998
if or
00E1:   player 0 pressed_key 9 
  423@ > 100 
else_jump @NONE_11103 
if 
001E:   $CURRENT_TIME_IN_MS2 > 222@ // (int) 
else_jump @NONE_11096 
if 
  690@ > 0 
else_jump @NONE_11073 
690@ -= 1 
jump @NONE_11080 

:NONE_11073
690@ = 36 

:NONE_11080
008B: 222@ = $CURRENT_TIME_IN_MS2 // (int) 
222@ += 250 

:NONE_11096
jump @NONE_11119 

:NONE_11103
008B: 222@ = $CURRENT_TIME_IN_MS2 // (int) 
222@ -= 250 

:NONE_11119
if 
00E1:   player 0 pressed_key 16 
else_jump @NONE_11200 
if 
  223@ == 0 
else_jump @NONE_11193 
691@ += 1 
223@ += 1 
if 
  691@ == 3 
else_jump @NONE_11193 
226@ = -1 

:NONE_11193
jump @NONE_11207 

:NONE_11200
223@ = 0 

:NONE_11207
227@ = 0 

:NONE_11214
290@(227@,60f) += 8.0 
02F7: $TEMPVAR_FLOAT_1 = sine 230@(227@,60f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 230@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 290@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 290@(227@,60f) // (float) 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 1.0 1.0 RGBA 255 255 255 255 
if or
  $TEMPVAR_FLOAT_1 > 640.0 
  0.0 > $TEMPVAR_FLOAT_1 
  0.0 > $TEMPVAR_FLOAT_2 
  $TEMPVAR_FLOAT_2 > 448.0 
else_jump @NONE_11410 
290@(227@,60f) = 10.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_11410
227@ += 1 
  227@ >= 60 
else_jump @NONE_11214 
gosub @NONE_12369 
0349: set_text_draw_font 1 
033E: set_draw_text_position 214@ 215@ GXT 'SPAC_06'  // HI-SCORE
0087: 692@ = 216@ // (float) 
0087: 693@ = 217@ // (float) 
227@ = 0 

:NONE_11482
if 
  10 > 227@ 
else_jump @NONE_12101 
0087: 692@ = 216@ // (float) 
gosub @NONE_12369 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0349: set_text_draw_font 1 
if 
003B:   226@ == 227@ // (int) 
else_jump @NONE_11558 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_11558
if or
05AD:   $5365(227@,10s) == 142@s 
05AD:   $5365(227@,10s) == 176@s 
else_jump @NONE_11603 
692@ += 8.0 

:NONE_11603
033E: set_draw_text_position 692@ 693@ GXT $5365(227@,10s) 
if or
05AD:   $5365(227@,10s) == 142@s 
05AD:   $5365(227@,10s) == 176@s 
else_jump @NONE_11663 
692@ -= 8.0 

:NONE_11663
005B: 692@ += 218@ // (float) 
gosub @NONE_12369 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0349: set_text_draw_font 1 
if 
003B:   226@ == 227@ // (int) 
else_jump @NONE_11721 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_11721
if or
05AD:   $5385(227@,10s) == 142@s 
05AD:   $5385(227@,10s) == 176@s 
else_jump @NONE_11766 
692@ += 8.0 

:NONE_11766
033E: set_draw_text_position 692@ 693@ GXT $5385(227@,10s) 
if or
05AD:   $5385(227@,10s) == 142@s 
05AD:   $5385(227@,10s) == 176@s 
else_jump @NONE_11826 
692@ -= 8.0 

:NONE_11826
005B: 692@ += 218@ // (float) 
gosub @NONE_12369 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0349: set_text_draw_font 1 
if 
003B:   226@ == 227@ // (int) 
else_jump @NONE_11884 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_11884
if or
05AD:   $5405(227@,10s) == 142@s 
05AD:   $5405(227@,10s) == 176@s 
else_jump @NONE_11929 
692@ += 8.0 

:NONE_11929
033E: set_draw_text_position 692@ 693@ GXT $5405(227@,10s) 
if or
05AD:   $5405(227@,10s) == 142@s 
05AD:   $5405(227@,10s) == 176@s 
else_jump @NONE_11989 
692@ -= 8.0 

:NONE_11989
0087: 692@ = 216@ // (float) 
005B: 692@ += 219@ // (float) 
gosub @NONE_12369 
0342: enable_text_draw_centered 0 
03E4: enable_text_draw_align_right 1 
0349: set_text_draw_font 1 
if 
003B:   226@ == 227@ // (int) 
else_jump @NONE_12055 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_12055
045A: draw_text_1number 692@ 693@ GXT 'NUMBER' number $5355(227@,10i)  // ~1~
005B: 693@ += 220@ // (float) 
227@ += 1 
jump @NONE_11482 

:NONE_12101
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
  226@ == -1 
else_jump @NONE_12362 
if or
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 17 
else_jump @NONE_12299 
jump @NONE_2544 

:NONE_12299
if 
00E1:   player 0 pressed_key 16 
else_jump @NONE_12355 
if 
  223@ == 0 
else_jump @NONE_12348 
223@ += 1 
jump @NONE_2544 

:NONE_12348
jump @NONE_12362 

:NONE_12355
223@ = 0 

:NONE_12362
jump @NONE_10411 

:NONE_12369
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 1.0 3.0 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 0 color_RGBA 0 0 0 180 
0349: set_text_draw_font 2 
return 

:NONE_12441
097A: play_audio_at 0.0 0.0 0.0 event 1182 
03D5: remove_text 'BUSY'  // Sieht aus, als wrst du beschftigt. Komm doch spter wieder.
09F5: disable_player_mutal_activities 0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 4---------------
// Originally: Video Game: Dualuty

:DUAL
gosub @DUAL_16 
gosub @DUAL_15587 
end_thread 

:DUAL_16
$ONMISSION = 1 
thread 'DUAL' 
wait 0 
054C: use_GXT_table 'DUAL' 
03F0: enable_text_draw 1 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_SPAC' 
09F5: disable_player_mutal_activities 1 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 
038F: load_texture "BACKGND" as 1 // Load dictionary with 0390 first 
038F: load_texture "LAYER" as 2 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 3 // Load dictionary with 0390 first 
038F: load_texture "ROCKSHP" as 4 // Load dictionary with 0390 first 
038F: load_texture "THRUSTG" as 5 // Load dictionary with 0390 first 
038F: load_texture "DARK" as 7 // Load dictionary with 0390 first 
038F: load_texture "LIGHT" as 8 // Load dictionary with 0390 first 
038F: load_texture "EX1" as 9 // Load dictionary with 0390 first 
038F: load_texture "EX2" as 10 // Load dictionary with 0390 first 
038F: load_texture "EX3" as 11 // Load dictionary with 0390 first 
038F: load_texture "EX4" as 12 // Load dictionary with 0390 first 
038F: load_texture "WHITE" as 13 // Load dictionary with 0390 first 
038F: load_texture "SHOOT" as 14 // Load dictionary with 0390 first 
038F: load_texture "HEALTH" as 15 // Load dictionary with 0390 first 
038F: load_texture "POWER" as 16 // Load dictionary with 0390 first 
038F: load_texture "DUALITY" as 17 // Load dictionary with 0390 first 
038F: load_texture "BLACK" as 18 // Load dictionary with 0390 first 
03CF: load_wav 1807 as 4 

:DUAL_297
if 
83D0:   not wav 4 loaded 
else_jump @DUAL_323 
wait 0 
jump @DUAL_297 

:DUAL_323
097A: play_audio_at 0.0 0.0 0.0 event 1068 
0209: 51@ = random_int_in_ranges 0 3 
0871: init_jump_table 51@ total_jumps 3 default_jump 0 @DUAL_1516 jumps 0 @DUAL_415 1 @DUAL_782 2 @DUAL_1149 -1 @DUAL_1516 -1 @DUAL_1516 -1 @DUAL_1516 -1 @DUAL_1516 

:DUAL_415
52@ = 160.0 
64@ = 224.0 
76@ = 320.0 
88@ = 500.0 
53@ = 480.0 
65@ = 224.0 
77@ = 320.0 
89@ = 500.0 
54@ = 320.0 
66@ = 156.0 
78@ = 256.0 
90@ = 128.0 
55@ = 452.2068 
67@ = 90.0 
79@ = 32.0 
91@ = 32.0 
56@ = 166.5889 
68@ = 216.6436 
80@ = 32.0 
92@ = 32.0 
57@ = 262.0 
69@ = 300.0 
81@ = 1.0 
93@ = 3.0 
58@ = 370.0 
82@ = 0.9 
94@ = 3.0 
71@ = 342.0 
83@ = 320.0 
95@ = 229.7492 
60@ = 284.4967 
72@ = 314.9901 
84@ = 320.0 
96@ = 320.0 
61@ = 351.9814 
73@ = 356.8015 
jump @DUAL_1516 

:DUAL_782
52@ = 160.0 
64@ = 224.0 
76@ = 320.0 
88@ = 500.0 
53@ = 480.0 
65@ = 224.0 
77@ = 320.0 
89@ = 500.0 
54@ = 320.0 
66@ = 219.561 
78@ = 256.0 
90@ = 128.0 
55@ = 452.2068 
67@ = 215.0997 
79@ = 32.0 
91@ = 32.0 
56@ = 166.5889 
68@ = 216.0905 
80@ = 32.0 
92@ = 32.0 
57@ = 265.0504 
69@ = 70.0389 
81@ = 1.0 
93@ = 3.0 
58@ = 370.0 
82@ = 0.9 
94@ = 3.0 
71@ = 342.0 
83@ = 320.0 
95@ = 91.233 
60@ = 284.4967 
72@ = 84.2511 
84@ = 320.0 
96@ = 296.2502 
61@ = 351.9814 
73@ = 356.8015 
jump @DUAL_1516 

:DUAL_1149
52@ = 160.0 
64@ = 224.0 
76@ = 320.0 
88@ = 500.0 
53@ = 480.0 
65@ = 224.0 
77@ = 320.0 
89@ = 500.0 
54@ = 320.0 
66@ = 296.0475 
78@ = 256.0 
90@ = 128.0 
55@ = 464.383 
67@ = 354.7318 
79@ = 32.0 
91@ = 32.0 
56@ = 166.5889 
68@ = 216.0905 
80@ = 32.0 
92@ = 32.0 
57@ = 265.0504 
69@ = 70.0389 
81@ = 1.0 
93@ = 3.0 
58@ = 370.0 
82@ = 0.9 
94@ = 3.0 
71@ = 119.7153 
83@ = 320.0 
95@ = 135.5804 
60@ = 284.4967 
72@ = 84.2511 
84@ = 320.0 
96@ = 320.0 
61@ = 351.9814 
73@ = 134.4938 
jump @DUAL_1516 

:DUAL_1516
62@ = 33.8609 
74@ = 18.1114 
86@ = 230.0 
98@ = 60.3475 
63@ = 38.1753 
75@ = 20.4681 
87@ = 0.5014 
99@ = 1.8889 
100@ = 0 
101@ = 1 
102@ = 1 
103@ = 1 
104@ = 1 
105@ = 1 
05AA: 106@s = 'DUAL_0'  // 0
05AA: 108@s = 'DUAL_1'  // 1
05AA: 110@s = 'DUAL_2'  // 2
05AA: 112@s = 'DUAL_3'  // 3
05AA: 114@s = 'DUAL_4'  // 4
05AA: 116@s = 'DUAL_5'  // 5
05AA: 118@s = 'DUAL_6'  // 6
05AA: 120@s = 'DUAL_7'  // 7
05AA: 122@s = 'DUAL_8'  // 8
05AA: 124@s = 'DUAL_9'  // 9
05AA: 126@s = 'DUAL_AA'  // A
05AA: 128@s = 'DUAL_B'  // B
05AA: 130@s = 'DUAL_C'  // C
05AA: 132@s = 'DUAL_D'  // D
05AA: 134@s = 'DUAL_E'  // E
05AA: 136@s = 'DUAL_F'  // F
05AA: 138@s = 'DUAL_G'  // G
05AA: 140@s = 'DUAL_H'  // H
05AA: 142@s = 'DUAL_I'  // I
05AA: 144@s = 'DUAL_J'  // J
05AA: 146@s = 'DUAL_K'  // K
05AA: 148@s = 'DUAL_L'  // L
05AA: 150@s = 'DUAL_M'  // M
05AA: 152@s = 'DUAL_N'  // N
05AA: 154@s = 'DUAL_O'  // O
05AA: 156@s = 'DUAL_P'  // P
05AA: 158@s = 'DUAL_Q'  // Q
05AA: 160@s = 'DUAL_R'  // R
05AA: 162@s = 'DUAL_S'  // S
05AA: 164@s = 'DUAL_T'  // T
05AA: 166@s = 'DUAL_U'  // U
05AA: 168@s = 'DUAL_V'  // V
05AA: 170@s = 'DUAL_W'  // W
05AA: 172@s = 'DUAL_X'  // X
05AA: 174@s = 'DUAL_Y'  // Y
05AA: 176@s = 'DUAL_Z'  // Z
05AA: 178@s = 'DUAL_FS'  // .
if 
  $5425 == 0 
else_jump @DUAL_2819 
$5426[0] = -10000 
$5426[1] = -7500 
$5426[2] = -5000 
$5426[3] = -2500 
$5426[4] = -1000 
$5426[5] = -750 
$5426[6] = -500 
$5426[7] = -250 
$5426[8] = -175 
$5426[9] = -100 
$5436[0] = 10000 
$5436[1] = 7500 
$5436[2] = 5000 
$5436[3] = 2500 
$5436[4] = 1000 
$5436[5] = 750 
$5436[6] = 500 
$5436[7] = 250 
$5436[8] = 175 
$5436[9] = 100 
05A9: s$5446[0] = 132@s 
05A9: s$5466[0] = 144@s 
05A9: s$5486[0] = 178@s 
05A9: s$5446[1] = 146@s 
05A9: s$5466[1] = 160@s 
05A9: s$5486[1] = 174@s 
05A9: s$5446[2] = 162@s 
05A9: s$5466[2] = 142@s 
05A9: s$5486[2] = 162@s 
05A9: s$5446[3] = 170@s 
05A9: s$5466[3] = 132@s 
05A9: s$5486[3] = 174@s 
05A9: s$5446[4] = 132@s 
05A9: s$5466[4] = 126@s 
05A9: s$5486[4] = 152@s 
05A9: s$5446[5] = 148@s 
05A9: s$5466[5] = 160@s 
05A9: s$5486[5] = 138@s 
05A9: s$5446[6] = 152@s 
05A9: s$5466[6] = 154@s 
05A9: s$5486[6] = 152@s 
05A9: s$5446[7] = 138@s 
05A9: s$5466[7] = 126@s 
05A9: s$5486[7] = 176@s 
05A9: s$5446[8] = 108@s 
05A9: s$5466[8] = 106@s 
05A9: s$5486[8] = 108@s 
05A9: s$5446[9] = 144@s 
05A9: s$5466[9] = 166@s 
05A9: s$5486[9] = 132@s 
05A9: s$5506[0] = 126@s 
05A9: s$5526[0] = 132@s 
05A9: s$5546[0] = 176@s 
05A9: s$5506[1] = 130@s 
05A9: s$5526[1] = 126@s 
05A9: s$5546[1] = 152@s 
05A9: s$5506[2] = 142@s 
05A9: s$5526[2] = 150@s 
05A9: s$5546[2] = 174@s 
05A9: s$5506[3] = 170@s 
05A9: s$5526[3] = 142@s 
05A9: s$5546[3] = 148@s 
05A9: s$5506[4] = 132@s 
05A9: s$5526[4] = 128@s 
05A9: s$5546[4] = 156@s 
05A9: s$5506[5] = 132@s 
05A9: s$5526[5] = 126@s 
05A9: s$5546[5] = 168@s 
05A9: s$5506[6] = 132@s 
05A9: s$5526[6] = 154@s 
05A9: s$5546[6] = 132@s 
05A9: s$5506[7] = 152@s 
05A9: s$5526[7] = 136@s 
05A9: s$5546[7] = 178@s 
05A9: s$5506[8] = 146@s 
05A9: s$5526[8] = 150@s 
05A9: s$5546[8] = 128@s 
05A9: s$5506[9] = 162@s 
05A9: s$5526[9] = 144@s 
05A9: s$5546[9] = 148@s 
$5425 = 1 

:DUAL_2819
180@ = -1 
181@ = 0 
182@ = 321.4137 
183@ = 58.2432 
184@ = 201.225 
185@ = 88.9168 
186@ = 29.78 
187@ = 230.5296 
188@ = 28.5713 

:DUAL_2903
wait 0 
fade 1 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
300@ = 0 
0494: get_joystick 0 data_to 311@ 312@ 39@ 39@ 
if or
00E1:   player 0 pressed_key 11 
  311@ > 100 
else_jump @DUAL_3094 
if 
  103@ == 0 
else_jump @DUAL_3080 
if 
  100@ == 0 
else_jump @DUAL_3035 
100@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
jump @DUAL_3080 

:DUAL_3035
if 
  100@ == 2 
else_jump @DUAL_3080 
100@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3080
103@ = 1 
jump @DUAL_3581 

:DUAL_3094
if or
00E1:   player 0 pressed_key 10 
  -100 > 311@ 
else_jump @DUAL_3247 
if 
  103@ == 0 
else_jump @DUAL_3233 
if 
  100@ == 1 
else_jump @DUAL_3188 
100@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
jump @DUAL_3233 

:DUAL_3188
if 
  100@ == 3 
else_jump @DUAL_3233 
100@ = 2 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3233
102@ = 1 
jump @DUAL_3574 

:DUAL_3247
if or
00E1:   player 0 pressed_key 8 
  -100 > 312@ 
else_jump @DUAL_3400 
if 
  104@ == 0 
else_jump @DUAL_3386 
if 
  100@ == 2 
else_jump @DUAL_3341 
100@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
jump @DUAL_3386 

:DUAL_3341
if 
  100@ == 3 
else_jump @DUAL_3386 
100@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3386
104@ = 1 
jump @DUAL_3567 

:DUAL_3400
if or
00E1:   player 0 pressed_key 9 
  312@ > 100 
else_jump @DUAL_3553 
if 
  105@ == 0 
else_jump @DUAL_3539 
if 
  100@ == 0 
else_jump @DUAL_3494 
100@ = 2 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
jump @DUAL_3539 

:DUAL_3494
if 
  100@ == 1 
else_jump @DUAL_3539 
100@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3539
105@ = 1 
jump @DUAL_3560 

:DUAL_3553
105@ = 0 

:DUAL_3560
104@ = 0 

:DUAL_3567
102@ = 0 

:DUAL_3574
103@ = 0 

:DUAL_3581
038D: draw_texture 18 position 52@ 64@ size 76@ 88@ RGBA 255 255 255 255 
038D: draw_texture 13 position 53@ 65@ size 77@ 89@ RGBA 255 255 255 255 
038D: draw_texture 17 position 54@ 66@ size 256.0 128.0 RGBA 255 255 255 255 
038D: draw_texture 7 position 55@ 67@ size 32.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 8 position 56@ 68@ size 32.0 32.0 RGBA 255 255 255 255 
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @DUAL_3795 
033F: set_text_draw_letter_size 82@ 94@ 
jump @DUAL_3803 

:DUAL_3795
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_3803
033E: set_draw_text_position 57@ 69@ GXT 'SPAC_04'  // PLAY
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0340: set_text_draw_RGBA 0 0 0 255 
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @DUAL_3879 
033F: set_text_draw_letter_size 82@ 94@ 
jump @DUAL_3887 

:DUAL_3879
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_3887
033E: set_draw_text_position 58@ 69@ GXT 'SPAC_05'  // QUIT
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @DUAL_3966 
033F: set_text_draw_letter_size 82@ 94@ 
jump @DUAL_3974 

:DUAL_3966
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_3974
033E: set_draw_text_position 57@ 71@ GXT 'SPAC_06'  // HI-SCORE
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0340: set_text_draw_RGBA 0 0 0 255 
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @DUAL_4050 
033F: set_text_draw_letter_size 82@ 94@ 
jump @DUAL_4058 

:DUAL_4050
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_4058
033E: set_draw_text_position 58@ 71@ GXT 'SPAC_06'  // HI-SCORE
if 
  100@ == 0 
else_jump @DUAL_4125 
038D: draw_texture 8 position 60@ 72@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4125
if 
  100@ == 1 
else_jump @DUAL_4175 
038D: draw_texture 7 position 61@ 72@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4175
if 
  100@ == 2 
else_jump @DUAL_4225 
038D: draw_texture 8 position 60@ 73@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4225
if 
  100@ == 3 
else_jump @DUAL_4275 
038D: draw_texture 7 position 61@ 73@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4275
038D: draw_texture 3 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @DUAL_4755 
if 
  101@ == 0 
else_jump @DUAL_4748 
101@ += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1045 
if 
  100@ == 0 
else_jump @DUAL_4506 
jump @DUAL_4839 

:DUAL_4506
if 
  100@ == 1 
else_jump @DUAL_4552 
0391: release_txd_dictionary 
Player.CanMove($PLAYER_CHAR) = True
fade 0 0 
wait 0 
fade 1 500 
return 

:DUAL_4552
if 
  100@ == 2 
else_jump @DUAL_4650 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 205@ = 50@ // (float) 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 206@ = 50@ // (float) 
199@ = 0.0 
200@ = 0.0 
181@ = 1 
jump @DUAL_11763 

:DUAL_4650
if 
  100@ == 3 
else_jump @DUAL_4748 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 205@ = 50@ // (float) 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 206@ = 50@ // (float) 
199@ = 0.0 
200@ = 0.0 
181@ = 0 
jump @DUAL_11763 

:DUAL_4748
jump @DUAL_4762 

:DUAL_4755
101@ = 0 

:DUAL_4762
0937: text_draw_box_cornerA 62@ 74@ cornerB 86@ 98@ GXT_reference 'DUMMY' style 0 
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 86@ 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 87@ 99@ 
033E: set_draw_text_position 63@ 75@ GXT 'SPAC_10'  // ~w~~<~~u~~d~~>~ Navigieren~n~~k~~PED_SPRINT~ Auswhlen
jump @DUAL_2903 

:DUAL_4839
189@ = 0.0 
193@ = 0.0 
190@ = 0.0 
194@ = 0.0 
199@ = 0.0 
200@ = 0.0 
$5566 = 0.0 
$5567 = 0.0 
201@ = 0.0 
202@ = 0.0 
203@ = 0.1 
204@ = 100.0 
205@ = 0.0 
206@ = 0.0 
207@ = 0 
208@ = -512.0 
209@ = -256.0 
210@ = 0.0 
211@ = 256.0 
212@ = 512.0 
213@ = -384.0 
214@ = -128.0 
215@ = 128.0 
216@ = 384.0 
217@ = 200.0 
227@ = 200.0 
237@ = -2E11 
218@ = -300.0 
228@ = -300.0 
238@ = -2E11 
219@ = -300.0 
229@ = 300.0 
239@ = -2E11 
220@ = 300.0 
230@ = -300.0 
240@ = -2E11 
221@ = 0.1 
231@ = 300.0 
241@ = -2E11 
222@ = 0.1 
232@ = -300.0 
242@ = 2E11 
223@ = 300.0 
233@ = 0.1 
243@ = 2E11 
224@ = -300.0 
234@ = 0.1 
244@ = 2E11 
225@ = 0.1 
235@ = 500.0 
245@ = 2E11 
226@ = 0.1 
236@ = -500.0 
246@ = 2E11 
247@ = 10 
248@ = 32.0 
249@ = 6.67259 
249@ *= 0.1 
249@ *= 0.1 
249@ *= 0.1 
249@ *= 0.1 
249@ *= 0.1 
249@ *= 0.1 
40@ = 0 

:DUAL_5470
if 
  20 > 40@ 
else_jump @DUAL_5530 
250@(40@,20f) = 1000.0 
270@(40@,20f) = 1000.0 
40@ += 1 
jump @DUAL_5470 

:DUAL_5530
40@ = 0 

:DUAL_5537
if 
  10 > 40@ 
else_jump @DUAL_5580 
290@(40@,10i) = 0 
40@ += 1 
jump @DUAL_5537 

:DUAL_5580
300@ = 0 
Player.CanMove($PLAYER_CHAR) = False
301@ = 100.0 
302@ = 100.0 
303@ = 256.0 
304@ = 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 305@ = $CURRENT_TIME_IN_MS2 // (int) 
305@ += 4000 
008B: 306@ = $CURRENT_TIME_IN_MS2 // (int) 
307@ = 0 

:DUAL_5667
008B: 308@ = $CURRENT_TIME_IN_MS2 // (int) 
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 309@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 309@ -= 308@ // (int) 
0093: 310@ = integer 309@ to_float 
310@ /= 1.5 
310@ /= 1000.0 
201@ = 0.0 
202@ = 0.0 
0079: 301@ += unknown_float * 0.06 // (float) 
if 
  301@ > 100.0 
else_jump @DUAL_5789 
301@ = 100.0 

:DUAL_5789
if 
00E1:   player 0 pressed_key 15 
else_jump @DUAL_5845 
if 
  307@ == 1 
else_jump @DUAL_5838 
307@ = 0 
304@ = 1 

:DUAL_5838
jump @DUAL_5852 

:DUAL_5845
307@ = 1 

:DUAL_5852
if 
00E1:   player 0 pressed_key 11 
else_jump @DUAL_5886 
0079: 203@ += unknown_float * 5.0 // (float) 
jump @DUAL_5970 

:DUAL_5886
if 
00E1:   player 0 pressed_key 10 
else_jump @DUAL_5920 
0079: 203@ += unknown_float * -5.0 // (float) 
jump @DUAL_5970 

:DUAL_5920
0494: get_joystick 0 data_to 311@ 312@ 39@ 39@ 
0093: 50@ = integer 311@ to_float 
50@ /= 15.0 
007B: 203@ += unknown_float * 50@ // (float) 
0656: get_angle 203@ absolute_degrees_to 203@ 

:DUAL_5970
40@ = 0 

:DUAL_5977
if 
001D:   247@ > 40@ // (int) 
else_jump @DUAL_7304 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 199@ 200@ and_XY 217@(40@,10f) 227@(40@,10f) 
313@ = 0 
if 
  $DISTANCE_BETWEEN_POINTS > 700.0 
else_jump @DUAL_6056 
313@ = 1 

:DUAL_6056
if 
  100.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @DUAL_6403 
if 
05A5:   is_area_center 199@ 200@ scale 32.0 32.0 overlaping_area_center 217@(40@,10f) 227@(40@,10f) scale 32.0 32.0 
else_jump @DUAL_6403 
if 
  237@(40@,10f) > 0.0 
else_jump @DUAL_6342 
097A: play_audio_at 0.0 0.0 0.0 event 1050 
007F: 302@ -= unknown_float * 1.0 // (float) 
if 
  0.0 > 302@ 
else_jump @DUAL_6335 
302@ = 0.0 
41@ = 0 

:DUAL_6223
if 
  10 > 41@ 
else_jump @DUAL_6319 
if 
  290@(41@,10i) == 0 
else_jump @DUAL_6305 
0087: 324@(41@,10f) = 199@ // (float) 
0087: 334@(41@,10f) = 200@ // (float) 
290@(41@,10i) += 1 
41@ = 9 

:DUAL_6305
41@ += 1 
jump @DUAL_6223 

:DUAL_6319
008B: 306@ = $CURRENT_TIME_IN_MS2 // (int) 
306@ += 3000 

:DUAL_6335
jump @DUAL_6403 

:DUAL_6342
097A: play_audio_at 0.0 0.0 0.0 event 1051 
0079: 302@ += unknown_float * 1.0 // (float) 
if 
  302@ > 100.0 
else_jump @DUAL_6403 
302@ = 100.0 

:DUAL_6403
41@ = 0 

:DUAL_6410
if 
  10 > 41@ 
else_jump @DUAL_6605 
if 
001F:   314@(41@,10i) > $CURRENT_TIME_IN_MS2 // (int) 
else_jump @DUAL_6591 
if 
05A5:   is_area_center 439@(41@,10f) 449@(41@,10f) scale 12.0 12.0 overlaping_area_center 217@(40@,10f) 227@(40@,10f) scale 32.0 32.0 
else_jump @DUAL_6591 
313@ = 2 
if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // (int) 
else_jump @DUAL_6584 
if 
  237@(40@,10f) > 0.0 
else_jump @DUAL_6577 
300@ += 10 
jump @DUAL_6584 

:DUAL_6577
300@ -= 10 

:DUAL_6584
41@ = 9 

:DUAL_6591
41@ += 1 
jump @DUAL_6410 

:DUAL_6605
if 
  313@ > 0 
else_jump @DUAL_7000 
if 
  313@ == 2 
else_jump @DUAL_6752 
41@ = 0 

:DUAL_6648
if 
  10 > 41@ 
else_jump @DUAL_6752 
if 
  290@(41@,10i) == 0 
else_jump @DUAL_6738 
0087: 324@(41@,10f) = 217@(40@,10f) // (float) 
0087: 334@(41@,10f) = 227@(40@,10f) // (float) 
290@(41@,10i) += 1 
41@ = 9 

:DUAL_6738
41@ += 1 
jump @DUAL_6648 

:DUAL_6752
0209: 39@ = random_int_in_ranges 0 2 
if 
  39@ == 0 
else_jump @DUAL_6853 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
if 
  39@ == 0 
else_jump @DUAL_6831 
$TEMPVAR_FLOAT_1 *= -1.0 

:DUAL_6831
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges -700.0 700.0 
jump @DUAL_6920 

:DUAL_6853
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -700.0 700.0 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
if 
  39@ == 0 
else_jump @DUAL_6920 
$TEMPVAR_FLOAT_2 *= -1.0 

:DUAL_6920
0087: 217@(40@,10f) = 199@ // (float) 
005D: 217@(40@,10f) += $TEMPVAR_FLOAT_1 // (float) 
0087: 227@(40@,10f) = 200@ // (float) 
005D: 227@(40@,10f) += $TEMPVAR_FLOAT_2 // (float) 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 199@ 200@ and_XY 217@(40@,10f) 227@(40@,10f) 
jump @DUAL_7290 

:DUAL_7000
0087: 50@ = 237@(40@,10f) // (float) 
006B: 50@ *= 204@ // (float) 
006B: 50@ *= 249@ // (float) 
0086: $TEMPVAR_FLOAT_3 = $DISTANCE_BETWEEN_POINTS // (float) 
0069: $TEMPVAR_FLOAT_3 *= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 50@ /= $TEMPVAR_FLOAT_3 // (float) 
0087: 344@ = 217@(40@,10f) // (float) 
0063: 344@ -= 199@ // (float) 
0087: 345@ = 227@(40@,10f) // (float) 
0063: 345@ -= 200@ // (float) 
0077: 344@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 345@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0087: 43@ = 344@ // (float) 
006B: 43@ *= 50@ // (float) 
0087: 44@ = 345@ // (float) 
006B: 44@ *= 50@ // (float) 
248@ = 32.0 
if 
  43@ > 50000.0 
else_jump @DUAL_7181 
43@ = 50000.0 

:DUAL_7181
if 
  -50000.0 > 43@ 
else_jump @DUAL_7212 
43@ = -50000.0 

:DUAL_7212
if 
  44@ > 50000.0 
else_jump @DUAL_7243 
44@ = 50000.0 

:DUAL_7243
if 
  -50000.0 > 44@ 
else_jump @DUAL_7274 
44@ = -50000.0 

:DUAL_7274
005B: 201@ += 43@ // (float) 
005B: 202@ += 44@ // (float) 

:DUAL_7290
40@ += 1 
jump @DUAL_5977 

:DUAL_7304
if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // (int) 
else_jump @DUAL_8043 
if 
00E1:   player 0 pressed_key 16 
else_jump @DUAL_7494 
if or
  301@ > 0.2 
  301@ == 0.2 
else_jump @DUAL_7487 
02F6: $TEMPVAR_FLOAT_1 = cosine 203@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 203@ // (float) 
$TEMPVAR_FLOAT_1 *= -20000.0 
$TEMPVAR_FLOAT_2 *= 20000.0 
005D: 201@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 202@ += $TEMPVAR_FLOAT_2 // (float) 
207@ += 50 
if 
  207@ > 200 
else_jump @DUAL_7457 
207@ = 200 

:DUAL_7457
097A: play_audio_at 0.0 0.0 0.0 event 1042 
007F: 301@ -= unknown_float * 0.2 // (float) 

:DUAL_7487
jump @DUAL_7526 

:DUAL_7494
207@ -= 20 
if 
  0 > 207@ 
else_jump @DUAL_7526 
207@ = 0 

:DUAL_7526
if or
  301@ > 0.1 
  301@ == 0.1 
else_jump @DUAL_7662 
if 
00E1:   player 0 pressed_key 6 
else_jump @DUAL_7662 
0087: 50@ = 203@ // (float) 
50@ += 90.0 
0656: get_angle 50@ absolute_degrees_to 50@ 
02F6: $TEMPVAR_FLOAT_1 = cosine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 50@ // (float) 
$TEMPVAR_FLOAT_1 *= -6000.0 
$TEMPVAR_FLOAT_2 *= 6000.0 
005D: 201@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 202@ += $TEMPVAR_FLOAT_2 // (float) 
007F: 301@ -= unknown_float * 0.1 // (float) 

:DUAL_7662
if or
  301@ > 0.1 
  301@ == 0.1 
else_jump @DUAL_7798 
if 
00E1:   player 0 pressed_key 4 
else_jump @DUAL_7798 
0087: 50@ = 203@ // (float) 
50@ -= 90.0 
0656: get_angle 50@ absolute_degrees_to 50@ 
02F6: $TEMPVAR_FLOAT_1 = cosine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 50@ // (float) 
$TEMPVAR_FLOAT_1 *= -6000.0 
$TEMPVAR_FLOAT_2 *= 6000.0 
005D: 201@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 202@ += $TEMPVAR_FLOAT_2 // (float) 
007F: 301@ -= unknown_float * 0.1 // (float) 

:DUAL_7798
0089: 346@ = $5566 // (float) 
346@ *= 40.0 
0089: 347@ = $5567 // (float) 
347@ *= 40.0 
0063: 201@ -= 346@ // (float) 
0063: 202@ -= 347@ // (float) 
0073: 201@ /= 204@ // (float) 
0073: 202@ /= 204@ // (float) 
006B: 201@ *= 310@ // (float) 
006B: 202@ *= 310@ // (float) 
005F: $5566 += 201@ // (float) 
005F: $5567 += 202@ // (float) 
if or
  301@ > 1.0 
  301@ == 1.0 
else_jump @DUAL_8043 
if 
00E1:   player 0 pressed_key 17 
else_jump @DUAL_8043 
if 
001E:   $CURRENT_TIME_IN_MS2 > 348@ // (int) 
else_jump @DUAL_8043 
gosub @DUAL_15309 
097A: play_audio_at 0.0 0.0 0.0 event 1041 
008B: 348@ = $CURRENT_TIME_IN_MS2 // (int) 
348@ += 250 
007F: 301@ -= unknown_float * 1.0 // (float) 
if 
  300@ > 0 
else_jump @DUAL_8043 
300@ -= 1 

:DUAL_8043
0087: 205@ = 199@ // (float) 
0087: 206@ = 200@ // (float) 
if 
  $5566 > 300.0 
else_jump @DUAL_8090 
$5566 = 300.0 

:DUAL_8090
if 
  -300.0 > $5566 
else_jump @DUAL_8121 
$5566 = -300.0 

:DUAL_8121
if 
  $5567 > 300.0 
else_jump @DUAL_8152 
$5567 = 300.0 

:DUAL_8152
if 
  -300.0 > $5567 
else_jump @DUAL_8183 
$5567 = -300.0 

:DUAL_8183
0088: $TEMPVAR_FLOAT_1 = 310@ // (float) 
0069: $TEMPVAR_FLOAT_1 *= $5566 // (float) 
0088: $TEMPVAR_FLOAT_2 = 310@ // (float) 
0069: $TEMPVAR_FLOAT_2 *= $5567 // (float) 
005D: 199@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 200@ += $TEMPVAR_FLOAT_2 // (float) 
40@ = 0 

:DUAL_8238
if 
  3 > 40@ 
else_jump @DUAL_9088 
0088: $TEMPVAR_FLOAT_1 = 205@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 206@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
$TEMPVAR_FLOAT_1 *= 0.6 
$TEMPVAR_FLOAT_2 *= 0.6 
0093: 50@ = integer 40@ to_float 
50@ += 1.0 
50@ *= 0.3 
006D: $TEMPVAR_FLOAT_1 *= 50@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 50@ // (float) 
303@ = 512.0 
006B: 303@ *= 50@ // (float) 
if 
  40@ == 0 
else_jump @DUAL_8439 
$TEMPVAR_FLOAT_1 /= 2.0 
$TEMPVAR_FLOAT_2 /= 2.0 
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // (float) 
jump @DUAL_8463 

:DUAL_8439
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // (float) 

:DUAL_8463
0087: 50@ = 303@ // (float) 
50@ /= 2.0 
if 
0025:   189@(40@,4f) > 50@ // (float) 
else_jump @DUAL_8516 
0063: 189@(40@,4f) -= 303@ // (float) 

:DUAL_8516
0087: 50@ = 303@ // (float) 
50@ *= -1.0 
if 
0025:   50@ > 189@(40@,4f) // (float) 
else_jump @DUAL_8569 
005B: 189@(40@,4f) += 303@ // (float) 

:DUAL_8569
0087: 50@ = 303@ // (float) 
50@ *= -1.0 
if 
0025:   193@(40@,4f) > 50@ // (float) 
else_jump @DUAL_8622 
0063: 193@(40@,4f) -= 303@ // (float) 

:DUAL_8622
0087: 50@ = 303@ // (float) 
50@ *= -1.0 
if 
0025:   50@ > 193@(40@,4f) // (float) 
else_jump @DUAL_8675 
005B: 193@(40@,4f) += 303@ // (float) 

:DUAL_8675
50@ = 640.0 
005B: 50@ += 303@ // (float) 
0087: 349@ = 50@ // (float) 
0073: 349@ /= 303@ // (float) 
0092: 350@ = float 349@ to_integer 
0093: 50@ = integer 350@ to_float 
0063: 349@ -= 50@ // (float) 
if 
  349@ > 0.0 
else_jump @DUAL_8761 
350@ += 1 

:DUAL_8761
50@ = 448.0 
005B: 50@ += 303@ // (float) 
0087: 351@ = 50@ // (float) 
0073: 351@ /= 303@ // (float) 
0092: 352@ = float 351@ to_integer 
0093: 50@ = integer 352@ to_float 
0063: 351@ -= 50@ // (float) 
if 
  351@ > 0.0 
else_jump @DUAL_8847 
352@ += 1 

:DUAL_8847
350@ += 1 
352@ += 1 
0087: 197@ = 189@(40@,4f) // (float) 
0087: 198@ = 193@(40@,4f) // (float) 
354@ = 0 

:DUAL_8892
if 
001D:   352@ > 354@ // (int) 
else_jump @DUAL_9074 
353@ = 0 

:DUAL_8918
if 
001D:   350@ > 353@ // (int) 
else_jump @DUAL_9040 
if 
  40@ == 0 
else_jump @DUAL_8990 
038D: draw_texture 1 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 
jump @DUAL_9018 

:DUAL_8990
038D: draw_texture 2 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 

:DUAL_9018
005B: 197@ += 303@ // (float) 
353@ += 1 
jump @DUAL_8918 

:DUAL_9040
0087: 197@ = 189@(40@,4f) // (float) 
005B: 198@ += 303@ // (float) 
354@ += 1 
jump @DUAL_8892 

:DUAL_9074
40@ += 1 
jump @DUAL_8238 

:DUAL_9088
40@ = 0 

:DUAL_9095
if 
001D:   247@ > 40@ // (int) 
else_jump @DUAL_9284 
0088: $TEMPVAR_FLOAT_1 = 217@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 227@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
if 
  237@(40@,10f) > 0.0 
else_jump @DUAL_9238 
038D: draw_texture 7 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 32.0 32.0 RGBA 150 150 150 255 
jump @DUAL_9270 

:DUAL_9238
038D: draw_texture 8 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 32.0 32.0 RGBA 255 255 255 255 

:DUAL_9270
40@ += 1 
jump @DUAL_9095 

:DUAL_9284
40@ = 0 

:DUAL_9291
if 
  20 > 40@ 
else_jump @DUAL_9986 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 199@ 200@ and_XY 250@(40@,20f) 270@(40@,20f) 
if or
  $DISTANCE_BETWEEN_POINTS > 600.0 
05A5:   is_area_center 199@ 200@ scale 32.0 32.0 overlaping_area_center 250@(40@,20f) 270@(40@,20f) scale 18.0 18.0 
else_jump @DUAL_9823 
if 
05A5:   is_area_center 199@ 200@ scale 32.0 32.0 overlaping_area_center 250@(40@,20f) 270@(40@,20f) scale 18.0 18.0 
else_jump @DUAL_9589 
if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // (int) 
else_jump @DUAL_9589 
if 
  10 > 40@ 
else_jump @DUAL_9521 
097A: play_audio_at 0.0 0.0 0.0 event 1048 
300@ += 5 
jump @DUAL_9548 

:DUAL_9521
097A: play_audio_at 0.0 0.0 0.0 event 1049 
300@ -= 5 

:DUAL_9548
301@ += 25.0 
if 
  301@ > 100.0 
else_jump @DUAL_9589 
301@ = 100.0 

:DUAL_9589
0209: 39@ = random_int_in_ranges 0 2 
if 
  39@ == 0 
else_jump @DUAL_9699 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
if 
  39@ == 0 
else_jump @DUAL_9668 
$TEMPVAR_FLOAT_1 *= -1.0 

:DUAL_9668
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges -700.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
jump @DUAL_9775 

:DUAL_9699
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -700.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
if 
  39@ == 0 
else_jump @DUAL_9775 
$TEMPVAR_FLOAT_2 *= -1.0 

:DUAL_9775
0087: 250@(40@,20f) = 199@ // (float) 
005D: 250@(40@,20f) += $TEMPVAR_FLOAT_1 // (float) 
0087: 270@(40@,20f) = 200@ // (float) 
005D: 270@(40@,20f) += $TEMPVAR_FLOAT_2 // (float) 

:DUAL_9823
0088: $TEMPVAR_FLOAT_1 = 250@(40@,20f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 270@(40@,20f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
if 
  10 > 40@ 
else_jump @DUAL_9940 
038D: draw_texture 8 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 16.0 16.0 RGBA 255 255 255 255 
jump @DUAL_9972 

:DUAL_9940
038D: draw_texture 7 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 16.0 16.0 RGBA 150 150 150 255 

:DUAL_9972
40@ += 1 
jump @DUAL_9291 

:DUAL_9986
40@ = 0 

:DUAL_9993
if 
  10 > 40@ 
else_jump @DUAL_10296 
if 
  290@(40@,10i) > 0 
else_jump @DUAL_10282 
0088: $TEMPVAR_FLOAT_1 = 324@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 334@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
if 
  290@(40@,10i) == 1 
else_jump @DUAL_10170 
008B: 355@(40@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
355@(40@,10i) += 500 
290@(40@,10i) = 9 
097A: play_audio_at 0.0 0.0 0.0 event 1043 

:DUAL_10170
008B: 355@(40@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
355@(40@,10i) += 500 
290@(40@,10i) += 1 
if 
  290@(40@,10i) > 12 
else_jump @DUAL_10245 
290@(40@,10i) = 0 
jump @DUAL_10282 

:DUAL_10245
038D: draw_texture 290@(40@,10i) position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 32.0 32.0 RGBA 150 150 150 255 

:DUAL_10282
40@ += 1 
jump @DUAL_9993 

:DUAL_10296
40@ = 0 

:DUAL_10303
if 
  10 > 40@ 
else_jump @DUAL_10522 
if 
001F:   314@(40@,10i) > $CURRENT_TIME_IN_MS2 // (int) 
else_jump @DUAL_10508 
0088: $TEMPVAR_FLOAT_1 = 310@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 459@(40@,10f) // (float) 
0088: $TEMPVAR_FLOAT_2 = 310@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 469@(40@,10f) // (float) 
005D: 439@(40@,10f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 449@(40@,10f) += $TEMPVAR_FLOAT_2 // (float) 
0088: $TEMPVAR_FLOAT_1 = 439@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 449@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
0088: $TEMPVAR_ANGLE = 203@ // (float) 
038D: draw_texture 14 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 8.0 8.0 RGBA 150 150 150 255 

:DUAL_10508
40@ += 1 
jump @DUAL_10303 

:DUAL_10522
if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // (int) 
else_jump @DUAL_10953 
074B: draw_texture 4 position 320.0 224.0 scale 248@ 248@ angle 203@ color_RGBA 150 150 150 255 
0087: 50@ = 302@ // (float) 
50@ /= 2.0 
$TEMPVAR_FLOAT_2 = 400.0 
0067: $TEMPVAR_FLOAT_2 -= 50@ // (float) 
038D: draw_texture 13 position 50.0 350.0 size 14.0 104.0 RGBA 0 0 0 255 
038D: draw_texture 15 position 50.0 $TEMPVAR_FLOAT_2 size 10.0 302@ RGBA 200 200 200 255 
0087: 50@ = 301@ // (float) 
50@ /= 2.0 
$TEMPVAR_FLOAT_2 = 400.0 
0067: $TEMPVAR_FLOAT_2 -= 50@ // (float) 
038D: draw_texture 13 position 70.0 350.0 size 14.0 104.0 RGBA 0 0 0 255 
038D: draw_texture 16 position 70.0 $TEMPVAR_FLOAT_2 size 10.0 301@ RGBA 200 200 200 255 
0087: 50@ = 203@ // (float) 
50@ += 180.0 
if 
  50@ > 360.0 
else_jump @DUAL_10827 
50@ -= 360.0 

:DUAL_10827
02F6: $TEMPVAR_FLOAT_1 = cosine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 50@ // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
$TEMPVAR_FLOAT_1 *= 24.0 
$TEMPVAR_FLOAT_2 *= 24.0 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
if 
  207@ > 0 
else_jump @DUAL_10946 
074B: draw_texture 5 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 16.0 16.0 angle 203@ color_RGBA 207@ 207@ 207@ 255 

:DUAL_10946
jump @DUAL_11146 

:DUAL_10953
41@ = 0 

:DUAL_10960
if 
  10 > 41@ 
else_jump @DUAL_11056 
if 
  290@(41@,10i) == 0 
else_jump @DUAL_11042 
0087: 324@(41@,10f) = 199@ // (float) 
0087: 334@(41@,10f) = 200@ // (float) 
290@(41@,10i) += 1 
41@ = 9 

:DUAL_11042
41@ += 1 
jump @DUAL_10960 

:DUAL_11056
gosub @DUAL_15515 
097A: play_audio_at 0.0 0.0 0.0 event 1047 
033E: set_draw_text_position 320.0 100.0 GXT 'SPAC_01'  // GAME OVER!
008B: 39@ = $CURRENT_TIME_IN_MS2 // (int) 
39@ += 1000 
if 
001D:   39@ > 306@ // (int) 
else_jump @DUAL_11146 
304@ = 1 

:DUAL_11146
gosub @DUAL_15515 
if 
  300@ > -1 
else_jump @DUAL_11202 
045A: draw_text_1number 320.0 50.0 GXT 'SPAC_02' number 300@  // SCORE ~1~
jump @DUAL_11268 

:DUAL_11202
0085: 39@ = 300@ // (int) 
39@ *= -1 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 
045A: draw_text_1number 320.0 50.0 GXT 'SPAC_02' number 39@  // SCORE ~1~

:DUAL_11268
038D: draw_texture 3 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
001F:   305@ > $CURRENT_TIME_IN_MS2 // (int) 
else_jump @DUAL_11623 
gosub @DUAL_15515 
if or
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @DUAL_11506 
0937: text_draw_box_cornerA 62@ 74@ cornerB 175.1144 94.8235 GXT_reference 'DUMMY' style 0 
0343: set_text_draw_linewidth 175.1144 
jump @DUAL_11542 

:DUAL_11506
0937: text_draw_box_cornerA 62@ 74@ cornerB 160.1144 94.8235 GXT_reference 'DUMMY' style 0 
0343: set_text_draw_linewidth 160.1144 

:DUAL_11542
0342: enable_text_draw_centered 0 
0349: set_text_draw_font 1 
if or
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @DUAL_11594 
033F: set_text_draw_letter_size 0.4 1.8889 
jump @DUAL_11606 

:DUAL_11594
033F: set_text_draw_letter_size 0.5014 1.8889 

:DUAL_11606
033E: set_draw_text_position 63@ 75@ GXT 'SPAC_11'  // ~w~~<~~>~ Rotieren~n~~k~~PED_SPRINT~ Schub~n~~k~~PED_FIREWEAPON~ Feuern~n~~k~~VEHICLE_ENTER_EXIT~ Verlassen

:DUAL_11623
if 
  304@ == 1 
else_jump @DUAL_11756 
if 
001F:   300@ > $5436[9] // (int) 
else_jump @DUAL_11695 
365@ = 10 
366@ = 0 
181@ = 1 
jump @DUAL_11763 
jump @DUAL_11756 

:DUAL_11695
if 
001E:   $5426[9] > 300@ // (int) 
else_jump @DUAL_11749 
365@ = 10 
366@ = 0 
181@ = 0 
jump @DUAL_11763 
jump @DUAL_11756 

:DUAL_11749
jump @DUAL_2903 

:DUAL_11756
jump @DUAL_5667 

:DUAL_11763
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
  181@ == 0 
else_jump @DUAL_12051 
40@ = 9 

:DUAL_11797
if 
  40@ > -1 
else_jump @DUAL_12044 
if 
001E:   $5426(40@,10i) > 300@ // (int) 
else_jump @DUAL_12023 
if 
   not 40@ == 9 
else_jump @DUAL_11935 
0085: 41@ = 40@ // (int) 
41@ += 1 
0084: $5426(41@,10i) = $5426(40@,10i) // (int) 
05A9: $5446(41@,10s) = $5446(40@,10s) 
05A9: $5466(41@,10s) = $5466(40@,10s) 
05A9: $5486(41@,10s) = $5486(40@,10s) 

:DUAL_11935
008A: $5426(40@,10i) = 300@ // (int) 
05A9: $5446(40@,10s) = 178@s 
05A9: $5466(40@,10s) = 178@s 
05A9: $5486(40@,10s) = 178@s 
0085: 180@ = 40@ // (int) 
if 
  40@ == 0 
else_jump @DUAL_12016 
300@ = 0 

:DUAL_12016
jump @DUAL_12030 

:DUAL_12023
300@ = 0 

:DUAL_12030
40@ -= 1 
jump @DUAL_11797 

:DUAL_12044
jump @DUAL_12305 

:DUAL_12051
40@ = 9 

:DUAL_12058
if 
  40@ > -1 
else_jump @DUAL_12305 
if 
001F:   300@ > $5436(40@,10i) // (int) 
else_jump @DUAL_12284 
if 
   not 40@ == 9 
else_jump @DUAL_12196 
0085: 41@ = 40@ // (int) 
41@ += 1 
0084: $5436(41@,10i) = $5436(40@,10i) // (int) 
05A9: $5506(41@,10s) = $5506(40@,10s) 
05A9: $5526(41@,10s) = $5526(40@,10s) 
05A9: $5546(41@,10s) = $5546(40@,10s) 

:DUAL_12196
008A: $5436(40@,10i) = 300@ // (int) 
05A9: $5506(40@,10s) = 178@s 
05A9: $5526(40@,10s) = 178@s 
05A9: $5546(40@,10s) = 178@s 
0085: 180@ = 40@ // (int) 
if 
  40@ == 0 
else_jump @DUAL_12277 
300@ = 0 

:DUAL_12277
jump @DUAL_12291 

:DUAL_12284
300@ = 0 

:DUAL_12291
40@ -= 1 
jump @DUAL_12058 

:DUAL_12305
if 
  180@ > -1 
else_jump @DUAL_12970 
if 
  181@ == 0 
else_jump @DUAL_12486 
if 
  366@ == 0 
else_jump @DUAL_12399 
05A9: $5446(180@,10s) = 106@(365@,37s) 
05A9: $5466(180@,10s) = 178@s 
05A9: $5486(180@,10s) = 178@s 

:DUAL_12399
if 
  366@ == 1 
else_jump @DUAL_12445 
05A9: $5466(180@,10s) = 106@(365@,37s) 
05A9: $5486(180@,10s) = 178@s 

:DUAL_12445
if 
  366@ == 2 
else_jump @DUAL_12479 
05A9: $5486(180@,10s) = 106@(365@,37s) 

:DUAL_12479
jump @DUAL_12624 

:DUAL_12486
if 
  366@ == 0 
else_jump @DUAL_12544 
05A9: $5506(180@,10s) = 106@(365@,37s) 
05A9: $5526(180@,10s) = 178@s 
05A9: $5546(180@,10s) = 178@s 

:DUAL_12544
if 
  366@ == 1 
else_jump @DUAL_12590 
05A9: $5526(180@,10s) = 106@(365@,37s) 
05A9: $5546(180@,10s) = 178@s 

:DUAL_12590
if 
  366@ == 2 
else_jump @DUAL_12624 
05A9: $5546(180@,10s) = 106@(365@,37s) 

:DUAL_12624
0494: get_joystick 0 data_to 311@ 312@ 39@ 39@ 
if or
00E1:   player 0 pressed_key 8 
  -100 > 312@ 
else_jump @DUAL_12745 
if 
001E:   $CURRENT_TIME_IN_MS2 > 104@ // (int) 
else_jump @DUAL_12738 
if 
  36 > 365@ 
else_jump @DUAL_12715 
365@ += 1 
jump @DUAL_12722 

:DUAL_12715
365@ = 0 

:DUAL_12722
008B: 104@ = $CURRENT_TIME_IN_MS2 // (int) 
104@ += 250 

:DUAL_12738
jump @DUAL_12761 

:DUAL_12745
008B: 104@ = $CURRENT_TIME_IN_MS2 // (int) 
104@ -= 250 

:DUAL_12761
if or
00E1:   player 0 pressed_key 9 
  312@ > 100 
else_jump @DUAL_12866 
if 
001E:   $CURRENT_TIME_IN_MS2 > 105@ // (int) 
else_jump @DUAL_12859 
if 
  365@ > 0 
else_jump @DUAL_12836 
365@ -= 1 
jump @DUAL_12843 

:DUAL_12836
365@ = 36 

:DUAL_12843
008B: 105@ = $CURRENT_TIME_IN_MS2 // (int) 
105@ += 250 

:DUAL_12859
jump @DUAL_12882 

:DUAL_12866
008B: 105@ = $CURRENT_TIME_IN_MS2 // (int) 
105@ -= 250 

:DUAL_12882
if 
00E1:   player 0 pressed_key 16 
else_jump @DUAL_12963 
if 
  101@ == 0 
else_jump @DUAL_12956 
366@ += 1 
101@ += 1 
if 
  366@ == 3 
else_jump @DUAL_12956 
180@ = -1 

:DUAL_12956
jump @DUAL_12970 

:DUAL_12963
101@ = 0 

:DUAL_12970
if 
  181@ == 0 
else_jump @DUAL_13109 
40@ = 0 

:DUAL_12995
if 
  10 > 40@ 
else_jump @DUAL_13102 
008B: 367@(40@,10i) = $5426(40@,10i) // (int) 
367@(40@,10i) *= -1 
05AA: 377@(40@,10s) = $5446(40@,10s) 
05AA: 397@(40@,10s) = $5466(40@,10s) 
05AA: 417@(40@,10s) = $5486(40@,10s) 
40@ += 1 
jump @DUAL_12995 

:DUAL_13102
jump @DUAL_13212 

:DUAL_13109
40@ = 0 

:DUAL_13116
if 
  10 > 40@ 
else_jump @DUAL_13212 
008B: 367@(40@,10i) = $5436(40@,10i) // (int) 
05AA: 377@(40@,10s) = $5506(40@,10s) 
05AA: 397@(40@,10s) = $5526(40@,10s) 
05AA: 417@(40@,10s) = $5546(40@,10s) 
40@ += 1 
jump @DUAL_13116 

:DUAL_13212
40@ = 0 

:DUAL_13219
if 
  3 > 40@ 
else_jump @DUAL_14069 
0088: $TEMPVAR_FLOAT_1 = 205@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 206@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
$TEMPVAR_FLOAT_1 *= 0.6 
$TEMPVAR_FLOAT_2 *= 0.6 
0093: 50@ = integer 40@ to_float 
50@ += 1.0 
50@ *= 0.3 
006D: $TEMPVAR_FLOAT_1 *= 50@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 50@ // (float) 
303@ = 512.0 
006B: 303@ *= 50@ // (float) 
if 
  40@ == 0 
else_jump @DUAL_13420 
$TEMPVAR_FLOAT_1 /= 2.0 
$TEMPVAR_FLOAT_2 /= 2.0 
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // (float) 
jump @DUAL_13444 

:DUAL_13420
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // (float) 

:DUAL_13444
0087: 50@ = 303@ // (float) 
50@ /= 2.0 
if 
0025:   189@(40@,4f) > 50@ // (float) 
else_jump @DUAL_13497 
0063: 189@(40@,4f) -= 303@ // (float) 

:DUAL_13497
0087: 50@ = 303@ // (float) 
50@ *= -1.0 
if 
0025:   50@ > 189@(40@,4f) // (float) 
else_jump @DUAL_13550 
005B: 189@(40@,4f) += 303@ // (float) 

:DUAL_13550
0087: 50@ = 303@ // (float) 
50@ *= -1.0 
if 
0025:   193@(40@,4f) > 50@ // (float) 
else_jump @DUAL_13603 
0063: 193@(40@,4f) -= 303@ // (float) 

:DUAL_13603
0087: 50@ = 303@ // (float) 
50@ *= -1.0 
if 
0025:   50@ > 193@(40@,4f) // (float) 
else_jump @DUAL_13656 
005B: 193@(40@,4f) += 303@ // (float) 

:DUAL_13656
50@ = 640.0 
005B: 50@ += 303@ // (float) 
0087: 349@ = 50@ // (float) 
0073: 349@ /= 303@ // (float) 
0092: 350@ = float 349@ to_integer 
0093: 50@ = integer 350@ to_float 
0063: 349@ -= 50@ // (float) 
if 
  349@ > 0.0 
else_jump @DUAL_13742 
350@ += 1 

:DUAL_13742
50@ = 448.0 
005B: 50@ += 303@ // (float) 
0087: 351@ = 50@ // (float) 
0073: 351@ /= 303@ // (float) 
0092: 352@ = float 351@ to_integer 
0093: 50@ = integer 352@ to_float 
0063: 351@ -= 50@ // (float) 
if 
  351@ > 0.0 
else_jump @DUAL_13828 
352@ += 1 

:DUAL_13828
350@ += 1 
352@ += 1 
0087: 197@ = 189@(40@,4f) // (float) 
0087: 198@ = 193@(40@,4f) // (float) 
354@ = 0 

:DUAL_13873
if 
001D:   352@ > 354@ // (int) 
else_jump @DUAL_14055 
353@ = 0 

:DUAL_13899
if 
001D:   350@ > 353@ // (int) 
else_jump @DUAL_14021 
if 
  40@ == 0 
else_jump @DUAL_13971 
038D: draw_texture 1 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 
jump @DUAL_13999 

:DUAL_13971
038D: draw_texture 2 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 

:DUAL_13999
005B: 197@ += 303@ // (float) 
353@ += 1 
jump @DUAL_13899 

:DUAL_14021
0087: 197@ = 189@(40@,4f) // (float) 
005B: 198@ += 303@ // (float) 
354@ += 1 
jump @DUAL_13873 

:DUAL_14055
40@ += 1 
jump @DUAL_13219 

:DUAL_14069
gosub @DUAL_15515 
if 
  181@ == 0 
else_jump @DUAL_14121 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14121
0349: set_text_draw_font 1 
033E: set_draw_text_position 182@ 183@ GXT 'SPAC_06'  // HI-SCORE
0087: 437@ = 184@ // (float) 
0087: 438@ = 185@ // (float) 
40@ = 0 

:DUAL_14165
if 
  10 > 40@ 
else_jump @DUAL_14964 
0087: 437@ = 184@ // (float) 
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0349: set_text_draw_font 1 
if 
  181@ == 0 
else_jump @DUAL_14255 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14255
if 
003B:   180@ == 40@ // (int) 
else_jump @DUAL_14286 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14286
if or
05AE:   377@(40@,10s) == 108@s 
05AE:   377@(40@,10s) == 142@s 
else_jump @DUAL_14331 
437@ += 8.0 

:DUAL_14331
033E: set_draw_text_position 437@ 438@ GXT 377@(40@,10s) 
if or
05AE:   377@(40@,10s) == 108@s 
05AE:   377@(40@,10s) == 142@s 
else_jump @DUAL_14391 
437@ -= 8.0 

:DUAL_14391
005B: 437@ += 186@ // (float) 
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0349: set_text_draw_font 1 
if 
  181@ == 0 
else_jump @DUAL_14463 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14463
if 
003B:   180@ == 40@ // (int) 
else_jump @DUAL_14494 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14494
if or
05AE:   397@(40@,10s) == 108@s 
05AE:   397@(40@,10s) == 142@s 
else_jump @DUAL_14539 
437@ += 8.0 

:DUAL_14539
033E: set_draw_text_position 437@ 438@ GXT 397@(40@,10s) 
if or
05AE:   397@(40@,10s) == 108@s 
05AE:   397@(40@,10s) == 142@s 
else_jump @DUAL_14599 
437@ -= 8.0 

:DUAL_14599
005B: 437@ += 186@ // (float) 
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0349: set_text_draw_font 1 
if 
  181@ == 0 
else_jump @DUAL_14671 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14671
if 
003B:   180@ == 40@ // (int) 
else_jump @DUAL_14702 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14702
if or
05AE:   417@(40@,10s) == 108@s 
05AE:   417@(40@,10s) == 142@s 
else_jump @DUAL_14747 
437@ += 8.0 

:DUAL_14747
033E: set_draw_text_position 437@ 438@ GXT 417@(40@,10s) 
if or
05AE:   417@(40@,10s) == 108@s 
05AE:   417@(40@,10s) == 142@s 
else_jump @DUAL_14807 
437@ -= 8.0 

:DUAL_14807
0087: 437@ = 184@ // (float) 
005B: 437@ += 187@ // (float) 
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
03E4: enable_text_draw_align_right 1 
0349: set_text_draw_font 1 
if 
  181@ == 0 
else_jump @DUAL_14887 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14887
if 
003B:   180@ == 40@ // (int) 
else_jump @DUAL_14918 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14918
045A: draw_text_1number 437@ 438@ GXT 'NUMBER' number 367@(40@,10i)  // ~1~
005B: 438@ += 188@ // (float) 
40@ += 1 
jump @DUAL_14165 

:DUAL_14964
038D: draw_texture 3 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
  180@ == -1 
else_jump @DUAL_15232 
if or
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 17 
00E1:   player 0 pressed_key 14 
else_jump @DUAL_15162 
jump @DUAL_2903 

:DUAL_15162
if 
00E1:   player 0 pressed_key 16 
else_jump @DUAL_15218 
if 
  101@ == 0 
else_jump @DUAL_15211 
101@ += 1 
jump @DUAL_2903 

:DUAL_15211
jump @DUAL_15225 

:DUAL_15218
101@ = 0 

:DUAL_15225
jump @DUAL_15302 

:DUAL_15232
0937: text_draw_box_cornerA 62@ 74@ cornerB 86@ 98@ GXT_reference 'DUMMY' style 0 
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 86@ 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 87@ 99@ 
033E: set_draw_text_position 63@ 75@ GXT 'SPAC_13'  // ~w~~u~~d~ Navigieren~n~~k~~PED_SPRINT~ Auswhlen

:DUAL_15302
jump @DUAL_11763 

:DUAL_15309
40@ = 0 

:DUAL_15316
if 
  10 > 40@ 
else_jump @DUAL_15513 
if 
001E:   $CURRENT_TIME_IN_MS2 > 314@(40@,10i) // (int) 
else_jump @DUAL_15499 
0087: 50@ = 203@ // (float) 
02F6: $TEMPVAR_FLOAT_1 = cosine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 50@ // (float) 
0087: 439@(40@,10f) = 199@ // (float) 
0087: 449@(40@,10f) = 200@ // (float) 
$TEMPVAR_FLOAT_1 *= -300.0 
$TEMPVAR_FLOAT_2 *= 300.0 
0089: 459@(40@,10f) = $TEMPVAR_FLOAT_1 // (float) 
005D: 459@(40@,10f) += $5566 // (float) 
0089: 469@(40@,10f) = $TEMPVAR_FLOAT_2 // (float) 
005D: 469@(40@,10f) += $5567 // (float) 
008B: 314@(40@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
314@(40@,10i) += 1600 
return 

:DUAL_15499
40@ += 1 
jump @DUAL_15316 

:DUAL_15513
return 

:DUAL_15515
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 1.0 3.0 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 0 color_RGBA 0 0 0 180 
0349: set_text_draw_font 2 
return 

:DUAL_15587
097A: play_audio_at 0.0 0.0 0.0 event 1069 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DUAL_15697 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $431 $432 $433 radius 2.0 2.0 2.0 on_foot 
else_jump @DUAL_15697 
0086: $TEMPVAR_FLOAT_2 = $432 // (float) 
$TEMPVAR_FLOAT_2 += 2.0 
Actor.PutAt($PLAYER_ACTOR, $431, $TEMPVAR_FLOAT_2, $433)

:DUAL_15697
09F5: disable_player_mutal_activities 0 
$ONMISSION = 0 
03D5: remove_text 'BUSY'  // Sieht aus, als wrst du beschftigt. Komm doch spter wieder.
mission_cleanup 
return 

//-------------Mission 5---------------
// Originally: Video Game: Go Go Space Monkey

:SHTR
gosub @SHTR_67 
if 
wasted_or_busted 
else_jump @SHTR_27 
gosub @SHTR_6767 

:SHTR_27
fade 1 500 

:SHTR_34
if 
fading 
else_jump @SHTR_58 
wait 0 
jump @SHTR_34 

:SHTR_58
gosub @SHTR_6787 
end_thread 

:SHTR_67
$ONMISSION = 1 
if 
  $2202 == 0 
else_jump @SHTR_94 
increment_mission_attempts 

:SHTR_94
thread 'SHTR' 
wait 0 
09F5: disable_player_mutal_activities 1 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 
043C: disable_sounds_after_fade 0 
054C: use_GXT_table 'SHTR' 
03CF: load_wav 1806 as 4 

:SHTR_167
if 
83D0:   not wav 4 loaded 
else_jump @SHTR_193 
wait 0 
jump @SHTR_167 

:SHTR_193
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Player.CanMove($PLAYER_CHAR) = False
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 25.0 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_SHTR' 
038F: load_texture "SPLSH" as 1 // Load dictionary with 0390 first 
038F: load_texture "BSTARS" as 2 // Load dictionary with 0390 first 
038F: load_texture "FSTAR" as 3 // Load dictionary with 0390 first 
038F: load_texture "HI_A" as 4 // Load dictionary with 0390 first 
038F: load_texture "HI_B" as 5 // Load dictionary with 0390 first 
038F: load_texture "HI_C" as 6 // Load dictionary with 0390 first 
038F: load_texture "UN_A" as 7 // Load dictionary with 0390 first 
038F: load_texture "UN_B" as 8 // Load dictionary with 0390 first 
038F: load_texture "UN_C" as 9 // Load dictionary with 0390 first 
038F: load_texture "SHIP" as 10 // Load dictionary with 0390 first 
038F: load_texture "FIRE" as 11 // Load dictionary with 0390 first 
038F: load_texture "UFO" as 12 // Load dictionary with 0390 first 
038F: load_texture "KAMI" as 13 // Load dictionary with 0390 first 
038F: load_texture "NMEF" as 14 // Load dictionary with 0390 first 
038F: load_texture "EX1" as 15 // Load dictionary with 0390 first 
038F: load_texture "EX2" as 16 // Load dictionary with 0390 first 
038F: load_texture "EX3" as 17 // Load dictionary with 0390 first 
038F: load_texture "EX4" as 18 // Load dictionary with 0390 first 
038F: load_texture "CBARL" as 19 // Load dictionary with 0390 first 
038F: load_texture "CBARM" as 20 // Load dictionary with 0390 first 
038F: load_texture "CBARR" as 21 // Load dictionary with 0390 first 
038F: load_texture "HBARL" as 22 // Load dictionary with 0390 first 
038F: load_texture "HBARM" as 23 // Load dictionary with 0390 first 
038F: load_texture "HBARR" as 24 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 25 // Load dictionary with 0390 first 
038F: load_texture "TVL" as 26 // Load dictionary with 0390 first 
038F: load_texture "TVR" as 27 // Load dictionary with 0390 first 
038F: load_texture "PA" as 28 // Load dictionary with 0390 first 
038F: load_texture "PM2" as 29 // Load dictionary with 0390 first 
038F: load_texture "PM3" as 30 // Load dictionary with 0390 first 
038F: load_texture "PS1" as 31 // Load dictionary with 0390 first 
038F: load_texture "PS2" as 32 // Load dictionary with 0390 first 
038F: load_texture "PS3" as 33 // Load dictionary with 0390 first 

:SHTR_582
gosub @SHTR_17446 
gosub @SHTR_15794 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
038D: draw_texture 25 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
33@ = 0 

:SHTR_761
wait 0 
0086: $5588 = $5592 // (float) 
$5593 = 2 
$5589 = 1.0 
gosub @SHTR_6986 
$5590 = 1.0 
gosub @SHTR_7229 
0086: $5592 = $5588 // (float) 
fade 1 0 
0494: get_joystick 0 data_to $5569 $5570 $5571 $5572 

:SHTR_844
if 
  $5652 == 1 
else_jump @SHTR_899 
if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
  $5570 == 0 
else_jump @SHTR_899 
$5652 = 0 

:SHTR_899
if 
  $5648 == 1 
else_jump @SHTR_1135 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 4 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 8 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 9 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @SHTR_1135 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1062 
01BD: $5582 = current_time_in_ms 
01BD: $5992 = current_time_in_ms 
$5648 = 0 

:SHTR_1135
if 
  $5648 == 2 
else_jump @SHTR_1353 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 5 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 9 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @SHTR_1353 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 
01BD: $5992 = current_time_in_ms 
$6156 = 4 
$5648 = 4 

:SHTR_1353
if 
  $5648 == 3 
else_jump @SHTR_1565 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 8 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 6 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @SHTR_1565 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1066 
fade 0 0 
jump @SHTR_27 

:SHTR_1565
if 
  $5652 == 0 
else_jump @SHTR_2027 
if 
  $5648 == 1 
else_jump @SHTR_1731 
if or
00E1:   player 0 pressed_key 8 
  -64 > $5570 
else_jump @SHTR_1666 
$5648 = 3 
$5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_844 

:SHTR_1666
if or
00E1:   player 0 pressed_key 9 
  $5570 > 64 
else_jump @SHTR_1731 
$5648 = 2 
$5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_844 

:SHTR_1731
if 
  $5648 == 2 
else_jump @SHTR_1879 
if or
00E1:   player 0 pressed_key 8 
  -64 > $5570 
else_jump @SHTR_1814 
$5648 = 1 
$5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_844 

:SHTR_1814
if or
00E1:   player 0 pressed_key 9 
  $5570 > 64 
else_jump @SHTR_1879 
$5648 = 3 
$5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_844 

:SHTR_1879
if 
  $5648 == 3 
else_jump @SHTR_2027 
if or
00E1:   player 0 pressed_key 8 
  -64 > $5570 
else_jump @SHTR_1962 
$5648 = 2 
$5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_844 

:SHTR_1962
if or
00E1:   player 0 pressed_key 9 
  $5570 > 64 
else_jump @SHTR_2027 
$5648 = 1 
$5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_844 

:SHTR_2027
if 
  $5648 == 0 
else_jump @SHTR_5956 
0494: get_joystick 0 data_to $5569 $5570 $5571 $5572 
if 
  $5580 == 0 
else_jump @SHTR_2150 
01BD: $5594 = current_time_in_ms 
if 
  $5649 > 0 
else_jump @SHTR_2150 
$5649 -= 1 
$5653 = 2.0 
$5654 = 4.0 
$5581 = 5 
$5580 = 2 
$5960 = 0 

:SHTR_2150
if 
  $5580 == 1 
else_jump @SHTR_2200 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_2200
if or
  $5580 == 1 
  $5580 == 3 
else_jump @SHTR_2287 
0084: $5573 = $5569 // (int) 
$5573 /= 20 
008D: $5574 = integer $5573 to_float 
007A: $5575 += unknown_float * $5574 // (float) 
0084: $5573 = $5570 // (int) 
$5573 /= 20 
008D: $5574 = integer $5573 to_float 
007A: $5576 += unknown_float * $5574 // (float) 

:SHTR_2287
if or
  $5580 == 1 
  $5580 == 3 
else_jump @SHTR_2420 
if 
00E1:   player 0 pressed_key 8 
else_jump @SHTR_2339 
007E: $5576 -= unknown_float * 6.0 // (float) 

:SHTR_2339
if 
00E1:   player 0 pressed_key 9 
else_jump @SHTR_2366 
0078: $5576 += unknown_float * 6.0 // (float) 

:SHTR_2366
if 
00E1:   player 0 pressed_key 10 
else_jump @SHTR_2393 
007E: $5575 -= unknown_float * 6.0 // (float) 

:SHTR_2393
if 
00E1:   player 0 pressed_key 11 
else_jump @SHTR_2420 
0078: $5575 += unknown_float * 6.0 // (float) 

:SHTR_2420
if 
  80.0 > $5575 
else_jump @SHTR_2451 
$5575 = 80.0 

:SHTR_2451
if 
  $5575 > 560.0 
else_jump @SHTR_2482 
$5575 = 560.0 

:SHTR_2482
if 
  80.0 > $5576 
else_jump @SHTR_2513 
$5576 = 80.0 

:SHTR_2513
if 
  $5576 > 368.0 
else_jump @SHTR_2544 
$5576 = 368.0 

:SHTR_2544
if 
  $5579 == 1 
else_jump @SHTR_2683 
01BD: $5583 = current_time_in_ms 
0084: $5584 = $5583 // (int) 
0060: $5584 -= $5582 // (int) 
if 
  $5957 == 0 
else_jump @SHTR_2651 
if 
80E1:   not player 0 pressed_key 16 
else_jump @SHTR_2644 
if 
001C:   $5584 > $5956 // (int) 
else_jump @SHTR_2644 
$5579 = 0 

:SHTR_2644
jump @SHTR_2683 

:SHTR_2651
if or
80E1:   not player 0 pressed_key 16 
001C:   $5584 > $5956 // (int) 
else_jump @SHTR_2683 
$5579 = 0 

:SHTR_2683
if 
  7 > $5581 
else_jump @SHTR_2708 
$5581 = 7 

:SHTR_2708
$5581 -= 7 
if or
  $5580 == 1 
  $5580 == 3 
else_jump @SHTR_3210 
if 
  1000 > $5581 
else_jump @SHTR_3210 
if 
  $5579 == 0 
else_jump @SHTR_3210 
if 
00E1:   player 0 pressed_key 16 
else_jump @SHTR_3210 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1059 
02F7: $5856 = sine $5854 // (float) 
0086: $5857 = $5591 // (float) 
0069: $5857 *= $5856 // (float) 
02F6: $5855 = cosine $5854 // (float) 
0086: $5858 = $5591 // (float) 
0069: $5858 *= $5855 // (float) 
if 
  $5659($5658,16i) == 0 
else_jump @SHTR_2949 
0086: $5707($5658,16f) = $5575 // (float) 
0086: $5691($5658,16f) = $5576 // (float) 
0086: $5675($5658,16f) = $5707($5658,16f) // (float) 
$5675($5658,16f) += 16.0 
$5659($5658,16i) = 1 

:SHTR_2949
if or
  $5958 == 1 
  $5958 == 2 
else_jump @SHTR_3061 
if 
  $5725($5658,16i) == 0 
else_jump @SHTR_3061 
0086: $5773($5658,16f) = $5575 // (float) 
0086: $5757($5658,16f) = $5576 // (float) 
0086: $5741($5658,16f) = $5773($5658,16f) // (float) 
$5741($5658,16f) += 16.0 
$5725($5658,16i) = 1 

:SHTR_3061
if 
  $5958 == 2 
else_jump @SHTR_3166 
if 
  $5789($5658,16i) == 0 
else_jump @SHTR_3166 
0086: $5837($5658,16f) = $5575 // (float) 
0086: $5821($5658,16f) = $5576 // (float) 
0086: $5805($5658,16f) = $5837($5658,16f) // (float) 
$5805($5658,16f) += 16.0 
$5789($5658,16i) = 1 

:SHTR_3166
01BD: $5582 = current_time_in_ms 
$5658 += 1 
$5579 = 1 
if 
  $5658 == 16 
else_jump @SHTR_3210 
$5658 = 0 

:SHTR_3210
gosub @SHTR_9211 
gosub @SHTR_10139 
if 
  $5951 == 0 
else_jump @SHTR_4076 
038D: draw_texture $5952 position $5954 $5955 size 32.0 32.0 RGBA 150 150 150 255 
if 
  $5953 == 0 
else_jump @SHTR_3360 
if and
  368.0 > $5955 
  $5954 > 80.0 
else_jump @SHTR_3351 
$5954 += -1.0 
$5955 += 1.0 
jump @SHTR_3360 

:SHTR_3351
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_3360
if 
  $5953 == 1 
else_jump @SHTR_3445 
if and
  $5954 > 80.0 
  $5955 > 80.0 
else_jump @SHTR_3436 
$5954 += -1.0 
$5955 += -1.0 
jump @SHTR_3445 

:SHTR_3436
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_3445
if 
  $5953 == 2 
else_jump @SHTR_3530 
if and
  $5955 > 80.0 
  560.0 > $5954 
else_jump @SHTR_3521 
$5954 += 1.0 
$5955 += -1.0 
jump @SHTR_3530 

:SHTR_3521
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_3530
if 
  $5953 == 3 
else_jump @SHTR_3615 
if and
  560.0 > $5954 
  368.0 > $5955 
else_jump @SHTR_3606 
$5954 += 1.0 
$5955 += 1.0 
jump @SHTR_3615 

:SHTR_3606
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_3615
if 
05A5:   is_area_center $5575 $5576 scale 32.0 32.0 overlaping_area_center $5954 $5955 scale 32.0 32.0 
else_jump @SHTR_4076 
if 
  6.5 > $5654 
else_jump @SHTR_3701 
$5653 += 0.5 
$5654 += 0.5 

:SHTR_3701
$5954 = 0.0 
$5955 = 0.0 
$5953 = 0 
if 
  $5952 == 28 
else_jump @SHTR_3780 
$5957 = 1 
$5951 = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3780
if 
  $5952 == 33 
else_jump @SHTR_3839 
$5956 = 50 
$5952 = 28 
$5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3839
if 
  $5952 == 30 
else_jump @SHTR_3898 
$5958 = 2 
$5952 = 33 
$5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3898
if 
  $5952 == 32 
else_jump @SHTR_3957 
$5956 = 100 
$5952 = 30 
$5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3957
if 
  $5952 == 29 
else_jump @SHTR_4016 
$5958 = 1 
$5952 = 32 
$5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_4016
if 
  $5952 == 31 
else_jump @SHTR_4076 
$5956 = 150 
$5952 = 29 
$5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_4076
if 
  $5655 == 0 
else_jump @SHTR_4190 
if 
  33@ > 500 
else_jump @SHTR_4190 
if 
  $5860[0] == 0 
else_jump @SHTR_4190 
$5859 = 0 
if 
  60.0 > $5949 
else_jump @SHTR_4169 
$5949 += 5.0 

:SHTR_4169
gosub @SHTR_8027 
33@ = 0 
$5655 += 1 

:SHTR_4190
if and
  $5655 > 0 
  8 > $5655 
else_jump @SHTR_4230 
0084: $5859 = $5655 // (int) 
gosub @SHTR_7472 

:SHTR_4230
if 
  $5655 == 8 
else_jump @SHTR_4347 
if and
  $5860[0] == 0 
  $5860[1] == 0 
  $5860[2] == 0 
  $5860[3] == 0 
else_jump @SHTR_4347 
if and
  $5860[4] == 0 
  $5860[5] == 0 
  $5860[6] == 0 
  $5860[7] == 0 
else_jump @SHTR_4347 
$5950 = 0 
$5876 = 0 
$5655 = 0 

:SHTR_4347
gosub @SHTR_8789 
gosub @SHTR_7564 
gosub @SHTR_9636 
if 
  $5580 == 2 
else_jump @SHTR_5128 
if 
  $5960 == 2 
else_jump @SHTR_4773 
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
if and
  $5596 >= 0 
  100 > $5596 
else_jump @SHTR_4482 
038D: draw_texture 15 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4482
if and
  $5596 >= 100 
  200 > $5596 
else_jump @SHTR_4540 
038D: draw_texture 16 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4540
if and
  $5596 >= 200 
  300 > $5596 
else_jump @SHTR_4599 
038D: draw_texture 17 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4599
if and
  $5596 >= 300 
  400 > $5596 
else_jump @SHTR_4658 
038D: draw_texture 18 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4658
if 
  $5596 > 499 
else_jump @SHTR_4766 
$5575 = 80.0 
$5576 = 224.0 
$5580 = 3 
$5960 = 0 
$5950 = 0 
$5951 = 1 
$5952 = 31 
$5956 = 250 
$5957 = 0 
$5958 = 0 
$5953 = 0 
01BD: $5594 = current_time_in_ms 

:SHTR_4766
jump @SHTR_5128 

:SHTR_4773
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
if and
  $5596 >= 0 
  100 > $5596 
else_jump @SHTR_4851 
038D: draw_texture 15 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4851
if and
  $5596 >= 100 
  200 > $5596 
else_jump @SHTR_4909 
038D: draw_texture 16 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4909
if and
  $5596 >= 200 
  300 > $5596 
else_jump @SHTR_4968 
038D: draw_texture 17 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4968
if and
  $5596 >= 300 
  400 > $5596 
else_jump @SHTR_5027 
038D: draw_texture 18 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_5027
if 
  $5596 > 499 
else_jump @SHTR_5128 
01BD: $5594 = current_time_in_ms 
$5575 = 80.0 
$5576 = 224.0 
$5950 = 0 
$5951 = 1 
$5952 = 31 
$5956 = 250 
$5957 = 0 
$5958 = 0 
$5953 = 0 
$5580 = 3 

:SHTR_5128
if 
  $5580 == 3 
else_jump @SHTR_5781 
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
if and
  $5596 >= 0 
  100 > $5596 
else_jump @SHTR_5224 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5224
if and
  $5596 >= 200 
  300 > $5596 
else_jump @SHTR_5283 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5283
if and
  $5596 >= 400 
  500 > $5596 
else_jump @SHTR_5342 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5342
if and
  $5596 >= 600 
  700 > $5596 
else_jump @SHTR_5401 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5401
if and
  $5596 >= 800 
  900 > $5596 
else_jump @SHTR_5460 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5460
if and
  $5596 >= 1000 
  1100 > $5596 
else_jump @SHTR_5519 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5519
if and
  $5596 >= 1200 
  1300 > $5596 
else_jump @SHTR_5578 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5578
if and
  $5596 >= 1400 
  1500 > $5596 
else_jump @SHTR_5637 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5637
if and
  $5596 >= 1600 
  1700 > $5596 
else_jump @SHTR_5696 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5696
if and
  $5596 >= 1800 
  1900 > $5596 
else_jump @SHTR_5755 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5755
if 
  $5596 >= 2000 
else_jump @SHTR_5781 
$5580 = 1 

:SHTR_5781
if 
001C:   $5650 > $5651 // (int) 
else_jump @SHTR_5815 
0084: $5651 = $5650 // (int) 
$5568 = 1 

:SHTR_5815
gosub @SHTR_6947 
033F: set_text_draw_letter_size 0.6 1.2 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number 560.0 48.0 GXT 'SHTR_2B' number $5649  // LIVES ~1~
gosub @SHTR_6947 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
033F: set_text_draw_letter_size 0.6 1.2 
045A: draw_text_1number 80.0 48.0 GXT 'SHTR_2D' number $5650  // 1UP ~1~
gosub @SHTR_6947 
033F: set_text_draw_letter_size 0.6 1.2 
045A: draw_text_1number 320.0 48.0 GXT 'SHTR_2C' number $5651  // HI-SCORE ~1~

:SHTR_5956
if 
  $5648 == 0 
else_jump @SHTR_6064 
if 
  $5580 == 0 
else_jump @SHTR_6064 
if 
  $5649 == 0 
else_jump @SHTR_6064 
$5648 = 4 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1063 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1067 
$6156 = 0 

:SHTR_6064
if 
  $5648 == 4 
else_jump @SHTR_6372 
if 
  $6156 == 0 
else_jump @SHTR_6152 
gosub @SHTR_6947 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'SHTR_3B'  // GAME OVER!
01BD: $5594 = current_time_in_ms 
$6156 = 1 

:SHTR_6152
if 
  $6156 == 1 
else_jump @SHTR_6257 
gosub @SHTR_6947 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'SHTR_3B'  // GAME OVER!
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
if 
  $5596 > 5000 
else_jump @SHTR_6257 
$6156 = 2 

:SHTR_6257
if 
  $6156 == 2 
else_jump @SHTR_6315 
if 
001C:   $2062[9] > $5650 // (int) 
else_jump @SHTR_6308 
$6156 = 4 
jump @SHTR_6315 

:SHTR_6308
gosub @SHTR_11097 

:SHTR_6315
if 
  $6156 == 3 
else_jump @SHTR_6347 
gosub @SHTR_11414 
gosub @SHTR_12477 

:SHTR_6347
if 
  $6156 == 4 
else_jump @SHTR_6372 
gosub @SHTR_12477 

:SHTR_6372
if 
  $5648 == 4 
else_jump @SHTR_6441 
if and
00E1:   player 0 pressed_key 15 
   not $6156 == 1 
else_jump @SHTR_6441 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1066 
jump @SHTR_582 

:SHTR_6441
038D: draw_texture 25 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
  $5648 == 0 
else_jump @SHTR_6603 

:SHTR_6603
if 
  $5648 == 4 
else_jump @SHTR_6760 
if 
  $6156 == 4 
else_jump @SHTR_6760 
01BD: $5991 = current_time_in_ms 
0084: $5990 = $5991 // (int) 
0060: $5990 -= $5992 // (int) 
if 
  10000 > $5990 
else_jump @SHTR_6760 
0937: text_draw_box_cornerA 35.0 15.0 cornerB 200.0 45.0 GXT_reference 'DUMMY' style 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 230.0 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 0.5 1.8 
033E: set_draw_text_position 40.0 20.0 GXT 'SH_BCK'  // ~w~~k~~VEHICLE_ENTER_EXIT~ Zurck

:SHTR_6760
jump @SHTR_761 

:SHTR_6767
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 
return 

:SHTR_6787
03D5: remove_text 'BUSY'  // Sieht aus, als wrst du beschftigt. Komm doch spter wieder.
0391: release_txd_dictionary 
040D: unload_wav 4 
09F5: disable_player_mutal_activities 0 
043C: disable_sounds_after_fade 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1063 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SHTR_6936 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_PERSHING_SQUARE_LS $Y_PERSHING_SQUARE_LS $Z_PERSHING_SQUARE_LS radius 2.0 2.0 2.0 on_foot 
else_jump @SHTR_6922 
0086: $TEMPVAR_FLOAT_2 = $Y_PERSHING_SQUARE_LS // (float) 
$TEMPVAR_FLOAT_2 += 2.0 
Actor.PutAt($PLAYER_ACTOR, $X_PERSHING_SQUARE_LS, $TEMPVAR_FLOAT_2, $Z_PERSHING_SQUARE_LS)

:SHTR_6922
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Player.CanMove($PLAYER_CHAR) = True

:SHTR_6936
$ONMISSION = 0 
mission_cleanup 
return 

:SHTR_6947
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
return 

:SHTR_6986
0086: $5587 = $5588 // (float) 
$5587 -= 256.0 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
$5587 += 256.0 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
$5587 += 512.0 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0080: $5588 -= unknown_float * $5589 // (float) 
if 
  0.0 > $5588 
else_jump @SHTR_7227 
$5588 += 256.0 

:SHTR_7227
return 

:SHTR_7229
0086: $5587 = $5588 // (float) 
$5587 -= 256.0 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
$5587 += 256.0 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
$5587 += 512.0 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0080: $5588 -= unknown_float * $5590 // (float) 
if 
  0.0 > $5588 
else_jump @SHTR_7470 
$5588 += 256.0 

:SHTR_7470
return 

:SHTR_7472
if 
001F:   33@ > $5656 // (int) 
else_jump @SHTR_7562 
if 
  $5860($5859,16i) == 0 
else_jump @SHTR_7562 
0086: $5877($5859,16f) = $5909 // (float) 
0086: $5925($5859,16f) = $5925[0] // (float) 
$5860($5859,16i) = 1 
33@ = 0 
$5655 += 1 

:SHTR_7562
return 

:SHTR_7564
$5859 = 0 

:SHTR_7571
if 
  8 > $5859 
else_jump @SHTR_8025 
if 
  $5860($5859,16i) == 2 
else_jump @SHTR_8011 
01BD: $5613($5859,16i) = current_time_in_ms 
0084: $5629($5859,16i) = $5613($5859,16i) // (int) 
0060: $5629($5859,16i) -= $5597($5859,16i) // (int) 
if and
  $5629($5859,16i) >= 0 
  100 > $5629($5859,16i) 
else_jump @SHTR_7725 
038D: draw_texture 15 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7725
if and
  $5629($5859,16i) >= 100 
  200 > $5629($5859,16i) 
else_jump @SHTR_7799 
038D: draw_texture 16 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7799
if and
  $5629($5859,16i) >= 200 
  300 > $5629($5859,16i) 
else_jump @SHTR_7874 
038D: draw_texture 17 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7874
if and
  $5629($5859,16i) >= 300 
  400 > $5629($5859,16i) 
else_jump @SHTR_7949 
038D: draw_texture 18 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7949
if 
  $5629($5859,16i) > 499 
else_jump @SHTR_8011 
$5877($5859,16f) = 0.0 
$5893($5859,16f) = 0.0 
$5860($5859,16i) = 0 

:SHTR_8011
$5859 += 1 
jump @SHTR_7571 

:SHTR_8025
return 

:SHTR_8027
if 
  $5860[0] == 0 
else_jump @SHTR_8787 
if 
  $5876 == 0 
else_jump @SHTR_8787 
0208: $5909 = random_float_in_ranges 640.0 720.0 
0086: $5877[0] = $5909 // (float) 
0208: $5942 = random_float_in_ranges 240.0 640.0 
0208: $5946 = random_float_in_ranges 80.0 368.0 
0086: $5947 = $5946 // (float) 
0061: $5947 -= $5949 // (float) 
if 
  80.0 > $5947 
else_jump @SHTR_8161 
0059: $5946 += $5949 // (float) 

:SHTR_8161
0086: $5948 = $5946 // (float) 
0059: $5948 += $5949 // (float) 
if 
  80.0 > $5948 
else_jump @SHTR_8206 
0061: $5946 -= $5949 // (float) 

:SHTR_8206
0208: $5925[0] = random_float_in_ranges $5653 $5654 
if and
  $5925[0] >= 1.0 
  1.5 > $5925[0] 
else_jump @SHTR_8256 
$5656 = 500 

:SHTR_8256
if and
  $5925[0] >= 1.5 
  2.0 > $5925[0] 
else_jump @SHTR_8295 
$5656 = 475 

:SHTR_8295
if and
  $5925[0] >= 2.0 
  2.5 > $5925[0] 
else_jump @SHTR_8334 
$5656 = 450 

:SHTR_8334
if and
  $5925[0] >= 2.5 
  3.0 > $5925[0] 
else_jump @SHTR_8373 
$5656 = 425 

:SHTR_8373
if and
  $5925[0] >= 3.0 
  3.5 > $5925[0] 
else_jump @SHTR_8412 
$5656 = 400 

:SHTR_8412
if and
  $5925[0] >= 3.5 
  4.0 > $5925[0] 
else_jump @SHTR_8451 
$5656 = 375 

:SHTR_8451
if and
  $5925[0] >= 4.0 
  4.5 > $5925[0] 
else_jump @SHTR_8490 
$5656 = 350 

:SHTR_8490
if and
  $5925[0] >= 4.5 
  5.0 > $5925[0] 
else_jump @SHTR_8529 
$5656 = 325 

:SHTR_8529
if and
  $5925[0] >= 5.0 
  5.5 > $5925[0] 
else_jump @SHTR_8568 
$5656 = 300 

:SHTR_8568
if and
  $5925[0] >= 5.5 
  6.0 > $5925[0] 
else_jump @SHTR_8607 
$5656 = 275 

:SHTR_8607
if and
  $5925[0] >= 6.0 
  6.5 > $5925[0] 
else_jump @SHTR_8646 
$5656 = 250 

:SHTR_8646
if and
  $5925[0] >= 6.5 
  7.0 > $5925[0] 
else_jump @SHTR_8685 
$5656 = 225 

:SHTR_8685
if and
  $5925[0] >= 7.0 
  7.5 > $5925[0] 
else_jump @SHTR_8724 
$5656 = 200 

:SHTR_8724
if and
  $5925[0] >= 7.5 
  8.0 >= $5925[0] 
else_jump @SHTR_8763 
$5656 = 175 

:SHTR_8763
0209: $5959 = random_int_in_ranges 100 1500 
$5860[0] = 1 
$5876 = 1 

:SHTR_8787
return 

:SHTR_8789
$5859 = 0 

:SHTR_8796
if 
  8 > $5859 
else_jump @SHTR_9209 
if 
  $5860($5859,16i) == 1 
else_jump @SHTR_9195 
038D: draw_texture 12 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 
0080: $5877($5859,16f) -= unknown_float * $5925($5859,16f) // (float) 
0086: $5941 = $5877($5859,16f) // (float) 
0071: $5941 /= $5942 // (float) 
0086: $5943 = $5941 // (float) 
$5943 *= 360.0 
02F6: $5944 = cosine $5943 // (float) 
0086: $5945 = $5944 // (float) 
0069: $5945 *= $5949 // (float) 
0086: $5893($5859,16f) = $5945 // (float) 
0059: $5893($5859,16f) += $5946 // (float) 
if 
  0.0 > $5877($5859,16f) 
else_jump @SHTR_9195 
$5877($5859,16f) = 0.0 
$5893($5859,16f) = 0.0 
if 
  $5650 > 24 
else_jump @SHTR_9184 
if 
003A:   $5650 == $5651 // (int) 
else_jump @SHTR_9177 
if and
001C:   $5650 > $2062[0] // (int) 
001C:   $5650 > $2062[1] // (int) 
001C:   $5650 > $2062[2] // (int) 
001C:   $5650 > $2062[3] // (int) 
001C:   $5650 > $2062[4] // (int) 
else_jump @SHTR_9177 
if and
001C:   $5650 > $2062[5] // (int) 
001C:   $5650 > $2062[6] // (int) 
001C:   $5650 > $2062[7] // (int) 
001C:   $5650 > $2062[8] // (int) 
001C:   $5650 > $2062[9] // (int) 
else_jump @SHTR_9177 
$5651 -= 25 

:SHTR_9177
$5650 -= 25 

:SHTR_9184
$5860($5859,16i) = 0 

:SHTR_9195
$5859 += 1 
jump @SHTR_8796 

:SHTR_9209
return 

:SHTR_9211
$5657 = 1 

:SHTR_9218
if 
  16 > $5657 
else_jump @SHTR_9634 
if 
  $5659($5657,16i) == 1 
else_jump @SHTR_9356 
038D: draw_texture 11 position $5675($5657,16f) $5691($5657,16f) size $5853 $5853 RGBA 150 150 150 255 
007A: $5675($5657,16f) += unknown_float * $5591 // (float) 
if 
  $5675($5657,16f) > 639.0 
else_jump @SHTR_9356 
$5691($5657,16f) = 0.0 
$5659($5657,16i) = 0 

:SHTR_9356
if 
  $5725($5657,16i) == 1 
else_jump @SHTR_9488 
038D: draw_texture 11 position $5741($5657,16f) $5757($5657,16f) size $5853 $5853 RGBA 150 150 150 255 
007A: $5741($5657,16f) += unknown_float * $5857 // (float) 
0080: $5757($5657,16f) -= unknown_float * $5858 // (float) 
if 
  $5741($5657,16f) > 639.0 
else_jump @SHTR_9488 
$5757($5657,16f) = 0.0 
$5725($5657,16i) = 0 

:SHTR_9488
if 
  $5789($5657,16i) == 1 
else_jump @SHTR_9620 
038D: draw_texture 11 position $5805($5657,16f) $5821($5657,16f) size $5853 $5853 RGBA 150 150 150 255 
007A: $5805($5657,16f) += unknown_float * $5857 // (float) 
007A: $5821($5657,16f) += unknown_float * $5858 // (float) 
if 
  $5805($5657,16f) > 639.0 
else_jump @SHTR_9620 
$5821($5657,16f) = 0.0 
$5789($5657,16i) = 0 

:SHTR_9620
$5657 += 1 
jump @SHTR_9218 

:SHTR_9634
return 

:SHTR_9636
$5859 = 0 

:SHTR_9643
if 
  8 > $5859 
else_jump @SHTR_10137 
if 
  $5877($5859,16f) > 320.0 
else_jump @SHTR_9840 
if 
  $5989 == 0 
else_jump @SHTR_9840 
if 
  $5860($5859,16i) == 1 
else_jump @SHTR_9840 
if 
  $5981($5859,8i) == 0 
else_jump @SHTR_9840 
0086: $5965($5859,8f) = $5877($5859,16f) // (float) 
0086: $5973($5859,8f) = $5893($5859,16f) // (float) 
$5981($5859,8i) = 1 
$5989 += 1 
0086: $5964 = $5925($5859,16f) // (float) 
$5964 *= 1.5 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1060 

:SHTR_9840
if 
  $5989 == 1 
else_jump @SHTR_10123 
if 
  $5981($5859,8i) == 1 
else_jump @SHTR_10123 
if 
  $5580 == 1 
else_jump @SHTR_10004 
if 
05A5:   is_area_center $5575 $5576 scale 32.0 32.0 overlaping_area_center $5965($5859,8f) $5973($5859,8f) scale 8.0 8.0 
else_jump @SHTR_10004 
$5981($5859,8i) = 0 
$5965($5859,8f) = 0.0 
$5973($5859,8f) = 0.0 
$5989 = 0 
$5580 = 0 

:SHTR_10004
038D: draw_texture 14 position $5965($5859,8f) $5973($5859,8f) size $5853 $5853 RGBA 150 150 150 255 
0080: $5965($5859,8f) -= unknown_float * $5964 // (float) 
if 
  0.0 > $5965($5859,8f) 
else_jump @SHTR_10123 
$5981($5859,8i) = 0 
$5965($5859,8f) = 0.0 
$5973($5859,8f) = 0.0 
$5989 = 0 

:SHTR_10123
$5859 += 1 
jump @SHTR_9643 

:SHTR_10137
return 

:SHTR_10139
$5859 = 0 

:SHTR_10146
if 
  8 > $5859 
else_jump @SHTR_11095 
if 
  $5860($5859,16i) == 1 
else_jump @SHTR_10945 
$5657 = 1 

:SHTR_10193
if 
  16 > $5657 
else_jump @SHTR_10945 
if 
05A5:   is_area_center $5675($5657,16f) $5691($5657,16f) scale $5723 $5724 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
else_jump @SHTR_10451 
$5650 += 100 
$5860($5859,16i) = 2 
$5659($5657,16i) = 0 
$5675($5657,16f) = 0.0 
$5691($5657,16f) = 0.0 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
$5950 += 1 
if 
  $5951 == 1 
else_jump @SHTR_10451 
if 
  $5950 == 8 
else_jump @SHTR_10431 
0086: $5954 = $5877($5859,16f) // (float) 
0086: $5955 = $5893($5859,16f) // (float) 
$5951 = 0 
jump @SHTR_10451 

:SHTR_10431
$5954 = 0.0 
$5955 = 0.0 

:SHTR_10451
if 
05A5:   is_area_center $5741($5657,16f) $5757($5657,16f) scale $5723 $5724 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
else_jump @SHTR_10691 
$5650 += 100 
$5860($5859,16i) = 2 
$5725($5657,16i) = 0 
$5741($5657,16f) = 0.0 
$5757($5657,16f) = 0.0 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
$5950 += 1 
if 
  $5951 == 1 
else_jump @SHTR_10691 
if 
  $5950 == 8 
else_jump @SHTR_10671 
0086: $5954 = $5877($5859,16f) // (float) 
0086: $5955 = $5893($5859,16f) // (float) 
$5951 = 0 
jump @SHTR_10691 

:SHTR_10671
$5954 = 0.0 
$5955 = 0.0 

:SHTR_10691
if 
05A5:   is_area_center $5805($5657,16f) $5821($5657,16f) scale $5723 $5724 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
else_jump @SHTR_10931 
$5650 += 100 
$5860($5859,16i) = 2 
$5789($5657,16i) = 0 
$5805($5657,16f) = 0.0 
$5821($5657,16f) = 0.0 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
$5950 += 1 
if 
  $5951 == 1 
else_jump @SHTR_10931 
if 
  $5950 == 8 
else_jump @SHTR_10911 
0086: $5954 = $5877($5859,16f) // (float) 
0086: $5955 = $5893($5859,16f) // (float) 
$5951 = 0 
jump @SHTR_10931 

:SHTR_10911
$5954 = 0.0 
$5955 = 0.0 

:SHTR_10931
$5657 += 1 
jump @SHTR_10193 

:SHTR_10945
if 
  $5860($5859,16i) == 1 
else_jump @SHTR_11081 
if 
  $5580 == 1 
else_jump @SHTR_11081 
if 
05A5:   is_area_center $5575 $5576 scale 32.0 32.0 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
else_jump @SHTR_11081 
$5860($5859,16i) = 2 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
$5580 = 0 

:SHTR_11081
$5859 += 1 
jump @SHTR_10146 

:SHTR_11095
return 

:SHTR_11097
$6151 = 9 
$6152 = 0 
$6153 = 1 

:SHTR_11118
if and
  $6151 >= 0 
  $6153 == 1 
else_jump @SHTR_11215 
if 
001C:   $5650 > $2062($6151,10i) // (int) 
else_jump @SHTR_11201 
$6151 -= 1 
$6152 = 1 
$6156 = 3 
$6069 = 1 
jump @SHTR_11208 

:SHTR_11201
$6153 = 0 

:SHTR_11208
jump @SHTR_11118 

:SHTR_11215
if 
  $6152 == 1 
else_jump @SHTR_11412 
$6151 += 1 
$6154 = 9 
$6155 = 8 

:SHTR_11254
if 
002C:   $6155 >= $6151 // (int) 
else_jump @SHTR_11374 
05A9: $2002($6154,10s) = $2002($6155,10s) 
05A9: $2022($6154,10s) = $2022($6155,10s) 
05A9: $2042($6154,10s) = $2042($6155,10s) 
0084: $2072($6154,10i) = $2072($6155,10i) // (int) 
0084: $2062($6154,10i) = $2062($6155,10i) // (int) 
$6154 -= 1 
$6155 -= 1 
jump @SHTR_11254 

:SHTR_11374
0084: $2062($6151,10i) = $5650 // (int) 
0084: $2072($6151,10i) = $6157 // (int) 
$6158 = 0 
$6067 = 10 

:SHTR_11412
return 

:SHTR_11414
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
80E1:   not player 0 pressed_key 10 
80E1:   not player 0 pressed_key 11 
80E1:   not player 0 pressed_key 16 
else_jump @SHTR_11503 
if and
  $MOVE_AXIS_Y == 0 
  $MOVE_AXIS_X == 0 
else_jump @SHTR_11503 
$6068 = 0 

:SHTR_11503
if 
  $6158 == 0 
else_jump @SHTR_11843 
05A9: $2002($6151,10s) = $SHTR_CHARACTERS($6067,37s) 
05A9: $2022($6151,10s) = s$SHTR_CHARACTERS[10] 
05A9: $2042($6151,10s) = s$SHTR_CHARACTERS[10] 
if 
  $6068 == 0 
else_jump @SHTR_11843 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 100 
  -100 > $MOVE_AXIS_Y 
else_jump @SHTR_11682 
if 
  36 > $6067 
else_jump @SHTR_11648 
$6067 += 1 
jump @SHTR_11655 

:SHTR_11648
$6067 = 0 

:SHTR_11655
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$6068 = 1 

:SHTR_11682
if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
  -100 > $MOVE_AXIS_X 
  $MOVE_AXIS_Y > 100 
else_jump @SHTR_11785 
if 
  $6067 > 0 
else_jump @SHTR_11751 
$6067 -= 1 
jump @SHTR_11758 

:SHTR_11751
$6067 = 36 

:SHTR_11758
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$6068 = 1 

:SHTR_11785
if 
00E1:   player 0 pressed_key 16 
else_jump @SHTR_11843 
$6067 = 10 
$6158 = 1 
$6068 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_11843
if 
  $6158 == 1 
else_jump @SHTR_12159 
05A9: $2022($6151,10s) = $SHTR_CHARACTERS($6067,37s) 
if 
  $6068 == 0 
else_jump @SHTR_12159 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 100 
  -100 > $MOVE_AXIS_Y 
else_jump @SHTR_11998 
if 
  36 > $6067 
else_jump @SHTR_11964 
$6067 += 1 
jump @SHTR_11971 

:SHTR_11964
$6067 = 0 

:SHTR_11971
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$6068 = 1 

:SHTR_11998
if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
  -100 > $MOVE_AXIS_X 
  $MOVE_AXIS_Y > 100 
else_jump @SHTR_12101 
if 
  $6067 > 0 
else_jump @SHTR_12067 
$6067 -= 1 
jump @SHTR_12074 

:SHTR_12067
$6067 = 36 

:SHTR_12074
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$6068 = 1 

:SHTR_12101
if 
00E1:   player 0 pressed_key 16 
else_jump @SHTR_12159 
$6067 = 10 
$6158 = 2 
$6068 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_12159
if 
  $6158 == 2 
else_jump @SHTR_12475 
05A9: $2042($6151,10s) = $SHTR_CHARACTERS($6067,37s) 
if 
  $6068 == 0 
else_jump @SHTR_12475 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 100 
  -100 > $MOVE_AXIS_Y 
else_jump @SHTR_12314 
if 
  36 > $6067 
else_jump @SHTR_12280 
$6067 += 1 
jump @SHTR_12287 

:SHTR_12280
$6067 = 0 

:SHTR_12287
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$6068 = 1 

:SHTR_12314
if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
  -100 > $MOVE_AXIS_X 
  $MOVE_AXIS_Y > 100 
else_jump @SHTR_12417 
if 
  $6067 > 0 
else_jump @SHTR_12383 
$6067 -= 1 
jump @SHTR_12390 

:SHTR_12383
$6067 = 36 

:SHTR_12390
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$6068 = 1 

:SHTR_12417
if 
00E1:   player 0 pressed_key 16 
else_jump @SHTR_12475 
$6158 = 3 
$6068 = 1 
$6156 = 4 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_12475
return 

:SHTR_12477
$6070 = 0 

:SHTR_12484
if 
  10 > $6070 
else_jump @SHTR_12649 
gosub @SHTR_6947 
033E: set_draw_text_position $6071($6070,10f) $6111($6070,10f) GXT $2002($6070,10s) 
gosub @SHTR_6947 
033E: set_draw_text_position $6081($6070,10f) $6121($6070,10f) GXT $2022($6070,10s) 
gosub @SHTR_6947 
033E: set_draw_text_position $6091($6070,10f) $6131($6070,10f) GXT $2042($6070,10s) 
gosub @SHTR_6947 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $6101($6070,10f) $6141($6070,10f) GXT 'SHTR_LV' number $2062($6070,10i)  // ~1~
$6070 += 1 
jump @SHTR_12484 

:SHTR_12649
gosub @SHTR_6947 
033E: set_draw_text_position 320.0 64.0 GXT 'SHTR_2F'  // HI-SCORE
if and
  $5649 == 0 
  $6069 == 1 
else_jump @SHTR_13084 
if 
  $6158 == 0 
else_jump @SHTR_12769 
gosub @SHTR_6947 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $6071($6151,10f) $6111($6151,10f) GXT $2002($6151,10s) 
jump @SHTR_12811 

:SHTR_12769
gosub @SHTR_6947 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $6071($6151,10f) $6111($6151,10f) GXT $2002($6151,10s) 

:SHTR_12811
if 
  $6158 == 1 
else_jump @SHTR_12878 
gosub @SHTR_6947 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $6081($6151,10f) $6121($6151,10f) GXT $2022($6151,10s) 
jump @SHTR_12920 

:SHTR_12878
gosub @SHTR_6947 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $6081($6151,10f) $6121($6151,10f) GXT $2022($6151,10s) 

:SHTR_12920
if 
  $6158 == 2 
else_jump @SHTR_12987 
gosub @SHTR_6947 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $6091($6151,10f) $6131($6151,10f) GXT $2042($6151,10s) 
jump @SHTR_13029 

:SHTR_12987
gosub @SHTR_6947 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $6091($6151,10f) $6131($6151,10f) GXT $2042($6151,10s) 

:SHTR_13029
gosub @SHTR_6947 
0340: set_text_draw_RGBA 255 0 0 255 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $6101($6151,10f) $6141($6151,10f) GXT 'SHTR_LV' number $2062($6151,10i)  // ~1~

:SHTR_13084
return 

:SHTR_13086
0209: $6161 = random_int_in_ranges 1 30 
if 
  $6161 == 1 
else_jump @SHTR_13188 
if 
  $6163 == 0 
else_jump @SHTR_13181 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[23] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[15] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[36] 
$6163 = 1 
jump @SHTR_13188 

:SHTR_13181
jump @SHTR_13086 

:SHTR_13188
if 
  $6161 == 2 
else_jump @SHTR_13281 
if 
  $6164 == 0 
else_jump @SHTR_13274 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[18] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[22] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[34] 
$6164 = 1 
jump @SHTR_13281 

:SHTR_13274
jump @SHTR_13086 

:SHTR_13281
if 
  $6161 == 3 
else_jump @SHTR_13374 
if 
  $6165 == 0 
else_jump @SHTR_13367 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[32] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[18] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[21] 
$6165 = 1 
jump @SHTR_13374 

:SHTR_13367
jump @SHTR_13086 

:SHTR_13374
if 
  $6161 == 4 
else_jump @SHTR_13467 
if 
  $6166 == 0 
else_jump @SHTR_13460 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[12] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[20] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[27] 
$6166 = 1 
jump @SHTR_13467 

:SHTR_13460
jump @SHTR_13086 

:SHTR_13467
if 
  $6161 == 5 
else_jump @SHTR_13560 
if 
  $6167 == 0 
else_jump @SHTR_13553 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[11] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[25] 
$6167 = 1 
jump @SHTR_13560 

:SHTR_13553
jump @SHTR_13086 

:SHTR_13560
if 
  $6161 == 6 
else_jump @SHTR_13653 
if 
  $6168 == 0 
else_jump @SHTR_13646 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[31] 
$6168 = 1 
jump @SHTR_13653 

:SHTR_13646
jump @SHTR_13086 

:SHTR_13653
if 
  $6161 == 7 
else_jump @SHTR_13746 
if 
  $6169 == 0 
else_jump @SHTR_13739 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[24] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[13] 
$6169 = 1 
jump @SHTR_13746 

:SHTR_13739
jump @SHTR_13086 

:SHTR_13746
if 
  $6161 == 8 
else_jump @SHTR_13839 
if 
  $6170 == 0 
else_jump @SHTR_13832 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[28] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[19] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[21] 
$6170 = 1 
jump @SHTR_13839 

:SHTR_13832
jump @SHTR_13086 

:SHTR_13839
if 
  $6161 == 9 
else_jump @SHTR_13932 
if 
  $6171 == 0 
else_jump @SHTR_13925 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[28] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[29] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[14] 
$6171 = 1 
jump @SHTR_13932 

:SHTR_13925
jump @SHTR_13086 

:SHTR_13932
if 
  $6161 == 10 
else_jump @SHTR_14025 
if 
  $6172 == 0 
else_jump @SHTR_14018 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[19] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[30] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[13] 
$6172 = 1 
jump @SHTR_14025 

:SHTR_14018
jump @SHTR_13086 

:SHTR_14025
if 
  $6161 == 11 
else_jump @SHTR_14118 
if 
  $6173 == 0 
else_jump @SHTR_14111 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[20] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[22] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[11] 
$6173 = 1 
jump @SHTR_14118 

:SHTR_14111
jump @SHTR_13086 

:SHTR_14118
if 
  $6161 == 12 
else_jump @SHTR_14211 
if 
  $6174 == 0 
else_jump @SHTR_14204 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[16] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[28] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] 
$6174 = 1 
jump @SHTR_14211 

:SHTR_14204
jump @SHTR_13086 

:SHTR_14211
if 
  $6161 == 13 
else_jump @SHTR_14304 
if 
  $6175 == 0 
else_jump @SHTR_14297 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[28] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] 
$6175 = 1 
jump @SHTR_14304 

:SHTR_14297
jump @SHTR_13086 

:SHTR_14304
if 
  $6161 == 14 
else_jump @SHTR_14397 
if 
  $6176 == 0 
else_jump @SHTR_14390 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[32] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[13] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[34] 
$6176 = 1 
jump @SHTR_14397 

:SHTR_14390
jump @SHTR_13086 

:SHTR_14397
if 
  $6161 == 15 
else_jump @SHTR_14490 
if 
  $6177 == 0 
else_jump @SHTR_14483 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[16] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[35] 
$6177 = 1 
jump @SHTR_14490 

:SHTR_14483
jump @SHTR_13086 

:SHTR_14490
if 
  $6161 == 16 
else_jump @SHTR_14583 
if 
  $6178 == 0 
else_jump @SHTR_14576 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[32] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[35] 
$6178 = 1 
jump @SHTR_14583 

:SHTR_14576
jump @SHTR_13086 

:SHTR_14583
if 
  $6161 == 17 
else_jump @SHTR_14676 
if 
  $6179 == 0 
else_jump @SHTR_14669 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[20] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[18] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[23] 
$6179 = 1 
jump @SHTR_14676 

:SHTR_14669
jump @SHTR_13086 

:SHTR_14676
if 
  $6161 == 18 
else_jump @SHTR_14769 
if 
  $6180 == 0 
else_jump @SHTR_14762 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[11] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[14] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[10] 
$6180 = 1 
jump @SHTR_14769 

:SHTR_14762
jump @SHTR_13086 

:SHTR_14769
if 
  $6161 == 19 
else_jump @SHTR_14862 
if 
  $6181 == 0 
else_jump @SHTR_14855 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[11] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[33] 
$6181 = 1 
jump @SHTR_14862 

:SHTR_14855
jump @SHTR_13086 

:SHTR_14862
if 
  $6161 == 20 
else_jump @SHTR_14955 
if 
  $6182 == 0 
else_jump @SHTR_14948 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[21] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[24] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[30] 
$6182 = 1 
jump @SHTR_14955 

:SHTR_14948
jump @SHTR_13086 

:SHTR_14955
if 
  $6161 == 21 
else_jump @SHTR_15048 
if 
  $6183 == 0 
else_jump @SHTR_15041 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[19] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[23] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[24] 
$6183 = 1 
jump @SHTR_15048 

:SHTR_15041
jump @SHTR_13086 

:SHTR_15048
if 
  $6161 == 22 
else_jump @SHTR_15141 
if 
  $6184 == 0 
else_jump @SHTR_15134 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[22] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[34] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[29] 
$6184 = 1 
jump @SHTR_15141 

:SHTR_15134
jump @SHTR_13086 

:SHTR_15141
if 
  $6161 == 23 
else_jump @SHTR_15234 
if 
  $6185 == 0 
else_jump @SHTR_15227 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[14] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[15] 
$6185 = 1 
jump @SHTR_15234 

:SHTR_15227
jump @SHTR_13086 

:SHTR_15234
if 
  $6161 == 24 
else_jump @SHTR_15327 
if 
  $6186 == 0 
else_jump @SHTR_15320 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[20] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[17] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[35] 
$6186 = 1 
jump @SHTR_15327 

:SHTR_15320
jump @SHTR_13086 

:SHTR_15327
if 
  $6161 == 25 
else_jump @SHTR_15420 
if 
  $6187 == 0 
else_jump @SHTR_15413 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[22] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[14] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[24] 
$6187 = 1 
jump @SHTR_15420 

:SHTR_15413
jump @SHTR_13086 

:SHTR_15420
if 
  $6161 == 26 
else_jump @SHTR_15513 
if 
  $6188 == 0 
else_jump @SHTR_15506 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[16] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[15] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] 
$6188 = 1 
jump @SHTR_15513 

:SHTR_15506
jump @SHTR_13086 

:SHTR_15513
if 
  $6161 == 27 
else_jump @SHTR_15606 
if 
  $6189 == 0 
else_jump @SHTR_15599 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[32] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[27] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[22] 
$6189 = 1 
jump @SHTR_15606 

:SHTR_15599
jump @SHTR_13086 

:SHTR_15606
if 
  $6161 == 28 
else_jump @SHTR_15699 
if 
  $6190 == 0 
else_jump @SHTR_15692 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[10] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[36] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] 
$6190 = 1 
jump @SHTR_15699 

:SHTR_15692
jump @SHTR_13086 

:SHTR_15699
if 
  $6161 == 29 
else_jump @SHTR_15792 
if 
  $6191 == 0 
else_jump @SHTR_15785 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[27] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[18] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[12] 
$6191 = 1 
jump @SHTR_15792 

:SHTR_15785
jump @SHTR_13086 

:SHTR_15792
return 

:SHTR_15794
05A9: s$SHTR_CHARACTERS[0] = 'SHTR_0'  // 0
05A9: s$SHTR_CHARACTERS[1] = 'SHTR_1'  // 1
05A9: s$SHTR_CHARACTERS[2] = 'SHTR_2'  // 2
05A9: s$SHTR_CHARACTERS[3] = 'SHTR_3'  // 3
05A9: s$SHTR_CHARACTERS[4] = 'SHTR_4'  // 4
05A9: s$SHTR_CHARACTERS[5] = 'SHTR_5'  // 5
05A9: s$SHTR_CHARACTERS[6] = 'SHTR_6'  // 6
05A9: s$SHTR_CHARACTERS[7] = 'SHTR_7'  // 7
05A9: s$SHTR_CHARACTERS[8] = 'SHTR_8'  // 8
05A9: s$SHTR_CHARACTERS[9] = 'SHTR_9'  // 9
05A9: s$SHTR_CHARACTERS[10] = 'SHTR_A'  // A
05A9: s$SHTR_CHARACTERS[11] = 'SHTR_B'  // B
05A9: s$SHTR_CHARACTERS[12] = 'SHTR_C'  // C
05A9: s$SHTR_CHARACTERS[13] = 'SHTR_D'  // D
05A9: s$SHTR_CHARACTERS[14] = 'SHTR_E'  // E
05A9: s$SHTR_CHARACTERS[15] = 'SHTR_F'  // F
05A9: s$SHTR_CHARACTERS[16] = 'SHTR_G'  // G
05A9: s$SHTR_CHARACTERS[17] = 'SHTR_H'  // H
05A9: s$SHTR_CHARACTERS[18] = 'SHTR_I'  // I
05A9: s$SHTR_CHARACTERS[19] = 'SHTR_J'  // J
05A9: s$SHTR_CHARACTERS[20] = 'SHTR_K'  // K
05A9: s$SHTR_CHARACTERS[21] = 'SHTR_L'  // L
05A9: s$SHTR_CHARACTERS[22] = 'SHTR_M'  // M
05A9: s$SHTR_CHARACTERS[23] = 'SHTR_N'  // N
05A9: s$SHTR_CHARACTERS[24] = 'SHTR_O'  // O
05A9: s$SHTR_CHARACTERS[25] = 'SHTR_P'  // P
05A9: s$SHTR_CHARACTERS[26] = 'SHTR_Q'  // Q
05A9: s$SHTR_CHARACTERS[27] = 'SHTR_R'  // R
05A9: s$SHTR_CHARACTERS[28] = 'SHTR_S'  // S
05A9: s$SHTR_CHARACTERS[29] = 'SHTR_T'  // T
05A9: s$SHTR_CHARACTERS[30] = 'SHTR_U'  // U
05A9: s$SHTR_CHARACTERS[31] = 'SHTR_V'  // V
05A9: s$SHTR_CHARACTERS[32] = 'SHTR_W'  // W
05A9: s$SHTR_CHARACTERS[33] = 'SHTR_X'  // X
05A9: s$SHTR_CHARACTERS[34] = 'SHTR_Y'  // Y
05A9: s$SHTR_CHARACTERS[35] = 'SHTR_Z'  // Z
05A9: s$SHTR_CHARACTERS[36] = 'SHTR_PE'  // .
$6071[0] = 176.0 
$6111[0] = 96.0 
$6081[0] = 224.0 
$6121[0] = 96.0 
$6091[0] = 272.0 
$6131[0] = 96.0 
$6101[0] = 464.0 
$6141[0] = 96.0 
$6071[1] = 176.0 
$6111[1] = 128.0 
$6081[1] = 224.0 
$6121[1] = 128.0 
$6091[1] = 272.0 
$6131[1] = 128.0 
$6101[1] = 464.0 
$6141[1] = 128.0 
$6071[2] = 176.0 
$6111[2] = 160.0 
$6081[2] = 224.0 
$6121[2] = 160.0 
$6091[2] = 272.0 
$6131[2] = 160.0 
$6101[2] = 464.0 
$6141[2] = 160.0 
$6071[3] = 176.0 
$6111[3] = 192.0 
$6081[3] = 224.0 
$6121[3] = 192.0 
$6091[3] = 272.0 
$6131[3] = 192.0 
$6101[3] = 464.0 
$6141[3] = 192.0 
$6071[4] = 176.0 
$6111[4] = 224.0 
$6081[4] = 224.0 
$6121[4] = 224.0 
$6091[4] = 272.0 
$6131[4] = 224.0 
$6101[4] = 464.0 
$6141[4] = 224.0 
$6071[5] = 176.0 
$6111[5] = 256.0 
$6081[5] = 224.0 
$6121[5] = 256.0 
$6091[5] = 272.0 
$6131[5] = 256.0 
$6101[5] = 464.0 
$6141[5] = 256.0 
$6071[6] = 176.0 
$6111[6] = 288.0 
$6081[6] = 224.0 
$6121[6] = 288.0 
$6091[6] = 272.0 
$6131[6] = 288.0 
$6101[6] = 464.0 
$6141[6] = 288.0 
$6071[7] = 176.0 
$6111[7] = 320.0 
$6081[7] = 224.0 
$6121[7] = 320.0 
$6091[7] = 272.0 
$6131[7] = 320.0 
$6101[7] = 464.0 
$6141[7] = 320.0 
$6071[8] = 176.0 
$6111[8] = 352.0 
$6081[8] = 224.0 
$6121[8] = 352.0 
$6091[8] = 272.0 
$6131[8] = 352.0 
$6101[8] = 464.0 
$6141[8] = 352.0 
$6071[9] = 176.0 
$6111[9] = 384.0 
$6081[9] = 224.0 
$6121[9] = 384.0 
$6091[9] = 272.0 
$6131[9] = 384.0 
$6101[9] = 464.0 
$6141[9] = 384.0 
if 
  $6159 == 0 
else_jump @SHTR_17436 
05A9: s$2002[0] = s$SHTR_CHARACTERS[12] 
05A9: s$2022[0] = s$SHTR_CHARACTERS[36] 
05A9: s$2042[0] = s$SHTR_CHARACTERS[36] 
$2072[0] = 10 
$2062[0] = 1000 
$6160 = 1 
gosub @SHTR_13086 
$2072[1] = 9 
$2062[1] = 900 
$6160 = 2 
gosub @SHTR_13086 
$2072[2] = 8 
$2062[2] = 800 
$6160 = 3 
gosub @SHTR_13086 
$2072[3] = 7 
$2062[3] = 700 
$6160 = 4 
gosub @SHTR_13086 
$2072[4] = 6 
$2062[4] = 600 
$6160 = 5 
gosub @SHTR_13086 
$2072[5] = 5 
$2062[5] = 500 
$6160 = 6 
gosub @SHTR_13086 
$2072[6] = 4 
$2062[6] = 400 
$6160 = 7 
gosub @SHTR_13086 
$2072[7] = 3 
$2062[7] = 300 
$6160 = 8 
gosub @SHTR_13086 
$2072[8] = 2 
$2062[8] = 200 
$6160 = 9 
gosub @SHTR_13086 
$2072[9] = 1 
$2062[9] = 100 
$6159 = 1 

:SHTR_17436
0084: $5651 = $2062[0] // (int) 
return 

:SHTR_17446
$5579 = 1 
$5580 = 1 
$5648 = 1 
$5650 = 0 
$5649 = 2 
$5652 = 0 
$5591 = 15.0 
$5575 = 80.0 
$5576 = 224.0 
$5853 = 8.0 
$5854 = 10.0 
$5653 = 1.0 
$5654 = 3.0 
$5960 = 0 
$5963 = 7.0 
$5989 = 0 
$5950 = 0 
$5951 = 1 
$5952 = 31 
$5956 = 250 
$5957 = 0 
$5958 = 0 
$5953 = 0 
$6158 = 0 
$6069 = 0 
$5877[0] = 660.0 
$5877[1] = 660.0 
$5877[2] = 660.0 
$5877[3] = 660.0 
$5581 = 0 
$5594 = 0 
$5595 = 0 
$5596 = 0 
$5645 = 0 
$5646 = 0 
$5647 = 0 
$5657 = 1 
$5659[1] = 0 
$5659[2] = 0 
$5659[3] = 0 
$5659[4] = 0 
$5659[5] = 0 
$5659[6] = 0 
$5659[7] = 0 
$5659[8] = 0 
$5725[1] = 0 
$5725[2] = 0 
$5725[3] = 0 
$5725[4] = 0 
$5725[5] = 0 
$5725[6] = 0 
$5725[7] = 0 
$5725[8] = 0 
$5789[1] = 0 
$5789[2] = 0 
$5789[3] = 0 
$5789[4] = 0 
$5789[5] = 0 
$5789[6] = 0 
$5789[7] = 0 
$5789[8] = 0 
$5860[0] = 0 
$5860[1] = 0 
$5860[2] = 0 
$5860[3] = 0 
$5860[4] = 0 
$5860[5] = 0 
$5860[6] = 0 
$5860[7] = 0 
$5981[0] = 0 
$5981[1] = 0 
$5981[2] = 0 
$5981[3] = 0 
$5981[4] = 0 
$5981[5] = 0 
$5981[6] = 0 
$5981[7] = 0 
$5655 = 0 
$5876 = 0 
$5585 = 32.0 
$5586 = 32.0 
$5723 = 8.0 
$5724 = 8.0 
$5577 = 32.0 
$5578 = 32.0 
$5949 = 0.0 
return 

//-------------Mission 6---------------
// Originally: Video Game: Let's Get Ready To Bumble

:GRAV
gosub @GRAV_36 
if 
wasted_or_busted 
else_jump @GRAV_27 
gosub @GRAV_6531 

:GRAV_27
gosub @GRAV_6551 
end_thread 

:GRAV_36
$ONMISSION = 1 
increment_mission_attempts 
thread 'GRAV' 
wait 0 
054C: use_GXT_table 'GRAV' 
03CF: load_wav 1810 as 4 

:GRAV_78
if 
83D0:   not wav 4 loaded 
else_jump @GRAV_104 
wait 0 
jump @GRAV_78 

:GRAV_104
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Player.CanMove($PLAYER_CHAR) = False
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 
09F5: disable_player_mutal_activities 1 
03F0: enable_text_draw 1 
0342: enable_text_draw_centered 1 
033F: set_text_draw_letter_size 3.0 3.0 
0390: load_txd_dictionary 'LD_GRAV' 
038F: load_texture "SKY" as 1 // Load dictionary with 0390 first 
038F: load_texture "BEEA" as 2 // Load dictionary with 0390 first 
038F: load_texture "FLWRA" as 3 // Load dictionary with 0390 first 
038F: load_texture "GHOST" as 4 // Load dictionary with 0390 first 
038F: load_texture "LEAF" as 5 // Load dictionary with 0390 first 
038F: load_texture "FLWR" as 6 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 7 // Load dictionary with 0390 first 
038F: load_texture "TVL" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVR" as 9 // Load dictionary with 0390 first 
038F: load_texture "THORN" as 10 // Load dictionary with 0390 first 
038F: load_texture "BEE2" as 11 // Load dictionary with 0390 first 
038F: load_texture "BEE1" as 12 // Load dictionary with 0390 first 
038F: load_texture "HIVE" as 13 // Load dictionary with 0390 first 
038F: load_texture "TIMER" as 14 // Load dictionary with 0390 first 
038F: load_texture "BUMBLE" as 15 // Load dictionary with 0390 first 
038F: load_texture "PLAYW" as 16 // Load dictionary with 0390 first 
038F: load_texture "PLAYY" as 17 // Load dictionary with 0390 first 
038F: load_texture "HISCOREW" as 18 // Load dictionary with 0390 first 
038F: load_texture "HISCOREY" as 19 // Load dictionary with 0390 first 
038F: load_texture "EXITW" as 20 // Load dictionary with 0390 first 
038F: load_texture "EXITY" as 21 // Load dictionary with 0390 first 
05A9: s$6236[0] = 'GRAV_0'  // 0
05A9: s$6236[1] = 'GRAV_1'  // 1
05A9: s$6236[2] = 'GRAV_2'  // 2
05A9: s$6236[3] = 'GRAV_3'  // 3
05A9: s$6236[4] = 'GRAV_4'  // 4
05A9: s$6236[5] = 'GRAV_5'  // 5
05A9: s$6236[6] = 'GRAV_6'  // 6
05A9: s$6236[7] = 'GRAV_7'  // 7
05A9: s$6236[8] = 'GRAV_8'  // 8
05A9: s$6236[9] = 'GRAV_9'  // 9
05A9: s$6236[10] = 'GRAV_A'  // A
05A9: s$6236[11] = 'GRAV_B'  // B
05A9: s$6236[12] = 'GRAV_C'  // C
05A9: s$6236[13] = 'GRAV_D'  // D
05A9: s$6236[14] = 'GRAV_E'  // E
05A9: s$6236[15] = 'GRAV_F'  // F
05A9: s$6236[16] = 'GRAV_G'  // G
05A9: s$6236[17] = 'GRAV_H'  // H
05A9: s$6236[18] = 'GRAV_I'  // I
05A9: s$6236[19] = 'GRAV_J'  // J
05A9: s$6236[20] = 'GRAV_K'  // K
05A9: s$6236[21] = 'GRAV_L'  // L
05A9: s$6236[22] = 'GRAV_M'  // M
05A9: s$6236[23] = 'GRAV_N'  // N
05A9: s$6236[24] = 'GRAV_O'  // O
05A9: s$6236[25] = 'GRAV_P'  // P
05A9: s$6236[26] = 'GRAV_Q'  // Q
05A9: s$6236[27] = 'GRAV_R'  // R
05A9: s$6236[28] = 'GRAV_S'  // S
05A9: s$6236[29] = 'GRAV_T'  // T
05A9: s$6236[30] = 'GRAV_U'  // U
05A9: s$6236[31] = 'GRAV_V'  // V
05A9: s$6236[32] = 'GRAV_W'  // W
05A9: s$6236[33] = 'GRAV_X'  // X
05A9: s$6236[34] = 'GRAV_Y'  // Y
05A9: s$6236[35] = 'GRAV_Z'  // Z
05A9: s$6236[36] = 'GRAV_PE'  // .
$6318[0] = 176.0 
$6358[0] = 96.0 
$6328[0] = 224.0 
$6368[0] = 96.0 
$6338[0] = 272.0 
$6378[0] = 96.0 
$6348[0] = 464.0 
$6388[0] = 96.0 
$6318[1] = 176.0 
$6358[1] = 128.0 
$6328[1] = 224.0 
$6368[1] = 128.0 
$6338[1] = 272.0 
$6378[1] = 128.0 
$6348[1] = 464.0 
$6388[1] = 128.0 
$6318[2] = 176.0 
$6358[2] = 160.0 
$6328[2] = 224.0 
$6368[2] = 160.0 
$6338[2] = 272.0 
$6378[2] = 160.0 
$6348[2] = 464.0 
$6388[2] = 160.0 
$6318[3] = 176.0 
$6358[3] = 192.0 
$6328[3] = 224.0 
$6368[3] = 192.0 
$6338[3] = 272.0 
$6378[3] = 192.0 
$6348[3] = 464.0 
$6388[3] = 192.0 
$6318[4] = 176.0 
$6358[4] = 224.0 
$6328[4] = 224.0 
$6368[4] = 224.0 
$6338[4] = 272.0 
$6378[4] = 224.0 
$6348[4] = 464.0 
$6388[4] = 224.0 
$6318[5] = 176.0 
$6358[5] = 256.0 
$6328[5] = 224.0 
$6368[5] = 256.0 
$6338[5] = 272.0 
$6378[5] = 256.0 
$6348[5] = 464.0 
$6388[5] = 256.0 
$6318[6] = 176.0 
$6358[6] = 288.0 
$6328[6] = 224.0 
$6368[6] = 288.0 
$6338[6] = 272.0 
$6378[6] = 288.0 
$6348[6] = 464.0 
$6388[6] = 288.0 
$6318[7] = 176.0 
$6358[7] = 320.0 
$6328[7] = 224.0 
$6368[7] = 320.0 
$6338[7] = 272.0 
$6378[7] = 320.0 
$6348[7] = 464.0 
$6388[7] = 320.0 
$6318[8] = 176.0 
$6358[8] = 352.0 
$6328[8] = 224.0 
$6368[8] = 352.0 
$6338[8] = 272.0 
$6378[8] = 352.0 
$6348[8] = 464.0 
$6388[8] = 352.0 
$6318[9] = 176.0 
$6358[9] = 384.0 
$6328[9] = 224.0 
$6368[9] = 384.0 
$6338[9] = 272.0 
$6378[9] = 384.0 
$6348[9] = 464.0 
$6388[9] = 384.0 
if 
  $6405 == 0 
else_jump @GRAV_2054 
05A9: s$2082[0] = s$6236[12] 
05A9: s$2102[0] = s$6236[36] 
05A9: s$2122[0] = s$6236[36] 
$2152[0] = 10 
$2142[0] = 1000 
$6406 = 1 
gosub @GRAV_13469 
$2152[1] = 9 
$2142[1] = 900 
$6406 = 2 
gosub @GRAV_13469 
$2152[2] = 8 
$2142[2] = 800 
$6406 = 3 
gosub @GRAV_13469 
$2152[3] = 7 
$2142[3] = 700 
$6406 = 4 
gosub @GRAV_13469 
$2152[4] = 6 
$2142[4] = 600 
$6406 = 5 
gosub @GRAV_13469 
$2152[5] = 5 
$2142[5] = 500 
$6406 = 6 
gosub @GRAV_13469 
$2152[6] = 4 
$2142[6] = 400 
$6406 = 7 
gosub @GRAV_13469 
$2152[7] = 3 
$2142[7] = 300 
$6406 = 8 
gosub @GRAV_13469 
$2152[8] = 2 
$2142[8] = 200 
$6406 = 9 
gosub @GRAV_13469 
$2152[9] = 1 
$2142[9] = 100 
$6405 = 1 

:GRAV_2054
008B: 57@ = $2142[0] // (int) 

:GRAV_2062
$6210 = 1 
54@ = 0 
$6213 = 0 
$6208 = 1 
51@ = 2 
47@ = 1 
43@ = 180.0 
44@ = 2.0 
$6439 = 3648.0 
$6224 = 2.5 
$6232 = 120000 
$6211 = 0 
$6204 = 0.0 
$6205 = 0.0 
56@ = 0 
01BD: $6231 = current_time_in_ms 
$6209 = 0 

:GRAV_2200
wait 0 
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
fade 1 0 
0494: get_joystick 0 data_to 34@ 35@ 36@ 37@ 

:GRAV_2442
if 
  58@ == 1 
else_jump @GRAV_2497 
if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
  35@ == 0 
else_jump @GRAV_2497 
58@ = 0 

:GRAV_2497
if 
  $6208 == 1 
else_jump @GRAV_2735 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 17 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 18 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 20 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @GRAV_2735 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1076 
01BD: $6235 = current_time_in_ms 
$6208 = 0 
32@ = 0 

:GRAV_2735
if 
  $6208 == 2 
else_jump @GRAV_2953 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 16 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 19 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 20 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @GRAV_2953 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
01BD: $6235 = current_time_in_ms 
$6403 = 4 
$6208 = 4 

:GRAV_2953
if 
  $6208 == 3 
else_jump @GRAV_3165 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 16 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 18 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 21 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @GRAV_3165 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1075 
fade 0 0 
jump @GRAV_6551 

:GRAV_3165
if 
  58@ == 0 
else_jump @GRAV_3627 
if 
  $6208 == 1 
else_jump @GRAV_3331 
if or
00E1:   player 0 pressed_key 8 
  -64 > 35@ 
else_jump @GRAV_3266 
$6208 = 3 
58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2442 

:GRAV_3266
if or
00E1:   player 0 pressed_key 9 
  35@ > 64 
else_jump @GRAV_3331 
$6208 = 2 
58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2442 

:GRAV_3331
if 
  $6208 == 2 
else_jump @GRAV_3479 
if or
00E1:   player 0 pressed_key 8 
  -64 > 35@ 
else_jump @GRAV_3414 
$6208 = 1 
58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2442 

:GRAV_3414
if or
00E1:   player 0 pressed_key 9 
  35@ > 64 
else_jump @GRAV_3479 
$6208 = 3 
58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2442 

:GRAV_3479
if 
  $6208 == 3 
else_jump @GRAV_3627 
if or
00E1:   player 0 pressed_key 8 
  -64 > 35@ 
else_jump @GRAV_3562 
$6208 = 2 
58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2442 

:GRAV_3562
if or
00E1:   player 0 pressed_key 9 
  35@ > 64 
else_jump @GRAV_3627 
$6208 = 1 
58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2442 

:GRAV_3627
if 
  $6208 == 0 
else_jump @GRAV_5140 
if 
0735:   NOP_false 49 
else_jump @GRAV_3667 
51@ += 1 

:GRAV_3667
0494: get_joystick 0 data_to 34@ 35@ 36@ 37@ 
if 
  47@ == 1 
else_jump @GRAV_4331 
if 
  $6217 == 12 
else_jump @GRAV_3758 
if 
  33@ > 10 
else_jump @GRAV_3751 
$6217 = 11 
33@ = 0 

:GRAV_3751
jump @GRAV_3790 

:GRAV_3758
if 
  33@ > 10 
else_jump @GRAV_3790 
$6217 = 12 
33@ = 0 

:GRAV_3790
if 
  34@ == 0 
else_jump @GRAV_3889 
if and
80E1:   not player 0 pressed_key 10 
80E1:   not player 0 pressed_key 11 
else_jump @GRAV_3889 
if 
  43@ > 180.0 
else_jump @GRAV_3860 
0063: 43@ -= 44@ // (float) 

:GRAV_3860
if 
  180.0 > 43@ 
else_jump @GRAV_3889 
005B: 43@ += 44@ // (float) 

:GRAV_3889
if and
  34@ > 0 
  64 > 34@ 
else_jump @GRAV_3943 
if 
  195.0 > 43@ 
else_jump @GRAV_3943 
005B: 43@ += 44@ // (float) 

:GRAV_3943
if and
  0 > 34@ 
  34@ > -64 
else_jump @GRAV_3997 
if 
  43@ > 165.0 
else_jump @GRAV_3997 
0063: 43@ -= 44@ // (float) 

:GRAV_3997
if 
00E1:   player 0 pressed_key 11 
else_jump @GRAV_4076 
if 
  210.0 > 43@ 
else_jump @GRAV_4076 
43@ += 4.0 
if 
  180.0 > 43@ 
else_jump @GRAV_4076 
43@ += 4.0 

:GRAV_4076
if and
  34@ > 63 
  130 > 34@ 
else_jump @GRAV_4164 
if 
  210.0 > 43@ 
else_jump @GRAV_4164 
43@ += 4.0 
if 
  180.0 > 43@ 
else_jump @GRAV_4164 
43@ += 4.0 

:GRAV_4164
if 
00E1:   player 0 pressed_key 10 
else_jump @GRAV_4243 
if 
  43@ > 150.0 
else_jump @GRAV_4243 
43@ -= 4.0 
if 
  43@ > 180.0 
else_jump @GRAV_4243 
43@ -= 4.0 

:GRAV_4243
if and
  -63 > 34@ 
  34@ > -130 
else_jump @GRAV_4331 
if 
  43@ > 150.0 
else_jump @GRAV_4331 
43@ -= 4.0 
if 
  43@ > 180.0 
else_jump @GRAV_4331 
43@ -= 4.0 

:GRAV_4331
if 
  $6210 == 1 
else_jump @GRAV_4808 
$6202 = 300.0 
$6203 = 4096.0 
gosub @GRAV_8566 
gosub @GRAV_6741 
0086: $6202 = $6206 // (float) 
0086: $6203 = $6207 // (float) 
$6210 = 0 
60@ = 1 
fade 1 0 

:GRAV_4419
if 
fading 
else_jump @GRAV_4803 
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
wait 0 
jump @GRAV_4419 

:GRAV_4803
01BD: $6231 = current_time_in_ms 

:GRAV_4808
if 
  $6210 == 0 
else_jump @GRAV_4872 
gosub @GRAV_11542 
if 
  47@ == 1 
else_jump @GRAV_4865 
gosub @GRAV_7557 
gosub @GRAV_10265 

:GRAV_4865
gosub @GRAV_10661 

:GRAV_4872
if 
  47@ == 0 
else_jump @GRAV_4936 
if 
  51@ > 0 
else_jump @GRAV_4936 
32@ = 0 
51@ -= 1 
47@ = 2 
gosub @GRAV_7179 

:GRAV_4936
if 
  47@ == 2 
else_jump @GRAV_5032 
if 
05A5:   is_area_center $6202 $6203 scale 4.0 4.0 overlaping_area_center $6206 $6207 scale 4.0 4.0 
else_jump @GRAV_5032 
47@ = 1 
43@ = 180.0 
0086: $6202 = $6206 // (float) 
0086: $6203 = $6207 // (float) 

:GRAV_5032
if 
  $6208 == 0 
else_jump @GRAV_5140 
if 
  47@ == 0 
else_jump @GRAV_5140 
if 
  51@ == 0 
else_jump @GRAV_5140 
$6208 = 4 
$6403 = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1078 

:GRAV_5140
if 
  $6208 == 4 
else_jump @GRAV_5209 
if and
00E1:   player 0 pressed_key 15 
   not $6403 == 1 
else_jump @GRAV_5209 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
jump @GRAV_2062 

:GRAV_5209
if 
  $6208 == 4 
else_jump @GRAV_5522 
if 
  $6403 == 0 
else_jump @GRAV_5297 
gosub @GRAV_6703 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'GR_A_5'  // GAME OVER!
01BD: $6316 = current_time_in_ms 
$6403 = 1 

:GRAV_5297
if 
  $6403 == 1 
else_jump @GRAV_5407 
gosub @GRAV_6703 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'GR_A_5'  // GAME OVER!
01BD: $6315 = current_time_in_ms 
01BD: $6315 = current_time_in_ms 
0084: $6314 = $6315 // (int) 
0060: $6314 -= $6316 // (int) 
if 
  $6314 > 5000 
else_jump @GRAV_5407 
$6403 = 2 

:GRAV_5407
if 
  $6403 == 2 
else_jump @GRAV_5465 
if 
001E:   $2142[9] > 54@ // (int) 
else_jump @GRAV_5458 
$6403 = 4 
jump @GRAV_5465 

:GRAV_5458
gosub @GRAV_11656 

:GRAV_5465
if 
  $6403 == 3 
else_jump @GRAV_5497 
gosub @GRAV_11973 
gosub @GRAV_12856 

:GRAV_5497
if 
  $6403 == 4 
else_jump @GRAV_5522 
gosub @GRAV_12856 

:GRAV_5522
if 
  $6208 == 0 
else_jump @GRAV_6205 
gosub @GRAV_6703 
045A: draw_text_1number 560.0 390.0 GXT 'VP15' number 51@  // ~1~
074B: draw_texture 2 position 560.0 390.0 scale 44.0 44.0 angle 180.0 color_RGBA 150 150 150 150 
074B: draw_texture 12 position 560.0 390.0 scale 36.0 36.0 angle 180.0 color_RGBA 150 150 150 150 
gosub @GRAV_6703 
045A: draw_text_1number 90.0 390.0 GXT 'VP15' number $6216  // ~1~
074B: draw_texture 3 position 90.0 390.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
074B: draw_texture 6 position 90.0 390.0 scale 32.0 32.0 angle 180.0 color_RGBA 150 150 150 150 
0084: $6228 = $6226 // (int) 
$6228 /= 1000 
0084: $TIME_MINS = $6228 // (int) 
$TIME_MINS /= 60 
0084: $6227 = $TIME_MINS // (int) 
$6227 *= 60 
0060: $6228 -= $6227 // (int) 
gosub @GRAV_6703 
if 
  $6228 > 9 
else_jump @GRAV_5879 
045B: draw_text_2numbers 320.0 390.0 GXT 'TIME' numbers $TIME_MINS $6228  // ~1~:~1~
jump @GRAV_5906 

:GRAV_5879
045B: draw_text_2numbers 320.0 390.0 GXT 'TIME_0' numbers $TIME_MINS $6228  // ~1~:0~1~

:GRAV_5906
074B: draw_texture 14 position 320.0 390.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
gosub @GRAV_6703 
045A: draw_text_1number 320.0 70.0 GXT 'VP15' number 54@  // ~1~
074B: draw_texture 13 position 320.0 70.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
01BD: $6229 = current_time_in_ms 
0084: $6230 = $6229 // (int) 
0060: $6230 -= $6231 // (int) 
if 
001C:   $6232 > $6230 // (int) 
else_jump @GRAV_6082 
0084: $6226 = $6232 // (int) 
0060: $6226 -= $6230 // (int) 
jump @GRAV_6205 

:GRAV_6082
if 
  47@ == 1 
else_jump @GRAV_6205 
if 
  51@ > 0 
else_jump @GRAV_6144 
51@ -= 1 
$6210 = 1 
01BD: $6231 = current_time_in_ms 
jump @GRAV_6205 

:GRAV_6144
47@ = 0 
$6208 = 4 
$6403 = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1078 

:GRAV_6205
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
  $6208 == 0 
else_jump @GRAV_6367 

:GRAV_6367
if 
  $6208 == 4 
else_jump @GRAV_6524 
if 
  $6403 == 4 
else_jump @GRAV_6524 
01BD: $6233 = current_time_in_ms 
0084: $6234 = $6233 // (int) 
0060: $6234 -= $6235 // (int) 
if 
  10000 > $6234 
else_jump @GRAV_6524 
0937: text_draw_box_cornerA 35.0 15.0 cornerB 200.0 45.0 GXT_reference 'DUMMY' style 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 230.0 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 0.5 1.8 
033E: set_draw_text_position 40.0 20.0 GXT 'GR_BCK'  // ~w~~k~~VEHICLE_ENTER_EXIT~ Zurck

:GRAV_6524
jump @GRAV_2200 

:GRAV_6531
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 
return 

:GRAV_6551
040D: unload_wav 4 
03D5: remove_text 'BUSY'  // Sieht aus, als wrst du beschftigt. Komm doch spter wieder.
09F5: disable_player_mutal_activities 0 
0151: remove_status_text $6226 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GRAV_6686 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $425 $426 $427 radius 2.0 2.0 2.0 on_foot 
else_jump @GRAV_6665 
0086: $TEMPVAR_FLOAT_2 = $426 // (float) 
$TEMPVAR_FLOAT_2 += 2.0 
Actor.PutAt($PLAYER_ACTOR, $425, $TEMPVAR_FLOAT_2, $427)

:GRAV_6665
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Player.CanMove($PLAYER_CHAR) = True
fade 1 1500 

:GRAV_6686
043C: disable_sounds_after_fade 1 
0391: release_txd_dictionary 
$ONMISSION = 0 
mission_cleanup 
return 

:GRAV_6703
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
return 

:GRAV_6741
674@ = 99999.9 
678@ = 0 

:GRAV_6758
if and
  51 > 678@ 
   not 471@(678@,101f) == 999.0 
   not 0.1 > 471@(678@,101f) 
else_jump @GRAV_7177 
0086: $6441 = $6203 // (float) 
if 
  $6441 > 3000.0 
else_jump @GRAV_6940 
if 
  4100.0 > $6441 
else_jump @GRAV_6940 
0509: 673@ = distance_between_XY $6202 $6203 and_XY 471@(678@,101f) 572@(678@,101f) 
if 
0025:   674@ > 673@ // (float) 
else_jump @GRAV_6940 
0087: 674@ = 673@ // (float) 
0088: $6206 = 471@(678@,101f) // (float) 
0088: $6207 = 572@(678@,101f) // (float) 
$6207 -= 32.0 

:GRAV_6940
678@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 59@ = $6213 // (int) 
59@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 59@  // LEVEL ~1~
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
wait 0 
jump @GRAV_6758 

:GRAV_7177
return 

:GRAV_7179
674@ = 99999.9 
673@ = 0.0 
678@ = 0 

:GRAV_7206
if and
  51 > 678@ 
   not 471@(678@,101f) == 999.0 
   not 0.1 > 471@(678@,101f) 
else_jump @GRAV_7403 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
if and
  $6441 > -200.0 
  600.0 > $6441 
else_jump @GRAV_7389 
0509: 673@ = distance_between_XY $6202 $6203 and_XY 471@(678@,101f) 572@(678@,101f) 
if 
0025:   674@ > 673@ // (float) 
else_jump @GRAV_7389 
0087: 674@ = 673@ // (float) 
0088: $6206 = 471@(678@,101f) // (float) 
0088: $6207 = 572@(678@,101f) // (float) 
$6207 -= 32.0 

:GRAV_7389
678@ += 1 
jump @GRAV_7206 

:GRAV_7403
0086: $6218 = $6206 // (float) 
0061: $6218 -= $6202 // (float) 
0086: $6219 = $6207 // (float) 
0061: $6219 -= $6203 // (float) 
0086: $6220 = $6218 // (float) 
0069: $6220 *= $6218 // (float) 
0086: $6221 = $6219 // (float) 
0069: $6221 *= $6219 // (float) 
0086: $6222 = $6220 // (float) 
0059: $6222 += $6221 // (float) 
01FB: $6223 = square_root $6222 
0086: $6220 = $6218 // (float) 
0071: $6220 /= $6223 // (float) 
0086: $6221 = $6219 // (float) 
0071: $6221 /= $6223 // (float) 
0086: $6204 = $6224 // (float) 
0069: $6204 *= $6220 // (float) 
0086: $6205 = $6224 // (float) 
0069: $6205 *= $6221 // (float) 
return 

:GRAV_7557
678@ = 0 

:GRAV_7564
if and
  51 > 678@ 
   not 269@(678@,101f) == 999.0 
else_jump @GRAV_7931 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
if and
  $6441 > -64.0 
  480.0 > $6441 
else_jump @GRAV_7917 
if 
05A5:   is_area_center $6202 $6203 scale 32.0 44.0 overlaping_area_center 269@(678@,101f) 370@(678@,101f) scale 32.0 32.0 
else_jump @GRAV_7917 
269@(678@,101f) = 999.0 
if 
   not $6216 == 1 
else_jump @GRAV_7780 
54@ += 10 
$6211 += 1 
$6216 -= 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1071 
jump @GRAV_7901 

:GRAV_7780
005C: 54@ += $6211 // (int) 
$6226 /= 100 
005C: 54@ += $6226 // (int) 
$6211 = 0 
$6213 += 1 
0085: 55@ = 54@ // (int) 
0062: 55@ -= 56@ // (int) 
0085: 56@ = 55@ // (int) 
if 
  55@ > 665 
else_jump @GRAV_7887 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
51@ += 1 

:GRAV_7887
$6210 = 1 
32@ = 0 

:GRAV_7901
269@(678@,101f) = -999.0 
return 

:GRAV_7917
678@ += 1 
jump @GRAV_7564 

:GRAV_7931
678@ = 0 

:GRAV_7938
if and
  51 > 678@ 
   not 471@(678@,101f) == 999.0 
else_jump @GRAV_8366 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
if and
  $6441 > -64.0 
  480.0 > $6441 
else_jump @GRAV_8352 
if 
05A5:   is_area_center $6202 $6203 scale 32.0 44.0 overlaping_area_center 471@(678@,101f) 572@(678@,101f) scale 96.0 32.0 
else_jump @GRAV_8345 
0086: $6441 = $6203 // (float) 
$6441 += 12.0 
if 
0027:   572@(678@,101f) > $6441 // (float) 
else_jump @GRAV_8288 
if 
  $6209 == 0 
else_jump @GRAV_8281 
if or
80E1:   not player 0 pressed_key 16 
  0.0 > $6205 
else_jump @GRAV_8281 
0088: $6440 = 471@(678@,101f) // (float) 
$6440 -= 52.0 
if 
8024:   not  $6440 > $6202 // (float) 
else_jump @GRAV_8281 
0088: $6440 = 471@(678@,101f) // (float) 
$6440 += 52.0 
if 
8024:   not  $6202 > $6440 // (float) 
else_jump @GRAV_8281 
$6205 *= -0.1 
0088: $6203 = 572@(678@,101f) // (float) 
$6203 -= 38.0 
$6209 = 1 

:GRAV_8281
jump @GRAV_8338 

:GRAV_8288
$6204 *= -0.5 
$6205 *= -0.5 
$6203 += 4.0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1072 

:GRAV_8338
jump @GRAV_8352 

:GRAV_8345
$6209 = 0 

:GRAV_8352
678@ += 1 
jump @GRAV_7938 

:GRAV_8366
678@ = 0 

:GRAV_8373
if and
  100 > 678@ 
   not 67@(678@,101f) == 999.0 
else_jump @GRAV_8564 
0088: $6441 = 168@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
if and
  $6441 > -64.0 
  480.0 > $6441 
else_jump @GRAV_8550 
if 
05A5:   is_area_center $6202 $6203 scale 32.0 44.0 overlaping_area_center 67@(678@,101f) 168@(678@,101f) scale 128.0 40.0 
else_jump @GRAV_8550 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1070 
60@ = 0 
47@ = 0 
32@ = 0 

:GRAV_8550
678@ += 1 
jump @GRAV_8373 

:GRAV_8564
return 

:GRAV_8566
fade 0 0 

:GRAV_8572
if 
fading 
else_jump @GRAV_8956 
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
wait 0 
jump @GRAV_8572 

:GRAV_8956
678@ = 0 
0084: $6214 = $6213 // (int) 
$6214 += 1 
$6214 *= 10 
if 
  $6214 > 50 
else_jump @GRAV_9010 
$6214 = 50 

:GRAV_9010
if 
001E:   $6214 > 678@ // (int) 
else_jump @GRAV_9331 
0209: $6312 = random_int_in_ranges 2 7 
$6312 *= 80 
008D: $6440 = integer $6312 to_float 
0209: $6215 = random_int_in_ranges 0 30 
$6215 *= 128 
0089: 67@(678@,101f) = $6440 // (float) 
008F: 168@(678@,101f) = integer $6215 to_float 
678@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 59@ = $6213 // (int) 
59@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 59@  // LEVEL ~1~
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
wait 0 
jump @GRAV_9010 

:GRAV_9331
67@(678@,101f) = 999.0 
168@(678@,101f) = 999.0 
678@ = 0 

:GRAV_9366
if 
001E:   $6214 > 678@ // (int) 
else_jump @GRAV_9735 
0209: $6312 = random_int_in_ranges 2 7 
$6312 *= 80 
008D: $6440 = integer $6312 to_float 
0209: $6215 = random_int_in_ranges 0 32 
$6215 *= 128 
$6215 += 64 
0089: 269@(678@,101f) = $6440 // (float) 
008F: 370@(678@,101f) = integer $6215 to_float 
$6440 -= 48.0 
$6215 += 32 
0089: 471@(678@,101f) = $6440 // (float) 
008F: 572@(678@,101f) = integer $6215 to_float 
678@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 59@ = $6213 // (int) 
59@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 59@  // LEVEL ~1~
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
wait 0 
jump @GRAV_9366 

:GRAV_9735
269@(678@,101f) = 999.0 
370@(678@,101f) = 999.0 
471@(678@,101f) = 999.0 
572@(678@,101f) = 999.0 
0084: $6212 = $6214 // (int) 
0084: $6216 = $6212 // (int) 
008B: 678@ = $6214 // (int) 
67@(678@,101f) = 52.0 
168@(678@,101f) = 4096.0 
678@ += 1 
67@(678@,101f) = 164.0 
168@(678@,101f) = 4096.0 
678@ += 1 
67@(678@,101f) = 268.0 
168@(678@,101f) = 4096.0 
678@ += 1 
67@(678@,101f) = 372.0 
168@(678@,101f) = 4096.0 
678@ += 1 
67@(678@,101f) = 476.0 
168@(678@,101f) = 4096.0 
678@ += 1 
67@(678@,101f) = 580.0 
168@(678@,101f) = 4096.0 
678@ += 1 
67@(678@,101f) = 52.0 
168@(678@,101f) = 0.0 
678@ += 1 
67@(678@,101f) = 164.0 
168@(678@,101f) = 0.0 
678@ += 1 
67@(678@,101f) = 268.0 
168@(678@,101f) = 0.0 
678@ += 1 
67@(678@,101f) = 372.0 
168@(678@,101f) = 0.0 
678@ += 1 
67@(678@,101f) = 476.0 
168@(678@,101f) = 0.0 
678@ += 1 
67@(678@,101f) = 580.0 
168@(678@,101f) = 0.0 
678@ += 1 
67@(678@,101f) = 999.0 
168@(678@,101f) = 999.0 
return 

:GRAV_10265
if 
  47@ == 1 
else_jump @GRAV_10659 
if 
  50.0 > $6202 
else_jump @GRAV_10314 
$6202 = 50.0 

:GRAV_10314
if 
  $6202 > 590.0 
else_jump @GRAV_10345 
$6202 = 590.0 

:GRAV_10345
if 
00E1:   player 0 pressed_key 16 
else_jump @GRAV_10428 
if 
  $6209 == 1 
else_jump @GRAV_10397 
$6209 = 0 
0078: $6205 += unknown_float * 1.0 // (float) 

:GRAV_10397
if 
  20.0 > $6205 
else_jump @GRAV_10428 
0078: $6205 += unknown_float * 0.1 // (float) 

:GRAV_10428
if 
00E1:   player 0 pressed_key 14 
else_jump @GRAV_10494 
if 
  $6209 == 0 
else_jump @GRAV_10494 
if 
  $6205 > 0.0 
else_jump @GRAV_10494 
007E: $6205 -= unknown_float * 0.05 // (float) 

:GRAV_10494
0086: $6440 = $6204 // (float) 
$6440 /= 16.0 
0080: $6204 -= unknown_float * $6440 // (float) 
if 
00E1:   player 0 pressed_key 10 
else_jump @GRAV_10544 
34@ = -127 

:GRAV_10544
if 
00E1:   player 0 pressed_key 11 
else_jump @GRAV_10568 
34@ = 127 

:GRAV_10568
0091: $6440 = integer 34@ to_float 
$6440 /= 512.0 
007A: $6204 += unknown_float * $6440 // (float) 
007A: $6202 += unknown_float * $6204 // (float) 
if 
  $6209 == 0 
else_jump @GRAV_10651 
if 
  $6205 > -20.0 
else_jump @GRAV_10651 
007E: $6205 -= unknown_float * 0.05 // (float) 

:GRAV_10651
0080: $6203 -= unknown_float * $6205 // (float) 

:GRAV_10659
return 

:GRAV_10661
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
678@ = 0 

:GRAV_10884
if and
  100 > 678@ 
   not 67@(678@,101f) == 999.0 
else_jump @GRAV_11017 
0088: $6441 = 168@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
if and
  $6441 > -64.0 
  480.0 > $6441 
else_jump @GRAV_11003 
038D: draw_texture 10 position 67@(678@,101f) $6441 size 128.0 64.0 RGBA 150 150 150 255 

:GRAV_11003
678@ += 1 
jump @GRAV_10884 

:GRAV_11017
678@ = 0 

:GRAV_11024
if and
  100 > 678@ 
   not 269@(678@,101f) == 999.0 
else_jump @GRAV_11157 
0088: $6441 = 370@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
if and
  $6441 > -64.0 
  480.0 > $6441 
else_jump @GRAV_11143 
038D: draw_texture 6 position 269@(678@,101f) $6441 size 32.0 32.0 RGBA 150 150 150 255 

:GRAV_11143
678@ += 1 
jump @GRAV_11024 

:GRAV_11157
678@ = 0 

:GRAV_11164
if and
  100 > 678@ 
   not 471@(678@,101f) == 999.0 
else_jump @GRAV_11297 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
if and
  $6441 > -64.0 
  480.0 > $6441 
else_jump @GRAV_11283 
038D: draw_texture 5 position 471@(678@,101f) $6441 size 128.0 32.0 RGBA 150 150 150 255 

:GRAV_11283
678@ += 1 
jump @GRAV_11164 

:GRAV_11297
0086: $6440 = $6202 // (float) 
0061: $6440 -= $6438 // (float) 
0086: $6441 = $6203 // (float) 
0061: $6441 -= $6439 // (float) 
if 
  47@ == 1 
else_jump @GRAV_11469 
if 
80E1:   not player 0 pressed_key 16 
else_jump @GRAV_11406 
074B: draw_texture 12 position $6440 $6441 scale 48.0 48.0 angle 43@ color_RGBA 150 150 150 255 
jump @GRAV_11462 

:GRAV_11406
074B: draw_texture $6217 position $6440 $6441 scale 48.0 48.0 angle 43@ color_RGBA 150 150 150 255 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1167 

:GRAV_11462
jump @GRAV_11540 

:GRAV_11469
if 
  47@ == 2 
else_jump @GRAV_11540 
074B: draw_texture 4 position $6440 $6441 scale 48.0 48.0 angle 180.0 color_RGBA 150 150 150 255 
007A: $6202 += unknown_float * $6204 // (float) 
007A: $6203 += unknown_float * $6205 // (float) 

:GRAV_11540
return 

:GRAV_11542
0086: $6441 = $6203 // (float) 
0061: $6441 -= $6439 // (float) 
if 
  200.0 > $6441 
else_jump @GRAV_11605 
$6442 = 200.0 
0061: $6442 -= $6441 // (float) 
0061: $6439 -= $6442 // (float) 

:GRAV_11605
if 
  $6441 > 300.0 
else_jump @GRAV_11652 
0086: $6442 = $6441 // (float) 
$6442 -= 300.0 
0059: $6439 += $6442 // (float) 

:GRAV_11652
return 
return 

:GRAV_11656
$6398 = 9 
$6399 = 0 
$6400 = 1 

:GRAV_11677
if and
  $6398 >= 0 
  $6400 == 1 
else_jump @GRAV_11774 
if 
001F:   54@ > $2142($6398,10i) // (int) 
else_jump @GRAV_11760 
$6398 -= 1 
$6399 = 1 
$6403 = 3 
$6313 = 1 
jump @GRAV_11767 

:GRAV_11760
$6400 = 0 

:GRAV_11767
jump @GRAV_11677 

:GRAV_11774
if 
  $6399 == 1 
else_jump @GRAV_11971 
$6398 += 1 
$6401 = 9 
$6402 = 8 

:GRAV_11813
if 
002C:   $6402 >= $6398 // (int) 
else_jump @GRAV_11933 
05A9: $2082($6401,10s) = $2082($6402,10s) 
05A9: $2102($6401,10s) = $2102($6402,10s) 
05A9: $2122($6401,10s) = $2122($6402,10s) 
0084: $2152($6401,10i) = $2152($6402,10i) // (int) 
0084: $2142($6401,10i) = $2142($6402,10i) // (int) 
$6401 -= 1 
$6402 -= 1 
jump @GRAV_11813 

:GRAV_11933
008A: $2142($6398,10i) = 54@ // (int) 
0084: $2152($6398,10i) = $6213 // (int) 
$6404 = 0 
$6310 = 10 

:GRAV_11971
return 

:GRAV_11973
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
80E1:   not player 0 pressed_key 10 
80E1:   not player 0 pressed_key 11 
80E1:   not player 0 pressed_key 16 
else_jump @GRAV_12062 
if and
  $MOVE_AXIS_Y == 0 
  $MOVE_AXIS_X == 0 
else_jump @GRAV_12062 
$6311 = 0 

:GRAV_12062
if 
  $6404 == 0 
else_jump @GRAV_12342 
05A9: $2082($6398,10s) = $6236($6310,37s) 
05A9: $2102($6398,10s) = s$6236[10] 
05A9: $2122($6398,10s) = s$6236[10] 
if 
  $6311 == 0 
else_jump @GRAV_12342 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 100 
  -100 > $MOVE_AXIS_Y 
else_jump @GRAV_12221 
if 
  36 > $6310 
else_jump @GRAV_12207 
$6310 += 1 
jump @GRAV_12214 

:GRAV_12207
$6310 = 0 

:GRAV_12214
$6311 = 1 

:GRAV_12221
if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
  -100 > $MOVE_AXIS_X 
  $MOVE_AXIS_Y > 100 
else_jump @GRAV_12304 
if 
  $6310 > 0 
else_jump @GRAV_12290 
$6310 -= 1 
jump @GRAV_12297 

:GRAV_12290
$6310 = 36 

:GRAV_12297
$6311 = 1 

:GRAV_12304
if 
00E1:   player 0 pressed_key 16 
else_jump @GRAV_12342 
$6310 = 10 
$6404 = 1 
$6311 = 1 

:GRAV_12342
if 
  $6404 == 1 
else_jump @GRAV_12598 
05A9: $2102($6398,10s) = $6236($6310,37s) 
if 
  $6311 == 0 
else_jump @GRAV_12598 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 100 
  -100 > $MOVE_AXIS_Y 
else_jump @GRAV_12477 
if 
  36 > $6310 
else_jump @GRAV_12463 
$6310 += 1 
jump @GRAV_12470 

:GRAV_12463
$6310 = 0 

:GRAV_12470
$6311 = 1 

:GRAV_12477
if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
  -100 > $MOVE_AXIS_X 
  $MOVE_AXIS_Y > 100 
else_jump @GRAV_12560 
if 
  $6310 > 0 
else_jump @GRAV_12546 
$6310 -= 1 
jump @GRAV_12553 

:GRAV_12546
$6310 = 36 

:GRAV_12553
$6311 = 1 

:GRAV_12560
if 
00E1:   player 0 pressed_key 16 
else_jump @GRAV_12598 
$6310 = 10 
$6404 = 2 
$6311 = 1 

:GRAV_12598
if 
  $6404 == 2 
else_jump @GRAV_12854 
05A9: $2122($6398,10s) = $6236($6310,37s) 
if 
  $6311 == 0 
else_jump @GRAV_12854 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 100 
  -100 > $MOVE_AXIS_Y 
else_jump @GRAV_12733 
if 
  36 > $6310 
else_jump @GRAV_12719 
$6310 += 1 
jump @GRAV_12726 

:GRAV_12719
$6310 = 0 

:GRAV_12726
$6311 = 1 

:GRAV_12733
if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
  -100 > $MOVE_AXIS_X 
  $MOVE_AXIS_Y > 100 
else_jump @GRAV_12816 
if 
  $6310 > 0 
else_jump @GRAV_12802 
$6310 -= 1 
jump @GRAV_12809 

:GRAV_12802
$6310 = 36 

:GRAV_12809
$6311 = 1 

:GRAV_12816
if 
00E1:   player 0 pressed_key 16 
else_jump @GRAV_12854 
$6404 = 3 
$6311 = 1 
$6403 = 4 

:GRAV_12854
return 

:GRAV_12856
$6317 = 0 

:GRAV_12863
if 
  10 > $6317 
else_jump @GRAV_13028 
gosub @GRAV_6703 
033E: set_draw_text_position $6318($6317,10f) $6358($6317,10f) GXT $2082($6317,10s) 
gosub @GRAV_6703 
033E: set_draw_text_position $6328($6317,10f) $6368($6317,10f) GXT $2102($6317,10s) 
gosub @GRAV_6703 
033E: set_draw_text_position $6338($6317,10f) $6378($6317,10f) GXT $2122($6317,10s) 
gosub @GRAV_6703 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $6348($6317,10f) $6388($6317,10f) GXT 'GRAV_LV' number $2142($6317,10i)  // ~1~
$6317 += 1 
jump @GRAV_12863 

:GRAV_13028
gosub @GRAV_6703 
033E: set_draw_text_position 320.0 64.0 GXT 'GRAV_2F'  // HI-SCORE
if and
  51@ == 0 
  $6313 == 1 
else_jump @GRAV_13467 
if 
  $6404 == 0 
else_jump @GRAV_13148 
gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $6318($6398,10f) $6358($6398,10f) GXT $2082($6398,10s) 
jump @GRAV_13191 

:GRAV_13148
gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $6318($6398,10f) $6358($6398,10f) GXT $2082($6398,10s) 

:GRAV_13191
if 
  $6404 == 1 
else_jump @GRAV_13258 
gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $6328($6398,10f) $6368($6398,10f) GXT $2102($6398,10s) 
jump @GRAV_13301 

:GRAV_13258
gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $6328($6398,10f) $6368($6398,10f) GXT $2102($6398,10s) 

:GRAV_13301
if 
  $6404 == 2 
else_jump @GRAV_13368 
gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $6338($6398,10f) $6378($6398,10f) GXT $2122($6398,10s) 
jump @GRAV_13411 

:GRAV_13368
gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $6338($6398,10f) $6378($6398,10f) GXT $2122($6398,10s) 

:GRAV_13411
gosub @GRAV_6703 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 128 0 255 
045A: draw_text_1number $6348($6398,10f) $6388($6398,10f) GXT 'GRAV_LV' number $2142($6398,10i)  // ~1~

:GRAV_13467
return 

:GRAV_13469
0209: $6407 = random_int_in_ranges 1 30 
if 
  $6407 == 1 
else_jump @GRAV_13571 
if 
  $6409 == 0 
else_jump @GRAV_13564 
05A9: $2082($6406,10s) = s$6236[23] 
05A9: $2102($6406,10s) = s$6236[15] 
05A9: $2122($6406,10s) = s$6236[36] 
$6409 = 1 
jump @GRAV_13571 

:GRAV_13564
jump @GRAV_13469 

:GRAV_13571
if 
  $6407 == 2 
else_jump @GRAV_13664 
if 
  $6410 == 0 
else_jump @GRAV_13657 
05A9: $2082($6406,10s) = s$6236[18] 
05A9: $2102($6406,10s) = s$6236[22] 
05A9: $2122($6406,10s) = s$6236[34] 
$6410 = 1 
jump @GRAV_13664 

:GRAV_13657
jump @GRAV_13469 

:GRAV_13664
if 
  $6407 == 3 
else_jump @GRAV_13757 
if 
  $6411 == 0 
else_jump @GRAV_13750 
05A9: $2082($6406,10s) = s$6236[32] 
05A9: $2102($6406,10s) = s$6236[18] 
05A9: $2122($6406,10s) = s$6236[21] 
$6411 = 1 
jump @GRAV_13757 

:GRAV_13750
jump @GRAV_13469 

:GRAV_13757
if 
  $6407 == 4 
else_jump @GRAV_13850 
if 
  $6412 == 0 
else_jump @GRAV_13843 
05A9: $2082($6406,10s) = s$6236[12] 
05A9: $2102($6406,10s) = s$6236[20] 
05A9: $2122($6406,10s) = s$6236[27] 
$6412 = 1 
jump @GRAV_13850 

:GRAV_13843
jump @GRAV_13469 

:GRAV_13850
if 
  $6407 == 5 
else_jump @GRAV_13943 
if 
  $6413 == 0 
else_jump @GRAV_13936 
05A9: $2082($6406,10s) = s$6236[13] 
05A9: $2102($6406,10s) = s$6236[11] 
05A9: $2122($6406,10s) = s$6236[25] 
$6413 = 1 
jump @GRAV_13943 

:GRAV_13936
jump @GRAV_13469 

:GRAV_13943
if 
  $6407 == 6 
else_jump @GRAV_14036 
if 
  $6414 == 0 
else_jump @GRAV_14029 
05A9: $2082($6406,10s) = s$6236[13] 
05A9: $2102($6406,10s) = s$6236[10] 
05A9: $2122($6406,10s) = s$6236[31] 
$6414 = 1 
jump @GRAV_14036 

:GRAV_14029
jump @GRAV_13469 

:GRAV_14036
if 
  $6407 == 7 
else_jump @GRAV_14129 
if 
  $6415 == 0 
else_jump @GRAV_14122 
05A9: $2082($6406,10s) = s$6236[13] 
05A9: $2102($6406,10s) = s$6236[24] 
05A9: $2122($6406,10s) = s$6236[13] 
$6415 = 1 
jump @GRAV_14129 

:GRAV_14122
jump @GRAV_13469 

:GRAV_14129
if 
  $6407 == 8 
else_jump @GRAV_14222 
if 
  $6416 == 0 
else_jump @GRAV_14215 
05A9: $2082($6406,10s) = s$6236[28] 
05A9: $2102($6406,10s) = s$6236[19] 
05A9: $2122($6406,10s) = s$6236[21] 
$6416 = 1 
jump @GRAV_14222 

:GRAV_14215
jump @GRAV_13469 

:GRAV_14222
if 
  $6407 == 9 
else_jump @GRAV_14315 
if 
  $6417 == 0 
else_jump @GRAV_14308 
05A9: $2082($6406,10s) = s$6236[28] 
05A9: $2102($6406,10s) = s$6236[29] 
05A9: $2122($6406,10s) = s$6236[14] 
$6417 = 1 
jump @GRAV_14315 

:GRAV_14308
jump @GRAV_13469 

:GRAV_14315
if 
  $6407 == 10 
else_jump @GRAV_14408 
if 
  $6418 == 0 
else_jump @GRAV_14401 
05A9: $2082($6406,10s) = s$6236[19] 
05A9: $2102($6406,10s) = s$6236[30] 
05A9: $2122($6406,10s) = s$6236[13] 
$6418 = 1 
jump @GRAV_14408 

:GRAV_14401
jump @GRAV_13469 

:GRAV_14408
if 
  $6407 == 11 
else_jump @GRAV_14501 
if 
  $6419 == 0 
else_jump @GRAV_14494 
05A9: $2082($6406,10s) = s$6236[20] 
05A9: $2102($6406,10s) = s$6236[22] 
05A9: $2122($6406,10s) = s$6236[11] 
$6419 = 1 
jump @GRAV_14501 

:GRAV_14494
jump @GRAV_13469 

:GRAV_14501
if 
  $6407 == 12 
else_jump @GRAV_14594 
if 
  $6420 == 0 
else_jump @GRAV_14587 
05A9: $2082($6406,10s) = s$6236[16] 
05A9: $2102($6406,10s) = s$6236[28] 
05A9: $2122($6406,10s) = s$6236[32] 
$6420 = 1 
jump @GRAV_14594 

:GRAV_14587
jump @GRAV_13469 

:GRAV_14594
if 
  $6407 == 13 
else_jump @GRAV_14687 
if 
  $6421 == 0 
else_jump @GRAV_14680 
05A9: $2082($6406,10s) = s$6236[13] 
05A9: $2102($6406,10s) = s$6236[28] 
05A9: $2122($6406,10s) = s$6236[32] 
$6421 = 1 
jump @GRAV_14687 

:GRAV_14680
jump @GRAV_13469 

:GRAV_14687
if 
  $6407 == 14 
else_jump @GRAV_14780 
if 
  $6422 == 0 
else_jump @GRAV_14773 
05A9: $2082($6406,10s) = s$6236[32] 
05A9: $2102($6406,10s) = s$6236[13] 
05A9: $2122($6406,10s) = s$6236[34] 
$6422 = 1 
jump @GRAV_14780 

:GRAV_14773
jump @GRAV_13469 

:GRAV_14780
if 
  $6407 == 15 
else_jump @GRAV_14873 
if 
  $6423 == 0 
else_jump @GRAV_14866 
05A9: $2082($6406,10s) = s$6236[16] 
05A9: $2102($6406,10s) = s$6236[10] 
05A9: $2122($6406,10s) = s$6236[35] 
$6423 = 1 
jump @GRAV_14873 

:GRAV_14866
jump @GRAV_13469 

:GRAV_14873
if 
  $6407 == 16 
else_jump @GRAV_14966 
if 
  $6424 == 0 
else_jump @GRAV_14959 
05A9: $2082($6406,10s) = s$6236[32] 
05A9: $2102($6406,10s) = s$6236[10] 
05A9: $2122($6406,10s) = s$6236[35] 
$6424 = 1 
jump @GRAV_14966 

:GRAV_14959
jump @GRAV_13469 

:GRAV_14966
if 
  $6407 == 17 
else_jump @GRAV_15059 
if 
  $6425 == 0 
else_jump @GRAV_15052 
05A9: $2082($6406,10s) = s$6236[20] 
05A9: $2102($6406,10s) = s$6236[18] 
05A9: $2122($6406,10s) = s$6236[23] 
$6425 = 1 
jump @GRAV_15059 

:GRAV_15052
jump @GRAV_13469 

:GRAV_15059
if 
  $6407 == 18 
else_jump @GRAV_15152 
if 
  $6426 == 0 
else_jump @GRAV_15145 
05A9: $2082($6406,10s) = s$6236[11] 
05A9: $2102($6406,10s) = s$6236[14] 
05A9: $2122($6406,10s) = s$6236[10] 
$6426 = 1 
jump @GRAV_15152 

:GRAV_15145
jump @GRAV_13469 

:GRAV_15152
if 
  $6407 == 19 
else_jump @GRAV_15245 
if 
  $6427 == 0 
else_jump @GRAV_15238 
05A9: $2082($6406,10s) = s$6236[11] 
05A9: $2102($6406,10s) = s$6236[10] 
05A9: $2122($6406,10s) = s$6236[33] 
$6427 = 1 
jump @GRAV_15245 

:GRAV_15238
jump @GRAV_13469 

:GRAV_15245
if 
  $6407 == 20 
else_jump @GRAV_15338 
if 
  $6428 == 0 
else_jump @GRAV_15331 
05A9: $2082($6406,10s) = s$6236[21] 
05A9: $2102($6406,10s) = s$6236[24] 
05A9: $2122($6406,10s) = s$6236[30] 
$6428 = 1 
jump @GRAV_15338 

:GRAV_15331
jump @GRAV_13469 

:GRAV_15338
if 
  $6407 == 21 
else_jump @GRAV_15431 
if 
  $6429 == 0 
else_jump @GRAV_15424 
05A9: $2082($6406,10s) = s$6236[19] 
05A9: $2102($6406,10s) = s$6236[23] 
05A9: $2122($6406,10s) = s$6236[24] 
$6429 = 1 
jump @GRAV_15431 

:GRAV_15424
jump @GRAV_13469 

:GRAV_15431
if 
  $6407 == 22 
else_jump @GRAV_15524 
if 
  $6430 == 0 
else_jump @GRAV_15517 
05A9: $2082($6406,10s) = s$6236[22] 
05A9: $2102($6406,10s) = s$6236[34] 
05A9: $2122($6406,10s) = s$6236[29] 
$6430 = 1 
jump @GRAV_15524 

:GRAV_15517
jump @GRAV_13469 

:GRAV_15524
if 
  $6407 == 23 
else_jump @GRAV_15617 
if 
  $6431 == 0 
else_jump @GRAV_15610 
05A9: $2082($6406,10s) = s$6236[13] 
05A9: $2102($6406,10s) = s$6236[14] 
05A9: $2122($6406,10s) = s$6236[15] 
$6431 = 1 
jump @GRAV_15617 

:GRAV_15610
jump @GRAV_13469 

:GRAV_15617
if 
  $6407 == 24 
else_jump @GRAV_15710 
if 
  $6432 == 0 
else_jump @GRAV_15703 
05A9: $2082($6406,10s) = s$6236[20] 
05A9: $2102($6406,10s) = s$6236[17] 
05A9: $2122($6406,10s) = s$6236[35] 
$6432 = 1 
jump @GRAV_15710 

:GRAV_15703
jump @GRAV_13469 

:GRAV_15710
if 
  $6407 == 25 
else_jump @GRAV_15803 
if 
  $6433 == 0 
else_jump @GRAV_15796 
05A9: $2082($6406,10s) = s$6236[22] 
05A9: $2102($6406,10s) = s$6236[14] 
05A9: $2122($6406,10s) = s$6236[24] 
$6433 = 1 
jump @GRAV_15803 

:GRAV_15796
jump @GRAV_13469 

:GRAV_15803
if 
  $6407 == 26 
else_jump @GRAV_15896 
if 
  $6434 == 0 
else_jump @GRAV_15889 
05A9: $2082($6406,10s) = s$6236[16] 
05A9: $2102($6406,10s) = s$6236[15] 
05A9: $2122($6406,10s) = s$6236[32] 
$6434 = 1 
jump @GRAV_15896 

:GRAV_15889
jump @GRAV_13469 

:GRAV_15896
if 
  $6407 == 27 
else_jump @GRAV_15989 
if 
  $6435 == 0 
else_jump @GRAV_15982 
05A9: $2082($6406,10s) = s$6236[32] 
05A9: $2102($6406,10s) = s$6236[27] 
05A9: $2122($6406,10s) = s$6236[22] 
$6435 = 1 
jump @GRAV_15989 

:GRAV_15982
jump @GRAV_13469 

:GRAV_15989
if 
  $6407 == 28 
else_jump @GRAV_16082 
if 
  $6436 == 0 
else_jump @GRAV_16075 
05A9: $2082($6406,10s) = s$6236[10] 
05A9: $2102($6406,10s) = s$6236[36] 
05A9: $2122($6406,10s) = s$6236[32] 
$6436 = 1 
jump @GRAV_16082 

:GRAV_16075
jump @GRAV_13469 

:GRAV_16082
if 
  $6407 == 29 
else_jump @GRAV_16175 
if 
  $6437 == 0 
else_jump @GRAV_16168 
05A9: $2082($6406,10s) = s$6236[27] 
05A9: $2102($6406,10s) = s$6236[18] 
05A9: $2122($6406,10s) = s$6236[12] 
$6437 = 1 
jump @GRAV_16175 

:GRAV_16168
jump @GRAV_13469 

:GRAV_16175
return 

//-------------Mission 7---------------
// Originally: Video Game: Inside Track Betting

:OTB
gosub @OTB_16 
gosub @OTB_13293 
end_thread 

:OTB_16
$ONMISSION = 1 
thread 'OTB' 
wait 0 
054C: use_GXT_table 'OTB' 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_OTB2' 
03CF: load_wav 1821 as 4 
038F: load_texture "BUTNA" as 1 // Load dictionary with 0390 first 
038F: load_texture "BUTNB" as 2 // Load dictionary with 0390 first 
038F: load_texture "BUTNC" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIC1" as 4 // Load dictionary with 0390 first 
038F: load_texture "RIC2" as 5 // Load dictionary with 0390 first 
038F: load_texture "RIC3" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIC4" as 7 // Load dictionary with 0390 first 
038F: load_texture "RIC5" as 8 // Load dictionary with 0390 first 
038F: load_texture "BACKBET" as 9 // Load dictionary with 0390 first 
038F: load_texture "BUTNAO" as 10 // Load dictionary with 0390 first 
038F: load_texture "BUTNBO" as 11 // Load dictionary with 0390 first 
34@ = 58.8281 
35@ = 225.0068 
36@ = 131.5202 
0087: 37@ = 36@ // (float) 
005B: 37@ += 34@ // (float) 
0087: 38@ = 37@ // (float) 
005B: 38@ += 34@ // (float) 
0087: 39@ = 38@ // (float) 
005B: 39@ += 34@ // (float) 
0087: 40@ = 39@ // (float) 
005B: 40@ += 34@ // (float) 
45@ = 93.8682 
46@ = 42.34 
47@ = 463.313 
55@ = 191.6589 
0087: 48@ = 47@ // (float) 
005B: 48@ += 45@ // (float) 
0087: 56@ = 55@ // (float) 
0087: 49@ = 47@ // (float) 
0087: 57@ = 55@ // (float) 
005B: 57@ += 46@ // (float) 
0087: 50@ = 47@ // (float) 
005B: 50@ += 45@ // (float) 
0087: 58@ = 55@ // (float) 
005B: 58@ += 46@ // (float) 
0087: 51@ = 49@ // (float) 
0087: 59@ = 57@ // (float) 
005B: 59@ += 46@ // (float) 
0087: 52@ = 51@ // (float) 
005B: 52@ += 45@ // (float) 
0087: 60@ = 59@ // (float) 
0087: 53@ = 51@ // (float) 
0087: 61@ = 59@ // (float) 
005B: 61@ += 46@ // (float) 
0087: 54@ = 51@ // (float) 
005B: 54@ += 45@ // (float) 
0087: 62@ = 59@ // (float) 
005B: 62@ += 46@ // (float) 
63@ = 510.0702 
64@ = 385.0263 
65@ = 1 
66@ = 0 
67@ = 0 
68@ = 0 
69@ = 0 
70@ = 1 
71@ = 1 
72@ = 1 
73@ = 1 
74@ = 1 
75@ = 1 
76@ = 0 
77@ = 0 
78@ = 0 
79@ = 0 
80@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
87@ = 0 
88@ = 0 
89@ = 5 
90@ = 25 
91@ = 100 
92@ = 250 
93@ = 1000 
94@ = 5000 
95@ = 10000 
05AA: 97@s = 'HORS__1'  // Rocinante
05AA: 99@s = 'HORS__2'  // Little Bishop
05AA: 101@s = 'HORS__3'  // Schlong Odds
05AA: 103@s = 'HORS__4'  // Money Shot
05AA: 105@s = 'HORS__5'  // Crack Horse
05AA: 107@s = 'HORS__6'  // Buckmelad
05AA: 109@s = 'HORS__7'  // Skittery Trots
05AA: 111@s = 'HORS__8'  // Pebbledash
05AA: 113@s = 'HORS__9'  // Neigh Bother
05AA: 115@s = 'HORS_10'  // Pillow Biter
05AA: 117@s = 'HORS_11'  // Hot Pants
05AA: 119@s = 'HORS_12'  // Dong Johnson
05AA: 121@s = 'HORS_13'  // Reef's Folly
05AA: 123@s = 'HORS_14'  // Falkirk Boy
05AA: 125@s = 'HORS_15'  // No Wasps
05AA: 127@s = 'HORS_16'  // Jackson's Lad
05AA: 129@s = 'HORS_17'  // Ring of Fire
05AA: 131@s = 'HORS_18'  // Kelly's Boy
05AA: 133@s = 'HORS_19'  // Peking Twister
05AA: 135@s = 'HORS_20'  // Spam Javelin
05AA: 137@s = 'HORS_21'  // Love Torpedo
05AA: 139@s = 'HORS_22'  // Mary Hinge
05AA: 141@s = 'HORS_23'  // Billy Sastard
05AA: 143@s = 'HORS_24'  // Circus Circus
05AA: 145@s = 'HORS_25'  // Wizard's Sleeve
05AA: 147@s = 'HORS_26'  // Bolt Shooter
05AA: 149@s = 'HORS_27'  // Panhandle
05AA: 151@s = 'HORS_28'  // Dundee Ned
05AA: 153@s = 'HORS_29'  // Collar & Cuffs
05AA: 155@s = 'HORS_30'  // Mouse's Ear
05AA: 157@s = 'HORS_31'  // Biffin's Bridge
05AA: 159@s = 'HORS_32'  // Pebble Dasher
05AA: 161@s = 'HORS_33'  // Love Truncheon
05AA: 163@s = 'HORS_34'  // Silvery Tear
05AA: 165@s = 'HORS_35'  // Beanflicker
05AA: 167@s = 'HORS_36'  // Backdoor Bandit
05AA: 169@s = 'HORS_37'  // Ginger Witch
05AA: 171@s = 'HORS_38'  // Knob Polisher
05AA: 173@s = 'HORS_39'  // Stool Pigeon
05AA: 175@s = 'HORS_40'  // Vinegar Stroke
05AA: 177@s = 'HORS_41'  // Knuckle Shuffle
05AA: 179@s = 'HORS_42'  // Flaps Ahoy
05AA: 181@s = 'HORS_43'  // Henrik's Jaw
05AA: 183@s = 'HORS_44'  // One-eyed Warrior
05AA: 185@s = 'HORS_45'  // Brown Eyed Girl
05AA: 187@s = 'HORS_46'  // Handy Shandy
05AA: 189@s = 'HORS_47'  // Pearl's Necklace
05AA: 191@s = 'HORS_48'  // Wee Crunchie
05AA: 193@s = 'HORS_49'  // Mackem Delight
05AA: 195@s = 'HORS_50'  // Gypsy's Cat
05AA: 197@s = 'HORS_51'  // Fairy Hammok
05AA: 199@s = 'HORS_52'  // Yoghurt Cannon
05AA: 201@s = 'HORS_53'  // Chocolate Starfish
05AA: 203@s = 'HORS_54'  // Dr Boogie
05AA: 205@s = 'HORS_55'  // Split Kipper
05AA: 207@s = 'HORS_56'  // Luxor
05AA: 209@s = 'HORS_57'  // Monkeys Thumb
05AA: 211@s = 'HORS_58'  // Slap & Tickle
05AA: 213@s = 'HORS_59'  // Ochayethenoo
05AA: 215@s = 'HORS_60'  // Love Lips
05AA: 217@s = 'HORS_61'  // Sausage Sandwich
05AA: 219@s = 'HORS_62'  // Wet Cabbage
05AA: 221@s = 'HORS_63'  // Bronx Cheer
05AA: 223@s = 'HORS_64'  // The Angry Captain
05AA: 225@s = 'HORS_65'  // Beef Bandito
05AA: 227@s = 'HORS_66'  // Fingers and Tops
05AA: 229@s = 'HORS_67'  // Shatner's Bassoon
05AA: 231@s = 'HORS_68'  // Chocolate Channel
05AA: 233@s = 'HORS_69'  // Tunnel Tester
05AA: 235@s = 'HORS_70'  // Jocks Away
05AA: 237@s = 'HORS_71'  // New Jock City
05AA: 239@s = 'HORS_72'  // Salt 'n' Sauce
05AA: 241@s = 'HORS_73'  // Haway the Lads
05AA: 243@s = 'HORS_74'  // Five Finger Splay
05AA: 245@s = 'HORS_75'  // Bishop Basher
05AA: 247@s = 'HORS_76'  // Scotland Nil
05AA: 249@s = 'HORS_77'  // Tummy Squeaker
05AA: 251@s = 'HORS_78'  // Tagnut
05AA: 253@s = 'HORS_79'  // Dead Lemon
05AA: 255@s = 'HORS_80'  // Arthur or Martha
05AA: 257@s = 'HORS_81'  // Bankrupt Rage
05AA: 259@s = 'HORS_82'  // Jockstar
05AA: 261@s = 'HORS_83'  // Smellyama
05AA: 263@s = 'HORS_84'  // Fish Supper
05AA: 265@s = 'HORS_85'  // Spicy Mushroom
05AA: 267@s = 'HORS_86'  // Bronson
05AA: 269@s = 'HORS_87'  // Uphill Gardener
05AA: 271@s = 'HORS_88'  // Scotland's Shite
05AA: 273@s = 'HORS_89'  // Accept the Length
05AA: 275@s = 'HORS_90'  // Cock Soup
05AA: 277@s = 'HORS_91'  // Flange Spanner
05AA: 279@s = 'HORS_92'  // Chunder Munchkin
05AA: 281@s = 'HORS_93'  // Stained Rigid
05AA: 283@s = 'HORS_94'  // Hardly Flanged
05AA: 285@s = 'HORS_95'  // Melancholy Thatch
05AA: 287@s = 'HORS_96'  // Holy Colon
05AA: 289@s = 'HORS_97'  // Chutney Bunker
05AA: 291@s = 'HORS_98'  // Biffen's Bridge
05AA: 293@s = 'HORS_99'  // Tunky Packer
05AA: 295@s = 'HORS100'  // Pearly Droplets
05AA: 297@s = 'HORS101'  // Facial Lancer
05AA: 299@s = 'HORS102'  // Cunning Lingus
05AA: 301@s = 'HORS103'  // Juice Trigger
05AA: 303@s = 'HORS104'  // Syphilitic Meat
05AA: 305@s = 'HORS105'  // Venereal Dodger
05AA: 307@s = 'HORS106'  // Horse Feathers
05AA: 309@s = 'HORS107'  // Rump Rider
05AA: 311@s = 'HORS108'  // McTagnut & Fries
05AA: 313@s = 'HORS109'  // Dildonut & Burdock
05AA: 315@s = 'HORS110'  // Barkers Eggs
05AA: 317@s = 'HORS111'  // Cheesy Hornblower
05AA: 319@s = 'HORS112'  // Turbot Tornado
05AA: 321@s = 'HORS113'  // Cauliflower Arse
05AA: 323@s = 'HORS114'  // Air Biscuit
05AA: 325@s = 'HORS115'  // Gentlemans Relish
05AA: 327@s = 'HORS116'  // Diddy Ride
05AA: 329@s = 'HORS117'  // Purple Love
05AA: 331@s = 'HORS118'  // Shoot Me
05AA: 333@s = 'HORS119'  // Reeves' Revenge
05AA: 335@s = 'HORS120'  // Kinnears' Demise
05AA: 337@s = 'HORS121'  // Cocoa Shunter
05AA: 339@s = 'HORS122'  // Reverse Cowgirl
05AA: 341@s = 'HORS123'  // Lord Lucan
05AA: 343@s = 'HORS124'  // Pygmies Cocque
05AA: 345@s = 'HORS125'  // Jauques Yerlot
05AA: 347@s = 'HORS126'  // Saddam's Madam
05AA: 349@s = 'HORS127'  // Kohl Bunker
05AA: 351@s = 'HORS128'  // Tight Brown
05AA: 353@s = 'HORS129'  // Loose Pink
05AA: 355@s = 'HORS130'  // Wet Circle
05AA: 357@s = 'HORS131'  // Axe Wound
05AA: 359@s = 'HORS132'  // Donner's Kebab
05AA: 361@s = 'HORS133'  // Funbags
05AA: 363@s = 'HORS134'  // That's Bollocks
05AA: 365@s = 'HORS135'  // Cryptorchid
05AA: 367@s = 'HORS136'  // Neutered Nik
05AA: 369@s = 'HORS137'  // Duthie's Boy
05AA: 371@s = 'HORS138'  // Run Away Jay
05AA: 373@s = 'HORS139'  // Chunky Colt
05AA: 375@s = 'HORS140'  // Sarwar's Spray
05AA: 377@s = 'HORS141'  // Filshie's Filly
05AA: 379@s = 'HORS142'  // Mr Winky
05AA: 381@s = 'HORS143'  // Lush Gush
05AA: 383@s = 'HORS144'  // Gary's Gelding
05AA: 385@s = 'HORS145'  // White Hinny
05AA: 387@s = 'HORS146'  // Bush Bandit
05AA: 389@s = 'HORS147'  // Monkey Puss
05AA: 391@s = 'HORS148'  // Tester Turd
05AA: 393@s = 'HORS149'  // Perverted Preacher
05AA: 395@s = 'HORS150'  // Hairy Dyke
05AA: 397@s = 'HORS151'  // Wong's Wang
05AA: 399@s = 'HORS152'  // 2nd Hand Sock
05AA: 401@s = 'HORS153'  // Weasel Burglar
05AA: 403@s = 'HORS154'  // Les Long
05AA: 405@s = 'HORS155'  // Priapism Willie
05AA: 407@s = 'HORS156'  // Dead Wipe
05AA: 409@s = 'HORS157'  // Up The Dumper
05AA: 411@s = 'HORS158'  // Sterilized Steed
05AA: 413@s = 'HORS159'  // Bloated Bag
05AA: 415@s = 'HORS160'  // Duck My Sick
05AA: 417@s = 'HORS161'  // Watery Passage
05AA: 419@s = 'HORS162'  // Piddle in Perspex
05AA: 421@s = 'HORS163'  // Embryo Enticed
05AA: 423@s = 'HORS164'  // Barnton Bellbanger
05AA: 425@s = 'HORS165'  // Cheesy Chode
05AA: 427@s = 'HORS166'  // Love Burglar
05AA: 429@s = 'HORS167'  // Lolly's Fern
431@ = -1 
432@ = -1 
433@ = -1 
434@ = -1 
435@ = -1 
0209: 431@ = random_int_in_ranges 0 167 

:OTB_3133
if or
003B:   431@ == 432@ // (int) 
  432@ == -1 
else_jump @OTB_3176 
0209: 432@ = random_int_in_ranges 0 167 
jump @OTB_3133 

:OTB_3176
if or
003B:   431@ == 433@ // (int) 
003B:   432@ == 433@ // (int) 
  433@ == -1 
else_jump @OTB_3227 
0209: 433@ = random_int_in_ranges 0 167 
jump @OTB_3176 

:OTB_3227
if or
003B:   431@ == 434@ // (int) 
003B:   432@ == 434@ // (int) 
003B:   433@ == 434@ // (int) 
  434@ == -1 
else_jump @OTB_3286 
0209: 434@ = random_int_in_ranges 0 167 
jump @OTB_3227 

:OTB_3286
if or
003B:   431@ == 435@ // (int) 
003B:   432@ == 435@ // (int) 
003B:   433@ == 435@ // (int) 
003B:   434@ == 435@ // (int) 
  435@ == -1 
else_jump @OTB_3353 
0209: 435@ = random_int_in_ranges 0 167 
jump @OTB_3286 

:OTB_3353
438@ = 1 
439@ = 1 
440@ = 1 
441@ = 1 
442@ = 1 
436@ = 0 

:OTB_3395
if 
  5 > 436@ 
else_jump @OTB_3504 
437@ = 0 

:OTB_3420
if 
  5 > 437@ 
else_jump @OTB_3490 
if 
001D:   431@(437@,5i) > 431@(436@,5i) // (int) 
else_jump @OTB_3476 
438@(436@,5i) += 1 

:OTB_3476
437@ += 1 
jump @OTB_3420 

:OTB_3490
436@ += 1 
jump @OTB_3395 

:OTB_3504
436@ = 0 

:OTB_3511
if 
  5 > 436@ 
else_jump @OTB_3713 
if 
  438@(436@,5i) == 1 
else_jump @OTB_3563 
0085: 443@ = 431@(436@,5i) // (int) 

:OTB_3563
if 
  438@(436@,5i) == 2 
else_jump @OTB_3597 
0085: 444@ = 431@(436@,5i) // (int) 

:OTB_3597
if 
  438@(436@,5i) == 3 
else_jump @OTB_3631 
0085: 445@ = 431@(436@,5i) // (int) 

:OTB_3631
if 
  438@(436@,5i) == 4 
else_jump @OTB_3665 
0085: 446@ = 431@(436@,5i) // (int) 

:OTB_3665
if 
  438@(436@,5i) == 5 
else_jump @OTB_3699 
0085: 447@ = 431@(436@,5i) // (int) 

:OTB_3699
436@ += 1 
jump @OTB_3511 

:OTB_3713
0209: 448@ = random_int_in_ranges 2 4 
0209: 449@ = random_int_in_ranges 4 6 
0209: 450@ = random_int_in_ranges 6 9 
0209: 451@ = random_int_in_ranges 9 11 
0209: 452@ = random_int_in_ranges 11 13 
453@ = 0 

:OTB_3765
if 
83D0:   not wav 4 loaded 
else_jump @OTB_3791 
wait 0 
jump @OTB_3765 

:OTB_3791
fade 1 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 

:OTB_3828
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
038D: draw_texture 9 position 320.0 224.0 size 640.0 448.0 RGBA 150 150 150 255 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.759 2.8293 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position 204.407 39.1245 GXT 'HRACE01'  // LARGE ACRES
454@ = 60.1776 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.527 2.0 
09FD: get_gxt_string 'XSELECT' width_to 455@  // ~k~~PED_SPRINT~:~n~Auswahl
033E: set_draw_text_position 454@ 395.7635 GXT 'XSELECT'  // ~k~~PED_SPRINT~:~n~Auswahl
0093: 467@ = integer 455@ to_float 
005B: 454@ += 467@ // (float) 
454@ += 8.0 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.527 2.0 
if 
  76@ == 0 
else_jump @OTB_4082 
09FD: get_gxt_string 'TRIEXIT' width_to 455@  // ~k~~VEHICLE_ENTER_EXIT~:~n~Verlassen
033E: set_draw_text_position 454@ 395.7635 GXT 'TRIEXIT'  // ~k~~VEHICLE_ENTER_EXIT~:~n~Verlassen
jump @OTB_4115 

:OTB_4082
09FD: get_gxt_string 'TRIBACK' width_to 455@  // ~k~~VEHICLE_ENTER_EXIT~:~n~Zurck
033E: set_draw_text_position 454@ 395.7635 GXT 'TRIBACK'  // ~k~~VEHICLE_ENTER_EXIT~:~n~Zurck

:OTB_4115
0093: 467@ = integer 455@ to_float 
005B: 454@ += 467@ // (float) 
454@ += 8.0 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.527 2.0 
if 
  76@ == 0 
else_jump @OTB_4204 
033E: set_draw_text_position 454@ 395.7635 GXT 'DPADNUD'  // ~u~~d~ Navigieren
jump @OTB_4223 

:OTB_4204
033E: set_draw_text_position 454@ 395.7635 GXT 'DPADNAV'  // ~<~~>~~u~~d~ Navigieren

:OTB_4223
96@ = Player.Money($PLAYER_CHAR)
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.4753 2.2289 
0342: enable_text_draw_centered 1 
045A: draw_text_1number 508.6669 18.0933 GXT 'YOURCSH' number 96@  // DEIN GELD: $~1~
0494: get_joystick 0 data_to 456@ 457@ 458@ 459@ 
if 
  76@ == 0 
else_jump @OTB_5082 
if or
  -100 > 457@ 
00E1:   player 0 pressed_key 8 
else_jump @OTB_4496 
if 
  70@ == 0 
else_jump @OTB_4489 
if 
  66@ == 1 
else_jump @OTB_4386 
66@ = 0 
65@ = 1 

:OTB_4386
if 
  67@ == 1 
else_jump @OTB_4418 
67@ = 0 
66@ = 1 

:OTB_4418
if 
  68@ == 1 
else_jump @OTB_4450 
68@ = 0 
67@ = 1 

:OTB_4450
if 
  69@ == 1 
else_jump @OTB_4482 
69@ = 0 
68@ = 1 

:OTB_4482
70@ = 1 

:OTB_4489
jump @OTB_4503 

:OTB_4496
70@ = 0 

:OTB_4503
if or
  457@ > 100 
00E1:   player 0 pressed_key 9 
else_jump @OTB_4687 
if 
  71@ == 0 
else_jump @OTB_4680 
if 
  68@ == 1 
else_jump @OTB_4577 
68@ = 0 
69@ = 1 

:OTB_4577
if 
  67@ == 1 
else_jump @OTB_4609 
67@ = 0 
68@ = 1 

:OTB_4609
if 
  66@ == 1 
else_jump @OTB_4641 
66@ = 0 
67@ = 1 

:OTB_4641
if 
  65@ == 1 
else_jump @OTB_4673 
65@ = 0 
66@ = 1 

:OTB_4673
71@ = 1 

:OTB_4680
jump @OTB_4694 

:OTB_4687
71@ = 0 

:OTB_4694
if 
00E1:   player 0 pressed_key 16 
else_jump @OTB_5007 
if 
  74@ == 0 
else_jump @OTB_5000 
if 
  65@ == 1 
else_jump @OTB_4775 
66@ = 2 
67@ = 2 
68@ = 2 
69@ = 2 

:OTB_4775
if 
  66@ == 1 
else_jump @OTB_4821 
65@ = 2 
67@ = 2 
68@ = 2 
69@ = 2 

:OTB_4821
if 
  67@ == 1 
else_jump @OTB_4867 
65@ = 2 
66@ = 2 
68@ = 2 
69@ = 2 

:OTB_4867
if 
  68@ == 1 
else_jump @OTB_4913 
65@ = 2 
66@ = 2 
67@ = 2 
69@ = 2 

:OTB_4913
if 
  69@ == 1 
else_jump @OTB_4959 
65@ = 2 
66@ = 2 
67@ = 2 
68@ = 2 

:OTB_4959
74@ = 1 
78@ = 1 
76@ += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 

:OTB_5000
jump @OTB_5014 

:OTB_5007
74@ = 0 

:OTB_5014
if 
00E1:   player 0 pressed_key 15 
else_jump @OTB_5075 
if 
  75@ == 0 
else_jump @OTB_5068 
75@ = 1 
fade 0 0 
wait 0 
return 

:OTB_5068
jump @OTB_5082 

:OTB_5075
75@ = 0 

:OTB_5082
460@ = 0 

:OTB_5089
if 
  5 > 460@ 
else_jump @OTB_5627 
if 
  65@(460@,5i) == 0 
else_jump @OTB_5165 
038D: draw_texture 1 position 35@ 36@(460@,5f) size 330.0 64.0 RGBA 150 150 150 255 

:OTB_5165
if 
  65@(460@,5i) == 1 
else_jump @OTB_5223 
038D: draw_texture 10 position 35@ 36@(460@,5f) size 330.0 64.0 RGBA 150 150 150 255 

:OTB_5223
if 
  65@(460@,5i) == 2 
else_jump @OTB_5278 
038D: draw_texture 1 position 35@ 36@(460@,5f) size 330.0 64.0 RGBA 50 50 50 255 

:OTB_5278
0087: 41@ = 35@ // (float) 
41@ -= 130.0 
0087: 42@ = 36@(460@,5f) // (float) 
42@ -= 8.0 
0085: 461@ = 460@ // (int) 
461@ += 4 
038D: draw_texture 461@ position 41@ 42@ size 64.0 64.0 RGBA 150 150 150 255 
0087: 43@ = 35@ // (float) 
43@ -= 105.0 
0087: 44@ = 36@(460@,5f) // (float) 
44@ -= 24.0 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.63 3.0 
if 
  65@(460@,5i) == 1 
else_jump @OTB_5477 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_5477
0085: 461@ = 443@(460@,5i) // (int) 
033E: set_draw_text_position 43@ 44@ GXT 97@(461@,167s) 
43@ += 254.2121 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.7 3.0 
03E4: enable_text_draw_align_right 1 
if 
  65@(460@,5i) == 1 
else_jump @OTB_5589 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_5589
045A: draw_text_1number 43@ 44@ GXT 'ODDS' number 448@(460@,5i)  // ~1~/1
460@ += 1 
jump @OTB_5089 

:OTB_5627
if 
  76@ == 1 
else_jump @OTB_6831 
if 
00E1:   player 0 pressed_key 15 
else_jump @OTB_6029 
if 
  75@ == 0 
else_jump @OTB_6022 
if 
  65@ == 1 
else_jump @OTB_5726 
66@ = 0 
67@ = 0 
68@ = 0 
69@ = 0 

:OTB_5726
if 
  66@ == 1 
else_jump @OTB_5772 
65@ = 0 
67@ = 0 
68@ = 0 
69@ = 0 

:OTB_5772
if 
  67@ == 1 
else_jump @OTB_5818 
65@ = 0 
66@ = 0 
68@ = 0 
69@ = 0 

:OTB_5818
if 
  68@ == 1 
else_jump @OTB_5864 
65@ = 0 
66@ = 0 
67@ = 0 
69@ = 0 

:OTB_5864
if 
  69@ == 1 
else_jump @OTB_5910 
65@ = 0 
66@ = 0 
67@ = 0 
68@ = 0 

:OTB_5910
75@ = 1 
78@ = 0 
79@ = 0 
80@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
76@ -= 1 
Player.Money($PLAYER_CHAR) += 87@
87@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1121 

:OTB_6022
jump @OTB_6036 

:OTB_6029
75@ = 0 

:OTB_6036
if 
00E1:   player 0 pressed_key 16 
else_jump @OTB_6454 
if 
  74@ == 0 
else_jump @OTB_6447 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @OTB_6101 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)

:OTB_6101
if and
  86@ > 0 
  87@ > 0 
else_jump @OTB_6153 
097A: play_audio_at 0.0 0.0 0.0 event 1123 
453@ = 1 

:OTB_6153
if 
  78@ == 1 
else_jump @OTB_6214 
78@ = 2 
Player.Money($PLAYER_CHAR) += 87@
0085: 87@ = 88@ // (int) 
097A: play_audio_at 0.0 0.0 0.0 event 1120 

:OTB_6214
460@ = 1 

:OTB_6221
if 
  8 > 460@ 
else_jump @OTB_6440 
if 
  78@(460@,8i) == 1 
else_jump @OTB_6426 
78@(460@,8i) = 2 
0085: 461@ = 88@(460@,8i) // (int) 
461@ -= 1 
0085: 466@ = 87@ // (int) 
005A: 466@ += 88@(460@,8i) // (int) 
if and
   Player.Money($PLAYER_CHAR) > 461@
  9999999 > 466@ 
else_jump @OTB_6406 
005A: 87@ += 88@(460@,8i) // (int) 
0085: 461@ = 88@(460@,8i) // (int) 
461@ *= -1 
Player.Money($PLAYER_CHAR) += 461@
097A: play_audio_at 0.0 0.0 0.0 event 1121 
jump @OTB_6426 

:OTB_6406
097A: play_audio_at 0.0 0.0 0.0 event 1158 

:OTB_6426
460@ += 1 
jump @OTB_6221 

:OTB_6440
74@ = 1 

:OTB_6447
jump @OTB_6831 

:OTB_6454
if 
  74@ == 1 
else_jump @OTB_6551 
460@ = 0 

:OTB_6479
if 
  8 > 460@ 
else_jump @OTB_6544 
if 
  78@(460@,8i) == 2 
else_jump @OTB_6530 
78@(460@,8i) = 1 

:OTB_6530
460@ += 1 
jump @OTB_6479 

:OTB_6544
74@ = 0 

:OTB_6551
if or
  -100 > 456@ 
00E1:   player 0 pressed_key 10 
else_jump @OTB_6614 
if 
  72@ == 0 
else_jump @OTB_6607 
72@ = 1 
gosub @OTB_13636 

:OTB_6607
jump @OTB_6621 

:OTB_6614
72@ = 0 

:OTB_6621
if or
  456@ > 100 
00E1:   player 0 pressed_key 11 
else_jump @OTB_6684 
if 
  73@ == 0 
else_jump @OTB_6677 
73@ = 1 
gosub @OTB_13774 

:OTB_6677
jump @OTB_6691 

:OTB_6684
73@ = 0 

:OTB_6691
if or
  -100 > 457@ 
00E1:   player 0 pressed_key 8 
else_jump @OTB_6754 
if 
  70@ == 0 
else_jump @OTB_6747 
70@ = 1 
gosub @OTB_13912 

:OTB_6747
jump @OTB_6761 

:OTB_6754
70@ = 0 

:OTB_6761
if or
  457@ > 100 
00E1:   player 0 pressed_key 9 
else_jump @OTB_6824 
if 
  71@ == 0 
else_jump @OTB_6817 
71@ = 1 
gosub @OTB_14182 

:OTB_6817
jump @OTB_6831 

:OTB_6824
71@ = 0 

:OTB_6831
460@ = 0 

:OTB_6838
if 
  8 > 460@ 
else_jump @OTB_7181 
if 
  78@(460@,8i) == 0 
else_jump @OTB_6918 
038D: draw_texture 2 position 47@(460@,8f) 55@(460@,8f) size 90.0 64.0 RGBA 150 150 150 255 

:OTB_6918
if 
  78@(460@,8i) == 1 
else_jump @OTB_6980 
038D: draw_texture 11 position 47@(460@,8f) 55@(460@,8f) size 90.0 64.0 RGBA 150 150 150 255 

:OTB_6980
if 
  78@(460@,8i) == 2 
else_jump @OTB_7042 
038D: draw_texture 3 position 47@(460@,8f) 55@(460@,8f) size 90.0 64.0 RGBA 150 150 150 255 

:OTB_7042
gosub @OTB_13568 
0342: enable_text_draw_centered 1 
033F: set_text_draw_letter_size 0.58 2.4957 
0087: 467@ = 55@(460@,8f) // (float) 
467@ -= 28.3404 
if 
  78@(460@,8i) > 0 
else_jump @OTB_7139 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_7139
045A: draw_text_1number 47@(460@,8f) 467@ GXT 'DOLLAR' number 88@(460@,8i)  // $~1~
460@ += 1 
jump @OTB_6838 

:OTB_7181
if 
  86@ == 0 
else_jump @OTB_7300 
if 
  87@ > 0 
else_jump @OTB_7260 
038D: draw_texture 1 position 510.0702 373.3544 size 176.8987 50.8555 RGBA 150 150 150 255 
jump @OTB_7293 

:OTB_7260
038D: draw_texture 1 position 510.0702 373.3544 size 176.8987 50.8555 RGBA 50 50 50 255 

:OTB_7293
jump @OTB_7336 

:OTB_7300
038D: draw_texture 10 position 510.0702 373.3544 size 176.8987 50.8555 RGBA 150 150 150 255 

:OTB_7336
gosub @OTB_13568 
if or
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @OTB_7387 
033F: set_text_draw_letter_size 0.5 2.996 
jump @OTB_7399 

:OTB_7387
033F: set_text_draw_letter_size 0.609 2.996 

:OTB_7399
0342: enable_text_draw_centered 1 
if 
  86@ > 0 
else_jump @OTB_7451 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_7451
033E: set_draw_text_position 509.6968 351.0 GXT 'PLACBET'  // WETTE PLATZIEREN
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.8 3.3297 
0342: enable_text_draw_centered 1 
045A: draw_text_1number 509.2133 84.9941 GXT 'DOLLAR' number 87@  // $~1~
if 
  453@ == 1 
else_jump @OTB_7544 
jump @OTB_7551 

:OTB_7544
jump @OTB_3828 

:OTB_7551
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_OTB' 
038F: load_texture "BCKGRND" as 1 // Load dictionary with 0390 first 
038F: load_texture "BUSHES" as 2 // Load dictionary with 0390 first 
038F: load_texture "BRIDE1" as 3 // Load dictionary with 0390 first 
038F: load_texture "BRIDE2" as 4 // Load dictionary with 0390 first 
038F: load_texture "BRIDE3" as 5 // Load dictionary with 0390 first 
038F: load_texture "BRIDE4" as 6 // Load dictionary with 0390 first 
038F: load_texture "BRIDE5" as 7 // Load dictionary with 0390 first 
038F: load_texture "BRIDE6" as 8 // Load dictionary with 0390 first 
038F: load_texture "BRIDE7" as 9 // Load dictionary with 0390 first 
038F: load_texture "BRIDE8" as 10 // Load dictionary with 0390 first 
038F: load_texture "TREES" as 11 // Load dictionary with 0390 first 
038F: load_texture "FEN" as 12 // Load dictionary with 0390 first 
038F: load_texture "POLE2" as 13 // Load dictionary with 0390 first 
038F: load_texture "RRIDE1" as 14 // Load dictionary with 0390 first 
038F: load_texture "RRIDE2" as 15 // Load dictionary with 0390 first 
038F: load_texture "RRIDE3" as 16 // Load dictionary with 0390 first 
038F: load_texture "RRIDE4" as 17 // Load dictionary with 0390 first 
038F: load_texture "RRIDE5" as 18 // Load dictionary with 0390 first 
038F: load_texture "RRIDE6" as 19 // Load dictionary with 0390 first 
038F: load_texture "RRIDE7" as 20 // Load dictionary with 0390 first 
038F: load_texture "RRIDE8" as 21 // Load dictionary with 0390 first 
038F: load_texture "YRIDE1" as 22 // Load dictionary with 0390 first 
038F: load_texture "YRIDE2" as 23 // Load dictionary with 0390 first 
038F: load_texture "YRIDE3" as 24 // Load dictionary with 0390 first 
038F: load_texture "YRIDE4" as 25 // Load dictionary with 0390 first 
038F: load_texture "YRIDE5" as 26 // Load dictionary with 0390 first 
038F: load_texture "YRIDE6" as 27 // Load dictionary with 0390 first 
038F: load_texture "YRIDE7" as 28 // Load dictionary with 0390 first 
038F: load_texture "YRIDE8" as 29 // Load dictionary with 0390 first 
038F: load_texture "PRIDE1" as 30 // Load dictionary with 0390 first 
038F: load_texture "PRIDE2" as 31 // Load dictionary with 0390 first 
038F: load_texture "PRIDE3" as 32 // Load dictionary with 0390 first 
038F: load_texture "PRIDE4" as 33 // Load dictionary with 0390 first 
038F: load_texture "PRIDE5" as 34 // Load dictionary with 0390 first 
038F: load_texture "PRIDE6" as 35 // Load dictionary with 0390 first 
038F: load_texture "PRIDE7" as 36 // Load dictionary with 0390 first 
038F: load_texture "PRIDE8" as 37 // Load dictionary with 0390 first 
038F: load_texture "GRIDE1" as 38 // Load dictionary with 0390 first 
038F: load_texture "GRIDE2" as 39 // Load dictionary with 0390 first 
038F: load_texture "GRIDE3" as 40 // Load dictionary with 0390 first 
038F: load_texture "GRIDE4" as 41 // Load dictionary with 0390 first 
038F: load_texture "GRIDE5" as 42 // Load dictionary with 0390 first 
038F: load_texture "GRIDE6" as 43 // Load dictionary with 0390 first 
038F: load_texture "GRIDE7" as 44 // Load dictionary with 0390 first 
038F: load_texture "GRIDE8" as 45 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 46 // Load dictionary with 0390 first 
038F: load_texture "TVL" as 47 // Load dictionary with 0390 first 
038F: load_texture "TVR" as 48 // Load dictionary with 0390 first 
038F: load_texture "BLUE" as 49 // Load dictionary with 0390 first 
038F: load_texture "HRS1" as 50 // Load dictionary with 0390 first 
038F: load_texture "HRS2" as 51 // Load dictionary with 0390 first 
038F: load_texture "HRS3" as 52 // Load dictionary with 0390 first 
038F: load_texture "HRS4" as 53 // Load dictionary with 0390 first 
038F: load_texture "HRS5" as 54 // Load dictionary with 0390 first 
038F: load_texture "HRS6" as 55 // Load dictionary with 0390 first 
038F: load_texture "HRS7" as 56 // Load dictionary with 0390 first 
038F: load_texture "HRS8" as 57 // Load dictionary with 0390 first 
468@ = 0 
469@ = 0 
470@ = 0 
471@ = 0 
472@ = 0 
473@ = 0 
474@ = 0 
475@ = 0 
476@ = 0 
477@ = 0 
482@ = 128.0 
0087: 483@ = 482@ // (float) 
483@ /= 10.0 
0087: 481@ = 482@ // (float) 
0063: 481@ -= 483@ // (float) 
0087: 483@ = 481@ // (float) 
483@ /= 10.0 
0087: 480@ = 481@ // (float) 
0063: 480@ -= 483@ // (float) 
0087: 483@ = 480@ // (float) 
483@ /= 10.0 
0087: 479@ = 480@ // (float) 
0063: 479@ -= 483@ // (float) 
0087: 483@ = 479@ // (float) 
483@ /= 10.0 
0087: 478@ = 479@ // (float) 
0063: 478@ -= 483@ // (float) 
488@ = 64.0 
0087: 483@ = 488@ // (float) 
483@ /= 10.0 
0087: 487@ = 488@ // (float) 
0063: 487@ -= 483@ // (float) 
0087: 483@ = 487@ // (float) 
483@ /= 10.0 
0087: 486@ = 487@ // (float) 
0063: 486@ -= 483@ // (float) 
0087: 483@ = 486@ // (float) 
483@ /= 10.0 
0087: 485@ = 486@ // (float) 
0063: 485@ -= 483@ // (float) 
0087: 483@ = 485@ // (float) 
483@ /= 10.0 
0087: 484@ = 485@ // (float) 
0063: 484@ -= 483@ // (float) 
489@ = 150.0 
490@ = 150.0 
491@ = 150.0 
492@ = 150.0 
493@ = 150.0 
498@ = 300.0 
0087: 483@ = 498@ // (float) 
483@ /= 10.0 
0087: 497@ = 498@ // (float) 
0063: 497@ -= 483@ // (float) 
0087: 483@ = 497@ // (float) 
483@ /= 10.0 
0087: 496@ = 497@ // (float) 
0063: 496@ -= 483@ // (float) 
0087: 483@ = 496@ // (float) 
483@ /= 10.0 
0087: 495@ = 496@ // (float) 
0063: 495@ -= 483@ // (float) 
0087: 483@ = 495@ // (float) 
483@ /= 10.0 
0087: 494@ = 495@ // (float) 
0063: 494@ -= 483@ // (float) 
499@ = 159.0 
500@ = 159.0 
501@ = 159.0 
502@ = 159.0 
503@ = 159.0 
508@ = 261.0 
0087: 483@ = 508@ // (float) 
483@ /= 10.0 
0087: 507@ = 508@ // (float) 
0063: 507@ -= 483@ // (float) 
0087: 483@ = 507@ // (float) 
483@ /= 10.0 
0087: 506@ = 507@ // (float) 
0063: 506@ -= 483@ // (float) 
0087: 483@ = 506@ // (float) 
483@ /= 10.0 
0087: 505@ = 506@ // (float) 
0063: 505@ -= 483@ // (float) 
0087: 483@ = 505@ // (float) 
483@ /= 10.0 
0087: 504@ = 505@ // (float) 
0063: 504@ -= 483@ // (float) 
514@ = 0.0 
515@ = 0.0 
516@ = 0.0 
517@ = 0.0 
518@ = 0.0 
519@ = 2 
520@ = 5 
521@ = 6 
522@ = 1 
523@ = 4 
526@ = 3 
527@ = 14 
528@ = 22 
529@ = 30 
530@ = 38 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 531@ = $CURRENT_TIME_IN_MS2 // (int) 
531@ += 25000 
532@ = 512.0 
0087: 533@ = 532@ // (float) 
533@ += 124.0 
534@ = 0 
535@ = 0 
536@ = 0 
537@ = 0 
538@ = 0 
544@ = 0 
545@ = 0 
546@ = 0 
547@ = 0 
548@ = 0 
552@ = 0.0 
553@ = 0.0 
554@ = 0.0 
555@ = 0.0 
556@ = 0 
557@ = 454.364 
558@ = 152.8744 
563@ = 0 
564@ = 42 
569@ = 96 
574@ = 228 
565@ = 209 
570@ = 116 
575@ = 116 
566@ = 222 
571@ = 185 
576@ = 103 
567@ = 133 
572@ = 65 
577@ = 190 
568@ = 65 
573@ = 190 
578@ = 151 
097A: play_audio_at 0.0 0.0 0.0 event 1142 
579@ = 0 
580@ = 12 
581@ = 34 
582@ = 0 
583@ = 55 
584@ = 20 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 

:OTB_9493
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
  556@ == 0 
else_jump @OTB_9975 
460@ = 0 

:OTB_9527
if 
  5 > 460@ 
else_jump @OTB_9975 
if 
001E:   $CURRENT_TIME_IN_MS2 > 468@(460@,5i) // (int) 
else_jump @OTB_9633 
0208: 509@(460@,5f) = random_float_in_ranges -0.8 1.0 
0209: 585@ = random_int_in_ranges 1500 2500 
008B: 468@(460@,5i) = $CURRENT_TIME_IN_MS2 // (int) 
005A: 468@(460@,5i) += 585@ // (int) 
473@(460@,5i) = 1 

:OTB_9633
if 
  473@(460@,5i) == 1 
else_jump @OTB_9845 
if 
0025:   514@(460@,5f) > 509@(460@,5f) // (float) 
else_jump @OTB_9750 
007F: 514@(460@,5f) -= unknown_float * 0.01 // (float) 
if 
0025:   509@(460@,5f) > 514@(460@,5f) // (float) 
else_jump @OTB_9750 
0087: 514@(460@,5f) = 509@(460@,5f) // (float) 
473@(460@,5i) += 1 

:OTB_9750
if 
0025:   509@(460@,5f) > 514@(460@,5f) // (float) 
else_jump @OTB_9845 
0079: 514@(460@,5f) += unknown_float * 0.01 // (float) 
if 
0025:   514@(460@,5f) > 509@(460@,5f) // (float) 
else_jump @OTB_9845 
0087: 514@(460@,5f) = 509@(460@,5f) // (float) 
473@(460@,5i) += 1 

:OTB_9845
if 
  473@(460@,5i) > 0 
else_jump @OTB_9883 
007B: 489@(460@,5f) += unknown_float * 514@(460@,5f) // (float) 

:OTB_9883
if 
  80.0 > 489@(460@,5f) 
else_jump @OTB_9922 
489@(460@,5f) = 80.0 

:OTB_9922
if 
  489@(460@,5f) > 520.0 
else_jump @OTB_9961 
489@(460@,5f) = 520.0 

:OTB_9961
460@ += 1 
jump @OTB_9527 

:OTB_9975
0087: 549@ = 552@ // (float) 
588@ = -76.0 
587@ = 72.0 
525@ = 1 
551@ = 4.0 
gosub @OTB_13313 
0087: 552@ = 549@ // (float) 
0087: 549@ = 554@ // (float) 
588@ = -64.0 
587@ = 128.0 
525@ = 2 
551@ = 5.0 
gosub @OTB_13313 
0087: 554@ = 549@ // (float) 
0087: 549@ = 553@ // (float) 
588@ = 0.0 
587@ = 256.0 
525@ = 11 
551@ = 6.0 
gosub @OTB_13313 
0087: 553@ = 549@ // (float) 
if 
001E:   $CURRENT_TIME_IN_MS2 > 531@ // (int) 
else_jump @OTB_10594 
if 
  532@ > -200.0 
else_jump @OTB_10275 
if 
  556@ == 0 
else_jump @OTB_10223 
007F: 532@ -= unknown_float * 6.0 // (float) 

:OTB_10223
038D: draw_texture 13 position 532@ 224.0 size 256.0 256.0 RGBA 150 150 150 255 
0087: 533@ = 532@ // (float) 
533@ += 124.0 

:OTB_10275
460@ = 0 

:OTB_10282
if 
  5 > 460@ 
else_jump @OTB_10594 
if 
  534@(460@,5i) == 0 
else_jump @OTB_10580 
if 
0025:   489@(460@,5f) > 533@ // (float) 
else_jump @OTB_10580 
if 
  544@ == 0 
else_jump @OTB_10388 
534@(460@,5i) = 1 
544@ += 1 
jump @OTB_10580 

:OTB_10388
if 
  545@ == 0 
else_jump @OTB_10431 
534@(460@,5i) = 2 
545@ += 1 
jump @OTB_10580 

:OTB_10431
if 
  546@ == 0 
else_jump @OTB_10474 
534@(460@,5i) = 3 
546@ += 1 
jump @OTB_10580 

:OTB_10474
if 
  547@ == 0 
else_jump @OTB_10517 
534@(460@,5i) = 4 
547@ += 1 
jump @OTB_10580 

:OTB_10517
if 
  548@ == 0 
else_jump @OTB_10580 
534@(460@,5i) = 5 
097A: play_audio_at 0.0 0.0 0.0 event 1143 
556@ += 1 
548@ += 1 

:OTB_10580
460@ += 1 
jump @OTB_10282 

:OTB_10594
460@ = 0 

:OTB_10601
if 
  5 > 460@ 
else_jump @OTB_10922 
524@ = 50 
005A: 524@ += 519@(460@,5i) // (int) 
038D: draw_texture 524@ position 489@(460@,5f) 494@(460@,5f) size 478@(460@,5f) 478@(460@,5f) RGBA 150 150 150 255 
0085: 524@ = 526@(460@,5i) // (int) 
005A: 524@ += 519@(460@,5i) // (int) 
0087: 499@(460@,5f) = 489@(460@,5f) // (float) 
499@(460@,5f) += 9.0 
0087: 467@ = 484@(460@,5f) // (float) 
467@ /= 2.0 
038D: draw_texture 524@ position 499@(460@,5f) 504@(460@,5f) size 484@(460@,5f) 467@ RGBA 150 150 150 255 
if 
  556@ == 0 
else_jump @OTB_10908 
if 
001E:   $CURRENT_TIME_IN_MS2 > 580@(460@,5i) // (int) 
else_jump @OTB_10908 
519@(460@,5i) += 1 
if 
  519@(460@,5i) > 7 
else_jump @OTB_10885 
519@(460@,5i) = 0 

:OTB_10885
008B: 580@(460@,5i) = $CURRENT_TIME_IN_MS2 // (int) 
580@(460@,5i) += 67 

:OTB_10908
460@ += 1 
jump @OTB_10601 

:OTB_10922
0087: 549@ = 555@ // (float) 
588@ = 96.0 
587@ = 64.0 
525@ = 12 
551@ = 8.0 
gosub @OTB_13313 
0087: 555@ = 549@ // (float) 
038D: draw_texture 46 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 46 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 46 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 46 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 47 position 160.0 0.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 47 position 160.0 448.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 48 position 480.0 0.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 48 position 480.0 448.0 size 320.0 224.0 RGBA 150 150 150 255 
if or
  534@ > 0 
  535@ > 0 
  536@ > 0 
  537@ > 0 
  538@ > 0 
else_jump @OTB_11386 
0087: 561@ = 557@ // (float) 
561@ += -25.0222 
0087: 562@ = 558@ // (float) 
562@ += 21.6946 
038E: draw_box_position 561@ 562@ size 355.0807 119.5942 RGBA 47 62 90 200 
jump @OTB_11795 

:OTB_11386
0087: 561@ = 557@ // (float) 
561@ += -139.2772 
0087: 562@ = 558@ // (float) 
562@ += -56.1882 
038D: draw_texture 49 position 561@ 562@ size 280.2137 22.6679 RGBA 150 150 150 255 
0087: 559@ = 557@ // (float) 
559@ -= 157.3474 
0087: 560@ = 558@ // (float) 
560@ -= 68.5107 
gosub @OTB_13568 
0341: unknown_text_draw_flag 0 
03E4: enable_text_draw_align_right 1 
033E: set_draw_text_position 559@ 560@ GXT 'YOURHSE'  // Dein Pferd:
0087: 559@ = 557@ // (float) 
559@ -= 142.4242 
560@ += 12.7439 
038E: draw_box_position 559@ 560@ size 12.0 12.0 RGBA 0 0 0 255 
460@ = 0 

:OTB_11584
if 
  5 > 460@ 
else_jump @OTB_11680 
if 
  65@(460@,5i) == 1 
else_jump @OTB_11666 
038E: draw_box_position 559@ 560@ size 10.0 10.0 RGBA 564@(460@,5i) 569@(460@,5i) 574@(460@,5i) 255 

:OTB_11666
460@ += 1 
jump @OTB_11584 

:OTB_11680
559@ += 10.8216 
560@ -= 12.7439 
gosub @OTB_13568 
460@ = 0 

:OTB_11714
if 
  5 > 460@ 
else_jump @OTB_11795 
if 
  65@(460@,5i) == 1 
else_jump @OTB_11781 
0085: 461@ = 443@(460@,5i) // (int) 
033E: set_draw_text_position 559@ 560@ GXT 97@(461@,167s) 

:OTB_11781
460@ += 1 
jump @OTB_11714 

:OTB_11795
0087: 586@ = 557@ // (float) 
586@ += -23.3585 
460@ = 0 

:OTB_11820
if 
  5 > 460@ 
else_jump @OTB_12617 
if 
  534@(460@,5i) > 0 
else_jump @OTB_12603 
0087: 559@ = 586@ // (float) 
559@ -= 50.0 
0087: 560@ = 558@ // (float) 
560@ -= 50.0 
0093: 467@ = integer 534@(460@,5i) to_float 
467@ *= 23.5038 
005B: 560@ += 467@ // (float) 
038E: draw_box_position 559@ 560@ size 12.0 12.0 RGBA 0 0 0 255 
038E: draw_box_position 559@ 560@ size 10.0 10.0 RGBA 564@(460@,5i) 569@(460@,5i) 574@(460@,5i) 255 
0087: 559@ = 586@ // (float) 
559@ -= 39.1244 
0087: 560@ = 558@ // (float) 
560@ -= 63.4833 
gosub @OTB_13568 
if 
  534@(460@,5i) == 1 
else_jump @OTB_12090 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_12090
0093: 467@ = integer 534@(460@,5i) to_float 
467@ *= 23.5038 
0087: 539@(460@,5f) = 560@ // (float) 
005B: 539@(460@,5f) += 467@ // (float) 
0085: 461@ = 443@(460@,5i) // (int) 
033F: set_text_draw_letter_size 0.54 2.4961 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 97@(461@,167s) 
if 
  65@(460@,5i) == 1 
else_jump @OTB_12267 
0087: 559@ = 586@ // (float) 
559@ -= 64.0 
gosub @OTB_13568 
0341: unknown_text_draw_flag 0 
03E4: enable_text_draw_align_right 1 
033F: set_text_draw_letter_size 0.54 2.4961 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'YOURHSE'  // Dein Pferd:

:OTB_12267
0087: 559@ = 586@ // (float) 
559@ -= -170.5457 
0087: 560@ = 558@ // (float) 
560@ -= 63.4833 
gosub @OTB_13568 
03E4: enable_text_draw_align_right 1 
if 
  534@(460@,5i) == 1 
else_jump @OTB_12366 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_12366
0093: 467@ = integer 534@(460@,5i) to_float 
467@ *= 23.5038 
0087: 539@(460@,5f) = 560@ // (float) 
005B: 539@(460@,5f) += 467@ // (float) 
033F: set_text_draw_letter_size 0.54 2.4961 
if 
  534@(460@,5i) == 1 
else_jump @OTB_12467 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'FIRST'  // 1.

:OTB_12467
if 
  534@(460@,5i) == 2 
else_jump @OTB_12510 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'SECOND'  // 2.

:OTB_12510
if 
  534@(460@,5i) == 3 
else_jump @OTB_12553 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'THIRD'  // 3.

:OTB_12553
if 
  534@(460@,5i) > 3 
else_jump @OTB_12603 
045A: draw_text_1number 559@ 539@(460@,5f) GXT 'NTH' number 534@(460@,5i)  // ~1~.

:OTB_12603
460@ += 1 
jump @OTB_11820 

:OTB_12617
if and
  534@ > 0 
  535@ > 0 
  536@ > 0 
  537@ > 0 
  538@ > 0 
else_jump @OTB_13286 
0087: 561@ = 557@ // (float) 
561@ += 44.4599 
0087: 562@ = 558@ // (float) 
562@ += 218.4174 
038D: draw_texture 49 position 561@ 562@ size 155.396 52.7081 RGBA 150 150 150 255 
0087: 559@ = 557@ // (float) 
559@ -= 39.2243 
0087: 560@ = 558@ // (float) 
560@ -= -190.9665 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.5 2.4961 
045A: draw_text_1number 559@ 560@ GXT 'YOURSTK' number 87@  // EINSATZ: $~1~
460@ = 0 

:OTB_12813
if 
  5 > 460@ 
else_jump @OTB_12898 
if and
  534@(460@,5i) == 1 
  65@(460@,5i) == 1 
else_jump @OTB_12884 
0085: 563@ = 87@ // (int) 
006A: 563@ *= 448@(460@,5i) // (int) 

:OTB_12884
460@ += 1 
jump @OTB_12813 

:OTB_12898
560@ += 25.0 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.5 2.4961 
045A: draw_text_1number 559@ 560@ GXT 'YOUWIN' number 563@  // GEWINN: $~1~
0087: 561@ = 557@ // (float) 
561@ += -129.2806 
0087: 562@ = 558@ // (float) 
562@ += 259.5944 
038D: draw_texture 49 position 561@ 562@ size 239.5561 12.6761 RGBA 150 150 150 255 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.5496 2.1344 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position 330.2087 403.5891 GXT 'XTOCONT'  // Drcke ~k~~PED_SPRINT~, um weiterzumachen.
if 
  579@ == 0 
else_jump @OTB_13149 
if 
  563@ > 0 
else_jump @OTB_13122 
097A: play_audio_at 0.0 0.0 0.0 event 1124 
jump @OTB_13142 

:OTB_13122
097A: play_audio_at 0.0 0.0 0.0 event 1122 

:OTB_13142
579@ = 1 

:OTB_13149
if 
00E1:   player 0 pressed_key 16 
else_jump @OTB_13279 
if 
  74@ == 0 
else_jump @OTB_13272 
74@ = 1 
0623: add 87@ to_integer_stat 35 
if 
  563@ > 0 
else_jump @OTB_13253 
0627: update_integer_stat 38 to 563@ 
0623: add 563@ to_integer_stat 37 
005A: 563@ += 87@ // (int) 
Player.Money($PLAYER_CHAR) += 563@
jump @OTB_13260 

:OTB_13253
0627: update_integer_stat 39 to 87@ 

:OTB_13260
fade 0 0 
wait 0 
return 

:OTB_13272
jump @OTB_13286 

:OTB_13279
74@ = 0 

:OTB_13286
jump @OTB_9493 

:OTB_13293
0391: release_txd_dictionary 
fade 1 500 
$ONMISSION = 0 
mission_cleanup 
return 

:OTB_13313
588@ += 224.0 
0087: 550@ = 549@ // (float) 
550@ -= 256.0 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
0087: 550@ = 549@ // (float) 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
0087: 550@ = 549@ // (float) 
550@ += 256.0 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
0087: 550@ = 549@ // (float) 
550@ += 512.0 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
if 
  556@ == 0 
else_jump @OTB_13535 
0081: 549@ -= unknown_float * 551@ // (float) 

:OTB_13535
if 
  0.0 > 549@ 
else_jump @OTB_13566 
549@ += 256.0 

:OTB_13566
return 

:OTB_13568
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 color_RGBA 0 0 0 180 
return 

:OTB_13636
if 
  79@ == 1 
else_jump @OTB_13670 
79@ = 0 
78@ = 1 
return 

:OTB_13670
if 
  81@ == 1 
else_jump @OTB_13704 
81@ = 0 
80@ = 1 
return 

:OTB_13704
if 
  83@ == 1 
else_jump @OTB_13738 
83@ = 0 
82@ = 1 
return 

:OTB_13738
if 
  85@ == 1 
else_jump @OTB_13772 
85@ = 0 
84@ = 1 
return 

:OTB_13772
return 

:OTB_13774
if 
  78@ == 1 
else_jump @OTB_13808 
78@ = 0 
79@ = 1 
return 

:OTB_13808
if 
  80@ == 1 
else_jump @OTB_13842 
80@ = 0 
81@ = 1 
return 

:OTB_13842
if 
  82@ == 1 
else_jump @OTB_13876 
82@ = 0 
83@ = 1 
return 

:OTB_13876
if 
  84@ == 1 
else_jump @OTB_13910 
84@ = 0 
85@ = 1 
return 

:OTB_13910
return 

:OTB_13912
if 
  80@ == 1 
else_jump @OTB_13946 
80@ = 0 
78@ = 1 
return 

:OTB_13946
if 
  81@ == 1 
else_jump @OTB_13980 
81@ = 0 
79@ = 1 
return 

:OTB_13980
if 
  82@ == 1 
else_jump @OTB_14014 
82@ = 0 
80@ = 1 
return 

:OTB_14014
if 
  83@ == 1 
else_jump @OTB_14048 
83@ = 0 
81@ = 1 
return 

:OTB_14048
if 
  84@ == 1 
else_jump @OTB_14082 
84@ = 0 
82@ = 1 
return 

:OTB_14082
if 
  85@ == 1 
else_jump @OTB_14116 
85@ = 0 
83@ = 1 
return 

:OTB_14116
if 
  86@ == 1 
else_jump @OTB_14148 
86@ = 0 
84@ = 1 

:OTB_14148
if 
  86@ == 2 
else_jump @OTB_14180 
86@ = 0 
85@ = 1 

:OTB_14180
return 

:OTB_14182
if 
  78@ == 1 
else_jump @OTB_14216 
78@ = 0 
80@ = 1 
return 

:OTB_14216
if 
  79@ == 1 
else_jump @OTB_14250 
79@ = 0 
81@ = 1 
return 

:OTB_14250
if 
  80@ == 1 
else_jump @OTB_14284 
80@ = 0 
82@ = 1 
return 

:OTB_14284
if 
  81@ == 1 
else_jump @OTB_14318 
81@ = 0 
83@ = 1 
return 

:OTB_14318
if 
  82@ == 1 
else_jump @OTB_14352 
82@ = 0 
84@ = 1 
return 

:OTB_14352
if 
  83@ == 1 
else_jump @OTB_14386 
83@ = 0 
85@ = 1 
return 

:OTB_14386
if 
  87@ > 0 
else_jump @OTB_14472 
if 
  84@ == 1 
else_jump @OTB_14438 
84@ = 0 
86@ = 1 
return 

:OTB_14438
if 
  85@ == 1 
else_jump @OTB_14472 
85@ = 0 
86@ = 2 
return 

:OTB_14472
return 

//-------------Mission 8---------------
// Originally: Pool

:POOL2
thread 'POOL2' 
gosub @POOL2_47 
if 
wasted_or_busted 
else_jump @POOL2_38 
gosub @POOL2_60776 

:POOL2_38
gosub @POOL2_60828 
end_thread 

:POOL2_47
increment_mission_attempts 
$ONMISSION = 1 
01BD: 181@ = current_time_in_ms 
34@ = 0 
35@ = 0 
37@ = 0 
38@ = 0 
178@ = 0 
208@ = -0.957 
210@ = -0.49 
209@ = 0.957 
211@ = 0.49 
203@ = 0.05 
204@ = 2.0 
127@ = 1 

:POOL2_163
wait 0 
01BD: 39@ = current_time_in_ms 
0085: 182@ = 39@ // (int) 
0062: 182@ -= 181@ // (int) 
0085: 181@ = 39@ // (int) 
005A: 183@ += 182@ // (int) 
005A: 205@ += 182@ // (int) 
005A: 206@ += 182@ // (int) 
gosub @POOL2_2290 

:POOL2_227
0871: init_jump_table 34@ total_jumps 13 default_jump 0 @POOL2_537 jumps 0 @POOL2_355 1 @POOL2_369 2 @POOL2_383 3 @POOL2_397 4 @POOL2_411 5 @POOL2_425 6 @POOL2_439 
0872: jump_table_jumps 7 @POOL2_453 8 @POOL2_467 9 @POOL2_481 10 @POOL2_495 11 @POOL2_509 12 @POOL2_523 -1 @POOL2_537 -1 @POOL2_537 -1 @POOL2_537 

:POOL2_355
gosub @POOL2_680 
jump @POOL2_537 

:POOL2_369
gosub @POOL2_5410 
jump @POOL2_537 

:POOL2_383
gosub @POOL2_8958 
jump @POOL2_537 

:POOL2_397
gosub @POOL2_9675 
jump @POOL2_537 

:POOL2_411
gosub @POOL2_10505 
jump @POOL2_537 

:POOL2_425
gosub @POOL2_12137 
jump @POOL2_537 

:POOL2_439
gosub @POOL2_15511 
jump @POOL2_537 

:POOL2_453
gosub @POOL2_15513 
jump @POOL2_537 

:POOL2_467
gosub @POOL2_20853 
jump @POOL2_537 

:POOL2_481
gosub @POOL2_21376 
jump @POOL2_537 

:POOL2_495
gosub @POOL2_22768 
jump @POOL2_537 

:POOL2_509
gosub @POOL2_24866 
jump @POOL2_537 

:POOL2_523
gosub @POOL2_26060 
jump @POOL2_537 

:POOL2_537
if 
803B:   not  179@ == 34@ // (int) 
else_jump @POOL2_571 
0085: 179@ = 34@ // (int) 
jump @POOL2_227 

:POOL2_571
gosub @POOL2_26186 
if 
  108@ == 0 
else_jump @POOL2_678 
if 
  38@ == 0 
else_jump @POOL2_662 
if 
  37@ == 0 
else_jump @POOL2_646 
jump @POOL2_163 
jump @POOL2_655 

:POOL2_646
gosub @POOL2_60794 
return 

:POOL2_655
jump @POOL2_671 

:POOL2_662
gosub @POOL2_60776 
return 

:POOL2_671
jump @POOL2_680 

:POOL2_678
return 

:POOL2_680
if 
  35@ == -1 
else_jump @POOL2_972 
163@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$9457 = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
164@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
$9458 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
168@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
358@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
359@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
82@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$9459 = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
347@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
213@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
214@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)

:POOL2_972
if 
  35@ == 0 
else_jump @POOL2_1158 
if 
03CA:   object $9457 exists 
else_jump @POOL2_1158 
008B: 163@ = $9457 // (int) 
008B: 164@ = $9458 // (int) 
if 
   not Actor.Dead(164@)
else_jump @POOL2_1082 
02A9: set_actor 164@ immune_to_nonplayer 1 
Actor.SetImmunities(164@, 1, 1, 1, 1, 1)
0619: enable_actor 164@ collision_detection 0 
060A: create_decision_maker_type 0 store_to 207@ // decision\allowed\m_.ped files 
060B: set_actor 164@ decision_maker_to 207@ 

:POOL2_1082
Object.StorePos(163@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.01 
08F5: save_player_group 
129@ = 0 
108@ = 0 
gosub @POOL2_57818 
35@ += 1 

:POOL2_1158
if 
  35@ == 1 
else_jump @POOL2_1336 
if 
03CA:   object 163@ exists 
else_jump @POOL2_1336 
Object.StorePos(163@, 102@, 103@, 104@)
105@ = Object.Angle(163@)
104@ += -0.1 
054C: use_GXT_table 'POOL' 
03CF: load_wav 1802 as 4 
Model.Load(#K_POOLQ)
04ED: load_animation "POOL" 

:POOL2_1254
if or
84EE:   not animation "POOL" loaded 
   not Model.Available(#K_POOLQ)
83D0:   not wav 4 loaded 
else_jump @POOL2_1292 
wait 0 
jump @POOL2_1254 

:POOL2_1292
0390: load_txd_dictionary 'LD_POOL' 
038F: load_texture "BALL" as 1 // Load dictionary with 0390 first 
038F: load_texture "NIB" as 2 // Load dictionary with 0390 first 
125@ = 0 
35@ += 1 

:POOL2_1336
if 
  35@ == 2 
else_jump @POOL2_1368 
34@ += 1 
35@ = 0 

:POOL2_1368
return 
0052: NOP 98@ 100@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_3 
0052: NOP 98@ 100@ $TEMPVAR_FLOAT_3 98@ 101@ $TEMPVAR_FLOAT_3 
0052: NOP 99@ 101@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_3 
0052: NOP 99@ 101@ $TEMPVAR_FLOAT_3 98@ 101@ $TEMPVAR_FLOAT_3 
if 
0736:   NOP_false 129 
else_jump @POOL2_1476 
208@ += -0.0001 

:POOL2_1476
if 
0736:   NOP_false 128 
else_jump @POOL2_1502 
208@ += 0.0001 

:POOL2_1502
if 
0736:   NOP_false 131 
else_jump @POOL2_1528 
210@ += -0.0001 

:POOL2_1528
if 
0736:   NOP_false 130 
else_jump @POOL2_1554 
210@ += 0.0001 

:POOL2_1554
if 
0736:   NOP_false 141 
else_jump @POOL2_1580 
209@ += -0.0001 

:POOL2_1580
if 
0736:   NOP_false 143 
else_jump @POOL2_1606 
209@ += 0.0001 

:POOL2_1606
if 
0736:   NOP_false 139 
else_jump @POOL2_1632 
211@ += -0.0001 

:POOL2_1632
if 
0736:   NOP_false 145 
else_jump @POOL2_1658 
211@ += 0.0001 

:POOL2_1658
if 
0736:   NOP_false 137 
else_jump @POOL2_2222 
03A9: NOP 
05B6: 13 // EDIT_X1 = 
03A8: NOP 208@ 
03A9: NOP 
05B6: 14 // EDIT_Y1 = 
03A8: NOP 210@ 
03A9: NOP 
05B6: 15 // EDIT_X2 = 
03A8: NOP 209@ 
03A9: NOP 
05B6: 16 // EDIT_Y2 = 
03A8: NOP 211@ 

:POOL2_2222
if 
03CA:   object 163@ exists 
else_jump @POOL2_2288 
0400: store_coords_to 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 208@ 210@ 0.7 
0400: store_coords_to 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 209@ 211@ 0.7 

:POOL2_2288
return 

:POOL2_2290
if 
0736:   NOP_false 32 
else_jump @POOL2_2339 
212@ += 1 
if 
  212@ > 11 
else_jump @POOL2_2337 
212@ = 0 

:POOL2_2337
086A: NOP 

:POOL2_2339
if 
  212@ == 1 
else_jump @POOL2_2556 
008A: $6443 = 34@ // (int) 
008A: $6444 = 35@ // (int) 
008A: $6445 = 36@ // (int) 
008A: $6446 = 108@ // (int) 
008A: $6447 = 125@ // (int) 
008A: $6448 = 129@ // (int) 
008A: $6449 = 217@ // (int) 
008A: $6450 = 218@ // (int) 
065D: NOP $6443 "M_STAGE" 
065D: NOP $6444 "M_GOALS" 
065D: NOP $6445 "FLAG3" 
065D: NOP $6446 "QUIT" 
065D: NOP $6447 "PL_CIRCLE_PRESSED" 
065D: NOP $6448 "OUTPUT_TEXT" 
065D: NOP $6449 "PLAYER1_COLOUR" 
065D: NOP $6450 "PLAYER2_COLOUR" 

:POOL2_2556
if 
  212@ == 2 
else_jump @POOL2_2806 
008A: $6443 = 66@ // (int) 
008A: $6444 = 67@ // (int) 
008A: $6445 = 68@ // (int) 
008A: $6446 = 69@ // (int) 
008A: $6447 = 70@ // (int) 
008A: $6448 = 71@ // (int) 
008A: $6449 = 72@ // (int) 
008A: $6450 = 73@ // (int) 
065D: NOP $6443 "BALL_POTTED[0]" 
065D: NOP $6444 "BALL_POTTED[1]" 
065D: NOP $6445 "BALL_POTTED[2]" 
065D: NOP $6446 "BALL_POTTED[3]" 
065D: NOP $6447 "BALL_POTTED[4]" 
065D: NOP $6448 "BALL_POTTED[5]" 
065D: NOP $6449 "BALL_POTTED[6]" 
065D: NOP $6450 "BALL_POTTED[7]" 

:POOL2_2806
if 
  212@ == 3 
else_jump @POOL2_3062 
008A: $6443 = 74@ // (int) 
008A: $6444 = 75@ // (int) 
008A: $6445 = 76@ // (int) 
008A: $6446 = 77@ // (int) 
008A: $6447 = 78@ // (int) 
008A: $6448 = 79@ // (int) 
008A: $6449 = 80@ // (int) 
008A: $6450 = 81@ // (int) 
065D: NOP $6443 "BALL_POTTED[8]" 
065D: NOP $6444 "BALL_POTTED[9]" 
065D: NOP $6445 "BALL_POTTED[10]" 
065D: NOP $6446 "BALL_POTTED[11]" 
065D: NOP $6447 "BALL_POTTED[12]" 
065D: NOP $6448 "BALL_POTTED[13]" 
065D: NOP $6449 "BALL_POTTED[14]" 
065D: NOP $6450 "BALL_POTTED[15]" 

:POOL2_3062
if 
  212@ == 4 
else_jump @POOL2_3319 
008A: $6443 = 219@ // (int) 
008A: $6444 = 220@ // (int) 
008A: $6445 = 229@ // (int) 
008A: $6446 = 230@ // (int) 
008A: $6447 = 231@ // (int) 
008A: $6448 = 232@ // (int) 
008A: $6449 = 251@ // (int) 
008A: $6450 = 250@ // (int) 
065D: NOP $6443 "PLAYER1_IS_HUMAN" 
065D: NOP $6444 "PLAYER2_IS_HUMAN" 
065D: NOP $6445 "TURN_PLAYER" 
065D: NOP $6446 "CURRENT_CHAR_IS_HUMAN" 
065D: NOP $6447 "TURN_COLOUR" 
065D: NOP $6448 "TURN_IS_SCRATCH" 
065D: NOP $6449 "THIS_CHAR_GOT_TASK" 
065D: NOP $6450 "SHOT_PLAYED" 

:POOL2_3319
if 
  212@ == 5 
else_jump @POOL2_3547 
008A: $6444 = 233@ // (int) 
008A: $6445 = 271@ // (int) 
008A: $6446 = 272@ // (int) 
008A: $6447 = 273@ // (int) 
008A: $6448 = 274@ // (int) 
008A: $6449 = 278@ // (int) 
008A: $6450 = 236@ // (int) 
065D: NOP $6444 "SKIP_CHALK_CUE" 
065D: NOP $6445 "NO_OF_BALLS_POTTED_THIS_TURN" 
065D: NOP $6446 "SPOTS_POTTED" 
065D: NOP $6447 "STRIPES_POTTED" 
065D: NOP $6448 "FOUL_TYPE" 
065D: NOP $6449 "FIRST_MOVING_BALL" 
065D: NOP $6450 "CAMERA_MODE" 

:POOL2_3547
if 
  212@ == 6 
else_jump @POOL2_3885 
008A: $6443 = 255@ // (int) 
008A: $6444 = 256@ // (int) 
008A: $6445 = 257@ // (int) 
008A: $6446 = 258@ // (int) 
008A: $6447 = 259@ // (int) 
008A: $6448 = 260@ // (int) 
008A: $6449 = 261@ // (int) 
008A: $6450 = 262@ // (int) 
065D: NOP $6443 "BALLS_POTTED_THIS_TURN[0]" 
065D: NOP $6444 "BALLS_POTTED_THIS_TURN[1]" 
065D: NOP $6445 "BALLS_POTTED_THIS_TURN[2]" 
065D: NOP $6446 "BALLS_POTTED_THIS_TURN[3]" 
065D: NOP $6447 "BALLS_POTTED_THIS_TURN[4]" 
065D: NOP $6448 "BALLS_POTTED_THIS_TURN[5]" 
065D: NOP $6449 "BALLS_POTTED_THIS_TURN[6]" 
065D: NOP $6450 "BALLS_POTTED_THIS_TURN[7]" 

:POOL2_3885
if 
  212@ == 7 
else_jump @POOL2_4229 
008A: $6443 = 263@ // (int) 
008A: $6444 = 264@ // (int) 
008A: $6445 = 265@ // (int) 
008A: $6446 = 266@ // (int) 
008A: $6447 = 267@ // (int) 
008A: $6448 = 268@ // (int) 
008A: $6449 = 269@ // (int) 
008A: $6450 = 270@ // (int) 
065D: NOP $6443 "BALLS_POTTED_THIS_TURN[8]" 
065D: NOP $6444 "BALLS_POTTED_THIS_TURN[9]" 
065D: NOP $6445 "BALLS_POTTED_THIS_TURN[10]" 
065D: NOP $6446 "BALLS_POTTED_THIS_TURN[11]" 
065D: NOP $6447 "BALLS_POTTED_THIS_TURN[12]" 
065D: NOP $6448 "BALLS_POTTED_THIS_TURN[13]" 
065D: NOP $6449 "BALLS_POTTED_THIS_TURN[14]" 
065D: NOP $6450 "BALLS_POTTED_THIS_TURN[15]" 

:POOL2_4229
if 
  212@ == 8 
else_jump @POOL2_4535 
008A: $6443 = 109@ // (int) 
008A: $6444 = 110@ // (int) 
008A: $6445 = 111@ // (int) 
008A: $6446 = 112@ // (int) 
008A: $6447 = 113@ // (int) 
008A: $6448 = 114@ // (int) 
008A: $6449 = 115@ // (int) 
008A: $6450 = 116@ // (int) 
065D: NOP $6443 "BALL_IS_STATIONARY[0]" 
065D: NOP $6444 "BALL_IS_STATIONARY[1]" 
065D: NOP $6445 "BALL_IS_STATIONARY[2]" 
065D: NOP $6446 "BALL_IS_STATIONARY[3]" 
065D: NOP $6447 "BALL_IS_STATIONARY[4]" 
065D: NOP $6448 "BALL_IS_STATIONARY[5]" 
065D: NOP $6449 "BALL_IS_STATIONARY[6]" 
065D: NOP $6450 "BALL_IS_STATIONARY[7]" 

:POOL2_4535
if 
  212@ == 9 
else_jump @POOL2_4847 
008A: $6443 = 117@ // (int) 
008A: $6444 = 118@ // (int) 
008A: $6445 = 119@ // (int) 
008A: $6446 = 120@ // (int) 
008A: $6447 = 121@ // (int) 
008A: $6448 = 122@ // (int) 
008A: $6449 = 123@ // (int) 
008A: $6450 = 124@ // (int) 
065D: NOP $6443 "BALL_IS_STATIONARY[8]" 
065D: NOP $6444 "BALL_IS_STATIONARY[9]" 
065D: NOP $6445 "BALL_IS_STATIONARY[10]" 
065D: NOP $6446 "BALL_IS_STATIONARY[11]" 
065D: NOP $6447 "BALL_IS_STATIONARY[12]" 
065D: NOP $6448 "BALL_IS_STATIONARY[13]" 
065D: NOP $6449 "BALL_IS_STATIONARY[14]" 
065D: NOP $6450 "BALL_IS_STATIONARY[15]" 

:POOL2_4847
if 
  212@ == 10 
else_jump @POOL2_5105 
0088: $6451 = 48@ // (float) 
0088: $6452 = 49@ // (float) 
0088: $6453 = 50@ // (float) 
0088: $6454 = 51@ // (float) 
0088: $6455 = 98@ // (float) 
0088: $6456 = 99@ // (float) 
0088: $6457 = 100@ // (float) 
0088: $6458 = 101@ // (float) 
065E: NOP $6451 "CUE_BALL_SPEED" 
065E: NOP $6452 "CUE_BALL_ROT_X" 
065E: NOP $6453 "CUE_BALL_ROT_Y" 
065E: NOP $6454 "CUE_BALL_ROT_Z" 
065E: NOP $6455 "POOL_TABLE_MIN_X" 
065E: NOP $6456 "POOL_TABLE_MAX_X" 
065E: NOP $6457 "POOL_TABLE_MIN_Y" 
065E: NOP $6458 "POOL_TABLE_MAX_Y" 

:POOL2_5105
if 
  212@ == 11 
else_jump @POOL2_5304 
008A: $6443 = 32@ // (int) 
008A: $6444 = 33@ // (int) 
0088: $6453 = 650@ // (float) 
0088: $6454 = 203@ // (float) 
0088: $6455 = 204@ // (float) 
008A: $6448 = 277@ // (int) 
065D: NOP $6443 "TIMERA" 
065D: NOP $6444 "TIMERB" 
065E: NOP $6453 "BALL_TURN_MASS" 
065E: NOP $6454 "POOL_STOP_VELOCITY" 
065E: NOP $6455 "POOL_STOP_ROTATION_VELOCITY" 
065D: NOP $6448 "BALL_STRIKES_CUSHION" 

:POOL2_5304
if 
0736:   NOP_false 65 
else_jump @POOL2_5408 
if 
  219@ == 1 
else_jump @POOL2_5378 
219@ = 0 
0662: NOP "CHEAT_PLAYER1_NOT_HUMAN" 
jump @POOL2_5408 

:POOL2_5378
219@ = 1 
0662: NOP "CHEAT_PLAYER1_HUMAN" 

:POOL2_5408
return 

:POOL2_5410
if 
  35@ == -1 
else_jump @POOL2_5450 
107@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)

:POOL2_5450
if 
  35@ == 0 
else_jump @POOL2_7124 
0826: enable_hud 1 
0581: enable_radar 0 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
001C:   $9460 > $BJACK_PLAYER_CASH // (int) 
else_jump @POOL2_5523 
108@ = 1 
00BE: text_clear_all 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
jump @POOL2_7078 

:POOL2_5523
0395: clear_area 1 at 102@ 103@ 104@ radius 15.0 
Object.PutAt(163@, 102@, 103@, 104@)
0400: store_coords_to 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.9098 -0.4589 0.7 
0400: store_coords_to 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.9242 0.4809 0.7 
if 
0025:   98@ > 99@ // (float) 
else_jump @POOL2_5656 
0088: $TEMPVAR_FLOAT_1 = 98@ // (float) 
0087: 98@ = 99@ // (float) 
0089: 99@ = $TEMPVAR_FLOAT_1 // (float) 

:POOL2_5656
if 
0025:   100@ > 101@ // (float) 
else_jump @POOL2_5699 
0088: $TEMPVAR_FLOAT_2 = 100@ // (float) 
0087: 100@ = 101@ // (float) 
0089: 101@ = $TEMPVAR_FLOAT_2 // (float) 

:POOL2_5699
0830: unknown_rectangle_cornerA 98@ 100@ $TEMPVAR_FLOAT_3 cornerB 99@ 101@ $TEMPVAR_FLOAT_3 
0400: store_coords_to 175@ 176@ 177@ from_object 163@ with_offset 0.0 0.0 1.5 
0509: 42@ = distance_between_XY 98@ 100@ and_XY 99@ 100@ 
0509: 43@ = distance_between_XY 98@ 100@ and_XY 98@ 101@ 
if 
0025:   42@ > 43@ // (float) 
else_jump @POOL2_5866 
0087: 42@ = 98@ // (float) 
005B: 42@ += 99@ // (float) 
42@ /= 2.0 
0087: 55@ = 42@ // (float) 
0087: 61@ = 100@ // (float) 
0087: 58@ = 42@ // (float) 
0087: 64@ = 101@ // (float) 
jump @POOL2_5924 

:POOL2_5866
0087: 42@ = 100@ // (float) 
005B: 42@ += 101@ // (float) 
42@ /= 2.0 
0087: 55@ = 98@ // (float) 
0087: 61@ = 42@ // (float) 
0087: 58@ = 99@ // (float) 
0087: 64@ = 42@ // (float) 

:POOL2_5924
0087: 54@ = 98@ // (float) 
0087: 60@ = 100@ // (float) 
0087: 56@ = 98@ // (float) 
0087: 62@ = 101@ // (float) 
0087: 57@ = 99@ // (float) 
0087: 63@ = 101@ // (float) 
0087: 59@ = 99@ // (float) 
0087: 65@ = 100@ // (float) 
52@ = 0.037 
0087: 53@ = 52@ // (float) 
53@ *= 2.0 
39@ = 0 

:POOL2_6023
if 
  16 > 39@ 
else_jump @POOL2_6084 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_6070 
Object.Destroy(82@(39@,16i))

:POOL2_6070
39@ += 1 
jump @POOL2_6023 

:POOL2_6084
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.2734375 -0.0546875 0.9296875 
82@ = Object.Init(#K_POOLBALLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(163@)
$TEMPVAR_ANGLE += 270.0 
Object.Angle(82@) = $TEMPVAR_ANGLE
0400: store_coords_to 558@ 559@ 560@ from_object 163@ with_offset 0.3408 -0.0284 0.9297 
561@ = Object.Angle(163@)
561@ += 90.0 
83@ = Object.Init(#K_POOLBALLSPT01, 558@, 559@, 560@)
84@ = Object.Init(#K_POOLBALLSPT02, 0.0, 0.0, 0.0)
85@ = Object.Init(#K_POOLBALLSPT03, 0.0, 0.0, 0.0)
86@ = Object.Init(#K_POOLBALLSPT04, 0.0, 0.0, 0.0)
87@ = Object.Init(#K_POOLBALLSPT05, 0.0, 0.0, 0.0)
88@ = Object.Init(#K_POOLBALLSPT06, 0.0, 0.0, 0.0)
89@ = Object.Init(#K_POOLBALLSPT07, 0.0, 0.0, 0.0)
90@ = Object.Init(#K_POOLBALL8, 0.0, 0.0, 0.0)
91@ = Object.Init(#K_POOLBALLSTP01, 0.0, 0.0, 0.0)
92@ = Object.Init(#K_POOLBALLSTP02, 0.0, 0.0, 0.0)
93@ = Object.Init(#K_POOLBALLSTP03, 0.0, 0.0, 0.0)
94@ = Object.Init(#K_POOLBALLSTP04, 0.0, 0.0, 0.0)
95@ = Object.Init(#K_POOLBALLSTP05, 0.0, 0.0, 0.0)
96@ = Object.Init(#K_POOLBALLSTP06, 0.0, 0.0, 0.0)
97@ = Object.Init(#K_POOLBALLSTP07, 0.0, 0.0, 0.0)
gosub @POOL2_50546 
0581: enable_radar 0 
Player.CanMove($PLAYER_CHAR) = False
03E6: remove_text_box 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.5261 -1.9684 1.637 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.0746 -1.0853 1.5092 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
if 
   not Actor.Dead(164@)
else_jump @POOL2_6892 
0792: disembark_instantly_actor 164@ 
070B: set_actor 164@ onbone_attached_object_operation 0 
if 
03CA:   object $9459 exists 
else_jump @POOL2_6692 
Object.Destroy($9459)

:POOL2_6692
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0219 -1.1236 0.0363 
Actor.PutAt(164@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 42@ = 105@ // (float) 
42@ += 130.0 
Actor.Angle(164@) = 42@
0615: define_AS_pack_begin 47@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.5261 -1.9684 1.637 
06A9: AS_actor -1 look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 999999 ms 
if 
  108@ == 0 
else_jump @POOL2_6874 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:POOL2_6874
0616: define_AS_pack_end 47@ 
0618: assign_actor 164@ to_AS_pack 47@ 
061B: remove_references_to_AS_pack 47@ 

:POOL2_6892
if 
83CA:   not object 107@ exists 
else_jump @POOL2_6937 
107@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
Object.CollisionDetection(107@) = False

:POOL2_6937
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL2_7051 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -1.9295 -2.2083 0.0363 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 221@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 222@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 223@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 42@ = 105@ // (float) 
42@ += 390.0 
Actor.Angle($PLAYER_ACTOR) = 42@

:POOL2_7051
0085: 358@ = 164@ // (int) 
0085: 359@ = 107@ // (int) 
gosub @POOL2_30670 
0A3F: unknown_flag 0 

:POOL2_7078
create_thread @CLEANAU 
fade 1 1000 

:POOL2_7093
if 
fading 
else_jump @POOL2_7117 
wait 0 
jump @POOL2_7093 

:POOL2_7117
35@ += 1 

:POOL2_7124
if 
  35@ == 1 
else_jump @POOL2_7557 
if 
   not Actor.Dead(164@)
else_jump @POOL2_7539 
if 
   Actor.Model(164@) == #BMYPOL1
else_jump @POOL2_7361 
0209: 39@ = random_int_in_ranges 0 3 
0871: init_jump_table 39@ total_jumps 3 default_jump 0 @POOL2_7335 jumps 0 @POOL2_7248 1 @POOL2_7277 2 @POOL2_7306 -1 @POOL2_7335 -1 @POOL2_7335 -1 @POOL2_7335 -1 @POOL2_7335 

:POOL2_7248
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B1'  // ~z~Spielen wir um einen kleinen Einsatz.
04AE: $ACTOR_SPEECH_WAV_FILE = 31600 // $ = any 
jump @POOL2_7335 

:POOL2_7277
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B2'  // ~z~Poolbillard macht keinen Spa, wenn's nicht um ein bisschen Geld geht.
04AE: $ACTOR_SPEECH_WAV_FILE = 31601 // $ = any 
jump @POOL2_7335 

:POOL2_7306
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B3'  // ~z~Dann lass mal deine Kohle sehen.
04AE: $ACTOR_SPEECH_WAV_FILE = 31602 // $ = any 
jump @POOL2_7335 

:POOL2_7335
create_thread @AUDIOL 164@ 0 1 1 0 
jump @POOL2_7539 

:POOL2_7361
0209: 39@ = random_int_in_ranges 0 3 
0871: init_jump_table 39@ total_jumps 3 default_jump 0 @POOL2_7520 jumps 0 @POOL2_7433 1 @POOL2_7462 2 @POOL2_7491 -1 @POOL2_7520 -1 @POOL2_7520 -1 @POOL2_7520 -1 @POOL2_7520 

:POOL2_7433
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B4'  // ~z~Ich spiele nur, wenn du's ein bisschen interessant machst.
04AE: $ACTOR_SPEECH_WAV_FILE = 31603 // $ = any 
jump @POOL2_7520 

:POOL2_7462
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B5'  // ~z~Mchtest du ein bisschen was setzen?
04AE: $ACTOR_SPEECH_WAV_FILE = 31604 // $ = any 
jump @POOL2_7520 

:POOL2_7491
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B6'  // ~z~Na komm, lass dein Geld fr dich sprechen.
04AE: $ACTOR_SPEECH_WAV_FILE = 31605 // $ = any 
jump @POOL2_7520 

:POOL2_7520
create_thread @AUDIOL 164@ 0 1 1 0 

:POOL2_7539
03F0: enable_text_draw 1 
32@ = 0 
35@ += 1 

:POOL2_7557
if 
  35@ == 2 
else_jump @POOL2_7717 
if or
876F:   not text_priority_displayed 
00E1:   player 0 pressed_key 16 
else_jump @POOL2_7717 
00BE: text_clear_all 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL2_7620 
159@ = Player.Money($PLAYER_CHAR)

:POOL2_7620
0989: set_text_boxes_width 200 
0512: show_permanent_text_box 'PL_H1'  // ~k~~PED_JUMPING~ Einsatz erhhen~N~~k~~PED_FIREWEAPON~ Einsatz verringern~N~~k~~PED_SPRINT~ Weiter~N~~k~~VEHICLE_ENTER_EXIT~ Beenden
$9460 = 50 
$9461 = 1000 
008B: 161@ = $9460 // (int) 
008B: 162@ = $9460 // (int) 
008B: 155@ = $9460 // (int) 
008B: 39@ = $9460 // (int) 
39@ *= -1 
Player.Money($PLAYER_CHAR) += 39@
02A3: enable_widescreen 0 
create_thread @CLEANAU 
35@ += 1 

:POOL2_7717
if 
  35@ == 3 
else_jump @POOL2_8897 
gosub @POOL2_54522 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
00E1:   player 0 pressed_key 14 
else_jump @POOL2_8176 
if and
   not 126@ == 1 
   not 126@ == -1 
else_jump @POOL2_8125 
if 
  155@ >= 10000 
else_jump @POOL2_7826 
160@ = 1000 
jump @POOL2_7930 

:POOL2_7826
if 
  155@ >= 1000 
else_jump @POOL2_7859 
160@ = 100 
jump @POOL2_7930 

:POOL2_7859
if 
  155@ >= 100 
else_jump @POOL2_7891 
160@ = 10 
jump @POOL2_7930 

:POOL2_7891
if 
  155@ == 0 
else_jump @POOL2_7923 
160@ = 2 
jump @POOL2_7930 

:POOL2_7923
160@ = 1 

:POOL2_7930
if 
001F:   160@ > $BJACK_PLAYER_CASH // (int) 
else_jump @POOL2_7957 
008B: 160@ = $BJACK_PLAYER_CASH // (int) 

:POOL2_7957
0085: 39@ = 155@ // (int) 
005A: 39@ += 160@ // (int) 
if 
001F:   39@ > $9461 // (int) 
else_jump @POOL2_8008 
008B: 160@ = $9461 // (int) 
0062: 160@ -= 155@ // (int) 

:POOL2_8008
if 
  0 > 160@ 
else_jump @POOL2_8033 
160@ *= -1 

:POOL2_8033
005A: 155@ += 160@ // (int) 
005A: 161@ += 160@ // (int) 
005A: 162@ += 160@ // (int) 
160@ *= -1 
Player.Money($PLAYER_CHAR) += 160@
126@ += 1 
if 
  126@ > 1 
else_jump @POOL2_8111 
126@ = 2 
jump @POOL2_8118 

:POOL2_8111
32@ = 0 

:POOL2_8118
jump @POOL2_8169 

:POOL2_8125
if 
  126@ == 1 
else_jump @POOL2_8169 
if 
  32@ > 500 
else_jump @POOL2_8169 
126@ = 2 

:POOL2_8169
jump @POOL2_8550 

:POOL2_8176
if 
   not 126@ == 0 
else_jump @POOL2_8201 
126@ = 0 

:POOL2_8201
if 
00E1:   player 0 pressed_key 17 
else_jump @POOL2_8525 
if 
   not 128@ == 1 
else_jump @POOL2_8492 
if 
  155@ > 10000 
else_jump @POOL2_8270 
160@ = -1000 
jump @POOL2_8342 

:POOL2_8270
if 
  155@ > 1000 
else_jump @POOL2_8303 
160@ = -100 
jump @POOL2_8342 

:POOL2_8303
if 
  155@ > 100 
else_jump @POOL2_8335 
160@ = -10 
jump @POOL2_8342 

:POOL2_8335
160@ = -1 

:POOL2_8342
0085: 39@ = 155@ // (int) 
005A: 39@ += 160@ // (int) 
if 
001E:   $9460 > 39@ // (int) 
else_jump @POOL2_8400 
0085: 160@ = 155@ // (int) 
0064: 160@ -= $9460 // (int) 
160@ *= -1 

:POOL2_8400
005A: 155@ += 160@ // (int) 
005A: 161@ += 160@ // (int) 
005A: 162@ += 160@ // (int) 
160@ *= -1 
Player.Money($PLAYER_CHAR) += 160@
128@ += 1 
if 
  128@ > 1 
else_jump @POOL2_8478 
128@ = 2 
jump @POOL2_8485 

:POOL2_8478
32@ = 0 

:POOL2_8485
jump @POOL2_8518 

:POOL2_8492
if 
  32@ > 500 
else_jump @POOL2_8518 
128@ = 2 

:POOL2_8518
jump @POOL2_8550 

:POOL2_8525
if 
   not 128@ == 0 
else_jump @POOL2_8550 
128@ = 0 

:POOL2_8550
if 
00E1:   player 0 pressed_key 16 
else_jump @POOL2_8619 
if 
   not Actor.Dead(164@)
else_jump @POOL2_8591 
03FE: set_actor 164@ money 162@ 

:POOL2_8591
161@ = 0 
178@ = 0 
35@ = 99 
jump @POOL2_8680 

:POOL2_8619
if 
00E1:   player 1 pressed_key 12 
else_jump @POOL2_8680 
09D8: NOP 1 
0A3F: unknown_flag 1 
$1904 = 1 
Player.Money($PLAYER_CHAR) += 161@
161@ = 0 
178@ = 1 
35@ = 99 

:POOL2_8680
if 
00E1:   player 0 pressed_key 15 
else_jump @POOL2_8872 
if 
  127@ == 0 
else_jump @POOL2_8865 
if 
   not Actor.Dead(213@)
else_jump @POOL2_8782 
223@ += 1.1 
0792: disembark_instantly_actor 213@ 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
Actor.PutAt(213@, 221@, 222@, 223@)
Actor.Angle(213@) = 224@

:POOL2_8782
if 
   not Actor.Dead(214@)
else_jump @POOL2_8849 
227@ += 1.1 
0792: disembark_instantly_actor 214@ 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
Actor.PutAt(214@, 225@, 226@, 227@)
Actor.Angle(214@) = 228@

:POOL2_8849
03E6: remove_text_box 
108@ = 1 
127@ = 1 

:POOL2_8865
jump @POOL2_8897 

:POOL2_8872
if 
  127@ == 1 
else_jump @POOL2_8897 
127@ = 0 

:POOL2_8897
if 
  35@ == 99 
else_jump @POOL2_8956 
if 
   not Actor.Dead(164@)
else_jump @POOL2_8936 
0647: unknown_actor 164@ look_task 

:POOL2_8936
0826: enable_hud 0 
03E6: remove_text_box 
35@ = 0 
34@ += 1 

:POOL2_8956
return 

:POOL2_8958
if 
  35@ == -1 
else_jump @POOL2_9114 
213@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
214@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
215@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
106@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
107@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
216@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)

:POOL2_9114
if 
  35@ == 0 
else_jump @POOL2_9673 
if 
  178@ == 0 
else_jump @POOL2_9185 
217@ = -1 
218@ = -1 
219@ = 1 
220@ = 0 
jump @POOL2_9213 

:POOL2_9185
217@ = -1 
218@ = -1 
219@ = 1 
220@ = 1 

:POOL2_9213
0400: store_coords_to 221@ 222@ 223@ from_object 163@ with_offset 0.0 1.8 0.0 
0087: 224@ = 105@ // (float) 
224@ += 180.0 
0400: store_coords_to 225@ 226@ 227@ from_object 163@ with_offset 0.0 -1.8 0.0 
0087: 228@ = 105@ // (float) 
008B: 213@ = $PLAYER_ACTOR // (int) 
0085: 214@ = 164@ // (int) 
if 
83CA:   not object 106@ exists 
else_jump @POOL2_9358 
106@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
Object.CollisionDetection(106@) = False

:POOL2_9358
if 
83CA:   not object 107@ exists 
else_jump @POOL2_9403 
107@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
Object.CollisionDetection(107@) = False

:POOL2_9403
if 
   not Actor.Dead(213@)
else_jump @POOL2_9448 
Actor.PutAt(213@, 221@, 222@, 223@)
Actor.Angle(213@) = 224@
06AB: set_actor 213@ all_weapons_hidden 1 

:POOL2_9448
if 
   not Actor.Dead(214@)
else_jump @POOL2_9493 
Actor.PutAt(214@, 225@, 226@, 227@)
Actor.Angle(214@) = 228@
06AB: set_actor 214@ all_weapons_hidden 1 

:POOL2_9493
229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0085: 231@ = 217@ // (int) 
232@ = 1 
04AF: 180@ = 0 // @ = any 
278@ = -1 
279@ = 0 
236@ = 1 
if 
  236@ == 0 
else_jump @POOL2_9622 
242@ = 10.0 
243@ = 0.02 
244@ = 0.0 
jump @POOL2_9652 

:POOL2_9622
242@ = 22.5 
243@ = 0.02 
244@ = 0.0 

:POOL2_9652
184@ = 1 
35@ = 0 
34@ += 1 

:POOL2_9673
return 

:POOL2_9675
if 
  233@ == 0 
else_jump @POOL2_10212 
if 
  35@ == 0 
else_jump @POOL2_10060 
if 
   not Actor.Dead(213@)
else_jump @POOL2_9773 
223@ += 1.0 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
Actor.PutAt(213@, 221@, 222@, 223@)
Actor.Angle(213@) = 224@

:POOL2_9773
if 
   not Actor.Dead(214@)
else_jump @POOL2_9835 
227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
Actor.PutAt(214@, 225@, 226@, 227@)
Actor.Angle(214@) = 228@

:POOL2_9835
if 
   not Actor.Dead(215@)
else_jump @POOL2_10060 
070B: set_actor 215@ onbone_attached_object_operation 0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 1.0 3.0 1.0 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Camera.OnPed(215@, 15, 2)
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_CHALKCUE" IFP_file "POOL" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
if 
  108@ == 0 
else_jump @POOL2_10041 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_10041
061B: remove_references_to_AS_pack 47@ 
32@ = 0 
35@ += 1 

:POOL2_10060
if 
  35@ == 1 
else_jump @POOL2_10138 
if 
   not Actor.Dead(215@)
else_jump @POOL2_10138 
062E: unknown_get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
if or
04A4:   39@ == 7 // @ == any 
  32@ > 3000 
else_jump @POOL2_10138 
35@ = 99 

:POOL2_10138
if 
  32@ > 500 
else_jump @POOL2_10205 
if 
00E1:   player 180@ pressed_key 16 
else_jump @POOL2_10205 
if 
   not Actor.Dead(215@)
else_jump @POOL2_10205 
126@ = 1 
35@ = 99 

:POOL2_10205
jump @POOL2_10235 

:POOL2_10212
if 
   not Actor.Dead(215@)
else_jump @POOL2_10235 
35@ = 99 

:POOL2_10235
if 
  35@ == 99 
else_jump @POOL2_10280 
040D: unload_wav 4 
03E6: remove_text_box 
32@ = 0 
34@ += 1 
35@ = 0 

:POOL2_10280
if 
00E1:   player 180@ pressed_key 15 
else_jump @POOL2_10471 
if and
  127@ == 0 
  183@ > 1000 
else_jump @POOL2_10464 
if 
   not Actor.Dead(213@)
else_jump @POOL2_10386 
223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
Actor.PutAt(213@, 221@, 222@, 223@)
Actor.Angle(213@) = 224@

:POOL2_10386
if 
   not Actor.Dead(214@)
else_jump @POOL2_10448 
227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
Actor.PutAt(214@, 225@, 226@, 227@)
Actor.Angle(214@) = 228@

:POOL2_10448
03E6: remove_text_box 
108@ = 1 
127@ = 1 

:POOL2_10464
jump @POOL2_10503 

:POOL2_10471
if 
  127@ == 1 
else_jump @POOL2_10496 
127@ = 0 

:POOL2_10496
183@ = 0 

:POOL2_10503
return 

:POOL2_10505
if and
   not 232@ == 0 
  230@ == 1 
else_jump @POOL2_10537 
gosub @POOL2_59389 

:POOL2_10537
if 
   not 232@ == 0 
else_jump @POOL2_10821 
if 
  66@ == 1 
else_jump @POOL2_10706 
if 
83CA:   not object 82@ exists 
else_jump @POOL2_10699 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.9296875 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 628@ // (float) 
82@ = Object.Init(#K_POOLBALLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(163@)
$TEMPVAR_ANGLE += 270.0 
Object.Angle(82@) = $TEMPVAR_ANGLE

:POOL2_10699
66@ = 0 

:POOL2_10706
if 
00E1:   player 180@ pressed_key 14 
else_jump @POOL2_10796 
if 
  128@ == 0 
else_jump @POOL2_10789 
if 
  198@ == 2 
else_jump @POOL2_10774 
198@ = 0 
jump @POOL2_10782 

:POOL2_10774
205@ = 3001 

:POOL2_10782
128@ = 1 

:POOL2_10789
jump @POOL2_10821 

:POOL2_10796
if 
  128@ == 1 
else_jump @POOL2_10821 
128@ = 0 

:POOL2_10821
if 
  232@ == 1 
else_jump @POOL2_11055 
if 
  35@ == 0 
else_jump @POOL2_11055 
if 
  230@ == 1 
else_jump @POOL2_10972 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0 
$TEMPVAR_ANGLE = Object.Angle(163@)
$TEMPVAR_ANGLE += 270.0 
Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)
Object.Angle(82@) = $TEMPVAR_ANGLE
32@ = 0 
35@ = 99 
jump @POOL2_12101 
jump @POOL2_11055 

:POOL2_10972
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0 
$TEMPVAR_ANGLE = Object.Angle(163@)
$TEMPVAR_ANGLE += 270.0 
Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)
Object.Angle(82@) = $TEMPVAR_ANGLE
35@ = 99 
jump @POOL2_12101 

:POOL2_11055
if 
  232@ == 2 
else_jump @POOL2_11846 
if 
  35@ == 0 
else_jump @POOL2_11471 
if 
  230@ == 1 
else_jump @POOL2_11349 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0 
$TEMPVAR_ANGLE = Object.Angle(163@)
$TEMPVAR_ANGLE += 270.0 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 628@ // (float) 
Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)
Object.Angle(82@) = $TEMPVAR_ANGLE
32@ = 0 
35@ += 1 
198@ = 0 
205@ = 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 -0.001 2.5 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.001 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
jump @POOL2_11471 

:POOL2_11349
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0 
$TEMPVAR_ANGLE = Object.Angle(163@)
$TEMPVAR_ANGLE += 270.0 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 628@ // (float) 
Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)
Object.Angle(82@) = $TEMPVAR_ANGLE
35@ = 99 
jump @POOL2_12101 

:POOL2_11471
if 
  35@ == 1 
else_jump @POOL2_11846 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
39@ = 0 
if or
00E1:   player 180@ pressed_key 0 
00E1:   player 180@ pressed_key 1 
else_jump @POOL2_11542 
39@ = 1 

:POOL2_11542
if 
  39@ == 1 
else_jump @POOL2_11757 
0494: get_joystick 180@ data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 235@ = integer $MOVE_AXIS_X to_float 
008F: 234@ = integer $MOVE_AXIS_Y to_float 
235@ /= 128.0 
234@ /= -128.0 
235@ *= 0.01 
234@ *= 0.01 
gosub @POOL2_54371 
006D: $6466 *= 234@ // (float) 
006D: $6468 *= 234@ // (float) 
0059: $TEMPVAR_FLOAT_1 += $6466 // (float) 
0059: $TEMPVAR_FLOAT_2 += $6468 // (float) 
006D: $6467 *= 235@ // (float) 
006D: $6469 *= 235@ // (float) 
0059: $TEMPVAR_FLOAT_1 += $6467 // (float) 
0059: $TEMPVAR_FLOAT_2 += $6469 // (float) 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 628@ // (float) 
Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)

:POOL2_11757
if 
00E1:   player 180@ pressed_key 16 
else_jump @POOL2_11821 
if 
  126@ == 0 
else_jump @POOL2_11814 
35@ = 99 
126@ = 1 
jump @POOL2_12101 

:POOL2_11814
jump @POOL2_11846 

:POOL2_11821
if 
  126@ == 1 
else_jump @POOL2_11846 
126@ = 0 

:POOL2_11846
if 
  232@ == 0 
else_jump @POOL2_11878 
35@ = 99 
jump @POOL2_12101 

:POOL2_11878
if 
00E1:   player 180@ pressed_key 15 
else_jump @POOL2_12069 
if and
  127@ == 0 
  183@ > 1000 
else_jump @POOL2_12062 
if 
   not Actor.Dead(213@)
else_jump @POOL2_11984 
223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
Actor.PutAt(213@, 221@, 222@, 223@)
Actor.Angle(213@) = 224@

:POOL2_11984
if 
   not Actor.Dead(214@)
else_jump @POOL2_12046 
227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
Actor.PutAt(214@, 225@, 226@, 227@)
Actor.Angle(214@) = 228@

:POOL2_12046
03E6: remove_text_box 
108@ = 1 
127@ = 1 

:POOL2_12062
jump @POOL2_12101 

:POOL2_12069
if 
  127@ == 1 
else_jump @POOL2_12094 
127@ = 0 

:POOL2_12094
183@ = 0 

:POOL2_12101
if 
  35@ == 99 
else_jump @POOL2_12135 
34@ += 1 
35@ = 0 
03E6: remove_text_box 

:POOL2_12135
return 

:POOL2_12137
if 
  230@ == 1 
else_jump @POOL2_15142 
gosub @POOL2_57034 
if 
  35@ == -1 
else_jump @POOL2_12202 
238@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)

:POOL2_12202
if 
  35@ == 0 
else_jump @POOL2_13396 
if 
   not Actor.Dead(213@)
else_jump @POOL2_12282 
223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
Actor.PutAt(213@, 221@, 222@, 223@)
Actor.Angle(213@) = 224@

:POOL2_12282
if 
   not Actor.Dead(214@)
else_jump @POOL2_12344 
227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
Actor.PutAt(214@, 225@, 226@, 227@)
Actor.Angle(214@) = 228@

:POOL2_12344
if 
   not Actor.Dead(215@)
else_jump @POOL2_12405 
Actor.StorePos(215@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += -10.0 
Actor.PutAt(215@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.LockInCurrentPosition(215@) = True

:POOL2_12405
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 -0.001 2.5 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.001 0.0 
if 
03CA:   object 82@ exists 
else_jump @POOL2_12505 
$TEMPVAR_ANGLE = Object.Angle(82@)
0453: set_object 82@ XY_rotation 0.0 0.0 angle $TEMPVAR_ANGLE 

:POOL2_12505
if 
83CA:   not object 238@ exists 
else_jump @POOL2_12594 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.0 -10.0 
238@ = Object.Init(#K_POOLQ2, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.ToggleInMovingList(238@) = False
Object.CollisionDetection(238@) = False
0418: unknown_object 238@ flag 1 
jump @POOL2_12615 

:POOL2_12594
Object.ToggleInMovingList(238@) = False
Object.CollisionDetection(238@) = False
0418: unknown_object 238@ flag 1 

:POOL2_12615
205@ = 0 
198@ = 0 
if 
  245@ == 0 
else_jump @POOL2_13348 
239@ = -1 
42@ = 99999.9 
if 
03CA:   object 82@ exists 
else_jump @POOL2_13197 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  231@ == -1 
else_jump @POOL2_12848 
39@ = 1 

:POOL2_12719
if 
  16 > 39@ 
else_jump @POOL2_12841 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_12827 
Object.StorePos(82@(39@,16i), 165@, 166@, 167@)
0509: 43@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
if 
0025:   42@ > 43@ // (float) 
else_jump @POOL2_12827 
0085: 239@ = 39@ // (int) 
0087: 42@ = 43@ // (float) 

:POOL2_12827
39@ += 1 
jump @POOL2_12719 

:POOL2_12841
jump @POOL2_13197 

:POOL2_12848
if 
  231@ == 0 
else_jump @POOL2_13002 
39@ = 1 

:POOL2_12873
if 
  8 > 39@ 
else_jump @POOL2_12995 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_12981 
Object.StorePos(82@(39@,16i), 165@, 166@, 167@)
0509: 43@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
if 
0025:   42@ > 43@ // (float) 
else_jump @POOL2_12981 
0085: 239@ = 39@ // (int) 
0087: 42@ = 43@ // (float) 

:POOL2_12981
39@ += 1 
jump @POOL2_12873 

:POOL2_12995
jump @POOL2_13197 

:POOL2_13002
if 
  231@ == 1 
else_jump @POOL2_13156 
39@ = 9 

:POOL2_13027
if 
  16 > 39@ 
else_jump @POOL2_13149 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_13135 
Object.StorePos(82@(39@,16i), 165@, 166@, 167@)
0509: 43@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
if 
0025:   42@ > 43@ // (float) 
else_jump @POOL2_13135 
0085: 239@ = 39@ // (int) 
0087: 42@ = 43@ // (float) 

:POOL2_13135
39@ += 1 
jump @POOL2_13027 

:POOL2_13149
jump @POOL2_13197 

:POOL2_13156
if 
  231@ == 2 
else_jump @POOL2_13197 
if 
03CA:   object 90@ exists 
else_jump @POOL2_13197 
239@ = 8 

:POOL2_13197
if and
   not 239@ == -1 
  16 > 239@ 
else_jump @POOL2_13341 
if 
03CA:   object 82@ exists 
else_jump @POOL2_13341 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
03CA:   object 82@(239@,16i) exists 
else_jump @POOL2_13290 
Object.StorePos(82@(239@,16i), 165@, 166@, 167@)

:POOL2_13290
0087: 169@ = 165@ // (float) 
0065: 169@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 170@ = 166@ // (float) 
0065: 170@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 169@ 170@ store_to 42@ 
Object.Angle(82@) = 42@

:POOL2_13341
jump @POOL2_13355 

:POOL2_13348
245@ = 0 

:POOL2_13355
240@ = 0 
gosub @POOL2_28396 
199@ = 0.0 
200@ = 0.0 
35@ += 1 

:POOL2_13396
if 
  35@ == 1 
else_jump @POOL2_13627 
if 
00E1:   player 180@ pressed_key 13 
else_jump @POOL2_13602 
if 
  237@ == 0 
else_jump @POOL2_13510 
if 
  236@ == 0 
else_jump @POOL2_13489 
236@ = 1 
237@ = 1 
jump @POOL2_13503 

:POOL2_13489
236@ = 0 
237@ = 1 

:POOL2_13503
205@ = 0 

:POOL2_13510
if 
  236@ == 0 
else_jump @POOL2_13565 
242@ = 10.0 
243@ = 0.02 
244@ = 0.0 
jump @POOL2_13595 

:POOL2_13565
242@ = 22.5 
243@ = 0.02 
244@ = 0.0 

:POOL2_13595
jump @POOL2_13627 

:POOL2_13602
if 
  237@ == 1 
else_jump @POOL2_13627 
237@ = 0 

:POOL2_13627
0A4A: store_joystick_X_offset_to 201@ Y_offset_to 202@ 
if or
00E1:   player 180@ pressed_key 0 
  201@ > 0.01 
  -0.01 > 201@ 
else_jump @POOL2_13780 
$TEMPVAR_ANGLE = Object.Angle(82@)
0494: get_joystick 180@ data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 42@ = integer $MOVE_AXIS_X to_float 
42@ /= 128.0 
42@ *= 1.0 
005F: $TEMPVAR_ANGLE += 42@ // (float) 
201@ *= -0.4 
005F: $TEMPVAR_ANGLE += 201@ // (float) 
0453: set_object 82@ XY_rotation 0.0 0.0 angle 0.0 
Object.Angle(82@) = $TEMPVAR_ANGLE

:POOL2_13780
if 
  236@ == 0 
else_jump @POOL2_13895 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 -0.001 2.5 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.001 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:POOL2_13895
if 
  236@ == 1 
else_jump @POOL2_14010 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ with_offset 0.0 -0.5 0.3 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ with_offset 0.0 0.5 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:POOL2_14010
if 
  236@ == 0 
else_jump @POOL2_14143 
if 
00E1:   player 180@ pressed_key 14 
else_jump @POOL2_14118 
if 
  128@ == 0 
else_jump @POOL2_14111 
if 
  198@ == 2 
else_jump @POOL2_14096 
198@ = 0 
jump @POOL2_14104 

:POOL2_14096
205@ = 3001 

:POOL2_14104
128@ = 1 

:POOL2_14111
jump @POOL2_14143 

:POOL2_14118
if 
  128@ == 1 
else_jump @POOL2_14143 
128@ = 0 

:POOL2_14143
if 
03CA:   object 238@ exists 
else_jump @POOL2_14282 
if 
  236@ == 0 
else_jump @POOL2_14209 
0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 244@ -0.05 243@ 
jump @POOL2_14234 

:POOL2_14209
0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 244@ -0.05 243@ 

:POOL2_14234
$TEMPVAR_ANGLE = Object.Angle(82@)
$TEMPVAR_ANGLE += 180.0 
Object.PutAt(238@, 165@, 166@, 167@)
0453: set_object 238@ XY_rotation 242@ 0.0 angle $TEMPVAR_ANGLE 

:POOL2_14282
if 
80E1:   not player 180@ pressed_key 0 
else_jump @POOL2_14321 
240@ = 0 
gosub @POOL2_28396 
jump @POOL2_14421 

:POOL2_14321
if 
   not 240@ == 0 
else_jump @POOL2_14407 
39@ = 0 

:POOL2_14346
if 
  10 > 39@ 
else_jump @POOL2_14407 
if 
03CA:   object 347@(39@,10i) exists 
else_jump @POOL2_14393 
Object.Destroy(347@(39@,10i))

:POOL2_14393
39@ += 1 
jump @POOL2_14346 

:POOL2_14407
240@ = 0 
32@ = 0 

:POOL2_14421
if 
0736:   NOP_false 131 
else_jump @POOL2_14447 
242@ += 0.5 

:POOL2_14447
if 
0736:   NOP_false 130 
else_jump @POOL2_14473 
242@ += -0.5 

:POOL2_14473
if 
0736:   NOP_false 87 
else_jump @POOL2_14498 
243@ += 0.001 

:POOL2_14498
if 
0736:   NOP_false 83 
else_jump @POOL2_14523 
243@ += -0.001 

:POOL2_14523
if 
0736:   NOP_false 128 
else_jump @POOL2_14549 
244@ += 0.0001 

:POOL2_14549
if 
0736:   NOP_false 129 
else_jump @POOL2_14575 
244@ += -0.0001 

:POOL2_14575
if 
0736:   NOP_false 137 
else_jump @POOL2_15002 
03A9: NOP 
05B6: 17 // BUTT_ANGLE = 
03A8: NOP 242@ 
03A9: NOP 
05B6: 18 // RAISE_CUE = 
03A8: NOP 243@ 
03A9: NOP 
05B6: 19 // CUE_X_CORRECTION = 
03A8: NOP 244@ 

:POOL2_15002
if 
00E1:   player 180@ pressed_key 16 
else_jump @POOL2_15080 
if 
  126@ == 0 
else_jump @POOL2_15073 
if 
03CA:   object 238@ exists 
else_jump @POOL2_15059 
Object.Destroy(238@)

:POOL2_15059
35@ = 99 
126@ = 1 

:POOL2_15073
jump @POOL2_15105 

:POOL2_15080
if 
  126@ == 1 
else_jump @POOL2_15105 
126@ = 0 

:POOL2_15105
if 
0735:   NOP_false 72 
else_jump @POOL2_15135 
gosub @POOL2_33712 
Object.Angle(82@) = 363@

:POOL2_15135
jump @POOL2_15164 

:POOL2_15142
gosub @POOL2_33712 
Object.Angle(82@) = 363@
35@ = 99 

:POOL2_15164
if 
00E1:   player 180@ pressed_key 15 
else_jump @POOL2_15355 
if and
  127@ == 0 
  183@ > 1000 
else_jump @POOL2_15348 
if 
   not Actor.Dead(213@)
else_jump @POOL2_15270 
223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
Actor.PutAt(213@, 221@, 222@, 223@)
Actor.Angle(213@) = 224@

:POOL2_15270
if 
   not Actor.Dead(214@)
else_jump @POOL2_15332 
227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
Actor.PutAt(214@, 225@, 226@, 227@)
Actor.Angle(214@) = 228@

:POOL2_15332
03E6: remove_text_box 
108@ = 1 
127@ = 1 

:POOL2_15348
jump @POOL2_15387 

:POOL2_15355
if 
  127@ == 1 
else_jump @POOL2_15380 
127@ = 0 

:POOL2_15380
183@ = 0 

:POOL2_15387
if 
  35@ == 99 
else_jump @POOL2_15509 
39@ = 0 

:POOL2_15412
if 
  10 > 39@ 
else_jump @POOL2_15473 
if 
03CA:   object 347@(39@,10i) exists 
else_jump @POOL2_15459 
Object.Destroy(347@(39@,10i))

:POOL2_15459
39@ += 1 
jump @POOL2_15412 

:POOL2_15473
199@ = 0.0 
200@ = 0.0 
34@ += 2 
35@ = 0 
03E6: remove_text_box 

:POOL2_15509
return 

:POOL2_15511
return 

:POOL2_15513
gosub @POOL2_57034 
if 
  230@ == 1 
else_jump @POOL2_16275 
if 
00E1:   player 180@ pressed_key 15 
else_jump @POOL2_15609 
if 
  127@ == 0 
else_jump @POOL2_15602 
34@ = 5 
35@ = 0 
127@ = 1 
245@ = 1 

:POOL2_15602
jump @POOL2_16268 

:POOL2_15609
if 
  127@ == 1 
else_jump @POOL2_15634 
127@ = 0 

:POOL2_15634
if 
  35@ == 0 
else_jump @POOL2_15666 
gosub @POOL2_18801 
35@ += 1 

:POOL2_15666
if 
  250@ == 0 
else_jump @POOL2_15691 
gosub @POOL2_53449 

:POOL2_15691
if 
  250@ == 0 
else_jump @POOL2_15993 
gosub @POOL2_16733 
if 
  252@ == 1 
else_jump @POOL2_15983 
if 
0A4B:   controls_set_to_joystick 
else_jump @POOL2_15852 
if 
00E1:   player 180@ pressed_key 3 
else_jump @POOL2_15835 
0494: get_joystick 180@ data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 42@ = integer $SPECIAL_AXIS_Y to_float 
42@ /= 128.0 
42@ *= -0.2 
246@ = 0.2 
005B: 246@ += 42@ // (float) 
jump @POOL2_15845 

:POOL2_15835
246@ = 0.2 

:POOL2_15845
jump @POOL2_15976 

:POOL2_15852
0A4A: store_joystick_X_offset_to 201@ Y_offset_to 202@ 
005B: 200@ += 202@ // (float) 
if 
  200@ > 128.0 
else_jump @POOL2_15899 
200@ = 128.0 

:POOL2_15899
if 
  -128.0 > 200@ 
else_jump @POOL2_15930 
200@ = -128.0 

:POOL2_15930
0087: 42@ = 200@ // (float) 
42@ /= 128.0 
42@ *= -0.2 
246@ = 0.2 
005B: 246@ += 42@ // (float) 

:POOL2_15976
jump @POOL2_15993 

:POOL2_15983
246@ = 0.0 

:POOL2_15993
if 
  250@ == 0 
else_jump @POOL2_16053 
if 
  246@ > 0.25 
else_jump @POOL2_16046 
gosub @POOL2_19798 
jump @POOL2_16053 

:POOL2_16046
gosub @POOL2_18640 

:POOL2_16053
if 
  35@ == 1 
else_jump @POOL2_16101 
if 
   not Actor.Dead(215@)
else_jump @POOL2_16101 
gosub @POOL2_18983 
35@ += 1 

:POOL2_16101
if 
  35@ == 2 
else_jump @POOL2_16126 
gosub @POOL2_16987 

:POOL2_16126
if 
  35@ == 3 
else_jump @POOL2_16227 
if 
   not Actor.Dead(215@)
else_jump @POOL2_16227 
592@ += 1.1 
02CE: 592@ = ground_z_at 584@ 588@ 592@ 
Actor.PutAt(215@, 584@, 588@, 592@)
Actor.Angle(215@) = 596@
0619: enable_actor 215@ collision_detection 1 
32@ = 0 
35@ = 99 

:POOL2_16227
if 
  35@ == 99 
else_jump @POOL2_16268 
03E6: remove_text_box 
32@ = 0 
34@ += 1 
35@ = 0 

:POOL2_16268
jump @POOL2_16731 

:POOL2_16275
if 
  35@ == 0 
else_jump @POOL2_16307 
gosub @POOL2_18801 
35@ += 1 

:POOL2_16307
if 
  250@ == 0 
else_jump @POOL2_16456 
gosub @POOL2_16733 
if 
  252@ == 1 
else_jump @POOL2_16439 
if 
  2000 > 32@ 
else_jump @POOL2_16386 
246@ = 0.2 
jump @POOL2_16432 

:POOL2_16386
if 
  3000 > 32@ 
else_jump @POOL2_16422 
246@ = 0.0 
jump @POOL2_16432 

:POOL2_16422
246@ = 1.0 

:POOL2_16432
jump @POOL2_16456 

:POOL2_16439
32@ = 0 
246@ = 0.0 

:POOL2_16456
if 
  250@ == 0 
else_jump @POOL2_16516 
if 
  246@ > 0.25 
else_jump @POOL2_16509 
gosub @POOL2_19798 
jump @POOL2_16516 

:POOL2_16509
gosub @POOL2_18640 

:POOL2_16516
if 
  35@ == 1 
else_jump @POOL2_16564 
if 
   not Actor.Dead(215@)
else_jump @POOL2_16564 
gosub @POOL2_18983 
35@ += 1 

:POOL2_16564
if 
  35@ == 2 
else_jump @POOL2_16589 
gosub @POOL2_16987 

:POOL2_16589
if 
  35@ == 3 
else_jump @POOL2_16690 
if 
   not Actor.Dead(215@)
else_jump @POOL2_16690 
592@ += 1.1 
02CE: 592@ = ground_z_at 584@ 588@ 592@ 
Actor.PutAt(215@, 584@, 588@, 592@)
Actor.Angle(215@) = 596@
0619: enable_actor 215@ collision_detection 1 
32@ = 0 
35@ = 99 

:POOL2_16690
if 
  35@ == 99 
else_jump @POOL2_16731 
03E6: remove_text_box 
32@ = 0 
34@ += 1 
35@ = 0 

:POOL2_16731
return 

:POOL2_16733
252@ = 0 
if 
   not Actor.Dead(215@)
else_jump @POOL2_16985 
if 
  600@ == 1 
else_jump @POOL2_16814 
if 
   Actor.Animation(215@) == "POOL_SHORT_SHOT"
else_jump @POOL2_16814 
252@ = 1 

:POOL2_16814
if 
  600@ == 2 
else_jump @POOL2_16870 
if 
   Actor.Animation(215@) == "POOL_MED_SHOT"
else_jump @POOL2_16870 
252@ = 1 

:POOL2_16870
if 
  600@ == 3 
else_jump @POOL2_16927 
if 
   Actor.Animation(215@) == "POOL_LONG_SHOT"
else_jump @POOL2_16927 
252@ = 1 

:POOL2_16927
if 
  600@ == 4 
else_jump @POOL2_16985 
if 
   Actor.Animation(215@) == "POOL_XLONG_SHOT"
else_jump @POOL2_16985 
252@ = 1 

:POOL2_16985
return 

:POOL2_16987
if 
   not Actor.Dead(215@)
else_jump @POOL2_17598 
if 
  251@ == 0 
else_jump @POOL2_17598 
if 
  600@ == 1 
else_jump @POOL2_17165 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_SHORT_START" IFP_file "POOL" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_SHORT_SHOT" IFP_file "POOL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
if 
  108@ == 0 
else_jump @POOL2_17160 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_17160
061B: remove_references_to_AS_pack 47@ 

:POOL2_17165
if 
  600@ == 2 
else_jump @POOL2_17305 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_MED_START" IFP_file "POOL" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_MED_SHOT" IFP_file "POOL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
if 
  108@ == 0 
else_jump @POOL2_17300 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_17300
061B: remove_references_to_AS_pack 47@ 

:POOL2_17305
if 
  600@ == 3 
else_jump @POOL2_17447 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_LONG_START" IFP_file "POOL" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_LONG_SHOT" IFP_file "POOL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
if 
  108@ == 0 
else_jump @POOL2_17442 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_17442
061B: remove_references_to_AS_pack 47@ 

:POOL2_17447
if 
  600@ == 4 
else_jump @POOL2_17591 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_XLONG_START" IFP_file "POOL" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_XLONG_SHOT" IFP_file "POOL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
if 
  108@ == 0 
else_jump @POOL2_17586 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_17586
061B: remove_references_to_AS_pack 47@ 

:POOL2_17591
251@ += 1 

:POOL2_17598
if 
  251@ == 1 
else_jump @POOL2_18116 
if 
  250@ == 0 
else_jump @POOL2_18102 
if 
   not Actor.Dead(215@)
else_jump @POOL2_18095 
062E: unknown_get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
if 
84A4:   not  39@ == 7 // @ == any 
else_jump @POOL2_18081 
if 
  600@ == 1 
else_jump @POOL2_17780 
if 
   Actor.Animation(215@) == "POOL_SHORT_SHOT"
else_jump @POOL2_17780 
0614: set_actor 215@ animation "POOL_SHORT_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate 

:POOL2_17780
if 
  600@ == 2 
else_jump @POOL2_17875 
if 
   Actor.Animation(215@) == "POOL_MED_SHOT"
else_jump @POOL2_17875 
0614: set_actor 215@ animation "POOL_MED_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_MED_SHOT" at 248@ times_normal_rate 

:POOL2_17875
if 
  600@ == 3 
else_jump @POOL2_17973 
if 
   Actor.Animation(215@) == "POOL_LONG_SHOT"
else_jump @POOL2_17973 
0614: set_actor 215@ animation "POOL_LONG_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_LONG_SHOT" at 248@ times_normal_rate 

:POOL2_17973
if 
  600@ == 4 
else_jump @POOL2_18074 
if 
   Actor.Animation(215@) == "POOL_XLONG_SHOT"
else_jump @POOL2_18074 
0614: set_actor 215@ animation "POOL_XLONG_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_XLONG_SHOT" at 248@ times_normal_rate 

:POOL2_18074
jump @POOL2_18095 

:POOL2_18081
32@ = 0 
251@ += 1 

:POOL2_18095
jump @POOL2_18116 

:POOL2_18102
32@ = 0 
251@ += 1 

:POOL2_18116
if 
  251@ == 2 
else_jump @POOL2_18535 
if 
   not Actor.Dead(215@)
else_jump @POOL2_18535 
062E: unknown_get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
if and
84A4:   not  39@ == 7 // @ == any 
  5000 > 32@ 
else_jump @POOL2_18528 
42@ = 1.0 
0063: 42@ -= 248@ // (float) 
42@ /= 20.0 
005B: 248@ += 42@ // (float) 
if 
  0.8 > 248@ 
else_jump @POOL2_18254 
248@ += 0.01 

:POOL2_18254
if and
  1.2 > 248@ 
  248@ > 0.8 
else_jump @POOL2_18295 
248@ = 1.0 

:POOL2_18295
if 
   Actor.Animation(215@) == "POOL_SHORT_SHOT"
else_jump @POOL2_18353 
0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate 

:POOL2_18353
if 
   Actor.Animation(215@) == "POOL_MED_SHOT"
else_jump @POOL2_18407 
0393: actor 215@ perform_animation "POOL_MED_SHOT" at 248@ times_normal_rate 

:POOL2_18407
if 
   Actor.Animation(215@) == "POOL_LONG_SHOT"
else_jump @POOL2_18463 
0393: actor 215@ perform_animation "POOL_LONG_SHOT" at 248@ times_normal_rate 

:POOL2_18463
if 
   Actor.Animation(215@) == "POOL_XLONG_SHOT"
else_jump @POOL2_18521 
0393: actor 215@ perform_animation "POOL_XLONG_SHOT" at 248@ times_normal_rate 

:POOL2_18521
jump @POOL2_18535 

:POOL2_18528
251@ += 1 

:POOL2_18535
if 
  251@ == 3 
else_jump @POOL2_18638 
if 
   not Actor.Dead(215@)
else_jump @POOL2_18631 
if 
  108@ == 0 
else_jump @POOL2_18631 
0812: AS_actor 215@ perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:POOL2_18631
35@ += 1 

:POOL2_18638
return 

:POOL2_18640
0087: 42@ = 246@ // (float) 
0063: 42@ -= 247@ // (float) 
if or
  42@ >= 0.05 
  -0.05 >= 42@ 
else_jump @POOL2_18791 
42@ /= 3.0 
if and
  0.01 > 42@ 
  42@ > -0.01 
else_jump @POOL2_18776 
if 
  42@ > 0.0 
else_jump @POOL2_18766 
42@ = 0.01 
jump @POOL2_18776 

:POOL2_18766
42@ = -0.01 

:POOL2_18776
005B: 247@ += 42@ // (float) 
jump @POOL2_18799 

:POOL2_18791
0087: 247@ = 246@ // (float) 

:POOL2_18799
return 

:POOL2_18801
250@ = 0 
251@ = 0 
618@ = 565.0 
619@ = 386.0 
0087: 622@ = 618@ // (float) 
0087: 623@ = 619@ // (float) 
621@ = 67.0 
620@ = 78.0 
624@ = 19.0 
625@ = 16.0 
248@ = 0.0 
247@ = 0.0 
248@ = 0.0 
246@ = 0.0 
32@ = 0 
33@ = 0 
if 
   not 230@ == 0 
else_jump @POOL2_18974 
0512: show_permanent_text_box 'PL_H4'  // Benutze die Kamerakontrolle, um die weie Kugel zu spielen.~N~Benutze die Bewegungskontrolle, um die Queuespitze zu positionieren.~N~~k~~VEHICLE_ENTER_EXIT~ - Erneut zielen

:POOL2_18974
gosub @POOL2_51426 
return 

:POOL2_18983
0619: enable_actor 215@ collision_detection 0 
0087: 42@ = 104@ // (float) 
42@ += 1.0 
02CE: 594@ = ground_z_at 102@ 103@ 42@ 
Actor.PutAt(215@, 586@, 590@, 594@)
Actor.Angle(215@) = 598@
if 
003B:   213@ == 215@ // (int) 
else_jump @POOL2_19249 
if 
   not Actor.Dead(213@)
else_jump @POOL2_19242 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 213@ with_offset 0.0 -1.5 0.0 
if 
   not Actor.Dead(214@)
else_jump @POOL2_19242 
Actor.PutAt(214@, 225@, 226@, 227@)
if 
00EC:   actor 214@ 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 2.0 2.0 
else_jump @POOL2_19215 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 214@ with_offset -2.0 0.0 -1.0 
Actor.PutAt(214@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:POOL2_19215
if 
03CA:   object 82@ exists 
else_jump @POOL2_19242 
0655: AS_actor 214@ look_at_object 82@ 10000 ms 

:POOL2_19242
jump @POOL2_19428 

:POOL2_19249
if 
   not Actor.Dead(214@)
else_jump @POOL2_19428 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 214@ with_offset 0.0 -1.5 0.0 
if 
   not Actor.Dead(213@)
else_jump @POOL2_19428 
Actor.PutAt(213@, 221@, 222@, 223@)
if 
00EC:   actor 213@ 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 2.0 2.0 
else_jump @POOL2_19428 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 213@ with_offset -2.0 0.0 -1.0 
Actor.PutAt(213@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
03CA:   object 82@ exists 
else_jump @POOL2_19428 
0655: AS_actor 213@ look_at_object 82@ 10000 ms 

:POOL2_19428
if 
  600@ == 1 
else_jump @POOL2_19543 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 0.1532 -0.9733 1.1819 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset -0.0267 -0.3468 0.4236 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:POOL2_19543
if 
  600@ == 2 
else_jump @POOL2_19591 
$TEMPVAR_FLOAT_1 = 0.4 
$TEMPVAR_FLOAT_2 = -1.0 
$TEMPVAR_FLOAT_3 = 1.0 

:POOL2_19591
if 
  600@ == 3 
else_jump @POOL2_19639 
$TEMPVAR_FLOAT_1 = 0.3 
$TEMPVAR_FLOAT_2 = -0.5 
$TEMPVAR_FLOAT_3 = 1.0 

:POOL2_19639
if 
  600@ == 4 
else_jump @POOL2_19687 
$TEMPVAR_FLOAT_1 = 0.3 
$TEMPVAR_FLOAT_2 = -0.5 
$TEMPVAR_FLOAT_3 = 1.0 

:POOL2_19687
if 
   not 600@ == 1 
else_jump @POOL2_19796 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ with_offset 0.0 0.3 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:POOL2_19796
return 

:POOL2_19798
if 
  230@ == 1 
else_jump @POOL2_19898 
0087: 249@ = 246@ // (float) 
0063: 249@ -= 247@ // (float) 
249@ /= 0.1 
0087: 248@ = 249@ // (float) 
248@ *= 2.0 
if 
  0.6 > 248@ 
else_jump @POOL2_19891 
248@ = 0.6 

:POOL2_19891
jump @POOL2_19955 

:POOL2_19898
0087: 248@ = 364@ // (float) 
248@ *= 2.0 
if 
  0.6 > 248@ 
else_jump @POOL2_19947 
248@ = 0.6 

:POOL2_19947
0087: 249@ = 364@ // (float) 

:POOL2_19955
if 
03CA:   object 82@ exists 
else_jump @POOL2_20844 
$TEMPVAR_ANGLE = Object.Angle(82@)
02F6: 42@ = cosine $TEMPVAR_ANGLE // (float) 
0087: 169@ = 42@ // (float) 
169@ *= -1.0 
02F7: 42@ = sine $TEMPVAR_ANGLE // (float) 
0087: 170@ = 42@ // (float) 
171@ = 0.0 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 165@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 165@ += 169@ // (float) 
0089: 166@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 166@ += 170@ // (float) 
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
0073: 169@ /= 42@ // (float) 
0073: 170@ /= 42@ // (float) 
006B: 169@ *= 249@ // (float) 
006B: 170@ *= 249@ // (float) 
Object.KeepInMemory(82@) = False
Object.CollisionDetection(82@) = False
Object.ToggleInMovingList(82@) = False
Object.Throw(82@, 169@, 170@, 171@)
278@ = -1 
279@ = 0 
277@ = 0 
206@ = 0 
39@ = 0 

:POOL2_20196
if 
  16 > 39@ 
else_jump @POOL2_20239 
109@(39@,16i) = 0 
39@ += 1 
jump @POOL2_20196 

:POOL2_20239
097B: play_audio_at_object 82@ event 1014 
253@ = 0.0 
254@ = 0.0 
0088: $TEMPVAR_FLOAT_1 = 622@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 618@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 623@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 619@ // (float) 
0075: $TEMPVAR_FLOAT_1 /= 620@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 621@ // (float) 
if 
  230@ == 0 
else_jump @POOL2_20363 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -0.2 0.2 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges -0.2 0.2 

:POOL2_20363
if or
  $TEMPVAR_FLOAT_1 > 0.2 
  -0.2 > $TEMPVAR_FLOAT_1 
  $TEMPVAR_FLOAT_2 > 0.2 
  -0.2 > $TEMPVAR_FLOAT_2 
  230@ == 0 
else_jump @POOL2_20534 
006D: $TEMPVAR_FLOAT_1 *= 249@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 249@ // (float) 
0089: 253@ = $TEMPVAR_FLOAT_1 // (float) 
253@ *= 0.5 
0089: 254@ = $TEMPVAR_FLOAT_2 // (float) 
254@ *= -0.5 
$TEMPVAR_FLOAT_1 *= 10.0 
$TEMPVAR_FLOAT_2 *= 10.0 
if 
  230@ == 1 
else_jump @POOL2_20527 
05A2: set_object 82@ rotation_velocity_about_an_axis $TEMPVAR_FLOAT_2 0.0 $TEMPVAR_FLOAT_1 through_center_of_mass 

:POOL2_20527
jump @POOL2_20554 

:POOL2_20534
253@ = 0.0 
254@ = 0.0 

:POOL2_20554
622@ = 559.0 
623@ = 381.0 
if 
  129@ == 1 
else_jump @POOL2_20744 
03A9: NOP 
05B6: 20 // CUE BALL DATA = 
03A8: NOP 249@ 
03A8: NOP $TEMPVAR_FLOAT_1 
03A8: NOP $TEMPVAR_FLOAT_2 
03A8: NOP $TEMPVAR_FLOAT_3 

:POOL2_20744
Object.CollisionDetection(82@) = True
Object.ToggleInMovingList(82@) = True
if 
   not Actor.Dead(213@)
else_jump @POOL2_20801 
if 
03CA:   object 82@ exists 
else_jump @POOL2_20801 
0655: AS_actor 213@ look_at_object 82@ 10000 ms 

:POOL2_20801
if 
   not Actor.Dead(214@)
else_jump @POOL2_20844 
if 
03CA:   object 82@ exists 
else_jump @POOL2_20844 
0655: AS_actor 214@ look_at_object 82@ 10000 ms 

:POOL2_20844
250@ = 1 
return 

:POOL2_20853
if 
  35@ == 0 
else_jump @POOL2_21171 
if 
   not Actor.Dead(215@)
else_jump @POOL2_21171 
Object.StorePos(163@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 584@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 588@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 169@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 170@ // (float) 
$TEMPVAR_FLOAT_3 += 2.5 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Object.StorePos(163@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += 0.5 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
32@ = 0 
04C4: store_coords_to 165@ 166@ 167@ from_actor 215@ with_offset 0.0 -0.2 0.0 
02CE: 167@ = ground_z_at 165@ 166@ 167@ 
$TEMPVAR_ANGLE = Actor.Angle(215@)
Actor.PutAt(215@, 610@, 611@, 612@)
Actor.Angle(215@) = $TEMPVAR_ANGLE
if 
  108@ == 0 
else_jump @POOL2_21164 
0812: AS_actor 215@ perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 1000.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 

:POOL2_21164
35@ += 1 

:POOL2_21171
if 
  35@ == 1 
else_jump @POOL2_21296 
39@ = 0 
40@ = 0 

:POOL2_21203
if 
  16 > 39@ 
else_jump @POOL2_21264 
if 
  109@(39@,16i) == 1 
else_jump @POOL2_21250 
40@ += 1 

:POOL2_21250
39@ += 1 
jump @POOL2_21203 

:POOL2_21264
if 
  40@ == 16 
else_jump @POOL2_21296 
35@ += 1 
32@ = 0 

:POOL2_21296
if 
  35@ == 2 
else_jump @POOL2_21340 
if 
  32@ > 700 
else_jump @POOL2_21340 
35@ = 99 

:POOL2_21340
if 
  35@ == 99 
else_jump @POOL2_21374 
03E6: remove_text_box 
34@ += 1 
35@ = 0 

:POOL2_21374
return 

:POOL2_21376
if 
  35@ == 0 
else_jump @POOL2_21408 
274@ = 0 
35@ += 1 

:POOL2_21408
if 
  35@ == 1 
else_jump @POOL2_21458 
if 
  278@ == -1 
else_jump @POOL2_21451 
274@ = 1 

:POOL2_21451
35@ += 1 

:POOL2_21458
if 
  35@ == 2 
else_jump @POOL2_21694 
if 
   not 278@ == -1 
else_jump @POOL2_21687 
if 
  231@ == -1 
else_jump @POOL2_21544 
if 
  278@ == 8 
else_jump @POOL2_21537 
274@ = 2 

:POOL2_21537
jump @POOL2_21687 

:POOL2_21544
if 
  231@ == 0 
else_jump @POOL2_21594 
if 
  278@ >= 8 
else_jump @POOL2_21587 
274@ = 2 

:POOL2_21587
jump @POOL2_21687 

:POOL2_21594
if 
  231@ == 1 
else_jump @POOL2_21644 
if 
  8 >= 278@ 
else_jump @POOL2_21637 
274@ = 2 

:POOL2_21637
jump @POOL2_21687 

:POOL2_21644
if 
  231@ == 2 
else_jump @POOL2_21687 
if 
   not 278@ == 8 
else_jump @POOL2_21687 
274@ = 2 

:POOL2_21687
35@ += 1 

:POOL2_21694
if 
  35@ == 3 
else_jump @POOL2_21744 
if 
  255@ == 1 
else_jump @POOL2_21737 
274@ = 3 

:POOL2_21737
35@ += 1 

:POOL2_21744
if 
  35@ == 4 
else_jump @POOL2_22338 
if 
  271@ == 1 
else_jump @POOL2_22016 
if 
   not 274@ == 3 
else_jump @POOL2_22009 
if 
  231@ == -1 
else_jump @POOL2_21859 
if 
   not 263@ == 1 
else_jump @POOL2_21852 
if 
  184@ == 0 
else_jump @POOL2_21852 

:POOL2_21852
jump @POOL2_22009 

:POOL2_21859
if 
  231@ == 0 
else_jump @POOL2_21909 
if 
  273@ > 0 
else_jump @POOL2_21902 
274@ = 4 

:POOL2_21902
jump @POOL2_22009 

:POOL2_21909
if 
  231@ == 1 
else_jump @POOL2_21959 
if 
  272@ > 0 
else_jump @POOL2_21952 
274@ = 4 

:POOL2_21952
jump @POOL2_22009 

:POOL2_21959
if 
  231@ == 2 
else_jump @POOL2_22009 
if or
  272@ > 0 
  273@ > 0 
else_jump @POOL2_22009 
274@ = 4 

:POOL2_22009
jump @POOL2_22331 

:POOL2_22016
if 
  271@ > 1 
else_jump @POOL2_22331 
if 
  231@ == -1 
else_jump @POOL2_22181 
if and
  272@ > 0 
  273@ == 0 
else_jump @POOL2_22113 
if 
   not 263@ == 1 
else_jump @POOL2_22113 
if 
  184@ == 0 
else_jump @POOL2_22113 

:POOL2_22113
if and
  272@ == 0 
  273@ > 0 
else_jump @POOL2_22174 
if 
   not 263@ == 1 
else_jump @POOL2_22174 
if 
  184@ == 0 
else_jump @POOL2_22174 

:POOL2_22174
jump @POOL2_22331 

:POOL2_22181
if 
  231@ == 0 
else_jump @POOL2_22231 
if 
  273@ > 0 
else_jump @POOL2_22224 
274@ = 4 

:POOL2_22224
jump @POOL2_22331 

:POOL2_22231
if 
  231@ == 1 
else_jump @POOL2_22281 
if 
  272@ > 0 
else_jump @POOL2_22274 
274@ = 4 

:POOL2_22274
jump @POOL2_22331 

:POOL2_22281
if 
  231@ == 2 
else_jump @POOL2_22331 
if or
  273@ > 0 
  272@ > 0 
else_jump @POOL2_22331 
274@ = 4 

:POOL2_22331
35@ += 1 

:POOL2_22338
if 
  35@ == 5 
else_jump @POOL2_22456 
if 
   not 231@ == 2 
else_jump @POOL2_22406 
if 
  263@ == 1 
else_jump @POOL2_22399 
274@ = 5 

:POOL2_22399
jump @POOL2_22449 

:POOL2_22406
if 
  263@ == 1 
else_jump @POOL2_22449 
if 
   not 274@ == 0 
else_jump @POOL2_22449 
274@ = 5 

:POOL2_22449
35@ += 1 

:POOL2_22456
if 
  35@ == 6 
else_jump @POOL2_22542 
if 
  274@ == 0 
else_jump @POOL2_22535 
if 
  271@ == 0 
else_jump @POOL2_22535 
if 
  277@ == 0 
else_jump @POOL2_22535 
274@ = 6 

:POOL2_22535
35@ = 99 

:POOL2_22542
if 
  35@ == 99 
else_jump @POOL2_22766 
if and
  274@ == 0 
  184@ == 0 
  271@ > 0 
  231@ == -1 
else_jump @POOL2_22750 
if 
001D:   272@ > 273@ // (int) 
else_jump @POOL2_22678 
if 
  229@ == 1 
else_jump @POOL2_22657 
217@ = 0 
218@ = 1 
jump @POOL2_22671 

:POOL2_22657
217@ = 1 
218@ = 0 

:POOL2_22671
jump @POOL2_22750 

:POOL2_22678
if 
001D:   273@ > 272@ // (int) 
else_jump @POOL2_22750 
if 
  229@ == 1 
else_jump @POOL2_22736 
217@ = 1 
218@ = 0 
jump @POOL2_22750 

:POOL2_22736
217@ = 0 
218@ = 1 

:POOL2_22750
03E6: remove_text_box 
35@ = 0 
34@ += 1 

:POOL2_22766
return 

:POOL2_22768
if 
  35@ == 0 
else_jump @POOL2_24594 
32@ = 0 
if and
  67@ == 1 
  68@ == 1 
  69@ == 1 
  70@ == 1 
  71@ == 1 
else_jump @POOL2_22914 
if and
  72@ == 1 
  73@ == 1 
else_jump @POOL2_22914 
if 
  217@ == 0 
else_jump @POOL2_22889 
217@ = 2 

:POOL2_22889
if 
  218@ == 0 
else_jump @POOL2_22914 
218@ = 2 

:POOL2_22914
if and
  75@ == 1 
  76@ == 1 
  77@ == 1 
  78@ == 1 
  79@ == 1 
else_jump @POOL2_23035 
if and
  80@ == 1 
  81@ == 1 
else_jump @POOL2_23035 
if 
  217@ == 1 
else_jump @POOL2_23010 
217@ = 2 

:POOL2_23010
if 
  218@ == 1 
else_jump @POOL2_23035 
218@ = 2 

:POOL2_23035
0871: init_jump_table 274@ total_jumps 7 default_jump 0 @POOL2_24479 jumps 0 @POOL2_23098 1 @POOL2_23429 2 @POOL2_23627 3 @POOL2_23825 4 @POOL2_24023 5 @POOL2_24221 6 @POOL2_24281 

:POOL2_23098
if 
  271@ > 0 
else_jump @POOL2_23231 
if 
   not 74@ == 1 
else_jump @POOL2_23203 
232@ = 0 
233@ = 1 
if 
  229@ == 1 
else_jump @POOL2_23181 
0085: 231@ = 217@ // (int) 
jump @POOL2_23189 

:POOL2_23181
0085: 231@ = 218@ // (int) 

:POOL2_23189
35@ = 99 
jump @POOL2_23224 

:POOL2_23203
276@ = 1 
275@ = 1 
35@ = 99 

:POOL2_23224
jump @POOL2_23422 

:POOL2_23231
if 
  229@ == 1 
else_jump @POOL2_23355 
232@ = 0 
229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
233@ = 0 
0085: 231@ = 218@ // (int) 
if 
  220@ == 1 
else_jump @POOL2_23334 
04AF: 180@ = 1 // @ = any 
jump @POOL2_23341 

:POOL2_23334
04AF: 180@ = 0 // @ = any 

:POOL2_23341
35@ = 99 
jump @POOL2_23422 

:POOL2_23355
232@ = 0 
229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // @ = any 
35@ = 99 

:POOL2_23422
jump @POOL2_24479 

:POOL2_23429
if 
  229@ == 1 
else_jump @POOL2_23553 
229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 218@ // (int) 
if 
  220@ == 1 
else_jump @POOL2_23532 
04AF: 180@ = 1 // @ = any 
jump @POOL2_23539 

:POOL2_23532
04AF: 180@ = 0 // @ = any 

:POOL2_23539
35@ = 99 
jump @POOL2_23620 

:POOL2_23553
229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // @ = any 
35@ = 99 

:POOL2_23620
jump @POOL2_24479 

:POOL2_23627
if 
  229@ == 1 
else_jump @POOL2_23751 
229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 218@ // (int) 
if 
  220@ == 1 
else_jump @POOL2_23730 
04AF: 180@ = 1 // @ = any 
jump @POOL2_23737 

:POOL2_23730
04AF: 180@ = 0 // @ = any 

:POOL2_23737
35@ = 99 
jump @POOL2_23818 

:POOL2_23751
229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // @ = any 
35@ = 99 

:POOL2_23818
jump @POOL2_24479 

:POOL2_23825
if 
  229@ == 1 
else_jump @POOL2_23949 
229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 218@ // (int) 
if 
  220@ == 1 
else_jump @POOL2_23928 
04AF: 180@ = 1 // @ = any 
jump @POOL2_23935 

:POOL2_23928
04AF: 180@ = 0 // @ = any 

:POOL2_23935
35@ = 99 
jump @POOL2_24016 

:POOL2_23949
229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // @ = any 
35@ = 99 

:POOL2_24016
jump @POOL2_24479 

:POOL2_24023
if 
  229@ == 1 
else_jump @POOL2_24147 
229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 218@ // (int) 
if 
  220@ == 1 
else_jump @POOL2_24126 
04AF: 180@ = 1 // @ = any 
jump @POOL2_24133 

:POOL2_24126
04AF: 180@ = 0 // @ = any 

:POOL2_24133
35@ = 99 
jump @POOL2_24214 

:POOL2_24147
229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // @ = any 
35@ = 99 

:POOL2_24214
jump @POOL2_24479 

:POOL2_24221
if 
  184@ == 0 
else_jump @POOL2_24253 
275@ = 0 
jump @POOL2_24260 

:POOL2_24253
275@ = 1 

:POOL2_24260
276@ = 1 
35@ = 99 
jump @POOL2_24479 

:POOL2_24281
if 
  229@ == 1 
else_jump @POOL2_24405 
229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 218@ // (int) 
if 
  220@ == 1 
else_jump @POOL2_24384 
04AF: 180@ = 1 // @ = any 
jump @POOL2_24391 

:POOL2_24384
04AF: 180@ = 0 // @ = any 

:POOL2_24391
35@ = 99 
jump @POOL2_24472 

:POOL2_24405
229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // @ = any 
35@ = 99 

:POOL2_24472
jump @POOL2_24479 

:POOL2_24479
if 
  178@ == 0 
else_jump @POOL2_24533 
if 
  230@ == 1 
else_jump @POOL2_24526 
0512: show_permanent_text_box 'PL_H5'  // ~k~~PED_SPRINT~ - fortfahren

:POOL2_24526
jump @POOL2_24580 

:POOL2_24533
if 
04A4:   180@ == 0 // @ == any 
else_jump @POOL2_24569 
0512: show_permanent_text_box 'PL_H8'  // Spieler 1, drcke ~k~~PED_SPRINT~, um fortzufahren.
jump @POOL2_24580 

:POOL2_24569
0512: show_permanent_text_box 'PL_H9'  // Spieler 2, drcke ~k~~PED_SPRINT~, um fortzufahren.

:POOL2_24580
32@ = 0 
33@ = 0 

:POOL2_24594
if 
  35@ == 99 
else_jump @POOL2_24702 
gosub @POOL2_54829 
if 
  230@ == 1 
else_jump @POOL2_24669 
if 
00E1:   player 180@ pressed_key 16 
else_jump @POOL2_24662 
35@ += 1 

:POOL2_24662
jump @POOL2_24702 

:POOL2_24669
if or
  33@ > 2000 
00E1:   player 180@ pressed_key 16 
else_jump @POOL2_24702 
35@ += 1 

:POOL2_24702
if 
  35@ == 100 
else_jump @POOL2_24864 
03E6: remove_text_box 
39@ = 0 
271@ = 0 

:POOL2_24736
if 
  16 > 39@ 
else_jump @POOL2_24779 
255@(39@,16i) = 0 
39@ += 1 
jump @POOL2_24736 

:POOL2_24779
272@ = 0 
273@ = 0 
if 
  276@ == 1 
else_jump @POOL2_24839 
184@ = 1 
34@ += 1 
35@ = 0 
jump @POOL2_24860 

:POOL2_24839
184@ = 0 
34@ = 3 
35@ = 0 

:POOL2_24860
wait 0 

:POOL2_24864
return 

:POOL2_24866
if 
  35@ == 0 
else_jump @POOL2_25319 
if 
  275@ == 0 
else_jump @POOL2_24966 
if 
  229@ == 1 
else_jump @POOL2_24943 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
jump @POOL2_24959 

:POOL2_24943
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 

:POOL2_24959
jump @POOL2_25023 

:POOL2_24966
if 
  229@ == 1 
else_jump @POOL2_25007 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
jump @POOL2_25023 

:POOL2_25007
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 

:POOL2_25023
if 
   not Actor.Dead(215@)
else_jump @POOL2_25319 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 1.0 2.0 0.0 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Camera.OnPed(215@, 15, 2)
if 
  178@ == 0 
else_jump @POOL2_25247 
if 
003B:   215@ == 213@ // (int) 
else_jump @POOL2_25209 
0085: 39@ = 162@ // (int) 
39@ *= 2 
Player.Money($PLAYER_CHAR) += 39@
create_thread @CASHWIN 39@ 5000 80 
if 
   not Actor.Dead(164@)
else_jump @POOL2_25202 
03FE: set_actor 164@ money 0 

:POOL2_25202
jump @POOL2_25240 

:POOL2_25209
0085: 39@ = 162@ // (int) 
39@ *= -1 
create_thread @CASHWIN 39@ 5000 80 

:POOL2_25240
jump @POOL2_25305 

:POOL2_25247
if 
003B:   215@ == 213@ // (int) 
else_jump @POOL2_25289 
00BA: show_text_styled GXT 'PL_08' time 5000 style 1  // Spieler 1 hat gewonnen!
jump @POOL2_25305 

:POOL2_25289
00BA: show_text_styled GXT 'PL_09' time 5000 style 1  // Spieler 2 hat gewonnen!

:POOL2_25305
32@ = 0 
35@ += 1 

:POOL2_25319
if 
  35@ == 1 
else_jump @POOL2_25363 
if 
  32@ > 5000 
else_jump @POOL2_25363 
35@ += 1 

:POOL2_25363
if 
  35@ == 2 
else_jump @POOL2_25936 
fade 0 500 

:POOL2_25388
if 
fading 
else_jump @POOL2_25412 
wait 0 
jump @POOL2_25388 

:POOL2_25412
39@ = 0 

:POOL2_25419
if 
  16 > 39@ 
else_jump @POOL2_25480 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_25466 
Object.Destroy(82@(39@,16i))

:POOL2_25466
39@ += 1 
jump @POOL2_25419 

:POOL2_25480
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.2734375 -0.0546875 0.9296875 
82@ = Object.Init(#K_POOLBALLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(163@)
$TEMPVAR_ANGLE += 270.0 
Object.Angle(82@) = $TEMPVAR_ANGLE
0400: store_coords_to 558@ 559@ 560@ from_object 163@ with_offset 0.3408 -0.0284 0.9297 
561@ = Object.Angle(163@)
561@ += 90.0 
83@ = Object.Init(#K_POOLBALLSPT01, 558@, 559@, 560@)
84@ = Object.Init(#K_POOLBALLSPT02, 0.0, 0.0, 0.0)
85@ = Object.Init(#K_POOLBALLSPT03, 0.0, 0.0, 0.0)
86@ = Object.Init(#K_POOLBALLSPT04, 0.0, 0.0, 0.0)
87@ = Object.Init(#K_POOLBALLSPT05, 0.0, 0.0, 0.0)
88@ = Object.Init(#K_POOLBALLSPT06, 0.0, 0.0, 0.0)
89@ = Object.Init(#K_POOLBALLSPT07, 0.0, 0.0, 0.0)
90@ = Object.Init(#K_POOLBALL8, 0.0, 0.0, 0.0)
91@ = Object.Init(#K_POOLBALLSTP01, 0.0, 0.0, 0.0)
92@ = Object.Init(#K_POOLBALLSTP02, 0.0, 0.0, 0.0)
93@ = Object.Init(#K_POOLBALLSTP03, 0.0, 0.0, 0.0)
94@ = Object.Init(#K_POOLBALLSTP04, 0.0, 0.0, 0.0)
95@ = Object.Init(#K_POOLBALLSTP05, 0.0, 0.0, 0.0)
96@ = Object.Init(#K_POOLBALLSTP06, 0.0, 0.0, 0.0)
97@ = Object.Init(#K_POOLBALLSTP07, 0.0, 0.0, 0.0)
gosub @POOL2_50546 
35@ = 99 

:POOL2_25936
if 
  35@ == 99 
else_jump @POOL2_25970 
03E6: remove_text_box 
34@ += 1 
35@ = 0 

:POOL2_25970
return 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.3 3.36 
0342: enable_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 6 color_RGBA_to $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400 
0340: set_text_draw_RGBA $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN 255 
return 

:POOL2_26060
275@ = 0 
271@ = 0 
272@ = 0 
273@ = 0 
274@ = 0 
39@ = 0 

:POOL2_26102
if 
  16 > 39@ 
else_jump @POOL2_26156 
255@(39@,16i) = 0 
66@(39@,16i) = 0 
39@ += 1 
jump @POOL2_26102 

:POOL2_26156
232@ = 0 
276@ = 0 
34@ = 1 
35@ = 0 
return 

:POOL2_26186
if 
03CA:   object 163@ exists 
else_jump @POOL2_26234 
Object.StorePos(163@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 10.0 

:POOL2_26234
if 
03CA:   object 82@ exists 
else_jump @POOL2_26272 
05A8: get_object 82@ speed_to 48@ 
05A6: get_object 82@ rotation_velocity_about_an_axis_X 49@ axis_Y 50@ axis_Z 51@ through_center_of_body 

:POOL2_26272
if 
  206@ > 2000 
else_jump @POOL2_26762 
0088: $TEMPVAR_FLOAT_1 = 204@ // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
39@ = 0 

:POOL2_26316
if 
  16 > 39@ 
else_jump @POOL2_26762 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_26737 
05A8: get_object 82@(39@,16i) speed_to 42@ 
if 
0025:   203@ > 42@ // (float) 
else_jump @POOL2_26719 
if 
  0.005 > 42@ 
else_jump @POOL2_26635 
05A6: get_object 82@(39@,16i) rotation_velocity_about_an_axis_X 42@ axis_Y 43@ axis_Z 44@ through_center_of_body 
40@ = 0 
if or
0025:   42@ > 204@ // (float) 
0026:   $TEMPVAR_FLOAT_1 > 42@ // (float) 
else_jump @POOL2_26465 
40@ = 1 

:POOL2_26465
if or
0025:   43@ > 204@ // (float) 
0026:   $TEMPVAR_FLOAT_1 > 43@ // (float) 
else_jump @POOL2_26499 
40@ = 1 

:POOL2_26499
if or
0025:   44@ > 204@ // (float) 
0026:   $TEMPVAR_FLOAT_1 > 44@ // (float) 
else_jump @POOL2_26533 
40@ = 1 

:POOL2_26533
if 
  40@ == 0 
else_jump @POOL2_26617 
Object.Throw(82@(39@,16i), 0.0, 0.0, 0.0)
05A2: set_object 82@(39@,16i) rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass 
109@(39@,16i) = 1 
jump @POOL2_26628 

:POOL2_26617
109@(39@,16i) = 0 

:POOL2_26628
jump @POOL2_26712 

:POOL2_26635
059F: get_object 82@(39@,16i) velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_1 *= 0.9 
$TEMPVAR_FLOAT_2 *= 0.9 
$TEMPVAR_FLOAT_3 *= 0.9 
Object.Throw(82@(39@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
109@(39@,16i) = 0 

:POOL2_26712
jump @POOL2_26730 

:POOL2_26719
109@(39@,16i) = 0 

:POOL2_26730
jump @POOL2_26748 

:POOL2_26737
109@(39@,16i) = 1 

:POOL2_26748
39@ += 1 
jump @POOL2_26316 

:POOL2_26762
if 
   not 108@ == 1 
else_jump @POOL2_26826 
0085: 358@ = 213@ // (int) 
0085: 359@ = 106@ // (int) 
gosub @POOL2_30670 
0085: 358@ = 214@ // (int) 
0085: 359@ = 107@ // (int) 
gosub @POOL2_30670 

:POOL2_26826
253@ *= 0.98 
254@ *= 0.98 
39@ = 0 

:POOL2_26853
if 
  16 > 39@ 
else_jump @POOL2_27127 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_27113 
Object.StorePos(82@(39@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 43@ = 52@ // (float) 
43@ *= 2.0 
0087: 42@ = 560@ // (float) 
0063: 42@ -= 43@ // (float) 
if 
0027:   42@ > $TEMPVAR_FLOAT_3 // (float) 
else_jump @POOL2_27113 
if 
  66@(39@,16i) == 0 
else_jump @POOL2_27113 
097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1017 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_27027 
Object.Destroy(82@(39@,16i))

:POOL2_27027
66@(39@,16i) = 1 
255@(39@,16i) = 1 
271@ += 1 
if and
  39@ > 0 
  8 > 39@ 
else_jump @POOL2_27088 
272@ += 1 

:POOL2_27088
if 
  39@ > 8 
else_jump @POOL2_27113 
273@ += 1 

:POOL2_27113
39@ += 1 
jump @POOL2_26853 

:POOL2_27127
39@ = 0 

:POOL2_27134
if 
  16 > 39@ 
else_jump @POOL2_27513 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_27499 
if 
08FF:   object 82@(39@,16i) received_damage_type 54 
else_jump @POOL2_27226 
277@ += 1 
if 
  39@ == 0 
else_jump @POOL2_27226 
279@ = 1 

:POOL2_27226
if 
  278@ == -1 
else_jump @POOL2_27342 
if 
  39@ > 0 
else_jump @POOL2_27342 
if 
08FF:   object 82@(39@,16i) received_damage_type 53 
else_jump @POOL2_27342 
0085: 278@ = 39@ // (int) 
if 
  279@ == 0 
else_jump @POOL2_27342 
if 
03CA:   object 82@ exists 
else_jump @POOL2_27342 
05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.0 

:POOL2_27342
if 
08FF:   object 82@(39@,16i) received_damage_type 50 
else_jump @POOL2_27490 
277@ += 1 
if 
  39@ == 0 
else_jump @POOL2_27396 
279@ = 1 

:POOL2_27396
if 
  278@ == -1 
else_jump @POOL2_27490 
if 
  39@ > 0 
else_jump @POOL2_27490 
0085: 278@ = 39@ // (int) 
if 
  279@ == 0 
else_jump @POOL2_27490 
if 
03CA:   object 82@ exists 
else_jump @POOL2_27490 
05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.0 

:POOL2_27490
0900: unknown_set_object 82@(39@,16i) 

:POOL2_27499
39@ += 1 
jump @POOL2_27134 

:POOL2_27513
if 
0736:   NOP_false 68 
else_jump @POOL2_27604 
if 
  129@ == 1 
else_jump @POOL2_27579 
129@ = 0 
0662: NOP "OUTPUT_TEXT_OFF" 
jump @POOL2_27604 

:POOL2_27579
129@ = 1 
0662: NOP "OUTPUT_TEXT_ON" 

:POOL2_27604
if 
83CA:   not object 163@ exists 
else_jump @POOL2_27627 
34@ = 99 

:POOL2_27627
if 
   not Actor.Dead(164@)
else_jump @POOL2_27651 
$6459 = Actor.Health(164@)

:POOL2_27651
if 
   Actor.Dead(164@)
else_jump @POOL2_27674 
34@ = 99 

:POOL2_27674
if 
  108@ == 1 
else_jump @POOL2_28237 
0826: enable_hud 1 
if 
  161@ > 0 
else_jump @POOL2_27722 
Player.Money($PLAYER_CHAR) += 161@

:POOL2_27722
if 
   not Actor.Dead(164@)
else_jump @POOL2_27794 
Actor.LockInCurrentPosition(164@) = False
065C: release_decision_maker 207@ 
060A: create_decision_maker_type 2 store_to 207@ // decision\allowed\m_.ped files 
060B: set_actor 164@ decision_maker_to 207@ 
0619: enable_actor 164@ collision_detection 1 
Actor.SetImmunities(164@, 0, 0, 0, 0, 0)
06AB: set_actor 164@ all_weapons_hidden 1 

:POOL2_27794
03DE: set_pedestrians_density_multiplier_to 1.0 
03F0: enable_text_draw 0 
0581: enable_radar 1 
39@ = 0 

:POOL2_27816
if 
  16 > 39@ 
else_jump @POOL2_27857 
Object.RemoveReferences(82@(39@,16i))
39@ += 1 
jump @POOL2_27816 

:POOL2_27857
Camera.Restore_WithJumpCut
if 
03CA:   object 238@ exists 
else_jump @POOL2_27880 
Object.Destroy(238@)

:POOL2_27880
104@ += 0.1 
Object.PutAt(163@, 102@, 103@, 104@)
0400: store_coords_to 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.96 -0.49 0.7 
0400: store_coords_to 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.96 0.49 0.7 
if 
0025:   98@ > 99@ // (float) 
else_jump @POOL2_28005 
0088: $TEMPVAR_FLOAT_1 = 98@ // (float) 
0087: 98@ = 99@ // (float) 
0089: 99@ = $TEMPVAR_FLOAT_1 // (float) 

:POOL2_28005
if 
0025:   100@ > 101@ // (float) 
else_jump @POOL2_28048 
0088: $TEMPVAR_FLOAT_2 = 100@ // (float) 
0087: 100@ = 101@ // (float) 
0089: 101@ = $TEMPVAR_FLOAT_2 // (float) 

:POOL2_28048
0830: unknown_rectangle_cornerA 98@ 100@ $TEMPVAR_FLOAT_3 cornerB 99@ 101@ $TEMPVAR_FLOAT_3 
39@ = 0 

:POOL2_28075
if 
  16 > 39@ 
else_jump @POOL2_28173 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_28159 
Object.StorePos(82@(39@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += 0.1 
Object.PutAt(82@(39@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:POOL2_28159
39@ += 1 
jump @POOL2_28075 

:POOL2_28173
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL2_28215 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:POOL2_28215
Object.Destroy(106@)
Object.Destroy(107@)
Model.Destroy(#K_POOLQ)
04EF: release_animation "POOL" 

:POOL2_28237
if and
  34@ == 99 
  108@ == 0 
else_jump @POOL2_28282 
03F0: enable_text_draw 0 
0581: enable_radar 1 
34@ = 0 
wait 500 

:POOL2_28282
if 
0736:   NOP_false 73 
else_jump @POOL2_28394 
if 
03CA:   object 82@ exists 
else_jump @POOL2_28394 
Object.KeepInMemory(82@) = False
Object.CollisionDetection(82@) = False
Object.ToggleInMovingList(82@) = False
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -5.0 5.0 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges -5.0 5.0 
Object.Throw(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 0.0)
Object.CollisionDetection(82@) = True
Object.ToggleInMovingList(82@) = True

:POOL2_28394
return 

:POOL2_28396
281@ = 0 
280@ = 1.7 
if 
03CA:   object 82@ exists 
else_jump @POOL2_28619 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 42@ = 98@ // (float) 
42@ += 0.02 
if 
0027:   42@ > $TEMPVAR_FLOAT_1 // (float) 
else_jump @POOL2_28487 
281@ = 99 

:POOL2_28487
0087: 42@ = 99@ // (float) 
42@ -= 0.02 
if 
0026:   $TEMPVAR_FLOAT_1 > 42@ // (float) 
else_jump @POOL2_28531 
281@ = 99 

:POOL2_28531
0087: 42@ = 100@ // (float) 
42@ += 0.02 
if 
0027:   42@ > $TEMPVAR_FLOAT_2 // (float) 
else_jump @POOL2_28575 
281@ = 99 

:POOL2_28575
0087: 42@ = 101@ // (float) 
42@ -= 0.02 
if 
0026:   $TEMPVAR_FLOAT_2 > 42@ // (float) 
else_jump @POOL2_28619 
281@ = 99 

:POOL2_28619
if 
   not 281@ == 99 
else_jump @POOL2_30668 
if 
   not 240@ == 0 
else_jump @POOL2_28662 
281@ = 2 

:POOL2_28662
if 
  281@ == 0 
else_jump @POOL2_29271 
if 
03CA:   object 82@ exists 
else_jump @POOL2_29271 
39@ = 0 

:POOL2_28703
if 
  3 > 39@ 
else_jump @POOL2_28847 
304@(39@,3f) = -999999.9 
307@(39@,3f) = -999999.9 
310@(39@,3f) = -999999.9 
313@(39@,3f) = -999999.9 
316@(39@,3f) = -999999.9 
319@(39@,3f) = -999999.9 
322@(39@,3f) = -999999.9 
325@(39@,3f) = -999999.9 
39@ += 1 
jump @POOL2_28703 

:POOL2_28847
0087: 301@ = 280@ // (float) 
0087: 301@ = 280@ // (float) 
0087: 300@ = 280@ // (float) 
300@ /= 10.0 
$TEMPVAR_ANGLE = Object.Angle(82@)
0453: set_object 82@ XY_rotation 0.0 0.0 angle $TEMPVAR_ANGLE 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
0027:   98@ > $TEMPVAR_FLOAT_1 // (float) 
else_jump @POOL2_28958 
0088: $TEMPVAR_FLOAT_1 = 98@ // (float) 
$TEMPVAR_FLOAT_1 += 0.01 

:POOL2_28958
if 
0026:   $TEMPVAR_FLOAT_1 > 99@ // (float) 
else_jump @POOL2_28995 
0088: $TEMPVAR_FLOAT_1 = 99@ // (float) 
$TEMPVAR_FLOAT_1 -= 0.01 

:POOL2_28995
if 
0027:   100@ > $TEMPVAR_FLOAT_2 // (float) 
else_jump @POOL2_29032 
0088: $TEMPVAR_FLOAT_2 = 100@ // (float) 
$TEMPVAR_FLOAT_2 += 0.01 

:POOL2_29032
if 
0026:   $TEMPVAR_FLOAT_2 > 101@ // (float) 
else_jump @POOL2_29069 
0088: $TEMPVAR_FLOAT_2 = 101@ // (float) 
$TEMPVAR_FLOAT_2 -= 0.01 

:POOL2_29069
0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 0.0 1.0 0.0 
0087: 282@ = 165@ // (float) 
0065: 282@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 283@ = 166@ // (float) 
0065: 283@ -= $TEMPVAR_FLOAT_2 // (float) 
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
0073: 282@ /= 42@ // (float) 
0073: 283@ /= 42@ // (float) 
006B: 282@ *= 301@ // (float) 
006B: 283@ *= 301@ // (float) 
0089: 487@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 488@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 304@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 307@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 483@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 483@ += 282@ // (float) 
0089: 484@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 484@ += 283@ // (float) 
284@ = 0 
328@ = 0 
515@ = 0 
281@ += 1 

:POOL2_29271
if 
  281@ == 1 
else_jump @POOL2_29690 
241@ = 0 

:POOL2_29296
if and
  301@ > 0.0 
  3 > 284@ 
else_jump @POOL2_29676 
gosub @POOL2_48189 
0087: 310@(284@,3f) = 505@ // (float) 
0087: 313@(284@,3f) = 506@ // (float) 
0085: 39@ = 284@ // (int) 
39@ += 1 
if 
  3 > 39@ 
else_jump @POOL2_29412 
0087: 304@(39@,3f) = 505@ // (float) 
0087: 307@(39@,3f) = 506@ // (float) 

:POOL2_29412
0509: 42@ = distance_between_XY 304@(284@,3f) 307@(284@,3f) and_XY 310@(284@,3f) 313@(284@,3f) 
0063: 301@ -= 42@ // (float) 
if 
  485@ == 0 
else_jump @POOL2_29662 
if 
   not 504@ == -1 
else_jump @POOL2_29506 
301@ *= 0.5 
jump @POOL2_29516 

:POOL2_29506
301@ *= 0.75 

:POOL2_29516
if 
  328@ == 0 
else_jump @POOL2_29584 
if 
   not 504@ == -1 
else_jump @POOL2_29584 
0085: 328@ = 504@ // (int) 
0087: 329@ = 301@ // (float) 
0087: 330@ = 509@ // (float) 
0087: 331@ = 510@ // (float) 

:POOL2_29584
0087: 487@ = 505@ // (float) 
0087: 488@ = 506@ // (float) 
006B: 507@ *= 301@ // (float) 
006B: 508@ *= 301@ // (float) 
0087: 483@ = 487@ // (float) 
005B: 483@ += 507@ // (float) 
0087: 484@ = 488@ // (float) 
005B: 484@ += 508@ // (float) 
284@ += 1 
jump @POOL2_29669 

:POOL2_29662
284@ = 3 

:POOL2_29669
jump @POOL2_29296 

:POOL2_29676
240@ += 1 
281@ += 1 

:POOL2_29690
if 
  281@ == 2 
else_jump @POOL2_30636 
39@ = 0 

:POOL2_29715
if 
  10 > 39@ 
else_jump @POOL2_29827 
if 
03CA:   object 347@(39@,10i) exists 
else_jump @POOL2_29762 
Object.Destroy(347@(39@,10i))

:POOL2_29762
347@(39@,10i) = Object.Create(#K_POOLBALLCUE, 0.0, 0.0, 0.0)
Object.CollisionDetection(347@(39@,10i)) = False
08D2: object 347@(39@,10i) scale_model 0.3 
39@ += 1 
jump @POOL2_29715 

:POOL2_29827
357@ = 0 
343@ = 0.005 
007B: 342@ += unknown_float * 343@ // (float) 
if 
0025:   342@ > 300@ // (float) 
else_jump @POOL2_29879 
0063: 342@ -= 300@ // (float) 

:POOL2_29879
346@ = 0.0 
39@ = 0 

:POOL2_29896
if 
  3 > 39@ 
else_jump @POOL2_30629 
if and
  304@(39@,3f) > -9999.9 
  307@(39@,3f) > -9999.9 
  310@(39@,3f) > -9999.9 
  313@(39@,3f) > -9999.9 
else_jump @POOL2_30615 
0509: 42@ = distance_between_XY 304@(39@,3f) 307@(39@,3f) and_XY 310@(39@,3f) 313@(39@,3f) 
0087: 169@ = 310@(39@,3f) // (float) 
0063: 169@ -= 304@(39@,3f) // (float) 
0087: 170@ = 313@(39@,3f) // (float) 
0063: 170@ -= 307@(39@,3f) // (float) 
0087: 43@ = 42@ // (float) 
0073: 43@ /= 300@ // (float) 
0092: 40@ = float 43@ to_integer 
40@ += 1 
0073: 169@ /= 42@ // (float) 
0073: 170@ /= 42@ // (float) 
0087: 344@ = 169@ // (float) 
0087: 345@ = 170@ // (float) 
006B: 344@ *= 342@ // (float) 
006B: 345@ *= 342@ // (float) 
006B: 169@ *= 300@ // (float) 
006B: 170@ *= 300@ // (float) 
if 
03CA:   object 82@ exists 
else_jump @POOL2_30335 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
0027:   98@ > $TEMPVAR_FLOAT_1 // (float) 
else_jump @POOL2_30224 
0088: $TEMPVAR_FLOAT_1 = 98@ // (float) 
$TEMPVAR_FLOAT_1 += 0.01 

:POOL2_30224
if 
0026:   $TEMPVAR_FLOAT_1 > 99@ // (float) 
else_jump @POOL2_30261 
0088: $TEMPVAR_FLOAT_1 = 99@ // (float) 
$TEMPVAR_FLOAT_1 -= 0.01 

:POOL2_30261
if 
0027:   100@ > $TEMPVAR_FLOAT_2 // (float) 
else_jump @POOL2_30298 
0088: $TEMPVAR_FLOAT_2 = 100@ // (float) 
$TEMPVAR_FLOAT_2 += 0.01 

:POOL2_30298
if 
0026:   $TEMPVAR_FLOAT_2 > 101@ // (float) 
else_jump @POOL2_30335 
0088: $TEMPVAR_FLOAT_2 = 101@ // (float) 
$TEMPVAR_FLOAT_2 -= 0.01 

:POOL2_30335
0087: 196@ = 304@(39@,3f) // (float) 
0063: 196@ -= 169@ // (float) 
0087: 197@ = 307@(39@,3f) // (float) 
0063: 197@ -= 170@ // (float) 
005B: 196@ += 344@ // (float) 
005B: 197@ += 345@ // (float) 
005A: 40@ += 357@ // (int) 

:POOL2_30399
if and
001D:   40@ > 357@ // (int) 
  10 > 357@ 
else_jump @POOL2_30615 
0088: $TEMPVAR_FLOAT_1 = 196@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 169@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 197@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 170@ // (float) 
0089: 196@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 197@ = $TEMPVAR_FLOAT_2 // (float) 
if 
03CA:   object 347@(357@,10i) exists 
else_jump @POOL2_30601 
if or
0026:   $TEMPVAR_FLOAT_1 > 99@ // (float) 
0027:   98@ > $TEMPVAR_FLOAT_1 // (float) 
0026:   $TEMPVAR_FLOAT_2 > 101@ // (float) 
0027:   100@ > $TEMPVAR_FLOAT_2 // (float) 
else_jump @POOL2_30572 
0750: set_object 347@(357@,10i) visibility 0 
Object.PutAt(347@(357@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
jump @POOL2_30601 

:POOL2_30572
0750: set_object 347@(357@,10i) visibility 1 
Object.PutAt(347@(357@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:POOL2_30601
357@ += 1 
jump @POOL2_30399 

:POOL2_30615
39@ += 1 
jump @POOL2_29896 

:POOL2_30629
281@ += 1 

:POOL2_30636
if 
  281@ == 3 
else_jump @POOL2_30661 
281@ = 99 

:POOL2_30661
jump @POOL2_28619 

:POOL2_30668
return 

:POOL2_30670
if 
   not Actor.Dead(358@)
else_jump @POOL2_33710 
if 
07D6:   358@ == $PLAYER_ACTOR // integer vars 
else_jump @POOL2_30719 
360@ = 0 
jump @POOL2_30726 

:POOL2_30719
360@ = 1 

:POOL2_30726
if 
   Actor.Animation(358@) == "POOL_XLONG_SHOT"
else_jump @POOL2_30992 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_30819 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_30819
0613: 42@ = actor 358@ animation "POOL_XLONG_SHOT" time 
if 
0837:   object 359@ animation == "POOL_XLONG_SHOT_O" 
else_jump @POOL2_30913 
083A: set_object 359@ animation "POOL_XLONG_SHOT_O" progress_to 42@ 
jump @POOL2_30992 

:POOL2_30913
if 
075A: set_object 359@ animation "POOL_XLONG_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_30992 
0836: set_object 359@ animation "POOL_XLONG_SHOT_O" at 0.0 times_normal_rate 

:POOL2_30992
if and
   Actor.Animation(358@) == "POOL_XLONG_START"
   not Actor.Animation(358@) == "POOL_XLONG_SHOT"
else_jump @POOL2_31286 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_31108 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_31108
0613: 42@ = actor 358@ animation "POOL_XLONG_START" time 
if 
0837:   object 359@ animation == "POOL_XLONG_START_O" 
else_jump @POOL2_31205 
083A: set_object 359@ animation "POOL_XLONG_START_O" progress_to 42@ 
jump @POOL2_31286 

:POOL2_31205
if 
075A: set_object 359@ animation "POOL_XLONG_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_31286 
0836: set_object 359@ animation "POOL_XLONG_START_O" at 0.0 times_normal_rate 

:POOL2_31286
if 
   Actor.Animation(358@) == "POOL_LONG_SHOT"
else_jump @POOL2_31546 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_31378 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_31378
0613: 42@ = actor 358@ animation "POOL_LONG_SHOT" time 
if 
0837:   object 359@ animation == "POOL_LONG_SHOT_O" 
else_jump @POOL2_31469 
083A: set_object 359@ animation "POOL_LONG_SHOT_O" progress_to 42@ 
jump @POOL2_31546 

:POOL2_31469
if 
075A: set_object 359@ animation "POOL_LONG_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_31546 
0836: set_object 359@ animation "POOL_LONG_SHOT_O" at 0.0 times_normal_rate 

:POOL2_31546
if and
   Actor.Animation(358@) == "POOL_LONG_START"
   not Actor.Animation(358@) == "POOL_LONG_SHOT"
else_jump @POOL2_31833 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_31660 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_31660
0613: 42@ = actor 358@ animation "POOL_LONG_START" time 
if 
0837:   object 359@ animation == "POOL_LONG_START_O" 
else_jump @POOL2_31754 
083A: set_object 359@ animation "POOL_LONG_START_O" progress_to 42@ 
jump @POOL2_31833 

:POOL2_31754
if 
075A: set_object 359@ animation "POOL_LONG_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_31833 
0836: set_object 359@ animation "POOL_LONG_START_O" at 0.0 times_normal_rate 

:POOL2_31833
if 
   Actor.Animation(358@) == "POOL_MED_SHOT"
else_jump @POOL2_32087 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_31924 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_31924
0613: 42@ = actor 358@ animation "POOL_MED_SHOT" time 
if 
0837:   object 359@ animation == "POOL_MED_SHOT_O" 
else_jump @POOL2_32012 
083A: set_object 359@ animation "POOL_MED_SHOT_O" progress_to 42@ 
jump @POOL2_32087 

:POOL2_32012
if 
075A: set_object 359@ animation "POOL_MED_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_32087 
0836: set_object 359@ animation "POOL_MED_SHOT_O" at 0.0 times_normal_rate 

:POOL2_32087
if and
   Actor.Animation(358@) == "POOL_MED_START"
   not Actor.Animation(358@) == "POOL_MED_SHOT"
else_jump @POOL2_32367 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_32199 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_32199
0613: 42@ = actor 358@ animation "POOL_MED_START" time 
if 
0837:   object 359@ animation == "POOL_MED_START_O" 
else_jump @POOL2_32290 
083A: set_object 359@ animation "POOL_MED_START_O" progress_to 42@ 
jump @POOL2_32367 

:POOL2_32290
if 
075A: set_object 359@ animation "POOL_MED_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_32367 
0836: set_object 359@ animation "POOL_MED_START_O" at 0.0 times_normal_rate 

:POOL2_32367
if 
   Actor.Animation(358@) == "POOL_SHORT_SHOT"
else_jump @POOL2_32633 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_32460 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_32460
0613: 42@ = actor 358@ animation "POOL_SHORT_SHOT" time 
if 
0837:   object 359@ animation == "POOL_SHORT_SHOT_O" 
else_jump @POOL2_32554 
083A: set_object 359@ animation "POOL_SHORT_SHOT_O" progress_to 42@ 
jump @POOL2_32633 

:POOL2_32554
if 
075A: set_object 359@ animation "POOL_SHORT_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_32633 
0836: set_object 359@ animation "POOL_SHORT_SHOT_O" at 0.0 times_normal_rate 

:POOL2_32633
if and
   Actor.Animation(358@) == "POOL_SHORT_START"
   not Actor.Animation(358@) == "POOL_SHORT_SHOT"
else_jump @POOL2_32927 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_32749 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_32749
0613: 42@ = actor 358@ animation "POOL_SHORT_START" time 
if 
0837:   object 359@ animation == "POOL_SHORT_START_O" 
else_jump @POOL2_32846 
083A: set_object 359@ animation "POOL_SHORT_START_O" progress_to 42@ 
jump @POOL2_32927 

:POOL2_32846
if 
075A: set_object 359@ animation "POOL_SHORT_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_32927 
0836: set_object 359@ animation "POOL_SHORT_START_O" at 0.0 times_normal_rate 

:POOL2_32927
if 
   Actor.Animation(358@) == "POOL_CHALKCUE"
else_jump @POOL2_33130 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_33018 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_33018
0613: 42@ = actor 358@ animation "POOL_CHALKCUE" time 
if 
  42@ > 0.28 
else_jump @POOL2_33123 
if 
   not 361@(360@,2i) == 1 
else_jump @POOL2_33123 
Object.StorePos(359@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1018 
361@(360@,2i) = 1 

:POOL2_33123
jump @POOL2_33163 

:POOL2_33130
if 
   not 361@(360@,2i) == 0 
else_jump @POOL2_33163 
361@(360@,2i) = 0 

:POOL2_33163
if 
   Actor.Animation(358@) == "POOL_IDLE_STANCE"
else_jump @POOL2_33257 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_33257 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_33257
if 
   Actor.Animation(358@) == "POOL_WALK"
else_jump @POOL2_33344 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_33344 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_33344
if 
   Actor.Animation(358@) == "POOL_WALK_START"
else_jump @POOL2_33437 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_33437 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_33437
39@ = 0 
if and
   Actor.Animation(358@) == "IDLE_STANCE"
803B:   not  215@ == 358@ // (int) 
else_jump @POOL2_33488 
39@ = 1 

:POOL2_33488
if and
   Actor.Animation(358@) == "IDLE_STANCE"
  35@ == 6 
else_jump @POOL2_33531 
39@ = 1 

:POOL2_33531
if 
  39@ == 1 
else_jump @POOL2_33710 
062E: unknown_get_actor 358@ task 1560 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @POOL2_33710 
070B: set_actor 358@ onbone_attached_object_operation 0 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
if 
  108@ == 0 
else_jump @POOL2_33705 
0618: assign_actor 358@ to_AS_pack 47@ 

:POOL2_33705
061B: remove_references_to_AS_pack 47@ 

:POOL2_33710
return 

:POOL2_33712
369@ = 99999.9 
370@ = 99999.9 
371@ = 99999.9 
363@ = 99999.9 
365@ = 0.0 
364@ = 99999.9 
366@ = 0 

:POOL2_33779
if 
  6 > 366@ 
else_jump @POOL2_34021 
382@(366@,6f) = 0.0 
388@(366@,6f) = 0.0 
394@(366@,6f) = 0.0 
400@(366@,6f) = 0.0 
406@(366@,6f) = 0.0 
412@(366@,6f) = 0.0 
418@(366@,6f) = 0.0 
424@(366@,6f) = 0.0 
430@(366@,6f) = 0.0 
436@(366@,6f) = 0.0 
442@(366@,6f) = 0.0 
448@(366@,6f) = 0.0 
454@(366@,6f) = 0.0 
460@(366@,6f) = 0.0 
466@(366@,6f) = 0.0 
366@ += 1 
jump @POOL2_33779 

:POOL2_34021
366@ = 1 

:POOL2_34028
if 
  16 > 366@ 
else_jump @POOL2_38299 
wait 0 
381@ = 0 
if 
03CA:   object 82@(366@,16i) exists 
else_jump @POOL2_37232 
if 
  66@(366@,16i) == 0 
else_jump @POOL2_37218 
if 
  8 > 366@ 
else_jump @POOL2_34131 
368@ = 0 
jump @POOL2_34170 

:POOL2_34131
if 
  366@ == 8 
else_jump @POOL2_34163 
368@ = 2 
jump @POOL2_34170 

:POOL2_34163
368@ = 1 

:POOL2_34170
if or
003B:   368@ == 231@ // (int) 
  231@ == -1 
else_jump @POOL2_37204 
if and
  231@ == -1 
  368@ == 2 
else_jump @POOL2_34235 
381@ = 1 
jump @POOL2_37197 

:POOL2_34235
if 
  129@ == 1 
else_jump @POOL2_34392 
03A9: NOP 
03A9: NOP 
05B6: 21 // BALL 
03A7: NOP 366@ 

:POOL2_34392
367@ = 0 

:POOL2_34399
if 
  6 > 367@ 
else_jump @POOL2_37197 
if 
  129@ == 1 
else_jump @POOL2_34572 
03A9: NOP 
05B6: 22 // POCKET 
03A7: NOP 367@ 

:POOL2_34572
0085: 516@ = 82@(366@,16i) // (int) 
0085: 517@ = 367@ // (int) 
gosub @POOL2_48775 
if 
  129@ == 1 
else_jump @POOL2_34754 
03A9: NOP 
05B6: 23 //  REQUIRED ANGLE = 
03A8: NOP 519@ 

:POOL2_34754
if 
  518@ == 1 
else_jump @POOL2_36740 
0085: 481@ = 82@(366@,16i) // (int) 
482@ = 0 
0087: 483@ = 54@(367@,6f) // (float) 
0087: 484@ = 60@(367@,6f) // (float) 
gosub @POOL2_46939 
if 
  485@ == 1 
else_jump @POOL2_34857 
473@ = 1.0 
jump @POOL2_34903 

:POOL2_34857
if 
003B:   486@ == 368@ // (int) 
else_jump @POOL2_34893 
473@ = 0.2 
jump @POOL2_34903 

:POOL2_34893
473@ = 0.1 

:POOL2_34903
if 
  129@ == 1 
else_jump @POOL2_35058 
03A9: NOP 
05B6: 24 //  POCKET_PATH_SCORE = 
03A8: NOP 473@ 

:POOL2_35058
Object.StorePos(82@(366@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 54@(367@,6f) 60@(367@,6f) 
475@ = 2.3 
0063: 475@ -= 42@ // (float) 
475@ /= 2.3 
if 
  129@ == 1 
else_jump @POOL2_35284 
03A9: NOP 
05B6: 25 //  POCKET_DIST_SCORE = 
03A8: NOP 475@ 

:POOL2_35284
476@ = 90.0 
0063: 476@ -= 519@ // (float) 
476@ /= 90.0 
if 
  129@ == 1 
else_jump @POOL2_35467 
03A9: NOP 
05B6: 26 //  POCKET_ANGLE_SCORE = 
03A8: NOP 476@ 

:POOL2_35467
0085: 481@ = 82@ // (int) 
0085: 482@ = 82@(366@,16i) // (int) 
0087: 483@ = 526@ // (float) 
0087: 484@ = 527@ // (float) 
gosub @POOL2_46939 
if 
  485@ == 1 
else_jump @POOL2_35545 
474@ = 1.0 
jump @POOL2_35776 

:POOL2_35545
if 
  129@ == 1 
else_jump @POOL2_35695 
03A9: NOP 
05B6: 27 //    (PATH NOT CLEAR FROM CUE BALL TO THIS BALL) 

:POOL2_35695
if 
  231@ == -1 
else_jump @POOL2_35730 
474@ = 0.05 
jump @POOL2_35776 

:POOL2_35730
if 
003B:   486@ == 231@ // (int) 
else_jump @POOL2_35766 
474@ = 0.05 
jump @POOL2_35776 

:POOL2_35766
474@ = -1000.0 

:POOL2_35776
if 
  129@ == 1 
else_jump @POOL2_35931 
03A9: NOP 
05B6: 28 //  CUE_PATH_SCORE = 
03A8: NOP 474@ 

:POOL2_35931
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 526@ 527@ 
if 
  0.3 > 42@ 
else_jump @POOL2_36019 
43@ = 0.3 
0063: 43@ -= 42@ // (float) 
42@ = 0.3 
005B: 42@ += 43@ // (float) 

:POOL2_36019
42@ += -0.3 
43@ = 2.0 
0063: 43@ -= 42@ // (float) 
43@ /= 2.0 
0087: 472@ = 43@ // (float) 
if 
  129@ == 1 
else_jump @POOL2_36220 
03A9: NOP 
05B6: 29 //  CUE_DIST_SCORE = 
03A8: NOP 472@ 

:POOL2_36220
473@ *= 1.0 
474@ *= 1.0 
472@ *= 0.3 
475@ *= 0.4 
476@ *= 0.8 
0087: 477@ = 473@ // (float) 
005B: 477@ += 474@ // (float) 
005B: 477@ += 472@ // (float) 
005B: 477@ += 475@ // (float) 
005B: 477@ += 476@ // (float) 
477@ /= 5.0 
0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_36733 jumps 1 @POOL2_36448 2 @POOL2_36467 3 @POOL2_36486 4 @POOL2_36505 5 @POOL2_36524 6 @POOL2_36543 7 @POOL2_36562 
0872: jump_table_jumps 8 @POOL2_36581 9 @POOL2_36600 10 @POOL2_36619 11 @POOL2_36638 12 @POOL2_36657 13 @POOL2_36676 14 @POOL2_36695 15 @POOL2_36714 -1 @POOL2_36733 

:POOL2_36448
0087: 382@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36467
0087: 388@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36486
0087: 394@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36505
0087: 400@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36524
0087: 406@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36543
0087: 412@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36562
0087: 418@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36581
0087: 424@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36600
0087: 430@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36619
0087: 436@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36638
0087: 442@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36657
0087: 448@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36676
0087: 454@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36695
0087: 460@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36714
0087: 466@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36733
jump @POOL2_37183 

:POOL2_36740
0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_37183 jumps 1 @POOL2_36868 2 @POOL2_36889 3 @POOL2_36910 4 @POOL2_36931 5 @POOL2_36952 6 @POOL2_36973 7 @POOL2_36994 
0872: jump_table_jumps 8 @POOL2_37015 9 @POOL2_37036 10 @POOL2_37057 11 @POOL2_37078 12 @POOL2_37099 13 @POOL2_37120 14 @POOL2_37141 15 @POOL2_37162 -1 @POOL2_37183 

:POOL2_36868
382@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_36889
388@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_36910
394@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_36931
400@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_36952
406@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_36973
412@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_36994
418@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37015
424@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37036
430@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37057
436@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37078
442@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37099
448@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37120
454@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37141
460@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37162
466@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37183
367@ += 1 
jump @POOL2_34399 

:POOL2_37197
jump @POOL2_37211 

:POOL2_37204
381@ = 1 

:POOL2_37211
jump @POOL2_37225 

:POOL2_37218
381@ = 1 

:POOL2_37225
jump @POOL2_37239 

:POOL2_37232
381@ = 1 

:POOL2_37239
if 
  381@ == 1 
else_jump @POOL2_38285 
0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_38285 jumps 1 @POOL2_37385 2 @POOL2_37445 3 @POOL2_37505 4 @POOL2_37565 5 @POOL2_37625 6 @POOL2_37685 7 @POOL2_37745 
0872: jump_table_jumps 8 @POOL2_37805 9 @POOL2_37865 10 @POOL2_37925 11 @POOL2_37985 12 @POOL2_38045 13 @POOL2_38105 14 @POOL2_38165 15 @POOL2_38225 -1 @POOL2_38285 

:POOL2_37385
367@ = 0 

:POOL2_37392
if 
  6 > 367@ 
else_jump @POOL2_37438 
382@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37392 

:POOL2_37438
jump @POOL2_38285 

:POOL2_37445
367@ = 0 

:POOL2_37452
if 
  6 > 367@ 
else_jump @POOL2_37498 
388@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37452 

:POOL2_37498
jump @POOL2_38285 

:POOL2_37505
367@ = 0 

:POOL2_37512
if 
  6 > 367@ 
else_jump @POOL2_37558 
394@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37512 

:POOL2_37558
jump @POOL2_38285 

:POOL2_37565
367@ = 0 

:POOL2_37572
if 
  6 > 367@ 
else_jump @POOL2_37618 
400@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37572 

:POOL2_37618
jump @POOL2_38285 

:POOL2_37625
367@ = 0 

:POOL2_37632
if 
  6 > 367@ 
else_jump @POOL2_37678 
406@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37632 

:POOL2_37678
jump @POOL2_38285 

:POOL2_37685
367@ = 0 

:POOL2_37692
if 
  6 > 367@ 
else_jump @POOL2_37738 
412@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37692 

:POOL2_37738
jump @POOL2_38285 

:POOL2_37745
367@ = 0 

:POOL2_37752
if 
  6 > 367@ 
else_jump @POOL2_37798 
418@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37752 

:POOL2_37798
jump @POOL2_38285 

:POOL2_37805
367@ = 0 

:POOL2_37812
if 
  6 > 367@ 
else_jump @POOL2_37858 
424@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37812 

:POOL2_37858
jump @POOL2_38285 

:POOL2_37865
367@ = 0 

:POOL2_37872
if 
  6 > 367@ 
else_jump @POOL2_37918 
430@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37872 

:POOL2_37918
jump @POOL2_38285 

:POOL2_37925
367@ = 0 

:POOL2_37932
if 
  6 > 367@ 
else_jump @POOL2_37978 
436@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37932 

:POOL2_37978
jump @POOL2_38285 

:POOL2_37985
367@ = 0 

:POOL2_37992
if 
  6 > 367@ 
else_jump @POOL2_38038 
442@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37992 

:POOL2_38038
jump @POOL2_38285 

:POOL2_38045
367@ = 0 

:POOL2_38052
if 
  6 > 367@ 
else_jump @POOL2_38098 
448@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_38052 

:POOL2_38098
jump @POOL2_38285 

:POOL2_38105
367@ = 0 

:POOL2_38112
if 
  6 > 367@ 
else_jump @POOL2_38158 
454@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_38112 

:POOL2_38158
jump @POOL2_38285 

:POOL2_38165
367@ = 0 

:POOL2_38172
if 
  6 > 367@ 
else_jump @POOL2_38218 
460@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_38172 

:POOL2_38218
jump @POOL2_38285 

:POOL2_38225
367@ = 0 

:POOL2_38232
if 
  6 > 367@ 
else_jump @POOL2_38278 
466@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_38232 

:POOL2_38278
jump @POOL2_38285 

:POOL2_38285
366@ += 1 
jump @POOL2_34028 

:POOL2_38299
478@ = -9999.9 
479@ = -1 
480@ = -1 
366@ = 0 
if 
  129@ == 1 
else_jump @POOL2_38480 
03A9: NOP 
05B6: 30 // POOL AI POTENTIAL SHOT SCORES

:POOL2_38480
if 
  6 > 366@ 
else_jump @POOL2_41804 
if 
  129@ == 1 
else_jump @POOL2_38794 
03A9: NOP 
05B6: 31 // POCKET
03A7: NOP 366@ 
03A9: NOP 
05B6: 32 // BALL 01 = 
03A8: NOP 382@(366@,6f) 

:POOL2_38794
if 
0025:   382@(366@,6f) > 478@ // (float) 
else_jump @POOL2_38844 
0087: 478@ = 382@(366@,6f) // (float) 
479@ = 1 
0085: 480@ = 366@ // (int) 

:POOL2_38844
if 
  129@ == 1 
else_jump @POOL2_39003 
03A9: NOP 
05B6: 33 // BALL 02 = 
03A8: NOP 388@(366@,6f) 

:POOL2_39003
if 
0025:   388@(366@,6f) > 478@ // (float) 
else_jump @POOL2_39053 
0087: 478@ = 388@(366@,6f) // (float) 
479@ = 2 
0085: 480@ = 366@ // (int) 

:POOL2_39053
if 
  129@ == 1 
else_jump @POOL2_39212 
03A9: NOP 
05B6: 34 // BALL 03 = 
03A8: NOP 394@(366@,6f) 

:POOL2_39212
if 
0025:   394@(366@,6f) > 478@ // (float) 
else_jump @POOL2_39262 
0087: 478@ = 394@(366@,6f) // (float) 
479@ = 3 
0085: 480@ = 366@ // (int) 

:POOL2_39262
if 
  129@ == 1 
else_jump @POOL2_39421 
03A9: NOP 
05B6: 35 // BALL 04 = 
03A8: NOP 400@(366@,6f) 

:POOL2_39421
if 
0025:   400@(366@,6f) > 478@ // (float) 
else_jump @POOL2_39471 
0087: 478@ = 400@(366@,6f) // (float) 
479@ = 4 
0085: 480@ = 366@ // (int) 

:POOL2_39471
if 
  129@ == 1 
else_jump @POOL2_39630 
03A9: NOP 
05B6: 36 // BALL 05 = 
03A8: NOP 406@(366@,6f) 

:POOL2_39630
if 
0025:   406@(366@,6f) > 478@ // (float) 
else_jump @POOL2_39680 
0087: 478@ = 406@(366@,6f) // (float) 
479@ = 5 
0085: 480@ = 366@ // (int) 

:POOL2_39680
if 
  129@ == 1 
else_jump @POOL2_39839 
03A9: NOP 
05B6: 37 // BALL 06 = 
03A8: NOP 412@(366@,6f) 

:POOL2_39839
if 
0025:   412@(366@,6f) > 478@ // (float) 
else_jump @POOL2_39889 
0087: 478@ = 412@(366@,6f) // (float) 
479@ = 6 
0085: 480@ = 366@ // (int) 

:POOL2_39889
if 
  129@ == 1 
else_jump @POOL2_40048 
03A9: NOP 
05B6: 38 // BALL 07 = 
03A8: NOP 418@(366@,6f) 

:POOL2_40048
if 
0025:   418@(366@,6f) > 478@ // (float) 
else_jump @POOL2_40098 
0087: 478@ = 418@(366@,6f) // (float) 
479@ = 7 
0085: 480@ = 366@ // (int) 

:POOL2_40098
if 
  129@ == 1 
else_jump @POOL2_40257 
03A9: NOP 
05B6: 39 // BALL 08 = 
03A8: NOP 424@(366@,6f) 

:POOL2_40257
if 
0025:   424@(366@,6f) > 478@ // (float) 
else_jump @POOL2_40307 
0087: 478@ = 424@(366@,6f) // (float) 
479@ = 8 
0085: 480@ = 366@ // (int) 

:POOL2_40307
if 
  129@ == 1 
else_jump @POOL2_40466 
03A9: NOP 
05B6: 40 // BALL 09 = 
03A8: NOP 430@(366@,6f) 

:POOL2_40466
if 
0025:   430@(366@,6f) > 478@ // (float) 
else_jump @POOL2_40516 
0087: 478@ = 430@(366@,6f) // (float) 
479@ = 9 
0085: 480@ = 366@ // (int) 

:POOL2_40516
if 
  129@ == 1 
else_jump @POOL2_40675 
03A9: NOP 
05B6: 41 // BALL 10 = 
03A8: NOP 436@(366@,6f) 

:POOL2_40675
if 
0025:   436@(366@,6f) > 478@ // (float) 
else_jump @POOL2_40725 
0087: 478@ = 436@(366@,6f) // (float) 
479@ = 10 
0085: 480@ = 366@ // (int) 

:POOL2_40725
if 
  129@ == 1 
else_jump @POOL2_40884 
03A9: NOP 
05B6: 42 // BALL 11 = 
03A8: NOP 442@(366@,6f) 

:POOL2_40884
if 
0025:   442@(366@,6f) > 478@ // (float) 
else_jump @POOL2_40934 
0087: 478@ = 442@(366@,6f) // (float) 
479@ = 11 
0085: 480@ = 366@ // (int) 

:POOL2_40934
if 
  129@ == 1 
else_jump @POOL2_41093 
03A9: NOP 
05B6: 43 // BALL 12 = 
03A8: NOP 448@(366@,6f) 

:POOL2_41093
if 
0025:   448@(366@,6f) > 478@ // (float) 
else_jump @POOL2_41143 
0087: 478@ = 448@(366@,6f) // (float) 
479@ = 12 
0085: 480@ = 366@ // (int) 

:POOL2_41143
if 
  129@ == 1 
else_jump @POOL2_41302 
03A9: NOP 
05B6: 44 // BALL 13 = 
03A8: NOP 454@(366@,6f) 

:POOL2_41302
if 
0025:   454@(366@,6f) > 478@ // (float) 
else_jump @POOL2_41352 
0087: 478@ = 454@(366@,6f) // (float) 
479@ = 13 
0085: 480@ = 366@ // (int) 

:POOL2_41352
if 
  129@ == 1 
else_jump @POOL2_41511 
03A9: NOP 
05B6: 45 // BALL 14 = 
03A8: NOP 460@(366@,6f) 

:POOL2_41511
if 
0025:   460@(366@,6f) > 478@ // (float) 
else_jump @POOL2_41561 
0087: 478@ = 460@(366@,6f) // (float) 
479@ = 14 
0085: 480@ = 366@ // (int) 

:POOL2_41561
if 
  129@ == 1 
else_jump @POOL2_41720 
03A9: NOP 
05B6: 46 // BALL 15 = 
03A8: NOP 466@(366@,6f) 

:POOL2_41720
if 
0025:   466@(366@,6f) > 478@ // (float) 
else_jump @POOL2_41770 
0087: 478@ = 466@(366@,6f) // (float) 
479@ = 15 
0085: 480@ = 366@ // (int) 

:POOL2_41770
if 
  129@ == 1 
else_jump @POOL2_41790 
03A9: NOP 

:POOL2_41790
366@ += 1 
jump @POOL2_38480 

:POOL2_41804
if 
  478@ > 0.0 
else_jump @POOL2_42225 
Object.StorePos(82@(479@,16i), 372@, 373@, 374@)
Object.StorePos(82@, 378@, 379@, 380@)
0087: 375@ = 54@(480@,6f) // (float) 
0063: 375@ -= 372@ // (float) 
0087: 376@ = 60@(480@,6f) // (float) 
0063: 376@ -= 373@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 54@(480@,6f) 60@(480@,6f) 
0073: 375@ /= 42@ // (float) 
0073: 376@ /= 42@ // (float) 
0087: 43@ = 52@ // (float) 
43@ *= -2.0 
006B: 375@ *= 43@ // (float) 
006B: 376@ *= 43@ // (float) 
0087: 369@ = 372@ // (float) 
005B: 369@ += 375@ // (float) 
0087: 370@ = 373@ // (float) 
005B: 370@ += 376@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 372@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 369@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 373@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 370@ // (float) 
0087: 169@ = 369@ // (float) 
0063: 169@ -= 378@ // (float) 
0087: 170@ = 370@ // (float) 
0063: 170@ -= 379@ // (float) 
05A4: get_angle_between_vectors_origin_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_origin_to 169@ 170@ store_to 365@ 
0087: 42@ = 365@ // (float) 
42@ /= 90.0 
42@ *= 0.25 
006D: $TEMPVAR_FLOAT_1 *= 42@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 42@ // (float) 
005D: 369@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 370@ += $TEMPVAR_FLOAT_2 // (float) 
0509: 42@ = distance_between_XY 378@ 379@ and_XY 369@ 370@ 
0509: 43@ = distance_between_XY 372@ 373@ and_XY 369@ 370@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 2.0 6.0 
006B: 371@ *= 42@ // (float) 
jump @POOL2_46712 

:POOL2_42225
if 
  129@ == 1 
else_jump @POOL2_42375 
03A9: NOP 
05B6: 47 // HIT AND HOPE

:POOL2_42375
366@ = 1 

:POOL2_42382
if 
  16 > 366@ 
else_jump @POOL2_42981 
wait 0 
if 
03CA:   object 82@(366@,16i) exists 
else_jump @POOL2_42967 
if 
  66@(366@,16i) == 0 
else_jump @POOL2_42967 
if 
  366@ == 0 
else_jump @POOL2_42478 
368@ = 3 
jump @POOL2_42549 

:POOL2_42478
if 
  8 > 366@ 
else_jump @POOL2_42510 
368@ = 0 
jump @POOL2_42549 

:POOL2_42510
if 
  366@ == 8 
else_jump @POOL2_42542 
368@ = 2 
jump @POOL2_42549 

:POOL2_42542
368@ = 1 

:POOL2_42549
if or
003B:   368@ == 231@ // (int) 
  231@ == -1 
else_jump @POOL2_42967 
if and
  231@ == 0 
  368@ == 2 
else_jump @POOL2_42607 
jump @POOL2_42967 

:POOL2_42607
0085: 528@ = 82@ // (int) 
0085: 529@ = 82@(366@,16i) // (int) 
gosub @POOL2_49095 
if 
   not 530@ == 0 
else_jump @POOL2_42967 
if 
  530@ == 1 
else_jump @POOL2_42693 
0087: 369@ = 539@ // (float) 
0087: 370@ = 540@ // (float) 
jump @POOL2_42898 

:POOL2_42693
if 
  530@ == 2 
else_jump @POOL2_42734 
0087: 369@ = 541@ // (float) 
0087: 370@ = 542@ // (float) 
jump @POOL2_42898 

:POOL2_42734
0088: $TEMPVAR_FLOAT_1 = 541@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 539@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 542@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 540@ // (float) 
0509: 42@ = distance_between_XY 539@ 540@ and_XY 541@ 542@ 
0075: $TEMPVAR_FLOAT_1 /= 42@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 42@ // (float) 
0087: 42@ = 52@ // (float) 
42@ *= 2.0 
42@ *= 0.8 
42@ *= 2.0 
0208: 43@ = random_float_in_ranges 0.0 42@ 
006D: $TEMPVAR_FLOAT_1 *= 43@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 43@ // (float) 
0087: 369@ = 539@ // (float) 
005D: 369@ += $TEMPVAR_FLOAT_1 // (float) 
0087: 370@ = 540@ // (float) 
005D: 370@ += $TEMPVAR_FLOAT_2 // (float) 

:POOL2_42898
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 369@ 370@ 
0208: 43@ = random_float_in_ranges 2.0 5.0 
0087: 371@ = 42@ // (float) 
006B: 371@ *= 43@ // (float) 
366@ = 16 

:POOL2_42967
366@ += 1 
jump @POOL2_42382 

:POOL2_42981
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_45009 
if 
  129@ == 1 
else_jump @POOL2_43162 
03A9: NOP 
05B6: 48 // BOUNCE OFF CUSHION

:POOL2_43162
366@ = 1 

:POOL2_43169
if 
  16 > 366@ 
else_jump @POOL2_45009 
wait 0 
if 
03CA:   object 82@(366@,16i) exists 
else_jump @POOL2_44995 
if 
  66@(366@,16i) == 0 
else_jump @POOL2_44995 
if 
  366@ == 0 
else_jump @POOL2_43265 
368@ = 3 
jump @POOL2_43336 

:POOL2_43265
if 
  8 > 366@ 
else_jump @POOL2_43297 
368@ = 0 
jump @POOL2_43336 

:POOL2_43297
if 
  366@ == 8 
else_jump @POOL2_43329 
368@ = 2 
jump @POOL2_43336 

:POOL2_43329
368@ = 1 

:POOL2_43336
if or
003B:   368@ == 231@ // (int) 
  231@ == -1 
else_jump @POOL2_44995 
if and
  231@ == -1 
  368@ == 2 
else_jump @POOL2_43394 
jump @POOL2_44995 

:POOL2_43394
Object.StorePos(82@, 372@, 373@, 374@)
Object.StorePos(82@(366@,16i), 375@, 376@, 377@)
if 
  129@ == 1 
else_jump @POOL2_43576 
03A9: NOP 
05B6: 49 //   CUSHION 1 DATA = 

:POOL2_43576
0087: 378@ = 372@ // (float) 
005B: 378@ += 375@ // (float) 
378@ /= 2.0 
0087: 379@ = 100@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_43808 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
gosub @POOL2_49954 
if 
  553@ == 1 
else_jump @POOL2_43808 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_43808
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_44195 
if 
  129@ == 1 
else_jump @POOL2_43989 
03A9: NOP 
05B6: 50 //   CUSHION 2 DATA = 

:POOL2_43989
0087: 379@ = 101@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_44195 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
gosub @POOL2_49954 
if 
  553@ == 1 
else_jump @POOL2_44195 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_44195
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_44608 
if 
  129@ == 1 
else_jump @POOL2_44376 
03A9: NOP 
05B6: 51 //   CUSHION 3 DATA = 

:POOL2_44376
0087: 379@ = 373@ // (float) 
005B: 379@ += 376@ // (float) 
379@ /= 2.0 
0087: 378@ = 98@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_44608 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
gosub @POOL2_49954 
if 
  553@ == 1 
else_jump @POOL2_44608 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_44608
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_44995 
if 
  129@ == 1 
else_jump @POOL2_44789 
03A9: NOP 
05B6: 52 //   CUSHION 4 DATA = 

:POOL2_44789
0087: 378@ = 99@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_44995 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
gosub @POOL2_49954 
if 
  553@ == 1 
else_jump @POOL2_44995 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_44995
366@ += 1 
jump @POOL2_43169 

:POOL2_45009
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_46481 
if 
  129@ == 1 
else_jump @POOL2_45190 
03A9: NOP 
05B6: 53 // SNOOKER - BOUNCE 2

:POOL2_45190
366@ = 1 

:POOL2_45197
if 
  16 > 366@ 
else_jump @POOL2_46481 
wait 0 
if 
03CA:   object 82@(366@,16i) exists 
else_jump @POOL2_46467 
if 
  66@(366@,16i) == 0 
else_jump @POOL2_46467 
if 
  366@ == 0 
else_jump @POOL2_45293 
368@ = 3 
jump @POOL2_45364 

:POOL2_45293
if 
  8 > 366@ 
else_jump @POOL2_45325 
368@ = 0 
jump @POOL2_45364 

:POOL2_45325
if 
  366@ == 8 
else_jump @POOL2_45357 
368@ = 2 
jump @POOL2_45364 

:POOL2_45357
368@ = 1 

:POOL2_45364
if or
003B:   368@ == 231@ // (int) 
  231@ == -1 
else_jump @POOL2_46467 
if and
  231@ == -1 
  368@ == 2 
else_jump @POOL2_45422 
jump @POOL2_46467 

:POOL2_45422
Object.StorePos(82@, 372@, 373@, 374@)
Object.StorePos(82@(366@,16i), 375@, 376@, 377@)
0087: 378@ = 372@ // (float) 
005B: 378@ += 375@ // (float) 
378@ /= 2.0 
0087: 379@ = 100@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_45697 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
gosub @POOL2_50474 
if 
  557@ == 1 
else_jump @POOL2_45697 
0087: 369@ = 378@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 369@ += 42@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_45697
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_45945 
0087: 379@ = 101@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_45945 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
gosub @POOL2_50474 
if 
  557@ == 1 
else_jump @POOL2_45945 
0087: 369@ = 378@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 369@ += 42@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_45945
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_46219 
0087: 379@ = 373@ // (float) 
005B: 379@ += 376@ // (float) 
379@ /= 2.0 
0087: 378@ = 98@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_46219 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
gosub @POOL2_50474 
if 
  557@ == 1 
else_jump @POOL2_46219 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 370@ += 42@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_46219
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_46467 
0087: 378@ = 99@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_46467 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
gosub @POOL2_50474 
if 
  557@ == 1 
else_jump @POOL2_46467 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 370@ += 42@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_46467
366@ += 1 
jump @POOL2_45197 

:POOL2_46481
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_46712 
if 
  129@ == 1 
else_jump @POOL2_46662 
03A9: NOP 
05B6: 54 // SNOOKER - LAST RESORT

:POOL2_46662
0208: 363@ = random_float_in_ranges 0.0 360.0 
0208: 364@ = random_float_in_ranges 4.0 8.0 
369@ = 0.0 
370@ = 0.0 

:POOL2_46712
if and
  363@ == 99999.9 
  364@ == 99999.9 
else_jump @POOL2_46875 
Object.StorePos(82@, 372@, 373@, 374@)
0087: 375@ = 369@ // (float) 
0063: 375@ -= 372@ // (float) 
0087: 376@ = 370@ // (float) 
0063: 376@ -= 373@ // (float) 
0604: get_Z_angle_for_point 375@ 376@ store_to 363@ 
0087: 364@ = 371@ // (float) 
364@ *= 1.0 
if 
  90.0 > 365@ 
else_jump @POOL2_46875 
0087: 42@ = 365@ // (float) 
42@ /= 90.0 
42@ *= 2.0 
005B: 364@ += 42@ // (float) 

:POOL2_46875
if 
  0.7 > 364@ 
else_jump @POOL2_46906 
364@ = 0.7 

:POOL2_46906
if 
  364@ > 4.0 
else_jump @POOL2_46937 
364@ = 4.0 

:POOL2_46937
return 

:POOL2_46939
jump @POOL2_46990 
481@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
482@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)

:POOL2_46990
485@ = 1 
504@ = -1 
if 
03CA:   object 481@ exists 
else_jump @POOL2_47083 
Object.StorePos(481@, 487@, 488@, $TEMPVAR_FLOAT_3)
0087: 491@ = 483@ // (float) 
0063: 491@ -= 487@ // (float) 
0087: 492@ = 484@ // (float) 
0063: 492@ -= 488@ // (float) 
0509: 497@ = distance_between_XY 487@ 488@ and_XY 483@ 484@ 

:POOL2_47083
wait 0 
if or
  231@ == -1 
  231@ == 2 
  231@ == 1 
else_jump @POOL2_47172 
501@ = 1 

:POOL2_47126
if 
  16 > 501@ 
else_jump @POOL2_47165 
gosub @POOL2_47267 
501@ += 1 
jump @POOL2_47126 

:POOL2_47165
jump @POOL2_47258 

:POOL2_47172
503@ = 1 

:POOL2_47179
if 
  16 > 503@ 
else_jump @POOL2_47258 
0085: 501@ = 503@ // (int) 
501@ += 7 
if 
  501@ > 15 
else_jump @POOL2_47237 
501@ += -15 

:POOL2_47237
gosub @POOL2_47267 
503@ += 1 
jump @POOL2_47179 

:POOL2_47258
482@ = 0 
return 

:POOL2_47267
if 
03CA:   object 82@(501@,16i) exists 
else_jump @POOL2_48187 
if 
  66@(501@,16i) == 0 
else_jump @POOL2_48187 
if 
803B:   not  82@(501@,16i) == 481@ // (int) 
else_jump @POOL2_48187 
502@ = 0 
if 
03CA:   object 482@ exists 
else_jump @POOL2_47385 
if 
003B:   82@(501@,16i) == 482@ // (int) 
else_jump @POOL2_47385 
502@ = 1 

:POOL2_47385
if 
  502@ == 0 
else_jump @POOL2_48187 
Object.StorePos(82@(501@,16i), 489@, 490@, $TEMPVAR_FLOAT_3)
0087: 493@ = 489@ // (float) 
0063: 493@ -= 487@ // (float) 
0087: 494@ = 490@ // (float) 
0063: 494@ -= 488@ // (float) 
0509: 498@ = distance_between_XY 487@ 488@ and_XY 489@ 490@ 
05A4: get_angle_between_vectors_origin_to 491@ 492@ and_origin_to 493@ 494@ store_to 42@ 
0509: 499@ = distance_between_XY 489@ 490@ and_XY 483@ 484@ 
if 
0025:   53@ > 499@ // (float) 
else_jump @POOL2_47817 
if 
  501@ == 0 
else_jump @POOL2_47555 
486@ = 3 
jump @POOL2_47626 

:POOL2_47555
if 
  8 > 501@ 
else_jump @POOL2_47587 
486@ = 0 
jump @POOL2_47626 

:POOL2_47587
if 
  501@ == 8 
else_jump @POOL2_47619 
486@ = 2 
jump @POOL2_47626 

:POOL2_47619
486@ = 1 

:POOL2_47626
if 
  129@ == 1 
else_jump @POOL2_47781 
03A9: NOP 
05B6: 55 //     BALL OBSTRUCTING PATH (TOO CLOSE TO TARGET DESTINATION) = 
03A7: NOP 501@ 

:POOL2_47781
0085: 504@ = 501@ // (int) 
485@ = 0 
501@ = 16 
503@ = 16 
jump @POOL2_48187 

:POOL2_47817
if 
  90.0 >= 42@ 
else_jump @POOL2_48187 
if 
0025:   497@ > 498@ // (float) 
else_jump @POOL2_48187 
02F6: 500@ = cosine 42@ // (float) 
0087: 42@ = 500@ // (float) 
006B: 42@ *= 498@ // (float) 
if 
0025:   53@ > 42@ // (float) 
else_jump @POOL2_48187 
if 
  501@ == 0 
else_jump @POOL2_47932 
486@ = 3 
jump @POOL2_48003 

:POOL2_47932
if 
  8 > 501@ 
else_jump @POOL2_47964 
486@ = 0 
jump @POOL2_48003 

:POOL2_47964
if 
  501@ == 8 
else_jump @POOL2_47996 
486@ = 2 
jump @POOL2_48003 

:POOL2_47996
486@ = 1 

:POOL2_48003
if 
  129@ == 1 
else_jump @POOL2_48158 
03A9: NOP 
05B6: 56 //     BALL OBSTRUCTING PATH (OVERLAPPING PATH) = 
03A7: NOP 501@ 

:POOL2_48158
0085: 504@ = 501@ // (int) 
485@ = 0 
501@ = 16 
503@ = 16 

:POOL2_48187
return 

:POOL2_48189
485@ = 1 
504@ = -1 
0087: 491@ = 483@ // (float) 
0063: 491@ -= 487@ // (float) 
0087: 492@ = 484@ // (float) 
0063: 492@ -= 488@ // (float) 
if or
0025:   98@ > 483@ // (float) 
0025:   483@ > 99@ // (float) 
0025:   100@ > 484@ // (float) 
0025:   484@ > 101@ // (float) 
else_jump @POOL2_48750 
505@ = -99999.9 
506@ = -99999.9 
39@ = 0 
if and
05B0:   unknown_calculate 487@ 488@ 483@ 484@ 98@ 100@ 98@ 101@ store_to 505@ 506@ // IF and SET 
   not 515@ == 1 
else_jump @POOL2_48369 
39@ = 1 
jump @POOL2_48554 

:POOL2_48369
if and
05B0:   unknown_calculate 487@ 488@ 483@ 484@ 99@ 100@ 99@ 101@ store_to 505@ 506@ // IF and SET 
   not 515@ == 2 
else_jump @POOL2_48433 
39@ = 2 
jump @POOL2_48554 

:POOL2_48433
if and
05B0:   unknown_calculate 487@ 488@ 483@ 484@ 98@ 100@ 99@ 100@ store_to 505@ 506@ // IF and SET 
   not 515@ == 3 
else_jump @POOL2_48497 
39@ = 3 
jump @POOL2_48554 

:POOL2_48497
if and
05B0:   unknown_calculate 487@ 488@ 483@ 484@ 98@ 101@ 99@ 101@ store_to 505@ 506@ // IF and SET 
   not 515@ == 4 
else_jump @POOL2_48554 
39@ = 4 

:POOL2_48554
0509: 42@ = distance_between_XY 483@ 484@ and_XY 487@ 488@ 
if 
  42@ > 0.0 
else_jump @POOL2_48608 
0073: 491@ /= 42@ // (float) 
0073: 492@ /= 42@ // (float) 

:POOL2_48608
if or
  39@ == 1 
  39@ == 2 
else_jump @POOL2_48659 
0087: 507@ = 491@ // (float) 
507@ *= -1.0 
0087: 508@ = 492@ // (float) 

:POOL2_48659
if or
  39@ == 3 
  39@ == 4 
else_jump @POOL2_48710 
0087: 507@ = 491@ // (float) 
0087: 508@ = 492@ // (float) 
508@ *= -1.0 

:POOL2_48710
if 
   not 39@ == 0 
else_jump @POOL2_48736 
0085: 515@ = 39@ // (int) 

:POOL2_48736
485@ = 0 
jump @POOL2_48773 

:POOL2_48750
0087: 505@ = 483@ // (float) 
0087: 506@ = 484@ // (float) 
485@ = 1 

:POOL2_48773
return 

:POOL2_48775
if 
03CA:   object 516@ exists 
else_jump @POOL2_48845 
Object.StorePos(516@, 526@, 527@, $TEMPVAR_FLOAT_3)
0087: 520@ = 54@(517@,6f) // (float) 
0063: 520@ -= 526@ // (float) 
0087: 521@ = 60@(517@,6f) // (float) 
0063: 521@ -= 527@ // (float) 

:POOL2_48845
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 54@(517@,6f) 60@(517@,6f) 
0087: 522@ = 520@ // (float) 
0073: 522@ /= 42@ // (float) 
0087: 523@ = 521@ // (float) 
0073: 523@ /= 42@ // (float) 
522@ *= -1.0 
523@ *= -1.0 
0087: 42@ = 52@ // (float) 
42@ *= 2.0 
006B: 522@ *= 42@ // (float) 
006B: 523@ *= 42@ // (float) 
005B: 526@ += 522@ // (float) 
005B: 527@ += 523@ // (float) 
if 
03CA:   object 82@ exists 
else_jump @POOL2_49034 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 524@ = 526@ // (float) 
0065: 524@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 525@ = 527@ // (float) 
0065: 525@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_49034
05A4: get_angle_between_vectors_origin_to 520@ 521@ and_origin_to 524@ 525@ store_to 519@ 
if 
  90.0 > 519@ 
else_jump @POOL2_49086 
518@ = 1 
jump @POOL2_49093 

:POOL2_49086
518@ = 0 

:POOL2_49093
return 

:POOL2_49095
530@ = 0 
531@ = 0 
532@ = 0 
if and
03CA:   object 528@ exists 
03CA:   object 529@ exists 
else_jump @POOL2_49696 
Object.StorePos(528@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.StorePos(529@, 537@, 538@, $TEMPVAR_FLOAT_3)
0087: 533@ = 537@ // (float) 
0065: 533@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 534@ = 538@ // (float) 
0065: 534@ -= $TEMPVAR_FLOAT_2 // (float) 
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 537@ 538@ 
0073: 533@ /= 42@ // (float) 
0073: 534@ /= 42@ // (float) 
0087: 535@ = 534@ // (float) 
0087: 536@ = 533@ // (float) 
536@ *= -1.0 
0087: 42@ = 52@ // (float) 
42@ *= 2.0 
42@ *= 0.8 
0087: 43@ = 535@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 539@ = 537@ // (float) 
005B: 539@ += 43@ // (float) 
0087: 43@ = 536@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 540@ = 538@ // (float) 
005B: 540@ += 43@ // (float) 
0085: 481@ = 528@ // (int) 
0085: 482@ = 529@ // (int) 
0087: 483@ = 539@ // (float) 
0087: 484@ = 540@ // (float) 
gosub @POOL2_46939 
if 
  485@ == 1 
else_jump @POOL2_49412 
531@ = 1 

:POOL2_49412
0087: 42@ = 52@ // (float) 
42@ *= 2.0 
42@ *= -0.8 
0087: 43@ = 535@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 541@ = 537@ // (float) 
005B: 541@ += 43@ // (float) 
0087: 43@ = 536@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 542@ = 538@ // (float) 
005B: 542@ += 43@ // (float) 
0085: 481@ = 528@ // (int) 
0085: 482@ = 529@ // (int) 
0087: 483@ = 541@ // (float) 
0087: 484@ = 542@ // (float) 
gosub @POOL2_46939 
if 
  485@ == 1 
else_jump @POOL2_49568 
532@ = 1 

:POOL2_49568
if and
  531@ == 0 
  532@ == 0 
else_jump @POOL2_49600 
530@ = 0 

:POOL2_49600
if and
  531@ == 1 
  532@ == 0 
else_jump @POOL2_49632 
530@ = 1 

:POOL2_49632
if and
  531@ == 0 
  532@ == 1 
else_jump @POOL2_49664 
530@ = 2 

:POOL2_49664
if and
  531@ == 1 
  532@ == 1 
else_jump @POOL2_49696 
530@ = 3 

:POOL2_49696
return 

:POOL2_49698
545@ = 0 
547@ = 2.5 
006B: 547@ *= 52@ // (float) 
548@ = 0 

:POOL2_49730
if 
  6 > 548@ 
else_jump @POOL2_49952 
0509: 546@ = distance_between_XY 543@ 544@ and_XY 54@(548@,6f) 60@(548@,6f) 
if 
0025:   547@ > 546@ // (float) 
else_jump @POOL2_49938 
03A9: NOP 
05B6: 57 //     POINT LIES ON POCKET
545@ = 1 
548@ = 6 

:POOL2_49938
548@ += 1 
jump @POOL2_49730 

:POOL2_49952
return 

:POOL2_49954
553@ = 0 
03A9: NOP 
05B6: 58 //        BOUNCE_SHOT_PATH_CLEAR DATA = 
0085: 481@ = 549@ // (int) 
482@ = 0 
0087: 483@ = 551@ // (float) 
0087: 484@ = 552@ // (float) 
gosub @POOL2_46939 
if 
  485@ == 1 
else_jump @POOL2_50472 
05B6: 59 // 1ST PATH CLEAR 
0085: 481@ = 550@ // (int) 
482@ = 0 
0087: 483@ = 551@ // (float) 
0087: 484@ = 552@ // (float) 
gosub @POOL2_46939 
if 
  485@ == 1 
else_jump @POOL2_50472 
05B6: 60 // 2ND PATH CLEAR 
553@ = 1 

:POOL2_50472
return 

:POOL2_50474
557@ = 0 
0085: 481@ = 549@ // (int) 
482@ = 0 
0087: 483@ = 551@ // (float) 
0087: 484@ = 552@ // (float) 
gosub @POOL2_46939 
if 
  485@ == 1 
else_jump @POOL2_50544 
557@ = 1 

:POOL2_50544
return 

:POOL2_50546
0087: 565@ = 52@ // (float) 
565@ *= 2.0 
0087: 562@ = 52@ // (float) 
562@ *= -1.0 
0087: 566@ = 565@ // (float) 
566@ *= -1.0 
0087: 42@ = 565@ // (float) 
006B: 42@ *= 565@ // (float) 
0087: 43@ = 52@ // (float) 
006B: 43@ *= 52@ // (float) 
0087: 563@ = 42@ // (float) 
0063: 563@ -= 43@ // (float) 
01FB: 563@ = square_root 563@ 
0087: 564@ = 563@ // (float) 
564@ *= -1.0 
567@ = 1 

:POOL2_50681
if 
  15 > 567@ 
else_jump @POOL2_50724 
Object.KeepInMemory(82@(567@,16i)) = False
567@ += 1 
jump @POOL2_50681 

:POOL2_50724
Object.PutAt(83@, 558@, 559@, 560@)
Object.Angle(83@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 83@ with_offset 562@ 564@ 0.0 
Object.PutAt(91@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(91@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 91@ with_offset 565@ 0.0 0.0 
Object.PutAt(85@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(85@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 91@ with_offset 562@ 564@ 0.0 
Object.PutAt(89@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(89@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 89@ with_offset 565@ 0.0 0.0 
Object.PutAt(90@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(90@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 90@ with_offset 565@ 0.0 0.0 
Object.PutAt(92@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(92@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 89@ with_offset 562@ 564@ 0.0 
Object.PutAt(93@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(93@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 93@ with_offset 565@ 0.0 0.0 
Object.PutAt(84@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(84@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 84@ with_offset 565@ 0.0 0.0 
Object.PutAt(97@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(97@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 97@ with_offset 565@ 0.0 0.0 
Object.PutAt(87@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(87@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 93@ with_offset 562@ 564@ 0.0 
Object.PutAt(88@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(88@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 88@ with_offset 565@ 0.0 0.0 
Object.PutAt(94@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(94@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 94@ with_offset 565@ 0.0 0.0 
Object.PutAt(95@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(95@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 95@ with_offset 565@ 0.0 0.0 
Object.PutAt(86@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(86@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 86@ with_offset 565@ 0.0 0.0 
Object.PutAt(96@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(96@) = 561@
return 

:POOL2_51426
602@ = -0.96 
603@ = 0.49 
604@ = 0.97 
605@ = 0.49 
606@ = 0.97 
607@ = -0.49 
608@ = -0.96 
609@ = -0.49 
0400: store_coords_to 571@ 572@ 573@ from_object 82@ with_offset 0.0 -5.0 0.0 
Object.StorePos(82@, 574@, 575@, 576@)
02CE: $TEMPVAR_FLOAT_3 = ground_z_at 574@ 575@ 576@ 
0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 602@ 603@ 0.0 
0400: store_coords_to 580@ 581@ 582@ from_object 163@ with_offset 604@ 605@ 0.0 
if 
05B0:   unknown_calculate 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET 
else_jump @POOL2_51712 
0089: 585@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 589@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 593@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 616@ = 604@ // (float) 
0063: 616@ -= 602@ // (float) 
0087: 617@ = 605@ // (float) 
0063: 617@ -= 603@ // (float) 

:POOL2_51712
0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 606@ 607@ 0.0 
if 
05B0:   unknown_calculate 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET 
else_jump @POOL2_51836 
0089: 585@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 589@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 593@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 616@ = 606@ // (float) 
0063: 616@ -= 604@ // (float) 
0087: 617@ = 607@ // (float) 
0063: 617@ -= 605@ // (float) 

:POOL2_51836
0400: store_coords_to 580@ 581@ 582@ from_object 163@ with_offset 608@ 609@ 0.0 
if 
05B0:   unknown_calculate 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET 
else_jump @POOL2_51960 
0089: 585@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 589@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 593@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 616@ = 608@ // (float) 
0063: 616@ -= 606@ // (float) 
0087: 617@ = 609@ // (float) 
0063: 617@ -= 607@ // (float) 

:POOL2_51960
0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 602@ 603@ 0.0 
if 
05B0:   unknown_calculate 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET 
else_jump @POOL2_52084 
0089: 585@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 589@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 593@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 616@ = 602@ // (float) 
0063: 616@ -= 608@ // (float) 
0087: 617@ = 603@ // (float) 
0063: 617@ -= 609@ // (float) 

:POOL2_52084
0087: 614@ = 574@ // (float) 
0063: 614@ -= 571@ // (float) 
0087: 615@ = 575@ // (float) 
0063: 615@ -= 572@ // (float) 
05A4: get_angle_between_vectors_origin_to 614@ 615@ and_origin_to 616@ 617@ store_to 613@ 
if 
  613@ > 90.0 
else_jump @POOL2_52174 
613@ += -180.0 
613@ *= -1.0 

:POOL2_52174
0087: 169@ = 574@ // (float) 
0063: 169@ -= 585@ // (float) 
0087: 170@ = 575@ // (float) 
0063: 170@ -= 589@ // (float) 
0087: 171@ = 576@ // (float) 
0063: 171@ -= 593@ // (float) 
0604: get_Z_angle_for_point 169@ 170@ store_to 597@ 
0087: 595@ = 597@ // (float) 
0087: 596@ = 597@ // (float) 
0087: 598@ = 597@ // (float) 
0087: 594@ = 593@ // (float) 
0087: 591@ = 593@ // (float) 
0087: 592@ = 593@ // (float) 
0509: 599@ = distance_between_XY 574@ 575@ and_XY 585@ 589@ 
0073: 169@ /= 599@ // (float) 
0073: 170@ /= 599@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 3.0 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 3.0 
0087: 583@ = 585@ // (float) 
0065: 583@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 587@ = 589@ // (float) 
0065: 587@ -= $TEMPVAR_FLOAT_2 // (float) 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 1.0 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 1.0 
0087: 610@ = 585@ // (float) 
0065: 610@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 611@ = 589@ // (float) 
0065: 611@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 612@ = 593@ // (float) 
if 
  0.25 > 599@ 
else_jump @POOL2_52493 
600@ = 1 
jump @POOL2_52570 

:POOL2_52493
if 
  0.65 > 599@ 
else_jump @POOL2_52528 
600@ = 2 
jump @POOL2_52570 

:POOL2_52528
if 
  1.1 > 599@ 
else_jump @POOL2_52563 
600@ = 3 
jump @POOL2_52570 

:POOL2_52563
600@ = 4 

:POOL2_52570
if 
  613@ > 70.0 
else_jump @POOL2_52623 
600@ += 1 
if 
  600@ > 4 
else_jump @POOL2_52623 
600@ = 4 

:POOL2_52623
if 
  600@ == 1 
else_jump @POOL2_52709 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 0.615 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 0.615 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_52709
if 
  600@ == 2 
else_jump @POOL2_52795 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 1.0 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 1.0 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_52795
if 
  600@ == 3 
else_jump @POOL2_52881 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 1.6 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 1.6 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_52881
if 
  600@ == 4 
else_jump @POOL2_52967 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 2.1 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 2.1 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_52967
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 574@ 575@ and_XY 584@ 588@ 
0087: 42@ = 599@ // (float) 
42@ += 0.3 
if 
0027:   42@ > $DISTANCE_BETWEEN_POINTS // (float) 
else_jump @POOL2_53103 
0087: 42@ = 599@ // (float) 
42@ += 0.3 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 42@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 42@ // (float) 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53103
if 
  600@ == 1 
else_jump @POOL2_53189 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 0.655 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 0.655 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53189
if 
  600@ == 2 
else_jump @POOL2_53275 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 1.0 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 1.0 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53275
if 
  600@ == 3 
else_jump @POOL2_53361 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 1.6 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 1.6 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53361
if 
  600@ == 4 
else_jump @POOL2_53447 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 2.1 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 2.1 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53447
return 

:POOL2_53449
038D: draw_texture 1 position 618@ 619@ size 620@ 621@ RGBA 128 128 128 255 
038D: draw_texture 2 position 622@ 623@ size 624@ 625@ RGBA 128 128 128 255 
if or
00E1:   player 180@ pressed_key 1 
00E1:   player 180@ pressed_key 0 
else_jump @POOL2_54000 
0494: get_joystick 180@ data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $TEMPVAR_FLOAT_1 = integer $MOVE_AXIS_X to_float 
008D: $TEMPVAR_FLOAT_2 = integer $MOVE_AXIS_Y to_float 
$TEMPVAR_FLOAT_1 /= 128.0 
$TEMPVAR_FLOAT_2 /= 128.0 
$TEMPVAR_FLOAT_1 *= 5.0 
$TEMPVAR_FLOAT_2 *= 5.0 
0087: 42@ = 622@ // (float) 
005D: 42@ += $TEMPVAR_FLOAT_1 // (float) 
0087: 44@ = 620@ // (float) 
44@ /= 2.0 
0087: 43@ = 618@ // (float) 
005B: 43@ += 44@ // (float) 
if 
0025:   43@ > 42@ // (float) 
else_jump @POOL2_53715 
0087: 43@ = 618@ // (float) 
0063: 43@ -= 44@ // (float) 
if 
0025:   42@ > 43@ // (float) 
else_jump @POOL2_53715 
0088: $TEMPVAR_FLOAT_1 = 42@ // (float) 

:POOL2_53715
0087: 42@ = 623@ // (float) 
005D: 42@ += $TEMPVAR_FLOAT_2 // (float) 
0087: 44@ = 621@ // (float) 
44@ /= 2.0 
0087: 43@ = 619@ // (float) 
005B: 43@ += 44@ // (float) 
if 
0025:   43@ > 42@ // (float) 
else_jump @POOL2_53827 
0087: 43@ = 619@ // (float) 
0063: 43@ -= 44@ // (float) 
if 
0025:   42@ > 43@ // (float) 
else_jump @POOL2_53827 
0088: $TEMPVAR_FLOAT_2 = 42@ // (float) 

:POOL2_53827
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 618@ 619@ 
0087: 43@ = 620@ // (float) 
43@ /= 3.2 
if 
0025:   42@ > 43@ // (float) 
else_jump @POOL2_53984 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 618@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 619@ // (float) 
0073: 169@ /= 42@ // (float) 
0073: 170@ /= 42@ // (float) 
006B: 169@ *= 43@ // (float) 
006B: 170@ *= 43@ // (float) 
0087: 622@ = 618@ // (float) 
005B: 622@ += 169@ // (float) 
0087: 623@ = 619@ // (float) 
005B: 623@ += 170@ // (float) 
jump @POOL2_54000 

:POOL2_53984
0089: 622@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 623@ = $TEMPVAR_FLOAT_2 // (float) 

:POOL2_54000
return 

:POOL2_54002
0087: 631@ = 52@ // (float) 
631@ *= 2.0 
629@ = 1 

:POOL2_54027
if 
  16 > 629@ 
else_jump @POOL2_54229 
if 
03CA:   object 82@(629@,16i) exists 
else_jump @POOL2_54215 
Object.StorePos(82@(629@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 630@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 627@ 628@ 
if 
0025:   631@ > 630@ // (float) 
else_jump @POOL2_54215 
0087: 632@ = 627@ // (float) 
0065: 632@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 633@ = 628@ // (float) 
0065: 633@ -= $TEMPVAR_FLOAT_2 // (float) 
0073: 632@ /= 630@ // (float) 
0073: 633@ /= 630@ // (float) 
006B: 632@ *= 631@ // (float) 
006B: 633@ *= 631@ // (float) 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 627@ += 632@ // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 628@ += 633@ // (float) 

:POOL2_54215
629@ += 1 
jump @POOL2_54027 

:POOL2_54229
0087: 630@ = 98@ // (float) 
if 
0025:   630@ > 627@ // (float) 
else_jump @POOL2_54264 
0087: 627@ = 630@ // (float) 

:POOL2_54264
0087: 630@ = 99@ // (float) 
if 
0025:   627@ > 630@ // (float) 
else_jump @POOL2_54299 
0087: 627@ = 630@ // (float) 

:POOL2_54299
0087: 630@ = 100@ // (float) 
if 
0025:   630@ > 628@ // (float) 
else_jump @POOL2_54334 
0087: 628@ = 630@ // (float) 

:POOL2_54334
0087: 630@ = 101@ // (float) 
if 
0025:   628@ > 630@ // (float) 
else_jump @POOL2_54369 
0087: 628@ = 630@ // (float) 

:POOL2_54369
return 

:POOL2_54371
0400: store_coords_to $6460 $6461 $6462 from_object 163@ with_offset 0.0 0.0 0.0 
0400: store_coords_to $6463 $6464 $6465 from_object 163@ with_offset 0.0 -1.0 0.0 
0086: $6466 = $6460 // (float) 
0061: $6466 -= $6463 // (float) 
0086: $6468 = $6461 // (float) 
0061: $6468 -= $6464 // (float) 
0509: $6470 = distance_between_XY $6460 $6461 and_XY $6463 $6464 
0071: $6466 /= $6470 // (float) 
0071: $6468 /= $6470 // (float) 
0086: $6467 = $6468 // (float) 
0086: $6469 = $6466 // (float) 
$6469 *= -1.0 
return 

:POOL2_54522
0937: text_draw_box_cornerA 29.0 220.0 cornerB 641@ 647@ GXT_reference 'BJ_TITL' style 2  // Einsatz
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
0343: set_text_draw_linewidth 640.0 
033E: set_draw_text_position 36.0 240.0 GXT 'BJ_01'  // Gesamteinsatz
gosub @POOL2_60436 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number 155@  // $~1~
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
0343: set_text_draw_linewidth 640.0 
033E: set_draw_text_position 36.0 290.0 GXT 'BJ_02'  // Min. Einsatz
gosub @POOL2_60436 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number $9460  // $~1~
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
0343: set_text_draw_linewidth 640.0 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max. Einsatz
gosub @POOL2_60436 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number $9461  // $~1~
return 

:POOL2_54829
if and
  274@ == 0 
  271@ == 0 
else_jump @POOL2_54875 
635@ = 1 
gosub @POOL2_57034 
jump @POOL2_56226 

:POOL2_54875
0937: text_draw_box_cornerA 29.0 220.0 cornerB 637@ 643@ GXT_reference 'SCORE' style 2  // Info
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'PL_01'  // Spieler 1
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
if 
  217@ == 0 
else_jump @POOL2_55000 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_12'  // Volle

:POOL2_55000
if 
  217@ == 1 
else_jump @POOL2_55039 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_13'  // Halbe

:POOL2_55039
if 
  217@ == -1 
else_jump @POOL2_55078 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_15'  // Offener Tisch

:POOL2_55078
if 
  217@ == 2 
else_jump @POOL2_55117 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_14'  // Schwarze

:POOL2_55117
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
if 
  178@ == 1 
else_jump @POOL2_55184 
033E: set_draw_text_position 36.0 290.0 GXT 'PL_02'  // Spieler 2
jump @POOL2_55205 

:POOL2_55184
033E: set_draw_text_position 36.0 290.0 GXT 'PL_03'  // CPU

:POOL2_55205
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
if 
  218@ == 0 
else_jump @POOL2_55259 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_12'  // Volle

:POOL2_55259
if 
  218@ == 1 
else_jump @POOL2_55298 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Halbe

:POOL2_55298
if 
  218@ == -1 
else_jump @POOL2_55337 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Offener Tisch

:POOL2_55337
if 
  218@ == 2 
else_jump @POOL2_55376 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Schwarze

:POOL2_55376
if 
  274@ > 0 
else_jump @POOL2_55696 
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_04'  // Foul!
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
0871: init_jump_table 274@ total_jumps 7 default_jump 0 @POOL2_55689 jumps 0 @POOL2_55514 1 @POOL2_55521 2 @POOL2_55549 3 @POOL2_55577 4 @POOL2_55605 5 @POOL2_55633 6 @POOL2_55661 

:POOL2_55514
jump @POOL2_55689 

:POOL2_55521
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL1'  // Alle Kugeln verfehlt
jump @POOL2_55689 

:POOL2_55549
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL2'  // Falsche Kugel~N~zuerst getroffen
jump @POOL2_55689 

:POOL2_55577
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL3'  // Weie versenkt
jump @POOL2_55689 

:POOL2_55605
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL4'  // Falsche Farbe~N~versenkt
jump @POOL2_55689 

:POOL2_55633
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL5'  // Schwarze zu frh~N~versenkt
jump @POOL2_55689 

:POOL2_55661
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL6'  // Keine~N~Bandenberhrung
jump @POOL2_55689 

:POOL2_55689
jump @POOL2_56226 

:POOL2_55696
if 
  271@ > 0 
else_jump @POOL2_56226 
if 
  271@ == 1 
else_jump @POOL2_55888 
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_05'  // Kugel versenkt!
39@ = 1 

:POOL2_55781
if 
  16 > 39@ 
else_jump @POOL2_55881 
if 
   not 255@(39@,16i) == 0 
else_jump @POOL2_55867 
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
045A: draw_text_1number 36.0 360.0 GXT 'NUM' number 39@  // ~1~
39@ = 16 

:POOL2_55867
39@ += 1 
jump @POOL2_55781 

:POOL2_55881
jump @POOL2_56226 

:POOL2_55888
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_06'  // Kugeln versenkt!
39@ = 1 
0085: 40@ = 271@ // (int) 
42@ = 36.0 

:POOL2_55955
if 
  40@ > 0 
else_jump @POOL2_56226 

:POOL2_55973
if 
  16 > 39@ 
else_jump @POOL2_56219 
if 
   not 255@(39@,16i) == 0 
else_jump @POOL2_56180 
if 
  40@ > 1 
else_jump @POOL2_56122 
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
0A08: get_gxt_string_1number 'COMMA' number 39@ width_to 41@  // ~1~,
0093: 43@ = integer 41@ to_float 
045A: draw_text_1number 42@ 360.0 GXT 'COMMA' number 39@  // ~1~,
005B: 42@ += 43@ // (float) 
39@ += 1 
40@ -= 1 
jump @POOL2_56173 

:POOL2_56122
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
045A: draw_text_1number 42@ 360.0 GXT 'NUM' number 39@  // ~1~
40@ = -1 
39@ = 16 

:POOL2_56173
jump @POOL2_56187 

:POOL2_56180
39@ += 1 

:POOL2_56187
if 
  39@ >= 16 
else_jump @POOL2_56212 
40@ = -1 

:POOL2_56212
jump @POOL2_55973 

:POOL2_56219
jump @POOL2_55955 

:POOL2_56226
return 
if or
0736:   NOP_false 131 
0736:   NOP_false 87 
else_jump @POOL2_56258 
621@ += 1.0 

:POOL2_56258
if or
0736:   NOP_false 130 
0736:   NOP_false 90 
else_jump @POOL2_56288 
621@ += -1.0 

:POOL2_56288
if or
0736:   NOP_false 128 
0736:   NOP_false 68 
else_jump @POOL2_56318 
620@ += 1.0 

:POOL2_56318
if or
0736:   NOP_false 129 
0736:   NOP_false 65 
else_jump @POOL2_56348 
620@ += -1.0 

:POOL2_56348
if or
0736:   NOP_false 145 
0736:   NOP_false 87 
else_jump @POOL2_56378 
624@ += 1.0 

:POOL2_56378
if or
0736:   NOP_false 139 
0736:   NOP_false 90 
else_jump @POOL2_56408 
624@ += -1.0 

:POOL2_56408
if or
0736:   NOP_false 143 
0736:   NOP_false 68 
else_jump @POOL2_56438 
625@ += 1.0 

:POOL2_56438
if or
0736:   NOP_false 141 
0736:   NOP_false 65 
else_jump @POOL2_56468 
625@ += -1.0 

:POOL2_56468
if 
0736:   NOP_false 137 
else_jump @POOL2_57032 
03A9: NOP 
05B6: 61 // BALL_SPRITE_HEIGHT = 
03A8: NOP 621@ 
03A9: NOP 
05B6: 62 // BALL_SPRITE_WIDTH = 
03A8: NOP 620@ 
03A9: NOP 
05B6: 63 // NIB_SPRITE_HEIGHT = 
03A8: NOP 624@ 
03A9: NOP 
05B6: 64 // NIB_SPRITE_WIDTH = 
03A8: NOP 625@ 

:POOL2_57032
return 

:POOL2_57034
if 
  635@ == 0 
else_jump @POOL2_57283 
39@ = 0 
if 
  3000 > 205@ 
else_jump @POOL2_57085 
39@ = 1 

:POOL2_57085
if 
  236@ == 1 
else_jump @POOL2_57142 
205@ = 0 
39@ = 1 
if 
  198@ > 1 
else_jump @POOL2_57142 
198@ = 0 

:POOL2_57142
if 
  198@ == 0 
else_jump @POOL2_57187 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H3'  // Bewegungskontrolle - Mit dem Queue zielen~N~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ - Blickwinkel ndern~N~~k~~PED_SPRINT~ - In Stoposition gehen~N~~k~~VEHICLE_ENTER_EXIT~ halten - Beenden
205@ = 0 
198@ += 1 

:POOL2_57187
if 
  34@ == 5 
else_jump @POOL2_57269 
if 
  198@ == 1 
else_jump @POOL2_57262 
if 
  205@ > 3000 
else_jump @POOL2_57262 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H7'  // ~k~~PED_JUMPING~ Information anzeigen
198@ += 1 

:POOL2_57262
jump @POOL2_57276 

:POOL2_57269
39@ = 1 

:POOL2_57276
jump @POOL2_57297 

:POOL2_57283
39@ = 1 
635@ = 0 

:POOL2_57297
if 
  39@ == 1 
else_jump @POOL2_57816 
0937: text_draw_box_cornerA 29.0 270.0 cornerB 638@ 644@ GXT_reference 'SCORE' style 2  // Info
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'PL_01'  // Spieler 1
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
if 
  217@ == 0 
else_jump @POOL2_57440 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_12'  // Volle

:POOL2_57440
if 
  217@ == 1 
else_jump @POOL2_57479 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Halbe

:POOL2_57479
if 
  217@ == -1 
else_jump @POOL2_57518 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Offener Tisch

:POOL2_57518
if 
  217@ == 2 
else_jump @POOL2_57557 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Schwarze

:POOL2_57557
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
if 
  178@ == 1 
else_jump @POOL2_57624 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_02'  // Spieler 2
jump @POOL2_57645 

:POOL2_57624
033E: set_draw_text_position 36.0 340.0 GXT 'PL_03'  // CPU

:POOL2_57645
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
if 
  218@ == 0 
else_jump @POOL2_57699 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_12'  // Volle

:POOL2_57699
if 
  218@ == 1 
else_jump @POOL2_57738 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_13'  // Halbe

:POOL2_57738
if 
  218@ == -1 
else_jump @POOL2_57777 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_15'  // Offener Tisch

:POOL2_57777
if 
  218@ == 2 
else_jump @POOL2_57816 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_14'  // Schwarze

:POOL2_57816
return 

:POOL2_57818
636@ = 0.4753 
642@ = 2.3176 
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 4 default_jump 1 @POOL2_58009 jumps 1 @POOL2_57901 2 @POOL2_57955 3 @POOL2_57982 4 @POOL2_57928 -1 @POOL2_58036 -1 @POOL2_58036 -1 @POOL2_58036 

:POOL2_57901
637@ = 210.6556 
643@ = 426.4957 
jump @POOL2_58036 

:POOL2_57928
637@ = 175.0805 
643@ = 426.4957 
jump @POOL2_58036 

:POOL2_57955
637@ = 190.782 
643@ = 409.0 
jump @POOL2_58036 

:POOL2_57982
637@ = 214.9799 
643@ = 409.0 
jump @POOL2_58036 

:POOL2_58009
637@ = 174.4835 
643@ = 409.0 
jump @POOL2_58036 

:POOL2_58036
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 3 default_jump 1 @POOL2_58180 jumps 2 @POOL2_58126 3 @POOL2_58153 4 @POOL2_58099 -1 @POOL2_58207 -1 @POOL2_58207 -1 @POOL2_58207 -1 @POOL2_58207 

:POOL2_58099
638@ = 179.098 
644@ = 396.8582 
jump @POOL2_58207 

:POOL2_58126
638@ = 166.0992 
644@ = 396.8582 
jump @POOL2_58207 

:POOL2_58153
638@ = 205.4915 
644@ = 396.8582 
jump @POOL2_58207 

:POOL2_58180
638@ = 157.0 
644@ = 396.8582 
jump @POOL2_58207 

:POOL2_58207
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @POOL2_58295 jumps 3 @POOL2_58270 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 

:POOL2_58270
0087: 639@ = 638@ // (float) 
645@ = 394.4953 
jump @POOL2_58322 

:POOL2_58295
639@ = 168.1938 
645@ = 394.4953 
jump @POOL2_58322 

:POOL2_58322
640@ = 0.4914 
646@ = 2.3977 
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @POOL2_58432 jumps 3 @POOL2_58405 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 

:POOL2_58405
641@ = 178.0981 
647@ = 409.0 
jump @POOL2_58459 

:POOL2_58432
641@ = 157.0 
647@ = 409.0 
jump @POOL2_58459 

:POOL2_58459
return 
if 
0736:   NOP_false 67 
else_jump @POOL2_58526 
648@ += 1 
if 
  648@ > 5 
else_jump @POOL2_58508 
648@ = 0 

:POOL2_58508
0663: NOP "SCREEN_EDIT" 648@ 

:POOL2_58526
if 
0736:   NOP_false 131 
else_jump @POOL2_58556 
642@(648@,6f) += -0.1 

:POOL2_58556
if 
0736:   NOP_false 130 
else_jump @POOL2_58586 
642@(648@,6f) += 0.1 

:POOL2_58586
if 
0736:   NOP_false 128 
else_jump @POOL2_58616 
636@(648@,6f) += 0.1 

:POOL2_58616
if 
0736:   NOP_false 129 
else_jump @POOL2_58646 
636@(648@,6f) += -0.1 

:POOL2_58646
if 
0736:   NOP_false 137 
else_jump @POOL2_59387 
03A9: NOP 
05B6: 65 // POOL - SCREEN_COORDS
03A9: NOP 
39@ = 0 

:POOL2_58803
if 
  6 > 39@ 
else_jump @POOL2_59387 
05B6: 66 // SCREEN_COORD_X[
03A7: NOP 39@ 
05B6: 67 // ] = 
03A8: NOP 636@(39@,6f) 
03A9: NOP 
05B6: 68 // SCREEN_COORD_Y[
03A7: NOP 39@ 
05B6: 69 // ] = 
03A8: NOP 642@(39@,6f) 
03A9: NOP 
39@ += 1 
jump @POOL2_58803 

:POOL2_59387
return 

:POOL2_59389
39@ = 0 
if 
  3000 > 205@ 
else_jump @POOL2_59422 
39@ = 1 

:POOL2_59422
if 
  198@ == 0 
else_jump @POOL2_59467 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H6'  // Benutze die Bewegungskontrolle, um die weie Kugel in die gewnschte Position zu bringen.~n~~k~~PED_SPRINT~ Weiter~N~~k~~VEHICLE_ENTER_EXIT~ halten - Beenden
205@ = 0 
198@ += 1 

:POOL2_59467
if 
  34@ == 4 
else_jump @POOL2_59542 
if 
  198@ == 1 
else_jump @POOL2_59542 
if 
  205@ > 3000 
else_jump @POOL2_59542 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H7'  // ~k~~PED_JUMPING~ Information anzeigen
198@ += 1 

:POOL2_59542
if 
  39@ == 1 
else_jump @POOL2_60139 
0937: text_draw_box_cornerA 29.0 220.0 cornerB 639@ 645@ GXT_reference 'SCORE' style 2  // Info
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'PL_01'  // Spieler 1
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
if 
  217@ == 0 
else_jump @POOL2_59685 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_12'  // Volle

:POOL2_59685
if 
  217@ == 1 
else_jump @POOL2_59724 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_13'  // Halbe

:POOL2_59724
if 
  217@ == -1 
else_jump @POOL2_59763 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_15'  // Offener Tisch

:POOL2_59763
if 
  217@ == 2 
else_jump @POOL2_59802 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_14'  // Schwarze

:POOL2_59802
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
if 
  178@ == 1 
else_jump @POOL2_59869 
033E: set_draw_text_position 36.0 290.0 GXT 'PL_02'  // Spieler 2
jump @POOL2_59890 

:POOL2_59869
033E: set_draw_text_position 36.0 290.0 GXT 'PL_03'  // CPU

:POOL2_59890
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
if 
  218@ == 0 
else_jump @POOL2_59944 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_12'  // Volle

:POOL2_59944
if 
  218@ == 1 
else_jump @POOL2_59983 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Halbe

:POOL2_59983
if 
  218@ == -1 
else_jump @POOL2_60022 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Offener Tisch

:POOL2_60022
if 
  218@ == 2 
else_jump @POOL2_60061 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Schwarze

:POOL2_60061
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_16'  // Scratch
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_17'  // Ball in hand

:POOL2_60139
return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
03E4: enable_text_draw_align_right 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 128 148 178 255 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 81 25 29 255 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.405 1.08 
0340: set_text_draw_RGBA 128 148 178 255 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 81 25 29 255 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:POOL2_60436
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 640@ 646@ 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0087: 649@ = 637@ // (float) 
649@ -= 20.0 
0343: set_text_draw_linewidth 649@ 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 
if 
0736:   NOP_false 130 
else_jump @POOL2_60600 
650@ += -0.0001 
39@ = 0 

:POOL2_60536
if 
  16 > 39@ 
else_jump @POOL2_60600 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_60586 
0908: set_object 82@(39@,16i) turn_mass_to 650@ // float 

:POOL2_60586
39@ += 1 
jump @POOL2_60536 

:POOL2_60600
if 
0736:   NOP_false 137 
else_jump @POOL2_60680 

:POOL2_60616
if 
  16 > 39@ 
else_jump @POOL2_60680 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_60666 
0908: set_object 82@(39@,16i) turn_mass_to 650@ // float 

:POOL2_60666
39@ += 1 
jump @POOL2_60616 

:POOL2_60680
if 
0736:   NOP_false 145 
else_jump @POOL2_60696 

:POOL2_60696
if 
0736:   NOP_false 139 
else_jump @POOL2_60722 
203@ += -0.001 

:POOL2_60722
if 
0736:   NOP_false 143 
else_jump @POOL2_60748 
204@ += 0.001 

:POOL2_60748
if 
0736:   NOP_false 141 
else_jump @POOL2_60774 
204@ += -0.001 

:POOL2_60774
return 

:POOL2_60776
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:POOL2_60794
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 10000
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:POOL2_60828
08F6: restore_player_group 
09D8: NOP 0 
0A3F: unknown_flag 0 
$1904 = 0 
040D: unload_wav 4 
39@ = 0 

:POOL2_60856
if 
  10 > 39@ 
else_jump @POOL2_60917 
if 
03CA:   object 347@(39@,10i) exists 
else_jump @POOL2_60903 
Object.Destroy(347@(39@,10i))

:POOL2_60903
39@ += 1 
jump @POOL2_60856 

:POOL2_60917
if 
   not Actor.Dead($9458)
else_jump @POOL2_60982 
0647: unknown_actor $9458 look_task 
Actor.StorePos($9458, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 223@ = $TEMPVAR_FLOAT_3 // (float) 
0089: 227@ = $TEMPVAR_FLOAT_3 // (float) 

:POOL2_60982
if 
   not Actor.Dead($9458)
else_jump @POOL2_61026 
Actor.StorePos($9458, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.PutAt($9458, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 227@)

:POOL2_61026
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL2_61151 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.PutAt($PLAYER_ACTOR, 221@, 222@, 223@)
if 
   not Actor.Dead($9458)
else_jump @POOL2_61100 
Actor.StorePos($9458, 165@, 166@, 167@)

:POOL2_61100
0087: 169@ = 165@ // (float) 
0065: 169@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 170@ = 166@ // (float) 
0065: 170@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 169@ 170@ store_to $TEMPVAR_ANGLE 
Actor.Angle($PLAYER_ACTOR) = $TEMPVAR_ANGLE

:POOL2_61151
Model.Load(#POOLCUE)

:POOL2_61156
if 
   not Model.Available(#POOLCUE)
else_jump @POOL2_61183 
wait 0 
jump @POOL2_61156 

:POOL2_61183
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL2_61223 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
01B2: give_actor $PLAYER_ACTOR weapon 7 ammo 9999 // Load the weapon model before using this 

:POOL2_61223
if 
03CA:   object 106@ exists 
else_jump @POOL2_61244 
Object.Destroy(106@)

:POOL2_61244
if 
03CA:   object 107@ exists 
else_jump @POOL2_61265 
Object.Destroy(107@)

:POOL2_61265
if 
03CA:   object 238@ exists 
else_jump @POOL2_61286 
Object.Destroy(238@)

:POOL2_61286
if 
03CA:   object $9459 exists 
else_jump @POOL2_61307 
Object.Destroy($9459)

:POOL2_61307
Model.Destroy(#POOLCUE)
Model.Destroy(#K_POOLQ)
04EF: release_animation "POOL" 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL2_61352 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:POOL2_61352
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00BE: text_clear_all 
03E6: remove_text_box 
$ONMISSION = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL2_61458 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0647: unknown_actor $PLAYER_ACTOR look_task 
0615: define_AS_pack_begin 47@ 
05BA: AS_actor -1 move_mouth 1 ms 
05B9: AS_actor -1 stay_idle 1 ms 
0616: define_AS_pack_end 47@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 47@ 
061B: remove_references_to_AS_pack 47@ 

:POOL2_61458
mission_cleanup 
return 
0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
03CA:   object 163@ exists 
else_jump @POOL2_61511 
Object.StorePos(163@, 165@, 166@, 167@)
$TEMPVAR_ANGLE = Object.Angle(163@)

:POOL2_61511
$TEMPVAR_ANGLE *= -1.0 
02F7: 42@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 43@ = cosine $TEMPVAR_ANGLE // (float) 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: NOP 
05B6: 70 // FIXED_CAMERA_POSITION - OFFSET FROM TABLE = 
03A8: NOP 172@ 
03A8: NOP 173@ 
03A8: NOP 171@ 
0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: NOP 
05B6: 71 // CAMERA_POINT_AT -       OFFSET FROM TABLE = 
03A8: NOP 172@ 
03A8: NOP 173@ 
03A8: NOP 171@ 
return 
0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
056D:   actor 215@ defined 
else_jump @POOL2_62165 
if 
   not Actor.Dead(215@)
else_jump @POOL2_62165 
Actor.StorePos(215@, 165@, 166@, 167@)
$TEMPVAR_ANGLE = Actor.Angle(215@)

:POOL2_62165
$TEMPVAR_ANGLE *= -1.0 
02F7: 42@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 43@ = cosine $TEMPVAR_ANGLE // (float) 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: NOP 
05B6: 72 // FIXED_CAMERA_POSITION - OFFSET FROM CHAR = 
03A8: NOP 172@ 
03A8: NOP 173@ 
03A8: NOP 171@ 
0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: NOP 
05B6: 73 // CAMERA_POINT_AT -       OFFSET FROM CHAR = 
03A8: NOP 172@ 
03A8: NOP 173@ 
03A8: NOP 171@ 
return 

//-------------Mission 9---------------
// Originally: Lowrider (Bet And Dance)

:LOWR
thread 'LOWR' 
gosub @LOWR_47 
if 
wasted_or_busted 
else_jump @LOWR_38 
gosub @LOWR_27250 

:LOWR_38
gosub @LOWR_27254 
end_thread 

:LOWR_47
$ONMISSION = 1 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
32@ = 0 
33@ = 0 
060A: create_decision_maker_type 0 store_to 66@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 67@ // decision\allowed\m_.ped files 

:LOWR_145
wait 0 
if 
0736:   NOP_false 83 
else_jump @LOWR_171 
36@ = 1 

:LOWR_171
39@ += 1 
if 
  39@ > 22 
else_jump @LOWR_203 
39@ = 0 

:LOWR_203
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 64@ += 42@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 133@ += 42@ // (int) 
005A: 134@ += 42@ // (int) 
005A: 135@ += 42@ // (int) 
005A: 136@ += 42@ // (int) 
005A: 137@ += 42@ // (int) 
077E: get_active_interior_to 43@ 
if 
  43@ == 0 
else_jump @LOWR_319 
005E: $6471 += 42@ // (int) 

:LOWR_319
0871: init_jump_table 34@ total_jumps 7 default_jump 0 @LOWR_466 jumps 0 @LOWR_382 1 @LOWR_396 2 @LOWR_403 3 @LOWR_410 4 @LOWR_424 5 @LOWR_438 6 @LOWR_452 

:LOWR_382
gosub @LOWR_619 
jump @LOWR_466 

:LOWR_396
jump @LOWR_466 

:LOWR_403
jump @LOWR_466 

:LOWR_410
gosub @LOWR_962 
jump @LOWR_466 

:LOWR_424
gosub @LOWR_9455 
jump @LOWR_466 

:LOWR_438
gosub @LOWR_12559 
jump @LOWR_466 

:LOWR_452
gosub @LOWR_17601 
jump @LOWR_466 

:LOWR_466
gosub @LOWR_19756 
if 
0736:   NOP_false 80 
else_jump @LOWR_495 
gosub @LOWR_26533 

:LOWR_495
if 
0736:   NOP_false 79 
else_jump @LOWR_517 
gosub @LOWR_26635 

:LOWR_517
if 
  38@ == 0 
else_jump @LOWR_617 
if 
  37@ == 0 
else_jump @LOWR_601 
if 
  36@ == 0 
else_jump @LOWR_585 
jump @LOWR_145 
jump @LOWR_594 

:LOWR_585
gosub @LOWR_27252 
return 

:LOWR_594
jump @LOWR_610 

:LOWR_601
gosub @LOWR_27250 
return 

:LOWR_610
jump @LOWR_619 

:LOWR_617
return 

:LOWR_619
if 
  35@ == -1 
else_jump @LOWR_748 
69@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
77@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
018A: 102@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 103@ = create_checkpoint_at 0.0 0.0 0.0 
99@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)

:LOWR_748
271@ = 50 
272@ = 1000 
104@ = 0 
43@ = 0 

:LOWR_777
if 
  22 > 43@ 
else_jump @LOWR_820 
105@(43@,22i) = 0 
43@ += 1 
jump @LOWR_777 

:LOWR_820
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
132@ = 0 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
132@ = 0 
269@ = 0.01 
if 
  35@ == -1 
else_jump @LOWR_930 

:LOWR_930
054C: use_GXT_table 'LOWR' 
0732: random_car_generator_disable_model #SAVANNA 
gosub @LOWR_27192 
34@ = 3 
return 

:LOWR_962
if 
  35@ == 0 
else_jump @LOWR_2161 
042B: clear_peds_from_cube_cornerA 1721.117 -1967.489 11.0 cornerB 1904.391 -1838.315 15.0 
127@ = 0 
128@ = 0 
138@ = 1796.947 
145@ = -1924.376 
152@ = 13.2937 
159@ = 60.9627 
139@ = 1802.865 
146@ = -1918.742 
153@ = 13.2965 
160@ = 357.6195 
140@ = 1788.992 
147@ = -1924.501 
154@ = 13.2937 
161@ = 305.5176 
141@ = 1784.189 
148@ = -1913.44 
155@ = 13.2957 
162@ = 188.9639 
142@ = 1790.964 
149@ = -1913.898 
156@ = 13.2985 
163@ = 266.2616 
143@ = 1799.899 
150@ = -1906.425 
157@ = 13.3025 
164@ = 184.4735 
144@ = 1785.94 
151@ = -1904.839 
158@ = 13.297 
165@ = 152.5742 
166@ = 1798.603 
188@ = -1908.26 
210@ = 12.4388 
232@ = 102.3995 
167@ = 1798.887 
189@ = -1907.668 
211@ = 12.4399 
233@ = 174.1189 
168@ = 1798.834 
190@ = -1911.782 
212@ = 12.4374 
234@ = 158.2591 
169@ = 1799.584 
191@ = -1912.795 
213@ = 12.4368 
235@ = 74.6392 
170@ = 1800.902 
192@ = -1918.714 
214@ = 12.4331 
236@ = 256.6391 
171@ = 1798.166 
193@ = -1920.427 
215@ = 12.4321 
237@ = 19.6592 
172@ = 1796.811 
194@ = -1920.426 
216@ = 12.4321 
238@ = 331.8393 
173@ = 1787.78 
195@ = -1919.071 
217@ = 12.4329 
239@ = 331.8393 
174@ = 1786.71 
196@ = -1917.982 
218@ = 12.4332 
240@ = 285.8198 
175@ = 1786.194 
197@ = -1907.356 
219@ = 12.4327 
241@ = 260.4003 
176@ = 1786.898 
198@ = -1906.531 
220@ = 12.4335 
242@ = 141.9807 
177@ = 1786.23 
199@ = -1908.622 
221@ = 12.4328 
243@ = 327.1608 
178@ = 1789.188 
200@ = -1919.665 
222@ = 12.4325 
244@ = 357.2196 
179@ = 1788.103 
201@ = -1907.949 
223@ = 12.4352 
245@ = 200.9411 
180@ = 1797.997 
202@ = -1912.74 
224@ = 12.4368 
246@ = 312.2806 
181@ = 1796.46 
203@ = -1908.882 
225@ = 12.4368 
247@ = 312.2806 
Model.Load(#VLA1)
Model.Load(#VLA2)
Model.Load(#VLA3)
Model.Load(#BFYPRO)
Model.Load(#HFYST)
Model.Load(#SAVANNA)
Model.Load(#REMINGTN)
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:LOWR_1990
if or
   not Model.Available(#VLA1)
   not Model.Available(#VLA2)
   not Model.Available(#VLA3)
   not Model.Available(#BFYPRO)
   not Model.Available(#HFYST)
else_jump @LOWR_2032 
wait 0 
jump @LOWR_1990 

:LOWR_2032
if or
   not Model.Available(#SAVANNA)
   not Model.Available(#REMINGTN)
else_jump @LOWR_2064 
wait 0 
jump @LOWR_2032 

:LOWR_2064
if 
84EE:   not animation "LOWRIDER" loaded 
else_jump @LOWR_2098 
wait 0 
jump @LOWR_2064 

:LOWR_2098
if 
875C:   not marker 102@ enabled 
else_jump @LOWR_2134 
018A: 102@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:LOWR_2134
0917: audio_zone 'LOWRIDE' enable_sound 1 
$6471 = 0 
35@ += 1 

:LOWR_2161
if 
  35@ == 1 
else_jump @LOWR_9428 
if 
  128@ == 0 
else_jump @LOWR_3625 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
else_jump @LOWR_3618 
69@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
70@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
71@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
72@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
73@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
74@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
75@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
0229: set_car 69@ primary_color_to 1 secondary_color_to 0 
0229: set_car 70@ primary_color_to 2 secondary_color_to 1 
0229: set_car 71@ primary_color_to 3 secondary_color_to 2 
0229: set_car 72@ primary_color_to 10 secondary_color_to 3 
0229: set_car 73@ primary_color_to 9 secondary_color_to 4 
0229: set_car 74@ primary_color_to 6 secondary_color_to 5 
0229: set_car 75@ primary_color_to 7 secondary_color_to 6 
03A2: set_car 69@ action 3 
03A2: set_car 73@ action 3 
03A2: set_car 72@ action 3 
Car.ToggleHydraulics(69@) = True
Car.ToggleHydraulics(73@) = True
Car.ToggleHydraulics(72@) = True
Car.ImmuneToNonPlayer(69@) = True
Car.ImmuneToNonPlayer(73@) = True
Car.ImmuneToNonPlayer(72@) = True
43@ = 0 

:LOWR_2529
if 
  7 > 43@ 
else_jump @LOWR_2618 
Car.PutAt(69@(43@,7i), 138@(43@,7f), 145@(43@,7f), 152@(43@,7f))
Car.Angle(69@(43@,7i)) = 159@(43@,7f)
Car.DoorStatus(69@(43@,7i)) = 3
43@ += 1 
jump @LOWR_2529 

:LOWR_2618
wait 0 
77@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
79@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
80@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
82@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
wait 0 
83@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
85@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
86@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
88@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
89@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
wait 0 
78@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
81@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
84@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
87@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
90@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
91@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
92@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
wait 0 
93@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
94@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
95@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
96@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
97@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
98@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
43@ = 0 

:LOWR_3169
if 
  16 > 43@ 
else_jump @LOWR_3287 
if 
056D:   actor 77@(43@,22i) defined 
else_jump @LOWR_3273 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_3273 
Actor.PutAt(77@(43@,22i), 166@(43@,22f), 188@(43@,22f), 210@(43@,22f))
Actor.Angle(77@(43@,22i)) = 232@(43@,22f)

:LOWR_3273
43@ += 1 
jump @LOWR_3169 

:LOWR_3287
wait 0 
43@ = 0 

:LOWR_3298
if 
  22 > 43@ 
else_jump @LOWR_3362 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_3348 
060B: set_actor 77@(43@,22i) decision_maker_to 67@ 

:LOWR_3348
43@ += 4 
jump @LOWR_3298 

:LOWR_3362
if 
   not Actor.Dead(93@)
else_jump @LOWR_3402 
if 
   not Car.Wrecked(70@)
else_jump @LOWR_3402 
036A: put_actor 93@ in_car 70@ 

:LOWR_3402
if 
   not Actor.Dead(94@)
else_jump @LOWR_3442 
if 
   not Car.Wrecked(71@)
else_jump @LOWR_3442 
036A: put_actor 94@ in_car 71@ 

:LOWR_3442
if 
   not Actor.Dead(95@)
else_jump @LOWR_3482 
if 
   not Car.Wrecked(73@)
else_jump @LOWR_3482 
036A: put_actor 95@ in_car 73@ 

:LOWR_3482
if 
   not Actor.Dead(96@)
else_jump @LOWR_3522 
if 
   not Car.Wrecked(69@)
else_jump @LOWR_3522 
036A: put_actor 96@ in_car 69@ 

:LOWR_3522
if 
   not Actor.Dead(97@)
else_jump @LOWR_3562 
if 
   not Car.Wrecked(72@)
else_jump @LOWR_3562 
036A: put_actor 97@ in_car 72@ 

:LOWR_3562
if 
   not Actor.Dead(98@)
else_jump @LOWR_3604 
if 
   not Car.Wrecked(71@)
else_jump @LOWR_3604 
0430: put_actor 98@ into_car 71@ passenger_seat 0 

:LOWR_3604
128@ = 1 
$1906 = 1 

:LOWR_3618
jump @LOWR_3766 

:LOWR_3625
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
else_jump @LOWR_3766 
43@ = 0 

:LOWR_3670
if 
  7 > 43@ 
else_jump @LOWR_3711 
Car.Destroy(69@(43@,7i))
43@ += 1 
jump @LOWR_3670 

:LOWR_3711
43@ = 0 

:LOWR_3718
if 
  22 > 43@ 
else_jump @LOWR_3759 
Actor.DestroyInstantly(77@(43@,22i))
43@ += 1 
jump @LOWR_3718 

:LOWR_3759
128@ = 0 

:LOWR_3766
if 
  128@ == 1 
else_jump @LOWR_9015 
if 
  127@ == 0 
else_jump @LOWR_8729 
0871: init_jump_table 39@ total_jumps 21 default_jump 0 @LOWR_8009 jumps 0 @LOWR_3995 1 @LOWR_4371 2 @LOWR_4747 3 @LOWR_4897 4 @LOWR_5047 5 @LOWR_5162 6 @LOWR_5312 
0872: jump_table_jumps 7 @LOWR_5462 8 @LOWR_5578 9 @LOWR_5694 10 @LOWR_6070 11 @LOWR_6253 12 @LOWR_6369 13 @LOWR_6485 14 @LOWR_6792 15 @LOWR_7117 
0872: jump_table_jumps 16 @LOWR_7401 17 @LOWR_7510 18 @LOWR_7619 19 @LOWR_7826 20 @LOWR_8002 -1 @LOWR_8009 -1 @LOWR_8009 -1 @LOWR_8009 -1 @LOWR_8009 

:LOWR_3995
if 
   not Actor.Dead(77@)
else_jump @LOWR_4364 
062E: unknown_get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_4269 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(74@)
else_jump @LOWR_4203 
if 
01AF:   car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
else_jump @LOWR_4155 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
jump @LOWR_4196 

:LOWR_4155
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_4196
jump @LOWR_4244 

:LOWR_4203
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_4244
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
jump @LOWR_4364 

:LOWR_4269
if 
   Actor.Animation(77@) == "M_SMKLEAN_LOOP"
else_jump @LOWR_4364 
if 
   not Car.Wrecked(74@)
else_jump @LOWR_4364 
if 
81AF:   not car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
else_jump @LOWR_4364 
0687: clear_actor 77@ task 

:LOWR_4364
jump @LOWR_8009 

:LOWR_4371
if 
   not Actor.Dead(78@)
else_jump @LOWR_4740 
062E: unknown_get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_4645 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(74@)
else_jump @LOWR_4579 
if 
01AF:   car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
else_jump @LOWR_4531 
0605: actor -1 perform_animation_sequence "F_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
jump @LOWR_4572 

:LOWR_4531
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_4572
jump @LOWR_4620 

:LOWR_4579
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_4620
0616: define_AS_pack_end 49@ 
0618: assign_actor 78@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
jump @LOWR_4740 

:LOWR_4645
if 
   Actor.Animation(78@) == "F_SMKLEAN_LOOP"
else_jump @LOWR_4740 
if 
   not Car.Wrecked(74@)
else_jump @LOWR_4740 
if 
81AF:   not car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
else_jump @LOWR_4740 
0687: clear_actor 78@ task 

:LOWR_4740
jump @LOWR_8009 

:LOWR_4747
if 
   not Actor.Dead(79@)
else_jump @LOWR_4890 
062E: unknown_get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_4890 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(80@)
else_jump @LOWR_4831 
0677: AS_actor -1 chat_with_actor 80@ lead_speaker_flag 1 unknown_flag 1 
jump @LOWR_4872 

:LOWR_4831
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_4872
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_4890
jump @LOWR_8009 

:LOWR_4897
if 
   not Actor.Dead(80@)
else_jump @LOWR_5040 
062E: unknown_get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_5040 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(79@)
else_jump @LOWR_4981 
0677: AS_actor -1 chat_with_actor 79@ lead_speaker_flag 0 unknown_flag 1 
jump @LOWR_5022 

:LOWR_4981
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_5022
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5040
jump @LOWR_8009 

:LOWR_5047
if 
   not Actor.Dead(81@)
else_jump @LOWR_5155 
062E: unknown_get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_5155 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "CAR_HOOKERTALK" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5155
jump @LOWR_8009 

:LOWR_5162
if 
   not Actor.Dead(82@)
else_jump @LOWR_5305 
062E: unknown_get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_5305 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(83@)
else_jump @LOWR_5246 
0677: AS_actor -1 chat_with_actor 83@ lead_speaker_flag 0 unknown_flag 1 
jump @LOWR_5287 

:LOWR_5246
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_5287
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5305
jump @LOWR_8009 

:LOWR_5312
if 
   not Actor.Dead(83@)
else_jump @LOWR_5455 
062E: unknown_get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_5455 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(82@)
else_jump @LOWR_5396 
0677: AS_actor -1 chat_with_actor 82@ lead_speaker_flag 1 unknown_flag 1 
jump @LOWR_5437 

:LOWR_5396
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_5437
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5455
jump @LOWR_8009 

:LOWR_5462
if 
   not Actor.Dead(84@)
else_jump @LOWR_5571 
062E: unknown_get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_5571 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5571
jump @LOWR_8009 

:LOWR_5578
if 
   not Actor.Dead(85@)
else_jump @LOWR_5687 
062E: unknown_get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_5687 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5687
jump @LOWR_8009 

:LOWR_5694
if 
   not Actor.Dead(86@)
else_jump @LOWR_6063 
062E: unknown_get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_5968 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(75@)
else_jump @LOWR_5902 
if 
01AF:   car 75@ sphere 0 in_sphere 144@ 151@ 158@ radius 0.2 0.2 1.0 
else_jump @LOWR_5854 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
jump @LOWR_5895 

:LOWR_5854
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_5895
jump @LOWR_5943 

:LOWR_5902
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_5943
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
jump @LOWR_6063 

:LOWR_5968
if 
   Actor.Animation(86@) == "M_SMKLEAN_LOOP"
else_jump @LOWR_6063 
if 
   not Car.Wrecked(75@)
else_jump @LOWR_6063 
if 
81AF:   not car 75@ sphere 0 in_sphere 144@ 151@ 158@ radius 0.2 0.2 1.0 
else_jump @LOWR_6063 
0687: clear_actor 86@ task 

:LOWR_6063
jump @LOWR_8009 

:LOWR_6070
if 
   not Actor.Dead(87@)
else_jump @LOWR_6246 
062E: unknown_get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_6246 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "WOMAN_IDLESTANCE" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_6246
jump @LOWR_8009 

:LOWR_6253
if 
   not Actor.Dead(88@)
else_jump @LOWR_6362 
062E: unknown_get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_6362 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_6362
jump @LOWR_8009 

:LOWR_6369
if 
   not Actor.Dead(89@)
else_jump @LOWR_6478 
062E: unknown_get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_6478 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 1 1 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_6478
jump @LOWR_8009 

:LOWR_6485
if 
   not Actor.Dead(90@)
else_jump @LOWR_6785 
062E: unknown_get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_6785 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1796.179 -1919.465 12.3928 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 60000 ms // versionA 
05D3: AS_actor -1 goto_point 179@ 201@ 223@ mode 4 60000 ms // versionA 
if 
   not Actor.Dead(86@)
else_jump @LOWR_6726 
0639: AS_actor -1 rotate_to_actor 86@ 

:LOWR_6726
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_6785
jump @LOWR_8009 

:LOWR_6792
if 
   not Actor.Dead(91@)
else_jump @LOWR_7110 
062E: unknown_get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_7110 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1800.367 -1917.394 12.3938 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1789.057 -1917.901 12.3936 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 0 1 1 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1788.526 -1907.294 12.3955 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1796.478 -1908.174 12.3983 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_7110
jump @LOWR_8009 

:LOWR_7117
if 
   not Actor.Dead(92@)
else_jump @LOWR_7394 
062E: unknown_get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_7394 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1786.719 -1917.107 12.3942 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 60000 ms // versionA 
05D3: AS_actor -1 goto_point 181@ 203@ 225@ mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_7394
jump @LOWR_8009 

:LOWR_7401
if 
   not Actor.Dead(93@)
else_jump @LOWR_7503 
062E: unknown_get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_7503 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_7503
jump @LOWR_8009 

:LOWR_7510
if 
   not Actor.Dead(94@)
else_jump @LOWR_7612 
062E: unknown_get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_7612 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_7612
jump @LOWR_8009 

:LOWR_7619
43@ = 0 

:LOWR_7626
if 
  7 > 43@ 
else_jump @LOWR_7819 
if 
056E:   car 69@(43@,7i) defined 
else_jump @LOWR_7805 
if 
   not Car.Wrecked(69@(43@,7i))
else_jump @LOWR_7775 
if 
051C:   car 69@(43@,7i) damaged_by_actor $PLAYER_ACTOR 
else_jump @LOWR_7768 
44@ = Car.Health(69@(43@,7i))
if 
  950 > 44@ 
else_jump @LOWR_7768 
00BC: show_text_highpriority GXT 'LOW_32' time 5000 flag 1  // ~r~Das Treffen lst sich auf, weil du dir an einem ihrer Autos zu schaffen gemacht hast.
127@ = 1 
43@ = 7 

:LOWR_7768
jump @LOWR_7805 

:LOWR_7775
00BC: show_text_highpriority GXT 'LOW_32' time 5000 flag 1  // ~r~Das Treffen lst sich auf, weil du dir an einem ihrer Autos zu schaffen gemacht hast.
127@ = 1 
43@ = 7 

:LOWR_7805
43@ += 1 
jump @LOWR_7626 

:LOWR_7819
jump @LOWR_8009 

:LOWR_7826
43@ = 0 

:LOWR_7833
if 
  22 > 43@ 
else_jump @LOWR_7995 
if 
056D:   actor 77@(43@,22i) defined 
else_jump @LOWR_7981 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_7951 
if 
051A:   actor 77@(43@,22i) damaged_by_actor $PLAYER_ACTOR 
else_jump @LOWR_7944 
00BC: show_text_highpriority GXT 'LOW_04' time 5000 flag 1  // ~r~Das Treffen lst sich auf, weil du ein Gruppenmitglied angegriffen hast.
127@ = 1 
43@ = 22 

:LOWR_7944
jump @LOWR_7981 

:LOWR_7951
00BC: show_text_highpriority GXT 'LOW_04' time 5000 flag 1  // ~r~Das Treffen lst sich auf, weil du ein Gruppenmitglied angegriffen hast.
127@ = 1 
43@ = 22 

:LOWR_7981
43@ += 1 
jump @LOWR_7833 

:LOWR_7995
jump @LOWR_8009 

:LOWR_8002
jump @LOWR_8009 

:LOWR_8009
if 
  300 > 133@ 
else_jump @LOWR_8075 
254@ = 1.0 
257@ = 1.0 
260@ = 0.0 
263@ = 0.0 
jump @LOWR_8148 

:LOWR_8075
if 
  133@ > 500 
else_jump @LOWR_8108 
133@ = 0 
jump @LOWR_8148 

:LOWR_8108
254@ = 0.0 
257@ = 0.0 
260@ = 0.0 
263@ = 0.0 

:LOWR_8148
if 
  134@ > 2000 
else_jump @LOWR_8222 
0209: 283@ = random_int_in_ranges 0 16 
gosub @LOWR_20100 
0087: 255@ = 281@ // (float) 
0087: 258@ = 279@ // (float) 
0087: 261@ = 282@ // (float) 
0087: 264@ = 280@ // (float) 
134@ = 0 

:LOWR_8222
if 
  135@ > 300 
else_jump @LOWR_8296 
0209: 283@ = random_int_in_ranges 0 16 
gosub @LOWR_20100 
0087: 256@ = 281@ // (float) 
0087: 259@ = 279@ // (float) 
0087: 262@ = 282@ // (float) 
0087: 265@ = 280@ // (float) 
135@ = 0 

:LOWR_8296
if 
   not Car.Wrecked(69@)
else_jump @LOWR_8438 
if 
   Car.HasHydraulics(69@)
else_jump @LOWR_8438 
07F5: car 69@ control_hydraulics 257@ 263@ 254@ 260@ 
Car.StorePos(69@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 138@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 145@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 69@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_8438
if 
   not Car.Wrecked(72@)
else_jump @LOWR_8580 
if 
   Car.HasHydraulics(72@)
else_jump @LOWR_8580 
07F5: car 72@ control_hydraulics 258@ 264@ 255@ 261@ 
Car.StorePos(72@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 141@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 148@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 72@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_8580
if 
   not Car.Wrecked(73@)
else_jump @LOWR_8722 
if 
   Car.HasHydraulics(73@)
else_jump @LOWR_8722 
07F5: car 73@ control_hydraulics 259@ 265@ 256@ 262@ 
Car.StorePos(73@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 142@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 149@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 73@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_8722
jump @LOWR_9015 

:LOWR_8729
if 
  127@ == 1 
else_jump @LOWR_9015 
43@ = 0 

:LOWR_8754
if 
  12 > 43@ 
else_jump @LOWR_8815 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_8801 
0792: disembark_instantly_actor 77@(43@,22i) 

:LOWR_8801
43@ += 1 
jump @LOWR_8754 

:LOWR_8815
if 
   not 37@ == 1 
else_jump @LOWR_8905 
43@ = 0 

:LOWR_8840
if 
  22 > 43@ 
else_jump @LOWR_8905 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_8891 
077A: set_actor 77@(43@,22i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:LOWR_8891
43@ += 1 
jump @LOWR_8840 

:LOWR_8905
43@ = 0 

:LOWR_8912
if 
  22 > 43@ 
else_jump @LOWR_8953 
Actor.RemoveReferences(77@(43@,22i))
43@ += 1 
jump @LOWR_8912 

:LOWR_8953
43@ = 0 

:LOWR_8960
if 
  7 > 43@ 
else_jump @LOWR_9001 
Car.RemoveReferences(69@(43@,7i))
43@ += 1 
jump @LOWR_8960 

:LOWR_9001
37@ = 1 
127@ += 1 

:LOWR_9015
if 
  $6471 > 120000 
else_jump @LOWR_9066 
00BC: show_text_highpriority GXT 'LOW_35' time 5000 flag 1  // ~r~Das Lowrider-Treffen hat sich aufgelst.
37@ = 1 
jump @LOWR_9428 

:LOWR_9066
if 
0100:   actor $PLAYER_ACTOR in_sphere 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @LOWR_9403 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
096E:   car $TEMPVAR_ACTOR_CAR lowrider 
else_jump @LOWR_9355 
if 
   Car.HasHydraulics($TEMPVAR_ACTOR_CAR)
else_jump @LOWR_9307 
43@ = Player.Money($PLAYER_CHAR)
if 
002D:   43@ >= 271@ // (int) 
else_jump @LOWR_9256 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
35@ = 99 
Player.CanMove($PLAYER_CHAR) = False
68@ = Actor.Car($PLAYER_ACTOR)
fade 0 500 

:LOWR_9225
if 
fading 
else_jump @LOWR_9249 
wait 0 
jump @LOWR_9225 

:LOWR_9249
jump @LOWR_9300 

:LOWR_9256
if 
  62@ == 0 
else_jump @LOWR_9300 
01E5: show_text_1number_highpriority GXT 'LOW_38' number 271@ time 5000 flag 1  // ~s~Du brauchst $~1~, um teilzunehmen.
62@ += 1 

:LOWR_9300
jump @LOWR_9348 

:LOWR_9307
if 
  62@ == 0 
else_jump @LOWR_9348 
00BC: show_text_highpriority GXT 'LOW_36' time 5000 flag 1  // ~s~Du brauchst einen Lowrider mit hydraulischen Stodmpfern.
62@ += 1 

:LOWR_9348
jump @LOWR_9396 

:LOWR_9355
if 
  62@ == 0 
else_jump @LOWR_9396 
00BC: show_text_highpriority GXT 'LOW_36' time 5000 flag 1  // ~s~Du brauchst einen Lowrider mit hydraulischen Stodmpfern.
62@ += 1 

:LOWR_9396
jump @LOWR_9428 

:LOWR_9403
if 
   not 62@ == 0 
else_jump @LOWR_9428 
62@ = 0 

:LOWR_9428
if 
  35@ == 99 
else_jump @LOWR_9453 
gosub @LOWR_27192 

:LOWR_9453
return 

:LOWR_9455
if 
  35@ == 0 
else_jump @LOWR_10048 
fade 0 500 

:LOWR_9480
if 
fading 
else_jump @LOWR_9504 
wait 0 
jump @LOWR_9480 

:LOWR_9504
if 
   not Car.Wrecked(68@)
else_jump @LOWR_9525 
09FE: unknown_car 68@ 

:LOWR_9525
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1793.068 -1904.254 12.3989 radius 30.0 
if 
075C:   marker 102@ enabled 
else_jump @LOWR_9584 
Marker.Disable(102@)

:LOWR_9584
if 
   not Car.Wrecked(68@)
else_jump @LOWR_9630 
Car.PutAt(68@, 1793.068, -1904.254, 12.3989)
Car.Angle(68@) = 171.6728

:LOWR_9630
43@ = 0 

:LOWR_9637
if 
  16 > 43@ 
else_jump @LOWR_9698 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_9684 
0792: disembark_instantly_actor 77@(43@,22i) 

:LOWR_9684
43@ += 1 
jump @LOWR_9637 

:LOWR_9698
43@ = 0 

:LOWR_9705
if 
  22 > 43@ 
else_jump @LOWR_9769 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_9755 
060B: set_actor 77@(43@,22i) decision_maker_to 66@ 

:LOWR_9755
43@ += 1 
jump @LOWR_9705 

:LOWR_9769
43@ = 0 

:LOWR_9776
if 
  16 > 43@ 
else_jump @LOWR_9874 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_9860 
Actor.PutAt(77@(43@,22i), 166@(43@,22f), 188@(43@,22f), 210@(43@,22f))
Actor.Angle(77@(43@,22i)) = 232@(43@,22f)

:LOWR_9860
43@ += 1 
jump @LOWR_9776 

:LOWR_9874
43@ = 0 

:LOWR_9881
if 
  7 > 43@ 
else_jump @LOWR_9979 
if 
   not Car.Wrecked(69@(43@,7i))
else_jump @LOWR_9965 
Car.PutAt(69@(43@,7i), 138@(43@,7f), 145@(43@,7f), 152@(43@,7f))
Car.Angle(69@(43@,7i)) = 159@(43@,7f)

:LOWR_9965
43@ += 1 
jump @LOWR_9881 

:LOWR_9979
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1796.749, -1916.961, 13.8583, 0.0, 0.0, 0.0)
Camera.PointAt(1796.125, -1916.181, 13.807, 2)
35@ += 1 

:LOWR_10048
if 
  35@ == 1 
else_jump @LOWR_10073 
35@ += 1 

:LOWR_10073
if 
  35@ == 2 
else_jump @LOWR_10231 
if 
   not Actor.Dead(95@)
else_jump @LOWR_10231 
0792: disembark_instantly_actor 95@ 
Actor.PutAt(95@, 1792.631, -1909.274, 12.4371)
Actor.Angle(95@) = 331.0204
Camera.SetPosition(1793.816, -1910.713, 14.0346, 0.0, 0.0, 0.0)
Camera.PointAt(1793.453, -1909.801, 13.8451, 2)
fade 1 500 

:LOWR_10200
if 
fading 
else_jump @LOWR_10224 
wait 0 
jump @LOWR_10200 

:LOWR_10224
35@ += 1 

:LOWR_10231
if 
  35@ == 3 
else_jump @LOWR_10698 
if 
   not Actor.Dead(95@)
else_jump @LOWR_10698 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" IFP_file "LOWRIDER" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" IFP_file "LOWRIDER" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKF" IFP_file "LOWRIDER" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKG" IFP_file "LOWRIDER" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0209: 43@ = random_int_in_ranges 0 3 
0871: init_jump_table 43@ total_jumps 3 default_jump 0 @LOWR_10684 jumps 0 @LOWR_10540 1 @LOWR_10588 2 @LOWR_10636 -1 @LOWR_10684 -1 @LOWR_10684 -1 @LOWR_10684 -1 @LOWR_10684 

:LOWR_10540
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BA'  // ~z~Du meinst also, du kannst mit 'nem Lowrider umgehen? Mal sehen, was du draufhast.
04AE: $ACTOR_SPEECH_WAV_FILE = 22808 // $ = any 
create_thread @AUDIOL 95@ 0 1 1 0 
jump @LOWR_10684 

:LOWR_10588
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BB'  // ~z~Bereit fr 'ne Runde, h?
04AE: $ACTOR_SPEECH_WAV_FILE = 22809 // $ = any 
create_thread @AUDIOL 95@ 0 1 1 0 
jump @LOWR_10684 

:LOWR_10636
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BC'  // ~z~Mal sehen, ob du das Zeug dazu hast!
04AE: $ACTOR_SPEECH_WAV_FILE = 22810 // $ = any 
create_thread @AUDIOL 95@ 0 1 1 0 
jump @LOWR_10684 

:LOWR_10684
32@ = 0 
35@ += 1 

:LOWR_10698
if 
  35@ == 4 
else_jump @LOWR_10812 
if 
  32@ > 1000 
else_jump @LOWR_10812 
if or
  $AUDIO_LINE_IS_ACTIVE == 0 
00E1:   player 0 pressed_key 16 
else_jump @LOWR_10812 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
35@ += 1 
131@ = 1 
if 
   not Actor.Dead(95@)
else_jump @LOWR_10812 
0687: clear_actor 95@ task 

:LOWR_10812
if 
  35@ == 5 
else_jump @LOWR_10944 
00BE: text_clear_all 
02A3: enable_widescreen 0 
Camera.SetPosition(1793.485, -1907.354, 13.4436, 0.0, 0.0, 0.0)
Camera.PointAt(1793.129, -1908.289, 13.4481, 2)
0085: 273@ = 271@ // (int) 
0085: 43@ = 273@ // (int) 
43@ *= -1 
Player.Money($PLAYER_CHAR) += 43@
0512: show_permanent_text_box 'LOW_37'  // ~k~~PED_JUMPING~ Einsatz erhhen~N~~k~~PED_FIREWEAPON~ Einsatz verringern~N~~k~~PED_SPRINT~ Weiter~N~~k~~VEHICLE_ENTER_EXIT~ Ende
03F0: enable_text_draw 1 
wait 1 
35@ += 1 

:LOWR_10944
if 
  35@ == 6 
else_jump @LOWR_12351 
if and
09FA:   is_menu_closed 
0A0F:   new_language_set 
else_jump @LOWR_10990 
03E6: remove_text_box 
0512: show_permanent_text_box 'LOW_37'  // ~k~~PED_JUMPING~ Einsatz erhhen~N~~k~~PED_FIREWEAPON~ Einsatz verringern~N~~k~~PED_SPRINT~ Weiter~N~~k~~VEHICLE_ENTER_EXIT~ Ende

:LOWR_10990
if 
00E1:   player 0 pressed_key 14 
else_jump @LOWR_11416 
if and
   not 274@ == 1 
   not 274@ == -1 
else_jump @LOWR_11365 
if 
  273@ >= 10000 
else_jump @LOWR_11066 
270@ = 1000 
jump @LOWR_11170 

:LOWR_11066
if 
  273@ >= 1000 
else_jump @LOWR_11099 
270@ = 100 
jump @LOWR_11170 

:LOWR_11099
if 
  273@ >= 100 
else_jump @LOWR_11131 
270@ = 10 
jump @LOWR_11170 

:LOWR_11131
if 
  273@ == 0 
else_jump @LOWR_11163 
270@ = 2 
jump @LOWR_11170 

:LOWR_11163
270@ = 1 

:LOWR_11170
43@ = Player.Money($PLAYER_CHAR)
if 
001D:   270@ > 43@ // (int) 
else_jump @LOWR_11205 
0085: 270@ = 43@ // (int) 

:LOWR_11205
0085: 43@ = 273@ // (int) 
005A: 43@ += 270@ // (int) 
if 
001D:   43@ > 272@ // (int) 
else_jump @LOWR_11256 
0085: 270@ = 272@ // (int) 
0062: 270@ -= 273@ // (int) 

:LOWR_11256
if 
  0 > 270@ 
else_jump @LOWR_11281 
270@ *= -1 

:LOWR_11281
005A: 273@ += 270@ // (int) 
005A: 275@ += 270@ // (int) 
270@ *= -1 
Player.Money($PLAYER_CHAR) += 270@
274@ += 1 
if 
  274@ > 1 
else_jump @LOWR_11351 
274@ = 2 
jump @LOWR_11358 

:LOWR_11351
32@ = 0 

:LOWR_11358
jump @LOWR_11409 

:LOWR_11365
if 
  274@ == 1 
else_jump @LOWR_11409 
if 
  32@ > 500 
else_jump @LOWR_11409 
274@ = 2 

:LOWR_11409
jump @LOWR_11807 

:LOWR_11416
if 
   not 274@ == 0 
else_jump @LOWR_11441 
274@ = 0 

:LOWR_11441
if 
00E1:   player 0 pressed_key 17 
else_jump @LOWR_11782 
if 
   not 276@ == 1 
else_jump @LOWR_11749 
if 
  273@ > 10000 
else_jump @LOWR_11510 
270@ = -1000 
jump @LOWR_11582 

:LOWR_11510
if 
  273@ > 1000 
else_jump @LOWR_11543 
270@ = -100 
jump @LOWR_11582 

:LOWR_11543
if 
  273@ > 100 
else_jump @LOWR_11575 
270@ = -10 
jump @LOWR_11582 

:LOWR_11575
270@ = -1 

:LOWR_11582
0085: 43@ = 273@ // (int) 
005A: 273@ += 270@ // (int) 
if 
001D:   271@ > 273@ // (int) 
else_jump @LOWR_11639 
273@ = 0 
0085: 270@ = 43@ // (int) 
270@ *= -1 

:LOWR_11639
if 
001D:   271@ > 273@ // (int) 
else_jump @LOWR_11673 
0085: 273@ = 271@ // (int) 
jump @LOWR_11696 

:LOWR_11673
270@ *= -1 
0062: 275@ -= 270@ // (int) 
Player.Money($PLAYER_CHAR) += 270@

:LOWR_11696
276@ += 1 
if 
  276@ > 1 
else_jump @LOWR_11735 
276@ = 2 
jump @LOWR_11742 

:LOWR_11735
32@ = 0 

:LOWR_11742
jump @LOWR_11775 

:LOWR_11749
if 
  32@ > 500 
else_jump @LOWR_11775 
276@ = 2 

:LOWR_11775
jump @LOWR_11807 

:LOWR_11782
if 
   not 276@ == 0 
else_jump @LOWR_11807 
276@ = 0 

:LOWR_11807
gosub @LOWR_26737 
if 
  131@ == 0 
else_jump @LOWR_11883 
if 
00E1:   player 0 pressed_key 16 
else_jump @LOWR_11876 
0093: 46@ = integer 273@ to_float 
46@ *= 0.1 
03E6: remove_text_box 
35@ += 1 

:LOWR_11876
jump @LOWR_11907 

:LOWR_11883
if 
80E1:   not player 0 pressed_key 16 
else_jump @LOWR_11907 
131@ = 0 

:LOWR_11907
if 
00E1:   player 0 pressed_key 15 
else_jump @LOWR_12351 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
if 
056E:   car 70@ defined 
else_jump @LOWR_11960 
Car.Destroy(70@)

:LOWR_11960
if 
056E:   car 73@ defined 
else_jump @LOWR_11981 
Car.Destroy(73@)

:LOWR_11981
if 
056E:   car 71@ defined 
else_jump @LOWR_12002 
Car.Destroy(71@)

:LOWR_12002
if 
056E:   car 74@ defined 
else_jump @LOWR_12023 
Car.Destroy(74@)

:LOWR_12023
if 
056E:   car 72@ defined 
else_jump @LOWR_12044 
Car.Destroy(72@)

:LOWR_12044
if 
056D:   actor 78@ defined 
else_jump @LOWR_12065 
Actor.DestroyInstantly(78@)

:LOWR_12065
if 
056D:   actor 80@ defined 
else_jump @LOWR_12086 
Actor.DestroyInstantly(80@)

:LOWR_12086
if 
056D:   actor 93@ defined 
else_jump @LOWR_12107 
Actor.DestroyInstantly(93@)

:LOWR_12107
if 
056D:   actor 83@ defined 
else_jump @LOWR_12128 
Actor.DestroyInstantly(83@)

:LOWR_12128
if 
056D:   actor 84@ defined 
else_jump @LOWR_12149 
Actor.DestroyInstantly(84@)

:LOWR_12149
if 
056D:   actor 86@ defined 
else_jump @LOWR_12170 
Actor.DestroyInstantly(86@)

:LOWR_12170
if 
056D:   actor 87@ defined 
else_jump @LOWR_12191 
Actor.DestroyInstantly(87@)

:LOWR_12191
if 
056D:   actor 89@ defined 
else_jump @LOWR_12212 
Actor.DestroyInstantly(89@)

:LOWR_12212
if 
056D:   actor 97@ defined 
else_jump @LOWR_12233 
Actor.DestroyInstantly(97@)

:LOWR_12233
if 
056D:   actor 90@ defined 
else_jump @LOWR_12254 
Actor.DestroyInstantly(90@)

:LOWR_12254
if 
   not Actor.Dead(99@)
else_jump @LOWR_12313 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_12313 
if 
   Actor.InCar(99@, 68@)
else_jump @LOWR_12313 
05CD: AS_actor 99@ exit_car 68@ 

:LOWR_12313
fade 1 500 

:LOWR_12320
if 
fading 
else_jump @LOWR_12344 
wait 0 
jump @LOWR_12320 

:LOWR_12344
37@ = 1 

:LOWR_12351
if 
  35@ == 7 
else_jump @LOWR_12380 
03F0: enable_text_draw 0 
35@ += 1 

:LOWR_12380
if 
  35@ == 8 
else_jump @LOWR_12405 
35@ += 1 

:LOWR_12405
if 
  35@ == 9 
else_jump @LOWR_12430 
35@ += 1 

:LOWR_12430
if 
  35@ == 10 
else_jump @LOWR_12507 
if 
  32@ > 2000 
else_jump @LOWR_12507 
00BE: text_clear_all 
fade 0 500 

:LOWR_12476
if 
fading 
else_jump @LOWR_12500 
wait 0 
jump @LOWR_12476 

:LOWR_12500
35@ = 99 

:LOWR_12507
if 
   not 37@ == 1 
else_jump @LOWR_12532 
gosub @LOWR_21030 

:LOWR_12532
if 
  35@ == 99 
else_jump @LOWR_12557 
gosub @LOWR_27192 

:LOWR_12557
return 

:LOWR_12559
if 
  35@ == 0 
else_jump @LOWR_12665 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
00BE: text_clear_all 
Camera.SetPosition(1788.107, -1903.804, 13.3553, 0.0, 0.0, 0.0)
Camera.PointAt(1788.944, -1904.343, 13.2601, 2)
Camera.SetAtPos(1788.944, -1904.343, 13.2601)
35@ += 1 

:LOWR_12665
if 
  35@ == 1 
else_jump @LOWR_15486 
Model.Load(#VLA1)
Model.Load(#VLA2)
Model.Load(#VLA3)
Model.Load(#BFYPRO)
Model.Load(#HFYST)
Model.Load(#SAVANNA)
Model.Load(#REMINGTN)
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:LOWR_12727
if 
   not Model.Available(#VLA1)
else_jump @LOWR_12753 
wait 0 
jump @LOWR_12727 

:LOWR_12753
if 
   not Model.Available(#VLA2)
else_jump @LOWR_12779 
wait 0 
jump @LOWR_12753 

:LOWR_12779
if 
   not Model.Available(#VLA3)
else_jump @LOWR_12805 
wait 0 
jump @LOWR_12779 

:LOWR_12805
if 
   not Model.Available(#BFYPRO)
else_jump @LOWR_12831 
wait 0 
jump @LOWR_12805 

:LOWR_12831
if 
   not Model.Available(#HFYST)
else_jump @LOWR_12857 
wait 0 
jump @LOWR_12831 

:LOWR_12857
if or
   not Model.Available(#SAVANNA)
   not Model.Available(#REMINGTN)
else_jump @LOWR_12889 
wait 0 
jump @LOWR_12857 

:LOWR_12889
if 
84EE:   not animation "LOWRIDER" loaded 
else_jump @LOWR_12923 
wait 0 
jump @LOWR_12889 

:LOWR_12923
138@ = 1798.203 
145@ = -1926.222 
152@ = 12.3895 
159@ = 73.1404 
139@ = 1802.864 
146@ = -1918.741 
153@ = 12.3931 
160@ = 357.6193 
140@ = 1784.635 
147@ = -1924.968 
154@ = 12.3901 
161@ = 305.062 
141@ = 1784.188 
148@ = -1913.439 
155@ = 12.3923 
162@ = 183.5814 
142@ = 1792.318 
149@ = -1919.513 
156@ = 12.3928 
163@ = 8.2504 
143@ = 1801.462 
150@ = -1905.691 
157@ = 12.3995 
164@ = 189.9314 
144@ = 1787.642 
151@ = -1901.136 
158@ = 12.3949 
165@ = 145.4181 
166@ = 1800.0 
188@ = -1907.83 
210@ = 12.4398 
232@ = 73.7198 
167@ = 1799.846 
189@ = -1912.124 
211@ = 12.4582 
233@ = 48.2386 
168@ = 1800.086 
190@ = -1910.434 
212@ = 12.4372 
234@ = 83.7398 
169@ = 1801.321 
191@ = -1916.427 
213@ = 12.4343 
235@ = 83.7398 
170@ = 1798.541 
192@ = -1922.18 
214@ = 12.431 
236@ = 46.5794 
171@ = 1799.49 
193@ = -1920.617 
215@ = 12.4322 
237@ = 46.5794 
172@ = 1787.255 
194@ = -1926.597 
216@ = 12.4283 
238@ = 323.6194 
173@ = 1786.442 
195@ = -1920.201 
217@ = 12.4322 
239@ = 306.1995 
174@ = 1785.824 
196@ = -1919.162 
218@ = 12.4324 
240@ = 294.6196 
175@ = 1786.102 
197@ = -1913.833 
219@ = 12.4327 
241@ = 280.7204 
176@ = 1786.806 
198@ = -1905.246 
220@ = 12.4342 
242@ = 262.8214 
177@ = 1788.693 
199@ = -1902.139 
221@ = 12.4348 
243@ = 247.161 
178@ = 1794.616 
200@ = -1899.608 
222@ = 12.4398 
244@ = 191.0618 
179@ = 1799.135 
201@ = -1902.488 
223@ = 12.4431 
245@ = 157.4622 
180@ = 1795.674 
202@ = -1899.569 
224@ = 12.4407 
246@ = 162.6424 
181@ = 1800.369 
203@ = -1907.003 
225@ = 12.4403 
247@ = 77.6197 
182@ = 1800.826 
204@ = -1917.325 
226@ = 12.434 
248@ = 36.1793 
183@ = 1785.85 
205@ = -1917.955 
227@ = 12.4324 
249@ = 287.0602 
184@ = 1788.538 
206@ = -1927.091 
228@ = 12.428 
250@ = 345.1206 
185@ = 1787.323 
207@ = -1904.11 
229@ = 12.4337 
251@ = 263.3813 
186@ = 1798.39 
208@ = -1901.733 
230@ = 12.4429 
252@ = 142.4208 
$1020 = -1 
$1021 = -1 
269@ = 0.01 
43@ = 0 

:LOWR_14074
if 
  7 > 43@ 
else_jump @LOWR_14135 
if 
056E:   car 69@(43@,7i) defined 
else_jump @LOWR_14121 
Car.Destroy(69@(43@,7i))

:LOWR_14121
43@ += 1 
jump @LOWR_14074 

:LOWR_14135
43@ = 0 

:LOWR_14142
if 
  22 > 43@ 
else_jump @LOWR_14203 
if 
056D:   actor 77@(43@,22i) defined 
else_jump @LOWR_14189 
Actor.DestroyInstantly(77@(43@,22i))

:LOWR_14189
43@ += 1 
jump @LOWR_14142 

:LOWR_14203
if 
856E:   not car 68@ defined 
else_jump @LOWR_14264 
68@ = Car.Create(#SAVANNA, 1793.496, -1907.423, 12.3992)
Car.Angle(68@) = 181.5231
09FE: unknown_car 68@ 
jump @LOWR_14310 

:LOWR_14264
if 
   not Car.Wrecked(68@)
else_jump @LOWR_14310 
Car.PutAt(68@, 1793.496, -1907.423, 12.3992)
Car.Angle(68@) = 181.5231

:LOWR_14310
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_14382 
036A: put_actor $PLAYER_ACTOR in_car 68@ 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SIT_RELAXED" IFP_file "LOWRIDER" 4.0 loop 1 0 0 1 time -1 // versionA 

:LOWR_14382
69@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
70@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
71@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
72@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
73@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
74@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
75@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
0229: set_car 69@ primary_color_to 1 secondary_color_to 0 
0229: set_car 70@ primary_color_to 2 secondary_color_to 1 
0229: set_car 71@ primary_color_to 3 secondary_color_to 2 
0229: set_car 72@ primary_color_to 10 secondary_color_to 3 
0229: set_car 73@ primary_color_to 9 secondary_color_to 4 
0229: set_car 74@ primary_color_to 6 secondary_color_to 5 
0229: set_car 75@ primary_color_to 7 secondary_color_to 6 
43@ = 0 

:LOWR_14613
if 
  7 > 43@ 
else_jump @LOWR_14713 
Car.PutAt(69@(43@,7i), 138@(43@,7f), 145@(43@,7f), 152@(43@,7f))
Car.Angle(69@(43@,7i)) = 159@(43@,7f)
Car.LockInCurrentPosition(69@(43@,7i)) = True
Car.DoorStatus(69@(43@,7i)) = 3
43@ += 1 
jump @LOWR_14613 

:LOWR_14713
Car.LockInCurrentPosition(73@) = False
03A2: set_car 73@ action 3 
Car.ToggleHydraulics(73@) = True
Car.ImmuneToNonPlayer(73@) = True
Car.SetImmunities(73@, 1, 1, 1, 1, 1)
77@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
78@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
79@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
80@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
81@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
82@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
83@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
84@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
85@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
86@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
87@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
88@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
89@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
90@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
91@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
92@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
93@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
94@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
95@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
96@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
97@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
0129: 98@ = create_actor_pedtype 24 model #VLA3 in_car 73@ driverseat 
43@ = 0 

:LOWR_15279
if 
  21 > 43@ 
else_jump @LOWR_15357 
Actor.PutAt(77@(43@,22i), 166@(43@,22f), 188@(43@,22f), 210@(43@,22f))
Actor.Angle(77@(43@,22i)) = 232@(43@,22f)
43@ += 1 
jump @LOWR_15279 

:LOWR_15357
99@ = Actor.Create(Mission1, #BFYPRO, 1788.273, -1903.364, 12.4345)
Actor.Angle(99@) = 232.5412
if 
  $6472 == 0 
else_jump @LOWR_15427 
0952: load_soundtrack 13 
$6472 += 1 
jump @LOWR_15438 

:LOWR_15427
0952: load_soundtrack 0 
$6472 = 0 

:LOWR_15438
43@ = 0 

:LOWR_15445
if 
84A4:   not  43@ == 2 // @ == any 
else_jump @LOWR_15479 
wait 0 
0953: get_soundtrack_status_to 43@ 
jump @LOWR_15445 

:LOWR_15479
35@ += 1 

:LOWR_15486
if 
  35@ == 2 
else_jump @LOWR_15610 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @LOWR_15610 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @LOWR_15577 
if 
8431:   not car $TEMPVAR_ACTOR_CAR passenger_seat_free 0 
else_jump @LOWR_15577 
0432: 277@ = get_actor_handle_from_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
Actor.DestroyInstantly(277@)

:LOWR_15577
if 
   not Actor.Dead(99@)
else_jump @LOWR_15610 
0430: put_actor 99@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
35@ += 1 

:LOWR_15610
if 
  35@ == 3 
else_jump @LOWR_16181 
02A3: enable_widescreen 0 
Camera.SetPosition(1788.516, -1910.318, 14.8901, 0.0, 0.0, 0.0)
Camera.PointAt(1789.355, -1909.843, 14.6269, 2)
0581: enable_radar 0 
0826: enable_hud 0 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_15736 
Car.DoorStatus(68@) = 4
0221: set_player $PLAYER_CHAR trapped_in_car 1 
Car.SetImmunities(68@, 1, 1, 1, 1, 1)

:LOWR_15736
266@ = 0.62 
267@ = 0.31 
268@ = -0.167 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_15848 
if 
   not Actor.Dead(99@)
else_jump @LOWR_15848 
if 
   Car.Model(68@) == #SAVANNA
else_jump @LOWR_15848 
0792: disembark_instantly_actor 99@ 
0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:LOWR_15848
0615: define_AS_pack_begin 49@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 49@ 
if 
   not Actor.Dead(99@)
else_jump @LOWR_15983 
if 
0A32:   unknown_actor 99@ in_car 
else_jump @LOWR_15983 
0618: assign_actor 99@ to_AS_pack 49@ 

:LOWR_15983
061B: remove_references_to_AS_pack 49@ 
32@ = 0 
$1020 = -1 
$1021 = -1 
if 
  1 > $1022 
else_jump @LOWR_16034 
$1022 = 1 

:LOWR_16034
0093: 46@ = integer 273@ to_float 
0093: 47@ = integer 272@ to_float 
0073: 46@ /= 47@ // (float) 
46@ *= 4.0 
0092: 43@ = float 46@ to_integer 
005E: $1022 += 43@ // (int) 
if 
  $1022 > 5 
else_jump @LOWR_16109 
$1022 = 5 

:LOWR_16109
if 
  1 > $1022 
else_jump @LOWR_16134 
$1022 = 1 

:LOWR_16134
wait 500 
fade 1 500 

:LOWR_16146
if 
fading 
else_jump @LOWR_16170 
wait 0 
jump @LOWR_16146 

:LOWR_16170
00BE: text_clear_all 
0954: start_playing_loaded_soundtrack 
35@ += 1 

:LOWR_16181
if 
  35@ == 4 
else_jump @LOWR_16295 
Player.CanMove($PLAYER_CHAR) = True
create_thread @BDISPLY 
create_thread @LOWGAME 68@ 73@ 99@ 
32@ = 0 
136@ = 0 
130@ = 0 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: show_text_box 'LOW_26'  // Drcke die Spezialkontrolle in die angezeigte Richtung.
65@ = 0 
63@ = 0 
32@ = 0 
35@ += 1 

:LOWR_16295
if 
  35@ == 5 
else_jump @LOWR_16338 
if 
  $1017 == 1 
else_jump @LOWR_16338 
35@ += 1 

:LOWR_16338
if 
  35@ == 6 
else_jump @LOWR_17504 
if 
  $1017 == 1 
else_jump @LOWR_17497 
if 
  132@ == 0 
else_jump @LOWR_16815 
if or
  136@ > 5000 
00E1:   player 0 pressed_key 13 
else_jump @LOWR_16808 
130@ += 1 
if 
  130@ >= 5 
else_jump @LOWR_16449 
130@ = 0 

:LOWR_16449
if 
   not Car.Wrecked(68@)
else_jump @LOWR_16479 
Car.StorePos(68@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:LOWR_16479
if 
  130@ == 0 
else_jump @LOWR_16542 
Camera.SetPosition(1803.978, -1909.369, 15.0671, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:LOWR_16542
if 
  130@ == 1 
else_jump @LOWR_16605 
Camera.SetPosition(1795.369, -1900.999, 14.1795, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:LOWR_16605
if 
  130@ == 2 
else_jump @LOWR_16668 
Camera.SetPosition(1788.793, -1902.99, 13.7203, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:LOWR_16668
if 
  130@ == 3 
else_jump @LOWR_16731 
Camera.SetPosition(1789.377, -1912.195, 14.0671, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:LOWR_16731
if 
  130@ == 4 
else_jump @LOWR_16794 
Camera.SetPosition(1796.409, -1912.231, 13.8316, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:LOWR_16794
132@ += 1 
136@ = 0 

:LOWR_16808
jump @LOWR_16839 

:LOWR_16815
if 
80E1:   not player 0 pressed_key 13 
else_jump @LOWR_16839 
132@ = 0 

:LOWR_16839
if 
0736:   NOP_false 67 
else_jump @LOWR_17490 
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_16903 
Car.StorePos(68@, 56@, 57@, 58@)
$TEMPVAR_ANGLE = Car.Angle(68@)

:LOWR_16903
$TEMPVAR_ANGLE *= -1.0 
02F7: 46@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 47@ = cosine $TEMPVAR_ANGLE // (float) 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
0087: 53@ = 50@ // (float) 
006B: 53@ *= 46@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 47@ // (float) 
0063: 53@ -= 48@ // (float) 
0087: 54@ = 50@ // (float) 
006B: 54@ *= 47@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 46@ // (float) 
005B: 54@ += 48@ // (float) 
03A9: NOP 
05B6: 74 // FIXED_CAMERA_POSITION - OFFSET FROM CAR = 
03A8: NOP 53@ 
03A8: NOP 54@ 
03A8: NOP 52@ 
068E: get_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
0087: 53@ = 50@ // (float) 
006B: 53@ *= 46@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 47@ // (float) 
0063: 53@ -= 48@ // (float) 
0087: 54@ = 50@ // (float) 
006B: 54@ *= 47@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 46@ // (float) 
005B: 54@ += 48@ // (float) 
03A9: NOP 
05B6: 75 // CAMERA_POINT_AT -       OFFSET FROM CAR = 
03A8: NOP 53@ 
03A8: NOP 54@ 
03A8: NOP 52@ 

:LOWR_17490
jump @LOWR_17504 

:LOWR_17497
35@ += 1 

:LOWR_17504
if 
  35@ == 7 
else_jump @LOWR_17567 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:LOWR_17536
if 
fading 
else_jump @LOWR_17560 
wait 0 
jump @LOWR_17536 

:LOWR_17560
35@ = 99 

:LOWR_17567
gosub @LOWR_23874 
if 
  35@ == 99 
else_jump @LOWR_17599 
gosub @LOWR_27192 

:LOWR_17599
return 

:LOWR_17601
if 
  35@ == 0 
else_jump @LOWR_17639 
0955: end_playing_loaded_soundtrack 
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = False
35@ += 1 

:LOWR_17639
if 
  35@ == 1 
else_jump @LOWR_19108 
43@ = 0 

:LOWR_17664
if 
  7 > 43@ 
else_jump @LOWR_17725 
if 
056E:   car 69@(43@,7i) defined 
else_jump @LOWR_17711 
Car.Destroy(69@(43@,7i))

:LOWR_17711
43@ += 1 
jump @LOWR_17664 

:LOWR_17725
43@ = 0 

:LOWR_17732
if 
  22 > 43@ 
else_jump @LOWR_17793 
if 
056D:   actor 77@(43@,22i) defined 
else_jump @LOWR_17779 
Actor.DestroyInstantly(77@(43@,22i))

:LOWR_17779
43@ += 1 
jump @LOWR_17732 

:LOWR_17793
if 
056D:   actor 99@ defined 
else_jump @LOWR_17814 
Actor.DestroyInstantly(99@)

:LOWR_17814
if 
856E:   not car 68@ defined 
else_jump @LOWR_17870 
68@ = Car.Create(#SAVANNA, 1793.496, -1907.423, 12.3992)
Car.Angle(68@) = 181.5231
jump @LOWR_17916 

:LOWR_17870
if 
   not Car.Wrecked(68@)
else_jump @LOWR_17916 
Car.PutAt(68@, 1793.496, -1907.423, 12.3992)
Car.Angle(68@) = 181.5231

:LOWR_17916
69@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
70@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
71@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
72@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
73@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
74@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
75@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
0229: set_car 69@ primary_color_to 1 secondary_color_to 0 
0229: set_car 70@ primary_color_to 2 secondary_color_to 1 
0229: set_car 71@ primary_color_to 3 secondary_color_to 2 
0229: set_car 72@ primary_color_to 10 secondary_color_to 3 
0229: set_car 73@ primary_color_to 9 secondary_color_to 4 
0229: set_car 74@ primary_color_to 6 secondary_color_to 5 
0229: set_car 75@ primary_color_to 7 secondary_color_to 6 
43@ = 0 

:LOWR_18147
if 
  7 > 43@ 
else_jump @LOWR_18247 
Car.PutAt(69@(43@,7i), 138@(43@,7f), 145@(43@,7f), 152@(43@,7f))
Car.Angle(69@(43@,7i)) = 159@(43@,7f)
Car.LockInCurrentPosition(69@(43@,7i)) = True
Car.DoorStatus(69@(43@,7i)) = 3
43@ += 1 
jump @LOWR_18147 

:LOWR_18247
Car.LockInCurrentPosition(73@) = False
03A2: set_car 73@ action 3 
Car.ToggleHydraulics(73@) = True
Car.ImmuneToNonPlayer(73@) = True
Car.SetImmunities(73@, 1, 1, 1, 1, 1)
77@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
78@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
79@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
80@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
81@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
82@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
83@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
84@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
85@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
86@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
87@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
88@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
89@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
90@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
91@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
92@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
93@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
94@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
95@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
96@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
97@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
0129: 98@ = create_actor_pedtype 24 model #VLA3 in_car 73@ driverseat 
43@ = 0 

:LOWR_18813
if 
  21 > 43@ 
else_jump @LOWR_18891 
Actor.PutAt(77@(43@,22i), 166@(43@,22f), 188@(43@,22f), 210@(43@,22f))
Actor.Angle(77@(43@,22i)) = 232@(43@,22f)
43@ += 1 
jump @LOWR_18813 

:LOWR_18891
99@ = Actor.Create(Mission1, #BFYPRO, 1788.273, -1903.364, 12.4345)
Actor.Angle(99@) = 232.5412
if 
   not Car.Wrecked(68@)
else_jump @LOWR_19005 
09FE: unknown_car 68@ 
if 
8431:   not car 68@ passenger_seat_free 0 
else_jump @LOWR_18979 
0432: 277@ = get_actor_handle_from_car 68@ passenger_seat 0 
Actor.DestroyInstantly(277@)

:LOWR_18979
if 
   not Actor.Dead(99@)
else_jump @LOWR_19005 
0430: put_actor 99@ into_car 68@ passenger_seat 0 

:LOWR_19005
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_19077 
036A: put_actor $PLAYER_ACTOR in_car 68@ 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SIT_RELAXED" IFP_file "LOWRIDER" 4.0 loop 1 0 0 1 time -1 // versionA 

:LOWR_19077
0A0B: set_rendering_origin_at_3D_coord 1793.0 -1908.0 14.0 angle 180.0 
038B: load_requested_models 
35@ = 99 

:LOWR_19108
if 
  35@ == 99 
else_jump @LOWR_19747 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
0A0B: set_rendering_origin_at_3D_coord 1793.0 -1908.0 14.0 angle 180.0 
038B: load_requested_models 
wait 500 
if 
056E:   car 70@ defined 
else_jump @LOWR_19191 
Car.Destroy(70@)

:LOWR_19191
if 
056E:   car 73@ defined 
else_jump @LOWR_19212 
Car.Destroy(73@)

:LOWR_19212
if 
056E:   car 71@ defined 
else_jump @LOWR_19233 
Car.Destroy(71@)

:LOWR_19233
if 
056E:   car 74@ defined 
else_jump @LOWR_19254 
Car.Destroy(74@)

:LOWR_19254
if 
056E:   car 72@ defined 
else_jump @LOWR_19275 
Car.Destroy(72@)

:LOWR_19275
if 
056D:   actor 78@ defined 
else_jump @LOWR_19296 
Actor.DestroyInstantly(78@)

:LOWR_19296
if 
056D:   actor 80@ defined 
else_jump @LOWR_19317 
Actor.DestroyInstantly(80@)

:LOWR_19317
if 
056D:   actor 93@ defined 
else_jump @LOWR_19338 
Actor.DestroyInstantly(93@)

:LOWR_19338
if 
056D:   actor 83@ defined 
else_jump @LOWR_19359 
Actor.DestroyInstantly(83@)

:LOWR_19359
if 
056D:   actor 84@ defined 
else_jump @LOWR_19380 
Actor.DestroyInstantly(84@)

:LOWR_19380
if 
056D:   actor 86@ defined 
else_jump @LOWR_19401 
Actor.DestroyInstantly(86@)

:LOWR_19401
if 
056D:   actor 87@ defined 
else_jump @LOWR_19422 
Actor.DestroyInstantly(87@)

:LOWR_19422
if 
056D:   actor 89@ defined 
else_jump @LOWR_19443 
Actor.DestroyInstantly(89@)

:LOWR_19443
if 
056D:   actor 97@ defined 
else_jump @LOWR_19464 
Actor.DestroyInstantly(97@)

:LOWR_19464
if 
056D:   actor 90@ defined 
else_jump @LOWR_19485 
Actor.DestroyInstantly(90@)

:LOWR_19485
if 
   not Actor.Dead(81@)
else_jump @LOWR_19530 
if 
   not Car.Wrecked(69@)
else_jump @LOWR_19530 
0792: disembark_instantly_actor 81@ 
036A: put_actor 81@ in_car 69@ 

:LOWR_19530
if 
   not Actor.Dead(88@)
else_jump @LOWR_19575 
if 
   not Car.Wrecked(75@)
else_jump @LOWR_19575 
0792: disembark_instantly_actor 88@ 
036A: put_actor 88@ in_car 75@ 

:LOWR_19575
if 
   not Actor.Dead(99@)
else_jump @LOWR_19615 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_19615 
05CD: AS_actor 99@ exit_car 68@ 

:LOWR_19615
fade 1 500 

:LOWR_19622
if 
fading 
else_jump @LOWR_19646 
wait 0 
jump @LOWR_19622 

:LOWR_19646
if 
001C:   $LOWR_PLAYER_POINTS > $LOWR_OPPOSITION_POINTS // (int) 
else_jump @LOWR_19713 
273@ *= 2 
01E3: show_text_1number_styled GXT 'WINNER' number 273@ time 5000 style 1  // GEWINNER!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 273@
36@ = 1 
jump @LOWR_19736 

:LOWR_19713
00BC: show_text_highpriority GXT 'LOW_33' time 5000 flag 1  // ~r~Du hast den Lowrider-Wettbewerb verloren.
37@ = 1 

:LOWR_19736
wait 0 
gosub @LOWR_27192 

:LOWR_19747
gosub @LOWR_23874 
return 

:LOWR_19756
if 
0736:   NOP_false 52 
else_jump @LOWR_19781 
269@ += 0.01 

:LOWR_19781
if 
0736:   NOP_false 53 
else_jump @LOWR_19806 
269@ += -0.01 

:LOWR_19806
if 
056E:   car 68@ defined 
else_jump @LOWR_19861 
if 
   Car.Wrecked(68@)
else_jump @LOWR_19861 
00BC: show_text_highpriority GXT 'LOW_34' time 5000 flag 1  // ~r~Dein Lowrider ist hin.
37@ = 1 

:LOWR_19861
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWR_20038 
if 
  34@ > 2 
else_jump @LOWR_20038 
if 
  278@ == 0 
else_jump @LOWR_19979 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1793.068 -1904.254 radius 125.0 125.0 
else_jump @LOWR_19972 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
278@ = 1 

:LOWR_19972
jump @LOWR_20038 

:LOWR_19979
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 1793.068 -1904.254 radius 150.0 150.0 
else_jump @LOWR_20038 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
278@ = 0 

:LOWR_20038
return 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_20098 
if 
   not Actor.Dead(99@)
else_jump @LOWR_20098 
0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:LOWR_20098
return 

:LOWR_20100
if 
  283@ == 0 
else_jump @LOWR_20158 
279@ = 0.0 
280@ = 0.0 
281@ = 0.0 
282@ = 0.0 

:LOWR_20158
if 
  283@ == 1 
else_jump @LOWR_20216 
279@ = 0.0 
280@ = 0.0 
281@ = 0.0 
282@ = 1.0 

:LOWR_20216
if 
  283@ == 2 
else_jump @LOWR_20274 
279@ = 0.0 
280@ = 0.0 
281@ = 1.0 
282@ = 0.0 

:LOWR_20274
if 
  283@ == 3 
else_jump @LOWR_20332 
279@ = 0.0 
280@ = 0.0 
281@ = 1.0 
282@ = 1.0 

:LOWR_20332
if 
  283@ == 4 
else_jump @LOWR_20390 
279@ = 0.0 
280@ = 1.0 
281@ = 0.0 
282@ = 0.0 

:LOWR_20390
if 
  283@ == 5 
else_jump @LOWR_20448 
279@ = 0.0 
280@ = 1.0 
281@ = 0.0 
282@ = 1.0 

:LOWR_20448
if 
  283@ == 6 
else_jump @LOWR_20506 
279@ = 0.0 
280@ = 1.0 
281@ = 1.0 
282@ = 0.0 

:LOWR_20506
if 
  283@ == 7 
else_jump @LOWR_20564 
279@ = 0.0 
280@ = 1.0 
281@ = 1.0 
282@ = 1.0 

:LOWR_20564
if 
  283@ == 8 
else_jump @LOWR_20622 
279@ = 1.0 
280@ = 0.0 
281@ = 0.0 
282@ = 0.0 

:LOWR_20622
if 
  283@ == 9 
else_jump @LOWR_20680 
279@ = 1.0 
280@ = 0.0 
281@ = 0.0 
282@ = 1.0 

:LOWR_20680
if 
  283@ == 10 
else_jump @LOWR_20738 
279@ = 1.0 
280@ = 0.0 
281@ = 1.0 
282@ = 0.0 

:LOWR_20738
if 
  283@ == 11 
else_jump @LOWR_20796 
279@ = 1.0 
280@ = 0.0 
281@ = 1.0 
282@ = 1.0 

:LOWR_20796
if 
  283@ == 12 
else_jump @LOWR_20854 
279@ = 1.0 
280@ = 1.0 
281@ = 0.0 
282@ = 0.0 

:LOWR_20854
if 
  283@ == 13 
else_jump @LOWR_20912 
279@ = 1.0 
280@ = 1.0 
281@ = 0.0 
282@ = 1.0 

:LOWR_20912
if 
  283@ == 14 
else_jump @LOWR_20970 
279@ = 1.0 
280@ = 1.0 
281@ = 1.0 
282@ = 0.0 

:LOWR_20970
if 
  283@ == 15 
else_jump @LOWR_21028 
279@ = 1.0 
280@ = 1.0 
281@ = 1.0 
282@ = 1.0 

:LOWR_21028
return 

:LOWR_21030
if 
  300 > 133@ 
else_jump @LOWR_21096 
254@ = 1.0 
257@ = 1.0 
260@ = 0.0 
263@ = 0.0 
jump @LOWR_21169 

:LOWR_21096
if 
  133@ > 500 
else_jump @LOWR_21129 
133@ = 0 
jump @LOWR_21169 

:LOWR_21129
254@ = 0.0 
257@ = 0.0 
260@ = 0.0 
263@ = 0.0 

:LOWR_21169
if 
  134@ > 2000 
else_jump @LOWR_21243 
0209: 283@ = random_int_in_ranges 0 16 
gosub @LOWR_20100 
0087: 255@ = 281@ // (float) 
0087: 258@ = 279@ // (float) 
0087: 261@ = 282@ // (float) 
0087: 264@ = 280@ // (float) 
134@ = 0 

:LOWR_21243
if 
   not Car.Wrecked(69@)
else_jump @LOWR_21385 
if 
   Car.HasHydraulics(69@)
else_jump @LOWR_21385 
07F5: car 69@ control_hydraulics 257@ 263@ 254@ 260@ 
Car.StorePos(69@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 138@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 145@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 69@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_21385
if 
   not Car.Wrecked(72@)
else_jump @LOWR_21527 
if 
   Car.HasHydraulics(72@)
else_jump @LOWR_21527 
07F5: car 72@ control_hydraulics 258@ 264@ 255@ 261@ 
Car.StorePos(72@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 141@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 148@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 72@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_21527
0871: init_jump_table 39@ total_jumps 18 default_jump 0 @LOWR_23872 jumps 0 @LOWR_21720 1 @LOWR_21840 2 @LOWR_21960 3 @LOWR_22076 4 @LOWR_22192 5 @LOWR_22307 6 @LOWR_22423 
0872: jump_table_jumps 7 @LOWR_22539 8 @LOWR_22655 9 @LOWR_22771 10 @LOWR_22891 11 @LOWR_23074 12 @LOWR_23190 13 @LOWR_23306 14 @LOWR_23422 15 @LOWR_23538 
0872: jump_table_jumps 16 @LOWR_23654 17 @LOWR_23763 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 

:LOWR_21720
if 
   not Actor.Dead(77@)
else_jump @LOWR_21833 
062E: unknown_get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_21833 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_21833
jump @LOWR_23872 

:LOWR_21840
if 
   not Actor.Dead(78@)
else_jump @LOWR_21953 
062E: unknown_get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_21953 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "F_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 78@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_21953
jump @LOWR_23872 

:LOWR_21960
if 
   not Actor.Dead(79@)
else_jump @LOWR_22069 
062E: unknown_get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22069 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(80@)
else_jump @LOWR_22044 
0677: AS_actor -1 chat_with_actor 80@ lead_speaker_flag 1 unknown_flag 1 
jump @LOWR_22051 

:LOWR_22044
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22051
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22069
jump @LOWR_23872 

:LOWR_22076
if 
   not Actor.Dead(80@)
else_jump @LOWR_22185 
062E: unknown_get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22185 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(79@)
else_jump @LOWR_22160 
0677: AS_actor -1 chat_with_actor 79@ lead_speaker_flag 0 unknown_flag 1 
jump @LOWR_22167 

:LOWR_22160
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22167
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22185
jump @LOWR_23872 

:LOWR_22192
if 
   not Actor.Dead(81@)
else_jump @LOWR_22300 
062E: unknown_get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22300 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "CAR_HOOKERTALK" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22300
jump @LOWR_23872 

:LOWR_22307
if 
   not Actor.Dead(82@)
else_jump @LOWR_22416 
062E: unknown_get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22416 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(83@)
else_jump @LOWR_22391 
0677: AS_actor -1 chat_with_actor 83@ lead_speaker_flag 0 unknown_flag 1 
jump @LOWR_22398 

:LOWR_22391
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22398
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22416
jump @LOWR_23872 

:LOWR_22423
if 
   not Actor.Dead(83@)
else_jump @LOWR_22532 
062E: unknown_get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22532 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(82@)
else_jump @LOWR_22507 
0677: AS_actor -1 chat_with_actor 82@ lead_speaker_flag 1 unknown_flag 1 
jump @LOWR_22514 

:LOWR_22507
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22514
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22532
jump @LOWR_23872 

:LOWR_22539
if 
   not Actor.Dead(84@)
else_jump @LOWR_22648 
062E: unknown_get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22648 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22648
jump @LOWR_23872 

:LOWR_22655
if 
   not Actor.Dead(85@)
else_jump @LOWR_22764 
062E: unknown_get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22764 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22764
jump @LOWR_23872 

:LOWR_22771
if 
   not Actor.Dead(86@)
else_jump @LOWR_22884 
062E: unknown_get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22884 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22884
jump @LOWR_23872 

:LOWR_22891
if 
   not Actor.Dead(87@)
else_jump @LOWR_23067 
062E: unknown_get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23067 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "WOMAN_IDLESTANCE" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23067
jump @LOWR_23872 

:LOWR_23074
if 
   not Actor.Dead(88@)
else_jump @LOWR_23183 
062E: unknown_get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23183 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23183
jump @LOWR_23872 

:LOWR_23190
if 
   not Actor.Dead(89@)
else_jump @LOWR_23299 
062E: unknown_get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23299 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 1 1 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23299
jump @LOWR_23872 

:LOWR_23306
if 
   not Actor.Dead(90@)
else_jump @LOWR_23415 
062E: unknown_get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23415 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23415
jump @LOWR_23872 

:LOWR_23422
if 
   not Actor.Dead(91@)
else_jump @LOWR_23531 
062E: unknown_get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23531 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23531
jump @LOWR_23872 

:LOWR_23538
if 
   not Actor.Dead(92@)
else_jump @LOWR_23647 
062E: unknown_get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23647 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23647
jump @LOWR_23872 

:LOWR_23654
if 
   not Actor.Dead(93@)
else_jump @LOWR_23756 
062E: unknown_get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23756 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23756
jump @LOWR_23872 

:LOWR_23763
if 
   not Actor.Dead(94@)
else_jump @LOWR_23865 
062E: unknown_get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23865 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23865
jump @LOWR_23872 

:LOWR_23872
return 

:LOWR_23874
0871: init_jump_table 39@ total_jumps 21 default_jump 0 @LOWR_26531 jumps 0 @LOWR_24067 1 @LOWR_24187 2 @LOWR_24303 3 @LOWR_24419 4 @LOWR_24539 5 @LOWR_24659 6 @LOWR_24775 
0872: jump_table_jumps 7 @LOWR_24895 8 @LOWR_25011 9 @LOWR_25127 10 @LOWR_25247 11 @LOWR_25363 12 @LOWR_25483 13 @LOWR_25603 14 @LOWR_25719 15 @LOWR_25835 
0872: jump_table_jumps 16 @LOWR_25951 17 @LOWR_26067 18 @LOWR_26183 19 @LOWR_26299 20 @LOWR_26415 -1 @LOWR_26531 -1 @LOWR_26531 -1 @LOWR_26531 -1 @LOWR_26531 

:LOWR_24067
if 
   not Actor.Dead(77@)
else_jump @LOWR_24180 
062E: unknown_get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_24180 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24180
jump @LOWR_26531 

:LOWR_24187
if 
   not Actor.Dead(78@)
else_jump @LOWR_24296 
062E: unknown_get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_24296 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 78@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24296
jump @LOWR_26531 

:LOWR_24303
if 
   not Actor.Dead(79@)
else_jump @LOWR_24412 
062E: unknown_get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_24412 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24412
jump @LOWR_26531 

:LOWR_24419
if 
   not Actor.Dead(80@)
else_jump @LOWR_24532 
062E: unknown_get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_24532 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24532
jump @LOWR_26531 

:LOWR_24539
if 
   not Actor.Dead(81@)
else_jump @LOWR_24652 
062E: unknown_get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_24652 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24652
jump @LOWR_26531 

:LOWR_24659
if 
   not Actor.Dead(82@)
else_jump @LOWR_24768 
062E: unknown_get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_24768 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24768
jump @LOWR_26531 

:LOWR_24775
if 
   not Actor.Dead(83@)
else_jump @LOWR_24888 
062E: unknown_get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_24888 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24888
jump @LOWR_26531 

:LOWR_24895
if 
   not Actor.Dead(84@)
else_jump @LOWR_25004 
062E: unknown_get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25004 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25004
jump @LOWR_26531 

:LOWR_25011
if 
   not Actor.Dead(85@)
else_jump @LOWR_25120 
062E: unknown_get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25120 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25120
jump @LOWR_26531 

:LOWR_25127
if 
   not Actor.Dead(86@)
else_jump @LOWR_25240 
062E: unknown_get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25240 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25240
jump @LOWR_26531 

:LOWR_25247
if 
   not Actor.Dead(87@)
else_jump @LOWR_25356 
062E: unknown_get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25356 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25356
jump @LOWR_26531 

:LOWR_25363
if 
   not Actor.Dead(88@)
else_jump @LOWR_25476 
062E: unknown_get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25476 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25476
jump @LOWR_26531 

:LOWR_25483
if 
   not Actor.Dead(89@)
else_jump @LOWR_25596 
062E: unknown_get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25596 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25596
jump @LOWR_26531 

:LOWR_25603
if 
   not Actor.Dead(90@)
else_jump @LOWR_25712 
062E: unknown_get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25712 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25712
jump @LOWR_26531 

:LOWR_25719
if 
   not Actor.Dead(91@)
else_jump @LOWR_25828 
062E: unknown_get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25828 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25828
jump @LOWR_26531 

:LOWR_25835
if 
   not Actor.Dead(92@)
else_jump @LOWR_25944 
062E: unknown_get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25944 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25944
jump @LOWR_26531 

:LOWR_25951
if 
   not Actor.Dead(93@)
else_jump @LOWR_26060 
062E: unknown_get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_26060 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26060
jump @LOWR_26531 

:LOWR_26067
if 
   not Actor.Dead(94@)
else_jump @LOWR_26176 
062E: unknown_get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_26176 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26176
jump @LOWR_26531 

:LOWR_26183
if 
   not Actor.Dead(95@)
else_jump @LOWR_26292 
062E: unknown_get_actor 95@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_26292 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26292
jump @LOWR_26531 

:LOWR_26299
if 
   not Actor.Dead(96@)
else_jump @LOWR_26408 
062E: unknown_get_actor 96@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_26408 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 96@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26408
jump @LOWR_26531 

:LOWR_26415
if 
   not Actor.Dead(97@)
else_jump @LOWR_26524 
062E: unknown_get_actor 97@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_26524 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 97@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26524
jump @LOWR_26531 

:LOWR_26531
return 

:LOWR_26533
43@ = 0 

:LOWR_26540
if 
  22 > 43@ 
else_jump @LOWR_26633 
if 
056D:   actor 77@(43@,22i) defined 
else_jump @LOWR_26619 
Actor.DestroyInstantly(77@(43@,22i))
0663: NOP "PED_DELETED" 43@ 
43@ = 22 
jump @LOWR_26626 

:LOWR_26619
43@ += 1 

:LOWR_26626
jump @LOWR_26540 

:LOWR_26633
return 

:LOWR_26635
43@ = 0 

:LOWR_26642
if 
  7 > 43@ 
else_jump @LOWR_26735 
if 
056E:   car 69@(43@,7i) defined 
else_jump @LOWR_26721 
Car.Destroy(69@(43@,7i))
0663: NOP "CAR_DELETED" 43@ 
43@ = 7 
jump @LOWR_26728 

:LOWR_26721
43@ += 1 

:LOWR_26728
jump @LOWR_26642 

:LOWR_26735
return 

:LOWR_26737
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @LOWR_26840 jumps 3 @LOWR_26800 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 

:LOWR_26800
0937: text_draw_box_cornerA 29.0 220.0 cornerB 173.0 409.0 GXT_reference 'BJ_TITL' style 2  // Einsatz
jump @LOWR_26880 

:LOWR_26840
0937: text_draw_box_cornerA 29.0 220.0 cornerB 157.0 409.0 GXT_reference 'BJ_TITL' style 2  // Einsatz
jump @LOWR_26880 

:LOWR_26880
gosub @LOWR_27137 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'WOF_04'  // Dieser Einsatz
gosub @LOWR_27137 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number 273@  // $~1~
gosub @LOWR_27137 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'BJ_02'  // Min. Einsatz
gosub @LOWR_27137 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number 271@  // $~1~
gosub @LOWR_27137 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max. Einsatz
gosub @LOWR_27137 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number 272@  // $~1~
return 

:LOWR_27137
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 

:LOWR_27192
34@ += 1 
35@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
32@ = 0 
33@ = 0 
return 

:LOWR_27250
return 

:LOWR_27252
return 

:LOWR_27254
0917: audio_zone 'LOWRIDE' enable_sound 0 
if 
056E:   car 68@ defined 
else_jump @LOWR_27390 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_27390 
03A2: set_car 68@ action 4 
Car.LockInCurrentPosition(68@) = False
Car.SetImmunities(68@, 0, 0, 0, 0, 0)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWR_27351 
0221: set_player $PLAYER_CHAR trapped_in_car 0 

:LOWR_27351
Car.DoorStatus(68@) = 1
if 
   Actor.InCar($PLAYER_ACTOR, 68@)
else_jump @LOWR_27390 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 68@ 

:LOWR_27390
43@ = 0 

:LOWR_27397
if 
  7 > 43@ 
else_jump @LOWR_27581 
if 
056E:   car 69@(43@,7i) defined 
else_jump @LOWR_27567 
if 
   not Car.Wrecked(69@(43@,7i))
else_jump @LOWR_27558 
if or
  43@ == 0 
  43@ == 3 
  43@ == 4 
else_jump @LOWR_27536 
if 
   Car.HasHydraulics(69@(43@,7i))
else_jump @LOWR_27536 
07F5: car 69@(43@,7i) control_hydraulics 0.0 0.0 0.0 0.0 

:LOWR_27536
03A2: set_car 69@(43@,7i) action 2 
Car.ToggleHydraulics(69@(43@,7i)) = False

:LOWR_27558
Car.RemoveReferences(69@(43@,7i))

:LOWR_27567
43@ += 1 
jump @LOWR_27397 

:LOWR_27581
43@ = 0 

:LOWR_27588
if 
  22 > 43@ 
else_jump @LOWR_27669 
if 
056D:   actor 77@(43@,22i) defined 
else_jump @LOWR_27655 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_27646 

:LOWR_27646
Actor.RemoveReferences(77@(43@,22i))

:LOWR_27655
43@ += 1 
jump @LOWR_27588 

:LOWR_27669
if 
056D:   actor 99@ defined 
else_jump @LOWR_27690 
Actor.RemoveReferences(99@)

:LOWR_27690
Model.Destroy(#WMYMECH)
Model.Destroy(#SAVANNA)
Model.Destroy(#VLA1)
Model.Destroy(#VLA2)
Model.Destroy(#VLA3)
Model.Destroy(#BFYPRO)
Model.Destroy(#HFYST)
Model.Destroy(#SAVANNA)
Model.Destroy(#REMINGTN)
Model.Destroy(#SAVANNA)
04EF: release_animation "LOWRIDER" 
Marker.Disable(102@)
0581: enable_radar 1 
0953: get_soundtrack_status_to 43@ 
if 
84A4:   not  43@ == 0 // @ == any 
else_jump @LOWR_27780 
0955: end_playing_loaded_soundtrack 

:LOWR_27780
0733: random_car_generator_enable_model #SAVANNA 
$1044 = 1 
065C: release_decision_maker 66@ 
065C: release_decision_maker 67@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 10---------------
// Originally: Beefy Baron

:ZERO5
gosub @ZERO5_36 
if 
wasted_or_busted 
else_jump @ZERO5_27 
gosub @ZERO5_1896 

:ZERO5_27
gosub @ZERO5_1993 
end_thread 

:ZERO5_36
66@ = 0 
$ONMISSION = 1 
0A0E: unknown_text_stuff 1 
increment_mission_attempts 
thread 'ZERO5' 
Player.CanMove($PLAYER_CHAR) = False
wait 0 
48@ = 1 
49@ = 0 
50@ = 0 
51@ = 0 
57@ = 0 
55@ = 0 
56@ = 0 
63@ = 0 
64@ = 0 
52@ = 0 
53@ = 0 
$BEEFYBARON_SCORE = 0 
$BEEFYBARON_TIME = 180000 
40@ = -2205.44 
41@ = 128.99 
42@ = 57.33 
43@ = 90.0 
44@ = -2227.0 
45@ = 113.0 
46@ = 35.5 
0297: reset_player $PLAYER_CHAR destroyed_model_counters 
32@ = 0 
69@ = 0 
Model.Load(#RCBARON)
Model.Load(#TOPFUN)

:ZERO5_271
if or
   not Model.Available(#RCBARON)
   not Model.Available(#TOPFUN)
else_jump @ZERO5_303 
wait 0 
jump @ZERO5_271 

:ZERO5_303
09B9: show_entered_car_name 0 
054C: use_GXT_table 'ZERO2' 
08E7: disable_entrance_markers 1 

:ZERO5_322
wait 0 
if 
  48@ == 1 
else_jump @ZERO5_351 
gosub @ZERO5_408 

:ZERO5_351
if 
  52@ == 1 
else_jump @ZERO5_376 
jump @ZERO5_1859 

:ZERO5_376
if 
  53@ == 1 
else_jump @ZERO5_401 
jump @ZERO5_1896 

:ZERO5_401
jump @ZERO5_322 

:ZERO5_408
33@ = 0 
0395: clear_area 1 at 44@ 45@ 46@ radius 1000.0 
35@ = Car.Create(#TOPFUN, -2250.9, 124.6, 28.48)
0587: enable_car 35@ validate_position 0 
0657: car 35@ open_componentA 4 
0657: car 35@ open_componentA 5 
036A: put_actor $PLAYER_ACTOR in_car 35@ 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0169: set_fade_color_RGB 0 0 0 
if 
   not Car.Wrecked(35@)
else_jump @ZERO5_557 
Car.PutAt(35@, -2233.9, 122.6, 746.48)
Car.Angle(35@) = 90.0
Car.LockInCurrentPosition(35@) = True

:ZERO5_557
wait 1000 
if 
   not Car.Wrecked(35@)
else_jump @ZERO5_583 
0508: car 35@ close_all_doors 

:ZERO5_583
select_interior 0 
08AD: put_actor $PLAYER_ACTOR at -2240.854 129.3346 radius 1.5 // interior version 
Camera.SetAtPos(40@, 41@, 42@)
046E: put_player $PLAYER_CHAR in_RC_mode_at 40@ 41@ 42@ angle 40.09 RC_model #RCBARON 
34@ = Player.RC_car($PLAYER_CHAR)
Car.Angle(34@) = 90.0
04D6: enable_RC_car_detonation 0 // or opcode 048A 
048A: set_RC_car_detonation 0 // or opcode 04D6 
Car.Health(34@) = 1000
Car.SetImmunities(34@, 0, 1, 1, 0, 0)
02A3: enable_widescreen 0 
if 
   not Car.Wrecked(34@)
else_jump @ZERO5_733 
Camera.OnVehicle(34@, 18, 2)
Car.LockInCurrentPosition(34@) = False
wait 0 
032A: set_behind_camera_mode_to 1 

:ZERO5_733
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:ZERO5_748
if 
fading 
else_jump @ZERO5_772 
wait 0 
jump @ZERO5_748 

:ZERO5_772
Player.CanMove($PLAYER_CHAR) = True
03C3: set_timer_to $BEEFYBARON_TIME type 1 GXT 'ZER2_5' // global_variable  // ZEIT ~1~
03C4: set_status_text $BEEFYBARON_SCORE type 0 GXT 'ZER2_43' // global_variable  // Punktzahl ~1~
00BC: show_text_highpriority GXT 'ZER2_45' time 5000 flag 1  // ~s~Zerstre so viele von Berkleys RC Vans wie mglich innerhalb des Zeitlimits!
09BF: set_random_traffic_spawn_to_model #TOPFUN // Load the vehicle model before using this 

:ZERO5_832
if 
   not 57@ == 1 
else_jump @ZERO5_1857 
wait 0 
if 
0735:   NOP_false 83 
else_jump @ZERO5_913 
48@ = 0 
49@ = 0 
50@ = 0 
51@ = 0 
52@ = 1 
53@ = 0 
return 

:ZERO5_913
if 
  0 >= $BEEFYBARON_TIME 
else_jump @ZERO5_1156 
if 
   not Car.Wrecked(34@)
else_jump @ZERO5_961 
0918: unknown_car 34@ driver_flag 0 
01EC: make_car 34@ very_heavy 1 

:ZERO5_961
04DB: exit_RC_mode // on foot version 
32@ = 0 
48@ = 0 
49@ = 0 
50@ = 0 
51@ = 0 
52@ = 1 
53@ = 0 
01E3: show_text_1number_styled GXT 'ZER2_43' number $BEEFYBARON_SCORE time 5000 style 1  // Punktzahl ~1~
0394: play_music 1 
wait 2000 
08AD: put_actor $PLAYER_ACTOR at -2241.854 128.3346 radius 1.5 // interior version 
Camera.SetAtPos(-2241.854, 128.3346, 1034.641)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ZERO5_1120 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
jump @ZERO5_1140 

:ZERO5_1120
Actor.PutAt($PLAYER_ACTOR, -2220.146, 135.956, 1034.641)

:ZERO5_1140
Actor.Angle($PLAYER_ACTOR) = 183.6951
select_interior 6 
return 

:ZERO5_1156
if 
   not Car.Wrecked(34@)
else_jump @ZERO5_1681 
if 
   Player.InRemoteMode($PLAYER_CHAR)
else_jump @ZERO5_1674 
01BD: 70@ = current_time_in_ms 
if 
81AF:   not car 34@ sphere 0 in_sphere 72@ 73@ 74@ radius 1.5 1.5 1.5 
else_jump @ZERO5_1272 
Car.StorePos(34@, 72@, 73@, 74@)
0085: 71@ = 70@ // (int) 
71@ += 4000 
64@ = 0 

:ZERO5_1272
if 
01AF:   car 34@ sphere 0 in_sphere 72@ 73@ 74@ radius 1.5 1.5 1.5 
else_jump @ZERO5_1612 
if 
001D:   70@ > 71@ // (int) 
else_jump @ZERO5_1612 
if 
  64@ == 0 
else_jump @ZERO5_1369 
03E5: show_text_box 'ZER2_4'  // Drcke ~k~~PED_FIREWEAPON~, um die Selbstzerstrung auszulsen.
64@ = 1 

:ZERO5_1369
if 
00E1:   player 0 pressed_key 17 
else_jump @ZERO5_1612 
53@ = 1 
48@ = 0 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~Das Flugzeug ist zerstrt!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
Car.Health(34@) = 1
020C: create_explosion_with_radius 0 at 72@ 73@ 74@ 
04DB: exit_RC_mode // on foot version 
53@ = 1 
48@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~Das Flugzeug ist zerstrt!
wait 2000 
08AD: put_actor $PLAYER_ACTOR at -2241.854 128.3346 radius 1.5 // interior version 
Camera.SetAtPos(-2241.854, 128.3346, 1034.641)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ZERO5_1576 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
jump @ZERO5_1596 

:ZERO5_1576
Actor.PutAt($PLAYER_ACTOR, -2220.146, 135.956, 1034.641)

:ZERO5_1596
Actor.Angle($PLAYER_ACTOR) = 183.6951
select_interior 6 
return 

:ZERO5_1612
Car.StorePos(34@, 37@, 38@, 39@)
073E: get_car_in_sphere 37@ 38@ 39@ radius 30.0 model #TOPFUN handle_as 36@ 
if 
   not Car.Wrecked(36@)
else_jump @ZERO5_1674 
Car.SetMaxSpeed(36@, 10.0)

:ZERO5_1674
jump @ZERO5_1839 

:ZERO5_1681
53@ = 1 
48@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~Das Flugzeug ist zerstrt!
Player.CanMove($PLAYER_CHAR) = False
wait 2000 
08AD: put_actor $PLAYER_ACTOR at -2241.854 128.3346 radius 1.5 // interior version 
Camera.SetAtPos(-2241.854, 128.3346, 1034.641)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ZERO5_1803 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
jump @ZERO5_1823 

:ZERO5_1803
Actor.PutAt($PLAYER_ACTOR, -2220.146, 135.956, 1034.641)

:ZERO5_1823
Actor.Angle($PLAYER_ACTOR) = 183.6951
select_interior 6 
return 

:ZERO5_1839
0298: get_player $PLAYER_CHAR destroyed_model #TOPFUN quantity_to $BEEFYBARON_SCORE 
jump @ZERO5_832 

:ZERO5_1857
return 

:ZERO5_1859
Player.CanMove($PLAYER_CHAR) = True
Player.ClearWantedLevel($PLAYER_CHAR)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @ZERO5_1894 
Player.CanMove($PLAYER_CHAR) = True

:ZERO5_1894
return 

:ZERO5_1896
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @ZERO5_1919 
Player.CanMove($PLAYER_CHAR) = True

:ZERO5_1919
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!

:ZERO5_1935
if 
  3000 > 32@ 
else_jump @ZERO5_1991 
wait 0 
if 
   not Car.Wrecked(34@)
else_jump @ZERO5_1984 
Car.SetSpeedInstantly(34@, 0.0)

:ZERO5_1984
jump @ZERO5_1935 

:ZERO5_1991
return 

:ZERO5_1993
0925: restore_camera_to_user_defined 
$ONMISSION = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
Car.RemoveReferences(35@)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ZERO5_2076 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ZERO5_2076 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
Actor.Angle($PLAYER_ACTOR) = 90.0

:ZERO5_2076
01B7: release_weather 
Player.CanMove($PLAYER_CHAR) = True
08E7: disable_entrance_markers 0 
04DB: exit_RC_mode // on foot version 
Model.Destroy(#TOPFUN)
Model.Destroy(#RCBARON)
014F: stop_timer $BEEFYBARON_TIME 
0151: remove_status_text $BEEFYBARON_SCORE 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
09B9: show_entered_car_name 1 
mission_cleanup 
return 

//-------------Mission 11---------------
// Originally: Big Smoke

:INTRO1
thread 'INTRO1' 
gosub @INTRO1_914 
if 
wasted_or_busted 
else_jump @INTRO1_38 
gosub @INTRO1_18170 

:INTRO1_38
gosub @INTRO1_18300 
end_thread 

:INTRO1_47
0871: init_jump_table 46@ total_jumps 7 default_jump 0 @INTRO1_912 jumps 0 @INTRO1_110 1 @INTRO1_212 2 @INTRO1_314 3 @INTRO1_570 4 @INTRO1_628 5 @INTRO1_774 6 @INTRO1_854 

:INTRO1_110
05A9: s$6475[0] = 'INT1_AB'  // ~z~Willst du fahren?
05A9: s$6475[1] = 'INT1_AC'  // ~z~Klar. Coole Sache.
05A9: s$6475[2] = 'INT1_AR'  // ~z~Hbsches Auto, Smoke.
05A9: s$6475[3] = 'INT1_AA'  // ~z~Du kennst mich. Es ist nichts verndert. Der Wert muss erhalten bleiben. Es muss authentisch bleiben.
04AF: 93@ = 20001 // @ = any 
04AF: 94@ = 20002 // @ = any 
04AF: 95@ = 20016 // @ = any 
04AF: 96@ = 20000 // @ = any 
63@ = 3 
jump @INTRO1_912 

:INTRO1_212
05A9: s$6475[0] = 'INT1_AI'  // ~z~Ballas! Achtung, das wird'n Drive-by!
05A9: s$6475[1] = 'INT1_AJ'  // ~z~Oh, Scheie, mein Auto!
05A9: s$6475[2] = 'INT1_AK'  // ~z~Wir mssen zurck ins Viertel. Zu abgedrehte Gegend hier.
05A9: s$6475[3] = 'INT1_AQ'  // ~z~Mir nach!
04AF: 93@ = 20008 // @ = any 
04AF: 94@ = 20009 // @ = any 
04AF: 95@ = 20010 // @ = any 
04AF: 96@ = 20015 // @ = any 
63@ = 3 
jump @INTRO1_912 

:INTRO1_314
05A9: s$6475[0] = 'INT1_GN'  // ~z~Ich hab den motherfuckin' Niggaz gezeigt, was 'n echter Gangsta ist. Ryder, Nigga!
05A9: s$6475[1] = 'INT1_GA'  // ~z~Wann fhrst du wieder zurck, Carl?
05A9: s$6475[2] = 'INT1_GB'  // ~z~Wei nicht genau. Vielleicht bleib ich auch.
05A9: s$6475[3] = 'INT1_GC'  // ~z~Hier ist alles im Arsch.
05A9: s$6475[4] = 'INT1_GD'  // ~z~Das Letzte, was wir brauchen, ist deine Hilfe.
05A9: s$6475[5] = 'INT1_GE'  // ~z~Ich lass euch nicht im Stich, ich schwr's.
05A9: s$6475[6] = 'INT1_GH'  // ~z~Wir rufen ein paar Leute an. Chillen so richtig ab. Interessiert?
05A9: s$6475[7] = 'INT1_GI'  // ~z~Ich hab 'ne Menge zu tun. Ich bin mde. Man sieht sich.
05A9: s$6475[8] = 'INT1_GJ'  // ~z~Schnei einfach spter rein, wir hngen alle ab.
05A9: s$6475[9] = 'INT1_GL'  // ~z~Und leg dir ein paar Klamotten in unseren Farben zu.
05A9: s$6475[10] = 'INT1_GM'  // ~z~Und 'nen Haarschnitt, so kann man sich ja nicht mit dir sehen lassen!
04AF: 93@ = 20072 // @ = any 
04AF: 94@ = 20059 // @ = any 
04AF: 95@ = 20060 // @ = any 
04AF: 96@ = 20061 // @ = any 
04AF: 97@ = 20062 // @ = any 
04AF: 98@ = 20063 // @ = any 
04AF: 99@ = 20066 // @ = any 
04AF: 100@ = 20067 // @ = any 
04AF: 101@ = 20068 // @ = any 
04AF: 102@ = 20070 // @ = any 
04AF: 103@ = 20071 // @ = any 
63@ = 10 
jump @INTRO1_912 

:INTRO1_570
05A9: s$6475[0] = 'INT1_CA'  // ~z~Scheie! Eine Ballas-Karre ist hinter uns her, VERTEILT EUCH!
05A9: s$6475[1] = 'INT1_EI'  // ~z~Bleib dran, Motherfucker!
04AF: 93@ = 20028 // @ = any 
04AF: 94@ = 20048 // @ = any 
63@ = 1 
jump @INTRO1_912 

:INTRO1_628
05A9: s$6475[0] = 'INT1_BA'  // ~z~Fhlt sich an wie frher, oder, CJ?
05A9: s$6475[1] = 'INT1_BC'  // ~z~Hier hat sich ne Menge verndert.
05A9: s$6475[2] = 'INT1_BB'  // ~z~CJ, hier musst du schwer auf der Hut sein, Mann.
05A9: s$6475[3] = 'INT1_BD'  // ~z~Wie ist alles so schlimm geworden?
05A9: s$6475[4] = 'INT1_AM'  // ~z~Ich hab gedacht, das ist hier Families-Revier?
05A9: s$6475[5] = 'INT1_AN'  // ~z~Ja, Temple Drive Families. Mit denen machen wir aber keine gemeinsame Sache mehr.
04AF: 93@ = 20017 // @ = any 
04AF: 94@ = 20019 // @ = any 
04AF: 95@ = 20018 // @ = any 
04AF: 96@ = 20020 // @ = any 
04AF: 97@ = 20011 // @ = any 
04AF: 98@ = 20012 // @ = any 
63@ = 5 
jump @INTRO1_912 

:INTRO1_774
05A9: s$6475[0] = 'INT1_BF'  // ~z~Wieder mittenrein in die Scheie, h, Kumpel!
05A9: s$6475[1] = 'INT1_BG'  // ~z~War es so schlimm, bevor du weg bist?
05A9: s$6475[2] = 'INT1_BH'  // ~z~Dnn bist du geworden an der Ostkste, Alter!
04AF: 93@ = 20022 // @ = any 
04AF: 94@ = 20023 // @ = any 
04AF: 95@ = 20024 // @ = any 
63@ = 2 
jump @INTRO1_912 

:INTRO1_854
05A9: s$6475[0] = 'INT1_BI'  // ~z~Du bist mir echt ein Klotz am Bein, CJ!
05A9: s$6475[1] = 'INT1_BK'  // ~z~Warum wolltest du berhaupt wieder zurck?
04AF: 93@ = 20025 // @ = any 
04AF: 94@ = 20027 // @ = any 
63@ = 1 
jump @INTRO1_912 

:INTRO1_912
return 

:INTRO1_914
$ONMISSION = 1 
008B: 65@ = $ACTOR_SMOKE // (int) 
008B: 66@ = $ACTOR_RYDER // (int) 
008B: 67@ = $ACTOR_SWEET // (int) 
0085: 76@ = 34@ // (int) 
0085: 77@ = 36@ // (int) 
0085: 78@ = 35@ // (int) 
79@ = 0 
80@ = 0 
81@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
58@ = 0 
59@ = 0 
60@ = 0 
86@ = 0 
48@ = 0 
49@ = 0 
$HELP_BICYCLE_1_SHOWN = 0 
68@ = 0 
55@ = 0 
57@ = 0 
61@ = 0 
62@ = 0 
74@ = 0 
92@ = 0 
45@ = 0 
54@ = 0 
107@ = 3 
115@ = 1 
108@ = 1 
87@ = 0 
increment_mission_attempts 
054C: use_GXT_table 'INTRO1' 
00C0: set_current_time_hours_to 9 minutes_to 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
select_interior 3 
02E4: load_cutscene_data 'INTRO1A' 

:INTRO1_1190
if 
86B9:   not cutscene_data_loaded 
else_jump @INTRO1_1214 
wait 0 
jump @INTRO1_1190 

:INTRO1_1214
02E7: start_cutscene 
fade 1 1000 

:INTRO1_1223
if 
82E9:   not cutscene_reached_end 
else_jump @INTRO1_1247 
wait 0 
jump @INTRO1_1223 

:INTRO1_1247
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:INTRO1_1260
if 
fading 
else_jump @INTRO1_1284 
wait 0 
jump @INTRO1_1260 

:INTRO1_1284
02EA: end_cutscene 
select_interior 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.2 
09D2: unknown_flag 0 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
Model.Load(#PEREN)
038B: load_requested_models 

:INTRO1_1328
if or
   not Model.Available(#PEREN)
823D:   not special_actor 10 loaded 
else_jump @INTRO1_1359 
wait 0 
jump @INTRO1_1328 

:INTRO1_1359
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
0687: clear_actor $PLAYER_ACTOR task 
0792: disembark_instantly_actor $PLAYER_ACTOR 
$ACTOR_SMOKE = Actor.Create(Mission1, #SPECIAL10, 2498.91, -1680.5, 12.37)
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
Actor.Angle($ACTOR_SMOKE) = 90.0
41@ = Car.Create(#PEREN, 2494.91, -1682.17, 12.32)
Model.Destroy(#PEREN)
0229: set_car 41@ primary_color_to 0 secondary_color_to 0 
Car.Angle(41@) = 90.0
Actor.PutAt($PLAYER_ACTOR, 2495.59, -1686.96, 12.51)
05BA: AS_actor $PLAYER_ACTOR move_mouth 1 ms 
Actor.Angle($PLAYER_ACTOR) = 32.0
0792: disembark_instantly_actor $PLAYER_ACTOR 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car 41@ passenger_seat 0 10000 ms 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car 41@ as_driver 10000 ms 
0395: clear_area 1 at 2494.91 -1682.17 12.32 radius 50.0 
0A0B: set_rendering_origin_at_3D_coord 2495.59 -1686.96 12.51 angle 32.2 
select_interior 0 
041E: set_radio_station 3 
86@ = 0 
75@ = 0 
109@ = 0 
46@ = 0 
gosub @INTRO1_47 
fade 1 1500 
Camera.SetPosition(2498.947, -1690.0, 14.4011, 0.0, 0.0, 0.0)
Camera.PointAt(2498.405, -1689.177, 14.2309, 2)
0707: start_scene_skip_to @INTRO1_2033 

:INTRO1_1703
if 
   not 86@ == 2 
else_jump @INTRO1_1739 
wait 0 
gosub @INTRO1_20464 
jump @INTRO1_1703 

:INTRO1_1739
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2498.947 -1690.0 14.4011 position_to 2501.236 -1678.23 17.5252 time 9000 drop_mode 1 
0920: point_camera 2498.405 -1689.177 14.2309 transverse_to 2500.238 -1678.188 17.4907 time 9000 mode 1 
if 
   not Car.Wrecked(41@)
else_jump @INTRO1_1946 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @INTRO1_1946 

:INTRO1_1855
if or
   not Actor.InCar($PLAYER_ACTOR, 41@)
   not Actor.InCar($ACTOR_SMOKE, 41@)
else_jump @INTRO1_1946 
wait 0 
if 
   Car.Wrecked(41@)
else_jump @INTRO1_1909 
jump @INTRO1_18170 

:INTRO1_1909
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @INTRO1_1932 
jump @INTRO1_18170 

:INTRO1_1932
gosub @INTRO1_20464 
jump @INTRO1_1855 

:INTRO1_1946
if 
   not Car.Wrecked(41@)
else_jump @INTRO1_1997 
05D1: AS_actor $PLAYER_ACTOR drive_car 41@ to 2414.68 -1656.38 12.38 speed 10.0 0 model #PEREN 2 

:INTRO1_1997
if 
   not 86@ == 4 
else_jump @INTRO1_2033 
wait 0 
gosub @INTRO1_20464 
jump @INTRO1_1997 

:INTRO1_2033
0701: end_scene_skip 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
00BA: show_text_styled GXT 'FUNERAL' time 1000 style 2  // Sweet & Kendl

:INTRO1_2068
if 
fading 
else_jump @INTRO1_2092 
wait 0 
jump @INTRO1_2068 

:INTRO1_2092
0925: restore_camera_to_user_defined 
Actor.DestroyInstantly($ACTOR_SMOKE)
0296: unload_special_actor 10 
if 
   not Car.Wrecked(41@)
else_jump @INTRO1_2227 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Car.PutAt(41@, 956.6, -1099.47, 22.73)
Car.Angle(41@) = 0.0
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO1_2197 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 910.78 -1075.26 23.29 
jump @INTRO1_2217 

:INTRO1_2197
Actor.PutAt($PLAYER_ACTOR, 910.78, -1075.26, 23.29)

:INTRO1_2217
Actor.Angle($PLAYER_ACTOR) = 265.0

:INTRO1_2227
Player.MakeSafe($PLAYER_CHAR)
0A0B: set_rendering_origin_at_3D_coord 910.78 -1075.26 23.29 angle 265.0 
02E4: load_cutscene_data 'INTRO1B' 

:INTRO1_2265
if 
86B9:   not cutscene_data_loaded 
else_jump @INTRO1_2289 
wait 0 
jump @INTRO1_2265 

:INTRO1_2289
02E7: start_cutscene 
fade 1 1000 

:INTRO1_2298
if 
82E9:   not cutscene_reached_end 
else_jump @INTRO1_2322 
wait 0 
jump @INTRO1_2298 

:INTRO1_2322
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:INTRO1_2335
if 
fading 
else_jump @INTRO1_2359 
wait 0 
jump @INTRO1_2335 

:INTRO1_2359
02EA: end_cutscene 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.2 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
Model.Load(#PEREN)
Model.Load(#BMX)
Model.Load(#MICRO_UZI)
Model.Load(#VOODOO)
Model.Load(#BALLAS1)
Model.Load(#COLT45)
07C0: load_path 201 
038B: load_requested_models 

:INTRO1_2450
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 10 loaded 
   not Model.Available(#PEREN)
   not Model.Available(#BMX)
   not Model.Available(#VOODOO)
else_jump @INTRO1_2499 
wait 0 
jump @INTRO1_2450 

:INTRO1_2499
if or
   not Model.Available(#MICRO_UZI)
   not Model.Available(#BALLAS1)
   not Model.Available(#COLT45)
87C1:   not path 201 available 
else_jump @INTRO1_2540 
wait 0 
jump @INTRO1_2499 

:INTRO1_2540
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
041D: set_camera_near_clip 0.2 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 943.71 -1103.5 22.85 radius 70.0 
0A0B: set_rendering_origin_at_3D_coord 943.71 -1103.5 22.85 angle 90.0 
51@ = Car.Create(#VOODOO, 1038.5, -954.9, 41.5)
0732: random_car_generator_disable_model #VOODOO 
0229: set_car 51@ primary_color_to 22 secondary_color_to 22 
0587: enable_car 51@ validate_position 0 
0129: 50@ = create_actor_pedtype 25 model #BALLAS1 in_car 51@ driverseat 
01C8: 52@ = create_actor_pedtype 25 model #BALLAS1 in_car 51@ passenger_seat 0 
060A: create_decision_maker_type 0 store_to 110@ // decision\allowed\m_.ped files 
Actor.WeaponAccuracy(50@) = 25
Actor.WeaponAccuracy(52@) = 25
07DD: set_actor 50@ temper_to 30 // see pedstats.dat 
07DD: set_actor 52@ temper_to 30 // see pedstats.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Model.Destroy(#BALLAS1)
01B2: give_actor 52@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 52@ armed_weapon_to 28 
01B2: give_actor 50@ weapon 28 ammo 30000 // Load the weapon model before using this 
Model.Destroy(#MICRO_UZI)
01B9: set_actor 50@ armed_weapon_to 28 
Car.DoorStatus(51@) = 2
Car.Angle(51@) = 100.8
Car.Health(51@) = 2000
37@ = Car.Create(#BMX, 971.8, -1108.0, 23.1)
Car.Health(37@) = 2000
Car.Angle(37@) = 140.0
053F: set_car 37@ tires_vulnerability 0 
76@ = Car.Create(#BMX, 971.4, -1110.5, 23.3)
Car.Health(76@) = 2000
Car.Angle(76@) = 110.0
053F: set_car 76@ tires_vulnerability 0 
04E0: car 76@ abandon_path_radius 30 
77@ = Car.Create(#BMX, 971.8, -1115.5, 23.1)
Car.Health(77@) = 2000
Car.Angle(77@) = 140.0
053F: set_car 77@ tires_vulnerability 0 
04E0: car 77@ abandon_path_radius 30 
78@ = Car.Create(#BMX, 971.8, -1113.0, 23.1)
Car.Health(78@) = 2000
Car.Angle(78@) = 140.0
053F: set_car 78@ tires_vulnerability 0 
04E0: car 78@ abandon_path_radius 30 
Model.Destroy(#BMX)
if 
   not Car.Wrecked(41@)
else_jump @INTRO1_3087 
Player.CanMove($PLAYER_CHAR) = False
03F5: set_car 41@ apply_damage_rules 1 
Car.PutAt(41@, 956.6, -1099.47, 22.73)
Car.Angle(41@) = 0.0

:INTRO1_3087
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO1_3135 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 940.0 -1103.5 22.85 
jump @INTRO1_3155 

:INTRO1_3135
Actor.PutAt($PLAYER_ACTOR, 940.0, -1103.5, 22.85)

:INTRO1_3155
Actor.Angle($PLAYER_ACTOR) = 272.5
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 954.0 -1103.5 22.85 mode 4 20000 ms // versionA 
65@ = Actor.Create(Mission1, #SPECIAL10, 942.79, -1104.41, 22.85)
0245: set_actor 65@ walk_style_to "FATMAN" 
Actor.Health(65@) = 2000
Actor.Angle(65@) = 184.0
0568: set_actor 65@ targetable 1 
0446: set_actor 65@ immune_to_headshots 0 
039E: set_actor 65@ locked 1 while_in_car 
0526: set_actor 65@ stay_in_car 1 
05D3: AS_actor 65@ goto_point 954.0 -1104.41 22.85 mode 4 20000 ms // versionA 
060B: set_actor 65@ decision_maker_to 110@ 
08C6: set_actor 65@ stay_on_bike 1 
66@ = Actor.Create(Mission1, #SPECIAL03, 942.9, -1105.79, 22.85)
0245: set_actor 66@ walk_style_to "GANG1" 
Actor.Health(66@) = 2000
Actor.Angle(66@) = 50.0
0568: set_actor 66@ targetable 1 
0446: set_actor 66@ immune_to_headshots 0 
039E: set_actor 66@ locked 1 while_in_car 
0526: set_actor 66@ stay_in_car 1 
05D3: AS_actor 66@ goto_point 954.0 -1105.79 22.85 mode 4 25000 ms // versionA 
060B: set_actor 66@ decision_maker_to 110@ 
08C6: set_actor 66@ stay_on_bike 1 
67@ = Actor.Create(Mission1, #SPECIAL01, 942.96, -1102.0, 22.85)
0245: set_actor 67@ walk_style_to "GANG2" 
Actor.Health(67@) = 2000
Actor.Angle(67@) = 96.0
0568: set_actor 67@ targetable 1 
0446: set_actor 67@ immune_to_headshots 0 
039E: set_actor 67@ locked 1 while_in_car 
0526: set_actor 67@ stay_in_car 1 
05D3: AS_actor 67@ goto_point 954.0 -1102.0 22.85 mode 4 20000 ms // versionA 
060B: set_actor 67@ decision_maker_to 110@ 
08C6: set_actor 67@ stay_on_bike 1 
39@ = Marker.CreateAboveActor(67@)
07E0: set_marker 39@ type_to 1 
Marker.Disable(39@)
33@ = 0 

:INTRO1_3601
if 
  900 > 33@ 
else_jump @INTRO1_3631 
wait 0 
jump @INTRO1_3601 

:INTRO1_3631
0A0B: set_rendering_origin_at_3D_coord 940.0 -1103.5 22.85 angle 272.5 
fade 1 500 
0395: clear_area 1 at 949.8 -1100.3 23.0 radius 500.0 
Camera.SetPosition(947.9119, -1103.912, 23.4476, 0.0, 0.0, 0.0)
Camera.PointAt(946.9478, -1103.822, 23.6977, 2)
86@ = 0 
75@ = 0 
109@ = 0 
46@ = 1 
gosub @INTRO1_47 
91@ = 0 
0707: start_scene_skip_to @INTRO1_5528 
33@ = 0 

:INTRO1_3791
if 
  3300 > 33@ 
else_jump @INTRO1_3821 
wait 0 
jump @INTRO1_3791 

:INTRO1_3821
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_3877 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_3877 
if 
07C1:   path 201 available 
else_jump @INTRO1_3877 
05EB: assign_car 51@ to_path 201 

:INTRO1_3877
if 
   not Car.Wrecked(41@)
else_jump @INTRO1_4028 
if 
   not Actor.Dead(52@)
else_jump @INTRO1_3960 
if 
   Actor.Driving(52@)
else_jump @INTRO1_3960 
0713: actor 52@ driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 

:INTRO1_3960
if 
   not Actor.Dead(50@)
else_jump @INTRO1_4028 
if 
   Actor.Driving(50@)
else_jump @INTRO1_4028 
0713: actor 50@ driveby_actor -1 car 41@ point 0.0 0.0 0.0 radius 100.0 0 0 firing_rate 90 

:INTRO1_4028
33@ = 0 

:INTRO1_4035
if 
  1500 > 33@ 
else_jump @INTRO1_4065 
wait 0 
jump @INTRO1_4035 

:INTRO1_4065
0925: restore_camera_to_user_defined 
Camera.SetPosition(951.3326, -1099.652, 25.3079, 0.0, 0.0, 0.0)
Camera.PointAt(951.9009, -1100.452, 25.1184, 2)
33@ = 0 

:INTRO1_4125
if 
  2500 > 33@ 
else_jump @INTRO1_4155 
wait 0 
jump @INTRO1_4125 

:INTRO1_4155
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_4203 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_4203 
0647: unknown_actor 66@ look_task 
05C0: AS_actor 66@ look_at_car 51@ 4000 ms 

:INTRO1_4203
33@ = 0 

:INTRO1_4210
if 
  1000 > 33@ 
else_jump @INTRO1_4240 
wait 0 
jump @INTRO1_4210 

:INTRO1_4240
if 
   not 86@ == 1 
else_jump @INTRO1_4742 
wait 0 
gosub @INTRO1_20464 
if 
  109@ == 0 
else_jump @INTRO1_4510 
if 
  75@ == 2 
else_jump @INTRO1_4510 
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_4426 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_4426 
33@ = 0 
05C0: AS_actor $PLAYER_ACTOR look_at_car 51@ 4000 ms 
if 
   not Actor.Dead(65@)
else_jump @INTRO1_4387 
0647: unknown_actor 65@ look_task 
05C0: AS_actor 65@ look_at_car 51@ 4000 ms 

:INTRO1_4387
if 
   not Actor.Dead(67@)
else_jump @INTRO1_4419 
0647: unknown_actor 67@ look_task 
05C0: AS_actor 67@ look_at_car 51@ 4000 ms 

:INTRO1_4419
109@ = 1 

:INTRO1_4426
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 951.3326 -1099.652 25.3079 position_to 951.3326 -1099.652 25.3079 time 7500 drop_mode 1 
0920: point_camera 951.9009 -1100.452 25.1184 transverse_to 951.9258 -1098.847 25.3253 time 7500 mode 1 

:INTRO1_4510
if 
  33@ > 1000 
else_jump @INTRO1_4735 
if 
  109@ == 1 
else_jump @INTRO1_4735 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_4728 
0673: AS_actor 66@ dive_to_offset 1.0 -3.0 time_on_ground 1000 ms 
if 
   not Actor.Dead(65@)
else_jump @INTRO1_4654 
01B2: give_actor 65@ weapon 22 ammo 50 // Load the weapon model before using this 
Actor.Angle(65@) = 270.0
0350: set_actor 65@ maintain_position_when_attacked 1 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_4654 
04EB: AS_actor 65@ crouch 1 
05E2: AS_actor 65@ kill_actor 50@ 

:INTRO1_4654
if 
   not Actor.Dead(67@)
else_jump @INTRO1_4710 
01B2: give_actor 67@ weapon 22 ammo 50 // Load the weapon model before using this 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_4710 
0634: AS_actor 67@ attack_using_weapon_actor 50@ unknown 4 unknown 2000 unknown 100 

:INTRO1_4710
0673: AS_actor $PLAYER_ACTOR dive_to_offset -1.5 -1.0 time_on_ground 1000 ms 

:INTRO1_4728
109@ = 2 

:INTRO1_4735
jump @INTRO1_4240 

:INTRO1_4742
33@ = 0 

:INTRO1_4749
if 
  1000 > 33@ 
else_jump @INTRO1_4779 
wait 0 
jump @INTRO1_4749 

:INTRO1_4779
if 
   not Car.Wrecked(41@)
else_jump @INTRO1_4800 
070C: explode_car 41@ // versionB 

:INTRO1_4800
33@ = 0 
109@ = 0 

:INTRO1_4814
if 
   not 86@ == 2 
else_jump @INTRO1_4876 
wait 0 
gosub @INTRO1_20464 
if 
  33@ > 1600 
else_jump @INTRO1_4869 
jump @INTRO1_4876 

:INTRO1_4869
jump @INTRO1_4814 

:INTRO1_4876
0395: clear_area 1 at 956.09 -1105.68 22.75 radius 50.0 
if 
   not Actor.Dead(52@)
else_jump @INTRO1_4955 
0687: clear_actor 52@ task 
0605: actor 52@ perform_animation_sequence "CAR_SIT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 

:INTRO1_4955
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 945.7507, -1103.549, 23.0477)
Actor.Angle($PLAYER_ACTOR) = 252.8
05BA: AS_actor $PLAYER_ACTOR move_mouth 1 ms 
if 
   not Actor.Dead(65@)
else_jump @INTRO1_5095 
if 
   not Car.Wrecked(76@)
else_jump @INTRO1_5095 
0350: set_actor 65@ maintain_position_when_attacked 0 
05BA: AS_actor 65@ move_mouth 1 ms 
0647: unknown_actor 65@ look_task 
04EB: AS_actor 65@ crouch 0 
Actor.PutAt(65@, 957.0725, -1106.504, 22.7146)
Actor.Angle(65@) = 251.1192
05CB: AS_actor 65@ enter_car 76@ as_driver -1 ms 

:INTRO1_5095
if 
   not Actor.Dead(66@)
else_jump @INTRO1_5156 
if 
   not Car.Wrecked(77@)
else_jump @INTRO1_5156 
0350: set_actor 66@ maintain_position_when_attacked 0 
05BA: AS_actor 66@ move_mouth 1 ms 
0647: unknown_actor 66@ look_task 
05CB: AS_actor 66@ enter_car 77@ as_driver -1 ms 

:INTRO1_5156
if 
   not Actor.Dead(67@)
else_jump @INTRO1_5237 
if 
   not Car.Wrecked(78@)
else_jump @INTRO1_5237 
0350: set_actor 67@ maintain_position_when_attacked 0 
05BA: AS_actor 67@ move_mouth 1 ms 
0647: unknown_actor 67@ look_task 
Actor.PutAt(67@, 957.12, -1104.4, 22.7146)
05CB: AS_actor 67@ enter_car 78@ as_driver -1 ms 

:INTRO1_5237
33@ = 0 

:INTRO1_5244
if 
  100 > 33@ 
else_jump @INTRO1_5273 
wait 0 
jump @INTRO1_5244 

:INTRO1_5273
0925: restore_camera_to_user_defined 
Camera.SetPosition(953.489, -1100.465, 24.8611, 0.0, 0.0, 0.0)
Camera.PointAt(954.1205, -1101.236, 24.7823, 2)
03CF: load_wav 20014 as 2 
109@ = 0 

:INTRO1_5340
if 
   not 86@ == 3 
else_jump @INTRO1_5449 
wait 0 
gosub @INTRO1_20464 
if 
  109@ == 0 
else_jump @INTRO1_5442 
if 
  75@ == 2 
else_jump @INTRO1_5442 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05D3: AS_actor $PLAYER_ACTOR goto_point 971.181 -1108.193 22.8672 mode 6 10000 ms // versionA 
109@ = 1 

:INTRO1_5442
jump @INTRO1_5340 

:INTRO1_5449
if 
83D0:   not wav 2 loaded 
else_jump @INTRO1_5475 
wait 0 
jump @INTRO1_5449 

:INTRO1_5475
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'INT1_AP' time 10000 flag 1  // ~z~Schnapp dir ein Fahrrad und tret in die Pedale. Oder hast du das verlernt?

:INTRO1_5495
if 
83D2:   not wav 2 ended 
else_jump @INTRO1_5521 
wait 0 
jump @INTRO1_5495 

:INTRO1_5521
91@ = 1 

:INTRO1_5528
0701: end_scene_skip 
if 
  91@ == 0 
else_jump @INTRO1_5817 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:INTRO1_5565
if 
fading 
else_jump @INTRO1_5589 
wait 0 
jump @INTRO1_5565 

:INTRO1_5589
Player.CanMove($PLAYER_CHAR) = False
if 
   not Actor.Dead(65@)
else_jump @INTRO1_5665 
if 
   not Car.Wrecked(76@)
else_jump @INTRO1_5665 
Actor.PutAt(65@, 969.2067, -1110.3, 22.8672)
Actor.Angle(65@) = 273.1099
04EB: AS_actor 65@ crouch 0 

:INTRO1_5665
if 
   not Actor.Dead(66@)
else_jump @INTRO1_5727 
if 
   not Car.Wrecked(77@)
else_jump @INTRO1_5727 
Actor.PutAt(66@, 969.1187, -1116.561, 22.8552)
Actor.Angle(66@) = 298.5085

:INTRO1_5727
if 
   not Actor.Dead(67@)
else_jump @INTRO1_5794 
if 
   not Car.Wrecked(78@)
else_jump @INTRO1_5794 
0647: unknown_actor 67@ look_task 
Actor.PutAt(67@, 969.436, -1113.775, 22.8593)
Actor.Angle(67@) = 267.2885

:INTRO1_5794
0925: restore_camera_to_user_defined 
if 
   not Car.Wrecked(41@)
else_jump @INTRO1_5817 
070C: explode_car 41@ // versionB 

:INTRO1_5817
if 
   not Actor.Dead(65@)
else_jump @INTRO1_5866 
if 
   not Car.Wrecked(76@)
else_jump @INTRO1_5866 
04EB: AS_actor 65@ crouch 0 
05CB: AS_actor 65@ enter_car 76@ as_driver -1 ms 

:INTRO1_5866
if 
   not Actor.Dead(66@)
else_jump @INTRO1_5908 
if 
   not Car.Wrecked(77@)
else_jump @INTRO1_5908 
05CB: AS_actor 66@ enter_car 77@ as_driver -1 ms 

:INTRO1_5908
if 
   not Actor.Dead(67@)
else_jump @INTRO1_5955 
if 
   not Car.Wrecked(78@)
else_jump @INTRO1_5955 
0647: unknown_actor 67@ look_task 
05CB: AS_actor 67@ enter_car 78@ as_driver -1 ms 

:INTRO1_5955
Car.RemoveReferences(41@)
Model.Destroy(#PEREN)
if 
   not Actor.Dead(65@)
else_jump @INTRO1_5988 
0555: remove_weapon 22 from_actor 65@ 

:INTRO1_5988
if 
   not Actor.Dead(67@)
else_jump @INTRO1_6011 
0555: remove_weapon 22 from_actor 67@ 

:INTRO1_6011
Model.Destroy(#COLT45)
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_6044 
05EC: release_car 51@ from_path 
jump @INTRO1_6049 

:INTRO1_6044
05EC: release_car 51@ from_path 

:INTRO1_6049
0873: release_path 201 
33@ = 0 

:INTRO1_6061
if 
  100 > 33@ 
else_jump @INTRO1_6090 
wait 0 
jump @INTRO1_6061 

:INTRO1_6090
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
0647: unknown_actor $PLAYER_ACTOR look_task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
if 
   not Car.Wrecked(37@)
else_jump @INTRO1_6148 
43@ = Marker.CreateAboveCar(37@)
07E0: set_marker 43@ type_to 1 

:INTRO1_6148
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_6209 
Car.StorePos(51@, 116@, 117@, 118@)
118@ -= 50.0 
Car.PutAt(51@, 116@, 117@, 118@)
0574: set_car 51@ keep_position 1 

:INTRO1_6209
if 
  91@ == 0 
else_jump @INTRO1_6352 
0169: set_fade_color_RGB 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 970.0873, -1107.776, 22.8672)
Actor.Angle($PLAYER_ACTOR) = 254.4577
33@ = 0 
Player.CanMove($PLAYER_CHAR) = False

:INTRO1_6284
if 
  1000 > 33@ 
else_jump @INTRO1_6314 
wait 0 
jump @INTRO1_6284 

:INTRO1_6314
fade 1 500 

:INTRO1_6321
if 
fading 
else_jump @INTRO1_6345 
wait 0 
jump @INTRO1_6321 

:INTRO1_6345
Player.CanMove($PLAYER_CHAR) = True

:INTRO1_6352
0615: define_AS_pack_begin 82@ 
05D1: AS_actor -1 drive_car -1 to 962.5424 -1128.6 22.6656 speed 8.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1036.603 -1148.943 22.6562 speed 16.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1325.583 -1150.183 22.6484 speed 23.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1644.773 -1051.334 22.8984 speed 23.0 0 model #BMX 2 
0616: define_AS_pack_end 82@ 
0615: define_AS_pack_begin 72@ 
05D1: AS_actor -1 drive_car -1 to 1780.85 -1111.48 23.08 speed 21.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1786.54 -1191.3 22.95 speed 20.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1798.67 -1270.41 12.47 speed 19.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1891.0 -1347.78 12.54 speed 21.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1959.12 -1450.1 12.45 speed 21.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1987.61 -1516.69 2.39 speed 21.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 2493.82 -1669.91 12.8 speed 25.0 0 model #BMX 2 
0616: define_AS_pack_end 72@ 
0615: define_AS_pack_begin 111@ 
05D1: AS_actor -1 drive_car -1 to 1780.85 -1111.48 23.08 speed 20.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1784.54 -1191.3 22.95 speed 19.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1798.67 -1270.41 12.47 speed 19.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1891.0 -1347.78 12.54 speed 20.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1959.12 -1450.1 12.45 speed 20.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1987.61 -1516.69 2.39 speed 20.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 2493.82 -1669.91 12.8 speed 24.0 0 model #BMX 2 
0616: define_AS_pack_end 111@ 
if 
   Car.Wrecked(37@)
else_jump @INTRO1_7015 
00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1  // ~r~Dein BMX Rad ist geschrottet!
jump @INTRO1_18170 

:INTRO1_7015
75@ = 0 
86@ = 3 

:INTRO1_7029
if 
   not 86@ == 4 
else_jump @INTRO1_7104 
wait 0 
gosub @INTRO1_20464 
gosub @INTRO1_18572 
gosub @INTRO1_20140 
if 
  45@ == 1 
else_jump @INTRO1_7097 
jump @INTRO1_18170 

:INTRO1_7097
jump @INTRO1_7029 

:INTRO1_7104
00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1  // ~s~Steig aufs ~b~Fahrrad~s~.
04ED: load_animation "MISC" 
$127 = 1 
32@ = 0 
if 
   Actor.Dead(67@)
else_jump @INTRO1_7181 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet ist tot!
jump @INTRO1_18170 

:INTRO1_7181
92@ = 0 
114@ = 0 
86@ = 0 
75@ = 0 
109@ = 0 
46@ = 4 
gosub @INTRO1_47 

:INTRO1_7230
if or
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
80FE:   not actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
else_jump @INTRO1_9160 
wait 0 
if 
0735:   NOP_false 83 
else_jump @INTRO1_7361 
Actor.PutAt($PLAYER_ACTOR, 2473.692, -1684.215, 12.4625)
jump @INTRO1_18188 

:INTRO1_7361
gosub @INTRO1_18572 
gosub @INTRO1_20140 
if 
   not Car.Wrecked(37@)
else_jump @INTRO1_7421 
if 
   Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @INTRO1_7421 
03D5: remove_text 'INTRO2E'  // ~s~Steig aufs ~b~Fahrrad~s~.

:INTRO1_7421
if 
  45@ == 1 
else_jump @INTRO1_7446 
jump @INTRO1_18170 

:INTRO1_7446
if 
  92@ == 0 
else_jump @INTRO1_7504 
if 
  32@ > 6000 
else_jump @INTRO1_7504 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
92@ = 1 

:INTRO1_7504
if 
  68@ == 0 
else_jump @INTRO1_7964 
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_7957 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 949.4 -1102.1 23.2 radius 50.0 60.0 25.0 
else_jump @INTRO1_7957 
Car.PutAt(51@, 1079.15, -1084.73, 25.43)
Car.Angle(51@) = 175.95
0574: set_car 51@ keep_position 0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO1_7816 
if 
   not Actor.Dead(52@)
else_jump @INTRO1_7712 
if 
   Actor.Driving(52@)
else_jump @INTRO1_7712 
0687: clear_actor 52@ task 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_7712
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO1_7809 
69@ = Actor.Car($PLAYER_ACTOR)
if 
   not Actor.Dead(50@)
else_jump @INTRO1_7809 
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_7809 
0687: clear_actor 50@ task 
if 
   Actor.Driving(50@)
else_jump @INTRO1_7809 
06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_7809
jump @INTRO1_7950 

:INTRO1_7816
04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_7950 
062E: unknown_get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found 
if 
04A4:   53@ == 7 // @ == any 
else_jump @INTRO1_7950 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_7950 
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_7950 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 

:INTRO1_7950
68@ = 1 

:INTRO1_7957
jump @INTRO1_8795 

:INTRO1_7964
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_8717 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_8658 
if 
   not Actor.Dead(52@)
else_jump @INTRO1_8592 
Actor.StorePos($PLAYER_ACTOR, 125@, 126@, 127@)
if and
81AD:   not car 51@ sphere 0 near_point 125@ 126@ radius 50.0 50.0 
82CA:   not car 51@ bounding_sphere_visible 
else_jump @INTRO1_8161 
0687: clear_actor 50@ task 
04C4: store_coords_to 116@ 117@ 118@ from_actor $PLAYER_ACTOR with_offset 0.0 -40.0 0.0 
02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@ 
Car.PutAt(51@, 119@, 120@, 121@)
039F: set_car 51@ race_to 116@ 117@ 
Car.SetSpeedInstantly(51@, 20.0)
jump @INTRO1_8585 

:INTRO1_8161
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO1_8370 
062E: unknown_get_actor 50@ task 1761 status_store_to 53@ // ret 7 if not found 
if 
04A4:   53@ == 7 // @ == any 
else_jump @INTRO1_8266 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO1_8266 
69@ = Actor.Car($PLAYER_ACTOR)
if 
   Actor.Driving(50@)
else_jump @INTRO1_8266 
06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_8266
if 
   not Actor.Dead(52@)
else_jump @INTRO1_8363 
if 
   Actor.Driving(52@)
else_jump @INTRO1_8363 
062E: unknown_get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found 
if 
04A4:   53@ == 7 // @ == any 
else_jump @INTRO1_8363 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_8363
jump @INTRO1_8585 

:INTRO1_8370
04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
062E: unknown_get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found 
if 
04A4:   53@ == 7 // @ == any 
else_jump @INTRO1_8488 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_8488 
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_8488 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 

:INTRO1_8488
if 
   not Actor.Dead(52@)
else_jump @INTRO1_8585 
if 
   Actor.Driving(52@)
else_jump @INTRO1_8585 
062E: unknown_get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found 
if 
04A4:   53@ == 7 // @ == any 
else_jump @INTRO1_8585 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_8585
jump @INTRO1_8651 

:INTRO1_8592
if 
  114@ == 0 
else_jump @INTRO1_8651 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_8651 
0687: clear_actor 50@ task 
0633: AS_actor 50@ exit_car 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
114@ = 1 

:INTRO1_8651
jump @INTRO1_8717 

:INTRO1_8658
if 
  114@ == 0 
else_jump @INTRO1_8717 
if 
   not Actor.Dead(52@)
else_jump @INTRO1_8717 
0687: clear_actor 52@ task 
0633: AS_actor 52@ exit_car 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
114@ = 1 

:INTRO1_8717
if 
   Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @INTRO1_8795 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_8795 
if 
0104:   actor $PLAYER_ACTOR near_actor 67@ radius 20.0 20.0 10.0 sphere 0 
else_jump @INTRO1_8795 
gosub @INTRO1_20464 

:INTRO1_8795
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
else_jump @INTRO1_9036 
if 
  $HELP_BICYCLE_1_SHOWN == 0 
else_jump @INTRO1_8864 
03E5: show_text_box 'INTRO2C'  // Um schneller zu fahren, ~k~~VEHICLE_ACCELERATE~ mehrmals schnell hintereinander drcken.
32@ = 0 
$HELP_BICYCLE_1_SHOWN = 1 
jump @INTRO1_9036 

:INTRO1_8864
if 
  $HELP_BICYCLE_1_SHOWN == 1 
else_jump @INTRO1_8926 
if 
  32@ > 10000 
else_jump @INTRO1_8926 
03E5: show_text_box 'INTRO2D'  // Du kannst einen Bunny Hop machen, indem du ~k~~VEHICLE_FIREWEAPON_ALT~ gedrckt hltst und dann loslsst. Je lnger du die Taste hltst, desto hher springst du.
32@ = 0 
$HELP_BICYCLE_1_SHOWN = 2 

:INTRO1_8926
if 
  $HELP_BICYCLE_1_SHOWN == 2 
else_jump @INTRO1_8981 
if 
  32@ > 20000 
else_jump @INTRO1_8981 
03E5: show_text_box 'HELP3B'  // Du kannst nur bestimmte Zeit schnell Rad fahren oder sprinten.
$HELP_BICYCLE_1_SHOWN = 3 

:INTRO1_8981
if 
  $HELP_BICYCLE_1_SHOWN == 3 
else_jump @INTRO1_9036 
if 
  32@ > 28000 
else_jump @INTRO1_9036 
03E5: show_text_box 'HELP3B2'  // Je mehr du trainierst, desto besser wird deine ~h~Kondition~w~, was dir erlaubt, dich lnger anzustrengen
$HELP_BICYCLE_1_SHOWN = 4 

:INTRO1_9036
if 
   Actor.Dead(65@)
else_jump @INTRO1_9075 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke ist tot!
jump @INTRO1_18170 

:INTRO1_9075
if 
   Actor.Dead(66@)
else_jump @INTRO1_9114 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO1_18170 

:INTRO1_9114
if 
   Actor.Dead(67@)
else_jump @INTRO1_9153 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet ist tot!
jump @INTRO1_18170 

:INTRO1_9153
jump @INTRO1_7230 

:INTRO1_9160
113@ = 0 
fade 0 500 

:INTRO1_9174
if 
fading 
else_jump @INTRO1_9198 
wait 0 
jump @INTRO1_9174 

:INTRO1_9198
Camera.SetPosition(1647.208, -1085.232, 24.1633, 0.0, 0.0, 0.0)
Camera.PointAt(1646.354, -1084.712, 24.164, 2)
Player.CanMove($PLAYER_CHAR) = False
0A0B: set_rendering_origin_at_3D_coord 1637.642 -1063.702 22.8984 angle 152.0807 
040D: unload_wav 1 
040D: unload_wav 2 

:INTRO1_9286
if 
84EE:   not animation "MISC" loaded 
else_jump @INTRO1_9330 
wait 0 
04ED: load_animation "MISC" 
fade 0 0 
jump @INTRO1_9286 

:INTRO1_9330
107@ = 2 
if 
   Car.Wrecked(51@)
else_jump @INTRO1_9374 
113@ = 1 
107@ = 3 
jump @INTRO1_9414 

:INTRO1_9374
if or
02BF:   car 51@ sunk 
   Actor.Dead(50@)
   Actor.Dead(52@)
else_jump @INTRO1_9414 
113@ = 1 
107@ = 3 

:INTRO1_9414
022B: create_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0 
041D: set_camera_near_clip 0.2 
86@ = 0 
75@ = 0 
109@ = 0 
46@ = 3 
gosub @INTRO1_47 
if 
   not Car.Wrecked(78@)
else_jump @INTRO1_9862 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_9862 
0575: set_actor 67@ pinned_position 0 
0574: set_car 78@ keep_position 0 
if 
   not Actor.InCar(67@, 78@)
else_jump @INTRO1_9561 
036A: put_actor 67@ in_car 78@ 

:INTRO1_9561
0395: clear_area 1 at 1644.47 -1072.658 22.9062 radius 4.0 
if 
  113@ == 0 
else_jump @INTRO1_9827 
Car.PutAt(78@, 1644.47, -1072.658, 22.9062)
Car.Angle(78@) = 170.0
05D1: AS_actor 67@ drive_car 78@ to 1540.298 -1159.188 22.9062 speed 20.0 0 model #BMX 2 
Car.SetSpeedInstantly(78@, 10.0)
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_9820 
0395: clear_area 1 at 1637.08 -1061.001 22.9114 radius 4.0 
Car.PutAt(51@, 1637.08, -1061.001, 22.9114)
Car.Angle(51@) = 182.2789
Car.SetSpeedInstantly(51@, 5.0)
if 
   not Actor.Dead(52@)
else_jump @INTRO1_9779 
0687: clear_actor 52@ task 

:INTRO1_9779
if 
   not Actor.Dead(50@)
else_jump @INTRO1_9820 
0687: clear_actor 50@ task 
06E1: AS_actor 50@ using_car 51@ target_car 78@ with_order 29 max_speed 40.0 traffic_flag 2 

:INTRO1_9820
jump @INTRO1_9857 

:INTRO1_9827
Car.PutAt(78@, 1638.166, -1056.298, 22.9062)
Car.Angle(78@) = 272.6299

:INTRO1_9857
Marker.Disable(39@)

:INTRO1_9862
0395: clear_area 1 at 1638.712 -1050.319 22.8984 radius 4.0 
if 
   not Actor.Dead(65@)
else_jump @INTRO1_10013 
if 
   not Car.Wrecked(76@)
else_jump @INTRO1_10013 
0575: set_actor 65@ pinned_position 0 
0574: set_car 76@ keep_position 0 
if 
   not Actor.InCar(65@, 76@)
else_jump @INTRO1_9959 
036A: put_actor 65@ in_car 76@ 

:INTRO1_9959
0395: clear_area 1 at 1640.649 -1055.473 22.9062 radius 4.0 
Car.PutAt(76@, 1640.649, -1055.473, 22.9062)
Car.Angle(76@) = 260.0

:INTRO1_10013
if 
   not Actor.Dead(66@)
else_jump @INTRO1_10140 
if 
   not Car.Wrecked(77@)
else_jump @INTRO1_10140 
0575: set_actor 66@ pinned_position 0 
0574: set_car 77@ keep_position 0 
if 
   not Actor.InCar(66@, 77@)
else_jump @INTRO1_10086 
036A: put_actor 66@ in_car 77@ 

:INTRO1_10086
0395: clear_area 1 at 1644.913 -1050.538 22.8984 radius 4.0 
Car.PutAt(77@, 1644.913, -1050.538, 22.8984)
Car.Angle(77@) = 270.0

:INTRO1_10140
02A3: enable_widescreen 1 
wait 100 
if or
   Actor.Driving($PLAYER_ACTOR)
047A:   actor $PLAYER_ACTOR driving_bike 
else_jump @INTRO1_10214 
69@ = Actor.Car($PLAYER_ACTOR)
Car.PutAt(69@, 1638.712, -1050.319, 22.8984)
Car.Angle(69@) = 252.8
jump @INTRO1_10244 

:INTRO1_10214
Actor.PutAt($PLAYER_ACTOR, 1638.712, -1050.319, 22.8984)
Actor.Angle($PLAYER_ACTOR) = 252.8

:INTRO1_10244
0395: clear_area 1 at 1636.084 -1093.459 23.7139 radius 100.0 
if 
  113@ == 1 
else_jump @INTRO1_10293 
jump @INTRO1_10494 

:INTRO1_10293
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1647.208 -1085.232 24.1633 position_to 1647.969 -1098.429 24.1724 time 4100 drop_mode 1 
0920: point_camera 1646.354 -1084.712 24.164 transverse_to 1647.523 -1099.323 24.1731 time 4100 mode 1 
fade 1 500 
32@ = 0 

:INTRO1_10391
if 
  500 > 32@ 
else_jump @INTRO1_10421 
wait 0 
jump @INTRO1_10391 

:INTRO1_10421
if 
   not 86@ == 1 
else_jump @INTRO1_10457 
wait 0 
gosub @INTRO1_20464 
jump @INTRO1_10421 

:INTRO1_10457
32@ = 0 

:INTRO1_10464
if 
  1000 > 32@ 
else_jump @INTRO1_10494 
wait 0 
jump @INTRO1_10464 

:INTRO1_10494
if 
  113@ == 1 
else_jump @INTRO1_10526 
86@ = 1 
fade 1 500 

:INTRO1_10526
0925: restore_camera_to_user_defined 
Camera.SetPosition(1646.476, -1049.43, 23.0659, 0.0, 0.0, 0.0)
Camera.PointAt(1645.693, -1049.997, 23.3176, 2)

:INTRO1_10579
if 
   not 86@ == 2 
else_jump @INTRO1_10723 
wait 0 
gosub @INTRO1_20464 
if 
  109@ == 0 
else_jump @INTRO1_10716 
if 
  75@ == 2 
else_jump @INTRO1_10716 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_10709 
0605: actor 66@ perform_animation_sequence "BMX_COMEON" IFP_file "MISC" 4.0 loop 0 0 0 0 time -1 // versionA 
062E: unknown_get_actor 66@ task 1541 status_store_to 53@ // ret 7 if not found 

:INTRO1_10709
109@ = 1 

:INTRO1_10716
jump @INTRO1_10579 

:INTRO1_10723
if 
   not Actor.Dead(66@)
else_jump @INTRO1_10797 
if 
   not Car.Wrecked(37@)
else_jump @INTRO1_10789 
if 
   Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @INTRO1_10789 
40@ = Marker.CreateAboveActor(66@)
07E0: set_marker 40@ type_to 1 

:INTRO1_10789
0618: assign_actor 66@ to_AS_pack 72@ 

:INTRO1_10797
if 
   not Actor.Dead(65@)
else_jump @INTRO1_10842 
if 
   not Car.Wrecked(76@)
else_jump @INTRO1_10842 
0618: assign_actor 65@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 

:INTRO1_10842
if 
  113@ == 0 
else_jump @INTRO1_11149 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_10991 
if 
   not Car.Wrecked(78@)
else_jump @INTRO1_10991 
0792: disembark_instantly_actor 67@ 
Car.PutAt(78@, 1540.298, -1159.188, -50.3438)
wait 0 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_10991 
if 
   not Car.Wrecked(78@)
else_jump @INTRO1_10991 
if 
   not Actor.Driving(67@)
else_jump @INTRO1_10977 
036A: put_actor 67@ in_car 78@ 

:INTRO1_10977
0575: set_actor 67@ pinned_position 1 
0574: set_car 78@ keep_position 1 

:INTRO1_10991
if 
   not Actor.Dead(50@)
else_jump @INTRO1_11142 
if 
   not Actor.Dead(52@)
else_jump @INTRO1_11142 
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_11142 
0792: disembark_instantly_actor 50@ 
0792: disembark_instantly_actor 52@ 
Car.PutAt(51@, 1540.298, -1171.188, -50.3438)
wait 0 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_11142 
if 
   not Actor.Dead(52@)
else_jump @INTRO1_11142 
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_11142 
0575: set_actor 50@ pinned_position 1 
0575: set_actor 52@ pinned_position 1 
0574: set_car 51@ keep_position 1 

:INTRO1_11142
jump @INTRO1_11189 

:INTRO1_11149
if 
   not Actor.Dead(67@)
else_jump @INTRO1_11189 
if 
   not Car.Wrecked(78@)
else_jump @INTRO1_11189 
0618: assign_actor 67@ to_AS_pack 72@ 

:INTRO1_11189
061B: remove_references_to_AS_pack 72@ 
wait 1000 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
74@ = 1 
if 
   not Car.Wrecked(37@)
else_jump @INTRO1_11295 
if 
   Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @INTRO1_11279 
00BC: show_text_highpriority GXT 'INTRO2K' time 1000 flag 1  // ~s~Folge ~b~Ryder~s~.
jump @INTRO1_11295 

:INTRO1_11279
00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1  // ~s~Steig aufs ~b~Fahrrad~s~.

:INTRO1_11295
92@ = 2 
if 
   Car.Wrecked(37@)
else_jump @INTRO1_11341 
00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1  // ~r~Dein BMX Rad ist geschrottet!
jump @INTRO1_18170 

:INTRO1_11341
if 
   Actor.Dead(66@)
else_jump @INTRO1_11364 
jump @INTRO1_18170 

:INTRO1_11364
if 
   not Car.Wrecked(37@)
else_jump @INTRO1_11420 
if 
   Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @INTRO1_11413 
$127 = 1 
jump @INTRO1_11420 

:INTRO1_11413
$127 = 0 

:INTRO1_11420
68@ = 0 
57@ = 0 
86@ = 0 
75@ = 0 
109@ = 0 
46@ = 6 
64@ = 0 
gosub @INTRO1_47 
32@ = 0 
112@ = 0 

:INTRO1_11490
if or
80FE:   not actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
8104:   not actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
else_jump @INTRO1_13589 
wait 0 
gosub @INTRO1_18572 
gosub @INTRO1_20140 
if 
  45@ == 1 
else_jump @INTRO1_11606 
jump @INTRO1_18170 

:INTRO1_11606
if 
  57@ == 0 
else_jump @INTRO1_13040 
if 
  68@ == 0 
else_jump @INTRO1_12164 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1981.292 -1510.219 2.3844 radius 40.0 40.0 15.0 
else_jump @INTRO1_12157 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_12157 
if 
   not Actor.Dead(52@)
else_jump @INTRO1_12157 
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_11896 
0575: set_actor 50@ pinned_position 0 
0575: set_actor 52@ pinned_position 0 
0574: set_car 51@ keep_position 0 
Car.PutAt(51@, 1809.0, -1519.0, 7.0)
Car.Angle(51@) = 270.0
if 
   not Actor.Driving(50@)
else_jump @INTRO1_11813 
036A: put_actor 50@ in_car 51@ 

:INTRO1_11813
if 
   not Actor.Driving(52@)
else_jump @INTRO1_11839 
0430: put_actor 52@ into_car 51@ passenger_seat 0 

:INTRO1_11839
0687: clear_actor 52@ task 
if 
   Actor.Driving(52@)
else_jump @INTRO1_11896 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_11896
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO1_12000 
69@ = Actor.Car($PLAYER_ACTOR)
if 
   not Actor.Dead(50@)
else_jump @INTRO1_11993 
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_11993 
0687: clear_actor 50@ task 
if 
   Actor.Driving(50@)
else_jump @INTRO1_11993 
06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_11993
jump @INTRO1_12150 

:INTRO1_12000
04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_12150 
062E: unknown_get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found 
if 
04A4:   53@ == 7 // @ == any 
else_jump @INTRO1_12150 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_12150 
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_12150 
if 
   Actor.Driving(50@)
else_jump @INTRO1_12150 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 

:INTRO1_12150
68@ = 1 

:INTRO1_12157
jump @INTRO1_12933 

:INTRO1_12164
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_12933 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_12874 
if 
   not Actor.Dead(52@)
else_jump @INTRO1_12808 
Actor.StorePos($PLAYER_ACTOR, 125@, 126@, 127@)
if and
81AD:   not car 51@ sphere 0 near_point 125@ 126@ radius 50.0 50.0 
82CA:   not car 51@ bounding_sphere_visible 
else_jump @INTRO1_12361 
0687: clear_actor 50@ task 
04C4: store_coords_to 116@ 117@ 118@ from_actor $PLAYER_ACTOR with_offset 0.0 -40.0 0.0 
02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@ 
Car.PutAt(51@, 119@, 120@, 121@)
039F: set_car 51@ race_to 116@ 117@ 
Car.SetSpeedInstantly(51@, 20.0)
jump @INTRO1_12801 

:INTRO1_12361
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO1_12570 
062E: unknown_get_actor 50@ task 1761 status_store_to 53@ // ret 7 if not found 
if 
04A4:   53@ == 7 // @ == any 
else_jump @INTRO1_12466 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO1_12466 
69@ = Actor.Car($PLAYER_ACTOR)
if 
   Actor.Driving(50@)
else_jump @INTRO1_12466 
06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_12466
if 
   not Actor.Dead(52@)
else_jump @INTRO1_12563 
if 
   Actor.Driving(52@)
else_jump @INTRO1_12563 
062E: unknown_get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found 
if 
04A4:   53@ == 7 // @ == any 
else_jump @INTRO1_12563 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_12563
jump @INTRO1_12801 

:INTRO1_12570
04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
062E: unknown_get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found 
if 
04A4:   53@ == 7 // @ == any 
else_jump @INTRO1_12704 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_12704 
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_12704 
if 
   Actor.Driving(50@)
else_jump @INTRO1_12704 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 

:INTRO1_12704
if 
   not Actor.Dead(52@)
else_jump @INTRO1_12801 
if 
   Actor.Driving(52@)
else_jump @INTRO1_12801 
062E: unknown_get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found 
if 
04A4:   53@ == 7 // @ == any 
else_jump @INTRO1_12801 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_12801
jump @INTRO1_12867 

:INTRO1_12808
if 
  114@ == 0 
else_jump @INTRO1_12867 
if 
   not Actor.Dead(50@)
else_jump @INTRO1_12867 
0687: clear_actor 50@ task 
0633: AS_actor 50@ exit_car 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
114@ = 1 

:INTRO1_12867
jump @INTRO1_12933 

:INTRO1_12874
if 
  114@ == 0 
else_jump @INTRO1_12933 
if 
   not Actor.Dead(52@)
else_jump @INTRO1_12933 
0687: clear_actor 52@ task 
0633: AS_actor 52@ exit_car 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
114@ = 1 

:INTRO1_12933
if 
   not Actor.Dead(50@)
else_jump @INTRO1_13040 
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_13040 
if 
00FE:   actor 50@ sphere 0 in_sphere 2341.85 -1658.92 12.39 radius 30.0 30.0 30.0 
else_jump @INTRO1_13040 
0687: clear_actor 50@ task 
05D2: AS_actor 50@ run_to_and_hijack_car 51@ max_search_radius 20.0 traffic_behavior 2 
57@ = 1 

:INTRO1_13040
if 
  112@ == 0 
else_jump @INTRO1_13210 
if 
  32@ > 1500 
else_jump @INTRO1_13178 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_13178 
if 
   not Car.Wrecked(77@)
else_jump @INTRO1_13178 
if 
   Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @INTRO1_13178 
if 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 20.0 20.0 10.0 sphere 0 
else_jump @INTRO1_13178 
gosub @INTRO1_20464 
115@ = 1 

:INTRO1_13178
if 
  86@ > 1 
else_jump @INTRO1_13203 
112@ = 1 

:INTRO1_13203
jump @INTRO1_13447 

:INTRO1_13210
if 
  112@ == 1 
else_jump @INTRO1_13284 
86@ = 0 
75@ = 0 
109@ = 0 
46@ = 5 
64@ = 0 
gosub @INTRO1_47 
32@ = 0 
112@ = 2 

:INTRO1_13284
if 
  112@ == 2 
else_jump @INTRO1_13447 
if 
  32@ > 1500 
else_jump @INTRO1_13422 
if 
   not Actor.Dead(65@)
else_jump @INTRO1_13422 
if 
   not Car.Wrecked(76@)
else_jump @INTRO1_13422 
if 
   Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @INTRO1_13422 
if 
0104:   actor $PLAYER_ACTOR near_actor 65@ radius 20.0 20.0 10.0 sphere 0 
else_jump @INTRO1_13422 
gosub @INTRO1_20464 
108@ = 1 

:INTRO1_13422
if 
  86@ > 2 
else_jump @INTRO1_13447 
112@ = 3 

:INTRO1_13447
if 
   Actor.Dead(65@)
else_jump @INTRO1_13486 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke ist tot!
jump @INTRO1_18170 

:INTRO1_13486
if 
   Actor.Dead(66@)
else_jump @INTRO1_13525 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO1_18170 

:INTRO1_13525
if 
  113@ == 1 
else_jump @INTRO1_13582 
if 
   Actor.Dead(67@)
else_jump @INTRO1_13582 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet ist tot!
jump @INTRO1_18170 

:INTRO1_13582
jump @INTRO1_11490 

:INTRO1_13589
Player.CanMove($PLAYER_CHAR) = False
113@ = 0 
if 
   not Car.Wrecked(37@)
else_jump @INTRO1_13679 
if 
   Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @INTRO1_13679 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_CELEBRATE" IFP_file "MISC" 4.0 loop 0 0 0 0 time -1 // versionA 

:INTRO1_13679
wait 1000 
fade 0 1500 

:INTRO1_13691
if 
fading 
else_jump @INTRO1_13715 
wait 0 
jump @INTRO1_13691 

:INTRO1_13715
040D: unload_wav 1 
040D: unload_wav 2 
Player.ClearWantedLevel($PLAYER_CHAR)
07C0: load_path 205 
07C0: load_path 206 
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:INTRO1_13757
if or
87C1:   not path 205 available 
87C1:   not path 206 available 
84EE:   not animation "MISC" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @INTRO1_13806 
wait 0 
jump @INTRO1_13757 

:INTRO1_13806
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
86@ = 0 
75@ = 0 
109@ = 0 
46@ = 2 
gosub @INTRO1_47 
if 
   not Car.Wrecked(37@)
else_jump @INTRO1_14035 
if 
   not Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @INTRO1_14005 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO1_13954 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2487.309 -1668.372 12.3438 
Actor.Angle($PLAYER_ACTOR) = 80.0
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
113@ = 1 
jump @INTRO1_13998 

:INTRO1_13954
Actor.PutAt($PLAYER_ACTOR, 2487.309, -1668.372, 12.3438)
Actor.Angle($PLAYER_ACTOR) = 80.0
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
113@ = 1 

:INTRO1_13998
jump @INTRO1_14035 

:INTRO1_14005
Car.PutAt(37@, 2487.309, -1668.372, 12.3438)
Car.Angle(37@) = 80.0

:INTRO1_14035
0395: clear_area 1 at 2487.309 -1668.372 12.3438 radius 50.0 
if 
   not Actor.Dead(65@)
else_jump @INTRO1_14164 
if 
   not Car.Wrecked(76@)
else_jump @INTRO1_14164 
0792: disembark_instantly_actor 65@ 
0575: set_actor 65@ pinned_position 0 
0574: set_car 76@ keep_position 0 
if 
   not Actor.Driving(65@)
else_jump @INTRO1_14134 
036A: put_actor 65@ in_car 76@ 

:INTRO1_14134
Car.PutAt(76@, 2487.172, -1666.301, 12.3438)
Car.Angle(76@) = 124.2698

:INTRO1_14164
if 
   not Actor.Dead(66@)
else_jump @INTRO1_14239 
if 
   not Car.Wrecked(77@)
else_jump @INTRO1_14239 
0792: disembark_instantly_actor 66@ 
0575: set_actor 66@ pinned_position 0 
0574: set_car 77@ keep_position 0 
if 
   not Actor.Driving(66@)
else_jump @INTRO1_14239 
036A: put_actor 66@ in_car 77@ 

:INTRO1_14239
if 
   not Actor.Dead(67@)
else_jump @INTRO1_14334 
if 
   not Car.Wrecked(78@)
else_jump @INTRO1_14334 
0792: disembark_instantly_actor 67@ 
0575: set_actor 67@ pinned_position 0 
0574: set_car 78@ keep_position 0 
if 
   not Actor.Driving(67@)
else_jump @INTRO1_14314 
036A: put_actor 67@ in_car 78@ 

:INTRO1_14314
Car.PutAt(78@, 2371.5, -1654.895, 12.3826)

:INTRO1_14334
Actor.DestroyInstantly(50@)
Actor.DestroyInstantly(52@)
Car.Destroy(51@)
Camera.SetPosition(2409.037, -1672.324, 18.3556, 0.0, 0.0, 0.0)
Camera.PointAt(2409.954, -1671.944, 18.2334, 2)
Camera.SetAtPos(2480.689, -1670.006, 13.0061)
Camera.SetPosition(2479.827, -1670.506, 12.9206, 0.0, 0.0, 0.0)
Camera.PointAt(2480.689, -1670.006, 13.0061, 2)
wait 1000 
fade 1 1000 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_14530 
if 
   not Car.Wrecked(77@)
else_jump @INTRO1_14530 
05EB: assign_car 77@ to_path 206 
06FD: set_car 77@ speed_on_path_to 1.0 

:INTRO1_14530
109@ = 0 

:INTRO1_14537
if 
   not 86@ == 1 
else_jump @INTRO1_14842 
wait 0 
gosub @INTRO1_20464 
if 
  109@ == 0 
else_jump @INTRO1_14835 
if 
  75@ == 2 
else_jump @INTRO1_14835 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_14828 
0647: unknown_actor 66@ look_task 
05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 30000 ms 
0967: actor 66@ move_mouth 20000 ms 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 30000 ms 
if 
   not Actor.Dead(65@)
else_jump @INTRO1_14717 
0605: actor 65@ perform_animation_sequence "BMX_IDLELOOP_02" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 

:INTRO1_14717
if 
  113@ == 0 
else_jump @INTRO1_14778 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_IDLELOOP_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 

:INTRO1_14778
if 
   not Actor.Dead(67@)
else_jump @INTRO1_14828 
if 
   not Car.Wrecked(78@)
else_jump @INTRO1_14828 
05EB: assign_car 78@ to_path 205 
06FD: set_car 78@ speed_on_path_to 0.8 

:INTRO1_14828
109@ = 1 

:INTRO1_14835
jump @INTRO1_14537 

:INTRO1_14842
33@ = 0 

:INTRO1_14849
if 
  200 > 33@ 
else_jump @INTRO1_14879 
wait 0 
jump @INTRO1_14849 

:INTRO1_14879
0707: start_scene_skip_to @INTRO1_17756 
109@ = 0 

:INTRO1_14893
if 
   not 86@ == 2 
else_jump @INTRO1_15191 
wait 0 
gosub @INTRO1_20464 
if 
  109@ == 0 
else_jump @INTRO1_15184 
if 
  75@ == 2 
else_jump @INTRO1_15184 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_15177 
0647: unknown_actor 67@ look_task 
05BF: AS_actor 67@ look_at_actor $PLAYER_ACTOR 30000 ms 
0967: actor 67@ move_mouth 20000 ms 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ 30000 ms 
0605: actor 67@ perform_animation_sequence "BMX_IDLELOOP_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 
if 
  113@ == 0 
else_jump @INTRO1_15118 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_IDLELOOP_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 

:INTRO1_15118
if 
   not Actor.Dead(65@)
else_jump @INTRO1_15177 
0605: actor 65@ perform_animation_sequence "BMX_IDLELOOP_02" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 

:INTRO1_15177
109@ = 1 

:INTRO1_15184
jump @INTRO1_14893 

:INTRO1_15191
if 
   not Actor.Dead(67@)
else_jump @INTRO1_15212 
0968: actor 67@ stop_mouth 

:INTRO1_15212
Camera.SetPosition(2488.323, -1669.926, 13.3261, 0.0, 0.0, 0.0)
Camera.PointAt(2487.485, -1669.385, 13.2679, 2)
109@ = 0 

:INTRO1_15270
if 
   not 86@ == 3 
else_jump @INTRO1_15535 
wait 0 
gosub @INTRO1_20464 
if 
  109@ == 0 
else_jump @INTRO1_15528 
if 
  75@ == 2 
else_jump @INTRO1_15528 
if 
   not Actor.Dead(65@)
else_jump @INTRO1_15521 
0647: unknown_actor 65@ look_task 
05BF: AS_actor 65@ look_at_actor $PLAYER_ACTOR 15000 ms 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_15399 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ 30000 ms 

:INTRO1_15399
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 
if 
  113@ == 0 
else_jump @INTRO1_15478 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_TALKRIGHT_LOOP" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 
jump @INTRO1_15521 

:INTRO1_15478
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionA 

:INTRO1_15521
109@ = 1 

:INTRO1_15528
jump @INTRO1_15270 

:INTRO1_15535
0968: actor $PLAYER_ACTOR stop_mouth 
109@ = 0 

:INTRO1_15547
if 
   not 86@ == 4 
else_jump @INTRO1_15634 
wait 0 
gosub @INTRO1_20464 
if 
  109@ == 0 
else_jump @INTRO1_15627 
if 
  75@ == 2 
else_jump @INTRO1_15627 
109@ = 1 
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 

:INTRO1_15627
jump @INTRO1_15547 

:INTRO1_15634
Camera.SetPosition(2482.804, -1666.785, 13.785, 0.0, 0.0, 0.0)
Camera.PointAt(2483.778, -1666.774, 13.5566, 2)
0687: clear_actor $PLAYER_ACTOR task 
if 
  113@ == 0 
else_jump @INTRO1_15751 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_IDLELOOP_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 

:INTRO1_15751
0968: actor $PLAYER_ACTOR stop_mouth 
109@ = 0 

:INTRO1_15763
if 
   not 86@ == 5 
else_jump @INTRO1_15898 
wait 0 
gosub @INTRO1_20464 
if 
  109@ == 0 
else_jump @INTRO1_15891 
if 
  75@ == 2 
else_jump @INTRO1_15891 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_15884 
0967: actor 67@ move_mouth 20000 ms 
if 
   not Actor.Dead(65@)
else_jump @INTRO1_15884 
0647: unknown_actor 65@ look_task 
05BF: AS_actor 65@ look_at_actor 67@ 15000 ms 

:INTRO1_15884
109@ = 1 

:INTRO1_15891
jump @INTRO1_15763 

:INTRO1_15898
if 
   not Actor.Dead(67@)
else_jump @INTRO1_15919 
0968: actor 67@ stop_mouth 

:INTRO1_15919
109@ = 0 

:INTRO1_15926
if 
   not 86@ == 6 
else_jump @INTRO1_16121 
wait 0 
gosub @INTRO1_20464 
if 
  109@ == 0 
else_jump @INTRO1_16114 
if 
  75@ == 2 
else_jump @INTRO1_16114 
109@ = 1 
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 
if 
  113@ == 0 
else_jump @INTRO1_16077 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_TALKRIGHT_LOOP" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 
jump @INTRO1_16114 

:INTRO1_16077
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time 6000 // versionA 

:INTRO1_16114
jump @INTRO1_15926 

:INTRO1_16121
0968: actor $PLAYER_ACTOR stop_mouth 
if 
  113@ == 0 
else_jump @INTRO1_16194 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_IDLELOOP_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 
jump @INTRO1_16199 

:INTRO1_16194
0687: clear_actor $PLAYER_ACTOR task 

:INTRO1_16199
Camera.SetPosition(2482.911, -1662.575, 14.0425, 0.0, 0.0, 0.0)
Camera.PointAt(2483.366, -1663.456, 13.914, 2)
109@ = 0 

:INTRO1_16257
if 
   not 86@ == 7 
else_jump @INTRO1_16392 
wait 0 
gosub @INTRO1_20464 
if 
  109@ == 0 
else_jump @INTRO1_16385 
if 
  75@ == 2 
else_jump @INTRO1_16385 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_16378 
0967: actor 67@ move_mouth 20000 ms 
if 
   not Actor.Dead(65@)
else_jump @INTRO1_16378 
0647: unknown_actor 65@ look_task 
05BF: AS_actor 65@ look_at_actor 67@ 15000 ms 

:INTRO1_16378
109@ = 1 

:INTRO1_16385
jump @INTRO1_16257 

:INTRO1_16392
if 
   not Actor.Dead(67@)
else_jump @INTRO1_16413 
0968: actor 67@ stop_mouth 

:INTRO1_16413
109@ = 0 

:INTRO1_16420
if 
   not 86@ == 8 
else_jump @INTRO1_16625 
wait 0 
gosub @INTRO1_20464 
if 
  109@ == 0 
else_jump @INTRO1_16618 
if 
  75@ == 2 
else_jump @INTRO1_16618 
109@ = 1 
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 
if 
  113@ == 0 
else_jump @INTRO1_16581 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_TALKRIGHT_LOOP" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 
jump @INTRO1_16618 

:INTRO1_16581
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time 6000 // versionA 

:INTRO1_16618
jump @INTRO1_16420 

:INTRO1_16625
0968: actor $PLAYER_ACTOR stop_mouth 
if 
  113@ == 0 
else_jump @INTRO1_16698 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BMX_IDLELOOP_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 
jump @INTRO1_16703 

:INTRO1_16698
0687: clear_actor $PLAYER_ACTOR task 

:INTRO1_16703
Camera.SetPosition(2490.0, -1667.537, 13.7938, 0.0, 0.0, 0.0)
Camera.PointAt(2489.044, -1667.497, 13.5038, 2)
109@ = 0 

:INTRO1_16761
if 
   not 86@ == 9 
else_jump @INTRO1_16941 
wait 0 
gosub @INTRO1_20464 
if 
  109@ == 0 
else_jump @INTRO1_16934 
if 
  75@ == 2 
else_jump @INTRO1_16934 
if 
   not Actor.Dead(65@)
else_jump @INTRO1_16927 
0647: unknown_actor 65@ look_task 
05BF: AS_actor 65@ look_at_actor $PLAYER_ACTOR 15000 ms 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 65@ 15000 ms 
0967: actor 65@ move_mouth 20000 ms 
0605: actor 65@ perform_animation_sequence "BMX_TALKLEFT_LOOP" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 

:INTRO1_16927
109@ = 1 

:INTRO1_16934
jump @INTRO1_16761 

:INTRO1_16941
if 
   not Actor.Dead(65@)
else_jump @INTRO1_17000 
0605: actor 65@ perform_animation_sequence "BMX_IDLELOOP_02" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 

:INTRO1_17000
if 
   not Actor.Dead(65@)
else_jump @INTRO1_17021 
0968: actor 65@ stop_mouth 

:INTRO1_17021
33@ = 0 

:INTRO1_17028
if 
  1500 > 33@ 
else_jump @INTRO1_17058 
wait 0 
jump @INTRO1_17028 

:INTRO1_17058
Camera.SetPosition(2474.306, -1668.478, 13.4599, 0.0, 0.0, 0.0)
Camera.PointAt(2475.302, -1668.458, 13.5477, 2)
if 
   not Car.Wrecked(76@)
else_jump @INTRO1_17135 
Car.Angle(76@) = 0.0

:INTRO1_17135
109@ = 0 

:INTRO1_17142
if 
   not 86@ == 10 
else_jump @INTRO1_17277 
wait 0 
gosub @INTRO1_20464 
if 
  109@ == 0 
else_jump @INTRO1_17270 
if 
  75@ == 2 
else_jump @INTRO1_17270 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_17263 
0647: unknown_actor 66@ look_task 
05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 15000 ms 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 15000 ms 
0967: actor 66@ move_mouth 20000 ms 

:INTRO1_17263
109@ = 1 

:INTRO1_17270
jump @INTRO1_17142 

:INTRO1_17277
if 
   not Actor.Dead(66@)
else_jump @INTRO1_17298 
0968: actor 66@ stop_mouth 

:INTRO1_17298
33@ = 0 
109@ = 0 

:INTRO1_17312
if 
   not 86@ == 11 
else_jump @INTRO1_17610 
wait 0 
gosub @INTRO1_20464 
if 
  109@ == 0 
else_jump @INTRO1_17440 
if 
  75@ == 2 
else_jump @INTRO1_17440 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_17440 
0647: unknown_actor 66@ look_task 
05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 12500 ms 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 12500 ms 
0967: actor 66@ move_mouth 20000 ms 
109@ = 1 

:INTRO1_17440
if 
  33@ > 3000 
else_jump @INTRO1_17603 
if 
   not Actor.Dead(65@)
else_jump @INTRO1_17531 
if 
   not Car.Wrecked(76@)
else_jump @INTRO1_17531 
0687: clear_actor 65@ task 
05D1: AS_actor 65@ drive_car 76@ to 2501.244 -1657.769 12.3949 speed 4.0 1 model #BMX 2 

:INTRO1_17531
if 
   not Actor.Dead(67@)
else_jump @INTRO1_17603 
if 
   not Car.Wrecked(78@)
else_jump @INTRO1_17603 
0687: clear_actor 67@ task 
05D1: AS_actor 67@ drive_car 78@ to 2497.169 -1680.446 12.3614 speed 6.0 1 model #BMX 2 

:INTRO1_17603
jump @INTRO1_17312 

:INTRO1_17610
if 
   not Actor.Dead(66@)
else_jump @INTRO1_17631 
0968: actor 66@ stop_mouth 

:INTRO1_17631
if 
   not Actor.Dead(66@)
else_jump @INTRO1_17719 
if 
   not Car.Wrecked(77@)
else_jump @INTRO1_17719 
if 
   Actor.Driving(66@)
else_jump @INTRO1_17719 
0647: unknown_actor 66@ look_task 
05D1: AS_actor 66@ drive_car 77@ to 2466.27 -1690.28 12.51 speed 2.0 1 model #BMX 2 

:INTRO1_17719
33@ = 0 

:INTRO1_17726
if 
  3000 > 33@ 
else_jump @INTRO1_17756 
wait 0 
jump @INTRO1_17726 

:INTRO1_17756
0701: end_scene_skip 
0925: restore_camera_to_user_defined 
040D: unload_wav 1 
040D: unload_wav 2 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
07FB: set_interior 'CARLS' access 1  // Haus der Johnsons
0707: start_scene_skip_to @INTRO1_18131 
00BE: text_clear_all 
Camera.SetPosition(2499.306, -1678.921, 13.0313, 0.0, 0.0, 0.0)
Camera.PointAt(2499.044, -1679.852, 13.2865, 2)
Car.Destroy(76@)
Car.Destroy(77@)
Car.Destroy(78@)
Actor.DestroyInstantly(65@)
Actor.DestroyInstantly(66@)
Actor.DestroyInstantly(67@)
03E5: show_text_box 'SAVE_G'  // Du kannst dein Spiel speichern, indem du CJs Haus betrittst.
33@ = 0 

:INTRO1_17896
if 
  6000 > 33@ 
else_jump @INTRO1_17926 
wait 0 
jump @INTRO1_17896 

:INTRO1_17926
Camera.SetPosition(2504.28, -1682.857, 15.1427, 0.0, 0.0, 0.0)
Camera.PointAt(2504.306, -1683.851, 15.0385, 2)
03E5: show_text_box 'SAVE_G2'  // Du kannst ein Fahrzeug speichern, indem du es in der Garage parkst.
33@ = 0 

:INTRO1_17995
if 
  6000 > 33@ 
else_jump @INTRO1_18025 
wait 0 
jump @INTRO1_17995 

:INTRO1_18025
Camera.SetPosition(2494.863, -1683.051, 13.0207, 0.0, 0.0, 0.0)
Camera.PointAt(2494.939, -1684.037, 13.1717, 2)
03E5: show_text_box 'SAVE_G3'  // Stell dich in die Markierung, um Carls Haus zu betreten.
Player.CanMove($PLAYER_CHAR) = True
33@ = 0 

:INTRO1_18101
if 
  6000 > 33@ 
else_jump @INTRO1_18131 
wait 0 
jump @INTRO1_18101 

:INTRO1_18131
0701: end_scene_skip 
0687: clear_actor $PLAYER_ACTOR task 
Actor.Angle($PLAYER_ACTOR) = 82.97
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
jump @INTRO1_18188 

:INTRO1_18170
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:INTRO1_18188
$INTRO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'INTRO_1'  // Big Smoke
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 3 
end_thread_named 'INT' 
Marker.Disable($1717)
0570: $1717 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[0] $SAVE_PICKUPS_Y[0] $SAVE_PICKUPS_Z[0] 
018B: set_marker $1717 radar_mode 2 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
030C: progress_made += 1 
Marker.Disable($439)
07FB: set_interior 'CARLS' access 1  // Haus der Johnsons
return 

:INTRO1_18300
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#PEREN)
Model.Destroy(#BMX)
Model.Destroy(#BALLAS1)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#VOODOO)
0733: random_car_generator_enable_model #VOODOO 
Model.Destroy(#COLT45)
Actor.RemoveReferences(50@)
Actor.RemoveReferences(52@)
Actor.RemoveReferences(65@)
Actor.RemoveReferences(66@)
Actor.RemoveReferences(67@)
Car.RemoveReferences(51@)
Car.RemoveReferences(41@)
Car.RemoveReferences(76@)
Car.RemoveReferences(77@)
Car.RemoveReferences(78@)
0873: release_path 201 
0873: release_path 205 
0873: release_path 206 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
022A: remove_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0 
if 
   not Car.Wrecked(51@)
else_jump @INTRO1_18488 
05EC: release_car 51@ from_path 
jump @INTRO1_18493 

:INTRO1_18488
05EC: release_car 51@ from_path 

:INTRO1_18493
09D2: unknown_flag 1 
Car.Destroy(76@)
Car.Destroy(77@)
Car.Destroy(78@)
Actor.DestroyWithFade(65@)
Actor.DestroyWithFade(66@)
Actor.DestroyWithFade(67@)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0296: unload_special_actor 1 
0296: unload_special_actor 10 
0296: unload_special_actor 3 
Marker.Disable(39@)
Marker.Disable(40@)
Marker.Disable(43@)
mission_cleanup 
return 

:INTRO1_18572
if 
   not Car.Wrecked(37@)
else_jump @INTRO1_19627 
if 
   Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @INTRO1_19524 
if 
  92@ == 1 
else_jump @INTRO1_18865 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_18865 
if 
8104:   not actor $PLAYER_ACTOR near_actor 67@ radius 60.0 60.0 20.0 sphere 0 
else_jump @INTRO1_18732 
00BC: show_text_highpriority GXT 'INTRO2G' time 6000 flag 1  // ~s~Du bist zu weit weg. Bleib bei ~b~Sweet~s~.
if 
  115@ == 1 
else_jump @INTRO1_18718 
115@ = 0 

:INTRO1_18718
$127 = 0 
jump @INTRO1_18865 

:INTRO1_18732
if 
  115@ == 0 
else_jump @INTRO1_18847 
if 
  46@ == 4 
else_jump @INTRO1_18847 
if 
  86@ > 5 
else_jump @INTRO1_18847 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_18847 
if 
00F2:   actor 67@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
else_jump @INTRO1_18847 
115@ = 1 
gosub @INTRO1_20695 

:INTRO1_18847
03D5: remove_text 'INTRO2G'  // ~s~Du bist zu weit weg. Bleib bei ~b~Sweet~s~.
$127 = 1 

:INTRO1_18865
if 
  92@ == 2 
else_jump @INTRO1_19297 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_19105 
if 
8104:   not actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
else_jump @INTRO1_18990 
00BC: show_text_highpriority GXT 'INTRO2J' time 6000 flag 1  // ~s~Du bist zu weit weg. Bleib bei ~b~Ryder~s~.
if 
  115@ == 1 
else_jump @INTRO1_18976 
115@ = 0 

:INTRO1_18976
$127 = 0 
jump @INTRO1_19105 

:INTRO1_18990
if 
  115@ == 0 
else_jump @INTRO1_19087 
if 
  86@ > 1 
else_jump @INTRO1_19087 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_19087 
if 
00F2:   actor 66@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
else_jump @INTRO1_19087 
115@ = 1 
gosub @INTRO1_20695 

:INTRO1_19087
03D5: remove_text 'INTRO2J'  // ~s~Du bist zu weit weg. Bleib bei ~b~Ryder~s~.
$127 = 1 

:INTRO1_19105
if 
   not Actor.Dead(65@)
else_jump @INTRO1_19297 
if 
8104:   not actor $PLAYER_ACTOR near_actor 65@ radius 60.0 60.0 20.0 sphere 0 
else_jump @INTRO1_19189 
if 
  108@ == 1 
else_jump @INTRO1_19182 
108@ = 0 

:INTRO1_19182
jump @INTRO1_19297 

:INTRO1_19189
if 
  108@ == 0 
else_jump @INTRO1_19286 
if 
  86@ > 2 
else_jump @INTRO1_19286 
if 
   not Actor.Dead(65@)
else_jump @INTRO1_19286 
if 
00F2:   actor 65@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
else_jump @INTRO1_19286 
108@ = 1 
gosub @INTRO1_21390 

:INTRO1_19286
03D5: remove_text 'INTRO2J'  // ~s~Du bist zu weit weg. Bleib bei ~b~Ryder~s~.

:INTRO1_19297
if 
  54@ == 0 
else_jump @INTRO1_19517 
Marker.Disable(43@)
$127 = 1 
if 
  92@ == 0 
else_jump @INTRO1_19402 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_19381 
Marker.Disable(39@)
39@ = Marker.CreateAboveActor(67@)
07E0: set_marker 39@ type_to 1 

:INTRO1_19381
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
92@ = 1 

:INTRO1_19402
if 
  92@ == 1 
else_jump @INTRO1_19456 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_19456 
Marker.Disable(39@)
39@ = Marker.CreateAboveActor(67@)
07E0: set_marker 39@ type_to 1 

:INTRO1_19456
if 
  92@ == 2 
else_jump @INTRO1_19510 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_19510 
Marker.Disable(40@)
40@ = Marker.CreateAboveActor(66@)
07E0: set_marker 40@ type_to 1 

:INTRO1_19510
54@ = 1 

:INTRO1_19517
jump @INTRO1_19620 

:INTRO1_19524
if 
  54@ == 1 
else_jump @INTRO1_19620 
Marker.Disable(43@)
Marker.Disable(40@)
Marker.Disable(39@)
43@ = Marker.CreateAboveCar(37@)
07E0: set_marker 43@ type_to 1 
if 
   not 92@ == 0 
else_jump @INTRO1_19606 
00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1  // ~s~Steig aufs ~b~Fahrrad~s~.

:INTRO1_19606
$127 = 0 
54@ = 0 

:INTRO1_19620
jump @INTRO1_19650 

:INTRO1_19627
00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1  // ~r~Dein BMX Rad ist geschrottet!
45@ = 1 

:INTRO1_19650
if 
   Actor.Dead(65@)
else_jump @INTRO1_19696 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke ist tot!
45@ = 1 
jump @INTRO1_19792 

:INTRO1_19696
if 
  83@ == 0 
else_jump @INTRO1_19792 
if 
   not Actor.Dead(65@)
else_jump @INTRO1_19792 
if 
   not Car.Wrecked(76@)
else_jump @INTRO1_19792 
if 
   Actor.InCar(65@, 76@)
else_jump @INTRO1_19792 
0687: clear_actor 65@ task 
0618: assign_actor 65@ to_AS_pack 82@ 
04E0: car 76@ abandon_path_radius 10 
83@ = 1 

:INTRO1_19792
if 
   Actor.Dead(66@)
else_jump @INTRO1_19838 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder ist tot!
45@ = 1 
jump @INTRO1_19934 

:INTRO1_19838
if 
  85@ == 0 
else_jump @INTRO1_19934 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_19934 
if 
   not Car.Wrecked(77@)
else_jump @INTRO1_19934 
if 
   Actor.InCar(66@, 77@)
else_jump @INTRO1_19934 
0687: clear_actor 66@ task 
0618: assign_actor 66@ to_AS_pack 82@ 
04E0: car 77@ abandon_path_radius 10 
85@ = 1 

:INTRO1_19934
if 
   not 92@ == 2 
else_jump @INTRO1_20094 
if 
   Actor.Dead(67@)
else_jump @INTRO1_19998 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet ist tot!
45@ = 1 
jump @INTRO1_20094 

:INTRO1_19998
if 
  84@ == 0 
else_jump @INTRO1_20094 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_20094 
if 
   not Car.Wrecked(78@)
else_jump @INTRO1_20094 
if 
   Actor.InCar(67@, 78@)
else_jump @INTRO1_20094 
0687: clear_actor 67@ task 
0618: assign_actor 67@ to_AS_pack 82@ 
04E0: car 78@ abandon_path_radius 10 
84@ = 1 

:INTRO1_20094
if and
  83@ == 1 
  84@ == 1 
  85@ == 1 
else_jump @INTRO1_20138 
061B: remove_references_to_AS_pack 82@ 
83@ = 2 

:INTRO1_20138
return 

:INTRO1_20140
if 
  33@ > 1000 
else_jump @INTRO1_20462 
if 
   not Actor.Dead(65@(48@,3i))
else_jump @INTRO1_20422 
if 
   not Car.Wrecked(76@(48@,3i))
else_jump @INTRO1_20385 
if 
   Actor.InCar(65@(48@,3i), 76@(48@,3i))
else_jump @INTRO1_20378 
if 
00F2:   actor 65@(48@,3i) near_actor $PLAYER_ACTOR radius 130.0 130.0 0 
else_jump @INTRO1_20323 
if 
  58@(48@,3i) == 0 
else_jump @INTRO1_20316 
0575: set_actor 65@(48@,3i) pinned_position 0 
0574: set_car 76@(48@,3i) keep_position 0 
58@(48@,3i) = 1 

:INTRO1_20316
jump @INTRO1_20378 

:INTRO1_20323
if 
  58@(48@,3i) == 1 
else_jump @INTRO1_20378 
0575: set_actor 65@(48@,3i) pinned_position 1 
0574: set_car 76@(48@,3i) keep_position 1 
58@(48@,3i) = 0 

:INTRO1_20378
jump @INTRO1_20422 

:INTRO1_20385
0687: clear_actor 65@(48@,3i) task 
0603: AS_actor 65@(48@,3i) goto 2493.82 -1669.91 12.8 mode 7 timelimit -1 // versionC 

:INTRO1_20422
48@ += 1 
if 
002D:   48@ >= 107@ // (int) 
else_jump @INTRO1_20455 
48@ = 0 

:INTRO1_20455
33@ = 0 

:INTRO1_20462
return 

:INTRO1_20464
if or
  75@ == 0 
  75@ == 1 
else_jump @INTRO1_20534 
if 
002D:   63@ >= 86@ // (int) 
else_jump @INTRO1_20534 
if 
  32@ > 200 
else_jump @INTRO1_20534 
gosub @INTRO1_20599 

:INTRO1_20534
if 
  75@ == 2 
else_jump @INTRO1_20597 
if 
03D2:   wav 1 ended 
else_jump @INTRO1_20597 
75@ = 0 
86@ += 1 
109@ = 0 
00BE: text_clear_all 
32@ = 0 

:INTRO1_20597
return 

:INTRO1_20599
if 
  75@ == 0 
else_jump @INTRO1_20635 
03CF: load_wav 93@(86@,14i) as 1 
75@ = 1 

:INTRO1_20635
if 
  75@ == 1 
else_jump @INTRO1_20693 
if 
03D0:   wav 1 loaded 
else_jump @INTRO1_20693 
00BC: show_text_highpriority GXT $6475(86@,14s) time 4000 flag 1 
03D1: play_wav 1 
75@ = 2 

:INTRO1_20693
return 

:INTRO1_20695
040D: unload_wav 2 
if 
  92@ == 1 
else_jump @INTRO1_20835 
if 
  115@ == 1 
else_jump @INTRO1_20835 
if 
  64@ == 0 
else_jump @INTRO1_20760 
03CF: load_wav 20040 as 2 

:INTRO1_20760
if 
  64@ == 1 
else_jump @INTRO1_20785 
03CF: load_wav 20041 as 2 

:INTRO1_20785
if 
  64@ == 2 
else_jump @INTRO1_20810 
03CF: load_wav 20042 as 2 

:INTRO1_20810
if 
  64@ == 3 
else_jump @INTRO1_20835 
03CF: load_wav 20032 as 2 

:INTRO1_20835
if 
  92@ == 2 
else_jump @INTRO1_20971 
if 
  115@ == 1 
else_jump @INTRO1_20971 
if 
  64@ == 0 
else_jump @INTRO1_20896 
03CF: load_wav 20047 as 2 

:INTRO1_20896
if 
  64@ == 1 
else_jump @INTRO1_20921 
03CF: load_wav 20046 as 2 

:INTRO1_20921
if 
  64@ == 2 
else_jump @INTRO1_20946 
03CF: load_wav 20048 as 2 

:INTRO1_20946
if 
  64@ == 3 
else_jump @INTRO1_20971 
03CF: load_wav 20056 as 2 

:INTRO1_20971
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 
gosub @INTRO1_21777 
03D1: play_wav 2 
if 
  92@ == 1 
else_jump @INTRO1_21170 
if 
  115@ == 1 
else_jump @INTRO1_21170 
if 
  64@ == 0 
else_jump @INTRO1_21068 
00BC: show_text_highpriority GXT 'INT1_EA' time 3000 flag 1  // ~z~Hau rein, CJ, hau rein!

:INTRO1_21068
if 
  64@ == 1 
else_jump @INTRO1_21102 
00BC: show_text_highpriority GXT 'INT1_EB' time 3000 flag 1  // ~z~Dranbleiben, CJ!

:INTRO1_21102
if 
  64@ == 2 
else_jump @INTRO1_21136 
00BC: show_text_highpriority GXT 'INT1_EC' time 3000 flag 1  // ~z~Komm schon, CJ, tret in die Pedale, dass es kracht!

:INTRO1_21136
if 
  64@ == 3 
else_jump @INTRO1_21170 
00BC: show_text_highpriority GXT 'INT1_BD' time 3000 flag 1  // ~z~Wie ist alles so schlimm geworden?

:INTRO1_21170
if 
  92@ == 2 
else_jump @INTRO1_21342 
if 
  115@ == 1 
else_jump @INTRO1_21342 
if 
  64@ == 0 
else_jump @INTRO1_21240 
00BC: show_text_highpriority GXT 'INT1_EH' time 3000 flag 1  // ~z~Hau rein, CJ, du bist ja peinlich!

:INTRO1_21240
if 
  64@ == 1 
else_jump @INTRO1_21274 
00BC: show_text_highpriority GXT 'INT1_EG' time 3000 flag 1  // ~z~Was ist los, Idiot? Bist du am Arsch?

:INTRO1_21274
if 
  64@ == 2 
else_jump @INTRO1_21308 
00BC: show_text_highpriority GXT 'INT1_EI' time 3000 flag 1  // ~z~Bleib dran, Motherfucker!

:INTRO1_21308
if 
  64@ == 3 
else_jump @INTRO1_21342 
00BC: show_text_highpriority GXT 'INT1_FG' time 3000 flag 1  // ~z~Typisch CJ, lsst uns alle hinter sich!

:INTRO1_21342
gosub @INTRO1_22192 
64@ += 1 
if 
  64@ > 3 
else_jump @INTRO1_21381 
64@ = 0 

:INTRO1_21381
32@ = 0 
return 

:INTRO1_21390
040D: unload_wav 2 
if 
  92@ == 2 
else_jump @INTRO1_21530 
if 
  108@ == 1 
else_jump @INTRO1_21530 
if 
  87@ == 0 
else_jump @INTRO1_21455 
03CF: load_wav 20049 as 2 

:INTRO1_21455
if 
  87@ == 1 
else_jump @INTRO1_21480 
03CF: load_wav 20043 as 2 

:INTRO1_21480
if 
  87@ == 2 
else_jump @INTRO1_21505 
03CF: load_wav 20044 as 2 

:INTRO1_21505
if 
  87@ == 3 
else_jump @INTRO1_21530 
03CF: load_wav 20045 as 2 

:INTRO1_21530
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 
gosub @INTRO1_21777 
03D1: play_wav 2 
if 
  92@ == 2 
else_jump @INTRO1_21729 
if 
  108@ == 1 
else_jump @INTRO1_21729 
if 
  87@ == 0 
else_jump @INTRO1_21627 
00BC: show_text_highpriority GXT 'INT1_EJ' time 3000 flag 1  // ~z~Was ist, CJ? Kannst du nicht mithalten mit diesem Fettsack?

:INTRO1_21627
if 
  87@ == 1 
else_jump @INTRO1_21661 
00BC: show_text_highpriority GXT 'INT1_ED' time 3000 flag 1  // ~z~Los, Mann, du musst dranbleiben!

:INTRO1_21661
if 
  87@ == 2 
else_jump @INTRO1_21695 
00BC: show_text_highpriority GXT 'INT1_EE' time 3000 flag 1  // ~z~Weiter so, CJ!

:INTRO1_21695
if 
  87@ == 3 
else_jump @INTRO1_21729 
00BC: show_text_highpriority GXT 'INT1_EF' time 3000 flag 1  // ~z~Bleib dran, CJ!

:INTRO1_21729
gosub @INTRO1_22192 
87@ += 1 
if 
  87@ > 3 
else_jump @INTRO1_21768 
87@ = 0 

:INTRO1_21768
32@ = 0 
return 

:INTRO1_21777
if 
83D0:   not wav 2 loaded 
else_jump @INTRO1_22190 
wait 0 
if 
   Car.Wrecked(37@)
else_jump @INTRO1_21812 

:INTRO1_21812
if 
   Actor.Dead(65@)
else_jump @INTRO1_21853 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke ist tot!
45@ = 1 
return 

:INTRO1_21853
if 
   Actor.Dead(66@)
else_jump @INTRO1_21894 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder ist tot!
45@ = 1 
return 

:INTRO1_21894
if 
   not 92@ == 2 
else_jump @INTRO1_21953 
if 
   Actor.Dead(67@)
else_jump @INTRO1_21953 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet ist tot!
45@ = 1 
return 

:INTRO1_21953
if 
  92@ == 1 
else_jump @INTRO1_22074 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_22074 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
00FE:   actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
else_jump @INTRO1_22074 
return 

:INTRO1_22074
if 
  92@ == 2 
else_jump @INTRO1_22183 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_22183 
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
else_jump @INTRO1_22183 
return 

:INTRO1_22183
jump @INTRO1_21777 

:INTRO1_22190
return 

:INTRO1_22192
if 
83D2:   not wav 2 ended 
else_jump @INTRO1_22605 
wait 0 
if 
   Car.Wrecked(37@)
else_jump @INTRO1_22227 

:INTRO1_22227
if 
   Actor.Dead(65@)
else_jump @INTRO1_22268 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke ist tot!
45@ = 1 
return 

:INTRO1_22268
if 
   Actor.Dead(66@)
else_jump @INTRO1_22309 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder ist tot!
45@ = 1 
return 

:INTRO1_22309
if 
   not 92@ == 2 
else_jump @INTRO1_22368 
if 
   Actor.Dead(67@)
else_jump @INTRO1_22368 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet ist tot!
45@ = 1 
return 

:INTRO1_22368
if 
  92@ == 1 
else_jump @INTRO1_22489 
if 
   not Actor.Dead(67@)
else_jump @INTRO1_22489 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
00FE:   actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
else_jump @INTRO1_22489 
return 

:INTRO1_22489
if 
  92@ == 2 
else_jump @INTRO1_22598 
if 
   not Actor.Dead(66@)
else_jump @INTRO1_22598 
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
else_jump @INTRO1_22598 
return 

:INTRO1_22598
jump @INTRO1_22192 

:INTRO1_22605
return 

//-------------Mission 12---------------
// Originally: Ryder

:INTRO2
thread 'INTRO2' 
gosub @INTRO2_908 
if 
wasted_or_busted 
else_jump @INTRO2_38 
gosub @INTRO2_13667 

:INTRO2_38
gosub @INTRO2_14817 
end_thread 

:INTRO2_47
0871: init_jump_table 40@ total_jumps 5 default_jump 0 @INTRO2_906 jumps 0 @INTRO2_110 1 @INTRO2_498 2 @INTRO2_600 3 @INTRO2_768 4 @INTRO2_848 -1 @INTRO2_906 -1 @INTRO2_906 

:INTRO2_110
05A9: s$6503[0] = 'INT2_CA'  // ~z~Hey, hat Old Reece immer noch den Friseursalon?
05A9: s$6503[1] = 'INT2_CB'  // ~z~Ja, der alte Motherfucker ist noch fleiig.
05A9: s$6503[2] = 'INT2_CC'  // ~z~Der hat seit Jahren 'nen Sprung in der Schssel!
05A9: s$6503[3] = 'INT2_CD'  // ~z~Den wrd ich nie auch nur in die Nhe MEINER Haare lassen!
05A9: s$6503[4] = 'INT2_CE'  // ~z~Ich glaub, ich lass sie mir schneiden.
05A9: s$6503[5] = 'INT2_CF'  // ~z~Wenn du meinst. Ich geb dir fnf Minuten.
05A9: s$6503[6] = 'INT2_CG'  // ~z~Geschnitten, wie von einem DJ!
05A9: s$6503[7] = 'INT2_BA'  // ~z~Wann haust du eigentlich wieder ab?
05A9: s$6503[8] = 'INT2_BB'  // ~z~Gar nicht, ich bleib vielleicht hier.
05A9: s$6503[9] = 'INT2_BC'  // ~z~Wieso?
05A9: s$6503[10] = 'INT2_BD'  // ~z~Hier sind meine Homies, meine Familie.
05A9: s$6503[11] = 'INT2_BE'  // ~z~Waren wir doch immer, du Idiot!
05A9: s$6503[12] = 'INT2_BF'  // ~z~Ja, aber jetzt, wo ich wieder hier bin, wei ich, was mir gefehlt hat.
05A9: s$6503[13] = 'INT2_BG'  // ~z~Denk blo nicht, dass ich dir jetzt um den Hals fall oder so.
05A9: s$6503[14] = 'INT2_BH'  // ~z~Fr mich bist du immer noch ein Weichei.
05A9: s$6503[15] = 'INT2_BJ'  // ~z~Wow, danke, Homie.
05A9: s$6503[16] = 'INT2_BK'  // ~z~Keine Ursache.
04AF: 70@ = 20211 // @ = any 
04AF: 71@ = 20212 // @ = any 
04AF: 72@ = 20213 // @ = any 
04AF: 73@ = 20214 // @ = any 
04AF: 74@ = 20215 // @ = any 
04AF: 75@ = 20216 // @ = any 
04AF: 76@ = 20217 // @ = any 
04AF: 77@ = 20201 // @ = any 
04AF: 78@ = 20202 // @ = any 
04AF: 79@ = 20203 // @ = any 
04AF: 80@ = 20204 // @ = any 
04AF: 81@ = 20205 // @ = any 
04AF: 82@ = 20206 // @ = any 
04AF: 83@ = 20207 // @ = any 
04AF: 84@ = 20208 // @ = any 
04AF: 85@ = 20209 // @ = any 
04AF: 86@ = 20210 // @ = any 
50@ = 16 
jump @INTRO2_906 

:INTRO2_498
05A9: s$6503[0] = 'INT2_FA'  // ~z~Scheie, da drben sieht's lcherlich aus.
05A9: s$6503[1] = 'INT2_FB'  // ~z~Kein Respekt vor der Gegend, viel zu sauber und alles.
05A9: s$6503[2] = 'INT2_FC'  // ~z~Du siehst zu drr aus, CJ.
05A9: s$6503[3] = 'INT2_FD'  // ~z~Hol dir da drin was zu essen, ich rauch inzwischen fertig. Dann kmmere ich mich ums Geschft.
04AF: 70@ = 20222 // @ = any 
04AF: 71@ = 20223 // @ = any 
04AF: 72@ = 20224 // @ = any 
04AF: 73@ = 20225 // @ = any 
50@ = 3 
jump @INTRO2_906 

:INTRO2_600
05A9: s$6503[0] = 'INT2_GA'  // ~z~Her mit dem Geld! Das ist ein berfall!
05A9: s$6503[1] = 'INT2_GB'  // ~z~Ryder! Nicht schon wieder!
05A9: s$6503[2] = 'INT2_GC'  // ~z~Ich bin es nicht, Idiot!
05A9: s$6503[3] = 'INT2_GD'  // ~z~Niemand sonst ist so klein! Dein Dad ist echt zu bedauern!
05A9: s$6503[4] = 'INT2_GE'  // ~z~Scheie, du spinnst! Lass uns abhauen!
05A9: s$6503[5] = 'INT2_GF'  // ~z~Ganz der alte CJ, Weichei! Weichei!
05A9: s$6503[6] = 'INT2_HB'  // ~z~Oh, Scheie! LAUF!
04AF: 70@ = 20226 // @ = any 
04AF: 71@ = 20227 // @ = any 
04AF: 72@ = 20228 // @ = any 
04AF: 73@ = 20229 // @ = any 
04AF: 74@ = 20230 // @ = any 
04AF: 75@ = 20231 // @ = any 
04AF: 76@ = 20233 // @ = any 
50@ = 7 
jump @INTRO2_906 

:INTRO2_768
05A9: s$6503[0] = 'INT2_NB'  // ~z~Fahr besser mal bei Sweet vorbei.
05A9: s$6503[1] = 'INT2_NC'  // ~z~Der kriegt sich kaum noch ein wegen diesem Graffiti.
05A9: s$6503[2] = 'INT2_ND'  // ~z~Spter, Alter.
04AF: 70@ = 20246 // @ = any 
04AF: 71@ = 20247 // @ = any 
04AF: 72@ = 20248 // @ = any 
50@ = 2 
jump @INTRO2_906 

:INTRO2_848
05A9: s$6503[0] = 'INT2_JA'  // ~z~Worauf wartest du?
05A9: s$6503[1] = 'INT2_JB'  // ~z~Bring uns zurck zur Grove, Motherfucker!
04AF: 70@ = 20236 // @ = any 
04AF: 71@ = 20237 // @ = any 
50@ = 1 
jump @INTRO2_906 

:INTRO2_906
return 

:INTRO2_908
increment_mission_attempts 
$ONMISSION = 1 
36@ = 0 
38@ = 0 
$676 = 0 
59@ = 0 
60@ = 0 
$88 = 0 
44@ = 0 
66@ = 0 
$28 = 0 
68@ = 0 
61@ = 0 
69@ = 0 
48@ = 0 
63@ = 0 
57@ = 0 
87@ = 0 
88@ = 0 
89@ = 0 
90@ = 0.05 
91@ = 0.12 
92@ = 0.0 
076C: set_zone 'IWD1' gang 0 density_to 5 
076C: set_zone 'IWD2' gang 0 density_to 5 
076C: set_zone 'IWD3A' gang 0 density_to 5 
076C: set_zone 'IWD3B' gang 0 density_to 5 
076C: set_zone 'IWD4' gang 0 density_to 5 
076C: set_zone 'IWD5' gang 0 density_to 5 
wait 0 
054C: use_GXT_table 'INTRO2' 
jump @INTRO2_1204 
$FOOD_SELLER = Actor.Create(Mission1, $SELLER_MODEL, $JFUD_X_FOOD_SELLER, $JFUD_Y_FOOD_SELLER, $JFUD_Z_FOOD_SELLER)

:INTRO2_1204
select_interior 2 
02E4: load_cutscene_data 'INTRO2A' 

:INTRO2_1219
if 
86B9:   not cutscene_data_loaded 
else_jump @INTRO2_1243 
wait 0 
jump @INTRO2_1219 

:INTRO2_1243
02E7: start_cutscene 
fade 1 1000 

:INTRO2_1252
if 
82E9:   not cutscene_reached_end 
else_jump @INTRO2_1276 
wait 0 
jump @INTRO2_1252 

:INTRO2_1276
fade 0 0 

:INTRO2_1282
if 
fading 
else_jump @INTRO2_1306 
wait 0 
jump @INTRO2_1282 

:INTRO2_1306
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
select_interior 0 
Marker.Disable($449)
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
Model.Load(#PICADOR)
Model.Load(#CIGAR)
Model.Load(#CIGAR_GLOW)
038B: load_requested_models 

:INTRO2_1352
if or
   not Model.Available(#PICADOR)
   not Model.Available(#CIGAR)
   not Model.Available(#CIGAR_GLOW)
823D:   not special_actor 1 loaded 
else_jump @INTRO2_1391 
wait 0 
jump @INTRO2_1352 

:INTRO2_1391
07FB: set_interior 'BARBERS' access 0  // Friseur
07FB: set_interior 'BARBER2' access 0  // Friseur
07FB: set_interior 'BARBER3' access 0  // Friseur
07FB: set_interior 'FDPIZA' access 0  // Pizza Hut
07FB: set_interior 'FDCHICK' access 0  // Taco Bell
07FB: set_interior 'FDBURG' access 0  // Burger King
0687: clear_actor $PLAYER_ACTOR task 
0792: disembark_instantly_actor $PLAYER_ACTOR 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
0395: clear_area 1 at $142 $143 $144 radius 6.0 
0674: set_car_model #PICADOR numberplate "_SHERM__" 
$RYDER_CAR = Car.Create(#PICADOR, $142, $143, $144)
053F: set_car $RYDER_CAR tires_vulnerability 0 
0229: set_car $RYDER_CAR primary_color_to 84 secondary_color_to 84 
Car.Angle($RYDER_CAR) = 0.0
0852: set_car $RYDER_CAR damages_visible 0 
041E: set_radio_station 5 
$ACTOR_RYDER = Actor.Create(Mission1, #SPECIAL01, 2475.29, -1687.85, 12.51)
060A: create_decision_maker_type 0 store_to 67@ // decision\allowed\m_.ped files 
060B: set_actor $ACTOR_RYDER decision_maker_to 67@ 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
Actor.Angle($PLAYER_ACTOR) = 176.0
0568: set_actor $ACTOR_RYDER targetable 1 
Actor.Health($ACTOR_RYDER) = 500
08AF: set_actor $ACTOR_RYDER max_health_to 500 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 20000 ms 
039E: set_actor $ACTOR_RYDER locked 1 while_in_car 
0526: set_actor $ACTOR_RYDER stay_in_car 1 
09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 
37@ = Marker.CreateAboveCar($RYDER_CAR)
07E0: set_marker 37@ type_to 1 
018A: 34@ = create_checkpoint_at 2074.4 -1800.8 12.5 
Marker.Disable(34@)
03CF: load_wav 20200 as 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2464.03, -1687.61, 12.51)
Actor.Angle($PLAYER_ACTOR) = 252.27
select_interior 0 
Camera.SetAtPos(2464.03, -1687.61, 12.51)
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 1000 
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_1851 
jump @INTRO2_13667 

:INTRO2_1851
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_1874 
jump @INTRO2_13667 

:INTRO2_1874
if 
83D0:   not wav 1 loaded 
else_jump @INTRO2_1978 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_1932 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO2_13667 

:INTRO2_1932
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_1971 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 

:INTRO2_1971
jump @INTRO2_1874 

:INTRO2_1978
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_AA' time 10000 flag 1  // ~z~Zeig mir mal, wie man an der Ostkste so fhrt, Homie!

:INTRO2_1998
if 
83D2:   not wav 1 ended 
else_jump @INTRO2_2102 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_2056 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO2_13667 

:INTRO2_2056
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_2095 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 

:INTRO2_2095
jump @INTRO2_1998 

:INTRO2_2102
$127 = 0 
49@ = 0 
56@ = 0 
64@ = 0 
40@ = 0 
gosub @INTRO2_47 
03D5: remove_text 'INT2_1'  // ~s~Geh zu Ryder, er wohnt ein Stck die Strae hinunter.
00BC: show_text_highpriority GXT 'INT2_6' time 6000 flag 1  // ~s~Steig in ~b~Ryders Wagen~s~!
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_2210 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO2_13667 

:INTRO2_2210
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_2249 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 

:INTRO2_2249
$169 = 1 

:INTRO2_2256
if or
81AF:   not car $RYDER_CAR sphere $127 in_sphere 2077.84 -1792.59 12.38 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $RYDER_CAR 
   not Actor.InCar($ACTOR_RYDER, $RYDER_CAR)
89D0:   not car $RYDER_CAR on_wheels 
else_jump @INTRO2_2886 
wait 0 
if 
0735:   NOP_false 83 
else_jump @INTRO2_2352 
jump @INTRO2_13692 

:INTRO2_2352
if 
  48@ == 0 
else_jump @INTRO2_2436 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2077.84 -1792.59 12.38 radius 15.0 15.0 4.0 
else_jump @INTRO2_2436 
03E5: show_text_box 'HELP44B'  // Fahr dein Fahrzeug in die rote Markierung.
48@ = 1 

:INTRO2_2436
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_2475 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO2_13667 

:INTRO2_2475
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_2521 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 
jump @INTRO2_2724 

:INTRO2_2521
if 
   Actor.InCar($PLAYER_ACTOR, $RYDER_CAR)
else_jump @INTRO2_2632 
if 
  38@ == 0 
else_jump @INTRO2_2625 
Marker.Disable(37@)
Marker.Disable(34@)
018A: 34@ = create_checkpoint_at 2077.84 -1792.59 12.56 
$127 = 1 
00BC: show_text_highpriority GXT 'HOOD2_A' time 6000 flag 1  // ~s~Fahr mit Ryder zum ~y~Friseursalon~s~.
33@ = 0 
38@ = 1 

:INTRO2_2625
jump @INTRO2_2724 

:INTRO2_2632
if 
  38@ == 1 
else_jump @INTRO2_2724 
Marker.Disable(34@)
Marker.Disable(37@)
37@ = Marker.CreateAboveCar($RYDER_CAR)
07E0: set_marker 37@ type_to 1 
$127 = 0 
gosub @INTRO2_15117 
00BC: show_text_highpriority GXT 'INT2_6' time 6000 flag 1  // ~s~Steig in ~b~Ryders Wagen~s~!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
38@ = 0 

:INTRO2_2724
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_2801 
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_2801 
if 
   Actor.InCar($PLAYER_ACTOR, $RYDER_CAR)
else_jump @INTRO2_2801 
if 
  33@ > 3000 
else_jump @INTRO2_2801 
gosub @INTRO2_16035 

:INTRO2_2801
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_2840 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO2_13667 

:INTRO2_2840
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_2879 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 

:INTRO2_2879
jump @INTRO2_2256 

:INTRO2_2886
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
03E6: remove_text_box 
07FB: set_interior 'BARBERS' access 1  // Friseur
Camera.SetPosition(2086.424, -1783.578, 16.9391, 0.0, 0.0, 0.0)
Camera.PointAt(2085.603, -1784.143, 16.8617, 2)
33@ = 0 

:INTRO2_2970
if 
  3000 > 33@ 
else_jump @INTRO2_3058 
wait 0 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_3051 
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_3051 
if 
   Actor.InCar($PLAYER_ACTOR, $RYDER_CAR)
else_jump @INTRO2_3051 
gosub @INTRO2_16035 

:INTRO2_3051
jump @INTRO2_2970 

:INTRO2_3058
0707: start_scene_skip_to @INTRO2_3229 
Camera.SetPosition(2075.418, -1794.748, 14.3637, 0.0, 0.0, 0.0)
Camera.PointAt(2074.44, -1794.564, 14.2591, 2)
03E5: show_text_box 'INT2_8'  // Geh in die gelbe Markierung, um den Friseursalon zu betreten.
Player.CanMove($PLAYER_CHAR) = True
33@ = 0 

:INTRO2_3141
if 
  3000 > 33@ 
else_jump @INTRO2_3229 
wait 0 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_3222 
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_3222 
if 
   Actor.InCar($PLAYER_ACTOR, $RYDER_CAR)
else_jump @INTRO2_3222 
gosub @INTRO2_16035 

:INTRO2_3222
jump @INTRO2_3141 

:INTRO2_3229
0701: end_scene_skip 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Marker.Disable(34@)
018A: 34@ = create_checkpoint_at 413.6397 -19.9389 1000.812 
08DC: create_interior_marker 34@ at 2073.042 -1794.563 radius 20.0 
$676 = 0 

:INTRO2_3298
if or
  $676 == 0 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2072.11 -1793.8 12.56 radius 10.0 10.0 3.0 on_foot 
else_jump @INTRO2_3809 
wait 0 
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_3396 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 

:INTRO2_3396
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_3435 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO2_13667 

:INTRO2_3435
if 
  57@ == 0 
else_jump @INTRO2_3525 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_3525 
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_3525 
if 
   Actor.InCar($PLAYER_ACTOR, $RYDER_CAR)
else_jump @INTRO2_3518 
gosub @INTRO2_16035 
jump @INTRO2_3525 

:INTRO2_3518
57@ = 1 

:INTRO2_3525
077E: get_active_interior_to 58@ 
if 
  58@ == 2 
else_jump @INTRO2_3654 
if 
  59@ == 0 
else_jump @INTRO2_3647 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 411.68 -21.77 1000.79 radius 10.0 10.0 3.0 on_foot 
else_jump @INTRO2_3647 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'INT2_9' time 5000 flag 1  // ~s~Stell dich in die Markierung, um dir die Haare schneiden zu lassen.
04ED: load_animation "SHOP" 
59@ = 1 

:INTRO2_3647
jump @INTRO2_3743 

:INTRO2_3654
if 
  59@ == 1 
else_jump @INTRO2_3743 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2072.11 -1793.8 12.56 radius 10.0 10.0 3.0 on_foot 
else_jump @INTRO2_3743 
00BC: show_text_highpriority GXT 'INT2_8' time 10000 flag 1  // Geh in die gelbe Markierung, um den Friseursalon zu betreten.
59@ = 0 

:INTRO2_3743
if 
  $676 == 0 
else_jump @INTRO2_3802 
if 
  $2749 == 1 
else_jump @INTRO2_3802 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~Du hast den Ladeninhaber verschreckt!
jump @INTRO2_13667 

:INTRO2_3802
jump @INTRO2_3298 

:INTRO2_3809
fade 0 0 
00BE: text_clear_all 
Marker.Disable(34@)
07FB: set_interior 'FDPIZA' access 1  // Pizza Hut
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
0395: clear_area 1 at 2072.04 -1800.92 12.55 radius 200.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.2 
05BA: AS_actor $PLAYER_ACTOR move_mouth 10 ms 

:INTRO2_3898
if 
84EE:   not animation "SHOP" loaded 
else_jump @INTRO2_3934 
wait 0 
fade 0 0 
jump @INTRO2_3898 

:INTRO2_3934
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_4403 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_4373 

:INTRO2_3966
if 
04F1:   unknown_car_check $RYDER_CAR 
else_jump @INTRO2_4038 
wait 0 
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_4025 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 

:INTRO2_4025
fade 0 0 
jump @INTRO2_3966 

:INTRO2_4038
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_4270 
Actor.PutAt($PLAYER_ACTOR, 2072.55, -1794.67, 12.56)
Actor.Angle($PLAYER_ACTOR) = 240.55
0792: disembark_instantly_actor $ACTOR_RYDER 
if 
   Actor.Driving($ACTOR_RYDER)
else_jump @INTRO2_4132 
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2076.492 -1796.413 12.5545 
jump @INTRO2_4152 

:INTRO2_4132
Actor.PutAt($ACTOR_RYDER, 2076.492, -1796.413, 12.5545)

:INTRO2_4152
Actor.Angle($ACTOR_RYDER) = 80.0
Actor.Health($ACTOR_RYDER) = 500
46@ = Object.Create(#CIGAR, 2440.58, -1979.89, 14.2)
070A: AS_actor $ACTOR_RYDER attach_to_object 46@ offset 0.04 0.1 -0.02 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0605: actor $ACTOR_RYDER perform_animation_sequence "SMOKE_RYD" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA 

:INTRO2_4270
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_4340 
0395: clear_area 1 at 2078.09 -1796.21 12.3828 radius 100.0 
Car.PutAt($RYDER_CAR, 2078.09, -1796.21, 12.3828)
Car.Angle($RYDER_CAR) = 176.9536

:INTRO2_4340
068A: set_car $RYDER_CAR repair_componentA 2 
068A: set_car $RYDER_CAR repair_componentA 3 
0508: car $RYDER_CAR close_all_doors 
Car.DoorStatus($RYDER_CAR) = 3
jump @INTRO2_4396 

:INTRO2_4373
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO2_13667 

:INTRO2_4396
jump @INTRO2_4426 

:INTRO2_4403
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 

:INTRO2_4426
32@ = 0 

:INTRO2_4433
if 
   not 32@ > 400 
else_jump @INTRO2_4469 
wait 0 
fade 0 0 
jump @INTRO2_4433 

:INTRO2_4469
00BE: text_clear_all 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_4535 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 2075.53 -1796.32 12.55 mode 4 10000 ms // versionA 
0647: unknown_actor -1 look_task 
05BF: AS_actor -1 look_at_actor $ACTOR_RYDER 4500 ms 
0616: define_AS_pack_end 45@ 

:INTRO2_4535
0618: assign_actor $PLAYER_ACTOR to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
Camera.SetPosition(2074.866, -1800.882, 13.4518, 0.0, 0.0, 0.0)
Camera.PointAt(2075.067, -1799.903, 13.4124, 2)
00BE: text_clear_all 
fade 1 500 
63@ = 0 
49@ = 0 
56@ = 0 
64@ = 0 
40@ = 1 
gosub @INTRO2_47 
32@ = 0 

:INTRO2_4657
if 
   not 32@ > 1700 
else_jump @INTRO2_4694 
wait 0 
gosub @INTRO2_15726 
jump @INTRO2_4657 

:INTRO2_4694
if 
  $1514 == 1 
else_jump @INTRO2_4719 
0707: start_scene_skip_to @INTRO2_6566 

:INTRO2_4719
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_4751 
0647: unknown_actor $ACTOR_RYDER look_task 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 2000 ms 

:INTRO2_4751
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_4804 
0669: 55@ = attach_particle "EXHALE" to_actor $ACTOR_RYDER with_offset 90@ 91@ 92@ flag 1 
0883: attach_particle 55@ to_actor $ACTOR_RYDER mode 5 

:INTRO2_4804
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_4825 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_4825
if or
0500:   player $PLAYER_CHAR skin == "TASH" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "GOATEE" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "BEARD" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "PLAYER_FACE" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "HIGHFADE" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "FLATTOP" on_bodypart 1 
else_jump @INTRO2_5442 
03CF: load_wav 20218 as 1 
03CF: load_wav 20219 as 2 
64@ = 0 

:INTRO2_4952
if 
83D0:   not wav 1 loaded 
else_jump @INTRO2_5021 
wait 0 
gosub @INTRO2_15726 
if 
  64@ == 0 
else_jump @INTRO2_5014 
if 
  56@ == 2 
else_jump @INTRO2_5014 

:INTRO2_5014
jump @INTRO2_4952 

:INTRO2_5021
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_DA' time 10000 flag 1  // ~z~SCHEISSE! Ich hab dir doch gesagt, er ist gestrt.
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_5065 
0967: actor $ACTOR_RYDER move_mouth 2000 ms 

:INTRO2_5065
64@ = 0 

:INTRO2_5072
if 
83D2:   not wav 1 ended 
else_jump @INTRO2_5141 
wait 0 
gosub @INTRO2_15726 
if 
  64@ == 0 
else_jump @INTRO2_5134 
if 
  56@ == 2 
else_jump @INTRO2_5134 

:INTRO2_5134
jump @INTRO2_5072 

:INTRO2_5141
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_5162 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5162
Camera.SetPosition(2074.827, -1797.414, 14.233, 0.0, 0.0, 0.0)
Camera.PointAt(2075.432, -1796.664, 13.9678, 2)
wait 1000 
64@ = 0 

:INTRO2_5225
if 
83D0:   not wav 2 loaded 
else_jump @INTRO2_5294 
wait 0 
gosub @INTRO2_15726 
if 
  64@ == 0 
else_jump @INTRO2_5287 
if 
  56@ == 2 
else_jump @INTRO2_5287 

:INTRO2_5287
jump @INTRO2_5225 

:INTRO2_5294
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'INT2_DB' time 10000 flag 1  // ~z~Du siehst zum Kotzen aus.
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_5338 
0967: actor $ACTOR_RYDER move_mouth 2000 ms 

:INTRO2_5338
64@ = 0 

:INTRO2_5345
if 
83D2:   not wav 2 ended 
else_jump @INTRO2_5414 
wait 0 
gosub @INTRO2_15726 
if 
  64@ == 0 
else_jump @INTRO2_5407 
if 
  56@ == 2 
else_jump @INTRO2_5407 

:INTRO2_5407
jump @INTRO2_5345 

:INTRO2_5414
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_5435 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5435
jump @INTRO2_5731 

:INTRO2_5442
03CF: load_wav 20221 as 1 
03CF: load_wav 65535 as 2 
64@ = 0 

:INTRO2_5465
if 
83D0:   not wav 1 loaded 
else_jump @INTRO2_5534 
wait 0 
gosub @INTRO2_15726 
if 
  64@ == 0 
else_jump @INTRO2_5527 
if 
  56@ == 2 
else_jump @INTRO2_5527 

:INTRO2_5527
jump @INTRO2_5465 

:INTRO2_5534
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_EA' time 10000 flag 1  // ~z~Ich nehm alles zurck, Old Reece hat's immer noch drauf.
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_5578 
0967: actor $ACTOR_RYDER move_mouth 2000 ms 

:INTRO2_5578
64@ = 0 

:INTRO2_5585
if 
83D2:   not wav 1 ended 
else_jump @INTRO2_5654 
wait 0 
gosub @INTRO2_15726 
if 
  64@ == 0 
else_jump @INTRO2_5647 
if 
  56@ == 2 
else_jump @INTRO2_5647 

:INTRO2_5647
jump @INTRO2_5585 

:INTRO2_5654
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_5675 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5675
Camera.SetPosition(2075.19, -1797.282, 14.4799, 0.0, 0.0, 0.0)
Camera.PointAt(2075.638, -1796.471, 14.103, 2)
wait 1000 

:INTRO2_5731
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_5752 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5752
32@ = 0 

:INTRO2_5759
if 
   not 32@ > 1000 
else_jump @INTRO2_5796 
wait 0 
gosub @INTRO2_15726 
jump @INTRO2_5759 

:INTRO2_5796
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_5817 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_5817
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_5861 
0647: unknown_actor $ACTOR_RYDER look_task 
06A9: AS_actor $ACTOR_RYDER look_at_point 2102.0 -1806.0 14.0 3000 ms 

:INTRO2_5861
64@ = 0 

:INTRO2_5868
if 
   not 49@ == 1 
else_jump @INTRO2_5954 
wait 0 
gosub @INTRO2_16035 
if 
  64@ == 0 
else_jump @INTRO2_5940 
if 
  56@ == 2 
else_jump @INTRO2_5940 
64@ = 1 

:INTRO2_5940
gosub @INTRO2_15726 
jump @INTRO2_5868 

:INTRO2_5954
0647: unknown_actor $PLAYER_ACTOR look_task 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2102.0 -1806.0 14.0 3000 ms 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2074.23 -1795.03 14.4282 position_to 2074.983 -1798.671 14.4451 time 12000 drop_mode 1 
0920: point_camera 2077.167 -1795.729 14.1884 transverse_to 2075.973 -1798.734 14.5649 time 12000 mode 1 
64@ = 0 

:INTRO2_6073
if 
   not 49@ == 2 
else_jump @INTRO2_6175 
wait 0 
gosub @INTRO2_16035 
if 
  64@ == 0 
else_jump @INTRO2_6161 
if 
  56@ == 2 
else_jump @INTRO2_6161 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_6154 

:INTRO2_6154
64@ = 1 

:INTRO2_6161
gosub @INTRO2_15726 
jump @INTRO2_6073 

:INTRO2_6175
33@ = 0 
64@ = 0 

:INTRO2_6189
if 
   not 49@ == 3 
else_jump @INTRO2_6291 
wait 0 
gosub @INTRO2_16035 
if 
  64@ == 0 
else_jump @INTRO2_6277 
if 
  56@ == 2 
else_jump @INTRO2_6277 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_6270 

:INTRO2_6270
64@ = 1 

:INTRO2_6277
gosub @INTRO2_15726 
jump @INTRO2_6189 

:INTRO2_6291
64@ = 0 

:INTRO2_6298
if 
   not 49@ == 4 
else_jump @INTRO2_6400 
wait 0 
gosub @INTRO2_16035 
if 
  64@ == 0 
else_jump @INTRO2_6386 
if 
  56@ == 2 
else_jump @INTRO2_6386 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_6379 

:INTRO2_6379
64@ = 1 

:INTRO2_6386
gosub @INTRO2_15726 
jump @INTRO2_6298 

:INTRO2_6400
if 
   not 33@ > 18000 
else_jump @INTRO2_6548 
wait 0 
if 
  44@ == 0 
else_jump @INTRO2_6482 
if 
  33@ > 7500 
else_jump @INTRO2_6482 
03E5: show_text_box 'FUDHLP1'  // Wenn du nichts isst, verlierst du Gewicht und irgendwann auch Energie. Der rote Balken zeigt an, wie viel Energie du hast.
03E7: flash_hud_component 4 
44@ = 1 

:INTRO2_6482
if 
  44@ == 1 
else_jump @INTRO2_6541 
if 
  33@ > 13500 
else_jump @INTRO2_6541 
03E5: show_text_box 'FUDHLP2'  // Essen gibt dir Energie, aber wenn du zu viel isst, wirst du fett.
03E7: flash_hud_component -1 
44@ = 2 

:INTRO2_6541
jump @INTRO2_6400 

:INTRO2_6548
if 
  $1514 == 1 
else_jump @INTRO2_6576 

:INTRO2_6566
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 

:INTRO2_6576
03E6: remove_text_box 
0925: restore_camera_to_user_defined 
00BC: show_text_highpriority GXT 'HOOD2_B' time 10000 flag 1  // ~s~Geh in die ~y~Pizzeria~s~ und hol dir was zu essen.
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_6634 
0852: set_car $RYDER_CAR damages_visible 1 

:INTRO2_6634
Marker.Disable(34@)
018A: 34@ = create_checkpoint_at 372.9 -118.8 1000.57 
08DC: create_interior_marker 34@ at 2103.376 -1806.311 radius 20.0 
59@ = 0 
$88 = 1 
01EB: set_traffic_density_multiplier_to 0.5 
03DE: set_pedestrians_density_multiplier_to 0.5 
33@ = 0 
$127 = 1 

:INTRO2_6721
if or
8102:   not actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 3.0 sphere 0 stopped_on_foot 
   not $88 == 3 
else_jump @INTRO2_7480 
wait 0 
if 
  87@ == 0 
else_jump @INTRO2_6829 
if 
  33@ > 2000 
else_jump @INTRO2_6829 
03E5: show_text_box 'FUDHLP3'  // Halte ~k~~PED_ANSWER_PHONE~ gedrckt, um dir Statistiken anzusehen. Dies zeigt CJs augenblicklichen Zustand an. Immer wenn sich eine Statistik ndert, erscheint sie oben links auf dem Bildschirm.
87@ = 1 

:INTRO2_6829
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_6868 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 

:INTRO2_6868
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_6907 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO2_13667 

:INTRO2_6907
gosub @INTRO2_15726 
if 
   not $88 == 3 
else_jump @INTRO2_7083 
if 
  $FOOD_SELLER_EXISTS == 1 
else_jump @INTRO2_7083 
if 
   Actor.Dead($FOOD_SELLER)
else_jump @INTRO2_6996 
00BC: show_text_highpriority GXT 'INT2_10' time 10000 flag 1  // ~r~Du sollst den Ladeninhaber nicht umbringen!
jump @INTRO2_13667 
jump @INTRO2_7083 

:INTRO2_6996
if 
8184:   not actor $FOOD_SELLER health >= 99 
else_jump @INTRO2_7083 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @INTRO2_7083 
01B2: give_actor $FOOD_SELLER weapon 25 ammo 30 // Load the weapon model before using this 
01B9: set_actor $FOOD_SELLER armed_weapon_to 25 
077A: set_actor $FOOD_SELLER acquaintance 4 to_actors_pedtype 0 // see ped.dat 
wait 1000 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~Du hast den Ladeninhaber verschreckt!
jump @INTRO2_13667 

:INTRO2_7083
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_7209 
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_7209 
if 
  68@ == 0 
else_jump @INTRO2_7209 
if or
81AF:   not car $RYDER_CAR sphere 0 in_sphere 2078.09 -1796.2 12.38 radius 0.2 0.2 2.0 
8184:   not actor $ACTOR_RYDER health >= 499 
else_jump @INTRO2_7209 
05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 20000 ms 
68@ = 1 

:INTRO2_7209
077E: get_active_interior_to 58@ 
if 
  58@ == 5 
else_jump @INTRO2_7405 
if 
  59@ == 0 
else_jump @INTRO2_7309 
04ED: load_animation "GANGS" 
04ED: load_animation "FOOD" 
Model.Load(#COLT45)
Model.Load(#CHROMEGUN)
023C: load_special_actor 'RYDER3' as 2 // models 290-299 
Model.Load(#WMYPIZZ)
32@ = 0 
59@ = 1 

:INTRO2_7309
if 
  59@ == 1 
else_jump @INTRO2_7398 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 372.05 -130.63 1000.49 radius 20.0 20.0 3.0 on_foot 
else_jump @INTRO2_7398 
00BC: show_text_highpriority GXT 'INT2_13' time 5000 flag 1  // ~s~Stell dich in die Markierung, um eine Pizza zu kaufen.
59@ = 2 

:INTRO2_7398
jump @INTRO2_7432 

:INTRO2_7405
if 
  59@ == 2 
else_jump @INTRO2_7432 
00BE: text_clear_all 
59@ = 1 

:INTRO2_7432
if 
  $FLAG_PLAYER_ATTACK_FOOD_SELLER == 1 
else_jump @INTRO2_7473 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~Du hast den Ladeninhaber verschreckt!
jump @INTRO2_13667 

:INTRO2_7473
jump @INTRO2_6721 

:INTRO2_7480
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
00BE: text_clear_all 
041D: set_camera_near_clip 0.1 
064E: stop_particle 55@ 
Model.Destroy(#CIGAR)
Model.Destroy(#CIGAR_GLOW)
03CF: load_wav 1828 as 4 

:INTRO2_7520
if or
84EE:   not animation "FOOD" loaded 
84EE:   not animation "GANGS" loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#WMYPIZZ)
   not Model.Available(#COLT45)
   not Model.Available(#CHROMEGUN)
else_jump @INTRO2_7697 
wait 0 
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_7610 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 

:INTRO2_7610
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_7649 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO2_13667 

:INTRO2_7649
if 
  $FLAG_PLAYER_ATTACK_FOOD_SELLER == 1 
else_jump @INTRO2_7690 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~Du hast den Ladeninhaber verschreckt!
jump @INTRO2_13667 

:INTRO2_7690
jump @INTRO2_7520 

:INTRO2_7697
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_7816 
070B: set_actor $ACTOR_RYDER onbone_attached_object_operation 1 
0792: disembark_instantly_actor $ACTOR_RYDER 
05BA: AS_actor $ACTOR_RYDER move_mouth 100 ms 
Actor.PutAt($ACTOR_RYDER, 375.7327, -125.2345, 1000.53)
Actor.Angle($ACTOR_RYDER) = 201.2298
Actor.Health($ACTOR_RYDER) = 500
08AF: set_actor $ACTOR_RYDER max_health_to 500 
0605: actor $ACTOR_RYDER perform_animation_sequence "ROB_SHIFTY" IFP_file "SHOP" 4.0 loop 0 0 0 0 time -1 // versionA 

:INTRO2_7816
0395: clear_area 1 at 372.9 -118.8 1000.57 radius 20.0 
0395: clear_area 1 at 369.058 -4.92 1000.883 radius 20.0 
35@ = Actor.Create(Mission1, #WMYPIZZ, 373.14, -117.11, 1000.57)
Actor.Angle(35@) = 180.0
060A: create_decision_maker_type 2 store_to 43@ // decision\allowed\m_.ped files 
060B: set_actor 35@ decision_maker_to 43@ 
0647: unknown_actor 35@ look_task 
05BF: AS_actor 35@ look_at_actor $PLAYER_ACTOR 4700 ms 
0639: AS_actor 35@ rotate_to_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 372.9, -118.8, 1000.57)
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 35@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0615: define_AS_pack_begin 51@ 
05D3: AS_actor -1 goto_point 375.2 -119.8 1000.5 mode 4 7000 ms // versionA 
0605: actor -1 perform_animation_sequence "ROB_STICKUP_IN" IFP_file "SHOP" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "ROB_LOOP_THREAT" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 51@ 
49@ = 0 
56@ = 0 
64@ = 0 
40@ = 2 
gosub @INTRO2_47 
wait 200 
if 
  $28 == 0 
else_jump @INTRO2_8192 
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_PIZZA" IFP_file "FOOD" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @INTRO2_8332 

:INTRO2_8192
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0089: 90@ = $TEMPVAR_X_COORD // (float) 
90@ += 0.355 
0089: 91@ = $TEMPVAR_Y_COORD // (float) 
91@ -= 0.116 
0089: 92@ = $TEMPVAR_Z_COORD // (float) 
92@ -= 0.048 
064B: 62@ = create_particle "PUKE" at 90@ 91@ 92@ type 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_VOMIT_P" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 353 store_to $2563 

:INTRO2_8332
fade 1 500 
043C: disable_sounds_after_fade 1 
Camera.SetPosition(376.4939, -126.0317, 1002.396, 0.0, 0.0, 0.0)
Camera.PointAt(375.9087, -125.2215, 1002.361, 2)
wait 4500 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 377.0709 -121.8843 1000.714 position_to 377.3563 -119.1986 1002.57 time 7000 drop_mode 1 
0920: point_camera 376.4134 -122.6288 1000.598 transverse_to 376.423 -119.1806 1002.211 time 7000 mode 1 
Actor.DestroyInstantly($ACTOR_RYDER)
0296: unload_special_actor 1 
$ACTOR_RYDER = Actor.Create(Mission1, #SPECIAL02, 376.3327, -125.2345, 1000.53)
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
0568: set_actor $ACTOR_RYDER targetable 1 
Actor.Health($ACTOR_RYDER) = 500
08AF: set_actor $ACTOR_RYDER max_health_to 500 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
039E: set_actor $ACTOR_RYDER locked 1 while_in_car 
0526: set_actor $ACTOR_RYDER stay_in_car 1 
060B: set_actor $ACTOR_RYDER decision_maker_to 67@ 
09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_8649 
01B2: give_actor $ACTOR_RYDER weapon 22 ammo 30 // Load the weapon model before using this 
01B9: set_actor $ACTOR_RYDER armed_weapon_to 22 
if 
   not Actor.Dead(35@)
else_jump @INTRO2_8649 
0618: assign_actor $ACTOR_RYDER to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 

:INTRO2_8649
41@ = 0 
0707: start_scene_skip_to @INTRO2_10954 
32@ = 0 
63@ = 0 

:INTRO2_8677
if 
80FE:   not actor $ACTOR_RYDER sphere 0 in_sphere 375.2 -119.8 1000.5 radius 0.4 0.6 2.0 
else_jump @INTRO2_9124 
wait 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "EAT_VOMIT_P"
else_jump @INTRO2_8899 
0613: 93@ = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 
if 
  63@ == 0 
else_jump @INTRO2_8848 
if 
  93@ >= 0.463 
else_jump @INTRO2_8848 
if 
03D0:   wav 4 loaded 
else_jump @INTRO2_8841 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1169 

:INTRO2_8841
63@ = 1 

:INTRO2_8848
if 
  63@ == 1 
else_jump @INTRO2_8899 
if 
  93@ >= 0.52 
else_jump @INTRO2_8899 
064C: make_particle 62@ visible 
63@ = 2 

:INTRO2_8899
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_8938 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 

:INTRO2_8938
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_8977 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO2_13667 

:INTRO2_8977
if 
  $FLAG_PLAYER_ATTACK_FOOD_SELLER == 1 
else_jump @INTRO2_9018 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~Du hast den Ladeninhaber verschreckt!
jump @INTRO2_13667 

:INTRO2_9018
if 
  69@ == 0 
else_jump @INTRO2_9117 
if 
  32@ > 1000 
else_jump @INTRO2_9117 
if 
  $28 == 0 
else_jump @INTRO2_9110 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time 3000 // versionA 

:INTRO2_9110
69@ = 1 

:INTRO2_9117
jump @INTRO2_8677 

:INTRO2_9124
if 
   not Actor.Dead(35@)
else_jump @INTRO2_9253 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_9253 
0687: clear_actor 35@ task 
0647: unknown_actor 35@ look_task 
05BF: AS_actor 35@ look_at_actor $ACTOR_RYDER 12500 ms 
05BA: AS_actor $PLAYER_ACTOR move_mouth 100 ms 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 10000 ms 
Actor.Angle(35@) = 200.0
0605: actor 35@ perform_animation_sequence "SHP_ROB_HANDSUP" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA 

:INTRO2_9253
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
64@ = 0 

:INTRO2_9267
if 
   not 49@ == 1 
else_jump @INTRO2_9378 
wait 0 
gosub @INTRO2_16035 
if 
  64@ == 0 
else_jump @INTRO2_9371 
if 
  56@ == 2 
else_jump @INTRO2_9371 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_9364 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 6000 ms 

:INTRO2_9364
64@ = 1 

:INTRO2_9371
jump @INTRO2_9267 

:INTRO2_9378
64@ = 0 

:INTRO2_9385
if 
   not 49@ == 2 
else_jump @INTRO2_9548 
wait 0 
gosub @INTRO2_16035 
if 
  64@ == 0 
else_jump @INTRO2_9541 
if 
  56@ == 2 
else_jump @INTRO2_9541 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_9502 
0605: actor $ACTOR_RYDER perform_animation_sequence "ROB_LOOP" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA 

:INTRO2_9502
if 
   not Actor.Dead(35@)
else_jump @INTRO2_9534 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 35@ 6000 ms 

:INTRO2_9534
64@ = 1 

:INTRO2_9541
jump @INTRO2_9385 

:INTRO2_9548
64@ = 0 

:INTRO2_9555
if 
   not 49@ == 3 
else_jump @INTRO2_9778 
wait 0 
gosub @INTRO2_16035 
if 
  64@ == 0 
else_jump @INTRO2_9771 
if 
  56@ == 2 
else_jump @INTRO2_9771 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_9679 
0605: actor $ACTOR_RYDER perform_animation_sequence "ROB_LOOP_THREAT" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA 

:INTRO2_9679
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_9711 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 6000 ms 

:INTRO2_9711
0925: restore_camera_to_user_defined 
Camera.SetPosition(374.9156, -121.7312, 1002.5, 0.0, 0.0, 0.0)
Camera.PointAt(374.7307, -120.7778, 1002.262, 2)
64@ = 1 

:INTRO2_9771
jump @INTRO2_9555 

:INTRO2_9778
64@ = 0 

:INTRO2_9785
if 
   not 49@ == 4 
else_jump @INTRO2_9948 
wait 0 
gosub @INTRO2_16035 
if 
  64@ == 0 
else_jump @INTRO2_9941 
if 
  56@ == 2 
else_jump @INTRO2_9941 
if 
   not Actor.Dead(35@)
else_jump @INTRO2_9882 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 35@ 6000 ms 

:INTRO2_9882
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_9934 
0605: actor $ACTOR_RYDER perform_animation_sequence "ROB_LOOP" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA 

:INTRO2_9934
64@ = 1 

:INTRO2_9941
jump @INTRO2_9785 

:INTRO2_9948
0615: define_AS_pack_begin 42@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "ROB_2IDLE" IFP_file "SHOP" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 42@ 
64@ = 0 

:INTRO2_10050
if 
   not 49@ == 5 
else_jump @INTRO2_10289 
wait 0 
gosub @INTRO2_16035 
if 
  64@ == 0 
else_jump @INTRO2_10282 
if 
  56@ == 2 
else_jump @INTRO2_10282 
Camera.SetPosition(371.562, -120.1569, 1002.404, 0.0, 0.0, 0.0)
Camera.PointAt(372.4125, -119.6767, 1002.19, 2)
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_10275 
0687: clear_actor $PLAYER_ACTOR task 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 10000 ms 
0687: clear_actor $ACTOR_RYDER task 
0647: unknown_actor $ACTOR_RYDER look_task 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 10000 ms 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_RYDER 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 

:INTRO2_10275
64@ = 1 

:INTRO2_10282
jump @INTRO2_10050 

:INTRO2_10289
64@ = 0 

:INTRO2_10296
if 
   not 49@ == 6 
else_jump @INTRO2_10455 
wait 0 
gosub @INTRO2_16035 
if 
  64@ == 0 
else_jump @INTRO2_10448 
if 
  56@ == 2 
else_jump @INTRO2_10448 
Camera.SetPosition(374.6357, -121.6844, 1001.637, 0.0, 0.0, 0.0)
Camera.PointAt(374.5972, -120.6883, 1001.716, 2)
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_10441 
0618: assign_actor $ACTOR_RYDER to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 

:INTRO2_10441
64@ = 1 

:INTRO2_10448
jump @INTRO2_10296 

:INTRO2_10455
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_10476 
0687: clear_actor $ACTOR_RYDER task 

:INTRO2_10476
if 
   not Actor.Dead(35@)
else_jump @INTRO2_10542 
Actor.Angle(35@) = 180.0
0605: actor 35@ perform_animation_sequence "SHP_GUN_GRAB" IFP_file "SHOP" 4.0 loop 0 0 0 1 time -1 // versionA 

:INTRO2_10542
wait 500 
if 
   not Actor.Dead(35@)
else_jump @INTRO2_10580 
01B2: give_actor 35@ weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 35@ armed_weapon_to 25 

:INTRO2_10580
wait 500 
Camera.SetPosition(373.03, -116.1498, 1002.375, 0.0, 0.0, 0.0)
Camera.PointAt(373.0192, -117.1292, 1002.173, 2)
wait 300 
if 
   not Actor.Dead(35@)
else_jump @INTRO2_10680 
0668: AS_actor 35@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms 

:INTRO2_10680
64@ = 0 

:INTRO2_10687
if 
   not 49@ == 7 
else_jump @INTRO2_10947 
wait 0 
gosub @INTRO2_16035 
if 
  64@ == 0 
else_jump @INTRO2_10940 
if 
  56@ == 2 
else_jump @INTRO2_10940 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 372.0 -120.1 1000.5 
05D7: add_point_to_scmpath 370.5 -132.3 1000.4 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 376.3 -121.0 1000.5 
05D7: add_point_to_scmpath 375.9 -132.0 1000.5 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_10858 
05D8: AS_assign_scmpath to_actor $ACTOR_RYDER flags 6 0 

:INTRO2_10858
if and
   not Actor.Dead($ACTOR_RYDER)
   not Actor.Dead(35@)
else_jump @INTRO2_10894 
0647: unknown_actor $ACTOR_RYDER look_task 
0647: unknown_actor $PLAYER_ACTOR look_task 
0647: unknown_actor 35@ look_task 

:INTRO2_10894
if 
   not Actor.Dead(35@)
else_jump @INTRO2_10933 
0668: AS_actor 35@ rotate_and_shoot_at 374.2905 -125.681 1001.308 1500 ms 

:INTRO2_10933
64@ = 1 

:INTRO2_10940
jump @INTRO2_10687 

:INTRO2_10947
41@ = 1 

:INTRO2_10954
0701: end_scene_skip 
if 
  41@ == 0 
else_jump @INTRO2_11013 
fade 0 0 
00BE: text_clear_all 

:INTRO2_10982
if 
fading 
else_jump @INTRO2_11006 
wait 0 
jump @INTRO2_10982 

:INTRO2_11006
jump @INTRO2_11046 

:INTRO2_11013
fade 0 500 
00BE: text_clear_all 

:INTRO2_11022
if 
fading 
else_jump @INTRO2_11046 
wait 0 
jump @INTRO2_11022 

:INTRO2_11046
0925: restore_camera_to_user_defined 
0395: clear_area 1 at 372.9 -118.8 1000.57 radius 100.0 
select_interior 0 
05BA: AS_actor $PLAYER_ACTOR move_mouth 0 ms 
Actor.PutAt($PLAYER_ACTOR, 2102.21, -1806.65, 12.4)
Actor.Angle($PLAYER_ACTOR) = 75.0
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
0860: link_actor $PLAYER_ACTOR to_interior 0 
wait 0 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_11322 
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_11322 
0647: unknown_actor $ACTOR_RYDER look_task 
0647: unknown_actor $PLAYER_ACTOR look_task 
0395: clear_area 1 at 2077.57 -1796.41 12.38 radius 100.0 
Car.PutAt($RYDER_CAR, 2077.57, -1796.41, 12.0)
Car.Angle($RYDER_CAR) = 180.0
Car.Health($RYDER_CAR) = 1000
0395: clear_area 1 at 2098.61 -1801.62 12.39 radius 100.0 
Actor.PutAt($ACTOR_RYDER, 2092.61, -1801.62, 12.39)
Actor.Angle($ACTOR_RYDER) = 72.0
0860: link_actor $ACTOR_RYDER to_interior 0 
Car.DoorStatus($RYDER_CAR) = 1
07A1: set_walk_speed 6 
05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 40000 ms 

:INTRO2_11322
01B7: release_weather 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BE: text_clear_all 
087C: release_shopping_data 
04FA: reset_interior 0 colors 
04EF: release_animation "SHOP" 
04EF: release_animation "GANGS" 
04EF: release_animation "FOOD" 
38@ = 0 
00BC: show_text_highpriority GXT 'INT2_6' time 10000 flag 1  // ~s~Steig in ~b~Ryders Wagen~s~!
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_11425 
jump @INTRO2_13667 
jump @INTRO2_11454 

:INTRO2_11425
Actor.Health($ACTOR_RYDER) = 500
08AF: set_actor $ACTOR_RYDER max_health_to 500 
47@ = Marker.CreateAboveActor($ACTOR_RYDER)
Marker.Disable(47@)

:INTRO2_11454
Marker.Disable(34@)
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_11502 
Marker.Disable(37@)
37@ = Marker.CreateAboveCar($RYDER_CAR)
07E0: set_marker 37@ type_to 1 
jump @INTRO2_11509 

:INTRO2_11502
jump @INTRO2_13667 

:INTRO2_11509
07FB: set_interior 'FDPIZA' access 0  // Pizza Hut
$127 = 1 
60@ = 0 
0615: define_AS_pack_begin 54@ 
05D3: AS_actor -1 goto_point 2102.77 -1806.35 12.55 mode 6 4000 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at 2092.67 -1803.64 15.56 1000 ms 
0616: define_AS_pack_end 54@ 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 20232 as 1 

:INTRO2_11607
if 
83D0:   not wav 1 loaded 
else_jump @INTRO2_11633 
wait 0 
jump @INTRO2_11607 

:INTRO2_11633
0A0B: set_rendering_origin_at_3D_coord 2102.21 -1806.65 12.4 angle 75.0 
fade 1 500 
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_11701 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 

:INTRO2_11701
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_11740 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO2_13667 

:INTRO2_11740
49@ = 0 
56@ = 0 
64@ = 0 
40@ = 4 
gosub @INTRO2_47 
32@ = 0 
33@ = 0 
0395: clear_area 1 at 2077.57 -1796.41 12.38 radius 20.0 

:INTRO2_11813
if or
81AF:   not car $RYDER_CAR sphere $127 in_sphere 2473.88 -1692.81 12.52 radius 4.0 4.0 4.0 
   not Actor.InCar($ACTOR_RYDER, $RYDER_CAR)
8448:   not actor $PLAYER_ACTOR in_car $RYDER_CAR 
89D0:   not car $RYDER_CAR on_wheels 
else_jump @INTRO2_12919 
wait 0 
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_11926 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 

:INTRO2_11926
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_11965 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO2_13667 

:INTRO2_11965
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2104.62 -1806.54 12.55 radius 7.0 6.0 3.0 on_foot 
else_jump @INTRO2_12304 
if 
  66@ == 0 
else_jump @INTRO2_12187 
if 
   not Actor.Dead(35@)
else_jump @INTRO2_12180 
0687: clear_actor 35@ task 
0792: disembark_instantly_actor 35@ 
Actor.PutAt(35@, 2105.32, -1806.24, 12.55)
Actor.Angle(35@) = 90.0
01B2: give_actor 35@ weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 35@ armed_weapon_to 25 
Actor.WeaponAccuracy(35@) = 30
041D: set_camera_near_clip 0.1 
if 
03D0:   wav 1 loaded 
else_jump @INTRO2_12153 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_HA' time 2000 flag 1  // ~z~Die Pizzabude ist kein Zuckerschlecken!

:INTRO2_12153
0618: assign_actor 35@ to_AS_pack 54@ 
061B: remove_references_to_AS_pack 54@ 
32@ = 0 
66@ = 1 

:INTRO2_12180
jump @INTRO2_12304 

:INTRO2_12187
if 
  32@ > 2000 
else_jump @INTRO2_12304 
if 
  66@ == 1 
else_jump @INTRO2_12304 
if 
   not Actor.Dead(35@)
else_jump @INTRO2_12304 
if 
00FF:   actor 35@ sphere 0 in_sphere 2102.77 -1806.35 12.55 radius 1.0 1.0 3.0 on_foot 
else_jump @INTRO2_12304 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
66@ = 2 

:INTRO2_12304
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_12413 
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_12413 
if 
   Actor.InCar($PLAYER_ACTOR, $RYDER_CAR)
else_jump @INTRO2_12413 
if 
0448:   actor $ACTOR_RYDER in_car $RYDER_CAR 
else_jump @INTRO2_12413 
gosub @INTRO2_16035 
if 
  88@ == 0 
else_jump @INTRO2_12413 
33@ = 0 
88@ = 1 

:INTRO2_12413
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_12834 
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_12811 
if 
   Actor.InCar($PLAYER_ACTOR, $RYDER_CAR)
else_jump @INTRO2_12712 
if 
0448:   actor $ACTOR_RYDER in_car $RYDER_CAR 
else_jump @INTRO2_12610 
if 
  38@ == 0 
else_jump @INTRO2_12603 
Marker.Disable(47@)
Marker.Disable(37@)
Marker.Disable(34@)
018A: 34@ = create_checkpoint_at 2473.88 -1692.81 12.52 
$127 = 1 
if 
  88@ == 1 
else_jump @INTRO2_12603 
if 
  33@ > 7000 
else_jump @INTRO2_12603 
00BC: show_text_highpriority GXT 'INT2_O' time 10000 flag 1  // ~s~Fahr Ryder ~y~nach Hause~s~.
38@ = 1 

:INTRO2_12603
jump @INTRO2_12705 

:INTRO2_12610
Marker.Disable(37@)
Marker.Disable(34@)
Marker.Disable(47@)
47@ = Marker.CreateAboveActor($ACTOR_RYDER)
07E0: set_marker 47@ type_to 1 
00BC: show_text_highpriority GXT 'INT2_5' time 1000 flag 1  // ~s~Du hast ~b~Ryder~s~ zurckgelassen!
062E: unknown_get_actor $ACTOR_RYDER task 1482 status_store_to 65@ // ret 7 if not found 
if 
04A4:   65@ == 7 // @ == any 
else_jump @INTRO2_12698 
05CA: AS_actor $ACTOR_RYDER enter_car $RYDER_CAR passenger_seat 0 20000 ms 

:INTRO2_12698
$127 = 0 

:INTRO2_12705
jump @INTRO2_12804 

:INTRO2_12712
if 
  38@ == 1 
else_jump @INTRO2_12804 
Marker.Disable(34@)
Marker.Disable(37@)
37@ = Marker.CreateAboveCar($RYDER_CAR)
07E0: set_marker 37@ type_to 1 
$127 = 0 
gosub @INTRO2_15117 
00BC: show_text_highpriority GXT 'INT2_6' time 10000 flag 1  // ~s~Steig in ~b~Ryders Wagen~s~!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
38@ = 0 

:INTRO2_12804
jump @INTRO2_12834 

:INTRO2_12811
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 

:INTRO2_12834
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_12873 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder ist tot!
jump @INTRO2_13667 

:INTRO2_12873
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_12912 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryders Karre ist im Arsch!
jump @INTRO2_13667 

:INTRO2_12912
jump @INTRO2_11813 

:INTRO2_12919
Player.CanMove($PLAYER_CHAR) = False
49@ = 0 
56@ = 0 
64@ = 0 
40@ = 3 
gosub @INTRO2_47 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_13030 
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_13030 
05CD: AS_actor $ACTOR_RYDER exit_car $RYDER_CAR 
wait 700 
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_13030 
05CD: AS_actor $PLAYER_ACTOR exit_car $RYDER_CAR 

:INTRO2_13030
fade 0 1600 

:INTRO2_13037
if 
fading 
else_jump @INTRO2_13061 
wait 0 
jump @INTRO2_13037 

:INTRO2_13061
02A3: enable_widescreen 1 
fade 1 1500 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_13151 
if 
   Actor.Driving($ACTOR_RYDER)
else_jump @INTRO2_13131 
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2467.345 -1688.22 12.5156 
jump @INTRO2_13151 

:INTRO2_13131
Actor.PutAt($ACTOR_RYDER, 2467.345, -1688.22, 12.5156)

:INTRO2_13151
Actor.Angle($ACTOR_RYDER) = 284.0
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @INTRO2_13204 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2468.359 -1687.39 12.518 
jump @INTRO2_13224 

:INTRO2_13204
Actor.PutAt($PLAYER_ACTOR, 2468.359, -1687.39, 12.5189)

:INTRO2_13224
Actor.Angle($PLAYER_ACTOR) = 108.0
Camera.SetPosition(2464.771, -1687.493, 14.2709, 0.0, 0.0, 0.0)
Camera.PointAt(2465.75, -1687.675, 14.1833, 2)
64@ = 0 

:INTRO2_13292
if 
   not 49@ == 1 
else_jump @INTRO2_13371 
wait 0 
gosub @INTRO2_16035 
if 
  64@ == 0 
else_jump @INTRO2_13364 
if 
  56@ == 2 
else_jump @INTRO2_13364 
64@ = 1 

:INTRO2_13364
jump @INTRO2_13292 

:INTRO2_13371
64@ = 0 

:INTRO2_13378
if 
   not 49@ == 2 
else_jump @INTRO2_13457 
wait 0 
gosub @INTRO2_16035 
if 
  64@ == 0 
else_jump @INTRO2_13450 
if 
  56@ == 2 
else_jump @INTRO2_13450 
64@ = 1 

:INTRO2_13450
jump @INTRO2_13378 

:INTRO2_13457
64@ = 0 

:INTRO2_13464
if 
   not 49@ == 3 
else_jump @INTRO2_13584 
wait 0 
gosub @INTRO2_16035 
if 
  64@ == 0 
else_jump @INTRO2_13577 
if 
  56@ == 2 
else_jump @INTRO2_13577 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_13570 
05D3: AS_actor $ACTOR_RYDER goto_point 2459.79 -1688.18 12.56 mode 4 3000 ms // versionA 

:INTRO2_13570
64@ = 1 

:INTRO2_13577
jump @INTRO2_13464 

:INTRO2_13584
05D3: AS_actor $PLAYER_ACTOR goto_point 2471.58 -1685.73 12.51 mode 4 3000 ms // versionA 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_13630 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_13630
wait 1000 
0687: clear_actor $PLAYER_ACTOR task 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Actor.DestroyInstantly($ACTOR_RYDER)
jump @INTRO2_13692 

:INTRO2_13667
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
$1514 = 1 
return 

:INTRO2_13692
0318: set_latest_mission_passed 'INTRO_2'  // Ryder
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 3 
014C: set_parked_car_generator $2764 cars_to_generate_to 101 
$INTRO_TOTAL_PASSED_MISSIONS += 1 
Marker.Disable($439)
create_thread @SWEET 
Marker.Disable($MARKER_SWEET_HOUSE)
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere($ICON_SWEET, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)
Player.ClearWantedLevel($PLAYER_CHAR)
07FB: set_interior 'BARBERS' access 1  // Friseur
07FB: set_interior 'BARBER2' access 1  // Friseur
07FB: set_interior 'BARBER3' access 1  // Friseur
07FB: set_interior 'FDPIZA' access 1  // Pizza Hut
07FB: set_interior 'FDCHICK' access 1  // Taco Bell
07FB: set_interior 'FDBURG' access 1  // Burger King
07FB: set_interior 'TATTOO' access 1  // Tattoo Shop
Marker.Disable($MARKER_IDLEWOOD_BARBER)
$MARKER_IDLEWOOD_BARBER = Marker.CreateIconWithoutSphere(7, 2070.27, -1791.092, 17.1484)
Marker.Disable($MARKER_IDLEWOOD_PIZZERIA)
$MARKER_IDLEWOOD_PIZZERIA = Marker.CreateIconWithoutSphere(29, 2107.624, -1807.516, 21.2114)
0394: play_music 1 
if 
  $2655 == 0 
else_jump @INTRO2_14811 
$2591 = Marker.CreateIconWithoutSphere(7, 822.6, -1590.3, 13.5)
$2592 = Marker.CreateIconWithoutSphere(7, -2570.1, 245.4, 10.3)
$2593 = Marker.CreateIconWithoutSphere(7, 2726.6, -2026.4, 17.5)
$2594 = Marker.CreateIconWithoutSphere(7, 2080.3, 2119.0, 10.8)
$2595 = Marker.CreateIconWithoutSphere(7, 675.7, -496.6, 16.8)
$2596 = Marker.CreateIconWithoutSphere(29, -1805.7, 943.2, 24.8)
$2597 = Marker.CreateIconWithoutSphere(29, 2750.9, 2470.9, 11.0)
$2598 = Marker.CreateIconWithoutSphere(29, 2351.8, 2529.0, 10.8)
$2599 = Marker.CreateIconWithoutSphere(29, 2635.5, 1847.4, 11.0)
$2600 = Marker.CreateIconWithoutSphere(29, 2083.4, 2221.0, 11.0)
$2601 = Marker.CreateIconWithoutSphere(29, -1719.1, 1359.4, 8.6)
$2602 = Marker.CreateIconWithoutSphere(29, 2330.2, 75.2, 31.0)
$2603 = Marker.CreateIconWithoutSphere(29, 203.2, -200.4, 6.5)
$2604 = Marker.CreateIconWithoutSphere(10, 812.9, -1616.1, 13.6)
$2605 = Marker.CreateIconWithoutSphere(10, 1199.1, -924.0, 43.3)
$2606 = Marker.CreateIconWithoutSphere(10, 2362.2, 2069.9, 10.8)
$2607 = Marker.CreateIconWithoutSphere(10, 2469.5, 2033.8, 10.8)
$2608 = Marker.CreateIconWithoutSphere(10, 2172.9, 2795.7, 10.8)
$2609 = Marker.CreateIconWithoutSphere(10, 1875.3, 2072.0, 10.8)
$2610 = Marker.CreateIconWithoutSphere(10, 1161.5, 2072.0, 10.8)
$2611 = Marker.CreateIconWithoutSphere(10, -2356.0, 1009.0, 49.0)
$2612 = Marker.CreateIconWithoutSphere(10, -1913.3, 826.2, 36.9)
$2613 = Marker.CreateIconWithoutSphere(10, -2335.6, -165.6, 39.5)
$2614 = Marker.CreateIconWithoutSphere(14, 2397.8, -1895.6, 13.7)
$2615 = Marker.CreateIconWithoutSphere(14, 2421.6, -1509.6, 24.1)
$2616 = Marker.CreateIconWithoutSphere(14, -2671.6, 257.4, 4.6)
$2617 = Marker.CreateIconWithoutSphere(14, 2392.4, 2046.5, 10.8)
$2618 = Marker.CreateIconWithoutSphere(14, 2844.5, 2401.1, 11.0)
$2619 = Marker.CreateIconWithoutSphere(14, 2635.5, 1674.3, 11.0)
$2620 = Marker.CreateIconWithoutSphere(14, 2105.7, 2228.7, 11.0)
$2621 = Marker.CreateIconWithoutSphere(14, -2154.0, -2461.2, 30.8)
$2622 = Marker.CreateIconWithoutSphere(14, -1816.2, 620.8, 37.5)
$2623 = Marker.CreateIconWithoutSphere(14, -1216.0, 1831.4, 45.3)
$2624 = Marker.CreateIconWithoutSphere(14, 172.73, 1176.76, 13.7)
$2625 = Marker.CreateIconWithoutSphere(14, 932.0, -1353.0, 14.0)
$2626 = Marker.CreateIconWithoutSphere(39, 1971.7, -2036.6, 13.5)
$2627 = Marker.CreateIconWithoutSphere(39, 2071.6, -1779.9, 13.5)
$2628 = Marker.CreateIconWithoutSphere(39, 2094.6, 2119.0, 10.8)
$2629 = Marker.CreateIconWithoutSphere(39, -2490.5, -40.1, 39.3)
$2655 = 1 

:INTRO2_14811
030C: progress_made += 1 
return 

:INTRO2_14817
$ONMISSION = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTRO2_14852 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 
0647: unknown_actor $PLAYER_ACTOR look_task 

:INTRO2_14852
if 
   not Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_14875 
053F: set_car $RYDER_CAR tires_vulnerability 1 

:INTRO2_14875
Model.Destroy(#WMYPIZZ)
Model.Destroy(#PICADOR)
Model.Destroy(#COLT45)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#CIGAR)
Model.Destroy(#CIGAR_GLOW)
04EF: release_animation "SHOP" 
04EF: release_animation "GANGS" 
04EF: release_animation "FOOD" 
$88 = 0 
$676 = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable(47@)
Marker.Disable(34@)
Marker.Disable(37@)
Actor.DestroyWithFade($ACTOR_RYDER)
Actor.RemoveReferences(35@)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
$449 = Marker.CreateIconWithoutSphere(63, 2067.4, -1831.2, 13.5)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
076C: set_zone 'IWD1' gang 0 density_to 20 
076C: set_zone 'IWD2' gang 0 density_to 20 
076C: set_zone 'IWD3A' gang 0 density_to 20 
076C: set_zone 'IWD3B' gang 0 density_to 20 
076C: set_zone 'IWD4' gang 0 density_to 20 
076C: set_zone 'IWD5' gang 0 density_to 20 
$169 = 0 
mission_cleanup 
return 

:INTRO2_15117
040D: unload_wav 2 
if 
  89@ == 0 
else_jump @INTRO2_15148 
03CF: load_wav 34200 as 2 

:INTRO2_15148
if 
  89@ == 1 
else_jump @INTRO2_15175 
03CF: load_wav 34201 as 2 

:INTRO2_15175
if 
  89@ == 2 
else_jump @INTRO2_15202 
03CF: load_wav 34202 as 2 

:INTRO2_15202
if 
  89@ == 3 
else_jump @INTRO2_15229 
03CF: load_wav 34203 as 2 

:INTRO2_15229
if 
  89@ == 4 
else_jump @INTRO2_15256 
03CF: load_wav 34204 as 2 

:INTRO2_15256
if 
  89@ == 5 
else_jump @INTRO2_15283 
03CF: load_wav 34205 as 2 

:INTRO2_15283
if 
  89@ == 6 
else_jump @INTRO2_15310 
03CF: load_wav 34206 as 2 

:INTRO2_15310
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:INTRO2_15326
if 
83D0:   not wav 2 loaded 
else_jump @INTRO2_15388 
wait 0 
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_15363 
return 

:INTRO2_15363
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_15381 
return 

:INTRO2_15381
jump @INTRO2_15326 

:INTRO2_15388
03D1: play_wav 2 
if 
  89@ == 0 
else_jump @INTRO2_15426 
00BC: show_text_highpriority GXT 'RYDX_AA' time 3000 flag 1  // ~z~Steig ein, CJ.

:INTRO2_15426
if 
  89@ == 1 
else_jump @INTRO2_15460 
00BC: show_text_highpriority GXT 'RYDX_AB' time 3000 flag 1  // ~z~Spring rein.

:INTRO2_15460
if 
  89@ == 2 
else_jump @INTRO2_15494 
00BC: show_text_highpriority GXT 'RYDX_AC' time 3000 flag 1  // ~z~Steig ein, Idiot!

:INTRO2_15494
if 
  89@ == 3 
else_jump @INTRO2_15528 
00BC: show_text_highpriority GXT 'RYDX_AD' time 3000 flag 1  // ~z~Alle Mann an Bord, CJ.

:INTRO2_15528
if 
  89@ == 4 
else_jump @INTRO2_15562 
00BC: show_text_highpriority GXT 'RYDX_AE' time 3000 flag 1  // ~z~Ich nehme an, du fhrst, hah?

:INTRO2_15562
if 
  89@ == 5 
else_jump @INTRO2_15596 
00BC: show_text_highpriority GXT 'RYDX_AF' time 3000 flag 1  // ~z~Na komm, CJ, verdien dir deinen Lebensunterhalt!

:INTRO2_15596
if 
  89@ == 6 
else_jump @INTRO2_15630 
00BC: show_text_highpriority GXT 'RYDX_AG' time 3000 flag 1  // ~z~Ich bin high, Mann, fahr du.

:INTRO2_15630
if 
83D2:   not wav 2 ended 
else_jump @INTRO2_15692 
wait 0 
if 
   Car.Wrecked($RYDER_CAR)
else_jump @INTRO2_15667 
return 

:INTRO2_15667
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_15685 
return 

:INTRO2_15685
jump @INTRO2_15630 

:INTRO2_15692
89@ += 1 
if 
  89@ > 6 
else_jump @INTRO2_15724 
89@ = 0 

:INTRO2_15724
return 

:INTRO2_15726
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_16033 
if 
   Actor.Animation($ACTOR_RYDER) == "SMOKE_RYD"
else_jump @INTRO2_16028 
0613: 93@ = actor $ACTOR_RYDER animation "SMOKE_RYD" time 
if 
  63@ == 0 
else_jump @INTRO2_15894 
if 
  93@ >= 0.785 
else_jump @INTRO2_15894 
39@ = Object.Create(#CIGAR_GLOW, 2440.58, -1979.89, 14.2)
069A: attach_object 39@ to_object 46@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
63@ = 1 

:INTRO2_15894
if 
  63@ == 1 
else_jump @INTRO2_15960 
if and
  93@ >= 0.15 
  0.335 > 93@ 
else_jump @INTRO2_15960 
064C: make_particle 55@ visible 
Object.Destroy(39@)
63@ = 2 

:INTRO2_15960
if 
  63@ == 2 
else_jump @INTRO2_16021 
if or
  93@ >= 0.335 
  0.15 > 93@ 
else_jump @INTRO2_16021 
064E: stop_particle 55@ 
63@ = 0 

:INTRO2_16021
jump @INTRO2_16033 

:INTRO2_16028
064E: stop_particle 55@ 

:INTRO2_16033
return 

:INTRO2_16035
if or
  56@ == 0 
  56@ == 1 
else_jump @INTRO2_16105 
if 
002D:   50@ >= 49@ // (int) 
else_jump @INTRO2_16105 
if 
  32@ > 200 
else_jump @INTRO2_16105 
gosub @INTRO2_16177 

:INTRO2_16105
if 
  56@ == 2 
else_jump @INTRO2_16175 
if 
03D2:   wav 1 ended 
else_jump @INTRO2_16175 
gosub @INTRO2_16526 
56@ = 0 
49@ += 1 
64@ = 0 
00BE: text_clear_all 
32@ = 0 

:INTRO2_16175
return 

:INTRO2_16177
if 
  56@ == 0 
else_jump @INTRO2_16213 
03CF: load_wav 70@(49@,17i) as 1 
56@ = 1 

:INTRO2_16213
if 
  56@ == 1 
else_jump @INTRO2_16278 
if 
03D0:   wav 1 loaded 
else_jump @INTRO2_16278 
00BC: show_text_highpriority GXT $6503(49@,17s) time 4000 flag 1 
03D1: play_wav 1 
gosub @INTRO2_16280 
56@ = 2 

:INTRO2_16278
return 

:INTRO2_16280
if or
04A4:   70@(49@,17i) == 20227 // @ == any 
04A4:   70@(49@,17i) == 20229 // @ == any 
else_jump @INTRO2_16348 
if 
   not Actor.Dead(35@)
else_jump @INTRO2_16348 
0A09: set_actor 35@ muted 1 // versionB 
0967: actor 35@ move_mouth 3000 ms 
return 

:INTRO2_16348
if or
04A4:   70@(49@,17i) == 20211 // @ == any 
04A4:   70@(49@,17i) == 20215 // @ == any 
04A4:   70@(49@,17i) == 20202 // @ == any 
04A4:   70@(49@,17i) == 20204 // @ == any 
04A4:   70@(49@,17i) == 20206 // @ == any 
else_jump @INTRO2_16436 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
return 

:INTRO2_16436
if or
04A4:   70@(49@,17i) == 20209 // @ == any 
04A4:   70@(49@,17i) == 20230 // @ == any 
else_jump @INTRO2_16493 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
jump @INTRO2_16524 

:INTRO2_16493
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_16524 
0A09: set_actor $ACTOR_RYDER muted 1 // versionB 
0967: actor $ACTOR_RYDER move_mouth 3000 ms 

:INTRO2_16524
return 

:INTRO2_16526
if or
04A4:   70@(49@,17i) == 20227 // @ == any 
04A4:   70@(49@,17i) == 20229 // @ == any 
else_jump @INTRO2_16591 
if 
   not Actor.Dead(35@)
else_jump @INTRO2_16591 
0A09: set_actor 35@ muted 0 // versionB 
0968: actor 35@ stop_mouth 
return 

:INTRO2_16591
if or
04A4:   70@(49@,17i) == 20211 // @ == any 
04A4:   70@(49@,17i) == 20215 // @ == any 
04A4:   70@(49@,17i) == 20202 // @ == any 
04A4:   70@(49@,17i) == 20204 // @ == any 
04A4:   70@(49@,17i) == 20206 // @ == any 
else_jump @INTRO2_16676 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
return 

:INTRO2_16676
if or
04A4:   70@(49@,17i) == 20209 // @ == any 
04A4:   70@(49@,17i) == 20230 // @ == any 
else_jump @INTRO2_16730 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
jump @INTRO2_16758 

:INTRO2_16730
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @INTRO2_16758 
0A09: set_actor $ACTOR_RYDER muted 0 // versionB 
0968: actor $ACTOR_RYDER stop_mouth 

:INTRO2_16758
return 

//-------------Mission 13---------------
// Originally: Tagging Up Turf

:SWEET1
thread 'SWEET1' 
gosub @SWEET1_468 
if 
wasted_or_busted 
else_jump @SWEET1_38 
gosub @SWEET1_14575 

:SWEET1_38
gosub @SWEET1_14838 
end_thread 
0687: clear_actor $PLAYER_ACTOR task 

:SWEET1_52
0871: init_jump_table $6548 total_jumps 2 default_jump 0 @SWEET1_431 jumps 0 @SWEET1_115 1 @SWEET1_249 -1 @SWEET1_431 -1 @SWEET1_431 -1 @SWEET1_431 -1 @SWEET1_431 -1 @SWEET1_431 

:SWEET1_115
05A9: s$6551[0] = 'SWE1_AA'  // ~z~Wart doch mal.
05A9: s$6551[1] = 'SWE1_AB'  // ~z~Willst endlich mit deinem Bruder rumhngen?
05A9: s$6551[2] = 'SWE1_AC'  // ~z~Bleib locker, Mann, es war echt schwer.
05A9: s$6551[3] = 'SWE1_AD'  // ~z~Willst du fahren?
05A9: s$6551[4] = 'SWE1_AE'  // ~z~Ja, klar.
04AE: $6538[0] = 37400 // $ = any 
04AE: $6538[1] = 37401 // $ = any 
04AE: $6538[2] = 37402 // $ = any 
04AE: $6538[3] = 37403 // $ = any 
04AE: $6538[4] = 37404 // $ = any 
48@ = 4 
jump @SWEET1_431 

:SWEET1_249
05A9: s$6551[0] = 'SWE1_BN'  // ~z~Das ist wie Fahrrad fahren, oder?
05A9: s$6551[1] = 'SWE1_BO'  // ~z~Ja, so was verlernt man nicht, Mann.
05A9: s$6551[2] = 'SWE1_BP'  // ~z~Yo, wie sieht's eigentlich kohletechnisch bei dir aus?
05A9: s$6551[3] = 'SWE1_BQ'  // ~z~Ich bin fast blank.
05A9: s$6551[4] = 'SWE1_BX'  // ~z~Die CRASH-Bullen haben mir die groen Scheine abgenommen und nur das Kleingeld dagelassen.
05A9: s$6551[5] = 'SWE1_BT'  // ~z~Hier, hol dir ein Bier oder irgendwas.
05A9: s$6551[6] = 'SWE1_BU'  // ~z~Wir sehen uns spter.
04AE: $6538[0] = 37435 // $ = any 
04AE: $6538[1] = 37436 // $ = any 
04AE: $6538[2] = 37437 // $ = any 
04AE: $6538[3] = 37438 // $ = any 
04AE: $6538[4] = 37443 // $ = any 
04AE: $6538[5] = 37441 // $ = any 
04AE: $6538[6] = 37442 // $ = any 
48@ = 6 
jump @SWEET1_431 

:SWEET1_431
return 
jump @SWEET1_468 
032B: $6537 = create_weapon_pickup #SPRAYCAN group 15 ammo 1000 at 2493.52 -1700.83 14.27 

:SWEET1_468
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'SWEET1' 
0395: clear_area 1 at 2527.9 -1667.7 14.1 radius 10.0 
02E4: load_cutscene_data 'SWEET1A' 

:SWEET1_527
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET1_551 
wait 0 
jump @SWEET1_527 

:SWEET1_551
02E7: start_cutscene 
fade 1 1000 

:SWEET1_560
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET1_584 
wait 0 
jump @SWEET1_560 

:SWEET1_584
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:SWEET1_597
if 
fading 
else_jump @SWEET1_621 
wait 0 
jump @SWEET1_597 

:SWEET1_621
02EA: end_cutscene 
49@ = 0 
50@ = 0 
51@ = 0 
52@ = 0 
53@ = 0 
35@ = 0 
63@ = 0 
71@ = 0 
69@ = 0 
61@ = 0 
34@ = 0 
57@ = 0 
46@ = 0 
58@ = 0 
73@ = 0 
74@ = 0 
75@ = 0 
76@ = 0 
36@ = 0 
38@ = 0 
39@ = 0 
40@ = 0 
$6550 = 0 
88@ = 2038.758 
89@ = -1624.419 
90@ = 2074.503 
91@ = -1662.767 
92@ = 2345.68 
93@ = -1515.79 
94@ = 2423.7 
95@ = -1393.28 
84@ = 2401.6 
85@ = -1550.8 
86@ = 2396.33 
87@ = -1555.12 
96@ = 2100.972 
97@ = -1646.623 
98@ = 2105.264 
99@ = -1656.712 
076C: set_zone 'IWD1' gang 0 density_to 10 
076C: set_zone 'IWD2' gang 0 density_to 10 
076C: set_zone 'IWD3A' gang 0 density_to 10 
076C: set_zone 'IWD3B' gang 0 density_to 10 
076C: set_zone 'IWD4' gang 0 density_to 10 
076C: set_zone 'IWD5' gang 0 density_to 10 
076C: set_zone 'ELS1A' gang 0 density_to 10 
076C: set_zone 'ELS1B' gang 0 density_to 10 
076C: set_zone 'ELS2' gang 0 density_to 10 
076C: set_zone 'ELS3A' gang 0 density_to 10 
076C: set_zone 'ELS3B' gang 0 density_to 10 
076C: set_zone 'ELS4' gang 0 density_to 10 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
Model.Load(#SPRAYCAN)
Model.Load(#GREENWOO)
Model.Load(#BALLAS1)
Model.Load(#BALLAS2)
038B: load_requested_models 

:SWEET1_1170
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 10 loaded 
else_jump @SWEET1_1200 
wait 0 
jump @SWEET1_1170 

:SWEET1_1200
if or
   not Model.Available(#SPRAYCAN)
   not Model.Available(#GREENWOO)
   not Model.Available(#BALLAS1)
   not Model.Available(#BALLAS2)
else_jump @SWEET1_1240 
wait 0 
jump @SWEET1_1200 

:SWEET1_1240
$6547 = 0 
$6546 = 0 
$6549 = 0 
$6548 = 0 
gosub @SWEET1_52 
Actor.PutAt($PLAYER_ACTOR, 2516.53, -1671.37, 12.88)
Actor.Angle($PLAYER_ACTOR) = 61.28
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 41 
$ACTOR_SWEET = Actor.Create(Mission1, #SPECIAL01, 2518.07, -1668.82, 12.85)
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
Actor.Angle($ACTOR_SWEET) = 103.76
060A: create_decision_maker_type 0 store_to 72@ // decision\allowed\m_.ped files 
060B: set_actor $ACTOR_SWEET decision_maker_to 72@ 
0568: set_actor $ACTOR_SWEET targetable 1 
01B2: give_actor $ACTOR_SWEET weapon 41 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 41 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
Actor.Health($ACTOR_SWEET) = 500
08AF: set_actor $ACTOR_SWEET max_health_to 500 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0526: set_actor $ACTOR_SWEET stay_in_car 1 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2518.07 -1668.82 12.85 radius 10.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
$SWEET_CAR = Car.Create(#GREENWOO, 2508.16, -1666.47, 13.0)
053F: set_car $SWEET_CAR tires_vulnerability 0 
0229: set_car $SWEET_CAR primary_color_to 59 secondary_color_to 34 
Car.Angle($SWEET_CAR) = 16.0
56@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 56@ type_to 1 
041E: set_radio_station 3 
$ACTOR_SMOKE = Actor.Create(Mission1, #SPECIAL10, 2520.1, -1669.58, 13.1)
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
Actor.Angle($ACTOR_SMOKE) = 173.99
05D3: AS_actor $ACTOR_SMOKE goto_point 2518.509 -1676.124 13.3855 mode 4 10000 ms // versionA 
0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 
0703: set_tags_painted_percentage_at 92@ 93@ 94@ 95@ value 0 
0703: set_tags_painted_percentage_at 84@ 85@ 86@ 87@ value 0 
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 0 
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
0395: clear_area 1 at 2518.07 -1668.82 12.85 radius 40.0 
041D: set_camera_near_clip 0.2 
Camera.SetPosition(2512.01, -1671.207, 14.2722, 0.0, 0.0, 0.0)
Camera.PointAt(2512.938, -1670.842, 14.1948, 2)
Camera.SetAtPos(2515.42, -1671.19, 14.46)
05D3: AS_actor $ACTOR_SWEET goto_point 2513.812 -1669.527 12.5348 mode 4 10000 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 2512.64 -1671.07 12.5 mode 4 10000 ms // versionA 
fade 1 500 

:SWEET1_1887
if 
fading 
else_jump @SWEET1_1911 
wait 0 
jump @SWEET1_1887 

:SWEET1_1911
36@ = 0 
0707: start_scene_skip_to @SWEET1_2723 

:SWEET1_1925
if 
   not $6547 == 1 
else_jump @SWEET1_2052 
wait 0 
gosub @SWEET1_15632 
if 
  $6549 == 0 
else_jump @SWEET1_2045 
if 
  $6546 == 2 
else_jump @SWEET1_2045 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_2038 
0647: unknown_actor $PLAYER_ACTOR look_task 
0647: unknown_actor $ACTOR_SWEET look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 8000 ms 
05BF: AS_actor $ACTOR_SWEET look_at_actor $PLAYER_ACTOR 8000 ms 

:SWEET1_2038
$6549 = 1 

:SWEET1_2045
jump @SWEET1_1925 

:SWEET1_2052
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_2076 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_SWEET 

:SWEET1_2076
0395: clear_area 1 at 2512.26 -1667.83 12.56 radius 30.0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2523.417 -1664.991 15.1254 position_to 2522.961 -1667.46 15.2254 time 13000 drop_mode 1 
0920: point_camera 2513.695 -1670.609 13.8556 transverse_to 2514.297 -1669.343 13.9372 time 13000 mode 1 

:SWEET1_2184
if 
   not $6547 == 2 
else_jump @SWEET1_2279 
wait 0 
gosub @SWEET1_15632 
if 
  $6549 == 0 
else_jump @SWEET1_2272 
if 
  $6546 == 2 
else_jump @SWEET1_2272 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_2265 

:SWEET1_2265
$6549 = 1 

:SWEET1_2272
jump @SWEET1_2184 

:SWEET1_2279
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_2295 

:SWEET1_2295
if 
   not $6547 == 3 
else_jump @SWEET1_2427 
wait 0 
gosub @SWEET1_15632 
if 
  $6549 == 0 
else_jump @SWEET1_2420 
if 
  $6546 == 2 
else_jump @SWEET1_2420 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_2413 
0605: actor $ACTOR_SWEET perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time 6000 // versionA 

:SWEET1_2413
$6549 = 1 

:SWEET1_2420
jump @SWEET1_2295 

:SWEET1_2427
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_2443 

:SWEET1_2443
if 
   not $6547 == 4 
else_jump @SWEET1_2538 
wait 0 
gosub @SWEET1_15632 
if 
  $6549 == 0 
else_jump @SWEET1_2531 
if 
  $6546 == 2 
else_jump @SWEET1_2531 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_2524 

:SWEET1_2524
$6549 = 1 

:SWEET1_2531
jump @SWEET1_2443 

:SWEET1_2538
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_2554 

:SWEET1_2554
if 
   not $6547 == 5 
else_jump @SWEET1_2711 
wait 0 
gosub @SWEET1_15632 
if 
  $6549 == 0 
else_jump @SWEET1_2704 
if 
  $6546 == 2 
else_jump @SWEET1_2704 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_2697 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_2697 
07A1: set_walk_speed 4 
05D3: AS_actor $PLAYER_ACTOR goto_point 2510.271 -1669.803 12.4092 mode 4 10000 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 0 20000 ms 

:SWEET1_2697
$6549 = 1 

:SWEET1_2704
jump @SWEET1_2554 

:SWEET1_2711
wait 1000 
36@ = 1 

:SWEET1_2723
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
Actor.DestroyInstantly($ACTOR_SMOKE)
0296: unload_special_actor 10 
018A: 62@ = create_checkpoint_at 2089.01 -1649.08 12.8 
Marker.Disable(62@)
if 
  36@ == 0 
else_jump @SWEET1_2933 
Actor.PutAt($PLAYER_ACTOR, 2511.68, -1670.33, 12.46)
Actor.Angle($PLAYER_ACTOR) = 62.36
0647: unknown_actor $PLAYER_ACTOR look_task 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_2933 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_2933 
0395: clear_area 1 at 2510.05 -1666.61 12.57 radius 1.0 
Actor.PutAt($ACTOR_SWEET, 2510.05, -1666.61, 12.57)
Actor.Angle($ACTOR_SWEET) = 53.89
0647: unknown_actor $ACTOR_SWEET look_task 
0792: disembark_instantly_actor $ACTOR_SWEET 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 0 20000 ms 

:SWEET1_2933
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_3003 
0395: clear_area 1 at 2510.05 -1666.61 12.57 radius 1.0 
Actor.PutAt($ACTOR_SWEET, 2510.05, -1666.61, 12.57)
Actor.Angle($ACTOR_SWEET) = 53.89

:SWEET1_3003
0687: clear_actor $PLAYER_ACTOR task 
0925: restore_camera_to_user_defined 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
00BC: show_text_highpriority GXT 'SWE1_A' time 7000 flag 1  // ~s~Steig in ~b~Sweets Wagen~s~.
45@ = 0 
$127 = 0 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_3094 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_3094
if or
81AF:   not car $SWEET_CAR sphere $127 in_sphere 2089.01 -1649.08 12.54 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not car $SWEET_CAR on_wheels 
else_jump @SWEET1_3618 
wait 0 
if 
0735:   NOP_false 83 
else_jump @SWEET1_3182 
jump @SWEET1_14682 

:SWEET1_3182
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_3221 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_3221
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_3262 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~Du brauchst eine Sprhdose!
jump @SWEET1_14575 

:SWEET1_3262
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_3308 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 
jump @SWEET1_3492 

:SWEET1_3308
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET1_3412 
if 
  34@ == 0 
else_jump @SWEET1_3405 
Marker.Disable(56@)
Marker.Disable(62@)
018A: 62@ = create_checkpoint_at 2089.01 -1649.08 12.8 
00BC: show_text_highpriority GXT 'HOOD3_A' time 5000 flag 1  // ~s~Fahr mit Sweet nach ~y~Inglewood~s~.
$127 = 1 
34@ = 1 

:SWEET1_3405
jump @SWEET1_3492 

:SWEET1_3412
if 
  34@ == 1 
else_jump @SWEET1_3492 
Marker.Disable(56@)
Marker.Disable(62@)
56@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 56@ type_to 1 
gosub @SWEET1_15166 
00BC: show_text_highpriority GXT 'SWE1_S' time 5000 flag 1  // ~s~Steig wieder in ~b~Sweets Wagen~s~!
$127 = 0 
34@ = 0 

:SWEET1_3492
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_3531 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_3531
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_3572 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~Du brauchst eine Sprhdose!
jump @SWEET1_14575 

:SWEET1_3572
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_3611 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_3611
jump @SWEET1_3094 

:SWEET1_3618
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(2082.533, -1650.244, 14.8007, 0.0, 0.0, 0.0)
Camera.PointAt(2083.515, -1650.202, 14.6181, 2)
04ED: load_animation "GRAFFITI" 
07A6: get_nearest_tag_location_near_point 2100.84 -1648.71 12.42 store_to 78@ 79@ 80@ 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_3787 
0615: define_AS_pack_begin 66@ 
05CD: AS_actor -1 exit_car $SWEET_CAR 
05D3: AS_actor -1 goto_point 2100.48 -1649.14 12.47 mode 4 20000 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at 78@ 79@ 80@ 15000 ms 
0616: define_AS_pack_end 66@ 

:SWEET1_3787
0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 0 
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 
Actor.WeaponAccuracy($ACTOR_SWEET) = 90
07DD: set_actor $ACTOR_SWEET temper_to 100 // see pedstats.dat 
69@ = 0 
02A3: enable_widescreen 1 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_3901 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_3901 
05CD: AS_actor $ACTOR_SWEET exit_car $SWEET_CAR 

:SWEET1_3901
wait 600 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_3930 
05CD: AS_actor $PLAYER_ACTOR exit_car $SWEET_CAR 

:SWEET1_3930
wait 500 
fade 0 1000 

:SWEET1_3942
if 
fading 
else_jump @SWEET1_3966 
wait 0 
jump @SWEET1_3942 

:SWEET1_3966
if 
84EE:   not animation "GRAFFITI" loaded 
else_jump @SWEET1_4000 
wait 0 
jump @SWEET1_3966 

:SWEET1_4000
03CF: load_wav 37444 as 1 
03CF: load_wav 37416 as 2 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET1_4061 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2094.7 -1652.05 12.65 
jump @SWEET1_4081 

:SWEET1_4061
Actor.PutAt($PLAYER_ACTOR, 2094.7, -1652.05, 12.65)

:SWEET1_4081
Actor.Angle($PLAYER_ACTOR) = 302.0
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point 2099.12 -1651.26 12.63 mode 4 20000 ms // versionA 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_4228 
if 
   Actor.Driving($ACTOR_SWEET)
else_jump @SWEET1_4180 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2095.8 -1649.86 12.7 
jump @SWEET1_4200 

:SWEET1_4180
Actor.PutAt($ACTOR_SWEET, 2095.8, -1649.86, 12.7)

:SWEET1_4200
Actor.Angle($ACTOR_SWEET) = 277.0
0687: clear_actor $ACTOR_SWEET task 
0618: assign_actor $ACTOR_SWEET to_AS_pack 66@ 
061B: remove_references_to_AS_pack 66@ 

:SWEET1_4228
Camera.SetPosition(2095.531, -1659.485, 13.3156, 0.0, 0.0, 0.0)
Camera.PointAt(2095.742, -1658.519, 13.4672, 2)
0395: clear_area 1 at 2094.2 -1652.05 12.65 radius 10.0 
wait 500 
fade 1 500 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_4347 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 4500 ms 

:SWEET1_4347
36@ = 0 
0707: start_scene_skip_to @SWEET1_5959 
wait 2000 
Camera.SetPosition(2102.11, -1647.672, 13.1493, 0.0, 0.0, 0.0)
Camera.PointAt(2101.369, -1648.315, 13.3438, 2)

:SWEET1_4417
if 
83D0:   not wav 2 loaded 
else_jump @SWEET1_4521 
wait 0 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_4475 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_4475
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_4514 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_4514
jump @SWEET1_4417 

:SWEET1_4521
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_AR' time 10000 flag 1  // ~z~Halt mir den Rcken frei, whrend ich diesen Wichser bersprhe.
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_4565 
0967: actor $ACTOR_SWEET move_mouth 3000 ms 

:SWEET1_4565
if 
83D2:   not wav 2 ended 
else_jump @SWEET1_4669 
wait 0 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_4623 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_4623
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_4662 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_4662
jump @SWEET1_4565 

:SWEET1_4669
00BE: text_clear_all 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_4692 
0968: actor $ACTOR_SWEET stop_mouth 

:SWEET1_4692
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_4716 
0646: unknown_get_actor $ACTOR_SWEET task_1560_status_store_to 64@ // similar to 062E 

:SWEET1_4716
if 
   not 64@ == 2 
else_jump @SWEET1_4872 
wait 0 
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_4779 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~Du brauchst eine Sprhdose!
jump @SWEET1_14575 

:SWEET1_4779
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_4818 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_4818
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_4857 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_4857
0646: unknown_get_actor $ACTOR_SWEET task_1560_status_store_to 64@ // similar to 062E 
jump @SWEET1_4716 

:SWEET1_4872
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2097.269 -1648.215 14.4973 position_to 2098.319 -1650.517 14.3662 time 10000 drop_mode 1 
0920: point_camera 2101.626 -1649.577 13.7631 transverse_to 2101.89 -1647.925 13.7316 time 10000 mode 1 
0512: show_permanent_text_box 'SWE1_D'  // Stell dich vor das Graffiti und halte ~k~~PED_FIREWEAPON~ gedrckt, um es zu bersprhen.
58@ = 1 
32@ = 0 

:SWEET1_4981
if 
   not $TAGS_PAINTED_PERCENTAGE == 100 
else_jump @SWEET1_5226 
wait 0 
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 97@ 98@ 99@ 96@ 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_5059 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_5059
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_5098 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_5098
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_5139 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~Du brauchst eine Sprhdose!
jump @SWEET1_14575 

:SWEET1_5139
if 
  58@ == 1 
else_jump @SWEET1_5219 
if 
  32@ > 5000 
else_jump @SWEET1_5208 
03E5: show_text_box 'SWE1_F'  // Halte ~k~~PED_FIREWEAPON~ gedrckt, bis das Graffiti komplett bersprht ist.
32@ = 0 
58@ = 2 
jump @SWEET1_5219 

:SWEET1_5208
0512: show_permanent_text_box 'SWE1_D'  // Stell dich vor das Graffiti und halte ~k~~PED_FIREWEAPON~ gedrckt, um es zu bersprhen.

:SWEET1_5219
jump @SWEET1_4981 

:SWEET1_5226
wait 1000 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_5315 
Actor.Angle($ACTOR_SWEET) = 280.0
0605: actor $ACTOR_SWEET perform_animation_sequence "GRAFFITI_CHKOUT" IFP_file "GRAFFITI" 4.0 loop 0 0 0 0 time -1 // versionA 
062E: unknown_get_actor $ACTOR_SWEET task 1541 status_store_to 77@ // ret 7 if not found 

:SWEET1_5315
if 
84A4:   not  77@ == 7 // @ == any 
else_jump @SWEET1_5554 
wait 0 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_5376 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_5376
062E: unknown_get_actor $ACTOR_SWEET task 1541 status_store_to 77@ // ret 7 if not found 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_5426 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_5426
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_5467 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~Du brauchst eine Sprhdose!
jump @SWEET1_14575 

:SWEET1_5467
if 
  58@ == 1 
else_jump @SWEET1_5547 
if 
  32@ > 5000 
else_jump @SWEET1_5536 
03E5: show_text_box 'SWE1_F'  // Halte ~k~~PED_FIREWEAPON~ gedrckt, bis das Graffiti komplett bersprht ist.
32@ = 0 
58@ = 2 
jump @SWEET1_5547 

:SWEET1_5536
0512: show_permanent_text_box 'SWE1_D'  // Stell dich vor das Graffiti und halte ~k~~PED_FIREWEAPON~ gedrckt, um es zu bersprhen.

:SWEET1_5547
jump @SWEET1_5315 

:SWEET1_5554
0925: restore_camera_to_user_defined 
03E6: remove_text_box 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_5599 
05D3: AS_actor $ACTOR_SWEET goto_point 2099.1 -1650.02 12.57 mode 4 20000 ms // versionA 

:SWEET1_5599
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_5647 
0647: unknown_actor $ACTOR_SWEET look_task 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 4500 ms 
05BF: AS_actor $ACTOR_SWEET look_at_actor $PLAYER_ACTOR 4500 ms 

:SWEET1_5647
if 
83D0:   not wav 1 loaded 
else_jump @SWEET1_5751 
wait 0 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_5705 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_5705
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_5744 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_5744
jump @SWEET1_5647 

:SWEET1_5751
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_CA' time 10000 flag 1  // ~z~Es gibt noch zwei Ballas-Graffitis in diesem Viertel.
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_5795 
0967: actor $ACTOR_SWEET move_mouth 3000 ms 

:SWEET1_5795
if 
83D2:   not wav 1 ended 
else_jump @SWEET1_5899 
wait 0 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_5853 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_5853
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_5892 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_5892
jump @SWEET1_5795 

:SWEET1_5899
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_5920 
0968: actor $ACTOR_SWEET stop_mouth 

:SWEET1_5920
00BE: text_clear_all 
05D3: AS_actor $PLAYER_ACTOR goto_point 2097.56 -1651.36 12.71 mode 4 20000 ms // versionA 
wait 500 
36@ = 1 

:SWEET1_5959
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 37445 as 2 
0925: restore_camera_to_user_defined 
if 
  36@ == 0 
else_jump @SWEET1_6174 
fade 0 500 

:SWEET1_6007
if 
fading 
else_jump @SWEET1_6031 
wait 0 
jump @SWEET1_6007 

:SWEET1_6031
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 1 
Actor.PutAt($PLAYER_ACTOR, 2097.56, -1651.36, 12.71)
Actor.Angle($PLAYER_ACTOR) = 99.0
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_6128 
0792: disembark_instantly_actor $ACTOR_SWEET 
Actor.PutAt($ACTOR_SWEET, 2099.1, -1650.02, 12.57)
Actor.Angle($ACTOR_SWEET) = 99.0

:SWEET1_6128
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
fade 1 700 

:SWEET1_6150
if 
fading 
else_jump @SWEET1_6174 
wait 0 
jump @SWEET1_6150 

:SWEET1_6174
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_6219 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_6219 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 0 15000 ms 

:SWEET1_6219
Marker.Disable(56@)
Marker.Disable(62@)
0647: unknown_actor $PLAYER_ACTOR look_task 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Marker.Disable(62@)
018A: 42@ = create_checkpoint_at 2068.31 -1654.0 14.3 
Marker.SetColor(42@, 1)
018A: 43@ = create_checkpoint_at 2047.31 -1634.65 13.8 
Marker.SetColor(43@, 1)
04EF: release_animation "GRAFFITI" 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_6343 
Car.DoorStatus($SWEET_CAR) = 3

:SWEET1_6343
69@ = 1 
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 
0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 
65@ = 0 

:SWEET1_6390
if 
   not $TAGS_PAINTED_PERCENTAGE == 100 
else_jump @SWEET1_6963 
wait 0 
if 
  65@ == 0 
else_jump @SWEET1_6479 
if 
03D0:   wav 2 loaded 
else_jump @SWEET1_6472 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_CB' time 2500 flag 1  // ~z~Du sprhst, und ich lass den Motor laufen.
65@ = 1 

:SWEET1_6472
jump @SWEET1_6535 

:SWEET1_6479
if 
  65@ == 1 
else_jump @SWEET1_6535 
if 
03D2:   wav 2 ended 
else_jump @SWEET1_6535 
00BC: show_text_highpriority GXT 'SWE1_X' time 6000 flag 1  // ~s~bersprhe die verbleibenden ~g~Graffitis~s~ in dieser Gegend.
65@ = 2 

:SWEET1_6535
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 
0702: 59@ = get_tags_painted_percentage_at -1654.589 2063.544 -1650.013 2068.876 
0702: 60@ = get_tags_painted_percentage_at -1633.986 2047.145 -1638.957 2044.836 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_6641 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_6641
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_6680 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_6680
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_6721 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~Du brauchst eine Sprhdose!
jump @SWEET1_14575 

:SWEET1_6721
if or
00ED:   actor $PLAYER_ACTOR 0 near_point 2043.68 -1635.73 radius 4.0 4.0 on_foot 
00ED:   actor $PLAYER_ACTOR 0 near_point 2067.99 -1652.61 radius 4.0 4.0 on_foot 
else_jump @SWEET1_6910 
if 
  58@ == 0 
else_jump @SWEET1_6848 
if 
  32@ > 1000 
else_jump @SWEET1_6848 
03E5: show_text_box 'SWE1_D'  // Stell dich vor das Graffiti und halte ~k~~PED_FIREWEAPON~ gedrckt, um es zu bersprhen.
32@ = 0 
58@ = 1 

:SWEET1_6848
if 
  58@ == 1 
else_jump @SWEET1_6910 
if 
  32@ > 5000 
else_jump @SWEET1_6910 
03E5: show_text_box 'SWE1_F'  // Halte ~k~~PED_FIREWEAPON~ gedrckt, bis das Graffiti komplett bersprht ist.
32@ = 0 
58@ = 2 

:SWEET1_6910
if 
  59@ == 100 
else_jump @SWEET1_6933 
Marker.Disable(42@)

:SWEET1_6933
if 
  60@ == 100 
else_jump @SWEET1_6956 
Marker.Disable(43@)

:SWEET1_6956
jump @SWEET1_6390 

:SWEET1_6963
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_7011 
Marker.Disable(42@)
Marker.Disable(43@)
56@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 56@ type_to 1 
Car.DoorStatus($SWEET_CAR) = 1

:SWEET1_7011
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Steig wieder in ~b~Sweets Wagen~s~!
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_7066 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_7066
03CF: load_wav 37417 as 1 

:SWEET1_7075
if 
   not Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET1_7265 
wait 0 
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_7139 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~Du brauchst eine Sprhdose!
jump @SWEET1_14575 

:SWEET1_7139
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_7178 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_7178
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_7217 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_7217
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_7258 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~Du brauchst eine Sprhdose!
jump @SWEET1_14575 

:SWEET1_7258
jump @SWEET1_7075 

:SWEET1_7265
45@ = 0 
58@ = 0 
32@ = 0 
$127 = 1 
Marker.Disable(56@)
018A: 41@ = create_checkpoint_at 2338.74 -1500.31 22.83 

:SWEET1_7318
if 
83D0:   not wav 1 loaded 
else_jump @SWEET1_7463 
wait 0 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_7376 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_7376
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_7415 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_7415
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_7456 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~Du brauchst eine Sprhdose!
jump @SWEET1_14575 

:SWEET1_7456
jump @SWEET1_7318 

:SWEET1_7463
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_AS' time 3000 flag 1  // ~z~Los, cruisen wir ein bisschen ins Revier der Ballas.

:SWEET1_7483
if 
83D2:   not wav 1 ended 
else_jump @SWEET1_7628 
wait 0 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_7541 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_7541
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_7580 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_7580
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_7621 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~Du brauchst eine Sprhdose!
jump @SWEET1_14575 

:SWEET1_7621
jump @SWEET1_7483 

:SWEET1_7628
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_7667 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_7667
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_7706 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_7706
32@ = 0 

:SWEET1_7713
if or
81AF:   not car $SWEET_CAR sphere $127 in_sphere 2338.74 -1500.31 22.83 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not car $SWEET_CAR on_wheels 
else_jump @SWEET1_8342 
wait 0 
if 
  39@ == 0 
else_jump @SWEET1_7834 
if 
  32@ > 10000 
else_jump @SWEET1_7834 
03E5: show_text_box 'SWE1_Z1'  // Feindliches Ganggebiet kann gefhrlich sein. Wenn du dich dort zu lange aufhltst, erregst du Aufmerksamkeit.
39@ = 1 

:SWEET1_7834
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_7873 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_7873
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_7914 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~Du brauchst eine Sprhdose!
jump @SWEET1_14575 

:SWEET1_7914
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_7960 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 
jump @SWEET1_8156 

:SWEET1_7960
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET1_8064 
if 
  34@ == 0 
else_jump @SWEET1_8057 
Marker.Disable(41@)
Marker.Disable(56@)
018A: 41@ = create_checkpoint_at 2338.74 -1500.31 22.83 
00BC: show_text_highpriority GXT 'HOOD3_B' time 5000 flag 1  // ~s~Fahr nach ~y~East Los Angeles~s~.
34@ = 1 
$127 = 1 

:SWEET1_8057
jump @SWEET1_8156 

:SWEET1_8064
if 
  34@ == 1 
else_jump @SWEET1_8156 
Marker.Disable(56@)
Marker.Disable(41@)
56@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 56@ type_to 1 
gosub @SWEET1_15166 
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Steig wieder in ~b~Sweets Wagen~s~!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
$127 = 0 
34@ = 0 

:SWEET1_8156
if 
  58@ == 0 
else_jump @SWEET1_8216 
if 
  32@ > 3000 
else_jump @SWEET1_8216 
00BC: show_text_highpriority GXT 'HOOD3_B' time 5000 flag 1  // ~s~Fahr nach ~y~East Los Angeles~s~.
58@ = 1 

:SWEET1_8216
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_8255 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_8255
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_8296 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~Du brauchst eine Sprhdose!
jump @SWEET1_14575 

:SWEET1_8296
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_8335 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_8335
jump @SWEET1_7713 

:SWEET1_8342
03CF: load_wav 37420 as 1 
Marker.Disable(56@)
Marker.Disable(41@)
018A: 43@ = create_checkpoint_at 2396.21 -1469.8 24.9 
Marker.SetColor(43@, 1)
018A: 44@ = create_checkpoint_at 2353.22 -1506.54 24.7 
Marker.SetColor(44@, 1)
02A3: enable_widescreen 1 
Camera.SetPosition(2329.675, -1499.911, 25.8505, 0.0, 0.0, 0.0)
Camera.PointAt(2330.653, -1499.926, 25.644, 2)
Player.CanMove($PLAYER_CHAR) = False
wait 100 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_8524 
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET1_8524 
05CD: AS_actor $PLAYER_ACTOR exit_car $SWEET_CAR 

:SWEET1_8524
if 
83D0:   not wav 1 loaded 
else_jump @SWEET1_8628 
wait 0 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_8582 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_8582
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_8621 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_8621
jump @SWEET1_8524 

:SWEET1_8628
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_AV' time 10000 flag 1  // ~z~Du sprhst hier, ich nehm mir ein anderes Viertel vor.

:SWEET1_8648
if 
83D2:   not wav 1 ended 
else_jump @SWEET1_8752 
wait 0 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_8706 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_8706
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_8745 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_8745
jump @SWEET1_8648 

:SWEET1_8752
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET1_8814 
wait 0 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_8807 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_8807 

:SWEET1_8807
jump @SWEET1_8752 

:SWEET1_8814
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_8868 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_8868 
Car.DoorStatus($SWEET_CAR) = 3
05D2: AS_actor $ACTOR_SWEET run_to_and_hijack_car $SWEET_CAR max_search_radius 20.0 traffic_behavior 2 

:SWEET1_8868
58@ = 0 
39@ = 0 
32@ = 0 
0703: set_tags_painted_percentage_at 92@ 93@ 94@ 95@ value 0 
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 93@ 94@ 95@ 92@ 
wait 1000 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut

:SWEET1_8942
if 
   not $TAGS_PAINTED_PERCENTAGE == 100 
else_jump @SWEET1_10388 
wait 0 
if 
  58@ == 0 
else_jump @SWEET1_9042 
if 
  32@ > 2500 
else_jump @SWEET1_9042 
00BC: show_text_highpriority GXT 'SWE1_M' time 6000 flag 1  // ~s~Finde und bersprhe die ~g~Graffitis~s~.
03CF: load_wav 37423 as 1 
03CF: load_wav 37427 as 2 
58@ = 1 

:SWEET1_9042
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 93@ 94@ 95@ 92@ 
0702: 59@ = get_tags_painted_percentage_at -1469.8 2387.95 -1463.55 2396.21 
0702: 60@ = get_tags_painted_percentage_at -1506.54 2354.88 -1511.58 2353.22 
if 
  61@ == 0 
else_jump @SWEET1_9343 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2395.61 -1470.52 radius 50.0 50.0 
else_jump @SWEET1_9336 
54@ = Actor.Create(Mission1, #BALLAS1, 2400.45, -1470.39, 22.97)
Actor.Angle(54@) = 82.4
55@ = Actor.Create(Mission1, #BALLAS2, 2396.48, -1469.9, 22.99)
Actor.Angle(55@) = 262.64
0677: AS_actor 55@ chat_with_actor 54@ lead_speaker_flag 0 unknown_flag 1 
0677: AS_actor 54@ chat_with_actor 55@ lead_speaker_flag 1 unknown_flag 1 
0615: define_AS_pack_begin 47@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 0.5 approach_angle 90.0 
0643: set_AS_pack 47@ loop 1 
0616: define_AS_pack_end 47@ 
0615: define_AS_pack_begin 37@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 0.5 approach_angle 270.0 
0643: set_AS_pack 37@ loop 1 
0616: define_AS_pack_end 37@ 
61@ = 1 

:SWEET1_9336
jump @SWEET1_10009 

:SWEET1_9343
if 
  46@ == 0 
else_jump @SWEET1_9543 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2395.61 -1470.52 radius 20.0 17.0 
else_jump @SWEET1_9543 
if 
   not Actor.Dead(54@)
else_jump @SWEET1_9536 
if 
   not Actor.Dead(55@)
else_jump @SWEET1_9536 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(2400.384, -1472.208, 23.9349, 0.0, 0.0, 0.0)
Camera.PointAt(2399.49, -1471.763, 23.988, 2)
03E5: show_text_box 'SWE1_H'  // Das sind Ballas-Gang-Mitglieder, gekleidet in lila. Sie sind eure Erzfeinde.
wait 500 
0707: start_scene_skip_to @SWEET1_9521 
wait 6500 

:SWEET1_9521
0701: end_scene_skip 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut

:SWEET1_9536
46@ = 1 

:SWEET1_9543
if 
  46@ == 1 
else_jump @SWEET1_9789 
if 
  39@ == 0 
else_jump @SWEET1_9616 
if 
  32@ > 2000 
else_jump @SWEET1_9616 
03E5: show_text_box 'SWE1_I'  // Drcke ~k~~PED_FIREWEAPON~, um das Gang-Mitglied ins Gesicht zu sprhen.
39@ = 1 

:SWEET1_9616
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2395.61 -1470.52 radius 5.0 5.0 
else_jump @SWEET1_9789 
if 
   not Actor.Dead(54@)
else_jump @SWEET1_9697 
0A09: set_actor 54@ muted 1 // versionB 
05BA: AS_actor 54@ move_mouth 0 ms 
0618: assign_actor 54@ to_AS_pack 47@ 
061B: remove_references_to_AS_pack 47@ 

:SWEET1_9697
if 
   not Actor.Dead(55@)
else_jump @SWEET1_9782 
0A09: set_actor 55@ muted 1 // versionB 
05BA: AS_actor 55@ move_mouth 0 ms 
0618: assign_actor 55@ to_AS_pack 37@ 
061B: remove_references_to_AS_pack 37@ 
if 
03D0:   wav 1 loaded 
else_jump @SWEET1_9775 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_BA' time 2000 flag 1  // ~z~Hast du den Arsch offen?

:SWEET1_9775
32@ = 0 

:SWEET1_9782
46@ = 2 

:SWEET1_9789
if 
  46@ == 2 
else_jump @SWEET1_9923 
if or
  59@ == 100 
  32@ > 5000 
else_jump @SWEET1_9923 
if 
   not Actor.Dead(54@)
else_jump @SWEET1_9857 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:SWEET1_9857
if 
   not Actor.Dead(55@)
else_jump @SWEET1_9916 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
if 
03D0:   wav 2 loaded 
else_jump @SWEET1_9916 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_BE' time 2000 flag 1  // ~z~Schnappt euch den Idioten!

:SWEET1_9916
46@ = 3 

:SWEET1_9923
if 
  46@ == 3 
else_jump @SWEET1_10009 
if 
03D2:   wav 2 ended 
else_jump @SWEET1_10009 
if 
   not Actor.Dead(54@)
else_jump @SWEET1_9979 
0A09: set_actor 54@ muted 0 // versionB 

:SWEET1_9979
if 
   not Actor.Dead(55@)
else_jump @SWEET1_10002 
0A09: set_actor 55@ muted 0 // versionB 

:SWEET1_10002
46@ = 4 

:SWEET1_10009
if 
  59@ == 100 
else_jump @SWEET1_10032 
Marker.Disable(43@)

:SWEET1_10032
if 
  60@ == 100 
else_jump @SWEET1_10055 
Marker.Disable(44@)

:SWEET1_10055
if and
00ED:   actor $PLAYER_ACTOR 0 near_point 2353.3 -1508.18 radius 3.0 3.0 on_foot 
  35@ == 0 
else_jump @SWEET1_10125 
03E5: show_text_box 'SWE1_G'  // Das bersprhen von Graffitis rivalisierender Gangs bringt dir den Respekt deiner eigenen Gang ein. Graffitis sind berall in Los Angeles zu finden.
32@ = 0 
35@ = 1 

:SWEET1_10125
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_10164 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_10164
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_10203 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_10203
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_10244 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~Du brauchst eine Sprhdose!
jump @SWEET1_14575 

:SWEET1_10244
if 
  38@ == 0 
else_jump @SWEET1_10381 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_10381 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_10381 
if and
8205:   not actor $PLAYER_ACTOR near_car $SWEET_CAR radius 30.0 30.0 10.0 flag 0 
82CA:   not car $SWEET_CAR bounding_sphere_visible 
else_jump @SWEET1_10381 
0687: clear_actor $ACTOR_SWEET task 
Car.PutAt($SWEET_CAR, 2487.172, -1666.301, -100.3438)
0574: set_car $SWEET_CAR keep_position 1 
0575: set_actor $ACTOR_SWEET pinned_position 1 
38@ = 1 

:SWEET1_10381
jump @SWEET1_8942 

:SWEET1_10388
Marker.Disable(43@)
Marker.Disable(44@)
Marker.Disable(41@)
018A: 41@ = create_checkpoint_at 2374.0 -1534.1 23.0 
00BC: show_text_highpriority GXT 'SWE1_Z' time 5000 flag 1  // ~s~Begib dich zu der ~y~Radarmarkierung~s~, dort findest du das nchste Graffiti.
0703: set_tags_painted_percentage_at 84@ 85@ 86@ 87@ value 0 
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 85@ 86@ 87@ 84@ 
07C0: load_path 207 

:SWEET1_10477
if 
   not $TAGS_PAINTED_PERCENTAGE == 100 
else_jump @SWEET1_11272 
wait 0 
if 
  58@ == 0 
else_jump @SWEET1_10559 
if 
  32@ > 2500 
else_jump @SWEET1_10559 
00BC: show_text_highpriority GXT 'SWE1_M' time 6000 flag 1  // ~s~Finde und bersprhe die ~g~Graffitis~s~.
58@ = 1 

:SWEET1_10559
0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 85@ 86@ 87@ 84@ 
if 
  $TAGS_PAINTED_PERCENTAGE == 100 
else_jump @SWEET1_10599 
Marker.Disable(42@)

:SWEET1_10599
if 
  49@ == 0 
else_jump @SWEET1_10720 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2374.0 -1534.1 23.0 radius 1.4 1.4 2.0 on_foot 
else_jump @SWEET1_10720 
03E5: show_text_box 'JUMPH1'  // Stell dich vor den Zaun und drcke ~k~~PED_JUMPING~, um drber zu klettern.
Marker.Disable(41@)
Marker.Disable(42@)
018A: 42@ = create_checkpoint_at 2395.43 -1551.69 26.98 
Marker.SetColor(42@, 1)
49@ = 1 

:SWEET1_10720
if and
00ED:   actor $PLAYER_ACTOR 0 near_point 2352.3 -1552.1 radius 3.0 3.0 on_foot 
  49@ == 0 
else_jump @SWEET1_10783 
03E5: show_text_box 'JUMPH1'  // Stell dich vor den Zaun und drcke ~k~~PED_JUMPING~, um drber zu klettern.
49@ = 1 

:SWEET1_10783
if and
00ED:   actor $PLAYER_ACTOR 0 near_point 2420.7 -1572.1 radius 3.0 3.0 on_foot 
  49@ == 0 
else_jump @SWEET1_10846 
03E5: show_text_box 'JUMPH1'  // Stell dich vor den Zaun und drcke ~k~~PED_JUMPING~, um drber zu klettern.
49@ = 1 

:SWEET1_10846
if and
00ED:   actor $PLAYER_ACTOR 0 near_point 2373.5 -1547.2 radius 3.0 3.0 on_foot 
  50@ == 0 
else_jump @SWEET1_10909 
03E5: show_text_box 'RADAR5'  // Ein nach oben zeigendes Dreieck bedeutet, dass sich ein Ziel in grerer Hhe befindet als du und ein nach unten zeigendes, dass sich ein Ziel in geringerer Hhe befindet.
50@ = 1 

:SWEET1_10909
if and
00ED:   actor $PLAYER_ACTOR 0 near_point 2378.755 -1555.89 radius 3.0 3.0 on_foot 
  53@ == 0 
else_jump @SWEET1_11009 
03E5: show_text_box 'JUMPH2'  // Drcke ~k~~PED_JUMPING~, um auf die Mauer zu klettern.
Marker.Disable(41@)
Marker.Disable(42@)
018A: 42@ = create_checkpoint_at 2395.43 -1551.69 26.98 
Marker.SetColor(42@, 1)
53@ = 1 

:SWEET1_11009
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_11050 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~Du brauchst eine Sprhdose!
jump @SWEET1_14575 

:SWEET1_11050
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_11089 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_11089
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_11128 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_11128
if 
  38@ == 0 
else_jump @SWEET1_11265 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_11265 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_11265 
if or
8205:   not actor $PLAYER_ACTOR near_car $SWEET_CAR radius 100.0 100.0 10.0 flag 0 
82CA:   not car $SWEET_CAR bounding_sphere_visible 
else_jump @SWEET1_11265 
0687: clear_actor $ACTOR_SWEET task 
Car.PutAt($SWEET_CAR, 2487.172, -1666.301, -100.3438)
0574: set_car $SWEET_CAR keep_position 1 
0575: set_actor $ACTOR_SWEET pinned_position 1 
38@ = 1 

:SWEET1_11265
jump @SWEET1_10477 

:SWEET1_11272
Marker.Disable(42@)
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_11439 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_11439 
if 
  38@ == 1 
else_jump @SWEET1_11341 
0574: set_car $SWEET_CAR keep_position 0 
0575: set_actor $ACTOR_SWEET pinned_position 0 

:SWEET1_11341
Car.PutAt($SWEET_CAR, 2337.86, -1467.21, 22.82)
Car.Angle($SWEET_CAR) = 180.0
wait 100 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_11439 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_11439 
0792: disembark_instantly_actor $ACTOR_SWEET 
072A: put_actor $ACTOR_SWEET into_car $SWEET_CAR driverseat 
054A: set_actor $ACTOR_SWEET immune_to_car_headshots 0 
Marker.Disable(41@)
Car.DoorStatus($SWEET_CAR) = 1

:SWEET1_11439
if 
87C1:   not path 207 available 
else_jump @SWEET1_11549 
wait 0 
07C0: load_path 207 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_11503 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_11503
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_11542 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_11542
jump @SWEET1_11439 

:SWEET1_11549
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_11654 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_11654 
if 
07C1:   path 207 available 
else_jump @SWEET1_11654 
0792: disembark_instantly_actor $ACTOR_SWEET 
wait 0 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_11646 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_11646 
072A: put_actor $ACTOR_SWEET into_car $SWEET_CAR driverseat 

:SWEET1_11646
05EB: assign_car $SWEET_CAR to_path 207 

:SWEET1_11654
wait 2000 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_11695 
Marker.Disable(56@)
56@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 56@ type_to 1 

:SWEET1_11695
Player.CanMove($PLAYER_CHAR) = False
03E6: remove_text_box 
0395: clear_area 1 at 2378.323 -1526.153 23.869 radius 50.0 
fade 0 300 

:SWEET1_11735
if 
fading 
else_jump @SWEET1_11759 
wait 0 
jump @SWEET1_11735 

:SWEET1_11759
0A0B: set_rendering_origin_at_3D_coord 2385.444 -1529.335 24.0351 angle 82.7482 
02A3: enable_widescreen 1 
Camera.SetPosition(2386.444, -1529.313, 24.0696, 0.0, 0.0, 0.0)
Camera.PointAt(2385.444, -1529.335, 24.0351, 2)
fade 1 300 
32@ = 0 
03CF: load_wav 37430 as 1 

:SWEET1_11859
if 
   not 32@ > 3500 
else_jump @SWEET1_11967 
wait 0 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_11921 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_11921
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_11960 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_11960
jump @SWEET1_11859 

:SWEET1_11967
Camera.SetPosition(2386.444, -1529.313, 24.0696, 0.0, 0.0, 0.0)
Camera.PointAt(2385.444, -1529.335, 24.0351, 2)
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_12042 
09F7: play_audio_at_car $SWEET_CAR event 1147 

:SWEET1_12042
if 
83D0:   not wav 1 loaded 
else_jump @SWEET1_12146 
wait 0 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_12100 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_12100
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_12139 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_12139
jump @SWEET1_12042 

:SWEET1_12146
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_12170 
09F7: play_audio_at_car $SWEET_CAR event 1147 

:SWEET1_12170
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_BH' time 10000 flag 1  // ~z~CARL, SCHNELL, STEIG EIN!

:SWEET1_12190
if 
83D2:   not wav 1 ended 
else_jump @SWEET1_12294 
wait 0 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_12248 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_12248
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_12287 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_12287
jump @SWEET1_12190 

:SWEET1_12294
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_12341 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_12341 
0792: disembark_instantly_actor $ACTOR_SWEET 
0430: put_actor $ACTOR_SWEET into_car $SWEET_CAR passenger_seat 0 

:SWEET1_12341
0925: restore_camera_to_user_defined 
if 
   not Actor.Dead(54@)
else_jump @SWEET1_12369 
0687: clear_actor 54@ task 
05DE: AS_actor 54@ walk_around_ped_path 

:SWEET1_12369
if 
   not Actor.Dead(55@)
else_jump @SWEET1_12395 
0687: clear_actor 55@ task 
05DE: AS_actor 55@ walk_around_ped_path 

:SWEET1_12395
$127 = 0 
34@ = 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Steig wieder in ~b~Sweets Wagen~s~!
Marker.Disable(56@)
Marker.Disable(41@)
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_12479 
56@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 56@ type_to 1 

:SWEET1_12479
03CF: load_wav 38607 as 1 

:SWEET1_12488
if or
81AF:   not car $SWEET_CAR sphere $127 in_sphere 2504.735 -1672.45 12.3848 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not car $SWEET_CAR on_wheels 
else_jump @SWEET1_13006 
wait 0 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_12593 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_12593
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_12639 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 
jump @SWEET1_12921 

:SWEET1_12639
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET1_12829 
if 
  40@ == 0 
else_jump @SWEET1_12725 
if 
03D0:   wav 1 loaded 
else_jump @SWEET1_12725 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWEX_AH' time 3000 flag 1  // ~z~Bring uns ins Viertel zurck, CJ!
32@ = 0 
40@ = 1 

:SWEET1_12725
if 
  34@ == 0 
else_jump @SWEET1_12822 
Marker.Disable(41@)
Marker.Disable(56@)
018A: 41@ = create_checkpoint_at 2504.735 -1672.45 12.3848 
if 
  32@ > 3000 
else_jump @SWEET1_12815 
00BC: show_text_highpriority GXT 'SWE1_B' time 6000 flag 1  // ~s~Begib dich wieder zu ~y~Sweets Haus~s~.
34@ = 1 

:SWEET1_12815
$127 = 1 

:SWEET1_12822
jump @SWEET1_12921 

:SWEET1_12829
if 
  34@ == 1 
else_jump @SWEET1_12921 
Marker.Disable(56@)
Marker.Disable(41@)
56@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 56@ type_to 1 
gosub @SWEET1_15166 
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Steig wieder in ~b~Sweets Wagen~s~!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
$127 = 0 
34@ = 0 

:SWEET1_12921
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_12960 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet ist tot!
jump @SWEET1_14575 

:SWEET1_12960
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_12999 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~Du hast Sweets Fahrzeug zerstrt!
jump @SWEET1_14575 

:SWEET1_12999
jump @SWEET1_12488 

:SWEET1_13006
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:SWEET1_13024
if 
fading 
else_jump @SWEET1_13048 
wait 0 
jump @SWEET1_13024 

:SWEET1_13048
04ED: load_animation "GANGS" 

:SWEET1_13057
if 
84EE:   not animation "GANGS" loaded 
else_jump @SWEET1_13088 
wait 0 
jump @SWEET1_13057 

:SWEET1_13088
041D: set_camera_near_clip 0.2 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_13118 
06AB: set_actor $ACTOR_SWEET all_weapons_hidden 1 

:SWEET1_13118
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_13165 
0968: actor $ACTOR_SWEET stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:SWEET1_13165
$6547 = 0 
$6546 = 0 
$6549 = 0 
$6548 = 1 
gosub @SWEET1_52 
Camera.SetPosition(2509.95, -1672.095, 13.7315, 0.0, 0.0, 0.0)
Camera.PointAt(2510.891, -1672.419, 13.8204, 2)
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2510.153 -1673.551 14.2267 position_to 2509.997 -1671.866 13.9831 time 18000 drop_mode 1 
0920: point_camera 2510.967 -1672.995 14.0633 transverse_to 2510.885 -1672.317 13.896 time 18000 mode 1 
Car.RemoveReferences($SWEET_CAR)
0395: clear_area 1 at 2511.352 -1672.14 12.4588 radius 1.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET1_13412 
Actor.PutAt($PLAYER_ACTOR, 2511.352, -1672.14, 12.4588)
jump @SWEET1_13432 

:SWEET1_13412
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2511.352 -1672.14 12.4588 

:SWEET1_13432
Actor.Angle($PLAYER_ACTOR) = 180.0
0395: clear_area 1 at 2511.352 -1673.14 12.4588 radius 1.0 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_13560 
0792: disembark_instantly_actor $ACTOR_SWEET 
if 
   not Actor.Driving($ACTOR_SWEET)
else_jump @SWEET1_13530 
Actor.PutAt($ACTOR_SWEET, 2511.352, -1673.14, 12.4588)
jump @SWEET1_13550 

:SWEET1_13530
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2511.352 -1673.14 12.4588 

:SWEET1_13550
Actor.Angle($ACTOR_SWEET) = 0.0

:SWEET1_13560
fade 1 1000 
wait 700 
100@ = 0.0 
$6549 = 0 

:SWEET1_13589
if 
   not $6547 == 1 
else_jump @SWEET1_13700 
wait 0 
gosub @SWEET1_15632 
if 
  $6549 == 0 
else_jump @SWEET1_13693 
if 
  $6546 == 2 
else_jump @SWEET1_13693 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_13686 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 20000 ms 

:SWEET1_13686
$6549 = 1 

:SWEET1_13693
jump @SWEET1_13589 

:SWEET1_13700
$6549 = 0 

:SWEET1_13707
if 
   not $6547 == 2 
else_jump @SWEET1_13802 
wait 0 
gosub @SWEET1_15632 
if 
  $6549 == 0 
else_jump @SWEET1_13795 
if 
  $6546 == 2 
else_jump @SWEET1_13795 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_13788 

:SWEET1_13788
$6549 = 1 

:SWEET1_13795
jump @SWEET1_13707 

:SWEET1_13802
$6549 = 0 

:SWEET1_13809
if 
   not $6547 == 3 
else_jump @SWEET1_13904 
wait 0 
gosub @SWEET1_15632 
if 
  $6549 == 0 
else_jump @SWEET1_13897 
if 
  $6546 == 2 
else_jump @SWEET1_13897 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_13890 

:SWEET1_13890
$6549 = 1 

:SWEET1_13897
jump @SWEET1_13809 

:SWEET1_13904
$6549 = 0 

:SWEET1_13911
if 
   not $6547 == 4 
else_jump @SWEET1_14043 
wait 0 
gosub @SWEET1_15632 
if 
  $6549 == 0 
else_jump @SWEET1_14036 
if 
  $6546 == 2 
else_jump @SWEET1_14036 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_14029 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time 6000 // versionA 

:SWEET1_14029
$6549 = 1 

:SWEET1_14036
jump @SWEET1_13911 

:SWEET1_14043
$6549 = 0 

:SWEET1_14050
if 
   not $6547 == 5 
else_jump @SWEET1_14145 
wait 0 
gosub @SWEET1_15632 
if 
  $6549 == 0 
else_jump @SWEET1_14138 
if 
  $6546 == 2 
else_jump @SWEET1_14138 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_14131 

:SWEET1_14131
$6549 = 1 

:SWEET1_14138
jump @SWEET1_14050 

:SWEET1_14145
$6549 = 0 

:SWEET1_14152
if 
   not $6547 == 6 
else_jump @SWEET1_14337 
wait 0 
gosub @SWEET1_15632 
if 
  $6549 == 0 
else_jump @SWEET1_14330 
if 
  $6546 == 2 
else_jump @SWEET1_14330 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_14323 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_14323 
0605: actor $ACTOR_SWEET perform_animation_sequence "HNDSHKFA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor $PLAYER_ACTOR perform_animation_sequence "HNDSHKFA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 

:SWEET1_14323
$6549 = 1 

:SWEET1_14330
jump @SWEET1_14152 

:SWEET1_14337
062E: unknown_get_actor $PLAYER_ACTOR task 1541 status_store_to 77@ // ret 7 if not found 

:SWEET1_14348
if 
84A4:   not  77@ == 7 // @ == any 
else_jump @SWEET1_14388 
wait 0 
062E: unknown_get_actor $PLAYER_ACTOR task 1541 status_store_to 77@ // ret 7 if not found 
jump @SWEET1_14348 

:SWEET1_14388
$6549 = 0 

:SWEET1_14395
if 
   not $6547 == 7 
else_jump @SWEET1_14531 
wait 0 
gosub @SWEET1_15632 
if 
  $6549 == 0 
else_jump @SWEET1_14524 
if 
  $6546 == 2 
else_jump @SWEET1_14524 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_14517 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 2000 ms 
05D3: AS_actor $ACTOR_SWEET goto_point 2517.397 -1677.352 13.2548 mode 4 20000 ms // versionA 

:SWEET1_14517
$6549 = 1 

:SWEET1_14524
jump @SWEET1_14395 

:SWEET1_14531
wait 1500 
0647: unknown_actor $PLAYER_ACTOR look_task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0925: restore_camera_to_user_defined 
Actor.DestroyInstantly($ACTOR_SWEET)
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
jump @SWEET1_14682 

:SWEET1_14575
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 
0703: set_tags_painted_percentage_at 92@ 93@ 94@ 95@ value 0 
0703: set_tags_painted_percentage_at 84@ 85@ 86@ 87@ value 0 
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 0 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_14680 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 

:SWEET1_14680
return 

:SWEET1_14682
$SWEET_TOTAL_PASSED_MISSIONS += 1 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_14731 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 1000 // Load the weapon model before using this 
jump @SWEET1_14741 

:SWEET1_14731
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 1000 // Load the weapon model before using this 

:SWEET1_14741
$1903 = 1 
Pickup.Destroy($6537)
032B: $6537 = create_weapon_pickup #SPRAYCAN group 15 ammo 1000 at 2492.505 -1700.825 1017.8 
030C: progress_made += 1 
0318: set_latest_mission_passed 'SWEET_1'  // Tagging up Turf
01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
0998: add_respect 3 
Player.Money($PLAYER_CHAR) += 200
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:SWEET1_14838
Model.Destroy(#SPRAYCAN)
Model.Destroy(#GREENWOO)
Model.Destroy(#BALLAS1)
Model.Destroy(#BALLAS2)
Actor.RemoveReferences(54@)
Actor.RemoveReferences(55@)
Actor.RemoveReferences($ACTOR_SWEET)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
Marker.Disable(41@)
Marker.Disable(42@)
Marker.Disable(43@)
Marker.Disable(44@)
Marker.Disable(56@)
Marker.Disable(62@)
04EF: release_animation "GRAFFITI" 
04EF: release_animation "GANGS" 
Actor.DestroyWithFade($ACTOR_SWEET)
0873: release_path 207 
0296: unload_special_actor 1 
0296: unload_special_actor 10 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_14975 
053F: set_car $SWEET_CAR tires_vulnerability 1 

:SWEET1_14975
076C: set_zone 'IWD1' gang 0 density_to 30 
076C: set_zone 'IWD2' gang 0 density_to 30 
076C: set_zone 'IWD3A' gang 0 density_to 30 
076C: set_zone 'IWD3B' gang 0 density_to 30 
076C: set_zone 'IWD4' gang 0 density_to 30 
076C: set_zone 'IWD5' gang 0 density_to 30 
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
$ONMISSION = 0 
mission_cleanup 
return 

:SWEET1_15166
040D: unload_wav 2 
if 
  $6550 == 0 
else_jump @SWEET1_15197 
03CF: load_wav 37434 as 2 

:SWEET1_15197
if 
  $6550 == 1 
else_jump @SWEET1_15224 
03CF: load_wav 38644 as 2 

:SWEET1_15224
if 
  $6550 == 2 
else_jump @SWEET1_15251 
03CF: load_wav 38641 as 2 

:SWEET1_15251
if 
  $6550 == 3 
else_jump @SWEET1_15278 
03CF: load_wav 37429 as 2 

:SWEET1_15278
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET1_15294
if 
83D0:   not wav 2 loaded 
else_jump @SWEET1_15376 
wait 0 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_15331 
return 

:SWEET1_15331
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_15351 
return 

:SWEET1_15351
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_15369 
return 

:SWEET1_15369
jump @SWEET1_15294 

:SWEET1_15376
03D1: play_wav 2 
if 
  $6550 == 0 
else_jump @SWEET1_15414 
00BC: show_text_highpriority GXT 'SWE1_BM' time 3000 flag 1  // ~z~Steig ein!

:SWEET1_15414
if 
  $6550 == 1 
else_jump @SWEET1_15448 
00BC: show_text_highpriority GXT 'SWEX_BS' time 3000 flag 1  // ~z~CJ, benimm dich ein einziges Mal nicht wie ein Arsch.

:SWEET1_15448
if 
  $6550 == 2 
else_jump @SWEET1_15482 
00BC: show_text_highpriority GXT 'SWEX_BP' time 3000 flag 1  // ~z~Sei kein Feigling, CJ!

:SWEET1_15482
if 
  $6550 == 3 
else_jump @SWEET1_15516 
00BC: show_text_highpriority GXT 'SWE1_BG' time 3000 flag 1  // ~z~CJ, STEIG EIN!

:SWEET1_15516
if 
83D2:   not wav 2 ended 
else_jump @SWEET1_15598 
wait 0 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_15553 
return 

:SWEET1_15553
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 41)
else_jump @SWEET1_15573 
return 

:SWEET1_15573
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET1_15591 
return 

:SWEET1_15591
jump @SWEET1_15516 

:SWEET1_15598
$6550 += 1 
if 
  $6550 > 3 
else_jump @SWEET1_15630 
$6550 = 0 

:SWEET1_15630
return 

:SWEET1_15632
if or
  $6546 == 0 
  $6546 == 1 
else_jump @SWEET1_15702 
if 
002F:   48@ >= $6547 // (int) 
else_jump @SWEET1_15702 
if 
  32@ > 200 
else_jump @SWEET1_15702 
gosub @SWEET1_15774 

:SWEET1_15702
if 
  $6546 == 2 
else_jump @SWEET1_15772 
if 
03D2:   wav 1 ended 
else_jump @SWEET1_15772 
gosub @SWEET1_16013 
$6546 = 0 
$6547 += 1 
$6549 = 0 
00BE: text_clear_all 
32@ = 0 

:SWEET1_15772
return 

:SWEET1_15774
if 
  $6546 == 0 
else_jump @SWEET1_15810 
03CF: load_wav $6538($6547,8i) as 1 
$6546 = 1 

:SWEET1_15810
if 
  $6546 == 1 
else_jump @SWEET1_15875 
if 
03D0:   wav 1 loaded 
else_jump @SWEET1_15875 
00BC: show_text_highpriority GXT $6551($6547,8s) time 4000 flag 1 
03D1: play_wav 1 
gosub @SWEET1_15877 
$6546 = 2 

:SWEET1_15875
return 

:SWEET1_15877
if or
04A3:   $6538($6547,8i) == 37401 // $ == any 
04A3:   $6538($6547,8i) == 37404 // $ == any 
04A3:   $6538($6547,8i) == 37436 // $ == any 
04A3:   $6538($6547,8i) == 37438 // $ == any 
04A3:   $6538($6547,8i) == 37443 // $ == any 
else_jump @SWEET1_15980 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
jump @SWEET1_16011 

:SWEET1_15980
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_16011 
0A09: set_actor $ACTOR_SWEET muted 1 // versionB 
0967: actor $ACTOR_SWEET move_mouth 2000 ms 

:SWEET1_16011
return 

:SWEET1_16013
if or
04A3:   $6538($6547,8i) == 37401 // $ == any 
04A3:   $6538($6547,8i) == 37404 // $ == any 
04A3:   $6538($6547,8i) == 37436 // $ == any 
04A3:   $6538($6547,8i) == 37438 // $ == any 
04A3:   $6538($6547,8i) == 37443 // $ == any 
else_jump @SWEET1_16113 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
jump @SWEET1_16141 

:SWEET1_16113
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET1_16141 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
0968: actor $ACTOR_SWEET stop_mouth 

:SWEET1_16141
return 

//-------------Mission 14---------------
// Originally: Cleaning The Hood

:SWEET1B
thread 'SWEET1B' 
gosub @SWEET1B_1079 
if 
wasted_or_busted 
else_jump @SWEET1B_38 
gosub @SWEET1B_15554 

:SWEET1B_38
gosub @SWEET1B_16064 
end_thread 

:SWEET1B_47
0871: init_jump_table 87@ total_jumps 8 default_jump 0 @SWEET1B_1077 jumps 0 @SWEET1B_175 1 @SWEET1B_381 2 @SWEET1B_563 3 @SWEET1B_625 4 @SWEET1B_783 5 @SWEET1B_845 6 @SWEET1B_907 
0872: jump_table_jumps 7 @SWEET1B_969 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 

:SWEET1B_175
05A9: s$6567[0] = 'SWE1_ZF'  // ~z~B Dup wohnt nur ein paar Blocks entfernt.
05A9: s$6567[1] = 'SWE1_YA'  // ~z~Das Viertel ist total abgefuckt, echt.
05A9: s$6567[2] = 'SWE1_YB'  // ~z~Versuch mal, von einem von diesen Crack-Junkies Hilfe zu kriegen.
05A9: s$6567[3] = 'SWE1_YC'  // ~z~Kein Wunder, dass die Families zugrunde gehen.
05A9: s$6567[4] = 'SWE1_YD'  // ~z~Abgesehen von Smoke, Sweet und meiner Wenigkeit
05A9: s$6567[5] = 'SWE1_YE'  // ~z~kmpft in Grove Street niemand mehr.
05A9: s$6567[6] = 'SWE1_YF'  // ~z~Sie drhnen sich nur zu...
05A9: s$6567[7] = 'SWE1_YG'  // ~z~Echt wahr.
04AF: 93@ = 37494 // @ = any 
04AF: 94@ = 37465 // @ = any 
04AF: 95@ = 37466 // @ = any 
04AF: 96@ = 37467 // @ = any 
04AF: 97@ = 37468 // @ = any 
04AF: 98@ = 37469 // @ = any 
04AF: 99@ = 37470 // @ = any 
04AF: 100@ = 37471 // @ = any 
91@ = 7 
jump @SWEET1B_1077 

:SWEET1B_381
05A9: s$6567[0] = 'SWE1_YM'  // ~z~Hey, den Typen kenn ich!
05A9: s$6567[1] = 'SWE1_YN'  // ~z~Das Arschgesicht ist frher mit einem Front Yard Ballas-Boss aus Inglewood rumgezogen.
05A9: s$6567[2] = 'SWE1_YO'  // ~z~Ich wei, wo er wohnt, es ist gleich auf der anderen Seite der Gleise.
05A9: s$6567[3] = 'SWE1_YP'  // ~z~Los, das checken wir ab!
05A9: s$6567[4] = 'SWE1_YQ'  // ~z~Front Yard-Gebiet?
05A9: s$6567[5] = 'SWE1_YR'  // ~z~Bist du ein Weichei?
05A9: s$6567[6] = 'SWE1_YS'  // ~z~Nein, ich bin dabei, Homie!
04AF: 93@ = 37476 // @ = any 
04AF: 94@ = 37477 // @ = any 
04AF: 95@ = 37478 // @ = any 
04AF: 96@ = 37479 // @ = any 
04AF: 97@ = 37480 // @ = any 
04AF: 98@ = 37481 // @ = any 
04AF: 99@ = 37482 // @ = any 
91@ = 6 
jump @SWEET1B_1077 

:SWEET1B_563
05A9: s$6567[0] = 'SWE1_YX'  // ~z~Tag, ihr Ballas-Giftdealer!
05A9: s$6567[1] = 'SWE1_YY'  // ~z~Die Grove Street Jungs sind gekommen, um euch die Fresse zu polieren!
04AF: 93@ = 37487 // @ = any 
04AF: 94@ = 37488 // @ = any 
91@ = 1 
jump @SWEET1B_1077 

:SWEET1B_625
05A9: s$6567[0] = 'SWE1_TA'  // ~z~Tja, jetzt wissen die Ballas, dass die Groves wieder auf dem Weg nach oben sind!
05A9: s$6567[1] = 'SWE1_TB'  // ~z~Echt wahr, Homie. Und du hast nicht mal die Fliege gemacht!
05A9: s$6567[2] = 'SWE1_TC'  // ~z~Die Zeiten ndern sich!
05A9: s$6567[3] = 'SWE1_TD'  // ~z~Die werden sauer sein...
05A9: s$6567[4] = 'SWE1_TE'  // ~z~Wir warnen die Gang spter.
05A9: s$6567[5] = 'SWE1_TF'  // ~z~Jetzt aalen wir uns erst mal im stillen Genuss des Sieges, Motherfucker.
04AF: 93@ = 37448 // @ = any 
04AF: 94@ = 37449 // @ = any 
04AF: 95@ = 37450 // @ = any 
04AF: 96@ = 37451 // @ = any 
04AF: 97@ = 37452 // @ = any 
04AF: 98@ = 37453 // @ = any 
91@ = 5 
jump @SWEET1B_1077 

:SWEET1B_783
05A9: s$6567[0] = 'SWE1_SA'  // ~z~Hey, Partner, ich bin am arbeiten, Mann. Was brauchst du? Was brauchst du, Kumpel?
05A9: s$6567[1] = 'SWE1_SB'  // ~z~Kumpel, ich hab hier was Erstklassiges.
04AF: 93@ = 37446 // @ = any 
04AF: 94@ = 37447 // @ = any 
91@ = 1 
jump @SWEET1B_1077 

:SWEET1B_845
05A9: s$6567[0] = 'SWE1_YT'  // ~z~Mann, das ist ja die reinste Safari!
05A9: s$6567[1] = 'SWE1_YU'  // ~z~Schei dich nicht ein, Kumpel. Ballas sind doch Flaschen!
04AF: 93@ = 37483 // @ = any 
04AF: 94@ = 37484 // @ = any 
91@ = 1 
jump @SWEET1B_1077 

:SWEET1B_907
05A9: s$6567[0] = 'SWE1_YV'  // ~z~Mann, eine Crackhhle riecht man schon Kilometer im Voraus!
05A9: s$6567[1] = 'SWE1_YW'  // ~z~Schneien wir doch mal rein und stellen uns vor!
04AF: 93@ = 37485 // @ = any 
04AF: 94@ = 37486 // @ = any 
91@ = 1 
jump @SWEET1B_1077 

:SWEET1B_969
05A9: s$6567[0] = 'SWE1_UA'  // ~z~Jetzt, wo diesen Idioten nicht mehr dauernd Stoff in den Arsch geschoben wird,
05A9: s$6567[1] = 'SWE1_UB'  // ~z~sind sie vielleicht wieder fr nen Fight zu gebrauchen!
05A9: s$6567[2] = 'SWE1_UC'  // ~z~Ja, die Groves sind wieder im Kommen.
05A9: s$6567[3] = 'SWE1_UD'  // ~z~Bis dann, Kumpel.
04AF: 93@ = 37454 // @ = any 
04AF: 94@ = 37455 // @ = any 
04AF: 95@ = 37456 // @ = any 
04AF: 96@ = 20248 // @ = any 
91@ = 3 
jump @SWEET1B_1077 

:SWEET1B_1077
return 

:SWEET1B_1079
increment_mission_attempts 
55@ = 0 
47@ = 0 
$ONMISSION = 1 
63@ = 0 
52@ = 0 
57@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
74@ = 0 
77@ = 0 
84@ = 0 
50@ = 0 
43@ = 0 
83@ = 0 
86@ = 0 
102@ = 0 
66@ = 0 
69@ = 0 
51@ = 0 
105@ = 0 
103@ = 0 
60@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 2272.922 -1649.556 14.3311 cornerB 2266.101 -1633.219 14.3505 
022B: create_forbidden_for_peds_cube_cornerA 324.1973 1116.758 1082.898 cornerB 313.1226 1124.197 1082.898 
wait 0 
054C: use_GXT_table 'SWEET1B' 
select_interior 1 
02E4: load_cutscene_data 'SWEET1B' 

:SWEET1B_1336
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET1B_1360 
wait 0 
jump @SWEET1B_1336 

:SWEET1B_1360
02E7: start_cutscene 
fade 1 1000 

:SWEET1B_1369
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET1B_1393 
wait 0 
jump @SWEET1B_1369 

:SWEET1B_1393
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:SWEET1B_1406
if 
fading 
else_jump @SWEET1B_1430 
wait 0 
jump @SWEET1B_1406 

:SWEET1B_1430
02EA: end_cutscene 
select_interior 0 
Model.Load(#BAT)
Model.Load(#GREENWOO)
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
060A: create_decision_maker_type 0 store_to 75@ // decision\allowed\m_.ped files 
038B: load_requested_models 

:SWEET1B_1468
if or
   not Model.Available(#BAT)
823D:   not special_actor 1 loaded 
   not Model.Available(#GREENWOO)
else_jump @SWEET1B_1504 
wait 0 
jump @SWEET1B_1468 

:SWEET1B_1504
09D2: unknown_flag 0 
0395: clear_area 1 at 2516.392 -1676.517 13.0041 radius 5.0 
0395: clear_area 1 at 2508.742 -1671.132 12.3818 radius 5.0 
0395: clear_area 1 at 2516.95 -1675.23 13.05 radius 2.0 
$ACTOR_RYDER = Actor.Create(Mission1, #SPECIAL01, 2516.392, -1676.517, 13.0041)
Actor.Angle($ACTOR_RYDER) = 45.7
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 0 to_actors_pedtype 24 // see ped.dat 
01B2: give_actor $ACTOR_RYDER weapon 5 ammo 3000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_RYDER armed_weapon_to 5 
060B: set_actor $ACTOR_RYDER decision_maker_to 75@ 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
08AF: set_actor $ACTOR_RYDER max_health_to 500 
Actor.Health($ACTOR_RYDER) = 500
0568: set_actor $ACTOR_RYDER targetable 1 
0446: set_actor $ACTOR_RYDER immune_to_headshots 1 
39@ = Marker.CreateAboveActor($ACTOR_RYDER)
07E0: set_marker 39@ type_to 1 
Marker.Disable(39@)
Actor.PutAt($PLAYER_ACTOR, 2516.95, -1675.23, 13.05)
Actor.Angle($PLAYER_ACTOR) = 56.0
Camera.SetAtPos(2509.81, -1670.89, 12.39)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $ACTOR_RYDER supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 
0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 1 
0864: set_interior_at 319.56 1117.64 radius 10.0 access 1 
09DD: unknown_player_group 1 
09B5: unknown_actor $ACTOR_RYDER flag 0 
00BC: show_text_highpriority GXT 'SW1B_A' time 10000 flag 1  // ~s~Fahr zu ~y~B Dups Bude~s~.
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2508.16 -1666.47 12.3983 radius 6.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
$SWEET_CAR = Car.Create(#GREENWOO, 2508.16, -1666.47, 12.3983)
0229: set_car $SWEET_CAR primary_color_to 59 secondary_color_to 34 
Car.Angle($SWEET_CAR) = 16.0
041E: set_radio_station 5 
Model.Destroy(#GREENWOO)
Player.CanMove($PLAYER_CHAR) = True
fade 1 1200 
018A: 38@ = create_checkpoint_at 2301.07 -1754.4 12.54 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
$127 = 1 
32@ = 0 
07FB: set_interior 'LACRAK' access 0  // Crackhhle
58@ = 0 
101@ = 0 
92@ = 0 
87@ = 0 
gosub @SWEET1B_47 
0395: clear_area 1 at 2301.07 -1754.4 12.54 radius 20.0 

:SWEET1B_2099
if or
80FE:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2301.07 -1754.4 12.54 radius 4.0 4.0 4.0 
8104:   not actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
else_jump @SWEET1B_2488 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_2216 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_2216
if 
0735:   NOP_false 83 
else_jump @SWEET1B_2238 
jump @SWEET1B_15979 

:SWEET1B_2238
if 
  78@ == 0 
else_jump @SWEET1B_2380 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_2380 
if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @SWEET1B_2380 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_RYDER on_foot 
else_jump @SWEET1B_2336 
gosub @SWEET1B_17075 

:SWEET1B_2336
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_2380 
if and
   Actor.Driving($PLAYER_ACTOR)
   Actor.Driving($ACTOR_RYDER)
else_jump @SWEET1B_2380 
gosub @SWEET1B_17075 

:SWEET1B_2380
if 
  104@ == 0 
else_jump @SWEET1B_2435 
if 
  32@ > 5000 
else_jump @SWEET1B_2435 
03E5: show_text_box 'CALLRYD'  // Falls Ryder in einen Kampf verwickelt wird, drcke ~k~~GROUP_CONTROL_FWD~, wenn du zu Fu bist, um ihn wieder an deine Seite zu rufen.
104@ = 1 

:SWEET1B_2435
gosub @SWEET1B_16372 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_2481 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_2481
jump @SWEET1B_2099 

:SWEET1B_2488
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
00BE: text_clear_all 
Camera.SetPosition(2301.918, -1746.505, 14.009, 0.0, 0.0, 0.0)
Camera.PointAt(2301.81, -1747.499, 14.0471, 2)
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_2621 
if 
   Actor.Driving($ACTOR_RYDER)
else_jump @SWEET1B_2596 
0633: AS_actor $ACTOR_RYDER exit_car 
jump @SWEET1B_2621 

:SWEET1B_2596
05D3: AS_actor $ACTOR_RYDER goto_point 2298.57 -1775.44 12.56 mode 4 2500 ms // versionA 

:SWEET1B_2621
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET1B_2654 
wait 800 
0633: AS_actor $PLAYER_ACTOR exit_car 
jump @SWEET1B_2679 

:SWEET1B_2654
05D3: AS_actor $PLAYER_ACTOR goto_point 2298.57 -1775.44 12.56 mode 4 2500 ms // versionA 

:SWEET1B_2679
Car.RemoveReferences($SWEET_CAR)
fade 0 1700 

:SWEET1B_2691
if 
fading 
else_jump @SWEET1B_2715 
wait 0 
jump @SWEET1B_2691 

:SWEET1B_2715
select_interior 3 
Player.MakeSafe($PLAYER_CHAR)
02E4: load_cutscene_data 'SWEET1C' 

:SWEET1B_2735
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET1B_2759 
wait 0 
jump @SWEET1B_2735 

:SWEET1B_2759
02E7: start_cutscene 
fade 1 1000 

:SWEET1B_2768
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET1B_2792 
wait 0 
jump @SWEET1B_2768 

:SWEET1B_2792
02EA: end_cutscene 
fade 0 0 

:SWEET1B_2800
if 
fading 
else_jump @SWEET1B_2824 
wait 0 
jump @SWEET1B_2800 

:SWEET1B_2824
select_interior 0 
Model.Load(#BMYDRUG)
Model.Load(#FAM3)
04ED: load_animation "DEALER" 
04ED: load_animation "GANGS" 
060A: create_decision_maker_type 2 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 76@ // decision\allowed\m_.ped files 
03CF: load_wav 37472 as 1 
038B: load_requested_models 

:SWEET1B_2880
if or
   not Model.Available(#BMYDRUG)
   not Model.Available(#FAM3)
84EE:   not animation "DEALER" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @SWEET1B_2929 
wait 0 
jump @SWEET1B_2880 

:SWEET1B_2929
Marker.Disable(38@)
48@ = Actor.Create(Mission2, #FAM3, 2283.656, -1645.599, 14.1598)
060B: set_actor 48@ decision_maker_to 75@ 
35@ = Actor.Create(Mission2, #BMYDRUG, 2284.947, -1645.396, 14.1413)
08AF: set_actor 35@ max_health_to 120 
Actor.Health(35@) = 120
Actor.Angle(35@) = 114.0
44@ = Marker.CreateAboveActor(35@)
060B: set_actor 35@ decision_maker_to 75@ 
07DD: set_actor 35@ temper_to 75 // see pedstats.dat 
0A09: set_actor 35@ muted 1 // versionB 
0639: AS_actor 35@ rotate_to_actor 48@ 
0639: AS_actor 48@ rotate_to_actor 35@ 
0575: set_actor 35@ pinned_position 1 
0575: set_actor 48@ pinned_position 1 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Actor.PutAt($PLAYER_ACTOR, 2300.13, -1763.18, 12.63)
Actor.Angle($PLAYER_ACTOR) = 0.0
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_3165 
Actor.PutAt($ACTOR_RYDER, 2298.15, -1762.67, 12.56)
Actor.Angle($ACTOR_RYDER) = 355.37

:SWEET1B_3165
Camera.SetAtPos(2300.13, -1763.18, 12.63)
0615: define_AS_pack_begin 85@ 
05D3: AS_actor -1 goto_point 2281.116 -1647.527 14.2174 mode 6 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2281.133 -1650.709 14.1714 mode 6 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2238.091 -1661.728 14.469 mode 6 10000 ms // versionA 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 85@ 
0615: define_AS_pack_begin 42@ 
0605: actor -1 perform_animation_sequence "DEALER_IDLE" IFP_file "DEALER" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "DEALER_DEAL" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 42@ loop 1 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 40@ 
05BF: AS_actor -1 look_at_actor 35@ 3000 ms 
05C9: AS_actor -1 on_guard 2000 ms 
0605: actor -1 perform_animation_sequence "SHOP_PAY" IFP_file "DEALER" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "DRUGS_BUY" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 40@ loop 1 
0616: define_AS_pack_end 40@ 
102@ = 1 
fade 1 1000 

:SWEET1B_3486
if 
83D0:   not wav 1 loaded 
else_jump @SWEET1B_3551 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_3544 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_3544
jump @SWEET1B_3486 

:SWEET1B_3551
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_YH' time 3000 flag 1  // ~z~Cruisen wir ein bisschen durch's Viertel und suchen wir uns 'nen Dealer.

:SWEET1B_3571
if 
83D2:   not wav 1 ended 
else_jump @SWEET1B_3636 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_3629 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_3629
jump @SWEET1B_3571 

:SWEET1B_3636
00BC: show_text_highpriority GXT 'SW1B_B' time 10000 flag 1  // ~s~Geh den ~r~Crack-Dealer~s~ zusammenschlagen.

:SWEET1B_3652
if or
   not Actor.Dead(35@)
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2284.947 -1645.396 14.1413 radius 50.0 50.0 8.0 
else_jump @SWEET1B_5335 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_3748 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_3748
if 
  104@ == 0 
else_jump @SWEET1B_3803 
if 
  32@ > 2000 
else_jump @SWEET1B_3803 
03E5: show_text_box 'CALLRYD'  // Falls Ryder in einen Kampf verwickelt wird, drcke ~k~~GROUP_CONTROL_FWD~, wenn du zu Fu bist, um ihn wieder an deine Seite zu rufen.
104@ = 1 

:SWEET1B_3803
if 
  52@ == 0 
else_jump @SWEET1B_3971 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2284.947 -1645.396 14.1413 radius 50.0 50.0 8.0 
else_jump @SWEET1B_3964 
if 
   not Actor.Dead(48@)
else_jump @SWEET1B_3892 
0575: set_actor 48@ pinned_position 0 

:SWEET1B_3892
if 
   not Actor.Dead(35@)
else_jump @SWEET1B_3957 
0575: set_actor 35@ pinned_position 0 
if 
   not Actor.Dead(48@)
else_jump @SWEET1B_3957 
0618: assign_actor 35@ to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0618: assign_actor 48@ to_AS_pack 40@ 
061B: remove_references_to_AS_pack 40@ 

:SWEET1B_3957
52@ = 1 

:SWEET1B_3964
jump @SWEET1B_4237 

:SWEET1B_3971
if 
   not Actor.Dead(35@)
else_jump @SWEET1B_4237 
if 
  52@ == 1 
else_jump @SWEET1B_4237 
if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 6.0 6.0 8.0 sphere 0 
else_jump @SWEET1B_4237 
0687: clear_actor 35@ task 
05BF: AS_actor 35@ look_at_actor $PLAYER_ACTOR 3000 ms 
0639: AS_actor 35@ rotate_to_actor $PLAYER_ACTOR 
060B: set_actor 35@ decision_maker_to 34@ 
0605: actor 35@ perform_animation_sequence "DEALER_IDLE" IFP_file "DEALER" 4.0 loop 1 0 0 0 time -1 // versionA 
if 
  51@ == 0 
else_jump @SWEET1B_4188 
if 
   not Actor.Dead(48@)
else_jump @SWEET1B_4188 
0575: set_actor 48@ pinned_position 0 
0792: disembark_instantly_actor 48@ 
0618: assign_actor 48@ to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 
060B: set_actor 48@ decision_maker_to 75@ 
51@ = 1 

:SWEET1B_4188
58@ = 0 
101@ = 0 
92@ = 0 
87@ = 4 
gosub @SWEET1B_47 
32@ = 0 
52@ = 2 

:SWEET1B_4237
if 
  52@ == 2 
else_jump @SWEET1B_4397 
if 
  105@ == 0 
else_jump @SWEET1B_4326 
if 
  32@ > 2000 
else_jump @SWEET1B_4326 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET1B_4326 
03E5: show_text_box 'MEL_HLP'  // Drcke ~k~~PED_FIREWEAPON~, um eine Nahkampfattacke durchzufhren.
105@ = 1 

:SWEET1B_4326
if 
  105@ == 1 
else_jump @SWEET1B_4397 
if 
  32@ > 8000 
else_jump @SWEET1B_4397 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET1B_4397 
03E5: show_text_box 'MELHLP2'  // Whrend du ~k~~PED_LOCK_TARGET~ gedrckt hltst, drcke ~k~~VEHICLE_ENTER_EXIT~, um eine Spezialattacke auszufhren und ~k~~PED_JUMPING~, um zu blocken.
105@ = 2 

:SWEET1B_4397
if 
  51@ == 0 
else_jump @SWEET1B_4702 
if 
   Actor.Dead(35@)
else_jump @SWEET1B_4494 
if 
   not Actor.Dead(48@)
else_jump @SWEET1B_4487 
0575: set_actor 48@ pinned_position 0 
0792: disembark_instantly_actor 48@ 
0618: assign_actor 48@ to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 
060B: set_actor 48@ decision_maker_to 75@ 
51@ = 1 

:SWEET1B_4487
jump @SWEET1B_4702 

:SWEET1B_4494
if 
   not Actor.Dead(48@)
else_jump @SWEET1B_4639 
if or
8184:   not actor 35@ health >= 119 
8184:   not actor 48@ health >= 99 
else_jump @SWEET1B_4632 
0575: set_actor 48@ pinned_position 0 
0792: disembark_instantly_actor 48@ 
0618: assign_actor 48@ to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 
060B: set_actor 48@ decision_maker_to 75@ 
if 
   not Actor.Dead(35@)
else_jump @SWEET1B_4625 
0605: actor 35@ perform_animation_sequence "DEALER_IDLE" IFP_file "DEALER" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET1B_4625
51@ = 1 

:SWEET1B_4632
jump @SWEET1B_4702 

:SWEET1B_4639
if 
   not Actor.Dead(35@)
else_jump @SWEET1B_4702 
0605: actor 35@ perform_animation_sequence "XPRESSSCRATCH" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
51@ = 1 

:SWEET1B_4702
if 
  90@ == 0 
else_jump @SWEET1B_4876 
if 
   not Actor.Dead(35@)
else_jump @SWEET1B_4861 
if 
0184:   actor 35@ health >= 119 
else_jump @SWEET1B_4804 
if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 6.0 6.0 8.0 sphere 0 
else_jump @SWEET1B_4797 
gosub @SWEET1B_17075 

:SWEET1B_4797
jump @SWEET1B_4854 

:SWEET1B_4804
01B2: give_actor 35@ weapon 5 ammo 3000 // Load the weapon model before using this 
087E: set_actor 35@ weapon_droppable 0 
0A09: set_actor 35@ muted 0 // versionB 
040D: unload_wav 1 
00BE: text_clear_all 
0687: clear_actor 35@ task 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 
90@ = 1 

:SWEET1B_4854
jump @SWEET1B_4876 

:SWEET1B_4861
040D: unload_wav 1 
040D: unload_wav 2 
90@ = 1 

:SWEET1B_4876
if 
  66@ == 0 
else_jump @SWEET1B_5282 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2284.947 -1645.396 14.1413 radius 20.0 15.0 5.0 
else_jump @SWEET1B_5282 
03CF: load_wav 37474 as 1 
Player.CanMove($PLAYER_CHAR) = False
wait 1000 
02A3: enable_widescreen 1 
Camera.SetPosition(2283.019, -1649.472, 15.0999, 0.0, 0.0, 0.0)
Camera.PointAt(2283.326, -1648.525, 15.1884, 2)
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_5232 
if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @SWEET1B_5227 

:SWEET1B_5070
if 
83D0:   not wav 1 loaded 
else_jump @SWEET1B_5135 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_5128 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_5128
jump @SWEET1B_5070 

:SWEET1B_5135
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_YK' time 5000 flag 1  // ~z~Hey, check das! Da dealt einer an einen der Grove Street-Jungs!

:SWEET1B_5155
if 
83D2:   not wav 1 ended 
else_jump @SWEET1B_5220 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_5213 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_5213
jump @SWEET1B_5155 

:SWEET1B_5220
jump @SWEET1B_5232 

:SWEET1B_5227
wait 2000 

:SWEET1B_5232
wait 1000 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET1B_5258 
0633: AS_actor $PLAYER_ACTOR exit_car 

:SWEET1B_5258
00BE: text_clear_all 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
66@ = 1 

:SWEET1B_5282
gosub @SWEET1B_16372 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_5328 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_5328
jump @SWEET1B_3652 

:SWEET1B_5335
Model.Destroy(#FAM3)
32@ = 0 
Marker.Disable(44@)

:SWEET1B_5351
if or
   not 32@ > 2000 
   not 78@ == 0 
else_jump @SWEET1B_5427 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_5420 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_5420
jump @SWEET1B_5351 

:SWEET1B_5427
fade 0 500 

:SWEET1B_5434
if 
fading 
else_jump @SWEET1B_5458 
wait 0 
jump @SWEET1B_5434 

:SWEET1B_5458
select_interior 0 
Actor.DestroyInstantly(48@)
Model.Destroy(#BMYDRUG)
04EF: release_animation "DEALER" 
Camera.SetAtPos(2283.0, -1644.4, 14.2)
0395: clear_area 1 at 2285.17 -1644.74 14.08 radius 4.0 
03BA: clear_cars_from_cube_cornerA 2288.28 -1648.13 14.0 cornerB 2274.92 -1641.33 14.31 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_5610 
0860: link_actor $ACTOR_RYDER to_interior 0 
06AB: set_actor $ACTOR_RYDER all_weapons_hidden 1 
06C9: remove_actor $ACTOR_RYDER from_group 
0792: disembark_instantly_actor $ACTOR_RYDER 
0647: unknown_actor $ACTOR_RYDER look_task 

:SWEET1B_5610
0792: disembark_instantly_actor $PLAYER_ACTOR 
0647: unknown_actor $PLAYER_ACTOR look_task 
0860: link_actor $PLAYER_ACTOR to_interior 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
wait 1000 
0395: clear_area 1 at 2285.17 -1644.74 14.08 radius 5.0 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET1B_5706 
Actor.PutAt($PLAYER_ACTOR, 2284.462, -1645.925, 14.1362)
jump @SWEET1B_5726 

:SWEET1B_5706
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2284.462 -1645.925 14.1362 

:SWEET1B_5726
Actor.Angle($PLAYER_ACTOR) = 333.0
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_5825 
if 
   not Actor.Driving($ACTOR_RYDER)
else_jump @SWEET1B_5795 
Actor.PutAt($ACTOR_RYDER, 2283.27, -1645.8, 14.15)
jump @SWEET1B_5815 

:SWEET1B_5795
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_5815
Actor.Angle($ACTOR_RYDER) = 310.0

:SWEET1B_5825
108@ = 0 
if 
056D:   actor 35@ defined 
else_jump @SWEET1B_5871 
if 
09A8:   actor 35@ headshoted 
else_jump @SWEET1B_5871 
108@ = 1 

:SWEET1B_5871
Camera.SetPosition(2285.177, -1644.748, 14.0885, 0.0, 0.0, 0.0)
Camera.PointAt(2284.635, -1645.266, 14.7501, 2)
if 
  108@ == 0 
else_jump @SWEET1B_5947 
Player.SetDrunkVisuals($PLAYER_CHAR, 100)

:SWEET1B_5947
58@ = 0 
101@ = 0 
92@ = 0 
87@ = 1 
gosub @SWEET1B_47 
wait 200 
0647: unknown_actor $PLAYER_ACTOR look_task 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2285.1 -1644.7 14.0 21000 ms 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_6059 
0647: unknown_actor $ACTOR_RYDER look_task 
06A9: AS_actor $ACTOR_RYDER look_at_point 2285.1 -1644.7 14.0 21000 ms 

:SWEET1B_6059
Actor.DestroyInstantly(35@)
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_6201 
if 
80FF:   not actor $ACTOR_RYDER sphere 0 in_sphere 2283.27 -1645.8 14.15 radius 0.5 0.5 2.0 on_foot 
else_jump @SWEET1B_6201 
if 
   not Actor.Driving($ACTOR_RYDER)
else_jump @SWEET1B_6171 
Actor.PutAt($ACTOR_RYDER, 2283.27, -1645.8, 14.15)
jump @SWEET1B_6191 

:SWEET1B_6171
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_6191
Actor.Angle($ACTOR_RYDER) = 310.0

:SWEET1B_6201
wait 200 
fade 1 500 
wait 700 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_6355 
if 
80FF:   not actor $ACTOR_RYDER sphere 0 in_sphere 2283.27 -1645.8 14.15 radius 0.5 0.5 2.0 on_foot 
else_jump @SWEET1B_6355 
if 
   not Actor.Driving($ACTOR_RYDER)
else_jump @SWEET1B_6325 
Actor.PutAt($ACTOR_RYDER, 2283.27, -1645.8, 14.15)
jump @SWEET1B_6345 

:SWEET1B_6325
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_6345
Actor.Angle($ACTOR_RYDER) = 310.0

:SWEET1B_6355
00BE: text_clear_all 
03E6: remove_text_box 
if 
  108@ == 0 
else_jump @SWEET1B_6377 

:SWEET1B_6377
0707: start_scene_skip_to @SWEET1B_7388 
92@ = 0 

:SWEET1B_6391
if 
  58@ == 0 
else_jump @SWEET1B_6523 
wait 0 
gosub @SWEET1B_17075 
if 
  92@ == 0 
else_jump @SWEET1B_6516 
if 
  101@ == 2 
else_jump @SWEET1B_6516 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_6516 
0605: actor $ACTOR_RYDER perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time 6000 // versionA 
92@ = 1 

:SWEET1B_6516
jump @SWEET1B_6391 

:SWEET1B_6523
92@ = 0 

:SWEET1B_6530
if 
  58@ == 1 
else_jump @SWEET1B_6566 
wait 0 
gosub @SWEET1B_17075 
jump @SWEET1B_6530 

:SWEET1B_6566
92@ = 0 

:SWEET1B_6573
if 
  58@ == 2 
else_jump @SWEET1B_6684 
wait 0 
gosub @SWEET1B_17075 
if 
  92@ == 0 
else_jump @SWEET1B_6677 
if 
  101@ == 2 
else_jump @SWEET1B_6677 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_6677 
0647: unknown_actor $ACTOR_RYDER look_task 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 9000 ms 
92@ = 1 

:SWEET1B_6677
jump @SWEET1B_6573 

:SWEET1B_6684
if 
  108@ == 0 
else_jump @SWEET1B_6702 

:SWEET1B_6702
92@ = 0 

:SWEET1B_6709
if 
  58@ == 3 
else_jump @SWEET1B_6745 
wait 0 
gosub @SWEET1B_17075 
jump @SWEET1B_6709 

:SWEET1B_6745
92@ = 0 

:SWEET1B_6752
if 
  58@ == 4 
else_jump @SWEET1B_6863 
wait 0 
gosub @SWEET1B_17075 
if 
  92@ == 0 
else_jump @SWEET1B_6856 
if 
  101@ == 2 
else_jump @SWEET1B_6856 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_6856 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 5000 ms 
92@ = 1 

:SWEET1B_6856
jump @SWEET1B_6752 

:SWEET1B_6863
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_6895 
0647: unknown_actor $ACTOR_RYDER look_task 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 5000 ms 

:SWEET1B_6895
92@ = 0 

:SWEET1B_6902
if 
  58@ == 5 
else_jump @SWEET1B_7040 
wait 0 
gosub @SWEET1B_17075 
if 
  92@ == 0 
else_jump @SWEET1B_7033 
if 
  101@ == 2 
else_jump @SWEET1B_7033 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_7033 
0605: actor $ACTOR_RYDER perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
92@ = 1 

:SWEET1B_7033
jump @SWEET1B_6902 

:SWEET1B_7040
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_7094 
0605: actor $ACTOR_RYDER perform_animation_sequence "IDLE_STANCE" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 

:SWEET1B_7094
0647: unknown_actor $PLAYER_ACTOR look_task 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2285.1 -1644.7 14.0 20000 ms 
92@ = 0 

:SWEET1B_7129
if 
  58@ == 6 
else_jump @SWEET1B_7252 
wait 0 
gosub @SWEET1B_17075 
if 
  92@ == 0 
else_jump @SWEET1B_7245 
if 
  101@ == 2 
else_jump @SWEET1B_7245 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_7245 
0647: unknown_actor $ACTOR_RYDER look_task 
06A9: AS_actor $ACTOR_RYDER look_at_point 2285.1 -1644.7 14.0 20000 ms 
92@ = 1 

:SWEET1B_7245
jump @SWEET1B_7129 

:SWEET1B_7252
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FIGHTA_G" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 

:SWEET1B_7292
if 
  0.351 > 110@ 
else_jump @SWEET1B_7368 
wait 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_G"
else_jump @SWEET1B_7361 
0613: 110@ = actor $PLAYER_ACTOR animation "FIGHTA_G" time 

:SWEET1B_7361
jump @SWEET1B_7292 

:SWEET1B_7368
097A: play_audio_at 2285.177 -1644.748 14.0885 event 1136 

:SWEET1B_7388
0701: end_scene_skip 
0687: clear_actor $PLAYER_ACTOR task 
00BE: text_clear_all 
043C: disable_sounds_after_fade 0 
fade 0 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_7437 
06AB: set_actor $ACTOR_RYDER all_weapons_hidden 0 

:SWEET1B_7437
wait 1000 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_7463 
0647: unknown_actor $ACTOR_RYDER look_task 

:SWEET1B_7463
0647: unknown_actor $PLAYER_ACTOR look_task 
04EF: release_animation "GANGS" 
Marker.Disable(38@)
018A: 38@ = create_checkpoint_at 2171.781 -1676.78 14.0859 
102@ = 2 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_7567 
06C9: remove_actor $ACTOR_RYDER from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $ACTOR_RYDER supporting_fire 0 
47@ = 1 

:SWEET1B_7567
040D: unload_wav 1 
040D: unload_wav 2 
0925: restore_camera_to_user_defined 
Player.SetDrunkVisuals($PLAYER_CHAR, 0)
Actor.Angle($PLAYER_ACTOR) = 152.235
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
79@ = Pickup.Create(#BAT, 3, 2285.743, -1647.309, 14.0782)
043C: disable_sounds_after_fade 1 
fade 1 1000 
00BE: text_clear_all 
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 5)
else_jump @SWEET1B_7875 
03CF: load_wav 37491 as 2 
wait 500 

:SWEET1B_7679
if 
83D0:   not wav 2 loaded 
else_jump @SWEET1B_7790 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_7737 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_7737
gosub @SWEET1B_16372 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_7783 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_7783
jump @SWEET1B_7679 

:SWEET1B_7790
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_ZC' time 3000 flag 1  // ~z~Greif dir den Schlger da drben!

:SWEET1B_7810
if 
83D2:   not wav 2 ended 
else_jump @SWEET1B_7875 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_7868 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_7868
jump @SWEET1B_7810 

:SWEET1B_7875
58@ = 0 
101@ = 0 
92@ = 0 
87@ = 5 
gosub @SWEET1B_47 
33@ = 0 
32@ = 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_7963 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_7963
00BC: show_text_highpriority GXT 'SW1B_1' time 10000 flag 1  // ~s~Du musst zur ~y~Bude des Dealers~s~.
0395: clear_area 1 at 2171.781 -1676.78 14.0859 radius 8.0 

:SWEET1B_8003
if or
80FE:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2171.781 -1676.78 14.0859 radius 3.5 3.5 4.0 
8104:   not actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
else_jump @SWEET1B_8442 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_8120 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_8120
if 
  33@ > 5000 
else_jump @SWEET1B_8247 
if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @SWEET1B_8247 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_RYDER on_foot 
else_jump @SWEET1B_8203 
gosub @SWEET1B_17075 

:SWEET1B_8203
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_8247 
if and
   Actor.Driving($PLAYER_ACTOR)
   Actor.Driving($ACTOR_RYDER)
else_jump @SWEET1B_8247 
gosub @SWEET1B_17075 

:SWEET1B_8247
gosub @SWEET1B_16372 
if 
  105@ == 0 
else_jump @SWEET1B_8325 
if 
  32@ > 2000 
else_jump @SWEET1B_8325 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET1B_8325 
03E5: show_text_box 'MEL_HLP'  // Drcke ~k~~PED_FIREWEAPON~, um eine Nahkampfattacke durchzufhren.
105@ = 1 

:SWEET1B_8325
if 
  105@ == 1 
else_jump @SWEET1B_8396 
if 
  32@ > 8000 
else_jump @SWEET1B_8396 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET1B_8396 
03E5: show_text_box 'MELHLP2'  // Whrend du ~k~~PED_LOCK_TARGET~ gedrckt hltst, drcke ~k~~VEHICLE_ENTER_EXIT~, um eine Spezialattacke auszufhren und ~k~~PED_JUMPING~, um zu blocken.
105@ = 2 

:SWEET1B_8396
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_8435 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_8435
jump @SWEET1B_8003 

:SWEET1B_8442
040D: unload_wav 1 
040D: unload_wav 2 
58@ = 0 
101@ = 0 
92@ = 0 
87@ = 6 
gosub @SWEET1B_47 
02A3: enable_widescreen 1 
07FB: set_interior 'LACRAK' access 1  // Crackhhle
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(2177.072, -1682.038, 15.8487, 0.0, 0.0, 0.0)
Camera.PointAt(2176.343, -1681.354, 15.8969, 2)
33@ = 0 

:SWEET1B_8567
if 
   not 58@ == 1 
else_jump @SWEET1B_8603 
wait 0 
gosub @SWEET1B_17075 
jump @SWEET1B_8567 

:SWEET1B_8603
Marker.Disable(38@)
018A: 38@ = create_checkpoint_at 2169.72 -1673.14 13.01 
102@ = 3 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
110@ = 0.0 
33@ = 0 
106@ = 0 

:SWEET1B_8674
if 
   not 43@ == 1 
else_jump @SWEET1B_13696 
wait 0 
077E: get_active_interior_to 78@ 
if 
0735:   NOP_false 83 
else_jump @SWEET1B_8723 
jump @SWEET1B_15979 

:SWEET1B_8723
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_8762 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_8762
gosub @SWEET1B_17075 
if 
  78@ == 5 
else_jump @SWEET1B_13032 
084D: unknown_flag 0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 319.15 1120.89 1082.87 radius 20.0 20.0 10.0 
else_jump @SWEET1B_13032 
if 
  63@ == 0 
else_jump @SWEET1B_12622 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0395: clear_area 1 at 319.15 1120.89 1082.87 radius 100.0 
Marker.Disable(39@)
fade 0 0 
Model.Load(#BALLAS1)
Model.Load(#HFYPRO)
Model.Load(#BFYPRO)
Model.Load(#BMYDRUG)
Model.Load(#CIGAR)
04ED: load_animation "CRACK" 
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "BASEBALL" 
038B: load_requested_models 

:SWEET1B_8958
if or
84EE:   not animation "CRACK" loaded 
84EE:   not animation "BLOWJOBZ" loaded 
84EE:   not animation "BASEBALL" loaded 
else_jump @SWEET1B_9019 
wait 0 
fade 0 0 
jump @SWEET1B_8958 

:SWEET1B_9019
if or
   not Model.Available(#BALLAS1)
   not Model.Available(#BFYPRO)
   not Model.Available(#HFYPRO)
   not Model.Available(#CIGAR)
   not Model.Available(#BMYDRUG)
else_jump @SWEET1B_9067 
wait 0 
fade 0 0 
jump @SWEET1B_9019 

:SWEET1B_9067
0615: define_AS_pack_begin 68@ 
05D3: AS_actor -1 goto_point 315.81 1122.3 1082.8 mode 6 10000 ms // versionA 
0605: actor -1 perform_animation_sequence "BBALBAT_IDLE_01" IFP_file "CRACK" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 68@ 
07FB: set_interior 'LACRAK' access 0  // Crackhhle
61@ = Actor.Create(CivFemale, #HFYPRO, 309.77, 1123.5, 1082.87)
0860: link_actor 61@ to_interior 5 
Actor.Angle(61@) = 107.12
0812: AS_actor 61@ perform_animation "CRCKIDLE4" IFP_file "CRACK" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 61@ decision_maker_to 75@ 
36@ = Actor.Create(Mission2, #HFYPRO, 317.5892, 1124.777, 1082.867)
0860: link_actor 36@ to_interior 5 
Actor.Angle(36@) = 180.0
0812: AS_actor 36@ perform_animation "CRCKIDLE2" IFP_file "CRACK" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 36@ decision_maker_to 75@ 
54@ = Actor.Create(Mission2, #BALLAS1, 325.0, 1119.975, 1082.875)
0860: link_actor 54@ to_interior 5 
Actor.Angle(54@) = 90.0
0812: AS_actor 54@ perform_animation "CRCKIDLE1" IFP_file "CRACK" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 54@ decision_maker_to 75@ 
80@ = Object.Create(#CIGAR, 2440.58, -1979.89, 1082.2)
070A: AS_actor 54@ attach_to_object 80@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
49@ = Actor.Create(Mission2, #BALLAS1, 320.1898, 1123.292, 1082.875)
0860: link_actor 49@ to_interior 5 
Actor.Angle(49@) = 177.9659
0812: AS_actor 49@ perform_animation "CRCKIDLE3" IFP_file "CRACK" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 49@ decision_maker_to 75@ 
81@ = Object.Create(#CIGAR, 2440.58, -1979.89, 1082.2)
070A: AS_actor 49@ attach_to_object 81@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
62@ = Actor.Create(Mission2, #BALLAS1, 333.63, 1124.51, 1082.88)
08AF: set_actor 62@ max_health_to 70 
Actor.Health(62@) = 70
0860: link_actor 62@ to_interior 5 
Actor.Angle(62@) = 267.96
060B: set_actor 62@ decision_maker_to 34@ 
077A: set_actor 62@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
82@ = Object.Create(#CIGAR, 2440.58, -1979.89, 1082.2)
070A: AS_actor 62@ attach_to_object 82@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
88@ = Marker.CreateAboveActor(62@)
08DC: create_interior_marker 88@ at 2167.835 -1672.923 radius 2.0 
64@ = Actor.Create(Mission2, #BALLAS1, 325.0, 1129.213, 1082.883)
0860: link_actor 64@ to_interior 5 
Actor.Angle(64@) = 90.0
0605: actor 64@ perform_animation_sequence "BJ_COUCH_LOOP_P" IFP_file "BLOWJOBZ" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 64@ decision_maker_to 34@ 
077A: set_actor 64@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
89@ = Marker.CreateAboveActor(64@)
08DC: create_interior_marker 89@ at 2167.835 -1672.923 radius 2.0 
65@ = Actor.Create(CivFemale, #BFYPRO, 324.0, 1129.2, 1082.883)
0860: link_actor 65@ to_interior 5 
Actor.Angle(65@) = 270.0
0605: actor 65@ perform_animation_sequence "BJ_COUCH_LOOP_W" IFP_file "BLOWJOBZ" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 65@ decision_maker_to 75@ 
077A: set_actor 65@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
59@ = Actor.Create(Mission2, #BALLAS1, 333.4072, 1124.462, 1082.89)
0860: link_actor 59@ to_interior 5 
Actor.Angle(59@) = 83.6676
0812: AS_actor 59@ perform_animation "CRCKIDLE3" IFP_file "CRACK" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 59@ decision_maker_to 75@ 
81@ = Object.Create(#CIGAR, 2440.58, -1979.89, 1082.2)
070A: AS_actor 59@ attach_to_object 81@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
37@ = Actor.Create(Mission2, #BMYDRUG, 306.03, 1121.86, 1082.87)
0860: link_actor 37@ to_interior 5 
07DD: set_actor 37@ temper_to 80 // see pedstats.dat 
08AF: set_actor 37@ max_health_to 150 
Actor.Health(37@) = 150
Actor.Angle(37@) = 263.66
01B2: give_actor 37@ weapon 5 ammo 3000 // Load the weapon model before using this 
060B: set_actor 37@ decision_maker_to 34@ 
077A: set_actor 37@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
45@ = Marker.CreateAboveActor(37@)
08DC: create_interior_marker 45@ at 2167.835 -1672.923 radius 2.0 
32@ = 0 
03CF: load_wav 37487 as 1 
03CF: load_wav 37488 as 2 

:SWEET1B_10326
if 
   not 32@ > 1000 
else_jump @SWEET1B_10362 
wait 0 
fade 0 0 
jump @SWEET1B_10326 

:SWEET1B_10362
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_10459 
06C9: remove_actor $ACTOR_RYDER from_group 
0792: disembark_instantly_actor $ACTOR_RYDER 
0647: unknown_actor $ACTOR_RYDER look_task 
Actor.PutAt($ACTOR_RYDER, 320.12, 1118.2, 1082.89)
Actor.Angle($ACTOR_RYDER) = 7.0
08AD: put_actor $ACTOR_RYDER at 2169.72 -1673.14 radius 20.0 // interior version 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 6000 ms 

:SWEET1B_10459
Camera.SetPosition(318.297, 1115.438, 1085.054, 0.0, 0.0, 0.0)
Camera.PointAt(318.7138, 1116.318, 1084.827, 2)
wait 300 
fade 1 1000 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_10563 
05D3: AS_actor $ACTOR_RYDER goto_point 320.0 1122.3 1082.8 mode 4 6000 ms // versionA 

:SWEET1B_10563
if 
83D0:   not wav 1 loaded 
else_jump @SWEET1B_10641 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_10634 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
07FB: set_interior 'LACRAK' access 1  // Crackhhle
jump @SWEET1B_15554 

:SWEET1B_10634
jump @SWEET1B_10563 

:SWEET1B_10641
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_YX' time 10000 flag 1  // ~z~Tag, ihr Ballas-Giftdealer!

:SWEET1B_10661
if 
83D2:   not wav 1 ended 
else_jump @SWEET1B_10739 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_10732 
07FB: set_interior 'LACRAK' access 1  // Crackhhle
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_10732
jump @SWEET1B_10661 

:SWEET1B_10739
03CF: load_wav 4000 as 1 
69@ = 0 
0707: start_scene_skip_to @SWEET1B_11978 

:SWEET1B_10760
if 
83D0:   not wav 2 loaded 
else_jump @SWEET1B_10838 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_10831 
07FB: set_interior 'LACRAK' access 1  // Crackhhle
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_10831
jump @SWEET1B_10760 

:SWEET1B_10838
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_YY' time 10000 flag 1  // ~z~Die Grove Street Jungs sind gekommen, um euch die Fresse zu polieren!

:SWEET1B_10858
if 
83D2:   not wav 2 ended 
else_jump @SWEET1B_10936 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_10929 
07FB: set_interior 'LACRAK' access 1  // Crackhhle
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_10929
jump @SWEET1B_10858 

:SWEET1B_10936
03CF: load_wav 4001 as 2 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_11070 

:SWEET1B_10959
if 
80FE:   not actor $ACTOR_RYDER sphere 0 in_sphere 320.0 1122.3 1082.8 radius 0.9 0.9 2.0 
else_jump @SWEET1B_11070 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_11063 
07FB: set_interior 'LACRAK' access 1  // Crackhhle
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_11063
jump @SWEET1B_10959 

:SWEET1B_11070
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_11256 
if 
   not Actor.Dead(49@)
else_jump @SWEET1B_11256 
0605: actor $ACTOR_RYDER perform_animation_sequence "BAT_4" IFP_file "BASEBALL" 4.0 loop 0 0 0 0 time -1 // versionA 
32@ = 0 

:SWEET1B_11146
if 
   not 32@ > 400 
else_jump @SWEET1B_11176 
wait 0 
jump @SWEET1B_11146 

:SWEET1B_11176
if 
   not Actor.Dead(49@)
else_jump @SWEET1B_11249 
097A: play_audio_at 320.1898 1123.292 1082.875 event 1135 
0829: actor 49@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 49@ onbone_attached_object_operation 0 

:SWEET1B_11249
92@ = 1 

:SWEET1B_11256
if 
   not Actor.Dead(64@)
else_jump @SWEET1B_11380 
05D3: AS_actor 64@ goto_point 323.8 1124.35 1082.89 mode 4 10000 ms // versionA 
if 
   not Actor.Dead(65@)
else_jump @SWEET1B_11380 
0687: clear_actor 65@ task 
Actor.PutAt(65@, 325.3923, 1131.888, 1082.883)
Actor.Angle(65@) = 246.147
0605: actor 65@ perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET1B_11380
32@ = 0 

:SWEET1B_11387
if 
   not 32@ > 700 
else_jump @SWEET1B_11469 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_11462 
07FB: set_interior 'LACRAK' access 1  // Crackhhle
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_11462
jump @SWEET1B_11387 

:SWEET1B_11469
if 
   not Actor.Dead(37@)
else_jump @SWEET1B_11528 
Actor.PutAt(37@, 310.1843, 1122.598, 1082.89)
Actor.Angle(37@) = 270.0
Marker.Disable(38@)
0618: assign_actor 37@ to_AS_pack 68@ 

:SWEET1B_11528
Camera.SetPosition(319.2787, 1121.339, 1083.123, 0.0, 0.0, 0.0)
Camera.PointAt(318.3951, 1121.773, 1083.297, 2)
0647: unknown_actor $PLAYER_ACTOR look_task 
32@ = 0 

:SWEET1B_11591
if 
   not 32@ > 2500 
else_jump @SWEET1B_11673 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_11666 
07FB: set_interior 'LACRAK' access 1  // Crackhhle
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_11666
jump @SWEET1B_11591 

:SWEET1B_11673
if 
   not Actor.Dead(62@)
else_jump @SWEET1B_11744 
Actor.PutAt(62@, 329.29, 1122.13, 1082.88)
Actor.Angle(62@) = 90.0
05D3: AS_actor 62@ goto_point 325.25 1122.5 1082.88 mode 6 10000 ms // versionA 

:SWEET1B_11744
Camera.SetPosition(318.6783, 1118.741, 1084.642, 0.0, 0.0, 0.0)
Camera.PointAt(319.4823, 1119.317, 1084.494, 2)

:SWEET1B_11795
if 
83D0:   not wav 2 loaded 
else_jump @SWEET1B_11873 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_11866 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
07FB: set_interior 'LACRAK' access 1  // Crackhhle
jump @SWEET1B_15554 

:SWEET1B_11866
jump @SWEET1B_11795 

:SWEET1B_11873
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'BALLA_2' time 10000 flag 1  // ~z~Schei auf die Grove Street Idioten!

:SWEET1B_11893
if 
83D2:   not wav 2 ended 
else_jump @SWEET1B_11971 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_11964 
07FB: set_interior 'LACRAK' access 1  // Crackhhle
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_11964
jump @SWEET1B_11893 

:SWEET1B_11971
69@ = 1 

:SWEET1B_11978
0701: end_scene_skip 
03CF: load_wav 34223 as 2 
if 
  69@ == 0 
else_jump @SWEET1B_12417 
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:SWEET1B_12022
if 
fading 
else_jump @SWEET1B_12046 
wait 0 
jump @SWEET1B_12022 

:SWEET1B_12046
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 4000 as 1 
03CF: load_wav 34223 as 2 
if 
   not Actor.Dead(37@)
else_jump @SWEET1B_12129 
Actor.PutAt(37@, 310.1843, 1122.598, 1082.89)
Actor.Angle(37@) = 270.0
Marker.Disable(38@)
0618: assign_actor 37@ to_AS_pack 68@ 

:SWEET1B_12129
if 
   not Actor.Dead(64@)
else_jump @SWEET1B_12283 
Actor.PutAt(64@, 323.5565, 1124.362, 1082.883)
Actor.Angle(64@) = 132.073
05D3: AS_actor 64@ goto_point 323.8 1124.35 1082.89 mode 4 10000 ms // versionA 
if 
   not Actor.Dead(65@)
else_jump @SWEET1B_12283 
0687: clear_actor 65@ task 
Actor.PutAt(65@, 325.3923, 1131.888, 1082.883)
Actor.Angle(65@) = 246.147
0605: actor 65@ perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET1B_12283
if 
   not Actor.Dead(62@)
else_jump @SWEET1B_12354 
Actor.PutAt(62@, 326.96, 1122.52, 1082.89)
Actor.Angle(62@) = 90.0
05D3: AS_actor 62@ goto_point 325.25 1122.5 1082.88 mode 4 10000 ms // versionA 

:SWEET1B_12354
if 
   not Actor.Dead(49@)
else_jump @SWEET1B_12400 
0829: actor 49@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 

:SWEET1B_12400
wait 1000 
0647: unknown_actor $PLAYER_ACTOR look_task 
fade 1 500 

:SWEET1B_12417
061B: remove_references_to_AS_pack 68@ 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "BASEBALL" 
04EF: release_animation "DEALER" 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
if 
   not Actor.Dead(64@)
else_jump @SWEET1B_12495 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 

:SWEET1B_12495
if 
   not Actor.Dead(62@)
else_jump @SWEET1B_12566 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_12566 
05E2: AS_actor $ACTOR_RYDER kill_actor 62@ 
05E2: AS_actor 62@ kill_actor $ACTOR_RYDER 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 0 to_actors_pedtype 24 // see ped.dat 
070B: set_actor 62@ onbone_attached_object_operation 1 

:SWEET1B_12566
if 
03D0:   wav 1 loaded 
else_jump @SWEET1B_12601 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BALLA_1' time 2000 flag 1  // ~z~Die Grove Street geht zum Teufel!

:SWEET1B_12601
32@ = 0 
63@ = 1 
jump @SWEET1B_13032 

:SWEET1B_12622
if 
  32@ > 2000 
else_jump @SWEET1B_12701 
if 
  103@ == 0 
else_jump @SWEET1B_12701 
if 
03D0:   wav 2 loaded 
else_jump @SWEET1B_12701 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'RYDX_BC' time 2000 flag 1  // ~z~Erledige diese Motherfucker ninja-mig!
103@ = 1 

:SWEET1B_12701
if 
  32@ > 4000 
else_jump @SWEET1B_12761 
if 
  103@ == 1 
else_jump @SWEET1B_12761 
00BC: show_text_highpriority GXT 'SW1B_B' time 6000 flag 1  // ~s~Geh den ~r~Crack-Dealer~s~ zusammenschlagen.
103@ = 2 

:SWEET1B_12761
if 
   not Actor.Dead(37@)
else_jump @SWEET1B_12935 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET1B_12935 
if 
  105@ == 0 
else_jump @SWEET1B_12864 
if 
  32@ > 3000 
else_jump @SWEET1B_12864 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET1B_12864 
03E5: show_text_box 'MEL_HLP'  // Drcke ~k~~PED_FIREWEAPON~, um eine Nahkampfattacke durchzufhren.
105@ = 1 

:SWEET1B_12864
if 
  105@ == 1 
else_jump @SWEET1B_12935 
if 
  32@ > 9000 
else_jump @SWEET1B_12935 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET1B_12935 
03E5: show_text_box 'MELHLP2'  // Whrend du ~k~~PED_LOCK_TARGET~ gedrckt hltst, drcke ~k~~VEHICLE_ENTER_EXIT~, um eine Spezialattacke auszufhren und ~k~~PED_JUMPING~, um zu blocken.
105@ = 2 

:SWEET1B_12935
if 
  63@ == 1 
else_jump @SWEET1B_13032 
if or
   Actor.Dead(62@)
   Actor.Dead(37@)
else_jump @SWEET1B_13032 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_13032 
06C9: remove_actor $ACTOR_RYDER from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $ACTOR_RYDER supporting_fire 0 
63@ = 2 

:SWEET1B_13032
if 
  63@ > 0 
else_jump @SWEET1B_13241 
if 
   Actor.Dead(37@)
else_jump @SWEET1B_13071 
Marker.Disable(45@)

:SWEET1B_13071
if 
   Actor.Dead(62@)
else_jump @SWEET1B_13092 
Marker.Disable(88@)

:SWEET1B_13092
if 
   Actor.Dead(64@)
else_jump @SWEET1B_13113 
Marker.Disable(89@)

:SWEET1B_13113
if and
   Actor.Dead(64@)
   Actor.Dead(62@)
   Actor.Dead(37@)
else_jump @SWEET1B_13146 
43@ = 1 

:SWEET1B_13146
if 
  60@ == 0 
else_jump @SWEET1B_13241 
if 
   not Actor.Dead(37@)
else_jump @SWEET1B_13241 
if or
   Actor.Dead(62@)
   Actor.Dead(64@)
0104:   actor $PLAYER_ACTOR near_actor 37@ radius 2.0 2.0 2.0 sphere 0 
else_jump @SWEET1B_13241 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 
60@ = 1 

:SWEET1B_13241
if 
  78@ == 5 
else_jump @SWEET1B_13643 
if 
   not Actor.Dead(36@)
else_jump @SWEET1B_13355 
if 
8184:   not actor 36@ health >= 80 
else_jump @SWEET1B_13355 
if 
  71@ == 0 
else_jump @SWEET1B_13355 
0829: actor 36@ perform_animation "CRCKDETH2" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 36@ onbone_attached_object_operation 1 
71@ = 1 

:SWEET1B_13355
if 
   not Actor.Dead(54@)
else_jump @SWEET1B_13451 
if 
8184:   not actor 54@ health >= 80 
else_jump @SWEET1B_13451 
if 
  72@ == 0 
else_jump @SWEET1B_13451 
0829: actor 54@ perform_animation "CRCKDETH1" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 54@ onbone_attached_object_operation 1 
72@ = 1 

:SWEET1B_13451
if 
   not Actor.Dead(61@)
else_jump @SWEET1B_13547 
if 
8184:   not actor 61@ health >= 80 
else_jump @SWEET1B_13547 
if 
  74@ == 0 
else_jump @SWEET1B_13547 
0829: actor 61@ perform_animation "CRCKDETH4" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 61@ onbone_attached_object_operation 1 
74@ = 1 

:SWEET1B_13547
if 
   not Actor.Dead(59@)
else_jump @SWEET1B_13643 
if 
8184:   not actor 59@ health >= 80 
else_jump @SWEET1B_13643 
if 
  70@ == 0 
else_jump @SWEET1B_13643 
0829: actor 59@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 59@ onbone_attached_object_operation 1 
70@ = 1 

:SWEET1B_13643
gosub @SWEET1B_16372 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_13689 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_13689
jump @SWEET1B_8674 

:SWEET1B_13696
wait 2000 
07FB: set_interior 'LACRAK' access 1  // Crackhhle
0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 1 
0864: set_interior_at 319.56 1117.64 radius 10.0 access 1 
Model.Destroy(#BMYDRUG)
Model.Destroy(#BALLAS1)
Model.Destroy(#HFYPRO)
Model.Destroy(#BFYPRO)
Model.Destroy(#CIGAR)
084D: unknown_flag 1 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_13844 
0792: disembark_instantly_actor $ACTOR_RYDER 
06C9: remove_actor $ACTOR_RYDER from_group 
0647: unknown_actor $ACTOR_RYDER look_task 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $ACTOR_RYDER supporting_fire 0 
47@ = 1 

:SWEET1B_13844
00BC: show_text_highpriority GXT 'SW1B_F' time 10000 flag 1  // ~s~Fahr zurck zu ~y~Sweets Bude~s~.
Marker.Disable(45@)
Marker.Disable(38@)
018A: 38@ = create_checkpoint_at 2513.33 -1672.12 12.52 
$127 = 1 
102@ = 4 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_13920 

:SWEET1B_13920
107@ = 0 
58@ = 0 
101@ = 0 
92@ = 0 
87@ = 3 
gosub @SWEET1B_47 

:SWEET1B_13962
if or
80FE:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
80FE:   not actor $ACTOR_RYDER sphere 0 in_sphere 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
else_jump @SWEET1B_15007 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_14091 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_14091
if 
  107@ == 1 
else_jump @SWEET1B_14116 
gosub @SWEET1B_16372 

:SWEET1B_14116
077E: get_active_interior_to 78@ 
if 
  78@ == 0 
else_jump @SWEET1B_14559 
if 
  107@ == 0 
else_jump @SWEET1B_14370 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2167.601 -1672.592 14.081 radius 10.0 10.0 4.0 
else_jump @SWEET1B_14370 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_14363 
if 
8104:   not actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
else_jump @SWEET1B_14363 
0395: clear_area 1 at 2164.961 -1673.758 14.0803 radius 1.0 
Actor.PutAt($ACTOR_RYDER, 2164.961, -1673.758, 14.0803)
Actor.Angle($ACTOR_RYDER) = 280.1246
0860: link_actor $ACTOR_RYDER to_interior 0 
0792: disembark_instantly_actor $ACTOR_RYDER 
06C9: remove_actor $ACTOR_RYDER from_group 
0647: unknown_actor $ACTOR_RYDER look_task 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $ACTOR_RYDER supporting_fire 0 

:SWEET1B_14363
107@ = 1 

:SWEET1B_14370
if 
  107@ == 1 
else_jump @SWEET1B_14559 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_14559 
if 
  78@ == 0 
else_jump @SWEET1B_14559 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_14559 
if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @SWEET1B_14559 
07FB: set_interior 'LACRAK' access 0  // Crackhhle
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_RYDER on_foot 
else_jump @SWEET1B_14515 
gosub @SWEET1B_17075 

:SWEET1B_14515
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_14559 
if and
   Actor.Driving($PLAYER_ACTOR)
   Actor.Driving($ACTOR_RYDER)
else_jump @SWEET1B_14559 
gosub @SWEET1B_17075 

:SWEET1B_14559
if 
  78@ == 5 
else_jump @SWEET1B_14961 
if 
   not Actor.Dead(36@)
else_jump @SWEET1B_14673 
if 
8184:   not actor 36@ health >= 80 
else_jump @SWEET1B_14673 
if 
  71@ == 0 
else_jump @SWEET1B_14673 
0829: actor 36@ perform_animation "CRCKDETH2" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 36@ onbone_attached_object_operation 1 
71@ = 1 

:SWEET1B_14673
if 
   not Actor.Dead(54@)
else_jump @SWEET1B_14769 
if 
8184:   not actor 54@ health >= 80 
else_jump @SWEET1B_14769 
if 
  72@ == 0 
else_jump @SWEET1B_14769 
0829: actor 54@ perform_animation "CRCKDETH1" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 54@ onbone_attached_object_operation 1 
72@ = 1 

:SWEET1B_14769
if 
   not Actor.Dead(61@)
else_jump @SWEET1B_14865 
if 
8184:   not actor 61@ health >= 80 
else_jump @SWEET1B_14865 
if 
  74@ == 0 
else_jump @SWEET1B_14865 
0829: actor 61@ perform_animation "CRCKDETH4" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 61@ onbone_attached_object_operation 1 
74@ = 1 

:SWEET1B_14865
if 
   not Actor.Dead(59@)
else_jump @SWEET1B_14961 
if 
8184:   not actor 59@ health >= 80 
else_jump @SWEET1B_14961 
if 
  70@ == 0 
else_jump @SWEET1B_14961 
0829: actor 59@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 59@ onbone_attached_object_operation 1 
70@ = 1 

:SWEET1B_14961
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_15000 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder ist tot!
jump @SWEET1B_15554 

:SWEET1B_15000
jump @SWEET1B_13962 

:SWEET1B_15007
58@ = 0 
101@ = 0 
92@ = 0 
87@ = 7 
gosub @SWEET1B_47 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
wait 500 
fade 0 1000 

:SWEET1B_15072
if 
fading 
else_jump @SWEET1B_15096 
wait 0 
jump @SWEET1B_15072 

:SWEET1B_15096
04ED: load_animation "GANGS" 

:SWEET1B_15105
if 
84EE:   not animation "GANGS" loaded 
else_jump @SWEET1B_15136 
wait 0 
jump @SWEET1B_15105 

:SWEET1B_15136
Camera.SetPosition(2518.491, -1679.401, 14.4781, 0.0, 0.0, 0.0)
Camera.PointAt(2518.086, -1678.499, 14.6304, 2)
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET1B_15230 
Actor.PutAt($PLAYER_ACTOR, 2517.524, -1678.497, 13.3912)
jump @SWEET1B_15250 

:SWEET1B_15230
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2517.524 -1678.497 13.3912 

:SWEET1B_15250
Actor.Angle($PLAYER_ACTOR) = 328.5351
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_15399 
0792: disembark_instantly_actor $ACTOR_RYDER 
06C9: remove_actor $ACTOR_RYDER from_group 
0647: unknown_actor $ACTOR_RYDER look_task 
0687: clear_actor $ACTOR_RYDER task 
06AB: set_actor $ACTOR_RYDER all_weapons_hidden 1 
if 
   not Actor.Driving($ACTOR_RYDER)
else_jump @SWEET1B_15353 
Actor.PutAt($ACTOR_RYDER, 2518.314, -1676.907, 13.3726)
jump @SWEET1B_15373 

:SWEET1B_15353
0362: remove_actor $ACTOR_RYDER from_car_and_place_at 2518.314 -1676.907 13.3726 

:SWEET1B_15373
0639: AS_actor $ACTOR_RYDER rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_RYDER 
Actor.Angle($PLAYER_ACTOR) = 180.0

:SWEET1B_15399
wait 500 
fade 1 1000 

:SWEET1B_15411
if 
   not 58@ == 3 
else_jump @SWEET1B_15447 
wait 0 
gosub @SWEET1B_17075 
jump @SWEET1B_15411 

:SWEET1B_15447
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_15488 
05D3: AS_actor $ACTOR_RYDER goto_point 2522.997 -1679.196 14.497 mode 4 4000 ms // versionA 

:SWEET1B_15488
if 
   not 58@ == 4 
else_jump @SWEET1B_15524 
wait 0 
gosub @SWEET1B_17075 
jump @SWEET1B_15488 

:SWEET1B_15524
wait 1000 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Actor.DestroyInstantly($ACTOR_RYDER)
jump @SWEET1B_15979 

:SWEET1B_15554
077E: get_active_interior_to 78@ 
if 
  78@ == 5 
else_jump @SWEET1B_15590 
07FB: set_interior 'LACRAK' access 1  // Crackhhle

:SWEET1B_15590
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
077E: get_active_interior_to 78@ 
if 
  78@ == 5 
else_jump @SWEET1B_15977 
if 
  63@ == 1 
else_jump @SWEET1B_15977 
if 
   not Actor.Dead(36@)
else_jump @SWEET1B_15725 
if 
  71@ == 0 
else_jump @SWEET1B_15725 
0829: actor 36@ perform_animation "CRCKDETH2" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 36@ onbone_attached_object_operation 1 
71@ = 1 

:SWEET1B_15725
if 
   not Actor.Dead(54@)
else_jump @SWEET1B_15803 
if 
  72@ == 0 
else_jump @SWEET1B_15803 
0829: actor 54@ perform_animation "CRCKDETH1" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 54@ onbone_attached_object_operation 1 
72@ = 1 

:SWEET1B_15803
if 
   not Actor.Dead(61@)
else_jump @SWEET1B_15881 
if 
  74@ == 0 
else_jump @SWEET1B_15881 
0829: actor 61@ perform_animation "CRCKDETH4" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 61@ onbone_attached_object_operation 1 
74@ = 1 

:SWEET1B_15881
if 
   not Actor.Dead(59@)
else_jump @SWEET1B_15977 
if 
8184:   not actor 59@ health >= 80 
else_jump @SWEET1B_15977 
if 
  70@ == 0 
else_jump @SWEET1B_15977 
0829: actor 59@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 59@ onbone_attached_object_operation 1 
70@ = 1 

:SWEET1B_15977
return 

:SWEET1B_15979
$SWEET_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SWEET1B'  // Cleaning the Hood
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 3 
076C: set_zone 'GAN1' gang 1 density_to 40 
076C: set_zone 'GAN2' gang 1 density_to 40 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
030C: progress_made += 1 
return 

:SWEET1B_16064
$1012 = 0 
$1013 = 0 
05A9: s$1014 = 'LACRAK'  // Crackhhle
create_thread @ENTEXT 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SWEET1B_16123 
Player.SetDrunkVisuals($PLAYER_CHAR, 0)

:SWEET1B_16123
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01E7: remove_forbidden_for_cars_cube_cornerA 2272.922 -1649.556 14.3311 cornerB 2266.101 -1633.219 14.3505 
022A: remove_forbidden_for_peds_cube_cornerA 324.1973 1116.758 1082.898 cornerB 313.1226 1124.197 1082.898 
Model.Destroy(#BMYDRUG)
Model.Destroy(#BALLAS1)
Model.Destroy(#BAT)
Model.Destroy(#FAM3)
Model.Destroy(#HFYPRO)
Model.Destroy(#BFYPRO)
Model.Destroy(#CIGAR)
Model.Destroy(#GREENWOO)
0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 0 
0864: set_interior_at 319.56 1117.64 radius 10.0 access 0 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "BASEBALL" 
04EF: release_animation "DEALER" 
Pickup.Destroy(79@)
Marker.Disable(44@)
Marker.Disable(45@)
Marker.Disable(38@)
Marker.Disable(39@)
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
Actor.DestroyWithFade($ACTOR_RYDER)
0296: unload_special_actor 1 
09D2: unknown_flag 1 
mission_cleanup 
return 

:SWEET1B_16372
077E: get_active_interior_to 78@ 
if 
  78@ == 0 
else_jump @SWEET1B_17073 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_17073 
if 
8104:   not actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
else_jump @SWEET1B_16585 
if 
  47@ == 0 
else_jump @SWEET1B_16578 
if 
  43@ == 0 
else_jump @SWEET1B_16496 
07FB: set_interior 'LACRAK' access 0  // Crackhhle

:SWEET1B_16496
Marker.Disable(45@)
Marker.Disable(44@)
Marker.Disable(39@)
Marker.Disable(38@)
39@ = Marker.CreateAboveActor($ACTOR_RYDER)
07E0: set_marker 39@ type_to 1 
06C9: remove_actor $ACTOR_RYDER from_group 
0687: clear_actor $ACTOR_RYDER task 
gosub @SWEET1B_17920 
00BC: show_text_highpriority GXT 'SW1B_H' time 6000 flag 1  // ~s~Du bist zu weit weg von ~b~Ryder~s~, du musst zurck und ihn holen.
$127 = 0 
47@ = 1 

:SWEET1B_16578
jump @SWEET1B_17073 

:SWEET1B_16585
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_17073 
if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @SWEET1B_17073 
if 
  47@ == 1 
else_jump @SWEET1B_17073 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_16711 
Marker.Disable(39@)
06C9: remove_actor $ACTOR_RYDER from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $ACTOR_RYDER supporting_fire 0 

:SWEET1B_16711
if 
  102@ == 0 
else_jump @SWEET1B_16770 
Marker.Disable(38@)
018A: 38@ = create_checkpoint_at 2301.07 -1754.4 12.54 
00BC: show_text_highpriority GXT 'SW1B_A' time 7000 flag 1  // ~s~Fahr zu ~y~B Dups Bude~s~.

:SWEET1B_16770
if 
  102@ == 1 
else_jump @SWEET1B_16833 
if 
   not Actor.Dead(35@)
else_jump @SWEET1B_16817 
Marker.Disable(44@)
44@ = Marker.CreateAboveActor(35@)

:SWEET1B_16817
00BC: show_text_highpriority GXT 'SW1B_B' time 7000 flag 1  // ~s~Geh den ~r~Crack-Dealer~s~ zusammenschlagen.

:SWEET1B_16833
if 
  102@ == 2 
else_jump @SWEET1B_16910 
if 
  78@ == 0 
else_jump @SWEET1B_16894 
Marker.Disable(38@)
018A: 38@ = create_checkpoint_at 2171.781 -1676.78 14.0859 

:SWEET1B_16894
00BC: show_text_highpriority GXT 'SW1B_1' time 7000 flag 1  // ~s~Du musst zur ~y~Bude des Dealers~s~.

:SWEET1B_16910
if 
  102@ == 3 
else_jump @SWEET1B_17000 
07FB: set_interior 'LACRAK' access 1  // Crackhhle
if 
  78@ == 0 
else_jump @SWEET1B_16984 
Marker.Disable(38@)
018A: 38@ = create_checkpoint_at 2169.72 -1673.14 13.01 

:SWEET1B_16984
00BC: show_text_highpriority GXT 'SW1B_1' time 7000 flag 1  // ~s~Du musst zur ~y~Bude des Dealers~s~.

:SWEET1B_17000
if 
  102@ == 4 
else_jump @SWEET1B_17059 
Marker.Disable(38@)
018A: 38@ = create_checkpoint_at 2513.33 -1672.12 12.52 
00BC: show_text_highpriority GXT 'SW1B_F' time 7000 flag 1  // ~s~Fahr zurck zu ~y~Sweets Bude~s~.

:SWEET1B_17059
$127 = 1 
47@ = 0 

:SWEET1B_17073
return 

:SWEET1B_17075
if or
  101@ == 0 
  101@ == 1 
else_jump @SWEET1B_17145 
if 
002D:   91@ >= 58@ // (int) 
else_jump @SWEET1B_17145 
if 
  32@ > 200 
else_jump @SWEET1B_17145 
gosub @SWEET1B_17217 

:SWEET1B_17145
if 
  101@ == 2 
else_jump @SWEET1B_17215 
if 
03D2:   wav 1 ended 
else_jump @SWEET1B_17215 
gosub @SWEET1B_17626 
101@ = 0 
58@ += 1 
92@ = 0 
00BE: text_clear_all 
32@ = 0 

:SWEET1B_17215
return 

:SWEET1B_17217
if 
  101@ == 0 
else_jump @SWEET1B_17253 
03CF: load_wav 93@(58@,8i) as 1 
101@ = 1 

:SWEET1B_17253
if 
  101@ == 1 
else_jump @SWEET1B_17318 
if 
03D0:   wav 1 loaded 
else_jump @SWEET1B_17318 
00BC: show_text_highpriority GXT $6567(58@,8s) time 4000 flag 1 
03D1: play_wav 1 
gosub @SWEET1B_17320 
101@ = 2 

:SWEET1B_17318
return 

:SWEET1B_17320
if or
04A4:   93@(58@,8i) == 37446 // @ == any 
04A4:   93@(58@,8i) == 37447 // @ == any 
else_jump @SWEET1B_17392 
if 
   not Actor.Dead(35@)
else_jump @SWEET1B_17392 
0A09: set_actor 35@ muted 1 // versionB 
0967: actor 35@ move_mouth 3000 ms 
return 

:SWEET1B_17392
if or
04A4:   93@(58@,8i) == 37465 // @ == any 
04A4:   93@(58@,8i) == 37467 // @ == any 
04A4:   93@(58@,8i) == 37470 // @ == any 
04A4:   93@(58@,8i) == 37480 // @ == any 
04A4:   93@(58@,8i) == 37482 // @ == any 
else_jump @SWEET1B_17490 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
return 

:SWEET1B_17490
if or
04A4:   93@(58@,8i) == 37448 // @ == any 
04A4:   93@(58@,8i) == 37451 // @ == any 
04A4:   93@(58@,8i) == 37483 // @ == any 
04A4:   93@(58@,8i) == 37486 // @ == any 
04A4:   93@(58@,8i) == 37456 // @ == any 
else_jump @SWEET1B_17593 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
jump @SWEET1B_17624 

:SWEET1B_17593
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_17624 
0A09: set_actor $ACTOR_RYDER muted 1 // versionB 
0967: actor $ACTOR_RYDER move_mouth 3000 ms 

:SWEET1B_17624
return 

:SWEET1B_17626
if or
04A4:   93@(58@,8i) == 37446 // @ == any 
04A4:   93@(58@,8i) == 37447 // @ == any 
else_jump @SWEET1B_17695 
if 
   not Actor.Dead(35@)
else_jump @SWEET1B_17695 
0A09: set_actor 35@ muted 0 // versionB 
0968: actor 35@ stop_mouth 
return 

:SWEET1B_17695
if or
04A4:   93@(58@,8i) == 37465 // @ == any 
04A4:   93@(58@,8i) == 37467 // @ == any 
04A4:   93@(58@,8i) == 37470 // @ == any 
04A4:   93@(58@,8i) == 37480 // @ == any 
04A4:   93@(58@,8i) == 37482 // @ == any 
else_jump @SWEET1B_17790 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
return 

:SWEET1B_17790
if or
04A4:   93@(58@,8i) == 37448 // @ == any 
04A4:   93@(58@,8i) == 37451 // @ == any 
04A4:   93@(58@,8i) == 37483 // @ == any 
04A4:   93@(58@,8i) == 37486 // @ == any 
04A4:   93@(58@,8i) == 37456 // @ == any 
else_jump @SWEET1B_17890 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
jump @SWEET1B_17918 

:SWEET1B_17890
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_17918 
0A09: set_actor $ACTOR_RYDER muted 0 // versionB 
0968: actor $ACTOR_RYDER stop_mouth 

:SWEET1B_17918
return 

:SWEET1B_17920
040D: unload_wav 2 
if 
  109@ == 0 
else_jump @SWEET1B_17951 
03CF: load_wav 34211 as 2 

:SWEET1B_17951
if 
  109@ == 1 
else_jump @SWEET1B_17978 
03CF: load_wav 34212 as 2 

:SWEET1B_17978
if 
  109@ == 2 
else_jump @SWEET1B_18005 
03CF: load_wav 34213 as 2 

:SWEET1B_18005
if 
  109@ == 3 
else_jump @SWEET1B_18032 
03CF: load_wav 34214 as 2 

:SWEET1B_18032
if 
  109@ == 4 
else_jump @SWEET1B_18059 
03CF: load_wav 34215 as 2 

:SWEET1B_18059
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET1B_18075
if 
83D0:   not wav 2 loaded 
else_jump @SWEET1B_18119 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_18112 
return 

:SWEET1B_18112
jump @SWEET1B_18075 

:SWEET1B_18119
03D1: play_wav 2 
if 
  109@ == 0 
else_jump @SWEET1B_18157 
00BC: show_text_highpriority GXT 'RYDX_AL' time 3000 flag 1  // ~z~Hey, du Feigling, warte!

:SWEET1B_18157
if 
  109@ == 1 
else_jump @SWEET1B_18191 
00BC: show_text_highpriority GXT 'RYDX_AM' time 3000 flag 1  // ~z~Lauf mir jetzt nicht weg!

:SWEET1B_18191
if 
  109@ == 2 
else_jump @SWEET1B_18225 
00BC: show_text_highpriority GXT 'RYDX_AN' time 3000 flag 1  // ~z~Warte, CJ!

:SWEET1B_18225
if 
  109@ == 3 
else_jump @SWEET1B_18259 
00BC: show_text_highpriority GXT 'RYDX_AO' time 3000 flag 1  // ~z~Halt, du Idiot!

:SWEET1B_18259
if 
  109@ == 4 
else_jump @SWEET1B_18293 
00BC: show_text_highpriority GXT 'RYDX_AP' time 3000 flag 1  // ~z~Hey, CJ, wo willst du hin?

:SWEET1B_18293
if 
83D2:   not wav 2 ended 
else_jump @SWEET1B_18337 
wait 0 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_18330 
return 

:SWEET1B_18330
jump @SWEET1B_18293 

:SWEET1B_18337
109@ += 1 
if 
  109@ > 4 
else_jump @SWEET1B_18369 
109@ = 0 

:SWEET1B_18369
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET1B_18385 

:SWEET1B_18385
return 

//-------------Mission 15---------------
// Originally: Drive-Thru

:SWEET3
thread 'SWEET3' 
gosub @SWEET3_1825 
if 
wasted_or_busted 
else_jump @SWEET3_38 
gosub @SWEET3_12890 

:SWEET3_38
gosub @SWEET3_12979 
end_thread 

:SWEET3_47
0871: init_jump_table 79@ total_jumps 8 default_jump 0 @SWEET3_1823 jumps 1 @SWEET3_175 2 @SWEET3_477 3 @SWEET3_779 4 @SWEET3_1009 5 @SWEET3_1215 6 @SWEET3_1445 7 @SWEET3_1579 
0872: jump_table_jumps 8 @SWEET3_1689 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 

:SWEET3_175
05A9: s$6583[0] = 'SWE2_BA'  // ~z~Wie ist Mom umgekommen? Wir mssen darber reden.
05A9: s$6583[1] = 'SWE2_BB'  // ~z~Wir mssen alle darber reden! Sie waren hinter Sweet her!
05A9: s$6583[2] = 'SWE2_BC'  // ~z~Woher willst du das wissen, du weit doch, wie die Leute sind.
05A9: s$6583[3] = 'SWE2_BD'  // ~z~Sagen, sie lieben einen, kriegen aber den Mund nicht auf...
05A9: s$6583[4] = 'SWE2_BE'  // ~z~vor lauter Schiss.
05A9: s$6583[5] = 'SWE2_BF'  // ~z~Die Leute sagen, dass aus einem grnen Sabre geschossen wurde,
05A9: s$6583[6] = 'SWE2_BG'  // ~z~der dann abgedst ist.
05A9: s$6583[7] = 'SWE2_BH'  // ~z~Ja, aber Leute reden viel, wenn der Tag lang, stimmt's?
05A9: s$6583[8] = 'SWE2_BJ'  // ~z~Jedenfalls kme dann die Hlfte der Leute in LS in Frage!
05A9: s$6583[9] = 'SWE2_BK'  // ~z~Ja, das ist echt keine Hilfe, sorry.
05A9: s$6583[10] = 'SWE2_BL'  // ~z~Bruder?
05A9: s$6583[11] = 'SWE2_BM'  // ~z~Sie haben einfach auf das Haus geschossen. Ich hab nix gesehen.
04AF: 66@ = 37601 // @ = any 
04AF: 67@ = 37602 // @ = any 
04AF: 68@ = 37603 // @ = any 
04AF: 69@ = 37604 // @ = any 
04AF: 70@ = 37605 // @ = any 
04AF: 71@ = 37606 // @ = any 
04AF: 72@ = 37607 // @ = any 
04AF: 73@ = 37608 // @ = any 
04AF: 74@ = 37609 // @ = any 
04AF: 75@ = 37610 // @ = any 
04AF: 76@ = 37611 // @ = any 
04AF: 77@ = 37612 // @ = any 
58@ = 11 
jump @SWEET3_1823 

:SWEET3_477
05A9: s$6583[0] = 'SWE2_CA'  // ~z~Gib Gas! Los, los, los!
05A9: s$6583[1] = 'SWE2_CC'  // ~z~Drck auf die Tube, wir mssen diese Idioten erledigen!
05A9: s$6583[2] = 'SWE2_GA'  // ~z~Wieso schiet du nicht, Smoke?
05A9: s$6583[3] = 'SWE2_GB'  // ~z~Ich schiee, wenn ich aufgegessen hab.
05A9: s$6583[4] = 'SWE2_GC'  // ~z~Hr auf, dir den Ranzen vollzustopfen!
05A9: s$6583[5] = 'SWE2_GD'  // ~z~Ich stopfe ihn nicht voll, Homie. Ich esse eben mit Genuss.
05A9: s$6583[6] = 'SWE2_GE'  // ~z~Hey, erledige dieses Arschloch. Dies ist aber ein gutes Sandwich!
05A9: s$6583[7] = 'SWE2_HA'  // ~z~Smoke, hr auf zu fressen, misch lieber die Ballas auf!
05A9: s$6583[8] = 'SWE2_HB'  // ~z~Ich versuche hier, mein Essen zu genieen!
05A9: s$6583[9] = 'SWE2_HC'  // ~z~Und diese Idioten versuchen, unseren Tod zu genieen!
05A9: s$6583[10] = 'SWE2_HD'  // ~z~Mach schon, Smoke, schie!
05A9: s$6583[11] = 'SWE2_HE'  // ~z~Nur noch schnell die Pommes...
04AF: 66@ = 37613 // @ = any 
04AF: 67@ = 37615 // @ = any 
04AF: 68@ = 37630 // @ = any 
04AF: 69@ = 37631 // @ = any 
04AF: 70@ = 37632 // @ = any 
04AF: 71@ = 37633 // @ = any 
04AF: 72@ = 37634 // @ = any 
04AF: 73@ = 37635 // @ = any 
04AF: 74@ = 37636 // @ = any 
04AF: 75@ = 37637 // @ = any 
04AF: 76@ = 37638 // @ = any 
04AF: 77@ = 37639 // @ = any 
58@ = 11 
jump @SWEET3_1823 

:SWEET3_779
05A9: s$6583[0] = 'SWE2_MA'  // ~z~Das ging ganz schn ab!
05A9: s$6583[1] = 'SWE2_MB'  // ~z~Ja, haha, das versuchen diese Ballas-Idioten nicht noch mal!
05A9: s$6583[2] = 'SWE2_MC'  // ~z~Carl, fahren wir zurck zur Grove Street!
05A9: s$6583[3] = 'SWE2_MD'  // ~z~Yo, bin schon dabei.
05A9: s$6583[4] = 'SWE2_ME'  // ~z~Mann, hatte ich ein Loch im Magen!
05A9: s$6583[5] = 'SWE2_MF'  // ~z~Du fetter Motherfucker!
05A9: s$6583[6] = 'SWE2_MG'  // ~z~Das nchste Mal schiet du oder ich mach dich hchstpersnlich kalt!
05A9: s$6583[7] = 'SWE2_MH'  // ~z~Smoke, du bist echt krass, Mann!
05A9: s$6583[8] = 'SWE2_MJ'  // ~z~Und dafr liebt ihr mich, Homies!
04AF: 66@ = 37651 // @ = any 
04AF: 67@ = 37652 // @ = any 
04AF: 68@ = 37653 // @ = any 
04AF: 69@ = 37654 // @ = any 
04AF: 70@ = 37655 // @ = any 
04AF: 71@ = 37656 // @ = any 
04AF: 72@ = 37657 // @ = any 
04AF: 73@ = 37658 // @ = any 
04AF: 74@ = 37659 // @ = any 
58@ = 8 
jump @SWEET3_1823 

:SWEET3_1009
05A9: s$6583[0] = 'SWE2_NA'  // ~z~Eins zu null fr die Grove Street.
05A9: s$6583[1] = 'SWE2_NB'  // ~z~Das sagt ja der Richtige, Smoke!
05A9: s$6583[2] = 'SWE2_NC'  // ~z~Das Einzige, was du dazu beigetragen hast, war mein Essen auch noch runterzuschlingen!
05A9: s$6583[3] = 'SWE2_ND'  // ~z~Es wr kalt geworden!
05A9: s$6583[4] = 'SWE2_NE'  // ~z~Yo, kommt ihr noch auf ein Bier rein?
05A9: s$6583[5] = 'SWE2_NF'  // ~z~Nein, Alter, ich muss nach Hause.
05A9: s$6583[6] = 'SWE2_NG'  // ~z~CJ, bringst du mich heim?
05A9: s$6583[7] = 'SWE2_NH'  // ~z~Klar, Smoke. Gehen wir. Bis dann, Kollegen.
04AF: 66@ = 37660 // @ = any 
04AF: 67@ = 37661 // @ = any 
04AF: 68@ = 37662 // @ = any 
04AF: 69@ = 37663 // @ = any 
04AF: 70@ = 37664 // @ = any 
04AF: 71@ = 37665 // @ = any 
04AF: 72@ = 37666 // @ = any 
04AF: 73@ = 37667 // @ = any 
58@ = 7 
jump @SWEET3_1823 

:SWEET3_1215
05A9: s$6583[0] = 'SWE2_OA'  // ~z~Was war denn mit dir vorhin los, Smoke?
05A9: s$6583[1] = 'SWE2_OB'  // ~z~Wenn Du dein Essen bewahrst, ob rings die Massen es auch verlieren
05A9: s$6583[2] = 'SWE2_OC'  // ~z~und nach Opfern schreien, Homie!
05A9: s$6583[3] = 'SWE2_OD'  // ~z~Was?
05A9: s$6583[4] = 'SWE2_OE'  // ~z~Ach, nichts. Hab neulich ein bisschen Gedichte gelesen.
05A9: s$6583[5] = 'SWE2_OF'  // ~z~Wieso bist du von der Grove Street weggezogen, Smoke?
05A9: s$6583[6] = 'SWE2_OG'  // ~z~Hab Geld von meiner Tante gekriegt - Ist nett da.
05A9: s$6583[7] = 'SWE2_OH'  // ~z~Aber ich hnge noch an der Grove Street - meine ganzen Kumpels sind da.
05A9: s$6583[8] = 'SWE2_OJ'  // ~z~Versteh dich, Kumpel.
04AF: 66@ = 37668 // @ = any 
04AF: 67@ = 37669 // @ = any 
04AF: 68@ = 37670 // @ = any 
04AF: 69@ = 37671 // @ = any 
04AF: 70@ = 37672 // @ = any 
04AF: 71@ = 37673 // @ = any 
04AF: 72@ = 37674 // @ = any 
04AF: 73@ = 37675 // @ = any 
04AF: 74@ = 37676 // @ = any 
58@ = 8 
jump @SWEET3_1823 

:SWEET3_1445
05A9: s$6583[0] = 'SWE2_PA'  // ~z~Danke, Carl, du bist mir richtig abgegangen!
05A9: s$6583[1] = 'SWE2_PB'  // ~z~Ich wnschte, Sweet wrde das genauso sehen.
05A9: s$6583[2] = 'SWE2_PC'  // ~z~Er meint das nicht so, CJ.
05A9: s$6583[3] = 'SWE2_PD'  // ~z~Er ist immer noch total durch den Wind wegen eurer Mom.
05A9: s$6583[4] = 'SWE2_PE'  // ~z~Hier, leiste dir 'ne Tte oder irgendwas - entspann dich.
04AF: 66@ = 37677 // @ = any 
04AF: 67@ = 37678 // @ = any 
04AF: 68@ = 37679 // @ = any 
04AF: 69@ = 37680 // @ = any 
04AF: 70@ = 37681 // @ = any 
58@ = 4 
jump @SWEET3_1823 

:SWEET3_1579
05A9: s$6583[0] = 'SWE2_DA'  // ~z~Mein Spezial-Men!
05A9: s$6583[1] = 'SWE2_DB'  // ~z~Oh, Scheie! Der ganze Sitz voller Ketchup!
05A9: s$6583[2] = 'SWE2_DC'  // ~z~Wir haben ein anderes Problem, Motherfucker! Wir haben ein anderes Problem!
05A9: s$6583[3] = 'SWE2_DD'  // ~z~Aber die Hose hab ich frisch angezogen!
04AF: 66@ = 37616 // @ = any 
04AF: 67@ = 37617 // @ = any 
04AF: 68@ = 37618 // @ = any 
04AF: 69@ = 37619 // @ = any 
58@ = 3 
jump @SWEET3_1823 

:SWEET3_1689
05A9: s$6583[0] = 'SWE2_EA'  // ~z~CJ, pass auf die verdammte Strae auf!
05A9: s$6583[1] = 'SWE2_EB'  // ~z~Bleib locker, Motherfucker, das ist nun mal keine Sonntagsfahrt!
05A9: s$6583[2] = 'SWE2_EC'  // ~z~Meine Cola! Alles auf den ganzen Boden gelaufen!
05A9: s$6583[3] = 'SWE2_ED'  // ~z~Du kannst sie ja aufschlecken, wenn wir fertig sind.
05A9: s$6583[4] = 'SWE2_EE'  // ~z~Halt jetzt lieber nach dieser Ballas-Karre Ausschau!
04AF: 66@ = 37620 // @ = any 
04AF: 67@ = 37621 // @ = any 
04AF: 68@ = 37622 // @ = any 
04AF: 69@ = 37623 // @ = any 
04AF: 70@ = 37624 // @ = any 
58@ = 4 
jump @SWEET3_1823 

:SWEET3_1823
return 

:SWEET3_1825
increment_mission_attempts 
$ONMISSION = 1 
96@ = 0 
97@ = 0 
41@ = 0 
92@ = 0 
83@ = 0 
84@ = 0 
91@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
59@ = 0 
60@ = 0 
47@ = 0 
98@ = 0 
99@ = 0 
42@ = 0 
56@ = 0 
43@ = 0 
51@ = 0 
0085: 89@ = 45@ // (int) 
0085: 90@ = 46@ // (int) 
wait 0 
054C: use_GXT_table 'SWEET3' 
Model.Load(#GREENWOO)

:SWEET3_2003
if 
   not Model.Available(#GREENWOO)
else_jump @SWEET3_2030 
wait 0 
jump @SWEET3_2003 

:SWEET3_2030
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2516.636 -1675.691 13.0101 radius 15.0 
0395: clear_area 1 at 2508.795 -1671.707 12.3892 radius 15.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
$SWEET_CAR = Car.Create(#GREENWOO, 2508.7, -1671.7, 12.3)
Car.SetImmunities($SWEET_CAR, 0, 1, 0, 0, 0)
0229: set_car $SWEET_CAR primary_color_to 59 secondary_color_to 34 
Car.Angle($SWEET_CAR) = 166.9
053F: set_car $SWEET_CAR tires_vulnerability 0 
Model.Destroy(#GREENWOO)
02E4: load_cutscene_data 'SWEET2A' 

:SWEET3_2180
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET3_2204 
wait 0 
jump @SWEET3_2180 

:SWEET3_2204
02E7: start_cutscene 
fade 1 1000 

:SWEET3_2213
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET3_2237 
wait 0 
jump @SWEET3_2213 

:SWEET3_2237
fade 0 0 

:SWEET3_2243
if 
fading 
else_jump @SWEET3_2267 
wait 0 
jump @SWEET3_2243 

:SWEET3_2267
02EA: end_cutscene 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
Model.Load(#TEC9)
Model.Load(#CIGAR)
038B: load_requested_models 

:SWEET3_2319
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
   not Model.Available(#TEC9)
else_jump @SWEET3_2358 
wait 0 
jump @SWEET3_2319 

:SWEET3_2358
if 
   not Model.Available(#CIGAR)
else_jump @SWEET3_2384 
wait 0 
jump @SWEET3_2358 

:SWEET3_2384
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_2819 
$ACTOR_SMOKE = Actor.Create(Mission1, #SPECIAL01, 2511.514, -1671.464, 12.4607)
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
Actor.Angle($ACTOR_SMOKE) = 84.5
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car $SWEET_CAR passenger_seat 1 10000 ms 
01B2: give_actor $ACTOR_SMOKE weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SMOKE targetable 1 
0446: set_actor $ACTOR_SMOKE immune_to_headshots 0 
Actor.Health($ACTOR_SMOKE) = 500
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0526: set_actor $ACTOR_SMOKE stay_in_car 1 
060A: create_decision_maker_type 0 store_to 93@ // decision\allowed\m_.ped files 
060B: set_actor $ACTOR_SMOKE decision_maker_to 93@ 
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
$ACTOR_SWEET = Actor.Create(Mission1, #SPECIAL02, 2507.886, -1667.801, 12.3881)
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
Actor.Angle($ACTOR_SWEET) = 167.8
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 2 10000 ms 
01B2: give_actor $ACTOR_SWEET weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
Actor.Health($ACTOR_SWEET) = 500
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0526: set_actor $ACTOR_SWEET stay_in_car 1 
060A: create_decision_maker_type 0 store_to 94@ // decision\allowed\m_.ped files 
060B: set_actor $ACTOR_SWEET decision_maker_to 94@ 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
$ACTOR_RYDER = Actor.Create(Mission1, #SPECIAL03, 2506.348, -1673.591, 12.3784)
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
Actor.Angle($ACTOR_RYDER) = 346.0
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_RYDER enter_car $SWEET_CAR passenger_seat 0 10000 ms 
01B2: give_actor $ACTOR_RYDER weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_RYDER targetable 1 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
Actor.Health($ACTOR_RYDER) = 500
039E: set_actor $ACTOR_RYDER locked 1 while_in_car 
0526: set_actor $ACTOR_RYDER stay_in_car 1 
060A: create_decision_maker_type 0 store_to 95@ // decision\allowed\m_.ped files 
060B: set_actor $ACTOR_RYDER decision_maker_to 95@ 
09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 8 // see ped.dat 

:SWEET3_2819
041E: set_radio_station 3 
39@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 39@ type_to 1 
0169: set_fade_color_RGB 0 0 0 
0395: clear_area 1 at 2516.54 -1671.2 12.87 radius 2.0 
Actor.PutAt($PLAYER_ACTOR, 2516.54, -1671.2, 12.87)
Actor.Angle($PLAYER_ACTOR) = 81.2
0A0B: set_rendering_origin_at_3D_coord 2516.54 -1671.2 12.87 angle 81.2 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
fade 1 1000 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_2967 
jump @SWEET3_12890 

:SWEET3_2967
33@ = 0 
03CF: load_wav 37600 as 1 

:SWEET3_2983
if 
83D0:   not wav 1 loaded 
else_jump @SWEET3_3048 
wait 0 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_3041 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_3041
jump @SWEET3_2983 

:SWEET3_3048
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE2_AA' time 10000 flag 1  // ~z~Carl, du fhrst. Smoke sieht aus, als wrd er gleich umkippen.

:SWEET3_3068
if 
83D2:   not wav 1 ended 
else_jump @SWEET3_3133 
wait 0 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_3126 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_3126
jump @SWEET3_3068 

:SWEET3_3133
86@ = 0 
85@ = 0 
87@ = 0 
79@ = 1 
gosub @SWEET3_47 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_3207 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_3207
00BC: show_text_highpriority GXT 'TWAR2_A' time 6000 flag 1  // ~s~Steig in das ~b~Auto~s~
33@ = 0 
$127 = 0 
59@ = 0 

:SWEET3_3244
if or
81AF:   not car $SWEET_CAR sphere $127 in_sphere 2404.1 -1891.5 12.3 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not car $SWEET_CAR on_wheels 
else_jump @SWEET3_4433 
wait 0 
if 
0735:   NOP_false 83 
else_jump @SWEET3_3332 
jump @SWEET3_12908 

:SWEET3_3332
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_3378 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 
jump @SWEET3_4270 

:SWEET3_3378
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_4270 
if 
  56@ == 0 
else_jump @SWEET3_3670 
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET3_3583 
if 
  59@ == 0 
else_jump @SWEET3_3511 
Marker.Disable(39@)
018A: 39@ = create_checkpoint_at 2404.1 -1891.5 12.3 
00BC: show_text_highpriority GXT 'TWAR2_C' time 6000 flag 1  // ~s~Fahre zum Drive Through-Schalter des ~Y~Taco Bell~s~.
$127 = 1 
33@ = 0 
59@ = 1 

:SWEET3_3511
if 
  43@ == 0 
else_jump @SWEET3_3569 
if 
  33@ > 4000 
else_jump @SWEET3_3562 
gosub @SWEET3_13144 
43@ = 1 

:SWEET3_3562
jump @SWEET3_3576 

:SWEET3_3569
gosub @SWEET3_13144 

:SWEET3_3576
jump @SWEET3_3670 

:SWEET3_3583
if 
  59@ == 1 
else_jump @SWEET3_3670 
Marker.Disable(39@)
39@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 39@ type_to 1 
gosub @SWEET3_15488 
00BC: show_text_highpriority GXT 'TW2_X' time 3000 flag 1  // ~s~Steig wieder ins ~b~Auto~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
$127 = 0 
59@ = 0 

:SWEET3_3670
if 
8185:   not car $SWEET_CAR health >= 250 
else_jump @SWEET3_4270 
03CF: load_wav 37647 as 2 

:SWEET3_3698
if 
83D0:   not wav 2 loaded 
else_jump @SWEET3_3880 
wait 0 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_3756 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet ist tot!
jump @SWEET3_12890 

:SWEET3_3756
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_3795 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder ist tot!
jump @SWEET3_12890 

:SWEET3_3795
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_3834 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke ist tot!
jump @SWEET3_12890 

:SWEET3_3834
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_3873 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_3873
jump @SWEET3_3698 

:SWEET3_3880
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KC' time 2000 flag 1  // ~z~Unsere Karre ist im Arsch, alles aussteigen!
if 
  56@ == 0 
else_jump @SWEET3_4065 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_4065 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_3978 
0622: AS_actor $ACTOR_SMOKE bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_3978
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_4018 
0622: AS_actor $ACTOR_RYDER bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_RYDER flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_4018
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_4058 
0622: AS_actor $ACTOR_SWEET bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SWEET flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_4058
56@ = 1 

:SWEET3_4065
if 
83D2:   not wav 2 ended 
else_jump @SWEET3_4247 
wait 0 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_4123 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet ist tot!
jump @SWEET3_12890 

:SWEET3_4123
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_4162 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder ist tot!
jump @SWEET3_12890 

:SWEET3_4162
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_4201 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke ist tot!
jump @SWEET3_12890 

:SWEET3_4201
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_4240 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_4240
jump @SWEET3_4065 

:SWEET3_4247
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_4270
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_4309 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet ist tot!
jump @SWEET3_12890 

:SWEET3_4309
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_4348 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder ist tot!
jump @SWEET3_12890 

:SWEET3_4348
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_4387 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke ist tot!
jump @SWEET3_12890 

:SWEET3_4387
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_4426 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_4426
jump @SWEET3_3244 

:SWEET3_4433
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
00BE: text_clear_all 
Camera.SetPosition(2405.975, -1882.475, 15.2036, 0.0, 0.0, 0.0)
Camera.PointAt(2405.569, -1883.389, 15.2158, 2)
fade 0 1000 

:SWEET3_4504
if 
fading 
else_jump @SWEET3_4528 
wait 0 
jump @SWEET3_4504 

:SWEET3_4528
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET3_4571 
Actor.PutAt($PLAYER_ACTOR, 2364.193, -1914.077, 12.4235)
jump @SWEET3_4591 

:SWEET3_4571
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2364.193 -1914.077 12.4235 

:SWEET3_4591
Actor.DestroyInstantly($ACTOR_SMOKE)
Actor.DestroyInstantly($ACTOR_SWEET)
Actor.DestroyInstantly($ACTOR_RYDER)
Car.Destroy($SWEET_CAR)
Model.Destroy(#FAM3)
Model.Destroy(#BALLAS2)
Model.Destroy(#GREENWOO)
Model.Destroy(#TEC9)
Model.Destroy(#VOODOO)
Model.Destroy(#CIGAR)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0A0B: set_rendering_origin_at_3D_coord 2397.644 -1880.276 23.8686 angle 160.0 
0395: clear_area 1 at 2404.1 -1891.5 12.3 radius 120.0 
Player.MakeSafe($PLAYER_CHAR)
03AF: enable_streaming 0 
02E4: load_cutscene_data 'SWEET2B' 

:SWEET3_4716
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET3_4740 
wait 0 
jump @SWEET3_4716 

:SWEET3_4740
0395: clear_area 1 at 2404.1 -1891.5 12.3 radius 120.0 
02E7: start_cutscene 
fade 1 1000 

:SWEET3_4773
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET3_4797 
wait 0 
jump @SWEET3_4773 

:SWEET3_4797
fade 0 0 

:SWEET3_4803
if 
fading 
else_jump @SWEET3_4827 
wait 0 
jump @SWEET3_4803 

:SWEET3_4827
02EA: end_cutscene 
Model.Load(#VOODOO)
Model.Load(#FAM3)
Model.Load(#FAM2)
Model.Load(#BALLAS2)
Model.Load(#GREENWOO)
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
Model.Load(#TEC9)
038B: load_requested_models 

:SWEET3_4897
if or
   not Model.Available(#VOODOO)
   not Model.Available(#FAM3)
   not Model.Available(#BALLAS2)
   not Model.Available(#GREENWOO)
else_jump @SWEET3_4937 
wait 0 
jump @SWEET3_4897 

:SWEET3_4937
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
   not Model.Available(#TEC9)
else_jump @SWEET3_4976 
wait 0 
jump @SWEET3_4937 

:SWEET3_4976
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
Marker.Disable(39@)
0615: define_AS_pack_begin 65@ 
05D1: AS_actor -1 drive_car -1 to 2410.739 -1960.027 12.3906 speed 13.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2326.903 -1969.676 12.3738 speed 15.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2235.262 -1891.301 12.3828 speed 18.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2094.307 -1891.856 12.3738 speed 18.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2105.82 -1754.177 12.3984 speed 20.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2321.914 -1736.094 12.3828 speed 20.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2498.32 -1658.28 12.36 speed 20.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2502.89 -1674.71 12.37 speed 15.0 0 model #VOODOO 2 
0616: define_AS_pack_end 65@ 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
$SWEET_CAR = Car.Create(#GREENWOO, 2396.36, -1917.96, 12.38)
Car.SetImmunities($SWEET_CAR, 0, 1, 0, 0, 0)
0229: set_car $SWEET_CAR primary_color_to 59 secondary_color_to 34 
053F: set_car $SWEET_CAR tires_vulnerability 0 
Model.Destroy(#GREENWOO)
01C8: $ACTOR_SMOKE = create_actor_pedtype 24 model #SPECIAL01 in_car $SWEET_CAR passenger_seat 2 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
Actor.Angle($ACTOR_SMOKE) = 84.5
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car $SWEET_CAR passenger_seat 1 10000 ms 
01B2: give_actor $ACTOR_SMOKE weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SMOKE targetable 1 
0446: set_actor $ACTOR_SMOKE immune_to_headshots 0 
Actor.Health($ACTOR_SMOKE) = 500
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0526: set_actor $ACTOR_SMOKE stay_in_car 1 
060B: set_actor $ACTOR_SMOKE decision_maker_to 93@ 
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
01C8: $ACTOR_SWEET = create_actor_pedtype 24 model #SPECIAL02 in_car $SWEET_CAR passenger_seat 1 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
Actor.Angle($ACTOR_SWEET) = 167.8
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 2 10000 ms 
01B2: give_actor $ACTOR_SWEET weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
Actor.Health($ACTOR_SWEET) = 500
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0526: set_actor $ACTOR_SWEET stay_in_car 1 
060B: set_actor $ACTOR_SWEET decision_maker_to 94@ 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
01C8: $ACTOR_RYDER = create_actor_pedtype 24 model #SPECIAL03 in_car $SWEET_CAR passenger_seat 0 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
Actor.Angle($ACTOR_RYDER) = 346.0
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_RYDER enter_car $SWEET_CAR passenger_seat 0 10000 ms 
01B2: give_actor $ACTOR_RYDER weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_RYDER targetable 1 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
Actor.Health($ACTOR_RYDER) = 500
039E: set_actor $ACTOR_RYDER locked 1 while_in_car 
0526: set_actor $ACTOR_RYDER stay_in_car 1 
060B: set_actor $ACTOR_RYDER decision_maker_to 95@ 
09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_5792 
0395: clear_area 1 at 2396.36 -1917.96 12.38 radius 10.0 
Car.PutAt($SWEET_CAR, 2396.36, -1917.96, 12.38)
Car.Angle($SWEET_CAR) = 267.3
if 
   not Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET3_5792 
036A: put_actor $PLAYER_ACTOR in_car $SWEET_CAR 

:SWEET3_5792
0395: clear_area 1 at 2411.31 -1928.837 12.3906 radius 10.0 
40@ = Car.Create(#VOODOO, 2411.31, -1928.837, 12.3906)
0229: set_car 40@ primary_color_to 22 secondary_color_to 22 
053F: set_car 40@ tires_vulnerability 0 
0587: enable_car 40@ validate_position 0 
Car.Health(40@) = 3000
Car.DoorStatus(40@) = 3
Car.Angle(40@) = 178.7106
52@ = Marker.CreateAboveCar(40@)
0129: 89@ = create_actor_pedtype 25 model #BALLAS2 in_car 40@ driverseat 
0446: set_actor 89@ immune_to_headshots 0 
01B2: give_actor 89@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 89@ armed_weapon_to 32 
Actor.WeaponAccuracy(89@) = 40
0618: assign_actor 89@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 
01C8: 90@ = create_actor_pedtype 25 model #BALLAS2 in_car 40@ passenger_seat 0 
0446: set_actor 90@ immune_to_headshots 0 
01B2: give_actor 90@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 90@ armed_weapon_to 32 
Actor.WeaponAccuracy(90@) = 40
0713: actor 90@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 60 
53@ = Actor.Create(Mission1, #FAM2, 2506.45, -1681.02, 12.53)
Actor.Angle(53@) = 80.0
Actor.Health(53@) = 30
01B2: give_actor 53@ weapon 32 ammo 99999 // Load the weapon model before using this 
0350: set_actor 53@ maintain_position_when_attacked 1 
0568: set_actor 53@ targetable 1 
54@ = Actor.Create(Mission1, #FAM3, 2507.3, -1680.1, 13.0)
Actor.Angle(54@) = 90.0
Actor.Health(54@) = 30
01B2: give_actor 54@ weapon 32 ammo 99999 // Load the weapon model before using this 
0350: set_actor 54@ maintain_position_when_attacked 1 
0568: set_actor 54@ targetable 1 
0677: AS_actor 53@ chat_with_actor 54@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 54@ chat_with_actor 53@ lead_speaker_flag 0 unknown_flag 1 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_6296 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_6296 
Car.Health($SWEET_CAR) = 3100
if 
   Actor.InCar($ACTOR_RYDER, $SWEET_CAR)
else_jump @SWEET3_6296 
01B9: set_actor $ACTOR_RYDER armed_weapon_to 32 
0713: actor $ACTOR_RYDER driveby_actor -1 car 40@ point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 45 

:SWEET3_6296
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_6383 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_6383 
if 
   Actor.InCar($ACTOR_SWEET, $SWEET_CAR)
else_jump @SWEET3_6383 
0713: actor $ACTOR_SWEET driveby_actor -1 car 40@ point 0.0 0.0 0.0 radius 5000.0 8 0 firing_rate 45 

:SWEET3_6383
Model.Destroy(#VOODOO)
Model.Destroy(#FAM3)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
33@ = 0 
60@ = 0 
91@ = 0 
59@ = 0 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 8 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
0A0B: set_rendering_origin_at_3D_coord 2396.36 -1917.96 12.38 angle 267.3 
fade 1 1000 
86@ = 0 
85@ = 0 
87@ = 0 
79@ = 2 
gosub @SWEET3_47 
43@ = 0 
100@ = 0 
Player.ClearWantedLevel($PLAYER_CHAR)
09D2: unknown_flag 0 
36@ = 0 
37@ = 0 
64@ = 0 
jump @SWEET3_6579 
81@ = Marker.CreateAboveActor(89@)
82@ = Marker.CreateAboveActor(90@)

:SWEET3_6579
if or
   not Actor.Dead(89@)
   not Actor.Dead(90@)
else_jump @SWEET3_9366 
wait 0 
if 
   not Car.Wrecked(40@)
else_jump @SWEET3_7609 
077E: get_active_interior_to 80@ 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SWEET3_7609 
if 
  80@ == 0 
else_jump @SWEET3_7609 
if and
01AF:   car 40@ sphere 0 in_sphere 2502.89 -1674.71 12.37 radius 8.0 8.0 5.0 
   not Actor.Dead(89@)
   not Actor.Dead(90@)
else_jump @SWEET3_7609 
fade 0 500 

:SWEET3_6724
if 
fading 
else_jump @SWEET3_6748 
wait 0 
jump @SWEET3_6724 

:SWEET3_6748
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
077E: get_active_interior_to 80@ 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET3_6802 
62@ = Actor.Car($PLAYER_ACTOR)
Car.LockInCurrentPosition(62@) = True
jump @SWEET3_6809 

:SWEET3_6802
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True

:SWEET3_6809
select_interior 0 
04E4: unknown_refresh_game_renderer_at 2497.299 -1679.542 
0A0B: set_rendering_origin_at_3D_coord 2513.544 -1682.85 14.1195 angle 41.0 
0395: clear_area 1 at 2513.544 -1682.85 14.1195 radius 70.0 
Camera.SetPosition(2514.399, -1683.345, 14.2746, 0.0, 0.0, 0.0)
Camera.PointAt(2513.544, -1682.85, 14.1195, 2)
if 
   not Actor.Dead(89@)
else_jump @SWEET3_6989 
if 
   not Car.Wrecked(40@)
else_jump @SWEET3_6989 
05D1: AS_actor 89@ drive_car 40@ to 2386.24 -1658.95 12.38 speed 1.0 2 model #VOODOO 3 

:SWEET3_6989
if 
   not Actor.Dead(90@)
else_jump @SWEET3_7010 
0687: clear_actor 90@ task 

:SWEET3_7010
fade 1 500 
32@ = 0 

:SWEET3_7024
if 
  500 > 32@ 
else_jump @SWEET3_7054 
wait 0 
jump @SWEET3_7024 

:SWEET3_7054
if 
   not Car.Wrecked(40@)
else_jump @SWEET3_7182 
if 
   not Actor.Dead(54@)
else_jump @SWEET3_7175 
if 
   not Actor.Dead(90@)
else_jump @SWEET3_7175 
if 
   Actor.InCar(90@, 40@)
else_jump @SWEET3_7175 
0687: clear_actor 90@ task 
Actor.WeaponAccuracy(90@) = 50
07DD: set_actor 90@ temper_to 90 // see pedstats.dat 
0713: actor 90@ driveby_actor -1 car -1 point 2507.65 -1681.24 12.8469 radius 5000.0 8 1 firing_rate 100 

:SWEET3_7175
jump @SWEET3_7189 

:SWEET3_7182
jump @SWEET3_9366 

:SWEET3_7189
32@ = 0 

:SWEET3_7196
if or
   not Actor.Dead(54@)
   not Actor.Dead(53@)
else_jump @SWEET3_7308 
wait 0 
if 
  32@ > 2500 
else_jump @SWEET3_7261 
if 
   not Actor.Dead(54@)
else_jump @SWEET3_7261 
05BE: AS_kill_actor 54@ 

:SWEET3_7261
if 
  32@ > 2000 
else_jump @SWEET3_7301 
if 
   not Actor.Dead(53@)
else_jump @SWEET3_7301 
05BE: AS_kill_actor 53@ 

:SWEET3_7301
jump @SWEET3_7196 

:SWEET3_7308
if 
   not Actor.Dead(89@)
else_jump @SWEET3_7375 
if 
   not Car.Wrecked(40@)
else_jump @SWEET3_7375 
05D1: AS_actor 89@ drive_car 40@ to 2386.24 -1658.95 12.38 speed 30.0 2 model #VOODOO 3 

:SWEET3_7375
32@ = 0 

:SWEET3_7382
if 
   not 32@ > 3000 
else_jump @SWEET3_7412 
wait 0 
jump @SWEET3_7382 

:SWEET3_7412
fade 0 500 

:SWEET3_7419
if 
fading 
else_jump @SWEET3_7443 
wait 0 
jump @SWEET3_7419 

:SWEET3_7443
if 
   not Actor.Dead(89@)
else_jump @SWEET3_7464 
0792: disembark_instantly_actor 89@ 

:SWEET3_7464
if 
   not Actor.Dead(90@)
else_jump @SWEET3_7485 
0792: disembark_instantly_actor 90@ 

:SWEET3_7485
Car.Destroy(40@)
Actor.DestroyInstantly(89@)
Actor.DestroyInstantly(90@)
select_interior 80@ 
Actor.StorePos($PLAYER_ACTOR, 107@, 108@, 109@)
Camera.SetAtPos(107@, 108@, 109@)
wait 100 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET3_7595 
if 
   not Car.Wrecked(62@)
else_jump @SWEET3_7588 
Car.LockInCurrentPosition(62@) = False

:SWEET3_7588
jump @SWEET3_7602 

:SWEET3_7595
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False

:SWEET3_7602
fade 1 500 

:SWEET3_7609
if 
   Car.Wrecked(40@)
else_jump @SWEET3_7685 
if 
  44@ == 0 
else_jump @SWEET3_7678 
Marker.Disable(52@)
gosub @SWEET3_16169 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Erledige die ~r~Ballas~s~ Gangmitglieder.
44@ = 1 

:SWEET3_7678
jump @SWEET3_7778 

:SWEET3_7685
if 
8185:   not car 40@ health >= 250 
else_jump @SWEET3_7778 
if 
  44@ == 0 
else_jump @SWEET3_7778 
Marker.Disable(52@)
gosub @SWEET3_16169 
if or
   not Actor.Dead(89@)
   not Actor.Dead(90@)
else_jump @SWEET3_7771 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Erledige die ~r~Ballas~s~ Gangmitglieder.

:SWEET3_7771
44@ = 1 

:SWEET3_7778
if 
  64@ == 0 
else_jump @SWEET3_8004 
if 
   Actor.Dead(89@)
else_jump @SWEET3_7900 
if 
   not Actor.Dead(90@)
else_jump @SWEET3_7856 
Marker.Disable(81@)
81@ = Marker.CreateAboveActor(90@)
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 
64@ = 1 

:SWEET3_7856
gosub @SWEET3_16169 
if or
   not Actor.Dead(89@)
   not Actor.Dead(90@)
else_jump @SWEET3_7900 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Erledige die ~r~Ballas~s~ Gangmitglieder.

:SWEET3_7900
if 
   Actor.Dead(90@)
else_jump @SWEET3_8004 
if 
   not Actor.Dead(89@)
else_jump @SWEET3_7960 
Marker.Disable(82@)
82@ = Marker.CreateAboveActor(89@)
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
64@ = 1 

:SWEET3_7960
gosub @SWEET3_16169 
if or
   not Actor.Dead(89@)
   not Actor.Dead(90@)
else_jump @SWEET3_8004 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Erledige die ~r~Ballas~s~ Gangmitglieder.

:SWEET3_8004
if 
   Actor.Dead(89@)
else_jump @SWEET3_8025 
Marker.Disable(81@)

:SWEET3_8025
if 
   Actor.Dead(90@)
else_jump @SWEET3_8046 
Marker.Disable(82@)

:SWEET3_8046
if or
   Actor.Dead(53@)
   Actor.Dead(54@)
else_jump @SWEET3_8090 
00BC: show_text_highpriority GXT 'TW2_Y' time 6000 flag 1  // ~r~Du hast es nicht geschafft, deine Homies zu beschtzen.
jump @SWEET3_12890 

:SWEET3_8090
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_8136 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 
jump @SWEET3_9187 

:SWEET3_8136
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_9187 
if 
  56@ == 0 
else_jump @SWEET3_8743 
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET3_8658 
if 
  59@ == 0 
else_jump @SWEET3_8264 
Marker.Disable(39@)
Marker.Disable(52@)
if 
   not Car.Wrecked(40@)
else_jump @SWEET3_8241 
52@ = Marker.CreateAboveCar(40@)

:SWEET3_8241
00BC: show_text_highpriority GXT 'SWE3_B' time 3000 flag 1  // ~s~Nimm dir das ~r~Gang-Auto~s~ vor, ehe sie deine Homies erledigen!
59@ = 1 

:SWEET3_8264
if 
  36@ == 0 
else_jump @SWEET3_8308 
if 
  33@ > 2000 
else_jump @SWEET3_8308 
gosub @SWEET3_13144 

:SWEET3_8308
if 
  100@ == 0 
else_jump @SWEET3_8363 
if 
  33@ > 6000 
else_jump @SWEET3_8363 
03E5: show_text_box 'SWE3_H'  // ~s~Gang-Mitglieder in deinem Auto erffnen das Feuer, sobald ihr nahe genug an euren Gegnern dran seid.
100@ = 1 

:SWEET3_8363
34@ = Car.Health($SWEET_CAR)
if 
  37@ == 0 
else_jump @SWEET3_8489 
if 
  36@ == 0 
else_jump @SWEET3_8489 
if 
  86@ > 11 
else_jump @SWEET3_8489 
0085: 35@ = 34@ // (int) 
35@ -= 60 
86@ = 0 
85@ = 0 
87@ = 0 
79@ = 7 
37@ = 1 
gosub @SWEET3_47 
36@ = 1 

:SWEET3_8489
if 
  37@ == 1 
else_jump @SWEET3_8607 
if 
  36@ == 0 
else_jump @SWEET3_8607 
if 
  86@ > 3 
else_jump @SWEET3_8607 
0085: 35@ = 34@ // (int) 
35@ -= 60 
86@ = 0 
85@ = 0 
87@ = 0 
79@ = 8 
37@ = 2 
gosub @SWEET3_47 
36@ = 1 

:SWEET3_8607
if 
  36@ == 1 
else_jump @SWEET3_8651 
if 
8185:   not car $SWEET_CAR health >= 35@ 
else_jump @SWEET3_8651 
36@ = 0 

:SWEET3_8651
jump @SWEET3_8743 

:SWEET3_8658
if 
  59@ == 1 
else_jump @SWEET3_8743 
Marker.Disable(39@)
Marker.Disable(52@)
39@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 39@ type_to 1 
gosub @SWEET3_15488 
00BC: show_text_highpriority GXT 'TW2_X' time 3000 flag 1  // ~s~Steig wieder ins ~b~Auto~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
59@ = 0 

:SWEET3_8743
if 
8185:   not car $SWEET_CAR health >= 250 
else_jump @SWEET3_9187 
03CF: load_wav 37645 as 2 

:SWEET3_8771
if 
83D0:   not wav 2 loaded 
else_jump @SWEET3_8797 
wait 0 
jump @SWEET3_8771 

:SWEET3_8797
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KA' time 2000 flag 1  // ~z~Die Karre brennt, seht zu, wie ihr rauskommt!
if 
  56@ == 0 
else_jump @SWEET3_8982 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_8982 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_8895 
0622: AS_actor $ACTOR_SMOKE bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_8895
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_8935 
0622: AS_actor $ACTOR_RYDER bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_RYDER flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_8935
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_8975 
0622: AS_actor $ACTOR_SWEET bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SWEET flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_8975
56@ = 1 

:SWEET3_8982
if 
83D2:   not wav 2 ended 
else_jump @SWEET3_9164 
wait 0 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_9040 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet ist tot!
jump @SWEET3_12890 

:SWEET3_9040
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_9079 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder ist tot!
jump @SWEET3_12890 

:SWEET3_9079
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_9118 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke ist tot!
jump @SWEET3_12890 

:SWEET3_9118
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_9157 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_9157
jump @SWEET3_8982 

:SWEET3_9164
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_9187
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_9226 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet ist tot!
jump @SWEET3_12890 

:SWEET3_9226
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_9265 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder ist tot!
jump @SWEET3_12890 

:SWEET3_9265
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_9304 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke ist tot!
jump @SWEET3_12890 

:SWEET3_9304
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_9343 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_9343
if 
   Car.Wrecked(40@)
else_jump @SWEET3_9359 

:SWEET3_9359
jump @SWEET3_6579 

:SWEET3_9366
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_9387 
0687: clear_actor $ACTOR_SWEET task 

:SWEET3_9387
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_9408 
0687: clear_actor $ACTOR_RYDER task 

:SWEET3_9408
Marker.Disable(81@)
Marker.Disable(82@)
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_9499 
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET3_9492 
$127 = 1 
Marker.Disable(52@)
018A: 52@ = create_checkpoint_at 2513.33 -1672.12 12.52 
jump @SWEET3_9499 

:SWEET3_9492
$127 = 0 

:SWEET3_9499
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_9538 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet ist tot!
jump @SWEET3_12890 

:SWEET3_9538
040D: unload_wav 1 
040D: unload_wav 2 
86@ = 0 
85@ = 0 
87@ = 0 
79@ = 3 
gosub @SWEET3_47 
32@ = 0 
43@ = 0 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_9669 
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET3_9653 
00BC: show_text_highpriority GXT 'TW2_W' time 6000 flag 1  // ~s~Fahr zurck zu ~y~Sweets Bude~s~.
jump @SWEET3_9669 

:SWEET3_9653
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Steig wieder ins ~b~Auto~s~.

:SWEET3_9669
if or
81AF:   not car $SWEET_CAR sphere $127 in_sphere 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not car $SWEET_CAR on_wheels 
else_jump @SWEET3_10709 
wait 0 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_9781 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 
jump @SWEET3_10546 

:SWEET3_9781
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_10546 
if 
  56@ == 0 
else_jump @SWEET3_10102 
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET3_10010 
if 
  59@ == 0 
else_jump @SWEET3_9919 
Marker.Disable(39@)
Marker.Disable(52@)
018A: 52@ = create_checkpoint_at 2513.33 -1672.12 12.52 
00BC: show_text_highpriority GXT 'TW2_W' time 6000 flag 1  // ~s~Fahr zurck zu ~y~Sweets Bude~s~.
$127 = 1 
32@ = 0 
59@ = 1 

:SWEET3_9919
if 
  43@ == 0 
else_jump @SWEET3_9996 
if 
  32@ > 4000 
else_jump @SWEET3_9989 
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET3_9989 
gosub @SWEET3_13144 
43@ = 1 

:SWEET3_9989
jump @SWEET3_10003 

:SWEET3_9996
gosub @SWEET3_13144 

:SWEET3_10003
jump @SWEET3_10102 

:SWEET3_10010
if 
  59@ == 1 
else_jump @SWEET3_10102 
Marker.Disable(52@)
Marker.Disable(39@)
39@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 39@ type_to 1 
gosub @SWEET3_15488 
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Steig wieder ins ~b~Auto~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
$127 = 0 
59@ = 0 

:SWEET3_10102
if 
8185:   not car $SWEET_CAR health >= 250 
else_jump @SWEET3_10546 
03CF: load_wav 37646 as 2 

:SWEET3_10130
if 
83D0:   not wav 2 loaded 
else_jump @SWEET3_10156 
wait 0 
jump @SWEET3_10130 

:SWEET3_10156
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KB' time 2000 flag 1  // ~z~Sie fliegt gleich in die Luft, schnell raus!
if 
  56@ == 0 
else_jump @SWEET3_10341 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_10341 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_10254 
0622: AS_actor $ACTOR_SMOKE bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_10254
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_10294 
0622: AS_actor $ACTOR_RYDER bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_RYDER flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_10294
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_10334 
0622: AS_actor $ACTOR_SWEET bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SWEET flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_10334
56@ = 1 

:SWEET3_10341
if 
83D2:   not wav 2 ended 
else_jump @SWEET3_10523 
wait 0 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_10399 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet ist tot!
jump @SWEET3_12890 

:SWEET3_10399
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_10438 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder ist tot!
jump @SWEET3_12890 

:SWEET3_10438
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_10477 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke ist tot!
jump @SWEET3_12890 

:SWEET3_10477
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_10516 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_10516
jump @SWEET3_10341 

:SWEET3_10523
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_10546
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_10585 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet ist tot!
jump @SWEET3_12890 

:SWEET3_10585
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_10624 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder ist tot!
jump @SWEET3_12890 

:SWEET3_10624
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_10663 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke ist tot!
jump @SWEET3_12890 

:SWEET3_10663
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_10702 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_10702
jump @SWEET3_9669 

:SWEET3_10709
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(2502.764, -1670.778, 18.432, 0.0, 0.0, 0.0)
Camera.PointAt(2503.673, -1670.851, 18.0218, 2)
040D: unload_wav 1 
040D: unload_wav 2 
86@ = 0 
85@ = 0 
87@ = 0 
79@ = 4 
gosub @SWEET3_47 
43@ = 0 

:SWEET3_10821
if 
   not 86@ == 1 
else_jump @SWEET3_10857 
wait 0 
gosub @SWEET3_13144 
jump @SWEET3_10821 

:SWEET3_10857
38@ = 0 
0707: start_scene_skip_to @SWEET3_11206 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_10903 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 15000 ms 

:SWEET3_10903
if 
   not 86@ == 3 
else_jump @SWEET3_10939 
wait 0 
gosub @SWEET3_13144 
jump @SWEET3_10903 

:SWEET3_10939
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2522.371 -1679.26 15.9361 position_to 2516.479 -1680.764 17.4286 time 17000 drop_mode 1 
0920: point_camera 2521.535 -1678.784 15.6635 transverse_to 2516.381 -1679.917 16.9049 time 17000 mode 1 

:SWEET3_11023
if 
   not 86@ == 8 
else_jump @SWEET3_11059 
wait 0 
gosub @SWEET3_13144 
jump @SWEET3_11023 

:SWEET3_11059
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_11124 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_11124 
05CD: AS_actor $ACTOR_SWEET exit_car $SWEET_CAR 
05D3: AS_actor $ACTOR_SWEET goto_point 2519.388 -1678.689 13.707 mode 4 5000 ms // versionA 

:SWEET3_11124
wait 500 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_11194 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_11194 
05CD: AS_actor $ACTOR_RYDER exit_car $SWEET_CAR 
05D3: AS_actor $ACTOR_RYDER goto_point 2519.388 -1678.689 13.707 mode 4 5000 ms // versionA 

:SWEET3_11194
wait 6000 
38@ = 1 

:SWEET3_11206
0701: end_scene_skip 
0647: unknown_actor $PLAYER_ACTOR look_task 
00BE: text_clear_all 
if 
  38@ == 0 
else_jump @SWEET3_11269 
fade 0 500 

:SWEET3_11240
if 
fading 
else_jump @SWEET3_11264 
wait 0 
jump @SWEET3_11240 

:SWEET3_11264
wait 500 

:SWEET3_11269
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
0925: restore_camera_to_user_defined 
Actor.DestroyInstantly($ACTOR_RYDER)
Actor.DestroyInstantly($ACTOR_SWEET)
040D: unload_wav 1 
040D: unload_wav 2 
if 
  38@ == 0 
else_jump @SWEET3_11351 
fade 1 500 

:SWEET3_11327
if 
fading 
else_jump @SWEET3_11351 
wait 0 
jump @SWEET3_11327 

:SWEET3_11351
86@ = 0 
85@ = 0 
87@ = 0 
79@ = 5 
gosub @SWEET3_47 
43@ = 0 
32@ = 0 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_11439 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_11439
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_11520 
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET3_11513 
$127 = 1 
Marker.Disable(52@)
018A: 52@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
jump @SWEET3_11520 

:SWEET3_11513
$127 = 0 

:SWEET3_11520
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_11594 
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET3_11578 
00BC: show_text_highpriority GXT 'TW2_Z' time 6000 flag 1  // ~s~Fahr Smoke zu seiner ~y~Bude~s~.
jump @SWEET3_11594 

:SWEET3_11578
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Steig wieder ins ~b~Auto~s~.

:SWEET3_11594
if or
81AF:   not car $SWEET_CAR sphere $127 in_sphere 2066.465 -1695.444 12.5547 radius 4.0 3.5 4.0 
8448:   not actor $PLAYER_ACTOR in_car $SWEET_CAR 
89D0:   not car $SWEET_CAR on_wheels 
else_jump @SWEET3_12398 
wait 0 
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_11706 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 
jump @SWEET3_12313 

:SWEET3_11706
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_12313 
if 
  56@ == 0 
else_jump @SWEET3_12027 
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET3_11935 
if 
  59@ == 0 
else_jump @SWEET3_11844 
Marker.Disable(39@)
Marker.Disable(52@)
018A: 52@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
00BC: show_text_highpriority GXT 'TW2_Z' time 6000 flag 1  // ~s~Fahr Smoke zu seiner ~y~Bude~s~.
$127 = 1 
32@ = 0 
59@ = 1 

:SWEET3_11844
if 
  43@ == 0 
else_jump @SWEET3_11921 
if 
  32@ > 4000 
else_jump @SWEET3_11914 
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @SWEET3_11914 
gosub @SWEET3_13144 
43@ = 1 

:SWEET3_11914
jump @SWEET3_11928 

:SWEET3_11921
gosub @SWEET3_13144 

:SWEET3_11928
jump @SWEET3_12027 

:SWEET3_11935
if 
  59@ == 1 
else_jump @SWEET3_12027 
Marker.Disable(52@)
Marker.Disable(39@)
39@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 39@ type_to 1 
gosub @SWEET3_15001 
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Steig wieder ins ~b~Auto~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
$127 = 0 
59@ = 0 

:SWEET3_12027
if 
8185:   not car $SWEET_CAR health >= 250 
else_jump @SWEET3_12313 
03CF: load_wav 37646 as 2 

:SWEET3_12055
if 
83D0:   not wav 2 loaded 
else_jump @SWEET3_12081 
wait 0 
jump @SWEET3_12055 

:SWEET3_12081
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KB' time 2000 flag 1  // ~z~Sie fliegt gleich in die Luft, schnell raus!
if 
  56@ == 0 
else_jump @SWEET3_12186 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_12186 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_12179 
0622: AS_actor $ACTOR_SMOKE bail_car $SWEET_CAR 
05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_12179
56@ = 1 

:SWEET3_12186
if 
83D2:   not wav 2 ended 
else_jump @SWEET3_12290 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_12244 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke ist tot!
jump @SWEET3_12890 

:SWEET3_12244
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_12283 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_12283
jump @SWEET3_12186 

:SWEET3_12290
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_12313
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_12352 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke ist tot!
jump @SWEET3_12890 

:SWEET3_12352
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_12391 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~Das Auto ist geschrottet!
jump @SWEET3_12890 

:SWEET3_12391
jump @SWEET3_11594 

:SWEET3_12398
040D: unload_wav 1 
040D: unload_wav 2 
86@ = 0 
85@ = 0 
87@ = 0 
79@ = 6 
gosub @SWEET3_47 
43@ = 0 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2079.109 -1703.561 17.6928 position_to 2067.162 -1703.315 13.4746 time 17000 drop_mode 1 
0920: point_camera 2078.251 -1703.206 17.3208 transverse_to 2067.105 -1702.33 13.6396 time 17000 mode 1 
wait 500 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_12580 
0647: unknown_actor $PLAYER_ACTOR look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 15000 ms 

:SWEET3_12580
38@ = 0 
0707: start_scene_skip_to @SWEET3_12743 

:SWEET3_12594
if 
   not 86@ == 1 
else_jump @SWEET3_12630 
wait 0 
gosub @SWEET3_13144 
jump @SWEET3_12594 

:SWEET3_12630
if 
   not 86@ == 5 
else_jump @SWEET3_12666 
wait 0 
gosub @SWEET3_13144 
jump @SWEET3_12630 

:SWEET3_12666
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_12731 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_12731 
05CD: AS_actor $ACTOR_SMOKE exit_car $SWEET_CAR 
05D3: AS_actor $ACTOR_SMOKE goto_point 2058.404 -1697.166 12.5547 mode 4 8000 ms // versionA 

:SWEET3_12731
wait 5000 
38@ = 1 

:SWEET3_12743
0701: end_scene_skip 
0647: unknown_actor $PLAYER_ACTOR look_task 
00BE: text_clear_all 
if 
  38@ == 0 
else_jump @SWEET3_12806 
fade 0 500 

:SWEET3_12777
if 
fading 
else_jump @SWEET3_12801 
wait 0 
jump @SWEET3_12777 

:SWEET3_12801
wait 500 

:SWEET3_12806
040D: unload_wav 1 
040D: unload_wav 2 
0925: restore_camera_to_user_defined 
Actor.DestroyInstantly($ACTOR_SMOKE)
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
if 
  38@ == 0 
else_jump @SWEET3_12883 
fade 1 500 

:SWEET3_12859
if 
fading 
else_jump @SWEET3_12883 
wait 0 
jump @SWEET3_12859 

:SWEET3_12883
jump @SWEET3_12908 

:SWEET3_12890
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:SWEET3_12908
0318: set_latest_mission_passed 'SWEET_3'  // Drive-thru
01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
0998: add_respect 5 
Player.Money($PLAYER_CHAR) += 200
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
$SWEET_TOTAL_PASSED_MISSIONS += 1 
0629: change_integer_stat 302 to 1 
030C: progress_made += 1 
return 

:SWEET3_12979
Actor.DestroyWithFade($ACTOR_SMOKE)
Actor.DestroyWithFade($ACTOR_RYDER)
Actor.DestroyWithFade($ACTOR_SWEET)
Marker.Disable(39@)
Marker.Disable(52@)
Marker.Disable(81@)
Marker.Disable(82@)
09D2: unknown_flag 1 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_13041 
053F: set_car $SWEET_CAR tires_vulnerability 1 

:SWEET3_13041
Model.Destroy(#FAM3)
Model.Destroy(#FAM2)
Model.Destroy(#BALLAS2)
Model.Destroy(#GREENWOO)
Model.Destroy(#TEC9)
Model.Destroy(#VOODOO)
Model.Destroy(#CIGAR)
Car.RemoveReferences(40@)
Actor.RemoveReferences(89@)
Actor.RemoveReferences(90@)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
040D: unload_wav 1 
040D: unload_wav 2 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:SWEET3_13144
if or
  85@ == 0 
  85@ == 1 
else_jump @SWEET3_13214 
if 
002D:   58@ >= 86@ // (int) 
else_jump @SWEET3_13214 
if 
  32@ > 200 
else_jump @SWEET3_13214 
gosub @SWEET3_13286 

:SWEET3_13214
if 
  85@ == 2 
else_jump @SWEET3_13284 
if 
03D2:   wav 1 ended 
else_jump @SWEET3_13284 
gosub @SWEET3_14207 
85@ = 0 
86@ += 1 
87@ = 0 
00BE: text_clear_all 
32@ = 0 

:SWEET3_13284
return 

:SWEET3_13286
if 
  85@ == 0 
else_jump @SWEET3_13322 
03CF: load_wav 66@(86@,13i) as 1 
85@ = 1 

:SWEET3_13322
if 
  85@ == 1 
else_jump @SWEET3_13387 
if 
03D0:   wav 1 loaded 
else_jump @SWEET3_13387 
00BC: show_text_highpriority GXT $6583(86@,13s) time 4000 flag 1 
03D1: play_wav 1 
gosub @SWEET3_13389 
85@ = 2 

:SWEET3_13387
return 

:SWEET3_13389
if or
04A4:   66@(86@,13i) == 37601 // @ == any 
04A4:   66@(86@,13i) == 37611 // @ == any 
04A4:   66@(86@,13i) == 37632 // @ == any 
04A4:   66@(86@,13i) == 37654 // @ == any 
04A4:   66@(86@,13i) == 37667 // @ == any 
04A4:   66@(86@,13i) == 37668 // @ == any 
else_jump @SWEET3_13501 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
return 

:SWEET3_13501
if or
04A4:   66@(86@,13i) == 37671 // @ == any 
04A4:   66@(86@,13i) == 37673 // @ == any 
04A4:   66@(86@,13i) == 37676 // @ == any 
04A4:   66@(86@,13i) == 37678 // @ == any 
else_jump @SWEET3_13585 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
return 

:SWEET3_13585
if or
04A4:   66@(86@,13i) == 37612 // @ == any 
04A4:   66@(86@,13i) == 37613 // @ == any 
04A4:   66@(86@,13i) == 37615 // @ == any 
04A4:   66@(86@,13i) == 37637 // @ == any 
04A4:   66@(86@,13i) == 37638 // @ == any 
04A4:   66@(86@,13i) == 37658 // @ == any 
else_jump @SWEET3_13713 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_13713 
0A09: set_actor $ACTOR_SWEET muted 1 // versionB 
0967: actor $ACTOR_SWEET move_mouth 3000 ms 
return 

:SWEET3_13713
if or
04A4:   66@(86@,13i) == 37664 // @ == any 
04A4:   66@(86@,13i) == 37652 // @ == any 
04A4:   66@(86@,13i) == 37653 // @ == any 
04A4:   66@(86@,13i) == 37623 // @ == any 
04A4:   66@(86@,13i) == 37624 // @ == any 
else_jump @SWEET3_13827 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_13827 
0A09: set_actor $ACTOR_SWEET muted 1 // versionB 
0967: actor $ACTOR_SWEET move_mouth 3000 ms 
return 

:SWEET3_13827
if or
04A4:   66@(86@,13i) == 37651 // @ == any 
04A4:   66@(86@,13i) == 37656 // @ == any 
04A4:   66@(86@,13i) == 37657 // @ == any 
04A4:   66@(86@,13i) == 37661 // @ == any 
04A4:   66@(86@,13i) == 37662 // @ == any 
04A4:   66@(86@,13i) == 37622 // @ == any 
else_jump @SWEET3_13955 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_13955 
0A09: set_actor $ACTOR_RYDER muted 1 // versionB 
0967: actor $ACTOR_RYDER move_mouth 3000 ms 
return 

:SWEET3_13955
if or
04A4:   66@(86@,13i) == 37617 // @ == any 
04A4:   66@(86@,13i) == 37619 // @ == any 
04A4:   66@(86@,13i) == 37620 // @ == any 
else_jump @SWEET3_14041 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_14041 
0A09: set_actor $ACTOR_RYDER muted 1 // versionB 
0967: actor $ACTOR_RYDER move_mouth 3000 ms 
return 

:SWEET3_14041
if or
04A4:   66@(86@,13i) == 37602 // @ == any 
04A4:   66@(86@,13i) == 37606 // @ == any 
04A4:   66@(86@,13i) == 37607 // @ == any 
04A4:   66@(86@,13i) == 37610 // @ == any 
04A4:   66@(86@,13i) == 37630 // @ == any 
04A4:   66@(86@,13i) == 37635 // @ == any 
else_jump @SWEET3_14174 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_14167 
0A09: set_actor $ACTOR_RYDER muted 1 // versionB 
0967: actor $ACTOR_RYDER move_mouth 3000 ms 

:SWEET3_14167
jump @SWEET3_14205 

:SWEET3_14174
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_14205 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET3_14205
return 

:SWEET3_14207
if or
04A4:   66@(86@,13i) == 37601 // @ == any 
04A4:   66@(86@,13i) == 37611 // @ == any 
04A4:   66@(86@,13i) == 37632 // @ == any 
04A4:   66@(86@,13i) == 37654 // @ == any 
04A4:   66@(86@,13i) == 37667 // @ == any 
04A4:   66@(86@,13i) == 37668 // @ == any 
else_jump @SWEET3_14316 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
return 

:SWEET3_14316
if or
04A4:   66@(86@,13i) == 37671 // @ == any 
04A4:   66@(86@,13i) == 37673 // @ == any 
04A4:   66@(86@,13i) == 37676 // @ == any 
04A4:   66@(86@,13i) == 37678 // @ == any 
else_jump @SWEET3_14397 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
return 

:SWEET3_14397
if or
04A4:   66@(86@,13i) == 37612 // @ == any 
04A4:   66@(86@,13i) == 37613 // @ == any 
04A4:   66@(86@,13i) == 37615 // @ == any 
04A4:   66@(86@,13i) == 37637 // @ == any 
04A4:   66@(86@,13i) == 37638 // @ == any 
04A4:   66@(86@,13i) == 37658 // @ == any 
else_jump @SWEET3_14522 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_14522 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
0968: actor $ACTOR_SWEET stop_mouth 
return 

:SWEET3_14522
if or
04A4:   66@(86@,13i) == 37664 // @ == any 
04A4:   66@(86@,13i) == 37652 // @ == any 
04A4:   66@(86@,13i) == 37653 // @ == any 
04A4:   66@(86@,13i) == 37623 // @ == any 
04A4:   66@(86@,13i) == 37624 // @ == any 
else_jump @SWEET3_14633 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_14633 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
0968: actor $ACTOR_SWEET stop_mouth 
return 

:SWEET3_14633
if or
04A4:   66@(86@,13i) == 37651 // @ == any 
04A4:   66@(86@,13i) == 37656 // @ == any 
04A4:   66@(86@,13i) == 37657 // @ == any 
04A4:   66@(86@,13i) == 37661 // @ == any 
04A4:   66@(86@,13i) == 37662 // @ == any 
04A4:   66@(86@,13i) == 37622 // @ == any 
else_jump @SWEET3_14758 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_14758 
0A09: set_actor $ACTOR_RYDER muted 0 // versionB 
0968: actor $ACTOR_RYDER stop_mouth 
return 

:SWEET3_14758
if or
04A4:   66@(86@,13i) == 37617 // @ == any 
04A4:   66@(86@,13i) == 37619 // @ == any 
04A4:   66@(86@,13i) == 37620 // @ == any 
else_jump @SWEET3_14841 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_14841 
0A09: set_actor $ACTOR_RYDER muted 0 // versionB 
0968: actor $ACTOR_RYDER stop_mouth 
return 

:SWEET3_14841
if or
04A4:   66@(86@,13i) == 37602 // @ == any 
04A4:   66@(86@,13i) == 37606 // @ == any 
04A4:   66@(86@,13i) == 37607 // @ == any 
04A4:   66@(86@,13i) == 37610 // @ == any 
04A4:   66@(86@,13i) == 37630 // @ == any 
04A4:   66@(86@,13i) == 37635 // @ == any 
else_jump @SWEET3_14971 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_14964 
0A09: set_actor $ACTOR_RYDER muted 0 // versionB 
0968: actor $ACTOR_RYDER stop_mouth 

:SWEET3_14964
jump @SWEET3_14999 

:SWEET3_14971
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_14999 
0A09: set_actor $ACTOR_SMOKE muted 0 // versionB 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET3_14999
return 

:SWEET3_15001
040D: unload_wav 2 
if 
  51@ == 0 
else_jump @SWEET3_15032 
03CF: load_wav 35800 as 2 

:SWEET3_15032
if 
  51@ == 1 
else_jump @SWEET3_15059 
03CF: load_wav 35801 as 2 

:SWEET3_15059
if 
  51@ == 2 
else_jump @SWEET3_15086 
03CF: load_wav 35802 as 2 

:SWEET3_15086
if 
  51@ == 3 
else_jump @SWEET3_15113 
03CF: load_wav 35803 as 2 

:SWEET3_15113
if 
  51@ == 4 
else_jump @SWEET3_15140 
03CF: load_wav 35804 as 2 

:SWEET3_15140
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET3_15156
if 
83D0:   not wav 2 loaded 
else_jump @SWEET3_15218 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_15193 
return 

:SWEET3_15193
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_15211 
return 

:SWEET3_15211
jump @SWEET3_15156 

:SWEET3_15218
03D1: play_wav 2 
if 
  51@ == 0 
else_jump @SWEET3_15256 
00BC: show_text_highpriority GXT 'SMOX_AA' time 3000 flag 1  // ~z~Steig ein.

:SWEET3_15256
if 
  51@ == 1 
else_jump @SWEET3_15290 
00BC: show_text_highpriority GXT 'SMOX_AB' time 3000 flag 1  // ~z~Ins Auto!

:SWEET3_15290
if 
  51@ == 2 
else_jump @SWEET3_15324 
00BC: show_text_highpriority GXT 'SMOX_AC' time 3000 flag 1  // ~z~Steig in das Auto!

:SWEET3_15324
if 
  51@ == 3 
else_jump @SWEET3_15358 
00BC: show_text_highpriority GXT 'SMOX_AD' time 3000 flag 1  // ~z~Mach schon, Mann, steig ein!

:SWEET3_15358
if 
  51@ == 4 
else_jump @SWEET3_15392 
00BC: show_text_highpriority GXT 'SMOX_AE' time 3000 flag 1  // ~z~Jetzt mach, Klugscheier, steig in den Wagen!

:SWEET3_15392
if 
83D2:   not wav 2 ended 
else_jump @SWEET3_15454 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_15429 
return 

:SWEET3_15429
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_15447 
return 

:SWEET3_15447
jump @SWEET3_15392 

:SWEET3_15454
51@ += 1 
if 
  51@ > 4 
else_jump @SWEET3_15486 
51@ = 0 

:SWEET3_15486
return 

:SWEET3_15488
040D: unload_wav 2 
if 
  51@ == 0 
else_jump @SWEET3_15519 
03CF: load_wav 34205 as 2 

:SWEET3_15519
if 
  51@ == 1 
else_jump @SWEET3_15546 
03CF: load_wav 37434 as 2 

:SWEET3_15546
if 
  51@ == 2 
else_jump @SWEET3_15573 
03CF: load_wav 38641 as 2 

:SWEET3_15573
if 
  51@ == 3 
else_jump @SWEET3_15600 
03CF: load_wav 34202 as 2 

:SWEET3_15600
if 
  51@ == 4 
else_jump @SWEET3_15627 
03CF: load_wav 38644 as 2 

:SWEET3_15627
if 
  51@ == 5 
else_jump @SWEET3_15654 
03CF: load_wav 34203 as 2 

:SWEET3_15654
if 
  51@ == 6 
else_jump @SWEET3_15681 
03CF: load_wav 37429 as 2 

:SWEET3_15681
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET3_15697
if 
83D0:   not wav 2 loaded 
else_jump @SWEET3_15795 
wait 0 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_15734 
return 

:SWEET3_15734
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_15752 
return 

:SWEET3_15752
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_15770 
return 

:SWEET3_15770
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_15788 
return 

:SWEET3_15788
jump @SWEET3_15697 

:SWEET3_15795
03D1: play_wav 2 
if 
  51@ == 0 
else_jump @SWEET3_15833 
00BC: show_text_highpriority GXT 'RYDX_AF' time 3000 flag 1  // ~z~Na komm, CJ, verdien dir deinen Lebensunterhalt!

:SWEET3_15833
if 
  51@ == 1 
else_jump @SWEET3_15867 
00BC: show_text_highpriority GXT 'SWE1_BM' time 3000 flag 1  // ~z~Steig ein!

:SWEET3_15867
if 
  51@ == 2 
else_jump @SWEET3_15901 
00BC: show_text_highpriority GXT 'SWEX_BP' time 3000 flag 1  // ~z~Sei kein Feigling, CJ!

:SWEET3_15901
if 
  51@ == 3 
else_jump @SWEET3_15935 
00BC: show_text_highpriority GXT 'RYDX_AC' time 3000 flag 1  // ~z~Steig ein, Idiot!

:SWEET3_15935
if 
  51@ == 4 
else_jump @SWEET3_15969 
00BC: show_text_highpriority GXT 'SWEX_BS' time 3000 flag 1  // ~z~CJ, benimm dich ein einziges Mal nicht wie ein Arsch.

:SWEET3_15969
if 
  51@ == 5 
else_jump @SWEET3_16003 
00BC: show_text_highpriority GXT 'RYDX_AD' time 3000 flag 1  // ~z~Alle Mann an Bord, CJ.

:SWEET3_16003
if 
  51@ == 6 
else_jump @SWEET3_16037 
00BC: show_text_highpriority GXT 'SWE1_BG' time 3000 flag 1  // ~z~CJ, STEIG EIN!

:SWEET3_16037
if 
83D2:   not wav 2 ended 
else_jump @SWEET3_16135 
wait 0 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_16074 
return 

:SWEET3_16074
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_16092 
return 

:SWEET3_16092
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET3_16110 
return 

:SWEET3_16110
if 
   Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_16128 
return 

:SWEET3_16128
jump @SWEET3_16037 

:SWEET3_16135
51@ += 1 
if 
  51@ > 6 
else_jump @SWEET3_16167 
51@ = 0 

:SWEET3_16167
return 

:SWEET3_16169
if 
   not Actor.Dead(89@)
else_jump @SWEET3_16298 
Marker.Disable(81@)
81@ = Marker.CreateAboveActor(89@)
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SWEET3_16298 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_16298 
if 
   Actor.InCar($ACTOR_RYDER, $SWEET_CAR)
else_jump @SWEET3_16298 
0687: clear_actor $ACTOR_RYDER task 
0713: actor $ACTOR_RYDER driveby_actor 89@ car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 70 

:SWEET3_16298
if 
   not Actor.Dead(90@)
else_jump @SWEET3_16427 
Marker.Disable(82@)
82@ = Marker.CreateAboveActor(90@)
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET3_16427 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @SWEET3_16427 
if 
   Actor.InCar($ACTOR_SWEET, $SWEET_CAR)
else_jump @SWEET3_16427 
0687: clear_actor $ACTOR_SWEET task 
0713: actor $ACTOR_SWEET driveby_actor 90@ car -1 point 0.0 0.0 0.0 radius 5000.0 8 0 firing_rate 70 

:SWEET3_16427
return 

//-------------Mission 16---------------
// Originally: Nines And AK's

:SWEET2
thread 'SWEET2' 
gosub @SWEET2_1108 
if 
wasted_or_busted 
else_jump @SWEET2_38 
gosub @SWEET2_20215 

:SWEET2_38
gosub @SWEET2_20732 
end_thread 

:SWEET2_47
0871: init_jump_table 39@ total_jumps 4 default_jump 0 @SWEET2_1106 jumps 0 @SWEET2_110 1 @SWEET2_340 2 @SWEET2_690 3 @SWEET2_872 -1 @SWEET2_1106 -1 @SWEET2_1106 -1 @SWEET2_1106 

:SWEET2_110
05A9: s$6609[0] = 'SWE3_AA'  // ~z~Was ist mit den Families passiert, wo ist der Zusammenhalt geblieben?
05A9: s$6609[1] = 'SWE3_AB'  // ~z~So was kommt vor.
05A9: s$6609[2] = 'SWE3_AC'  // ~z~Die Sevilles bescheien die Temples, die Temples bescheien die Groves.
05A9: s$6609[3] = 'SWE3_AD'  // ~z~Bses Blut weckt bses Blut.
05A9: s$6609[4] = 'SWE3_AE'  // ~z~So steht's im Buch. So ist das nun mal im Leben.
05A9: s$6609[5] = 'SWE3_AF'  // ~z~Tja, man muss zu seinem Viertel halten.
05A9: s$6609[6] = 'SWE3_AH'  // ~z~Ich bewundere dich, Carl. Du bist ein Leitwolf, ein Visionr.
05A9: s$6609[7] = 'SWE3_AJ'  // ~z~Denk an mich, wenn du ganz oben bist.
05A9: s$6609[8] = 'SWE3_AK'  // ~z~Jetzt mal halblang, Smoke. Du redest vielleicht 'nen Schei.
04AF: 66@ = 37800 // @ = any 
04AF: 67@ = 37801 // @ = any 
04AF: 68@ = 37802 // @ = any 
04AF: 69@ = 37803 // @ = any 
04AF: 70@ = 37804 // @ = any 
04AF: 71@ = 37805 // @ = any 
04AF: 72@ = 37806 // @ = any 
04AF: 73@ = 37807 // @ = any 
04AF: 74@ = 37808 // @ = any 
48@ = 8 
jump @SWEET2_1106 

:SWEET2_340
05A9: s$6609[0] = 'SWE3_GA'  // ~z~Yo. Du bist 'n Killah, Alter, eiskalt.
05A9: s$6609[1] = 'SWE3_GB'  // ~z~Aber denk dran: wahre Strke kommt von innen, mein Bruder.
05A9: s$6609[2] = 'SWE3_GC'  // ~z~Der hat Recht.
05A9: s$6609[3] = 'SWE3_GD'  // ~z~New York scheint dich nicht verweichlicht zu haben.
05A9: s$6609[4] = 'SWE3_GE'  // ~z~Hauen wir ab.
05A9: s$6609[5] = 'SWE3_GF'  // ~z~Man sieht sich, Emmet.
05A9: s$6609[6] = 'SWE3_GG'  // ~z~Ich steh hundert Prozent hinter euch, Jungs!
05A9: s$6609[7] = 'SWE3_GH'  // ~z~Aber die habt ihr nicht von mir. Denkt dran.
05A9: s$6609[8] = 'SWE3_GJ'  // ~z~Und denkt dran: Knarren besorgt man sich bei Emmet!
05A9: s$6609[9] = 'SWE3_GK'  // ~z~Ich hab immer Qualittsware!
05A9: s$6609[10] = 'SWE3_GL'  // ~z~Seit 30 Jahren gibt's bei mir nichts als zufriedene Kunden!
05A9: s$6609[11] = 'SWE3_GM'  // ~z~Der alte Spinner. Du fhrst.
05A9: s$6609[12] = 'SWE3_GN'  // ~z~Die Kanonen im Museum sind neuer als die hier. Wohin?
05A9: s$6609[13] = 'SWE3_GO'  // ~z~Ich bin total mde, Alter, schmei mich einfach zuhause raus.
04AF: 66@ = 37850 // @ = any 
04AF: 67@ = 37851 // @ = any 
04AF: 68@ = 37852 // @ = any 
04AF: 69@ = 37853 // @ = any 
04AF: 70@ = 37854 // @ = any 
04AF: 71@ = 37855 // @ = any 
04AF: 72@ = 37856 // @ = any 
04AF: 73@ = 37857 // @ = any 
04AF: 74@ = 37858 // @ = any 
04AF: 75@ = 37859 // @ = any 
04AF: 76@ = 37860 // @ = any 
04AF: 77@ = 37861 // @ = any 
04AF: 78@ = 37862 // @ = any 
04AF: 79@ = 37863 // @ = any 
48@ = 13 
jump @SWEET2_1106 

:SWEET2_690
05A9: s$6609[0] = 'SWE3_HA'  // ~z~Was geht denn hier ab, Mann? Die Kacke scheint ganz schn am Dampfen zu sein?
05A9: s$6609[1] = 'SWE3_HB'  // ~z~Die Leute sollten mit offenen Augen und Herzen durch die Welt gehen, CJ.
05A9: s$6609[2] = 'SWE3_HC'  // ~z~Wovon redest du da?
05A9: s$6609[3] = 'SWE3_HD'  // ~z~Ich rede von den Entscheidungen im Leben, Bruder.
05A9: s$6609[4] = 'SWE3_HE'  // ~z~Manchmal scheint man eine Wahl zu haben, aber manchmal hat man berhaupt keine.
05A9: s$6609[5] = 'SWE3_HF'  // ~z~Du redest immer noch Scheie. Du hast dich kein bisschen verndert.
05A9: s$6609[6] = 'SWE3_HG'  // ~z~Ich? Nein, niemals.
04AF: 66@ = 37864 // @ = any 
04AF: 67@ = 37865 // @ = any 
04AF: 68@ = 37866 // @ = any 
04AF: 69@ = 37867 // @ = any 
04AF: 70@ = 37868 // @ = any 
04AF: 71@ = 37869 // @ = any 
04AF: 72@ = 37870 // @ = any 
48@ = 6 
jump @SWEET2_1106 

:SWEET2_872
05A9: s$6609[0] = 'MSWE07A'  // ~z~Sprich.
05A9: s$6609[1] = 'MSWE07B'  // ~z~Ich dachte, du stehst zu uns?
05A9: s$6609[2] = 'MSWE07C'  // ~z~Was?
05A9: s$6609[3] = 'MSWE07D'  // ~z~Korrigier mich, falls ich mich tusche, aber ich dachte, du gehrst wieder zu den Groves.
05A9: s$6609[4] = 'MSWE07E'  // ~z~Tu ich doch, Mann!
05A9: s$6609[5] = 'MSWE07F'  // ~z~Ich hab dich aber noch nicht in unseren Farben gesehen!
05A9: s$6609[6] = 'MSWE07G'  // ~z~Du musst Flagge zeigen, Bruder,
05A9: s$6609[7] = 'MSWE07H'  // ~z~diese Leute respektieren dich nur, wenn du ihre Farben trgst!
05A9: s$6609[8] = 'MSWE07J'  // ~z~Okay, Mann, tut mir Leid, ich bin einfach noch nicht dazu gekommen!
05A9: s$6609[9] = 'MSWE07K'  // ~z~Gleich ums Eck vom Fitness-Studio in Compton ist ein Binco, besorg dir was Grnes.
04AF: 66@ = 29066 // @ = any 
04AF: 67@ = 29067 // @ = any 
04AF: 68@ = 29068 // @ = any 
04AF: 69@ = 29069 // @ = any 
04AF: 70@ = 29070 // @ = any 
04AF: 71@ = 29071 // @ = any 
04AF: 72@ = 29072 // @ = any 
04AF: 73@ = 29073 // @ = any 
04AF: 74@ = 29074 // @ = any 
04AF: 75@ = 29075 // @ = any 
48@ = 9 
jump @SWEET2_1106 

:SWEET2_1106
return 

:SWEET2_1108
increment_mission_attempts 
$ONMISSION = 1 
36@ = 0 
42@ = 0 
38@ = 0 
51@ = 0 
53@ = 0 
62@ = 0 
45@ = 0 
47@ = 0 
56@ = 0 
57@ = 0 
89@ = 2440.58 
94@ = -1979.89 
99@ = 14.1 
90@ = 2440.14 
95@ = -1976.5 
100@ = 13.4 
91@ = 2440.95 
96@ = -1973.76 
101@ = 14.2 
92@ = 2448.97 
97@ = -1973.29 
102@ = 13.35 
93@ = 2444.35 
98@ = -1970.61 
103@ = 13.8 
wait 0 
054C: use_GXT_table 'SWEET2' 
select_interior 1 
02E4: load_cutscene_data 'SWEET3A' 

:SWEET2_1367
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET2_1391 
wait 0 
jump @SWEET2_1367 

:SWEET2_1391
02E7: start_cutscene 
fade 1 1000 

:SWEET2_1400
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET2_1424 
wait 0 
jump @SWEET2_1400 

:SWEET2_1424
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:SWEET2_1437
if 
fading 
else_jump @SWEET2_1461 
wait 0 
jump @SWEET2_1437 

:SWEET2_1461
02EA: end_cutscene 
select_interior 0 
01B5: force_weather 1 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
Model.Load(#GLENDALE)
038B: load_requested_models 

:SWEET2_1491
if or
823D:   not special_actor 10 loaded 
   not Model.Available(#GLENDALE)
else_jump @SWEET2_1522 
wait 0 
jump @SWEET2_1491 

:SWEET2_1522
060A: create_decision_maker_type 0 store_to 52@ // decision\allowed\m_.ped files 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2506.23 -1675.75 12.37 radius 6.0 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
$SMOKE_CAR = Car.Create(#GLENDALE, 2506.23, -1675.75, 12.37)
0229: set_car $SMOKE_CAR primary_color_to 98 secondary_color_to 14 
Car.Angle($SMOKE_CAR) = 148.0
041E: set_radio_station 3 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 8 // see ped.dat 
$ACTOR_SMOKE = Actor.Create(Mission1, #SPECIAL10, 2505.869, -1672.723, 12.3778)
Actor.Angle($ACTOR_SMOKE) = 160.0
Actor.Health($ACTOR_SMOKE) = 500
0568: set_actor $ACTOR_SMOKE targetable 1 
0446: set_actor $ACTOR_SMOKE immune_to_headshots 0 
081A: set_actor $ACTOR_SMOKE weapon_skill_to 1 
Actor.WeaponAccuracy($ACTOR_SMOKE) = 100
07DD: set_actor $ACTOR_SMOKE temper_to 30 // see pedstats.dat 
02A9: set_actor $ACTOR_SMOKE immune_to_nonplayer 1 
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
060B: set_actor $ACTOR_SMOKE decision_maker_to 52@ 
Actor.PutAt($PLAYER_ACTOR, 2515.28, -1673.44, 12.73)
Actor.Angle($PLAYER_ACTOR) = 81.2
Camera.SetAtPos(2516.54, -1671.2, 12.87)
fade 1 1000 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
00BC: show_text_highpriority GXT 'SWE2_A' time 10000 flag 1  // ~s~Fahr mit Smoke zu ~y~Emmets Bude~s~.
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car $SMOKE_CAR passenger_seat 0 5000 ms 
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0526: set_actor $ACTOR_SMOKE stay_in_car 1 
44@ = Marker.CreateAboveCar($SMOKE_CAR)
07E0: set_marker 44@ type_to 1 
018A: 35@ = create_checkpoint_at 2453.07 -2003.96 12.56 
Marker.Disable(35@)
$127 = 0 
80@ = 0 
81@ = 0 
82@ = 0 
39@ = 0 
gosub @SWEET2_47 
33@ = 0 
56@ = 0 

:SWEET2_1949
if or
81AF:   not car $SMOKE_CAR sphere $127 in_sphere 2453.07 -2003.96 12.56 radius 4.0 4.0 4.0 
8448:   not actor $ACTOR_SMOKE in_car $SMOKE_CAR 
89D0:   not car $SMOKE_CAR on_wheels 
else_jump @SWEET2_2420 
wait 0 
if 
0735:   NOP_false 83 
else_jump @SWEET2_2037 
jump @SWEET2_20304 

:SWEET2_2037
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_2312 
if 
   not Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_2282 
if 
   Actor.InCar($PLAYER_ACTOR, $SMOKE_CAR)
else_jump @SWEET2_2183 
if 
  45@ == 0 
else_jump @SWEET2_2150 
Marker.Disable(44@)
Marker.Disable(35@)
018A: 35@ = create_checkpoint_at 2453.07 -2003.96 12.56 
$127 = 1 
45@ = 1 

:SWEET2_2150
if 
  33@ > 5000 
else_jump @SWEET2_2176 
gosub @SWEET2_21000 

:SWEET2_2176
jump @SWEET2_2275 

:SWEET2_2183
if 
  45@ == 1 
else_jump @SWEET2_2275 
Marker.Disable(35@)
Marker.Disable(44@)
44@ = Marker.CreateAboveCar($SMOKE_CAR)
07E0: set_marker 44@ type_to 1 
gosub @SWEET2_21245 
00BC: show_text_highpriority GXT 'SWE2_L' time 6000 flag 1  // ~s~Steig wieder in ~b~Smokes Wagen~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
$127 = 0 
45@ = 0 

:SWEET2_2275
jump @SWEET2_2305 

:SWEET2_2282
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_2305
jump @SWEET2_2335 

:SWEET2_2312
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_2335
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_2374 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_2374
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_2413 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_2413
jump @SWEET2_1949 

:SWEET2_2420
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2452.949, -2011.824, 16.3096, 0.0, 0.0, 0.0)
Camera.PointAt(2452.98, -2010.903, 15.9217, 2)
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_2642 
if 
   not Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_2642 
0615: define_AS_pack_begin 37@ 
05CD: AS_actor -1 exit_car $SMOKE_CAR 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2453.515 -1980.771 12.5547 
05D7: add_point_to_scmpath 2450.486 -1981.659 12.5547 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 37@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 37@ 
061B: remove_references_to_AS_pack 37@ 
wait 800 
if 
   not Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_2642 
05CD: AS_actor $PLAYER_ACTOR exit_car $SMOKE_CAR 
05D3: AS_actor $PLAYER_ACTOR goto_point 2453.29 -1983.71 12.54 mode 4 5000 ms // versionA 

:SWEET2_2642
wait 2000 
gosub @SWEET2_22484 
fade 0 1000 

:SWEET2_2661
if 
fading 
else_jump @SWEET2_2685 
wait 0 
jump @SWEET2_2661 

:SWEET2_2685
08F4: set_max_group_members 0 
0395: clear_area 0 at 2448.734 -1976.193 12.5469 radius 200.0 
Player.MakeSafe($PLAYER_CHAR)
02E4: load_cutscene_data 'SWEET3B' 

:SWEET2_2729
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET2_2753 
wait 0 
jump @SWEET2_2729 

:SWEET2_2753
02E7: start_cutscene 
fade 1 1000 

:SWEET2_2762
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET2_2786 
wait 0 
jump @SWEET2_2762 

:SWEET2_2786
fade 0 0 

:SWEET2_2792
if 
fading 
else_jump @SWEET2_2816 
wait 0 
jump @SWEET2_2792 

:SWEET2_2816
02EA: end_cutscene 
023C: load_special_actor 'EMMET' as 1 // models 290-299 
Model.Load(#DYN_WINE_BIG)
04ED: load_animation "GANGS" 
04ED: load_animation "CRACK" 
04ED: load_animation "COLT45" 
04ED: load_animation "FAT" 
Model.Load(#COLT45)
Model.Load(#TAMPA)
038B: load_requested_models 

:SWEET2_2882
if or
823D:   not special_actor 1 loaded 
   not Model.Available(#DYN_WINE_BIG)
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CRACK" loaded 
   not Model.Available(#COLT45)
84EE:   not animation "COLT45" loaded 
else_jump @SWEET2_2945 
wait 0 
jump @SWEET2_2882 

:SWEET2_2945
if or
   not Model.Available(#TAMPA)
84EE:   not animation "FAT" loaded 
else_jump @SWEET2_2979 
wait 0 
jump @SWEET2_2945 

:SWEET2_2979
0395: clear_area 1 at 2446.49 -1966.47 12.54 radius 4.0 
0674: set_car_model #TAMPA numberplate "_FELTCH_" 
83@ = Car.Create(#TAMPA, 2446.49, -1965.0, 12.54)
Car.Angle(83@) = 101.85
Car.DoorStatus(83@) = 2
Car.SetImmunities(83@, 1, 1, 1, 1, 1)
63@ = Actor.Create(Mission1, #SPECIAL01, 2451.834, -1976.811, 12.5469)
Actor.Angle(63@) = 75.6292
Actor.Health(63@) = 600
0568: set_actor 63@ targetable 1 
0446: set_actor 63@ immune_to_headshots 0 
Marker.Disable(35@)
041A: 41@ = actor $PLAYER_ACTOR weapon 22 ammo 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_3195 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 

:SWEET2_3195
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03CF: load_wav 37811 as 1 
fade 1 1000 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_3282 
0792: disembark_instantly_actor $ACTOR_SMOKE 
Actor.PutAt($ACTOR_SMOKE, 2450.465, -1980.577, 12.5469)
Actor.Angle($ACTOR_SMOKE) = 79.2792

:SWEET2_3282
$1754[0] = Object.Create(#DYN_WINE_BIG, 89@, 94@, 99@)
Object.Angle($1754[0]) = 90.0
035D: set_object $1754[0] targetable 1 
if 
   not Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_3361 
Car.PutAt($SMOKE_CAR, 2452.646, -2003.876, 12.554)
Car.Angle($SMOKE_CAR) = 100.2244

:SWEET2_3361
Camera.SetPosition(2445.797, -1976.585, 14.8864, 0.0, 0.0, 0.0)
Camera.PointAt(2444.983, -1977.151, 14.7514, 2)
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET2_3455 
Actor.PutAt($PLAYER_ACTOR, 2453.821, -1978.777, 12.5469)
jump @SWEET2_3475 

:SWEET2_3455
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.821 -1978.777 12.5469 

:SWEET2_3475
Actor.Angle($PLAYER_ACTOR) = 89.5159
38@ = 0 
wait 2500 
Camera.SetPosition(2451.365, -1980.395, 14.288, 0.0, 0.0, 0.0)
Camera.PointAt(2450.365, -1980.363, 14.2636, 2)
62@ = 0 
0615: define_AS_pack_begin 54@ 
0668: AS_actor -1 rotate_and_shoot_at 89@ 94@ 99@ 1300 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation_sequence "BBALBAT_IDLE_02" IFP_file "CRACK" 4.0 loop 0 0 0 0 time -1 // versionA 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 54@ 

:SWEET2_3729
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_3794 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_3787 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_3787
jump @SWEET2_3729 

:SWEET2_3794
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BC' time 10000 flag 1  // ~z~Und tschss, du kleine Ballas-Flasche!
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_3845 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_3845
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_3910 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_3903 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_3903
jump @SWEET2_3845 

:SWEET2_3910
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_3946 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 54@ 
061B: remove_references_to_AS_pack 54@ 

:SWEET2_3946
84@ = 0 

:SWEET2_3953
if 
   not 36@ == 1 
else_jump @SWEET2_4810 
wait 0 
if 
03CA:   object $1754[0] exists 
else_jump @SWEET2_4066 
if 
0458:   player $PLAYER_CHAR aiming_at_object $1754[0] 
else_jump @SWEET2_4024 
gosub @SWEET2_20902 
jump @SWEET2_4031 

:SWEET2_4024
gosub @SWEET2_20955 

:SWEET2_4031
if 
0366:   object $1754[0] damaged 
else_jump @SWEET2_4066 
035D: set_object $1754[0] targetable 0 
Object.Destroy($1754[0])
36@ += 1 

:SWEET2_4066
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2448.96 -1973.545 13.3074 radius 13.0 13.0 10.0 on_foot 
else_jump @SWEET2_4216 
if 
  38@ == 0 
else_jump @SWEET2_4209 
Marker.Disable(35@)
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Du musst zurck in ~y~Emmet's Hof~s~.
if 
   Actor.HasWeapon($PLAYER_ACTOR, 22)
else_jump @SWEET2_4202 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_4202
38@ = 1 

:SWEET2_4209
jump @SWEET2_4364 

:SWEET2_4216
if 
  84@ == 0 
else_jump @SWEET2_4279 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_4279 
048F: actor $ACTOR_SMOKE remove_weapons 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
84@ = 1 

:SWEET2_4279
if 
  38@ == 1 
else_jump @SWEET2_4364 
Marker.Disable(35@)
if 
   Actor.HasWeapon($PLAYER_ACTOR, 22)
else_jump @SWEET2_4330 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_4330
0512: show_permanent_text_box 'HOOD2A'  // Drcke ~k~~PED_LOCK_TARGET~, um Ziele anzuvisieren und ~k~~PED_FIREWEAPON~, um zu feuern.
00BC: show_text_highpriority GXT 'SWE2_G' time 10000 flag 1  // ~s~Schie die Flasche ab.
38@ = 0 

:SWEET2_4364
if 
  62@ == 0 
else_jump @SWEET2_4686 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_4686 
062E: unknown_get_actor $ACTOR_SMOKE task 1541 status_store_to 55@ // ret 7 if not found 
0646: unknown_get_actor $ACTOR_SMOKE task_1560_status_store_to 64@ // similar to 062E 
if 
  64@ == 0 
else_jump @SWEET2_4686 
041D: set_camera_near_clip 0.2 
Camera.SetPosition(2439.859, -1979.678, 14.4278, 0.0, 0.0, 0.0)
Camera.PointAt(2440.833, -1979.794, 14.235, 2)
wait 500 
if 
03CA:   object $1754[0] exists 
else_jump @SWEET2_4521 
0723: break_object $1754[0] intensity 1 

:SWEET2_4521
wait 1000 
Actor.PutAt($PLAYER_ACTOR, 2450.74, -1978.375, 12.5469)
Actor.Angle($PLAYER_ACTOR) = 89.5159
if 
   not Actor.Dead(63@)
else_jump @SWEET2_4602 
Actor.PutAt(63@, 2451.834, -1976.811, 12.5469)
Actor.Angle(63@) = 75.6292

:SWEET2_4602
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
36@ = 0 
Object.Destroy($1754[0])
$1754[0] = Object.Create(#DYN_WINE_BIG, 2440.58, -1979.89, 14.2)
Object.Angle($1754[0]) = 90.0
035D: set_object $1754[0] targetable 1 
0512: show_permanent_text_box 'HOOD2A'  // Drcke ~k~~PED_LOCK_TARGET~, um Ziele anzuvisieren und ~k~~PED_FIREWEAPON~, um zu feuern.
62@ = 1 

:SWEET2_4686
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_4725 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_4725
if 
   Actor.Dead(63@)
else_jump @SWEET2_4764 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_4764
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_4803 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_4803
jump @SWEET2_3953 

:SWEET2_4810
03CF: load_wav 37831 as 1 

:SWEET2_4819
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_4923 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_4877 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_4877
if 
   Actor.Dead(63@)
else_jump @SWEET2_4916 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_4916
jump @SWEET2_4819 

:SWEET2_4923
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_DC' time 10000 flag 1  // ~z~Beverley wre stolz auf dich, mein Sohn.
if 
   not Actor.Dead(63@)
else_jump @SWEET2_5017 
0A09: set_actor 63@ muted 1 // versionB 
0967: actor 63@ move_mouth 3000 ms 
0605: actor 63@ perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 0 0 0 1 time -1 // versionA 

:SWEET2_5017
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_5121 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_5075 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_5075
if 
   Actor.Dead(63@)
else_jump @SWEET2_5114 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_5114
jump @SWEET2_5017 

:SWEET2_5121
if 
   not Actor.Dead(63@)
else_jump @SWEET2_5149 
0687: clear_actor 63@ task 
00BE: text_clear_all 
0968: actor 63@ stop_mouth 

:SWEET2_5149
Player.CanMove($PLAYER_CHAR) = False
Player.ClearWantedLevel($PLAYER_CHAR)
03CF: load_wav 37809 as 2 
wait 1000 
36@ = 0 
wait 1000 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
if 
   not Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_5246 
Car.PutAt($SMOKE_CAR, 2452.646, -2003.876, 12.554)
Car.Angle($SMOKE_CAR) = 100.2244

:SWEET2_5246
$1754[0] = Object.Create(#DYN_WINE_BIG, 89@, 94@, 99@)
Object.Angle($1754[0]) = 90.0
035D: set_object $1754[0] targetable 1 
$1754[1] = Object.Create(#DYN_WINE_BIG, 90@, 95@, 100@)
Object.Angle($1754[1]) = 90.0
035D: set_object $1754[1] targetable 1 
$1754[2] = Object.Create(#DYN_WINE_BIG, 91@, 96@, 101@)
Object.Angle($1754[2]) = 90.0
035D: set_object $1754[2] targetable 1 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET2_5388 
Actor.PutAt($PLAYER_ACTOR, 2453.821, -1978.777, 12.5469)
jump @SWEET2_5408 

:SWEET2_5388
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.821 -1978.777 12.5469 

:SWEET2_5408
Actor.Angle($PLAYER_ACTOR) = 89.5159
Camera.SetPosition(2447.379, -1977.062, 15.2851, 0.0, 0.0, 0.0)
Camera.PointAt(2446.391, -1977.011, 15.1366, 2)
wait 2500 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2451.388 -1981.104 14.5206 position_to 2451.738 -1980.585 14.5765 time 8000 drop_mode 1 
0920: point_camera 2450.427 -1980.924 14.3127 transverse_to 2450.858 -1980.187 14.318 time 8000 mode 1 
Actor.Angle($PLAYER_ACTOR) = 65.0
38@ = 0 
62@ = 0 
0615: define_AS_pack_begin 60@ 
0605: actor -1 perform_animation_sequence "BBALBAT_IDLE_02" IFP_file "CRACK" 4.0 loop 0 0 0 0 time -1 // versionA 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 60@ loop 1 
0616: define_AS_pack_end 60@ 
0615: define_AS_pack_begin 54@ 
0605: actor -1 perform_animation_sequence "COLT45_FIRE" IFP_file "COLT45" 4.0 loop 0 0 0 1 time 2000 // versionA 
0668: AS_actor -1 rotate_and_shoot_at 89@ 94@ 99@ 1300 ms 
0668: AS_actor -1 rotate_and_shoot_at 90@ 95@ 100@ 1300 ms 
0668: AS_actor -1 rotate_and_shoot_at 91@ 96@ 101@ 1300 ms 
0618: assign_actor -1 to_AS_pack 60@ 
0616: define_AS_pack_end 54@ 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_5882 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 54@ 
061B: remove_references_to_AS_pack 54@ 

:SWEET2_5882
84@ = 0 

:SWEET2_5889
if 
   not 36@ == 3 
else_jump @SWEET2_7177 
wait 0 
if 
03CA:   object $1754(42@,10i) exists 
else_jump @SWEET2_6022 
if 
0458:   player $PLAYER_CHAR aiming_at_object $1754(42@,10i) 
else_jump @SWEET2_5968 
gosub @SWEET2_20902 
jump @SWEET2_5975 

:SWEET2_5968
gosub @SWEET2_20955 

:SWEET2_5975
if 
0366:   object $1754(42@,10i) damaged 
else_jump @SWEET2_6022 
035D: set_object $1754(42@,10i) targetable 0 
Object.Destroy($1754(42@,10i))
36@ += 1 

:SWEET2_6022
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2448.96 -1973.545 13.3074 radius 13.0 13.0 10.0 on_foot 
else_jump @SWEET2_6172 
if 
  38@ == 0 
else_jump @SWEET2_6165 
Marker.Disable(35@)
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Du musst zurck in ~y~Emmet's Hof~s~.
if 
   Actor.HasWeapon($PLAYER_ACTOR, 22)
else_jump @SWEET2_6158 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_6158
38@ = 1 

:SWEET2_6165
jump @SWEET2_6320 

:SWEET2_6172
if 
  84@ == 0 
else_jump @SWEET2_6235 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_6235 
048F: actor $ACTOR_SMOKE remove_weapons 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
84@ = 1 

:SWEET2_6235
if 
  38@ == 1 
else_jump @SWEET2_6320 
Marker.Disable(35@)
if 
   Actor.HasWeapon($PLAYER_ACTOR, 22)
else_jump @SWEET2_6286 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_6286
0512: show_permanent_text_box 'HOOD2B'  // Whrend du ein Ziel erfasst hast, kannst du mit ~k~~PED_CYCLE_WEAPON_LEFT~ oder ~k~~PED_CYCLE_WEAPON_RIGHT~ zwischen Zielen hin und herschalten.
00BC: show_text_highpriority GXT 'SWE2_H' time 10000 flag 1  // ~s~Schie die Flaschen ab.
38@ = 0 

:SWEET2_6320
if 
  62@ == 0 
else_jump @SWEET2_7021 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_7021 
062E: unknown_get_actor $ACTOR_SMOKE task 1541 status_store_to 55@ // ret 7 if not found 
0646: unknown_get_actor $ACTOR_SMOKE task_1560_status_store_to 64@ // similar to 062E 
if 
  64@ == 1 
else_jump @SWEET2_6419 
wait 700 
if 
03CA:   object $1754[0] exists 
else_jump @SWEET2_6419 
0723: break_object $1754[0] intensity 1 

:SWEET2_6419
if 
  64@ == 2 
else_jump @SWEET2_6465 
wait 500 
if 
03CA:   object $1754[1] exists 
else_jump @SWEET2_6465 
0723: break_object $1754[1] intensity 1 

:SWEET2_6465
if 
  64@ == 3 
else_jump @SWEET2_7021 

:SWEET2_6483
if 
83D0:   not wav 2 loaded 
else_jump @SWEET2_6548 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_6541 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_6541
jump @SWEET2_6483 

:SWEET2_6548
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_BA' time 10000 flag 1  // ~z~Ich bin der Beste!
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_6599 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_6599
wait 500 
if 
03CA:   object $1754[2] exists 
else_jump @SWEET2_6627 
0723: break_object $1754[2] intensity 1 

:SWEET2_6627
if 
83D2:   not wav 2 ended 
else_jump @SWEET2_6692 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_6685 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_6685
jump @SWEET2_6627 

:SWEET2_6692
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_6715 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_6715
wait 1000 
Actor.PutAt($PLAYER_ACTOR, 2450.74, -1978.375, 12.5469)
Actor.Angle($PLAYER_ACTOR) = 89.5159
if 
   not Actor.Dead(63@)
else_jump @SWEET2_6796 
Actor.PutAt(63@, 2451.834, -1976.811, 12.5469)
Actor.Angle(63@) = 75.6292

:SWEET2_6796
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
0512: show_permanent_text_box 'HOOD2B'  // Whrend du ein Ziel erfasst hast, kannst du mit ~k~~PED_CYCLE_WEAPON_LEFT~ oder ~k~~PED_CYCLE_WEAPON_RIGHT~ zwischen Zielen hin und herschalten.
36@ = 0 
if 
03CA:   object $1754[0] exists 
else_jump @SWEET2_6854 
035D: set_object $1754[0] targetable 0 

:SWEET2_6854
Object.Destroy($1754[0])
$1754[0] = Object.Create(#DYN_WINE_BIG, 89@, 94@, 99@)
Object.Angle($1754[0]) = 90.0
035D: set_object $1754[0] targetable 1 
if 
03CA:   object $1754[1] exists 
else_jump @SWEET2_6915 
035D: set_object $1754[1] targetable 0 

:SWEET2_6915
Object.Destroy($1754[1])
$1754[1] = Object.Create(#DYN_WINE_BIG, 90@, 95@, 100@)
Object.Angle($1754[1]) = 90.0
035D: set_object $1754[1] targetable 1 
if 
03CA:   object $1754[2] exists 
else_jump @SWEET2_6976 
035D: set_object $1754[2] targetable 0 

:SWEET2_6976
Object.Destroy($1754[2])
$1754[2] = Object.Create(#DYN_WINE_BIG, 91@, 96@, 101@)
Object.Angle($1754[2]) = 90.0
035D: set_object $1754[2] targetable 1 
62@ = 1 

:SWEET2_7021
42@ += 1 
if 
  42@ >= 3 
else_jump @SWEET2_7053 
42@ = 0 

:SWEET2_7053
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_7092 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_7092
if 
   Actor.Dead(63@)
else_jump @SWEET2_7131 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_7131
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_7170 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_7170
jump @SWEET2_5889 

:SWEET2_7177
03CF: load_wav 37829 as 1 

:SWEET2_7186
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_7290 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_7244 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_7244
if 
   Actor.Dead(63@)
else_jump @SWEET2_7283 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_7283
jump @SWEET2_7186 

:SWEET2_7290
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_DA' time 10000 flag 1  // ~z~Ja, das ist ganz im Stil der Grove Street!
if 
   not Actor.Dead(63@)
else_jump @SWEET2_7384 
0A09: set_actor 63@ muted 1 // versionB 
0967: actor 63@ move_mouth 3000 ms 
0605: actor 63@ perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 0 0 0 1 time -1 // versionA 

:SWEET2_7384
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_7488 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_7442 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_7442
if 
   Actor.Dead(63@)
else_jump @SWEET2_7481 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_7481
jump @SWEET2_7384 

:SWEET2_7488
if 
   not Actor.Dead(63@)
else_jump @SWEET2_7516 
0687: clear_actor 63@ task 
00BE: text_clear_all 
0968: actor 63@ stop_mouth 

:SWEET2_7516
Player.CanMove($PLAYER_CHAR) = False
Player.ClearWantedLevel($PLAYER_CHAR)
03CF: load_wav 37812 as 1 
03CF: load_wav 37813 as 2 
wait 1000 
36@ = 0 
wait 1000 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
if 
   not Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_7622 
Car.PutAt($SMOKE_CAR, 2452.646, -2003.876, 12.554)
Car.Angle($SMOKE_CAR) = 100.2244

:SWEET2_7622
89@ = 2440.58 
94@ = -1979.89 
99@ = 14.1 
90@ = 2440.14 
95@ = -1976.5 
100@ = 13.4 
91@ = 2440.66 
96@ = -1973.76 
101@ = 14.1 
92@ = 2448.97 
97@ = -1973.29 
102@ = 13.3 
93@ = 2444.35 
98@ = -1970.61 
103@ = 13.7 
$1754[0] = Object.Create(#DYN_WINE_BIG, 89@, 94@, 99@)
Object.Angle($1754[0]) = 90.0
035D: set_object $1754[0] targetable 1 
$1754[1] = Object.Create(#DYN_WINE_BIG, 90@, 95@, 100@)
Object.Angle($1754[1]) = 90.0
035D: set_object $1754[1] targetable 1 
$1754[2] = Object.Create(#DYN_WINE_BIG, 91@, 96@, 101@)
Object.Angle($1754[2]) = 90.0
035D: set_object $1754[2] targetable 1 
$1754[3] = Object.Create(#DYN_WINE_BIG, 92@, 97@, 102@)
Object.Angle($1754[3]) = 90.0
035D: set_object $1754[3] targetable 1 
$1754[4] = Object.Create(#DYN_WINE_BIG, 93@, 98@, 103@)
Object.Angle($1754[4]) = 90.0
035D: set_object $1754[4] targetable 1 
Camera.SetPosition(2453.755, -1978.959, 15.389, 0.0, 0.0, 0.0)
Camera.PointAt(2452.837, -1978.611, 15.1996, 2)
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET2_8031 
Actor.PutAt($PLAYER_ACTOR, 2453.821, -1978.777, 12.5469)
jump @SWEET2_8051 

:SWEET2_8031
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.821 -1978.777 12.5469 

:SWEET2_8051
Actor.Angle($PLAYER_ACTOR) = 89.5159
wait 2500 
Camera.SetPosition(2449.041, -1977.732, 12.9667, 0.0, 0.0, 0.0)
Camera.PointAt(2449.835, -1978.326, 13.0934, 2)
Actor.Angle($PLAYER_ACTOR) = 65.0
38@ = 0 
62@ = 0 
061B: remove_references_to_AS_pack 60@ 
0615: define_AS_pack_begin 59@ 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation_sequence "BBALBAT_IDLE_02" IFP_file "CRACK" 4.0 loop 0 0 0 0 time -1 // versionA 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 59@ loop 1 
0616: define_AS_pack_end 59@ 
0615: define_AS_pack_begin 60@ 
05D4: AS_actor -1 rotate_angle 77.0 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" IFP_file "FAT" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" IFP_file "FAT" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" IFP_file "FAT" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" IFP_file "FAT" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" IFP_file "FAT" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" IFP_file "FAT" 4.0 loop 0 0 0 0 time -1 // versionA 
0618: assign_actor -1 to_AS_pack 59@ 
0616: define_AS_pack_end 60@ 
0615: define_AS_pack_begin 58@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2450.48 -1981.65 12.55 mode 4 4000 ms // versionA 
0618: assign_actor -1 to_AS_pack 60@ 
0616: define_AS_pack_end 58@ 
0615: define_AS_pack_begin 54@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 
0668: AS_actor -1 rotate_and_shoot_at 89@ 94@ 99@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 90@ 95@ 100@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 91@ 96@ 101@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 92@ 97@ 102@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 93@ 98@ 103@ 1400 ms 
0618: assign_actor -1 to_AS_pack 58@ 
0616: define_AS_pack_end 54@ 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_8771 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 54@ 
061B: remove_references_to_AS_pack 54@ 

:SWEET2_8771
40@ = 0 
84@ = 0 

:SWEET2_8785
if 
   not 36@ == 5 
else_jump @SWEET2_11793 
wait 0 
if 
03CA:   object $1754(42@,10i) exists 
else_jump @SWEET2_8918 
if 
0458:   player $PLAYER_CHAR aiming_at_object $1754(42@,10i) 
else_jump @SWEET2_8864 
gosub @SWEET2_20902 
jump @SWEET2_8871 

:SWEET2_8864
gosub @SWEET2_20955 

:SWEET2_8871
if 
0366:   object $1754(42@,10i) damaged 
else_jump @SWEET2_8918 
035D: set_object $1754(42@,10i) targetable 0 
Object.Destroy($1754(42@,10i))
36@ += 1 

:SWEET2_8918
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2448.96 -1973.545 13.3074 radius 13.0 13.0 10.0 on_foot 
else_jump @SWEET2_9068 
if 
  38@ == 0 
else_jump @SWEET2_9061 
Marker.Disable(35@)
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Du musst zurck in ~y~Emmet's Hof~s~.
if 
   Actor.HasWeapon($PLAYER_ACTOR, 22)
else_jump @SWEET2_9054 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_9054
38@ = 1 

:SWEET2_9061
jump @SWEET2_9197 

:SWEET2_9068
if 
  84@ == 0 
else_jump @SWEET2_9131 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_9131 
048F: actor $ACTOR_SMOKE remove_weapons 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
84@ = 1 

:SWEET2_9131
if 
  38@ == 1 
else_jump @SWEET2_9197 
Marker.Disable(35@)
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 10 // Load the weapon model before using this 
0512: show_permanent_text_box 'HOOD2F'  // Du kannst deine Treffgenauigkeit erhhen, indem du dich duckst. Drcke ~k~~PED_DUCK~, um dich zu ducken.
00BC: show_text_highpriority GXT 'SWE2_I' time 10000 flag 1  // ~s~Versuch die Flaschen aus geduckter Position abzuschieen.
38@ = 0 

:SWEET2_9197
if 
  62@ == 0 
else_jump @SWEET2_11637 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_11637 
062E: unknown_get_actor $ACTOR_SMOKE task 1541 status_store_to 55@ // ret 7 if not found 
0646: unknown_get_actor $ACTOR_SMOKE task_1560_status_store_to 64@ // similar to 062E 
if 
  64@ == 2 
else_jump @SWEET2_9585 
Camera.SetPosition(2452.865, -1977.859, 13.739, 0.0, 0.0, 0.0)
Camera.PointAt(2451.901, -1978.117, 13.6752, 2)
if 
  40@ == 0 
else_jump @SWEET2_9585 

:SWEET2_9337
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_9402 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_9395 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_9395
jump @SWEET2_9337 

:SWEET2_9402
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BD' time 10000 flag 1  // ~z~Jetzt bist du fllig!
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_9453 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_9453
wait 500 
if 
03CA:   object $1754[0] exists 
else_jump @SWEET2_9481 
0723: break_object $1754[0] intensity 1 

:SWEET2_9481
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_9546 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_9539 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_9539
jump @SWEET2_9481 

:SWEET2_9546
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_9569 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_9569
03CF: load_wav 37814 as 1 
40@ = 1 

:SWEET2_9585
if 
  64@ == 3 
else_jump @SWEET2_9928 
Camera.SetPosition(2452.979, -1980.734, 13.866, 0.0, 0.0, 0.0)
Camera.PointAt(2452.089, -1980.282, 13.8231, 2)
if 
  40@ == 1 
else_jump @SWEET2_9928 

:SWEET2_9672
if 
83D0:   not wav 2 loaded 
else_jump @SWEET2_9737 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_9730 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_9730
jump @SWEET2_9672 

:SWEET2_9737
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_BE' time 10000 flag 1  // ~z~Und du bist fllig!
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_9788 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_9788
wait 500 
if 
03CA:   object $1754[1] exists 
else_jump @SWEET2_9816 
0723: break_object $1754[1] intensity 1 

:SWEET2_9816
if 
83D2:   not wav 2 ended 
else_jump @SWEET2_9881 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_9874 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_9874
jump @SWEET2_9816 

:SWEET2_9881
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_9912 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_9912
03CF: load_wav 37815 as 2 
40@ = 2 

:SWEET2_9928
if 
  64@ == 4 
else_jump @SWEET2_10326 
Camera.SetPosition(2453.303, -1979.46, 14.432, 0.0, 0.0, 0.0)
Camera.PointAt(2452.354, -1979.243, 14.2053, 2)
if 
  84@ == 1 
else_jump @SWEET2_10060 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_10060 
048F: actor $ACTOR_SMOKE remove_weapons 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
84@ = 2 

:SWEET2_10060
if 
  40@ == 2 
else_jump @SWEET2_10326 

:SWEET2_10078
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_10143 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_10136 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_10136
jump @SWEET2_10078 

:SWEET2_10143
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BF' time 10000 flag 1  // ~z~Willst du auch was?
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_10194 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_10194
wait 500 
if 
03CA:   object $1754[2] exists 
else_jump @SWEET2_10222 
0723: break_object $1754[2] intensity 1 

:SWEET2_10222
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_10287 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_10280 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_10280
jump @SWEET2_10222 

:SWEET2_10287
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_10310 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_10310
03CF: load_wav 37810 as 1 
40@ = 3 

:SWEET2_10326
if 
  64@ == 5 
else_jump @SWEET2_10661 
Camera.SetPosition(2449.363, -1971.914, 13.768, 0.0, 0.0, 0.0)
Camera.PointAt(2449.492, -1972.896, 13.6288, 2)
if 
  40@ == 3 
else_jump @SWEET2_10661 

:SWEET2_10413
if 
83D0:   not wav 2 loaded 
else_jump @SWEET2_10478 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_10471 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_10471
jump @SWEET2_10413 

:SWEET2_10478
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_BG' time 10000 flag 1  // ~z~Eiskalt!
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_10529 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_10529
wait 500 
if 
03CA:   object $1754[3] exists 
else_jump @SWEET2_10557 
0723: break_object $1754[3] intensity 1 

:SWEET2_10557
if 
83D2:   not wav 2 ended 
else_jump @SWEET2_10622 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_10615 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_10615
jump @SWEET2_10557 

:SWEET2_10622
03CF: load_wav 37873 as 2 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_10654 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_10654
40@ = 4 

:SWEET2_10661
if 
  64@ == 6 
else_jump @SWEET2_11637 
Camera.SetPosition(2442.503, -1967.336, 14.1262, 0.0, 0.0, 0.0)
Camera.PointAt(2443.092, -1968.133, 13.9918, 2)
if 
  84@ == 2 
else_jump @SWEET2_10793 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_10793 
048F: actor $ACTOR_SMOKE remove_weapons 
01B2: give_actor $ACTOR_SMOKE weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 22 
84@ = 3 

:SWEET2_10793
if 
  40@ == 4 
else_jump @SWEET2_11050 

:SWEET2_10811
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_10876 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_10869 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_10869
jump @SWEET2_10811 

:SWEET2_10876
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BB' time 10000 flag 1  // ~z~Ich wusste, dass ich der Auserwhlte bin!
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_10927 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_10927
wait 500 
if 
03CA:   object $1754[4] exists 
else_jump @SWEET2_10955 
0723: break_object $1754[4] intensity 1 

:SWEET2_10955
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_11020 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_11013 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_11013
jump @SWEET2_10955 

:SWEET2_11020
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_11043 
00BE: text_clear_all 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_11043
40@ = 5 

:SWEET2_11050
if 
83D0:   not wav 2 loaded 
else_jump @SWEET2_11115 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_11108 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_11108
jump @SWEET2_11050 

:SWEET2_11115
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_ZZ' time 10000 flag 1  // ~z~Oh Mann, sieh einer an, 'Special Agent Big Smoke'!

:SWEET2_11135
if 
83D2:   not wav 2 ended 
else_jump @SWEET2_11200 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_11193 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_11193
jump @SWEET2_11135 

:SWEET2_11200
00BC: show_text_highpriority GXT 'SWE2_I' time 10000 flag 1  // ~s~Versuch die Flaschen aus geduckter Position abzuschieen.
Actor.PutAt($PLAYER_ACTOR, 2450.74, -1978.375, 12.5469)
Actor.Angle($PLAYER_ACTOR) = 89.5159
if 
   not Actor.Dead(63@)
else_jump @SWEET2_11292 
Actor.PutAt(63@, 2451.834, -1976.811, 12.5469)
Actor.Angle(63@) = 75.6292

:SWEET2_11292
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
0512: show_permanent_text_box 'HOOD2F'  // Du kannst deine Treffgenauigkeit erhhen, indem du dich duckst. Drcke ~k~~PED_DUCK~, um dich zu ducken.
36@ = 0 
if 
03CA:   object $1754[0] exists 
else_jump @SWEET2_11348 
035D: set_object $1754[0] targetable 0 

:SWEET2_11348
Object.Destroy($1754[0])
$1754[0] = Object.Create(#DYN_WINE_BIG, 89@, 94@, 99@)
Object.Angle($1754[0]) = 90.0
035D: set_object $1754[0] targetable 1 
if 
03CA:   object $1754[1] exists 
else_jump @SWEET2_11409 
035D: set_object $1754[1] targetable 0 

:SWEET2_11409
Object.Destroy($1754[1])
$1754[1] = Object.Create(#DYN_WINE_BIG, 90@, 95@, 100@)
Object.Angle($1754[1]) = 90.0
035D: set_object $1754[1] targetable 1 
if 
03CA:   object $1754[2] exists 
else_jump @SWEET2_11470 
035D: set_object $1754[2] targetable 0 

:SWEET2_11470
Object.Destroy($1754[2])
$1754[2] = Object.Create(#DYN_WINE_BIG, 91@, 96@, 101@)
Object.Angle($1754[2]) = 90.0
035D: set_object $1754[2] targetable 1 
if 
03CA:   object $1754[3] exists 
else_jump @SWEET2_11531 
035D: set_object $1754[3] targetable 0 

:SWEET2_11531
Object.Destroy($1754[3])
$1754[3] = Object.Create(#DYN_WINE_BIG, 92@, 97@, 102@)
Object.Angle($1754[3]) = 90.0
035D: set_object $1754[3] targetable 1 
if 
03CA:   object $1754[4] exists 
else_jump @SWEET2_11592 
035D: set_object $1754[4] targetable 0 

:SWEET2_11592
Object.Destroy($1754[4])
$1754[4] = Object.Create(#DYN_WINE_BIG, 93@, 98@, 103@)
Object.Angle($1754[4]) = 90.0
035D: set_object $1754[4] targetable 1 
62@ = 1 

:SWEET2_11637
42@ += 1 
if 
  42@ >= 5 
else_jump @SWEET2_11669 
42@ = 0 

:SWEET2_11669
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_11708 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_11708
if 
   Actor.Dead(63@)
else_jump @SWEET2_11747 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_11747
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_11786 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_11786
jump @SWEET2_8785 

:SWEET2_11793
03CF: load_wav 37835 as 1 

:SWEET2_11802
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_11906 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_11860 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_11860
if 
   Actor.Dead(63@)
else_jump @SWEET2_11899 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_11899
jump @SWEET2_11802 

:SWEET2_11906
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_DG' time 10000 flag 1  // ~z~Ah, ich bin ja so stolz auf dich!
if 
   not Actor.Dead(63@)
else_jump @SWEET2_12000 
0A09: set_actor 63@ muted 1 // versionB 
0967: actor 63@ move_mouth 3000 ms 
0605: actor 63@ perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 0 0 0 1 time -1 // versionA 

:SWEET2_12000
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_12104 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_12058 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_12058
if 
   Actor.Dead(63@)
else_jump @SWEET2_12097 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_12097
jump @SWEET2_12000 

:SWEET2_12104
if 
   not Actor.Dead(63@)
else_jump @SWEET2_12132 
0687: clear_actor 63@ task 
00BE: text_clear_all 
0968: actor 63@ stop_mouth 

:SWEET2_12132
Player.ClearWantedLevel($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR) = False
wait 1000 
36@ = 0 
wait 1000 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
if 
   not Car.Wrecked(83@)
else_jump @SWEET2_12271 
Car.PutAt(83@, 2446.49, -1966.47, 12.54)
Car.Angle(83@) = 101.85
Camera.SetPosition(2447.223, -1971.385, 14.5714, 0.0, 0.0, 0.0)
Camera.PointAt(2447.07, -1970.434, 14.2998, 2)

:SWEET2_12271
if 
   not Actor.Dead(63@)
else_jump @SWEET2_12317 
Actor.PutAt(63@, 2452.69, -1980.218, 12.5469)
Actor.Angle(63@) = 44.7926

:SWEET2_12317
if 
   not Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_12363 
Car.PutAt($SMOKE_CAR, 2452.646, -2003.876, 12.554)
Car.Angle($SMOKE_CAR) = 100.2244

:SWEET2_12363
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET2_12406 
Actor.PutAt($PLAYER_ACTOR, 2446.11, -1974.53, 12.54)
jump @SWEET2_12426 

:SWEET2_12406
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2446.11 -1974.53 12.54 

:SWEET2_12426
Actor.Angle($PLAYER_ACTOR) = 349.81
00BC: show_text_highpriority GXT 'SWE2_F' time 10000 flag 1  // ~s~Schie den Benzintank des Autos per manuelles Zielen kaputt.
if 
   not Car.Wrecked(83@)
else_jump @SWEET2_12529 
wait 3000 
Camera.SetPosition(2448.249, -1968.608, 13.7351, 0.0, 0.0, 0.0)
Camera.PointAt(2447.919, -1967.707, 13.4528, 2)
wait 2000 

:SWEET2_12529
0512: show_permanent_text_box 'HOOD2C'  // Um manuell zu zielen, halte ~k~~PED_LOCK_TARGET~ gedrckt und benutze die Kamerakontrolle zum Zielen.
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
38@ = 0 
62@ = 0 

:SWEET2_12569
if 
   not Car.Wrecked(83@)
else_jump @SWEET2_13089 
wait 0 
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2451.95 -1978.93 12.55 radius 13.0 13.0 10.0 on_foot 
else_jump @SWEET2_12739 
if 
  38@ == 0 
else_jump @SWEET2_12732 
Marker.Disable(35@)
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Du musst zurck in ~y~Emmet's Hof~s~.
if 
   Actor.HasWeapon($PLAYER_ACTOR, 22)
else_jump @SWEET2_12725 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_12725
38@ = 1 

:SWEET2_12732
jump @SWEET2_12824 

:SWEET2_12739
if 
  38@ == 1 
else_jump @SWEET2_12824 
Marker.Disable(35@)
if 
   Actor.HasWeapon($PLAYER_ACTOR, 22)
else_jump @SWEET2_12790 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_12790
0512: show_permanent_text_box 'HOOD2C'  // Um manuell zu zielen, halte ~k~~PED_LOCK_TARGET~ gedrckt und benutze die Kamerakontrolle zum Zielen.
00BC: show_text_highpriority GXT 'SWE2_F' time 10000 flag 1  // ~s~Schie den Benzintank des Autos per manuelles Zielen kaputt.
38@ = 0 

:SWEET2_12824
if 
  62@ == 0 
else_jump @SWEET2_12965 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_12965 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
if 
   not Actor.Dead(63@)
else_jump @SWEET2_12912 
Actor.SetImmunities(63@, 0, 0, 1, 0, 0)
Actor.Health(63@) = 600

:SWEET2_12912
if 
   not Car.Wrecked(83@)
else_jump @SWEET2_12943 
Car.SetImmunities(83@, 0, 0, 0, 0, 0)

:SWEET2_12943
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 1, 0, 0)
62@ = 1 

:SWEET2_12965
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_13004 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_13004
if 
   Actor.Dead(63@)
else_jump @SWEET2_13043 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_13043
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_13082 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_13082
jump @SWEET2_12569 

:SWEET2_13089
03E6: remove_text_box 
Player.ClearWantedLevel($PLAYER_CHAR)
Model.Destroy(#TAMPA)
wait 2000 
Player.ClearWantedLevel($PLAYER_CHAR)
fade 0 500 

:SWEET2_13118
if 
fading 
else_jump @SWEET2_13142 
wait 0 
jump @SWEET2_13118 

:SWEET2_13142
0A0B: set_rendering_origin_at_3D_coord 2450.567 -1975.641 12.5469 angle 288.0 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
04ED: load_animation "GANGS" 

:SWEET2_13213
if 
84EE:   not animation "GANGS" loaded 
else_jump @SWEET2_13244 
wait 0 
jump @SWEET2_13213 

:SWEET2_13244
80@ = 0 
81@ = 0 
82@ = 0 
39@ = 1 
gosub @SWEET2_47 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET2_13322 
Actor.PutAt($PLAYER_ACTOR, 2450.567, -1975.641, 12.5469)
jump @SWEET2_13342 

:SWEET2_13322
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2450.567 -1975.641 12.5469 

:SWEET2_13342
Actor.Angle($PLAYER_ACTOR) = 288.25
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_13484 
Actor.PutAt($ACTOR_SMOKE, 2452.741, -1976.45, 12.5469)
Actor.Angle($ACTOR_SMOKE) = 345.3302
if 
   not Actor.Dead(63@)
else_jump @SWEET2_13484 
Actor.Health(63@) = 600
Actor.PutAt(63@, 2452.846, -1975.1, 12.5469)
Actor.Angle(63@) = 160.25
0639: AS_actor $ACTOR_SMOKE rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 63@ rotate_to_actor $PLAYER_ACTOR 
0647: unknown_actor 63@ look_task 
05BF: AS_actor 63@ look_at_actor $PLAYER_ACTOR 30000 ms 

:SWEET2_13484
if 
   not Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_13530 
Car.PutAt($SMOKE_CAR, 2452.646, -2003.876, 12.554)
Car.Angle($SMOKE_CAR) = 100.2244

:SWEET2_13530
0395: clear_area 1 at 2453.029 -2001.059 12.554 radius 30.0 
03E6: remove_text_box 
00BE: text_clear_all 
fade 1 500 
Camera.SetPosition(2450.107, -1977.553, 14.0919, 0.0, 0.0, 0.0)
Camera.PointAt(2450.777, -1976.838, 13.8915, 2)
82@ = 0 

:SWEET2_13623
if 
   not 80@ == 1 
else_jump @SWEET2_13878 
wait 0 
gosub @SWEET2_21000 
if 
  82@ == 0 
else_jump @SWEET2_13754 
if 
  81@ == 2 
else_jump @SWEET2_13754 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_13754 
0605: actor $ACTOR_SMOKE perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 0 0 0 1 time -1 // versionA 
82@ = 1 

:SWEET2_13754
if 
   Actor.Dead(63@)
else_jump @SWEET2_13793 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_13793
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_13832 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_13832
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_13871 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_13871
jump @SWEET2_13623 

:SWEET2_13878
88@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 2452.646 -2003.876 12.554 radius 50.0 
0707: start_scene_skip_to @SWEET2_17099 
82@ = 0 

:SWEET2_13937
if 
   not 80@ == 2 
else_jump @SWEET2_14149 
wait 0 
gosub @SWEET2_21000 
if 
  82@ == 0 
else_jump @SWEET2_14025 
if 
  81@ == 2 
else_jump @SWEET2_14025 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_14025 
82@ = 1 

:SWEET2_14025
if 
   Actor.Dead(63@)
else_jump @SWEET2_14064 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_14064
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_14103 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_14103
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_14142 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_14142
jump @SWEET2_13937 

:SWEET2_14149
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_14170 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_14170
82@ = 0 

:SWEET2_14177
if 
   not 80@ == 3 
else_jump @SWEET2_14389 
wait 0 
gosub @SWEET2_21000 
if 
  82@ == 0 
else_jump @SWEET2_14265 
if 
  81@ == 2 
else_jump @SWEET2_14265 
if 
   not Actor.Dead(63@)
else_jump @SWEET2_14265 
82@ = 1 

:SWEET2_14265
if 
   Actor.Dead(63@)
else_jump @SWEET2_14304 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_14304
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_14343 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_14343
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_14382 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_14382
jump @SWEET2_14177 

:SWEET2_14389
82@ = 0 

:SWEET2_14396
if 
   not 80@ == 4 
else_jump @SWEET2_14608 
wait 0 
gosub @SWEET2_21000 
if 
  82@ == 0 
else_jump @SWEET2_14484 
if 
  81@ == 2 
else_jump @SWEET2_14484 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_14484 
82@ = 1 

:SWEET2_14484
if 
   Actor.Dead(63@)
else_jump @SWEET2_14523 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_14523
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_14562 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_14562
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_14601 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_14601
jump @SWEET2_14396 

:SWEET2_14608
82@ = 0 

:SWEET2_14615
if 
   not 80@ == 5 
else_jump @SWEET2_14827 
wait 0 
gosub @SWEET2_21000 
if 
  82@ == 0 
else_jump @SWEET2_14703 
if 
  81@ == 2 
else_jump @SWEET2_14703 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_14703 
82@ = 1 

:SWEET2_14703
if 
   Actor.Dead(63@)
else_jump @SWEET2_14742 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_14742
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_14781 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_14781
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_14820 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_14820
jump @SWEET2_14615 

:SWEET2_14827
05D3: AS_actor $PLAYER_ACTOR goto_point 2452.642 -1998.219 12.554 mode 4 20000 ms // versionA 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_14893 
05D3: AS_actor $ACTOR_SMOKE goto_point 2454.951 -1998.658 12.554 mode 4 20000 ms // versionA 

:SWEET2_14893
82@ = 0 

:SWEET2_14900
if 
   not 80@ == 6 
else_jump @SWEET2_15112 
wait 0 
gosub @SWEET2_21000 
if 
  82@ == 0 
else_jump @SWEET2_14988 
if 
  81@ == 2 
else_jump @SWEET2_14988 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_14988 
82@ = 1 

:SWEET2_14988
if 
   Actor.Dead(63@)
else_jump @SWEET2_15027 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_15027
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_15066 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_15066
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_15105 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_15105
jump @SWEET2_14900 

:SWEET2_15112
if 
   not Actor.Dead(63@)
else_jump @SWEET2_15165 
05D3: AS_actor 63@ goto_point 2453.321 -1987.714 12.5469 mode 4 20000 ms // versionA 
0245: set_actor 63@ walk_style_to "GANG1" 

:SWEET2_15165
Actor.PutAt($PLAYER_ACTOR, 2452.079, -1978.844, 12.5469)
Actor.Angle($PLAYER_ACTOR) = 180.0
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point 2452.642 -1998.219 12.554 mode 4 20000 ms // versionA 
82@ = 0 

:SWEET2_15232
if 
   not 80@ == 7 
else_jump @SWEET2_15444 
wait 0 
gosub @SWEET2_21000 
if 
  82@ == 0 
else_jump @SWEET2_15320 
if 
  81@ == 2 
else_jump @SWEET2_15320 
if 
   not Actor.Dead(63@)
else_jump @SWEET2_15320 
82@ = 1 

:SWEET2_15320
if 
   Actor.Dead(63@)
else_jump @SWEET2_15359 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_15359
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_15398 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_15398
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_15437 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_15437
jump @SWEET2_15232 

:SWEET2_15444
Camera.SetPosition(2453.588, -1992.36, 14.707, 0.0, 0.0, 0.0)
Camera.PointAt(2453.538, -1991.412, 14.3914, 2)
82@ = 0 

:SWEET2_15502
if 
   not 80@ == 8 
else_jump @SWEET2_15714 
wait 0 
gosub @SWEET2_21000 
if 
  82@ == 0 
else_jump @SWEET2_15590 
if 
  81@ == 2 
else_jump @SWEET2_15590 
if 
   not Actor.Dead(63@)
else_jump @SWEET2_15590 
82@ = 1 

:SWEET2_15590
if 
   Actor.Dead(63@)
else_jump @SWEET2_15629 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_15629
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_15668 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_15668
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_15707 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_15707
jump @SWEET2_15502 

:SWEET2_15714
82@ = 0 

:SWEET2_15721
if 
   not 80@ == 9 
else_jump @SWEET2_15933 
wait 0 
gosub @SWEET2_21000 
if 
  82@ == 0 
else_jump @SWEET2_15809 
if 
  81@ == 2 
else_jump @SWEET2_15809 
if 
   not Actor.Dead(63@)
else_jump @SWEET2_15809 
82@ = 1 

:SWEET2_15809
if 
   Actor.Dead(63@)
else_jump @SWEET2_15848 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_15848
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_15887 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_15887
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_15926 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_15926
jump @SWEET2_15721 

:SWEET2_15933
82@ = 0 

:SWEET2_15940
if 
   not 80@ == 10 
else_jump @SWEET2_16195 
wait 0 
gosub @SWEET2_21000 
if 
  82@ == 0 
else_jump @SWEET2_16071 
if 
  81@ == 2 
else_jump @SWEET2_16071 
if 
   not Actor.Dead(63@)
else_jump @SWEET2_16071 
0605: actor 63@ perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 0 0 0 1 time -1 // versionA 
82@ = 1 

:SWEET2_16071
if 
   Actor.Dead(63@)
else_jump @SWEET2_16110 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_16110
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_16149 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_16149
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_16188 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_16188
jump @SWEET2_15940 

:SWEET2_16195
if 
   not 80@ == 11 
else_jump @SWEET2_16348 
wait 0 
gosub @SWEET2_21000 
if 
   Actor.Dead(63@)
else_jump @SWEET2_16263 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_16263
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_16302 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_16302
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_16341 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_16341
jump @SWEET2_16195 

:SWEET2_16348
if 
   not Actor.Dead(63@)
else_jump @SWEET2_16369 
0687: clear_actor 63@ task 

:SWEET2_16369
0395: clear_area 1 at 2453.029 -2001.059 12.554 radius 10.0 
Camera.SetPosition(2453.569, -1992.405, 16.0824, 0.0, 0.0, 0.0)
Camera.PointAt(2453.603, -1993.318, 15.6741, 2)
if 
   not Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_16512 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_16512 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car $SMOKE_CAR passenger_seat 0 50000 ms 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car $SMOKE_CAR as_driver 50000 ms 

:SWEET2_16512
if 
   not 80@ == 12 
else_jump @SWEET2_16665 
wait 0 
gosub @SWEET2_21000 
if 
   Actor.Dead(63@)
else_jump @SWEET2_16580 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~Du hast Emmet kaltgemacht!
jump @SWEET2_20215 

:SWEET2_16580
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_16619 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_16619
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_16658 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_16658
jump @SWEET2_16512 

:SWEET2_16665
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_16813 
if 
   not Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_16813 

:SWEET2_16697
if or
8448:   not actor $PLAYER_ACTOR in_car $SMOKE_CAR 
8448:   not actor $ACTOR_SMOKE in_car $SMOKE_CAR 
else_jump @SWEET2_16813 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_16767 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_16767
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_16806 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_16806
jump @SWEET2_16697 

:SWEET2_16813
Camera.SetPosition(2456.758, -1999.253, 15.2969, 0.0, 0.0, 0.0)
Camera.PointAt(2456.231, -2000.027, 14.947, 2)

:SWEET2_16864
if 
   not 80@ == 13 
else_jump @SWEET2_16978 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_16925 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_16925
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_16964 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_16964
gosub @SWEET2_21000 
jump @SWEET2_16864 

:SWEET2_16978
if 
   not 80@ == 14 
else_jump @SWEET2_17092 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_17039 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_17039
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_17078 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_17078
gosub @SWEET2_21000 
jump @SWEET2_16978 

:SWEET2_17092
88@ = 1 

:SWEET2_17099
0701: end_scene_skip 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
if 
  88@ == 0 
else_jump @SWEET2_17281 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:SWEET2_17150
if 
fading 
else_jump @SWEET2_17174 
wait 0 
jump @SWEET2_17150 

:SWEET2_17174
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0925: restore_camera_to_user_defined 
if 
   not Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_17270 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_17270 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET2_17244 
036A: put_actor $PLAYER_ACTOR in_car $SMOKE_CAR 

:SWEET2_17244
if 
   not Actor.Driving($ACTOR_SMOKE)
else_jump @SWEET2_17270 
0430: put_actor $ACTOR_SMOKE into_car $SMOKE_CAR passenger_seat 0 

:SWEET2_17270
wait 100 
fade 1 500 

:SWEET2_17281
Actor.DestroyInstantly(63@)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
08F4: set_max_group_members 99 
41@ += 60 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 22)
else_jump @SWEET2_17340 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 41@ 

:SWEET2_17340
00BC: show_text_highpriority GXT 'SWE2_D' time 10000 flag 1  // ~s~Fahr Smoke ~y~nach Hause~s~.
if 
   not Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_17397 
Marker.Disable(35@)
Marker.Disable(44@)
44@ = Marker.CreateAboveCar($SMOKE_CAR)
07E0: set_marker 44@ type_to 1 

:SWEET2_17397
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_17433 
46@ = Marker.CreateAboveActor($ACTOR_SMOKE)
07E0: set_marker 46@ type_to 1 
Marker.Disable(46@)

:SWEET2_17433
018A: 35@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
Marker.Disable(35@)
$127 = 1 
47@ = 0 
45@ = 0 
38@ = 0 
61@ = 0 
53@ = 0 
32@ = 0 
33@ = 0 
80@ = 0 
81@ = 0 
82@ = 0 
39@ = 2 
gosub @SWEET2_47 
gosub @SWEET2_22741 
56@ = 0 
01B7: release_weather 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
04EF: release_animation "FAT" 
Model.Destroy(#COLT45)
Model.Destroy(#DYN_WINE_BIG)
Model.Destroy(#TAMPA)
0296: unload_special_actor 1 

:SWEET2_17618
if or
81AF:   not car $SMOKE_CAR sphere $127 in_sphere 2066.465 -1695.444 12.5547 radius 4.0 4.0 4.0 
8448:   not actor $ACTOR_SMOKE in_car $SMOKE_CAR 
89D0:   not car $SMOKE_CAR on_wheels 
else_jump @SWEET2_18388 
wait 0 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET2_17893 
if 
  32@ > 5000 
else_jump @SWEET2_17762 
if 
  53@ == 1 
else_jump @SWEET2_17762 
03E5: show_text_box 'HELP53'  // Benutze ~k~~PED_CYCLE_WEAPON_LEFT~ oder ~k~~PED_CYCLE_WEAPON_RIGHT~, um zwischen deinen Waffen zu wechseln.
32@ = 0 
53@ = 2 

:SWEET2_17762
if 
  32@ > 5000 
else_jump @SWEET2_17824 
if 
  53@ == 2 
else_jump @SWEET2_17824 
03E5: show_text_box 'HOOD2D'  // Dein ~h~Waffen-Skill~w~ verbessert sich mit jedem gut gezielten Schuss, den du mit deiner Waffe abfeuerst.
32@ = 0 
53@ = 3 

:SWEET2_17824
if 
  32@ > 5000 
else_jump @SWEET2_17886 
if 
  53@ == 3 
else_jump @SWEET2_17886 
03E5: show_text_box 'HOOD2E'  // Ein hoher ~h~Waffen-Skill~w~ verbessert deine Fhigkeiten im Umgang mit Waffen. Drcke ~k~~PED_ANSWER_PHONE~, whrend du zu Fu bist, um deinen Waffen-Skill einzusehen.
32@ = 0 
53@ = 4 

:SWEET2_17886
jump @SWEET2_17982 

:SWEET2_17893
if 
  32@ > 2000 
else_jump @SWEET2_17982 
if 
  53@ == 0 
else_jump @SWEET2_17982 
03E5: show_text_box 'EMMET_G'  // Du kannst dir jederzeit bei Emmet eine Waffe besorgen!
Marker.Disable($MARKER_EMMETS_GUN)
$MARKER_EMMETS_GUN = Marker.CreateIconWithoutSphere(18, 2447.364, -1974.496, 12.5469)
32@ = 0 
53@ = 1 

:SWEET2_17982
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_18280 
if 
   not Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_18250 
if 
   Actor.InCar($PLAYER_ACTOR, $SMOKE_CAR)
else_jump @SWEET2_18151 
if 
  45@ == 0 
else_jump @SWEET2_18111 
Marker.Disable(44@)
Marker.Disable(35@)
00BC: show_text_highpriority GXT 'SWE2_D' time 6000 flag 1  // ~s~Fahr Smoke ~y~nach Hause~s~.
018A: 35@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
$127 = 1 
45@ = 1 

:SWEET2_18111
if 
  33@ > 6000 
else_jump @SWEET2_18144 
gosub @SWEET2_21000 
56@ = 1 

:SWEET2_18144
jump @SWEET2_18243 

:SWEET2_18151
if 
  45@ == 1 
else_jump @SWEET2_18243 
Marker.Disable(35@)
Marker.Disable(44@)
44@ = Marker.CreateAboveCar($SMOKE_CAR)
07E0: set_marker 44@ type_to 1 
gosub @SWEET2_21245 
00BC: show_text_highpriority GXT 'SWE2_L' time 6000 flag 1  // ~s~Steig wieder in ~b~Smokes Wagen~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
$127 = 0 
45@ = 0 

:SWEET2_18243
jump @SWEET2_18273 

:SWEET2_18250
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_18273
jump @SWEET2_18303 

:SWEET2_18280
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_18303
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_18342 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~Du hast Smokes Fahrzeug geschrottet!
jump @SWEET2_20215 

:SWEET2_18342
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_18381 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_18381
jump @SWEET2_17618 

:SWEET2_18388
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
Camera.SetPosition(2086.01, -1699.698, 17.7495, 0.0, 0.0, 0.0)
Camera.PointAt(2085.06, -1699.831, 17.4682, 2)
Model.Load(#CELLPHONE)
wait 1000 
fade 0 1000 

:SWEET2_18474
if 
fading 
else_jump @SWEET2_18498 
wait 0 
jump @SWEET2_18474 

:SWEET2_18498
if 
   not Model.Available(#CELLPHONE)
else_jump @SWEET2_18525 
wait 0 
jump @SWEET2_18498 

:SWEET2_18525
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_18635 
if 
   not Actor.Driving($ACTOR_SMOKE)
else_jump @SWEET2_18584 
Actor.PutAt($ACTOR_SMOKE, 2071.169, -1703.06, 12.5538)
jump @SWEET2_18604 

:SWEET2_18584
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 2071.169 -1703.06 12.5538 

:SWEET2_18604
Actor.Angle($ACTOR_SMOKE) = 162.3527
0687: clear_actor $ACTOR_SMOKE task 
0647: unknown_actor $ACTOR_SMOKE look_task 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 4000 ms 

:SWEET2_18635
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET2_18678 
Actor.PutAt($PLAYER_ACTOR, 2071.554, -1704.375, 12.5538)
jump @SWEET2_18698 

:SWEET2_18678
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2071.554 -1704.375 12.5538 

:SWEET2_18698
Actor.Angle($PLAYER_ACTOR) = 12.5041
0687: clear_actor $PLAYER_ACTOR task 
Camera.SetPosition(2069.607, -1704.63, 14.2313, 0.0, 0.0, 0.0)
Camera.PointAt(2070.475, -1704.174, 14.0353, 2)
wait 1000 
fade 1 1000 
03CF: load_wav 37871 as 1 
03CF: load_wav 37872 as 2 
03CF: load_wav 23000 as 3 

:SWEET2_18801
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_18866 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_18859 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_18859
jump @SWEET2_18801 

:SWEET2_18866
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_JA' time 10000 flag 1  // ~z~Danke, CJ, wir sehen uns.
gosub @SWEET2_21732 

:SWEET2_18893
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_18958 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_18951 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_18951
jump @SWEET2_18893 

:SWEET2_18958
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_18979 
0647: unknown_actor $ACTOR_SMOKE look_task 

:SWEET2_18979
gosub @SWEET2_22114 

:SWEET2_18986
if 
83D0:   not wav 2 loaded 
else_jump @SWEET2_19051 
wait 0 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_19044 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke ist tot!
jump @SWEET2_20215 

:SWEET2_19044
jump @SWEET2_18986 

:SWEET2_19051
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_JB' time 10000 flag 1  // ~z~Bis dann, Smoke.
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_19127 
05D3: AS_actor $ACTOR_SMOKE goto_point 2065.1 -1703.4 13.15 mode 4 4000 ms // versionA 

:SWEET2_19127
wait 1000 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_19173 
05D3: AS_actor $PLAYER_ACTOR goto_point 2073.287 -1702.104 12.5469 mode 4 4000 ms // versionA 

:SWEET2_19173
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
00BE: text_clear_all 
wait 1000 
Camera.SetPosition(2072.723, -1699.737, 14.1283, 0.0, 0.0, 0.0)
Camera.PointAt(2072.935, -1700.67, 13.8382, 2)
Actor.DestroyInstantly($ACTOR_SMOKE)

:SWEET2_19248
if 
83D0:   not wav 3 loaded 
else_jump @SWEET2_19274 
wait 0 
jump @SWEET2_19248 

:SWEET2_19274
03D1: play_wav 3 
32@ = 0 

:SWEET2_19285
if 
83D2:   not wav 3 ended 
else_jump @SWEET2_19337 
wait 0 
if 
  32@ > 1500 
else_jump @SWEET2_19330 
jump @SWEET2_19337 

:SWEET2_19330
jump @SWEET2_19285 

:SWEET2_19337
80@ = 0 
81@ = 0 
82@ = 0 
39@ = 3 
gosub @SWEET2_47 
0687: clear_actor $PLAYER_ACTOR task 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
wait 1800 
85@ = 0 
65@ = 0 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
Model.Destroy(#COLT45)
Model.Destroy(#GLENDALE)
Model.Destroy(#DYN_WINE_BIG)
Model.Destroy(#TAMPA)
0296: unload_special_actor 10 
0296: unload_special_actor 1 

:SWEET2_19458
if 
80FE:   not actor $PLAYER_ACTOR sphere 1 in_sphere 2246.972 -1660.779 14.2856 radius 3.5 4.0 4.0 
else_jump @SWEET2_19706 
wait 0 
if 
  85@ == 0 
else_jump @SWEET2_19618 
gosub @SWEET2_21000 
if 
  80@ > 0 
else_jump @SWEET2_19618 
if or
  80@ == 10 
00E1:   player 0 pressed_key 15 
else_jump @SWEET2_19618 
040D: unload_wav 1 
00BE: text_clear_all 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
Model.Destroy(#CELLPHONE)
00BC: show_text_highpriority GXT 'COLORS' time 6000 flag 1  // Begib dich zu ~y~Binco~s~ und besorge dir Klamotten in den Grove Street Farben!
85@ = 1 

:SWEET2_19618
if 
  65@ == 0 
else_jump @SWEET2_19699 
if 
  80@ > 0 
else_jump @SWEET2_19699 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Marker.Disable(35@)
018A: 35@ = create_checkpoint_at 2246.972 -1660.779 14.2856 
65@ = 1 

:SWEET2_19699
jump @SWEET2_19458 

:SWEET2_19706
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2253.099, -1644.225, 16.6501, 0.0, 0.0, 0.0)
Camera.PointAt(2252.774, -1645.161, 16.5203, 2)
00BC: show_text_highpriority GXT 'S2HELP1' time 6000 flag 1  // ~s~Geh in das ~y~Binco-Bekleidungsgeschft~s~.
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Prolaps
07FB: set_interior 'LACS1' access 1  // Sub Urban
wait 2500 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
87@ = 0 

:SWEET2_19848
if 
   not 87@ == 2 
else_jump @SWEET2_20195 
wait 0 
077E: get_active_interior_to 86@ 
if 
  86@ == 15 
else_jump @SWEET2_20087 
if 
  87@ == 0 
else_jump @SWEET2_20087 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 208.0279 -107.9499 1004.133 radius 10.0 10.0 5.0 on_foot 
else_jump @SWEET2_20087 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
00BE: text_clear_all 
wait 1500 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(213.0277, -102.9124, 1006.377, 0.0, 0.0, 0.0)
Camera.PointAt(213.7582, -102.2797, 1006.119, 2)
00BC: show_text_highpriority GXT 'S2HELP2' time 6000 flag 1  // ~s~Stell dich in die Markierung, um neue Klamotten anzuprobieren.
wait 4000 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
03E5: show_text_box 'HELWARD'  // Jedes Kleidungsstck, das du kaufst, steht im Kleiderschrank deines Verstecks zur Verfgung.
87@ = 1 

:SWEET2_20087
if 
  87@ == 1 
else_jump @SWEET2_20188 
if 
  86@ == 0 
else_jump @SWEET2_20188 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2244.48 -1664.06 14.469 radius 10.0 10.0 5.0 on_foot 
else_jump @SWEET2_20188 
Marker.Disable(35@)
wait 2000 
87@ = 2 

:SWEET2_20188
jump @SWEET2_19848 

:SWEET2_20195
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
jump @SWEET2_20304 

:SWEET2_20215
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if 
   Actor.HasWeapon($PLAYER_ACTOR, 22)
else_jump @SWEET2_20258 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 5 

:SWEET2_20258
Marker.Disable($MARKER_EMMETS_GUN)
07FB: set_interior 'CSCHP' access 0  // Binco
07FB: set_interior 'CSSPRT' access 0  // Prolaps
07FB: set_interior 'LACS1' access 0  // Sub Urban
return 

:SWEET2_20304
$SWEET_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SWEET_2'  // Nines and AK's
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 4 
create_thread @SMOKE 
Marker.Disable($434)
$434 = Marker.CreateIconAndSphere($ICON_BIG_DMOKE, $X_BIG_SMOKE_HOUSE, $Y_BIG_SMOKE_HOUSE, $Z_BIG_SMOKE_HOUSE)
Marker.Disable($MARKER_GANTON_CLOTHES_SHOP)
$MARKER_GANTON_CLOTHES_SHOP = Marker.CreateIconWithoutSphere(45, 2243.807, -1668.567, 20.0313)
Marker.Disable($MARKER_EMMETS_GUN)
$MARKER_EMMETS_GUN = Marker.CreateIconWithoutSphere(18, 2447.364, -1974.496, 12.5469)
032B: $PICKUP_EMMETS_COLT45 = create_weapon_pickup #COLT45 group 15 ammo 16 at 2447.773 -1975.663 13.0 
if 
  $2656 == 0 
else_jump @SWEET2_20717 
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Prolaps
07FB: set_interior 'LACS1' access 1  // Sub Urban
$2638 = Marker.CreateIconWithoutSphere(45, -2376.4, 909.2, 45.4)
$2639 = Marker.CreateIconWithoutSphere(45, 1654.0, 1733.4, 11.0)
$2640 = Marker.CreateIconWithoutSphere(45, 2105.7, 2257.4, 11.0)
$2646 = Marker.CreateIconWithoutSphere(45, -2371.1, 910.2, 47.2)
$2641 = Marker.CreateIconWithoutSphere(45, 501.7, -1358.5, 16.4)
$2642 = Marker.CreateIconWithoutSphere(45, 2818.6, 2401.5, 11.0)
$2636 = Marker.CreateIconWithoutSphere(45, 2112.8, -1214.7, 23.9)
$2637 = Marker.CreateIconWithoutSphere(45, 2772.0, 2447.6, 11.0)
$2648 = Marker.CreateIconWithoutSphere(45, -2489.0, -26.9, 32.6)
$2656 = 1 

:SWEET2_20717
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
030C: progress_made += 1 
return 

:SWEET2_20732
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Actor.DestroyWithFade($ACTOR_SMOKE)
Actor.DestroyWithFade(63@)
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
04EF: release_animation "FAT" 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
Model.Destroy(#COLT45)
Model.Destroy(#GLENDALE)
Model.Destroy(#DYN_WINE_BIG)
Model.Destroy(#CELLPHONE)
Model.Destroy(#TAMPA)
gosub @SWEET2_22741 
0296: unload_special_actor 10 
0296: unload_special_actor 1 
Marker.Disable(35@)
Marker.Disable(44@)
08F4: set_max_group_members 99 
01B7: release_weather 
if 
   not Car.Wrecked(83@)
else_jump @SWEET2_20882 
Car.SetImmunities(83@, 0, 0, 0, 0, 0)

:SWEET2_20882
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03E6: remove_text_box 
mission_cleanup 
return 

:SWEET2_20902
if 
03CA:   object $1754(42@,10i) exists 
else_jump @SWEET2_20953 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_20953 
0655: AS_actor $ACTOR_SMOKE look_at_object $1754(42@,10i) 5000 ms 

:SWEET2_20953
return 

:SWEET2_20955
if 
03CA:   object $1754(42@,10i) exists 
else_jump @SWEET2_20996 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_20996 
0647: unknown_actor $ACTOR_SMOKE look_task 

:SWEET2_20996
return 
return 

:SWEET2_21000
if or
  81@ == 0 
  81@ == 1 
else_jump @SWEET2_21070 
if 
002D:   48@ >= 80@ // (int) 
else_jump @SWEET2_21070 
if 
  32@ > 200 
else_jump @SWEET2_21070 
gosub @SWEET2_21142 

:SWEET2_21070
if 
  81@ == 2 
else_jump @SWEET2_21140 
if 
03D2:   wav 1 ended 
else_jump @SWEET2_21140 
gosub @SWEET2_22114 
81@ = 0 
80@ += 1 
82@ = 0 
00BE: text_clear_all 
32@ = 0 

:SWEET2_21140
return 

:SWEET2_21142
if 
  81@ == 0 
else_jump @SWEET2_21178 
03CF: load_wav 66@(80@,14i) as 1 
81@ = 1 

:SWEET2_21178
if 
  81@ == 1 
else_jump @SWEET2_21243 
if 
03D0:   wav 1 loaded 
else_jump @SWEET2_21243 
00BC: show_text_highpriority GXT $6609(80@,14s) time 4000 flag 1 
03D1: play_wav 1 
gosub @SWEET2_21732 
81@ = 2 

:SWEET2_21243
return 

:SWEET2_21245
040D: unload_wav 2 
if 
  57@ == 0 
else_jump @SWEET2_21276 
03CF: load_wav 35800 as 2 

:SWEET2_21276
if 
  57@ == 1 
else_jump @SWEET2_21303 
03CF: load_wav 35801 as 2 

:SWEET2_21303
if 
  57@ == 2 
else_jump @SWEET2_21330 
03CF: load_wav 35802 as 2 

:SWEET2_21330
if 
  57@ == 3 
else_jump @SWEET2_21357 
03CF: load_wav 35803 as 2 

:SWEET2_21357
if 
  57@ == 4 
else_jump @SWEET2_21384 
03CF: load_wav 35804 as 2 

:SWEET2_21384
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET2_21400
if 
83D0:   not wav 2 loaded 
else_jump @SWEET2_21462 
wait 0 
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_21437 
return 

:SWEET2_21437
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_21455 
return 

:SWEET2_21455
jump @SWEET2_21400 

:SWEET2_21462
03D1: play_wav 2 
if 
  57@ == 0 
else_jump @SWEET2_21500 
00BC: show_text_highpriority GXT 'SMOX_AA' time 3000 flag 1  // ~z~Steig ein.

:SWEET2_21500
if 
  57@ == 1 
else_jump @SWEET2_21534 
00BC: show_text_highpriority GXT 'SMOX_AB' time 3000 flag 1  // ~z~Ins Auto!

:SWEET2_21534
if 
  57@ == 2 
else_jump @SWEET2_21568 
00BC: show_text_highpriority GXT 'SMOX_AC' time 3000 flag 1  // ~z~Steig in das Auto!

:SWEET2_21568
if 
  57@ == 3 
else_jump @SWEET2_21602 
00BC: show_text_highpriority GXT 'SMOX_AD' time 3000 flag 1  // ~z~Mach schon, Mann, steig ein!

:SWEET2_21602
if 
  57@ == 4 
else_jump @SWEET2_21636 
00BC: show_text_highpriority GXT 'SMOX_AE' time 3000 flag 1  // ~z~Jetzt mach, Klugscheier, steig in den Wagen!

:SWEET2_21636
if 
83D2:   not wav 2 ended 
else_jump @SWEET2_21698 
wait 0 
if 
   Car.Wrecked($SMOKE_CAR)
else_jump @SWEET2_21673 
return 

:SWEET2_21673
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_21691 
return 

:SWEET2_21691
jump @SWEET2_21636 

:SWEET2_21698
57@ += 1 
if 
  57@ > 4 
else_jump @SWEET2_21730 
57@ = 0 

:SWEET2_21730
return 

:SWEET2_21732
if or
04A4:   66@(80@,14i) == 37800 // @ == any 
04A4:   66@(80@,14i) == 37805 // @ == any 
04A4:   66@(80@,14i) == 37808 // @ == any 
04A4:   66@(80@,14i) == 37862 // @ == any 
04A4:   66@(80@,14i) == 37864 // @ == any 
04A4:   66@(80@,14i) == 37866 // @ == any 
else_jump @SWEET2_21844 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
return 

:SWEET2_21844
if or
04A4:   66@(80@,14i) == 37869 // @ == any 
04A4:   66@(80@,14i) == 29066 // @ == any 
04A4:   66@(80@,14i) == 29068 // @ == any 
04A4:   66@(80@,14i) == 29070 // @ == any 
04A4:   66@(80@,14i) == 29074 // @ == any 
04A4:   66@(80@,14i) == 37872 // @ == any 
else_jump @SWEET2_21948 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
return 

:SWEET2_21948
if or
04A4:   66@(80@,14i) == 37852 // @ == any 
04A4:   66@(80@,14i) == 37856 // @ == any 
04A4:   66@(80@,14i) == 37857 // @ == any 
04A4:   66@(80@,14i) == 37858 // @ == any 
04A4:   66@(80@,14i) == 37859 // @ == any 
04A4:   66@(80@,14i) == 37860 // @ == any 
else_jump @SWEET2_22081 
if 
   not Actor.Dead(63@)
else_jump @SWEET2_22074 
0A09: set_actor 63@ muted 1 // versionB 
0967: actor 63@ move_mouth 3000 ms 

:SWEET2_22074
jump @SWEET2_22112 

:SWEET2_22081
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_22112 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 

:SWEET2_22112
return 

:SWEET2_22114
if or
04A4:   66@(80@,14i) == 37800 // @ == any 
04A4:   66@(80@,14i) == 37805 // @ == any 
04A4:   66@(80@,14i) == 37808 // @ == any 
04A4:   66@(80@,14i) == 37862 // @ == any 
04A4:   66@(80@,14i) == 37864 // @ == any 
04A4:   66@(80@,14i) == 37866 // @ == any 
else_jump @SWEET2_22223 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
return 

:SWEET2_22223
if or
04A4:   66@(80@,14i) == 37869 // @ == any 
04A4:   66@(80@,14i) == 29066 // @ == any 
04A4:   66@(80@,14i) == 29068 // @ == any 
04A4:   66@(80@,14i) == 29070 // @ == any 
04A4:   66@(80@,14i) == 29074 // @ == any 
04A4:   66@(80@,14i) == 37872 // @ == any 
else_jump @SWEET2_22324 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
return 

:SWEET2_22324
if or
04A4:   66@(80@,14i) == 37852 // @ == any 
04A4:   66@(80@,14i) == 37856 // @ == any 
04A4:   66@(80@,14i) == 37857 // @ == any 
04A4:   66@(80@,14i) == 37858 // @ == any 
04A4:   66@(80@,14i) == 37859 // @ == any 
04A4:   66@(80@,14i) == 37860 // @ == any 
else_jump @SWEET2_22454 
if 
   not Actor.Dead(63@)
else_jump @SWEET2_22447 
0A09: set_actor 63@ muted 0 // versionB 
0968: actor 63@ stop_mouth 

:SWEET2_22447
jump @SWEET2_22482 

:SWEET2_22454
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SWEET2_22482 
0A09: set_actor $ACTOR_SMOKE muted 0 // versionB 
0968: actor $ACTOR_SMOKE stop_mouth 

:SWEET2_22482
return 

:SWEET2_22484
076C: set_zone 'ELS1A' gang 0 density_to 0 
076C: set_zone 'ELS1B' gang 0 density_to 0 
076C: set_zone 'ELS2' gang 0 density_to 0 
076C: set_zone 'ELS3A' gang 0 density_to 0 
076C: set_zone 'ELS3B' gang 0 density_to 0 
076C: set_zone 'ELS4' gang 0 density_to 0 
076C: set_zone 'LIND1A' gang 0 density_to 0 
076C: set_zone 'LIND1B' gang 0 density_to 0 
076C: set_zone 'LIND2A' gang 0 density_to 0 
076C: set_zone 'LIND2B' gang 0 density_to 0 
076C: set_zone 'LIND3' gang 0 density_to 0 
076C: set_zone 'IWD1' gang 0 density_to 0 
076C: set_zone 'IWD2' gang 0 density_to 0 
076C: set_zone 'IWD3A' gang 0 density_to 0 
076C: set_zone 'IWD3B' gang 0 density_to 0 
076C: set_zone 'IWD4' gang 0 density_to 0 
076C: set_zone 'IWD5' gang 0 density_to 0 
return 

:SWEET2_22741
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
076C: set_zone 'LIND1A' gang 0 density_to 20 
076C: set_zone 'LIND1B' gang 0 density_to 20 
076C: set_zone 'LIND2A' gang 0 density_to 20 
076C: set_zone 'LIND2B' gang 0 density_to 20 
076C: set_zone 'LIND3' gang 0 density_to 20 
076C: set_zone 'IWD1' gang 0 density_to 30 
076C: set_zone 'IWD2' gang 0 density_to 30 
076C: set_zone 'IWD3A' gang 0 density_to 30 
076C: set_zone 'IWD3B' gang 0 density_to 30 
076C: set_zone 'IWD4' gang 0 density_to 30 
076C: set_zone 'IWD5' gang 0 density_to 30 
return 

//-------------Mission 17---------------
// Originally: Drive-By

:SWEET4
thread 'SWEET4' 
gosub @SWEET4_4512 
if 
wasted_or_busted 
else_jump @SWEET4_38 
gosub @SWEET4_23767 

:SWEET4_38
gosub @SWEET4_23887 
end_thread 

:SWEET4_47
Model.Load(#GREENWOO)
Model.Load(#TEC9)
Model.Load(#COLT45)
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
023C: load_special_actor 'SWEET' as 3 // models 290-299 
038B: load_requested_models 

:SWEET4_103
if or
   not Model.Available(#GREENWOO)
   not Model.Available(#TEC9)
   not Model.Available(#COLT45)
823D:   not special_actor 10 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
else_jump @SWEET4_152 
wait 0 
jump @SWEET4_103 

:SWEET4_152
return 

:SWEET4_154
397@ = 2510.76 
398@ = -1665.82 
399@ = 12.3835 
400@ = 213.1638 
0395: clear_area 1 at 397@ 398@ 399@ radius 1.0 
394@ = Actor.Create(CivMale, #SPECIAL10, 397@, 398@, 399@)
09F6: set_actor 394@ unjackable_through_driver_seat 0 
01B2: give_actor 394@ weapon 32 ammo $6639 // Load the weapon model before using this 
01B9: set_actor 394@ armed_weapon_to 32 
Actor.Angle(394@) = 400@
Actor.WeaponAccuracy(394@) = 90
0245: set_actor 394@ walk_style_to "FATMAN" 
Actor.SetImmunities(394@, 1, 0, 0, 0, 0)
return 

:SWEET4_300
404@ = 2509.39 
405@ = -1672.07 
406@ = 12.3835 
407@ = 59.592 
0395: clear_area 1 at 404@ 405@ 406@ radius 1.0 
401@ = Actor.Create(CivMale, #SPECIAL02, 404@, 405@, 406@)
09F6: set_actor 401@ unjackable_through_driver_seat 0 
01B2: give_actor 401@ weapon 32 ammo $6639 // Load the weapon model before using this 
01B9: set_actor 401@ armed_weapon_to 32 
Actor.Angle(401@) = 407@
Actor.WeaponAccuracy(401@) = 90
0245: set_actor 401@ walk_style_to "GANG1" 
Actor.SetImmunities(401@, 1, 0, 0, 0, 0)
return 
Actor.RemoveReferences(401@)
return 

:SWEET4_452
411@ = 2514.29 
412@ = -1670.46 
413@ = 12.3835 
414@ = 41.1276 
0395: clear_area 1 at 411@ 412@ 413@ radius 1.0 
408@ = Actor.Create(CivMale, #SPECIAL03, 411@, 412@, 413@)
09F6: set_actor 408@ unjackable_through_driver_seat 0 
01B2: give_actor 408@ weapon 32 ammo $6639 // Load the weapon model before using this 
01B9: set_actor 408@ armed_weapon_to 32 
Actor.Angle(408@) = 414@
Actor.WeaponAccuracy(408@) = 90
0245: set_actor 408@ walk_style_to "GANG2" 
Actor.SetImmunities(408@, 1, 0, 0, 0, 0)
return 

:SWEET4_597
Model.Load(#BALLAS1)
Model.Load(#BALLAS2)
Model.Load(#COLT45)
Model.Load(#VOODOO)
Model.Load(#SPRAYCAN)
038B: load_requested_models 

:SWEET4_622
if or
   not Model.Available(#BALLAS1)
   not Model.Available(#BALLAS2)
   not Model.Available(#COLT45)
   not Model.Available(#VOODOO)
   not Model.Available(#SPRAYCAN)
else_jump @SWEET4_667 
wait 0 
jump @SWEET4_622 

:SWEET4_667
04ED: load_animation "GANGS" 
04ED: load_animation "GHANDS" 
04ED: load_animation "GHETTO_DB" 

:SWEET4_699
if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "GHANDS" loaded 
84EE:   not animation "GHETTO_DB" loaded 
else_jump @SWEET4_753 
wait 0 
jump @SWEET4_699 

:SWEET4_753
42@ = 1 
return 
018A: $6658 = create_checkpoint_at 2075.55 -1831.09 12.21 
195@ = Actor.Create(Gang1, #BALLAS1, 465@, 483@, 501@)
326@ = Actor.Create(Gang1, #BALLAS1, 465@, 483@, 501@)
395@ = Marker.CreateAboveActor(394@)
409@ = Marker.CreateAboveActor(408@)
402@ = Marker.CreateAboveActor(401@)

:SWEET4_842
527@ = 2077.18 
531@ = -1362.05 
535@ = 23.65 
539@ = 180.0 
451@ = 2079.42 
469@ = -1364.08 
487@ = 23.04 
505@ = 314.1323 
0395: clear_area 1 at 527@ 531@ 535@ radius 0.5 
523@ = Car.Create(#VOODOO, 527@, 531@, 535@)
0129: 415@ = create_actor_pedtype 7 model #BALLAS1 in_car 523@ driverseat 
Car.Angle(523@) = 539@
0732: random_car_generator_disable_model #VOODOO 
0657: car 523@ open_componentA 2 
01B2: give_actor 415@ weapon 32 ammo $6639 // Load the weapon model before using this 
Actor.WeaponAccuracy(415@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_1033 
433@ = Marker.CreateAboveActor(415@)

:SWEET4_1033
452@ = 2075.95 
470@ = -1365.74 
488@ = 24.02 
506@ = 315.85 
0395: clear_area 1 at 452@ 470@ 488@ radius 0.5 
416@ = Actor.Create(Gang1, #BALLAS2, 452@, 470@, 488@)
01B2: give_actor 416@ weapon 22 ammo $6639 // Load the weapon model before using this 
Actor.Angle(416@) = 506@
Actor.WeaponAccuracy(416@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_1161 
434@ = Marker.CreateAboveActor(416@)

:SWEET4_1161
453@ = 2079.87 
471@ = -1361.88 
489@ = 24.02 
507@ = 54.15 
0395: clear_area 1 at 453@ 471@ 489@ radius 0.5 
417@ = Actor.Create(Gang1, #BALLAS1, 453@, 471@, 489@)
01B2: give_actor 417@ weapon 22 ammo $6639 // Load the weapon model before using this 
Actor.Angle(417@) = 507@
Actor.WeaponAccuracy(417@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_1289 
435@ = Marker.CreateAboveActor(417@)

:SWEET4_1289
454@ = 2079.34 
472@ = -1360.02 
490@ = 24.02 
508@ = 214.36 
0395: clear_area 1 at 454@ 472@ 490@ radius 0.5 
418@ = Actor.Create(Gang1, #BALLAS1, 454@, 472@, 490@)
01B2: give_actor 418@ weapon 22 ammo $6639 // Load the weapon model before using this 
Actor.Angle(418@) = 508@
Actor.WeaponAccuracy(418@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_1417 
436@ = Marker.CreateAboveActor(418@)

:SWEET4_1417
return 

:SWEET4_1419
528@ = 2101.57 
532@ = -1287.65 
536@ = 24.17 
540@ = 5.0 
455@ = 2101.57 
473@ = -1287.65 
491@ = 24.17 
509@ = 5.0 
0395: clear_area 1 at 455@ 473@ 491@ radius 0.5 
524@ = Car.Create(#VOODOO, 528@, 532@, 536@)
0129: 419@ = create_actor_pedtype 7 model #BALLAS1 in_car 524@ driverseat 
Car.Angle(524@) = 540@
04E1: open_and_freeze_car_trunk 524@ 
01B2: give_actor 419@ weapon 32 ammo $6639 // Load the weapon model before using this 
Actor.WeaponAccuracy(419@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_1603 
437@ = Marker.CreateAboveActor(419@)

:SWEET4_1603
456@ = 2101.58 
474@ = -1291.78 
492@ = 24.02 
510@ = 182.8706 
0395: clear_area 1 at 456@ 474@ 492@ radius 0.5 
420@ = Actor.Create(Gang1, #BALLAS2, 456@, 474@, 492@)
01B2: give_actor 420@ weapon 22 ammo $6639 // Load the weapon model before using this 
Actor.Angle(420@) = 510@
Actor.WeaponAccuracy(420@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_1731 
438@ = Marker.CreateAboveActor(420@)

:SWEET4_1731
457@ = 2099.3 
475@ = -1291.12 
493@ = 24.02 
511@ = 105.53 
0395: clear_area 1 at 457@ 475@ 493@ radius 0.5 
421@ = Actor.Create(Gang1, #BALLAS1, 457@, 475@, 493@)
01B2: give_actor 421@ weapon 22 ammo $6639 // Load the weapon model before using this 
Actor.Angle(421@) = 511@
Actor.WeaponAccuracy(421@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_1859 
439@ = Marker.CreateAboveActor(421@)

:SWEET4_1859
458@ = 2093.84 
476@ = -1290.07 
494@ = 23.15 
512@ = 58.035 
0395: clear_area 1 at 458@ 476@ 494@ radius 0.5 
422@ = Actor.Create(Gang1, #BALLAS2, 458@, 476@, 494@)
01B2: give_actor 422@ weapon 22 ammo $6639 // Load the weapon model before using this 
Actor.Angle(422@) = 512@
Actor.WeaponAccuracy(422@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_1987 
440@ = Marker.CreateAboveActor(422@)

:SWEET4_1987
return 

:SWEET4_1989
459@ = 2161.07 
477@ = -1265.92 
495@ = 23.02 
513@ = 257.59 
0395: clear_area 1 at 459@ 477@ 495@ radius 0.5 
423@ = Actor.Create(Gang1, #BALLAS1, 459@, 477@, 495@)
01B2: give_actor 423@ weapon 32 ammo $6639 // Load the weapon model before using this 
Actor.Angle(423@) = 513@
Actor.WeaponAccuracy(423@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_2117 
441@ = Marker.CreateAboveActor(423@)

:SWEET4_2117
460@ = 2162.18 
478@ = -1264.69 
496@ = 23.03 
514@ = 238.46 
0395: clear_area 1 at 460@ 478@ 496@ radius 0.5 
424@ = Actor.Create(Gang1, #BALLAS1, 460@, 478@, 496@)
01B2: give_actor 424@ weapon 22 ammo $6639 // Load the weapon model before using this 
Actor.Angle(424@) = 514@
Actor.WeaponAccuracy(424@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_2245 
442@ = Marker.CreateAboveActor(424@)

:SWEET4_2245
461@ = 2162.97 
479@ = -1261.92 
497@ = 23.02 
515@ = 45.33 
0395: clear_area 1 at 461@ 479@ 497@ radius 0.5 
425@ = Actor.Create(Gang1, #BALLAS2, 461@, 479@, 497@)
01B2: give_actor 425@ weapon 22 ammo $6639 // Load the weapon model before using this 
Actor.Angle(425@) = 515@
Actor.WeaponAccuracy(425@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_2373 
443@ = Marker.CreateAboveActor(425@)

:SWEET4_2373
462@ = 2160.12 
480@ = -1262.98 
498@ = 23.03 
516@ = 18.46 
0395: clear_area 1 at 462@ 480@ 498@ radius 0.5 
426@ = Actor.Create(Gang1, #BALLAS2, 462@, 480@, 498@)
01B2: give_actor 426@ weapon 22 ammo $6639 // Load the weapon model before using this 
Actor.Angle(426@) = 516@
Actor.WeaponAccuracy(426@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_2501 
444@ = Marker.CreateAboveActor(426@)

:SWEET4_2501
return 

:SWEET4_2503
463@ = 1983.8 
481@ = -1235.98 
499@ = 20.17 
517@ = 318.72 
0395: clear_area 1 at 463@ 481@ 499@ radius 0.5 
427@ = Actor.Create(Gang1, #BALLAS1, 463@, 481@, 499@)
01B2: give_actor 427@ weapon 32 ammo $6639 // Load the weapon model before using this 
Actor.Angle(427@) = 517@
Actor.WeaponAccuracy(427@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_2631 
445@ = Marker.CreateAboveActor(427@)

:SWEET4_2631
464@ = 1981.3 
482@ = -1233.94 
500@ = 20.04 
518@ = 254.99 
0395: clear_area 1 at 464@ 482@ 500@ radius 0.5 
428@ = Actor.Create(Gang1, #BALLAS2, 464@, 482@, 500@)
01B2: give_actor 428@ weapon 22 ammo $6639 // Load the weapon model before using this 
Actor.Angle(428@) = 518@
Actor.WeaponAccuracy(428@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_2759 
446@ = Marker.CreateAboveActor(428@)

:SWEET4_2759
465@ = 1986.67 
483@ = -1239.76 
501@ = 19.17 
519@ = 98.28 
0395: clear_area 1 at 465@ 483@ 501@ radius 0.5 
429@ = Actor.Create(Gang1, #BALLAS1, 465@, 483@, 501@)
01B2: give_actor 429@ weapon 41 ammo $6639 // Load the weapon model before using this 
0638: AS_actor 429@ stay_put 1 
Actor.Angle(429@) = 519@
Actor.WeaponAccuracy(429@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_2894 
447@ = Marker.CreateAboveActor(429@)

:SWEET4_2894
466@ = 1986.54 
484@ = -1233.03 
502@ = 20.07 
520@ = 143.42 
0395: clear_area 1 at 466@ 484@ 502@ radius 0.5 
430@ = Actor.Create(Gang1, #BALLAS2, 466@, 484@, 502@)
01B2: give_actor 430@ weapon 22 ammo $6639 // Load the weapon model before using this 
Actor.Angle(430@) = 520@
Actor.WeaponAccuracy(430@) = $6638
if 
  $6659 == 0 
else_jump @SWEET4_3022 
448@ = Marker.CreateAboveActor(430@)

:SWEET4_3022
return 

:SWEET4_3024
Actor.RemoveReferences(415@)
Actor.RemoveReferences(416@)
Actor.RemoveReferences(417@)
Actor.RemoveReferences(418@)
Actor.RemoveReferences(419@)
Actor.RemoveReferences(420@)
Actor.RemoveReferences(421@)
Actor.RemoveReferences(422@)
Actor.RemoveReferences(423@)
Actor.RemoveReferences(424@)
Actor.RemoveReferences(425@)
Actor.RemoveReferences(426@)
Actor.RemoveReferences(427@)
Actor.RemoveReferences(428@)
Actor.RemoveReferences(429@)
Actor.RemoveReferences(430@)
return 

:SWEET4_3106
545@ = 2508.16 
546@ = -1666.47 
547@ = 13.0 
548@ = 16.0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
0395: clear_area 1 at 545@ 546@ 547@ radius 6.0 
543@ = Car.Create(#GREENWOO, 545@, 546@, 547@)
0229: set_car 543@ primary_color_to 59 secondary_color_to 34 
Car.Angle(543@) = 548@
544@ = Marker.CreateAboveCar(543@)
07E0: set_marker 544@ type_to 1 
053F: set_car 543@ tires_vulnerability 0 
Car.Health(543@) = 1450
Player.WantedLevel($PLAYER_CHAR) = 0
return 

:SWEET4_3259
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_3296 
if 
82CA:   not car 543@ bounding_sphere_visible 
else_jump @SWEET4_3296 
Car.Destroy(543@)

:SWEET4_3296
Model.Destroy(#GREENWOO)
return 

:SWEET4_3303
return 

:SWEET4_3305
return 

:SWEET4_3307
if and
   not Actor.Dead(423@)
   not Actor.Dead(424@)
   not Actor.Dead(425@)
   not Actor.Dead(426@)
else_jump @SWEET4_3377 
062F: 192@ = create_group_type 0 
0630: put_actor 423@ in_group 192@ as_leader 
0631: put_actor 424@ in_group 192@ 
0631: put_actor 425@ in_group 192@ 
0631: put_actor 426@ in_group 192@ 

:SWEET4_3377
return 

:SWEET4_3379
if and
   not Actor.Dead(427@)
   not Actor.Dead(428@)
   not Actor.Dead(429@)
   not Actor.Dead(430@)
else_jump @SWEET4_3449 
062F: 193@ = create_group_type 0 
0630: put_actor 427@ in_group 193@ as_leader 
0631: put_actor 428@ in_group 193@ 
0631: put_actor 429@ in_group 193@ 
0631: put_actor 430@ in_group 193@ 

:SWEET4_3449
return 

:SWEET4_3451
if and
   not Car.Wrecked(523@)
   not Car.Wrecked(543@)
else_jump @SWEET4_3502 
0615: define_AS_pack_begin 98@ 
05CD: AS_actor -1 exit_car 523@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 98@ 

:SWEET4_3502
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(543@)
else_jump @SWEET4_3580 
0615: define_AS_pack_begin 99@ 
0637: AS_actor -1 goto 2075.15 -1363.85 23.85 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 99@ 

:SWEET4_3580
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_3636 
0615: define_AS_pack_begin 100@ 
0673: AS_actor -1 dive_to_offset 1.0 1.0 time_on_ground 500 ms 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 100@ 

:SWEET4_3636
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_3746 
0615: define_AS_pack_begin 118@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKG" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 0 // versionA 
0616: define_AS_pack_end 118@ 

:SWEET4_3746
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_3785 
0615: define_AS_pack_begin 101@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 101@ 

:SWEET4_3785
return 

:SWEET4_3787
if and
   not Car.Wrecked(524@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_3860 
0615: define_AS_pack_begin 102@ 
05CD: AS_actor -1 exit_car 524@ 
0637: AS_actor -1 goto 545@ 546@ 547@ mode 4 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 102@ 

:SWEET4_3860
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_3899 
0615: define_AS_pack_begin 103@ 
06E3: AS_actor -1 roll_sideways 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 103@ 

:SWEET4_3899
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_3966 
0615: define_AS_pack_begin 104@ 
0637: AS_actor -1 goto 2080.66 -1292.61 24.02 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 104@ 

:SWEET4_3966
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_4033 
0615: define_AS_pack_begin 105@ 
0637: AS_actor -1 goto 2132.0 -1307.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 105@ 

:SWEET4_4033
return 

:SWEET4_4035
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_4136 
0615: define_AS_pack_begin 106@ 
0637: AS_actor -1 goto 2163.0 -1262.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2080.0 -1261.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 106@ 

:SWEET4_4136
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_4169 
0615: define_AS_pack_begin 107@ 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 107@ 

:SWEET4_4169
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(543@)
else_jump @SWEET4_4213 
0615: define_AS_pack_begin 108@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 108@ 

:SWEET4_4213
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_4314 
0615: define_AS_pack_begin 109@ 
0637: AS_actor -1 goto 2163.0 -1262.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2080.0 -1261.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 109@ 

:SWEET4_4314
return 

:SWEET4_4316
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_4377 
0615: define_AS_pack_begin 110@ 
0637: AS_actor -1 goto 545@ 546@ 547@ mode 4 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 110@ 

:SWEET4_4377
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(543@)
else_jump @SWEET4_4415 
0615: define_AS_pack_begin 111@ 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 111@ 

:SWEET4_4415
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_4477 
0615: define_AS_pack_begin 112@ 
0668: AS_actor -1 rotate_and_shoot_at 1984.21 -1239.04 20.5 6000 ms 
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit -1 
0616: define_AS_pack_end 112@ 

:SWEET4_4477
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_4510 
0615: define_AS_pack_begin 113@ 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 113@ 

:SWEET4_4510
return 

:SWEET4_4512
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
$6637 = 0 
43@ = 0 
$6638 = 30 
$6639 = 30000 
$6659 = 0 
$6660 = 0 
49@ = 0 
50@ = 0 
51@ = 0 
52@ = 0 
48@ = 0 
396@ = 0 
403@ = 0 
410@ = 0 
$6661 = 0 
$6662 = 0 
$6663 = 0 
$6664 = 0 
$6665 = 0 
$6666 = 0 
$6667 = 0 
$6668 = 0 
77@ = 0 
$6640 = 0 
$6641 = 0 
$6642 = 0 
$6643 = 0 
$6644 = 0 
$6645 = 0 
$6646 = 0 
$6647 = 0 
$6648 = 0 
$6649 = 0 
$6650 = 0 
$6651 = 0 
$6652 = 0 
$6653 = 0 
$6654 = 0 
$6655 = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
34@ = 0 
42@ = 0 
84@ = 0 
94@ = 0 
98@ = 1 
99@ = 2 
100@ = 3 
101@ = 4 
117@ = 5 
116@ = 6 
96@ = 7 
97@ = 8 
118@ = 9 
77@ = 0 
85@ = 25.0 
451@ = 2227.72 
469@ = -1315.79 
487@ = 24.04 
456@ = 2099.8 
474@ = -1288.37 
492@ = 24.35 
461@ = 2184.97 
479@ = -1230.92 
497@ = 24.02 
466@ = 2157.77 
484@ = -1345.03 
502@ = 24.04 
89@ = 2507.0 
90@ = -1671.0 
91@ = 12.0 
119@ = 2500.026 
129@ = -1661.18 
139@ = 17.763 
120@ = 2194.35 
130@ = -1380.42 
140@ = 24.34 
121@ = 2082.42 
131@ = -1362.58 
141@ = 26.81 
122@ = 2078.99 
132@ = -1366.22 
142@ = 25.09 
123@ = 2152.0 
133@ = -1339.0 
143@ = 30.0 
124@ = 2502.16 
134@ = -1661.95 
144@ = 15.76 
125@ = 2509.18 
135@ = -1662.81 
145@ = 14.07 
126@ = 2510.63 
136@ = -1665.81 
146@ = 13.83 
127@ = 2511.89 
137@ = -1668.39 
147@ = 14.26 
128@ = 0.0 
138@ = 0.0 
148@ = 0.0 
54@ = 2132.239 
55@ = -1379.652 
56@ = 22.8281 
455@ = 2101.57 
473@ = -1287.65 
491@ = 24.17 
509@ = 5.0 
459@ = 2161.07 
477@ = -1265.92 
495@ = 23.02 
513@ = 257.59 
463@ = 1983.8 
481@ = -1235.98 
499@ = 20.17 
517@ = 318.72 
391@ = 1 
392@ = 2 
389@ = 0 
393@ = 1 
390@ = 0 
05AA: 204@s = 'SWE4_AA'  // ~z~Wo fahren wir hin, Homie?
05AA: 206@s = 'SWE4_AB'  // ~z~Zu den Rollin' Heights Ballas.
05AA: 208@s = 'SWE4_AC'  // ~z~Zu den Front Yard Ballas.
05AA: 210@s = 'SWE4_AD'  // ~z~Zu den Kilo Trays.
05AA: 212@s = 'SWE4_AE'  // ~z~Kleines Drive-By!
05AA: 214@s = 'SWE4_AF'  // ~z~Logisch. Bist du dabei, Carl?
05AA: 216@s = 'SWE4_AG'  // ~z~Ich hab aber keine Knarre.
05AA: 218@s = 'SWE4_AH'  // ~z~Du bist fr so 'nen Schei noch nicht kaltbltig genug, CJ.
05AA: 220@s = 'SWE4_AI'  // ~z~Weit du, du bist eigentlich unser Chauffeur bei diesem kleinen Ding. Komm schon.
05AA: 222@s = 'SWE4_AJ'  // ~z~Oh, danke.
05AA: 224@s = 'SWE4_AK'  // ~z~Aber fahr nicht wie ein Idiot.
05AA: 226@s = 'SWE4_BA'  // ~z~Okay, Ballas-Revier. Seid ihr bereit, Kumpels?
05AA: 228@s = 'SWE4_BB'  // ~z~Klar, Alter, ich bin bereit.
05AA: 230@s = 'SWE4_BC'  // ~z~Carl, konzentrier du dich einfach aufs Fahren. Wir kmmern uns ums Schieen.
05AA: 232@s = 'SWE4_BD'  // ~z~Ja, schreib's dir hinter die Ohren. Fahr uns nicht an einen Baum oder so.
05AA: 234@s = 'SWE4_BE'  // ~z~Ja, wenn das Auto stehen bleibt, sind wir Hackfleisch.
05AA: 236@s = 'SWE4_CA'  // ~z~Was hab ich gesagt? CJ fhrt wie ein verfluchter Blinder!
05AA: 238@s = 'SWE4_CB'  // ~z~CJ, du bist ein Trottel. Kauf dir nie ein neues Auto, nie!
05AA: 240@s = 'SWE4_CC'  // ~z~Der baut mit Absicht Unflle, ich schwr's!
05AA: 242@s = 'SWE4_DA'  // ~z~Scheie, hol uns hier raus! Wir sitzen hier wie auf dem Prsentierteller!
05AA: 244@s = 'SWE4_DB'  // ~z~Verdammt, Mann, fahr! FAHR!
05AA: 246@s = 'SWE4_DC'  // ~z~Was machst du da, CJ?
05AA: 248@s = 'SWE4_DD'  // ~z~Gib Gas, Mann!
05AA: 250@s = 'SWE4_DE'  // ~z~Der will uns umbringen!
05AA: 252@s = 'SWE4_DF'  // ~z~Fahr weiter, CJ, fahr weiter!
05AA: 254@s = 'SWE4_EA'  // ~z~Ich hab dir doch gesagt, er ist 'n Weichei!
05AA: 256@s = 'SWE4_EB'  // ~z~Lass mich nicht wieder hngen, Carl!
05AA: 258@s = 'SWE4_EC'  // ~z~Carl macht die Dse!
05AA: 260@s = 'SWE4_FA'  // ~z~Der lsst uns hngen!
05AA: 262@s = 'SWE4_FB'  // ~z~Verdammt, Carl! Ich mach ja schon!
05AA: 264@s = 'SWE4_FC'  // ~z~Ich bring uns hier raus!
05AA: 266@s = 'SWE4_FD'  // ~z~Motherfucker! Ich bernehm das Steuer!
05AA: 268@s = 'SWE4_GA'  // ~z~Los, Carl, LOS!!
05AA: 270@s = 'SWE4_GB'  // ~z~Diese Karre ist zu hei, jeder Bulle in South Central wird nach diesem Auto Ausschau halten!
05AA: 272@s = 'SWE4_HA'  // ~z~Okay! Fahren wir zurck zur Grove Street.
05AA: 274@s = 'SWE4_HB'  // ~z~Ja, worauf wartest du, Carl?
05AA: 276@s = 'SWE4_KA'  // ~z~Leck mich fett, die Groves sind wieder da, Mann! Die Groves sind wieder da!
05AA: 278@s = 'SWE4_KB'  // ~z~Cool, Alter, die waren berhaupt nicht auf uns vorbereitet!
05AA: 280@s = 'SWE4_KC'  // ~z~Wundert mich, dass du uns nicht hast draufgehen lassen, CJ.
05AA: 282@s = 'SWE4_KD'  // ~z~Yo, sag mal, bin ich tot?
05AA: 284@s = 'SWE4_KF'  // ~z~Hey, Carl, lass den Motherfucker quatschen, hast deine Sache gut gemacht heute!
05AA: 286@s = 'SWE4_KG'  // ~z~Du bist einer von den Groves und diese Ballas wissen es,
05AA: 288@s = 'SWE4_KH'  // ~z~also pass ab jetzt auf dich auf.
05AA: 290@s = 'SWE4_KE'  // ~z~Alles cool, Alter. Wir sehen uns spter, Kumpels.
05AA: 292@s = 'SWE4_KI'  // ~z~Hier, hol dir ein Bier oder so was.
05AA: 294@s = 'SWE4_LA'  // ~z~Wir haben sie kaltgemacht! CJ, komm, wir jagen noch ein paar mehr!
05AA: 296@s = 'SWE4_LB'  // ~z~Das war zu einfach, suchen wir uns noch ein paar andere Ballas-Idioten!
05AA: 298@s = 'SWE4_LC'  // ~z~Worauf wartest du, CJ? Wir wollen noch ein paar Ballas-Idioten kalt machen!
05AA: 300@s = 'SWE4_MA'  // ~z~Ein paar von diesen Idioten stehen noch, wir mssen's noch mal versuchen!
05AA: 302@s = 'SWE4_MB'  // ~z~Wir haben diese Motherfucker nicht alle erwischt!
05AA: 304@s = 'SWE4_MC'  // ~z~CJ, machen wir sie fertig!
05AA: 306@s = 'SWE4_MD'  // ~z~Wo willst du hin, CJ, es mssen noch ein paar Ballas erledigt werden!
05AA: 308@s = 'SWE4_NA'  // ~z~CJ, du bist 'ne Zumutung!
05AA: 310@s = 'SWE4_NB'  // ~z~Die Bullen sind uns wieder auf den Fersen!
05AA: 312@s = 'SWE4_NC'  // ~z~CJ, willst du, dass wir verhaftet werden?
05AA: 314@s = 'SWE4_OA'  // ~z~Mach was, CJ, so ziehen wir zu viel Aufmerksamkeit auf uns!
05AA: 316@s = 'SWE4_OB'  // ~z~CJ, bring uns zu 'ner Lackiererei!
05AA: 318@s = 'SWE4_OC'  // ~z~Komm schon, CJ, bring uns in Sicherheit!
05AA: 320@s = 'SWE4_PA'  // ~z~Also, wo waren wir stehen geblieben?
05AA: 322@s = 'SWE4_PB'  // ~z~Ich hab vergessen, was wir grade bequatscht haben!
05AA: 324@s = 'SWE4_PC'  // ~z~Okay, alles klar. Wo war ich stehen geblieben?
04AF: 328@ = 38000 // @ = any 
04AF: 329@ = 38001 // @ = any 
04AF: 330@ = 38002 // @ = any 
04AF: 331@ = 38003 // @ = any 
04AF: 332@ = 38004 // @ = any 
04AF: 333@ = 38005 // @ = any 
04AF: 334@ = 38006 // @ = any 
04AF: 335@ = 38007 // @ = any 
04AF: 336@ = 38008 // @ = any 
04AF: 337@ = 38009 // @ = any 
04AF: 338@ = 38010 // @ = any 
04AF: 339@ = 38011 // @ = any 
04AF: 340@ = 38012 // @ = any 
04AF: 341@ = 38013 // @ = any 
04AF: 342@ = 38014 // @ = any 
04AF: 343@ = 38015 // @ = any 
04AF: 344@ = 38016 // @ = any 
04AF: 345@ = 38017 // @ = any 
04AF: 346@ = 38018 // @ = any 
04AF: 347@ = 38019 // @ = any 
04AF: 348@ = 38020 // @ = any 
04AF: 349@ = 38021 // @ = any 
04AF: 350@ = 38022 // @ = any 
04AF: 351@ = 38023 // @ = any 
04AF: 352@ = 38024 // @ = any 
04AF: 353@ = 38025 // @ = any 
04AF: 354@ = 38026 // @ = any 
04AF: 355@ = 38027 // @ = any 
04AF: 356@ = 38028 // @ = any 
04AF: 357@ = 38029 // @ = any 
04AF: 358@ = 38030 // @ = any 
04AF: 359@ = 38031 // @ = any 
04AF: 360@ = 38032 // @ = any 
04AF: 361@ = 38033 // @ = any 
04AF: 362@ = 38034 // @ = any 
04AF: 363@ = 38035 // @ = any 
04AF: 364@ = 38036 // @ = any 
04AF: 365@ = 38037 // @ = any 
04AF: 366@ = 38038 // @ = any 
04AF: 367@ = 38039 // @ = any 
04AF: 368@ = 38041 // @ = any 
04AF: 369@ = 38042 // @ = any 
04AF: 370@ = 38043 // @ = any 
04AF: 371@ = 38040 // @ = any 
04AF: 372@ = 38044 // @ = any 
04AF: 373@ = 38045 // @ = any 
04AF: 374@ = 38046 // @ = any 
04AF: 375@ = 38047 // @ = any 
04AF: 376@ = 38048 // @ = any 
04AF: 377@ = 38049 // @ = any 
04AF: 378@ = 38050 // @ = any 
04AF: 379@ = 38051 // @ = any 
04AF: 380@ = 38052 // @ = any 
04AF: 381@ = 38053 // @ = any 
04AF: 382@ = 38054 // @ = any 
04AF: 383@ = 38055 // @ = any 
04AF: 384@ = 38056 // @ = any 
04AF: 385@ = 38057 // @ = any 
04AF: 386@ = 38058 // @ = any 
04AF: 387@ = 38059 // @ = any 
04AF: 388@ = 38060 // @ = any 
03D5: remove_text 'M_FAIL'  // ~r~MISSION FEHLGESCHLAGEN!
054C: use_GXT_table 'SWEET4' 
0395: clear_area 0 at 2518.0 -1673.0 14.0 radius 50.0 
fade 0 1000 

:SWEET4_7087
if 
fading 
else_jump @SWEET4_7111 
wait 0 
jump @SWEET4_7087 

:SWEET4_7111
02E4: load_cutscene_data 'SWEET4A' 
fade 0 0 

:SWEET4_7128
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET4_7152 
wait 0 
jump @SWEET4_7128 

:SWEET4_7152
fade 0 0 
02E7: start_cutscene 
fade 0 0 
fade 1 1000 

:SWEET4_7173
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET4_7197 
wait 0 
jump @SWEET4_7173 

:SWEET4_7197
fade 0 0 

:SWEET4_7203
if 
fading 
else_jump @SWEET4_7227 
wait 0 
jump @SWEET4_7203 

:SWEET4_7227
02EA: end_cutscene 
043C: disable_sounds_after_fade 0 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
041E: set_radio_station 7 
08EA: enable_gangs_spawn 0 
gosub @SWEET4_47 
gosub @SWEET4_154 
gosub @SWEET4_300 
gosub @SWEET4_452 
gosub @SWEET4_3106 
if and
   not Actor.Dead(394@)
   not Actor.Dead(401@)
   not Actor.Dead(408@)
   not Car.Wrecked(543@)
else_jump @SWEET4_7461 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 97@ 
05BA: AS_actor -1 move_mouth 1000 ms 
05CA: AS_actor -1 enter_car 543@ passenger_seat 0 -1 ms 
0616: define_AS_pack_end 97@ 
0618: assign_actor 394@ to_AS_pack 97@ 
07A1: set_walk_speed 4 
05CA: AS_actor 401@ enter_car 543@ passenger_seat 1 -1 ms 
07A1: set_walk_speed 4 
05CA: AS_actor 408@ enter_car 543@ passenger_seat 2 -1 ms 
060A: create_decision_maker_type 0 store_to 47@ // decision\allowed\m_.ped files 
060B: set_actor 394@ decision_maker_to 47@ 
060B: set_actor 401@ decision_maker_to 47@ 
060B: set_actor 408@ decision_maker_to 47@ 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
039E: set_actor 394@ locked 1 while_in_car 
039E: set_actor 401@ locked 1 while_in_car 
039E: set_actor 408@ locked 1 while_in_car 
01BD: $6669 = current_time_in_ms 
$6672 = -1 

:SWEET4_7461
050F: get_max_wanted_level_to 53@ 
01F0: set_max_wanted_level_to 0 
099E: enable_police_patrols 0 
072C: generate_police_bikes 0 
Camera.SetBehindPlayer
03C7: set_sensitivity_to_crime 0.7 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_7540 
Actor.PutAt($PLAYER_ACTOR, 2516.92, -1679.45, 13.42)
Actor.Angle($PLAYER_ACTOR) = 27.25

:SWEET4_7540
gosub @SWEET4_597 
00BC: show_text_highpriority GXT 'SWE4_00' time 5000 flag 1  // ~s~Steig in den ~b~Wagen~s~.
01BD: 61@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
0169: set_fade_color_RGB 0 0 0 
fade 1 500 

:SWEET4_7599
wait 0 
if 
   not 389@ == 0 
else_jump @SWEET4_8083 
if 
  390@ == 0 
else_jump @SWEET4_7667 
if 
03D0:   wav 392@ loaded 
else_jump @SWEET4_7660 
040D: unload_wav 392@ 

:SWEET4_7660
390@ = 1 

:SWEET4_7667
if 
  390@ == 1 
else_jump @SWEET4_7711 
03CF: load_wav 327@(389@,62i) as 391@ 
gosub @SWEET4_24471 
390@ = 2 

:SWEET4_7711
if 
  390@ == 2 
else_jump @SWEET4_7820 
if 
03D0:   wav 391@ loaded 
else_jump @SWEET4_7820 
if 
   not 326@ == 0 
else_jump @SWEET4_7794 
if 
   not Actor.Dead(326@)
else_jump @SWEET4_7794 
0967: actor 326@ move_mouth 10000 ms 
0A09: set_actor 326@ muted 1 // versionB 

:SWEET4_7794
03D1: play_wav 391@ 
00BC: show_text_highpriority GXT 202@(389@,62s) time 10000 flag 1 
390@ = 3 

:SWEET4_7820
if 
  390@ == 3 
else_jump @SWEET4_8083 
if 
03D2:   wav 391@ ended 
else_jump @SWEET4_8022 
03D5: remove_text 202@(389@,62s) 
if 
   not 326@ == 0 
else_jump @SWEET4_7909 
if 
   not Actor.Dead(326@)
else_jump @SWEET4_7909 
0968: actor 326@ stop_mouth 
0A09: set_actor 326@ muted 0 // versionB 

:SWEET4_7909
if 
  391@ == 1 
else_jump @SWEET4_7948 
391@ = 2 
392@ = 1 
jump @SWEET4_7962 

:SWEET4_7948
391@ = 1 
392@ = 2 

:SWEET4_7962
389@ = 0 
390@ = 0 
if 
  $6672 == 2 
else_jump @SWEET4_8008 
$6672 = 6 
jump @SWEET4_8015 

:SWEET4_8008
$6672 += 1 

:SWEET4_8015
jump @SWEET4_8083 

:SWEET4_8022
if 
83D0:   not wav 392@ loaded 
else_jump @SWEET4_8083 
if 
  60 > 389@ 
else_jump @SWEET4_8083 
0085: 393@ = 389@ // (int) 
393@ += 1 
03CF: load_wav 327@(393@,62i) as 392@ 

:SWEET4_8083
if 
0735:   NOP_false 83 
else_jump @SWEET4_8105 
jump @SWEET4_23785 

:SWEET4_8105
if or
  8 > $6637 
  $6637 == 666 
else_jump @SWEET4_8180 
if or
   Actor.Dead(394@)
   Actor.Dead(401@)
   Actor.Dead(408@)
else_jump @SWEET4_8180 
00BC: show_text_highpriority GXT 'SWE4_04' time 5000 flag 1  // ~r~Deine Homies haben es nicht geschafft.
jump @SWEET4_23767 

:SWEET4_8180
if 
   Car.Wrecked(543@)
else_jump @SWEET4_8219 
00BC: show_text_highpriority GXT 'SWE4_04' time 5000 flag 1  // ~r~Deine Homies haben es nicht geschafft.
jump @SWEET4_23767 

:SWEET4_8219
if 
  $6637 == 0 
else_jump @SWEET4_9178 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_9178 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(394@)
   not Actor.Dead(401@)
   not Actor.Dead(408@)
else_jump @SWEET4_9178 
if and
   Actor.InCar($PLAYER_ACTOR, 543@)
   Actor.InCar(394@, 543@)
   Actor.InCar(401@, 543@)
   Actor.InCar(408@, 543@)
else_jump @SWEET4_8373 
00BE: text_clear_all 
0647: unknown_actor 394@ look_task 
Marker.Disable(544@)
Marker.Disable(395@)
Marker.Disable(402@)
Marker.Disable(409@)
01BD: $6669 = current_time_in_ms 
$6659 = 0 
$6637 = 1 

:SWEET4_8373
if 
   Actor.InCar($PLAYER_ACTOR, 543@)
else_jump @SWEET4_9178 
if 
  396@ == 0 
else_jump @SWEET4_8456 
if 
   not Actor.InCar(394@, 543@)
else_jump @SWEET4_8456 
Marker.Disable(544@)
395@ = Marker.CreateAboveActor(394@)
07E0: set_marker 395@ type_to 1 
396@ = 1 

:SWEET4_8456
if 
  396@ == 1 
else_jump @SWEET4_8570 
if 
   not Actor.InCar(394@, 543@)
else_jump @SWEET4_8570 
if 
8203:   not actor 394@ near_car 543@ radius 8.0 8.0 flag 0 on_foot 
else_jump @SWEET4_8546 
00BC: show_text_highpriority GXT 'SWE4_09' time 100 flag 1  // ~s~Du hast ~b~Smoke ~s~zurckgelassen!
jump @SWEET4_8570 

:SWEET4_8546
05CA: AS_actor 394@ enter_car 543@ passenger_seat 0 -1 ms 
01BD: 61@ = current_time_in_ms 
396@ = 2 

:SWEET4_8570
if 
  396@ == 2 
else_jump @SWEET4_8654 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
if 
  73@ > 1000 
else_jump @SWEET4_8654 
if 
  73@ > 3000 
else_jump @SWEET4_8654 
396@ = 1 

:SWEET4_8654
if 
  403@ == 0 
else_jump @SWEET4_8718 
if 
   not Actor.InCar(401@, 543@)
else_jump @SWEET4_8718 
Marker.Disable(544@)
402@ = Marker.CreateAboveActor(401@)
07E0: set_marker 402@ type_to 1 
403@ = 1 

:SWEET4_8718
if 
  403@ == 1 
else_jump @SWEET4_8832 
if 
   not Actor.InCar(401@, 543@)
else_jump @SWEET4_8832 
if 
8203:   not actor 401@ near_car 543@ radius 8.0 8.0 flag 0 on_foot 
else_jump @SWEET4_8808 
00BC: show_text_highpriority GXT 'SWE4_10' time 100 flag 1  // ~s~Du hast ~b~Ryder ~s~zurckgelassen!
jump @SWEET4_8832 

:SWEET4_8808
05CA: AS_actor 401@ enter_car 543@ passenger_seat 1 -1 ms 
01BD: 61@ = current_time_in_ms 
403@ = 2 

:SWEET4_8832
if 
  403@ == 2 
else_jump @SWEET4_8916 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
if 
  73@ > 1000 
else_jump @SWEET4_8916 
if 
  73@ > 3000 
else_jump @SWEET4_8916 
403@ = 1 

:SWEET4_8916
if 
  410@ == 0 
else_jump @SWEET4_8980 
if 
   not Actor.InCar(408@, 543@)
else_jump @SWEET4_8980 
Marker.Disable(544@)
409@ = Marker.CreateAboveActor(408@)
07E0: set_marker 409@ type_to 1 
410@ = 1 

:SWEET4_8980
if 
  410@ == 1 
else_jump @SWEET4_9094 
if 
   not Actor.InCar(408@, 543@)
else_jump @SWEET4_9094 
if 
8203:   not actor 408@ near_car 543@ radius 8.0 8.0 flag 0 on_foot 
else_jump @SWEET4_9070 
00BC: show_text_highpriority GXT 'SWE4_11' time 100 flag 1  // ~s~Du hast ~b~Sweet ~s~zurckgelassen!
jump @SWEET4_9094 

:SWEET4_9070
05CA: AS_actor 408@ enter_car 543@ passenger_seat 2 -1 ms 
01BD: 61@ = current_time_in_ms 
410@ = 2 

:SWEET4_9094
if 
  410@ == 2 
else_jump @SWEET4_9178 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
if 
  73@ > 1000 
else_jump @SWEET4_9178 
if 
  73@ > 3000 
else_jump @SWEET4_9178 
410@ = 1 

:SWEET4_9178
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(394@)
   not Actor.Dead(401@)
   not Actor.Dead(408@)
else_jump @SWEET4_10149 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_10149 
if and
   Actor.InCar($PLAYER_ACTOR, 543@)
   Actor.InCar(394@, 543@)
   Actor.InCar(401@, 543@)
   Actor.InCar(408@, 543@)
else_jump @SWEET4_10149 
if 
  $6637 == 1 
else_jump @SWEET4_9293 
$6637 = 2 

:SWEET4_9293
if 
  $6637 == 2 
else_jump @SWEET4_9351 
$6660 = 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
018A: 57@ = create_checkpoint_at 54@ 55@ 56@ 
01BD: 61@ = current_time_in_ms 
$6637 = 3 

:SWEET4_9351
if 
  $6637 == 3 
else_jump @SWEET4_9509 
if 
  43@ == 0 
else_jump @SWEET4_9439 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
if 
  73@ > 6000 
else_jump @SWEET4_9439 
01BD: 61@ = current_time_in_ms 
43@ = 1 

:SWEET4_9439
if 
  43@ == 1 
else_jump @SWEET4_9509 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
if 
  73@ > 5000 
else_jump @SWEET4_9509 
01BD: 61@ = current_time_in_ms 
43@ = 2 

:SWEET4_9509
if 
  $6637 == 3 
else_jump @SWEET4_10149 
if and
  $6666 == 0 
  34@ == 0 
else_jump @SWEET4_10149 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_10149 
if 
0100:   actor $PLAYER_ACTOR in_sphere 54@ 55@ 56@ radius 150.0 150.0 150.0 sphere 0 in_car 
else_jump @SWEET4_9635 
if 
  42@ == 0 
else_jump @SWEET4_9635 
03DE: set_pedestrians_density_multiplier_to 0.0 

:SWEET4_9635
if 
0100:   actor $PLAYER_ACTOR in_sphere 54@ 55@ 56@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SWEET4_10149 
if 
0448:   actor $PLAYER_ACTOR in_car 543@ 
else_jump @SWEET4_10149 
Player.CanMove($PLAYER_CHAR) = False
$6672 = 9 
Marker.Disable(57@)
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
fade 0 300 
01BD: $6669 = current_time_in_ms 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GDB_CAR_PLY" IFP_file "GHETTO_DB" 4.0 loop 0 0 0 0 time 0 // versionA 
01B9: set_actor 394@ armed_weapon_to 32 
0605: actor 394@ perform_animation_sequence "GDB_CAR_SMO" IFP_file "GHETTO_DB" 4.0 loop 0 0 0 0 time 0 // versionA 
01B9: set_actor 408@ armed_weapon_to 32 
0605: actor 408@ perform_animation_sequence "GDB_CAR_SWE" IFP_file "GHETTO_DB" 4.0 loop 0 0 0 0 time 0 // versionA 
01B9: set_actor 401@ armed_weapon_to 32 
0605: actor 401@ perform_animation_sequence "GDB_CAR_RYD" IFP_file "GHETTO_DB" 4.0 loop 0 0 0 0 time 0 // versionA 
0852: set_car 543@ damages_visible 0 
198@ = Object.Create(#KB_BEER, 2440.58, -1979.89, 14.2)
gosub @SWEET4_842 
gosub @SWEET4_3303 
gosub @SWEET4_3451 
if 
   not Actor.Dead(418@)
else_jump @SWEET4_10049 
06AB: set_actor 418@ all_weapons_hidden 1 
070A: AS_actor 418@ attach_to_object 198@ offset 0.1 0.1 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 

:SWEET4_10049
Model.Load(#LAEROAD30)

:SWEET4_10053
if 
fading 
else_jump @SWEET4_10077 
wait 0 
jump @SWEET4_10053 

:SWEET4_10077
if 
   not Model.Available(#LAEROAD30)
else_jump @SWEET4_10103 
wait 0 
jump @SWEET4_10077 

:SWEET4_10103
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_10128 
0697: set_car 543@ remove_componentB 4 visible_effect_flag 1 

:SWEET4_10128
$6637 = 4 
34@ = 1 
$6665 = 1 

:SWEET4_10149
if and
  $6637 == 4 
  $6660 == 0 
else_jump @SWEET4_10233 
if and
   not Actor.Dead(401@)
   not Actor.Dead(394@)
else_jump @SWEET4_10233 
if and
   not Car.Wrecked(543@)
   not Actor.Dead(408@)
else_jump @SWEET4_10233 
01BD: 59@ = current_time_in_ms 
01BD: $6669 = current_time_in_ms 
$6660 = 1 

:SWEET4_10233
if 
  $6637 == 4 
else_jump @SWEET4_11507 
if 
  $6660 > 0 
else_jump @SWEET4_10349 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  71@ > 2000 
else_jump @SWEET4_10349 
if 
00E1:   player 0 pressed_key 16 
else_jump @SWEET4_10349 
00BE: text_clear_all 
$6672 = 14 
50@ = 1 
$6660 = 4 

:SWEET4_10349
if 
  $6660 == 1 
else_jump @SWEET4_10603 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  71@ > 300 
else_jump @SWEET4_10603 
if 
  $6665 == 1 
else_jump @SWEET4_10603 
if 
   not Actor.Dead(401@)
else_jump @SWEET4_10603 
041D: set_camera_near_clip 0.1 
0407: store_coords_to 120@ 130@ 140@ from_car 543@ with_offset -0.337 1.566 0.657 
0407: store_coords_to 122@ 132@ 142@ from_car 543@ with_offset 0.038 -1.033 0.088 
Camera.SetPosition(120@, 130@, 140@, 0.0, 0.0, 0.0)
Camera.PointAt(122@, 132@, 142@, 2)
01BD: 59@ = current_time_in_ms 
0169: set_fade_color_RGB 0 0 0 
fade 1 300 

:SWEET4_10565
if 
fading 
else_jump @SWEET4_10589 
wait 0 
jump @SWEET4_10565 

:SWEET4_10589
$6672 = 9 
$6660 = 2 

:SWEET4_10603
if 
  $6660 == 2 
else_jump @SWEET4_10725 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  71@ > 10700 
else_jump @SWEET4_10725 
if 
  $6665 == 1 
else_jump @SWEET4_10725 
0169: set_fade_color_RGB 0 0 0 
fade 0 300 

:SWEET4_10694
if 
fading 
else_jump @SWEET4_10718 
wait 0 
jump @SWEET4_10694 

:SWEET4_10718
$6660 = 31 

:SWEET4_10725
if 
  $6660 == 31 
else_jump @SWEET4_10887 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  71@ > 11000 
else_jump @SWEET4_10887 
041D: set_camera_near_clip 0.1 
0169: set_fade_color_RGB 0 0 0 
Camera.SetPosition(2098.139, -1385.882, 30.5735, 0.0, 0.0, 0.0)
Camera.PointAt(2098.952, -1385.364, 30.3086, 2)
fade 1 300 

:SWEET4_10856
if 
fading 
else_jump @SWEET4_10880 
wait 0 
jump @SWEET4_10856 

:SWEET4_10880
$6660 = 3 

:SWEET4_10887
if 
  $6660 == 3 
else_jump @SWEET4_11146 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  71@ > 13000 
else_jump @SWEET4_11146 
if 
  $6665 == 1 
else_jump @SWEET4_11146 
if 
   not Car.Wrecked(523@)
else_jump @SWEET4_11146 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2098.139 -1385.882 30.5735 position_to 2075.787 -1369.657 23.6289 time 3500 drop_mode 1 
0920: point_camera 2098.952 -1385.364 30.3086 transverse_to 2076.316 -1368.814 23.7227 time 3500 mode 1 
if 
   not Actor.Dead(417@)
else_jump @SWEET4_11115 
0605: actor 417@ perform_animation_sequence "GSIGN1" IFP_file "GHANDS" 4.0 loop 0 0 0 0 time 0 // versionA 

:SWEET4_11115
if 
   not Actor.Dead(416@)
else_jump @SWEET4_11139 
0618: assign_actor 416@ to_AS_pack 118@ 

:SWEET4_11139
$6660 = 4 

:SWEET4_11146
if 
  $6660 == 4 
else_jump @SWEET4_11233 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if or
  71@ > 20000 
  50@ == 1 
else_jump @SWEET4_11233 
0169: set_fade_color_RGB 0 0 0 
fade 0 300 
$6660 = 6 

:SWEET4_11233
if 
  $6660 == 6 
else_jump @SWEET4_11507 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if or
  71@ > 21000 
  50@ == 1 
else_jump @SWEET4_11507 
00BE: text_clear_all 
$6672 = 14 
Model.Destroy(#LAEROAD30)
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
fade 1 300 
04EF: release_animation "GANGS" 
04EF: release_animation "GHANDS" 
01BD: 62@ = current_time_in_ms 
01BD: 63@ = current_time_in_ms 
01BD: 64@ = current_time_in_ms 
03E5: show_text_box 'SWE4_13'  // Drcke ~k~~VEHICLE_LOOKLEFT~ oder ~k~~VEHICLE_LOOKRIGHT~, um im Auto sitzend nach links oder rechts zu sehen.
0698: set_car 543@ repair_componentB 4 
0395: clear_area 1 at 54@ 55@ 56@ radius 4.0 
0852: set_car 543@ damages_visible 1 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_11486 
$6674 = Car.Health(543@)
if 
  $6674 > 250 
else_jump @SWEET4_11471 
$6674 -= 250 

:SWEET4_11471
0084: $6673 = $6674 // (int) 
$6673 /= 10 

:SWEET4_11486
$6659 = 1 
50@ = 0 
$6637 = 5 

:SWEET4_11507
if and
  $6637 == 5 
  $6660 >= 6 
else_jump @SWEET4_12776 
01BD: 70@ = current_time_in_ms 
0085: 76@ = 70@ // (int) 
0062: 76@ -= 64@ // (int) 
if 
  76@ > 5000 
else_jump @SWEET4_11634 
if 
  84@ == 0 
else_jump @SWEET4_11634 
0151: remove_status_text $6673 
03C4: set_status_text $6673 type 1 GXT 'SWE4_08' // global_variable  // AUTO
03E5: show_text_box 'SWE4_15'  // Das ermglicht dir, zu sehen, wo sich deine Feinde befinden.
01BD: 62@ = current_time_in_ms 
84@ = 1 

:SWEET4_11634
if and
  $6661 == 0 
  $6665 == 1 
else_jump @SWEET4_11839 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_11839 
if and
   not Actor.Dead(415@)
   not Actor.Dead(394@)
else_jump @SWEET4_11839 
if or
01AF:   car 543@ sphere 0 in_sphere 451@ 469@ 487@ radius 85@ 85@ 85@ 
02E0:   actor 394@ aggressive 
else_jump @SWEET4_11839 
if and
   not Actor.Dead(416@)
   not Actor.Dead(417@)
   not Actor.Dead(418@)
   not Car.Wrecked(523@)
else_jump @SWEET4_11839 
Object.Destroy(198@)
01B9: set_actor 418@ armed_weapon_to 22 
0618: assign_actor 415@ to_AS_pack 98@ 
061B: remove_references_to_AS_pack 98@ 
0618: assign_actor 416@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 
0618: assign_actor 417@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 
0618: assign_actor 418@ to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 
$6661 = 1 

:SWEET4_11839
if and
  $6662 == 0 
  $6666 == 1 
else_jump @SWEET4_12032 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_12032 
if and
   not Actor.Dead(419@)
   not Actor.Dead(394@)
else_jump @SWEET4_12032 
if or
01AF:   car 543@ sphere 0 in_sphere 455@ 473@ 491@ radius 85@ 85@ 85@ 
02E0:   actor 394@ aggressive 
else_jump @SWEET4_12032 
if and
   not Actor.Dead(420@)
   not Actor.Dead(421@)
   not Actor.Dead(422@)
   not Car.Wrecked(524@)
else_jump @SWEET4_12032 
0618: assign_actor 419@ to_AS_pack 102@ 
061B: remove_references_to_AS_pack 102@ 
0618: assign_actor 420@ to_AS_pack 103@ 
061B: remove_references_to_AS_pack 103@ 
0618: assign_actor 421@ to_AS_pack 104@ 
061B: remove_references_to_AS_pack 104@ 
0618: assign_actor 422@ to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
$6662 = 1 

:SWEET4_12032
if and
  $6663 == 0 
  $6667 == 1 
else_jump @SWEET4_12220 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_12220 
if and
   not Actor.Dead(423@)
   not Actor.Dead(394@)
else_jump @SWEET4_12220 
if or
01AF:   car 543@ sphere 0 in_sphere 459@ 477@ 495@ radius 85@ 85@ 85@ 
02E0:   actor 394@ aggressive 
else_jump @SWEET4_12220 
if and
   not Actor.Dead(424@)
   not Actor.Dead(425@)
   not Actor.Dead(426@)
else_jump @SWEET4_12220 
0618: assign_actor 423@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 
0618: assign_actor 424@ to_AS_pack 107@ 
061B: remove_references_to_AS_pack 107@ 
0618: assign_actor 425@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 
0618: assign_actor 426@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
$6663 = 1 

:SWEET4_12220
if and
  $6664 == 0 
  $6668 == 1 
else_jump @SWEET4_12408 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_12408 
if and
   not Actor.Dead(427@)
   not Actor.Dead(394@)
else_jump @SWEET4_12408 
if or
01AF:   car 543@ sphere 0 in_sphere 463@ 481@ 499@ radius 85@ 85@ 85@ 
02E0:   actor 394@ aggressive 
else_jump @SWEET4_12408 
if and
   not Actor.Dead(428@)
   not Actor.Dead(429@)
   not Actor.Dead(430@)
else_jump @SWEET4_12408 
0618: assign_actor 427@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 
0618: assign_actor 428@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 
0618: assign_actor 429@ to_AS_pack 112@ 
061B: remove_references_to_AS_pack 112@ 
0618: assign_actor 430@ to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
$6664 = 1 

:SWEET4_12408
if and
  $6666 == 0 
  34@ == 2 
  $6659 == 0 
else_jump @SWEET4_12552 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_12552 
if 
80C2:   not sphere_onscreen 455@ 473@ 491@ radius 4.0 
else_jump @SWEET4_12552 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 455@ 473@ 491@ radius 85@ 85@ 85@ 
else_jump @SWEET4_12552 
gosub @SWEET4_1419 
gosub @SWEET4_3305 
gosub @SWEET4_3787 
Model.Destroy(#VOODOO)
$6666 = 1 

:SWEET4_12552
if and
  $6667 == 0 
  34@ == 3 
  $6659 == 0 
else_jump @SWEET4_12664 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_12664 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 459@ 477@ 495@ radius 85@ 85@ 85@ 
else_jump @SWEET4_12664 
gosub @SWEET4_1989 
gosub @SWEET4_3307 
gosub @SWEET4_4035 
$6667 = 1 

:SWEET4_12664
if and
  $6668 == 0 
  34@ == 4 
  $6659 == 0 
else_jump @SWEET4_12776 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_12776 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 463@ 481@ 499@ radius 85@ 85@ 85@ 
else_jump @SWEET4_12776 
gosub @SWEET4_2503 
gosub @SWEET4_3379 
gosub @SWEET4_4316 
$6668 = 1 

:SWEET4_12776
if 
  $6637 > 4 
else_jump @SWEET4_14711 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(394@)
   not Actor.Dead(401@)
   not Actor.Dead(408@)
else_jump @SWEET4_13089 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_13089 
if and
   Actor.InCar($PLAYER_ACTOR, 543@)
   Actor.InCar(394@, 543@)
   Actor.InCar(401@, 543@)
   Actor.InCar(408@, 543@)
else_jump @SWEET4_13089 
if 
8495:   not car 543@ burning 
else_jump @SWEET4_13059 
if 
  48@ == 1 
else_jump @SWEET4_12946 
0151: remove_status_text $6673 
03C4: set_status_text $6673 type 1 GXT 'SWE4_08' // global_variable  // AUTO
48@ = 0 

:SWEET4_12946
$6674 = Car.Health(543@)
$6674 -= 250 
0084: $6673 = $6674 // (int) 
$6673 /= 12 
if 
0103:   actor $PLAYER_ACTOR in_sphere 2067.0 -1831.0 13.0 radius 5.0 5.0 5.0 sphere 0 stopped_in_car 
else_jump @SWEET4_13052 
if 
  $6674 == 750 
else_jump @SWEET4_13052 
Car.Health(543@) = 1450

:SWEET4_13052
jump @SWEET4_13089 

:SWEET4_13059
if 
  48@ == 0 
else_jump @SWEET4_13089 
0151: remove_status_text $6673 
48@ = 1 

:SWEET4_13089
01BD: 68@ = current_time_in_ms 
0085: 74@ = 68@ // (int) 
0062: 74@ -= 62@ // (int) 
if or
  74@ > 2000 
   Actor.Dead(195@)
else_jump @SWEET4_13200 
04AF: 41@ = 8 // @ = any 
0085: 194@ = 408@ // (int) 
gosub @SWEET4_24180 
04AF: 41@ = 8 // @ = any 
0085: 194@ = 401@ // (int) 
gosub @SWEET4_24180 
04AF: 41@ = 8 // @ = any 
0085: 194@ = 394@ // (int) 
gosub @SWEET4_24180 

:SWEET4_13200
if 
  $6665 == 1 
else_jump @SWEET4_13589 
if 
  34@ == 1 
else_jump @SWEET4_13589 
if 
  $6640 == 0 
else_jump @SWEET4_13294 
if 
   Actor.Dead(415@)
else_jump @SWEET4_13294 
Marker.Disable(433@)
Actor.RemoveReferences(415@)
77@ += 1 
$6640 = 1 

:SWEET4_13294
if 
  $6641 == 0 
else_jump @SWEET4_13352 
if 
   Actor.Dead(416@)
else_jump @SWEET4_13352 
Marker.Disable(434@)
Actor.RemoveReferences(416@)
77@ += 1 
$6641 = 1 

:SWEET4_13352
if 
  $6642 == 0 
else_jump @SWEET4_13410 
if 
   Actor.Dead(417@)
else_jump @SWEET4_13410 
Marker.Disable(435@)
Actor.RemoveReferences(417@)
77@ += 1 
$6642 = 1 

:SWEET4_13410
if 
  $6643 == 0 
else_jump @SWEET4_13468 
if 
   Actor.Dead(418@)
else_jump @SWEET4_13468 
Marker.Disable(436@)
Actor.RemoveReferences(418@)
77@ += 1 
$6643 = 1 

:SWEET4_13468
if 
  35@ == 0 
else_jump @SWEET4_13589 
if and
  $6640 == 1 
  $6641 == 1 
  $6642 == 1 
  $6643 == 1 
else_jump @SWEET4_13589 
if 
  $6659 == 0 
else_jump @SWEET4_13575 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_13575 
389@ = 46 

:SWEET4_13575
34@ = 2 
35@ = 1 

:SWEET4_13589
if 
  $6666 == 1 
else_jump @SWEET4_13978 
if 
  34@ == 2 
else_jump @SWEET4_13978 
if 
  $6644 == 0 
else_jump @SWEET4_13683 
if 
   Actor.Dead(419@)
else_jump @SWEET4_13683 
Marker.Disable(437@)
Actor.RemoveReferences(419@)
77@ += 1 
$6644 = 1 

:SWEET4_13683
if 
  $6645 == 0 
else_jump @SWEET4_13741 
if 
   Actor.Dead(420@)
else_jump @SWEET4_13741 
Marker.Disable(438@)
Actor.RemoveReferences(420@)
77@ += 1 
$6645 = 1 

:SWEET4_13741
if 
  $6646 == 0 
else_jump @SWEET4_13799 
if 
   Actor.Dead(421@)
else_jump @SWEET4_13799 
Marker.Disable(439@)
Actor.RemoveReferences(421@)
77@ += 1 
$6646 = 1 

:SWEET4_13799
if 
  $6647 == 0 
else_jump @SWEET4_13857 
if 
   Actor.Dead(422@)
else_jump @SWEET4_13857 
Marker.Disable(440@)
Actor.RemoveReferences(422@)
77@ += 1 
$6647 = 1 

:SWEET4_13857
if 
  36@ == 0 
else_jump @SWEET4_13978 
if and
  $6644 == 1 
  $6645 == 1 
  $6646 == 1 
  $6647 == 1 
else_jump @SWEET4_13978 
if 
  $6659 == 0 
else_jump @SWEET4_13964 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_13964 
389@ = 47 

:SWEET4_13964
34@ = 3 
36@ = 1 

:SWEET4_13978
if 
  $6667 == 1 
else_jump @SWEET4_14367 
if 
  34@ == 3 
else_jump @SWEET4_14367 
if 
  $6648 == 0 
else_jump @SWEET4_14072 
if 
   Actor.Dead(423@)
else_jump @SWEET4_14072 
Marker.Disable(441@)
Actor.RemoveReferences(423@)
77@ += 1 
$6648 = 1 

:SWEET4_14072
if 
  $6649 == 0 
else_jump @SWEET4_14130 
if 
   Actor.Dead(424@)
else_jump @SWEET4_14130 
Marker.Disable(442@)
Actor.RemoveReferences(424@)
77@ += 1 
$6649 = 1 

:SWEET4_14130
if 
  $6650 == 0 
else_jump @SWEET4_14188 
if 
   Actor.Dead(425@)
else_jump @SWEET4_14188 
Marker.Disable(443@)
Actor.RemoveReferences(425@)
77@ += 1 
$6650 = 1 

:SWEET4_14188
if 
  $6651 == 0 
else_jump @SWEET4_14246 
if 
   Actor.Dead(426@)
else_jump @SWEET4_14246 
Marker.Disable(444@)
Actor.RemoveReferences(426@)
77@ += 1 
$6651 = 1 

:SWEET4_14246
if 
  37@ == 0 
else_jump @SWEET4_14367 
if and
  $6648 == 1 
  $6649 == 1 
  $6650 == 1 
  $6651 == 1 
else_jump @SWEET4_14367 
if 
  $6659 == 0 
else_jump @SWEET4_14353 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_14353 
389@ = 48 

:SWEET4_14353
34@ = 4 
37@ = 1 

:SWEET4_14367
if 
  $6668 == 1 
else_jump @SWEET4_14711 
if 
  34@ == 4 
else_jump @SWEET4_14711 
if 
  $6652 == 0 
else_jump @SWEET4_14461 
if 
   Actor.Dead(427@)
else_jump @SWEET4_14461 
Marker.Disable(445@)
Actor.RemoveReferences(427@)
77@ += 1 
$6652 = 1 

:SWEET4_14461
if 
  $6653 == 0 
else_jump @SWEET4_14519 
if 
   Actor.Dead(428@)
else_jump @SWEET4_14519 
Marker.Disable(446@)
Actor.RemoveReferences(428@)
77@ += 1 
$6653 = 1 

:SWEET4_14519
if 
  $6654 == 0 
else_jump @SWEET4_14577 
if 
   Actor.Dead(429@)
else_jump @SWEET4_14577 
Marker.Disable(447@)
Actor.RemoveReferences(429@)
77@ += 1 
$6654 = 1 

:SWEET4_14577
if 
  $6655 == 0 
else_jump @SWEET4_14635 
if 
   Actor.Dead(430@)
else_jump @SWEET4_14635 
Marker.Disable(448@)
Actor.RemoveReferences(430@)
77@ += 1 
$6655 = 1 

:SWEET4_14635
if 
  38@ == 0 
else_jump @SWEET4_14711 
if and
  $6652 == 1 
  $6653 == 1 
  $6654 == 1 
  $6655 == 1 
else_jump @SWEET4_14711 
01BD: $6669 = current_time_in_ms 
34@ = 1 
38@ = 0 

:SWEET4_14711
if 
  $6637 == 5 
else_jump @SWEET4_16502 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_16171 
if 
  45@ == 0 
else_jump @SWEET4_15199 
if and
01C1:   car 543@ stopped 
   Actor.InCar($PLAYER_ACTOR, 543@)
else_jump @SWEET4_15199 
01BD: 59@ = current_time_in_ms 
0209: 44@ = random_int_in_ranges 0 5 
$6638 = 50 
if 
   not Actor.Dead(415@)
else_jump @SWEET4_14832 
Actor.WeaponAccuracy(415@) = $6638

:SWEET4_14832
if 
   not Actor.Dead(416@)
else_jump @SWEET4_14856 
Actor.WeaponAccuracy(416@) = $6638

:SWEET4_14856
if 
   not Actor.Dead(417@)
else_jump @SWEET4_14880 
Actor.WeaponAccuracy(417@) = $6638

:SWEET4_14880
if 
   not Actor.Dead(418@)
else_jump @SWEET4_14904 
Actor.WeaponAccuracy(418@) = $6638

:SWEET4_14904
if 
   not Actor.Dead(419@)
else_jump @SWEET4_14928 
Actor.WeaponAccuracy(419@) = $6638

:SWEET4_14928
if 
   not Actor.Dead(420@)
else_jump @SWEET4_14952 
Actor.WeaponAccuracy(420@) = $6638

:SWEET4_14952
if 
   not Actor.Dead(421@)
else_jump @SWEET4_14976 
Actor.WeaponAccuracy(421@) = $6638

:SWEET4_14976
if 
   not Actor.Dead(422@)
else_jump @SWEET4_15000 
Actor.WeaponAccuracy(422@) = $6638

:SWEET4_15000
if 
   not Actor.Dead(423@)
else_jump @SWEET4_15024 
Actor.WeaponAccuracy(423@) = $6638

:SWEET4_15024
if 
   not Actor.Dead(424@)
else_jump @SWEET4_15048 
Actor.WeaponAccuracy(424@) = $6638

:SWEET4_15048
if 
   not Actor.Dead(425@)
else_jump @SWEET4_15072 
Actor.WeaponAccuracy(425@) = $6638

:SWEET4_15072
if 
   not Actor.Dead(426@)
else_jump @SWEET4_15096 
Actor.WeaponAccuracy(426@) = $6638

:SWEET4_15096
if 
   not Actor.Dead(427@)
else_jump @SWEET4_15120 
Actor.WeaponAccuracy(427@) = $6638

:SWEET4_15120
if 
   not Actor.Dead(428@)
else_jump @SWEET4_15144 
Actor.WeaponAccuracy(428@) = $6638

:SWEET4_15144
if 
   not Actor.Dead(429@)
else_jump @SWEET4_15168 
Actor.WeaponAccuracy(429@) = $6638

:SWEET4_15168
if 
   not Actor.Dead(430@)
else_jump @SWEET4_15192 
Actor.WeaponAccuracy(430@) = $6638

:SWEET4_15192
45@ = 1 

:SWEET4_15199
if 
  45@ == 1 
else_jump @SWEET4_15699 
01BD: 69@ = current_time_in_ms 
0085: 75@ = 69@ // (int) 
0062: 75@ -= 63@ // (int) 
if 
  75@ > 3000 
else_jump @SWEET4_15699 
if 
01C1:   car 543@ stopped 
else_jump @SWEET4_15692 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  71@ > 250 
else_jump @SWEET4_15685 
if 
  44@ == 0 
else_jump @SWEET4_15375 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_15375 
389@ = 20 
01BD: 59@ = current_time_in_ms 
45@ = 2 

:SWEET4_15375
if 
  44@ == 1 
else_jump @SWEET4_15437 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_15437 
389@ = 21 
01BD: 59@ = current_time_in_ms 
45@ = 2 

:SWEET4_15437
if 
  44@ == 2 
else_jump @SWEET4_15499 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_15499 
389@ = 22 
01BD: 59@ = current_time_in_ms 
45@ = 2 

:SWEET4_15499
if 
  44@ == 3 
else_jump @SWEET4_15561 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_15561 
389@ = 23 
01BD: 59@ = current_time_in_ms 
45@ = 2 

:SWEET4_15561
if 
  44@ == 4 
else_jump @SWEET4_15623 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_15623 
389@ = 24 
01BD: 59@ = current_time_in_ms 
45@ = 2 

:SWEET4_15623
if 
  44@ == 5 
else_jump @SWEET4_15685 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_15685 
389@ = 25 
01BD: 59@ = current_time_in_ms 
45@ = 2 

:SWEET4_15685
jump @SWEET4_15699 

:SWEET4_15692
45@ = 2 

:SWEET4_15699
if 
  45@ == 2 
else_jump @SWEET4_16171 
if 
81C1:   not car 543@ stopped 
else_jump @SWEET4_16171 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  71@ > 3100 
else_jump @SWEET4_15780 
45@ = 0 

:SWEET4_15780
$6638 = 30 
if 
   not Actor.Dead(415@)
else_jump @SWEET4_15811 
Actor.WeaponAccuracy(415@) = $6638

:SWEET4_15811
if 
   not Actor.Dead(416@)
else_jump @SWEET4_15835 
Actor.WeaponAccuracy(416@) = $6638

:SWEET4_15835
if 
   not Actor.Dead(417@)
else_jump @SWEET4_15859 
Actor.WeaponAccuracy(417@) = $6638

:SWEET4_15859
if 
   not Actor.Dead(418@)
else_jump @SWEET4_15883 
Actor.WeaponAccuracy(418@) = $6638

:SWEET4_15883
if 
   not Actor.Dead(419@)
else_jump @SWEET4_15907 
Actor.WeaponAccuracy(419@) = $6638

:SWEET4_15907
if 
   not Actor.Dead(420@)
else_jump @SWEET4_15931 
Actor.WeaponAccuracy(420@) = $6638

:SWEET4_15931
if 
   not Actor.Dead(421@)
else_jump @SWEET4_15955 
Actor.WeaponAccuracy(421@) = $6638

:SWEET4_15955
if 
   not Actor.Dead(422@)
else_jump @SWEET4_15979 
Actor.WeaponAccuracy(422@) = $6638

:SWEET4_15979
if 
   not Actor.Dead(423@)
else_jump @SWEET4_16003 
Actor.WeaponAccuracy(423@) = $6638

:SWEET4_16003
if 
   not Actor.Dead(424@)
else_jump @SWEET4_16027 
Actor.WeaponAccuracy(424@) = $6638

:SWEET4_16027
if 
   not Actor.Dead(425@)
else_jump @SWEET4_16051 
Actor.WeaponAccuracy(425@) = $6638

:SWEET4_16051
if 
   not Actor.Dead(426@)
else_jump @SWEET4_16075 
Actor.WeaponAccuracy(426@) = $6638

:SWEET4_16075
if 
   not Actor.Dead(427@)
else_jump @SWEET4_16099 
Actor.WeaponAccuracy(427@) = $6638

:SWEET4_16099
if 
   not Actor.Dead(428@)
else_jump @SWEET4_16123 
Actor.WeaponAccuracy(428@) = $6638

:SWEET4_16123
if 
   not Actor.Dead(429@)
else_jump @SWEET4_16147 
Actor.WeaponAccuracy(429@) = $6638

:SWEET4_16147
if 
   not Actor.Dead(430@)
else_jump @SWEET4_16171 
Actor.WeaponAccuracy(430@) = $6638

:SWEET4_16171
if 
  77@ == 16 
else_jump @SWEET4_16233 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_16233 
389@ = 33 
01BD: 82@ = current_time_in_ms 
77@ = 17 

:SWEET4_16233
if 
  77@ == 17 
else_jump @SWEET4_16502 
01BD: 81@ = current_time_in_ms 
0085: 80@ = 81@ // (int) 
0062: 80@ -= 82@ // (int) 
if 
  80@ > 3000 
else_jump @SWEET4_16502 
0335: enable_free_respray 1 
00BE: text_clear_all 
01F0: set_max_wanted_level_to 53@ 
if 
  49@ == 0 
else_jump @SWEET4_16331 
099E: enable_police_patrols 1 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)

:SWEET4_16331
Car.DoorStatus(543@) = 1
0151: remove_status_text $6673 
Marker.Disable($449)
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
01BD: 82@ = current_time_in_ms 
03DE: set_pedestrians_density_multiplier_to 0.5 
Marker.Disable(433@)
Marker.Disable(434@)
Marker.Disable(435@)
Marker.Disable(436@)
Marker.Disable(437@)
Marker.Disable(438@)
Marker.Disable(439@)
Marker.Disable(440@)
Marker.Disable(441@)
Marker.Disable(442@)
Marker.Disable(443@)
Marker.Disable(444@)
Marker.Disable(445@)
Marker.Disable(446@)
Marker.Disable(447@)
Marker.Disable(448@)
01BD: $6669 = current_time_in_ms 
$6672 = 14 
$6660 = 0 
$6637 = 6 
03C7: set_sensitivity_to_crime 1.0 
83@ = 0 

:SWEET4_16502
if and
  $6637 == 6 
  $6672 == 18 
else_jump @SWEET4_18034 
01BD: 81@ = current_time_in_ms 
0085: 80@ = 81@ // (int) 
0062: 80@ -= 82@ // (int) 
if 
  83@ == 0 
else_jump @SWEET4_16608 
if 
  80@ > 500 
else_jump @SWEET4_16608 
03E5: show_text_box 'SWE4_07'  // Lackierereien sind auf dem Radar als Sprhdosen dargestellt.
Marker.Disable($449)
83@ += 1 

:SWEET4_16608
if 
  83@ == 1 
else_jump @SWEET4_16679 
if 
  80@ > 1000 
else_jump @SWEET4_16679 
Marker.Disable($449)
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
83@ += 1 

:SWEET4_16679
if 
  83@ == 2 
else_jump @SWEET4_16728 
if 
  80@ > 1500 
else_jump @SWEET4_16728 
Marker.Disable($449)
83@ += 1 

:SWEET4_16728
if 
  83@ == 3 
else_jump @SWEET4_16799 
if 
  80@ > 2000 
else_jump @SWEET4_16799 
Marker.Disable($449)
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
83@ += 1 

:SWEET4_16799
if 
  83@ == 4 
else_jump @SWEET4_16848 
if 
  80@ > 2500 
else_jump @SWEET4_16848 
Marker.Disable($449)
83@ += 1 

:SWEET4_16848
if 
  83@ == 5 
else_jump @SWEET4_16919 
if 
  80@ > 3000 
else_jump @SWEET4_16919 
Marker.Disable($449)
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
83@ += 1 

:SWEET4_16919
if 
  83@ == 6 
else_jump @SWEET4_16968 
if 
  80@ > 3500 
else_jump @SWEET4_16968 
Marker.Disable($449)
83@ += 1 

:SWEET4_16968
if 
  83@ == 7 
else_jump @SWEET4_17039 
if 
  80@ > 4000 
else_jump @SWEET4_17039 
Marker.Disable($449)
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
83@ += 1 

:SWEET4_17039
if 
  83@ == 8 
else_jump @SWEET4_17088 
if 
  80@ > 4500 
else_jump @SWEET4_17088 
Marker.Disable($449)
83@ += 1 

:SWEET4_17088
if 
  83@ == 9 
else_jump @SWEET4_17159 
if 
  80@ > 5000 
else_jump @SWEET4_17159 
Marker.Disable($449)
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
83@ += 1 

:SWEET4_17159
if 
  83@ == 10 
else_jump @SWEET4_17208 
if 
  80@ > 5500 
else_jump @SWEET4_17208 
Marker.Disable($449)
83@ += 1 

:SWEET4_17208
if 
  83@ == 11 
else_jump @SWEET4_17279 
if 
  80@ > 6000 
else_jump @SWEET4_17279 
Marker.Disable($449)
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
83@ += 1 

:SWEET4_17279
if 
  83@ == 12 
else_jump @SWEET4_17328 
if 
  80@ > 6500 
else_jump @SWEET4_17328 
Marker.Disable($449)
83@ += 1 

:SWEET4_17328
if 
  83@ == 13 
else_jump @SWEET4_17399 
if 
  80@ > 7000 
else_jump @SWEET4_17399 
Marker.Disable($449)
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
83@ += 1 

:SWEET4_17399
if 
  83@ == 14 
else_jump @SWEET4_17448 
if 
  80@ > 7500 
else_jump @SWEET4_17448 
Marker.Disable($449)
83@ += 1 

:SWEET4_17448
if 
  83@ == 15 
else_jump @SWEET4_17519 
if 
  80@ > 8000 
else_jump @SWEET4_17519 
Marker.Disable($449)
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
83@ += 1 

:SWEET4_17519
if 
  83@ == 16 
else_jump @SWEET4_17568 
if 
  80@ > 8500 
else_jump @SWEET4_17568 
Marker.Disable($449)
83@ += 1 

:SWEET4_17568
if 
  83@ == 17 
else_jump @SWEET4_17639 
if 
  80@ > 9000 
else_jump @SWEET4_17639 
Marker.Disable($449)
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
83@ += 1 

:SWEET4_17639
if 
  83@ == 18 
else_jump @SWEET4_17688 
if 
  80@ > 9500 
else_jump @SWEET4_17688 
Marker.Disable($449)
83@ += 1 

:SWEET4_17688
if 
  83@ == 19 
else_jump @SWEET4_17784 
if 
  80@ > 10000 
else_jump @SWEET4_17784 
Marker.Disable($449)
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
Marker.Disable($6658)
018A: $6658 = create_checkpoint_at 2075.55 -1831.09 12.21 
83@ += 1 

:SWEET4_17784
if 
  $6660 == 0 
else_jump @SWEET4_17891 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET4_17891 
if 
0100:   actor $PLAYER_ACTOR in_sphere 2075.55 -1831.09 12.21 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SWEET4_17891 
00BE: text_clear_all 
03E5: show_text_box 'SWE4_06'  // Bring dein Fahrzeug in die Lackiererei, um deinen ~h~Fahndungslevel~w~ loszuwerden und das Fahrzeug zu ~h~reparieren ~w~und ~h~umzuspritzen.~w~ Kosten - ~h~$100.~w~ Diesmal ist's gratis.
Marker.Disable($6658)
$6660 = 1 

:SWEET4_17891
if 
   not Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @SWEET4_18034 
if or
0100:   actor $PLAYER_ACTOR in_sphere 2075.55 -1831.09 12.21 radius 20.0 20.0 20.0 sphere 1 in_car 
0100:   actor $PLAYER_ACTOR in_sphere 1024.55 -1039.09 35.21 radius 20.0 20.0 20.0 sphere 1 in_car 
else_jump @SWEET4_18027 
03E6: remove_text_box 
01BD: 59@ = current_time_in_ms 
Marker.Disable($6658)
$6637 = 7 
$6660 = 0 
jump @SWEET4_18034 

:SWEET4_18027
Player.SetMinWantedLevel($PLAYER_CHAR, 2)

:SWEET4_18034
if 
  $6637 == 7 
else_jump @SWEET4_18673 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  71@ > 5000 
else_jump @SWEET4_18183 
if 
  43@ == 2 
else_jump @SWEET4_18183 
0335: enable_free_respray 0 
03E5: show_text_box 'WANT_L'  // Dein Fahndungslevel ist bis auf weiteres aufgehoben. Solltest du ein Verbrechen begehen, whrend die Sterne blinken, wird dein volles Fahndungslevel wieder aktiv.
018A: 58@ = create_checkpoint_at 545@ 546@ 547@ 
Marker.Disable($449)
$449 = Marker.CreateIconWithoutSphere(63, 2067.4, -1831.2, 13.5)
01BD: 59@ = current_time_in_ms 
01BD: $6669 = current_time_in_ms 
43@ = 3 

:SWEET4_18183
if 
  43@ == 3 
else_jump @SWEET4_18301 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  71@ > 5000 
else_jump @SWEET4_18301 
if 
  49@ == 0 
else_jump @SWEET4_18294 
$6672 = 18 
01BD: $6669 = current_time_in_ms 
00BC: show_text_highpriority GXT 'SWE4_14' time 8000 flag 1  // ~s~Bring deine Homies zurck zum ~y~Viertel~s~.
49@ = 1 

:SWEET4_18294
43@ = 4 

:SWEET4_18301
if 
  43@ == 4 
else_jump @SWEET4_18673 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(543@)
else_jump @SWEET4_18673 
if 
   Actor.InCar($PLAYER_ACTOR, 543@)
else_jump @SWEET4_18673 
if 
0100:   actor $PLAYER_ACTOR in_sphere 545@ 546@ 547@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SWEET4_18673 
if 
0448:   actor $PLAYER_ACTOR in_car 543@ 
else_jump @SWEET4_18673 
Player.CanMove($PLAYER_CHAR) = False
06C7: AS_actor $PLAYER_ACTOR driver_of_car 543@ perform_action 6 timelimit 2000000 
0395: clear_area 0 at 2518.0 -1673.0 14.0 radius 50.0 
00BE: text_clear_all 
03DE: set_pedestrians_density_multiplier_to 0.0 
02A3: enable_widescreen 1 
fade 0 300 
01BD: 59@ = current_time_in_ms 
01BD: $6669 = current_time_in_ms 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GDB_CAR2_PLY" IFP_file "GHETTO_DB" 4.0 loop 0 0 0 1 time 0 // versionA 
01B9: set_actor 394@ armed_weapon_to 32 
0605: actor 394@ perform_animation_sequence "GDB_CAR2_SMO" IFP_file "GHETTO_DB" 4.0 loop 0 0 0 0 time 0 // versionA 
01B9: set_actor 408@ armed_weapon_to 32 
0605: actor 408@ perform_animation_sequence "GDB_CAR2_SWE" IFP_file "GHETTO_DB" 4.0 loop 0 0 0 0 time 0 // versionA 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0852: set_car 543@ damages_visible 0 
$6660 = 0 
$6637 = 8 

:SWEET4_18673
if 
  $6637 == 8 
else_jump @SWEET4_19980 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_19980 
if 
  $6660 == 0 
else_jump @SWEET4_19114 
if 
  52@ == 0 
else_jump @SWEET4_19005 
if 
  390@ == 0 
else_jump @SWEET4_19005 
if 
01C1:   car 543@ stopped 
else_jump @SWEET4_19005 
if 
   not Actor.Dead(401@)
else_jump @SWEET4_18858 
0697: set_car 543@ remove_componentB 4 visible_effect_flag 1 
0169: set_fade_color_RGB 0 0 0 
0615: define_AS_pack_begin 117@ 
05CD: AS_actor -1 exit_car 543@ 
05D3: AS_actor -1 goto_point 2513.79 -1663.09 14.56 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 117@ 
0618: assign_actor 401@ to_AS_pack 117@ 

:SWEET4_18858
0407: store_coords_to 120@ 130@ 140@ from_car 543@ with_offset -0.4 1.566 0.657 
0407: store_coords_to 122@ 132@ 142@ from_car 543@ with_offset 0.038 -1.033 0.088 
Camera.SetPosition(120@, 130@, 140@, 0.0, 0.0, 0.0)
Camera.PointAt(122@, 132@, 142@, 2)
fade 1 300 

:SWEET4_18962
if 
fading 
else_jump @SWEET4_18986 
wait 0 
jump @SWEET4_18962 

:SWEET4_18986
389@ = 42 
01BD: 59@ = current_time_in_ms 
52@ = 1 

:SWEET4_19005
if 
  52@ == 1 
else_jump @SWEET4_19114 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  71@ > 1000 
else_jump @SWEET4_19114 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_19114 
389@ = 43 
01BD: 59@ = current_time_in_ms 
52@ = 2 
$6660 = 3 

:SWEET4_19114
if 
  $6660 == 3 
else_jump @SWEET4_19453 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  71@ > 1000 
else_jump @SWEET4_19239 
Actor.DestroyWithFade(401@)
if 
  52@ == 2 
else_jump @SWEET4_19239 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_19239 
389@ = 44 
01BD: 59@ = current_time_in_ms 
52@ = 3 

:SWEET4_19239
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  52@ == 3 
else_jump @SWEET4_19341 
if 
  71@ > 1000 
else_jump @SWEET4_19341 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_19341 
389@ = 45 
01BD: 59@ = current_time_in_ms 
52@ = 4 

:SWEET4_19341
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
   not Actor.Dead(408@)
else_jump @SWEET4_19453 
if 
  71@ > 1000 
else_jump @SWEET4_19453 
062E: unknown_get_actor 408@ task 1541 status_store_to 410@ // ret 7 if not found 
if or
04A4:   410@ == 7 // @ == any 
  52@ == 4 
else_jump @SWEET4_19453 
0618: assign_actor 408@ to_AS_pack 117@ 
01BD: 59@ = current_time_in_ms 
$6660 = 4 

:SWEET4_19453
if 
  $6660 == 4 
else_jump @SWEET4_19570 
if 
   not Actor.Dead(394@)
else_jump @SWEET4_19570 
062E: unknown_get_actor 394@ task 1541 status_store_to 396@ // ret 7 if not found 
if or
04A4:   396@ == 7 // @ == any 
  390@ == 0 
else_jump @SWEET4_19570 
0618: assign_actor 394@ to_AS_pack 117@ 
wait 100 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 117@ 
01BD: 59@ = current_time_in_ms 
0169: set_fade_color_RGB 0 0 0 
fade 0 1500 
$6660 = 5 

:SWEET4_19570
if 
  $6660 == 5 
else_jump @SWEET4_19837 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  71@ > 1000 
else_jump @SWEET4_19837 

:SWEET4_19628
if 
fading 
else_jump @SWEET4_19652 
wait 0 
jump @SWEET4_19628 

:SWEET4_19652
0605: actor $PLAYER_ACTOR perform_animation_sequence "GDB_CAR2_PLY" IFP_file "GHETTO_DB" 4.0 loop 0 0 0 0 time 1 // versionA 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET4_19740 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2511.0 -1671.0 12.5 
jump @SWEET4_19760 

:SWEET4_19740
Actor.PutAt($PLAYER_ACTOR, 2511.0, -1671.0, 12.5)

:SWEET4_19760
0605: actor $PLAYER_ACTOR perform_animation_sequence "GDB_CAR2_PLY" IFP_file "GHETTO_DB" 4.0 loop 0 0 0 0 time 1 // versionA 
Actor.Angle($PLAYER_ACTOR) = 223.0
Actor.DestroyWithFade(408@)
Actor.DestroyWithFade(394@)
01BD: 59@ = current_time_in_ms 
$6660 = 7 

:SWEET4_19837
if 
  $6660 == 7 
else_jump @SWEET4_19980 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  71@ > 100 
else_jump @SWEET4_19980 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_19980 
Actor.DestroyInstantly(394@)
Actor.DestroyInstantly(394@)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
fade 1 2000 

:SWEET4_19942
if 
fading 
else_jump @SWEET4_19966 
wait 0 
jump @SWEET4_19942 

:SWEET4_19966
jump @SWEET4_23785 
$6660 = 8 

:SWEET4_19980
if and
  $6637 > 2 
  8 > $6637 
else_jump @SWEET4_22023 
if 
  $6659 == 0 
else_jump @SWEET4_20710 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(543@)
else_jump @SWEET4_20710 
if and
   not Actor.InCar($PLAYER_ACTOR, 543@)
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @SWEET4_20710 
0508: car 543@ close_all_doors 
if 
  51@ == 0 
else_jump @SWEET4_20129 
0615: define_AS_pack_begin 96@ 
0676: AS_actor -1 in_car 543@ move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_car 543@ max_search_radius 50.0 traffic_behavior 2 
0616: define_AS_pack_end 96@ 
51@ = 1 

:SWEET4_20129
46@ = 0 
79@ = 15000 
544@ = Marker.CreateAboveCar(543@)
07E0: set_marker 544@ type_to 1 
if 
  $6637 == 3 
else_jump @SWEET4_20182 
Marker.Disable(57@)

:SWEET4_20182
if 
  $6637 == 5 
else_jump @SWEET4_20645 
0151: remove_status_text $6673 
if 
  34@ == 1 
else_jump @SWEET4_20315 
if 
  $6640 == 0 
else_jump @SWEET4_20246 
Marker.Disable(433@)

:SWEET4_20246
if 
  $6641 == 0 
else_jump @SWEET4_20269 
Marker.Disable(434@)

:SWEET4_20269
if 
  $6642 == 0 
else_jump @SWEET4_20292 
Marker.Disable(435@)

:SWEET4_20292
if 
  $6643 == 0 
else_jump @SWEET4_20315 
Marker.Disable(436@)

:SWEET4_20315
if 
  34@ == 2 
else_jump @SWEET4_20425 
if 
  $6644 == 0 
else_jump @SWEET4_20356 
Marker.Disable(437@)

:SWEET4_20356
if 
  $6645 == 0 
else_jump @SWEET4_20379 
Marker.Disable(438@)

:SWEET4_20379
if 
  $6646 == 0 
else_jump @SWEET4_20402 
Marker.Disable(439@)

:SWEET4_20402
if 
  $6647 == 0 
else_jump @SWEET4_20425 
Marker.Disable(440@)

:SWEET4_20425
if 
  34@ == 3 
else_jump @SWEET4_20535 
if 
  $6648 == 0 
else_jump @SWEET4_20466 
Marker.Disable(441@)

:SWEET4_20466
if 
  $6649 == 0 
else_jump @SWEET4_20489 
Marker.Disable(442@)

:SWEET4_20489
if 
  $6650 == 0 
else_jump @SWEET4_20512 
Marker.Disable(443@)

:SWEET4_20512
if 
  $6651 == 0 
else_jump @SWEET4_20535 
Marker.Disable(444@)

:SWEET4_20535
if 
  34@ == 4 
else_jump @SWEET4_20645 
if 
  $6652 == 0 
else_jump @SWEET4_20576 
Marker.Disable(445@)

:SWEET4_20576
if 
  $6653 == 0 
else_jump @SWEET4_20599 
Marker.Disable(446@)

:SWEET4_20599
if 
  $6654 == 0 
else_jump @SWEET4_20622 
Marker.Disable(447@)

:SWEET4_20622
if 
  $6655 == 0 
else_jump @SWEET4_20645 
Marker.Disable(448@)

:SWEET4_20645
if 
  $6637 == 6 
else_jump @SWEET4_20668 
Marker.Disable($6658)

:SWEET4_20668
if 
  $6637 == 7 
else_jump @SWEET4_20691 
Marker.Disable(58@)

:SWEET4_20691
Car.DoorStatus(543@) = 1
01BD: 61@ = current_time_in_ms 
$6659 = 1 

:SWEET4_20710
if 
  $6659 == 1 
else_jump @SWEET4_22023 
if 
  78@ >= 0 
else_jump @SWEET4_21067 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
79@ = 10000 
0062: 79@ -= 73@ // (int) 
0085: 78@ = 79@ // (int) 
78@ /= 1000 
if 
  46@ == 0 
else_jump @SWEET4_20838 
01BD: 59@ = current_time_in_ms 
0209: 44@ = random_int_in_ranges 0 2 
46@ = 1 

:SWEET4_20838
if 
  46@ == 1 
else_jump @SWEET4_21067 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
if 
  71@ > 200 
else_jump @SWEET4_21067 
if 
  44@ == 0 
else_jump @SWEET4_20953 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_20953 
389@ = 26 
44@ = 5 

:SWEET4_20953
if 
  44@ == 1 
else_jump @SWEET4_21010 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_21010 
389@ = 27 
44@ = 5 

:SWEET4_21010
if 
  44@ == 2 
else_jump @SWEET4_21067 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_21067 
389@ = 28 
44@ = 5 

:SWEET4_21067
if and
  100 > 79@ 
  79@ > 0 
else_jump @SWEET4_21135 
if 
8205:   not actor $PLAYER_ACTOR near_car 543@ radius 15.0 15.0 15.0 flag 0 
else_jump @SWEET4_21135 
Car.DoorStatus(543@) = 2

:SWEET4_21135
if 
  0 > 78@ 
else_jump @SWEET4_21160 
78@ = 0 

:SWEET4_21160
if 
  78@ == 0 
else_jump @SWEET4_21297 
if 
8205:   not actor $PLAYER_ACTOR near_car 543@ radius 15.0 15.0 15.0 flag 0 
else_jump @SWEET4_21297 
if 
   not Actor.Dead(394@)
else_jump @SWEET4_21297 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_21297 
Car.DoorStatus(543@) = 2
0618: assign_actor 394@ to_AS_pack 96@ 
00BE: text_clear_all 
389@ = 29 
01BD: 61@ = current_time_in_ms 
Marker.Disable(544@)
$6637 = 666 

:SWEET4_21297
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(543@)
else_jump @SWEET4_22023 
if 
   Actor.InCar($PLAYER_ACTOR, 543@)
else_jump @SWEET4_22023 
46@ = 0 
Marker.Disable(544@)
if 
  $6637 == 3 
else_jump @SWEET4_21381 
018A: 57@ = create_checkpoint_at 54@ 55@ 56@ 

:SWEET4_21381
if 
  $6637 == 5 
else_jump @SWEET4_21902 
if 
  84@ == 1 
else_jump @SWEET4_21438 
0151: remove_status_text $6673 
03C4: set_status_text $6673 type 1 GXT 'SWE4_08' // global_variable  // AUTO

:SWEET4_21438
if 
   not Actor.Dead(415@)
else_jump @SWEET4_21467 
Marker.Disable(433@)
433@ = Marker.CreateAboveActor(415@)

:SWEET4_21467
if 
   not Actor.Dead(416@)
else_jump @SWEET4_21496 
Marker.Disable(434@)
434@ = Marker.CreateAboveActor(416@)

:SWEET4_21496
if 
   not Actor.Dead(417@)
else_jump @SWEET4_21525 
Marker.Disable(435@)
435@ = Marker.CreateAboveActor(417@)

:SWEET4_21525
if 
   not Actor.Dead(418@)
else_jump @SWEET4_21554 
Marker.Disable(436@)
436@ = Marker.CreateAboveActor(418@)

:SWEET4_21554
if 
   not Actor.Dead(419@)
else_jump @SWEET4_21583 
Marker.Disable(437@)
437@ = Marker.CreateAboveActor(419@)

:SWEET4_21583
if 
   not Actor.Dead(420@)
else_jump @SWEET4_21612 
Marker.Disable(438@)
438@ = Marker.CreateAboveActor(420@)

:SWEET4_21612
if 
   not Actor.Dead(421@)
else_jump @SWEET4_21641 
Marker.Disable(439@)
439@ = Marker.CreateAboveActor(421@)

:SWEET4_21641
if 
   not Actor.Dead(422@)
else_jump @SWEET4_21670 
Marker.Disable(440@)
440@ = Marker.CreateAboveActor(422@)

:SWEET4_21670
if 
   not Actor.Dead(423@)
else_jump @SWEET4_21699 
Marker.Disable(441@)
441@ = Marker.CreateAboveActor(423@)

:SWEET4_21699
if 
   not Actor.Dead(424@)
else_jump @SWEET4_21728 
Marker.Disable(442@)
442@ = Marker.CreateAboveActor(424@)

:SWEET4_21728
if 
   not Actor.Dead(425@)
else_jump @SWEET4_21757 
Marker.Disable(443@)
443@ = Marker.CreateAboveActor(425@)

:SWEET4_21757
if 
   not Actor.Dead(426@)
else_jump @SWEET4_21786 
Marker.Disable(444@)
444@ = Marker.CreateAboveActor(426@)

:SWEET4_21786
if 
   not Actor.Dead(427@)
else_jump @SWEET4_21815 
Marker.Disable(445@)
445@ = Marker.CreateAboveActor(427@)

:SWEET4_21815
if 
   not Actor.Dead(428@)
else_jump @SWEET4_21844 
Marker.Disable(446@)
446@ = Marker.CreateAboveActor(428@)

:SWEET4_21844
if 
   not Actor.Dead(429@)
else_jump @SWEET4_21873 
Marker.Disable(447@)
447@ = Marker.CreateAboveActor(429@)

:SWEET4_21873
if 
   not Actor.Dead(430@)
else_jump @SWEET4_21902 
Marker.Disable(448@)
448@ = Marker.CreateAboveActor(430@)

:SWEET4_21902
if 
  $6637 == 6 
else_jump @SWEET4_21965 
$6672 = 18 
01BD: 82@ = current_time_in_ms 
82@ -= 5000 
Marker.Disable($6658)
018A: $6658 = create_checkpoint_at 2075.55 -1831.09 12.21 

:SWEET4_21965
if 
  $6637 == 7 
else_jump @SWEET4_22002 
Marker.Disable(58@)
018A: 58@ = create_checkpoint_at 89@ 90@ 91@ 

:SWEET4_22002
00BE: text_clear_all 
78@ = 1 
01BD: $6669 = current_time_in_ms 
$6659 = 0 

:SWEET4_22023
if 
  $6637 == 666 
else_jump @SWEET4_22158 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
if 
  73@ > 1000 
else_jump @SWEET4_22158 
if and
   not Actor.Dead(394@)
   not Car.Wrecked(543@)
else_jump @SWEET4_22158 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_22158 
05D2: AS_actor 394@ run_to_and_hijack_car 543@ max_search_radius 50.0 traffic_behavior 2 
389@ = 32 
$6637 = 667 

:SWEET4_22158
if 
  $6637 == 667 
else_jump @SWEET4_22257 
if 
   not Car.Wrecked(543@)
else_jump @SWEET4_22257 
if or
82CA:   not car 543@ bounding_sphere_visible 
8205:   not actor $PLAYER_ACTOR near_car 543@ radius 50.0 50.0 50.0 flag 0 
else_jump @SWEET4_22257 
00BC: show_text_highpriority GXT 'SWE4_05' time 5000 flag 1  // ~r~Bist du dir sicher, dass du fr dein Viertel kmpfst?
jump @SWEET4_23767 

:SWEET4_22257
if 
  $6659 == 0 
else_jump @SWEET4_23760 
if 
  $6637 == 3 
else_jump @SWEET4_22691 
if 
  $6672 == -1 
else_jump @SWEET4_22398 
if 
  390@ == 0 
else_jump @SWEET4_22344 
00BB: show_text_lowpriority GXT 'SWE4_01' time 100 flag 1  // ~s~Fahr deine Homies ins ~y~Gebiet der Ballas~s~.

:SWEET4_22344
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // (int) 
0060: $6671 -= $6669 // (int) 
if 
  $6671 > 3000 
else_jump @SWEET4_22398 
00BE: text_clear_all 
$6672 += 1 
01BD: $6669 = current_time_in_ms 

:SWEET4_22398
if 
  $6672 == 0 
else_jump @SWEET4_22448 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_22448 
389@ = 1 

:SWEET4_22448
if 
  $6672 == 1 
else_jump @SWEET4_22498 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_22498 
389@ = 2 

:SWEET4_22498
if 
  $6672 == 2 
else_jump @SWEET4_22548 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_22548 
389@ = 5 

:SWEET4_22548
if 
  $6672 == 6 
else_jump @SWEET4_22598 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_22598 
389@ = 9 

:SWEET4_22598
if 
  $6672 == 7 
else_jump @SWEET4_22648 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_22648 
389@ = 10 

:SWEET4_22648
if 
  $6672 == 8 
else_jump @SWEET4_22691 
if 
  390@ == 0 
else_jump @SWEET4_22691 
389@ = 11 

:SWEET4_22691
if 
  $6637 == 4 
else_jump @SWEET4_23067 
if 
  $6672 == 9 
else_jump @SWEET4_22759 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_22759 
389@ = 12 

:SWEET4_22759
if 
  $6672 == 10 
else_jump @SWEET4_22809 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_22809 
389@ = 13 

:SWEET4_22809
if 
  $6672 == 11 
else_jump @SWEET4_22859 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_22859 
389@ = 14 

:SWEET4_22859
if 
  $6672 == 12 
else_jump @SWEET4_22909 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_22909 
389@ = 15 

:SWEET4_22909
if 
  $6672 == 13 
else_jump @SWEET4_23067 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_23067 
389@ = 16 
if 
   not Actor.Dead(417@)
else_jump @SWEET4_23011 
0605: actor 417@ perform_animation_sequence "GSIGN3" IFP_file "GHANDS" 4.0 loop 0 0 0 0 time 0 // versionA 

:SWEET4_23011
if 
   not Actor.Dead(418@)
else_jump @SWEET4_23067 
0605: actor 418@ perform_animation_sequence "DRNKBR_PRTL" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 0 // versionA 

:SWEET4_23067
if 
  $6637 == 6 
else_jump @SWEET4_23445 
if 
  49@ == 0 
else_jump @SWEET4_23299 
if 
  $6672 == 14 
else_jump @SWEET4_23188 
00BB: show_text_lowpriority GXT 'SWE4_12' time 100 flag 1  // ~s~Du hast zwei Fahndungssterne, die Bullen werden dich jagen.
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // (int) 
0060: $6671 -= $6669 // (int) 
if 
  $6671 > 4000 
else_jump @SWEET4_23188 
$6672 += 1 
01BD: $6669 = current_time_in_ms 

:SWEET4_23188
if 
  $6672 == 15 
else_jump @SWEET4_23292 
00BB: show_text_lowpriority GXT 'SWE4_03' time 100 flag 1  // ~s~Fahr zu der ~y~Lackiererei~s~, dort wirst du die Polizei los!
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // (int) 
0060: $6671 -= $6669 // (int) 
if 
  $6671 > 4000 
else_jump @SWEET4_23292 
01BD: 82@ = current_time_in_ms 
$6672 += 1 
$6672 += 1 
$6672 += 1 
01BD: $6669 = current_time_in_ms 

:SWEET4_23292
jump @SWEET4_23445 

:SWEET4_23299
if 
  $6672 == 14 
else_jump @SWEET4_23349 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_23349 
389@ = 55 

:SWEET4_23349
if 
  $6672 == 15 
else_jump @SWEET4_23399 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_23399 
389@ = 56 

:SWEET4_23399
if 
  $6672 == 16 
else_jump @SWEET4_23445 
00BB: show_text_lowpriority GXT 'SWE4_03' time 4000 flag 1  // ~s~Fahr zu der ~y~Lackiererei~s~, dort wirst du die Polizei los!
$6672 += 1 
01BD: $6669 = current_time_in_ms 

:SWEET4_23445
if and
  $6637 == 7 
  43@ == 4 
else_jump @SWEET4_23760 
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // (int) 
0060: $6671 -= $6669 // (int) 
if 
  $6671 > 6000 
else_jump @SWEET4_23560 
if 
  $6672 == 18 
else_jump @SWEET4_23560 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_23560 
389@ = 37 

:SWEET4_23560
if 
  $6672 == 19 
else_jump @SWEET4_23610 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_23610 
389@ = 38 

:SWEET4_23610
if 
  $6672 == 20 
else_jump @SWEET4_23660 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_23660 
389@ = 39 

:SWEET4_23660
if 
  $6672 == 21 
else_jump @SWEET4_23710 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_23710 
389@ = 40 

:SWEET4_23710
if 
  $6672 == 22 
else_jump @SWEET4_23760 
if and
  390@ == 0 
  389@ == 0 
else_jump @SWEET4_23760 
389@ = 41 

:SWEET4_23760
jump @SWEET4_7599 

:SWEET4_23767
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:SWEET4_23785
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 0 // see ped.dat 
$SWEET_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SWEET_4'  // Drive-By
030C: progress_made += 1 
Player.Money($PLAYER_CHAR) += 500
0998: add_respect 6 
01E3: show_text_1number_styled GXT 'M_PASSS' number 500 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
0394: play_music 1 
create_thread @RYDER 
Marker.Disable($436)
$436 = Marker.CreateIconAndSphere($ICON_RYDER, $X_RYDER_HOUSE, $Y_RYDER_HOUSE, $Z_RYDER_HOUSE)
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:SWEET4_23887
gosub @SWEET4_3259 
gosub @SWEET4_3024 
Actor.DestroyWithFade(408@)
Actor.DestroyWithFade(401@)
Actor.DestroyWithFade(394@)
0296: unload_special_actor 10 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Destroy(#BALLAS1)
Model.Destroy(#BALLAS2)
Model.Destroy(#TEC9)
Model.Destroy(#COLT45)
Model.Destroy(#VOODOO)
Model.Destroy(#SPRAYCAN)
04EF: release_animation "GHANDS" 
04EF: release_animation "GANGS" 
Marker.Disable(544@)
Marker.Disable(57@)
Marker.Disable(58@)
Marker.Disable(433@)
Marker.Disable(434@)
Marker.Disable(435@)
Marker.Disable(436@)
Marker.Disable(437@)
Marker.Disable(438@)
Marker.Disable(439@)
Marker.Disable(440@)
Marker.Disable(441@)
Marker.Disable(442@)
Marker.Disable(443@)
Marker.Disable(444@)
Marker.Disable(445@)
Marker.Disable(446@)
Marker.Disable(447@)
Marker.Disable(448@)
Marker.Disable($449)
Marker.Disable($6658)
$449 = Marker.CreateIconWithoutSphere(63, 2067.4, -1831.2, 13.5)
0335: enable_free_respray 0 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 53@ 
099E: enable_police_patrols 1 
072C: generate_police_bikes 1 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
0733: random_car_generator_enable_model #VOODOO 
04EF: release_animation "GHETTO_DB" 
0151: remove_status_text $6673 
043C: disable_sounds_after_fade 1 
08EA: enable_gangs_spawn 1 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:SWEET4_24180
if 
   not Actor.Dead(194@)
else_jump @SWEET4_24210 
Actor.StorePos(194@, 86@, 87@, 88@)

:SWEET4_24210
195@ = -1 
199@ = 99999.9 
39@ = 0 

:SWEET4_24234
if 
  18 > 39@ 
else_jump @SWEET4_24380 
if 
   not Actor.Dead(415@(39@,18i))
else_jump @SWEET4_24366 
Actor.StorePos(415@(39@,18i), 451@(39@,18f), 469@(39@,18f), 487@(39@,18f))
0509: 200@ = distance_between_XY 86@ 87@ and_XY 451@(39@,18f) 469@(39@,18f) 
if 
0025:   199@ > 200@ // (float) 
else_jump @SWEET4_24366 
0087: 199@ = 200@ // (float) 
0085: 195@ = 415@(39@,18i) // (int) 

:SWEET4_24366
39@ += 1 
jump @SWEET4_24234 

:SWEET4_24380
if 
  195@ >= 0 
else_jump @SWEET4_24464 
if and
   not Actor.Dead(195@)
   not Actor.Dead(194@)
else_jump @SWEET4_24464 
0713: actor 194@ driveby_actor 195@ car -1 point 0.0 0.0 0.0 radius 40.0 41@ 40@ firing_rate 99 
01B9: set_actor 194@ armed_weapon_to 32 

:SWEET4_24464
01BD: 62@ = current_time_in_ms 
return 

:SWEET4_24471
if and
   not 389@ > 11 
   not 17 > 389@ 
else_jump @SWEET4_24503 
326@ = 0 

:SWEET4_24503
if and
   not 389@ > 41 
   not 46 > 389@ 
else_jump @SWEET4_24535 
326@ = 0 

:SWEET4_24535
if or
  389@ == 12 
  389@ == 14 
  389@ == 16 
  389@ == 42 
  389@ == 43 
else_jump @SWEET4_24589 
0085: 326@ = 408@ // (int) 

:SWEET4_24589
if or
  389@ == 13 
  389@ == 44 
else_jump @SWEET4_24622 
008B: 326@ = $PLAYER_ACTOR // (int) 

:SWEET4_24622
if 
  389@ == 15 
else_jump @SWEET4_24648 
0085: 326@ = 401@ // (int) 

:SWEET4_24648
if 
  389@ == 45 
else_jump @SWEET4_24674 
0085: 326@ = 394@ // (int) 

:SWEET4_24674
return 

//-------------Mission 18---------------
// Originally: Sweet's Girl

:HOODS5
thread 'HOODS5' 
gosub @HOODS5_251 
if 
wasted_or_busted 
else_jump @HOODS5_38 
gosub @HOODS5_15256 

:HOODS5_38
gosub @HOODS5_15329 
end_thread 
if 
  127@ == 99 
else_jump @HOODS5_251 
032B: 50@ = create_weapon_pickup #COLT45 group 3 ammo 20 at 2444.895 -1981.524 13.933 
02A8: 49@ = create_marker 6 at 2444.895 -1981.524 13.933 
02A8: 48@ = create_marker 6 at 2444.895 -1981.524 13.933 
75@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
43@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
37@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
71@ = Marker.CreateAboveActor(75@)
72@ = Marker.CreateAboveActor(75@)
201@ = Marker.CreateAboveActor(75@)
202@ = Marker.CreateAboveActor(75@)
03DC: 167@ = create_marker_above_pickup 50@ 

:HOODS5_251
increment_mission_attempts 
$ONMISSION = 1 
0A20: unknown_player $PLAYER_CHAR flag 1 
154@ = 14 
155@ = 15 
156@ = 16 
157@ = 17 
158@ = 18 
161@ = 21 
148@ = 0 
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 

:HOODS5_325
wait 0 
if 
0735:   NOP_false 83 
else_jump @HOODS5_351 
jump @HOODS5_15274 

:HOODS5_351
if 
0735:   NOP_false 68 
else_jump @HOODS5_454 
Actor.PutAt($PLAYER_ACTOR, 2769.492, -1967.329, 12.3834)
36@ = 0 

:HOODS5_393
if 
  6 > 36@ 
else_jump @HOODS5_454 
if 
   not Actor.Dead(37@(36@,6i))
else_jump @HOODS5_440 
05BE: AS_kill_actor 37@(36@,6i) 

:HOODS5_440
36@ += 1 
jump @HOODS5_393 

:HOODS5_454
if 
0735:   NOP_false 70 
else_jump @HOODS5_476 
127@ = 7 

:HOODS5_476
0871: init_jump_table 127@ total_jumps 9 default_jump 0 @HOODS5_737 jumps 0 @HOODS5_604 1 @HOODS5_625 2 @HOODS5_639 3 @HOODS5_653 4 @HOODS5_667 5 @HOODS5_681 6 @HOODS5_695 
0872: jump_table_jumps 7 @HOODS5_709 8 @HOODS5_723 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 

:HOODS5_604
gosub @HOODS5_918 
127@ = 1 
jump @HOODS5_737 

:HOODS5_625
gosub @HOODS5_1302 
jump @HOODS5_737 

:HOODS5_639
gosub @HOODS5_3513 
jump @HOODS5_737 

:HOODS5_653
gosub @HOODS5_4668 
jump @HOODS5_737 

:HOODS5_667
gosub @HOODS5_5153 
jump @HOODS5_737 

:HOODS5_681
gosub @HOODS5_5483 
jump @HOODS5_737 

:HOODS5_695
gosub @HOODS5_7802 
jump @HOODS5_737 

:HOODS5_709
gosub @HOODS5_9684 
jump @HOODS5_737 

:HOODS5_723
jump @HOODS5_15274 
jump @HOODS5_737 

:HOODS5_737
gosub @HOODS5_792 
gosub @HOODS5_890 
gosub @HOODS5_13224 
if 
  126@ == 1 
else_jump @HOODS5_783 
jump @HOODS5_15256 

:HOODS5_783
jump @HOODS5_325 
return 

:HOODS5_792
if 
  125@ == 1 
else_jump @HOODS5_888 
if 
   Actor.Dead(75@)
else_jump @HOODS5_849 
126@ = 1 
00BB: show_text_lowpriority GXT 'SW5_L' time 4000 flag 1  // ~r~Sweet ist tot!

:HOODS5_849
if 
   Actor.Dead(43@)
else_jump @HOODS5_888 
126@ = 1 
00BB: show_text_lowpriority GXT 'SW5_M' time 4000 flag 1  // ~r~Sweets Freundin ist tot!

:HOODS5_888
return 

:HOODS5_890
if 
   Pickup.Picked_up($PICKUP_EMMETS_COLT45)
else_jump @HOODS5_916 
Marker.Disable(49@)
Marker.Disable(167@)

:HOODS5_916
return 

:HOODS5_918
0395: clear_area 1 at $138 $139 $140 radius 5.0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
Model.Load(#CELLPHONE)
Model.Load(#BFYRI)
Model.Load(#TEC9)
Model.Load(#SENTINEL)
Model.Load(#COLT45)
Model.Load(#GREENWOO)
Model.Load(#FAM1)
Model.Load(#FAM2)
023C: load_special_actor 'SWEET' as 1 // models 290-299 
038B: load_requested_models 

:HOODS5_995
if or
   not Model.Available(#CELLPHONE)
   not Model.Available(#BFYRI)
   not Model.Available(#TEC9)
   not Model.Available(#COLT45)
   not Model.Available(#SENTINEL)
else_jump @HOODS5_1041 
wait 0 
jump @HOODS5_995 

:HOODS5_1041
if or
823D:   not special_actor 1 loaded 
   not Model.Available(#FAM1)
   not Model.Available(#FAM2)
   not Model.Available(#GREENWOO)
else_jump @HOODS5_1080 
wait 0 
jump @HOODS5_1041 

:HOODS5_1080
04ED: load_animation "SWEET" 
04ED: load_animation "GANGS" 

:HOODS5_1098
if or
84EE:   not animation "SWEET" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @HOODS5_1138 
wait 0 
jump @HOODS5_1098 

:HOODS5_1138
07C0: load_path 153 
07C0: load_path 154 

:HOODS5_1148
if or
87C1:   not path 153 available 
87C1:   not path 154 available 
else_jump @HOODS5_1180 
wait 0 
jump @HOODS5_1148 

:HOODS5_1180
060A: create_decision_maker_type 0 store_to 99@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 100@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 47@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 26 // see ped.dat 
0708: reset_decision_maker 47@ event 12 
0708: reset_decision_maker 47@ event 9 
0708: reset_decision_maker 47@ event 31 
$6675 = 0 
$6676 = 0 
$6677 = 0 
$6678 = 0 
$6679 = 0 
$6680 = 0 
198@ = 99999.0 
199@ = 99999.0 
return 

:HOODS5_1302
if 
  148@ > 1 
else_jump @HOODS5_1379 
if 
  166@ == 0 
else_jump @HOODS5_1379 
if 
08D0:   cutscene_skipped 
else_jump @HOODS5_1379 
148@ = 7 
147@ = 1 
355@ = 5 
35@ = 0 

:HOODS5_1379
if 
  148@ == 0 
else_jump @HOODS5_1786 
054C: use_GXT_table 'SWEET5' 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
select_interior 1 
02E4: load_cutscene_data 'SWEET5A' 

:HOODS5_1437
if 
86B9:   not cutscene_data_loaded 
else_jump @HOODS5_1461 
wait 0 
jump @HOODS5_1437 

:HOODS5_1461
02E7: start_cutscene 
fade 1 1000 

:HOODS5_1470
if 
82E9:   not cutscene_reached_end 
else_jump @HOODS5_1494 
wait 0 
jump @HOODS5_1470 

:HOODS5_1494
fade 0 0 

:HOODS5_1500
if 
fading 
else_jump @HOODS5_1524 
wait 0 
jump @HOODS5_1500 

:HOODS5_1524
02EA: end_cutscene 
select_interior 0 
018A: 48@ = create_checkpoint_at 2775.793 -1942.909 15.6576 
08FB: set_checkpoint 48@ type_to 2 
02A8: 49@ = create_marker 18 at 2444.895 -1981.524 13.933 
Pickup.Destroy($PICKUP_EMMETS_COLT45)
032B: $PICKUP_EMMETS_COLT45 = create_weapon_pickup #COLT45 group 15 ammo 16 at 2447.773 -1975.663 13.0 
03DC: 167@ = create_marker_above_pickup $PICKUP_EMMETS_COLT45 
018B: set_marker 167@ radar_mode 1 
04E4: unknown_refresh_game_renderer_at 2770.116 -1915.896 
Actor.PutAt($PLAYER_ACTOR, 2770.116, -1915.896, 11.651)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Camera.SetAtPos(2770.116, -1915.896, 11.651)
Camera.SetPosition(2770.897, -1915.951, 12.6746, 0.0, 0.0, 0.0)
Camera.PointAt(2770.337, -1916.334, 13.4091, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
fade 1 1500 
352@ = 29 
148@ = 1 
0085: 35@ = 32@ // (int) 
35@ += 2000 

:HOODS5_1786
if 
  148@ == 1 
else_jump @HOODS5_1860 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_1860 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 35@ = 32@ // (int) 
35@ += 2200 
355@ = 3 
148@ = 20 

:HOODS5_1860
if 
  148@ == 20 
else_jump @HOODS5_2062 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_2062 
if 
  352@ == 0 
else_jump @HOODS5_2062 
75@ = Actor.Create(Mission3, #SPECIAL01, 2752.341, -1948.867, 16.3125)
105@ = Car.Create(#GREENWOO, 2745.545, -1942.74, 12.5394)
Car.Angle(105@) = 90.0
Actor.Angle(75@) = 0.0
43@ = Actor.Create(Mission3, #BFYRI, 2751.282, -1948.867, 16.3125)
Actor.Angle(43@) = 0.0
060B: set_actor 43@ decision_maker_to 99@ 
0085: 399@ = 75@ // (int) 
0085: 400@ = 43@ // (int) 
352@ = 1 
354@ = 7 
148@ = 2 

:HOODS5_2062
if 
  148@ == 2 
else_jump @HOODS5_2469 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_2469 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_2150 
0615: define_AS_pack_begin 68@ 
04EB: AS_actor -1 crouch 1 
0729: AS_actor -1 hold_cellphone 1 
0616: define_AS_pack_end 68@ 
0618: assign_actor 75@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_2150
if 
   not Actor.Dead(43@)
else_jump @HOODS5_2233 
0615: define_AS_pack_begin 68@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation_sequence "DUCK_COWER" IFP_file "PED" 8.0 loop 0 0 0 0 time 16000 // versionA 
0616: define_AS_pack_end 68@ 
0618: assign_actor 43@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_2233
37@ = Actor.Create(Mission2, #FAM2, 2751.515, -1973.178, 16.3051)
Actor.WeaponAccuracy(37@) = 40
060B: set_actor 37@ decision_maker_to 99@ 
01B2: give_actor 37@ weapon 22 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 37@ crouch 1 
0615: define_AS_pack_begin 68@ 
05B9: AS_actor -1 stay_idle 2500 ms 
05D3: AS_actor -1 goto_point 2751.791 -1964.08 16.3125 mode 4 -2 ms // versionA 
05B9: AS_actor -1 stay_idle 3500 ms 
05D3: AS_actor -1 goto_point 2751.791 -1954.08 16.3125 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 68@ 
0618: assign_actor 37@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
38@ = Actor.Create(Mission2, #FAM1, 2753.197, -1973.946, 16.3051)
Actor.WeaponAccuracy(38@) = 40
01B2: give_actor 38@ weapon 22 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 38@ crouch 1 
0668: AS_actor 38@ rotate_and_shoot_at 2753.15 -1949.642 16.5866 -2 ms 
0085: 35@ = 32@ // (int) 
35@ += 2000 
148@ = 3 

:HOODS5_2469
if 
  148@ == 3 
else_jump @HOODS5_2598 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_2598 
if 
  352@ == 3 
else_jump @HOODS5_2598 
Camera.SetPosition(2753.784, -1947.466, 16.489, 0.0, 0.0, 0.0)
Camera.PointAt(2753.255, -1948.292, 16.6835, 2)
0085: 35@ = 32@ // (int) 
35@ += 4000 
148@ = 4 

:HOODS5_2598
if 
  148@ == 4 
else_jump @HOODS5_2658 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_2658 
0085: 35@ = 32@ // (int) 
35@ += 4000 
148@ = 5 

:HOODS5_2658
if 
  148@ == 5 
else_jump @HOODS5_2791 
if 
  352@ == 7 
else_jump @HOODS5_2791 
Camera.SetPosition(2770.897, -1915.951, 12.6746, 0.0, 0.0, 0.0)
Camera.PointAt(2770.337, -1916.334, 13.4091, 2)
if 
   not Actor.Dead(75@)
else_jump @HOODS5_2768 
Actor.WeaponAccuracy(75@) = 100

:HOODS5_2768
0085: 35@ = 32@ // (int) 
35@ += 4500 
148@ = 21 

:HOODS5_2791
if 
  148@ == 21 
else_jump @HOODS5_2858 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_2858 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
148@ = 6 
0085: 35@ = 32@ // (int) 
35@ += 1000 

:HOODS5_2858
if 
  148@ == 6 
else_jump @HOODS5_3111 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_3111 
Camera.SetPosition(2756.252, -1949.02, 17.513, 0.0, 0.0, 0.0)
Camera.PointAt(2755.402, -1949.518, 17.3404, 2)
if 
   not Actor.Dead(75@)
else_jump @HOODS5_3088 
0792: disembark_instantly_actor 75@ 
04EB: AS_actor 75@ crouch 1 
01B2: give_actor 75@ weapon 22 ammo 500 // Load the weapon model before using this 
01B9: set_actor 75@ armed_weapon_to 22 
Actor.Angle(75@) = 180.0
0615: define_AS_pack_begin 68@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_L" IFP_file "PED" 8.0 loop 0 1 1 0 time -1 // versionA 
if 
   not Actor.Dead(37@)
else_jump @HOODS5_3070 
074D: AS_actor -1 turns_to_and_look_at_actor 37@ timelimit -2 

:HOODS5_3070
0616: define_AS_pack_end 68@ 
0618: assign_actor 75@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_3088
0085: 35@ = 32@ // (int) 
35@ += 2500 
148@ = 7 

:HOODS5_3111
if 
  148@ == 7 
else_jump @HOODS5_3171 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_3171 
00BE: text_clear_all 
166@ = 1 
fade 0 1000 
148@ = 8 

:HOODS5_3171
if 
  148@ == 8 
else_jump @HOODS5_3345 
if 
   not fading 
else_jump @HOODS5_3345 
04E4: unknown_refresh_game_renderer_at 2518.789 -1677.22 
Actor.PutAt($PLAYER_ACTOR, 2518.448, -1677.224, 13.4109)
Actor.Angle($PLAYER_ACTOR) = 90.691
Camera.SetAtPos(2510.284, -1674.066, 14.5338)
0085: 35@ = 32@ // (int) 
35@ += 300 
148@ = 9 
$6681 = 100 
0209: 170@ = random_int_in_ranges 2500 6000 
005A: 170@ += 32@ // (int) 
03C4: set_status_text $6681 type 1 GXT 'SW5_A3' // global_variable  // SWEET
0209: 170@ = random_int_in_ranges 2500 6000 
005A: 170@ += 32@ // (int) 

:HOODS5_3345
if 
  148@ == 9 
else_jump @HOODS5_3511 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_3511 
fade 1 1500 
Actor.DestroyInstantly(75@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
Actor.DestroyInstantly(43@)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to 34@ // ret 7 if not found 
00BB: show_text_lowpriority GXT 'SW5_A2' time 6000 flag 1  // ~S~Fahr zu Sweet, bevor die Seville Boulevard-Jungs ihn erledigen.
00BB: show_text_lowpriority GXT 'SW5_17' time 6000 flag 1  // ~s~Geh zu ~g~Emmet~s~, wenn du eine Knarre brauchst.
Player.CanMove($PLAYER_CHAR) = True
08F6: restore_player_group 
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03C7: set_sensitivity_to_crime 0.2 
147@ = 1 
127@ = 2 

:HOODS5_3511
return 

:HOODS5_3513
if 
001D:   32@ > 170@ // (int) 
else_jump @HOODS5_3616 
0209: 170@ = random_int_in_ranges 2500 6000 
005A: 170@ += 32@ // (int) 
0209: 171@ = random_int_in_ranges 2 4 
0066: $6681 -= 171@ // (int) 
if 
  0 >= $6681 
else_jump @HOODS5_3616 
$6681 = 0 
00BB: show_text_lowpriority GXT 'SW5_L' time 4000 flag 1  // ~r~Sweet ist tot!
125@ = 1 

:HOODS5_3616
if 
  97@ == 0 
else_jump @HOODS5_4349 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2775.793 -1942.909 15.6576 radius 100.0 100.0 50.0 
else_jump @HOODS5_4349 
08EA: enable_gangs_spawn 0 
97@ = 1 
00BB: show_text_lowpriority GXT 'SW5_J' time 4000 flag 1  // ~s~Die Seville Boulevard Families haben die Wohnung von Sweets Freundin umzingelt. Schalte diese ~r~Seville Jungs~s~ aus.
106@ = 2761.516 
112@ = -1972.028 
118@ = 12.5459 
04AF: 140@ = 105 // @ = any 
107@ = 2761.599 
113@ = -1955.673 
119@ = 12.5469 
04AF: 141@ = 106 // @ = any 
108@ = 2768.451 
114@ = -1972.605 
120@ = 12.3837 
04AF: 142@ = 105 // @ = any 
109@ = 2761.551 
115@ = -1980.099 
121@ = 12.5478 
04AF: 143@ = 106 // @ = any 
110@ = 2752.159 
116@ = -1979.574 
122@ = 14.0469 
04AF: 144@ = 106 // @ = any 
111@ = 2768.451 
117@ = -1972.605 
123@ = 12.3837 
04AF: 145@ = 105 // @ = any 
172@ = Car.Create(#GREENWOO, 2766.923, -1974.348, 12.3783)
Car.Angle(172@) = 4.0
36@ = 0 

:HOODS5_3971
if 
  5 > 36@ 
else_jump @HOODS5_4165 
37@(36@,6i) = Actor.Create(Mission1, 140@(36@,6i), 106@(36@,6f), 112@(36@,6f), 118@(36@,6f))
Actor.WeaponAccuracy(37@(36@,6i)) = 65
if or
  36@ == 0 
  36@ == 3 
else_jump @HOODS5_4087 
01B2: give_actor 37@(36@,6i) weapon 32 ammo 99999 // Load the weapon model before using this 
jump @HOODS5_4103 

:HOODS5_4087
01B2: give_actor 37@(36@,6i) weapon 22 ammo 99999 // Load the weapon model before using this 

:HOODS5_4103
04EB: AS_actor 37@(36@,6i) crouch 1 
0668: AS_actor 37@(36@,6i) rotate_and_shoot_at 2750.957 -1968.016 17.9291 -2 ms 
0816: unknown_actor 37@(36@,6i) flag 1 
36@ += 1 
jump @HOODS5_3971 

:HOODS5_4165
51@ = Marker.CreateAboveActor(37@)
52@ = Marker.CreateAboveActor(38@)
53@ = Marker.CreateAboveActor(39@)
54@ = Marker.CreateAboveActor(40@)
55@ = Marker.CreateAboveActor(41@)
Marker.Disable(48@)
060B: set_actor 37@ decision_maker_to 47@ 
060B: set_actor 38@ decision_maker_to 47@ 
060B: set_actor 39@ decision_maker_to 47@ 
060B: set_actor 40@ decision_maker_to 47@ 
060B: set_actor 41@ decision_maker_to 47@ 
0770: unknown_actor 37@ flag 1 
0770: unknown_actor 38@ flag 1 
0770: unknown_actor 39@ flag 1 
0770: unknown_actor 40@ flag 1 
0770: unknown_actor 41@ flag 1 
01E8: create_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
022B: create_forbidden_for_peds_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 

:HOODS5_4349
if 
  97@ == 1 
else_jump @HOODS5_4666 
gosub @HOODS5_11951 
if 
  146@ == 0 
else_jump @HOODS5_4474 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2782.693 -1921.125 11.7984 cornerB 2746.098 -1993.905 16.9599 
else_jump @HOODS5_4474 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_4474 
146@ = 1 
03E5: show_text_box 'SW5_19'  // Nutze niedrige Mauern und Objekte als Deckung. Drcke ~k~~PED_DUCK~, um dich zu ducken.

:HOODS5_4474
36@ = 0 
57@ = 0 

:HOODS5_4488
if 
  5 > 36@ 
else_jump @HOODS5_4587 
if 
   Actor.Dead(37@(36@,6i))
else_jump @HOODS5_4549 
Marker.Disable(51@(36@,6i))
57@ += 1 
jump @HOODS5_4573 

:HOODS5_4549
Actor.WeaponAccuracy(37@(36@,6i)) = 173@
07DD: set_actor 37@(36@,6i) temper_to 173@ // see pedstats.dat 

:HOODS5_4573
36@ += 1 
jump @HOODS5_4488 

:HOODS5_4587
0085: 173@ = 57@ // (int) 
173@ *= 6 
173@ += 60 
if 
  57@ == 5 
else_jump @HOODS5_4666 
148@ = 0 
130@ = 0 
131@ = 0 
128@ = 0 
127@ = 3 
08F4: set_max_group_members 0 

:HOODS5_4666
return 

:HOODS5_4668
if 
  148@ == 0 
else_jump @HOODS5_4709 
0085: 35@ = 32@ // (int) 
35@ += 1500 
148@ = 1 

:HOODS5_4709
if 
  148@ == 1 
else_jump @HOODS5_4781 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_4781 
352@ = 29 
0151: remove_status_text $6681 
0085: 35@ = 32@ // (int) 
35@ += 2500 
148@ = 2 

:HOODS5_4781
if 
  148@ == 2 
else_jump @HOODS5_4848 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_4848 
352@ = 29 
0085: 35@ = 32@ // (int) 
35@ += 2500 
148@ = 3 

:HOODS5_4848
if 
  148@ == 3 
else_jump @HOODS5_4943 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_4943 
if and
8818:   not actor $PLAYER_ACTOR in_air 
89DE:   not actor $PLAYER_ACTOR entering_car 
else_jump @HOODS5_4943 
174@ = 1 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 35@ = 32@ // (int) 
35@ += 2500 
148@ = 4 

:HOODS5_4943
if 
  148@ == 4 
else_jump @HOODS5_5001 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_5001 
148@ = 5 
352@ = 8 
354@ = 2 

:HOODS5_5001
if 
  148@ == 5 
else_jump @HOODS5_5151 
if 
  352@ == 0 
else_jump @HOODS5_5151 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
018A: 48@ = create_checkpoint_at 2764.272 -1979.494 12.5394 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
00BB: show_text_lowpriority GXT 'SW5_14' time 5000 flag 1  // ~s~Besorg dir einen Viertrer, um Sweet und sein Mdchen ~y~abzuholen~s~.
127@ = 4 

:HOODS5_5151
return 

:HOODS5_5153
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2764.272 -1979.494 12.5394 radius 4.0 4.0 4.0 
else_jump @HOODS5_5481 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_5481 
59@ = Actor.Car($PLAYER_ACTOR)
if 
   not Car.Wrecked(59@)
else_jump @HOODS5_5481 
01EA: 60@ = car 59@ max_passengers 
if 
  2 > 60@ 
else_jump @HOODS5_5315 
if 
  61@ == 0 
else_jump @HOODS5_5308 
00BC: show_text_highpriority GXT 'SW5_G' time 5000 flag 1  // ~s~Beschaff dir einen viertrigen Wagen.
61@ = 1 

:HOODS5_5308
jump @HOODS5_5481 

:HOODS5_5315
08EC: 104@ = car 59@ type 
102@ = Car.Model(59@)
if or
04A4:   104@ == 0 // @ == any 
04A4:   104@ == 1 // @ == any 
04A4:   104@ == 2 // @ == any 
04A4:   104@ == 3 // @ == any 
04A4:   102@ == 596 // @ == any 
04A4:   102@ == 420 // @ == any 
else_jump @HOODS5_5465 
Player.CanMove($PLAYER_CHAR) = False
06C7: AS_actor $PLAYER_ACTOR driver_of_car 59@ perform_action 6 timelimit 2000000 
fade 0 800 

:HOODS5_5415
if 
fading 
else_jump @HOODS5_5439 
wait 0 
jump @HOODS5_5415 

:HOODS5_5439
127@ = 5 
148@ = 0 
Marker.Disable(48@)
jump @HOODS5_5481 

:HOODS5_5465
00BC: show_text_highpriority GXT 'SW5_16' time 1000 flag 1  // Sweet braucht ein Fluchtauto, nicht eins von diesen Dingern!

:HOODS5_5481
return 

:HOODS5_5483
if 
  130@ == 0 
else_jump @HOODS5_5532 
130@ = 1 
if 
00E1:   player 0 pressed_key 16 
else_jump @HOODS5_5532 
131@ = 1 

:HOODS5_5532
if 
00E1:   player 0 pressed_key 16 
else_jump @HOODS5_5648 
if 
  131@ == 0 
else_jump @HOODS5_5641 
if and
   not Actor.Dead(75@)
   not Actor.Dead(43@)
else_jump @HOODS5_5641 
if and
   not 148@ == 0 
   not 148@ == 5 
else_jump @HOODS5_5641 
148@ = 4 
35@ = 0 
131@ = 1 
355@ = 5 

:HOODS5_5641
jump @HOODS5_5673 

:HOODS5_5648
if 
  131@ == 1 
else_jump @HOODS5_5673 
131@ = 0 

:HOODS5_5673
if 
  148@ == 5 
else_jump @HOODS5_5740 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_5740 
fade 1 800 
0085: 35@ = 32@ // (int) 
35@ += 3000 
148@ = 1 

:HOODS5_5740
if 
  148@ == 0 
else_jump @HOODS5_6493 
00BE: text_clear_all 
03BA: clear_cars_from_cube_cornerA 2746.504 -2001.611 10.775 cornerB 2789.562 -1927.154 21.633 
01E8: create_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
022B: create_forbidden_for_peds_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0708: reset_decision_maker 47@ event 36 
0709: set_decision_maker 47@ on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
75@ = Actor.Create(Mission3, #SPECIAL01, 2752.341, -1948.867, 16.3125)
43@ = Actor.Create(Mission3, #BFYRI, 2751.282, -1948.867, 16.3125)
0085: 399@ = 75@ // (int) 
0085: 400@ = 43@ // (int) 
0446: set_actor 75@ immune_to_headshots 0 
0446: set_actor 43@ immune_to_headshots 0 
02A9: set_actor 75@ immune_to_nonplayer 0 
02A9: set_actor 43@ immune_to_nonplayer 0 
62@ = Car.Create(#SENTINEL, 2766.665, -1901.943, 10.005)
63@ = Car.Create(#SENTINEL, 2772.638, -1903.127, 10.1479)
Car.Angle(62@) = 180.0
Car.Angle(63@) = 180.0
073B: unknown_car 62@ flag 1 
073B: unknown_car 63@ flag 1 
05EB: assign_car 62@ to_path 153 
05EB: assign_car 63@ to_path 154 
0129: 65@ = create_actor_pedtype 24 model #FAM1 in_car 63@ driverseat 
0129: 64@ = create_actor_pedtype 24 model #FAM1 in_car 62@ driverseat 
060B: set_actor 64@ decision_maker_to 47@ 
060B: set_actor 65@ decision_maker_to 47@ 
01B2: give_actor 64@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 65@ weapon 22 ammo 99999 // Load the weapon model before using this 
06FD: set_car 62@ speed_on_path_to 0.0 
06FD: set_car 63@ speed_on_path_to 0.0 
if 
   not Car.Wrecked(59@)
else_jump @HOODS5_6293 
Car.PutAt(59@, 2763.96, -1978.898, 12.5394)
Car.Angle(59@) = 0.0
if 
8431:   not car 59@ passenger_seat_free 0 
else_jump @HOODS5_6260 
0432: 175@ = get_actor_handle_from_car 59@ passenger_seat 0 
Actor.DestroyInstantly(175@)

:HOODS5_6260
if 
8431:   not car 59@ passenger_seat_free 1 
else_jump @HOODS5_6293 
0432: 175@ = get_actor_handle_from_car 59@ passenger_seat 1 
Actor.DestroyInstantly(175@)

:HOODS5_6293
Camera.SetPosition(2756.231, -1949.667, 18.0543, 0.0, 0.0, 0.0)
Camera.PointAt(2755.751, -1950.535, 17.9303, 2)
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2752.402 -1974.077 16.3125 
Actor.PutAt(43@, 2752.312, -1952.896, 16.3051)
Actor.Angle(43@) = 180.0
05D8: AS_assign_scmpath to_actor 43@ flags 6 0 
Actor.PutAt(75@, 2752.395, -1950.699, 16.3125)
Actor.Angle(75@) = 180.0
0615: define_AS_pack_begin 68@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 68@ 
0618: assign_actor 75@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
0085: 35@ = 32@ // (int) 
35@ += 500 
148@ = 5 

:HOODS5_6493
if 
  148@ == 1 
else_jump @HOODS5_6771 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_6771 
Camera.SetPosition(2764.601, -1986.696, 15.021, 0.0, 0.0, 0.0)
Camera.PointAt(2764.32, -1985.751, 14.8511, 2)
if 
   not Car.Wrecked(59@)
else_jump @HOODS5_6715 
if 
   not Actor.Dead(43@)
else_jump @HOODS5_6656 
Actor.PutAt(43@, 2760.358, -1979.501, 12.5394)
Actor.Angle(43@) = 330.0
05CA: AS_actor 43@ enter_car 59@ passenger_seat 1 5000 ms 

:HOODS5_6656
if 
   not Actor.Dead(75@)
else_jump @HOODS5_6715 
Actor.PutAt(75@, 2767.224, -1981.524, 12.381)
Actor.Angle(75@) = 0.0
05CA: AS_actor 75@ enter_car 59@ passenger_seat 0 5000 ms 

:HOODS5_6715
if 
   not Car.Wrecked(63@)
else_jump @HOODS5_6748 
06FD: set_car 63@ speed_on_path_to 1.0 
66@ = 1 

:HOODS5_6748
0085: 35@ = 32@ // (int) 
35@ += 500 
148@ = 2 

:HOODS5_6771
if 
  148@ == 2 
else_jump @HOODS5_6864 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_6864 
if 
   not Car.Wrecked(62@)
else_jump @HOODS5_6841 
06FD: set_car 62@ speed_on_path_to 1.0 
66@ = 1 

:HOODS5_6841
0085: 35@ = 32@ // (int) 
35@ += 2000 
148@ = 3 

:HOODS5_6864
if 
  148@ == 3 
else_jump @HOODS5_6931 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_6931 
352@ = 12 
0085: 35@ = 32@ // (int) 
35@ += 2000 
148@ = 4 

:HOODS5_6931
if 
  148@ == 4 
else_jump @HOODS5_7800 
if 
  176@ == 0 
else_jump @HOODS5_7041 
if 
   not Car.Wrecked(62@)
else_jump @HOODS5_7041 
if 
860E:   not car 62@ assigned_to_path 
else_jump @HOODS5_7041 
Car.SetDriverBehaviour(62@, 5)
Car.SetMaxSpeed(62@, 60.0)
Car.Health(62@) = 2500
088B: set_car 62@ form_drag_multiplier_to 0.1 
176@ = 1 

:HOODS5_7041
if 
  177@ == 0 
else_jump @HOODS5_7133 
if 
   not Car.Wrecked(63@)
else_jump @HOODS5_7133 
if 
860E:   not car 63@ assigned_to_path 
else_jump @HOODS5_7133 
Car.SetDriverBehaviour(63@, 5)
Car.SetMaxSpeed(63@, 60.0)
Car.Health(63@) = 2500
088B: set_car 63@ form_drag_multiplier_to 0.1 
177@ = 1 

:HOODS5_7133
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_7800 
if 
  352@ == 0 
else_jump @HOODS5_7800 
66@ = 1 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_7275 
0811: 59@ = actor $PLAYER_ACTOR car // versionC 
088B: set_car 59@ form_drag_multiplier_to 5.0 

:HOODS5_7275
if 
  131@ == 1 
else_jump @HOODS5_7367 
if 
   not Car.Wrecked(62@)
else_jump @HOODS5_7330 
if 
060E:   car 62@ assigned_to_path 
else_jump @HOODS5_7330 
06C5: release_car 62@ from_path 

:HOODS5_7330
if 
   not Car.Wrecked(63@)
else_jump @HOODS5_7367 
if 
060E:   car 63@ assigned_to_path 
else_jump @HOODS5_7367 
06C5: release_car 63@ from_path 

:HOODS5_7367
if and
   not Car.Wrecked(62@)
   not Car.Wrecked(63@)
else_jump @HOODS5_7458 
Car.SetDriverBehaviour(62@, 5)
Car.SetDriverBehaviour(63@, 3)
Car.SetMaxSpeed(62@, 60.0)
Car.SetMaxSpeed(63@, 60.0)
Car.Health(62@) = 2500
Car.Health(63@) = 2500
088B: set_car 62@ form_drag_multiplier_to 0.1 
088B: set_car 63@ form_drag_multiplier_to 0.1 

:HOODS5_7458
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 
07E0: set_marker 73@ type_to 1 
if and
   not Actor.Dead(75@)
   not Car.Wrecked(59@)
   not Actor.Dead(43@)
else_jump @HOODS5_7619 
0631: put_actor 75@ in_group $PLAYER_GROUP 
0631: put_actor 43@ in_group $PLAYER_GROUP 
07CB: set_actor 75@ supporting_fire 0 
07CB: set_actor 43@ supporting_fire 0 
01B2: give_actor 75@ weapon 22 ammo 9999 // Load the weapon model before using this 
if 
   not Actor.InCar(75@, 59@)
else_jump @HOODS5_7585 
0792: disembark_instantly_actor 75@ 
0430: put_actor 75@ into_car 59@ passenger_seat 0 

:HOODS5_7585
if 
   not Actor.InCar(43@, 59@)
else_jump @HOODS5_7619 
0792: disembark_instantly_actor 43@ 
0430: put_actor 43@ into_car 59@ passenger_seat 1 

:HOODS5_7619
if and
   not Car.Wrecked(63@)
   not Actor.Dead(65@)
else_jump @HOODS5_7687 
0615: define_AS_pack_begin 68@ 
06C7: AS_actor -1 driver_of_car 63@ perform_action 1 timelimit 1500 
06C7: AS_actor -1 driver_of_car 63@ perform_action 14 timelimit 1000 
0616: define_AS_pack_end 68@ 
0618: assign_actor 65@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_7687
if and
   not Car.Wrecked(62@)
   not Actor.Dead(64@)
else_jump @HOODS5_7721 
06C7: AS_actor 64@ driver_of_car 62@ perform_action 1 timelimit 1500 

:HOODS5_7721
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SW5_I' time 5000 flag 1  // ~s~Fahr zurck zu deinem ~y~Viertel~s~.
127@ = 6 
125@ = 1 
0085: 153@ = 32@ // (int) 
153@ += 3000 
164@ = 0 
08F6: restore_player_group 

:HOODS5_7800
return 

:HOODS5_7802
if 
  152@ == 0 
else_jump @HOODS5_7938 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_7938 
0811: 149@ = actor $PLAYER_ACTOR car // versionC 
150@ = Car.Health(149@)
if 
  900 > 150@ 
else_jump @HOODS5_7938 
if 
  352@ == 0 
else_jump @HOODS5_7938 
if 
001D:   32@ > 153@ // (int) 
else_jump @HOODS5_7938 
352@ = 13 
152@ = 1 
0085: 153@ = 32@ // (int) 
153@ += 6000 

:HOODS5_7938
if 
001D:   32@ > 153@ // (int) 
else_jump @HOODS5_8497 
if and
   not Car.Wrecked(62@)
   not Car.Wrecked(63@)
else_jump @HOODS5_8349 
if or
0207:   actor $PLAYER_ACTOR near_car 62@ radius 20.0 20.0 10.0 flag 0 in_car 
0207:   actor $PLAYER_ACTOR near_car 63@ radius 20.0 20.0 10.0 flag 0 in_car 
else_jump @HOODS5_8194 
0209: 151@ = random_int_in_ranges 0 5 
165@ = 0 

:HOODS5_8055
if 
  154@(151@,7i) == 0 
else_jump @HOODS5_8148 
151@ += 1 
165@ += 1 
if 
  151@ > 4 
else_jump @HOODS5_8116 
151@ = 0 

:HOODS5_8116
if 
  165@ > 4 
else_jump @HOODS5_8141 
jump @HOODS5_8171 

:HOODS5_8141
jump @HOODS5_8055 

:HOODS5_8148
0085: 352@ = 154@(151@,7i) // (int) 
154@(151@,7i) = 0 

:HOODS5_8171
0085: 153@ = 32@ // (int) 
153@ += 7500 
jump @HOODS5_8342 

:HOODS5_8194
0209: 151@ = random_int_in_ranges 0 1 
165@ = 0 

:HOODS5_8210
if 
  161@(151@,3i) == 0 
else_jump @HOODS5_8303 
151@ += 1 
165@ += 1 
if 
  151@ > 1 
else_jump @HOODS5_8271 
151@ = 0 

:HOODS5_8271
if 
  165@ > 2 
else_jump @HOODS5_8296 
jump @HOODS5_8481 

:HOODS5_8296
jump @HOODS5_8210 

:HOODS5_8303
0085: 352@ = 161@(151@,3i) // (int) 
161@(151@,3i) = 0 
0085: 153@ = 32@ // (int) 
153@ += 7500 

:HOODS5_8342
jump @HOODS5_8497 

:HOODS5_8349
0209: 151@ = random_int_in_ranges 0 2 
165@ = 0 

:HOODS5_8365
if 
  161@(151@,3i) == 0 
else_jump @HOODS5_8458 
151@ += 1 
165@ += 1 
if 
  151@ > 1 
else_jump @HOODS5_8426 
151@ = 0 

:HOODS5_8426
if 
  165@ > 2 
else_jump @HOODS5_8451 
jump @HOODS5_8481 

:HOODS5_8451
jump @HOODS5_8365 

:HOODS5_8458
0085: 352@ = 161@(151@,3i) // (int) 
161@(151@,3i) = 0 

:HOODS5_8481
0085: 153@ = 32@ // (int) 
153@ += 7500 

:HOODS5_8497
if 
   not Actor.Dead(75@)
else_jump @HOODS5_8712 
if 
86EE:   not actor 75@ in_group $PLAYER_GROUP 
else_jump @HOODS5_8712 
if 
  69@ == 0 
else_jump @HOODS5_8609 
69@ = 1 
00BB: show_text_lowpriority GXT 'SW5_T' time 4000 flag 1  // ~s~Du hast ~b~Sweet~s~ zurckgelassen! Du musst zurck und ihn holen.
if 
875C:   not marker 71@ enabled 
else_jump @HOODS5_8604 
71@ = Marker.CreateAboveActor(75@)
07E0: set_marker 71@ type_to 1 

:HOODS5_8604
Marker.Disable(73@)

:HOODS5_8609
if and
00F2:   actor $PLAYER_ACTOR near_actor 75@ radius 6.0 6.0 0 
  69@ == 1 
else_jump @HOODS5_8712 
69@ = 0 
0631: put_actor 75@ in_group $PLAYER_GROUP 
07CB: set_actor 75@ supporting_fire 0 
Marker.Disable(71@)
if 
  70@ == 0 
else_jump @HOODS5_8712 
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 

:HOODS5_8712
if 
   not Actor.Dead(43@)
else_jump @HOODS5_8934 
if 
86EE:   not actor 43@ in_group $PLAYER_GROUP 
else_jump @HOODS5_8934 
if 
  70@ == 0 
else_jump @HOODS5_8824 
70@ = 1 
00BB: show_text_lowpriority GXT 'SW5_U' time 4000 flag 1  // ~s~Du hast ~b~Sweets Freundin~s~ zurckgelassen! Du musst zurck und sie holen.
if 
875C:   not marker 72@ enabled 
else_jump @HOODS5_8819 
72@ = Marker.CreateAboveActor(43@)
07E0: set_marker 72@ type_to 1 

:HOODS5_8819
Marker.Disable(73@)

:HOODS5_8824
if and
00F2:   actor $PLAYER_ACTOR near_actor 43@ radius 6.0 6.0 0 
  70@ == 1 
else_jump @HOODS5_8934 
70@ = 0 
0631: put_actor 43@ in_group $PLAYER_GROUP 
07CB: set_actor 43@ supporting_fire 0 
Marker.Disable(72@)
if 
  69@ == 0 
else_jump @HOODS5_8934 
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 
07E0: set_marker 73@ type_to 1 

:HOODS5_8934
if 
  66@ == 1 
else_jump @HOODS5_9054 
if and
   not Car.Wrecked(63@)
   not Actor.Dead(65@)
else_jump @HOODS5_9054 
if 
8104:   not actor $PLAYER_ACTOR near_actor 65@ radius 50.0 50.0 20.0 sphere 0 
else_jump @HOODS5_9054 
Actor.StorePos($PLAYER_ACTOR, 85@, 86@, 87@)
91@ = Actor.Angle($PLAYER_ACTOR)
66@ = 2 
0085: 67@ = 32@ // (int) 
67@ += 800 

:HOODS5_9054
if and
  66@ == 2 
  103@ == 0 
else_jump @HOODS5_9284 
if 
001D:   32@ > 67@ // (int) 
else_jump @HOODS5_9284 
04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD type 2 store_to 88@ 89@ 90@ 
if 
80C2:   not sphere_onscreen 85@ 86@ 87@ radius 8.0 
else_jump @HOODS5_9284 
if 
8101:   not actor $PLAYER_ACTOR in_sphere 88@ 89@ 90@ radius 10.0 10.0 10.0 sphere 0 stopped 
else_jump @HOODS5_9284 
if and
   not Car.Wrecked(63@)
   not Actor.Dead(65@)
else_jump @HOODS5_9284 
if 
81F4:   not car 63@ flipped 
else_jump @HOODS5_9284 
if 
   Actor.InCar(65@, 63@)
else_jump @HOODS5_9284 
Car.PutAt(63@, 85@, 86@, 87@)
Car.Angle(63@) = 91@
Car.SetSpeedInstantly(63@, 25.0)
66@ = 1 

:HOODS5_9284
if and
   not Actor.Dead(75@)
   not Actor.Dead(43@)
else_jump @HOODS5_9682 
if 
  103@ == 0 
else_jump @HOODS5_9464 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 63.0 63.0 60.0 
else_jump @HOODS5_9464 
103@ = 1 
if 
   not Car.Wrecked(62@)
else_jump @HOODS5_9421 
Car.SetDriverBehaviour(62@, FollowRoad)
Car.SetMaxSpeed(62@, 20.0)
Car.RemoveReferences(62@)
Actor.RemoveReferences(64@)

:HOODS5_9421
if 
   not Car.Wrecked(63@)
else_jump @HOODS5_9464 
Car.SetDriverBehaviour(63@, FollowRoad)
Car.SetMaxSpeed(63@, 20.0)
Car.RemoveReferences(63@)
Actor.RemoveReferences(65@)

:HOODS5_9464
if and
  70@ == 0 
  69@ == 0 
else_jump @HOODS5_9682 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2509.062 -1672.527 12.386 radius 4.0 4.0 4.0 
else_jump @HOODS5_9682 
if and
00FE:   actor 75@ sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 8.0 8.0 4.0 
00FE:   actor 43@ sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 8.0 8.0 4.0 
else_jump @HOODS5_9682 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_9668 
Player.CanMove($PLAYER_CHAR) = False
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:HOODS5_9668
127@ = 7 
148@ = 0 

:HOODS5_9682
return 

:HOODS5_9684
if 
  148@ == 0 
else_jump @HOODS5_9732 
125@ = 0 
0085: 35@ = 32@ // (int) 
35@ += 600 
148@ = 12 

:HOODS5_9732
if 
  148@ == 12 
else_jump @HOODS5_10395 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_10395 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_9801 
0811: 59@ = actor $PLAYER_ACTOR car // versionC 
129@ = Car.Model(59@)

:HOODS5_9801
if 
   not Actor.Dead(75@)
else_jump @HOODS5_9832 
Actor.SetImmunities(75@, 1, 1, 1, 1, 1)

:HOODS5_9832
if 
   not Actor.Dead(43@)
else_jump @HOODS5_9863 
Actor.SetImmunities(43@, 1, 1, 1, 1, 1)

:HOODS5_9863
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
03BA: clear_cars_from_cube_cornerA 2472.102 -1646.181 19.6421 cornerB 2517.383 -1691.232 9.4098 
042B: clear_peds_from_cube_cornerA 2472.102 -1646.181 19.6421 cornerB 2517.383 -1691.232 9.4098 
if 
   not Car.Wrecked(62@)
else_jump @HOODS5_9992 
if 
   not Actor.InCar($PLAYER_ACTOR, 62@)
else_jump @HOODS5_9992 
Car.Destroy(62@)

:HOODS5_9992
if 
   not Car.Wrecked(63@)
else_jump @HOODS5_10032 
if 
   not Actor.InCar($PLAYER_ACTOR, 63@)
else_jump @HOODS5_10032 
Car.Destroy(63@)

:HOODS5_10032
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_10099 
if 
   not Car.Wrecked(59@)
else_jump @HOODS5_10099 
0633: AS_actor $PLAYER_ACTOR exit_car 
Car.PutAt(59@, 2507.709, -1672.192, 13.458)
Car.Angle(59@) = 340.0

:HOODS5_10099
Camera.SetPosition(2514.24, -1679.268, 14.5054, 0.0, 0.0, 0.0)
Camera.PointAt(2513.649, -1678.483, 14.3221, 2)
if 
   not Actor.Dead(43@)
else_jump @HOODS5_10246 
0811: $TEMPVAR_ACTOR_CAR = actor 43@ car // versionC 
if 
  $TEMPVAR_ACTOR_CAR == -1 
else_jump @HOODS5_10246 
Actor.PutAt(43@, 2509.821, -1675.815, 12.5469)
Actor.Angle(43@) = 337.0
05D3: AS_actor 43@ goto_point 2512.229 -1672.784 12.4531 mode 4 -2 ms // versionA 

:HOODS5_10246
if 
   not Actor.Dead(75@)
else_jump @HOODS5_10342 
0811: $TEMPVAR_ACTOR_CAR = actor 75@ car // versionC 
if 
  $TEMPVAR_ACTOR_CAR == -1 
else_jump @HOODS5_10342 
Actor.PutAt(75@, 2508.821, -1675.815, 12.5469)
Actor.Angle(75@) = 337.0
05D3: AS_actor 75@ goto_point 2511.229 -1672.784 12.4531 mode 4 -2 ms // versionA 

:HOODS5_10342
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_10388 
0085: 35@ = 32@ // (int) 
35@ += 300 
148@ = 10 
jump @HOODS5_10395 

:HOODS5_10388
148@ = 2 

:HOODS5_10395
if 
  148@ == 10 
else_jump @HOODS5_10502 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_10502 
if 
   not Actor.Dead(43@)
else_jump @HOODS5_10502 
0811: $TEMPVAR_ACTOR_CAR = actor 43@ car // versionC 
if 
   not $TEMPVAR_ACTOR_CAR == -1 
else_jump @HOODS5_10479 
0633: AS_actor 43@ exit_car 

:HOODS5_10479
0085: 35@ = 32@ // (int) 
35@ += 400 
148@ = 11 

:HOODS5_10502
if 
  148@ == 11 
else_jump @HOODS5_10609 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_10609 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_10609 
0811: $TEMPVAR_ACTOR_CAR = actor 75@ car // versionC 
if 
   not $TEMPVAR_ACTOR_CAR == -1 
else_jump @HOODS5_10586 
0633: AS_actor 75@ exit_car 

:HOODS5_10586
0085: 35@ = 32@ // (int) 
35@ += 2000 
148@ = 1 

:HOODS5_10609
if 
  148@ == 1 
else_jump @HOODS5_10653 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_10653 
148@ = 2 

:HOODS5_10653
if 
  148@ == 2 
else_jump @HOODS5_11132 
if 
   not Car.Wrecked(59@)
else_jump @HOODS5_10694 
0338: set_car 59@ visibility 0 

:HOODS5_10694
Camera.SetPosition(2509.713, -1671.558, 13.5033, 0.0, 0.0, 0.0)
Camera.PointAt(2510.19, -1672.389, 13.8387, 2)
0972: put_actor $PLAYER_ACTOR at 2509.892 -1672.469 13.5032 // versionC 
Actor.Angle($PLAYER_ACTOR) = 270.0
if and
   not Actor.Dead(75@)
   not Actor.Dead(43@)
else_jump @HOODS5_11006 
Actor.DestroyInstantly(75@)
75@ = Actor.Create(CivMale, #SPECIAL01, 2752.341, -1948.867, 16.3125)
01B9: set_actor 75@ armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06C9: remove_actor 75@ from_group 
06C9: remove_actor 43@ from_group 
0792: disembark_instantly_actor 75@ 
0792: disembark_instantly_actor 43@ 
0972: put_actor 75@ at 2510.792 -1672.469 13.5032 // versionC 
0972: put_actor 43@ at 2510.792 -1673.469 13.5032 // versionC 
Actor.Angle(75@) = 90.0
Actor.Angle(43@) = 90.0
0812: AS_actor 75@ perform_animation "SWEET_ASS_SLAP" IFP_file "SWEET" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0812: AS_actor 43@ perform_animation "HO_ASS_SLAPPED" IFP_file "SWEET" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 

:HOODS5_11006
0085: 399@ = 75@ // (int) 
$7248 = 1 
203@ = 23 
227@ = 5 
207@ = 100 
208@ = 1900 
209@ = 4200 
210@ = 6000 
211@ = 8000 
217@ = 23 
218@ = 24 
219@ = 25 
220@ = 26 
221@ = 27 
0085: 35@ = 32@ // (int) 
35@ += 1700 
148@ = 3 

:HOODS5_11132
if 
  148@ == 3 
else_jump @HOODS5_11251 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_11251 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_11228 
0812: AS_actor 75@ perform_animation "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 

:HOODS5_11228
148@ = 4 
0085: 35@ = 32@ // (int) 
35@ += 300 

:HOODS5_11251
if 
  148@ == 4 
else_jump @HOODS5_11352 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_11352 
if 
   not Actor.Dead(43@)
else_jump @HOODS5_11329 
05F5: AS_actor 43@ goto_point 2516.686 -1675.861 13.1227 mode 4 5500 ms // versionB 

:HOODS5_11329
148@ = 5 
0085: 35@ = 32@ // (int) 
35@ += 2000 

:HOODS5_11352
if 
  148@ == 5 
else_jump @HOODS5_11503 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_11503 
0605: actor $PLAYER_ACTOR perform_animation_sequence "HNDSHKFA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -2 // versionA 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_11480 
0812: AS_actor 75@ perform_animation "HNDSHKFA" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 3400 // versionB 

:HOODS5_11480
148@ = 7 
0085: 35@ = 32@ // (int) 
35@ += 4000 

:HOODS5_11503
if 
  148@ == 7 
else_jump @HOODS5_11691 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_11691 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_11668 
0812: AS_actor 75@ perform_animation "SWEET_HNDSHLDR_01" IFP_file "SWEET" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLYR_HNDSHLDR_01" IFP_file "SWEET" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
if 
   not Actor.Dead(43@)
else_jump @HOODS5_11668 
Actor.DestroyInstantly(43@)

:HOODS5_11668
148@ = 8 
0085: 35@ = 32@ // (int) 
35@ += 3500 

:HOODS5_11691
if 
  148@ == 8 
else_jump @HOODS5_11799 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_11799 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_11776 
Actor.LockInCurrentPosition(75@) = False
05F5: AS_actor 75@ goto_point 2516.686 -1675.861 13.1227 mode 4 5500 ms // versionB 

:HOODS5_11776
148@ = 9 
0085: 35@ = 32@ // (int) 
35@ += 1500 

:HOODS5_11799
if 
  148@ == 9 
else_jump @HOODS5_11949 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_11949 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_11857 
Actor.DestroyInstantly(75@)

:HOODS5_11857
if 
   not Actor.Dead(43@)
else_jump @HOODS5_11878 
Actor.DestroyInstantly(43@)

:HOODS5_11878
if 
   not Car.Wrecked(59@)
else_jump @HOODS5_11901 
0338: set_car 59@ visibility 1 

:HOODS5_11901
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Player.CanMove($PLAYER_CHAR) = True
Actor.Angle($PLAYER_ACTOR) = 90.0
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
08F6: restore_player_group 
127@ = 8 

:HOODS5_11949
return 

:HOODS5_11951
if 
001D:   32@ > 179@ // (int) 
else_jump @HOODS5_13222 
0085: 179@ = 32@ // (int) 
179@ += 50 
180@ += 1 
if 
  180@ == 5 
else_jump @HOODS5_12017 
180@ = 0 

:HOODS5_12017
if 
   not Actor.Dead(37@(180@,6i))
else_jump @HOODS5_13109 
if 
  96@ == 0 
else_jump @HOODS5_12085 
if 
051A:   actor 37@(180@,6i) damaged_by_actor $PLAYER_ACTOR 
else_jump @HOODS5_12085 
96@ = 1 

:HOODS5_12085
Actor.StorePos(37@(180@,6i), 82@, 83@, 84@)
Actor.StorePos($PLAYER_ACTOR, 85@, 86@, 87@)
0509: 200@ = distance_between_XY 85@ 86@ and_XY 82@ 83@ 
if 
803B:   not  193@ == 180@ // (int) 
else_jump @HOODS5_12211 
if 
0025:   198@ > 200@ // (float) 
else_jump @HOODS5_12204 
0085: 194@ = 193@ // (int) 
0087: 199@ = 198@ // (float) 
0087: 198@ = 200@ // (float) 
0085: 193@ = 180@ // (int) 

:HOODS5_12204
jump @HOODS5_12219 

:HOODS5_12211
0087: 198@ = 200@ // (float) 

:HOODS5_12219
if 
803B:   not  194@ == 180@ // (int) 
else_jump @HOODS5_12299 
if 
803B:   not  193@ == 180@ // (int) 
else_jump @HOODS5_12292 
if 
0025:   199@ > 200@ // (float) 
else_jump @HOODS5_12292 
0085: 194@ = 180@ // (int) 
0087: 199@ = 200@ // (float) 

:HOODS5_12292
jump @HOODS5_12307 

:HOODS5_12299
0087: 199@ = 200@ // (float) 

:HOODS5_12307
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_12573 
0811: 59@ = actor $PLAYER_ACTOR car // versionC 
02E3: 188@ = car 59@ speed 
if 
  188@ > 5.0 
else_jump @HOODS5_12573 
0208: 197@ = random_float_in_ranges -0.2 0.2 
0087: 196@ = 188@ // (float) 
196@ *= 1.6 
005B: 196@ += 197@ // (float) 
if 
0025:   196@ > 200@ // (float) 
else_jump @HOODS5_12573 
0087: 196@ = 87@ // (float) 
0063: 196@ -= 84@ // (float) 
0097: make 196@ absolute_float 
if 
  1.0 > 196@ 
else_jump @HOODS5_12573 
0087: 195@ = 82@ // (float) 
0063: 195@ -= 85@ // (float) 
0087: 196@ = 83@ // (float) 
0063: 196@ -= 86@ // (float) 
0604: get_Z_angle_for_point 195@ 196@ store_to 190@ 
189@ = Car.Angle(59@)
0087: 195@ = 190@ // (float) 
0063: 195@ -= 189@ // (float) 
0097: make 195@ absolute_float 
if 
  5.0 > 195@ 
else_jump @HOODS5_12573 
96@ = 1 
181@(180@,6i) = 4 

:HOODS5_12573
if 
  181@(180@,6i) == 4 
else_jump @HOODS5_12661 
062E: unknown_get_actor 37@(180@,6i) task 1651 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HOODS5_12661 
0673: AS_actor 37@(180@,6i) dive_to_offset 1.0 0.0 time_on_ground 500 ms 
181@(180@,6i) = 5 

:HOODS5_12661
if 
  181@(180@,6i) == 5 
else_jump @HOODS5_12727 
062E: unknown_get_actor 37@(180@,6i) task 1651 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HOODS5_12727 
181@(180@,6i) = 0 

:HOODS5_12727
if 
  181@(180@,6i) == 0 
else_jump @HOODS5_12805 
if 
  96@ == 1 
else_jump @HOODS5_12805 
if or
003B:   180@ == 193@ // (int) 
003B:   180@ == 194@ // (int) 
else_jump @HOODS5_12805 
181@(180@,6i) = 1 

:HOODS5_12805
if 
  181@(180@,6i) == 1 
else_jump @HOODS5_13102 
062E: unknown_get_actor 37@(180@,6i) task 1869 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HOODS5_12953 
062E: unknown_get_actor 37@(180@,6i) task 1506 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HOODS5_12953 
0209: 187@ = random_int_in_ranges 0 2 
if 
  187@ == 0 
else_jump @HOODS5_12941 
074D: AS_actor 37@(180@,6i) turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2 
jump @HOODS5_12953 

:HOODS5_12941
05E2: AS_actor 37@(180@,6i) kill_actor $PLAYER_ACTOR 

:HOODS5_12953
if and
803B:   not  180@ == 193@ // (int) 
803B:   not  180@ == 194@ // (int) 
else_jump @HOODS5_13102 
062E: unknown_get_actor 37@(180@,6i) task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HOODS5_13102 
0615: define_AS_pack_begin 68@ 
05F5: AS_actor -1 goto_point 106@(180@,6f) 112@(180@,6f) 118@(180@,6f) mode 6 6000 ms // versionB 
0668: AS_actor -1 rotate_and_shoot_at 2750.957 -1968.016 17.9291 -2 ms 
0616: define_AS_pack_end 68@ 
0618: assign_actor 37@(180@,6i) to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
181@(180@,6i) = 0 

:HOODS5_13102
jump @HOODS5_13222 

:HOODS5_13109
if 
  96@ == 0 
else_jump @HOODS5_13134 
96@ = 1 

:HOODS5_13134
if 
003B:   180@ == 193@ // (int) 
else_jump @HOODS5_13186 
0085: 193@ = 194@ // (int) 
0087: 198@ = 199@ // (float) 
194@ = 0 
199@ = 99999.0 

:HOODS5_13186
if 
003B:   180@ == 194@ // (int) 
else_jump @HOODS5_13222 
194@ = 0 
199@ = 99999.0 

:HOODS5_13222
return 

:HOODS5_13224
if 
   not 203@ == 0 
else_jump @HOODS5_13424 
if 
  204@ == 0 
else_jump @HOODS5_13302 
204@ = 1 
0085: 205@ = 32@ // (int) 
206@ = 0 
0085: 408@ = 205@ // (int) 
005A: 408@ += 207@(206@,10i) // (int) 

:HOODS5_13302
if 
  204@ == 1 
else_jump @HOODS5_13424 
if 
001D:   32@ > 408@ // (int) 
else_jump @HOODS5_13424 
0085: 352@ = 217@(206@,10i) // (int) 
206@ += 1 
227@ -= 1 
if 
  227@ == 0 
else_jump @HOODS5_13404 
203@ = 0 
204@ = 0 
jump @HOODS5_13424 

:HOODS5_13404
0085: 408@ = 205@ // (int) 
005A: 408@ += 207@(206@,10i) // (int) 

:HOODS5_13424
0871: init_jump_table 355@ total_jumps 6 default_jump 0 @HOODS5_15254 jumps 0 @HOODS5_13487 1 @HOODS5_14396 2 @HOODS5_14925 3 @HOODS5_15001 4 @HOODS5_15059 5 @HOODS5_15173 -1 @HOODS5_15254 

:HOODS5_13487
05AA: 230@s = 'MSWE13A'  // ~z~Hey.
04AF: 309@ = 29137 // @ = any 
05AA: 232@s = 'MSWE13B'  // ~z~Carl! Ich hab keine Zeit zum Labern!
04AF: 310@ = 29138 // @ = any 
05AA: 234@s = 'MSWE13C'  // ~z~Hatte 'n paar Dates mit 'nem Seville-Families-Babe.
04AF: 311@ = 29139 // @ = any 
05AA: 236@s = 'MSWE13D'  // ~z~Das hat sich rumgesprochen, und den Seville-Jungs gefllt das berhaupt nicht.
04AF: 312@ = 29140 // @ = any 
05AA: 238@s = 'MSWE13E'  // ~z~Ich hng im Seville-Revier fest, jemand muss uns hier rausholen!
04AF: 313@ = 29141 // @ = any 
05AA: 240@s = 'MSWE13F'  // ~z~Klar, Mann, halt durch.
04AF: 314@ = 29142 // @ = any 
05AA: 242@s = 'MSWE13G'  // ~z~Fahr bei Emmet's vorbei und besorg dir Waffen!
04AF: 315@ = 29143 // @ = any 
05AA: 244@s = 'SWE5_FA'  // ~z~So kenn ich meinen Bruder!
04AF: 316@ = 38226 // @ = any 
05AA: 246@s = 'SWE5_FB'  // ~z~Schnapp dir 'nen Wagen, und wir treffen uns vorn!
04AF: 317@ = 38227 // @ = any 
05AA: 248@s = 'SWE5_GH'  // ~z~Ich hab mir "ein paar schne Stunden" anders vorgestellt, Sweet!
04AF: 318@ = 38235 // @ = any 
05AA: 250@s = 'SWE5_CA'  // ~z~Wir haben Sevilles am Hals, Carl!
04AF: 319@ = 38216 // @ = any 
05AA: 252@s = 'SWE5_CC'  // ~z~Die Seville Families sitzen uns im Nacken!
04AF: 320@ = 38218 // @ = any 
05AA: 254@s = 'SWE5_GA'  // ~z~Keine Sorge, Baby, ich fahr nicht so schlecht wie CJ!
04AF: 321@ = 38228 // @ = any 
05AA: 256@s = 'SWE5_GC'  // ~z~Mann, dieses Mal sind die Seville Families zu weit gegangen!
04AF: 322@ = 38230 // @ = any 
05AA: 258@s = 'SWE5_GD'  // ~z~Die wollen wohl einen Krieg vom Zaun brechen oder so!
04AF: 323@ = 38231 // @ = any 
05AA: 260@s = 'SWE5_GE'  // ~z~Dein Schwanz hat uns wieder mal rger eingebrockt, Sweet!
04AF: 324@ = 38232 // @ = any 
05AA: 262@s = 'SWE5_GF'  // ~z~Das ist verrckt, wir mssen die Families wieder zusammenbringen!
04AF: 325@ = 38233 // @ = any 
05AA: 264@s = 'SWE5_GG'  // ~z~Grne gehen anderen Grnen ans Leder - so kann man die Families nicht fhren.
04AF: 326@ = 38234 // @ = any 
05AA: 266@s = 'SWE5_GJ'  // ~z~Da hast du einiges wieder gutzumachen, Sweet!
04AF: 327@ = 38236 // @ = any 
05AA: 268@s = 'SWE5_GK'  // ~z~Ich kann jetzt nie mehr nach Hause zurck!
04AF: 328@ = 38237 // @ = any 
05AA: 270@s = 'SWE5_GB'  // ~z~Sie hat eine Schwester, CJ, willst du ihre Nummer?
04AF: 329@ = 38229 // @ = any 
05AA: 272@s = 'SWE5_GL'  // ~z~Sweet, wir mssen meinen Kram da rausholen!
04AF: 330@ = 38238 // @ = any 
05AA: 274@s = 'SWE5_EA'  // ~z~Wir sehen uns dann drinnen, Baby.
04AF: 331@ = 38221 // @ = any 
05AA: 276@s = 'SWE5_EB'  // ~z~Mann, diese internen Kmpfe machen die Families fertig.
04AF: 332@ = 38222 // @ = any 
05AA: 278@s = 'SWE5_EC'  // ~z~Das hast du gut gemacht vorhin!
04AF: 333@ = 38223 // @ = any 
05AA: 280@s = 'SWE5_ED'  // ~z~Hey, ich bin ein Johnson!
04AF: 334@ = 38224 // @ = any 
05AA: 282@s = 'SWE5_EE'  // ~z~Hr mal, ich hab noch was zu erledigen. Big Love.
04AF: 335@ = 38225 // @ = any 
05AA: 286@s = 'MOBRING'  // ~z~(Telefon klingelt)
04AF: 337@ = 23000 // @ = any 
358@ = 1 
359@ = 0 
360@ = 0 
361@ = 0 
362@ = 0 
363@ = 1 
364@ = 0 
365@ = 0 
366@ = 0 
367@ = 3 
368@ = 0 
369@ = 0 
370@ = 2 
371@ = 2 
372@ = 2 
373@ = 1 
374@ = 1 
375@ = 1 
376@ = 3 
377@ = 3 
378@ = 2 
379@ = 3 
380@ = 2 
381@ = 2 
382@ = 2 
383@ = 1 
384@ = 2 
385@ = 2 
386@ = 0 
008B: 398@ = $PLAYER_ACTOR // (int) 
355@ = 1 
03CF: load_wav 309@ as 1 
03CF: load_wav 310@ as 2 
349@ = 1 
350@ = 2 
jump @HOODS5_15254 

:HOODS5_14396
if 
   not 352@ == 0 
else_jump @HOODS5_14918 
if 
001D:   32@ > 356@ // (int) 
else_jump @HOODS5_14918 
if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
else_jump @HOODS5_14918 
if 
003B:   349@ == 352@ // (int) 
else_jump @HOODS5_14485 
351@ = 1 
jump @HOODS5_14548 

:HOODS5_14485
if 
003B:   350@ == 352@ // (int) 
else_jump @HOODS5_14518 
351@ = 2 
jump @HOODS5_14548 

:HOODS5_14518
351@ = 1 
0085: 349@ = 352@ // (int) 
040D: unload_wav 1 
03CF: load_wav 308@(352@,40i) as 1 

:HOODS5_14548
if 
03D0:   wav 351@ loaded 
else_jump @HOODS5_14906 
if 
   not 357@(352@,40i) == 0 
else_jump @HOODS5_14679 
0085: 405@ = 357@(352@,40i) // (int) 
0085: 406@ = 397@(405@,7i) // (int) 
if 
   not Actor.Dead(406@)
else_jump @HOODS5_14679 
0949: link_wav 351@ to_actor 406@ 
if 
894D:   not actor 406@ mutally_active 
else_jump @HOODS5_14672 
404@ = 1 
0967: actor 406@ move_mouth 15000 ms 
jump @HOODS5_14679 

:HOODS5_14672
094E: set_actor 406@ unknown_flag 0 

:HOODS5_14679
if 
  357@(352@,40i) == 0 
else_jump @HOODS5_14708 
404@ = 1 

:HOODS5_14708
if 
  404@ == 1 
else_jump @HOODS5_14899 
03D1: play_wav 351@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 228@(352@,40s) time 10000 flag 1 
355@ += 1 
404@ = 0 
352@ += 1 
0085: 353@ = 352@ // (int) 
if 
   not 308@(352@,40i) == 0 
else_jump @HOODS5_14899 
if 
  351@ == 1 
else_jump @HOODS5_14861 
if 
803B:   not  350@ == 352@ // (int) 
else_jump @HOODS5_14854 
03CF: load_wav 308@(352@,40i) as 2 
0085: 350@ = 352@ // (int) 

:HOODS5_14854
jump @HOODS5_14899 

:HOODS5_14861
if 
803B:   not  349@ == 352@ // (int) 
else_jump @HOODS5_14899 
03CF: load_wav 308@(352@,40i) as 1 
0085: 349@ = 352@ // (int) 

:HOODS5_14899
jump @HOODS5_14918 

:HOODS5_14906
03CF: load_wav 308@(352@,40i) as 351@ 

:HOODS5_14918
jump @HOODS5_15254 

:HOODS5_14925
if 
03D2:   wav 351@ ended 
else_jump @HOODS5_14955 
355@ += 1 
jump @HOODS5_14994 

:HOODS5_14955
if 
056D:   actor 406@ defined 
else_jump @HOODS5_14994 
if 
   Actor.Dead(406@)
else_jump @HOODS5_14994 
355@ += 1 

:HOODS5_14994
jump @HOODS5_15254 

:HOODS5_15001
040D: unload_wav 351@ 
348@(351@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(406@)
else_jump @HOODS5_15045 
0968: actor 406@ stop_mouth 
094F: unknown_actor 406@ 

:HOODS5_15045
355@ += 1 
jump @HOODS5_15254 

:HOODS5_15059
352@ += 1 
if 
   not 308@(352@,40i) == 0 
else_jump @HOODS5_15112 
03CF: load_wav 308@(352@,40i) as 351@ 
0085: 348@(351@,3i) = 352@ // (int) 

:HOODS5_15112
354@ -= 1 
if 
   not 354@ > 0 
else_jump @HOODS5_15151 
352@ = 0 
jump @HOODS5_15159 

:HOODS5_15151
0085: 352@ = 353@ // (int) 

:HOODS5_15159
355@ = 1 
jump @HOODS5_15254 

:HOODS5_15173
355@ = 1 
352@ = 0 
354@ = 0 
203@ = 0 
227@ = 0 
040D: unload_wav 351@ 
348@(351@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(406@)
else_jump @HOODS5_15247 
094F: unknown_actor 406@ 

:HOODS5_15247
jump @HOODS5_15254 

:HOODS5_15254
return 

:HOODS5_15256
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:HOODS5_15274
$SWEET_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SWEET_5'  // Sweet's Girl
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 7 
return 

:HOODS5_15329
$ONMISSION = 0 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
08F4: set_max_group_members 99 
if 
056D:   actor 75@ defined 
else_jump @HOODS5_15413 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_15413 
Actor.SetImmunities(75@, 0, 0, 0, 0, 0)
02A9: set_actor 75@ immune_to_nonplayer 0 
0568: set_actor 75@ targetable 0 
Actor.RemoveReferences(75@)

:HOODS5_15413
if 
056D:   actor 43@ defined 
else_jump @HOODS5_15479 
if 
   not Actor.Dead(43@)
else_jump @HOODS5_15479 
Actor.SetImmunities(43@, 0, 0, 0, 0, 0)
02A9: set_actor 43@ immune_to_nonplayer 0 
0568: set_actor 43@ targetable 0 
Actor.RemoveReferences(43@)

:HOODS5_15479
36@ = 0 

:HOODS5_15486
if 
  5 > 36@ 
else_jump @HOODS5_15527 
Actor.RemoveReferences(37@(36@,6i))
36@ += 1 
jump @HOODS5_15486 

:HOODS5_15527
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HOODS5_15550 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:HOODS5_15550
04EF: release_animation "SWEET" 
04EF: release_animation "GANGS" 
Model.Destroy(#CELLPHONE)
Model.Destroy(#BFYRI)
Model.Destroy(#TEC9)
Model.Destroy(#SENTINEL)
Model.Destroy(#COLT45)
Model.Destroy(#GREENWOO)
Model.Destroy(#FAM1)
Model.Destroy(#FAM2)
0296: unload_special_actor 1 
0873: release_path 153 
0873: release_path 154 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091D: remove_forbidden_for_boats_cube_cornerA 2463.375 -1702.695 17.9193 cornerB 2508.735 -1644.574 10.5835 
if 
   not Car.Wrecked(105@)
else_jump @HOODS5_15736 
Car.RemoveReferences(105@)

:HOODS5_15736
0151: remove_status_text $6681 
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
Marker.Disable(51@)
Marker.Disable(52@)
Marker.Disable(53@)
Marker.Disable(54@)
Marker.Disable(55@)
Marker.Disable(48@)
Marker.Disable(73@)
Marker.Disable(49@)
Marker.Disable(71@)
Marker.Disable(72@)
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
065C: release_decision_maker 47@ 
065C: release_decision_maker 99@ 
08EA: enable_gangs_spawn 1 
0A20: unknown_player $PLAYER_CHAR flag 0 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 19---------------
// Originally: Cesar Vialpando

:SWEET6
thread 'SWEET6' 
gosub @SWEET6_47 
if 
wasted_or_busted 
else_jump @SWEET6_38 
gosub @SWEET6_35918 

:SWEET6_38
gosub @SWEET6_36144 
end_thread 

:SWEET6_47
increment_mission_attempts 
$ONMISSION = 1 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
32@ = 0 
33@ = 0 
060A: create_decision_maker_type 0 store_to 66@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 67@ // decision\allowed\m_.ped files 

:SWEET6_147
wait 0 
if 
0736:   NOP_false 83 
else_jump @SWEET6_173 
36@ = 1 

:SWEET6_173
39@ += 1 
if 
  39@ > 22 
else_jump @SWEET6_205 
39@ = 0 

:SWEET6_205
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 64@ += 42@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 136@ += 42@ // (int) 
005A: 137@ += 42@ // (int) 
005A: 138@ += 42@ // (int) 
005A: 139@ += 42@ // (int) 
005A: 140@ += 42@ // (int) 
gosub @SWEET6_567 
0871: init_jump_table 34@ total_jumps 7 default_jump 0 @SWEET6_458 jumps 0 @SWEET6_360 1 @SWEET6_374 2 @SWEET6_388 3 @SWEET6_402 4 @SWEET6_416 5 @SWEET6_430 6 @SWEET6_444 

:SWEET6_360
gosub @SWEET6_1384 
jump @SWEET6_458 

:SWEET6_374
gosub @SWEET6_1725 
jump @SWEET6_458 

:SWEET6_388
gosub @SWEET6_2086 
jump @SWEET6_458 

:SWEET6_402
gosub @SWEET6_7483 
jump @SWEET6_458 

:SWEET6_416
gosub @SWEET6_16699 
jump @SWEET6_458 

:SWEET6_430
gosub @SWEET6_19540 
jump @SWEET6_458 

:SWEET6_444
gosub @SWEET6_24661 
jump @SWEET6_458 

:SWEET6_458
gosub @SWEET6_28502 

:SWEET6_465
if 
  38@ == 0 
else_jump @SWEET6_565 
if 
  37@ == 0 
else_jump @SWEET6_549 
if 
  36@ == 0 
else_jump @SWEET6_533 
jump @SWEET6_147 
jump @SWEET6_542 

:SWEET6_533
gosub @SWEET6_35970 
return 

:SWEET6_542
jump @SWEET6_558 

:SWEET6_549
gosub @SWEET6_35918 
return 

:SWEET6_558
jump @SWEET6_567 

:SWEET6_565
return 

:SWEET6_567
if 
0736:   NOP_false 88 
else_jump @SWEET6_658 
if 
  68@ == 0 
else_jump @SWEET6_632 
68@ = 1 
0662: NOP "LEVEL_DEBUG_ON" 
jump @SWEET6_658 

:SWEET6_632
68@ = 0 
0662: NOP "LEVEL_DEBUG_OFF" 

:SWEET6_658
if 
  68@ == 1 
else_jump @SWEET6_1382 
if 
0736:   NOP_false 32 
else_jump @SWEET6_725 
69@ += 1 
if 
  69@ > 3 
else_jump @SWEET6_723 
69@ = 0 

:SWEET6_723
086A: NOP 

:SWEET6_725
if 
  69@ == 1 
else_jump @SWEET6_935 
008A: $6682 = 34@ // (int) 
008A: $6683 = 35@ // (int) 
008A: $6684 = 62@ // (int) 
008A: $6685 = 64@ // (int) 
008A: $6686 = 63@ // (int) 
008A: $6687 = 65@ // (int) 
008A: $6688 = 32@ // (int) 
008A: $6689 = 33@ // (int) 
065D: NOP $6682 "M_STAGE" 
065D: NOP $6683 "M_GOALS" 
065D: NOP $6684 "DIALOGUE_FLAG" 
065D: NOP $6685 "DIALOGUE_TIMER" 
065D: NOP $6686 "HELP_FLAG" 
065D: NOP $6687 "HELP_TIMER" 
065D: NOP $6688 "TIMERA" 
065D: NOP $6689 "TIMERB" 

:SWEET6_935
if 
  69@ == 2 
else_jump @SWEET6_1054 
008A: $6682 = 107@ // (int) 
0084: $6683 = $1920 // (int) 
008A: $6689 = 130@ // (int) 
065D: NOP $6682 "CAR_HYD_FLAG" 
065D: NOP $6683 "SW6_MISSION_ATTEMPTS" 
065D: NOP $6689 "PLAYER_HAS_ATTACKED_MEET" 

:SWEET6_1054
if 
  69@ == 3 
else_jump @SWEET6_1132 
008A: $6682 = 131@ // (int) 
008A: $6683 = 276@ // (int) 
065D: NOP $6682 "MEETING_IS_LOADED" 
065D: NOP $6683 "CURRENT_WAGER" 

:SWEET6_1132
if 
0736:   NOP_false 98 
else_jump @SWEET6_1154 
38@ = 1 

:SWEET6_1154
if 
0736:   NOP_false 80 
else_jump @SWEET6_1242 
if 
  70@ == 0 
else_jump @SWEET6_1217 
70@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @SWEET6_1242 

:SWEET6_1217
70@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:SWEET6_1242
if 
  70@ == 1 
else_jump @SWEET6_1267 
jump @SWEET6_465 

:SWEET6_1267
if 
0736:   NOP_false 136 
else_jump @SWEET6_1290 
35@ += 1 

:SWEET6_1290
if 
0736:   NOP_false 135 
else_jump @SWEET6_1313 
35@ -= 1 

:SWEET6_1313
if 
0736:   NOP_false 134 
else_jump @SWEET6_1336 
34@ += 1 

:SWEET6_1336
if 
0736:   NOP_false 133 
else_jump @SWEET6_1359 
34@ -= 1 

:SWEET6_1359
if 
0736:   NOP_false 146 
else_jump @SWEET6_1382 
35@ = 99 

:SWEET6_1382
return 

:SWEET6_1384
if 
  35@ == -1 
else_jump @SWEET6_1529 
72@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
80@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
018A: 105@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 106@ = create_checkpoint_at 0.0 0.0 0.0 
018A: $GARAGE_MODLAST_ICON = create_checkpoint_at 0.0 0.0 0.0 
018A: $GARAGE_BODLAWN_ICON = create_checkpoint_at 0.0 0.0 0.0 

:SWEET6_1529
107@ = 0 
43@ = 0 

:SWEET6_1543
if 
  22 > 43@ 
else_jump @SWEET6_1586 
108@(43@,22i) = 0 
43@ += 1 
jump @SWEET6_1543 

:SWEET6_1586
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
135@ = 0 
272@ = 0.01 
if 
  35@ == -1 
else_jump @SWEET6_1669 
018A: $6690 = create_checkpoint_at 0.0 0.0 0.0 

:SWEET6_1669
054C: use_GXT_table 'SWEET6' 
0732: random_car_generator_disable_model #SAVANNA 
274@ = 50 
275@ = 1000 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
gosub @SWEET6_35860 
return 

:SWEET6_1725
if 
  35@ == 0 
else_jump @SWEET6_1858 
select_interior 1 
02E4: load_cutscene_data 'SWEET6A' 

:SWEET6_1758
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET6_1782 
wait 0 
jump @SWEET6_1758 

:SWEET6_1782
02E7: start_cutscene 
fade 1 1000 

:SWEET6_1791
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET6_1815 
wait 0 
jump @SWEET6_1791 

:SWEET6_1815
02EA: end_cutscene 
fade 0 0 

:SWEET6_1823
if 
fading 
else_jump @SWEET6_1847 
wait 0 
jump @SWEET6_1823 

:SWEET6_1847
select_interior 0 
35@ += 1 

:SWEET6_1858
if 
  35@ == 1 
else_jump @SWEET6_2034 
Camera.SetAtPos(2519.575, -1677.88, 13.7661)
Actor.PutAt($PLAYER_ACTOR, 2519.575, -1677.88, 13.7661)
Actor.Angle($PLAYER_ACTOR) = 107.8934
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
0395: clear_area 1 at 2519.575 -1677.88 13.7661 radius 1000.0 
fade 1 500 

:SWEET6_1967
if 
fading 
else_jump @SWEET6_1991 
wait 0 
jump @SWEET6_1967 

:SWEET6_1991
00BB: show_text_lowpriority GXT 'S6_01' time 10000 flag 1  // ~s~Fahr zu der Werkstatt in ~y~Willowbrook~s~.
018A: 105@ = create_checkpoint_at 2653.016 -2009.172 12.5547 
35@ += 1 

:SWEET6_2034
if 
  35@ == 2 
else_jump @SWEET6_2059 
35@ = 99 

:SWEET6_2059
if 
  35@ == 99 
else_jump @SWEET6_2084 
gosub @SWEET6_35860 

:SWEET6_2084
return 

:SWEET6_2086
if 
  35@ == 0 
else_jump @SWEET6_2354 
43@ = 0 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2653.016 -2009.172 12.5547 radius 4.0 4.0 4.0 
else_jump @SWEET6_2305 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET6_2213 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
09D0:   car $TEMPVAR_ACTOR_CAR on_wheels 
else_jump @SWEET6_2213 
Player.CanMove($PLAYER_CHAR) = False
43@ = 1 

:SWEET6_2213
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @SWEET6_2259 
if 
   Actor.Stopped($PLAYER_ACTOR)
else_jump @SWEET6_2259 
Player.CanMove($PLAYER_CHAR) = False
43@ = 1 

:SWEET6_2259
if 
  43@ == 1 
else_jump @SWEET6_2305 
if 
075C:   marker 105@ enabled 
else_jump @SWEET6_2298 
Marker.Disable(105@)

:SWEET6_2298
35@ += 1 

:SWEET6_2305
if 
  68@ == 1 
else_jump @SWEET6_2354 
if 
00E1:   player 0 pressed_key 19 
else_jump @SWEET6_2354 
Actor.PutAt($PLAYER_ACTOR, $1751, $1752, $1753)

:SWEET6_2354
if 
  35@ == 1 
else_jump @SWEET6_2433 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET6_2426 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
else_jump @SWEET6_2419 
35@ += 1 

:SWEET6_2419
jump @SWEET6_2433 

:SWEET6_2426
35@ += 1 

:SWEET6_2433
if 
  35@ == 2 
else_jump @SWEET6_2957 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:SWEET6_2465
if 
fading 
else_jump @SWEET6_2489 
wait 0 
jump @SWEET6_2465 

:SWEET6_2489
00BE: text_clear_all 
04E4: unknown_refresh_game_renderer_at 2644.252 -2028.246 
Camera.SetAtPos(2644.252, -2028.246, 12.5547)
02A3: enable_widescreen 1 
Camera.SetPosition(2640.362, -2011.104, 14.9634, 0.0, 0.0, 0.0)
Camera.PointAt(2640.959, -2011.886, 14.7846, 2)
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
08F5: save_player_group 
0395: clear_area 1 at 2648.941 -2017.247 12.5625 radius 15.0 
0395: clear_area 1 at 2643.875 -2029.439 12.5547 radius 15.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2641.743, -2015.496, 12.6446)
Actor.Angle($PLAYER_ACTOR) = 214.4731
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
$56 = 1 
Model.Load(#WMYMECH)
Model.Load(#SAVANNA)
038B: load_requested_models 

:SWEET6_2699
if or
   not Model.Available(#WMYMECH)
   not Model.Available(#SAVANNA)
else_jump @SWEET6_2730 
wait 0 
jump @SWEET6_2699 

:SWEET6_2730
04ED: load_animation "CAR" 
04ED: load_animation "GANGS" 

:SWEET6_2746
if or
84EE:   not animation "CAR" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @SWEET6_2784 
wait 0 
jump @SWEET6_2746 

:SWEET6_2784
07C0: load_path 552 

:SWEET6_2789
if 
87C1:   not path 552 available 
else_jump @SWEET6_2816 
wait 0 
jump @SWEET6_2789 

:SWEET6_2816
71@ = Car.Create(#SAVANNA, 2644.252, -2028.246, 12.5547)
Car.Angle(71@) = 358.8272
Car.ToggleHydraulics(71@) = True
04E0: car 71@ abandon_path_radius 40 
00AE: set_car 71@ traffic_behaviour_to 3 
0129: 79@ = create_actor_pedtype 4 model #WMYMECH in_car 71@ driverseat 
060B: set_actor 79@ decision_maker_to 66@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 79@ 99999 ms 
fade 1 500 

:SWEET6_2910
if 
fading 
else_jump @SWEET6_2934 
wait 0 
jump @SWEET6_2910 

:SWEET6_2934
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
35@ += 1 

:SWEET6_2957
if and
  35@ > 2 
  17 > 35@ 
else_jump @SWEET6_3006 
if 
00E1:   player 0 pressed_key 16 
else_jump @SWEET6_3006 
35@ = 17 

:SWEET6_3006
if 
  35@ == 3 
else_jump @SWEET6_3122 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_3122 
Car.LockInCurrentPosition(71@) = False
Car.SetSpeedInstantly(71@, 2.0)
Car.SetMaxSpeed(71@, 4.0)
02C2: car 71@ drive_to 2644.462 -2016.282 12.5547 
32@ = 0 
33@ = 0 
43@ = 0 
03A2: set_car 71@ action 3 
35@ += 1 

:SWEET6_3122
if 
  35@ == 4 
else_jump @SWEET6_3563 
if 
  15000 > 32@ 
else_jump @SWEET6_3510 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_3503 
if 
01B0:   car 71@ sphere 0 in_sphere 2644.462 -2017.282 12.5547 radius 4.0 4.0 4.0 stopped 
else_jump @SWEET6_3278 
if 
   Car.HasHydraulics(71@)
else_jump @SWEET6_3264 
07F5: car 71@ control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_3264
35@ += 1 
jump @SWEET6_3503 

:SWEET6_3278
if 
  2 > 43@ 
else_jump @SWEET6_3470 
if and
  1800 > 33@ 
  33@ > 1500 
else_jump @SWEET6_3370 
$1023 = 1.0 
$1024 = 0.0 
$1025 = 1.0 
$1026 = 0.0 
jump @SWEET6_3470 

:SWEET6_3370
if 
  33@ > 1800 
else_jump @SWEET6_3470 
if 
  2500 > 33@ 
else_jump @SWEET6_3455 
$1023 = 0.0 
$1024 = 0.0 
$1025 = 0.0 
$1026 = 0.0 
jump @SWEET6_3470 

:SWEET6_3455
33@ = 1300 
43@ += 1 

:SWEET6_3470
if 
   Car.HasHydraulics(71@)
else_jump @SWEET6_3503 
07F5: car 71@ control_hydraulics $1023 $1024 $1025 $1026 

:SWEET6_3503
jump @SWEET6_3563 

:SWEET6_3510
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_3563 
Car.PutAt(71@, 2644.462, -2017.282, 12.5547)
Car.Angle(71@) = 358.5157
35@ += 1 

:SWEET6_3563
if 
  35@ == 5 
else_jump @SWEET6_3708 
if 
   not Actor.Dead(79@)
else_jump @SWEET6_3708 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_3625 
05CD: AS_actor -1 exit_car 71@ 

:SWEET6_3625
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
32@ = 0 
35@ += 1 

:SWEET6_3708
if 
  35@ == 6 
else_jump @SWEET6_3800 
if 
   not Actor.Dead(79@)
else_jump @SWEET6_3800 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_3800 
if 
   not Actor.InCar(79@, 71@)
else_jump @SWEET6_3800 
if 
044B:   actor 79@ on_foot 
else_jump @SWEET6_3800 
35@ += 1 

:SWEET6_3800
if 
  35@ == 7 
else_jump @SWEET6_4173 
Camera.SetPosition(2640.2, -2018.059, 14.3965, 0.0, 0.0, 0.0)
Camera.PointAt(2641.135, -2017.758, 14.2101, 2)
Actor.PutAt($PLAYER_ACTOR, 2642.658, -2015.291, 12.5947)
Actor.Angle($PLAYER_ACTOR) = 181.4479
if 
   not Actor.Dead(79@)
else_jump @SWEET6_3955 
Actor.PutAt(79@, 2641.862, -2018.108, 12.2327)
Actor.Angle(79@) = 353.04
05BF: AS_actor 79@ look_at_actor $PLAYER_ACTOR -2 ms 

:SWEET6_3955
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(79@)
else_jump @SWEET6_4031 
05BF: AS_actor -1 look_at_actor 79@ 99999 ms 
05D3: AS_actor -1 goto_point 2642.391 -2016.581 12.5947 mode 4 5000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 79@ 
jump @SWEET6_4038 

:SWEET6_4031
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_4038
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
if 
   not Actor.Dead(79@)
else_jump @SWEET6_4151 
0792: disembark_instantly_actor 79@ 
0615: define_AS_pack_begin 49@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_4151
62@ = 0 
32@ = 500 
35@ += 1 

:SWEET6_4173
if 
  35@ == 8 
else_jump @SWEET6_4597 
if 
   not Actor.Dead(79@)
else_jump @SWEET6_4286 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.StorePos(79@, 56@, 57@, 58@)
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $TEMPVAR_ANGLE 
Actor.Angle(79@) = $TEMPVAR_ANGLE

:SWEET6_4286
if and
  $AUDIO_LINE_IS_ACTIVE == 0 
  32@ > 500 
else_jump @SWEET6_4597 
0871: init_jump_table 62@ total_jumps 4 default_jump 0 @SWEET6_4597 jumps 0 @SWEET6_4375 1 @SWEET6_4441 2 @SWEET6_4507 3 @SWEET6_4562 -1 @SWEET6_4597 -1 @SWEET6_4597 -1 @SWEET6_4597 

:SWEET6_4375
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KA'  // ~z~Tja, du bist wohl Sweets Bruder, hah?
04AE: $ACTOR_SPEECH_WAV_FILE = 22833 // $ = any 
create_thread @AUDIOL 79@ 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 22834 as 2 
62@ += 1 
jump @SWEET6_4597 

:SWEET6_4441
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KB'  // ~z~Er hat schon angerufen. Er sagt, du suchst vielleicht einen Wagen, der hpft.
04AE: $ACTOR_SPEECH_WAV_FILE = 22834 // $ = any 
create_thread @AUDIOL 79@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 22835 as 1 
62@ += 1 
jump @SWEET6_4597 

:SWEET6_4507
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KC'  // ~z~Tja, ich bin ihm seit Ewigkeiten einen Gefallen schuldig, also hier. Der drfte was fr dich sein.
04AE: $ACTOR_SPEECH_WAV_FILE = 22835 // $ = any 
create_thread @AUDIOL 79@ 0 1 1 1 
62@ += 1 
jump @SWEET6_4597 

:SWEET6_4562
if 
   not Actor.Dead(79@)
else_jump @SWEET6_4583 
0687: clear_actor 79@ task 

:SWEET6_4583
35@ += 1 
jump @SWEET6_4597 

:SWEET6_4597
if 
  35@ == 9 
else_jump @SWEET6_4750 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_4750 
041E: set_radio_station 0 
0647: unknown_actor $PLAYER_ACTOR look_task 
0615: define_AS_pack_begin 49@ 
05CB: AS_actor -1 enter_car 71@ as_driver 10000 ms 
0605: actor -1 perform_animation_sequence "SIT_RELAXED" IFP_file "CAR" 4.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
32@ = 0 
if 
   not Actor.Dead(79@)
else_jump @SWEET6_4743 
05BF: AS_actor 79@ look_at_actor $PLAYER_ACTOR -2 ms 

:SWEET6_4743
35@ += 1 

:SWEET6_4750
if 
  35@ == 10 
else_jump @SWEET6_4838 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_4838 
if and
   Actor.InCar($PLAYER_ACTOR, 71@)
844B:   not actor $PLAYER_ACTOR on_foot 
else_jump @SWEET6_4838 
if 
   not Actor.Dead(79@)
else_jump @SWEET6_4831 
Actor.LockInCurrentPosition(79@) = True

:SWEET6_4831
35@ += 1 

:SWEET6_4838
if 
  35@ == 11 
else_jump @SWEET6_5129 
if 
   not Actor.Dead(79@)
else_jump @SWEET6_5129 
0615: define_AS_pack_begin 49@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKG" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
35@ += 1 
43@ = 0 
32@ = 500 
33@ = 0 
$1023 = 0.0 
$1024 = 0.0 
$1025 = 0.0 
$1026 = 0.0 
62@ = 0 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_5129 
03A2: set_car 71@ action 3 

:SWEET6_5129
if 
  35@ == 12 
else_jump @SWEET6_5832 
if and
  $AUDIO_LINE_IS_ACTIVE == 0 
  32@ > 500 
else_jump @SWEET6_5524 
0871: init_jump_table 62@ total_jumps 5 default_jump 0 @SWEET6_5524 jumps 0 @SWEET6_5236 1 @SWEET6_5302 2 @SWEET6_5368 3 @SWEET6_5434 4 @SWEET6_5489 -1 @SWEET6_5524 -1 @SWEET6_5524 

:SWEET6_5236
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KD'  // ~z~Mit den Spezialstodmpfern kannst du schn nach Hause hoppeln! Probier ihn mal aus.
04AE: $ACTOR_SPEECH_WAV_FILE = 22836 // $ = any 
create_thread @AUDIOL 79@ 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 22837 as 1 
62@ += 1 
jump @SWEET6_5524 

:SWEET6_5302
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KE'  // ~z~Sehr beliebt bei den Latinos. Die fahren Wettkmpfe mit diesen Dingern.
04AE: $ACTOR_SPEECH_WAV_FILE = 22837 // $ = any 
create_thread @AUDIOL 79@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 22838 as 2 
62@ += 1 
jump @SWEET6_5524 

:SWEET6_5368
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KF'  // ~z~Normalerweise findest du sie drben bei der Union Station.
04AE: $ACTOR_SPEECH_WAV_FILE = 22838 // $ = any 
create_thread @AUDIOL 79@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 22839 as 1 
62@ += 1 
jump @SWEET6_5524 

:SWEET6_5434
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KG'  // ~z~Wenn du dein Gefhrt mal tunen willst, komm jederzeit wieder, Mann.
04AE: $ACTOR_SPEECH_WAV_FILE = 22839 // $ = any 
create_thread @AUDIOL 79@ 0 1 1 1 
62@ += 1 
jump @SWEET6_5524 

:SWEET6_5489
if 
   not Actor.Dead(79@)
else_jump @SWEET6_5510 
0687: clear_actor 79@ task 

:SWEET6_5510
35@ += 1 
jump @SWEET6_5524 

:SWEET6_5524
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_5832 
if 
  4 > 43@ 
else_jump @SWEET6_5739 
if and
  1800 > 33@ 
  33@ > 1500 
else_jump @SWEET6_5632 
$1023 = 1.0 
$1024 = 0.0 
$1025 = 1.0 
$1026 = 0.0 
jump @SWEET6_5732 

:SWEET6_5632
if 
  33@ > 1800 
else_jump @SWEET6_5732 
if 
  2500 > 33@ 
else_jump @SWEET6_5717 
$1023 = 0.0 
$1024 = 0.0 
$1025 = 0.0 
$1026 = 0.0 
jump @SWEET6_5732 

:SWEET6_5717
33@ = 1300 
43@ += 1 

:SWEET6_5732
jump @SWEET6_5799 

:SWEET6_5739
if 
  43@ == 4 
else_jump @SWEET6_5799 
0605: actor $PLAYER_ACTOR perform_animation_sequence "TAP_HAND" IFP_file "CAR" 4.0 loop 1 0 0 0 time -1 // versionA 
43@ += 1 

:SWEET6_5799
if 
   Car.HasHydraulics(71@)
else_jump @SWEET6_5832 
07F5: car 71@ control_hydraulics $1023 $1024 $1025 $1026 

:SWEET6_5832
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SWEET6_5894 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAP_HAND"
else_jump @SWEET6_5894 
0393: actor $PLAYER_ACTOR perform_animation "TAP_HAND" at 0.5 times_normal_rate 

:SWEET6_5894
if 
  35@ == 13 
else_jump @SWEET6_6075 
if 
  $1920 == 0 
else_jump @SWEET6_6068 
if 
   not Actor.Dead(79@)
else_jump @SWEET6_5983 
0687: clear_actor 79@ task 
Actor.LockInCurrentPosition(79@) = False
05D3: AS_actor 79@ goto_point 2641.231 -2020.621 12.7578 mode 4 5000 ms // versionA 

:SWEET6_5983
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_6040 
if 
   Car.HasHydraulics(71@)
else_jump @SWEET6_6040 
07F5: car 71@ control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_6040
35@ += 1 
32@ = 0 
33@ = 0 
jump @SWEET6_6075 

:SWEET6_6068
35@ = 17 

:SWEET6_6075
if 
  35@ == 14 
else_jump @SWEET6_6219 
if 
  32@ > 1000 
else_jump @SWEET6_6219 
Camera.SetPosition(2643.985, -2023.749, 14.95, 0.0, 0.0, 0.0)
Camera.PointAt(2644.091, -2022.8, 14.6533, 2)
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_6219 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
05EB: assign_car 71@ to_path 552 
05ED: freeze_car 71@ while_on_path 
35@ += 1 
32@ = 0 

:SWEET6_6219
if 
  35@ == 15 
else_jump @SWEET6_6307 
if 
  32@ > 1000 
else_jump @SWEET6_6307 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_6307 
if 
060E:   car 71@ assigned_to_path 
else_jump @SWEET6_6307 
05EE: unfreeze_car 71@ while_on_path 
35@ += 1 
32@ = 0 

:SWEET6_6307
if 
  35@ == 16 
else_jump @SWEET6_6372 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_6372 
if or
82CA:   not car 71@ bounding_sphere_visible 
  32@ > 3000 
else_jump @SWEET6_6372 
35@ += 1 

:SWEET6_6372
if 
  35@ == 17 
else_jump @SWEET6_6642 
00BE: text_clear_all 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.Restore_WithJumpCut
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
$56 = 0 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_6562 
if 
060E:   car 71@ assigned_to_path 
else_jump @SWEET6_6451 
05EC: release_car 71@ from_path 

:SWEET6_6451
Car.LockInCurrentPosition(71@) = False
if 
056D:   actor 79@ defined 
else_jump @SWEET6_6479 
Actor.DestroyInstantly(79@)

:SWEET6_6479
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
if 
060E:   car 71@ assigned_to_path 
else_jump @SWEET6_6513 
05EC: release_car 71@ from_path 

:SWEET6_6513
$TEMPVAR_ANGLE = Car.Angle(71@)
Car.PutAt(71@, 2644.258, -2026.526, 12.5469)
Car.Angle(71@) = 2.3109
Player.CanMove($PLAYER_CHAR) = True
03C8: rotate_player-180-degrees 
Camera.Restore_WithJumpCut

:SWEET6_6562
Actor.DestroyInstantly(79@)
Model.Destroy(#WMYMECH)
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
if 
   not $1920 == 0 
else_jump @SWEET6_6635 
35@ = 99 
jump @SWEET6_6642 

:SWEET6_6635
35@ += 1 

:SWEET6_6642
if 
  35@ == 18 
else_jump @SWEET6_6719 
Marker.Disable(105@)
018A: 105@ = create_checkpoint_at 2645.112 -2045.745 12.607 
Garage.Activate('MODLAST')
00BC: show_text_highpriority GXT 'S6_38' time 7000 flag 1  // ~s~Fahre den Lowrider rckwrts in die ~y~Tuning-Werkstatt~s~.
35@ += 1 

:SWEET6_6719
if 
  35@ == 19 
else_jump @SWEET6_6970 
if 
   not $10082 == 0 
else_jump @SWEET6_6776 
00BE: text_clear_all 
Marker.Disable(105@)
35@ += 1 
jump @SWEET6_6970 

:SWEET6_6776
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_6970 
if 
   not Actor.InCar($PLAYER_ACTOR, 71@)
else_jump @SWEET6_6886 
if 
075C:   marker 105@ enabled 
else_jump @SWEET6_6832 
Marker.Disable(105@)

:SWEET6_6832
if 
875C:   not marker 106@ enabled 
else_jump @SWEET6_6879 
106@ = Marker.CreateAboveCar(71@)
07E0: set_marker 106@ type_to 1 
00BC: show_text_highpriority GXT 'S6_23' time 5000 flag 1  // ~s~Steig wieder in den ~b~Lowrider~s~.

:SWEET6_6879
jump @SWEET6_6970 

:SWEET6_6886
if 
075C:   marker 106@ enabled 
else_jump @SWEET6_6918 
Marker.Disable(106@)
03D5: remove_text 'S6_23'  // ~s~Steig wieder in den ~b~Lowrider~s~.

:SWEET6_6918
if 
875C:   not marker 105@ enabled 
else_jump @SWEET6_6970 
018A: 105@ = create_checkpoint_at 2645.112 -2045.745 12.607 
00BC: show_text_highpriority GXT 'S6_38' time 7000 flag 1  // ~s~Fahre den Lowrider rckwrts in die ~y~Tuning-Werkstatt~s~.

:SWEET6_6970
if 
  35@ == 20 
else_jump @SWEET6_7135 
if and
  $10082 == 3 
  $10083 == 3 
else_jump @SWEET6_7065 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_7058 
if 
   Actor.InCar($PLAYER_ACTOR, 71@)
else_jump @SWEET6_7058 
Car.Angle(71@) = 0.0

:SWEET6_7058
35@ = 99 

:SWEET6_7065
if 
  $10082 == 0 
else_jump @SWEET6_7135 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_7128 
if 
   Actor.InCar($PLAYER_ACTOR, 71@)
else_jump @SWEET6_7128 
Car.Angle(71@) = 0.0

:SWEET6_7128
35@ = 99 

:SWEET6_7135
if 
  35@ > 12 
else_jump @SWEET6_7367 
43@ = 0 
if and
  $10082 == 3 
  $10083 == 3 
else_jump @SWEET6_7192 
43@ = 1 

:SWEET6_7192
if 
  $10082 == 0 
else_jump @SWEET6_7217 
43@ = 1 

:SWEET6_7217
if 
  43@ == 1 
else_jump @SWEET6_7367 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET6_7367 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_7330 
if 
   not Actor.InCar($PLAYER_ACTOR, 71@)
else_jump @SWEET6_7323 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   Car.HasHydraulics($TEMPVAR_ACTOR_CAR)
else_jump @SWEET6_7323 
Car.RemoveReferences(71@)
71@ = Actor.Car($PLAYER_ACTOR)

:SWEET6_7323
jump @SWEET6_7367 

:SWEET6_7330
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   Car.HasHydraulics($TEMPVAR_ACTOR_CAR)
else_jump @SWEET6_7367 
Car.RemoveReferences(71@)
71@ = Actor.Car($PLAYER_ACTOR)

:SWEET6_7367
if 
  35@ == 99 
else_jump @SWEET6_7481 
08F6: restore_player_group 
$1920 += 1 
Garage.Activate('MODLAST')
00BE: text_clear_all 
if 
056D:   actor 79@ defined 
else_jump @SWEET6_7428 
Actor.DestroyInstantly(79@)

:SWEET6_7428
$56 = 1 
Model.Destroy(#WMYMECH)
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
0873: release_path 552 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
gosub @SWEET6_35860 

:SWEET6_7481
return 

:SWEET6_7483
if 
  35@ == 0 
else_jump @SWEET6_8701 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_7559 
if 
   Actor.InCar($PLAYER_ACTOR, 71@)
else_jump @SWEET6_7559 
00BC: show_text_highpriority GXT 'S6_03' time 7000 flag 1  // ~s~Fahr zu dem ~y~Lowrider-Treffen~s~.
jump @SWEET6_7559 

:SWEET6_7559
if 
875C:   not marker 105@ enabled 
else_jump @SWEET6_7595 
018A: 105@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:SWEET6_7595
130@ = 0 
131@ = 0 
141@ = 1796.947 
148@ = -1924.376 
155@ = 13.2937 
162@ = 60.9627 
142@ = 1802.865 
149@ = -1918.742 
156@ = 13.2965 
163@ = 357.6195 
143@ = 1788.992 
150@ = -1924.501 
157@ = 13.2937 
164@ = 305.5176 
144@ = 1784.189 
151@ = -1913.44 
158@ = 13.2957 
165@ = 188.9639 
145@ = 1790.964 
152@ = -1913.898 
159@ = 13.2985 
166@ = 266.2616 
146@ = 1799.899 
153@ = -1906.425 
160@ = 13.3025 
167@ = 184.4735 
147@ = 1785.94 
154@ = -1904.839 
161@ = 13.297 
168@ = 152.5742 
169@ = 1798.603 
191@ = -1908.26 
213@ = 12.4388 
235@ = 102.3995 
170@ = 1798.887 
192@ = -1907.668 
214@ = 12.4399 
236@ = 174.1189 
171@ = 1798.834 
193@ = -1911.782 
215@ = 12.4374 
237@ = 158.2591 
172@ = 1799.584 
194@ = -1912.795 
216@ = 12.4368 
238@ = 74.6392 
173@ = 1800.902 
195@ = -1918.714 
217@ = 12.4331 
239@ = 256.6391 
174@ = 1798.166 
196@ = -1920.427 
218@ = 12.4321 
240@ = 19.6592 
175@ = 1796.811 
197@ = -1920.426 
219@ = 12.4321 
241@ = 331.8393 
176@ = 1787.78 
198@ = -1919.071 
220@ = 12.4329 
242@ = 331.8393 
177@ = 1786.71 
199@ = -1917.982 
221@ = 12.4332 
243@ = 285.8198 
178@ = 1786.194 
200@ = -1907.356 
222@ = 12.4327 
244@ = 260.4003 
179@ = 1786.898 
201@ = -1906.531 
223@ = 12.4335 
245@ = 141.9807 
180@ = 1786.23 
202@ = -1908.622 
224@ = 12.4328 
246@ = 327.1608 
181@ = 1789.188 
203@ = -1919.665 
225@ = 12.4325 
247@ = 357.2196 
182@ = 1788.103 
204@ = -1907.949 
226@ = 12.4352 
248@ = 200.9411 
183@ = 1797.997 
205@ = -1912.74 
227@ = 12.4368 
249@ = 312.2806 
184@ = 1796.46 
206@ = -1908.882 
228@ = 12.4368 
250@ = 312.2806 
Model.Load(#VLA1)
Model.Load(#VLA2)
Model.Load(#VLA3)
Model.Load(#BFYPRO)
Model.Load(#HFYST)
Model.Load(#SAVANNA)
Model.Load(#REMINGTN)
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:SWEET6_8573
if or
   not Model.Available(#VLA1)
   not Model.Available(#VLA2)
   not Model.Available(#VLA3)
   not Model.Available(#BFYPRO)
   not Model.Available(#HFYST)
else_jump @SWEET6_8615 
wait 0 
jump @SWEET6_8573 

:SWEET6_8615
if or
   not Model.Available(#SAVANNA)
   not Model.Available(#REMINGTN)
else_jump @SWEET6_8647 
wait 0 
jump @SWEET6_8615 

:SWEET6_8647
if 
84EE:   not animation "LOWRIDER" loaded 
else_jump @SWEET6_8681 
wait 0 
jump @SWEET6_8647 

:SWEET6_8681
0917: audio_zone 'LOWRIDE' enable_sound 1 
35@ += 1 

:SWEET6_8701
if 
  35@ == 1 
else_jump @SWEET6_16330 
if 
  68@ == 1 
else_jump @SWEET6_8800 
if 
00E1:   player 0 pressed_key 19 
else_jump @SWEET6_8800 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_8800 
Car.PutAt(71@, 1800.978, -1895.775, 12.4046)
Car.Angle(71@) = 136.3521

:SWEET6_8800
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_8983 
if 
   not Actor.InCar($PLAYER_ACTOR, 71@)
else_jump @SWEET6_8910 
if 
075C:   marker 105@ enabled 
else_jump @SWEET6_8856 
Marker.Disable(105@)

:SWEET6_8856
if 
875C:   not marker 106@ enabled 
else_jump @SWEET6_8903 
00BC: show_text_highpriority GXT 'S6_35' time 5000 flag 1  // ~s~Du musst den ~b~Lowrider ~s~mitnehmen.
106@ = Marker.CreateAboveCar(71@)
07E0: set_marker 106@ type_to 1 

:SWEET6_8903
jump @SWEET6_8983 

:SWEET6_8910
if 
875C:   not marker 105@ enabled 
else_jump @SWEET6_8962 
00BC: show_text_highpriority GXT 'S6_03' time 7000 flag 1  // ~s~Fahr zu dem ~y~Lowrider-Treffen~s~.
018A: 105@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:SWEET6_8962
if 
075C:   marker 106@ enabled 
else_jump @SWEET6_8983 
Marker.Disable(106@)

:SWEET6_8983
43@ = 0 
if and
  $10082 == 3 
  $10083 == 3 
else_jump @SWEET6_9022 
43@ = 1 

:SWEET6_9022
if 
  $10082 == 0 
else_jump @SWEET6_9047 
43@ = 1 

:SWEET6_9047
if 
  43@ == 1 
else_jump @SWEET6_9197 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET6_9197 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_9160 
if 
   not Actor.InCar($PLAYER_ACTOR, 71@)
else_jump @SWEET6_9153 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   Car.HasHydraulics($TEMPVAR_ACTOR_CAR)
else_jump @SWEET6_9153 
Car.RemoveReferences(71@)
71@ = Actor.Car($PLAYER_ACTOR)

:SWEET6_9153
jump @SWEET6_9197 

:SWEET6_9160
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   Car.HasHydraulics($TEMPVAR_ACTOR_CAR)
else_jump @SWEET6_9197 
Car.RemoveReferences(71@)
71@ = Actor.Car($PLAYER_ACTOR)

:SWEET6_9197
if 
  131@ == 0 
else_jump @SWEET6_10700 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
else_jump @SWEET6_10693 
72@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
73@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
74@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
75@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
0229: set_car 72@ primary_color_to 1 secondary_color_to 0 
0229: set_car 73@ primary_color_to 2 secondary_color_to 1 
0229: set_car 74@ primary_color_to 3 secondary_color_to 2 
0229: set_car 75@ primary_color_to 10 secondary_color_to 3 
03A2: set_car 72@ action 3 
03A2: set_car 75@ action 3 
Car.ToggleHydraulics(72@) = True
Car.ToggleHydraulics(75@) = True
Car.ImmuneToNonPlayer(72@) = True
Car.ImmuneToNonPlayer(75@) = True
wait 0 
76@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
77@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
78@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
0229: set_car 76@ primary_color_to 9 secondary_color_to 4 
0229: set_car 77@ primary_color_to 6 secondary_color_to 5 
0229: set_car 78@ primary_color_to 7 secondary_color_to 6 
03A2: set_car 76@ action 3 
Car.ToggleHydraulics(76@) = True
Car.ImmuneToNonPlayer(76@) = True
wait 0 
43@ = 0 

:SWEET6_9555
if 
  7 > 43@ 
else_jump @SWEET6_9664 
if 
   not Car.Wrecked(72@(43@,7i))
else_jump @SWEET6_9650 
Car.PutAt(72@(43@,7i), 141@(43@,7f), 148@(43@,7f), 155@(43@,7f))
Car.Angle(72@(43@,7i)) = 162@(43@,7f)
Car.DoorStatus(72@(43@,7i)) = 3

:SWEET6_9650
43@ += 1 
jump @SWEET6_9555 

:SWEET6_9664
wait 0 
80@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
82@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
83@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
85@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
86@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
88@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
89@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
91@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
92@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
wait 0 
81@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
84@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
87@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
90@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
wait 0 
93@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
94@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
95@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
wait 0 
96@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
97@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
98@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
99@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
100@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
101@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
wait 0 
43@ = 0 

:SWEET6_10219
if 
  16 > 43@ 
else_jump @SWEET6_10337 
if 
056D:   actor 80@(43@,22i) defined 
else_jump @SWEET6_10323 
if 
   not Actor.Dead(80@(43@,22i))
else_jump @SWEET6_10323 
Actor.PutAt(80@(43@,22i), 169@(43@,22f), 191@(43@,22f), 213@(43@,22f))
Actor.Angle(80@(43@,22i)) = 235@(43@,22f)

:SWEET6_10323
43@ += 1 
jump @SWEET6_10219 

:SWEET6_10337
43@ = 0 

:SWEET6_10344
if 
  22 > 43@ 
else_jump @SWEET6_10428 
if 
056D:   actor 80@(43@,22i) defined 
else_jump @SWEET6_10414 
if 
   not Actor.Dead(80@(43@,22i))
else_jump @SWEET6_10414 
060B: set_actor 80@(43@,22i) decision_maker_to 67@ 

:SWEET6_10414
43@ += 4 
jump @SWEET6_10344 

:SWEET6_10428
if 
   not Actor.Dead(96@)
else_jump @SWEET6_10468 
if 
   not Car.Wrecked(73@)
else_jump @SWEET6_10468 
036A: put_actor 96@ in_car 73@ 

:SWEET6_10468
if 
   not Actor.Dead(97@)
else_jump @SWEET6_10508 
if 
   not Car.Wrecked(74@)
else_jump @SWEET6_10508 
036A: put_actor 97@ in_car 74@ 

:SWEET6_10508
if 
   not Actor.Dead(98@)
else_jump @SWEET6_10548 
if 
   not Car.Wrecked(76@)
else_jump @SWEET6_10548 
036A: put_actor 98@ in_car 76@ 

:SWEET6_10548
if 
   not Actor.Dead(99@)
else_jump @SWEET6_10588 
if 
   not Car.Wrecked(72@)
else_jump @SWEET6_10588 
036A: put_actor 99@ in_car 72@ 

:SWEET6_10588
if 
   not Actor.Dead(100@)
else_jump @SWEET6_10628 
if 
   not Car.Wrecked(75@)
else_jump @SWEET6_10628 
036A: put_actor 100@ in_car 75@ 

:SWEET6_10628
if 
056D:   actor 101@ defined 
else_jump @SWEET6_10686 
if 
   not Actor.Dead(101@)
else_jump @SWEET6_10686 
if 
   not Car.Wrecked(74@)
else_jump @SWEET6_10686 
0430: put_actor 101@ into_car 74@ passenger_seat 0 

:SWEET6_10686
131@ = 1 

:SWEET6_10693
jump @SWEET6_10841 

:SWEET6_10700
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
else_jump @SWEET6_10841 
43@ = 0 

:SWEET6_10745
if 
  7 > 43@ 
else_jump @SWEET6_10786 
Car.Destroy(72@(43@,7i))
43@ += 1 
jump @SWEET6_10745 

:SWEET6_10786
43@ = 0 

:SWEET6_10793
if 
  22 > 43@ 
else_jump @SWEET6_10834 
Actor.DestroyInstantly(80@(43@,22i))
43@ += 1 
jump @SWEET6_10793 

:SWEET6_10834
131@ = 0 

:SWEET6_10841
if 
  131@ == 1 
else_jump @SWEET6_16065 
if 
  130@ == 0 
else_jump @SWEET6_15797 
if 
  300 > 136@ 
else_jump @SWEET6_10943 
257@ = 1.0 
260@ = 1.0 
263@ = 0.0 
266@ = 0.0 
jump @SWEET6_11016 

:SWEET6_10943
if 
  136@ > 500 
else_jump @SWEET6_10976 
136@ = 0 
jump @SWEET6_11016 

:SWEET6_10976
257@ = 0.0 
260@ = 0.0 
263@ = 0.0 
266@ = 0.0 

:SWEET6_11016
if 
  137@ > 2000 
else_jump @SWEET6_11090 
0209: 296@ = random_int_in_ranges 0 16 
gosub @SWEET6_28846 
0087: 258@ = 294@ // (float) 
0087: 261@ = 292@ // (float) 
0087: 264@ = 295@ // (float) 
0087: 267@ = 293@ // (float) 
137@ = 0 

:SWEET6_11090
if 
  138@ > 300 
else_jump @SWEET6_11164 
0209: 296@ = random_int_in_ranges 0 16 
gosub @SWEET6_28846 
0087: 259@ = 294@ // (float) 
0087: 262@ = 292@ // (float) 
0087: 265@ = 295@ // (float) 
0087: 268@ = 293@ // (float) 
138@ = 0 

:SWEET6_11164
if 
   not Car.Wrecked(72@)
else_jump @SWEET6_11306 
if 
   Car.HasHydraulics(72@)
else_jump @SWEET6_11306 
07F5: car 72@ control_hydraulics 260@ 266@ 257@ 263@ 
Car.StorePos(72@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 141@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 148@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 72@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_11306
if 
   not Car.Wrecked(75@)
else_jump @SWEET6_11448 
if 
   Car.HasHydraulics(75@)
else_jump @SWEET6_11448 
07F5: car 75@ control_hydraulics 261@ 267@ 258@ 264@ 
Car.StorePos(75@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 144@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 151@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_11448
if 
   not Car.Wrecked(76@)
else_jump @SWEET6_11590 
if 
   Car.HasHydraulics(76@)
else_jump @SWEET6_11590 
07F5: car 76@ control_hydraulics 262@ 268@ 259@ 265@ 
Car.StorePos(76@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 145@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 152@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 76@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_11590
0871: init_jump_table 39@ total_jumps 20 default_jump 0 @SWEET6_15790 jumps 0 @SWEET6_11783 1 @SWEET6_12159 2 @SWEET6_12535 3 @SWEET6_12685 4 @SWEET6_12835 5 @SWEET6_12950 6 @SWEET6_13100 
0872: jump_table_jumps 7 @SWEET6_13250 8 @SWEET6_13366 9 @SWEET6_13482 10 @SWEET6_13858 11 @SWEET6_14041 12 @SWEET6_14157 13 @SWEET6_14273 14 @SWEET6_14580 15 @SWEET6_14905 
0872: jump_table_jumps 16 @SWEET6_15189 17 @SWEET6_15298 18 @SWEET6_15407 19 @SWEET6_15614 -1 @SWEET6_15790 -1 @SWEET6_15790 -1 @SWEET6_15790 -1 @SWEET6_15790 -1 @SWEET6_15790 

:SWEET6_11783
if 
   not Actor.Dead(80@)
else_jump @SWEET6_12152 
062E: unknown_get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_12057 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(77@)
else_jump @SWEET6_11991 
if 
01AF:   car 77@ sphere 0 in_sphere 146@ 153@ 160@ radius 0.2 0.2 1.0 
else_jump @SWEET6_11943 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
jump @SWEET6_11984 

:SWEET6_11943
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET6_11984
jump @SWEET6_12032 

:SWEET6_11991
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET6_12032
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
jump @SWEET6_12152 

:SWEET6_12057
if 
   Actor.Animation(80@) == "M_SMKLEAN_LOOP"
else_jump @SWEET6_12152 
if 
   not Car.Wrecked(77@)
else_jump @SWEET6_12152 
if 
81AF:   not car 77@ sphere 0 in_sphere 146@ 153@ 160@ radius 0.2 0.2 1.0 
else_jump @SWEET6_12152 
0687: clear_actor 80@ task 

:SWEET6_12152
jump @SWEET6_15790 

:SWEET6_12159
if 
   not Actor.Dead(81@)
else_jump @SWEET6_12528 
062E: unknown_get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_12433 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(77@)
else_jump @SWEET6_12367 
if 
01AF:   car 77@ sphere 0 in_sphere 146@ 153@ 160@ radius 0.2 0.2 1.0 
else_jump @SWEET6_12319 
0605: actor -1 perform_animation_sequence "F_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
jump @SWEET6_12360 

:SWEET6_12319
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET6_12360
jump @SWEET6_12408 

:SWEET6_12367
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET6_12408
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
jump @SWEET6_12528 

:SWEET6_12433
if 
   Actor.Animation(81@) == "F_SMKLEAN_LOOP"
else_jump @SWEET6_12528 
if 
   not Car.Wrecked(77@)
else_jump @SWEET6_12528 
if 
81AF:   not car 77@ sphere 0 in_sphere 146@ 153@ 160@ radius 0.2 0.2 1.0 
else_jump @SWEET6_12528 
0687: clear_actor 81@ task 

:SWEET6_12528
jump @SWEET6_15790 

:SWEET6_12535
if 
   not Actor.Dead(82@)
else_jump @SWEET6_12678 
062E: unknown_get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_12678 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(83@)
else_jump @SWEET6_12619 
0677: AS_actor -1 chat_with_actor 83@ lead_speaker_flag 1 unknown_flag 1 
jump @SWEET6_12660 

:SWEET6_12619
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET6_12660
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_12678
jump @SWEET6_15790 

:SWEET6_12685
if 
   not Actor.Dead(83@)
else_jump @SWEET6_12828 
062E: unknown_get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_12828 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(82@)
else_jump @SWEET6_12769 
0677: AS_actor -1 chat_with_actor 82@ lead_speaker_flag 0 unknown_flag 1 
jump @SWEET6_12810 

:SWEET6_12769
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET6_12810
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_12828
jump @SWEET6_15790 

:SWEET6_12835
if 
   not Actor.Dead(84@)
else_jump @SWEET6_12943 
062E: unknown_get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_12943 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "CAR_HOOKERTALK" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_12943
jump @SWEET6_15790 

:SWEET6_12950
if 
   not Actor.Dead(85@)
else_jump @SWEET6_13093 
062E: unknown_get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_13093 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(86@)
else_jump @SWEET6_13034 
0677: AS_actor -1 chat_with_actor 86@ lead_speaker_flag 0 unknown_flag 1 
jump @SWEET6_13075 

:SWEET6_13034
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET6_13075
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_13093
jump @SWEET6_15790 

:SWEET6_13100
if 
   not Actor.Dead(86@)
else_jump @SWEET6_13243 
062E: unknown_get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_13243 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(85@)
else_jump @SWEET6_13184 
0677: AS_actor -1 chat_with_actor 85@ lead_speaker_flag 1 unknown_flag 1 
jump @SWEET6_13225 

:SWEET6_13184
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET6_13225
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_13243
jump @SWEET6_15790 

:SWEET6_13250
if 
   not Actor.Dead(87@)
else_jump @SWEET6_13359 
062E: unknown_get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_13359 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_13359
jump @SWEET6_15790 

:SWEET6_13366
if 
   not Actor.Dead(88@)
else_jump @SWEET6_13475 
062E: unknown_get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_13475 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_13475
jump @SWEET6_15790 

:SWEET6_13482
if 
   not Actor.Dead(89@)
else_jump @SWEET6_13851 
062E: unknown_get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_13756 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(78@)
else_jump @SWEET6_13690 
if 
01AF:   car 78@ sphere 0 in_sphere 147@ 154@ 161@ radius 0.2 0.2 1.0 
else_jump @SWEET6_13642 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
jump @SWEET6_13683 

:SWEET6_13642
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET6_13683
jump @SWEET6_13731 

:SWEET6_13690
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET6_13731
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
jump @SWEET6_13851 

:SWEET6_13756
if 
   Actor.Animation(89@) == "M_SMKLEAN_LOOP"
else_jump @SWEET6_13851 
if 
   not Car.Wrecked(78@)
else_jump @SWEET6_13851 
if 
81AF:   not car 78@ sphere 0 in_sphere 147@ 154@ 161@ radius 0.2 0.2 1.0 
else_jump @SWEET6_13851 
0687: clear_actor 89@ task 

:SWEET6_13851
jump @SWEET6_15790 

:SWEET6_13858
if 
   not Actor.Dead(90@)
else_jump @SWEET6_14034 
062E: unknown_get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_14034 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "WOMAN_IDLESTANCE" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_14034
jump @SWEET6_15790 

:SWEET6_14041
if 
   not Actor.Dead(91@)
else_jump @SWEET6_14150 
062E: unknown_get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_14150 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_14150
jump @SWEET6_15790 

:SWEET6_14157
if 
   not Actor.Dead(92@)
else_jump @SWEET6_14266 
062E: unknown_get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_14266 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 1 1 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_14266
jump @SWEET6_15790 

:SWEET6_14273
if 
   not Actor.Dead(93@)
else_jump @SWEET6_14573 
062E: unknown_get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_14573 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1796.179 -1919.465 12.3928 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 60000 ms // versionA 
05D3: AS_actor -1 goto_point 182@ 204@ 226@ mode 4 60000 ms // versionA 
if 
   not Actor.Dead(89@)
else_jump @SWEET6_14514 
0639: AS_actor -1 rotate_to_actor 89@ 

:SWEET6_14514
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_14573
jump @SWEET6_15790 

:SWEET6_14580
if 
   not Actor.Dead(94@)
else_jump @SWEET6_14898 
062E: unknown_get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_14898 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1800.367 -1917.394 12.3938 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1789.057 -1917.901 12.3936 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 0 1 1 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1788.526 -1907.294 12.3955 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1796.478 -1908.174 12.3983 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_14898
jump @SWEET6_15790 

:SWEET6_14905
if 
   not Actor.Dead(95@)
else_jump @SWEET6_15182 
062E: unknown_get_actor 95@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_15182 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1786.719 -1917.107 12.3942 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 60000 ms // versionA 
05D3: AS_actor -1 goto_point 184@ 206@ 228@ mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_15182
jump @SWEET6_15790 

:SWEET6_15189
if 
   not Actor.Dead(96@)
else_jump @SWEET6_15291 
062E: unknown_get_actor 96@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_15291 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 96@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_15291
jump @SWEET6_15790 

:SWEET6_15298
if 
   not Actor.Dead(97@)
else_jump @SWEET6_15400 
062E: unknown_get_actor 97@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_15400 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 97@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_15400
jump @SWEET6_15790 

:SWEET6_15407
43@ = 0 

:SWEET6_15414
if 
  7 > 43@ 
else_jump @SWEET6_15607 
if 
056E:   car 72@(43@,7i) defined 
else_jump @SWEET6_15593 
if 
   not Car.Wrecked(72@(43@,7i))
else_jump @SWEET6_15563 
if 
051C:   car 72@(43@,7i) damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET6_15556 
44@ = Car.Health(72@(43@,7i))
if 
  950 > 44@ 
else_jump @SWEET6_15556 
00BC: show_text_highpriority GXT 'S6_32' time 5000 flag 1  // ~r~Das Treffen lst sich auf, weil du dir an einem ihrer Autos zu schaffen gemacht hast.
130@ = 1 
43@ = 7 

:SWEET6_15556
jump @SWEET6_15593 

:SWEET6_15563
00BC: show_text_highpriority GXT 'S6_32' time 5000 flag 1  // ~r~Das Treffen lst sich auf, weil du dir an einem ihrer Autos zu schaffen gemacht hast.
130@ = 1 
43@ = 7 

:SWEET6_15593
43@ += 1 
jump @SWEET6_15414 

:SWEET6_15607
jump @SWEET6_15790 

:SWEET6_15614
43@ = 0 

:SWEET6_15621
if 
  22 > 43@ 
else_jump @SWEET6_15783 
if 
056D:   actor 80@(43@,22i) defined 
else_jump @SWEET6_15769 
if 
   not Actor.Dead(80@(43@,22i))
else_jump @SWEET6_15739 
if 
051A:   actor 80@(43@,22i) damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET6_15732 
00BC: show_text_highpriority GXT 'S6_04' time 5000 flag 1  // ~r~Das Treffen lst sich auf, weil du ein Gruppenmitglied angegriffen hast.
130@ = 1 
43@ = 22 

:SWEET6_15732
jump @SWEET6_15769 

:SWEET6_15739
00BC: show_text_highpriority GXT 'S6_04' time 5000 flag 1  // ~r~Das Treffen lst sich auf, weil du ein Gruppenmitglied angegriffen hast.
130@ = 1 
43@ = 22 

:SWEET6_15769
43@ += 1 
jump @SWEET6_15621 

:SWEET6_15783
jump @SWEET6_15790 

:SWEET6_15790
jump @SWEET6_16065 

:SWEET6_15797
if 
  130@ == 1 
else_jump @SWEET6_16065 
43@ = 0 

:SWEET6_15822
if 
  12 > 43@ 
else_jump @SWEET6_15883 
if 
   not Actor.Dead(80@(43@,22i))
else_jump @SWEET6_15869 
0792: disembark_instantly_actor 80@(43@,22i) 

:SWEET6_15869
43@ += 1 
jump @SWEET6_15822 

:SWEET6_15883
43@ = 0 

:SWEET6_15890
if 
  22 > 43@ 
else_jump @SWEET6_15955 
if 
   not Actor.Dead(80@(43@,22i))
else_jump @SWEET6_15941 
077A: set_actor 80@(43@,22i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:SWEET6_15941
43@ += 1 
jump @SWEET6_15890 

:SWEET6_15955
43@ = 0 

:SWEET6_15962
if 
  22 > 43@ 
else_jump @SWEET6_16003 
Actor.RemoveReferences(80@(43@,22i))
43@ += 1 
jump @SWEET6_15962 

:SWEET6_16003
43@ = 0 

:SWEET6_16010
if 
  7 > 43@ 
else_jump @SWEET6_16051 
Car.RemoveReferences(72@(43@,7i))
43@ += 1 
jump @SWEET6_16010 

:SWEET6_16051
37@ = 1 
130@ += 1 

:SWEET6_16065
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_16330 
if 
   Actor.InCar($PLAYER_ACTOR, 71@)
else_jump @SWEET6_16330 
if 
0100:   actor $PLAYER_ACTOR in_sphere 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SWEET6_16323 
if 
09D0:   car 71@ on_wheels 
else_jump @SWEET6_16316 
43@ = Player.Money($PLAYER_CHAR)
if 
002D:   43@ >= 274@ // (int) 
else_jump @SWEET6_16220 
Player.CanMove($PLAYER_CHAR) = False
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
35@ = 99 
jump @SWEET6_16316 

:SWEET6_16220
if and
  $AUDIO_LINE_IS_ACTIVE == 0 
876F:   not text_priority_displayed 
else_jump @SWEET6_16316 
if 
  280@ == 0 
else_jump @SWEET6_16316 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_AK'  // ~z~Du hast nicht genug Kohle auf der Pfanne, Alter.
04AE: $ACTOR_SPEECH_WAV_FILE = 22806 // $ = any 
create_thread @AUDIOL -1 0 0 1 0 
280@ += 1 
03E5: show_text_box 'S6_40'  // Du brauchst $50, um bei dem Lowrider-Wettbewerb antreten zu knnen.

:SWEET6_16316
jump @SWEET6_16330 

:SWEET6_16323
280@ = 0 

:SWEET6_16330
if 
  281@ == 0 
else_jump @SWEET6_16453 
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 2644.069 -2029.135 radius 20.0 20.0 
else_jump @SWEET6_16446 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @SWEET6_16446 
03E5: show_text_box 'S6_22'  // Du kannst jederzeit zu der Werkstatt zurckkehren. Sie ist auf dem Radar als Schraubenschlssel dargestellt.
Marker.Disable($GARAGE_MODLAST_ICON)
$GARAGE_MODLAST_ICON = Marker.CreateIconWithoutSphere(27, 2644.252, -2028.246, 12.5547)
281@ += 1 

:SWEET6_16446
jump @SWEET6_16632 

:SWEET6_16453
if 
  282@ == 0 
else_jump @SWEET6_16546 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_16539 
if 
   Actor.InCar($PLAYER_ACTOR, 71@)
else_jump @SWEET6_16539 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @SWEET6_16539 
03E5: show_text_box 'S6_36'  // Benutze die Spezialkontrolle, um die hydraulischen Stodmpfer zu steuern. Mit ~k~~TOGGLE_SUBMISSIONS~ kannst du hpfen!
282@ += 1 

:SWEET6_16539
jump @SWEET6_16632 

:SWEET6_16546
if 
  282@ == 1 
else_jump @SWEET6_16632 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_16632 
if 
   Actor.InCar($PLAYER_ACTOR, 71@)
else_jump @SWEET6_16632 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @SWEET6_16632 
03E5: show_text_box 'S6_41'  // Drcke ~k~~VEHICLE_HORN~, um die Stodmpfer des Wagens zu fixieren.
282@ += 1 

:SWEET6_16632
if 
  35@ == 99 
else_jump @SWEET6_16697 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SWEET6_16697 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
else_jump @SWEET6_16697 
gosub @SWEET6_35860 

:SWEET6_16697
return 

:SWEET6_16699
if 
  35@ == 0 
else_jump @SWEET6_17323 
fade 0 500 

:SWEET6_16724
if 
fading 
else_jump @SWEET6_16748 
wait 0 
jump @SWEET6_16724 

:SWEET6_16748
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_16769 
09FE: unknown_car 71@ 

:SWEET6_16769
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1793.068 -1904.254 12.3989 radius 30.0 
if 
075C:   marker 105@ enabled 
else_jump @SWEET6_16828 
Marker.Disable(105@)

:SWEET6_16828
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_16874 
Car.PutAt(71@, 1793.068, -1904.254, 12.3989)
Car.Angle(71@) = 171.6728

:SWEET6_16874
43@ = 0 

:SWEET6_16881
if 
  16 > 43@ 
else_jump @SWEET6_16942 
if 
   not Actor.Dead(80@(43@,22i))
else_jump @SWEET6_16928 
0792: disembark_instantly_actor 80@(43@,22i) 

:SWEET6_16928
43@ += 1 
jump @SWEET6_16881 

:SWEET6_16942
43@ = 0 

:SWEET6_16949
if 
  22 > 43@ 
else_jump @SWEET6_17013 
if 
   not Actor.Dead(80@(43@,22i))
else_jump @SWEET6_16999 
060B: set_actor 80@(43@,22i) decision_maker_to 66@ 

:SWEET6_16999
43@ += 1 
jump @SWEET6_16949 

:SWEET6_17013
43@ = 0 

:SWEET6_17020
if 
  16 > 43@ 
else_jump @SWEET6_17118 
if 
   not Actor.Dead(80@(43@,22i))
else_jump @SWEET6_17104 
Actor.PutAt(80@(43@,22i), 169@(43@,22f), 191@(43@,22f), 213@(43@,22f))
Actor.Angle(80@(43@,22i)) = 235@(43@,22f)

:SWEET6_17104
43@ += 1 
jump @SWEET6_17020 

:SWEET6_17118
43@ = 0 

:SWEET6_17125
if 
  7 > 43@ 
else_jump @SWEET6_17223 
if 
   not Car.Wrecked(72@(43@,7i))
else_jump @SWEET6_17209 
Car.PutAt(72@(43@,7i), 141@(43@,7f), 148@(43@,7f), 155@(43@,7f))
Car.Angle(72@(43@,7i)) = 162@(43@,7f)

:SWEET6_17209
43@ += 1 
jump @SWEET6_17125 

:SWEET6_17223
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1796.749, -1916.961, 13.8583, 0.0, 0.0, 0.0)
Camera.PointAt(1796.125, -1916.181, 13.807, 2)
fade 1 500 

:SWEET6_17292
if 
fading 
else_jump @SWEET6_17316 
wait 0 
jump @SWEET6_17292 

:SWEET6_17316
35@ += 1 

:SWEET6_17323
if 
  35@ == 1 
else_jump @SWEET6_17441 
if 
   not Actor.Dead(98@)
else_jump @SWEET6_17427 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(76@)
else_jump @SWEET6_17385 
05CD: AS_actor -1 exit_car 76@ 

:SWEET6_17385
05D3: AS_actor -1 goto_point 1792.631 -1909.274 12.4371 mode 4 10000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 98@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_17427
32@ = 0 
35@ += 1 

:SWEET6_17441
if 
  35@ == 2 
else_jump @SWEET6_17593 
if or
  32@ > 5000 
00E1:   player 0 pressed_key 16 
else_jump @SWEET6_17593 
if 
   not Actor.Dead(98@)
else_jump @SWEET6_17593 
0792: disembark_instantly_actor 98@ 
Actor.PutAt(98@, 1792.631, -1909.274, 12.4371)
Actor.Angle(98@) = 331.0204
Camera.SetPosition(1793.816, -1910.713, 14.0346, 0.0, 0.0, 0.0)
Camera.PointAt(1793.453, -1909.801, 13.8451, 2)
35@ += 1 

:SWEET6_17593
if 
  35@ == 3 
else_jump @SWEET6_18043 
if 
   not Actor.Dead(98@)
else_jump @SWEET6_18043 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" IFP_file "LOWRIDER" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" IFP_file "LOWRIDER" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKF" IFP_file "LOWRIDER" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKG" IFP_file "LOWRIDER" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 98@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0209: 43@ = random_int_in_ranges 0 3 
if 
  43@ == 0 
else_jump @SWEET6_17898 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BA'  // ~z~Du meinst also, du kannst mit 'nem Lowrider umgehen? Mal sehen, was du draufhast.
04AE: $ACTOR_SPEECH_WAV_FILE = 22808 // $ = any 
create_thread @AUDIOL 98@ 0 1 1 0 

:SWEET6_17898
if 
  43@ == 1 
else_jump @SWEET6_17957 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BB'  // ~z~Bereit fr 'ne Runde, h?
04AE: $ACTOR_SPEECH_WAV_FILE = 22809 // $ = any 
create_thread @AUDIOL 98@ 0 1 1 0 

:SWEET6_17957
if 
  43@ == 2 
else_jump @SWEET6_18016 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BC'  // ~z~Mal sehen, ob du das Zeug dazu hast!
04AE: $ACTOR_SPEECH_WAV_FILE = 22810 // $ = any 
create_thread @AUDIOL 98@ 0 1 1 0 

:SWEET6_18016
wait 1000 
03F0: enable_text_draw 1 
wait 1 
32@ = 0 
35@ += 1 

:SWEET6_18043
if 
  35@ == 4 
else_jump @SWEET6_18138 
if or
  $AUDIO_LINE_IS_ACTIVE == 0 
00E1:   player 0 pressed_key 16 
else_jump @SWEET6_18138 
35@ += 1 
134@ = 1 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
if 
   not Actor.Dead(98@)
else_jump @SWEET6_18138 
0687: clear_actor 98@ task 

:SWEET6_18138
if 
  35@ == 5 
else_jump @SWEET6_18260 
02A3: enable_widescreen 0 
Camera.SetPosition(1793.485, -1907.354, 13.4436, 0.0, 0.0, 0.0)
Camera.PointAt(1793.129, -1908.289, 13.4481, 2)
0085: 276@ = 274@ // (int) 
0085: 43@ = 276@ // (int) 
43@ *= -1 
Player.Money($PLAYER_CHAR) += 43@
0512: show_permanent_text_box 'S6_37'  // ~k~~PED_JUMPING~ Einsatz erhhen~N~~k~~PED_FIREWEAPON~ Einsatz verringern~N~~k~~PED_SPRINT~ Weiter
35@ += 1 

:SWEET6_18260
if 
  35@ == 6 
else_jump @SWEET6_19223 
if and
09FA:   is_menu_closed 
0A0F:   new_language_set 
else_jump @SWEET6_18306 
03E6: remove_text_box 
0512: show_permanent_text_box 'S6_37'  // ~k~~PED_JUMPING~ Einsatz erhhen~N~~k~~PED_FIREWEAPON~ Einsatz verringern~N~~k~~PED_SPRINT~ Weiter

:SWEET6_18306
if 
00E1:   player 0 pressed_key 14 
else_jump @SWEET6_18732 
if and
   not 277@ == 1 
   not 277@ == -1 
else_jump @SWEET6_18681 
if 
  276@ >= 10000 
else_jump @SWEET6_18382 
273@ = 1000 
jump @SWEET6_18486 

:SWEET6_18382
if 
  276@ >= 1000 
else_jump @SWEET6_18415 
273@ = 100 
jump @SWEET6_18486 

:SWEET6_18415
if 
  276@ >= 100 
else_jump @SWEET6_18447 
273@ = 10 
jump @SWEET6_18486 

:SWEET6_18447
if 
  276@ == 0 
else_jump @SWEET6_18479 
273@ = 2 
jump @SWEET6_18486 

:SWEET6_18479
273@ = 1 

:SWEET6_18486
43@ = Player.Money($PLAYER_CHAR)
if 
001D:   273@ > 43@ // (int) 
else_jump @SWEET6_18521 
0085: 273@ = 43@ // (int) 

:SWEET6_18521
0085: 43@ = 276@ // (int) 
005A: 43@ += 273@ // (int) 
if 
001D:   43@ > 275@ // (int) 
else_jump @SWEET6_18572 
0085: 273@ = 275@ // (int) 
0062: 273@ -= 276@ // (int) 

:SWEET6_18572
if 
  0 > 273@ 
else_jump @SWEET6_18597 
273@ *= -1 

:SWEET6_18597
005A: 276@ += 273@ // (int) 
005A: 278@ += 273@ // (int) 
273@ *= -1 
Player.Money($PLAYER_CHAR) += 273@
277@ += 1 
if 
  277@ > 1 
else_jump @SWEET6_18667 
277@ = 2 
jump @SWEET6_18674 

:SWEET6_18667
32@ = 0 

:SWEET6_18674
jump @SWEET6_18725 

:SWEET6_18681
if 
  277@ == 1 
else_jump @SWEET6_18725 
if 
  32@ > 500 
else_jump @SWEET6_18725 
277@ = 2 

:SWEET6_18725
jump @SWEET6_19123 

:SWEET6_18732
if 
   not 277@ == 0 
else_jump @SWEET6_18757 
277@ = 0 

:SWEET6_18757
if 
00E1:   player 0 pressed_key 17 
else_jump @SWEET6_19098 
if 
   not 279@ == 1 
else_jump @SWEET6_19065 
if 
  276@ > 10000 
else_jump @SWEET6_18826 
273@ = -1000 
jump @SWEET6_18898 

:SWEET6_18826
if 
  276@ > 1000 
else_jump @SWEET6_18859 
273@ = -100 
jump @SWEET6_18898 

:SWEET6_18859
if 
  276@ > 100 
else_jump @SWEET6_18891 
273@ = -10 
jump @SWEET6_18898 

:SWEET6_18891
273@ = -1 

:SWEET6_18898
0085: 43@ = 276@ // (int) 
005A: 276@ += 273@ // (int) 
if 
001D:   274@ > 276@ // (int) 
else_jump @SWEET6_18955 
276@ = 0 
0085: 273@ = 43@ // (int) 
273@ *= -1 

:SWEET6_18955
if 
001D:   274@ > 276@ // (int) 
else_jump @SWEET6_18989 
0085: 276@ = 274@ // (int) 
jump @SWEET6_19012 

:SWEET6_18989
273@ *= -1 
0062: 278@ -= 273@ // (int) 
Player.Money($PLAYER_CHAR) += 273@

:SWEET6_19012
279@ += 1 
if 
  279@ > 1 
else_jump @SWEET6_19051 
279@ = 2 
jump @SWEET6_19058 

:SWEET6_19051
32@ = 0 

:SWEET6_19058
jump @SWEET6_19091 

:SWEET6_19065
if 
  32@ > 500 
else_jump @SWEET6_19091 
279@ = 2 

:SWEET6_19091
jump @SWEET6_19123 

:SWEET6_19098
if 
   not 279@ == 0 
else_jump @SWEET6_19123 
279@ = 0 

:SWEET6_19123
gosub @SWEET6_35405 
if 
  134@ == 0 
else_jump @SWEET6_19199 
if 
00E1:   player 0 pressed_key 16 
else_jump @SWEET6_19192 
0093: 46@ = integer 276@ to_float 
46@ *= 0.1 
03E6: remove_text_box 
35@ += 1 

:SWEET6_19192
jump @SWEET6_19223 

:SWEET6_19199
if 
80E1:   not player 0 pressed_key 16 
else_jump @SWEET6_19223 
134@ = 0 

:SWEET6_19223
if 
  35@ == 7 
else_jump @SWEET6_19256 
03F0: enable_text_draw 0 
02A3: enable_widescreen 1 
35@ += 1 

:SWEET6_19256
if 
  35@ == 8 
else_jump @SWEET6_19304 
if 
   not Actor.Dead(98@)
else_jump @SWEET6_19304 
32@ = 0 
35@ += 1 

:SWEET6_19304
if 
  35@ == 9 
else_jump @SWEET6_19429 
if 
   not Actor.Dead(98@)
else_jump @SWEET6_19429 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1791.433 -1911.414 12.4371 mode 4 10000 ms // versionA 
if 
   not Car.Wrecked(76@)
else_jump @SWEET6_19397 
05CB: AS_actor -1 enter_car 76@ as_driver 5000 ms 

:SWEET6_19397
0616: define_AS_pack_end 49@ 
0618: assign_actor 98@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
32@ = 0 
35@ += 1 

:SWEET6_19429
if 
  35@ == 10 
else_jump @SWEET6_19506 
if 
  32@ > 2000 
else_jump @SWEET6_19506 
00BE: text_clear_all 
fade 0 500 

:SWEET6_19475
if 
fading 
else_jump @SWEET6_19499 
wait 0 
jump @SWEET6_19475 

:SWEET6_19499
35@ = 99 

:SWEET6_19506
gosub @SWEET6_29776 
if 
  35@ == 99 
else_jump @SWEET6_19538 
gosub @SWEET6_35860 

:SWEET6_19538
return 

:SWEET6_19540
if 
  35@ == 0 
else_jump @SWEET6_19646 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
00BE: text_clear_all 
Camera.SetPosition(1788.107, -1903.804, 13.3553, 0.0, 0.0, 0.0)
Camera.PointAt(1788.944, -1904.343, 13.2601, 2)
Camera.SetAtPos(1788.944, -1904.343, 13.2601)
35@ += 1 

:SWEET6_19646
if 
  35@ == 1 
else_jump @SWEET6_22366 
Model.Load(#VLA1)
Model.Load(#VLA2)
Model.Load(#VLA3)
Model.Load(#BFYPRO)
Model.Load(#HFYST)
Model.Load(#SAVANNA)
Model.Load(#REMINGTN)
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:SWEET6_19708
if or
   not Model.Available(#VLA1)
   not Model.Available(#VLA2)
   not Model.Available(#VLA3)
   not Model.Available(#BFYPRO)
   not Model.Available(#HFYST)
else_jump @SWEET6_19750 
wait 0 
jump @SWEET6_19708 

:SWEET6_19750
if or
   not Model.Available(#SAVANNA)
   not Model.Available(#REMINGTN)
else_jump @SWEET6_19782 
wait 0 
jump @SWEET6_19750 

:SWEET6_19782
if 
84EE:   not animation "LOWRIDER" loaded 
else_jump @SWEET6_19816 
wait 0 
jump @SWEET6_19782 

:SWEET6_19816
141@ = 1798.203 
148@ = -1926.222 
155@ = 12.3895 
162@ = 73.1404 
142@ = 1802.864 
149@ = -1918.741 
156@ = 12.3931 
163@ = 357.6193 
143@ = 1784.635 
150@ = -1924.968 
157@ = 12.3901 
164@ = 305.062 
144@ = 1784.188 
151@ = -1913.439 
158@ = 12.3923 
165@ = 183.5814 
145@ = 1792.318 
152@ = -1919.513 
159@ = 12.3928 
166@ = 8.2504 
146@ = 1801.462 
153@ = -1905.691 
160@ = 12.3995 
167@ = 189.9314 
147@ = 1787.642 
154@ = -1901.136 
161@ = 12.3949 
168@ = 145.4181 
169@ = 1800.0 
191@ = -1907.83 
213@ = 12.4398 
235@ = 73.7198 
170@ = 1799.846 
192@ = -1912.124 
214@ = 12.4582 
236@ = 48.2386 
171@ = 1800.086 
193@ = -1910.434 
215@ = 12.4372 
237@ = 83.7398 
172@ = 1801.321 
194@ = -1916.427 
216@ = 12.4343 
238@ = 83.7398 
173@ = 1798.541 
195@ = -1922.18 
217@ = 12.431 
239@ = 46.5794 
174@ = 1799.49 
196@ = -1920.617 
218@ = 12.4322 
240@ = 46.5794 
175@ = 1787.255 
197@ = -1926.597 
219@ = 12.4283 
241@ = 323.6194 
176@ = 1786.442 
198@ = -1920.201 
220@ = 12.4322 
242@ = 306.1995 
177@ = 1785.824 
199@ = -1919.162 
221@ = 12.4324 
243@ = 294.6196 
178@ = 1786.102 
200@ = -1913.833 
222@ = 12.4327 
244@ = 280.7204 
179@ = 1786.806 
201@ = -1905.246 
223@ = 12.4342 
245@ = 262.8214 
180@ = 1788.693 
202@ = -1902.139 
224@ = 12.4348 
246@ = 247.161 
181@ = 1794.616 
203@ = -1899.608 
225@ = 12.4398 
247@ = 191.0618 
182@ = 1799.135 
204@ = -1902.488 
226@ = 12.4431 
248@ = 157.4622 
183@ = 1795.674 
205@ = -1899.569 
227@ = 12.4407 
249@ = 162.6424 
184@ = 1800.369 
206@ = -1907.003 
228@ = 12.4403 
250@ = 77.6197 
185@ = 1800.826 
207@ = -1917.325 
229@ = 12.434 
251@ = 36.1793 
186@ = 1785.85 
208@ = -1917.955 
230@ = 12.4324 
252@ = 287.0602 
187@ = 1788.538 
209@ = -1927.091 
231@ = 12.428 
253@ = 345.1206 
188@ = 1787.323 
210@ = -1904.11 
232@ = 12.4337 
254@ = 263.3813 
189@ = 1798.39 
211@ = -1901.733 
233@ = 12.4429 
255@ = 142.4208 
272@ = 0.01 
43@ = 0 

:SWEET6_20953
if 
  7 > 43@ 
else_jump @SWEET6_21014 
if 
056E:   car 72@(43@,7i) defined 
else_jump @SWEET6_21000 
Car.Destroy(72@(43@,7i))

:SWEET6_21000
43@ += 1 
jump @SWEET6_20953 

:SWEET6_21014
43@ = 0 

:SWEET6_21021
if 
  22 > 43@ 
else_jump @SWEET6_21082 
if 
056D:   actor 80@(43@,22i) defined 
else_jump @SWEET6_21068 
Actor.DestroyInstantly(80@(43@,22i))

:SWEET6_21068
43@ += 1 
jump @SWEET6_21021 

:SWEET6_21082
if 
856E:   not car 71@ defined 
else_jump @SWEET6_21138 
71@ = Car.Create(#SAVANNA, 1793.496, -1907.423, 12.3992)
Car.Angle(71@) = 181.5231
jump @SWEET6_21184 

:SWEET6_21138
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_21184 
Car.PutAt(71@, 1793.496, -1907.423, 12.3992)
Car.Angle(71@) = 181.5231

:SWEET6_21184
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_21256 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SIT_RELAXED" IFP_file "LOWRIDER" 4.0 loop 1 0 0 1 time -1 // versionA 

:SWEET6_21256
72@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
73@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
74@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
75@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
76@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
77@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
78@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
0229: set_car 72@ primary_color_to 1 secondary_color_to 0 
0229: set_car 73@ primary_color_to 2 secondary_color_to 1 
0229: set_car 74@ primary_color_to 3 secondary_color_to 2 
0229: set_car 75@ primary_color_to 10 secondary_color_to 3 
0229: set_car 76@ primary_color_to 9 secondary_color_to 4 
0229: set_car 77@ primary_color_to 6 secondary_color_to 5 
0229: set_car 78@ primary_color_to 7 secondary_color_to 6 
43@ = 0 

:SWEET6_21487
if 
  7 > 43@ 
else_jump @SWEET6_21587 
Car.PutAt(72@(43@,7i), 141@(43@,7f), 148@(43@,7f), 155@(43@,7f))
Car.Angle(72@(43@,7i)) = 162@(43@,7f)
Car.LockInCurrentPosition(72@(43@,7i)) = True
Car.DoorStatus(72@(43@,7i)) = 3
43@ += 1 
jump @SWEET6_21487 

:SWEET6_21587
Car.LockInCurrentPosition(76@) = False
03A2: set_car 76@ action 3 
Car.ToggleHydraulics(76@) = True
Car.ImmuneToNonPlayer(76@) = True
Car.SetImmunities(76@, 1, 1, 1, 1, 1)
80@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
81@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
82@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
83@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
84@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
85@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
86@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
87@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
88@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
89@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
90@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
91@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
92@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
93@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
94@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
95@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
96@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
97@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
98@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
99@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
100@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
0129: 101@ = create_actor_pedtype 24 model #VLA3 in_car 76@ driverseat 
43@ = 0 

:SWEET6_22153
if 
  21 > 43@ 
else_jump @SWEET6_22231 
Actor.PutAt(80@(43@,22i), 169@(43@,22f), 191@(43@,22f), 213@(43@,22f))
Actor.Angle(80@(43@,22i)) = 235@(43@,22f)
43@ += 1 
jump @SWEET6_22153 

:SWEET6_22231
102@ = Actor.Create(Mission1, #BFYPRO, 1788.273, -1903.364, 12.4345)
Actor.Angle(102@) = 232.5412
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_22314 
if 
8431:   not car 71@ passenger_seat_free 0 
else_jump @SWEET6_22314 
0432: 283@ = get_actor_handle_from_car 71@ passenger_seat 0 
Actor.DestroyInstantly(283@)

:SWEET6_22314
0952: load_soundtrack 0 
43@ = 0 

:SWEET6_22325
if 
84A4:   not  43@ == 2 // @ == any 
else_jump @SWEET6_22359 
wait 0 
0953: get_soundtrack_status_to 43@ 
jump @SWEET6_22325 

:SWEET6_22359
35@ += 1 

:SWEET6_22366
if 
  35@ == 2 
else_jump @SWEET6_22519 
fade 1 500 

:SWEET6_22391
if 
fading 
else_jump @SWEET6_22415 
wait 0 
jump @SWEET6_22391 

:SWEET6_22415
if 
   not Actor.Dead(102@)
else_jump @SWEET6_22510 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1791.178 -1905.84 12.3975 mode 4 10000 ms // versionA 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_22492 
05CA: AS_actor -1 enter_car 71@ passenger_seat 0 5000 ms 

:SWEET6_22492
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_22510
00BE: text_clear_all 
35@ += 1 

:SWEET6_22519
if 
  35@ == 3 
else_jump @SWEET6_22640 
if 
80E1:   not player 0 pressed_key 16 
else_jump @SWEET6_22626 
if 
   not Actor.Dead(102@)
else_jump @SWEET6_22619 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_22619 
if 
   Actor.InCar(102@, 71@)
else_jump @SWEET6_22619 
35@ += 1 
32@ = 0 

:SWEET6_22619
jump @SWEET6_22640 

:SWEET6_22626
35@ += 1 
32@ = 0 

:SWEET6_22640
if 
  35@ == 4 
else_jump @SWEET6_23234 
fade 0 500 

:SWEET6_22665
if 
fading 
else_jump @SWEET6_22689 
wait 0 
jump @SWEET6_22665 

:SWEET6_22689
0826: enable_hud 0 
02A3: enable_widescreen 0 
Camera.SetPosition(1788.516, -1910.318, 14.8901, 0.0, 0.0, 0.0)
Camera.PointAt(1789.355, -1909.843, 14.6269, 2)
0581: enable_radar 0 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_22797 
Car.DoorStatus(71@) = 4
0221: set_player $PLAYER_CHAR trapped_in_car 1 
Car.SetImmunities(71@, 1, 1, 1, 1, 1)

:SWEET6_22797
if 
   not Actor.Dead(102@)
else_jump @SWEET6_22862 
0792: disembark_instantly_actor 102@ 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_22862 
if 
0431:   car 71@ passenger_seat_free 0 
else_jump @SWEET6_22862 
0430: put_actor 102@ into_car 71@ passenger_seat 0 

:SWEET6_22862
269@ = 0.62 
270@ = 0.31 
271@ = -0.167 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_22974 
if 
   not Actor.Dead(102@)
else_jump @SWEET6_22974 
if 
   Car.Model(71@) == #SAVANNA
else_jump @SWEET6_22974 
0792: disembark_instantly_actor 102@ 
0464: put_actor 102@ into_turret_on_car 71@ at_car_offset 269@ 270@ 271@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:SWEET6_22974
0615: define_AS_pack_begin 49@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 49@ 
if 
   not Actor.Dead(102@)
else_jump @SWEET6_23109 
if 
0A32:   unknown_actor 102@ in_car 
else_jump @SWEET6_23109 
0618: assign_actor 102@ to_AS_pack 49@ 

:SWEET6_23109
061B: remove_references_to_AS_pack 49@ 
32@ = 0 
00BE: text_clear_all 
$1020 = -1 
$1021 = -1 
if 
  $1920 == 0 
else_jump @SWEET6_23169 
$1022 = 2 
jump @SWEET6_23194 

:SWEET6_23169
if 
  1 > $1022 
else_jump @SWEET6_23194 
$1022 = 1 

:SWEET6_23194
fade 1 500 

:SWEET6_23201
if 
fading 
else_jump @SWEET6_23225 
wait 0 
jump @SWEET6_23201 

:SWEET6_23225
0954: start_playing_loaded_soundtrack 
35@ += 1 

:SWEET6_23234
if 
  35@ == 5 
else_jump @SWEET6_23348 
Player.CanMove($PLAYER_CHAR) = True
create_thread @BDISPLY 
create_thread @LOWGAME 71@ 76@ 102@ 
32@ = 0 
139@ = 0 
133@ = 0 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: show_text_box 'S6_39'  // Benutze die Spezialkontrolle, um im Rhythmus der Musik zu hpfen.
65@ = 0 
63@ = 0 
32@ = 0 
35@ += 1 

:SWEET6_23348
if 
  35@ == 6 
else_jump @SWEET6_23391 
if 
  $1017 == 1 
else_jump @SWEET6_23391 
35@ += 1 

:SWEET6_23391
if 
  35@ == 7 
else_jump @SWEET6_24557 
if 
  $1017 == 1 
else_jump @SWEET6_24550 
if 
  135@ == 0 
else_jump @SWEET6_23868 
if or
  139@ > 5000 
00E1:   player 0 pressed_key 13 
else_jump @SWEET6_23861 
133@ += 1 
if 
  133@ >= 5 
else_jump @SWEET6_23502 
133@ = 0 

:SWEET6_23502
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_23532 
Car.StorePos(71@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:SWEET6_23532
if 
  133@ == 0 
else_jump @SWEET6_23595 
Camera.SetPosition(1803.978, -1909.369, 15.0671, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:SWEET6_23595
if 
  133@ == 1 
else_jump @SWEET6_23658 
Camera.SetPosition(1795.369, -1900.999, 14.1795, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:SWEET6_23658
if 
  133@ == 2 
else_jump @SWEET6_23721 
Camera.SetPosition(1788.793, -1902.99, 13.7203, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:SWEET6_23721
if 
  133@ == 3 
else_jump @SWEET6_23784 
Camera.SetPosition(1789.377, -1912.195, 14.0671, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:SWEET6_23784
if 
  133@ == 4 
else_jump @SWEET6_23847 
Camera.SetPosition(1796.409, -1912.231, 13.8316, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:SWEET6_23847
135@ += 1 
139@ = 0 

:SWEET6_23861
jump @SWEET6_23892 

:SWEET6_23868
if 
80E1:   not player 0 pressed_key 13 
else_jump @SWEET6_23892 
135@ = 0 

:SWEET6_23892
if 
0736:   NOP_false 67 
else_jump @SWEET6_24543 
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_23956 
Car.StorePos(71@, 56@, 57@, 58@)
$TEMPVAR_ANGLE = Car.Angle(71@)

:SWEET6_23956
$TEMPVAR_ANGLE *= -1.0 
02F7: 46@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 47@ = cosine $TEMPVAR_ANGLE // (float) 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
0087: 53@ = 50@ // (float) 
006B: 53@ *= 46@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 47@ // (float) 
0063: 53@ -= 48@ // (float) 
0087: 54@ = 50@ // (float) 
006B: 54@ *= 47@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 46@ // (float) 
005B: 54@ += 48@ // (float) 
03A9: NOP 
05B6: 76 // FIXED_CAMERA_POSITION - OFFSET FROM CAR = 
03A8: NOP 53@ 
03A8: NOP 54@ 
03A8: NOP 52@ 
068E: get_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
0087: 53@ = 50@ // (float) 
006B: 53@ *= 46@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 47@ // (float) 
0063: 53@ -= 48@ // (float) 
0087: 54@ = 50@ // (float) 
006B: 54@ *= 47@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 46@ // (float) 
005B: 54@ += 48@ // (float) 
03A9: NOP 
05B6: 77 // CAMERA_POINT_AT -       OFFSET FROM CAR = 
03A8: NOP 53@ 
03A8: NOP 54@ 
03A8: NOP 52@ 

:SWEET6_24543
jump @SWEET6_24557 

:SWEET6_24550
35@ += 1 

:SWEET6_24557
if 
  35@ == 8 
else_jump @SWEET6_24627 
Player.CanMove($PLAYER_CHAR) = False
$1044 = 1 
fade 0 500 

:SWEET6_24596
if 
fading 
else_jump @SWEET6_24620 
wait 0 
jump @SWEET6_24596 

:SWEET6_24620
35@ = 99 

:SWEET6_24627
gosub @SWEET6_32620 
if 
  35@ == 99 
else_jump @SWEET6_24659 
gosub @SWEET6_35860 

:SWEET6_24659
return 

:SWEET6_24661
if 
  35@ == 0 
else_jump @SWEET6_24775 
0955: end_playing_loaded_soundtrack 
00BE: text_clear_all 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(1785.766, -1924.333, 14.4648, 0.0, 0.0, 0.0)
Camera.PointAt(1786.283, -1923.493, 14.3015, 2)
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_24768 
09FE: unknown_car 71@ 

:SWEET6_24768
35@ += 1 

:SWEET6_24775
if 
  35@ == 1 
else_jump @SWEET6_26263 
43@ = 0 

:SWEET6_24800
if 
  7 > 43@ 
else_jump @SWEET6_24861 
if 
056E:   car 72@(43@,7i) defined 
else_jump @SWEET6_24847 
Car.Destroy(72@(43@,7i))

:SWEET6_24847
43@ += 1 
jump @SWEET6_24800 

:SWEET6_24861
43@ = 0 

:SWEET6_24868
if 
  22 > 43@ 
else_jump @SWEET6_24929 
if 
056D:   actor 80@(43@,22i) defined 
else_jump @SWEET6_24915 
Actor.DestroyInstantly(80@(43@,22i))

:SWEET6_24915
43@ += 1 
jump @SWEET6_24868 

:SWEET6_24929
if 
056D:   actor 102@ defined 
else_jump @SWEET6_24950 
Actor.DestroyInstantly(102@)

:SWEET6_24950
if 
856E:   not car 71@ defined 
else_jump @SWEET6_25006 
71@ = Car.Create(#SAVANNA, 1793.496, -1907.423, 12.3992)
Car.Angle(71@) = 181.5231
jump @SWEET6_25052 

:SWEET6_25006
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_25052 
Car.PutAt(71@, 1793.496, -1907.423, 12.3992)
Car.Angle(71@) = 181.5231

:SWEET6_25052
72@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
73@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
74@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
75@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
76@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
77@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
78@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
0229: set_car 72@ primary_color_to 1 secondary_color_to 0 
0229: set_car 73@ primary_color_to 2 secondary_color_to 1 
0229: set_car 74@ primary_color_to 3 secondary_color_to 2 
0229: set_car 75@ primary_color_to 10 secondary_color_to 3 
0229: set_car 76@ primary_color_to 9 secondary_color_to 4 
0229: set_car 77@ primary_color_to 6 secondary_color_to 5 
0229: set_car 78@ primary_color_to 7 secondary_color_to 6 
43@ = 0 

:SWEET6_25283
if 
  7 > 43@ 
else_jump @SWEET6_25383 
Car.PutAt(72@(43@,7i), 141@(43@,7f), 148@(43@,7f), 155@(43@,7f))
Car.Angle(72@(43@,7i)) = 162@(43@,7f)
Car.LockInCurrentPosition(72@(43@,7i)) = True
Car.DoorStatus(72@(43@,7i)) = 3
43@ += 1 
jump @SWEET6_25283 

:SWEET6_25383
Car.LockInCurrentPosition(76@) = False
03A2: set_car 76@ action 3 
Car.ToggleHydraulics(76@) = True
Car.ImmuneToNonPlayer(76@) = True
Car.SetImmunities(76@, 1, 1, 1, 1, 1)
80@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
81@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
82@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
83@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
84@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
85@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
86@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
87@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
88@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
89@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
90@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
91@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
92@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
93@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
94@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
95@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
96@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
97@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
98@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
99@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
100@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
0129: 101@ = create_actor_pedtype 24 model #VLA3 in_car 76@ driverseat 
43@ = 0 

:SWEET6_25949
if 
  21 > 43@ 
else_jump @SWEET6_26027 
Actor.PutAt(80@(43@,22i), 169@(43@,22f), 191@(43@,22f), 213@(43@,22f))
Actor.Angle(80@(43@,22i)) = 235@(43@,22f)
43@ += 1 
jump @SWEET6_25949 

:SWEET6_26027
102@ = Actor.Create(Mission1, #BFYPRO, 1788.273, -1903.364, 12.4345)
Actor.Angle(102@) = 232.5412
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_26136 
01E9: 43@ = car 71@ num_passengers 
if 
  43@ > 0 
else_jump @SWEET6_26110 
jump @SWEET6_26136 

:SWEET6_26110
if 
   not Actor.Dead(102@)
else_jump @SWEET6_26136 
0430: put_actor 102@ into_car 71@ passenger_seat 0 

:SWEET6_26136
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_26208 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SIT_RELAXED" IFP_file "LOWRIDER" 4.0 loop 1 0 0 1 time -1 // versionA 

:SWEET6_26208
Camera.SetAtPos(1791.574, -1911.437, 12.4378)
fade 1 1000 

:SWEET6_26232
if 
fading 
else_jump @SWEET6_26256 
wait 0 
jump @SWEET6_26232 

:SWEET6_26256
35@ += 1 

:SWEET6_26263
if 
  35@ == 2 
else_jump @SWEET6_26381 
if 
   not Actor.Dead(101@)
else_jump @SWEET6_26381 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(76@)
else_jump @SWEET6_26325 
05CD: AS_actor -1 exit_car 76@ 

:SWEET6_26325
05D3: AS_actor -1 goto_point 1791.574 -1911.437 12.4378 mode 4 10000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 101@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
32@ = 0 
35@ += 1 

:SWEET6_26381
if 
  35@ == 3 
else_jump @SWEET6_26604 
if 
  32@ > 5000 
else_jump @SWEET6_26604 
Camera.SetPosition(1795.43, -1905.018, 13.6653, 0.0, 0.0, 0.0)
Camera.PointAt(1795.145, -1905.968, 13.5431, 2)
if 
   not Actor.Dead(101@)
else_jump @SWEET6_26590 
0792: disembark_instantly_actor 101@ 
Actor.PutAt(101@, 1795.968, -1909.333, 12.4389)
Actor.Angle(101@) = 20.3199
0615: define_AS_pack_begin 49@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 101@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_26590
32@ = 0 
35@ += 1 

:SWEET6_26604
if 
  35@ == 4 
else_jump @SWEET6_26934 
if 
001C:   $LOWR_PLAYER_POINTS > $LOWR_OPPOSITION_POINTS // (int) 
else_jump @SWEET6_26778 
0209: 43@ = random_int_in_ranges 0 2 
if 
  43@ == 0 
else_jump @SWEET6_26716 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_CA'  // ~z~Hab schon Besseres gesehen, war aber ganz okay, Alter.
04AE: $ACTOR_SPEECH_WAV_FILE = 22811 // $ = any 
create_thread @AUDIOL 101@ 0 1 1 0 
jump @SWEET6_26757 

:SWEET6_26716
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_CB'  // ~z~Fr 'nen Anfnger ganz gut, ey!
04AE: $ACTOR_SPEECH_WAV_FILE = 22812 // $ = any 
create_thread @AUDIOL 101@ 0 1 1 0 

:SWEET6_26757
32@ = 0 
35@ += 1 
jump @SWEET6_26929 

:SWEET6_26778
$1022 -= 1 
0209: 43@ = random_int_in_ranges 0 2 
if 
  43@ == 0 
else_jump @SWEET6_26860 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_DA'  // ~z~Vielleicht ist das nur was fr Amigos!
04AE: $ACTOR_SPEECH_WAV_FILE = 22813 // $ = any 
create_thread @AUDIOL 101@ 0 1 1 0 
jump @SWEET6_26901 

:SWEET6_26860
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_DB'  // ~z~Mann, versuch's lieber mal mit Golfen oder so 'nem Schei!
04AE: $ACTOR_SPEECH_WAV_FILE = 22814 // $ = any 
create_thread @AUDIOL 101@ 0 1 1 0 

:SWEET6_26901
32@ = 0 
35@ += 2 
276@ *= -1 
32@ = 0 

:SWEET6_26929
wait 1000 

:SWEET6_26934
if 
  35@ == 5 
else_jump @SWEET6_27091 
if or
  $AUDIO_LINE_IS_ACTIVE == 0 
  32@ > 3000 
else_jump @SWEET6_27091 
if 
   not Actor.Dead(101@)
else_jump @SWEET6_27091 
0687: clear_actor 101@ task 
0647: unknown_actor 101@ look_task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1794.299 -1917.246 12.4339 mode 4 10000 ms // versionA 
if 
   not Car.Wrecked(76@)
else_jump @SWEET6_27059 
05CB: AS_actor -1 enter_car 76@ as_driver 10000 ms 

:SWEET6_27059
0616: define_AS_pack_end 49@ 
0618: assign_actor 101@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
32@ = 0 
35@ += 2 

:SWEET6_27091
if 
  35@ == 6 
else_jump @SWEET6_27252 
if or
  $AUDIO_LINE_IS_ACTIVE == 0 
  32@ > 3000 
else_jump @SWEET6_27252 
if 
   not Actor.Dead(101@)
else_jump @SWEET6_27252 
0687: clear_actor 101@ task 
0647: unknown_actor 101@ look_task 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1794.299 -1917.246 12.4339 mode 4 10000 ms // versionA 
if 
   not Car.Wrecked(76@)
else_jump @SWEET6_27220 
05CB: AS_actor -1 enter_car 76@ as_driver 10000 ms 

:SWEET6_27220
0616: define_AS_pack_end 49@ 
0618: assign_actor 101@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
32@ = 0 
35@ += 1 

:SWEET6_27252
if 
  35@ == 7 
else_jump @SWEET6_27367 
if 
  32@ > 3000 
else_jump @SWEET6_27367 
if 
001C:   $LOWR_PLAYER_POINTS > $LOWR_OPPOSITION_POINTS // (int) 
else_jump @SWEET6_27329 
35@ += 1 
32@ = 0 
jump @SWEET6_27367 

:SWEET6_27329
fade 0 500 

:SWEET6_27336
if 
fading 
else_jump @SWEET6_27360 
wait 0 
jump @SWEET6_27336 

:SWEET6_27360
35@ = 99 

:SWEET6_27367
if 
  35@ == 8 
else_jump @SWEET6_27399 
32@ = 0 
35@ += 1 

:SWEET6_27399
if 
  35@ == 9 
else_jump @SWEET6_27850 
fade 0 500 

:SWEET6_27424
if 
fading 
else_jump @SWEET6_27448 
wait 0 
jump @SWEET6_27424 

:SWEET6_27448
43@ = 0 

:SWEET6_27455
if 
  7 > 43@ 
else_jump @SWEET6_27516 
if 
056E:   car 72@(43@,7i) defined 
else_jump @SWEET6_27502 
Car.Destroy(72@(43@,7i))

:SWEET6_27502
43@ += 1 
jump @SWEET6_27455 

:SWEET6_27516
43@ = 0 

:SWEET6_27523
if 
  22 > 43@ 
else_jump @SWEET6_27584 
if 
056D:   actor 80@(43@,22i) defined 
else_jump @SWEET6_27570 
Actor.DestroyInstantly(80@(43@,22i))

:SWEET6_27570
43@ += 1 
jump @SWEET6_27523 

:SWEET6_27584
if 
056D:   actor 102@ defined 
else_jump @SWEET6_27605 
Actor.DestroyInstantly(102@)

:SWEET6_27605
Model.Destroy(#WMYMECH)
Model.Destroy(#SAVANNA)
Model.Destroy(#VLA1)
Model.Destroy(#VLA2)
Model.Destroy(#VLA3)
Model.Destroy(#BFYPRO)
Model.Destroy(#HFYST)
Model.Destroy(#SAVANNA)
Model.Destroy(#REMINGTN)
04EF: release_animation "LOWRIDER" 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_27738 
09FE: unknown_car 71@ 
0395: clear_area 1 at 1784.757 -1890.923 12.399 radius 25.0 
Car.PutAt(71@, 1784.757, -1889.923, 12.399)
Car.Angle(71@) = 90.0
Car.LockInCurrentPosition(71@) = True

:SWEET6_27738
wait 500 
02E4: load_cutscene_data 'SWEET6B' 

:SWEET6_27754
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET6_27778 
wait 0 
jump @SWEET6_27754 

:SWEET6_27778
02E7: start_cutscene 
fade 1 1000 

:SWEET6_27787
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET6_27811 
wait 0 
jump @SWEET6_27787 

:SWEET6_27811
02EA: end_cutscene 
fade 0 0 

:SWEET6_27819
if 
fading 
else_jump @SWEET6_27843 
wait 0 
jump @SWEET6_27819 

:SWEET6_27843
35@ = 99 

:SWEET6_27850
if 
  35@ == 99 
else_jump @SWEET6_28493 
43@ = 0 

:SWEET6_27875
if 
  7 > 43@ 
else_jump @SWEET6_27936 
if 
056E:   car 72@(43@,7i) defined 
else_jump @SWEET6_27922 
Car.Destroy(72@(43@,7i))

:SWEET6_27922
43@ += 1 
jump @SWEET6_27875 

:SWEET6_27936
43@ = 0 

:SWEET6_27943
if 
  22 > 43@ 
else_jump @SWEET6_28004 
if 
056D:   actor 80@(43@,22i) defined 
else_jump @SWEET6_27990 
Actor.DestroyInstantly(80@(43@,22i))

:SWEET6_27990
43@ += 1 
jump @SWEET6_27943 

:SWEET6_28004
if 
056D:   actor 102@ defined 
else_jump @SWEET6_28025 
Actor.DestroyInstantly(102@)

:SWEET6_28025
Model.Load(#REMINGTN)
Model.Load(#SAVANNA)
Model.Load(#VLA1)
Model.Load(#VLA2)
Model.Load(#VLA3)

:SWEET6_28047
if or
   not Model.Available(#REMINGTN)
   not Model.Available(#SAVANNA)
   not Model.Available(#VLA1)
   not Model.Available(#VLA2)
   not Model.Available(#VLA3)
else_jump @SWEET6_28091 
wait 0 
jump @SWEET6_28047 

:SWEET6_28091
284@ = Car.Create(#REMINGTN, 1787.266, -1925.162, 12.39)
Car.Angle(284@) = 24.6517
285@ = Car.Create(#SAVANNA, 1799.919, -1926.14, 12.3895)
Car.Angle(285@) = 341.4824
0129: 286@ = create_actor_pedtype 4 model #VLA1 in_car 284@ driverseat 
0129: 287@ = create_actor_pedtype 4 model #VLA1 in_car 285@ driverseat 
288@ = Actor.Create(CivMale, #VLA1, 1796.7, -1915.742, 12.3946)
Actor.Angle(288@) = 80.7
289@ = Actor.Create(CivMale, #VLA2, 1791.623, -1919.621, 12.3927)
Actor.Angle(289@) = 10.9
290@ = Actor.Create(CivMale, #VLA3, 1786.067, -1911.462, 12.3937)
Actor.Angle(290@) = 120.0
Model.Destroy(#REMINGTN)
Model.Destroy(#SAVANNA)
Model.Destroy(#VLA1)
Model.Destroy(#VLA2)
Model.Destroy(#VLA3)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Actor.RemoveReferences(288@)
Actor.RemoveReferences(289@)
Actor.RemoveReferences(290@)
Actor.RemoveReferences(286@)
Actor.RemoveReferences(287@)
Car.RemoveReferences(284@)
Car.RemoveReferences(285@)
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_28378 
Car.LockInCurrentPosition(71@) = True

:SWEET6_28378
Camera.SetAtPos(1793.989, -1908.417, 12.3995)
fade 1 1500 

:SWEET6_28402
if 
fading 
else_jump @SWEET6_28426 
wait 0 
jump @SWEET6_28402 

:SWEET6_28426
if 
001C:   $LOWR_PLAYER_POINTS > $LOWR_OPPOSITION_POINTS // (int) 
else_jump @SWEET6_28459 
36@ = 1 
jump @SWEET6_28482 

:SWEET6_28459
00BC: show_text_highpriority GXT 'S6_33' time 5000 flag 1  // ~r~Du hast den Lowrider-Wettbewerb verloren.
37@ = 1 

:SWEET6_28482
wait 0 
gosub @SWEET6_35860 

:SWEET6_28493
gosub @SWEET6_32620 
return 

:SWEET6_28502
if 
0736:   NOP_false 52 
else_jump @SWEET6_28527 
272@ += 0.01 

:SWEET6_28527
if 
0736:   NOP_false 53 
else_jump @SWEET6_28552 
272@ += -0.01 

:SWEET6_28552
if 
056E:   car 71@ defined 
else_jump @SWEET6_28607 
if 
   Car.Wrecked(71@)
else_jump @SWEET6_28607 
00BC: show_text_highpriority GXT 'S6_34' time 5000 flag 1  // ~r~Dein Lowrider ist hin.
37@ = 1 

:SWEET6_28607
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SWEET6_28784 
if 
  34@ > 2 
else_jump @SWEET6_28784 
if 
  291@ == 0 
else_jump @SWEET6_28725 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1793.068 -1904.254 radius 125.0 125.0 
else_jump @SWEET6_28718 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
291@ = 1 

:SWEET6_28718
jump @SWEET6_28784 

:SWEET6_28725
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 1793.068 -1904.254 radius 150.0 150.0 
else_jump @SWEET6_28784 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
291@ = 0 

:SWEET6_28784
return 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_28844 
if 
   not Actor.Dead(102@)
else_jump @SWEET6_28844 
0464: put_actor 102@ into_turret_on_car 71@ at_car_offset 269@ 270@ 271@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:SWEET6_28844
return 

:SWEET6_28846
if 
  296@ == 0 
else_jump @SWEET6_28904 
292@ = 0.0 
293@ = 0.0 
294@ = 0.0 
295@ = 0.0 

:SWEET6_28904
if 
  296@ == 1 
else_jump @SWEET6_28962 
292@ = 0.0 
293@ = 0.0 
294@ = 0.0 
295@ = 1.0 

:SWEET6_28962
if 
  296@ == 2 
else_jump @SWEET6_29020 
292@ = 0.0 
293@ = 0.0 
294@ = 1.0 
295@ = 0.0 

:SWEET6_29020
if 
  296@ == 3 
else_jump @SWEET6_29078 
292@ = 0.0 
293@ = 0.0 
294@ = 1.0 
295@ = 1.0 

:SWEET6_29078
if 
  296@ == 4 
else_jump @SWEET6_29136 
292@ = 0.0 
293@ = 1.0 
294@ = 0.0 
295@ = 0.0 

:SWEET6_29136
if 
  296@ == 5 
else_jump @SWEET6_29194 
292@ = 0.0 
293@ = 1.0 
294@ = 0.0 
295@ = 1.0 

:SWEET6_29194
if 
  296@ == 6 
else_jump @SWEET6_29252 
292@ = 0.0 
293@ = 1.0 
294@ = 1.0 
295@ = 0.0 

:SWEET6_29252
if 
  296@ == 7 
else_jump @SWEET6_29310 
292@ = 0.0 
293@ = 1.0 
294@ = 1.0 
295@ = 1.0 

:SWEET6_29310
if 
  296@ == 8 
else_jump @SWEET6_29368 
292@ = 1.0 
293@ = 0.0 
294@ = 0.0 
295@ = 0.0 

:SWEET6_29368
if 
  296@ == 9 
else_jump @SWEET6_29426 
292@ = 1.0 
293@ = 0.0 
294@ = 0.0 
295@ = 1.0 

:SWEET6_29426
if 
  296@ == 10 
else_jump @SWEET6_29484 
292@ = 1.0 
293@ = 0.0 
294@ = 1.0 
295@ = 0.0 

:SWEET6_29484
if 
  296@ == 11 
else_jump @SWEET6_29542 
292@ = 1.0 
293@ = 0.0 
294@ = 1.0 
295@ = 1.0 

:SWEET6_29542
if 
  296@ == 12 
else_jump @SWEET6_29600 
292@ = 1.0 
293@ = 1.0 
294@ = 0.0 
295@ = 0.0 

:SWEET6_29600
if 
  296@ == 13 
else_jump @SWEET6_29658 
292@ = 1.0 
293@ = 1.0 
294@ = 0.0 
295@ = 1.0 

:SWEET6_29658
if 
  296@ == 14 
else_jump @SWEET6_29716 
292@ = 1.0 
293@ = 1.0 
294@ = 1.0 
295@ = 0.0 

:SWEET6_29716
if 
  296@ == 15 
else_jump @SWEET6_29774 
292@ = 1.0 
293@ = 1.0 
294@ = 1.0 
295@ = 1.0 

:SWEET6_29774
return 

:SWEET6_29776
if 
  300 > 136@ 
else_jump @SWEET6_29842 
257@ = 1.0 
260@ = 1.0 
263@ = 0.0 
266@ = 0.0 
jump @SWEET6_29915 

:SWEET6_29842
if 
  136@ > 500 
else_jump @SWEET6_29875 
136@ = 0 
jump @SWEET6_29915 

:SWEET6_29875
257@ = 0.0 
260@ = 0.0 
263@ = 0.0 
266@ = 0.0 

:SWEET6_29915
if 
  137@ > 2000 
else_jump @SWEET6_29989 
0209: 296@ = random_int_in_ranges 0 16 
gosub @SWEET6_28846 
0087: 258@ = 294@ // (float) 
0087: 261@ = 292@ // (float) 
0087: 264@ = 295@ // (float) 
0087: 267@ = 293@ // (float) 
137@ = 0 

:SWEET6_29989
if 
   not Car.Wrecked(72@)
else_jump @SWEET6_30131 
if 
   Car.HasHydraulics(72@)
else_jump @SWEET6_30131 
07F5: car 72@ control_hydraulics 260@ 266@ 257@ 263@ 
Car.StorePos(72@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 141@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 148@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 72@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_30131
if 
   not Car.Wrecked(75@)
else_jump @SWEET6_30273 
if 
   Car.HasHydraulics(75@)
else_jump @SWEET6_30273 
07F5: car 75@ control_hydraulics 261@ 267@ 258@ 264@ 
Car.StorePos(75@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 144@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 151@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_30273
0871: init_jump_table 39@ total_jumps 18 default_jump 0 @SWEET6_32618 jumps 0 @SWEET6_30466 1 @SWEET6_30586 2 @SWEET6_30706 3 @SWEET6_30822 4 @SWEET6_30938 5 @SWEET6_31053 6 @SWEET6_31169 
0872: jump_table_jumps 7 @SWEET6_31285 8 @SWEET6_31401 9 @SWEET6_31517 10 @SWEET6_31637 11 @SWEET6_31820 12 @SWEET6_31936 13 @SWEET6_32052 14 @SWEET6_32168 15 @SWEET6_32284 
0872: jump_table_jumps 16 @SWEET6_32400 17 @SWEET6_32509 -1 @SWEET6_32618 -1 @SWEET6_32618 -1 @SWEET6_32618 -1 @SWEET6_32618 -1 @SWEET6_32618 -1 @SWEET6_32618 -1 @SWEET6_32618 

:SWEET6_30466
if 
   not Actor.Dead(80@)
else_jump @SWEET6_30579 
062E: unknown_get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_30579 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_30579
jump @SWEET6_32618 

:SWEET6_30586
if 
   not Actor.Dead(81@)
else_jump @SWEET6_30699 
062E: unknown_get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_30699 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "F_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_30699
jump @SWEET6_32618 

:SWEET6_30706
if 
   not Actor.Dead(82@)
else_jump @SWEET6_30815 
062E: unknown_get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_30815 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(83@)
else_jump @SWEET6_30790 
0677: AS_actor -1 chat_with_actor 83@ lead_speaker_flag 1 unknown_flag 1 
jump @SWEET6_30797 

:SWEET6_30790
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_30797
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_30815
jump @SWEET6_32618 

:SWEET6_30822
if 
   not Actor.Dead(83@)
else_jump @SWEET6_30931 
062E: unknown_get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_30931 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(82@)
else_jump @SWEET6_30906 
0677: AS_actor -1 chat_with_actor 82@ lead_speaker_flag 0 unknown_flag 1 
jump @SWEET6_30913 

:SWEET6_30906
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_30913
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_30931
jump @SWEET6_32618 

:SWEET6_30938
if 
   not Actor.Dead(84@)
else_jump @SWEET6_31046 
062E: unknown_get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_31046 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "CAR_HOOKERTALK" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31046
jump @SWEET6_32618 

:SWEET6_31053
if 
   not Actor.Dead(85@)
else_jump @SWEET6_31162 
062E: unknown_get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_31162 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(86@)
else_jump @SWEET6_31137 
0677: AS_actor -1 chat_with_actor 86@ lead_speaker_flag 0 unknown_flag 1 
jump @SWEET6_31144 

:SWEET6_31137
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_31144
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31162
jump @SWEET6_32618 

:SWEET6_31169
if 
   not Actor.Dead(86@)
else_jump @SWEET6_31278 
062E: unknown_get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_31278 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(85@)
else_jump @SWEET6_31253 
0677: AS_actor -1 chat_with_actor 85@ lead_speaker_flag 1 unknown_flag 1 
jump @SWEET6_31260 

:SWEET6_31253
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_31260
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31278
jump @SWEET6_32618 

:SWEET6_31285
if 
   not Actor.Dead(87@)
else_jump @SWEET6_31394 
062E: unknown_get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_31394 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31394
jump @SWEET6_32618 

:SWEET6_31401
if 
   not Actor.Dead(88@)
else_jump @SWEET6_31510 
062E: unknown_get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_31510 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31510
jump @SWEET6_32618 

:SWEET6_31517
if 
   not Actor.Dead(89@)
else_jump @SWEET6_31630 
062E: unknown_get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_31630 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31630
jump @SWEET6_32618 

:SWEET6_31637
if 
   not Actor.Dead(90@)
else_jump @SWEET6_31813 
062E: unknown_get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_31813 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "WOMAN_IDLESTANCE" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31813
jump @SWEET6_32618 

:SWEET6_31820
if 
   not Actor.Dead(91@)
else_jump @SWEET6_31929 
062E: unknown_get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_31929 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_31929
jump @SWEET6_32618 

:SWEET6_31936
if 
   not Actor.Dead(92@)
else_jump @SWEET6_32045 
062E: unknown_get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_32045 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 1 1 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_32045
jump @SWEET6_32618 

:SWEET6_32052
if 
   not Actor.Dead(93@)
else_jump @SWEET6_32161 
062E: unknown_get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_32161 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_32161
jump @SWEET6_32618 

:SWEET6_32168
if 
   not Actor.Dead(94@)
else_jump @SWEET6_32277 
062E: unknown_get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_32277 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_32277
jump @SWEET6_32618 

:SWEET6_32284
if 
   not Actor.Dead(95@)
else_jump @SWEET6_32393 
062E: unknown_get_actor 95@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_32393 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_32393
jump @SWEET6_32618 

:SWEET6_32400
if 
   not Actor.Dead(96@)
else_jump @SWEET6_32502 
062E: unknown_get_actor 96@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_32502 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 96@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_32502
jump @SWEET6_32618 

:SWEET6_32509
if 
   not Actor.Dead(97@)
else_jump @SWEET6_32611 
062E: unknown_get_actor 97@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_32611 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 97@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_32611
jump @SWEET6_32618 

:SWEET6_32618
return 

:SWEET6_32620
0871: init_jump_table 39@ total_jumps 21 default_jump 0 @SWEET6_35277 jumps 0 @SWEET6_32813 1 @SWEET6_32933 2 @SWEET6_33049 3 @SWEET6_33165 4 @SWEET6_33285 5 @SWEET6_33405 6 @SWEET6_33521 
0872: jump_table_jumps 7 @SWEET6_33641 8 @SWEET6_33757 9 @SWEET6_33873 10 @SWEET6_33993 11 @SWEET6_34109 12 @SWEET6_34229 13 @SWEET6_34349 14 @SWEET6_34465 15 @SWEET6_34581 
0872: jump_table_jumps 16 @SWEET6_34697 17 @SWEET6_34813 18 @SWEET6_34929 19 @SWEET6_35045 20 @SWEET6_35161 -1 @SWEET6_35277 -1 @SWEET6_35277 -1 @SWEET6_35277 -1 @SWEET6_35277 

:SWEET6_32813
if 
   not Actor.Dead(80@)
else_jump @SWEET6_32926 
062E: unknown_get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_32926 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_32926
jump @SWEET6_35277 

:SWEET6_32933
if 
   not Actor.Dead(81@)
else_jump @SWEET6_33042 
062E: unknown_get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_33042 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33042
jump @SWEET6_35277 

:SWEET6_33049
if 
   not Actor.Dead(82@)
else_jump @SWEET6_33158 
062E: unknown_get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_33158 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33158
jump @SWEET6_35277 

:SWEET6_33165
if 
   not Actor.Dead(83@)
else_jump @SWEET6_33278 
062E: unknown_get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_33278 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33278
jump @SWEET6_35277 

:SWEET6_33285
if 
   not Actor.Dead(84@)
else_jump @SWEET6_33398 
062E: unknown_get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_33398 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33398
jump @SWEET6_35277 

:SWEET6_33405
if 
   not Actor.Dead(85@)
else_jump @SWEET6_33514 
062E: unknown_get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_33514 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33514
jump @SWEET6_35277 

:SWEET6_33521
if 
   not Actor.Dead(86@)
else_jump @SWEET6_33634 
062E: unknown_get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_33634 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33634
jump @SWEET6_35277 

:SWEET6_33641
if 
   not Actor.Dead(87@)
else_jump @SWEET6_33750 
062E: unknown_get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_33750 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33750
jump @SWEET6_35277 

:SWEET6_33757
if 
   not Actor.Dead(88@)
else_jump @SWEET6_33866 
062E: unknown_get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_33866 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33866
jump @SWEET6_35277 

:SWEET6_33873
if 
   not Actor.Dead(89@)
else_jump @SWEET6_33986 
062E: unknown_get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_33986 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_33986
jump @SWEET6_35277 

:SWEET6_33993
if 
   not Actor.Dead(90@)
else_jump @SWEET6_34102 
062E: unknown_get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_34102 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34102
jump @SWEET6_35277 

:SWEET6_34109
if 
   not Actor.Dead(91@)
else_jump @SWEET6_34222 
062E: unknown_get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_34222 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34222
jump @SWEET6_35277 

:SWEET6_34229
if 
   not Actor.Dead(92@)
else_jump @SWEET6_34342 
062E: unknown_get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_34342 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34342
jump @SWEET6_35277 

:SWEET6_34349
if 
   not Actor.Dead(93@)
else_jump @SWEET6_34458 
062E: unknown_get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_34458 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34458
jump @SWEET6_35277 

:SWEET6_34465
if 
   not Actor.Dead(94@)
else_jump @SWEET6_34574 
062E: unknown_get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_34574 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34574
jump @SWEET6_35277 

:SWEET6_34581
if 
   not Actor.Dead(95@)
else_jump @SWEET6_34690 
062E: unknown_get_actor 95@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_34690 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34690
jump @SWEET6_35277 

:SWEET6_34697
if 
   not Actor.Dead(96@)
else_jump @SWEET6_34806 
062E: unknown_get_actor 96@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_34806 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 96@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34806
jump @SWEET6_35277 

:SWEET6_34813
if 
   not Actor.Dead(97@)
else_jump @SWEET6_34922 
062E: unknown_get_actor 97@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_34922 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 97@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_34922
jump @SWEET6_35277 

:SWEET6_34929
if 
   not Actor.Dead(98@)
else_jump @SWEET6_35038 
062E: unknown_get_actor 98@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_35038 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 98@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_35038
jump @SWEET6_35277 

:SWEET6_35045
if 
   not Actor.Dead(99@)
else_jump @SWEET6_35154 
062E: unknown_get_actor 99@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_35154 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 99@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_35154
jump @SWEET6_35277 

:SWEET6_35161
if 
   not Actor.Dead(100@)
else_jump @SWEET6_35270 
062E: unknown_get_actor 100@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @SWEET6_35270 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 100@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_35270
jump @SWEET6_35277 

:SWEET6_35277
return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 128 148 178 255 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 81 25 29 255 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:SWEET6_35405
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @SWEET6_35508 jumps 3 @SWEET6_35468 -1 @SWEET6_35548 -1 @SWEET6_35548 -1 @SWEET6_35548 -1 @SWEET6_35548 -1 @SWEET6_35548 -1 @SWEET6_35548 

:SWEET6_35468
0937: text_draw_box_cornerA 29.0 220.0 cornerB 173.0 409.0 GXT_reference 'BJ_TITL' style 2  // Einsatz
jump @SWEET6_35548 

:SWEET6_35508
0937: text_draw_box_cornerA 29.0 220.0 cornerB 157.0 409.0 GXT_reference 'BJ_TITL' style 2  // Einsatz
jump @SWEET6_35548 

:SWEET6_35548
gosub @SWEET6_35805 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'WOF_04'  // Dieser Einsatz
gosub @SWEET6_35805 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number 276@  // $~1~
gosub @SWEET6_35805 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'BJ_02'  // Min. Einsatz
gosub @SWEET6_35805 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number 274@  // $~1~
gosub @SWEET6_35805 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max. Einsatz
gosub @SWEET6_35805 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number 275@  // $~1~
return 

:SWEET6_35805
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 

:SWEET6_35860
34@ += 1 
35@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
32@ = 0 
33@ = 0 
return 

:SWEET6_35918
Marker.Disable($GARAGE_MODLAST_ICON)
$56 = 1 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
Garage.Deactivate('MODLAST')
Garage.Deactivate('BODLAWN')
return 

:SWEET6_35970
Marker.Disable($GARAGE_MODLAST_ICON)
$GARAGE_MODLAST_ICON = Marker.CreateIconWithoutSphere(27, 2644.252, -2028.246, 12.5547)
Marker.Disable($GARAGE_BODLAWN_ICON)
$GARAGE_BODLAWN_ICON = Marker.CreateIconWithoutSphere(27, 1043.4, -1025.3, 34.4)
Marker.Disable($MARKER_SWEET_HOUSE)
Garage.Activate('MODLAST')
Garage.Activate('BODLAWN')
276@ *= 2 
01E3: show_text_1number_styled GXT 'M_PASS' number 276@ time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 276@
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
030C: progress_made += 1 
Player.ClearWantedLevel($PLAYER_CHAR)
$SWEET_TOTAL_PASSED_MISSIONS += 1 
$MISSION_CESAR_VIALPANDO_PASSED = 1 
$56 = 0 
0318: set_latest_mission_passed 'SWEET_6'  // Cesar Vialpando
014C: set_parked_car_generator $2789 cars_to_generate_to 101 
return 

:SWEET6_36144
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
0917: audio_zone 'LOWRIDE' enable_sound 0 
if 
056E:   car 71@ defined 
else_jump @SWEET6_36296 
if 
   not Car.Wrecked(71@)
else_jump @SWEET6_36296 
03A2: set_car 71@ action 4 
Car.LockInCurrentPosition(71@) = False
Car.SetImmunities(71@, 0, 0, 0, 0, 0)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SWEET6_36257 
0221: set_player $PLAYER_CHAR trapped_in_car 0 

:SWEET6_36257
Car.DoorStatus(71@) = 1
if 
   Actor.InCar($PLAYER_ACTOR, 71@)
else_jump @SWEET6_36296 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 71@ 

:SWEET6_36296
43@ = 0 

:SWEET6_36303
if 
  7 > 43@ 
else_jump @SWEET6_36487 
if 
056E:   car 72@(43@,7i) defined 
else_jump @SWEET6_36473 
if 
   not Car.Wrecked(72@(43@,7i))
else_jump @SWEET6_36464 
if or
  43@ == 0 
  43@ == 3 
  43@ == 4 
else_jump @SWEET6_36442 
if 
   Car.HasHydraulics(72@(43@,7i))
else_jump @SWEET6_36442 
07F5: car 72@(43@,7i) control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_36442
03A2: set_car 72@(43@,7i) action 2 
Car.ToggleHydraulics(72@(43@,7i)) = False

:SWEET6_36464
Car.RemoveReferences(72@(43@,7i))

:SWEET6_36473
43@ += 1 
jump @SWEET6_36303 

:SWEET6_36487
43@ = 0 

:SWEET6_36494
if 
  22 > 43@ 
else_jump @SWEET6_36575 
if 
056D:   actor 80@(43@,22i) defined 
else_jump @SWEET6_36561 
if 
   not Actor.Dead(80@(43@,22i))
else_jump @SWEET6_36552 

:SWEET6_36552
Actor.RemoveReferences(80@(43@,22i))

:SWEET6_36561
43@ += 1 
jump @SWEET6_36494 

:SWEET6_36575
if 
056D:   actor 79@ defined 
else_jump @SWEET6_36596 
Actor.RemoveReferences(79@)

:SWEET6_36596
if 
056D:   actor 102@ defined 
else_jump @SWEET6_36617 
Actor.RemoveReferences(102@)

:SWEET6_36617
Model.Destroy(#WMYMECH)
Model.Destroy(#SAVANNA)
Model.Destroy(#VLA1)
Model.Destroy(#VLA2)
Model.Destroy(#VLA3)
Model.Destroy(#BFYPRO)
Model.Destroy(#HFYST)
Model.Destroy(#SAVANNA)
Model.Destroy(#REMINGTN)
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
04EF: release_animation "LOWRIDER" 
Marker.Disable(105@)
Marker.Disable(106@)
0151: remove_status_text $LOWR_PLAYER_POINTS 
0151: remove_status_text $LOWR_OPPOSITION_POINTS 
0581: enable_radar 1 
0953: get_soundtrack_status_to 43@ 
if 
84A4:   not  43@ == 0 // @ == any 
else_jump @SWEET6_36733 
0955: end_playing_loaded_soundtrack 

:SWEET6_36733
0733: random_car_generator_enable_model #SAVANNA 
$1044 = 1 
065C: release_decision_maker 66@ 
065C: release_decision_maker 67@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 20---------------
// Originally: Los Sepulcros

:SWEET7
thread 'SWEET7' 
gosub @SWEET7_54 
if 
wasted_or_busted 
else_jump @SWEET7_38 
gosub @SWEET7_32404 

:SWEET7_38
gosub @SWEET7_32503 
end_thread 
546@ = 0 

:SWEET7_54
increment_mission_attempts 
054C: use_GXT_table 'SWEET7' 
$ONMISSION = 1 
wait 0 
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 
set_weather 1 

:SWEET7_104
if 
fading 
else_jump @SWEET7_128 
wait 0 
jump @SWEET7_104 

:SWEET7_128
02E4: load_cutscene_data 'SWEET7A' 

:SWEET7_139
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET7_163 
wait 0 
jump @SWEET7_139 

:SWEET7_163
0395: clear_area 1 at 2508.975 -1671.537 12.3853 radius 500.0 
02E7: start_cutscene 
fade 1 1000 

:SWEET7_196
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET7_220 
wait 0 
jump @SWEET7_196 

:SWEET7_220
fade 0 0 

:SWEET7_226
if 
fading 
else_jump @SWEET7_250 
wait 0 
jump @SWEET7_226 

:SWEET7_250
02EA: end_cutscene 
01B7: release_weather 
wait 0 
Actor.PutAt($PLAYER_ACTOR, 2515.207, -1674.086, 12.7552)
Actor.Angle($PLAYER_ACTOR) = 54.1779
023C: load_special_actor 'SWEET' as 1 // models 290-299 
Model.Load(#GREENWOO)
Model.Load(#WMOPREA)
Model.Load(#BFYRI)
Model.Load(#ADMIRAL)
Model.Load(#SADLER)
Model.Load(#MICRO_UZI)
Model.Load(#COLT45)
Model.Load(#CHROMEGUN)
Model.Load(#BALLAS3)
Model.Load(#BALLAS2)
Model.Load(#BALLAS1)
Model.Load(#FAM3)
Model.Load(#FAM2)
Model.Load(#FAM1)
04ED: load_animation "GRAVEYARD" 
04ED: load_animation "SMOKING" 
038B: load_requested_models 

:SWEET7_389
if or
823D:   not special_actor 1 loaded 
   not Model.Available(#WMOPREA)
   not Model.Available(#BFYRI)
   not Model.Available(#ADMIRAL)
   not Model.Available(#SADLER)
else_jump @SWEET7_433 
wait 0 
jump @SWEET7_389 

:SWEET7_433
if or
   not Model.Available(#COLT45)
   not Model.Available(#GREENWOO)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#CHROMEGUN)
else_jump @SWEET7_475 
wait 0 
jump @SWEET7_433 

:SWEET7_475
if or
   not Model.Available(#BALLAS3)
   not Model.Available(#BALLAS2)
   not Model.Available(#BALLAS1)
else_jump @SWEET7_509 
wait 0 
jump @SWEET7_475 

:SWEET7_509
if or
   not Model.Available(#FAM3)
   not Model.Available(#FAM2)
   not Model.Available(#FAM1)
84EE:   not animation "GRAVEYARD" loaded 
84EE:   not animation "SMOKING" loaded 
else_jump @SWEET7_567 
wait 0 
jump @SWEET7_509 

:SWEET7_567
wait 500 
302@ = 0 
286@ = 0 
285@ = 0 
278@ = 0 
279@ = 0 
280@ = 0 
276@ = 0 
277@ = 0 
$6693 = 0 
275@ = 0 
73@ = 0 
74@ = 0 
274@ = 0 
133@ = 0 
38@ = 0 
37@ = 0 
53@ = 0 
139@ = 0 
54@ = 0 
55@ = -13 
61@ = 0 
56@ = 0 
57@ = 0 
58@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
303@ = 0 
69@ = 0 
71@ = 0 
132@ = 0 
123@ = 0 
135@ = 806.4608 
136@ = -1129.844 
137@ = 952.2434 
138@ = -1051.841 
141@ = 931.9752 
151@ = -1062.447 
161@ = 23.6757 
171@ = 921.2714 
181@ = -1064.736 
191@ = 23.327 
201@ = 920.3427 
211@ = -1061.403 
221@ = 23.6757 
231@ = 921.269 
241@ = -1081.521 
251@ = 23.623 
142@ = 922.6375 
152@ = -1122.282 
162@ = 23.0028 
143@ = 899.537 
153@ = -1114.694 
163@ = 23.232 
172@ = 913.2869 
182@ = -1092.168 
192@ = 23.1942 
202@ = 911.2869 
212@ = -1092.168 
222@ = 22.1942 
232@ = 914.2869 
242@ = -1092.168 
252@ = 25.1942 
173@ = 886.0813 
183@ = -1114.899 
193@ = 22.9879 
203@ = 883.5623 
213@ = -1112.94 
223@ = 23.0419 
233@ = 881.4856 
243@ = -1116.985 
253@ = 23.0419 
144@ = 907.4198 
154@ = -1101.579 
164@ = 23.2969 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
$6693 = 240000 
01E8: create_forbidden_for_cars_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
022B: create_forbidden_for_peds_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
076D: get_zone 'GAN1' gang 1 density_to 35@ 
076D: get_zone 'GAN2' gang 1 density_to 36@ 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 1 density_to 0 
53@ = 0 
050F: get_max_wanted_level_to 287@ 
0395: clear_area 1 at 954.4976 -1103.594 22.8015 radius 10.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
0395: clear_area 1 at 2508.084 -1671.19 12.3794 radius 500.0 
78@ = Car.Create(#GREENWOO, 2508.084, -1671.19, 12.3794)
Car.Angle(78@) = 354.4729
053F: set_car 78@ tires_vulnerability 0 
0229: set_car 78@ primary_color_to 59 secondary_color_to 34 
0657: car 78@ open_componentA 3 
79@ = Car.Create(#ADMIRAL, 925.7109, -1122.968, 22.9909)
Car.Angle(79@) = 330.8056
0229: set_car 79@ primary_color_to 59 secondary_color_to 34 
053F: set_car 79@ tires_vulnerability 0 
Car.SetImmunities(79@, 0, 0, 1, 0, 0)
Car.SetImmunities(79@, 1, 1, 1, 1, 1)
Car.DoorStatus(79@) = 2
0169: set_fade_color_RGB 0 0 0 
Camera.SetBehindPlayer
060A: create_decision_maker_type 0 store_to 92@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 93@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 94@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 95@ // decision\allowed\m_.ped files 
105@ = Actor.Create(Mission1, #BALLAS1, 885.1994, -1075.546, 23.3273)
060B: set_actor 105@ decision_maker_to 92@ 
Actor.Angle(105@) = 170.0
Actor.WeaponAccuracy(105@) = 90
550@ = Actor.Health(105@)
Actor.Health(105@) = 120
107@ = Actor.Create(Mission1, #BALLAS2, 883.2532, -1075.496, 23.3273)
060B: set_actor 107@ decision_maker_to 92@ 
Actor.Angle(107@) = 175.0
Actor.WeaponAccuracy(107@) = 90
Actor.Health(107@) = 120
109@ = Actor.Create(Mission1, #BALLAS2, 881.4261, -1077.114, 23.3203)
060B: set_actor 109@ decision_maker_to 92@ 
Actor.Angle(109@) = 275.0
Actor.WeaponAccuracy(109@) = 90
Actor.Health(109@) = 120
if 
   not Actor.Dead(105@)
else_jump @SWEET7_1917 
01B2: give_actor 105@ weapon 22 ammo 2000 // Load the weapon model before using this 
0605: actor 105@ perform_animation_sequence "MRNM_LOOP" IFP_file "GRAVEYARD" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET7_1917
if 
   not Actor.Dead(107@)
else_jump @SWEET7_1943 
01B2: give_actor 107@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_1943
if 
   not Actor.Dead(109@)
else_jump @SWEET7_2011 
01B2: give_actor 109@ weapon 22 ammo 2000 // Load the weapon model before using this 
0605: actor 109@ perform_animation_sequence "MRNM_LOOP" IFP_file "GRAVEYARD" 10.0 loop 1 0 0 0 time -1 // versionA 

:SWEET7_2011
134@ = Object.Init(#CASKET_LAW, 885.6575, -1077.412, 23.3188)
96@ = Actor.Create(CivMale, #WMOPREA, 886.6391, -1079.179, 23.3136)
0605: actor 96@ perform_animation_sequence "PRST_LOOPA" IFP_file "GRAVEYARD" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 96@ decision_maker_to 93@ 
Actor.Angle(96@) = 24.0
Model.Destroy(#WMOPREA)
97@ = Actor.Create(CivFemale, #BFYRI, 884.9761, -1079.983, 23.3133)
0605: actor 97@ perform_animation_sequence "MRNF_LOOP" IFP_file "GRAVEYARD" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 97@ decision_maker_to 93@ 
Actor.Angle(97@) = 4.0
Model.Destroy(#BFYRI)
0395: clear_area 1 at 2297.971 -1628.015 13.7028 radius 20.0 
263@ = Actor.Create(Gang2, #FAM1, 2509.418, -1663.134, 12.5872)
Actor.Angle(263@) = 214.5012
060B: set_actor 263@ decision_maker_to 93@ 
0446: set_actor 263@ immune_to_headshots 0 
039E: set_actor 263@ locked 1 while_in_car 
0526: set_actor 263@ stay_in_car 1 
09F6: set_actor 263@ unjackable_through_driver_seat 0 
0605: actor 263@ perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "SMOKING" 4.0 loop 1 0 0 0 time -1 // versionA 
264@ = Actor.Create(Gang2, #FAM2, 2504.471, -1675.764, 12.3709)
Actor.Angle(264@) = 277.5012
060B: set_actor 264@ decision_maker_to 93@ 
0446: set_actor 264@ immune_to_headshots 0 
039E: set_actor 264@ locked 1 while_in_car 
0526: set_actor 264@ stay_in_car 1 
09F6: set_actor 264@ unjackable_through_driver_seat 0 
0605: actor 264@ perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "SMOKING" 4.0 loop 1 0 0 0 time -1 // versionA 
01E8: create_forbidden_for_cars_cube_cornerA 135@ 136@ 0.0 cornerB 137@ 138@ 60.0 
022B: create_forbidden_for_peds_cube_cornerA 135@ 136@ 0.0 cornerB 137@ 138@ 60.0 
0652: 281@ = integer_stat 68 
0956: get_respect_to 301@ 
if 
  301@ > 1 
else_jump @SWEET7_2695 
55@ = 3 
$ACTOR_SWEET = Actor.Create(Mission2, #SPECIAL01, 2509.59, -1672.237, 12.3934)
Actor.Angle($ACTOR_SWEET) = 239.0
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_2614 
Car.DoorStatus(78@) = 3
Car.LockInCurrentPosition(78@) = True

:SWEET7_2614
01B2: give_actor $ACTOR_SWEET weapon 28 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
Actor.Health($ACTOR_SWEET) = 1000
08AF: set_actor $ACTOR_SWEET max_health_to 1000 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0526: set_actor $ACTOR_SWEET stay_in_car 1 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
041E: set_radio_station 7 
32@ = 0 
jump @SWEET7_3089 

:SWEET7_2695
$ACTOR_SWEET = Actor.Create(Mission2, #SPECIAL01, 2511.343, -1674.936, 12.5473)
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_2750 
Car.DoorStatus(78@) = 3
Car.LockInCurrentPosition(78@) = True

:SWEET7_2750
08AF: set_actor $ACTOR_SWEET max_health_to 1000 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
01B2: give_actor $ACTOR_SWEET weapon 28 ammo 99999 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
Actor.Health($ACTOR_SWEET) = 1000
08AF: set_actor $ACTOR_SWEET max_health_to 1000 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0526: set_actor $ACTOR_SWEET stay_in_car 1 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
289@ = Actor.Create(Gang1, #BALLAS1, 2262.797, -1348.54, 22.985)
01B2: give_actor 289@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 289@ decision_maker_to 93@ 
290@ = Actor.Create(Gang1, #BALLAS2, 2263.582, -1346.651, 22.9838)
Actor.Angle(290@) = 140.0
01B2: give_actor 290@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 290@ decision_maker_to 93@ 
0677: AS_actor 289@ chat_with_actor 290@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 290@ chat_with_actor 289@ lead_speaker_flag 0 unknown_flag 1 
291@ = Actor.Create(Gang1, #BALLAS3, 2261.85, -1345.101, 22.9864)
Actor.Angle(291@) = 224.0
01B2: give_actor 291@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 291@ decision_maker_to 93@ 
0605: actor 291@ perform_animation_sequence "MRNM_LOOP" IFP_file "GRAVEYARD" 10.0 loop 1 0 0 0 time -1 // versionA 
0296: unload_special_actor 1 
292@ = Marker.CreateAboveActor(289@)
293@ = Marker.CreateAboveActor(290@)
294@ = Marker.CreateAboveActor(291@)
55@ = 0 
282@ = -10 
33@ = 0 

:SWEET7_3089
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_SWEET 
32@ = 0 

:SWEET7_3104
if 
  2000 > 32@ 
else_jump @SWEET7_3134 
wait 0 
jump @SWEET7_3104 

:SWEET7_3134
Model.Destroy(#SADLER)
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0395: clear_area 1 at 2508.16 -1666.47 13.0 radius 10.0 
fade 1 1000 
07AF: 260@ = player $PLAYER_CHAR group 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 0 // see ped.dat 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0940: unknown_group 260@ flag 1 
if 
  274@ == 13 
else_jump @SWEET7_3289 
40@ = Marker.CreateAboveActor($PLAYER_ACTOR)
78@ = Car.Create(#GREENWOO, 2508.975, -1671.537, 12.3853)
43@ = Marker.CreateAboveCar(78@)
98@ = Actor.Create(Mission1, #BALLAS1, 885.1994, -1075.546, 23.3273)

:SWEET7_3289
304@ = 0 
532@ = 1 
533@ = 2 
534@ = 0 
535@ = 1 
536@ = 0 
537@ = 0 
05AA: 312@s = 'SWE7_AA'  // ~z~Wir werden Hilfe brauchen.
05AA: 314@s = 'SWE7_AB'  // ~z~Ja, ich ruf ein paar Kumpel an, trommele 'ne ganze Truppe zusammen.
05AA: 316@s = 'SWE7_AC'  // ~z~Aber ich hab dich gewarnt, was es heit, dich fr deine Homies reinzuhngen.
05AA: 318@s = 'SWE7_AD'  // ~z~Du hast nicht genug Mumm, um alle geschlossen hinter dich zu bringen, Bruder.
05AA: 320@s = 'SWE7_AE'  // ~z~Daran kann ich jetzt auch nicht viel ndern.
05AA: 322@s = 'SWE7_AF'  // ~z~Fahr ins Ballas-Revier und mach ein paar von den Idioten kalt,
05AA: 324@s = 'SWE7_AG'  // ~z~das wird sich schnell genug rumsprechen.
05AA: 326@s = 'SWE7_AH'  // ~z~Ich warte hier auf dich.
05AA: 328@s = 'SWE7_BA'  // ~z~Cool, nehmen wir mein Auto.
05AA: 330@s = 'SWE7_BB'  // ~z~Hey, wohin?
05AA: 332@s = 'SWE7_BC'  // ~z~Den Block da entlang, zur Brcke.
05AA: 334@s = 'SWE7_BD'  // ~z~Ich kenn ein paar Groves, die wir mitnehmen knnen.
05AA: 336@s = 'SWE7_BE'  // ~z~Ein Grove-Kommando? Da bin ich dabei!
05AA: 338@s = 'SWE7_CA'  // ~z~Raus jetzt, trommel die Leute zusammen, CJ!
05AA: 340@s = 'SWE7_CB'  // ~z~Da sind sie, steig aus und bring sie her.
05AA: 342@s = 'SWE7_CC'  // ~z~Das sind sie, hol sie zu unserer Truppe dazu.
05AA: 344@s = 'SWE7_DA'  // ~z~CJ, hast du was von Ryders Stoff genommen?
05AA: 346@s = 'SWE7_DB'  // ~z~Fuck, was machst du da, CJ?
05AA: 348@s = 'SWE7_DC'  // ~z~Oh, CJ, du bist ein Arschloch!
05AA: 350@s = 'SWE7_DD'  // ~z~Sag diesen Typen, dass sie sich verpissen sollen, CJ, ich denk da eher an zwei bestimmte Gangster.
05AA: 352@s = 'SWE7_DE'  // ~z~Ich hab doch gesagt, dass mir zwei bestimmte Typen vorschweben, Kumpel, sag diesen Jungs, sie sollen nach Hause gehen.
05AA: 354@s = 'SWE7_EA'  // ~z~Okay, los geht's, wir mssen uns mit ein paar Typen treffen.
05AA: 356@s = 'SWE7_EB'  // ~z~Wir gehen zur Rckseite von Los Sepulcros und schleichen uns ber die Mauer rein.
05AA: 358@s = 'SWE7_EC'  // ~z~Beeilung, CJ, wir mssen in Position sein, bevor die Beerdigung anfngt.
05AA: 360@s = 'SWE7_ED'  // ~z~Beweg dich, CJ, wir kommen zu spt!
05AA: 362@s = 'SWE7_EE'  // ~z~Wir mssen rechtzeitig da sein, CJ!
05AA: 364@s = 'SWE7_EF'  // ~z~Wir haben die verdammte Beerdigung verpasst!
05AA: 366@s = 'SWE7_EG'  // ~z~Wir haben's verbockt, Mann, die Beerdigung ist vorbei.
05AA: 368@s = 'SWE7_EH'  // ~z~Da sind wir.
05AA: 370@s = 'SWE7_EJ'  // ~z~Carl, du bleibst hier, und wir klettern ber die Mauer, um die Lage abzuchecken.
05AA: 372@s = 'SWE7_EK'  // ~z~Okay, CJ, komm rber!
05AA: 374@s = 'SWE7_FA'  // ~z~Yo, ihr kennt CJ, oder?
05AA: 376@s = 'SWE7_FB'  // ~z~Diese beiden Jungs hier haben die Front Yard Ballas bei den Vorbereitungen beobachtet.
05AA: 378@s = 'SWE7_GA'  // ~z~Okay, nehmt eure Positionen ein und wartet auf Kane.
05AA: 380@s = 'SWE7_GB'  // ~z~Kane, gehrt der nicht zum Front-Yard-Adel?
05AA: 382@s = 'SWE7_GC'  // ~z~Ja, und wenn es nur minimal nach rger riecht, bevor er ankommt, lsst er sich gar nicht erst blicken.
05AA: 384@s = 'SWE7_HA'  // ~z~CJ, du Vollidiot! Jetzt kommt Kane bestimmt nicht!
05AA: 386@s = 'SWE7_HB'  // ~z~Oh, Mann, jetzt wird sich Kane nicht sehen lassen.
05AA: 388@s = 'SWE7_HC'  // ~z~Du hast uns den Hinterhalt vermasselt, CJ, du Weichei!
05AA: 390@s = 'SWE7_JA'  // ~z~Da kommt er...
05AA: 392@s = 'SWE7_JB'  // ~z~Der Feigling trgt anscheinend 'ne Schutzweste.
05AA: 394@s = 'SWE7_JC'  // ~z~Da brauchen wir wahrscheinlich ein paar Kugeln mehr, um ihn zu erledigen!
05AA: 396@s = 'SWE7_KA'  // ~z~Okay, CJ, du bernimmst Kane, und wir kmmern uns um die anderen Wichser!
05AA: 398@s = 'SWE7_KB'  // ~z~Wir bernehmen die kleinen Fische, CJ, du kmmerst dich um Kane!
05AA: 400@s = 'SWE7_KC'  // ~z~CJ, du bernimmst Kane. Ihr nehmt einfach die anderen Typen vor!
05AA: 402@s = 'SWE7_LA'  // ~z~Kane steuert das Ballas-Auto an!
05AA: 404@s = 'SWE7_LB'  // ~z~Die Karre der Ballas will Kane hier rausholen!
05AA: 406@s = 'SWE7_LC'  // ~z~Kane haut ab!
05AA: 408@s = 'SWE7_MA'  // ~z~Los, nehmen wir die Kiste da drben!
05AA: 410@s = 'SWE7_MB'  // ~z~Wir knnen ihn in diesem Auto verfolgen!
05AA: 412@s = 'SWE7_MC'  // ~z~Nehmen wir dieses Auto!
05AA: 414@s = 'SWE7_MD'  // ~z~Hol uns dieses Auto, CJ!
05AA: 416@s = 'SWE7_NA'  // ~z~Okay, ich bin drin, los!
05AA: 418@s = 'SWE7_NB'  // ~z~Los, CJ, ich hab diese alte Mhle aufgebrochen!
05AA: 420@s = 'SWE7_OA'  // ~z~Drck drauf, CJ, wir mssen ihn erwischen, bevor er das Front-Yard-Gebiet erreicht!
05AA: 422@s = 'SWE7_OB'  // ~z~Gib Gas, CJ, schnapp dir den Trottel, bevor er sein Revier erreicht!
05AA: 424@s = 'SWE7_PA'  // ~z~Nher ran, CJ!
05AA: 426@s = 'SWE7_PB'  // ~z~Halt ruhig, CJ!
05AA: 428@s = 'SWE7_PC'  // ~z~Fahr nebenher!
05AA: 430@s = 'SWE7_PD'  // ~z~Fahr auf gleicher Hhe, damit ich den Idiot wegpusten kann!
05AA: 432@s = 'SWE7_QA'  // ~z~Ah, Scheie, jetzt hat er sicheren Boden unter den Fen.
05AA: 434@s = 'SWE7_QB'  // ~z~Verdammt, er hat sein Nest erreicht!
05AA: 436@s = 'SWE7_QC'  // ~z~Fuck, er ist davongekommen, FUCK!
05AA: 438@s = 'SWE7_RA'  // ~z~Das ist fr dich, du Front-Yard-ARSCH!
05AA: 440@s = 'SWE7_RB'  // ~z~Niemand legt sich mit GROVE STREET an!
05AA: 442@s = 'SWE7_RC'  // ~z~Los, wir verpissen uns besser zurck nach Compton!
05AA: 444@s = 'SWE7_SA'  // ~z~Gut gemacht, CJ!
05AA: 446@s = 'SWE7_SB'  // ~z~Ich organisier uns einen Fluchtwagen, ihr kmmert euch um die restlichen Ballas!
05AA: 448@s = 'SWE7_SC'  // ~z~Okay, alle einsteigen und dann nichts wie weg hier!
05AA: 450@s = 'SWE7_TA'  // ~z~Mann, wir waren cool eben!
05AA: 452@s = 'SWE7_TB'  // ~z~Geht alle nach Hause, haltet euch im Hintergrund. Wir haben uns den ganzen Tag nicht gesehen, okay?
05AA: 454@s = 'SWE7_TC'  // ~z~Wir sehen uns spter, Carl.
04AF: 459@ = 38400 // @ = any 
04AF: 460@ = 38401 // @ = any 
04AF: 461@ = 38402 // @ = any 
04AF: 462@ = 38403 // @ = any 
04AF: 463@ = 38404 // @ = any 
04AF: 464@ = 38405 // @ = any 
04AF: 465@ = 38406 // @ = any 
04AF: 466@ = 38407 // @ = any 
04AF: 467@ = 38408 // @ = any 
04AF: 468@ = 38409 // @ = any 
04AF: 469@ = 38410 // @ = any 
04AF: 470@ = 38411 // @ = any 
04AF: 471@ = 38412 // @ = any 
04AF: 472@ = 38413 // @ = any 
04AF: 473@ = 38414 // @ = any 
04AF: 474@ = 38415 // @ = any 
04AF: 475@ = 38416 // @ = any 
04AF: 476@ = 38417 // @ = any 
04AF: 477@ = 38418 // @ = any 
04AF: 478@ = 38419 // @ = any 
04AF: 479@ = 38420 // @ = any 
04AF: 480@ = 38421 // @ = any 
04AF: 481@ = 38422 // @ = any 
04AF: 482@ = 38423 // @ = any 
04AF: 483@ = 38424 // @ = any 
04AF: 484@ = 38425 // @ = any 
04AF: 485@ = 38426 // @ = any 
04AF: 486@ = 38427 // @ = any 
04AF: 487@ = 38428 // @ = any 
04AF: 488@ = 38429 // @ = any 
04AF: 489@ = 38430 // @ = any 
04AF: 490@ = 38431 // @ = any 
04AF: 491@ = 38432 // @ = any 
04AF: 492@ = 38433 // @ = any 
04AF: 493@ = 38434 // @ = any 
04AF: 494@ = 38435 // @ = any 
04AF: 495@ = 38436 // @ = any 
04AF: 496@ = 38437 // @ = any 
04AF: 497@ = 38438 // @ = any 
04AF: 498@ = 38439 // @ = any 
04AF: 499@ = 38440 // @ = any 
04AF: 500@ = 38441 // @ = any 
04AF: 501@ = 38442 // @ = any 
04AF: 502@ = 38443 // @ = any 
04AF: 503@ = 38444 // @ = any 
04AF: 504@ = 38445 // @ = any 
04AF: 505@ = 38446 // @ = any 
04AF: 506@ = 38447 // @ = any 
04AF: 507@ = 38448 // @ = any 
04AF: 508@ = 38449 // @ = any 
04AF: 509@ = 38450 // @ = any 
04AF: 510@ = 38451 // @ = any 
04AF: 511@ = 38452 // @ = any 
04AF: 512@ = 38453 // @ = any 
04AF: 513@ = 38454 // @ = any 
04AF: 514@ = 38455 // @ = any 
04AF: 515@ = 38456 // @ = any 
04AF: 516@ = 38457 // @ = any 
04AF: 517@ = 38458 // @ = any 
04AF: 518@ = 38459 // @ = any 
04AF: 519@ = 38460 // @ = any 
04AF: 520@ = 38461 // @ = any 
04AF: 521@ = 38462 // @ = any 
04AF: 522@ = 38463 // @ = any 
04AF: 523@ = 38464 // @ = any 
04AF: 524@ = 38465 // @ = any 
04AF: 525@ = 38466 // @ = any 
04AF: 526@ = 38467 // @ = any 
04AF: 527@ = 38468 // @ = any 
04AF: 528@ = 38469 // @ = any 
04AF: 529@ = 38470 // @ = any 
04AF: 530@ = 38471 // @ = any 

:SWEET7_5066
wait 0 
if 
  304@ == 0 
else_jump @SWEET7_5102 
03CF: load_wav 22600 as 3 
304@ = 1 

:SWEET7_5102
if 
  304@ == 1 
else_jump @SWEET7_5142 
if 
03D0:   wav 3 loaded 
else_jump @SWEET7_5142 
304@ = 2 

:SWEET7_5142
if 
  304@ == 2 
else_jump @SWEET7_5237 
if 
   not Actor.Dead(97@)
else_jump @SWEET7_5237 
if 
00F2:   actor $PLAYER_ACTOR near_actor 97@ radius 200.0 200.0 0 
else_jump @SWEET7_5237 
03D7: set_wav 3 location 884.9761 -1079.983 23.3133 
03D1: play_wav 3 
304@ = 3 

:SWEET7_5237
if 
   not 534@ == 0 
else_jump @SWEET7_5590 
if 
  536@ == 0 
else_jump @SWEET7_5308 
if 
03D0:   wav 533@ loaded 
else_jump @SWEET7_5294 
040D: unload_wav 533@ 

:SWEET7_5294
536@ = 1 
537@ = 1 

:SWEET7_5308
if 
  536@ == 1 
else_jump @SWEET7_5345 
03CF: load_wav 458@(534@,74i) as 532@ 
536@ = 2 

:SWEET7_5345
if 
  536@ == 2 
else_jump @SWEET7_5405 
if 
03D0:   wav 532@ loaded 
else_jump @SWEET7_5405 
03D1: play_wav 532@ 
00BC: show_text_highpriority GXT 310@(534@,74s) time 10000 flag 1 
536@ = 3 

:SWEET7_5405
if 
  536@ == 3 
else_jump @SWEET7_5590 
if 
03D2:   wav 532@ ended 
else_jump @SWEET7_5529 
03D5: remove_text 310@(534@,74s) 
if 
  532@ == 1 
else_jump @SWEET7_5487 
532@ = 2 
533@ = 1 
jump @SWEET7_5501 

:SWEET7_5487
532@ = 1 
533@ = 2 

:SWEET7_5501
534@ = 0 
536@ = 0 
537@ = 0 
jump @SWEET7_5590 

:SWEET7_5529
if 
83D0:   not wav 533@ loaded 
else_jump @SWEET7_5590 
if 
  72 > 534@ 
else_jump @SWEET7_5590 
0085: 535@ = 534@ // (int) 
535@ += 1 
03CF: load_wav 458@(535@,74i) as 533@ 

:SWEET7_5590
if 
0735:   NOP_false 83 
else_jump @SWEET7_5612 
jump @SWEET7_32422 

:SWEET7_5612
if 
0735:   NOP_false 87 
else_jump @SWEET7_5663 
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_5663 
Car.PutAt(78@, 794.203, -1059.185, 23.6844)

:SWEET7_5663
07F6: get_group 260@ number_of_leaders_to 262@ number_of_members_to 261@ 
if 
  1 > 53@ 
else_jump @SWEET7_5798 
if 
  1 > $6693 
else_jump @SWEET7_5741 
014F: stop_timer $6693 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 2 
539@ = 31 
53@ = 999 

:SWEET7_5741
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_5798 
if 
0495:   car 78@ burning 
else_jump @SWEET7_5798 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR664' time 6000 flag 1  // ~r~Sweets Auto steht in Flammen und er ist zu schlau, um wieder einzusteigen.
jump @SWEET7_32404 

:SWEET7_5798
0652: 281@ = integer_stat 68 
if 
  55@ == 0 
else_jump @SWEET7_7160 
if 
  0 > 282@ 
else_jump @SWEET7_6176 
if 
  537@ == 0 
else_jump @SWEET7_6176 
0871: init_jump_table 282@ total_jumps 9 default_jump 0 @SWEET7_6176 jumps -10 @SWEET7_5987 -9 @SWEET7_6008 -8 @SWEET7_6029 -7 @SWEET7_6050 -6 @SWEET7_6071 -5 @SWEET7_6092 -4 @SWEET7_6113 
0872: jump_table_jumps -3 @SWEET7_6134 -2 @SWEET7_6155 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 

:SWEET7_5987
534@ = 1 
282@ = -9 
jump @SWEET7_6176 

:SWEET7_6008
534@ = 2 
282@ = -8 
jump @SWEET7_6176 

:SWEET7_6029
534@ = 3 
282@ = -7 
jump @SWEET7_6176 

:SWEET7_6050
534@ = 4 
282@ = -6 
jump @SWEET7_6176 

:SWEET7_6071
534@ = 5 
282@ = -5 
jump @SWEET7_6176 

:SWEET7_6092
534@ = 6 
282@ = -4 
jump @SWEET7_6176 

:SWEET7_6113
534@ = 7 
282@ = -3 
jump @SWEET7_6176 

:SWEET7_6134
534@ = 8 
282@ = -2 
jump @SWEET7_6176 

:SWEET7_6155
534@ = 0 
282@ = 0 
jump @SWEET7_6176 

:SWEET7_6176
if 
  537@ == 0 
else_jump @SWEET7_6301 
if 
  282@ == 0 
else_jump @SWEET7_6244 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR612' time 6000 flag 1  // ~s~Begib dich auf Ballas-Gebiet und schalte ein paar toughe ~r~Gang-Mitglieder~s~ aus, um dir Respekt zu erwerben.
282@ = 1 
33@ = 0 

:SWEET7_6244
if 
  282@ == 1 
else_jump @SWEET7_6301 
if 
  33@ > 7000 
else_jump @SWEET7_6301 
00BE: text_clear_all 
03E5: show_text_box 'HELP101'  // Du kannst dir Respekt erwerben, indem du bestimmte Missionen erfllst, indem du Mitglieder rivalisierender Gangs ausschaltest, indem du Gebiet eroberst und durch das Sprhen von Graffitis.
282@ = 2 

:SWEET7_6301
if 
  284@ == 0 
else_jump @SWEET7_6390 
if 
  32@ > 3000 
else_jump @SWEET7_6390 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_6390 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_6390 
0687: clear_actor $ACTOR_SWEET task 
0639: AS_actor $ACTOR_SWEET rotate_to_actor $PLAYER_ACTOR 
32@ = 0 

:SWEET7_6390
if 
056D:   actor $ACTOR_SWEET defined 
else_jump @SWEET7_6450 
if 
051A:   actor $ACTOR_SWEET damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_6450 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR618' time 6000 flag 1  // ~r~Dich mit Sweet anzulegen, bringt dir keinen Respekt ein!
jump @SWEET7_32404 

:SWEET7_6450
if 
  295@ == 0 
else_jump @SWEET7_6510 
if 
056D:   actor 289@ defined 
else_jump @SWEET7_6510 
if 
051A:   actor 289@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_6510 
295@ = 1 

:SWEET7_6510
if 
  295@ == 0 
else_jump @SWEET7_6570 
if 
056D:   actor 290@ defined 
else_jump @SWEET7_6570 
if 
051A:   actor 290@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_6570 
295@ = 1 

:SWEET7_6570
if 
  295@ == 0 
else_jump @SWEET7_6630 
if 
056D:   actor 291@ defined 
else_jump @SWEET7_6630 
if 
051A:   actor 291@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_6630 
295@ = 1 

:SWEET7_6630
if 
  295@ == 1 
else_jump @SWEET7_6742 
if 
   not Actor.Dead(289@)
else_jump @SWEET7_6677 
0687: clear_actor 289@ task 
05E2: AS_actor 289@ kill_actor $PLAYER_ACTOR 

:SWEET7_6677
if 
   not Actor.Dead(290@)
else_jump @SWEET7_6706 
0687: clear_actor 290@ task 
05E2: AS_actor 290@ kill_actor $PLAYER_ACTOR 

:SWEET7_6706
if 
   not Actor.Dead(291@)
else_jump @SWEET7_6735 
0687: clear_actor 291@ task 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 

:SWEET7_6735
295@ = 2 

:SWEET7_6742
if 
  296@ == 0 
else_jump @SWEET7_6801 
if 
   Actor.Dead(289@)
else_jump @SWEET7_6801 
0623: add 35 to_integer_stat 68 
Marker.Disable(292@)
0652: 281@ = integer_stat 68 
296@ = 1 

:SWEET7_6801
if 
  297@ == 0 
else_jump @SWEET7_6860 
if 
   Actor.Dead(290@)
else_jump @SWEET7_6860 
0623: add 35 to_integer_stat 68 
Marker.Disable(293@)
0652: 281@ = integer_stat 68 
297@ = 1 

:SWEET7_6860
if 
  298@ == 0 
else_jump @SWEET7_6919 
if 
   Actor.Dead(291@)
else_jump @SWEET7_6919 
0623: add 35 to_integer_stat 68 
Marker.Disable(294@)
0652: 281@ = integer_stat 68 
298@ = 1 

:SWEET7_6919
if 
   Actor.Dead(289@)
else_jump @SWEET7_6999 
if 
   Actor.Dead(290@)
else_jump @SWEET7_6999 
if 
   Actor.Dead(291@)
else_jump @SWEET7_6999 
0652: 281@ = integer_stat 68 
if 
  100 > 281@ 
else_jump @SWEET7_6999 
0629: change_integer_stat 68 to 200 

:SWEET7_6999
0956: get_respect_to 301@ 
if 
  301@ > 1 
else_jump @SWEET7_7160 
Actor.RemoveReferences(289@)
Actor.RemoveReferences(290@)
Actor.RemoveReferences(291@)
Marker.Disable(292@)
Marker.Disable(293@)
Marker.Disable(294@)
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR617' time 6000 flag 1  // ~s~Du hast dir genug Respekt erworben. Triff dich jetzt mit Sweet an seinem ~b~Auto~s~.
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_7160 
Car.DoorStatus(78@) = 3
55@ = 1 
284@ = 1 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_7160 
0687: clear_actor $ACTOR_SWEET task 
05CA: AS_actor $ACTOR_SWEET enter_car 78@ passenger_seat 0 20000 ms 
41@ = Marker.CreateAboveCar(78@)
041E: set_radio_station 7 
07E0: set_marker 41@ type_to 1 

:SWEET7_7160
if 
  55@ == 1 
else_jump @SWEET7_7386 
if 
  284@ == 1 
else_jump @SWEET7_7275 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_7275 
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_7275 
if 
0448:   actor $ACTOR_SWEET in_car 78@ 
else_jump @SWEET7_7275 
Car.LockInCurrentPosition(78@) = False
Car.DoorStatus(78@) = 1
0657: car 78@ open_componentA 2 
284@ = 2 

:SWEET7_7275
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_7386 
if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
else_jump @SWEET7_7386 
Marker.Disable(41@)
0652: 281@ = integer_stat 68 
018A: 267@ = create_checkpoint_at 2460.499 -1656.57 12.3125 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_7365 
0A09: set_actor $ACTOR_SWEET muted 1 // versionB 

:SWEET7_7365
55@ = 2 
44@ = 0 
539@ = 1 

:SWEET7_7386
if 
  55@ == 2 
else_jump @SWEET7_8598 
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_8598 
if 
   Actor.InCar($PLAYER_ACTOR, 78@)
else_jump @SWEET7_7682 
if 
  539@ > 0 
else_jump @SWEET7_7682 
if 
  537@ == 0 
else_jump @SWEET7_7682 
0871: init_jump_table 539@ total_jumps 5 default_jump 0 @SWEET7_7682 jumps 1 @SWEET7_7538 2 @SWEET7_7559 3 @SWEET7_7580 4 @SWEET7_7601 5 @SWEET7_7622 -1 @SWEET7_7682 -1 @SWEET7_7682 

:SWEET7_7538
534@ = 10 
539@ = 2 
jump @SWEET7_7682 

:SWEET7_7559
534@ = 11 
539@ = 3 
jump @SWEET7_7682 

:SWEET7_7580
534@ = 12 
539@ = 4 
jump @SWEET7_7682 

:SWEET7_7601
534@ = 13 
539@ = 5 
jump @SWEET7_7682 

:SWEET7_7622
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR650' time 6000 flag 1  // ~s~Fahre zu dem Grove Street ~y~Hangout~s~. Dort findest du Hilfe.
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_7668 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 

:SWEET7_7668
539@ = 0 
jump @SWEET7_7682 

:SWEET7_7682
if 
  541@ > 0 
else_jump @SWEET7_7905 
if 
  537@ == 0 
else_jump @SWEET7_7905 
0871: init_jump_table 541@ total_jumps 2 default_jump 0 @SWEET7_7905 jumps 1 @SWEET7_7781 2 @SWEET7_7845 -1 @SWEET7_7905 -1 @SWEET7_7905 -1 @SWEET7_7905 -1 @SWEET7_7905 -1 @SWEET7_7905 

:SWEET7_7781
if 
  540@ == 0 
else_jump @SWEET7_7806 
534@ = 24 

:SWEET7_7806
if 
  540@ == 1 
else_jump @SWEET7_7831 
534@ = 26 

:SWEET7_7831
541@ = 2 
jump @SWEET7_7905 

:SWEET7_7845
534@ = 0 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_7875 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 

:SWEET7_7875
00BC: show_text_highpriority GXT 'TWAR645' time 6000 flag 1  // ~s~Steig ins ~b~Auto~s~ und fahr!
541@ = 0 
jump @SWEET7_7905 

:SWEET7_7905
if 
  542@ > 0 
else_jump @SWEET7_8080 
if 
  537@ == 0 
else_jump @SWEET7_8080 
0871: init_jump_table 542@ total_jumps 2 default_jump 0 @SWEET7_8080 jumps 1 @SWEET7_8004 2 @SWEET7_8043 -1 @SWEET7_8080 -1 @SWEET7_8080 -1 @SWEET7_8080 -1 @SWEET7_8080 -1 @SWEET7_8080 

:SWEET7_8004
if 
  540@ == 0 
else_jump @SWEET7_8029 
534@ = 25 

:SWEET7_8029
542@ = 2 
jump @SWEET7_8080 

:SWEET7_8043
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR650' time 6000 flag 1  // ~s~Fahre zu dem Grove Street ~y~Hangout~s~. Dort findest du Hilfe.
542@ = 0 
jump @SWEET7_8080 

:SWEET7_8080
0652: 281@ = integer_stat 68 
if 
  44@ == 0 
else_jump @SWEET7_8180 
if 
   not Actor.InCar($PLAYER_ACTOR, 78@)
else_jump @SWEET7_8180 
41@ = Marker.CreateAboveCar(78@)
041E: set_radio_station 7 
07E0: set_marker 41@ type_to 1 
Marker.Disable(267@)
00BE: text_clear_all 
44@ = 1 
539@ = 0 
541@ = 1 
0209: 540@ = random_int_in_ranges 0 2 

:SWEET7_8180
if 
  44@ == 1 
else_jump @SWEET7_8274 
if 
   Actor.InCar($PLAYER_ACTOR, 78@)
else_jump @SWEET7_8274 
Marker.Disable(41@)
018A: 267@ = create_checkpoint_at 2460.499 -1656.57 12.3125 
00BE: text_clear_all 
44@ = 0 
539@ = 0 
542@ = 1 
0209: 540@ = random_int_in_ranges 0 1 

:SWEET7_8274
077E: get_active_interior_to 34@ 
if 
  34@ == 0 
else_jump @SWEET7_8317 
if 
89BE:   not unknown_check_09BD 
else_jump @SWEET7_8317 
Player.CanMove($PLAYER_CHAR) = True

:SWEET7_8317
if 
   Actor.InCar($PLAYER_ACTOR, 78@)
else_jump @SWEET7_8598 
if 
0100:   actor $PLAYER_ACTOR in_sphere 2460.499 -1656.57 12.3125 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SWEET7_8598 
Player.CanMove($PLAYER_CHAR) = False
if 
01C1:   car 78@ stopped 
else_jump @SWEET7_8598 
Car.LockInCurrentPosition(78@) = True
0395: clear_area 1 at 2268.039 -1670.695 14.3594 radius 10.0 
04EF: release_animation "SMOKING" 
00BE: text_clear_all 
539@ = 1 
Player.CanMove($PLAYER_CHAR) = True
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 0 // see ped.dat 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
Marker.Disable(267@)
if 
   not Actor.Dead(263@)
else_jump @SWEET7_8598 
if 
   not Actor.Dead(264@)
else_jump @SWEET7_8598 
265@ = Marker.CreateAboveActor(263@)
07E0: set_marker 265@ type_to 1 
268@ = 1 
266@ = Marker.CreateAboveActor(264@)
07E0: set_marker 266@ type_to 1 
269@ = 1 
285@ = 1 
32@ = 0 
55@ = 4 
270@ = 1 
0209: 540@ = random_int_in_ranges 0 3 

:SWEET7_8598
if 
  55@ == 3 
else_jump @SWEET7_8802 
Car.LockInCurrentPosition(78@) = True
0395: clear_area 1 at 2268.039 -1670.695 14.3594 radius 10.0 
04EF: release_animation "SMOKING" 
00BE: text_clear_all 
539@ = 1 
Player.CanMove($PLAYER_CHAR) = True
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 0 // see ped.dat 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
if 
   not Actor.Dead(263@)
else_jump @SWEET7_8802 
if 
   not Actor.Dead(264@)
else_jump @SWEET7_8802 
265@ = Marker.CreateAboveActor(263@)
07E0: set_marker 265@ type_to 1 
268@ = 1 
266@ = Marker.CreateAboveActor(264@)
07E0: set_marker 266@ type_to 1 
269@ = 1 
285@ = 1 
32@ = 0 
55@ = 4 
270@ = 1 
0209: 540@ = random_int_in_ranges 0 3 

:SWEET7_8802
if 
  285@ == 1 
else_jump @SWEET7_8868 
if 
  32@ > 8000 
else_jump @SWEET7_8868 
03D5: remove_text 'TWAR652'  // ~s~Bring diese ~b~Gang-Mitglieder~s~ dazu, sich dir anzuschlieen. Sie haben genug Respekt vor dir, um dir zu helfen.
03E5: show_text_box 'TWAR660'  // Halte ~k~~PED_LOCK_TARGET~ gedrckt, um ein Gang-Mitglied anzuvisieren und drcke ~k~~GROUP_CONTROL_FWD~ oder ~k~~GROUP_CONTROL_BWD~, um ihn fr dein Team zu rekrutieren.
285@ = 2 

:SWEET7_8868
if 
  270@ == 1 
else_jump @SWEET7_9644 
if 
  268@ == 1 
else_jump @SWEET7_8951 
if 
   not Actor.Dead(263@)
else_jump @SWEET7_8951 
if 
06EE:   actor 263@ in_group 260@ 
else_jump @SWEET7_8951 
Marker.Disable(265@)
268@ = 0 

:SWEET7_8951
if 
  269@ == 1 
else_jump @SWEET7_9016 
if 
   not Actor.Dead(264@)
else_jump @SWEET7_9016 
if 
06EE:   actor 264@ in_group 260@ 
else_jump @SWEET7_9016 
Marker.Disable(266@)
269@ = 0 

:SWEET7_9016
if 
  268@ == 0 
else_jump @SWEET7_9103 
if 
   not Actor.Dead(263@)
else_jump @SWEET7_9103 
if 
86EE:   not actor 263@ in_group 260@ 
else_jump @SWEET7_9103 
Marker.Disable(41@)
55@ = 4 
265@ = Marker.CreateAboveActor(263@)
07E0: set_marker 265@ type_to 1 
268@ = 1 

:SWEET7_9103
if 
  269@ == 0 
else_jump @SWEET7_9190 
if 
   not Actor.Dead(264@)
else_jump @SWEET7_9190 
if 
86EE:   not actor 264@ in_group 260@ 
else_jump @SWEET7_9190 
Marker.Disable(41@)
55@ = 4 
266@ = Marker.CreateAboveActor(264@)
07E0: set_marker 266@ type_to 1 
269@ = 1 

:SWEET7_9190
07F6: get_group 260@ number_of_leaders_to 262@ number_of_members_to 261@ 
if 
  261@ > 1 
else_jump @SWEET7_9588 
if 
   not Actor.Dead(263@)
else_jump @SWEET7_9303 
if 
86EE:   not actor 263@ in_group 260@ 
else_jump @SWEET7_9303 
03E6: remove_text_box 
0512: show_permanent_text_box 'TWAR662'  // Wenn du ~k~~GROUP_CONTROL_FWD~ oder ~k~~GROUP_CONTROL_BWD~ fr einige Sekunden gedrckt hltst oder wenn du dich zu weit entfernst, dann zerstreut sich dein Team.
if 
  11 > 543@ 
else_jump @SWEET7_9303 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 2 
543@ = 11 

:SWEET7_9303
if 
   not Actor.Dead(264@)
else_jump @SWEET7_9387 
if 
86EE:   not actor 264@ in_group 260@ 
else_jump @SWEET7_9387 
03E6: remove_text_box 
0512: show_permanent_text_box 'TWAR662'  // Wenn du ~k~~GROUP_CONTROL_FWD~ oder ~k~~GROUP_CONTROL_BWD~ fr einige Sekunden gedrckt hltst oder wenn du dich zu weit entfernst, dann zerstreut sich dein Team.
if 
  11 > 543@ 
else_jump @SWEET7_9387 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 2 
543@ = 11 

:SWEET7_9387
if 
  543@ > 10 
else_jump @SWEET7_9588 
if 
  537@ == 0 
else_jump @SWEET7_9588 
0871: init_jump_table 543@ total_jumps 2 default_jump 0 @SWEET7_9588 jumps 11 @SWEET7_9486 12 @SWEET7_9550 -1 @SWEET7_9588 -1 @SWEET7_9588 -1 @SWEET7_9588 -1 @SWEET7_9588 -1 @SWEET7_9588 

:SWEET7_9486
if 
  540@ == 0 
else_jump @SWEET7_9511 
534@ = 20 

:SWEET7_9511
if 
  540@ == 1 
else_jump @SWEET7_9536 
534@ = 21 

:SWEET7_9536
543@ = 12 
jump @SWEET7_9588 

:SWEET7_9550
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR659' time 6000 flag 1  // ~s~Ihr habt jetzt zwei Gang-Mitglieder in dem Team, aber nicht diejenigen, die ihr fr den Job haben wolltet! Such diesmal die beiden richtigen aus!
543@ = 999 
jump @SWEET7_9588 

:SWEET7_9588
if 
  2 > 261@ 
else_jump @SWEET7_9644 
if 
  285@ == 2 
else_jump @SWEET7_9644 
03E6: remove_text_box 
0512: show_permanent_text_box 'TWAR660'  // Halte ~k~~PED_LOCK_TARGET~ gedrckt, um ein Gang-Mitglied anzuvisieren und drcke ~k~~GROUP_CONTROL_FWD~ oder ~k~~GROUP_CONTROL_BWD~, um ihn fr dein Team zu rekrutieren.
543@ = 0 

:SWEET7_9644
if 
  55@ == 4 
else_jump @SWEET7_10303 
if 
  539@ > 0 
else_jump @SWEET7_10115 
if 
  537@ == 0 
else_jump @SWEET7_10115 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_10115 jumps 1 @SWEET7_9761 2 @SWEET7_10024 -1 @SWEET7_10115 -1 @SWEET7_10115 -1 @SWEET7_10115 -1 @SWEET7_10115 -1 @SWEET7_10115 

:SWEET7_9761
if 
  540@ == 0 
else_jump @SWEET7_9844 
534@ = 1 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_9844 
0687: clear_actor $ACTOR_SWEET task 
0605: actor $ACTOR_SWEET perform_animation_sequence "ENDCHAT_01" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET7_9844
if 
  540@ == 1 
else_jump @SWEET7_9927 
534@ = 1 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_9927 
0687: clear_actor $ACTOR_SWEET task 
0605: actor $ACTOR_SWEET perform_animation_sequence "ENDCHAT_01" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET7_9927
if 
  540@ == 2 
else_jump @SWEET7_10010 
534@ = 1 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_10010 
0687: clear_actor $ACTOR_SWEET task 
0605: actor $ACTOR_SWEET perform_animation_sequence "ENDCHAT_01" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 

:SWEET7_10010
539@ = 2 
jump @SWEET7_10115 

:SWEET7_10024
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR652' time 6000 flag 1  // ~s~Bring diese ~b~Gang-Mitglieder~s~ dazu, sich dir anzuschlieen. Sie haben genug Respekt vor dir, um dir zu helfen.
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_10101 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_10101 
0687: clear_actor $ACTOR_SWEET task 
05CA: AS_actor $ACTOR_SWEET enter_car 78@ passenger_seat 0 20000 ms 
041E: set_radio_station 7 

:SWEET7_10101
539@ = 0 
jump @SWEET7_10115 

:SWEET7_10115
if 
   not Actor.Dead(263@)
else_jump @SWEET7_10303 
if 
   not Actor.Dead(264@)
else_jump @SWEET7_10303 
if 
06EE:   actor 263@ in_group 260@ 
else_jump @SWEET7_10303 
if 
06EE:   actor 264@ in_group 260@ 
else_jump @SWEET7_10303 
03E6: remove_text_box 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR654' time 5500 flag 1  // ~s~Steig mit deiner Gang in den ~y~Wagen~s~ und bringe sie zur Beerdigung.
286@ = 1 
33@ = 0 
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_10296 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_10296 
if 
0448:   actor $ACTOR_SWEET in_car 78@ 
else_jump @SWEET7_10296 
Car.DoorStatus(78@) = 1
41@ = Marker.CreateAboveCar(78@)
07E0: set_marker 41@ type_to 1 
041E: set_radio_station 7 

:SWEET7_10296
55@ = 10 

:SWEET7_10303
if 
  286@ == 1 
else_jump @SWEET7_10347 
if 
  33@ > 6000 
else_jump @SWEET7_10347 
286@ = 2 

:SWEET7_10347
if 
  55@ == 10 
else_jump @SWEET7_10659 
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_10659 
if 
   not Actor.Dead(263@)
else_jump @SWEET7_10659 
if 
   not Actor.Dead(264@)
else_jump @SWEET7_10659 
if 
0448:   actor 263@ in_car 78@ 
else_jump @SWEET7_10659 
if 
0448:   actor 264@ in_car 78@ 
else_jump @SWEET7_10659 
if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
else_jump @SWEET7_10659 
Car.LockInCurrentPosition(78@) = False
03E6: remove_text_box 
00BE: text_clear_all 
Camera.SetBehindPlayer
if 
  302@ == 0 
else_jump @SWEET7_10567 
03C3: set_timer_to $6693 type 1 GXT 'TWAR620' // global_variable  // Zeit
076C: set_zone 'GAN1' gang 1 density_to 35@ 
076C: set_zone 'GAN2' gang 1 density_to 36@ 
04EF: release_animation "SMOKING" 
302@ = 1 

:SWEET7_10567
Marker.Disable(41@)
018A: 42@ = create_checkpoint_at 799.0102 -1074.032 23.0115 
270@ = 1 
44@ = 0 
539@ = 1 
55@ = 20 
32@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 772.243 -1050.323 10.2931 cornerB 806.2723 -1130.195 23.8359 

:SWEET7_10659
if 
  37@ == 1 
else_jump @SWEET7_10726 
if 
00E1:   player 0 pressed_key 16 
else_jump @SWEET7_10726 
if 
  10 > 53@ 
else_jump @SWEET7_10726 
53@ = 10 
37@ = 0 

:SWEET7_10726
if 
  38@ == 1 
else_jump @SWEET7_10768 
if 
00E1:   player 0 pressed_key 16 
else_jump @SWEET7_10768 
133@ = 15 

:SWEET7_10768
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_10809 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR638' time 10000 flag 1  // ~r~Sweet wurde gettet! Das war nicht vorgesehen!
jump @SWEET7_32404 

:SWEET7_10809
if 
   Car.Wrecked(79@)
else_jump @SWEET7_10882 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_10882 
if 
   not Actor.Driving($ACTOR_SWEET)
else_jump @SWEET7_10882 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR648' time 6000 flag 1  // ~r~Das Auto htte htte noch ntzlich sein knnen! Es war vllig unntig, ihn zu zerstren!
jump @SWEET7_32404 

:SWEET7_10882
if 
  53@ == 0 
else_jump @SWEET7_12788 
if 
  55@ == 20 
else_jump @SWEET7_12788 
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_12788 
if 
   Actor.InCar($PLAYER_ACTOR, 78@)
else_jump @SWEET7_11207 
if 
  278@ == 0 
else_jump @SWEET7_11008 
if 
  32@ > 20000 
else_jump @SWEET7_11008 
03E5: show_text_box 'TWAR656'  // Je mehr Respekt du bei einer Gang geniet, desto mehr Mitglieder kannst du fr dein Team rekrutieren.
278@ = 1 

:SWEET7_11008
if 
  539@ > 0 
else_jump @SWEET7_11207 
if 
  537@ == 0 
else_jump @SWEET7_11207 
0871: init_jump_table 539@ total_jumps 4 default_jump 0 @SWEET7_11207 jumps 1 @SWEET7_11107 2 @SWEET7_11128 3 @SWEET7_11149 4 @SWEET7_11170 -1 @SWEET7_11207 -1 @SWEET7_11207 -1 @SWEET7_11207 

:SWEET7_11107
534@ = 23 
539@ = 2 
jump @SWEET7_11207 

:SWEET7_11128
534@ = 35 
539@ = 3 
jump @SWEET7_11207 

:SWEET7_11149
534@ = 36 
539@ = 4 
jump @SWEET7_11207 

:SWEET7_11170
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR631' time 6000 flag 1  // ~s~Es sind alle an Bord. Fahrt zum rckwrtigen Teil des ~y~Friedhofs~s~, bevor Kane eintrifft.
539@ = 0 
jump @SWEET7_11207 

:SWEET7_11207
if 
  541@ > 0 
else_jump @SWEET7_11407 
if 
  537@ == 0 
else_jump @SWEET7_11407 
0871: init_jump_table 541@ total_jumps 2 default_jump 0 @SWEET7_11407 jumps 1 @SWEET7_11306 2 @SWEET7_11370 -1 @SWEET7_11407 -1 @SWEET7_11407 -1 @SWEET7_11407 -1 @SWEET7_11407 -1 @SWEET7_11407 

:SWEET7_11306
if 
  540@ == 0 
else_jump @SWEET7_11331 
534@ = 24 

:SWEET7_11331
if 
  540@ == 1 
else_jump @SWEET7_11356 
534@ = 26 

:SWEET7_11356
541@ = 2 
jump @SWEET7_11407 

:SWEET7_11370
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR632' time 6000 flag 1  // ~s~Du und die Gang-Mitglieder mssen so schnell wie mglich wieder ins ~b~Auto~s~.
541@ = 0 
jump @SWEET7_11407 

:SWEET7_11407
if 
  542@ > 0 
else_jump @SWEET7_11582 
if 
  537@ == 0 
else_jump @SWEET7_11582 
0871: init_jump_table 542@ total_jumps 2 default_jump 0 @SWEET7_11582 jumps 1 @SWEET7_11506 2 @SWEET7_11545 -1 @SWEET7_11582 -1 @SWEET7_11582 -1 @SWEET7_11582 -1 @SWEET7_11582 -1 @SWEET7_11582 

:SWEET7_11506
if 
  540@ == 0 
else_jump @SWEET7_11531 
534@ = 25 

:SWEET7_11531
542@ = 2 
jump @SWEET7_11582 

:SWEET7_11545
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR631' time 6000 flag 1  // ~s~Es sind alle an Bord. Fahrt zum rckwrtigen Teil des ~y~Friedhofs~s~, bevor Kane eintrifft.
542@ = 0 
jump @SWEET7_11582 

:SWEET7_11582
if 
  44@ == 0 
else_jump @SWEET7_11675 
if 
   not Actor.InCar($PLAYER_ACTOR, 78@)
else_jump @SWEET7_11675 
41@ = Marker.CreateAboveCar(78@)
041E: set_radio_station 7 
07E0: set_marker 41@ type_to 1 
Marker.Disable(42@)
00BE: text_clear_all 
44@ = 1 
539@ = 0 
541@ = 1 
0209: 540@ = random_int_in_ranges 0 2 

:SWEET7_11675
if 
  44@ == 1 
else_jump @SWEET7_11839 
if 
   not Actor.Dead(263@)
else_jump @SWEET7_11839 
if 
   not Actor.Dead(264@)
else_jump @SWEET7_11839 
if 
   Actor.InCar($PLAYER_ACTOR, 78@)
else_jump @SWEET7_11839 
if 
0448:   actor 263@ in_car 78@ 
else_jump @SWEET7_11839 
if 
0448:   actor 264@ in_car 78@ 
else_jump @SWEET7_11839 
Marker.Disable(41@)
018A: 42@ = create_checkpoint_at 799.0102 -1074.032 23.0115 
00BE: text_clear_all 
44@ = 0 
539@ = 0 
542@ = 1 
0209: 540@ = random_int_in_ranges 0 1 

:SWEET7_11839
077E: get_active_interior_to 34@ 
if 
  34@ == 0 
else_jump @SWEET7_11882 
if 
89BE:   not unknown_check_09BD 
else_jump @SWEET7_11882 
Player.CanMove($PLAYER_CHAR) = True

:SWEET7_11882
if 
  44@ == 0 
else_jump @SWEET7_12788 
if 
   Actor.InCar($PLAYER_ACTOR, 78@)
else_jump @SWEET7_12788 
if 
0100:   actor $PLAYER_ACTOR in_sphere 799.0102 -1074.032 23.0115 radius 3.8 3.8 4.0 sphere 1 in_car 
else_jump @SWEET7_12788 
Player.CanMove($PLAYER_CHAR) = False
if 
01C1:   car 78@ stopped 
else_jump @SWEET7_12788 
Marker.Disable(42@)
Player.CanMove($PLAYER_CHAR) = False
014F: stop_timer $6693 
fade 0 500 

:SWEET7_12014
if 
fading 
else_jump @SWEET7_12038 
wait 0 
jump @SWEET7_12014 

:SWEET7_12038
Camera.SetPosition(790.7784, -1072.139, 26.2131, 0.0, 0.0, 0.0)
Camera.PointAt(791.6847, -1072.378, 25.8645, 2)
Camera.SetAtPos(803.5742, -1075.752, 23.3957)
wait 0 
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_12133 
Car.LockInCurrentPosition(78@) = True

:SWEET7_12133
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
fade 1 1000 

:SWEET7_12151
if 
fading 
else_jump @SWEET7_12175 
wait 0 
jump @SWEET7_12151 

:SWEET7_12175
014F: stop_timer $6693 
fade 1 1000 

:SWEET7_12187
if 
fading 
else_jump @SWEET7_12211 
wait 0 
jump @SWEET7_12187 

:SWEET7_12211
270@ = 0 
53@ = 1 
133@ = 1 
32@ = 0 
if 
  537@ == 0 
else_jump @SWEET7_12264 
534@ = 29 

:SWEET7_12264
if 
  53@ == -999 
else_jump @SWEET7_12437 
81@ = Actor.Create(Mission2, #FAM2, 820.7578, -1078.671, 22.9313)
Actor.Angle(81@) = 258.1012
060B: set_actor 81@ decision_maker_to 93@ 
Actor.Health(81@) = 500
08AF: set_actor 81@ max_health_to 500 
0568: set_actor 81@ targetable 1 
01B2: give_actor 81@ weapon 28 ammo 99999 // Load the weapon model before using this 
82@ = Actor.Create(Mission2, #FAM2, 820.2401, -1075.763, 23.0894)
Actor.Angle(82@) = 200.7
060B: set_actor 82@ decision_maker_to 93@ 
Actor.Health(82@) = 500
08AF: set_actor 82@ max_health_to 500 
0568: set_actor 82@ targetable 1 
01B2: give_actor 82@ weapon 28 ammo 99999 // Load the weapon model before using this 

:SWEET7_12437
Model.Destroy(#FAM2)
Model.Destroy(#FAM3)
Model.Destroy(#FAM1)
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_12558 
060B: set_actor $ACTOR_SWEET decision_maker_to 93@ 
0687: clear_actor $ACTOR_SWEET task 
39@ = Marker.CreateAboveActor($ACTOR_SWEET)
07E0: set_marker 39@ type_to 1 
0615: define_AS_pack_begin 83@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 804.576 -1075.795 23.3946 mode 4 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 83@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 
32@ = 0 

:SWEET7_12558
if 
  1000 > 32@ 
else_jump @SWEET7_12588 
wait 0 
jump @SWEET7_12558 

:SWEET7_12588
if 
   not Actor.Dead(263@)
else_jump @SWEET7_12673 
060B: set_actor 263@ decision_maker_to 93@ 
06C9: remove_actor 263@ from_group 
0687: clear_actor 263@ task 
0615: define_AS_pack_begin 272@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 804.8553 -1074.422 23.4385 mode 4 10000 ms // versionA 
0616: define_AS_pack_end 272@ 
0618: assign_actor 263@ to_AS_pack 272@ 
061B: remove_references_to_AS_pack 272@ 

:SWEET7_12673
if 
  1750 > 32@ 
else_jump @SWEET7_12703 
wait 0 
jump @SWEET7_12673 

:SWEET7_12703
if 
   not Actor.Dead(264@)
else_jump @SWEET7_12788 
060B: set_actor 264@ decision_maker_to 93@ 
06C9: remove_actor 264@ from_group 
0687: clear_actor 264@ task 
0615: define_AS_pack_begin 273@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 805.1254 -1072.344 23.5187 mode 6 10000 ms // versionA 
0616: define_AS_pack_end 273@ 
0618: assign_actor 264@ to_AS_pack 273@ 
061B: remove_references_to_AS_pack 273@ 

:SWEET7_12788
if 
  133@ == 1 
else_jump @SWEET7_12839 
if 
  32@ > 500 
else_jump @SWEET7_12839 
133@ = 4 
32@ = 0 

:SWEET7_12839
if 
  133@ == 4 
else_jump @SWEET7_13226 
if 
  32@ > 1000 
else_jump @SWEET7_12908 
if 
  303@ == 0 
else_jump @SWEET7_12908 
38@ = 1 
303@ = 1 

:SWEET7_12908
if 
  32@ > 3000 
else_jump @SWEET7_13226 
0395: clear_area 1 at 804.576 -1075.795 23.3946 radius 5.0 
Camera.SetPosition(813.1065, -1071.708, 27.3524, 0.0, 0.0, 0.0)
Camera.PointAt(812.2476, -1072.201, 27.2129, 2)
133@ = 5 
if 
  537@ == 0 
else_jump @SWEET7_13027 

:SWEET7_13027
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SWEET7_13108 
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 549@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 803.7976 -1075.882 23.3933 mode 6 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 272.0 
0616: define_AS_pack_end 549@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 549@ 
061B: remove_references_to_AS_pack 549@ 

:SWEET7_13108
32@ = 0 
if 
   not Actor.Dead(264@)
else_jump @SWEET7_13226 
0687: clear_actor 264@ task 
Actor.PutAt(264@, 805.1254, -1072.344, 23.5187)
Actor.Angle(264@) = 230.0
0615: define_AS_pack_begin 273@ 
078F: unknown_actor -1 flag 1 
05D3: AS_actor -1 goto_point 820.4114 -1076.603 23.0623 mode 6 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 273@ 
0618: assign_actor 264@ to_AS_pack 273@ 
061B: remove_references_to_AS_pack 273@ 

:SWEET7_13226
if 
  133@ == 5 
else_jump @SWEET7_13381 
if 
  32@ > 200 
else_jump @SWEET7_13381 
0395: clear_area 1 at 804.576 -1075.795 23.3946 radius 5.0 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_13367 
0687: clear_actor $ACTOR_SWEET task 
Actor.PutAt($ACTOR_SWEET, 804.576, -1075.795, 23.3946)
Actor.Angle($ACTOR_SWEET) = 271.0
0615: define_AS_pack_begin 83@ 
078F: unknown_actor -1 flag 1 
0616: define_AS_pack_end 83@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:SWEET7_13367
32@ = 0 
133@ = 6 

:SWEET7_13381
if 
  133@ == 6 
else_jump @SWEET7_13543 
if 
  32@ > 1000 
else_jump @SWEET7_13543 
if 
   not Actor.Dead(263@)
else_jump @SWEET7_13529 
0687: clear_actor 263@ task 
Actor.PutAt(263@, 804.8553, -1074.422, 23.4385)
Actor.Angle(263@) = 262.0
0615: define_AS_pack_begin 272@ 
078F: unknown_actor -1 flag 1 
05D3: AS_actor -1 goto_point 818.4114 -1076.603 23.0623 mode 6 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 272@ 
0618: assign_actor 263@ to_AS_pack 272@ 
061B: remove_references_to_AS_pack 272@ 

:SWEET7_13529
133@ = 10 
32@ = 0 

:SWEET7_13543
if 
  133@ == 10 
else_jump @SWEET7_13665 
if 
  32@ > 2000 
else_jump @SWEET7_13665 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_13626 
0687: clear_actor $ACTOR_SWEET task 
05D3: AS_actor $ACTOR_SWEET goto_point 818.4114 -1076.603 23.0623 mode 6 10000 ms // versionA 

:SWEET7_13626
if 
  537@ == 0 
else_jump @SWEET7_13651 
534@ = 31 

:SWEET7_13651
133@ = 13 
32@ = 0 

:SWEET7_13665
if 
  133@ == 13 
else_jump @SWEET7_13727 
if 
  537@ == 0 
else_jump @SWEET7_13727 
if 
  32@ > 2000 
else_jump @SWEET7_13727 
133@ = 15 

:SWEET7_13727
if 
  133@ == 15 
else_jump @SWEET7_13960 
38@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
133@ = 20 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR635' time 6000 flag 1  // ~s~Klettere ber die Mauer und gehe zu ~b~Sweet~s~ und seinen Mnnern.
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_13858 
0792: disembark_instantly_actor $ACTOR_SWEET 
Actor.PutAt($ACTOR_SWEET, 818.4114, -1076.603, 23.0623)
Actor.Angle($ACTOR_SWEET) = 279.0
0639: AS_actor $ACTOR_SWEET rotate_to_actor $PLAYER_ACTOR 

:SWEET7_13858
if 
   not Actor.Dead(263@)
else_jump @SWEET7_13909 
0792: disembark_instantly_actor 263@ 
Actor.PutAt(263@, 816.0391, -1072.607, 23.71)
Actor.Angle(263@) = 248.0

:SWEET7_13909
if 
   not Actor.Dead(264@)
else_jump @SWEET7_13960 
0792: disembark_instantly_actor 264@ 
Actor.PutAt(264@, 815.9681, -1073.723, 23.5666)
Actor.Angle(264@) = 253.0

:SWEET7_13960
if 
  53@ == 1 
else_jump @SWEET7_14244 
if 
  55@ == 20 
else_jump @SWEET7_14244 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_14244 
if 
  68@ == 0 
else_jump @SWEET7_14153 
if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 818.4114 -1076.603 23.0623 radius 4.0 4.0 4.0 
else_jump @SWEET7_14153 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 2.0 2.0 0 
else_jump @SWEET7_14153 
0687: clear_actor $ACTOR_SWEET task 
if 
   not Actor.Dead(82@)
else_jump @SWEET7_14130 

:SWEET7_14130
if 
   not Actor.Dead(81@)
else_jump @SWEET7_14146 

:SWEET7_14146
68@ = 1 

:SWEET7_14153
if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 818.4114 -1076.603 23.0623 radius 2.0 2.0 2.0 
else_jump @SWEET7_14244 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 2.0 2.0 0 
else_jump @SWEET7_14244 
53@ = 4 
Marker.Disable(39@)

:SWEET7_14244
if 
  1 > 53@ 
else_jump @SWEET7_14303 
if 
   Car.Wrecked(78@)
else_jump @SWEET7_14303 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR633' time 8000 flag 1  // ~r~Du hast Sweets Auto geschrottet und der Job ist unerledigt geblieben!
jump @SWEET7_32404 

:SWEET7_14303
if 
  5 > 53@ 
else_jump @SWEET7_15562 
if 
056D:   actor 263@ defined 
else_jump @SWEET7_14379 
if 
   Actor.Dead(263@)
else_jump @SWEET7_14379 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 3 
539@ = 21 
53@ = 999 

:SWEET7_14379
if 
056D:   actor 264@ defined 
else_jump @SWEET7_14437 
if 
   Actor.Dead(264@)
else_jump @SWEET7_14437 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 3 
539@ = 21 
53@ = 999 

:SWEET7_14437
if 
056D:   actor 105@ defined 
else_jump @SWEET7_14662 
if 
051A:   actor 105@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_14662 
69@ = 1 
if 
   not Actor.Dead(105@)
else_jump @SWEET7_14508 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_14508
if 
   not Actor.Dead(107@)
else_jump @SWEET7_14537 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_14537
if 
   not Actor.Dead(109@)
else_jump @SWEET7_14566 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_14566
if 
   not Actor.Dead(97@)
else_jump @SWEET7_14602 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_14602
if 
   not Actor.Dead(96@)
else_jump @SWEET7_14638 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_14638
0209: 540@ = random_int_in_ranges 0 3 
539@ = 41 
53@ = 999 

:SWEET7_14662
if 
056D:   actor 107@ defined 
else_jump @SWEET7_14887 
if 
051A:   actor 107@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_14887 
69@ = 1 
if 
   not Actor.Dead(107@)
else_jump @SWEET7_14733 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_14733
if 
   not Actor.Dead(105@)
else_jump @SWEET7_14762 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_14762
if 
   not Actor.Dead(109@)
else_jump @SWEET7_14791 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_14791
if 
   not Actor.Dead(97@)
else_jump @SWEET7_14827 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_14827
if 
   not Actor.Dead(96@)
else_jump @SWEET7_14863 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_14863
0209: 540@ = random_int_in_ranges 0 3 
539@ = 41 
53@ = 999 

:SWEET7_14887
if 
056D:   actor 109@ defined 
else_jump @SWEET7_15112 
if 
051A:   actor 109@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_15112 
69@ = 1 
if 
   not Actor.Dead(109@)
else_jump @SWEET7_14958 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_14958
if 
   not Actor.Dead(105@)
else_jump @SWEET7_14987 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_14987
if 
   not Actor.Dead(107@)
else_jump @SWEET7_15016 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_15016
if 
   not Actor.Dead(97@)
else_jump @SWEET7_15052 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15052
if 
   not Actor.Dead(96@)
else_jump @SWEET7_15088 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15088
0209: 540@ = random_int_in_ranges 0 3 
539@ = 41 
53@ = 999 

:SWEET7_15112
if 
056D:   actor 96@ defined 
else_jump @SWEET7_15337 
if 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_15337 
69@ = 1 
if 
   not Actor.Dead(105@)
else_jump @SWEET7_15183 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_15183
if 
   not Actor.Dead(107@)
else_jump @SWEET7_15212 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_15212
if 
   not Actor.Dead(109@)
else_jump @SWEET7_15241 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_15241
if 
   not Actor.Dead(97@)
else_jump @SWEET7_15277 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15277
if 
   not Actor.Dead(96@)
else_jump @SWEET7_15313 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15313
0209: 540@ = random_int_in_ranges 0 3 
539@ = 41 
53@ = 999 

:SWEET7_15337
if 
056D:   actor 97@ defined 
else_jump @SWEET7_15562 
if 
051A:   actor 97@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_15562 
69@ = 1 
if 
   not Actor.Dead(105@)
else_jump @SWEET7_15408 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_15408
if 
   not Actor.Dead(107@)
else_jump @SWEET7_15437 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_15437
if 
   not Actor.Dead(109@)
else_jump @SWEET7_15466 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_15466
if 
   not Actor.Dead(97@)
else_jump @SWEET7_15502 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15502
if 
   not Actor.Dead(96@)
else_jump @SWEET7_15538 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15538
0209: 540@ = random_int_in_ranges 0 3 
539@ = 41 
53@ = 999 

:SWEET7_15562
if 
  53@ == 999 
else_jump @SWEET7_16519 
if and
  539@ > 20 
  30 > 539@ 
else_jump @SWEET7_15820 
if 
  537@ == 0 
else_jump @SWEET7_15820 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_15820 jumps 21 @SWEET7_15687 22 @SWEET7_15776 -1 @SWEET7_15820 -1 @SWEET7_15820 -1 @SWEET7_15820 -1 @SWEET7_15820 -1 @SWEET7_15820 

:SWEET7_15687
if 
  540@ == 0 
else_jump @SWEET7_15712 
534@ = 17 

:SWEET7_15712
if 
  540@ == 1 
else_jump @SWEET7_15737 
534@ = 18 

:SWEET7_15737
if 
  540@ == 2 
else_jump @SWEET7_15762 
534@ = 19 

:SWEET7_15762
539@ = 22 
jump @SWEET7_15820 

:SWEET7_15776
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR658' time 6000 flag 1  // ~r~Der Job wird nicht einfacher mit zu wenig Leuten!
539@ = 0 
jump @SWEET7_32404 
jump @SWEET7_15820 

:SWEET7_15820
if and
  539@ > 30 
  40 > 539@ 
else_jump @SWEET7_16034 
if 
  537@ == 0 
else_jump @SWEET7_16034 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_16034 jumps 31 @SWEET7_15926 32 @SWEET7_15990 -1 @SWEET7_16034 -1 @SWEET7_16034 -1 @SWEET7_16034 -1 @SWEET7_16034 -1 @SWEET7_16034 

:SWEET7_15926
if 
  540@ == 0 
else_jump @SWEET7_15951 
534@ = 27 

:SWEET7_15951
if 
  540@ == 1 
else_jump @SWEET7_15976 
534@ = 28 

:SWEET7_15976
539@ = 32 
jump @SWEET7_16034 

:SWEET7_15990
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR619' time 6000 flag 1  // ~r~Die Beerdigung wird vorbei sein! Kane wird einen weiteren Tag berleben!
539@ = 0 
jump @SWEET7_32404 
jump @SWEET7_16034 

:SWEET7_16034
if and
  539@ > 40 
  50 > 539@ 
else_jump @SWEET7_16273 
if 
  537@ == 0 
else_jump @SWEET7_16273 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_16273 jumps 41 @SWEET7_16140 42 @SWEET7_16229 -1 @SWEET7_16273 -1 @SWEET7_16273 -1 @SWEET7_16273 -1 @SWEET7_16273 -1 @SWEET7_16273 

:SWEET7_16140
if 
  540@ == 0 
else_jump @SWEET7_16165 
534@ = 37 

:SWEET7_16165
if 
  540@ == 1 
else_jump @SWEET7_16190 
534@ = 38 

:SWEET7_16190
if 
  540@ == 1 
else_jump @SWEET7_16215 
534@ = 39 

:SWEET7_16215
539@ = 42 
jump @SWEET7_16273 

:SWEET7_16229
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR625' time 6000 flag 1  // ~r~Du hast vorschnell rger angezettelt! Jetzt wird Kane sich nicht blicken lassen!
539@ = 0 
jump @SWEET7_32404 
jump @SWEET7_16273 

:SWEET7_16273
if and
  539@ > 60 
  70 > 539@ 
else_jump @SWEET7_16519 
if 
  537@ == 0 
else_jump @SWEET7_16519 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_16519 jumps 61 @SWEET7_16379 62 @SWEET7_16468 -1 @SWEET7_16519 -1 @SWEET7_16519 -1 @SWEET7_16519 -1 @SWEET7_16519 -1 @SWEET7_16519 

:SWEET7_16379
if 
  540@ == 0 
else_jump @SWEET7_16404 
534@ = 61 

:SWEET7_16404
if 
  540@ == 1 
else_jump @SWEET7_16429 
534@ = 62 

:SWEET7_16429
if 
  540@ == 2 
else_jump @SWEET7_16454 
534@ = 63 

:SWEET7_16454
539@ = 62 
jump @SWEET7_16519 

:SWEET7_16468
534@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR627' time 8000 flag 1  // ~r~Zu spt! Kane ist jetzt in seinem eigenen Viertel! Es wre zu gefhrlich, ihn weiter zu verfolgen!
Actor.DestroyInstantly(98@)
539@ = 0 
jump @SWEET7_32404 
jump @SWEET7_16519 

:SWEET7_16519
if 
  53@ == 4 
else_jump @SWEET7_17027 
53@ = 5 
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_16584 
0508: car 78@ close_all_doors 
Car.LockInCurrentPosition(78@) = False
Car.DoorStatus(78@) = 3
Car.RemoveReferences(78@)

:SWEET7_16584
0395: clear_area 1 at 894.0744 -1073.497 23.3203 radius 125.0 
Player.CanMove($PLAYER_CHAR) = False
76@ = Car.Create(#ADMIRAL, 897.3787, -1073.502, 23.3203)
Car.Angle(76@) = 90.2
0229: set_car 76@ primary_color_to 25 secondary_color_to 40 
Car.DoorStatus(76@) = 3
Car.SetImmunities(76@, 1, 1, 1, 1, 1)
Model.Destroy(#ADMIRAL)
01C8: 98@ = create_actor_pedtype 24 model #BALLAS3 in_car 76@ passenger_seat 0 
0129: 101@ = create_actor_pedtype 24 model #BALLAS2 in_car 76@ driverseat 
01B2: give_actor 101@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 98@ decision_maker_to 92@ 
060B: set_actor 101@ decision_maker_to 92@ 
Actor.Health(98@) = 260
08AF: set_actor 98@ max_health_to 300 
Actor.WeaponAccuracy(98@) = 100
Actor.Armour(98@) = 100
02A9: set_actor 98@ immune_to_nonplayer 1 
0446: set_actor 98@ immune_to_headshots 0 
054A: set_actor 98@ immune_to_car_headshots 0 
0856: unknown_actor 98@ driving_flag 0 
111@ = Actor.Create(Mission1, #BALLAS2, 876.4128, -1068.866, 23.3745)
060B: set_actor 111@ decision_maker_to 93@ 
Actor.Angle(111@) = 166.6
01B2: give_actor 111@ weapon 28 ammo 2000 // Load the weapon model before using this 
02A9: set_actor 111@ immune_to_nonplayer 1 
Actor.WeaponAccuracy(111@) = 90
Actor.Health(111@) = 120
112@ = Actor.Create(Mission1, #BALLAS2, 922.7446, -1066.214, 23.3203)
060B: set_actor 112@ decision_maker_to 93@ 
Actor.Angle(112@) = 66.6
01B2: give_actor 112@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 112@ temper_to 15 // see pedstats.dat 
02A9: set_actor 112@ immune_to_nonplayer 1 
Actor.WeaponAccuracy(112@) = 90
Actor.Health(112@) = 120
113@ = Actor.Create(Mission1, #BALLAS2, 922.4503, -1117.908, 23.0517)
060B: set_actor 113@ decision_maker_to 93@ 
Actor.Angle(113@) = 357.6
01B2: give_actor 113@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 113@ temper_to 15 // see pedstats.dat 
02A9: set_actor 113@ immune_to_nonplayer 1 
Actor.WeaponAccuracy(113@) = 90
Actor.Health(113@) = 120

:SWEET7_17027
if 
  71@ == 0 
else_jump @SWEET7_17559 
if and
  53@ > 4 
  999 > 53@ 
else_jump @SWEET7_17559 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_17110 
$6692 = Actor.Health(98@)
0084: $6691 = $6692 // (int) 
$6691 /= 3 

:SWEET7_17110
if 
  132@ == 0 
else_jump @SWEET7_17505 
if 
   Actor.Dead(98@)
else_jump @SWEET7_17505 
Marker.Disable(40@)
53@ = 1352 
gosub @SWEET7_31278 
00BE: text_clear_all 
71@ = 1 
62@ = 99 
63@ = 99 
64@ = 99 
539@ = 1 
if 
   not Car.Wrecked(79@)
else_jump @SWEET7_17311 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_17311 
Car.DoorStatus(79@) = 1
Car.DoorStatus(79@) = 3
0687: clear_actor $ACTOR_SWEET task 
0615: define_AS_pack_begin 87@ 
05D3: AS_actor -1 goto_point 930.8062 -1114.459 23.094 mode 6 10000 ms // versionA 
05CA: AS_actor -1 enter_car 79@ passenger_seat -1 30000 ms 
0616: define_AS_pack_end 87@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 

:SWEET7_17311
if 
   not Actor.Dead(81@)
else_jump @SWEET7_17408 
0687: clear_actor 81@ task 
0615: define_AS_pack_begin 300@ 
05D3: AS_actor -1 goto_point 945.3914 -1100.376 23.2999 mode 6 -1 ms // versionA 
0667: AS_actor -1 aim_at 969.3931 -1098.341 22.877 120000 ms 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 300@ 
0618: assign_actor 81@ to_AS_pack 300@ 
061B: remove_references_to_AS_pack 300@ 

:SWEET7_17408
if 
   not Actor.Dead(82@)
else_jump @SWEET7_17505 
0687: clear_actor 82@ task 
0615: define_AS_pack_begin 299@ 
05D3: AS_actor -1 goto_point 944.9411 -1106.773 23.2539 mode 6 -1 ms // versionA 
0667: AS_actor -1 aim_at 970.9636 -1107.962 22.8672 120000 ms 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 299@ 
0618: assign_actor 82@ to_AS_pack 299@ 
061B: remove_references_to_AS_pack 299@ 

:SWEET7_17505
if 
  132@ > 0 
else_jump @SWEET7_17559 
if 
   Actor.Dead(98@)
else_jump @SWEET7_17559 
Marker.Disable(40@)
53@ = 1352 
71@ = 4 

:SWEET7_17559
if 
  71@ == 4 
else_jump @SWEET7_17721 
if 
   not Car.Wrecked(79@)
else_jump @SWEET7_17721 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_17721 
if 
0448:   actor $ACTOR_SWEET in_car 79@ 
else_jump @SWEET7_17721 
Car.DoorStatus(79@) = 1
if 
0448:   actor $PLAYER_ACTOR in_car 79@ 
else_jump @SWEET7_17721 
276@ = 1 
0687: clear_actor $ACTOR_SWEET task 
Marker.Disable(43@)
018A: 271@ = create_checkpoint_at 2501.634 -1674.131 12.3689 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
Camera.SetBehindPlayer
71@ = 8 
44@ = 0 
539@ = 1 

:SWEET7_17721
if 
  71@ == 8 
else_jump @SWEET7_18514 
if 
  132@ == 0 
else_jump @SWEET7_17914 
if 
  539@ > 0 
else_jump @SWEET7_17914 
if 
  537@ == 0 
else_jump @SWEET7_17914 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_17914 jumps 1 @SWEET7_17856 2 @SWEET7_17877 -1 @SWEET7_17914 -1 @SWEET7_17914 -1 @SWEET7_17914 -1 @SWEET7_17914 -1 @SWEET7_17914 

:SWEET7_17856
534@ = 69 
539@ = 2 
jump @SWEET7_17914 

:SWEET7_17877
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR646' time 6000 flag 1  // ~s~Kane ist tot. Bring Sweet wohlbehalten ~y~nach Hause~s~!
539@ = 0 
jump @SWEET7_17914 

:SWEET7_17914
if 
  132@ > 0 
else_jump @SWEET7_18133 
if 
  539@ > 0 
else_jump @SWEET7_18133 
if 
  537@ == 0 
else_jump @SWEET7_18133 
0871: init_jump_table 539@ total_jumps 4 default_jump 0 @SWEET7_18133 jumps 1 @SWEET7_18031 2 @SWEET7_18052 3 @SWEET7_18073 4 @SWEET7_18094 -1 @SWEET7_18133 -1 @SWEET7_18133 -1 @SWEET7_18133 

:SWEET7_18031
534@ = 64 
539@ = 2 
jump @SWEET7_18133 

:SWEET7_18052
534@ = 65 
539@ = 3 
jump @SWEET7_18133 

:SWEET7_18073
534@ = 66 
539@ = 4 
jump @SWEET7_18133 

:SWEET7_18094
534@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR646' time 6000 flag 1  // ~s~Kane ist tot. Bring Sweet wohlbehalten ~y~nach Hause~s~!
539@ = 0 
jump @SWEET7_18133 

:SWEET7_18133
if 
   not Car.Wrecked(79@)
else_jump @SWEET7_18514 
if 
  44@ == 0 
else_jump @SWEET7_18238 
if 
   not Actor.InCar($PLAYER_ACTOR, 79@)
else_jump @SWEET7_18238 
539@ = 0 
43@ = Marker.CreateAboveCar(79@)
07E0: set_marker 43@ type_to 1 
Marker.Disable(271@)
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR645' time 6000 flag 1  // ~s~Steig ins ~b~Auto~s~ und fahr!
44@ = 1 

:SWEET7_18238
if 
  44@ == 1 
else_jump @SWEET7_18332 
if 
   Actor.InCar($PLAYER_ACTOR, 79@)
else_jump @SWEET7_18332 
Marker.Disable(43@)
018A: 271@ = create_checkpoint_at 2501.634 -1674.131 12.3689 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR647' time 8000 flag 1  // ~s~Bring Sweet sofort wohlbehalten ~y~nach Hause~s~!
44@ = 0 

:SWEET7_18332
077E: get_active_interior_to 34@ 
if 
  34@ == 0 
else_jump @SWEET7_18375 
if 
89BE:   not unknown_check_09BD 
else_jump @SWEET7_18375 
Player.CanMove($PLAYER_CHAR) = True

:SWEET7_18375
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_18514 
if 
0448:   actor $ACTOR_SWEET in_car 79@ 
else_jump @SWEET7_18514 
if 
   Actor.InCar($PLAYER_ACTOR, 79@)
else_jump @SWEET7_18514 
if 
0100:   actor $PLAYER_ACTOR in_sphere 2501.634 -1674.131 12.3689 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SWEET7_18514 
Player.CanMove($PLAYER_CHAR) = False
if 
01C1:   car 79@ stopped 
else_jump @SWEET7_18514 
Marker.Disable(271@)
00BE: text_clear_all 
71@ = 74 

:SWEET7_18514
if 
  71@ == 74 
else_jump @SWEET7_18727 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0395: clear_area 1 at 2501.634 -1674.131 12.3689 radius 5.0 
02A3: enable_widescreen 1 
Camera.SetPosition(2499.582, -1682.395, 15.2226, 0.0, 0.0, 0.0)
Camera.PointAt(2499.969, -1681.485, 15.079, 2)
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_18699 
0615: define_AS_pack_begin 85@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2516.634 -1673.847 13.9671 mode 4 20000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 85@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 

:SWEET7_18699
33@ = 0 
539@ = 1 
71@ = 77 
288@ = 1 

:SWEET7_18727
if 
  288@ == 1 
else_jump @SWEET7_18949 
71@ = 77 
if 
  539@ > 0 
else_jump @SWEET7_18949 
if 
  537@ == 0 
else_jump @SWEET7_18949 
0871: init_jump_table 539@ total_jumps 4 default_jump 0 @SWEET7_18949 jumps 1 @SWEET7_18851 2 @SWEET7_18872 3 @SWEET7_18893 4 @SWEET7_18914 -1 @SWEET7_18949 -1 @SWEET7_18949 -1 @SWEET7_18949 

:SWEET7_18851
534@ = 70 
539@ = 2 
jump @SWEET7_18949 

:SWEET7_18872
534@ = 71 
539@ = 3 
jump @SWEET7_18949 

:SWEET7_18893
534@ = 72 
539@ = 4 
jump @SWEET7_18949 

:SWEET7_18914
534@ = 0 
71@ = 80 
288@ = 2 
539@ = 0 
jump @SWEET7_18949 

:SWEET7_18949
if 
  288@ == 2 
else_jump @SWEET7_19003 
Camera.SetBehindPlayer
Actor.DestroyInstantly($ACTOR_SWEET)
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
jump @SWEET7_32422 

:SWEET7_19003
if 
  53@ == 5 
else_jump @SWEET7_19303 
Player.CanMove($PLAYER_CHAR) = False
wait 0 
fade 0 1500 

:SWEET7_19039
if 
fading 
else_jump @SWEET7_19063 
wait 0 
jump @SWEET7_19039 

:SWEET7_19063
Player.CanMove($PLAYER_CHAR) = False
if 
   not Actor.Dead(81@)
else_jump @SWEET7_19093 
0446: set_actor 81@ immune_to_headshots 0 

:SWEET7_19093
if 
   not Actor.Dead(82@)
else_jump @SWEET7_19116 
0446: set_actor 82@ immune_to_headshots 0 

:SWEET7_19116
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_19137 
0687: clear_actor $ACTOR_SWEET task 

:SWEET7_19137
02A3: enable_widescreen 1 
Actor.PutAt($PLAYER_ACTOR, 816.8154, -1075.383, 23.3516)
Actor.Angle($PLAYER_ACTOR) = 277.0
Camera.SetPosition(822.0925, -1077.878, 23.6895, 0.0, 0.0, 0.0)
Camera.PointAt(821.1437, -1077.566, 23.7335, 2)
Camera.SetAtPos(803.9182, -1078.626, 23.3515)
wait 1000 
fade 1 1000 

:SWEET7_19251
if 
fading 
else_jump @SWEET7_19275 
wait 0 
jump @SWEET7_19251 

:SWEET7_19275
53@ = 6 
539@ = 1 
32@ = 0 
33@ = 0 

:SWEET7_19303
if 
  53@ == 6 
else_jump @SWEET7_20129 
if 
  539@ > 0 
else_jump @SWEET7_19553 
if 
  537@ == 0 
else_jump @SWEET7_19553 
0871: init_jump_table 539@ total_jumps 4 default_jump 0 @SWEET7_19553 jumps 1 @SWEET7_19420 2 @SWEET7_19434 3 @SWEET7_19493 4 @SWEET7_19514 -1 @SWEET7_19553 -1 @SWEET7_19553 -1 @SWEET7_19553 

:SWEET7_19420
539@ = 2 
jump @SWEET7_19553 

:SWEET7_19434
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_19479 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_19479 
0687: clear_actor $ACTOR_SWEET task 
0639: AS_actor $ACTOR_SWEET rotate_to_actor 98@ 

:SWEET7_19479
539@ = 3 
jump @SWEET7_19553 

:SWEET7_19493
534@ = 34 
539@ = 4 
jump @SWEET7_19553 

:SWEET7_19514
534@ = 0 
03E5: show_text_box 'TWAR661'  // Drcke ~k~~GROUP_CONTROL_BWD~, um deine Gang anzuweisen, in Position zu bleiben, oder ~k~~GROUP_CONTROL_FWD~, um sie anzuweisen, dir zu folgen.
546@ = 1 
539@ = 0 
jump @SWEET7_19553 

:SWEET7_19553
if 
  33@ > 10000 
else_jump @SWEET7_19617 
if 
  546@ == 1 
else_jump @SWEET7_19617 
03E6: remove_text_box 
03E5: show_text_box 'TWAR662'  // Wenn du ~k~~GROUP_CONTROL_FWD~ oder ~k~~GROUP_CONTROL_BWD~ fr einige Sekunden gedrckt hltst oder wenn du dich zu weit entfernst, dann zerstreut sich dein Team.
546@ = 2 
33@ = 0 

:SWEET7_19617
if 
  546@ == 2 
else_jump @SWEET7_20129 
if 
  33@ > 8000 
else_jump @SWEET7_20129 
03E6: remove_text_box 
Camera.SetPosition(891.9803, -1068.343, 23.6669, 0.0, 0.0, 0.0)
Camera.PointAt(891.3828, -1069.141, 23.7373, 2)
37@ = 1 
if 
  75@ == 0 
else_jump @SWEET7_19830 
if 
   not Car.Wrecked(76@)
else_jump @SWEET7_19830 
if 
   not Actor.Dead(101@)
else_jump @SWEET7_19830 
05D1: AS_actor 101@ drive_car 76@ to 875.3232 -1073.502 23.3364 speed 10.0 2 model #NULL 2 
if 
  537@ == 0 
else_jump @SWEET7_19823 
534@ = 40 

:SWEET7_19823
75@ = 1 

:SWEET7_19830
if 
   not Car.Wrecked(76@)
else_jump @SWEET7_20129 
if 
   not Actor.Dead(101@)
else_jump @SWEET7_20129 
if 
01AF:   car 76@ sphere 0 in_sphere 875.3232 -1071.941 23.3364 radius 3.0 3.0 3.0 
else_jump @SWEET7_20129 
if 
01C1:   car 76@ stopped 
else_jump @SWEET7_20129 
53@ = 7 
if 
  537@ == 0 
else_jump @SWEET7_19958 
545@ = 0 

:SWEET7_19958
Camera.SetPosition(871.9701, -1069.503, 25.6673, 0.0, 0.0, 0.0)
Camera.PointAt(872.7517, -1070.042, 25.353, 2)
Car.DoorStatus(76@) = 1
Car.SetImmunities(76@, 0, 0, 0, 0, 0)
if 
   not Actor.Dead(98@)
else_jump @SWEET7_20122 
0615: define_AS_pack_begin 99@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 869.1639 -1071.619 25.2208 mode 4 10000 ms // versionA 
05D3: AS_actor -1 goto_point 892.7105 -1077.929 23.2684 mode 4 10000 ms // versionA 
0616: define_AS_pack_end 99@ 
0618: assign_actor 98@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 

:SWEET7_20122
32@ = 0 

:SWEET7_20129
if 
  53@ == 7 
else_jump @SWEET7_20273 
if 
  32@ > 2000 
else_jump @SWEET7_20273 
if 
   not Actor.Dead(101@)
else_jump @SWEET7_20257 
0615: define_AS_pack_begin 102@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 873.9978 -1077.988 23.3203 mode 4 10000 ms // versionA 
05D3: AS_actor -1 goto_point 833.1347 -1095.187 22.8281 mode 4 10000 ms // versionA 
0616: define_AS_pack_end 102@ 
0618: assign_actor 101@ to_AS_pack 102@ 
061B: remove_references_to_AS_pack 102@ 

:SWEET7_20257
00BE: text_clear_all 
53@ = 8 
539@ = 1 

:SWEET7_20273
if 
  53@ == 8 
else_jump @SWEET7_20479 
if 
  539@ > 0 
else_jump @SWEET7_20453 
if 
  537@ == 0 
else_jump @SWEET7_20453 
0871: init_jump_table 539@ total_jumps 3 default_jump 0 @SWEET7_20453 jumps 1 @SWEET7_20390 2 @SWEET7_20411 3 @SWEET7_20432 -1 @SWEET7_20453 -1 @SWEET7_20453 -1 @SWEET7_20453 -1 @SWEET7_20453 

:SWEET7_20390
534@ = 41 
539@ = 2 
jump @SWEET7_20453 

:SWEET7_20411
534@ = 42 
539@ = 3 
jump @SWEET7_20453 

:SWEET7_20432
534@ = 0 
539@ = 0 
jump @SWEET7_20453 

:SWEET7_20453
if 
  32@ > 8000 
else_jump @SWEET7_20479 
53@ = 10 

:SWEET7_20479
if 
  53@ == 10 
else_jump @SWEET7_21122 
37@ = 0 
539@ = 0 
270@ = 99 
Actor.PutAt($PLAYER_ACTOR, 817.3972, -1076.164, 23.1065)
if 
   not Actor.Dead(263@)
else_jump @SWEET7_20584 
Actor.PutAt(263@, 820.5947, -1074.517, 23.1755)
Actor.Angle(263@) = 176.0

:SWEET7_20584
if 
   not Actor.Dead(264@)
else_jump @SWEET7_20630 
Actor.PutAt(264@, 818.3846, -1079.001, 22.929)
Actor.Angle(264@) = 291.0

:SWEET7_20630
if 
   not Actor.Dead(98@)
else_jump @SWEET7_20733 
0792: disembark_instantly_actor 98@ 
if 
   not Actor.Driving(98@)
else_jump @SWEET7_20687 
Actor.PutAt(98@, 890.4531, -1063.368, 23.7342)

:SWEET7_20687
if 
   Actor.Driving(98@)
else_jump @SWEET7_20723 
0362: remove_actor 98@ from_car_and_place_at 890.4531 -1063.368 23.7342 

:SWEET7_20723
05D4: AS_actor 98@ rotate_angle 84.0 

:SWEET7_20733
Actor.Angle($PLAYER_ACTOR) = 255.0
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
04EF: release_animation "SMOKING" 
04EF: release_animation "GRAVEYARD" 
if 
   not Actor.Dead(101@)
else_jump @SWEET7_20843 
0792: disembark_instantly_actor 101@ 
Actor.PutAt(101@, 844.5107, -1101.66, 22.8516)
05D4: AS_actor 101@ rotate_angle 135.0 
01B2: give_actor 101@ weapon 22 ammo 2000 // Load the weapon model before using this 
Actor.Armour(101@) = 50

:SWEET7_20843
if 
   not Car.Wrecked(76@)
else_jump @SWEET7_20911 
Car.PutAt(76@, 875.3232, -1073.502, 23.3364)
Car.Angle(76@) = 89.0
Car.DoorStatus(76@) = 1
Car.SetImmunities(76@, 0, 0, 0, 0, 0)

:SWEET7_20911
Player.CanMove($PLAYER_CHAR) = True
0940: unknown_group 260@ flag 1 
if 
   not Actor.Dead(263@)
else_jump @SWEET7_20975 
if 
86EE:   not actor 263@ in_group 260@ 
else_jump @SWEET7_20975 
0631: put_actor 263@ in_group 260@ 
087F: unknown_actor 263@ flag 1 

:SWEET7_20975
if 
   not Actor.Dead(264@)
else_jump @SWEET7_21025 
if 
86EE:   not actor 264@ in_group 260@ 
else_jump @SWEET7_21025 
0631: put_actor 264@ in_group 260@ 
087F: unknown_actor 264@ flag 1 

:SWEET7_21025
if 
   not Actor.Dead(101@)
else_jump @SWEET7_21054 
060B: set_actor 101@ decision_maker_to 93@ 
0687: clear_actor 101@ task 

:SWEET7_21054
0638: AS_actor 101@ stay_put 1 
53@ = 15 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_21099 
40@ = Marker.CreateAboveActor(98@)
Marker.SetColor(40@, 0)

:SWEET7_21099
if 
   not Car.Wrecked(78@)
else_jump @SWEET7_21120 
Car.Destroy(78@)

:SWEET7_21120
03E6: remove_text_box 

:SWEET7_21122
if 
  53@ == 15 
else_jump @SWEET7_21672 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
if 
   not Actor.Dead(101@)
else_jump @SWEET7_21578 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_21273 
0615: define_AS_pack_begin 84@ 
05D3: AS_actor -1 goto_point 832.3179 -1081.627 22.9332 mode 6 10000 ms // versionA 
0637: AS_actor -1 goto 833.9351 -1101.966 22.8281 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 101@ 
0616: define_AS_pack_end 84@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:SWEET7_21273
if 
   not Actor.Dead(81@)
else_jump @SWEET7_21388 
0687: clear_actor 81@ task 
0615: define_AS_pack_begin 88@ 
05D3: AS_actor -1 goto_point 828.6603 -1080.408 23.03 mode 7 10000 ms // versionA 
0637: AS_actor -1 goto 832.5559 -1104.067 22.8281 mode 7 turn_radius 100.0 stop_radius 1.0 look_at_actor 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 101@ 
0616: define_AS_pack_end 88@ 
0618: assign_actor 81@ to_AS_pack 88@ 
061B: remove_references_to_AS_pack 88@ 

:SWEET7_21388
if 
   not Actor.Dead(82@)
else_jump @SWEET7_21503 
0687: clear_actor 82@ task 
0615: define_AS_pack_begin 90@ 
05D3: AS_actor -1 goto_point 832.2366 -1077.225 23.1896 mode 7 10000 ms // versionA 
0637: AS_actor -1 goto 835.7187 -1097.325 22.8784 mode 7 turn_radius 100.0 stop_radius 1.0 look_at_actor 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 101@ 
0616: define_AS_pack_end 90@ 
0618: assign_actor 82@ to_AS_pack 90@ 
061B: remove_references_to_AS_pack 90@ 

:SWEET7_21503
gosub @SWEET7_30508 
if 
   not Actor.Dead(101@)
else_jump @SWEET7_21578 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_21578 
0615: define_AS_pack_begin 104@ 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $ACTOR_SWEET 
0616: define_AS_pack_end 104@ 
0618: assign_actor 101@ to_AS_pack 104@ 
061B: remove_references_to_AS_pack 104@ 

:SWEET7_21578
if 
  54@ == 1 
else_jump @SWEET7_21638 
if 
   not Actor.Dead(97@)
else_jump @SWEET7_21617 
Actor.DestroyInstantly(97@)

:SWEET7_21617
if 
   not Actor.Dead(96@)
else_jump @SWEET7_21638 
Actor.DestroyInstantly(96@)

:SWEET7_21638
33@ = 0 
61@ = 1 
539@ = 1 
0209: 540@ = random_int_in_ranges 0 3 
040D: unload_wav 3 

:SWEET7_21672
if 
  61@ == 1 
else_jump @SWEET7_22268 
if 
  539@ > 0 
else_jump @SWEET7_21915 
if 
  537@ == 0 
else_jump @SWEET7_21915 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_21915 jumps 1 @SWEET7_21789 2 @SWEET7_21878 -1 @SWEET7_21915 -1 @SWEET7_21915 -1 @SWEET7_21915 -1 @SWEET7_21915 -1 @SWEET7_21915 

:SWEET7_21789
if 
  540@ == 0 
else_jump @SWEET7_21814 
534@ = 43 

:SWEET7_21814
if 
  540@ == 1 
else_jump @SWEET7_21839 
534@ = 44 

:SWEET7_21839
if 
  540@ == 1 
else_jump @SWEET7_21864 
534@ = 45 

:SWEET7_21864
539@ = 2 
jump @SWEET7_21915 

:SWEET7_21878
00BC: show_text_highpriority GXT 'TWAR636' time 8000 flag 1  // ~s~Erledige ~r~Kane~s~, lass ihn nicht entkommen!
534@ = 0 
539@ = 0 
jump @SWEET7_21915 

:SWEET7_21915
if 
  33@ > 6000 
else_jump @SWEET7_22028 
if 
  70@ == 0 
else_jump @SWEET7_22028 
if 
   not Actor.Dead(101@)
else_jump @SWEET7_22028 
0687: clear_actor 101@ task 
0605: actor 101@ perform_animation_sequence "KO_SHOT_FACE" IFP_file "PED" 8.0 loop 0 0 0 1 time -1 // versionA 
Actor.Health(101@) = 0
70@ = 1 
00BE: text_clear_all 

:SWEET7_22028
if 
  33@ > 7000 
else_jump @SWEET7_22268 
if 
   not Actor.Dead(101@)
else_jump @SWEET7_22073 
0687: clear_actor 101@ task 
05BE: AS_kill_actor 101@ 

:SWEET7_22073
if 
  71@ == 0 
else_jump @SWEET7_22147 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_22147 
0687: clear_actor $ACTOR_SWEET task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 872.7859 -1100.792 22.8437 
65@ = 1 
05D8: AS_assign_scmpath to_actor $ACTOR_SWEET flags 6 0 

:SWEET7_22147
if 
   not Actor.Dead(81@)
else_jump @SWEET7_22203 
0687: clear_actor 81@ task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 882.445 -1102.041 22.8281 
66@ = 1 
05D8: AS_assign_scmpath to_actor 81@ flags 7 0 

:SWEET7_22203
if 
   not Actor.Dead(82@)
else_jump @SWEET7_22259 
0687: clear_actor 82@ task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 888.5107 -1099.935 21.8918 
67@ = 1 
05D8: AS_assign_scmpath to_actor 82@ flags 7 0 

:SWEET7_22259
61@ = 2 
00BE: text_clear_all 

:SWEET7_22268
if 
  71@ == 0 
else_jump @SWEET7_22405 
if 
  65@ == 1 
else_jump @SWEET7_22405 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_22405 
if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 872.7859 -1100.792 22.8437 radius 3.0 3.0 3.0 
else_jump @SWEET7_22405 
0687: clear_actor $ACTOR_SWEET task 
05D3: AS_actor $ACTOR_SWEET goto_point 875.9534 -1079.515 23.3203 mode 6 10000 ms // versionA 
65@ = 2 

:SWEET7_22405
if 
  66@ == 1 
else_jump @SWEET7_22524 
if 
   not Actor.Dead(81@)
else_jump @SWEET7_22524 
if 
00FE:   actor 81@ sphere 0 in_sphere 882.445 -1102.041 22.8281 radius 5.0 5.0 3.0 
else_jump @SWEET7_22524 
0687: clear_actor 81@ task 
05D3: AS_actor 81@ goto_point 881.3811 -1088.896 23.1974 mode 6 10000 ms // versionA 
66@ = 2 

:SWEET7_22524
if 
  67@ == 1 
else_jump @SWEET7_22643 
if 
   not Actor.Dead(82@)
else_jump @SWEET7_22643 
if 
00FE:   actor 82@ sphere 0 in_sphere 888.5107 -1099.935 21.8918 radius 5.0 5.0 3.0 
else_jump @SWEET7_22643 
0687: clear_actor 82@ task 
05D3: AS_actor 82@ goto_point 893.6727 -1077.295 23.2759 mode 7 10000 ms // versionA 
67@ = 2 

:SWEET7_22643
if 
  61@ > 0 
else_jump @SWEET7_23117 
if 
  71@ == 0 
else_jump @SWEET7_22825 
if 
  64@ == 0 
else_jump @SWEET7_22825 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_22825 
if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 875.9534 -1079.515 23.3203 radius 2.0 2.0 3.0 
else_jump @SWEET7_22825 
0687: clear_actor $ACTOR_SWEET task 
if 
   not Actor.Dead(105@)
else_jump @SWEET7_22818 
0615: define_AS_pack_begin 86@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 105@ 
0616: define_AS_pack_end 86@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SWEET7_22818
64@ = 1 

:SWEET7_22825
if 
  62@ == 0 
else_jump @SWEET7_22971 
if 
   not Actor.Dead(81@)
else_jump @SWEET7_22971 
if 
00FE:   actor 81@ sphere 0 in_sphere 881.3811 -1088.896 23.1974 radius 5.0 5.0 3.0 
else_jump @SWEET7_22971 
0687: clear_actor 81@ task 
if 
   not Actor.Dead(107@)
else_jump @SWEET7_22964 
0615: define_AS_pack_begin 89@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 107@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 81@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 

:SWEET7_22964
62@ = 1 

:SWEET7_22971
if 
  63@ == 0 
else_jump @SWEET7_23117 
if 
   not Actor.Dead(82@)
else_jump @SWEET7_23117 
if 
00FE:   actor 82@ sphere 0 in_sphere 893.6727 -1077.295 23.2759 radius 5.0 5.0 3.0 
else_jump @SWEET7_23117 
0687: clear_actor 82@ task 
if 
   not Actor.Dead(109@)
else_jump @SWEET7_23110 
0615: define_AS_pack_begin 91@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 109@ 
0616: define_AS_pack_end 91@ 
0618: assign_actor 82@ to_AS_pack 91@ 
061B: remove_references_to_AS_pack 91@ 

:SWEET7_23110
63@ = 1 

:SWEET7_23117
if 
  62@ == 1 
else_jump @SWEET7_23203 
if 
   Actor.Dead(107@)
else_jump @SWEET7_23203 
if 
   not Actor.Dead(111@)
else_jump @SWEET7_23196 
if 
   not Actor.Dead(81@)
else_jump @SWEET7_23196 
0687: clear_actor 81@ task 
05E2: AS_actor 81@ kill_actor 111@ 

:SWEET7_23196
62@ = 2 

:SWEET7_23203
if 
  63@ == 1 
else_jump @SWEET7_23289 
if 
   Actor.Dead(109@)
else_jump @SWEET7_23282 
if 
   not Actor.Dead(112@)
else_jump @SWEET7_23282 
if 
   not Actor.Dead(82@)
else_jump @SWEET7_23282 
0687: clear_actor 82@ task 
05E2: AS_actor 82@ kill_actor 112@ 

:SWEET7_23282
63@ = 2 

:SWEET7_23289
if 
  71@ == 0 
else_jump @SWEET7_23411 
if 
  132@ == 0 
else_jump @SWEET7_23411 
if 
  64@ == 1 
else_jump @SWEET7_23411 
if 
   Actor.Dead(105@)
else_jump @SWEET7_23411 
if 
   not Actor.Dead(113@)
else_jump @SWEET7_23404 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_23404 
0687: clear_actor $ACTOR_SWEET task 
05E2: AS_actor $ACTOR_SWEET kill_actor 113@ 

:SWEET7_23404
64@ = 2 

:SWEET7_23411
if 
  62@ == 2 
else_jump @SWEET7_23497 
if 
   Actor.Dead(111@)
else_jump @SWEET7_23497 
if 
   not Actor.Dead(81@)
else_jump @SWEET7_23497 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_23490 
0687: clear_actor 81@ task 
05E2: AS_actor 81@ kill_actor 98@ 

:SWEET7_23490
62@ = 3 

:SWEET7_23497
if 
  63@ == 2 
else_jump @SWEET7_23583 
if 
   Actor.Dead(112@)
else_jump @SWEET7_23583 
if 
   not Actor.Dead(82@)
else_jump @SWEET7_23583 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_23576 
0687: clear_actor 82@ task 
05E2: AS_actor 82@ kill_actor 98@ 

:SWEET7_23576
63@ = 3 

:SWEET7_23583
if 
  71@ == 0 
else_jump @SWEET7_23705 
if 
  132@ == 0 
else_jump @SWEET7_23705 
if 
  64@ == 2 
else_jump @SWEET7_23705 
if 
   Actor.Dead(113@)
else_jump @SWEET7_23705 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_23705 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_23698 
0687: clear_actor $ACTOR_SWEET task 
05E2: AS_actor $ACTOR_SWEET kill_actor 98@ 

:SWEET7_23698
64@ = 3 

:SWEET7_23705
if 
  59@ == 1 
else_jump @SWEET7_23913 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_23913 
if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
else_jump @SWEET7_23827 
0856: unknown_actor 98@ driving_flag 1 
0687: clear_actor 98@ task 
0634: AS_actor 98@ attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 50 
59@ = 2 

:SWEET7_23827
if 
  60@ == 1 
else_jump @SWEET7_23913 
if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 20.0 20.0 5.0 
else_jump @SWEET7_23913 
gosub @SWEET7_30206 
60@ = 2 

:SWEET7_23913
if 
  59@ == 3 
else_jump @SWEET7_24150 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_24150 
if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
else_jump @SWEET7_24064 
0687: clear_actor 98@ task 
0634: AS_actor 98@ attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 50 
if 
   not Actor.Dead(112@)
else_jump @SWEET7_24057 
0687: clear_actor 112@ task 
0634: AS_actor 112@ attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 50 

:SWEET7_24057
59@ = 4 

:SWEET7_24064
if 
  60@ == 2 
else_jump @SWEET7_24150 
if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 20.0 20.0 5.0 
else_jump @SWEET7_24150 
gosub @SWEET7_30206 
60@ = 3 

:SWEET7_24150
if 
  59@ == 5 
else_jump @SWEET7_24265 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_24265 
if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
else_jump @SWEET7_24265 
0687: clear_actor 98@ task 
0634: AS_actor 98@ attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 50 
59@ = 6 

:SWEET7_24265
if 
  59@ == 7 
else_jump @SWEET7_24380 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_24380 
if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
else_jump @SWEET7_24380 
0687: clear_actor 98@ task 
0638: AS_actor 98@ stay_put 0 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
59@ = 8 

:SWEET7_24380
if 
  53@ == 20 
else_jump @SWEET7_24890 
if 
   not 53@ == 25 
else_jump @SWEET7_24505 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_24505 
if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 20.0 20.0 0 
else_jump @SWEET7_24505 
53@ = 25 
139@ += 1 
gosub @SWEET7_30126 
59@ = 1 
60@ = 1 
32@ = 0 

:SWEET7_24505
if 
   not 53@ == 25 
else_jump @SWEET7_24593 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_24593 
if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_24593 
53@ = 25 
139@ += 1 
gosub @SWEET7_30126 
59@ = 1 
60@ = 1 

:SWEET7_24593
if 
   not 53@ == 25 
else_jump @SWEET7_24669 
if 
   Actor.Dead(105@)
else_jump @SWEET7_24669 
56@ = 1 
53@ = 25 
139@ += 1 
gosub @SWEET7_30126 
59@ = 1 
60@ = 1 

:SWEET7_24669
if 
   not 53@ == 25 
else_jump @SWEET7_24745 
if 
   Actor.Dead(107@)
else_jump @SWEET7_24745 
57@ = 1 
53@ = 25 
139@ += 1 
gosub @SWEET7_30126 
59@ = 1 
60@ = 1 

:SWEET7_24745
if 
   not 53@ == 25 
else_jump @SWEET7_24821 
if 
   Actor.Dead(109@)
else_jump @SWEET7_24821 
58@ = 1 
53@ = 25 
139@ += 1 
gosub @SWEET7_30126 
59@ = 1 
60@ = 1 

:SWEET7_24821
if 
   not 53@ == 25 
else_jump @SWEET7_24890 
if 
   Actor.Dead(111@)
else_jump @SWEET7_24890 
53@ = 25 
139@ += 1 
gosub @SWEET7_30126 
59@ = 1 
60@ = 1 

:SWEET7_24890
if 
  53@ == 25 
else_jump @SWEET7_25114 
if 
  59@ == 2 
else_jump @SWEET7_25114 
if 
   not 53@ == 30 
else_jump @SWEET7_25026 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_25026 
if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 20.0 20.0 0 
else_jump @SWEET7_25026 
53@ = 30 
139@ += 1 
gosub @SWEET7_30126 
59@ = 3 
60@ = 2 

:SWEET7_25026
if 
   not 53@ == 30 
else_jump @SWEET7_25114 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_25114 
if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_25114 
53@ = 30 
139@ += 1 
gosub @SWEET7_30126 
59@ = 3 
60@ = 2 

:SWEET7_25114
if 
  53@ == 30 
else_jump @SWEET7_25324 
if 
  59@ == 4 
else_jump @SWEET7_25324 
if 
   not 53@ == 35 
else_jump @SWEET7_25243 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_25243 
if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 20.0 20.0 0 
else_jump @SWEET7_25243 
53@ = 35 
139@ += 1 
gosub @SWEET7_30126 
59@ = 5 

:SWEET7_25243
if 
   not 53@ == 35 
else_jump @SWEET7_25324 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_25324 
if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_25324 
53@ = 35 
139@ += 1 
gosub @SWEET7_30126 
59@ = 5 

:SWEET7_25324
if 
  53@ == 35 
else_jump @SWEET7_25548 
if 
  59@ == 6 
else_jump @SWEET7_25548 
if 
   not 53@ == 40 
else_jump @SWEET7_25460 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_25460 
if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 10.0 10.0 0 
else_jump @SWEET7_25460 
53@ = 40 
139@ += 1 
gosub @SWEET7_30126 
59@ = 7 
53@ = 50 

:SWEET7_25460
if 
   not 53@ == 40 
else_jump @SWEET7_25548 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_25548 
if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_25548 
53@ = 40 
139@ += 1 
gosub @SWEET7_30126 
59@ = 7 
53@ = 50 

:SWEET7_25548
if 
  53@ == 50 
else_jump @SWEET7_25813 
77@ = Car.Create(#GREENWOO, 960.0995, -1032.099, 29.0858)
Car.Angle(77@) = 180.4729
0229: set_car 77@ primary_color_to 0 secondary_color_to 2 
053F: set_car 77@ tires_vulnerability 0 
0129: 122@ = create_actor_pedtype 4 model #BALLAS2 in_car 77@ driverseat 
0446: set_actor 122@ immune_to_headshots 0 
060B: set_actor 122@ decision_maker_to 93@ 
01C8: 117@ = create_actor_pedtype 24 model #BALLAS2 in_car 77@ passenger_seat 1 
060B: set_actor 117@ decision_maker_to 93@ 
01B2: give_actor 117@ weapon 25 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 117@ temper_to 15 // see pedstats.dat 
01C8: 119@ = create_actor_pedtype 24 model #BALLAS1 in_car 77@ passenger_seat 2 
060B: set_actor 119@ decision_maker_to 93@ 
01B2: give_actor 119@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 119@ temper_to 15 // see pedstats.dat 
Model.Destroy(#GREENWOO)
Model.Destroy(#BALLAS1)
Model.Destroy(#BALLAS2)
Car.DoorStatus(77@) = 3
if 
   not Actor.Dead(122@)
else_jump @SWEET7_25813 
if 
   not Car.Wrecked(77@)
else_jump @SWEET7_25813 
05D1: AS_actor 122@ drive_car 77@ to 955.9623 -1100.14 22.7516 speed 10.0 2 model #NULL 2 
53@ = 55 

:SWEET7_25813
if 
  277@ == 0 
else_jump @SWEET7_25909 
if and
  53@ > 50 
  999 > 53@ 
else_jump @SWEET7_25909 
if 
   Actor.Dead(122@)
else_jump @SWEET7_25909 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_25902 
0687: clear_actor 98@ task 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 

:SWEET7_25902
277@ = 1 

:SWEET7_25909
if 
  53@ == 55 
else_jump @SWEET7_26096 
if 
   not Actor.Dead(122@)
else_jump @SWEET7_26096 
if 
   not Car.Wrecked(77@)
else_jump @SWEET7_26096 
if 
01AF:   car 77@ sphere 0 in_sphere 955.9623 -1100.14 22.7516 radius 3.0 3.0 3.0 
else_jump @SWEET7_26096 
if 
   not Actor.Dead(122@)
else_jump @SWEET7_26096 
if 
   not Car.Wrecked(77@)
else_jump @SWEET7_26096 
05D1: AS_actor 122@ drive_car 77@ to 929.9791 -1103.645 22.8506 speed 10.0 2 model #NULL 3 
53@ = 60 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_26096 

:SWEET7_26096
if 
  53@ == 60 
else_jump @SWEET7_26454 
if 
   not Car.Wrecked(77@)
else_jump @SWEET7_26454 
if 
01AF:   car 77@ sphere 0 in_sphere 929.9791 -1103.645 22.8506 radius 5.0 5.0 3.0 
else_jump @SWEET7_26454 
if 
01C1:   car 77@ stopped 
else_jump @SWEET7_26454 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_26282 
0687: clear_actor 98@ task 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_26282 
if 
   not Car.Wrecked(77@)
else_jump @SWEET7_26282 
539@ = 1 
0209: 540@ = random_int_in_ranges 0 3 
05CA: AS_actor 98@ enter_car 77@ passenger_seat 0 -2 ms 
53@ = 65 

:SWEET7_26282
if 
   not Actor.Dead(117@)
else_jump @SWEET7_26368 
0687: clear_actor 117@ task 
0615: define_AS_pack_begin 118@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 916.3773 -1107.937 23.1694 mode 6 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 118@ 
0618: assign_actor 117@ to_AS_pack 118@ 
061B: remove_references_to_AS_pack 118@ 
53@ = 65 

:SWEET7_26368
if 
   not Actor.Dead(119@)
else_jump @SWEET7_26454 
0687: clear_actor 119@ task 
0615: define_AS_pack_begin 120@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 918.4471 -1094.806 23.4897 mode 6 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 120@ 
0618: assign_actor 119@ to_AS_pack 120@ 
061B: remove_references_to_AS_pack 120@ 
53@ = 65 

:SWEET7_26454
if 
  53@ == 65 
else_jump @SWEET7_27065 
if 
  539@ > 0 
else_jump @SWEET7_26697 
if 
  537@ == 0 
else_jump @SWEET7_26697 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_26697 jumps 1 @SWEET7_26571 2 @SWEET7_26660 -1 @SWEET7_26697 -1 @SWEET7_26697 -1 @SWEET7_26697 -1 @SWEET7_26697 -1 @SWEET7_26697 

:SWEET7_26571
if 
  540@ == 0 
else_jump @SWEET7_26596 
534@ = 46 

:SWEET7_26596
if 
  540@ == 1 
else_jump @SWEET7_26621 
534@ = 47 

:SWEET7_26621
if 
  540@ == 2 
else_jump @SWEET7_26646 
534@ = 48 

:SWEET7_26646
539@ = 2 
jump @SWEET7_26697 

:SWEET7_26660
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR626' time 6000 flag 1  // ~r~Kane~s~ flchtet zu diesem Fahrzeug! Schnapp ihn dir!
539@ = 0 
jump @SWEET7_26697 

:SWEET7_26697
if 
   Actor.Dead(98@)
else_jump @SWEET7_26791 
if 
   not Car.Wrecked(77@)
else_jump @SWEET7_26791 
if 
   not Actor.Dead(122@)
else_jump @SWEET7_26791 
0687: clear_actor 122@ task 
0615: define_AS_pack_begin 103@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 103@ 
0618: assign_actor 122@ to_AS_pack 103@ 
061B: remove_references_to_AS_pack 103@ 
53@ = 90 

:SWEET7_26791
if 
   not Car.Wrecked(77@)
else_jump @SWEET7_27065 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_27065 
if 
   not Actor.Dead(122@)
else_jump @SWEET7_27065 
if 
0448:   actor 98@ in_car 77@ 
else_jump @SWEET7_27065 
Marker.Disable(40@)
Car.SetAnimation(77@, 3, 6000)
Car.DoorStatus(77@) = 3
039E: set_actor 98@ locked 1 while_in_car 
039E: set_actor 98@ locked 1 while_in_car 
0526: set_actor 98@ stay_in_car 1 
53@ = 70 
32@ = 0 
00BE: text_clear_all 
539@ = 11 
0209: 540@ = random_int_in_ranges 0 4 
if 
   not Car.Wrecked(79@)
else_jump @SWEET7_26963 
Car.DoorStatus(79@) = 1
Car.DoorStatus(79@) = 3

:SWEET7_26963
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_27065 
39@ = Marker.CreateAboveActor($ACTOR_SWEET)
07E0: set_marker 39@ type_to 1 
0687: clear_actor $ACTOR_SWEET task 
0615: define_AS_pack_begin 121@ 
05D3: AS_actor -1 goto_point 930.8062 -1114.459 23.094 mode 6 10000 ms // versionA 
05CA: AS_actor -1 enter_car 79@ passenger_seat -1 30000 ms 
0616: define_AS_pack_end 121@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 121@ 
061B: remove_references_to_AS_pack 121@ 
132@ = 1 

:SWEET7_27065
if 
  53@ == 70 
else_jump @SWEET7_27427 
if 
  539@ > 10 
else_jump @SWEET7_27333 
if 
  537@ == 0 
else_jump @SWEET7_27333 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_27333 jumps 11 @SWEET7_27182 12 @SWEET7_27296 -1 @SWEET7_27333 -1 @SWEET7_27333 -1 @SWEET7_27333 -1 @SWEET7_27333 -1 @SWEET7_27333 

:SWEET7_27182
if 
  540@ == 0 
else_jump @SWEET7_27207 
534@ = 49 

:SWEET7_27207
if 
  540@ == 1 
else_jump @SWEET7_27232 
534@ = 50 

:SWEET7_27232
if 
  540@ == 2 
else_jump @SWEET7_27257 
534@ = 51 

:SWEET7_27257
if 
  540@ == 3 
else_jump @SWEET7_27282 
534@ = 52 

:SWEET7_27282
539@ = 12 
jump @SWEET7_27333 

:SWEET7_27296
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR629' time 6000 flag 1  // ~s~Kane flchtet! Folge ~b~Sweet~s~, er wird das Auto hijacken!
539@ = 0 
jump @SWEET7_27333 

:SWEET7_27333
if 
  32@ > 5000 
else_jump @SWEET7_27427 
if 
   not Car.Wrecked(77@)
else_jump @SWEET7_27427 
if 
   not Actor.Dead(122@)
else_jump @SWEET7_27427 
05D1: AS_actor 122@ drive_car 77@ to 1952.432 -1136.238 24.621 speed 20.0 0 model #NULL 2 
00BE: text_clear_all 
53@ = 75 

:SWEET7_27427
if 
  53@ == 75 
else_jump @SWEET7_27966 
if 
  539@ > 10 
else_jump @SWEET7_27697 
if 
  537@ == 0 
else_jump @SWEET7_27697 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_27697 jumps 11 @SWEET7_27544 12 @SWEET7_27658 -1 @SWEET7_27697 -1 @SWEET7_27697 -1 @SWEET7_27697 -1 @SWEET7_27697 -1 @SWEET7_27697 

:SWEET7_27544
if 
  540@ == 0 
else_jump @SWEET7_27569 
534@ = 49 

:SWEET7_27569
if 
  540@ == 1 
else_jump @SWEET7_27594 
534@ = 50 

:SWEET7_27594
if 
  540@ == 2 
else_jump @SWEET7_27619 
534@ = 51 

:SWEET7_27619
if 
  540@ == 3 
else_jump @SWEET7_27644 
534@ = 52 

:SWEET7_27644
539@ = 12 
jump @SWEET7_27697 

:SWEET7_27658
534@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR629' time 6000 flag 1  // ~s~Kane flchtet! Folge ~b~Sweet~s~, er wird das Auto hijacken!
539@ = 0 
jump @SWEET7_27697 

:SWEET7_27697
if 
   not Actor.Dead(98@)
else_jump @SWEET7_27966 
if 
00FE:   actor 98@ sphere 0 in_sphere 1952.432 -1136.238 24.621 radius 5.0 5.0 5.0 
else_jump @SWEET7_27820 
53@ = 80 
if 
   not Car.Wrecked(77@)
else_jump @SWEET7_27820 
if 
   not Actor.Dead(122@)
else_jump @SWEET7_27820 
0687: clear_actor 122@ task 
05D2: AS_actor 122@ run_to_and_hijack_car 77@ max_search_radius 30.0 traffic_behavior 2 

:SWEET7_27820
if 
   not Car.Wrecked(77@)
else_jump @SWEET7_27966 
if 
   not Actor.InCar(98@, 77@)
else_jump @SWEET7_27893 
if 
  73@ == 0 
else_jump @SWEET7_27893 
0687: clear_actor 98@ task 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
73@ = 1 

:SWEET7_27893
if 
   not Actor.Dead(122@)
else_jump @SWEET7_27966 
if 
   not Actor.InCar(122@, 77@)
else_jump @SWEET7_27966 
if 
  74@ == 0 
else_jump @SWEET7_27966 
0687: clear_actor 122@ task 
05E2: AS_actor 122@ kill_actor $PLAYER_ACTOR 
74@ = 1 

:SWEET7_27966
if 
  53@ == 80 
else_jump @SWEET7_28238 
if 
   not Car.Wrecked(77@)
else_jump @SWEET7_28238 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_28238 
if 
8104:   not actor $PLAYER_ACTOR near_actor 98@ radius 50.0 50.0 50.0 sphere 0 
else_jump @SWEET7_28092 
if 
82CA:   not car 77@ bounding_sphere_visible 
else_jump @SWEET7_28092 
0209: 540@ = random_int_in_ranges 0 3 
539@ = 61 
53@ = 999 

:SWEET7_28092
if 
   not Car.Wrecked(77@)
else_jump @SWEET7_28165 
if 
   not Actor.InCar(98@, 77@)
else_jump @SWEET7_28165 
if 
  73@ == 0 
else_jump @SWEET7_28165 
0687: clear_actor 98@ task 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
73@ = 1 

:SWEET7_28165
if 
   not Actor.Dead(122@)
else_jump @SWEET7_28238 
if 
   not Actor.InCar(122@, 77@)
else_jump @SWEET7_28238 
if 
  74@ == 0 
else_jump @SWEET7_28238 
0687: clear_actor 122@ task 
05E2: AS_actor 122@ kill_actor $PLAYER_ACTOR 
74@ = 1 

:SWEET7_28238
if 
  71@ == 1 
else_jump @SWEET7_28572 
gosub @SWEET7_31754 
if 
  539@ > 0 
else_jump @SWEET7_28441 
if 
  537@ == 0 
else_jump @SWEET7_28441 
0871: init_jump_table 539@ total_jumps 3 default_jump 0 @SWEET7_28441 jumps 1 @SWEET7_28362 2 @SWEET7_28383 3 @SWEET7_28404 -1 @SWEET7_28441 -1 @SWEET7_28441 -1 @SWEET7_28441 -1 @SWEET7_28441 

:SWEET7_28362
534@ = 67 
539@ = 2 
jump @SWEET7_28441 

:SWEET7_28383
534@ = 68 
539@ = 3 
jump @SWEET7_28441 

:SWEET7_28404
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR628' time 6000 flag 1  // ~s~Kane ist tot! Schalte jetzt den Rest seiner ~r~Mnner~s~ aus!
539@ = 0 
jump @SWEET7_28441 

:SWEET7_28441
if 
  123@ == 0 
else_jump @SWEET7_28572 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_28572 
if 
   not Car.Wrecked(79@)
else_jump @SWEET7_28572 
43@ = Marker.CreateAboveCar(79@)
07E0: set_marker 43@ type_to 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR644' time 6000 flag 1  // ~s~Steig ins ~b~Auto~s~ und fahr Sweet nach Hause!
if 
0448:   actor $ACTOR_SWEET in_car 79@ 
else_jump @SWEET7_28550 
Car.DoorStatus(79@) = 1

:SWEET7_28550
Car.SetImmunities(79@, 0, 0, 0, 0, 0)
71@ = 4 

:SWEET7_28572
if 
  132@ == 1 
else_jump @SWEET7_28681 
if 
   not Car.Wrecked(79@)
else_jump @SWEET7_28681 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_28681 
if 
0448:   actor $ACTOR_SWEET in_car 79@ 
else_jump @SWEET7_28681 
00BE: text_clear_all 
539@ = 1 
0209: 540@ = random_int_in_ranges 0 2 
Car.DoorStatus(79@) = 1
Car.Health(79@) = 1000
132@ = 2 

:SWEET7_28681
if 
  132@ == 2 
else_jump @SWEET7_29040 
if 
  539@ > 0 
else_jump @SWEET7_28901 
if 
  537@ == 0 
else_jump @SWEET7_28901 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_28901 jumps 1 @SWEET7_28798 2 @SWEET7_28862 -1 @SWEET7_28901 -1 @SWEET7_28901 -1 @SWEET7_28901 -1 @SWEET7_28901 -1 @SWEET7_28901 

:SWEET7_28798
if 
  540@ == 0 
else_jump @SWEET7_28823 
534@ = 53 

:SWEET7_28823
if 
  540@ == 1 
else_jump @SWEET7_28848 
534@ = 54 

:SWEET7_28848
539@ = 2 
jump @SWEET7_28901 

:SWEET7_28862
534@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR640' time 6000 flag 1  // ~s~Sweet hat das ~b~Auto~s~ kurzgeschlossen! Steig ein!
539@ = 0 
jump @SWEET7_28901 

:SWEET7_28901
if 
   not Car.Wrecked(79@)
else_jump @SWEET7_29040 
if 
0448:   actor $PLAYER_ACTOR in_car 79@ 
else_jump @SWEET7_29040 
Car.SetImmunities(79@, 0, 0, 0, 0, 0)
Car.DoorStatus(79@) = 1
Marker.Disable(39@)
if 
   not Actor.Dead(98@)
else_jump @SWEET7_29012 
40@ = Marker.CreateAboveActor(98@)
00BE: text_clear_all 
539@ = 1 
0209: 540@ = random_int_in_ranges 0 2 
44@ = 0 

:SWEET7_29012
276@ = 1 
132@ = 3 
275@ = 1 
544@ = 1 

:SWEET7_29040
if 
  132@ == 3 
else_jump @SWEET7_29480 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_29480 
if 
   not Car.Wrecked(79@)
else_jump @SWEET7_29480 
if 
   Actor.InCar($PLAYER_ACTOR, 79@)
else_jump @SWEET7_29309 
if 
  539@ > 0 
else_jump @SWEET7_29309 
if 
  537@ == 0 
else_jump @SWEET7_29309 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_29309 jumps 1 @SWEET7_29208 2 @SWEET7_29272 -1 @SWEET7_29309 -1 @SWEET7_29309 -1 @SWEET7_29309 -1 @SWEET7_29309 -1 @SWEET7_29309 

:SWEET7_29208
if 
  540@ == 0 
else_jump @SWEET7_29233 
534@ = 55 

:SWEET7_29233
if 
  540@ == 1 
else_jump @SWEET7_29258 
534@ = 56 

:SWEET7_29258
539@ = 2 
jump @SWEET7_29309 

:SWEET7_29272
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR641' time 6000 flag 1  // ~s~Folge ~r~Kane~s~ und schalte ihn aus!
539@ = 0 
jump @SWEET7_29309 

:SWEET7_29309
if 
  44@ == 0 
else_jump @SWEET7_29391 
if 
   not Actor.InCar($PLAYER_ACTOR, 79@)
else_jump @SWEET7_29391 
43@ = Marker.CreateAboveCar(79@)
07E0: set_marker 43@ type_to 1 
Marker.Disable(40@)
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR643' time 6000 flag 1  // ~s~Kane zu Fu zu erwischen, ist schwieriger! Steig sofort wieder in das ~b~Fahrzeug~s~!
44@ = 1 

:SWEET7_29391
if 
  44@ == 1 
else_jump @SWEET7_29480 
if 
   Actor.InCar($PLAYER_ACTOR, 79@)
else_jump @SWEET7_29480 
Marker.Disable(43@)
if 
   not Actor.Dead(98@)
else_jump @SWEET7_29473 
40@ = Marker.CreateAboveActor(98@)
00BC: show_text_highpriority GXT 'TWAR641' time 6000 flag 1  // ~s~Folge ~r~Kane~s~ und schalte ihn aus!

:SWEET7_29473
44@ = 0 

:SWEET7_29480
if 
  275@ == 1 
else_jump @SWEET7_29625 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_29625 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_29625 
if 
00F2:   actor $ACTOR_SWEET near_actor 98@ radius 30.0 30.0 0 
else_jump @SWEET7_29625 
0687: clear_actor $ACTOR_SWEET task 
0713: actor $ACTOR_SWEET driveby_actor 98@ car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
275@ = 2 
544@ = 1 
0209: 540@ = random_int_in_ranges 0 4 

:SWEET7_29625
if 
  275@ == 2 
else_jump @SWEET7_29968 
if 
  544@ > 0 
else_jump @SWEET7_29893 
if 
  537@ == 0 
else_jump @SWEET7_29893 
0871: init_jump_table 544@ total_jumps 2 default_jump 0 @SWEET7_29893 jumps 1 @SWEET7_29742 2 @SWEET7_29856 -1 @SWEET7_29893 -1 @SWEET7_29893 -1 @SWEET7_29893 -1 @SWEET7_29893 -1 @SWEET7_29893 

:SWEET7_29742
if 
  540@ == 0 
else_jump @SWEET7_29767 
534@ = 57 

:SWEET7_29767
if 
  540@ == 1 
else_jump @SWEET7_29792 
534@ = 58 

:SWEET7_29792
if 
  540@ == 2 
else_jump @SWEET7_29817 
534@ = 59 

:SWEET7_29817
if 
  540@ == 3 
else_jump @SWEET7_29842 
534@ = 60 

:SWEET7_29842
544@ = 2 
jump @SWEET7_29893 

:SWEET7_29856
534@ = 0 
00BC: show_text_highpriority GXT 'TWAR649' time 6000 flag 1  // ~s~Fahr in die Nhe von ~r~Kane~s~, damit Sweet freie Schussbahn hat!
544@ = 0 
jump @SWEET7_29893 

:SWEET7_29893
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @SWEET7_29968 
if 
   not Actor.Dead(98@)
else_jump @SWEET7_29968 
if 
80F2:   not actor $ACTOR_SWEET near_actor 98@ radius 40.0 40.0 0 
else_jump @SWEET7_29968 
0687: clear_actor $ACTOR_SWEET task 
275@ = 1 

:SWEET7_29968
if 
  276@ == 1 
else_jump @SWEET7_30048 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 875.3232 -1071.941 23.3364 radius 400.0 400.0 100.0 
else_jump @SWEET7_30048 
gosub @SWEET7_32180 
276@ = 2 

:SWEET7_30048
if 
  279@ == 1 
else_jump @SWEET7_30119 
if 
  33@ > 6000 
else_jump @SWEET7_30119 
03E6: remove_text_box 
03E5: show_text_box 'TWAR801'  // Veranlasse deine Gang, dir zu folgen, indem du ~k~~GROUP_CONTROL_FWD~ drckst.
279@ = 2 
280@ = 1 
33@ = 0 

:SWEET7_30119
jump @SWEET7_5066 

:SWEET7_30126
if 
   not Actor.Dead(98@)
else_jump @SWEET7_30204 
0615: define_AS_pack_begin 100@ 
0688: unknown_actor -1 flags 0 0 0 
05D3: AS_actor -1 goto_point 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) mode 7 -2 ms // versionA 
0616: define_AS_pack_end 100@ 
0618: assign_actor 98@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 

:SWEET7_30204
return 

:SWEET7_30206
if 
   not Actor.Dead(105@)
else_jump @SWEET7_30298 
0615: define_AS_pack_begin 106@ 
0637: AS_actor -1 goto 170@(139@,10f) 180@(139@,10f) 190@(139@,10f) mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 106@ 
0618: assign_actor 105@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 

:SWEET7_30298
if 
   not Actor.Dead(107@)
else_jump @SWEET7_30404 
0615: define_AS_pack_begin 108@ 
0637: AS_actor -1 goto 200@(139@,10f) 210@(139@,10f) 220@(139@,10f) mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 5000 unknown 70 
0616: define_AS_pack_end 108@ 
0618: assign_actor 107@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 

:SWEET7_30404
if 
   not Actor.Dead(109@)
else_jump @SWEET7_30506 
0648: unknown_actor 109@ task_set 150.0 // float 
0615: define_AS_pack_begin 110@ 
0637: AS_actor -1 goto 230@(139@,10f) 240@(139@,10f) 250@(139@,10f) mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 110@ 
0618: assign_actor 109@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 

:SWEET7_30506
return 

:SWEET7_30508
53@ = 20 
54@ = 1 
279@ = 1 
33@ = 0 
if 
   not Actor.Dead(105@)
else_jump @SWEET7_30562 
01B2: give_actor 105@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30562
if 
   not Actor.Dead(107@)
else_jump @SWEET7_30588 
01B2: give_actor 107@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30588
if 
   not Actor.Dead(109@)
else_jump @SWEET7_30614 
01B2: give_actor 109@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30614
if 
   not Actor.Dead(98@)
else_jump @SWEET7_30640 
01B2: give_actor 98@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30640
if 
   not Actor.Dead(98@)
else_jump @SWEET7_30781 
0615: define_AS_pack_begin 100@ 
if 
  139@ == 3 
else_jump @SWEET7_30702 
05D3: AS_actor -1 goto_point 889.4055 -1057.06 24.0241 mode 7 -2 ms // versionA 

:SWEET7_30702
if 
  3 > 139@ 
else_jump @SWEET7_30743 
05D3: AS_actor -1 goto_point 889.4055 -1057.06 24.0241 mode 7 -2 ms // versionA 

:SWEET7_30743
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 50 
0616: define_AS_pack_end 100@ 
0618: assign_actor 98@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 

:SWEET7_30781
if 
   not Actor.Dead(105@)
else_jump @SWEET7_30877 
0648: unknown_actor 105@ task_set 150.0 // float 
0615: define_AS_pack_begin 106@ 
0637: AS_actor -1 goto 884.8275 -1057.997 24.8115 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 106@ 
0618: assign_actor 105@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 

:SWEET7_30877
if 
   not Actor.Dead(107@)
else_jump @SWEET7_30987 
0648: unknown_actor 107@ task_set 150.0 // float 
0615: define_AS_pack_begin 108@ 
0637: AS_actor -1 goto 880.5971 -1057.468 25.9345 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 5000 unknown 70 
0616: define_AS_pack_end 108@ 
0618: assign_actor 107@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 

:SWEET7_30987
if 
   not Actor.Dead(109@)
else_jump @SWEET7_31083 
0648: unknown_actor 109@ task_set 150.0 // float 
0615: define_AS_pack_begin 110@ 
0637: AS_actor -1 goto 881.8948 -1061.774 24.2952 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 110@ 
0618: assign_actor 109@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 

:SWEET7_31083
if 
   not Actor.Dead(111@)
else_jump @SWEET7_31152 
0648: unknown_actor 111@ task_set 150.0 // float 
0615: define_AS_pack_begin 114@ 
0638: AS_actor -1 stay_put 0 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 5000 unknown 70 
0616: define_AS_pack_end 114@ 
0618: assign_actor 111@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 

:SWEET7_31152
if 
   not Actor.Dead(112@)
else_jump @SWEET7_31214 
0648: unknown_actor 112@ task_set 150.0 // float 
0615: define_AS_pack_begin 115@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 115@ 
0618: assign_actor 112@ to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 

:SWEET7_31214
if 
   not Actor.Dead(113@)
else_jump @SWEET7_31276 
0648: unknown_actor 113@ task_set 150.0 // float 
0615: define_AS_pack_begin 116@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 116@ 
0618: assign_actor 113@ to_AS_pack 116@ 
061B: remove_references_to_AS_pack 116@ 

:SWEET7_31276
return 

:SWEET7_31278
if 
   not Actor.Dead(105@)
else_jump @SWEET7_31323 
45@ = Marker.CreateAboveActor(105@)
Marker.SetIconSize(45@, 2)
123@ += 1 
124@ = 1 

:SWEET7_31323
if 
   not Actor.Dead(107@)
else_jump @SWEET7_31368 
46@ = Marker.CreateAboveActor(107@)
Marker.SetIconSize(46@, 2)
123@ += 1 
125@ = 1 

:SWEET7_31368
if 
   not Actor.Dead(109@)
else_jump @SWEET7_31413 
47@ = Marker.CreateAboveActor(109@)
Marker.SetIconSize(47@, 2)
123@ += 1 
126@ = 1 

:SWEET7_31413
if 
   not Actor.Dead(111@)
else_jump @SWEET7_31458 
48@ = Marker.CreateAboveActor(111@)
Marker.SetIconSize(48@, 2)
123@ += 1 
127@ = 1 

:SWEET7_31458
if 
   not Actor.Dead(112@)
else_jump @SWEET7_31503 
49@ = Marker.CreateAboveActor(112@)
Marker.SetIconSize(49@, 2)
123@ += 1 
128@ = 1 

:SWEET7_31503
if 
   not Actor.Dead(113@)
else_jump @SWEET7_31548 
50@ = Marker.CreateAboveActor(113@)
Marker.SetIconSize(50@, 2)
123@ += 1 
129@ = 1 

:SWEET7_31548
if 
   not Actor.Dead(117@)
else_jump @SWEET7_31632 
0687: clear_actor 117@ task 
0615: define_AS_pack_begin 118@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 118@ 
0618: assign_actor 117@ to_AS_pack 118@ 
061B: remove_references_to_AS_pack 118@ 
51@ = Marker.CreateAboveActor(117@)
Marker.SetIconSize(51@, 2)
123@ += 1 
130@ = 1 

:SWEET7_31632
if 
   not Actor.Dead(119@)
else_jump @SWEET7_31716 
0687: clear_actor 119@ task 
0615: define_AS_pack_begin 120@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 120@ 
0618: assign_actor 119@ to_AS_pack 120@ 
061B: remove_references_to_AS_pack 120@ 
52@ = Marker.CreateAboveActor(119@)
Marker.SetIconSize(52@, 2)
123@ += 1 
131@ = 1 

:SWEET7_31716
if 
   not Actor.Dead(122@)
else_jump @SWEET7_31752 
0687: clear_actor 122@ task 
05DD: AS_actor 122@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_31752
return 

:SWEET7_31754
if 
  124@ == 1 
else_jump @SWEET7_31807 
if 
   Actor.Dead(105@)
else_jump @SWEET7_31807 
Marker.Disable(45@)
123@ -= 1 
124@ = 2 

:SWEET7_31807
if 
  125@ == 1 
else_jump @SWEET7_31860 
if 
   Actor.Dead(107@)
else_jump @SWEET7_31860 
Marker.Disable(46@)
123@ -= 1 
125@ = 2 

:SWEET7_31860
if 
  126@ == 1 
else_jump @SWEET7_31913 
if 
   Actor.Dead(109@)
else_jump @SWEET7_31913 
Marker.Disable(47@)
123@ -= 1 
126@ = 2 

:SWEET7_31913
if 
  127@ == 1 
else_jump @SWEET7_31966 
if 
   Actor.Dead(111@)
else_jump @SWEET7_31966 
Marker.Disable(48@)
123@ -= 1 
127@ = 2 

:SWEET7_31966
if 
  128@ == 1 
else_jump @SWEET7_32019 
if 
   Actor.Dead(112@)
else_jump @SWEET7_32019 
123@ -= 1 
Marker.Disable(49@)
128@ = 2 

:SWEET7_32019
if 
  129@ == 1 
else_jump @SWEET7_32072 
if 
   Actor.Dead(113@)
else_jump @SWEET7_32072 
Marker.Disable(50@)
123@ -= 1 
129@ = 2 

:SWEET7_32072
if 
  130@ == 1 
else_jump @SWEET7_32125 
if 
   Actor.Dead(117@)
else_jump @SWEET7_32125 
Marker.Disable(51@)
123@ -= 1 
130@ = 2 

:SWEET7_32125
if 
  131@ == 1 
else_jump @SWEET7_32178 
if 
   Actor.Dead(119@)
else_jump @SWEET7_32178 
Marker.Disable(52@)
123@ -= 1 
131@ = 2 

:SWEET7_32178
return 

:SWEET7_32180
if 
   not Car.Wrecked(79@)
else_jump @SWEET7_32276 
if 
   not Actor.Dead(263@)
else_jump @SWEET7_32236 
if 
8448:   not actor 263@ in_car 79@ 
else_jump @SWEET7_32236 
Actor.RemoveReferences(263@)

:SWEET7_32236
if 
   not Actor.Dead(264@)
else_jump @SWEET7_32276 
if 
8448:   not actor 264@ in_car 79@ 
else_jump @SWEET7_32276 
Actor.RemoveReferences(264@)

:SWEET7_32276
if 
   not Actor.Dead(98@)
else_jump @SWEET7_32332 
if 
   not Car.Wrecked(77@)
else_jump @SWEET7_32332 
if 
8448:   not actor 98@ in_car 77@ 
else_jump @SWEET7_32332 
Car.RemoveReferences(77@)

:SWEET7_32332
Actor.RemoveReferences(81@)
Actor.RemoveReferences(82@)
Actor.RemoveReferences(117@)
Actor.RemoveReferences(119@)
Actor.RemoveReferences(96@)
Actor.RemoveReferences(97@)
Actor.RemoveReferences(105@)
Actor.RemoveReferences(107@)
Actor.RemoveReferences(109@)
Actor.RemoveReferences(111@)
Actor.RemoveReferences(112@)
Actor.RemoveReferences(113@)
Car.RemoveReferences(76@)
Car.RemoveReferences(78@)
return 

:SWEET7_32404
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:SWEET7_32422
0652: 281@ = integer_stat 68 
0652: 281@ = integer_stat 68 
0318: set_latest_mission_passed 'SWEET_7'  // Los Sepulcros
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 10 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
$SWEET_TOTAL_PASSED_MISSIONS += 1 
Marker.Disable($MARKER_SWEET_HOUSE)
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
return 

:SWEET7_32503
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01E7: remove_forbidden_for_cars_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
022A: remove_forbidden_for_peds_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
076C: set_zone 'GAN1' gang 1 density_to 35@ 
076C: set_zone 'GAN2' gang 1 density_to 36@ 
040D: unload_wav 3 
03E6: remove_text_box 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
Player.ClearWantedLevel($PLAYER_CHAR)
Actor.DestroyWithFade($ACTOR_SWEET)
01B7: release_weather 
0296: unload_special_actor 1 
if 
   not Actor.Dead(263@)
else_jump @SWEET7_32675 
0446: set_actor 263@ immune_to_headshots 1 
Actor.Health(263@) = 100
Actor.RemoveReferences(263@)

:SWEET7_32675
if 
   not Actor.Dead(264@)
else_jump @SWEET7_32710 
0446: set_actor 264@ immune_to_headshots 1 
Actor.Health(264@) = 100
Actor.RemoveReferences(264@)

:SWEET7_32710
Marker.Disable(40@)
Marker.Disable(39@)
Marker.Disable(41@)
Marker.Disable(42@)
Marker.Disable(43@)
Marker.Disable(45@)
Marker.Disable(46@)
Marker.Disable(47@)
Marker.Disable(48@)
Marker.Disable(49@)
Marker.Disable(50@)
Marker.Disable(51@)
Marker.Disable(52@)
Marker.Disable(267@)
Marker.Disable(265@)
Marker.Disable(266@)
Marker.Disable(292@)
Marker.Disable(293@)
Marker.Disable(294@)
Marker.Disable(271@)
014F: stop_timer $6693 
04EF: release_animation "GRAVEYARD" 
04EF: release_animation "SMOKING" 
Model.Destroy(#GREENWOO)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#COLT45)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#ADMIRAL)
Model.Destroy(#SADLER)
Model.Destroy(#FAM3)
Model.Destroy(#FAM2)
Model.Destroy(#FAM1)
Model.Destroy(#WMOPREA)
Model.Destroy(#BALLAS1)
Model.Destroy(#BALLAS2)
Model.Destroy(#BALLAS3)
Model.Destroy(#BFYRI)
01E7: remove_forbidden_for_cars_cube_cornerA 772.243 -1050.323 10.2931 cornerB 806.2723 -1130.195 23.8359 
01E7: remove_forbidden_for_cars_cube_cornerA 135@ 136@ 0.0 cornerB 137@ 138@ 60.0 
022A: remove_forbidden_for_peds_cube_cornerA 135@ 136@ 0.0 cornerB 137@ 138@ 60.0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 21---------------
// Originally: Doberman

:CRASH4
thread 'CRASH4' 
gosub @CRASH4_47 
if 
wasted_or_busted 
else_jump @CRASH4_38 
gosub @CRASH4_6181 

:CRASH4_38
gosub @CRASH4_6780 
end_thread 

:CRASH4_47
$ONMISSION = 1 
$2576 = 1 
49@ = 0 
50@ = 0 
46@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
42@ = 0 
42@ = 0 
44@ = 0 
56@ = 0.0 
57@ = 0.0 
59@ = 0 
58@ = 0 
61@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
66@ = 0 
67@ = 0 
68@ = 0 
70@ = 0 
$2575 = 0 
71@ = 0 
72@ = 0 
73@ = 0 
74@ = 0 
increment_mission_attempts 
wait 0 
0A0E: unknown_text_stuff 1 
wait 1000 
054C: use_GXT_table 'CRASH2' 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076D: get_zone 'GLN1' gang 2 density_to 71@ 
076D: get_zone 'GLN1' gang 7 density_to 72@ 
076C: set_zone 'GLN1' gang 2 density_to 0 
076C: set_zone 'GLN1' gang 7 density_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
060A: create_decision_maker_type 2 store_to 43@ // decision\allowed\m_.ped files 
Model.Load(#BALLAS1)
Model.Load(#BALLAS2)
Model.Load(#TEC9)
04ED: load_animation "GANGS" 
04ED: load_animation "SMOKING" 
Model.Load(#CIGAR)
Model.Load(#FAM2)
Model.Load(#FAM3)
038B: load_requested_models 

:CRASH4_442
if or
   not Model.Available(#BALLAS2)
   not Model.Available(#TEC9)
   not Model.Available(#BALLAS1)
84EE:   not animation "GANGS" loaded 
else_jump @CRASH4_486 
wait 0 
jump @CRASH4_442 

:CRASH4_486
if or
84EE:   not animation "SMOKING" loaded 
   not Model.Available(#CIGAR)
   not Model.Available(#FAM2)
   not Model.Available(#FAM3)
else_jump @CRASH4_531 
wait 0 
jump @CRASH4_486 

:CRASH4_531
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 1363.689, -1280.441, 12.5469)
Camera.SetAtPos(1363.689, -1280.441, 12.5469)
Actor.Angle($PLAYER_ACTOR) = 90.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
08F5: save_player_group 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0395: clear_area 1 at 1350.177 -1264.921 14.7166 radius 1.0 
Camera.SetPosition(1350.177, -1264.921, 14.7166, 0.0, 0.0, 0.0)
Camera.PointAt(1350.987, -1265.499, 14.8167, 2)
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 

:CRASH4_730
if 
fading 
else_jump @CRASH4_754 
wait 0 
jump @CRASH4_730 

:CRASH4_754
00BC: show_text_highpriority GXT 'AMUHLP' time 10000 flag 1  // ~s~Das ist Ammu-Nation. Hier kannst du Waffen und Munition kaufen.
0707: start_scene_skip_to @CRASH4_814 
32@ = 0 

:CRASH4_784
if 
  5000 > 32@ 
else_jump @CRASH4_814 
wait 0 
jump @CRASH4_784 

:CRASH4_814
0701: end_scene_skip 
03D5: remove_text 'AMUHLP'  // ~s~Das ist Ammu-Nation. Hier kannst du Waffen und Munition kaufen.
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH4_842
if 
fading 
else_jump @CRASH4_866 
wait 0 
jump @CRASH4_842 

:CRASH4_866
Model.Load(#LAEJEFFERSALPHA)
Model.Load(#LAELODPARK02)
Model.Load(#LAEMACPARK02)

:CRASH4_879
if or
   not Model.Available(#LAEJEFFERSALPHA)
   not Model.Available(#LAELODPARK02)
   not Model.Available(#LAEMACPARK02)
else_jump @CRASH4_914 
wait 0 
jump @CRASH4_879 

:CRASH4_914
038B: load_requested_models 
02A3: enable_widescreen 1 
if 
  $2413 == 1 
else_jump @CRASH4_945 
0707: start_scene_skip_to @CRASH4_2100 

:CRASH4_945
Actor.PutAt($PLAYER_ACTOR, 1859.931, -1137.139, 22.946)
0A0B: set_rendering_origin_at_3D_coord 1859.931 -1137.139 22.946 angle 89.9 
if 
  62@ == 0 
else_jump @CRASH4_1339 
0395: clear_area 1 at 1924.632 -1126.623 24.135 radius 30.0 
53@ = Actor.Create(Mission1, #BALLAS2, 1924.632, -1126.623, 24.135)
02A9: set_actor 53@ immune_to_nonplayer 1 
Actor.Angle(53@) = 180.0
60@ = Object.Create(#CIGAR, 1924.632, -1126.623, 24.135)
070A: AS_actor 53@ attach_to_object 60@ offset 0.04 0.1 -0.02 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0812: AS_actor 53@ perform_animation "M_SMKLEAN_LOOP" IFP_file "SMOKING" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
54@ = Actor.Create(Mission1, #BALLAS1, 1921.157, -1127.438, 24.048)
02A9: set_actor 54@ immune_to_nonplayer 1 
Actor.Angle(54@) = 270.0
0812: AS_actor 54@ perform_animation "IDLE_CHAT" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
55@ = Actor.Create(Mission1, #BALLAS2, 1922.157, -1127.438, 24.048)
02A9: set_actor 55@ immune_to_nonplayer 1 
Actor.Angle(55@) = 90.0
0812: AS_actor 55@ perform_animation "IDLE_CHAT" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
62@ = 1 

:CRASH4_1339
Camera.SetPosition(1858.909, -1136.102, 26.7903, 0.0, 0.0, 0.0)
Camera.PointAt(1859.867, -1136.38, 26.725, 2)
03DE: set_pedestrians_density_multiplier_to 0.0 
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:CRASH4_1412
if 
fading 
else_jump @CRASH4_1436 
wait 0 
jump @CRASH4_1412 

:CRASH4_1436
00BC: show_text_highpriority GXT 'CM2_10' time 20000 flag 1  // ~s~Das ist der MacArthur Park, Ballas-Gebiet.
32@ = 0 

:CRASH4_1459
if 
  10000 > 32@ 
else_jump @CRASH4_1489 
wait 0 
jump @CRASH4_1459 

:CRASH4_1489
03D5: remove_text 'CM2_10'  // ~s~Das ist der MacArthur Park, Ballas-Gebiet.
Camera.SetPosition(1916.77, -1130.479, 26.9978, 0.0, 0.0, 0.0)
Camera.PointAt(1917.738, -1130.27, 26.8593, 2)
00BC: show_text_highpriority GXT 'CM2_11' time 20000 flag 1  // ~s~ Du musst die feindliche Gang ausschalten, um dieses Gebiet zu erobern.
32@ = 0 

:CRASH4_1574
if 
  10000 > 32@ 
else_jump @CRASH4_1774 
wait 0 
if 
  49@ == 0 
else_jump @CRASH4_1767 
if 
  32@ > 7000 
else_jump @CRASH4_1767 
if 
   not Actor.Dead(54@)
else_jump @CRASH4_1767 
if 
   not Actor.Dead(55@)
else_jump @CRASH4_1767 
0812: AS_actor 54@ perform_animation "HNDSHKFA" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
56@ = 0.0 
0812: AS_actor 55@ perform_animation "HNDSHKFA" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
57@ = 0.0 
49@ = 1 

:CRASH4_1767
jump @CRASH4_1574 

:CRASH4_1774
03D5: remove_text 'CM2_11'  // ~s~ Du musst die feindliche Gang ausschalten, um dieses Gebiet zu erobern.
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH4_1800
if 
fading 
else_jump @CRASH4_1824 
wait 0 
jump @CRASH4_1800 

:CRASH4_1824
Model.Destroy(#LAEJEFFERSALPHA)
Model.Destroy(#LAELODPARK02)
Model.Destroy(#LAEMACPARK02)
03D5: remove_text 'CM2_2' 
04E4: unknown_refresh_game_renderer_at 1363.689 -1280.441 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 1363.689, -1280.441, 12.5469)
Actor.Angle($PLAYER_ACTOR) = 90.0
0A0B: set_rendering_origin_at_3D_coord 1363.689 -1280.441 12.5469 angle 90.0 
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
if 
  62@ == 1 
else_jump @CRASH4_1994 
Actor.DestroyInstantly(53@)
Actor.DestroyInstantly(54@)
Actor.DestroyInstantly(55@)
Object.Destroy(60@)

:CRASH4_1994
Model.Destroy(#CIGAR)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
08F6: restore_player_group 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 

:CRASH4_2030
if 
fading 
else_jump @CRASH4_2054 
wait 0 
jump @CRASH4_2030 

:CRASH4_2054
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
if 
  $2413 == 1 
else_jump @CRASH4_2401 
44@ = 1 

:CRASH4_2100
0701: end_scene_skip 
if 
  44@ == 0 
else_jump @CRASH4_2401 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH4_2137
if 
fading 
else_jump @CRASH4_2161 
wait 0 
jump @CRASH4_2137 

:CRASH4_2161
03DE: set_pedestrians_density_multiplier_to 1.0 
04E4: unknown_refresh_game_renderer_at 1363.689 -1280.441 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 1363.689, -1280.441, 12.5469)
Actor.Angle($PLAYER_ACTOR) = 90.0
0A0B: set_rendering_origin_at_3D_coord 1363.689 -1280.441 12.5469 angle 90.0 
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
Model.Destroy(#LAEJEFFERSALPHA)
Model.Destroy(#LAELODPARK02)
Model.Destroy(#LAEMACPARK02)
if 
  62@ == 1 
else_jump @CRASH4_2327 
Actor.DestroyInstantly(53@)
Actor.DestroyInstantly(54@)
Actor.DestroyInstantly(55@)
Object.Destroy(60@)

:CRASH4_2327
Model.Destroy(#CIGAR)
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 

:CRASH4_2361
if 
fading 
else_jump @CRASH4_2385 
wait 0 
jump @CRASH4_2361 

:CRASH4_2385
Camera.SetBehindPlayer
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 

:CRASH4_2401
$2413 = 1 
02A8: 52@ = create_marker 6 at 1362.895 -1281.008 12.586 
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
0983: unknown_disable_gang_wars 1 
08AC: hide_gang_zones_on_map 1 
08B3: set_gang_zone 'GLN1' as_only_one_available_for_gangwars 
03C7: set_sensitivity_to_crime 0.5 
08A3: update_respect_while_on_mission 1 
0879: enable_gang_wars 1 
$2577 = 1 
00BC: show_text_highpriority GXT 'CM2_3' time 8000 flag 1  // ~s~Du sollst ~y~MacArthur Park, Ballas-Gebiet~s~ erobern. Geh in ~b~Ammu-Nation~s~, falls du eine Waffe brauchst.
02A8: 45@ = create_marker 62 at 1932.351 -1189.647 19.063 

:CRASH4_2552
if 
   not Player.InZone($PLAYER_CHAR, 'GLN1')
else_jump @CRASH4_2804 
wait 0 
if 
0735:   NOP_false 83 
else_jump @CRASH4_2603 
jump @CRASH4_6337 

:CRASH4_2603
if 
  67@ == 0 
else_jump @CRASH4_2710 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2444.895 -1981.524 13.933 radius 880.0 880.0 100.0 
else_jump @CRASH4_2710 
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @CRASH4_2710 
03E5: show_text_box 'CM2_18'  // Das Ballas-Gebiet wird auf dem Radar violett dargestellt.
33@ = 0 
67@ = 1 

:CRASH4_2710
if 
  67@ == 1 
else_jump @CRASH4_2781 
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @CRASH4_2781 
if 
  33@ > 5000 
else_jump @CRASH4_2781 
03E5: show_text_box 'CM2_19'  // Die Radarmarkierung zeigt das Gebiet an, das es anzugreifen gilt. Die Markierung verschwindet erst, wenn das Gebiet in eurer Hand ist.
67@ = 2 

:CRASH4_2781
076D: get_zone 'GLN1' gang 0 density_to 47@ 
jump @CRASH4_2552 

:CRASH4_2804
Marker.Disable(52@)
00BC: show_text_highpriority GXT 'CM2_5' time 8000 flag 1  // ~s~Greife feindliche Gangmitglieder an, whrend du zu Fu unterwegs bist.
32@ = 0 

:CRASH4_2832
if 
887A:   not gang_war_in_progress 
else_jump @CRASH4_3096 
wait 0 
if 
   not Player.InZone($PLAYER_CHAR, 'GLN1')
else_jump @CRASH4_2922 
if 
  46@ == 0 
else_jump @CRASH4_2915 
00BC: show_text_highpriority GXT 'CM2_6' time 8000 flag 1  // ~s~Begib dich wieder in den ~y~MacArthur Park~s~!
46@ = 1 

:CRASH4_2915
jump @CRASH4_2974 

:CRASH4_2922
if 
  46@ == 1 
else_jump @CRASH4_2974 
03D5: remove_text 'CM2_6'  // ~s~Begib dich wieder in den ~y~MacArthur Park~s~!
00BC: show_text_highpriority GXT 'CM2_5' time 8000 flag 1  // ~s~Greife feindliche Gangmitglieder an, whrend du zu Fu unterwegs bist.
46@ = 0 

:CRASH4_2974
if 
  73@ == 0 
else_jump @CRASH4_3036 
if 
  32@ >= 60000 
else_jump @CRASH4_3036 
00BC: show_text_highpriority GXT 'CM2_5' time 8000 flag 1  // ~s~Greife feindliche Gangmitglieder an, whrend du zu Fu unterwegs bist.
73@ = 1 

:CRASH4_3036
if 
  73@ == 1 
else_jump @CRASH4_3089 
if 
  32@ >= 70000 
else_jump @CRASH4_3089 
32@ = 0 
73@ = 0 

:CRASH4_3089
jump @CRASH4_2832 

:CRASH4_3096
03D5: remove_text 'CM2_5'  // ~s~Greife feindliche Gangmitglieder an, whrend du zu Fu unterwegs bist.
32@ = 0 

:CRASH4_3114
if 
   not 47@ == 0 
else_jump @CRASH4_3456 
wait 0 
076D: get_zone 'GLN1' gang 0 density_to 47@ 
076D: get_zone 'GLN1' gang 1 density_to 74@ 
if 
   not Player.InZone($PLAYER_CHAR, 'GLN1')
else_jump @CRASH4_3327 
if 
  46@ == 0 
else_jump @CRASH4_3234 
00BC: show_text_highpriority GXT 'CM2_6' time 8000 flag 1  // ~s~Begib dich wieder in den ~y~MacArthur Park~s~!
46@ = 1 

:CRASH4_3234
if 
887A:   not gang_war_in_progress 
else_jump @CRASH4_3313 
if 
  74@ == 0 
else_jump @CRASH4_3306 
if 
  66@ == 0 
else_jump @CRASH4_3306 
00BC: show_text_highpriority GXT 'CM2_17' time 8000 flag 1  // ~s~Die Feinde haben das Gebiet zurckerobert!
66@ = 1 

:CRASH4_3306
jump @CRASH4_3320 

:CRASH4_3313
66@ = 0 

:CRASH4_3320
jump @CRASH4_3449 

:CRASH4_3327
if 
  46@ == 1 
else_jump @CRASH4_3363 
03D5: remove_text 'CM2_6'  // ~s~Begib dich wieder in den ~y~MacArthur Park~s~!
46@ = 0 

:CRASH4_3363
if 
887A:   not gang_war_in_progress 
else_jump @CRASH4_3442 
if 
  74@ == 0 
else_jump @CRASH4_3435 
if 
  65@ == 0 
else_jump @CRASH4_3435 
00BC: show_text_highpriority GXT 'CM2_16' time 8000 flag 1  // ~s~Greife feindliche Gangmitglieder an, um die bernahme des Gebiets einzuleiten!
65@ = 1 

:CRASH4_3435
jump @CRASH4_3449 

:CRASH4_3442
65@ = 0 

:CRASH4_3449
jump @CRASH4_3114 

:CRASH4_3456
Marker.Disable(45@)
03D5: remove_text 'CM2_16'  // ~s~Greife feindliche Gangmitglieder an, um die bernahme des Gebiets einzuleiten!
03D5: remove_text 'CM2_17'  // ~s~Die Feinde haben das Gebiet zurckerobert!
03D5: remove_text 'CM2_6'  // ~s~Begib dich wieder in den ~y~MacArthur Park~s~!
03D5: remove_text 'CM2_5'  // ~s~Greife feindliche Gangmitglieder an, whrend du zu Fu unterwegs bist.
076C: set_zone 'GLN1' gang 0 density_to 0 
08A3: update_respect_while_on_mission 0 
wait 5000 
0983: unknown_disable_gang_wars 0 
gosub @ENTEXT_63 

:CRASH4_3540
if 
   not $38 == 1 
else_jump @CRASH4_3576 
wait 0 
gosub @ENTEXT_63 
jump @CRASH4_3540 

:CRASH4_3576
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH4_3614
if 
fading 
else_jump @CRASH4_3638 
wait 0 
jump @CRASH4_3614 

:CRASH4_3638
03DE: set_pedestrians_density_multiplier_to 0.0 
08F5: save_player_group 
02A3: enable_widescreen 1 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CRASH4_3745 
0395: clear_area 1 at 1859.931 -1137.139 22.946 radius 2.0 
Actor.PutAt($PLAYER_ACTOR, 1859.931, -1137.139, 22.946)
Actor.Angle($PLAYER_ACTOR) = 284.0
Camera.SetAtPos(1859.931, -1137.139, 22.946)
jump @CRASH4_3851 

:CRASH4_3745
75@ = Actor.Car($PLAYER_ACTOR)
0395: clear_area 1 at 1859.931 -1137.139 22.946 radius 2.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1859.931 -1137.139 22.946 

:CRASH4_3797
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CRASH4_3824 
wait 0 
jump @CRASH4_3797 

:CRASH4_3824
Actor.Angle($PLAYER_ACTOR) = 284.0
Camera.SetAtPos(1859.931, -1137.139, 22.946)

:CRASH4_3851
Camera.SetPosition(1859.828, -1136.18, 33.7679, 0.0, 0.0, 0.0)
Camera.PointAt(1860.751, -1136.463, 33.508, 2)
if 
  63@ == 0 
else_jump @CRASH4_4081 
53@ = Actor.Create(Mission1, #FAM2, 1910.336, -1154.475, 22.699)
Actor.Angle(53@) = 131.345
02A9: set_actor 53@ immune_to_nonplayer 1 
0812: AS_actor 53@ perform_animation "IDLE_CHAT" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
54@ = Actor.Create(Mission1, #FAM3, 1907.99, -1157.554, 22.932)
Actor.Angle(54@) = 318.746
02A9: set_actor 54@ immune_to_nonplayer 1 
0812: AS_actor 54@ perform_animation "IDLE_CHAT" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
63@ = 1 

:CRASH4_4081
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:CRASH4_4096
if 
fading 
else_jump @CRASH4_4120 
wait 0 
jump @CRASH4_4096 

:CRASH4_4120
if 
  $2414 == 1 
else_jump @CRASH4_4145 
0707: start_scene_skip_to @CRASH4_4675 

:CRASH4_4145
00BC: show_text_highpriority GXT 'CM2_12' time 20000 flag 1  // ~s~Die Grove Street Families kontrollieren jetzt dieses Gebiet. Auf dem Radar ist es grn markiert.
32@ = 0 

:CRASH4_4168
if 
  10000 > 32@ 
else_jump @CRASH4_4198 
wait 0 
jump @CRASH4_4168 

:CRASH4_4198
03D5: remove_text 'CM2_12'  // ~s~Die Grove Street Families kontrollieren jetzt dieses Gebiet. Auf dem Radar ist es grn markiert.
Camera.SetPosition(1891.889, -1163.394, 25.5792, 0.0, 0.0, 0.0)
Camera.PointAt(1892.865, -1163.187, 25.5167, 2)
00BC: show_text_highpriority GXT 'CM2_13' time 20000 flag 1  // ~s~Deine Gangmitglieder sind jetzt in diesem Gebiet zu finden.
32@ = 0 

:CRASH4_4283
if 
  10000 > 32@ 
else_jump @CRASH4_4313 
wait 0 
jump @CRASH4_4283 

:CRASH4_4313
03D5: remove_text 'CM2_13'  // ~s~Deine Gangmitglieder sind jetzt in diesem Gebiet zu finden.
00BC: show_text_highpriority GXT 'CM2_14' time 20000 flag 1  // ~s~Dein Gebiet wird stndig von feindlichen Gangs angegriffen werden. Du musst es verteidigen.
32@ = 0 

:CRASH4_4347
if 
  10000 > 32@ 
else_jump @CRASH4_4377 
wait 0 
jump @CRASH4_4347 

:CRASH4_4377
03D5: remove_text 'CM2_14'  // ~s~Dein Gebiet wird stndig von feindlichen Gangs angegriffen werden. Du musst es verteidigen.
Camera.SetPosition(1859.828, -1136.18, 33.7679, 0.0, 0.0, 0.0)
Camera.PointAt(1860.751, -1136.463, 33.508, 2)
00BC: show_text_highpriority GXT 'CM2_15' time 20000 flag 1  // ~s~Wenn ein Angriff stattfindet, wird das betreffende Gebiet rot aufblinken und auf dem Radar wird eine Markierung erscheinen.
32@ = 0 

:CRASH4_4462
if 
  10000 > 32@ 
else_jump @CRASH4_4492 
wait 0 
jump @CRASH4_4462 

:CRASH4_4492
03D5: remove_text 'CM2_15'  // ~s~Wenn ein Angriff stattfindet, wird das betreffende Gebiet rot aufblinken und auf dem Radar wird eine Markierung erscheinen.
00BC: show_text_highpriority GXT 'CM2_20' time 20000 flag 1  // Durch die bernahme eines Gebiets gewinnst du Achtung und Geld. Das Geld erscheint beim Unterschlupf in der Grove Street.
32@ = 0 

:CRASH4_4526
if 
  10000 > 32@ 
else_jump @CRASH4_4556 
wait 0 
jump @CRASH4_4526 

:CRASH4_4556
03D5: remove_text 'CM2_20'  // Durch die bernahme eines Gebiets gewinnst du Achtung und Geld. Das Geld erscheint beim Unterschlupf in der Grove Street.
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH4_4582
if 
fading 
else_jump @CRASH4_4606 
wait 0 
jump @CRASH4_4582 

:CRASH4_4606
00BE: text_clear_all 
if 
  63@ == 1 
else_jump @CRASH4_4636 
Actor.DestroyInstantly(53@)
Actor.DestroyInstantly(54@)

:CRASH4_4636
03DE: set_pedestrians_density_multiplier_to 1.0 
if 
  $2414 == 1 
else_jump @CRASH4_4771 
61@ = 1 
$2414 = 1 

:CRASH4_4675
0701: end_scene_skip 
if 
  61@ == 0 
else_jump @CRASH4_4771 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH4_4710
if 
fading 
else_jump @CRASH4_4734 
wait 0 
jump @CRASH4_4710 

:CRASH4_4734
00BE: text_clear_all 
03DE: set_pedestrians_density_multiplier_to 1.0 
if 
  63@ == 1 
else_jump @CRASH4_4771 
Actor.DestroyInstantly(53@)
Actor.DestroyInstantly(54@)

:CRASH4_4771
$2414 = 1 
Camera.SetPosition(1914.107, -1130.994, 27.8685, 0.0, 0.0, 0.0)
Camera.PointAt(1914.841, -1130.332, 27.7162, 2)
if 
  $1794 == 0 
else_jump @CRASH4_4861 
03CF: load_wav 10830 as 1 
jump @CRASH4_4918 

:CRASH4_4861
if 
  $1794 == 1 
else_jump @CRASH4_4893 
03CF: load_wav 10831 as 1 
jump @CRASH4_4918 

:CRASH4_4893
if 
  $1794 == 2 
else_jump @CRASH4_4918 
03CF: load_wav 10832 as 1 

:CRASH4_4918
if 
83D0:   not wav 1 loaded 
else_jump @CRASH4_4944 
wait 0 
jump @CRASH4_4918 

:CRASH4_4944
0395: clear_area 0 at 1922.439 -1118.043 25.125 radius 10.0 
34@ = Actor.Create(Mission2, #BALLAS2, 1922.439, -1118.043, 25.125)
Actor.Angle(34@) = 180.0
02A9: set_actor 34@ immune_to_nonplayer 1 
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
Actor.SetImmunities(34@, 1, 1, 1, 1, 1)
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
if 
   not Actor.Dead(34@)
else_jump @CRASH4_5096 
05D3: AS_actor 34@ goto_point 1922.328 -1127.938 24.078 mode 6 -1 ms // versionA 
jump @CRASH4_5103 

:CRASH4_5096
38@ = 1 

:CRASH4_5103
if 
fading 
else_jump @CRASH4_5127 
wait 0 
jump @CRASH4_5103 

:CRASH4_5127
if 
   not Actor.Dead(34@)
else_jump @CRASH4_5315 
0A09: set_actor 34@ muted 1 // versionB 
if 
  $1794 == 0 
else_jump @CRASH4_5205 
00BC: show_text_highpriority GXT 'CRA2_ZA' time 10000 flag 1  // ~z~Tenpenny hat mich reingelegt!
03D1: play_wav 1 
0967: actor 34@ move_mouth 999999 ms 
jump @CRASH4_5308 

:CRASH4_5205
if 
  $1794 == 1 
else_jump @CRASH4_5260 
00BC: show_text_highpriority GXT 'CRA2_ZB' time 10000 flag 1  // ~z~Der miese C.R.A.S.H.-Bulle hat mich reingelegt!
03D1: play_wav 1 
0967: actor 34@ move_mouth 999999 ms 
jump @CRASH4_5308 

:CRASH4_5260
if 
  $1794 == 2 
else_jump @CRASH4_5308 
00BC: show_text_highpriority GXT 'CRA2_ZC' time 10000 flag 1  // ~z~Tenpenny hat mich hintergangen!
03D1: play_wav 1 
0967: actor 34@ move_mouth 999999 ms 

:CRASH4_5308
jump @CRASH4_5355 

:CRASH4_5315
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny hat mich reingelegt!
03D5: remove_text 'CRA2_ZB'  // ~z~Der miese C.R.A.S.H.-Bulle hat mich reingelegt!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny hat mich hintergangen!
38@ = 1 

:CRASH4_5355
0707: start_scene_skip_to @CRASH4_5749 
32@ = 0 

:CRASH4_5369
if 
  2000 > 32@ 
else_jump @CRASH4_5547 
wait 0 
if 
  38@ == 0 
else_jump @CRASH4_5540 
if 
   Actor.Dead(34@)
else_jump @CRASH4_5492 
if 
83D2:   not wav 1 ended 
else_jump @CRASH4_5445 
040D: unload_wav 1 

:CRASH4_5445
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny hat mich reingelegt!
03D5: remove_text 'CRA2_ZB'  // ~z~Der miese C.R.A.S.H.-Bulle hat mich reingelegt!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny hat mich hintergangen!
38@ = 1 
jump @CRASH4_5540 

:CRASH4_5492
if 
03D2:   wav 1 ended 
else_jump @CRASH4_5540 
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny hat mich reingelegt!
03D5: remove_text 'CRA2_ZB'  // ~z~Der miese C.R.A.S.H.-Bulle hat mich reingelegt!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny hat mich hintergangen!

:CRASH4_5540
jump @CRASH4_5369 

:CRASH4_5547
if 
03D2:   wav 1 ended 
else_jump @CRASH4_5595 
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny hat mich reingelegt!
03D5: remove_text 'CRA2_ZB'  // ~z~Der miese C.R.A.S.H.-Bulle hat mich reingelegt!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny hat mich hintergangen!

:CRASH4_5595
if 
   not Actor.Dead(34@)
else_jump @CRASH4_5630 
0968: actor 34@ stop_mouth 
0A09: set_actor 34@ muted 0 // versionB 
jump @CRASH4_5637 

:CRASH4_5630
38@ = 1 

:CRASH4_5637
08F6: restore_player_group 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
if 
   not Actor.Dead(34@)
else_jump @CRASH4_5730 
060B: set_actor 34@ decision_maker_to 43@ 
35@ = Marker.CreateAboveActor(34@)
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
Actor.SetImmunities(34@, 0, 0, 0, 0, 0)
jump @CRASH4_5742 

:CRASH4_5730
Marker.Disable(35@)
38@ = 1 

:CRASH4_5742
64@ = 1 

:CRASH4_5749
0701: end_scene_skip 
if 
  64@ == 0 
else_jump @CRASH4_6040 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH4_5784
if 
fading 
else_jump @CRASH4_5808 
wait 0 
jump @CRASH4_5784 

:CRASH4_5808
08F6: restore_player_group 
if 
   not Actor.Dead(34@)
else_jump @CRASH4_5899 
0395: clear_area 0 at 1922.903 -1128.477 24.092 radius 2.0 
Actor.PutAt(34@, 1922.903, -1128.477, 24.092)
Actor.Angle(34@) = 180.0
0968: actor 34@ stop_mouth 
0A09: set_actor 34@ muted 0 // versionB 
jump @CRASH4_5906 

:CRASH4_5899
38@ = 1 

:CRASH4_5906
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:CRASH4_5929
if 
fading 
else_jump @CRASH4_5953 
wait 0 
jump @CRASH4_5929 

:CRASH4_5953
Player.CanMove($PLAYER_CHAR) = True
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
if 
   not Actor.Dead(34@)
else_jump @CRASH4_6028 
35@ = Marker.CreateAboveActor(34@)
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
Actor.SetImmunities(34@, 0, 0, 0, 0, 0)
jump @CRASH4_6040 

:CRASH4_6028
Marker.Disable(35@)
38@ = 1 

:CRASH4_6040
$1794 += 1 
if 
  $1794 > 2 
else_jump @CRASH4_6072 
$1794 = 0 

:CRASH4_6072
00BC: show_text_highpriority GXT 'CM2_8' time 8000 flag 1  // ~s~Du hast die ~r~Ratte~w~ aufgestbert. Erledige ihn!

:CRASH4_6088
if 
   not 38@ == 1 
else_jump @CRASH4_6174 
wait 0 
if 
  38@ == 0 
else_jump @CRASH4_6167 
if 
   Actor.Dead(34@)
else_jump @CRASH4_6167 
03D5: remove_text 'CM2_7' 
Marker.Disable(35@)
38@ = 1 

:CRASH4_6167
jump @CRASH4_6088 

:CRASH4_6174
jump @CRASH4_6337 

:CRASH4_6181
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076C: set_zone 'GLN1' gang 2 density_to 71@ 
076C: set_zone 'GLN1' gang 7 density_to 72@ 
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 0  // Ammu-Nation
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
0879: enable_gang_wars 0 
$2577 = 0 
return 

:CRASH4_6337
$SWEET_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CRASH_2'  // Doberman
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 40 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 40 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
Marker.Disable($MARKER_SWEET_HOUSE)
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere($ICON_SWEET, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)
04A6: $GS_GANG_MONEY_PICKUP = create_asset_money_pickup_at 2502.1 -1686.38 13.0 money 10000 $GS_GANG_CASH 
create_thread @TCASH 
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1  // Ammu-Nation
if 
  $AMMU_ICONS_SHOWN == 0 
else_jump @CRASH4_6778 
$413 = Marker.CreateIconWithoutSphere(6, 1372.9, -1278.8, 12.5)
$2578 = Marker.CreateIconWithoutSphere(6, 2400.5, -1978.4, 13.5)
$2579 = Marker.CreateIconWithoutSphere(6, -2626.6, 209.4, 4.9)
$2580 = Marker.CreateIconWithoutSphere(6, 2535.9, 2083.5, 10.8)
$2581 = Marker.CreateIconWithoutSphere(6, 2156.5, 943.2, 10.8)
$2582 = Marker.CreateIconWithoutSphere(6, 779.7, 1874.3, 4.9)
$2583 = Marker.CreateIconWithoutSphere(6, -2092.7, -2463.8, 30.6)
$2584 = Marker.CreateIconWithoutSphere(6, 240.0, -178.2, 2.0)
$2585 = Marker.CreateIconWithoutSphere(6, -1509.4, 2611.8, 58.5)
$2586 = Marker.CreateIconWithoutSphere(6, -315.67, 829.87, 13.43)
$2587 = Marker.CreateIconWithoutSphere(6, 2332.9, 63.6, 31.0)
$AMMU_ICONS_SHOWN = 1 

:CRASH4_6778
return 

:CRASH4_6780
Model.Destroy(#LAEJEFFERSALPHA)
Model.Destroy(#LAELODPARK02)
Model.Destroy(#LAEMACPARK02)
03DE: set_pedestrians_density_multiplier_to 1.0 
0983: unknown_disable_gang_wars 0 
$ONMISSION = 0 
$2576 = 0 
Marker.Disable(45@)
Marker.Disable(35@)
Marker.Disable(52@)
08A3: update_respect_while_on_mission 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#BALLAS1)
Model.Destroy(#BALLAS2)
Model.Destroy(#TEC9)
Model.Destroy(#FAM2)
Model.Destroy(#FAM3)
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
Object.Destroy(60@)
Model.Destroy(#CIGAR)
Actor.DestroyInstantly(53@)
Actor.DestroyInstantly(54@)
Actor.DestroyInstantly(55@)
065C: release_decision_maker 43@ 
mission_cleanup 
return 

//-------------Mission 22---------------
// Originally: Burning Desire

:CRASH1
thread 'CRASH1' 
gosub @CRASH1_47 
if 
wasted_or_busted 
else_jump @CRASH1_38 
gosub @CRASH1_41227 

:CRASH1_38
gosub @CRASH1_41349 
end_thread 

:CRASH1_47
increment_mission_attempts 
$ONMISSION = 1 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
39@ = 0 
40@ = 0 
45@ = 0 
46@ = 0 
32@ = 0 
33@ = 0 
47@ = 1 
48@ = 0 
49@ = 0 
50@ = 0 
51@ = -1 
52@ = 0 
53@ = 0 
55@ = 0 
54@ = 0 
56@ = 1 
213@ = 0 

:CRASH1_210
57@(213@,3i) = 0 
213@ += 1 
  213@ >= 3 
else_jump @CRASH1_210 
355@ = 0 
356@ = 0 
357@ = 0 
358@ = 0 
359@ = 0 
360@ = 0 
361@ = 0 
198@ = 0 
314@ = 0 
315@ = 0 
316@ = 0 
323@ = 0 
322@ = 0 
313@ = 0 
317@ = 0 
325@ = 0 
353@ = 0 
354@ = 0 
336@ = 0 
340@ = 0 
342@ = 0 
345@ = 0 
346@ = 1 
347@ = 1 
348@ = 0 
349@ = 0 
350@ = 0 
210@ = 0 
if 
  34@ == -99 
else_jump @CRASH1_1160 
0662: NOP "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
98@ = Car.Create(#VOODOO, 0.0, 0.0, 0.0)
99@ = Car.Create(#VOODOO, 0.0, 0.0, 0.0)
100@ = Car.Create(#COPCARLA, 0.0, 0.0, 0.0)
213@ = 0 

:CRASH1_575
87@(213@,5i) = Actor.Create(Gang8, #LSV3, 0.0, 0.0, 0.0)
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_575 
213@ = 0 

:CRASH1_631
92@(213@,2i) = Actor.Create(Gang8, #LSV3, 0.0, 0.0, 0.0)
213@ += 1 
  213@ >= 2 
else_jump @CRASH1_631 
94@ = Actor.Create(Gang8, #LSV2, 0.0, 0.0, 0.0)
95@ = Actor.Create(CivFemale, #GANGRL3, 0.0, 0.0, 0.0)
96@ = Actor.Create(Gang8, #LSV2, 0.0, 0.0, 0.0)
97@ = Actor.Create(Gang8, #LSV2, 0.0, 0.0, 0.0)
213@ = 0 

:CRASH1_784
101@(213@,8i) = Object.Init(#BD_WINDOW, 0.0, 0.0, 0.0)
213@ += 1 
  213@ >= 8 
else_jump @CRASH1_784 
114@ = Object.Create(#CR1_DOOR, 0.0, 0.0, 0.0)
119@ = Object.Create(#BREAK_WALL_1B, 0.0, 0.0, 0.0)
120@ = Object.Create(#BREAK_WALL_2B, 0.0, 0.0, 0.0)
121@ = Object.Create(#BREAK_WALL_3B, 0.0, 0.0, 0.0)
119@ = Object.Create(#BD_FIRE1_O, 0.0, 0.0, 0.0)
0326: 138@ = create_actor 94@ fire 
0326: 139@ = create_actor 95@ fire 
0326: 140@ = create_actor 96@ fire 
0326: 141@ = create_actor 97@ fire 
213@ = 0 

:CRASH1_985
02CF: 142@(213@,21i) = create_fire_at 0.0 0.0 0.0 propagation 0 size 1 
213@ += 1 
  213@ >= 21 
else_jump @CRASH1_985 
213@ = 0 

:CRASH1_1041
02CF: 163@(213@,4i) = create_fire_at 0.0 0.0 0.0 propagation 0 size 1 
213@ += 1 
  213@ >= 4 
else_jump @CRASH1_1041 
032B: 135@ = create_weapon_pickup #FIRE_EX group 3 ammo 0 at 0.0 0.0 0.0 
032B: 132@ = create_weapon_pickup #MOLOTOV group 3 ammo 0 at 0.0 0.0 0.0 
131@ = Marker.CreateAboveActor(95@)
03DC: 128@ = create_marker_above_pickup 132@ 

:CRASH1_1160
054C: use_GXT_table 'CRASH1' 
gosub @CRASH1_38857 
060A: create_decision_maker_type 0 store_to 180@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 181@ // decision\allowed\m_.ped files 
gosub @CRASH1_39065 

:CRASH1_1199
wait 0 
if 
0735:   NOP_false 83 
else_jump @CRASH1_1232 
36@ = 1 
jump @CRASH1_1651 

:CRASH1_1232
gosub @CRASH1_36706 
gosub @CRASH1_37130 
if or
  38@ == 1 
  39@ == 1 
else_jump @CRASH1_1278 
jump @CRASH1_1651 

:CRASH1_1278
gosub @CRASH1_38228 
gosub @CRASH1_38262 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @CRASH1_1322 
37@ = 1 
jump @CRASH1_1651 

:CRASH1_1322
if 
  34@ == 0 
else_jump @CRASH1_1380 
0662: NOP "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:CRASH1_1380
if 
  34@ == 1 
else_jump @CRASH1_1405 
gosub @CRASH1_1838 

:CRASH1_1405
if 
  34@ == 2 
else_jump @CRASH1_1430 
gosub @CRASH1_2345 

:CRASH1_1430
if 
  34@ == 3 
else_jump @CRASH1_1455 
gosub @CRASH1_3600 

:CRASH1_1455
if 
  34@ == 4 
else_jump @CRASH1_1480 
gosub @CRASH1_5983 

:CRASH1_1480
if 
  34@ == 5 
else_jump @CRASH1_1505 
gosub @CRASH1_8432 

:CRASH1_1505
if 
  34@ == 6 
else_jump @CRASH1_1530 
gosub @CRASH1_10291 

:CRASH1_1530
if 
  34@ == 7 
else_jump @CRASH1_1555 
gosub @CRASH1_13180 

:CRASH1_1555
if 
  34@ == 8 
else_jump @CRASH1_1580 
36@ = 1 

:CRASH1_1580
if 
  34@ == 50 
else_jump @CRASH1_1605 
gosub @CRASH1_15449 

:CRASH1_1605
if 
  34@ == 51 
else_jump @CRASH1_1630 
38@ = 1 

:CRASH1_1630
gosub @CRASH1_38301 
gosub @CRASH1_38357 
gosub @CRASH1_32145 

:CRASH1_1651
if 
  38@ == 0 
else_jump @CRASH1_1834 
if 
  37@ == 0 
else_jump @CRASH1_1735 
if 
  36@ == 0 
else_jump @CRASH1_1719 
jump @CRASH1_1199 
jump @CRASH1_1728 

:CRASH1_1719
gosub @CRASH1_41291 
return 

:CRASH1_1728
jump @CRASH1_1827 

:CRASH1_1735
gosub @CRASH1_41227 
if or
  314@ == 1 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2350.405 -1181.907 26.8553 cornerB 2353.484 -1170.524 30.0687 
else_jump @CRASH1_1825 
34@ = 50 
35@ = 0 
37@ = 0 
jump @CRASH1_1199 

:CRASH1_1825
return 

:CRASH1_1827
jump @CRASH1_1836 

:CRASH1_1834
return 

:CRASH1_1836
return 

:CRASH1_1838
if 
  35@ == 0 
else_jump @CRASH1_1900 
00BC: show_text_highpriority GXT 'CRA1_00' time 15000 flag 1  // ~s~Tenpenny hat einige ~g~Molotowcocktails~s~ in einem Durchgang im Financial District versteckt. Hol sie ab.
gosub @CRASH1_16457 
349@ = 0 
204@ = 0 
35@ += 1 

:CRASH1_1900
if 
  35@ == 1 
else_jump @CRASH1_1969 
if 
   Pickup.Picked_up(132@)
else_jump @CRASH1_1969 
Marker.Disable(128@)
349@ = 0 
0085: 204@ = 45@ // (int) 
204@ += 5000 
35@ += 1 

:CRASH1_1969
if 
  35@ == 2 
else_jump @CRASH1_1994 
35@ += 1 

:CRASH1_1994
if 
  35@ == 3 
else_jump @CRASH1_2055 
00BC: show_text_highpriority GXT 'CRA1_01' time 5000 flag 1  // ~s~Du hast die Molotowcocktails. Begib dich zum ~y~Gang-Haus~s~ und stecke es in Brand.
018A: 122@ = create_checkpoint_at 2351.904 -1170.826 28.5 
35@ += 1 

:CRASH1_2055
if 
  35@ == 4 
else_jump @CRASH1_2146 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2350.168 -1164.938 radius 300.0 300.0 
else_jump @CRASH1_2146 
gosub @CRASH1_39609 
gosub @CRASH1_39708 
gosub @CRASH1_40373 
gosub @CRASH1_40881 
35@ += 1 

:CRASH1_2146
if 
  35@ == 5 
else_jump @CRASH1_2245 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
else_jump @CRASH1_2245 
Marker.Disable(122@)
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
348@ = 1 
35@ = 99 

:CRASH1_2245
if 
  349@ == 0 
else_jump @CRASH1_2318 
if 
   not 204@ == 0 
else_jump @CRASH1_2318 
if 
001D:   45@ > 204@ // (int) 
else_jump @CRASH1_2318 
03E5: show_text_box 'MOLOTOV'  // Drcke und halte ~k~~PED_FIREWEAPON~, um einen Molotowcocktail zu werfen. Je lnger du ~k~~PED_FIREWEAPON~ gedrckt hltst, desto weiter der Wurf. Sei vorsichtig! Wenn du nicht weit genug wirfst, wirst du von der Explosion erfasst.
349@ = 1 

:CRASH1_2318
if 
  35@ == 99 
else_jump @CRASH1_2343 
gosub @CRASH1_38827 

:CRASH1_2343
return 

:CRASH1_2345
if 
  35@ == 0 
else_jump @CRASH1_2476 
297@ = 0 
298@ = 0 
299@ = 0 
300@ = 0 
301@ = 0 
313@ = 0 
332@ = 0 
333@ = 0 
209@ = 0 
187@ = -1 
205@ = 0 
gosub @CRASH1_18730 
gosub @CRASH1_19322 
06D0: enable_emergency_traffic 0 
03C7: set_sensitivity_to_crime 0.3 
0828: unknown_fires_stuff 1 
35@ += 1 

:CRASH1_2476
if 
  35@ == 1 
else_jump @CRASH1_2533 
00BC: show_text_highpriority GXT 'CRA1_02' time 6000 flag 1  // ~s~Setz das Haus in Brand. Wirf dazu Molotowcocktails in die ~r~5 unteren Fenster~s~.
0085: 204@ = 45@ // (int) 
204@ += 7000 
35@ += 1 

:CRASH1_2533
if 
  35@ == 2 
else_jump @CRASH1_2631 
213@ = 0 

:CRASH1_2558
0085: 217@ = 213@ // (int) 
gosub @CRASH1_20309 
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_2558 
if 
001D:   45@ > 204@ // (int) 
else_jump @CRASH1_2631 
03E5: show_text_box 'WINDOWS'  // Um die Fenster einzuwerfen, schiee mit einer Waffe darauf oder schleudere einen Molotowcocktail dagegen.
35@ += 1 

:CRASH1_2631
if 
  35@ == 3 
else_jump @CRASH1_2733 
213@ = 0 

:CRASH1_2656
0085: 217@ = 213@ // (int) 
gosub @CRASH1_20309 
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_2656 
if 
  209@ == 5 
else_jump @CRASH1_2733 
00BC: show_text_highpriority GXT 'CRA1_04' time 3000 flag 1  // ~s~Gut gemacht. Das Haus wird abbrennen.
35@ = 99 

:CRASH1_2733
213@ = 0 

:CRASH1_2740
0085: 216@ = 213@ // (int) 
gosub @CRASH1_16525 
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_2740 
if 
  313@ == 1 
else_jump @CRASH1_2808 
gosub @CRASH1_21015 
jump @CRASH1_2815 

:CRASH1_2808
gosub @CRASH1_20662 

:CRASH1_2815
gosub @CRASH1_21168 
if 
   not 205@ == 0 
else_jump @CRASH1_3150 
if 
001D:   45@ > 205@ // (int) 
else_jump @CRASH1_3150 
205@ = 0 
214@ = 0 
213@ = 0 

:CRASH1_2880
if 
  302@(213@,5i) == 1 
else_jump @CRASH1_2909 
214@ += 1 

:CRASH1_2909
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_2880 
209@ += 1 
if 
803B:   not  214@ == 209@ // (int) 
else_jump @CRASH1_3006 
if 
001D:   209@ > 214@ // (int) 
else_jump @CRASH1_2990 
0085: 209@ = 214@ // (int) 
jump @CRASH1_3006 

:CRASH1_2990
0085: 205@ = 45@ // (int) 
205@ += 500 

:CRASH1_3006
if 
  5 > 209@ 
else_jump @CRASH1_3031 
gosub @CRASH1_20473 

:CRASH1_3031
351@ = 0 
213@ = 0 

:CRASH1_3045
if 
  351@ == 0 
else_jump @CRASH1_3129 
if and
  302@(213@,5i) == 1 
  307@(213@,5i) == 0 
else_jump @CRASH1_3129 
0085: 191@ = 213@ // (int) 
gosub @CRASH1_23203 
307@(213@,5i) = 1 
351@ = 1 

:CRASH1_3129
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_3045 

:CRASH1_3150
if 
  297@ == 0 
else_jump @CRASH1_3410 
289@ = 2337.666 
289@ -= 31.0 
291@ = -1180.994 
291@ -= 38.0 
293@ = 31.7513 
293@ -= 8.0 
290@ = 2337.666 
290@ += 31.0 
292@ = -1180.994 
292@ += 38.0 
294@ = 31.7513 
294@ += 8.0 
if 
  332@ == 0 
else_jump @CRASH1_3344 
if 
02EE:   projectile_in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
else_jump @CRASH1_3344 
332@ = 1 

:CRASH1_3344
if 
  333@ == 0 
else_jump @CRASH1_3410 
0786: get_number_of_fires_within_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ store_to 214@ 
if 
  214@ > 0 
else_jump @CRASH1_3410 
333@ = 1 

:CRASH1_3410
if 
  348@ == 1 
else_jump @CRASH1_3504 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
else_jump @CRASH1_3497 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
348@ = 0 

:CRASH1_3497
jump @CRASH1_3573 

:CRASH1_3504
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
else_jump @CRASH1_3573 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
348@ = 1 

:CRASH1_3573
if 
  35@ == 99 
else_jump @CRASH1_3598 
gosub @CRASH1_38827 

:CRASH1_3598
return 

:CRASH1_3600
if 
  35@ == 0 
else_jump @CRASH1_3751 
191@ = 5 
gosub @CRASH1_23203 
192@ = 0 
gosub @CRASH1_24873 
0085: 200@ = 45@ // (int) 
200@ += 3000 
329@ = 0 
334@ = 0 
335@ = 0 
352@ = 0 
353@ = 0 
354@ = 0 
337@ = 0 
347@ = 1 
206@ = 0 
03C7: set_sensitivity_to_crime 0.0 
Player.ClearWantedLevel($PLAYER_CHAR)
03CF: load_wav 6603 as 3 
35@ += 1 

:CRASH1_3751
if 
  359@ == 1 
else_jump @CRASH1_3794 
if 
   Actor.Dead(95@)
else_jump @CRASH1_3794 
37@ = 1 
return 

:CRASH1_3794
if 
  35@ == 1 
else_jump @CRASH1_3903 
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_3903 
fade 0 400 
Player.CanMove($PLAYER_CHAR) = False
0085: 200@ = 45@ // (int) 
200@ += 2500 
gosub @CRASH1_26362 
gosub @CRASH1_26452 
341@ = 0 
50@ = 1 
gosub @CRASH1_32981 
35@ += 1 

:CRASH1_3903
if 
  35@ == 2 
else_jump @CRASH1_4000 
if 
  354@ == 1 
else_jump @CRASH1_3953 
35@ += 1 
jump @CRASH1_4000 

:CRASH1_3953
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_4000 
gosub @CRASH1_23105 
329@ = 1 
352@ = 1 
35@ += 1 

:CRASH1_4000
if 
  35@ == 3 
else_jump @CRASH1_4087 
if 
  354@ == 1 
else_jump @CRASH1_4050 
35@ += 1 
jump @CRASH1_4087 

:CRASH1_4050
if and
001D:   45@ > 200@ // (int) 
03D0:   wav 3 loaded 
else_jump @CRASH1_4087 
gosub @CRASH1_26665 
35@ += 1 

:CRASH1_4087
if 
  35@ == 4 
else_jump @CRASH1_4229 
if 
  354@ == 1 
else_jump @CRASH1_4137 
35@ += 1 
jump @CRASH1_4229 

:CRASH1_4137
if and
   Actor.Dead(94@)
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_4175 
gosub @CRASH1_26924 
35@ += 1 

:CRASH1_4175
0085: 219@ = 200@ // (int) 
219@ += 8000 
if and
   not Actor.Dead(94@)
001D:   45@ > 219@ // (int) 
else_jump @CRASH1_4229 
gosub @CRASH1_26924 
35@ += 1 

:CRASH1_4229
if 
  35@ == 5 
else_jump @CRASH1_4411 
if 
  354@ == 1 
else_jump @CRASH1_4279 
35@ += 1 
jump @CRASH1_4411 

:CRASH1_4279
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_4411 
if 
03CA:   object 106@ exists 
else_jump @CRASH1_4337 
if 
8366:   not object 106@ damaged 
else_jump @CRASH1_4337 
0723: break_object 106@ intensity 1 

:CRASH1_4337
197@ = 4 
gosub @CRASH1_25459 
335@ = 1 
56@ = 0 
gosub @CRASH1_33143 
00BC: show_text_highpriority GXT 'CRA1_05' time 4600 flag 1  // ~s~Ein Mdchen befindet sich noch in dem brennenden Haus. Du musst es retten.
0085: 200@ = 45@ // (int) 
200@ += 4300 
35@ += 1 

:CRASH1_4411
if 
  35@ == 6 
else_jump @CRASH1_4524 
if 
  354@ == 1 
else_jump @CRASH1_4461 
35@ += 1 
jump @CRASH1_4524 

:CRASH1_4461
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_4524 
fade 0 300 
0085: 200@ = 45@ // (int) 
200@ += 1000 
gosub @CRASH1_18650 
gosub @CRASH1_23025 
35@ += 1 

:CRASH1_4524
if 
  35@ == 7 
else_jump @CRASH1_4688 
if 
  354@ == 1 
else_jump @CRASH1_4574 
35@ += 1 
jump @CRASH1_4688 

:CRASH1_4574
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_4688 
gosub @CRASH1_26993 
282@ = 2352.037 
283@ = -1170.318 
284@ = 26.9702 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
192@ = 2 
gosub @CRASH1_24873 
fade 1 200 
0085: 200@ = 45@ // (int) 
200@ += 200 
35@ += 1 

:CRASH1_4688
if 
  35@ == 8 
else_jump @CRASH1_4824 
if 
  354@ == 1 
else_jump @CRASH1_4738 
35@ = 50 
jump @CRASH1_4824 

:CRASH1_4738
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_4824 
329@ = 0 
352@ = 0 
Player.CanMove($PLAYER_CHAR) = True
gosub @CRASH1_28246 
0085: 206@ = 45@ // (int) 
206@ += 9000 
00BB: show_text_lowpriority GXT 'CRA1_06' time 4000 flag 1  // ~s~Geh durch die ~y~Vordertr~s~ hinein.
35@ += 1 

:CRASH1_4824
if 
  35@ == 9 
else_jump @CRASH1_5086 
if 
  314@ == 1 
else_jump @CRASH1_5036 
Marker.Disable(122@)
341@ = 0 
206@ = 0 
if 
   not Actor.Dead(95@)
else_jump @CRASH1_4968 
08AD: put_actor 95@ at 2352.114 -1170.61 radius 8.0 // interior version 
Actor.StorePos(95@, 282@, 283@, 284@)
284@ += 999.0 
Actor.PutAt(95@, 282@, 283@, 284@)
131@ = Marker.CreateAboveActor(95@)
07E0: set_marker 131@ type_to 1 

:CRASH1_4968
02D1: remove_fire 138@ 
192@ = 4 
gosub @CRASH1_24873 
197@ = 6 
gosub @CRASH1_25459 
gosub @CRASH1_26123 
gosub @CRASH1_26184 
gosub @CRASH1_40944 
35@ = 99 
jump @CRASH1_5086 

:CRASH1_5036
213@ = 0 

:CRASH1_5043
0085: 216@ = 213@ // (int) 
gosub @CRASH1_16525 
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_5043 
gosub @CRASH1_21168 

:CRASH1_5086
if and
  352@ == 1 
08D0:   cutscene_skipped 
  354@ == 0 
else_jump @CRASH1_5120 
354@ = 1 

:CRASH1_5120
if 
  35@ == 50 
else_jump @CRASH1_5175 
fade 0 500 
0085: 200@ = 45@ // (int) 
200@ += 500 
353@ = 1 
35@ += 1 

:CRASH1_5175
if 
  35@ == 51 
else_jump @CRASH1_5249 
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_5249 
gosub @CRASH1_16094 
fade 1 1500 
0085: 200@ = 45@ // (int) 
200@ += 1500 
35@ += 1 

:CRASH1_5249
if 
  35@ == 52 
else_jump @CRASH1_5367 
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_5367 
353@ = 0 
354@ = 0 
329@ = 0 
352@ = 0 
Player.CanMove($PLAYER_CHAR) = True
gosub @CRASH1_28246 
0085: 206@ = 45@ // (int) 
206@ += 9000 
00BB: show_text_lowpriority GXT 'CRA1_06' time 4000 flag 1  // ~s~Geh durch die ~y~Vordertr~s~ hinein.
35@ = 9 

:CRASH1_5367
gosub @CRASH1_27063 
if 
  353@ == 0 
else_jump @CRASH1_5435 
213@ = 0 

:CRASH1_5399
0085: 216@ = 213@ // (int) 
gosub @CRASH1_16525 
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_5399 

:CRASH1_5435
if 
  353@ == 0 
else_jump @CRASH1_5460 
gosub @CRASH1_21168 

:CRASH1_5460
if 
  337@ == 1 
else_jump @CRASH1_5485 
gosub @CRASH1_28317 

:CRASH1_5485
if 
  206@ > 0 
else_jump @CRASH1_5536 
if 
001D:   45@ > 206@ // (int) 
else_jump @CRASH1_5536 
206@ = 0 
341@ = 1 

:CRASH1_5536
if 
  347@ == 1 
else_jump @CRASH1_5602 
0395: clear_area 0 at 2345.907 -1171.659 30.9688 radius 1.5 
0395: clear_area 0 at 2345.907 -1171.659 1030.969 radius 1.5 

:CRASH1_5602
if and
88B7:   not test 54@ bit 3 
  341@ == 1 
else_jump @CRASH1_5793 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2340.262 -1170.539 24.9859 cornerB 2351.095 -1164.287 28.2183 
else_jump @CRASH1_5793 
if or
  49@ == 2 
  49@ == 1 
else_jump @CRASH1_5727 
if 
  48@ == 2 
else_jump @CRASH1_5720 
return 

:CRASH1_5720
gosub @CRASH1_33172 

:CRASH1_5727
if 
  49@ == 0 
else_jump @CRASH1_5761 
50@ = 3 
gosub @CRASH1_32981 
return 

:CRASH1_5761
if and
  49@ == 3 
   not 48@ == 2 
else_jump @CRASH1_5793 
gosub @CRASH1_33143 

:CRASH1_5793
if 
  348@ == 1 
else_jump @CRASH1_5887 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
else_jump @CRASH1_5880 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
348@ = 0 

:CRASH1_5880
jump @CRASH1_5956 

:CRASH1_5887
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
else_jump @CRASH1_5956 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
348@ = 1 

:CRASH1_5956
if 
  35@ == 99 
else_jump @CRASH1_5981 
gosub @CRASH1_38827 

:CRASH1_5981
return 

:CRASH1_5983
if 
  35@ == 0 
else_jump @CRASH1_6083 
gosub @CRASH1_28623 
327@ = 0 
330@ = 0 
352@ = 0 
353@ = 0 
354@ = 0 
338@ = 0 
339@ = 0 
350@ = 0 
190@ = -1 
Model.Destroy(#CR_AMMOBOX)
35@ += 1 

:CRASH1_6083
if 
   Actor.Dead(95@)
else_jump @CRASH1_6108 
37@ = 1 
return 

:CRASH1_6108
if 
  35@ == 1 
else_jump @CRASH1_6133 
35@ += 1 

:CRASH1_6133
if 
  35@ == 2 
else_jump @CRASH1_6513 
289@ = 2344.751 
289@ -= 1.5 
291@ = -1181.161 
291@ -= 1.5 
293@ = 1030.961 
293@ -= 0.5 
290@ = 2344.751 
290@ += 1.5 
292@ = -1181.161 
292@ += 1.5 
294@ = 1030.961 
294@ += 1.5 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
else_jump @CRASH1_6513 
Marker.Disable(131@)
347@ = 0 
Actor.SetImmunities(95@, 0, 0, 0, 0, 0)
350@ = 1 
if 
   not Pickup.Picked_up(135@)
else_jump @CRASH1_6506 
fade 0 500 
0085: 200@ = 45@ // (int) 
200@ += 550 
Player.CanMove($PLAYER_CHAR) = False
285@ = 180.0 
Actor.Angle(95@) = 285@
Actor.StorePos(95@, 282@, 283@, 284@)
284@ = 1030.969 
Actor.PutAt(95@, 282@, 283@, 284@)
211@ = 99 
201@ = 0 
330@ = 1 
352@ = 1 
gosub @CRASH1_33172 
50@ = 5 
gosub @CRASH1_32981 
35@ += 1 
jump @CRASH1_6513 

:CRASH1_6506
35@ = 10 

:CRASH1_6513
if 
  35@ == 3 
else_jump @CRASH1_6679 
if 
  354@ == 1 
else_jump @CRASH1_6563 
35@ += 1 
jump @CRASH1_6679 

:CRASH1_6563
if 
   not 49@ == 5 
else_jump @CRASH1_6595 
50@ = 5 
gosub @CRASH1_32981 

:CRASH1_6595
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_6679 
03DC: 122@ = create_marker_above_pickup 135@ 
08DC: create_interior_marker 122@ at 2352.114 -1170.61 radius 3.0 
gosub @CRASH1_28934 
fade 1 500 
0085: 200@ = 45@ // (int) 
200@ += 550 
35@ += 1 

:CRASH1_6679
if 
  35@ == 4 
else_jump @CRASH1_6801 
if 
  354@ == 1 
else_jump @CRASH1_6729 
35@ += 1 
jump @CRASH1_6801 

:CRASH1_6729
if 
   not 49@ == 5 
else_jump @CRASH1_6761 
50@ = 5 
gosub @CRASH1_32981 

:CRASH1_6761
if and
001D:   45@ > 200@ // (int) 
  49@ == 5 
else_jump @CRASH1_6801 
gosub @CRASH1_33143 
35@ += 1 

:CRASH1_6801
if 
  35@ == 5 
else_jump @CRASH1_6876 
if 
  354@ == 1 
else_jump @CRASH1_6851 
35@ += 1 
jump @CRASH1_6876 

:CRASH1_6851
if 
08B7:   test 54@ bit 5 
else_jump @CRASH1_6876 
35@ += 1 

:CRASH1_6876
if 
  35@ == 6 
else_jump @CRASH1_6972 
if 
  354@ == 1 
else_jump @CRASH1_6926 
35@ += 1 
jump @CRASH1_6972 

:CRASH1_6926
if 
   not 49@ == 6 
else_jump @CRASH1_6965 
50@ = 6 
gosub @CRASH1_32981 
jump @CRASH1_6972 

:CRASH1_6965
35@ += 1 

:CRASH1_6972
if 
  35@ == 7 
else_jump @CRASH1_7087 
if 
  354@ == 1 
else_jump @CRASH1_7022 
35@ += 1 
jump @CRASH1_7087 

:CRASH1_7022
Camera.SetPosition(2329.68, -1172.025, 1030.137, 0.0, 0.0, 0.0)
Camera.PointAt(2328.868, -1172.534, 1029.854, 2)
gosub @CRASH1_33143 
35@ += 1 

:CRASH1_7087
if 
  35@ == 8 
else_jump @CRASH1_7198 
if 
  354@ == 1 
else_jump @CRASH1_7137 
35@ = 50 
jump @CRASH1_7198 

:CRASH1_7137
if 
08B7:   test 54@ bit 6 
else_jump @CRASH1_7198 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
330@ = 0 
352@ = 0 
35@ += 1 

:CRASH1_7198
if 
  35@ == 9 
else_jump @CRASH1_7262 
50@ = 7 
gosub @CRASH1_32981 
if 
  49@ == 7 
else_jump @CRASH1_7262 
gosub @CRASH1_33143 
35@ += 1 

:CRASH1_7262
if 
  35@ == 10 
else_jump @CRASH1_7362 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 42)
else_jump @CRASH1_7362 
Marker.Disable(122@)
if 
   not Actor.Dead(95@)
else_jump @CRASH1_7334 
131@ = Marker.CreateAboveActor(95@)
07E0: set_marker 131@ type_to 1 

:CRASH1_7334
gosub @CRASH1_33172 
50@ = 8 
gosub @CRASH1_32981 
35@ += 1 

:CRASH1_7362
if 
  35@ == 11 
else_jump @CRASH1_7679 
289@ = 2344.751 
289@ -= 1.5 
291@ = -1181.161 
291@ -= 1.5 
293@ = 1030.961 
293@ -= 0.5 
290@ = 2344.751 
290@ += 1.5 
292@ = -1181.161 
292@ += 1.5 
294@ = 1030.961 
294@ += 1.5 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
else_jump @CRASH1_7679 
if 
   not 49@ == 8 
else_jump @CRASH1_7568 
50@ = 8 
gosub @CRASH1_32981 

:CRASH1_7568
if 
  49@ == 8 
else_jump @CRASH1_7679 
gosub @CRASH1_33143 
285@ = 180.0 
Actor.Angle(95@) = 285@
Actor.StorePos(95@, 282@, 283@, 284@)
284@ = 1030.969 
Actor.PutAt(95@, 282@, 283@, 284@)
0085: 200@ = 45@ // (int) 
200@ += 3000 
211@ = 99 
35@ += 1 

:CRASH1_7679
if 
  35@ == 12 
else_jump @CRASH1_7802 
if 
  200@ > 0 
else_jump @CRASH1_7752 
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_7752 
200@ = 0 
03E5: show_text_box 'CRA1_35'  // Richte den Feuerlscher auf den Kern eines Feuers, um es zu lschen.

:CRASH1_7752
if 
0104:   actor $PLAYER_ACTOR near_actor 95@ radius 6.0 6.0 1.0 sphere 0 
else_jump @CRASH1_7802 
Actor.Health(95@) = 100
35@ = 99 

:CRASH1_7802
if and
  352@ == 1 
08D0:   cutscene_skipped 
  354@ == 0 
else_jump @CRASH1_7836 
354@ = 1 

:CRASH1_7836
if 
  35@ == 50 
else_jump @CRASH1_7918 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
211@ = 0 
353@ = 0 
354@ = 0 
330@ = 0 
352@ = 0 
35@ = 10 

:CRASH1_7918
gosub @CRASH1_27063 
gosub @CRASH1_28317 
if and
  314@ == 0 
  315@ == 1 
else_jump @CRASH1_7971 
338@ = 1 
315@ = 0 

:CRASH1_7971
if 
  338@ == 1 
else_jump @CRASH1_8016 
if 
fading 
else_jump @CRASH1_8016 
338@ = 0 
339@ = 1 

:CRASH1_8016
if 
  339@ == 1 
else_jump @CRASH1_8070 
if 
   not fading 
else_jump @CRASH1_8070 
339@ = 0 
00BC: show_text_highpriority GXT 'CRA1_10' time 5000 flag 1  // ~s~Du hast das ~b~Mdchen~s~ zurckgelassen. Kehr um und hole es.

:CRASH1_8070
0395: clear_area 0 at 255@ 256@ 257@ radius 3.0 
if 
  327@ == 0 
else_jump @CRASH1_8158 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 42)
else_jump @CRASH1_8158 
327@ = 1 
00BC: show_text_highpriority GXT 'CRA1_09' time 4000 flag 1  // ~s~Nimm den Feuerlscher mit ins Obergeschoss und rette das ~b~Mdchen~s~.
03E5: show_text_box 'FIRE_EX'  // Drcke ~k~~PED_FIREWEAPON~, um den Feuerlscher zu benutzen. Drcke ~k~~PED_LOCK_TARGET~ fr einen besseren Blickwinkel. Ziele auf den Kern des Feuers, um es zu lschen.

:CRASH1_8158
if 
  347@ == 1 
else_jump @CRASH1_8224 
0395: clear_area 0 at 2345.907 -1171.659 30.9688 radius 1.5 
0395: clear_area 0 at 2345.907 -1171.659 1030.969 radius 1.5 

:CRASH1_8224
if 
  314@ == 0 
else_jump @CRASH1_8405 
if 
  348@ == 1 
else_jump @CRASH1_8336 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
else_jump @CRASH1_8329 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
348@ = 0 

:CRASH1_8329
jump @CRASH1_8405 

:CRASH1_8336
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
else_jump @CRASH1_8405 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
348@ = 1 

:CRASH1_8405
if 
  35@ == 99 
else_jump @CRASH1_8430 
gosub @CRASH1_38827 

:CRASH1_8430
return 

:CRASH1_8432
if 
  35@ == 0 
else_jump @CRASH1_8840 
346@ = 1 
if 
02D0:   fire 163@ extinguished 
else_jump @CRASH1_8480 
346@ = 0 

:CRASH1_8480
Player.CanMove($PLAYER_CHAR) = False
gosub @CRASH1_29056 
Model.Destroy(#LSV2)
if 
   not Car.Wrecked(98@)
else_jump @CRASH1_8526 
08A6: set_car 98@ componentA 0 rotation_to 0.0 

:CRASH1_8526
322@ = 0 
196@ = 0 
192@ = 3 
gosub @CRASH1_24873 
0151: remove_status_text $6694 
194@ = 3 
195@ = 3 
282@ = 2319.717 
283@ = -1178.556 
284@ = 1030.969 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
08DC: create_interior_marker 122@ at 2352.114 -1170.61 radius 3.0 
324@ = 1 
352@ = 0 
353@ = 0 
354@ = 0 
03CF: load_wav 6602 as 3 
Actor.LockInCurrentPosition(95@) = False
05D3: AS_actor 95@ goto_point 2345.627 -1175.844 1030.969 mode 6 -2 ms // versionA 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 
Camera.SetPosition(2349.768, -1177.159, 1031.791, 0.0, 0.0, 0.0)
Camera.PointAt(2348.849, -1176.765, 1031.828, 2)
if 
  346@ == 1 
else_jump @CRASH1_8794 
192@ = 4 
gosub @CRASH1_24873 

:CRASH1_8794
191@ = 1 
gosub @CRASH1_24064 
02A3: enable_widescreen 1 
352@ = 1 
353@ = 0 
354@ = 0 
35@ += 1 

:CRASH1_8840
if 
  35@ == 1 
else_jump @CRASH1_8952 
if 
  354@ == 1 
else_jump @CRASH1_8890 
35@ += 1 
jump @CRASH1_8952 

:CRASH1_8890
50@ = 9 
gosub @CRASH1_32981 
if 
  49@ == 9 
else_jump @CRASH1_8952 
gosub @CRASH1_33143 
0085: 200@ = 45@ // (int) 
200@ += 500 
35@ += 1 

:CRASH1_8952
if 
  35@ == 2 
else_jump @CRASH1_9073 
if 
  354@ == 1 
else_jump @CRASH1_9002 
35@ += 1 
jump @CRASH1_9073 

:CRASH1_9002
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_9073 
062E: unknown_get_actor 95@ task 1491 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_9073 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 
0639: AS_actor 95@ rotate_to_actor $PLAYER_ACTOR 
35@ += 1 

:CRASH1_9073
if 
  35@ == 3 
else_jump @CRASH1_9178 
if 
  354@ == 1 
else_jump @CRASH1_9123 
35@ += 1 
jump @CRASH1_9178 

:CRASH1_9123
if and
08B7:   test 54@ bit 9 
03D0:   wav 3 loaded 
else_jump @CRASH1_9178 
03D1: play_wav 3 
193@ = 1 
0085: 200@ = 45@ // (int) 
200@ += 100 
35@ += 1 

:CRASH1_9178
if 
  35@ == 4 
else_jump @CRASH1_9319 
if 
  354@ == 1 
else_jump @CRASH1_9228 
35@ += 1 
jump @CRASH1_9319 

:CRASH1_9228
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_9319 
Camera.SetPosition(2347.942, -1179.954, 1031.858, 0.0, 0.0, 0.0)
Camera.PointAt(2346.95, -1179.89, 1031.961, 2)
50@ = 10 
gosub @CRASH1_32981 
35@ += 1 

:CRASH1_9319
if 
  35@ == 5 
else_jump @CRASH1_9450 
if 
  354@ == 1 
else_jump @CRASH1_9369 
35@ += 1 
jump @CRASH1_9450 

:CRASH1_9369
if 
   not 49@ == 10 
else_jump @CRASH1_9401 
50@ = 10 
gosub @CRASH1_32981 

:CRASH1_9401
Camera.Shake(40)
if and
  193@ == 5 
03D2:   wav 3 ended 
else_jump @CRASH1_9450 
0085: 200@ = 45@ // (int) 
200@ += 500 
35@ += 1 

:CRASH1_9450
if 
  35@ == 6 
else_jump @CRASH1_9639 
if 
  354@ == 1 
else_jump @CRASH1_9500 
35@ += 1 
jump @CRASH1_9639 

:CRASH1_9500
if 
   not 49@ == 10 
else_jump @CRASH1_9532 
50@ = 10 
gosub @CRASH1_32981 

:CRASH1_9532
if and
001D:   45@ > 200@ // (int) 
  49@ == 10 
else_jump @CRASH1_9639 
Camera.SetPosition(2348.495, -1176.45, 1031.486, 0.0, 0.0, 0.0)
Camera.PointAt(2347.538, -1176.732, 1031.558, 2)
gosub @CRASH1_33143 
0085: 200@ = 45@ // (int) 
200@ += 3000 
35@ += 1 

:CRASH1_9639
if 
  35@ == 7 
else_jump @CRASH1_9757 
if 
  354@ == 1 
else_jump @CRASH1_9689 
35@ += 1 
jump @CRASH1_9757 

:CRASH1_9689
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_9757 
if 
  346@ == 0 
else_jump @CRASH1_9750 
05D3: AS_actor $PLAYER_ACTOR goto_point 2344.738 -1180.853 1030.977 mode 4 -2 ms // versionA 

:CRASH1_9750
35@ += 1 

:CRASH1_9757
if 
  35@ == 8 
else_jump @CRASH1_9854 
if 
  354@ == 1 
else_jump @CRASH1_9807 
35@ = 50 
jump @CRASH1_9854 

:CRASH1_9807
if 
08B7:   test 54@ bit 10 
else_jump @CRASH1_9854 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
352@ = 0 
35@ += 1 

:CRASH1_9854
if 
  35@ == 9 
else_jump @CRASH1_9879 
35@ = 99 

:CRASH1_9879
if and
  352@ == 1 
08D0:   cutscene_skipped 
  354@ == 0 
else_jump @CRASH1_9913 
354@ = 1 

:CRASH1_9913
if 
  35@ == 50 
else_jump @CRASH1_9968 
fade 0 500 
0085: 200@ = 45@ // (int) 
200@ += 500 
353@ = 1 
35@ += 1 

:CRASH1_9968
if 
  35@ == 51 
else_jump @CRASH1_10192 
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_10192 
if 
88B7:   not test 54@ bit 9 
else_jump @CRASH1_10037 
gosub @CRASH1_33172 
08BD: set 54@ bit 10 

:CRASH1_10037
if 
88B7:   not test 54@ bit 10 
else_jump @CRASH1_10062 
gosub @CRASH1_33172 

:CRASH1_10062
if 
  5 > 193@ 
else_jump @CRASH1_10147 
if 
0837:   object 119@ animation == "BD_FIRE1" 
else_jump @CRASH1_10140 
083A: set_object 119@ animation "BD_FIRE1" progress_to 1.0 
193@ = 3 
jump @CRASH1_10147 

:CRASH1_10140
193@ = 4 

:CRASH1_10147
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 1500 
0085: 200@ = 45@ // (int) 
200@ += 1500 
35@ += 1 

:CRASH1_10192
if 
  35@ == 52 
else_jump @CRASH1_10257 
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_10257 
353@ = 0 
354@ = 0 
352@ = 0 
35@ = 9 

:CRASH1_10257
gosub @CRASH1_31027 
if 
  35@ == 99 
else_jump @CRASH1_10289 
gosub @CRASH1_38827 

:CRASH1_10289
return 

:CRASH1_10291
if 
   Actor.Dead(95@)
else_jump @CRASH1_10316 
37@ = 1 
return 

:CRASH1_10316
if 
  35@ == 0 
else_jump @CRASH1_10369 
352@ = 0 
353@ = 0 
354@ = 0 
331@ = 0 
35@ += 1 

:CRASH1_10369
if 
  35@ == 1 
else_jump @CRASH1_10394 
35@ += 1 

:CRASH1_10394
if 
  35@ == 2 
else_jump @CRASH1_10419 
35@ += 1 

:CRASH1_10419
if 
  35@ == 3 
else_jump @CRASH1_10476 
0085: 200@ = 45@ // (int) 
200@ += 5000 
0085: 207@ = 200@ // (int) 
207@ -= 3000 
35@ += 1 

:CRASH1_10476
if 
  35@ == 4 
else_jump @CRASH1_10595 
if 
   not 207@ == 0 
else_jump @CRASH1_10545 
if 
001D:   45@ > 207@ // (int) 
else_jump @CRASH1_10545 
03CF: load_wav 6600 as 3 
207@ = 0 

:CRASH1_10545
if and
001D:   45@ > 200@ // (int) 
03D0:   wav 3 loaded 
else_jump @CRASH1_10595 
03D1: play_wav 3 
0085: 200@ = 45@ // (int) 
200@ += 2000 
35@ += 1 

:CRASH1_10595
if 
  35@ == 5 
else_jump @CRASH1_10682 
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_10678 
0085: 200@ = 45@ // (int) 
200@ += 5000 
0085: 207@ = 200@ // (int) 
207@ -= 3000 
35@ += 1 
jump @CRASH1_10682 

:CRASH1_10678
Camera.Shake(80)

:CRASH1_10682
if 
  35@ == 6 
else_jump @CRASH1_10801 
if 
   not 207@ == 0 
else_jump @CRASH1_10751 
if 
001D:   45@ > 207@ // (int) 
else_jump @CRASH1_10751 
03CF: load_wav 6601 as 3 
207@ = 0 

:CRASH1_10751
if and
001D:   45@ > 200@ // (int) 
03D0:   wav 3 loaded 
else_jump @CRASH1_10801 
03D1: play_wav 3 
0085: 200@ = 45@ // (int) 
200@ += 1500 
35@ += 1 

:CRASH1_10801
if 
  35@ == 7 
else_jump @CRASH1_10856 
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_10852 
35@ += 1 
jump @CRASH1_10856 

:CRASH1_10852
Camera.Shake(40)

:CRASH1_10856
if 
  35@ == 8 
else_jump @CRASH1_11024 
if 
  322@ == 1 
else_jump @CRASH1_11024 
0395: clear_area 1 at 2351.762 -1178.75 26.9753 radius 15.0 
Actor.PutAt(95@, 2352.262, -1176.75, 26.9753)
Actor.Angle(95@) = 0.0
08AD: put_actor 95@ at 2352.114 -1170.61 radius 8.0 // interior version 
0860: link_actor 95@ to_interior 0 
0792: disembark_instantly_actor 95@ 
07FB: set_interior 'GANG' access 0  // Vagos Ganghaus
Marker.Disable(122@)
gosub @CRASH1_33172 
50@ = 12 
gosub @CRASH1_32981 
35@ += 1 

:CRASH1_11024
if 
  35@ == 9 
else_jump @CRASH1_11274 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
Camera.SetPosition(2354.589, -1166.262, 27.87, 0.0, 0.0, 0.0)
Camera.PointAt(2353.826, -1166.89, 28.0181, 2)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0615: define_AS_pack_begin 220@ 
05D3: AS_actor -1 goto_point 2351.97 -1169.26 27.013 mode 4 -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
0616: define_AS_pack_end 220@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 220@ 
061B: remove_references_to_AS_pack 220@ 
0615: define_AS_pack_begin 220@ 
05D3: AS_actor -1 goto_point 2351.97 -1170.26 27.013 mode 6 -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 220@ 
0618: assign_actor 95@ to_AS_pack 220@ 
061B: remove_references_to_AS_pack 220@ 
Model.Load(#FIRETRUK)
Model.Load(#LAFD1)
038B: load_requested_models 
331@ = 1 
352@ = 1 
0085: 200@ = 45@ // (int) 
200@ += 500 
35@ += 1 

:CRASH1_11274
if 
  35@ == 10 
else_jump @CRASH1_11456 
if 
  354@ == 1 
else_jump @CRASH1_11324 
35@ = 50 
jump @CRASH1_11456 

:CRASH1_11324
if 
   not 49@ == 12 
else_jump @CRASH1_11356 
50@ = 12 
gosub @CRASH1_32981 

:CRASH1_11356
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_11456 
if 
  49@ == 12 
else_jump @CRASH1_11456 
062E: unknown_get_actor 95@ task -1 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_11456 
062E: unknown_get_actor $PLAYER_ACTOR task -1 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_11456 
35@ += 1 

:CRASH1_11456
if 
  35@ == 11 
else_jump @CRASH1_11675 
if 
  354@ == 1 
else_jump @CRASH1_11506 
35@ = 50 
jump @CRASH1_11675 

:CRASH1_11506
0804: AS_actor 95@ walk_to 2351.97 -1170.26 27.013 angle 0.0 radius 0.2 animation "GRLFRD_KISS_03" IFP_file "BD_FIRE" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
0804: AS_actor $PLAYER_ACTOR walk_to 2351.97 -1169.26 27.013 angle 180.0 radius 0.2 animation "PLAYA_KISS_03" IFP_file "BD_FIRE" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
gosub @CRASH1_33143 
0085: 200@ = 45@ // (int) 
200@ += 1000 
35@ += 1 

:CRASH1_11675
if 
  35@ == 12 
else_jump @CRASH1_11871 
if 
  354@ == 1 
else_jump @CRASH1_11725 
35@ = 50 
jump @CRASH1_11871 

:CRASH1_11725
if and
   not Actor.Animation(95@) == "GRLFRD_KISS_03"
   not Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_11871 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
09DD: unknown_player_group 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: unknown_actor 95@ flag 1 
07CB: set_actor 95@ supporting_fire 0 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 
0A20: unknown_player $PLAYER_CHAR flag 1 
331@ = 0 
352@ = 0 
0986: unknown_fires_stuff 
35@ += 1 

:CRASH1_11871
if 
  35@ == 13 
else_jump @CRASH1_11917 
if and
   Model.Available(#FIRETRUK)
   Model.Available(#LAFD1)
else_jump @CRASH1_11917 
35@ = 99 

:CRASH1_11917
if and
  352@ == 1 
08D0:   cutscene_skipped 
  354@ == 0 
else_jump @CRASH1_11951 
354@ = 1 

:CRASH1_11951
if 
  35@ == 50 
else_jump @CRASH1_12161 
if 
   Actor.Animation(95@) == "GRLFRD_KISS_03"
else_jump @CRASH1_12027 
0614: set_actor 95@ animation "GRLFRD_KISS_03" progress_to 1.0 // 0.0 to 1.0 

:CRASH1_12027
if 
   Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
else_jump @CRASH1_12083 
0614: set_actor $PLAYER_ACTOR animation "PLAYA_KISS_03" progress_to 1.0 // 0.0 to 1.0 

:CRASH1_12083
if 
88B7:   not test 54@ bit 12 
else_jump @CRASH1_12108 
gosub @CRASH1_33172 

:CRASH1_12108
0792: disembark_instantly_actor 95@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0085: 200@ = 45@ // (int) 
353@ = 0 
354@ = 0 
331@ = 0 
352@ = 0 
35@ = 12 

:CRASH1_12161
if 
  331@ == 0 
else_jump @CRASH1_12186 
gosub @CRASH1_29132 

:CRASH1_12186
gosub @CRASH1_31027 
gosub @CRASH1_31470 
gosub @CRASH1_31657 
289@ = 2319.994 
289@ -= 1.5 
291@ = -1179.218 
291@ -= 1.5 
293@ = 1030.977 
293@ -= 1.2 
290@ = 2319.994 
290@ += 1.5 
292@ = -1179.218 
292@ += 1.5 
294@ = 1030.977 
294@ += 1.2 
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
  324@ == 1 
else_jump @CRASH1_12446 
Marker.Disable(122@)
282@ = 2353.085 
283@ = -1181.1 
284@ = 1026.97 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
08DC: create_interior_marker 122@ at 2352.114 -1170.61 radius 3.0 
324@ = 0 

:CRASH1_12446
0395: clear_area 0 at 255@ 256@ 257@ radius 3.0 
if and
  314@ == 0 
  315@ == 1 
else_jump @CRASH1_12536 
315@ = 0 
Player.CanMove($PLAYER_CHAR) = False
06C9: remove_actor 95@ from_group 
05BA: AS_actor 95@ move_mouth -2 ms 
Actor.LockInCurrentPosition(95@) = True
323@ = 1 
336@ = 0 

:CRASH1_12536
if and
  314@ == 0 
  323@ == 1 
else_jump @CRASH1_12765 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2351.575 -1166.19 26.4524 radius 4.0 4.0 4.0 on_foot 
else_jump @CRASH1_12765 
if 
   not fading 
else_jump @CRASH1_12765 
if or
00A4:   actor 95@ sphere 0 in_cube_cornerA 2340.097 -1188.51 1025.577 cornerB 2352.977 -1179.882 1028.184 
00A4:   actor 95@ sphere 0 in_cube_cornerA 2344.22 -1179.892 1025.577 cornerB 2349.831 -1171.664 1028.184 
else_jump @CRASH1_12735 
322@ = 1 
323@ = 0 
Actor.LockInCurrentPosition(95@) = False
jump @CRASH1_12765 

:CRASH1_12735
00BC: show_text_highpriority GXT 'CRA1_10' time 8000 flag 1  // ~s~Du hast das ~b~Mdchen~s~ zurckgelassen. Kehr um und hole es.
Player.CanMove($PLAYER_CHAR) = True
336@ = 1 

:CRASH1_12765
if and
  314@ == 1 
  336@ == 1 
else_jump @CRASH1_12844 
336@ = 0 
Actor.LockInCurrentPosition(95@) = False
09DD: unknown_player_group 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: unknown_actor 95@ flag 1 
07CB: set_actor 95@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 
190@ = 2 

:CRASH1_12844
if 
   Actor.HasWeapon($PLAYER_ACTOR, 42)
else_jump @CRASH1_12901 
041A: 214@ = actor $PLAYER_ACTOR weapon 42 ammo 
if 
  500 > 214@ 
else_jump @CRASH1_12901 
017B: set_actor $PLAYER_ACTOR weapon 42 ammo_to 30000 

:CRASH1_12901
if 
  342@ == 1 
else_jump @CRASH1_12972 
08C3: clear 54@ bit 11 
50@ = 11 
gosub @CRASH1_32981 
if 
  49@ == 11 
else_jump @CRASH1_12972 
gosub @CRASH1_33143 
342@ = 0 

:CRASH1_12972
if 
  314@ == 0 
else_jump @CRASH1_13153 
if 
  348@ == 1 
else_jump @CRASH1_13084 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
else_jump @CRASH1_13077 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
348@ = 0 

:CRASH1_13077
jump @CRASH1_13153 

:CRASH1_13084
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
else_jump @CRASH1_13153 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
348@ = 1 

:CRASH1_13153
if 
  35@ == 99 
else_jump @CRASH1_13178 
gosub @CRASH1_38827 

:CRASH1_13178
return 

:CRASH1_13180
if 
  35@ == 0 
else_jump @CRASH1_13324 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
gosub @CRASH1_31844 
258@ = 2402.307 
259@ = -1727.53 
260@ = 12.3906 
018A: 122@ = create_checkpoint_at 258@ 259@ 260@ 
Marker.Disable(131@)
325@ = 0 
326@ = 0 
336@ = 0 
50@ = 13 
gosub @CRASH1_32981 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor 95@ muted 1 // versionB 
35@ += 1 

:CRASH1_13324
if 
   Actor.Dead(95@)
else_jump @CRASH1_13367 
if 
  326@ == 0 
else_jump @CRASH1_13367 
37@ = 1 
return 

:CRASH1_13367
if 
  35@ == 1 
else_jump @CRASH1_13449 
if 
   not 49@ == 13 
else_jump @CRASH1_13417 
50@ = 13 
gosub @CRASH1_32981 

:CRASH1_13417
if 
  49@ == 13 
else_jump @CRASH1_13449 
gosub @CRASH1_33143 
35@ += 1 

:CRASH1_13449
if 
  35@ == 2 
else_jump @CRASH1_13773 
351@ = 0 
if 
00FE:   actor 95@ sphere 1 in_sphere 258@ 259@ 260@ radius 3.0 3.0 3.0 
else_jump @CRASH1_13580 
351@ = 1 
Player.CanMove($PLAYER_CHAR) = False
if 
   Actor.Driving(95@)
else_jump @CRASH1_13580 
03C0: $TEMPVAR_ACTOR_CAR = actor 95@ car 
if 
   not Actor.InCar($PLAYER_ACTOR, $TEMPVAR_ACTOR_CAR)
else_jump @CRASH1_13580 
351@ = 0 

:CRASH1_13580
if 
  351@ == 1 
else_jump @CRASH1_13773 
06C9: remove_actor 95@ from_group 
Marker.Disable(122@)
Marker.Disable(131@)
326@ = 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0395: clear_area 1 at 2401.52 -1722.074 12.6072 radius 8.0 
if 
   Actor.Driving(95@)
else_jump @CRASH1_13715 
03C0: $TEMPVAR_ACTOR_CAR = actor 95@ car 
Car.StorePos($TEMPVAR_ACTOR_CAR, 282@, 283@, 284@)
0395: clear_area 1 at 282@ 283@ 284@ radius 5.0 

:CRASH1_13715
Camera.SetPosition(2392.542, -1727.949, 14.991, 0.0, 0.0, 0.0)
Camera.PointAt(2393.458, -1727.558, 14.9067, 2)
35@ += 1 

:CRASH1_13773
if 
  35@ == 3 
else_jump @CRASH1_13861 
50@ = 16 
gosub @CRASH1_32981 
if 
  49@ == 16 
else_jump @CRASH1_13861 
gosub @CRASH1_33143 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CRASH1_13854 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 

:CRASH1_13854
35@ += 1 

:CRASH1_13861
if 
  35@ == 4 
else_jump @CRASH1_13904 
if 
08B7:   test 54@ bit 16 
else_jump @CRASH1_13904 
35@ += 1 

:CRASH1_13904
if 
  35@ == 5 
else_jump @CRASH1_13968 
50@ = 17 
gosub @CRASH1_32981 
if 
  49@ == 17 
else_jump @CRASH1_13968 
gosub @CRASH1_33143 
35@ += 1 

:CRASH1_13968
if 
  35@ == 6 
else_jump @CRASH1_14028 
if 
   Actor.Driving(95@)
else_jump @CRASH1_14021 
0633: AS_actor 95@ exit_car 
35@ += 1 
jump @CRASH1_14028 

:CRASH1_14021
35@ = 8 

:CRASH1_14028
if 
  35@ == 7 
else_jump @CRASH1_14082 
062E: unknown_get_actor 95@ task 1587 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_14082 
35@ += 1 

:CRASH1_14082
if 
  35@ == 8 
else_jump @CRASH1_14155 
05D3: AS_actor 95@ goto_point 2402.052 -1719.716 12.6181 mode 6 -2 ms // versionA 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CRASH1_14148 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 

:CRASH1_14148
35@ += 1 

:CRASH1_14155
if 
  35@ == 9 
else_jump @CRASH1_14400 
062E: unknown_get_actor 95@ task 1491 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_14400 
Actor.StorePos($PLAYER_ACTOR, 282@, 283@, 284@)
0087: 290@ = 282@ // (float) 
0087: 292@ = 283@ // (float) 
Actor.StorePos(95@, 282@, 283@, 284@)
0087: 289@ = 282@ // (float) 
0087: 291@ = 283@ // (float) 
0087: 282@ = 289@ // (float) 
0063: 282@ -= 290@ // (float) 
0087: 283@ = 291@ // (float) 
0063: 283@ -= 292@ // (float) 
0604: get_Z_angle_for_point 282@ 283@ store_to 285@ 
0804: AS_actor 95@ walk_to 2402.052 -1719.716 12.6181 angle 285@ radius 0.2 animation "BD_GF_WAVE" IFP_file "BD_FIRE" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CRASH1_14393 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 

:CRASH1_14393
35@ += 1 

:CRASH1_14400
if 
  35@ == 10 
else_jump @CRASH1_14464 
50@ = 18 
gosub @CRASH1_32981 
if 
  49@ == 18 
else_jump @CRASH1_14464 
gosub @CRASH1_33143 
35@ += 1 

:CRASH1_14464
if 
  35@ == 11 
else_jump @CRASH1_14582 
if 
   Actor.Animation(95@) == "BD_GF_WAVE"
else_jump @CRASH1_14582 
0613: 295@ = actor 95@ animation "BD_GF_WAVE" time 
if 
  295@ == 1.0 
else_jump @CRASH1_14582 
05D3: AS_actor 95@ goto_point 2401.857 -1717.01 12.6334 mode 6 -2 ms // versionA 
35@ += 1 

:CRASH1_14582
if 
  35@ == 12 
else_jump @CRASH1_14656 
062E: unknown_get_actor 95@ task 1491 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_14656 
Actor.DestroyInstantly(95@)
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
35@ += 1 

:CRASH1_14656
if 
  35@ == 13 
else_jump @CRASH1_14699 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
35@ = 99 

:CRASH1_14699
if 
  326@ == 0 
else_jump @CRASH1_14803 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CRASH1_14770 
if 
  325@ == 0 
else_jump @CRASH1_14763 
325@ = 1 
0792: disembark_instantly_actor 95@ 

:CRASH1_14763
jump @CRASH1_14803 

:CRASH1_14770
if 
  325@ == 1 
else_jump @CRASH1_14803 
325@ = 0 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 

:CRASH1_14803
if 
   not Actor.Dead(95@)
else_jump @CRASH1_15122 
09E8: 214@ = actor $PLAYER_ACTOR active_interior 
09E8: 215@ = actor 95@ active_interior 
if 
003B:   214@ == 215@ // (int) 
else_jump @CRASH1_15122 
Actor.StorePos(95@, 282@, 283@, 284@)
Actor.StorePos($PLAYER_ACTOR, 286@, 287@, 288@)
050A: 296@ = distance_between_XYZ 282@ 283@ 284@ and_XYZ 286@ 287@ 288@ 
if 
  336@ == 1 
else_jump @CRASH1_15041 
if 
  20.0 > 296@ 
else_jump @CRASH1_15034 
336@ = 0 
0687: clear_actor 95@ task 
09DD: unknown_player_group 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: unknown_actor 95@ flag 1 
07CB: set_actor 95@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 
if 
  325@ == 0 
else_jump @CRASH1_15015 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 

:CRASH1_15015
018A: 122@ = create_checkpoint_at 258@ 259@ 260@ 
Marker.Disable(131@)

:CRASH1_15034
jump @CRASH1_15122 

:CRASH1_15041
if 
  296@ > 50.0 
else_jump @CRASH1_15122 
336@ = 1 
00BC: show_text_highpriority GXT 'CRA1_12' time 7000 flag 1  // ~s~Du hast das ~b~Mdchen~s~ zurckgelassen. Kehr um und bring es nach Hause.
06C9: remove_actor 95@ from_group 
0792: disembark_instantly_actor 95@ 
05BA: AS_actor 95@ move_mouth -2 ms 
Marker.Disable(122@)
131@ = Marker.CreateAboveActor(95@)
07E0: set_marker 131@ type_to 1 

:CRASH1_15122
if and
   not Actor.Dead(95@)
  326@ == 0 
else_jump @CRASH1_15262 
if and
   Actor.Driving($PLAYER_ACTOR)
   Actor.Driving(95@)
else_jump @CRASH1_15262 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if and
   Actor.InCar(95@, $TEMPVAR_ACTOR_CAR)
81C1:   not car $TEMPVAR_ACTOR_CAR stopped 
else_jump @CRASH1_15262 
if and
88B7:   not test 54@ bit 14 
  49@ == 0 
else_jump @CRASH1_15262 
50@ = 14 
gosub @CRASH1_32981 
if 
  49@ == 14 
else_jump @CRASH1_15262 
gosub @CRASH1_33143 

:CRASH1_15262
if and
   not Actor.Dead(95@)
  326@ == 0 
else_jump @CRASH1_15422 
if and
88B7:   not test 54@ bit 15 
   not 49@ == 15 
else_jump @CRASH1_15422 
if 
00FE:   actor 95@ sphere 0 in_sphere 258@ 259@ 260@ radius 30.0 30.0 20.0 
else_jump @CRASH1_15422 
gosub @CRASH1_33172 
50@ = 15 
gosub @CRASH1_32981 
if 
  49@ == 15 
else_jump @CRASH1_15398 
gosub @CRASH1_33143 

:CRASH1_15398
0395: clear_area 1 at 2401.52 -1722.074 12.6072 radius 8.0 

:CRASH1_15422
if 
  35@ == 99 
else_jump @CRASH1_15447 
gosub @CRASH1_38827 

:CRASH1_15447
return 

:CRASH1_15449
if 
  35@ == 0 
else_jump @CRASH1_15512 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
Player.CanMove($PLAYER_CHAR) = False
0085: 200@ = 45@ // (int) 
200@ += 1000 
35@ += 1 

:CRASH1_15512
if 
  35@ == 1 
else_jump @CRASH1_15587 
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_15587 
0169: set_fade_color_RGB 0 0 0 
fade 0 500 
0085: 200@ = 45@ // (int) 
200@ += 500 
35@ += 1 

:CRASH1_15587
if 
  35@ == 2 
else_jump @CRASH1_15849 
if and
   not fading 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_15849 
if 
  314@ == 0 
else_jump @CRASH1_15693 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CRASH1_15693 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2351.733 -1179.042 26.9753 
Car.Destroy($TEMPVAR_ACTOR_CAR)

:CRASH1_15693
select_interior 0 
0395: clear_area 1 at 2351.961 -1172.073 26.9765 radius 8.0 
Camera.SetAtPos(2351.961, -1172.073, 26.9765)
Actor.PutAt($PLAYER_ACTOR, 2351.961, -1172.073, 26.9765)
Actor.Angle($PLAYER_ACTOR) = 0.0
0860: link_actor $PLAYER_ACTOR to_interior 0 
Camera.SetPosition(2345.044, -1170.015, 32.0063, 0.0, 0.0, 0.0)
Camera.PointAt(2345.8, -1169.822, 31.381, 2)
0085: 200@ = 45@ // (int) 
200@ += 1000 
35@ += 1 

:CRASH1_15849
if 
  35@ == 3 
else_jump @CRASH1_15940 
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_15940 
fade 1 500 
05D3: AS_actor $PLAYER_ACTOR goto_point 2351.928 -1166.08 26.4593 mode 6 -2 ms // versionA 
0085: 200@ = 45@ // (int) 
200@ += 500 
35@ += 1 

:CRASH1_15940
if 
  35@ == 4 
else_jump @CRASH1_16045 
if 
001D:   45@ > 200@ // (int) 
else_jump @CRASH1_16045 
062E: unknown_get_actor $PLAYER_ACTOR task 1491 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_16045 
Actor.PutAt($PLAYER_ACTOR, 2351.928, -1166.08, 26.4593)
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.SetBehindPlayer
35@ = 99 

:CRASH1_16045
if 
  35@ == 99 
else_jump @CRASH1_16092 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Player.CanMove($PLAYER_CHAR) = True
gosub @CRASH1_38827 

:CRASH1_16092
return 

:CRASH1_16094
if 
  334@ == 0 
else_jump @CRASH1_16169 
Object.SetImmunities(114@, 0, 0, 0, 0, 0)
Object.Indestructibility(114@) = True
Object.ToggleInMovingList(114@) = True
0723: break_object 114@ intensity 1 
197@ = 0 
gosub @CRASH1_25459 
jump @CRASH1_16183 

:CRASH1_16169
192@ = 2 
gosub @CRASH1_24873 

:CRASH1_16183
if 
   not Actor.Dead(94@)
else_jump @CRASH1_16244 
Actor.PutAt(94@, 2352.181, -1164.893, 26.4392)
0326: 138@ = create_actor 94@ fire 
Actor.Health(94@) = 1
0792: disembark_instantly_actor 94@ 
05BE: AS_kill_actor 94@ 

:CRASH1_16244
if 
03CA:   object 106@ exists 
else_jump @CRASH1_16265 
Object.Destroy(106@)

:CRASH1_16265
if 
  335@ == 0 
else_jump @CRASH1_16297 
197@ = 4 
gosub @CRASH1_25459 

:CRASH1_16297
Marker.Disable(122@)
282@ = 2352.037 
283@ = -1170.318 
284@ = 26.9702 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
gosub @CRASH1_26993 
216@ = 0 

:CRASH1_16360
if 
   not Actor.Dead(87@(216@,5i))
else_jump @CRASH1_16409 
if 
  182@(216@,5i) == 6 
else_jump @CRASH1_16409 
gosub @CRASH1_18650 

:CRASH1_16409
216@ += 1 
  216@ >= 5 
else_jump @CRASH1_16360 
if 
  187@ == 5 
else_jump @CRASH1_16455 
gosub @CRASH1_23025 

:CRASH1_16455
return 

:CRASH1_16457
282@ = 1785.698 
283@ = -1222.105 
284@ = 16.9119 
214@ = 0 
032B: 132@ = create_weapon_pickup #MOLOTOV group 3 ammo 20 at 282@ 283@ 284@ 
03DC: 128@ = create_marker_above_pickup 132@ 
return 

:CRASH1_16525
if 
   Actor.Dead(87@(216@,5i))
else_jump @CRASH1_16554 
299@ = 1 
return 

:CRASH1_16554
0871: init_jump_table 182@(216@,5i) total_jumps 8 default_jump 0 @CRASH1_16802 jumps -1 @CRASH1_16686 0 @CRASH1_16711 1 @CRASH1_16725 2 @CRASH1_16739 3 @CRASH1_16753 4 @CRASH1_16760 5 @CRASH1_16774 
0872: jump_table_jumps 6 @CRASH1_16788 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 -1 @CRASH1_16802 

:CRASH1_16686
gosub @CRASH1_16804 
182@(216@,5i) = 0 
jump @CRASH1_16802 

:CRASH1_16711
gosub @CRASH1_17015 
jump @CRASH1_16802 

:CRASH1_16725
gosub @CRASH1_17569 
jump @CRASH1_16802 

:CRASH1_16739
gosub @CRASH1_18020 
jump @CRASH1_16802 

:CRASH1_16753
jump @CRASH1_16802 

:CRASH1_16760
gosub @CRASH1_17664 
jump @CRASH1_16802 

:CRASH1_16774
gosub @CRASH1_18158 
jump @CRASH1_16802 

:CRASH1_16788
gosub @CRASH1_18210 
jump @CRASH1_16802 

:CRASH1_16802
return 

:CRASH1_16804
0871: init_jump_table 216@ total_jumps 2 default_jump 1 @CRASH1_16964 jumps 0 @CRASH1_16867 1 @CRASH1_16916 -1 @CRASH1_17013 -1 @CRASH1_17013 -1 @CRASH1_17013 -1 @CRASH1_17013 -1 @CRASH1_17013 

:CRASH1_16867
0812: AS_actor 87@(216@,5i) perform_animation "WASH_UP" IFP_file "BD_FIRE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @CRASH1_17013 

:CRASH1_16916
0605: actor 87@(216@,5i) perform_animation_sequence "PHONE_TALK" IFP_file "PED" 1.0 loop 1 0 0 0 time -1 // versionA 
jump @CRASH1_17013 

:CRASH1_16964
0605: actor 87@(216@,5i) perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "BD_FIRE" 1.0 loop 1 0 0 0 time -1 // versionA 

:CRASH1_17013
return 

:CRASH1_17015
if 
  301@ == 1 
else_jump @CRASH1_17042 
gosub @CRASH1_17618 
return 

:CRASH1_17042
if and
  332@ == 1 
  333@ == 1 
else_jump @CRASH1_17076 
gosub @CRASH1_17618 
return 

:CRASH1_17076
if 
  298@ == 1 
else_jump @CRASH1_17103 
gosub @CRASH1_17848 
return 

:CRASH1_17103
if 
  299@ == 1 
else_jump @CRASH1_17130 
gosub @CRASH1_17618 
return 

:CRASH1_17130
if 
051A:   actor 87@(216@,5i) damaged_by_actor $PLAYER_ACTOR 
else_jump @CRASH1_17169 
gosub @CRASH1_17618 
299@ = 1 
return 

:CRASH1_17169
if 
  297@ == 1 
else_jump @CRASH1_17189 
return 

:CRASH1_17189
0871: init_jump_table 216@ total_jumps 5 default_jump 0 @CRASH1_17497 jumps 0 @CRASH1_17252 1 @CRASH1_17301 2 @CRASH1_17350 3 @CRASH1_17399 4 @CRASH1_17448 -1 @CRASH1_17497 -1 @CRASH1_17497 

:CRASH1_17252
if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
else_jump @CRASH1_17294 
gosub @CRASH1_17499 

:CRASH1_17294
jump @CRASH1_17497 

:CRASH1_17301
if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
else_jump @CRASH1_17343 
gosub @CRASH1_17499 

:CRASH1_17343
jump @CRASH1_17497 

:CRASH1_17350
if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
else_jump @CRASH1_17392 
gosub @CRASH1_17499 

:CRASH1_17392
jump @CRASH1_17497 

:CRASH1_17399
if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
else_jump @CRASH1_17441 
gosub @CRASH1_17499 

:CRASH1_17441
jump @CRASH1_17497 

:CRASH1_17448
if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
else_jump @CRASH1_17490 
gosub @CRASH1_17499 

:CRASH1_17490
jump @CRASH1_17497 

:CRASH1_17497
return 

:CRASH1_17499
0947: unknown_actor 87@(216@,5i) play_audio_event 2 store_to 221@ 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CRASH1_17549 
05D9: AS_actor 87@(216@,5i) run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 3.0 

:CRASH1_17549
182@(216@,5i) = 1 
297@ = 1 
return 

:CRASH1_17569
062E: unknown_get_actor 87@(216@,5i) task 1497 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_17616 
298@ = 1 
gosub @CRASH1_17618 

:CRASH1_17616
return 

:CRASH1_17618
0792: disembark_instantly_actor 87@(216@,5i) 
060B: set_actor 87@(216@,5i) decision_maker_to 181@ 
05E2: AS_actor 87@(216@,5i) kill_actor $PLAYER_ACTOR 
182@(216@,5i) = 4 
return 

:CRASH1_17664
if 
  329@ == 1 
else_jump @CRASH1_17695 
182@(216@,5i) = 5 
return 

:CRASH1_17695
Actor.StorePos($PLAYER_ACTOR, 282@, 283@, 284@)
0087: 289@ = 282@ // (float) 
0087: 291@ = 283@ // (float) 
Actor.StorePos(87@(216@,5i), 282@, 283@, 284@)
0087: 290@ = 282@ // (float) 
0087: 292@ = 283@ // (float) 
0509: 295@ = distance_between_XY 289@ 291@ and_XY 290@ 292@ 
if 
  295@ > 38.0 
else_jump @CRASH1_17806 
gosub @CRASH1_17848 
return 

:CRASH1_17806
062E: unknown_get_actor 87@(216@,5i) task 1506 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_17846 
gosub @CRASH1_17618 

:CRASH1_17846
return 

:CRASH1_17848
if 
  329@ == 1 
else_jump @CRASH1_17879 
182@(216@,5i) = 5 
return 

:CRASH1_17879
0792: disembark_instantly_actor 87@(216@,5i) 
Actor.StorePos($PLAYER_ACTOR, 282@, 283@, 284@)
0087: 289@ = 282@ // (float) 
0087: 291@ = 283@ // (float) 
Actor.StorePos(87@(216@,5i), 282@, 283@, 284@)
0087: 290@ = 282@ // (float) 
0087: 292@ = 283@ // (float) 
0087: 282@ = 289@ // (float) 
0063: 282@ -= 290@ // (float) 
0087: 283@ = 291@ // (float) 
0063: 283@ -= 292@ // (float) 
0604: get_Z_angle_for_point 282@ 283@ store_to 285@ 
05D4: AS_actor 87@(216@,5i) rotate_angle 285@ 
182@(216@,5i) = 2 
return 

:CRASH1_18020
Actor.StorePos($PLAYER_ACTOR, 282@, 283@, 284@)
0087: 289@ = 282@ // (float) 
0087: 291@ = 283@ // (float) 
Actor.StorePos(87@(216@,5i), 282@, 283@, 284@)
0087: 290@ = 282@ // (float) 
0087: 292@ = 283@ // (float) 
0509: 295@ = distance_between_XY 289@ 291@ and_XY 290@ 292@ 
if 
  35.0 > 295@ 
else_jump @CRASH1_18131 
gosub @CRASH1_17618 
return 

:CRASH1_18131
if 
  300@ == 1 
else_jump @CRASH1_18156 
gosub @CRASH1_17848 

:CRASH1_18156
return 

:CRASH1_18158
gosub @CRASH1_18329 
0792: disembark_instantly_actor 87@(216@,5i) 
060B: set_actor 87@(216@,5i) decision_maker_to 180@ 
05BA: AS_actor 87@(216@,5i) move_mouth -2 ms 
182@(216@,5i) = 6 
return 

:CRASH1_18210
if 
  329@ == 1 
else_jump @CRASH1_18283 
062E: unknown_get_actor 87@(216@,5i) task 1466 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_18281 
0792: disembark_instantly_actor 87@(216@,5i) 
05BA: AS_actor 87@(216@,5i) move_mouth -2 ms 

:CRASH1_18281
return 

:CRASH1_18283
0792: disembark_instantly_actor 87@(216@,5i) 
060B: set_actor 87@(216@,5i) decision_maker_to 181@ 
05E2: AS_actor 87@(216@,5i) kill_actor $PLAYER_ACTOR 
182@(216@,5i) = 4 
return 

:CRASH1_18329
Actor.StorePos(87@(216@,5i), 261@(216@,5f), 266@(216@,5f), 271@(216@,5f))
0871: init_jump_table 210@ total_jumps 7 default_jump 1 @CRASH1_18639 jumps 0 @CRASH1_18422 1 @CRASH1_18453 2 @CRASH1_18484 3 @CRASH1_18515 4 @CRASH1_18546 5 @CRASH1_18577 6 @CRASH1_18608 

:CRASH1_18422
Actor.PutAt(87@(216@,5i), 2319.314, -1202.897, 26.9609)
jump @CRASH1_18641 

:CRASH1_18453
Actor.PutAt(87@(216@,5i), 2315.977, -1204.658, 26.9609)
jump @CRASH1_18641 

:CRASH1_18484
Actor.PutAt(87@(216@,5i), 2318.991, -1207.222, 26.9615)
jump @CRASH1_18641 

:CRASH1_18515
Actor.PutAt(87@(216@,5i), 2315.745, -1210.296, 26.9609)
jump @CRASH1_18641 

:CRASH1_18546
Actor.PutAt(87@(216@,5i), 2318.09, -1212.916, 26.9609)
jump @CRASH1_18641 

:CRASH1_18577
Actor.PutAt(87@(216@,5i), 2314.109, -1215.641, 26.9609)
jump @CRASH1_18641 

:CRASH1_18608
Actor.PutAt(87@(216@,5i), 2316.042, -1219.501, 26.9609)
jump @CRASH1_18641 

:CRASH1_18639
return 

:CRASH1_18641
210@ += 1 
return 

:CRASH1_18650
213@ = 0 

:CRASH1_18657
if 
   not Actor.Dead(87@(213@,5i))
else_jump @CRASH1_18707 
Actor.PutAt(87@(213@,5i), 261@(213@,5f), 266@(213@,5f), 271@(213@,5f))

:CRASH1_18707
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_18657 
return 

:CRASH1_18730
282@ = 2346.047 
283@ = -1189.661 
284@ = 27.9709 
214@ = 0 
109@(214@,5i) = Object.Create(#CR_AMMOBOX, 282@, 283@, 284@)
0750: set_object 109@(214@,5i) visibility 0 
Object.CollisionDetection(109@(214@,5i)) = False
123@(214@,5i) = Marker.CreateAboveObject(109@(214@,5i))
Marker.SetColor(123@(214@,5i), 0)
071F: set_object 109@(214@,5i) health_to 1 
282@ = 2336.045 
283@ = -1189.661 
284@ = 27.9709 
214@ += 1 
109@(214@,5i) = Object.Create(#CR_AMMOBOX, 282@, 283@, 284@)
0750: set_object 109@(214@,5i) visibility 0 
Object.CollisionDetection(109@(214@,5i)) = False
123@(214@,5i) = Marker.CreateAboveObject(109@(214@,5i))
Marker.SetColor(123@(214@,5i), 0)
071F: set_object 109@(214@,5i) health_to 1 
282@ = 2326.409 
283@ = -1189.661 
284@ = 27.9709 
214@ += 1 
109@(214@,5i) = Object.Create(#CR_AMMOBOX, 282@, 283@, 284@)
0750: set_object 109@(214@,5i) visibility 0 
Object.CollisionDetection(109@(214@,5i)) = False
123@(214@,5i) = Marker.CreateAboveObject(109@(214@,5i))
Marker.SetColor(123@(214@,5i), 0)
071F: set_object 109@(214@,5i) health_to 1 
282@ = 2345.898 
283@ = -1170.044 
284@ = 27.9709 
214@ += 1 
109@(214@,5i) = Object.Create(#CR_AMMOBOX, 282@, 283@, 284@)
0750: set_object 109@(214@,5i) visibility 0 
Object.CollisionDetection(109@(214@,5i)) = False
123@(214@,5i) = Marker.CreateAboveObject(109@(214@,5i))
Marker.SetColor(123@(214@,5i), 0)
071F: set_object 109@(214@,5i) health_to 1 
282@ = 2326.407 
283@ = -1170.044 
284@ = 27.9709 
214@ += 1 
109@(214@,5i) = Object.Create(#CR_AMMOBOX, 282@, 283@, 284@)
0750: set_object 109@(214@,5i) visibility 0 
Object.CollisionDetection(109@(214@,5i)) = False
123@(214@,5i) = Marker.CreateAboveObject(109@(214@,5i))
Marker.SetColor(123@(214@,5i), 0)
071F: set_object 109@(214@,5i) health_to 1 
return 

:CRASH1_19322
214@ = 0 
222@(214@,5f) = 2345.979 
222@(214@,5f) -= 2.1 
227@(214@,5f) = 2345.979 
227@(214@,5f) += 2.1 
232@(214@,5f) = -1188.8 
232@(214@,5f) -= 0.8 
237@(214@,5f) = -1188.8 
237@(214@,5f) += 0.8 
242@(214@,5f) = 28.8649 
242@(214@,5f) -= 1.2 
247@(214@,5f) = 28.8649 
247@(214@,5f) += 1.2 
302@(214@,5i) = 0 
307@(214@,5i) = 0 
214@ += 1 
222@(214@,5f) = 2336.188 
222@(214@,5f) -= 2.1 
227@(214@,5f) = 2336.188 
227@(214@,5f) += 2.1 
232@(214@,5f) = -1188.8 
232@(214@,5f) -= 0.8 
237@(214@,5f) = -1188.8 
237@(214@,5f) += 0.8 
242@(214@,5f) = 28.8649 
242@(214@,5f) -= 1.2 
247@(214@,5f) = 28.8649 
247@(214@,5f) += 1.2 
302@(214@,5i) = 0 
307@(214@,5i) = 0 
214@ += 1 
222@(214@,5f) = 2326.255 
222@(214@,5f) -= 2.1 
227@(214@,5f) = 2326.255 
227@(214@,5f) += 2.1 
232@(214@,5f) = -1188.8 
232@(214@,5f) -= 0.8 
237@(214@,5f) = -1188.8 
237@(214@,5f) += 0.8 
242@(214@,5f) = 28.8649 
242@(214@,5f) -= 1.2 
247@(214@,5f) = 28.8649 
247@(214@,5f) += 1.2 
302@(214@,5i) = 0 
307@(214@,5i) = 0 
214@ += 1 
222@(214@,5f) = 2346.116 
222@(214@,5f) -= 2.1 
227@(214@,5f) = 2346.116 
227@(214@,5f) += 2.1 
232@(214@,5f) = -1171.0 
232@(214@,5f) -= 0.8 
237@(214@,5f) = -1171.0 
237@(214@,5f) += 0.8 
242@(214@,5f) = 28.8649 
242@(214@,5f) -= 1.2 
247@(214@,5f) = 28.8649 
247@(214@,5f) += 1.2 
302@(214@,5i) = 0 
307@(214@,5i) = 0 
214@ += 1 
222@(214@,5f) = 2326.255 
222@(214@,5f) -= 2.1 
227@(214@,5f) = 2326.255 
227@(214@,5f) += 2.1 
232@(214@,5f) = -1171.0 
232@(214@,5f) -= 0.8 
237@(214@,5f) = -1171.0 
237@(214@,5f) += 0.8 
242@(214@,5f) = 28.8649 
242@(214@,5f) -= 1.2 
247@(214@,5f) = 28.8649 
247@(214@,5f) += 1.2 
302@(214@,5i) = 0 
307@(214@,5i) = 0 
return 

:CRASH1_20309
if 
  302@(217@,5i) == 1 
else_jump @CRASH1_20333 
return 

:CRASH1_20333
if 
02EE:   projectile_in_cube_cornerA 222@(217@,5f) 232@(217@,5f) 242@(217@,5f) cornerB 227@(217@,5f) 237@(217@,5f) 247@(217@,5f) 
else_jump @CRASH1_20471 
if 
8366:   not object 101@(217@,8i) damaged 
else_jump @CRASH1_20419 
0723: break_object 101@(217@,8i) intensity 1 

:CRASH1_20419
302@(217@,5i) = 1 
301@ = 1 
Object.Destroy(109@(217@,5i))
Marker.Disable(123@(217@,5i))
0085: 205@ = 45@ // (int) 
205@ += 500 

:CRASH1_20471
return 

:CRASH1_20473
0209: 214@ = random_int_in_ranges 0 5 
0871: init_jump_table 214@ total_jumps 5 default_jump 0 @CRASH1_20660 jumps 0 @CRASH1_20545 1 @CRASH1_20568 2 @CRASH1_20591 3 @CRASH1_20614 4 @CRASH1_20637 -1 @CRASH1_20660 -1 @CRASH1_20660 

:CRASH1_20545
00BC: show_text_highpriority GXT 'CRA1_30' time 4000 flag 1  // ~s~Hier brennt's! Jetzt das nchste Fenster.
jump @CRASH1_20660 

:CRASH1_20568
00BC: show_text_highpriority GXT 'CRA1_31' time 4000 flag 1  // ~s~Hbsches Feuerchen! Mach weiter.
jump @CRASH1_20660 

:CRASH1_20591
00BC: show_text_highpriority GXT 'CRA1_32' time 4000 flag 1  // ~s~Guter Wurf! Ein paar mehr davon sollten reichen.
jump @CRASH1_20660 

:CRASH1_20614
00BC: show_text_highpriority GXT 'CRA1_33' time 4000 flag 1  // ~s~Das wird schn brennen. Znde den nchsten Raum an.
jump @CRASH1_20660 

:CRASH1_20637
00BC: show_text_highpriority GXT 'CRA1_34' time 4000 flag 1  // ~s~Burn, Baby, burn. Jetzt den nchsten Raum.
jump @CRASH1_20660 

:CRASH1_20660
return 

:CRASH1_20662
041A: 218@ = actor $PLAYER_ACTOR weapon 18 ammo 
if and
  218@ == 0 
  5 > 209@ 
else_jump @CRASH1_21013 
if 
  345@ == 0 
else_jump @CRASH1_20740 
0085: 208@ = 45@ // (int) 
208@ += 3000 
345@ = 1 
return 

:CRASH1_20740
if 
801D:   not  45@ > 208@ // (int) 
else_jump @CRASH1_20761 
return 

:CRASH1_20761
208@ = 0 
345@ = 0 
282@ = 2337.602 
283@ = -1169.369 
284@ = 28.2207 
214@ = 0 
032B: 133@(214@,2i) = create_weapon_pickup #MOLOTOV group 3 ammo 20 at 282@ 283@ 284@ 
03DC: 129@(214@,2i) = create_marker_above_pickup 133@(214@,2i) 
282@ = 2334.129 
283@ = -1200.438 
284@ = 28.1609 
214@ += 1 
032B: 133@(214@,2i) = create_weapon_pickup #MOLOTOV group 3 ammo 20 at 282@ 283@ 284@ 
03DC: 129@(214@,2i) = create_marker_above_pickup 133@(214@,2i) 
213@ = 0 

:CRASH1_20938
if 
  302@(213@,5i) == 0 
else_jump @CRASH1_20969 
Marker.Disable(123@(213@,5i))

:CRASH1_20969
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_20938 
00BC: show_text_highpriority GXT 'CRA1_03' time 5000 flag 1  // ~s~In der Nhe gibt es noch mehr ~g~Molotowcocktails~s~.
313@ = 1 

:CRASH1_21013
return 

:CRASH1_21015
if or
   Pickup.Picked_up(133@)
   Pickup.Picked_up(134@)
else_jump @CRASH1_21166 
213@ = 0 

:CRASH1_21043
Pickup.Destroy(133@(213@,2i))
Marker.Disable(129@(213@,2i))
213@ += 1 
  213@ >= 2 
else_jump @CRASH1_21043 
213@ = 0 

:CRASH1_21089
if 
  302@(213@,5i) == 0 
else_jump @CRASH1_21138 
123@(213@,5i) = Marker.CreateAboveObject(109@(213@,5i))
Marker.SetColor(123@(213@,5i), 0)

:CRASH1_21138
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_21089 
313@ = 0 

:CRASH1_21166
return 

:CRASH1_21168
0871: init_jump_table 187@ total_jumps 7 default_jump 0 @CRASH1_21329 jumps -1 @CRASH1_21231 0 @CRASH1_21245 1 @CRASH1_21259 2 @CRASH1_21273 3 @CRASH1_21287 4 @CRASH1_21301 5 @CRASH1_21315 

:CRASH1_21231
gosub @CRASH1_21331 
jump @CRASH1_21329 

:CRASH1_21245
gosub @CRASH1_21609 
jump @CRASH1_21329 

:CRASH1_21259
gosub @CRASH1_21703 
jump @CRASH1_21329 

:CRASH1_21273
gosub @CRASH1_21766 
jump @CRASH1_21329 

:CRASH1_21287
gosub @CRASH1_21874 
jump @CRASH1_21329 

:CRASH1_21301
gosub @CRASH1_22007 
jump @CRASH1_21329 

:CRASH1_21315
gosub @CRASH1_22347 
jump @CRASH1_21329 

:CRASH1_21329
return 

:CRASH1_21331
if 
   not 209@ == 2 
else_jump @CRASH1_21351 
return 

:CRASH1_21351
282@ = 2370.792 
283@ = -1250.899 
284@ = 22.8451 
285@ = 358.0048 
0395: clear_area 0 at 282@ 283@ 284@ radius 10.0 
99@ = Car.Create(#VOODOO, 282@, 283@, 284@)
Car.Angle(99@) = 285@
Car.SetMaxSpeed(99@, 100.0)
00AE: set_car 99@ traffic_behaviour_to 2 
214@ = 0 
0129: 92@(214@,2i) = create_actor_pedtype 14 model #LSV2 in_car 99@ driverseat 
01B2: give_actor 92@(214@,2i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: unknown_actor 92@(214@,2i) flag 1 
214@ += 1 
01C8: 92@(214@,2i) = create_actor_pedtype 14 model #LSV1 in_car 99@ passenger_seat 0 
01B2: give_actor 92@(214@,2i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: unknown_actor 92@(214@,2i) flag 1 
252@ = 2370.792 
253@ = -1185.662 
254@ = 26.4297 
Car.DriveTo(99@, 252@, 253@, 254@)
187@ = 0 
357@ = 1 
return 

:CRASH1_21609
if 
   Car.Wrecked(99@)
else_jump @CRASH1_21634 
187@ = 2 
return 

:CRASH1_21634
if 
01AD:   car 99@ sphere 0 near_point 252@ 253@ radius 6.0 6.0 
else_jump @CRASH1_21701 
Car.SetAnimation(99@, 7, 500)
0085: 199@ = 45@ // (int) 
199@ += 350 
187@ = 1 

:CRASH1_21701
return 

:CRASH1_21703
if 
   Car.Wrecked(99@)
else_jump @CRASH1_21728 
187@ = 2 
return 

:CRASH1_21728
if 
001D:   45@ > 199@ // (int) 
else_jump @CRASH1_21764 
Car.SetAnimation(99@, 4, 5000)
187@ = 2 

:CRASH1_21764
return 

:CRASH1_21766
if or
   Car.Wrecked(99@)
01C1:   car 99@ stopped 
else_jump @CRASH1_21872 
216@ = 0 
if 
   not Actor.Dead(92@(216@,2i))
else_jump @CRASH1_21826 
05CD: AS_actor 92@(216@,2i) exit_car 99@ 

:CRASH1_21826
216@ += 1 
if 
   not Actor.Dead(92@(216@,2i))
else_jump @CRASH1_21865 
05CD: AS_actor 92@(216@,2i) exit_car 99@ 

:CRASH1_21865
187@ = 3 

:CRASH1_21872
return 

:CRASH1_21874
216@ = 0 
if 
   not Actor.Dead(92@(216@,2i))
else_jump @CRASH1_21936 
062E: unknown_get_actor 92@(216@,2i) task 1485 status_store_to 40@ // ret 7 if not found 
if 
84A4:   not  40@ == 7 // @ == any 
else_jump @CRASH1_21936 
return 

:CRASH1_21936
216@ += 1 
if 
   not Actor.Dead(92@(216@,2i))
else_jump @CRASH1_21998 
062E: unknown_get_actor 92@(216@,2i) task 1485 status_store_to 40@ // ret 7 if not found 
if 
84A4:   not  40@ == 7 // @ == any 
else_jump @CRASH1_21998 
return 

:CRASH1_21998
187@ = 4 
return 

:CRASH1_22007
if 
  329@ == 1 
else_jump @CRASH1_22159 
216@ = 0 
if 
   not Actor.Dead(92@(216@,2i))
else_jump @CRASH1_22084 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 180@ 
05BA: AS_actor 92@(216@,2i) move_mouth -2 ms 

:CRASH1_22084
216@ += 1 
if 
   not Actor.Dead(92@(216@,2i))
else_jump @CRASH1_22143 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 180@ 
05BA: AS_actor 92@(216@,2i) move_mouth -2 ms 

:CRASH1_22143
gosub @CRASH1_22656 
187@ = 5 
return 

:CRASH1_22159
216@ = 0 
if 
   not Actor.Dead(92@(216@,2i))
else_jump @CRASH1_22252 
062E: unknown_get_actor 92@(216@,2i) task 1506 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_22252 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22252
216@ += 1 
if 
   not Actor.Dead(92@(216@,2i))
else_jump @CRASH1_22345 
062E: unknown_get_actor 92@(216@,2i) task 1506 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_22345 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22345
return 

:CRASH1_22347
if 
  329@ == 1 
else_jump @CRASH1_22527 
216@ = 0 
if 
   not Actor.Dead(92@(216@,2i))
else_jump @CRASH1_22445 
062E: unknown_get_actor 92@(216@,2i) task 1466 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_22445 
0792: disembark_instantly_actor 92@(216@,2i) 
05BA: AS_actor 92@(216@,2i) move_mouth -2 ms 

:CRASH1_22445
216@ += 1 
if 
   not Actor.Dead(92@(216@,2i))
else_jump @CRASH1_22525 
062E: unknown_get_actor 92@(216@,2i) task 1466 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_22525 
0792: disembark_instantly_actor 92@(216@,2i) 
05BA: AS_actor 92@(216@,2i) move_mouth -2 ms 

:CRASH1_22525
return 

:CRASH1_22527
216@ = 0 
if 
   not Actor.Dead(92@(216@,2i))
else_jump @CRASH1_22587 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22587
216@ += 1 
if 
   not Actor.Dead(92@(216@,2i))
else_jump @CRASH1_22647 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22647
187@ = 4 
return 

:CRASH1_22656
213@ = 0 

:CRASH1_22663
if 
   not Actor.Dead(92@(213@,2i))
else_jump @CRASH1_23002 
Actor.StorePos(92@(213@,2i), 276@(213@,2f), 278@(213@,2f), 280@(213@,2f))
0871: init_jump_table 210@ total_jumps 7 default_jump 1 @CRASH1_22993 jumps 0 @CRASH1_22776 1 @CRASH1_22807 2 @CRASH1_22838 3 @CRASH1_22869 4 @CRASH1_22900 5 @CRASH1_22931 6 @CRASH1_22962 

:CRASH1_22776
Actor.PutAt(92@(213@,2i), 2319.314, -1202.897, 26.9609)
jump @CRASH1_22995 

:CRASH1_22807
Actor.PutAt(92@(213@,2i), 2315.977, -1204.658, 26.9609)
jump @CRASH1_22995 

:CRASH1_22838
Actor.PutAt(92@(213@,2i), 2318.991, -1207.222, 26.9615)
jump @CRASH1_22995 

:CRASH1_22869
Actor.PutAt(92@(213@,2i), 2315.745, -1210.296, 26.9609)
jump @CRASH1_22995 

:CRASH1_22900
Actor.PutAt(92@(213@,2i), 2318.09, -1212.916, 26.9609)
jump @CRASH1_22995 

:CRASH1_22931
Actor.PutAt(92@(213@,2i), 2314.109, -1215.641, 26.9609)
jump @CRASH1_22995 

:CRASH1_22962
Actor.PutAt(92@(213@,2i), 2316.042, -1219.501, 26.9609)
jump @CRASH1_22995 

:CRASH1_22993
return 

:CRASH1_22995
210@ += 1 

:CRASH1_23002
213@ += 1 
  213@ >= 2 
else_jump @CRASH1_22663 
return 

:CRASH1_23025
213@ = 0 

:CRASH1_23032
if 
   not Actor.Dead(92@(213@,2i))
else_jump @CRASH1_23082 
Actor.PutAt(92@(213@,2i), 276@(213@,2f), 278@(213@,2f), 280@(213@,2f))

:CRASH1_23082
213@ += 1 
  213@ >= 2 
else_jump @CRASH1_23032 
return 

:CRASH1_23105
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
Camera.SetPosition(2335.339, -1159.13, 30.4689, 0.0, 0.0, 0.0)
Camera.PointAt(2336.154, -1159.707, 30.42, 2)
fade 1 1000 
0085: 200@ = 45@ // (int) 
200@ += 1500 
return 

:CRASH1_23203
if 
  191@ == 5 
else_jump @CRASH1_23223 
031A: remove_all_fires 

:CRASH1_23223
if or
  191@ == 5 
  191@ == 3 
else_jump @CRASH1_23384 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 142@ = create_fire_at 2346.355 -1172.734 27.2957 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 143@ = create_fire_at 2345.484 -1171.842 27.2957 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 144@ = create_fire_at 2348.171 -1173.493 27.2957 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 145@ = create_fire_at 2348.387 -1172.34 27.2957 propagation 1 size 214@ 

:CRASH1_23384
if or
  191@ == 5 
  191@ == 0 
else_jump @CRASH1_23545 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 146@ = create_fire_at 2347.983 -1187.069 27.2891 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 147@ = create_fire_at 2347.792 -1186.253 27.2891 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 148@ = create_fire_at 2346.15 -1186.639 27.2891 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 149@ = create_fire_at 2345.988 -1188.301 27.2891 propagation 1 size 214@ 

:CRASH1_23545
if or
  191@ == 5 
  191@ == 1 
else_jump @CRASH1_23706 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 150@ = create_fire_at 2334.972 -1187.806 27.082 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 151@ = create_fire_at 2334.182 -1188.269 27.008 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 152@ = create_fire_at 2335.786 -1188.25 27.7429 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 153@ = create_fire_at 2335.467 -1187.143 27.5372 propagation 0 size 214@ 

:CRASH1_23706
if or
  191@ == 5 
  191@ == 2 
else_jump @CRASH1_23901 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 154@ = create_fire_at 2323.431 -1185.613 27.2891 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 155@ = create_fire_at 2324.549 -1186.614 27.2891 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 156@ = create_fire_at 2325.371 -1184.383 27.2891 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 157@ = create_fire_at 2324.762 -1187.462 27.2891 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 158@ = create_fire_at 2324.716 -1188.478 30.58 propagation 1 size 214@ 

:CRASH1_23901
if or
  191@ == 5 
  191@ == 4 
else_jump @CRASH1_24062 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 159@ = create_fire_at 2322.239 -1172.971 27.1409 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 160@ = create_fire_at 2322.22 -1174.752 27.2031 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 161@ = create_fire_at 2323.696 -1174.429 27.2131 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 162@ = create_fire_at 2325.159 -1172.793 27.1539 propagation 1 size 214@ 

:CRASH1_24062
return 

:CRASH1_24064
if 
  191@ == 0 
else_jump @CRASH1_24084 
031A: remove_all_fires 

:CRASH1_24084
if 
  191@ == 1 
else_jump @CRASH1_24139 
213@ = 0 

:CRASH1_24109
02D1: remove_fire 142@(213@,21i) 
213@ += 1 
  213@ >= 8 
else_jump @CRASH1_24109 

:CRASH1_24139
0209: 214@ = random_int_in_ranges 1 3 
02CF: 142@ = create_fire_at 2345.646 -1178.38 1027.153 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 143@ = create_fire_at 2344.558 -1178.334 1027.125 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 144@ = create_fire_at 2345.027 -1177.208 1027.165 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 145@ = create_fire_at 2347.865 -1173.929 1027.224 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 146@ = create_fire_at 2349.136 -1187.914 1027.259 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 147@ = create_fire_at 2348.798 -1186.306 1027.281 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 148@ = create_fire_at 2347.625 -1187.324 1027.268 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 149@ = create_fire_at 2347.587 -1184.596 1027.134 propagation 1 size 214@ 
if 
  191@ == 0 
else_jump @CRASH1_24871 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 150@ = create_fire_at 2334.972 -1187.806 1027.182 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 151@ = create_fire_at 2334.182 -1188.269 1027.108 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 152@ = create_fire_at 2335.786 -1188.25 1027.743 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 153@ = create_fire_at 2335.467 -1187.143 1027.537 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 154@ = create_fire_at 2321.82 -1179.514 1027.767 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 155@ = create_fire_at 2321.454 -1181.044 1027.224 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 156@ = create_fire_at 2322.789 -1181.093 1027.172 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 157@ = create_fire_at 2321.852 -1183.062 1027.112 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 158@ = create_fire_at 2322.611 -1184.014 1027.133 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 159@ = create_fire_at 2322.239 -1172.971 1027.141 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 160@ = create_fire_at 2322.22 -1174.752 1027.203 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 161@ = create_fire_at 2323.696 -1174.429 1027.213 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 162@ = create_fire_at 2325.159 -1172.793 1027.154 propagation 1 size 214@ 

:CRASH1_24871
return 

:CRASH1_24873
0871: init_jump_table 192@ total_jumps 7 default_jump 0 @CRASH1_25457 jumps 0 @CRASH1_24936 1 @CRASH1_24967 2 @CRASH1_24998 3 @CRASH1_25010 4 @CRASH1_25089 5 @CRASH1_25125 6 @CRASH1_25222 

:CRASH1_24936
02CF: 163@ = create_fire_at 2345.464 -1174.033 31.1 propagation 0 size 3 
jump @CRASH1_25457 

:CRASH1_24967
02CF: 164@ = create_fire_at 2352.1 -1171.25 26.97 propagation 0 size 2 
jump @CRASH1_25457 

:CRASH1_24998
02D1: remove_fire 164@ 
jump @CRASH1_25457 

:CRASH1_25010
02CF: 164@ = create_fire_at 2340.365 -1184.928 1031.1 propagation 0 size 3 
02CF: 165@ = create_fire_at 2332.483 -1180.889 1031.1 propagation 0 size 3 
02CF: 166@ = create_fire_at 2326.081 -1178.825 1027.2 propagation 0 size 3 
jump @CRASH1_25457 

:CRASH1_25089
02D1: remove_fire 163@ 
02CF: 163@ = create_fire_at 2344.884 -1178.697 1031.1 propagation 0 size 3 
jump @CRASH1_25457 

:CRASH1_25125
213@ = 0 

:CRASH1_25132
318@(213@,4i) = 1 
if 
0973:   fire 163@(213@,4i) exists 
else_jump @CRASH1_25194 
if 
02D0:   fire 163@(213@,4i) extinguished 
else_jump @CRASH1_25194 
318@(213@,4i) = 0 

:CRASH1_25194
213@ += 1 
  213@ >= 4 
else_jump @CRASH1_25132 
jump @CRASH1_25457 

:CRASH1_25222
214@ = 3 
if 
  318@ == 0 
else_jump @CRASH1_25254 
214@ = 1 

:CRASH1_25254
02CF: 163@ = create_fire_at 2344.884 -1178.697 1031.1 propagation 0 size 214@ 
214@ = 3 
if 
  319@ == 0 
else_jump @CRASH1_25311 
214@ = 1 

:CRASH1_25311
02CF: 164@ = create_fire_at 2340.365 -1184.928 1031.1 propagation 0 size 214@ 
214@ = 3 
if 
  320@ == 0 
else_jump @CRASH1_25368 
214@ = 1 

:CRASH1_25368
02CF: 165@ = create_fire_at 2332.483 -1180.889 1031.1 propagation 0 size 214@ 
214@ = 3 
if 
  321@ == 0 
else_jump @CRASH1_25425 
214@ = 1 

:CRASH1_25425
02CF: 166@ = create_fire_at 2326.081 -1178.825 1027.2 propagation 0 size 214@ 
jump @CRASH1_25457 

:CRASH1_25457
return 

:CRASH1_25459
0871: init_jump_table 197@ total_jumps 7 default_jump 0 @CRASH1_26121 jumps 0 @CRASH1_25522 1 @CRASH1_25603 2 @CRASH1_25620 3 @CRASH1_25970 4 @CRASH1_26014 5 @CRASH1_26059 6 @CRASH1_26071 

:CRASH1_25522
064B: 177@ = create_particle "TEARGASAD" at 2351.718 -1170.982 26.7609 type 1 
064C: make_particle 177@ visible 
064B: 179@ = create_particle "TEARGAS" at 2351.813 -1181.29 1029.783 type 1 
064C: make_particle 179@ visible 
jump @CRASH1_26121 

:CRASH1_25603
0650: destroy_particle 177@ 
0650: destroy_particle 179@ 
jump @CRASH1_26121 

:CRASH1_25620
0669: 168@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.0 flag 1 
0669: 169@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 1.8 flag 1 
0669: 170@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 -2.0 2.0 flag 1 
0669: 171@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 1.0 5.0 1.5 flag 1 
0669: 172@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -1.0 8.0 1.8 flag 1 
0669: 173@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 0.0 1.5 flag 1 
0669: 174@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 0.0 1.5 flag 1 
0669: 175@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 2.0 1.5 flag 1 
0669: 176@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 2.0 1.5 flag 1 
213@ = 0 

:CRASH1_25933
064C: make_particle 168@(213@,9i) visible 
213@ += 1 
  213@ >= 9 
else_jump @CRASH1_25933 
jump @CRASH1_26121 

:CRASH1_25970
213@ = 0 

:CRASH1_25977
0650: destroy_particle 168@(213@,9i) 
213@ += 1 
  213@ >= 9 
else_jump @CRASH1_25977 
jump @CRASH1_26121 

:CRASH1_26014
064B: 178@ = create_particle "TEARGASAD" at 2345.007 -1171.812 33.996 type 1 
064C: make_particle 178@ visible 
jump @CRASH1_26121 

:CRASH1_26059
0650: destroy_particle 178@ 
jump @CRASH1_26121 

:CRASH1_26071
0650: destroy_particle 177@ 
064B: 177@ = create_particle "TEARGASAD" at 2351.718 -1175.129 26.7609 type 1 
064C: make_particle 177@ visible 
jump @CRASH1_26121 

:CRASH1_26121
return 

:CRASH1_26123
255@ = 2322.639 
256@ = -1176.537 
257@ = 1027.757 
032B: 135@ = create_weapon_pickup #FIRE_EX group 3 ammo 30000 at 255@ 256@ 257@ 
317@ = 1 
return 

:CRASH1_26184
115@ = Object.Init(#CR1_DOOR, 2342.708, -1177.826, 1031.002)
116@ = Object.Init(#CR1_DOOR, 2338.402, -1177.832, 1030.985)
117@ = Object.Init(#CR1_DOOR, 2333.665, -1173.932, 1030.977)
118@ = Object.Init(#CR1_DOOR, 2335.968, -1179.435, 1030.969)
Object.Angle(118@) = 89.3975
213@ = 0 

:CRASH1_26289
0566: link_object 115@(213@,4i) to_interior 5 
213@ += 1 
  213@ >= 4 
else_jump @CRASH1_26289 
213@ = 0 

:CRASH1_26328
Object.Indestructibility(115@(213@,4i)) = False
213@ += 1 
  213@ >= 4 
else_jump @CRASH1_26328 
return 

:CRASH1_26362
282@ = 2352.325 
283@ = -1179.79 
284@ = 26.9766 
285@ = 2.8064 
94@ = Actor.Create(Gang8, #LSV3, 282@, 283@, 284@)
0860: link_actor 94@ to_interior 5 
Actor.Angle(94@) = 285@
060B: set_actor 94@ decision_maker_to 180@ 
358@ = 1 
return 

:CRASH1_26452
282@ = 2345.907 
283@ = -1171.659 
284@ = 30.9688 
285@ = 359.0737 
95@ = Actor.Create(CivFemale, #GANGRL3, 282@, 283@, 284@)
0860: link_actor 95@ to_interior 5 
Actor.Angle(95@) = 285@
Actor.Health(95@) = 100
0568: set_actor 95@ targetable 1 
Actor.SetImmunities(95@, 0, 1, 1, 0, 0)
077A: set_actor 95@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
Actor.LockInCurrentPosition(95@) = True
0812: AS_actor 95@ perform_animation "BD_PANIC_LOOP" IFP_file "BD_FIRE" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
211@ = 0 
0209: 214@ = random_int_in_ranges 500 2000 
0085: 201@ = 45@ // (int) 
005A: 201@ += 214@ // (int) 
094E: set_actor 95@ unknown_flag 0 
359@ = 1 
return 

:CRASH1_26665
Object.SetImmunities(114@, 0, 0, 0, 0, 0)
Object.Indestructibility(114@) = True
Object.ToggleInMovingList(114@) = True
Object.Throw(114@, 0.0, 15.0, 0.0)
0723: break_object 114@ intensity 1 
064B: 167@ = create_particle "EXPLOSION_DOOR" at 2351.918 -1171.014 28.1817 type 1 
064F: remove_references_to_particle 167@ 
03D1: play_wav 3 
197@ = 0 
gosub @CRASH1_25459 
192@ = 1 
gosub @CRASH1_24873 
334@ = 1 
if 
   Actor.Dead(94@)
else_jump @CRASH1_26821 
return 

:CRASH1_26821
0615: define_AS_pack_begin 220@ 
05D3: AS_actor -1 goto_point 2352.181 -1164.893 26.4392 mode 6 -2 ms // versionA 
05BE: AS_kill_actor -1 
0616: define_AS_pack_end 220@ 
0618: assign_actor 94@ to_AS_pack 220@ 
061B: remove_references_to_AS_pack 220@ 
Actor.SetImmunities(94@, 0, 1, 0, 0, 0)
02D1: remove_fire 138@ 
0326: 138@ = create_actor 94@ fire 
Actor.Health(94@) = 55
0085: 200@ = 45@ // (int) 
200@ += 4000 
return 

:CRASH1_26924
Camera.SetPosition(2343.56, -1168.507, 32.4408, 0.0, 0.0, 0.0)
Camera.PointAt(2344.391, -1169.01, 32.6753, 2)
0085: 200@ = 45@ // (int) 
200@ += 200 
return 

:CRASH1_26993
07FB: set_interior 'GANG' access 1  // Vagos Ganghaus
Actor.StorePos($PLAYER_ACTOR, 282@, 283@, 284@)
Camera.SetAtPos(282@, 283@, 284@)
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
select_interior 0 
return 

:CRASH1_27063
if or
   Actor.Dead(95@)
  211@ == 99 
else_jump @CRASH1_27088 
return 

:CRASH1_27088
if 
001D:   201@ > 45@ // (int) 
else_jump @CRASH1_27109 
return 

:CRASH1_27109
if 
  211@ == 0 
else_jump @CRASH1_27186 
if 
  350@ == 1 
else_jump @CRASH1_27170 
0085: 201@ = 45@ // (int) 
201@ += 120000 
jump @CRASH1_27179 

:CRASH1_27170
0209: 211@ = random_int_in_ranges 1 5 

:CRASH1_27179
jump @CRASH1_27544 

:CRASH1_27186
295@ = 1.0 
0871: init_jump_table 211@ total_jumps 4 default_jump 0 @CRASH1_27487 jumps 1 @CRASH1_27259 2 @CRASH1_27316 3 @CRASH1_27373 4 @CRASH1_27430 -1 @CRASH1_27487 -1 @CRASH1_27487 -1 @CRASH1_27487 

:CRASH1_27259
if 
   Actor.Animation(95@) == "BD_PANIC_01"
else_jump @CRASH1_27309 
0613: 295@ = actor 95@ animation "BD_PANIC_01" time 

:CRASH1_27309
jump @CRASH1_27487 

:CRASH1_27316
if 
   Actor.Animation(95@) == "BD_PANIC_02"
else_jump @CRASH1_27366 
0613: 295@ = actor 95@ animation "BD_PANIC_02" time 

:CRASH1_27366
jump @CRASH1_27487 

:CRASH1_27373
if 
   Actor.Animation(95@) == "BD_PANIC_03"
else_jump @CRASH1_27423 
0613: 295@ = actor 95@ animation "BD_PANIC_03" time 

:CRASH1_27423
jump @CRASH1_27487 

:CRASH1_27430
if 
   Actor.Animation(95@) == "BD_PANIC_04"
else_jump @CRASH1_27480 
0613: 295@ = actor 95@ animation "BD_PANIC_04" time 

:CRASH1_27480
jump @CRASH1_27487 

:CRASH1_27487
if 
   not 295@ == 1.0 
else_jump @CRASH1_27510 
return 

:CRASH1_27510
211@ = 0 
0209: 214@ = random_int_in_ranges 500 2000 
0085: 201@ = 45@ // (int) 
005A: 201@ += 214@ // (int) 

:CRASH1_27544
0871: init_jump_table 211@ total_jumps 5 default_jump 0 @CRASH1_27885 jumps 0 @CRASH1_27607 1 @CRASH1_27689 2 @CRASH1_27738 3 @CRASH1_27787 4 @CRASH1_27836 -1 @CRASH1_27885 -1 @CRASH1_27885 

:CRASH1_27607
if 
   not Actor.Animation(95@) == "BD_PANIC_LOOP"
else_jump @CRASH1_27682 
0812: AS_actor 95@ perform_animation "BD_PANIC_LOOP" IFP_file "BD_FIRE" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:CRASH1_27682
jump @CRASH1_27885 

:CRASH1_27689
0812: AS_actor 95@ perform_animation "BD_PANIC_01" IFP_file "BD_FIRE" 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @CRASH1_27885 

:CRASH1_27738
0812: AS_actor 95@ perform_animation "BD_PANIC_02" IFP_file "BD_FIRE" 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @CRASH1_27885 

:CRASH1_27787
0812: AS_actor 95@ perform_animation "BD_PANIC_03" IFP_file "BD_FIRE" 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @CRASH1_27885 

:CRASH1_27836
0812: AS_actor 95@ perform_animation "BD_PANIC_04" IFP_file "BD_FIRE" 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @CRASH1_27885 

:CRASH1_27885
if 
  341@ == 0 
else_jump @CRASH1_27905 
return 

:CRASH1_27905
if and
   not 49@ == 1 
   not 49@ == 2 
   not 49@ == 0 
else_jump @CRASH1_27939 
return 

:CRASH1_27939
if 
  211@ == 0 
else_jump @CRASH1_28132 
if or
08B7:   test 54@ bit 1 
08B7:   test 54@ bit 2 
else_jump @CRASH1_27996 
08C3: clear 54@ bit 1 
08C3: clear 54@ bit 2 

:CRASH1_27996
if 
  49@ == 0 
else_jump @CRASH1_28130 
0209: 214@ = random_int_in_ranges 0 3 
0871: init_jump_table 214@ total_jumps 2 default_jump 1 @CRASH1_28128 jumps 0 @CRASH1_28086 1 @CRASH1_28107 -1 @CRASH1_28130 -1 @CRASH1_28130 -1 @CRASH1_28130 -1 @CRASH1_28130 -1 @CRASH1_28130 

:CRASH1_28086
50@ = 1 
gosub @CRASH1_32981 
jump @CRASH1_28130 

:CRASH1_28107
50@ = 2 
gosub @CRASH1_32981 
jump @CRASH1_28130 

:CRASH1_28128
return 

:CRASH1_28130
return 

:CRASH1_28132
if and
  211@ >= 1 
  4 >= 211@ 
else_jump @CRASH1_28244 
if and
  48@ == 1 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2327.242 -1175.052 24.6005 cornerB 2361.952 -1149.091 28.2697 
else_jump @CRASH1_28244 
if 
  49@ == 2 
else_jump @CRASH1_28237 
56@ = 0 

:CRASH1_28237
gosub @CRASH1_33143 

:CRASH1_28244
return 

:CRASH1_28246
00BC: show_text_highpriority GXT 'CRA1_07' time 5000 flag 1  // Das Mdchen ist oben. Du hast nicht viel Zeit, bevor es verbrennt.
$6694 = 100 
0085: 202@ = 45@ // (int) 
202@ += 3000 
03C4: set_status_text $6694 type 1 GXT 'CRA1_70' // global_variable  // Mdchen
337@ = 1 
Actor.Health(95@) = 100
return 

:CRASH1_28317
if 
   Actor.Dead(95@)
else_jump @CRASH1_28335 
return 

:CRASH1_28335
214@ = Actor.Health(95@)
if 
001D:   45@ > 202@ // (int) 
else_jump @CRASH1_28465 
214@ -= 1 
Actor.StorePos(95@, 282@, 283@, 284@)
06C3: get_number_of_fires_within_sphere_at 282@ 283@ 284@ radius 1.2 store_to 215@ 
if and
  215@ > 0 
  314@ == 1 
else_jump @CRASH1_28449 
0085: 202@ = 45@ // (int) 
202@ += 100 
jump @CRASH1_28465 

:CRASH1_28449
0085: 202@ = 45@ // (int) 
202@ += 3000 

:CRASH1_28465
if 
  0 > 214@ 
else_jump @CRASH1_28490 
214@ = 0 

:CRASH1_28490
if 
  214@ == 0 
else_jump @CRASH1_28605 
0792: disembark_instantly_actor 95@ 
02D1: remove_fire 139@ 
0326: 139@ = create_actor 95@ fire 
Actor.Health(95@) = 20
05BE: AS_kill_actor 95@ 
Actor.LockInCurrentPosition(95@) = False
211@ = 99 
0151: remove_status_text $6694 
00BC: show_text_highpriority GXT 'CRA1_50' time 5000 flag 1  // ~r~Das Mdchen wurde gegrillt!
340@ = 1 
285@ = 180.0 
Actor.Angle(95@) = 285@
jump @CRASH1_28613 

:CRASH1_28605
Actor.Health(95@) = 214@

:CRASH1_28613
008A: $6694 = 214@ // (int) 
return 

:CRASH1_28623
282@ = 2342.742 
283@ = -1184.731 
284@ = 1026.977 
285@ = 274.3023 
96@ = Actor.Create(Gang8, #LSV3, 282@, 283@, 284@)
08AD: put_actor 96@ at 2352.114 -1170.61 radius 2.0 // interior version 
0860: link_actor 96@ to_interior 5 
Actor.Angle(96@) = 285@
060B: set_actor 96@ decision_maker_to 180@ 
Actor.Health(96@) = 20
08AF: set_actor 96@ max_health_to 100 
077A: set_actor 96@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.WeaponAccuracy(96@) = 5
0326: 140@ = create_actor 96@ fire 
0762: AS_actor 96@ dies 
188@ = 0 
282@ = 2322.563 
283@ = -1185.218 
284@ = 1026.977 
285@ = 292.9689 
97@ = Actor.Create(Gang8, #LSV1, 282@, 283@, 284@)
08AD: put_actor 97@ at 2352.114 -1170.61 radius 2.0 // interior version 
0860: link_actor 97@ to_interior 5 
Actor.Angle(97@) = 285@
060B: set_actor 97@ decision_maker_to 180@ 
Actor.Health(97@) = 20
08AF: set_actor 97@ max_health_to 100 
077A: set_actor 97@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.WeaponAccuracy(97@) = 5
0326: 141@ = create_actor 97@ fire 
0762: AS_actor 97@ dies 
189@ = 0 
360@ = 1 
return 

:CRASH1_28934
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
Actor.PutAt($PLAYER_ACTOR, 2344.535, -1181.745, 1030.961)
Actor.Angle($PLAYER_ACTOR) = 359.8736
Camera.SetPosition(2344.624, -1185.354, 1033.783, 0.0, 0.0, 0.0)
Camera.PointAt(2344.695, -1184.373, 1033.602, 2)
192@ = 4 
gosub @CRASH1_24873 
191@ = 1 
gosub @CRASH1_24064 
return 

:CRASH1_29056
213@ = 0 

:CRASH1_29063
Actor.DestroyWithFade(87@(213@,5i))
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_29063 
213@ = 0 

:CRASH1_29100
Actor.DestroyWithFade(92@(213@,2i))
213@ += 1 
  213@ >= 2 
else_jump @CRASH1_29100 
return 

:CRASH1_29132
0871: init_jump_table 190@ total_jumps 5 default_jump 0 @CRASH1_29657 jumps -1 @CRASH1_29195 0 @CRASH1_29250 1 @CRASH1_29382 2 @CRASH1_29466 3 @CRASH1_29492 -1 @CRASH1_29657 -1 @CRASH1_29657 

:CRASH1_29195
09DD: unknown_player_group 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: unknown_actor 95@ flag 1 
07CB: set_actor 95@ supporting_fire 0 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 
0A20: unknown_player $PLAYER_CHAR flag 1 
190@ = 0 
jump @CRASH1_29657 

:CRASH1_29250
328@ = 0 
if 
  314@ == 1 
else_jump @CRASH1_29375 
gosub @CRASH1_29659 
if 
  328@ == 1 
else_jump @CRASH1_29333 
342@ = 1 
0792: disembark_instantly_actor 95@ 
05BA: AS_actor 95@ move_mouth -2 ms 
190@ = 1 
jump @CRASH1_29375 

:CRASH1_29333
062E: unknown_get_actor 95@ task 2128 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @CRASH1_29375 
0792: disembark_instantly_actor 95@ 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 

:CRASH1_29375
jump @CRASH1_29657 

:CRASH1_29382
328@ = 0 
if 
  314@ == 1 
else_jump @CRASH1_29459 
gosub @CRASH1_29659 
if 
  328@ == 0 
else_jump @CRASH1_29459 
0792: disembark_instantly_actor 95@ 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 
342@ = 0 
190@ = 0 

:CRASH1_29459
jump @CRASH1_29657 

:CRASH1_29466
0792: disembark_instantly_actor 95@ 
05BA: AS_actor 95@ move_mouth -2 ms 
190@ = 3 
jump @CRASH1_29657 

:CRASH1_29492
if 
0104:   actor $PLAYER_ACTOR near_actor 95@ radius 6.0 6.0 1.0 sphere 0 
else_jump @CRASH1_29650 
328@ = 0 
if 
  314@ == 1 
else_jump @CRASH1_29650 
gosub @CRASH1_29659 
if 
  328@ == 0 
else_jump @CRASH1_29600 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 
190@ = 0 
jump @CRASH1_29650 

:CRASH1_29600
0615: define_AS_pack_begin 220@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 220@ 
0618: assign_actor 95@ to_AS_pack 220@ 
061B: remove_references_to_AS_pack 220@ 
342@ = 1 
190@ = 1 

:CRASH1_29650
jump @CRASH1_29657 

:CRASH1_29657
return 

:CRASH1_29659
0871: init_jump_table 196@ total_jumps 5 default_jump 0 @CRASH1_31025 jumps 0 @CRASH1_29722 1 @CRASH1_29952 2 @CRASH1_30182 3 @CRASH1_30412 4 @CRASH1_30642 -1 @CRASH1_31025 -1 @CRASH1_31025 

:CRASH1_29722
289@ = 2345.5 
289@ -= 2.0 
291@ = -1177.122 
291@ -= 2.0 
293@ = 1030.969 
293@ -= 0.5 
290@ = 2345.5 
290@ += 2.0 
292@ = -1177.122 
292@ += 2.0 
294@ = 1030.969 
294@ += 1.5 
if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
else_jump @CRASH1_29945 
if 
0973:   fire 163@ exists 
else_jump @CRASH1_29938 
if 
02D0:   fire 163@ extinguished 
else_jump @CRASH1_29924 
196@ += 1 
jump @CRASH1_29931 

:CRASH1_29924
328@ = 1 

:CRASH1_29931
jump @CRASH1_29945 

:CRASH1_29938
196@ += 1 

:CRASH1_29945
jump @CRASH1_31025 

:CRASH1_29952
289@ = 2342.795 
289@ -= 2.0 
291@ = -1184.971 
291@ -= 2.0 
293@ = 1030.969 
293@ -= 0.5 
290@ = 2342.795 
290@ += 2.0 
292@ = -1184.971 
292@ += 2.0 
294@ = 1030.969 
294@ += 1.5 
if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
else_jump @CRASH1_30175 
if 
0973:   fire 164@ exists 
else_jump @CRASH1_30168 
if 
02D0:   fire 164@ extinguished 
else_jump @CRASH1_30154 
196@ += 1 
jump @CRASH1_30161 

:CRASH1_30154
328@ = 1 

:CRASH1_30161
jump @CRASH1_30175 

:CRASH1_30168
196@ += 1 

:CRASH1_30175
jump @CRASH1_31025 

:CRASH1_30182
289@ = 2334.445 
289@ -= 2.0 
291@ = -1181.463 
291@ -= 2.0 
293@ = 1030.969 
293@ -= 0.5 
290@ = 2334.445 
290@ += 2.0 
292@ = -1181.463 
292@ += 2.0 
294@ = 1030.969 
294@ += 1.5 
if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
else_jump @CRASH1_30405 
if 
0973:   fire 165@ exists 
else_jump @CRASH1_30398 
if 
02D0:   fire 165@ extinguished 
else_jump @CRASH1_30384 
196@ += 1 
jump @CRASH1_30391 

:CRASH1_30384
328@ = 1 

:CRASH1_30391
jump @CRASH1_30405 

:CRASH1_30398
196@ += 1 

:CRASH1_30405
jump @CRASH1_31025 

:CRASH1_30412
289@ = 2325.854 
289@ -= 2.5 
291@ = -1182.636 
291@ -= 2.5 
293@ = 1026.984 
293@ -= 0.5 
290@ = 2325.854 
290@ += 2.5 
292@ = -1182.636 
292@ += 2.5 
294@ = 1026.984 
294@ += 1.5 
if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
else_jump @CRASH1_30635 
if 
0973:   fire 166@ exists 
else_jump @CRASH1_30628 
if 
02D0:   fire 166@ extinguished 
else_jump @CRASH1_30614 
196@ += 1 
jump @CRASH1_30621 

:CRASH1_30614
328@ = 1 

:CRASH1_30621
jump @CRASH1_30635 

:CRASH1_30628
196@ += 1 

:CRASH1_30635
jump @CRASH1_31025 

:CRASH1_30642
289@ = 2342.961 
289@ -= 2.0 
291@ = -1176.906 
291@ -= 2.0 
293@ = 1026.977 
293@ -= 0.5 
290@ = 2342.961 
290@ += 2.0 
292@ = -1176.906 
292@ += 2.0 
294@ = 1026.977 
294@ += 1.5 
if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
else_jump @CRASH1_31018 
289@ = 2344.99 
291@ = -1178.398 
293@ = 1026.977 
213@ = 0 

:CRASH1_30835
if 
0973:   fire 142@(213@,21i) exists 
else_jump @CRASH1_30946 
if 
82D0:   not fire 142@(213@,21i) extinguished 
else_jump @CRASH1_30946 
06F5: create_coordinate 290@ 292@ 294@ from_fire 142@(213@,21i) 
050A: 295@ = distance_between_XYZ 289@ 291@ 293@ and_XYZ 290@ 292@ 294@ 
if 
  3.0 >= 295@ 
else_jump @CRASH1_30946 
328@ = 1 
return 

:CRASH1_30946
213@ += 1 
  213@ >= 21 
else_jump @CRASH1_30835 
06C3: get_number_of_fires_within_sphere_at 289@ 291@ 293@ radius 3.0 store_to 214@ 
if 
   not 214@ == 0 
else_jump @CRASH1_31011 
328@ = 1 

:CRASH1_31011
196@ += 1 

:CRASH1_31018
jump @CRASH1_31025 

:CRASH1_31025
return 

:CRASH1_31027
214@ = 0 
0871: init_jump_table 193@(214@,3i) total_jumps 6 default_jump 0 @CRASH1_31468 jumps 0 @CRASH1_31101 1 @CRASH1_31108 2 @CRASH1_31213 3 @CRASH1_31317 4 @CRASH1_31378 5 @CRASH1_31461 -1 @CRASH1_31468 

:CRASH1_31101
jump @CRASH1_31468 

:CRASH1_31108
Object.Destroy(119@(214@,3i))
Model.Destroy(#BREAK_WALL_1A)
282@ = 2338.0 
283@ = -1180.0 
284@ = 1030.5 
285@ = 90.0 
119@(214@,3i) = Object.Init(#BD_FIRE1_O, 282@, 283@, 284@)
Object.Angle(119@(214@,3i)) = 285@
193@(214@,3i) = 2 
jump @CRASH1_31468 

:CRASH1_31213
if 
03CA:   object 119@(214@,3i) exists 
else_jump @CRASH1_31310 
if 
075A: set_object 119@(214@,3i) animation "BD_FIRE1" IFP_file "BD_FIRE" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @CRASH1_31299 
193@(214@,3i) = 3 
jump @CRASH1_31310 

:CRASH1_31299
193@(214@,3i) = 4 

:CRASH1_31310
jump @CRASH1_31468 

:CRASH1_31317
0839: get_object 119@(214@,3i) animation "BD_FIRE1" progress_to 295@ 
if 
  295@ == 1.0 
else_jump @CRASH1_31371 
193@(214@,3i) = 4 

:CRASH1_31371
jump @CRASH1_31468 

:CRASH1_31378
Object.Destroy(119@(214@,3i))
Model.Destroy(#BD_FIRE1_O)
282@ = 2338.126 
283@ = -1181.917 
284@ = 1033.188 
119@(214@,3i) = Object.Init(#BREAK_WALL_1B, 282@, 283@, 284@)
193@(214@,3i) = 5 
jump @CRASH1_31468 

:CRASH1_31461
jump @CRASH1_31468 

:CRASH1_31468
return 

:CRASH1_31470
214@ = 1 
0871: init_jump_table 193@(214@,3i) total_jumps 5 default_jump 0 @CRASH1_31655 jumps 0 @CRASH1_31544 1 @CRASH1_31551 2 @CRASH1_31558 3 @CRASH1_31565 4 @CRASH1_31648 -1 @CRASH1_31655 -1 @CRASH1_31655 

:CRASH1_31544
jump @CRASH1_31655 

:CRASH1_31551
jump @CRASH1_31655 

:CRASH1_31558
jump @CRASH1_31655 

:CRASH1_31565
Object.Destroy(119@(214@,3i))
Model.Destroy(#BREAK_WALL_2A)
282@ = 2330.402 
283@ = -1179.15 
284@ = 1030.55 
119@(214@,3i) = Object.Init(#BREAK_WALL_2B, 282@, 283@, 284@)
193@(214@,3i) = 4 
jump @CRASH1_31655 

:CRASH1_31648
jump @CRASH1_31655 

:CRASH1_31655
return 

:CRASH1_31657
214@ = 2 
0871: init_jump_table 193@(214@,3i) total_jumps 5 default_jump 0 @CRASH1_31842 jumps 0 @CRASH1_31731 1 @CRASH1_31738 2 @CRASH1_31745 3 @CRASH1_31752 4 @CRASH1_31835 -1 @CRASH1_31842 -1 @CRASH1_31842 

:CRASH1_31731
jump @CRASH1_31842 

:CRASH1_31738
jump @CRASH1_31842 

:CRASH1_31745
jump @CRASH1_31842 

:CRASH1_31752
Object.Destroy(119@(214@,3i))
Model.Destroy(#BREAK_WALL_3A)
282@ = 2340.293 
283@ = -1182.294 
284@ = 1026.957 
119@(214@,3i) = Object.Init(#BREAK_WALL_3B, 282@, 283@, 284@)
193@(214@,3i) = 4 
jump @CRASH1_31842 

:CRASH1_31835
jump @CRASH1_31842 

:CRASH1_31842
return 

:CRASH1_31844
085A: spawn_emergency_vehicle_model #FIRETRUK on_street_nearest_to 2340.637 -1152.722 25.9686 
return 

:CRASH1_31866
213@ = 0 

:CRASH1_31873
if 
  343@(213@,2i) == 0 
else_jump @CRASH1_31910 
0085: 212@ = 213@ // (int) 
gosub @CRASH1_31933 

:CRASH1_31910
213@ += 1 
  213@ >= 2 
else_jump @CRASH1_31873 
return 

:CRASH1_31933
if 
  343@(212@,2i) == 1 
else_jump @CRASH1_31957 
return 

:CRASH1_31957
0871: init_jump_table 212@ total_jumps 2 default_jump 1 @CRASH1_32114 jumps 0 @CRASH1_32020 1 @CRASH1_32067 -1 @CRASH1_32143 -1 @CRASH1_32143 -1 @CRASH1_32143 -1 @CRASH1_32143 -1 @CRASH1_32143 

:CRASH1_32020
02E1: 136@(212@,2i) = create_cash_pickup 500 at 2338.551 -1186.939 1027.977 permanence_flag 1 
343@(212@,2i) = 1 
jump @CRASH1_32143 

:CRASH1_32067
02E1: 136@(212@,2i) = create_cash_pickup 500 at 2348.184 -1173.164 1031.977 permanence_flag 1 
343@(212@,2i) = 1 
jump @CRASH1_32143 

:CRASH1_32114
0663: NOP "ILLEGAL_CASH_PICKUP_ID" 212@ 

:CRASH1_32143
return 

:CRASH1_32145
0871: init_jump_table 48@ total_jumps 5 default_jump 1 @CRASH1_32229 jumps 0 @CRASH1_32208 1 @CRASH1_32208 2 @CRASH1_32215 3 @CRASH1_32208 4 @CRASH1_32208 -1 @CRASH1_32265 -1 @CRASH1_32265 

:CRASH1_32208
jump @CRASH1_32265 

:CRASH1_32215
gosub @CRASH1_32405 
jump @CRASH1_32265 

:CRASH1_32229
0662: NOP "UNKNOWN_CONVERSATION_STATUS_ID" 
return 

:CRASH1_32265
return 

:CRASH1_32267
if 
003B:   53@ == 52@ // (int) 
else_jump @CRASH1_32288 
return 

:CRASH1_32288
214@ = 1 
57@(214@,3i) = 1 
03CF: load_wav 60@(53@,9i) as 214@ 
53@ += 1 
if 
003B:   53@ == 52@ // (int) 
else_jump @CRASH1_32346 
return 

:CRASH1_32346
214@ += 1 
if 
  214@ > 2 
else_jump @CRASH1_32373 
return 

:CRASH1_32373
57@(214@,3i) = 1 
03CF: load_wav 60@(53@,9i) as 214@ 
53@ += 1 
return 

:CRASH1_32405
gosub @CRASH1_33674 
if 
  48@ == 3 
else_jump @CRASH1_32439 
gosub @CRASH1_32673 
return 

:CRASH1_32439
0871: init_jump_table 57@(47@,3i) total_jumps 4 default_jump 1 @CRASH1_32640 jumps 0 @CRASH1_32506 1 @CRASH1_32515 2 @CRASH1_32551 3 @CRASH1_32608 -1 @CRASH1_32671 -1 @CRASH1_32671 -1 @CRASH1_32671 

:CRASH1_32506
return 
jump @CRASH1_32671 

:CRASH1_32515
if 
83D0:   not wav 47@ loaded 
else_jump @CRASH1_32533 
return 

:CRASH1_32533
57@(47@,3i) = 2 
jump @CRASH1_32671 

:CRASH1_32551
03D1: play_wav 47@ 
if 
  56@ == 1 
else_jump @CRASH1_32588 
00BC: show_text_highpriority GXT 69@(51@,9s) time 10000 flag 1 

:CRASH1_32588
57@(47@,3i) = 3 
return 
jump @CRASH1_32671 

:CRASH1_32608
if 
83D2:   not wav 47@ ended 
else_jump @CRASH1_32626 
return 

:CRASH1_32626
gosub @CRASH1_32726 
jump @CRASH1_32671 

:CRASH1_32640
0662: NOP "UNKNOWN_AUDIO_SLOT_STATUS" 
return 

:CRASH1_32671
return 

:CRASH1_32673
214@ = 1 

:CRASH1_32680
if 
  2 >= 214@ 
else_jump @CRASH1_32717 
040D: unload_wav 214@ 
214@ += 1 
jump @CRASH1_32680 

:CRASH1_32717
gosub @CRASH1_32855 
return 

:CRASH1_32726
57@(47@,3i) = 0 
51@ += 1 
if 
003B:   51@ == 52@ // (int) 
else_jump @CRASH1_32772 
gosub @CRASH1_32855 
return 

:CRASH1_32772
if 
001D:   52@ > 53@ // (int) 
else_jump @CRASH1_32821 
57@(47@,3i) = 1 
03CF: load_wav 60@(53@,9i) as 47@ 
53@ += 1 

:CRASH1_32821
47@ += 1 
if 
  47@ > 2 
else_jump @CRASH1_32853 
47@ = 1 

:CRASH1_32853
return 

:CRASH1_32855
08BF: set 54@ bit 49@ 
49@ = 0 
48@ = 0 
50@ = 0 
47@ = 1 
51@ = 0 
52@ = 0 
53@ = 0 
214@ = 1 

:CRASH1_32919
if 
  2 > 214@ 
else_jump @CRASH1_32962 
57@(214@,3i) = 0 
214@ += 1 
jump @CRASH1_32919 

:CRASH1_32962
03EB: clear_small_messages_only 
0085: 55@ = 45@ // (int) 
55@ += 120 
return 

:CRASH1_32981
if 
   not 48@ == 0 
else_jump @CRASH1_33006 
gosub @CRASH1_33172 

:CRASH1_33006
if 
001D:   55@ > 45@ // (int) 
else_jump @CRASH1_33027 
return 

:CRASH1_33027
55@ = 0 
0085: 49@ = 50@ // (int) 
50@ = 0 
47@ = 1 
51@ = 0 
52@ = 0 
53@ = 0 
56@ = 1 
214@ = 1 

:CRASH1_33091
if 
  2 > 214@ 
else_jump @CRASH1_33134 
57@(214@,3i) = 0 
214@ += 1 
jump @CRASH1_33091 

:CRASH1_33134
gosub @CRASH1_33201 
return 

:CRASH1_33143
if 
   not 48@ == 1 
else_jump @CRASH1_33163 
return 

:CRASH1_33163
48@ = 2 
return 

:CRASH1_33172
if 
  48@ == 0 
else_jump @CRASH1_33192 
return 

:CRASH1_33192
gosub @CRASH1_32673 
return 

:CRASH1_33201
0871: init_jump_table 49@ total_jumps 17 default_jump 1 @CRASH1_33632 jumps 1 @CRASH1_33394 2 @CRASH1_33408 3 @CRASH1_33422 5 @CRASH1_33436 6 @CRASH1_33450 7 @CRASH1_33464 8 @CRASH1_33478 
0872: jump_table_jumps 9 @CRASH1_33492 10 @CRASH1_33506 11 @CRASH1_33520 12 @CRASH1_33534 13 @CRASH1_33548 14 @CRASH1_33562 15 @CRASH1_33576 16 @CRASH1_33590 17 @CRASH1_33604 
0872: jump_table_jumps 18 @CRASH1_33618 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 -1 @CRASH1_33658 

:CRASH1_33394
gosub @CRASH1_34116 
jump @CRASH1_33658 

:CRASH1_33408
gosub @CRASH1_34523 
jump @CRASH1_33658 

:CRASH1_33422
gosub @CRASH1_34749 
jump @CRASH1_33658 

:CRASH1_33436
gosub @CRASH1_34888 
jump @CRASH1_33658 

:CRASH1_33450
gosub @CRASH1_35028 
jump @CRASH1_33658 

:CRASH1_33464
gosub @CRASH1_35059 
jump @CRASH1_33658 

:CRASH1_33478
gosub @CRASH1_35090 
jump @CRASH1_33658 

:CRASH1_33492
gosub @CRASH1_35230 
jump @CRASH1_33658 

:CRASH1_33506
gosub @CRASH1_35261 
jump @CRASH1_33658 

:CRASH1_33520
gosub @CRASH1_35401 
jump @CRASH1_33658 

:CRASH1_33534
gosub @CRASH1_35866 
jump @CRASH1_33658 

:CRASH1_33548
gosub @CRASH1_35897 
jump @CRASH1_33658 

:CRASH1_33562
gosub @CRASH1_36074 
jump @CRASH1_33658 

:CRASH1_33576
gosub @CRASH1_36473 
jump @CRASH1_33658 

:CRASH1_33590
gosub @CRASH1_36504 
jump @CRASH1_33658 

:CRASH1_33604
gosub @CRASH1_36644 
jump @CRASH1_33658 

:CRASH1_33618
gosub @CRASH1_36675 
jump @CRASH1_33658 

:CRASH1_33632
0662: NOP "UNKNOWN_CONVERSATION" 
return 

:CRASH1_33658
gosub @CRASH1_32267 
48@ = 1 
return 

:CRASH1_33674
0871: init_jump_table 49@ total_jumps 15 default_jump 0 @CRASH1_33834 jumps 3 @CRASH1_33802 5 @CRASH1_33802 6 @CRASH1_33802 7 @CRASH1_33802 8 @CRASH1_33802 9 @CRASH1_33802 10 @CRASH1_33802 
0872: jump_table_jumps 11 @CRASH1_33802 12 @CRASH1_33802 13 @CRASH1_33802 14 @CRASH1_33802 15 @CRASH1_33802 16 @CRASH1_33802 17 @CRASH1_33802 18 @CRASH1_33802 -1 @CRASH1_33834 

:CRASH1_33802
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @CRASH1_33827 
48@ = 3 
return 

:CRASH1_33827
jump @CRASH1_33834 

:CRASH1_33834
0871: init_jump_table 49@ total_jumps 16 default_jump 0 @CRASH1_33994 jumps 1 @CRASH1_33962 2 @CRASH1_33962 5 @CRASH1_33962 6 @CRASH1_33962 7 @CRASH1_33962 8 @CRASH1_33962 9 @CRASH1_33962 
0872: jump_table_jumps 10 @CRASH1_33962 11 @CRASH1_33962 12 @CRASH1_33962 13 @CRASH1_33962 14 @CRASH1_33962 15 @CRASH1_33962 16 @CRASH1_33962 17 @CRASH1_33962 18 @CRASH1_33962 

:CRASH1_33962
if 
   Actor.Dead(95@)
else_jump @CRASH1_33987 
48@ = 3 
return 

:CRASH1_33987
jump @CRASH1_33994 

:CRASH1_33994
0871: init_jump_table 49@ total_jumps 1 default_jump 0 @CRASH1_34114 jumps 14 @CRASH1_34057 -1 @CRASH1_34114 -1 @CRASH1_34114 -1 @CRASH1_34114 -1 @CRASH1_34114 -1 @CRASH1_34114 -1 @CRASH1_34114 

:CRASH1_34057
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CRASH1_34082 
48@ = 3 
return 

:CRASH1_34082
if 
   not Actor.Driving(95@)
else_jump @CRASH1_34107 
48@ = 3 
return 

:CRASH1_34107
jump @CRASH1_34114 

:CRASH1_34114
return 

:CRASH1_34116
0209: 214@ = random_int_in_ranges 0 9 
0871: init_jump_table 214@ total_jumps 9 default_jump 0 @CRASH1_34514 jumps 0 @CRASH1_34253 1 @CRASH1_34282 2 @CRASH1_34311 3 @CRASH1_34340 4 @CRASH1_34369 5 @CRASH1_34398 6 @CRASH1_34427 
0872: jump_table_jumps 7 @CRASH1_34456 8 @CRASH1_34485 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 -1 @CRASH1_34514 

:CRASH1_34253
04AF: 60@ = 10600 // @ = any 
05AA: 69@s = 'CRA1_AA'  // ~z~Oh mein Gott! Hilfe!
jump @CRASH1_34514 

:CRASH1_34282
04AF: 60@ = 10601 // @ = any 
05AA: 69@s = 'CRA1_AB'  // ~z~Hilf mir doch jemand! Hilfe!
jump @CRASH1_34514 

:CRASH1_34311
04AF: 60@ = 10602 // @ = any 
05AA: 69@s = 'CRA1_AC'  // ~z~Der Rauch! Ich ersticke!
jump @CRASH1_34514 

:CRASH1_34340
04AF: 60@ = 10603 // @ = any 
05AA: 69@s = 'CRA1_AD'  // ~z~Bitte! Hilft mir doch jemand! Hilfe!
jump @CRASH1_34514 

:CRASH1_34369
04AF: 60@ = 10604 // @ = any 
05AA: 69@s = 'CRA1_AE'  // ~z~Hey! Kann mich jemand hren?
jump @CRASH1_34514 

:CRASH1_34398
04AF: 60@ = 10605 // @ = any 
05AA: 69@s = 'CRA1_AF'  // ~z~Oh Gott! Bitte! Hilft mir doch jemand! HILFE!
jump @CRASH1_34514 

:CRASH1_34427
04AF: 60@ = 10606 // @ = any 
05AA: 69@s = 'CRA1_AG'  // ~z~FEUER! Hilfe! FEUER!
jump @CRASH1_34514 

:CRASH1_34456
04AF: 60@ = 10607 // @ = any 
05AA: 69@s = 'CRA1_AH'  // ~z~RUFT DIE FEUERWEHR!
jump @CRASH1_34514 

:CRASH1_34485
04AF: 60@ = 10609 // @ = any 
05AA: 69@s = 'CRA1_AJ'  // ~z~Oh Gott, die Flammen! DIE FLAMMEN!
jump @CRASH1_34514 

:CRASH1_34514
52@ = 1 
return 

:CRASH1_34523
0209: 214@ = random_int_in_ranges 0 5 
0871: init_jump_table 214@ total_jumps 5 default_jump 0 @CRASH1_34740 jumps 0 @CRASH1_34595 1 @CRASH1_34624 2 @CRASH1_34653 3 @CRASH1_34682 4 @CRASH1_34711 -1 @CRASH1_34740 -1 @CRASH1_34740 

:CRASH1_34595
04AF: 60@ = 10610 // @ = any 
05AA: 69@s = 'CRA1_BA'  // ~z~Aiieeeee!!
jump @CRASH1_34740 

:CRASH1_34624
04AF: 60@ = 10611 // @ = any 
05AA: 69@s = 'CRA1_BB'  // ~z~Aiieeeee!!
jump @CRASH1_34740 

:CRASH1_34653
04AF: 60@ = 10612 // @ = any 
05AA: 69@s = 'CRA1_BC'  // ~z~Aiieeeee!!
jump @CRASH1_34740 

:CRASH1_34682
04AF: 60@ = 10613 // @ = any 
05AA: 69@s = 'CRA1_BD'  // ~z~Aiieeeee!!
jump @CRASH1_34740 

:CRASH1_34711
04AF: 60@ = 10614 // @ = any 
05AA: 69@s = 'CRA1_BE'  // ~z~Aiieeeee!!
jump @CRASH1_34740 

:CRASH1_34740
52@ = 1 
return 

:CRASH1_34749
0209: 214@ = random_int_in_ranges 0 2 
0871: init_jump_table 214@ total_jumps 2 default_jump 0 @CRASH1_34879 jumps 0 @CRASH1_34821 1 @CRASH1_34850 -1 @CRASH1_34879 -1 @CRASH1_34879 -1 @CRASH1_34879 -1 @CRASH1_34879 -1 @CRASH1_34879 

:CRASH1_34821
04AF: 60@ = 10620 // @ = any 
05AA: 69@s = 'CRA1_CA'  // ~z~Halt durch, Kleine, ich komme!
jump @CRASH1_34879 

:CRASH1_34850
04AF: 60@ = 10621 // @ = any 
05AA: 69@s = 'CRA1_CB'  // ~z~Bleib beim Fenster! Ich komm rauf!
jump @CRASH1_34879 

:CRASH1_34879
52@ = 1 
return 

:CRASH1_34888
214@ = 0 
04AF: 60@(214@,9i) = 10626 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_EA'  // ~z~Du da, alles okay?
214@ += 1 
04AF: 60@(214@,9i) = 10627 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_EB'  // ~z~Ja, aber die Flammen, sie sind so hei! Ich hab Angst!
214@ += 1 
if 
  214@ > 9 
else_jump @CRASH1_35018 
0662: NOP "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_35018
0085: 52@ = 214@ // (int) 
return 

:CRASH1_35028
04AF: 60@ = 10628 // @ = any 
05AA: 69@s = 'CRA1_EC'  // ~z~Halt durch. In der Kche ist wahrscheinlich ein Feuerlscher!
52@ = 1 
return 

:CRASH1_35059
04AF: 60@ = 10629 // @ = any 
05AA: 69@s = 'CRA1_ED'  // ~z~Bin gleich wieder da!
52@ = 1 
return 

:CRASH1_35090
214@ = 0 
04AF: 60@(214@,9i) = 10630 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_FA'  // ~z~Zurck!
214@ += 1 
04AF: 60@(214@,9i) = 10631 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_FB'  // ~z~Lsch das Feuer! Lsch das Feuer!
214@ += 1 
if 
  214@ > 9 
else_jump @CRASH1_35220 
0662: NOP "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_35220
0085: 52@ = 214@ // (int) 
return 

:CRASH1_35230
04AF: 60@ = 10632 // @ = any 
05AA: 69@s = 'CRA1_GA'  // ~z~Oh Gott, ich hab solche Angst!
52@ = 1 
return 

:CRASH1_35261
214@ = 0 
04AF: 60@(214@,9i) = 10633 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_GB'  // ~z~Oh mein Gott, was war das?
214@ += 1 
04AF: 60@(214@,9i) = 10634 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_GC'  // ~z~Das Haus strzt gleich ein. Wir mssen schnellstens hier raus!
214@ += 1 
if 
  214@ > 9 
else_jump @CRASH1_35391 
0662: NOP "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_35391
0085: 52@ = 214@ // (int) 
return 

:CRASH1_35401
0209: 214@ = random_int_in_ranges 0 11 
0871: init_jump_table 214@ total_jumps 11 default_jump 0 @CRASH1_35857 jumps 0 @CRASH1_35538 1 @CRASH1_35567 2 @CRASH1_35596 3 @CRASH1_35625 4 @CRASH1_35654 5 @CRASH1_35683 6 @CRASH1_35712 
0872: jump_table_jumps 7 @CRASH1_35741 8 @CRASH1_35770 9 @CRASH1_35799 10 @CRASH1_35828 -1 @CRASH1_35857 -1 @CRASH1_35857 -1 @CRASH1_35857 -1 @CRASH1_35857 -1 @CRASH1_35857 

:CRASH1_35538
04AF: 60@ = 10635 // @ = any 
05AA: 69@s = 'CRA1_HA'  // ~z~Beeil dich! Lsch das Feuer! Lsch das Feuer!
jump @CRASH1_35857 

:CRASH1_35567
04AF: 60@ = 10636 // @ = any 
05AA: 69@s = 'CRA1_HB'  // ~z~Oh mein Gott, hier kommen wir nie raus!
jump @CRASH1_35857 

:CRASH1_35596
04AF: 60@ = 10637 // @ = any 
05AA: 69@s = 'CRA1_HC'  // ~z~Schnell, SCHNELL!
jump @CRASH1_35857 

:CRASH1_35625
04AF: 60@ = 10638 // @ = any 
05AA: 69@s = 'CRA1_HD'  // ~z~Lsch dieses Feuer! Schnell! Schnell!
jump @CRASH1_35857 

:CRASH1_35654
04AF: 60@ = 10639 // @ = any 
05AA: 69@s = 'CRA1_HE'  // ~z~Zurck! Ich hab's!
jump @CRASH1_35857 

:CRASH1_35683
04AF: 60@ = 10640 // @ = any 
05AA: 69@s = 'CRA1_HF'  // ~z~Eine Sekunde, Kleine, keine Panik!
jump @CRASH1_35857 

:CRASH1_35712
04AF: 60@ = 10641 // @ = any 
05AA: 69@s = 'CRA1_HG'  // ~z~Keine Panik, ich mach das schon! Ich mach das schon!
jump @CRASH1_35857 

:CRASH1_35741
04AF: 60@ = 10642 // @ = any 
05AA: 69@s = 'CRA1_HH'  // ~z~Halt durch, wir haben's gleich!
jump @CRASH1_35857 

:CRASH1_35770
04AF: 60@ = 10643 // @ = any 
05AA: 69@s = 'CRA1_HJ'  // ~z~Scheie! Scheie! Das Haus strzt ein!
jump @CRASH1_35857 

:CRASH1_35799
04AF: 60@ = 10644 // @ = any 
05AA: 69@s = 'CRA1_HK'  // ~z~Oh mein Gott, das Haus bricht gleich zusammen!
jump @CRASH1_35857 

:CRASH1_35828
04AF: 60@ = 10645 // @ = any 
05AA: 69@s = 'CRA1_HL'  // ~z~Ich spre schon, wie der Boden nachgibt!
jump @CRASH1_35857 

:CRASH1_35857
52@ = 1 
return 

:CRASH1_35866
04AF: 60@ = 10646 // @ = any 
05AA: 69@s = 'CRA1_JA'  // ~z~Hey, Mann, ich verdanke dir mein Leben!
52@ = 1 
return 

:CRASH1_35897
214@ = 0 
04AF: 60@(214@,9i) = 10647 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_JB'  // ~z~Um ein Haar wre ich gestorben, echt!
214@ += 1 
04AF: 60@(214@,9i) = 10648 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_JC'  // ~z~Hey, du siehst ziemlich mitgenommen aus, Kleine. Soll ich dich heimfahren?
214@ += 1 
04AF: 60@(214@,9i) = 10649 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_JD'  // ~z~Ja, gerne. Danke.
214@ += 1 
if 
  214@ > 9 
else_jump @CRASH1_36064 
0662: NOP "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_36064
0085: 52@ = 214@ // (int) 
return 

:CRASH1_36074
214@ = 0 
04AF: 60@(214@,9i) = 10650 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_KA'  // ~z~Wo wohnst du?
214@ += 1 
04AF: 60@(214@,9i) = 10651 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_KB'  // ~z~Gleich bei der Grove Street.
214@ += 1 
04AF: 60@(214@,9i) = 10652 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_KC'  // ~z~Ohne Schei? Was machst du dann in einem Viertel der Vagos?
214@ += 1 
04AF: 60@(214@,9i) = 10653 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_KD'  // ~z~Ich leb eben gern gefhrlich.
214@ += 1 
04AF: 60@(214@,9i) = 10654 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_KE'  // ~z~Du bist CJ, stimmt's?
214@ += 1 
04AF: 60@(214@,9i) = 10655 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_KF'  // ~z~Ja. Woher kennst du mich?
214@ += 1 
04AF: 60@(214@,9i) = 10656 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_KG'  // ~z~Jeder in der Grove Street kennt dich und deinen Bruder,
214@ += 1 
04AF: 60@(214@,9i) = 10657 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_KH'  // ~z~aber ich hab gedacht, du hast dich davongemacht.
214@ += 1 
04AF: 60@(214@,9i) = 10658 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_KJ'  // ~z~Hey! Ich hab mich damals nicht 'davongemacht', okay? Ich musste nur...aus der Scheie raus.
214@ += 1 
if 
  214@ > 9 
else_jump @CRASH1_36463 
0662: NOP "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_36463
0085: 52@ = 214@ // (int) 
return 

:CRASH1_36473
04AF: 60@ = 10659 // @ = any 
05AA: 69@s = 'CRA1_LA'  // ~z~Da, da wohne ich!
52@ = 1 
return 

:CRASH1_36504
214@ = 0 
04AF: 60@(214@,9i) = 10660 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_MA'  // ~z~Hey, wie heit du?
214@ += 1 
04AF: 60@(214@,9i) = 10661 // @ = any 
05AA: 69@(214@,9s) = 'CRA1_MB'  // ~z~Denise. Denise Robinson. Ruf mich an. Wir sollten mal ausgehen oder so was.
214@ += 1 
if 
  214@ > 9 
else_jump @CRASH1_36634 
0662: NOP "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_36634
0085: 52@ = 214@ // (int) 
return 

:CRASH1_36644
04AF: 60@ = 10662 // @ = any 
05AA: 69@s = 'CRA1_MC'  // ~z~Ja, gerne.
52@ = 1 
return 

:CRASH1_36675
04AF: 60@ = 10663 // @ = any 
05AA: 69@s = 'CRA1_MD'  // ~z~Okay, wir sehen uns, CJ.
52@ = 1 
return 

:CRASH1_36706
if 
0736:   NOP_false 32 
else_jump @CRASH1_36755 
46@ += 1 
if 
  46@ > 2 
else_jump @CRASH1_36753 
46@ = 0 

:CRASH1_36753
086A: NOP 

:CRASH1_36755
214@ = Actor.Health($PLAYER_ACTOR)
if 
   not Actor.Dead(95@)
else_jump @CRASH1_36787 
215@ = Actor.Health(95@)

:CRASH1_36787
if 
  46@ == 1 
else_jump @CRASH1_37000 
008A: $6695 = 34@ // (int) 
008A: $6696 = 35@ // (int) 
008A: $6697 = 45@ // (int) 
008A: $6698 = 214@ // (int) 
008A: $6699 = 215@ // (int) 
008A: $6700 = 190@ // (int) 
$6701 = 0 
$6702 = 0 
065D: NOP $6701 "IGNORE" 
065D: NOP $6702 "IGNORE" 
065D: NOP $6695 "M_STAGE" 
065D: NOP $6696 "M_GOALS" 
065D: NOP $6697 "M_MISSION_TIMER" 
065D: NOP $6698 "PLAYER_HEALTH" 
065D: NOP $6699 "COOCHIE_HEALTH" 
065D: NOP $6700 "AICOOCHIE" 

:CRASH1_37000
if 
  46@ == 2 
else_jump @CRASH1_37018 

:CRASH1_37018
if 
0736:   NOP_false 98 
else_jump @CRASH1_37040 
38@ = 1 

:CRASH1_37040
if 
0736:   NOP_false 80 
else_jump @CRASH1_37128 
if 
  39@ == 0 
else_jump @CRASH1_37103 
39@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @CRASH1_37128 

:CRASH1_37103
39@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:CRASH1_37128
return 

:CRASH1_37130
if 
8736:   not NOP_false 74 
else_jump @CRASH1_37147 
return 

:CRASH1_37147
if and
  34@ == 1 
  3 > 35@ 
else_jump @CRASH1_37294 
0395: clear_area 0 at 2311.234 -1150.613 25.8027 radius 0.5 
Camera.SetAtPos(2311.234, -1150.613, 25.8027)
Actor.Angle($PLAYER_ACTOR) = 266.3994
Actor.PutAt($PLAYER_ACTOR, 2311.234, -1150.613, 25.8027)
Camera.SetBehindPlayer
Marker.Disable(122@)
Marker.Disable(128@)
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 18)
else_jump @CRASH1_37287 
Pickup.Destroy(132@)
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 20 // Load the weapon model before using this 

:CRASH1_37287
35@ = 3 

:CRASH1_37294
if 
  34@ == 2 
else_jump @CRASH1_37707 
213@ = 0 

:CRASH1_37319
if 
  302@(213@,5i) == 0 
else_jump @CRASH1_37412 
if 
8366:   not object 101@(213@,8i) damaged 
else_jump @CRASH1_37372 
0723: break_object 101@(213@,8i) intensity 1 

:CRASH1_37372
302@(213@,5i) = 1 
307@(213@,5i) = 1 
Object.Destroy(109@(213@,5i))
Marker.Disable(123@(213@,5i))

:CRASH1_37412
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_37319 
209@ = 5 
if 
  313@ == 1 
else_jump @CRASH1_37504 
213@ = 0 

:CRASH1_37465
Pickup.Destroy(133@(213@,2i))
Marker.Disable(129@(213@,2i))
213@ += 1 
  213@ >= 2 
else_jump @CRASH1_37465 

:CRASH1_37504
if 
  312@ == 1 
else_jump @CRASH1_37532 
Pickup.Destroy(132@)
Marker.Disable(128@)

:CRASH1_37532
if 
  355@ == 1 
else_jump @CRASH1_37616 
213@ = 0 

:CRASH1_37557
if 
   not Actor.Dead(87@(213@,5i))
else_jump @CRASH1_37595 
0792: disembark_instantly_actor 87@(213@,5i) 
05BE: AS_kill_actor 87@(213@,5i) 

:CRASH1_37595
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_37557 

:CRASH1_37616
if 
  357@ == 1 
else_jump @CRASH1_37700 
213@ = 0 

:CRASH1_37641
if 
   not Actor.Dead(92@(213@,2i))
else_jump @CRASH1_37679 
0792: disembark_instantly_actor 92@(213@,2i) 
05BE: AS_kill_actor 92@(213@,2i) 

:CRASH1_37679
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_37641 

:CRASH1_37700
gosub @CRASH1_38827 

:CRASH1_37707
if and
  34@ == 4 
  10 > 35@ 
else_jump @CRASH1_37896 
327@ = 1 
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 42)
else_jump @CRASH1_37772 
01B2: give_actor $PLAYER_ACTOR weapon 42 ammo 30000 // Load the weapon model before using this 
Marker.Disable(122@)

:CRASH1_37772
0395: clear_area 0 at 2336.51 -1181.342 1030.969 radius 0.5 
Actor.Angle($PLAYER_ACTOR) = 279.3672
Actor.PutAt($PLAYER_ACTOR, 2336.51, -1181.342, 1030.969)
Camera.SetBehindPlayer
347@ = 0 
Actor.SetImmunities(95@, 0, 0, 0, 0, 0)
if 
   not 49@ == 0 
else_jump @CRASH1_37875 
gosub @CRASH1_33172 

:CRASH1_37875
50@ = 8 
gosub @CRASH1_32981 
35@ = 11 

:CRASH1_37896
if and
  34@ == 6 
  8 > 35@ 
else_jump @CRASH1_38059 
Marker.Disable(122@)
0395: clear_area 0 at 2350.36 -1180.56 1026.977 radius 0.5 
Actor.Angle($PLAYER_ACTOR) = 266.3335
Actor.PutAt($PLAYER_ACTOR, 2350.36, -1180.56, 1026.977)
Camera.SetBehindPlayer
if 
   not Actor.Dead(95@)
else_jump @CRASH1_38052 
0395: clear_area 0 at 2349.07 -1181.505 1026.983 radius 0.5 
Actor.Angle(95@) = 266.6129
Actor.PutAt(95@, 2349.07, -1181.505, 1026.983)

:CRASH1_38052
35@ = 8 

:CRASH1_38059
if and
  34@ == 7 
  35@ == 2 
else_jump @CRASH1_38226 
0395: clear_area 0 at 2423.539 -1721.212 12.9061 radius 0.5 
Actor.Angle($PLAYER_ACTOR) = 154.9302
Actor.PutAt($PLAYER_ACTOR, 2423.539, -1721.212, 12.9061)
Camera.SetBehindPlayer
if 
   not Actor.Dead(95@)
else_jump @CRASH1_38226 
if 
   not Actor.Driving(95@)
else_jump @CRASH1_38226 
0395: clear_area 0 at 2419.168 -1718.171 12.7866 radius 0.5 
Actor.Angle(95@) = 75.9556
Actor.PutAt(95@, 2419.168, -1718.171, 12.7866)

:CRASH1_38226
return 

:CRASH1_38228
41@ += 1 
if 
  41@ > 9 
else_jump @CRASH1_38260 
41@ = 0 

:CRASH1_38260
return 

:CRASH1_38262
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 45@ += 44@ // (int) 
return 

:CRASH1_38301
01BD: 219@ = current_time_in_ms 
300@ = 0 
if 
001D:   219@ > 198@ // (int) 
else_jump @CRASH1_38355 
300@ = 1 
0085: 198@ = 219@ // (int) 
198@ += 3000 

:CRASH1_38355
return 

:CRASH1_38357
if 
  314@ == 1 
else_jump @CRASH1_38489 
077E: get_active_interior_to 214@ 
if 
   not 214@ == 5 
else_jump @CRASH1_38487 
314@ = 0 
316@ = 1 
Player.SprintMode($PLAYER_CHAR) = False
197@ = 3 
gosub @CRASH1_25459 
08FD: enable_heat_visuals 0 
if 
  34@ == 5 
else_jump @CRASH1_38469 
192@ = 5 
gosub @CRASH1_24873 

:CRASH1_38469
191@ = 5 
gosub @CRASH1_23203 
075B: zoom_radar 0 

:CRASH1_38487
return 

:CRASH1_38489
if 
  314@ == 0 
else_jump @CRASH1_38825 
09E8: 214@ = actor $PLAYER_ACTOR active_interior 
if 
  316@ == 1 
else_jump @CRASH1_38567 
if 
  214@ == 5 
else_jump @CRASH1_38560 
return 
jump @CRASH1_38567 

:CRASH1_38560
316@ = 0 

:CRASH1_38567
if 
  214@ == 5 
else_jump @CRASH1_38825 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
08F9:   v$5311 == "GANG" 
else_jump @CRASH1_38825 
314@ = 1 
315@ = 1 
323@ = 0 
203@ = 0 
Player.SprintMode($PLAYER_CHAR) = True
197@ = 2 
gosub @CRASH1_25459 
08FD: enable_heat_visuals 1 
093E: NOP $PLAYER_ACTOR 0.3 
022A: remove_forbidden_for_peds_cube_cornerA 2300.0 -1200.0 1000.0 cornerB 2370.0 -1160.0 1050.0 
191@ = 0 
gosub @CRASH1_24064 
if 
  34@ == 4 
else_jump @CRASH1_38756 
192@ = 4 
gosub @CRASH1_24873 

:CRASH1_38756
if 
  34@ == 5 
else_jump @CRASH1_38788 
192@ = 6 
gosub @CRASH1_24873 

:CRASH1_38788
gosub @CRASH1_31866 
075B: zoom_radar 50 
09A6: unknown_radar_flag 1 
03D5: remove_text 'CRA1_06'  // ~s~Geh durch die ~y~Vordertr~s~ hinein.
03D5: remove_text 'CRA1_10'  // ~s~Du hast das ~b~Mdchen~s~ zurckgelassen. Kehr um und hole es.

:CRASH1_38825
return 

:CRASH1_38827
34@ += 1 
35@ = 0 
32@ = 0 
33@ = 0 
return 

:CRASH1_38857
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH1_38872
if 
fading 
else_jump @CRASH1_38896 
wait 0 
jump @CRASH1_38872 

:CRASH1_38896
select_interior 17 
Actor.PutAt($PLAYER_ACTOR, 1038.17, -1335.221, 12.5493)
Actor.Angle($PLAYER_ACTOR) = 0.0
02E4: load_cutscene_data 'CRASH1A' 

:CRASH1_38941
if 
86B9:   not cutscene_data_loaded 
else_jump @CRASH1_38965 
wait 0 
jump @CRASH1_38941 

:CRASH1_38965
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:CRASH1_38982
if 
82E9:   not cutscene_reached_end 
else_jump @CRASH1_39006 
wait 0 
jump @CRASH1_38982 

:CRASH1_39006
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:CRASH1_39020
if 
fading 
else_jump @CRASH1_39044 
wait 0 
jump @CRASH1_39020 

:CRASH1_39044
02EA: end_cutscene 
select_interior 0 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
return 

:CRASH1_39065
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @CRASH1_39092 
wait 0 
jump @CRASH1_39065 

:CRASH1_39092
gosub @CRASH1_39285 
gosub @CRASH1_39563 
0395: clear_area 0 at 1038.17 -1335.221 12.5493 radius 0.5 
Camera.SetAtPos(1038.17, -1335.221, 12.5493)
Actor.PutAt($PLAYER_ACTOR, 1038.17, -1335.221, 12.5493)
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.SetBehindPlayer
100@ = Car.Create(#COPCARLA, 1032.438, -1330.931, 12.3864)
Car.Angle(100@) = 270.0
Car.DoorStatus(100@) = 1
Car.RemoveReferences(100@)
07FB: set_interior 'GANG' access 0  // Vagos Ganghaus
Object.Destroy($2665)
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
$CARMOD_DISABLED_FLAG = 1 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
gosub @CRASH1_38827 
return 

:CRASH1_39285
Model.Load(#VOODOO)
Model.Load(#COPCARLA)
Model.Load(#LSV1)
Model.Load(#LSV2)
Model.Load(#LSV3)
Model.Load(#GANGRL3)
Model.Load(#COLT45)
Model.Load(#MOLOTOV)
Model.Load(#FIRE_EX)
Model.Load(#BREAK_WALL_1A)
Model.Load(#BREAK_WALL_2A)
Model.Load(#BREAK_WALL_3A)
Model.Load(#BREAK_WALL_1B)
Model.Load(#BREAK_WALL_2B)
Model.Load(#BREAK_WALL_3B)
Model.Load(#BD_FIRE1_O)
Model.Load(#CR_AMMOBOX)
038B: load_requested_models 

:CRASH1_39369
if or
   not Model.Available(#VOODOO)
   not Model.Available(#COPCARLA)
else_jump @CRASH1_39401 
wait 0 
jump @CRASH1_39369 

:CRASH1_39401
if or
   not Model.Available(#LSV1)
   not Model.Available(#LSV2)
   not Model.Available(#LSV3)
   not Model.Available(#GANGRL3)
else_jump @CRASH1_39440 
wait 0 
jump @CRASH1_39401 

:CRASH1_39440
if or
   not Model.Available(#COLT45)
   not Model.Available(#MOLOTOV)
   not Model.Available(#FIRE_EX)
else_jump @CRASH1_39477 
wait 0 
jump @CRASH1_39440 

:CRASH1_39477
if or
   not Model.Available(#BREAK_WALL_1B)
   not Model.Available(#BREAK_WALL_2B)
   not Model.Available(#BREAK_WALL_3B)
   not Model.Available(#BD_FIRE1_O)
else_jump @CRASH1_39519 
wait 0 
jump @CRASH1_39477 

:CRASH1_39519
if or
   not Model.Available(#CR_AMMOBOX)
   not Model.Available(#BREAK_WALL_1A)
   not Model.Available(#BREAK_WALL_2A)
   not Model.Available(#BREAK_WALL_3A)
else_jump @CRASH1_39561 
wait 0 
jump @CRASH1_39519 

:CRASH1_39561
return 

:CRASH1_39563
04ED: load_animation "BD_FIRE" 

:CRASH1_39574
if 
84EE:   not animation "BD_FIRE" loaded 
else_jump @CRASH1_39607 
wait 0 
jump @CRASH1_39574 

:CRASH1_39607
return 

:CRASH1_39609
282@ = 2351.237 
283@ = -1161.075 
284@ = 27.4175 
285@ = 268.343 
0395: clear_area 0 at 282@ 283@ 284@ radius 10.0 
98@ = Car.Create(#VOODOO, 282@, 283@, 284@)
Car.Angle(98@) = 285@
0657: car 98@ open_componentA 0 
356@ = 1 
return 

:CRASH1_39708
282@ = 2354.26 
283@ = -1161.106 
284@ = 26.4678 
285@ = 80.3034 
214@ = 0 
87@(214@,5i) = Actor.Create(Gang8, #LSV3, 282@, 283@, 284@)
Actor.Angle(87@(214@,5i)) = 285@
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: unknown_actor 87@(214@,5i) flag 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
182@(214@,5i) = -1 
282@ = 2349.739 
283@ = -1165.192 
284@ = 26.3933 
285@ = 65.0946 
214@ += 1 
87@(214@,5i) = Actor.Create(Gang8, #LSV2, 282@, 283@, 284@)
Actor.Angle(87@(214@,5i)) = 285@
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: unknown_actor 87@(214@,5i) flag 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
182@(214@,5i) = -1 
282@ = 2354.245 
283@ = -1170.401 
284@ = 26.9609 
285@ = 1.1416 
214@ += 1 
87@(214@,5i) = Actor.Create(Gang8, #LSV1, 282@, 283@, 284@)
Actor.Angle(87@(214@,5i)) = 285@
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: unknown_actor 87@(214@,5i) flag 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
182@(214@,5i) = -1 
282@ = 2315.006 
283@ = -1189.825 
284@ = 27.0045 
285@ = 52.4876 
214@ += 1 
87@(214@,5i) = Actor.Create(Gang8, #LSV2, 282@, 283@, 284@)
Actor.Angle(87@(214@,5i)) = 285@
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: unknown_actor 87@(214@,5i) flag 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
Actor.WeaponAccuracy(87@(214@,5i)) = 15
182@(214@,5i) = -1 
282@ = 2349.953 
283@ = -1204.126 
284@ = 26.9609 
285@ = 348.4 
214@ += 1 
87@(214@,5i) = Actor.Create(Gang8, #LSV1, 282@, 283@, 284@)
Actor.Angle(87@(214@,5i)) = 285@
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: unknown_actor 87@(214@,5i) flag 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
182@(214@,5i) = -1 
355@ = 1 
return 

:CRASH1_40373
282@ = 2345.914 
283@ = -1188.633 
284@ = 28.969 
214@ = 0 
101@(214@,8i) = Object.Init(#BD_WINDOW, 282@, 283@, 284@)
282@ = 2336.023 
283@ = -1188.633 
284@ = 28.969 
214@ += 1 
101@(214@,8i) = Object.Init(#BD_WINDOW, 282@, 283@, 284@)
282@ = 2326.164 
283@ = -1188.633 
284@ = 28.969 
214@ += 1 
101@(214@,8i) = Object.Init(#BD_WINDOW, 282@, 283@, 284@)
282@ = 2345.977 
283@ = -1170.977 
284@ = 28.969 
214@ += 1 
101@(214@,8i) = Object.Init(#BD_WINDOW, 282@, 283@, 284@)
Object.Angle(101@(214@,8i)) = 180.0
282@ = 2326.57 
283@ = -1170.984 
284@ = 28.953 
214@ += 1 
101@(214@,8i) = Object.Init(#BD_WINDOW, 282@, 283@, 284@)
Object.Angle(101@(214@,8i)) = 180.0
282@ = 2345.977 
283@ = -1170.977 
284@ = 32.953 
214@ += 1 
101@(214@,8i) = Object.Init(#BD_WINDOW_SHATTER, 282@, 283@, 284@)
Object.Angle(101@(214@,8i)) = 180.0
282@ = 2336.023 
283@ = -1188.633 
284@ = 32.961 
214@ += 1 
101@(214@,8i) = Object.Init(#BD_WINDOW, 282@, 283@, 284@)
282@ = 2345.914 
283@ = -1188.633 
284@ = 32.961 
214@ += 1 
101@(214@,8i) = Object.Init(#BD_WINDOW, 282@, 283@, 284@)
return 

:CRASH1_40881
114@ = Object.Create(#CR1_DOOR, 2352.851, -1171.027, 26.9669)
Object.Angle(114@) = 90.0
Object.ToggleInMovingList(114@) = False
Object.Indestructibility(114@) = False
Object.SetImmunities(114@, 1, 1, 1, 1, 1)
return 

:CRASH1_40944
282@ = 2338.126 
283@ = -1181.917 
284@ = 1033.188 
214@ = 0 
119@(214@,3i) = Object.Init(#BREAK_WALL_1A, 282@, 283@, 284@)
Object.Angle(119@(214@,3i)) = 90.0
193@(214@,3i) = 0 
282@ = 2330.402 
283@ = -1179.15 
284@ = 1030.55 
214@ += 1 
119@(214@,3i) = Object.Init(#BREAK_WALL_2A, 282@, 283@, 284@)
193@(214@,3i) = 0 
282@ = 2340.293 
283@ = -1182.294 
284@ = 1026.963 
214@ += 1 
119@(214@,3i) = Object.Init(#BREAK_WALL_3A, 282@, 283@, 284@)
Object.Angle(119@(214@,3i)) = 90.0
193@(214@,3i) = 0 
213@ = 0 

:CRASH1_41186
0566: link_object 119@(213@,3i) to_interior 5 
213@ += 1 
  213@ >= 3 
else_jump @CRASH1_41186 
361@ = 1 
return 

:CRASH1_41227
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if and
  340@ == 0 
  359@ == 1 
   Actor.Dead(95@)
else_jump @CRASH1_41289 
00BC: show_text_highpriority GXT 'CRA1_51' time 5000 flag 1  // ~r~Das Mdchen ist tot!

:CRASH1_41289
return 

:CRASH1_41291
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION ERFLLT!
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'CRASH_1'  // Burning Desire
030C: progress_made += 1 
$CRASH_LS_TOTAL_PASSED_MISSIONS += 1 
08BA: set $GIRLS_GIFTS_BITMASK bit 0 
return 

:CRASH1_41349
if 
  355@ == 1 
else_jump @CRASH1_41411 
213@ = 0 

:CRASH1_41374
Actor.RemoveReferences(87@(213@,5i))
213@ += 1 
  213@ >= 5 
else_jump @CRASH1_41374 
355@ = 0 

:CRASH1_41411
if 
  356@ == 1 
else_jump @CRASH1_41441 
Car.RemoveReferences(98@)
356@ = 0 

:CRASH1_41441
if 
  313@ == 1 
else_jump @CRASH1_41512 
213@ = 0 

:CRASH1_41466
Pickup.Destroy(133@(213@,2i))
Marker.Disable(129@(213@,2i))
213@ += 1 
  213@ >= 2 
else_jump @CRASH1_41466 
313@ = 0 

:CRASH1_41512
213@ = 0 

:CRASH1_41519
Pickup.Destroy(136@(213@,2i))
213@ += 1 
  213@ >= 2 
else_jump @CRASH1_41519 
if 
  357@ == 1 
else_jump @CRASH1_41616 
Car.RemoveReferences(99@)
213@ = 0 

:CRASH1_41579
Actor.RemoveReferences(92@(213@,2i))
213@ += 1 
  213@ >= 2 
else_jump @CRASH1_41579 
357@ = 0 

:CRASH1_41616
if 
  358@ == 1 
else_jump @CRASH1_41651 
Actor.RemoveReferences(94@)
02D1: remove_fire 138@ 
358@ = 0 

:CRASH1_41651
if 
  359@ == 1 
else_jump @CRASH1_41696 
Actor.RemoveReferences(95@)
Marker.Disable(131@)
0151: remove_status_text $6694 
02D1: remove_fire 139@ 
359@ = 1 

:CRASH1_41696
if 
  360@ == 1 
else_jump @CRASH1_41731 
Actor.DestroyWithFade(96@)
Actor.DestroyWithFade(97@)
360@ = 0 

:CRASH1_41731
if 
  317@ == 1 
else_jump @CRASH1_41761 
Pickup.Destroy(135@)
317@ = 0 

:CRASH1_41761
Marker.Disable(122@)
Marker.Disable(128@)
04EF: release_animation "BD_FIRE" 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRASH1_41843 
0555: remove_weapon 18 from_actor $PLAYER_ACTOR 
0555: remove_weapon 42 from_actor $PLAYER_ACTOR 
093E: NOP $PLAYER_ACTOR 1.0 
Player.SprintMode($PLAYER_CHAR) = False
0A20: unknown_player $PLAYER_CHAR flag 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CRASH1_41843
if 
  314@ == 1 
else_jump @CRASH1_41875 
197@ = 3 
gosub @CRASH1_25459 

:CRASH1_41875
197@ = 1 
gosub @CRASH1_25459 
197@ = 5 
gosub @CRASH1_25459 
Model.Destroy(#VOODOO)
Model.Destroy(#COPCARLA)
Model.Destroy(#FIRETRUK)
Model.Destroy(#LSV1)
Model.Destroy(#LSV2)
Model.Destroy(#LSV3)
Model.Destroy(#GANGRL3)
Model.Destroy(#LAFD1)
Model.Destroy(#COLT45)
Model.Destroy(#MOLOTOV)
Model.Destroy(#FIRE_EX)
Model.Destroy(#BREAK_WALL_1A)
Model.Destroy(#BREAK_WALL_2A)
Model.Destroy(#BREAK_WALL_3A)
Model.Destroy(#BREAK_WALL_1B)
Model.Destroy(#BREAK_WALL_2B)
Model.Destroy(#BREAK_WALL_3B)
Model.Destroy(#BD_FIRE1_O)
Model.Destroy(#CR_AMMOBOX)
08FD: enable_heat_visuals 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
Player.SprintMode($PLAYER_CHAR) = False
06D0: enable_emergency_traffic 1 
07FB: set_interior 'GANG' access 0  // Vagos Ganghaus
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
$CARMOD_DISABLED_FLAG = 0 
$2665 = Object.Create(#CR1_DOOR, 2352.851, -1171.027, 26.9669)
Object.Angle($2665) = 90.0
Object.ToggleInMovingList($2665) = False
Object.Indestructibility($2665) = False
Object.SetImmunities($2665, 1, 1, 1, 1, 1)
Object.RemoveFromMissionCleanupList($2665)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 23---------------
// Originally: Gray Imports

:DRUGS3
thread 'DRUGS3' 
gosub @DRUGS3_47 
if 
wasted_or_busted 
else_jump @DRUGS3_38 
gosub @DRUGS3_19343 

:DRUGS3_38
gosub @DRUGS3_19417 
end_thread 

:DRUGS3_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'CRASH3' 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 1036.86 -1336.49 20.0 radius 20.0 
02E4: load_cutscene_data 'CRASH3A' 

:DRUGS3_116
if 
86B9:   not cutscene_data_loaded 
else_jump @DRUGS3_140 
wait 0 
jump @DRUGS3_116 

:DRUGS3_140
02E7: start_cutscene 
fade 1 1000 

:DRUGS3_149
if 
82E9:   not cutscene_reached_end 
else_jump @DRUGS3_173 
wait 0 
jump @DRUGS3_149 

:DRUGS3_173
fade 0 0 

:DRUGS3_179
if 
fading 
else_jump @DRUGS3_203 
wait 0 
jump @DRUGS3_179 

:DRUGS3_203
02EA: end_cutscene 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Model.Load(#FORKLIFT)
Model.Load(#MULE)
Model.Load(#MP5LNG)
Model.Load(#SEC_KEYPAD)
Model.Load(#KMB_RAMP)
Model.Load(#BANSHEE)
Model.Load(#PCJ600)
07C0: load_path 342 
038B: load_requested_models 

:DRUGS3_260
if or
   not Model.Available(#FORKLIFT)
   not Model.Available(#MULE)
87C1:   not path 342 available 
else_jump @DRUGS3_297 
wait 0 
jump @DRUGS3_260 

:DRUGS3_297
if or
   not Model.Available(#SEC_KEYPAD)
   not Model.Available(#MP5LNG)
   not Model.Available(#KMB_RAMP)
   not Model.Available(#BANSHEE)
   not Model.Available(#PCJ600)
else_jump @DRUGS3_344 
wait 0 
jump @DRUGS3_297 

:DRUGS3_344
03C7: set_sensitivity_to_crime 0.1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
060A: create_decision_maker_type 0 store_to 52@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 52@ event 7 
0709: set_decision_maker 52@ on_event 7 taskID 1000 unknown 50.0 50.0 chance 50.0 unknown 50.0 1 1 // see *.ped files 
060A: create_decision_maker_type 3 store_to 53@ // decision\allowed\m_.ped files 
Actor.PutAt($PLAYER_ACTOR, 1038.0, -1339.0, 12.8)
Actor.Angle($PLAYER_ACTOR) = 1.0
Camera.SetBehindPlayer
0A0B: set_rendering_origin_at_3D_coord 1038.0 -1340.99 13.94 angle 1.0 
fade 1 1500 
141@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
178@ = 0 
179@ = 0 
180@ = 0 
181@ = 0 
182@ = 0 
183@ = 0 
184@ = 0 
185@ = 0 
186@ = 0 
187@ = 0 
if 
  $6703 > 0 
else_jump @DRUGS3_850 
0950: set_trip_skip 2263.378 -2226.33 12.4 angle 47.416 // versionA 

:DRUGS3_850
wait 0 
if 
0735:   NOP_false 83 
else_jump @DRUGS3_876 
jump @DRUGS3_19361 

:DRUGS3_876
if 
  141@ == 0 
else_jump @DRUGS3_937 
018A: 137@ = create_checkpoint_at 2247.639 -2202.144 12.59 
00BC: show_text_highpriority GXT 'CSH3_1' time 7000 flag 1  // ~s~Mach dich auf zu den ~y~Docks~s~, wo die Ballas einen Deal mit den Russen durchziehen.
141@ = 1 

:DRUGS3_937
if 
  141@ == 1 
else_jump @DRUGS3_3398 
if 
00EC:   actor $PLAYER_ACTOR 1 near_point 2247.639 -2202.144 radius 3.0 3.0 
else_jump @DRUGS3_3398 
if 
  $6703 == 0 
else_jump @DRUGS3_1018 
$6703 = 1 

:DRUGS3_1018
0951: disable_trip_skip 
Player.CanMove($PLAYER_CHAR) = False
06D0: enable_emergency_traffic 0 
fade 0 500 

:DRUGS3_1038
if 
fading 
else_jump @DRUGS3_1062 
wait 0 
jump @DRUGS3_1038 

:DRUGS3_1062
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @DRUGS3_1126 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
Car.SetImmunities($TEMPVAR_ACTOR_CAR, 0, 1, 1, 0, 0)
Car.Angle($TEMPVAR_ACTOR_CAR) = 128.0
Car.Health($TEMPVAR_ACTOR_CAR) = 2000
jump @DRUGS3_1136 

:DRUGS3_1126
Actor.Angle($PLAYER_ACTOR) = 128.0

:DRUGS3_1136
0395: clear_area 1 at 2174.896 -2258.914 150.0 radius 150.0 
Model.Load(#IMCMPTRKDRL_LAS)
Model.Load(#IMCMPTRKDRR_LAS)
Model.Load(#IMCOMPMOVEDR1_LAS)
Model.Load(#WMYMECH)
Model.Load(#COLT45)
Model.Load(#BARREL4)
07C0: load_path 310 
07C0: load_path 328 
07C0: load_path 329 
07C0: load_path 309 
07C0: load_path 347 
038B: load_requested_models 

:DRUGS3_1216
if or
   not Model.Available(#WMYMECH)
   not Model.Available(#COLT45)
   not Model.Available(#BARREL4)
else_jump @DRUGS3_1252 
wait 0 
jump @DRUGS3_1216 

:DRUGS3_1252
if or
87C1:   not path 310 available 
87C1:   not path 328 available 
87C1:   not path 329 available 
87C1:   not path 309 available 
else_jump @DRUGS3_1294 
wait 0 
jump @DRUGS3_1252 

:DRUGS3_1294
if or
87C1:   not path 347 available 
   not Model.Available(#IMCMPTRKDRL_LAS)
   not Model.Available(#IMCMPTRKDRR_LAS)
   not Model.Available(#IMCOMPMOVEDR1_LAS)
else_jump @DRUGS3_1336 
wait 0 
jump @DRUGS3_1294 

:DRUGS3_1336
Camera.SetAtPos(2212.02, -2225.45, 12.24)
34@ = Object.Create(#IMCMPTRKDRL_LAS, 2192.925, -2231.824, 14.205)
35@ = Object.Create(#IMCMPTRKDRR_LAS, 2195.072, -2229.589, 14.205)
Object.Angle(34@) = 135.0
Object.Angle(35@) = 85.0
36@ = Object.Create(#IMCMPTRKDRL_LAS, 2200.184, -2224.419, 14.205)
37@ = Object.Create(#IMCMPTRKDRR_LAS, 2202.432, -2222.266, 14.205)
Object.Angle(36@) = 135.0
Object.Angle(37@) = 85.0
38@ = Object.Create(#IMCMPTRKDRL_LAS, 2207.766, -2217.281, 14.205)
39@ = Object.Create(#IMCMPTRKDRR_LAS, 2210.014, -2215.058, 14.205)
Object.Angle(38@) = 135.0
Object.Angle(39@) = 85.0
40@ = Object.Create(#IMCMPTRKDRL_LAS, 2215.096, -2210.761, 14.205)
41@ = Object.Create(#IMCMPTRKDRR_LAS, 2217.344, -2208.537, 14.205)
Object.Angle(40@) = 135.0
Object.Angle(41@) = 85.0
42@ = Object.Init(#KMB_RAMP, 2193.418, -2231.352, 14.183)
43@ = Object.Init(#KMB_RAMP, 2194.642, -2230.128, 14.183)
44@ = Object.Init(#KMB_RAMP, 2200.686, -2224.019, 14.183)
45@ = Object.Init(#KMB_RAMP, 2201.91, -2222.795, 14.183)
46@ = Object.Init(#KMB_RAMP, 2208.243, -2216.833, 14.183)
47@ = Object.Init(#KMB_RAMP, 2209.468, -2215.609, 14.183)
48@ = Object.Init(#KMB_RAMP, 2215.489, -2210.406, 14.183)
49@ = Object.Init(#KMB_RAMP, 2216.713, -2209.182, 14.183)
0453: set_object 42@ XY_rotation 0.0 0.0 angle 45.0 
0453: set_object 43@ XY_rotation 0.0 0.0 angle 45.0 
0453: set_object 44@ XY_rotation 0.0 0.0 angle 45.0 
0453: set_object 45@ XY_rotation 0.0 0.0 angle 45.0 
0453: set_object 46@ XY_rotation 0.0 0.0 angle 45.0 
0453: set_object 47@ XY_rotation 0.0 0.0 angle 45.0 
0453: set_object 48@ XY_rotation 0.0 0.0 angle 45.0 
0453: set_object 49@ XY_rotation 0.0 0.0 angle 45.0 
50@ = Object.Init(#IMCOMPMOVEDR1_LAS, 2178.073, -2254.384, 15.9)
Object.Angle(50@) = 224.0
51@ = Object.Create(#SEC_KEYPAD, 2174.896, -2258.914, 15.0)
Object.KeepInMemory(51@) = True
Object.Angle(51@) = 35.23
071F: set_object 51@ health_to 10 
0875: unknown_object 51@ flag 1 
73@ = Object.Create(#BARREL4, 2187.538, -2255.581, 12.51)
0875: unknown_object 73@ flag 1 
58@ = Car.Create(#MULE, 2175.94, -2268.1, 12.66)
Car.Angle(58@) = 48.24
Car.Health(58@) = 450
59@ = Car.Create(#MULE, 2159.395, -2295.29, 12.688)
Car.Angle(59@) = 44.51
Car.Health(59@) = 450
60@ = Car.Create(#FORKLIFT, 2174.87, -2289.22, 12.06)
Car.Angle(60@) = 321.59
0129: 62@ = create_actor_pedtype 24 model #WMYMECH in_car 60@ driverseat 
04E0: car 60@ abandon_path_radius 150 
060B: set_actor 62@ decision_maker_to 52@ 
61@ = Car.Create(#FORKLIFT, 2193.25, -2256.4, 12.25)
Car.Angle(61@) = 266.92
0129: 63@ = create_actor_pedtype 24 model #WMYMECH in_car 61@ driverseat 
04E0: car 61@ abandon_path_radius 150 
060B: set_actor 63@ decision_maker_to 52@ 
if 
   not Car.Wrecked(60@)
else_jump @DRUGS3_2503 
if 
   not Actor.Dead(62@)
else_jump @DRUGS3_2503 
if 
0448:   actor 62@ in_car 60@ 
else_jump @DRUGS3_2503 
71@ = Object.Create(#BARREL4, 2179.18, -2270.92, -14.0)
0875: unknown_object 71@ flag 1 
72@ = Object.Create(#BARREL4, 2179.18, -2270.92, -10.0)
0875: unknown_object 72@ flag 1 
0681: attach_object 71@ to_car 60@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 72@ to_car 60@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
05D1: AS_actor 62@ drive_car 60@ to 2179.49 -2280.46 14.03 speed 5.0 0 model #NULL 3 

:DRUGS3_2503
if 
   not Car.Wrecked(61@)
else_jump @DRUGS3_2724 
if 
   not Actor.Dead(63@)
else_jump @DRUGS3_2724 
if 
   Actor.InCar(63@, 61@)
else_jump @DRUGS3_2724 
69@ = Object.Create(#BARREL4, 2179.18, -2270.92, -14.0)
0875: unknown_object 69@ flag 1 
70@ = Object.Create(#BARREL4, 2179.18, -2270.92, -10.0)
0875: unknown_object 70@ flag 1 
0681: attach_object 69@ to_car 61@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 70@ to_car 61@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
05D1: AS_actor 63@ drive_car 61@ to 2209.1 -2253.64 12.25 speed 6.0 0 model #NULL 3 

:DRUGS3_2724
54@ = Car.Create(#BANSHEE, 2207.7, -2246.157, 12.597)
0129: 83@ = create_actor_pedtype 24 model #WMYMECH in_car 54@ driverseat 
060B: set_actor 83@ decision_maker_to 52@ 
55@ = Car.Create(#PCJ600, 2212.9, -2241.6, 12.59)
0129: 84@ = create_actor_pedtype 24 model #WMYMECH in_car 55@ driverseat 
060B: set_actor 84@ decision_maker_to 52@ 
56@ = Car.Create(#BANSHEE, 2218.87, -2234.29, 12.6)
0129: 85@ = create_actor_pedtype 24 model #WMYMECH in_car 56@ driverseat 
060B: set_actor 85@ decision_maker_to 52@ 
57@ = Car.Create(#PCJ600, 2224.3, -2228.19, 12.597)
0129: 86@ = create_actor_pedtype 24 model #WMYMECH in_car 57@ driverseat 
060B: set_actor 86@ decision_maker_to 52@ 
64@ = Actor.Create(Mission1, #WMYMECH, 2181.97, -2252.695, 13.82)
Actor.Angle(64@) = 231.26
01B2: give_actor 64@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 64@ decision_maker_to 52@ 
Actor.WeaponAccuracy(64@) = 30
65@ = Actor.Create(Mission1, #WMYMECH, 2189.65, -2250.05, 12.597)
Actor.Angle(65@) = 229.24
060B: set_actor 65@ decision_maker_to 52@ 
01B2: give_actor 65@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(65@) = 30
66@ = Actor.Create(Mission1, #WMYMECH, 2193.126, -2233.95, 12.59)
Actor.Angle(66@) = 249.77
060B: set_actor 66@ decision_maker_to 52@ 
01B2: give_actor 66@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(66@) = 30
67@ = Actor.Create(Mission1, #WMYMECH, 2199.71, -2257.841, 12.597)
Actor.Angle(67@) = 347.22
060B: set_actor 67@ decision_maker_to 52@ 
01B2: give_actor 67@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(67@) = 30
68@ = Actor.Create(Mission1, #WMYMECH, 2200.2, -2256.49, 12.597)
Actor.Angle(68@) = 168.1
0677: AS_actor 67@ chat_with_actor 68@ lead_speaker_flag 1 unknown_flag 1 
060B: set_actor 68@ decision_maker_to 52@ 
01B2: give_actor 68@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(68@) = 30
0677: AS_actor 68@ chat_with_actor 67@ lead_speaker_flag 0 unknown_flag 1 
Camera.SetPosition(2256.623, -2213.522, 23.0389, 0.0, 0.0, 0.0)
Camera.PointAt(2255.702, -2213.833, 22.8027, 2)
02A3: enable_widescreen 1 
fade 1 500 
if 
   not Car.Wrecked(54@)
else_jump @DRUGS3_3391 
if 
   not Car.Wrecked(55@)
else_jump @DRUGS3_3391 
if 
   not Car.Wrecked(56@)
else_jump @DRUGS3_3391 
if 
   not Car.Wrecked(57@)
else_jump @DRUGS3_3391 
05EB: assign_car 55@ to_path 310 
05EB: assign_car 56@ to_path 328 
05EB: assign_car 57@ to_path 329 
05EB: assign_car 54@ to_path 309 
00BC: show_text_highpriority GXT 'CSH3_2' time 5000 flag 1  // ~s~Russen und Ballas treffen sich im Lagerhaus.

:DRUGS3_3391
141@ = 2 

:DRUGS3_3398
if 
  141@ == 2 
else_jump @DRUGS3_3490 
if 
   not Car.Wrecked(54@)
else_jump @DRUGS3_3483 
if 
060E:   car 54@ assigned_to_path 
else_jump @DRUGS3_3483 
if 
   not Car.Wrecked(54@)
else_jump @DRUGS3_3483 
05ED: freeze_car 54@ while_on_path 
32@ = 0 
141@ = 3 

:DRUGS3_3483
0707: start_scene_skip_to @DRUGS3_5144 

:DRUGS3_3490
if 
  141@ == 3 
else_jump @DRUGS3_3679 
if 
  32@ > 5499 
else_jump @DRUGS3_3679 
Camera.SetPosition(2207.014, -2244.207, 13.7376, 0.0, 0.0, 0.0)
Camera.PointAt(2206.333, -2243.486, 13.613, 2)
if 
   not Actor.Dead(66@)
else_jump @DRUGS3_3628 
0605: actor 66@ perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 

:DRUGS3_3628
if 
   not Car.Wrecked(54@)
else_jump @DRUGS3_3679 
if 
060E:   car 54@ assigned_to_path 
else_jump @DRUGS3_3679 
05EE: unfreeze_car 54@ while_on_path 
32@ = 0 
141@ = 4 

:DRUGS3_3679
if 
  141@ == 4 
else_jump @DRUGS3_3833 
if 
  32@ > 1799 
else_jump @DRUGS3_3833 
Camera.SetPosition(2205.371, -2235.253, 14.1153, 0.0, 0.0, 0.0)
Camera.PointAt(2204.374, -2235.265, 14.0397, 2)
if 
   not Actor.Dead(66@)
else_jump @DRUGS3_3819 
0605: actor 66@ perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 

:DRUGS3_3819
32@ = 0 
141@ = 5 

:DRUGS3_3833
if 
  141@ == 5 
else_jump @DRUGS3_4088 
if 
  32@ > 3150 
else_jump @DRUGS3_4088 
00BC: show_text_highpriority GXT 'CSH3_3' time 7000 flag 2  // ~s~Du musst einen Weg nach innen finden.
Camera.SetPosition(2210.3, -2254.067, 16.7105, 0.0, 0.0, 0.0)
Camera.PointAt(2209.311, -2254.181, 16.6143, 2)
if 
   not Actor.Dead(68@)
else_jump @DRUGS3_3989 
0605: actor 68@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 

:DRUGS3_3989
if 
   not Actor.Dead(62@)
else_jump @DRUGS3_4074 
if 
   not Car.Wrecked(60@)
else_jump @DRUGS3_4074 
if 
8448:   not actor 62@ in_car 60@ 
else_jump @DRUGS3_4074 
05D1: AS_actor 62@ drive_car 60@ to 2187.88 -2265.11 12.6 speed 6.0 0 model #NULL 3 

:DRUGS3_4074
32@ = 0 
141@ = 6 

:DRUGS3_4088
if 
  32@ > 2999 
else_jump @DRUGS3_5126 
if 
  141@ == 6 
else_jump @DRUGS3_5126 
87@ = Actor.Create(Mission1, #WMYMECH, 2177.95, -2261.002, 13.818)
Actor.Angle(87@) = 45.4
060B: set_actor 87@ decision_maker_to 52@ 
Camera.SetPosition(2187.079, -2255.27, 15.5563, 0.0, 0.0, 0.0)
Camera.PointAt(2186.082, -2255.316, 15.5002, 2)
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 2175.29 -2259.22 14.8 mode 6 -1 ms // versionA 
0605: actor -1 perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 87@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
if 
   not Actor.Dead(64@)
else_jump @DRUGS3_4345 
0605: actor 64@ perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 

:DRUGS3_4345
if 
   not 142@ == 6 
else_jump @DRUGS3_5119 
wait 0 
if 
  142@ == 0 
else_jump @DRUGS3_4453 
if 
   not Actor.Dead(87@)
else_jump @DRUGS3_4453 
if 
00F0:   actor 87@ 0 near_point 2175.29 -2259.22 radius 3.0 3.0 stopped_on_foot 
else_jump @DRUGS3_4453 
33@ = 0 
142@ = 1 

:DRUGS3_4453
if 
  142@ == 1 
else_jump @DRUGS3_4583 
if 
   not Actor.Dead(87@)
else_jump @DRUGS3_4583 
if 
00F0:   actor 87@ 0 near_point 2175.29 -2259.22 radius 3.0 3.0 stopped_on_foot 
else_jump @DRUGS3_4583 
if 
  33@ > 1000 
else_jump @DRUGS3_4583 
05D4: AS_actor 87@ rotate_angle 308.1 
097B: play_audio_at_object 50@ event 1035 
33@ = 0 
159@ = 1 
142@ = 2 

:DRUGS3_4583
if 
  159@ == 1 
else_jump @DRUGS3_4686 
if 
   not Actor.Dead(87@)
else_jump @DRUGS3_4686 
062E: unknown_get_actor 87@ task 1492 status_store_to 77@ // ret 7 if not found 
if or
04A4:   77@ == 7 // @ == any 
  33@ > 1000 
else_jump @DRUGS3_4686 
05D3: AS_actor 87@ goto_point 2179.523 -2256.364 14.81 mode 6 5000 ms // versionA 
159@ = 2 

:DRUGS3_4686
if 
  142@ == 2 
else_jump @DRUGS3_4799 
if 
   not Actor.Dead(87@)
else_jump @DRUGS3_4799 
if 
03CA:   object 50@ exists 
else_jump @DRUGS3_4799 
if 
034E: move_object 50@ to 2178.073 -2254.384 19.7 speed 0.0 0.0 0.15 flag 0 
else_jump @DRUGS3_4799 
097B: play_audio_at_object 50@ event 1036 
142@ = 3 

:DRUGS3_4799
if 
  142@ == 3 
else_jump @DRUGS3_4903 
if 
   not Actor.Dead(87@)
else_jump @DRUGS3_4903 
if 
00ED:   actor 87@ 0 near_point 2179.522 -2256.364 radius 1.0 1.0 on_foot 
else_jump @DRUGS3_4903 
05D3: AS_actor 87@ goto_point 2173.5 -2250.35 14.81 mode 6 5000 ms // versionA 
142@ = 4 

:DRUGS3_4903
if 
  142@ == 4 
else_jump @DRUGS3_5015 
if 
   not Actor.Dead(87@)
else_jump @DRUGS3_5015 
if 
00ED:   actor 87@ 0 near_point 2174.31 -2251.09 radius 1.0 1.0 on_foot 
else_jump @DRUGS3_5015 
05D3: AS_actor 87@ goto_point 2168.66 -2254.904 14.59 mode 6 5000 ms // versionA 
097B: play_audio_at_object 50@ event 1035 
142@ = 5 

:DRUGS3_5015
if 
  142@ == 5 
else_jump @DRUGS3_5112 
if 
03CA:   object 50@ exists 
else_jump @DRUGS3_5112 
if 
034E: move_object 50@ to 2178.073 -2254.384 15.9 speed 0.0 0.0 0.15 flag 0 
else_jump @DRUGS3_5112 
097B: play_audio_at_object 50@ event 1036 
142@ = 6 

:DRUGS3_5112
jump @DRUGS3_4345 

:DRUGS3_5119
141@ = 7 

:DRUGS3_5126
if 
  141@ == 7 
else_jump @DRUGS3_6312 

:DRUGS3_5144
0701: end_scene_skip 
fade 0 500 

:DRUGS3_5153
if 
fading 
else_jump @DRUGS3_5177 
wait 0 
jump @DRUGS3_5153 

:DRUGS3_5177
097B: play_audio_at_object 50@ event 1036 
159@ = 0 
05EC: release_car 54@ from_path 
05EC: release_car 55@ from_path 
05EC: release_car 56@ from_path 
05EC: release_car 57@ from_path 
Object.Destroy(50@)
Object.Destroy(42@)
Object.Destroy(43@)
Object.Destroy(44@)
Object.Destroy(45@)
Object.Destroy(46@)
Object.Destroy(47@)
Object.Destroy(48@)
Object.Destroy(49@)
Object.Destroy(34@)
Object.Destroy(35@)
Object.Destroy(36@)
Object.Destroy(37@)
Object.Destroy(38@)
Object.Destroy(39@)
Object.Destroy(40@)
Object.Destroy(41@)
Car.Destroy(54@)
Car.Destroy(55@)
Car.Destroy(56@)
Car.Destroy(57@)
Car.Destroy(60@)
Car.Destroy(61@)
Actor.DestroyInstantly(62@)
Actor.DestroyInstantly(63@)
Object.Destroy(69@)
Object.Destroy(70@)
Object.Destroy(71@)
Object.Destroy(72@)
Actor.DestroyInstantly(83@)
Actor.DestroyInstantly(84@)
Actor.DestroyInstantly(85@)
Actor.DestroyInstantly(86@)
Actor.DestroyInstantly(87@)
0395: clear_area 0 at 2192.925 -2231.824 100.0 radius 100.0 
34@ = Object.Create(#IMCMPTRKDRL_LAS, 2192.925, -2231.824, 14.205)
35@ = Object.Create(#IMCMPTRKDRR_LAS, 2195.072, -2229.589, 14.205)
Object.Angle(34@) = 315.0
Object.Angle(35@) = 315.0
36@ = Object.Create(#IMCMPTRKDRL_LAS, 2200.184, -2224.419, 14.205)
37@ = Object.Create(#IMCMPTRKDRR_LAS, 2202.432, -2222.266, 14.205)
Object.Angle(36@) = 315.0
Object.Angle(37@) = 315.0
38@ = Object.Create(#IMCMPTRKDRL_LAS, 2207.766, -2217.281, 14.205)
39@ = Object.Create(#IMCMPTRKDRR_LAS, 2210.014, -2215.058, 14.205)
Object.Angle(38@) = 315.0
Object.Angle(39@) = 315.0
40@ = Object.Create(#IMCMPTRKDRL_LAS, 2215.096, -2210.761, 14.205)
41@ = Object.Create(#IMCMPTRKDRR_LAS, 2217.344, -2208.537, 14.205)
Object.Angle(40@) = 315.0
Object.Angle(41@) = 315.0
50@ = Object.Init(#IMCOMPMOVEDR1_LAS, 2178.073, -2254.384, 15.9)
Object.Angle(50@) = 224.0
60@ = Car.Create(#FORKLIFT, 2176.89, -2291.75, 12.25)
Car.Angle(60@) = 321.59
0129: 62@ = create_actor_pedtype 24 model #WMYMECH in_car 60@ driverseat 
01B2: give_actor 62@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(62@) = 30
04E0: car 60@ abandon_path_radius 150 
060B: set_actor 62@ decision_maker_to 52@ 
Car.Health(60@) = 600
Car.ImmuneToNonPlayer(60@) = True
61@ = Car.Create(#FORKLIFT, 2210.81, -2253.72, 12.598)
Car.Angle(61@) = 71.09
0129: 63@ = create_actor_pedtype 24 model #WMYMECH in_car 61@ driverseat 
01B2: give_actor 63@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(63@) = 30
04E0: car 61@ abandon_path_radius 150 
060B: set_actor 63@ decision_maker_to 52@ 
Car.ImmuneToNonPlayer(61@) = True
Car.Health(61@) = 600
69@ = Object.Create(#BARREL4, 2179.18, -2270.92, -14.0)
70@ = Object.Create(#BARREL4, 2179.18, -2270.92, -10.0)
0875: unknown_object 69@ flag 1 
0875: unknown_object 70@ flag 1 
0681: attach_object 69@ to_car 61@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 70@ to_car 61@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
133@ = Pickup.Create(#BODYARMOUR, 3, 2186.507, -2244.993, 15.81)
134@ = Pickup.Create(#BODYARMOUR, 3, 2146.559, -2244.46, 13.58)
135@ = Pickup.Create(#HEALTH, 3, 2158.82, -2232.747, 13.59)
Model.Load(#BALLAS1)
Model.Load(#IMY_BBOX)
04ED: load_animation "SWAT" 
04ED: load_animation "DODGE" 
07C0: load_path 347 
023C: load_special_actor 'ANDRE' as 1 // models 290-299 
038B: load_requested_models 

:DRUGS3_6144
if or
   not Model.Available(#BALLAS1)
84EE:   not animation "SWAT" loaded 
   not Model.Available(#IMY_BBOX)
87C1:   not path 347 available 
else_jump @DRUGS3_6188 
wait 0 
jump @DRUGS3_6144 

:DRUGS3_6188
if or
84EE:   not animation "DODGE" loaded 
823D:   not special_actor 1 loaded 
else_jump @DRUGS3_6223 
wait 0 
jump @DRUGS3_6188 

:DRUGS3_6223
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Marker.Disable(137@)
018A: 137@ = create_checkpoint_at 2178.38 -2254.89 13.81 
fade 1 500 
111@ = Object.Init(#IMY_LA_DOOR, 2118.088, -2274.635, 20.867)
Object.Angle(111@) = 225.0
141@ = 8 

:DRUGS3_6312
if 
  141@ == 8 
else_jump @DRUGS3_9925 
if 
  149@ == 0 
else_jump @DRUGS3_6434 
if 
03CA:   object 51@ exists 
else_jump @DRUGS3_6434 
if 
8366:   not object 51@ damaged 
else_jump @DRUGS3_6434 
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 51@ radius 15.0 15.0 4.0 flag 0 
else_jump @DRUGS3_6434 
03E5: show_text_box 'CSH3_7'  // Die Tr ist verschlossen. Schrotte das Keypad, dann geht sie vielleicht auf.
149@ = 1 

:DRUGS3_6434
if 
  149@ == 1 
else_jump @DRUGS3_6538 
if 
03CA:   object 51@ exists 
else_jump @DRUGS3_6538 
if 
8366:   not object 51@ damaged 
else_jump @DRUGS3_6538 
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 51@ radius 5.0 5.0 4.0 flag 0 
else_jump @DRUGS3_6538 
03E5: show_text_box 'CSH3_7'  // Die Tr ist verschlossen. Schrotte das Keypad, dann geht sie vielleicht auf.
149@ = 2 

:DRUGS3_6538
if 
  149@ == 2 
else_jump @DRUGS3_6631 
if 
03CA:   object 51@ exists 
else_jump @DRUGS3_6631 
if 
8366:   not object 51@ damaged 
else_jump @DRUGS3_6631 
if 
8474:   not actor $PLAYER_ACTOR near_object_in_cube 51@ radius 5.0 5.0 4.0 flag 0 
else_jump @DRUGS3_6631 
149@ = 1 

:DRUGS3_6631
if 
03CA:   object 51@ exists 
else_jump @DRUGS3_6672 
if 
0366:   object 51@ damaged 
else_jump @DRUGS3_6672 
00BE: text_clear_all 
141@ = 9 

:DRUGS3_6672
if 
  147@ == 0 
else_jump @DRUGS3_9007 
if 
  144@ == 0 
else_jump @DRUGS3_6783 
if 
  145@ == 0 
else_jump @DRUGS3_6783 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 height 82.0 flag 0 
else_jump @DRUGS3_6783 
144@ = 1 
145@ = 1 

:DRUGS3_6783
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2172.36 -2207.176 lr_corner_at 2116.212 -2263.317 height 82.0 flag 0 
else_jump @DRUGS3_6849 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRUGS3_6849 
147@ = 1 

:DRUGS3_6849
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 height 82.0 flag 0 
else_jump @DRUGS3_6938 
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @DRUGS3_6915 
147@ = 1 

:DRUGS3_6915
if 
068C:   unknown_player_check $PLAYER_CHAR 
else_jump @DRUGS3_6938 
147@ = 1 

:DRUGS3_6938
if 
056D:   actor 62@ defined 
else_jump @DRUGS3_6980 
if 
051A:   actor 62@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS3_6980 
147@ = 1 

:DRUGS3_6980
if 
056D:   actor 63@ defined 
else_jump @DRUGS3_7022 
if 
051A:   actor 62@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS3_7022 
147@ = 1 

:DRUGS3_7022
if 
056D:   actor 64@ defined 
else_jump @DRUGS3_7064 
if 
051A:   actor 64@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS3_7064 
147@ = 1 

:DRUGS3_7064
if 
056D:   actor 65@ defined 
else_jump @DRUGS3_7106 
if 
051A:   actor 65@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS3_7106 
147@ = 1 

:DRUGS3_7106
if 
056D:   actor 66@ defined 
else_jump @DRUGS3_7148 
if 
051A:   actor 66@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS3_7148 
147@ = 1 

:DRUGS3_7148
if 
056D:   actor 67@ defined 
else_jump @DRUGS3_7190 
if 
051A:   actor 67@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS3_7190 
147@ = 1 

:DRUGS3_7190
if 
056D:   actor 68@ defined 
else_jump @DRUGS3_7232 
if 
051A:   actor 68@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS3_7232 
147@ = 1 

:DRUGS3_7232
if 
  145@ == 1 
else_jump @DRUGS3_7350 
if 
   not Actor.Dead(66@)
else_jump @DRUGS3_7350 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 height 82.0 flag 0 
else_jump @DRUGS3_7350 
06A8: AS_actor 66@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 1.5 approach_angle 0.0 
03CF: load_wav 11008 as 1 
03CF: load_wav 11010 as 2 
145@ = 2 

:DRUGS3_7350
if 
  145@ == 2 
else_jump @DRUGS3_7436 
if 
   not Actor.Dead(66@)
else_jump @DRUGS3_7436 
if 
00F2:   actor 66@ near_actor $PLAYER_ACTOR radius 5.0 5.0 0 
else_jump @DRUGS3_7436 
0949: link_wav 1 to_actor 66@ 
0949: link_wav 2 to_actor 66@ 
145@ = 3 

:DRUGS3_7436
if 
  145@ == 3 
else_jump @DRUGS3_7512 
if 
   not Actor.Dead(66@)
else_jump @DRUGS3_7512 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS3_7512 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CRA3_EA' time 3000 flag 1  // ~z~Hey, wer zum Geier bist du?
145@ = 4 

:DRUGS3_7512
if 
  145@ == 4 
else_jump @DRUGS3_7609 
if 
   not Actor.Dead(66@)
else_jump @DRUGS3_7609 
if 
03D2:   wav 1 ended 
else_jump @DRUGS3_7609 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS3_7609 
00BE: text_clear_all 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CRA3_EC' time 3000 flag 1  // ~z~Du steckst deine Nase in Dinge, die dich nichts angehen!
145@ = 5 

:DRUGS3_7609
if 
  145@ == 5 
else_jump @DRUGS3_7658 
if 
03D2:   wav 2 ended 
else_jump @DRUGS3_7658 
00BE: text_clear_all 
147@ = 1 
145@ = 6 

:DRUGS3_7658
if 
  144@ == 1 
else_jump @DRUGS3_7784 
if 
   not Car.Wrecked(61@)
else_jump @DRUGS3_7784 
if 
   not Actor.Dead(63@)
else_jump @DRUGS3_7784 
if 
   Actor.InCar(63@, 61@)
else_jump @DRUGS3_7784 
if 
02CA:   car 61@ bounding_sphere_visible 
else_jump @DRUGS3_7784 
05D1: AS_actor 63@ drive_car 61@ to 2195.84 -2251.522 12.598 speed 5.0 0 model #NULL 3 
144@ = 2 

:DRUGS3_7784
if 
  144@ == 2 
else_jump @DRUGS3_7965 
if 
   not Actor.Dead(63@)
else_jump @DRUGS3_7965 
if 
   not Car.Wrecked(61@)
else_jump @DRUGS3_7965 
if 
   Actor.InCar(63@, 61@)
else_jump @DRUGS3_7965 
if 
01AE:   car 61@ sphere 0 near_point 2195.84 -2251.522 radius 3.0 3.0 stopped 
else_jump @DRUGS3_7965 
if 
   not Actor.Dead(63@)
else_jump @DRUGS3_7965 
if 
   not Actor.Dead(65@)
else_jump @DRUGS3_7958 
05BF: AS_actor 63@ look_at_actor 65@ 30000 ms 
05D3: AS_actor 65@ goto_point 2197.896 -2249.251 12.59 mode 4 -1 ms // versionA 

:DRUGS3_7958
144@ = 3 

:DRUGS3_7965
if 
  144@ == 3 
else_jump @DRUGS3_8097 
if 
   not Actor.Dead(63@)
else_jump @DRUGS3_8097 
if 
0449:   actor 63@ in_a_car 
else_jump @DRUGS3_8097 
if 
   not Actor.Dead(65@)
else_jump @DRUGS3_8097 
if 
00F0:   actor 65@ 0 near_point 2197.896 -2249.251 radius 3.0 3.0 stopped_on_foot 
else_jump @DRUGS3_8097 
0639: AS_actor 65@ rotate_to_actor 63@ 
05BF: AS_actor 63@ look_at_actor 65@ 60000 ms 
144@ = 4 

:DRUGS3_8097
if 
  144@ == 4 
else_jump @DRUGS3_8244 
if 
   not Actor.Dead(63@)
else_jump @DRUGS3_8244 
if 
0449:   actor 63@ in_a_car 
else_jump @DRUGS3_8244 
if 
   not Actor.Dead(65@)
else_jump @DRUGS3_8244 
if 
00F0:   actor 65@ 0 near_point 2197.896 -2249.251 radius 3.0 3.0 stopped_on_foot 
else_jump @DRUGS3_8244 
0605: actor 65@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
144@ = 5 

:DRUGS3_8244
if 
  143@ == 0 
else_jump @DRUGS3_8320 
if 
   not Car.Wrecked(60@)
else_jump @DRUGS3_8320 
if 
   not Actor.Dead(62@)
else_jump @DRUGS3_8320 
if 
0448:   actor 62@ in_car 60@ 
else_jump @DRUGS3_8320 
143@ = 1 

:DRUGS3_8320
if 
  143@ == 1 
else_jump @DRUGS3_8563 
if 
   not Car.Wrecked(60@)
else_jump @DRUGS3_8563 
if 
   not Actor.Dead(62@)
else_jump @DRUGS3_8563 
if 
0448:   actor 62@ in_car 60@ 
else_jump @DRUGS3_8563 
if 
07C1:   path 347 available 
else_jump @DRUGS3_8563 
085E: assign_car 60@ to_looped_path 347 
71@ = Object.Create(#BARREL4, 2179.18, -2270.92, -14.0)
72@ = Object.Create(#BARREL4, 2179.18, -2270.92, -10.0)
0681: attach_object 71@ to_car 60@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 72@ to_car 60@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0875: unknown_object 71@ flag 1 
0875: unknown_object 72@ flag 1 
146@ = 1 
143@ = 2 

:DRUGS3_8563
if 
  143@ == 2 
else_jump @DRUGS3_8662 
if 
   not Car.Wrecked(60@)
else_jump @DRUGS3_8662 
if 
   not Actor.Dead(62@)
else_jump @DRUGS3_8662 
if 
0448:   actor 62@ in_car 60@ 
else_jump @DRUGS3_8662 
if 
860E:   not car 60@ assigned_to_path 
else_jump @DRUGS3_8662 
32@ = 0 
143@ = 3 

:DRUGS3_8662
if 
  143@ == 3 
else_jump @DRUGS3_8757 
if 
   not Car.Wrecked(60@)
else_jump @DRUGS3_8757 
if 
   not Actor.Dead(62@)
else_jump @DRUGS3_8757 
if 
   Actor.InCar(62@, 60@)
else_jump @DRUGS3_8757 
if 
  32@ > 500 
else_jump @DRUGS3_8757 
143@ = 0 

:DRUGS3_8757
if 
  146@ == 1 
else_jump @DRUGS3_8881 
if 
   not Car.Wrecked(60@)
else_jump @DRUGS3_8881 
if 
   not Actor.Dead(62@)
else_jump @DRUGS3_8881 
if 
0448:   actor 62@ in_car 60@ 
else_jump @DRUGS3_8881 
if 
01AD:   car 60@ sphere 0 near_point 2179.18 -2270.92 radius 2.0 2.0 
else_jump @DRUGS3_8881 
Object.Destroy(71@)
Object.Destroy(72@)
146@ = 0 

:DRUGS3_8881
if 
  4 > 143@ 
else_jump @DRUGS3_9007 
if 
   not Car.Wrecked(60@)
else_jump @DRUGS3_8995 
if 
   not Actor.Dead(62@)
else_jump @DRUGS3_8976 
if 
0448:   actor 62@ in_car 60@ 
else_jump @DRUGS3_8957 
jump @DRUGS3_8969 

:DRUGS3_8957
05EC: release_car 60@ from_path 
143@ = 4 

:DRUGS3_8969
jump @DRUGS3_8988 

:DRUGS3_8976
05EC: release_car 60@ from_path 
143@ = 4 

:DRUGS3_8988
jump @DRUGS3_9007 

:DRUGS3_8995
05EC: release_car 60@ from_path 
143@ = 4 

:DRUGS3_9007
if 
  147@ == 1 
else_jump @DRUGS3_9461 
if 
   not Actor.Dead(67@)
else_jump @DRUGS3_9086 
0085: 112@ = 67@ // (int) 
116@ = 2203.12 
117@ = -2264.767 
118@ = 14.0 
gosub @DRUGS3_18833 

:DRUGS3_9086
if 
   not Actor.Dead(68@)
else_jump @DRUGS3_9147 
0085: 112@ = 68@ // (int) 
116@ = 2188.586 
117@ = -2258.273 
118@ = 14.0 
gosub @DRUGS3_18706 

:DRUGS3_9147
if 
   not Actor.Dead(65@)
else_jump @DRUGS3_9208 
0085: 112@ = 65@ // (int) 
116@ = 2207.985 
117@ = -2244.51 
118@ = 14.0 
gosub @DRUGS3_18833 

:DRUGS3_9208
if 
   not Actor.Dead(66@)
else_jump @DRUGS3_9232 
05E2: AS_actor 66@ kill_actor $PLAYER_ACTOR 

:DRUGS3_9232
if 
   not Actor.Dead(64@)
else_jump @DRUGS3_9263 
0085: 112@ = 64@ // (int) 
gosub @DRUGS3_18882 

:DRUGS3_9263
if 
   not Car.Wrecked(60@)
else_jump @DRUGS3_9361 
if 
   not Actor.Dead(62@)
else_jump @DRUGS3_9361 
if 
0448:   actor 62@ in_car 60@ 
else_jump @DRUGS3_9361 
if 
   not Car.Wrecked(60@)
else_jump @DRUGS3_9361 
05EC: release_car 60@ from_path 
06E1: AS_actor 62@ using_car 60@ target_car -1 with_order 2 max_speed 6.0 traffic_flag 3 
185@ = 1 

:DRUGS3_9361
if 
   not Car.Wrecked(61@)
else_jump @DRUGS3_9454 
if 
   not Actor.Dead(63@)
else_jump @DRUGS3_9454 
if 
0448:   actor 63@ in_car 61@ 
else_jump @DRUGS3_9454 
if 
   not Car.Wrecked(61@)
else_jump @DRUGS3_9454 
06E1: AS_actor 63@ using_car 61@ target_car -1 with_order 2 max_speed 5.0 traffic_flag 3 
186@ = 1 

:DRUGS3_9454
147@ = 2 

:DRUGS3_9461
if 
  185@ == 1 
else_jump @DRUGS3_9569 
if 
   not Car.Wrecked(60@)
else_jump @DRUGS3_9569 
if 
   not Actor.Dead(62@)
else_jump @DRUGS3_9569 
if 
0448:   actor 62@ in_car 60@ 
else_jump @DRUGS3_9569 
if 
0A1B:   actor 62@ colliding_with_actor $PLAYER_ACTOR 
else_jump @DRUGS3_9569 
06C7: AS_actor 62@ driver_of_car 60@ perform_action 3 timelimit 2000 
185@ = 2 

:DRUGS3_9569
if 
  185@ == 2 
else_jump @DRUGS3_9693 
if 
   not Car.Wrecked(60@)
else_jump @DRUGS3_9693 
if 
   not Actor.Dead(62@)
else_jump @DRUGS3_9693 
if 
0448:   actor 62@ in_car 60@ 
else_jump @DRUGS3_9693 
062E: unknown_get_actor 62@ task 1735 status_store_to 132@ // ret 7 if not found 
if 
04A4:   132@ == 7 // @ == any 
else_jump @DRUGS3_9693 
06E1: AS_actor 62@ using_car 60@ target_car -1 with_order 2 max_speed 6.0 traffic_flag 3 
185@ = 1 

:DRUGS3_9693
if 
  186@ == 1 
else_jump @DRUGS3_9801 
if 
   not Car.Wrecked(61@)
else_jump @DRUGS3_9801 
if 
   not Actor.Dead(63@)
else_jump @DRUGS3_9801 
if 
0448:   actor 63@ in_car 61@ 
else_jump @DRUGS3_9801 
if 
0A1B:   actor 63@ colliding_with_actor $PLAYER_ACTOR 
else_jump @DRUGS3_9801 
06C7: AS_actor 63@ driver_of_car 61@ perform_action 3 timelimit 2000 
186@ = 2 

:DRUGS3_9801
if 
  186@ == 2 
else_jump @DRUGS3_9925 
if 
   not Car.Wrecked(61@)
else_jump @DRUGS3_9925 
if 
   not Actor.Dead(63@)
else_jump @DRUGS3_9925 
if 
0448:   actor 63@ in_car 61@ 
else_jump @DRUGS3_9925 
062E: unknown_get_actor 63@ task 1735 status_store_to 132@ // ret 7 if not found 
if 
04A4:   132@ == 7 // @ == any 
else_jump @DRUGS3_9925 
06E1: AS_actor 63@ using_car 61@ target_car -1 with_order 2 max_speed 6.0 traffic_flag 3 
186@ = 1 

:DRUGS3_9925
if 
  141@ == 9 
else_jump @DRUGS3_10758 
if 
  150@ == 0 
else_jump @DRUGS3_10758 
00BC: show_text_highpriority GXT 'CSH3_13' time 5000 flag 1  // ~s~Das Treffen findet in dem ~r~Bro~s~ hinten statt.
Object.Destroy(51@)
Model.Destroy(#SEC_KEYPAD)
018C: play_sound 65535 at 2181.127 -2251.999 14.036 
018D: NOP 76@ 65535 2181.127 -2251.999 14.036 
Marker.Disable(137@)
0828: unknown_fires_stuff 0 
101@ = Actor.Create(Special, #SPECIAL01, 2125.8, -2274.24, 19.67)
Actor.Angle(101@) = 221.579
060B: set_actor 101@ decision_maker_to 52@ 
Actor.Health(101@) = 1000
08AF: set_actor 101@ max_health_to 1000 
03FE: set_actor 101@ money 3000 
0446: set_actor 101@ immune_to_headshots 0 
0946: set_actor 101@ actions_uninterupted_by_weapon_fire 1 
138@ = Marker.CreateAboveActor(101@)
109@ = Actor.Create(Mission1, #BALLAS1, 2129.217, -2281.78, 19.6719)
Actor.Angle(109@) = 314.7061
060B: set_actor 109@ decision_maker_to 52@ 
01B2: give_actor 109@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 109@ weapon_skill_to 2 
Actor.WeaponAccuracy(109@) = 20
Actor.Health(109@) = 50
110@ = Actor.Create(Mission1, #BALLAS1, 2124.154, -2277.243, 19.6719)
Actor.Angle(110@) = 241.1202
060B: set_actor 110@ decision_maker_to 52@ 
01B2: give_actor 110@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 110@ weapon_skill_to 2 
Actor.WeaponAccuracy(110@) = 20
Actor.Health(110@) = 50
179@ = 1 
83@ = Actor.Create(Mission1, #WMYMECH, 2172.73, -2249.83, 12.6)
Actor.Angle(83@) = 227.0
060B: set_actor 83@ decision_maker_to 52@ 
01B2: give_actor 83@ weapon 22 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(83@) = 20
Actor.Health(83@) = 30
84@ = Actor.Create(Mission1, #WMYMECH, 2168.42, -2252.714, 12.59)
Actor.Angle(84@) = 250.942
060B: set_actor 84@ decision_maker_to 52@ 
01B2: give_actor 84@ weapon 22 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(84@) = 20
07DD: set_actor 84@ temper_to 30 // see pedstats.dat 
Actor.Health(84@) = 20
85@ = Actor.Create(Mission1, #WMYMECH, 2174.66, -2248.6, 12.6)
Actor.Angle(85@) = 227.0
060B: set_actor 85@ decision_maker_to 52@ 
01B2: give_actor 85@ weapon 29 ammo 99999 // Load the weapon model before using this 
0856: unknown_actor 85@ driving_flag 0 
Actor.WeaponAccuracy(85@) = 20
87@ = Actor.Create(Mission1, #WMYMECH, 2163.072, -2246.027, 12.59)
Actor.Angle(87@) = 224.58
060B: set_actor 87@ decision_maker_to 52@ 
01B2: give_actor 87@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(87@) = 20
88@ = Actor.Create(Mission1, #WMYMECH, 2158.03, -2233.23, 12.59)
Actor.Angle(88@) = 230.37
060B: set_actor 88@ decision_maker_to 52@ 
01B2: give_actor 88@ weapon 22 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(88@) = 20
if 
  155@ == 0 
else_jump @DRUGS3_10671 
if 
   not Actor.Dead(83@)
else_jump @DRUGS3_10671 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
155@ = 1 

:DRUGS3_10671
if 
  157@ == 0 
else_jump @DRUGS3_10720 
if 
   not Actor.Dead(85@)
else_jump @DRUGS3_10720 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 
157@ = 1 

:DRUGS3_10720
if 
03CA:   object 50@ exists 
else_jump @DRUGS3_10744 
097B: play_audio_at_object 50@ event 1035 

:DRUGS3_10744
150@ = 1 
141@ = 10 

:DRUGS3_10758
if 
  150@ == 1 
else_jump @DRUGS3_10855 
if 
03CA:   object 50@ exists 
else_jump @DRUGS3_10855 
if 
034E: move_object 50@ to 2178.073 -2254.384 19.7 speed 0.0 0.0 0.1 flag 0 
else_jump @DRUGS3_10855 
097B: play_audio_at_object 50@ event 1036 
150@ = 2 

:DRUGS3_10855
if 
  141@ == 10 
else_jump @DRUGS3_11049 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2167.955 -2253.054 lr_corner_at 2175.023 -2245.327 height -11.5 flag 0 
else_jump @DRUGS3_10923 
141@ = 11 

:DRUGS3_10923
if 
056D:   actor 83@ defined 
else_jump @DRUGS3_10965 
if 
051A:   actor 83@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS3_10965 
141@ = 11 

:DRUGS3_10965
if 
056D:   actor 84@ defined 
else_jump @DRUGS3_11007 
if 
051A:   actor 84@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS3_11007 
141@ = 11 

:DRUGS3_11007
if 
056D:   actor 85@ defined 
else_jump @DRUGS3_11049 
if 
051A:   actor 85@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS3_11049 
141@ = 11 

:DRUGS3_11049
if 
  141@ == 11 
else_jump @DRUGS3_18446 
if 
  178@ == 0 
else_jump @DRUGS3_11176 
if 
  32@ > 0 
else_jump @DRUGS3_11176 
if 
   Actor.Dead(83@)
else_jump @DRUGS3_11176 
if 
   Actor.Dead(85@)
else_jump @DRUGS3_11176 
if 
   Actor.Dead(87@)
else_jump @DRUGS3_11176 
03E5: show_text_box 'CSH3_10'  // Wenn du eine Schusswaffe aktiviert hast und ~k~~PED_LOCK_TARGET~ drckst, kannst du dich seitwrts bewegen.
32@ = 0 
178@ = 1 

:DRUGS3_11176
if 
  178@ == 1 
else_jump @DRUGS3_11238 
if 
  32@ > 8000 
else_jump @DRUGS3_11238 
03E5: show_text_box 'CSH3_11'  // Whrend du dich seitwrts bewegst, kannst du mit der Kamerakontrolle manuell zielen und schieen.
32@ = 0 
178@ = 2 

:DRUGS3_11238
if 
  178@ == 2 
else_jump @DRUGS3_11300 
if 
  32@ > 8000 
else_jump @DRUGS3_11300 
03E5: show_text_box 'CSH3_12'  // Durch Seitwrtsbewegungen kannst du um Ecken sehen und dich bei Schieereien effektiver positionieren.
32@ = 0 
178@ = 3 

:DRUGS3_11300
if 
  178@ == 3 
else_jump @DRUGS3_11362 
if 
  32@ > 8000 
else_jump @DRUGS3_11362 
03E5: show_text_box 'CSH3_52'  // Um dich abzurollen, musst du in der Hocke sein und eine Waffe aktiviert haben. Halte dann ~k~~PED_LOCK_TARGET~ gedrckt und rolle dich mit ~k~~GO_LEFT~ und ~k~~GO_RIGHT~ ab.
32@ = 0 
178@ = 4 

:DRUGS3_11362
if 
  178@ == 4 
else_jump @DRUGS3_11417 
if 
  32@ > 8000 
else_jump @DRUGS3_11417 
03E5: show_text_box 'CSH3_51'  // Das Abrollen ntzt dir bei Schieereien, denn so kannst du feindlichem Feuer ausweichen und den Gegner berraschen. Du kannst dich sowohl nach links, als auch nach rechts abrollen.
178@ = 5 

:DRUGS3_11417
if 
  151@ == 0 
else_jump @DRUGS3_11761 
if 
  156@ == 0 
else_jump @DRUGS3_11491 
if 
   not Actor.Dead(84@)
else_jump @DRUGS3_11491 
0085: 112@ = 84@ // (int) 
gosub @DRUGS3_18882 
156@ = 1 

:DRUGS3_11491
if 
  159@ == 0 
else_jump @DRUGS3_11547 
if 
   not Actor.Dead(87@)
else_jump @DRUGS3_11547 
0085: 112@ = 87@ // (int) 
gosub @DRUGS3_19119 
159@ = 1 

:DRUGS3_11547
if 
  159@ == 1 
else_jump @DRUGS3_11654 
if 
   not Actor.Dead(87@)
else_jump @DRUGS3_11642 
if or
051A:   actor 87@ damaged_by_actor $PLAYER_ACTOR 
00F2:   actor 87@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
else_jump @DRUGS3_11635 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
159@ = 2 

:DRUGS3_11635
jump @DRUGS3_11654 

:DRUGS3_11642
Actor.RemoveReferences(87@)
159@ = 2 

:DRUGS3_11654
if 
  160@ == 0 
else_jump @DRUGS3_11761 
if 
   not Actor.Dead(88@)
else_jump @DRUGS3_11761 
if or
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2161.927 -2243.252 lr_corner_at 2168.71 -2237.79 height 10.0 flag 0 
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS3_11761 
0085: 112@ = 88@ // (int) 
gosub @DRUGS3_19036 
160@ = 1 

:DRUGS3_11761
if 
  152@ == 0 
else_jump @DRUGS3_12231 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2160.659 -2244.409 lr_corner_at 2168.71 -2237.79 height 12.0 flag 0 
else_jump @DRUGS3_12231 
Model.Destroy(#MULE)
Model.Destroy(#SEC_KEYPAD)
Model.Destroy(#KMB_RAMP)
Car.RemoveReferences(60@)
Car.RemoveReferences(61@)
Actor.RemoveReferences(62@)
Actor.RemoveReferences(63@)
Object.RemoveReferences(69@)
Object.RemoveReferences(70@)
Object.RemoveReferences(71@)
Object.RemoveReferences(72@)
Object.RemoveReferences(73@)
Actor.RemoveReferences(62@)
Actor.RemoveReferences(63@)
Actor.RemoveReferences(64@)
Actor.RemoveReferences(65@)
Actor.RemoveReferences(66@)
Actor.RemoveReferences(67@)
Actor.RemoveReferences(68@)
Car.RemoveReferences(58@)
Car.RemoveReferences(59@)
89@ = Actor.Create(Mission1, #WMYMECH, 2149.249, -2243.958, 12.6)
Actor.Angle(89@) = 312.4132
060B: set_actor 89@ decision_maker_to 52@ 
01B2: give_actor 89@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(89@) = 20
Actor.Health(89@) = 50
90@ = Actor.Create(Mission1, #WMYMECH, 2156.04, -2250.73, 12.59)
Actor.Angle(90@) = 46.763
060B: set_actor 90@ decision_maker_to 52@ 
01B2: give_actor 90@ weapon 22 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(90@) = 20
69@ = Object.Create(#BARREL4, 2149.725, -2249.85, 12.35)
70@ = Object.Create(#BARREL4, 2162.399, -2259.433, 12.35)
71@ = Object.Create(#BARREL4, 2152.317, -2270.389, 12.35)
72@ = Object.Create(#BARREL4, 2139.31, -2270.019, 14.7)
0875: unknown_object 69@ flag 1 
0875: unknown_object 70@ flag 1 
0875: unknown_object 71@ flag 1 
0875: unknown_object 72@ flag 1 
102@ = Object.Create(#IMY_BBOX, 2140.91, -2260.2, 18.1)
Object.Angle(102@) = 317.068
071F: set_object 102@ health_to 1000 
0875: unknown_object 102@ flag 1 
152@ = 1 

:DRUGS3_12231
if 
  152@ == 1 
else_jump @DRUGS3_12498 
if 
  161@ == 0 
else_jump @DRUGS3_12305 
if 
   not Actor.Dead(89@)
else_jump @DRUGS3_12305 
0085: 112@ = 89@ // (int) 
gosub @DRUGS3_19119 
161@ = 1 

:DRUGS3_12305
if 
  161@ == 1 
else_jump @DRUGS3_12412 
if 
   not Actor.Dead(89@)
else_jump @DRUGS3_12400 
if or
051A:   actor 89@ damaged_by_actor $PLAYER_ACTOR 
00F2:   actor 89@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
else_jump @DRUGS3_12393 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
161@ = 2 

:DRUGS3_12393
jump @DRUGS3_12412 

:DRUGS3_12400
Actor.RemoveReferences(89@)
161@ = 2 

:DRUGS3_12412
if 
  162@ == 0 
else_jump @DRUGS3_12498 
if 
   not Actor.Dead(90@)
else_jump @DRUGS3_12498 
0085: 112@ = 90@ // (int) 
116@ = 2152.019 
117@ = -2246.949 
118@ = 12.595 
gosub @DRUGS3_18964 
162@ = 1 

:DRUGS3_12498
if 
  153@ == 0 
else_jump @DRUGS3_13164 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2157.47 -2246.72 lr_corner_at 2152.737 -2251.857 height -10.0 flag 0 
else_jump @DRUGS3_13164 
92@ = Actor.Create(Mission1, #WMYMECH, 2164.943, -2259.275, 12.594)
Actor.Angle(92@) = 46.776
060B: set_actor 92@ decision_maker_to 52@ 
01B2: give_actor 92@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(92@) = 30
07DD: set_actor 92@ temper_to 20 // see pedstats.dat 
93@ = Actor.Create(Mission1, #WMYMECH, 2159.296, -2256.66, 12.59)
Actor.Angle(93@) = 46.776
060B: set_actor 93@ decision_maker_to 52@ 
01B2: give_actor 93@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(93@) = 20
0856: unknown_actor 93@ driving_flag 0 
07DD: set_actor 93@ temper_to 20 // see pedstats.dat 
94@ = Actor.Create(Mission1, #WMYMECH, 2137.578, -2262.216, 12.59)
Actor.Angle(94@) = 211.9
060B: set_actor 94@ decision_maker_to 52@ 
01B2: give_actor 94@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(94@) = 10
95@ = Actor.Create(Mission1, #WMYMECH, 2138.008, -2253.369, 12.59)
Actor.Angle(95@) = 139.993
060B: set_actor 95@ decision_maker_to 52@ 
01B2: give_actor 95@ weapon 22 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(95@) = 10
96@ = Actor.Create(Mission1, #WMYMECH, 2151.545, -2279.607, 13.82)
Actor.Angle(96@) = 46.63
060B: set_actor 96@ decision_maker_to 52@ 
01B2: give_actor 96@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(96@) = 10
97@ = Actor.Create(Mission1, #WMYMECH, 2140.695, -2259.877, 12.5547)
Actor.Angle(97@) = 259.7427
060B: set_actor 97@ decision_maker_to 52@ 
01B2: give_actor 97@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(97@) = 10
07DD: set_actor 97@ temper_to 20 // see pedstats.dat 
98@ = Actor.Create(Mission1, #WMYMECH, 2141.763, -2261.277, 12.5547)
Actor.Angle(98@) = 259.742
060B: set_actor 98@ decision_maker_to 52@ 
01B2: give_actor 98@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(98@) = 10
07DD: set_actor 98@ temper_to 20 // see pedstats.dat 
99@ = Actor.Create(Mission1, #BALLAS1, 2131.561, -2279.424, 19.712)
Actor.Angle(99@) = 313.176
060B: set_actor 99@ decision_maker_to 52@ 
01B2: give_actor 99@ weapon 22 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(99@) = 10
07DD: set_actor 99@ temper_to 20 // see pedstats.dat 
100@ = Actor.Create(Mission1, #BALLAS1, 2128.952, -2282.271, 19.712)
Actor.Angle(100@) = 313.176
060B: set_actor 100@ decision_maker_to 52@ 
01B2: give_actor 100@ weapon 22 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(100@) = 10
07DD: set_actor 100@ temper_to 20 // see pedstats.dat 
153@ = 1 

:DRUGS3_13164
if 
  153@ == 1 
else_jump @DRUGS3_13294 
if 
  164@ == 0 
else_jump @DRUGS3_13238 
if 
   not Actor.Dead(92@)
else_jump @DRUGS3_13238 
0085: 112@ = 92@ // (int) 
gosub @DRUGS3_18882 
164@ = 1 

:DRUGS3_13238
if 
  165@ == 0 
else_jump @DRUGS3_13294 
if 
   not Actor.Dead(93@)
else_jump @DRUGS3_13294 
0085: 112@ = 93@ // (int) 
gosub @DRUGS3_18882 
165@ = 1 

:DRUGS3_13294
if 
  154@ == 0 
else_jump @DRUGS3_14045 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2160.728 -2254.586 lr_corner_at 2152.4 -2263.3 height 10.0 flag 0 
else_jump @DRUGS3_14045 
if 
  166@ == 0 
else_jump @DRUGS3_13464 
if 
03CA:   object 102@ exists 
else_jump @DRUGS3_13389 

:DRUGS3_13389
if 
   not Actor.Dead(94@)
else_jump @DRUGS3_13464 
0085: 112@ = 94@ // (int) 
116@ = 2148.945 
117@ = -2273.314 
118@ = 13.595 
0856: unknown_actor 94@ driving_flag 0 
gosub @DRUGS3_18706 
166@ = 1 

:DRUGS3_13464
if 
  167@ == 0 
else_jump @DRUGS3_13587 
if 
   not Actor.Dead(95@)
else_jump @DRUGS3_13587 
0085: 112@ = 95@ // (int) 
116@ = 2133.613 
117@ = -2258.067 
118@ = 12.59 
119@ = 2143.387 
120@ = -2267.5 
121@ = 13.595 
04EB: AS_actor 95@ crouch 1 
gosub @DRUGS3_18761 
167@ = 1 

:DRUGS3_13587
if 
  168@ == 0 
else_jump @DRUGS3_13680 
if 
   not Actor.Dead(96@)
else_jump @DRUGS3_13680 
0085: 112@ = 96@ // (int) 
116@ = 2140.375 
117@ = -2269.66 
118@ = 13.59 
04EB: AS_actor 96@ crouch 1 
gosub @DRUGS3_18706 
168@ = 1 

:DRUGS3_13680
if 
  171@ == 0 
else_jump @DRUGS3_13803 
if 
   not Actor.Dead(99@)
else_jump @DRUGS3_13803 
0085: 112@ = 99@ // (int) 
116@ = 2134.504 
117@ = -2276.708 
118@ = 19.712 
119@ = 2130.845 
120@ = -2272.55 
121@ = 19.71 
0856: unknown_actor 99@ driving_flag 0 
gosub @DRUGS3_18761 
171@ = 1 

:DRUGS3_13803
if 
  172@ == 0 
else_jump @DRUGS3_13926 
if 
   not Actor.Dead(100@)
else_jump @DRUGS3_13926 
0085: 112@ = 100@ // (int) 
116@ = 2134.788 
117@ = -2275.941 
118@ = 19.712 
119@ = 2139.879 
120@ = -2270.926 
121@ = 18.0 
0856: unknown_actor 100@ driving_flag 0 
gosub @DRUGS3_18761 
172@ = 1 

:DRUGS3_13926
if 
  169@ == 0 
else_jump @DRUGS3_13982 
if 
   not Actor.Dead(97@)
else_jump @DRUGS3_13982 
0085: 112@ = 97@ // (int) 
gosub @DRUGS3_18882 
169@ = 1 

:DRUGS3_13982
if 
  170@ == 0 
else_jump @DRUGS3_14038 
if 
   not Actor.Dead(98@)
else_jump @DRUGS3_14038 
0085: 112@ = 98@ // (int) 
gosub @DRUGS3_18882 
170@ = 1 

:DRUGS3_14038
154@ = 1 

:DRUGS3_14045
if 
  173@ == 0 
else_jump @DRUGS3_14209 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at 2136.48 -2266.78 28.0 fur_corner_at 2145.55 -2275.04 18.0 depth -20.0 flag 0 
else_jump @DRUGS3_14209 
Model.Destroy(#IMCMPTRKDRL_LAS)
Model.Destroy(#IMCMPTRKDRR_LAS)
Model.Destroy(#IMCOMPMOVEDR1_LAS)
00BC: show_text_highpriority GXT 'CSH3_53' time 7000 flag 1  // ~s~Schalte den ~r~russischen Waffenhndler~s~ im Bro aus!
if 
   not Actor.Dead(109@)
else_jump @DRUGS3_14178 
0085: 112@ = 109@ // (int) 
gosub @DRUGS3_18882 

:DRUGS3_14178
if 
   not Actor.Dead(110@)
else_jump @DRUGS3_14202 
05E2: AS_actor 110@ kill_actor $PLAYER_ACTOR 

:DRUGS3_14202
173@ = 1 

:DRUGS3_14209
if 
  179@ == 1 
else_jump @DRUGS3_14250 
if 
   Actor.Dead(101@)
else_jump @DRUGS3_14250 
179@ = 2 

:DRUGS3_14250
if 
  179@ == 2 
else_jump @DRUGS3_14275 
jump @DRUGS3_19361 

:DRUGS3_14275
if 
   Actor.Dead(101@)
else_jump @DRUGS3_14312 
if 
075C:   marker 138@ enabled 
else_jump @DRUGS3_14312 
Marker.Disable(138@)

:DRUGS3_14312
if 
  174@ == 0 
else_jump @DRUGS3_14467 
if 
03CA:   object 102@ exists 
else_jump @DRUGS3_14467 
071E: get_object 102@ health_to 103@ 
if 
  1000 > 103@ 
else_jump @DRUGS3_14467 
Object.SetImmunities(102@, 1, 1, 1, 1, 1)
if 
   not Actor.Dead(98@)
else_jump @DRUGS3_14453 
Actor.Angle(98@) = 200.025
0812: AS_actor 98@ perform_animation "CRUSH_JUMP" IFP_file "DODGE" 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:DRUGS3_14453
33@ = 0 
174@ = 1 

:DRUGS3_14467
if 
  174@ == 1 
else_jump @DRUGS3_14647 
if 
  33@ > 1500 
else_jump @DRUGS3_14647 
if 
03CA:   object 102@ exists 
else_jump @DRUGS3_14647 
Object.PutAt(102@, 2140.91, -2260.2, 18.1)
Object.ToggleInMovingList(102@) = True
Object.CollisionDetection(102@) = True
038C: object 102@ scatter 0.0 0.0 -2.0 
if 
   not Actor.Dead(97@)
else_jump @DRUGS3_14633 
0619: enable_actor 97@ collision_detection 0 
0812: AS_actor 97@ perform_animation "CRUSHED" IFP_file "DODGE" 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:DRUGS3_14633
33@ = 0 
174@ = 2 

:DRUGS3_14647
if 
  174@ == 2 
else_jump @DRUGS3_14742 
if 
  33@ > 600 
else_jump @DRUGS3_14742 
if 
   not Actor.Dead(97@)
else_jump @DRUGS3_14712 
0568: set_actor 97@ targetable 1 
Actor.DestroyWithFade(97@)

:DRUGS3_14712
if 
   not Actor.Dead(98@)
else_jump @DRUGS3_14735 
0568: set_actor 98@ targetable 1 

:DRUGS3_14735
174@ = 3 

:DRUGS3_14742
if 
  155@ == 1 
else_jump @DRUGS3_14788 
if 
   Actor.Dead(83@)
else_jump @DRUGS3_14788 
Actor.RemoveReferences(83@)
155@ = 2 

:DRUGS3_14788
if 
  156@ == 1 
else_jump @DRUGS3_14834 
if 
   Actor.Dead(84@)
else_jump @DRUGS3_14834 
Actor.RemoveReferences(84@)
156@ = 2 

:DRUGS3_14834
if 
  157@ == 1 
else_jump @DRUGS3_14880 
if 
   Actor.Dead(85@)
else_jump @DRUGS3_14880 
Actor.RemoveReferences(85@)
157@ = 2 

:DRUGS3_14880
if 
  159@ > 0 
else_jump @DRUGS3_14944 
if 
  3 > 159@ 
else_jump @DRUGS3_14944 
if 
   Actor.Dead(87@)
else_jump @DRUGS3_14944 
Actor.RemoveReferences(87@)
159@ = 2 

:DRUGS3_14944
if 
  160@ == 1 
else_jump @DRUGS3_14990 
if 
   Actor.Dead(88@)
else_jump @DRUGS3_14990 
Actor.RemoveReferences(88@)
160@ = 2 

:DRUGS3_14990
if 
  161@ > 0 
else_jump @DRUGS3_15054 
if 
  3 > 161@ 
else_jump @DRUGS3_15054 
if 
   Actor.Dead(89@)
else_jump @DRUGS3_15054 
Actor.RemoveReferences(89@)
161@ = 3 

:DRUGS3_15054
if 
  162@ == 1 
else_jump @DRUGS3_15100 
if 
   Actor.Dead(90@)
else_jump @DRUGS3_15100 
Actor.RemoveReferences(90@)
162@ = 2 

:DRUGS3_15100
if 
  164@ == 1 
else_jump @DRUGS3_15146 
if 
   Actor.Dead(92@)
else_jump @DRUGS3_15146 
Actor.RemoveReferences(92@)
164@ = 2 

:DRUGS3_15146
if 
  165@ == 1 
else_jump @DRUGS3_15192 
if 
   Actor.Dead(93@)
else_jump @DRUGS3_15192 
Actor.RemoveReferences(93@)
165@ = 2 

:DRUGS3_15192
if 
  166@ == 1 
else_jump @DRUGS3_15238 
if 
   Actor.Dead(94@)
else_jump @DRUGS3_15238 
Actor.RemoveReferences(94@)
166@ = 2 

:DRUGS3_15238
if 
  167@ == 1 
else_jump @DRUGS3_15284 
if 
   Actor.Dead(95@)
else_jump @DRUGS3_15284 
Actor.RemoveReferences(95@)
167@ = 2 

:DRUGS3_15284
if 
  168@ == 1 
else_jump @DRUGS3_15330 
if 
   Actor.Dead(96@)
else_jump @DRUGS3_15330 
Actor.RemoveReferences(96@)
168@ = 2 

:DRUGS3_15330
if 
  171@ == 1 
else_jump @DRUGS3_15376 
if 
   Actor.Dead(99@)
else_jump @DRUGS3_15376 
Actor.RemoveReferences(99@)
171@ = 2 

:DRUGS3_15376
if 
  172@ == 1 
else_jump @DRUGS3_15422 
if 
   Actor.Dead(100@)
else_jump @DRUGS3_15422 
Actor.RemoveReferences(100@)
172@ = 2 

:DRUGS3_15422
if 
  173@ == 1 
else_jump @DRUGS3_16461 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at 2125.14 -2270.97 27.0 fur_corner_at 2121.09 -2275.33 19.0 depth 14.0 flag 0 
else_jump @DRUGS3_16461 
Actor.RemoveReferences(83@)
Actor.RemoveReferences(84@)
Actor.RemoveReferences(85@)
Actor.RemoveReferences(86@)
Actor.RemoveReferences(87@)
Actor.RemoveReferences(88@)
Actor.RemoveReferences(89@)
Actor.RemoveReferences(90@)
Actor.DestroyWithFade(83@)
Actor.DestroyWithFade(84@)
Actor.DestroyWithFade(85@)
Actor.DestroyWithFade(86@)
Actor.DestroyWithFade(87@)
Actor.DestroyWithFade(88@)
Actor.DestroyWithFade(89@)
Actor.DestroyWithFade(90@)
Car.Destroy(54@)
Car.Destroy(55@)
Car.Destroy(60@)
0395: clear_area 0 at 2185.53 -2271.95 50.0 radius 50.0 
Model.Destroy(#BALLAS1)
74@ = Object.Create(#BARREL4, 2170.366, -2337.439, 12.54)
0875: unknown_object 74@ flag 1 
60@ = Car.Create(#FORKLIFT, 2122.092, -2307.141, 12.5693)
Car.Angle(60@) = 265.9861
053F: set_car 60@ tires_vulnerability 0 
54@ = Car.Create(#BANSHEE, 2190.07, -2269.8, 12.5693)
Car.Angle(54@) = 308.99
Car.Health(54@) = 1000
55@ = Car.Create(#PCJ600, 2175.75, -2280.57, 12.5693)
Car.Angle(55@) = 315.41
053F: set_car 55@ tires_vulnerability 0 
032B: 136@ = create_weapon_pickup #MP5LNG group 3 ammo 250 at 2175.614 -2282.959 13.54 
83@ = Actor.Create(Mission1, #WMYMECH, 2132.698, -2303.37, 13.699)
Actor.Angle(83@) = 826.228
060B: set_actor 83@ decision_maker_to 52@ 
01B2: give_actor 83@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(83@) = 30
0085: 112@ = 83@ // (int) 
gosub @DRUGS3_18882 
84@ = Actor.Create(Mission1, #WMYMECH, 2138.06, -2308.614, 19.7)
Actor.Angle(84@) = 60.478
060B: set_actor 84@ decision_maker_to 52@ 
01B2: give_actor 84@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(84@) = 30
0085: 112@ = 84@ // (int) 
gosub @DRUGS3_18926 
85@ = Actor.Create(Mission1, #WMYMECH, 2144.007, -2295.194, 19.676)
Actor.Angle(85@) = 119.8487
060B: set_actor 85@ decision_maker_to 52@ 
01B2: give_actor 85@ weapon 22 ammo 99999 // Load the weapon model before using this 
0856: unknown_actor 85@ driving_flag 0 
Actor.Health(85@) = 50
Actor.WeaponAccuracy(85@) = 30
0085: 112@ = 85@ // (int) 
gosub @DRUGS3_18926 
86@ = Actor.Create(Mission1, #WMYMECH, 2131.56, -2313.6, 12.5719)
Actor.Angle(86@) = 265.9861
060B: set_actor 86@ decision_maker_to 52@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0856: unknown_actor 86@ driving_flag 0 
Actor.WeaponAccuracy(86@) = 30
0085: 112@ = 86@ // (int) 
gosub @DRUGS3_18882 
88@ = Actor.Create(Mission1, #WMYMECH, 2183.367, -2293.234, 12.5)
Actor.Angle(88@) = 148.671
060B: set_actor 88@ decision_maker_to 52@ 
01B2: give_actor 88@ weapon 29 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 88@ kill_actor $PLAYER_ACTOR 
Actor.Health(88@) = 50
0085: 112@ = 88@ // (int) 
gosub @DRUGS3_18926 
89@ = Actor.Create(Mission1, #WMYMECH, 2165.737, -2324.289, 17.515)
Actor.Angle(89@) = 224.6632
060B: set_actor 89@ decision_maker_to 52@ 
01B2: give_actor 89@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.Health(89@) = 70
Actor.WeaponAccuracy(89@) = 30
0085: 112@ = 89@ // (int) 
gosub @DRUGS3_18926 
90@ = Actor.Create(Mission1, #WMYMECH, 2170.07, -2334.498, 12.547)
Actor.Angle(90@) = 89.2721
060B: set_actor 90@ decision_maker_to 52@ 
01B2: give_actor 90@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.Health(90@) = 50
0085: 112@ = 90@ // (int) 
gosub @DRUGS3_18926 
if 
03CA:   object 111@ exists 
else_jump @DRUGS3_16396 
Object.Angle(111@) = 90.0
jump @DRUGS3_16401 

:DRUGS3_16396
Object.Destroy(111@)

:DRUGS3_16401
if 
   not Actor.Dead(101@)
else_jump @DRUGS3_16454 
0605: actor 101@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time 2000 // versionA 

:DRUGS3_16454
173@ = 2 

:DRUGS3_16461
if 
  173@ == 2 
else_jump @DRUGS3_16689 
if 
   not Actor.Dead(101@)
else_jump @DRUGS3_16689 
if or
  32@ > 750 
051A:   actor 101@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 101@ 
else_jump @DRUGS3_16689 
87@ = Actor.Create(Mission1, #WMYMECH, 2135.46, -2296.64, 12.9)
Actor.Angle(87@) = 337.5533
060B: set_actor 87@ decision_maker_to 52@ 
01B2: give_actor 87@ weapon 22 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
0085: 112@ = 87@ // (int) 
gosub @DRUGS3_18926 
0615: define_AS_pack_begin 113@ 
05F5: AS_actor -1 goto_point 2128.43 -2292.01 13.75 mode 6 350000 ms // versionB 
05F5: AS_actor -1 goto_point 2185.5 -2274.8 13.75 mode 7 350000 ms // versionB 
0616: define_AS_pack_end 113@ 
0618: assign_actor 101@ to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
173@ = 3 

:DRUGS3_16689
if 
  173@ == 3 
else_jump @DRUGS3_16773 
if 
   not Actor.Dead(101@)
else_jump @DRUGS3_16773 
if 
00EC:   actor 101@ 0 near_point 2185.5 -2274.8 radius 10.0 10.0 
else_jump @DRUGS3_16773 
Actor.RemoveReferences(86@)
173@ = 4 

:DRUGS3_16773
if 
   not Actor.Dead(101@)
else_jump @DRUGS3_18210 
if 
  173@ == 4 
else_jump @DRUGS3_17553 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 101@ radius 200.0 200.0 0 
else_jump @DRUGS3_16877 
if 
82CB:   not actor 101@ bounding_sphere_visible 
else_jump @DRUGS3_16877 
00BC: show_text_highpriority GXT 'CSH3_55' time 5000 flag 1  // ~r~Er ist entkommen!
jump @DRUGS3_19343 

:DRUGS3_16877
if 
  2 > 182@ 
else_jump @DRUGS3_17553 
if 
  182@ == 1 
else_jump @DRUGS3_16970 
if 
   not Car.Wrecked(54@)
else_jump @DRUGS3_16970 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // versionC 
if 
003C:   $TEMPVAR_ACTOR_CAR == 54@ // (int) 
else_jump @DRUGS3_16970 
gosub @DRUGS3_18627 
182@ = 2 

:DRUGS3_16970
if 
  182@ == 0 
else_jump @DRUGS3_17185 
if 
   not Car.Wrecked(54@)
else_jump @DRUGS3_17171 
if 
01AD:   car 54@ sphere 0 near_point 2190.07 -2269.8 radius 6.0 6.0 
else_jump @DRUGS3_17150 
if 
   not Actor.InCar($PLAYER_ACTOR, 54@)
else_jump @DRUGS3_17129 
if 
  184@ == 0 
else_jump @DRUGS3_17108 
0687: clear_actor 101@ task 
05CB: AS_actor 101@ enter_car 54@ as_driver -2 ms 
182@ = 1 
jump @DRUGS3_17122 

:DRUGS3_17108
gosub @DRUGS3_18627 
182@ = 2 

:DRUGS3_17122
jump @DRUGS3_17143 

:DRUGS3_17129
gosub @DRUGS3_18627 
182@ = 2 

:DRUGS3_17143
jump @DRUGS3_17164 

:DRUGS3_17150
gosub @DRUGS3_18627 
182@ = 2 

:DRUGS3_17164
jump @DRUGS3_17185 

:DRUGS3_17171
gosub @DRUGS3_18627 
182@ = 2 

:DRUGS3_17185
if 
  182@ == 1 
else_jump @DRUGS3_17421 
if 
  184@ == 0 
else_jump @DRUGS3_17407 
if 
   not Car.Wrecked(54@)
else_jump @DRUGS3_17400 
if 
   Actor.InCar(101@, 54@)
else_jump @DRUGS3_17400 
if 
00F2:   actor 101@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
else_jump @DRUGS3_17400 
00BC: show_text_highpriority GXT 'CSH3_54' time 5000 flag 1  // ~s~Er ist in ein ~r~Auto~s~ gestiegen! Verfolge ihn und schalte ihn aus!
Actor.Health(101@) = 100
0446: set_actor 101@ immune_to_headshots 1 
Car.DriveTo(54@, 2246.61, -2204.78, 13.65)
Car.SetMaxSpeed(54@, 20.0)
00AE: set_car 54@ traffic_behaviour_to 2 
01E8: create_forbidden_for_cars_cube_cornerA 2203.8 -2174.63 0.0 cornerB 2279.2 -2234.63 18.21 
183@ = 1 
182@ = 2 

:DRUGS3_17400
jump @DRUGS3_17421 

:DRUGS3_17407
gosub @DRUGS3_18627 
182@ = 2 

:DRUGS3_17421
if 
   not Car.Wrecked(54@)
else_jump @DRUGS3_17539 
if 
  184@ == 0 
else_jump @DRUGS3_17488 
if 
   Actor.InCar($PLAYER_ACTOR, 54@)
else_jump @DRUGS3_17488 
gosub @DRUGS3_18627 
184@ = 1 

:DRUGS3_17488
if 
  184@ == 1 
else_jump @DRUGS3_17532 
if 
   not Actor.InCar($PLAYER_ACTOR, 54@)
else_jump @DRUGS3_17532 
184@ = 0 

:DRUGS3_17532
jump @DRUGS3_17553 

:DRUGS3_17539
gosub @DRUGS3_18627 
182@ = 2 

:DRUGS3_17553
if 
  183@ == 1 
else_jump @DRUGS3_17649 
if 
8449:   not actor 101@ in_a_car 
else_jump @DRUGS3_17649 
05DD: AS_actor 101@ flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 timelimit 500000 
if 
   not Car.Wrecked(54@)
else_jump @DRUGS3_17642 
if 
060E:   car 54@ assigned_to_path 
else_jump @DRUGS3_17642 
05EC: release_car 54@ from_path 

:DRUGS3_17642
183@ = 2 

:DRUGS3_17649
if 
  182@ == 2 
else_jump @DRUGS3_17854 
if 
   not Car.Wrecked(54@)
else_jump @DRUGS3_17854 
if 
0448:   actor 101@ in_car 54@ 
else_jump @DRUGS3_17854 
if 
01AD:   car 54@ sphere 0 near_point 2246.61 -2204.78 radius 10.0 10.0 
else_jump @DRUGS3_17854 
Actor.RemoveReferences(83@)
Actor.RemoveReferences(84@)
Actor.RemoveReferences(85@)
Actor.RemoveReferences(86@)
Actor.RemoveReferences(87@)
Actor.RemoveReferences(88@)
Actor.RemoveReferences(89@)
Actor.RemoveReferences(90@)
Car.RemoveReferences(60@)
Car.SetToNormalDriver(54@)
0705: car 54@ assign_to_path 342 and_drive_normal 
06FD: set_car 54@ speed_on_path_to 0.85 
01E8: create_forbidden_for_cars_cube_cornerA 2203.8 -2174.63 0.0 cornerB 2279.2 -2234.63 18.21 
187@ = 1 
182@ = 3 

:DRUGS3_17854
if 
  182@ == 3 
else_jump @DRUGS3_18071 
if 
   not Car.Wrecked(54@)
else_jump @DRUGS3_18071 
if 
0448:   actor 101@ in_car 54@ 
else_jump @DRUGS3_18071 
if 
  187@ == 1 
else_jump @DRUGS3_17989 
if 
060E:   car 54@ assigned_to_path 
else_jump @DRUGS3_17989 
if 
80F2:   not actor 101@ near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
else_jump @DRUGS3_17989 
06FD: set_car 54@ speed_on_path_to 0.4 
187@ = 2 

:DRUGS3_17989
if 
  187@ == 2 
else_jump @DRUGS3_18071 
if 
060E:   car 54@ assigned_to_path 
else_jump @DRUGS3_18071 
if 
00F2:   actor 101@ near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
else_jump @DRUGS3_18071 
06FD: set_car 54@ speed_on_path_to 0.85 
187@ = 1 

:DRUGS3_18071
if 
  182@ == 3 
else_jump @DRUGS3_18210 
if 
   not Car.Wrecked(54@)
else_jump @DRUGS3_18210 
if 
0448:   actor 101@ in_car 54@ 
else_jump @DRUGS3_18210 
if 
01AD:   car 54@ sphere 0 near_point 1440.92 -1594.59 radius 20.0 20.0 
else_jump @DRUGS3_18210 
if 
060E:   car 54@ assigned_to_path 
else_jump @DRUGS3_18188 
05EC: release_car 54@ from_path 
Car.SetToNormalDriver(54@)

:DRUGS3_18188
05D2: AS_actor 101@ run_to_and_hijack_car 54@ max_search_radius 25.0 traffic_behavior 2 
182@ = 4 

:DRUGS3_18210
if 
  173@ > 1 
else_jump @DRUGS3_18446 
if 
   not Actor.Dead(101@)
else_jump @DRUGS3_18446 
gosub @DRUGS3_18495 
if 
  180@ == 0 
else_jump @DRUGS3_18316 
if 
  181@ == 0 
else_jump @DRUGS3_18316 
04AF: 80@ = 11004 // @ = any 
05AA: 81@s = 'CRA3_DB'  // ~z~Halt, wir knnten doch ins Geschft kommen!
gosub @DRUGS3_18453 

:DRUGS3_18316
if 
  180@ == 1 
else_jump @DRUGS3_18381 
if 
  181@ == 0 
else_jump @DRUGS3_18381 
04AF: 80@ = 11005 // @ = any 
05AA: 81@s = 'CRA3_DC'  // ~z~Leck mich, Americano! Ich hau ab!
gosub @DRUGS3_18453 

:DRUGS3_18381
if 
  180@ == 2 
else_jump @DRUGS3_18446 
if 
  181@ == 0 
else_jump @DRUGS3_18446 
04AF: 80@ = 11006 // @ = any 
05AA: 81@s = 'CRA3_DD'  // ~z~In Amerika Geschfte zu machen, ist gefhrlich!
gosub @DRUGS3_18453 

:DRUGS3_18446
jump @DRUGS3_850 

:DRUGS3_18453
if 
  181@ == 0 
else_jump @DRUGS3_18493 
03CF: load_wav 80@ as 1 
05AA: 78@s = 81@s 
181@ = 1 

:DRUGS3_18493
return 

:DRUGS3_18495
if 
  181@ == 1 
else_jump @DRUGS3_18572 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS3_18572 
00BC: show_text_highpriority GXT 78@s time 4000 flag 1 
if 
   not Actor.Dead(101@)
else_jump @DRUGS3_18561 
0949: link_wav 1 to_actor 101@ 

:DRUGS3_18561
03D1: play_wav 1 
181@ = 2 

:DRUGS3_18572
if 
  181@ == 2 
else_jump @DRUGS3_18625 
if 
03D2:   wav 1 ended 
else_jump @DRUGS3_18625 
180@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
181@ = 0 

:DRUGS3_18625
return 

:DRUGS3_18627
Actor.Health(101@) = 100
08AF: set_actor 101@ max_health_to 100 
0615: define_AS_pack_begin 114@ 
05F5: AS_actor -1 goto_point 2191.422 -2183.429 13.55 mode 6 -2 ms // versionB 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 timelimit 500000 
0616: define_AS_pack_end 114@ 
0618: assign_actor 101@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 
return 

:DRUGS3_18706
0615: define_AS_pack_begin 124@ 
05D3: AS_actor -1 goto_point 116@ 117@ 118@ mode 6 -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 124@ 
0618: assign_actor 112@ to_AS_pack 124@ 
061B: remove_references_to_AS_pack 124@ 
return 

:DRUGS3_18761
0615: define_AS_pack_begin 125@ 
05D3: AS_actor -1 goto_point 116@ 117@ 118@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 119@ 120@ 121@ mode 6 -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 125@ 
0618: assign_actor 112@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
return 

:DRUGS3_18833
0615: define_AS_pack_begin 123@ 
05D3: AS_actor -1 goto_point 116@ 117@ 118@ mode 6 -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 123@ 
0618: assign_actor 112@ to_AS_pack 123@ 
061B: remove_references_to_AS_pack 123@ 
return 

:DRUGS3_18882
0615: define_AS_pack_begin 122@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 122@ 
0618: assign_actor 112@ to_AS_pack 122@ 
061B: remove_references_to_AS_pack 122@ 
return 

:DRUGS3_18926
0615: define_AS_pack_begin 129@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 129@ 
0618: assign_actor 112@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
return 

:DRUGS3_18964
0615: define_AS_pack_begin 128@ 
0637: AS_actor -1 goto 116@ 117@ 118@ mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0618: assign_actor 112@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 
return 

:DRUGS3_19036
0615: define_AS_pack_begin 127@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" IFP_file "PED" 8.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 112@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
return 

:DRUGS3_19119
0615: define_AS_pack_begin 126@ 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_L" IFP_file "SWAT" 8.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_IN_L" IFP_file "SWAT" 8.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 loop 0 1 1 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_L_BACK" IFP_file "SWAT" 8.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 126@ loop 1 
0616: define_AS_pack_end 126@ 
0618: assign_actor 112@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 
return 

:DRUGS3_19343
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:DRUGS3_19361
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION ERFLLT!
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
030C: progress_made += 1 
0318: set_latest_mission_passed 'CRASH_3'  // Gray Imports
$CRASH_LS_TOTAL_PASSED_MISSIONS += 1 
Marker.Disable($MARKER_CRASH_LS)
return 

:DRUGS3_19417
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @DRUGS3_19448 
Car.SetImmunities($TEMPVAR_ACTOR_CAR, 0, 0, 0, 0, 0)

:DRUGS3_19448
if 
03CA:   object 50@ exists 
else_jump @DRUGS3_19469 
Object.Destroy(50@)

:DRUGS3_19469
if 
03CA:   object 34@ exists 
else_jump @DRUGS3_19490 
Object.Destroy(35@)

:DRUGS3_19490
if 
03CA:   object 36@ exists 
else_jump @DRUGS3_19511 
Object.Destroy(37@)

:DRUGS3_19511
if 
03CA:   object 38@ exists 
else_jump @DRUGS3_19532 
Object.Destroy(39@)

:DRUGS3_19532
if 
03CA:   object 40@ exists 
else_jump @DRUGS3_19553 
Object.Destroy(41@)

:DRUGS3_19553
if 
03CA:   object 50@ exists 
else_jump @DRUGS3_19574 
Object.Destroy(50@)

:DRUGS3_19574
if 
03CA:   object 51@ exists 
else_jump @DRUGS3_19595 
Object.Destroy(51@)

:DRUGS3_19595
01E7: remove_forbidden_for_cars_cube_cornerA 2203.8 -2174.63 0.0 cornerB 2279.2 -2234.63 18.21 
Marker.Disable(137@)
Marker.Disable(138@)
04EF: release_animation "SWAT" 
04EF: release_animation "DODGE" 
Pickup.Destroy(133@)
Pickup.Destroy(134@)
Pickup.Destroy(135@)
Object.Destroy(102@)
Car.RemoveReferences(58@)
Car.RemoveReferences(59@)
Car.RemoveReferences(60@)
Car.RemoveReferences(61@)
Pickup.Destroy(136@)
Actor.DestroyWithFade(83@)
Actor.DestroyWithFade(84@)
Actor.DestroyWithFade(85@)
Actor.DestroyWithFade(86@)
Actor.DestroyWithFade(87@)
Actor.DestroyWithFade(88@)
Actor.DestroyWithFade(89@)
Actor.DestroyWithFade(90@)
Actor.DestroyWithFade(92@)
Actor.DestroyWithFade(93@)
Actor.DestroyWithFade(94@)
Actor.DestroyWithFade(95@)
Actor.DestroyWithFade(96@)
Actor.DestroyWithFade(97@)
Actor.DestroyWithFade(98@)
03C7: set_sensitivity_to_crime 1.0 
Model.Destroy(#WMYMECH)
Model.Destroy(#COLT45)
Model.Destroy(#BARREL4)
Model.Destroy(#FORKLIFT)
Model.Destroy(#MULE)
Model.Destroy(#MP5LNG)
Model.Destroy(#SEC_KEYPAD)
Model.Destroy(#KMB_RAMP)
Model.Destroy(#BANSHEE)
Model.Destroy(#PCJ600)
Model.Destroy(#IMCMPTRKDRL_LAS)
Model.Destroy(#IMCMPTRKDRR_LAS)
Model.Destroy(#IMCOMPMOVEDR1_LAS)
Model.Destroy(#BALLAS1)
Model.Destroy(#IMY_BBOX)
Model.Destroy(#PCJ600)
0296: unload_special_actor 1 
if 
   not Car.Wrecked(55@)
else_jump @DRUGS3_19886 
053F: set_car 55@ tires_vulnerability 1 

:DRUGS3_19886
if 
   not Car.Wrecked(60@)
else_jump @DRUGS3_19909 
053F: set_car 60@ tires_vulnerability 1 

:DRUGS3_19909
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @DRUGS3_19940 
Car.SetImmunities($TEMPVAR_ACTOR_CAR, 0, 0, 1, 0, 0)

:DRUGS3_19940
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
06D0: enable_emergency_traffic 1 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 24---------------
// Originally: Home Invasion

:GUNS1
thread 'GUNS1' 
gosub @GUNS1_47 
if 
wasted_or_busted 
else_jump @GUNS1_38 
gosub @GUNS1_40642 

:GUNS1_38
gosub @GUNS1_40737 
end_thread 

:GUNS1_47
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GUNS1_75
if 
fading 
else_jump @GUNS1_99 
wait 0 
jump @GUNS1_75 

:GUNS1_99
01B5: force_weather 1 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_148 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:GUNS1_148
054C: use_GXT_table 'RYDER1' 
02E4: load_cutscene_data 'RYDER1A' 

:GUNS1_170
if 
86B9:   not cutscene_data_loaded 
else_jump @GUNS1_194 
wait 0 
jump @GUNS1_170 

:GUNS1_194
0395: clear_area 1 at 2464.0 -1714.0 14.0 radius 100.0 
02E7: start_cutscene 
fade 1 1000 

:GUNS1_227
if 
82E9:   not cutscene_reached_end 
else_jump @GUNS1_251 
wait 0 
jump @GUNS1_227 

:GUNS1_251
fade 0 0 

:GUNS1_257
if 
fading 
else_jump @GUNS1_281 
wait 0 
jump @GUNS1_257 

:GUNS1_281
01B7: release_weather 
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
060A: create_decision_maker_type 2 store_to 39@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 39@ to 41@ 
060A: create_decision_maker_type 0 store_to 40@ // decision\allowed\m_.ped files 
Garage.ChangeType('BURG_LK', 19)
06AE: create_group_decision_maker_type 0 store_to 42@ // decision\allowed\mission.grp 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 42@ 
0749: reset_group_decision_maker 42@ event 54 
0749: reset_group_decision_maker 42@ event 55 
51@ = 0 
52@ = 0 
53@ = 0 
54@ = 0 
55@ = 0 
56@ = 0 
58@ = 0 
59@ = 0 
35@ = 0 
60@ = 0 
61@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
66@ = 0 
67@ = 0 
34@ = 0 
94@ = 0 
$6705 = 0 
96@ = 0 
68@ = 0 
69@ = 0 
36@ = 0 
38@ = 0 
70@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
74@ = 0 
75@ = 0 
76@ = 0 
43@ = 0 
44@ = 0 
46@ = 0 
77@ = 0 
95@ = 0 
167@ = 0.0 
166@ = 0.0 
47@ = 0 
48@ = 2 
50@ = 0 
78@ = 0 
88@ = 0 
89@ = 0 
90@ = 0 
91@ = 0 
92@ = 0 
93@ = 0 
97@ = 0 
79@ = 0 
80@ = 0 
$6704 = 0 
132@ = 2809.0 
139@ = -1168.0 
146@ = 1024.572 
133@ = 2820.033 
140@ = -1165.836 
147@ = 1024.696 
134@ = 2819.54 
141@ = -1170.556 
148@ = 1028.297 
135@ = 2817.021 
142@ = -1165.202 
149@ = 1028.305 
136@ = 2812.656 
143@ = -1168.58 
150@ = 1028.297 
137@ = 2812.611 
144@ = -1172.732 
151@ = 1024.695 
138@ = 2803.68 
145@ = -1161.312 
152@ = 1028.305 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
87@ = 0 
171@ = 0 
if 
  52@ == 999999 
else_jump @GUNS1_1040 
018A: 108@ = create_checkpoint_at 0.0 0.0 0.0 

:GUNS1_1040
254@ = 0 
255@ = 1 
256@ = 2 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 
272@ = 0 
05A9: s$6706[1] = 'RYD1_AA'  // ~z~Es ist schon Nacht. Mann, du bist voll zugedrhnt!
05A9: s$6706[2] = 'RYD1_AB'  // ~z~Wo ist dieser alte Motherfucker? Wo steckt der, verdammte Scheie?
05A9: s$6706[3] = 'RYD1_AC'  // ~z~Bleib locker! Wir sind noch nicht da!
05A9: s$6706[4] = 'RYD1_AD'  // ~z~Ja, hast ja Recht, Carl. Du hast immer Recht.
05A9: s$6706[5] = 'RYD1_AE'  // ~z~So ist mein Kumpel eben. Hat immer Recht.
05A9: s$6706[6] = 'RYD1_AF'  // ~z~Halt's Maul!
05A9: s$6706[7] = 'RYD1_AG'  // ~z~Du kannst mich nicht rumkommandieren.
05A9: s$6706[8] = 'RYD1_AH'  // ~z~Kann doch jeder.
05A9: s$6706[9] = 'RYD1_AJ'  // ~z~Was soll's...
05A9: s$6706[10] = 'RYD1_BA'  // ~z~Jetzt strmen wir die Htte!
05A9: s$6706[11] = 'RYD1_BB'  // ~z~Langsam. Wir schleichen uns rein, nehmen die Knarren, und hauen wieder ab.
05A9: s$6706[12] = 'RYD1_BC'  // ~z~Klar, verstanden - Ninja-mig! Okay...
05A9: s$6706[13] = 'RYD1_BD'  // ~z~Komm raus, du alter Wichser!
05A9: s$6706[14] = 'RYD1_BE'  // ~z~Halt's Maul!
05A9: s$6706[15] = 'RYD1_BF'  // ~z~Der kann mich nicht aufhalten! Du Weichei, Carl!
05A9: s$6706[16] = 'RYD1_CA'  // ~z~Okay, du gehst rein, ich steh Schmiere.
05A9: s$6706[17] = 'RYD1_CB'  // ~z~CJ, was sollen wir mitgehen lassen?
05A9: s$6706[18] = 'RYD1_CC'  // ~z~Pssst! Leise, Homie! Eine Sekunde noch. Die sind hier.
05A9: s$6706[19] = 'RYD1_CD'  // ~z~Wolltest du nicht drauen Schmiere stehen?
05A9: s$6706[20] = 'RYD1_CE'  // ~z~Gute Idee! Ich bin dann drauen!
05A9: s$6706[21] = 'RYD1_CF'  // ~z~Steh mir bei!
05A9: s$6706[22] = 'RYD1_ZA'  // ~z~Weiter so, CJ!
05A9: s$6706[23] = 'RYD1_ZB'  // ~z~Was hab ich dir gesagt? Wir machen hier fette Beute!
05A9: s$6706[24] = 'RYD1_ZC'  // ~z~Geh noch mal rein und rum die Htte aus!
05A9: s$6706[25] = 'RYD1_ZD'  // ~z~Da ist noch jede Menge zu holen!
05A9: s$6706[26] = 'RYD1_ZE'  // ~z~Beeil dich, CJ!
05A9: s$6706[27] = 'RYD1_ZF'  // ~z~Rumen wir ab, was geht!
05A9: s$6706[28] = 'RYD1_ZG'  // ~z~Los, CJ, wir knnen die Htte leerrumen!
05A9: s$6706[29] = 'RYD1_ZH'  // ~z~In LB's Transporter ist noch jede Menge Platz!
05A9: s$6706[30] = 'RYD1_ZJ'  // ~z~Rumen wir ihm die Bude aus!
05A9: s$6706[31] = 'RYD1_ZK'  // ~z~Du bist ein echtes Einbrechertalent, Alter!
05A9: s$6706[32] = 'RYD1_ZL'  // ~z~Los, weiter!
05A9: s$6706[33] = 'RYD1_ZM'  // ~z~Jetzt knnen wir in Rente gehen!
05A9: s$6706[34] = 'RYD1_ZN'  // ~z~Noch ein Mal, CJ, wir haben noch Zeit!
05A9: s$6706[35] = 'RYD1_DA'  // ~z~Schlitzaugen!
05A9: s$6706[36] = 'RYD1_DB'  // ~z~Verpisst euch, ihr Vietkong-Schweine!
05A9: s$6706[37] = 'RYD1_DC'  // ~z~Das ist fr Kenny!
05A9: s$6706[38] = 'RYD1_DD'  // ~z~Hauen wir ab!
05A9: s$6706[39] = 'RYD1_DE'  // ~z~Kommunistisches Diebesgesindel!
05A9: s$6706[40] = 'RYD1_DF'  // ~z~Verdammt!
05A9: s$6706[41] = 'RYD1_DG'  // ~z~Nichts wie raus hier!
05A9: s$6706[42] = 'RYD1_DH'  // ~z~Ich zuerst!
05A9: s$6706[43] = 'RYD1_DJ'  // ~z~Diese Memme hat die Bullen gerufen!
05A9: s$6706[44] = 'RYD1_DK'  // ~z~Die mach ich kalt!
05A9: s$6706[45] = 'RYD1_DL'  // ~z~Wir mssen das Zeug hier rausschaffen!
05A9: s$6706[46] = 'RYD1_EA'  // ~z~Du zugedrhnter Vollidiot.
05A9: s$6706[47] = 'RYD1_EB'  // ~z~Was hab ich denn gemacht? Du hast den alten Wichser doch aufgeweckt!
05A9: s$6706[48] = 'RYD1_EC'  // ~z~Wir mssen diese Bullen loswerden!
05A9: s$6706[49] = 'RYD1_ED'  // ~z~In Inglewood gibt's 'ne Lackiererei, bei der wir mit so 'nem groen Transporter reinkommen knnten.
05A9: s$6706[50] = 'RYD1_FA'  // ~z~Okay, jetzt ist alles im grnen Bereich!
05A9: s$6706[51] = 'RYD1_FB'  // ~z~LB hat 'nen Unterschlupf auf dem Gebiet der Seville Boulevard Families.
05A9: s$6706[52] = 'RYD1_FC'  // ~z~Schon unterwegs!
05A9: s$6706[53] = 'RYD1_GA'  // ~z~Im Ernst, Ryder, du musst aufhren, dich so zuzudrhnen!
05A9: s$6706[54] = 'RYD1_GB'  // ~z~Okay, Vorschlag: ich hr mit dem Stoff auf, wenn du aufhrst, so ein Weichei zu sein.
05A9: s$6706[55] = 'RYD1_GC'  // ~z~Jetzt mach aber mal 'nen Punkt, Homie...
05A9: s$6706[56] = 'RYD1_GD'  // ~z~Weichei!
05A9: s$6706[57] = 'RYD1_GE'  // ~z~Schnauze.
05A9: s$6706[58] = 'RYD1_GF'  // ~z~Selber Schnauze!
05A9: s$6706[59] = 'RYD1_GG'  // ~z~Eines Tages wirst du bereuen, dass du's dir mit mir verschissen hast.
05A9: s$6706[60] = 'RYD1_GH'  // ~z~Hat da jemand was gesagt?
05A9: s$6706[61] = 'RYD1_GJ'  // ~z~Hat sich angehrt wie ein verdammtes winselndes Weichei!
05A9: s$6706[62] = 'RYD1_GK'  // ~z~Das ist doch kindisch.
05A9: s$6706[63] = 'RYD1_GL'  // ~z~Ich rede nicht mehr mit dir.
05A9: s$6706[64] = 'RYD1_HA'  // ~z~Mit deiner durchgeknallten Fahrweise hast du's voll vergeigt, CJ.
05A9: s$6706[65] = 'RYD1_HB'  // ~z~Wir mssen zurck zum Pay 'n' Spray!
05A9: s$6706[66] = 'RYD1_JA'  // ~z~Siehst du, total easy.
05A9: s$6706[67] = 'RYD1_JB'  // ~z~Ja, das war echt 'n Kinderspiel.
05A9: s$6706[68] = 'RYD1_KA'  // ~z~CJ, du musst endlich checken, dass das hier absolute Alltagsscheie ist.
05A9: s$6706[69] = 'RYD1_KB'  // ~z~Hr zu, kein Motherfucker auf der ganzen Welt wird einem Gangbanger-Autoknacker wie dir was umsonst geben.
05A9: s$6706[70] = 'RYD1_KC'  // ~z~Also musst du's dir eben nehmen.
05A9: s$6706[71] = 'RYD1_KD'  // ~z~Smtliche Huser hier im Staat sind vollgestopft mit Zeug, man muss es sich nur holen.
05A9: s$6706[72] = 'RYD1_KE'  // ~z~Die sind alle versichert, denen wird nichts abgehen.
05A9: s$6706[73] = 'RYD1_KF'  // ~z~Und dann bringst du das Zeug hierher, und LB macht dir 'nen fairen Preis dafr.
05A9: s$6706[74] = 'RYD1_KG'  // ~z~Okay, hr mal, ich bin mde. Man sieht sich.
05A9: s$6706[75] = 'RYD1_KH'  // ~z~Trotzdem, Kumpel, denk mal darber nach...
05A9: s$6706[76] = 'RYDX_AC'  // ~z~Steig ein, Idiot!
05A9: s$6706[77] = 'RYD1_LA'  // ~z~Ryder, du Weichei!
05A9: s$6706[78] = 'RYD1_LB'  // ~z~Ryder, verdammte Scheie, wo steckst du?
05A9: s$6706[79] = 'RYD1_LC'  // ~z~Ryder, du Feigling!
05A9: s$6706[80] = 'RYDX_BG'  // ~z~Oh, ich verzieh mich!
05A9: s$6706[81] = 'RYDX_BI'  // ~z~Oh Scheie, ich hau ab!
04AF: 173@ = 33600 // @ = any 
04AF: 174@ = 33601 // @ = any 
04AF: 175@ = 33602 // @ = any 
04AF: 176@ = 33603 // @ = any 
04AF: 177@ = 33604 // @ = any 
04AF: 178@ = 33605 // @ = any 
04AF: 179@ = 33606 // @ = any 
04AF: 180@ = 33607 // @ = any 
04AF: 181@ = 33608 // @ = any 
04AF: 182@ = 33609 // @ = any 
04AF: 183@ = 33610 // @ = any 
04AF: 184@ = 33611 // @ = any 
04AF: 185@ = 33612 // @ = any 
04AF: 186@ = 33613 // @ = any 
04AF: 187@ = 33614 // @ = any 
04AF: 188@ = 33615 // @ = any 
04AF: 189@ = 33616 // @ = any 
04AF: 190@ = 33617 // @ = any 
04AF: 191@ = 33618 // @ = any 
04AF: 192@ = 33619 // @ = any 
04AF: 193@ = 33620 // @ = any 
04AF: 194@ = 33664 // @ = any 
04AF: 195@ = 33665 // @ = any 
04AF: 196@ = 33666 // @ = any 
04AF: 197@ = 33667 // @ = any 
04AF: 198@ = 33668 // @ = any 
04AF: 199@ = 33669 // @ = any 
04AF: 200@ = 33670 // @ = any 
04AF: 201@ = 33671 // @ = any 
04AF: 202@ = 33672 // @ = any 
04AF: 203@ = 33673 // @ = any 
04AF: 204@ = 33674 // @ = any 
04AF: 205@ = 33675 // @ = any 
04AF: 206@ = 33676 // @ = any 
04AF: 207@ = 65535 // @ = any 
04AF: 208@ = 33621 // @ = any 
04AF: 209@ = 33622 // @ = any 
04AF: 210@ = 33623 // @ = any 
04AF: 211@ = 33624 // @ = any 
04AF: 212@ = 33625 // @ = any 
04AF: 213@ = 33626 // @ = any 
04AF: 214@ = 33627 // @ = any 
04AF: 215@ = 33628 // @ = any 
04AF: 216@ = 33629 // @ = any 
04AF: 217@ = 33630 // @ = any 
04AF: 218@ = 33631 // @ = any 
04AF: 219@ = 33632 // @ = any 
04AF: 220@ = 33633 // @ = any 
04AF: 221@ = 33634 // @ = any 
04AF: 222@ = 33635 // @ = any 
04AF: 223@ = 33636 // @ = any 
04AF: 224@ = 33637 // @ = any 
04AF: 225@ = 33638 // @ = any 
04AF: 226@ = 33639 // @ = any 
04AF: 227@ = 33640 // @ = any 
04AF: 228@ = 33641 // @ = any 
04AF: 229@ = 33642 // @ = any 
04AF: 230@ = 33643 // @ = any 
04AF: 231@ = 33644 // @ = any 
04AF: 232@ = 33645 // @ = any 
04AF: 233@ = 33646 // @ = any 
04AF: 234@ = 33647 // @ = any 
04AF: 235@ = 33648 // @ = any 
04AF: 236@ = 33649 // @ = any 
04AF: 237@ = 33650 // @ = any 
04AF: 238@ = 33651 // @ = any 
04AF: 239@ = 33652 // @ = any 
04AF: 240@ = 33653 // @ = any 
04AF: 241@ = 33654 // @ = any 
04AF: 242@ = 33655 // @ = any 
04AF: 243@ = 33656 // @ = any 
04AF: 244@ = 33657 // @ = any 
04AF: 245@ = 33658 // @ = any 
04AF: 246@ = 33659 // @ = any 
04AF: 247@ = 33660 // @ = any 
04AF: 248@ = 34202 // @ = any 
04AF: 249@ = 33661 // @ = any 
04AF: 250@ = 33662 // @ = any 
04AF: 251@ = 33663 // @ = any 
04AF: 252@ = 34227 // @ = any 
04AF: 253@ = 34229 // @ = any 
04AF: 274@ = 19600 // @ = any 
04AF: 275@ = 41800 // @ = any 
04AF: 276@ = 19601 // @ = any 
277@ = 0 
278@ = 0 
279@ = 0 
$CARMOD_DISABLED_FLAG = 1 
if 
  51@ == 0 
else_jump @GUNS1_4925 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
77@ = 1 
00C0: set_current_time_hours_to 22 minutes_to 0 
07FB: set_interior 'BURHOUS' access 0  // Colonel Fuhrbergers Haus
Model.Load(#BOXBURG)
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 

:GUNS1_3253
if or
   not Model.Available(#BOXBURG)
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @GUNS1_3296 
wait 0 
jump @GUNS1_3253 

:GUNS1_3296
0395: clear_area 1 at 2470.656 -1689.649 12.5198 radius 100.0 
0674: set_car_model #BOXBURG numberplate "__SWAG__" 
102@ = Car.Create(#BOXBURG, 2476.682, -1679.566, 12.3451)
Car.Angle(102@) = 48.737
98@ = Actor.Create(Special, #SPECIAL01, 2475.168, -1686.483, 12.5007)
039E: set_actor 98@ locked 1 while_in_car 
060B: set_actor 98@ decision_maker_to 39@ 
0708: reset_decision_maker 39@ event 9 
0708: reset_decision_maker 39@ event 79 
0708: reset_decision_maker 39@ event 43 
0708: reset_decision_maker 39@ event 73 
0708: reset_decision_maker 39@ event 41 
0709: set_decision_maker 39@ on_event 9 taskID 251 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0245: set_actor 98@ walk_style_to "GANG1" 
0568: set_actor 98@ targetable 1 
Actor.Health(98@) = 200
0446: set_actor 98@ immune_to_headshots 0 
Car.Angle(102@) = 30.0
if 
  77@ == 999 
else_jump @GUNS1_3555 
104@ = Marker.CreateAboveCar(102@)
07E0: set_marker 104@ type_to 1 

:GUNS1_3555
00BE: text_clear_all 
55@ = 1 
59@ = 1 
53@ = 1 
51@ = 1 
Camera.SetAtPos(2475.0, -1699.0, 15.0)
Camera.Restore_WithJumpCut
Actor.PutAt($PLAYER_ACTOR, 2473.483, -1686.599, 12.5154)
Actor.Angle($PLAYER_ACTOR) = 14.9748
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2473.527 -1680.036 12.3551 mode 4 6000 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 102@ as_driver 5000 ms 
0616: define_AS_pack_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
Actor.Angle(98@) = 349.379
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2480.925 -1682.348 12.3381 mode 6 6000 ms // versionA 
05D3: AS_actor -1 goto_point 2478.305 -1677.06 12.3478 mode 6 6000 ms // versionA 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 3000 ms 
0616: define_AS_pack_end 129@ 
0618: assign_actor 98@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
Camera.SetPosition(2470.383, -1675.816, 13.2161, 0.0, 0.0, 0.0)
Camera.PointAt(2471.166, -1676.424, 13.347, 2)
02A3: enable_widescreen 1 
0395: clear_area 1 at 2470.656 -1689.649 12.5198 radius 100.0 
00C0: set_current_time_hours_to 22 minutes_to 0 
fade 1 1000 

:GUNS1_3880
if 
fading 
else_jump @GUNS1_3904 
wait 0 
jump @GUNS1_3880 

:GUNS1_3904
0707: start_scene_skip_to @GUNS1_4448 
32@ = 0 
52@ = 0 
254@ = 76 
255@ = 1 
256@ = 2 
257@ = 0 
263@ = 0 

:GUNS1_3960
if 
  52@ == 0 
else_jump @GUNS1_4448 
if 
   not 254@ == 0 
else_jump @GUNS1_4317 
if 
  257@ == 0 
else_jump @GUNS1_4042 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_4035 
040D: unload_wav 256@ 

:GUNS1_4035
257@ = 1 

:GUNS1_4042
if 
  257@ == 1 
else_jump @GUNS1_4079 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_4079
if 
  257@ == 2 
else_jump @GUNS1_4139 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_4139 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
257@ = 3 

:GUNS1_4139
if 
  257@ == 3 
else_jump @GUNS1_4317 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_4256 
03D5: remove_text $6706(254@,82s) 
if 
  255@ == 1 
else_jump @GUNS1_4221 
255@ = 2 
256@ = 1 
jump @GUNS1_4235 

:GUNS1_4221
255@ = 1 
256@ = 2 

:GUNS1_4235
254@ = 0 
257@ = 0 
jump @GUNS1_4317 

:GUNS1_4256
if 
83D0:   not wav 256@ loaded 
else_jump @GUNS1_4317 
if 
  76 > 254@ 
else_jump @GUNS1_4317 
0085: 263@ = 254@ // (int) 
263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_4317
if 
  32@ > 15000 
else_jump @GUNS1_4343 
52@ = 1 

:GUNS1_4343
if 
   not Actor.Dead(98@)
else_jump @GUNS1_4430 
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_4416 
if and
0448:   actor 98@ in_car 102@ 
0448:   actor $PLAYER_ACTOR in_car 102@ 
else_jump @GUNS1_4409 
52@ = 1 

:GUNS1_4409
jump @GUNS1_4423 

:GUNS1_4416
52@ = 1 

:GUNS1_4423
jump @GUNS1_4437 

:GUNS1_4430
52@ = 1 

:GUNS1_4437
wait 0 
jump @GUNS1_3960 

:GUNS1_4448
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
if 
  77@ == 1 
else_jump @GUNS1_4766 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
040D: unload_wav 255@ 
040D: unload_wav 256@ 
00BE: text_clear_all 
0396: pause_timer 0 
254@ = 0 
255@ = 1 
256@ = 2 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 
fade 0 1000 

:GUNS1_4578
if 
fading 
else_jump @GUNS1_4602 
wait 0 
jump @GUNS1_4578 

:GUNS1_4602
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_4690 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_4690 
if 
   not Actor.InCar(98@, 102@)
else_jump @GUNS1_4663 
0430: put_actor 98@ into_car 102@ passenger_seat 0 

:GUNS1_4663
if 
   not Actor.InCar($PLAYER_ACTOR, 102@)
else_jump @GUNS1_4690 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_4690
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
09DD: unknown_player_group 1 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_4766 
if 
86EE:   not actor 98@ in_group $PLAYER_GROUP 
else_jump @GUNS1_4766 
08F4: set_max_group_members 1 
0631: put_actor 98@ in_group $PLAYER_GROUP 
0940: unknown_group $PLAYER_GROUP flag 0 
07CB: set_actor 98@ supporting_fire 0 

:GUNS1_4766
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
00BE: text_clear_all 
00C0: set_current_time_hours_to 22 minutes_to 0 
04EF: release_animation "CAR_CHAT" 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0793: save_player_clothes 
88@ = 1 
Player.SetClothes($PLAYER_CHAR, "BALACLAVA", "BALACLAVA", Special)
Player.Build($PLAYER_CHAR)
03D6: remove_styled_text 'BOXBURG'  // Boxville
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Parke den Truck nahe dem ~y~Haus~s~ und hole die Waffen, bevor es hell wird.
fade 1 1000 

:GUNS1_4876
if 
fading 
else_jump @GUNS1_4900 
wait 0 
jump @GUNS1_4876 

:GUNS1_4900
Player.CanMove($PLAYER_CHAR) = True
if 
  $2880 == 1 
else_jump @GUNS1_4925 

:GUNS1_4925
wait 0 
if 
0735:   NOP_false 32 
else_jump @GUNS1_4975 
jump @GUNS1_40660 
99@ = Actor.Create(Mission1, #WMOPJ, 2817.269, -1169.875, 28.272)

:GUNS1_4975
if 
0735:   NOP_false 49 
else_jump @GUNS1_5010 
Actor.PutAt($PLAYER_ACTOR, 2834.0, -1182.0, 25.0)

:GUNS1_5010
if 
0735:   NOP_false 50 
else_jump @GUNS1_5045 
Actor.PutAt($PLAYER_ACTOR, 2492.0, -1666.0, 12.0)

:GUNS1_5045
if 
0735:   NOP_false 52 
else_jump @GUNS1_5067 
35@ = 4 

:GUNS1_5067
if 
0735:   NOP_false 51 
else_jump @GUNS1_5089 
51@ = 8 

:GUNS1_5089
if 
0735:   NOP_false 99 
else_jump @GUNS1_5114 
$6704 = 6000000 

:GUNS1_5114
if 
0735:   NOP_false 48 
else_jump @GUNS1_5137 
$6704 = 5000 

:GUNS1_5137
if 
0735:   NOP_false 83 
else_jump @GUNS1_5159 
jump @GUNS1_40660 

:GUNS1_5159
if 
  53@ == 1 
else_jump @GUNS1_5564 
if 
   Actor.Dead(98@)
else_jump @GUNS1_5325 
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_5302 
fade 0 1000 

:GUNS1_5231
if 
fading 
else_jump @GUNS1_5255 
wait 0 
jump @GUNS1_5231 

:GUNS1_5255
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:GUNS1_5278
if 
fading 
else_jump @GUNS1_5302 
wait 0 
jump @GUNS1_5278 

:GUNS1_5302
00BB: show_text_lowpriority GXT 'GUNS125' time 5000 flag 1  // ~r~Ryder ist tot!
jump @GUNS1_40642 

:GUNS1_5325
if 
   Car.Wrecked(102@)
else_jump @GUNS1_5471 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_5448 
fade 0 1000 

:GUNS1_5377
if 
fading 
else_jump @GUNS1_5401 
wait 0 
jump @GUNS1_5377 

:GUNS1_5401
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:GUNS1_5424
if 
fading 
else_jump @GUNS1_5448 
wait 0 
jump @GUNS1_5424 

:GUNS1_5448
00BB: show_text_lowpriority GXT 'GUNS122' time 5000 flag 1  // ~r~Der Truck wurde zerstrt!
jump @GUNS1_40642 

:GUNS1_5471
077E: get_active_interior_to 37@ 
if 
  37@ == 0 
else_jump @GUNS1_5564 
if 
  8 > 51@ 
else_jump @GUNS1_5564 
if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_5564 
00BB: show_text_lowpriority GXT 'RYD1_37' time 5000 flag 1  // ~r~Du hast die Maske nicht mehr.
jump @GUNS1_40642 

:GUNS1_5564
if and
  51@ == 1 
   not Car.Wrecked(102@)
else_jump @GUNS1_5670 
if 
   Actor.InCar($PLAYER_ACTOR, 102@)
else_jump @GUNS1_5670 
Marker.Disable(104@)
55@ = 0 
00BE: text_clear_all 
018A: 105@ = create_checkpoint_at 2819.9 -1181.7 25.15 
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Parke den Truck nahe dem ~y~Haus~s~ und hole die Waffen, bevor es hell wird.
56@ = 1 
51@ = 2 

:GUNS1_5670
if 
  51@ == 2 
else_jump @GUNS1_8410 
if and
   not Car.Wrecked(102@)
   not Actor.Dead(98@)
else_jump @GUNS1_6720 
if 
   not Actor.InCar($PLAYER_ACTOR, 102@)
else_jump @GUNS1_6272 
if 
  55@ == 0 
else_jump @GUNS1_5934 
if 
  59@ == 0 
else_jump @GUNS1_5794 
if 
  57@ == 1 
else_jump @GUNS1_5794 
Marker.Disable(108@)
57@ = 0 

:GUNS1_5794
Marker.Disable(105@)
if 
  57@ == 1 
else_jump @GUNS1_5829 
Marker.Disable(108@)
57@ = 0 

:GUNS1_5829
56@ = 0 
if 
076F:   text_priority_displayed 
else_jump @GUNS1_5856 
44@ = 1 

:GUNS1_5856
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS128' time 5000 flag 1  // ~s~Du hast den ~b~Truck~s~ stehen lassen. Kehr um!
254@ = 76 
257@ = 0 
040D: unload_wav 255@ 
040D: unload_wav 256@ 
0A31: unknown_set_player $PLAYER_CHAR group_flag 1 
104@ = Marker.CreateAboveCar(102@)
07E0: set_marker 104@ type_to 1 
55@ = 1 
jump @GUNS1_6265 

:GUNS1_5934
if 
   not 254@ == 0 
else_jump @GUNS1_6265 
if 
  257@ == 0 
else_jump @GUNS1_5998 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_5991 
040D: unload_wav 256@ 

:GUNS1_5991
257@ = 1 

:GUNS1_5998
if 
  257@ == 1 
else_jump @GUNS1_6035 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_6035
if 
  257@ == 2 
else_jump @GUNS1_6096 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_6096 
0949: link_wav 255@ to_actor 98@ 
03D1: play_wav 255@ 
43@ += 1 
257@ = 3 

:GUNS1_6096
if 
  257@ == 3 
else_jump @GUNS1_6265 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_6204 
if 
  255@ == 1 
else_jump @GUNS1_6169 
255@ = 2 
256@ = 1 
jump @GUNS1_6183 

:GUNS1_6169
255@ = 1 
256@ = 2 

:GUNS1_6183
254@ = 0 
257@ = 0 
jump @GUNS1_6265 

:GUNS1_6204
if 
83D0:   not wav 256@ loaded 
else_jump @GUNS1_6265 
if 
  76 > 254@ 
else_jump @GUNS1_6265 
0085: 263@ = 254@ // (int) 
263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_6265
jump @GUNS1_6416 

:GUNS1_6272
if 
  59@ == 1 
else_jump @GUNS1_6379 
if 
  56@ == 0 
else_jump @GUNS1_6372 
0A31: unknown_set_player $PLAYER_CHAR group_flag 0 
Marker.Disable(104@)
55@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Parke den Truck nahe dem ~y~Haus~s~ und hole die Waffen, bevor es hell wird.
018A: 105@ = create_checkpoint_at 2819.9 -1181.7 25.15 
56@ = 1 

:GUNS1_6372
jump @GUNS1_6416 

:GUNS1_6379
if 
  55@ == 1 
else_jump @GUNS1_6416 
0A31: unknown_set_player $PLAYER_CHAR group_flag 0 
Marker.Disable(104@)
55@ = 0 

:GUNS1_6416
if 
   Actor.InCar(98@, 102@)
else_jump @GUNS1_6511 
if 
  59@ == 0 
else_jump @GUNS1_6504 
if 
  57@ == 1 
else_jump @GUNS1_6483 
Marker.Disable(108@)
57@ = 0 

:GUNS1_6483
59@ = 1 
58@ = 0 
59@ = 1 

:GUNS1_6504
jump @GUNS1_6720 

:GUNS1_6511
if 
  59@ == 1 
else_jump @GUNS1_6536 
59@ = 0 

:GUNS1_6536
if and
  57@ == 0 
  55@ == 0 
else_jump @GUNS1_6633 
Marker.Disable(105@)
56@ = 0 
108@ = Marker.CreateAboveActor(98@)
07E0: set_marker 108@ type_to 1 
if 
076F:   text_priority_displayed 
else_jump @GUNS1_6608 
44@ = 1 

:GUNS1_6608
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS143' time 5000 flag 1  // ~s~Du hast ~b~Ryder~s~ zurckgelassen. Hole ihn.
57@ = 1 

:GUNS1_6633
if 
  58@ == 0 
else_jump @GUNS1_6677 
05CA: AS_actor 98@ enter_car 102@ passenger_seat 0 -2 ms 
58@ = 1 
jump @GUNS1_6720 

:GUNS1_6677
062E: unknown_get_actor 98@ task 1482 status_store_to 38@ // ret 7 if not found 
if and
84A4:   not  38@ == 0 // @ == any 
84A4:   not  38@ == 1 // @ == any 
else_jump @GUNS1_6720 
58@ = 0 

:GUNS1_6720
if and
  59@ == 1 
  56@ == 1 
else_jump @GUNS1_8248 
if 
  44@ == 1 
else_jump @GUNS1_6836 
if 
  8 > 43@ 
else_jump @GUNS1_6836 
00BB: show_text_lowpriority GXT 'GUNS135' time 4000 flag 1  // Wie ich gesagt habe...
43@ -= 1 
if 
  0 > 43@ 
else_jump @GUNS1_6829 
43@ = 0 

:GUNS1_6829
44@ = 0 

:GUNS1_6836
if 
  44@ == 0 
else_jump @GUNS1_8248 
if 
  258@ == 0 
else_jump @GUNS1_8248 
if 
   not 254@ == 0 
else_jump @GUNS1_7218 
if 
  257@ == 0 
else_jump @GUNS1_6936 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_6929 
040D: unload_wav 256@ 

:GUNS1_6929
257@ = 1 

:GUNS1_6936
if 
  257@ == 1 
else_jump @GUNS1_6973 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_6973
if 
  257@ == 2 
else_jump @GUNS1_7040 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_7040 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
43@ += 1 
257@ = 3 

:GUNS1_7040
if 
  257@ == 3 
else_jump @GUNS1_7218 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_7157 
03D5: remove_text $6706(254@,82s) 
if 
  255@ == 1 
else_jump @GUNS1_7122 
255@ = 2 
256@ = 1 
jump @GUNS1_7136 

:GUNS1_7122
255@ = 1 
256@ = 2 

:GUNS1_7136
254@ = 0 
257@ = 0 
jump @GUNS1_7218 

:GUNS1_7157
if 
83D0:   not wav 256@ loaded 
else_jump @GUNS1_7218 
if 
  76 > 254@ 
else_jump @GUNS1_7218 
0085: 263@ = 254@ // (int) 
263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_7218
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_8248 
0871: init_jump_table 259@ total_jumps 8 default_jump 1 @GUNS1_8125 jumps 0 @GUNS1_7359 1 @GUNS1_7441 2 @GUNS1_7525 3 @GUNS1_7633 4 @GUNS1_7741 5 @GUNS1_7825 6 @GUNS1_7933 
0872: jump_table_jumps 7 @GUNS1_8017 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 -1 @GUNS1_8248 

:GUNS1_7359
if 
  257@ == 0 
else_jump @GUNS1_7434 
254@ = 2 
259@ = 1 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_7429 
0967: actor 98@ move_mouth 5000 ms 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_7429
01BD: 262@ = current_time_in_ms 

:GUNS1_7434
jump @GUNS1_8248 

:GUNS1_7441
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_7518 
if 
  257@ == 0 
else_jump @GUNS1_7518 
254@ = 3 
259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_7518
jump @GUNS1_8248 

:GUNS1_7525
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_7626 
if 
  257@ == 0 
else_jump @GUNS1_7626 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_7607 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_7607
254@ = 4 
259@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_7626
jump @GUNS1_8248 

:GUNS1_7633
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_7734 
if 
  257@ == 0 
else_jump @GUNS1_7734 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_7715 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_7715
254@ = 5 
259@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_7734
jump @GUNS1_8248 

:GUNS1_7741
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_7818 
if 
  257@ == 0 
else_jump @GUNS1_7818 
254@ = 6 
259@ = 5 
01BD: 262@ = current_time_in_ms 

:GUNS1_7818
jump @GUNS1_8248 

:GUNS1_7825
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_7926 
if 
  257@ == 0 
else_jump @GUNS1_7926 
254@ = 7 
259@ = 6 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_7921 
0967: actor 98@ move_mouth 3000 ms 

:GUNS1_7921
01BD: 262@ = current_time_in_ms 

:GUNS1_7926
jump @GUNS1_8248 

:GUNS1_7933
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_8010 
if 
  257@ == 0 
else_jump @GUNS1_8010 
254@ = 8 
259@ = 7 
01BD: 262@ = current_time_in_ms 

:GUNS1_8010
jump @GUNS1_8248 

:GUNS1_8017
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_8118 
if 
  257@ == 0 
else_jump @GUNS1_8118 
254@ = 9 
259@ = 8 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_8113 
0967: actor 98@ move_mouth 3000 ms 

:GUNS1_8113
01BD: 262@ = current_time_in_ms 

:GUNS1_8118
jump @GUNS1_8248 

:GUNS1_8125
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_8241 
if 
  257@ == 0 
else_jump @GUNS1_8241 
258@ = 1 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_8225 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor 98@ stop_mouth 

:GUNS1_8225
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Parke den Truck nahe dem ~y~Haus~s~ und hole die Waffen, bevor es hell wird.

:GUNS1_8241
jump @GUNS1_8248 

:GUNS1_8248
if and
  59@ == 1 
  56@ == 1 
else_jump @GUNS1_8410 
if 
0100:   actor $PLAYER_ACTOR in_sphere 2819.9 -1181.7 25.15 radius 4.0 4.0 2.5 sphere 1 in_car 
else_jump @GUNS1_8410 
Player.CanMove($PLAYER_CHAR) = False
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
Marker.Disable(105@)
56@ = 0 
44@ = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00BE: text_clear_all 
0395: clear_area 1 at 2819.9 -1181.7 25.15 radius 30.0 
51@ = 3 

:GUNS1_8410
if and
  4 > 51@ 
  80@ == 1 
else_jump @GUNS1_8590 
if 
  $6704 == 0 
else_jump @GUNS1_8590 
00BE: text_clear_all 
0687: clear_actor $PLAYER_ACTOR task 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_8567 
fade 0 1000 

:GUNS1_8496
if 
fading 
else_jump @GUNS1_8520 
wait 0 
jump @GUNS1_8496 

:GUNS1_8520
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:GUNS1_8543
if 
fading 
else_jump @GUNS1_8567 
wait 0 
jump @GUNS1_8543 

:GUNS1_8567
00BB: show_text_lowpriority GXT 'RYD1_35' time 5000 flag 1  // ~r~Du hast zu lange gewartet, um zum Haus zu gelangen. Es ist schon hell!
jump @GUNS1_40642 

:GUNS1_8590
if 
  51@ == 3 
else_jump @GUNS1_11412 
if 
  $2880 == 0 
else_jump @GUNS1_8633 
$2880 = 1 

:GUNS1_8633
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0396: pause_timer 1 
0707: start_scene_skip_to @GUNS1_10796 
Camera.SetPosition(2798.645, -1190.165, 31.8647, 0.0, 0.0, 0.0)
Camera.PointAt(2799.488, -1189.684, 31.6214, 2)
00BE: text_clear_all 
254@ = 0 
255@ = 1 
256@ = 2 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 

:GUNS1_8778
wait 0 
if 
  258@ == 0 
else_jump @GUNS1_10796 
if 
   not 254@ == 0 
else_jump @GUNS1_9139 
if 
  257@ == 0 
else_jump @GUNS1_8864 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_8857 
040D: unload_wav 256@ 

:GUNS1_8857
257@ = 1 

:GUNS1_8864
if 
  257@ == 1 
else_jump @GUNS1_8901 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_8901
if 
  257@ == 2 
else_jump @GUNS1_8961 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_8961 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
257@ = 3 

:GUNS1_8961
if 
  257@ == 3 
else_jump @GUNS1_9139 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_9078 
03D5: remove_text $6706(254@,82s) 
if 
  255@ == 1 
else_jump @GUNS1_9043 
255@ = 2 
256@ = 1 
jump @GUNS1_9057 

:GUNS1_9043
255@ = 1 
256@ = 2 

:GUNS1_9057
254@ = 0 
257@ = 0 
jump @GUNS1_9139 

:GUNS1_9078
if 
83D0:   not wav 256@ loaded 
else_jump @GUNS1_9139 
if 
  76 > 254@ 
else_jump @GUNS1_9139 
0085: 263@ = 254@ // (int) 
263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_9139
0871: init_jump_table 259@ total_jumps 7 default_jump 1 @GUNS1_10717 jumps 0 @GUNS1_9202 1 @GUNS1_9320 2 @GUNS1_9483 3 @GUNS1_9619 4 @GUNS1_10172 5 @GUNS1_10395 6 @GUNS1_10583 

:GUNS1_9202
if 
  257@ == 0 
else_jump @GUNS1_9313 
254@ = 10 
259@ = 1 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_9308 
0967: actor 98@ move_mouth 4000 ms 
0615: define_AS_pack_begin 125@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2809.281 -1181.609 24.6181 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 125@ 
0618: assign_actor 98@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 

:GUNS1_9308
01BD: 262@ = current_time_in_ms 

:GUNS1_9313
jump @GUNS1_10789 

:GUNS1_9320
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_9476 
if 
  257@ == 0 
else_jump @GUNS1_9476 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_9407 
0968: actor 98@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:GUNS1_9407
0615: define_AS_pack_begin 124@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2808.119 -1182.255 24.6181 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 124@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 124@ 
061B: remove_references_to_AS_pack 124@ 
254@ = 11 
259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_9476
jump @GUNS1_10789 

:GUNS1_9483
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_9612 
if 
  257@ == 0 
else_jump @GUNS1_9612 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_9570 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_9570
254@ = 12 
04ED: load_animation "ON_LOOKERS" 
04ED: load_animation "GANGS" 
259@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_9612
jump @GUNS1_10789 

:GUNS1_9619
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_10165 
if 
  257@ == 0 
else_jump @GUNS1_10165 

:GUNS1_9677
if or
84EE:   not animation "ON_LOOKERS" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @GUNS1_9722 
wait 0 
jump @GUNS1_9677 

:GUNS1_9722
if 
  73@ == 0 
else_jump @GUNS1_9949 
if and
   not Car.Wrecked(102@)
   not Actor.Dead(98@)
else_jump @GUNS1_9949 
if and
   not Actor.InCar($PLAYER_ACTOR, 102@)
   not Actor.InCar(98@, 102@)
else_jump @GUNS1_9949 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 98@ 
Actor.PutAt($PLAYER_ACTOR, 2808.119, -1182.255, 24.3693)
Actor.Angle($PLAYER_ACTOR) = 353.059
Actor.PutAt(98@, 2809.281, -1181.609, 24.3693)
Actor.Angle(98@) = 30.6396
Camera.SetPosition(2804.06, -1181.834, 25.8646, 0.0, 0.0, 0.0)
Camera.PointAt(2804.96, -1181.406, 25.9365, 2)
0508: car 102@ close_all_doors 
Car.DoorStatus(102@) = 2
068A: set_car 102@ repair_componentA 2 
068A: set_car 102@ repair_componentA 3 
Car.LockInCurrentPosition(102@) = True
73@ = 1 

:GUNS1_9949
if 
   not Actor.Dead(98@)
else_jump @GUNS1_10122 
0615: define_AS_pack_begin 126@ 
0605: actor -1 perform_animation_sequence "SHOUT_IN" IFP_file "ON_LOOKERS" 1000.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" IFP_file "ON_LOOKERS" 1000.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SHOUT_OUT" IFP_file "ON_LOOKERS" 1000.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 126@ 
0618: assign_actor 98@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 98@ 

:GUNS1_10122
if 
   not Actor.Dead(98@)
else_jump @GUNS1_10146 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_10146
254@ = 13 
259@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_10165
jump @GUNS1_10789 

:GUNS1_10172
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_10388 
if 
  257@ == 0 
else_jump @GUNS1_10388 
04ED: load_animation "GANGS" 

:GUNS1_10239
if 
84EE:   not animation "GANGS" loaded 
else_jump @GUNS1_10270 
wait 0 
jump @GUNS1_10239 

:GUNS1_10270
if 
   not Actor.Dead(98@)
else_jump @GUNS1_10299 
0968: actor 98@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:GUNS1_10299
254@ = 14 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_10376 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 98@ 5000 ms 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 

:GUNS1_10376
259@ = 5 
01BD: 262@ = current_time_in_ms 

:GUNS1_10388
jump @GUNS1_10789 

:GUNS1_10395
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_10576 
if 
  257@ == 0 
else_jump @GUNS1_10576 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_10482 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_10482
254@ = 15 
0687: clear_actor $PLAYER_ACTOR task 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_10564 
05BF: AS_actor 98@ look_at_actor $PLAYER_ACTOR 3000 ms 
0605: actor 98@ perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 

:GUNS1_10564
259@ = 6 
01BD: 262@ = current_time_in_ms 

:GUNS1_10576
jump @GUNS1_10789 

:GUNS1_10583
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_10710 
if 
  257@ == 0 
else_jump @GUNS1_10710 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_10665 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_10665
254@ = 16 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_10698 
0647: unknown_actor 98@ look_task 
05C2: AS_actor 98@ show_the_finger 

:GUNS1_10698
259@ = 7 
01BD: 262@ = current_time_in_ms 

:GUNS1_10710
jump @GUNS1_10789 

:GUNS1_10717
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_10782 
if 
  257@ == 0 
else_jump @GUNS1_10782 
258@ = 1 

:GUNS1_10782
jump @GUNS1_10789 

:GUNS1_10789
jump @GUNS1_8778 

:GUNS1_10796
0701: end_scene_skip 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_10824 
0968: actor 98@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_10824
040D: unload_wav 255@ 
040D: unload_wav 256@ 
0396: pause_timer 0 
if 
  73@ == 0 
else_jump @GUNS1_11073 
if and
   not Car.Wrecked(102@)
   not Actor.Dead(98@)
else_jump @GUNS1_11073 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 98@ 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @GUNS1_10930 
Actor.PutAt($PLAYER_ACTOR, 2808.119, -1182.255, 24.3693)
jump @GUNS1_10950 

:GUNS1_10930
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2808.119 -1182.255 24.3693 

:GUNS1_10950
Actor.Angle($PLAYER_ACTOR) = 10.3905
if 
   not Actor.Driving(98@)
else_jump @GUNS1_11003 
0972: put_actor 98@ at 2809.281 -1181.609 24.6181 // versionC 
jump @GUNS1_11023 

:GUNS1_11003
0362: remove_actor 98@ from_car_and_place_at 2809.281 -1181.609 24.6181 

:GUNS1_11023
Actor.Angle(98@) = 30.6396
0508: car 102@ close_all_doors 
Car.DoorStatus(102@) = 2
068A: set_car 102@ repair_componentA 2 
068A: set_car 102@ repair_componentA 3 
Car.LockInCurrentPosition(102@) = True
73@ = 1 

:GUNS1_11073
if 
   not Actor.Dead(98@)
else_jump @GUNS1_11099 
0792: disembark_instantly_actor 98@ 
0647: unknown_actor 98@ look_task 

:GUNS1_11099
0792: disembark_instantly_actor $PLAYER_ACTOR 
0647: unknown_actor $PLAYER_ACTOR look_task 
04EF: release_animation "ON_LOOKERS" 
00BE: text_clear_all 
Camera.Restore_WithJumpCut
07FB: set_interior 'BURHOUS' access 1  // Colonel Fuhrbergers Haus
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
018A: 109@ = create_checkpoint_at 2808.0 -1177.0 26.0 
00BB: show_text_lowpriority GXT 'RYD1_39' time 5000 flag 1  // Geh in das ~y~Haus~s~.
if 
   not Actor.Dead(98@)
else_jump @GUNS1_11405 
if 
06EE:   actor 98@ in_group $PLAYER_GROUP 
else_jump @GUNS1_11227 
06C9: remove_actor 98@ from_group 

:GUNS1_11227
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2829.412 -1187.152 23.8422 mode 4 -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.409 24.3621 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 128@ loop 1 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_11405
51@ = 4 

:GUNS1_11412
if 
  51@ == 4 
else_jump @GUNS1_12539 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2808.0 -1170.0 1026.0 radius 10.0 10.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2807.96 -1176.236 24.3824 radius 1.2 1.2 3.0 
else_jump @GUNS1_12539 
00BE: text_clear_all 
Marker.Disable(109@)
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:GUNS1_11536
if 
fading 
else_jump @GUNS1_11560 
wait 0 
jump @GUNS1_11536 

:GUNS1_11560
00BE: text_clear_all 
03E6: remove_text_box 
0581: enable_radar 0 
0826: enable_hud 0 
Camera.SetPosition(2806.792, -1168.75, 1025.883, 0.0, 0.0, 0.0)
Camera.PointAt(2807.339, -1169.587, 1025.903, 2)
075B: zoom_radar 90 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
select_interior 8 
Camera.SetAtPos(2807.62, -1169.88, 1024.578)
select_interior 8 
08AD: put_actor $PLAYER_ACTOR at 2807.96 -1176.236 radius 20.0 // interior version 
Actor.PutAt($PLAYER_ACTOR, 2807.62, -1171.9, 1024.578)
Actor.Angle($PLAYER_ACTOR) = 0.0
167@ = 0.0 
$6705 = 0 
select_interior 8 
022B: create_forbidden_for_peds_cube_cornerA 2775.0 -1196.4 0.0 cornerB 2840.0 -1141.0 40.0 
0395: clear_area 1 at 2808.73 -1168.32 1024.6 radius 100.0 
Camera.SetAtPos(2808.73, -1168.32, 1024.6)
Camera.Restore_WithJumpCut
if 
   not Actor.Dead(98@)
else_jump @GUNS1_11828 
0687: clear_actor 98@ task 

:GUNS1_11828
Model.Load(#DB_AMMO)

:GUNS1_11833
if 
   not Model.Available(#DB_AMMO)
else_jump @GUNS1_11860 
wait 0 
jump @GUNS1_11833 

:GUNS1_11860
34@ = 0 

:GUNS1_11867
if 
  7 > 34@ 
else_jump @GUNS1_12073 
117@(34@,7i) = Object.Create(#DB_AMMO, 132@(34@,7f), 139@(34@,7f), 146@(34@,7f))
110@(34@,7i) = Marker.CreateAboveObject(117@(34@,7i))
Object.StorePos(117@(34@,7i), 163@, 164@, 165@)
if 
  165@ > 700.0 
else_jump @GUNS1_11997 
08DC: create_interior_marker 110@(34@,7i) at 2807.844 -1176.985 radius 10.0 

:GUNS1_11997
81@(34@,7i) = 1 
0566: link_object 117@(34@,7i) to_interior 8 
08E9: set_object 117@(34@,7i) liftable 1 
Object.CollisionDetection(117@(34@,7i)) = True
Object.ToggleInMovingList(117@(34@,7i)) = True
47@ += 1 
34@ += 1 
jump @GUNS1_11867 

:GUNS1_12073
04ED: load_animation "INT_HOUSE" 
04ED: load_animation "GANGS" 

:GUNS1_12095
if or
84EE:   not animation "INT_HOUSE" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @GUNS1_12139 
wait 0 
jump @GUNS1_12095 

:GUNS1_12139
Model.Load(#WMOPJ)
Model.Load(#CHROMEGUN)

:GUNS1_12148
if or
   not Model.Available(#WMOPJ)
   not Model.Available(#CHROMEGUN)
else_jump @GUNS1_12179 
wait 0 
jump @GUNS1_12148 

:GUNS1_12179
99@ = Actor.Create(Mission1, #WMOPJ, 2816.857, -1169.075, 1028.172)
0860: link_actor 99@ to_interior 8 
0446: set_actor 99@ immune_to_headshots 1 
0985: set_objects_in_sphere 2816.857 -1169.075 1028.172 radius 4.0 with_model -150 solid 0 for_actor 99@ 
060B: set_actor 99@ decision_maker_to 40@ 
Actor.PutAt(99@, 2816.857, -1169.075, 1028.172)
Actor.Angle(99@) = 90.0
01B2: give_actor 99@ weapon 25 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 99@ armed_weapon_to 0 
0605: actor 99@ perform_animation_sequence "BED_LOOP_R" IFP_file "INT_HOUSE" 4.0 loop 1 0 0 0 time -1 // versionA 
Camera.SetPosition(2806.792, -1168.75, 1025.883, 0.0, 0.0, 0.0)
Camera.PointAt(2807.339, -1169.587, 1025.903, 2)
if 
  95@ == 0 
else_jump @GUNS1_12459 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 radius 50.0 
95@ = 1 

:GUNS1_12459
61@ = 1 
35@ += 1 
Marker.Disable(110@)
81@ = 0 
Object.Destroy(117@)
47@ -= 1 
fade 1 500 

:GUNS1_12504
if 
fading 
else_jump @GUNS1_12528 
wait 0 
jump @GUNS1_12504 

:GUNS1_12528
0826: enable_hud 1 
51@ = 5 

:GUNS1_12539
if 
  7 > 51@ 
else_jump @GUNS1_12774 
if 
  80@ == 0 
else_jump @GUNS1_12767 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if 
  $TIME_HOURS > 21 
else_jump @GUNS1_12667 
49@ = 24 
0064: 49@ -= $TIME_HOURS // (int) 
49@ += 6 
49@ *= 60000 
008A: $6704 = 49@ // (int) 
49@ = 60000 
0064: 49@ -= $TIME_MINS // (int) 
0058: $6704 += $TIME_MINS // (int) 

:GUNS1_12667
if 
  5 > $TIME_HOURS 
else_jump @GUNS1_12744 
49@ = 6 
0064: 49@ -= $TIME_HOURS // (int) 
49@ *= 60000 
008A: $6704 = 49@ // (int) 
49@ = 60000 
0064: 49@ -= $TIME_MINS // (int) 
0058: $6704 += $TIME_MINS // (int) 

:GUNS1_12744
03C3: set_timer_to $6704 type 1 GXT 'RYD1_41' // global_variable  // TAGESLICHT
80@ = 1 

:GUNS1_12767
jump @GUNS1_12804 

:GUNS1_12774
if 
  80@ == 1 
else_jump @GUNS1_12804 
014F: stop_timer $6704 
80@ = 0 

:GUNS1_12804
if 
  51@ == 5 
else_jump @GUNS1_14412 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 radius 50.0 
0396: pause_timer 1 
0707: start_scene_skip_to @GUNS1_13763 
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_92'  // Du musst stets leise sein.

:GUNS1_12870
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_12894 
wait 0 
jump @GUNS1_12870 

:GUNS1_12894
32@ = 0 
52@ = 0 

:GUNS1_12908
if 
  52@ == 0 
else_jump @GUNS1_12968 
if or
  32@ > 4000 
   not Player.Defined($PLAYER_CHAR)
else_jump @GUNS1_12957 
52@ = 1 

:GUNS1_12957
wait 0 
jump @GUNS1_12908 

:GUNS1_12968
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_93'  // Halte ~k~~SNEAK_ABOUT~ gedrckt, um zu schleichen.

:GUNS1_12981
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_13005 
wait 0 
jump @GUNS1_12981 

:GUNS1_13005
32@ = 0 
52@ = 0 

:GUNS1_13019
if 
  52@ == 0 
else_jump @GUNS1_13079 
if or
  32@ > 4000 
   not Player.Defined($PLAYER_CHAR)
else_jump @GUNS1_13068 
52@ = 1 

:GUNS1_13068
wait 0 
jump @GUNS1_13019 

:GUNS1_13079
Camera.SetPosition(2815.59, -1169.15, 1029.45, 0.0, 0.0, 0.0)
Camera.PointAt(2820.48, -1173.33, 1028.01, 2)
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_94'  // Wenn du zu viel Lrm machst, weckst du die Bewohner des Hauses.

:GUNS1_13143
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_13167 
wait 0 
jump @GUNS1_13143 

:GUNS1_13167
32@ = 0 
52@ = 0 
277@ = 3 
278@ = 0 
279@ = 0 

:GUNS1_13202
if 
  52@ == 0 
else_jump @GUNS1_13451 
if 
   not 277@ == 0 
else_jump @GUNS1_13409 
if 
  278@ == 0 
else_jump @GUNS1_13282 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_13275 
040D: unload_wav 3 

:GUNS1_13275
278@ = 1 

:GUNS1_13282
if 
  278@ == 1 
else_jump @GUNS1_13318 
03CF: load_wav 273@(277@,4i) as 3 
278@ = 2 

:GUNS1_13318
if 
  278@ == 2 
else_jump @GUNS1_13362 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_13362 
03D1: play_wav 3 
278@ = 3 

:GUNS1_13362
if 
  278@ == 3 
else_jump @GUNS1_13409 
if 
03D2:   wav 3 ended 
else_jump @GUNS1_13409 
277@ = 0 
278@ = 0 

:GUNS1_13409
if or
  32@ > 4000 
   not Player.Defined($PLAYER_CHAR)
else_jump @GUNS1_13440 
52@ = 1 

:GUNS1_13440
wait 0 
jump @GUNS1_13202 

:GUNS1_13451
0512: show_permanent_text_box 'RYD1_95'  // Achte darauf, dass die Lrm-Anzeige nie das Maximum erreicht.

:GUNS1_13462
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_13486 
wait 0 
jump @GUNS1_13462 

:GUNS1_13486
32@ = 0 
52@ = 0 
277@ = 3 
278@ = 0 

:GUNS1_13514
if 
  52@ == 0 
else_jump @GUNS1_13763 
if 
   not 277@ == 0 
else_jump @GUNS1_13721 
if 
  278@ == 0 
else_jump @GUNS1_13594 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_13587 
040D: unload_wav 3 

:GUNS1_13587
278@ = 1 

:GUNS1_13594
if 
  278@ == 1 
else_jump @GUNS1_13630 
03CF: load_wav 273@(277@,4i) as 3 
278@ = 2 

:GUNS1_13630
if 
  278@ == 2 
else_jump @GUNS1_13674 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_13674 
03D1: play_wav 3 
278@ = 3 

:GUNS1_13674
if 
  278@ == 3 
else_jump @GUNS1_13721 
if 
03D2:   wav 3 ended 
else_jump @GUNS1_13721 
277@ = 0 
278@ = 0 

:GUNS1_13721
if or
  32@ > 4000 
   not Player.Defined($PLAYER_CHAR)
else_jump @GUNS1_13752 
52@ = 1 

:GUNS1_13752
wait 0 
jump @GUNS1_13514 

:GUNS1_13763
0701: end_scene_skip 
040D: unload_wav 3 
0396: pause_timer 0 
03E6: remove_text_box 
00BE: text_clear_all 
if and
   not Car.Wrecked(102@)
   not Actor.Dead(98@)
else_jump @GUNS1_14191 
0395: clear_area 1 at 2812.9 -1181.13 1024.396 radius 100.0 
Car.PutAt(102@, 2811.846, -1183.291, 24.2764)
Car.Angle(102@) = 246.9816
0657: car 102@ open_componentA 4 
0657: car 102@ open_componentA 5 
0687: clear_actor 98@ task 
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset -1.5 -4.0 0.0 
153@ = Car.Angle(102@)
153@ -= 180.0 
if 
  180.0 > 153@ 
else_jump @GUNS1_13949 
153@ += 360.0 

:GUNS1_13949
0792: disembark_instantly_actor 98@ 
Actor.PutAt(98@, 2811.122, -1186.549, 24.2718)
Actor.Angle(98@) = 17.5866
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset 0.0 -4.0 0.0 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2829.412 -1187.152 23.8422 mode 4 -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.409 24.3621 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 128@ loop 1 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_14191
0792: disembark_instantly_actor $PLAYER_ACTOR 
Camera.Restore_WithJumpCut
04EF: release_animation "GANGS" 
167@ = 0.0 
$6705 = 0 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
if 
  94@ == 0 
else_jump @GUNS1_14311 
167@ = 0.0 
$6705 = 0 
$6705 = 0 
03C4: set_status_text $6705 type 1 GXT 'GUNS1_5' // global_variable  // Lrm
0581: enable_radar 0 
94@ = 1 
33@ = 0 

:GUNS1_14311
95@ = 1 
254@ = 0 
255@ = 1 
256@ = 2 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 
51@ = 6 
$6705 = 0 
167@ = 0.0 

:GUNS1_14412
if and
  96@ == 0 
  7 > 51@ 
else_jump @GUNS1_16262 
if 
  91@ == 0 
else_jump @GUNS1_14535 
if 
  51@ == 6 
else_jump @GUNS1_14535 
if 
  33@ > 2500 
else_jump @GUNS1_14535 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'RYD1_40' time 5000 flag 1  // Such dir eine ~g~Kiste~s~.
01E4: show_text_1number_lowpriority GXT 'RYD1_97' number 3 time 5000 flag 1  // ~s~Du musst wenigstens ~1~ Kisten mit Waffen stehlen.
91@ = 1 

:GUNS1_14535
if 
  95@ == 0 
else_jump @GUNS1_16262 
if 
  94@ == 0 
else_jump @GUNS1_16262 
077E: get_active_interior_to 37@ 
if 
  37@ == 8 
else_jump @GUNS1_14736 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2807.62 -1171.9 1024.578 radius 50.0 50.0 50.0 
else_jump @GUNS1_14729 
if 
  96@ == 0 
else_jump @GUNS1_14729 
$6705 = 0 
167@ = 0.0 
if 
  94@ == 0 
else_jump @GUNS1_14729 
03C4: set_status_text $6705 type 1 GXT 'GUNS1_5' // global_variable  // Lrm
059C: enable_status_text $6705 flashing 0 // global_variable 
0581: enable_radar 0 
94@ = 1 

:GUNS1_14729
jump @GUNS1_16262 

:GUNS1_14736
if 
  $6704 == 0 
else_jump @GUNS1_16262 
if 
   not Actor.Dead(99@)
else_jump @GUNS1_14857 
0687: clear_actor 99@ task 
Actor.PutAt(99@, 2806.996, -1169.809, 1024.612)
Actor.Angle(99@) = 193.7598
060B: set_actor 99@ decision_maker_to 39@ 
065C: release_decision_maker 40@ 
077A: set_actor 99@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0615: define_AS_pack_begin 127@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 

:GUNS1_14857
49@ = 0 

:GUNS1_14864
if 
  7 > 49@ 
else_jump @GUNS1_14969 
if 
03CA:   object 117@(49@,7i) exists 
else_jump @GUNS1_14913 
08E9: set_object 117@(49@,7i) liftable 0 

:GUNS1_14913
if 
  81@(49@,7i) == 1 
else_jump @GUNS1_14955 
Marker.Disable(110@(49@,7i))
81@(49@,7i) = 0 

:GUNS1_14955
49@ += 1 
jump @GUNS1_14864 

:GUNS1_14969
014F: stop_timer $6704 
0151: remove_status_text $6705 
0581: enable_radar 1 
if 
  35@ > 3 
else_jump @GUNS1_15020 
014F: stop_timer $6704 
51@ = 7 
jump @GUNS1_16255 

:GUNS1_15020
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @GUNS1_16109 
if and
   not Car.Wrecked(102@)
   not Actor.Dead(98@)
else_jump @GUNS1_16109 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
Car.DoorStatus(102@) = 1
Car.LockInCurrentPosition(102@) = False
Camera.SetAtPos(2807.858, -1188.103, 25.4725)
Camera.SetPosition(2807.858, -1188.103, 25.4725, 0.0, 0.0, 0.0)
Camera.PointAt(2808.792, -1187.748, 25.4449, 2)
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2832.257 -1182.708 23.7924 
05D7: add_point_to_scmpath 2840.811 -1211.145 22.6279 
0615: define_AS_pack_begin 127@ 
if 
  51@ > 5 
else_jump @GUNS1_15246 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 6 10000 ms // versionA 

:GUNS1_15246
05CB: AS_actor -1 enter_car 102@ as_driver 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 102@ speed 25.0 flags 1 0 1 
0616: define_AS_pack_end 127@ 
0618: assign_actor 98@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
254@ = 0 
255@ = 1 
256@ = 2 
257@ = 0 
263@ = 0 
259@ = 0 
52@ = 0 
32@ = 0 

:GUNS1_15348
if 
  52@ == 0 
else_jump @GUNS1_16109 
if 
   not 254@ == 0 
else_jump @GUNS1_15705 
if 
  257@ == 0 
else_jump @GUNS1_15430 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_15423 
040D: unload_wav 256@ 

:GUNS1_15423
257@ = 1 

:GUNS1_15430
if 
  257@ == 1 
else_jump @GUNS1_15467 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_15467
if 
  257@ == 2 
else_jump @GUNS1_15527 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_15527 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
257@ = 3 

:GUNS1_15527
if 
  257@ == 3 
else_jump @GUNS1_15705 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_15644 
03D5: remove_text $6706(254@,82s) 
if 
  255@ == 1 
else_jump @GUNS1_15609 
255@ = 2 
256@ = 1 
jump @GUNS1_15623 

:GUNS1_15609
255@ = 1 
256@ = 2 

:GUNS1_15623
254@ = 0 
257@ = 0 
jump @GUNS1_15705 

:GUNS1_15644
if 
83D0:   not wav 256@ loaded 
else_jump @GUNS1_15705 
if 
  76 > 254@ 
else_jump @GUNS1_15705 
0085: 263@ = 254@ // (int) 
263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_15705
0871: init_jump_table 259@ total_jumps 2 default_jump 1 @GUNS1_15949 jumps 0 @GUNS1_15768 1 @GUNS1_15836 -1 @GUNS1_16019 -1 @GUNS1_16019 -1 @GUNS1_16019 -1 @GUNS1_16019 -1 @GUNS1_16019 

:GUNS1_15768
if 
  257@ == 0 
else_jump @GUNS1_15829 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_15810 
0967: actor 98@ move_mouth 5000 ms 

:GUNS1_15810
254@ = 81 
259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_15829
jump @GUNS1_16019 

:GUNS1_15836
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_15942 
if 
  257@ == 0 
else_jump @GUNS1_15942 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_15915 
0968: actor 98@ stop_mouth 

:GUNS1_15915
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 
254@ = 77 
259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_15942
jump @GUNS1_16019 

:GUNS1_15949
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_16012 
if 
  257@ == 0 
else_jump @GUNS1_16012 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_16012
jump @GUNS1_16019 

:GUNS1_16019
if 
   not Actor.Dead(98@)
else_jump @GUNS1_16053 
062E: unknown_get_actor 98@ task 1560 status_store_to 38@ // ret 7 if not found 
jump @GUNS1_16060 

:GUNS1_16053
52@ = 1 

:GUNS1_16060
if or
  32@ > 15000 
04A4:   38@ == 7 // @ == any 
else_jump @GUNS1_16098 
0968: actor $PLAYER_ACTOR stop_mouth 
52@ = 1 

:GUNS1_16098
wait 0 
jump @GUNS1_15348 

:GUNS1_16109
00BE: text_clear_all 
0687: clear_actor $PLAYER_ACTOR task 
Camera.Restore_WithJumpCut
Player.WantedLevel($PLAYER_CHAR) = 2
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_16232 
fade 0 1000 

:GUNS1_16161
if 
fading 
else_jump @GUNS1_16185 
wait 0 
jump @GUNS1_16161 

:GUNS1_16185
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:GUNS1_16208
if 
fading 
else_jump @GUNS1_16232 
wait 0 
jump @GUNS1_16208 

:GUNS1_16232
00BB: show_text_lowpriority GXT 'RYD1_96' time 5000 flag 1  // ~r~Du hast es nicht geschafft, gengend Kisten zu klauen.
jump @GUNS1_40642 

:GUNS1_16255
94@ = 0 

:GUNS1_16262
if 
  7 > 51@ 
else_jump @GUNS1_16395 
Actor.StorePos($PLAYER_ACTOR, 160@, 161@, 162@)
if 
  162@ > 900.0 
else_jump @GUNS1_16370 
if 
  92@ == 0 
else_jump @GUNS1_16363 
077E: get_active_interior_to 37@ 
if 
  37@ == 8 
else_jump @GUNS1_16363 
92@ = 1 

:GUNS1_16363
jump @GUNS1_16395 

:GUNS1_16370
if 
  92@ == 1 
else_jump @GUNS1_16395 
92@ = 0 

:GUNS1_16395
if 
  51@ > 2 
else_jump @GUNS1_23696 
if 
  7 > 51@ 
else_jump @GUNS1_23696 
if 
  94@ == 1 
else_jump @GUNS1_23696 
if 
  96@ == 0 
else_jump @GUNS1_23696 
077E: get_active_interior_to 37@ 
if 
  37@ == 0 
else_jump @GUNS1_16731 
if 
  95@ == 1 
else_jump @GUNS1_16634 
040D: unload_wav 3 
277@ = 3 
278@ = 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
if 
  60@ == 1 
else_jump @GUNS1_16589 
if 
03CA:   object 117@(36@,7i) exists 
else_jump @GUNS1_16589 
0566: link_object 117@(36@,7i) to_interior 0 

:GUNS1_16589
if 
  94@ == 1 
else_jump @GUNS1_16623 
0151: remove_status_text $6705 
0581: enable_radar 1 
94@ = 0 

:GUNS1_16623
95@ = 0 
075B: zoom_radar 0 

:GUNS1_16634
if 
  $6705 > 11 
else_jump @GUNS1_16714 
$6705 -= 10 
if 
  167@ > 11.0 
else_jump @GUNS1_16697 
167@ -= 10.0 
jump @GUNS1_16707 

:GUNS1_16697
167@ = 0.0 

:GUNS1_16707
jump @GUNS1_16731 

:GUNS1_16714
167@ = 0.0 
$6705 = 0 

:GUNS1_16731
if 
  37@ == 8 
else_jump @GUNS1_17507 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2809.0 -1169.0 1026.0 radius 30.0 30.0 30.0 
else_jump @GUNS1_17507 
if 
   not 277@ == 0 
else_jump @GUNS1_17023 
if 
  278@ == 0 
else_jump @GUNS1_16859 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_16852 
040D: unload_wav 3 

:GUNS1_16852
278@ = 1 

:GUNS1_16859
if 
  278@ == 1 
else_jump @GUNS1_16895 
03CF: load_wav 273@(277@,4i) as 3 
278@ = 2 

:GUNS1_16895
if 
  278@ == 2 
else_jump @GUNS1_16962 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_16962 
if 
   not Actor.Dead(99@)
else_jump @GUNS1_16955 
0949: link_wav 3 to_actor 99@ 
03D1: play_wav 3 

:GUNS1_16955
278@ = 3 

:GUNS1_16962
if 
  278@ == 3 
else_jump @GUNS1_17016 
if 
03D2:   wav 3 ended 
else_jump @GUNS1_17016 
277@ = 0 
278@ = 0 
32@ = 0 

:GUNS1_17016
jump @GUNS1_17049 

:GUNS1_17023
if 
  32@ > 3000 
else_jump @GUNS1_17049 
277@ = 3 

:GUNS1_17049
if 
   not Actor.Dead(99@)
else_jump @GUNS1_17173 
Actor.StorePos($PLAYER_ACTOR, 160@, 161@, 162@)
if 
  79@ == 1 
else_jump @GUNS1_17130 
0855: get_actor -1 noise_level_at 160@ 161@ 162@ store_to 166@ 
166@ *= 1.6 
jump @GUNS1_17173 

:GUNS1_17130
if 
  33@ > 500 
else_jump @GUNS1_17156 
79@ = 1 

:GUNS1_17156
$6705 = 0 
167@ = 0.0 

:GUNS1_17173
if 
  95@ == 0 
else_jump @GUNS1_17289 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 radius 50.0 
if 
  60@ == 1 
else_jump @GUNS1_17278 
if 
03CA:   object 117@(36@,7i) exists 
else_jump @GUNS1_17278 
0566: link_object 117@(36@,7i) to_interior 8 

:GUNS1_17278
075B: zoom_radar 90 
95@ = 1 

:GUNS1_17289
if 
  166@ > 20.0 
else_jump @GUNS1_17328 
166@ -= 20.0 
005B: 167@ += 166@ // (float) 

:GUNS1_17328
167@ *= 0.99 
0090: $6705 = float 167@ to_integer 
if 
  $6705 >= 100 
else_jump @GUNS1_17408 
$6705 = 100 
if 
  171@ == 0 
else_jump @GUNS1_17401 
01BD: 169@ = current_time_in_ms 
171@ = 1 

:GUNS1_17401
jump @GUNS1_17433 

:GUNS1_17408
if 
  0 > $6705 
else_jump @GUNS1_17433 
$6705 = 0 

:GUNS1_17433
if 
   not Actor.Dead(99@)
else_jump @GUNS1_17507 
if or
051A:   actor 99@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor $PLAYER_ACTOR near_actor 99@ radius 1.0 1.0 2.0 sphere 0 
else_jump @GUNS1_17507 
171@ = 2 
$6705 = 100 

:GUNS1_17507
if 
  171@ == 1 
else_jump @GUNS1_18421 
01BD: 168@ = current_time_in_ms 
0085: 170@ = 168@ // (int) 
0062: 170@ -= 169@ // (int) 
if 
  170@ > 1500 
else_jump @GUNS1_18421 
if 
  93@ == 0 
else_jump @GUNS1_18414 
040D: unload_wav 3 
277@ = 0 
278@ = 0 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2816.096, -1169.522, 1029.081, 0.0, 0.0, 0.0)
Camera.PointAt(2817.093, -1169.588, 1029.055, 2)
254@ = 0 
255@ = 1 
256@ = 2 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 

:GUNS1_17735
wait 0 
if 
  258@ == 0 
else_jump @GUNS1_18340 
if 
   not 254@ == 0 
else_jump @GUNS1_18096 
if 
  257@ == 0 
else_jump @GUNS1_17821 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_17814 
040D: unload_wav 256@ 

:GUNS1_17814
257@ = 1 

:GUNS1_17821
if 
  257@ == 1 
else_jump @GUNS1_17858 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_17858
if 
  257@ == 2 
else_jump @GUNS1_17918 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_17918 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
257@ = 3 

:GUNS1_17918
if 
  257@ == 3 
else_jump @GUNS1_18096 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_18035 
03D5: remove_text $6706(254@,82s) 
if 
  255@ == 1 
else_jump @GUNS1_18000 
255@ = 2 
256@ = 1 
jump @GUNS1_18014 

:GUNS1_18000
255@ = 1 
256@ = 2 

:GUNS1_18014
254@ = 0 
257@ = 0 
jump @GUNS1_18096 

:GUNS1_18035
if 
83D0:   not wav 256@ loaded 
else_jump @GUNS1_18096 
if 
  76 > 254@ 
else_jump @GUNS1_18096 
0085: 263@ = 254@ // (int) 
263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_18096
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_18333 
0871: init_jump_table 259@ total_jumps 1 default_jump 1 @GUNS1_18240 jumps 0 @GUNS1_18172 -1 @GUNS1_18333 -1 @GUNS1_18333 -1 @GUNS1_18333 -1 @GUNS1_18333 -1 @GUNS1_18333 -1 @GUNS1_18333 

:GUNS1_18172
if 
  257@ == 0 
else_jump @GUNS1_18233 
if 
   not Actor.Dead(99@)
else_jump @GUNS1_18214 
0967: actor 99@ move_mouth 5000 ms 

:GUNS1_18214
254@ = 36 
259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_18233
jump @GUNS1_18333 

:GUNS1_18240
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_18326 
if 
   not Actor.Dead(99@)
else_jump @GUNS1_18301 
0968: actor 99@ stop_mouth 

:GUNS1_18301
if 
  257@ == 0 
else_jump @GUNS1_18326 
258@ = 1 

:GUNS1_18326
jump @GUNS1_18333 

:GUNS1_18333
jump @GUNS1_17735 

:GUNS1_18340
00BB: show_text_lowpriority GXT 'GUNS134' time 3000 flag 1  // ~s~Du machst zu viel Lrm. Du musst schleichen!
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
171@ = 0 
$6705 = 0 
167@ = 0.0 
93@ = 1 
277@ = 3 
jump @GUNS1_18421 

:GUNS1_18414
171@ = 2 

:GUNS1_18421
if or
  171@ == 2 
  $6704 == 0 
else_jump @GUNS1_23336 
040D: unload_wav 3 
278@ = 0 
277@ = 0 
49@ = 0 

:GUNS1_18471
if 
  7 > 49@ 
else_jump @GUNS1_18576 
if 
03CA:   object 117@(49@,7i) exists 
else_jump @GUNS1_18520 
08E9: set_object 117@(49@,7i) liftable 0 

:GUNS1_18520
if 
  81@(49@,7i) == 1 
else_jump @GUNS1_18562 
Marker.Disable(110@(49@,7i))
81@(49@,7i) = 0 

:GUNS1_18562
49@ += 1 
jump @GUNS1_18471 

:GUNS1_18576
if 
  37@ == 8 
else_jump @GUNS1_21937 
if 
   not Actor.Dead(99@)
else_jump @GUNS1_21930 
49@ = Actor.Health(99@)
if 
  20 > 49@ 
else_jump @GUNS1_18643 
Actor.Health(99@) = 20

:GUNS1_18643
040D: unload_wav 3 
0792: disembark_instantly_actor 99@ 
0575: set_actor 99@ pinned_position 0 
04C4: store_coords_to 157@ 158@ 159@ from_actor $PLAYER_ACTOR with_offset 1.0 1.0 0.0 
0395: clear_area 1 at 2808.123 -1172.823 1024.612 radius 10.0 
if 
0104:   actor $PLAYER_ACTOR near_actor 99@ radius 1.0 1.0 2.0 sphere 0 
else_jump @GUNS1_18778 
Actor.PutAt($PLAYER_ACTOR, 2817.229, -1166.11, 1028.172)
Actor.Angle($PLAYER_ACTOR) = 94.7698

:GUNS1_18778
Actor.PutAt(99@, 2815.961, -1169.392, 1028.172)
Actor.Angle(99@) = 14.1
Camera.SetPosition(2816.242, -1168.358, 1029.485, 0.0, 0.0, 0.0)
Camera.PointAt(2815.674, -1169.144, 1029.729, 2)
0615: define_AS_pack_begin 127@ 
05C8: AS_actor -1 look_around 
05C2: AS_actor -1 show_the_finger 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
Player.CanMove($PLAYER_CHAR) = False
0687: clear_actor $PLAYER_ACTOR task 
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
if 
  4 > 35@ 
else_jump @GUNS1_18973 
Actor.PutAt($PLAYER_ACTOR, 2807.525, -1167.076, 1024.578)
Actor.Angle($PLAYER_ACTOR) = 169.2411

:GUNS1_18973
01B9: set_actor 99@ armed_weapon_to 25 
0707: start_scene_skip_to @GUNS1_19768 
00BE: text_clear_all 
if 
  $6704 > 0 
else_jump @GUNS1_19054 
040D: unload_wav 3 
if 
   not Actor.Dead(99@)
else_jump @GUNS1_19047 
0968: actor 99@ stop_mouth 
0967: actor 99@ move_mouth 4000 ms 
254@ = 39 

:GUNS1_19047
jump @GUNS1_19084 

:GUNS1_19054
00BB: show_text_lowpriority GXT 'RYD1_36' time 4000 flag 1  // Schon Morgen... Moment mal, hier stimmt doch irgendwas nicht!
278@ = 0 
277@ = 1 

:GUNS1_19084
255@ = 1 
256@ = 2 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
52@ = 0 
32@ = 0 

:GUNS1_19154
if 
  52@ == 0 
else_jump @GUNS1_19768 
if 
   not 277@ == 0 
else_jump @GUNS1_19373 
if 
  278@ == 0 
else_jump @GUNS1_19234 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_19227 
040D: unload_wav 3 

:GUNS1_19227
278@ = 1 

:GUNS1_19234
if 
  278@ == 1 
else_jump @GUNS1_19270 
03CF: load_wav 273@(277@,4i) as 3 
278@ = 2 

:GUNS1_19270
if 
  278@ == 2 
else_jump @GUNS1_19314 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_19314 
03D1: play_wav 3 
278@ = 3 

:GUNS1_19314
if 
  278@ == 3 
else_jump @GUNS1_19373 
if or
03D2:   wav 3 ended 
  32@ > 3000 
else_jump @GUNS1_19373 
040D: unload_wav 3 
277@ = 0 
278@ = 0 

:GUNS1_19373
if 
   not 254@ == 0 
else_jump @GUNS1_19665 
if 
  257@ == 0 
else_jump @GUNS1_19437 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_19430 
040D: unload_wav 256@ 

:GUNS1_19430
257@ = 1 

:GUNS1_19437
if 
  257@ == 1 
else_jump @GUNS1_19474 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_19474
if 
  257@ == 2 
else_jump @GUNS1_19534 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_19534 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
257@ = 3 

:GUNS1_19534
if 
  257@ == 3 
else_jump @GUNS1_19665 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_19665 
03D5: remove_text $6706(254@,82s) 
if 
   not Actor.Dead(99@)
else_jump @GUNS1_19598 
0968: actor 99@ stop_mouth 

:GUNS1_19598
if 
  255@ == 1 
else_jump @GUNS1_19637 
255@ = 2 
256@ = 1 
jump @GUNS1_19651 

:GUNS1_19637
255@ = 1 
256@ = 2 

:GUNS1_19651
254@ = 0 
257@ = 0 

:GUNS1_19665
if 
   Actor.Dead(99@)
else_jump @GUNS1_19695 
52@ = 1 
jump @GUNS1_19731 

:GUNS1_19695
062E: unknown_get_actor 99@ task 1560 status_store_to 38@ // ret 7 if not found 
if 
04A4:   38@ == 7 // @ == any 
else_jump @GUNS1_19731 
52@ = 1 

:GUNS1_19731
if 
  32@ > 15000 
else_jump @GUNS1_19757 
52@ = 1 

:GUNS1_19757
wait 0 
jump @GUNS1_19154 

:GUNS1_19768
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
04EF: release_animation "GANGS" 
60@ = 0 
if 
   not Actor.Dead(99@)
else_jump @GUNS1_20085 
0968: actor 99@ stop_mouth 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2811.882 -1167.57 1029.22 radius 9.1 7.2 5.0 
  162@ > 1029.0 
else_jump @GUNS1_19947 
0615: define_AS_pack_begin 127@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
jump @GUNS1_20085 

:GUNS1_19947
Actor.PutAt(99@, 2804.325, -1162.254, 1028.18)
Actor.Angle(99@) = 180.0
0615: define_AS_pack_begin 127@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 10000 ms 
0637: AS_actor -1 goto 2803.977 -1168.157 1025.375 mode 6 turn_radius 0.5 stop_radius 0.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2806.996 -1169.809 1024.612 mode 6 turn_radius 0.5 stop_radius 0.0 look_at_actor $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 

:GUNS1_20085
0687: clear_actor $PLAYER_ACTOR task 
0647: unknown_actor $PLAYER_ACTOR look_task 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_20121 
0687: clear_actor 98@ task 
0647: unknown_actor 98@ look_task 

:GUNS1_20121
0395: clear_area 1 at 2806.996 -1169.209 1024.612 radius 50.0 
if and
   not Actor.Dead(98@)
   not Car.Wrecked(102@)
else_jump @GUNS1_20284 
0687: clear_actor 98@ task 
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset -1.5 -4.0 0.0 
153@ = Car.Angle(102@)
153@ -= 180.0 
if 
  180.0 > 153@ 
else_jump @GUNS1_20249 
153@ += 360.0 

:GUNS1_20249
0792: disembark_instantly_actor 98@ 
Actor.PutAt(98@, 2811.122, -1186.549, 24.2718)
Actor.Angle(98@) = 17.5866

:GUNS1_20284
if 
   not Actor.Dead(99@)
else_jump @GUNS1_20330 
060B: set_actor 99@ decision_maker_to 39@ 
065C: release_decision_maker 40@ 
077A: set_actor 99@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 

:GUNS1_20330
04EF: release_animation "INT_HOUSE" 
if 
  35@ > 3 
else_jump @GUNS1_20465 
if 
   not Actor.Dead(99@)
else_jump @GUNS1_20407 
0615: define_AS_pack_begin 127@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 

:GUNS1_20407
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
00BB: show_text_lowpriority GXT 'RYD1_44' time 4000 flag 1  // ~s~Du kannst keine weiteren Kisten mehr klauen. Geh zurck zum ~b~Truck~s~.
43@ = 0 
jump @GUNS1_21930 

:GUNS1_20465
254@ = 0 
255@ = 1 
256@ = 2 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 

:GUNS1_20535
wait 0 
if 
  258@ == 0 
else_jump @GUNS1_20996 
if 
   not 254@ == 0 
else_jump @GUNS1_20835 
if 
  257@ == 0 
else_jump @GUNS1_20621 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_20614 
040D: unload_wav 256@ 

:GUNS1_20614
257@ = 1 

:GUNS1_20621
if 
  257@ == 1 
else_jump @GUNS1_20658 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_20658
if 
  257@ == 2 
else_jump @GUNS1_20718 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_20718 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
257@ = 3 

:GUNS1_20718
if 
  257@ == 3 
else_jump @GUNS1_20835 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_20835 
03D5: remove_text $6706(254@,82s) 
if 
  255@ == 1 
else_jump @GUNS1_20800 
255@ = 2 
256@ = 1 
jump @GUNS1_20814 

:GUNS1_20800
255@ = 1 
256@ = 2 

:GUNS1_20814
254@ = 0 
257@ = 0 
258@ = 1 

:GUNS1_20835
if 
  257@ == 0 
else_jump @GUNS1_20989 
if 
  258@ == 0 
else_jump @GUNS1_20989 
254@ = 38 
Actor.PutAt($PLAYER_ACTOR, 2807.525, -1167.076, 1024.578)
Actor.Angle($PLAYER_ACTOR) = 169.2411
05D3: AS_actor $PLAYER_ACTOR goto_point 2807.626 -1178.272 1024.578 mode 6 6000 ms // versionA 
061B: remove_references_to_AS_pack 127@ 
Camera.SetPosition(2809.671, -1173.223, 1025.994, 0.0, 0.0, 0.0)
Camera.PointAt(2808.816, -1172.714, 1025.891, 2)

:GUNS1_20989
jump @GUNS1_20535 

:GUNS1_20996
52@ = 0 
32@ = 0 

:GUNS1_21010
if 
  52@ == 0 
else_jump @GUNS1_21120 
062E: unknown_get_actor $PLAYER_ACTOR task 1491 status_store_to 38@ // ret 7 if not found 
if or
  32@ > 10000 
04A4:   38@ == 7 // @ == any 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2807.626 -1174.272 1024.578 radius 1.3 1.3 3.0 
else_jump @GUNS1_21109 
52@ = 1 

:GUNS1_21109
wait 0 
jump @GUNS1_21010 

:GUNS1_21120
fade 0 1500 

:GUNS1_21127
if 
fading 
else_jump @GUNS1_21151 
wait 0 
jump @GUNS1_21127 

:GUNS1_21151
0687: clear_actor $PLAYER_ACTOR task 
Actor.PutAt($PLAYER_ACTOR, 2808.784, -1178.054, 24.3559)
Actor.Angle($PLAYER_ACTOR) = 231.7034
select_interior 0 
08AD: put_actor $PLAYER_ACTOR at 2807.776 -1174.782 radius 20.0 // interior version 
Camera.SetPosition(2807.473, -1176.315, 25.8373, 0.0, 0.0, 0.0)
Camera.PointAt(2808.318, -1176.847, 25.8125, 2)
04E4: unknown_refresh_game_renderer_at 2808.784 -1178.054 
Camera.SetAtPos(2808.784, -1178.054, 24.0)
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_21311 
Car.Destroy(102@)

:GUNS1_21311
Car.RemoveReferences(102@)
if 
   not Actor.Dead(98@)
else_jump @GUNS1_21337 
Actor.DestroyInstantly(98@)

:GUNS1_21337
Actor.RemoveReferences(98@)
0615: define_AS_pack_begin 127@ 
05D3: AS_actor -1 goto_point 2814.974 -1181.695 24.2639 mode 6 10000 ms // versionA 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 127@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_21438 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:GUNS1_21438
fade 1 1000 

:GUNS1_21445
if 
fading 
else_jump @GUNS1_21469 
wait 0 
jump @GUNS1_21445 

:GUNS1_21469
254@ = 78 
255@ = 1 
256@ = 2 
257@ = 0 
263@ = 0 
52@ = 0 
32@ = 0 

:GUNS1_21518
if 
  52@ == 0 
else_jump @GUNS1_21930 
if 
   not 254@ == 0 
else_jump @GUNS1_21875 
if 
  257@ == 0 
else_jump @GUNS1_21600 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_21593 
040D: unload_wav 256@ 

:GUNS1_21593
257@ = 1 

:GUNS1_21600
if 
  257@ == 1 
else_jump @GUNS1_21637 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_21637
if 
  257@ == 2 
else_jump @GUNS1_21697 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_21697 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
257@ = 3 

:GUNS1_21697
if 
  257@ == 3 
else_jump @GUNS1_21875 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_21814 
03D5: remove_text $6706(254@,82s) 
if 
  255@ == 1 
else_jump @GUNS1_21779 
255@ = 2 
256@ = 1 
jump @GUNS1_21793 

:GUNS1_21779
255@ = 1 
256@ = 2 

:GUNS1_21793
254@ = 0 
257@ = 0 
jump @GUNS1_21875 

:GUNS1_21814
if 
83D0:   not wav 256@ loaded 
else_jump @GUNS1_21875 
if 
  76 > 254@ 
else_jump @GUNS1_21875 
0085: 263@ = 254@ // (int) 
263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_21875
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 38@ // ret 7 if not found 
if or
  32@ > 10000 
04A4:   38@ == 7 // @ == any 
else_jump @GUNS1_21919 
52@ = 1 

:GUNS1_21919
wait 0 
jump @GUNS1_21518 

:GUNS1_21930
jump @GUNS1_23100 

:GUNS1_21937
if 
   not Actor.Dead(99@)
else_jump @GUNS1_23100 
0687: clear_actor 99@ task 
Actor.PutAt(99@, 2806.996, -1169.809, 1024.612)
Actor.Angle(99@) = 193.7598
060B: set_actor 99@ decision_maker_to 39@ 
065C: release_decision_maker 40@ 
077A: set_actor 99@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0615: define_AS_pack_begin 127@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
if 
   not 35@ > 3 
else_jump @GUNS1_23100 
if and
   not Car.Wrecked(102@)
   not Actor.Dead(98@)
else_jump @GUNS1_23100 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
Car.DoorStatus(102@) = 1
Car.LockInCurrentPosition(102@) = False
Camera.SetPosition(2807.858, -1188.103, 25.4725, 0.0, 0.0, 0.0)
Camera.PointAt(2808.792, -1187.748, 25.4449, 2)
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2832.257 -1182.708 23.7924 
05D7: add_point_to_scmpath 2840.811 -1211.145 22.6279 
0615: define_AS_pack_begin 127@ 
if 
  51@ > 5 
else_jump @GUNS1_22242 
05D3: AS_actor -1 goto_point 2816.727 -1185.688 24.2433 mode 6 10000 ms // versionA 

:GUNS1_22242
05CB: AS_actor -1 enter_car 102@ as_driver 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 102@ speed 25.0 flags 1 0 1 
0616: define_AS_pack_end 127@ 
0618: assign_actor 98@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
254@ = 0 
255@ = 1 
256@ = 2 
257@ = 0 
263@ = 0 
259@ = 0 
52@ = 0 
32@ = 0 

:GUNS1_22344
if 
  52@ == 0 
else_jump @GUNS1_23100 
if 
   not 254@ == 0 
else_jump @GUNS1_22701 
if 
  257@ == 0 
else_jump @GUNS1_22426 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_22419 
040D: unload_wav 256@ 

:GUNS1_22419
257@ = 1 

:GUNS1_22426
if 
  257@ == 1 
else_jump @GUNS1_22463 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_22463
if 
  257@ == 2 
else_jump @GUNS1_22523 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_22523 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
257@ = 3 

:GUNS1_22523
if 
  257@ == 3 
else_jump @GUNS1_22701 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_22640 
03D5: remove_text $6706(254@,82s) 
if 
  255@ == 1 
else_jump @GUNS1_22605 
255@ = 2 
256@ = 1 
jump @GUNS1_22619 

:GUNS1_22605
255@ = 1 
256@ = 2 

:GUNS1_22619
254@ = 0 
257@ = 0 
jump @GUNS1_22701 

:GUNS1_22640
if 
83D0:   not wav 256@ loaded 
else_jump @GUNS1_22701 
if 
  76 > 254@ 
else_jump @GUNS1_22701 
0085: 263@ = 254@ // (int) 
263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_22701
0871: init_jump_table 259@ total_jumps 2 default_jump 1 @GUNS1_22945 jumps 0 @GUNS1_22764 1 @GUNS1_22832 -1 @GUNS1_23015 -1 @GUNS1_23015 -1 @GUNS1_23015 -1 @GUNS1_23015 -1 @GUNS1_23015 

:GUNS1_22764
if 
  257@ == 0 
else_jump @GUNS1_22825 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_22806 
0967: actor 98@ move_mouth 5000 ms 

:GUNS1_22806
254@ = 80 
259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_22825
jump @GUNS1_23015 

:GUNS1_22832
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_22938 
if 
  257@ == 0 
else_jump @GUNS1_22938 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_22911 
0968: actor 98@ stop_mouth 

:GUNS1_22911
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 
254@ = 77 
259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_22938
jump @GUNS1_23015 

:GUNS1_22945
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_23008 
if 
  257@ == 0 
else_jump @GUNS1_23008 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_23008
jump @GUNS1_23015 

:GUNS1_23015
if 
   not Actor.Dead(98@)
else_jump @GUNS1_23049 
062E: unknown_get_actor 98@ task 1560 status_store_to 38@ // ret 7 if not found 
jump @GUNS1_23056 

:GUNS1_23049
52@ = 1 

:GUNS1_23056
if or
  32@ > 15000 
04A4:   38@ == 7 // @ == any 
else_jump @GUNS1_23089 
52@ = 1 

:GUNS1_23089
wait 0 
jump @GUNS1_22344 

:GUNS1_23100
014F: stop_timer $6704 
0151: remove_status_text $6705 
0581: enable_radar 1 
94@ = 0 
96@ = 1 
if 
  35@ > 3 
else_jump @GUNS1_23172 
014F: stop_timer $6704 
96@ = 1 
51@ = 7 
jump @GUNS1_23329 

:GUNS1_23172
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
0687: clear_actor $PLAYER_ACTOR task 
Player.WantedLevel($PLAYER_CHAR) = 2
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_23306 
fade 0 1000 

:GUNS1_23235
if 
fading 
else_jump @GUNS1_23259 
wait 0 
jump @GUNS1_23235 

:GUNS1_23259
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:GUNS1_23282
if 
fading 
else_jump @GUNS1_23306 
wait 0 
jump @GUNS1_23282 

:GUNS1_23306
00BB: show_text_lowpriority GXT 'RYD1_96' time 5000 flag 1  // ~r~Du hast es nicht geschafft, gengend Kisten zu klauen.
jump @GUNS1_40642 

:GUNS1_23329
jump @GUNS1_23696 

:GUNS1_23336
0085: 45@ = 46@ // (int) 
0064: 45@ -= $6705 // (int) 
008B: 46@ = $6705 // (int) 
if and
  $6705 > 30 
  60 > $6705 
else_jump @GUNS1_23525 
if 
  0 > 45@ 
else_jump @GUNS1_23464 
if 
  44@ == 0 
else_jump @GUNS1_23457 
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_23457 
00BB: show_text_lowpriority GXT 'GUNS134' time 4000 flag 1  // ~s~Du machst zu viel Lrm. Du musst schleichen!
44@ = 1 

:GUNS1_23457
jump @GUNS1_23525 

:GUNS1_23464
if 
  44@ == 1 
else_jump @GUNS1_23525 
if and
876F:   not text_priority_displayed 
   not 44@ == 2 
else_jump @GUNS1_23525 
00BB: show_text_lowpriority GXT 'GUNS134' time 3000 flag 1  // ~s~Du machst zu viel Lrm. Du musst schleichen!
44@ = 2 

:GUNS1_23525
if 
  $6705 > 59 
else_jump @GUNS1_23678 
if 
  0 > 45@ 
else_jump @GUNS1_23624 
if 
  44@ == 1 
else_jump @GUNS1_23617 
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_23617 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS1_7' time 4000 flag 1  // Hhhhrrummphh
44@ = 3 

:GUNS1_23617
jump @GUNS1_23678 

:GUNS1_23624
if 
  44@ == 2 
else_jump @GUNS1_23678 
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_23678 
00BB: show_text_lowpriority GXT 'GUNS1_7' time 4000 flag 1  // Hhhhrrummphh
44@ = 3 

:GUNS1_23678
if 
  51 > $6705 
else_jump @GUNS1_23696 

:GUNS1_23696
if 
  51@ == 6 
else_jump @GUNS1_25675 
49@ = 0 

:GUNS1_23721
if 
  7 > 49@ 
else_jump @GUNS1_23952 
if 
  60@ == 0 
else_jump @GUNS1_23896 
if 
03CA:   object 117@(49@,7i) exists 
else_jump @GUNS1_23889 
if 
  81@(49@,7i) == 0 
else_jump @GUNS1_23889 
110@(49@,7i) = Marker.CreateAboveObject(117@(49@,7i))
Object.StorePos(117@(49@,7i), 163@, 164@, 165@)
if 
  165@ > 700.0 
else_jump @GUNS1_23878 
08DC: create_interior_marker 110@(49@,7i) at 2807.844 -1176.985 radius 10.0 

:GUNS1_23878
81@(49@,7i) = 1 

:GUNS1_23889
jump @GUNS1_23938 

:GUNS1_23896
if 
  81@(49@,7i) == 1 
else_jump @GUNS1_23938 
Marker.Disable(110@(49@,7i))
81@(49@,7i) = 0 

:GUNS1_23938
49@ += 1 
jump @GUNS1_23721 

:GUNS1_23952
if 
   not 254@ == 0 
else_jump @GUNS1_24319 
if 
  257@ == 0 
else_jump @GUNS1_24016 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_24009 
040D: unload_wav 256@ 

:GUNS1_24009
257@ = 1 

:GUNS1_24016
if 
  257@ == 1 
else_jump @GUNS1_24053 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_24053
if 
  257@ == 2 
else_jump @GUNS1_24113 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_24113 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
257@ = 3 

:GUNS1_24113
if 
  257@ == 3 
else_jump @GUNS1_24319 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_24319 
03D5: remove_text $6706(254@,82s) 
if 
  47@ > 0 
else_jump @GUNS1_24231 
if 
  97@ == 0 
else_jump @GUNS1_24215 
00BC: show_text_highpriority GXT 'GUNS147' time 5000 flag 1  // ~s~Hol noch eine Kiste.
jump @GUNS1_24231 

:GUNS1_24215
00BC: show_text_highpriority GXT 'RYD1_2' time 5000 flag 1  // Such eine ~g~Kiste~s~ oder steig in den ~b~Truck~s~ und lade ab, was du bereits verstaut hast.

:GUNS1_24231
if 
  255@ == 1 
else_jump @GUNS1_24270 
255@ = 2 
256@ = 1 
jump @GUNS1_24284 

:GUNS1_24270
255@ = 1 
256@ = 2 

:GUNS1_24284
254@ = 0 
257@ = 0 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_24319 
0968: actor 98@ stop_mouth 

:GUNS1_24319
if 
  97@ == 1 
else_jump @GUNS1_25609 
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_25602 
if 
0448:   actor $PLAYER_ACTOR in_car 102@ 
else_jump @GUNS1_25602 
Car.LockInCurrentPosition(102@) = False
0508: car 102@ close_all_doors 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2810.199, -1187.979, 25.1092, 0.0, 0.0, 0.0)
Camera.PointAt(2811.069, -1187.504, 25.2425, 2)
00BE: text_clear_all 
03E6: remove_text_box 
0395: clear_area 1 at 154@ 155@ 156@ radius 25.0 
Object.Destroy(117@(36@,7i))
0151: remove_status_text $6705 
0581: enable_radar 1 
94@ = 0 
Marker.Disable(104@)
55@ = 0 
Actor.DestroyWithFade(99@)
Marker.Disable(110@)
Marker.Disable(111@)
Marker.Disable(112@)
Marker.Disable(113@)
Marker.Disable(114@)
Marker.Disable(115@)
Marker.Disable(116@)
Object.Destroy(117@)
Object.Destroy(118@)
Object.Destroy(119@)
Object.Destroy(120@)
Object.Destroy(121@)
Object.Destroy(122@)
Object.Destroy(123@)
Actor.RemoveReferences(99@)
Model.Destroy(#WMOPJ)
Model.Destroy(#DB_AMMO)
Model.Destroy(#CHROMEGUN)
Object.RemoveReferences(117@)
Object.RemoveReferences(118@)
Object.RemoveReferences(119@)
Object.RemoveReferences(120@)
Object.RemoveReferences(121@)
Object.RemoveReferences(122@)
Object.RemoveReferences(123@)
04EF: release_animation "INT_HOUSE" 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_24726 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 6 10000 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 4000 ms 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_24726
07FB: set_interior 'BURHOUS' access 0  // Colonel Fuhrbergers Haus
254@ = 38 
257@ = 0 
255@ = 1 
256@ = 2 
33@ = 0 
52@ = 0 

:GUNS1_24781
if 
  52@ == 0 
else_jump @GUNS1_25343 
if 
   not 254@ == 0 
else_jump @GUNS1_25138 
if 
  257@ == 0 
else_jump @GUNS1_24863 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_24856 
040D: unload_wav 256@ 

:GUNS1_24856
257@ = 1 

:GUNS1_24863
if 
  257@ == 1 
else_jump @GUNS1_24900 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_24900
if 
  257@ == 2 
else_jump @GUNS1_24960 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_24960 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
257@ = 3 

:GUNS1_24960
if 
  257@ == 3 
else_jump @GUNS1_25138 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_25077 
03D5: remove_text $6706(254@,82s) 
if 
  255@ == 1 
else_jump @GUNS1_25042 
255@ = 2 
256@ = 1 
jump @GUNS1_25056 

:GUNS1_25042
255@ = 1 
256@ = 2 

:GUNS1_25056
254@ = 0 
257@ = 0 
jump @GUNS1_25138 

:GUNS1_25077
if 
83D0:   not wav 256@ loaded 
else_jump @GUNS1_25138 
if 
  76 > 254@ 
else_jump @GUNS1_25138 
0085: 263@ = 254@ // (int) 
263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_25138
if and
   not Actor.Dead(98@)
   not Car.Wrecked(102@)
else_jump @GUNS1_25192 
if 
0448:   actor 98@ in_car 102@ 
else_jump @GUNS1_25185 
52@ = 1 

:GUNS1_25185
jump @GUNS1_25306 

:GUNS1_25192
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_25299 
fade 0 1000 

:GUNS1_25228
if 
fading 
else_jump @GUNS1_25252 
wait 0 
jump @GUNS1_25228 

:GUNS1_25252
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:GUNS1_25275
if 
fading 
else_jump @GUNS1_25299 
wait 0 
jump @GUNS1_25275 

:GUNS1_25299
jump @GUNS1_40642 

:GUNS1_25306
if 
  33@ > 15000 
else_jump @GUNS1_25332 
52@ = 1 

:GUNS1_25332
wait 0 
jump @GUNS1_24781 

:GUNS1_25343
if 
   not Actor.Dead(98@)
else_jump @GUNS1_25404 
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_25404 
if 
   not Actor.InCar(98@, 102@)
else_jump @GUNS1_25404 
0430: put_actor 98@ into_car 102@ passenger_seat 0 

:GUNS1_25404
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
58@ = 0 
57@ = 0 
55@ = 0 
254@ = 0 
255@ = 1 
256@ = 2 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 
264@ = 1 
51@ = 8 
43@ = 0 
44@ = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS124' time 10000 flag 1  // ~s~Fahre zurck zur ~y~Garage~s~.
018A: 107@ = create_checkpoint_at 2742.0 -2008.0 13.0 
68@ = 1 

:GUNS1_25602
jump @GUNS1_25675 

:GUNS1_25609
if 
  97@ == 0 
else_jump @GUNS1_25675 
if 
  35@ > 3 
else_jump @GUNS1_25675 
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_25675 
Car.DoorStatus(102@) = 1
97@ = 1 

:GUNS1_25675
if and
  51@ == 6 
  60@ == 0 
else_jump @GUNS1_26447 
76@ = 0 
34@ = 0 
if 
001D:   48@ > 47@ // (int) 
else_jump @GUNS1_25872 
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_25842 
fade 0 1000 

:GUNS1_25771
if 
fading 
else_jump @GUNS1_25795 
wait 0 
jump @GUNS1_25771 

:GUNS1_25795
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:GUNS1_25818
if 
fading 
else_jump @GUNS1_25842 
wait 0 
jump @GUNS1_25818 

:GUNS1_25842
00BB: show_text_lowpriority GXT 'RYD1_32' time 5000 flag 1  // ~r~Es sind nicht genug Schieeisen brig, um den Truck voll zu kriegen.
jump @GUNS1_40642 
jump @GUNS1_25897 

:GUNS1_25872
if 
  47@ == 0 
else_jump @GUNS1_25897 
51@ = 7 

:GUNS1_25897
if 
  7 > 34@ 
else_jump @GUNS1_26420 
if 
  61@(34@,7i) == 0 
else_jump @GUNS1_26080 
if 
03CA:   object 117@(34@,7i) exists 
else_jump @GUNS1_26053 
if 
04E7:   object 117@(34@,7i) in_water 
else_jump @GUNS1_26046 
Object.RemoveReferences(117@(34@,7i))
if 
  81@(34@,7i) == 1 
else_jump @GUNS1_26028 
Marker.Disable(110@(34@,7i))
81@(34@,7i) = 0 

:GUNS1_26028
61@(34@,7i) = 1 
47@ -= 1 

:GUNS1_26046
jump @GUNS1_26080 

:GUNS1_26053
Object.RemoveReferences(117@(34@,7i))
61@(34@,7i) = 1 
47@ -= 1 

:GUNS1_26080
if and
  61@(34@,7i) == 0 
  60@ == 0 
else_jump @GUNS1_26406 
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 117@(34@,7i) radius 1.5 1.5 1.5 flag 0 on_foot 
else_jump @GUNS1_26406 
76@ = 1 
if 
  75@ == 0 
else_jump @GUNS1_26217 
if 
  90@ == 0 
else_jump @GUNS1_26210 
0512: show_permanent_text_box 'GUNS118'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um die Kiste aufzuheben.
90@ = 1 

:GUNS1_26210
75@ = 1 

:GUNS1_26217
if 
03CA:   object 117@(34@,7i) exists 
else_jump @GUNS1_26406 
if 
0737:   actor $PLAYER_ACTOR lifting_object 117@(34@,7i) 
else_jump @GUNS1_26406 
03E6: remove_text_box 
75@ = 0 
0085: 36@ = 34@ // (int) 
if and
   not Actor.Dead(98@)
  55@ == 0 
else_jump @GUNS1_26388 
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_26388 
56@ = 0 
104@ = Marker.CreateAboveCar(102@)
07E0: set_marker 104@ type_to 1 
00BE: text_clear_all 
if 
  89@ == 0 
else_jump @GUNS1_26381 
00BB: show_text_lowpriority GXT 'GUNS146' time 10000 flag 1  // ~s~Bring die Waffen zum Truck.
89@ = 1 

:GUNS1_26381
55@ = 1 

:GUNS1_26388
61@(34@,7i) = 1 
60@ = 1 

:GUNS1_26406
34@ += 1 
jump @GUNS1_25897 

:GUNS1_26420
if 
  76@ == 0 
else_jump @GUNS1_26447 
03E6: remove_text_box 
75@ = 0 

:GUNS1_26447
if 
  60@ == 1 
else_jump @GUNS1_26636 
if 
03CA:   object 117@(36@,7i) exists 
else_jump @GUNS1_26636 
if 
0737:   actor $PLAYER_ACTOR lifting_object 117@(36@,7i) 
else_jump @GUNS1_26515 
jump @GUNS1_26636 

:GUNS1_26515
61@(36@,7i) = 0 
60@ = 0 
Marker.Disable(104@)
55@ = 0 
if and
  56@ == 0 
   not 35@ == 5 
else_jump @GUNS1_26636 
00BE: text_clear_all 
if 
  97@ == 0 
else_jump @GUNS1_26613 
00BB: show_text_lowpriority GXT 'RYD1_40' time 5000 flag 1  // Such dir eine ~g~Kiste~s~.
jump @GUNS1_26629 

:GUNS1_26613
00BB: show_text_lowpriority GXT 'RYD1_2' time 5000 flag 1  // Such eine ~g~Kiste~s~ oder steig in den ~b~Truck~s~ und lade ab, was du bereits verstaut hast.

:GUNS1_26629
56@ = 1 

:GUNS1_26636
if and
  60@ == 1 
  51@ == 6 
else_jump @GUNS1_28121 
if and
   not Car.Wrecked(102@)
   not Actor.Dead(98@)
else_jump @GUNS1_28121 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 154@ 155@ 24.0 radius 1.5 1.5 2.0 on_foot 
else_jump @GUNS1_28112 
if 
  75@ == 0 
else_jump @GUNS1_26816 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 
0512: show_permanent_text_box 'RYD1_30'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um die Kiste in den ~b~Truck~s~ zu stellen.
75@ = 1 

:GUNS1_26816
if 
00E1:   player 0 pressed_key 15 
else_jump @GUNS1_28105 
03E6: remove_text_box 
00BE: text_clear_all 
75@ = 0 
35@ += 1 
50@ += 50 
72@ = 0 
48@ -= 1 
47@ -= 1 
if 
  47@ == 0 
else_jump @GUNS1_26960 
if 
  257@ == 0 
else_jump @GUNS1_26946 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_26939 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_26939
254@ = 33 

:GUNS1_26946
51@ = 7 
jump @GUNS1_27501 

:GUNS1_26960
0871: init_jump_table 35@ total_jumps 7 default_jump 1 @GUNS1_27445 jumps 2 @GUNS1_27023 3 @GUNS1_27079 4 @GUNS1_27135 5 @GUNS1_27221 6 @GUNS1_27277 7 @GUNS1_27333 8 @GUNS1_27389 

:GUNS1_27023
if 
  257@ == 0 
else_jump @GUNS1_27072 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_27065 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27065
254@ = 22 

:GUNS1_27072
jump @GUNS1_27501 

:GUNS1_27079
if 
  257@ == 0 
else_jump @GUNS1_27128 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_27121 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27121
254@ = 23 

:GUNS1_27128
jump @GUNS1_27501 

:GUNS1_27135
if 
  257@ == 0 
else_jump @GUNS1_27214 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_27177 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27177
97@ = 1 
254@ = 31 
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_27214 
Car.DoorStatus(102@) = 1

:GUNS1_27214
jump @GUNS1_27501 

:GUNS1_27221
if 
  257@ == 0 
else_jump @GUNS1_27270 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_27263 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27263
254@ = 25 

:GUNS1_27270
jump @GUNS1_27501 

:GUNS1_27277
if 
  257@ == 0 
else_jump @GUNS1_27326 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_27319 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27319
254@ = 27 

:GUNS1_27326
jump @GUNS1_27501 

:GUNS1_27333
if 
  257@ == 0 
else_jump @GUNS1_27382 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_27375 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27375
254@ = 24 

:GUNS1_27382
jump @GUNS1_27501 

:GUNS1_27389
if 
  257@ == 0 
else_jump @GUNS1_27438 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_27431 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27431
254@ = 32 

:GUNS1_27438
jump @GUNS1_27501 

:GUNS1_27445
if 
  257@ == 0 
else_jump @GUNS1_27494 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_27487 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_27487
254@ = 26 

:GUNS1_27494
jump @GUNS1_27501 

:GUNS1_27501
0687: clear_actor 98@ task 
05C2: AS_actor 98@ show_the_finger 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2829.412 -1187.152 23.8422 mode 4 -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.409 24.3621 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 128@ loop 1 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 
60@ = 0 
if 
   not 97@ == 1 
else_jump @GUNS1_27726 
Marker.Disable(104@)
55@ = 0 

:GUNS1_27726
if and
  35@ > 1 
  72@ == 0 
else_jump @GUNS1_27902 
52@ = 0 
33@ = 0 
if 
03CA:   object 117@(36@,7i) exists 
else_jump @GUNS1_27902 

:GUNS1_27785
if 
  52@ == 0 
else_jump @GUNS1_27857 
if or
8737:   not actor $PLAYER_ACTOR lifting_object 117@(36@,7i) 
   Actor.Dead($PLAYER_ACTOR)
  33@ > 5000 
else_jump @GUNS1_27846 
52@ = 1 

:GUNS1_27846
wait 0 
jump @GUNS1_27785 

:GUNS1_27857
Object.RemoveReferences(117@(36@,7i))
Object.Destroy(117@(36@,7i))
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
72@ = 1 

:GUNS1_27902
if and
  56@ == 0 
  47@ > 0 
else_jump @GUNS1_28105 
49@ = 0 

:GUNS1_27934
if 
  7 > 49@ 
else_jump @GUNS1_28098 
if 
03CA:   object 117@(49@,7i) exists 
else_jump @GUNS1_28084 
if 
  81@(49@,7i) == 0 
else_jump @GUNS1_28084 
110@(49@,7i) = Marker.CreateAboveObject(117@(49@,7i))
Object.StorePos(117@(49@,7i), 163@, 164@, 165@)
if 
  165@ > 700.0 
else_jump @GUNS1_28073 
08DC: create_interior_marker 110@(49@,7i) at 2807.844 -1176.985 radius 10.0 

:GUNS1_28073
81@(49@,7i) = 1 

:GUNS1_28084
49@ += 1 
jump @GUNS1_27934 

:GUNS1_28098
56@ = 1 

:GUNS1_28105
jump @GUNS1_28121 

:GUNS1_28112
03E6: remove_text_box 
75@ = 0 

:GUNS1_28121
if 
  51@ == 7 
else_jump @GUNS1_32228 
077E: get_active_interior_to 37@ 
if 
  37@ == 0 
else_jump @GUNS1_31628 
44@ = 0 
43@ = 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
Player.CanMove($PLAYER_CHAR) = False
00BE: text_clear_all 
fade 0 1000 

:GUNS1_28206
if 
fading 
else_jump @GUNS1_28230 
wait 0 
jump @GUNS1_28206 

:GUNS1_28230
Camera.Restore_WithJumpCut
075B: zoom_radar 0 
00BE: text_clear_all 
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
0395: clear_area 1 at 154@ 155@ 156@ radius 25.0 
Object.Destroy(117@(36@,7i))
if 
  96@ == 0 
else_jump @GUNS1_28307 
0151: remove_status_text $6705 
0581: enable_radar 1 
94@ = 0 

:GUNS1_28307
Marker.Disable(104@)
55@ = 0 
Actor.DestroyWithFade(99@)
Object.Destroy(117@)
Object.Destroy(118@)
Object.Destroy(119@)
Object.Destroy(120@)
Object.Destroy(121@)
Object.Destroy(122@)
Object.Destroy(123@)
Actor.RemoveReferences(99@)
Model.Destroy(#WMOPJ)
Model.Destroy(#DB_AMMO)
Model.Destroy(#CHROMEGUN)
Object.RemoveReferences(117@)
Object.RemoveReferences(118@)
Object.RemoveReferences(119@)
Object.RemoveReferences(120@)
Object.RemoveReferences(121@)
Object.RemoveReferences(122@)
Object.RemoveReferences(123@)
04EF: release_animation "INT_HOUSE" 
if and
   not Actor.Dead(98@)
   not Car.Wrecked(102@)
else_jump @GUNS1_28710 
0687: clear_actor 98@ task 
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset -1.5 -4.0 0.0 
153@ = Car.Angle(102@)
153@ -= 180.0 
if 
  180.0 > 153@ 
else_jump @GUNS1_28530 
153@ += 360.0 

:GUNS1_28530
0792: disembark_instantly_actor 98@ 
Actor.PutAt(98@, 2811.122, -1186.549, 24.2718)
Actor.Angle(98@) = 17.5866
04C4: store_coords_to 154@ 155@ 156@ from_actor 98@ with_offset 1.0 1.0 0.0 
Actor.PutAt($PLAYER_ACTOR, 154@, 155@, 156@)
Actor.PutAt($PLAYER_ACTOR, 2806.928, -1178.878, 24.4038)
Actor.Angle($PLAYER_ACTOR) = 260.0
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset 3.5 0.0 0.0 
0407: store_coords_to 157@ 158@ 159@ from_car 102@ with_offset -3.5 0.0 0.0 
Car.DoorStatus(102@) = 1
Car.LockInCurrentPosition(102@) = False

:GUNS1_28710
if 
  96@ == 1 
else_jump @GUNS1_30743 
Model.Load(#COLT45)
Model.Load(#LAPD1)
Model.Load(#COPCARLA)

:GUNS1_28743
if or
   not Model.Available(#LAPD1)
   not Model.Available(#COPCARLA)
   not Model.Available(#COLT45)
else_jump @GUNS1_28780 
wait 0 
jump @GUNS1_28743 

:GUNS1_28780
0674: set_car_model #COPCARLA numberplate "TH3_P1G5" 
103@ = Car.Create(#COPCARLA, 2841.16, -1237.64, 21.56)
0397: enable_car 103@ siren 1 
Car.Angle(103@) = 10.0
0129: 100@ = create_actor_pedtype 6 model #LAPD1 in_car 103@ driverseat 
01B2: give_actor 100@ weapon 22 ammo 3000 // Load the weapon model before using this 
01C8: 101@ = create_actor_pedtype 6 model #LAPD1 in_car 103@ passenger_seat 0 
01B2: give_actor 101@ weapon 22 ammo 3000 // Load the weapon model before using this 
if and
   not Car.Wrecked(102@)
   not Car.Wrecked(103@)
   not Actor.Dead(100@)
else_jump @GUNS1_29041 
0615: define_AS_pack_begin 130@ 
05D1: AS_actor -1 drive_car 103@ to 2833.26 -1186.69 23.8 speed 30.0 0 model #NULL 2 
05CD: AS_actor -1 exit_car 103@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms 
0668: AS_actor -1 rotate_and_shoot_at 154@ 155@ 156@ 10000 ms 
0616: define_AS_pack_end 130@ 
0618: assign_actor 100@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 
0615: define_AS_pack_begin 131@ 
05CD: AS_actor -1 exit_car 103@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms 
0668: AS_actor -1 rotate_and_shoot_at 157@ 158@ 159@ 10000 ms 
0616: define_AS_pack_end 131@ 

:GUNS1_29041
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_29062 
0508: car 102@ close_all_doors 

:GUNS1_29062
Camera.SetPosition(2835.015, -1176.018, 25.3376, 0.0, 0.0, 0.0)
Camera.PointAt(2834.264, -1176.677, 25.3009, 2)
04E4: unknown_refresh_game_renderer_at 2835.015 -1176.018 
Camera.SetAtPos(2835.015, -1176.018, 25.3376)
fade 1 1000 

:GUNS1_29149
if 
fading 
else_jump @GUNS1_29173 
wait 0 
jump @GUNS1_29149 

:GUNS1_29173
32@ = 0 
52@ = 0 
254@ = 0 
255@ = 1 
256@ = 2 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 

:GUNS1_29257
wait 0 
if 
  258@ == 0 
else_jump @GUNS1_30604 
if 
   not 254@ == 0 
else_jump @GUNS1_29618 
if 
  257@ == 0 
else_jump @GUNS1_29343 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_29336 
040D: unload_wav 256@ 

:GUNS1_29336
257@ = 1 

:GUNS1_29343
if 
  257@ == 1 
else_jump @GUNS1_29380 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_29380
if 
  257@ == 2 
else_jump @GUNS1_29440 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_29440 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
257@ = 3 

:GUNS1_29440
if 
  257@ == 3 
else_jump @GUNS1_29618 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_29557 
03D5: remove_text $6706(254@,82s) 
if 
  255@ == 1 
else_jump @GUNS1_29522 
255@ = 2 
256@ = 1 
jump @GUNS1_29536 

:GUNS1_29522
255@ = 1 
256@ = 2 

:GUNS1_29536
254@ = 0 
257@ = 0 
jump @GUNS1_29618 

:GUNS1_29557
if 
83D0:   not wav 256@ loaded 
else_jump @GUNS1_29618 
if 
  76 > 254@ 
else_jump @GUNS1_29618 
0085: 263@ = 254@ // (int) 
263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_29618
0871: init_jump_table 259@ total_jumps 4 default_jump 1 @GUNS1_30384 jumps 0 @GUNS1_29681 1 @GUNS1_29776 2 @GUNS1_29860 3 @GUNS1_30300 -1 @GUNS1_30597 -1 @GUNS1_30597 -1 @GUNS1_30597 

:GUNS1_29681
if 
  257@ == 0 
else_jump @GUNS1_29769 
Camera.SetPosition(2835.015, -1176.018, 25.3376, 0.0, 0.0, 0.0)
Camera.PointAt(2834.264, -1176.677, 25.3009, 2)
254@ = 43 
259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_29769
jump @GUNS1_30597 

:GUNS1_29776
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_29853 
if 
  257@ == 0 
else_jump @GUNS1_29853 
254@ = 44 
259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_29853
jump @GUNS1_30597 

:GUNS1_29860
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_30293 
if 
   not Actor.Dead(100@)
else_jump @GUNS1_30293 
062E: unknown_get_actor 100@ task 1560 status_store_to 38@ // ret 7 if not found 
if 
04A4:   38@ == 1 // @ == any 
else_jump @GUNS1_30293 
0646: unknown_get_actor 100@ task_1560_status_store_to 38@ // similar to 062E 
if or
  38@ == 1 
  32@ > 10000 
else_jump @GUNS1_30293 
if 
  70@ == 0 
else_jump @GUNS1_30293 
if 
   not Actor.Dead(101@)
else_jump @GUNS1_30293 
if 
   not Car.Wrecked(103@)
else_jump @GUNS1_30293 
if 
  257@ == 0 
else_jump @GUNS1_30293 
254@ = 45 
259@ = 3 
01BD: 262@ = current_time_in_ms 
0618: assign_actor 101@ to_AS_pack 131@ 
061B: remove_references_to_AS_pack 131@ 
Camera.SetPosition(2807.873, -1178.356, 24.8046, 0.0, 0.0, 0.0)
Camera.PointAt(2808.721, -1178.87, 24.9362, 2)
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_30286 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_30286 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2814.042 -1181.376 24.2701 mode 6 6000 ms // versionA 
07A1: set_walk_speed 6 
05CB: AS_actor -1 enter_car 102@ as_driver 5000 ms 
0616: define_AS_pack_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 6 6000 ms // versionA 
07A1: set_walk_speed 6 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 3000 ms 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_30286
70@ = 1 

:GUNS1_30293
jump @GUNS1_30597 

:GUNS1_30300
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_30377 
if 
  257@ == 0 
else_jump @GUNS1_30377 
254@ = 46 
259@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_30377
jump @GUNS1_30597 

:GUNS1_30384
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_30590 
if 
  257@ == 0 
else_jump @GUNS1_30590 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(102@)
else_jump @GUNS1_30495 
if 
   not Actor.InCar($PLAYER_ACTOR, 102@)
else_jump @GUNS1_30495 
0687: clear_actor $PLAYER_ACTOR task 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_30495
if 
   not Actor.Dead(98@)
else_jump @GUNS1_30583 
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_30583 
if 
   not Actor.InCar(98@, 102@)
else_jump @GUNS1_30556 
0430: put_actor 98@ into_car 102@ passenger_seat 0 

:GUNS1_30556
if 
   not Actor.InCar($PLAYER_ACTOR, 102@)
else_jump @GUNS1_30583 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_30583
258@ = 1 

:GUNS1_30590
jump @GUNS1_30597 

:GUNS1_30597
jump @GUNS1_29257 

:GUNS1_30604
264@ = 0 
00BB: show_text_lowpriority GXT 'GUNS123' time 10000 flag 1  // ~s~Du hast zu viele Bullen am Hals. Schttle die Cops ab.
02A8: 106@ = create_marker 63 at 2067.4 -1831.2 13.5 
71@ = 1 
69@ = 1 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 1
else_jump @GUNS1_30688 
Player.WantedLevel($PLAYER_CHAR) = 2

:GUNS1_30688
if 
   not Actor.Dead(100@)
else_jump @GUNS1_30712 
05E2: AS_actor 100@ kill_actor $PLAYER_ACTOR 

:GUNS1_30712
if 
   not Actor.Dead(101@)
else_jump @GUNS1_30736 
05E2: AS_actor 101@ kill_actor $PLAYER_ACTOR 

:GUNS1_30736
jump @GUNS1_31333 

:GUNS1_30743
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_30764 
0508: car 102@ close_all_doors 

:GUNS1_30764
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
Camera.SetPosition(2818.67, -1182.264, 24.8706, 0.0, 0.0, 0.0)
Camera.PointAt(2817.702, -1182.449, 25.0366, 2)
fade 1 1000 
04E4: unknown_refresh_game_renderer_at 2814.042 -1181.376 
Camera.SetAtPos(2814.042, -1181.376, 24.2701)

:GUNS1_30867
if 
fading 
else_jump @GUNS1_30891 
wait 0 
jump @GUNS1_30867 

:GUNS1_30891
if and
   not Car.Wrecked(102@)
   not Actor.Dead(98@)
else_jump @GUNS1_31036 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2814.042 -1181.376 24.2701 mode 4 6000 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 102@ as_driver 6000 ms 
0616: define_AS_pack_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 4 6000 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 4000 ms 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_31036
264@ = 1 
33@ = 0 
52@ = 0 

:GUNS1_31057
if 
  52@ == 0 
else_jump @GUNS1_31288 
if and
   not Actor.Dead(98@)
   not Car.Wrecked(102@)
else_jump @GUNS1_31137 
if and
0448:   actor 98@ in_car 102@ 
0448:   actor $PLAYER_ACTOR in_car 102@ 
else_jump @GUNS1_31130 
52@ = 1 

:GUNS1_31130
jump @GUNS1_31251 

:GUNS1_31137
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_31244 
fade 0 1000 

:GUNS1_31173
if 
fading 
else_jump @GUNS1_31197 
wait 0 
jump @GUNS1_31173 

:GUNS1_31197
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:GUNS1_31220
if 
fading 
else_jump @GUNS1_31244 
wait 0 
jump @GUNS1_31220 

:GUNS1_31244
jump @GUNS1_40642 

:GUNS1_31251
if 
  33@ > 10000 
else_jump @GUNS1_31277 
52@ = 1 

:GUNS1_31277
wait 0 
jump @GUNS1_31057 

:GUNS1_31288
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS124' time 10000 flag 1  // ~s~Fahre zurck zur ~y~Garage~s~.
018A: 107@ = create_checkpoint_at 2742.0 -2008.0 13.0 
68@ = 1 

:GUNS1_31333
if 
   not Actor.Dead(98@)
else_jump @GUNS1_31421 
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_31421 
if 
   not Actor.InCar(98@, 102@)
else_jump @GUNS1_31394 
0430: put_actor 98@ into_car 102@ passenger_seat 0 

:GUNS1_31394
if 
   not Actor.InCar($PLAYER_ACTOR, 102@)
else_jump @GUNS1_31421 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_31421
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_31495 
if 
86EE:   not actor 98@ in_group $PLAYER_GROUP 
else_jump @GUNS1_31495 
09DD: unknown_player_group 1 
0631: put_actor 98@ in_group $PLAYER_GROUP 
0940: unknown_group $PLAYER_GROUP flag 0 
07CB: set_actor 98@ supporting_fire 0 

:GUNS1_31495
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
58@ = 0 
57@ = 0 
55@ = 0 
254@ = 0 
255@ = 1 
256@ = 2 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 
51@ = 8 
43@ = 0 
jump @GUNS1_32228 

:GUNS1_31628
if 
   not 254@ == 0 
else_jump @GUNS1_31899 
if 
  257@ == 0 
else_jump @GUNS1_31692 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_31685 
040D: unload_wav 256@ 

:GUNS1_31685
257@ = 1 

:GUNS1_31692
if 
  257@ == 1 
else_jump @GUNS1_31729 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_31729
if 
  257@ == 2 
else_jump @GUNS1_31789 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_31789 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
257@ = 3 

:GUNS1_31789
if 
  257@ == 3 
else_jump @GUNS1_31899 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_31899 
03D5: remove_text $6706(254@,82s) 
if 
  255@ == 1 
else_jump @GUNS1_31871 
255@ = 2 
256@ = 1 
jump @GUNS1_31885 

:GUNS1_31871
255@ = 1 
256@ = 2 

:GUNS1_31885
254@ = 0 
257@ = 0 

:GUNS1_31899
if and
   not Actor.Dead(98@)
  3 > 43@ 
else_jump @GUNS1_32149 
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_32142 
if 
  43@ == 0 
else_jump @GUNS1_32000 
if 
  257@ == 0 
else_jump @GUNS1_31993 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
254@ = 38 
43@ = 1 

:GUNS1_31993
jump @GUNS1_32142 

:GUNS1_32000
if 
  43@ == 1 
else_jump @GUNS1_32086 
if 
  257@ == 0 
else_jump @GUNS1_32079 
if 
   not Actor.Dead(99@)
else_jump @GUNS1_32065 
0967: actor 99@ move_mouth 4000 ms 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_32065
254@ = 36 
43@ = 2 

:GUNS1_32079
jump @GUNS1_32142 

:GUNS1_32086
if 
  257@ == 0 
else_jump @GUNS1_32142 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_32128 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_32128
254@ = 37 
43@ = 3 

:GUNS1_32142
jump @GUNS1_32167 

:GUNS1_32149
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'RYD1_44' time 4000 flag 1  // ~s~Du kannst keine weiteren Kisten mehr klauen. Geh zurck zum ~b~Truck~s~.

:GUNS1_32167
if 
  55@ == 0 
else_jump @GUNS1_32228 
Marker.Disable(104@)
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_32228 
104@ = Marker.CreateAboveCar(102@)
07E0: set_marker 104@ type_to 1 
55@ = 1 

:GUNS1_32228
if 
  51@ == 8 
else_jump @GUNS1_40633 
if 
   not 254@ == 0 
else_jump @GUNS1_32535 
if 
  257@ == 0 
else_jump @GUNS1_32310 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_32303 
040D: unload_wav 256@ 

:GUNS1_32303
257@ = 1 

:GUNS1_32310
if 
  257@ == 1 
else_jump @GUNS1_32347 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_32347
if 
  257@ == 2 
else_jump @GUNS1_32425 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_32425 
03D1: play_wav 255@ 
if 
   not 254@ == 76 
else_jump @GUNS1_32418 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 

:GUNS1_32418
257@ = 3 

:GUNS1_32425
if 
  257@ == 3 
else_jump @GUNS1_32535 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_32535 
03D5: remove_text $6706(254@,82s) 
if 
  255@ == 1 
else_jump @GUNS1_32507 
255@ = 2 
256@ = 1 
jump @GUNS1_32521 

:GUNS1_32507
255@ = 1 
256@ = 2 

:GUNS1_32521
254@ = 0 
257@ = 0 

:GUNS1_32535
if 
  264@ == 0 
else_jump @GUNS1_33075 
if 
  266@ == 0 
else_jump @GUNS1_33068 
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_33068 
0871: init_jump_table 265@ total_jumps 4 default_jump 1 @GUNS1_32966 jumps 0 @GUNS1_32647 1 @GUNS1_32714 2 @GUNS1_32798 3 @GUNS1_32882 -1 @GUNS1_33068 -1 @GUNS1_33068 -1 @GUNS1_33068 

:GUNS1_32647
if 
  257@ == 0 
else_jump @GUNS1_32707 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_32695 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_32695
265@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_32707
jump @GUNS1_33068 

:GUNS1_32714
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_32791 
if 
  257@ == 0 
else_jump @GUNS1_32791 
254@ = 47 
265@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_32791
jump @GUNS1_33068 

:GUNS1_32798
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_32875 
if 
  257@ == 0 
else_jump @GUNS1_32875 
254@ = 48 
265@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_32875
jump @GUNS1_33068 

:GUNS1_32882
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_32959 
if 
  257@ == 0 
else_jump @GUNS1_32959 
254@ = 49 
265@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_32959
jump @GUNS1_33068 

:GUNS1_32966
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_33061 
if 
  257@ == 0 
else_jump @GUNS1_33061 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_33054 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_33054
266@ = 1 

:GUNS1_33061
jump @GUNS1_33068 

:GUNS1_33068
jump @GUNS1_35104 

:GUNS1_33075
if 
  264@ == 1 
else_jump @GUNS1_33545 
if 
  268@ == 0 
else_jump @GUNS1_33538 
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_33538 
0871: init_jump_table 267@ total_jumps 3 default_jump 1 @GUNS1_33429 jumps 0 @GUNS1_33187 1 @GUNS1_33261 2 @GUNS1_33345 -1 @GUNS1_33538 -1 @GUNS1_33538 -1 @GUNS1_33538 -1 @GUNS1_33538 

:GUNS1_33187
if 
  257@ == 0 
else_jump @GUNS1_33254 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_33235 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_33235
254@ = 50 
267@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_33254
jump @GUNS1_33538 

:GUNS1_33261
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_33338 
if 
  257@ == 0 
else_jump @GUNS1_33338 
254@ = 51 
267@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_33338
jump @GUNS1_33538 

:GUNS1_33345
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_33422 
if 
  257@ == 0 
else_jump @GUNS1_33422 
254@ = 52 
267@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_33422
jump @GUNS1_33538 

:GUNS1_33429
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_33531 
if 
  257@ == 0 
else_jump @GUNS1_33531 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_33517 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_33517
268@ = 1 
264@ = 3 

:GUNS1_33531
jump @GUNS1_33538 

:GUNS1_33538
jump @GUNS1_35104 

:GUNS1_33545
if 
  264@ == 2 
else_jump @GUNS1_33911 
if 
  272@ == 0 
else_jump @GUNS1_33904 
0871: init_jump_table 271@ total_jumps 2 default_jump 1 @GUNS1_33802 jumps 0 @GUNS1_33644 1 @GUNS1_33718 -1 @GUNS1_33904 -1 @GUNS1_33904 -1 @GUNS1_33904 -1 @GUNS1_33904 -1 @GUNS1_33904 

:GUNS1_33644
if 
  257@ == 0 
else_jump @GUNS1_33711 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_33692 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_33692
254@ = 64 
271@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_33711
jump @GUNS1_33904 

:GUNS1_33718
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_33795 
if 
  257@ == 0 
else_jump @GUNS1_33795 
254@ = 65 
271@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_33795
jump @GUNS1_33904 

:GUNS1_33802
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_33897 
if 
  257@ == 0 
else_jump @GUNS1_33897 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_33890 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_33890
272@ = 1 

:GUNS1_33897
jump @GUNS1_33904 

:GUNS1_33904
jump @GUNS1_35104 

:GUNS1_33911
if 
  264@ == 3 
else_jump @GUNS1_35104 
if 
  270@ == 0 
else_jump @GUNS1_35104 
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_35104 
0871: init_jump_table 269@ total_jumps 11 default_jump 1 @GUNS1_35002 jumps 0 @GUNS1_34088 1 @GUNS1_34162 2 @GUNS1_34246 3 @GUNS1_34330 4 @GUNS1_34414 5 @GUNS1_34498 6 @GUNS1_34582 
0872: jump_table_jumps 7 @GUNS1_34666 8 @GUNS1_34750 9 @GUNS1_34834 10 @GUNS1_34918 -1 @GUNS1_35104 -1 @GUNS1_35104 -1 @GUNS1_35104 -1 @GUNS1_35104 -1 @GUNS1_35104 

:GUNS1_34088
if 
  257@ == 0 
else_jump @GUNS1_34155 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_34136 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_34136
254@ = 53 
269@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_34155
jump @GUNS1_35104 

:GUNS1_34162
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_34239 
if 
  257@ == 0 
else_jump @GUNS1_34239 
254@ = 54 
269@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_34239
jump @GUNS1_35104 

:GUNS1_34246
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_34323 
if 
  257@ == 0 
else_jump @GUNS1_34323 
254@ = 55 
269@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_34323
jump @GUNS1_35104 

:GUNS1_34330
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_34407 
if 
  257@ == 0 
else_jump @GUNS1_34407 
254@ = 56 
269@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_34407
jump @GUNS1_35104 

:GUNS1_34414
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_34491 
if 
  257@ == 0 
else_jump @GUNS1_34491 
254@ = 57 
269@ = 5 
01BD: 262@ = current_time_in_ms 

:GUNS1_34491
jump @GUNS1_35104 

:GUNS1_34498
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_34575 
if 
  257@ == 0 
else_jump @GUNS1_34575 
254@ = 58 
269@ = 6 
01BD: 262@ = current_time_in_ms 

:GUNS1_34575
jump @GUNS1_35104 

:GUNS1_34582
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_34659 
if 
  257@ == 0 
else_jump @GUNS1_34659 
254@ = 59 
269@ = 7 
01BD: 262@ = current_time_in_ms 

:GUNS1_34659
jump @GUNS1_35104 

:GUNS1_34666
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_34743 
if 
  257@ == 0 
else_jump @GUNS1_34743 
254@ = 60 
269@ = 8 
01BD: 262@ = current_time_in_ms 

:GUNS1_34743
jump @GUNS1_35104 

:GUNS1_34750
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_34827 
if 
  257@ == 0 
else_jump @GUNS1_34827 
254@ = 61 
269@ = 9 
01BD: 262@ = current_time_in_ms 

:GUNS1_34827
jump @GUNS1_35104 

:GUNS1_34834
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_34911 
if 
  257@ == 0 
else_jump @GUNS1_34911 
254@ = 62 
269@ = 10 
01BD: 262@ = current_time_in_ms 

:GUNS1_34911
jump @GUNS1_35104 

:GUNS1_34918
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_34995 
if 
  257@ == 0 
else_jump @GUNS1_34995 
254@ = 63 
269@ = 11 
01BD: 262@ = current_time_in_ms 

:GUNS1_34995
jump @GUNS1_35104 

:GUNS1_35002
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_35097 
if 
  257@ == 0 
else_jump @GUNS1_35097 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_35090 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_35090
270@ = 1 

:GUNS1_35097
jump @GUNS1_35104 

:GUNS1_35104
if 
   not Actor.Dead(98@)
else_jump @GUNS1_35742 
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_35742 
if 
   not Actor.InCar($PLAYER_ACTOR, 102@)
else_jump @GUNS1_35375 
54@ = 0 
if 
  55@ == 0 
else_jump @GUNS1_35368 
if 
  68@ == 1 
else_jump @GUNS1_35210 
Marker.Disable(107@)
68@ = 0 

:GUNS1_35210
if 
  69@ == 1 
else_jump @GUNS1_35240 
Marker.Disable(106@)
69@ = 0 

:GUNS1_35240
if 
  57@ == 1 
else_jump @GUNS1_35270 
Marker.Disable(108@)
57@ = 0 

:GUNS1_35270
if 
076F:   text_priority_displayed 
else_jump @GUNS1_35290 
44@ = 1 

:GUNS1_35290
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS128' time 2000 flag 1  // ~s~Du hast den ~b~Truck~s~ stehen lassen. Kehr um!
0A31: unknown_set_player $PLAYER_CHAR group_flag 1 
104@ = Marker.CreateAboveCar(102@)
07E0: set_marker 104@ type_to 1 
55@ = 1 
254@ = 76 
257@ = 0 
040D: unload_wav 255@ 
040D: unload_wav 256@ 
264@ = 99 

:GUNS1_35368
jump @GUNS1_35742 

:GUNS1_35375
54@ = 1 
if 
  55@ == 1 
else_jump @GUNS1_35433 
0A31: unknown_set_player $PLAYER_CHAR group_flag 0 
Marker.Disable(104@)
264@ = 3 
55@ = 0 
jump @GUNS1_35742 

:GUNS1_35433
if 
   not Actor.InCar(98@, 102@)
else_jump @GUNS1_35698 
59@ = 0 
if 
  57@ == 0 
else_jump @GUNS1_35604 
if 
  68@ == 1 
else_jump @GUNS1_35507 
Marker.Disable(107@)
68@ = 0 

:GUNS1_35507
if 
  69@ == 1 
else_jump @GUNS1_35537 
Marker.Disable(106@)
69@ = 0 

:GUNS1_35537
if 
076F:   text_priority_displayed 
else_jump @GUNS1_35557 
44@ = 1 

:GUNS1_35557
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS143' time 2000 flag 1  // ~s~Du hast ~b~Ryder~s~ zurckgelassen. Hole ihn.
108@ = Marker.CreateAboveActor(98@)
07E0: set_marker 108@ type_to 1 
264@ = 99 
57@ = 1 

:GUNS1_35604
if 
  58@ == 0 
else_jump @GUNS1_35648 
05CA: AS_actor 98@ enter_car 102@ passenger_seat 0 -2 ms 
58@ = 1 
jump @GUNS1_35691 

:GUNS1_35648
062E: unknown_get_actor 98@ task 1482 status_store_to 38@ // ret 7 if not found 
if and
84A4:   not  38@ == 0 // @ == any 
84A4:   not  38@ == 1 // @ == any 
else_jump @GUNS1_35691 
58@ = 0 

:GUNS1_35691
jump @GUNS1_35742 

:GUNS1_35698
if 
  57@ == 1 
else_jump @GUNS1_35735 
Marker.Disable(108@)
57@ = 0 
264@ = 3 

:GUNS1_35735
59@ = 1 

:GUNS1_35742
if and
  59@ == 1 
  54@ == 1 
else_jump @GUNS1_40633 
if 
  68@ == 1 
else_jump @GUNS1_39819 
if 
0100:   actor $PLAYER_ACTOR in_sphere 2742.0 -2008.0 13.0 radius 15.0 15.0 4.0 sphere 0 in_car 
else_jump @GUNS1_39749 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'RYD1_34' time 3000 flag 1  // ~s~Stell den Truck in der ~y~Garage~s~ ab.
if 
0103:   actor $PLAYER_ACTOR in_sphere 2741.241 -2011.274 13.5869 radius 2.9 3.2 5.0 sphere 0 stopped_in_car 
else_jump @GUNS1_39672 
Player.CanMove($PLAYER_CHAR) = False
00BE: text_clear_all 
fade 0 1500 

:GUNS1_35915
if 
fading 
else_jump @GUNS1_35939 
wait 0 
jump @GUNS1_35915 

:GUNS1_35939
0395: clear_area 1 at 2741.241 -2011.274 13.5869 radius 10.0 
02A3: enable_widescreen 1 
Marker.Disable(107@)
00BE: text_clear_all 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_36014 
if 
06EE:   actor 98@ in_group $PLAYER_GROUP 
else_jump @GUNS1_36014 
06C9: remove_actor 98@ from_group 

:GUNS1_36014
Camera.SetAtPos(2745.47, -2003.59, 15.53)
Camera.SetPosition(2745.47, -2003.59, 15.53, 0.0, 0.0, 0.0)
Camera.PointAt(2737.34, -2002.24, 11.65, 2)
if 
  88@ == 1 
else_jump @GUNS1_36123 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
88@ = 0 

:GUNS1_36123
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GUNS1_36166 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2741.0 -2007.14 13.0 
jump @GUNS1_36186 

:GUNS1_36166
Actor.PutAt($PLAYER_ACTOR, 2741.0, -2008.14, 13.0)

:GUNS1_36186
if 
   not Actor.Dead(98@)
else_jump @GUNS1_36265 
if 
   Actor.Driving(98@)
else_jump @GUNS1_36245 
0362: remove_actor 98@ from_car_and_place_at 2740.0 -2008.14 13.0 
jump @GUNS1_36265 

:GUNS1_36245
Actor.PutAt(98@, 2740.0, -2007.14, 13.0)

:GUNS1_36265
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_36291 
Car.Destroy(102@)
Car.RemoveReferences(102@)

:GUNS1_36291
0395: clear_area 1 at 2741.0 -2005.0 14.14 radius 50.0 
254@ = 0 
255@ = 1 
256@ = 2 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 

:GUNS1_36385
wait 0 
if 
  258@ == 0 
else_jump @GUNS1_37564 
if 
   not 254@ == 0 
else_jump @GUNS1_36746 
if 
  257@ == 0 
else_jump @GUNS1_36471 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_36464 
040D: unload_wav 256@ 

:GUNS1_36464
257@ = 1 

:GUNS1_36471
if 
  257@ == 1 
else_jump @GUNS1_36508 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_36508
if 
  257@ == 2 
else_jump @GUNS1_36568 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_36568 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
257@ = 3 

:GUNS1_36568
if 
  257@ == 3 
else_jump @GUNS1_36746 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_36685 
03D5: remove_text $6706(254@,82s) 
if 
  255@ == 1 
else_jump @GUNS1_36650 
255@ = 2 
256@ = 1 
jump @GUNS1_36664 

:GUNS1_36650
255@ = 1 
256@ = 2 

:GUNS1_36664
254@ = 0 
257@ = 0 
jump @GUNS1_36746 

:GUNS1_36685
if 
83D0:   not wav 256@ loaded 
else_jump @GUNS1_36746 
if 
  76 > 254@ 
else_jump @GUNS1_36746 
0085: 263@ = 254@ // (int) 
263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_36746
0871: init_jump_table 259@ total_jumps 3 default_jump 1 @GUNS1_37459 jumps 0 @GUNS1_36809 1 @GUNS1_37122 2 @GUNS1_37249 -1 @GUNS1_37557 -1 @GUNS1_37557 -1 @GUNS1_37557 -1 @GUNS1_37557 

:GUNS1_36809
if 
  257@ == 0 
else_jump @GUNS1_37115 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_36858 
0967: actor 98@ move_mouth 4000 ms 
0A09: set_actor 98@ muted 1 // versionB 

:GUNS1_36858
254@ = 66 
259@ = 1 
01BD: 262@ = current_time_in_ms 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_37084 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2741.0 -2005.0 14.14 mode 4 6000 ms // versionA 
05D3: AS_actor -1 goto_point 2741.0 -2001.0 14.14 mode 4 6000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 98@ 
0616: define_AS_pack_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2740.0 -2005.0 14.14 mode 4 6000 ms // versionA 
05D3: AS_actor -1 goto_point 2740.0 -2001.0 14.14 mode 4 6000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 129@ 
0618: assign_actor 98@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 

:GUNS1_37084
fade 1 1500 

:GUNS1_37091
if 
fading 
else_jump @GUNS1_37115 
wait 0 
jump @GUNS1_37091 

:GUNS1_37115
jump @GUNS1_37557 

:GUNS1_37122
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_37242 
if 
  257@ == 0 
else_jump @GUNS1_37242 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_37209 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0968: actor 98@ stop_mouth 

:GUNS1_37209
254@ = 67 
52@ = 0 
32@ = 0 
259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_37242
jump @GUNS1_37557 

:GUNS1_37249
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_37452 
if 
  257@ == 0 
else_jump @GUNS1_37452 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 38@ // ret 7 if not found 
if or
04A4:   38@ == 7 // @ == any 
  32@ > 8000 
else_jump @GUNS1_37452 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_37360 

:GUNS1_37360
Garage.Close('BURG_LK')

:GUNS1_37371
if 
   not Garage.IsClosed('BURG_LK')
else_jump @GUNS1_37404 
wait 0 
jump @GUNS1_37371 

:GUNS1_37404
if 
   not Actor.Dead(98@)
else_jump @GUNS1_37433 
0967: actor 98@ move_mouth 5000 ms 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_37433
254@ = 68 
259@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_37452
jump @GUNS1_37557 

:GUNS1_37459
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_37550 
if 
  257@ == 0 
else_jump @GUNS1_37550 
0687: clear_actor $PLAYER_ACTOR task 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_37543 
0687: clear_actor 98@ task 

:GUNS1_37543
258@ = 1 

:GUNS1_37550
jump @GUNS1_37557 

:GUNS1_37557
jump @GUNS1_36385 

:GUNS1_37564
fade 0 1000 

:GUNS1_37571
if 
fading 
else_jump @GUNS1_37595 
wait 0 
jump @GUNS1_37571 

:GUNS1_37595
Actor.PutAt($PLAYER_ACTOR, 2161.0, -1664.0, 22.0)
Camera.SetPosition(2168.155, -1686.374, 15.6932, 0.0, 0.0, 0.0)
Camera.PointAt(2168.094, -1685.377, 15.7351, 2)
04E4: unknown_refresh_game_renderer_at 2168.155 -1686.374 
Camera.SetAtPos(2168.155, -1686.374, 15.6932)
fade 1 1000 

:GUNS1_37702
if 
fading 
else_jump @GUNS1_37726 
wait 0 
jump @GUNS1_37702 

:GUNS1_37726
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_88'  // Wenn du dich nicht gerade auf einer Mission befindest, kannst du nachts auf Diebeszug gehen.

:GUNS1_37739
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_37763 
wait 0 
jump @GUNS1_37739 

:GUNS1_37763
32@ = 0 
52@ = 0 

:GUNS1_37777
if 
  52@ == 0 
else_jump @GUNS1_37837 
if or
  32@ > 4000 
   not Player.Defined($PLAYER_CHAR)
else_jump @GUNS1_37826 
52@ = 1 

:GUNS1_37826
wait 0 
jump @GUNS1_37777 

:GUNS1_37837
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_90'  // Man kann in viele Huser einbrechen und die Besitzer um ihre Habe erleichtern.

:GUNS1_37850
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_37874 
wait 0 
jump @GUNS1_37850 

:GUNS1_37874
32@ = 0 
52@ = 0 

:GUNS1_37888
if 
  52@ == 0 
else_jump @GUNS1_37948 
if or
  32@ > 4000 
   not Player.Defined($PLAYER_CHAR)
else_jump @GUNS1_37937 
52@ = 1 

:GUNS1_37937
wait 0 
jump @GUNS1_37888 

:GUNS1_37948
03E6: remove_text_box 
fade 0 1000 

:GUNS1_37957
if 
fading 
else_jump @GUNS1_37981 
wait 0 
jump @GUNS1_37957 

:GUNS1_37981
Actor.PutAt($PLAYER_ACTOR, 2272.0, -1792.0, 14.0)
Camera.SetPosition(2255.539, -1783.703, 13.6049, 0.0, 0.0, 0.0)
Camera.PointAt(2254.882, -1784.445, 13.7333, 2)
04E4: unknown_refresh_game_renderer_at 2254.208 -1790.233 
Camera.SetAtPos(2254.208, -1790.233, 13.1057)
014C: set_parked_car_generator $2775 cars_to_generate_to 0 
0395: clear_area 1 at 2251.028 -1788.661 12.7625 radius 10.0 
102@ = Car.Create(#BOXBURG, 2251.028, -1788.661, 12.9625)
Car.Angle(102@) = 358.9591
fade 1 1000 

:GUNS1_38152
if 
fading 
else_jump @GUNS1_38176 
wait 0 
jump @GUNS1_38152 

:GUNS1_38176
0512: show_permanent_text_box 'RYD1_89'  // Du kannst in einen Van wie diesen steigen, um eine Diebes-Tour zu starten.

:GUNS1_38187
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_38211 
wait 0 
jump @GUNS1_38187 

:GUNS1_38211
32@ = 0 
52@ = 0 

:GUNS1_38225
if 
  52@ == 0 
else_jump @GUNS1_38285 
if or
  32@ > 4000 
   not Player.Defined($PLAYER_CHAR)
else_jump @GUNS1_38274 
52@ = 1 

:GUNS1_38274
wait 0 
jump @GUNS1_38225 

:GUNS1_38285
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_91'  // Belade den Truck und fahre ihn dann zurck zur Garage.

:GUNS1_38298
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_38322 
wait 0 
jump @GUNS1_38298 

:GUNS1_38322
32@ = 0 
52@ = 0 

:GUNS1_38336
if 
  52@ == 0 
else_jump @GUNS1_38396 
if or
  32@ > 4000 
   not Player.Defined($PLAYER_CHAR)
else_jump @GUNS1_38385 
52@ = 1 

:GUNS1_38385
wait 0 
jump @GUNS1_38336 

:GUNS1_38396
03E6: remove_text_box 
fade 0 1000 

:GUNS1_38405
if 
fading 
else_jump @GUNS1_38429 
wait 0 
jump @GUNS1_38405 

:GUNS1_38429
if 
   not Car.Wrecked(102@)
else_jump @GUNS1_38455 
Car.Destroy(102@)
Car.RemoveReferences(102@)

:GUNS1_38455
Actor.PutAt($PLAYER_ACTOR, 2741.0, -2001.0, 12.5547)
Actor.Angle($PLAYER_ACTOR) = 80.0
02A3: enable_widescreen 1 
Camera.SetPosition(2745.47, -2003.59, 15.53, 0.0, 0.0, 0.0)
Camera.PointAt(2737.34, -2002.24, 11.65, 2)
04E4: unknown_refresh_game_renderer_at 2745.47 -2003.59 
Camera.SetAtPos(2745.47, -2003.59, 15.53)
if 
   not Actor.Dead(98@)
else_jump @GUNS1_38631 
Actor.PutAt(98@, 2740.0, -2001.0, 12.5547)
Actor.Angle(98@) = 230.0
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 98@ 
0639: AS_actor 98@ rotate_to_actor $PLAYER_ACTOR 

:GUNS1_38631
fade 1 1000 

:GUNS1_38638
if 
fading 
else_jump @GUNS1_38662 
wait 0 
jump @GUNS1_38638 

:GUNS1_38662
254@ = 0 
255@ = 1 
256@ = 2 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 

:GUNS1_38732
wait 0 
if 
  258@ == 0 
else_jump @GUNS1_39558 
if 
   not 254@ == 0 
else_jump @GUNS1_39093 
if 
  257@ == 0 
else_jump @GUNS1_38818 
if 
03D0:   wav 256@ loaded 
else_jump @GUNS1_38811 
040D: unload_wav 256@ 

:GUNS1_38811
257@ = 1 

:GUNS1_38818
if 
  257@ == 1 
else_jump @GUNS1_38855 
03CF: load_wav 172@(254@,82i) as 255@ 
257@ = 2 

:GUNS1_38855
if 
  257@ == 2 
else_jump @GUNS1_38915 
if 
03D0:   wav 255@ loaded 
else_jump @GUNS1_38915 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
257@ = 3 

:GUNS1_38915
if 
  257@ == 3 
else_jump @GUNS1_39093 
if 
03D2:   wav 255@ ended 
else_jump @GUNS1_39032 
03D5: remove_text $6706(254@,82s) 
if 
  255@ == 1 
else_jump @GUNS1_38997 
255@ = 2 
256@ = 1 
jump @GUNS1_39011 

:GUNS1_38997
255@ = 1 
256@ = 2 

:GUNS1_39011
254@ = 0 
257@ = 0 
jump @GUNS1_39093 

:GUNS1_39032
if 
83D0:   not wav 256@ loaded 
else_jump @GUNS1_39093 
if 
  76 > 254@ 
else_jump @GUNS1_39093 
0085: 263@ = 254@ // (int) 
263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_39093
0871: init_jump_table 259@ total_jumps 2 default_jump 1 @GUNS1_39453 jumps 0 @GUNS1_39156 1 @GUNS1_39265 -1 @GUNS1_39551 -1 @GUNS1_39551 -1 @GUNS1_39551 -1 @GUNS1_39551 -1 @GUNS1_39551 

:GUNS1_39156
if 
  257@ == 0 
else_jump @GUNS1_39258 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_39203 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 
0968: actor 98@ stop_mouth 

:GUNS1_39203
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
254@ = 74 
259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_39258
jump @GUNS1_39551 

:GUNS1_39265
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_39446 
if 
  257@ == 0 
else_jump @GUNS1_39446 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_39357 
0967: actor 98@ move_mouth 5000 ms 
0968: actor $PLAYER_ACTOR stop_mouth 
0687: clear_actor $PLAYER_ACTOR task 

:GUNS1_39357
254@ = 75 
259@ = 2 
32@ = 0 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_39441 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2761.0 -2002.0 14.0 mode 4 10000 ms // versionA 
0616: define_AS_pack_end 129@ 
0618: assign_actor 98@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 

:GUNS1_39441
01BD: 262@ = current_time_in_ms 

:GUNS1_39446
jump @GUNS1_39551 

:GUNS1_39453
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
if 
  260@ > 1000 
else_jump @GUNS1_39544 
if 
  257@ == 0 
else_jump @GUNS1_39544 
if 
   not Actor.Dead(98@)
else_jump @GUNS1_39537 
0968: actor 98@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_39537
258@ = 1 

:GUNS1_39544
jump @GUNS1_39551 

:GUNS1_39551
jump @GUNS1_38732 

:GUNS1_39558
52@ = 0 

:GUNS1_39565
if 
  52@ == 0 
else_jump @GUNS1_39638 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 38@ // ret 7 if not found 
if or
04A4:   38@ == 7 // @ == any 
  32@ > 6000 
else_jump @GUNS1_39627 
52@ = 1 

:GUNS1_39627
wait 0 
jump @GUNS1_39565 

:GUNS1_39638
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
jump @GUNS1_40660 
jump @GUNS1_39742 

:GUNS1_39672
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2741.0 -2010.0 13.5 radius 4.0 4.0 5.0 
if 
   not Garage.IsOpen('BURG_LK')
else_jump @GUNS1_39742 
Garage.Open('BURG_LK')

:GUNS1_39742
jump @GUNS1_39819 

:GUNS1_39749
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2742.0 -2000.0 13.0 radius 4.0 4.0 5.0 
if 
   not Garage.IsClosed('BURG_LK')
else_jump @GUNS1_39819 
Garage.Close('BURG_LK')

:GUNS1_39819
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @GUNS1_40234 
268@ = 0 
if 
  96@ == 1 
else_jump @GUNS1_40091 
if 
00EE:   actor $PLAYER_ACTOR 0 near_point 2067.4 -1831.2 radius 15.0 15.0 in_car 
else_jump @GUNS1_39999 
if and
  71@ == 1 
  74@ == 0 
else_jump @GUNS1_39992 
if and
   not Actor.Dead(100@)
   not Car.Wrecked(103@)
   not Car.Wrecked(102@)
else_jump @GUNS1_39978 
0397: enable_car 103@ siren 0 
06E1: AS_actor 100@ using_car 103@ target_car 102@ with_order 10 max_speed 20.0 traffic_flag 0 

:GUNS1_39978
74@ = 1 
71@ = 0 

:GUNS1_39992
jump @GUNS1_40091 

:GUNS1_39999
if and
  74@ == 1 
  71@ == 0 
else_jump @GUNS1_40091 
if and
   not Actor.Dead(100@)
   not Car.Wrecked(103@)
   not Car.Wrecked(102@)
else_jump @GUNS1_40077 
0397: enable_car 103@ siren 1 
06E1: AS_actor 100@ using_car 103@ target_car 102@ with_order 3 max_speed 33.0 traffic_flag 3 

:GUNS1_40077
74@ = 0 
71@ = 1 

:GUNS1_40091
if 
  69@ == 0 
else_jump @GUNS1_40227 
if 
  68@ == 1 
else_jump @GUNS1_40148 
Marker.Disable(107@)
00BE: text_clear_all 
264@ = 2 
68@ = 0 

:GUNS1_40148
02A8: 106@ = create_marker 63 at 2067.4 -1831.2 13.5 
69@ = 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS123' time 5000 flag 1  // ~s~Du hast zu viele Bullen am Hals. Schttle die Cops ab.
if 
  78@ == 1 
else_jump @GUNS1_40227 
264@ = 2 
78@ = 0 

:GUNS1_40227
jump @GUNS1_40633 

:GUNS1_40234
272@ = 0 
if 
  44@ == 1 
else_jump @GUNS1_40332 
if 
  11 > 43@ 
else_jump @GUNS1_40332 
00BB: show_text_lowpriority GXT 'GUNS135' time 4000 flag 1  // Wie ich gesagt habe...
43@ -= 1 
if 
  0 > 43@ 
else_jump @GUNS1_40325 
43@ = 0 

:GUNS1_40325
44@ = 0 

:GUNS1_40332
if 
  68@ == 0 
else_jump @GUNS1_40548 
if 
  69@ == 1 
else_jump @GUNS1_40380 
Marker.Disable(106@)
69@ = 0 

:GUNS1_40380
00BE: text_clear_all 
if 
00EE:   actor $PLAYER_ACTOR 0 near_point 2067.4 -1831.2 radius 15.0 15.0 in_car 
else_jump @GUNS1_40448 
wait 3000 
00BB: show_text_lowpriority GXT 'GUNS124' time 5000 flag 1  // ~s~Fahre zurck zur ~y~Garage~s~.
jump @GUNS1_40464 

:GUNS1_40448
00BB: show_text_lowpriority GXT 'GUNS124' time 5000 flag 1  // ~s~Fahre zurck zur ~y~Garage~s~.

:GUNS1_40464
if 
  78@ == 0 
else_jump @GUNS1_40514 
if 
  96@ == 1 
else_jump @GUNS1_40507 
264@ = 1 

:GUNS1_40507
jump @GUNS1_40521 

:GUNS1_40514
264@ = 3 

:GUNS1_40521
018A: 107@ = create_checkpoint_at 2742.0 -2008.0 13.0 
68@ = 1 

:GUNS1_40548
if and
  71@ == 1 
  74@ == 0 
else_jump @GUNS1_40633 
if and
   not Actor.Dead(100@)
   not Car.Wrecked(103@)
   not Car.Wrecked(102@)
else_jump @GUNS1_40633 
0397: enable_car 103@ siren 0 
06E1: AS_actor 100@ using_car 103@ target_car 102@ with_order 1 max_speed 20.0 traffic_flag 2 
71@ = 0 

:GUNS1_40633
jump @GUNS1_4925 
return 

:GUNS1_40642
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:GUNS1_40660
0085: 50@ = 35@ // (int) 
50@ *= 50 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 3 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
030C: progress_made += 1 
0318: set_latest_mission_passed 'RYDER_1'  // Home Invasion
$RYDER_TOTAL_PASSED_MISSIONS += 1 
return 

:GUNS1_40737
$ONMISSION = 0 
$CARMOD_DISABLED_FLAG = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
014C: set_parked_car_generator $2775 cars_to_generate_to 101 
075B: zoom_radar 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GUNS1_40790 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_40790
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
07FB: set_interior 'BURHOUS' access 1  // Colonel Fuhrbergers Haus
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
Marker.Disable(108@)
Marker.Disable(105@)
Marker.Disable(104@)
Marker.Disable(109@)
Marker.Disable(106@)
Marker.Disable(107@)
Marker.Disable(110@)
Marker.Disable(111@)
Marker.Disable(112@)
Marker.Disable(113@)
Marker.Disable(114@)
Marker.Disable(115@)
Marker.Disable(116@)
0151: remove_status_text $6705 
0581: enable_radar 1 
0826: enable_hud 1 
014F: stop_timer $6704 
Model.Destroy(#BOXBURG)
Model.Destroy(#COLT45)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#WMOPJ)
Model.Destroy(#LAPD1)
Model.Destroy(#COPCARLA)
Model.Destroy(#DB_AMMO)
04EF: release_animation "CARRY" 
04EF: release_animation "GANGS" 
04EF: release_animation "POLICE" 
04EF: release_animation "INT_HOUSE" 
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "CAR_CHAT" 
Actor.DestroyWithFade(98@)
Actor.RemoveReferences(99@)
Actor.RemoveReferences(100@)
Actor.RemoveReferences(101@)
Car.RemoveReferences(103@)
Car.RemoveReferences(102@)
Object.RemoveReferences(117@)
Object.RemoveReferences(118@)
Object.RemoveReferences(119@)
Object.RemoveReferences(120@)
Object.RemoveReferences(121@)
Object.RemoveReferences(122@)
Object.RemoveReferences(123@)
if 
   not Actor.Dead(99@)
else_jump @GUNS1_41099 
060B: set_actor 99@ decision_maker_to 41@ 
077A: set_actor 99@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:GUNS1_41099
0296: unload_special_actor 1 
065C: release_decision_maker 39@ 
065C: release_decision_maker 40@ 
065C: release_decision_maker 41@ 
065C: release_decision_maker 42@ 
091E: create_forbidden_for_boats_cube_cornerA 2775.0 -1196.4 20.0 cornerB 2840.0 -1141.0 35.0 
mission_cleanup 
return 

//-------------Mission 25---------------
// Originally: Catalyst

:RYDER3
thread 'RYDER3' 
gosub @RYDER3_47 
if 
wasted_or_busted 
else_jump @RYDER3_38 
gosub @RYDER3_18057 

:RYDER3_38
gosub @RYDER3_18237 
end_thread 

:RYDER3_47
increment_mission_attempts 
$ONMISSION = 1 
09DD: unknown_player_group 1 
89@ = 0 
$6870 = 0 
95@ = 2 
102@ = 0 
054C: use_GXT_table 'RYDER3' 
060A: create_decision_maker_type 2 store_to 72@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 105@ // decision\allowed\m_.ped files 
01EB: set_traffic_density_multiplier_to 0.5 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:RYDER3_135
if 
fading 
else_jump @RYDER3_159 
wait 0 
jump @RYDER3_135 

:RYDER3_159
select_interior 2 
02E4: load_cutscene_data 'RYDER3A' 

:RYDER3_174
if 
86B9:   not cutscene_data_loaded 
else_jump @RYDER3_198 
wait 0 
jump @RYDER3_174 

:RYDER3_198
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:RYDER3_215
if 
82E9:   not cutscene_reached_end 
else_jump @RYDER3_239 
wait 0 
jump @RYDER3_215 

:RYDER3_239
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:RYDER3_253
if 
fading 
else_jump @RYDER3_277 
wait 0 
jump @RYDER3_253 

:RYDER3_277
02EA: end_cutscene 
00BE: text_clear_all 
02A3: enable_widescreen 0 
select_interior 0 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
Model.Load(#PICADOR)
Model.Load(#MICRO_UZI)
Model.Load(#COLT45)
Model.Load(#CR_GUNCRATE)
Model.Load(#CR_AMMOBOX)
Model.Load(#FAM1)
04ED: load_animation "BOX" 
04ED: load_animation "RYDER" 
04ED: load_animation "SWAT" 
Model.Load(#LSV1)
Model.Load(#LSV2)
Model.Load(#LSV3)
Model.Load(#FREIGHT)
Model.Load(#FREIFLAT)
Model.Load(#GREENWOO)
Model.Load(#FAM1)
Model.Load(#FAM2)
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
038B: load_requested_models 

:RYDER3_399
if or
   not Model.Available(#PICADOR)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#COLT45)
   not Model.Available(#CR_GUNCRATE)
   not Model.Available(#CR_AMMOBOX)
else_jump @RYDER3_446 
wait 0 
jump @RYDER3_399 

:RYDER3_446
if or
   not Model.Available(#FAM1)
823D:   not special_actor 1 loaded 
84EE:   not animation "BOX" loaded 
84EE:   not animation "RYDER" loaded 
else_jump @RYDER3_492 
wait 0 
jump @RYDER3_446 

:RYDER3_492
if or
   not Model.Available(#LSV1)
   not Model.Available(#LSV2)
   not Model.Available(#LSV3)
   not Model.Available(#FREIGHT)
   not Model.Available(#FREIFLAT)
else_jump @RYDER3_536 
wait 0 
jump @RYDER3_492 

:RYDER3_536
if or
   not Model.Available(#GREENWOO)
   not Model.Available(#FAM1)
   not Model.Available(#FAM2)
84EE:   not animation "SWAT" loaded 
else_jump @RYDER3_579 
wait 0 
jump @RYDER3_536 

:RYDER3_579
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_2059 
gosub @RYDER3_18930 
Player.CanMove($PLAYER_CHAR) = False
0615: define_AS_pack_begin 51@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 2000 ms 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 51@ loop 1 
0616: define_AS_pack_end 51@ 
0615: define_AS_pack_begin 52@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 2000 ms 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 52@ loop 1 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 76@ 
0605: actor -1 perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
05B9: AS_actor -1 stay_idle 2000 ms 
0616: define_AS_pack_end 76@ 
0615: define_AS_pack_begin 75@ 
0605: actor -1 perform_animation_sequence "RYD_BECKON_01" IFP_file "RYDER" 1.0 loop 0 0 0 0 time -1 // versionA 
05B9: AS_actor -1 stay_idle 20000 ms 
0643: set_AS_pack 75@ loop 1 
0616: define_AS_pack_end 75@ 
0615: define_AS_pack_begin 40@ 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto 2290.584 -1142.411 25.7144 mode 6 timelimit -1 // versionC 
0603: AS_actor -1 goto 2288.539 -1133.753 25.7076 mode 6 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 253.83 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 40@ 
0615: define_AS_pack_begin 66@ 
0603: AS_actor -1 goto 2289.092 -1117.049 25.9062 mode 6 timelimit -1 // versionC 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 66@ 
0615: define_AS_pack_begin 67@ 
0603: AS_actor -1 goto 2285.11 -1117.117 25.9062 mode 6 timelimit -1 // versionC 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 67@ 
0395: clear_area 1 at 2477.135 -1683.116 12.3782 radius 10.0 
0395: clear_area 1 at 2469.224 -1672.496 12.484 radius 10.0 
0395: clear_area 0 at 2472.783 -1685.696 12.5153 radius 0.5 
Camera.SetAtPos(2472.783, -1685.696, 12.5153)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_1446 
Actor.PutAt($PLAYER_ACTOR, 2472.783, -1685.696, 12.5153)
Actor.Angle($PLAYER_ACTOR) = 336.6331
Camera.SetBehindPlayer

:RYDER3_1446
0506: set_car_model #PICADOR next_variation 4 4 // first param is useless 
0674: set_car_model #PICADOR numberplate "_SHERM__" 
108@ = Car.Create(#PICADOR, 2476.035, -1678.379, 12.3457)
053F: set_car 108@ tires_vulnerability 0 
Car.Angle(108@) = 43.9007
Car.Health(108@) = 2000
99@ = Marker.CreateAboveCar(108@)
07E0: set_marker 99@ type_to 1 
Car.ImmuneToNonPlayer(108@) = True
0229: set_car 108@ primary_color_to 84 secondary_color_to 84 
Car.SetMaxSpeed(108@, 5.0)
018B: set_marker 99@ radar_mode 0 
04E0: car 108@ abandon_path_radius 250 
01C8: $ACTOR_RYDER = create_actor_pedtype 24 model #SPECIAL01 in_car 108@ passenger_seat 0 
09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 
0296: unload_special_actor 1 
Actor.Angle($ACTOR_RYDER) = 121.9883
0638: AS_actor $ACTOR_RYDER stay_put 1 
Actor.Health($ACTOR_RYDER) = 800
08AF: set_actor $ACTOR_RYDER max_health_to 800 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
0568: set_actor $ACTOR_RYDER targetable 1 
01B2: give_actor $ACTOR_RYDER weapon 28 ammo 9999 // Load the weapon model before using this 
039E: set_actor $ACTOR_RYDER locked 1 while_in_car 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
077A: set_actor $ACTOR_RYDER acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor $ACTOR_RYDER decision_maker_to 72@ 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 25 // see ped.dat 
109@ = 0 

:RYDER3_1724
if 
  10 > 109@ 
else_jump @RYDER3_1767 
110@(109@,10i) = -1 
109@ += 1 
jump @RYDER3_1724 

:RYDER3_1767
109@ = 0 
$6871 = 0 
$6872 = 10 
122@ = 0 
123@ = -1 
124@ = 5 
if 
  $ONMISSION == 0 
else_jump @RYDER3_1848 
110@(109@,10i) = Object.Init(#GUNBOX, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:RYDER3_1848
89@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 2284.0 -1151.0 10.0 cornerB 2288.0 -1147.0 30.0 
01E8: create_forbidden_for_cars_cube_cornerA 2287.321 -1132.571 10.0 cornerB 2360.839 -1177.134 40.0 
01E8: create_forbidden_for_cars_cube_cornerA 2311.676 -1375.397 10.0 cornerB 2292.365 -1303.102 40.0 
01E8: create_forbidden_for_cars_cube_cornerA 2268.695 -1138.541 10.0 cornerB 2282.362 -1159.604 40.0 
01E8: create_forbidden_for_cars_cube_cornerA 2307.537 -1162.624 10.0 cornerB 2266.351 -1136.99 40.0 
06D7: enable_train_traffic 0 
08EA: enable_gangs_spawn 0 
125@ = 0 
126@ = 0 
127@ = -151 
32@ = 0 
03C7: set_sensitivity_to_crime 0.0 

:RYDER3_2059
128@ = Object.Init(#TMP_BIN, 2295.391, -1129.812, 26.4)
Object.Angle(128@) = 187.2863
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_2119 
05CB: AS_actor $PLAYER_ACTOR enter_car 108@ as_driver 5000 ms 

:RYDER3_2119
Camera.SetPosition(2473.642, -1674.005, 13.6679, 0.0, 0.0, 0.0)
Camera.PointAt(2473.833, -1674.969, 13.4843, 2)
gosub @RYDER3_19023 
00BC: show_text_highpriority GXT 'RYD3_Z' time 6000 flag 1  // ~s~Fahre ~b~Ryders Truck~s~ zum ~y~Munitionszug~s~.
33@ = 0 

:RYDER3_2200
if 
  4000 > 33@ 
else_jump @RYDER3_2247 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @RYDER3_2240 

:RYDER3_2240
jump @RYDER3_2200 

:RYDER3_2247
gosub @RYDER3_18958 

:RYDER3_2254
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_18050 
wait 0 
gosub @RYDER3_19056 
gosub @RYDER3_20126 
if 
0736:   NOP_false 83 
else_jump @RYDER3_2310 
jump @RYDER3_18136 

:RYDER3_2310
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 275.0 275.0 200.0 
else_jump @RYDER3_2372 
01EB: set_traffic_density_multiplier_to 0.0 
jump @RYDER3_2397 

:RYDER3_2372
if 
  10 > 89@ 
else_jump @RYDER3_2397 
01EB: set_traffic_density_multiplier_to 1.0 

:RYDER3_2397
if 
  102@ == 0 
else_jump @RYDER3_3444 
if and
   Model.Available(#FREIGHT)
   Model.Available(#FREIFLAT)
else_jump @RYDER3_3444 
06D8: 129@ = create_train_at 2278.177 -1144.882 27.5107 type 10 direction 1 
Car.DoorStatus(129@) = 2
06DC: set_train 129@ acc 0.0 
06DD: set_train 129@ speed 0.0 
Car.LockInCurrentPosition(129@) = True
06DE: 163@ = get_train 129@ last_carriage_handle 
74@ = Object.Create(#AMMOTRN_OBJ, 2278.177, -1144.882, 27.5107)
0681: attach_object 74@ to_car 163@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
91@ = Object.Create(#CR_GUNCRATE, 2278.177, -1144.882, 27.5107)
0681: attach_object 91@ to_car 163@ with_offset 0.5 -5.5 -0.8 rotation 0.0 0.0 145.0 
92@ = Object.Create(#CR_GUNCRATE, 2278.177, -1144.882, 27.5107)
0681: attach_object 92@ to_car 163@ with_offset 0.5 6.0 -0.8 rotation 0.0 0.0 60.0 
93@ = Object.Create(#CR_GUNCRATE, 2278.177, -1144.882, 27.5107)
0681: attach_object 93@ to_car 163@ with_offset -0.5 8.0 -0.8 rotation 0.0 0.0 130.0 
61@ = Object.Create(#CR_GUNCRATE, 2287.744, -1131.75, 25.7431)
Object.Angle(61@) = 85.7739
62@ = Object.Create(#CR_GUNCRATE, 2287.358, -1131.091, 25.7449)
Object.Angle(62@) = 209.4727
63@ = Object.Create(#CR_GUNCRATE, 2287.665, -1127.056, 25.8118)
Object.Angle(63@) = 97.4572
64@ = Object.Create(#CR_GUNCRATE, 2287.431, -1125.586, 25.8256)
Object.Angle(64@) = 176.9109
102@ = 1 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 // see ped.dat 
142@ = Actor.Create(CivMale, #FAM2, 2291.969, -1131.63, 25.7468)
Actor.Angle(142@) = 188.6236
0812: AS_actor 142@ perform_animation "KO_SHOT_FRONT" IFP_file "PED" 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0619: enable_actor 142@ collision_detection 0 
0568: set_actor 142@ targetable 1 
060B: set_actor 142@ decision_maker_to 105@ 
143@ = Actor.Create(CivMale, #LSV1, 2290.66, -1146.023, 25.7507)
Actor.Angle(143@) = 180.7254
0812: AS_actor 143@ perform_animation "KO_SHOT_FRONT" IFP_file "PED" 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0619: enable_actor 143@ collision_detection 0 
0568: set_actor 143@ targetable 1 
060B: set_actor 143@ decision_maker_to 105@ 
130@ = Actor.Create(Mission2, #LSV1, 2295.683, -1128.682, 25.8647)
Actor.Angle(130@) = 175.3117
0638: AS_actor 130@ stay_put 1 
0770: unknown_actor 130@ flag 1 
131@ = Actor.Create(Mission2, #LSV2, 2289.14, -1131.133, 25.7539)
Actor.Angle(131@) = 190.007
0638: AS_actor 131@ stay_put 1 
0770: unknown_actor 131@ flag 1 
132@ = Actor.Create(Mission2, #LSV2, 2293.741, -1130.343, 25.8004)
Actor.Angle(132@) = 178.0093
04EB: AS_actor 132@ crouch 1 
0638: AS_actor 132@ stay_put 1 
0770: unknown_actor 132@ flag 1 
133@ = Actor.Create(Mission2, #LSV3, 2285.522, -1135.369, 28.0)
Actor.Angle(133@) = 202.6963
02A9: set_actor 133@ immune_to_nonplayer 1 
0638: AS_actor 133@ stay_put 1 
0770: unknown_actor 133@ flag 1 
144@ = Actor.Create(Mission1, #FAM1, 2296.282, -1158.184, 25.6529)
Actor.Angle(144@) = 9.002
04EB: AS_actor 144@ crouch 1 
0638: AS_actor 144@ stay_put 1 
145@ = Actor.Create(Mission1, #FAM2, 2287.524, -1150.041, 25.7574)
Actor.Angle(145@) = 347.622
0638: AS_actor 145@ stay_put 1 
04EB: AS_actor 145@ crouch 1 
146@ = Actor.Create(Mission1, #FAM1, 2301.257, -1157.372, 25.597)
Actor.Angle(146@) = 9.002
0638: AS_actor 146@ stay_put 1 

:RYDER3_3444
if and
   not Car.Wrecked(108@)
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_3561 
if and
   Actor.InCar($PLAYER_ACTOR, 108@)
  89@ == 0 
else_jump @RYDER3_3561 
33@ = 0 
041E: set_radio_station 5 
06D7: enable_train_traffic 0 
122@ = 4 
89@ += 1 
018B: set_marker 99@ radar_mode 0 
018A: 34@ = create_checkpoint_at 2278.177 -1144.882 27.5107 
08FB: set_checkpoint 34@ type_to 0 
101@ = 1 

:RYDER3_3561
if or
  89@ == 1 
  89@ == 2 
else_jump @RYDER3_4014 
if and
   not Car.Wrecked(108@)
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_4014 
if 
   Actor.InCar($PLAYER_ACTOR, 108@)
else_jump @RYDER3_3688 
if 
   not 101@ == 1 
else_jump @RYDER3_3681 
018B: set_marker 99@ radar_mode 0 
018B: set_marker 34@ radar_mode 3 
00BC: show_text_highpriority GXT 'RYD3_Z' time 6000 flag 1  // ~s~Fahre ~b~Ryders Truck~s~ zum ~y~Munitionszug~s~.
101@ = 1 

:RYDER3_3681
jump @RYDER3_4014 

:RYDER3_3688
if 
  101@ == 1 
else_jump @RYDER3_3959 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_3729 
0A09: set_actor $ACTOR_RYDER muted 0 // versionB 

:RYDER3_3729
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_3752 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_3752
018B: set_marker 34@ radar_mode 0 
018B: set_marker 99@ radar_mode 3 
0209: $6870 = random_int_in_ranges 0 3 
0871: init_jump_table $6870 total_jumps 3 default_jump 0 @RYDER3_3952 jumps 0 @RYDER3_3838 1 @RYDER3_3876 2 @RYDER3_3914 -1 @RYDER3_3952 -1 @RYDER3_3952 -1 @RYDER3_3952 -1 @RYDER3_3952 

:RYDER3_3838
05AA: 106@s = 'RYD3_NA'  // ~z~Hey, CJ, hau mir jetzt nicht ab!
04AF: 96@ = 34062 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_3952 

:RYDER3_3876
05AA: 106@s = 'RYD3_NB'  // ~z~Kommt wieder der Feigling in dir durch?
04AF: 96@ = 34063 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_3952 

:RYDER3_3914
05AA: 106@s = 'RYD3_NC'  // ~z~Mir lufst du nicht weg, CJ!
04AF: 96@ = 34064 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_3952 

:RYDER3_3952
101@ = 2 

:RYDER3_3959
if and
  95@ == 2 
  101@ == 2 
else_jump @RYDER3_4007 
00BC: show_text_highpriority GXT 'RYD3_Q' time 4000 flag 1  // Steig wieder in ~b~Ryders Truck~s~!
101@ = 0 

:RYDER3_4007
87@ = 1 

:RYDER3_4014
if 
  89@ == 1 
else_jump @RYDER3_5344 
if 
  87@ == 0 
else_jump @RYDER3_4772 
if and
  95@ == 2 
  85@ == 0 
else_jump @RYDER3_4159 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_4098 
0A09: set_actor $ACTOR_RYDER muted 1 // versionB 

:RYDER3_4098
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_4121 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:RYDER3_4121
05AA: 106@s = 'RYD3_AD'  // ~z~Du fhrst, CJ. Schlielich sollst du unser Chef-Fahrer sein.
04AF: 96@ = 34003 // @ = any 
gosub @RYDER3_20106 
85@ = 1 

:RYDER3_4159
if and
  95@ == 2 
  85@ == 1 
else_jump @RYDER3_4222 
05AA: 106@s = 'RYD3_AE'  // ~z~Nicht schon wieder diese Scheie...
04AF: 96@ = 34004 // @ = any 
gosub @RYDER3_20106 
85@ = 2 

:RYDER3_4222
if and
  95@ == 2 
  85@ == 2 
else_jump @RYDER3_4285 
05AA: 106@s = 'RYD3_BA'  // ~z~Kein Gemecker mehr ber meinen Fahrstil, dafr hab ich echt keinen Nerv.
04AF: 96@ = 34005 // @ = any 
gosub @RYDER3_20106 
85@ = 3 

:RYDER3_4285
if and
  95@ == 2 
  85@ == 3 
else_jump @RYDER3_4348 
05AA: 106@s = 'RYD3_BB'  // ~z~Na, dann sieh zu, dass wir uns nicht berschlagen und in Flammen aufgehen.
04AF: 96@ = 34006 // @ = any 
gosub @RYDER3_20106 
85@ = 4 

:RYDER3_4348
if and
  95@ == 2 
  85@ == 4 
else_jump @RYDER3_4411 
05AA: 106@s = 'RYD3_BC'  // ~z~Ich lass mich von dir nicht provozieren, Mann.
04AF: 96@ = 34007 // @ = any 
gosub @RYDER3_20106 
85@ = 5 

:RYDER3_4411
if and
  95@ == 2 
  85@ == 5 
else_jump @RYDER3_4474 
05AA: 106@s = 'RYD3_BD'  // ~z~Gut, dann konzentrierst du dich wenigstens auf die Strae!
04AF: 96@ = 34008 // @ = any 
gosub @RYDER3_20106 
85@ = 6 

:RYDER3_4474
if and
  95@ == 2 
  85@ == 6 
else_jump @RYDER3_4537 
05AA: 106@s = 'RYD3_BE'  // ~z~Du machst wohl gern 'nem Homie das Leben schwer.
04AF: 96@ = 34009 // @ = any 
gosub @RYDER3_20106 
85@ = 7 

:RYDER3_4537
if and
  95@ == 2 
  85@ == 7 
else_jump @RYDER3_4600 
05AA: 106@s = 'RYD3_BG'  // ~z~Ich versuche nur, meine Soldaten am Leben zu halten!
04AF: 96@ = 34011 // @ = any 
gosub @RYDER3_20106 
85@ = 8 

:RYDER3_4600
if and
  95@ == 2 
  85@ == 8 
else_jump @RYDER3_4663 
05AA: 106@s = 'RYD3_BH'  // ~z~Indem du sie mit deinem Gemecker zu Tode nervst?
04AF: 96@ = 34012 // @ = any 
gosub @RYDER3_20106 
85@ = 9 

:RYDER3_4663
if and
  95@ == 2 
  85@ == 9 
else_jump @RYDER3_4772 
05AA: 106@s = 'RYD3_BJ'  // ~z~Die Strae, Motherfucker, konzentrier dich auf die Strae!
04AF: 96@ = 34013 // @ = any 
gosub @RYDER3_20106 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_4742 
0489: set_actor $ACTOR_RYDER muted 0 

:RYDER3_4742
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_4765 
0489: set_actor $PLAYER_ACTOR muted 0 

:RYDER3_4765
85@ = 10 

:RYDER3_4772
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 200.0 200.0 200.0 
  102@ == 1 
else_jump @RYDER3_5275 
36@ = 0 

:RYDER3_4834
if 
   not Actor.Dead(130@(36@,6i))
else_jump @RYDER3_4997 
0638: AS_actor 130@(36@,6i) stay_put 1 
136@(36@,6i) = Marker.CreateAboveActor(130@(36@,6i))
if or
  36@ == 3 
  36@ == 0 
else_jump @RYDER3_4938 
081A: set_actor 130@(36@,6i) weapon_skill_to 2 
01B2: give_actor 130@(36@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @RYDER3_4963 

:RYDER3_4938
01B2: give_actor 130@(36@,6i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 130@(36@,6i) armed_weapon_to 28 

:RYDER3_4963
07DD: set_actor 130@(36@,6i) temper_to 50 // see pedstats.dat 
Actor.WeaponAccuracy(130@(36@,6i)) = 50
060B: set_actor 130@(36@,6i) decision_maker_to 72@ 

:RYDER3_4997
36@ += 1 
  36@ >= 4 
else_jump @RYDER3_4834 
36@ = 0 

:RYDER3_5025
if 
   not Actor.Dead(144@(36@,4i))
else_jump @RYDER3_5247 
0568: set_actor 144@(36@,4i) targetable 1 
0638: AS_actor 144@(36@,4i) stay_put 1 
if 
  36@ == 1 
else_jump @RYDER3_5116 
Actor.Health(144@(36@,4i)) = 200
08AF: set_actor 144@(36@,4i) max_health_to 200 
jump @RYDER3_5138 

:RYDER3_5116
Actor.Health(144@(36@,4i)) = 50
08AF: set_actor 144@(36@,4i) max_health_to 50 

:RYDER3_5138
if 
  36@ == 1 
else_jump @RYDER3_5188 
081A: set_actor 144@(36@,4i) weapon_skill_to 2 
01B2: give_actor 144@(36@,4i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @RYDER3_5213 

:RYDER3_5188
01B2: give_actor 144@(36@,4i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 144@(36@,4i) armed_weapon_to 28 

:RYDER3_5213
07DD: set_actor 144@(36@,4i) temper_to 70 // see pedstats.dat 
Actor.WeaponAccuracy(144@(36@,4i)) = 70
060B: set_actor 144@(36@,4i) decision_maker_to 72@ 

:RYDER3_5247
36@ += 1 
  36@ >= 3 
else_jump @RYDER3_5025 
102@ = 2 

:RYDER3_5275
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 100.0 100.0 200.0 
else_jump @RYDER3_5344 
89@ += 1 
33@ = 0 
85@ = 0 

:RYDER3_5344
if 
  89@ == 2 
else_jump @RYDER3_6821 
36@ = 0 

:RYDER3_5369
if and
   Actor.Dead(130@(36@,6i))
   not 130@(36@,6i) == 0 
else_jump @RYDER3_5449 
if 
075C:   marker 136@(36@,6i) enabled 
else_jump @RYDER3_5449 
Marker.Disable(136@(36@,6i))
136@(36@,6i) = 0 
Actor.RemoveReferences(130@(36@,6i))

:RYDER3_5449
36@ += 1 
  36@ >= 4 
else_jump @RYDER3_5369 
if and
   not Car.Wrecked(108@)
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_5524 
if 
   Actor.InCar($PLAYER_ACTOR, 108@)
else_jump @RYDER3_5517 
jump @RYDER3_5524 

:RYDER3_5517
88@ = 1 

:RYDER3_5524
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 100.0 100.0 100.0 
  86@ == 0 
else_jump @RYDER3_6120 
if 
   not Actor.Dead(145@)
else_jump @RYDER3_5756 
0615: define_AS_pack_begin 149@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2291.724 -1138.648 25.6745 mode 6 -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
if 
   not Actor.Dead(130@)
else_jump @RYDER3_5664 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_5664
if 
   not Actor.Dead(131@)
else_jump @RYDER3_5687 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_5687
if 
   not Actor.Dead(132@)
else_jump @RYDER3_5710 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_5710
if 
   not Actor.Dead(133@)
else_jump @RYDER3_5733 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_5733
0616: define_AS_pack_end 149@ 
0792: disembark_instantly_actor 145@ 
0618: assign_actor 145@ to_AS_pack 149@ 
061B: remove_references_to_AS_pack 149@ 

:RYDER3_5756
if 
   not Actor.Dead(144@)
else_jump @RYDER3_5933 
0615: define_AS_pack_begin 149@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2297.533 -1137.578 25.8778 mode 6 -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
if 
   not Actor.Dead(130@)
else_jump @RYDER3_5841 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_5841
if 
   not Actor.Dead(131@)
else_jump @RYDER3_5864 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_5864
if 
   not Actor.Dead(132@)
else_jump @RYDER3_5887 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_5887
if 
   not Actor.Dead(133@)
else_jump @RYDER3_5910 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_5910
0616: define_AS_pack_end 149@ 
0792: disembark_instantly_actor 144@ 
0618: assign_actor 144@ to_AS_pack 149@ 
061B: remove_references_to_AS_pack 149@ 

:RYDER3_5933
if 
   not Actor.Dead(146@)
else_jump @RYDER3_6106 
0615: define_AS_pack_begin 149@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2290.118 -1141.78 25.7024 mode 6 -2 ms // versionA 
05D6: clear_scmpath 
if 
   not Actor.Dead(130@)
else_jump @RYDER3_6014 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_6014
if 
   not Actor.Dead(131@)
else_jump @RYDER3_6037 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_6037
if 
   not Actor.Dead(132@)
else_jump @RYDER3_6060 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_6060
if 
   not Actor.Dead(133@)
else_jump @RYDER3_6083 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_6083
0616: define_AS_pack_end 149@ 
0792: disembark_instantly_actor 146@ 
0618: assign_actor 146@ to_AS_pack 149@ 
061B: remove_references_to_AS_pack 149@ 

:RYDER3_6106
86@ = 1 
33@ = 0 

:RYDER3_6120
if and
  88@ == 0 
  86@ == 1 
else_jump @RYDER3_6271 
if and
  95@ == 2 
  85@ == 0 
else_jump @RYDER3_6208 
05AA: 106@s = 'RYD3_CA'  // ~z~Da wren wir.
04AF: 96@ = 34014 // @ = any 
gosub @RYDER3_20106 
85@ = 1 

:RYDER3_6208
if and
  95@ == 2 
  85@ == 1 
else_jump @RYDER3_6271 
05AA: 106@s = 'RYD3_CB'  // ~z~Das ist unser Zug.
04AF: 96@ = 34015 // @ = any 
gosub @RYDER3_20106 
85@ = 2 

:RYDER3_6271
if and
   not Car.Wrecked(108@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_6436 
if 
   not Actor.InCar($PLAYER_ACTOR, 108@)
else_jump @RYDER3_6379 
00BC: show_text_highpriority GXT 'RYD3_Q' time 5000 flag 1  // Steig wieder in ~b~Ryders Truck~s~!
if 
  39@ == 0 
else_jump @RYDER3_6372 
Marker.Disable(34@)
34@ = Marker.CreateAboveCar(108@)
07E0: set_marker 34@ type_to 1 
39@ = 1 

:RYDER3_6372
jump @RYDER3_6436 

:RYDER3_6379
if 
  39@ == 1 
else_jump @RYDER3_6436 
Marker.Disable(34@)
018A: 34@ = create_checkpoint_at 2278.177 -1144.882 27.5107 
08FB: set_checkpoint 34@ type_to 0 
39@ = 0 

:RYDER3_6436
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(108@)
else_jump @RYDER3_6821 
if 
01B0:   car 108@ sphere 0 in_sphere 2289.591 -1135.625 25.6863 radius 40.0 40.0 40.0 stopped 
else_jump @RYDER3_6821 
Marker.Disable(34@)
if 
075C:   marker 99@ enabled 
else_jump @RYDER3_6533 
018B: set_marker 99@ radar_mode 0 

:RYDER3_6533
if or
   not Actor.Dead(130@)
   not Actor.Dead(131@)
   not Actor.Dead(132@)
   not Actor.Dead(133@)
else_jump @RYDER3_6595 
05AA: 106@s = 'RYD3_CC'  // ~z~Scheie, sieht so aus, als wren ein paar Northside Vagos vor uns da.
04AF: 96@ = 34016 // @ = any 
gosub @RYDER3_20106 

:RYDER3_6595
32@ = 0 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_6814 
if 
   not Car.Wrecked(108@)
else_jump @RYDER3_6814 
if 
   Actor.InCar($ACTOR_RYDER, 108@)
else_jump @RYDER3_6814 
0615: define_AS_pack_begin 148@ 
05CD: AS_actor -1 exit_car 108@ 
04EB: AS_actor -1 crouch 1 
0603: AS_actor -1 goto 2295.104 -1148.029 25.7612 mode 6 timelimit -1 // versionC 
0688: unknown_actor -1 flags 1 1 1 
if 
   not Actor.Dead(130@)
else_jump @RYDER3_6727 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_6727
if 
   not Actor.Dead(131@)
else_jump @RYDER3_6750 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_6750
if 
   not Actor.Dead(132@)
else_jump @RYDER3_6773 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_6773
if 
   not Actor.Dead(133@)
else_jump @RYDER3_6796 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_6796
0616: define_AS_pack_end 148@ 
0687: clear_actor $ACTOR_RYDER task 
0618: assign_actor $ACTOR_RYDER to_AS_pack 148@ 

:RYDER3_6814
89@ += 1 

:RYDER3_6821
if and
  89@ == 3 
  32@ > 4000 
else_jump @RYDER3_6924 
if 
   not Actor.Dead(131@)
else_jump @RYDER3_6870 
0638: AS_actor 131@ stay_put 0 

:RYDER3_6870
if or
   not Actor.Dead(130@)
   not Actor.Dead(131@)
   not Actor.Dead(132@)
   not Actor.Dead(133@)
else_jump @RYDER3_6917 
00BC: show_text_highpriority GXT 'RYD3_M' time 5000 flag 1  // ~s~Knall die ~r~Vagos ~s~ab, die den Zug ausrauben wollen!

:RYDER3_6917
89@ += 1 

:RYDER3_6924
if 
  89@ == 4 
else_jump @RYDER3_7170 
36@ = 0 

:RYDER3_6949
if and
   Actor.Dead(130@(36@,6i))
   not 130@(36@,6i) == 0 
else_jump @RYDER3_7029 
if 
075C:   marker 136@(36@,6i) enabled 
else_jump @RYDER3_7029 
Marker.Disable(136@(36@,6i))
136@(36@,6i) = 0 
Actor.RemoveReferences(130@(36@,6i))

:RYDER3_7029
36@ += 1 
  36@ >= 4 
else_jump @RYDER3_6949 
if and
   Actor.Dead(130@)
   Actor.Dead(131@)
   Actor.Dead(132@)
   Actor.Dead(133@)
else_jump @RYDER3_7113 
if 
  84@ == 0 
else_jump @RYDER3_7113 
32@ = 0 
84@ = 1 

:RYDER3_7113
if and
  84@ == 1 
  32@ > 2000 
else_jump @RYDER3_7170 
89@ += 1 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_7170 
0618: assign_actor $ACTOR_RYDER to_AS_pack 40@ 

:RYDER3_7170
if 
  89@ == 5 
else_jump @RYDER3_7202 
32@ = 0 
89@ += 1 

:RYDER3_7202
if 
  89@ == 6 
else_jump @RYDER3_8266 
gosub @RYDER3_18990 
Model.Load(#GREENWOO)
Model.Load(#MICRO_UZI)
Model.Load(#BALLAS1)
Model.Load(#BALLAS3)
Model.Load(#COLT45)

:RYDER3_7250
if or
   not Model.Available(#GREENWOO)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#BALLAS1)
   not Model.Available(#BALLAS3)
   not Model.Available(#COLT45)
else_jump @RYDER3_7295 
wait 0 
jump @RYDER3_7250 

:RYDER3_7295
150@ = Car.Create(#GREENWOO, 2340.055, -1151.432, 25.9546)
Car.Angle(150@) = 92.6857
Car.DriveTo(150@, 2313.414, -1150.093, 25.7997)
00AE: set_car 150@ traffic_behaviour_to 3 
Car.SetMaxSpeed(150@, 25.0)
0129: 151@ = create_actor_pedtype 25 model #BALLAS1 in_car 150@ driverseat 
Actor.Angle(151@) = 227.7265
01C8: 152@ = create_actor_pedtype 25 model #BALLAS3 in_car 150@ passenger_seat 0 
Actor.Angle(152@) = 301.1901
01C8: 153@ = create_actor_pedtype 25 model #BALLAS1 in_car 150@ passenger_seat 1 
Actor.Angle(153@) = 82.8733
02A9: set_actor 153@ immune_to_nonplayer 1 
01C8: 154@ = create_actor_pedtype 25 model #BALLAS3 in_car 150@ passenger_seat 2 
Actor.Angle(154@) = 82.8733
02A9: set_actor 154@ immune_to_nonplayer 1 
36@ = 0 

:RYDER3_7480
155@(36@,4i) = Marker.CreateAboveActor(151@(36@,4i))
if 
  36@ == 3 
else_jump @RYDER3_7546 
081A: set_actor 151@(36@,4i) weapon_skill_to 2 
01B2: give_actor 151@(36@,4i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @RYDER3_7571 

:RYDER3_7546
01B2: give_actor 151@(36@,4i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 151@(36@,4i) armed_weapon_to 28 

:RYDER3_7571
Actor.Health(151@(36@,4i)) = 200
08AF: set_actor 151@(36@,4i) max_health_to 200 
07DD: set_actor 151@(36@,4i) temper_to 40 // see pedstats.dat 
Actor.WeaponAccuracy(151@(36@,4i)) = 40
060B: set_actor 151@(36@,4i) decision_maker_to 72@ 
0770: unknown_actor 151@(36@,4i) flag 1 
36@ += 1 
  36@ >= 4 
else_jump @RYDER3_7480 
gosub @RYDER3_18930 
0A0B: set_rendering_origin_at_3D_coord 2287.296 -1140.38 25.6779 angle 252.6459 
Camera.SetPosition(2283.145, -1135.652, 28.6919, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked(150@)
else_jump @RYDER3_7747 
Camera.OnVehicle(150@, 15, 2)

:RYDER3_7747
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_7799 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @RYDER3_7799 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 2313.414 -1150.093 25.7997 

:RYDER3_7799
36@ = 0 

:RYDER3_7806
if 
   not Actor.Dead(144@(36@,4i))
else_jump @RYDER3_7881 
if 
   not Actor.Driving(144@(36@,4i))
else_jump @RYDER3_7881 
06BA: AS_actor 144@(36@,4i) turn_to_and_look_at 2313.414 -1150.093 25.7997 
0638: AS_actor 144@(36@,4i) stay_put 1 

:RYDER3_7881
36@ += 1 
  36@ >= 3 
else_jump @RYDER3_7806 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_8102 
0615: define_AS_pack_begin 159@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2295.693 -1142.469 25.8392 mode 6 -2 ms // versionA 
06BA: AS_actor -1 turn_to_and_look_at 2313.414 -1150.093 25.7997 
if 
   not Actor.Dead(151@)
else_jump @RYDER3_7994 
05E2: AS_actor -1 kill_actor 151@ 

:RYDER3_7994
if 
   not Actor.Dead(152@)
else_jump @RYDER3_8017 
05E2: AS_actor -1 kill_actor 152@ 

:RYDER3_8017
if 
   not Actor.Dead(153@)
else_jump @RYDER3_8040 
05E2: AS_actor -1 kill_actor 153@ 

:RYDER3_8040
if 
   not Actor.Dead(154@)
else_jump @RYDER3_8063 
05E2: AS_actor -1 kill_actor 154@ 

:RYDER3_8063
0616: define_AS_pack_end 159@ 
if 
   not Actor.Driving($ACTOR_RYDER)
else_jump @RYDER3_8097 
0792: disembark_instantly_actor $ACTOR_RYDER 
0618: assign_actor $ACTOR_RYDER to_AS_pack 159@ 

:RYDER3_8097
061B: remove_references_to_AS_pack 159@ 

:RYDER3_8102
gosub @RYDER3_19023 
00BC: show_text_highpriority GXT 'RYD3_2' time 3000 flag 1  // ~s~Schtze den Zug vor den ~r~Ballas~s~!
wait 1000 
33@ = 0 

:RYDER3_8137
if 
  3000 > 33@ 
else_jump @RYDER3_8191 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @RYDER3_8184 
jump @RYDER3_8191 

:RYDER3_8184
jump @RYDER3_8137 

:RYDER3_8191
gosub @RYDER3_18958 
00BC: show_text_highpriority GXT 'RYD3_DA' time 3000 flag 1  // ~z~Was haben wir denn hier? Ein paar Ballas wollen die Party versauen.
05AA: 106@s = 'RYD3_DA'  // ~z~Was haben wir denn hier? Ein paar Ballas wollen die Party versauen.
04AF: 96@ = 34018 // @ = any 
gosub @RYDER3_20106 
85@ = 0 
33@ = 0 
89@ += 1 

:RYDER3_8266
if 
  89@ == 7 
else_jump @RYDER3_8350 
if 
   not Car.Wrecked(150@)
else_jump @RYDER3_8350 
if 
01AE:   car 150@ sphere 0 near_point 2304.182 -1142.619 radius 15.0 15.0 stopped 
else_jump @RYDER3_8350 
068B: set_car 150@ all_disembark 
89@ += 1 

:RYDER3_8350
if 
  89@ == 8 
else_jump @RYDER3_9092 
36@ = 0 

:RYDER3_8375
if and
   Actor.Dead(151@(36@,4i))
   not 151@(36@,4i) == 0 
else_jump @RYDER3_8455 
if 
075C:   marker 155@(36@,4i) enabled 
else_jump @RYDER3_8455 
Marker.Disable(155@(36@,4i))
155@(36@,4i) = 0 
Actor.RemoveReferences(151@(36@,4i))

:RYDER3_8455
36@ += 1 
  36@ >= 4 
else_jump @RYDER3_8375 
if and
  33@ > 3000 
  85@ == 0 
else_jump @RYDER3_8700 
05AA: 106@s = 'RYD3_DB'  // ~z~Offenbar hat Tenpenny jeder Gang in South Central Bescheid gesagt!
04AF: 96@ = 34019 // @ = any 
gosub @RYDER3_20106 
if 
   not Actor.Dead(151@)
else_jump @RYDER3_8573 
0603: AS_actor 151@ goto 2299.284 -1133.929 27.3281 mode 6 timelimit -1 // versionC 

:RYDER3_8573
if 
   not Actor.Dead(152@)
else_jump @RYDER3_8613 
0603: AS_actor 152@ goto 2291.226 -1140.169 25.6912 mode 6 timelimit -1 // versionC 

:RYDER3_8613
if 
   not Actor.Dead(153@)
else_jump @RYDER3_8653 
0603: AS_actor 153@ goto 2298.09 -1144.036 25.919 mode 6 timelimit -1 // versionC 

:RYDER3_8653
if 
   not Actor.Dead(154@)
else_jump @RYDER3_8693 
0603: AS_actor 154@ goto 2291.842 -1129.22 25.7756 mode 6 timelimit -1 // versionC 

:RYDER3_8693
85@ = 1 

:RYDER3_8700
if and
  95@ == 2 
  85@ == 1 
else_jump @RYDER3_8763 
05AA: 106@s = 'RYD3_DC'  // ~z~Mann, wir werden diese Ballas-rsche kalt machen!
04AF: 96@ = 34020 // @ = any 
gosub @RYDER3_20106 
85@ = 2 

:RYDER3_8763
if and
   Actor.Dead(151@)
   Actor.Dead(152@)
   Actor.Dead(153@)
   Actor.Dead(154@)
else_jump @RYDER3_9092 
89@ += 1 
018A: 68@ = create_checkpoint_at 2287.147 -1121.702 25.8903 
08FB: set_checkpoint 68@ type_to 0 
05AA: 106@s = 'RYD3_EA'  // ~z~Nimm den Zug unter die Lupe, CJ.
04AF: 96@ = 34021 // @ = any 
gosub @RYDER3_20106 
85@ = 0 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_9085 
0615: define_AS_pack_begin 161@ 
05D4: AS_actor -1 rotate_angle 77.6187 
0605: actor -1 perform_animation_sequence "IDLE_ARMED" IFP_file "PED" 1.0 loop 0 0 0 0 time -1 // versionA 
05B9: AS_actor -1 stay_idle 2000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "RYD_BECKON_01" IFP_file "RYDER" 1.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 161@ loop 1 
0616: define_AS_pack_end 161@ 
0615: define_AS_pack_begin 160@ 
05D3: AS_actor -1 goto_point 2294.854 -1143.85 25.814 mode 6 -2 ms // versionA 
05D3: AS_actor -1 goto_point 2290.716 -1122.997 25.8774 mode 6 -2 ms // versionA 
0618: assign_actor -1 to_AS_pack 161@ 
0616: define_AS_pack_end 160@ 
0792: disembark_instantly_actor $ACTOR_RYDER 
0618: assign_actor $ACTOR_RYDER to_AS_pack 160@ 
061B: remove_references_to_AS_pack 161@ 
061B: remove_references_to_AS_pack 160@ 

:RYDER3_9085
33@ = 0 

:RYDER3_9092
if 
  89@ == 9 
else_jump @RYDER3_10641 
if and
  33@ > 4000 
  85@ == 0 
else_jump @RYDER3_9159 
00BC: show_text_highpriority GXT 'RYD3_1' time 4000 flag 1  // ~s~Steig hinten auf den ~y~Zug~s~.
85@ = 1 

:RYDER3_9159
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2287.147 -1121.702 25.8903 radius 1.2 1.2 3.0 on_foot 
else_jump @RYDER3_10641 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_9230 
Player.CanMove($PLAYER_CHAR) = False

:RYDER3_9230
if 
075C:   marker 68@ enabled 
else_jump @RYDER3_9251 
Marker.Disable(68@)

:RYDER3_9251
gosub @RYDER3_18930 
Actor.DestroyInstantly(133@)
0960: enable_player $PLAYER_CHAR stats_box 0 
Camera.SetPosition(2288.881, -1117.758, 28.0044, 0.0, 0.0, 0.0)
Camera.PointAt(2288.3, -1118.549, 27.8136, 2)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_9396 
Actor.PutAt($PLAYER_ACTOR, 2287.147, -1121.702, 25.8903)
Actor.Angle($PLAYER_ACTOR) = 91.8747
078F: unknown_actor $PLAYER_ACTOR flag 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)

:RYDER3_9396
wait 1000 
gosub @RYDER3_18990 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_9502 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8449:   not actor $PLAYER_ACTOR in_a_car 
else_jump @RYDER3_9472 
Actor.PutAt($PLAYER_ACTOR, 2284.766, -1121.5, 27.386)
jump @RYDER3_9492 

:RYDER3_9472
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2284.766 -1121.5 27.386 

:RYDER3_9492
Actor.Angle($PLAYER_ACTOR) = 220.0

:RYDER3_9502
07C0: load_path 486 
07C0: load_path 490 

:RYDER3_9512
if or
87C1:   not path 486 available 
87C1:   not path 490 available 
else_jump @RYDER3_9544 
wait 0 
jump @RYDER3_9512 

:RYDER3_9544
0395: clear_area 1 at 2284.732 -1121.916 27.0 radius 50.0 
if 
   not Car.Wrecked(108@)
else_jump @RYDER3_9711 
162@ = Actor.Create(Mission1, #FAM1, 2294.554, -1156.382, 25.6646)
Actor.Angle(162@) = 9.002
if 
   not Actor.Dead(162@)
else_jump @RYDER3_9661 
if 
   not Actor.InCar(162@, 108@)
else_jump @RYDER3_9661 
036A: put_actor 162@ in_car 108@ 

:RYDER3_9661
if 
   Actor.Dead(162@)
else_jump @RYDER3_9706 
0129: 162@ = create_actor_pedtype 24 model #FAM1 in_car 108@ driverseat 
0568: set_actor 162@ targetable 1 
01B2: give_actor 162@ weapon 28 ammo 9999 // Load the weapon model before using this 

:RYDER3_9706
0508: car 108@ close_all_doors 

:RYDER3_9711
if and
   not Car.Wrecked(108@)
   not Actor.Dead(162@)
else_jump @RYDER3_9763 
70@ = Marker.CreateAboveCar(108@)
07E0: set_marker 70@ type_to 1 
Car.Health(108@) = 5000
Actor.Health(162@) = 500

:RYDER3_9763
Actor.DestroyInstantly($ACTOR_RYDER)
if 
   not Car.Wrecked(108@)
else_jump @RYDER3_9798 
Car.StorePos(108@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:RYDER3_9798
$ACTOR_RYDER = Actor.Create(Mission1, #SPECIAL01, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.Health($ACTOR_RYDER) = 500
077C: clear_actor $ACTOR_RYDER acquaintance 4 to_all_pedtypes // see ped.dat 
if 
   not Car.Wrecked(108@)
else_jump @RYDER3_9880 
0464: put_actor $ACTOR_RYDER into_turret_on_car 108@ at_car_offset 0.0 -0.85 0.65 position 1 shooting_angle_limit 360.0 with_weapon 28 

:RYDER3_9880
Actor.SetImmunities($ACTOR_RYDER, 1, 1, 0, 1, 1)
0688: unknown_actor $ACTOR_RYDER flags 0 0 0 
if 
   not Actor.Dead(162@)
else_jump @RYDER3_9941 
0688: unknown_actor 162@ flags 0 0 0 
060B: set_actor 162@ decision_maker_to 105@ 

:RYDER3_9941
if 
   not Car.Wrecked(108@)
else_jump @RYDER3_9970 
05EB: assign_car 108@ to_path 486 
05ED: freeze_car 108@ while_on_path 

:RYDER3_9970
wait 800 
if 
   not Car.Wrecked(129@)
else_jump @RYDER3_10006 
Car.LockInCurrentPosition(129@) = False
05EB: assign_car 129@ to_path 490 

:RYDER3_10006
Object.Destroy(61@)
Object.Destroy(62@)
Object.Destroy(63@)
Object.Destroy(64@)
36@ = 0 

:RYDER3_10033
Actor.DestroyInstantly(144@(36@,4i))
36@ += 1 
  36@ >= 3 
else_jump @RYDER3_10033 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0A0B: set_rendering_origin_at_3D_coord 2288.516 -1136.404 28.5557 angle 149.2199 
Camera.SetPosition(2288.516, -1136.404, 28.5557, 0.0, 0.0, 0.0)
Camera.PointAt(2288.295, -1137.368, 28.41, 2)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_10201 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2284.766, -1121.5, 27.386)
Actor.Angle($PLAYER_ACTOR) = 0.0

:RYDER3_10201
wait 200 
if and
   not Car.Wrecked(108@)
060E:   car 108@ assigned_to_path 
else_jump @RYDER3_10232 
05EE: unfreeze_car 108@ while_on_path 

:RYDER3_10232
gosub @RYDER3_19023 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
040D: unload_wav 1 
03CF: load_wav 34022 as 1 

:RYDER3_10266
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_10292 
wait 0 
jump @RYDER3_10266 

:RYDER3_10292
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_FA' time 2000 flag 1  // ~z~Verdammt, was ist das?
wait 2000 
040D: unload_wav 1 
03CF: load_wav 34023 as 1 

:RYDER3_10330
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_10356 
wait 0 
jump @RYDER3_10330 

:RYDER3_10356
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_FB' time 4000 flag 1  // ~z~Nur die Ruhe, Kumpel, wir sind gleich bei dir!
wait 4000 
if 
   not Car.Wrecked(129@)
else_jump @RYDER3_10474 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 225.0 rotation_speed 225.0 
06DE: 163@ = get_train 129@ last_carriage_handle 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 163@ at_car_offset 0.0 -8.0 0.9 position 0 shooting_angle_limit 360.0 with_weapon 0 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
0619: enable_actor $PLAYER_ACTOR collision_detection 0 

:RYDER3_10474
gosub @RYDER3_18958 
01EB: set_traffic_density_multiplier_to 0.0 
09A3: unknown_camera_flag 1 
05AA: 106@s = 'RYD3_GA'  // ~z~Wirf ein paar Kisten her, CJ!
04AF: 96@ = 34024 // @ = any 
gosub @RYDER3_20106 
33@ = 0 
85@ = 0 
$6873 = 90000 
03C3: set_timer_to $6873 type 1 GXT 'RYD3_3' // global_variable  // Zeit
$6874 = 0 
122@ = 0 
04F7: status_text $6874 type 1 line 1 GXT 'RYD3_E' // global_variable  // Wurfkraft
04F7: status_text $6872 type 0 line 2 GXT 'RYD3_F' // global_variable  // Kisten
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_10634 
0687: clear_actor $ACTOR_RYDER task 

:RYDER3_10634
89@ += 1 

:RYDER3_10641
if 
  89@ == 10 
else_jump @RYDER3_13809 
if and
  33@ > 5000 
  85@ == 0 
else_jump @RYDER3_10703 
0512: show_permanent_text_box 'RYD3_D'  // Drcke ~k~~PED_FIREWEAPON~, um Schwung fr den Wurf zu holen, dann lass ~k~~PED_FIREWEAPON~ los, um zu werfen.
85@ = 1 

:RYDER3_10703
if 
  32@ > 8000 
else_jump @RYDER3_10969 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_10962 
0687: clear_actor $ACTOR_RYDER task 
0209: $6870 = random_int_in_ranges 0 3 
0871: init_jump_table $6870 total_jumps 3 default_jump 0 @RYDER3_10962 jumps 0 @RYDER3_10815 1 @RYDER3_10864 2 @RYDER3_10913 -1 @RYDER3_10962 -1 @RYDER3_10962 -1 @RYDER3_10962 -1 @RYDER3_10962 

:RYDER3_10815
0605: actor $ACTOR_RYDER perform_animation_sequence "RYD_BECKON_01" IFP_file "RYDER" 1.0 loop 0 0 0 0 time -1 // versionA 
jump @RYDER3_10962 

:RYDER3_10864
0605: actor $ACTOR_RYDER perform_animation_sequence "RYD_BECKON_02" IFP_file "RYDER" 1.0 loop 0 0 0 0 time -1 // versionA 
jump @RYDER3_10962 

:RYDER3_10913
0605: actor $ACTOR_RYDER perform_animation_sequence "RYD_BECKON_03" IFP_file "RYDER" 1.0 loop 0 0 0 0 time -1 // versionA 
jump @RYDER3_10962 

:RYDER3_10962
32@ = 0 

:RYDER3_10969
if 
   not Car.Wrecked(163@)
else_jump @RYDER3_13746 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_11064 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.StorePos($ACTOR_RYDER, 44@, 45@, 46@)
0067: $TEMPVAR_FLOAT_1 -= 44@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 45@ // (float) 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ANGLE 
Actor.Angle($ACTOR_RYDER) = $TEMPVAR_ANGLE

:RYDER3_11064
if 
   not $6871 == 10 
else_jump @RYDER3_11529 
if or
00E1:   player 0 pressed_key 17 
00E1:   player 0 pressed_key 4 
else_jump @RYDER3_11184 
005E: $6874 += 124@ // (int) 
if 
  $6874 > 100 
else_jump @RYDER3_11138 
$6874 = 100 

:RYDER3_11138
if 
  0 > $6874 
else_jump @RYDER3_11170 
$6874 = 0 
124@ = 50 

:RYDER3_11170
164@ += 1 
jump @RYDER3_11529 

:RYDER3_11184
if 
  164@ > 0 
else_jump @RYDER3_11529 
if 
  $6874 > 20 
else_jump @RYDER3_11515 
008F: 165@ = integer $6874 to_float 
165@ /= 2.0 
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
068E: get_camera_target_point_to 44@ 45@ 46@ 
if 
03CA:   object 110@(109@,10i) exists 
else_jump @RYDER3_11289 
Object.Destroy(110@(109@,10i))

:RYDER3_11289
110@(109@,10i) = Object.Init(127@, 44@, 45@, 46@)
04D9: object 110@(109@,10i) set_scripted_collision_check 1 
0085: 166@(109@,10i) = 127@ // (int) 
0065: 44@ -= $TEMPVAR_FLOAT_1 // (float) 
0065: 45@ -= $TEMPVAR_FLOAT_2 // (float) 
0065: 46@ -= $TEMPVAR_FLOAT_3 // (float) 
006B: 44@ *= 165@ // (float) 
006B: 45@ *= 165@ // (float) 
006B: 46@ *= 165@ // (float) 
Object.ToggleInMovingList(110@(109@,10i)) = True
Object.CollisionDetection(110@(109@,10i)) = True
06A2: get_car 163@ velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 47@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 47@ += 44@ // (float) 
0089: 48@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 48@ += 45@ // (float) 
0089: 49@ = $TEMPVAR_FLOAT_3 // (float) 
005B: 49@ += 46@ // (float) 
Object.Throw(110@(109@,10i), 47@, 48@, 49@)
109@ += 1 
if 
  109@ == 10 
else_jump @RYDER3_11515 
109@ = 0 

:RYDER3_11515
164@ = 0 
$6874 = 0 

:RYDER3_11529
176@ = 0 

:RYDER3_11536
if 
  10 > 176@ 
else_jump @RYDER3_13746 
if and
03CA:   object 110@(176@,10i) exists 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_13732 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $ACTOR_RYDER with_offset 0.0 1.0 0.5 
if 
04E6:   object 110@(176@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
else_jump @RYDER3_12488 
if and
  122@ == 0 
   not Actor.Dead($ACTOR_RYDER)
   not $6871 == 10 
else_jump @RYDER3_12481 
Object.CollisionDetection(110@(176@,10i)) = False
070A: AS_actor $ACTOR_RYDER attach_to_object 110@(176@,10i) offset 0.0 0.3 0.0 on_bone 6 16 perform_animation "CATCH_BOX" IFP_file "BOX" time 0 
32@ = 0 
0209: $6870 = random_int_in_ranges 0 2 
0871: init_jump_table $6871 total_jumps 6 default_jump 0 @RYDER3_12331 jumps 1 @RYDER3_11823 3 @RYDER3_11917 5 @RYDER3_12011 7 @RYDER3_12105 8 @RYDER3_12199 9 @RYDER3_12293 -1 @RYDER3_12331 

:RYDER3_11823
if 
  $6870 == 0 
else_jump @RYDER3_11879 
05AA: 106@s = 'RYD3_HA'  // ~z~Uff, nicht so fest!
04AF: 96@ = 34027 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_11910 

:RYDER3_11879
05AA: 106@s = 'RYD3_HB'  // ~z~Hab sie!
04AF: 96@ = 34028 // @ = any 
gosub @RYDER3_20106 

:RYDER3_11910
jump @RYDER3_12331 

:RYDER3_11917
if 
  $6870 == 0 
else_jump @RYDER3_11973 
05AA: 106@s = 'RYD3_HC'  // ~z~Guter Wurf!
04AF: 96@ = 34029 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_12004 

:RYDER3_11973
05AA: 106@s = 'RYD3_HD'  // ~z~Nur weiter so!
04AF: 96@ = 34030 // @ = any 
gosub @RYDER3_20106 

:RYDER3_12004
jump @RYDER3_12331 

:RYDER3_12011
if 
  $6870 == 0 
else_jump @RYDER3_12067 
05AA: 106@s = 'RYD3_HE'  // ~z~Scheie, die htte ich fast fallen gelassen!
04AF: 96@ = 34031 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_12098 

:RYDER3_12067
05AA: 106@s = 'RYD3_HF'  // ~z~Voll ins Schwarze!
04AF: 96@ = 34032 // @ = any 
gosub @RYDER3_20106 

:RYDER3_12098
jump @RYDER3_12331 

:RYDER3_12105
if 
  $6870 == 0 
else_jump @RYDER3_12161 
05AA: 106@s = 'RYD3_HG'  // ~z~Willst du mich umbringen?
04AF: 96@ = 34033 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_12192 

:RYDER3_12161
05AA: 106@s = 'RYD3_HH'  // ~z~Oh, ja!
04AF: 96@ = 34034 // @ = any 
gosub @RYDER3_20106 

:RYDER3_12192
jump @RYDER3_12331 

:RYDER3_12199
if 
  $6870 == 0 
else_jump @RYDER3_12255 
05AA: 106@s = 'RYD3_HJ'  // ~z~Mich hlt keiner auf!
04AF: 96@ = 34035 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_12286 

:RYDER3_12255
05AA: 106@s = 'RYD3_HK'  // ~z~Und noch mal!
04AF: 96@ = 34036 // @ = any 
gosub @RYDER3_20106 

:RYDER3_12286
jump @RYDER3_12331 

:RYDER3_12293
05AA: 106@s = 'RYD3_HM'  // ~z~Das reicht, CJ! Mehr kann ich nicht mitnehmen!
04AF: 96@ = 34038 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_12331 

:RYDER3_12331
0085: 123@ = 176@ // (int) 
$6871 += 1 
if 
  $6872 > 0 
else_jump @RYDER3_12371 
$6872 -= 1 

:RYDER3_12371
if 
  $6871 == 5 
else_jump @RYDER3_12445 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_12413 
Actor.Health($ACTOR_RYDER) = 5000

:RYDER3_12413
if 
   not Actor.Dead(162@)
else_jump @RYDER3_12437 
Actor.Health(162@) = 5000

:RYDER3_12437
127@ = -135 

:RYDER3_12445
if 
  $6871 == 10 
else_jump @RYDER3_12474 
09A3: unknown_camera_flag 0 
01EB: set_traffic_density_multiplier_to 1.0 

:RYDER3_12474
122@ += 1 

:RYDER3_12481
jump @RYDER3_13064 

:RYDER3_12488
if and
  166@(176@,10i) == -135 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_13064 
if 
031D:   actor $ACTOR_RYDER hit_by_weapon 51 
else_jump @RYDER3_12839 
0209: $6870 = random_int_in_ranges 0 6 
0871: init_jump_table $6870 total_jumps 6 default_jump 0 @RYDER3_12834 jumps 0 @RYDER3_12606 1 @RYDER3_12644 2 @RYDER3_12682 3 @RYDER3_12720 4 @RYDER3_12758 5 @RYDER3_12796 -1 @RYDER3_12834 

:RYDER3_12606
05AA: 106@s = 'RYD3_JA'  // ~z~Scheie, Mann, pass auf, was du tust!
04AF: 96@ = 34040 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_12834 

:RYDER3_12644
05AA: 106@s = 'RYD3_JB'  // ~z~CJ, ich hab echt den Verdacht, du willst mich umbringen!
04AF: 96@ = 34041 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_12834 

:RYDER3_12682
05AA: 106@s = 'RYD3_JC'  // ~z~Vorsicht mit diesen Scheiteilen!
04AF: 96@ = 34042 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_12834 

:RYDER3_12720
05AA: 106@s = 'RYD3_JD'  // ~z~Hey, VORSICHT, CJ, VORSICHT!
04AF: 96@ = 34043 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_12834 

:RYDER3_12758
05AA: 106@s = 'RYD3_JE'  // ~z~Du wirfst wie ein Mdchen!
04AF: 96@ = 34044 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_12834 

:RYDER3_12796
05AA: 106@s = 'RYD3_JF'  // ~z~Carl, hast du verstanden, was du hier zu tun hast?
04AF: 96@ = 34045 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_12834 

:RYDER3_12834
0467: clear_actor $ACTOR_RYDER last_weapon_damage 

:RYDER3_12839
if 
04DA:   has_object 110@(176@,10i) collided 
else_jump @RYDER3_13057 
126@ += 1 
if 
  126@ > 4 
else_jump @RYDER3_13050 
if and
   not Actor.Dead($ACTOR_RYDER)
   not Actor.Dead(162@)
else_jump @RYDER3_13050 
if 
8179:   not actor $ACTOR_RYDER colliding_with_object 110@(176@,10i) 
else_jump @RYDER3_13050 
if 
8179:   not actor 162@ colliding_with_object 110@(176@,10i) 
else_jump @RYDER3_13050 
Object.StorePos(110@(176@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0723: break_object 110@(176@,10i) intensity 1 
097B: play_audio_at_object 110@(176@,10i) event 1159 
064B: 100@ = create_particle "EXPLOSION_SMALL" at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 1 
064F: remove_references_to_particle 100@ 
Object.RemoveReferences(110@(176@,10i))
110@(176@,10i) = 0 

:RYDER3_13050
jump @RYDER3_13064 

:RYDER3_13057
126@ = 0 

:RYDER3_13064
if 
03CA:   object 110@(176@,10i) exists 
else_jump @RYDER3_13139 
if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 110@(176@,10i) radius 100.0 100.0 flag 0 
else_jump @RYDER3_13139 
Object.RemoveReferences(110@(176@,10i))
110@(176@,10i) = 0 

:RYDER3_13139
if 
  122@ == 1 
else_jump @RYDER3_13732 
if and
   not Actor.Dead($ACTOR_RYDER)
   not Actor.Dead(162@)
else_jump @RYDER3_13189 
062E: unknown_get_actor $ACTOR_RYDER task 1802 status_store_to $416 // ret 7 if not found 

:RYDER3_13189
if 
04A3:   $416 == 7 // $ == any 
else_jump @RYDER3_13732 
if 
  123@ > -1 
else_jump @RYDER3_13725 
0871: init_jump_table 82@ total_jumps 5 default_jump 0 @RYDER3_13642 jumps 0 @RYDER3_13288 2 @RYDER3_13363 4 @RYDER3_13438 6 @RYDER3_13506 8 @RYDER3_13574 -1 @RYDER3_13642 -1 @RYDER3_13642 

:RYDER3_13288
79@ = Object.Create(#CR_GUNCRATE, 2278.177, -1144.882, 27.5107)
0681: attach_object 79@ to_car 108@ with_offset 0.4 -2.1 -0.1 rotation 0.0 0.0 15.0 
Object.CollisionDetection(79@) = False
jump @RYDER3_13642 

:RYDER3_13363
77@ = Object.Create(#CR_GUNCRATE, 2278.177, -1144.882, 27.5107)
0681: attach_object 77@ to_car 108@ with_offset -0.5 -2.1 -0.1 rotation 0.0 0.0 30.0 
Object.CollisionDetection(77@) = False
jump @RYDER3_13642 

:RYDER3_13438
78@ = Object.Create(#CR_GUNCRATE, 2278.177, -1144.882, 27.5107)
0681: attach_object 78@ to_car 108@ with_offset 0.4 -2.1 0.3 rotation 0.0 30.0 0.0 
jump @RYDER3_13642 

:RYDER3_13506
80@ = Object.Create(#CR_AMMOBOX, 2278.177, -1144.882, 27.5107)
0681: attach_object 80@ to_car 108@ with_offset -0.6 -2.1 0.3 rotation 0.0 0.0 15.0 
jump @RYDER3_13642 

:RYDER3_13574
81@ = Object.Create(#CR_AMMOBOX, 2278.177, -1144.882, 27.5107)
0681: attach_object 81@ to_car 108@ with_offset -0.1 -2.1 0.3 rotation 0.0 0.0 15.0 
jump @RYDER3_13642 

:RYDER3_13642
82@ += 1 
if 
  82@ >= 10 
else_jump @RYDER3_13696 
0151: remove_status_text $6872 
0151: remove_status_text $6874 
014F: stop_timer $6873 
89@ += 1 
jump @RYDER3_13725 

:RYDER3_13696
if 
03CA:   object 110@(123@,10i) exists 
else_jump @RYDER3_13725 
Object.Destroy(110@(123@,10i))

:RYDER3_13725
122@ = 0 

:RYDER3_13732
176@ += 1 
jump @RYDER3_11536 

:RYDER3_13746
if 
   not Car.Wrecked(108@)
else_jump @RYDER3_13809 
if 
  10 > $6873 
else_jump @RYDER3_13809 
0151: remove_status_text $6872 
0151: remove_status_text $6874 
014F: stop_timer $6873 
125@ = 1 
89@ += 1 

:RYDER3_13809
if and
  89@ == 11 
  95@ == 2 
else_jump @RYDER3_14621 
gosub @RYDER3_18990 
01EB: set_traffic_density_multiplier_to 1.0 
03E6: remove_text_box 
if 
   not Car.Wrecked(108@)
else_jump @RYDER3_13871 
05EC: release_car 108@ from_path 

:RYDER3_13871
if 
   not Car.Wrecked(163@)
else_jump @RYDER3_14078 
Car.StorePos(163@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
02CE: 177@ = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 163@ with_offset -2.0 -1.0 -1.0 
0407: store_coords_to 44@ 45@ 46@ from_car 163@ with_offset 0.0 -4.0 -1.0 
0407: store_coords_to 47@ 48@ 49@ from_car 163@ with_offset 0.0 10.0 -0.5 
0407: store_coords_to 179@ 180@ 181@ from_car 163@ with_offset 0.0 -50.0 0.0 
$TEMPVAR_ANGLE = Car.Angle(163@)
178@ = Car.Angle(163@)
$TEMPVAR_ANGLE -= 50.0 
if 
   not Car.Wrecked(129@)
else_jump @RYDER3_14078 
05EC: release_car 129@ from_path 

:RYDER3_14078
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_14128 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04EF: release_animation "BOX" 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)

:RYDER3_14128
06D9: destroy_defined_trains 
Object.Destroy(74@)
Object.Destroy(91@)
Object.Destroy(92@)
Object.Destroy(93@)
0960: enable_player $PLAYER_CHAR stats_box 1 
if and
   not Car.Wrecked(108@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_14235 
Car.LockInCurrentPosition(108@) = False
Car.PutAt(108@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 177@)
Car.Angle(108@) = $TEMPVAR_ANGLE
Actor.PutAt($PLAYER_ACTOR, 44@, 45@, 177@)
03A2: set_car 108@ action 0 
Car.DoorStatus(108@) = 1

:RYDER3_14235
gosub @RYDER3_18930 
Camera.SetPosition(47@, 48@, 49@, 0.0, 0.0, 0.0)
0A0B: set_rendering_origin_at_3D_coord 47@ 48@ 49@ angle 178@ 
if 
   not Car.Wrecked(108@)
else_jump @RYDER3_14356 
Camera.OnVehicle(108@, 15, 2)
Actor.DestroyInstantly(162@)
01C8: 162@ = create_actor_pedtype 24 model #FAM1 in_car 108@ passenger_seat 0 
Actor.Health(162@) = 800
08AF: set_actor 162@ max_health_to 800 
0446: set_actor 162@ immune_to_headshots 0 
0568: set_actor 162@ targetable 1 

:RYDER3_14356
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_14409 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
0464: put_actor $ACTOR_RYDER into_turret_on_car 108@ at_car_offset 0.0 -1.3 0.8 position 2 shooting_angle_limit 15.0 with_weapon 28 

:RYDER3_14409
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(108@)
else_jump @RYDER3_14441 
05CB: AS_actor $PLAYER_ACTOR enter_car 108@ as_driver 4000 ms 

:RYDER3_14441
gosub @RYDER3_19023 
if 
  125@ == 1 
else_jump @RYDER3_14532 
040D: unload_wav 1 
03CF: load_wav 34046 as 1 

:RYDER3_14479
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_14505 
wait 0 
jump @RYDER3_14479 

:RYDER3_14505
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_JG' time 2000 flag 1  // ~z~Du wirfst genauso schlecht wie du fhrst!
jump @RYDER3_14591 

:RYDER3_14532
040D: unload_wav 1 
03CF: load_wav 34039 as 1 

:RYDER3_14545
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_14571 
wait 0 
jump @RYDER3_14545 

:RYDER3_14571
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_HN' time 2000 flag 1  // ~z~Steig vorn ein und gib Gummi!

:RYDER3_14591
wait 4000 
gosub @RYDER3_18958 
09A3: unknown_camera_flag 0 
32@ = 0 
89@ = 35 

:RYDER3_14621
if 
  89@ == 12 
else_jump @RYDER3_14685 
if 
  125@ == 1 
else_jump @RYDER3_14678 
89@ = 35 
69@ = 1 
jump @RYDER3_14685 

:RYDER3_14678
89@ = 35 

:RYDER3_14685
if 
  89@ == 35 
else_jump @RYDER3_15113 
if 
075C:   marker 70@ enabled 
else_jump @RYDER3_14724 
Marker.Disable(70@)

:RYDER3_14724
if 
  125@ == 1 
else_jump @RYDER3_14938 
gosub @RYDER3_18990 
if 
   not Car.Wrecked(129@)
else_jump @RYDER3_14770 
Car.Destroy(129@)

:RYDER3_14770
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_14791 
Actor.DestroyInstantly($ACTOR_RYDER)

:RYDER3_14791
if 
   not Actor.Dead(162@)
else_jump @RYDER3_14812 
Actor.DestroyInstantly(162@)

:RYDER3_14812
if and
   not Car.Wrecked(108@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_14860 
if 
   not Actor.InCar($PLAYER_ACTOR, 108@)
else_jump @RYDER3_14860 
036A: put_actor $PLAYER_ACTOR in_car 108@ 

:RYDER3_14860
176@ = 0 

:RYDER3_14867
if 
  10 > 176@ 
else_jump @RYDER3_14908 
Object.Destroy(110@(176@,10i))
176@ += 1 
jump @RYDER3_14867 

:RYDER3_14908
gosub @RYDER3_19023 
00BC: show_text_highpriority GXT 'RYD3_T' time 4000 flag 1  // ~r~Du hast nicht genug Kisten gekriegt.
jump @RYDER3_18057 

:RYDER3_14938
if and
   not Actor.Dead($ACTOR_RYDER)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_14994 
077A: set_actor $ACTOR_RYDER acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0638: AS_actor $ACTOR_RYDER stay_put 1 
0688: unknown_actor $ACTOR_RYDER flags 1 1 1 
060B: set_actor $ACTOR_RYDER decision_maker_to 72@ 

:RYDER3_14994
05AA: 106@s = 'RYD3_KA'  // ~z~Uns hngen jetzt die Bullen am Arsch!
04AF: 96@ = 34047 // @ = any 
gosub @RYDER3_20106 
33@ = 0 
85@ = 0 
Marker.Disable(34@)
018A: 34@ = create_checkpoint_at 2067.463 -1831.67 12.5527 
08FB: set_checkpoint 34@ type_to 0 
03C7: set_sensitivity_to_crime 1.0 
Player.WantedLevel($PLAYER_CHAR) = 3
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
89@ += 1 
32@ = 0 

:RYDER3_15113
if and
  89@ == 36 
  32@ > 4000 
else_jump @RYDER3_15192 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_15162 
04EB: AS_actor $ACTOR_RYDER crouch 1 

:RYDER3_15162
00BC: show_text_highpriority GXT 'RYD3_13' time 7000 flag 1  // ~s~Du musst die Cops abhngen! Fahr in das nahe gelegene ~y~Pay 'n' Spray~s~, um die Bullen abzuhngen.
89@ += 1 
39@ = 0 

:RYDER3_15192
if 
  89@ == 37 
else_jump @RYDER3_17965 
if 
   not Car.Wrecked(108@)
else_jump @RYDER3_15466 
if 
   not Actor.InCar($PLAYER_ACTOR, 108@)
else_jump @RYDER3_15313 
00BC: show_text_highpriority GXT 'RYD3_Q' time 5000 flag 1  // Steig wieder in ~b~Ryders Truck~s~!
if 
  39@ == 0 
else_jump @RYDER3_15306 
Marker.Disable(34@)
34@ = Marker.CreateAboveCar(108@)
07E0: set_marker 34@ type_to 1 
39@ = 1 

:RYDER3_15306
jump @RYDER3_15415 

:RYDER3_15313
if 
  39@ == 1 
else_jump @RYDER3_15415 
Marker.Disable(34@)
if 
  103@ == 1 
else_jump @RYDER3_15381 
018A: 34@ = create_checkpoint_at 2446.887 -1661.962 12.3047 
jump @RYDER3_15401 

:RYDER3_15381
018A: 34@ = create_checkpoint_at 2067.463 -1831.67 12.5527 

:RYDER3_15401
08FB: set_checkpoint 34@ type_to 0 
39@ = 0 

:RYDER3_15415
if and
01F4:   car 108@ flipped 
  97@ == 0 
else_jump @RYDER3_15466 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_15459 
05BE: AS_kill_actor $ACTOR_RYDER 

:RYDER3_15459
97@ = 1 

:RYDER3_15466
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_15956 
if and
02E0:   actor $ACTOR_RYDER aggressive 
  33@ > 10000 
876F:   not text_priority_displayed 
else_jump @RYDER3_15956 
33@ = 0 
0209: $6870 = random_int_in_ranges 0 8 
0871: init_jump_table $6870 total_jumps 8 default_jump 0 @RYDER3_15956 jumps 0 @RYDER3_15652 1 @RYDER3_15690 2 @RYDER3_15728 3 @RYDER3_15766 4 @RYDER3_15804 5 @RYDER3_15842 6 @RYDER3_15880 
0872: jump_table_jumps 7 @RYDER3_15918 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 -1 @RYDER3_15956 

:RYDER3_15652
05AA: 106@s = 'RYD3_LA'  // ~z~Das ist fr euch, ihr Bullenschweine!
04AF: 96@ = 34049 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_15956 

:RYDER3_15690
05AA: 106@s = 'RYD3_LB'  // ~z~Ihr habt es hier mit einem Kung-Fu-Meister zu tun.
04AF: 96@ = 34050 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_15956 

:RYDER3_15728
05AA: 106@s = 'RYD3_LC'  // ~z~Echter Ninja-Style!
04AF: 96@ = 34051 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_15956 

:RYDER3_15766
05AA: 106@s = 'RYD3_LD'  // ~z~Diesen Gangsta kriegst du nie!
04AF: 96@ = 34052 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_15956 

:RYDER3_15804
05AA: 106@s = 'RYD3_LE'  // ~z~Ihr hlt mich nicht auf... Ich bin ein Genie!
04AF: 96@ = 34053 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_15956 

:RYDER3_15842
05AA: 106@s = 'RYD3_LF'  // ~z~Das langweilt mich langsam, verpisst euch!
04AF: 96@ = 34054 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_15956 

:RYDER3_15880
05AA: 106@s = 'RYD3_LG'  // ~z~Habt ihr Arschgesichter nix besseres zu tun?
04AF: 96@ = 34055 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_15956 

:RYDER3_15918
05AA: 106@s = 'RYD3_LH'  // ~z~Die Bullen knnen mich nicht aufhalten - Ich bin unschlagbar!
04AF: 96@ = 34056 // @ = any 
gosub @RYDER3_20106 
jump @RYDER3_15956 

:RYDER3_15956
if and
   not Car.Wrecked(108@)
   not Actor.Dead($PLAYER_ACTOR)
  39@ == 0 
else_jump @RYDER3_17965 
if and
   not Actor.Dead($ACTOR_RYDER)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_16318 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @RYDER3_16184 
if and
  103@ == 0 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_16177 
0792: disembark_instantly_actor $ACTOR_RYDER 
077C: clear_actor $ACTOR_RYDER acquaintance 4 to_all_pedtypes // see ped.dat 
060B: set_actor $ACTOR_RYDER decision_maker_to 105@ 
0638: AS_actor $ACTOR_RYDER stay_put 1 
0688: unknown_actor $ACTOR_RYDER flags 0 0 0 
04EB: AS_actor $ACTOR_RYDER crouch 1 
if 
075C:   marker 34@ enabled 
else_jump @RYDER3_16112 
Marker.Disable(34@)

:RYDER3_16112
05AA: 106@s = 'RYD3_KB'  // ~z~Zurck zur Grove Street!
04AF: 96@ = 34048 // @ = any 
gosub @RYDER3_20106 
32@ = 0 
018A: 34@ = create_checkpoint_at 2451.38 -1661.609 12.3047 
103@ = 1 

:RYDER3_16177
jump @RYDER3_16318 

:RYDER3_16184
if and
  103@ == 1 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_16318 
if 
075C:   marker 34@ enabled 
else_jump @RYDER3_16228 
Marker.Disable(34@)

:RYDER3_16228
0792: disembark_instantly_actor $ACTOR_RYDER 
077A: set_actor $ACTOR_RYDER acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0638: AS_actor $ACTOR_RYDER stay_put 1 
0688: unknown_actor $ACTOR_RYDER flags 1 1 1 
060B: set_actor $ACTOR_RYDER decision_maker_to 72@ 
04EB: AS_actor $ACTOR_RYDER crouch 1 
00BC: show_text_highpriority GXT 'RYD3_I' time 7000 flag 1  // ~s~Du musst die Cops abhngen! Fahr dazu in das nahe gelegene Pay 'n' Spray.
018A: 34@ = create_checkpoint_at 2067.463 -1831.67 12.5527 
103@ = 0 

:RYDER3_16318
if and
   not Player.WantedLevel($PLAYER_CHAR) > 0
  32@ > 4000 
  104@ == 0 
else_jump @RYDER3_16374 
00BC: show_text_highpriority GXT 'RYD3101' time 7000 flag 1  // ~s~Bring die Kisten in die ~y~Grove Street~s~.
104@ = 1 

:RYDER3_16374
if 
   not Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @RYDER3_17965 
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2446.887 -1661.962 12.3047 radius 4.0 4.0 4.0 
   Actor.InCar($PLAYER_ACTOR, 108@)
else_jump @RYDER3_17965 
Player.ClearWantedLevel($PLAYER_CHAR)
0395: clear_area 1 at 2483.618 -1666.093 12.3594 radius 50.0 
gosub @RYDER3_18990 
if and
   not Actor.Dead($ACTOR_RYDER)
   not Car.Wrecked(108@)
else_jump @RYDER3_16542 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
0464: put_actor $ACTOR_RYDER into_turret_on_car 108@ at_car_offset 0.0 -1.3 0.8 position 0 shooting_angle_limit 15.0 with_weapon 28 

:RYDER3_16542
Marker.Disable(34@)
07C0: load_path 104 
04ED: load_animation "GANGS" 

:RYDER3_16560
if or
87C1:   not path 104 available 
84EE:   not animation "GANGS" loaded 
else_jump @RYDER3_16595 
wait 0 
jump @RYDER3_16560 

:RYDER3_16595
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(108@)
else_jump @RYDER3_16662 
if 
   not Actor.InCar($PLAYER_ACTOR, 108@)
else_jump @RYDER3_16645 
0430: put_actor $PLAYER_ACTOR into_car 108@ passenger_seat 0 

:RYDER3_16645
05EB: assign_car 108@ to_path 104 
0706: advance_car 108@ further_along_path 1.0 

:RYDER3_16662
gosub @RYDER3_18930 
Camera.SetPosition(2444.796, -1650.005, 24.6868, 0.0, 0.0, 0.0)
Camera.PointAt(2445.629, -1650.483, 24.4081, 2)
Actor.DestroyInstantly(162@)
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_16752 
0688: unknown_actor $ACTOR_RYDER flags 0 0 0 

:RYDER3_16752
gosub @RYDER3_19023 
040D: unload_wav 1 
03CF: load_wav 34057 as 1 

:RYDER3_16772
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_16798 
wait 0 
jump @RYDER3_16772 

:RYDER3_16798
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MA' time 8000 flag 1  // ~z~Scheie, Mann, krass durchgezogen!
33@ = 0 

:RYDER3_16825
if 
83D2:   not wav 1 ended 
else_jump @RYDER3_16851 
wait 0 
jump @RYDER3_16825 

:RYDER3_16851
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 34058 as 1 

:RYDER3_16866
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_16892 
wait 0 
jump @RYDER3_16866 

:RYDER3_16892
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MB' time 8000 flag 1  // ~z~Du auch, Homie!
33@ = 0 

:RYDER3_16919
if 
83D2:   not wav 1 ended 
else_jump @RYDER3_16945 
wait 0 
jump @RYDER3_16919 

:RYDER3_16945
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 34059 as 1 

:RYDER3_16960
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_16986 
wait 0 
jump @RYDER3_16960 

:RYDER3_16986
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MC' time 8000 flag 1  // ~z~LB kommt rber, um das Zeug zu verstauen.
33@ = 0 

:RYDER3_17013
if 
83D2:   not wav 1 ended 
else_jump @RYDER3_17039 
wait 0 
jump @RYDER3_17013 

:RYDER3_17039
00BE: text_clear_all 
if 
   not Car.Wrecked(108@)
else_jump @RYDER3_17098 
Camera.SetPosition(2472.576, -1675.462, 14.0837, 0.0, 0.0, 0.0)
Camera.OnVehicle(108@, 15, 2)

:RYDER3_17098
wait 5000 
if 
  69@ == 0 
else_jump @RYDER3_17965 
if and
   not Car.Wrecked(108@)
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_17224 
0687: clear_actor $ACTOR_RYDER task 
04EB: AS_actor $ACTOR_RYDER crouch 0 
05EC: release_car 108@ from_path 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 108@ with_offset 0.0 10.0 0.0 
05D3: AS_actor $PLAYER_ACTOR goto_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 mode 4 -2 ms // versionA 
05D3: AS_actor $ACTOR_RYDER goto_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 mode 4 -2 ms // versionA 

:RYDER3_17224
040D: unload_wav 1 
03CF: load_wav 34060 as 1 

:RYDER3_17237
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_17263 
wait 0 
jump @RYDER3_17237 

:RYDER3_17263
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MD' time 8000 flag 1  // ~z~Okay, man sieht sich.
33@ = 0 

:RYDER3_17290
if 
83D2:   not wav 1 ended 
else_jump @RYDER3_17316 
wait 0 
jump @RYDER3_17290 

:RYDER3_17316
00BE: text_clear_all 
wait 1500 
if 
04EE:   animation "GANGS" loaded 
else_jump @RYDER3_17944 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_17466 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @RYDER3_17402 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2471.343 -1684.306 12.5159 
jump @RYDER3_17422 

:RYDER3_17402
Actor.PutAt($PLAYER_ACTOR, 2471.343, -1684.306, 12.5159)

:RYDER3_17422
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.Angle($PLAYER_ACTOR) = 238.6571
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0 

:RYDER3_17466
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_17780 
if 
   Actor.Driving($ACTOR_RYDER)
else_jump @RYDER3_17524 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
0362: remove_actor $ACTOR_RYDER from_car_and_place_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
jump @RYDER3_17538 

:RYDER3_17524
Actor.PutAt($ACTOR_RYDER, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:RYDER3_17538
50@ = 238.6571 
50@ -= 180.0 
0792: disembark_instantly_actor $ACTOR_RYDER 
Actor.Angle($ACTOR_RYDER) = 50@
0615: define_AS_pack_begin 35@ 
0804: AS_actor -1 walk_to 2471.343 -1684.306 12.5159 angle 238.6571 radius 0.4 animation "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
05BF: AS_actor -1 look_at_actor $ACTOR_RYDER 3000 ms 
0616: define_AS_pack_end 35@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 35@ 
061B: remove_references_to_AS_pack 35@ 
0615: define_AS_pack_begin 35@ 
0804: AS_actor -1 walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle 50@ radius 0.4 animation "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
05D3: AS_actor -1 goto_point 2465.728 -1687.025 12.5184 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 35@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 35@ 
061B: remove_references_to_AS_pack 35@ 

:RYDER3_17780
Camera.SetPosition(2472.521, -1683.47, 14.0526, 0.0, 0.0, 0.0)
Camera.PointAt(2472.001, -1684.324, 14.0313, 2)
040D: unload_wav 1 
03CF: load_wav 34061 as 1 

:RYDER3_17844
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_17870 
wait 0 
jump @RYDER3_17844 

:RYDER3_17870
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_ME' time 8000 flag 1  // ~z~Gangster fr immer, CJ, fr immer! Hrst du?
33@ = 0 

:RYDER3_17897
if 
83D2:   not wav 1 ended 
else_jump @RYDER3_17923 
wait 0 
jump @RYDER3_17897 

:RYDER3_17923
00BE: text_clear_all 
wait 1000 
gosub @RYDER3_18990 
jump @RYDER3_17953 

:RYDER3_17944
04ED: load_animation "GANGS" 

:RYDER3_17953
Actor.DestroyInstantly($ACTOR_RYDER)
jump @RYDER3_18136 

:RYDER3_17965
if 
   Car.Wrecked(108@)
else_jump @RYDER3_18004 
00BC: show_text_highpriority GXT 'RYD3_14' time 5000 flag 1  // ~r~Ryders Truck wurde zerstrt!
jump @RYDER3_18057 

:RYDER3_18004
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_18043 
00BC: show_text_highpriority GXT 'RYD3_B' time 5000 flag 1  // ~r~Ryder ist tot!
jump @RYDER3_18057 

:RYDER3_18043
jump @RYDER3_2254 

:RYDER3_18050
jump @RYDER3_18057 

:RYDER3_18057
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_18080 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_18080
03C7: set_sensitivity_to_crime 1.0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_18118 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)

:RYDER3_18118
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:RYDER3_18136
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_18159 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_18159
gosub @RYDER3_18958 
03C7: set_sensitivity_to_crime 1.0 
Camera.SetBehindPlayer
gosub @RYDER3_19023 
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 7 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
$RYDER_TOTAL_PASSED_MISSIONS += 1 
030C: progress_made += 1 
0318: set_latest_mission_passed 'RYDER_3'  // Catalyst
return 

:RYDER3_18237
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_18260 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_18260
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_18281 
Actor.DestroyWithFade($ACTOR_RYDER)

:RYDER3_18281
09A3: unknown_camera_flag 0 
03C7: set_sensitivity_to_crime 1.0 
0960: enable_player $PLAYER_CHAR stats_box 1 
0873: release_path 490 
0873: release_path 486 
0873: release_path 104 
if 
   not Actor.Dead(142@)
else_jump @RYDER3_18334 
Actor.DestroyInstantly(142@)

:RYDER3_18334
if 
   not Actor.Dead(143@)
else_jump @RYDER3_18355 
Actor.DestroyInstantly(143@)

:RYDER3_18355
36@ = 0 

:RYDER3_18362
if 
075C:   marker 155@(36@,4i) enabled 
else_jump @RYDER3_18391 
Marker.Disable(155@(36@,4i))

:RYDER3_18391
if 
075C:   marker 136@(36@,6i) enabled 
else_jump @RYDER3_18420 
Marker.Disable(136@(36@,6i))

:RYDER3_18420
36@ += 1 
  36@ >= 4 
else_jump @RYDER3_18362 
if 
075C:   marker 70@ enabled 
else_jump @RYDER3_18462 
Marker.Disable(70@)

:RYDER3_18462
if 
075C:   marker 34@ enabled 
else_jump @RYDER3_18483 
Marker.Disable(34@)

:RYDER3_18483
if 
075C:   marker 68@ enabled 
else_jump @RYDER3_18504 
Marker.Disable(68@)

:RYDER3_18504
if 
075C:   marker 99@ enabled 
else_jump @RYDER3_18525 
Marker.Disable(99@)

:RYDER3_18525
Object.Destroy(61@)
Object.Destroy(62@)
Object.Destroy(63@)
Object.Destroy(64@)
Object.Destroy(91@)
Object.Destroy(92@)
Object.Destroy(93@)
Object.Destroy(81@)
Object.Destroy(77@)
Object.Destroy(78@)
Object.Destroy(79@)
Object.Destroy(80@)
08EA: enable_gangs_spawn 1 
0151: remove_status_text $6872 
0151: remove_status_text $6874 
014F: stop_timer $6873 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
06D7: enable_train_traffic 1 
Model.Destroy(#PICADOR)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#COLT45)
Model.Destroy(#CR_GUNCRATE)
Model.Destroy(#CR_AMMOBOX)
Model.Destroy(#FAM1)
Model.Destroy(#FAM2)
Model.Destroy(#LSV1)
Model.Destroy(#LSV2)
Model.Destroy(#LSV3)
Model.Destroy(#FREIGHT)
Model.Destroy(#FREIFLAT)
Model.Destroy(#GREENWOO)
Model.Destroy(#BALLAS1)
Model.Destroy(#BALLAS3)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#SANCHEZ)
04EF: release_animation "BOX" 
04EF: release_animation "GANGS" 
04EF: release_animation "RYDER" 
04EF: release_animation "SWAT" 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 1 
091D: remove_forbidden_for_boats_cube_cornerA 2284.0 -1151.0 10.0 cornerB 2288.0 -1147.0 30.0 
091D: remove_forbidden_for_boats_cube_cornerA 2287.321 -1132.571 10.0 cornerB 2360.839 -1177.134 40.0 
091D: remove_forbidden_for_boats_cube_cornerA 2311.676 -1375.397 10.0 cornerB 2292.365 -1303.102 40.0 
091D: remove_forbidden_for_boats_cube_cornerA 2268.695 -1138.541 10.0 cornerB 2282.362 -1159.604 40.0 
091D: remove_forbidden_for_boats_cube_cornerA 2307.537 -1162.624 10.0 cornerB 2266.351 -1136.99 40.0 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Player.ClearWantedLevel($PLAYER_CHAR)
03C7: set_sensitivity_to_crime 1.0 
mission_cleanup 
return 

:RYDER3_18930
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
00BE: text_clear_all 
03E6: remove_text_box 
return 

:RYDER3_18958
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E6: remove_text_box 
00BE: text_clear_all 
return 

:RYDER3_18990
fade 0 500 

:RYDER3_18997
if 
fading 
else_jump @RYDER3_19021 
wait 0 
jump @RYDER3_18997 

:RYDER3_19021
return 

:RYDER3_19023
fade 1 500 

:RYDER3_19030
if 
fading 
else_jump @RYDER3_19054 
wait 0 
jump @RYDER3_19030 

:RYDER3_19054
return 

:RYDER3_19056
if 
0736:   NOP_false 65 
else_jump @RYDER3_19172 
Model.Load(#PICADOR)

:RYDER3_19076
if 
   not Model.Available(#PICADOR)
else_jump @RYDER3_19103 
wait 0 
jump @RYDER3_19076 

:RYDER3_19103
182@ = Car.Create(#PICADOR, 2298.39, -1149.012, 25.7656)
Car.Angle(182@) = 45.766
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_19160 
036A: put_actor $PLAYER_ACTOR in_car 182@ 

:RYDER3_19160
Model.Destroy(#PICADOR)
89@ = 50 

:RYDER3_19172
if 
0736:   NOP_false 66 
else_jump @RYDER3_19260 
07C0: load_path 486 
07C0: load_path 490 

:RYDER3_19197
if or
87C1:   not path 486 available 
87C1:   not path 490 available 
else_jump @RYDER3_19229 
wait 0 
jump @RYDER3_19197 

:RYDER3_19229
if 
   not Car.Wrecked(129@)
else_jump @RYDER3_19260 
Car.LockInCurrentPosition(129@) = False
05EB: assign_car 129@ to_path 490 

:RYDER3_19260
if 
0736:   NOP_false 68 
else_jump @RYDER3_19425 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Model.Load(#FREIGHT)
Model.Load(#FREIFLAT)
Model.Load(#GREENWOO)
07C0: load_path 106 

:RYDER3_19308
if 
87C1:   not path 106 available 
else_jump @RYDER3_19334 
wait 0 
jump @RYDER3_19308 

:RYDER3_19334
if or
   not Model.Available(#FREIGHT)
   not Model.Available(#FREIFLAT)
   not Model.Available(#GREENWOO)
else_jump @RYDER3_19371 
wait 0 
jump @RYDER3_19334 

:RYDER3_19371
06D8: 183@ = create_train_at 2278.177 -1144.882 27.5107 type 10 direction 1 
Model.Destroy(#FREIGHT)
Model.Destroy(#FREIFLAT)
06DC: set_train 183@ acc 0.0 
06DD: set_train 183@ speed 0.0 

:RYDER3_19425
if 
0736:   NOP_false 70 
else_jump @RYDER3_19498 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER3_19498 
0605: actor $ACTOR_RYDER perform_animation_sequence "RYD_BECKON_01" IFP_file "RYDER" 1.0 loop 0 0 0 0 time -1 // versionA 

:RYDER3_19498
if 
0736:   NOP_false 75 
else_jump @RYDER3_19520 
$6871 = 9 

:RYDER3_19520
if 
0736:   NOP_false 72 
else_jump @RYDER3_19683 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RYDER3_19683 
04ED: load_animation "CARRY" 

:RYDER3_19560
if 
84EE:   not animation "CARRY" loaded 
else_jump @RYDER3_19591 
wait 0 
jump @RYDER3_19560 

:RYDER3_19591
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
110@ = Object.Init(127@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.CollisionDetection(110@) = False
070A: AS_actor $PLAYER_ACTOR attach_to_object 110@ offset 0.0 0.3 0.0 on_bone 6 16 perform_animation "CATCH_BOX" IFP_file "BOX" time 0 
04EF: release_animation "CARRY" 

:RYDER3_19683
if 
0736:   NOP_false 80 
else_jump @RYDER3_19754 
07C0: load_path 486 

:RYDER3_19703
if 
87C1:   not path 486 available 
else_jump @RYDER3_19730 
wait 0 
jump @RYDER3_19703 

:RYDER3_19730
if 
   not Car.Wrecked(108@)
else_jump @RYDER3_19754 
05EB: assign_car 108@ to_path 486 

:RYDER3_19754
if 
0736:   NOP_false 73 
else_jump @RYDER3_20104 
if 
   not Car.Wrecked(108@)
else_jump @RYDER3_20104 
79@ = Object.Create(#CR_GUNCRATE, 2278.177, -1144.882, 27.5107)
0681: attach_object 79@ to_car 108@ with_offset 0.4 -2.1 -0.1 rotation 0.0 0.0 15.0 
Object.CollisionDetection(79@) = False
77@ = Object.Create(#CR_GUNCRATE, 2278.177, -1144.882, 27.5107)
0681: attach_object 77@ to_car 108@ with_offset -0.5 -2.1 -0.1 rotation 0.0 0.0 30.0 
Object.CollisionDetection(77@) = False
78@ = Object.Create(#CR_GUNCRATE, 2278.177, -1144.882, 27.5107)
0681: attach_object 78@ to_car 108@ with_offset 0.4 -2.1 0.3 rotation 0.0 30.0 0.0 
80@ = Object.Create(#CR_AMMOBOX, 2278.177, -1144.882, 27.5107)
0681: attach_object 80@ to_car 108@ with_offset -0.6 -2.1 0.3 rotation 0.0 0.0 15.0 
81@ = Object.Create(#CR_AMMOBOX, 2278.177, -1144.882, 27.5107)
0681: attach_object 81@ to_car 108@ with_offset -0.1 -2.1 0.3 rotation 0.0 0.0 15.0 

:RYDER3_20104
return 

:RYDER3_20106
040D: unload_wav 1 
03CF: load_wav 96@ as 1 
95@ = 0 
return 

:RYDER3_20126
if and
03D0:   wav 1 loaded 
  95@ == 0 
else_jump @RYDER3_20169 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 106@s time 10000 flag 1 
95@ = 1 

:RYDER3_20169
if and
03D2:   wav 1 ended 
  95@ == 1 
else_jump @RYDER3_20207 
040D: unload_wav 1 
03D5: remove_text 106@s 
95@ = 2 

:RYDER3_20207
return 

//-------------Mission 26---------------
// Originally: Robbing Uncle Sam

:RYDER2
thread 'RYDER2' 
gosub @RYDER2_47 
if 
wasted_or_busted 
else_jump @RYDER2_38 
gosub @RYDER2_41371 

:RYDER2_38
gosub @RYDER2_41489 
end_thread 

:RYDER2_47
increment_mission_attempts 
$ONMISSION = 1 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
49@ = 0 
50@ = 0 

:RYDER2_98
wait 0 
38@ += 1 
if 
  38@ > 9 
else_jump @RYDER2_134 
38@ = 0 

:RYDER2_134
01BD: 39@ = current_time_in_ms 
0085: 41@ = 39@ // (int) 
0062: 41@ -= 40@ // (int) 
0085: 40@ = 39@ // (int) 
005A: 141@ += 41@ // (int) 
005A: 142@ += 41@ // (int) 
005A: 144@ += 41@ // (int) 
42@ = 0 

:RYDER2_194
if 
  9 > 42@ 
else_jump @RYDER2_238 
005A: 181@(42@,9i) += 41@ // (int) 
42@ += 1 
jump @RYDER2_194 

:RYDER2_238
005A: 51@ += 41@ // (int) 
005A: 52@ += 41@ // (int) 
005A: 53@ += 41@ // (int) 
005A: 54@ += 41@ // (int) 
005A: 55@ += 41@ // (int) 
005A: 56@ += 41@ // (int) 
005A: 57@ += 41@ // (int) 
if 
0736:   NOP_false 83 
else_jump @RYDER2_316 
36@ = 1 

:RYDER2_316
gosub @RYDER2_988 

:RYDER2_323
0871: init_jump_table 34@ total_jumps 8 default_jump 0 @RYDER2_563 jumps 0 @RYDER2_451 1 @RYDER2_465 2 @RYDER2_479 3 @RYDER2_493 4 @RYDER2_507 5 @RYDER2_521 6 @RYDER2_535 
0872: jump_table_jumps 7 @RYDER2_549 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 

:RYDER2_451
gosub @RYDER2_1573 
jump @RYDER2_563 

:RYDER2_465
gosub @RYDER2_3425 
jump @RYDER2_563 

:RYDER2_479
gosub @RYDER2_6998 
jump @RYDER2_563 

:RYDER2_493
gosub @RYDER2_11724 
jump @RYDER2_563 

:RYDER2_507
gosub @RYDER2_12859 
jump @RYDER2_563 

:RYDER2_521
gosub @RYDER2_14158 
jump @RYDER2_563 

:RYDER2_535
gosub @RYDER2_18224 
jump @RYDER2_563 

:RYDER2_549
gosub @RYDER2_30303 
jump @RYDER2_563 

:RYDER2_563
gosub @RYDER2_32060 
if 
  203@ == 1 
else_jump @RYDER2_602 
203@ = 0 
jump @RYDER2_323 

:RYDER2_602
if 
  37@ == 0 
else_jump @RYDER2_668 
if 
  36@ == 0 
else_jump @RYDER2_652 
jump @RYDER2_98 
jump @RYDER2_661 

:RYDER2_652
gosub @RYDER2_41389 
return 

:RYDER2_661
jump @RYDER2_677 

:RYDER2_668
gosub @RYDER2_41371 
return 

:RYDER2_677
jump @RYDER2_988 
$ACTOR_RYDER = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
282@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
281@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
308@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
313@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
96@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
97@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
018A: 119@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 120@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 121@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 122@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 123@ = create_checkpoint_at 0.0 0.0 0.0 
93@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
340@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)

:RYDER2_988
if 
0736:   NOP_false 88 
else_jump @RYDER2_1102 
if 
  58@ == 0 
else_jump @RYDER2_1076 
58@ = 1 
0662: NOP "LEVEL_DEBUG_ON" 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_1069 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 

:RYDER2_1069
jump @RYDER2_1102 

:RYDER2_1076
58@ = 0 
0662: NOP "LEVEL_DEBUG_OFF" 

:RYDER2_1102
if 
  58@ == 1 
else_jump @RYDER2_1571 
if 
0736:   NOP_false 32 
else_jump @RYDER2_1169 
59@ += 1 
if 
  59@ > 2 
else_jump @RYDER2_1167 
59@ = 0 

:RYDER2_1167
086A: NOP 

:RYDER2_1169
if 
  59@ == 1 
else_jump @RYDER2_1409 
008A: $6875 = 34@ // (int) 
008A: $6876 = 35@ // (int) 
008A: $6877 = 134@ // (int) 
008A: $6878 = 132@ // (int) 
0088: $6887 = 253@ // (float) 
008A: $6880 = 49@ // (int) 
008A: $6881 = 50@ // (int) 
0084: $6882 = $AUDIO_LINE_IS_ACTIVE // (int) 
065D: NOP $6875 "M_STAGE" 
065D: NOP $6876 "M_GOALS" 
065D: NOP $6877 "RYDER_STAGE" 
065D: NOP $6878 "WAREHOUSE_OPENED" 
065E: NOP $6887 "GATE2_TARGET_Z" 
065D: NOP $6880 "DIALOGUE_FLAG" 
065D: NOP $6881 "DIALOGUE_FLAG2" 
065D: NOP $6882 "AUDIO_LINE_IS_ACTIVE" 

:RYDER2_1409
if 
  59@ == 2 
else_jump @RYDER2_1571 
008A: $6875 = 279@ // (int) 
008A: $6876 = 127@ // (int) 
008A: $6877 = 336@ // (int) 
008A: $6878 = 32@ // (int) 
008A: $6879 = 51@ // (int) 
065D: NOP $6875 "RYDER_GET_BOX_FLAG" 
065D: NOP $6876 "LOADED_BOXES" 
065D: NOP $6877 "SPAWN_THIS_MANY_GUARDS" 
065D: NOP $6878 "TIMERA" 
065D: NOP $6879 "SPAWN_TIMER" 

:RYDER2_1571
return 

:RYDER2_1573
if 
  35@ == 0 
else_jump @RYDER2_3246 
$ACTOR_RYDER = 0 
95@ = 0 
99@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
$6891 = 0 
140@ = 0 
143@ = 0 
145@ = 0 
146@ = 0 
198@ = 0 
199@ = 0 
203@ = 0 
42@ = 0 

:RYDER2_1787
if 
  9 > 42@ 
else_jump @RYDER2_1830 
172@(42@,9i) = 0 
42@ += 1 
jump @RYDER2_1787 

:RYDER2_1830
120@ = 0 
193@ = 0 
196@ = 0 
197@ = 0 
307@ = 0 
202@ = 0 
200@ = 6 
242@ = 2720.623 
243@ = -2405.432 
244@ = 13.989 
245@ = 2774.361 
246@ = -2417.829 
247@ = 14.675 
347@ = 2721.0 
357@ = -2380.0 
367@ = 16.3507 
377@ = 173.3713 
387@ = 2721.601 
397@ = -2384.638 
407@ = 16.3403 
417@ = 2732.873 
427@ = -2385.677 
437@ = 12.625 
447@ = 2763.692 
457@ = -2411.258 
467@ = 12.6276 
348@ = 2729.35 
358@ = -2451.07 
368@ = 16.6007 
378@ = 247.5382 
388@ = 2734.908 
398@ = -2451.32 
408@ = 16.5938 
418@ = 2735.176 
428@ = -2437.915 
438@ = 12.6362 
448@ = 2763.772 
458@ = -2428.203 
468@ = 12.4725 
349@ = 2748.555 
359@ = -2453.049 
369@ = 12.8623 
379@ = 347.9489 
389@ = 2748.595 
399@ = -2446.587 
409@ = 12.6432 
419@ = 2757.586 
429@ = -2434.761 
439@ = 12.4876 
449@ = 2766.158 
459@ = -2432.014 
469@ = 12.6485 
350@ = 2793.516 
360@ = -2394.284 
370@ = 12.8623 
380@ = 178.5569 
390@ = 2793.473 
400@ = -2398.662 
410@ = 12.6323 
420@ = 2799.573 
430@ = -2403.292 
440@ = 12.6308 
450@ = 2799.251 
460@ = -2410.985 
470@ = 12.6309 
351@ = 2721.0 
361@ = -2380.0 
371@ = 16.3507 
381@ = 186.1396 
391@ = 2721.502 
401@ = -2383.609 
411@ = 16.3403 
421@ = 2733.744 
431@ = -2386.227 
441@ = 12.625 
451@ = 2754.885 
461@ = -2409.502 
471@ = 12.5104 
352@ = 2729.35 
362@ = -2451.07 
372@ = 16.6007 
382@ = 246.8993 
392@ = 2734.468 
402@ = -2450.824 
412@ = 16.5938 
422@ = 2735.573 
432@ = -2436.667 
442@ = 12.6361 
452@ = 2759.36 
462@ = -2420.356 
472@ = 12.4948 
353@ = 2748.551 
363@ = -2452.828 
373@ = 12.8623 
383@ = 339.2833 
393@ = 2750.67 
403@ = -2442.944 
413@ = 12.6432 
423@ = 2758.147 
433@ = -2440.491 
443@ = 12.4936 
453@ = 2769.029 
463@ = -2430.337 
473@ = 12.6485 
354@ = 2793.638 
364@ = -2395.227 
374@ = 12.8623 
384@ = 170.3273 
394@ = 2793.903 
404@ = -2399.063 
414@ = 12.6322 
424@ = 2799.384 
434@ = -2403.474 
444@ = 12.6309 
454@ = 2799.41 
464@ = -2414.336 
474@ = 12.6309 
355@ = 2799.764 
365@ = -2433.002 
375@ = 12.6308 
385@ = 358.8697 
395@ = 2799.902 
405@ = -2425.694 
415@ = 12.6307 
425@ = 2796.654 
435@ = -2420.463 
445@ = 12.6315 
455@ = 2786.01 
465@ = -2414.445 
475@ = 12.6341 
356@ = 2800.008 
366@ = -2432.285 
376@ = 12.6307 
386@ = 2.0796 
396@ = 2800.023 
406@ = -2426.153 
416@ = 12.6307 
426@ = 2790.801 
436@ = -2421.917 
446@ = 12.633 
456@ = 2786.337 
466@ = -2421.433 
476@ = 12.634 
35@ += 1 

:RYDER2_3246
if 
  35@ == 1 
else_jump @RYDER2_3282 
054C: use_GXT_table 'RYDER2' 
35@ += 1 

:RYDER2_3282
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
060A: create_decision_maker_type 0 store_to 237@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 236@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 235@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 238@ // decision\allowed\m_.ped files 
03CF: load_wav 1823 as 3 

:RYDER2_3333
if 
83D0:   not wav 3 loaded 
else_jump @RYDER2_3359 
wait 0 
jump @RYDER2_3333 

:RYDER2_3359
if 
  35@ == 2 
else_jump @RYDER2_3391 
03C7: set_sensitivity_to_crime 0.2 
35@ = 99 

:RYDER2_3391
if 
  35@ == 99 
else_jump @RYDER2_3423 
34@ += 1 
35@ = 0 

:RYDER2_3423
return 

:RYDER2_3425
if 
  35@ == 0 
else_jump @RYDER2_3581 
0395: clear_area 1 at 2463.475 -1713.428 12.5025 radius 20.0 
02E4: load_cutscene_data 'RYDER2A' 

:RYDER2_3478
if 
86B9:   not cutscene_data_loaded 
else_jump @RYDER2_3502 
wait 0 
jump @RYDER2_3478 

:RYDER2_3502
02E7: start_cutscene 
fade 1 1000 

:RYDER2_3511
if 
82E9:   not cutscene_reached_end 
else_jump @RYDER2_3535 
wait 0 
jump @RYDER2_3511 

:RYDER2_3535
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:RYDER2_3548
if 
fading 
else_jump @RYDER2_3572 
wait 0 
jump @RYDER2_3548 

:RYDER2_3572
02EA: end_cutscene 
35@ += 1 

:RYDER2_3581
if 
  35@ == 1 
else_jump @RYDER2_4528 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
0395: clear_area 1 at 2472.81 -1690.97 12.53 radius 5.0 
Model.Load(#MULE)
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
Model.Load(#COLT45)

:RYDER2_3653
if or
   not Model.Available(#MULE)
823D:   not special_actor 1 loaded 
   not Model.Available(#COLT45)
else_jump @RYDER2_3689 
wait 0 
jump @RYDER2_3653 

:RYDER2_3689
0A20: unknown_player $PLAYER_CHAR flag 1 
0506: set_car_model #MULE next_variation -1 -1 // first param is useless 
95@ = Car.Create(#MULE, 2475.908, -1679.621, 12.3447)
Car.Angle(95@) = 69.0573
Marker.Disable(119@)
119@ = Marker.CreateAboveCar(95@)
07E0: set_marker 119@ type_to 1 
053F: set_car 95@ tires_vulnerability 0 
0957: unknown_car 95@ flag 0 
0732: random_car_generator_disable_model #MULE 
01C8: $ACTOR_RYDER = create_actor_pedtype 25 model #SPECIAL01 in_car 95@ passenger_seat 0 
09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 
01B2: give_actor $ACTOR_RYDER weapon 22 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy($ACTOR_RYDER) = 70
08AF: set_actor $ACTOR_RYDER max_health_to 500 
Actor.Health($ACTOR_RYDER) = 500
0688: unknown_actor $ACTOR_RYDER flags 0 0 0 
0568: set_actor $ACTOR_RYDER targetable 1 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
060B: set_actor $ACTOR_RYDER decision_maker_to 235@ 
0708: reset_decision_maker 235@ event 79 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 999999 ms 
00BC: show_text_highpriority GXT 'RY2_03' time 7000 flag 1  // ~s~Steig zu Ryder in den ~b~Transporter~s~.
49@ = 0 
039E: set_actor $ACTOR_RYDER locked 1 while_in_car 
0245: set_actor $ACTOR_RYDER walk_style_to "MAN" 
Actor.PutAt($PLAYER_ACTOR, 2474.87, -1698.465, 12.521)
Actor.Angle($PLAYER_ACTOR) = 4.8941
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 0 

:RYDER2_3979
if 
fading 
else_jump @RYDER2_4003 
wait 0 
jump @RYDER2_3979 

:RYDER2_4003
Player.CanMove($PLAYER_CHAR) = True
32@ = 0 
240@ = Object.Init(#KMB_FRONTGATE, 242@, 243@, 244@)
0400: store_coords_to 248@ 249@ 250@ from_object 240@ with_offset 0.0 10.0 0.0 
241@ = Object.Init(#WAREHOUSE_DOOR2B, 245@, 246@, 247@)
0400: store_coords_to 251@ 252@ 253@ from_object 241@ with_offset 0.0 0.0 4.0 
257@ = Object.Init(#KMB_FRONTGATE, 2720.623, -2504.023, 13.989)
0400: store_coords_to 254@ 255@ 256@ from_object 257@ with_offset 0.0 10.0 0.0 
258@ = Object.Init(#WAREHOUSE_DOOR2B, 2774.361, -2493.922, 14.675)
259@ = Object.Init(#WAREHOUSE_DOOR2B, 2774.361, -2455.925, 14.675)
87@ = Object.Init(#WAREHOUSE_DOOR1, 2799.75, -2405.394, 14.58)
88@ = Object.Init(#WAREHOUSE_DOOR1, 2799.75, -2430.215, 14.58)
89@ = Object.Init(#WAREHOUSE_DOOR1, 2799.75, -2443.487, 14.58)
90@ = Object.Init(#WAREHOUSE_DOOR1, 2799.75, -2468.254, 14.58)
91@ = Object.Init(#WAREHOUSE_DOOR1, 2799.75, -2481.711, 14.58)
92@ = Object.Init(#WAREHOUSE_DOOR1, 2799.75, -2506.313, 14.58)
42@ = 0 

:RYDER2_4352
if 
  6 > 42@ 
else_jump @RYDER2_4395 
Object.KeepInMemory(87@(42@,6i)) = True
42@ += 1 
jump @RYDER2_4352 

:RYDER2_4395
60@ = Object.Create(#SEC_KEYPAD, 2720.475, -2411.856, 13.8768)
Object.Angle(60@) = 90.0
071F: set_object 60@ health_to 10 
Object.KeepInMemory(60@) = True
Object.CollisionDetection(60@) = False
61@ = Object.Create(#SEC_KEYPAD, 2774.148, -2423.23, 14.2684)
Object.Angle(61@) = 270.0
071F: set_object 61@ health_to 10 
Object.KeepInMemory(61@) = True
Object.CollisionDetection(61@) = False
041E: set_radio_station 5 
49@ = 0 
32@ = 0 
35@ += 1 

:RYDER2_4528
if 
  35@ == 2 
else_jump @RYDER2_4689 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_4689 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_4689 
if 
   Actor.InCar($PLAYER_ACTOR, 95@)
else_jump @RYDER2_4689 
Marker.Disable(120@)
018A: 120@ = create_checkpoint_at 2699.293 -2395.013 12.6172 
00BC: show_text_highpriority GXT 'RY2_02' time 7000 flag 1  // ~s~Fahr zu dem Depot bei den ~y~San Pedro Seaport~s~.
54@ = 0 
35@ += 1 
49@ = 0 
50@ = 0 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_4689 
0647: unknown_actor $ACTOR_RYDER look_task 

:RYDER2_4689
if 
  35@ == 3 
else_jump @RYDER2_6394 
if 
  58@ == 1 
else_jump @RYDER2_4762 
if 
00E1:   player 0 pressed_key 19 
else_jump @RYDER2_4762 
Actor.PutAt($PLAYER_ACTOR, 2699.293, -2395.013, 12.6172)

:RYDER2_4762
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_4919 
if 
075C:   marker 120@ enabled 
else_jump @RYDER2_4919 
if 
01AF:   car 95@ sphere 1 in_sphere 2699.293 -2395.013 12.6172 radius 4.0 4.0 4.0 
else_jump @RYDER2_4919 
if 
   Actor.InCar($PLAYER_ACTOR, 95@)
else_jump @RYDER2_4919 
if 
09D0:   car 95@ on_wheels 
else_jump @RYDER2_4919 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
Player.CanMove($PLAYER_CHAR) = False
Marker.Disable(120@)
35@ = 99 

:RYDER2_4919
if 
  54@ > 7500 
else_jump @RYDER2_6394 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_6394 
if 
   Actor.Driving($ACTOR_RYDER)
else_jump @RYDER2_6394 
$TEMPVAR_ACTOR_CAR = Actor.Car($ACTOR_RYDER)
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @RYDER2_6394 
if 
   Actor.InCar($PLAYER_ACTOR, $TEMPVAR_ACTOR_CAR)
else_jump @RYDER2_6394 
if 
  33@ > 1000 
else_jump @RYDER2_6394 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_6394 
0871: init_jump_table 50@ total_jumps 10 default_jump 0 @RYDER2_6394 jumps 0 @RYDER2_5178 1 @RYDER2_5255 2 @RYDER2_5383 3 @RYDER2_5511 4 @RYDER2_5639 5 @RYDER2_5767 6 @RYDER2_5895 
0872: jump_table_jumps 7 @RYDER2_6023 8 @RYDER2_6151 9 @RYDER2_6279 -1 @RYDER2_6394 -1 @RYDER2_6394 -1 @RYDER2_6394 -1 @RYDER2_6394 -1 @RYDER2_6394 -1 @RYDER2_6394 

:RYDER2_5178
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_AA'  // ~z~Glaubst du, du schaffst es, einen Transporter zu fahren, ohne uns beide umzubringen?
04AE: $ACTOR_SPEECH_WAV_FILE = 33800 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 0 2 0 
50@ += 1 
33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33805 as 1 
jump @RYDER2_6394 

:RYDER2_5255
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CA'  // ~z~Wo fahren wir hin?
04AE: $ACTOR_SPEECH_WAV_FILE = 33805 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_5323 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1 
jump @RYDER2_5349 

:RYDER2_5323
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
49@ = 0 

:RYDER2_5349
50@ += 1 
33@ = 0 
040D: unload_wav 2 
03CF: load_wav 33806 as 2 
jump @RYDER2_6394 

:RYDER2_5383
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CB'  // ~z~San Pedro Seaport.
04AE: $ACTOR_SPEECH_WAV_FILE = 33806 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_5451 
create_thread @AUDIOL $ACTOR_RYDER 0 0 2 1 
jump @RYDER2_5477 

:RYDER2_5451
create_thread @AUDIOL $ACTOR_RYDER 0 0 2 0 
49@ = 0 

:RYDER2_5477
50@ += 1 
33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33807 as 1 
jump @RYDER2_6394 

:RYDER2_5511
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CC'  // ~z~Wie sind wir denn an diesen Transporter gekommen? Der stand nicht drauen, als ich hergekommen bin.
04AE: $ACTOR_SPEECH_WAV_FILE = 33807 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_5579 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1 
jump @RYDER2_5605 

:RYDER2_5579
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
49@ = 0 

:RYDER2_5605
50@ += 1 
33@ = 0 
040D: unload_wav 2 
03CF: load_wav 33808 as 2 
jump @RYDER2_6394 

:RYDER2_5639
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CD'  // ~z~Mein Kumpel LB ist wie ein Uhrwerk, wie ein Ninja. Absolut verlsslich.
04AE: $ACTOR_SPEECH_WAV_FILE = 33808 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_5707 
create_thread @AUDIOL $ACTOR_RYDER 0 0 2 1 
jump @RYDER2_5733 

:RYDER2_5707
create_thread @AUDIOL $ACTOR_RYDER 0 0 2 0 
49@ = 0 

:RYDER2_5733
50@ += 1 
33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33809 as 1 
jump @RYDER2_6394 

:RYDER2_5767
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CE'  // ~z~Im Gegensatz zu anderen Motherfuckern...
04AE: $ACTOR_SPEECH_WAV_FILE = 33809 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_5835 
create_thread @AUDIOL $ACTOR_RYDER 0 0 1 1 
jump @RYDER2_5861 

:RYDER2_5835
create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
49@ = 0 

:RYDER2_5861
50@ += 1 
33@ = 0 
040D: unload_wav 2 
03CF: load_wav 33810 as 2 
jump @RYDER2_6394 

:RYDER2_5895
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CF'  // ~z~Jetzt hr schon auf, Mann.
04AE: $ACTOR_SPEECH_WAV_FILE = 33810 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_5963 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 2 1 
jump @RYDER2_5989 

:RYDER2_5963
create_thread @AUDIOL $PLAYER_ACTOR 0 0 2 0 
49@ = 0 

:RYDER2_5989
50@ += 1 
33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33811 as 1 
jump @RYDER2_6394 

:RYDER2_6023
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CG'  // ~z~Ich hab meinen kleinen Bruder verloren, und jetzt noch meine Mom.
04AE: $ACTOR_SPEECH_WAV_FILE = 33811 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_6091 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1 
jump @RYDER2_6117 

:RYDER2_6091
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
49@ = 0 

:RYDER2_6117
50@ += 1 
33@ = 0 
040D: unload_wav 2 
03CF: load_wav 33812 as 2 
jump @RYDER2_6394 

:RYDER2_6151
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CH'  // ~z~Egal, wie viel Scheie du in dieser Stadt auslffeln musst, CJ, du musst zu deinen Homies halten!
04AE: $ACTOR_SPEECH_WAV_FILE = 33812 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_6219 
create_thread @AUDIOL $ACTOR_RYDER 0 0 2 1 
jump @RYDER2_6245 

:RYDER2_6219
create_thread @AUDIOL $ACTOR_RYDER 0 0 2 0 
49@ = 0 

:RYDER2_6245
50@ += 1 
33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33813 as 1 
jump @RYDER2_6394 

:RYDER2_6279
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CJ'  // ~z~Ja, hast wohl Recht...
04AE: $ACTOR_SPEECH_WAV_FILE = 33813 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_6347 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1 
jump @RYDER2_6373 

:RYDER2_6347
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
49@ = 0 

:RYDER2_6373
50@ += 1 
33@ = 0 
jump @RYDER2_6394 

:RYDER2_6394
if 
  35@ == 99 
else_jump @RYDER2_6426 
35@ = 0 
34@ += 1 

:RYDER2_6426
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_6996 
if 
   not Actor.InCar($PLAYER_ACTOR, 95@)
else_jump @RYDER2_6913 
if 
875C:   not marker 119@ enabled 
else_jump @RYDER2_6539 
Marker.Disable(119@)
119@ = Marker.CreateAboveCar(95@)
07E0: set_marker 119@ type_to 1 
Marker.Disable(120@)
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_6531 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 999999 ms 

:RYDER2_6531
32@ = 20001 

:RYDER2_6539
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_6906 
if 
  32@ > 60000 
else_jump @RYDER2_6608 
00BC: show_text_highpriority GXT 'RY2_03' time 7000 flag 1  // ~s~Steig zu Ryder in den ~b~Transporter~s~.
49@ = 0 
32@ = 0 

:RYDER2_6608
if 
  35@ > 2 
else_jump @RYDER2_6906 
if 
  32@ > 5000 
else_jump @RYDER2_6906 
if 
  49@ == 0 
else_jump @RYDER2_6906 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_6906 
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 15.0 15.0 15.0 sphere 0 
else_jump @RYDER2_6906 
0209: 42@ = random_int_in_ranges 0 3 
0871: init_jump_table 42@ total_jumps 3 default_jump 0 @RYDER2_6880 jumps 0 @RYDER2_6787 1 @RYDER2_6818 2 @RYDER2_6849 -1 @RYDER2_6880 -1 @RYDER2_6880 -1 @RYDER2_6880 -1 @RYDER2_6880 

:RYDER2_6787
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_BA'  // ~z~Hey, CJ, du lsst uns doch nicht schon wieder im Stich, oder?
04AE: $ACTOR_SPEECH_WAV_FILE = 33802 // $ = any 
jump @RYDER2_6880 

:RYDER2_6818
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_BB'  // ~z~Los, CJ, wir haben nicht den ganzen Tag!
04AE: $ACTOR_SPEECH_WAV_FILE = 33803 // $ = any 
jump @RYDER2_6880 

:RYDER2_6849
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_BC'  // ~z~Steig ein und fahr los, Motherfucker!
04AE: $ACTOR_SPEECH_WAV_FILE = 33804 // $ = any 
jump @RYDER2_6880 

:RYDER2_6880
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
49@ += 1 

:RYDER2_6906
jump @RYDER2_6996 

:RYDER2_6913
if 
075C:   marker 119@ enabled 
else_jump @RYDER2_6996 
Marker.Disable(119@)
if 
875C:   not marker 120@ enabled 
else_jump @RYDER2_6996 
Marker.Disable(120@)
018A: 120@ = create_checkpoint_at 2699.293 -2395.013 12.6172 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_6996 
0647: unknown_actor $ACTOR_RYDER look_task 

:RYDER2_6996
return 

:RYDER2_6998
if 
  35@ == 0 
else_jump @RYDER2_7039 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
49@ = -1 
35@ += 1 

:RYDER2_7039
if 
  35@ == 1 
else_jump @RYDER2_7096 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_7096 
if 
01C1:   car 95@ stopped 
else_jump @RYDER2_7096 
35@ += 1 

:RYDER2_7096
if 
  35@ == 2 
else_jump @RYDER2_8829 
fade 0 500 

:RYDER2_7121
if 
fading 
else_jump @RYDER2_7145 
wait 0 
jump @RYDER2_7121 

:RYDER2_7145
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_7191 
Car.PutAt(95@, 2699.623, -2394.787, 12.6172)
Car.Angle(95@) = 267.9095

:RYDER2_7191
0395: clear_area 1 at 2720.611 -2405.38 12.4609 radius 30.0 
0395: clear_area 1 at 2768.74 -2413.788 12.6172 radius 30.0 
02A3: enable_widescreen 1 
Camera.SetPosition(2688.57, -2394.186, 17.6992, 0.0, 0.0, 0.0)
Camera.PointAt(2689.455, -2394.599, 17.4888, 2)
Model.Load(#CJ_CARDBRD_PICKUP)
Model.Load(#ARMY)
Model.Load(#COLT45)
Model.Load(#FORKLIFT)
038B: load_requested_models 

:RYDER2_7316
if or
   not Model.Available(#CJ_CARDBRD_PICKUP)
   not Model.Available(#ARMY)
   not Model.Available(#COLT45)
   not Model.Available(#FORKLIFT)
else_jump @RYDER2_7358 
wait 0 
jump @RYDER2_7316 

:RYDER2_7358
66@ = Object.Init(#CJ_CARDBRD_PICKUP, 2796.875, -2417.142, 13.23)
67@ = Object.Init(#CJ_CARDBRD_PICKUP, 2798.009, -2417.107, 13.23)
68@ = Object.Init(#CJ_CARDBRD_PICKUP, 2796.9, -2418.31, 13.23)
69@ = Object.Init(#CJ_CARDBRD_PICKUP, 2798.013, -2418.325, 13.23)
73@ = Object.Init(#CJ_CARDBRD_PICKUP, 2799.886, -2381.203, 13.23)
74@ = Object.Init(#CJ_CARDBRD_PICKUP, 2799.958, -2379.72, 13.23)
75@ = Object.Init(#CJ_CARDBRD_PICKUP, 2763.531, -2401.935, 13.23)
76@ = Object.Init(#CJ_CARDBRD_PICKUP, 2802.75, -2449.835, 13.23)
77@ = Object.Init(#CJ_CARDBRD_PICKUP, 2802.915, -2448.575, 13.23)
78@ = Object.Init(#CJ_CARDBRD_PICKUP, 2802.906, -2446.827, 13.23)
79@ = Object.Init(#CJ_CARDBRD_PICKUP, 2788.932, -2431.271, 13.23)
80@ = Object.Init(#CJ_CARDBRD_PICKUP, 2790.398, -2431.336, 13.23)
81@ = Object.Init(#CJ_CARDBRD_PICKUP, 2778.698, -2442.433, 13.23)
82@ = Object.Init(#CJ_CARDBRD_PICKUP, 2763.565, -2400.641, 13.23)
83@ = Object.Init(#CJ_CARDBRD_PICKUP, 2780.851, -2392.737, 13.23)
84@ = Object.Init(#CJ_CARDBRD_PICKUP, 2795.094, -2469.49, 13.23)
85@ = Object.Init(#CJ_CARDBRD_PICKUP, 2803.067, -2428.38, 13.23)
Object.Angle(66@) = 91.9411
Object.Angle(67@) = 0.032
Object.Angle(68@) = 89.8612
Object.Angle(69@) = 1.6342
Object.Angle(73@) = 6.8174
Object.Angle(74@) = 19.1807
Object.Angle(75@) = 339.113
Object.Angle(76@) = 352.3154
Object.Angle(77@) = 2.8386
Object.Angle(78@) = 3.2099
Object.Angle(79@) = 266.6248
Object.Angle(80@) = 4.6663
Object.Angle(81@) = 175.8277
Object.Angle(82@) = 344.0064
Object.Angle(83@) = 355.9493
Object.Angle(84@) = 1.9283
Object.Angle(85@) = 358.0803
42@ = 0 

:RYDER2_7926
if 
  25 > 42@ 
else_jump @RYDER2_8042 
wait 0 
if 
03CA:   object 62@(42@,25i) exists 
else_jump @RYDER2_8028 
Object.ToggleInMovingList(62@(42@,25i)) = True
0209: 43@ = random_int_in_ranges 1 8 
0906: set_object 62@(42@,25i) mass_to 1000.0 // float 
0908: set_object 62@(42@,25i) turn_mass_to 1000.0 // float 
0085: 147@(42@,25i) = 43@ // (int) 

:RYDER2_8028
42@ += 1 
jump @RYDER2_7926 

:RYDER2_8042
102@ = Actor.Create(Mission1, #ARMY, 2773.722, -2423.388, 12.6311)
Actor.Angle(102@) = 68.8849
04C4: store_coords_to 204@ 205@ 206@ from_actor 102@ with_offset 0.0 1.5 0.0 
103@ = Actor.Create(Mission1, #ARMY, 2721.944, -2411.565, 12.6198)
Actor.Angle(103@) = 0.0
104@ = Actor.Create(Mission1, #ARMY, 2789.524, -2416.372, 12.6333)
Actor.Angle(104@) = 202.4407
105@ = Actor.Create(Mission1, #ARMY, 2790.231, -2418.837, 12.6331)
Actor.Angle(105@) = 23.3411
106@ = Actor.Create(Mission1, #ARMY, 2774.911, -2404.303, 12.6311)
Actor.Angle(106@) = 77.8711
062F: 239@ = create_group_type 2 
42@ = 0 

:RYDER2_8260
if 
  5 > 42@ 
else_jump @RYDER2_8452 
01B2: give_actor 102@(42@,9i) weapon 22 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(102@(42@,9i)) = 35
Actor.Health(102@(42@,9i)) = 100
0688: unknown_actor 102@(42@,9i) flags 0 0 0 
060B: set_actor 102@(42@,9i) decision_maker_to 236@ 
060F: set_actor 102@(42@,9i) melee_accuracy_to 100.0 
if 
  42@ == 0 
else_jump @RYDER2_8390 
0630: put_actor 102@ in_group 239@ as_leader 
jump @RYDER2_8427 

:RYDER2_8390
if and
   not 42@ == 2 
   not 42@ == 3 
else_jump @RYDER2_8427 
0631: put_actor 102@(42@,9i) in_group 239@ 

:RYDER2_8427
087F: unknown_actor 102@(42@,9i) flag 1 
42@ += 1 
jump @RYDER2_8260 

:RYDER2_8452
if 
   not Actor.Dead(104@)
else_jump @RYDER2_8476 
060B: set_actor 104@ decision_maker_to 237@ 

:RYDER2_8476
if 
   not Actor.Dead(105@)
else_jump @RYDER2_8500 
060B: set_actor 105@ decision_maker_to 237@ 

:RYDER2_8500
99@ = Car.Create(#FORKLIFT, 2791.426, -2418.577, 12.66)
Car.Angle(99@) = 90.0
Model.Destroy(#FORKLIFT)
Car.SetImmunities(99@, 1, 0, 0, 0, 0)
Car.PutAt(99@, 2758.241, -2372.314, 12.6172)
Car.Angle(99@) = 180.3774
053F: set_car 99@ tires_vulnerability 0 
Car.Health(99@) = 3000
0129: 112@ = create_actor_pedtype 24 model #ARMY in_car 99@ driverseat 
Model.Load(#MESA)

:RYDER2_8616
if 
   not Model.Available(#MESA)
else_jump @RYDER2_8643 
wait 0 
jump @RYDER2_8616 

:RYDER2_8643
98@ = Car.Create(#MESA, 2688.963, -2407.676, 12.4609)
Car.Angle(98@) = 270.0
0129: 111@ = create_actor_pedtype 24 model #ARMY in_car 98@ driverseat 
02C2: car 98@ drive_to 2712.854 -2407.825 12.4684 
Model.Destroy(#MESA)
0229: set_car 98@ primary_color_to 37 secondary_color_to 37 
if 
   not Actor.Dead(106@)
else_jump @RYDER2_8784 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2776.531 -2401.042 12.625 
05D7: add_point_to_scmpath 2798.933 -2400.343 12.631 
05D8: AS_assign_scmpath to_actor 106@ flags 4 3 

:RYDER2_8784
fade 1 500 

:RYDER2_8791
if 
fading 
else_jump @RYDER2_8815 
wait 0 
jump @RYDER2_8791 

:RYDER2_8815
32@ = 0 
35@ += 1 

:RYDER2_8829
if 
  35@ == 3 
else_jump @RYDER2_9099 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_9099 
if 
   not Car.Wrecked(98@)
else_jump @RYDER2_9099 
if 
01AF:   car 98@ sphere 0 in_sphere 2712.854 -2407.825 12.4684 radius 15.0 15.0 15.0 
else_jump @RYDER2_9099 
Camera.SetPosition(2700.626, -2392.21, 14.9203, 0.0, 0.0, 0.0)
Camera.PointAt(2701.092, -2393.088, 14.8109, 2)
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_9024 
02C2: car 99@ drive_to 2768.74 -2413.788 12.6172 
04E0: car 99@ abandon_path_radius 200 

:RYDER2_9024
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_9078 
if 
   not Car.Wrecked(98@)
else_jump @RYDER2_9078 
05C0: AS_actor $ACTOR_RYDER look_at_car 98@ 5000 ms 
05C0: AS_actor $PLAYER_ACTOR look_at_car 98@ 6000 ms 

:RYDER2_9078
32@ = 0 
49@ += 1 
35@ += 1 

:RYDER2_9099
if 
  35@ == 4 
else_jump @RYDER2_9219 
if 
   not Car.Wrecked(98@)
else_jump @RYDER2_9219 
if 
01B0:   car 98@ sphere 0 in_sphere 2712.854 -2407.825 12.4684 radius 4.0 4.0 4.0 stopped 
else_jump @RYDER2_9219 
35@ += 1 
if 
03CA:   object 240@ exists 
else_jump @RYDER2_9212 
097B: play_audio_at_object 240@ event 1126 

:RYDER2_9212
32@ = 0 

:RYDER2_9219
if 
  35@ == 5 
else_jump @RYDER2_9310 
if 
03CA:   object 240@ exists 
else_jump @RYDER2_9310 
if 
034E: move_object 240@ to 248@ 249@ 250@ speed 0.0 0.2 0.0 flag 0 
else_jump @RYDER2_9310 
35@ += 1 
097B: play_audio_at_object 240@ event 1127 

:RYDER2_9310
if 
  35@ == 6 
else_jump @RYDER2_9484 
if 
   not Car.Wrecked(98@)
else_jump @RYDER2_9484 
Camera.SetPosition(2723.094, -2413.245, 14.2659, 0.0, 0.0, 0.0)
Camera.PointAt(2722.548, -2412.414, 14.1704, 2)
Car.DriveTo(98@, 2758.492, -2454.51, 12.4766)
if 
   not Actor.Dead(102@)
else_jump @RYDER2_9441 
Actor.Angle(102@) = 275.0

:RYDER2_9441
if 
   not Actor.Dead(103@)
else_jump @RYDER2_9470 
05C0: AS_actor 103@ look_at_car 98@ 999999 ms 

:RYDER2_9470
35@ += 1 
32@ = 0 

:RYDER2_9484
if 
  35@ == 7 
else_jump @RYDER2_9593 
if 
  32@ > 2500 
else_jump @RYDER2_9593 
Camera.SetPosition(2770.979, -2426.933, 13.3413, 0.0, 0.0, 0.0)
Camera.PointAt(2771.185, -2425.977, 13.5536, 2)
32@ = 0 
201@ = 0 
35@ += 1 

:RYDER2_9593
if 
  35@ == 8 
else_jump @RYDER2_9875 
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_9810 
if 
01B0:   car 99@ sphere 0 in_sphere 2768.74 -2413.788 12.6172 radius 4.0 4.0 4.0 stopped 
else_jump @RYDER2_9810 
if 
   not Actor.Dead(102@)
else_jump @RYDER2_9810 
0615: define_AS_pack_begin 48@ 
06BA: AS_actor -1 turn_to_and_look_at 2774.267 -2423.22 14.3429 
0605: actor -1 perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 0 0 0 0 time 1000 // versionA 
05D3: AS_actor -1 goto_point 2773.722 -2423.388 12.6311 mode 4 5000 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 48@ 
0618: assign_actor 102@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
32@ = 0 
35@ += 1 

:RYDER2_9810
if 
  32@ > 10000 
else_jump @RYDER2_9875 
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_9875 
Car.PutAt(99@, 2768.74, -2413.788, 12.6172)
Car.Angle(99@) = 225.6142

:RYDER2_9875
if 
  35@ == 9 
else_jump @RYDER2_10105 
if 
   not Actor.Dead(102@)
else_jump @RYDER2_10105 
if 
   Actor.Animation(102@) == "ATM"
else_jump @RYDER2_10030 
if 
  201@ == 0 
else_jump @RYDER2_9962 
33@ = 0 
201@ += 1 

:RYDER2_9962
if 
  201@ == 1 
else_jump @RYDER2_10030 
if 
  33@ > 500 
else_jump @RYDER2_10030 
if 
03CA:   object 61@ exists 
else_jump @RYDER2_10030 
097B: play_audio_at_object 61@ event 1028 
201@ += 1 

:RYDER2_10030
062E: unknown_get_actor 102@ task 1560 status_store_to 42@ // ret 7 if not found 
if or
04A4:   42@ == 7 // @ == any 
  32@ > 4000 
else_jump @RYDER2_10105 
32@ = 0 
if 
03CA:   object 241@ exists 
else_jump @RYDER2_10098 
097B: play_audio_at_object 241@ event 1035 

:RYDER2_10098
35@ += 1 

:RYDER2_10105
if 
  35@ == 10 
else_jump @RYDER2_10239 
if 
03CA:   object 241@ exists 
else_jump @RYDER2_10239 
if 
034E: move_object 241@ to 251@ 252@ 253@ speed 0.0 0.0 0.1 flag 0 
else_jump @RYDER2_10239 
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_10239 
Car.DriveTo(99@, 2785.354, -2416.744, 12.6187)
32@ = 0 
097B: play_audio_at_object 241@ event 1036 
35@ += 1 

:RYDER2_10239
if 
  35@ == 11 
else_jump @RYDER2_10307 
if 
  32@ > 4000 
else_jump @RYDER2_10307 
if 
03CA:   object 241@ exists 
else_jump @RYDER2_10300 
097B: play_audio_at_object 241@ event 1035 

:RYDER2_10300
35@ += 1 

:RYDER2_10307
if 
  35@ == 12 
else_jump @RYDER2_10398 
if 
03CA:   object 241@ exists 
else_jump @RYDER2_10398 
if 
034E: move_object 241@ to 245@ 246@ 247@ speed 0.0 0.0 0.2 flag 0 
else_jump @RYDER2_10398 
097B: play_audio_at_object 241@ event 1036 
35@ += 1 

:RYDER2_10398
if 
  35@ == 13 
else_jump @RYDER2_10449 
if and
  32@ > 2000 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_10449 
35@ = 99 

:RYDER2_10449
if 
  33@ > 1000 
else_jump @RYDER2_11105 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_11105 
0871: init_jump_table 49@ total_jumps 8 default_jump 0 @RYDER2_11105 jumps 0 @RYDER2_10614 1 @RYDER2_10691 2 @RYDER2_10712 3 @RYDER2_10789 4 @RYDER2_10866 5 @RYDER2_10943 6 @RYDER2_11020 
0872: jump_table_jumps 7 @RYDER2_11041 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 -1 @RYDER2_11105 

:RYDER2_10614
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DA'  // ~z~Hier sind wir, das Depot der Nationalgarde.
04AE: $ACTOR_SPEECH_WAV_FILE = 33814 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 33815 as 2 
49@ += 1 
33@ = 0 
jump @RYDER2_11105 

:RYDER2_10691
49@ += 1 
33@ = 0 
jump @RYDER2_11105 

:RYDER2_10712
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DB'  // ~z~Scheie, Mann, sieht echt heftig aus.
04AE: $ACTOR_SPEECH_WAV_FILE = 33815 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33816 as 1 
49@ += 1 
33@ = 0 
jump @RYDER2_11105 

:RYDER2_10789
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DC'  // ~z~Ist das nicht 'ne Nummer zu gro fr uns?
04AE: $ACTOR_SPEECH_WAV_FILE = 33816 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33817 as 2 
49@ += 1 
33@ = 0 
jump @RYDER2_11105 

:RYDER2_10866
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DD'  // ~z~Das ist die Nationalgarde, Alter, Wochenendsoldaten!
04AE: $ACTOR_SPEECH_WAV_FILE = 33817 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33818 as 1 
49@ += 1 
33@ = 0 
jump @RYDER2_11105 

:RYDER2_10943
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DE'  // ~z~Die haben doch keine Chance gegen echte Grove-Street-Gangster!
04AE: $ACTOR_SPEECH_WAV_FILE = 33818 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33819 as 2 
49@ += 1 
33@ = 0 
jump @RYDER2_11105 

:RYDER2_11020
49@ += 1 
33@ = 0 
jump @RYDER2_11105 

:RYDER2_11041
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DF'  // ~z~Geh jetzt rein und mach das Tor auf!
04AE: $ACTOR_SPEECH_WAV_FILE = 33819 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1 
49@ += 1 
33@ = 0 
jump @RYDER2_11105 

:RYDER2_11105
if 
  35@ > 2 
else_jump @RYDER2_11147 
if 
00E1:   player 0 pressed_key 16 
else_jump @RYDER2_11147 
35@ = 99 

:RYDER2_11147
if 
  35@ == 99 
else_jump @RYDER2_11722 
fade 0 250 

:RYDER2_11172
if 
fading 
else_jump @RYDER2_11196 
wait 0 
jump @RYDER2_11172 

:RYDER2_11196
if 
03CA:   object 240@ exists 
else_jump @RYDER2_11220 
097B: play_audio_at_object 240@ event 1127 

:RYDER2_11220
if 
03CA:   object 241@ exists 
else_jump @RYDER2_11244 
097B: play_audio_at_object 241@ event 1036 

:RYDER2_11244
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_11334 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2700.758, -2392.45, 12.6172)
Actor.Angle($PLAYER_ACTOR) = 236.0759
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_11334 
0792: disembark_instantly_actor $ACTOR_RYDER 
036A: put_actor $ACTOR_RYDER in_car 95@ 

:RYDER2_11334
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_11380 
Car.PutAt(99@, 2791.426, -2418.31, 13.66)
Car.Angle(99@) = 270.0

:RYDER2_11380
if 
   not Actor.Dead(112@)
else_jump @RYDER2_11401 
Actor.DestroyInstantly(112@)

:RYDER2_11401
if 
   not Car.Wrecked(98@)
else_jump @RYDER2_11447 
Car.PutAt(98@, 2748.055, -2394.427, 12.6419)
Car.Angle(98@) = 174.3167

:RYDER2_11447
if 
   not Actor.Dead(111@)
else_jump @RYDER2_11468 
Actor.DestroyInstantly(111@)

:RYDER2_11468
Object.PutAt(240@, 242@, 243@, 244@)
Object.PutAt(241@, 245@, 246@, 247@)
42@ = 0 

:RYDER2_11503
if 
  25 > 42@ 
else_jump @RYDER2_11612 
if 
03CA:   object 62@(42@,25i) exists 
else_jump @RYDER2_11598 
Object.KeepInMemory(62@(42@,25i)) = False
Object.Throw(62@(42@,25i), 0.0, 0.0, 0.0)
Object.ToggleInMovingList(62@(42@,25i)) = False
Object.CollisionDetection(62@(42@,25i)) = True

:RYDER2_11598
42@ += 1 
jump @RYDER2_11503 

:RYDER2_11612
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_11637 
0689: set_car 95@ remove_componentA 1 visible_effect_flag 0 

:RYDER2_11637
if 
   not Actor.Dead(103@)
else_jump @RYDER2_11658 
0647: unknown_actor 103@ look_task 

:RYDER2_11658
06D0: enable_emergency_traffic 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 250 

:RYDER2_11677
if 
fading 
else_jump @RYDER2_11701 
wait 0 
jump @RYDER2_11677 

:RYDER2_11701
Player.CanMove($PLAYER_CHAR) = True
35@ = 0 
34@ += 1 

:RYDER2_11722
return 

:RYDER2_11724
if 
  35@ == 0 
else_jump @RYDER2_11944 
if 
03CA:   object 60@ exists 
else_jump @RYDER2_11779 
Object.CollisionDetection(60@) = True
035D: set_object 60@ targetable 0 
Object.KeepInMemory(60@) = True

:RYDER2_11779
if 
03CA:   object 61@ exists 
else_jump @RYDER2_11816 
Object.CollisionDetection(61@) = True
035D: set_object 61@ targetable 0 
Object.KeepInMemory(61@) = True

:RYDER2_11816
00BB: show_text_lowpriority GXT 'RY2_59' time 7000 flag 1  // ~s~ffne das Zufahrtstor, indem du auf den ~r~Schalter~s~ auf der anderen Seite der Mauer schiet.
Marker.Disable(122@)
018A: 122@ = create_checkpoint_at 2722.075 -2411.271 12.6198 
Marker.SetColor(122@, 0)
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_11894 
Car.LockInCurrentPosition(95@) = True
Car.DoorStatus(95@) = 3

:RYDER2_11894
191@ = 0 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_11930 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 99999 ms 

:RYDER2_11930
142@ = 0 
35@ += 1 

:RYDER2_11944
if 
  35@ == 1 
else_jump @RYDER2_12542 
if 
  133@ == 2 
else_jump @RYDER2_12139 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_12132 
Marker.Disable(122@)
07C0: load_path 523 

:RYDER2_12006
if 
87C1:   not path 523 available 
else_jump @RYDER2_12033 
wait 0 
jump @RYDER2_12006 

:RYDER2_12033
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_12057 
05EB: assign_car 95@ to_path 523 

:RYDER2_12057
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_12078 
0647: unknown_actor $ACTOR_RYDER look_task 

:RYDER2_12078
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_GA'  // ~z~Gut gemacht, CJ, htte eigentlich gedacht, das wr 'n Kamikazejob.
04AE: $ACTOR_SPEECH_WAV_FILE = 33823 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
wait 100 
35@ = 99 

:RYDER2_12132
jump @RYDER2_12542 

:RYDER2_12139
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_12401 
if 
0206:   actor $PLAYER_ACTOR near_car 95@ radius 5.0 5.0 3.0 flag 0 on_foot 
else_jump @RYDER2_12401 
if 
00E1:   player 0 pressed_key 15 
else_jump @RYDER2_12401 
if 
  190@ == 0 
else_jump @RYDER2_12308 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_12294 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_EA'  // ~z~Mach einfach das gottverdammte Tor auf, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 33820 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
142@ = 0 

:RYDER2_12294
190@ += 1 
jump @RYDER2_12401 

:RYDER2_12308
if 
  190@ == 1 
else_jump @RYDER2_12401 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_12394 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_EB'  // ~z~Kletter ber die Mauer und mach das Scheitor auf!
04AE: $ACTOR_SPEECH_WAV_FILE = 33821 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
142@ = 0 

:RYDER2_12394
190@ = 0 

:RYDER2_12401
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_12542 
if 
0104:   actor $ACTOR_RYDER near_actor $PLAYER_ACTOR radius 20.0 20.0 20.0 sphere 0 
else_jump @RYDER2_12542 
if 
  142@ > 40000 
else_jump @RYDER2_12542 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_12542 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_FA'  // ~z~Knall einfach den Schalter neben dem Scheitor weg!
04AE: $ACTOR_SPEECH_WAV_FILE = 33822 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
142@ = 0 

:RYDER2_12542
if 
   not 35@ == 99 
else_jump @RYDER2_12811 
if 
  38@ == 9 
else_jump @RYDER2_12811 
if and
   not 132@ == 0 
  133@ == 0 
else_jump @RYDER2_12698 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2785.89 -2417.98 14.36 radius 20.0 20.0 5.0 
else_jump @RYDER2_12691 
if 
  51@ > 30000 
else_jump @RYDER2_12691 
336@ = 3 
gosub @RYDER2_39981 
51@ = 0 

:RYDER2_12691
jump @RYDER2_12811 

:RYDER2_12698
if and
  133@ == 0 
  132@ == 0 
else_jump @RYDER2_12811 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2785.89 -2417.98 14.36 radius 20.0 20.0 5.0 
else_jump @RYDER2_12811 
if 
  51@ > 30000 
else_jump @RYDER2_12811 
336@ = 3 
gosub @RYDER2_39981 
51@ = 0 

:RYDER2_12811
if 
  35@ == 99 
else_jump @RYDER2_12857 
34@ += 1 
35@ = 0 
191@ = 0 
336@ = 0 

:RYDER2_12857
return 

:RYDER2_12859
if 
  35@ == 0 
else_jump @RYDER2_13006 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_13006 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_13006 
if 
  132@ == 0 
else_jump @RYDER2_12999 
018A: 123@ = create_checkpoint_at 2773.101 -2423.418 12.6269 
Marker.SetColor(123@, 0)
00BB: show_text_lowpriority GXT 'RY2_60' time 7000 flag 1  // ~s~ffne die Lagerhaustr, indem du auf den ~r~Schalter~s~ an der Mauer schiet.
54@ = 0 
49@ = 0 
35@ += 1 
jump @RYDER2_13006 

:RYDER2_12999
35@ += 1 

:RYDER2_13006
if 
  35@ == 1 
else_jump @RYDER2_13092 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_13092 
if 
860E:   not car 95@ assigned_to_path 
else_jump @RYDER2_13092 
Car.LockInCurrentPosition(95@) = True
49@ = 0 
54@ = 20000 
35@ += 1 
32@ = 0 

:RYDER2_13092
if 
  35@ == 2 
else_jump @RYDER2_13577 
if 
   not 132@ == 0 
else_jump @RYDER2_13233 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_13226 
Marker.Disable(123@)
07C0: load_path 524 

:RYDER2_13154
if 
87C1:   not path 524 available 
else_jump @RYDER2_13181 
wait 0 
jump @RYDER2_13154 

:RYDER2_13181
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_13205 
05EB: assign_car 95@ to_path 524 

:RYDER2_13205
32@ = 0 
49@ = 0 
35@ += 1 

:RYDER2_13226
jump @RYDER2_13577 

:RYDER2_13233
if 
  54@ > 20000 
else_jump @RYDER2_13577 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_13577 
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 15.0 15.0 15.0 sphere 0 
else_jump @RYDER2_13577 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_13577 
0871: init_jump_table 49@ total_jumps 3 default_jump 0 @RYDER2_13577 jumps 0 @RYDER2_13385 1 @RYDER2_13449 2 @RYDER2_13513 -1 @RYDER2_13577 -1 @RYDER2_13577 -1 @RYDER2_13577 -1 @RYDER2_13577 

:RYDER2_13385
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_GB'  // ~z~Jetzt mach das Lager auf und beschftige diese Wichser ein bisschen!
04AE: $ACTOR_SPEECH_WAV_FILE = 33824 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
49@ += 1 
54@ = 0 
jump @RYDER2_13577 

:RYDER2_13449
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LA'  // ~z~Los, CJ, wir haben nicht den ganzen Tag!
04AE: $ACTOR_SPEECH_WAV_FILE = 33833 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
49@ += 1 
54@ = 0 
jump @RYDER2_13577 

:RYDER2_13513
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LE'  // ~z~Was soll das denn, CJ?
04AE: $ACTOR_SPEECH_WAV_FILE = 33837 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
49@ = 0 
54@ = 0 
jump @RYDER2_13577 

:RYDER2_13577
if 
  35@ == 3 
else_jump @RYDER2_13754 
49@ = 0 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_13754 
0209: 42@ = random_int_in_ranges 0 2 
if 
  42@ == 0 
else_jump @RYDER2_13704 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_HA'  // ~z~Okay, wir sind drin, beweg dich, Ryder!
04AE: $ACTOR_SPEECH_WAV_FILE = 33825 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
35@ += 1 
jump @RYDER2_13754 

:RYDER2_13704
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_HB'  // ~z~Selbstbedienung! Bring den Transporter in Position!
04AE: $ACTOR_SPEECH_WAV_FILE = 33826 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
35@ += 1 

:RYDER2_13754
if 
  35@ == 4 
else_jump @RYDER2_13842 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_13842 
if 
860E:   not car 95@ assigned_to_path 
else_jump @RYDER2_13818 
35@ = 99 
jump @RYDER2_13842 

:RYDER2_13818
if 
  32@ > 10600 
else_jump @RYDER2_13842 
05EC: release_car 95@ from_path 

:RYDER2_13842
if 
  35@ == 99 
else_jump @RYDER2_13904 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_13890 
Car.LockInCurrentPosition(95@) = True
09B0: set_car 95@ accessible_for_player_using_controller 0 

:RYDER2_13890
35@ = 0 
34@ += 1 

:RYDER2_13904
if 
  191@ == 0 
else_jump @RYDER2_14026 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_14026 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_14026 
if 
   not Actor.InCar($ACTOR_RYDER, 95@)
else_jump @RYDER2_14026 
if 
060E:   car 95@ assigned_to_path 
else_jump @RYDER2_14001 
05ED: freeze_car 95@ while_on_path 
Car.LockInCurrentPosition(95@) = True

:RYDER2_14001
05CB: AS_actor $ACTOR_RYDER enter_car 95@ as_driver 10000 ms 
32@ = 0 
191@ += 1 

:RYDER2_14026
if 
  191@ == 1 
else_jump @RYDER2_14156 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_14130 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_14130 
if 
   Actor.InCar($ACTOR_RYDER, 95@)
else_jump @RYDER2_14130 
if 
060E:   car 95@ assigned_to_path 
else_jump @RYDER2_14123 
05EE: unfreeze_car 95@ while_on_path 
Car.LockInCurrentPosition(95@) = False

:RYDER2_14123
191@ = 0 

:RYDER2_14130
if 
  32@ > 10000 
else_jump @RYDER2_14156 
191@ = 0 

:RYDER2_14156
return 

:RYDER2_14158
if 
  58@ == 1 
else_jump @RYDER2_14201 
if 
00E1:   player 0 pressed_key 19 
else_jump @RYDER2_14201 
0085: 127@ = 200@ // (int) 

:RYDER2_14201
if 
  35@ == 0 
else_jump @RYDER2_14623 
04ED: load_animation "RYDER" 

:RYDER2_14228
if 
84EE:   not animation "RYDER" loaded 
else_jump @RYDER2_14259 
wait 0 
jump @RYDER2_14228 

:RYDER2_14259
266@ = 0 
008A: $6892 = 200@ // (int) 
04F7: status_text $6892 type 0 line 2 GXT 'RY2_21' // global_variable  // Kisten
04F7: status_text $6891 type 1 line 1 GXT 'RY2_19' // global_variable  // Ryder
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_14432 
if 
   Car.Model(95@) == #MULE
else_jump @RYDER2_14403 
0407: store_coords_to 260@ 261@ 262@ from_car 95@ with_offset 0.0 -5.5 0.6 
0407: store_coords_to 263@ 264@ 265@ from_car 95@ with_offset 3.0 5.5 0.6 

:RYDER2_14403
01EC: make_car 95@ very_heavy 1 
03AB: unknown_car 95@ flag 1 
Car.Health(95@) = 2500
Car.DoorStatus(95@) = 3

:RYDER2_14432
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_14505 
0708: reset_decision_maker 235@ event 12 
077A: set_actor $ACTOR_RYDER acquaintance 0 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $ACTOR_RYDER acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0688: unknown_actor $ACTOR_RYDER flags 1 1 1 
if 
075C:   marker 119@ enabled 
else_jump @RYDER2_14505 
Marker.Disable(119@)

:RYDER2_14505
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_14576 
if 
   not Actor.InCar($PLAYER_ACTOR, 99@)
else_jump @RYDER2_14576 
00BB: show_text_lowpriority GXT 'RY2_55' time 5000 flag 1  // ~s~Steig auf den ~b~Gabelstapler~s~.
Marker.Disable(119@)
119@ = Marker.CreateAboveCar(99@)
07E0: set_marker 119@ type_to 1 

:RYDER2_14576
197@ = 1 
267@ = 0 
54@ = -4000 
49@ = 0 
32@ = 0 
wait 0 
35@ += 1 

:RYDER2_14623
if 
  267@ == 0 
else_jump @RYDER2_14703 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_14703 
if 
044B:   actor $ACTOR_RYDER on_foot 
else_jump @RYDER2_14703 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_14703 
Car.LockInCurrentPosition(95@) = True
267@ = 1 

:RYDER2_14703
if 
  266@ == 0 
else_jump @RYDER2_14807 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_14800 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_KB'  // ~z~Ich steh hier hinten Schmiere, hol du die Kisten mit dem Gabelstapler.
04AE: $ACTOR_SPEECH_WAV_FILE = 33831 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
266@ = 1 
32@ = 0 

:RYDER2_14800
jump @RYDER2_14869 

:RYDER2_14807
if 
  266@ == 1 
else_jump @RYDER2_14869 
if 
  32@ > 1000 
else_jump @RYDER2_14869 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_14869 
266@ = 2 

:RYDER2_14869
if 
  35@ == 1 
else_jump @RYDER2_15031 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_15031 
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_15031 
if and
   Actor.InCar($PLAYER_ACTOR, 99@)
  266@ == 2 
else_jump @RYDER2_14994 
if 
  1 > 268@ 
else_jump @RYDER2_14969 
268@ = 1 

:RYDER2_14969
35@ += 1 
32@ = 0 
wait 0 
jump @RYDER2_15031 

:RYDER2_14994
if 
   Actor.InCar($PLAYER_ACTOR, 99@)
else_jump @RYDER2_15031 
03D5: remove_text 'RY2_55'  // ~s~Steig auf den ~b~Gabelstapler~s~.
268@ = 1 

:RYDER2_15031
if and
  268@ > 0 
  5 > 268@ 
else_jump @RYDER2_15239 
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_15239 
if 
   Actor.InCar($PLAYER_ACTOR, 99@)
else_jump @RYDER2_15237 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_15230 
0871: init_jump_table 268@ total_jumps 3 default_jump 0 @RYDER2_15223 jumps 1 @RYDER2_15169 2 @RYDER2_15187 3 @RYDER2_15205 -1 @RYDER2_15223 -1 @RYDER2_15223 -1 @RYDER2_15223 -1 @RYDER2_15223 

:RYDER2_15169
03E5: show_text_box 'RY2_69'  // Positioniere die Gabeln unter der Kiste und hebe dann die Kiste an.
jump @RYDER2_15223 

:RYDER2_15187
03E5: show_text_box 'RY2_68'  // Benutze ~k~~VEHICLE_TURRETUP~ und ~k~~VEHICLE_TURRETDOWN~, um die Gabeln zu steuern.
jump @RYDER2_15223 

:RYDER2_15205
03E5: show_text_box 'RY2_71'  // Benutze ~k~~VEHICLE_LOOKLEFT~ und ~k~~VEHICLE_LOOKRIGHT~, um nach links und rechts zu sehen.
jump @RYDER2_15223 

:RYDER2_15223
268@ += 1 

:RYDER2_15230
jump @RYDER2_15239 

:RYDER2_15237
03E6: remove_text_box 

:RYDER2_15239
if 
  35@ == 2 
else_jump @RYDER2_15264 
35@ += 3 

:RYDER2_15264
if 
  35@ == 5 
else_jump @RYDER2_15482 
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @RYDER2_15482 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_15482 
if 
  54@ > 1000 
else_jump @RYDER2_15482 
0871: init_jump_table 49@ total_jumps 2 default_jump 0 @RYDER2_15482 jumps 0 @RYDER2_15397 1 @RYDER2_15461 -1 @RYDER2_15482 -1 @RYDER2_15482 -1 @RYDER2_15482 -1 @RYDER2_15482 -1 @RYDER2_15482 

:RYDER2_15397
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_KA'  // ~z~Okay, Homie, laden wir den Schei ein!
04AE: $ACTOR_SPEECH_WAV_FILE = 33830 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
49@ += 1 
54@ = 0 
jump @RYDER2_15482 

:RYDER2_15461
49@ = 0 
35@ += 1 
jump @RYDER2_15482 

:RYDER2_15482
if 
  35@ == 6 
else_jump @RYDER2_15573 
if 
  54@ > 1000 
else_jump @RYDER2_15573 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_15573 
51@ = 0 
33@ = 30000 
142@ = 0 
32@ = 0 
35@ += 1 

:RYDER2_15573
if and
  35@ > 5 
  51@ > 30000 
else_jump @RYDER2_15613 
336@ = 1 
51@ = 0 

:RYDER2_15613
if 
  35@ == 8 
else_jump @RYDER2_16040 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_16040 
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @RYDER2_16040 
192@ = 1 
if 
  142@ > 30000 
else_jump @RYDER2_16040 
0871: init_jump_table 143@ total_jumps 5 default_jump 0 @RYDER2_16001 jumps 0 @RYDER2_15751 1 @RYDER2_15801 2 @RYDER2_15851 3 @RYDER2_15901 4 @RYDER2_15951 -1 @RYDER2_16001 -1 @RYDER2_16001 

:RYDER2_15751
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LA'  // ~z~Los, CJ, wir haben nicht den ganzen Tag!
04AE: $ACTOR_SPEECH_WAV_FILE = 33833 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
jump @RYDER2_16001 

:RYDER2_15801
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LB'  // ~z~Beweg deinen Arsch, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 33834 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
jump @RYDER2_16001 

:RYDER2_15851
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LC'  // ~z~Hier wird's langsam brenzlig, beweg dich!
04AE: $ACTOR_SPEECH_WAV_FILE = 33835 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
jump @RYDER2_16001 

:RYDER2_15901
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LD'  // ~z~Tempo, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 33836 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
jump @RYDER2_16001 

:RYDER2_15951
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LE'  // ~z~Was soll das denn, CJ?
04AE: $ACTOR_SPEECH_WAV_FILE = 33837 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
jump @RYDER2_16001 

:RYDER2_16001
143@ += 1 
if 
  143@ > 4 
else_jump @RYDER2_16033 
143@ = 0 

:RYDER2_16033
142@ = 0 

:RYDER2_16040
if 
075C:   marker 119@ enabled 
else_jump @RYDER2_16114 
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_16107 
if 
   Actor.InCar($PLAYER_ACTOR, 99@)
else_jump @RYDER2_16107 
03D5: remove_text 'RY2_55'  // ~s~Steig auf den ~b~Gabelstapler~s~.
Marker.Disable(119@)

:RYDER2_16107
jump @RYDER2_16283 

:RYDER2_16114
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_16283 
if 
   not Actor.InCar($PLAYER_ACTOR, 99@)
else_jump @RYDER2_16213 
Marker.Disable(119@)
119@ = Marker.CreateAboveCar(99@)
07E0: set_marker 119@ type_to 1 
if 
075C:   marker 120@ enabled 
else_jump @RYDER2_16190 
Marker.Disable(120@)

:RYDER2_16190
00BB: show_text_lowpriority GXT 'RY2_55' time 5000 flag 1  // ~s~Steig auf den ~b~Gabelstapler~s~.
jump @RYDER2_16283 

:RYDER2_16213
if 
  35@ >= 1 
else_jump @RYDER2_16283 
if 
875C:   not marker 120@ enabled 
else_jump @RYDER2_16283 
Marker.Disable(120@)
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_16283 
120@ = Marker.CreateAboveCar(95@)
07E0: set_marker 120@ type_to 1 

:RYDER2_16283
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_17245 
if 
  134@ == 0 
else_jump @RYDER2_16555 
062E: unknown_get_actor $ACTOR_RYDER task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @RYDER2_16555 

:RYDER2_16346
if 
84EE:   not animation "COLT45" loaded 
else_jump @RYDER2_16388 
04ED: load_animation "COLT45" 
wait 0 
jump @RYDER2_16346 

:RYDER2_16388
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 263@ 264@ 265@ mode 4 -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "COLT45_RELOAD" IFP_file "COLT45" 4.0 loop 0 1 1 0 time -1 // versionA 
0616: define_AS_pack_end 48@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_16555
42@ = 0 

:RYDER2_16562
if 
  25 > 42@ 
else_jump @RYDER2_16841 
if 
03CA:   object 62@(42@,25i) exists 
else_jump @RYDER2_16827 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_16827 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 95@ with_offset 0.0 -2.61 1.04 
if 
04E6:   object 62@(42@,25i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.71 1.0 1.12 flag 0 
else_jump @RYDER2_16827 
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_16827 
if 
   Actor.InCar($PLAYER_ACTOR, 99@)
else_jump @RYDER2_16827 
if 
844B:   not actor $PLAYER_ACTOR on_foot 
else_jump @RYDER2_16827 
if 
0448:   actor $PLAYER_ACTOR in_car 99@ 
else_jump @RYDER2_16827 
if 
  270@ == 0 
else_jump @RYDER2_16786 
270@ = 1 

:RYDER2_16786
if 
  56@ > 500 
else_jump @RYDER2_16827 
0085: 272@ = 42@ // (int) 
271@ += 1 
56@ = 0 

:RYDER2_16827
42@ += 1 
jump @RYDER2_16562 

:RYDER2_16841
if 
  270@ == 0 
else_jump @RYDER2_16866 
56@ = 0 

:RYDER2_16866
if 
   not 271@ == 0 
else_jump @RYDER2_17245 
0871: init_jump_table 271@ total_jumps 4 default_jump 0 @RYDER2_17245 jumps 1 @RYDER2_16947 2 @RYDER2_17070 3 @RYDER2_17110 4 @RYDER2_17195 -1 @RYDER2_17245 -1 @RYDER2_17245 -1 @RYDER2_17245 

:RYDER2_16947
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_16976 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 99@ 

:RYDER2_16976
02A3: enable_widescreen 1 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(2767.481, -2410.593, 14.7201, 0.0, 0.0, 0.0)
Camera.PointAt(2768.133, -2411.346, 14.6336, 2)
Object.Destroy(62@(272@,25i))
127@ += 1 
271@ += 1 
jump @RYDER2_17245 

:RYDER2_17070
if 
  56@ > 1000 
else_jump @RYDER2_17103 
56@ = 0 
271@ += 1 

:RYDER2_17103
jump @RYDER2_17245 

:RYDER2_17110
if 
  56@ > 1000 
else_jump @RYDER2_17143 
271@ += 1 
jump @RYDER2_17188 

:RYDER2_17143
if 
  500 > 56@ 
else_jump @RYDER2_17188 
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_17188 
Car.SetSpeedInstantly(99@, -5.0)

:RYDER2_17188
jump @RYDER2_17245 

:RYDER2_17195
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
270@ = 0 
271@ = 0 
56@ = 0 
269@ = 1 
jump @RYDER2_17245 

:RYDER2_17245
if 
  38@ == 7 
else_jump @RYDER2_17614 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_17614 
if and
031D:   actor $ACTOR_RYDER hit_by_weapon 22 
  57@ > 40000 
else_jump @RYDER2_17614 
273@ += 1 
if 
  273@ > 4 
else_jump @RYDER2_17339 
273@ = 1 

:RYDER2_17339
0871: init_jump_table 273@ total_jumps 4 default_jump 0 @RYDER2_17602 jumps 1 @RYDER2_17402 2 @RYDER2_17452 3 @RYDER2_17502 4 @RYDER2_17552 -1 @RYDER2_17602 -1 @RYDER2_17602 -1 @RYDER2_17602 

:RYDER2_17402
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_MA'  // ~z~Scheie, CJ, SCHEISSE!
04AE: $ACTOR_SPEECH_WAV_FILE = 33842 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
jump @RYDER2_17602 

:RYDER2_17452
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_MC'  // ~z~Zu viele verdammte Wochenendsoldaten!
04AE: $ACTOR_SPEECH_WAV_FILE = 33844 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
jump @RYDER2_17602 

:RYDER2_17502
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_MD'  // ~z~Sie kommen aus allen Lchern gekrochen!
04AE: $ACTOR_SPEECH_WAV_FILE = 33845 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
jump @RYDER2_17602 

:RYDER2_17552
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ME'  // ~z~Schei Nationalgarde!
04AE: $ACTOR_SPEECH_WAV_FILE = 33846 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
jump @RYDER2_17602 

:RYDER2_17602
0467: clear_actor $ACTOR_RYDER last_weapon_damage 
57@ = 0 

:RYDER2_17614
if and
002D:   127@ >= 200@ // (int) 
  271@ == 0 
else_jump @RYDER2_17736 
0151: remove_status_text $6892 
if 
   not 328@ == -1 
else_jump @RYDER2_17729 
if 
03CA:   object 62@(328@,25i) exists 
else_jump @RYDER2_17729 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_17729 
if 
0737:   actor $ACTOR_RYDER lifting_object 62@(328@,25i) 
else_jump @RYDER2_17729 
070B: set_actor $ACTOR_RYDER onbone_attached_object_operation 1 

:RYDER2_17729
35@ = 99 

:RYDER2_17736
if and
  55@ > 30000 
   not 35@ == 99 
  1 > 202@ 
else_jump @RYDER2_18161 
if and
  $AUDIO_LINE_IS_ACTIVE == 0 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_18161 
if 
  38@ == 5 
else_jump @RYDER2_18161 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2775.781 -2406.821 10.638 cornerB 2801.433 -2429.618 15.3143 
else_jump @RYDER2_18161 
42@ = 0 
43@ = 0 

:RYDER2_17871
if 
  25 > 42@ 
else_jump @RYDER2_18009 
if 
03CA:   object 62@(42@,25i) exists 
else_jump @RYDER2_17995 
if 
8366:   not object 62@(42@,25i) damaged 
else_jump @RYDER2_17995 
if 
04EA:   object 62@(42@,25i) in_cube_cornerA 2774.308 -2405.28 12.6803 cornerB 2801.607 -2430.073 15.3896 flag 0 
else_jump @RYDER2_17995 
43@ += 1 
42@ = 25 

:RYDER2_17995
42@ += 1 
jump @RYDER2_17871 

:RYDER2_18009
if 
  43@ == 0 
else_jump @RYDER2_18161 
0209: 42@ = random_int_in_ranges 0 2 
if 
  42@ == 0 
else_jump @RYDER2_18104 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LH'  // ~z~Drauen sind noch mehr!
04AE: $ACTOR_SPEECH_WAV_FILE = 33840 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
jump @RYDER2_18147 

:RYDER2_18104
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LJ'  // ~z~Drauen sind noch mehr Kisten, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 33841 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 

:RYDER2_18147
55@ = 0 
202@ += 1 

:RYDER2_18161
if 
  35@ == 99 
else_jump @RYDER2_18200 
203@ = 1 
35@ = 0 
34@ += 1 

:RYDER2_18200
gosub @RYDER2_39981 
0085: 306@ = 127@ // (int) 
gosub @RYDER2_36940 
return 

:RYDER2_18224
if 
  35@ == 0 
else_jump @RYDER2_18386 
278@ = 0 
279@ = 0 
280@ = 0 
281@ = 0 
42@ = 0 

:RYDER2_18277
if 
  10 > 42@ 
else_jump @RYDER2_18320 
282@(42@,10i) = 0 
42@ += 1 
jump @RYDER2_18277 

:RYDER2_18320
292@ = 0 
293@ = 0 
304@ = 4 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_18365 
060B: set_actor $ACTOR_RYDER decision_maker_to 237@ 

:RYDER2_18365
49@ = 0 
292@ = 0 
35@ += 1 

:RYDER2_18386
if 
  35@ == 1 
else_jump @RYDER2_18674 
296@ = 2765.999 
297@ = -2419.777 
298@ = 12.6396 
0395: clear_area 1 at 296@ 297@ 298@ radius 1.5 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2761.119, -2421.157, 14.5289, 0.0, 0.0, 0.0)
Camera.PointAt(2762.002, -2420.691, 14.4766, 2)
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_18599 
Actor.SetImmunities($ACTOR_RYDER, 1, 1, 1, 1, 1)
0792: disembark_instantly_actor $ACTOR_RYDER 
Actor.PutAt($ACTOR_RYDER, 296@, 297@, 298@)
Actor.Angle($ACTOR_RYDER) = 270.0
05D3: AS_actor $ACTOR_RYDER goto_point 2771.352 -2418.073 12.644 mode 6 5000 ms // versionA 

:RYDER2_18599
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_18660 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ND'  // ~z~Komm, CJ, wir haben genug!
04AE: $ACTOR_SPEECH_WAV_FILE = 33851 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 

:RYDER2_18660
32@ = 0 
35@ += 1 

:RYDER2_18674
if 
  35@ == 2 
else_jump @RYDER2_18732 
if and
  32@ > 2500 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_18732 
35@ += 1 
32@ = 0 

:RYDER2_18732
if 
  35@ == 3 
else_jump @RYDER2_19177 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_19069 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_19069 
0792: disembark_instantly_actor $ACTOR_RYDER 
0464: put_actor $ACTOR_RYDER into_turret_on_car 95@ at_car_offset 0.0 -3.0 0.9 position 2 shooting_angle_limit 180.0 with_weapon 0 
0151: remove_status_text $6891 
08AF: set_actor $ACTOR_RYDER max_health_to 350 
Actor.Health($ACTOR_RYDER) = 350
94@ = Object.Create(#NF_PED_COLL, 0.0, 0.0, 0.0)
0681: attach_object 94@ to_car 95@ with_offset -0.5 -2.0 0.0 rotation 0.0 0.0 0.0 
Actor.SetImmunities($ACTOR_RYDER, 1, 1, 1, 1, 1)
08D2: object 94@ scale_model 0.5 
Object.SetImmunities(94@, 0, 1, 1, 1, 0)
299@ = 1000 
292@ = 1 
293@ = 1 
0615: define_AS_pack_begin 48@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 2000 ms 
0812: AS_actor -1 perform_animation "IDLE_CHAT" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 2000 // versionB 
0812: AS_actor -1 perform_animation "VAN_STAND" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 48@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_19069
Camera.SetPosition(2774.323, -2420.589, 14.8944, 0.0, 0.0, 0.0)
Camera.PointAt(2773.441, -2420.132, 14.7784, 2)
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NB'  // ~z~CJ, du steigst vorn ein und bringst uns hier raus!
04AE: $ACTOR_SPEECH_WAV_FILE = 33849 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
32@ = 0 
35@ += 1 

:RYDER2_19177
if 
  35@ == 4 
else_jump @RYDER2_19374 
if and
  32@ > 2500 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_19374 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BC: show_text_highpriority GXT 'RY2_67' time 5000 flag 1  // ~s~Steig in den ~b~Transporter~s~.
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_19329 
Marker.Disable(119@)
Marker.Disable(119@)
119@ = Marker.CreateAboveCar(95@)
07E0: set_marker 119@ type_to 1 
Car.SetImmunities(95@, 0, 0, 1, 0, 0)
Car.LockInCurrentPosition(95@) = False
09B0: set_car 95@ accessible_for_player_using_controller 1 
Car.DoorStatus(95@) = 1

:RYDER2_19329
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_19360 
Actor.SetImmunities($ACTOR_RYDER, 0, 0, 0, 0, 0)

:RYDER2_19360
35@ += 1 
32@ = 0 

:RYDER2_19374
if 
  35@ == 5 
else_jump @RYDER2_19786 
43@ = 0 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_19747 
if 
   Actor.InCar($PLAYER_ACTOR, 95@)
else_jump @RYDER2_19452 
43@ = 1 
09AD: set_vehicle_camera_mode 3 
jump @RYDER2_19747 

:RYDER2_19452
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_19747 
if 
  49@ == 0 
else_jump @RYDER2_19747 
if or
  32@ > 30000 
  43@ == 1 
else_jump @RYDER2_19747 
0209: 42@ = random_int_in_ranges 0 3 
0871: init_jump_table 42@ total_jumps 3 default_jump 0 @RYDER2_19733 jumps 0 @RYDER2_19583 1 @RYDER2_19633 2 @RYDER2_19683 -1 @RYDER2_19733 -1 @RYDER2_19733 -1 @RYDER2_19733 -1 @RYDER2_19733 

:RYDER2_19583
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NA'  // ~z~Okay, CJ, dsen wir ab!
04AE: $ACTOR_SPEECH_WAV_FILE = 33848 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
jump @RYDER2_19733 

:RYDER2_19633
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NC'  // ~z~Du bernimmst das Steuer, CJ, bring uns raus hier!
04AE: $ACTOR_SPEECH_WAV_FILE = 33850 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
jump @RYDER2_19733 

:RYDER2_19683
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ND'  // ~z~Komm, CJ, wir haben genug!
04AE: $ACTOR_SPEECH_WAV_FILE = 33851 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
jump @RYDER2_19733 

:RYDER2_19733
49@ = 1 
32@ = 0 

:RYDER2_19747
if 
  43@ == 1 
else_jump @RYDER2_19786 
32@ = 0 
54@ = 0 
35@ += 1 

:RYDER2_19786
if 
  35@ == 6 
else_jump @RYDER2_20804 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_20804 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_20804 
if 
   Actor.InCar($PLAYER_ACTOR, 95@)
else_jump @RYDER2_20439 
Car.LockInCurrentPosition(95@) = False
if 
075C:   marker 119@ enabled 
else_jump @RYDER2_19889 
Marker.Disable(119@)

:RYDER2_19889
Marker.Disable(120@)
if 
875C:   not marker 120@ enabled 
else_jump @RYDER2_19946 
018A: 120@ = create_checkpoint_at 2454.626 -1972.534 12.5617 
00BC: show_text_highpriority GXT 'RY2_66' time 6000 flag 1  // ~s~Fahr zum Versteck in ~y~Willowbrook~s~.

:RYDER2_19946
32@ = 0 
Model.Load(#PATRIOT)
Model.Load(#ARMY)

:RYDER2_19963
if or
   not Model.Available(#PATRIOT)
   not Model.Available(#ARMY)
else_jump @RYDER2_19995 
wait 0 
jump @RYDER2_19963 

:RYDER2_19995
96@ = Car.Create(#PATRIOT, 2780.718, -2456.103, 12.6354)
Car.Angle(96@) = 90.0
01EC: make_car 96@ very_heavy 1 
Car.DoorStatus(96@) = 3
Car.SetImmunities(96@, 1, 1, 1, 1, 1)
97@ = Car.Create(#PATRIOT, 2780.557, -2493.346, 12.6287)
Car.Angle(97@) = 90.0
01EC: make_car 97@ very_heavy 1 
Car.DoorStatus(97@) = 3
Car.SetImmunities(97@, 1, 1, 1, 1, 1)
if 
   not Car.Wrecked(96@)
else_jump @RYDER2_20260 
0129: 113@ = create_actor_pedtype 24 model #ARMY in_car 96@ driverseat 
0688: unknown_actor 113@ flags 0 0 0 
00AE: set_car 96@ traffic_behaviour_to 2 
Car.SetMaxSpeed(96@, 50.0)
Car.SetImmunities(96@, 0, 0, 0, 0, 0)
0423: set_car 96@ improved_handling_to 2.0 // (float) 
01EC: make_car 96@ very_heavy 1 
Car.Health(96@) = 1300
01C8: 117@ = create_actor_pedtype 24 model #ARMY in_car 96@ passenger_seat 0 
077A: set_actor 117@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 117@ decision_maker_to 237@ 
01B2: give_actor 117@ weapon 22 ammo 999999 // Load the weapon model before using this 

:RYDER2_20260
if 
   not Car.Wrecked(97@)
else_jump @RYDER2_20401 
0129: 114@ = create_actor_pedtype 24 model #ARMY in_car 97@ driverseat 
0688: unknown_actor 114@ flags 0 0 0 
00AE: set_car 97@ traffic_behaviour_to 2 
Car.SetMaxSpeed(97@, 50.0)
Car.SetImmunities(97@, 0, 0, 0, 0, 0)
0423: set_car 97@ improved_handling_to 2.0 // (float) 
01EC: make_car 97@ very_heavy 1 
Car.Health(97@) = 1300
01C8: 118@ = create_actor_pedtype 24 model #ARMY in_car 97@ passenger_seat 0 
077A: set_actor 118@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 118@ decision_maker_to 237@ 
01B2: give_actor 118@ weapon 22 ammo 999999 // Load the weapon model before using this 

:RYDER2_20401
Model.Destroy(#PATRIOT)
Model.Destroy(#ARMY)
54@ = 0 
49@ = 0 
35@ += 1 
jump @RYDER2_20804 

:RYDER2_20439
if 
  54@ > 20000 
else_jump @RYDER2_20804 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_20804 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_20804 
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 5.0 5.0 3.0 sphere 0 
else_jump @RYDER2_20804 
0209: 42@ = random_int_in_ranges 0 4 
0871: init_jump_table 42@ total_jumps 4 default_jump 0 @RYDER2_20797 jumps 0 @RYDER2_20597 1 @RYDER2_20647 2 @RYDER2_20697 3 @RYDER2_20747 -1 @RYDER2_20797 -1 @RYDER2_20797 -1 @RYDER2_20797 

:RYDER2_20597
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NA'  // ~z~Okay, CJ, dsen wir ab!
04AE: $ACTOR_SPEECH_WAV_FILE = 33848 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 1 0 1 0 
jump @RYDER2_20797 

:RYDER2_20647
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NB'  // ~z~CJ, du steigst vorn ein und bringst uns hier raus!
04AE: $ACTOR_SPEECH_WAV_FILE = 33849 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 1 0 1 0 
jump @RYDER2_20797 

:RYDER2_20697
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NC'  // ~z~Du bernimmst das Steuer, CJ, bring uns raus hier!
04AE: $ACTOR_SPEECH_WAV_FILE = 33850 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 1 0 1 0 
jump @RYDER2_20797 

:RYDER2_20747
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ND'  // ~z~Komm, CJ, wir haben genug!
04AE: $ACTOR_SPEECH_WAV_FILE = 33851 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 1 0 1 0 
jump @RYDER2_20797 

:RYDER2_20797
54@ = 0 

:RYDER2_20804
if 
  35@ == 7 
else_jump @RYDER2_20918 
0400: store_coords_to 248@ 249@ 250@ from_object 258@ with_offset 0.0 0.0 4.0 
0400: store_coords_to 251@ 252@ 253@ from_object 259@ with_offset 0.0 0.0 4.0 
if 
03CA:   object 258@ exists 
else_jump @RYDER2_20904 
097B: play_audio_at_object 258@ event 1035 

:RYDER2_20904
32@ = 0 
35@ += 1 

:RYDER2_20918
if 
  35@ == 8 
else_jump @RYDER2_21059 
if 
  32@ > 1000 
else_jump @RYDER2_21059 
if and
034E: move_object 258@ to 248@ 249@ 250@ speed 0.0 0.0 0.2 flag 0 
034E: move_object 259@ to 251@ 252@ 253@ speed 0.0 0.0 0.15 flag 0 
else_jump @RYDER2_21059 
if 
03CA:   object 258@ exists 
else_jump @RYDER2_21052 
097B: play_audio_at_object 258@ event 1036 

:RYDER2_21052
35@ += 1 

:RYDER2_21059
if 
  35@ == 9 
else_jump @RYDER2_21387 
if 
   not Car.Wrecked(96@)
else_jump @RYDER2_21103 
Car.SetSpeedInstantly(96@, 20.0)

:RYDER2_21103
if 
   not Car.Wrecked(97@)
else_jump @RYDER2_21129 
Car.SetSpeedInstantly(97@, 20.0)

:RYDER2_21129
49@ = 0 
50@ = 0 
54@ = 0 
040D: unload_wav 1 
03CF: load_wav 33854 as 1 
if 
   not Car.Wrecked(96@)
else_jump @RYDER2_21231 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_21231 
if 
   not Actor.Dead(113@)
else_jump @RYDER2_21231 
06E1: AS_actor 113@ using_car 96@ target_car 95@ with_order 2 max_speed 50.0 traffic_flag 2 

:RYDER2_21231
if 
   not Car.Wrecked(97@)
else_jump @RYDER2_21299 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_21299 
if 
   not Actor.Dead(114@)
else_jump @RYDER2_21299 
06E1: AS_actor 114@ using_car 97@ target_car 95@ with_order 4 max_speed 50.0 traffic_flag 2 

:RYDER2_21299
if 
   not Car.Wrecked(96@)
else_jump @RYDER2_21373 
if 
   not Car.Wrecked(97@)
else_jump @RYDER2_21373 
072F: enable_car 96@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC 
072F: enable_car 97@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC 

:RYDER2_21373
35@ += 1 
32@ = 0 

:RYDER2_21387
if 
  35@ == 10 
else_jump @RYDER2_21554 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_21554 
0209: 42@ = random_int_in_ranges 0 2 
if 
  42@ == 0 
else_jump @RYDER2_21497 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_OA'  // ~z~Ich hab ein Versteck in Willowbrook, LOS!
04AE: $ACTOR_SPEECH_WAV_FILE = 33852 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 2 0 
jump @RYDER2_21540 

:RYDER2_21497
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_OB'  // ~z~LB hat uns was in Willowbrook organisiert, gib Gas!
04AE: $ACTOR_SPEECH_WAV_FILE = 33853 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 2 0 

:RYDER2_21540
32@ = 0 
35@ += 1 

:RYDER2_21554
if 
  35@ == 11 
else_jump @RYDER2_22311 
if 
  32@ > 1000 
else_jump @RYDER2_22311 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_22311 
if 
   Actor.InCar($PLAYER_ACTOR, 95@)
else_jump @RYDER2_22311 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_22311 
if 
  54@ > 1000 
else_jump @RYDER2_22311 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_22311 
0871: init_jump_table 50@ total_jumps 8 default_jump 0 @RYDER2_22304 jumps 0 @RYDER2_21806 1 @RYDER2_21876 2 @RYDER2_21946 3 @RYDER2_22016 4 @RYDER2_22086 5 @RYDER2_22163 6 @RYDER2_22233 
0872: jump_table_jumps 7 @RYDER2_22290 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 -1 @RYDER2_22304 

:RYDER2_21806
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PA'  // ~z~Oh Mann, die Penner geben einfach nicht auf!
04AE: $ACTOR_SPEECH_WAV_FILE = 33854 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33855 as 2 
50@ += 1 
jump @RYDER2_22304 

:RYDER2_21876
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PB'  // ~z~Was geht denn da hinten ab?
04AE: $ACTOR_SPEECH_WAV_FILE = 33855 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33856 as 1 
50@ += 1 
jump @RYDER2_22304 

:RYDER2_21946
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PC'  // ~z~Die Teilzeitsoldaten wollen unsere Eier braten!
04AE: $ACTOR_SPEECH_WAV_FILE = 33856 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33857 as 2 
50@ += 1 
jump @RYDER2_22304 

:RYDER2_22016
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PD'  // ~z~Hey, cooler Reim, Mann!
04AE: $ACTOR_SPEECH_WAV_FILE = 33857 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33858 as 1 
50@ += 1 
jump @RYDER2_22304 

:RYDER2_22086
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PE'  // ~z~Wir sind zu schwer, schmei ein paar Kisten raus!
04AE: $ACTOR_SPEECH_WAV_FILE = 33858 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33859 as 2 
50@ += 1 
279@ += 1 
jump @RYDER2_22304 

:RYDER2_22163
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PF'  // ~z~Geht klar.
04AE: $ACTOR_SPEECH_WAV_FILE = 33859 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33860 as 1 
50@ += 1 
jump @RYDER2_22304 

:RYDER2_22233
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PG'  // ~z~Hupe, und ich schmei eine Kiste auf sie.
04AE: $ACTOR_SPEECH_WAV_FILE = 33860 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
50@ += 1 
jump @RYDER2_22304 

:RYDER2_22290
35@ += 1 
jump @RYDER2_22304 

:RYDER2_22304
54@ = 0 

:RYDER2_22311
if 
  35@ == 12 
else_jump @RYDER2_22336 
35@ += 1 

:RYDER2_22336
if 
  35@ == 13 
else_jump @RYDER2_22414 
03E5: show_text_box 'RY2_72'  // Drcke ~k~~VEHICLE_HORN~, damit Ryder eine Kiste wirft.
293@ = 0 
32@ = 0 
193@ = 0 
194@ = 0 
195@ = 0 
49@ = 0 
35@ += 1 

:RYDER2_22414
if 
  35@ == 14 
else_jump @RYDER2_24516 
if 
  193@ == 0 
else_jump @RYDER2_22499 
if 
  32@ > 10000 
else_jump @RYDER2_22499 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_22499 
053F: set_car 95@ tires_vulnerability 1 
193@ = 1 

:RYDER2_22499
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_22617 
if 
   Actor.InCar($PLAYER_ACTOR, 95@)
else_jump @RYDER2_22617 
if 
01AF:   car 95@ sphere 1 in_sphere 2454.626 -1972.534 12.5617 radius 4.0 4.0 4.0 
else_jump @RYDER2_22617 
if 
09D0:   car 95@ on_wheels 
else_jump @RYDER2_22617 
Player.CanMove($PLAYER_CHAR) = False
Marker.Disable(120@)
35@ = 99 

:RYDER2_22617
if 
0735:   NOP_false 137 
else_jump @RYDER2_22669 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_22669 
Car.PutAt(95@, 2454.626, -1972.534, 12.5617)

:RYDER2_22669
if 
  195@ == 0 
else_jump @RYDER2_22832 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_22832 
if 
01AD:   car 95@ sphere 0 near_point 2454.626 -1972.534 radius 40.0 40.0 
else_jump @RYDER2_22832 
if 
056E:   car 96@ defined 
else_jump @RYDER2_22762 
Car.RemoveReferences(96@)

:RYDER2_22762
if 
056D:   actor 113@ defined 
else_jump @RYDER2_22783 
Actor.RemoveReferences(113@)

:RYDER2_22783
if 
056E:   car 97@ defined 
else_jump @RYDER2_22804 
Car.RemoveReferences(97@)

:RYDER2_22804
if 
056D:   actor 114@ defined 
else_jump @RYDER2_22825 
Actor.RemoveReferences(114@)

:RYDER2_22825
195@ += 1 

:RYDER2_22832
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_24310 
if 
  32@ > 20000 
else_jump @RYDER2_24310 
if 
   not 194@ == 99 
else_jump @RYDER2_24310 
if 
  54@ > 1000 
else_jump @RYDER2_24310 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_24310 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_24310 
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 15.0 15.0 5.0 sphere 0 
else_jump @RYDER2_24310 
0871: init_jump_table 194@ total_jumps 10 default_jump 0 @RYDER2_24310 jumps 0 @RYDER2_23101 1 @RYDER2_23178 2 @RYDER2_23306 3 @RYDER2_23434 4 @RYDER2_23562 5 @RYDER2_23690 6 @RYDER2_23818 
0872: jump_table_jumps 7 @RYDER2_23946 8 @RYDER2_24074 9 @RYDER2_24202 -1 @RYDER2_24310 -1 @RYDER2_24310 -1 @RYDER2_24310 -1 @RYDER2_24310 -1 @RYDER2_24310 -1 @RYDER2_24310 

:RYDER2_23101
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SA'  // ~z~Ich will mit dir nichts mehr zu tun haben, bis du von dem Zeug weg bist, Homie!
04AE: $ACTOR_SPEECH_WAV_FILE = 33866 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 33867 as 2 
194@ += 1 
54@ = 0 
jump @RYDER2_24310 

:RYDER2_23178
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SB'  // ~z~Der Scheidreck hat dich vllig fertig gemacht.
04AE: $ACTOR_SPEECH_WAV_FILE = 33867 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_23246 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
jump @RYDER2_23272 

:RYDER2_23246
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 0 
49@ = 0 

:RYDER2_23272
040D: unload_wav 1 
03CF: load_wav 33868 as 1 
194@ += 1 
54@ = 0 
jump @RYDER2_24310 

:RYDER2_23306
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SC'  // ~z~Wenn du's sagst, Alter. Du hast keine Ahnung, was abgeht.
04AE: $ACTOR_SPEECH_WAV_FILE = 33868 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_23374 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
jump @RYDER2_23400 

:RYDER2_23374
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
49@ = 0 

:RYDER2_23400
040D: unload_wav 2 
03CF: load_wav 33869 as 2 
194@ += 1 
54@ = 0 
jump @RYDER2_24310 

:RYDER2_23434
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SD'  // ~z~Was soll das heien?
04AE: $ACTOR_SPEECH_WAV_FILE = 33869 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_23502 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
jump @RYDER2_23528 

:RYDER2_23502
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 0 
49@ = 0 

:RYDER2_23528
040D: unload_wav 1 
03CF: load_wav 33870 as 1 
194@ += 1 
54@ = 0 
jump @RYDER2_24310 

:RYDER2_23562
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SE'  // ~z~Ich hr mir deinen Schei nicht mehr an!
04AE: $ACTOR_SPEECH_WAV_FILE = 33870 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_23630 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
jump @RYDER2_23656 

:RYDER2_23630
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
49@ = 0 

:RYDER2_23656
040D: unload_wav 2 
03CF: load_wav 33871 as 2 
194@ += 1 
54@ = 0 
jump @RYDER2_24310 

:RYDER2_23690
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SF'  // ~z~Wir haben die Knarren. Du bist kein Gangster.
04AE: $ACTOR_SPEECH_WAV_FILE = 33871 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_23758 
create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1 
jump @RYDER2_23784 

:RYDER2_23758
create_thread @AUDIOL $ACTOR_RYDER 0 1 2 0 
49@ = 0 

:RYDER2_23784
040D: unload_wav 1 
03CF: load_wav 33872 as 1 
194@ += 1 
54@ = 0 
jump @RYDER2_24310 

:RYDER2_23818
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SG'  // ~z~Du willst es easy, kein Problem. Ich bin ein echter Gangster.
04AE: $ACTOR_SPEECH_WAV_FILE = 33872 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_23886 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
jump @RYDER2_23912 

:RYDER2_23886
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
49@ = 0 

:RYDER2_23912
040D: unload_wav 2 
03CF: load_wav 33873 as 2 
194@ += 1 
54@ = 0 
jump @RYDER2_24310 

:RYDER2_23946
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SH'  // ~z~Du wrdest doch nicht mal kapieren, was ein echter Gangster ist, wenn dich einer in den Arsch fickt, Homie,
04AE: $ACTOR_SPEECH_WAV_FILE = 33873 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_24014 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
jump @RYDER2_24040 

:RYDER2_24014
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 0 
49@ = 0 

:RYDER2_24040
040D: unload_wav 1 
03CF: load_wav 33874 as 1 
194@ += 1 
54@ = 0 
jump @RYDER2_24310 

:RYDER2_24074
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SJ'  // ~z~was durchaus passieren knnte, wenn er dir nur vorher 'nen Hit gbe.
04AE: $ACTOR_SPEECH_WAV_FILE = 33874 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_24142 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
jump @RYDER2_24168 

:RYDER2_24142
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
49@ = 0 

:RYDER2_24168
040D: unload_wav 2 
03CF: load_wav 33875 as 2 
194@ += 1 
54@ = 0 
jump @RYDER2_24310 

:RYDER2_24202
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SK'  // ~z~Ich hr dir nicht zu, Carl.
04AE: $ACTOR_SPEECH_WAV_FILE = 33875 // $ = any 
if 
  49@ == 0 
else_jump @RYDER2_24270 
create_thread @AUDIOL $ACTOR_RYDER 0 1 2 1 
jump @RYDER2_24296 

:RYDER2_24270
create_thread @AUDIOL $ACTOR_RYDER 0 1 2 0 
49@ = 0 

:RYDER2_24296
194@ = 99 
jump @RYDER2_24310 

:RYDER2_24310
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_24516 
if and
   not 194@ > 0 
   not 99 >= 194@ 
else_jump @RYDER2_24516 
if 
  304@ == 0 
else_jump @RYDER2_24516 
293@ = 1 
0209: 42@ = random_int_in_ranges 0 2 
if 
  42@ == 0 
else_jump @RYDER2_24459 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_RA'  // ~z~Ich schmei nichts mehr raus, ein bisschen was mssen wir fr uns behalten!
04AE: $ACTOR_SPEECH_WAV_FILE = 33864 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
49@ = 1 
jump @RYDER2_24509 

:RYDER2_24459
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_RB'  // ~z~Sorry, CJ, aber ein paar Kisten mssen wir schon behalten.
04AE: $ACTOR_SPEECH_WAV_FILE = 33865 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
49@ = 1 

:RYDER2_24509
304@ -= 1 

:RYDER2_24516
if 
  35@ == 99 
else_jump @RYDER2_24580 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_24580 
if 
01C1:   car 95@ stopped 
else_jump @RYDER2_24580 
35@ = 0 
34@ += 1 

:RYDER2_24580
gosub @RYDER2_36940 
if 
03CA:   object 94@ exists 
else_jump @RYDER2_24861 
071E: get_object 94@ health_to 42@ 
if 
001D:   299@ > 42@ // (int) 
else_jump @RYDER2_24848 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_24848 
42@ = Actor.Health($ACTOR_RYDER)
42@ += -17 
if 
  1 > 42@ 
else_jump @RYDER2_24686 
42@ = 1 

:RYDER2_24686
Actor.Health($ACTOR_RYDER) = 42@
if 
  42@ == 1 
else_jump @RYDER2_24717 
05BE: AS_kill_actor $ACTOR_RYDER 

:RYDER2_24717
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $ACTOR_RYDER with_offset 0.5 0.2 0.4 
0208: 207@ = random_float_in_ranges -1.0 1.0 
0208: 208@ = random_float_in_ranges -1.0 1.0 
0208: 209@ = random_float_in_ranges -1.0 1.0 
if 
056D:   actor $ACTOR_RYDER defined 
else_jump @RYDER2_24848 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_24848 
09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_offset 207@ 208@ 209@ density 20 on_actor $ACTOR_RYDER 

:RYDER2_24848
0900: unknown_set_object 94@ 
071E: get_object 94@ health_to 299@ 

:RYDER2_24861
if 
  292@ == 1 
else_jump @RYDER2_27193 
if 
  293@ == 0 
else_jump @RYDER2_25018 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_25018 
if 
  280@ == 0 
else_jump @RYDER2_24994 
if 
00E1:   player 0 pressed_key 18 
else_jump @RYDER2_24987 
280@ = 1 
if or
  279@ == 0 
  279@ == 3 
else_jump @RYDER2_24987 
279@ += 1 

:RYDER2_24987
jump @RYDER2_25018 

:RYDER2_24994
if 
80E1:   not player 0 pressed_key 18 
else_jump @RYDER2_25018 
280@ = 0 

:RYDER2_25018
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_25084 
$TEMPVAR_ANGLE = Car.Angle(95@)
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_25076 
$TEMPVAR_ANGLE += 180.0 
Actor.Angle($ACTOR_RYDER) = $TEMPVAR_ANGLE

:RYDER2_25076
06BE: 274@ = car 95@ y_angle 

:RYDER2_25084
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_25108 
275@ = Car.Angle(95@)

:RYDER2_25108
0087: 277@ = 275@ // (float) 
0063: 277@ -= 276@ // (float) 
if 
  -180.0 > 277@ 
else_jump @RYDER2_25155 
277@ += 360.0 

:RYDER2_25155
if 
  277@ > 180.0 
else_jump @RYDER2_25186 
277@ += -360.0 

:RYDER2_25186
0087: 276@ = 275@ // (float) 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_27193 
if 
  279@ == 0 
else_jump @RYDER2_25850 
if 
  -60.0 > 274@ 
else_jump @RYDER2_25320 
if 
   not 278@ == 1 
else_jump @RYDER2_25313 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_FALL_L" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 1 

:RYDER2_25313
jump @RYDER2_25843 

:RYDER2_25320
if 
  274@ > 60.0 
else_jump @RYDER2_25412 
if 
   not 278@ == 2 
else_jump @RYDER2_25405 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_FALL_R" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 2 

:RYDER2_25405
jump @RYDER2_25843 

:RYDER2_25412
if 
  -5.0 > 274@ 
else_jump @RYDER2_25504 
if 
   not 278@ == 3 
else_jump @RYDER2_25497 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_LEAN_L" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 3 

:RYDER2_25497
jump @RYDER2_25843 

:RYDER2_25504
if 
  274@ > 5.0 
else_jump @RYDER2_25596 
if 
   not 278@ == 4 
else_jump @RYDER2_25589 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_LEAN_R" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 4 

:RYDER2_25589
jump @RYDER2_25843 

:RYDER2_25596
if 
  -2.0 > 277@ 
else_jump @RYDER2_25688 
if 
   not 278@ == 4 
else_jump @RYDER2_25681 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_LEAN_R" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 4 

:RYDER2_25681
jump @RYDER2_25843 

:RYDER2_25688
if 
  277@ > 2.0 
else_jump @RYDER2_25780 
if 
   not 278@ == 3 
else_jump @RYDER2_25773 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_LEAN_L" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 3 

:RYDER2_25773
jump @RYDER2_25843 

:RYDER2_25780
if 
   not 278@ == 0 
else_jump @RYDER2_25843 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_STAND" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 0 

:RYDER2_25843
jump @RYDER2_27193 

:RYDER2_25850
if 
  279@ == 1 
else_jump @RYDER2_26070 
if 
   not 278@ == 5 
else_jump @RYDER2_25941 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_PICKUP_S" IFP_file "RYDER" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
278@ = 5 
jump @RYDER2_26070 

:RYDER2_25941
062E: unknown_get_actor $ACTOR_RYDER task 2066 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @RYDER2_26070 
Actor.StorePos($ACTOR_RYDER, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
281@ = Object.Create(#CM_BOX, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
070A: AS_actor $ACTOR_RYDER attach_to_object 281@ offset -0.096 0.246 0.142 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
Object.CollisionDetection(281@) = False
306@ -= 1 
304@ -= 1 
279@ += 1 

:RYDER2_26070
if 
  279@ == 2 
else_jump @RYDER2_26197 
if 
   not 278@ == 6 
else_jump @RYDER2_26161 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_PICKUP_E" IFP_file "RYDER" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
278@ = 6 
jump @RYDER2_26197 

:RYDER2_26161
062E: unknown_get_actor $ACTOR_RYDER task 2066 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @RYDER2_26197 
279@ += 1 

:RYDER2_26197
if 
  279@ == 3 
else_jump @RYDER2_26868 
if 
  -60.0 > 274@ 
else_jump @RYDER2_26321 
if 
   not 278@ == 1 
else_jump @RYDER2_26314 
gosub @RYDER2_39790 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_FALL_L" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 1 
279@ = 0 

:RYDER2_26314
jump @RYDER2_26868 

:RYDER2_26321
if 
  274@ > 60.0 
else_jump @RYDER2_26427 
if 
   not 278@ == 2 
else_jump @RYDER2_26420 
gosub @RYDER2_39790 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_FALL_R" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 2 
279@ = 0 

:RYDER2_26420
jump @RYDER2_26868 

:RYDER2_26427
if 
  -5.0 > 274@ 
else_jump @RYDER2_26520 
if 
   not 278@ == 7 
else_jump @RYDER2_26513 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_CRATE_R" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 7 

:RYDER2_26513
jump @RYDER2_26868 

:RYDER2_26520
if 
  274@ > 5.0 
else_jump @RYDER2_26613 
if 
   not 278@ == 8 
else_jump @RYDER2_26606 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_CRATE_L" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 8 

:RYDER2_26606
jump @RYDER2_26868 

:RYDER2_26613
if 
  -2.0 > 277@ 
else_jump @RYDER2_26706 
if 
   not 278@ == 7 
else_jump @RYDER2_26699 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_CRATE_R" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 7 

:RYDER2_26699
jump @RYDER2_26868 

:RYDER2_26706
if 
  277@ > 2.0 
else_jump @RYDER2_26799 
if 
   not 278@ == 8 
else_jump @RYDER2_26792 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_CRATE_L" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 8 

:RYDER2_26792
jump @RYDER2_26868 

:RYDER2_26799
if 
   not 278@ == 9 
else_jump @RYDER2_26868 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_STAND_CRATE" IFP_file "RYDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 9 

:RYDER2_26868
if 
  279@ == 4 
else_jump @RYDER2_27037 
if 
   not 278@ == 10 
else_jump @RYDER2_26956 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_THROW" IFP_file "RYDER" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
278@ = 10 
jump @RYDER2_27037 

:RYDER2_26956
if 
   Actor.Animation($ACTOR_RYDER) == "VAN_THROW"
else_jump @RYDER2_27037 
0613: 45@ = actor $ACTOR_RYDER animation "VAN_THROW" time 
if 
  45@ > 0.292 
else_jump @RYDER2_27037 
gosub @RYDER2_39790 
279@ += 1 

:RYDER2_27037
if 
  279@ == 5 
else_jump @RYDER2_27193 
062E: unknown_get_actor $ACTOR_RYDER task 2066 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @RYDER2_27193 
if 
   not 278@ == 0 
else_jump @RYDER2_27147 
0812: AS_actor $ACTOR_RYDER perform_animation "VAN_STAND" IFP_file "RYDER" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
278@ = 0 

:RYDER2_27147
if 
  304@ > 0 
else_jump @RYDER2_27179 
279@ = 1 
jump @RYDER2_27193 

:RYDER2_27179
279@ = 0 
293@ = 1 

:RYDER2_27193
if 
   not 292@ == 0 
else_jump @RYDER2_27270 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_27270 
42@ = Actor.Health($ACTOR_RYDER)
if 
  100 > 42@ 
else_jump @RYDER2_27270 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
05BE: AS_kill_actor $ACTOR_RYDER 
292@ = 0 

:RYDER2_27270
42@ = 0 

:RYDER2_27277
if 
  5 > 42@ 
else_jump @RYDER2_27634 
if 
03CA:   object 282@(42@,10i) exists 
else_jump @RYDER2_27620 
if 
03CA:   object 282@(42@,10i) exists 
else_jump @RYDER2_27414 
if 
   not Car.Wrecked(96@)
else_jump @RYDER2_27414 
if 
0897:   car 96@ collided_with_object 282@(42@,10i) 
else_jump @RYDER2_27414 
Object.StorePos(282@(42@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Destroy(282@(42@,10i))
020C: create_explosion_with_radius 11 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER2_27414
if 
03CA:   object 282@(42@,10i) exists 
else_jump @RYDER2_27513 
if 
   not Car.Wrecked(97@)
else_jump @RYDER2_27513 
if 
0897:   car 97@ collided_with_object 282@(42@,10i) 
else_jump @RYDER2_27513 
Object.StorePos(282@(42@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Destroy(282@(42@,10i))
020C: create_explosion_with_radius 11 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER2_27513
if 
03CA:   object 282@(42@,10i) exists 
else_jump @RYDER2_27620 
071E: get_object 282@(42@,10i) health_to 43@ 
if 
  950 > 43@ 
else_jump @RYDER2_27620 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_27620 
Object.StorePos(282@(42@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Destroy(282@(42@,10i))
020C: create_explosion_with_radius 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER2_27620
42@ += 1 
jump @RYDER2_27277 

:RYDER2_27634
if 
  35@ > 4 
else_jump @RYDER2_27803 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_27803 
if 
   Actor.InCar($PLAYER_ACTOR, 95@)
else_jump @RYDER2_27751 
if 
075C:   marker 119@ enabled 
else_jump @RYDER2_27708 
Marker.Disable(119@)

:RYDER2_27708
if 
875C:   not marker 120@ enabled 
else_jump @RYDER2_27744 
018A: 120@ = create_checkpoint_at 2454.626 -1972.534 12.5617 

:RYDER2_27744
jump @RYDER2_27803 

:RYDER2_27751
if 
875C:   not marker 119@ enabled 
else_jump @RYDER2_27782 
119@ = Marker.CreateAboveCar(95@)
07E0: set_marker 119@ type_to 1 

:RYDER2_27782
if 
075C:   marker 120@ enabled 
else_jump @RYDER2_27803 
Marker.Disable(120@)

:RYDER2_27803
if 
  35@ >= 13 
else_jump @RYDER2_28235 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_28235 
if 
   not Actor.InCar($PLAYER_ACTOR, 95@)
else_jump @RYDER2_28235 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_28235 
if and
   not 194@ > 0 
   not 99 >= 194@ 
else_jump @RYDER2_28235 
if 
  54@ > 15000 
else_jump @RYDER2_28235 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_28235 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_28235 
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 5.0 5.0 5.0 sphere 0 
else_jump @RYDER2_28235 
0209: 42@ = random_int_in_ranges 0 3 
0871: init_jump_table 42@ total_jumps 3 default_jump 0 @RYDER2_28228 jumps 0 @RYDER2_28057 1 @RYDER2_28114 2 @RYDER2_28171 -1 @RYDER2_28228 -1 @RYDER2_28228 -1 @RYDER2_28228 -1 @RYDER2_28228 

:RYDER2_28057
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_QA'  // ~z~Wo willst du hin? Weichei! WEICHEI!
04AE: $ACTOR_SPEECH_WAV_FILE = 33861 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
49@ = 1 
jump @RYDER2_28228 

:RYDER2_28114
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_QB'  // ~z~Ich hab immer gewusst, dass du ein Weichei bist!
04AE: $ACTOR_SPEECH_WAV_FILE = 33862 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
49@ = 1 
jump @RYDER2_28228 

:RYDER2_28171
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_QC'  // ~z~Du hast dich nicht verndert, CJ, WEICHEI! WEICHEI!
04AE: $ACTOR_SPEECH_WAV_FILE = 33863 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
49@ = 1 
jump @RYDER2_28228 

:RYDER2_28228
54@ = 0 

:RYDER2_28235
if 
  38@ == 4 
else_jump @RYDER2_28788 
if 
056E:   car 96@ defined 
else_jump @RYDER2_28788 
if 
   not Car.Wrecked(96@)
else_jump @RYDER2_28788 
if 
   not Actor.Dead(113@)
else_jump @RYDER2_28357 
if 
   not Actor.InCar(113@, 96@)
else_jump @RYDER2_28357 
062E: unknown_get_actor 113@ task 1506 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @RYDER2_28357 
05E2: AS_actor 113@ kill_actor $PLAYER_ACTOR 

:RYDER2_28357
if 
   not Actor.Dead(117@)
else_jump @RYDER2_28788 
if 
   Actor.InCar(117@, 96@)
else_jump @RYDER2_28751 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_28744 
if 
   Actor.InCar($PLAYER_ACTOR, 95@)
else_jump @RYDER2_28580 
02E3: 45@ = car 95@ speed 
if 
  5.0 > 45@ 
else_jump @RYDER2_28573 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_28573 
if 
0104:   actor 117@ near_actor $ACTOR_RYDER radius 40.0 40.0 20.0 sphere 0 
else_jump @RYDER2_28573 
062E: unknown_get_actor 117@ task 1811 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @RYDER2_28573 
0713: actor 117@ driveby_actor -1 car 95@ point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 40 

:RYDER2_28573
jump @RYDER2_28744 

:RYDER2_28580
if 
   not Actor.InCar($PLAYER_ACTOR, 96@)
else_jump @RYDER2_28707 
if 
0104:   actor 117@ near_actor $PLAYER_ACTOR radius 40.0 40.0 20.0 sphere 0 
else_jump @RYDER2_28700 
062E: unknown_get_actor 117@ task 1811 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @RYDER2_28700 
0713: actor 117@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 40 

:RYDER2_28700
jump @RYDER2_28744 

:RYDER2_28707
062E: unknown_get_actor 117@ task 1506 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @RYDER2_28744 
05E2: AS_actor 117@ kill_actor $PLAYER_ACTOR 

:RYDER2_28744
jump @RYDER2_28788 

:RYDER2_28751
062E: unknown_get_actor 117@ task 1506 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @RYDER2_28788 
05E2: AS_actor 117@ kill_actor $PLAYER_ACTOR 

:RYDER2_28788
if 
  38@ == 8 
else_jump @RYDER2_29341 
if 
056E:   car 97@ defined 
else_jump @RYDER2_29341 
if 
   not Car.Wrecked(97@)
else_jump @RYDER2_29341 
if 
   not Actor.Dead(114@)
else_jump @RYDER2_28910 
if 
   not Actor.InCar(114@, 97@)
else_jump @RYDER2_28910 
062E: unknown_get_actor 114@ task 1506 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @RYDER2_28910 
05E2: AS_actor 114@ kill_actor $PLAYER_ACTOR 

:RYDER2_28910
if 
   not Actor.Dead(118@)
else_jump @RYDER2_29341 
if 
   Actor.InCar(118@, 97@)
else_jump @RYDER2_29304 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_29297 
if 
   Actor.InCar($PLAYER_ACTOR, 95@)
else_jump @RYDER2_29133 
02E3: 45@ = car 95@ speed 
if 
  5.0 > 45@ 
else_jump @RYDER2_29126 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_29126 
if 
0104:   actor 118@ near_actor $ACTOR_RYDER radius 40.0 40.0 20.0 sphere 0 
else_jump @RYDER2_29126 
062E: unknown_get_actor 118@ task 1811 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @RYDER2_29126 
0713: actor 118@ driveby_actor -1 car 95@ point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 60 

:RYDER2_29126
jump @RYDER2_29297 

:RYDER2_29133
if 
   not Actor.InCar($PLAYER_ACTOR, 97@)
else_jump @RYDER2_29260 
if 
0104:   actor 118@ near_actor $PLAYER_ACTOR radius 40.0 40.0 20.0 sphere 0 
else_jump @RYDER2_29253 
062E: unknown_get_actor 118@ task 1811 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @RYDER2_29253 
0713: actor 118@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 60 

:RYDER2_29253
jump @RYDER2_29297 

:RYDER2_29260
062E: unknown_get_actor 118@ task 1506 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @RYDER2_29297 
05E2: AS_actor 118@ kill_actor $PLAYER_ACTOR 

:RYDER2_29297
jump @RYDER2_29341 

:RYDER2_29304
062E: unknown_get_actor 118@ task 1506 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @RYDER2_29341 
05E2: AS_actor 118@ kill_actor $PLAYER_ACTOR 

:RYDER2_29341
if and
  38@ == 0 
  35@ > 10 
else_jump @RYDER2_29821 
if 
056E:   car 96@ defined 
else_jump @RYDER2_29821 
if 
   not Car.Wrecked(96@)
else_jump @RYDER2_29821 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_29821 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 95@ with_offset 0.0 -20.0 0.0 
if 
81AD:   not car 96@ sphere 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 40.0 40.0 
else_jump @RYDER2_29821 
if 
82CA:   not car 96@ bounding_sphere_visible 
else_jump @RYDER2_29821 
42@ = 1 
43@ = 0 

:RYDER2_29507
if 
  43@ == 0 
else_jump @RYDER2_29706 
04D3: get_nearest_car_path_coords_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 42@ store_to 207@ 208@ 209@ 
if and
80C2:   not sphere_onscreen 207@ 208@ 209@ radius 5.0 
838A:   not any_car_in_cube_cornerA 207@ 208@ 209@ cornerB 5.0 5.0 5.0 
else_jump @RYDER2_29667 
0509: 45@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 207@ 208@ 
if 
  45@ > 30.0 
else_jump @RYDER2_29653 
43@ = -1 
jump @RYDER2_29660 

:RYDER2_29653
43@ = 1 

:RYDER2_29660
jump @RYDER2_29699 

:RYDER2_29667
42@ += 1 
if 
  42@ > 10 
else_jump @RYDER2_29699 
43@ = -1 

:RYDER2_29699
jump @RYDER2_29507 

:RYDER2_29706
if 
  43@ == 1 
else_jump @RYDER2_29821 
Car.StorePos(95@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 294@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 294@ -= 207@ // (float) 
0089: 295@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 295@ -= 208@ // (float) 
0604: get_Z_angle_for_point 294@ 295@ store_to $TEMPVAR_ANGLE 
0395: clear_area 1 at 207@ 208@ 209@ radius 5.0 
Car.PutAt(96@, 207@, 208@, 209@)
Car.Angle(96@) = $TEMPVAR_ANGLE

:RYDER2_29821
if and
  38@ == 1 
  35@ > 10 
else_jump @RYDER2_30301 
if 
056E:   car 97@ defined 
else_jump @RYDER2_30301 
if 
   not Car.Wrecked(97@)
else_jump @RYDER2_30301 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_30301 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 95@ with_offset 0.0 -20.0 0.0 
if 
81AD:   not car 97@ sphere 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 40.0 40.0 
else_jump @RYDER2_30301 
if 
82CA:   not car 97@ bounding_sphere_visible 
else_jump @RYDER2_30301 
42@ = 1 
43@ = 0 

:RYDER2_29987
if 
  43@ == 0 
else_jump @RYDER2_30186 
04D3: get_nearest_car_path_coords_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 42@ store_to 207@ 208@ 209@ 
if and
80C2:   not sphere_onscreen 207@ 208@ 209@ radius 5.0 
838A:   not any_car_in_cube_cornerA 207@ 208@ 209@ cornerB 5.0 5.0 5.0 
else_jump @RYDER2_30147 
0509: 45@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 207@ 208@ 
if 
  45@ > 30.0 
else_jump @RYDER2_30133 
43@ = -1 
jump @RYDER2_30140 

:RYDER2_30133
43@ = 1 

:RYDER2_30140
jump @RYDER2_30179 

:RYDER2_30147
42@ += 1 
if 
  42@ > 10 
else_jump @RYDER2_30179 
43@ = -1 

:RYDER2_30179
jump @RYDER2_29987 

:RYDER2_30186
if 
  43@ == 1 
else_jump @RYDER2_30301 
Car.StorePos(95@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 294@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 294@ -= 207@ // (float) 
0089: 295@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 295@ -= 208@ // (float) 
0604: get_Z_angle_for_point 294@ 295@ store_to $TEMPVAR_ANGLE 
0395: clear_area 1 at 207@ 208@ 209@ radius 5.0 
Car.PutAt(97@, 207@, 208@, 209@)
Car.Angle(97@) = $TEMPVAR_ANGLE

:RYDER2_30301
return 

:RYDER2_30303
if 
  35@ == 0 
else_jump @RYDER2_31011 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:RYDER2_30335
if 
fading 
else_jump @RYDER2_30359 
wait 0 
jump @RYDER2_30335 

:RYDER2_30359
Model.Load(#FAM1)
Model.Load(#FAM2)

:RYDER2_30367
if or
   not Model.Available(#FAM1)
   not Model.Available(#FAM2)
else_jump @RYDER2_30397 
wait 0 
jump @RYDER2_30367 

:RYDER2_30397
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_30443 
Car.PutAt(95@, 2455.708, -1972.858, 12.5469)
Car.Angle(95@) = 343.4514

:RYDER2_30443
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.1 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_30475 
0687: clear_actor $ACTOR_RYDER task 

:RYDER2_30475
0395: clear_area 1 at 2447.901 -1980.542 12.8338 radius 20.0 
Camera.SetPosition(2447.901, -1980.542, 12.8338, 0.0, 0.0, 0.0)
Camera.PointAt(2448.484, -1979.735, 12.929, 2)
if 
   not Actor.Dead(113@)
else_jump @RYDER2_30571 
Actor.DestroyInstantly(113@)

:RYDER2_30571
if 
   not Actor.Dead(114@)
else_jump @RYDER2_30592 
Actor.DestroyInstantly(114@)

:RYDER2_30592
if 
   not Car.Wrecked(96@)
else_jump @RYDER2_30613 
Car.Destroy(96@)

:RYDER2_30613
if 
   not Car.Wrecked(97@)
else_jump @RYDER2_30634 
Car.Destroy(97@)

:RYDER2_30634
115@ = Actor.Create(CivMale, #FAM1, 2448.476, -1980.751, 12.5947)
116@ = Actor.Create(CivMale, #FAM2, 2447.553, -1979.883, 12.5947)
Actor.Angle(115@) = 316.4611
Actor.Angle(116@) = 319.2614
060B: set_actor 115@ decision_maker_to 237@ 
060B: set_actor 116@ decision_maker_to 237@ 
Model.Destroy(#FAM1)
Model.Destroy(#FAM2)
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_30872 
0465: remove_actor $ACTOR_RYDER from_turret_mode 
0792: disembark_instantly_actor $ACTOR_RYDER 
if 
03CA:   object 281@ exists 
else_jump @RYDER2_30773 
Object.Destroy(281@)

:RYDER2_30773
Actor.PutAt($ACTOR_RYDER, 2453.002, -1976.576, 12.5469)
Actor.Angle($ACTOR_RYDER) = 5.1526
0245: set_actor $ACTOR_RYDER walk_style_to "GANG1" 
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 2452.702 -1972.939 12.5469 mode 4 10000 ms // versionA 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 3000 ms 
0616: define_AS_pack_end 48@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_30872
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2452.29, -1971.682, 12.5469)
Actor.Angle($PLAYER_ACTOR) = 153.4741
if 
   not Actor.Dead(115@)
else_jump @RYDER2_30934 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 115@ 4000 ms 

:RYDER2_30934
040D: unload_wav 1 
040D: unload_wav 2 
$AUDIO_LINE_IS_ACTIVE = 0 
00BE: text_clear_all 
49@ = 0 
54@ = 1000 
32@ = 0 
fade 1 500 

:RYDER2_30980
if 
fading 
else_jump @RYDER2_31004 
wait 0 
jump @RYDER2_30980 

:RYDER2_31004
35@ += 1 

:RYDER2_31011
if 
  35@ > 0 
else_jump @RYDER2_31740 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_31740 
if 
  54@ > 1000 
else_jump @RYDER2_31740 
0871: init_jump_table 49@ total_jumps 4 default_jump 0 @RYDER2_31740 jumps 0 @RYDER2_31129 1 @RYDER2_31288 2 @RYDER2_31365 3 @RYDER2_31579 -1 @RYDER2_31740 -1 @RYDER2_31740 -1 @RYDER2_31740 

:RYDER2_31129
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_TA'  // ~z~Coole Scheie war das!
04AE: $ACTOR_SPEECH_WAV_FILE = 33876 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 33877 as 2 
49@ += 1 
54@ = 0 
if 
   not Actor.Dead(115@)
else_jump @RYDER2_31240 
05D3: AS_actor 115@ goto_point 2451.915 -1977.506 12.5947 mode 4 10000 ms // versionA 

:RYDER2_31240
if 
   not Actor.Dead(116@)
else_jump @RYDER2_31281 
05D3: AS_actor 116@ goto_point 2450.546 -1976.361 12.5947 mode 4 10000 ms // versionA 

:RYDER2_31281
jump @RYDER2_31740 

:RYDER2_31288
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_TB'  // ~z~Coole Scheie? Schei Scheie war das!
04AE: $ACTOR_SPEECH_WAV_FILE = 33877 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33878 as 1 
49@ += 1 
54@ = 0 
jump @RYDER2_31740 

:RYDER2_31365
Camera.SetPosition(2450.046, -1966.412, 15.1296, 0.0, 0.0, 0.0)
Camera.PointAt(2450.561, -1967.251, 14.9539, 2)
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_TC'  // ~z~Du tust immer so, als wrst du einer von uns, aber auer Rummeckern hast du nichts drauf.
04AE: $ACTOR_SPEECH_WAV_FILE = 33878 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 1 
49@ += 1 
54@ = 0 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_31572 
0615: define_AS_pack_begin 48@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 1 1 0 time 2000 // versionA 
05D3: AS_actor -1 goto_point 2452.239 -1980.224 12.5469 mode 4 10000 ms // versionA 
0616: define_AS_pack_end 48@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_31572
jump @RYDER2_31740 

:RYDER2_31579
if 
   not Actor.Dead(115@)
else_jump @RYDER2_31649 
0615: define_AS_pack_begin 48@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D3: AS_actor -1 goto_point 2452.951 -1982.921 12.5469 mode 4 10000 ms // versionA 
0616: define_AS_pack_end 48@ 
0618: assign_actor 115@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_31649
if 
   not Actor.Dead(116@)
else_jump @RYDER2_31719 
0615: define_AS_pack_begin 48@ 
05B9: AS_actor -1 stay_idle 1500 ms 
05D3: AS_actor -1 goto_point 2452.006 -1983.186 12.5469 mode 4 10000 ms // versionA 
0616: define_AS_pack_end 48@ 
0618: assign_actor 116@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_31719
49@ += 1 
54@ = 0 
jump @RYDER2_31740 

:RYDER2_31740
if 
  35@ == 1 
else_jump @RYDER2_31844 
if and
  49@ > 3 
  54@ > 5000 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_31820 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_31813 
35@ += 1 

:RYDER2_31813
jump @RYDER2_31844 

:RYDER2_31820
if 
00E1:   player 0 pressed_key 16 
else_jump @RYDER2_31844 
35@ += 1 

:RYDER2_31844
if 
  35@ == 2 
else_jump @RYDER2_32058 
fade 0 1000 

:RYDER2_31869
if 
fading 
else_jump @RYDER2_31893 
wait 0 
jump @RYDER2_31869 

:RYDER2_31893
Actor.DestroyInstantly(115@)
Actor.DestroyInstantly(116@)
Actor.DestroyInstantly($ACTOR_RYDER)
42@ = 0 

:RYDER2_31915
if 
  5 > 42@ 
else_jump @RYDER2_31976 
if 
03CA:   object 308@(42@,5i) exists 
else_jump @RYDER2_31962 
Object.Destroy(308@(42@,5i))

:RYDER2_31962
42@ += 1 
jump @RYDER2_31915 

:RYDER2_31976
if 
03CA:   object 313@ exists 
else_jump @RYDER2_31997 
Object.Destroy(313@)

:RYDER2_31997
040D: unload_wav 1 
040D: unload_wav 2 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 1000 

:RYDER2_32020
if 
fading 
else_jump @RYDER2_32044 
wait 0 
jump @RYDER2_32020 

:RYDER2_32044
Player.CanMove($PLAYER_CHAR) = True
36@ = 1 

:RYDER2_32058
return 

:RYDER2_32060
if 
056D:   actor $ACTOR_RYDER defined 
else_jump @RYDER2_32115 
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_32115 
37@ = 1 
00BC: show_text_highpriority GXT 'RY2_22' time 5000 flag 1  // ~r~Ryder hat den Lffel abgegeben.

:RYDER2_32115
if 
056E:   car 95@ defined 
else_jump @RYDER2_32209 
if 
   Car.Wrecked(95@)
else_jump @RYDER2_32209 
if 
  292@ == 1 
else_jump @RYDER2_32186 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_32186 
05BE: AS_kill_actor $ACTOR_RYDER 

:RYDER2_32186
37@ = 1 
00BC: show_text_highpriority GXT 'RY2_25' time 5000 flag 1  // ~r~Der Transporter ist zerstrt.

:RYDER2_32209
if 
  6 > 34@ 
else_jump @RYDER2_32328 
if 
056E:   car 99@ defined 
else_jump @RYDER2_32328 
if 
   Car.Wrecked(99@)
else_jump @RYDER2_32289 
37@ = 1 
00BC: show_text_highpriority GXT 'RY2_40' time 5000 flag 1  // ~r~Der Gabelstapler ist hin.
jump @RYDER2_32328 

:RYDER2_32289
if 
02BF:   car 99@ sunk 
else_jump @RYDER2_32328 
37@ = 1 
00BC: show_text_highpriority GXT 'RY2_40' time 5000 flag 1  // ~r~Der Gabelstapler ist hin.

:RYDER2_32328
if and
  34@ > 2 
  6 > 34@ 
else_jump @RYDER2_32677 
if 
  38@ == 6 
else_jump @RYDER2_32677 
42@ = 0 
43@ = 0 

:RYDER2_32385
if 
  25 > 42@ 
else_jump @RYDER2_32510 
if 
03CA:   object 62@(42@,25i) exists 
else_jump @RYDER2_32496 
if 
84E7:   not object 62@(42@,25i) in_water 
else_jump @RYDER2_32496 
Object.StorePos(62@(42@,25i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  $TEMPVAR_FLOAT_3 > 0.0 
else_jump @RYDER2_32489 
43@ += 1 

:RYDER2_32489
jump @RYDER2_32496 

:RYDER2_32496
42@ += 1 
jump @RYDER2_32385 

:RYDER2_32510
if 
001E:   $6892 > 43@ // (int) 
else_jump @RYDER2_32677 
0209: 42@ = random_int_in_ranges 0 2 
if 
  42@ == 0 
else_jump @RYDER2_32606 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LF'  // ~z~Du sollst die Kisten nicht zertrmmern!
04AE: $ACTOR_SPEECH_WAV_FILE = 33838 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
jump @RYDER2_32649 

:RYDER2_32606
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LE'  // ~z~Was soll das denn, CJ?
04AE: $ACTOR_SPEECH_WAV_FILE = 33837 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 

:RYDER2_32649
wait 4000 
00BC: show_text_highpriority GXT 'RY2_58' time 5000 flag 1  // ~r~Es sind zu viele Kisten kaputtgegangen!
37@ = 1 

:RYDER2_32677
if 
  34@ >= 3 
else_jump @RYDER2_33146 
if 
  133@ == 0 
else_jump @RYDER2_32793 
if 
03CA:   object 60@ exists 
else_jump @RYDER2_32786 
if 
0366:   object 60@ damaged 
else_jump @RYDER2_32786 
133@ += 1 
00BE: text_clear_all 
097B: play_audio_at_object 60@ event 1107 
if 
03CA:   object 240@ exists 
else_jump @RYDER2_32786 
097B: play_audio_at_object 240@ event 1126 

:RYDER2_32786
jump @RYDER2_32884 

:RYDER2_32793
if 
  133@ == 1 
else_jump @RYDER2_32884 
if 
03CA:   object 240@ exists 
else_jump @RYDER2_32884 
if 
034E: move_object 240@ to 248@ 249@ 250@ speed 0.0 0.2 0.0 flag 0 
else_jump @RYDER2_32884 
097B: play_audio_at_object 240@ event 1127 
133@ += 1 

:RYDER2_32884
if 
  132@ == 0 
else_jump @RYDER2_33024 
if 
03CA:   object 61@ exists 
else_jump @RYDER2_33017 
if 
0366:   object 61@ damaged 
else_jump @RYDER2_33017 
if 
03CA:   object 87@ exists 
else_jump @RYDER2_32955 
Object.Destroy(87@)

:RYDER2_32955
if 
03CA:   object 88@ exists 
else_jump @RYDER2_32976 
Object.Destroy(88@)

:RYDER2_32976
097B: play_audio_at_object 61@ event 1107 
if 
03CA:   object 241@ exists 
else_jump @RYDER2_33008 
097B: play_audio_at_object 241@ event 1035 

:RYDER2_33008
00BE: text_clear_all 
132@ += 1 

:RYDER2_33017
jump @RYDER2_33146 

:RYDER2_33024
if 
  132@ == 1 
else_jump @RYDER2_33146 
if 
03CA:   object 241@ exists 
else_jump @RYDER2_33146 
if 
034E: move_object 241@ to 251@ 252@ 253@ speed 0.1 0.1 0.1 flag 0 
else_jump @RYDER2_33146 
097B: play_audio_at_object 241@ event 1036 
if 
   not 133@ == 0 
else_jump @RYDER2_33131 
Marker.Disable(120@)

:RYDER2_33131
132@ += 1 
144@ = 30000 

:RYDER2_33146
if 
  38@ == 0 
else_jump @RYDER2_33241 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2721.0 -2329.852 cornerB 2810.548 -2565.934 
else_jump @RYDER2_33234 
if 
  126@ == 0 
else_jump @RYDER2_33227 
126@ = 1 

:RYDER2_33227
jump @RYDER2_33241 

:RYDER2_33234
126@ = 0 

:RYDER2_33241
008A: $6892 = 200@ // (int) 
0066: $6892 -= 127@ // (int) 
if 
  0 > $6892 
else_jump @RYDER2_33282 
$6892 = 0 

:RYDER2_33282
if 
  124@ == 1 
else_jump @RYDER2_33395 
if 
  131@ == 0 
else_jump @RYDER2_33395 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_33395 
077A: set_actor $ACTOR_RYDER acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0688: unknown_actor $ACTOR_RYDER flags 0 1 0 
0709: set_decision_maker 235@ on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
131@ = 1 

:RYDER2_33395
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_33486 
$6891 = Actor.Health($ACTOR_RYDER)
008F: 45@ = integer $6891 to_float 
45@ /= 500.0 
45@ *= 100.0 
if 
  45@ > 100.0 
else_jump @RYDER2_33478 
45@ = 100.0 

:RYDER2_33478
0090: $6891 = float 45@ to_integer 

:RYDER2_33486
if 
  124@ == 0 
else_jump @RYDER2_34287 
if 
  38@ == 1 
else_jump @RYDER2_34280 
42@ = 0 

:RYDER2_33529
if 
  5 > 42@ 
else_jump @RYDER2_33623 
if 
   not Actor.Dead(102@(42@,9i))
else_jump @RYDER2_33609 
if or
051A:   actor 102@(42@,9i) damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 102@(42@,9i) 
else_jump @RYDER2_33609 
124@ = 1 

:RYDER2_33609
42@ += 1 
jump @RYDER2_33529 

:RYDER2_33623
if 
  124@ == 0 
else_jump @RYDER2_34212 
42@ = 0 

:RYDER2_33648
if 
  5 > 42@ 
else_jump @RYDER2_34212 
if 
   not Actor.Dead(102@(42@,9i))
else_jump @RYDER2_34198 
if 
  172@(42@,9i) == 0 
else_jump @RYDER2_33950 
if 
  126@ == 1 
else_jump @RYDER2_33950 
if 
0364:   actor 102@(42@,9i) spotted_actor $PLAYER_ACTOR 
else_jump @RYDER2_33865 
0635: AS_actor 102@(42@,9i) aim_at_actor $PLAYER_ACTOR 10000 ms 
if 
  300@ == 0 
else_jump @RYDER2_33836 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_VA'  // ~z~Hey, bleiben Sie sofort stehen!
04AE: $ACTOR_SPEECH_WAV_FILE = 33883 // $ = any 
create_thread @AUDIOL 102@(42@,9i) 0 1 1 0 
300@ += 1 

:RYDER2_33836
181@(42@,9i) = 0 
172@(42@,9i) += 1 
jump @RYDER2_33950 

:RYDER2_33865
if 
0105:   actor $PLAYER_ACTOR near_actor 102@(42@,9i) radius 5.0 5.0 2.0 sphere 0 on_foot 
else_jump @RYDER2_33950 
062E: unknown_get_actor 102@(42@,9i) task 1593 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @RYDER2_33950 
0639: AS_actor 102@(42@,9i) rotate_to_actor $PLAYER_ACTOR 

:RYDER2_33950
if 
  172@(42@,9i) == 1 
else_jump @RYDER2_34198 
if 
  181@(42@,9i) > 8000 
else_jump @RYDER2_34162 
if 
  126@ == 1 
else_jump @RYDER2_34155 
0209: 43@ = random_int_in_ranges 0 2 
if 
  42@ == 0 
else_jump @RYDER2_34094 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_VB'  // ~z~Wir haben einen Eindringling hier. Lst Alarm aus!
04AE: $ACTOR_SPEECH_WAV_FILE = 33884 // $ = any 
create_thread @AUDIOL 102@(42@,9i) 0 1 1 0 
jump @RYDER2_34141 

:RYDER2_34094
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_VG'  // ~z~SCHLAGT ALARM!
04AE: $ACTOR_SPEECH_WAV_FILE = 33889 // $ = any 
create_thread @AUDIOL 102@(42@,9i) 0 1 1 0 

:RYDER2_34141
124@ = 1 
42@ = 5 

:RYDER2_34155
jump @RYDER2_34198 

:RYDER2_34162
if 
  126@ == 0 
else_jump @RYDER2_34198 
172@(42@,9i) = 0 
300@ = 0 

:RYDER2_34198
42@ += 1 
jump @RYDER2_33648 

:RYDER2_34212
if 
  124@ == 1 
else_jump @RYDER2_34280 
42@ = 0 

:RYDER2_34237
if 
  9 > 42@ 
else_jump @RYDER2_34280 
172@(42@,9i) = 0 
42@ += 1 
jump @RYDER2_34237 

:RYDER2_34280
jump @RYDER2_35168 

:RYDER2_34287
if 
  9 > 38@ 
else_jump @RYDER2_35168 
if 
   not Actor.Dead(102@(38@,9i))
else_jump @RYDER2_35168 
0871: init_jump_table 38@ total_jumps 4 default_jump 1 @RYDER2_35094 jumps 1 @RYDER2_34388 2 @RYDER2_34468 3 @RYDER2_34698 4 @RYDER2_34921 -1 @RYDER2_35168 -1 @RYDER2_35168 -1 @RYDER2_35168 

:RYDER2_34388
if 
  172@(38@,9i) == 0 
else_jump @RYDER2_34461 
0615: define_AS_pack_begin 48@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 48@ 
0618: assign_actor 102@(38@,9i) to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
172@(38@,9i) += 1 

:RYDER2_34461
jump @RYDER2_35168 

:RYDER2_34468
if 
  132@ == 1 
else_jump @RYDER2_34691 
if 
  174@ == 0 
else_jump @RYDER2_34622 
077A: set_actor 104@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 104@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0688: unknown_actor 104@ flags 0 0 0 
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 2785.752 -2413.019 12.6316 mode 6 -2 ms // versionA 
07BC: set_actor -1 decision_maker_to 236@ // AS_pack_version 
0688: unknown_actor -1 flags 1 1 0 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: unknown_actor -1 flag 1 
0616: define_AS_pack_end 48@ 
0618: assign_actor 104@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
174@ += 1 

:RYDER2_34622
if 
  174@ == 1 
else_jump @RYDER2_34691 
if 
0104:   actor 104@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
else_jump @RYDER2_34691 
05E2: AS_actor 104@ kill_actor $PLAYER_ACTOR 
174@ += 1 

:RYDER2_34691
jump @RYDER2_35168 

:RYDER2_34698
if 
  132@ == 1 
else_jump @RYDER2_34914 
if 
  175@ == 0 
else_jump @RYDER2_34845 
077A: set_actor 105@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 105@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0688: unknown_actor 105@ flags 0 0 0 
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 2786.663 -2422.235 12.634 mode 6 -2 ms // versionA 
07BC: set_actor -1 decision_maker_to 236@ // AS_pack_version 
0688: unknown_actor -1 flags 1 1 0 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: unknown_actor -1 flag 1 
0616: define_AS_pack_end 48@ 
0618: assign_actor 105@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_34845
if 
  175@ == 1 
else_jump @RYDER2_34914 
if 
0104:   actor 105@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
else_jump @RYDER2_34914 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 
175@ += 1 

:RYDER2_34914
jump @RYDER2_35168 

:RYDER2_34921
if 
  176@ == 0 
else_jump @RYDER2_35018 
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 2764.928 -2402.124 12.625 mode 6 -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR unknown 1 unknown 3000 unknown 90 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 48@ 
0618: assign_actor 106@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
176@ += 1 

:RYDER2_35018
if 
  176@ == 1 
else_jump @RYDER2_35087 
if 
0104:   actor 106@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
else_jump @RYDER2_35087 
05E2: AS_actor 106@ kill_actor $PLAYER_ACTOR 
176@ += 1 

:RYDER2_35087
jump @RYDER2_35168 

:RYDER2_35094
if 
  172@(38@,9i) == 0 
else_jump @RYDER2_35161 
0615: define_AS_pack_begin 48@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 48@ 
0618: assign_actor 102@(38@,9i) to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
172@(38@,9i) += 1 

:RYDER2_35161
jump @RYDER2_35168 

:RYDER2_35168
if 
  38@ == 2 
else_jump @RYDER2_35667 
42@ = 0 

:RYDER2_35193
if 
  25 > 42@ 
else_jump @RYDER2_35667 
if 
03CA:   object 62@(42@,25i) exists 
else_jump @RYDER2_35653 
if 
0366:   object 62@(42@,25i) damaged 
else_jump @RYDER2_35653 
Object.StorePos(62@(42@,25i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
0685:   object 62@(42@,25i) attached 
else_jump @RYDER2_35296 
jump @RYDER2_35637 

:RYDER2_35296
if 
  147@(42@,25i) == 1 
else_jump @RYDER2_35350 
032B: 210@(42@,25i) = create_weapon_pickup #COLT45 group 3 ammo 30 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
jump @RYDER2_35637 

:RYDER2_35350
if 
  147@(42@,25i) == 2 
else_jump @RYDER2_35401 
210@(42@,25i) = Pickup.Create(#BODYARMOUR, 3, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
jump @RYDER2_35637 

:RYDER2_35401
if 
  147@(42@,25i) == 3 
else_jump @RYDER2_35455 
032B: 210@(42@,25i) = create_weapon_pickup #GRENADE group 3 ammo 6 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
jump @RYDER2_35637 

:RYDER2_35455
if 
  147@(42@,25i) == 4 
else_jump @RYDER2_35507 
210@(42@,25i) = Pickup.Create(#HEALTH, 3, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
jump @RYDER2_35637 

:RYDER2_35507
if 
  147@(42@,25i) == 5 
else_jump @RYDER2_35536 
jump @RYDER2_35637 

:RYDER2_35536
if 
  147@(42@,25i) == 6 
else_jump @RYDER2_35590 
032B: 210@(42@,25i) = create_weapon_pickup #MICRO_UZI group 3 ammo 30 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
jump @RYDER2_35637 

:RYDER2_35590
if 
  147@(42@,25i) == 7 
else_jump @RYDER2_35637 
032B: 210@(42@,25i) = create_weapon_pickup #CHROMEGUN group 3 ammo 30 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:RYDER2_35637
145@ += 1 
Object.Destroy(62@(42@,25i))

:RYDER2_35653
42@ += 1 
jump @RYDER2_35193 

:RYDER2_35667
if 
  197@ == 1 
else_jump @RYDER2_36077 
if 
  196@ == 0 
else_jump @RYDER2_35912 
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_35905 
if 
   Actor.InCar($PLAYER_ACTOR, 99@)
else_jump @RYDER2_35905 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_35905 
if 
860E:   not car 95@ assigned_to_path 
else_jump @RYDER2_35905 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_35905 
if 
   not Actor.InCar($ACTOR_RYDER, 95@)
else_jump @RYDER2_35905 
if 
01C1:   car 95@ stopped 
else_jump @RYDER2_35905 
196@ = 1 
Car.LockInCurrentPosition(95@) = True
099A: set_car 95@ collision_detection 0 
if 
83CA:   not object 93@ exists 
else_jump @RYDER2_35905 
Car.StorePos(95@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Car.Angle(95@)
93@ = Object.Init(#FAKE_MULE_COL, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(93@) = $TEMPVAR_ANGLE

:RYDER2_35905
jump @RYDER2_36077 

:RYDER2_35912
if 
  271@ == 0 
else_jump @RYDER2_36077 
if 
   not Car.Wrecked(99@)
else_jump @RYDER2_35979 
if 
   not Actor.InCar($PLAYER_ACTOR, 99@)
else_jump @RYDER2_35972 
196@ = 0 

:RYDER2_35972
jump @RYDER2_35986 

:RYDER2_35979
196@ = 0 

:RYDER2_35986
if 
  196@ == 0 
else_jump @RYDER2_36077 
if 
03CA:   object 93@ exists 
else_jump @RYDER2_36047 
Object.StorePos(93@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(93@)
Object.Destroy(93@)

:RYDER2_36047
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_36077 
099A: set_car 95@ collision_detection 1 
Car.LockInCurrentPosition(95@) = False

:RYDER2_36077
if and
  38@ == 3 
  34@ >= 3 
else_jump @RYDER2_36430 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_36430 
if 
03CA:   object 60@ exists 
else_jump @RYDER2_36277 
if 
8366:   not object 60@ damaged 
else_jump @RYDER2_36277 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2722.114 -2412.055 12.6198 radius 2.0 2.0 2.0 on_foot 
else_jump @RYDER2_36252 
if 
  301@ == 0 
else_jump @RYDER2_36245 
00BC: show_text_highpriority GXT 'RY2_61' time 5000 flag 1  // ~s~Schie auf den ~r~Schalter~s~, um das Zufahrtstor zu ffnen.
301@ += 1 

:RYDER2_36245
jump @RYDER2_36277 

:RYDER2_36252
if 
   not 301@ == 0 
else_jump @RYDER2_36277 
301@ = 0 

:RYDER2_36277
if 
03CA:   object 61@ exists 
else_jump @RYDER2_36430 
if 
8366:   not object 61@ damaged 
else_jump @RYDER2_36430 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2773.101 -2423.418 12.6269 radius 2.0 2.0 2.0 on_foot 
else_jump @RYDER2_36405 
if 
  302@ == 0 
else_jump @RYDER2_36398 
00BC: show_text_highpriority GXT 'RY2_62' time 5000 flag 1  // ~s~Schie auf den ~r~Schalter~s~, um die Lagerhaustr zu ffnen.
302@ += 1 

:RYDER2_36398
jump @RYDER2_36430 

:RYDER2_36405
if 
   not 302@ == 0 
else_jump @RYDER2_36430 
302@ = 0 

:RYDER2_36430
if 
  38@ == 4 
else_jump @RYDER2_36848 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_36848 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_36848 
if 
060E:   car 95@ assigned_to_path 
else_jump @RYDER2_36848 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 95@ with_offset 0.0 10.0 0.0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 4.0 4.0 
else_jump @RYDER2_36823 
if 
  303@ == 0 
else_jump @RYDER2_36816 
0209: 42@ = random_int_in_ranges 0 3 
0871: init_jump_table 42@ total_jumps 3 default_jump 0 @RYDER2_36809 jumps 0 @RYDER2_36659 1 @RYDER2_36709 2 @RYDER2_36759 -1 @RYDER2_36809 -1 @RYDER2_36809 -1 @RYDER2_36809 -1 @RYDER2_36809 

:RYDER2_36659
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_JA'  // ~z~Verdammt, geh aus dem Weg, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 33827 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
jump @RYDER2_36809 

:RYDER2_36709
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_JB'  // ~z~Versuch doch nicht dauernd, dich berfahren zu lassen!
04AE: $ACTOR_SPEECH_WAV_FILE = 33828 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
jump @RYDER2_36809 

:RYDER2_36759
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_JC'  // ~z~Wenn ich dich berfahren soll, musst du's nur sagen!
04AE: $ACTOR_SPEECH_WAV_FILE = 33829 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 0 1 0 
jump @RYDER2_36809 

:RYDER2_36809
303@ += 1 

:RYDER2_36816
jump @RYDER2_36848 

:RYDER2_36823
if 
   not 303@ == 0 
else_jump @RYDER2_36848 
303@ = 0 

:RYDER2_36848
if 
  145@ == 3 
else_jump @RYDER2_36938 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @RYDER2_36938 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LG'  // ~z~Wir brauchen diese Kisten, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 33839 // $ = any 
create_thread @AUDIOL $ACTOR_RYDER 0 1 1 0 
145@ += 1 

:RYDER2_36938
return 

:RYDER2_36940
if 
  306@ == 6 
else_jump @RYDER2_36972 
307@ = 1 
306@ = 5 

:RYDER2_36972
if 
  307@ == 1 
else_jump @RYDER2_37097 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_37090 
if 
83CA:   not object 313@ exists 
else_jump @RYDER2_37090 
313@ = Object.Create(#CM_BOX, 0.0, 0.0, 0.0)
Object.CollisionDetection(313@) = False
0681: attach_object 313@ to_car 95@ with_offset 0.6223 -2.3101 0.2002 rotation 0.0 0.0 317.0214 

:RYDER2_37090
jump @RYDER2_37118 

:RYDER2_37097
if 
03CA:   object 313@ exists 
else_jump @RYDER2_37118 
Object.Destroy(313@)

:RYDER2_37118
0871: init_jump_table 306@ total_jumps 6 default_jump 0 @RYDER2_39063 jumps 0 @RYDER2_37181 1 @RYDER2_37256 2 @RYDER2_37431 3 @RYDER2_37706 4 @RYDER2_38081 5 @RYDER2_38556 -1 @RYDER2_39063 

:RYDER2_37181
314@ = 0 

:RYDER2_37188
if 
  5 > 314@ 
else_jump @RYDER2_37249 
if 
03CA:   object 308@(314@,5i) exists 
else_jump @RYDER2_37235 
Object.Destroy(308@(314@,5i))

:RYDER2_37235
314@ += 1 
jump @RYDER2_37188 

:RYDER2_37249
jump @RYDER2_39063 

:RYDER2_37256
if 
83CA:   not object 308@ exists 
else_jump @RYDER2_37356 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_37356 
308@ = Object.Create(#CJ_CARDBRD_PICKUP, 0.0, 0.0, 0.0)
Object.CollisionDetection(308@) = False
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37356
314@ = 1 

:RYDER2_37363
if 
  5 > 314@ 
else_jump @RYDER2_37424 
if 
03CA:   object 308@(314@,5i) exists 
else_jump @RYDER2_37410 
Object.Destroy(308@(314@,5i))

:RYDER2_37410
314@ += 1 
jump @RYDER2_37363 

:RYDER2_37424
jump @RYDER2_39063 

:RYDER2_37431
if 
83CA:   not object 309@ exists 
else_jump @RYDER2_37531 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_37531 
309@ = Object.Create(#CJ_CARDBRD_PICKUP, 0.0, 0.0, 0.0)
Object.CollisionDetection(309@) = False
0681: attach_object 309@ to_car 95@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37531
if 
83CA:   not object 308@ exists 
else_jump @RYDER2_37631 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_37631 
308@ = Object.Create(#CJ_CARDBRD_PICKUP, 0.0, 0.0, 0.0)
Object.CollisionDetection(308@) = False
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37631
314@ = 2 

:RYDER2_37638
if 
  5 > 314@ 
else_jump @RYDER2_37699 
if 
03CA:   object 308@(314@,5i) exists 
else_jump @RYDER2_37685 
Object.Destroy(308@(314@,5i))

:RYDER2_37685
314@ += 1 
jump @RYDER2_37638 

:RYDER2_37699
jump @RYDER2_39063 

:RYDER2_37706
if 
83CA:   not object 310@ exists 
else_jump @RYDER2_37806 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_37806 
310@ = Object.Create(#CARDBOARDBOX2, 0.0, 0.0, 0.0)
Object.CollisionDetection(310@) = False
0681: attach_object 310@ to_car 95@ with_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_37806
if 
83CA:   not object 309@ exists 
else_jump @RYDER2_37906 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_37906 
309@ = Object.Create(#CJ_CARDBRD_PICKUP, 0.0, 0.0, 0.0)
Object.CollisionDetection(309@) = False
0681: attach_object 309@ to_car 95@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37906
if 
83CA:   not object 308@ exists 
else_jump @RYDER2_38006 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_38006 
308@ = Object.Create(#CJ_CARDBRD_PICKUP, 0.0, 0.0, 0.0)
Object.CollisionDetection(308@) = False
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38006
314@ = 3 

:RYDER2_38013
if 
  5 > 314@ 
else_jump @RYDER2_38074 
if 
03CA:   object 308@(314@,5i) exists 
else_jump @RYDER2_38060 
Object.Destroy(308@(314@,5i))

:RYDER2_38060
314@ += 1 
jump @RYDER2_38013 

:RYDER2_38074
jump @RYDER2_39063 

:RYDER2_38081
if 
83CA:   not object 311@ exists 
else_jump @RYDER2_38181 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_38181 
311@ = Object.Create(#CARDBOARDBOX2, 0.0, 0.0, 0.0)
Object.CollisionDetection(311@) = False
0681: attach_object 311@ to_car 95@ with_offset -0.4009 -1.7762 0.2292 rotation 0.0 0.0 342.0102 

:RYDER2_38181
if 
83CA:   not object 310@ exists 
else_jump @RYDER2_38281 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_38281 
310@ = Object.Create(#CARDBOARDBOX2, 0.0, 0.0, 0.0)
Object.CollisionDetection(310@) = False
0681: attach_object 310@ to_car 95@ with_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_38281
if 
83CA:   not object 309@ exists 
else_jump @RYDER2_38381 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_38381 
309@ = Object.Create(#CJ_CARDBRD_PICKUP, 0.0, 0.0, 0.0)
Object.CollisionDetection(309@) = False
0681: attach_object 309@ to_car 95@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38381
if 
83CA:   not object 308@ exists 
else_jump @RYDER2_38481 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_38481 
308@ = Object.Create(#CJ_CARDBRD_PICKUP, 0.0, 0.0, 0.0)
Object.CollisionDetection(308@) = False
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38481
314@ = 4 

:RYDER2_38488
if 
  5 > 314@ 
else_jump @RYDER2_38549 
if 
03CA:   object 308@(314@,5i) exists 
else_jump @RYDER2_38535 
Object.Destroy(308@(314@,5i))

:RYDER2_38535
314@ += 1 
jump @RYDER2_38488 

:RYDER2_38549
jump @RYDER2_39063 

:RYDER2_38556
if 
83CA:   not object 312@ exists 
else_jump @RYDER2_38656 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_38656 
312@ = Object.Create(#CARDBOARDBOX2, 0.0, 0.0, 0.0)
Object.CollisionDetection(312@) = False
0681: attach_object 312@ to_car 95@ with_offset -0.4374 -1.7451 0.9021 rotation 0.0 0.0 210.1588 

:RYDER2_38656
if 
83CA:   not object 311@ exists 
else_jump @RYDER2_38756 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_38756 
311@ = Object.Create(#CARDBOARDBOX2, 0.0, 0.0, 0.0)
Object.CollisionDetection(311@) = False
0681: attach_object 311@ to_car 95@ with_offset -0.4009 -1.7762 0.2292 rotation 0.0 0.0 342.0102 

:RYDER2_38756
if 
83CA:   not object 310@ exists 
else_jump @RYDER2_38856 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_38856 
310@ = Object.Create(#CARDBOARDBOX2, 0.0, 0.0, 0.0)
Object.CollisionDetection(310@) = False
0681: attach_object 310@ to_car 95@ with_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_38856
if 
83CA:   not object 309@ exists 
else_jump @RYDER2_38956 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_38956 
309@ = Object.Create(#CJ_CARDBRD_PICKUP, 0.0, 0.0, 0.0)
Object.CollisionDetection(309@) = False
0681: attach_object 309@ to_car 95@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38956
if 
83CA:   not object 308@ exists 
else_jump @RYDER2_39056 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_39056 
308@ = Object.Create(#CJ_CARDBRD_PICKUP, 0.0, 0.0, 0.0)
Object.CollisionDetection(308@) = False
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_39056
jump @RYDER2_39063 

:RYDER2_39063
return 

:RYDER2_39065
316@ = -1 
315@ = 0 

:RYDER2_39079
if 
  10 > 315@ 
else_jump @RYDER2_39146 
if 
83CA:   not object 282@(315@,10i) exists 
else_jump @RYDER2_39132 
0085: 316@ = 315@ // (int) 
315@ = 10 

:RYDER2_39132
315@ += 1 
jump @RYDER2_39079 

:RYDER2_39146
if 
   not 316@ == -1 
else_jump @RYDER2_39201 
0085: 282@(316@,10i) = 281@ // (int) 
53@ = 0 
04D9: object 282@(316@,10i) set_scripted_collision_check 1 
127@ -= 1 

:RYDER2_39201
return 

:RYDER2_39203
if 
  318@ == -999 
else_jump @RYDER2_39246 
317@ = Actor.Create(Mission1, #MALE01, 0.0, 0.0, 0.0)

:RYDER2_39246
if 
   not Actor.Dead(317@)
else_jump @RYDER2_39440 
01B2: give_actor 317@ weapon 22 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(317@) = 32
Actor.Health(317@) = 100
060B: set_actor 317@ decision_maker_to 236@ 
077A: set_actor 317@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
if 
   not 133@ == 0 
else_jump @RYDER2_39332 
077A: set_actor 317@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 

:RYDER2_39332
0688: unknown_actor 317@ flags 1 1 1 
060F: set_actor 317@ melee_accuracy_to 100.0 
if 
87FD:   not group 239@ alive 
else_jump @RYDER2_39381 
0632: release_group 239@ 
062F: 239@ = create_group_type 2 

:RYDER2_39381
07F6: get_group 239@ number_of_leaders_to 318@ number_of_members_to 319@ 
if 
  318@ == 0 
else_jump @RYDER2_39425 
0630: put_actor 317@ in_group 239@ as_leader 
jump @RYDER2_39433 

:RYDER2_39425
0631: put_actor 317@ in_group 239@ 

:RYDER2_39433
087F: unknown_actor 317@ flag 1 

:RYDER2_39440
return 
320@ = 999999.0 
321@ = -1 
322@ = 0.0 
323@ = 0.0 
324@ = 0.0 
42@ = 0 

:RYDER2_39496
if 
  25 > 42@ 
else_jump @RYDER2_39756 
if 
03CA:   object 62@(42@,25i) exists 
else_jump @RYDER2_39742 
if 
8737:   not actor $PLAYER_ACTOR lifting_object 62@(42@,25i) 
else_jump @RYDER2_39742 
if 
8685:   not object 62@(42@,25i) attached 
else_jump @RYDER2_39742 
if 
8366:   not object 62@(42@,25i) damaged 
else_jump @RYDER2_39742 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_39627 
Actor.StorePos($ACTOR_RYDER, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:RYDER2_39627
Object.StorePos(62@(42@,25i), 325@, 326@, 327@)
0509: 45@ = distance_between_XY 325@ 326@ and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
if 
  6.0 > 45@ 
else_jump @RYDER2_39742 
if 
0025:   320@ > 45@ // (float) 
else_jump @RYDER2_39742 
0087: 320@ = 45@ // (float) 
0085: 321@ = 42@ // (int) 
0087: 322@ = 325@ // (float) 
0087: 323@ = 326@ // (float) 
0087: 324@ = 327@ // (float) 

:RYDER2_39742
42@ += 1 
jump @RYDER2_39496 

:RYDER2_39756
0085: 328@ = 321@ // (int) 
0087: 325@ = 322@ // (float) 
0087: 326@ = 323@ // (float) 
0087: 327@ = 324@ // (float) 
return 

:RYDER2_39790
Object.StorePos(281@, 329@, 330@, 331@)
07C3: get_object 281@ axis_angle_relation_to 332@ 333@ 334@ 335@ 
070B: set_actor $ACTOR_RYDER onbone_attached_object_operation 1 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_39860 
02F8: get_car 95@ Z_angle_cosine_to 294@ 
02F9: get_car 95@ Z_angle_sine_to 295@ 

:RYDER2_39860
294@ *= -10.0 
295@ *= -10.0 
Object.PutAt(281@, 329@, 330@, 331@)
07C4: set_object 281@ axis_angle_relation_to 332@ 333@ 334@ 335@ 
Object.ToggleInMovingList(281@) = True
Object.CollisionDetection(281@) = True
038C: object 281@ scatter 294@ 295@ 0.0 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_39965 
050E: unknown_object 281@ unknown_car 95@ 

:RYDER2_39965
gosub @RYDER2_39065 
281@ = 0 
return 

:RYDER2_39981
if 
  336@ > 0 
else_jump @RYDER2_40761 
0871: init_jump_table 339@ total_jumps 4 default_jump 0 @RYDER2_40754 jumps 0 @RYDER2_40062 1 @RYDER2_40104 2 @RYDER2_40279 3 @RYDER2_40545 -1 @RYDER2_40754 -1 @RYDER2_40754 -1 @RYDER2_40754 

:RYDER2_40062
if 
   not Model.Available(#ARMY)
else_jump @RYDER2_40090 
Model.Load(#ARMY)
jump @RYDER2_40097 

:RYDER2_40090
339@ += 1 

:RYDER2_40097
jump @RYDER2_40754 

:RYDER2_40104
345@ = -1 
346@ = 0 

:RYDER2_40118
if 
  5 > 346@ 
else_jump @RYDER2_40247 
if 
056D:   actor 340@(346@,5i) defined 
else_jump @RYDER2_40218 
if 
   Actor.Dead(340@(346@,5i))
else_jump @RYDER2_40211 
Actor.RemoveReferences(340@(346@,5i))
340@(346@,5i) = 0 
0085: 345@ = 346@ // (int) 
346@ = 5 

:RYDER2_40211
jump @RYDER2_40233 

:RYDER2_40218
0085: 345@ = 346@ // (int) 
346@ = 5 

:RYDER2_40233
346@ += 1 
jump @RYDER2_40118 

:RYDER2_40247
if 
   not 345@ == -1 
else_jump @RYDER2_40272 
339@ += 1 

:RYDER2_40272
jump @RYDER2_40754 

:RYDER2_40279
if or
  338@ == 3 
  338@ == 7 
  338@ == 8 
  338@ == 9 
else_jump @RYDER2_40332 
338@ += 1 
jump @RYDER2_40279 

:RYDER2_40332
if 
  338@ > 9 
else_jump @RYDER2_40357 
338@ = 0 

:RYDER2_40357
if 
803B:   not  338@ == 337@ // (int) 
else_jump @RYDER2_40506 
if 
80C2:   not sphere_onscreen 347@(338@,10f) 357@(338@,10f) 367@(338@,10f) radius 2.0 
else_jump @RYDER2_40492 
if 
838A:   not any_car_in_cube_cornerA 347@(338@,10f) 357@(338@,10f) 367@(338@,10f) cornerB 1.5 1.5 2.0 
else_jump @RYDER2_40478 
339@ += 1 
jump @RYDER2_40485 

:RYDER2_40478
338@ += 1 

:RYDER2_40485
jump @RYDER2_40499 

:RYDER2_40492
338@ += 1 

:RYDER2_40499
jump @RYDER2_40513 

:RYDER2_40506
338@ += 1 

:RYDER2_40513
if 
  338@ > 9 
else_jump @RYDER2_40538 
338@ = 0 

:RYDER2_40538
jump @RYDER2_40754 

:RYDER2_40545
340@(345@,5i) = Actor.Create(Mission1, #ARMY, 347@(338@,10f), 357@(338@,10f), 367@(338@,10f))
0085: 317@ = 340@(345@,5i) // (int) 
gosub @RYDER2_39203 
0615: define_AS_pack_begin 48@ 
0688: unknown_actor -1 flags 1 1 1 
05D3: AS_actor -1 goto_point 387@(338@,10f) 397@(338@,10f) 407@(338@,10f) mode 6 -2 ms // versionA 
05D3: AS_actor -1 goto_point 417@(338@,10f) 427@(338@,10f) 437@(338@,10f) mode 6 -2 ms // versionA 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_40703 
05D9: AS_actor -1 run_to_actor $ACTOR_RYDER timelimit 20000 stop_within_radius 25.0 

:RYDER2_40703
0616: define_AS_pack_end 48@ 
0618: assign_actor 340@(345@,5i) to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
0085: 337@ = 338@ // (int) 
336@ += -1 
339@ = 0 
jump @RYDER2_40754 

:RYDER2_40754
jump @RYDER2_40768 

:RYDER2_40761
339@ = 0 

:RYDER2_40768
return 
if 
0736:   NOP_false 66 
else_jump @RYDER2_40841 
477@ += 1 
if 
  477@ > 24 
else_jump @RYDER2_40817 
477@ = 0 

:RYDER2_40817
0663: NOP "ADJUST_BOX_NUMBER" 477@ 

:RYDER2_40841
if 
03CA:   object 62@(477@,25i) exists 
else_jump @RYDER2_40938 
Object.StorePos(62@(477@,25i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(62@(477@,25i))
$TEMPVAR_FLOAT_3 += 1.0 
024F: create_corona_with_radius 0.2 type 2 lensflares 0 with_color 255 0 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += -1.0 

:RYDER2_40938
if 
0736:   NOP_false 131 
else_jump @RYDER2_40964 
$TEMPVAR_FLOAT_2 += 0.1 

:RYDER2_40964
if 
0736:   NOP_false 130 
else_jump @RYDER2_40990 
$TEMPVAR_FLOAT_2 += -0.1 

:RYDER2_40990
if 
0736:   NOP_false 128 
else_jump @RYDER2_41016 
$TEMPVAR_FLOAT_1 += 0.1 

:RYDER2_41016
if 
0736:   NOP_false 129 
else_jump @RYDER2_41042 
$TEMPVAR_FLOAT_1 += -0.1 

:RYDER2_41042
if 
0736:   NOP_false 145 
else_jump @RYDER2_41068 
$TEMPVAR_FLOAT_3 += 0.01 

:RYDER2_41068
if 
0736:   NOP_false 139 
else_jump @RYDER2_41094 
$TEMPVAR_FLOAT_3 += -0.01 

:RYDER2_41094
if 
0736:   NOP_false 141 
else_jump @RYDER2_41120 
$TEMPVAR_ANGLE += 1.0 

:RYDER2_41120
if 
0736:   NOP_false 143 
else_jump @RYDER2_41146 
$TEMPVAR_ANGLE += -1.0 

:RYDER2_41146
if 
03CA:   object 62@(477@,25i) exists 
else_jump @RYDER2_41196 
Object.PutAt(62@(477@,25i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(62@(477@,25i)) = $TEMPVAR_ANGLE

:RYDER2_41196
if 
0736:   NOP_false 137 
else_jump @RYDER2_41369 
03A9: NOP 
05B6: 78 // BOX COORDS = 
03A7: NOP 477@ 
03A8: NOP $TEMPVAR_FLOAT_1 
03A8: NOP $TEMPVAR_FLOAT_2 
03A8: NOP $TEMPVAR_FLOAT_3 
03A8: NOP $TEMPVAR_ANGLE 

:RYDER2_41369
return 

:RYDER2_41371
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:RYDER2_41389
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'RYDER_2'  // Robbing Uncle Sam
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 5 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
030C: progress_made += 1 
if 
  $ALL_TAGS_SPRAYED == 0 
else_jump @RYDER2_41468 
0237: set_gang 1 weapons_to 22 32 0 

:RYDER2_41468
Marker.Disable($436)
0629: change_integer_stat 310 to 1 
$RYDER_TOTAL_PASSED_MISSIONS += 1 
return 

:RYDER2_41489
if 
   Player.Defined($PLAYER_CHAR)
else_jump @RYDER2_41512 
0A20: unknown_player $PLAYER_CHAR flag 0 

:RYDER2_41512
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_41542 
Car.LockInCurrentPosition(95@) = False
09B0: set_car 95@ accessible_for_player_using_controller 1 

:RYDER2_41542
09AD: set_vehicle_camera_mode 2 
if 
   not Car.Wrecked(98@)
else_jump @RYDER2_41567 
Car.RemoveReferences(98@)

:RYDER2_41567
if 
  124@ == 1 
else_jump @RYDER2_41767 
42@ = 0 

:RYDER2_41592
if 
  9 > 42@ 
else_jump @RYDER2_41676 
if 
056D:   actor 102@(42@,9i) defined 
else_jump @RYDER2_41662 
if 
   not Actor.Dead(102@(42@,9i))
else_jump @RYDER2_41662 
05E2: AS_actor 102@(42@,9i) kill_actor $PLAYER_ACTOR 

:RYDER2_41662
42@ += 1 
jump @RYDER2_41592 

:RYDER2_41676
42@ = 0 

:RYDER2_41683
if 
  5 > 42@ 
else_jump @RYDER2_41767 
if 
056D:   actor 340@(42@,5i) defined 
else_jump @RYDER2_41753 
if 
   not Actor.Dead(340@(42@,5i))
else_jump @RYDER2_41753 
05E2: AS_actor 340@(42@,5i) kill_actor $PLAYER_ACTOR 

:RYDER2_41753
42@ += 1 
jump @RYDER2_41683 

:RYDER2_41767
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @RYDER2_41788 
Actor.DestroyWithFade($ACTOR_RYDER)

:RYDER2_41788
Object.RemoveReferences(240@)
Object.RemoveReferences(241@)
Object.RemoveReferences(257@)
Object.RemoveReferences(258@)
Object.RemoveReferences(259@)
42@ = 0 

:RYDER2_41820
if 
  25 > 42@ 
else_jump @RYDER2_41903 
Object.RemoveReferences(62@(42@,25i))
if 
   not 210@(42@,25i) == 0 
else_jump @RYDER2_41889 
Pickup.Destroy(210@(42@,25i))
210@(42@,25i) = 0 

:RYDER2_41889
42@ += 1 
jump @RYDER2_41820 

:RYDER2_41903
42@ = 0 

:RYDER2_41910
if 
  5 > 42@ 
else_jump @RYDER2_41942 
42@ += 1 
jump @RYDER2_41910 

:RYDER2_41942
Marker.Disable(119@)
Marker.Disable(120@)
Marker.Disable(121@)
Marker.Disable(122@)
Marker.Disable(123@)
42@ = 0 

:RYDER2_41974
if 
  5 > 42@ 
else_jump @RYDER2_42035 
if 
03CA:   object 308@(42@,5i) exists 
else_jump @RYDER2_42021 
Object.Destroy(308@(42@,5i))

:RYDER2_42021
42@ += 1 
jump @RYDER2_41974 

:RYDER2_42035
if 
03CA:   object 313@ exists 
else_jump @RYDER2_42056 
Object.Destroy(313@)

:RYDER2_42056
if 
03CA:   object 93@ exists 
else_jump @RYDER2_42077 
Object.Destroy(93@)

:RYDER2_42077
if 
056E:   car 95@ defined 
else_jump @RYDER2_42123 
if 
   not Car.Wrecked(95@)
else_jump @RYDER2_42123 
Car.LockInCurrentPosition(95@) = False
099A: set_car 95@ collision_detection 1 

:RYDER2_42123
06D0: enable_emergency_traffic 1 
065C: release_decision_maker 237@ 
065C: release_decision_maker 236@ 
065C: release_decision_maker 235@ 
065C: release_decision_maker 238@ 
0733: random_car_generator_enable_model #MULE 
0151: remove_status_text $6892 
0151: remove_status_text $6891 
Model.Destroy(#ARMY)
Model.Destroy(#MULE)
Model.Destroy(#PATRIOT)
Model.Destroy(#MESA)
Model.Destroy(#COLT45)
Model.Destroy(#CJ_CARDBRD_PICKUP)
Model.Destroy(#FAM1)
Model.Destroy(#FAM2)
04EF: release_animation "RYDER" 
04EF: release_animation "COLT45" 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 27---------------
// Originally: OG Loc

:TWAR7
thread 'TWAR7' 
gosub @TWAR7_47 
if 
wasted_or_busted 
else_jump @TWAR7_38 
gosub @TWAR7_23165 

:TWAR7_38
gosub @TWAR7_23270 
end_thread 

:TWAR7_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'SMOKE1' 
if 
  $ONMISSION == 0 
else_jump @TWAR7_130 
$ACTOR_OG_LOC = Actor.Create(Mission2, #SPECIAL03, 1543.2, -1687.0, 12.5)
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 

:TWAR7_130
00BE: text_clear_all 
wait 0 
67@ = 0 
68@ = 0 
69@ = 0 
70@ = 0 
85@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
79@ = 0 
80@ = 0 
133@ = 0.0 
134@ = 0.0 
135@ = 0.0 
136@ = 0.0 
137@ = 0.0 
138@ = 0.0 
139@ = 0.0 
140@ = 0.0 
83@ = 0 
84@ = 0 
85@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
141@ = 0.0 
142@ = 0.0 
143@ = 0.0 
144@ = 0.0 
74@ = 0 
75@ = 0 
76@ = 0 
77@ = 0 
78@ = 0 
81@ = 0 
82@ = 0.0 
08F5: save_player_group 
0395: clear_area 1 at 2072.3 -1695.2 12.5 radius 80.0 
65@ = Object.Create(#LAE_SMOKECUTSCENE, 2055.0, -1695.0, 12.5)
02E4: load_cutscene_data 'SMOKE1A' 

:TWAR7_515
if 
86B9:   not cutscene_data_loaded 
else_jump @TWAR7_539 
wait 0 
jump @TWAR7_515 

:TWAR7_539
02E7: start_cutscene 
fade 1 1000 

:TWAR7_548
if 
82E9:   not cutscene_reached_end 
else_jump @TWAR7_572 
wait 0 
jump @TWAR7_548 

:TWAR7_572
fade 0 0 

:TWAR7_578
if 
fading 
else_jump @TWAR7_602 
wait 0 
jump @TWAR7_578 

:TWAR7_602
02EA: end_cutscene 
Object.Destroy(65@)
08F6: restore_player_group 
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
wait 0 
Model.Load(#GLENDALE)
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: unknown_player $PLAYER_CHAR flag 1 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
08F5: save_player_group 
Camera.SetPosition(2073.87, -1682.701, 14.1963, 0.0, 0.0, 0.0)
Camera.PointAt(2073.698, -1683.686, 14.1768, 2)
060A: create_decision_maker_type 2 store_to 148@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 149@ 
06AE: create_group_decision_maker_type 0 store_to 146@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 146@ event 54 
074A: set_group_decision_maker 146@ on_event 54 taskID 1513 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0749: reset_group_decision_maker 146@ event 36 
074A: set_group_decision_maker 146@ on_event 36 taskID 1510 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
0749: reset_group_decision_maker 146@ event 71 
0749: reset_group_decision_maker 146@ event 9 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 146@ 
0395: clear_area 1 at 2075.0 -1688.5 12.29 radius 10.0 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
37@ = Car.Create(#GLENDALE, 2075.0, -1688.5, 12.29)
Car.Angle(37@) = 359.74
0229: set_car 37@ primary_color_to 98 secondary_color_to 14 
0294: set_car 37@ sprayable 0 
041E: set_radio_station 3 
0395: clear_area 1 at 2077.0 -1691.1 12.5 radius 1.0 
$ACTOR_SMOKE = Actor.Create(Mission2, #SPECIAL01, 2077.0, -1691.1, 12.5)
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
Actor.Angle($ACTOR_SMOKE) = 255.7
0568: set_actor $ACTOR_SMOKE targetable 1 
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SMOKE enter_car 37@ passenger_seat 0 -2 ms 
060B: set_actor $ACTOR_SMOKE decision_maker_to 149@ 
0395: clear_area 1 at 2075.3 -1693.4 12.5 radius 1.0 
$ACTOR_SWEET = Actor.Create(Mission2, #SPECIAL02, 2075.3, -1693.4, 12.5)
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
0568: set_actor $ACTOR_SWEET targetable 1 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
07A1: set_walk_speed 4 
05CA: AS_actor $ACTOR_SWEET enter_car 37@ passenger_seat 2 -2 ms 
060B: set_actor $ACTOR_SWEET decision_maker_to 149@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at 2072.9 -1690.6 12.5 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 2072.9, -1690.6, 12.5)
Actor.Angle($PLAYER_ACTOR) = 33.0
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car 37@ as_driver -2 ms 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
09D2: unknown_flag 0 
07FB: set_interior 'LAHS1A' access 0  // Haus
fade 1 500 
69@ = 1 
0707: start_scene_skip_to @TWAR7_1756 

:TWAR7_1306
wait 0 
if 
0735:   NOP_false 83 
else_jump @TWAR7_1332 
jump @TWAR7_23183 

:TWAR7_1332
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_1364 
jump @TWAR7_23165 

:TWAR7_1364
if or
  67@ == 0 
  67@ == 1 
else_jump @TWAR7_1674 
if 
  81@ == 1 
else_jump @TWAR7_1674 
if 
0A36:   unknown_trip_skip_check 
else_jump @TWAR7_1674 
Player.CanMove($PLAYER_CHAR) = False
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
0A09: set_actor $ACTOR_SMOKE muted 0 // versionB 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
83@ = 0 
if 
   Actor.Dead($ACTOR_OG_LOC)
else_jump @TWAR7_1598 
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'OGLOC' as 3 // models 290-299 
038B: load_requested_models 
$ACTOR_OG_LOC = Actor.Create(Mission2, #SPECIAL03, 1543.2, -1687.0, 12.5)
09F6: set_actor $ACTOR_OG_LOC unjackable_through_driver_seat 0 
Actor.Angle($ACTOR_OG_LOC) = 97.2
0568: set_actor $ACTOR_OG_LOC targetable 1 
039E: set_actor $ACTOR_OG_LOC locked 1 while_in_car 
0446: set_actor $ACTOR_OG_LOC immune_to_headshots 0 
02A9: set_actor $ACTOR_OG_LOC immune_to_nonplayer 1 
0430: put_actor $ACTOR_OG_LOC into_car 37@ passenger_seat -1 
060F: set_actor $ACTOR_OG_LOC melee_accuracy_to 80.0 

:TWAR7_1598
Marker.Disable(66@)
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 
00BC: show_text_highpriority GXT 'SMK1_10' time 7000 flag 1  // ~s~Fahr zu ~y~Freddys Haus~s~.
Player.CanMove($PLAYER_CHAR) = True
fade 1 1000 
85@ = 2 
68@ = 2 
67@ = 1 

:TWAR7_1674
if 
  67@ == 0 
else_jump @TWAR7_2248 
if 
   Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @TWAR7_2248 
if 
   Actor.InCar($ACTOR_SMOKE, 37@)
else_jump @TWAR7_2248 
if 
   Actor.InCar($ACTOR_SWEET, 37@)
else_jump @TWAR7_2248 
69@ = 0 

:TWAR7_1756
0701: end_scene_skip 
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_1790 
jump @TWAR7_23165 

:TWAR7_1790
if 
  69@ == 1 
else_jump @TWAR7_1914 
fade 0 500 

:TWAR7_1815
if 
fading 
else_jump @TWAR7_1839 
wait 0 
jump @TWAR7_1815 

:TWAR7_1839
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_1871 
jump @TWAR7_23165 

:TWAR7_1871
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 37@ 
0792: disembark_instantly_actor $ACTOR_SMOKE 
0430: put_actor $ACTOR_SMOKE into_car 37@ passenger_seat 0 
0792: disembark_instantly_actor $ACTOR_SWEET 
0430: put_actor $ACTOR_SWEET into_car 37@ passenger_seat 2 

:TWAR7_1914
if 
  $2704 == 1 
else_jump @TWAR7_2009 
09E0: trip_skip 1526.9 -1654.5 12.1 angle 180.0 when_in_car 37@ 
if 
  $2705 == 0 
else_jump @TWAR7_1993 
03E5: show_text_box 'SKIP_1'  // Wenn du innerhalb einer vorher fehlgeschlagenen Mission eine Fahrtstrecke bereits hinter dich gebracht hast, dann kannst du ~k~~CONVERSATION_YES~ drcken, um diese Fahrt zu berspringen.
$2705 = 1 

:TWAR7_1993
00BC: show_text_highpriority GXT 'SMK1_02' time 7000 flag 1  // ~s~Hol OG Loc vom ~y~Polizeirevier~s~ ab.

:TWAR7_2009
if 
  $2704 == 2 
else_jump @TWAR7_2095 
0A35: trip_skip 2453.8 -1305.0 22.5 angle 0.0 when_in_car 37@ 
if 
  $2705 == 0 
else_jump @TWAR7_2088 
03E5: show_text_box 'SKIP_1'  // Wenn du innerhalb einer vorher fehlgeschlagenen Mission eine Fahrtstrecke bereits hinter dich gebracht hast, dann kannst du ~k~~CONVERSATION_YES~ drcken, um diese Fahrt zu berspringen.
$2705 = 1 

:TWAR7_2088
81@ = 1 

:TWAR7_2095
018A: 66@ = create_checkpoint_at 1532.8 -1672.9 12.4 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
08F6: restore_player_group 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
if 
  69@ == 1 
else_jump @TWAR7_2220 
fade 1 500 

:TWAR7_2164
if 
fading 
else_jump @TWAR7_2188 
wait 0 
jump @TWAR7_2164 

:TWAR7_2188
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_2220 
jump @TWAR7_23165 

:TWAR7_2220
33@ = 0 
68@ = 0 
71@ = 1 
67@ = 1 

:TWAR7_2248
if 
  67@ == 1 
else_jump @TWAR7_4048 
if 
  68@ == 0 
else_jump @TWAR7_2624 
if 
  83@ == 0 
else_jump @TWAR7_2388 
if 
  85@ == 0 
else_jump @TWAR7_2388 
if 
  33@ > 7000 
else_jump @TWAR7_2388 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0A09: set_actor $ACTOR_SWEET muted 1 // versionB 
83@ = 1 
84@ = 0 
gosub @TWAR7_29790 
85@ = 1 

:TWAR7_2388
if 
  85@ == 1 
else_jump @TWAR7_2452 
if 
  83@ == 0 
else_jump @TWAR7_2452 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_SMOKE muted 0 // versionB 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
85@ = 2 

:TWAR7_2452
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TWAR7_2503 
if 
0735:   NOP_false 81 
else_jump @TWAR7_2503 
Actor.PutAt($PLAYER_ACTOR, 1531.4, -1693.7, 12.4)

:TWAR7_2503
if 
   Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @TWAR7_2624 
if 
   Actor.InCar($ACTOR_SMOKE, 37@)
else_jump @TWAR7_2624 
if 
   Actor.InCar($ACTOR_SWEET, 37@)
else_jump @TWAR7_2624 
if 
0100:   actor $PLAYER_ACTOR in_sphere 1532.8 -1672.9 12.4 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @TWAR7_2624 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
68@ = 1 

:TWAR7_2624
if 
  68@ == 1 
else_jump @TWAR7_3598 
Player.CanMove($PLAYER_CHAR) = False
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_SMOKE muted 0 // versionB 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
83@ = 0 
if 
  $2704 == 0 
else_jump @TWAR7_2712 
$2704 = 1 

:TWAR7_2712
0951: disable_trip_skip 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:TWAR7_2729
if 
fading 
else_jump @TWAR7_2753 
wait 0 
jump @TWAR7_2729 

:TWAR7_2753
Player.MakeSafe($PLAYER_CHAR)
03AF: enable_streaming 0 
0395: clear_area 1 at 1532.8 -1672.9 12.4 radius 300.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1496.5, -1672.6, 13.2)
Actor.DestroyInstantly($ACTOR_SMOKE)
Actor.DestroyInstantly($ACTOR_SWEET)
Car.Destroy(37@)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#GLENDALE)
0390: load_txd_dictionary 'LD_BUM' 
038F: load_texture "BUM2" as 1 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 2 // Load dictionary with 0390 first 
038B: load_requested_models 
03F0: enable_text_draw 1 
02E4: load_cutscene_data 'SMOKE1B' 

:TWAR7_2903
if 
86B9:   not cutscene_data_loaded 
else_jump @TWAR7_2927 
wait 0 
jump @TWAR7_2903 

:TWAR7_2927
02E7: start_cutscene 
fade 1 1000 
32@ = 0 

:TWAR7_2943
if 
82E9:   not cutscene_reached_end 
else_jump @TWAR7_2967 
wait 0 
jump @TWAR7_2943 

:TWAR7_2967
02EA: end_cutscene 
fade 0 0 

:TWAR7_2975
if 
fading 
else_jump @TWAR7_2999 
wait 0 
jump @TWAR7_2975 

:TWAR7_2999
03F0: enable_text_draw 0 
0391: release_txd_dictionary 
Model.Load(#GLENDALE)
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
023C: load_special_actor 'OGLOC' as 3 // models 290-299 
038B: load_requested_models 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
37@ = Car.Create(#GLENDALE, 1532.8, -1672.9, 12.4)
Car.Angle(37@) = 184.0
0229: set_car 37@ primary_color_to 98 secondary_color_to 14 
0294: set_car 37@ sprayable 0 
036A: put_actor $PLAYER_ACTOR in_car 37@ 
041E: set_radio_station 3 
$ACTOR_SMOKE = Actor.Create(Mission2, #SPECIAL01, 2072.3, -1697.2, 12.5)
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
Actor.Angle($ACTOR_SMOKE) = 255.7
0568: set_actor $ACTOR_SMOKE targetable 1 
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 
05CA: AS_actor $ACTOR_SMOKE enter_car 37@ passenger_seat 0 -2 ms 
060B: set_actor $ACTOR_SMOKE decision_maker_to 149@ 
0430: put_actor $ACTOR_SMOKE into_car 37@ passenger_seat -1 
$ACTOR_SWEET = Actor.Create(Mission2, #SPECIAL02, 2072.3, -1696.2, 12.5)
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
0568: set_actor $ACTOR_SWEET targetable 1 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
05CA: AS_actor $ACTOR_SWEET enter_car 37@ passenger_seat 2 -2 ms 
060B: set_actor $ACTOR_SWEET decision_maker_to 149@ 
0430: put_actor $ACTOR_SWEET into_car 37@ passenger_seat -1 
$ACTOR_OG_LOC = Actor.Create(Mission2, #SPECIAL03, 1543.2, -1687.0, 12.5)
09F6: set_actor $ACTOR_OG_LOC unjackable_through_driver_seat 0 
Actor.Angle($ACTOR_OG_LOC) = 97.2
0568: set_actor $ACTOR_OG_LOC targetable 1 
039E: set_actor $ACTOR_OG_LOC locked 1 while_in_car 
0446: set_actor $ACTOR_OG_LOC immune_to_headshots 0 
02A9: set_actor $ACTOR_OG_LOC immune_to_nonplayer 1 
0430: put_actor $ACTOR_OG_LOC into_car 37@ passenger_seat -1 
060F: set_actor $ACTOR_OG_LOC melee_accuracy_to 80.0 
0708: reset_decision_maker 148@ event 79 
0708: reset_decision_maker 148@ event 36 
0709: set_decision_maker 148@ on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
060B: set_actor $ACTOR_OG_LOC decision_maker_to 148@ 
Marker.Disable(66@)
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_3554 
jump @TWAR7_23165 

:TWAR7_3554
fade 1 1000 
00BC: show_text_highpriority GXT 'SMK1_10' time 7000 flag 1  // ~s~Fahr zu ~y~Freddys Haus~s~.
33@ = 0 
85@ = 0 
68@ = 2 

:TWAR7_3598
if 
  68@ == 2 
else_jump @TWAR7_4048 
if 
  83@ == 0 
else_jump @TWAR7_3727 
if 
  85@ == 0 
else_jump @TWAR7_3727 
if 
  33@ > 7000 
else_jump @TWAR7_3727 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0A09: set_actor $ACTOR_SWEET muted 1 // versionB 
0A09: set_actor $ACTOR_OG_LOC muted 1 // versionB 
83@ = 2 
84@ = 0 
gosub @TWAR7_29790 
85@ = 1 

:TWAR7_3727
if 
  85@ == 1 
else_jump @TWAR7_3798 
if 
  83@ == 0 
else_jump @TWAR7_3798 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_SMOKE muted 0 // versionB 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
0A09: set_actor $ACTOR_OG_LOC muted 0 // versionB 
85@ = 2 

:TWAR7_3798
if 
   Actor.Driving($ACTOR_OG_LOC)
else_jump @TWAR7_3897 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TWAR7_3897 
if 
   Actor.Driving($ACTOR_SMOKE)
else_jump @TWAR7_3897 
if 
   Actor.Driving($ACTOR_SWEET)
else_jump @TWAR7_3897 
if 
0735:   NOP_false 81 
else_jump @TWAR7_3897 
Actor.PutAt($PLAYER_ACTOR, 2454.7, -1294.5, 22.7)

:TWAR7_3897
if 
   Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @TWAR7_4048 
if 
   Actor.InCar($ACTOR_SMOKE, 37@)
else_jump @TWAR7_4048 
if 
   Actor.InCar($ACTOR_SWEET, 37@)
else_jump @TWAR7_4048 
if 
0100:   actor $PLAYER_ACTOR in_sphere 2454.4 -1284.5 22.7 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @TWAR7_4048 
if 
  $2704 == 1 
else_jump @TWAR7_4027 
$2704 = 2 

:TWAR7_4027
85@ = 0 
68@ = 0 
67@ = 2 

:TWAR7_4048
if 
  67@ == 2 
else_jump @TWAR7_5665 
if 
  68@ == 0 
else_jump @TWAR7_4312 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
83@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Camera.SetPosition(2451.2, -1295.1, 24.8, 0.0, 0.0, 0.0)
Camera.PointAt(2459.7, -1284.6, 26.5, 2)
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_SMOKE muted 0 // versionB 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
0A09: set_actor $ACTOR_OG_LOC muted 0 // versionB 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
83@ = 0 
69@ = 1 
0707: start_scene_skip_to @TWAR7_4925 
0605: actor $ACTOR_OG_LOC perform_animation_sequence "CAR_SC1_BR" IFP_file "CAR_CHAT" 6.0 loop 0 0 0 0 time -1 // versionA 
83@ = 3 
84@ = 0 
gosub @TWAR7_29790 
32@ = 0 
68@ = 1 

:TWAR7_4312
if 
  68@ == 1 
else_jump @TWAR7_4439 
if 
  84@ == 1 
else_jump @TWAR7_4439 
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FL" IFP_file "CAR_CHAT" 6.0 loop 0 0 0 1 time -1 // versionA 
0605: actor $ACTOR_SWEET perform_animation_sequence "CAR_SC1_BL" IFP_file "CAR_CHAT" 6.0 loop 0 0 0 0 time -1 // versionA 
68@ = 2 

:TWAR7_4439
if 
  68@ == 2 
else_jump @TWAR7_4524 
if 
  84@ == 4 
else_jump @TWAR7_4524 
0605: actor $ACTOR_SMOKE perform_animation_sequence "CAR_SC1_FR" IFP_file "CAR_CHAT" 6.0 loop 0 0 0 0 time -1 // versionA 
68@ = 3 

:TWAR7_4524
if 
  68@ == 3 
else_jump @TWAR7_4711 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
if 
  83@ == 0 
else_jump @TWAR7_4711 
if 
01C1:   car 37@ stopped 
else_jump @TWAR7_4711 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2457.4 -1286.1 23.0 mode 6 60000 ms // versionA 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2458.4 -1287.8 23.0 mode 6 60000 ms // versionA 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
68@ = 4 

:TWAR7_4711
if 
  68@ == 4 
else_jump @TWAR7_4860 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @TWAR7_4860 
if 
   Actor.Driving($ACTOR_SMOKE)
else_jump @TWAR7_4816 
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 2472.8 -1277.9 28.9 

:TWAR7_4816
036A: put_actor $ACTOR_SMOKE in_car 37@ 
Car.DoorStatus(37@) = 2
05D2: AS_actor $ACTOR_SMOKE run_to_and_hijack_car 37@ max_search_radius 15.0 traffic_behavior 2 
32@ = 0 
68@ = 5 

:TWAR7_4860
if 
  68@ == 5 
else_jump @TWAR7_5665 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
if 
  32@ > 0 
else_jump @TWAR7_5665 
69@ = 0 

:TWAR7_4925
0701: end_scene_skip 
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_4959 
jump @TWAR7_23165 

:TWAR7_4959
if 
  69@ == 1 
else_jump @TWAR7_5339 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
83@ = 0 
fade 0 500 

:TWAR7_5001
if 
fading 
else_jump @TWAR7_5069 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
wait 0 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
jump @TWAR7_5001 

:TWAR7_5069
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_5101 
jump @TWAR7_23165 

:TWAR7_5101
0395: clear_area 1 at 2457.4 -1286.1 23.0 radius 1.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2457.4, -1286.1, 23.0)
Actor.Angle($PLAYER_ACTOR) = 230.2
0395: clear_area 1 at 2458.4 -1287.8 23.0 radius 1.0 
0792: disembark_instantly_actor $ACTOR_OG_LOC 
Actor.PutAt($ACTOR_OG_LOC, 2458.4, -1287.8, 23.0)
Actor.Angle($ACTOR_OG_LOC) = 230.2
0395: clear_area 1 at 2452.4 -1267.6 23.8 radius 5.0 
Car.PutAt(37@, 2452.4, -1267.6, 23.8)
Car.Angle(37@) = 0.0
if 
   Actor.Driving($ACTOR_SMOKE)
else_jump @TWAR7_5309 
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 2472.8 -1277.9 28.9 

:TWAR7_5309
036A: put_actor $ACTOR_SMOKE in_car 37@ 
Car.DoorStatus(37@) = 2
05D2: AS_actor $ACTOR_SMOKE run_to_and_hijack_car 37@ max_search_radius 15.0 traffic_behavior 2 

:TWAR7_5339
0615: define_AS_pack_begin 145@ 
05D3: AS_actor -1 goto_point 2463.5 -1286.9 25.2 mode 6 -2 ms // versionA 
05D3: AS_actor -1 goto_point 2463.9 -1278.4 29.0 mode 6 -2 ms // versionA 
05D3: AS_actor -1 goto_point 2467.8 -1277.1 28.9 mode 6 -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
04EF: release_animation "CAR_CHAT" 
Marker.Disable(66@)
018A: 66@ = create_checkpoint_at 2468.8 -1278.4 28.9 
07E0: set_marker 66@ type_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
08F6: restore_player_group 
02A3: enable_widescreen 0 
09F5: disable_player_mutal_activities 0 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_03' time 7000 flag 1  // ~s~Drck auf die ~y~Trklingel~s~.
if 
  69@ == 1 
else_jump @TWAR7_5651 
fade 1 500 

:TWAR7_5551
if 
fading 
else_jump @TWAR7_5619 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
wait 0 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
jump @TWAR7_5551 

:TWAR7_5619
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_5651 
jump @TWAR7_23165 

:TWAR7_5651
68@ = 0 
67@ = 3 

:TWAR7_5665
if 
  67@ == 3 
else_jump @TWAR7_8884 
if 
  68@ == 0 
else_jump @TWAR7_5756 
if 
0102:   actor $PLAYER_ACTOR in_sphere 2468.8 -1278.2 29.1 radius 1.2 1.2 3.0 sphere 1 stopped_on_foot 
else_jump @TWAR7_5756 
68@ = 1 

:TWAR7_5756
if 
  68@ == 1 
else_jump @TWAR7_6760 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
83@ = 0 
fade 0 500 

:TWAR7_5802
if 
fading 
else_jump @TWAR7_5826 
wait 0 
jump @TWAR7_5802 

:TWAR7_5826
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_5858 
jump @TWAR7_23165 

:TWAR7_5858
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Model.Load(#PCJ600)
Model.Load(#TEC9)
Model.Load(#LSV2)
Model.Load(#MICRO_UZI)
04ED: load_animation "CRIB" 
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
04ED: load_animation "RAPPING" 
0390: load_txd_dictionary 'LD_BUM' 
038F: load_texture "BUM1" as 1 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 2 // Load dictionary with 0390 first 
038B: load_requested_models 
03F0: enable_text_draw 1 
03CF: load_wav 1817 as 3 

:TWAR7_5983
if 
83D0:   not wav 3 loaded 
else_jump @TWAR7_6009 
wait 0 
jump @TWAR7_5983 

:TWAR7_6009
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_6041 
jump @TWAR7_23165 

:TWAR7_6041
038B: load_requested_models 
0395: clear_area 1 at 2471.0 -1285.1 28.3 radius 30.0 
36@ = Car.Create(#PCJ600, 2471.0, -1285.1, 28.3)
Car.Angle(36@) = 272.5
053F: set_car 36@ tires_vulnerability 0 
0395: clear_area 1 at 2488.2 -1279.9 30.0 radius 30.0 
35@ = Car.Create(#PCJ600, 2488.2, -1279.9, 30.0)
Car.ImmuneToNonPlayer(35@) = True
Car.Angle(35@) = 286.4
07EE: car 35@ enable_tire_marks 1 
053F: set_car 35@ tires_vulnerability 0 
Car.SetImmunities(35@, 1, 1, 1, 1, 1)
0395: clear_area 1 at 2483.9 -1280.2 29.4 radius 30.0 
34@ = Actor.Create(Mission1, #LSV2, 2483.9, -1280.2, 29.4)
0A09: set_actor 34@ muted 1 // versionB 
03FE: set_actor 34@ money 500 
Actor.Angle(34@) = 261.6
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
0446: set_actor 34@ immune_to_headshots 0 
02A9: set_actor 34@ immune_to_nonplayer 1 
08C6: set_actor 34@ stay_on_bike 1 
0350: set_actor 34@ maintain_position_when_attacked 1 
Actor.SetImmunities(34@, 1, 1, 0, 1, 1)
07DD: set_actor 34@ temper_to 20 // see pedstats.dat 
060B: set_actor 34@ decision_maker_to 149@ 
0615: define_AS_pack_begin 147@ 
0713: actor -1 driveby_actor 34@ car -1 point 0.0 0.0 0.0 radius 300.0 8 0 firing_rate 100 
0616: define_AS_pack_end 147@ 
087D: assign_group $PLAYER_GROUP to_AS_pack 147@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_OG_LOC 
0395: clear_area 1 at 2468.0 -1278.5 29.1 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 2468.0, -1278.5, 29.1)
Actor.Angle($PLAYER_ACTOR) = 269.4
0395: clear_area 1 at 2467.4 -1275.8 28.8 radius 1.0 
Actor.PutAt($ACTOR_OG_LOC, 2467.4, -1275.8, 28.8)
Actor.Angle($ACTOR_OG_LOC) = 282.8
0615: define_AS_pack_begin 145@ 
05D3: AS_actor -1 goto_point 2469.2 -1278.7 29.3 mode 4 60000 ms // versionA 
05D4: AS_actor -1 rotate_angle 262.0 
0605: actor -1 perform_animation_sequence "CRIB_USE_SWITCH" IFP_file "CRIB" 4.0 loop 0 0 0 0 time 800 // versionA 
05BF: AS_actor -1 look_at_actor $ACTOR_OG_LOC 7000 ms 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
69@ = 1 
0707: start_scene_skip_to @TWAR7_8172 
00BE: text_clear_all 
Camera.SetPosition(2461.7, -1273.7, 30.0, 0.0, 0.0, 0.0)
Camera.PointAt(2470.1, -1277.1, 30.7, 2)
fade 1 500 

:TWAR7_6697
if 
fading 
else_jump @TWAR7_6721 
wait 0 
jump @TWAR7_6697 

:TWAR7_6721
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_6753 
jump @TWAR7_23165 

:TWAR7_6753
68@ = 2 

:TWAR7_6760
if 
  68@ == 2 
else_jump @TWAR7_6884 
if 
   Actor.Animation($PLAYER_ACTOR) == "CRIB_USE_SWITCH"
else_jump @TWAR7_6884 
0613: 82@ = actor $PLAYER_ACTOR animation "CRIB_USE_SWITCH" time 
if 
  82@ > 0.65 
else_jump @TWAR7_6884 
097A: play_audio_at 2469.2 -1278.7 29.3 event 1102 
68@ = 3 

:TWAR7_6884
if 
  68@ == 3 
else_jump @TWAR7_7086 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @TWAR7_7086 
0615: define_AS_pack_begin 145@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 2467.8 -1274.4 28.8 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point 2468.6 -1273.3 28.8 mode 4 -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 278.7 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
83@ = 4 
84@ = 0 
130@ = 5 
gosub @TWAR7_29790 
68@ = 4 

:TWAR7_7086
if 
  68@ == 4 
else_jump @TWAR7_7198 
if 
  84@ > 2 
else_jump @TWAR7_7198 
0615: define_AS_pack_begin 145@ 
0639: AS_actor -1 rotate_to_actor $ACTOR_OG_LOC 
0605: actor -1 perform_animation_sequence "PLYR_SHKHEAD" IFP_file "MISC" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
68@ = 5 

:TWAR7_7198
if 
  68@ == 5 
else_jump @TWAR7_7402 
if 
  83@ == 0 
else_jump @TWAR7_7402 
0615: define_AS_pack_begin 145@ 
0605: actor -1 perform_animation_sequence "BNG_WNDW" IFP_file "MISC" 4.0 loop 0 0 0 0 time -1 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0615: define_AS_pack_begin 145@ 
0605: actor -1 perform_animation_sequence "LAUGH_01" IFP_file "RAPPING" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
83@ = 4 
84@ = 5 
130@ = 9 
gosub @TWAR7_29790 
32@ = 0 
68@ = 6 

:TWAR7_7402
if 
  68@ == 6 
else_jump @TWAR7_7512 
if 
   Actor.Animation($ACTOR_OG_LOC) == "BNG_WNDW"
else_jump @TWAR7_7512 
0613: 82@ = actor $ACTOR_OG_LOC animation "BNG_WNDW" time 
if 
  82@ > 0.4 
else_jump @TWAR7_7512 
097A: play_audio_at 2468.6 -1273.3 28.8 event 1103 
68@ = 7 

:TWAR7_7512
if 
   not Actor.Dead(34@)
else_jump @TWAR7_8884 
if 
   not Car.Wrecked(35@)
else_jump @TWAR7_8884 
if 
  68@ == 7 
else_jump @TWAR7_7698 
if 
  83@ == 0 
else_jump @TWAR7_7698 
0615: define_AS_pack_begin 145@ 
05CB: AS_actor -1 enter_car 35@ as_driver -1 ms 
0616: define_AS_pack_end 145@ 
0618: assign_actor 34@ to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
83@ = 4 
84@ = 9 
130@ = 10 
gosub @TWAR7_29790 
Camera.SetPosition(2495.4, -1282.3, 32.6, 0.0, 0.0, 0.0)
Camera.PointAt(2479.2, -1272.5, 30.5, 2)
68@ = 8 

:TWAR7_7698
if 
  68@ == 8 
else_jump @TWAR7_7756 
if 
   Actor.InCar(34@, 35@)
else_jump @TWAR7_7756 
05EB: assign_car 35@ to_path 30 
32@ = 0 
68@ = 9 

:TWAR7_7756
if 
  68@ == 9 
else_jump @TWAR7_8070 
if 
  32@ > 2000 
else_jump @TWAR7_8070 
if 
   not Car.Wrecked(36@)
else_jump @TWAR7_8070 
0395: clear_area 1 at 2468.4 -1282.4 28.8 radius 1.0 
Actor.PutAt($ACTOR_OG_LOC, 2468.4, -1282.4, 28.8)
Actor.Angle($ACTOR_OG_LOC) = 171.7
07A1: set_walk_speed 6 
0615: define_AS_pack_begin 145@ 
05CA: AS_actor -1 enter_car 36@ passenger_seat -1 -2 ms 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0395: clear_area 1 at 2467.4 -1281.2 28.8 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 2467.4, -1281.2, 28.8)
Actor.Angle($PLAYER_ACTOR) = 171.7
07A1: set_walk_speed 6 
0615: define_AS_pack_begin 145@ 
05CB: AS_actor -1 enter_car 36@ as_driver -2 ms 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
Camera.SetPosition(2460.9, -1283.7, 30.6, 0.0, 0.0, 0.0)
Camera.PointAt(2472.6, -1284.4, 31.1, 2)
83@ = 5 
84@ = 0 
gosub @TWAR7_29790 
68@ = 10 

:TWAR7_8070
if 
  68@ == 10 
else_jump @TWAR7_8884 
if 
  83@ == 0 
else_jump @TWAR7_8884 
if 
   not Actor.Dead($ACTOR_OG_LOC)
else_jump @TWAR7_8884 
if 
   not Car.Wrecked(36@)
else_jump @TWAR7_8884 
if and
   Actor.InCar($PLAYER_ACTOR, 36@)
   Actor.InCar($ACTOR_OG_LOC, 36@)
else_jump @TWAR7_8884 
69@ = 0 

:TWAR7_8172
0701: end_scene_skip 
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_8206 
jump @TWAR7_23165 

:TWAR7_8206
if 
  69@ == 1 
else_jump @TWAR7_8454 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
83@ = 0 
fade 0 500 

:TWAR7_8252
if 
fading 
else_jump @TWAR7_8276 
wait 0 
jump @TWAR7_8252 

:TWAR7_8276
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_8308 
jump @TWAR7_23165 

:TWAR7_8308
if 
   not Actor.Dead(34@)
else_jump @TWAR7_8372 
if 
   not Car.Wrecked(35@)
else_jump @TWAR7_8372 
0687: clear_actor 34@ task 
if 
   not Actor.InCar(34@, 35@)
else_jump @TWAR7_8372 
036A: put_actor 34@ in_car 35@ 

:TWAR7_8372
if 
   not Car.Wrecked(36@)
else_jump @TWAR7_8454 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_OG_LOC 
if 
   not Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @TWAR7_8425 
036A: put_actor $PLAYER_ACTOR in_car 36@ 

:TWAR7_8425
if 
   not Actor.InCar($ACTOR_OG_LOC, 36@)
else_jump @TWAR7_8454 
072B: put_actor $ACTOR_OG_LOC into_car 36@ passengerseat -1 

:TWAR7_8454
0563: set_player $PLAYER_CHAR driveby_ammo_to 78 
01B2: give_actor $ACTOR_OG_LOC weapon 32 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $ACTOR_OG_LOC armed_weapon_to 32 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
72@ = 1 
71@ = 1 
077A: set_actor $ACTOR_OG_LOC acquaintance 4 to_actors_pedtype 24 // see ped.dat 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_8596 
if 
   not Car.Wrecked(35@)
else_jump @TWAR7_8596 
if 
060E:   car 35@ assigned_to_path 
else_jump @TWAR7_8566 
05EC: release_car 35@ from_path 

:TWAR7_8566
Car.PutAt(35@, 2521.2, -1359.0, 27.3)
Car.Angle(35@) = 295.2

:TWAR7_8596
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
04EF: release_animation "CRIB" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
04EF: release_animation "RAPPING" 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SMK1_04' time 7000 flag 1  // ~s~Schnapp dir ~r~Freddy~s~ und mach ihn alle!
Marker.Disable(66@)
if 
   not Actor.Dead(34@)
else_jump @TWAR7_8690 
66@ = Marker.CreateAboveActor(34@)
07E0: set_marker 66@ type_to 0 

:TWAR7_8690
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
if 
  69@ == 1 
else_jump @TWAR7_8797 
fade 1 500 

:TWAR7_8741
if 
fading 
else_jump @TWAR7_8765 
wait 0 
jump @TWAR7_8741 

:TWAR7_8765
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_8797 
jump @TWAR7_23165 

:TWAR7_8797
03F0: enable_text_draw 0 
0391: release_txd_dictionary 
Actor.DestroyInstantly($ACTOR_SMOKE)
Actor.DestroyInstantly($ACTOR_SWEET)
Car.Destroy(37@)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#GLENDALE)
040D: unload_wav 3 
if or
   Car.Wrecked(35@)
   Car.Wrecked(36@)
else_jump @TWAR7_8863 
jump @TWAR7_23165 

:TWAR7_8863
85@ = 0 
68@ = 0 
67@ = 4 

:TWAR7_8884
if 
  67@ > 3 
else_jump @TWAR7_18503 
if 
  15 > 67@ 
else_jump @TWAR7_18503 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_18369 
if 
   not Car.Wrecked(35@)
else_jump @TWAR7_18228 
if 
  67@ == 4 
else_jump @TWAR7_9847 
if 
  85@ == 0 
else_jump @TWAR7_9084 
if 
  83@ == 0 
else_jump @TWAR7_9084 
if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
else_jump @TWAR7_9084 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_9077 
83@ = 6 
84@ = 0 
130@ = 1 
gosub @TWAR7_29790 

:TWAR7_9077
85@ = 1 

:TWAR7_9084
if 
  73@ == 0 
else_jump @TWAR7_9300 
01E8: create_forbidden_for_cars_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
01E8: create_forbidden_for_cars_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
0376: 40@ = create_random_actor_at 2579.8 -1348.3 35.5 
05BE: AS_kill_actor 40@ 
0376: 41@ = create_random_actor_at 2578.8 -1348.3 35.5 
Actor.Angle(41@) = 260.0
0605: actor 41@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
73@ = 1 

:TWAR7_9300
if 
  73@ == 1 
else_jump @TWAR7_9395 
if 
01AD:   car 35@ sphere 0 near_point 2582.6 -1351.8 radius 5.0 5.0 
else_jump @TWAR7_9395 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
73@ = 2 

:TWAR7_9395
if 
  73@ == 2 
else_jump @TWAR7_9490 
if 
01AD:   car 35@ sphere 0 near_point 2653.0 -1329.8 radius 5.0 5.0 
else_jump @TWAR7_9490 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
73@ = 3 

:TWAR7_9490
if 
  73@ == 3 
else_jump @TWAR7_9585 
if 
01AD:   car 35@ sphere 0 near_point 2748.3 -1320.3 radius 5.0 5.0 
else_jump @TWAR7_9585 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
73@ = 4 

:TWAR7_9585
if 
  68@ == 0 
else_jump @TWAR7_9668 
if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TWAR7_9668 
05EB: assign_car 35@ to_path 31 
0873: release_path 30 
68@ = 1 

:TWAR7_9668
if 
  68@ == 1 
else_jump @TWAR7_9833 
if 
860E:   not car 35@ assigned_to_path 
else_jump @TWAR7_9833 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
32@ = 0 
85@ = 0 
68@ = 0 
73@ = 0 
67@ = 5 

:TWAR7_9833
gosub @TWAR7_25463 
gosub @TWAR7_25201 

:TWAR7_9847
if 
  67@ == 5 
else_jump @TWAR7_10859 
if 
  85@ == 0 
else_jump @TWAR7_9986 
if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
else_jump @TWAR7_9961 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_9954 
83@ = 6 
84@ = 1 
130@ = 2 
gosub @TWAR7_29790 

:TWAR7_9954
85@ = 1 

:TWAR7_9961
if 
  68@ == 1 
else_jump @TWAR7_9986 
85@ = 1 

:TWAR7_9986
if 
  73@ == 0 
else_jump @TWAR7_10171 
01E8: create_forbidden_for_cars_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
73@ = 1 

:TWAR7_10171
if 
  73@ == 1 
else_jump @TWAR7_10298 
if 
01AD:   car 35@ sphere 0 near_point 2712.7 -1265.7 radius 5.0 5.0 
else_jump @TWAR7_10298 
01E7: remove_forbidden_for_cars_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
73@ = 2 

:TWAR7_10298
if 
  73@ == 2 
else_jump @TWAR7_10457 
if 
01AD:   car 35@ sphere 0 near_point 2630.5 -1248.3 radius 5.0 5.0 
else_jump @TWAR7_10457 
01E7: remove_forbidden_for_cars_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
73@ = 3 

:TWAR7_10457
if 
  68@ == 0 
else_jump @TWAR7_10606 
if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
  32@ > 4000 
else_jump @TWAR7_10606 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_10561 
Actor.SetImmunities(34@, 0, 0, 0, 0, 0)

:TWAR7_10561
if 
   not Car.Wrecked(35@)
else_jump @TWAR7_10592 
Car.SetImmunities(35@, 0, 0, 0, 0, 0)

:TWAR7_10592
05EB: assign_car 35@ to_path 32 
68@ = 1 

:TWAR7_10606
if 
  68@ == 1 
else_jump @TWAR7_10845 
if 
860E:   not car 35@ assigned_to_path 
else_jump @TWAR7_10845 
Actor.RemoveReferences(41@)
Actor.RemoveReferences(40@)
01E7: remove_forbidden_for_cars_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
32@ = 0 
85@ = 0 
73@ = 0 
68@ = 0 
67@ = 6 

:TWAR7_10845
gosub @TWAR7_25463 
gosub @TWAR7_25201 

:TWAR7_10859
if 
  67@ == 6 
else_jump @TWAR7_11888 
if 
  85@ == 0 
else_jump @TWAR7_11025 
if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 35.0 35.0 0 
else_jump @TWAR7_11000 
33@ = 0 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_10993 
83@ = 6 
84@ = 2 
130@ = 3 
gosub @TWAR7_29790 

:TWAR7_10993
85@ = 1 

:TWAR7_11000
if 
  68@ == 1 
else_jump @TWAR7_11025 
85@ = 1 

:TWAR7_11025
if 
  73@ == 0 
else_jump @TWAR7_11210 
01E8: create_forbidden_for_cars_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
73@ = 1 

:TWAR7_11210
if 
  73@ == 1 
else_jump @TWAR7_11305 
if 
01AD:   car 35@ sphere 0 near_point 2563.2 -1191.8 radius 5.0 5.0 
else_jump @TWAR7_11305 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
73@ = 2 

:TWAR7_11305
if 
  73@ == 2 
else_jump @TWAR7_11400 
if 
01AD:   car 35@ sphere 0 near_point 2442.4 -1191.4 radius 5.0 5.0 
else_jump @TWAR7_11400 
01E7: remove_forbidden_for_cars_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
73@ = 3 

:TWAR7_11400
if 
  73@ == 3 
else_jump @TWAR7_11495 
if 
01AD:   car 35@ sphere 0 near_point 2360.1 -1164.8 radius 5.0 5.0 
else_jump @TWAR7_11495 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
73@ = 4 

:TWAR7_11495
if 
  73@ == 4 
else_jump @TWAR7_11590 
if 
01AD:   car 35@ sphere 0 near_point 2315.0 -1145.9 radius 5.0 5.0 
else_jump @TWAR7_11590 
01E7: remove_forbidden_for_cars_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
73@ = 5 

:TWAR7_11590
if 
  68@ == 0 
else_jump @TWAR7_11677 
if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
  32@ > 4000 
else_jump @TWAR7_11677 
05EB: assign_car 35@ to_path 33 
68@ = 1 

:TWAR7_11677
if 
  68@ == 1 
else_jump @TWAR7_11874 
if 
860E:   not car 35@ assigned_to_path 
else_jump @TWAR7_11874 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
01E7: remove_forbidden_for_cars_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
32@ = 0 
85@ = 0 
73@ = 0 
68@ = 0 
67@ = 7 

:TWAR7_11874
gosub @TWAR7_25463 
gosub @TWAR7_25201 

:TWAR7_11888
if 
  67@ == 7 
else_jump @TWAR7_12388 
if 
  85@ == 0 
else_jump @TWAR7_12034 
if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
else_jump @TWAR7_12009 
33@ = 0 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_12002 
83@ = 6 
84@ = 3 
130@ = 4 
gosub @TWAR7_29790 

:TWAR7_12002
85@ = 1 

:TWAR7_12009
if 
  68@ == 1 
else_jump @TWAR7_12034 
85@ = 1 

:TWAR7_12034
if 
  73@ == 0 
else_jump @TWAR7_12091 
01E8: create_forbidden_for_cars_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
73@ = 1 

:TWAR7_12091
if 
  73@ == 1 
else_jump @TWAR7_12186 
if 
01AD:   car 35@ sphere 0 near_point 2149.8 -996.1 radius 5.0 5.0 
else_jump @TWAR7_12186 
01E7: remove_forbidden_for_cars_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
73@ = 2 

:TWAR7_12186
if 
  68@ == 0 
else_jump @TWAR7_12273 
if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
  32@ > 4000 
else_jump @TWAR7_12273 
05EB: assign_car 35@ to_path 34 
68@ = 1 

:TWAR7_12273
if 
  68@ == 1 
else_jump @TWAR7_12374 
if 
860E:   not car 35@ assigned_to_path 
else_jump @TWAR7_12374 
01E7: remove_forbidden_for_cars_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
32@ = 0 
85@ = 0 
73@ = 0 
68@ = 0 
67@ = 8 

:TWAR7_12374
gosub @TWAR7_25463 
gosub @TWAR7_25201 

:TWAR7_12388
if 
  67@ == 8 
else_jump @TWAR7_13968 
if 
  85@ == 0 
else_jump @TWAR7_12527 
if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
else_jump @TWAR7_12502 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_12495 
83@ = 6 
84@ = 4 
130@ = 5 
gosub @TWAR7_29790 

:TWAR7_12495
85@ = 1 

:TWAR7_12502
if 
  68@ == 1 
else_jump @TWAR7_12527 
85@ = 1 

:TWAR7_12527
if 
  73@ == 0 
else_jump @TWAR7_12584 
01E8: create_forbidden_for_cars_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1600.0 -1521.7 100.0 
73@ = 1 

:TWAR7_12584
if 
  73@ == 1 
else_jump @TWAR7_12679 
if 
01AD:   car 35@ sphere 0 near_point 1819.4 -1034.0 radius 5.0 5.0 
else_jump @TWAR7_12679 
01E7: remove_forbidden_for_cars_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
73@ = 2 

:TWAR7_12679
if 
  73@ == 2 
else_jump @TWAR7_12774 
if 
01AD:   car 35@ sphere 0 near_point 1755.3 -1489.1 radius 5.0 5.0 
else_jump @TWAR7_12774 
01E7: remove_forbidden_for_cars_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
73@ = 3 

:TWAR7_12774
if 
  68@ == 0 
else_jump @TWAR7_13714 
if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
  32@ > 4000 
else_jump @TWAR7_13714 
04AF: 78@ = 410 // @ = any 
gosub @TWAR7_26168 
42@ = Car.Create(#MANANA, 1688.5, -1111.7, 58.5)
0560: create_random_actor_in_car 42@ handle_as 52@ 
0587: enable_car 42@ validate_position 1 
Car.Angle(42@) = 322.3
05EB: assign_car 42@ to_path 50 
04AF: 78@ = 410 // @ = any 
gosub @TWAR7_26168 
43@ = Car.Create(#MANANA, 1679.7, -1131.6, 59.7)
0560: create_random_actor_in_car 43@ handle_as 53@ 
0587: enable_car 43@ validate_position 1 
Car.Angle(43@) = 321.2
05EB: assign_car 43@ to_path 51 
44@ = Car.Create(#PCJ600, 1644.8, -1177.5, 54.3)
0560: create_random_actor_in_car 44@ handle_as 54@ 
0587: enable_car 44@ validate_position 1 
Car.Angle(44@) = 320.8
05EB: assign_car 44@ to_path 52 
04AF: 78@ = 410 // @ = any 
gosub @TWAR7_26168 
45@ = Car.Create(#MANANA, 1637.0, -1203.8, 51.5)
0560: create_random_actor_in_car 45@ handle_as 55@ 
0587: enable_car 45@ validate_position 1 
Car.Angle(45@) = 350.3
05EB: assign_car 45@ to_path 53 
09B2: get_random_available_car_type 1 model_to 74@ doorlock_to 75@ 
if 
  74@ >= 0 
else_jump @TWAR7_13210 
0085: 78@ = 74@ // (int) 
gosub @TWAR7_26168 
46@ = Car.Create(74@, 1618.2, -1306.4, 35.6)
Car.Angle(46@) = 343.7
0587: enable_car 46@ validate_position 1 
0560: create_random_actor_in_car 46@ handle_as 56@ 
05EB: assign_car 46@ to_path 54 

:TWAR7_13210
09B2: get_random_available_car_type 1 model_to 74@ doorlock_to 75@ 
if 
  74@ >= 0 
else_jump @TWAR7_13308 
0085: 78@ = 74@ // (int) 
gosub @TWAR7_26168 
47@ = Car.Create(74@, 1621.8, -1317.9, 33.0)
Car.Angle(47@) = 348.7
0587: enable_car 47@ validate_position 1 
0560: create_random_actor_in_car 47@ handle_as 57@ 
05EB: assign_car 47@ to_path 55 

:TWAR7_13308
09B2: get_random_available_car_type 1 model_to 74@ doorlock_to 75@ 
if 
  74@ >= 0 
else_jump @TWAR7_13406 
0085: 78@ = 74@ // (int) 
gosub @TWAR7_26168 
48@ = Car.Create(74@, 1615.6, -1327.7, 31.5)
Car.Angle(48@) = 352.1
0587: enable_car 48@ validate_position 1 
0560: create_random_actor_in_car 48@ handle_as 58@ 
05EB: assign_car 48@ to_path 56 

:TWAR7_13406
09B2: get_random_available_car_type 1 model_to 74@ doorlock_to 75@ 
if 
  74@ >= 0 
else_jump @TWAR7_13504 
0085: 78@ = 74@ // (int) 
gosub @TWAR7_26168 
49@ = Car.Create(74@, 1612.3, -1394.0, 27.6)
Car.Angle(49@) = 353.6
0587: enable_car 49@ validate_position 1 
0560: create_random_actor_in_car 49@ handle_as 59@ 
05EB: assign_car 49@ to_path 57 

:TWAR7_13504
09B2: get_random_available_car_type 1 model_to 74@ doorlock_to 75@ 
if 
  74@ >= 0 
else_jump @TWAR7_13602 
0085: 78@ = 74@ // (int) 
gosub @TWAR7_26168 
50@ = Car.Create(74@, 1612.3, -1462.2, 27.1)
Car.Angle(50@) = 357.2
0587: enable_car 50@ validate_position 1 
0560: create_random_actor_in_car 50@ handle_as 60@ 
05EB: assign_car 50@ to_path 58 

:TWAR7_13602
09B2: get_random_available_car_type 1 model_to 74@ doorlock_to 75@ 
if 
  74@ >= 0 
else_jump @TWAR7_13700 
0085: 78@ = 74@ // (int) 
gosub @TWAR7_26168 
51@ = Car.Create(74@, 1663.4, -1457.0, 24.3)
Car.Angle(51@) = 51.9
0587: enable_car 51@ validate_position 1 
0560: create_random_actor_in_car 51@ handle_as 61@ 
05EB: assign_car 51@ to_path 60 

:TWAR7_13700
05EB: assign_car 35@ to_path 35 
68@ = 1 

:TWAR7_13714
if 
  68@ == 1 
else_jump @TWAR7_13821 
if 
860E:   not car 35@ assigned_to_path 
else_jump @TWAR7_13755 
68@ = 2 

:TWAR7_13755
if 
   not Car.Wrecked(51@)
else_jump @TWAR7_13821 
if 
01AD:   car 51@ sphere 0 near_point 1601.4 -1389.5 radius 5.0 5.0 
else_jump @TWAR7_13821 
05EC: release_car 51@ from_path 
68@ = 2 

:TWAR7_13821
if 
  68@ == 2 
else_jump @TWAR7_13954 
if 
860E:   not car 35@ assigned_to_path 
else_jump @TWAR7_13954 
01E7: remove_forbidden_for_cars_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
32@ = 0 
73@ = 0 
85@ = 0 
68@ = 0 
67@ = 9 

:TWAR7_13954
gosub @TWAR7_25463 
gosub @TWAR7_25201 

:TWAR7_13968
if 
  67@ == 9 
else_jump @TWAR7_14628 
if 
  85@ == 0 
else_jump @TWAR7_14114 
if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
else_jump @TWAR7_14089 
33@ = 0 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_14082 
83@ = 6 
84@ = 5 
130@ = 6 
gosub @TWAR7_29790 

:TWAR7_14082
85@ = 1 

:TWAR7_14089
if 
  68@ == 1 
else_jump @TWAR7_14114 
85@ = 1 

:TWAR7_14114
if 
  73@ == 0 
else_jump @TWAR7_14171 
01E8: create_forbidden_for_cars_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
73@ = 1 

:TWAR7_14171
if 
  73@ == 1 
else_jump @TWAR7_14266 
if 
01AD:   car 35@ sphere 0 near_point 1781.3 -1437.9 radius 5.0 5.0 
else_jump @TWAR7_14266 
01E7: remove_forbidden_for_cars_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
73@ = 2 

:TWAR7_14266
if 
  68@ == 0 
else_jump @TWAR7_14513 
if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
  32@ > 4000 
else_jump @TWAR7_14513 
Car.RemoveReferences(42@)
Car.RemoveReferences(43@)
Car.RemoveReferences(44@)
Car.RemoveReferences(45@)
Car.RemoveReferences(46@)
Car.RemoveReferences(47@)
Car.RemoveReferences(48@)
Car.RemoveReferences(49@)
Car.RemoveReferences(50@)
Car.RemoveReferences(51@)
Actor.RemoveReferences(52@)
Actor.RemoveReferences(53@)
Actor.RemoveReferences(54@)
Actor.RemoveReferences(55@)
Actor.RemoveReferences(56@)
Actor.RemoveReferences(57@)
Actor.RemoveReferences(58@)
Actor.RemoveReferences(59@)
Actor.RemoveReferences(60@)
Actor.RemoveReferences(61@)
0376: 38@ = create_random_actor_at 1778.4 -1343.1 14.7 
Actor.Angle(38@) = 180.0
0376: 39@ = create_random_actor_at 1778.4 -1344.1 14.7 
Actor.Angle(39@) = 0.0
05EB: assign_car 35@ to_path 36 
68@ = 1 

:TWAR7_14513
if 
  68@ == 1 
else_jump @TWAR7_14614 
if 
860E:   not car 35@ assigned_to_path 
else_jump @TWAR7_14614 
01E7: remove_forbidden_for_cars_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
32@ = 0 
73@ = 0 
85@ = 0 
68@ = 0 
67@ = 10 

:TWAR7_14614
gosub @TWAR7_25463 
gosub @TWAR7_25201 

:TWAR7_14628
if 
  67@ == 10 
else_jump @TWAR7_15329 
if 
  85@ == 0 
else_jump @TWAR7_14774 
if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
else_jump @TWAR7_14749 
33@ = 0 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_14742 
83@ = 6 
84@ = 6 
130@ = 7 
gosub @TWAR7_29790 

:TWAR7_14742
85@ = 1 

:TWAR7_14749
if 
  68@ == 1 
else_jump @TWAR7_14774 
85@ = 1 

:TWAR7_14774
if 
  73@ == 0 
else_jump @TWAR7_14895 
01E8: create_forbidden_for_cars_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
73@ = 1 

:TWAR7_14895
if 
  73@ == 1 
else_jump @TWAR7_14990 
if 
01AD:   car 35@ sphere 0 near_point 1855.7 -1379.0 radius 5.0 5.0 
else_jump @TWAR7_14990 
01E7: remove_forbidden_for_cars_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
73@ = 2 

:TWAR7_14990
if 
  73@ == 2 
else_jump @TWAR7_15085 
if 
01AD:   car 35@ sphere 0 near_point 1971.5 -1474.6 radius 5.0 5.0 
else_jump @TWAR7_15085 
01E7: remove_forbidden_for_cars_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
73@ = 3 

:TWAR7_15085
if 
  68@ == 0 
else_jump @TWAR7_15172 
if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
  32@ > 4000 
else_jump @TWAR7_15172 
05EB: assign_car 35@ to_path 37 
68@ = 1 

:TWAR7_15172
if 
  68@ == 1 
else_jump @TWAR7_15315 
if 
860E:   not car 35@ assigned_to_path 
else_jump @TWAR7_15315 
Actor.RemoveReferences(38@)
Actor.RemoveReferences(39@)
01E7: remove_forbidden_for_cars_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
32@ = 0 
73@ = 0 
85@ = 0 
68@ = 0 
67@ = 11 

:TWAR7_15315
gosub @TWAR7_25463 
gosub @TWAR7_25201 

:TWAR7_15329
if 
  67@ == 11 
else_jump @TWAR7_15893 
if 
  85@ == 0 
else_jump @TWAR7_15475 
if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
else_jump @TWAR7_15450 
33@ = 0 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_15443 
83@ = 6 
84@ = 7 
130@ = 8 
gosub @TWAR7_29790 

:TWAR7_15443
85@ = 1 

:TWAR7_15450
if 
  68@ == 1 
else_jump @TWAR7_15475 
85@ = 1 

:TWAR7_15475
if 
  73@ == 0 
else_jump @TWAR7_15532 
01E8: create_forbidden_for_cars_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
73@ = 1 

:TWAR7_15532
if 
  73@ == 1 
else_jump @TWAR7_15659 
if 
01AD:   car 35@ sphere 0 near_point 2394.8 -1508.7 radius 5.0 5.0 
else_jump @TWAR7_15659 
01E7: remove_forbidden_for_cars_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
73@ = 2 

:TWAR7_15659
if 
  68@ == 0 
else_jump @TWAR7_15746 
if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
  32@ > 4000 
else_jump @TWAR7_15746 
05EB: assign_car 35@ to_path 38 
68@ = 1 

:TWAR7_15746
if 
  68@ == 1 
else_jump @TWAR7_15879 
if 
860E:   not car 35@ assigned_to_path 
else_jump @TWAR7_15879 
01E7: remove_forbidden_for_cars_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
32@ = 0 
73@ = 0 
85@ = 0 
68@ = 0 
67@ = 12 

:TWAR7_15879
gosub @TWAR7_25463 
gosub @TWAR7_25201 

:TWAR7_15893
if 
  67@ == 12 
else_jump @TWAR7_16393 
if 
  85@ == 0 
else_jump @TWAR7_16039 
if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
else_jump @TWAR7_16014 
33@ = 0 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_16007 
83@ = 6 
84@ = 8 
130@ = 9 
gosub @TWAR7_29790 

:TWAR7_16007
85@ = 1 

:TWAR7_16014
if 
  68@ == 1 
else_jump @TWAR7_16039 
85@ = 1 

:TWAR7_16039
if 
  73@ == 0 
else_jump @TWAR7_16096 
01E8: create_forbidden_for_cars_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
73@ = 1 

:TWAR7_16096
if 
  73@ == 1 
else_jump @TWAR7_16191 
if 
01AD:   car 35@ sphere 0 near_point 2398.6 -1432.4 radius 5.0 5.0 
else_jump @TWAR7_16191 
01E7: remove_forbidden_for_cars_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
73@ = 2 

:TWAR7_16191
if 
  68@ == 0 
else_jump @TWAR7_16278 
if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
  32@ > 4000 
else_jump @TWAR7_16278 
05EB: assign_car 35@ to_path 39 
68@ = 1 

:TWAR7_16278
if 
  68@ == 1 
else_jump @TWAR7_16379 
if 
860E:   not car 35@ assigned_to_path 
else_jump @TWAR7_16379 
01E7: remove_forbidden_for_cars_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
32@ = 0 
73@ = 0 
85@ = 0 
68@ = 0 
67@ = 13 

:TWAR7_16379
gosub @TWAR7_25463 
gosub @TWAR7_25201 

:TWAR7_16393
if 
  67@ == 13 
else_jump @TWAR7_17814 
gosub @TWAR7_25463 
gosub @TWAR7_25201 
if 
  85@ == 0 
else_jump @TWAR7_16553 
if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
else_jump @TWAR7_16528 
33@ = 0 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_16521 
83@ = 6 
84@ = 9 
130@ = 10 
gosub @TWAR7_29790 

:TWAR7_16521
85@ = 1 

:TWAR7_16528
if 
  68@ == 1 
else_jump @TWAR7_16553 
85@ = 1 

:TWAR7_16553
if 
  73@ == 0 
else_jump @TWAR7_16706 
01E8: create_forbidden_for_cars_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
73@ = 1 

:TWAR7_16706
if 
  73@ == 1 
else_jump @TWAR7_16801 
if 
01AD:   car 35@ sphere 0 near_point 2362.8 -1259.3 radius 5.0 5.0 
else_jump @TWAR7_16801 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
73@ = 2 

:TWAR7_16801
if 
  73@ == 2 
else_jump @TWAR7_16896 
if 
01AD:   car 35@ sphere 0 near_point 2294.5 -1263.5 radius 5.0 5.0 
else_jump @TWAR7_16896 
01E7: remove_forbidden_for_cars_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
73@ = 3 

:TWAR7_16896
if 
  73@ == 3 
else_jump @TWAR7_16991 
if 
01AD:   car 35@ sphere 0 near_point 2284.2 -1393.8 radius 5.0 5.0 
else_jump @TWAR7_16991 
01E7: remove_forbidden_for_cars_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
73@ = 4 

:TWAR7_16991
if 
  73@ == 4 
else_jump @TWAR7_17086 
if 
01AD:   car 35@ sphere 0 near_point 2293.8 -1491.7 radius 5.0 5.0 
else_jump @TWAR7_17086 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
73@ = 5 

:TWAR7_17086
if 
  68@ == 0 
else_jump @TWAR7_17395 
if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
  32@ > 4000 
else_jump @TWAR7_17395 
if 
   Model.Available(#LSV3)
else_jump @TWAR7_17233 
62@ = Actor.Create(Mission2, #LSV3, 2301.9, -1504.1, 24.3)
Actor.Angle(62@) = 358.5
01B2: give_actor 62@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: unknown_actor 62@ flag 1 
060B: set_actor 62@ decision_maker_to 149@ 

:TWAR7_17233
if 
   Model.Available(#LSV3)
else_jump @TWAR7_17307 
63@ = Actor.Create(Mission2, #LSV3, 2302.5, -1502.3, 24.3)
Actor.Angle(63@) = 18.5
01B2: give_actor 63@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: unknown_actor 63@ flag 1 
060B: set_actor 63@ decision_maker_to 149@ 

:TWAR7_17307
if 
   Model.Available(#LSV3)
else_jump @TWAR7_17381 
64@ = Actor.Create(Mission2, #LSV3, 2300.6, -1503.9, 24.3)
Actor.Angle(64@) = 5.9
01B2: give_actor 64@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: unknown_actor 64@ flag 1 
060B: set_actor 64@ decision_maker_to 149@ 

:TWAR7_17381
05EB: assign_car 35@ to_path 40 
68@ = 1 

:TWAR7_17395
if 
  68@ == 1 
else_jump @TWAR7_17646 
if 
860E:   not car 35@ assigned_to_path 
else_jump @TWAR7_17646 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2300.3 -1502.8 24.3 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 205.1 
0616: define_AS_pack_end 145@ 
0618: assign_actor 34@ to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
if 
   not Car.Wrecked(35@)
else_jump @TWAR7_17639 
07EE: car 35@ enable_tire_marks 0 

:TWAR7_17639
68@ = 2 

:TWAR7_17646
if 
  68@ == 2 
else_jump @TWAR7_17814 
if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TWAR7_17814 
if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
else_jump @TWAR7_17735 
06C9: remove_actor $ACTOR_OG_LOC from_group 

:TWAR7_17735
09F4: unknown_actor $ACTOR_OG_LOC flag 1 
0648: unknown_actor $ACTOR_OG_LOC task_set 50.0 // float 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor 34@ 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
85@ = 0 
73@ = 0 
68@ = 0 
67@ = 14 

:TWAR7_17814
if 
  67@ == 14 
else_jump @TWAR7_18221 
if 
  85@ == 0 
else_jump @TWAR7_17912 
if or
0364:   actor $ACTOR_OG_LOC spotted_actor 34@ 
0364:   actor 34@ spotted_actor $ACTOR_OG_LOC 
else_jump @TWAR7_17912 
83@ = 7 
84@ = 0 
gosub @TWAR7_29790 
33@ = 0 
85@ = 1 

:TWAR7_17912
if 
  85@ == 1 
else_jump @TWAR7_17976 
if 
  83@ == 0 
else_jump @TWAR7_17976 
83@ = 17 
84@ = 0 
gosub @TWAR7_29790 
85@ = 2 

:TWAR7_17976
if 
  68@ == 0 
else_jump @TWAR7_18221 
Marker.Disable(66@)
66@ = Marker.CreateAboveActor(34@)
02A9: set_actor 34@ immune_to_nonplayer 0 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $ACTOR_OG_LOC 
05E2: AS_actor -1 kill_actor $ACTOR_OG_LOC 
0616: define_AS_pack_end 145@ 
0618: assign_actor 34@ to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
if 
   not Actor.Dead(62@)
else_jump @TWAR7_18108 
062E: unknown_get_actor 62@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @TWAR7_18108 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 

:TWAR7_18108
if 
   not Actor.Dead(63@)
else_jump @TWAR7_18161 
062E: unknown_get_actor 63@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @TWAR7_18161 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:TWAR7_18161
if 
   not Actor.Dead(64@)
else_jump @TWAR7_18214 
062E: unknown_get_actor 64@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @TWAR7_18214 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 

:TWAR7_18214
68@ = 1 

:TWAR7_18221
jump @TWAR7_18362 

:TWAR7_18228
Marker.Disable(66@)
if 
   not Actor.Dead(62@)
else_jump @TWAR7_18264 
05DB: AS_actor 62@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_18264
if 
   not Actor.Dead(63@)
else_jump @TWAR7_18295 
05DB: AS_actor 63@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_18295
if 
   not Actor.Dead(64@)
else_jump @TWAR7_18326 
05DB: AS_actor 64@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_18326
040D: unload_wav 1 
040D: unload_wav 2 
32@ = 0 
68@ = 0 
85@ = 0 
67@ = 15 

:TWAR7_18362
jump @TWAR7_18503 

:TWAR7_18369
Marker.Disable(66@)
if 
   not Actor.Dead(62@)
else_jump @TWAR7_18405 
05DB: AS_actor 62@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_18405
if 
   not Actor.Dead(63@)
else_jump @TWAR7_18436 
05DB: AS_actor 63@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_18436
if 
   not Actor.Dead(64@)
else_jump @TWAR7_18467 
05DB: AS_actor 64@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_18467
040D: unload_wav 1 
040D: unload_wav 2 
32@ = 0 
68@ = 0 
85@ = 0 
67@ = 15 

:TWAR7_18503
if 
  67@ == 15 
else_jump @TWAR7_21068 
if 
  68@ == 0 
else_jump @TWAR7_19984 
if 
  32@ > 2000 
else_jump @TWAR7_19984 
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @TWAR7_19984 
00BE: text_clear_all 
fade 0 500 

:TWAR7_18592
if 
fading 
else_jump @TWAR7_18616 
wait 0 
jump @TWAR7_18592 

:TWAR7_18616
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_18648 
jump @TWAR7_23165 

:TWAR7_18648
040D: unload_wav 1 
040D: unload_wav 2 
83@ = 0 
Actor.DestroyInstantly(62@)
Actor.DestroyInstantly(63@)
Actor.DestroyInstantly(64@)
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
Car.RemoveReferences(36@)
Car.RemoveReferences(35@)
Model.Destroy(#LSV2)
Model.Destroy(#LSV3)
Model.Destroy(#PCJ600)
04ED: load_animation "MISC" 
038B: load_requested_models 
04E4: unknown_refresh_game_renderer_at 2293.4 -1490.2 
0A0B: set_rendering_origin_at_3D_coord 2293.4 -1490.2 22.2 angle 90.0 
0395: clear_area 1 at 2293.4 -1490.2 22.2 radius 20.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
if 
   not Car.Wrecked(35@)
else_jump @TWAR7_19616 
07EE: car 35@ enable_tire_marks 0 

:TWAR7_19616
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.StorePos($PLAYER_ACTOR, 141@, 142@, 143@)
144@ = Actor.Angle($PLAYER_ACTOR)
06C9: remove_actor $ACTOR_OG_LOC from_group 
0792: disembark_instantly_actor $ACTOR_OG_LOC 
0395: clear_area 1 at 2290.4 -1490.2 22.3 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 2290.4, -1490.2, 22.3)
Actor.Angle($PLAYER_ACTOR) = 265.8
05D3: AS_actor $PLAYER_ACTOR goto_point 2295.6 -1490.5 21.3 mode 4 -1 ms // versionA 
0470: 76@ = actor $PLAYER_ACTOR current_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0792: disembark_instantly_actor $ACTOR_OG_LOC 
0395: clear_area 1 at 2295.3 -1491.3 22.3 radius 1.0 
Actor.PutAt($ACTOR_OG_LOC, 2295.3, -1491.3, 22.3)
Actor.Angle($ACTOR_OG_LOC) = 268.4
0667: AS_actor $ACTOR_OG_LOC aim_at 2299.3 -1490.6 22.8 10000 ms 
Camera.SetPosition(2299.3, -1490.6, 22.8, 0.0, 0.0, 0.0)
Camera.PointAt(2255.6, -1493.3, 38.3, 2)
83@ = 8 
84@ = 0 
gosub @TWAR7_29790 
68@ = 1 
fade 1 1500 

:TWAR7_19914
if 
fading 
else_jump @TWAR7_19938 
wait 0 
jump @TWAR7_19914 

:TWAR7_19938
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_19970 
jump @TWAR7_23165 

:TWAR7_19970
69@ = 1 
0707: start_scene_skip_to @TWAR7_20578 

:TWAR7_19984
if 
  68@ == 1 
else_jump @TWAR7_20115 
062E: unknown_get_actor $PLAYER_ACTOR task 1491 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @TWAR7_20115 
0639: AS_actor $ACTOR_OG_LOC rotate_to_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 145@ 
0639: AS_actor -1 rotate_to_actor $ACTOR_OG_LOC 
0605: actor -1 perform_animation_sequence "IDLE_CHAT_02" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
68@ = 2 

:TWAR7_20115
if 
  68@ == 2 
else_jump @TWAR7_20199 
if 
  84@ > 2 
else_jump @TWAR7_20199 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $ACTOR_OG_LOC perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
68@ = 3 

:TWAR7_20199
if 
  68@ == 3 
else_jump @TWAR7_20283 
if 
  84@ > 3 
else_jump @TWAR7_20283 
0687: clear_actor $ACTOR_OG_LOC task 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
68@ = 4 

:TWAR7_20283
if 
  68@ == 4 
else_jump @TWAR7_20367 
if 
  84@ > 4 
else_jump @TWAR7_20367 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $ACTOR_OG_LOC perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
68@ = 5 

:TWAR7_20367
if 
  68@ == 5 
else_jump @TWAR7_20451 
if 
  84@ > 5 
else_jump @TWAR7_20451 
0687: clear_actor $ACTOR_OG_LOC task 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
68@ = 6 

:TWAR7_20451
if 
  68@ == 6 
else_jump @TWAR7_20535 
if 
  84@ > 6 
else_jump @TWAR7_20535 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $ACTOR_OG_LOC perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
68@ = 7 

:TWAR7_20535
if 
  68@ == 7 
else_jump @TWAR7_21068 
if 
  83@ == 0 
else_jump @TWAR7_21068 
69@ = 0 

:TWAR7_20578
0701: end_scene_skip 
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_20612 
jump @TWAR7_23165 

:TWAR7_20612
0687: clear_actor $ACTOR_OG_LOC task 
if 
  69@ == 1 
else_jump @TWAR7_20652 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
83@ = 0 

:TWAR7_20652
fade 0 500 

:TWAR7_20659
if 
fading 
else_jump @TWAR7_20683 
wait 0 
jump @TWAR7_20659 

:TWAR7_20683
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_20715 
jump @TWAR7_23165 

:TWAR7_20715
0792: disembark_instantly_actor $PLAYER_ACTOR 
143@ -= 1.0 
0395: clear_area 1 at 141@ 142@ 143@ radius 1.0 
04E4: unknown_refresh_game_renderer_at 141@ 142@ 
038B: load_requested_models 
Actor.PutAt($PLAYER_ACTOR, 141@, 142@, 143@)
Actor.Angle($PLAYER_ACTOR) = 144@
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 76@ 
0792: disembark_instantly_actor $ACTOR_OG_LOC 
02C0: store_to 137@ 138@ 139@ ped_path_coords_closest_to 141@ 142@ 143@ 
04E4: unknown_refresh_game_renderer_at 137@ 138@ 
038B: load_requested_models 
139@ += 2.0 
02CE: 143@ = ground_z_at 137@ 138@ 139@ 
0395: clear_area 1 at 137@ 138@ 143@ radius 1.0 
Actor.PutAt($ACTOR_OG_LOC, 137@, 138@, 143@)
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
72@ = 1 
Camera.SetAtPos(141@, 142@, 143@)
04EF: release_animation "MISC" 
03DE: set_pedestrians_density_multiplier_to 1.0 
Marker.Disable(66@)
018A: 66@ = create_checkpoint_at 783.2 -1630.3 12.2 
07E0: set_marker 66@ type_to 1 
02A3: enable_widescreen 0 
09F5: disable_player_mutal_activities 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 1500 

:TWAR7_20984
if 
fading 
else_jump @TWAR7_21008 
wait 0 
jump @TWAR7_20984 

:TWAR7_21008
gosub @TWAR7_24265 
if 
  70@ == 1 
else_jump @TWAR7_21040 
jump @TWAR7_23165 

:TWAR7_21040
68@ = 0 
85@ = 0 
67@ = 16 
33@ = 0 

:TWAR7_21068
if 
  67@ == 16 
else_jump @TWAR7_21370 
if 
  83@ == 0 
else_jump @TWAR7_21150 
if 
  85@ == 0 
else_jump @TWAR7_21150 
83@ = 9 
84@ = 0 
gosub @TWAR7_29790 
85@ = 1 

:TWAR7_21150
if 
  83@ == 0 
else_jump @TWAR7_21209 
if 
  85@ == 1 
else_jump @TWAR7_21209 
00BC: show_text_highpriority GXT 'SMK1_13' time 8500 flag 1  // ~s~Bring OG Loc zur Hintertr vom ~y~Burger King~s~.
85@ = 2 

:TWAR7_21209
if 
  68@ == 0 
else_jump @TWAR7_21363 
if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
else_jump @TWAR7_21363 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 783.2 -1630.3 12.2 radius 4.0 4.0 4.0 
else_jump @TWAR7_21363 
if 
00FE:   actor $ACTOR_OG_LOC sphere 0 in_sphere 783.2 -1630.3 12.2 radius 4.0 4.0 4.0 
else_jump @TWAR7_21363 
Player.CanMove($PLAYER_CHAR) = False
68@ = 0 
67@ = 17 

:TWAR7_21363
gosub @TWAR7_25201 

:TWAR7_21370
if 
  67@ == 17 
else_jump @TWAR7_21765 
if 
  68@ == 0 
else_jump @TWAR7_21629 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
83@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06C9: remove_actor $ACTOR_OG_LOC from_group 
0615: define_AS_pack_begin 145@ 
05B9: AS_actor -1 stay_idle 1500 ms 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $ACTOR_OG_LOC 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 792.1 -1626.0 12.4 mode 4 -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
83@ = 10 
84@ = 0 
gosub @TWAR7_29790 
Camera.SetPosition(776.7145, -1637.248, 14.084, 0.0, 0.0, 0.0)
Camera.PointAt(777.5906, -1636.769, 14.1398, 2)
68@ = 1 

:TWAR7_21629
if 
  68@ == 1 
else_jump @TWAR7_21765 
if 
  83@ == 0 
else_jump @TWAR7_21765 
fade 0 500 

:TWAR7_21672
if 
fading 
else_jump @TWAR7_21696 
wait 0 
jump @TWAR7_21672 

:TWAR7_21696
Actor.DestroyInstantly($ACTOR_OG_LOC)
Marker.Disable(66@)
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 

:TWAR7_21734
if 
fading 
else_jump @TWAR7_21758 
wait 0 
jump @TWAR7_21734 

:TWAR7_21758
jump @TWAR7_23183 

:TWAR7_21765
if 
  67@ > 3 
else_jump @TWAR7_21882 
if 
  14 > 67@ 
else_jump @TWAR7_21882 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_21882 
062E: unknown_get_actor 34@ task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @TWAR7_21882 
0713: actor 34@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 300.0 8 0 firing_rate 100 

:TWAR7_21882
if 
  67@ > 3 
else_jump @TWAR7_21995 
if 
  15 > 67@ 
else_jump @TWAR7_21995 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_21995 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 34@ radius 250.0 250.0 0 
else_jump @TWAR7_21995 
if 
82CB:   not actor 34@ bounding_sphere_visible 
else_jump @TWAR7_21995 
68@ = 0 
67@ = 20 

:TWAR7_21995
if 
  67@ == 20 
else_jump @TWAR7_22472 
if 
  68@ == 0 
else_jump @TWAR7_22273 
if 
   not Actor.Dead($ACTOR_OG_LOC)
else_jump @TWAR7_22201 
if 
   not Car.Wrecked(36@)
else_jump @TWAR7_22201 
if 
   Actor.InCar($ACTOR_OG_LOC, 36@)
else_jump @TWAR7_22201 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
83@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
00BC: show_text_highpriority GXT 'SMK1_12' time 4000 flag 1  // ~r~Freddy ist entkommen!
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TWAR7_22151 
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:TWAR7_22151
06C9: remove_actor $ACTOR_OG_LOC from_group 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 145@ 
0618: assign_actor $ACTOR_OG_LOC to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
32@ = 0 
68@ = 1 

:TWAR7_22201
if 
   Car.Wrecked(36@)
else_jump @TWAR7_22224 
68@ = 2 

:TWAR7_22224
if 
   Actor.Dead($ACTOR_OG_LOC)
else_jump @TWAR7_22247 
68@ = 2 

:TWAR7_22247
if 
   not Actor.InCar($ACTOR_OG_LOC, 36@)
else_jump @TWAR7_22273 
68@ = 2 

:TWAR7_22273
if 
  68@ == 1 
else_jump @TWAR7_22429 
if 
  32@ > 3000 
else_jump @TWAR7_22429 
fade 0 500 

:TWAR7_22317
if 
fading 
else_jump @TWAR7_22341 
wait 0 
jump @TWAR7_22317 

:TWAR7_22341
Actor.DestroyInstantly($ACTOR_OG_LOC)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TWAR7_22369 
0221: set_player $PLAYER_CHAR trapped_in_car 0 

:TWAR7_22369
Marker.Disable(66@)
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 

:TWAR7_22398
if 
fading 
else_jump @TWAR7_22422 
wait 0 
jump @TWAR7_22398 

:TWAR7_22422
68@ = 2 

:TWAR7_22429
if 
  68@ == 2 
else_jump @TWAR7_22472 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_12' time 4000 flag 1  // ~r~Freddy ist entkommen!
jump @TWAR7_23165 

:TWAR7_22472
if 
  67@ == 3 
else_jump @TWAR7_22528 
if 
87C1:   not path 30 available 
else_jump @TWAR7_22509 
07C0: load_path 30 

:TWAR7_22509
if 
87C1:   not path 31 available 
else_jump @TWAR7_22528 
07C0: load_path 31 

:TWAR7_22528
if 
  67@ == 4 
else_jump @TWAR7_22565 
if 
87C1:   not path 32 available 
else_jump @TWAR7_22565 
07C0: load_path 32 

:TWAR7_22565
if 
  67@ == 5 
else_jump @TWAR7_22602 
if 
87C1:   not path 33 available 
else_jump @TWAR7_22602 
07C0: load_path 33 

:TWAR7_22602
if 
  67@ == 6 
else_jump @TWAR7_22639 
if 
87C1:   not path 34 available 
else_jump @TWAR7_22639 
07C0: load_path 34 

:TWAR7_22639
if 
  67@ == 7 
else_jump @TWAR7_22871 
if 
87C1:   not path 35 available 
else_jump @TWAR7_22676 
07C0: load_path 35 

:TWAR7_22676
if 
87C1:   not path 50 available 
else_jump @TWAR7_22695 
07C0: load_path 50 

:TWAR7_22695
if 
87C1:   not path 51 available 
else_jump @TWAR7_22714 
07C0: load_path 51 

:TWAR7_22714
if 
87C1:   not path 52 available 
else_jump @TWAR7_22733 
07C0: load_path 52 

:TWAR7_22733
if 
87C1:   not path 53 available 
else_jump @TWAR7_22752 
07C0: load_path 53 

:TWAR7_22752
if 
87C1:   not path 54 available 
else_jump @TWAR7_22771 
07C0: load_path 54 

:TWAR7_22771
if 
87C1:   not path 55 available 
else_jump @TWAR7_22790 
07C0: load_path 55 

:TWAR7_22790
if 
87C1:   not path 56 available 
else_jump @TWAR7_22809 
07C0: load_path 56 

:TWAR7_22809
if 
87C1:   not path 57 available 
else_jump @TWAR7_22828 
07C0: load_path 57 

:TWAR7_22828
if 
87C1:   not path 58 available 
else_jump @TWAR7_22847 
07C0: load_path 58 

:TWAR7_22847
if 
87C1:   not path 35 available 
else_jump @TWAR7_22866 
07C0: load_path 60 

:TWAR7_22866
Model.Load(#MANANA)

:TWAR7_22871
if 
  67@ == 8 
else_jump @TWAR7_22908 
if 
87C1:   not path 36 available 
else_jump @TWAR7_22908 
07C0: load_path 36 

:TWAR7_22908
if 
  67@ == 9 
else_jump @TWAR7_22950 
Model.Destroy(#MANANA)
if 
87C1:   not path 37 available 
else_jump @TWAR7_22950 
07C0: load_path 37 

:TWAR7_22950
if 
  67@ == 10 
else_jump @TWAR7_22987 
if 
87C1:   not path 38 available 
else_jump @TWAR7_22987 
07C0: load_path 38 

:TWAR7_22987
if 
  67@ == 11 
else_jump @TWAR7_23024 
if 
87C1:   not path 39 available 
else_jump @TWAR7_23024 
07C0: load_path 39 

:TWAR7_23024
if 
  67@ == 12 
else_jump @TWAR7_23065 
if 
87C1:   not path 40 available 
else_jump @TWAR7_23061 
07C0: load_path 40 

:TWAR7_23061
Model.Load(#LSV3)

:TWAR7_23065
if 
  67@ > 0 
else_jump @TWAR7_23108 
if 
  3 > 67@ 
else_jump @TWAR7_23108 
gosub @TWAR7_24682 

:TWAR7_23108
if 
  67@ > 3 
else_jump @TWAR7_23151 
if 
  14 > 67@ 
else_jump @TWAR7_23151 
gosub @TWAR7_24891 

:TWAR7_23151
gosub @TWAR7_27399 
jump @TWAR7_1306 

:TWAR7_23165
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:TWAR7_23183
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 5 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'SMOKE_1'  // OG Loc
030C: progress_made += 1 
$SMOKE_TOTAL_PASSED_MISSIONS += 1 
create_thread @STRAP 
Marker.Disable($437)
$437 = Marker.CreateIconAndSphere($ICON_OG_LOC, $X_OG_LOC_WORK, $Y_OG_LOC_WORK, $Z_OG_LOC_WORK)
return 

:TWAR7_23270
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @TWAR7_23288 
Camera.Restore_WithJumpCut

:TWAR7_23288
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TWAR7_23311 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:TWAR7_23311
09F5: disable_player_mutal_activities 0 
Marker.Disable(66@)
040D: unload_wav 3 
Model.Destroy(#MANANA)
Model.Destroy(#PCJ600)
Model.Destroy(#TEC9)
Model.Destroy(#LSV2)
Model.Destroy(#LSV3)
Model.Destroy(#GLENDALE)
Model.Destroy(#MICRO_UZI)
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "CRIB" 
04EF: release_animation "MISC" 
04EF: release_animation "RAPPING" 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
07FB: set_interior 'LAHS1A' access 1  // Haus
06D7: enable_train_traffic 1 
Actor.DestroyWithFade($ACTOR_SMOKE)
Actor.DestroyWithFade($ACTOR_SWEET)
Actor.DestroyWithFade($ACTOR_OG_LOC)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
09D2: unknown_flag 1 
061B: remove_references_to_AS_pack 147@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:TWAR7_24265
if 
  4 > 67@ 
else_jump @TWAR7_24406 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @TWAR7_24324 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_06' time 7000 flag 1  // ~r~Big Smoke wurde gettet!
70@ = 1 

:TWAR7_24324
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @TWAR7_24365 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_07' time 7000 flag 1  // ~r~Sweet wurde gettet!
70@ = 1 

:TWAR7_24365
if 
   Car.Wrecked(37@)
else_jump @TWAR7_24406 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_08' time 7000 flag 1  // ~r~Smokes Auto wurde zerstrt.
70@ = 1 

:TWAR7_24406
if 
  67@ == 1 
else_jump @TWAR7_24467 
if 
  68@ == 1 
else_jump @TWAR7_24467 
if 
  70@ == 1 
else_jump @TWAR7_24467 
70@ = 0 

:TWAR7_24467
if 
  67@ == 1 
else_jump @TWAR7_24544 
if 
  68@ == 2 
else_jump @TWAR7_24544 
if 
   Actor.Dead($ACTOR_OG_LOC)
else_jump @TWAR7_24544 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_05' time 7000 flag 1  // ~r~OG Loc wurde gettet!
70@ = 1 

:TWAR7_24544
if 
  67@ > 1 
else_jump @TWAR7_24603 
if 
   Actor.Dead($ACTOR_OG_LOC)
else_jump @TWAR7_24603 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_05' time 7000 flag 1  // ~r~OG Loc wurde gettet!
70@ = 1 

:TWAR7_24603
if 
  67@ > 3 
else_jump @TWAR7_24680 
if 
  15 > 67@ 
else_jump @TWAR7_24680 
if 
   Car.Wrecked(36@)
else_jump @TWAR7_24680 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_14' time 7000 flag 1  // ~r~Das Motorrad, das du gebraucht httest, wurde zerstrt!
70@ = 1 

:TWAR7_24680
return 

:TWAR7_24682
if 
  71@ == 0 
else_jump @TWAR7_24825 
if 
   Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @TWAR7_24825 
03D5: remove_text 'SMK1_01'  // ~s~Steig wieder in ~b~Smokes Auto~s~.
Marker.Disable(66@)
if 
  67@ == 1 
else_jump @TWAR7_24818 
if 
  68@ == 0 
else_jump @TWAR7_24798 
018A: 66@ = create_checkpoint_at 1532.8 -1672.9 12.4 
jump @TWAR7_24818 

:TWAR7_24798
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 

:TWAR7_24818
71@ = 1 

:TWAR7_24825
if 
  71@ == 1 
else_jump @TWAR7_24889 
if 
   not Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @TWAR7_24889 
Marker.Disable(66@)
66@ = Marker.CreateAboveCar(37@)
07E0: set_marker 66@ type_to 1 
71@ = 0 

:TWAR7_24889
return 

:TWAR7_24891
if 
  72@ == 1 
else_jump @TWAR7_25199 
if 
  67@ > 3 
else_jump @TWAR7_25199 
if 
  14 > 67@ 
else_jump @TWAR7_25199 
if 
  71@ == 0 
else_jump @TWAR7_25072 
if 
   not Car.Wrecked(36@)
else_jump @TWAR7_25072 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @TWAR7_25072 
03D5: remove_text 86@(84@,13s) 
03D5: remove_text 'SMK1_11'  // ~s~Steig wieder aufs ~b~Motorrad~s~.
03D5: remove_text 'SMK1_04'  // ~s~Schnapp dir ~r~Freddy~s~ und mach ihn alle!
00BC: show_text_highpriority GXT 'SMK1_04' time 7000 flag 1  // ~s~Schnapp dir ~r~Freddy~s~ und mach ihn alle!
Marker.Disable(66@)
66@ = Marker.CreateAboveActor(34@)
07E0: set_marker 66@ type_to 0 
71@ = 1 

:TWAR7_25072
if 
  71@ == 1 
else_jump @TWAR7_25199 
if 
   not Car.Wrecked(36@)
else_jump @TWAR7_25199 
if 
   not Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @TWAR7_25199 
03D5: remove_text 86@(84@,13s) 
03D5: remove_text 'SMK1_11'  // ~s~Steig wieder aufs ~b~Motorrad~s~.
03D5: remove_text 'SMK1_04'  // ~s~Schnapp dir ~r~Freddy~s~ und mach ihn alle!
00BC: show_text_highpriority GXT 'SMK1_11' time 7000 flag 1  // ~s~Steig wieder aufs ~b~Motorrad~s~.
Marker.Disable(66@)
66@ = Marker.CreateAboveCar(36@)
07E0: set_marker 66@ type_to 1 
71@ = 0 

:TWAR7_25199
return 

:TWAR7_25201
if 
  72@ == 1 
else_jump @TWAR7_25265 
if 
86EE:   not actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
else_jump @TWAR7_25265 
Marker.Disable(66@)
66@ = Marker.CreateAboveActor($ACTOR_OG_LOC)
07E0: set_marker 66@ type_to 1 
72@ = 0 

:TWAR7_25265
if 
  72@ == 0 
else_jump @TWAR7_25461 
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_OG_LOC radius 8.0 8.0 8.0 sphere 0 
else_jump @TWAR7_25461 
if 
86EE:   not actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
else_jump @TWAR7_25350 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 

:TWAR7_25350
if 
  16 > 67@ 
else_jump @TWAR7_25429 
Marker.Disable(66@)
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @TWAR7_25407 
66@ = Marker.CreateAboveActor(34@)
jump @TWAR7_25422 

:TWAR7_25407
66@ = Marker.CreateAboveCar(36@)
07E0: set_marker 66@ type_to 1 

:TWAR7_25422
jump @TWAR7_25454 

:TWAR7_25429
Marker.Disable(66@)
018A: 66@ = create_checkpoint_at 783.2 -1630.3 12.2 

:TWAR7_25454
72@ = 1 

:TWAR7_25461
return 

:TWAR7_25463
if 
   not Actor.Dead(34@)
else_jump @TWAR7_26129 
if 
   not Car.Wrecked(35@)
else_jump @TWAR7_26122 
if 
   Actor.InCar(34@, 35@)
else_jump @TWAR7_26085 
if 
  80@ == 0 
else_jump @TWAR7_25574 
if or
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TWAR7_25574 
Car.Health(35@) = 350
80@ = 1 

:TWAR7_25574
Actor.StorePos($PLAYER_ACTOR, 133@, 134@, 137@)
Car.StorePos(35@, 135@, 136@, 137@)
0509: 137@ = distance_between_XY 133@ 134@ and_XY 135@ 136@ 
if 
  21.0 > 137@ 
else_jump @TWAR7_25683 
137@ /= 20.0 
0087: 138@ = 137@ // (float) 
137@ = 2.0 
0063: 137@ -= 138@ // (float) 
jump @TWAR7_25729 

:TWAR7_25683
137@ -= 20.0 
137@ /= 90.0 
0087: 138@ = 137@ // (float) 
137@ = 1.0 
0063: 137@ -= 138@ // (float) 

:TWAR7_25729
0087: 140@ = 137@ // (float) 
if 
  140@ > 2.0 
else_jump @TWAR7_25768 
140@ = 2.0 

:TWAR7_25768
if 
  0.5 > 140@ 
else_jump @TWAR7_25799 
140@ = 0.5 

:TWAR7_25799
if 
060E:   car 35@ assigned_to_path 
else_jump @TWAR7_25823 
06FD: set_car 35@ speed_on_path_to 140@ 

:TWAR7_25823
if 
  67@ == 8 
else_jump @TWAR7_26051 
if 
  10 > 79@ 
else_jump @TWAR7_26044 
if 
   not Car.Wrecked(42@(79@,10i))
else_jump @TWAR7_26030 
if 
   not Actor.Dead(52@(79@,10i))
else_jump @TWAR7_26001 
if 
   Actor.InCar(52@(79@,10i), 42@(79@,10i))
else_jump @TWAR7_25965 
if 
060E:   car 42@(79@,10i) assigned_to_path 
else_jump @TWAR7_25958 
06FD: set_car 42@(79@,10i) speed_on_path_to 140@ 

:TWAR7_25958
jump @TWAR7_25994 

:TWAR7_25965
if 
060E:   car 42@(79@,10i) assigned_to_path 
else_jump @TWAR7_25994 
05EC: release_car 42@(79@,10i) from_path 

:TWAR7_25994
jump @TWAR7_26030 

:TWAR7_26001
if 
060E:   car 42@(79@,10i) assigned_to_path 
else_jump @TWAR7_26030 
05EC: release_car 42@(79@,10i) from_path 

:TWAR7_26030
79@ += 1 
jump @TWAR7_26051 

:TWAR7_26044
79@ = 0 

:TWAR7_26051
if 
   not Actor.InCar(34@, 35@)
else_jump @TWAR7_26078 
036A: put_actor 34@ in_car 35@ 

:TWAR7_26078
jump @TWAR7_26122 

:TWAR7_26085
if 
   not Car.Wrecked(35@)
else_jump @TWAR7_26122 
if 
060E:   car 35@ assigned_to_path 
else_jump @TWAR7_26122 
05EC: release_car 35@ from_path 

:TWAR7_26122
jump @TWAR7_26166 

:TWAR7_26129
if 
   not Car.Wrecked(35@)
else_jump @TWAR7_26166 
if 
060E:   car 35@ assigned_to_path 
else_jump @TWAR7_26166 
05EC: release_car 35@ from_path 

:TWAR7_26166
return 

:TWAR7_26168
0209: 77@ = random_int_in_ranges 1 37 
if 
  77@ == 1 
else_jump @TWAR7_26210 
0674: set_car_model 78@ numberplate "GOT_M00_" 

:TWAR7_26210
if 
  77@ == 2 
else_jump @TWAR7_26243 
0674: set_car_model 78@ numberplate "M00TV_4U" 

:TWAR7_26243
if 
  77@ == 3 
else_jump @TWAR7_26276 
0674: set_car_model 78@ numberplate "MATHEW_2" 

:TWAR7_26276
if 
  77@ == 4 
else_jump @TWAR7_26309 
0674: set_car_model 78@ numberplate "D4_DEW0R" 

:TWAR7_26309
if 
  77@ == 5 
else_jump @TWAR7_26342 
0674: set_car_model 78@ numberplate "D0DE_777" 

:TWAR7_26342
if 
  77@ == 6 
else_jump @TWAR7_26375 
0674: set_car_model 78@ numberplate "DAM0_666" 

:TWAR7_26375
if 
  77@ == 7 
else_jump @TWAR7_26408 
0674: set_car_model 78@ numberplate "C0NEY_88" 

:TWAR7_26408
if 
  77@ == 8 
else_jump @TWAR7_26441 
0674: set_car_model 78@ numberplate "PRE4CHER" 

:TWAR7_26441
if 
  77@ == 9 
else_jump @TWAR7_26474 
0674: set_car_model 78@ numberplate "DBP_4NDY" 

:TWAR7_26474
if 
  77@ == 10 
else_jump @TWAR7_26507 
0674: set_car_model 78@ numberplate "EV1L_SLY" 

:TWAR7_26507
if 
  77@ == 11 
else_jump @TWAR7_26540 
0674: set_car_model 78@ numberplate "N1_R4V3N" 

:TWAR7_26540
if 
  77@ == 12 
else_jump @TWAR7_26573 
0674: set_car_model 78@ numberplate "D1VX_Z00" 

:TWAR7_26573
if 
  77@ == 13 
else_jump @TWAR7_26605 
0674: set_car_model 78@ numberplate "MR_B3NN" 

:TWAR7_26605
if 
  77@ == 14 
else_jump @TWAR7_26638 
0674: set_car_model 78@ numberplate "R3D_R4SP" 

:TWAR7_26638
if 
  77@ == 15 
else_jump @TWAR7_26671 
0674: set_car_model 78@ numberplate "LA_B0MBA" 

:TWAR7_26671
if 
  77@ == 16 
else_jump @TWAR7_26704 
0674: set_car_model 78@ numberplate "L3337_0G" 

:TWAR7_26704
if 
  77@ == 17 
else_jump @TWAR7_26737 
0674: set_car_model 78@ numberplate "BUDD4H_X" 

:TWAR7_26737
if 
  77@ == 18 
else_jump @TWAR7_26770 
0674: set_car_model 78@ numberplate "T3H_BUCK" 

:TWAR7_26770
if 
  77@ == 19 
else_jump @TWAR7_26803 
0674: set_car_model 78@ numberplate "CHUNKY_1" 

:TWAR7_26803
if 
  77@ == 20 
else_jump @TWAR7_26836 
0674: set_car_model 78@ numberplate "EV1L_BNZ" 

:TWAR7_26836
if 
  77@ == 21 
else_jump @TWAR7_26869 
0674: set_car_model 78@ numberplate "S4ND_M4N" 

:TWAR7_26869
if 
  77@ == 22 
else_jump @TWAR7_26902 
0674: set_car_model 78@ numberplate "RKK_DBP1" 

:TWAR7_26902
if 
  77@ == 23 
else_jump @TWAR7_26935 
0674: set_car_model 78@ numberplate "RE1_K0KU" 

:TWAR7_26935
if 
  77@ == 24 
else_jump @TWAR7_26968 
0674: set_car_model 78@ numberplate "S3XY_JUD" 

:TWAR7_26968
if 
  77@ == 25 
else_jump @TWAR7_27001 
0674: set_car_model 78@ numberplate "SUNRA_93" 

:TWAR7_27001
if 
  77@ == 26 
else_jump @TWAR7_27034 
0674: set_car_model 78@ numberplate "UG_FUX69" 

:TWAR7_27034
if 
  77@ == 27 
else_jump @TWAR7_27067 
0674: set_car_model 78@ numberplate "LI0N_CUM" 

:TWAR7_27067
if 
  77@ == 28 
else_jump @TWAR7_27100 
0674: set_car_model 78@ numberplate "RKK_PWND" 

:TWAR7_27100
if 
  77@ == 29 
else_jump @TWAR7_27133 
0674: set_car_model 78@ numberplate "HAZE_B0B" 

:TWAR7_27133
if 
  77@ == 30 
else_jump @TWAR7_27166 
0674: set_car_model 78@ numberplate "T3H_FLUF" 

:TWAR7_27166
if 
  77@ == 31 
else_jump @TWAR7_27199 
0674: set_car_model 78@ numberplate "BM_4NDY_" 

:TWAR7_27199
if 
  77@ == 32 
else_jump @TWAR7_27232 
0674: set_car_model 78@ numberplate "BM_D34N_" 

:TWAR7_27232
if 
  77@ == 33 
else_jump @TWAR7_27265 
0674: set_car_model 78@ numberplate "BM_L4C3Y" 

:TWAR7_27265
if 
  77@ == 34 
else_jump @TWAR7_27298 
0674: set_car_model 78@ numberplate "BM_D3V__" 

:TWAR7_27298
if 
  77@ == 35 
else_jump @TWAR7_27331 
0674: set_car_model 78@ numberplate "NU_SK00L" 

:TWAR7_27331
if 
  77@ == 36 
else_jump @TWAR7_27364 
0674: set_car_model 78@ numberplate "G4L_AVET" 

:TWAR7_27364
if 
  77@ == 37 
else_jump @TWAR7_27397 
0674: set_car_model 78@ numberplate "M0J0_J0J" 

:TWAR7_27397
return 

:TWAR7_27399
if 
  67@ == 1 
else_jump @TWAR7_28418 
if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
else_jump @TWAR7_27688 
if or
  83@ == 1 
  83@ == 2 
else_jump @TWAR7_27688 
if 
001D:   125@ > 84@ // (int) 
else_jump @TWAR7_27681 
gosub @TWAR7_32112 
gosub @TWAR7_32219 
if 
  68@ == 0 
else_jump @TWAR7_27578 
if or
   not Actor.Dead($ACTOR_SMOKE)
   not Actor.Dead($ACTOR_SWEET)
else_jump @TWAR7_27547 
gosub @TWAR7_32373 
jump @TWAR7_27578 

:TWAR7_27547
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
126@ = 0 
127@ = 0 

:TWAR7_27578
if or
  68@ == 1 
  68@ == 2 
else_jump @TWAR7_27674 
if or
   not Actor.Dead($ACTOR_SMOKE)
   not Actor.Dead($ACTOR_SWEET)
   not Actor.Dead($ACTOR_OG_LOC)
else_jump @TWAR7_27643 
gosub @TWAR7_32373 
jump @TWAR7_27674 

:TWAR7_27643
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
126@ = 0 
127@ = 0 

:TWAR7_27674
jump @TWAR7_27688 

:TWAR7_27681
83@ = 0 

:TWAR7_27688
if 
   not Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @TWAR7_27824 
if 
  11 > 83@ 
else_jump @TWAR7_27824 
if 
001D:   125@ > 84@ // (int) 
else_jump @TWAR7_27751 
84@ += 1 

:TWAR7_27751
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 86@(84@,13s) 
0085: 132@ = 83@ // (int) 
0085: 131@ = 84@ // (int) 
83@ = 11 
0209: 84@ = random_int_in_ranges 0 5 
0085: 130@ = 84@ // (int) 
130@ += 1 
gosub @TWAR7_29790 

:TWAR7_27824
if 
  83@ == 11 
else_jump @TWAR7_28149 
if 
   not Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @TWAR7_28097 
if 
001D:   125@ > 84@ // (int) 
else_jump @TWAR7_28074 
gosub @TWAR7_32112 
gosub @TWAR7_32219 
if 
  68@ == 0 
else_jump @TWAR7_27978 
if or
   not Actor.Dead($ACTOR_SMOKE)
   not Actor.Dead($ACTOR_SWEET)
else_jump @TWAR7_27947 
gosub @TWAR7_32373 
jump @TWAR7_27978 

:TWAR7_27947
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
126@ = 0 
127@ = 0 

:TWAR7_27978
if 
  68@ == 1 
else_jump @TWAR7_28067 
if or
   not Actor.Dead($ACTOR_SMOKE)
   not Actor.Dead($ACTOR_SWEET)
   not Actor.Dead($ACTOR_OG_LOC)
else_jump @TWAR7_28036 
gosub @TWAR7_32373 
jump @TWAR7_28067 

:TWAR7_28036
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
126@ = 0 
127@ = 0 

:TWAR7_28067
jump @TWAR7_28097 

:TWAR7_28074
00BC: show_text_highpriority GXT 'SMK1_01' time 11000 flag 1  // ~s~Steig wieder in ~b~Smokes Auto~s~.
83@ = 12 

:TWAR7_28097
if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
else_jump @TWAR7_28149 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
83@ = 13 
84@ = 0 
00BE: text_clear_all 

:TWAR7_28149
if 
  83@ == 12 
else_jump @TWAR7_28202 
if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
else_jump @TWAR7_28202 
83@ = 13 
84@ = 0 
00BE: text_clear_all 

:TWAR7_28202
if 
  83@ == 13 
else_jump @TWAR7_28418 
if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
else_jump @TWAR7_28344 
33@ = 0 
0085: 83@ = 132@ // (int) 
0085: 84@ = 131@ // (int) 
gosub @TWAR7_29790 
if 
  132@ == 0 
else_jump @TWAR7_28344 
if 
  68@ == 0 
else_jump @TWAR7_28328 
00BC: show_text_highpriority GXT 'SMK1_02' time 7000 flag 1  // ~s~Hol OG Loc vom ~y~Polizeirevier~s~ ab.
jump @TWAR7_28344 

:TWAR7_28328
00BC: show_text_highpriority GXT 'SMK1_10' time 7000 flag 1  // ~s~Fahr zu ~y~Freddys Haus~s~.

:TWAR7_28344
if 
   not Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @TWAR7_28418 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
83@ = 11 
0209: 84@ = random_int_in_ranges 0 5 
0085: 130@ = 84@ // (int) 
130@ += 1 
gosub @TWAR7_29790 

:TWAR7_28418
if or
  83@ == 3 
  83@ == 4 
  83@ == 5 
  83@ == 8 
  83@ == 10 
else_jump @TWAR7_28518 
if 
001D:   125@ > 84@ // (int) 
else_jump @TWAR7_28511 
gosub @TWAR7_32112 
gosub @TWAR7_32219 
gosub @TWAR7_32373 
jump @TWAR7_28518 

:TWAR7_28511
83@ = 0 

:TWAR7_28518
if 
  67@ > 3 
else_jump @TWAR7_29524 
if or
  14 > 67@ 
  67@ == 16 
else_jump @TWAR7_29524 
if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
else_jump @TWAR7_28917 
if 
0104:   actor $ACTOR_OG_LOC near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @TWAR7_28910 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_OG_LOC on_foot 
else_jump @TWAR7_28763 
if 
  83@ == 9 
else_jump @TWAR7_28763 
if 
001D:   125@ > 84@ // (int) 
else_jump @TWAR7_28756 
gosub @TWAR7_32112 
gosub @TWAR7_32219 
if 
   not Actor.Dead($ACTOR_OG_LOC)
else_jump @TWAR7_28718 
gosub @TWAR7_32373 
jump @TWAR7_28749 

:TWAR7_28718
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
126@ = 0 
127@ = 0 

:TWAR7_28749
jump @TWAR7_28763 

:TWAR7_28756
83@ = 0 

:TWAR7_28763
if and
   Actor.Driving($PLAYER_ACTOR)
   Actor.Driving($ACTOR_OG_LOC)
else_jump @TWAR7_28910 
if 
  83@ == 9 
else_jump @TWAR7_28910 
if 
001D:   125@ > 84@ // (int) 
else_jump @TWAR7_28903 
gosub @TWAR7_32112 
gosub @TWAR7_32219 
if 
   not Actor.Dead($ACTOR_OG_LOC)
else_jump @TWAR7_28865 
gosub @TWAR7_32373 
jump @TWAR7_28896 

:TWAR7_28865
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
126@ = 0 
127@ = 0 

:TWAR7_28896
jump @TWAR7_28910 

:TWAR7_28903
83@ = 0 

:TWAR7_28910
jump @TWAR7_29034 

:TWAR7_28917
if 
  14 > 83@ 
else_jump @TWAR7_29034 
if 
001D:   125@ > 84@ // (int) 
else_jump @TWAR7_28961 
84@ += 1 

:TWAR7_28961
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
00BE: text_clear_all 
0085: 132@ = 83@ // (int) 
0085: 131@ = 84@ // (int) 
83@ = 14 
0209: 84@ = random_int_in_ranges 0 3 
0085: 130@ = 84@ // (int) 
130@ += 1 
gosub @TWAR7_29790 

:TWAR7_29034
if 
  83@ == 14 
else_jump @TWAR7_29225 
if 
86EE:   not actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
else_jump @TWAR7_29202 
if 
001D:   125@ > 84@ // (int) 
else_jump @TWAR7_29172 
gosub @TWAR7_32112 
gosub @TWAR7_32219 
if 
   not Actor.Dead($ACTOR_OG_LOC)
else_jump @TWAR7_29134 
gosub @TWAR7_32373 
jump @TWAR7_29165 

:TWAR7_29134
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
126@ = 0 
127@ = 0 

:TWAR7_29165
jump @TWAR7_29195 

:TWAR7_29172
00BC: show_text_highpriority GXT 'SMK1_09' time 7000 flag 1  // ~s~Du hast ~b~OG Loc~s~ zurckgelassen.
83@ = 15 

:TWAR7_29195
jump @TWAR7_29225 

:TWAR7_29202
00BC: show_text_highpriority GXT 'SMK1_09' time 7000 flag 1  // ~s~Du hast ~b~OG Loc~s~ zurckgelassen.
83@ = 15 

:TWAR7_29225
if 
  83@ == 15 
else_jump @TWAR7_29278 
if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
else_jump @TWAR7_29278 
83@ = 16 
84@ = 0 
00BE: text_clear_all 

:TWAR7_29278
if 
  83@ == 16 
else_jump @TWAR7_29524 
if 
06EE:   actor $ACTOR_OG_LOC in_group $PLAYER_GROUP 
else_jump @TWAR7_29469 
33@ = 0 
0085: 83@ = 132@ // (int) 
0085: 84@ = 131@ // (int) 
gosub @TWAR7_29790 
if 
  132@ == 0 
else_jump @TWAR7_29462 
if 
  14 > 67@ 
else_jump @TWAR7_29446 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @TWAR7_29423 
00BC: show_text_highpriority GXT 'SMK1_04' time 7000 flag 1  // ~s~Schnapp dir ~r~Freddy~s~ und mach ihn alle!
jump @TWAR7_29439 

:TWAR7_29423
00BC: show_text_highpriority GXT 'SMK1_11' time 7000 flag 1  // ~s~Steig wieder aufs ~b~Motorrad~s~.

:TWAR7_29439
jump @TWAR7_29462 

:TWAR7_29446
00BC: show_text_highpriority GXT 'SMK1_13' time 8500 flag 1  // ~s~Bring OG Loc zur Hintertr vom ~y~Burger King~s~.

:TWAR7_29462
jump @TWAR7_29524 

:TWAR7_29469
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
83@ = 14 
0209: 84@ = random_int_in_ranges 0 3 
0085: 130@ = 84@ // (int) 
130@ += 1 
gosub @TWAR7_29790 

:TWAR7_29524
if or
  83@ == 6 
  83@ == 7 
else_jump @TWAR7_29657 
if 
001D:   125@ > 84@ // (int) 
else_jump @TWAR7_29650 
gosub @TWAR7_32112 
gosub @TWAR7_32219 
if 
   not Actor.Dead(34@)
else_jump @TWAR7_29612 
gosub @TWAR7_32373 
jump @TWAR7_29643 

:TWAR7_29612
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
126@ = 0 
127@ = 0 

:TWAR7_29643
jump @TWAR7_29657 

:TWAR7_29650
83@ = 0 

:TWAR7_29657
if 
  83@ == 17 
else_jump @TWAR7_29788 
if 
001D:   125@ > 84@ // (int) 
else_jump @TWAR7_29781 
gosub @TWAR7_32112 
gosub @TWAR7_32219 
if and
   not Actor.Dead(34@)
   not Actor.Dead($ACTOR_OG_LOC)
else_jump @TWAR7_29743 
gosub @TWAR7_32373 
jump @TWAR7_29774 

:TWAR7_29743
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
126@ = 0 
127@ = 0 

:TWAR7_29774
jump @TWAR7_29788 

:TWAR7_29781
83@ = 0 

:TWAR7_29788
return 

:TWAR7_29790
if 
  83@ == 1 
else_jump @TWAR7_30007 
05AA: 86@s = 'SMO1_AA'  // ~z~Gut, mit dir unterwegs zu sein, Bruder. Sorry, wenn ich manchmal ein bisschen austicke.
05AA: 88@s = 'SMO1_AC'  // ~z~Mach dir deswegen keinen Kopf.
05AA: 90@s = 'SMO1_AD'  // ~z~brigens heit das jetzt nicht mehr Jeffrey, sondern OG Loc.
05AA: 92@s = 'SMO1_AE'  // ~z~OG Loc?
05AA: 94@s = 'SMO1_AF'  // ~z~Ja. Echter Gangster.
05AA: 96@s = 'SMO1_AG'  // ~z~Verstehe. Und was hat er gemacht?
05AA: 98@s = 'SMO1_AH'  // ~z~Alles Mgliche, nur damit er mal in den Knast wandert. Wegen seiner Karriere.
05AA: 100@s = 'SMO1_AJ'  // ~z~Spritztour mit geklauten Karren, falsch parken, lauter so 'nen Schei.
04AF: 112@ = 35000 // @ = any 
04AF: 113@ = 35001 // @ = any 
04AF: 114@ = 35002 // @ = any 
04AF: 115@ = 35003 // @ = any 
04AF: 116@ = 35004 // @ = any 
04AF: 117@ = 35005 // @ = any 
04AF: 118@ = 35006 // @ = any 
04AF: 119@ = 35007 // @ = any 
125@ = 8 

:TWAR7_30007
if 
  83@ == 2 
else_jump @TWAR7_30200 
05AA: 86@s = 'SMO1_BA'  // ~z~Was hast du fr Plne, Homie, jetzt wo du ein freier Mann bist?
05AA: 88@s = 'SMO1_BB'  // ~z~Von wegen frei, mein Bewhrungshelfer hat mir 'n Job aufs Auge gedrckt!
05AA: 90@s = 'SMO1_BC'  // ~z~Motherfucker! Machen einem dauernd Druck!
05AA: 92@s = 'SMO1_BD'  // ~z~Du sagst es!
05AA: 94@s = 'SMO1_BE'  // ~z~Ist aber gar nicht so bel. Ich werd 'Hygienetechniker'.
05AA: 96@s = 'SMO1_BF'  // ~z~Du machst ganz schn Karriere.
05AA: 98@s = 'SMO1_BG'  // ~z~Nur ein Sprungbrett auf dem Weg zu Ruhm und Ehre.
04AF: 112@ = 35008 // @ = any 
04AF: 113@ = 35009 // @ = any 
04AF: 114@ = 35010 // @ = any 
04AF: 115@ = 35011 // @ = any 
04AF: 116@ = 35012 // @ = any 
04AF: 117@ = 35013 // @ = any 
04AF: 118@ = 35014 // @ = any 
125@ = 7 

:TWAR7_30200
if 
  83@ == 3 
else_jump @TWAR7_30393 
05AA: 86@s = 'SMO1_CA'  // ~z~Da ist es.
05AA: 88@s = 'SMO1_CB'  // ~z~Ist das hier nicht Vagos-Gebiet?
05AA: 90@s = 'SMO1_CC'  // ~z~Mir scheiegal. Ich bin Gangsta!
05AA: 92@s = 'SMO1_CD'  // ~z~Kommt, soll sich Loc mit dem Casanova rumschlagen.
05AA: 94@s = 'SMO1_CE'  // ~z~Hey, ich geh mit Jeff- Ich meine Loc!
05AA: 96@s = 'SMO1_CF'  // ~z~Okay, cool.
05AA: 98@s = 'SMO1_CG'  // ~z~Wir sehen uns dann im Viertel.
04AF: 112@ = 35015 // @ = any 
04AF: 113@ = 35016 // @ = any 
04AF: 114@ = 35017 // @ = any 
04AF: 115@ = 35018 // @ = any 
04AF: 116@ = 35019 // @ = any 
04AF: 117@ = 35020 // @ = any 
04AF: 118@ = 35021 // @ = any 
125@ = 7 

:TWAR7_30393
if 
  83@ == 4 
else_jump @TWAR7_30659 
05AA: 86@s = 'SMO1_CH'  // ~z~Freddy! Ich bin wegen dir hier, Motherfucker!
05AA: 88@s = 'SMO1_DB'  // ~z~Hey, Loc, warte mal!
05AA: 90@s = 'SMO1_CJ'  // ~z~Jeffrey, mach dir keine Hoffnungen, Mann - das mit uns war nur 'ne Knastaffre!
05AA: 92@s = 'SMO1_CK'  // ~z~Seit ich raus bin, kann ich mich vor Weibern kaum retten.
05AA: 94@s = 'SMO1_CL'  // ~z~Da brauch ich deinen drren Arsch nicht!
05AA: 96@s = 'SMO1_CM'  // ~z~Ignorier ihn, CJ, ich wei nicht, wovon er redet!
05AA: 98@s = 'SMO1_CN'  // ~z~Hey, du Dieb, gib mir meine Reime zurck. Ich bin Gangsta!
05AA: 100@s = 'SMO1_CO'  // ~z~Du hast die Seife fallenlassen, Ser,
05AA: 102@s = 'SMO1_CP'  // ~z~Ich wei nichts von irgendwelchen Reimen!
05AA: 104@s = 'SMO1_DA'  // ~z~Der Motherfucker versucht abzuhauen!
04AF: 112@ = 35022 // @ = any 
04AF: 113@ = 35031 // @ = any 
04AF: 114@ = 35023 // @ = any 
04AF: 115@ = 35024 // @ = any 
04AF: 116@ = 35025 // @ = any 
04AF: 117@ = 35026 // @ = any 
04AF: 118@ = 35027 // @ = any 
04AF: 119@ = 35028 // @ = any 
04AF: 120@ = 35029 // @ = any 
04AF: 121@ = 35030 // @ = any 
0085: 125@ = 130@ // (int) 

:TWAR7_30659
if 
  83@ == 5 
else_jump @TWAR7_30732 
05AA: 86@s = 'SMO1_EA'  // ~z~Hey, Loc, komm zurck, bist du verrckt geworden?
05AA: 88@s = 'SMO1_EB'  // ~z~Lass mich in Ruhe, CJ, ich muss meinen Ruf schtzen!
04AF: 112@ = 35033 // @ = any 
04AF: 113@ = 35034 // @ = any 
125@ = 2 

:TWAR7_30732
if 
  83@ == 6 
else_jump @TWAR7_30998 
05AA: 86@s = 'SMO1_FA'  // ~z~Uuuh! Fang mich doch! Fang mich doch!
05AA: 88@s = 'SMO1_FB'  // ~z~Na komm, Schtzchen, ich verlier langsam die Geduld!
05AA: 90@s = 'SMO1_FC'  // ~z~Ich steh auf schnelle rsche, nicht auf Lahmrsche!
05AA: 92@s = 'SMO1_FD'  // ~z~Ich dachte, du brauchst es so dringend, Knackarsch!
05AA: 94@s = 'SMO1_FE'  // ~z~Fang mich doch, wenn du ka-aannst!
05AA: 96@s = 'SMO1_FF'  // ~z~Juhu! Hier bin ich!
05AA: 98@s = 'SMO1_FG'  // ~z~Kuckuck, Jeffrey!
05AA: 100@s = 'SMO1_FH'  // ~z~Ich liebe Verfolgungsjagden - dieser Nervenkitzel!
05AA: 102@s = 'SMO1_FJ'  // ~z~Hey Baby, beweg die sen Hinterbacken!
05AA: 104@s = 'SMO1_FK'  // ~z~Jetzt zeig doch mal ein bisschen mehr Enthusiasmus, Liebling!
04AF: 112@ = 35035 // @ = any 
04AF: 113@ = 35036 // @ = any 
04AF: 114@ = 35037 // @ = any 
04AF: 115@ = 35038 // @ = any 
04AF: 116@ = 35039 // @ = any 
04AF: 117@ = 35040 // @ = any 
04AF: 118@ = 35041 // @ = any 
04AF: 119@ = 35042 // @ = any 
04AF: 120@ = 35043 // @ = any 
04AF: 121@ = 35044 // @ = any 
0085: 125@ = 130@ // (int) 

:TWAR7_30998
if 
  83@ == 7 
else_jump @TWAR7_31071 
05AA: 86@s = 'SMO1_GA'  // ~z~Er hat mir das Herz gebrochen!
05AA: 88@s = 'SMO1_GB'  // ~z~Macht ihn fertig, Jungs!
04AF: 112@ = 35047 // @ = any 
04AF: 113@ = 35048 // @ = any 
125@ = 2 

:TWAR7_31071
if 
  83@ == 8 
else_jump @TWAR7_31288 
05AA: 86@s = 'SMO1_HA'  // ~z~Ich will nicht ein verdammtes Wort hren.
05AA: 88@s = 'SMO1_HB'  // ~z~Warst du einsam, Loc?
05AA: 90@s = 'SMO1_HC'  // ~z~Hey, ich steh auch auf hbsche Schnurrbrte.
05AA: 92@s = 'SMO1_HD'  // ~z~Ich bin jedenfalls den korrekten Weg gegangen, im Gegensatz zu dir Pseudo-Motherfucker.
05AA: 94@s = 'SMO1_HE'  // ~z~Komm, fahren wir zurck in die Grove Street.
05AA: 96@s = 'SMO1_HF'  // ~z~Nein, ich muss jetzt diesen geschissenen Job antreten.
05AA: 98@s = 'SMO1_HG'  // ~z~Wie du meinst. Soll ich dich hinfahren?
05AA: 100@s = 'SMO1_HH'  // ~z~Klar. Rollen wir.
04AF: 112@ = 35053 // @ = any 
04AF: 113@ = 35054 // @ = any 
04AF: 114@ = 35055 // @ = any 
04AF: 115@ = 35056 // @ = any 
04AF: 116@ = 35057 // @ = any 
04AF: 117@ = 35058 // @ = any 
04AF: 118@ = 35059 // @ = any 
04AF: 119@ = 35060 // @ = any 
125@ = 8 

:TWAR7_31288
if 
  83@ == 9 
else_jump @TWAR7_31553 
05AA: 86@s = 'SMO1_JA'  // ~z~Es ist das Burger King in Venice Beach.
05AA: 88@s = 'SMO1_JB'  // ~z~Du bist der Boss.
05AA: 90@s = 'SMO1_JC'  // ~z~Coz I'm keen, with the hygiene,
05AA: 92@s = 'SMO1_JD'  // ~z~On a mission, like a super technician, baby.
05AA: 94@s = 'SMO1_JG'  // ~z~Hr auf mit dem Schei, Mann.
05AA: 96@s = 'SMO1_JM'  // ~z~Sieh dich an, alles Muskeln und Scheie.
05AA: 98@s = 'SMO1_JH'  // ~z~43 Zentimeter Umfang ohne anzuspannen.
05AA: 100@s = 'SMO1_JJ'  // ~z~Das httest du auch ohne Knast geschafft.
05AA: 102@s = 'SMO1_JK'  // ~z~Aber ich hab's im Knast gemacht, und so ist es korrekt.
05AA: 104@s = 'SMO1_JL'  // ~z~Ja, sieht ganz so aus, Gangsta.
04AF: 112@ = 35061 // @ = any 
04AF: 113@ = 35062 // @ = any 
04AF: 114@ = 35063 // @ = any 
04AF: 115@ = 35064 // @ = any 
04AF: 116@ = 35065 // @ = any 
04AF: 117@ = 35070 // @ = any 
04AF: 118@ = 35066 // @ = any 
04AF: 119@ = 35067 // @ = any 
04AF: 120@ = 35068 // @ = any 
04AF: 121@ = 35069 // @ = any 
125@ = 10 

:TWAR7_31553
if 
  83@ == 10 
else_jump @TWAR7_31698 
05AA: 86@s = 'SMO1_KA'  // ~z~Danke frs Herfahren, CJ.
05AA: 88@s = 'SMO1_KB'  // ~z~Lass dich blicken, ja?
05AA: 90@s = 'SMO1_KC'  // ~z~Klare Sache. Bis dann.
05AA: 92@s = 'SMO1_KD'  // ~z~Mit 'nem Burger auf der Pfann...e.
05AA: 94@s = 'SMO1_KE'  // ~z~Wir seh'n uns.
04AF: 112@ = 35071 // @ = any 
04AF: 113@ = 35072 // @ = any 
04AF: 114@ = 35073 // @ = any 
04AF: 115@ = 35074 // @ = any 
04AF: 116@ = 35075 // @ = any 
125@ = 5 

:TWAR7_31698
if 
  83@ == 11 
else_jump @TWAR7_31868 
05AA: 86@s = 'SMOX_AA'  // ~z~Steig ein.
05AA: 88@s = 'SMOX_AB'  // ~z~Ins Auto!
05AA: 90@s = 'SMOX_AC'  // ~z~Steig in das Auto!
05AA: 92@s = 'SMOX_AD'  // ~z~Mach schon, Mann, steig ein!
05AA: 94@s = 'SMOX_AE'  // ~z~Jetzt mach, Klugscheier, steig in den Wagen!
05AA: 96@s = 'SMOX_AF' 
04AF: 112@ = 35800 // @ = any 
04AF: 113@ = 35801 // @ = any 
04AF: 114@ = 35802 // @ = any 
04AF: 115@ = 35803 // @ = any 
04AF: 116@ = 35804 // @ = any 
04AF: 117@ = 35805 // @ = any 
0085: 125@ = 130@ // (int) 

:TWAR7_31868
if 
  83@ == 14 
else_jump @TWAR7_31960 
05AA: 86@s = 'LOCX_AA'  // ~z~Warte doch, Carl!
05AA: 88@s = 'LOCX_AB'  // ~z~Hey, warte auf mich, Kumpel!
05AA: 90@s = 'LOCX_AC'  // ~z~Warte, CJ!
04AF: 112@ = 22400 // @ = any 
04AF: 113@ = 22401 // @ = any 
04AF: 114@ = 22402 // @ = any 
0085: 125@ = 130@ // (int) 

:TWAR7_31960
if 
  83@ == 17 
else_jump @TWAR7_32081 
05AA: 86@s = 'SMO1_GC'  // ~z~Den dreisten Motherfucker mach ich kalt.
05AA: 88@s = 'SMO1_GD'  // ~z~Dein Arsch gehrt mir!
05AA: 90@s = 'SMO1_GE'  // ~z~Nein, so hab ich das doch nicht gemeint!
05AA: 92@s = 'SMO1_GF'  // ~z~CJ, hilf mir mal!
04AF: 112@ = 35049 // @ = any 
04AF: 113@ = 35050 // @ = any 
04AF: 114@ = 35051 // @ = any 
04AF: 115@ = 35052 // @ = any 
125@ = 4 

:TWAR7_32081
0085: 128@ = 84@ // (int) 
126@ = 0 
127@ = 0 
129@ = 1 
return 

:TWAR7_32112
if 
001D:   125@ > 128@ // (int) 
else_jump @TWAR7_32217 
if 
  126@ == 0 
else_jump @TWAR7_32174 
03CF: load_wav 112@(128@,13i) as 1 
128@ += 1 
126@ = 1 

:TWAR7_32174
if 
  127@ == 0 
else_jump @TWAR7_32217 
03CF: load_wav 112@(128@,13i) as 2 
128@ += 1 
127@ = 1 

:TWAR7_32217
return 

:TWAR7_32219
if 
  129@ == 1 
else_jump @TWAR7_32295 
if 
  126@ == 1 
else_jump @TWAR7_32295 
if 
03D0:   wav 1 loaded 
else_jump @TWAR7_32295 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 86@(84@,13s) time 4500 flag 1 
126@ = 2 

:TWAR7_32295
if 
  129@ == 2 
else_jump @TWAR7_32371 
if 
  127@ == 1 
else_jump @TWAR7_32371 
if 
03D0:   wav 2 loaded 
else_jump @TWAR7_32371 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 86@(84@,13s) time 4500 flag 1 
127@ = 2 

:TWAR7_32371
return 

:TWAR7_32373
if 
  126@ == 2 
else_jump @TWAR7_32436 
if 
03D2:   wav 1 ended 
else_jump @TWAR7_32436 
03D5: remove_text 86@(84@,13s) 
84@ += 1 
129@ = 2 
126@ = 0 

:TWAR7_32436
if 
  127@ == 2 
else_jump @TWAR7_32499 
if 
03D2:   wav 2 ended 
else_jump @TWAR7_32499 
03D5: remove_text 86@(84@,13s) 
84@ += 1 
129@ = 1 
127@ = 0 

:TWAR7_32499
return 

//-------------Mission 28---------------
// Originally: Running Dog

:SMOKE2
thread 'SMOKE2' 
gosub @SMOKE2_47 
if 
wasted_or_busted 
else_jump @SMOKE2_38 
gosub @SMOKE2_11327 

:SMOKE2_38
gosub @SMOKE2_11407 
end_thread 

:SMOKE2_47
increment_mission_attempts 
054C: use_GXT_table 'SMOKE2' 
$ONMISSION = 1 
wait 0 
36@ = 2068.42 
37@ = -1694.87 
38@ = 13.3 
39@ = 270.0 
$6893 = 2514.34 
$6894 = -1411.93 
$6895 = 27.41 
162@ = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
46@ = 22 
47@ = 2459.8 
69@ = -1402.19 
91@ = 24.06 
48@ = 2442.07 
70@ = -1370.23 
92@ = 24.06 
49@ = 2414.49 
71@ = -1369.36 
93@ = 24.76 
50@ = 2410.19 
72@ = -1364.03 
94@ = 24.75 
51@ = 2399.68 
73@ = -1358.24 
95@ = 24.93 
52@ = 2381.88 
74@ = -1354.88 
96@ = 24.08 
53@ = 2343.29 
75@ = -1351.41 
97@ = 24.06 
54@ = 2336.29 
76@ = -1310.99 
98@ = 24.29 
55@ = 2257.07 
77@ = -1291.85 
99@ = 24.01 
56@ = 2241.61 
78@ = -1281.61 
100@ = 24.42 
57@ = 2241.61 
79@ = -1264.68 
101@ = 24.37 
58@ = 2239.48 
80@ = -1260.91 
102@ = 23.98 
59@ = 2241.18 
81@ = -1257.88 
103@ = 23.99 
60@ = 2241.18 
82@ = -1254.46 
104@ = 24.46 
61@ = 2241.18 
83@ = -1238.3 
105@ = 25.21 
62@ = 2221.54 
84@ = -1235.75 
106@ = 24.62 
63@ = 2202.27 
85@ = -1236.72 
107@ = 24.0 
64@ = 2202.21 
86@ = -1257.05 
108@ = 23.91 
65@ = 2199.57 
87@ = -1263.15 
109@ = 23.92 
66@ = 2199.08 
88@ = -1279.44 
110@ = 24.57 
67@ = 2182.07 
89@ = -1280.2 
111@ = 24.68 
68@ = 2175.18 
90@ = -1282.82 
112@ = 24.02 
126@ = 2117.86 
127@ = -1071.42 
128@ = 24.64 
129@ = 0 
176@ = 0 
177@ = 0 
178@ = 0 
179@ = 0 
180@ = 0 
157@ = 0 
158@ = 0 
160@ = 0 
182@ = 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:SMOKE2_1021
if 
fading 
else_jump @SMOKE2_1045 
wait 0 
jump @SMOKE2_1021 

:SMOKE2_1045
0395: clear_area 0 at 2069.9 -1702.73 12.59 radius 100.0 
Model.Load(#LAE_SMOKECUTSCENE)

:SMOKE2_1074
if 
   not Model.Available(#LAE_SMOKECUTSCENE)
else_jump @SMOKE2_1101 
wait 0 
jump @SMOKE2_1074 

:SMOKE2_1101
187@ = Object.Init(#LAE_SMOKECUTSCENE, 2055.0, -1695.0, 15.0)
02E4: load_cutscene_data 'SMOKE2A' 

:SMOKE2_1135
if 
86B9:   not cutscene_data_loaded 
else_jump @SMOKE2_1159 
wait 0 
jump @SMOKE2_1135 

:SMOKE2_1159
02E7: start_cutscene 
fade 1 1000 

:SMOKE2_1168
if 
82E9:   not cutscene_reached_end 
else_jump @SMOKE2_1192 
wait 0 
jump @SMOKE2_1168 

:SMOKE2_1192
fade 0 0 

:SMOKE2_1198
if 
fading 
else_jump @SMOKE2_1222 
wait 0 
jump @SMOKE2_1198 

:SMOKE2_1222
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
Model.Destroy(#LAE_SMOKECUTSCENE)
Object.Destroy(187@)
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
Model.Load(#GLENDALE)
Model.Load(#COLT45)
038B: load_requested_models 

:SMOKE2_1266
if or
823D:   not special_actor 1 loaded 
   not Model.Available(#GLENDALE)
   not Model.Available(#COLT45)
else_jump @SMOKE2_1302 
wait 0 
jump @SMOKE2_1266 

:SMOKE2_1302
gosub @SMOKE2_5382 
Camera.SetAtPos(2069.9, -1702.73, 12.59)
0395: clear_area 0 at 2069.9 -1702.73 12.59 radius 100.0 
0395: clear_area 0 at $6893 $6894 $6895 radius 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2488.0 -1431.93 25.41 cornerB 2528.0 -1391.93 29.41 
01E8: create_forbidden_for_cars_cube_cornerA 2252.89 -1286.37 22.25 cornerB 2258.89 -1280.37 28.25 
041E: set_radio_station 3 
Actor.PutAt($PLAYER_ACTOR, 2070.87, -1703.01, 12.55)
Actor.Angle($PLAYER_ACTOR) = 0.0
0169: set_fade_color_RGB 0 0 0 
wait 500 
fade 1 1500 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
if 
  182@ == 1 
else_jump @SMOKE2_1678 
34@ = Car.Create(#GLENDALE, 0.0, 0.0, -100.0)
183@ = Marker.CreateAboveCar(34@)
35@ = Actor.Create(Mission1, #SPECIAL01, 0.0, 0.0, -100.0)
41@ = Actor.Create(Mission2, #LSV1, 0.0, 0.0, -100.0)
42@ = Car.Create(#SENTINEL, 0.0, 0.0, -100.0)
0129: 43@ = create_actor_pedtype 25 model #LSV2 in_car 42@ driverseat 
44@ = Actor.Create(Mission2, #LSV2, 0.0, 0.0, -100.0)
45@ = Actor.Create(Mission2, #LSV3, 0.0, 0.0, -100.0)

:SMOKE2_1678
022B: create_forbidden_for_peds_cube_cornerA 2458.5 -1410.63 24.06 cornerB 2504.27 -1395.83 28.55 
0615: define_AS_pack_begin 115@ 
05D3: AS_actor -1 goto_point 47@ 69@ 91@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 48@ 70@ 92@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 49@ 71@ 93@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 50@ 72@ 94@ mode 6 -1 ms // versionA 
078F: unknown_actor -1 flag 1 
05D3: AS_actor -1 goto_point 51@ 73@ 95@ mode 6 -1 ms // versionA 
078F: unknown_actor -1 flag 1 
05D3: AS_actor -1 goto_point 52@ 74@ 96@ mode 6 -1 ms // versionA 
0616: define_AS_pack_end 115@ 
0615: define_AS_pack_begin 116@ 
078F: unknown_actor -1 flag 1 
05D3: AS_actor -1 goto_point 53@ 75@ 97@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 54@ 76@ 98@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 55@ 77@ 99@ mode 7 -1 ms // versionA 
05D3: AS_actor -1 goto_point 2254.09 -1283.83 25.18 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 56@ 78@ 100@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 57@ 79@ 101@ mode 6 -1 ms // versionA 
078F: unknown_actor -1 flag 1 
0616: define_AS_pack_end 116@ 
0615: define_AS_pack_begin 117@ 
05D3: AS_actor -1 goto_point 58@ 80@ 102@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 59@ 81@ 103@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 60@ 82@ 104@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 61@ 83@ 105@ mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
078F: unknown_actor -1 flag 1 
05D3: AS_actor -1 goto_point 62@ 84@ 106@ mode 6 -1 ms // versionA 
078F: unknown_actor -1 flag 1 
0616: define_AS_pack_end 117@ 
0615: define_AS_pack_begin 118@ 
05D3: AS_actor -1 goto_point 63@ 85@ 107@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 64@ 86@ 108@ mode 6 -1 ms // versionA 
078F: unknown_actor -1 flag 1 
05D3: AS_actor -1 goto_point 65@ 87@ 109@ mode 6 -1 ms // versionA 
078F: unknown_actor -1 flag 1 
05D3: AS_actor -1 goto_point 66@ 88@ 110@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 67@ 89@ 111@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 68@ 90@ 112@ mode 6 -1 ms // versionA 
0616: define_AS_pack_end 118@ 
0615: define_AS_pack_begin 114@ 
0618: assign_actor -1 to_AS_pack 115@ 
0618: assign_actor -1 to_AS_pack 116@ 
0618: assign_actor -1 to_AS_pack 117@ 
0618: assign_actor -1 to_AS_pack 118@ 
0616: define_AS_pack_end 114@ 
00BC: show_text_highpriority GXT 'SMK2_1' time 10000 flag 0  // ~s~Steig in Big Smokes ~b~Auto.

:SMOKE2_2258
wait 0 
if 
0735:   NOP_false 83 
else_jump @SMOKE2_2284 
jump @SMOKE2_11352 

:SMOKE2_2284
if and
   not 162@ == 1 
   not Actor.Dead(35@)
   not Car.Wrecked(34@)
else_jump @SMOKE2_2436 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @SMOKE2_2436 
Marker.Disable(183@)
018A: 184@ = create_checkpoint_at $6893 $6894 $6895 
162@ = 1 
163@ = 1 
00BC: show_text_highpriority GXT 'SMK2_2' time 11000 flag 0  // ~s~Fahre Big Smoke zum ~y~Treffpunkt~s~.~N~Wenn du eine Waffe brauchst, begib dich zu Emmets Haus.
032B: 40@ = create_weapon_pickup #COLT45 group 3 ammo 100 at 2444.895 -1981.524 13.933 
02A8: 186@ = create_marker 18 at 2444.895 -1981.524 13.933 
32@ = 0 

:SMOKE2_2436
if and
  162@ == 1 
   not 166@ == 1 
   not Actor.Dead(35@)
   not Car.Wrecked(34@)
else_jump @SMOKE2_3206 
if 
   not 167@ == 1 
else_jump @SMOKE2_2517 
if 
   Pickup.Picked_up(40@)
else_jump @SMOKE2_2517 
Marker.Disable(186@)
167@ = 1 

:SMOKE2_2517
if and
  163@ == 1 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @SMOKE2_2743 
Marker.Disable(184@)
183@ = Marker.CreateAboveCar(34@)
07E0: set_marker 183@ type_to 1 
gosub @SMOKE2_10751 
if 
   Actor.Dead(35@)
else_jump @SMOKE2_2613 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'SMK2_7' time 4000 flag 0  // ~r~Big Smoke ist tot!
jump @SMOKE2_11327 

:SMOKE2_2613
if 
   Car.Wrecked(34@)
else_jump @SMOKE2_2652 
00BC: show_text_highpriority GXT 'SMK2_12' time 5000 flag 0  // ~r~Big Smokes Auto wurde zerstrt!
jump @SMOKE2_11327 

:SMOKE2_2652
if or
80EC:   not actor $PLAYER_ACTOR 0 near_point 2444.895 -1981.524 radius 20.0 20.0 
  167@ == 1 
else_jump @SMOKE2_2720 
00BC: show_text_highpriority GXT 'SMK2_3' time 5000 flag 0  // ~s~Steig wieder in Big Smokes ~b~Auto.
jump @SMOKE2_2736 

:SMOKE2_2720
00BC: show_text_highpriority GXT 'SMK2_16' time 5000 flag 0  // ~s~Besorg dir eine Waffe und steig dann wieder in Big Smokes ~b~Auto~s~.

:SMOKE2_2736
163@ = 0 

:SMOKE2_2743
if and
  163@ == 0 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @SMOKE2_2829 
Marker.Disable(183@)
018A: 184@ = create_checkpoint_at $6893 $6894 $6895 
if 
  165@ == 1 
else_jump @SMOKE2_2822 
00BC: show_text_highpriority GXT 'SMK2_15' time 5000 flag 0  // ~s~Fahr Big Smoke zum ~y~Treffpunkt.

:SMOKE2_2822
163@ = 1 

:SMOKE2_2829
if 
  163@ == 1 
else_jump @SMOKE2_3005 
if and
   not 164@ == 1 
  32@ > 10000 
else_jump @SMOKE2_2917 
161@ = 2 
gosub @SMOKE2_9893 
if 
   not Actor.Dead(35@)
else_jump @SMOKE2_2910 
0A09: set_actor 35@ muted 1 // versionB 

:SMOKE2_2910
164@ = 1 

:SMOKE2_2917
if and
  164@ == 1 
   not 165@ == 1 
else_jump @SMOKE2_3005 
if 
001D:   159@ > 158@ // (int) 
else_jump @SMOKE2_2975 
gosub @SMOKE2_10520 
jump @SMOKE2_3005 

:SMOKE2_2975
if 
   not Actor.Dead(35@)
else_jump @SMOKE2_2998 
0A09: set_actor 35@ muted 0 // versionB 

:SMOKE2_2998
165@ = 1 

:SMOKE2_3005
if 
  163@ == 1 
else_jump @SMOKE2_3206 
if 
0100:   actor $PLAYER_ACTOR in_sphere $6893 $6894 $6895 radius 4.0 4.0 2.0 sphere 1 in_car 
else_jump @SMOKE2_3206 
Player.CanMove($PLAYER_CHAR) = False
166@ = 1 
Marker.Disable(184@)
Marker.Disable(186@)
091D: remove_forbidden_for_boats_cube_cornerA 2488.0 -1431.93 25.41 cornerB 2528.0 -1391.93 29.41 
if 
   not Actor.Dead(35@)
else_jump @SMOKE2_3144 
0A09: set_actor 35@ muted 0 // versionB 

:SMOKE2_3144
gosub @SMOKE2_5582 
01E8: create_forbidden_for_cars_cube_cornerA 2164.51 -1287.88 20.0 cornerB 2170.88 -1267.88 30.0 
00BC: show_text_highpriority GXT 'SMK2_17' time 10000 flag 0  // ~s~Stelle das ~r~Gangmitglied~s~.
32@ = 0 

:SMOKE2_3206
if 
  166@ == 1 
else_jump @SMOKE2_5048 
if and
   not 168@ == 1 
  32@ > 10000 
else_jump @SMOKE2_3275 
0512: show_permanent_text_box 'SMK2_H1'  // Drcke in schneller Folge ~k~~PED_SPRINT~, um im Supersprint zu laufen.
168@ = 1 
32@ = 0 

:SMOKE2_3275
if and
  168@ == 1 
   not 169@ == 1 
  32@ > 10000 
else_jump @SMOKE2_3333 
0512: show_permanent_text_box 'SMK2_H2'  // Du kannst nur kurze Zeit im Supersprint laufen, bevor du mde wirst.
169@ = 1 
32@ = 0 

:SMOKE2_3333
if and
  169@ == 1 
   not 170@ == 1 
  32@ > 10000 
else_jump @SMOKE2_3391 
0512: show_permanent_text_box 'SPRSTAM'  // Je mehr du sprintest, desto besser wird deine ~h~Kondition~w~ und du hltst krperlichen Belastungen lnger stand.
170@ = 1 
32@ = 0 

:SMOKE2_3391
if and
  170@ == 1 
   not 171@ == 1 
  32@ > 10000 
else_jump @SMOKE2_3433 
03E6: remove_text_box 
171@ = 1 

:SMOKE2_3433
if 
   not 173@ == 1 
else_jump @SMOKE2_3673 
if 
   not Actor.Dead(35@)
else_jump @SMOKE2_3549 
if and
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 5.0 5.0 0 
   not 172@ == 1 
else_jump @SMOKE2_3549 
161@ = 1 
gosub @SMOKE2_9893 
if 
   not Actor.Dead(35@)
else_jump @SMOKE2_3542 
0A09: set_actor 35@ muted 1 // versionB 

:SMOKE2_3542
172@ = 1 

:SMOKE2_3549
if and
  172@ == 1 
  161@ == 1 
else_jump @SMOKE2_3673 
if 
001D:   159@ > 158@ // (int) 
else_jump @SMOKE2_3643 
if 
   not Actor.Dead(35@)
else_jump @SMOKE2_3623 
gosub @SMOKE2_10520 
jump @SMOKE2_3636 

:SMOKE2_3623
040D: unload_wav 1 
00BE: text_clear_all 
173@ = 1 

:SMOKE2_3636
jump @SMOKE2_3673 

:SMOKE2_3643
if 
   not Actor.Dead(35@)
else_jump @SMOKE2_3666 
0A09: set_actor 35@ muted 0 // versionB 

:SMOKE2_3666
173@ = 1 

:SMOKE2_3673
if 
   not 174@ == 1 
else_jump @SMOKE2_3806 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2354.11 -1355.54 radius 15.0 15.0 
else_jump @SMOKE2_3806 
113@ = 0 

:SMOKE2_3736
if 
  2 > 113@ 
else_jump @SMOKE2_3799 
if 
   not Actor.Dead(44@(113@,2i))
else_jump @SMOKE2_3785 
0816: unknown_actor 44@(113@,2i) flag 0 

:SMOKE2_3785
113@ += 1 
jump @SMOKE2_3736 

:SMOKE2_3799
174@ = 1 

:SMOKE2_3806
if 
   not Actor.Dead(41@)
else_jump @SMOKE2_4137 
if 
   not 175@ == 1 
else_jump @SMOKE2_3912 
062E: unknown_get_actor 41@ task 1952 status_store_to 122@ // ret 7 if not found 
if 
04A4:   122@ == 1 // @ == any 
else_jump @SMOKE2_3912 
07A4: unknown_actor 41@ unknown_get 119@ unknown_get 120@ 
if and
  119@ == 1 
  120@ == 4 
else_jump @SMOKE2_3912 
175@ = 1 

:SMOKE2_3912
if 
   not 175@ == 1 
else_jump @SMOKE2_4037 
if 
   Actor.Animation(41@) == "RUN_GANG1"
else_jump @SMOKE2_3978 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.5 times_normal_rate 

:SMOKE2_3978
if 
   Actor.Animation(41@) == "SPRINT_CIVI"
else_jump @SMOKE2_4030 
0393: actor 41@ perform_animation "SPRINT_CIVI" at 1.5 times_normal_rate 

:SMOKE2_4030
jump @SMOKE2_4137 

:SMOKE2_4037
if 
   Actor.Animation(41@) == "RUN_GANG1"
else_jump @SMOKE2_4085 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.2 times_normal_rate 

:SMOKE2_4085
if 
   Actor.Animation(41@) == "SPRINT_CIVI"
else_jump @SMOKE2_4137 
0393: actor 41@ perform_animation "SPRINT_CIVI" at 1.2 times_normal_rate 

:SMOKE2_4137
if 
   not Actor.Dead(41@)
else_jump @SMOKE2_5041 
if 
   not 176@ == 1 
else_jump @SMOKE2_4314 
0085: 113@ = 46@ // (int) 
113@ -= 1 
062E: unknown_get_actor 41@ task 1952 status_store_to 122@ // ret 7 if not found 
if and
04A4:   122@ == 7 // @ == any 
00FE:   actor 41@ sphere 0 in_sphere 47@(113@,22f) 69@(113@,22f) 91@(113@,22f) radius 10.0 10.0 10.0 
else_jump @SMOKE2_4314 
176@ = 1 
if and
   not Car.Wrecked(42@)
   not Actor.Dead(43@)
else_jump @SMOKE2_4314 
if 
8495:   not car 42@ burning 
else_jump @SMOKE2_4314 
05CA: AS_actor 41@ enter_car 42@ passenger_seat 0 -2 ms 

:SMOKE2_4314
if 
   not 180@ == 1 
else_jump @SMOKE2_4384 
if and
   not Actor.Dead(43@)
   not Car.Wrecked(42@)
else_jump @SMOKE2_4384 
if 
0495:   car 42@ burning 
else_jump @SMOKE2_4384 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
180@ = 1 

:SMOKE2_4384
if and
  176@ == 1 
   not 177@ == 1 
else_jump @SMOKE2_5034 
if 
   not 178@ == 1 
else_jump @SMOKE2_4743 
if and
   not Car.Wrecked(42@)
   not Actor.Dead(43@)
else_jump @SMOKE2_4631 
if 
   Actor.InCar(41@, 42@)
else_jump @SMOKE2_4631 
178@ = 1 
05D2: AS_actor 43@ run_to_and_hijack_car 42@ max_search_radius 30.0 traffic_behavior 2 
01B2: give_actor 41@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 41@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60 
091D: remove_forbidden_for_boats_cube_cornerA 2164.51 -1287.88 20.0 cornerB 2170.88 -1267.88 30.0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SMOKE2_4608 
00BC: show_text_highpriority GXT 'SMK2_9' time 10000 flag 0  // ~s~Das ~r~Gangmitglied~s~ flieht mit einem Auto!~N~Schnappe ihn dir, bevor der Mann entkommt.
jump @SMOKE2_4624 

:SMOKE2_4608
00BC: show_text_highpriority GXT 'SMK2_8' time 10000 flag 0  // ~s~Das ~r~Gangmitglied~s~ flieht mit einem Auto!~N~Besorg dir ein Fahrzeug und jage den Mann!

:SMOKE2_4624
32@ = 0 

:SMOKE2_4631
if 
   not 178@ == 1 
else_jump @SMOKE2_4743 
if or
   Car.Wrecked(42@)
   Actor.Dead(43@)
else_jump @SMOKE2_4702 
05DD: AS_actor 41@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 9999999 
177@ = 1 
jump @SMOKE2_4743 

:SMOKE2_4702
if 
0495:   car 42@ burning 
else_jump @SMOKE2_4743 
05DD: AS_actor 41@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 9999999 
177@ = 1 

:SMOKE2_4743
if 
  178@ == 1 
else_jump @SMOKE2_5034 
if 
   not 177@ == 1 
else_jump @SMOKE2_4889 
if 
   not Car.Wrecked(42@)
else_jump @SMOKE2_4889 
046C: 125@ = car 42@ driver 
if or
0495:   car 42@ burning 
  125@ == -1 
else_jump @SMOKE2_4889 
05DD: AS_actor 41@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 9999999 
if and
   not Actor.Dead(43@)
   not 180@ == 1 
else_jump @SMOKE2_4882 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
180@ = 1 

:SMOKE2_4882
177@ = 1 

:SMOKE2_4889
if 
   not 177@ == 1 
else_jump @SMOKE2_5034 
if and
   not 179@ == 1 
  32@ > 180000 
else_jump @SMOKE2_5034 
if and
   not Car.Wrecked(42@)
   not Actor.Dead(43@)
else_jump @SMOKE2_5034 
if and
   Actor.InCar(43@, 42@)
   Actor.InCar(41@, 42@)
else_jump @SMOKE2_5034 
05D1: AS_actor 43@ drive_car 42@ to 126@ 127@ 128@ speed 30.0 0 model #NULL 2 
179@ = 1 
00BC: show_text_highpriority GXT 'SMK2_10' time 7000 flag 0  // ~s~Schnapp dir das ~r~Gangmitglied~s~, bevor der Mann seinen Zielort erreicht!

:SMOKE2_5034
jump @SMOKE2_5048 

:SMOKE2_5041
jump @SMOKE2_11352 

:SMOKE2_5048
if 
   Actor.Dead(35@)
else_jump @SMOKE2_5087 
00BC: show_text_highpriority GXT 'SMK2_7' time 4000 flag 0  // ~r~Big Smoke ist tot!
jump @SMOKE2_11327 

:SMOKE2_5087
if and
   not 166@ == 1 
   Car.Wrecked(34@)
else_jump @SMOKE2_5133 
00BC: show_text_highpriority GXT 'SMK2_12' time 5000 flag 0  // ~r~Big Smokes Auto wurde zerstrt!
jump @SMOKE2_11327 

:SMOKE2_5133
if and
  176@ == 1 
   not Actor.Dead(41@)
else_jump @SMOKE2_5210 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 41@ radius 300.0 300.0 0 
else_jump @SMOKE2_5210 
00BC: show_text_highpriority GXT 'SMK2_11' time 4000 flag 0  // ~r~Er ist entkommen!
jump @SMOKE2_11327 

:SMOKE2_5210
if and
  179@ == 1 
   not 177@ == 1 
   not Actor.Dead(41@)
   not Actor.Dead(43@)
   not Car.Wrecked(42@)
else_jump @SMOKE2_5375 
if and
   Actor.InCar(41@, 42@)
   Actor.InCar(43@, 42@)
01AF:   car 42@ sphere 0 in_sphere 126@ 127@ 128@ radius 6.0 6.0 4.0 
else_jump @SMOKE2_5375 
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @SMOKE2_5347 
gosub @SMOKE2_8283 
jump @SMOKE2_5352 

:SMOKE2_5347
Actor.DestroyWithFade(41@)

:SMOKE2_5352
00BC: show_text_highpriority GXT 'SMK2_11' time 4000 flag 0  // ~r~Er ist entkommen!
jump @SMOKE2_11327 

:SMOKE2_5375
jump @SMOKE2_2258 

:SMOKE2_5382
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
34@ = Car.Create(#GLENDALE, 36@, 37@, 38@)
Car.Angle(34@) = 39@
0229: set_car 34@ primary_color_to 98 secondary_color_to 14 
183@ = Marker.CreateAboveCar(34@)
07E0: set_marker 183@ type_to 1 
01C8: 35@ = create_actor_pedtype 24 model #SPECIAL01 in_car 34@ passenger_seat 0 
Actor.Health(35@) = 500
08AF: set_actor 35@ max_health_to 500 
01B2: give_actor 35@ weapon 22 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 35@ immune_to_nonplayer 1 
0568: set_actor 35@ targetable 1 
0446: set_actor 35@ immune_to_headshots 0 
0245: set_actor 35@ walk_style_to "FATMAN" 
039E: set_actor 35@ locked 1 while_in_car 
0526: set_actor 35@ stay_in_car 1 
09F6: set_actor 35@ unjackable_through_driver_seat 0 
07E5: copy_decision_maker -1 to 124@ 
0708: reset_decision_maker 124@ event 79 
060B: set_actor 35@ decision_maker_to 124@ 
077C: clear_actor 35@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 35@ acquaintance 4 to_all_pedtypes // see ped.dat 
return 

:SMOKE2_5582
fade 0 1000 

:SMOKE2_5589
if 
fading 
else_jump @SMOKE2_5613 
wait 0 
jump @SMOKE2_5589 

:SMOKE2_5613
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0395: clear_area 1 at $6893 $6894 $6895 radius 150.0 
01E8: create_forbidden_for_cars_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
022B: create_forbidden_for_peds_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
01EB: set_traffic_density_multiplier_to 0.0 
09B2: get_random_available_car_type 1 model_to 192@ doorlock_to 193@ 
if 
   not 192@ == -1 
else_jump @SMOKE2_5822 
188@ = Car.Create(192@, 2448.31, -1392.34, 23.68)
0560: create_random_actor_in_car 188@ handle_as 190@ 
Car.Angle(188@) = 180.0
189@ = Car.Create(192@, 2453.7, -1408.14, 23.68)
0560: create_random_actor_in_car 189@ handle_as 191@ 
Car.Angle(189@) = 0.0

:SMOKE2_5822
if 
   not Car.Wrecked(34@)
else_jump @SMOKE2_5932 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @SMOKE2_5877 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2473.6 -1420.86 27.88 

:SMOKE2_5877
if 
   not Actor.Dead(35@)
else_jump @SMOKE2_5932 
if 
   Actor.InCar(35@, 34@)
else_jump @SMOKE2_5932 
0362: remove_actor 35@ from_car_and_place_at 2470.6 -1420.86 27.88 

:SMOKE2_5932
Car.Destroy(34@)
Player.CanMove($PLAYER_CHAR) = False
Player.MakeSafe($PLAYER_CHAR)
02E4: load_cutscene_data 'SMOKE2B' 

:SMOKE2_5960
if 
86B9:   not cutscene_data_loaded 
else_jump @SMOKE2_5984 
wait 0 
jump @SMOKE2_5960 

:SMOKE2_5984
02E7: start_cutscene 
fade 1 1000 

:SMOKE2_5993
if 
82E9:   not cutscene_reached_end 
else_jump @SMOKE2_6017 
wait 0 
jump @SMOKE2_5993 

:SMOKE2_6017
fade 0 0 

:SMOKE2_6023
if 
fading 
else_jump @SMOKE2_6047 
wait 0 
jump @SMOKE2_6023 

:SMOKE2_6047
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 1.0 
Model.Load(#LSV1)
Model.Load(#LSV2)
Model.Load(#LSV3)
Model.Load(#SENTINEL)
Model.Load(#MICRO_UZI)
038B: load_requested_models 

:SMOKE2_6091
if or
   not Model.Available(#LSV1)
   not Model.Available(#LSV2)
   not Model.Available(#LSV3)
   not Model.Available(#SENTINEL)
   not Model.Available(#MICRO_UZI)
else_jump @SMOKE2_6135 
wait 0 
jump @SMOKE2_6091 

:SMOKE2_6135
05AA: 130@s = 'SMO2B11'  // ~z~Wir mssen an ihm dranbleiben!
04AF: 148@ = 35200 // @ = any 
0209: $6896 = random_int_in_ranges 0 3 
if 
  $6896 == 0 
else_jump @SMOKE2_6210 
05AA: 132@s = 'SMO2_CA'  // ~z~Mann, ich kipp gleich weg!
04AF: 149@ = 35214 // @ = any 

:SMOKE2_6210
if 
  $6896 == 1 
else_jump @SMOKE2_6252 
05AA: 132@s = 'SMO2_CB'  // ~z~Mann, ich bin dafr nicht geschaffen.
04AF: 149@ = 35215 // @ = any 

:SMOKE2_6252
if 
  $6896 == 2 
else_jump @SMOKE2_6294 
05AA: 132@s = 'SMO2_CC'  // ~z~CJ, das gehrt dir.
04AF: 149@ = 35216 // @ = any 

:SMOKE2_6294
03CF: load_wav 148@ as 1 
03CF: load_wav 149@ as 2 

:SMOKE2_6308
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @SMOKE2_6338 
wait 0 
jump @SMOKE2_6308 

:SMOKE2_6338
Camera.SetAtPos(2471.99, -1402.32, 27.82)
41@ = Actor.Create(Mission2, #LSV1, 2471.99, -1402.32, 27.82)
Actor.Angle(41@) = 90.0
Actor.Health(41@) = 200
08AF: set_actor 41@ max_health_to 200 
03FE: set_actor 41@ money 500 
02A9: set_actor 41@ immune_to_nonplayer 1 
01B2: give_actor 41@ weapon 22 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(41@) = 5
0350: set_actor 41@ maintain_position_when_attacked 1 
077C: clear_actor 41@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 41@ acquaintance 4 to_all_pedtypes // see ped.dat 
if 
   not Actor.Dead(41@)
else_jump @SMOKE2_6484 
0618: assign_actor 41@ to_AS_pack 114@ 

:SMOKE2_6484
Actor.PutAt($PLAYER_ACTOR, 2473.99, -1402.32, 27.82)
Actor.Angle($PLAYER_ACTOR) = 90.0
if 
   not Actor.Dead(35@)
else_jump @SMOKE2_6560 
Actor.PutAt(35@, 2474.99, -1402.32, 27.82)
Actor.Angle(35@) = 90.0

:SMOKE2_6560
Camera.SetPosition(2460.993, -1400.991, 24.5671, 0.0, 0.0, 0.0)
Camera.PointAt(2461.876, -1401.406, 24.7836, 2)
fade 1 1000 

:SMOKE2_6618
if 
fading 
else_jump @SMOKE2_6642 
wait 0 
jump @SMOKE2_6618 

:SMOKE2_6642
181@ = 1 
0707: start_scene_skip_to @SMOKE2_7459 
wait 2000 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 47@ 69@ 91@ 
05D7: add_point_to_scmpath 48@ 70@ 92@ 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 
if 
   not Actor.Dead(35@)
else_jump @SMOKE2_6786 
0615: define_AS_pack_begin 121@ 
05D3: AS_actor -1 goto_point 47@ 69@ 91@ mode 6 -1 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 121@ 
0618: assign_actor 35@ to_AS_pack 121@ 
061B: remove_references_to_AS_pack 121@ 

:SMOKE2_6786
03D1: play_wav 1 
00BC: show_text_highpriority GXT 130@s time 10000 flag 1 
wait 4000 
040D: unload_wav 1 
00BE: text_clear_all 
if 
   not 192@ == -1 
else_jump @SMOKE2_6884 
if and
   not Actor.Dead(190@)
   not Car.Wrecked(188@)
else_jump @SMOKE2_6884 
05D1: AS_actor 190@ drive_car 188@ to 2448.31 -1429.92 23.68 speed 10.0 0 model #NULL 3 

:SMOKE2_6884
Camera.SetPosition(2459.716, -1406.529, 23.4481, 0.0, 0.0, 0.0)
Camera.PointAt(2459.658, -1405.536, 23.553, 2)
if 
   not Actor.Dead(35@)
else_jump @SMOKE2_7070 
062E: unknown_get_actor 35@ task 1560 status_store_to 122@ // ret 7 if not found 
if 
04A4:   122@ == 1 // @ == any 
else_jump @SMOKE2_7070 
0646: unknown_get_actor 35@ task_1560_status_store_to 119@ // similar to 062E 

:SMOKE2_6988
if 
  0 >= 119@ 
else_jump @SMOKE2_7070 
wait 0 
if 
   not Actor.Dead(35@)
else_jump @SMOKE2_7063 
062E: unknown_get_actor 35@ task 1560 status_store_to 122@ // ret 7 if not found 
if 
04A4:   122@ == 1 // @ == any 
else_jump @SMOKE2_7063 
0646: unknown_get_actor 35@ task_1560_status_store_to 119@ // similar to 062E 

:SMOKE2_7063
jump @SMOKE2_6988 

:SMOKE2_7070
03D1: play_wav 2 
00BC: show_text_highpriority GXT 132@s time 10000 flag 1 

:SMOKE2_7084
if 
83D2:   not wav 2 ended 
else_jump @SMOKE2_7110 
wait 0 
jump @SMOKE2_7084 

:SMOKE2_7110
040D: unload_wav 2 
00BE: text_clear_all 
wait 1000 
0395: clear_area 0 at 49@ 71@ 93@ radius 35.0 
if 
   not Actor.Dead(41@)
else_jump @SMOKE2_7193 
Actor.PutAt(41@, 49@, 71@, 23.74)
Actor.Angle(41@) = 45.0
07A0: unknown_actor 41@ unknown_assigned_to_AS 114@ unknown_set 0 unknown_set 3 

:SMOKE2_7193
Camera.SetPosition(2406.65, -1358.0, 25.33, 0.0, 0.0, 0.0)
Camera.PointAt(50@, 72@, 94@, 2)
wait 1000 
if 
   not Actor.Dead(41@)
else_jump @SMOKE2_7391 
062E: unknown_get_actor 41@ task 1952 status_store_to 122@ // ret 7 if not found 
if 
04A4:   122@ == 1 // @ == any 
else_jump @SMOKE2_7391 
07A4: unknown_actor 41@ unknown_get 119@ unknown_get 120@ 

:SMOKE2_7299
if and
  119@ == 0 
  3 >= 120@ 
else_jump @SMOKE2_7391 
wait 0 
if 
   not Actor.Dead(41@)
else_jump @SMOKE2_7384 
062E: unknown_get_actor 41@ task 1952 status_store_to 122@ // ret 7 if not found 
if 
04A4:   122@ == 1 // @ == any 
else_jump @SMOKE2_7384 
07A4: unknown_actor 41@ unknown_get 119@ unknown_get 120@ 

:SMOKE2_7384
jump @SMOKE2_7299 

:SMOKE2_7391
wait 2200 
Camera.SetPosition(2404.81, -1354.37, 25.71, 0.0, 0.0, 0.0)
Camera.PointAt(2401.4, -1356.79, 25.31, 2)
wait 4500 
181@ = 0 

:SMOKE2_7459
0701: end_scene_skip 
if 
  181@ == 1 
else_jump @SMOKE2_7665 
if 
   not Actor.Dead(35@)
else_jump @SMOKE2_7597 
if 
   Actor.Driving(35@)
else_jump @SMOKE2_7534 
0362: remove_actor 35@ from_car_and_place_at 47@ 69@ 23.06 
jump @SMOKE2_7550 

:SMOKE2_7534
Actor.PutAt(35@, 47@, 69@, 23.06)

:SMOKE2_7550
Actor.Angle(35@) = 90.0
0605: actor 35@ perform_animation_sequence "IDLE_TIRED" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 

:SMOKE2_7597
if 
   not Actor.Dead(41@)
else_jump @SMOKE2_7655 
Actor.PutAt(41@, 2390.73, -1355.69, 23.74)
Actor.Angle(41@) = 81.47
07A0: unknown_actor 41@ unknown_assigned_to_AS 114@ unknown_set 0 unknown_set 7 

:SMOKE2_7655
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 

:SMOKE2_7665
if 
   not Actor.Dead(41@)
else_jump @SMOKE2_7767 
07E5: copy_decision_maker -1 to 123@ 
0708: reset_decision_maker 123@ event 79 
0708: reset_decision_maker 123@ event 9 
0708: reset_decision_maker 123@ event 15 
0708: reset_decision_maker 123@ event 31 
0708: reset_decision_maker 123@ event 43 
0708: reset_decision_maker 123@ event 36 
0708: reset_decision_maker 123@ event 37 
0708: reset_decision_maker 123@ event 11 
0708: reset_decision_maker 123@ event 20 
060B: set_actor 41@ decision_maker_to 123@ 
185@ = Marker.CreateAboveActor(41@)

:SMOKE2_7767
0395: clear_area 0 at 2170.68 -1282.01 23.7 radius 100.0 
42@ = Car.Create(#SENTINEL, 2170.68, -1282.01, 23.7)
0129: 43@ = create_actor_pedtype 25 model #LSV2 in_car 42@ driverseat 
Car.Angle(42@) = 357.03
Car.ImmuneToNonPlayer(42@) = True
053F: set_car 42@ tires_vulnerability 0 
Car.DoorStatus(42@) = 3
02A9: set_actor 43@ immune_to_nonplayer 1 
01B2: give_actor 43@ weapon 22 ammo 99999 // Load the weapon model before using this 
0395: clear_area 0 at 2353.86 -1356.92 23.41 radius 5.0 
44@ = Actor.Create(Mission2, #LSV2, 2353.86, -1356.92, 23.41)
45@ = Actor.Create(Mission2, #LSV3, 2354.11, -1355.54, 23.41)
Actor.Angle(44@) = 90.0
Actor.Angle(45@) = 270.0
113@ = 0 

:SMOKE2_7975
if 
  2 > 113@ 
else_jump @SMOKE2_8090 
02A9: set_actor 44@(113@,2i) immune_to_nonplayer 1 
01B2: give_actor 44@(113@,2i) weapon 22 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(44@(113@,2i)) = 50
077C: clear_actor 44@(113@,2i) acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 44@(113@,2i) acquaintance 4 to_all_pedtypes // see ped.dat 
0816: unknown_actor 44@(113@,2i) flag 1 
05E2: AS_actor 44@(113@,2i) kill_actor $PLAYER_ACTOR 
113@ += 1 
jump @SMOKE2_7975 

:SMOKE2_8090
Model.Destroy(#LSV3)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SMOKE2_8133 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 48@ 70@ 23.05 
jump @SMOKE2_8149 

:SMOKE2_8133
Actor.PutAt($PLAYER_ACTOR, 48@, 70@, 23.05)

:SMOKE2_8149
Actor.Angle($PLAYER_ACTOR) = 90.0
091D: remove_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
091E: create_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
if 
   not 192@ == -1 
else_jump @SMOKE2_8261 
Car.RemoveReferences(188@)
Actor.RemoveReferences(190@)
Car.RemoveReferences(189@)
Actor.RemoveReferences(191@)

:SMOKE2_8261
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
0687: clear_actor $PLAYER_ACTOR task 
return 

:SMOKE2_8283
Player.CanMove($PLAYER_CHAR) = False
if 
   not Actor.Dead(41@)
else_jump @SMOKE2_8321 
Actor.SetImmunities(41@, 1, 1, 1, 1, 1)

:SMOKE2_8321
if 
   not Actor.Dead(43@)
else_jump @SMOKE2_8352 
Actor.SetImmunities(43@, 1, 1, 1, 1, 1)

:SMOKE2_8352
if 
   not Car.Wrecked(42@)
else_jump @SMOKE2_8383 
Car.SetImmunities(42@, 1, 1, 1, 1, 1)

:SMOKE2_8383
fade 0 1000 

:SMOKE2_8390
if 
fading 
else_jump @SMOKE2_8414 
wait 0 
jump @SMOKE2_8390 

:SMOKE2_8414
0395: clear_area 0 at 126@ 127@ 128@ radius 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
022B: create_forbidden_for_peds_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
Actor.StorePos($PLAYER_ACTOR, 195@, 196@, 197@)
198@ = Actor.Angle($PLAYER_ACTOR)
092E: get_water_height_at 195@ 196@ flag 0 store_to 200@ 
02CE: 199@ = ground_z_at 195@ 196@ 197@ 
if 
0025:   200@ > 199@ // (float) 
else_jump @SMOKE2_8572 
0087: 199@ = 200@ // (float) 

:SMOKE2_8572
04E4: unknown_refresh_game_renderer_at 126@ 127@ 
Camera.SetAtPos(126@, 127@, 128@)
01E8: create_forbidden_for_cars_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
022B: create_forbidden_for_peds_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
0395: clear_area 0 at 2092.91 -1097.01 24.53 radius 20.0 
Actor.PutAt($PLAYER_ACTOR, 2092.91, -1097.01, -100.0)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SMOKE2_8733 
194@ = Actor.Car($PLAYER_ACTOR)
Car.Angle(194@) = 242.86

:SMOKE2_8733
if 
   not Car.Wrecked(42@)
else_jump @SMOKE2_8907 
Car.PutAt(42@, 126@, 127@, -100.0)
Car.Angle(42@) = 50.74
if 
   not Actor.Dead(41@)
else_jump @SMOKE2_8842 
0792: disembark_instantly_actor 41@ 
if 
   Actor.Driving(41@)
else_jump @SMOKE2_8832 
0362: remove_actor 41@ from_car_and_place_at 2115.98 -1059.43 24.75 

:SMOKE2_8832
0430: put_actor 41@ into_car 42@ passenger_seat 0 

:SMOKE2_8842
if 
   not Actor.Dead(43@)
else_jump @SMOKE2_8907 
0792: disembark_instantly_actor 43@ 
if 
   Actor.Driving(43@)
else_jump @SMOKE2_8899 
0362: remove_actor 43@ from_car_and_place_at 2117.04 -1061.53 24.53 

:SMOKE2_8899
036A: put_actor 43@ in_car 42@ 

:SMOKE2_8907
wait 1000 
02A3: enable_widescreen 1 
Camera.SetPosition(2110.56, -1067.61, 25.27, 0.0, 0.0, 0.0)
Camera.PointAt(2114.84, -1067.77, 25.63, 2)
if 
   not Actor.Dead(41@)
else_jump @SMOKE2_9105 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2121.0 -1068.03 23.82 
05D7: add_point_to_scmpath 2127.23 -1061.17 28.33 
05D7: add_point_to_scmpath 2139.74 -1066.82 34.06 
05D7: add_point_to_scmpath 2143.63 -1066.27 34.06 
05D7: add_point_to_scmpath 2157.15 -1072.39 39.48 
0615: define_AS_pack_begin 201@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 201@ 
0618: assign_actor 41@ to_AS_pack 201@ 
061B: remove_references_to_AS_pack 201@ 

:SMOKE2_9105
fade 1 500 

:SMOKE2_9112
if 
fading 
else_jump @SMOKE2_9200 
wait 0 
if 
   not Actor.Dead(41@)
else_jump @SMOKE2_9193 
if 
   Actor.Animation(41@) == "RUN_GANG1"
else_jump @SMOKE2_9193 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_9193
jump @SMOKE2_9112 

:SMOKE2_9200
202@ = 0 
203@ = 0 
181@ = 1 
0707: start_scene_skip_to @SMOKE2_9525 

:SMOKE2_9228
if 
   not 203@ == 1 
else_jump @SMOKE2_9518 
wait 0 
if 
   not Actor.Dead(41@)
else_jump @SMOKE2_9511 
if 
   Actor.Animation(41@) == "RUN_GANG1"
else_jump @SMOKE2_9314 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_9314
if 
   not 202@ == 1 
else_jump @SMOKE2_9438 
if 
00FF:   actor 41@ sphere 0 in_sphere 2143.63 -1066.27 34.06 radius 4.0 4.0 4.0 on_foot 
else_jump @SMOKE2_9438 
Camera.SetPosition(2131.97, -1067.61, 33.57, 0.0, 0.0, 0.0)
Camera.PointAt(2137.38, -1068.03, 34.43, 2)
202@ = 1 

:SMOKE2_9438
if 
   not 203@ == 1 
else_jump @SMOKE2_9511 
if 
00FF:   actor 41@ sphere 0 in_sphere 2157.15 -1072.39 39.48 radius 6.0 6.0 4.0 on_foot 
else_jump @SMOKE2_9511 
203@ = 1 

:SMOKE2_9511
jump @SMOKE2_9228 

:SMOKE2_9518
181@ = 0 

:SMOKE2_9525
0701: end_scene_skip 
fade 0 1000 

:SMOKE2_9534
if 
fading 
else_jump @SMOKE2_9622 
wait 0 
if 
   not Actor.Dead(41@)
else_jump @SMOKE2_9615 
if 
   Actor.Animation(41@) == "RUN_GANG1"
else_jump @SMOKE2_9615 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_9615
jump @SMOKE2_9534 

:SMOKE2_9622
04E4: unknown_refresh_game_renderer_at 195@ 196@ 
Camera.SetAtPos(195@, 196@, 199@)
Actor.PutAt($PLAYER_ACTOR, 195@, 196@, 199@)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SMOKE2_9694 
194@ = Actor.Car($PLAYER_ACTOR)
Car.Angle(194@) = 198@
jump @SMOKE2_9702 

:SMOKE2_9694
Actor.Angle($PLAYER_ACTOR) = 198@

:SMOKE2_9702
Actor.DestroyInstantly(41@)
Actor.DestroyInstantly(43@)
Car.Destroy(42@)
091D: remove_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091E: create_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091D: remove_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
091E: create_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 1000 

:SMOKE2_9867
if 
fading 
else_jump @SMOKE2_9891 
wait 0 
jump @SMOKE2_9867 

:SMOKE2_9891
return 

:SMOKE2_9893
0871: init_jump_table 161@ total_jumps 3 default_jump 1 @SMOKE2_10484 jumps 0 @SMOKE2_9956 1 @SMOKE2_10105 2 @SMOKE2_10254 -1 @SMOKE2_10491 -1 @SMOKE2_10491 -1 @SMOKE2_10491 -1 @SMOKE2_10491 

:SMOKE2_9956
0209: $6896 = random_int_in_ranges 0 3 
if 
  $6896 == 0 
else_jump @SMOKE2_10007 
05AA: 130@s = 'SMO2_CA'  // ~z~Mann, ich kipp gleich weg!
04AF: 148@ = 35214 // @ = any 

:SMOKE2_10007
if 
  $6896 == 1 
else_jump @SMOKE2_10049 
05AA: 130@s = 'SMO2_CB'  // ~z~Mann, ich bin dafr nicht geschaffen.
04AF: 148@ = 35215 // @ = any 

:SMOKE2_10049
if 
  $6896 == 2 
else_jump @SMOKE2_10091 
05AA: 130@s = 'SMO2_CC'  // ~z~CJ, das gehrt dir.
04AF: 148@ = 35216 // @ = any 

:SMOKE2_10091
159@ = 1 
jump @SMOKE2_10491 

:SMOKE2_10105
0209: $6896 = random_int_in_ranges 0 3 
if 
  $6896 == 0 
else_jump @SMOKE2_10156 
05AA: 130@s = 'SMO2_DA'  // ~z~CJ, was hngst du hier noch rum?
04AF: 148@ = 35217 // @ = any 

:SMOKE2_10156
if 
  $6896 == 1 
else_jump @SMOKE2_10198 
05AA: 130@s = 'SMO2_DB'  // ~z~Ihm nach, CJ!
04AF: 148@ = 35218 // @ = any 

:SMOKE2_10198
if 
  $6896 == 2 
else_jump @SMOKE2_10240 
05AA: 130@s = 'SMO2_DC'  // ~z~CJ, tu was Sinnvolles. Schnapp den Typen.
04AF: 148@ = 35219 // @ = any 

:SMOKE2_10240
159@ = 1 
jump @SMOKE2_10491 

:SMOKE2_10254
05AA: 130@s = 'SMO2_BA'  // ~z~Warum willst du mich eigentlich dabeihaben?
04AF: 148@ = 35203 // @ = any 
05AA: 132@s = 'SMO2_BB'  // ~z~Kein bestimmter Grund. Dachte, so 'ne Fahrgemeinschaft ist doch nicht schlecht.
04AF: 149@ = 35204 // @ = any 
05AA: 134@s = 'SMO2_BC'  // ~z~Ach, wirklich?
04AF: 150@ = 35205 // @ = any 
05AA: 136@s = 'SMO2_BD'  // ~z~Bleib cool, Homie. Chill ein bisschen.
04AF: 151@ = 35206 // @ = any 
05AA: 138@s = 'SMO2_BE'  // ~z~Deine Cousine kommt? Aus Mexiko?
04AF: 152@ = 35207 // @ = any 
05AA: 140@s = 'SMO2_BF'  // ~z~Wir sind schon seit ewigen Zeiten gute Bekannte, ewig.
04AF: 153@ = 35208 // @ = any 
05AA: 142@s = 'SMO2_BG'  // ~z~Smoke, du redest vielleicht 'n Schei.
04AF: 154@ = 35209 // @ = any 
05AA: 144@s = 'SMO2_BH'  // ~z~Sei nicht schon wieder voreingenommen in meiner Gegenwart, Carl.
04AF: 155@ = 35210 // @ = any 
05AA: 146@s = 'SMO2_BJ'  // ~z~Jeder ist mit mir verwandt.
04AF: 156@ = 35211 // @ = any 
159@ = 9 
jump @SMOKE2_10491 

:SMOKE2_10484
jump @SMOKE2_10491 

:SMOKE2_10491
157@ = 0 
158@ = 0 
160@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
return 

:SMOKE2_10520
if or
  157@ == 0 
  157@ == 1 
else_jump @SMOKE2_10590 
if 
001D:   159@ > 158@ // (int) 
else_jump @SMOKE2_10590 
if 
  33@ > 200 
else_jump @SMOKE2_10590 
gosub @SMOKE2_10655 

:SMOKE2_10590
if 
  157@ == 2 
else_jump @SMOKE2_10653 
if 
03D2:   wav 1 ended 
else_jump @SMOKE2_10653 
157@ = 0 
158@ += 1 
160@ = 0 
00BE: text_clear_all 
33@ = 0 

:SMOKE2_10653
return 

:SMOKE2_10655
if 
  157@ == 0 
else_jump @SMOKE2_10691 
03CF: load_wav 148@(158@,9i) as 1 
157@ = 1 

:SMOKE2_10691
if 
  157@ == 1 
else_jump @SMOKE2_10749 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE2_10749 
00BC: show_text_highpriority GXT 130@(158@,9s) time 10000 flag 1 
03D1: play_wav 1 
157@ = 2 

:SMOKE2_10749
return 

:SMOKE2_10751
040D: unload_wav 2 
0871: init_jump_table 129@ total_jumps 5 default_jump 1 @SMOKE2_10898 jumps 0 @SMOKE2_10818 1 @SMOKE2_10834 2 @SMOKE2_10850 3 @SMOKE2_10866 4 @SMOKE2_10882 -1 @SMOKE2_10905 -1 @SMOKE2_10905 

:SMOKE2_10818
03CF: load_wav 35800 as 2 
jump @SMOKE2_10905 

:SMOKE2_10834
03CF: load_wav 35801 as 2 
jump @SMOKE2_10905 

:SMOKE2_10850
03CF: load_wav 35802 as 2 
jump @SMOKE2_10905 

:SMOKE2_10866
03CF: load_wav 35803 as 2 
jump @SMOKE2_10905 

:SMOKE2_10882
03CF: load_wav 35804 as 2 
jump @SMOKE2_10905 

:SMOKE2_10898
jump @SMOKE2_10905 

:SMOKE2_10905
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SMOKE2_10914
if 
83D0:   not wav 2 loaded 
else_jump @SMOKE2_11009 
wait 0 
if or
   Actor.Dead(35@)
   Car.Wrecked(34@)
else_jump @SMOKE2_10956 
return 

:SMOKE2_10956
if 
   not 167@ == 1 
else_jump @SMOKE2_11002 
if 
   Pickup.Picked_up(40@)
else_jump @SMOKE2_11002 
Marker.Disable(186@)
167@ = 1 

:SMOKE2_11002
jump @SMOKE2_10914 

:SMOKE2_11009
03D1: play_wav 2 
0871: init_jump_table 129@ total_jumps 5 default_jump 1 @SMOKE2_11191 jumps 0 @SMOKE2_11076 1 @SMOKE2_11099 2 @SMOKE2_11122 3 @SMOKE2_11145 4 @SMOKE2_11168 -1 @SMOKE2_11198 -1 @SMOKE2_11198 

:SMOKE2_11076
00BC: show_text_highpriority GXT 'SMOX_AA' time 3000 flag 1  // ~z~Steig ein.
jump @SMOKE2_11198 

:SMOKE2_11099
00BC: show_text_highpriority GXT 'SMOX_AB' time 3000 flag 1  // ~z~Ins Auto!
jump @SMOKE2_11198 

:SMOKE2_11122
00BC: show_text_highpriority GXT 'SMOX_AC' time 3000 flag 1  // ~z~Steig in das Auto!
jump @SMOKE2_11198 

:SMOKE2_11145
00BC: show_text_highpriority GXT 'SMOX_AD' time 3000 flag 1  // ~z~Mach schon, Mann, steig ein!
jump @SMOKE2_11198 

:SMOKE2_11168
00BC: show_text_highpriority GXT 'SMOX_AE' time 3000 flag 1  // ~z~Jetzt mach, Klugscheier, steig in den Wagen!
jump @SMOKE2_11198 

:SMOKE2_11191
jump @SMOKE2_11198 

:SMOKE2_11198
if 
83D2:   not wav 2 ended 
else_jump @SMOKE2_11293 
wait 0 
if or
   Actor.Dead(35@)
   Car.Wrecked(34@)
else_jump @SMOKE2_11240 
return 

:SMOKE2_11240
if 
   not 167@ == 1 
else_jump @SMOKE2_11286 
if 
   Pickup.Picked_up(40@)
else_jump @SMOKE2_11286 
Marker.Disable(186@)
167@ = 1 

:SMOKE2_11286
jump @SMOKE2_11198 

:SMOKE2_11293
129@ += 1 
if 
  129@ > 4 
else_jump @SMOKE2_11325 
129@ = 0 

:SMOKE2_11325
return 

:SMOKE2_11327
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
$MISSION_RUNNING_DOG_FAILED = 1 
return 

:SMOKE2_11352
$SMOKE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SMOKE_2'  // Running Dog
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 3 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:SMOKE2_11407
Model.Destroy(#LSV1)
Model.Destroy(#LSV2)
Model.Destroy(#LSV3)
Model.Destroy(#GLENDALE)
Model.Destroy(#SENTINEL)
Model.Destroy(#COLT45)
Model.Destroy(#MICRO_UZI)
0296: unload_special_actor 1 
Actor.DestroyWithFade(35@)
Pickup.Destroy(40@)
Marker.Disable(186@)
Marker.Disable(183@)
Marker.Disable(184@)
Marker.Disable(185@)
061B: remove_references_to_AS_pack 114@ 
061B: remove_references_to_AS_pack 115@ 
061B: remove_references_to_AS_pack 116@ 
061B: remove_references_to_AS_pack 117@ 
061B: remove_references_to_AS_pack 118@ 
061B: remove_references_to_AS_pack 121@ 
061B: remove_references_to_AS_pack 201@ 
03E6: remove_text_box 
065C: release_decision_maker 123@ 
065C: release_decision_maker 124@ 
091E: create_forbidden_for_boats_cube_cornerA 2458.5 -1410.63 24.06 cornerB 2504.27 -1395.83 28.55 
091D: remove_forbidden_for_boats_cube_cornerA 2488.0 -1431.93 25.41 cornerB 2528.0 -1391.93 29.41 
091D: remove_forbidden_for_boats_cube_cornerA 2252.89 -1286.37 22.25 cornerB 2258.89 -1280.37 28.25 
091D: remove_forbidden_for_boats_cube_cornerA 2164.51 -1287.88 20.0 cornerB 2170.88 -1267.88 30.0 
091D: remove_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091E: create_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091D: remove_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
091E: create_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
091D: remove_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
091E: create_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
01EB: set_traffic_density_multiplier_to 1.0 
05D6: clear_scmpath 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 29---------------
// Originally: Wrong Side of the Tracks

:SMOKE3
thread 'SMOKE3' 
gosub @SMOKE3_47 
if 
wasted_or_busted 
else_jump @SMOKE3_38 
gosub @SMOKE3_20097 

:SMOKE3_38
gosub @SMOKE3_20170 
end_thread 

:SMOKE3_47
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'SMOKE3' 
set_weather 1 
0395: clear_area 1 at 2077.58 -1695.929 150.0 radius 150.0 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:SMOKE3_114
if 
fading 
else_jump @SMOKE3_138 
wait 0 
jump @SMOKE3_114 

:SMOKE3_138
Model.Load(#LAE_SMOKECUTSCENE)

:SMOKE3_143
if 
   not Model.Available(#LAE_SMOKECUTSCENE)
else_jump @SMOKE3_170 
wait 0 
jump @SMOKE3_143 

:SMOKE3_170
131@ = Object.Init(#LAE_SMOKECUTSCENE, 2055.0, -1695.0, 15.0)
02E4: load_cutscene_data 'SMOKE3A' 

:SMOKE3_204
if 
86B9:   not cutscene_data_loaded 
else_jump @SMOKE3_228 
wait 0 
jump @SMOKE3_204 

:SMOKE3_228
02E7: start_cutscene 
fade 1 1000 

:SMOKE3_237
if 
82E9:   not cutscene_reached_end 
else_jump @SMOKE3_261 
wait 0 
jump @SMOKE3_237 

:SMOKE3_261
fade 0 0 

:SMOKE3_267
if 
fading 
else_jump @SMOKE3_291 
wait 0 
jump @SMOKE3_267 

:SMOKE3_291
02EA: end_cutscene 
01B7: release_weather 
Model.Destroy(#LAE_SMOKECUTSCENE)
Object.Destroy(131@)
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 
fade 0 1000 

:SMOKE3_338
if 
fading 
else_jump @SMOKE3_362 
wait 0 
jump @SMOKE3_338 

:SMOKE3_362
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
Model.Load(#STREAK)
Model.Load(#STREAKC)
Model.Load(#IMMMCRAN)
Model.Load(#GLENDALE)
Model.Load(#TEC9)
040D: unload_wav 1 
03CF: load_wav 35400 as 1 
040D: unload_wav 2 
03CF: load_wav 35803 as 2 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
038B: load_requested_models 

:SMOKE3_437
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @SMOKE3_467 
wait 0 
jump @SMOKE3_437 

:SMOKE3_467
if 
823D:   not special_actor 1 loaded 
else_jump @SMOKE3_493 
wait 0 
jump @SMOKE3_467 

:SMOKE3_493
if or
   not Model.Available(#STREAK)
   not Model.Available(#STREAKC)
   not Model.Available(#IMMMCRAN)
   not Model.Available(#TEC9)
   not Model.Available(#GLENDALE)
else_jump @SMOKE3_540 
wait 0 
jump @SMOKE3_493 

:SMOKE3_540
060A: create_decision_maker_type 0 store_to 74@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 76@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 76@ event 9 
060A: create_decision_maker_type 0 store_to 75@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 75@ event 9 
0708: reset_decision_maker 75@ event 12 
0708: reset_decision_maker 75@ event 56 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0395: clear_area 0 at 1682.618 -1957.88 150.0 radius 150.0 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
06D8: 40@ = create_train_at 1725.55 -1953.278 12.5 type 11 direction 0 
06DC: set_train 40@ acc 0.0 
06DD: set_train 40@ speed 0.0 
078A: 43@ = get_train 40@ carriage 1 handle 
078A: 44@ = get_train 40@ carriage 2 handle 
Car.SetImmunities(40@, 1, 1, 1, 1, 1)
09CF: set_train 40@ finish_at_next_station 0 
Car.DoorStatus(40@) = 2
Car.DoorStatus(43@) = 2
Car.DoorStatus(44@) = 2
Car.SetImmunities(43@, 1, 1, 1, 1, 1)
Car.SetImmunities(44@, 1, 1, 1, 1, 1)
0395: clear_area 1 at 2077.58 -1695.929 150.0 radius 150.0 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
78@ = Car.Create(#GLENDALE, 2058.86, -1694.612, 12.297)
0229: set_car 78@ primary_color_to 98 secondary_color_to 14 
Car.Angle(78@) = 271.822
Car.Health(78@) = 1000
01C8: $ACTOR_SMOKE = create_actor_pedtype 23 model #SPECIAL01 in_car 78@ passenger_seat 0 
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
Actor.Health($ACTOR_SMOKE) = 500
02A9: set_actor $ACTOR_SMOKE immune_to_nonplayer 1 
0446: set_actor $ACTOR_SMOKE immune_to_headshots 0 
0568: set_actor $ACTOR_SMOKE targetable 1 
060B: set_actor $ACTOR_SMOKE decision_maker_to 74@ 
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0526: set_actor $ACTOR_SMOKE stay_in_car 1 
0828: unknown_fires_stuff 1 
041E: set_radio_station 5 
036A: put_actor $PLAYER_ACTOR in_car 78@ 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0A45: set_rail_tracks_friction_to 0.3 
fade 1 500 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
80@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
87@ = 0 
88@ = 0 
89@ = 0 
90@ = 0 
91@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
96@ = 0 
95@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
97@ = 0 
107@ = 0 
105@ = 0 
106@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
if 
  80@ == 0 
else_jump @SMOKE3_1289 
018A: 118@ = create_checkpoint_at 1783.211 -1933.133 12.597 
103@ = 1 
80@ = 1 

:SMOKE3_1289
wait 0 
if 
0735:   NOP_false 83 
else_jump @SMOKE3_1315 
jump @SMOKE3_20115 

:SMOKE3_1315
if 
  80@ == 1 
else_jump @SMOKE3_1625 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_1625 
if 
   not Car.Wrecked(78@)
else_jump @SMOKE3_1625 
if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
else_jump @SMOKE3_1625 
if 
  103@ == 1 
else_jump @SMOKE3_1429 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO3_AA' time 5000 flag 1  // ~z~Wohin, Smoke?
103@ = 2 

:SMOKE3_1429
if 
  103@ == 2 
else_jump @SMOKE3_1484 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_1484 
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 35401 as 1 
103@ = 3 

:SMOKE3_1484
if 
  103@ == 3 
else_jump @SMOKE3_1563 
if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
else_jump @SMOKE3_1563 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE3_1563 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO3_AB' time 5000 flag 1  // ~z~Union Station.
103@ = 4 

:SMOKE3_1563
if 
  103@ == 4 
else_jump @SMOKE3_1625 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_1625 
00BE: text_clear_all 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'SMK3_1' time 5000 flag 1  // ~s~Fahre zur ~y~Union Station~s~.
103@ = 5 

:SMOKE3_1625
if 
  94@ == 0 
else_jump @SMOKE3_1907 
if or
  80@ == 1 
  80@ == 10 
else_jump @SMOKE3_1907 
if 
  92@ == 0 
else_jump @SMOKE3_1781 
if 
   not Car.Wrecked(78@)
else_jump @SMOKE3_1781 
if 
8448:   not actor $PLAYER_ACTOR in_car 78@ 
else_jump @SMOKE3_1781 
123@ = Marker.CreateAboveCar(78@)
07E0: set_marker 123@ type_to 1 
Marker.Disable(118@)
00BE: text_clear_all 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMOX_AD' time 2000 flag 1  // ~z~Mach schon, Mann, steig ein!
80@ = 10 
92@ = 1 

:SMOKE3_1781
if 
  92@ == 1 
else_jump @SMOKE3_1907 
if 
   not Car.Wrecked(78@)
else_jump @SMOKE3_1907 
if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
else_jump @SMOKE3_1907 
Marker.Disable(123@)
018A: 118@ = create_checkpoint_at 1783.211 -1933.133 12.597 
if 
  103@ == 5 
else_jump @SMOKE3_1893 
00BC: show_text_highpriority GXT 'SMK3_1' time 12000 flag 1  // ~s~Fahre zur ~y~Union Station~s~.

:SMOKE3_1893
80@ = 1 
92@ = 0 

:SMOKE3_1907
if or
  80@ == 1 
  80@ == 10 
else_jump @SMOKE3_1971 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_1971 
00BC: show_text_highpriority GXT 'SMK3_21' time 5000 flag 1  // ~r~Big Smoke ist tot!
jump @SMOKE3_20097 

:SMOKE3_1971
if 
  80@ == 1 
else_jump @SMOKE3_10214 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_10214 
if 
   not Car.Wrecked(78@)
else_jump @SMOKE3_2820 
if 
  81@ == 0 
else_jump @SMOKE3_2820 
if 
0448:   actor $ACTOR_SMOKE in_car 78@ 
else_jump @SMOKE3_2820 
if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
else_jump @SMOKE3_2820 
if 
01AD:   car 78@ sphere 1 near_point 1783.211 -1933.133 radius 4.2 4.2 
else_jump @SMOKE3_2820 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:SMOKE3_2133
if 
fading 
else_jump @SMOKE3_2157 
wait 0 
jump @SMOKE3_2133 

:SMOKE3_2157
if 
   not Car.Wrecked(78@)
else_jump @SMOKE3_2203 
Car.PutAt(78@, 1783.418, -1933.055, 12.3862)
Car.Angle(78@) = 178.4615

:SMOKE3_2203
Model.Load(#LSV1)
Model.Load(#LSV2)
Model.Load(#LSV3)
Model.Load(#MP5LNG)
Model.Load(#SANCHEZ)
Model.Load(#TRNTRK8_LAS)
04ED: load_animation "TRAIN" 
04ED: load_animation "GANGS" 
040D: unload_wav 1 
03CF: load_wav 35412 as 1 
040D: unload_wav 2 
03CF: load_wav 35413 as 2 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
04ED: load_animation "GANGS" 
04ED: load_animation "TRAIN" 
038B: load_requested_models 

:SMOKE3_2307
if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "TRAIN" loaded 
else_jump @SMOKE3_2347 
wait 0 
jump @SMOKE3_2307 

:SMOKE3_2347
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @SMOKE3_2377 
wait 0 
jump @SMOKE3_2347 

:SMOKE3_2377
if or
   not Model.Available(#LSV1)
   not Model.Available(#LSV2)
   not Model.Available(#LSV3)
   not Model.Available(#SANCHEZ)
   not Model.Available(#MP5LNG)
else_jump @SMOKE3_2421 
wait 0 
jump @SMOKE3_2377 

:SMOKE3_2421
Camera.SetAtPos(1684.53, -1948.48, 20.66)
0395: clear_area 0 at 1682.618 -1957.88 150.0 radius 150.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
94@ = 1 
Marker.Disable(118@)
0395: clear_area 0 at 1699.31 -1938.799 100.0 radius 100.0 
52@ = Object.Init(#IMMMCRAN, 2194.438, -1912.756, 11.907)
Object.Angle(52@) = 0.0
34@ = Actor.Create(Mission1, #LSV1, 1682.546, -1959.222, 20.99)
Actor.Angle(34@) = 0.0
0648: unknown_actor 34@ task_set 500.0 // float 
Actor.SetImmunities(34@, 1, 1, 1, 1, 1)
060B: set_actor 34@ decision_maker_to 75@ 
35@ = Actor.Create(Mission1, #LSV3, 1682.546, -1958.222, 20.99)
Actor.Angle(35@) = 180.0
0648: unknown_actor 35@ task_set 500.0 // float 
Actor.SetImmunities(35@, 1, 1, 1, 1, 1)
060B: set_actor 35@ decision_maker_to 75@ 
36@ = Actor.Create(Mission1, #LSV2, 1681.038, -1958.03, 20.99)
Actor.Angle(36@) = 182.467
0648: unknown_actor 36@ task_set 500.0 // float 
Actor.SetImmunities(36@, 1, 1, 1, 1, 1)
060B: set_actor 36@ decision_maker_to 75@ 
37@ = Actor.Create(Mission1, #LSV3, 1681.129, -1959.63, 20.99)
Actor.Angle(37@) = 6.22
0648: unknown_actor 37@ task_set 500.0 // float 
Actor.SetImmunities(37@, 1, 1, 1, 1, 1)
060B: set_actor 37@ decision_maker_to 75@ 
81@ = 1 

:SMOKE3_2820
if 
  81@ == 1 
else_jump @SMOKE3_3049 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SMOKE3_3049 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_3049 
if 
   not Car.Wrecked(78@)
else_jump @SMOKE3_3049 
0395: clear_area 0 at 1682.618 -1957.88 150.0 radius 150.0 
Camera.SetPosition(1780.729, -1937.955, 13.443, 0.0, 0.0, 0.0)
Camera.PointAt(1781.311, -1937.148, 13.3475, 2)
Camera.SetAtPos(1687.04, -1946.6, 21.79)
0A0B: set_rendering_origin_at_3D_coord 1735.16 -1945.29 14.44 angle 88.46 
fade 1 750 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BA' time 5000 flag 1  // ~z~Wonach suchen wir, Smoke?
32@ = 0 
81@ = 2 

:SMOKE3_3049
if 
  81@ == 2 
else_jump @SMOKE3_3272 
if 
  32@ > 1000 
else_jump @SMOKE3_3272 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_3272 
if 
   not Car.Wrecked(78@)
else_jump @SMOKE3_3272 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_3272 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35414 as 1 
03D1: play_wav 2 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BB' time 5000 flag 1  // ~z~Nach ein paar Vagos-Typen, die sich mit ein paar San Fierro Rifas treffen und irgendeinen Deal machen.
101@ = 0 
0707: start_scene_skip_to @SMOKE3_8003 
05CD: AS_actor $ACTOR_SMOKE exit_car 78@ 
wait 100 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_3234 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 3500 ms 

:SMOKE3_3234
if 
   not Car.Wrecked(78@)
else_jump @SMOKE3_3258 
05CD: AS_actor $PLAYER_ACTOR exit_car 78@ 

:SMOKE3_3258
32@ = 0 
81@ = 3 

:SMOKE3_3272
if 
  81@ == 3 
else_jump @SMOKE3_3545 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SMOKE3_3545 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_3545 
if 
   not Car.Wrecked(78@)
else_jump @SMOKE3_3545 
if 
   not Actor.Driving($ACTOR_SMOKE)
else_jump @SMOKE3_3545 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SMOKE3_3545 
Camera.SetPosition(1778.61, -1938.675, 12.9064, 0.0, 0.0, 0.0)
Camera.PointAt(1779.275, -1937.944, 13.0581, 2)
Actor.PutAt($PLAYER_ACTOR, 1783.92, -1936.33, 12.6)
Actor.Angle($PLAYER_ACTOR) = 117.0
05D3: AS_actor $ACTOR_SMOKE goto_point 1775.3 -1939.23 12.9 mode 4 -1 ms // versionA 
0615: define_AS_pack_begin 64@ 
05BF: AS_actor -1 look_at_actor $ACTOR_SMOKE 10000 ms 
05D3: AS_actor -1 goto_point 1776.63 -1940.18 13.66 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 64@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
32@ = 0 
81@ = 4 

:SMOKE3_3545
if 
  81@ == 4 
else_jump @SMOKE3_3955 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SMOKE3_3955 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_3955 
if 
   not Actor.Dead(34@)
else_jump @SMOKE3_3955 
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_3955 
if 
   not Actor.Dead(36@)
else_jump @SMOKE3_3955 
if 
   not Actor.Dead(37@)
else_jump @SMOKE3_3955 
if 
   not Car.Wrecked(78@)
else_jump @SMOKE3_3955 
if 
8449:   not actor $ACTOR_SMOKE in_a_car 
else_jump @SMOKE3_3955 
if 
8449:   not actor $PLAYER_ACTOR in_a_car 
else_jump @SMOKE3_3955 
if 
03D2:   wav 2 ended 
else_jump @SMOKE3_3955 
if 
  32@ > 3000 
else_jump @SMOKE3_3955 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BC' time 5000 flag 1  // ~z~San Francisco?
Camera.SetPosition(1732.47, -1945.045, 12.9171, 0.0, 0.0, 0.0)
Camera.PointAt(1731.492, -1945.129, 13.1107, 2)
Actor.PutAt($ACTOR_SMOKE, 1737.2, -1944.2, 12.6)
Actor.Angle($ACTOR_SMOKE) = 88.5
Actor.PutAt($PLAYER_ACTOR, 1737.2, -1945.7, 12.6)
Actor.Angle($PLAYER_ACTOR) = 88.5
05D3: AS_actor $ACTOR_SMOKE goto_point 1718.04 -1944.2 13.6 mode 4 -1 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 1718.04 -1945.7 13.6 mode 4 -1 ms // versionA 
040D: unload_wav 2 
03CF: load_wav 35415 as 2 
32@ = 0 
81@ = 5 

:SMOKE3_3955
if 
  81@ == 5 
else_jump @SMOKE3_4043 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_4043 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35416 as 1 
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BD' time 5000 flag 1  // ~z~Ich dachte, Nordmexikaner und Los Angeles-Amigos knnen sich nicht ab.
81@ = 6 

:SMOKE3_4043
if 
  81@ == 6 
else_jump @SMOKE3_4154 
if 
03D2:   wav 2 ended 
else_jump @SMOKE3_4154 
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35417 as 2 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_4140 
03D1: play_wav 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 
00BC: show_text_highpriority GXT 'SMO3_BE' time 5000 flag 1  // ~z~Scheie, keine Ahnung.

:SMOKE3_4140
32@ = 0 
81@ = 7 

:SMOKE3_4154
if 
  81@ == 7 
else_jump @SMOKE3_4615 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_4615 
if 
   not Actor.Dead(34@)
else_jump @SMOKE3_4615 
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_4615 
if 
   not Actor.Dead(36@)
else_jump @SMOKE3_4615 
if 
   not Actor.Dead(37@)
else_jump @SMOKE3_4615 
if 
  32@ > 1500 
else_jump @SMOKE3_4615 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_4615 
Camera.SetPosition(1726.028, -1944.924, 13.9132, 0.0, 0.0, 0.0)
Camera.PointAt(1725.059, -1945.168, 13.9694, 2)
0605: actor 35@ perform_animation_sequence "HNDSHKFA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor 34@ perform_animation_sequence "HNDSHKFA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor 37@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0605: actor 36@ perform_animation_sequence "PRTIAL_GNGTLKG" IFP_file "GANGS" 4.0 loop 1 0 0 0 time -1 // versionA 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1724.08, -1946.27, 12.5)
Actor.Angle($PLAYER_ACTOR) = 86.93
0792: disembark_instantly_actor $ACTOR_SMOKE 
Actor.PutAt($ACTOR_SMOKE, 1723.93, -1944.52, 12.5)
Actor.Angle($ACTOR_SMOKE) = 93.27
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BF' time 5000 flag 1  // ~z~Das scheinen sie zu sein!
040D: unload_wav 1 
03CF: load_wav 35418 as 1 
32@ = 0 
81@ = 8 

:SMOKE3_4615
if 
  81@ == 8 
else_jump @SMOKE3_4834 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_4834 
if 
   not Actor.Dead(34@)
else_jump @SMOKE3_4834 
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_4834 
if 
   not Actor.Dead(36@)
else_jump @SMOKE3_4834 
if 
   not Actor.Dead(37@)
else_jump @SMOKE3_4834 
062E: unknown_get_actor 34@ task 1541 status_store_to 38@ // ret 7 if not found 
if or
04A4:   38@ == 7 // @ == any 
  32@ > 1750 
else_jump @SMOKE3_4834 
05BF: AS_actor 34@ look_at_actor $ACTOR_SMOKE 10000 ms 
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_4788 
05BF: AS_actor 35@ look_at_actor $PLAYER_ACTOR 10000 ms 

:SMOKE3_4788
if 
   not Actor.Dead(36@)
else_jump @SMOKE3_4815 
05BF: AS_actor 36@ look_at_actor $PLAYER_ACTOR 10000 ms 

:SMOKE3_4815
0792: disembark_instantly_actor $PLAYER_ACTOR 
32@ = 0 
81@ = 9 

:SMOKE3_4834
if 
  81@ == 9 
else_jump @SMOKE3_5140 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_5140 
if 
   not Actor.Dead(34@)
else_jump @SMOKE3_5140 
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_5140 
if 
   not Actor.Dead(36@)
else_jump @SMOKE3_5140 
if 
   not Actor.Dead(37@)
else_jump @SMOKE3_5140 
if 
03D2:   wav 2 ended 
else_jump @SMOKE3_5140 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE3_5140 
if 
  32@ > 0 
else_jump @SMOKE3_5140 
040D: unload_wav 2 
03CF: load_wav 35419 as 2 
Camera.SetPosition(1721.344, -1943.875, 13.8732, 0.0, 0.0, 0.0)
Camera.PointAt(1722.211, -1944.373, 13.8443, 2)
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 10000 ms 
03D1: play_wav 1 
0967: actor $ACTOR_SMOKE move_mouth 3000 ms 
00BC: show_text_highpriority GXT 'SMO3_BG' time 5000 flag 1  // ~z~Die Motherfucker haben uns gesehen!
0605: actor $ACTOR_SMOKE perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
33@ = 0 
81@ = 10 

:SMOKE3_5140
if 
  81@ == 10 
else_jump @SMOKE3_5820 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_5820 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_5820 
00BE: text_clear_all 
54@ = Car.Create(#SANCHEZ, 1778.624, -1939.905, 12.5598)
Car.Angle(54@) = 176.7993
Car.Health(54@) = 10000
053F: set_car 54@ tires_vulnerability 0 
Car.SetImmunities(54@, 1, 1, 1, 1, 1)
0229: set_car 54@ primary_color_to 6 secondary_color_to 6 
114@ = 1 
if 
   not Car.Wrecked(78@)
else_jump @SMOKE3_5301 
Car.Health(78@) = 10000
053F: set_car 78@ tires_vulnerability 0 

:SMOKE3_5301
if 
   not Actor.Dead(34@)
else_jump @SMOKE3_5379 
0792: disembark_instantly_actor 34@ 
Actor.PutAt(34@, 1682.254, -1953.64, 20.985)
Actor.Angle(34@) = 266.36
05D3: AS_actor 34@ goto_point 1799.49 -1953.73 12.23 mode 6 50000 ms // versionA 

:SMOKE3_5379
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_5457 
0792: disembark_instantly_actor 35@ 
Actor.PutAt(35@, 1679.256, -1953.635, 20.985)
Actor.Angle(35@) = 266.36
05D3: AS_actor 35@ goto_point 1799.49 -1953.73 12.23 mode 6 50000 ms // versionA 

:SMOKE3_5457
wait 250 
if 
   not Actor.Dead(36@)
else_jump @SMOKE3_5540 
0792: disembark_instantly_actor 36@ 
Actor.PutAt(36@, 1676.74, -1953.59, 20.985)
Actor.Angle(36@) = 266.36
05D3: AS_actor 36@ goto_point 1799.49 -1953.73 12.23 mode 6 50000 ms // versionA 

:SMOKE3_5540
wait 250 
if 
   not Actor.Dead(37@)
else_jump @SMOKE3_5623 
0792: disembark_instantly_actor 37@ 
Actor.PutAt(37@, 1675.3, -1953.67, 20.985)
Actor.Angle(37@) = 266.389
05D3: AS_actor 37@ goto_point 1799.49 -1953.73 12.23 mode 6 50000 ms // versionA 

:SMOKE3_5623
if 
   not Car.Wrecked(40@)
else_jump @SMOKE3_5656 
06DD: set_train 40@ speed 15.0 
86@ = 1 

:SMOKE3_5656
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1703.548 -1951.496 16.9714 position_to 1750.548 -1951.496 16.9714 time 10000 drop_mode 1 
0920: point_camera 1702.549 -1951.514 16.9159 transverse_to 1702.549 -1951.514 16.9159 time 10000 mode 1 
33@ = 0 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_5813 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SMOKE 
Actor.PutAt($PLAYER_ACTOR, 1715.0, -1946.79, 12.6)
Actor.PutAt($ACTOR_SMOKE, 1712.36, -1944.47, 12.6)

:SMOKE3_5813
81@ = 11 

:SMOKE3_5820
if 
  81@ > 10 
else_jump @SMOKE3_6761 
if 
  14 > 81@ 
else_jump @SMOKE3_6761 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_6761 
if 
   not Actor.Dead(34@)
else_jump @SMOKE3_6761 
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_6761 
if 
   not Actor.Dead(36@)
else_jump @SMOKE3_6761 
if 
   not Actor.Dead(37@)
else_jump @SMOKE3_6761 
if 
   not Car.Wrecked(43@)
else_jump @SMOKE3_6761 
if 
   not Car.Wrecked(44@)
else_jump @SMOKE3_6761 
0407: store_coords_to 46@ 47@ 48@ from_car 43@ with_offset 0.0 9.84 3.0 
0407: store_coords_to 49@ 50@ 51@ from_car 44@ with_offset 0.0 9.84 3.0 
if 
   not 81@ > 11 
else_jump @SMOKE3_6073 
Actor.StorePos(35@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Camera.PointAt($TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, 18.0, 2)

:SMOKE3_6073
if 
  82@ == 0 
else_jump @SMOKE3_6187 
if 
00FE:   actor 34@ sphere 0 in_sphere 49@ 50@ 51@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6187 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0085: 61@ = 34@ // (int) 
gosub @SMOKE3_19945 
82@ = 1 

:SMOKE3_6187
if 
  82@ == 1 
else_jump @SMOKE3_6269 
if 
00FE:   actor 34@ sphere 0 in_sphere 46@ 47@ 48@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6269 
0085: 61@ = 34@ // (int) 
gosub @SMOKE3_19945 
82@ = 2 

:SMOKE3_6269
if 
  83@ == 0 
else_jump @SMOKE3_6351 
if 
00FE:   actor 35@ sphere 0 in_sphere 49@ 50@ 51@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6351 
0085: 61@ = 35@ // (int) 
gosub @SMOKE3_19945 
83@ = 1 

:SMOKE3_6351
if 
  83@ == 1 
else_jump @SMOKE3_6433 
if 
00FE:   actor 35@ sphere 0 in_sphere 46@ 47@ 48@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6433 
0085: 61@ = 35@ // (int) 
gosub @SMOKE3_19945 
83@ = 2 

:SMOKE3_6433
if 
  84@ == 0 
else_jump @SMOKE3_6515 
if 
00FE:   actor 36@ sphere 0 in_sphere 49@ 50@ 51@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6515 
0085: 61@ = 36@ // (int) 
gosub @SMOKE3_19945 
84@ = 1 

:SMOKE3_6515
if 
  84@ == 1 
else_jump @SMOKE3_6597 
if 
00FE:   actor 36@ sphere 0 in_sphere 46@ 47@ 48@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6597 
0085: 61@ = 36@ // (int) 
gosub @SMOKE3_19945 
84@ = 2 

:SMOKE3_6597
if 
  85@ == 0 
else_jump @SMOKE3_6679 
if 
00FE:   actor 37@ sphere 0 in_sphere 49@ 50@ 51@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6679 
0085: 61@ = 37@ // (int) 
gosub @SMOKE3_19945 
85@ = 1 

:SMOKE3_6679
if 
  85@ == 1 
else_jump @SMOKE3_6761 
if 
00FE:   actor 37@ sphere 0 in_sphere 46@ 47@ 48@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6761 
0085: 61@ = 37@ // (int) 
gosub @SMOKE3_19945 
85@ = 2 

:SMOKE3_6761
if 
  81@ == 11 
else_jump @SMOKE3_6895 
if 
  33@ > 4200 
else_jump @SMOKE3_6895 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_6895 
05D3: AS_actor $ACTOR_SMOKE goto_point 1765.99 -1944.25 13.75 mode 6 100000 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 1771.1 -1946.12 13.75 mode 6 100000 ms // versionA 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO3_BH' time 5000 flag 1  // ~z~Wir mssen diese Penner kriegen!
81@ = 12 

:SMOKE3_6895
if 
  81@ == 12 
else_jump @SMOKE3_6941 
if 
03D2:   wav 2 ended 
else_jump @SMOKE3_6941 
040D: unload_wav 2 
00BE: text_clear_all 
81@ = 13 

:SMOKE3_6941
if 
  81@ == 13 
else_jump @SMOKE3_7016 
if 
  33@ > 8000 
else_jump @SMOKE3_7016 
fade 0 500 

:SMOKE3_6985
if 
fading 
else_jump @SMOKE3_7009 
wait 0 
jump @SMOKE3_6985 

:SMOKE3_7009
81@ = 14 

:SMOKE3_7016
if 
  81@ == 14 
else_jump @SMOKE3_7962 
if 
   not Car.Wrecked(40@)
else_jump @SMOKE3_7962 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_7962 
07C7: put_train 40@ at 1880.06 -1953.67 12.44 
06DD: set_train 40@ speed 10.0 
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
34@ = Actor.Create(Mission1, #LSV1, 1682.618, -1957.88, 20.9453)
0085: 61@ = 34@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 34@ immune_to_headshots 0 
35@ = Actor.Create(Mission1, #LSV3, 1682.99, -1947.17, 20.03)
0085: 61@ = 35@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 35@ immune_to_headshots 0 
36@ = Actor.Create(Mission1, #LSV3, 1681.618, -1957.88, 20.9453)
0085: 61@ = 36@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 36@ immune_to_headshots 0 
37@ = Actor.Create(Mission4, #LSV3, 1682.5, -1945.17, 20.033)
0085: 61@ = 37@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 37@ immune_to_headshots 0 
Actor.SetImmunities(34@, 0, 0, 1, 0, 0)
Actor.SetImmunities(35@, 0, 0, 1, 0, 0)
Actor.SetImmunities(36@, 0, 0, 1, 0, 0)
0464: put_actor 34@ into_turret_on_car 40@ at_car_offset 0.0 5.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 35@ into_turret_on_car 40@ at_car_offset 0.0 2.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 36@ into_turret_on_car 40@ at_car_offset 0.0 -3.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 37@ into_turret_on_car 40@ at_car_offset 0.0 -6.1 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
060B: set_actor 34@ decision_maker_to 75@ 
060B: set_actor 35@ decision_maker_to 75@ 
060B: set_actor 36@ decision_maker_to 75@ 
060B: set_actor 37@ decision_maker_to 76@ 
Actor.WeaponAccuracy(34@) = 10
Actor.WeaponAccuracy(35@) = 10
Actor.WeaponAccuracy(36@) = 10
Actor.WeaponAccuracy(37@) = 10
07DD: set_actor 34@ temper_to 20 // see pedstats.dat 
07DD: set_actor 35@ temper_to 20 // see pedstats.dat 
07DD: set_actor 36@ temper_to 30 // see pedstats.dat 
07DD: set_actor 37@ temper_to 20 // see pedstats.dat 
if 
  98@ == 0 
else_jump @SMOKE3_7627 
08AF: set_actor 34@ max_health_to 500 
08AF: set_actor 35@ max_health_to 500 
08AF: set_actor 36@ max_health_to 500 
Actor.Health(34@) = 500
Actor.Health(35@) = 500
Actor.Health(36@) = 500

:SMOKE3_7627
if 
  98@ == 1 
else_jump @SMOKE3_7693 
08AF: set_actor 34@ max_health_to 480 
08AF: set_actor 35@ max_health_to 500 
08AF: set_actor 36@ max_health_to 450 
Actor.Health(34@) = 480
Actor.Health(35@) = 500
Actor.Health(36@) = 450

:SMOKE3_7693
if 
  98@ == 2 
else_jump @SMOKE3_7759 
08AF: set_actor 34@ max_health_to 450 
08AF: set_actor 35@ max_health_to 450 
08AF: set_actor 36@ max_health_to 450 
Actor.Health(34@) = 450
Actor.Health(35@) = 450
Actor.Health(36@) = 450

:SMOKE3_7759
if 
  98@ == 3 
else_jump @SMOKE3_7825 
08AF: set_actor 34@ max_health_to 350 
08AF: set_actor 35@ max_health_to 350 
08AF: set_actor 36@ max_health_to 350 
Actor.Health(34@) = 350
Actor.Health(35@) = 350
Actor.Health(36@) = 350

:SMOKE3_7825
if 
  98@ > 3 
else_jump @SMOKE3_7891 
08AF: set_actor 34@ max_health_to 300 
08AF: set_actor 35@ max_health_to 300 
08AF: set_actor 36@ max_health_to 300 
Actor.Health(34@) = 300
Actor.Health(35@) = 300
Actor.Health(36@) = 300

:SMOKE3_7891
Actor.SetImmunities(37@, 1, 1, 1, 1, 1)
119@ = Marker.CreateAboveActor(34@)
120@ = Marker.CreateAboveActor(35@)
121@ = Marker.CreateAboveActor(36@)
122@ = Marker.CreateAboveActor(37@)
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SMOKE 
32@ = 0 
81@ = 15 

:SMOKE3_7962
if 
  81@ == 15 
else_jump @SMOKE3_10214 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_10214 
101@ = 1 

:SMOKE3_8003
0701: end_scene_skip 
if 
  101@ == 0 
else_jump @SMOKE3_9413 
fade 0 0 

:SMOKE3_8029
if 
fading 
else_jump @SMOKE3_8053 
wait 0 
jump @SMOKE3_8029 

:SMOKE3_8053
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
Marker.Disable(119@)
Marker.Disable(120@)
Marker.Disable(121@)
Marker.Disable(122@)
06D9: destroy_defined_trains 
Object.Destroy(52@)
52@ = Object.Init(#IMMMCRAN, 2194.438, -1912.756, 11.907)
Object.Angle(52@) = 0.0
06D8: 40@ = create_train_at 1880.06 -1953.67 12.44 type 11 direction 0 
09CF: set_train 40@ finish_at_next_station 0 
06DC: set_train 40@ acc 10.0 
06DD: set_train 40@ speed 10.0 
078A: 43@ = get_train 40@ carriage 1 handle 
078A: 44@ = get_train 40@ carriage 2 handle 
Car.SetImmunities(40@, 1, 1, 1, 1, 1)
Car.DoorStatus(40@) = 2
Car.DoorStatus(43@) = 2
Car.DoorStatus(44@) = 2
Car.SetImmunities(43@, 1, 1, 1, 1, 1)
Car.SetImmunities(44@, 1, 1, 1, 1, 1)
34@ = Actor.Create(Mission1, #LSV1, 1682.618, -1957.88, 20.9453)
0085: 61@ = 34@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 34@ immune_to_headshots 0 
35@ = Actor.Create(Mission1, #LSV3, 1682.99, -1947.17, 20.03)
0085: 61@ = 35@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 35@ immune_to_headshots 0 
36@ = Actor.Create(Mission1, #LSV3, 1681.618, -1957.88, 20.9453)
0085: 61@ = 36@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 36@ immune_to_headshots 0 
37@ = Actor.Create(Mission4, #LSV3, 1682.5, -1945.17, 20.033)
0085: 61@ = 37@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 37@ immune_to_headshots 0 
Actor.SetImmunities(34@, 0, 0, 1, 0, 0)
Actor.SetImmunities(35@, 0, 0, 1, 0, 0)
Actor.SetImmunities(36@, 0, 0, 1, 0, 0)
0464: put_actor 34@ into_turret_on_car 40@ at_car_offset 0.0 5.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 35@ into_turret_on_car 40@ at_car_offset 0.0 2.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 36@ into_turret_on_car 40@ at_car_offset 0.0 -3.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 37@ into_turret_on_car 40@ at_car_offset 0.0 -6.1 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
060B: set_actor 34@ decision_maker_to 75@ 
060B: set_actor 35@ decision_maker_to 75@ 
060B: set_actor 36@ decision_maker_to 75@ 
060B: set_actor 37@ decision_maker_to 76@ 
Actor.WeaponAccuracy(34@) = 10
Actor.WeaponAccuracy(35@) = 10
Actor.WeaponAccuracy(36@) = 10
Actor.WeaponAccuracy(37@) = 10
07DD: set_actor 34@ temper_to 20 // see pedstats.dat 
07DD: set_actor 35@ temper_to 20 // see pedstats.dat 
07DD: set_actor 36@ temper_to 30 // see pedstats.dat 
07DD: set_actor 37@ temper_to 20 // see pedstats.dat 
if 
  98@ == 0 
else_jump @SMOKE3_8791 
08AF: set_actor 34@ max_health_to 500 
08AF: set_actor 35@ max_health_to 500 
08AF: set_actor 36@ max_health_to 500 
Actor.Health(34@) = 500
Actor.Health(35@) = 500
Actor.Health(36@) = 500

:SMOKE3_8791
if 
  98@ == 1 
else_jump @SMOKE3_8857 
08AF: set_actor 34@ max_health_to 480 
08AF: set_actor 35@ max_health_to 500 
08AF: set_actor 36@ max_health_to 450 
Actor.Health(34@) = 480
Actor.Health(35@) = 500
Actor.Health(36@) = 450

:SMOKE3_8857
if 
  98@ == 2 
else_jump @SMOKE3_8923 
08AF: set_actor 34@ max_health_to 450 
08AF: set_actor 35@ max_health_to 450 
08AF: set_actor 36@ max_health_to 450 
Actor.Health(34@) = 450
Actor.Health(35@) = 450
Actor.Health(36@) = 450

:SMOKE3_8923
if 
  98@ == 3 
else_jump @SMOKE3_8989 
08AF: set_actor 34@ max_health_to 300 
08AF: set_actor 35@ max_health_to 350 
08AF: set_actor 36@ max_health_to 350 
Actor.Health(34@) = 300
Actor.Health(35@) = 350
Actor.Health(36@) = 350

:SMOKE3_8989
if 
  98@ > 3 
else_jump @SMOKE3_9055 
08AF: set_actor 34@ max_health_to 300 
08AF: set_actor 35@ max_health_to 300 
08AF: set_actor 36@ max_health_to 300 
Actor.Health(34@) = 300
Actor.Health(35@) = 300
Actor.Health(36@) = 300

:SMOKE3_9055
119@ = Marker.CreateAboveActor(34@)
120@ = Marker.CreateAboveActor(35@)
121@ = Marker.CreateAboveActor(36@)
122@ = Marker.CreateAboveActor(37@)
if 
  114@ == 0 
else_jump @SMOKE3_9177 
54@ = Car.Create(#SANCHEZ, 1778.624, -1939.905, 12.5598)
Car.Angle(54@) = 176.7993
Car.Health(54@) = 10000
Car.SetImmunities(54@, 1, 1, 1, 1, 1)
053F: set_car 54@ tires_vulnerability 0 
0229: set_car 54@ primary_color_to 6 secondary_color_to 6 

:SMOKE3_9177
if 
   not Car.Wrecked(78@)
else_jump @SMOKE3_9208 
Car.Health(78@) = 10000
053F: set_car 78@ tires_vulnerability 0 

:SMOKE3_9208
Actor.SetImmunities(37@, 1, 1, 1, 1, 1)
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_9322 
if 
   Actor.Driving($ACTOR_SMOKE)
else_jump @SMOKE3_9292 
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 1772.918 -1941.495 12.567 
Actor.Angle($ACTOR_SMOKE) = 269.216
jump @SMOKE3_9322 

:SMOKE3_9292
Actor.PutAt($ACTOR_SMOKE, 1772.918, -1941.495, 12.567)
Actor.Angle($ACTOR_SMOKE) = 269.216

:SMOKE3_9322
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SMOKE3_9375 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1774.065 -1943.003 12.558 
Actor.Angle($PLAYER_ACTOR) = 263.195
jump @SMOKE3_9405 

:SMOKE3_9375
Actor.PutAt($PLAYER_ACTOR, 1774.065, -1943.003, 12.558)
Actor.Angle($PLAYER_ACTOR) = 263.195

:SMOKE3_9405
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 

:SMOKE3_9413
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_9720 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 1 
Actor.PutAt($PLAYER_ACTOR, 1774.065, -1943.003, 12.558)
Actor.Angle($PLAYER_ACTOR) = 263.195
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_9516 
Actor.PutAt($ACTOR_SMOKE, 1772.918, -1941.495, 12.567)
Actor.Angle($ACTOR_SMOKE) = 269.216

:SMOKE3_9516
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SMOKE 
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
06AE: create_group_decision_maker_type 0 store_to 77@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 77@ event 9 
0749: reset_group_decision_maker 77@ event 41 
0749: reset_group_decision_maker 77@ event 36 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 77@ 
077A: set_actor $ACTOR_SMOKE acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor $ACTOR_SMOKE decision_maker_to 74@ 
0688: unknown_actor $ACTOR_SMOKE flags 0 1 0 
074A: set_group_decision_maker 77@ on_event 36 taskID 1510 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
0709: set_decision_maker 74@ on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
0A20: unknown_player $PLAYER_CHAR flag 1 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
01EB: set_traffic_density_multiplier_to 0.5 
03DE: set_pedestrians_density_multiplier_to 0.5 

:SMOKE3_9720
00BE: text_clear_all 
if 
   not Car.Wrecked(54@)
else_jump @SMOKE3_9753 
125@ = Marker.CreateAboveCar(54@)
07E0: set_marker 125@ type_to 1 

:SMOKE3_9753
if 
   not Actor.Dead(37@)
else_jump @SMOKE3_9791 
Actor.WeaponAccuracy(37@) = 20
0085: 61@ = 37@ // (int) 
gosub @SMOKE3_20043 

:SMOKE3_9791
01E8: create_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E8: create_forbidden_for_cars_cube_cornerA 2270.69 -1391.75 20.28 cornerB 2315.81 -1375.58 26.88 
01E8: create_forbidden_for_cars_cube_cornerA 2257.3 -1491.95 20.63 cornerB 2299.7 -1477.32 26.12 
01E8: create_forbidden_for_cars_cube_cornerA 2235.25 -1656.59 12.68 cornerB 2176.75 -1629.89 15.0 
01E8: create_forbidden_for_cars_cube_cornerA 2221.43 -1721.07 10.09 cornerB 2174.01 -172.72 15.73 
01E8: create_forbidden_for_cars_cube_cornerA 2234.09 -1723.3 14.0 cornerB 2178.22 -1742.47 10.0 
01E8: create_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E8: create_forbidden_for_cars_cube_cornerA 1956.91 -1936.01 10.07 cornerB 1965.61 -1978.99 14.45 
01E8: create_forbidden_for_cars_cube_cornerA 2181.3 -1892.0 10.0 cornerB 2222.36 -1897.71 15.0 
00BC: show_text_highpriority GXT 'SMK3_2' time 7000 flag 1  // ~s~Steig mit Big Smoke auf das ~b~Motorrad~s~, jage die ~r~Vagos-Gangmitglieder~s~ und erledige sie!
04EF: release_animation "GANGS" 
Model.Destroy(#LSV2)
96@ = 1 
80@ = 2 
98@ += 1 
102@ = 1 
0709: set_decision_maker 75@ on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
fade 1 1000 
Car.RemoveReferences(78@)
09EF: set_behind_camera_autoposition_mode_for_car_model #SANCHEZ distance 1.0 altitude_multiplier 1.0 angle_X 0.12 
Model.Destroy(#TRNTRK8_LAS)
81@ = 14 

:SMOKE3_10214
if 
  102@ == 1 
else_jump @SMOKE3_10302 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_10302 
if 
0449:   actor $ACTOR_SMOKE in_a_car 
else_jump @SMOKE3_10302 
Marker.Disable(125@)
01B2: give_actor $ACTOR_SMOKE weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 32 
Actor.WeaponAccuracy($ACTOR_SMOKE) = 70
102@ = 2 

:SMOKE3_10302
if 
  81@ == 14 
else_jump @SMOKE3_10370 
if 
  112@ == 0 
else_jump @SMOKE3_10370 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @SMOKE3_10370 
Marker.Disable(125@)
09AD: set_vehicle_camera_mode 3 
112@ = 1 

:SMOKE3_10370
if 
  80@ == 2 
else_jump @SMOKE3_16921 
if 
  2 > 93@ 
else_jump @SMOKE3_10629 
if 
  93@ == 0 
else_jump @SMOKE3_10551 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2272.57 -1494.89 radius 40.0 40.0 
else_jump @SMOKE3_10551 
56@ = Car.Create(#GLENDALE, 2295.777, -1481.268, 22.91)
0129: 60@ = create_actor_pedtype 4 model #LSV1 in_car 56@ driverseat 
Car.Angle(56@) = 88.47
02C2: car 56@ drive_to 2280.45 -1480.961 22.483 
Car.SetMaxSpeed(56@, 6.5)
00AE: set_car 56@ traffic_behaviour_to 0 
93@ = 1 

:SMOKE3_10551
if 
  93@ == 1 
else_jump @SMOKE3_10629 
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 2280.45 -1480.961 radius 50.0 50.0 
else_jump @SMOKE3_10629 
Car.RemoveReferences(56@)
Actor.RemoveReferences(60@)
Model.Destroy(#GLENDALE)
93@ = 2 

:SMOKE3_10629
if 
   not Car.Wrecked(40@)
else_jump @SMOKE3_13944 
if 
  96@ == 1 
else_jump @SMOKE3_10785 
if 
8202:   not actor $PLAYER_ACTOR near_car 40@ radius 50.0 50.0 flag 0 
else_jump @SMOKE3_10785 
if 
  97@ == 1 
else_jump @SMOKE3_10722 
06DD: set_train 40@ speed 15.0 

:SMOKE3_10722
if 
  97@ > 1 
else_jump @SMOKE3_10750 
06DD: set_train 40@ speed 18.0 

:SMOKE3_10750
if 
  97@ == 0 
else_jump @SMOKE3_10778 
06DD: set_train 40@ speed 10.0 

:SMOKE3_10778
96@ = 2 

:SMOKE3_10785
if 
  96@ == 2 
else_jump @SMOKE3_10876 
if 
0202:   actor $PLAYER_ACTOR near_car 40@ radius 45.0 45.0 flag 0 
else_jump @SMOKE3_10876 
if 
  97@ == 0 
else_jump @SMOKE3_10859 
97@ = 1 

:SMOKE3_10859
06DD: set_train 40@ speed 28.0 
96@ = 1 

:SMOKE3_10876
if 
  96@ == 1 
else_jump @SMOKE3_10977 
if 
0202:   actor $PLAYER_ACTOR near_car 40@ radius 20.0 20.0 flag 0 
else_jump @SMOKE3_10977 
if 
  97@ > 1 
else_jump @SMOKE3_10960 
06DD: set_train 40@ speed 32.5 
jump @SMOKE3_10970 

:SMOKE3_10960
06DD: set_train 40@ speed 30.0 

:SMOKE3_10970
96@ = 3 

:SMOKE3_10977
if 
  96@ == 3 
else_jump @SMOKE3_11033 
if 
8202:   not actor $PLAYER_ACTOR near_car 40@ radius 20.0 20.0 flag 0 
else_jump @SMOKE3_11033 
96@ = 2 

:SMOKE3_11033
if 
  15 > 91@ 
else_jump @SMOKE3_11773 
if 
  91@ == 0 
else_jump @SMOKE3_11250 
if 
01AD:   car 40@ sphere 0 near_point 2282.12 -1439.76 radius 20.0 20.0 
else_jump @SMOKE3_11250 
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 2289.69 -1034.14 radius 20.0 20.0 
else_jump @SMOKE3_11243 
06D8: 41@ = create_train_at 2289.69 -1034.14 26.29 type 11 direction 1 
06DC: set_train 41@ acc 30.0 
06DD: set_train 41@ speed 15.0 
53@ = Object.Create(#IMY_TRACK_BARRIER, 2151.289, -664.906, 52.1)
Object.Angle(53@) = 50.36
97@ = 2 
91@ = 1 
jump @SMOKE3_11250 

:SMOKE3_11243
91@ = 15 

:SMOKE3_11250
if 
  91@ == 1 
else_jump @SMOKE3_11339 
if 
   not Car.Wrecked(41@)
else_jump @SMOKE3_11339 
if 
01AD:   car 41@ sphere 0 near_point 2288.31 -1408.91 radius 20.0 20.0 
else_jump @SMOKE3_11339 
06DD: set_train 41@ speed 0.0 
91@ = 2 

:SMOKE3_11339
if 
  91@ == 2 
else_jump @SMOKE3_11432 
if 
   not Car.Wrecked(41@)
else_jump @SMOKE3_11432 
if 
8202:   not actor $PLAYER_ACTOR near_car 41@ radius 40.0 40.0 flag 0 
else_jump @SMOKE3_11432 
if 
82CA:   not car 41@ bounding_sphere_visible 
else_jump @SMOKE3_11432 
07BD: destroy_train 41@ 
91@ = 3 

:SMOKE3_11432
if 
  91@ == 3 
else_jump @SMOKE3_11591 
if 
01AD:   car 40@ sphere 0 near_point 2176.87 -689.51 radius 20.0 20.0 
else_jump @SMOKE3_11591 
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 2283.36 -336.9 radius 30.0 30.0 
else_jump @SMOKE3_11584 
06D8: 41@ = create_train_at 2283.36 -336.9 37.27 type 11 direction 1 
06DC: set_train 41@ acc 30.0 
06DD: set_train 41@ speed 15.0 
91@ = 4 
jump @SMOKE3_11591 

:SMOKE3_11584
91@ = 15 

:SMOKE3_11591
if 
  91@ == 4 
else_jump @SMOKE3_11680 
if 
   not Car.Wrecked(41@)
else_jump @SMOKE3_11680 
if 
01AD:   car 41@ sphere 0 near_point 2052.08 -583.31 radius 20.0 20.0 
else_jump @SMOKE3_11680 
06DD: set_train 41@ speed 0.0 
91@ = 5 

:SMOKE3_11680
if 
  91@ == 5 
else_jump @SMOKE3_11773 
if 
   not Car.Wrecked(41@)
else_jump @SMOKE3_11773 
if 
8202:   not actor $PLAYER_ACTOR near_car 41@ radius 40.0 40.0 flag 0 
else_jump @SMOKE3_11773 
if 
82CA:   not car 41@ bounding_sphere_visible 
else_jump @SMOKE3_11773 
07BD: destroy_train 41@ 
91@ = 6 

:SMOKE3_11773
if 
  104@ == 0 
else_jump @SMOKE3_12085 
if 
01AD:   car 40@ sphere 0 near_point 2198.0 -1913.0 radius 12.0 12.0 
else_jump @SMOKE3_12085 
if 
   not Actor.Dead(34@)
else_jump @SMOKE3_11852 
05C5: AS_actor 34@ cower -1 ms 

:SMOKE3_11852
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_11875 
05C5: AS_actor 35@ cower -1 ms 

:SMOKE3_11875
if 
   not Actor.Dead(36@)
else_jump @SMOKE3_11898 
05C5: AS_actor 36@ cower -1 ms 

:SMOKE3_11898
57@ = Car.Create(#GLENDALE, 2200.07, -1731.94, 12.28)
Car.Angle(57@) = 277.116
58@ = Actor.Create(Mission3, #MALE01, 2201.55, -1728.59, 12.43)
Actor.Angle(58@) = 285.1
59@ = Actor.Create(Mission3, #MALE01, 2202.93, -1728.36, 12.43)
Actor.Angle(59@) = 393.56
0605: actor 58@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0605: actor 59@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
97@ = 1 
104@ = 1 

:SMOKE3_12085
if 
  104@ == 1 
else_jump @SMOKE3_12241 
if 
81AD:   not car 40@ sphere 0 near_point 2198.0 -1913.0 radius 12.0 12.0 
else_jump @SMOKE3_12241 
if 
   not Actor.Dead(34@)
else_jump @SMOKE3_12172 
0085: 61@ = 34@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12172
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_12203 
0085: 61@ = 35@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12203
if 
   not Actor.Dead(36@)
else_jump @SMOKE3_12234 
0085: 61@ = 36@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12234
104@ = 2 

:SMOKE3_12241
if 
  104@ == 2 
else_jump @SMOKE3_12373 
if 
01AD:   car 40@ sphere 0 near_point 2285.58 -1353.75 radius 20.0 20.0 
else_jump @SMOKE3_12373 
if 
   not Actor.Dead(34@)
else_jump @SMOKE3_12320 
05C5: AS_actor 34@ cower -1 ms 

:SMOKE3_12320
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_12343 
05C5: AS_actor 35@ cower -1 ms 

:SMOKE3_12343
if 
   not Actor.Dead(36@)
else_jump @SMOKE3_12366 
05C5: AS_actor 36@ cower -1 ms 

:SMOKE3_12366
104@ = 3 

:SMOKE3_12373
if 
  104@ == 3 
else_jump @SMOKE3_12582 
if 
81AD:   not car 40@ sphere 0 near_point 2285.58 -1353.75 radius 20.0 20.0 
else_jump @SMOKE3_12582 
if 
   not Actor.Dead(34@)
else_jump @SMOKE3_12460 
0085: 61@ = 34@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12460
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_12491 
0085: 61@ = 35@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12491
if 
   not Actor.Dead(36@)
else_jump @SMOKE3_12522 
0085: 61@ = 36@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12522
if 
   not Actor.Dead(37@)
else_jump @SMOKE3_12543 
05BE: AS_kill_actor 37@ 

:SMOKE3_12543
Object.Destroy(52@)
Model.Destroy(#IMMMCRAN)
Car.RemoveReferences(57@)
Actor.RemoveReferences(58@)
Actor.RemoveReferences(59@)
105@ = 1 
104@ = 4 

:SMOKE3_12582
if 
  104@ == 4 
else_jump @SMOKE3_12691 
if 
01AD:   car 40@ sphere 0 near_point 2121.0 -361.0 radius 18.0 18.0 
else_jump @SMOKE3_12691 
if 
   not Actor.Dead(34@)
else_jump @SMOKE3_12661 
05C5: AS_actor 34@ cower -1 ms 

:SMOKE3_12661
if 
   not Actor.Dead(36@)
else_jump @SMOKE3_12684 
05C5: AS_actor 36@ cower -1 ms 

:SMOKE3_12684
104@ = 5 

:SMOKE3_12691
if 
  104@ == 5 
else_jump @SMOKE3_12816 
if 
81AD:   not car 40@ sphere 0 near_point 2121.0 -361.0 radius 18.0 18.0 
else_jump @SMOKE3_12816 
if 
   not Actor.Dead(34@)
else_jump @SMOKE3_12778 
0085: 61@ = 34@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12778
if 
   not Actor.Dead(36@)
else_jump @SMOKE3_12809 
0085: 61@ = 36@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12809
104@ = 6 

:SMOKE3_12816
if 
  104@ == 6 
else_jump @SMOKE3_12886 
if 
81AD:   not car 40@ sphere 0 near_point 2121.0 -361.0 radius 18.0 18.0 
else_jump @SMOKE3_12886 
97@ = 3 
104@ = 7 

:SMOKE3_12886
if 
  105@ == 1 
else_jump @SMOKE3_12973 
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_12973 
if 
01AD:   car 40@ sphere 0 near_point 2285.53 -1120.59 radius 20.0 20.0 
else_jump @SMOKE3_12973 
060B: set_actor 35@ decision_maker_to 76@ 
105@ = 2 

:SMOKE3_12973
if 
  105@ == 2 
else_jump @SMOKE3_13098 
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_13098 
if 
0202:   actor $PLAYER_ACTOR near_car 40@ radius 30.0 30.0 flag 0 
else_jump @SMOKE3_13098 
0812: AS_actor 35@ perform_animation "TRAN_STMB" IFP_file "TRAIN" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
Actor.SetImmunities(35@, 1, 1, 1, 1, 1)
105@ = 3 

:SMOKE3_13098
if 
  105@ == 3 
else_jump @SMOKE3_13250 
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_13250 
if 
   Actor.Animation(35@) == "TRAN_STMB"
else_jump @SMOKE3_13250 
0613: 39@ = actor 35@ animation "TRAN_STMB" time 
if 
  39@ == 1.0 
else_jump @SMOKE3_13250 
0812: AS_actor 35@ perform_animation "TRAN_HNG" IFP_file "TRAIN" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
32@ = 0 
105@ = 4 

:SMOKE3_13250
if 
  105@ == 4 
else_jump @SMOKE3_13348 
if 
  32@ > 10000 
else_jump @SMOKE3_13348 
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_13348 
0812: AS_actor 35@ perform_animation "TRAN_GTUP" IFP_file "TRAIN" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
105@ = 5 

:SMOKE3_13348
if 
  105@ == 5 
else_jump @SMOKE3_13503 
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_13503 
if 
   Actor.Animation(35@) == "TRAN_GTUP"
else_jump @SMOKE3_13503 
0613: 39@ = actor 35@ animation "TRAN_GTUP" time 
if 
  39@ == 1.0 
else_jump @SMOKE3_13503 
060B: set_actor 35@ decision_maker_to 75@ 
0085: 61@ = 35@ // (int) 
gosub @SMOKE3_20002 
04EF: release_animation "TRAIN" 
Actor.SetImmunities(35@, 0, 0, 0, 0, 0)
105@ = 6 

:SMOKE3_13503
if 
  105@ > 0 
else_jump @SMOKE3_13571 
if 
  6 > 105@ 
else_jump @SMOKE3_13571 
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_13571 
45@ = Car.Angle(40@)
Actor.Angle(35@) = 45@

:SMOKE3_13571
if 
  106@ == 0 
else_jump @SMOKE3_13819 
if 
03CA:   object 52@ exists 
else_jump @SMOKE3_13788 
if 
   not Actor.Dead(37@)
else_jump @SMOKE3_13781 
if 
00EC:   actor 37@ 0 near_point 2197.53 -1913.39 radius 3.0 3.0 
else_jump @SMOKE3_13781 
0688: unknown_actor 37@ flags 0 0 0 
0465: remove_actor 37@ from_turret_mode 
0619: enable_actor 37@ collision_detection 0 
04F4: put_actor 37@ into_turret_on_object 52@ offset_from_object_origin 2.85 -0.7 5.9 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
Actor.Angle(37@) = 0.0
0812: AS_actor 37@ perform_animation "TRAN_OUCH" IFP_file "TRAIN" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
90@ = 1 
106@ = 1 
Marker.Disable(122@)

:SMOKE3_13781
jump @SMOKE3_13819 

:SMOKE3_13788
if 
   not Actor.Dead(37@)
else_jump @SMOKE3_13819 
Actor.SetImmunities(37@, 0, 0, 0, 0, 0)

:SMOKE3_13819
if 
  106@ == 1 
else_jump @SMOKE3_13944 
if 
03CA:   object 52@ exists 
else_jump @SMOKE3_13885 
45@ = Object.Angle(52@)
if 
   not Actor.Dead(37@)
else_jump @SMOKE3_13885 
Actor.Angle(37@) = 45@

:SMOKE3_13885
if 
   not Actor.Dead(37@)
else_jump @SMOKE3_13944 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 37@ radius 50.0 50.0 0 
else_jump @SMOKE3_13944 
Actor.DestroyWithFade(37@)
106@ = 2 

:SMOKE3_13944
if 
  87@ == 0 
else_jump @SMOKE3_14013 
if 
   Actor.Dead(34@)
else_jump @SMOKE3_14013 
87@ = 1 
116@ += 1 
if 
075C:   marker 119@ enabled 
else_jump @SMOKE3_14013 
Marker.Disable(119@)

:SMOKE3_14013
if 
  88@ == 0 
else_jump @SMOKE3_14082 
if 
   Actor.Dead(35@)
else_jump @SMOKE3_14082 
88@ = 1 
116@ += 1 
if 
075C:   marker 120@ enabled 
else_jump @SMOKE3_14082 
Marker.Disable(120@)

:SMOKE3_14082
if 
  89@ == 0 
else_jump @SMOKE3_14151 
if 
   Actor.Dead(36@)
else_jump @SMOKE3_14151 
89@ = 1 
116@ += 1 
if 
075C:   marker 121@ enabled 
else_jump @SMOKE3_14151 
Marker.Disable(121@)

:SMOKE3_14151
if 
  90@ == 0 
else_jump @SMOKE3_14220 
if 
   Actor.Dead(37@)
else_jump @SMOKE3_14220 
90@ = 1 
116@ += 1 
if 
075C:   marker 122@ enabled 
else_jump @SMOKE3_14220 
Marker.Disable(122@)

:SMOKE3_14220
if 
  108@ == 0 
else_jump @SMOKE3_14285 
if 
   not Car.Wrecked(57@)
else_jump @SMOKE3_14285 
if 
051D:   car 57@ damaged_by_car 40@ 
else_jump @SMOKE3_14285 
020B: explode_car 57@ // versionA 
108@ = 1 

:SMOKE3_14285
if 
  108@ == 1 
else_jump @SMOKE3_14315 
Car.RemoveReferences(57@)
108@ = 2 

:SMOKE3_14315
if 
  87@ == 1 
else_jump @SMOKE3_14907 
if 
  88@ == 1 
else_jump @SMOKE3_14907 
if 
  89@ == 1 
else_jump @SMOKE3_14907 
if 
  90@ == 1 
else_jump @SMOKE3_14907 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_14507 
if 
06EE:   actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
else_jump @SMOKE3_14484 
018A: 124@ = create_checkpoint_at 2061.68 -1694.71 12.554 
107@ = 1 
109@ = 1 
110@ = 0 
111@ = 0 
115@ = 1 
jump @SMOKE3_14507 

:SMOKE3_14484
115@ = 2 
00BC: show_text_highpriority GXT 'SMK3_18' time 5000 flag 1  // ~s~Du hast ~b~Big Smoke~s~ zurckgelassen. Hol ihn!

:SMOKE3_14507
0A45: set_rail_tracks_friction_to -1.0 
Actor.RemoveReferences(34@)
Actor.RemoveReferences(35@)
Actor.RemoveReferences(36@)
Actor.RemoveReferences(37@)
Model.Destroy(#LSV1)
Model.Destroy(#LSV2)
Model.Destroy(#LSV3)
Model.Destroy(#MP5LNG)
Model.Destroy(#STREAK)
Model.Destroy(#STREAKC)
07BE: remove_references_to_train 40@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2270.69 -1391.75 20.28 cornerB 2315.81 -1375.58 26.88 
01E7: remove_forbidden_for_cars_cube_cornerA 2268.75 -1390.8 20.86 cornerB 2330.03 -1375.53 23.1 
01E7: remove_forbidden_for_cars_cube_cornerA 2257.3 -1491.95 20.63 cornerB 2299.7 -1477.32 26.12 
01E7: remove_forbidden_for_cars_cube_cornerA 2235.25 -1656.59 12.68 cornerB 2176.75 -1629.89 15.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2221.43 -1721.07 10.09 cornerB 2174.01 -172.72 15.73 
01E7: remove_forbidden_for_cars_cube_cornerA 2234.09 -1723.3 14.0 cornerB 2178.22 -1742.47 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1956.91 -1936.01 10.07 cornerB 1965.61 -1978.99 14.45 
01E7: remove_forbidden_for_cars_cube_cornerA 2181.3 -1892.0 10.0 cornerB 2222.36 -1897.71 15.0 
80@ = 3 

:SMOKE3_14907
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_14946 
00BC: show_text_highpriority GXT 'SMK3_21' time 5000 flag 1  // ~r~Big Smoke ist tot!
jump @SMOKE3_20097 

:SMOKE3_14946
if 
  80@ == 2 
else_jump @SMOKE3_15587 
if 
  97@ == 0 
else_jump @SMOKE3_15009 
$TEMPVAR_FLOAT_1 = 320.0 
$TEMPVAR_FLOAT_2 = 320.0 
jump @SMOKE3_15029 

:SMOKE3_15009
$TEMPVAR_FLOAT_1 = 200.0 
$TEMPVAR_FLOAT_2 = 200.0 

:SMOKE3_15029
if 
   not Car.Wrecked(40@)
else_jump @SMOKE3_15587 
if 
82CA:   not car 40@ bounding_sphere_visible 
else_jump @SMOKE3_15587 
if 
8202:   not actor $PLAYER_ACTOR near_car 40@ radius $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 flag 0 
else_jump @SMOKE3_15587 
if or
   not Actor.Dead(34@)
   not Actor.Dead(35@)
   not Actor.Dead(36@)
   not Actor.Dead(37@)
else_jump @SMOKE3_15587 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
077E: get_active_interior_to 79@ 
if 
   not 79@ == 0 
else_jump @SMOKE3_15289 
fade 0 250 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_15191 
Actor.SetImmunities($ACTOR_SMOKE, 1, 1, 1, 1, 1)

:SMOKE3_15191
if 
fading 
else_jump @SMOKE3_15215 
wait 0 
jump @SMOKE3_15191 

:SMOKE3_15215
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_15289 
select_interior 0 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Actor.StorePos($ACTOR_SMOKE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.SetImmunities($ACTOR_SMOKE, 1, 1, 1, 1, 1)
Camera.SetAtPos($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
fade 1 250 

:SMOKE3_15289
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_15364 
109@ = 1 
0944: unknown_camera_lock_unknown_actor $ACTOR_SMOKE 
05DE: AS_actor $ACTOR_SMOKE walk_around_ped_path 
Actor.StorePos($ACTOR_SMOKE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 100.0 radius 100.0 
040D: unload_wav 1 
040D: unload_wav 2 

:SMOKE3_15364
03CF: load_wav 35451 as 2 

:SMOKE3_15373
if 
83D0:   not wav 2 loaded 
else_jump @SMOKE3_15399 
wait 0 
jump @SMOKE3_15373 

:SMOKE3_15399
00BC: show_text_highpriority GXT 'SMO3_MC' time 4000 flag 1  // ~z~Wir htten doch nur dem verdammten Zug folgen mssen, CJ!
03D1: play_wav 2 

:SMOKE3_15419
if 
83D2:   not wav 2 ended 
else_jump @SMOKE3_15445 
wait 0 
jump @SMOKE3_15419 

:SMOKE3_15445
00BE: text_clear_all 
040D: unload_wav 2 
if 
   not 79@ == 0 
else_jump @SMOKE3_15544 
fade 0 500 

:SMOKE3_15476
if 
fading 
else_jump @SMOKE3_15500 
wait 0 
jump @SMOKE3_15476 

:SMOKE3_15500
select_interior 79@ 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Camera.SetAtPos($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
fade 1 250 

:SMOKE3_15544
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Actor.DestroyInstantly($ACTOR_SMOKE)
00BC: show_text_highpriority GXT 'SMK3_13' time 5000 flag 1  // ~r~Du hast sie verloren! Bleib das nchste Mal an dem Zug dran!
jump @SMOKE3_20097 

:SMOKE3_15587
if 
  80@ == 2 
else_jump @SMOKE3_16048 
if 
   not Car.Wrecked(40@)
else_jump @SMOKE3_16048 
if 
01AD:   car 40@ sphere 0 near_point 2790.52 223.63 radius 15.0 15.0 
else_jump @SMOKE3_16048 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
06DC: set_train 40@ acc 20.0 
06DD: set_train 40@ speed 20.0 
Camera.SetPosition(2796.839, 222.9677, 10.7646, 0.0, 0.0, 0.0)
Camera.OnVehicle(40@, 15, 2)
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @SMOKE3_15802 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
Car.PutAt($TEMPVAR_ACTOR_CAR, 2814.828, 154.135, 17.2)
Car.Angle($TEMPVAR_ACTOR_CAR) = 9.0
Car.SetMaxSpeed($TEMPVAR_ACTOR_CAR, 0.0)
jump @SMOKE3_15832 

:SMOKE3_15802
Actor.PutAt($PLAYER_ACTOR, 2814.828, 154.135, 17.2)
Actor.Angle($PLAYER_ACTOR) = 9.0

:SMOKE3_15832
wait 3000 
Camera.Restore_WithJumpCut
wait 0 
109@ = 1 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_15890 
0944: unknown_camera_lock_unknown_actor $ACTOR_SMOKE 
05DE: AS_actor $ACTOR_SMOKE walk_around_ped_path 
Actor.StorePos($ACTOR_SMOKE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:SMOKE3_15890
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 100.0 radius 100.0 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 35451 as 2 

:SMOKE3_15927
if 
83D0:   not wav 2 loaded 
else_jump @SMOKE3_15953 
wait 0 
jump @SMOKE3_15927 

:SMOKE3_15953
00BC: show_text_highpriority GXT 'SMO3_MC' time 4000 flag 1  // ~z~Wir htten doch nur dem verdammten Zug folgen mssen, CJ!
03D1: play_wav 2 

:SMOKE3_15973
if 
83D2:   not wav 2 ended 
else_jump @SMOKE3_15999 
wait 0 
jump @SMOKE3_15973 

:SMOKE3_15999
00BE: text_clear_all 
040D: unload_wav 2 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Actor.DestroyInstantly($ACTOR_SMOKE)
00BC: show_text_highpriority GXT 'SMK3_20' time 10000 flag 1  // ~r~Sie sind entkommen!
jump @SMOKE3_20097 

:SMOKE3_16048
if 
  109@ == 0 
else_jump @SMOKE3_16921 
if 
06EE:   actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
else_jump @SMOKE3_16921 
if 
0449:   actor $ACTOR_SMOKE in_a_car 
else_jump @SMOKE3_16921 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @SMOKE3_16921 
gosub @SMOKE3_19795 
if 
  110@ == 0 
else_jump @SMOKE3_16198 
if 
  111@ == 0 
else_jump @SMOKE3_16198 
04AF: 128@ = 35420 // @ = any 
05AA: 129@s = 'SMO3_CA'  // ~z~Folg dem Zug!
gosub @SMOKE3_19753 
33@ = 0 

:SMOKE3_16198
if 
  110@ == 1 
else_jump @SMOKE3_16291 
if 
  111@ == 0 
else_jump @SMOKE3_16291 
if 
  33@ > 4000 
else_jump @SMOKE3_16291 
04AF: 128@ = 35429 // @ = any 
05AA: 129@s = 'SMO3_EB'  // ~z~Fahr nah ran, CJ, ich mach die Scheikerle alle!
gosub @SMOKE3_19753 
33@ = 0 

:SMOKE3_16291
if 
  110@ == 2 
else_jump @SMOKE3_16412 
if 
  111@ == 0 
else_jump @SMOKE3_16412 
if 
   not Car.Wrecked(40@)
else_jump @SMOKE3_16412 
if 
0202:   actor $ACTOR_SMOKE near_car 40@ radius 50.0 50.0 flag 0 
else_jump @SMOKE3_16412 
04AF: 128@ = 35428 // @ = any 
05AA: 129@s = 'SMO3_EA'  // ~z~Fahr nebenher, CJ, dann kann ich schieen!
117@ = 1 
gosub @SMOKE3_19753 

:SMOKE3_16412
if 
  110@ == 3 
else_jump @SMOKE3_16526 
if 
  111@ == 0 
else_jump @SMOKE3_16526 
if 
   not Car.Wrecked(41@)
else_jump @SMOKE3_16526 
if 
0202:   actor $ACTOR_SMOKE near_car 41@ radius 165.0 165.0 flag 0 
else_jump @SMOKE3_16526 
04AF: 128@ = 35431 // @ = any 
05AA: 129@s = 'SMO3_FA'  // ~z~Heilige Scheie! Da kommt ein Zug!
gosub @SMOKE3_19753 

:SMOKE3_16526
if 
  110@ == 4 
else_jump @SMOKE3_16631 
if 
  111@ == 0 
else_jump @SMOKE3_16631 
if 
00EC:   actor $ACTOR_SMOKE 0 near_point 2180.22 -689.43 radius 60.0 60.0 
else_jump @SMOKE3_16631 
04AF: 128@ = 35437 // @ = any 
05AA: 129@s = 'SMO3_HA'  // ~z~Fahr rechts auf die Anhhe, CJ!
gosub @SMOKE3_19753 

:SMOKE3_16631
if 
  110@ == 5 
else_jump @SMOKE3_16752 
if 
  111@ == 0 
else_jump @SMOKE3_16752 
if 
   not Car.Wrecked(41@)
else_jump @SMOKE3_16752 
if 
0202:   actor $ACTOR_SMOKE near_car 41@ radius 100.0 100.0 flag 0 
else_jump @SMOKE3_16752 
04AF: 128@ = 35433 // @ = any 
05AA: 129@s = 'SMO3_FC'  // ~z~Pass auf, verdammt, DER ZUG!
gosub @SMOKE3_19753 
33@ = 0 

:SMOKE3_16752
if 
  110@ == 6 
else_jump @SMOKE3_16921 
if 
  111@ == 0 
else_jump @SMOKE3_16921 
if 
  33@ > 11000 
else_jump @SMOKE3_16921 
04AF: 128@ = 35430 // @ = any 
05AA: 129@s = 'SMO3_EC'  // ~z~Fahr genau so schnell wie sie, dann mach ich die Idioten kalt!
if 
03CA:   object 53@ exists 
else_jump @SMOKE3_16868 
if 
82CC:   not object 53@ bounding_sphere_visible 
else_jump @SMOKE3_16868 
Object.Destroy(53@)

:SMOKE3_16868
Model.Destroy(#IMY_TRACK_BARRIER)
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_16914 
if 
  3 > 116@ 
else_jump @SMOKE3_16914 
Actor.WeaponAccuracy($ACTOR_SMOKE) = 85

:SMOKE3_16914
gosub @SMOKE3_19753 

:SMOKE3_16921
if 
  80@ == 3 
else_jump @SMOKE3_18401 
if 
  115@ == 1 
else_jump @SMOKE3_18401 
if 
  113@ == 0 
else_jump @SMOKE3_17005 
040D: unload_wav 1 
03CF: load_wav 35460 as 1 
Object.RemoveReferences(53@)
Model.Destroy(#IMY_TRACK_BARRIER)
113@ = 1 

:SMOKE3_17005
if 
  113@ == 1 
else_jump @SMOKE3_17065 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE3_17065 
00BC: show_text_highpriority GXT 'SMO3_PC' time 4000 flag 1  // ~z~Kehren wir schnell zurck, bevor die Bullen aufkreuzen!
03D1: play_wav 1 
113@ = 2 

:SMOKE3_17065
if 
  113@ == 2 
else_jump @SMOKE3_17118 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_17118 
00BE: text_clear_all 
040D: unload_wav 1 
113@ = 3 
33@ = 0 

:SMOKE3_17118
if 
  113@ == 3 
else_jump @SMOKE3_17185 
if 
  33@ > 500 
else_jump @SMOKE3_17185 
00BC: show_text_highpriority GXT 'SMK3_22' time 6000 flag 1  // ~s~Fahre Big Smoke zurck zu seinem ~y~Haus~s~.
33@ = 0 
113@ = 4 

:SMOKE3_17185
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_17839 
if 
  113@ == 4 
else_jump @SMOKE3_17839 
if 
06EE:   actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
else_jump @SMOKE3_17839 
if 
0449:   actor $ACTOR_SMOKE in_a_car 
else_jump @SMOKE3_17839 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @SMOKE3_17839 
gosub @SMOKE3_19795 
if 
  110@ == 0 
else_jump @SMOKE3_17370 
if 
  111@ == 0 
else_jump @SMOKE3_17370 
if 
  33@ > 7000 
else_jump @SMOKE3_17370 
04AF: 128@ = 35477 // @ = any 
05AA: 129@s = 'SMO3_RA'  // ~z~War es schon immer so?
gosub @SMOKE3_19753 
33@ = 0 

:SMOKE3_17370
if 
  110@ == 1 
else_jump @SMOKE3_17437 
if 
  111@ == 0 
else_jump @SMOKE3_17437 
04AF: 128@ = 35478 // @ = any 
05AA: 129@s = 'SMO3_RB'  // ~z~Wie "so"?
gosub @SMOKE3_19753 

:SMOKE3_17437
if 
  110@ == 2 
else_jump @SMOKE3_17504 
if 
  111@ == 0 
else_jump @SMOKE3_17504 
04AF: 128@ = 35479 // @ = any 
05AA: 129@s = 'SMO3_RC'  // ~z~War es schon immer so abgefuckt hier? Oder sind die Drogen daran schuld?
gosub @SMOKE3_19753 

:SMOKE3_17504
if 
  110@ == 3 
else_jump @SMOKE3_17571 
if 
  111@ == 0 
else_jump @SMOKE3_17571 
04AF: 128@ = 35480 // @ = any 
05AA: 129@s = 'SMO3_RD'  // ~z~Was glaubst du?
gosub @SMOKE3_19753 

:SMOKE3_17571
if 
  110@ == 4 
else_jump @SMOKE3_17638 
if 
  111@ == 0 
else_jump @SMOKE3_17638 
04AF: 128@ = 35481 // @ = any 
05AA: 129@s = 'SMO3_RE'  // ~z~Ich wei nicht. Deshalb frag ich dich ja.
gosub @SMOKE3_19753 

:SMOKE3_17638
if 
  110@ == 5 
else_jump @SMOKE3_17705 
if 
  111@ == 0 
else_jump @SMOKE3_17705 
04AF: 128@ = 35482 // @ = any 
05AA: 129@s = 'SMO3_RF'  // ~z~Frag keinen weisen Mann, mein Freund. Frag einen Narren.
gosub @SMOKE3_19753 

:SMOKE3_17705
if 
  110@ == 6 
else_jump @SMOKE3_17772 
if 
  111@ == 0 
else_jump @SMOKE3_17772 
04AF: 128@ = 35483 // @ = any 
05AA: 129@s = 'SMO3_RG'  // ~z~Das mach ich doch gerade.
gosub @SMOKE3_19753 

:SMOKE3_17772
if 
  110@ == 7 
else_jump @SMOKE3_17839 
if 
  111@ == 0 
else_jump @SMOKE3_17839 
04AF: 128@ = 35484 // @ = any 
05AA: 129@s = 'SMO3_RH'  // ~z~Okay, wenn du jetzt persnlich wirst, dann sag ich gar nichts mehr.
gosub @SMOKE3_19753 

:SMOKE3_17839
if 
  107@ == 1 
else_jump @SMOKE3_18362 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_18362 
if 
00EC:   actor $PLAYER_ACTOR 1 near_point 2061.68 -1694.71 radius 4.0 4.0 
else_jump @SMOKE3_18362 
if 
00EC:   actor $ACTOR_SMOKE 0 near_point 2061.68 -1694.71 radius 4.0 4.0 
else_jump @SMOKE3_18362 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 
02A3: enable_widescreen 1 
113@ = 5 
040D: unload_wav 1 
040D: unload_wav 2 

:SMOKE3_17982
if 
fading 
else_jump @SMOKE3_18006 
wait 0 
jump @SMOKE3_17982 

:SMOKE3_18006
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_18051 
06C9: remove_actor $ACTOR_SMOKE from_group 
0792: disembark_instantly_actor $ACTOR_SMOKE 
01B9: set_actor $ACTOR_SMOKE armed_weapon_to 0 

:SMOKE3_18051
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SMOKE3_18104 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2060.325 -1694.805 12.5547 
Actor.Angle($PLAYER_ACTOR) = 91.3046
jump @SMOKE3_18134 

:SMOKE3_18104
Actor.PutAt($PLAYER_ACTOR, 2060.325, -1694.805, 12.5547)
Actor.Angle($PLAYER_ACTOR) = 91.3046

:SMOKE3_18134
if 
   Actor.Driving($ACTOR_SMOKE)
else_jump @SMOKE3_18187 
0362: remove_actor $ACTOR_SMOKE from_car_and_place_at 2057.75 -1694.79 12.554 
Actor.Angle($ACTOR_SMOKE) = 273.188
jump @SMOKE3_18217 

:SMOKE3_18187
Actor.PutAt($ACTOR_SMOKE, 2057.75, -1694.79, 12.554)
Actor.Angle($ACTOR_SMOKE) = 273.188

:SMOKE3_18217
0395: clear_area 1 at 2057.75 -1694.79 100.0 radius 100.0 
if 
   not Car.Wrecked(54@)
else_jump @SMOKE3_18287 
Car.PutAt(54@, 2060.3, -1697.975, 9.0)
Car.Angle(54@) = 88.04

:SMOKE3_18287
04ED: load_animation "GANGS" 
03CF: load_wav 35485 as 1 
03CF: load_wav 35486 as 2 
038B: load_requested_models 

:SMOKE3_18316
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
84EE:   not animation "GANGS" loaded 
else_jump @SMOKE3_18355 
wait 0 
jump @SMOKE3_18316 

:SMOKE3_18355
80@ = 4 

:SMOKE3_18362
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_18401 
00BC: show_text_highpriority GXT 'SMK3_21' time 5000 flag 1  // ~r~Big Smoke ist tot!
jump @SMOKE3_20097 

:SMOKE3_18401
if 
  80@ == 4 
else_jump @SMOKE3_19143 
Camera.SetPosition(2061.814, -1692.773, 13.1148, 0.0, 0.0, 0.0)
Camera.PointAt(2061.089, -1693.453, 13.2238, 2)
fade 1 500 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_18564 
0605: actor $ACTOR_SMOKE perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
03D1: play_wav 1 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_SA' time 4000 flag 1  // ~z~Du solltest lieber Leine ziehen, CJ,

:SMOKE3_18564
if 
83D2:   not wav 1 ended 
else_jump @SMOKE3_18590 
wait 0 
jump @SMOKE3_18564 

:SMOKE3_18590
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 35487 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO3_SB' time 4000 flag 1  // ~z~ich will nicht, dass dich diese dmlichen Crash-Bullen in die Mangel nehmen.
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_18677 
0605: actor $ACTOR_SMOKE perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 

:SMOKE3_18677
if 
83D2:   not wav 2 ended 
else_jump @SMOKE3_18703 
wait 0 
jump @SMOKE3_18677 

:SMOKE3_18703
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_18729 
0687: clear_actor $ACTOR_SMOKE task 
0968: actor $ACTOR_SMOKE stop_mouth 

:SMOKE3_18729
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 35488 as 2 
Camera.SetPosition(2055.851, -1692.644, 14.0837, 0.0, 0.0, 0.0)
Camera.PointAt(2056.581, -1693.324, 14.0171, 2)

:SMOKE3_18795
if 
83D0:   not wav 1 loaded 
else_jump @SMOKE3_18821 
wait 0 
jump @SMOKE3_18795 

:SMOKE3_18821
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO3_SC' time 5000 flag 1  // ~z~Okay, Homie, nimm dich vor den Typen in Acht.
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 

:SMOKE3_18877
if 
83D2:   not wav 1 ended 
else_jump @SMOKE3_18903 
wait 0 
jump @SMOKE3_18877 

:SMOKE3_18903
00BE: text_clear_all 

:SMOKE3_18905
if 
83D0:   not wav 2 loaded 
else_jump @SMOKE3_18931 
wait 0 
jump @SMOKE3_18905 

:SMOKE3_18931
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO3_SD' time 5000 flag 1  // ~z~Bis spter.

:SMOKE3_18951
if 
83D2:   not wav 2 ended 
else_jump @SMOKE3_18977 
wait 0 
jump @SMOKE3_18951 

:SMOKE3_18977
fade 0 1500 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_19048 
05D3: AS_actor $ACTOR_SMOKE goto_point 2058.027 -1697.166 13.55 mode 4 -1 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 2072.723 -1694.359 13.55 mode 4 -1 ms // versionA 

:SMOKE3_19048
if 
fading 
else_jump @SMOKE3_19072 
wait 0 
jump @SMOKE3_19048 

:SMOKE3_19072
Actor.DestroyInstantly($ACTOR_SMOKE)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2072.723, -1694.359, 12.54)
Actor.Angle($PLAYER_ACTOR) = 272.637
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = False
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 500 
00BE: text_clear_all 
jump @SMOKE3_20115 

:SMOKE3_19143
if or
  80@ == 2 
  80@ == 3 
else_jump @SMOKE3_19746 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_19746 
if 
  95@ == 0 
else_jump @SMOKE3_19327 
if 
86EE:   not actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
else_jump @SMOKE3_19327 
00BC: show_text_highpriority GXT 'SMK3_18' time 5000 flag 1  // ~s~Du hast ~b~Big Smoke~s~ zurckgelassen. Hol ihn!
118@ = Marker.CreateAboveActor($ACTOR_SMOKE)
07E0: set_marker 118@ type_to 1 
if 
  80@ == 2 
else_jump @SMOKE3_19290 
Marker.Disable(119@)
Marker.Disable(120@)
Marker.Disable(121@)
Marker.Disable(122@)

:SMOKE3_19290
if 
  80@ == 3 
else_jump @SMOKE3_19320 
Marker.Disable(124@)
107@ = 0 

:SMOKE3_19320
95@ = 1 

:SMOKE3_19327
if 
  95@ == 1 
else_jump @SMOKE3_19746 
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_SMOKE radius 10.0 10.0 8.0 sphere 0 
else_jump @SMOKE3_19746 
if 
02CB:   actor $ACTOR_SMOKE bounding_sphere_visible 
else_jump @SMOKE3_19746 
if 
86EE:   not actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
else_jump @SMOKE3_19434 
0631: put_actor $ACTOR_SMOKE in_group $PLAYER_GROUP 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 

:SMOKE3_19434
Marker.Disable(118@)
if 
  80@ == 2 
else_jump @SMOKE3_19569 
if 
   not Actor.Dead(34@)
else_jump @SMOKE3_19481 
119@ = Marker.CreateAboveActor(34@)

:SMOKE3_19481
if 
   not Actor.Dead(35@)
else_jump @SMOKE3_19505 
120@ = Marker.CreateAboveActor(35@)

:SMOKE3_19505
if 
   not Actor.Dead(36@)
else_jump @SMOKE3_19529 
121@ = Marker.CreateAboveActor(36@)

:SMOKE3_19529
if 
   not Actor.Dead(37@)
else_jump @SMOKE3_19553 
122@ = Marker.CreateAboveActor(37@)

:SMOKE3_19553
00BC: show_text_highpriority GXT 'SMK3_3' time 5000 flag 1  // ~s~Stelle die ~r~Vagos-Gangmitglieder~s~ und erledige sie!

:SMOKE3_19569
if 
  80@ == 3 
else_jump @SMOKE3_19648 
if 
  115@ == 1 
else_jump @SMOKE3_19648 
00BC: show_text_highpriority GXT 'SMK3_22' time 5000 flag 1  // ~s~Fahre Big Smoke zurck zu seinem ~y~Haus~s~.
018A: 124@ = create_checkpoint_at 2061.68 -1694.71 12.554 
107@ = 1 

:SMOKE3_19648
if 
  115@ == 2 
else_jump @SMOKE3_19739 
if 
  80@ == 3 
else_jump @SMOKE3_19739 
018A: 124@ = create_checkpoint_at 2061.68 -1694.71 12.554 
107@ = 1 
109@ = 1 
110@ = 0 
111@ = 0 
115@ = 1 

:SMOKE3_19739
95@ = 0 

:SMOKE3_19746
jump @SMOKE3_1289 

:SMOKE3_19753
if 
  111@ == 0 
else_jump @SMOKE3_19793 
03CF: load_wav 128@ as 1 
05AA: 126@s = 129@s 
111@ = 1 

:SMOKE3_19793
return 

:SMOKE3_19795
if 
  111@ == 1 
else_jump @SMOKE3_19849 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE3_19849 
00BC: show_text_highpriority GXT 126@s time 4000 flag 1 
03D1: play_wav 1 
111@ = 2 

:SMOKE3_19849
if 
  111@ == 2 
else_jump @SMOKE3_19943 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_19943 
110@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
if 
  117@ == 1 
else_jump @SMOKE3_19936 
00BC: show_text_highpriority GXT 'SMK3_25' time 6000 flag 1  // ~s~Halte dich auf Hhe des ersten Waggons, damit Big Smoke die ~r~Vagos-Gangmitglieder~s~ erledigen kann.
117@ = 2 

:SMOKE3_19936
111@ = 0 

:SMOKE3_19943
return 

:SMOKE3_19945
0615: define_AS_pack_begin 62@ 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point 1799.49 -1953.73 12.23 mode 6 50000 ms // versionA 
0616: define_AS_pack_end 62@ 
0618: assign_actor 61@ to_AS_pack 62@ 
061B: remove_references_to_AS_pack 62@ 
return 

:SMOKE3_20002
0615: define_AS_pack_begin 63@ 
0638: AS_actor -1 stay_put 1 
0688: unknown_actor -1 flags 1 0 0 
0616: define_AS_pack_end 63@ 
0618: assign_actor 61@ to_AS_pack 63@ 
061B: remove_references_to_AS_pack 63@ 
return 

:SMOKE3_20043
0615: define_AS_pack_begin 65@ 
0638: AS_actor -1 stay_put 1 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @SMOKE3_20077 
05E2: AS_actor -1 kill_actor $ACTOR_SMOKE 

:SMOKE3_20077
0616: define_AS_pack_end 65@ 
0618: assign_actor 61@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 
return 

:SMOKE3_20097
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:SMOKE3_20115
$SMOKE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SMOKE_3'  // Wrong Side of the Tracks
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0394: play_music 1 
0998: add_respect 5 
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:SMOKE3_20170
$ONMISSION = 0 
Camera.Restore_WithJumpCut
09AD: set_vehicle_camera_mode 2 
Object.RemoveReferences(53@)
Object.RemoveReferences(52@)
Model.Destroy(#IMY_TRACK_BARRIER)
0A45: set_rail_tracks_friction_to -1.0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SMOKE3_20232 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 

:SMOKE3_20232
if 
   not Car.Wrecked(54@)
else_jump @SMOKE3_20255 
053F: set_car 54@ tires_vulnerability 1 

:SMOKE3_20255
06DA: unknown_trains_flag 
06D7: enable_train_traffic 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
Actor.DestroyWithFade(34@)
Actor.DestroyWithFade(35@)
Actor.DestroyWithFade(36@)
Actor.DestroyWithFade(37@)
Actor.DestroyWithFade($ACTOR_SMOKE)
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2270.69 -1391.75 20.28 cornerB 2315.81 -1375.58 26.88 
01E7: remove_forbidden_for_cars_cube_cornerA 2268.75 -1390.8 20.86 cornerB 2330.03 -1375.53 23.1 
01E7: remove_forbidden_for_cars_cube_cornerA 2257.3 -1491.95 20.63 cornerB 2299.7 -1477.32 26.12 
01E7: remove_forbidden_for_cars_cube_cornerA 2235.25 -1656.59 12.68 cornerB 2176.75 -1629.89 15.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2221.43 -1721.07 10.09 cornerB 2174.01 -172.72 15.73 
01E7: remove_forbidden_for_cars_cube_cornerA 2234.09 -1723.3 14.0 cornerB 2178.22 -1742.47 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1956.91 -1936.01 10.07 cornerB 1965.61 -1978.99 14.45 
01E7: remove_forbidden_for_cars_cube_cornerA 2181.3 -1892.0 10.0 cornerB 2222.36 -1897.71 15.0 
Model.Destroy(#LSV1)
Model.Destroy(#LSV2)
Model.Destroy(#LSV3)
Model.Destroy(#MP5LNG)
Model.Destroy(#COLT45)
Model.Destroy(#SANCHEZ)
Model.Destroy(#STREAK)
Model.Destroy(#STREAKC)
Model.Destroy(#IMMMCRAN)
Model.Destroy(#ESPERANT)
Model.Destroy(#GLENDALE)
Model.Destroy(#TEC9)
Model.Destroy(#TRNTRK8_LAS)
0296: unload_special_actor 1 
04EF: release_animation "TRAIN" 
04EF: release_animation "GANGS" 
Marker.Disable(118@)
Marker.Disable(119@)
Marker.Disable(120@)
Marker.Disable(121@)
Marker.Disable(122@)
Marker.Disable(123@)
Marker.Disable(124@)
Marker.Disable(125@)
if 
   not Car.Wrecked(40@)
else_jump @SMOKE3_20767 
09CF: set_train 40@ finish_at_next_station 1 

:SMOKE3_20767
09F0: restore_behind_camera_autoposition_mode_for_all_car_models 
if 
   not Car.Wrecked(54@)
else_jump @SMOKE3_20822 
Car.Health(54@) = 1000
053F: set_car 54@ tires_vulnerability 1 
Car.SetImmunities(54@, 0, 0, 0, 0, 0)
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:SMOKE3_20822
01B7: release_weather 
if 
   not Car.Wrecked(78@)
else_jump @SMOKE3_20855 
Car.Health(78@) = 1000
053F: set_car 78@ tires_vulnerability 1 

:SMOKE3_20855
Car.RemoveReferences(54@)
Car.RemoveReferences(78@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 30---------------
// Originally: Just Business

:DRUGS1
thread 'DRUGS1' 
gosub @DRUGS1_47 
if 
wasted_or_busted 
else_jump @DRUGS1_38 
gosub @DRUGS1_52025 

:DRUGS1_38
gosub @DRUGS1_52103 
end_thread 

:DRUGS1_47
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'SMOKE4' 
0395: clear_area 1 at 2060.0 -1694.0 50.0 radius 50.0 
set_weather 1 
Model.Load(#LAE_SMOKECUTSCENE)

:DRUGS1_104
if 
   not Model.Available(#LAE_SMOKECUTSCENE)
else_jump @DRUGS1_131 
wait 0 
jump @DRUGS1_104 

:DRUGS1_131
290@ = Object.Init(#LAE_SMOKECUTSCENE, 2055.0, -1695.0, 15.0)
02E4: load_cutscene_data 'SMOKE4A' 

:DRUGS1_165
if 
86B9:   not cutscene_data_loaded 
else_jump @DRUGS1_189 
wait 0 
jump @DRUGS1_165 

:DRUGS1_189
02E7: start_cutscene 
fade 1 1000 

:DRUGS1_198
if 
82E9:   not cutscene_reached_end 
else_jump @DRUGS1_222 
wait 0 
jump @DRUGS1_198 

:DRUGS1_222
fade 0 0 

:DRUGS1_228
if 
fading 
else_jump @DRUGS1_252 
wait 0 
jump @DRUGS1_228 

:DRUGS1_252
02EA: end_cutscene 
Model.Destroy(#LAE_SMOKECUTSCENE)
Object.Destroy(290@)
0169: set_fade_color_RGB 0 0 0 
wait 500 
Model.Load(#GLENDALE)
Model.Load(#WFYRI)
Model.Load(#WFYST)
Model.Load(#MAFFA)
Model.Load(#MAFFB)
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
03CF: load_wav 35802 as 2 
038B: load_requested_models 

:DRUGS1_322
if or
   not Model.Available(#GLENDALE)
   not Model.Available(#MAFFA)
   not Model.Available(#MAFFA)
   not Model.Available(#WFYRI)
   not Model.Available(#WFYST)
else_jump @DRUGS1_365 
wait 0 
jump @DRUGS1_322 

:DRUGS1_365
if or
823D:   not special_actor 1 loaded 
83D0:   not wav 2 loaded 
else_jump @DRUGS1_395 
wait 0 
jump @DRUGS1_365 

:DRUGS1_395
90@ = 0 
$6898 = 0 
91@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
282@ = 0 
283@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
242@ = 0 
243@ = 0 
244@ = 0 
245@ = 0 
246@ = 0 
247@ = 0 
248@ = 0 
249@ = 0 
250@ = 0 
251@ = 0 
252@ = 0 
253@ = 0 
254@ = 0 
255@ = 0 
256@ = 0 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 
272@ = 0 
273@ = 0 
274@ = 0 
275@ = 0 
276@ = 0 
277@ = 0 
278@ = 0 
279@ = 0 
280@ = 0 
281@ = 0 
284@ = 0 
285@ = 0 
286@ = 0 
287@ = 0 
060A: create_decision_maker_type 0 store_to 35@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 36@ // decision\allowed\m_.ped files 
0709: set_decision_maker 36@ on_event 49 taskID 311 unknown 0.0 100.0 chance 100.0 unknown 100.0 0 1 // see *.ped files 
0395: clear_area 1 at 2077.58 -1695.929 150.0 radius 150.0 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
34@ = Car.Create(#GLENDALE, 2058.86, -1694.612, 12.297)
041E: set_radio_station 5 
0229: set_car 34@ primary_color_to 98 secondary_color_to 14 
Car.Angle(34@) = 271.822
Car.Health(34@) = 1000
01C8: $ACTOR_SMOKE = create_actor_pedtype 23 model #SPECIAL01 in_car 34@ passenger_seat 0 
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
09B5: unknown_actor $ACTOR_SMOKE flag 0 
Actor.Health($ACTOR_SMOKE) = 500
0446: set_actor $ACTOR_SMOKE immune_to_headshots 0 
0568: set_actor $ACTOR_SMOKE targetable 1 
060B: set_actor $ACTOR_SMOKE decision_maker_to 35@ 
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0526: set_actor $ACTOR_SMOKE stay_in_car 1 
0828: unknown_fires_stuff 1 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
03C7: set_sensitivity_to_crime 0.0 
06D0: enable_emergency_traffic 0 
fade 1 1500 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
0489: set_actor $PLAYER_ACTOR muted 1 
01E8: create_forbidden_for_cars_cube_cornerA 1694.12 -1604.33 5.0 cornerB 1805.94 -1593.12 15.0 
00BC: show_text_highpriority GXT 'DGS1_1' time 6000 flag 1  // ~s~Bring ~b~Big Smoke ~s~nach ~y~Downtown~s~.
33@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0A09: set_actor $ACTOR_SMOKE muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:DRUGS1_1348
wait 0 
if 
0735:   NOP_false 83 
else_jump @DRUGS1_1374 
jump @DRUGS1_52043 

:DRUGS1_1374
if 
   not 280@ > 7 
else_jump @DRUGS1_1431 
if 
   Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_1431 
00BC: show_text_highpriority GXT 'DGS1_60' time 7000 flag 1  // ~r~Smoke ist tot!
jump @DRUGS1_52025 

:DRUGS1_1431
if 
  123@ == 0 
else_jump @DRUGS1_9251 
if 
  90@ == 11 
else_jump @DRUGS1_1567 
if 
  6 > $6898 
else_jump @DRUGS1_1567 
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1744.2 -1686.68 cornerB 1698.34 -1616.4 
else_jump @DRUGS1_1567 
if 
82CB:   not actor $ACTOR_SMOKE bounding_sphere_visible 
else_jump @DRUGS1_1567 
0321: kill_actor $ACTOR_SMOKE 
00BC: show_text_highpriority GXT 'DGS1_3' time 7000 flag 1  // ~r~Du hast Smoke allein gelassen, jetzt ist er tot. Bleib das nchste Mal etwas dichter dran!
jump @DRUGS1_52025 

:DRUGS1_1567
if 
  90@ == 0 
else_jump @DRUGS1_1698 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_1698 
if 
   not Car.Wrecked(34@)
else_jump @DRUGS1_1698 
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @DRUGS1_1698 
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @DRUGS1_1698 
018A: 88@ = create_checkpoint_at 1722.568 -1597.92 12.405 
00BC: show_text_highpriority GXT 'DGS1_1' time 10000 flag 1  // ~s~Bring ~b~Big Smoke ~s~nach ~y~Downtown~s~.
90@ = 1 

:DRUGS1_1698
if 
  92@ == 0 
else_jump @DRUGS1_1986 
if or
  90@ == 1 
  90@ == 100 
else_jump @DRUGS1_1986 
if 
  91@ == 0 
else_jump @DRUGS1_1854 
if 
   not Car.Wrecked(34@)
else_jump @DRUGS1_1854 
if 
8448:   not actor $PLAYER_ACTOR in_car 34@ 
else_jump @DRUGS1_1854 
87@ = Marker.CreateAboveCar(34@)
07E0: set_marker 87@ type_to 1 
Marker.Disable(88@)
90@ = 100 
040D: unload_wav 1 
00BE: text_clear_all 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMOX_AC' time 2000 flag 1  // ~z~Steig in das Auto!
91@ = 1 

:DRUGS1_1854
if 
  91@ == 1 
else_jump @DRUGS1_1986 
if 
   not Car.Wrecked(34@)
else_jump @DRUGS1_1986 
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @DRUGS1_1986 
Marker.Disable(87@)
018A: 88@ = create_checkpoint_at 1722.568 -1597.92 12.405 
00BE: text_clear_all 
040D: unload_wav 2 
if 
  282@ > 12 
else_jump @DRUGS1_1972 
00BC: show_text_highpriority GXT 'DGS1_1' time 5000 flag 1  // ~s~Bring ~b~Big Smoke ~s~nach ~y~Downtown~s~.

:DRUGS1_1972
90@ = 1 
91@ = 0 

:DRUGS1_1986
if 
  90@ == 1 
else_jump @DRUGS1_2968 
gosub @DRUGS1_51642 
if 
  282@ == 0 
else_jump @DRUGS1_2097 
if 
  283@ == 0 
else_jump @DRUGS1_2097 
if 
  33@ > 6500 
else_jump @DRUGS1_2097 
04AF: 239@ = 35600 // @ = any 
05AA: 240@s = 'SMO4_AA'  // ~z~Hoffe, das ist nicht wieder ein Auftragsjob fr die Bullen.
gosub @DRUGS1_51600 

:DRUGS1_2097
if 
  282@ == 1 
else_jump @DRUGS1_2164 
if 
  283@ == 0 
else_jump @DRUGS1_2164 
04AF: 239@ = 35601 // @ = any 
05AA: 240@s = 'SMO4_AB'  // ~z~Nein, das ist 'ne reine Homie-Angelegenheit.
gosub @DRUGS1_51600 

:DRUGS1_2164
if 
  282@ == 2 
else_jump @DRUGS1_2231 
if 
  283@ == 0 
else_jump @DRUGS1_2231 
04AF: 239@ = 35602 // @ = any 
05AA: 240@s = 'SMO4_AC'  // ~z~Ich will ganz ehrlich sein, CJ, das knnte 'ne krasse Geschichte werden.
gosub @DRUGS1_51600 

:DRUGS1_2231
if 
  282@ == 3 
else_jump @DRUGS1_2298 
if 
  283@ == 0 
else_jump @DRUGS1_2298 
04AF: 239@ = 35603 // @ = any 
05AA: 240@s = 'SMO4_AD'  // ~z~Was hast du vor, Smoke?
gosub @DRUGS1_51600 

:DRUGS1_2298
if 
  282@ == 4 
else_jump @DRUGS1_2365 
if 
  283@ == 0 
else_jump @DRUGS1_2365 
04AF: 239@ = 35604 // @ = any 
05AA: 240@s = 'SMO4_AE'  // ~z~Da ist ein ganzer Haufen Scheie am Laufen, Carl.
gosub @DRUGS1_51600 

:DRUGS1_2365
if 
  282@ == 5 
else_jump @DRUGS1_2432 
if 
  283@ == 0 
else_jump @DRUGS1_2432 
04AF: 239@ = 35605 // @ = any 
05AA: 240@s = 'SMO4_AF'  // ~z~Families kommen zurck, die Ballas dealen mit Crack,
gosub @DRUGS1_51600 

:DRUGS1_2432
if 
  282@ == 6 
else_jump @DRUGS1_2499 
if 
  283@ == 0 
else_jump @DRUGS1_2499 
04AF: 239@ = 35606 // @ = any 
05AA: 240@s = 'SMO4_AG'  // ~z~russische Gangs, die nichts zu verlieren haben und gleich was anfangen wollen...
gosub @DRUGS1_51600 

:DRUGS1_2499
if 
  282@ == 7 
else_jump @DRUGS1_2566 
if 
  283@ == 0 
else_jump @DRUGS1_2566 
04AF: 239@ = 35607 // @ = any 
05AA: 240@s = 'SMO4_AH'  // ~z~Russen?
gosub @DRUGS1_51600 

:DRUGS1_2566
if 
  282@ == 7 
else_jump @DRUGS1_2633 
if 
  283@ == 0 
else_jump @DRUGS1_2633 
04AF: 239@ = 35608 // @ = any 
05AA: 240@s = 'SMO4_AJ'  // ~z~Ja, muss man sich mal geben.
gosub @DRUGS1_51600 

:DRUGS1_2633
if 
  282@ == 8 
else_jump @DRUGS1_2700 
if 
  283@ == 0 
else_jump @DRUGS1_2700 
04AF: 239@ = 35609 // @ = any 
05AA: 240@s = 'SMO4_AK'  // ~z~Mein Leben lang hie es, vor den Russkis muss man Angst haben, und ich hatte noch nicht mal einen gesehen.
gosub @DRUGS1_51600 

:DRUGS1_2700
if 
  282@ == 9 
else_jump @DRUGS1_2767 
if 
  283@ == 0 
else_jump @DRUGS1_2767 
04AF: 239@ = 35610 // @ = any 
05AA: 240@s = 'SMO4_AL'  // ~z~Dann fllt die Mauer und pltzlich sollen wir alle Freunde sein.
gosub @DRUGS1_51600 

:DRUGS1_2767
if 
  282@ == 10 
else_jump @DRUGS1_2834 
if 
  283@ == 0 
else_jump @DRUGS1_2834 
04AF: 239@ = 35611 // @ = any 
05AA: 240@s = 'SMO4_AM'  // ~z~Fnf Minuten spter wird mein Cousin von 'nem Russenmafioso umgenietet, kaum dass der hier eingereist ist.
gosub @DRUGS1_51600 

:DRUGS1_2834
if 
  282@ == 11 
else_jump @DRUGS1_2901 
if 
  283@ == 0 
else_jump @DRUGS1_2901 
04AF: 239@ = 35612 // @ = any 
05AA: 240@s = 'SMO4_AN'  // ~z~Ist nicht wahr!
gosub @DRUGS1_51600 

:DRUGS1_2901
if 
  282@ == 12 
else_jump @DRUGS1_2968 
if 
  283@ == 0 
else_jump @DRUGS1_2968 
04AF: 239@ = 35613 // @ = any 
05AA: 240@s = 'SMO4_AO'  // ~z~Ehrenwort.
gosub @DRUGS1_51600 

:DRUGS1_2968
if 
  90@ == 1 
else_jump @DRUGS1_5137 
if 
   not Car.Wrecked(34@)
else_jump @DRUGS1_5137 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_5137 
if 
0448:   actor $ACTOR_SMOKE in_car 34@ 
else_jump @DRUGS1_5137 
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @DRUGS1_5137 
if 
01AF:   car 34@ sphere 1 in_sphere 1722.568 -1597.92 12.45 radius 4.0 4.0 5.0 
else_jump @DRUGS1_5137 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08E7: disable_entrance_markers 1 
01F0: set_max_wanted_level_to 0 
122@ = 0 
0395: clear_area 1 at 1722.568 -1597.92 300.0 radius 300.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Camera.SetPosition(1711.449, -1576.924, 30.3531, 0.0, 0.0, 0.0)
Camera.PointAt(1711.628, -1577.821, 29.9486, 2)
0633: AS_actor $ACTOR_SMOKE exit_car 
0633: AS_actor $PLAYER_ACTOR exit_car 
fade 0 2000 

:DRUGS1_3236
if 
fading 
else_jump @DRUGS1_3260 
wait 0 
jump @DRUGS1_3236 

:DRUGS1_3260
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Model.Load(#MICRO_UZI)
Model.Load(#COLT45)
Model.Load(#MP5LNG)
04ED: load_animation "JST_BUISNESS" 
040D: unload_wav 1 
03CF: load_wav 35614 as 1 
040D: unload_wav 2 
03CF: load_wav 35615 as 2 
038B: load_requested_models 

:DRUGS1_3326
if or
   not Model.Available(#COLT45)
   not Model.Available(#MP5LNG)
84EE:   not animation "JST_BUISNESS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @DRUGS1_3382 
wait 0 
jump @DRUGS1_3326 

:DRUGS1_3382
if 
   not Model.Available(#MP5LNG)
else_jump @DRUGS1_3409 
wait 0 
jump @DRUGS1_3382 

:DRUGS1_3409
37@ = Actor.Create(Mission1, #WFYST, 1718.283, -1633.178, 19.2035)
0489: set_actor 37@ muted 1 
Actor.Angle(37@) = 59.5412
0812: AS_actor 37@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 37@ decision_maker_to 35@ 
0489: set_actor 37@ muted 1 
38@ = Actor.Create(Mission1, #WFYST, 1717.72, -1633.952, 19.2029)
Actor.Angle(38@) = 313.3566
0489: set_actor 38@ muted 1 
0812: AS_actor 38@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 38@ decision_maker_to 35@ 
0489: set_actor 38@ muted 1 
39@ = Actor.Create(Mission1, #WFYST, 1712.811, -1629.454, 19.201)
Actor.Angle(39@) = 48.5227
0489: set_actor 39@ muted 1 
0812: AS_actor 39@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 39@ decision_maker_to 35@ 
0489: set_actor 39@ muted 1 
40@ = Actor.Create(Mission1, #WFYST, 1712.146, -1630.165, 19.2003)
Actor.Angle(40@) = 322.1413
0489: set_actor 40@ muted 1 
0812: AS_actor 40@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 40@ decision_maker_to 35@ 
0489: set_actor 40@ muted 1 
41@ = Actor.Create(Mission1, #WFYST, 1732.528, -1627.45, 19.2044)
Actor.Angle(41@) = 275.6598
0489: set_actor 41@ muted 1 
0812: AS_actor 41@ perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 41@ decision_maker_to 35@ 
0489: set_actor 41@ muted 1 
42@ = Actor.Create(Mission1, #MAFFA, 1729.973, -1649.115, 19.274)
Actor.Angle(42@) = 11.051
060B: set_actor 42@ decision_maker_to 35@ 
01B2: give_actor 42@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 42@ to_interior 18 
Actor.Health(42@) = 35
214@ = Marker.CreateAboveActor(42@)
018B: set_marker 214@ radar_mode 2 
Marker.SetIconSize(214@, 2)
0961: unknown_actor 42@ flag 1 
43@ = Actor.Create(Mission1, #MAFFB, 1729.971, -1657.139, 19.278)
Actor.Angle(43@) = 21.106
Actor.Health(43@) = 10
060B: set_actor 43@ decision_maker_to 35@ 
081A: set_actor 43@ weapon_skill_to 2 
01B2: give_actor 43@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(43@) = 60
0860: link_actor 43@ to_interior 18 
215@ = Marker.CreateAboveActor(43@)
018B: set_marker 215@ radar_mode 2 
Marker.SetIconSize(215@, 2)
0961: unknown_actor 43@ flag 1 
07DD: set_actor 43@ temper_to 50 // see pedstats.dat 
44@ = Actor.Create(Mission1, #MAFFB, 1722.311, -1658.636, 19.108)
Actor.Angle(44@) = 352.526
060B: set_actor 44@ decision_maker_to 36@ 
081A: set_actor 44@ weapon_skill_to 2 
01B2: give_actor 44@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 44@ to_interior 18 
216@ = Marker.CreateAboveActor(44@)
018B: set_marker 216@ radar_mode 2 
Marker.SetIconSize(216@, 2)
0961: unknown_actor 44@ flag 1 
45@ = Actor.Create(Mission1, #MAFFA, 1712.399, -1657.463, 19.26)
Actor.Health(45@) = 150
Actor.Angle(45@) = 323.108
060B: set_actor 45@ decision_maker_to 36@ 
081A: set_actor 45@ weapon_skill_to 2 
01B2: give_actor 45@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 18 
Actor.WeaponAccuracy(45@) = 50
217@ = Marker.CreateAboveActor(45@)
018B: set_marker 217@ radar_mode 2 
Marker.SetIconSize(217@, 2)
0961: unknown_actor 45@ flag 1 
08AF: set_actor 45@ max_health_to 150 
Actor.Health(45@) = 150
07DD: set_actor 45@ temper_to 50 // see pedstats.dat 
46@ = Actor.Create(Mission1, #MAFFA, 1712.763, -1664.816, 19.273)
Actor.Angle(46@) = 329.331
060B: set_actor 46@ decision_maker_to 36@ 
01B2: give_actor 46@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(46@) = 50
08AF: set_actor 46@ max_health_to 150 
Actor.Health(46@) = 150
0860: link_actor 46@ to_interior 18 
218@ = Marker.CreateAboveActor(46@)
018B: set_marker 218@ radar_mode 2 
Marker.SetIconSize(218@, 2)
0961: unknown_actor 46@ flag 1 
47@ = Actor.Create(Mission1, #MAFFA, 1718.711, -1655.182, 19.108)
Actor.Angle(47@) = 327.782
060B: set_actor 47@ decision_maker_to 35@ 
081A: set_actor 47@ weapon_skill_to 2 
01B2: give_actor 47@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 18 
Actor.WeaponAccuracy(47@) = 60
219@ = Marker.CreateAboveActor(47@)
018B: set_marker 219@ radar_mode 2 
Marker.SetIconSize(219@, 2)
0961: unknown_actor 47@ flag 1 
48@ = Actor.Create(Mission1, #MAFFB, 1701.8, -1650.28, 19.26)
Actor.Angle(48@) = 265.623
060B: set_actor 48@ decision_maker_to 35@ 
081A: set_actor 48@ weapon_skill_to 2 
01B2: give_actor 48@ weapon 22 ammo 9999 // Load the weapon model before using this 
08AF: set_actor 48@ max_health_to 150 
Actor.Health(48@) = 150
0860: link_actor 48@ to_interior 18 
220@ = Marker.CreateAboveActor(48@)
018B: set_marker 220@ radar_mode 2 
Marker.SetIconSize(220@, 2)
0961: unknown_actor 48@ flag 1 
07DD: set_actor 48@ temper_to 50 // see pedstats.dat 
51@ = Actor.Create(Mission1, #MAFFB, 1719.6, -1671.764, 22.741)
Actor.Health(51@) = 5
Actor.Angle(51@) = 11.45
060B: set_actor 51@ decision_maker_to 35@ 
01B2: give_actor 51@ weapon 29 ammo 9999 // Load the weapon model before using this 
0856: unknown_actor 51@ driving_flag 0 
0860: link_actor 51@ to_interior 18 
223@ = Marker.CreateAboveActor(51@)
018B: set_marker 223@ radar_mode 2 
Marker.SetIconSize(223@, 2)
0961: unknown_actor 51@ flag 1 
52@ = Actor.Create(Mission1, #MAFFB, 1701.897, -1668.039, 19.23)
Actor.Angle(52@) = 276.178
060B: set_actor 52@ decision_maker_to 35@ 
081A: set_actor 52@ weapon_skill_to 2 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 52@ to_interior 18 
Actor.WeaponAccuracy(52@) = 60
224@ = Marker.CreateAboveActor(52@)
018B: set_marker 224@ radar_mode 2 
Marker.SetIconSize(224@, 2)
0961: unknown_actor 52@ flag 1 
08AF: set_actor 52@ max_health_to 150 
Actor.Health(52@) = 150
53@ = Actor.Create(Mission1, #MAFFA, 1725.037, -1672.69, 22.735)
Actor.Angle(53@) = 127.283
060B: set_actor 53@ decision_maker_to 35@ 
081A: set_actor 53@ weapon_skill_to 2 
01B2: give_actor 53@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(53@) = 60
0860: link_actor 53@ to_interior 18 
225@ = Marker.CreateAboveActor(53@)
018B: set_marker 225@ radar_mode 2 
Marker.SetIconSize(225@, 2)
0961: unknown_actor 53@ flag 1 
07DD: set_actor 53@ temper_to 50 // see pedstats.dat 
54@ = Actor.Create(Mission1, #MAFFA, 1733.358, -1664.599, 22.747)
Actor.Angle(54@) = 141.981
060B: set_actor 54@ decision_maker_to 35@ 
081A: set_actor 54@ weapon_skill_to 2 
01B2: give_actor 54@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(54@) = 50
0860: link_actor 54@ to_interior 18 
226@ = Marker.CreateAboveActor(54@)
018B: set_marker 226@ radar_mode 2 
Marker.SetIconSize(226@, 2)
0961: unknown_actor 54@ flag 1 
08AF: set_actor 54@ max_health_to 150 
Actor.Health(54@) = 150
0A0B: set_rendering_origin_at_3D_coord 1726.993 -1628.007 20.2 angle 8.98 
0A0B: set_rendering_origin_at_3D_coord 1726.993 -1628.007 20.2 angle 169.7 
90@ = 2 

:DRUGS1_5137
if 
  90@ == 2 
else_jump @DRUGS1_5401 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_5401 
if 
   not Actor.Driving($ACTOR_SMOKE)
else_jump @DRUGS1_5401 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @DRUGS1_5401 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SMOKE 
Actor.PutAt($PLAYER_ACTOR, 1726.04, -1632.521, 19.18)
Actor.Angle($PLAYER_ACTOR) = 180.0
Actor.PutAt($ACTOR_SMOKE, 1726.815, -1633.001, 19.18)
Actor.Angle($ACTOR_SMOKE) = 180.0
63@ = Actor.Create(Mission1, #WFYRI, 1727.757, -1632.918, 19.18)
Actor.Angle(63@) = 270.0
060B: set_actor 63@ decision_maker_to 35@ 
0489: set_actor 63@ muted 1 
33@ = 0 
Camera.SetPosition(1728.489, -1633.539, 20.16, 0.0, 0.0, 0.0)
Camera.PointAt(1726.404, -1632.053, 20.279, 2)
32@ = 0 
99@ = 1 
90@ = 8 

:DRUGS1_5401
if 
  90@ == 8 
else_jump @DRUGS1_6890 
if 
  99@ == 1 
else_jump @DRUGS1_5472 
if 
  32@ > 1000 
else_jump @DRUGS1_5472 
00BE: text_clear_all 
fade 1 500 
99@ = 2 

:DRUGS1_5472
if 
  99@ == 2 
else_jump @DRUGS1_5710 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_5710 
if 
   not Actor.Dead(63@)
else_jump @DRUGS1_5710 
0619: enable_actor 63@ collision_detection 0 
0619: enable_actor $ACTOR_SMOKE collision_detection 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYER_01" IFP_file "JST_BUISNESS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $ACTOR_SMOKE perform_animation "SMOKE_01" IFP_file "JST_BUISNESS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor 63@ perform_animation "GIRL_01" IFP_file "JST_BUISNESS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
33@ = 0 
93@ = 0 
0707: start_scene_skip_to @DRUGS1_6960 
99@ = 3 

:DRUGS1_5710
if 
  99@ == 3 
else_jump @DRUGS1_5849 
if 
  33@ > 2066 
else_jump @DRUGS1_5849 
Camera.SetPosition(1726.35, -1630.824, 20.7289, 0.0, 0.0, 0.0)
Camera.PointAt(1726.411, -1631.822, 20.7195, 2)
03D1: play_wav 1 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_5826 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 

:DRUGS1_5826
00BC: show_text_highpriority GXT 'SMO4_BA' time 5000 flag 1  // ~z~Hr zu, Carl. Bevor ich da reingehe, muss ich wissen, ob ich mich auf dich verlassen kann.
99@ = 4 

:DRUGS1_5849
if 
  99@ == 4 
else_jump @DRUGS1_6023 
if 
  33@ > 4999 
else_jump @DRUGS1_6023 
if 
03D2:   wav 1 ended 
else_jump @DRUGS1_6023 
Camera.SetPosition(1726.37, -1633.38, 20.6705, 0.0, 0.0, 0.0)
Camera.PointAt(1726.416, -1632.381, 20.6667, 2)
00BE: text_clear_all 
03D1: play_wav 2 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_5979 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS1_5979
00BC: show_text_highpriority GXT 'SMO4_BB' time 5000 flag 1  // ~z~Hey, Smoke, wir haben immer zusammengehalten. Wir sind Groves, Mann!
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
040D: unload_wav 1 
03CF: load_wav 35616 as 1 
99@ = 5 

:DRUGS1_6023
if 
  99@ == 5 
else_jump @DRUGS1_6140 
if 
03D2:   wav 2 ended 
else_jump @DRUGS1_6140 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS1_6140 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_6104 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 

:DRUGS1_6104
00BC: show_text_highpriority GXT 'SMO4_BC' time 5000 flag 1  // ~z~Das wollt ich hren!
040D: unload_wav 2 
03CF: load_wav 35617 as 2 
99@ = 6 

:DRUGS1_6140
if 
  99@ == 6 
else_jump @DRUGS1_6224 
if 
03D2:   wav 1 ended 
else_jump @DRUGS1_6224 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS1_6224 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_BD' time 5000 flag 1  // ~z~Wenn du hrst, dass die Scheie kocht, komm rein und baller aus allen Rohren!
03CF: load_wav 35618 as 1 
99@ = 7 

:DRUGS1_6224
if 
  99@ == 7 
else_jump @DRUGS1_6468 
if 
  33@ > 9999 
else_jump @DRUGS1_6468 
if 
   not Actor.Dead(63@)
else_jump @DRUGS1_6468 
if 
03D2:   wav 2 ended 
else_jump @DRUGS1_6468 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS1_6468 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_6328 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS1_6328
0792: disembark_instantly_actor 63@ 
Actor.PutAt(63@, 1732.785, -1633.043, 19.2)
Actor.Angle(63@) = 0.0
0812: AS_actor 63@ perform_animation "GIRL_02" IFP_file "JST_BUISNESS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_BE' time 3000 flag 1  // ~z~Verlass dich drauf, Kumpel.
041D: set_camera_near_clip 0.09 
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
040D: unload_wav 2 
03CF: load_wav 35619 as 2 
129@ = 1 
99@ = 8 

:DRUGS1_6468
if 
  129@ == 1 
else_jump @DRUGS1_6513 
if 
03D2:   wav 1 ended 
else_jump @DRUGS1_6513 
0968: actor $PLAYER_ACTOR stop_mouth 
129@ = 2 

:DRUGS1_6513
if 
  99@ == 8 
else_jump @DRUGS1_6678 
if 
  33@ > 18500 
else_jump @DRUGS1_6678 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS1_6678 
if 
03D2:   wav 1 ended 
else_jump @DRUGS1_6678 
Camera.SetPosition(1725.094, -1632.446, 20.7074, 0.0, 0.0, 0.0)
Camera.PointAt(1726.091, -1632.391, 20.6711, 2)
041D: set_camera_near_clip 0.1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_BF' time 3000 flag 1  // ~z~Hey, Baby, Lust auf 'nen bisschen Gesellschaft?
040D: unload_wav 1 
03CF: load_wav 35620 as 1 
99@ = 9 

:DRUGS1_6678
if 
  99@ == 9 
else_jump @DRUGS1_6758 
if 
03D2:   wav 2 ended 
else_jump @DRUGS1_6758 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS1_6758 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_BG' time 5000 flag 1  // ~z~Ihr Motherfucker!
99@ = 10 

:DRUGS1_6758
if 
  99@ == 10 
else_jump @DRUGS1_6890 
if 
03D2:   wav 1 ended 
else_jump @DRUGS1_6890 
00BE: text_clear_all 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_6890 
if 
   Actor.Animation($PLAYER_ACTOR) == "PLAYER_01"
else_jump @DRUGS1_6890 
0613: 62@ = actor $PLAYER_ACTOR animation "PLAYER_01" time 
if 
  62@ == 1.0 
else_jump @DRUGS1_6890 
90@ = 10 
99@ = 11 

:DRUGS1_6890
if 
  90@ == 10 
else_jump @DRUGS1_9251 
if 
  32@ > 2000 
else_jump @DRUGS1_9251 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_9251 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
93@ = 1 

:DRUGS1_6960
0701: end_scene_skip 
fade 0 1000 

:DRUGS1_6969
if 
fading 
else_jump @DRUGS1_6993 
wait 0 
jump @DRUGS1_6969 

:DRUGS1_6993
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
select_interior 18 
Camera.SetAtPos(1722.81, -1658.54, 20.19)
if 
  93@ == 0 
else_jump @DRUGS1_8359 
00BE: text_clear_all 
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
Actor.DestroyInstantly(39@)
Actor.DestroyInstantly(40@)
Actor.DestroyInstantly(41@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
Actor.DestroyInstantly(46@)
Actor.DestroyInstantly(47@)
Actor.DestroyInstantly(48@)
Actor.DestroyInstantly(51@)
Actor.DestroyInstantly(52@)
Actor.DestroyInstantly(53@)
Actor.DestroyInstantly(54@)
Model.Destroy(#WFYRI)
Model.Destroy(#WFYST)
Car.Destroy(34@)
Model.Destroy(#GLENDALE)
42@ = Actor.Create(Mission1, #MAFFA, 1729.973, -1649.115, 19.274)
Actor.Angle(42@) = 11.051
060B: set_actor 42@ decision_maker_to 35@ 
01B2: give_actor 42@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 42@ to_interior 18 
Actor.Health(42@) = 35
214@ = Marker.CreateAboveActor(42@)
018B: set_marker 214@ radar_mode 2 
Marker.SetIconSize(214@, 2)
0961: unknown_actor 42@ flag 1 
43@ = Actor.Create(Mission1, #MAFFB, 1729.971, -1657.139, 19.278)
Actor.Health(43@) = 10
Actor.Angle(43@) = 21.106
060B: set_actor 43@ decision_maker_to 35@ 
081A: set_actor 43@ weapon_skill_to 2 
01B2: give_actor 43@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(43@) = 60
0860: link_actor 43@ to_interior 18 
215@ = Marker.CreateAboveActor(43@)
018B: set_marker 215@ radar_mode 2 
Marker.SetIconSize(215@, 2)
07DD: set_actor 43@ temper_to 50 // see pedstats.dat 
0961: unknown_actor 43@ flag 1 
44@ = Actor.Create(Mission1, #MAFFB, 1722.311, -1658.636, 19.108)
Actor.Angle(44@) = 352.526
060B: set_actor 44@ decision_maker_to 36@ 
081A: set_actor 44@ weapon_skill_to 2 
01B2: give_actor 44@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 44@ to_interior 18 
216@ = Marker.CreateAboveActor(44@)
018B: set_marker 216@ radar_mode 2 
Marker.SetIconSize(216@, 2)
0961: unknown_actor 44@ flag 1 
45@ = Actor.Create(Mission1, #MAFFA, 1712.399, -1657.463, 19.26)
Actor.Health(45@) = 150
Actor.Angle(45@) = 323.108
060B: set_actor 45@ decision_maker_to 36@ 
081A: set_actor 45@ weapon_skill_to 2 
01B2: give_actor 45@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 18 
217@ = Marker.CreateAboveActor(45@)
018B: set_marker 217@ radar_mode 2 
Marker.SetIconSize(217@, 2)
Actor.WeaponAccuracy(45@) = 60
0961: unknown_actor 45@ flag 1 
08AF: set_actor 45@ max_health_to 150 
Actor.Health(45@) = 150
07DD: set_actor 45@ temper_to 50 // see pedstats.dat 
46@ = Actor.Create(Mission1, #MAFFA, 1712.763, -1664.816, 19.273)
Actor.Angle(46@) = 329.331
060B: set_actor 46@ decision_maker_to 36@ 
01B2: give_actor 46@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(46@) = 70
08AF: set_actor 46@ max_health_to 150 
Actor.Health(46@) = 150
0860: link_actor 46@ to_interior 18 
218@ = Marker.CreateAboveActor(46@)
018B: set_marker 218@ radar_mode 2 
Marker.SetIconSize(218@, 2)
0961: unknown_actor 46@ flag 1 
47@ = Actor.Create(Mission1, #MAFFA, 1718.711, -1655.182, 19.108)
Actor.Angle(47@) = 327.782
060B: set_actor 47@ decision_maker_to 35@ 
081A: set_actor 47@ weapon_skill_to 2 
01B2: give_actor 47@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 18 
219@ = Marker.CreateAboveActor(47@)
018B: set_marker 219@ radar_mode 2 
Marker.SetIconSize(219@, 2)
Actor.WeaponAccuracy(47@) = 60
0961: unknown_actor 47@ flag 1 
48@ = Actor.Create(Mission1, #MAFFB, 1701.8, -1650.28, 19.26)
Actor.Angle(48@) = 265.623
060B: set_actor 48@ decision_maker_to 35@ 
081A: set_actor 48@ weapon_skill_to 2 
01B2: give_actor 48@ weapon 22 ammo 9999 // Load the weapon model before using this 
08AF: set_actor 48@ max_health_to 150 
Actor.Health(48@) = 150
0860: link_actor 48@ to_interior 18 
220@ = Marker.CreateAboveActor(48@)
018B: set_marker 220@ radar_mode 2 
Marker.SetIconSize(220@, 2)
0961: unknown_actor 48@ flag 1 
07DD: set_actor 48@ temper_to 60 // see pedstats.dat 
51@ = Actor.Create(Mission1, #MAFFB, 1719.6, -1671.764, 22.741)
Actor.Health(51@) = 5
Actor.Angle(51@) = 11.45
060B: set_actor 51@ decision_maker_to 35@ 
01B2: give_actor 51@ weapon 29 ammo 9999 // Load the weapon model before using this 
0856: unknown_actor 51@ driving_flag 0 
0860: link_actor 51@ to_interior 18 
223@ = Marker.CreateAboveActor(51@)
018B: set_marker 223@ radar_mode 2 
Marker.SetIconSize(223@, 2)
0961: unknown_actor 51@ flag 1 
52@ = Actor.Create(Mission1, #MAFFB, 1701.897, -1668.039, 19.23)
Actor.Angle(52@) = 276.178
060B: set_actor 52@ decision_maker_to 35@ 
081A: set_actor 52@ weapon_skill_to 2 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 52@ to_interior 18 
Actor.WeaponAccuracy(52@) = 60
224@ = Marker.CreateAboveActor(52@)
018B: set_marker 224@ radar_mode 2 
Marker.SetIconSize(224@, 2)
0961: unknown_actor 52@ flag 1 
08AF: set_actor 52@ max_health_to 150 
Actor.Health(52@) = 150
53@ = Actor.Create(Mission1, #MAFFA, 1725.037, -1672.69, 22.735)
Actor.Angle(53@) = 127.283
060B: set_actor 53@ decision_maker_to 35@ 
081A: set_actor 53@ weapon_skill_to 2 
01B2: give_actor 53@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(53@) = 60
0860: link_actor 53@ to_interior 18 
225@ = Marker.CreateAboveActor(53@)
018B: set_marker 225@ radar_mode 2 
Marker.SetIconSize(225@, 2)
0961: unknown_actor 53@ flag 1 
07DD: set_actor 53@ temper_to 50 // see pedstats.dat 
54@ = Actor.Create(Mission1, #MAFFA, 1733.358, -1664.599, 22.747)
Actor.Angle(54@) = 141.981
060B: set_actor 54@ decision_maker_to 35@ 
081A: set_actor 54@ weapon_skill_to 2 
01B2: give_actor 54@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(54@) = 65
0860: link_actor 54@ to_interior 18 
226@ = Marker.CreateAboveActor(54@)
018B: set_marker 226@ radar_mode 2 
Marker.SetIconSize(226@, 2)
0961: unknown_actor 54@ flag 1 
08AF: set_actor 54@ max_health_to 150 
Actor.Health(54@) = 150

:DRUGS1_8359
if 
  $6898 == 0 
else_jump @DRUGS1_8626 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_8626 
0792: disembark_instantly_actor $ACTOR_SMOKE 
0619: enable_actor $ACTOR_SMOKE collision_detection 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0968: actor $ACTOR_SMOKE stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 
Actor.PutAt($ACTOR_SMOKE, 1727.884, -1641.127, 19.2323)
Actor.Angle($ACTOR_SMOKE) = 182.5173
08AD: put_actor $ACTOR_SMOKE at 1727.009 -1635.826 radius 1.0 // interior version 
89@ = Marker.CreateAboveActor($ACTOR_SMOKE)
Actor.WeaponAccuracy($ACTOR_SMOKE) = 100
0860: link_actor $ACTOR_SMOKE to_interior 18 
07E0: set_marker 89@ type_to 1 
08AD: put_actor $PLAYER_ACTOR at 1727.009 -1635.826 radius 1.0 // interior version 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Camera.SetAtPos(1727.884, -1641.127, 19.2323)
01B2: give_actor $ACTOR_SMOKE weapon 28 ammo 99999 // Load the weapon model before using this 
08AF: set_actor $ACTOR_SMOKE max_health_to 500 
Actor.Health($ACTOR_SMOKE) = 500
$6897 = Actor.Health($ACTOR_SMOKE)
07DD: set_actor $ACTOR_SMOKE temper_to 55 // see pedstats.dat 
$6897 /= 5 
03C4: set_status_text $6897 type 1 GXT 'DGS1_58' // global_variable  // Smoke
04EB: AS_actor $ACTOR_SMOKE crouch 1 
$6898 = 1 

:DRUGS1_8626
040D: unload_wav 1 
03CF: load_wav 35624 as 1 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1725.933, -1638.374, 19.2232)
Actor.Angle($PLAYER_ACTOR) = 174.7897
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_8709 
Actor.SetImmunities($ACTOR_SMOKE, 1, 1, 1, 1, 1)

:DRUGS1_8709
if 
83D0:   not wav 1 loaded 
else_jump @DRUGS1_8735 
wait 0 
jump @DRUGS1_8709 

:DRUGS1_8735
fade 1 250 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS1_8777 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_BL' time 2500 flag 1  // ~z~CJ, komm rein - oh, da bist du ja!

:DRUGS1_8777
if 
   not Actor.Dead(42@)
else_jump @DRUGS1_8832 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_8832 
0085: 79@ = 42@ // (int) 
008B: 80@ = $ACTOR_SMOKE // (int) 
gosub @DRUGS1_51943 

:DRUGS1_8832
if 
   not Actor.Dead(44@)
else_jump @DRUGS1_8887 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_8887 
0085: 79@ = 44@ // (int) 
008B: 80@ = $ACTOR_SMOKE // (int) 
gosub @DRUGS1_51987 

:DRUGS1_8887
Camera.SetPosition(1726.528, -1637.829, 21.257, 0.0, 0.0, 0.0)
Camera.PointAt(1726.477, -1638.779, 20.9496, 2)
04EB: AS_actor $PLAYER_ACTOR crouch 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 1724.626 -1640.693 20.2245 mode 4 -1 ms // versionA 
32@ = 0 

:DRUGS1_8976
if or
80EF:   not actor $PLAYER_ACTOR 0 near_point 1724.626 -1640.693 radius 1.5 1.5 stopped 
   not 32@ > 1500 
else_jump @DRUGS1_9033 
wait 0 
jump @DRUGS1_8976 

:DRUGS1_9033
if 
03D2:   wav 1 ended 
else_jump @DRUGS1_9050 
00BE: text_clear_all 

:DRUGS1_9050
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 120 // Load the weapon model before using this 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.Angle($PLAYER_ACTOR) = 180.0
02A3: enable_widescreen 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "JST_BUISNESS" 
Marker.Disable(88@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
Actor.DestroyInstantly(39@)
Actor.DestroyInstantly(40@)
Model.Destroy(#WFYST)
Model.Destroy(#WFYRI)
Actor.DestroyInstantly(63@)
Car.Destroy(34@)
Model.Destroy(#GLENDALE)
Player.CanMove($PLAYER_CHAR) = True
04EB: AS_actor $PLAYER_ACTOR crouch 1 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_9198 
Actor.SetImmunities($ACTOR_SMOKE, 0, 0, 0, 0, 0)

:DRUGS1_9198
040D: unload_wav 1 
123@ = 1 
282@ = 0 
283@ = 0 
125@ = 1 
90@ = 11 
32@ = 0 
128@ = 2 

:DRUGS1_9251
if 
  90@ == 11 
else_jump @DRUGS1_15741 
if 
  128@ == 2 
else_jump @DRUGS1_15741 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_9318 
$6897 = Actor.Health($ACTOR_SMOKE)
$6897 /= 5 

:DRUGS1_9318
if 
  126@ == 0 
else_jump @DRUGS1_13730 
if 
  $6898 == 1 
else_jump @DRUGS1_9811 
if 
   not Actor.Dead(43@)
else_jump @DRUGS1_9393 
0085: 79@ = 43@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51987 

:DRUGS1_9393
if 
   not Actor.Dead(45@)
else_jump @DRUGS1_9432 
0085: 79@ = 45@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51943 

:DRUGS1_9432
if 
   not Actor.Dead(46@)
else_jump @DRUGS1_9487 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_9487 
0085: 79@ = 46@ // (int) 
008B: 80@ = $ACTOR_SMOKE // (int) 
gosub @DRUGS1_51987 

:DRUGS1_9487
if 
   not Actor.Dead(47@)
else_jump @DRUGS1_9526 
0085: 79@ = 47@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51943 

:DRUGS1_9526
if 
   not Actor.Dead(51@)
else_jump @DRUGS1_9565 
0085: 79@ = 51@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51987 

:DRUGS1_9565
if 
   not Actor.Dead(53@)
else_jump @DRUGS1_9664 
0085: 79@ = 53@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
81@ = 1728.416 
82@ = -1669.709 
83@ = 22.84935 
84@ = 1721.637 
85@ = -1662.946 
86@ = 20.27 
gosub @DRUGS1_51806 

:DRUGS1_9664
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_9797 
122@ = 1 
0615: define_AS_pack_begin 69@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
if 
   not Actor.Dead(42@)
else_jump @DRUGS1_9727 
05E2: AS_actor -1 kill_actor 42@ 

:DRUGS1_9727
if 
   not Actor.Dead(43@)
else_jump @DRUGS1_9750 
05E2: AS_actor -1 kill_actor 43@ 

:DRUGS1_9750
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 1727.717 -1658.271 20.277 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 69@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 69@ 
061B: remove_references_to_AS_pack 69@ 

:DRUGS1_9797
32@ = 0 
$6898 = 2 

:DRUGS1_9811
if 
  $6898 == 2 
else_jump @DRUGS1_10022 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_10022 
062E: unknown_get_actor $ACTOR_SMOKE task 1560 status_store_to 77@ // ret 7 if not found 
if 
04A4:   77@ == 7 // @ == any 
else_jump @DRUGS1_10022 
Actor.WeaponAccuracy($ACTOR_SMOKE) = 50
0615: define_AS_pack_begin 70@ 
122@ = 2 
0638: AS_actor -1 stay_put 1 
if 
   not Actor.Dead(44@)
else_jump @DRUGS1_9922 
05E2: AS_actor -1 kill_actor 44@ 

:DRUGS1_9922
if 
   not Actor.Dead(52@)
else_jump @DRUGS1_9945 
05E2: AS_actor -1 kill_actor 52@ 

:DRUGS1_9945
if 
   not Actor.Dead(53@)
else_jump @DRUGS1_9968 
05E2: AS_actor -1 kill_actor 53@ 

:DRUGS1_9968
0638: AS_actor -1 stay_put 0 
05F5: AS_actor -1 goto_point 1719.854 -1666.667 20.271 mode 6 -1 ms // versionB 
0616: define_AS_pack_end 70@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 70@ 
061B: remove_references_to_AS_pack 70@ 
$6898 = 3 

:DRUGS1_10022
if 
  $6898 == 3 
else_jump @DRUGS1_10226 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_10226 
062E: unknown_get_actor $ACTOR_SMOKE task 1560 status_store_to 77@ // ret 7 if not found 
if 
04A4:   77@ == 7 // @ == any 
else_jump @DRUGS1_10226 
122@ = 3 
0615: define_AS_pack_begin 71@ 
0638: AS_actor -1 stay_put 1 
if 
   not Actor.Dead(46@)
else_jump @DRUGS1_10126 
05E2: AS_actor -1 kill_actor 46@ 

:DRUGS1_10126
if 
   not Actor.Dead(47@)
else_jump @DRUGS1_10149 
05E2: AS_actor -1 kill_actor 47@ 

:DRUGS1_10149
if 
   not Actor.Dead(48@)
else_jump @DRUGS1_10172 
05E2: AS_actor -1 kill_actor 48@ 

:DRUGS1_10172
0638: AS_actor -1 stay_put 0 
05F5: AS_actor -1 goto_point 1713.96 -1668.24 19.27 mode 6 -1 ms // versionB 
0616: define_AS_pack_end 71@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
$6898 = 4 

:DRUGS1_10226
if 
  $6898 == 4 
else_jump @DRUGS1_10407 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_10407 
062E: unknown_get_actor $ACTOR_SMOKE task 1560 status_store_to 77@ // ret 7 if not found 
if 
04A4:   77@ == 7 // @ == any 
else_jump @DRUGS1_10407 
122@ = 4 
0615: define_AS_pack_begin 72@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
if 
   not Actor.Dead(45@)
else_jump @DRUGS1_10336 
05E2: AS_actor -1 kill_actor 45@ 

:DRUGS1_10336
if 
   not Actor.Dead(51@)
else_jump @DRUGS1_10359 
05E2: AS_actor -1 kill_actor 51@ 

:DRUGS1_10359
if 
   not Actor.Dead(54@)
else_jump @DRUGS1_10382 
05E2: AS_actor -1 kill_actor 54@ 

:DRUGS1_10382
0616: define_AS_pack_end 72@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 72@ 
061B: remove_references_to_AS_pack 72@ 
$6898 = 5 

:DRUGS1_10407
if 
  $6898 == 5 
else_jump @DRUGS1_10542 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_10542 
062E: unknown_get_actor $ACTOR_SMOKE task 1560 status_store_to 77@ // ret 7 if not found 
if 
04A4:   77@ == 7 // @ == any 
else_jump @DRUGS1_10542 
122@ = 5 
0615: define_AS_pack_begin 73@ 
0638: AS_actor -1 stay_put 0 
05F5: AS_actor -1 goto_point 1704.45 -1667.71 19.68 mode 6 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 73@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 73@ 
061B: remove_references_to_AS_pack 73@ 
$6898 = 6 

:DRUGS1_10542
if 
  94@ == 0 
else_jump @DRUGS1_10617 
if 
   not Actor.Dead(44@)
else_jump @DRUGS1_10617 
if 
051A:   actor 44@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS1_10617 
0638: AS_actor 44@ stay_put 0 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 
94@ = 1 

:DRUGS1_10617
if 
  95@ == 0 
else_jump @DRUGS1_10732 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1727.0 -1637.0 20.0 radius 3.0 3.0 5.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1700.19 -1667.58 20.0 radius 6.5 6.5 5.0 
else_jump @DRUGS1_10732 
Actor.DestroyWithFade(41@)
95@ = 1 

:DRUGS1_10732
if 
  96@ == 0 
else_jump @DRUGS1_11010 
if 
056D:   actor 48@ defined 
else_jump @DRUGS1_11010 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1707.16 -1643.73 17.0 cornerB 1735.9 -1653.46 22.0 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
   Actor.Dead(44@)
else_jump @DRUGS1_11010 
if 
   not Actor.Dead(48@)
else_jump @DRUGS1_10904 
0085: 79@ = 48@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
81@ = 1725.069 
82@ = -1649.467 
83@ = 19.27 
03FE: set_actor 48@ money 250 
gosub @DRUGS1_51894 

:DRUGS1_10904
if 
   not Actor.Dead(52@)
else_jump @DRUGS1_11003 
0085: 79@ = 52@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
81@ = 1717.0 
82@ = -1667.75 
83@ = 20.27 
84@ = 1715.609 
85@ = -1657.258 
86@ = 20.271 
gosub @DRUGS1_51806 

:DRUGS1_11003
96@ = 1 

:DRUGS1_11010
if 
  98@ == 0 
else_jump @DRUGS1_11211 
if 
056D:   actor 54@ defined 
else_jump @DRUGS1_11211 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1738.42 -1651.07 17.0 cornerB 1698.7 -1659.61 22.0 
051A:   actor 54@ damaged_by_actor $PLAYER_ACTOR 
   Actor.Dead(45@)
else_jump @DRUGS1_11211 
if 
   not Actor.Dead(54@)
else_jump @DRUGS1_11204 
0085: 79@ = 54@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
81@ = 1729.928 
82@ = -1667.75 
83@ = 22.85 
84@ = 1725.52 
85@ = -1663.737 
86@ = 20.5 
gosub @DRUGS1_51806 

:DRUGS1_11204
98@ = 1 

:DRUGS1_11211
if 
  7 > $6898 
else_jump @DRUGS1_11867 
if 
  102@ == 0 
else_jump @DRUGS1_11287 
if 
   Actor.Dead(42@)
else_jump @DRUGS1_11287 
Actor.RemoveReferences(42@)
Marker.Disable(214@)
124@ += 1 
102@ = 1 

:DRUGS1_11287
if 
  103@ == 0 
else_jump @DRUGS1_11345 
if 
   Actor.Dead(43@)
else_jump @DRUGS1_11345 
Actor.RemoveReferences(43@)
Marker.Disable(215@)
124@ += 1 
103@ = 1 

:DRUGS1_11345
if 
  104@ == 0 
else_jump @DRUGS1_11403 
if 
   Actor.Dead(44@)
else_jump @DRUGS1_11403 
Actor.RemoveReferences(44@)
Marker.Disable(216@)
124@ += 1 
104@ = 1 

:DRUGS1_11403
if 
  105@ == 0 
else_jump @DRUGS1_11461 
if 
   Actor.Dead(45@)
else_jump @DRUGS1_11461 
Actor.RemoveReferences(45@)
Marker.Disable(217@)
124@ += 1 
105@ = 1 

:DRUGS1_11461
if 
  106@ == 0 
else_jump @DRUGS1_11519 
if 
   Actor.Dead(46@)
else_jump @DRUGS1_11519 
Actor.RemoveReferences(46@)
Marker.Disable(218@)
124@ += 1 
106@ = 1 

:DRUGS1_11519
if 
  107@ == 0 
else_jump @DRUGS1_11577 
if 
   Actor.Dead(47@)
else_jump @DRUGS1_11577 
Actor.RemoveReferences(47@)
Marker.Disable(219@)
124@ += 1 
107@ = 1 

:DRUGS1_11577
if 
  108@ == 0 
else_jump @DRUGS1_11635 
if 
   Actor.Dead(48@)
else_jump @DRUGS1_11635 
Actor.RemoveReferences(48@)
Marker.Disable(220@)
124@ += 1 
108@ = 1 

:DRUGS1_11635
if 
  111@ == 0 
else_jump @DRUGS1_11693 
if 
   Actor.Dead(51@)
else_jump @DRUGS1_11693 
Actor.RemoveReferences(51@)
Marker.Disable(223@)
124@ += 1 
111@ = 1 

:DRUGS1_11693
if 
  112@ == 0 
else_jump @DRUGS1_11751 
if 
   Actor.Dead(52@)
else_jump @DRUGS1_11751 
Actor.RemoveReferences(52@)
Marker.Disable(224@)
124@ += 1 
112@ = 1 

:DRUGS1_11751
if 
  113@ == 0 
else_jump @DRUGS1_11809 
if 
   Actor.Dead(53@)
else_jump @DRUGS1_11809 
Actor.RemoveReferences(53@)
Marker.Disable(225@)
124@ += 1 
113@ = 1 

:DRUGS1_11809
if 
  114@ == 0 
else_jump @DRUGS1_11867 
if 
   Actor.Dead(54@)
else_jump @DRUGS1_11867 
Actor.RemoveReferences(54@)
Marker.Disable(226@)
124@ += 1 
114@ = 1 

:DRUGS1_11867
if 
  90@ == 11 
else_jump @DRUGS1_12510 
if 
  126@ == 0 
else_jump @DRUGS1_12510 
gosub @DRUGS1_51642 
if 
  282@ == 0 
else_jump @DRUGS1_11977 
if 
  283@ == 0 
else_jump @DRUGS1_11977 
04AF: 239@ = 35627 // @ = any 
05AA: 240@s = 'SMO4_BO'  // ~z~Such dir Deckung, die ballern wie die Irren!
gosub @DRUGS1_51600 

:DRUGS1_11977
if 
  282@ == 1 
else_jump @DRUGS1_12044 
if 
  283@ == 0 
else_jump @DRUGS1_12044 
04AF: 239@ = 35654 // @ = any 
05AA: 240@s = 'SMO4_EK'  // ~z~Mach diese Idioten kalt, CJ!
gosub @DRUGS1_51600 

:DRUGS1_12044
if 
  282@ == 2 
else_jump @DRUGS1_12111 
if 
  283@ == 0 
else_jump @DRUGS1_12111 
04AF: 239@ = 35637 // @ = any 
05AA: 240@s = 'SMO4_DA'  // ~z~Big Smoke, das war ein groer Fehler!
gosub @DRUGS1_51600 

:DRUGS1_12111
if 
  282@ == 3 
else_jump @DRUGS1_12178 
if 
  283@ == 0 
else_jump @DRUGS1_12178 
04AF: 239@ = 35626 // @ = any 
05AA: 240@s = 'SMO4_BN'  // ~z~Sei vorsichtig, CJ, die sind irgendwie angefressen!
gosub @DRUGS1_51600 

:DRUGS1_12178
if 
  282@ == 4 
else_jump @DRUGS1_12245 
if 
  283@ == 0 
else_jump @DRUGS1_12245 
04AF: 239@ = 35628 // @ = any 
05AA: 240@s = 'SMO4_BP'  // ~z~bernimm die rechte Seite und gib mir Deckung!
gosub @DRUGS1_51600 

:DRUGS1_12245
if 
  282@ == 5 
else_jump @DRUGS1_12312 
if 
  283@ == 0 
else_jump @DRUGS1_12312 
04AF: 239@ = 35651 // @ = any 
05AA: 240@s = 'SMO4_EG'  // ~z~Weiter so, CJ!
gosub @DRUGS1_51600 

:DRUGS1_12312
if 
  282@ == 6 
else_jump @DRUGS1_12379 
if 
  283@ == 0 
else_jump @DRUGS1_12379 
04AF: 239@ = 35653 // @ = any 
05AA: 240@s = 'SMO4_EJ'  // ~z~Mein Homie zahlt's euch allen heim!
gosub @DRUGS1_51600 

:DRUGS1_12379
if 
  127@ == 0 
else_jump @DRUGS1_12443 
if or
  $6898 == 6 
  124@ == 11 
else_jump @DRUGS1_12443 
283@ = 0 
282@ = 12 
127@ = 1 

:DRUGS1_12443
if 
  282@ == 12 
else_jump @DRUGS1_12510 
if 
  283@ == 0 
else_jump @DRUGS1_12510 
04AF: 239@ = 35644 // @ = any 
05AA: 240@s = 'SMO4_DJ'  // ~z~Bleib bei mir, CJ, wir verpissen uns!
gosub @DRUGS1_51600 

:DRUGS1_12510
if 
  125@ == 1 
else_jump @DRUGS1_12553 
03E5: show_text_box 'DGS1_63'  // Schieen in geduckter Haltung steigert die Zielgenauigkeit.
33@ = 0 
125@ = 2 

:DRUGS1_12553
if 
  125@ == 2 
else_jump @DRUGS1_12615 
if 
  33@ > 10000 
else_jump @DRUGS1_12615 
03E5: show_text_box 'DGS1_2'  // Wenn Gegner in Deckung gehen, ist es oft besser, manuell zu zielen, whrend du schiet.
33@ = 0 
125@ = 3 

:DRUGS1_12615
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_13730 
if 
00FF:   actor $ACTOR_SMOKE sphere 0 in_sphere 1704.45 -1667.71 19.68 radius 6.0 6.0 4.0 on_foot 
else_jump @DRUGS1_13730 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1700.49 -1667.87 19.46 radius 8.5 8.5 4.0 on_foot 
else_jump @DRUGS1_13730 
if or
  $6898 == 6 
  124@ == 11 
else_jump @DRUGS1_13730 
Actor.SetImmunities($ACTOR_SMOKE, 1, 1, 1, 1, 1)
fade 0 500 

:DRUGS1_12774
if 
fading 
else_jump @DRUGS1_12798 
wait 0 
jump @DRUGS1_12774 

:DRUGS1_12798
Player.CanMove($PLAYER_CHAR) = False
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_12909 
select_interior 0 
0860: link_actor $ACTOR_SMOKE to_interior 0 
0792: disembark_instantly_actor $ACTOR_SMOKE 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($ACTOR_SMOKE, 1696.229, -1669.133, 19.23)
Actor.Angle($ACTOR_SMOKE) = 86.7366
Actor.PutAt($PLAYER_ACTOR, 1696.339, -1666.897, 19.2)
Actor.Angle($PLAYER_ACTOR) = 85.4

:DRUGS1_12909
49@ = Actor.Create(Mission1, #MAFFB, 1682.685, -1671.516, 19.24)
Actor.Angle(49@) = 289.407
060B: set_actor 49@ decision_maker_to 35@ 
081A: set_actor 49@ weapon_skill_to 2 
01B2: give_actor 49@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(49@) = 50
Actor.Health(49@) = 150
214@ = Marker.CreateAboveActor(49@)
018B: set_marker 214@ radar_mode 2 
Marker.SetIconSize(214@, 2)
0961: unknown_actor 49@ flag 1 
55@ = Actor.Create(Mission1, #MAFFA, 1676.529, -1676.516, 20.47)
Actor.Angle(55@) = 299.59
060B: set_actor 55@ decision_maker_to 35@ 
01B2: give_actor 55@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(55@) = 30
Actor.Health(55@) = 150
0856: unknown_actor 55@ driving_flag 0 
215@ = Marker.CreateAboveActor(55@)
018B: set_marker 215@ radar_mode 2 
Marker.SetIconSize(215@, 2)
0961: unknown_actor 55@ flag 1 
56@ = Actor.Create(Mission1, #MAFFA, 1645.896, -1667.693, 20.472)
Actor.Angle(56@) = 270.18
060B: set_actor 56@ decision_maker_to 35@ 
081A: set_actor 56@ weapon_skill_to 2 
01B2: give_actor 56@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(56@) = 60
Actor.Health(56@) = 150
216@ = Marker.CreateAboveActor(56@)
018B: set_marker 216@ radar_mode 2 
Marker.SetIconSize(216@, 2)
0961: unknown_actor 56@ flag 1 
57@ = Actor.Create(Mission1, #MAFFA, 1663.022, -1685.541, 20.469)
Actor.Angle(57@) = 301.304
060B: set_actor 57@ decision_maker_to 35@ 
01B2: give_actor 57@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(57@) = 50
Actor.Health(57@) = 125
217@ = Marker.CreateAboveActor(57@)
018B: set_marker 217@ radar_mode 2 
Marker.SetIconSize(217@, 2)
0961: unknown_actor 57@ flag 1 
58@ = Actor.Create(Mission1, #MAFFA, 1663.079, -1676.61, 20.468)
Actor.Angle(58@) = 268.5
060B: set_actor 58@ decision_maker_to 35@ 
01B2: give_actor 58@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(58@) = 60
08AF: set_actor 58@ max_health_to 125 
Actor.Health(58@) = 125
0856: unknown_actor 58@ driving_flag 0 
218@ = Marker.CreateAboveActor(58@)
018B: set_marker 218@ radar_mode 2 
Marker.SetIconSize(218@, 2)
0961: unknown_actor 58@ flag 1 
59@ = Actor.Create(Mission1, #MAFFA, 1662.793, -1670.124, 20.463)
Actor.Angle(59@) = 268.5
060B: set_actor 59@ decision_maker_to 35@ 
01B2: give_actor 59@ weapon 29 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 59@ immune_to_nonplayer 1 
Actor.WeaponAccuracy(59@) = 60
08AF: set_actor 59@ max_health_to 150 
Actor.Health(59@) = 150
219@ = Marker.CreateAboveActor(59@)
018B: set_marker 219@ radar_mode 2 
Marker.SetIconSize(219@, 2)
0961: unknown_actor 59@ flag 1 
50@ = Actor.Create(Mission1, #MAFFA, 1698.51, -1678.459, 19.233)
Actor.Angle(50@) = 99.699
060B: set_actor 50@ decision_maker_to 35@ 
081A: set_actor 50@ weapon_skill_to 2 
01B2: give_actor 50@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(50@) = 30
Actor.Health(50@) = 150
220@ = Marker.CreateAboveActor(50@)
018B: set_marker 220@ radar_mode 2 
Marker.SetIconSize(220@, 2)
0961: unknown_actor 50@ flag 1 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
wait 500 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_13679 
Actor.SetImmunities($ACTOR_SMOKE, 0, 0, 0, 0, 0)

:DRUGS1_13679
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
fade 1 750 
124@ = 0 
$6898 = 6 
282@ = 0 
283@ = 0 
126@ = 1 

:DRUGS1_13730
if 
  126@ == 1 
else_jump @DRUGS1_15741 
if 
  $6898 == 6 
else_jump @DRUGS1_13923 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_13923 
Actor.WeaponAccuracy($ACTOR_SMOKE) = 80
0615: define_AS_pack_begin 74@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1690.24 -1669.363 21.46 mode 6 -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
if 
   not Actor.Dead(49@)
else_jump @DRUGS1_13852 
05E2: AS_actor -1 kill_actor 49@ 

:DRUGS1_13852
if 
   not Actor.Dead(55@)
else_jump @DRUGS1_13875 
05E2: AS_actor -1 kill_actor 55@ 

:DRUGS1_13875
if 
   not Actor.Dead(56@)
else_jump @DRUGS1_13898 
05E2: AS_actor -1 kill_actor 56@ 

:DRUGS1_13898
0616: define_AS_pack_end 74@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
$6898 = 7 

:DRUGS1_13923
if 
  $6898 == 7 
else_jump @DRUGS1_14121 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_14121 
062E: unknown_get_actor $ACTOR_SMOKE task 1560 status_store_to 77@ // ret 7 if not found 
if 
04A4:   77@ == 7 // @ == any 
else_jump @DRUGS1_14121 
Actor.WeaponAccuracy($ACTOR_SMOKE) = 60
0615: define_AS_pack_begin 75@ 
05F5: AS_actor -1 goto_point 1669.82 -1671.917 21.43 mode 6 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
if 
   not Actor.Dead(58@)
else_jump @DRUGS1_14050 
05E2: AS_actor -1 kill_actor 58@ 

:DRUGS1_14050
if 
   not Actor.Dead(56@)
else_jump @DRUGS1_14073 
05E2: AS_actor -1 kill_actor 56@ 

:DRUGS1_14073
if 
   not Actor.Dead(59@)
else_jump @DRUGS1_14096 
05E2: AS_actor -1 kill_actor 59@ 

:DRUGS1_14096
0616: define_AS_pack_end 75@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
$6898 = 8 

:DRUGS1_14121
if 
  $6898 == 8 
else_jump @DRUGS1_14266 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_14266 
062E: unknown_get_actor $ACTOR_SMOKE task 1560 status_store_to 77@ // ret 7 if not found 
if 
04A4:   77@ == 7 // @ == any 
else_jump @DRUGS1_14266 
0615: define_AS_pack_begin 76@ 
04EB: AS_actor -1 crouch 1 
if 
   not Actor.Dead(50@)
else_jump @DRUGS1_14218 
05E2: AS_actor -1 kill_actor 50@ 

:DRUGS1_14218
if 
   not Actor.Dead(57@)
else_jump @DRUGS1_14241 
05E2: AS_actor -1 kill_actor 57@ 

:DRUGS1_14241
0616: define_AS_pack_end 76@ 
0618: assign_actor $ACTOR_SMOKE to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
$6898 = 9 

:DRUGS1_14266
if 
  $6898 == 9 
else_jump @DRUGS1_14357 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_14357 
062E: unknown_get_actor $ACTOR_SMOKE task 1560 status_store_to 77@ // ret 7 if not found 
if or
04A4:   77@ == 7 // @ == any 
  124@ == 7 
else_jump @DRUGS1_14357 
33@ = 0 
284@ = 1 
90@ = 12 

:DRUGS1_14357
if 
  124@ == 7 
else_jump @DRUGS1_14396 
33@ = 0 
284@ = 1 
90@ = 12 

:DRUGS1_14396
if 
  100@ == 0 
else_jump @DRUGS1_14680 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_14680 
if 
   not Actor.Dead(49@)
else_jump @DRUGS1_14485 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_14485 
0085: 79@ = 49@ // (int) 
008B: 80@ = $ACTOR_SMOKE // (int) 
gosub @DRUGS1_51987 

:DRUGS1_14485
if 
   not Actor.Dead(55@)
else_jump @DRUGS1_14524 
0085: 79@ = 55@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51987 

:DRUGS1_14524
if 
   not Actor.Dead(57@)
else_jump @DRUGS1_14579 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_14579 
0085: 79@ = 57@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51943 

:DRUGS1_14579
if 
   not Actor.Dead(58@)
else_jump @DRUGS1_14618 
0085: 79@ = 58@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51987 

:DRUGS1_14618
if 
   not Actor.Dead(59@)
else_jump @DRUGS1_14673 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_14673 
0085: 79@ = 59@ // (int) 
008B: 80@ = $ACTOR_SMOKE // (int) 
gosub @DRUGS1_51943 

:DRUGS1_14673
100@ = 1 

:DRUGS1_14680
if 
  101@ == 0 
else_jump @DRUGS1_14859 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_14859 
if 
   not Actor.Dead(50@)
else_jump @DRUGS1_14783 
0085: 79@ = 50@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
81@ = 1669.863 
82@ = -1679.125 
83@ = 20.47 
gosub @DRUGS1_51751 

:DRUGS1_14783
if 
   not Actor.Dead(56@)
else_jump @DRUGS1_14852 
0085: 79@ = 56@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
81@ = 1675.149 
82@ = -1667.818 
83@ = 20.47 
gosub @DRUGS1_51751 

:DRUGS1_14852
101@ = 1 

:DRUGS1_14859
if 
  282@ == 0 
else_jump @DRUGS1_14926 
if 
  283@ == 0 
else_jump @DRUGS1_14926 
04AF: 239@ = 35646 // @ = any 
05AA: 240@s = 'SMO4_EB'  // ~z~Bleib direkt bei mir, Carl!
gosub @DRUGS1_51600 

:DRUGS1_14926
if 
  282@ == 1 
else_jump @DRUGS1_14993 
if 
  283@ == 0 
else_jump @DRUGS1_14993 
04AF: 239@ = 35625 // @ = any 
05AA: 240@s = 'SMO4_BM'  // ~z~Kopf runter, die Luft ist ziemlich bleihaltig!
gosub @DRUGS1_51600 

:DRUGS1_14993
if 
  282@ == 2 
else_jump @DRUGS1_15060 
if 
  283@ == 0 
else_jump @DRUGS1_15060 
04AF: 239@ = 35642 // @ = any 
05AA: 240@s = 'SMO4_DG'  // ~z~Smoke, du und dein Kumpel, ihr seid erledigt!
gosub @DRUGS1_51600 

:DRUGS1_15060
if 
  282@ == 3 
else_jump @DRUGS1_15127 
if 
  283@ == 0 
else_jump @DRUGS1_15127 
04AF: 239@ = 35620 // @ = any 
05AA: 240@s = 'SMO4_BG'  // ~z~Ihr Motherfucker!
gosub @DRUGS1_51600 

:DRUGS1_15127
if 
  282@ == 4 
else_jump @DRUGS1_15194 
if 
  283@ == 0 
else_jump @DRUGS1_15194 
04AF: 239@ = 35648 // @ = any 
05AA: 240@s = 'SMO4_ED'  // ~z~Gib mir Deckung, hier!
gosub @DRUGS1_51600 

:DRUGS1_15194
if 
  282@ == 5 
else_jump @DRUGS1_15261 
if 
  283@ == 0 
else_jump @DRUGS1_15261 
04AF: 239@ = 35650 // @ = any 
05AA: 240@s = 'SMO4_EF'  // ~z~Auf dich ist Verlass, CJ!
gosub @DRUGS1_51600 

:DRUGS1_15261
if 
  282@ == 6 
else_jump @DRUGS1_15328 
if 
  283@ == 0 
else_jump @DRUGS1_15328 
04AF: 239@ = 35652 // @ = any 
05AA: 240@s = 'SMO4_EH'  // ~z~Kumpel, du bist echt eiskalt!
gosub @DRUGS1_51600 

:DRUGS1_15328
gosub @DRUGS1_51642 
if 
  109@ == 0 
else_jump @DRUGS1_15393 
if 
   Actor.Dead(49@)
else_jump @DRUGS1_15393 
Actor.RemoveReferences(49@)
Marker.Disable(214@)
124@ += 1 
109@ = 1 

:DRUGS1_15393
if 
  115@ == 0 
else_jump @DRUGS1_15451 
if 
   Actor.Dead(55@)
else_jump @DRUGS1_15451 
Actor.RemoveReferences(55@)
Marker.Disable(215@)
124@ += 1 
115@ = 1 

:DRUGS1_15451
if 
  116@ == 0 
else_jump @DRUGS1_15509 
if 
   Actor.Dead(56@)
else_jump @DRUGS1_15509 
Actor.RemoveReferences(56@)
Marker.Disable(216@)
124@ += 1 
116@ = 1 

:DRUGS1_15509
if 
  117@ == 0 
else_jump @DRUGS1_15567 
if 
   Actor.Dead(57@)
else_jump @DRUGS1_15567 
Actor.RemoveReferences(57@)
Marker.Disable(217@)
124@ += 1 
117@ = 1 

:DRUGS1_15567
if 
  118@ == 0 
else_jump @DRUGS1_15625 
if 
   Actor.Dead(58@)
else_jump @DRUGS1_15625 
Actor.RemoveReferences(58@)
Marker.Disable(218@)
124@ += 1 
118@ = 1 

:DRUGS1_15625
if 
  119@ == 0 
else_jump @DRUGS1_15683 
if 
   Actor.Dead(59@)
else_jump @DRUGS1_15683 
Actor.RemoveReferences(59@)
Marker.Disable(219@)
124@ += 1 
119@ = 1 

:DRUGS1_15683
if 
  110@ == 0 
else_jump @DRUGS1_15741 
if 
   Actor.Dead(50@)
else_jump @DRUGS1_15741 
Actor.RemoveReferences(50@)
Marker.Disable(220@)
124@ += 1 
110@ = 1 

:DRUGS1_15741
if 
  284@ == 1 
else_jump @DRUGS1_15785 
if 
  33@ > 2000 
else_jump @DRUGS1_15785 
284@ = 2 

:DRUGS1_15785
if 
  284@ == 2 
else_jump @DRUGS1_17081 
if 
  90@ == 12 
else_jump @DRUGS1_16282 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_16282 
00BE: text_clear_all 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
07CC: set_player $PLAYER_CHAR button_15 0 
0395: clear_area 0 at 1672.321 -1697.259 200.0 radius 200.0 
Camera.SetPosition(1672.321, -1697.259, 20.6216, 0.0, 0.0, 0.0)
Camera.PointAt(1672.069, -1696.5, 21.2228, 2)
0151: remove_status_text $6897 
Marker.Disable(89@)
0792: disembark_instantly_actor $ACTOR_SMOKE 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($ACTOR_SMOKE, 1668.756, -1689.291, 20.869)
Actor.Angle($ACTOR_SMOKE) = 203.5
Actor.PutAt($PLAYER_ACTOR, 1667.26, -1683.5, 20.869)
Actor.Angle($PLAYER_ACTOR) = 203.5
Model.Destroy(#MP5LNG)
Model.Destroy(#COLT45)
Model.Destroy(#MAFFB)
040D: unload_wav 2 
03CF: load_wav 35658 as 2 
07C0: load_path 250 
07C0: load_path 251 
07C0: load_path 252 
Model.Load(#BF400)
wait 100 
038B: load_requested_models 

:DRUGS1_16065
if or
87C1:   not path 250 available 
87C1:   not path 251 available 
87C1:   not path 252 available 
   not Model.Available(#BF400)
else_jump @DRUGS1_16107 
wait 0 
jump @DRUGS1_16065 

:DRUGS1_16107
if 
83D0:   not wav 2 loaded 
else_jump @DRUGS1_16133 
wait 0 
jump @DRUGS1_16107 

:DRUGS1_16133
Actor.DestroyInstantly(63@)
0395: clear_area 0 at 1668.67 -1694.68 19.97 radius 200.0 
0674: set_car_model #BF400 numberplate "_IMY_AK" 
161@ = Car.Create(#BF400, 1671.791, -1695.106, 19.48)
Car.Angle(161@) = 117.5347
Car.SetImmunities(161@, 0, 1, 1, 1, 1)
0460: set_camera_transverse_delay 0.0 time 3000 
053F: set_car 161@ tires_vulnerability 0 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
Car.Health(161@) = 2000
053F: set_car 161@ tires_vulnerability 0 
32@ = 0 
90@ = 13 

:DRUGS1_16282
if 
  90@ == 13 
else_jump @DRUGS1_16397 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_16397 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_16397 
Camera.SetPosition(1672.321, -1697.259, 20.6216, 0.0, 0.0, 0.0)
Camera.PointAt(1672.069, -1696.5, 20.6212, 1)
32@ = 0 
90@ = 14 

:DRUGS1_16397
if 
  90@ == 14 
else_jump @DRUGS1_16528 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_16528 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_16528 
if 
  32@ > 900 
else_jump @DRUGS1_16528 
05CB: AS_actor $ACTOR_SMOKE enter_car 161@ as_driver 5000 ms 
05CA: AS_actor $PLAYER_ACTOR enter_car 161@ passenger_seat 0 5000 ms 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_EO' time 5000 flag 1  // ~z~Jetzt kann ich mich revanchieren, steig auf!
127@ = 2 
90@ = 15 

:DRUGS1_16528
if 
  90@ == 15 
else_jump @DRUGS1_16737 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_16737 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_16737 
if 
0448:   actor $ACTOR_SMOKE in_car 161@ 
else_jump @DRUGS1_16737 
Camera.SetPosition(1672.983, -1692.091, 19.8891, 0.0, 0.0, 0.0)
Camera.PointAt(1672.57, -1692.999, 19.9589, 2)
Camera.OnVehicle(161@, 15, 2)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1674.371, -1695.097, 19.814)
Actor.Angle($PLAYER_ACTOR) = 90.0
05CA: AS_actor $PLAYER_ACTOR enter_car 161@ passenger_seat 0 5000 ms 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 2000 ms 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 
08C6: set_actor $ACTOR_SMOKE stay_on_bike 1 
90@ = 16 

:DRUGS1_16737
if 
  90@ == 16 
else_jump @DRUGS1_16837 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_16837 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_16837 
if 
0448:   actor $PLAYER_ACTOR in_car 161@ 
else_jump @DRUGS1_16837 
041E: set_radio_station 6 
0647: unknown_actor $ACTOR_SMOKE look_task 
05EB: assign_car 161@ to_path 250 
32@ = 0 
90@ = 17 

:DRUGS1_16837
if 
  90@ == 17 
else_jump @DRUGS1_17030 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_17030 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_17030 
if 
0448:   actor $PLAYER_ACTOR in_car 161@ 
else_jump @DRUGS1_17030 
if 
  32@ > 1600 
else_jump @DRUGS1_17030 
Camera.SetPosition(1623.331, -1705.448, 19.7991, 0.0, 0.0, 0.0)
Camera.PointAt(1624.331, -1705.475, 19.7991, 2)
05EC: release_car 161@ from_path 
wait 0 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_17009 
05EB: assign_car 161@ to_path 251 

:DRUGS1_17009
32@ = 0 
284@ = 3 
90@ = 18 

:DRUGS1_17030
if 
  127@ == 2 
else_jump @DRUGS1_17081 
if 
03D2:   wav 2 ended 
else_jump @DRUGS1_17081 
03D5: remove_text 'SMO4_EO'  // ~z~Jetzt kann ich mich revanchieren, steig auf!
127@ = 3 

:DRUGS1_17081
if or
  243@ == 0 
  243@ == 1 
  243@ == 2 
  243@ == 3 
else_jump @DRUGS1_17303 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_17303 
if 
   not 280@ > 3 
else_jump @DRUGS1_17303 
$6899 = Car.Health(161@)
$6899 -= 1000 
if 
  0 >= $6899 
else_jump @DRUGS1_17296 
$6899 = 0 
Car.SetImmunities(161@, 0, 0, 0, 0, 0)
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_17261 
Actor.SetImmunities($ACTOR_SMOKE, 0, 0, 0, 0, 0)
05BE: AS_kill_actor $ACTOR_SMOKE 

:DRUGS1_17261
020B: explode_car 161@ // versionA 
00BC: show_text_highpriority GXT 'DGS1_60' time 7000 flag 1  // ~r~Smoke ist tot!
jump @DRUGS1_52025 
jump @DRUGS1_17303 

:DRUGS1_17296
$6899 /= 10 

:DRUGS1_17303
if 
  243@ == 0 
else_jump @DRUGS1_23435 
if 
  90@ == 18 
else_jump @DRUGS1_18642 
if 
  32@ > 700 
else_jump @DRUGS1_18642 
$TEMPVAR_FLOAT_3 = 19.7991 
07C0: load_path 253 
07C0: load_path 254 
07C0: load_path 255 
07C0: load_path 256 
07C0: load_path 257 
Model.Load(#SULTAN)
Model.Load(#KMB_SKIP)
Model.Load(#NEBULA)
Model.Load(#COACH)
Model.Load(#PACKER)
040D: unload_wav 1 
03CF: load_wav 35663 as 1 
038B: load_requested_models 

:DRUGS1_17433
if or
87C1:   not path 253 available 
87C1:   not path 254 available 
87C1:   not path 255 available 
87C1:   not path 256 available 
87C1:   not path 257 available 
else_jump @DRUGS1_17480 
wait 0 
jump @DRUGS1_17433 

:DRUGS1_17480
if or
   not Model.Available(#SULTAN)
   not Model.Available(#KMB_SKIP)
   not Model.Available(#NEBULA)
   not Model.Available(#COACH)
   not Model.Available(#PACKER)
83D0:   not wav 1 loaded 
else_jump @DRUGS1_17531 
wait 0 
jump @DRUGS1_17480 

:DRUGS1_17531
162@ = Object.Create(#KMB_SKIP, 1563.603, -1437.107, 12.347)
Object.Angle(162@) = 90.4568
Object.KeepInMemory(162@) = True
163@ = Car.Create(#COACH, 1552.209, -1437.3, 12.3828)
Car.Angle(163@) = 90.2081
Car.LockInCurrentPosition(163@) = True
164@ = Car.Create(#COACH, 1539.759, -1437.34, 12.3906)
Car.Angle(164@) = 90.2081
Car.LockInCurrentPosition(164@) = True
165@ = Car.Create(#NEBULA, 1680.473, -1589.874, 13.23)
Car.Angle(165@) = 87.883
0229: set_car 165@ primary_color_to 3 secondary_color_to 3 
0129: 177@ = create_actor_pedtype 24 model #MALE01 in_car 165@ driverseat 
060B: set_actor 177@ decision_maker_to 35@ 
166@ = Car.Create(#NEBULA, 1594.553, -1595.039, 13.243)
Car.Angle(166@) = 271.189
0229: set_car 166@ primary_color_to 8 secondary_color_to 8 
0129: 178@ = create_actor_pedtype 24 model #MALE01 in_car 166@ driverseat 
060B: set_actor 178@ decision_maker_to 35@ 
167@ = Car.Create(#NEBULA, 1655.527, -1550.667, 13.226)
Car.Angle(167@) = 180.735
0229: set_car 167@ primary_color_to 51 secondary_color_to 51 
0129: 179@ = create_actor_pedtype 24 model #MALE01 in_car 167@ driverseat 
060B: set_actor 179@ decision_maker_to 35@ 
168@ = Car.Create(#NEBULA, 1655.391, -1463.511, 13.22)
Car.Angle(168@) = 180.735
0229: set_car 168@ primary_color_to 4 secondary_color_to 4 
01EC: make_car 168@ very_heavy 1 
0129: 180@ = create_actor_pedtype 24 model #MALE01 in_car 168@ driverseat 
060B: set_actor 180@ decision_maker_to 35@ 
169@ = Car.Create(#NEBULA, 1660.788, -1563.222, 13.23)
Car.Angle(169@) = 358.832
0229: set_car 169@ primary_color_to 73 secondary_color_to 73 
0129: 181@ = create_actor_pedtype 24 model #MALE01 in_car 169@ driverseat 
060B: set_actor 181@ decision_maker_to 35@ 
170@ = Car.Create(#NEBULA, 1660.594, -1522.353, 13.225)
Car.Angle(170@) = 358.832
0229: set_car 170@ primary_color_to 99 secondary_color_to 99 
0129: 182@ = create_actor_pedtype 24 model #MALE01 in_car 170@ driverseat 
060B: set_actor 182@ decision_maker_to 35@ 
171@ = Car.Create(#NEBULA, 1693.236, -1589.973, 13.224)
Car.Angle(171@) = 91.298
0229: set_car 171@ primary_color_to 2 secondary_color_to 2 
01EC: make_car 171@ very_heavy 1 
0129: 183@ = create_actor_pedtype 24 model #MALE01 in_car 171@ driverseat 
060B: set_actor 183@ decision_maker_to 35@ 
188@ = Car.Create(#PACKER, 1590.891, -1590.689, 13.09)
09C4: set_car 188@ gas_tank_explosion_enabled 0 
Car.Angle(188@) = 273.516
Car.Health(188@) = 3000
Car.ImmuneToNonPlayer(188@) = True
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 188@ driverseat 
060B: set_actor 42@ decision_maker_to 35@ 
054A: set_actor 42@ immune_to_car_headshots 0 
209@ = Marker.CreateAboveCar(188@)
018B: set_marker 209@ radar_mode 2 
Marker.SetIconSize(209@, 2)
Car.SetImmunities(188@, 0, 1, 1, 1, 1)
275@ = 1 
32@ = 0 

:DRUGS1_18232
if 
  $TEMPVAR_FLOAT_3 > 13.8442 
else_jump @DRUGS1_18635 
wait 0 
007E: $TEMPVAR_FLOAT_3 -= unknown_float * 0.02 // (float) 
Camera.SetPosition(1623.331, -1705.448, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Camera.PointAt(1624.331, -1705.475, $TEMPVAR_FLOAT_3, 2)
if 
  271@ == 0 
else_jump @DRUGS1_18628 
if 
  32@ > 1000 
else_jump @DRUGS1_18628 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_18628 
if 
860E:   not car 161@ assigned_to_path 
else_jump @DRUGS1_18628 
189@ = Car.Create(#BF400, 1665.25, -1716.98, 12.75)
09C4: set_car 189@ gas_tank_explosion_enabled 0 
Car.Angle(189@) = 84.0
Car.Health(189@) = 800
0129: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
060B: set_actor 43@ decision_maker_to 35@ 
Actor.Health(43@) = 10
02A9: set_actor 43@ immune_to_nonplayer 1 
01C8: 44@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 44@ decision_maker_to 35@ 
Actor.Health(44@) = 10
02A9: set_actor 44@ immune_to_nonplayer 1 
214@ = Marker.CreateAboveCar(189@)
018B: set_marker 214@ radar_mode 2 
Marker.SetIconSize(214@, 2)
247@ = 1 
260@ = 1 
wait 0 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_18587 
05EB: assign_car 161@ to_path 252 
06FD: set_car 161@ speed_on_path_to 0.9 

:DRUGS1_18587
if 
   not Car.Wrecked(189@)
else_jump @DRUGS1_18621 
05EB: assign_car 189@ to_path 256 
06FD: set_car 189@ speed_on_path_to 0.9 

:DRUGS1_18621
271@ = 1 

:DRUGS1_18628
jump @DRUGS1_18232 

:DRUGS1_18635
90@ = 19 

:DRUGS1_18642
if 
  90@ == 19 
else_jump @DRUGS1_19044 
if 
  32@ > 8500 
else_jump @DRUGS1_19044 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_19044 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_19044 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 95.5 rotation_speed 200.0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
03C4: set_status_text $6899 type 1 GXT 'DGS1_59' // global_variable  // Bike
288@ += 1 
if 
  288@ > 1 
else_jump @DRUGS1_18843 
289@ = 30 
jump @DRUGS1_18850 

:DRUGS1_18843
289@ = 92 

:DRUGS1_18850
if 
   not Actor.Dead(43@)
else_jump @DRUGS1_18915 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_18915
if 
   not Actor.Dead(44@)
else_jump @DRUGS1_18967 
0713: actor 44@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_18967
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
Actor.SetImmunities($ACTOR_SMOKE, 1, 1, 1, 1, 1)
03E5: show_text_box 'DGS1_64'  // Benutze die Kamerakontrolle, um dich auf dem Motorrad sitzend umzusehen. Zum Feuern benutze ~k~~PED_FIREWEAPON~.
282@ = 0 
283@ = 0 
33@ = 0 
122@ = 200 
90@ = 20 

:DRUGS1_19044
if 
  122@ == 200 
else_jump @DRUGS1_19084 
if 
08FE:   text_box_displayed 
else_jump @DRUGS1_19084 
122@ = 201 

:DRUGS1_19084
if 
  122@ == 201 
else_jump @DRUGS1_19135 
if 
88FE:   not text_box_displayed 
else_jump @DRUGS1_19135 
03E5: show_text_box 'DGS1_65'  // Du kannst auch ~k~~VEHICLE_FIREWEAPON_ALT~ verwenden, um zu feuern.
122@ = 202 

:DRUGS1_19135
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_23435 
if 
  242@ == 0 
else_jump @DRUGS1_19427 
if 
01AD:   car 161@ sphere 0 near_point 1620.59 -1612.14 radius 7.0 7.0 
else_jump @DRUGS1_19427 
if 
   not Car.Wrecked(165@)
else_jump @DRUGS1_19270 
Car.DriveTo(165@, 1571.424, -1590.02, 13.23)
Car.SetMaxSpeed(165@, 13.5)
Car.SetSpeedInstantly(165@, 13.5)
00AE: set_car 165@ traffic_behaviour_to 4 

:DRUGS1_19270
if 
   not Car.Wrecked(166@)
else_jump @DRUGS1_19333 
Car.DriveTo(166@, 1681.473, -1595.059, 13.22)
Car.SetMaxSpeed(166@, 13.5)
Car.SetSpeedInstantly(166@, 4.5)
00AE: set_car 166@ traffic_behaviour_to 4 

:DRUGS1_19333
if 
   not Car.Wrecked(171@)
else_jump @DRUGS1_19386 
Car.DriveTo(171@, 1582.411, -1590.115, 13.228)
Car.SetMaxSpeed(171@, 9.0)
00AE: set_car 171@ traffic_behaviour_to 4 

:DRUGS1_19386
if 
   not Car.Wrecked(188@)
else_jump @DRUGS1_19420 
05EB: assign_car 188@ to_path 255 
06FD: set_car 188@ speed_on_path_to 0.9 

:DRUGS1_19420
242@ = 1 

:DRUGS1_19427
if 
  242@ == 1 
else_jump @DRUGS1_19732 
if 
01AD:   car 161@ sphere 0 near_point 1654.1 -1589.48 radius 10.0 10.0 
else_jump @DRUGS1_19732 
if 
   not Car.Wrecked(167@)
else_jump @DRUGS1_19536 
Car.DriveTo(167@, 1655.839, -1576.842, 13.226)
Car.SetMaxSpeed(167@, 9.0)
00AE: set_car 167@ traffic_behaviour_to 4 

:DRUGS1_19536
if 
   not Car.Wrecked(168@)
else_jump @DRUGS1_19599 
Car.DriveTo(168@, 1655.593, -1559.511, 13.227)
Car.SetMaxSpeed(168@, 9.0)
Car.SetSpeedInstantly(168@, 9.0)
00AE: set_car 168@ traffic_behaviour_to 4 

:DRUGS1_19599
if 
   not Car.Wrecked(169@)
else_jump @DRUGS1_19662 
Car.DriveTo(169@, 1702.0, -1444.0, 13.0)
Car.SetMaxSpeed(169@, 9.0)
Car.SetSpeedInstantly(169@, 10.8)
00AE: set_car 169@ traffic_behaviour_to 4 

:DRUGS1_19662
if 
   not Car.Wrecked(170@)
else_jump @DRUGS1_19725 
Car.DriveTo(170@, 1702.0, -1444.0, 13.0)
Car.SetMaxSpeed(170@, 9.0)
Car.SetSpeedInstantly(170@, 9.0)
00AE: set_car 170@ traffic_behaviour_to 4 

:DRUGS1_19725
242@ = 2 

:DRUGS1_19732
if 
  242@ == 2 
else_jump @DRUGS1_20099 
if 
01AD:   car 161@ sphere 0 near_point 1657.56 -1537.29 radius 10.0 10.0 
else_jump @DRUGS1_20099 
194@ = Car.Create(#BF400, 1702.127, -1496.87, 12.95)
09C4: set_car 194@ gas_tank_explosion_enabled 0 
Car.Angle(194@) = 26.5
Car.Health(194@) = 800
0129: 49@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 49@ decision_maker_to 35@ 
02A9: set_actor 49@ immune_to_nonplayer 1 
Actor.Health(49@) = 10
01C8: 50@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 50@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 50@ immune_to_nonplayer 1 
060B: set_actor 50@ decision_maker_to 35@ 
Actor.Health(50@) = 10
215@ = Marker.CreateAboveCar(194@)
018B: set_marker 215@ radar_mode 2 
Marker.SetIconSize(215@, 2)
248@ = 1 
261@ = 1 
172@ = Car.Create(#NEBULA, 1622.005, -1443.498, 13.229)
Car.Angle(172@) = 266.928
0229: set_car 172@ primary_color_to 115 secondary_color_to 115 
01EC: make_car 172@ very_heavy 1 
0129: 184@ = create_actor_pedtype 24 model #MALE01 in_car 172@ driverseat 
060B: set_actor 184@ decision_maker_to 35@ 
173@ = Car.Create(#NEBULA, 1536.288, -1443.049, 13.224)
Car.Angle(173@) = 269.939
0229: set_car 173@ primary_color_to 122 secondary_color_to 122 
01EC: make_car 173@ very_heavy 1 
0129: 185@ = create_actor_pedtype 24 model #MALE01 in_car 173@ driverseat 
060B: set_actor 185@ decision_maker_to 35@ 
242@ = 3 

:DRUGS1_20099
if 
  242@ == 3 
else_jump @DRUGS1_20452 
if 
01AD:   car 161@ sphere 0 near_point 1657.94 -1468.93 radius 15.0 15.0 
else_jump @DRUGS1_20452 
if 
   not Car.Wrecked(194@)
else_jump @DRUGS1_20179 
05EB: assign_car 194@ to_path 257 

:DRUGS1_20179
if 
   not Actor.Dead(49@)
else_jump @DRUGS1_20262 
if 
  3 > 288@ 
else_jump @DRUGS1_20262 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 49@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_20262
if 
   not Actor.Dead(50@)
else_jump @DRUGS1_20314 
0713: actor 50@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_20314
Car.Destroy(165@)
Car.Destroy(166@)
Car.Destroy(171@)
if 
   not Car.Wrecked(172@)
else_jump @DRUGS1_20382 
Car.DriveTo(172@, 1720.037, -1444.137, 13.222)
Car.SetMaxSpeed(172@, 9.0)
00AE: set_car 172@ traffic_behaviour_to 4 

:DRUGS1_20382
if 
   not Car.Wrecked(173@)
else_jump @DRUGS1_20445 
Car.DriveTo(173@, 1654.817, -1492.993, 13.22)
Car.SetMaxSpeed(173@, 13.5)
Car.SetSpeedInstantly(173@, 20.0)
00AE: set_car 173@ traffic_behaviour_to 4 

:DRUGS1_20445
242@ = 4 

:DRUGS1_20452
if 
  242@ == 4 
else_jump @DRUGS1_20515 
if 
01AD:   car 161@ sphere 0 near_point 1631.77 -1441.31 radius 12.0 12.0 
else_jump @DRUGS1_20515 
242@ = 5 

:DRUGS1_20515
if 
  242@ == 5 
else_jump @DRUGS1_20677 
if 
01AD:   car 161@ sphere 0 near_point 1545.68 -1437.35 radius 10.0 10.0 
else_jump @DRUGS1_20677 
175@ = Car.Create(#NEBULA, 1394.751, -1427.224, 13.24)
Car.Angle(175@) = 184.525
0229: set_car 175@ primary_color_to 99 secondary_color_to 99 
Car.DriveTo(175@, 1441.028, -1443.271, 13.234)
Car.SetMaxSpeed(175@, 13.5)
00AE: set_car 175@ traffic_behaviour_to 4 
0129: 181@ = create_actor_pedtype 24 model #MALE01 in_car 175@ driverseat 
060B: set_actor 181@ decision_maker_to 35@ 
242@ = 6 

:DRUGS1_20677
if 
  242@ == 6 
else_jump @DRUGS1_21513 
if 
01AD:   car 161@ sphere 0 near_point 1508.7 -1440.86 radius 10.0 10.0 
else_jump @DRUGS1_21513 
Car.Destroy(172@)
Car.Destroy(167@)
Car.Destroy(168@)
176@ = Car.Create(#COACH, 1457.689, -1371.728, 13.235)
Car.Angle(176@) = 177.712
05EB: assign_car 176@ to_path 253 
06FD: set_car 176@ speed_on_path_to 0.9 
190@ = Car.Create(#SULTAN, 1374.507, -1394.312, 13.272)
Car.Health(190@) = 400
Car.Angle(190@) = 193.922
01C8: 52@ = create_actor_pedtype 24 model #MAFFA in_car 190@ passenger_seat 0 
01B2: give_actor 52@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 35@ 
0713: actor 52@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 70 
230@ = Marker.CreateAboveCar(190@)
018B: set_marker 230@ radar_mode 2 
Marker.SetIconSize(230@, 2)
191@ = Car.Create(#SULTAN, 1374.577, -1401.141, 13.102)
Car.Angle(191@) = 349.825
0229: set_car 191@ primary_color_to 0 secondary_color_to 0 
Car.Health(191@) = 500
192@ = Car.Create(#SULTAN, 1374.362, -1407.883, 13.239)
Car.Angle(192@) = 194.852
Car.Health(192@) = 500
228@ = Marker.CreateAboveCar(192@)
018B: set_marker 228@ radar_mode 2 
Marker.SetIconSize(228@, 2)
193@ = Car.Create(#SULTAN, 1401.058, -1430.891, 12.3905)
Car.Angle(193@) = 10.385
Car.Health(193@) = 500
229@ = Marker.CreateAboveCar(193@)
018B: set_marker 229@ radar_mode 2 
Marker.SetIconSize(229@, 2)
0657: car 193@ open_componentA 2 
0657: car 193@ open_componentA 3 
53@ = Actor.Create(Mission1, #MAFFA, 1399.464, -1431.604, 12.3905)
060B: set_actor 53@ decision_maker_to 35@ 
01B2: give_actor 53@ weapon 28 ammo 99999 // Load the weapon model before using this 
Actor.Health(53@) = 100
0085: 79@ = 53@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51987 
235@ = Marker.CreateAboveActor(53@)
018B: set_marker 235@ radar_mode 2 
Marker.SetIconSize(235@, 2)
61@ = Actor.Create(Mission1, #MAFFA, 1401.466, -1427.389, 12.3905)
060B: set_actor 61@ decision_maker_to 35@ 
01B2: give_actor 61@ weapon 28 ammo 99999 // Load the weapon model before using this 
Actor.Health(61@) = 100
0085: 79@ = 61@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51987 
236@ = Marker.CreateAboveActor(61@)
018B: set_marker 236@ radar_mode 2 
Marker.SetIconSize(236@, 2)
54@ = Actor.Create(Mission1, #MAFFA, 1374.992, -1397.639, 12.438)
060B: set_actor 54@ decision_maker_to 35@ 
01B2: give_actor 54@ weapon 28 ammo 99999 // Load the weapon model before using this 
Actor.Health(54@) = 100
0085: 79@ = 54@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51943 
226@ = Marker.CreateAboveActor(54@)
018B: set_marker 226@ radar_mode 2 
Marker.SetIconSize(226@, 2)
55@ = Actor.Create(Mission1, #MAFFA, 1374.543, -1404.678, 12.425)
060B: set_actor 55@ decision_maker_to 35@ 
01B2: give_actor 55@ weapon 28 ammo 99999 // Load the weapon model before using this 
Actor.Health(55@) = 100
0085: 79@ = 55@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51943 
227@ = Marker.CreateAboveActor(55@)
018B: set_marker 227@ radar_mode 2 
Marker.SetIconSize(227@, 2)
242@ = 7 

:DRUGS1_21513
if 
  242@ == 7 
else_jump @DRUGS1_21811 
if 
860E:   not car 161@ assigned_to_path 
else_jump @DRUGS1_21811 
if 
01AD:   car 161@ sphere 0 near_point 1395.844 -1408.105 radius 5.0 5.0 
else_jump @DRUGS1_21811 
Car.LockInCurrentPosition(161@) = True
Marker.Disable(209@)
05EC: release_car 189@ from_path 
Marker.Disable(214@)
05EC: release_car 194@ from_path 
Marker.Disable(215@)
Actor.RemoveReferences(177@)
Actor.RemoveReferences(178@)
Actor.RemoveReferences(179@)
Actor.RemoveReferences(180@)
Actor.RemoveReferences(181@)
Actor.RemoveReferences(182@)
Actor.RemoveReferences(183@)
Actor.RemoveReferences(184@)
Actor.RemoveReferences(185@)
Car.RemoveReferences(165@)
Car.RemoveReferences(166@)
Car.RemoveReferences(167@)
Car.RemoveReferences(168@)
Car.RemoveReferences(171@)
Car.RemoveReferences(172@)
Car.RemoveReferences(175@)
Car.RemoveReferences(176@)
Car.Destroy(169@)
Car.Destroy(170@)
Car.Destroy(173@)
Model.Destroy(#COACH)
Model.Destroy(#KMB_SKIP)
Model.Destroy(#NEBULA)
Object.Destroy(162@)
Car.Destroy(163@)
Car.Destroy(164@)
Car.RemoveReferences(176@)
Car.Destroy(194@)
Actor.DestroyInstantly(49@)
Actor.DestroyInstantly(50@)
Car.Destroy(189@)
Car.Destroy(188@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Actor.DestroyInstantly(44@)
Car.RemoveReferences(175@)
32@ = 0 
242@ = 8 

:DRUGS1_21811
if 
  242@ > 7 
else_jump @DRUGS1_21918 
if 
  244@ == 0 
else_jump @DRUGS1_21918 
if 
80C2:   not sphere_onscreen 1400.41 -1447.12 12.3 radius 10.0 
else_jump @DRUGS1_21918 
0395: clear_area 0 at 1400.41 -1447.12 12.3 radius 50.0 
244@ = 1 
  9 > 242@ 

:DRUGS1_21918
if 
  242@ == 8 
else_jump @DRUGS1_21998 
07C0: load_path 258 
07C0: load_path 259 
07C0: load_path 260 
07C0: load_path 261 
07C0: load_path 262 
07C0: load_path 263 
07C0: load_path 264 
07C0: load_path 265 
07C0: load_path 266 
07C0: load_path 267 
07C0: load_path 268 
242@ = 9 

:DRUGS1_21998
if 
  242@ == 9 
else_jump @DRUGS1_22225 
if 
  32@ > 10000 
else_jump @DRUGS1_22225 
if 
07C1:   path 258 available 
else_jump @DRUGS1_22225 
if 
07C1:   path 259 available 
else_jump @DRUGS1_22225 
if 
07C1:   path 260 available 
else_jump @DRUGS1_22225 
if 
07C1:   path 261 available 
else_jump @DRUGS1_22225 
if 
07C1:   path 262 available 
else_jump @DRUGS1_22225 
if 
07C1:   path 263 available 
else_jump @DRUGS1_22225 
if 
07C1:   path 264 available 
else_jump @DRUGS1_22225 
if 
07C1:   path 265 available 
else_jump @DRUGS1_22225 
if 
07C1:   path 266 available 
else_jump @DRUGS1_22225 
if 
07C1:   path 267 available 
else_jump @DRUGS1_22225 
if 
07C1:   path 268 available 
else_jump @DRUGS1_22225 
243@ = 1 
242@ = 10 

:DRUGS1_22225
if 
  275@ == 1 
else_jump @DRUGS1_22271 
if 
   Car.Wrecked(188@)
else_jump @DRUGS1_22271 
05EC: release_car 188@ from_path 
275@ = 2 

:DRUGS1_22271
if 
  247@ == 1 
else_jump @DRUGS1_22519 
if 
   not Car.Wrecked(189@)
else_jump @DRUGS1_22519 
if 
   not Actor.Dead(43@)
else_jump @DRUGS1_22328 
jump @DRUGS1_22519 

:DRUGS1_22328
if 
   not Actor.Dead(44@)
else_jump @DRUGS1_22477 
if 
   Actor.InCar(44@, 189@)
else_jump @DRUGS1_22470 
046C: 205@ = car 189@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_22470 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 44@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 44@ in_car 189@ 
0713: actor 44@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
247@ = 2 

:DRUGS1_22470
jump @DRUGS1_22519 

:DRUGS1_22477
Car.SetSpeedInstantly(189@, 18.0)
05EC: release_car 189@ from_path 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
247@ = 2 

:DRUGS1_22519
if 
  247@ == 2 
else_jump @DRUGS1_22611 
if 
   Actor.Dead(44@)
else_jump @DRUGS1_22611 
05EC: release_car 189@ from_path 
if 
   not Car.Wrecked(189@)
else_jump @DRUGS1_22604 
Car.SetSpeedInstantly(189@, 18.0)
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_22604
247@ = 3 

:DRUGS1_22611
if 
  260@ == 1 
else_jump @DRUGS1_22698 
if 
   Actor.Dead(43@)
else_jump @DRUGS1_22698 
if or
   Actor.Dead(44@)
   Car.Wrecked(189@)
else_jump @DRUGS1_22698 
05EC: release_car 189@ from_path 
Marker.Disable(214@)
Car.RemoveReferences(189@)
Actor.RemoveReferences(43@)
Actor.RemoveReferences(44@)
260@ = 2 

:DRUGS1_22698
if 
  248@ == 1 
else_jump @DRUGS1_22946 
if 
   not Car.Wrecked(194@)
else_jump @DRUGS1_22946 
if 
   not Actor.Dead(49@)
else_jump @DRUGS1_22755 
jump @DRUGS1_22946 

:DRUGS1_22755
if 
   not Actor.Dead(50@)
else_jump @DRUGS1_22904 
if 
   Actor.InCar(50@, 194@)
else_jump @DRUGS1_22897 
046C: 205@ = car 194@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_22897 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 50@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 50@ in_car 194@ 
0713: actor 50@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
248@ = 2 

:DRUGS1_22897
jump @DRUGS1_22946 

:DRUGS1_22904
Car.SetSpeedInstantly(194@, 15.0)
05EC: release_car 194@ from_path 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
248@ = 2 

:DRUGS1_22946
if 
  248@ == 2 
else_jump @DRUGS1_23038 
if 
   Actor.Dead(50@)
else_jump @DRUGS1_23038 
05EC: release_car 194@ from_path 
if 
   not Car.Wrecked(194@)
else_jump @DRUGS1_23031 
Car.SetSpeedInstantly(194@, 15.0)
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_23031
248@ = 3 

:DRUGS1_23038
if 
  261@ == 1 
else_jump @DRUGS1_23125 
if 
   Actor.Dead(49@)
else_jump @DRUGS1_23125 
if or
   Actor.Dead(50@)
   Car.Wrecked(194@)
else_jump @DRUGS1_23125 
05EC: release_car 194@ from_path 
Marker.Disable(215@)
Car.RemoveReferences(194@)
Actor.RemoveReferences(49@)
Actor.RemoveReferences(50@)
261@ = 2 

:DRUGS1_23125
if 
   Actor.Dead(54@)
else_jump @DRUGS1_23162 
if 
075C:   marker 226@ enabled 
else_jump @DRUGS1_23162 
Marker.Disable(226@)

:DRUGS1_23162
if 
   Actor.Dead(55@)
else_jump @DRUGS1_23199 
if 
075C:   marker 227@ enabled 
else_jump @DRUGS1_23199 
Marker.Disable(227@)

:DRUGS1_23199
if 
   Car.Wrecked(190@)
else_jump @DRUGS1_23236 
if 
075C:   marker 230@ enabled 
else_jump @DRUGS1_23236 
Marker.Disable(230@)

:DRUGS1_23236
if 
   Car.Wrecked(192@)
else_jump @DRUGS1_23273 
if 
075C:   marker 228@ enabled 
else_jump @DRUGS1_23273 
Marker.Disable(228@)

:DRUGS1_23273
if 
  286@ == 0 
else_jump @DRUGS1_23354 
if 
   not Car.Wrecked(169@)
else_jump @DRUGS1_23354 
if 
   not Car.Wrecked(188@)
else_jump @DRUGS1_23354 
if 
051D:   car 169@ damaged_by_car 188@ 
else_jump @DRUGS1_23354 
020B: explode_car 169@ // versionA 
286@ = 1 

:DRUGS1_23354
if 
  287@ == 0 
else_jump @DRUGS1_23435 
if 
   not Car.Wrecked(170@)
else_jump @DRUGS1_23435 
if 
   not Car.Wrecked(188@)
else_jump @DRUGS1_23435 
if 
051D:   car 170@ damaged_by_car 188@ 
else_jump @DRUGS1_23435 
020B: explode_car 170@ // versionA 
287@ = 1 

:DRUGS1_23435
if or
  90@ == 20 
  243@ == 1 
else_jump @DRUGS1_25482 
if 
  3 > 245@ 
else_jump @DRUGS1_25482 
if 
  282@ == 0 
else_jump @DRUGS1_23545 
if 
  283@ == 0 
else_jump @DRUGS1_23545 
04AF: 239@ = 35664 // @ = any 
05AA: 240@s = 'SMO4_FB'  // ~z~Sie folgen uns auf Motorrdern, Smoke!
gosub @DRUGS1_51600 

:DRUGS1_23545
if 
  282@ == 1 
else_jump @DRUGS1_23612 
if 
  283@ == 0 
else_jump @DRUGS1_23612 
04AF: 239@ = 35662 // @ = any 
05AA: 240@s = 'SMO4_ES'  // ~z~Mach jeden Motherfucker kalt, der uns verfolgt!
gosub @DRUGS1_51600 

:DRUGS1_23612
if 
  285@ == 0 
else_jump @DRUGS1_23675 
if 
01AD:   car 161@ sphere 0 near_point 1659.49 -1580.97 radius 50.0 50.0 
else_jump @DRUGS1_23675 
285@ = 1 

:DRUGS1_23675
if 
  282@ == 2 
else_jump @DRUGS1_23760 
if 
  283@ == 0 
else_jump @DRUGS1_23760 
if 
  285@ == 1 
else_jump @DRUGS1_23760 
04AF: 239@ = 35666 // @ = any 
05AA: 240@s = 'SMO4_FD'  // ~z~Scheie, Mann, sie verfolgen uns in einem Truck!
gosub @DRUGS1_51600 

:DRUGS1_23760
if 
  282@ == 3 
else_jump @DRUGS1_23827 
if 
  283@ == 0 
else_jump @DRUGS1_23827 
04AF: 239@ = 35667 // @ = any 
05AA: 240@s = 'SMO4_FE'  // ~z~Red nicht rum, mach den Wichser fertig!
gosub @DRUGS1_51600 

:DRUGS1_23827
if 
  282@ == 4 
else_jump @DRUGS1_23894 
if 
  283@ == 0 
else_jump @DRUGS1_23894 
04AF: 239@ = 35668 // @ = any 
05AA: 240@s = 'SMO4_FF'  // ~z~Scheie, das ist vielleicht ein Verkehr! AUS DEM WEG!
gosub @DRUGS1_51600 

:DRUGS1_23894
if 
  282@ == 5 
else_jump @DRUGS1_23961 
if 
  283@ == 0 
else_jump @DRUGS1_23961 
04AF: 239@ = 35669 // @ = any 
05AA: 240@s = 'SMO4_FG'  // ~z~Bahn frei!
gosub @DRUGS1_51600 

:DRUGS1_23961
if 
  285@ == 1 
else_jump @DRUGS1_24024 
if 
01AD:   car 161@ sphere 0 near_point 1638.05 -1440.64 radius 60.0 60.0 
else_jump @DRUGS1_24024 
285@ = 2 

:DRUGS1_24024
if 
  282@ == 6 
else_jump @DRUGS1_24109 
if 
  283@ == 0 
else_jump @DRUGS1_24109 
if 
  285@ == 2 
else_jump @DRUGS1_24109 
04AF: 239@ = 35665 // @ = any 
05AA: 240@s = 'SMO4_FC'  // ~z~Motorrder auf 6 Uhr, gib Gas, Smoke!
gosub @DRUGS1_51600 

:DRUGS1_24109
if 
  285@ == 2 
else_jump @DRUGS1_24172 
if 
01AD:   car 161@ sphere 0 near_point 1579.33 -1438.05 radius 55.0 55.0 
else_jump @DRUGS1_24172 
285@ = 3 

:DRUGS1_24172
if 
  282@ == 7 
else_jump @DRUGS1_24257 
if 
  283@ == 0 
else_jump @DRUGS1_24257 
if 
  285@ == 3 
else_jump @DRUGS1_24257 
04AF: 239@ = 35671 // @ = any 
05AA: 240@s = 'SMO4_FJ'  // ~z~Halt dich gut fest, Kumpel!
gosub @DRUGS1_51600 

:DRUGS1_24257
if 
  282@ == 8 
else_jump @DRUGS1_24324 
if 
  283@ == 0 
else_jump @DRUGS1_24324 
04AF: 239@ = 35672 // @ = any 
05AA: 240@s = 'SMO4_FK'  // ~z~Ah, Smoke! Neeeeiiin!
gosub @DRUGS1_51600 

:DRUGS1_24324
if 
  285@ == 3 
else_jump @DRUGS1_24424 
if 
   not Car.Wrecked(188@)
else_jump @DRUGS1_24410 
if 
01AD:   car 161@ sphere 0 near_point 1432.61 -1438.66 radius 12.0 12.0 
else_jump @DRUGS1_24403 
285@ = 4 

:DRUGS1_24403
jump @DRUGS1_24424 

:DRUGS1_24410
285@ = 4 
282@ = 12 

:DRUGS1_24424
if 
  282@ == 9 
else_jump @DRUGS1_24509 
if 
  283@ == 0 
else_jump @DRUGS1_24509 
if 
  285@ == 4 
else_jump @DRUGS1_24509 
04AF: 239@ = 35673 // @ = any 
05AA: 240@s = 'SMO4_FL'  // ~z~Sie sind in 'nen Bus gecrasht!
gosub @DRUGS1_51600 

:DRUGS1_24509
if 
  282@ == 10 
else_jump @DRUGS1_24576 
if 
  283@ == 0 
else_jump @DRUGS1_24576 
04AF: 239@ = 35674 // @ = any 
05AA: 240@s = 'SMO4_FM'  // ~z~Ich werde nie mehr ber die ffentlichen Verkehrsmittel meckern!
gosub @DRUGS1_51600 

:DRUGS1_24576
if 
  285@ == 4 
else_jump @DRUGS1_24639 
if 
01AD:   car 161@ sphere 0 near_point 1406.73 -1393.15 radius 10.0 10.0 
else_jump @DRUGS1_24639 
285@ = 5 

:DRUGS1_24639
if 
  282@ == 11 
else_jump @DRUGS1_24724 
if 
  283@ == 0 
else_jump @DRUGS1_24724 
if 
  285@ == 5 
else_jump @DRUGS1_24724 
04AF: 239@ = 35675 // @ = any 
05AA: 240@s = 'SMO4_GA'  // ~z~Verdammt, Straensperre!
gosub @DRUGS1_51600 

:DRUGS1_24724
if 
  282@ == 12 
else_jump @DRUGS1_24791 
if 
  283@ == 0 
else_jump @DRUGS1_24791 
04AF: 239@ = 35676 // @ = any 
05AA: 240@s = 'SMO4_GB'  // ~z~Smoke, die Typen sind gut organisiert! Du hast mir wohl nicht alles erzhlt!
gosub @DRUGS1_51600 

:DRUGS1_24791
if 
  282@ == 13 
else_jump @DRUGS1_24858 
if 
  283@ == 0 
else_jump @DRUGS1_24858 
04AF: 239@ = 35677 // @ = any 
05AA: 240@s = 'SMO4_GD'  // ~z~Hr zu, Carl, das Einzige, was ich wei, ist dass sie stinksauer auf uns sind!
gosub @DRUGS1_51600 

:DRUGS1_24858
if 
  282@ == 14 
else_jump @DRUGS1_24925 
if 
  283@ == 0 
else_jump @DRUGS1_24925 
04AF: 239@ = 35678 // @ = any 
05AA: 240@s = 'SMO4_GE'  // ~z~Warte, ich hab 'ne Idee!
gosub @DRUGS1_51600 

:DRUGS1_24925
if 
  282@ == 15 
else_jump @DRUGS1_24992 
if 
  283@ == 0 
else_jump @DRUGS1_24992 
04AF: 239@ = 35679 // @ = any 
05AA: 240@s = 'SMO4_GF'  // ~z~Smoke, was wird'n das? Der Gully ist 'ne Sackgasse, Mann!
gosub @DRUGS1_51600 

:DRUGS1_24992
if 
  282@ == 16 
else_jump @DRUGS1_25059 
if 
  283@ == 0 
else_jump @DRUGS1_25059 
04AF: 239@ = 35680 // @ = any 
05AA: 240@s = 'SMO4_GG'  // ~z~Wir mussten diese Karren abschtteln!
gosub @DRUGS1_51600 

:DRUGS1_25059
if 
  282@ == 17 
else_jump @DRUGS1_25126 
if 
  283@ == 0 
else_jump @DRUGS1_25126 
04AF: 239@ = 35681 // @ = any 
05AA: 240@s = 'SMO4_GH'  // ~z~Bleib locker, ich wei, wie wir rauskommen, hinter der Grove Street!
gosub @DRUGS1_51600 

:DRUGS1_25126
if 
  282@ == 18 
else_jump @DRUGS1_25193 
if 
  283@ == 0 
else_jump @DRUGS1_25193 
04AF: 239@ = 35682 // @ = any 
05AA: 240@s = 'SMO4_GJ'  // ~z~Der alte Abwasserkanal? Oh, Mann....
gosub @DRUGS1_51600 

:DRUGS1_25193
if 
  282@ == 19 
else_jump @DRUGS1_25260 
if 
  283@ == 0 
else_jump @DRUGS1_25260 
04AF: 239@ = 35661 // @ = any 
05AA: 240@s = 'SMO4_ER'  // ~z~Halt uns den Rcken frei!
gosub @DRUGS1_51600 

:DRUGS1_25260
if 
  285@ == 5 
else_jump @DRUGS1_25323 
if 
01AD:   car 161@ sphere 0 near_point 1362.39 -1590.12 radius 15.0 15.0 
else_jump @DRUGS1_25323 
285@ = 6 

:DRUGS1_25323
if 
  282@ == 20 
else_jump @DRUGS1_25408 
if 
  283@ == 0 
else_jump @DRUGS1_25408 
if 
  285@ == 6 
else_jump @DRUGS1_25408 
04AF: 239@ = 35683 // @ = any 
05AA: 240@s = 'SMO4_GK'  // ~z~Noch mehr Motorrder!
gosub @DRUGS1_51600 

:DRUGS1_25408
if 
  282@ == 21 
else_jump @DRUGS1_25475 
if 
  283@ == 0 
else_jump @DRUGS1_25475 
04AF: 239@ = 35655 // @ = any 
05AA: 240@s = 'SMO4_EL'  // ~z~Niet sie um, CJ!
gosub @DRUGS1_51600 

:DRUGS1_25475
gosub @DRUGS1_51642 

:DRUGS1_25482
if 
  243@ == 1 
else_jump @DRUGS1_32582 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_32582 
if 
  245@ == 0 
else_jump @DRUGS1_26818 
189@ = Car.Create(#BF400, 1446.923, -1429.569, 12.1)
09C4: set_car 189@ gas_tank_explosion_enabled 0 
Car.Angle(189@) = 174.719
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
060B: set_actor 42@ decision_maker_to 35@ 
Actor.Health(42@) = 10
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
Actor.Health(43@) = 10
02A9: set_actor 43@ immune_to_nonplayer 1 
060B: set_actor 43@ decision_maker_to 35@ 
214@ = Marker.CreateAboveCar(189@)
018B: set_marker 214@ radar_mode 2 
Marker.SetIconSize(214@, 2)
247@ = 1 
260@ = 1 
194@ = Car.Create(#BF400, 1377.421, -1571.321, 12.1)
09C4: set_car 194@ gas_tank_explosion_enabled 0 
Car.Angle(194@) = 166.577
0129: 44@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 44@ decision_maker_to 35@ 
Actor.Health(44@) = 10
02A9: set_actor 44@ immune_to_nonplayer 1 
01C8: 45@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
Actor.Health(45@) = 10
02A9: set_actor 45@ immune_to_nonplayer 1 
060B: set_actor 45@ decision_maker_to 35@ 
215@ = Marker.CreateAboveCar(194@)
018B: set_marker 215@ radar_mode 2 
Marker.SetIconSize(215@, 2)
248@ = 1 
261@ = 1 
195@ = Car.Create(#BF400, 1361.086, -1665.478, 12.62)
09C4: set_car 195@ gas_tank_explosion_enabled 0 
Car.Angle(195@) = 187.657
0129: 46@ = create_actor_pedtype 24 model #MAFFA in_car 195@ driverseat 
060B: set_actor 46@ decision_maker_to 35@ 
Actor.Health(46@) = 50
01C8: 47@ = create_actor_pedtype 24 model #MAFFA in_car 195@ passenger_seat 0 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 35@ 
Actor.Health(47@) = 10
216@ = Marker.CreateAboveCar(195@)
018B: set_marker 216@ radar_mode 2 
Marker.SetIconSize(216@, 2)
249@ = 1 
262@ = 1 
196@ = Car.Create(#BF400, 1365.219, -1420.908, 12.104)
09C4: set_car 196@ gas_tank_explosion_enabled 0 
Car.Angle(196@) = 353.946
0129: 56@ = create_actor_pedtype 24 model #MAFFA in_car 196@ driverseat 
060B: set_actor 56@ decision_maker_to 35@ 
Actor.Health(56@) = 10
02A9: set_actor 56@ immune_to_nonplayer 1 
01C8: 57@ = create_actor_pedtype 24 model #MAFFA in_car 196@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 99999 // Load the weapon model before using this 
Actor.Health(57@) = 10
02A9: set_actor 57@ immune_to_nonplayer 1 
060B: set_actor 57@ decision_maker_to 35@ 
217@ = Marker.CreateAboveCar(196@)
018B: set_marker 217@ radar_mode 2 
Marker.SetIconSize(217@, 2)
250@ = 1 
263@ = 1 
165@ = Car.Create(#SULTAN, 1374.372, -1665.108, 12.91)
09C4: set_car 165@ gas_tank_explosion_enabled 0 
Car.Angle(165@) = 176.22
0129: 48@ = create_actor_pedtype 24 model #MAFFA in_car 165@ driverseat 
060B: set_actor 48@ decision_maker_to 35@ 
01C8: 49@ = create_actor_pedtype 24 model #MAFFA in_car 165@ passenger_seat 0 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
Actor.Health(49@) = 10
060B: set_actor 49@ decision_maker_to 35@ 
210@ = Marker.CreateAboveCar(165@)
018B: set_marker 210@ radar_mode 2 
Marker.SetIconSize(210@, 2)
265@ = 1 
255@ = 1 
166@ = Car.Create(#SULTAN, 1373.704, -1633.619, 12.935)
09C4: set_car 166@ gas_tank_explosion_enabled 0 
Car.Angle(166@) = 176.22
0129: 50@ = create_actor_pedtype 24 model #MAFFA in_car 166@ driverseat 
060B: set_actor 50@ decision_maker_to 35@ 
01C8: 51@ = create_actor_pedtype 24 model #MAFFA in_car 166@ passenger_seat 0 
01B2: give_actor 51@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 35@ 
Actor.Health(51@) = 10
211@ = Marker.CreateAboveCar(166@)
018B: set_marker 211@ radar_mode 2 
Marker.SetIconSize(211@, 2)
266@ = 1 
256@ = 1 
wait 0 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_26461 
Car.LockInCurrentPosition(161@) = False
05EB: assign_car 161@ to_path 258 

:DRUGS1_26461
if 
   not Car.Wrecked(189@)
else_jump @DRUGS1_26636 
if 
   not Actor.Dead(42@)
else_jump @DRUGS1_26636 
05EB: assign_car 189@ to_path 259 
if 
   not Actor.Dead(42@)
else_jump @DRUGS1_26584 
if 
  2 > 288@ 
else_jump @DRUGS1_26584 
01B2: give_actor 42@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 42@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_26584
if 
   not Actor.Dead(43@)
else_jump @DRUGS1_26636 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_26636
if 
   not Car.Wrecked(196@)
else_jump @DRUGS1_26811 
if 
   not Actor.Dead(56@)
else_jump @DRUGS1_26676 
05EB: assign_car 196@ to_path 264 

:DRUGS1_26676
if 
   not Actor.Dead(56@)
else_jump @DRUGS1_26759 
if 
  3 > 288@ 
else_jump @DRUGS1_26759 
01B2: give_actor 56@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 56@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_26759
if 
   not Actor.Dead(57@)
else_jump @DRUGS1_26811 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_26811
245@ = 1 

:DRUGS1_26818
if 
  245@ == 1 
else_jump @DRUGS1_27125 
if 
01AD:   car 161@ sphere 0 near_point 1374.62 -1549.64 radius 10.0 10.0 
else_jump @DRUGS1_27125 
if 
   not Car.Wrecked(194@)
else_jump @DRUGS1_27033 
if 
   not Actor.Dead(44@)
else_jump @DRUGS1_26981 
05EB: assign_car 194@ to_path 260 
if 
  2 > 288@ 
else_jump @DRUGS1_26981 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 44@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_26981
if 
   not Actor.Dead(45@)
else_jump @DRUGS1_27033 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_27033
Car.Destroy(176@)
Car.Destroy(190@)
Car.Destroy(191@)
Car.Destroy(192@)
Car.Destroy(193@)
Actor.DestroyInstantly(52@)
Actor.DestroyInstantly(53@)
Actor.DestroyInstantly(54@)
Actor.DestroyInstantly(55@)
Actor.DestroyInstantly(61@)
Marker.Disable(235@)
Marker.Disable(226@)
Marker.Disable(227@)
Marker.Disable(236@)
Marker.Disable(230@)
Marker.Disable(228@)
Marker.Disable(229@)
245@ = 2 

:DRUGS1_27125
if 
  245@ == 2 
else_jump @DRUGS1_27464 
if 
01AD:   car 161@ sphere 0 near_point 1361.086 -1665.478 radius 10.0 10.0 
else_jump @DRUGS1_27464 
if 
   not Car.Wrecked(195@)
else_jump @DRUGS1_27221 
if 
   not Actor.Dead(46@)
else_jump @DRUGS1_27221 
05EB: assign_car 195@ to_path 261 

:DRUGS1_27221
if 
   not Actor.Dead(47@)
else_jump @DRUGS1_27273 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_27273
if 
   not Car.Wrecked(165@)
else_jump @DRUGS1_27313 
if 
   not Actor.Dead(48@)
else_jump @DRUGS1_27313 
05EB: assign_car 165@ to_path 262 

:DRUGS1_27313
if 
   not Actor.Dead(49@)
else_jump @DRUGS1_27365 
0713: actor 49@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 10 

:DRUGS1_27365
if 
   not Car.Wrecked(166@)
else_jump @DRUGS1_27405 
if 
   not Actor.Dead(50@)
else_jump @DRUGS1_27405 
05EB: assign_car 166@ to_path 263 

:DRUGS1_27405
if 
   not Actor.Dead(51@)
else_jump @DRUGS1_27457 
0713: actor 51@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 10 

:DRUGS1_27457
245@ = 3 

:DRUGS1_27464
if 
  245@ == 3 
else_jump @DRUGS1_28454 
if 
01AD:   car 161@ sphere 1 near_point 1530.0 -1742.0 radius 10.0 10.0 
else_jump @DRUGS1_28454 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_27562 
Car.SetImmunities(161@, 1, 1, 1, 1, 1)

:DRUGS1_27562
$Z_CAMERA = 0.2 
204@ = 0.0 
0679: put_camera_on_car 161@ with_offset 0.0 -2.0 $Z_CAMERA rotation 0.0 0.0 204@ 0.0 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0430: put_actor $PLAYER_ACTOR into_car 161@ passenger_seat 0 
05EC: release_car 189@ from_path 
Car.Destroy(189@)
Marker.Disable(214@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
05EC: release_car 194@ from_path 
Car.Destroy(194@)
Marker.Disable(215@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
05EC: release_car 195@ from_path 
Car.Destroy(195@)
Marker.Disable(216@)
Actor.DestroyInstantly(46@)
Actor.DestroyInstantly(47@)
05EC: release_car 196@ from_path 
Car.Destroy(196@)
Marker.Disable(217@)
Actor.DestroyInstantly(56@)
Actor.DestroyInstantly(57@)
05EC: release_car 165@ from_path 
Car.Destroy(165@)
Marker.Disable(210@)
Actor.DestroyInstantly(48@)
Actor.DestroyInstantly(49@)
05EC: release_car 166@ from_path 
Car.Destroy(166@)
Marker.Disable(211@)
Actor.DestroyInstantly(50@)
Actor.DestroyInstantly(51@)
189@ = Car.Create(#BF400, 1505.103, -1733.09, 3.05)
09C4: set_car 189@ gas_tank_explosion_enabled 0 
Car.Angle(189@) = 258.539
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
060B: set_actor 42@ decision_maker_to 35@ 
Actor.Health(42@) = 10
01C8: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
Actor.Health(43@) = 10
060B: set_actor 43@ decision_maker_to 35@ 
194@ = Car.Create(#BF400, 1487.213, -1734.792, 3.25)
09C4: set_car 194@ gas_tank_explosion_enabled 0 
Car.Angle(194@) = 250.829
0129: 44@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 44@ decision_maker_to 35@ 
Actor.Health(44@) = 10
01C8: 45@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
Actor.Health(45@) = 20
060B: set_actor 45@ decision_maker_to 35@ 
165@ = Car.Create(#SULTAN, 1496.864, -1731.303, 6.3)
09C4: set_car 165@ gas_tank_explosion_enabled 0 
Car.Angle(165@) = 255.305
0129: 48@ = create_actor_pedtype 24 model #MAFFA in_car 165@ driverseat 
060B: set_actor 48@ decision_maker_to 35@ 
01C8: 49@ = create_actor_pedtype 24 model #MAFFA in_car 165@ passenger_seat 0 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 49@ decision_maker_to 35@ 
Actor.Health(49@) = 10
188@ = Car.Create(#PACKER, 1550.873, -1737.122, 14.1055)
09C4: set_car 188@ gas_tank_explosion_enabled 0 
Car.Angle(188@) = 245.14
0129: 197@ = create_actor_pedtype 24 model #MAFFA in_car 188@ driverseat 
054A: set_actor 197@ immune_to_car_headshots 0 
Car.SetImmunities(188@, 1, 1, 1, 1, 1)
Actor.SetImmunities(197@, 1, 1, 1, 1, 1)
060B: set_actor 197@ decision_maker_to 35@ 
01C8: 198@ = create_actor_pedtype 24 model #MAFFA in_car 188@ passenger_seat 0 
01B2: give_actor 198@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 198@ decision_maker_to 35@ 
208@ = Car.Create(#SULTAN, 1550.873, -1737.122, -14.1055)
09C4: set_car 208@ gas_tank_explosion_enabled 0 
Car.Angle(208@) = 256.415
Car.SetImmunities(208@, 1, 1, 1, 1, 1)
0683: attach_car 208@ to_car 188@ with_offset 0.0 -4.6 0.65 rotation 15.0 0.0 0.0 
269@ = 0 
207@ = Car.Create(#SULTAN, 1550.873, -1737.122, 14.1055)
09C4: set_car 207@ gas_tank_explosion_enabled 0 
Car.Angle(207@) = 256.415
Car.SetImmunities(207@, 1, 1, 1, 1, 1)
0683: attach_car 207@ to_car 188@ with_offset 0.0 1.15 2.4 rotation 15.0 0.0 0.0 
270@ = 0 
32@ = 0 
246@ = 1 
245@ = 4 

:DRUGS1_28454
if 
  246@ == 1 
else_jump @DRUGS1_28613 
if 
01AD:   car 161@ sphere 1 near_point 1550.52 -1749.19 radius 10.0 10.0 
else_jump @DRUGS1_28613 
if 
   not Car.Wrecked(188@)
else_jump @DRUGS1_28534 
05EB: assign_car 188@ to_path 265 

:DRUGS1_28534
if 
   not Car.Wrecked(189@)
else_jump @DRUGS1_28558 
05EB: assign_car 189@ to_path 266 

:DRUGS1_28558
if 
   not Car.Wrecked(165@)
else_jump @DRUGS1_28582 
05EB: assign_car 165@ to_path 267 

:DRUGS1_28582
if 
   not Car.Wrecked(194@)
else_jump @DRUGS1_28606 
05EB: assign_car 194@ to_path 268 

:DRUGS1_28606
246@ = 2 

:DRUGS1_28613
if 
  245@ == 4 
else_jump @DRUGS1_28743 
if 
  32@ > 250 
else_jump @DRUGS1_28743 
if 
  0.8 > $Z_CAMERA 
else_jump @DRUGS1_28736 
0078: $Z_CAMERA += unknown_float * 0.008 // (float) 
0079: 204@ += unknown_float * 0.008 // (float) 
0679: put_camera_on_car 161@ with_offset 0.0 -2.0 $Z_CAMERA rotation 0.0 0.0 204@ 0.0 2 
jump @DRUGS1_28743 

:DRUGS1_28736
245@ = 5 

:DRUGS1_28743
if 
  245@ == 5 
else_jump @DRUGS1_28866 
if 
  32@ > 2500 
else_jump @DRUGS1_28866 
Camera.SetPosition(1605.591, -1766.793, 3.3342, 0.0, 0.0, 0.0)
Camera.PointAt(1604.774, -1766.255, 3.5404, 2)
015D: set_gamespeed 0.9 
32@ = 0 
33@ = 0 
276@ = 1 
245@ = 6 

:DRUGS1_28866
if 
  245@ == 6 
else_jump @DRUGS1_28920 
if 
  32@ > 800 
else_jump @DRUGS1_28920 
$TEMPVAR_FLOAT_3 = 0.3 
245@ = 7 

:DRUGS1_28920
if 
  245@ == 7 
else_jump @DRUGS1_29024 
if 
  0.6 > $TEMPVAR_FLOAT_3 
else_jump @DRUGS1_28981 
$TEMPVAR_FLOAT_3 += 0.001 
015D: set_gamespeed $TEMPVAR_FLOAT_3 
jump @DRUGS1_29024 

:DRUGS1_28981
if or
  32@ > 2500 
  $TEMPVAR_FLOAT_3 > 0.6 
else_jump @DRUGS1_29024 
245@ = 7 
015D: set_gamespeed 0.5 

:DRUGS1_29024
if 
  245@ == 7 
else_jump @DRUGS1_29104 
if 
  32@ > 2000 
else_jump @DRUGS1_29104 
Camera.PointAt(1605.783, -1765.834, 3.5404, 1)
$TEMPVAR_FLOAT_3 = 0.5 
32@ = 0 
245@ = 8 

:DRUGS1_29104
if 
  245@ == 8 
else_jump @DRUGS1_29215 
if 
  1.0 > $TEMPVAR_FLOAT_3 
else_jump @DRUGS1_29165 
$TEMPVAR_FLOAT_3 += 0.01 
015D: set_gamespeed $TEMPVAR_FLOAT_3 
jump @DRUGS1_29215 

:DRUGS1_29165
if or
  32@ > 1000 
  $TEMPVAR_FLOAT_3 > 0.9 
else_jump @DRUGS1_29215 
245@ = 9 
32@ = 0 
015D: set_gamespeed 1.0 

:DRUGS1_29215
if 
  245@ == 9 
else_jump @DRUGS1_29266 
if 
  32@ > 2800 
else_jump @DRUGS1_29266 
243@ = 2 
245@ = 10 

:DRUGS1_29266
if 
  276@ == 1 
else_jump @DRUGS1_29378 
if 
  33@ > 1242 
else_jump @DRUGS1_29378 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 60 
08EB: create_sparks_at 1580.75 -1749.51 12.92 velocity_direction 0.0 0.0 1.0 density 100 
276@ = 2 

:DRUGS1_29378
if 
  276@ == 2 
else_jump @DRUGS1_29490 
if 
  33@ > 1400 
else_jump @DRUGS1_29490 
08EB: create_sparks_at 1580.74 -1752.68 12.87 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.85 -1749.75 12.91 velocity_direction 0.0 0.0 1.0 density 60 
276@ = 3 

:DRUGS1_29490
if 
  276@ == 3 
else_jump @DRUGS1_29602 
if 
  33@ > 1500 
else_jump @DRUGS1_29602 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 80 
276@ = 4 

:DRUGS1_29602
if 
  276@ == 4 
else_jump @DRUGS1_29714 
if 
  33@ > 1600 
else_jump @DRUGS1_29714 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.75 -1749.51 12.92 velocity_direction 0.0 0.0 1.0 density 60 
276@ = 5 

:DRUGS1_29714
if 
  276@ == 5 
else_jump @DRUGS1_29826 
if 
  33@ > 1700 
else_jump @DRUGS1_29826 
08EB: create_sparks_at 1580.74 -1752.68 12.87 velocity_direction 0.0 0.0 1.0 density 80 
08EB: create_sparks_at 1580.85 -1749.75 12.91 velocity_direction 0.0 0.0 1.0 density 100 
276@ = 6 

:DRUGS1_29826
if 
  276@ == 6 
else_jump @DRUGS1_29938 
if 
  33@ > 1800 
else_jump @DRUGS1_29938 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 60 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 80 
276@ = 7 

:DRUGS1_29938
if 
  276@ == 7 
else_jump @DRUGS1_30016 
if 
  33@ > 2404 
else_jump @DRUGS1_30016 
08EB: create_sparks_at 1599.28 -1757.56 3.11 velocity_direction 0.0 0.0 1.0 density 60 
276@ = 8 

:DRUGS1_30016
if 
  276@ == 8 
else_jump @DRUGS1_30128 
if 
  33@ > 3418 
else_jump @DRUGS1_30128 
08EB: create_sparks_at 1599.76 1757.96 3.14 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1601.69 -1758.73 3.18 velocity_direction 0.0 0.0 1.0 density 60 
276@ = 9 

:DRUGS1_30128
if 
  276@ == 9 
else_jump @DRUGS1_30206 
if 
  33@ > 3598 
else_jump @DRUGS1_30206 
08EB: create_sparks_at 1605.46 -1763.14 3.18 velocity_direction 0.0 0.0 1.0 density 100 
276@ = 10 

:DRUGS1_30206
if 
  276@ == 10 
else_jump @DRUGS1_30284 
if 
  33@ > 3600 
else_jump @DRUGS1_30284 
08EB: create_sparks_at 1605.46 -1763.14 3.18 velocity_direction 0.0 0.0 1.0 density 80 
276@ = 11 

:DRUGS1_30284
if 
  4 > 245@ 
else_jump @DRUGS1_32582 
if 
  247@ == 1 
else_jump @DRUGS1_30550 
if 
   not Car.Wrecked(189@)
else_jump @DRUGS1_30550 
if 
   not Actor.Dead(42@)
else_jump @DRUGS1_30359 
jump @DRUGS1_30550 

:DRUGS1_30359
if 
   not Actor.Dead(43@)
else_jump @DRUGS1_30508 
if 
   Actor.InCar(43@, 189@)
else_jump @DRUGS1_30501 
046C: 205@ = car 189@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_30501 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 189@ 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
247@ = 2 

:DRUGS1_30501
jump @DRUGS1_30550 

:DRUGS1_30508
Car.SetSpeedInstantly(189@, 18.0)
05EC: release_car 189@ from_path 
07DB: set_car 189@ rotation_velocity_XYZ 1.5 3.3999 4.1003 through_center_of_mass 
247@ = 2 

:DRUGS1_30550
if 
  247@ == 2 
else_jump @DRUGS1_30642 
if 
   Actor.Dead(43@)
else_jump @DRUGS1_30642 
05EC: release_car 189@ from_path 
if 
   not Car.Wrecked(189@)
else_jump @DRUGS1_30635 
Car.SetSpeedInstantly(189@, 18.0)
07DB: set_car 189@ rotation_velocity_XYZ 1.5 3.3999 4.1003 through_center_of_mass 

:DRUGS1_30635
247@ = 3 

:DRUGS1_30642
if 
  260@ == 1 
else_jump @DRUGS1_30729 
if 
   Actor.Dead(42@)
else_jump @DRUGS1_30729 
if or
   Actor.Dead(43@)
   Car.Wrecked(189@)
else_jump @DRUGS1_30729 
05EC: release_car 189@ from_path 
Marker.Disable(214@)
Car.RemoveReferences(189@)
Actor.RemoveReferences(42@)
Actor.RemoveReferences(43@)
260@ = 2 

:DRUGS1_30729
if 
  248@ == 1 
else_jump @DRUGS1_30977 
if 
   not Car.Wrecked(194@)
else_jump @DRUGS1_30977 
if 
   not Actor.Dead(44@)
else_jump @DRUGS1_30786 
jump @DRUGS1_30977 

:DRUGS1_30786
if 
   not Actor.Dead(45@)
else_jump @DRUGS1_30935 
if 
   Actor.InCar(45@, 194@)
else_jump @DRUGS1_30928 
046C: 205@ = car 194@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_30928 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 194@ 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
248@ = 2 

:DRUGS1_30928
jump @DRUGS1_30977 

:DRUGS1_30935
Car.SetSpeedInstantly(194@, 15.0)
05EC: release_car 194@ from_path 
07DB: set_car 194@ rotation_velocity_XYZ 5.5 3.3999 5.1003 through_center_of_mass 
248@ = 2 

:DRUGS1_30977
if 
  248@ == 2 
else_jump @DRUGS1_31069 
if 
   Actor.Dead(45@)
else_jump @DRUGS1_31069 
05EC: release_car 194@ from_path 
if 
   not Car.Wrecked(194@)
else_jump @DRUGS1_31062 
Car.SetSpeedInstantly(194@, 15.0)
07DB: set_car 194@ rotation_velocity_XYZ 5.5 3.3999 5.1003 through_center_of_mass 

:DRUGS1_31062
248@ = 3 

:DRUGS1_31069
if 
  261@ == 1 
else_jump @DRUGS1_31156 
if 
   Actor.Dead(44@)
else_jump @DRUGS1_31156 
if or
   Actor.Dead(45@)
   Car.Wrecked(194@)
else_jump @DRUGS1_31156 
05EC: release_car 194@ from_path 
Marker.Disable(215@)
Car.RemoveReferences(194@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
261@ = 2 

:DRUGS1_31156
if 
  249@ == 1 
else_jump @DRUGS1_31405 
if 
   not Car.Wrecked(195@)
else_jump @DRUGS1_31405 
if 
   not Actor.Dead(46@)
else_jump @DRUGS1_31213 
jump @DRUGS1_31405 

:DRUGS1_31213
if 
   not Actor.Dead(47@)
else_jump @DRUGS1_31363 
if 
   Actor.InCar(47@, 195@)
else_jump @DRUGS1_31356 
046C: 205@ = car 195@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_31356 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 47@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 47@ in_car 195@ 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 
249@ = 2 

:DRUGS1_31356
jump @DRUGS1_31405 

:DRUGS1_31363
Car.SetSpeedInstantly(195@, 15.0)
05EC: release_car 195@ from_path 
07DB: set_car 195@ rotation_velocity_XYZ 1.5 4.3999 5.1003 through_center_of_mass 
249@ = 2 

:DRUGS1_31405
if 
  249@ == 2 
else_jump @DRUGS1_31497 
if 
   Actor.Dead(47@)
else_jump @DRUGS1_31497 
05EC: release_car 195@ from_path 
if 
   not Car.Wrecked(195@)
else_jump @DRUGS1_31490 
Car.SetSpeedInstantly(195@, 15.0)
07DB: set_car 195@ rotation_velocity_XYZ 1.5 4.3999 5.1003 through_center_of_mass 

:DRUGS1_31490
249@ = 3 

:DRUGS1_31497
if 
  262@ == 1 
else_jump @DRUGS1_31584 
if 
   Actor.Dead(46@)
else_jump @DRUGS1_31584 
if or
   Actor.Dead(47@)
   Car.Wrecked(195@)
else_jump @DRUGS1_31584 
05EC: release_car 195@ from_path 
Marker.Disable(216@)
Car.RemoveReferences(195@)
Actor.RemoveReferences(46@)
Actor.RemoveReferences(47@)
262@ = 2 

:DRUGS1_31584
if 
  250@ == 1 
else_jump @DRUGS1_31833 
if 
   not Car.Wrecked(196@)
else_jump @DRUGS1_31833 
if 
   not Actor.Dead(56@)
else_jump @DRUGS1_31641 
jump @DRUGS1_31833 

:DRUGS1_31641
if 
   not Actor.Dead(57@)
else_jump @DRUGS1_31791 
if 
   Actor.InCar(57@, 196@)
else_jump @DRUGS1_31784 
046C: 205@ = car 196@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_31784 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 57@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 57@ in_car 196@ 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 
250@ = 2 

:DRUGS1_31784
jump @DRUGS1_31833 

:DRUGS1_31791
Car.SetSpeedInstantly(196@, 15.0)
05EC: release_car 196@ from_path 
07DB: set_car 196@ rotation_velocity_XYZ 2.5 3.3999 3.1003 through_center_of_mass 
250@ = 2 

:DRUGS1_31833
if 
  250@ == 2 
else_jump @DRUGS1_31925 
if 
   Actor.Dead(57@)
else_jump @DRUGS1_31925 
05EC: release_car 196@ from_path 
if 
   not Car.Wrecked(196@)
else_jump @DRUGS1_31918 
Car.SetSpeedInstantly(196@, 15.0)
07DB: set_car 196@ rotation_velocity_XYZ 2.5 3.3999 3.1003 through_center_of_mass 

:DRUGS1_31918
250@ = 3 

:DRUGS1_31925
if 
  263@ == 1 
else_jump @DRUGS1_32012 
if 
   Actor.Dead(56@)
else_jump @DRUGS1_32012 
if or
   Actor.Dead(57@)
   Car.Wrecked(196@)
else_jump @DRUGS1_32012 
05EC: release_car 196@ from_path 
Marker.Disable(217@)
Car.RemoveReferences(196@)
Actor.RemoveReferences(56@)
Actor.RemoveReferences(57@)
263@ = 2 

:DRUGS1_32012
if 
  265@ == 1 
else_jump @DRUGS1_32164 
if 
   not Car.Wrecked(165@)
else_jump @DRUGS1_32164 
if 
   not Actor.Dead(48@)
else_jump @DRUGS1_32069 
jump @DRUGS1_32164 

:DRUGS1_32069
if 
   not Actor.Dead(49@)
else_jump @DRUGS1_32152 
if 
   Actor.InCar(49@, 165@)
else_jump @DRUGS1_32145 
046C: 205@ = car 165@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_32145 
0676: AS_actor 49@ in_car 165@ move_from_passengerseat_to_driverseat 
265@ = 2 

:DRUGS1_32145
jump @DRUGS1_32164 

:DRUGS1_32152
05EC: release_car 165@ from_path 
265@ = 2 

:DRUGS1_32164
if 
  265@ == 2 
else_jump @DRUGS1_32210 
if 
   Actor.Dead(49@)
else_jump @DRUGS1_32210 
05EC: release_car 165@ from_path 
265@ = 3 

:DRUGS1_32210
if 
  255@ == 1 
else_jump @DRUGS1_32297 
if 
   Actor.Dead(48@)
else_jump @DRUGS1_32297 
if or
   Actor.Dead(49@)
   Car.Wrecked(165@)
else_jump @DRUGS1_32297 
05EC: release_car 165@ from_path 
Marker.Disable(210@)
Car.RemoveReferences(165@)
Actor.RemoveReferences(48@)
Actor.RemoveReferences(49@)
255@ = 2 

:DRUGS1_32297
if 
  266@ == 1 
else_jump @DRUGS1_32449 
if 
   not Car.Wrecked(166@)
else_jump @DRUGS1_32449 
if 
   not Actor.Dead(50@)
else_jump @DRUGS1_32354 
jump @DRUGS1_32449 

:DRUGS1_32354
if 
   not Actor.Dead(51@)
else_jump @DRUGS1_32437 
if 
   Actor.InCar(51@, 166@)
else_jump @DRUGS1_32430 
046C: 205@ = car 166@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_32430 
0676: AS_actor 51@ in_car 166@ move_from_passengerseat_to_driverseat 
266@ = 2 

:DRUGS1_32430
jump @DRUGS1_32449 

:DRUGS1_32437
05EC: release_car 166@ from_path 
266@ = 2 

:DRUGS1_32449
if 
  266@ == 2 
else_jump @DRUGS1_32495 
if 
   Actor.Dead(51@)
else_jump @DRUGS1_32495 
05EC: release_car 166@ from_path 
266@ = 3 

:DRUGS1_32495
if 
  256@ == 1 
else_jump @DRUGS1_32582 
if 
   Actor.Dead(50@)
else_jump @DRUGS1_32582 
if or
   Actor.Dead(51@)
   Car.Wrecked(166@)
else_jump @DRUGS1_32582 
05EC: release_car 166@ from_path 
Car.RemoveReferences(166@)
Actor.RemoveReferences(50@)
Actor.RemoveReferences(51@)
Marker.Disable(211@)
256@ = 2 

:DRUGS1_32582
if 
  243@ == 2 
else_jump @DRUGS1_42323 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_42323 
if 
  272@ == 0 
else_jump @DRUGS1_34556 
fade 0 0 
05EC: release_car 189@ from_path 
Car.Destroy(189@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
05EC: release_car 194@ from_path 
Car.Destroy(194@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
05EC: release_car 165@ from_path 
Car.Destroy(165@)
Actor.DestroyInstantly(48@)
Actor.DestroyInstantly(49@)
Car.Destroy(208@)
Car.Destroy(207@)
05EC: release_car 188@ from_path 
Car.Destroy(188@)
Actor.DestroyInstantly(197@)
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_32746 
05EC: release_car 161@ from_path 

:DRUGS1_32746
07C0: load_path 269 
07C0: load_path 270 
07C0: load_path 271 
07C0: load_path 272 
07C0: load_path 273 
07C0: load_path 274 
07C0: load_path 275 
07C0: load_path 276 
07C0: load_path 277 
07C0: load_path 278 
07C0: load_path 279 
07C0: load_path 280 
07C0: load_path 281 
038B: load_requested_models 

:DRUGS1_32813
if or
87C1:   not path 273 available 
87C1:   not path 274 available 
87C1:   not path 275 available 
87C1:   not path 276 available 
87C1:   not path 277 available 
else_jump @DRUGS1_32860 
wait 0 
jump @DRUGS1_32813 

:DRUGS1_32860
if or
87C1:   not path 278 available 
87C1:   not path 279 available 
87C1:   not path 280 available 
87C1:   not path 281 available 
else_jump @DRUGS1_32902 
wait 0 
jump @DRUGS1_32860 

:DRUGS1_32902
if or
87C1:   not path 269 available 
87C1:   not path 270 available 
87C1:   not path 271 available 
87C1:   not path 272 available 
else_jump @DRUGS1_32944 
wait 0 
jump @DRUGS1_32902 

:DRUGS1_32944
188@ = Car.Create(#PACKER, 1601.915, -1755.917, 4.6)
09C4: set_car 188@ gas_tank_explosion_enabled 0 
Car.Angle(188@) = 256.415
0129: 197@ = create_actor_pedtype 24 model #MAFFA in_car 188@ driverseat 
054A: set_actor 197@ immune_to_car_headshots 0 
Car.SetImmunities(188@, 1, 1, 1, 1, 1)
Actor.SetImmunities(197@, 1, 1, 1, 1, 1)
060B: set_actor 197@ decision_maker_to 35@ 
02A9: set_actor 197@ immune_to_nonplayer 1 
209@ = Marker.CreateAboveCar(188@)
018B: set_marker 209@ radar_mode 2 
Marker.SetIconSize(209@, 2)
208@ = Car.Create(#SULTAN, 1550.873, -1737.122, -14.1055)
09C4: set_car 208@ gas_tank_explosion_enabled 0 
Car.Angle(208@) = 256.415
Car.SetImmunities(208@, 1, 1, 1, 1, 1)
0683: attach_car 208@ to_car 188@ with_offset 0.0 -4.6 0.65 rotation 15.0 0.0 0.0 
273@ = 1 
207@ = Car.Create(#SULTAN, 1550.873, -1737.122, 14.1055)
09C4: set_car 207@ gas_tank_explosion_enabled 0 
Car.Angle(207@) = 256.415
Car.SetImmunities(207@, 1, 1, 1, 1, 1)
0683: attach_car 207@ to_car 188@ with_offset 0.0 1.15 2.4 rotation 15.0 0.0 0.0 
274@ = 1 
189@ = Car.Create(#BF400, 1505.103, -1733.09, 3.05)
09C4: set_car 189@ gas_tank_explosion_enabled 0 
Car.Angle(189@) = 258.539
Car.SetImmunities(189@, 0, 1, 1, 1, 0)
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
Actor.Health(42@) = 10
02A9: set_actor 42@ immune_to_nonplayer 10 
060B: set_actor 42@ decision_maker_to 35@ 
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
Actor.Health(43@) = 10
02A9: set_actor 43@ immune_to_nonplayer 10 
060B: set_actor 43@ decision_maker_to 35@ 
02A9: set_actor 43@ immune_to_nonplayer 1 
247@ = 1 
260@ = 1 
214@ = Marker.CreateAboveCar(189@)
018B: set_marker 214@ radar_mode 2 
Marker.SetIconSize(214@, 2)
194@ = Car.Create(#BF400, 1487.213, -1734.792, 3.25)
09C4: set_car 194@ gas_tank_explosion_enabled 0 
Car.Angle(194@) = 258.716
Car.SetImmunities(194@, 0, 1, 1, 1, 0)
0129: 44@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 44@ decision_maker_to 35@ 
02A9: set_actor 44@ immune_to_nonplayer 1 
Actor.Health(44@) = 20
01C8: 45@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 45@ decision_maker_to 35@ 
02A9: set_actor 45@ immune_to_nonplayer 1 
Actor.Health(45@) = 30
248@ = 1 
261@ = 1 
215@ = Marker.CreateAboveCar(194@)
018B: set_marker 215@ radar_mode 2 
Marker.SetIconSize(215@, 2)
165@ = Car.Create(#SULTAN, 1496.864, -1731.303, 6.3)
09C4: set_car 165@ gas_tank_explosion_enabled 0 
Car.Angle(165@) = 257.724
0129: 46@ = create_actor_pedtype 24 model #MAFFA in_car 165@ driverseat 
060B: set_actor 46@ decision_maker_to 35@ 
054A: set_actor 46@ immune_to_car_headshots 0 
02A9: set_actor 46@ immune_to_nonplayer 1 
01C8: 47@ = create_actor_pedtype 24 model #MAFFA in_car 165@ passenger_seat 0 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 47@ immune_to_nonplayer 1 
060B: set_actor 47@ decision_maker_to 35@ 
Actor.Health(47@) = 10
265@ = 1 
255@ = 1 
210@ = Marker.CreateAboveCar(165@)
018B: set_marker 210@ radar_mode 2 
Marker.SetIconSize(210@, 2)
Car.Health(165@) = 1000
wait 0 
if 
   not Car.Wrecked(188@)
else_jump @DRUGS1_33824 
05EB: assign_car 188@ to_path 269 

:DRUGS1_33824
if 
   not Car.Wrecked(208@)
else_jump @DRUGS1_33848 
05EB: assign_car 208@ to_path 270 

:DRUGS1_33848
if 
   not Car.Wrecked(207@)
else_jump @DRUGS1_33872 
05EB: assign_car 207@ to_path 271 

:DRUGS1_33872
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_33896 
05EB: assign_car 161@ to_path 272 

:DRUGS1_33896
if 
   not Car.Wrecked(208@)
else_jump @DRUGS1_33934 
0684: detach_car 208@ 20.0 180.0 0.0 collision_detection 0 

:DRUGS1_33934
if 
   not Car.Wrecked(207@)
else_jump @DRUGS1_33972 
0684: detach_car 207@ 20.0 180.0 0.0 collision_detection 0 

:DRUGS1_33972
if 
   not Car.Wrecked(189@)
else_jump @DRUGS1_33996 
05EB: assign_car 189@ to_path 273 

:DRUGS1_33996
if 
   not Car.Wrecked(194@)
else_jump @DRUGS1_34020 
05EB: assign_car 194@ to_path 274 

:DRUGS1_34020
if 
   not Car.Wrecked(165@)
else_jump @DRUGS1_34044 
05EB: assign_car 165@ to_path 275 

:DRUGS1_34044
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 346.2 rotation_speed 359.0 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_34138 
Car.SetImmunities(161@, 0, 1, 1, 1, 1)

:DRUGS1_34138
fade 1 250 
040D: unload_wav 1 
040D: unload_wav 2 
285@ = 0 
282@ = 0 
283@ = 0 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_34220 
Actor.SetImmunities($ACTOR_SMOKE, 1, 1, 1, 1, 1)

:DRUGS1_34220
33@ = 0 
if 
   not Actor.Dead(43@)
else_jump @DRUGS1_34279 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_34279
if 
   not Actor.Dead(42@)
else_jump @DRUGS1_34362 
if 
  3 > 288@ 
else_jump @DRUGS1_34362 
01B2: give_actor 42@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 42@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_34362
if 
   not Actor.Dead(44@)
else_jump @DRUGS1_34445 
if 
  2 > 288@ 
else_jump @DRUGS1_34445 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 44@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_34445
if 
   not Actor.Dead(45@)
else_jump @DRUGS1_34497 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_34497
if 
   not Actor.Dead(47@)
else_jump @DRUGS1_34549 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_34549
272@ = 1 

:DRUGS1_34556
if 
  272@ == 1 
else_jump @DRUGS1_35101 
if 
01AD:   car 161@ sphere 0 near_point 1905.28 -1831.57 radius 12.0 12.0 
else_jump @DRUGS1_35101 
166@ = Car.Create(#SULTAN, 2002.102, -1890.368, 8.108)
09C4: set_car 166@ gas_tank_explosion_enabled 0 
Car.Angle(166@) = 44.1
05EB: assign_car 166@ to_path 276 
0129: 48@ = create_actor_pedtype 24 model #MAFFA in_car 166@ driverseat 
060B: set_actor 48@ decision_maker_to 35@ 
054A: set_actor 48@ immune_to_car_headshots 0 
02A9: set_actor 48@ immune_to_nonplayer 1 
01C8: 49@ = create_actor_pedtype 24 model #MAFFA in_car 166@ passenger_seat 0 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 49@ immune_to_nonplayer 1 
060B: set_actor 49@ decision_maker_to 35@ 
Actor.Health(49@) = 10
266@ = 1 
256@ = 1 
211@ = Marker.CreateAboveCar(166@)
018B: set_marker 211@ radar_mode 2 
Marker.SetIconSize(211@, 2)
Car.Health(166@) = 1100
Car.SetImmunities(166@, 0, 1, 0, 0, 0)
167@ = Car.Create(#SULTAN, 2008.843, -1897.323, 8.1)
09C4: set_car 167@ gas_tank_explosion_enabled 0 
Car.Angle(167@) = 44.1
05EB: assign_car 167@ to_path 277 
Car.SetImmunities(167@, 0, 1, 1, 1, 0)
Car.ImmuneToNonPlayer(167@) = True
0129: 50@ = create_actor_pedtype 24 model #MAFFA in_car 167@ driverseat 
060B: set_actor 50@ decision_maker_to 35@ 
02A9: set_actor 50@ immune_to_nonplayer 1 
01C8: 51@ = create_actor_pedtype 24 model #MAFFA in_car 167@ passenger_seat 0 
01B2: give_actor 51@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 51@ immune_to_nonplayer 1 
060B: set_actor 51@ decision_maker_to 35@ 
Actor.Health(51@) = 10
267@ = 1 
257@ = 1 
212@ = Marker.CreateAboveCar(167@)
018B: set_marker 212@ radar_mode 2 
Marker.SetIconSize(212@, 2)
Car.Health(167@) = 700
if 
   not Actor.Dead(49@)
else_jump @DRUGS1_35042 
0713: actor 49@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 10 

:DRUGS1_35042
if 
   not Actor.Dead(51@)
else_jump @DRUGS1_35094 
0713: actor 51@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 10 

:DRUGS1_35094
272@ = 2 

:DRUGS1_35101
if 
  272@ == 2 
else_jump @DRUGS1_35810 
if 
01AD:   car 161@ sphere 0 near_point 2101.55 -1850.81 radius 12.0 12.0 
else_jump @DRUGS1_35810 
196@ = Car.Create(#BF400, 2093.446, -1836.207, 12.72)
09C4: set_car 196@ gas_tank_explosion_enabled 0 
Car.Angle(196@) = 267.18
Car.SetImmunities(196@, 0, 1, 1, 1, 0)
0129: 52@ = create_actor_pedtype 24 model #MAFFA in_car 196@ driverseat 
Actor.Health(52@) = 50
060B: set_actor 52@ decision_maker_to 35@ 
02A9: set_actor 52@ immune_to_nonplayer 1 
01C8: 53@ = create_actor_pedtype 24 model #MAFFA in_car 196@ passenger_seat 0 
01B2: give_actor 53@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 35@ 
02A9: set_actor 53@ immune_to_nonplayer 1 
Actor.Health(53@) = 10
250@ = 1 
263@ = 1 
217@ = Marker.CreateAboveCar(196@)
018B: set_marker 217@ radar_mode 2 
Marker.SetIconSize(217@, 2)
05EB: assign_car 196@ to_path 279 
195@ = Car.Create(#BF400, 2018.735, -1900.925, 8.108)
09C4: set_car 195@ gas_tank_explosion_enabled 0 
Car.Angle(195@) = 258.716
Car.SetImmunities(195@, 0, 1, 1, 1, 0)
0129: 54@ = create_actor_pedtype 24 model #MAFFA in_car 195@ driverseat 
060B: set_actor 54@ decision_maker_to 35@ 
02A9: set_actor 54@ immune_to_nonplayer 1 
01C8: 55@ = create_actor_pedtype 24 model #MAFFA in_car 195@ passenger_seat 0 
01B2: give_actor 55@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 55@ decision_maker_to 35@ 
02A9: set_actor 55@ immune_to_nonplayer 1 
Actor.Health(54@) = 10
02A9: set_actor 54@ immune_to_nonplayer 10 
Actor.Health(55@) = 30
02A9: set_actor 55@ immune_to_nonplayer 10 
249@ = 1 
262@ = 1 
216@ = Marker.CreateAboveCar(195@)
018B: set_marker 216@ radar_mode 2 
Marker.SetIconSize(216@, 2)
05EB: assign_car 195@ to_path 278 
if 
   not Actor.Dead(52@)
else_jump @DRUGS1_35616 
if 
  4 > 288@ 
else_jump @DRUGS1_35616 
01B2: give_actor 52@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 52@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_35616
if 
   not Actor.Dead(54@)
else_jump @DRUGS1_35699 
if 
  4 > 288@ 
else_jump @DRUGS1_35699 
01B2: give_actor 54@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 54@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_35699
if 
   not Actor.Dead(53@)
else_jump @DRUGS1_35751 
0713: actor 53@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 100 

:DRUGS1_35751
if 
   not Actor.Dead(55@)
else_jump @DRUGS1_35803 
0713: actor 55@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 100 

:DRUGS1_35803
272@ = 3 

:DRUGS1_35810
if 
  272@ == 3 
else_jump @DRUGS1_36241 
if 
01AD:   car 161@ sphere 0 near_point 2425.93 -1874.76 radius 10.0 10.0 
else_jump @DRUGS1_36241 
Car.Destroy(208@)
Car.Destroy(207@)
Car.Destroy(189@)
Car.Destroy(194@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
Car.Destroy(165@)
Car.Destroy(166@)
Actor.DestroyInstantly(46@)
Actor.DestroyInstantly(47@)
Actor.DestroyInstantly(48@)
Actor.DestroyInstantly(49@)
206@ = Car.Create(#BF400, 2417.1, -1876.578, 12.92)
09C4: set_car 206@ gas_tank_explosion_enabled 0 
Car.Angle(206@) = 271.4
05EB: assign_car 206@ to_path 280 
Car.SetImmunities(206@, 0, 1, 1, 1, 0)
0129: 56@ = create_actor_pedtype 24 model #MAFFA in_car 206@ driverseat 
060B: set_actor 56@ decision_maker_to 35@ 
02A9: set_actor 56@ immune_to_nonplayer 1 
01C8: 57@ = create_actor_pedtype 24 model #MAFFA in_car 206@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 57@ decision_maker_to 35@ 
02A9: set_actor 57@ immune_to_nonplayer 1 
Actor.Health(56@) = 10
Actor.Health(57@) = 10
251@ = 1 
264@ = 1 
218@ = Marker.CreateAboveCar(206@)
018B: set_marker 218@ radar_mode 2 
Marker.SetIconSize(218@, 2)
if 
   not Actor.Dead(57@)
else_jump @DRUGS1_36169 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_36169
if 
   not Actor.Dead(56@)
else_jump @DRUGS1_36234 
01B2: give_actor 56@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 56@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_36234
272@ = 4 

:DRUGS1_36241
if 
  272@ == 4 
else_jump @DRUGS1_36524 
if 
01AD:   car 161@ sphere 0 near_point 2499.36 -1871.699 radius 10.0 10.0 
else_jump @DRUGS1_36524 
168@ = Car.Create(#SULTAN, 2529.256, -1892.9, 13.24)
09C4: set_car 168@ gas_tank_explosion_enabled 0 
Car.Angle(168@) = 269.177
05EB: assign_car 168@ to_path 281 
Car.Health(168@) = 600
0129: 58@ = create_actor_pedtype 24 model #MAFFA in_car 168@ driverseat 
060B: set_actor 58@ decision_maker_to 35@ 
02A9: set_actor 58@ immune_to_nonplayer 1 
01C8: 59@ = create_actor_pedtype 24 model #MAFFA in_car 168@ passenger_seat 0 
01B2: give_actor 59@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 59@ immune_to_nonplayer 1 
060B: set_actor 59@ decision_maker_to 35@ 
268@ = 1 
258@ = 1 
213@ = Marker.CreateAboveCar(168@)
018B: set_marker 213@ radar_mode 2 
Marker.SetIconSize(213@, 2)
Car.Health(168@) = 800
if 
   not Actor.Dead(59@)
else_jump @DRUGS1_36517 
0713: actor 59@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_36517
272@ = 5 

:DRUGS1_36524
if 
  272@ == 5 
else_jump @DRUGS1_36588 
if 
   not Car.Wrecked(188@)
else_jump @DRUGS1_36588 
if 
86AA:   not NOP_false 188@ 
else_jump @DRUGS1_36588 
Car.LockInCurrentPosition(188@) = True
272@ = 6 

:DRUGS1_36588
if 
  272@ == 6 
else_jump @DRUGS1_36656 
if 
  279@ == 0 
else_jump @DRUGS1_36656 
if 
  243@ == 2 
else_jump @DRUGS1_36656 
279@ = 1 
277@ = 1 

:DRUGS1_36656
if 
  273@ == 1 
else_jump @DRUGS1_36810 
if 
   not Car.Wrecked(165@)
else_jump @DRUGS1_36810 
if 
   not Car.Wrecked(208@)
else_jump @DRUGS1_36810 
if 
  33@ > 26250 
else_jump @DRUGS1_36810 
if or
   not 265@ == 3 
   not 255@ == 2 
else_jump @DRUGS1_36810 
Car.SetImmunities(208@, 0, 0, 0, 0, 0)
05EC: release_car 208@ from_path 
Car.Health(208@) = 200
07DB: set_car 208@ rotation_velocity_XYZ 1.5 -2.3999 4.1003 through_center_of_mass 
020B: explode_car 208@ // versionA 
273@ = 2 

:DRUGS1_36810
if 
  273@ == 2 
else_jump @DRUGS1_36875 
if 
   not Car.Wrecked(165@)
else_jump @DRUGS1_36875 
if 
  33@ > 26900 
else_jump @DRUGS1_36875 
020B: explode_car 165@ // versionA 
273@ = 3 

:DRUGS1_36875
if 
  274@ == 1 
else_jump @DRUGS1_36976 
if 
   not Car.Wrecked(166@)
else_jump @DRUGS1_36976 
if 
   not Car.Wrecked(207@)
else_jump @DRUGS1_36976 
if 
  33@ > 35647 
else_jump @DRUGS1_36976 
Car.SetImmunities(207@, 0, 0, 0, 0, 0)
Car.Health(207@) = 500
274@ = 2 

:DRUGS1_36976
if 
  274@ == 2 
else_jump @DRUGS1_37043 
if 
  33@ > 35800 
else_jump @DRUGS1_37043 
if 
   not Car.Wrecked(207@)
else_jump @DRUGS1_37043 
020B: explode_car 207@ // versionA 
274@ = 3 

:DRUGS1_37043
if 
  274@ == 3 
else_jump @DRUGS1_37110 
if 
  33@ > 36500 
else_jump @DRUGS1_37110 
if 
   not Car.Wrecked(166@)
else_jump @DRUGS1_37110 
020B: explode_car 166@ // versionA 
274@ = 4 

:DRUGS1_37110
if 
  247@ == 1 
else_jump @DRUGS1_37358 
if 
   not Car.Wrecked(189@)
else_jump @DRUGS1_37358 
if 
   not Actor.Dead(42@)
else_jump @DRUGS1_37167 
jump @DRUGS1_37358 

:DRUGS1_37167
if 
   not Actor.Dead(43@)
else_jump @DRUGS1_37316 
if 
   Actor.InCar(43@, 189@)
else_jump @DRUGS1_37309 
046C: 205@ = car 189@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_37309 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 189@ 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
247@ = 2 

:DRUGS1_37309
jump @DRUGS1_37358 

:DRUGS1_37316
Car.SetSpeedInstantly(189@, 18.0)
05EC: release_car 189@ from_path 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
247@ = 2 

:DRUGS1_37358
if 
  247@ == 2 
else_jump @DRUGS1_37450 
if 
   Actor.Dead(43@)
else_jump @DRUGS1_37450 
05EC: release_car 189@ from_path 
if 
   not Car.Wrecked(189@)
else_jump @DRUGS1_37443 
Car.SetSpeedInstantly(189@, 18.0)
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_37443
247@ = 3 

:DRUGS1_37450
if 
  260@ == 1 
else_jump @DRUGS1_37537 
if 
   Actor.Dead(42@)
else_jump @DRUGS1_37537 
if or
   Actor.Dead(43@)
   Car.Wrecked(189@)
else_jump @DRUGS1_37537 
05EC: release_car 189@ from_path 
Marker.Disable(214@)
Car.RemoveReferences(189@)
Actor.RemoveReferences(42@)
Actor.RemoveReferences(43@)
260@ = 2 

:DRUGS1_37537
if 
  248@ == 1 
else_jump @DRUGS1_37785 
if 
   not Car.Wrecked(194@)
else_jump @DRUGS1_37785 
if 
   not Actor.Dead(44@)
else_jump @DRUGS1_37594 
jump @DRUGS1_37785 

:DRUGS1_37594
if 
   not Actor.Dead(45@)
else_jump @DRUGS1_37743 
if 
   Actor.InCar(45@, 194@)
else_jump @DRUGS1_37736 
046C: 205@ = car 194@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_37736 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 194@ 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
248@ = 2 

:DRUGS1_37736
jump @DRUGS1_37785 

:DRUGS1_37743
Car.SetSpeedInstantly(194@, 18.0)
05EC: release_car 194@ from_path 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
248@ = 2 

:DRUGS1_37785
if 
  248@ == 2 
else_jump @DRUGS1_37877 
if 
   Actor.Dead(45@)
else_jump @DRUGS1_37877 
05EC: release_car 194@ from_path 
if 
   not Car.Wrecked(194@)
else_jump @DRUGS1_37870 
Car.SetSpeedInstantly(194@, 18.0)
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_37870
248@ = 3 

:DRUGS1_37877
if 
  261@ == 1 
else_jump @DRUGS1_37964 
if 
   Actor.Dead(44@)
else_jump @DRUGS1_37964 
if or
   Actor.Dead(45@)
   Car.Wrecked(194@)
else_jump @DRUGS1_37964 
05EC: release_car 194@ from_path 
Marker.Disable(215@)
Car.RemoveReferences(194@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
261@ = 2 

:DRUGS1_37964
if 
  265@ == 1 
else_jump @DRUGS1_38116 
if 
   not Car.Wrecked(165@)
else_jump @DRUGS1_38116 
if 
   not Actor.Dead(46@)
else_jump @DRUGS1_38021 
jump @DRUGS1_38116 

:DRUGS1_38021
if 
   not Actor.Dead(47@)
else_jump @DRUGS1_38104 
if 
   Actor.InCar(47@, 165@)
else_jump @DRUGS1_38097 
046C: 205@ = car 165@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_38097 
0676: AS_actor 47@ in_car 165@ move_from_passengerseat_to_driverseat 
265@ = 2 

:DRUGS1_38097
jump @DRUGS1_38116 

:DRUGS1_38104
05EC: release_car 165@ from_path 
265@ = 2 

:DRUGS1_38116
if 
  265@ == 2 
else_jump @DRUGS1_38183 
if 
   Actor.Dead(47@)
else_jump @DRUGS1_38183 
05EC: release_car 165@ from_path 
if 
   not Car.Wrecked(165@)
else_jump @DRUGS1_38176 
Car.SetToNormalDriver(165@)

:DRUGS1_38176
265@ = 3 

:DRUGS1_38183
if 
  255@ == 1 
else_jump @DRUGS1_38291 
if 
   Actor.Dead(46@)
else_jump @DRUGS1_38291 
if or
   Actor.Dead(47@)
   Car.Wrecked(165@)
else_jump @DRUGS1_38291 
05EC: release_car 165@ from_path 
if 
   not Car.Wrecked(165@)
else_jump @DRUGS1_38264 
Car.SetToNormalDriver(165@)

:DRUGS1_38264
Marker.Disable(210@)
Car.RemoveReferences(165@)
Actor.RemoveReferences(46@)
Actor.RemoveReferences(47@)
255@ = 2 

:DRUGS1_38291
if 
  266@ == 1 
else_jump @DRUGS1_38443 
if 
   not Car.Wrecked(166@)
else_jump @DRUGS1_38443 
if 
   not Actor.Dead(48@)
else_jump @DRUGS1_38348 
jump @DRUGS1_38443 

:DRUGS1_38348
if 
   not Actor.Dead(49@)
else_jump @DRUGS1_38431 
if 
   Actor.InCar(49@, 166@)
else_jump @DRUGS1_38424 
046C: 205@ = car 166@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_38424 
0676: AS_actor 49@ in_car 166@ move_from_passengerseat_to_driverseat 
266@ = 2 

:DRUGS1_38424
jump @DRUGS1_38443 

:DRUGS1_38431
05EC: release_car 166@ from_path 
266@ = 2 

:DRUGS1_38443
if 
  266@ == 2 
else_jump @DRUGS1_38510 
if 
   Actor.Dead(49@)
else_jump @DRUGS1_38510 
05EC: release_car 166@ from_path 
if 
   not Car.Wrecked(166@)
else_jump @DRUGS1_38503 
Car.SetToNormalDriver(166@)

:DRUGS1_38503
266@ = 3 

:DRUGS1_38510
if 
  256@ == 1 
else_jump @DRUGS1_38618 
if 
   Actor.Dead(48@)
else_jump @DRUGS1_38618 
if or
   Actor.Dead(49@)
   Car.Wrecked(166@)
else_jump @DRUGS1_38618 
05EC: release_car 166@ from_path 
if 
   not Car.Wrecked(166@)
else_jump @DRUGS1_38591 
Car.SetToNormalDriver(166@)

:DRUGS1_38591
Marker.Disable(211@)
Car.RemoveReferences(166@)
Actor.RemoveReferences(48@)
Actor.RemoveReferences(49@)
256@ = 2 

:DRUGS1_38618
if 
  267@ == 1 
else_jump @DRUGS1_38770 
if 
   not Car.Wrecked(167@)
else_jump @DRUGS1_38770 
if 
   not Actor.Dead(50@)
else_jump @DRUGS1_38675 
jump @DRUGS1_38770 

:DRUGS1_38675
if 
   not Actor.Dead(51@)
else_jump @DRUGS1_38758 
if 
   Actor.InCar(51@, 167@)
else_jump @DRUGS1_38751 
046C: 205@ = car 167@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_38751 
0676: AS_actor 51@ in_car 167@ move_from_passengerseat_to_driverseat 
267@ = 2 

:DRUGS1_38751
jump @DRUGS1_38770 

:DRUGS1_38758
05EC: release_car 167@ from_path 
267@ = 2 

:DRUGS1_38770
if 
  267@ == 2 
else_jump @DRUGS1_38837 
if 
   Actor.Dead(51@)
else_jump @DRUGS1_38837 
05EC: release_car 167@ from_path 
if 
   not Car.Wrecked(167@)
else_jump @DRUGS1_38830 
Car.SetToNormalDriver(167@)

:DRUGS1_38830
267@ = 3 

:DRUGS1_38837
if 
  257@ == 1 
else_jump @DRUGS1_38945 
if 
   Actor.Dead(50@)
else_jump @DRUGS1_38945 
if or
   Actor.Dead(51@)
   Car.Wrecked(167@)
else_jump @DRUGS1_38945 
05EC: release_car 167@ from_path 
Marker.Disable(212@)
if 
   not Car.Wrecked(167@)
else_jump @DRUGS1_38923 
Car.SetToNormalDriver(167@)

:DRUGS1_38923
Car.RemoveReferences(167@)
Actor.RemoveReferences(50@)
Actor.RemoveReferences(51@)
257@ = 2 

:DRUGS1_38945
if 
  250@ == 1 
else_jump @DRUGS1_39193 
if 
   not Car.Wrecked(196@)
else_jump @DRUGS1_39193 
if 
   not Actor.Dead(52@)
else_jump @DRUGS1_39002 
jump @DRUGS1_39193 

:DRUGS1_39002
if 
   not Actor.Dead(53@)
else_jump @DRUGS1_39151 
if 
   Actor.InCar(53@, 196@)
else_jump @DRUGS1_39144 
046C: 205@ = car 196@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_39144 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 53@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 53@ in_car 196@ 
0713: actor 53@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
250@ = 2 

:DRUGS1_39144
jump @DRUGS1_39193 

:DRUGS1_39151
Car.SetSpeedInstantly(196@, 18.0)
05EC: release_car 196@ from_path 
07DB: set_car 196@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
250@ = 2 

:DRUGS1_39193
if 
  250@ == 2 
else_jump @DRUGS1_39285 
if 
   Actor.Dead(53@)
else_jump @DRUGS1_39285 
05EC: release_car 196@ from_path 
if 
   not Car.Wrecked(196@)
else_jump @DRUGS1_39278 
Car.SetSpeedInstantly(196@, 18.0)
07DB: set_car 196@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_39278
250@ = 3 

:DRUGS1_39285
if 
  263@ == 1 
else_jump @DRUGS1_39372 
if 
   Actor.Dead(52@)
else_jump @DRUGS1_39372 
if or
   Actor.Dead(53@)
   Car.Wrecked(196@)
else_jump @DRUGS1_39372 
05EC: release_car 196@ from_path 
Marker.Disable(217@)
Car.RemoveReferences(196@)
Actor.RemoveReferences(52@)
Actor.RemoveReferences(53@)
263@ = 2 

:DRUGS1_39372
if 
  249@ == 1 
else_jump @DRUGS1_39620 
if 
   not Car.Wrecked(195@)
else_jump @DRUGS1_39620 
if 
   not Actor.Dead(54@)
else_jump @DRUGS1_39429 
jump @DRUGS1_39620 

:DRUGS1_39429
if 
   not Actor.Dead(55@)
else_jump @DRUGS1_39578 
if 
   Actor.InCar(55@, 195@)
else_jump @DRUGS1_39571 
046C: 205@ = car 195@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_39571 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 55@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 55@ in_car 195@ 
0713: actor 55@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
249@ = 2 

:DRUGS1_39571
jump @DRUGS1_39620 

:DRUGS1_39578
Car.SetSpeedInstantly(195@, 18.0)
05EC: release_car 195@ from_path 
07DB: set_car 195@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
249@ = 2 

:DRUGS1_39620
if 
  249@ == 2 
else_jump @DRUGS1_39712 
if 
   Actor.Dead(55@)
else_jump @DRUGS1_39712 
05EC: release_car 195@ from_path 
if 
   not Car.Wrecked(195@)
else_jump @DRUGS1_39705 
Car.SetSpeedInstantly(195@, 18.0)
07DB: set_car 195@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_39705
249@ = 3 

:DRUGS1_39712
if 
  262@ == 1 
else_jump @DRUGS1_39799 
if 
   Actor.Dead(54@)
else_jump @DRUGS1_39799 
if or
   Actor.Dead(55@)
   Car.Wrecked(195@)
else_jump @DRUGS1_39799 
05EC: release_car 195@ from_path 
Marker.Disable(216@)
Car.RemoveReferences(195@)
Actor.RemoveReferences(54@)
Actor.RemoveReferences(55@)
262@ = 2 

:DRUGS1_39799
if 
  251@ == 1 
else_jump @DRUGS1_40047 
if 
   not Car.Wrecked(206@)
else_jump @DRUGS1_40047 
if 
   not Actor.Dead(56@)
else_jump @DRUGS1_39856 
jump @DRUGS1_40047 

:DRUGS1_39856
if 
   not Actor.Dead(57@)
else_jump @DRUGS1_40005 
if 
   Actor.InCar(57@, 206@)
else_jump @DRUGS1_39998 
046C: 205@ = car 206@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_39998 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 57@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 57@ in_car 206@ 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
251@ = 2 

:DRUGS1_39998
jump @DRUGS1_40047 

:DRUGS1_40005
Car.SetSpeedInstantly(206@, 18.0)
05EC: release_car 206@ from_path 
07DB: set_car 206@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
251@ = 2 

:DRUGS1_40047
if 
  251@ == 2 
else_jump @DRUGS1_40139 
if 
   Actor.Dead(57@)
else_jump @DRUGS1_40139 
05EC: release_car 206@ from_path 
if 
   not Car.Wrecked(206@)
else_jump @DRUGS1_40132 
Car.SetSpeedInstantly(206@, 18.0)
07DB: set_car 206@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_40132
251@ = 3 

:DRUGS1_40139
if 
  264@ == 1 
else_jump @DRUGS1_40226 
if 
   Actor.Dead(56@)
else_jump @DRUGS1_40226 
if or
   Actor.Dead(57@)
   Car.Wrecked(206@)
else_jump @DRUGS1_40226 
05EC: release_car 206@ from_path 
Marker.Disable(218@)
Car.RemoveReferences(206@)
Actor.RemoveReferences(56@)
Actor.RemoveReferences(57@)
264@ = 2 

:DRUGS1_40226
if 
  268@ == 1 
else_jump @DRUGS1_40378 
if 
   not Car.Wrecked(168@)
else_jump @DRUGS1_40378 
if 
   not Actor.Dead(58@)
else_jump @DRUGS1_40283 
jump @DRUGS1_40378 

:DRUGS1_40283
if 
   not Actor.Dead(59@)
else_jump @DRUGS1_40366 
if 
   Actor.InCar(59@, 168@)
else_jump @DRUGS1_40359 
046C: 205@ = car 168@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_40359 
0676: AS_actor 59@ in_car 168@ move_from_passengerseat_to_driverseat 
268@ = 2 

:DRUGS1_40359
jump @DRUGS1_40378 

:DRUGS1_40366
05EC: release_car 168@ from_path 
268@ = 2 

:DRUGS1_40378
if 
  268@ == 2 
else_jump @DRUGS1_40445 
if 
   Actor.Dead(59@)
else_jump @DRUGS1_40445 
05EC: release_car 168@ from_path 
if 
   not Car.Wrecked(168@)
else_jump @DRUGS1_40438 
Car.SetToNormalDriver(168@)

:DRUGS1_40438
268@ = 3 

:DRUGS1_40445
if 
  258@ == 1 
else_jump @DRUGS1_40553 
if 
   Actor.Dead(58@)
else_jump @DRUGS1_40553 
if or
   Actor.Dead(59@)
   Car.Wrecked(168@)
else_jump @DRUGS1_40553 
05EC: release_car 168@ from_path 
if 
   not Car.Wrecked(168@)
else_jump @DRUGS1_40526 
Car.SetToNormalDriver(168@)

:DRUGS1_40526
Marker.Disable(213@)
Car.RemoveReferences(168@)
Actor.RemoveReferences(58@)
Actor.RemoveReferences(59@)
258@ = 2 

:DRUGS1_40553
if 
  272@ > 0 
else_jump @DRUGS1_42323 
if 
  282@ == 0 
else_jump @DRUGS1_40638 
if 
  283@ == 0 
else_jump @DRUGS1_40638 
04AF: 239@ = 35689 // @ = any 
05AA: 240@s = 'SMO4_HA'  // ~z~Oh, Scheie, der Truck hat uns wieder aufgesprt!
gosub @DRUGS1_51600 

:DRUGS1_40638
if 
  282@ == 1 
else_jump @DRUGS1_40705 
if 
  283@ == 0 
else_jump @DRUGS1_40705 
04AF: 239@ = 35690 // @ = any 
05AA: 240@s = 'SMO4_HB'  // ~z~Mann, hr auf, immer so negativ zu sein!
gosub @DRUGS1_51600 

:DRUGS1_40705
if 
  282@ == 2 
else_jump @DRUGS1_40772 
if 
  283@ == 0 
else_jump @DRUGS1_40772 
04AF: 239@ = 35691 // @ = any 
05AA: 240@s = 'SMO4_HC'  // ~z~Freu dich ber die guten Nachrichten!
gosub @DRUGS1_51600 

:DRUGS1_40772
if 
  282@ == 3 
else_jump @DRUGS1_40839 
if 
  283@ == 0 
else_jump @DRUGS1_40839 
04AF: 239@ = 35692 // @ = any 
05AA: 240@s = 'SMO4_HD'  // ~z~Und die wren?
gosub @DRUGS1_51600 

:DRUGS1_40839
if 
  282@ == 4 
else_jump @DRUGS1_40906 
if 
  283@ == 0 
else_jump @DRUGS1_40906 
04AF: 239@ = 35693 // @ = any 
05AA: 240@s = 'SMO4_HE'  // ~z~Wir sind noch nicht tot, und dein Abzugsfinger funktioniert auch noch!
gosub @DRUGS1_51600 

:DRUGS1_40906
if 
  282@ == 5 
else_jump @DRUGS1_40973 
if 
  283@ == 0 
else_jump @DRUGS1_40973 
04AF: 239@ = 35694 // @ = any 
05AA: 240@s = 'SMO4_HF'  // ~z~Ich glaub, die Gangschaltung ist am Arsch! Ich kann nicht schneller fahren!
gosub @DRUGS1_51600 

:DRUGS1_40973
if 
  282@ == 6 
else_jump @DRUGS1_41040 
if 
  283@ == 0 
else_jump @DRUGS1_41040 
04AF: 239@ = 35695 // @ = any 
05AA: 240@s = 'SMO4_HH'  // ~z~Wer wird denn jetzt negativ?
gosub @DRUGS1_51600 

:DRUGS1_41040
if 
  282@ == 7 
else_jump @DRUGS1_41107 
if 
  283@ == 0 
else_jump @DRUGS1_41107 
04AF: 239@ = 35696 // @ = any 
05AA: 240@s = 'SMO4_HJ'  // ~z~Hast ja Recht. Ich halt schon die Klappe!
gosub @DRUGS1_51600 

:DRUGS1_41107
if 
  282@ == 8 
else_jump @DRUGS1_41174 
if 
  283@ == 0 
else_jump @DRUGS1_41174 
04AF: 239@ = 35661 // @ = any 
05AA: 240@s = 'SMO4_ER'  // ~z~Halt uns den Rcken frei!
gosub @DRUGS1_51600 

:DRUGS1_41174
if 
  285@ == 0 
else_jump @DRUGS1_41237 
if 
01AD:   car 161@ sphere 0 near_point 2047.59 -1850.32 radius 12.0 12.0 
else_jump @DRUGS1_41237 
285@ = 1 

:DRUGS1_41237
if 
  282@ == 9 
else_jump @DRUGS1_41322 
if 
  283@ == 0 
else_jump @DRUGS1_41322 
if 
  285@ == 1 
else_jump @DRUGS1_41322 
04AF: 239@ = 35700 // @ = any 
05AA: 240@s = 'SMO4_HN'  // ~z~OH, SHIT!
gosub @DRUGS1_51600 

:DRUGS1_41322
if 
  285@ == 1 
else_jump @DRUGS1_41385 
if 
01AD:   car 161@ sphere 0 near_point 2121.17 -1853.67 radius 12.0 12.0 
else_jump @DRUGS1_41385 
285@ = 2 

:DRUGS1_41385
if 
  282@ == 10 
else_jump @DRUGS1_41470 
if 
  283@ == 0 
else_jump @DRUGS1_41470 
if 
  285@ == 2 
else_jump @DRUGS1_41470 
04AF: 239@ = 35685 // @ = any 
05AA: 240@s = 'SMO4_GM'  // ~z~Oh, Mann, die Autos haben die Zufahrt gefunden!
gosub @DRUGS1_51600 

:DRUGS1_41470
if 
  282@ == 11 
else_jump @DRUGS1_41537 
if 
  283@ == 0 
else_jump @DRUGS1_41537 
04AF: 239@ = 35688 // @ = any 
05AA: 240@s = 'SMO4_GP'  // ~z~Quatsch mir nicht das Ohr voll, schie!
gosub @DRUGS1_51600 

:DRUGS1_41537
if 
  285@ == 2 
else_jump @DRUGS1_41600 
if 
01AD:   car 161@ sphere 0 near_point 2216.75 -1854.73 radius 12.0 12.0 
else_jump @DRUGS1_41600 
285@ = 3 

:DRUGS1_41600
if 
  282@ == 12 
else_jump @DRUGS1_41685 
if 
  283@ == 0 
else_jump @DRUGS1_41685 
if 
  285@ == 3 
else_jump @DRUGS1_41685 
04AF: 239@ = 35702 // @ = any 
05AA: 240@s = 'SMO4_HP'  // ~z~Festhalten!
gosub @DRUGS1_51600 

:DRUGS1_41685
if 
  282@ == 13 
else_jump @DRUGS1_41752 
if 
  283@ == 0 
else_jump @DRUGS1_41752 
04AF: 239@ = 35705 // @ = any 
05AA: 240@s = 'SMO4_HS'  // ~z~Fahr auf die Rampe rauf!
gosub @DRUGS1_51600 

:DRUGS1_41752
if 
  282@ == 14 
else_jump @DRUGS1_41819 
if 
  283@ == 0 
else_jump @DRUGS1_41819 
04AF: 239@ = 35706 // @ = any 
05AA: 240@s = 'SMO4_HT'  // ~z~Bin dabei!
gosub @DRUGS1_51600 

:DRUGS1_41819
if 
  285@ == 3 
else_jump @DRUGS1_41882 
if 
01AD:   car 161@ sphere 0 near_point 2435.94 -1874.57 radius 12.0 12.0 
else_jump @DRUGS1_41882 
285@ = 4 

:DRUGS1_41882
if 
  282@ == 15 
else_jump @DRUGS1_41967 
if 
  283@ == 0 
else_jump @DRUGS1_41967 
if 
  285@ == 4 
else_jump @DRUGS1_41967 
04AF: 239@ = 35684 // @ = any 
05AA: 240@s = 'SMO4_GL'  // ~z~Die Motorrder hngen uns immer noch am Arsch!
gosub @DRUGS1_51600 

:DRUGS1_41967
if 
  282@ == 16 
else_jump @DRUGS1_42034 
if 
  283@ == 0 
else_jump @DRUGS1_42034 
04AF: 239@ = 35686 // @ = any 
05AA: 240@s = 'SMO4_GN'  // ~z~Hr auf zu jammern und schalt so viele wie mglich von den Arschlchern aus!
gosub @DRUGS1_51600 

:DRUGS1_42034
if 
  285@ == 4 
else_jump @DRUGS1_42097 
if 
01AD:   car 161@ sphere 0 near_point 2539.11 -1865.31 radius 12.0 12.0 
else_jump @DRUGS1_42097 
285@ = 5 

:DRUGS1_42097
if 
  282@ == 17 
else_jump @DRUGS1_42182 
if 
  283@ == 0 
else_jump @DRUGS1_42182 
if 
  285@ == 4 
else_jump @DRUGS1_42182 
04AF: 239@ = 35709 // @ = any 
05AA: 240@s = 'SMO4_JA'  // ~z~Die Idioten haben ihren Truck geschrottet!
gosub @DRUGS1_51600 

:DRUGS1_42182
if 
  282@ == 18 
else_jump @DRUGS1_42249 
if 
  283@ == 0 
else_jump @DRUGS1_42249 
04AF: 239@ = 35710 // @ = any 
05AA: 240@s = 'SMO4_JB'  // ~z~Versuch dran vorbeizukommen.
gosub @DRUGS1_51600 

:DRUGS1_42249
if 
  282@ == 19 
else_jump @DRUGS1_42316 
if 
  283@ == 0 
else_jump @DRUGS1_42316 
04AF: 239@ = 35711 // @ = any 
05AA: 240@s = 'SMO4_JC'  // ~z~Vergiss es, wir nehmen die Panoramastrae!
gosub @DRUGS1_51600 

:DRUGS1_42316
gosub @DRUGS1_51642 

:DRUGS1_42323
if 
  279@ == 1 
else_jump @DRUGS1_44336 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_44336 
if 
  277@ == 1 
else_jump @DRUGS1_43285 
if 
01AD:   car 161@ sphere 0 near_point 2565.98 -1747.12 radius 12.0 12.0 
else_jump @DRUGS1_43285 
fade 0 0 
07C0: load_path 282 
07C0: load_path 283 
07C0: load_path 284 
07C0: load_path 285 
07C0: load_path 286 
Model.Load(#STORM_DRAIN_COVER)
Model.Load(#BARREL4)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Car.SetImmunities(161@, 1, 1, 1, 1, 1)
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_42511 
Actor.SetImmunities($ACTOR_SMOKE, 1, 1, 1, 1, 1)

:DRUGS1_42511
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
if 
   not Car.Wrecked(188@)
else_jump @DRUGS1_42549 
0657: car 188@ open_componentA 2 

:DRUGS1_42549
130@ = 2569.144 
131@ = -1676.185 
132@ = 2.915 
133@ = 2569.512 
134@ = -1677.113 
135@ = 2.8487 
Camera.SetPosition(2578.406, -1668.328, 1.3204, 0.0, 0.0, 0.0)
Camera.PointAt(2577.853, -1669.157, 1.4051, 2)
05EC: release_car 189@ from_path 
Car.Destroy(189@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
05EC: release_car 194@ from_path 
Car.Destroy(194@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
05EC: release_car 165@ from_path 
Car.Destroy(165@)
Actor.DestroyInstantly(46@)
Actor.DestroyInstantly(47@)
05EC: release_car 166@ from_path 
Car.Destroy(166@)
Actor.DestroyInstantly(48@)
Actor.DestroyInstantly(49@)
05EC: release_car 167@ from_path 
Car.Destroy(167@)
Actor.DestroyInstantly(50@)
Actor.DestroyInstantly(51@)
05EC: release_car 196@ from_path 
Car.Destroy(196@)
Actor.DestroyInstantly(52@)
Actor.DestroyInstantly(53@)
05EC: release_car 195@ from_path 
Car.Destroy(195@)
Actor.DestroyInstantly(54@)
Actor.DestroyInstantly(55@)
05EC: release_car 206@ from_path 
Car.Destroy(206@)
Actor.DestroyInstantly(56@)
Actor.DestroyInstantly(57@)
05EC: release_car 168@ from_path 
Car.Destroy(168@)
Actor.DestroyInstantly(58@)
Actor.DestroyInstantly(59@)
165@ = Car.Create(#SULTAN, 2575.871, -1676.557, 0.7246)
Car.Angle(165@) = 85.0235
Car.SetImmunities(165@, 1, 0, 0, 0, 0)
166@ = Car.Create(#SULTAN, 2567.348, -1675.912, 0.7398)
Car.Angle(166@) = 263.7667
Car.SetImmunities(166@, 1, 0, 0, 0, 0)
37@ = Actor.Create(Mission1, #MAFFA, 2578.022, -1674.761, 0.7667)
Actor.Angle(37@) = 162.2371
060B: set_actor 37@ decision_maker_to 35@ 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 37@ rotate_and_shoot_at 2574.87 -1686.48 2.02 3000 ms 
38@ = Actor.Create(Mission1, #MAFFA, 2574.336, -1674.478, 0.7734)
Actor.Angle(38@) = 162.2371
060B: set_actor 38@ decision_maker_to 35@ 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 38@ rotate_and_shoot_at 2572.21 -1686.56 3.13 3000 ms 
04EB: AS_actor 38@ crouch 1 
39@ = Actor.Create(Mission1, #MAFFA, 2569.295, -1674.4, 0.7752)
Actor.Angle(39@) = 170.9985
060B: set_actor 39@ decision_maker_to 35@ 
01B2: give_actor 39@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 39@ rotate_and_shoot_at 2566.95 -1686.14 2.5 3000 ms 
40@ = Actor.Create(Mission1, #MAFFA, 2565.314, -1673.921, 0.7864)
Actor.Angle(40@) = 170.9985
060B: set_actor 40@ decision_maker_to 35@ 
01B2: give_actor 40@ weapon 28 ammo 9999 // Load the weapon model before using this 
04EB: AS_actor 40@ crouch 1 
0668: AS_actor 40@ rotate_and_shoot_at 2564.35 -1786.51 2.18 3000 ms 
if 
060E:   car 161@ assigned_to_path 
else_jump @DRUGS1_43271 
05EC: release_car 161@ from_path 

:DRUGS1_43271
243@ = 3 
277@ = 2 

:DRUGS1_43285
if 
  277@ == 2 
else_jump @DRUGS1_43422 
if 
07C1:   path 282 available 
else_jump @DRUGS1_43422 
if 
07C1:   path 283 available 
else_jump @DRUGS1_43422 
if 
07C1:   path 284 available 
else_jump @DRUGS1_43422 
if 
07C1:   path 285 available 
else_jump @DRUGS1_43422 
if 
07C1:   path 286 available 
else_jump @DRUGS1_43422 
if 
   Model.Available(#STORM_DRAIN_COVER)
else_jump @DRUGS1_43422 
if 
   Model.Available(#BARREL4)
else_jump @DRUGS1_43422 
277@ = 3 

:DRUGS1_43422
0871: init_jump_table 277@ total_jumps 3 default_jump 0 @DRUGS1_43747 jumps 3 @DRUGS1_43485 7 @DRUGS1_43580 8 @DRUGS1_43636 -1 @DRUGS1_43747 -1 @DRUGS1_43747 -1 @DRUGS1_43747 -1 @DRUGS1_43747 

:DRUGS1_43485
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_43573 
32@ = 0 
05EB: assign_car 161@ to_path 282 
if 
   not Car.Wrecked(188@)
else_jump @DRUGS1_43540 
Car.Health(188@) = 300

:DRUGS1_43540
$TEMPVAR_FLOAT_3 = 1.0 
277@ = 7 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_43573 

:DRUGS1_43573
jump @DRUGS1_43747 

:DRUGS1_43580
277@ = 8 
fade 1 250 
32@ = 0 
33@ = 0 
151@ = 0 
159@ = 0 
160@ = 0 
jump @DRUGS1_43747 

:DRUGS1_43636
gosub @DRUGS1_50496 
gosub @DRUGS1_50750 
gosub @DRUGS1_51225 
if 
  32@ > 1800 
else_jump @DRUGS1_43740 
if 
  278@ == 0 
else_jump @DRUGS1_43701 
278@ = 1 

:DRUGS1_43701
Camera.SetPosition(130@, 131@, 132@, 0.0, 0.0, 0.0)
Camera.PointAt(133@, 134@, 135@, 2)

:DRUGS1_43740
jump @DRUGS1_43747 

:DRUGS1_43747
if 
  278@ == 1 
else_jump @DRUGS1_43928 
if 
   not Actor.Dead(37@)
else_jump @DRUGS1_43804 
0085: 79@ = 37@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51943 

:DRUGS1_43804
if 
   not Actor.Dead(38@)
else_jump @DRUGS1_43843 
0085: 79@ = 38@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51987 

:DRUGS1_43843
if 
   not Actor.Dead(39@)
else_jump @DRUGS1_43882 
0085: 79@ = 39@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51943 

:DRUGS1_43882
if 
   not Actor.Dead(40@)
else_jump @DRUGS1_43921 
0085: 79@ = 40@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51987 

:DRUGS1_43921
278@ = 2 

:DRUGS1_43928
if 
  278@ == 2 
else_jump @DRUGS1_43972 
if 
  33@ > 3400 
else_jump @DRUGS1_43972 
278@ = 3 

:DRUGS1_43972
if 
  278@ == 3 
else_jump @DRUGS1_44082 
if 
  33@ > 3480 
else_jump @DRUGS1_44082 
if 
   not Car.Wrecked(188@)
else_jump @DRUGS1_44082 
Car.LockInCurrentPosition(188@) = False
020B: explode_car 188@ // versionA 
020C: create_explosion_with_radius 0 at 2570.228 -1684.949 2.2595 
020C: create_explosion_with_radius 1 at 2570.228 -1684.949 2.2595 
278@ = 4 

:DRUGS1_44082
if 
  278@ == 4 
else_jump @DRUGS1_44166 
if 
  33@ > 3550 
else_jump @DRUGS1_44166 
if 
   not Car.Wrecked(165@)
else_jump @DRUGS1_44159 
020B: explode_car 165@ // versionA 
020C: create_explosion_with_radius 1 at 2575.269 -1677.076 1.0414 

:DRUGS1_44159
278@ = 5 

:DRUGS1_44166
if 
  278@ == 5 
else_jump @DRUGS1_44250 
if 
   not Car.Wrecked(166@)
else_jump @DRUGS1_44250 
if 
  33@ > 3625 
else_jump @DRUGS1_44250 
020B: explode_car 166@ // versionA 
020C: create_explosion_with_radius 2 at 2568.749 -1676.139 1.209 
278@ = 6 

:DRUGS1_44250
if 
  277@ > 7 
else_jump @DRUGS1_44336 
if 
  33@ > 4599 
else_jump @DRUGS1_44336 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
279@ = 2 
277@ = 10 

:DRUGS1_44336
if 
  279@ == 2 
else_jump @DRUGS1_50489 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_50489 
if 
  280@ == 0 
else_jump @DRUGS1_45931 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 263.0 rotation_speed 350.0 
Camera.Restore_WithJumpCut
Car.SetImmunities(161@, 0, 1, 1, 1, 1)
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_44462 
Actor.SetImmunities($ACTOR_SMOKE, 1, 1, 1, 1, 1)

:DRUGS1_44462
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
152@ = Object.Init(#STORM_DRAIN_COVER, 2631.852, -1482.75, 18.109)
281@ = 1 
282@ = 0 
283@ = 0 
285@ = 0 
040D: unload_wav 1 
03CF: load_wav 35713 as 1 
071F: set_object 152@ health_to 150 
153@ = Object.Create(#BARREL4, 2786.521, -1416.051, 15.31)
154@ = Object.Create(#BARREL4, 2787.548, -1418.323, 15.31)
155@ = Object.Create(#BARREL4, 2824.324, -1418.704, 15.31)
156@ = Object.Create(#BARREL4, 2822.16, -1419.988, 15.31)
157@ = Object.Create(#BARREL4, 2823.05, -1418.747, 15.3)
Model.Destroy(#PACKER)
168@ = Car.Create(#SULTAN, 2601.689, -1600.107, 3.1106)
Car.Angle(168@) = 61.4469
258@ = 1 
169@ = Car.Create(#SULTAN, 2595.717, -1558.29, 8.4514)
Car.Angle(169@) = 287.8971
259@ = 1 
48@ = Actor.Create(Mission1, #MAFFA, 2601.441, -1597.461, 3.2207)
Actor.Angle(48@) = 135.3988
Actor.Health(48@) = 20
060B: set_actor 48@ decision_maker_to 35@ 
01B2: give_actor 48@ weapon 28 ammo 3000 // Load the weapon model before using this 
231@ = Marker.CreateAboveActor(48@)
018B: set_marker 231@ radar_mode 2 
Marker.SetIconSize(231@, 2)
49@ = Actor.Create(Mission1, #MAFFA, 2596.765, -1559.589, 8.277)
Actor.Angle(49@) = 201.1592
Actor.Health(49@) = 20
060B: set_actor 49@ decision_maker_to 35@ 
01B2: give_actor 49@ weapon 28 ammo 3000 // Load the weapon model before using this 
232@ = Marker.CreateAboveActor(49@)
018B: set_marker 232@ radar_mode 2 
Marker.SetIconSize(232@, 2)
50@ = Actor.Create(Mission1, #MAFFA, 2596.941, -1555.855, 8.9717)
Actor.Angle(50@) = 201.1592
Actor.Health(50@) = 20
060B: set_actor 50@ decision_maker_to 35@ 
01B2: give_actor 50@ weapon 28 ammo 3000 // Load the weapon model before using this 
233@ = Marker.CreateAboveActor(50@)
018B: set_marker 233@ radar_mode 2 
Marker.SetIconSize(233@, 2)
51@ = Actor.Create(Mission1, #MAFFA, 2624.819, -1494.002, 15.4086)
Actor.Angle(51@) = 145.1087
Actor.Health(51@) = 10
060B: set_actor 51@ decision_maker_to 35@ 
01B2: give_actor 51@ weapon 28 ammo 3000 // Load the weapon model before using this 
234@ = Marker.CreateAboveActor(51@)
018B: set_marker 234@ radar_mode 2 
Marker.SetIconSize(234@, 2)
53@ = Actor.Create(Mission1, #MAFFA, 2625.413, -1496.587, 15.3563)
Actor.Angle(53@) = 153.8693
Actor.Health(53@) = 10
060B: set_actor 53@ decision_maker_to 35@ 
01B2: give_actor 53@ weapon 28 ammo 3000 // Load the weapon model before using this 
235@ = Marker.CreateAboveActor(53@)
018B: set_marker 235@ radar_mode 2 
Marker.SetIconSize(235@, 2)
189@ = Car.Create(#BF400, 2539.344, -1712.77, 12.4719)
Car.Angle(189@) = 287.1995
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
060B: set_actor 42@ decision_maker_to 35@ 
01C8: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 43@ decision_maker_to 35@ 
214@ = Marker.CreateAboveCar(189@)
018B: set_marker 214@ radar_mode 2 
Marker.SetIconSize(214@, 2)
Actor.Health(42@) = 10
02A9: set_actor 42@ immune_to_nonplayer 10 
Actor.Health(43@) = 10
02A9: set_actor 43@ immune_to_nonplayer 10 
247@ = 1 
260@ = 1 
194@ = Car.Create(#BF400, 2533.568, -1714.569, 12.4874)
09C4: set_car 194@ gas_tank_explosion_enabled 0 
Car.Angle(194@) = 287.5564
0129: 44@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 44@ decision_maker_to 35@ 
01C8: 45@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 45@ decision_maker_to 35@ 
215@ = Marker.CreateAboveCar(194@)
018B: set_marker 215@ radar_mode 2 
Marker.SetIconSize(215@, 2)
Actor.Health(44@) = 50
Actor.Health(45@) = 50
248@ = 1 
261@ = 1 
195@ = Car.Create(#BF400, 2529.683, -1715.803, 12.4991)
09C4: set_car 195@ gas_tank_explosion_enabled 0 
Car.Angle(195@) = 287.7722
0129: 46@ = create_actor_pedtype 24 model #MAFFA in_car 195@ driverseat 
060B: set_actor 46@ decision_maker_to 35@ 
01C8: 47@ = create_actor_pedtype 24 model #MAFFA in_car 195@ passenger_seat 0 
01B2: give_actor 47@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 35@ 
216@ = Marker.CreateAboveCar(195@)
018B: set_marker 216@ radar_mode 2 
Marker.SetIconSize(216@, 2)
Actor.Health(46@) = 30
02A9: set_actor 46@ immune_to_nonplayer 10 
Actor.Health(47@) = 30
02A9: set_actor 47@ immune_to_nonplayer 10 
249@ = 1 
262@ = 1 
196@ = Car.Create(#BF400, 2524.542, -1717.461, 12.5175)
09C4: set_car 196@ gas_tank_explosion_enabled 0 
Car.Angle(196@) = 287.8176
0129: 56@ = create_actor_pedtype 24 model #MAFFA in_car 196@ driverseat 
060B: set_actor 56@ decision_maker_to 35@ 
01C8: 57@ = create_actor_pedtype 24 model #MAFFA in_car 196@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 57@ decision_maker_to 35@ 
217@ = Marker.CreateAboveCar(196@)
018B: set_marker 217@ radar_mode 2 
Marker.SetIconSize(217@, 2)
250@ = 1 
263@ = 1 
if 
   not Actor.Dead(48@)
else_jump @DRUGS1_45768 
0085: 79@ = 48@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51943 

:DRUGS1_45768
if 
   not Actor.Dead(49@)
else_jump @DRUGS1_45807 
0085: 79@ = 49@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51987 

:DRUGS1_45807
if 
   not Actor.Dead(50@)
else_jump @DRUGS1_45846 
0085: 79@ = 50@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51943 

:DRUGS1_45846
if 
   not Actor.Dead(51@)
else_jump @DRUGS1_45885 
0085: 79@ = 51@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51987 

:DRUGS1_45885
if 
   not Actor.Dead(53@)
else_jump @DRUGS1_45924 
0085: 79@ = 53@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS1_51987 

:DRUGS1_45924
280@ = 1 

:DRUGS1_45931
if 
  280@ == 1 
else_jump @DRUGS1_46339 
if 
01AD:   car 161@ sphere 0 near_point 2580.74 -1621.47 radius 15.0 15.0 
else_jump @DRUGS1_46339 
if 
   not Car.Wrecked(189@)
else_jump @DRUGS1_46011 
05EB: assign_car 189@ to_path 283 

:DRUGS1_46011
if 
   not Car.Wrecked(194@)
else_jump @DRUGS1_46035 
05EB: assign_car 194@ to_path 284 

:DRUGS1_46035
if 
   not Car.Wrecked(195@)
else_jump @DRUGS1_46059 
05EB: assign_car 195@ to_path 285 

:DRUGS1_46059
if 
   not Car.Wrecked(196@)
else_jump @DRUGS1_46083 
05EB: assign_car 196@ to_path 286 

:DRUGS1_46083
if 
   not Actor.Dead(43@)
else_jump @DRUGS1_46135 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:DRUGS1_46135
if 
   not Actor.Dead(45@)
else_jump @DRUGS1_46188 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 289@ 

:DRUGS1_46188
if 
   not Actor.Dead(47@)
else_jump @DRUGS1_46240 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:DRUGS1_46240
if 
   not Actor.Dead(57@)
else_jump @DRUGS1_46292 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:DRUGS1_46292
Car.RemoveReferences(165@)
Car.RemoveReferences(188@)
Actor.RemoveReferences(197@)
Car.RemoveReferences(166@)
Actor.RemoveReferences(37@)
Actor.RemoveReferences(38@)
Actor.RemoveReferences(39@)
Actor.RemoveReferences(40@)
280@ = 2 

:DRUGS1_46339
if 
  280@ == 2 
else_jump @DRUGS1_46480 
if 
01AD:   car 161@ sphere 0 near_point 2676.96 -1432.1 radius 12.0 12.0 
else_jump @DRUGS1_46480 
Actor.DestroyInstantly(48@)
Actor.DestroyInstantly(49@)
Actor.DestroyInstantly(50@)
Car.Destroy(168@)
Car.Destroy(169@)
Car.Destroy(188@)
Actor.RemoveReferences(51@)
Actor.RemoveReferences(53@)
Marker.Disable(231@)
Marker.Disable(232@)
Marker.Disable(233@)
Marker.Disable(234@)
Marker.Disable(235@)
040D: unload_wav 2 
03CF: load_wav 35726 as 2 
280@ = 3 

:DRUGS1_46480
if 
  280@ == 3 
else_jump @DRUGS1_46682 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_46682 
if 
01AD:   car 161@ sphere 0 near_point 2825.37 -1538.43 radius 7.0 7.0 
else_jump @DRUGS1_46682 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(2823.755, -1537.138, 10.0736, 0.0, 0.0, 0.0)
Camera.PointAt(2823.25, -1537.966, 10.3176, 2)
040D: unload_wav 1 
00BE: text_clear_all 
03CF: load_wav 35727 as 1 

:DRUGS1_46629
if 
83D0:   not wav 2 loaded 
else_jump @DRUGS1_46655 
wait 0 
jump @DRUGS1_46629 

:DRUGS1_46655
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_JS' time 5000 flag 1  // ~z~Wir haben sie abgehngt, Smoke!
280@ = 4 

:DRUGS1_46682
if 
  280@ == 4 
else_jump @DRUGS1_46940 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_46940 
if 
01AE:   car 161@ sphere 0 near_point 2825.37 -1538.43 radius 5.0 5.0 stopped 
else_jump @DRUGS1_46940 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_46940 
if 
03D2:   wav 2 ended 
else_jump @DRUGS1_46940 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS1_46940 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_KA' time 5000 flag 1  // ~z~Mann, wir teilen uns lieber auf.
040D: unload_wav 2 
03CF: load_wav 35729 as 2 
Actor.DestroyInstantly(43@)
Actor.DestroyInstantly(44@)
Car.Destroy(189@)
Marker.Disable(214@)
Actor.DestroyInstantly(45@)
Actor.DestroyInstantly(46@)
Car.Destroy(194@)
Marker.Disable(215@)
Actor.DestroyInstantly(47@)
Actor.DestroyInstantly(48@)
Car.Destroy(195@)
Marker.Disable(216@)
Actor.DestroyInstantly(56@)
Actor.DestroyInstantly(57@)
Car.Destroy(196@)
Marker.Disable(217@)
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 10000 ms 
32@ = 0 
280@ = 5 

:DRUGS1_46940
if 
  280@ == 5 
else_jump @DRUGS1_47149 
if 
03D2:   wav 1 ended 
else_jump @DRUGS1_47149 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS1_47149 
Camera.SetPosition(2819.666, -1542.108, 10.2063, 0.0, 0.0, 0.0)
Camera.PointAt(2820.401, -1541.444, 10.3396, 2)
00BE: text_clear_all 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_47065 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 

:DRUGS1_47065
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_KC' time 5000 flag 1  // ~z~Ich fahr noch einen Block weiter und entsorg es dann.
040D: unload_wav 1 
03CF: load_wav 35730 as 1 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0555: remove_weapon 28 from_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 80 // Load the weapon model before using this 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRUGS1_47142 
0633: AS_actor $PLAYER_ACTOR exit_car 

:DRUGS1_47142
280@ = 6 

:DRUGS1_47149
if 
  280@ == 6 
else_jump @DRUGS1_47228 
if 
8449:   not actor $PLAYER_ACTOR in_a_car 
else_jump @DRUGS1_47228 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_47228 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 15000 ms 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 15000 ms 
280@ = 7 

:DRUGS1_47228
if 
  280@ == 7 
else_jump @DRUGS1_47318 
if 
03D2:   wav 2 ended 
else_jump @DRUGS1_47318 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS1_47318 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_KD' time 5000 flag 1  // ~z~Das war vielleicht 'ne Scheie da.
040D: unload_wav 2 
03CF: load_wav 35731 as 2 
280@ = 8 

:DRUGS1_47318
if 
  280@ == 8 
else_jump @DRUGS1_47437 
if 
03D2:   wav 1 ended 
else_jump @DRUGS1_47437 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS1_47437 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_47387 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS1_47387
00BE: text_clear_all 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_KE' time 5000 flag 1  // ~z~Kannst du laut sagen!
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
040D: unload_wav 1 
03CF: load_wav 35732 as 1 
280@ = 9 

:DRUGS1_47437
if 
  280@ == 9 
else_jump @DRUGS1_47534 
if 
03D2:   wav 2 ended 
else_jump @DRUGS1_47534 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS1_47534 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_KF' time 5000 flag 1  // ~z~Hey, wir knnen hier nicht rumhngen, man sieht sich, Homie!
040D: unload_wav 2 
03CF: load_wav 35733 as 2 
32@ = 0 
280@ = 10 

:DRUGS1_47534
if 
  280@ == 10 
else_jump @DRUGS1_47738 
if 
   not Car.Wrecked(161@)
else_jump @DRUGS1_47738 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_47738 
if 
  32@ > 3000 
else_jump @DRUGS1_47738 
if 
03D2:   wav 1 ended 
else_jump @DRUGS1_47738 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS1_47738 
0968: actor $PLAYER_ACTOR stop_mouth 
04E0: car 161@ abandon_path_radius 200 
05D1: AS_actor $ACTOR_SMOKE drive_car 161@ to 2804.5 -1538.95 10.38 speed 6.0 0 model #NULL 3 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_KG' time 2500 flag 1  // ~z~Love und alles, CJ.
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_47724 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 

:DRUGS1_47724
32@ = 0 
280@ = 11 

:DRUGS1_47738
if 
  280@ == 11 
else_jump @DRUGS1_47857 
if 
  32@ > 2000 
else_jump @DRUGS1_47857 
if 
03D2:   wav 2 ended 
else_jump @DRUGS1_47857 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_47811 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS1_47811
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Car.Destroy(161@)
Actor.DestroyInstantly($ACTOR_SMOKE)
0151: remove_status_text $6899 
00BE: text_clear_all 
jump @DRUGS1_52043 
280@ = 12 

:DRUGS1_47857
if 
  281@ == 1 
else_jump @DRUGS1_47984 
if 
07F0:   in_sphere 2631.852 -1482.75 18.109 radius 10.0 damaged_object_with_model #STORM_DRAIN_COVER 
else_jump @DRUGS1_47984 
if 
08FF:   object 152@ received_damage_type 28 
else_jump @DRUGS1_47945 
00BE: text_clear_all 
281@ = 2 
jump @DRUGS1_47984 

:DRUGS1_47945
$6899 = Car.Health(161@)
$6899 -= 100 
Car.Health(161@) = $6899
$6899 /= 10 
00BE: text_clear_all 
281@ = 3 

:DRUGS1_47984
if 
  280@ > 0 
else_jump @DRUGS1_48651 
if 
  4 > 280@ 
else_jump @DRUGS1_48651 
if 
  282@ == 0 
else_jump @DRUGS1_48087 
if 
  283@ == 0 
else_jump @DRUGS1_48087 
04AF: 239@ = 35713 // @ = any 
05AA: 240@s = 'SMO4_JE'  // ~z~Brutzelt, ihr Motherfucker!
gosub @DRUGS1_51600 

:DRUGS1_48087
if 
  282@ == 1 
else_jump @DRUGS1_48154 
if 
  283@ == 0 
else_jump @DRUGS1_48154 
04AF: 239@ = 35714 // @ = any 
05AA: 240@s = 'SMO4_JF'  // ~z~Da vorn ist der alte Abwasserkanal!
gosub @DRUGS1_51600 

:DRUGS1_48154
if 
  282@ == 2 
else_jump @DRUGS1_48221 
if 
  283@ == 0 
else_jump @DRUGS1_48221 
04AF: 239@ = 35715 // @ = any 
05AA: 240@s = 'SMO4_JG'  // ~z~Schie das Tor auf!
gosub @DRUGS1_51600 

:DRUGS1_48221
if 
  282@ == 3 
else_jump @DRUGS1_48362 
if 
  283@ == 0 
else_jump @DRUGS1_48362 
if 
  281@ == 2 
else_jump @DRUGS1_48313 
04AF: 239@ = 35716 // @ = any 
05AA: 240@s = 'SMO4_JH'  // ~z~Gute Arbeit, CJ, weiter geht's!
gosub @DRUGS1_51600 
jump @DRUGS1_48362 

:DRUGS1_48313
if 
  281@ == 3 
else_jump @DRUGS1_48362 
04AF: 239@ = 35717 // @ = any 
05AA: 240@s = 'SMO4_JJ'  // ~z~Das Tor, Carl, das TOR!
gosub @DRUGS1_51600 

:DRUGS1_48362
if 
  285@ == 0 
else_jump @DRUGS1_48425 
if 
01AD:   car 161@ sphere 0 near_point 2647.31 -1457.67 radius 10.0 10.0 
else_jump @DRUGS1_48425 
285@ = 1 

:DRUGS1_48425
if 
  282@ == 4 
else_jump @DRUGS1_48510 
if 
  283@ == 0 
else_jump @DRUGS1_48510 
if 
  285@ == 1 
else_jump @DRUGS1_48510 
04AF: 239@ = 35718 // @ = any 
05AA: 240@s = 'SMO4_JK'  // ~z~Mann, als wir klein waren, hab ich diesen Tunnel gehasst!
gosub @DRUGS1_51600 

:DRUGS1_48510
if 
  282@ == 5 
else_jump @DRUGS1_48577 
if 
  283@ == 0 
else_jump @DRUGS1_48577 
04AF: 239@ = 35719 // @ = any 
05AA: 240@s = 'SMO4_JL'  // ~z~Wir knnen spter in Erinnerungen schwelgen, wir haben immer noch Gesellschaft!
gosub @DRUGS1_51600 

:DRUGS1_48577
if 
  282@ == 6 
else_jump @DRUGS1_48644 
if 
  283@ == 0 
else_jump @DRUGS1_48644 
04AF: 239@ = 35723 // @ = any 
05AA: 240@s = 'SMO4_JP'  // ~z~Geben die Typen denn nie auf?
gosub @DRUGS1_51600 

:DRUGS1_48644
gosub @DRUGS1_51642 

:DRUGS1_48651
if 
  258@ == 1 
else_jump @DRUGS1_48716 
if 
   not Car.Wrecked(168@)
else_jump @DRUGS1_48716 
if 
051C:   car 168@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS1_48716 
020B: explode_car 168@ // versionA 
258@ = 2 

:DRUGS1_48716
if 
  259@ == 1 
else_jump @DRUGS1_48781 
if 
   not Car.Wrecked(169@)
else_jump @DRUGS1_48781 
if 
051C:   car 169@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS1_48781 
020B: explode_car 169@ // versionA 
259@ = 2 

:DRUGS1_48781
if 
  247@ == 1 
else_jump @DRUGS1_49029 
if 
   not Car.Wrecked(189@)
else_jump @DRUGS1_49029 
if 
   not Actor.Dead(42@)
else_jump @DRUGS1_48838 
jump @DRUGS1_49029 

:DRUGS1_48838
if 
   not Actor.Dead(43@)
else_jump @DRUGS1_48987 
if 
   Actor.InCar(43@, 189@)
else_jump @DRUGS1_48980 
046C: 205@ = car 189@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_48980 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 189@ 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
247@ = 2 

:DRUGS1_48980
jump @DRUGS1_49029 

:DRUGS1_48987
Car.SetSpeedInstantly(189@, 18.0)
05EC: release_car 189@ from_path 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
247@ = 2 

:DRUGS1_49029
if 
  247@ == 2 
else_jump @DRUGS1_49121 
if 
   Actor.Dead(43@)
else_jump @DRUGS1_49121 
05EC: release_car 189@ from_path 
if 
   not Car.Wrecked(189@)
else_jump @DRUGS1_49114 
Car.SetSpeedInstantly(189@, 18.0)
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_49114
247@ = 3 

:DRUGS1_49121
if 
  260@ == 1 
else_jump @DRUGS1_49208 
if 
   Actor.Dead(42@)
else_jump @DRUGS1_49208 
if or
   Actor.Dead(43@)
   Car.Wrecked(189@)
else_jump @DRUGS1_49208 
05EC: release_car 189@ from_path 
Marker.Disable(214@)
Car.RemoveReferences(189@)
Actor.RemoveReferences(42@)
Actor.RemoveReferences(43@)
260@ = 2 

:DRUGS1_49208
if 
  248@ == 1 
else_jump @DRUGS1_49456 
if 
   not Car.Wrecked(194@)
else_jump @DRUGS1_49456 
if 
   not Actor.Dead(44@)
else_jump @DRUGS1_49265 
jump @DRUGS1_49456 

:DRUGS1_49265
if 
   not Actor.Dead(45@)
else_jump @DRUGS1_49414 
if 
   Actor.InCar(45@, 194@)
else_jump @DRUGS1_49407 
046C: 205@ = car 194@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_49407 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 194@ 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
248@ = 2 

:DRUGS1_49407
jump @DRUGS1_49456 

:DRUGS1_49414
Car.SetSpeedInstantly(194@, 18.0)
05EC: release_car 194@ from_path 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
248@ = 2 

:DRUGS1_49456
if 
  248@ == 2 
else_jump @DRUGS1_49548 
if 
   Actor.Dead(45@)
else_jump @DRUGS1_49548 
05EC: release_car 194@ from_path 
if 
   not Car.Wrecked(194@)
else_jump @DRUGS1_49541 
Car.SetSpeedInstantly(194@, 18.0)
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_49541
248@ = 3 

:DRUGS1_49548
if 
  261@ == 1 
else_jump @DRUGS1_49635 
if 
   Actor.Dead(44@)
else_jump @DRUGS1_49635 
if or
   Actor.Dead(45@)
   Car.Wrecked(194@)
else_jump @DRUGS1_49635 
05EC: release_car 194@ from_path 
Marker.Disable(215@)
Car.RemoveReferences(194@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
261@ = 2 

:DRUGS1_49635
if 
  249@ == 1 
else_jump @DRUGS1_49883 
if 
   not Car.Wrecked(195@)
else_jump @DRUGS1_49883 
if 
   not Actor.Dead(46@)
else_jump @DRUGS1_49692 
jump @DRUGS1_49883 

:DRUGS1_49692
if 
   not Actor.Dead(47@)
else_jump @DRUGS1_49841 
if 
   Actor.InCar(47@, 195@)
else_jump @DRUGS1_49834 
046C: 205@ = car 195@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_49834 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 47@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 47@ in_car 195@ 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
249@ = 2 

:DRUGS1_49834
jump @DRUGS1_49883 

:DRUGS1_49841
Car.SetSpeedInstantly(195@, 18.0)
05EC: release_car 195@ from_path 
07DB: set_car 195@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
249@ = 2 

:DRUGS1_49883
if 
  249@ == 2 
else_jump @DRUGS1_49975 
if 
   Actor.Dead(47@)
else_jump @DRUGS1_49975 
05EC: release_car 195@ from_path 
if 
   not Car.Wrecked(195@)
else_jump @DRUGS1_49968 
Car.SetSpeedInstantly(195@, 18.0)
07DB: set_car 195@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_49968
249@ = 3 

:DRUGS1_49975
if 
  262@ == 1 
else_jump @DRUGS1_50062 
if 
   Actor.Dead(46@)
else_jump @DRUGS1_50062 
if or
   Actor.Dead(47@)
   Car.Wrecked(195@)
else_jump @DRUGS1_50062 
05EC: release_car 195@ from_path 
Marker.Disable(216@)
Car.RemoveReferences(195@)
Actor.RemoveReferences(46@)
Actor.RemoveReferences(47@)
262@ = 2 

:DRUGS1_50062
if 
  250@ == 1 
else_jump @DRUGS1_50310 
if 
   not Car.Wrecked(196@)
else_jump @DRUGS1_50310 
if 
   not Actor.Dead(56@)
else_jump @DRUGS1_50119 
jump @DRUGS1_50310 

:DRUGS1_50119
if 
   not Actor.Dead(57@)
else_jump @DRUGS1_50268 
if 
   Actor.InCar(57@, 196@)
else_jump @DRUGS1_50261 
046C: 205@ = car 196@ driver 
if 
  205@ == -1 
else_jump @DRUGS1_50261 
Car.StorePos(161@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 57@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 57@ in_car 196@ 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
250@ = 2 

:DRUGS1_50261
jump @DRUGS1_50310 

:DRUGS1_50268
Car.SetSpeedInstantly(196@, 18.0)
05EC: release_car 196@ from_path 
07DB: set_car 196@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
250@ = 2 

:DRUGS1_50310
if 
  250@ == 2 
else_jump @DRUGS1_50402 
if 
   Actor.Dead(57@)
else_jump @DRUGS1_50402 
05EC: release_car 196@ from_path 
if 
   not Car.Wrecked(196@)
else_jump @DRUGS1_50395 
Car.SetSpeedInstantly(196@, 18.0)
07DB: set_car 196@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_50395
250@ = 3 

:DRUGS1_50402
if 
  263@ == 1 
else_jump @DRUGS1_50489 
if 
   Actor.Dead(56@)
else_jump @DRUGS1_50489 
if or
   Actor.Dead(57@)
   Car.Wrecked(196@)
else_jump @DRUGS1_50489 
05EC: release_car 196@ from_path 
Marker.Disable(217@)
Car.RemoveReferences(196@)
Actor.RemoveReferences(56@)
Actor.RemoveReferences(57@)
263@ = 2 

:DRUGS1_50489
jump @DRUGS1_1348 

:DRUGS1_50496
0871: init_jump_table 151@ total_jumps 3 default_jump 0 @DRUGS1_50748 jumps 0 @DRUGS1_50559 1 @DRUGS1_50590 2 @DRUGS1_50669 -1 @DRUGS1_50748 -1 @DRUGS1_50748 -1 @DRUGS1_50748 -1 @DRUGS1_50748 

:DRUGS1_50559
015D: set_gamespeed 0.8 
158@ = 0.8 
151@ += 1 
jump @DRUGS1_50748 

:DRUGS1_50590
if 
  33@ > 3200 
else_jump @DRUGS1_50662 
007F: 158@ -= unknown_float * 0.05 // (float) 
if 
  0.3 > 158@ 
else_jump @DRUGS1_50657 
158@ = 0.3 
151@ += 1 

:DRUGS1_50657
015D: set_gamespeed 158@ 

:DRUGS1_50662
jump @DRUGS1_50748 

:DRUGS1_50669
if 
  33@ > 4000 
else_jump @DRUGS1_50741 
0079: 158@ += unknown_float * 0.05 // (float) 
if 
  158@ > 1.0 
else_jump @DRUGS1_50736 
158@ = 1.0 
151@ += 1 

:DRUGS1_50736
015D: set_gamespeed 158@ 

:DRUGS1_50741
jump @DRUGS1_50748 

:DRUGS1_50748
return 

:DRUGS1_50750
0871: init_jump_table 159@ total_jumps 3 default_jump 0 @DRUGS1_51223 jumps 0 @DRUGS1_50813 1 @DRUGS1_50983 2 @DRUGS1_51108 -1 @DRUGS1_51223 -1 @DRUGS1_51223 -1 @DRUGS1_51223 -1 @DRUGS1_51223 

:DRUGS1_50813
Car.StorePos(161@, 133@, 134@, 135@)
0407: store_coords_to 130@ 131@ 132@ from_car 161@ with_offset 1.0 -2.5 0.0 
130@ = 2563.28 
131@ = -1737.328 
132@ = 1.1412 
133@ = 2562.65 
134@ = -1734.725 
135@ = 1.1991 
136@ = 0.001 
137@ = 3E-12 
139@ = 0.03 
140@ = 0.1 
148@ = 0.47 
141@ = 0.003 
159@ += 1 

:DRUGS1_50983
if 
  2900 > 33@ 
else_jump @DRUGS1_51091 
007B: 139@ += unknown_float * 136@ // (float) 
007B: 137@ += unknown_float * 137@ // (float) 
007B: 140@ += unknown_float * 137@ // (float) 
if 
0025:   140@ > 148@ // (float) 
else_jump @DRUGS1_51053 
0087: 140@ = 148@ // (float) 

:DRUGS1_51053
007B: 130@ += unknown_float * 139@ // (float) 
007B: 131@ += unknown_float * 140@ // (float) 
007B: 132@ += unknown_float * 141@ // (float) 
jump @DRUGS1_51223 
jump @DRUGS1_51108 

:DRUGS1_51091
136@ = -0.01 
159@ += 1 

:DRUGS1_51108
if 
  4000 > 33@ 
else_jump @DRUGS1_51216 
007B: 139@ += unknown_float * 136@ // (float) 
007B: 137@ += unknown_float * 137@ // (float) 
007B: 140@ += unknown_float * 137@ // (float) 
if 
0025:   140@ > 148@ // (float) 
else_jump @DRUGS1_51178 
0087: 140@ = 148@ // (float) 

:DRUGS1_51178
007B: 130@ += unknown_float * 139@ // (float) 
007B: 131@ += unknown_float * 140@ // (float) 
007B: 132@ += unknown_float * 141@ // (float) 
jump @DRUGS1_51223 
jump @DRUGS1_51223 

:DRUGS1_51216
159@ += 1 

:DRUGS1_51223
return 

:DRUGS1_51225
0871: init_jump_table 160@ total_jumps 3 default_jump 0 @DRUGS1_51598 jumps 0 @DRUGS1_51288 1 @DRUGS1_51365 2 @DRUGS1_51464 -1 @DRUGS1_51598 -1 @DRUGS1_51598 -1 @DRUGS1_51598 -1 @DRUGS1_51598 

:DRUGS1_51288
143@ = 0.007 
144@ = 0.012 
145@ = 0.045 
146@ = 0.06 
149@ = 0.32 
147@ = 0.005 
150@ = 0.1 
160@ += 1 

:DRUGS1_51365
if 
  2800 > 33@ 
else_jump @DRUGS1_51457 
007B: 146@ += unknown_float * 143@ // (float) 
if 
0025:   146@ > 149@ // (float) 
else_jump @DRUGS1_51419 
0087: 146@ = 149@ // (float) 

:DRUGS1_51419
007B: 133@ += unknown_float * 145@ // (float) 
007B: 134@ += unknown_float * 146@ // (float) 
007B: 135@ += unknown_float * 147@ // (float) 
jump @DRUGS1_51598 
jump @DRUGS1_51464 

:DRUGS1_51457
160@ += 1 

:DRUGS1_51464
if 
  3600 > 33@ 
else_jump @DRUGS1_51584 
007B: 146@ += unknown_float * 143@ // (float) 
if 
0025:   146@ > 149@ // (float) 
else_jump @DRUGS1_51518 
0087: 146@ = 149@ // (float) 

:DRUGS1_51518
007B: 147@ += unknown_float * 144@ // (float) 
if 
0025:   147@ > 150@ // (float) 
else_jump @DRUGS1_51553 
0087: 147@ = 150@ // (float) 

:DRUGS1_51553
007B: 133@ += unknown_float * 145@ // (float) 
007B: 134@ += unknown_float * 146@ // (float) 
007B: 135@ += unknown_float * 147@ // (float) 
jump @DRUGS1_51591 

:DRUGS1_51584
160@ += 1 

:DRUGS1_51591
jump @DRUGS1_51598 

:DRUGS1_51598
return 

:DRUGS1_51600
if 
  283@ == 0 
else_jump @DRUGS1_51640 
03CF: load_wav 239@ as 1 
05AA: 237@s = 240@s 
283@ = 1 

:DRUGS1_51640
return 

:DRUGS1_51642
if 
  283@ == 1 
else_jump @DRUGS1_51696 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS1_51696 
00BC: show_text_highpriority GXT 237@s time 4000 flag 1 
03D1: play_wav 1 
283@ = 2 

:DRUGS1_51696
if 
  283@ == 2 
else_jump @DRUGS1_51749 
if 
03D2:   wav 1 ended 
else_jump @DRUGS1_51749 
282@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
283@ = 0 

:DRUGS1_51749
return 

:DRUGS1_51751
0615: define_AS_pack_begin 78@ 
05D3: AS_actor -1 goto_point 81@ 82@ 83@ mode 6 -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 78@ 
0618: assign_actor 79@ to_AS_pack 78@ 
061B: remove_references_to_AS_pack 78@ 
return 

:DRUGS1_51806
0615: define_AS_pack_begin 65@ 
0637: AS_actor -1 goto 81@ 82@ 83@ mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 84@ 85@ 86@ mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 65@ 
0618: assign_actor 79@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 
return 

:DRUGS1_51894
0615: define_AS_pack_begin 66@ 
05D3: AS_actor -1 goto_point 81@ 82@ 83@ mode 6 -1 ms // versionA 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 66@ 
0618: assign_actor 79@ to_AS_pack 66@ 
061B: remove_references_to_AS_pack 66@ 
return 

:DRUGS1_51943
0615: define_AS_pack_begin 67@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 67@ 
0618: assign_actor 79@ to_AS_pack 67@ 
061B: remove_references_to_AS_pack 67@ 
return 

:DRUGS1_51987
0615: define_AS_pack_begin 68@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 68@ 
0618: assign_actor 79@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
return 

:DRUGS1_52025
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:DRUGS1_52043
$SMOKE_TOTAL_PASSED_MISSIONS += 1 
Marker.Disable($434)
0318: set_latest_mission_passed 'SMOKE_4'  // Just Business
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0394: play_music 1 
0998: add_respect 10 
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:DRUGS1_52103
$ONMISSION = 0 
01E7: remove_forbidden_for_cars_cube_cornerA 1694.12 -1604.33 5.0 cornerB 1805.94 -1593.12 15.0 
Actor.DestroyWithFade($ACTOR_SMOKE)
0296: unload_special_actor 1 
08E7: disable_entrance_markers 0 
Marker.Disable(87@)
Marker.Disable(88@)
Marker.Disable(89@)
Marker.Disable(209@)
Marker.Disable(210@)
Marker.Disable(211@)
Marker.Disable(212@)
Marker.Disable(213@)
Marker.Disable(214@)
Marker.Disable(215@)
Marker.Disable(216@)
Marker.Disable(217@)
Marker.Disable(218@)
Marker.Disable(219@)
Marker.Disable(220@)
Marker.Disable(229@)
Marker.Disable(223@)
Marker.Disable(224@)
Marker.Disable(225@)
Marker.Disable(226@)
Marker.Disable(227@)
Marker.Disable(228@)
Marker.Disable(229@)
Marker.Disable(230@)
Marker.Disable(231@)
Marker.Disable(232@)
Marker.Disable(233@)
Marker.Disable(234@)
Marker.Disable(235@)
Marker.Disable(226@)
Marker.Disable(227@)
Marker.Disable(236@)
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 
Model.Destroy(#GLENDALE)
Model.Destroy(#WFYRI)
Model.Destroy(#WFYST)
Model.Destroy(#MAFFA)
Model.Destroy(#MAFFB)
Model.Destroy(#BF400)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#COLT45)
Model.Destroy(#MP5LNG)
04EF: release_animation "JST_BUISNESS" 
Model.Destroy(#SULTAN)
Model.Destroy(#KMB_SKIP)
Model.Destroy(#NEBULA)
Model.Destroy(#COACH)
Model.Destroy(#PACKER)
Model.Destroy(#STORM_DRAIN_COVER)
Model.Destroy(#BARREL4)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 4 
0151: remove_status_text $6897 
0151: remove_status_text $6899 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DRUGS1_52497 
0489: set_actor $PLAYER_ACTOR muted 0 
07CC: set_player $PLAYER_CHAR button_15 1 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:DRUGS1_52497
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS1_52520 
08C6: set_actor $ACTOR_SMOKE stay_on_bike 0 

:DRUGS1_52520
01B7: release_weather 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
06D0: enable_emergency_traffic 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DRUGS1_52905 
if 
   not Actor.Dead(42@)
else_jump @DRUGS1_52593 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52593
if 
   not Actor.Dead(43@)
else_jump @DRUGS1_52617 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52617
if 
   not Actor.Dead(44@)
else_jump @DRUGS1_52641 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52641
if 
   not Actor.Dead(45@)
else_jump @DRUGS1_52665 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52665
if 
   not Actor.Dead(46@)
else_jump @DRUGS1_52689 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52689
if 
   not Actor.Dead(47@)
else_jump @DRUGS1_52713 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52713
if 
   not Actor.Dead(48@)
else_jump @DRUGS1_52737 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52737
if 
   not Actor.Dead(49@)
else_jump @DRUGS1_52761 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52761
if 
   not Actor.Dead(50@)
else_jump @DRUGS1_52785 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52785
if 
   not Actor.Dead(51@)
else_jump @DRUGS1_52809 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52809
if 
   not Actor.Dead(52@)
else_jump @DRUGS1_52833 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52833
if 
   not Actor.Dead(53@)
else_jump @DRUGS1_52857 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52857
if 
   not Actor.Dead(54@)
else_jump @DRUGS1_52881 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52881
if 
   not Actor.Dead(55@)
else_jump @DRUGS1_52905 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 

:DRUGS1_52905
return 

//-------------Mission 31---------------
// Originally: Life's a Beach

:MUSIC1
thread 'MUSIC1' 
gosub @MUSIC1_47 
if 
wasted_or_busted 
else_jump @MUSIC1_38 
gosub @MUSIC1_15556 

:MUSIC1_38
gosub @MUSIC1_15629 
end_thread 

:MUSIC1_47
increment_mission_attempts 
054C: use_GXT_table 'STRAP1' 
$ONMISSION = 1 
wait 0 
34@ = 526.84 
35@ = -1885.19 
36@ = 2.4 
0087: 39@ = 34@ // (float) 
39@ += 2.5 
0087: 40@ = 35@ // (float) 
40@ += 3.5 
41@ = 2.79 
0087: 42@ = 34@ // (float) 
42@ -= 7.0 
0087: 43@ = 35@ // (float) 
43@ -= 9.8 
44@ = 2.06 
0087: 48@ = 39@ // (float) 
48@ += 9.0 
0087: 49@ = 40@ // (float) 
49@ += 4.0 
0087: 50@ = 41@ // (float) 
51@ = 340.0 
52@ = 1643.42 
53@ = -1524.69 
54@ = 12.61 
0087: 56@ = 48@ // (float) 
56@ -= 1.08 
0087: 57@ = 49@ // (float) 
57@ -= 3.05 
0087: 58@ = 56@ // (float) 
58@ -= 0.54 
0087: 59@ = 57@ // (float) 
59@ -= 1.53 
60@ = 3.14 
61@ = 21 
0087: 83@ = 39@ // (float) 
83@ += 10.0 
0087: 104@ = 40@ // (float) 
104@ -= 6.0 
125@ = 300.0 
0087: 84@ = 83@ // (float) 
84@ += 3.0 
0087: 105@ = 104@ // (float) 
0087: 126@ = 125@ // (float) 
126@ += 120.0 
0087: 85@ = 83@ // (float) 
85@ += 3.0 
0087: 106@ = 104@ // (float) 
106@ += 3.0 
0087: 127@ = 125@ // (float) 
127@ += 240.0 
0087: 86@ = 34@ // (float) 
86@ += 17.5 
0087: 107@ = 35@ // (float) 
107@ += 3.0 
128@ = 270.0 
0087: 87@ = 86@ // (float) 
87@ += 1.0 
0087: 108@ = 107@ // (float) 
0087: 129@ = 128@ // (float) 
129@ -= 180.0 
0087: 88@ = 39@ // (float) 
88@ -= 2.0 
0087: 109@ = 40@ // (float) 
109@ -= 8.0 
130@ = 315.0 
0087: 89@ = 88@ // (float) 
89@ += 2.5 
0087: 110@ = 109@ // (float) 
0087: 131@ = 130@ // (float) 
131@ += 90.0 
0087: 90@ = 88@ // (float) 
90@ += 2.5 
0087: 111@ = 109@ // (float) 
111@ += 2.5 
0087: 132@ = 130@ // (float) 
132@ += 180.0 
0087: 91@ = 88@ // (float) 
0087: 112@ = 109@ // (float) 
112@ += 2.5 
0087: 133@ = 130@ // (float) 
133@ += 270.0 
0087: 92@ = 34@ // (float) 
92@ += 12.0 
0087: 113@ = 35@ // (float) 
113@ -= 9.5 
134@ = 0.0 
0087: 93@ = 92@ // (float) 
93@ -= 0.5 
0087: 114@ = 113@ // (float) 
114@ += 1.5 
0087: 135@ = 134@ // (float) 
135@ += 180.0 
0087: 94@ = 42@ // (float) 
0087: 115@ = 43@ // (float) 
115@ += 5.0 
136@ = 200.0 
0087: 95@ = 42@ // (float) 
95@ += 3.0 
0087: 116@ = 43@ // (float) 
116@ += 3.5 
137@ = 170.0 
0087: 96@ = 42@ // (float) 
96@ += 4.0 
0087: 117@ = 43@ // (float) 
138@ = 0.0 
0087: 97@ = 42@ // (float) 
97@ += 5.0 
0087: 118@ = 43@ // (float) 
118@ += 2.0 
139@ = 270.0 
0087: 98@ = 39@ // (float) 
98@ += 1.0 
0087: 119@ = 40@ // (float) 
119@ += 6.0 
140@ = 270.0 
0087: 99@ = 98@ // (float) 
99@ += 1.5 
0087: 120@ = 119@ // (float) 
120@ += 1.5 
0087: 141@ = 140@ // (float) 
141@ -= 90.0 
0087: 100@ = 98@ // (float) 
100@ += 3.0 
0087: 121@ = 119@ // (float) 
0087: 142@ = 140@ // (float) 
142@ -= 180.0 
0087: 101@ = 98@ // (float) 
101@ += 1.5 
0087: 122@ = 119@ // (float) 
122@ -= 1.5 
0087: 143@ = 140@ // (float) 
143@ -= 270.0 
0087: 102@ = 48@ // (float) 
102@ -= 3.0 
0087: 123@ = 49@ // (float) 
123@ -= 1.0 
144@ = 0.0 
0087: 103@ = 102@ // (float) 
0087: 124@ = 123@ // (float) 
124@ += 1.0 
0087: 145@ = 144@ // (float) 
145@ += 180.0 
162@ = 20.0 
0087: 163@ = 162@ // (float) 
163@ *= 4.0 
146@ = 7 
gosub @MUSIC1_13984 
187@ = 0 
188@ = 0 
190@ = 0 
192@ = 0 
193@ = 0 
194@ = 0 
195@ = 0 
197@ = 0 
198@ = 0 
199@ = 0 
200@ = 0 
201@ = 0 
202@ = 0 
203@ = 0 
204@ = 0 
207@ = 0 
208@ = 0 
205@ = 0 
206@ = 0 
209@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
231@ = 0 
170@ = 0 

:MUSIC1_1557
if 
001D:   61@ > 170@ // (int) 
else_jump @MUSIC1_1653 
210@(170@,21i) = 0 
232@(170@,21i) = 0 
if 
001D:   146@ > 170@ // (int) 
else_jump @MUSIC1_1639 
253@(170@,7i) = 0 
260@(170@,7i) = 0 

:MUSIC1_1639
170@ += 1 
jump @MUSIC1_1557 

:MUSIC1_1653
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:MUSIC1_1668
if 
fading 
else_jump @MUSIC1_1692 
wait 0 
jump @MUSIC1_1668 

:MUSIC1_1692
0395: clear_area 0 at 809.5818 -1630.573 12.5469 radius 100.0 
Camera.SetAtPos(809.5818, -1630.573, 12.5469)
08F5: save_player_group 
02E4: load_cutscene_data 'STRAP1A' 

:MUSIC1_1746
if 
86B9:   not cutscene_data_loaded 
else_jump @MUSIC1_1770 
wait 0 
jump @MUSIC1_1746 

:MUSIC1_1770
02E7: start_cutscene 
fade 1 1000 

:MUSIC1_1779
if 
82E9:   not cutscene_reached_end 
else_jump @MUSIC1_1803 
wait 0 
jump @MUSIC1_1779 

:MUSIC1_1803
fade 0 0 

:MUSIC1_1809
if 
fading 
else_jump @MUSIC1_1833 
wait 0 
jump @MUSIC1_1809 

:MUSIC1_1833
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
08F6: restore_player_group 
Model.Load(#VOODOO)
Model.Load(#ESPERANT)
Model.Load(#OCEANIC)
Model.Load(#PONY)
Model.Load(#MP5LNG)
Model.Load(#BFYST)
Model.Load(#WFYST)
Model.Load(#BMYST)
Model.Load(#WMYRO)
Model.Load(#WFYCLOT)
Model.Load(#WMYST)
Model.Load(#WMYCLOT)
Model.Load(#BMYDJ)
Model.Load(#WFYRI)
Model.Load(#OFYRI)
06E9: load_car_component #WHEEL_OR1 
08A9: load_external_script 35 (DANCE) 
038B: load_requested_models 

:MUSIC1_1922
if or
   not Model.Available(#VOODOO)
   not Model.Available(#ESPERANT)
   not Model.Available(#OCEANIC)
   not Model.Available(#PONY)
   not Model.Available(#MP5LNG)
else_jump @MUSIC1_1969 
wait 0 
jump @MUSIC1_1922 

:MUSIC1_1969
if 
   not Model.Available(#BFYST)
else_jump @MUSIC1_1995 
wait 0 
jump @MUSIC1_1969 

:MUSIC1_1995
if or
   not Model.Available(#WFYST)
   not Model.Available(#BMYST)
   not Model.Available(#WMYRO)
   not Model.Available(#WFYCLOT)
   not Model.Available(#WMYST)
   not Model.Available(#WMYCLOT)
else_jump @MUSIC1_2043 
wait 0 
jump @MUSIC1_1995 

:MUSIC1_2043
if or
   not Model.Available(#BMYDJ)
   not Model.Available(#WFYRI)
   not Model.Available(#OFYRI)
else_jump @MUSIC1_2077 
wait 0 
jump @MUSIC1_2043 

:MUSIC1_2077
if or
86EA:   not car_component #WHEEL_OR1 available 
88AB:   not external_script 35 (DANCE) loaded 
else_jump @MUSIC1_2108 
wait 0 
jump @MUSIC1_2077 

:MUSIC1_2108
Garage.ChangeType('MUL_LAN', 19)
022B: create_forbidden_for_peds_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0 
Camera.SetAtPos(809.5818, -1630.573, 12.5469)
set_weather 1 
Actor.PutAt($PLAYER_ACTOR, 809.5818, -1630.573, 12.5469)
Actor.Angle($PLAYER_ACTOR) = 176.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color_RGB 0 0 0 
wait 500 
fade 1 1500 
Player.CanMove($PLAYER_CHAR) = True
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 
00BC: show_text_highpriority GXT 'MUS1_5' time 10000 flag 0  // ~s~Fahr zu der ~y~Beachparty~s~.
if 
  192@ == 1 
else_jump @MUSIC1_2489 
47@ = Car.Create(#PONY, 0.0, 0.0, -100.0)
272@ = Marker.CreateAboveCar(47@)
55@ = Actor.Create(Mission1, #BFYST, 0.0, 0.0, -100.0)
0615: define_AS_pack_begin 181@ 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 181@ 
170@ = 0 

:MUSIC1_2361
if 
001D:   61@ > 170@ // (int) 
else_jump @MUSIC1_2422 
62@(170@,21i) = Actor.Create(Mission1, #BFYST, 0.0, 0.0, -100.0)
170@ += 1 
jump @MUSIC1_2361 

:MUSIC1_2422
170@ = 0 

:MUSIC1_2429
if 
001D:   146@ > 170@ // (int) 
else_jump @MUSIC1_2489 
147@(170@,7i) = Car.Create(#VOODOO, 0.0, 0.0, -100.0)
170@ += 1 
jump @MUSIC1_2429 

:MUSIC1_2489
wait 0 
if 
0735:   NOP_false 83 
else_jump @MUSIC1_2515 
jump @MUSIC1_15574 

:MUSIC1_2515
set_weather 1 
if 
   not 193@ == 1 
else_jump @MUSIC1_2925 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 34@ 35@ radius 200.0 200.0 
else_jump @MUSIC1_2925 
0395: clear_area 0 at 34@ 35@ 36@ radius 100.0 
gosub @MUSIC1_6819 
0087: 274@ = 39@ // (float) 
274@ += 0.15 
0087: 275@ = 40@ // (float) 
275@ += 0.15 
45@ = Object.Init(#DYN_WOODPILE2, 274@, 275@, 2.6)
0087: 274@ = 42@ // (float) 
274@ += 0.15 
0087: 275@ = 43@ // (float) 
275@ += 0.15 
46@ = Object.Init(#DYN_WOODPILE2, 274@, 275@, 2.31)
08D2: object 45@ scale_model 0.5 
08D2: object 46@ scale_model 0.5 
Object.Indestructibility(45@) = False
Object.Indestructibility(46@) = False
0917: audio_zone 'BEACH' enable_sound 1 
wait 1500 
gosub @MUSIC1_8085 
if 
   not Actor.Dead(55@)
else_jump @MUSIC1_2788 
Actor.LockInCurrentPosition(55@) = True

:MUSIC1_2788
if 
   not Car.Wrecked(47@)
else_jump @MUSIC1_2811 
Car.LockInCurrentPosition(47@) = True

:MUSIC1_2811
if 
03CA:   object 45@ exists 
else_jump @MUSIC1_2834 
Object.KeepInMemory(45@) = True

:MUSIC1_2834
if 
03CA:   object 46@ exists 
else_jump @MUSIC1_2857 
Object.KeepInMemory(46@) = True

:MUSIC1_2857
064B: 37@ = create_particle "FIRE" at 39@ 40@ 41@ type 1 
064B: 38@ = create_particle "FIRE" at 42@ 43@ 44@ type 1 
064C: make_particle 37@ visible 
064C: make_particle 38@ visible 
270@ = 1 
193@ = 1 

:MUSIC1_2925
if 
  193@ == 1 
else_jump @MUSIC1_6812 
00BF: 175@ = current_time_hours, 176@ = current_time_minutes 
if and
  175@ >= 6 
  22 > 175@ 
else_jump @MUSIC1_3018 
if 
  270@ == 1 
else_jump @MUSIC1_3011 
064E: stop_particle 37@ 
064E: stop_particle 38@ 
270@ = 0 

:MUSIC1_3011
jump @MUSIC1_3053 

:MUSIC1_3018
if 
  270@ == 0 
else_jump @MUSIC1_3053 
064C: make_particle 37@ visible 
064C: make_particle 38@ visible 
270@ = 1 

:MUSIC1_3053
if and
   not 194@ == 1 
00EC:   actor $PLAYER_ACTOR 0 near_point 34@ 35@ radius 50.0 50.0 
else_jump @MUSIC1_3108 
gosub @MUSIC1_14856 
194@ = 1 

:MUSIC1_3108
if 
  203@ == 0 
else_jump @MUSIC1_6025 
if and
   not 195@ == 1 
   not 197@ == 1 
   not 199@ == 1 
else_jump @MUSIC1_3314 
if and
   not Actor.Dead(55@)
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot 
else_jump @MUSIC1_3314 
Marker.Disable(271@)
0687: clear_actor 55@ task 
Actor.Angle(55@) = 110.0
gosub @MUSIC1_12841 
03E5: show_text_box 'TALK_1'  // Um verneinend zu antworten, drcke ~k~~CONVERSATION_NO~~n~Um bejahend zu antworten, drcke ~k~~CONVERSATION_YES~
195@ = 1 
196@ = 0 
Player.CanMove($PLAYER_CHAR) = False
Actor.PutAt($PLAYER_ACTOR, 58@, 59@, 2.3)
Actor.Angle($PLAYER_ACTOR) = 290.0
0A25: set_camera_on_players_X_angle 0.031 Z_angle -2.152 
wait 1000 
Player.CanMove($PLAYER_CHAR) = True

:MUSIC1_3314
if and
  195@ == 1 
   not 197@ == 1 
else_jump @MUSIC1_4324 
if 
   not Actor.Dead(55@)
else_jump @MUSIC1_4324 
if 
071A:   actor 55@ current_dialogue_text == 287@s 
else_jump @MUSIC1_4018 
Player.CanMove($PLAYER_CHAR) = False
if 
88AB:   not external_script 35 (DANCE) loaded 
else_jump @MUSIC1_3400 
08A9: load_external_script 35 (DANCE) 

:MUSIC1_3400
fade 0 1000 

:MUSIC1_3407
if or
fading 
88AB:   not external_script 35 (DANCE) loaded 
else_jump @MUSIC1_3435 
wait 0 
jump @MUSIC1_3407 

:MUSIC1_3435
03E6: remove_text_box 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MUSIC1_3480 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 533.81 -1891.64 -100.0 
jump @MUSIC1_3500 

:MUSIC1_3480
Actor.PutAt($PLAYER_ACTOR, 533.81, -1891.64, -100.0)

:MUSIC1_3500
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0395: clear_area 0 at 533.81 -1891.64 2.27 radius 10.0 
170@ = 0 

:MUSIC1_3538
if 
001D:   146@ > 170@ // (int) 
else_jump @MUSIC1_3668 
if 
   not Car.Wrecked(147@(170@,7i))
else_jump @MUSIC1_3645 
if 
01AF:   car 147@(170@,7i) sphere 0 in_sphere 533.81 -1891.64 2.27 radius 10.0 10.0 10.0 
else_jump @MUSIC1_3638 
Car.Destroy(147@(170@,7i))

:MUSIC1_3638
jump @MUSIC1_3654 

:MUSIC1_3645
Car.Destroy(147@(170@,7i))

:MUSIC1_3654
170@ += 1 
jump @MUSIC1_3538 

:MUSIC1_3668
if 
   not Actor.Dead(55@)
else_jump @MUSIC1_3774 
08ED: remove_actor 55@ from_dialogue_mode 
0792: disembark_instantly_actor 55@ 
Actor.Angle(55@) = 110.0
0615: define_AS_pack_begin 182@ 
0605: actor -1 perform_animation_sequence "DAN_LOOP_A" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 182@ loop 1 
0616: define_AS_pack_end 182@ 
0618: assign_actor 55@ to_AS_pack 182@ 
061B: remove_references_to_AS_pack 182@ 

:MUSIC1_3774
0917: audio_zone 'BEACH' enable_sound 0 
if 
   not Actor.Dead(65@)
else_jump @MUSIC1_3808 
0792: disembark_instantly_actor 65@ 

:MUSIC1_3808
if 
   not Actor.Dead(66@)
else_jump @MUSIC1_3829 
0792: disembark_instantly_actor 66@ 

:MUSIC1_3829
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_4' time 10000 flag 0  // ~s~Erreiche mindestens 2500 Punkte, um Zugriff auf den Sound Van zu erhalten.
170@ = 0 

:MUSIC1_3854
if 
  5 > 170@ 
else_jump @MUSIC1_3970 
$5315(170@,5f) = 531.18 
$5320(170@,5f) = -1893.8 
$5325(170@,5f) = 3.45 
$5330(170@,5f) = 533.94 
$5335(170@,5f) = -1891.82 
$5340(170@,5f) = 3.44 
170@ += 1 
jump @MUSIC1_3854 

:MUSIC1_3970
08BA: set $5295 bit 31 
0913: run_external_script 35 (DANCE) 533.81 -1891.64 -100.0 51@ 1 -1  
197@ = 1 
jump @MUSIC1_4324 

:MUSIC1_4018
if 
   not 196@ == 1 
else_jump @MUSIC1_4215 
if or
071A:   actor 55@ current_dialogue_text == 285@s 
071A:   actor 55@ current_dialogue_text == 289@s 
else_jump @MUSIC1_4077 
196@ = 1 
jump @MUSIC1_4208 

:MUSIC1_4077
if 
00F2:   actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0 
else_jump @MUSIC1_4122 
33@ = 0 
jump @MUSIC1_4208 

:MUSIC1_4122
if 
  33@ > 3000 
else_jump @MUSIC1_4208 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
Actor.PutAt(55@, 56@, 57@, -100.0)
Actor.Angle(55@) = 51@
0618: assign_actor 55@ to_AS_pack 181@ 
195@ = 0 
196@ = 0 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_4208
jump @MUSIC1_4324 

:MUSIC1_4215
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot 
else_jump @MUSIC1_4324 
196@ = 0 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
Actor.PutAt(55@, 56@, 57@, -100.0)
Actor.Angle(55@) = 51@
0618: assign_actor 55@ to_AS_pack 181@ 
195@ = 0 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_4324
if and
  197@ == 1 
   not 199@ == 1 
else_jump @MUSIC1_4626 
if and
88B4:   not test $5295 bit 31 
   not 198@ == 1 
else_jump @MUSIC1_4510 
Player.CanMove($PLAYER_CHAR) = True
if 
   not Actor.Dead(55@)
else_jump @MUSIC1_4402 
0792: disembark_instantly_actor 55@ 

:MUSIC1_4402
00BE: text_clear_all 
if 
  $DANCE_SCORE >= 2500 
else_jump @MUSIC1_4482 
0917: audio_zone 'BEACH' enable_sound 1 
gosub @MUSIC1_13655 
03E5: show_text_box 'TALK_1'  // Um verneinend zu antworten, drcke ~k~~CONVERSATION_NO~~n~Um bejahend zu antworten, drcke ~k~~CONVERSATION_YES~
199@ = 1 
200@ = 1 
196@ = 0 
jump @MUSIC1_4510 

:MUSIC1_4482
191@ = 1 
gosub @MUSIC1_15131 
32@ = 0 
198@ = 1 

:MUSIC1_4510
if 
  198@ == 1 
else_jump @MUSIC1_4626 
if and
001D:   189@ > 188@ // (int) 
  191@ == 1 
else_jump @MUSIC1_4584 
if 
   not Actor.Dead(55@)
else_jump @MUSIC1_4577 
gosub @MUSIC1_15302 

:MUSIC1_4577
jump @MUSIC1_4626 

:MUSIC1_4584
if 
  32@ > 1000 
else_jump @MUSIC1_4626 
00BC: show_text_highpriority GXT 'MUS1_8' time 5000 flag 0  // ~r~Du brauchst mehr Training!
jump @MUSIC1_15556 

:MUSIC1_4626
if and
  199@ == 1 
   not 201@ == 1 
else_jump @MUSIC1_5227 
if 
   not Actor.Dead(55@)
else_jump @MUSIC1_5227 
if 
   not 200@ == 1 
else_jump @MUSIC1_4786 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot 
else_jump @MUSIC1_4779 
Marker.Disable(271@)
0687: clear_actor 55@ task 
Actor.Angle(55@) = 110.0
gosub @MUSIC1_13655 
03E5: show_text_box 'TALK_1'  // Um verneinend zu antworten, drcke ~k~~CONVERSATION_NO~~n~Um bejahend zu antworten, drcke ~k~~CONVERSATION_YES~
200@ = 1 
196@ = 0 

:MUSIC1_4779
jump @MUSIC1_5227 

:MUSIC1_4786
if or
071A:   actor 55@ current_dialogue_text == 'VYES1'  // ~z~Los, Homeboy.
071A:   actor 55@ current_dialogue_text == 'VYES2'  // ~z~Gehen wir in mein Bro...
else_jump @MUSIC1_4923 
if 
   not Car.Wrecked(47@)
else_jump @MUSIC1_4916 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
07A1: set_walk_speed 4 
Actor.LockInCurrentPosition(55@) = False
05CA: AS_actor 55@ enter_car 47@ passenger_seat 0 -1 ms 
272@ = Marker.CreateAboveCar(47@)
07E0: set_marker 272@ type_to 1 
200@ = 0 
201@ = 1 
00BB: show_text_lowpriority GXT 'MUS1_7' time 10000 flag 0  // ~s~Klau den ~b~Sound-Van~s~.

:MUSIC1_4916
jump @MUSIC1_5227 

:MUSIC1_4923
if 
   not 196@ == 1 
else_jump @MUSIC1_5118 
if 
071A:   actor 55@ current_dialogue_text == 'VLATE'  // ~z~Na ja, ich bin noch eine Weile hier, falls du's dir anders berlegen solltest!
else_jump @MUSIC1_4980 
196@ = 1 
jump @MUSIC1_5111 

:MUSIC1_4980
if 
00F2:   actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0 
else_jump @MUSIC1_5025 
33@ = 0 
jump @MUSIC1_5111 

:MUSIC1_5025
if 
  33@ > 3000 
else_jump @MUSIC1_5111 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
Actor.PutAt(55@, 56@, 57@, -100.0)
Actor.Angle(55@) = 51@
0618: assign_actor 55@ to_AS_pack 181@ 
200@ = 0 
196@ = 0 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_5111
jump @MUSIC1_5227 

:MUSIC1_5118
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot 
else_jump @MUSIC1_5227 
196@ = 0 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
Actor.PutAt(55@, 56@, 57@, -100.0)
Actor.Angle(55@) = 51@
0618: assign_actor 55@ to_AS_pack 181@ 
200@ = 0 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_5227
if and
  201@ == 1 
   not 202@ == 1 
   not Actor.Dead(55@)
   not Car.Wrecked(47@)
else_jump @MUSIC1_5330 
if 
   Actor.InCar(55@, 47@)
else_jump @MUSIC1_5330 
Car.DoorStatus(47@) = 1
095E: set_car 47@ componentA 4 manipulation 1 value -1.0 
095E: set_car 47@ componentA 5 manipulation 1 value -1.0 
0852: set_car 47@ damages_visible 1 
202@ = 1 

:MUSIC1_5330
if 
   not 268@ == 1 
else_jump @MUSIC1_5770 
if and
00EC:   actor $PLAYER_ACTOR 0 near_point 34@ 35@ radius 162@ 162@ 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @MUSIC1_5397 
268@ = 1 
jump @MUSIC1_5571 

:MUSIC1_5397
if 
   Actor.Dead(55@)
else_jump @MUSIC1_5427 
268@ = 1 
jump @MUSIC1_5460 

:MUSIC1_5427
if or
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
074F:   actor 55@ ped_event == 31 
else_jump @MUSIC1_5460 
268@ = 1 

:MUSIC1_5460
170@ = 0 

:MUSIC1_5467
if and
001D:   61@ > 170@ // (int) 
   not 268@ == 1 
else_jump @MUSIC1_5571 
if 
   Actor.Dead(62@(170@,21i))
else_jump @MUSIC1_5527 
268@ = 1 
jump @MUSIC1_5557 

:MUSIC1_5527
if 
051A:   actor 62@(170@,21i) damaged_by_actor $PLAYER_ACTOR 
else_jump @MUSIC1_5557 
268@ = 1 

:MUSIC1_5557
170@ += 1 
jump @MUSIC1_5467 

:MUSIC1_5571
if 
  268@ == 1 
else_jump @MUSIC1_5738 
040D: unload_wav 1 
00BE: text_clear_all 
if 
   not 202@ == 1 
else_jump @MUSIC1_5634 
gosub @MUSIC1_10052 
gosub @MUSIC1_10452 
jump @MUSIC1_5718 

:MUSIC1_5634
if 
   not 209@ == 1 
else_jump @MUSIC1_5666 
gosub @MUSIC1_10726 
209@ = 1 

:MUSIC1_5666
if and
   not Actor.Dead(55@)
   not 231@ == 1 
else_jump @MUSIC1_5718 
01B9: set_actor 55@ armed_weapon_to 29 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
231@ = 1 
0961: unknown_actor 55@ flag 1 

:MUSIC1_5718
0917: audio_zone 'BEACH' enable_sound 0 
jump @MUSIC1_5770 

:MUSIC1_5738
if or
   not 197@ == 1 
  199@ == 1 
else_jump @MUSIC1_5770 
gosub @MUSIC1_9958 

:MUSIC1_5770
if and
  202@ == 1 
  268@ == 1 
else_jump @MUSIC1_5827 
if and
  209@ == 1 
   not 269@ == 1 
else_jump @MUSIC1_5827 
gosub @MUSIC1_11354 

:MUSIC1_5827
if and
   not 207@ == 1 
   not Car.Wrecked(47@)
else_jump @MUSIC1_5927 
if 
   Actor.InCar($PLAYER_ACTOR, 47@)
else_jump @MUSIC1_5927 
Marker.Disable(272@)
207@ = 1 
208@ = 1 
Car.LockInCurrentPosition(47@) = False
Camera.SetBehindPlayer
00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0  // ~s~Fahr den Van zur ~y~Werkstatt~s~.
018A: 273@ = create_checkpoint_at 52@ 53@ 54@ 

:MUSIC1_5927
if 
  207@ == 1 
else_jump @MUSIC1_6025 
gosub @MUSIC1_14690 
if 
   not Car.Wrecked(47@)
else_jump @MUSIC1_6025 
if 
81AD:   not car 47@ sphere 0 near_point 34@ 35@ radius 162@ 162@ 
else_jump @MUSIC1_6025 
Car.ImmuneToNonPlayer(47@) = False
203@ = 1 
0917: audio_zone 'BEACH' enable_sound 0 

:MUSIC1_6025
if 
  203@ == 1 
else_jump @MUSIC1_6555 
if and
   not 204@ == 1 
   not Actor.Dead(55@)
   not Car.Wrecked(47@)
else_jump @MUSIC1_6115 
0615: define_AS_pack_begin 177@ 
0622: AS_actor -1 bail_car 47@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 177@ 
0618: assign_actor 55@ to_AS_pack 177@ 
061B: remove_references_to_AS_pack 177@ 
204@ = 1 

:MUSIC1_6115
if and
  204@ == 1 
   not Actor.Dead(55@)
   not 205@ == 1 
else_jump @MUSIC1_6228 
062E: unknown_get_actor 55@ task 1560 status_store_to 178@ // ret 7 if not found 
if 
84A4:   not  178@ == 7 // @ == any 
else_jump @MUSIC1_6228 
0646: unknown_get_actor 55@ task_1560_status_store_to 179@ // similar to 062E 
if 
  179@ >= 0 
else_jump @MUSIC1_6228 
191@ = 0 
gosub @MUSIC1_15131 
01B9: set_actor 55@ armed_weapon_to 29 
205@ = 1 

:MUSIC1_6228
if and
  205@ == 1 
   not 206@ == 1 
else_jump @MUSIC1_6336 
if and
001D:   189@ > 188@ // (int) 
  191@ == 0 
else_jump @MUSIC1_6329 
if 
   not Actor.Dead(55@)
else_jump @MUSIC1_6309 
gosub @MUSIC1_15302 
jump @MUSIC1_6322 

:MUSIC1_6309
040D: unload_wav 1 
00BE: text_clear_all 
206@ = 1 

:MUSIC1_6322
jump @MUSIC1_6336 

:MUSIC1_6329
206@ = 1 

:MUSIC1_6336
if 
   not 209@ == 1 
else_jump @MUSIC1_6368 
gosub @MUSIC1_10726 
209@ = 1 

:MUSIC1_6368
if 
   not 269@ == 1 
else_jump @MUSIC1_6393 
gosub @MUSIC1_11354 

:MUSIC1_6393
if and
  209@ == 1 
   not 267@ == 1 
else_jump @MUSIC1_6462 
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 34@ 35@ radius 163@ 163@ 
else_jump @MUSIC1_6462 
gosub @MUSIC1_10228 
267@ = 1 

:MUSIC1_6462
if and
  209@ == 1 
   not Car.Wrecked(47@)
   not 269@ == 1 
else_jump @MUSIC1_6548 
if and
   Actor.InCar($PLAYER_ACTOR, 47@)
00EE:   actor $PLAYER_ACTOR 0 near_point 52@ 53@ radius 50.0 50.0 in_car 
else_jump @MUSIC1_6548 
gosub @MUSIC1_11771 
269@ = 1 

:MUSIC1_6548
gosub @MUSIC1_14690 

:MUSIC1_6555
if 
   not 202@ == 1 
else_jump @MUSIC1_6664 
if 
   Actor.Dead(55@)
else_jump @MUSIC1_6621 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_18' time 5000 flag 0  // ~r~Der DJ ist tot!
jump @MUSIC1_15556 
jump @MUSIC1_6664 

:MUSIC1_6621
if 
  268@ == 1 
else_jump @MUSIC1_6664 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_21' time 5000 flag 0  // ~r~Du hast die Party in einen Trmmerhaufen verwandelt!
jump @MUSIC1_15556 

:MUSIC1_6664
if 
   Car.Wrecked(47@)
else_jump @MUSIC1_6712 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~Der Van wurde zerstrt!
jump @MUSIC1_15556 
jump @MUSIC1_6812 

:MUSIC1_6712
if 
  207@ == 1 
else_jump @MUSIC1_6812 
if 
   Actor.InCar($PLAYER_ACTOR, 47@)
else_jump @MUSIC1_6812 
if 
01AF:   car 47@ sphere 1 in_sphere 52@ 53@ 54@ radius 4.0 4.0 2.0 
else_jump @MUSIC1_6812 
Player.CanMove($PLAYER_CHAR) = False
gosub @MUSIC1_11889 
jump @MUSIC1_15574 

:MUSIC1_6812
jump @MUSIC1_2489 

:MUSIC1_6819
170@ = 0 
164@ = -30.0 

:MUSIC1_6836
if 
001D:   146@ > 170@ // (int) 
else_jump @MUSIC1_7108 
02F7: 165@ = sine 164@ // (float) 
02F6: 166@ = cosine 164@ // (float) 
006B: 165@ *= 162@ // (float) 
006B: 166@ *= 162@ // (float) 
005B: 165@ += 34@ // (float) 
005B: 166@ += 35@ // (float) 
if or
  170@ == 0 
  170@ == 3 
  170@ == 6 
else_jump @MUSIC1_6965 
147@(170@,7i) = Car.Create(#VOODOO, 165@, 166@, -100.0)
jump @MUSIC1_7043 

:MUSIC1_6965
if or
  170@ == 1 
  170@ == 7 
else_jump @MUSIC1_7020 
147@(170@,7i) = Car.Create(#OCEANIC, 165@, 166@, -100.0)
jump @MUSIC1_7043 

:MUSIC1_7020
147@(170@,7i) = Car.Create(#ESPERANT, 165@, 166@, -100.0)

:MUSIC1_7043
168@ = 90.0 
005B: 168@ += 164@ // (float) 
Car.Angle(147@(170@,7i)) = 168@
Car.DoorStatus(147@(170@,7i)) = 2
164@ += 37.0 
170@ += 1 
jump @MUSIC1_6836 

:MUSIC1_7108
0506: set_car_model #PONY next_variation 0 0 // first param is useless 
47@ = Car.Create(#PONY, 48@, 49@, 50@)
06E7: 276@ = add_car_component #WHEEL_OR1 to_car 47@ 
Car.Angle(47@) = 51@
Car.SetToNormalDriver(47@)
Car.ImmuneToNonPlayer(47@) = True
Car.Health(47@) = 5000
0229: set_car 47@ primary_color_to 4 secondary_color_to 4 
053F: set_car 47@ tires_vulnerability 0 
0423: set_car 47@ improved_handling_to 2.0 // (float) 
0657: car 47@ open_componentA 4 
0657: car 47@ open_componentA 5 
Car.DoorStatus(47@) = 3
0852: set_car 47@ damages_visible 0 
wait 1000 
55@ = Actor.Create(Mission1, #BFYST, 56@, 57@, -100.0)
Actor.Angle(55@) = 51@
02A9: set_actor 55@ immune_to_nonplayer 1 
01B2: give_actor 55@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 55@ armed_weapon_to 0 
231@ = 0 
07E5: copy_decision_maker 65542 to 180@ 
0709: set_decision_maker 180@ on_event 31 taskID 413 unknown 100.0 100.0 chance 100.0 unknown 100.0 0 1 // see *.ped files 
060B: set_actor 55@ decision_maker_to 180@ 
170@ = 0 

:MUSIC1_7352
if 
001D:   61@ > 170@ // (int) 
else_jump @MUSIC1_8025 
if or
  170@ == 0 
  170@ == 4 
  170@ == 7 
  170@ == 11 
else_jump @MUSIC1_7449 
62@(170@,21i) = Actor.Create(Mission1, #BMYST, 83@(170@,21f), 104@(170@,21f), -100.0)
jump @MUSIC1_7945 

:MUSIC1_7449
if or
  170@ == 6 
  170@ == 3 
  170@ == 2 
else_jump @MUSIC1_7520 
62@(170@,21i) = Actor.Create(Mission1, #WMYST, 83@(170@,21f), 104@(170@,21f), -100.0)
jump @MUSIC1_7945 

:MUSIC1_7520
if or
  170@ == 9 
  170@ == 14 
  170@ == 17 
  170@ == 19 
else_jump @MUSIC1_7599 
62@(170@,21i) = Actor.Create(Mission1, #WFYCLOT, 83@(170@,21f), 104@(170@,21f), -100.0)
jump @MUSIC1_7945 

:MUSIC1_7599
if 
  170@ == 12 
else_jump @MUSIC1_7656 
62@(170@,21i) = Actor.Create(Mission1, #WMYRO, 83@(170@,21f), 104@(170@,21f), -100.0)
jump @MUSIC1_7945 

:MUSIC1_7656
if or
  170@ == 16 
  170@ == 10 
else_jump @MUSIC1_7720 
62@(170@,21i) = Actor.Create(Mission1, #WFYST, 83@(170@,21f), 104@(170@,21f), -100.0)
jump @MUSIC1_7945 

:MUSIC1_7720
if or
  170@ == 5 
  170@ == 15 
else_jump @MUSIC1_7785 
62@(170@,21i) = Actor.Create(Mission1, #WMYCLOT, 83@(170@,21f), 104@(170@,21f), -100.0)
jump @MUSIC1_7945 

:MUSIC1_7785
if or
  170@ == 8 
  170@ == 13 
else_jump @MUSIC1_7849 
62@(170@,21i) = Actor.Create(Mission1, #BMYDJ, 83@(170@,21f), 104@(170@,21f), -100.0)
jump @MUSIC1_7945 

:MUSIC1_7849
if or
  170@ == 1 
  170@ == 20 
else_jump @MUSIC1_7913 
62@(170@,21i) = Actor.Create(Mission1, #OFYRI, 83@(170@,21f), 104@(170@,21f), -100.0)
jump @MUSIC1_7945 

:MUSIC1_7913
62@(170@,21i) = Actor.Create(Mission1, #WFYRI, 83@(170@,21f), 104@(170@,21f), -100.0)

:MUSIC1_7945
Actor.Angle(62@(170@,21i)) = 125@(170@,21f)
01B2: give_actor 62@(170@,21i) weapon 29 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 62@(170@,21i) armed_weapon_to 0 
060B: set_actor 62@(170@,21i) decision_maker_to 180@ 
210@(170@,21i) = 0 
170@ += 1 
jump @MUSIC1_7352 

:MUSIC1_8025
Model.Destroy(#VOODOO)
Model.Destroy(#ESPERANT)
Model.Destroy(#OCEANIC)
Model.Destroy(#WFYST)
Model.Destroy(#BMYST)
Model.Destroy(#WMYRO)
Model.Destroy(#WFYCLOT)
Model.Destroy(#WMYST)
Model.Destroy(#WMYCLOT)
Model.Destroy(#BMYDJ)
Model.Destroy(#WFYRI)
Model.Destroy(#OFYRI)
06EB: release_car_component #WHEEL_OR1 
return 

:MUSIC1_8085
04ED: load_animation "BAR" 
04ED: load_animation "DANCING" 
04ED: load_animation "BEACH" 
04ED: load_animation "SCRATCHING" 

:MUSIC1_8126
if or
84EE:   not animation "BAR" loaded 
84EE:   not animation "DANCING" loaded 
84EE:   not animation "BEACH" loaded 
84EE:   not animation "SCRATCHING" loaded 
else_jump @MUSIC1_8189 
wait 0 
jump @MUSIC1_8126 

:MUSIC1_8189
0615: define_AS_pack_begin 181@ 
0605: actor -1 perform_animation_sequence "SCLNG_R" IFP_file "SCRATCHING" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 181@ loop 1 
0616: define_AS_pack_end 181@ 
if 
   not Actor.Dead(55@)
else_jump @MUSIC1_8270 
0618: assign_actor 55@ to_AS_pack 181@ 

:MUSIC1_8270
if 
   not Actor.Dead(62@)
else_jump @MUSIC1_8354 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "DNCE_M_A" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 62@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_8354
if 
   not Actor.Dead(63@)
else_jump @MUSIC1_8438 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "DNCE_M_B" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 63@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_8438
if 
   not Actor.Dead(64@)
else_jump @MUSIC1_8522 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "DNCE_M_D" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 64@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_8522
if and
   not Actor.Dead(65@)
   not Actor.Dead(66@)
else_jump @MUSIC1_8567 
0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1 

:MUSIC1_8567
if 
   not Actor.Dead(67@)
else_jump @MUSIC1_8653 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "LAY_BAC_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 67@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_8653
if 
   not Actor.Dead(68@)
else_jump @MUSIC1_8741 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 68@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_8741
if 
   not Actor.Dead(69@)
else_jump @MUSIC1_8827 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "LAY_BAC_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 69@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_8827
if 
   not Actor.Dead(70@)
else_jump @MUSIC1_8915 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 70@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_8915
if 
   not Actor.Dead(71@)
else_jump @MUSIC1_9003 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "PARKSIT_W_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 71@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9003
if 
   not Actor.Dead(72@)
else_jump @MUSIC1_9091 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 72@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9091
if 
   not Actor.Dead(73@)
else_jump @MUSIC1_9179 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "PARKSIT_M_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 73@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9179
if 
   not Actor.Dead(74@)
else_jump @MUSIC1_9265 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "LAY_BAC_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 74@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9265
if 
   not Actor.Dead(75@)
else_jump @MUSIC1_9345 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "BATHER" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 75@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9345
if 
   not Actor.Dead(76@)
else_jump @MUSIC1_9434 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "SITNWAIT_LOOP_W" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 76@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9434
if 
   not Actor.Dead(77@)
else_jump @MUSIC1_9518 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "DNCE_M_B" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 77@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9518
if 
   not Actor.Dead(78@)
else_jump @MUSIC1_9602 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "DNCE_M_C" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 78@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9602
if 
   not Actor.Dead(79@)
else_jump @MUSIC1_9686 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "DNCE_M_D" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 79@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9686
if 
   not Actor.Dead(80@)
else_jump @MUSIC1_9770 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "DNCE_M_E" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 80@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_9770
if 
   not Actor.Dead(81@)
else_jump @MUSIC1_9863 
0615: define_AS_pack_begin 173@ 
0605: actor -1 perform_animation_sequence "DNK_STNDF_LOOP" IFP_file "BAR" 4.0 loop 0 0 0 1 time -1 // versionA 
05B9: AS_actor -1 stay_idle 4000 ms 
0643: set_AS_pack 173@ loop 1 
0616: define_AS_pack_end 173@ 
0618: assign_actor 81@ to_AS_pack 173@ 
061B: remove_references_to_AS_pack 173@ 

:MUSIC1_9863
if 
   not Actor.Dead(82@)
else_jump @MUSIC1_9956 
0615: define_AS_pack_begin 174@ 
0605: actor -1 perform_animation_sequence "DNK_STNDF_LOOP" IFP_file "BAR" 4.0 loop 0 0 0 1 time -1 // versionA 
05B9: AS_actor -1 stay_idle 2200 ms 
0643: set_AS_pack 174@ loop 1 
0616: define_AS_pack_end 174@ 
0618: assign_actor 82@ to_AS_pack 174@ 
061B: remove_references_to_AS_pack 174@ 

:MUSIC1_9956
return 

:MUSIC1_9958
if and
   not Actor.Dead(65@)
   not Actor.Dead(66@)
else_jump @MUSIC1_10050 
062E: unknown_get_actor 65@ task 1655 status_store_to 277@ // ret 7 if not found 
062E: unknown_get_actor 66@ task 1655 status_store_to 278@ // ret 7 if not found 
if and
04A4:   277@ == 7 // @ == any 
04A4:   278@ == 7 // @ == any 
else_jump @MUSIC1_10050 
0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1 

:MUSIC1_10050
return 

:MUSIC1_10052
170@ = 5 

:MUSIC1_10059
if 
  8 >= 170@ 
else_jump @MUSIC1_10167 
if and
   not Actor.Dead(62@(170@,21i))
  210@(170@,21i) == 0 
else_jump @MUSIC1_10153 
01B9: set_actor 62@(170@,21i) armed_weapon_to 29 
05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR 
210@(170@,21i) = 1 
0961: unknown_actor 62@(170@,21i) flag 1 

:MUSIC1_10153
170@ += 1 
jump @MUSIC1_10059 

:MUSIC1_10167
if and
   not Actor.Dead(55@)
  231@ == 0 
else_jump @MUSIC1_10226 
01B9: set_actor 55@ armed_weapon_to 29 
Actor.LockInCurrentPosition(55@) = False
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
231@ = 1 
0961: unknown_actor 55@ flag 1 

:MUSIC1_10226
return 

:MUSIC1_10228
170@ = 0 

:MUSIC1_10235
if 
001D:   61@ > 170@ // (int) 
else_jump @MUSIC1_10339 
if 
   not 232@(170@,21i) == 1 
else_jump @MUSIC1_10325 
if 
   not Actor.Dead(62@(170@,21i))
else_jump @MUSIC1_10325 
if 
82CB:   not actor 62@(170@,21i) bounding_sphere_visible 
else_jump @MUSIC1_10325 
Actor.DestroyInstantly(62@(170@,21i))

:MUSIC1_10325
170@ += 1 
jump @MUSIC1_10235 

:MUSIC1_10339
170@ = 0 

:MUSIC1_10346
if 
001D:   146@ > 170@ // (int) 
else_jump @MUSIC1_10450 
if 
   not 253@(170@,7i) == 1 
else_jump @MUSIC1_10436 
if 
   not Car.Wrecked(147@(170@,7i))
else_jump @MUSIC1_10436 
if 
82CA:   not car 147@(170@,7i) bounding_sphere_visible 
else_jump @MUSIC1_10436 
Car.Destroy(147@(170@,7i))

:MUSIC1_10436
170@ += 1 
jump @MUSIC1_10346 

:MUSIC1_10450
return 

:MUSIC1_10452
170@ = 0 

:MUSIC1_10459
if 
001D:   61@ > 170@ // (int) 
else_jump @MUSIC1_10570 
if 
   not Actor.Dead(62@(170@,21i))
else_jump @MUSIC1_10556 
if or
  5 > 170@ 
  170@ > 8 
else_jump @MUSIC1_10556 
05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999 
0961: unknown_actor 62@(170@,21i) flag 1 

:MUSIC1_10556
170@ += 1 
jump @MUSIC1_10459 

:MUSIC1_10570
if 
   not Car.Wrecked(148@)
else_jump @MUSIC1_10647 
Car.DoorStatus(148@) = 3
if 
   not Actor.Dead(77@)
else_jump @MUSIC1_10619 
05CB: AS_actor 77@ enter_car 148@ as_driver -1 ms 

:MUSIC1_10619
if 
   not Actor.Dead(78@)
else_jump @MUSIC1_10647 
05CA: AS_actor 78@ enter_car 148@ passenger_seat 0 -1 ms 

:MUSIC1_10647
if 
   not Car.Wrecked(149@)
else_jump @MUSIC1_10724 
Car.DoorStatus(149@) = 3
if 
   not Actor.Dead(79@)
else_jump @MUSIC1_10696 
05CB: AS_actor 79@ enter_car 149@ as_driver -1 ms 

:MUSIC1_10696
if 
   not Actor.Dead(80@)
else_jump @MUSIC1_10724 
05CA: AS_actor 80@ enter_car 149@ passenger_seat 0 -1 ms 

:MUSIC1_10724
return 

:MUSIC1_10726
if 
   not Car.Wrecked(47@)
else_jump @MUSIC1_11352 
169@ = 0 
172@ = 0 

:MUSIC1_10756
if 
001D:   146@ > 172@ // (int) 
else_jump @MUSIC1_11063 
if 
   not Car.Wrecked(147@(172@,7i))
else_jump @MUSIC1_11049 
046C: 161@ = car 147@(172@,7i) driver 
if and
  161@ == -1 
   not 253@(172@,7i) == 1 
  2 > 169@ 
else_jump @MUSIC1_11049 
171@ = 0 

:MUSIC1_10850
if 
001D:   61@ > 171@ // (int) 
else_jump @MUSIC1_11049 
if and
   not Actor.Dead(62@(171@,21i))
   not 232@(171@,21i) == 1 
else_jump @MUSIC1_11035 
Car.DoorStatus(147@(172@,7i)) = 3
06E1: AS_actor 62@(171@,21i) using_car 147@(172@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2 
0085: 154@(172@,7i) = 62@(171@,21i) // (int) 
260@(172@,7i) = 1 
01EC: make_car 147@(172@,7i) very_heavy 1 
03AB: unknown_car 147@(172@,7i) flag 1 
Car.ImmuneToNonPlayer(147@(172@,7i)) = True
232@(171@,21i) = 1 
253@(172@,7i) = 1 
169@ += 1 
0085: 171@ = 61@ // (int) 

:MUSIC1_11035
171@ += 1 
jump @MUSIC1_10850 

:MUSIC1_11049
172@ += 1 
jump @MUSIC1_10756 

:MUSIC1_11063
065C: release_decision_maker 180@ 
07E5: copy_decision_maker -1 to 180@ 
0708: reset_decision_maker 180@ event 7 
170@ = 0 

:MUSIC1_11089
if 
001D:   61@ > 170@ // (int) 
else_jump @MUSIC1_11328 
if 
   not Actor.Dead(62@(170@,21i))
else_jump @MUSIC1_11314 
if 
   not 232@(170@,21i) == 1 
else_jump @MUSIC1_11291 
if and
  170@ >= 5 
  8 >= 170@ 
else_jump @MUSIC1_11251 
0350: set_actor 62@(170@,21i) maintain_position_when_attacked 1 
01B9: set_actor 62@(170@,21i) armed_weapon_to 29 
05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR 
210@(170@,21i) = 1 
0961: unknown_actor 62@(170@,21i) flag 1 
077A: set_actor 62@(170@,21i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
jump @MUSIC1_11284 

:MUSIC1_11251
05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999 
0961: unknown_actor 62@(170@,21i) flag 1 

:MUSIC1_11284
jump @MUSIC1_11302 

:MUSIC1_11291
0961: unknown_actor 62@(170@,21i) flag 0 

:MUSIC1_11302
060B: set_actor 62@(170@,21i) decision_maker_to 180@ 

:MUSIC1_11314
170@ += 1 
jump @MUSIC1_11089 

:MUSIC1_11328
if 
   not Actor.Dead(55@)
else_jump @MUSIC1_11352 
060B: set_actor 55@ decision_maker_to 180@ 

:MUSIC1_11352
return 

:MUSIC1_11354
if 
   not Car.Wrecked(47@)
else_jump @MUSIC1_11586 
172@ = 0 

:MUSIC1_11377
if 
001D:   146@ > 172@ // (int) 
else_jump @MUSIC1_11586 
if and
   not Car.Wrecked(147@(172@,7i))
  253@(172@,7i) == 1 
else_jump @MUSIC1_11572 
if 
   not Actor.Dead(154@(172@,7i))
else_jump @MUSIC1_11572 
if and
   not Actor.InCar(154@(172@,7i), 147@(172@,7i))
  260@(172@,7i) == 0 
else_jump @MUSIC1_11523 
06E1: AS_actor 154@(172@,7i) using_car 147@(172@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2 
260@(172@,7i) = 1 

:MUSIC1_11523
if and
   Actor.InCar(154@(172@,7i), 147@(172@,7i))
  260@(172@,7i) == 1 
else_jump @MUSIC1_11572 
260@(172@,7i) = 0 

:MUSIC1_11572
172@ += 1 
jump @MUSIC1_11377 

:MUSIC1_11586
return 
170@ = 0 

:MUSIC1_11595
if 
001D:   146@ > 170@ // (int) 
else_jump @MUSIC1_11769 
if and
   not Car.Wrecked(147@(170@,7i))
  253@(170@,7i) == 1 
else_jump @MUSIC1_11755 
046C: 161@ = car 147@(170@,7i) driver 
if and
82CA:   not car 147@(170@,7i) bounding_sphere_visible 
   not 161@ == -1 
8202:   not actor $PLAYER_ACTOR near_car 147@(170@,7i) radius 100.0 100.0 flag 0 
else_jump @MUSIC1_11755 
04C4: store_coords_to 165@ 166@ 167@ from_actor $PLAYER_ACTOR with_offset 0.0 -10.0 -1.0 
Car.PutAt(147@(170@,7i), 165@, 166@, 167@)

:MUSIC1_11755
170@ += 1 
jump @MUSIC1_11595 

:MUSIC1_11769
return 

:MUSIC1_11771
172@ = 0 

:MUSIC1_11778
if 
001D:   146@ > 172@ // (int) 
else_jump @MUSIC1_11887 
if and
   not Car.Wrecked(147@(172@,7i))
   not Actor.Dead(154@(172@,7i))
  253@(172@,7i) == 1 
else_jump @MUSIC1_11873 
05D1: AS_actor 154@(172@,7i) drive_car 147@(172@,7i) to 34@ 35@ 36@ speed 30.0 0 model #NULL 2 

:MUSIC1_11873
172@ += 1 
jump @MUSIC1_11778 

:MUSIC1_11887
return 

:MUSIC1_11889
fade 0 1000 

:MUSIC1_11896
if 
fading 
else_jump @MUSIC1_11920 
wait 0 
jump @MUSIC1_11896 

:MUSIC1_11920
Garage.Open('MUL_LAN')

:MUSIC1_11931
if 
   not Garage.IsOpen('MUL_LAN')
else_jump @MUSIC1_11964 
wait 0 
jump @MUSIC1_11931 

:MUSIC1_11964
if 
   Car.Wrecked(47@)
else_jump @MUSIC1_12005 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~Der Van wurde zerstrt!
jump @MUSIC1_15556 

:MUSIC1_12005
0395: clear_area 0 at 52@ 53@ 54@ radius 50.0 
172@ = 0 

:MUSIC1_12030
if 
001D:   146@ > 172@ // (int) 
else_jump @MUSIC1_12103 
if 
  253@(172@,7i) == 1 
else_jump @MUSIC1_12089 
Actor.DestroyInstantly(154@(172@,7i))
Car.Destroy(147@(172@,7i))

:MUSIC1_12089
172@ += 1 
jump @MUSIC1_12030 

:MUSIC1_12103
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
if 
   not Car.Wrecked(47@)
else_jump @MUSIC1_12185 
Car.PutAt(47@, 52@, 53@, 54@)
Car.Angle(47@) = 0.0
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @MUSIC1_12185 
036A: put_actor $PLAYER_ACTOR in_car 47@ 

:MUSIC1_12185
wait 500 
Camera.SetPosition(1640.75, -1528.1, 14.25, 0.0, 0.0, 0.0)
Camera.PointAt(1642.49, -1522.89, 14.11, 2)
fade 1 500 

:MUSIC1_12248
if 
fading 
else_jump @MUSIC1_12272 
wait 0 
jump @MUSIC1_12248 

:MUSIC1_12272
if 
   Car.Wrecked(47@)
else_jump @MUSIC1_12313 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~Der Van wurde zerstrt!
jump @MUSIC1_15556 

:MUSIC1_12313
279@ = 1 
0707: start_scene_skip_to @MUSIC1_12579 
if 
   not Car.Wrecked(47@)
else_jump @MUSIC1_12452 
0615: define_AS_pack_begin 280@ 
05D1: AS_actor -1 drive_car 47@ to 1643.48 -1515.73 13.82 speed 5.0 1 model #NULL 2 
05CD: AS_actor -1 exit_car 47@ 
05D3: AS_actor -1 goto_point 1641.91 -1517.64 12.62 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 1641.91 -1522.36 12.61 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 280@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 280@ 
061B: remove_references_to_AS_pack 280@ 

:MUSIC1_12452
wait 1000 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 178@ // ret 7 if not found 
if 
84A4:   not  178@ == 7 // @ == any 
else_jump @MUSIC1_12567 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 179@ // similar to 062E 

:MUSIC1_12494
if and
  1 >= 179@ 
84A4:   not  178@ == 7 // @ == any 
else_jump @MUSIC1_12567 
wait 0 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 178@ // ret 7 if not found 
if 
84A4:   not  178@ == 7 // @ == any 
else_jump @MUSIC1_12560 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 179@ // similar to 062E 

:MUSIC1_12560
jump @MUSIC1_12494 

:MUSIC1_12567
wait 2000 
279@ = 0 

:MUSIC1_12579
0701: end_scene_skip 
if 
  279@ == 1 
else_jump @MUSIC1_12599 

:MUSIC1_12599
fade 0 500 

:MUSIC1_12606
if 
fading 
else_jump @MUSIC1_12630 
wait 0 
jump @MUSIC1_12606 

:MUSIC1_12630
Garage.Close('MUL_LAN')

:MUSIC1_12641
if 
   not Garage.IsClosed('MUL_LAN')
else_jump @MUSIC1_12674 
wait 0 
jump @MUSIC1_12641 

:MUSIC1_12674
if 
   Car.Wrecked(47@)
else_jump @MUSIC1_12715 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~Der Van wurde zerstrt!
jump @MUSIC1_15556 

:MUSIC1_12715
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MUSIC1_12764 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 52@ 53@ 54@ 
jump @MUSIC1_12778 

:MUSIC1_12764
Actor.PutAt($PLAYER_ACTOR, 52@, 53@, 54@)

:MUSIC1_12778
Actor.Angle($PLAYER_ACTOR) = 180.0
Car.Destroy(47@)
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 

:MUSIC1_12815
if 
fading 
else_jump @MUSIC1_12839 
wait 0 
jump @MUSIC1_12815 

:MUSIC1_12839
return 

:MUSIC1_12841
0717: assign_actor 55@ to_dialogue_mode 
0209: $6900 = random_int_in_ranges 0 2 
0209: $6901 = random_int_in_ranges 0 3 
if 
  $6900 == 0 
else_jump @MUSIC1_13094 
0871: init_jump_table $6901 total_jumps 3 default_jump 1 @MUSIC1_13080 jumps 0 @MUSIC1_12945 1 @MUSIC1_12990 2 @MUSIC1_13035 -1 @MUSIC1_13087 -1 @MUSIC1_13087 -1 @MUSIC1_13087 -1 @MUSIC1_13087 

:MUSIC1_12945
05AA: 281@s = 'HI1'  // ~z~Hey, was luft?
04AF: 291@ = 21420 // @ = any 
04AF: 292@ = 21422 // @ = any 
04AF: 293@ = 21421 // @ = any 
jump @MUSIC1_13087 

:MUSIC1_12990
05AA: 281@s = 'HI3'  // ~z~Was geht?
04AF: 291@ = 21426 // @ = any 
04AF: 292@ = 21428 // @ = any 
04AF: 293@ = 21427 // @ = any 
jump @MUSIC1_13087 

:MUSIC1_13035
05AA: 281@s = 'HI5'  // ~z~Hey, wie sieht's aus?
04AF: 291@ = 21432 // @ = any 
04AF: 292@ = 21434 // @ = any 
04AF: 293@ = 21433 // @ = any 
jump @MUSIC1_13087 

:MUSIC1_13080
jump @MUSIC1_13087 

:MUSIC1_13087
jump @MUSIC1_13299 

:MUSIC1_13094
0871: init_jump_table $6901 total_jumps 3 default_jump 1 @MUSIC1_13292 jumps 0 @MUSIC1_13157 1 @MUSIC1_13202 2 @MUSIC1_13247 -1 @MUSIC1_13299 -1 @MUSIC1_13299 -1 @MUSIC1_13299 -1 @MUSIC1_13299 

:MUSIC1_13157
05AA: 281@s = 'HI2'  // ~z~Hey, was luft?
04AF: 291@ = 21423 // @ = any 
04AF: 292@ = 21425 // @ = any 
04AF: 293@ = 21424 // @ = any 
jump @MUSIC1_13299 

:MUSIC1_13202
05AA: 281@s = 'HI4'  // ~z~Was geht?
04AF: 291@ = 21429 // @ = any 
04AF: 292@ = 21431 // @ = any 
04AF: 293@ = 21430 // @ = any 
jump @MUSIC1_13299 

:MUSIC1_13247
05AA: 281@s = 'HI6'  // ~z~Hey, wie sieht's aus?
04AF: 291@ = 21435 // @ = any 
04AF: 292@ = 21437 // @ = any 
04AF: 293@ = 21436 // @ = any 
jump @MUSIC1_13299 

:MUSIC1_13292
jump @MUSIC1_13299 

:MUSIC1_13299
0209: $6900 = random_int_in_ranges 0 2 
if 
  $6900 == 0 
else_jump @MUSIC1_13371 
05AA: 283@s = 'DOFFE1'  // ~z~Hey, warum tanzt du nicht 'n bisschen mit uns?
04AF: 294@ = 21404 // @ = any 
04AF: 295@ = 21406 // @ = any 
04AF: 296@ = 21405 // @ = any 
jump @MUSIC1_13409 

:MUSIC1_13371
05AA: 283@s = 'DOFFE3'  // ~z~Hey, ab und tanzen, Baby!
04AF: 294@ = 21410 // @ = any 
04AF: 295@ = 21412 // @ = any 
04AF: 296@ = 21411 // @ = any 

:MUSIC1_13409
0209: $6900 = random_int_in_ranges 0 2 
if 
  $6900 == 0 
else_jump @MUSIC1_13465 
05AA: 285@s = 'BEXIT1'  // ~z~Wie du willst.
04AF: 297@ = 21400 // @ = any 
jump @MUSIC1_13487 

:MUSIC1_13465
05AA: 285@s = 'BEXIT2'  // ~z~Passt schon. Man sieht sich.
04AF: 297@ = 21401 // @ = any 

:MUSIC1_13487
05AA: 287@s = 'DSTAR2'  // ~z~Mal sehen, was du so zu bieten hast...
04AF: 298@ = 21417 // @ = any 
0209: $6900 = random_int_in_ranges 0 2 
if 
  $6900 == 0 
else_jump @MUSIC1_13565 
05AA: 289@s = 'GEXIT1'  // ~z~Na, dann komm wieder, wenn du mehr Zeit hast.
04AF: 299@ = 21418 // @ = any 
jump @MUSIC1_13587 

:MUSIC1_13565
05AA: 289@s = 'GEXIT2'  // ~z~Falls du's dir anders berlegst, weit du, wo ich zu finden bin.
04AF: 299@ = 21419 // @ = any 

:MUSIC1_13587
0A18: set_dialogue_classA_question_GXT 281@s answer_yes_GXT 283@s answer_no_GXT 285@s question_WAV 291@ answer_yes_WAV 292@ answer_no_WAV 293@ 
0A3C: set_dialogue_classA_end_GXT 285@s WAV 297@ 
0A18: set_dialogue_classA_question_GXT 283@s answer_yes_GXT 287@s answer_no_GXT 289@s question_WAV 294@ answer_yes_WAV 295@ answer_no_WAV 296@ 
0A3C: set_dialogue_classA_end_GXT 287@s WAV 298@ 
0A3C: set_dialogue_classA_end_GXT 289@s WAV 299@ 
0719: enable_dialogue_mode 
return 

:MUSIC1_13655
0717: assign_actor 55@ to_dialogue_mode 
0209: $6900 = random_int_in_ranges 0 2 
if 
  $6900 == 0 
else_jump @MUSIC1_13732 
05AA: 300@s = 'VOFFE1'  // ~z~Hey, coole Moves, wollen wir ein bisschen quatschen?
04AF: 304@ = 21443 // @ = any 
04AF: 305@ = 21445 // @ = any 
04AF: 306@ = 21444 // @ = any 
jump @MUSIC1_13770 

:MUSIC1_13732
05AA: 300@s = 'VOFFE2'  // ~z~Hey, coole Moves, wollen wir ein bisschen quatschen?
04AF: 304@ = 21446 // @ = any 
04AF: 305@ = 21448 // @ = any 
04AF: 306@ = 21447 // @ = any 

:MUSIC1_13770
0209: $6900 = random_int_in_ranges 0 2 
if 
  $6900 == 0 
else_jump @MUSIC1_13842 
05AA: 302@s = 'VSURE1'  // ~z~Bist du sicher?
04AF: 307@ = 21449 // @ = any 
04AF: 308@ = 21451 // @ = any 
04AF: 309@ = 21450 // @ = any 
jump @MUSIC1_13880 

:MUSIC1_13842
05AA: 302@s = 'VSURE2'  // ~z~Bist du sicher?
04AF: 307@ = 21452 // @ = any 
04AF: 308@ = 21454 // @ = any 
04AF: 309@ = 21453 // @ = any 

:MUSIC1_13880
0A18: set_dialogue_classA_question_GXT 300@s answer_yes_GXT 'VYES2' answer_no_GXT 302@s question_WAV 304@ answer_yes_WAV 305@ answer_no_WAV 306@  // ~z~Gehen wir in mein Bro...
0A3C: set_dialogue_classA_end_GXT 'VYES2' WAV 21456  // ~z~Gehen wir in mein Bro...
0A18: set_dialogue_classA_question_GXT 302@s answer_yes_GXT 'VLATE' answer_no_GXT 'VYES1' question_WAV 307@ answer_yes_WAV 308@ answer_no_WAV 309@  // ~z~Na ja, ich bin noch eine Weile hier, falls du's dir anders berlegen solltest! // ~z~Los, Homeboy.
0A3C: set_dialogue_classA_end_GXT 'VLATE' WAV 21442  // ~z~Na ja, ich bin noch eine Weile hier, falls du's dir anders berlegen solltest!
0A3C: set_dialogue_classA_end_GXT 'VYES1' WAV 21455  // ~z~Los, Homeboy.
0719: enable_dialogue_mode 
return 

:MUSIC1_13984
0087: 310@ = 39@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 40@ // (float) 
0063: 311@ -= 35@ // (float) 
gosub @MUSIC1_14436 
0087: 39@ = 312@ // (float) 
0087: 40@ = 313@ // (float) 
41@ = 2.68 
0087: 310@ = 42@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 43@ // (float) 
0063: 311@ -= 35@ // (float) 
gosub @MUSIC1_14436 
0087: 42@ = 312@ // (float) 
0087: 43@ = 313@ // (float) 
44@ = 2.39 
0087: 310@ = 48@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 49@ // (float) 
0063: 311@ -= 35@ // (float) 
gosub @MUSIC1_14436 
0087: 48@ = 312@ // (float) 
0087: 49@ = 313@ // (float) 
50@ = 3.42 
51@ -= 51.0 
0087: 310@ = 56@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 57@ // (float) 
0063: 311@ -= 35@ // (float) 
gosub @MUSIC1_14436 
0087: 56@ = 312@ // (float) 
0087: 57@ = 313@ // (float) 
0087: 310@ = 58@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 59@ // (float) 
0063: 311@ -= 35@ // (float) 
gosub @MUSIC1_14436 
0087: 58@ = 312@ // (float) 
0087: 59@ = 313@ // (float) 
60@ = 2.31 
170@ = 0 

:MUSIC1_14316
if 
001D:   61@ > 170@ // (int) 
else_jump @MUSIC1_14434 
0087: 310@ = 83@(170@,21f) // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 104@(170@,21f) // (float) 
0063: 311@ -= 35@ // (float) 
gosub @MUSIC1_14436 
0087: 83@(170@,21f) = 312@ // (float) 
0087: 104@(170@,21f) = 313@ // (float) 
125@(170@,21f) -= 51.0 
170@ += 1 
jump @MUSIC1_14316 

:MUSIC1_14434
return 

:MUSIC1_14436
0087: 314@ = 310@ // (float) 
006B: 314@ *= 310@ // (float) 
0087: 315@ = 311@ // (float) 
006B: 315@ *= 311@ // (float) 
0087: 317@ = 314@ // (float) 
005B: 317@ += 315@ // (float) 
01FB: 316@ = square_root 317@ 
0087: 318@ = 311@ // (float) 
0073: 318@ /= 316@ // (float) 
0087: 319@ = 310@ // (float) 
0073: 319@ /= 316@ // (float) 
02F7: 320@ = sine 51.0 // (float) 
02F6: 321@ = cosine 51.0 // (float) 
0087: 322@ = 318@ // (float) 
006B: 322@ *= 320@ // (float) 
0087: 323@ = 319@ // (float) 
006B: 323@ *= 321@ // (float) 
0087: 324@ = 319@ // (float) 
006B: 324@ *= 320@ // (float) 
0087: 325@ = 318@ // (float) 
006B: 325@ *= 321@ // (float) 
0087: 326@ = 322@ // (float) 
0063: 326@ -= 323@ // (float) 
0087: 327@ = 324@ // (float) 
005B: 327@ += 325@ // (float) 
0087: 312@ = 316@ // (float) 
006B: 312@ *= 327@ // (float) 
0087: 313@ = 316@ // (float) 
006B: 313@ *= 326@ // (float) 
005B: 312@ += 34@ // (float) 
005B: 313@ += 35@ // (float) 
return 

:MUSIC1_14690
if 
   not Car.Wrecked(47@)
else_jump @MUSIC1_14854 
if 
  208@ == 1 
else_jump @MUSIC1_14793 
if 
   not Actor.InCar($PLAYER_ACTOR, 47@)
else_jump @MUSIC1_14786 
Marker.Disable(273@)
272@ = Marker.CreateAboveCar(47@)
07E0: set_marker 272@ type_to 1 
00BC: show_text_highpriority GXT 'MUS1_6' time 7000 flag 0  // ~s~Steig wieder in den ~b~Sound Van~s~.
208@ = 0 

:MUSIC1_14786
jump @MUSIC1_14854 

:MUSIC1_14793
if 
   Actor.InCar($PLAYER_ACTOR, 47@)
else_jump @MUSIC1_14854 
Marker.Disable(272@)
018A: 273@ = create_checkpoint_at 52@ 53@ 54@ 
00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0  // ~s~Fahr den Van zur ~y~Werkstatt~s~.
208@ = 1 

:MUSIC1_14854
return 

:MUSIC1_14856
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_2' time 10000 flag 0  // ~s~Wenn du bei der Beachparty bist, sprich mit der ~y~DJ-Frau~s~.
Camera.SetPosition(532.87, -1893.69, 3.29, 0.0, 0.0, 0.0)
Camera.PointAt(533.97, -1892.67, 3.3, 2)
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, -100.0)
0087: 328@ = 34@ // (float) 
0065: 328@ -= $TEMPVAR_X_COORD // (float) 
0087: 329@ = 35@ // (float) 
0065: 329@ -= $TEMPVAR_Y_COORD // (float) 
0604: get_Z_angle_for_point 328@ 329@ store_to $TEMPVAR_ANGLE 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @MUSIC1_15040 
Actor.Angle($PLAYER_ACTOR) = $TEMPVAR_ANGLE
jump @MUSIC1_15061 

:MUSIC1_15040
03C0: 330@ = actor $PLAYER_ACTOR car 
Car.SetToNormalDriver(330@)
Car.Angle(330@) = $TEMPVAR_ANGLE

:MUSIC1_15061
wait 2000 
279@ = 1 
0707: start_scene_skip_to @MUSIC1_15092 
wait 8000 
279@ = 0 

:MUSIC1_15092
0701: end_scene_skip 
if 
  279@ == 1 
else_jump @MUSIC1_15112 

:MUSIC1_15112
00BE: text_clear_all 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
return 

:MUSIC1_15131
0871: init_jump_table 191@ total_jumps 2 default_jump 1 @MUSIC1_15266 jumps 0 @MUSIC1_15194 1 @MUSIC1_15230 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273 -1 @MUSIC1_15273 

:MUSIC1_15194
05AA: 184@s = 'LOC1_YT'  // ~z~Er klaut die Anlage!
04AF: 186@ = 21656 // @ = any 
189@ = 1 
jump @MUSIC1_15273 

:MUSIC1_15230
05AA: 184@s = 'DNCEF1'  // ~z~Du solltest echt mehr tanzen, damit du's lernst!
04AF: 186@ = 21402 // @ = any 
189@ = 1 
jump @MUSIC1_15273 

:MUSIC1_15266
jump @MUSIC1_15273 

:MUSIC1_15273
187@ = 0 
188@ = 0 
190@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
return 

:MUSIC1_15302
if or
  187@ == 0 
  187@ == 1 
else_jump @MUSIC1_15372 
if 
001D:   189@ > 188@ // (int) 
else_jump @MUSIC1_15372 
if 
  32@ > 1000 
else_jump @MUSIC1_15372 
gosub @MUSIC1_15430 

:MUSIC1_15372
if 
  187@ == 2 
else_jump @MUSIC1_15428 
if 
03D2:   wav 1 ended 
else_jump @MUSIC1_15428 
187@ = 0 
188@ += 1 
00BE: text_clear_all 
32@ = 0 

:MUSIC1_15428
return 

:MUSIC1_15430
if 
  187@ == 0 
else_jump @MUSIC1_15466 
03CF: load_wav 186@(188@,1i) as 1 
187@ = 1 

:MUSIC1_15466
if 
  187@ == 1 
else_jump @MUSIC1_15554 
if 
03D0:   wav 1 loaded 
else_jump @MUSIC1_15554 
00BC: show_text_highpriority GXT 184@(188@,1s) time 10000 flag 1 
if and
  191@ == 1 
   not Actor.Dead(55@)
else_jump @MUSIC1_15543 
0949: link_wav 1 to_actor 55@ 

:MUSIC1_15543
03D1: play_wav 1 
187@ = 2 

:MUSIC1_15554
return 

:MUSIC1_15556
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:MUSIC1_15574
$OG_LOC_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'STRAP_1'  // Life's a Beach
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 3 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:MUSIC1_15629
Model.Destroy(#VOODOO)
Model.Destroy(#ESPERANT)
Model.Destroy(#OCEANIC)
Model.Destroy(#PONY)
Model.Destroy(#MP5LNG)
Model.Destroy(#BFYST)
Model.Destroy(#WFYST)
Model.Destroy(#BMYST)
Model.Destroy(#WMYRO)
Model.Destroy(#WFYCLOT)
Model.Destroy(#WMYST)
Model.Destroy(#WMYCLOT)
Model.Destroy(#BMYDJ)
Model.Destroy(#WFYRI)
Model.Destroy(#OFYRI)
06EB: release_car_component #WHEEL_OR1 
Object.RemoveReferences(45@)
Object.RemoveReferences(46@)
090F: end_external_script 35 (DANCE) 
04EF: release_animation "BAR" 
04EF: release_animation "DANCING" 
04EF: release_animation "BEACH" 
04EF: release_animation "SCRATCHING" 
Marker.Disable(271@)
Marker.Disable(272@)
Marker.Disable(273@)
0650: destroy_particle 37@ 
0650: destroy_particle 38@ 
061B: remove_references_to_AS_pack 173@ 
061B: remove_references_to_AS_pack 174@ 
061B: remove_references_to_AS_pack 177@ 
061B: remove_references_to_AS_pack 280@ 
061B: remove_references_to_AS_pack 181@ 
061B: remove_references_to_AS_pack 182@ 
061B: remove_references_to_AS_pack 183@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MUSIC1_15839 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:MUSIC1_15839
if 
   not Actor.Dead(55@)
else_jump @MUSIC1_15867 
08ED: remove_actor 55@ from_dialogue_mode 
Actor.LockInCurrentPosition(55@) = False

:MUSIC1_15867
if 
   not Car.Wrecked(47@)
else_jump @MUSIC1_15890 
0852: set_car 47@ damages_visible 1 

:MUSIC1_15890
065C: release_decision_maker 180@ 
03E6: remove_text_box 
0917: audio_zone 'BEACH' enable_sound 0 
091E: create_forbidden_for_boats_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 32---------------
// Originally: Madd Dogg's Rhymes

:MUSIC2
thread 'MUSIC2' 
gosub @MUSIC2_47 
if 
wasted_or_busted 
else_jump @MUSIC2_38 
gosub @MUSIC2_10509 

:MUSIC2_38
gosub @MUSIC2_10582 
end_thread 

:MUSIC2_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'STRAP2' 
0169: set_fade_color_RGB 0 0 0 
select_interior 10 
fade 0 2000 

:MUSIC2_86
if 
fading 
else_jump @MUSIC2_110 
wait 0 
jump @MUSIC2_86 

:MUSIC2_110
02E4: load_cutscene_data 'STRAP2A' 

:MUSIC2_121
if 
86B9:   not cutscene_data_loaded 
else_jump @MUSIC2_145 
wait 0 
jump @MUSIC2_121 

:MUSIC2_145
02E7: start_cutscene 
fade 1 1000 

:MUSIC2_154
if 
82E9:   not cutscene_reached_end 
else_jump @MUSIC2_178 
wait 0 
jump @MUSIC2_154 

:MUSIC2_178
02EA: end_cutscene 
fade 0 0 

:MUSIC2_186
if 
fading 
else_jump @MUSIC2_210 
wait 0 
jump @MUSIC2_186 

:MUSIC2_210
select_interior 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Model.Load(#HUNTLEY)
Model.Load(#STAFFORD)
Model.Load(#KMB_RHYMESBOOK)
Model.Load(#CJ_JUICE_CAN)
Model.Load(#SILENCED)
Model.Load(#MTBIKE)
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 21803 as 1 
03CF: load_wav 21804 as 2 
038B: load_requested_models 

:MUSIC2_281
if or
   not Model.Available(#HUNTLEY)
   not Model.Available(#STAFFORD)
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @MUSIC2_321 
wait 0 
jump @MUSIC2_281 

:MUSIC2_321
if or
   not Model.Available(#KMB_RHYMESBOOK)
   not Model.Available(#CJ_JUICE_CAN)
   not Model.Available(#SILENCED)
   not Model.Available(#MTBIKE)
else_jump @MUSIC2_363 
wait 0 
jump @MUSIC2_321 

:MUSIC2_363
018A: 61@ = create_checkpoint_at 1239.032 -741.106 94.76 
Actor.PutAt($PLAYER_ACTOR, 790.0, -1626.0, 12.5)
Camera.SetAtPos(790.0, -1626.0, 12.5)
Camera.SetBehindPlayer
Actor.Angle($PLAYER_ACTOR) = 356.0
060A: create_decision_maker_type 4 store_to 45@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 46@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 // see ped.dat 
07FB: set_interior 'MDDOGS' access 1  // Madd Doggs Bude
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
fade 1 1500 
70@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
74@ = 0 
75@ = 0 
76@ = 0 
77@ = 0 
78@ = 0 
79@ = 0 
80@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
87@ = 0 
88@ = 0 
89@ = 0 
90@ = 0 
91@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 0 
97@ = 0 
00BC: show_text_highpriority GXT 'STP2_1' time 10000 flag 1  // ~s~Begib dich zu ~y~Madd Doggs Villa~s~.
if 
  $6902 > 0 
else_jump @MUSIC2_745 
0950: set_trip_skip 1242.659 -748.503 94.33 angle 191.586 // versionA 

:MUSIC2_745
wait 0 
if 
0735:   NOP_false 83 
else_jump @MUSIC2_771 
jump @MUSIC2_10527 

:MUSIC2_771
if 
  70@ == 0 
else_jump @MUSIC2_973 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1222.799 -735.563 lr_corner_at 1348.407 -759.322 height -100.0 flag 0 
else_jump @MUSIC2_973 
if 
  $6902 == 0 
else_jump @MUSIC2_857 
$6902 = 1 

:MUSIC2_857
0951: disable_trip_skip 
Marker.Disable(61@)
018A: 61@ = create_checkpoint_at 1298.66 -795.58 83.84 
00BC: show_text_highpriority GXT 'STP2_2' time 5000 flag 1  // ~s~Der ~y~Haupteingang~s~ befindet sich auf der Rckseite der Villa.
35@ = Car.Create(#HUNTLEY, 1243.154, -805.76, 83.188)
Car.Angle(35@) = 1.533
36@ = Car.Create(#STAFFORD, 1255.024, -804.587, 83.934)
Car.Angle(36@) = 182.9
70@ = 1 

:MUSIC2_973
if 
  70@ == 1 
else_jump @MUSIC2_1832 
09E8: 34@ = actor $PLAYER_ACTOR active_interior 
if 
  34@ == 5 
else_jump @MUSIC2_1832 
03C7: set_sensitivity_to_crime 0.0 
02A3: enable_widescreen 1 
Camera.SetPosition(1256.623, -801.0125, 1084.091, 0.0, 0.0, 0.0)
Camera.PointAt(1255.93, -801.7316, 1084.044, 2)
Actor.PutAt($PLAYER_ACTOR, 1299.352, -792.6416, 1083.008)
Actor.Angle($PLAYER_ACTOR) = 0.0
0395: clear_area 0 at 1299.352 -792.6416 200.0 radius 200.0 
04ED: load_animation "CRIB" 
04ED: load_animation "VENDING" 
Model.Load(#KNIFECUR)
Model.Load(#WBDYG1)
Model.Load(#WBDYG2)
Model.Load(#MICRO_UZI)
03CF: load_wav 23600 as 3 
038B: load_requested_models 
Camera.SetAtPos(1256.623, -801.0125, 1084.091)

:MUSIC2_1196
if or
84EE:   not animation "CRIB" loaded 
84EE:   not animation "VENDING" loaded 
   not Model.Available(#KNIFECUR)
   not Model.Available(#WBDYG1)
Model.Load(#WBDYG2)
83D0:   not wav 3 loaded 
else_jump @MUSIC2_1254 
wait 0 
jump @MUSIC2_1196 

:MUSIC2_1254
Player.CanMove($PLAYER_CHAR) = False
075B: zoom_radar 100 
Marker.Disable(61@)
37@ = Actor.Create(Mission1, #WBDYG1, 1301.98, -785.31, 1083.05)
08AD: put_actor 37@ at 1298.78 -798.2 radius 1.0 // interior version 
0648: unknown_actor 37@ task_set 2.0 // float 
Actor.Angle(37@) = 358.83
060B: set_actor 37@ decision_maker_to 45@ 
62@ = Marker.CreateAboveActor(37@)
018B: set_marker 62@ radar_mode 2 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(37@) = 90
087E: set_actor 37@ weapon_droppable 0 
0860: link_actor 37@ to_interior 5 
00BC: show_text_highpriority GXT 'STP2_3' time 7000 flag 1  // ~s~Das ~g~Versbuch~s~ ist in Madd Doggs Aufnahmestudio.
wait 2000 
0707: start_scene_skip_to @MUSIC2_1701 
wait 1000 
38@ = Actor.Create(Mission1, #WBDYG2, 1249.063, -769.8262, 1083.023)
08AD: put_actor 38@ at 1298.78 -798.2 radius 1.0 // interior version 
0860: link_actor 38@ to_interior 5 
Actor.Angle(38@) = 270.552
0648: unknown_actor 38@ task_set 5.0 // float 
060B: set_actor 38@ decision_maker_to 45@ 
wait 3500 
if 
   not Actor.Dead(38@)
else_jump @MUSIC2_1545 
05D3: AS_actor 38@ goto_point 1262.056 -769.9772 1083.988 mode 4 -1 ms // versionA 

:MUSIC2_1545
wait 500 
Camera.SetPosition(1260.744, -769.5749, 1085.258, 0.0, 0.0, 0.0)
Camera.PointAt(1259.781, -769.5841, 1084.988, 2)
00BC: show_text_highpriority GXT 'STP2_39' time 7000 flag 1  // ~r~Leibwchter~s~ patrouillieren in der Villa. Setze hier keine Schusswaffen ein, sonst alarmierst du sie. Schleich dich unbemerkt rein und klau das Buch.
wait 7000 
041D: set_camera_near_clip 0.1 
Camera.SetPosition(1299.504, -793.3958, 1084.693, 0.0, 0.0, 0.0)
Camera.PointAt(1299.589, -792.3994, 1084.685, 2)
00BC: show_text_highpriority GXT 'STP2_5' time 7000 flag 1  // ~s~Der erste ~r~Wachmann~s~ kann dich nicht sehen. Du kannst dich also mit einer Nahkampfwaffe heranschleichen und ihn ~h~unbemerkt ausschalten~s~.
wait 7000 

:MUSIC2_1701
0701: end_scene_skip 
Actor.DestroyInstantly(38@)
59@ = Pickup.Create(#KMB_RHYMESBOOK, 3, 1256.871, -801.048, 1084.063)
03DC: 61@ = create_marker_above_pickup 59@ 
08DC: create_interior_marker 61@ at 1298.78 -798.2 radius 1.0 
08E7: disable_entrance_markers 1 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
Car.Destroy(35@)
Model.Destroy(#HUNTLEY)
Model.Destroy(#STAFFORD)
Car.Destroy(36@)
00BE: text_clear_all 
32@ = 0 
70@ = 2 

:MUSIC2_1832
if 
  85@ == 0 
else_jump @MUSIC2_6610 
if 
  70@ == 2 
else_jump @MUSIC2_6610 
if 
  71@ == 0 
else_jump @MUSIC2_1922 
03E5: show_text_box 'STP2_7'  // ~s~Die patrouillierenden ~r~Wachmnner~s~ werden durch rote Markierungen auf dem Radar angezeigt. Sie weisen in die Richtung, in die die Leibwchter schauen.
03E7: flash_hud_component 8 
32@ = 0 
33@ = 0 
71@ = 1 

:MUSIC2_1922
if 
  79@ == 0 
else_jump @MUSIC2_1970 
if 
  33@ > 5000 
else_jump @MUSIC2_1970 
03E7: flash_hud_component -1 
79@ = 1 

:MUSIC2_1970
if 
   not Actor.Dead(37@)
else_jump @MUSIC2_2301 
if 
  71@ == 1 
else_jump @MUSIC2_2052 
if 
  32@ > 5000 
else_jump @MUSIC2_2052 
03E5: show_text_box 'STP2_9'  // Wenn du dich geduckt bewegst, machst du weniger Gerusche. Duck dich und bewege dich auf den ~r~Wachmann~s~ zu.
03E7: flash_hud_component -1 
32@ = 0 
71@ = 2 

:MUSIC2_2052
if 
  71@ == 2 
else_jump @MUSIC2_2139 
if 
   not Actor.Dead(37@)
else_jump @MUSIC2_2139 
if or
00F2:   actor $PLAYER_ACTOR near_actor 37@ radius 5.0 5.0 0 
  32@ > 9500 
else_jump @MUSIC2_2139 
32@ = 0 
71@ = 3 

:MUSIC2_2139
if 
  71@ == 3 
else_jump @MUSIC2_2228 
if or
  32@ > 10000 
   Actor.Animation($PLAYER_ACTOR) == "KILL_PARTIAL"
0457:   player $PLAYER_CHAR aiming_at_actor 37@ 
else_jump @MUSIC2_2228 
03E5: show_text_box 'STP2_10'  // Halte ~k~~PED_LOCK_TARGET~ gedrckt, und beweg dich langsam auf den Wachmann zu. Wenn dein Arm sich hebt, kannst du ihn unbemerkt ausschalten, indem du ~k~~PED_FIREWEAPON~ drckst.
32@ = 0 
71@ = 4 

:MUSIC2_2228
if 
  71@ == 4 
else_jump @MUSIC2_2301 
if 
   Actor.Animation($PLAYER_ACTOR) == "KILL_PARTIAL"
else_jump @MUSIC2_2301 
03E5: show_text_box 'STP2_11'  // Drcke ~k~~PED_FIREWEAPON~, um ihn unbemerkt auszuschalten.
32@ = 0 
71@ = 5 

:MUSIC2_2301
if 
  72@ == 0 
else_jump @MUSIC2_3036 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1290.907 -781.423 1083.59 radius 4.3 4.3 6.0 
else_jump @MUSIC2_3036 
if 
0597:   actor $PLAYER_ACTOR crouching 
else_jump @MUSIC2_2390 
96@ = 1 

:MUSIC2_2390
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
041D: set_camera_near_clip 0.1 
0395: clear_area 0 at 1290.907 -781.423 100.0 radius 100.0 
38@ = Actor.Create(Mission1, #WBDYG2, 1290.667, -778.9339, 1083.012)
08AD: put_actor 38@ at 1298.78 -798.2 radius 1.0 // interior version 
0860: link_actor 38@ to_interior 5 
Actor.Angle(38@) = 350.151
0648: unknown_actor 38@ task_set 5.0 // float 
060B: set_actor 38@ decision_maker_to 45@ 
63@ = Marker.CreateAboveActor(38@)
018B: set_marker 63@ radar_mode 2 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(38@) = 90
087E: set_actor 38@ weapon_droppable 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 38@ to_animation_path_with_walk_mode 4 route_mode 3 
Actor.PutAt($PLAYER_ACTOR, 1297.599, -781.234, 1083.048)
Actor.Angle($PLAYER_ACTOR) = 89.58
Camera.SetPosition(1291.055, -784.506, 1084.514, 0.0, 0.0, 0.0)
Camera.PointAt(1290.55, -783.6482, 1084.417, 2)
if 
   not Actor.Dead(37@)
else_jump @MUSIC2_2910 
Actor.DestroyInstantly(37@)
37@ = Actor.Create(Mission1, #WBDYG1, 1304.189, -785.871, 1084.048)
08AD: put_actor 37@ at 1298.78 -798.2 radius 1.0 // interior version 
0860: link_actor 37@ to_interior 5 
0648: unknown_actor 37@ task_set 2.0 // float 
Actor.Angle(37@) = 311.2134
060B: set_actor 37@ decision_maker_to 45@ 
62@ = Marker.CreateAboveActor(37@)
018B: set_marker 62@ radar_mode 2 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(37@) = 90
087E: set_actor 37@ weapon_droppable 0 

:MUSIC2_2910
00BC: show_text_highpriority GXT 'STP2_13' time 6000 flag 1  // ~s~Ein ~r~Wachmann~s~ patroulliert im Bereich des Pools. Wenn du seine Route beobachtest, kannst du planen, wie du ihn unbemerkt umgehen kannst.
wait 2000 
0707: start_scene_skip_to @MUSIC2_2943 
wait 4000 

:MUSIC2_2943
0701: end_scene_skip 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
if 
  96@ == 1 
else_jump @MUSIC2_2981 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:MUSIC2_2981
96@ = 0 
02A3: enable_widescreen 0 
00BC: show_text_highpriority GXT 'STP2_14' time 5000 flag 1  // ~s~In diesem Bereich gibt es viele Schatten, in denen du dich verstecken kannst. So bist du fr einen ~r~Wachmann~s~ schlecht zu sehen.
32@ = 0 
33@ = 0 
72@ = 1 
71@ = 6 

:MUSIC2_3036
if 
  71@ == 6 
else_jump @MUSIC2_3080 
if 
  32@ > 5000 
else_jump @MUSIC2_3080 
71@ = 7 

:MUSIC2_3080
if 
  73@ == 0 
else_jump @MUSIC2_4088 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1260.104 -769.51 1083.06 radius 5.0 5.0 6.0 
else_jump @MUSIC2_4088 
if 
0597:   actor $PLAYER_ACTOR crouching 
else_jump @MUSIC2_3169 
96@ = 1 

:MUSIC2_3169
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00BE: text_clear_all 
0395: clear_area 0 at 1260.104 -769.51 100.0 radius 100.0 
39@ = Actor.Create(Mission1, #WBDYG2, 1249.598, -780.06, 1083.063)
08AD: put_actor 39@ at 1298.78 -798.2 radius 1.0 // interior version 
0860: link_actor 39@ to_interior 5 
Actor.WeaponAccuracy(39@) = 90
Actor.Angle(39@) = 355.188
0648: unknown_actor 39@ task_set 5.0 // float 
060B: set_actor 39@ decision_maker_to 45@ 
05D3: AS_actor 39@ goto_point 1250.092 -769.277 1083.064 mode 4 -1 ms // versionA 
Camera.SetPosition(1249.856, -766.8402, 1084.777, 0.0, 0.0, 0.0)
Camera.PointAt(1249.814, -767.8293, 1084.637, 2)
Actor.PutAt($PLAYER_ACTOR, 1266.494, -769.705, 1083.06)
Actor.Angle($PLAYER_ACTOR) = 92.259
if 
   not Actor.Dead(38@)
else_jump @MUSIC2_3669 
Actor.DestroyInstantly(38@)
38@ = Actor.Create(Mission1, #WBDYG2, 1290.667, -778.9339, 1083.012)
08AD: put_actor 38@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.Angle(38@) = 350.151
0648: unknown_actor 38@ task_set 2.0 // float 
060B: set_actor 38@ decision_maker_to 45@ 
63@ = Marker.CreateAboveActor(38@)
018B: set_marker 63@ radar_mode 2 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(38@) = 90
087E: set_actor 38@ weapon_droppable 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 38@ to_animation_path_with_walk_mode 4 route_mode 3 

:MUSIC2_3669
00BC: show_text_highpriority GXT 'STP2_15' time 3000 flag 1  // ~s~Ein ~r~Wachmann~s~ kommt.
wait 2000 
0707: start_scene_skip_to @MUSIC2_3844 
wait 1000 
00BC: show_text_highpriority GXT 'STP2_16' time 4000 flag 1  // Such dir ein geeignetes Versteck, bevor er dich bemerkt. Such nach einem Bereich, wo es Schatten gibt.
Camera.SetPosition(1267.405, -769.6973, 1084.667, 0.0, 0.0, 0.0)
Camera.PointAt(1266.412, -769.6685, 1084.551, 2)
if 
   not Actor.Dead(39@)
else_jump @MUSIC2_3815 
Actor.PutAt(39@, 1249.598, -780.06, 1083.063)
Actor.Angle(39@) = 355.188

:MUSIC2_3815
wait 2000 
Camera.PointAt(1266.912, -770.5618, 1084.569, 1)
wait 2000 

:MUSIC2_3844
0701: end_scene_skip 
Actor.DestroyInstantly(39@)
39@ = Actor.Create(Mission1, #WBDYG2, 1249.634, -781.405, 1083.5)
08AD: put_actor 39@ at 1298.78 -798.2 radius 1.0 // interior version 
0860: link_actor 39@ to_interior 5 
Actor.Angle(39@) = 357.273
64@ = Marker.CreateAboveActor(39@)
018B: set_marker 64@ radar_mode 2 
0648: unknown_actor 39@ task_set 5.0 // float 
060B: set_actor 39@ decision_maker_to 45@ 
0615: define_AS_pack_begin 58@ 
05F5: AS_actor -1 goto_point 1267.96 -769.792 1084.06 mode 4 -2 ms // versionB 
0643: set_AS_pack 58@ loop 1 
0616: define_AS_pack_end 58@ 
0618: assign_actor 39@ to_AS_pack 58@ 
061B: remove_references_to_AS_pack 58@ 
01B2: give_actor 39@ weapon 28 ammo 50 // Load the weapon model before using this 
Actor.WeaponAccuracy(39@) = 90
087E: set_actor 39@ weapon_droppable 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
if 
  96@ == 1 
else_jump @MUSIC2_4061 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:MUSIC2_4061
96@ = 0 
00BE: text_clear_all 
03E5: show_text_box 'STP2_41'  // Wenn das weie Symbol auf dem Radar, das deine Position anzeigt, sich blau frbt, bedeutet das, dass du im Schatten bist und die Wachen dich nicht sehen knnen.
73@ = 1 

:MUSIC2_4088
if 
  74@ == 0 
else_jump @MUSIC2_6068 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1249.466 -789.487 1083.063 radius 7.5 7.5 6.0 
else_jump @MUSIC2_6068 
if 
03D0:   wav 3 loaded 
else_jump @MUSIC2_4192 
03D7: set_wav 3 location 1276.31 -793.92 1084.12 
03D1: play_wav 3 

:MUSIC2_4192
if 
0597:   actor $PLAYER_ACTOR crouching 
else_jump @MUSIC2_4215 
96@ = 1 

:MUSIC2_4215
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 0 at 1249.466 -789.487 100.0 radius 100.0 
Actor.PutAt($PLAYER_ACTOR, 1249.825, -780.682, 1083.06)
Actor.Angle($PLAYER_ACTOR) = 180.659
00BE: text_clear_all 
40@ = Actor.Create(Mission1, #WBDYG2, 1258.271, -793.395, 1083.289)
08AD: put_actor 40@ at 1298.78 -798.2 radius 1.0 // interior version 
0860: link_actor 40@ to_interior 5 
Actor.Angle(40@) = 354.328
65@ = Marker.CreateAboveActor(40@)
018B: set_marker 65@ radar_mode 2 
0648: unknown_actor 40@ task_set 5.0 // float 
060B: set_actor 40@ decision_maker_to 45@ 
087E: set_actor 40@ weapon_droppable 0 
47@ = Object.Init(#CJ_JUICE_CAN, 1258.25, -792.64, 1084.16)
07E4: get_model #CJ_JUICE_CAN dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_2 /= 2.0 
$TEMPVAR_FLOAT_2 += 0.027 
41@ = Actor.Create(Mission1, #WBDYG1, 1276.795, -792.368, 1083.055)
08AD: put_actor 41@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.WeaponAccuracy(41@) = 100
0860: link_actor 41@ to_interior 5 
Actor.Angle(41@) = 180.0
060B: set_actor 41@ decision_maker_to 45@ 
if 
   not Actor.Dead(40@)
else_jump @MUSIC2_4668 
0615: define_AS_pack_begin 49@ 
070A: AS_actor -1 attach_to_object 47@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 perform_animation "VEND_USE_PT2" IFP_file "VENDING" time 0 
070A: AS_actor -1 attach_to_object 47@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 perform_animation "VEND_DRINK2_P" IFP_file "VENDING" time 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 40@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:MUSIC2_4668
Camera.SetPosition(1251.82, -788.354, 1084.502, 0.0, 0.0, 0.0)
Camera.PointAt(1252.463, -789.1154, 1084.42, 2)
00BC: show_text_highpriority GXT 'STP2_19' time 5000 flag 1  // ~s~Wenn du hier einfach an dem ~r~Wachmann~s~ vorbeigehst, sieht er dich. Duck dich und geh an der Bar vorbei, um unentdeckt zu bleiben.
if 
   not Actor.Dead(38@)
else_jump @MUSIC2_5002 
Actor.DestroyInstantly(38@)
38@ = Actor.Create(Mission1, #WBDYG2, 1290.667, -778.9339, 1083.012)
08AD: put_actor 38@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.Angle(38@) = 350.151
0648: unknown_actor 38@ task_set 2.0 // float 
060B: set_actor 38@ decision_maker_to 45@ 
63@ = Marker.CreateAboveActor(38@)
018B: set_marker 63@ radar_mode 2 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(38@) = 100
087E: set_actor 38@ weapon_droppable 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 38@ to_animation_path_with_walk_mode 4 route_mode 3 

:MUSIC2_5002
if 
   not Actor.Dead(39@)
else_jump @MUSIC2_5133 
Actor.DestroyInstantly(39@)
39@ = Actor.Create(Mission1, #WBDYG2, 1267.96, -769.792, 1084.06)
08AD: put_actor 39@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.Angle(39@) = 0.141
64@ = Marker.CreateAboveActor(39@)
018B: set_marker 64@ radar_mode 2 
0648: unknown_actor 39@ task_set 5.0 // float 
060B: set_actor 39@ decision_maker_to 45@ 
01B2: give_actor 39@ weapon 28 ammo 50 // Load the weapon model before using this 
Actor.WeaponAccuracy(39@) = 100
087E: set_actor 39@ weapon_droppable 0 

:MUSIC2_5133
wait 1750 
0707: start_scene_skip_to @MUSIC2_5543 
wait 2000 
if 
   not Actor.Dead(41@)
else_jump @MUSIC2_5218 
0605: actor 41@ perform_animation_sequence "PED_CONSOLE_LOOP" IFP_file "CRIB" 4.0 loop 1 0 0 0 time -1 // versionA 
0967: actor 41@ move_mouth 10000 ms 

:MUSIC2_5218
wait 500 
Camera.SetPosition(1274.983, -790.5506, 1084.063, 0.0, 0.0, 0.0)
Camera.PointAt(1275.575, -791.356, 1084.035, 2)
00BC: show_text_highpriority GXT 'LOC2_BA' time 4000 flag 1  // ~z~Unglaublich. Wie konnte Refractions das so vermasseln?
03D1: play_wav 1 

:MUSIC2_5294
if 
83D2:   not wav 1 ended 
else_jump @MUSIC2_5320 
wait 0 
jump @MUSIC2_5294 

:MUSIC2_5320
Camera.SetPosition(1276.301, -794.5306, 1084.231, 0.0, 0.0, 0.0)
Camera.PointAt(1276.292, -793.5345, 1084.143, 2)
00BC: show_text_highpriority GXT 'LOC2_BB' time 4000 flag 1  // ~z~Tanner, du bist so Scheie!
03D1: play_wav 2 
if 
   not Actor.Dead(41@)
else_jump @MUSIC2_5517 
0615: define_AS_pack_begin 50@ 
0605: actor -1 perform_animation_sequence "PED_CONSOLE_LOOSE" IFP_file "CRIB" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PED_CONSOLE_LOOP" IFP_file "CRIB" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 50@ 
0618: assign_actor 41@ to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 

:MUSIC2_5517
if 
83D2:   not wav 2 ended 
else_jump @MUSIC2_5543 
wait 0 
jump @MUSIC2_5517 

:MUSIC2_5543
0701: end_scene_skip 
Actor.DestroyInstantly(40@)
Actor.DestroyInstantly(41@)
40@ = Actor.Create(Mission1, #WBDYG2, 1258.271, -793.395, 1083.289)
08AD: put_actor 40@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.Angle(40@) = 354.328
0605: actor 40@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
65@ = Marker.CreateAboveActor(40@)
018B: set_marker 65@ radar_mode 2 
060B: set_actor 40@ decision_maker_to 45@ 
087E: set_actor 40@ weapon_droppable 0 
01B2: give_actor 40@ weapon 28 ammo 5000 // Load the weapon model before using this 
Actor.WeaponAccuracy(40@) = 100
074E: unknown_actor 40@ unknown_set 5.0 unknown_flag 1 
41@ = Actor.Create(Mission1, #WBDYG1, 1276.795, -792.368, 1083.055)
08AD: put_actor 41@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.Angle(41@) = 180.0
060B: set_actor 41@ decision_maker_to 45@ 
087E: set_actor 41@ weapon_droppable 0 
01B2: give_actor 41@ weapon 28 ammo 5000 // Load the weapon model before using this 
66@ = Marker.CreateAboveActor(41@)
018B: set_marker 66@ radar_mode 2 
Actor.WeaponAccuracy(41@) = 100
074E: unknown_actor 41@ unknown_set 5.0 unknown_flag 1 
43@ = Actor.Create(Mission1, #WBDYG2, 1262.533, -805.139, 1083.056)
08AD: put_actor 43@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.Angle(43@) = 359.265
060B: set_actor 43@ decision_maker_to 45@ 
68@ = Marker.CreateAboveActor(43@)
018B: set_marker 68@ radar_mode 2 
087E: set_actor 43@ weapon_droppable 0 
01B2: give_actor 43@ weapon 28 ammo 5555 // Load the weapon model before using this 
Actor.WeaponAccuracy(43@) = 100
if 
   not Actor.Dead(41@)
else_jump @MUSIC2_5972 
0605: actor 41@ perform_animation_sequence "PED_CONSOLE_LOOP" IFP_file "CRIB" 4.0 loop 1 0 0 0 time -1 // versionA 

:MUSIC2_5972
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
if 
  96@ == 1 
else_jump @MUSIC2_6022 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:MUSIC2_6022
96@ = 0 
32@ = 0 
33@ = 0 
71@ = 9 
03E5: show_text_box 'STP2_36'  // Um unentdeckt zu bleiben, musst du geduckt an der Bar vorbei gehen.
74@ = 1 

:MUSIC2_6068
if 
  74@ == 1 
else_jump @MUSIC2_6260 
06AC: $TEMPVAR_FLOAT_1 = actor $PLAYER_ACTOR movement_speed 
if 
   not Actor.Dead(40@)
else_jump @MUSIC2_6260 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1246.77 -785.08 1083.26 cornerB 1255.87 -797.69 1090.0 
  $TEMPVAR_FLOAT_1 > 0.0 
else_jump @MUSIC2_6260 
Actor.Angle(40@) = 168.503
0615: define_AS_pack_begin 51@ 
05D3: AS_actor -1 goto_point 1256.29 -795.6 1084.289 mode 4 -1 ms // versionA 
0605: actor -1 perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 51@ 
0618: assign_actor 40@ to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 
74@ = 2 

:MUSIC2_6260
if 
   Pickup.Picked_up(59@)
else_jump @MUSIC2_6388 
Marker.Disable(61@)
018A: 61@ = create_checkpoint_at 1298.74 -797.46 1083.4 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MUSIC2_6324 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:MUSIC2_6324
08DC: create_interior_marker 61@ at 1298.78 -798.2 radius 1.0 
00BC: show_text_highpriority GXT 'STP2_40' time 7000 flag 1  // ~y~Verlasse ~s~die Villa und bring das Versbuch zu OG Loc. Jetzt kannst du deine Waffen einsetzen, obwohl es wahrscheinlich weniger riskant ist, dich unbemerkt an den ~r~Wachen ~s~vorbei zu schleichen.
32@ = 0 
33@ = 0 
70@ = 3 
85@ = 1 

:MUSIC2_6388
if 
   Actor.Dead(37@)
else_jump @MUSIC2_6425 
if 
075C:   marker 62@ enabled 
else_jump @MUSIC2_6425 
Marker.Disable(62@)

:MUSIC2_6425
if 
   Actor.Dead(38@)
else_jump @MUSIC2_6462 
if 
075C:   marker 63@ enabled 
else_jump @MUSIC2_6462 
Marker.Disable(63@)

:MUSIC2_6462
if 
   Actor.Dead(39@)
else_jump @MUSIC2_6499 
if 
075C:   marker 64@ enabled 
else_jump @MUSIC2_6499 
Marker.Disable(64@)

:MUSIC2_6499
if 
   Actor.Dead(40@)
else_jump @MUSIC2_6536 
if 
075C:   marker 65@ enabled 
else_jump @MUSIC2_6536 
Marker.Disable(65@)

:MUSIC2_6536
if 
   Actor.Dead(41@)
else_jump @MUSIC2_6573 
if 
075C:   marker 66@ enabled 
else_jump @MUSIC2_6573 
Marker.Disable(66@)

:MUSIC2_6573
if 
   Actor.Dead(43@)
else_jump @MUSIC2_6610 
if 
075C:   marker 68@ enabled 
else_jump @MUSIC2_6610 
Marker.Disable(68@)

:MUSIC2_6610
if 
  70@ == 3 
else_jump @MUSIC2_8699 
if 
  85@ == 1 
else_jump @MUSIC2_8011 
08E7: disable_entrance_markers 0 
032B: 60@ = create_weapon_pickup #SILENCED group 3 ammo 30 at 1237.418 -808.5872 1084.09 
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
Actor.DestroyInstantly(39@)
37@ = Actor.Create(Mission1, #WBDYG1, 1243.53, -812.19, 1083.04)
08AD: put_actor 37@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.Angle(37@) = 270.948
060B: set_actor 37@ decision_maker_to 45@ 
62@ = Marker.CreateAboveActor(37@)
018B: set_marker 62@ radar_mode 2 
01B2: give_actor 37@ weapon 23 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 37@ task_set 2.0 // float 
05F5: AS_actor 37@ goto_point 1270.694 -802.518 1084.05 mode 4 -2 ms // versionB 
074E: unknown_actor 37@ unknown_set 10.0 unknown_flag 1 
Actor.WeaponAccuracy(37@) = 100
38@ = Actor.Create(Mission1, #WBDYG2, 1280.02, -789.01, 1083.05)
08AD: put_actor 38@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.Angle(38@) = 91.837
060B: set_actor 38@ decision_maker_to 45@ 
63@ = Marker.CreateAboveActor(38@)
018B: set_marker 63@ radar_mode 2 
01B2: give_actor 38@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: unknown_actor 38@ unknown_set 5.0 unknown_flag 1 
Actor.WeaponAccuracy(38@) = 100
42@ = Actor.Create(Mission1, #WBDYG1, 1249.768, -780.616, 1084.063)
08AD: put_actor 42@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.Angle(42@) = 3.43
67@ = Marker.CreateAboveActor(42@)
018B: set_marker 67@ radar_mode 2 
060B: set_actor 42@ decision_maker_to 45@ 
01B2: give_actor 42@ weapon 23 ammo 99999 // Load the weapon model before using this 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1249.799 -769.679 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1267.62 -769.651 1084.06 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1249.799 -769.679 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1249.768 -780.616 1084.063 animation "NONE" IFP_file "NONE" 
0817: assign_actor 42@ to_animation_path_with_walk_mode 4 route_mode 3 
074E: unknown_actor 42@ unknown_set 15.0 unknown_flag 2 
if 
   not Actor.Dead(41@)
else_jump @MUSIC2_7347 
Actor.DestroyInstantly(41@)
41@ = Actor.Create(Mission1, #WBDYG1, 1276.795, -792.368, 1083.055)
08AD: put_actor 41@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.Angle(41@) = 180.0
060B: set_actor 41@ decision_maker_to 46@ 
01B2: give_actor 41@ weapon 23 ammo 99999 // Load the weapon model before using this 
66@ = Marker.CreateAboveActor(41@)
018B: set_marker 66@ radar_mode 2 
0605: actor 41@ perform_animation_sequence "PED_CONSOLE_LOOP" IFP_file "CRIB" 4.0 loop 1 0 0 0 time -1 // versionA 
074E: unknown_actor 41@ unknown_set 20.0 unknown_flag 1 
jump @MUSIC2_7463 

:MUSIC2_7347
Actor.DestroyWithFade(41@)
41@ = Actor.Create(Mission1, #WBDYG1, 1270.616, -792.298, 1084.047)
08AD: put_actor 41@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.Angle(41@) = 186.126
060B: set_actor 41@ decision_maker_to 46@ 
01B2: give_actor 41@ weapon 23 ammo 99999 // Load the weapon model before using this 
66@ = Marker.CreateAboveActor(41@)
018B: set_marker 66@ radar_mode 2 
06B0: AS_actor 41@ sit_down 400000 ms 
074E: unknown_actor 41@ unknown_set 20.0 unknown_flag 1 

:MUSIC2_7463
if 
   not Actor.Dead(40@)
else_jump @MUSIC2_7622 
Actor.DestroyInstantly(40@)
40@ = Actor.Create(Mission1, #WBDYG2, 1256.492, -795.662, 1084.282)
08AD: put_actor 40@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.Angle(40@) = 186.842
0605: actor 40@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
65@ = Marker.CreateAboveActor(40@)
018B: set_marker 65@ radar_mode 2 
060B: set_actor 40@ decision_maker_to 46@ 
01B2: give_actor 40@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: unknown_actor 40@ unknown_set 10.0 unknown_flag 1 
jump @MUSIC2_7758 

:MUSIC2_7622
Actor.DestroyWithFade(40@)
40@ = Actor.Create(Mission1, #WBDYG2, 1252.99, -795.461, 1083.282)
08AD: put_actor 40@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.Angle(40@) = 186.842
0605: actor 40@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
65@ = Marker.CreateAboveActor(40@)
018B: set_marker 65@ radar_mode 2 
060B: set_actor 40@ decision_maker_to 46@ 
01B2: give_actor 40@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: unknown_actor 40@ unknown_set 10.0 unknown_flag 1 

:MUSIC2_7758
44@ = Actor.Create(Mission1, #WBDYG2, 1290.667, -778.9339, 1083.012)
08AD: put_actor 44@ at 1298.78 -798.2 radius 1.0 // interior version 
Actor.Angle(44@) = 350.151
0648: unknown_actor 44@ task_set 5.0 // float 
060B: set_actor 44@ decision_maker_to 46@ 
69@ = Marker.CreateAboveActor(44@)
018B: set_marker 69@ radar_mode 2 
01B2: give_actor 44@ weapon 23 ammo 5000 // Load the weapon model before using this 
Actor.WeaponAccuracy(44@) = 100
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 44@ to_animation_path_with_walk_mode 4 route_mode 3 
78@ = 0 
85@ = 2 

:MUSIC2_8011
if 
  94@ == 0 
else_jump @MUSIC2_8132 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1282.61 -787.389 1084.063 radius 6.0 6.0 6.0 
else_jump @MUSIC2_8132 
if 
   not Actor.Dead(40@)
else_jump @MUSIC2_8101 
060B: set_actor 40@ decision_maker_to 45@ 

:MUSIC2_8101
if 
   not Actor.Dead(41@)
else_jump @MUSIC2_8125 
060B: set_actor 41@ decision_maker_to 45@ 

:MUSIC2_8125
94@ = 1 

:MUSIC2_8132
if 
  78@ == 0 
else_jump @MUSIC2_8229 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1249.61 -772.86 1083.46 radius 7.0 7.0 5.0 on_foot 
else_jump @MUSIC2_8229 
if 
   not Actor.Dead(44@)
else_jump @MUSIC2_8229 
060B: set_actor 44@ decision_maker_to 45@ 
78@ = 1 

:MUSIC2_8229
if 
  85@ > 0 
else_jump @MUSIC2_8302 
if 
  71@ == 9 
else_jump @MUSIC2_8302 
if 
  32@ > 8500 
else_jump @MUSIC2_8302 
03E5: show_text_box 'STP2_33'  // Die ~r~Wachmnner~w~ benutzen schallgedmpfte Waffen. Gelingt es dir, eine zu ergattern, kannst du damit feuern, ohne dass Wachmnner in der Nhe dich hren.
71@ = 10 

:MUSIC2_8302
09E8: 34@ = actor $PLAYER_ACTOR active_interior 
if 
  34@ == 0 
else_jump @MUSIC2_8403 
Marker.Disable(61@)

:MUSIC2_8333
if 
   not fading 
else_jump @MUSIC2_8357 
wait 0 
jump @MUSIC2_8333 

:MUSIC2_8357
Actor.PutAt($PLAYER_ACTOR, 1299.664, -800.546, 83.148)
Actor.Angle($PLAYER_ACTOR) = 271.284
Camera.SetBehindPlayer
85@ = 2 
70@ = 4 

:MUSIC2_8403
if 
   Actor.Dead(37@)
else_jump @MUSIC2_8440 
if 
075C:   marker 62@ enabled 
else_jump @MUSIC2_8440 
Marker.Disable(62@)

:MUSIC2_8440
if 
   Actor.Dead(38@)
else_jump @MUSIC2_8477 
if 
075C:   marker 63@ enabled 
else_jump @MUSIC2_8477 
Marker.Disable(63@)

:MUSIC2_8477
if 
   Actor.Dead(39@)
else_jump @MUSIC2_8514 
if 
075C:   marker 64@ enabled 
else_jump @MUSIC2_8514 
Marker.Disable(64@)

:MUSIC2_8514
if 
   Actor.Dead(40@)
else_jump @MUSIC2_8551 
if 
075C:   marker 65@ enabled 
else_jump @MUSIC2_8551 
Marker.Disable(65@)

:MUSIC2_8551
if 
   Actor.Dead(41@)
else_jump @MUSIC2_8588 
if 
075C:   marker 66@ enabled 
else_jump @MUSIC2_8588 
Marker.Disable(66@)

:MUSIC2_8588
if 
   Actor.Dead(42@)
else_jump @MUSIC2_8625 
if 
075C:   marker 67@ enabled 
else_jump @MUSIC2_8625 
Marker.Disable(67@)

:MUSIC2_8625
if 
   Actor.Dead(43@)
else_jump @MUSIC2_8662 
if 
075C:   marker 68@ enabled 
else_jump @MUSIC2_8662 
Marker.Disable(68@)

:MUSIC2_8662
if 
   Actor.Dead(44@)
else_jump @MUSIC2_8699 
if 
075C:   marker 69@ enabled 
else_jump @MUSIC2_8699 
Marker.Disable(69@)

:MUSIC2_8699
if 
  85@ == 2 
else_jump @MUSIC2_8988 
if 
  70@ == 4 
else_jump @MUSIC2_8988 
018A: 61@ = create_checkpoint_at 790.0 -1631.0 12.43 
040D: unload_wav 3 
53@ = Car.Create(#MTBIKE, 1306.718, -797.24, 83.66)
Car.Angle(53@) = 206.253
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
Actor.DestroyInstantly(39@)
Actor.DestroyInstantly(40@)
Actor.DestroyInstantly(41@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Marker.Disable(62@)
Marker.Disable(63@)
Marker.Disable(64@)
Marker.Disable(65@)
Marker.Disable(66@)
Marker.Disable(67@)
Marker.Disable(68@)
Model.Destroy(#WBDYG1)
Model.Destroy(#WBDYG2)
Model.Destroy(#HUNTLEY)
Model.Destroy(#STAFFORD)
Model.Destroy(#KMB_RHYMESBOOK)
Model.Destroy(#CJ_JUICE_CAN)
Model.Destroy(#SILENCED)
04EF: release_animation "CRIB" 
04EF: release_animation "VENDING" 
Model.Destroy(#KNIFECUR)
075B: zoom_radar 0 
Marker.Disable(62@)
Marker.Disable(63@)
Marker.Disable(64@)
Marker.Disable(65@)
Marker.Disable(66@)
Marker.Disable(67@)
Marker.Disable(68@)
00BC: show_text_highpriority GXT 'STP2_30' time 7000 flag 1  // ~s~Du musst das Versbuch zu OG Loc bringen. Er ist im ~y~Burger King~s~.
70@ = 5 
32@ = 0 

:MUSIC2_8988
if 
  97@ == 0 
else_jump @MUSIC2_9048 
if 
   not Car.Wrecked(53@)
else_jump @MUSIC2_9048 
if 
0448:   actor $PLAYER_ACTOR in_car 53@ 
else_jump @MUSIC2_9048 
97@ = 1 

:MUSIC2_9048
if 
  70@ == 5 
else_jump @MUSIC2_9582 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 788.05 -1630.31 12.42 radius 2.0 2.0 5.0 
else_jump @MUSIC2_9582 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
fade 0 1000 

:MUSIC2_9132
if 
fading 
else_jump @MUSIC2_9156 
wait 0 
jump @MUSIC2_9132 

:MUSIC2_9156
0395: clear_area 1 at -1095.489 -1630.609 50.0 radius 50.0 
Car.RemoveReferences(53@)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MUSIC2_9276 
$TEMPVAR_ACTOR_CAR = Actor.Car($PLAYER_ACTOR)
Car.PutAt($TEMPVAR_ACTOR_CAR, 784.686, -1613.7, 12.22)
Car.Angle($TEMPVAR_ACTOR_CAR) = 353.08
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 785.75 -1632.84 12.43 
Actor.Angle($PLAYER_ACTOR) = 316.0
jump @MUSIC2_9306 

:MUSIC2_9276
Actor.PutAt($PLAYER_ACTOR, 785.75, -1632.84, 12.43)
Actor.Angle($PLAYER_ACTOR) = 316.0

:MUSIC2_9306
04ED: load_animation "GANGS" 
023C: load_special_actor 'OGLOC' as 1 // models 290-299 
040D: unload_wav 1 
03CF: load_wav 21805 as 1 
040D: unload_wav 2 
03CF: load_wav 21806 as 2 
038B: load_requested_models 

:MUSIC2_9352
if or
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @MUSIC2_9391 
wait 0 
jump @MUSIC2_9352 

:MUSIC2_9391
52@ = Actor.Create(Special, #SPECIAL01, 792.72, -1626.6, 12.43)
Actor.Angle(52@) = 114.71
060B: set_actor 52@ decision_maker_to 46@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0489: set_actor 52@ muted 1 
0489: set_actor $PLAYER_ACTOR muted 1 
fade 1 2000 
95@ = 1 
Camera.SetPosition(785.7997, -1635.43, 13.4579, 0.0, 0.0, 0.0)
Camera.PointAt(786.2913, -1634.565, 13.3583, 2)
05D3: AS_actor $PLAYER_ACTOR goto_point 788.98 -1629.61 12.59 mode 4 -1 ms // versionA 
05D3: AS_actor 52@ goto_point 788.98 -1629.61 12.59 mode 4 -1 ms // versionA 
32@ = 0 
70@ = 6 

:MUSIC2_9582
if 
  70@ == 6 
else_jump @MUSIC2_9837 
if 
  32@ > 2440 
else_jump @MUSIC2_9837 
if 
   not Actor.Dead(52@)
else_jump @MUSIC2_9837 
Camera.SetPosition(788.2733, -1628.832, 13.9503, 0.0, 0.0, 0.0)
Camera.PointAt(788.473, -1629.811, 13.9214, 2)
Actor.PutAt($PLAYER_ACTOR, 787.973, -1630.274, 12.42)
Actor.Angle($PLAYER_ACTOR) = 310.378
Actor.PutAt(52@, 788.7348, -1629.626, 12.42)
Actor.Angle(52@) = 130.378
0792: disembark_instantly_actor 52@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor 52@ perform_animation_sequence "HNDSHKFA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor $PLAYER_ACTOR perform_animation_sequence "HNDSHKFA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
70@ = 7 

:MUSIC2_9837
if 
  70@ > 4 
else_jump @MUSIC2_10502 
if 
   not Actor.Dead(52@)
else_jump @MUSIC2_10502 
if 
  95@ == 1 
else_jump @MUSIC2_9924 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'LOC2_CA' time 5000 flag 1  // ~z~Hey, Loc, ich hab das, was du haben wolltest.
95@ = 2 

:MUSIC2_9924
if 
  95@ == 2 
else_jump @MUSIC2_9982 
if 
03D2:   wav 1 ended 
else_jump @MUSIC2_9982 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 21807 as 1 
95@ = 3 

:MUSIC2_9982
if 
  95@ == 3 
else_jump @MUSIC2_10035 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'LOC2_CB' time 5000 flag 1  // ~z~Hombre, du bist eiskalt!
0967: actor 52@ move_mouth 10000 ms 
95@ = 4 

:MUSIC2_10035
if 
  95@ == 4 
else_jump @MUSIC2_10093 
if 
03D2:   wav 2 ended 
else_jump @MUSIC2_10093 
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor 52@ stop_mouth 
03CF: load_wav 21808 as 2 
95@ = 5 

:MUSIC2_10093
if 
  95@ == 5 
else_jump @MUSIC2_10161 
if 
03D0:   wav 1 loaded 
else_jump @MUSIC2_10161 
00BC: show_text_highpriority GXT 'LOC2_CC' time 5000 flag 1  // ~z~Hey, wir sehen uns.
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
03D1: play_wav 1 
95@ = 6 

:MUSIC2_10161
if 
  95@ == 6 
else_jump @MUSIC2_10208 
if 
03D2:   wav 1 ended 
else_jump @MUSIC2_10208 
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
95@ = 7 

:MUSIC2_10208
if 
  95@ == 7 
else_jump @MUSIC2_10366 
Camera.SetPosition(773.2047, -1633.066, 17.7324, 0.0, 0.0, 0.0)
Camera.PointAt(774.1813, -1632.908, 17.5877, 2)
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'LOC2_DC' time 5000 flag 1  // ~z~Peace, Homie!
0967: actor 52@ move_mouth 4000 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point 806.1331 -1630.219 12.3906 mode 4 60000 ms // versionA 
05D3: AS_actor 52@ goto_point 793.8177 -1625.155 12.3828 mode 4 60000 ms // versionA 
95@ = 8 

:MUSIC2_10366
if 
  95@ == 8 
else_jump @MUSIC2_10502 
if 
03D2:   wav 2 ended 
else_jump @MUSIC2_10502 
fade 0 1000 
00BE: text_clear_all 
040D: unload_wav 2 

:MUSIC2_10412
if 
fading 
else_jump @MUSIC2_10436 
wait 0 
jump @MUSIC2_10412 

:MUSIC2_10436
Actor.PutAt($PLAYER_ACTOR, 808.299, -1630.424, 12.42)
Actor.Angle($PLAYER_ACTOR) = 254.602
fade 1 1000 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
jump @MUSIC2_10527 
95@ = 9 

:MUSIC2_10502
jump @MUSIC2_745 

:MUSIC2_10509
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:MUSIC2_10527
0318: set_latest_mission_passed 'STRAP_2'  // Madd Dogg's Rhymes
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 4 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
030C: progress_made += 1 
$OG_LOC_TOTAL_PASSED_MISSIONS += 1 
return 

:MUSIC2_10582
08F4: set_max_group_members 99 
Actor.DestroyWithFade(52@)
Pickup.Destroy(60@)
07FB: set_interior 'MADDOGS' access 0  // Madd Doggs Bude
07FB: set_interior 'MDDOGS' access 0  // Madd Doggs Bude
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MUSIC2_10652 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:MUSIC2_10652
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
0489: set_actor $PLAYER_ACTOR muted 0 
Marker.Disable(61@)
Marker.Disable(62@)
Marker.Disable(63@)
Marker.Disable(64@)
Marker.Disable(65@)
Marker.Disable(66@)
Marker.Disable(67@)
Marker.Disable(68@)
Pickup.Destroy(59@)
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
Model.Destroy(#MTBIKE)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#WBDYG1)
Model.Destroy(#WBDYG2)
Model.Destroy(#HUNTLEY)
Model.Destroy(#STAFFORD)
Model.Destroy(#KMB_RHYMESBOOK)
Model.Destroy(#CJ_JUICE_CAN)
Model.Destroy(#SILENCED)
04EF: release_animation "CRIB" 
04EF: release_animation "VENDING" 
Model.Destroy(#KNIFECUR)
$ONMISSION = 0 
08E7: disable_entrance_markers 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 33---------------
// Originally: Management Issues

:MUSIC3
thread 'MUSIC3' 
gosub @MUSIC3_47 
if 
wasted_or_busted 
else_jump @MUSIC3_38 
gosub @MUSIC3_15492 

:MUSIC3_38
gosub @MUSIC3_15596 
end_thread 

:MUSIC3_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'STRAP3' 
if 
  $ONMISSION == 0 
else_jump @MUSIC3_805 
90@ = Object.Create(#DYN_ROADBARRIER_2, 1024.5, -1123.2, 22.9)
91@ = Object.Create(#DYN_ROADBARRIER_2, 1024.5, -1127.2, 22.9)
92@ = Object.Create(#DYN_ROADBARRIER_2, 1024.5, -1131.2, 22.9)
93@ = Object.Create(#DYN_ROADBARRIER_2, 1020.5, -1123.2, 22.9)
94@ = Object.Create(#DYN_ROADBARRIER_2, 1020.5, -1127.2, 22.9)
95@ = Object.Create(#DYN_ROADBARRIER_2, 1020.5, -1131.2, 22.9)
96@ = Object.Create(#DYN_ROADBARRIER_2, 1016.5, -1133.2, 22.9)
97@ = Object.Create(#DYN_ROADBARRIER_2, 1012.5, -1133.2, 22.9)
98@ = Object.Create(#DYN_ROADBARRIER_2, 1008.5, -1133.2, 22.9)
99@ = Object.Create(#DYN_ROADBARRIER_2, 1028.5, -1133.2, 22.9)
100@ = Object.Create(#DYN_ROADBARRIER_2, 1032.5, -1133.2, 22.9)
101@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
78@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
79@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
80@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
81@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
82@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
83@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
84@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
85@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
86@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
87@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
88@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
89@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
018A: 113@ = create_checkpoint_at 1118.3 -1140.9 22.2 
63@ = Actor.Create(Mission2, #LAPD1, 1023.4, -1121.0, 22.9)
70@ = Actor.Create(Mission2, #LAPD1, 1023.4, -1121.0, 22.9)
67@ = Car.Create(#ELEGANT, 1174.1, -926.8, 43.6)
65@ = Actor.Create(Mission2, #LAPD1, 1023.4, -1121.0, 22.9)
64@ = Actor.Create(Mission2, #LAPD1, 1023.4, -1121.0, 22.9)
111@ = Actor.Create(Mission2, #LAPD1, 1023.4, -1121.0, 22.9)

:MUSIC3_805
00BE: text_clear_all 
wait 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
175@ = 0 
126@ = 0 
$TEMPVAR_FLOAT_1 = 0.0 
$TEMPVAR_FLOAT_2 = 0.0 
$TEMPVAR_FLOAT_3 = 0.0 
140@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
04AF: 136@ = 24 // @ = any 
141@ = 0 
142@ = 0 
225@ = 0.0 
226@ = 0.0 
227@ = 0.0 
228@ = 0.0 
229@ = 0.0 
230@ = 0.0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
$TIME_MINS = 0 
150@ = 0 
157@ = 0.0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
220@ = 0 
221@ = 0 
222@ = 0 
223@ = 0 
224@ = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
156@ = 0 
170@ = 0 
171@ = 0 
08F5: save_player_group 
select_interior 10 
0169: set_fade_color_RGB 0 0 0 
02E4: load_cutscene_data 'STRAP3A' 

:MUSIC3_1314
if 
86B9:   not cutscene_data_loaded 
else_jump @MUSIC3_1338 
wait 0 
jump @MUSIC3_1314 

:MUSIC3_1338
02E7: start_cutscene 
fade 1 1000 

:MUSIC3_1347
if 
82E9:   not cutscene_reached_end 
else_jump @MUSIC3_1371 
wait 0 
jump @MUSIC3_1347 

:MUSIC3_1371
fade 0 0 

:MUSIC3_1377
if 
fading 
else_jump @MUSIC3_1401 
wait 0 
jump @MUSIC3_1377 

:MUSIC3_1401
select_interior 0 
02EA: end_cutscene 
08F6: restore_player_group 
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
wait 0 
Model.Load(#WBDYG1)
Model.Load(#ELEGANT)
Model.Load(#COLT45)
Model.Load(#CELLPHONE)
03CF: load_wav 24600 as 3 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07E5: copy_decision_maker 65542 to 233@ 
060A: create_decision_maker_type 2 store_to 234@ // decision\allowed\m_.ped files 
0395: clear_area 1 at 1214.8 -921.7 41.7 radius 5.0 
04AF: 169@ = 507 // @ = any 
gosub @MUSIC3_23318 
73@ = Car.Create(#ELEGANT, 1214.8, -921.7, 41.7)
Car.Angle(73@) = 169.3
0229: set_car 73@ primary_color_to 0 secondary_color_to 0 
0294: set_car 73@ sprayable 0 
Car.ImmuneToNonPlayer(73@) = True
Car.DoorStatus(73@) = 1
Car.ImmuneToNonPlayer(73@) = True
053F: set_car 73@ tires_vulnerability 0 
113@ = Marker.CreateAboveCar(73@)
0129: 76@ = create_actor_pedtype 25 model #WBDYG1 in_car 73@ driverseat 
01B2: give_actor 76@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 234@ 
0395: clear_area 1 at 1297.6 -1137.2 22.5 radius 5.0 
04AF: 169@ = 507 // @ = any 
gosub @MUSIC3_23318 
72@ = Car.Create(#ELEGANT, 1297.6, -1137.2, 22.5)
Car.Angle(72@) = 90.0
Car.ImmuneToNonPlayer(72@) = True
0229: set_car 72@ primary_color_to 0 secondary_color_to 0 
04BD: unknown_car 72@ flag 1 
Car.DoorStatus(72@) = 3
0574: set_car 72@ keep_position 1 
053F: set_car 72@ tires_vulnerability 0 
0395: clear_area 1 at 1316.5 -1137.2 22.5 radius 5.0 
04AF: 169@ = 507 // @ = any 
gosub @MUSIC3_23318 
74@ = Car.Create(#ELEGANT, 1316.5, -1137.2, 22.5)
Car.Angle(74@) = 90.0
Car.ImmuneToNonPlayer(74@) = True
0229: set_car 74@ primary_color_to 0 secondary_color_to 0 
04BD: unknown_car 74@ flag 1 
Car.DoorStatus(74@) = 3
00AE: set_car 74@ traffic_behaviour_to 1 
0574: set_car 74@ keep_position 1 
053F: set_car 74@ tires_vulnerability 0 
04E0: car 74@ abandon_path_radius 50 
0852: set_car 74@ damages_visible 0 
0994: unknown_create_escape_at 76.6 -1527.6 4.1 
0994: unknown_create_escape_at 162.2 -1394.6 46.8 
0994: unknown_create_escape_at 273.2 -980.9 47.4 
0994: unknown_create_escape_at 362.8 -1147.8 77.0 
0994: unknown_create_escape_at 378.1 -1147.4 77.0 
0994: unknown_create_escape_at 1536.4 -994.8 41.5 
0994: unknown_create_escape_at 1638.7 -1177.5 54.1 
0994: unknown_create_escape_at 1873.9 -1009.4 35.0 
0994: unknown_create_escape_at 2887.8 -1121.4 9.8 
0994: unknown_create_escape_at 165.8 -1185.3 51.8 
0994: unknown_create_escape_at 695.7 -995.6 51.0 
0994: unknown_create_escape_at 794.8 -1033.6 23.7 
0994: unknown_create_escape_at 1311.1 -701.7 91.7 
0994: unknown_create_escape_at 2838.7 -1024.2 21.5 
00BC: show_text_highpriority GXT 'STP3_01' time 7000 flag 1  // ~s~Einer der ~r~Fahrer~s~ von Madd Doggs Manager isst im Burger King auf der anderen Seite der Stadt.
00BB: show_text_lowpriority GXT 'STP3_02' time 7000 flag 1  // ~s~Klau ihm sein ~r~Auto~s~ und triff dich vor 22 Uhr mit den anderen Fahrern.
0395: clear_area 1 at 794.6 -1597.1 12.5 radius 1.0 
Camera.SetAtPos(794.6, -1597.1, 12.5)
Actor.PutAt($PLAYER_ACTOR, 794.6, -1597.1, 12.5)
Actor.Angle($PLAYER_ACTOR) = 45.0
00C0: set_current_time_hours_to 16 minutes_to 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
09D2: unknown_flag 0 
33@ = 0 
fade 1 500 

:MUSIC3_2268
wait 0 
if 
0735:   NOP_false 83 
else_jump @MUSIC3_2294 
jump @MUSIC3_15510 

:MUSIC3_2294
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_2326 
jump @MUSIC3_15492 

:MUSIC3_2326
01BD: 144@ = current_time_in_ms 
0085: 143@ = 144@ // (int) 
0062: 143@ -= 145@ // (int) 
0085: 145@ = 144@ // (int) 
0062: 146@ -= 143@ // (int) 
005A: 159@ += 143@ // (int) 
00BF: 149@ = current_time_hours, $TIME_MINS = current_time_minutes 
if 
  122@ == 0 
else_jump @MUSIC3_4538 
if 
0735:   NOP_false 81 
else_jump @MUSIC3_2442 
Actor.PutAt($PLAYER_ACTOR, 1179.5, -920.3, 42.2)
Actor.Angle($PLAYER_ACTOR) = 99.7

:MUSIC3_2442
if 
  175@ == 0 
else_jump @MUSIC3_2593 
if or
  123@ == 1 
  123@ == 2 
else_jump @MUSIC3_2593 
if 
0205:   actor $PLAYER_ACTOR near_car 73@ radius 25.0 25.0 25.0 flag 0 
else_jump @MUSIC3_2593 
if 
   not Actor.Dead(76@)
else_jump @MUSIC3_2579 
if 
   Actor.InCar(76@, 73@)
else_jump @MUSIC3_2572 
00BB: show_text_lowpriority GXT 'STP3_19' time 7000 flag 1  // ~s~Beschdige das ~r~Auto~s~, um den Fahrer zum Aussteigen zu zwingen.

:MUSIC3_2572
jump @MUSIC3_2586 

:MUSIC3_2579
175@ = 2 

:MUSIC3_2586
175@ = 1 

:MUSIC3_2593
if 
  175@ == 1 
else_jump @MUSIC3_2753 
if 
   not Actor.Dead(76@)
else_jump @MUSIC3_2746 
if 
8448:   not actor 76@ in_car 73@ 
else_jump @MUSIC3_2739 
03D5: remove_text 'STP3_19'  // ~s~Beschdige das ~r~Auto~s~, um den Fahrer zum Aussteigen zu zwingen.
if 
0104:   actor $PLAYER_ACTOR near_actor 76@ radius 15.0 15.0 15.0 sphere 0 
else_jump @MUSIC3_2732 
if 
  174@ == 0 
else_jump @MUSIC3_2732 
174@ = 1 
176@ = 0 
gosub @MUSIC3_24549 

:MUSIC3_2732
175@ = 2 

:MUSIC3_2739
jump @MUSIC3_2753 

:MUSIC3_2746
175@ = 2 

:MUSIC3_2753
if 
  175@ == 2 
else_jump @MUSIC3_2872 
if 
  174@ == 0 
else_jump @MUSIC3_2872 
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_2872 
if 
   not Actor.InCar($PLAYER_ACTOR, 73@)
else_jump @MUSIC3_2865 
03D5: remove_text 'STP3_19'  // ~s~Beschdige das ~r~Auto~s~, um den Fahrer zum Aussteigen zu zwingen.
00BB: show_text_lowpriority GXT 'STP3_11' time 7000 flag 1  // ~S~Steig in das ~r~Auto~s~.
175@ = 3 
jump @MUSIC3_2872 

:MUSIC3_2865
175@ = 3 

:MUSIC3_2872
if 
  123@ == 0 
else_jump @MUSIC3_3325 
if 
   not Actor.Dead(76@)
else_jump @MUSIC3_3325 
if or
00F2:   actor $PLAYER_ACTOR near_actor 76@ radius 250.0 250.0 0 
  149@ > 17 
else_jump @MUSIC3_3325 
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @MUSIC3_3318 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @MUSIC3_3097 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
174@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
174@ = 7 
176@ = 0 
177@ = 1 
gosub @MUSIC3_24549 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
124@ = 1 
0707: start_scene_skip_to @MUSIC3_3486 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
32@ = 0 
167@ = 1 
123@ = 1 
jump @MUSIC3_3311 

:MUSIC3_3097
if 
   not Actor.Dead(76@)
else_jump @MUSIC3_3262 
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_3262 
0615: define_AS_pack_begin 232@ 
05CB: AS_actor -1 enter_car 73@ as_driver -1 ms 
05D1: AS_actor -1 drive_car 73@ to 1211.0 -932.3 41.9 speed 15.0 0 model #CSPLAY 0 
05D1: AS_actor -1 drive_car 73@ to 1160.8 -1027.5 31.4 speed 15.0 0 model #CSPLAY 0 
05D2: AS_actor -1 run_to_and_hijack_car 73@ max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 232@ 
0618: assign_actor 76@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
072F: enable_car 73@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 7 // extended 03CC 

:MUSIC3_3262
174@ = 7 
176@ = 0 
177@ = 5 
gosub @MUSIC3_24549 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
167@ = 3 
123@ = 1 

:MUSIC3_3311
jump @MUSIC3_3325 

:MUSIC3_3318
123@ = 1 

:MUSIC3_3325
if 
  167@ == 1 
else_jump @MUSIC3_3415 
if 
  32@ > 2000 
else_jump @MUSIC3_3415 
if 
  174@ == 0 
else_jump @MUSIC3_3415 
174@ = 7 
176@ = 1 
177@ = 2 
gosub @MUSIC3_24549 
167@ = 2 

:MUSIC3_3415
if 
  167@ == 2 
else_jump @MUSIC3_3703 
if 
  174@ == 0 
else_jump @MUSIC3_3703 
174@ = 7 
176@ = 2 
177@ = 5 
gosub @MUSIC3_24549 
124@ = 0 

:MUSIC3_3486
0701: end_scene_skip 
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_3520 
jump @MUSIC3_15492 

:MUSIC3_3520
if 
   not Actor.Dead(76@)
else_jump @MUSIC3_3685 
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_3685 
0615: define_AS_pack_begin 232@ 
05CB: AS_actor -1 enter_car 73@ as_driver -1 ms 
05D1: AS_actor -1 drive_car 73@ to 1211.0 -932.3 41.9 speed 15.0 0 model #CSPLAY 0 
05D1: AS_actor -1 drive_car 73@ to 1160.8 -1027.5 31.4 speed 15.0 0 model #CSPLAY 0 
05D2: AS_actor -1 run_to_and_hijack_car 73@ max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 232@ 
0618: assign_actor 76@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
072F: enable_car 73@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 7 // extended 03CC 

:MUSIC3_3685
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
167@ = 3 

:MUSIC3_3703
if 
  167@ == 3 
else_jump @MUSIC3_3873 
if 
  174@ == 0 
else_jump @MUSIC3_3789 
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 1 // $ == any 
else_jump @MUSIC3_3775 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:MUSIC3_3775
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
167@ = 4 

:MUSIC3_3789
if 
00E1:   player 0 pressed_key 15 
else_jump @MUSIC3_3873 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
174@ = 0 
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 1 // $ == any 
else_jump @MUSIC3_3859 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:MUSIC3_3859
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
167@ = 4 

:MUSIC3_3873
if 
  123@ == 1 
else_jump @MUSIC3_3985 
if 
   not Actor.Dead(76@)
else_jump @MUSIC3_3985 
if 
   Actor.InCar(76@, 73@)
else_jump @MUSIC3_3985 
if 
  149@ > 20 
else_jump @MUSIC3_3985 
05D1: AS_actor 76@ drive_car 73@ to 1316.4 -1136.5 22.9 speed 15.0 0 model #CSPLAY 2 
123@ = 2 

:MUSIC3_3985
if 
  123@ == 2 
else_jump @MUSIC3_4106 
if 
   not Actor.Dead(76@)
else_jump @MUSIC3_4106 
if 
   Actor.InCar(76@, 73@)
else_jump @MUSIC3_4106 
if 
01AD:   car 73@ sphere 0 near_point 1316.4 -1136.5 radius 5.0 5.0 
else_jump @MUSIC3_4106 
00BC: show_text_highpriority GXT 'STP3_03' time 4000 flag 1  // ~r~Du warst zu langsam!
150@ = 1 
122@ = 9 

:MUSIC3_4106
if 
  123@ > 0 
else_jump @MUSIC3_4339 
if 
  3 > 123@ 
else_jump @MUSIC3_4339 
if 
051C:   car 73@ damaged_by_actor $PLAYER_ACTOR 
else_jump @MUSIC3_4223 
if 
   not Actor.Dead(76@)
else_jump @MUSIC3_4211 
0615: define_AS_pack_begin 232@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 76@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_4211
03CD: disable_car 73@ stuck_check 
123@ = 3 

:MUSIC3_4223
if 
   not Actor.Dead(76@)
else_jump @MUSIC3_4327 
if 
   not Actor.InCar(76@, 73@)
else_jump @MUSIC3_4320 
if 
   not Actor.Dead(76@)
else_jump @MUSIC3_4308 
0615: define_AS_pack_begin 232@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 76@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_4308
03CD: disable_car 73@ stuck_check 
123@ = 3 

:MUSIC3_4320
jump @MUSIC3_4339 

:MUSIC3_4327
03CD: disable_car 73@ stuck_check 
123@ = 3 

:MUSIC3_4339
if 
  149@ > 21 
else_jump @MUSIC3_4371 
150@ = 0 
122@ = 9 

:MUSIC3_4371
if 
0202:   actor $PLAYER_ACTOR near_car 73@ radius 60.0 60.0 flag 0 
else_jump @MUSIC3_4416 
Car.ImmuneToNonPlayer(73@) = False
jump @MUSIC3_4423 

:MUSIC3_4416
Car.ImmuneToNonPlayer(73@) = True

:MUSIC3_4423
if 
  123@ == 3 
else_jump @MUSIC3_4538 
if 
   Actor.InCar($PLAYER_ACTOR, 73@)
else_jump @MUSIC3_4538 
Marker.Disable(113@)
018A: 113@ = create_checkpoint_at 1306.4 -1137.5 22.5 
03D5: remove_text 'STP3_11'  // ~S~Steig in das ~r~Auto~s~.
00BB: show_text_lowpriority GXT 'STP3_33' time 7000 flag 1  // ~s~Triff dich vor 22 Uhr mit den anderen ~y~Fahrern~s~. Beschdige dein Auto nicht!
Model.Destroy(#CELLPHONE)
175@ = 0 
123@ = 0 
122@ = 1 

:MUSIC3_4538
if 
  122@ == 1 
else_jump @MUSIC3_5519 
if 
0735:   NOP_false 81 
else_jump @MUSIC3_4601 
Actor.PutAt($PLAYER_ACTOR, 1306.4, -1137.5, 22.5)
Car.Angle(73@) = 90.0

:MUSIC3_4601
if 
  149@ > 21 
else_jump @MUSIC3_4633 
150@ = 0 
122@ = 9 

:MUSIC3_4633
if 
  123@ == 0 
else_jump @MUSIC3_4899 
if 
   Actor.InCar($PLAYER_ACTOR, 73@)
else_jump @MUSIC3_4899 
if or
8185:   not car 73@ health >= 700 
03C9:   car 73@ damaged 
else_jump @MUSIC3_4773 
03D5: remove_text 'STP3_33'  // ~s~Triff dich vor 22 Uhr mit den anderen ~y~Fahrern~s~. Beschdige dein Auto nicht!
if 
  175@ == 0 
else_jump @MUSIC3_4773 
Marker.Disable($450)
02A8: $450 = create_marker 63 at 488.0 -1734.0 34.4 
00BB: show_text_lowpriority GXT 'STP3_22' time 11000 flag 1  // ~s~Das Auto ist beschdigt. Sorg dafr, dass es repariert wird.
175@ = 1 

:MUSIC3_4773
if 
0185:   car 73@ health >= 700 
else_jump @MUSIC3_4899 
if 
83C9:   not car 73@ damaged 
else_jump @MUSIC3_4899 
03D5: remove_text 'STP3_22'  // ~s~Das Auto ist beschdigt. Sorg dafr, dass es repariert wird.
Marker.Disable($450)
$450 = Marker.CreateIconWithoutSphere(63, 488.0, -1734.0, 34.4)
Marker.Disable(113@)
018A: 113@ = create_checkpoint_at 1306.4 -1137.5 22.5 
160@ = 0 
159@ = 0 
175@ = 0 
123@ = 1 

:MUSIC3_4899
if 
  160@ == 0 
else_jump @MUSIC3_4959 
if 
  159@ > 4000 
else_jump @MUSIC3_4959 
00BB: show_text_lowpriority GXT 'STP3_33' time 7000 flag 1  // ~s~Triff dich vor 22 Uhr mit den anderen ~y~Fahrern~s~. Beschdige dein Auto nicht!
160@ = 1 

:MUSIC3_4959
if 
  123@ == 1 
else_jump @MUSIC3_5408 
if 
   Actor.InCar($PLAYER_ACTOR, 73@)
else_jump @MUSIC3_5408 
if 
01AF:   car 73@ sphere 1 in_sphere 1306.4 -1137.5 22.5 radius 4.0 4.0 4.0 
else_jump @MUSIC3_5217 
157@ = Car.Angle(73@)
if 
  157@ > 95.0 
else_jump @MUSIC3_5110 
if 
  360.0 >= 157@ 
else_jump @MUSIC3_5110 
00BC: show_text_highpriority GXT 'STP3_25' time 7000 flag 1  // ~s~Park das Auto in derselben Richtung wie die anderen Autos.

:MUSIC3_5110
if 
  85.0 > 157@ 
else_jump @MUSIC3_5168 
if 
  157@ >= 0.0 
else_jump @MUSIC3_5168 
00BC: show_text_highpriority GXT 'STP3_25' time 7000 flag 1  // ~s~Park das Auto in derselben Richtung wie die anderen Autos.

:MUSIC3_5168
if 
  157@ >= 85.0 
else_jump @MUSIC3_5217 
if 
  95.0 >= 157@ 
else_jump @MUSIC3_5217 
123@ = 2 

:MUSIC3_5217
if 
  161@ == 0 
else_jump @MUSIC3_5327 
if 
01AF:   car 73@ sphere 0 in_sphere 1306.4 -1137.5 22.5 radius 15.0 30.0 30.0 
else_jump @MUSIC3_5327 
if or
02CA:   car 72@ bounding_sphere_visible 
02CA:   car 74@ bounding_sphere_visible 
else_jump @MUSIC3_5327 
00BC: show_text_highpriority GXT 'STP3_25' time 7000 flag 1  // ~s~Park das Auto in derselben Richtung wie die anderen Autos.
161@ = 1 

:MUSIC3_5327
if or
8185:   not car 73@ health >= 700 
03C9:   car 73@ damaged 
else_jump @MUSIC3_5408 
Marker.Disable(113@)
Marker.Disable($450)
02A8: $450 = create_marker 63 at 488.0 -1734.0 34.4 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_22' time 11000 flag 1  // ~s~Das Auto ist beschdigt. Sorg dafr, dass es repariert wird.
123@ = 0 

:MUSIC3_5408
if 
0185:   car 73@ health >= 700 
else_jump @MUSIC3_5512 
if 
83C9:   not car 73@ damaged 
else_jump @MUSIC3_5512 
if 
  123@ == 2 
else_jump @MUSIC3_5512 
Player.CanMove($PLAYER_CHAR) = False
Actor.RemoveReferences(76@)
Marker.Disable(113@)
Marker.Disable($450)
$450 = Marker.CreateIconWithoutSphere(63, 488.0, -1734.0, 34.4)
122@ = 2 

:MUSIC3_5512
gosub @MUSIC3_20713 

:MUSIC3_5519
if 
  122@ == 9 
else_jump @MUSIC3_5551 
123@ = 0 
122@ = 10 

:MUSIC3_5551
if 
  122@ == 10 
else_jump @MUSIC3_7206 
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @MUSIC3_6507 
if 
  123@ == 0 
else_jump @MUSIC3_6507 
00BE: text_clear_all 
fade 0 500 

:MUSIC3_5621
if 
fading 
else_jump @MUSIC3_5645 
wait 0 
jump @MUSIC3_5621 

:MUSIC3_5645
040D: unload_wav 1 
040D: unload_wav 2 
174@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1306.4 -1137.5 radius 20.0 20.0 
else_jump @MUSIC3_5766 
0395: clear_area 1 at 1247.1 -1156.0 22.7 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 1247.1, -1156.0, 22.7)

:MUSIC3_5766
Camera.SetAtPos(1305.5, -1131.7, 22.6)
Car.Destroy(72@)
Car.RemoveReferences(73@)
Actor.DestroyInstantly(76@)
Car.Destroy(74@)
041E: set_radio_station 11 
0395: clear_area 1 at 1303.5 -1131.5 22.6 radius 5.0 
75@ = Actor.Create(Mission2, #WBDYG1, 1303.5, -1131.5, 22.6)
Actor.Angle(75@) = 168.1
060B: set_actor 75@ decision_maker_to 233@ 
0395: clear_area 1 at 1297.6 -1137.2 22.5 radius 5.0 
04AF: 169@ = 507 // @ = any 
gosub @MUSIC3_23318 
72@ = Car.Create(#ELEGANT, 1297.6, -1137.2, 22.5)
Car.Angle(72@) = 90.0
0229: set_car 72@ primary_color_to 0 secondary_color_to 0 
04BD: unknown_car 72@ flag 1 
05CB: AS_actor 75@ enter_car 72@ as_driver -1 ms 
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 5.0 
77@ = Actor.Create(Mission2, #WBDYG1, 1305.5, -1131.7, 22.6)
Actor.Angle(77@) = 168.1
060B: set_actor 77@ decision_maker_to 233@ 
0395: clear_area 1 at 1316.5 -1137.2 22.5 radius 5.0 
04AF: 169@ = 507 // @ = any 
gosub @MUSIC3_23318 
74@ = Car.Create(#ELEGANT, 1316.5, -1137.2, 22.5)
Car.Angle(74@) = 90.0
0229: set_car 74@ primary_color_to 0 secondary_color_to 0 
04BD: unknown_car 74@ flag 1 
04E0: car 74@ abandon_path_radius 50 
if 
  150@ == 1 
else_jump @MUSIC3_6278 
0395: clear_area 1 at 1306.4 -1137.5 22.5 radius 5.0 
04AF: 169@ = 507 // @ = any 
gosub @MUSIC3_23318 
73@ = Car.Create(#ELEGANT, 1306.4, -1137.5, 22.5)
Car.Angle(73@) = 90.0
0229: set_car 73@ primary_color_to 0 secondary_color_to 0 
04BD: unknown_car 74@ flag 1 
04E0: car 73@ abandon_path_radius 50 
0209: 140@ = random_int_in_ranges 0 3 
0129: 76@ = create_actor_pedtype 25 model 135@(140@,5i) in_car 73@ driverseat 
jump @MUSIC3_6352 

:MUSIC3_6278
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_6352 
if 
01AD:   car 73@ sphere 0 near_point 1306.4 -1137.5 radius 20.0 20.0 
else_jump @MUSIC3_6352 
Car.PutAt(73@, 1247.5, -1151.8, 22.6)

:MUSIC3_6352
Camera.SetPosition(1292.8, -1143.5, 24.3, 0.0, 0.0, 0.0)
Camera.PointAt(1302.3, -1136.2, 24.0, 2)
00BE: text_clear_all 
if 
  150@ == 0 
else_jump @MUSIC3_6446 
00BC: show_text_highpriority GXT 'STP3_20' time 8000 flag 1  // ~r~Du warst zu langsam! Die anderen Autos von Madd Dogg sind ohne dich losgefahren.
jump @MUSIC3_6462 

:MUSIC3_6446
00BC: show_text_highpriority GXT 'STP3_21' time 8000 flag 1  // ~r~Du warst zu langsam! Madd Doggs Autos sind weg!

:MUSIC3_6462
fade 1 500 

:MUSIC3_6469
if 
fading 
else_jump @MUSIC3_6493 
wait 0 
jump @MUSIC3_6469 

:MUSIC3_6493
32@ = 0 
123@ = 1 

:MUSIC3_6507
if 
  123@ == 1 
else_jump @MUSIC3_6593 
if 
  32@ > 1000 
else_jump @MUSIC3_6593 
if 
   not Car.Wrecked(74@)
else_jump @MUSIC3_6586 
if 
   not Actor.Dead(77@)
else_jump @MUSIC3_6586 
05CB: AS_actor 77@ enter_car 74@ as_driver -1 ms 

:MUSIC3_6586
123@ = 2 

:MUSIC3_6593
if 
  123@ == 2 
else_jump @MUSIC3_6959 
if 
   not Actor.Dead(77@)
else_jump @MUSIC3_6959 
062E: unknown_get_actor 77@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @MUSIC3_6959 
if 
   not Car.Wrecked(72@)
else_jump @MUSIC3_6744 
if 
   not Actor.Dead(75@)
else_jump @MUSIC3_6744 
0615: define_AS_pack_begin 231@ 
05D1: AS_actor -1 drive_car 72@ to 1103.3 -1140.9 22.7 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 231@ 
0618: assign_actor 75@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 

:MUSIC3_6744
if 
   not Car.Wrecked(74@)
else_jump @MUSIC3_6839 
if 
   not Actor.Dead(77@)
else_jump @MUSIC3_6839 
0615: define_AS_pack_begin 231@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D1: AS_actor -1 drive_car 74@ to 1103.3 -1140.9 22.7 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 231@ 
0618: assign_actor 77@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 

:MUSIC3_6839
if 
  150@ == 1 
else_jump @MUSIC3_6952 
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_6952 
if 
   not Actor.Dead(76@)
else_jump @MUSIC3_6952 
0615: define_AS_pack_begin 231@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D1: AS_actor -1 drive_car 73@ to 1103.3 -1140.9 22.7 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 231@ 
0618: assign_actor 76@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 

:MUSIC3_6952
123@ = 3 

:MUSIC3_6959
if 
  123@ == 3 
else_jump @MUSIC3_7206 
if 
   not Car.Wrecked(72@)
else_jump @MUSIC3_7206 
if 
82CA:   not car 72@ bounding_sphere_visible 
else_jump @MUSIC3_7206 
fade 0 500 

:MUSIC3_7016
if 
fading 
else_jump @MUSIC3_7040 
wait 0 
jump @MUSIC3_7016 

:MUSIC3_7040
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Actor.StorePos($PLAYER_ACTOR, 225@, 226@, 227@)
Camera.SetAtPos(225@, 226@, 227@)
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if 
  150@ == 0 
else_jump @MUSIC3_7152 
00BC: show_text_highpriority GXT 'STP3_20' time 5500 flag 1  // ~r~Du warst zu langsam! Die anderen Autos von Madd Dogg sind ohne dich losgefahren.
jump @MUSIC3_7168 

:MUSIC3_7152
00BC: show_text_highpriority GXT 'STP3_21' time 5500 flag 1  // ~r~Du warst zu langsam! Madd Doggs Autos sind weg!

:MUSIC3_7168
fade 1 500 

:MUSIC3_7175
if 
fading 
else_jump @MUSIC3_7199 
wait 0 
jump @MUSIC3_7175 

:MUSIC3_7199
jump @MUSIC3_15492 

:MUSIC3_7206
if 
  122@ == 2 
else_jump @MUSIC3_9825 
if 
  126@ == 0 
else_jump @MUSIC3_7589 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
174@ = 0 
0917: audio_zone 'AWARDS' enable_sound 1 
09F5: disable_player_mutal_activities 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0395: clear_area 1 at 1303.5 -1131.5 22.6 radius 5.0 
75@ = Actor.Create(Mission2, #WBDYG1, 1303.5, -1131.5, 22.6)
Actor.Angle(75@) = 168.1
01B2: give_actor 75@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: set_actor 75@ decision_maker_to 233@ 
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 5.0 
77@ = Actor.Create(Mission2, #WBDYG1, 1305.5, -1131.7, 22.6)
Actor.Angle(77@) = 168.1
01B2: give_actor 77@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 233@ 
0395: clear_area 1 at 1306.4 -1137.5 22.5 radius 5.0 
Car.PutAt(73@, 1306.4, -1137.5, 22.5)
Car.Angle(73@) = 90.0
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Camera.SetPosition(1288.6, -1146.2, 28.9, 0.0, 0.0, 0.0)
Camera.PointAt(1301.0, -1137.2, 23.3, 2)
0574: set_car 72@ keep_position 0 
05CB: AS_actor 75@ enter_car 72@ as_driver -1 ms 
32@ = 0 
126@ = 1 

:MUSIC3_7589
if 
  126@ == 1 
else_jump @MUSIC3_7680 
if 
  32@ > 1000 
else_jump @MUSIC3_7680 
if 
   not Actor.Dead(77@)
else_jump @MUSIC3_7659 
0574: set_car 74@ keep_position 0 
05CB: AS_actor 77@ enter_car 74@ as_driver -1 ms 

:MUSIC3_7659
124@ = 1 
0707: start_scene_skip_to @MUSIC3_8918 
126@ = 2 

:MUSIC3_7680
if 
  126@ == 2 
else_jump @MUSIC3_7778 
if 
   not Actor.Dead(77@)
else_jump @MUSIC3_7778 
062E: unknown_get_actor 77@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @MUSIC3_7778 
174@ = 8 
176@ = 0 
177@ = 2 
gosub @MUSIC3_24549 
126@ = 3 

:MUSIC3_7778
if 
  126@ == 3 
else_jump @MUSIC3_8154 
if 
  174@ == 0 
else_jump @MUSIC3_8154 
fade 0 500 

:MUSIC3_7821
if 
fading 
else_jump @MUSIC3_7845 
wait 0 
jump @MUSIC3_7821 

:MUSIC3_7845
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_7877 
jump @MUSIC3_15492 

:MUSIC3_7877
Model.Load(#BMYRI)
Model.Load(#WFYRI)
Model.Load(#CAMERA)
Model.Load(#STRETCH)
Model.Load(#LAPD1)
Model.Load(#DYN_ROADBARRIER_2)
038B: load_requested_models 
041E: set_radio_station 11 

:MUSIC3_7911
if 
  130@ == 0 
else_jump @MUSIC3_7947 
wait 0 
gosub @MUSIC3_16529 
jump @MUSIC3_7911 

:MUSIC3_7947
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_7979 
jump @MUSIC3_15492 

:MUSIC3_7979
00C0: set_current_time_hours_to 22 minutes_to 0 
0395: clear_area 1 at 1022.2 -1133.2 24.0 radius 80.0 
Camera.SetAtPos(1022.2, -1133.2, 24.0)
Camera.SetPosition(996.6, -1144.4, 29.8, 0.0, 0.0, 0.0)
Camera.PointAt(1018.9, -1133.7, 23.5, 2)
fade 1 500 

:MUSIC3_8084
if 
fading 
else_jump @MUSIC3_8108 
wait 0 
jump @MUSIC3_8084 

:MUSIC3_8108
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_8140 
jump @MUSIC3_15492 

:MUSIC3_8140
126@ = 4 
32@ = 0 

:MUSIC3_8154
if 
  126@ == 4 
else_jump @MUSIC3_8322 
if 
   not Car.Wrecked(66@)
else_jump @MUSIC3_8315 
if 
   not Actor.Dead(69@)
else_jump @MUSIC3_8315 
062E: unknown_get_actor 69@ task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @MUSIC3_8315 
0407: store_coords_to 225@ 226@ $TEMPVAR_FLOAT_3 from_car 66@ with_offset 1.7 1.5 0.0 
0615: define_AS_pack_begin 231@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 225@ 226@ 227@ mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 231@ 
0618: assign_actor 69@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 

:MUSIC3_8315
126@ = 5 

:MUSIC3_8322
if 
  126@ == 5 
else_jump @MUSIC3_8445 
gosub @MUSIC3_20261 
if 
  32@ > 4000 
else_jump @MUSIC3_8445 
Camera.SetPosition(1026.3, -1123.6, 24.3, 0.0, 0.0, 0.0)
Camera.PointAt(1023.6, -1123.8, 24.3, 2)
174@ = 11 
176@ = 0 
gosub @MUSIC3_24549 
126@ = 6 

:MUSIC3_8445
if 
  126@ == 6 
else_jump @MUSIC3_8561 
if 
  174@ == 0 
else_jump @MUSIC3_8561 
174@ = 12 
176@ = 0 
gosub @MUSIC3_24549 
if 
   not Actor.Dead(65@)
else_jump @MUSIC3_8554 
0605: actor 65@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 

:MUSIC3_8554
126@ = 7 

:MUSIC3_8561
if 
  126@ == 7 
else_jump @MUSIC3_8875 
gosub @MUSIC3_20261 
if 
  174@ == 0 
else_jump @MUSIC3_8875 
if 
  174@ == 0 
else_jump @MUSIC3_8875 
fade 0 500 

:MUSIC3_8629
if 
fading 
else_jump @MUSIC3_8653 
wait 0 
jump @MUSIC3_8629 

:MUSIC3_8653
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_8685 
jump @MUSIC3_15492 

:MUSIC3_8685
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 60.0 
Camera.SetAtPos(1305.5, -1131.7, 22.6)
Camera.SetPosition(1288.6, -1146.2, 28.9, 0.0, 0.0, 0.0)
Camera.PointAt(1301.0, -1137.2, 23.3, 2)
fade 1 500 

:MUSIC3_8784
if 
fading 
else_jump @MUSIC3_8808 
wait 0 
jump @MUSIC3_8784 

:MUSIC3_8808
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_8840 
jump @MUSIC3_15492 

:MUSIC3_8840
174@ = 8 
176@ = 2 
177@ = 4 
gosub @MUSIC3_24549 
126@ = 8 

:MUSIC3_8875
if 
  126@ == 8 
else_jump @MUSIC3_9825 
if 
  174@ == 0 
else_jump @MUSIC3_9825 
124@ = 0 

:MUSIC3_8918
0701: end_scene_skip 
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_8952 
jump @MUSIC3_15492 

:MUSIC3_8952
if 
  124@ == 1 
else_jump @MUSIC3_9507 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
174@ = 0 
fade 0 500 

:MUSIC3_8994
if 
fading 
else_jump @MUSIC3_9018 
wait 0 
jump @MUSIC3_8994 

:MUSIC3_9018
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_9050 
jump @MUSIC3_15492 

:MUSIC3_9050
0574: set_car 72@ keep_position 0 
if 
   Actor.Dead(75@)
else_jump @MUSIC3_9141 
0395: clear_area 1 at 1303.5 -1131.5 22.6 radius 5.0 
75@ = Actor.Create(Mission2, #WBDYG1, 1303.5, -1131.5, 22.6)
Actor.Angle(75@) = 168.1
01B2: give_actor 75@ weapon 22 ammo 3000 // Load the weapon model before using this 

:MUSIC3_9141
if 
   not Actor.Dead(75@)
else_jump @MUSIC3_9184 
if 
   not Actor.InCar(75@, 72@)
else_jump @MUSIC3_9184 
036A: put_actor 75@ in_car 72@ 

:MUSIC3_9184
0574: set_car 74@ keep_position 0 
if 
   Actor.Dead(77@)
else_jump @MUSIC3_9311 
0209: 140@ = random_int_in_ranges 0 3 
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 5.0 
77@ = Actor.Create(Mission2, #WBDYG1, 1305.5, -1131.7, 22.6)
Actor.Angle(77@) = 168.1
01B2: give_actor 77@ weapon 22 ammo 3000 // Load the weapon model before using this 
if 
   not Actor.InCar(77@, 74@)
else_jump @MUSIC3_9311 
036A: put_actor 77@ in_car 74@ 

:MUSIC3_9311
if 
   not Actor.Dead(77@)
else_jump @MUSIC3_9354 
if 
   not Actor.InCar(77@, 74@)
else_jump @MUSIC3_9354 
036A: put_actor 77@ in_car 74@ 

:MUSIC3_9354
0395: clear_area 1 at 1306.4 -1137.5 22.5 radius 5.0 
Car.PutAt(73@, 1306.4, -1137.5, 22.5)
Car.Angle(73@) = 90.0
Model.Load(#BMYRI)
Model.Load(#WFYRI)
Model.Load(#CAMERA)
Model.Load(#STRETCH)
Model.Load(#LAPD1)
038B: load_requested_models 

:MUSIC3_9433
if 
  130@ == 0 
else_jump @MUSIC3_9469 
wait 0 
gosub @MUSIC3_16529 
jump @MUSIC3_9433 

:MUSIC3_9469
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_9501 
jump @MUSIC3_15492 

:MUSIC3_9501
00C0: set_current_time_hours_to 22 minutes_to 0 

:MUSIC3_9507
04BD: unknown_car 72@ flag 1 
04BD: unknown_car 73@ flag 1 
04BD: unknown_car 74@ flag 1 
Actor.DestroyInstantly(65@)
Actor.DestroyInstantly(64@)
Actor.DestroyInstantly(111@)
Actor.DestroyInstantly(69@)
Actor.DestroyInstantly(70@)
Car.Destroy(66@)
Car.Destroy(67@)
Model.Destroy(#BMYRI)
Model.Destroy(#WFYRI)
Model.Destroy(#STRETCH)
Car.DoorStatus(73@) = 2
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BB: show_text_lowpriority GXT 'STP3_06' time 7000 flag 1  // ~s~Halte dich zwischen den beiden Autos, bis du bei der Preisverleihung bist.
if 
  124@ == 1 
else_jump @MUSIC3_9708 
fade 1 500 

:MUSIC3_9652
if 
fading 
else_jump @MUSIC3_9676 
wait 0 
jump @MUSIC3_9652 

:MUSIC3_9676
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_9708 
jump @MUSIC3_15492 

:MUSIC3_9708
if 
   not Actor.Dead(75@)
else_jump @MUSIC3_9758 
05D1: AS_actor 75@ drive_car 72@ to 1015.1 -1139.2 22.7 speed 15.0 1 model #CSPLAY 2 

:MUSIC3_9758
if 
   not Actor.Dead(77@)
else_jump @MUSIC3_9804 
07F8: car 74@ follow_car 72@ radius 27.0 
Car.SetMaxSpeed(74@, 15.0)
00AE: set_car 74@ traffic_behaviour_to 1 

:MUSIC3_9804
175@ = 0 
123@ = 0 
122@ = 3 

:MUSIC3_9825
if 
  122@ == 3 
else_jump @MUSIC3_10352 
if 
  175@ == 0 
else_jump @MUSIC3_9934 
if 
01AD:   car 72@ sphere 0 near_point 1094.8 -1142.6 radius 3.0 3.0 
else_jump @MUSIC3_9934 
174@ = 8 
176@ = 4 
177@ = 5 
gosub @MUSIC3_24549 
175@ = 1 

:MUSIC3_9934
if 
  123@ == 0 
else_jump @MUSIC3_10045 
if 
01AD:   car 72@ sphere 0 near_point 1015.1 -1139.2 radius 3.0 3.0 
else_jump @MUSIC3_10045 
0407: store_coords_to 225@ 226@ $TEMPVAR_FLOAT_3 from_car 72@ with_offset 0.0 -12.0 0.0 
Marker.Disable(113@)
018A: 113@ = create_checkpoint_at 225@ 226@ 227@ 
123@ = 1 

:MUSIC3_10045
if 
  123@ == 1 
else_jump @MUSIC3_10210 
if 
01AD:   car 73@ sphere 0 near_point 225@ 226@ radius 9.0 9.0 
else_jump @MUSIC3_10120 
00BC: show_text_highpriority GXT 'STP3_32' time 7000 flag 1  // ~s~Halte das Auto hier an.
jump @MUSIC3_10122 

:MUSIC3_10120
00BE: text_clear_all 

:MUSIC3_10122
if and
01AE:   car 73@ sphere 0 near_point 225@ 226@ radius 10.0 10.0 stopped 
0448:   actor $PLAYER_ACTOR in_car 73@ 
else_jump @MUSIC3_10210 
Marker.Disable(113@)
00BE: text_clear_all 
123@ = 0 
if 
  129@ == 0 
else_jump @MUSIC3_10210 
175@ = 0 
122@ = 4 

:MUSIC3_10210
gosub @MUSIC3_20964 
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_10277 
if 
   not Actor.InCar($PLAYER_ACTOR, 73@)
else_jump @MUSIC3_10277 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_12' time 4000 flag 1  // ~r~Du hast das Auto verlassen und die anderen Fahrer alarmiert!
jump @MUSIC3_15492 

:MUSIC3_10277
gosub @MUSIC3_21438 
if 
  130@ == 1 
else_jump @MUSIC3_10352 
gosub @MUSIC3_18925 
if 
  129@ == 4 
else_jump @MUSIC3_10352 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_24' time 4000 flag 1  // ~r~Madd Doggs Manager hat Angst bekommen und will nicht aussteigen!
jump @MUSIC3_15492 

:MUSIC3_10352
if 
  122@ == 4 
else_jump @MUSIC3_13180 
if 
  123@ == 0 
else_jump @MUSIC3_11976 
00BE: text_clear_all 
fade 0 500 

:MUSIC3_10397
if 
fading 
else_jump @MUSIC3_10421 
wait 0 
jump @MUSIC3_10397 

:MUSIC3_10421
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_10453 
jump @MUSIC3_15492 

:MUSIC3_10453
040D: unload_wav 1 
040D: unload_wav 2 
174@ = 0 
09F5: disable_player_mutal_activities 1 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
041E: set_radio_station 11 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Model.Load(#BMYRI)
Model.Load(#HFYRI)
038B: load_requested_models 
0708: reset_decision_maker 233@ event 13 
0395: clear_area 1 at 1021.0 -1122.0 22.9 radius 50.0 
104@ = Actor.Create(Mission2, #WBDYG1, 1021.0, -1122.0, 22.9)
Actor.Angle(104@) = 180.0
0245: set_actor 104@ walk_style_to "GANG2" 
060B: set_actor 104@ decision_maker_to 233@ 
02A9: set_actor 104@ immune_to_nonplayer 1 
01B2: give_actor 104@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 120 ms 
05D3: AS_actor -1 goto_point 1021.0 -1133.7 22.9 mode 4 -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 72@ passenger_seat 0 -1 ms 
0616: define_AS_pack_end 232@ 
0618: assign_actor 104@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
105@ = Actor.Create(Mission2, #WBDYG1, 1022.2, -1122.0, 22.9)
Actor.Angle(105@) = 180.0
0245: set_actor 104@ walk_style_to "GANG1" 
060B: set_actor 105@ decision_maker_to 233@ 
02A9: set_actor 105@ immune_to_nonplayer 1 
01B2: give_actor 105@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1022.2 -1133.7 22.9 mode 4 -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 72@ passenger_seat 1 -1 ms 
0616: define_AS_pack_end 232@ 
0618: assign_actor 105@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
106@ = Actor.Create(Mission2, #WBDYG1, 1023.4, -1122.0, 22.9)
01B2: give_actor 106@ weapon 22 ammo 3000 // Load the weapon model before using this 
Actor.Angle(106@) = 180.0
060B: set_actor 106@ decision_maker_to 233@ 
02A9: set_actor 106@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1023.4 -1133.7 22.9 mode 4 -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 72@ passenger_seat 2 -1 ms 
0616: define_AS_pack_end 232@ 
0618: assign_actor 106@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
102@ = Actor.Create(Gang9, #BMYRI, 1021.6, -1123.2, 22.9)
0A09: set_actor 102@ muted 1 // versionB 
09F6: set_actor 102@ unjackable_through_driver_seat 0 
0245: set_actor 104@ walk_style_to "GANG2" 
Actor.Angle(102@) = 187.9
060B: set_actor 102@ decision_maker_to 233@ 
Marker.Disable(113@)
0982: unknown_actor 102@ flag 1 
02A9: set_actor 102@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1021.6 -1134.9 22.9 mode 4 -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 73@ passenger_seat 1 -1 ms 
0616: define_AS_pack_end 232@ 
0618: assign_actor 102@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
103@ = Actor.Create(Gang9, #HFYRI, 1022.8, -1123.2, 22.9)
09F6: set_actor 103@ unjackable_through_driver_seat 0 
Actor.Angle(103@) = 187.9
060B: set_actor 103@ decision_maker_to 233@ 
02A9: set_actor 103@ immune_to_nonplayer 1 
0982: unknown_actor 103@ flag 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1022.8 -1134.9 22.9 mode 4 -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 73@ passenger_seat 2 -1 ms 
0616: define_AS_pack_end 232@ 
0618: assign_actor 103@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 103@ -2 ms 
108@ = Actor.Create(Mission2, #WBDYG1, 1022.2, -1124.4, 22.9)
01B2: give_actor 108@ weapon 22 ammo 3000 // Load the weapon model before using this 
0245: set_actor 104@ walk_style_to "GANG1" 
Actor.Angle(108@) = 180.0
060B: set_actor 108@ decision_maker_to 233@ 
02A9: set_actor 108@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 50 ms 
05D3: AS_actor -1 goto_point 1022.2 -1136.1 22.9 mode 4 -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 74@ passenger_seat 0 -1 ms 
0616: define_AS_pack_end 232@ 
0618: assign_actor 108@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
109@ = Actor.Create(Mission2, #WBDYG1, 1023.4, -1124.4, 22.9)
01B2: give_actor 109@ weapon 22 ammo 3000 // Load the weapon model before using this 
Actor.Angle(109@) = 180.0
060B: set_actor 109@ decision_maker_to 233@ 
02A9: set_actor 109@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 50 ms 
05D3: AS_actor -1 goto_point 1023.4 -1136.1 22.9 mode 4 -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 74@ passenger_seat 1 -1 ms 
0616: define_AS_pack_end 232@ 
0618: assign_actor 109@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
110@ = Actor.Create(Mission2, #WBDYG1, 1021.4, -1125.6, 22.9)
01B2: give_actor 110@ weapon 22 ammo 3000 // Load the weapon model before using this 
Actor.Angle(110@) = 180.0
060B: set_actor 110@ decision_maker_to 233@ 
02A9: set_actor 110@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05D3: AS_actor -1 goto_point 1021.4 -1137.3 22.9 mode 4 -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 74@ passenger_seat 2 -1 ms 
0616: define_AS_pack_end 232@ 
0618: assign_actor 110@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
if 
   not Car.Wrecked(72@)
else_jump @MUSIC3_11694 
0395: clear_area 1 at 1015.1 -1139.2 22.9 radius 50.0 
Car.PutAt(72@, 1015.1, -1139.2, 22.9)
Car.Angle(72@) = 90.0

:MUSIC3_11694
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_11764 
0395: clear_area 1 at 1025.1 -1139.2 22.9 radius 50.0 
Car.PutAt(73@, 1025.1, -1139.2, 22.9)
Car.Angle(73@) = 90.0

:MUSIC3_11764
if 
   not Car.Wrecked(74@)
else_jump @MUSIC3_11834 
0395: clear_area 1 at 1035.1 -1139.2 22.9 radius 50.0 
Car.PutAt(74@, 1035.1, -1139.2, 22.9)
Car.Angle(74@) = 90.0

:MUSIC3_11834
Car.DoorStatus(73@) = 1
Camera.SetPosition(1021.4, -1135.3, 23.5, 0.0, 0.0, 0.0)
Camera.PointAt(1021.7, -1124.1, 25.2, 2)
fade 1 500 

:MUSIC3_11899
if 
fading 
else_jump @MUSIC3_11923 
wait 0 
jump @MUSIC3_11899 

:MUSIC3_11923
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_11955 
jump @MUSIC3_15492 

:MUSIC3_11955
124@ = 1 
0707: start_scene_skip_to @MUSIC3_12301 
123@ = 1 

:MUSIC3_11976
if 
  123@ == 1 
else_jump @MUSIC3_12106 
if 
   not Actor.Dead(102@)
else_jump @MUSIC3_12106 
if 
00A3:   actor 102@ sphere 0 in_rectangle_cornerA 1019.7 -1130.2 cornerB 1025.7 -1135.0 
else_jump @MUSIC3_12106 
Camera.SetPosition(1024.7, -1141.7, 24.0, 0.0, 0.0, 0.0)
Camera.PointAt(1024.6, -1138.7, 23.9, 2)
123@ = 2 

:MUSIC3_12106
if 
  123@ == 2 
else_jump @MUSIC3_12214 
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_12214 
if 
   not Actor.Dead(102@)
else_jump @MUSIC3_12214 
if 
   Actor.InCar(102@, 73@)
else_jump @MUSIC3_12214 
041E: set_radio_station 7 
174@ = 2 
176@ = 0 
gosub @MUSIC3_24549 
32@ = 0 
123@ = 3 

:MUSIC3_12214
if 
  123@ == 3 
else_jump @MUSIC3_12261 
if 
  174@ == 0 
else_jump @MUSIC3_12261 
03D1: play_wav 3 
123@ = 4 

:MUSIC3_12261
if 
  123@ == 4 
else_jump @MUSIC3_13173 
if 
03D2:   wav 3 ended 
else_jump @MUSIC3_13173 
124@ = 0 

:MUSIC3_12301
0701: end_scene_skip 
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_12335 
jump @MUSIC3_15492 

:MUSIC3_12335
if 
  124@ == 1 
else_jump @MUSIC3_12817 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
174@ = 0 
fade 0 500 

:MUSIC3_12377
if 
fading 
else_jump @MUSIC3_12401 
wait 0 
jump @MUSIC3_12377 

:MUSIC3_12401
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_12433 
jump @MUSIC3_15492 

:MUSIC3_12433
if 
   not Car.Wrecked(72@)
else_jump @MUSIC3_12575 
if 
   not Actor.Dead(104@)
else_jump @MUSIC3_12491 
if 
   not Actor.Driving(104@)
else_jump @MUSIC3_12491 
0430: put_actor 104@ into_car 72@ passenger_seat 0 

:MUSIC3_12491
if 
   not Actor.Dead(105@)
else_jump @MUSIC3_12533 
if 
   not Actor.Driving(105@)
else_jump @MUSIC3_12533 
0430: put_actor 105@ into_car 72@ passenger_seat 1 

:MUSIC3_12533
if 
   not Actor.Dead(106@)
else_jump @MUSIC3_12575 
if 
   not Actor.Driving(106@)
else_jump @MUSIC3_12575 
0430: put_actor 106@ into_car 72@ passenger_seat 2 

:MUSIC3_12575
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_12675 
if 
   not Actor.Dead(102@)
else_jump @MUSIC3_12633 
if 
   not Actor.Driving(102@)
else_jump @MUSIC3_12633 
0430: put_actor 102@ into_car 73@ passenger_seat 1 

:MUSIC3_12633
if 
   not Actor.Dead(103@)
else_jump @MUSIC3_12675 
if 
   not Actor.Driving(103@)
else_jump @MUSIC3_12675 
0430: put_actor 103@ into_car 73@ passenger_seat 2 

:MUSIC3_12675
if 
   not Car.Wrecked(74@)
else_jump @MUSIC3_12817 
if 
   not Actor.Dead(108@)
else_jump @MUSIC3_12733 
if 
   not Actor.Driving(108@)
else_jump @MUSIC3_12733 
0430: put_actor 108@ into_car 74@ passenger_seat 0 

:MUSIC3_12733
if 
   not Actor.Dead(109@)
else_jump @MUSIC3_12775 
if 
   not Actor.Driving(109@)
else_jump @MUSIC3_12775 
0430: put_actor 109@ into_car 74@ passenger_seat 1 

:MUSIC3_12775
if 
   not Actor.Dead(110@)
else_jump @MUSIC3_12817 
if 
   not Actor.Driving(110@)
else_jump @MUSIC3_12817 
0430: put_actor 110@ into_car 74@ passenger_seat 2 

:MUSIC3_12817
if 
   not Car.Wrecked(72@)
else_jump @MUSIC3_12938 
if 
   not Actor.Dead(75@)
else_jump @MUSIC3_12938 
0615: define_AS_pack_begin 232@ 
05D1: AS_actor -1 drive_car 72@ to 964.6 -1055.1 27.6 speed 15.0 1 model #CSPLAY 2 
05D1: AS_actor -1 drive_car 72@ to 965.0 -1036.4 29.0 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 232@ 
0618: assign_actor 75@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_12938
0647: unknown_actor $PLAYER_ACTOR look_task 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_08' time 7000 flag 1  // ~s~Im Sden ist ein ~y~Pier~s~, wo du das Auto versenken kannst.
00BB: show_text_lowpriority GXT 'STP3_09' time 7000 flag 1  // ~s~Versenke das Auto im Wasser, aber pass auf, dass dich niemand sieht!
Marker.Disable(113@)
018A: 113@ = create_checkpoint_at 836.9 -2041.5 11.8 
0709: set_decision_maker 233@ on_event 13 taskID 917 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
Car.DoorStatus(73@) = 2
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
if 
  124@ == 1 
else_jump @MUSIC3_13152 
fade 1 500 

:MUSIC3_13096
if 
fading 
else_jump @MUSIC3_13120 
wait 0 
jump @MUSIC3_13096 

:MUSIC3_13120
gosub @MUSIC3_16173 
if 
  125@ == 1 
else_jump @MUSIC3_13152 
jump @MUSIC3_15492 

:MUSIC3_13152
32@ = 0 
123@ = 0 
122@ = 5 

:MUSIC3_13173
gosub @MUSIC3_20261 

:MUSIC3_13180
if 
  122@ == 5 
else_jump @MUSIC3_14684 
gosub @MUSIC3_22302 
if 
  123@ == 0 
else_jump @MUSIC3_13691 
if 
  175@ == 0 
else_jump @MUSIC3_13288 
if 
  32@ > 14000 
else_jump @MUSIC3_13288 
174@ = 3 
176@ = 0 
gosub @MUSIC3_24549 
175@ = 1 

:MUSIC3_13288
if 
  175@ == 1 
else_jump @MUSIC3_13352 
if 
  174@ == 0 
else_jump @MUSIC3_13352 
174@ = 4 
176@ = 0 
gosub @MUSIC3_24549 
175@ = 2 

:MUSIC3_13352
if 
  175@ == 2 
else_jump @MUSIC3_13416 
if 
  174@ == 0 
else_jump @MUSIC3_13416 
174@ = 5 
176@ = 0 
gosub @MUSIC3_24549 
175@ = 3 

:MUSIC3_13416
if 
  175@ == 3 
else_jump @MUSIC3_13575 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 789.4 -1798.8 10.0 cornerB 896.9 -1763.6 20.0 
else_jump @MUSIC3_13575 
if 
  174@ == 5 
else_jump @MUSIC3_13575 
040D: unload_wav 1 
040D: unload_wav 2 
174@ = 0 
00BE: text_clear_all 
174@ = 10 
176@ = 0 
gosub @MUSIC3_24549 
175@ = 4 
if 
   not Actor.Dead(102@)
else_jump @MUSIC3_13568 
0A09: set_actor 102@ muted 0 // versionB 

:MUSIC3_13568
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:MUSIC3_13575
if 
   not Actor.Dead(103@)
else_jump @MUSIC3_13691 
if 
894D:   not actor 103@ mutally_active 
else_jump @MUSIC3_13691 
if 
  175@ == 0 
else_jump @MUSIC3_13655 
if 
  10000 > 32@ 
else_jump @MUSIC3_13655 
0947: unknown_actor 103@ play_audio_event 346 store_to 151@ 

:MUSIC3_13655
if or
  175@ == 3 
  175@ == 4 
else_jump @MUSIC3_13691 
0947: unknown_actor 103@ play_audio_event 346 store_to 151@ 

:MUSIC3_13691
if 
  123@ == 0 
else_jump @MUSIC3_14192 
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_13951 
if 
   Actor.InCar($PLAYER_ACTOR, 73@)
else_jump @MUSIC3_13951 
if 
  163@ == 0 
else_jump @MUSIC3_13833 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 853.7 -1810.1 10.0 cornerB 818.5 -1874.0 20.0 
else_jump @MUSIC3_13833 
00BC: show_text_highpriority GXT 'STP3_35' time 7000 flag 1  // ~s~Halte das Tempo bis zum Ende des Piers und halte dann ~k~~VEHICLE_ENTER_EXIT~ gedrckt, um rauszuspringen.
163@ = 1 

:MUSIC3_13833
if 
  163@ == 1 
else_jump @MUSIC3_13951 
02E3: 158@ = car 73@ speed 
if 
  158@ > 10.0 
else_jump @MUSIC3_13951 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 820.0 -2004.0 10.0 cornerB 852.4 -2068.0 20.0 
else_jump @MUSIC3_13951 
00BC: show_text_highpriority GXT 'STP3_34' time 7000 flag 1  // ~s~Halte ~k~~VEHICLE_ENTER_EXIT~ gedrckt, um jetzt rauszuspringen!
163@ = 2 

:MUSIC3_13951
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_14150 
if 
   not Actor.InCar($PLAYER_ACTOR, 73@)
else_jump @MUSIC3_14150 
if 
00B1:   car 73@ sphere 0 in_cube_cornerA 855.6 -2067.9 5.0 cornerB 812.6 -2085.9 20.0 
else_jump @MUSIC3_14150 
015D: set_gamespeed 0.3 
040D: unload_wav 1 
040D: unload_wav 2 
174@ = 0 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
Camera.SetPosition(813.5, -2128.9, 2.2, 0.0, 0.0, 0.0)
Camera.PointAt(847.6, -2068.1, 11.7, 2)
gosub @MUSIC3_22102 
175@ = 0 
32@ = 0 
123@ = 1 

:MUSIC3_14150
if 
02BF:   car 73@ sunk 
else_jump @MUSIC3_14192 
Marker.Disable(113@)
gosub @MUSIC3_22102 
174@ = 0 
123@ = 2 

:MUSIC3_14192
if 
  123@ == 1 
else_jump @MUSIC3_14301 
if 
  175@ == 0 
else_jump @MUSIC3_14256 
174@ = 6 
176@ = 0 
gosub @MUSIC3_24549 
175@ = 1 

:MUSIC3_14256
if or
02BF:   car 73@ sunk 
  32@ > 10000 
else_jump @MUSIC3_14301 
015D: set_gamespeed 1.0 
32@ = 0 
123@ = 2 

:MUSIC3_14301
if 
  123@ == 2 
else_jump @MUSIC3_14433 
if 
  32@ > 500 
else_jump @MUSIC3_14433 
if 
  174@ == 0 
else_jump @MUSIC3_14433 
if 
  155@ == 0 
else_jump @MUSIC3_14395 
32@ = 0 
122@ = 7 
jump @MUSIC3_14433 

:MUSIC3_14395
Player.CanMove($PLAYER_CHAR) = True
08F6: restore_player_group 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
123@ = 0 
33@ = 0 
122@ = 6 

:MUSIC3_14433
if or
00E1:   player 0 pressed_key 15 
  32@ > 11000 
else_jump @MUSIC3_14460 
03E6: remove_text_box 

:MUSIC3_14460
if 
  4 > 129@ 
else_jump @MUSIC3_14485 
gosub @MUSIC3_18925 

:MUSIC3_14485
if 
  3 > 164@ 
else_jump @MUSIC3_14510 
gosub @MUSIC3_19556 

:MUSIC3_14510
if 
  123@ == 0 
else_jump @MUSIC3_14684 
if 
82BF:   not car 73@ sunk 
else_jump @MUSIC3_14684 
if 
   Actor.Dead(102@)
else_jump @MUSIC3_14585 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_31' time 4000 flag 1  // ~r~Du hast das Auto nicht im Wasser versenkt!
jump @MUSIC3_15492 

:MUSIC3_14585
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_14684 
if 
   not Actor.InCar($PLAYER_ACTOR, 73@)
else_jump @MUSIC3_14684 
if 
01C1:   car 73@ stopped 
else_jump @MUSIC3_14684 
05CF: AS_actor 102@ exit_car 73@ when_at 2316.4 -1519.2 24.3 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_18' time 4000 flag 1  // ~r~Du hast Madd Doggs Manager entkommen lassen!
jump @MUSIC3_15492 

:MUSIC3_14684
if 
  122@ == 6 
else_jump @MUSIC3_15315 
gosub @MUSIC3_22302 
if 
  123@ == 0 
else_jump @MUSIC3_14986 
if 
  155@ == 0 
else_jump @MUSIC3_14766 
32@ = 0 
122@ = 7 
jump @MUSIC3_14986 

:MUSIC3_14766
Marker.Disable(113@)
if 
   not Actor.Dead(75@)
else_jump @MUSIC3_14795 
114@ = Marker.CreateAboveActor(75@)

:MUSIC3_14795
if 
   not Actor.Dead(77@)
else_jump @MUSIC3_14819 
115@ = Marker.CreateAboveActor(77@)

:MUSIC3_14819
if 
   not Actor.Dead(104@)
else_jump @MUSIC3_14843 
116@ = Marker.CreateAboveActor(104@)

:MUSIC3_14843
if 
   not Actor.Dead(105@)
else_jump @MUSIC3_14867 
117@ = Marker.CreateAboveActor(105@)

:MUSIC3_14867
if 
   not Actor.Dead(106@)
else_jump @MUSIC3_14891 
118@ = Marker.CreateAboveActor(106@)

:MUSIC3_14891
if 
   not Actor.Dead(108@)
else_jump @MUSIC3_14915 
119@ = Marker.CreateAboveActor(108@)

:MUSIC3_14915
if 
   not Actor.Dead(109@)
else_jump @MUSIC3_14939 
120@ = Marker.CreateAboveActor(109@)

:MUSIC3_14939
if 
   not Actor.Dead(110@)
else_jump @MUSIC3_14963 
121@ = Marker.CreateAboveActor(110@)

:MUSIC3_14963
00BC: show_text_highpriority GXT 'STP3_26' time 11000 flag 1  // ~s~Einer der ~r~Fahrer~s~ hat mitbekommen, wie du Madd Doggs Manager ausgeschaltet hast. Mach sie fertig!
123@ = 1 

:MUSIC3_14986
if 
  123@ == 1 
else_jump @MUSIC3_15315 
if 
   Actor.Dead(75@)
else_jump @MUSIC3_15025 
Marker.Disable(114@)

:MUSIC3_15025
if 
   Actor.Dead(77@)
else_jump @MUSIC3_15046 
Marker.Disable(115@)

:MUSIC3_15046
if 
   Actor.Dead(104@)
else_jump @MUSIC3_15067 
Marker.Disable(116@)

:MUSIC3_15067
if 
   Actor.Dead(105@)
else_jump @MUSIC3_15088 
Marker.Disable(117@)

:MUSIC3_15088
if 
   Actor.Dead(106@)
else_jump @MUSIC3_15109 
Marker.Disable(118@)

:MUSIC3_15109
if 
   Actor.Dead(108@)
else_jump @MUSIC3_15130 
Marker.Disable(119@)

:MUSIC3_15130
if 
   Actor.Dead(109@)
else_jump @MUSIC3_15151 
Marker.Disable(120@)

:MUSIC3_15151
if 
   Actor.Dead(110@)
else_jump @MUSIC3_15172 
Marker.Disable(121@)

:MUSIC3_15172
if 
   Actor.Dead(75@)
else_jump @MUSIC3_15315 
if 
   Actor.Dead(77@)
else_jump @MUSIC3_15315 
if 
   Actor.Dead(104@)
else_jump @MUSIC3_15315 
if 
   Actor.Dead(105@)
else_jump @MUSIC3_15315 
if 
   Actor.Dead(106@)
else_jump @MUSIC3_15315 
if 
   Actor.Dead(108@)
else_jump @MUSIC3_15315 
if 
   Actor.Dead(109@)
else_jump @MUSIC3_15315 
if 
   Actor.Dead(110@)
else_jump @MUSIC3_15315 
32@ = 2000 
122@ = 7 

:MUSIC3_15315
if 
  122@ == 7 
else_jump @MUSIC3_15376 
if 
  32@ > 3000 
else_jump @MUSIC3_15376 
Player.CanMove($PLAYER_CHAR) = True
08F6: restore_player_group 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
jump @MUSIC3_15510 

:MUSIC3_15376
if 
  162@ == 0 
else_jump @MUSIC3_15478 
if or
  122@ == 0 
  122@ == 1 
else_jump @MUSIC3_15478 
if 
  149@ == 21 
else_jump @MUSIC3_15478 
if 
  $TIME_MINS > 30 
else_jump @MUSIC3_15478 
00BB: show_text_lowpriority GXT 'STP3_28' time 7000 flag 1  // ~s~Beeil dich, du musst dich vor 22 Uhr mit den anderen Fahrern treffen!
162@ = 1 

:MUSIC3_15478
gosub @MUSIC3_25787 
jump @MUSIC3_2268 

:MUSIC3_15492
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:MUSIC3_15510
$OG_LOC_TOTAL_PASSED_MISSIONS += 1 
00BE: text_clear_all 
0629: change_integer_stat 303 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 5 
0318: set_latest_mission_passed 'STRAP_3'  // Management Issues
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Marker.Disable($437)
$437 = Marker.CreateIconAndSphere($ICON_OG_LOC, $X_OG_LOC_WORK, $Y_OG_LOC_WORK, $Z_OG_LOC_WORK)
030C: progress_made += 1 
return 

:MUSIC3_15596
0917: audio_zone 'AWARDS' enable_sound 0 
015D: set_gamespeed 1.0 
02A3: enable_widescreen 0 
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @MUSIC3_15638 
Camera.Restore_WithJumpCut

:MUSIC3_15638
Marker.Disable(113@)
Marker.Disable($450)
$450 = Marker.CreateIconWithoutSphere(63, 488.0, -1734.0, 34.4)
Actor.DestroyWithFade(102@)
Actor.DestroyWithFade(103@)
if 
   not Car.Wrecked(72@)
else_jump @MUSIC3_15703 
0A21: unknown_car 72@ flag 0 

:MUSIC3_15703
if 
   not Car.Wrecked(74@)
else_jump @MUSIC3_15726 
0A21: unknown_car 74@ flag 0 

:MUSIC3_15726
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_15749 
Car.DoorStatus(73@) = 1

:MUSIC3_15749
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MUSIC3_15772 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:MUSIC3_15772
09F5: disable_player_mutal_activities 0 
Model.Destroy(#WBDYG1)
Model.Destroy(#LAPD1)
Model.Destroy(#BMYRI)
Model.Destroy(#WFYRI)
Model.Destroy(#BMYRI)
Model.Destroy(#HFYRI)
Model.Destroy(#STRETCH)
Model.Destroy(#ELEGANT)
Model.Destroy(#COLT45)
Model.Destroy(#CAMERA)
Model.Destroy(#DYN_ROADBARRIER_2)
Model.Destroy(#CELLPHONE)
0995: unknown_remove_escapes 
091D: remove_forbidden_for_boats_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
091E: create_forbidden_for_boats_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
091E: create_forbidden_for_boats_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
091E: create_forbidden_for_boats_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
091E: create_forbidden_for_boats_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
091E: create_forbidden_for_boats_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
09D2: unknown_flag 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:MUSIC3_16173
if 
  5 > 122@ 
else_jump @MUSIC3_16232 
if 
   Car.Wrecked(73@)
else_jump @MUSIC3_16232 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_10' time 4000 flag 1  // ~r~Das Konvoi-Fahrzeug wurde zerstrt!
125@ = 1 

:MUSIC3_16232
if 
  5 > 122@ 
else_jump @MUSIC3_16332 
if 
   Car.Wrecked(72@)
else_jump @MUSIC3_16291 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_10' time 4000 flag 1  // ~r~Das Konvoi-Fahrzeug wurde zerstrt!
125@ = 1 

:MUSIC3_16291
if 
   Car.Wrecked(74@)
else_jump @MUSIC3_16332 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_10' time 4000 flag 1  // ~r~Das Konvoi-Fahrzeug wurde zerstrt!
125@ = 1 

:MUSIC3_16332
if 
  122@ == 3 
else_jump @MUSIC3_16409 
if 
  4 > 123@ 
else_jump @MUSIC3_16409 
if 
   Actor.Dead(63@)
else_jump @MUSIC3_16409 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_16' time 4000 flag 1  // ~r~Du hast einen Cop gettet und die anderen Fahrer alarmiert!
125@ = 1 

:MUSIC3_16409
if 
  122@ > 2 
else_jump @MUSIC3_16527 
if 
  5 > 122@ 
else_jump @MUSIC3_16527 
if 
   Actor.Dead(75@)
else_jump @MUSIC3_16486 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_17' time 4000 flag 1  // ~r~Du hast einen der anderen Fahrer gettet!
125@ = 1 

:MUSIC3_16486
if 
   Actor.Dead(77@)
else_jump @MUSIC3_16527 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_17' time 4000 flag 1  // ~r~Du hast einen der anderen Fahrer gettet!
125@ = 1 

:MUSIC3_16527
return 

:MUSIC3_16529
if 
  20 > 132@ 
else_jump @MUSIC3_18916 
if 
  132@ == 0 
else_jump @MUSIC3_18683 
65@ = Actor.Create(CivMale, #BMYRI, 1023.4, -1123.6, 22.9)
Actor.Angle(65@) = 267.1
0588: unknown_actor 65@ flag 1 
060B: set_actor 65@ decision_maker_to 233@ 
64@ = Actor.Create(CivFemale, #WFYRI, 1023.1, -1124.6, 22.9)
Actor.Angle(64@) = 296.3
0588: unknown_actor 64@ flag 1 
060B: set_actor 64@ decision_maker_to 233@ 
111@ = Actor.Create(CivFemale, #WFYRI, 1025.0, -1124.6, 22.9)
Actor.Angle(111@) = 90.0
0588: unknown_actor 111@ flag 1 
060B: set_actor 111@ decision_maker_to 233@ 
78@ = Object.Create(#DYN_ROADBARRIER_2, 1092.7, -1144.2, 22.7)
Object.Angle(78@) = 0.0
Object.CollisionDetection(78@) = True
79@ = Object.Create(#DYN_ROADBARRIER_2, 1092.7, -1148.8, 22.7)
Object.Angle(79@) = 90.0
Object.CollisionDetection(79@) = True
01E8: create_forbidden_for_cars_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
022B: create_forbidden_for_peds_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
80@ = Object.Create(#DYN_ROADBARRIER_2, 1062.5, -1159.4, 22.6)
Object.Angle(80@) = 180.0
Object.CollisionDetection(80@) = True
81@ = Object.Create(#DYN_ROADBARRIER_2, 1054.4, -1159.4, 22.6)
Object.Angle(81@) = 180.0
Object.CollisionDetection(81@) = True
01E8: create_forbidden_for_cars_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
022B: create_forbidden_for_peds_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
82@ = Object.Create(#DYN_ROADBARRIER_2, 944.5, -1159.4, 22.6)
Object.Angle(82@) = 180.0
Object.CollisionDetection(82@) = True
83@ = Object.Create(#DYN_ROADBARRIER_2, 940.0, -1159.4, 22.6)
Object.Angle(83@) = 180.0
Object.CollisionDetection(83@) = True
01E8: create_forbidden_for_cars_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
022B: create_forbidden_for_peds_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
84@ = Object.Create(#DYN_ROADBARRIER_2, 931.3, -1148.8, 22.7)
Object.Angle(84@) = 90.0
Object.CollisionDetection(84@) = True
85@ = Object.Create(#DYN_ROADBARRIER_2, 931.3, -1139.9, 22.7)
Object.Angle(85@) = 90.0
Object.CollisionDetection(85@) = True
86@ = Object.Create(#DYN_ROADBARRIER_2, 960.2, -1130.4, 22.7)
Object.Angle(86@) = 180.0
Object.CollisionDetection(86@) = True
87@ = Object.Create(#DYN_ROADBARRIER_2, 967.4, -1130.4, 22.7)
Object.Angle(87@) = 90.0
Object.CollisionDetection(87@) = True
01E8: create_forbidden_for_cars_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
022B: create_forbidden_for_peds_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
88@ = Object.Create(#DYN_ROADBARRIER_2, 1080.6, -1130.7, 22.7)
Object.Angle(88@) = 180.0
Object.CollisionDetection(88@) = True
89@ = Object.Create(#DYN_ROADBARRIER_2, 1085.5, -1130.6, 22.7)
Object.Angle(89@) = 180.0
Object.CollisionDetection(89@) = True
01E8: create_forbidden_for_cars_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
022B: create_forbidden_for_peds_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
90@ = Object.Create(#DYN_ROADBARRIER_2, 1024.5, -1123.2, 22.9)
Object.Angle(90@) = 90.0
Object.CollisionDetection(90@) = False
91@ = Object.Create(#DYN_ROADBARRIER_2, 1024.5, -1127.2, 22.9)
Object.Angle(91@) = 90.0
Object.CollisionDetection(91@) = False
92@ = Object.Create(#DYN_ROADBARRIER_2, 1024.5, -1131.2, 22.9)
Object.Angle(92@) = 90.0
Object.CollisionDetection(92@) = False
93@ = Object.Create(#DYN_ROADBARRIER_2, 1020.5, -1123.2, 22.9)
Object.Angle(93@) = 90.0
Object.CollisionDetection(93@) = False
94@ = Object.Create(#DYN_ROADBARRIER_2, 1020.5, -1127.2, 22.9)
Object.Angle(94@) = 90.0
Object.CollisionDetection(94@) = False
95@ = Object.Create(#DYN_ROADBARRIER_2, 1020.5, -1131.2, 22.9)
Object.Angle(95@) = 90.0
Object.CollisionDetection(95@) = False
96@ = Object.Create(#DYN_ROADBARRIER_2, 1016.5, -1133.2, 22.9)
Object.Angle(96@) = 180.0
Object.CollisionDetection(96@) = False
97@ = Object.Create(#DYN_ROADBARRIER_2, 1012.5, -1133.2, 22.9)
Object.Angle(97@) = 180.0
Object.CollisionDetection(97@) = False
98@ = Object.Create(#DYN_ROADBARRIER_2, 1008.5, -1133.2, 22.9)
Object.Angle(98@) = 180.0
Object.CollisionDetection(98@) = False
99@ = Object.Create(#DYN_ROADBARRIER_2, 1028.5, -1133.2, 22.9)
Object.Angle(99@) = 180.0
Object.CollisionDetection(99@) = False
100@ = Object.Create(#DYN_ROADBARRIER_2, 1032.5, -1133.2, 22.9)
Object.Angle(100@) = 180.0
Object.CollisionDetection(100@) = False
101@ = Object.Create(#DYN_ROADBARRIER_2, 1036.5, -1133.2, 22.9)
Object.Angle(101@) = 180.0
Object.CollisionDetection(101@) = False
55@ = Actor.Create(Mission2, #LAPD1, 1025.3, -1124.9, 22.9)
01B2: give_actor 55@ weapon 22 ammo 3000 // Load the weapon model before using this 
Actor.Angle(55@) = 276.6
0588: unknown_actor 55@ flag 1 
56@ = Actor.Create(Mission2, #LAPD1, 1024.7, -1129.1, 22.9)
01B2: give_actor 56@ weapon 22 ammo 3000 // Load the weapon model before using this 
Actor.Angle(56@) = 276.6
0588: unknown_actor 56@ flag 1 
57@ = Actor.Create(Mission2, #LAPD1, 1024.7, -1133.8, 22.9)
01B2: give_actor 57@ weapon 22 ammo 3000 // Load the weapon model before using this 
Actor.Angle(57@) = 276.6
0588: unknown_actor 57@ flag 1 
58@ = Actor.Create(Mission2, #LAPD1, 1020.4, -1125.2, 22.9)
01B2: give_actor 58@ weapon 22 ammo 3000 // Load the weapon model before using this 
Actor.Angle(58@) = 92.2
0588: unknown_actor 58@ flag 1 
59@ = Actor.Create(Mission2, #LAPD1, 1020.4, -1129.1, 22.9)
01B2: give_actor 59@ weapon 22 ammo 3000 // Load the weapon model before using this 
Actor.Angle(59@) = 92.2
0588: unknown_actor 59@ flag 1 
60@ = Actor.Create(Mission2, #LAPD1, 1020.4, -1133.5, 22.9)
01B2: give_actor 60@ weapon 22 ammo 3000 // Load the weapon model before using this 
Actor.Angle(60@) = 92.2
0588: unknown_actor 60@ flag 1 
61@ = Actor.Create(Mission2, #LAPD1, 1032.6, -1115.5, 22.9)
01B2: give_actor 61@ weapon 22 ammo 3000 // Load the weapon model before using this 
Actor.Angle(61@) = 173.9
0588: unknown_actor 61@ flag 1 
62@ = Actor.Create(Mission2, #LAPD1, 1012.0, -1115.8, 22.9)
01B2: give_actor 62@ weapon 22 ammo 3000 // Load the weapon model before using this 
Actor.Angle(62@) = 187.9
0588: unknown_actor 62@ flag 1 
66@ = Car.Create(#STRETCH, 1031.4, -1138.6, 22.7)
0129: 69@ = create_actor_pedtype 25 model #WBDYG1 in_car 66@ driverseat 
Car.Angle(66@) = 90.0
0588: unknown_actor 69@ flag 1 
0615: define_AS_pack_begin 231@ 
0638: AS_actor -1 stay_put 1 
05D1: AS_actor -1 drive_car 66@ to 1023.3 -1138.6 22.7 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 231@ 
0618: assign_actor 69@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 
67@ = Car.Create(#STRETCH, 1042.8, -1138.6, 22.7)
0129: 70@ = create_actor_pedtype 25 model #WBDYG1 in_car 67@ driverseat 
Car.Angle(67@) = 90.0
0588: unknown_actor 70@ flag 1 
63@ = Actor.Create(Mission2, #LAPD1, 1093.7, -1145.2, 22.7)
01B2: give_actor 63@ weapon 22 ammo 3000 // Load the weapon model before using this 
Actor.Angle(63@) = 274.6
0588: unknown_actor 63@ flag 1 
060B: set_actor 63@ decision_maker_to 233@ 
0376: 112@ = create_random_actor_at 1023.6 -1122.3 22.9 
0337: set_actor 112@ visibility 0 
0619: enable_actor 112@ collision_detection 0 
060B: set_actor 112@ decision_maker_to 233@ 
0350: set_actor 112@ maintain_position_when_attacked 1 

:MUSIC3_18683
gosub @MUSIC3_20041 
0376: 34@(132@,21i) = create_random_actor_at 225@ 226@ 22.9 
Actor.Angle(34@(132@,21i)) = $TEMPVAR_ANGLE
060F: set_actor 34@(132@,21i) melee_accuracy_to 0.0 
0350: set_actor 34@(132@,21i) maintain_position_when_attacked 1 
01B2: give_actor 34@(132@,21i) weapon 43 ammo 30000 // Load the weapon model before using this 
060B: set_actor 34@(132@,21i) decision_maker_to 233@ 
0588: unknown_actor 34@(132@,21i) flag 1 
if 
  5 > 132@ 
else_jump @MUSIC3_18891 
0615: define_AS_pack_begin 232@ 
0209: 152@ = random_int_in_ranges 500 2000 
if 
   not Actor.Dead(112@)
else_jump @MUSIC3_18844 
07A5: AS_actor -1 attack_actor 112@ 152@ ms 

:MUSIC3_18844
0209: 152@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 152@ ms 
0643: set_AS_pack 232@ loop 1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 34@(132@,21i) to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_18891
0588: unknown_actor 34@(132@,21i) flag 1 
132@ += 1 
jump @MUSIC3_18923 

:MUSIC3_18916
130@ = 1 

:MUSIC3_18923
return 

:MUSIC3_18925
if 
  129@ == 0 
else_jump @MUSIC3_19175 
if 
  20 > 131@ 
else_jump @MUSIC3_19052 
if 
   Actor.Dead(34@(131@,21i))
else_jump @MUSIC3_18988 
129@ = 1 

:MUSIC3_18988
if 
   not Actor.Dead(34@(131@,21i))
else_jump @MUSIC3_19038 
if 
051A:   actor 34@(131@,21i) damaged_by_actor $PLAYER_ACTOR 
else_jump @MUSIC3_19038 
129@ = 1 

:MUSIC3_19038
131@ += 1 
jump @MUSIC3_19059 

:MUSIC3_19052
131@ = 0 

:MUSIC3_19059
if 
  8 > 141@ 
else_jump @MUSIC3_19168 
if 
   Actor.Dead(55@(141@,9i))
else_jump @MUSIC3_19104 
129@ = 1 

:MUSIC3_19104
if 
   not Actor.Dead(55@(141@,9i))
else_jump @MUSIC3_19154 
if 
051A:   actor 55@(141@,9i) damaged_by_actor $PLAYER_ACTOR 
else_jump @MUSIC3_19154 
129@ = 1 

:MUSIC3_19154
141@ += 1 
jump @MUSIC3_19175 

:MUSIC3_19168
141@ = 0 

:MUSIC3_19175
if 
  129@ == 1 
else_jump @MUSIC3_19214 
131@ = 0 
141@ = 0 
129@ = 2 

:MUSIC3_19214
if 
  129@ == 2 
else_jump @MUSIC3_19421 
if 
  20 > 131@ 
else_jump @MUSIC3_19414 
if 
   not Actor.Dead(34@(131@,21i))
else_jump @MUSIC3_19400 
062E: unknown_get_actor 34@(131@,21i) task 1499 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @MUSIC3_19336 
0961: unknown_actor 34@(131@,21i) flag 1 
05DB: AS_actor 34@(131@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 80.0 timelimit 10000000 

:MUSIC3_19336
if 
80F2:   not actor 34@(131@,21i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
else_jump @MUSIC3_19400 
if 
82CB:   not actor 34@(131@,21i) bounding_sphere_visible 
else_jump @MUSIC3_19400 
Actor.RemoveReferences(34@(131@,21i))

:MUSIC3_19400
131@ += 1 
jump @MUSIC3_19421 

:MUSIC3_19414
129@ = 3 

:MUSIC3_19421
if 
  129@ == 3 
else_jump @MUSIC3_19554 
if 
  8 > 141@ 
else_jump @MUSIC3_19547 
if 
   not Actor.Dead(55@(141@,9i))
else_jump @MUSIC3_19533 
062E: unknown_get_actor 55@(141@,9i) task 1764 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @MUSIC3_19533 
0961: unknown_actor 55@(141@,9i) flag 1 
06E4: AS_actor 55@(141@,9i) attempt_to_bust_actor $PLAYER_ACTOR 

:MUSIC3_19533
141@ += 1 
jump @MUSIC3_19554 

:MUSIC3_19547
129@ = 4 

:MUSIC3_19554
return 

:MUSIC3_19556
if 
  164@ == 0 
else_jump @MUSIC3_19697 
if 
  8 > 165@ 
else_jump @MUSIC3_19690 
if 
   not Actor.Dead(55@(165@,9i))
else_jump @MUSIC3_19676 
if 
80F2:   not actor 55@(165@,9i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
else_jump @MUSIC3_19676 
if 
82CB:   not actor 55@(165@,9i) bounding_sphere_visible 
else_jump @MUSIC3_19676 
Actor.RemoveReferences(55@(165@,9i))

:MUSIC3_19676
165@ += 1 
jump @MUSIC3_19697 

:MUSIC3_19690
164@ = 1 

:MUSIC3_19697
if 
  164@ == 1 
else_jump @MUSIC3_19838 
if 
  8 > 166@ 
else_jump @MUSIC3_19831 
if 
   not Actor.Dead(55@(166@,9i))
else_jump @MUSIC3_19817 
if 
80F2:   not actor 55@(166@,9i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
else_jump @MUSIC3_19817 
if 
82CB:   not actor 55@(166@,9i) bounding_sphere_visible 
else_jump @MUSIC3_19817 
Actor.RemoveReferences(55@(166@,9i))

:MUSIC3_19817
166@ += 1 
jump @MUSIC3_19838 

:MUSIC3_19831
164@ = 2 

:MUSIC3_19838
if 
  164@ == 2 
else_jump @MUSIC3_20039 
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 1015.1 -1139.2 radius 80.0 80.0 
else_jump @MUSIC3_20039 
Object.RemoveReferences(90@)
Object.RemoveReferences(91@)
Object.RemoveReferences(92@)
Object.RemoveReferences(93@)
Object.RemoveReferences(94@)
Object.RemoveReferences(95@)
Object.RemoveReferences(96@)
Object.RemoveReferences(97@)
Object.RemoveReferences(98@)
Object.RemoveReferences(99@)
Object.RemoveReferences(100@)
Object.RemoveReferences(101@)
Object.RemoveReferences(78@)
Object.RemoveReferences(79@)
Object.RemoveReferences(80@)
Object.RemoveReferences(81@)
Object.RemoveReferences(82@)
Object.RemoveReferences(83@)
Object.RemoveReferences(84@)
Object.RemoveReferences(85@)
Object.RemoveReferences(86@)
Object.RemoveReferences(87@)
Object.RemoveReferences(88@)
Object.RemoveReferences(89@)
Model.Destroy(#DYN_ROADBARRIER_2)
0917: audio_zone 'AWARDS' enable_sound 0 
164@ = 3 

:MUSIC3_20039
return 

:MUSIC3_20041
0208: 225@ = random_float_in_ranges 1016.2 1030.8 
0208: 226@ = random_float_in_ranges -1122.3 -1133.7 
if 
  1020.0 > 225@ 
else_jump @MUSIC3_20109 
$TEMPVAR_ANGLE = 280.1 
jump @MUSIC3_20119 

:MUSIC3_20109
$TEMPVAR_ANGLE = 96.5 

:MUSIC3_20119
if and
  1027.4 > 225@ 
  225@ > 1019.8 
else_jump @MUSIC3_20157 
jump @MUSIC3_20041 

:MUSIC3_20157
if 
001D:   133@ > 134@ // (int) 
else_jump @MUSIC3_20259 
wait 0 
if 
   not Actor.Dead(34@(134@,21i))
else_jump @MUSIC3_20245 
if 
00EC:   actor 34@(134@,21i) 0 near_point 225@ 226@ radius 1.0 1.0 
else_jump @MUSIC3_20245 
jump @MUSIC3_20041 

:MUSIC3_20245
134@ += 1 
jump @MUSIC3_20157 

:MUSIC3_20259
return 

:MUSIC3_20261
if 
  127@ == 0 
else_jump @MUSIC3_20293 
gosub @MUSIC3_20519 
jump @MUSIC3_20389 

:MUSIC3_20293
if 
001D:   170@ > 127@ // (int) 
else_jump @MUSIC3_20326 
127@ += 1 
jump @MUSIC3_20389 

:MUSIC3_20326
09E5: create_flash_light_at 225@ 226@ 227@ RGB_mask 255 255 255 radius 200.0 
064B: 172@ = create_particle "CAMFLASH" at 225@ 226@ 227@ type 1 
064F: remove_references_to_particle 172@ 
127@ = 0 

:MUSIC3_20389
if 
  128@ == 0 
else_jump @MUSIC3_20421 
gosub @MUSIC3_20519 
jump @MUSIC3_20517 

:MUSIC3_20421
if 
001D:   171@ > 128@ // (int) 
else_jump @MUSIC3_20454 
128@ += 1 
jump @MUSIC3_20517 

:MUSIC3_20454
09E5: create_flash_light_at 228@ 229@ 230@ RGB_mask 255 255 255 radius 200.0 
064B: 173@ = create_particle "CAMFLASH" at 228@ 229@ 230@ type 1 
064F: remove_references_to_particle 173@ 
128@ = 0 

:MUSIC3_20517
return 

:MUSIC3_20519
if 
  127@ == 0 
else_jump @MUSIC3_20615 
0209: 170@ = random_int_in_ranges 1 10 
0209: 133@ = random_int_in_ranges 0 20 
if 
   not Actor.Dead(34@(133@,21i))
else_jump @MUSIC3_20615 
04C4: store_coords_to 225@ 226@ $TEMPVAR_FLOAT_3 from_actor 34@(133@,21i) with_offset 0.0 0.3 0.5 
127@ += 1 

:MUSIC3_20615
if 
  128@ == 0 
else_jump @MUSIC3_20711 
0209: 171@ = random_int_in_ranges 1 10 
0209: 133@ = random_int_in_ranges 0 20 
if 
   not Actor.Dead(34@(133@,21i))
else_jump @MUSIC3_20711 
04C4: store_coords_to 228@ 229@ 230@ from_actor 34@(133@,21i) with_offset 0.0 0.3 0.5 
128@ += 1 

:MUSIC3_20711
return 

:MUSIC3_20713
if 
  142@ == 0 
else_jump @MUSIC3_20852 
if 
   Actor.InCar($PLAYER_ACTOR, 73@)
else_jump @MUSIC3_20852 
Marker.Disable(113@)
03D5: remove_text 'STP3_13'  // ~s~Steig wieder in das ~b~Auto~s~, und setz deine Mission fort.
if 
  123@ == 0 
else_jump @MUSIC3_20791 
175@ = 0 

:MUSIC3_20791
if 
  123@ == 1 
else_jump @MUSIC3_20845 
018A: 113@ = create_checkpoint_at 1306.4 -1137.5 22.5 
00BB: show_text_lowpriority GXT 'STP3_33' time 7000 flag 1  // ~s~Triff dich vor 22 Uhr mit den anderen ~y~Fahrern~s~. Beschdige dein Auto nicht!

:MUSIC3_20845
142@ = 1 

:MUSIC3_20852
if 
  142@ == 1 
else_jump @MUSIC3_20962 
if 
   not Actor.InCar($PLAYER_ACTOR, 73@)
else_jump @MUSIC3_20962 
Marker.Disable(113@)
113@ = Marker.CreateAboveCar(73@)
07E0: set_marker 113@ type_to 1 
if 
  33@ > 7000 
else_jump @MUSIC3_20955 
03D5: remove_text 'STP3_33'  // ~s~Triff dich vor 22 Uhr mit den anderen ~y~Fahrern~s~. Beschdige dein Auto nicht!
00BB: show_text_lowpriority GXT 'STP3_13' time 7000 flag 1  // ~s~Steig wieder in das ~b~Auto~s~, und setz deine Mission fort.

:MUSIC3_20955
142@ = 0 

:MUSIC3_20962
return 

:MUSIC3_20964
if 
  147@ == 0 
else_jump @MUSIC3_21028 
if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 35.0 35.0 flag 0 
else_jump @MUSIC3_21021 
146@ = 5000 

:MUSIC3_21021
147@ = 1 

:MUSIC3_21028
if 
  147@ == 1 
else_jump @MUSIC3_21436 
if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 35.0 35.0 flag 0 
else_jump @MUSIC3_21407 
if 
  146@ > 4000 
else_jump @MUSIC3_21122 
148@ = 5 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 148@ time 4000 flag 1  // ~s~Du hast ~1~ Sekunden, den Konvoi einzuholen.

:MUSIC3_21122
if 
  4000 > 146@ 
else_jump @MUSIC3_21186 
if 
  146@ > 3000 
else_jump @MUSIC3_21186 
148@ = 4 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 148@ time 4000 flag 1  // ~s~Du hast ~1~ Sekunden, den Konvoi einzuholen.

:MUSIC3_21186
if 
  3000 > 146@ 
else_jump @MUSIC3_21250 
if 
  146@ > 2000 
else_jump @MUSIC3_21250 
148@ = 3 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 148@ time 4000 flag 1  // ~s~Du hast ~1~ Sekunden, den Konvoi einzuholen.

:MUSIC3_21250
if 
  2000 > 146@ 
else_jump @MUSIC3_21314 
if 
  146@ > 1000 
else_jump @MUSIC3_21314 
148@ = 2 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 148@ time 4000 flag 1  // ~s~Du hast ~1~ Sekunden, den Konvoi einzuholen.

:MUSIC3_21314
if 
  1000 > 146@ 
else_jump @MUSIC3_21359 
148@ = 1 
01E5: show_text_1number_highpriority GXT 'STP3_15' number 148@ time 4000 flag 1  // ~s~Du hast ~1~ Sekunde, den Konvoi einzuholen.

:MUSIC3_21359
if 
  0 > 146@ 
else_jump @MUSIC3_21400 
00BC: show_text_highpriority GXT 'STP3_07' time 4000 flag 1  // ~r~Du bist zu weit abgekommen und hast die anderen Fahrer alarmiert!
125@ = 1 

:MUSIC3_21400
jump @MUSIC3_21436 

:MUSIC3_21407
03D5: remove_text 'STP3_14'  // ~s~Du hast ~1~ Sekunden, den Konvoi einzuholen.
03D5: remove_text 'STP3_15'  // ~s~Du hast ~1~ Sekunde, den Konvoi einzuholen.
147@ = 0 

:MUSIC3_21436
return 

:MUSIC3_21438
if 
  175@ == 0 
else_jump @MUSIC3_21540 
if 
8185:   not car 72@ health >= 950 
else_jump @MUSIC3_21498 
00BC: show_text_highpriority GXT 'STP3_30' time 4000 flag 1  // ~s~Mach das Auto nicht kaputt!
175@ = 1 

:MUSIC3_21498
if 
8185:   not car 74@ health >= 950 
else_jump @MUSIC3_21540 
00BC: show_text_highpriority GXT 'STP3_30' time 4000 flag 1  // ~s~Mach das Auto nicht kaputt!
175@ = 1 

:MUSIC3_21540
if 
  175@ == 1 
else_jump @MUSIC3_21646 
if 
8185:   not car 72@ health >= 850 
else_jump @MUSIC3_21602 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_23' time 4000 flag 1  // ~r~Du hast mit deinen miesen Fahrknsten die anderen Fahrer alarmiert.
175@ = 2 

:MUSIC3_21602
if 
8185:   not car 74@ health >= 850 
else_jump @MUSIC3_21646 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_23' time 4000 flag 1  // ~r~Du hast mit deinen miesen Fahrknsten die anderen Fahrer alarmiert.
175@ = 2 

:MUSIC3_21646
if 
  175@ == 2 
else_jump @MUSIC3_21726 
if 
   not Actor.Dead(75@)
else_jump @MUSIC3_21688 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 

:MUSIC3_21688
if 
   not Actor.Dead(77@)
else_jump @MUSIC3_21712 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 

:MUSIC3_21712
32@ = 0 
175@ = 3 

:MUSIC3_21726
if 
  175@ == 3 
else_jump @MUSIC3_21770 
if 
  32@ > 3000 
else_jump @MUSIC3_21770 
125@ = 1 

:MUSIC3_21770
return 

:MUSIC3_21772
if 
   not Actor.Dead(104@)
else_jump @MUSIC3_21829 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 150 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 104@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_21829
if 
   not Actor.Dead(105@)
else_jump @MUSIC3_21879 
0615: define_AS_pack_begin 232@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 105@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_21879
if 
   not Actor.Dead(106@)
else_jump @MUSIC3_21935 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 106@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_21935
return 

:MUSIC3_21937
if 
   not Actor.Dead(108@)
else_jump @MUSIC3_21994 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 150 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 108@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_21994
if 
   not Actor.Dead(109@)
else_jump @MUSIC3_22044 
0615: define_AS_pack_begin 232@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 109@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_22044
if 
   not Actor.Dead(110@)
else_jump @MUSIC3_22100 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 110@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_22100
return 

:MUSIC3_22102
if 
   not Car.Wrecked(72@)
else_jump @MUSIC3_22156 
if 
0202:   actor $PLAYER_ACTOR near_car 72@ radius 160.0 160.0 flag 0 
else_jump @MUSIC3_22156 
155@ += 1 

:MUSIC3_22156
if 
   not Car.Wrecked(74@)
else_jump @MUSIC3_22210 
if 
0202:   actor $PLAYER_ACTOR near_car 74@ radius 160.0 160.0 flag 0 
else_jump @MUSIC3_22210 
155@ += 1 

:MUSIC3_22210
if 
   not Car.Wrecked(72@)
else_jump @MUSIC3_22255 
if 
   not Actor.Dead(75@)
else_jump @MUSIC3_22255 
06C7: AS_actor 75@ driver_of_car 72@ perform_action 6 timelimit 3000 

:MUSIC3_22255
if 
   not Car.Wrecked(74@)
else_jump @MUSIC3_22300 
if 
   not Actor.Dead(77@)
else_jump @MUSIC3_22300 
06C7: AS_actor 77@ driver_of_car 74@ perform_action 6 timelimit 3000 

:MUSIC3_22300
return 

:MUSIC3_22302
if 
  153@ == 0 
else_jump @MUSIC3_22454 
if 
   not Car.Wrecked(72@)
else_jump @MUSIC3_22454 
if 
8204:   not actor $PLAYER_ACTOR near_car 72@ radius 15.0 15.0 flag 0 in_car 
else_jump @MUSIC3_22454 
if 
   not Actor.Dead(75@)
else_jump @MUSIC3_22454 
0A21: unknown_car 72@ flag 1 
Car.SetMaxSpeed(72@, 100.0)
04BD: unknown_car 72@ flag 0 
072F: enable_car 72@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 7 // extended 03CC 
06E1: AS_actor 75@ using_car 72@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
153@ = 1 

:MUSIC3_22454
if 
  122@ == 6 
else_jump @MUSIC3_22809 
if 
  33@ > 1000 
else_jump @MUSIC3_22809 
if 
  153@ == 1 
else_jump @MUSIC3_22612 
if 
   not Car.Wrecked(72@)
else_jump @MUSIC3_22612 
if 
   not Actor.Dead(75@)
else_jump @MUSIC3_22612 
if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 20.0 20.0 flag 0 
else_jump @MUSIC3_22605 
06E1: AS_actor 75@ using_car 72@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
153@ = 2 
jump @MUSIC3_22612 

:MUSIC3_22605
153@ = 2 

:MUSIC3_22612
if 
  153@ == 2 
else_jump @MUSIC3_22809 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @MUSIC3_22809 
if 
   not Car.Wrecked(72@)
else_jump @MUSIC3_22809 
if 
   not Actor.Dead(75@)
else_jump @MUSIC3_22788 
if 
0202:   actor $PLAYER_ACTOR near_car 72@ radius 20.0 20.0 flag 0 
else_jump @MUSIC3_22781 
0687: clear_actor 75@ task 
0615: define_AS_pack_begin 232@ 
06C7: AS_actor -1 driver_of_car 72@ perform_action 6 timelimit 3000 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 75@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
gosub @MUSIC3_21772 
Car.DoorStatus(72@) = 1
153@ = 3 

:MUSIC3_22781
jump @MUSIC3_22809 

:MUSIC3_22788
gosub @MUSIC3_21772 
Car.DoorStatus(72@) = 1
153@ = 3 

:MUSIC3_22809
if 
  154@ == 0 
else_jump @MUSIC3_22961 
if 
   not Car.Wrecked(74@)
else_jump @MUSIC3_22961 
if 
8204:   not actor $PLAYER_ACTOR near_car 74@ radius 15.0 15.0 flag 0 in_car 
else_jump @MUSIC3_22961 
if 
   not Actor.Dead(77@)
else_jump @MUSIC3_22961 
0A21: unknown_car 74@ flag 1 
Car.SetMaxSpeed(74@, 100.0)
04BD: unknown_car 74@ flag 0 
072F: enable_car 74@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 7 // extended 03CC 
06E1: AS_actor 77@ using_car 74@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
154@ = 1 

:MUSIC3_22961
if 
  122@ == 6 
else_jump @MUSIC3_23316 
if 
  33@ > 1000 
else_jump @MUSIC3_23316 
if 
  154@ == 1 
else_jump @MUSIC3_23119 
if 
   not Car.Wrecked(74@)
else_jump @MUSIC3_23119 
if 
   not Actor.Dead(77@)
else_jump @MUSIC3_23119 
if 
8202:   not actor $PLAYER_ACTOR near_car 74@ radius 20.0 20.0 flag 0 
else_jump @MUSIC3_23112 
06E1: AS_actor 77@ using_car 74@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
154@ = 2 
jump @MUSIC3_23119 

:MUSIC3_23112
154@ = 2 

:MUSIC3_23119
if 
  154@ == 2 
else_jump @MUSIC3_23316 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @MUSIC3_23316 
if 
   not Car.Wrecked(74@)
else_jump @MUSIC3_23316 
if 
   not Actor.Dead(77@)
else_jump @MUSIC3_23295 
if 
0202:   actor $PLAYER_ACTOR near_car 74@ radius 15.0 15.0 flag 0 
else_jump @MUSIC3_23288 
0687: clear_actor 77@ task 
0615: define_AS_pack_begin 232@ 
06C7: AS_actor -1 driver_of_car 74@ perform_action 6 timelimit 3000 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 77@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
gosub @MUSIC3_21937 
Car.DoorStatus(74@) = 1
154@ = 3 

:MUSIC3_23288
jump @MUSIC3_23316 

:MUSIC3_23295
gosub @MUSIC3_21937 
Car.DoorStatus(74@) = 1
154@ = 3 

:MUSIC3_23316
return 

:MUSIC3_23318
0209: 168@ = random_int_in_ranges 1 37 
if 
  168@ == 1 
else_jump @MUSIC3_23360 
0674: set_car_model 169@ numberplate "GOT_M00_" 

:MUSIC3_23360
if 
  168@ == 2 
else_jump @MUSIC3_23393 
0674: set_car_model 169@ numberplate "M00TV_4U" 

:MUSIC3_23393
if 
  168@ == 3 
else_jump @MUSIC3_23426 
0674: set_car_model 169@ numberplate "MATHEW_2" 

:MUSIC3_23426
if 
  168@ == 4 
else_jump @MUSIC3_23459 
0674: set_car_model 169@ numberplate "D4_DEW0R" 

:MUSIC3_23459
if 
  168@ == 5 
else_jump @MUSIC3_23492 
0674: set_car_model 169@ numberplate "D0DE_777" 

:MUSIC3_23492
if 
  168@ == 6 
else_jump @MUSIC3_23525 
0674: set_car_model 169@ numberplate "DAM0_666" 

:MUSIC3_23525
if 
  168@ == 7 
else_jump @MUSIC3_23558 
0674: set_car_model 169@ numberplate "C0NEY_88" 

:MUSIC3_23558
if 
  168@ == 8 
else_jump @MUSIC3_23591 
0674: set_car_model 169@ numberplate "PRE4CHER" 

:MUSIC3_23591
if 
  168@ == 9 
else_jump @MUSIC3_23624 
0674: set_car_model 169@ numberplate "DBP_4NDY" 

:MUSIC3_23624
if 
  168@ == 10 
else_jump @MUSIC3_23657 
0674: set_car_model 169@ numberplate "EV1L_SLY" 

:MUSIC3_23657
if 
  168@ == 11 
else_jump @MUSIC3_23690 
0674: set_car_model 169@ numberplate "N1_R4V3N" 

:MUSIC3_23690
if 
  168@ == 12 
else_jump @MUSIC3_23723 
0674: set_car_model 169@ numberplate "D1VX_Z00" 

:MUSIC3_23723
if 
  168@ == 13 
else_jump @MUSIC3_23755 
0674: set_car_model 169@ numberplate "MR_B3NN" 

:MUSIC3_23755
if 
  168@ == 14 
else_jump @MUSIC3_23788 
0674: set_car_model 169@ numberplate "R3D_R4SP" 

:MUSIC3_23788
if 
  168@ == 15 
else_jump @MUSIC3_23821 
0674: set_car_model 169@ numberplate "LA_B0MBA" 

:MUSIC3_23821
if 
  168@ == 16 
else_jump @MUSIC3_23854 
0674: set_car_model 169@ numberplate "L3337_0G" 

:MUSIC3_23854
if 
  168@ == 17 
else_jump @MUSIC3_23887 
0674: set_car_model 169@ numberplate "BUDD4H_X" 

:MUSIC3_23887
if 
  168@ == 18 
else_jump @MUSIC3_23920 
0674: set_car_model 169@ numberplate "T3H_BUCK" 

:MUSIC3_23920
if 
  168@ == 19 
else_jump @MUSIC3_23953 
0674: set_car_model 169@ numberplate "CHUNKY_1" 

:MUSIC3_23953
if 
  168@ == 20 
else_jump @MUSIC3_23986 
0674: set_car_model 169@ numberplate "EV1L_BNZ" 

:MUSIC3_23986
if 
  168@ == 21 
else_jump @MUSIC3_24019 
0674: set_car_model 169@ numberplate "S4ND_M4N" 

:MUSIC3_24019
if 
  168@ == 22 
else_jump @MUSIC3_24052 
0674: set_car_model 169@ numberplate "RKK_DBP1" 

:MUSIC3_24052
if 
  168@ == 23 
else_jump @MUSIC3_24085 
0674: set_car_model 169@ numberplate "RE1_K0KU" 

:MUSIC3_24085
if 
  168@ == 24 
else_jump @MUSIC3_24118 
0674: set_car_model 169@ numberplate "S3XY_JUD" 

:MUSIC3_24118
if 
  168@ == 25 
else_jump @MUSIC3_24151 
0674: set_car_model 169@ numberplate "SUNRA_93" 

:MUSIC3_24151
if 
  168@ == 26 
else_jump @MUSIC3_24184 
0674: set_car_model 169@ numberplate "UG_FUX69" 

:MUSIC3_24184
if 
  168@ == 27 
else_jump @MUSIC3_24217 
0674: set_car_model 169@ numberplate "LI0N_CUM" 

:MUSIC3_24217
if 
  168@ == 28 
else_jump @MUSIC3_24250 
0674: set_car_model 169@ numberplate "RKK_PWND" 

:MUSIC3_24250
if 
  168@ == 29 
else_jump @MUSIC3_24283 
0674: set_car_model 169@ numberplate "HAZE_B0B" 

:MUSIC3_24283
if 
  168@ == 30 
else_jump @MUSIC3_24316 
0674: set_car_model 169@ numberplate "T3H_FLUF" 

:MUSIC3_24316
if 
  168@ == 31 
else_jump @MUSIC3_24349 
0674: set_car_model 169@ numberplate "BM_4NDY_" 

:MUSIC3_24349
if 
  168@ == 32 
else_jump @MUSIC3_24382 
0674: set_car_model 169@ numberplate "BM_D34N_" 

:MUSIC3_24382
if 
  168@ == 33 
else_jump @MUSIC3_24415 
0674: set_car_model 169@ numberplate "BM_L4C3Y" 

:MUSIC3_24415
if 
  168@ == 34 
else_jump @MUSIC3_24448 
0674: set_car_model 169@ numberplate "BM_D3V__" 

:MUSIC3_24448
if 
  168@ == 35 
else_jump @MUSIC3_24481 
0674: set_car_model 169@ numberplate "NU_SK00L" 

:MUSIC3_24481
if 
  168@ == 36 
else_jump @MUSIC3_24514 
0674: set_car_model 169@ numberplate "G4L_AVET" 

:MUSIC3_24514
if 
  168@ == 37 
else_jump @MUSIC3_24547 
0674: set_car_model 169@ numberplate "M0J0_J0J" 

:MUSIC3_24547
return 

:MUSIC3_24549
if 
  174@ == 1 
else_jump @MUSIC3_24596 
05AA: 178@s = 'LOC3_AA'  // ~z~Hey, was zum Teufel soll das denn werden?
04AF: 206@ = 22000 // @ = any 
220@ = 1 

:MUSIC3_24596
if 
  174@ == 2 
else_jump @MUSIC3_24731 
05AA: 178@s = 'LOC3_BA'  // ~z~Hey, Mann.
05AA: 180@s = 'LOC3_BB'  // ~z~Bring mich zurck zu Dogg's Villa.
05AA: 182@s = 'LOC3_BC'  // ~z~Nicht heute, Arschloch.
05AA: 184@s = 'LOC3_BD'  // ~z~Heute nehmen wir die Panoramastrae,
05AA: 186@s = 'LOC3_BE'  // ~z~mit einem Abstecher zum Meeresgrund.
04AF: 206@ = 22001 // @ = any 
04AF: 207@ = 22002 // @ = any 
04AF: 208@ = 22003 // @ = any 
04AF: 209@ = 22004 // @ = any 
04AF: 210@ = 22005 // @ = any 
220@ = 5 

:MUSIC3_24731
if 
  174@ == 3 
else_jump @MUSIC3_24800 
05AA: 178@s = 'LOC3_CA'  // ~z~Sicherheitsteam, unser Schtzling wird entfhrt!
05AA: 180@s = 'LOC3_CB'  // ~z~Rettet ihn um jeden Preis!
04AF: 206@ = 22006 // @ = any 
04AF: 207@ = 22007 // @ = any 
220@ = 2 

:MUSIC3_24800
if 
  174@ == 4 
else_jump @MUSIC3_24935 
05AA: 178@s = 'LOC3_DA'  // ~z~Wer zum Teufel bist du?
05AA: 180@s = 'LOC3_DB'  // ~z~Wo ist mein blicher Fahrer?
05AA: 182@s = 'LOC3_DC'  // ~z~Mach die verschissene Tr auf!
05AA: 184@s = 'LOC3_DD'  // ~z~Ich kann nicht schwimmen, du Scheipsychopath!
05AA: 186@s = 'LOC3_EA'  // ~z~Das hat man mir gesagt.
04AF: 206@ = 22008 // @ = any 
04AF: 207@ = 22009 // @ = any 
04AF: 208@ = 22010 // @ = any 
04AF: 209@ = 22011 // @ = any 
04AF: 210@ = 22012 // @ = any 
220@ = 5 

:MUSIC3_24935
if 
  174@ == 5 
else_jump @MUSIC3_25180 
05AA: 178@s = 'LOC3_EB'  // ~z~Was willst du, du Idiot, Geld?
05AA: 180@s = 'LOC3_EC'  // ~z~Ich hab Weiber, jede Menge geile Tussen, kannst sie haben.
05AA: 182@s = 'LOC3_ED'  // ~z~Die tun alles, was du willst!
05AA: 184@s = 'LOC3_EE'  // ~z~Oder willst du 'nen Plattenvertrag?
05AA: 186@s = 'LOC3_EF'  // ~z~Ich mach aus jedem Hohlkopf 'nen Superstar!
05AA: 188@s = 'LOC3_EG'  // ~z~Ich kenn 'ne Menge Leute in dieser Stadt, Leute mit Einfluss.
05AA: 190@s = 'LOC3_EH'  // ~z~Gefhrliche Motherfucker!
05AA: 192@s = 'LOC3_EJ'  // ~z~Bist du einer von den Grove Street Families?
05AA: 194@s = 'LOC3_EK'  // ~z~Ich kenn 'n paar Ballas-Bosse, wir sind wie Brder!
05AA: 196@s = 'LOC3_EL'  // ~z~Die werden dich so was von fertig machen!
04AF: 206@ = 22013 // @ = any 
04AF: 207@ = 22014 // @ = any 
04AF: 208@ = 22015 // @ = any 
04AF: 209@ = 22016 // @ = any 
04AF: 210@ = 22017 // @ = any 
04AF: 211@ = 22018 // @ = any 
04AF: 212@ = 22019 // @ = any 
04AF: 213@ = 22020 // @ = any 
04AF: 214@ = 22021 // @ = any 
04AF: 215@ = 22022 // @ = any 
220@ = 10 

:MUSIC3_25180
if 
  174@ == 6 
else_jump @MUSIC3_25227 
05AA: 178@s = 'LOC3_EO'  // ~z~Heilige SCHEIIIIISSSEEE!!!!
04AF: 206@ = 22025 // @ = any 
220@ = 1 

:MUSIC3_25227
if 
  174@ == 7 
else_jump @MUSIC3_25363 
05AA: 178@s = 'MOBRING'  // ~z~(Telefon klingelt)
05AA: 180@s = 'MLOC04A'  // ~z~Mann, Loc! Was denn noch?
05AA: 182@s = 'MLOC04B'  // ~z~Einer von Madd Doggs Chauffeuren hat gerade das Burger King am anderen Ende der Stadt verlassen.
05AA: 184@s = 'MLOC04C'  // ~z~Er sagte, er sei auf dem Weg zu den Music Awards!
05AA: 186@s = 'MLOC04D'  // ~z~Danke, Loc, ich versuche, ihn zu erwischen.
04AF: 206@ = 23000 // @ = any 
04AF: 207@ = 27419 // @ = any 
04AF: 208@ = 27420 // @ = any 
04AF: 209@ = 27421 // @ = any 
04AF: 210@ = 27422 // @ = any 
0085: 220@ = 177@ // (int) 

:MUSIC3_25363
if 
  174@ == 8 
else_jump @MUSIC3_25499 
05AA: 178@s = 'LOC3_FA'  // ~z~Hey, wo bleibst du denn?
05AA: 180@s = 'LOC3_FB'  // ~z~Los, komm, wir mssen den Boss abholen!
05AA: 182@s = 'LOC3_FC'  // ~z~Halt die Position in der Mitte der Autokolonne, bis wir bei der Preisverleihung sind.
05AA: 184@s = 'LOC3_FE'  // ~z~Bleib dicht dran und los!
05AA: 186@s = 'LOC3_FF'  // ~z~Frostig bleiben, Jungs.
04AF: 206@ = 22026 // @ = any 
04AF: 207@ = 22027 // @ = any 
04AF: 208@ = 22028 // @ = any 
04AF: 209@ = 22030 // @ = any 
04AF: 210@ = 22031 // @ = any 
0085: 220@ = 177@ // (int) 

:MUSIC3_25499
if 
  174@ == 9 
else_jump @MUSIC3_25613 
05AA: 178@s = 'LOC3_GA'  // ~z~Hey, pass auf, was du tust!
05AA: 180@s = 'LOC3_GB'  // ~z~Pass auf den verdammten Wagen auf!
05AA: 182@s = 'LOC3_GC'  // ~z~Du unprofessionelles Arschloch!
05AA: 184@s = 'LOC3_GD'  // ~z~Konzentrier dich auf den Job!
04AF: 206@ = 22032 // @ = any 
04AF: 207@ = 22033 // @ = any 
04AF: 208@ = 22034 // @ = any 
04AF: 209@ = 22035 // @ = any 
0085: 220@ = 177@ // (int) 

:MUSIC3_25613
if 
  174@ == 10 
else_jump @MUSIC3_25662 
05AA: 178@s = 'RYD1_BE'  // ~z~Halt's Maul!
04AF: 206@ = 33613 // @ = any 
220@ = 1 

:MUSIC3_25662
if 
  174@ == 11 
else_jump @MUSIC3_25709 
05AA: 178@s = 'LOC3_JA'  // ~z~Gratulation zu Ihrem Preis. Sie sind bestimmt ganz begeistert!
04AF: 206@ = 22038 // @ = any 
220@ = 1 

:MUSIC3_25709
if 
  174@ == 12 
else_jump @MUSIC3_25756 
05AA: 178@s = 'LOC3_JB'  // ~z~Ja, ja, ja, ja, ich danke meinen Fans, meiner Mammi und meinem Dealer.
04AF: 206@ = 22039 // @ = any 
220@ = 1 

:MUSIC3_25756
0085: 223@ = 176@ // (int) 
221@ = 0 
222@ = 0 
224@ = 1 
return 

:MUSIC3_25787
if 
  174@ == 1 
else_jump @MUSIC3_25913 
if 
001D:   220@ > 176@ // (int) 
else_jump @MUSIC3_25906 
gosub @MUSIC3_26553 
gosub @MUSIC3_26660 
if 
   not Actor.Dead(76@)
else_jump @MUSIC3_25868 
gosub @MUSIC3_26814 
jump @MUSIC3_25899 

:MUSIC3_25868
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
221@ = 0 
222@ = 0 

:MUSIC3_25899
jump @MUSIC3_25913 

:MUSIC3_25906
174@ = 0 

:MUSIC3_25913
if or
  174@ == 7 
  174@ == 2 
  174@ == 6 
  174@ == 11 
  174@ == 12 
else_jump @MUSIC3_26013 
if 
001D:   220@ > 176@ // (int) 
else_jump @MUSIC3_26006 
gosub @MUSIC3_26553 
gosub @MUSIC3_26660 
gosub @MUSIC3_26814 
jump @MUSIC3_26013 

:MUSIC3_26006
174@ = 0 

:MUSIC3_26013
if 
  122@ == 5 
else_jump @MUSIC3_26307 
if 
  123@ == 0 
else_jump @MUSIC3_26307 
if or
  174@ == 3 
  174@ == 4 
  174@ == 5 
  174@ == 10 
else_jump @MUSIC3_26307 
if 
001D:   220@ > 176@ // (int) 
else_jump @MUSIC3_26300 
gosub @MUSIC3_26553 
gosub @MUSIC3_26660 
if 
   not Actor.Dead(102@)
else_jump @MUSIC3_26262 
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_26224 
if 
   Actor.InCar($PLAYER_ACTOR, 73@)
else_jump @MUSIC3_26186 
gosub @MUSIC3_26814 
jump @MUSIC3_26217 

:MUSIC3_26186
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
221@ = 0 
222@ = 0 

:MUSIC3_26217
jump @MUSIC3_26255 

:MUSIC3_26224
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
221@ = 0 
222@ = 0 

:MUSIC3_26255
jump @MUSIC3_26293 

:MUSIC3_26262
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
221@ = 0 
222@ = 0 

:MUSIC3_26293
jump @MUSIC3_26307 

:MUSIC3_26300
174@ = 0 

:MUSIC3_26307
if or
  174@ == 8 
  174@ == 9 
else_jump @MUSIC3_26551 
if 
001D:   220@ > 176@ // (int) 
else_jump @MUSIC3_26544 
gosub @MUSIC3_26553 
gosub @MUSIC3_26660 
if 
   not Actor.Dead(75@)
else_jump @MUSIC3_26506 
if 
   not Car.Wrecked(73@)
else_jump @MUSIC3_26468 
if 
   Actor.InCar($PLAYER_ACTOR, 73@)
else_jump @MUSIC3_26430 
gosub @MUSIC3_26814 
jump @MUSIC3_26461 

:MUSIC3_26430
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
221@ = 0 
222@ = 0 

:MUSIC3_26461
jump @MUSIC3_26499 

:MUSIC3_26468
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
221@ = 0 
222@ = 0 

:MUSIC3_26499
jump @MUSIC3_26537 

:MUSIC3_26506
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
221@ = 0 
222@ = 0 

:MUSIC3_26537
jump @MUSIC3_26551 

:MUSIC3_26544
174@ = 0 

:MUSIC3_26551
return 

:MUSIC3_26553
if 
001D:   220@ > 223@ // (int) 
else_jump @MUSIC3_26658 
if 
  221@ == 0 
else_jump @MUSIC3_26615 
03CF: load_wav 206@(223@,14i) as 1 
223@ += 1 
221@ = 1 

:MUSIC3_26615
if 
  222@ == 0 
else_jump @MUSIC3_26658 
03CF: load_wav 206@(223@,14i) as 2 
223@ += 1 
222@ = 1 

:MUSIC3_26658
return 

:MUSIC3_26660
if 
  224@ == 1 
else_jump @MUSIC3_26736 
if 
  221@ == 1 
else_jump @MUSIC3_26736 
if 
03D0:   wav 1 loaded 
else_jump @MUSIC3_26736 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 178@(176@,14s) time 4500 flag 1 
221@ = 2 

:MUSIC3_26736
if 
  224@ == 2 
else_jump @MUSIC3_26812 
if 
  222@ == 1 
else_jump @MUSIC3_26812 
if 
03D0:   wav 2 loaded 
else_jump @MUSIC3_26812 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 178@(176@,14s) time 4500 flag 1 
222@ = 2 

:MUSIC3_26812
return 

:MUSIC3_26814
if 
  221@ == 2 
else_jump @MUSIC3_26877 
if 
03D2:   wav 1 ended 
else_jump @MUSIC3_26877 
03D5: remove_text 178@(176@,14s) 
176@ += 1 
224@ = 2 
221@ = 0 

:MUSIC3_26877
if 
  222@ == 2 
else_jump @MUSIC3_26940 
if 
03D2:   wav 2 ended 
else_jump @MUSIC3_26940 
03D5: remove_text 178@(176@,14s) 
176@ += 1 
224@ = 1 
222@ = 0 

:MUSIC3_26940
return 

//-------------Mission 34---------------
// Originally: House Party

:MUSIC5
thread 'MUSIC5' 
gosub @MUSIC5_47 
if 
wasted_or_busted 
else_jump @MUSIC5_38 
gosub @MUSIC5_15871 

:MUSIC5_38
gosub @MUSIC5_16040 
end_thread 

:MUSIC5_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'STRAP4' 
00BE: text_clear_all 
wait 0 
$36 = 1 
80@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
106@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
87@ = 0 
88@ = 0 
04AF: 89@ = 106 // @ = any 
04AF: 90@ = 107 // @ = any 
04AF: 91@ = 107 // @ = any 
04AF: 92@ = 103 // @ = any 
04AF: 93@ = 103 // @ = any 
04AF: 94@ = 104 // @ = any 
95@ = 0 
96@ = 0 
105@ = 0 
107@ = 0 
108@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0.0 
142@ = 0.0 
143@ = 0.0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
104@ = 75 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
014C: set_parked_car_generator $2768 cars_to_generate_to 0 
0395: clear_area 1 at 791.7 -1627.0 12.3 radius 10.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
08F5: save_player_group 
0169: set_fade_color_RGB 0 0 0 
if 
  $1939 == 0 
else_jump @MUSIC5_609 
0395: clear_area 0 at 782.5 -1619.3 12.0 radius 5.0 
09B2: get_random_available_car_type 1 model_to 102@ doorlock_to 103@ 
if 
  102@ >= 0 
else_jump @MUSIC5_506 
64@ = Car.Create(102@, 782.5, -1619.3, 12.0)
Car.Angle(64@) = 270.0

:MUSIC5_506
0395: clear_area 0 at 782.5 -1604.8 12.0 radius 5.0 
09B2: get_random_available_car_type 1 model_to 102@ doorlock_to 103@ 
if 
  102@ >= 0 
else_jump @MUSIC5_591 
65@ = Car.Create(102@, 782.5, -1604.8, 12.0)
Car.Angle(65@) = 270.0

:MUSIC5_591
02E4: load_cutscene_data 'STRAP4A' 
jump @MUSIC5_673 

:MUSIC5_609
if 
  97@ == 0 
else_jump @MUSIC5_673 
0395: clear_area 0 at 2484.9 -1649.2 12.5 radius 160.0 
select_interior 3 
02E4: load_cutscene_data 'STRP4B1' 
97@ = 1 

:MUSIC5_673
if 
86B9:   not cutscene_data_loaded 
else_jump @MUSIC5_697 
wait 0 
jump @MUSIC5_673 

:MUSIC5_697
02E7: start_cutscene 
fade 1 1000 

:MUSIC5_706
if 
82E9:   not cutscene_reached_end 
else_jump @MUSIC5_730 
wait 0 
jump @MUSIC5_706 

:MUSIC5_730
fade 0 0 

:MUSIC5_736
if 
fading 
else_jump @MUSIC5_760 
wait 0 
jump @MUSIC5_736 

:MUSIC5_760
Car.RemoveReferences(64@)
Car.RemoveReferences(65@)
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
if 
  97@ == 1 
else_jump @MUSIC5_1053 
if 
856A:   not intro_skipped 
else_jump @MUSIC5_1053 
0395: clear_area 0 at 2484.9 -1649.2 12.5 radius 160.0 
0169: set_fade_color_RGB 0 0 0 
Model.Load(#GREENWOO)
038B: load_requested_models 
0395: clear_area 1 at 2503.0 -1658.8 12.3 radius 5.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
34@ = Car.Create(#GREENWOO, 2503.0, -1658.8, 13.0)
0229: set_car 34@ primary_color_to 59 secondary_color_to 34 
Car.Angle(34@) = 234.0
select_interior 0 
02E4: load_cutscene_data 'STRP4B2' 

:MUSIC5_945
if 
86B9:   not cutscene_data_loaded 
else_jump @MUSIC5_969 
wait 0 
jump @MUSIC5_945 

:MUSIC5_969
02E7: start_cutscene 
fade 1 1000 

:MUSIC5_978
if 
82E9:   not cutscene_reached_end 
else_jump @MUSIC5_1002 
wait 0 
jump @MUSIC5_978 

:MUSIC5_1002
fade 0 0 

:MUSIC5_1008
if 
fading 
else_jump @MUSIC5_1032 
wait 0 
jump @MUSIC5_1008 

:MUSIC5_1032
02EA: end_cutscene 
Car.Destroy(34@)
Player.CanMove($PLAYER_CHAR) = False
97@ = 0 

:MUSIC5_1053
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
wait 0 
if 
  $1939 == 0 
else_jump @MUSIC5_1112 
fade 1 0 
jump @MUSIC5_15889 

:MUSIC5_1112
Model.Load(#FAM2)
Model.Load(#FAM3)
Model.Load(#BALLAS2)
Model.Load(#BALLAS3)
Model.Load(#GREENWOO)
Model.Load(#TAHOMA)
Model.Load(#VOODOO)
Model.Load(#MOLOTOV)
Model.Load(#TEC9)
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
03CF: load_wav 19800 as 3 

:MUSIC5_1186
if 
83D0:   not wav 3 loaded 
else_jump @MUSIC5_1212 
wait 0 
jump @MUSIC5_1186 

:MUSIC5_1212
03D7: set_wav 3 location 2482.0 -1646.3 12.8 
03D1: play_wav 3 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 26 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 26 // see ped.dat 
07AF: 147@ = player $PLAYER_CHAR group 
06F0: set_group 147@ distance_limit_to 1000.0 
06AE: create_group_decision_maker_type 0 store_to 151@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 151@ event 55 
0749: reset_group_decision_maker 151@ event 54 
074A: set_group_decision_maker 151@ on_event 15 taskID 1502 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
06AD: set_group 147@ group_decision_maker_to 151@ 
07B3: set_group 147@ give_command 2 
060A: create_decision_maker_type 2 store_to 145@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 146@ 
0708: reset_decision_maker 146@ event 13 
0708: reset_decision_maker 145@ event 13 
$ACTOR_SWEET = Actor.Create(Mission3, #SPECIAL01, 2485.5, -1647.7, 13.3)
0568: set_actor $ACTOR_SWEET targetable 1 
Actor.Angle($ACTOR_SWEET) = 196.6
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
0350: set_actor $ACTOR_SWEET maintain_position_when_attacked 1 
01B2: give_actor $ACTOR_SWEET weapon 32 ammo 3000 // Load the weapon model before using this 
Actor.Armour($ACTOR_SWEET) = 100
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
060B: set_actor $ACTOR_SWEET decision_maker_to 146@ 
0395: clear_area 1 at 2503.0 -1658.8 12.3 radius 5.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
34@ = Car.Create(#GREENWOO, 2503.0, -1658.8, 13.0)
0229: set_car 34@ primary_color_to 59 secondary_color_to 34 
Car.Angle(34@) = 234.0
Car.DoorStatus(34@) = 3
01EC: make_car 34@ very_heavy 1 
Car.SetImmunities(34@, 1, 1, 0, 0, 0)
0209: 95@ = random_int_in_ranges 0 3 
63@ = Actor.Create(Mission3, 89@(95@,6i), 2487.1, -1647.7, 13.3)
0568: set_actor 63@ targetable 1 
Actor.Angle(63@) = 158.9
02A9: set_actor 63@ immune_to_nonplayer 1 
0350: set_actor 63@ maintain_position_when_attacked 1 
01B2: give_actor 63@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 63@ decision_maker_to 146@ 
0395: clear_area 1 at 2496.7 -1683.4 13.0 radius 5.0 
04AF: 99@ = 412 // @ = any 
gosub @MUSIC5_16445 
35@ = Car.Create(#VOODOO, 2496.7, -1683.4, 13.0)
Car.Angle(35@) = 272.5
Car.DoorStatus(35@) = 3
01EC: make_car 35@ very_heavy 1 
Car.SetImmunities(35@, 1, 1, 0, 0, 0)
$ACTOR_RYDER = Actor.Create(Mission3, #SPECIAL02, 2484.1, -1641.2, 13.5)
0350: set_actor $ACTOR_RYDER maintain_position_when_attacked 1 
0568: set_actor $ACTOR_RYDER targetable 1 
Actor.Angle($ACTOR_RYDER) = 180.0
01B2: give_actor $ACTOR_RYDER weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor $ACTOR_RYDER decision_maker_to 146@ 
0209: 95@ = random_int_in_ranges 0 3 
36@ = Actor.Create(Mission2, 89@(95@,6i), 2486.2, -1642.2, 13.5)
0350: set_actor 36@ maintain_position_when_attacked 1 
0568: set_actor 36@ targetable 1 
Actor.Angle(36@) = 180.0
01B2: give_actor 36@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 36@ decision_maker_to 146@ 
0209: 95@ = random_int_in_ranges 0 3 
37@ = Actor.Create(Mission2, 89@(95@,6i), 2486.2, -1641.2, 13.5)
0350: set_actor 37@ maintain_position_when_attacked 1 
0568: set_actor 37@ targetable 1 
Actor.Angle(37@) = 180.0
01B2: give_actor 37@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 37@ decision_maker_to 146@ 
0209: 95@ = random_int_in_ranges 0 3 
39@ = Actor.Create(Mission2, 89@(95@,6i), 2486.2, -1639.2, 13.5)
0350: set_actor 39@ maintain_position_when_attacked 1 
0568: set_actor 39@ targetable 1 
Actor.Angle(39@) = 180.0
01B2: give_actor 39@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 39@ decision_maker_to 146@ 
04AF: 99@ = 566 // @ = any 
gosub @MUSIC5_16445 
43@ = Car.Create(#TAHOMA, 2227.6, -1667.8, 13.7)
Car.Angle(43@) = 342.3
Car.SetImmunities(43@, 1, 1, 0, 0, 0)
Car.DoorStatus(43@) = 3
0209: 95@ = random_int_in_ranges 3 6 
0129: 47@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 43@ driverseat 
0816: unknown_actor 47@ flag 1 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 146@ 
062F: 149@ = create_group_type 2 
06F0: set_group 149@ distance_limit_to 300.0 
06AD: set_group 149@ group_decision_maker_to 151@ 
0630: put_actor 47@ in_group 149@ as_leader 
Actor.WeaponAccuracy(47@) = 104@
0209: 95@ = random_int_in_ranges 3 6 
01C8: 48@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 43@ passenger_seat 0 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: unknown_actor 48@ flag 1 
060B: set_actor 48@ decision_maker_to 146@ 
0631: put_actor 48@ in_group 149@ 
Actor.WeaponAccuracy(48@) = 104@
0209: 95@ = random_int_in_ranges 3 6 
01C8: 49@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 43@ passenger_seat 1 
02A9: set_actor 49@ immune_to_nonplayer 1 
0446: set_actor 49@ immune_to_headshots 0 
Actor.Armour(49@) = 100
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 49@ decision_maker_to 146@ 
Actor.WeaponAccuracy(49@) = 104@
0209: 95@ = random_int_in_ranges 3 6 
01C8: 50@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 43@ passenger_seat 2 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 50@ decision_maker_to 146@ 
0631: put_actor 50@ in_group 149@ 
Actor.WeaponAccuracy(50@) = 104@
04AF: 99@ = 566 // @ = any 
gosub @MUSIC5_16445 
44@ = Car.Create(#TAHOMA, 2224.6, -1677.9, 13.2)
Car.Angle(44@) = 342.3
Car.SetImmunities(44@, 1, 1, 0, 0, 0)
Car.DoorStatus(44@) = 3
0209: 95@ = random_int_in_ranges 3 6 
0129: 51@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 44@ driverseat 
01B2: give_actor 51@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: unknown_actor 51@ flag 1 
060B: set_actor 51@ decision_maker_to 146@ 
0631: put_actor 51@ in_group 149@ 
Actor.WeaponAccuracy(51@) = 104@
0209: 95@ = random_int_in_ranges 3 6 
01C8: 52@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 44@ passenger_seat 0 
01B2: give_actor 52@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 146@ 
0631: put_actor 52@ in_group 149@ 
Actor.WeaponAccuracy(52@) = 104@
0209: 95@ = random_int_in_ranges 3 6 
01C8: 53@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 44@ passenger_seat 1 
01B2: give_actor 53@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: unknown_actor 53@ flag 1 
060B: set_actor 53@ decision_maker_to 146@ 
0631: put_actor 53@ in_group 149@ 
Actor.WeaponAccuracy(53@) = 104@
0209: 95@ = random_int_in_ranges 3 6 
01C8: 54@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 44@ passenger_seat 2 
01B2: give_actor 54@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: unknown_actor 54@ flag 1 
060B: set_actor 54@ decision_maker_to 146@ 
0631: put_actor 54@ in_group 149@ 
Actor.WeaponAccuracy(54@) = 104@
select_interior 0 
Camera.SetAtPos(2484.9, -1649.2, 12.5)
0395: clear_area 0 at 2484.9 -1649.2 12.5 radius 160.0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0828: unknown_fires_stuff 1 
07C0: load_path 22 
07C0: load_path 23 
0395: clear_area 1 at 2492.4 -1632.0 12.4 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 2492.4, -1632.0, 12.4)
Camera.SetPosition(2483.0, -1649.8, 12.5, 0.0, 0.0, 0.0)
Camera.PointAt(2494.3, -1650.3, 16.6, 2)
09F5: disable_player_mutal_activities 1 
09D2: unknown_flag 0 

:MUSIC5_3034
wait 0 
if 
0735:   NOP_false 83 
else_jump @MUSIC5_3060 
jump @MUSIC5_15889 

:MUSIC5_3060
Player.WantedLevel($PLAYER_CHAR) = 0
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_3099 
jump @MUSIC5_15871 

:MUSIC5_3099
if 
  80@ == 0 
else_jump @MUSIC5_7138 
if 
  81@ == 0 
else_jump @MUSIC5_4059 
if 
   not Car.Wrecked(34@)
else_jump @MUSIC5_3206 
0615: define_AS_pack_begin 144@ 
05F5: AS_actor -1 goto_point 2498.5 -1652.3 12.5 mode 6 -1 ms // versionB 
05CB: AS_actor -1 enter_car 34@ as_driver -1 ms 
0616: define_AS_pack_end 144@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_3206
if 
   not Actor.Dead(63@)
else_jump @MUSIC5_3293 
if 
   not Car.Wrecked(35@)
else_jump @MUSIC5_3293 
0615: define_AS_pack_begin 144@ 
05F5: AS_actor -1 goto_point 2487.4 -1657.9 12.3 mode 6 -1 ms // versionB 
05CB: AS_actor -1 enter_car 35@ as_driver -1 ms 
0616: define_AS_pack_end 144@ 
0618: assign_actor 63@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_3293
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @MUSIC5_3431 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point 2486.1 -1646.7 12.9 mode 4 1 ms // versionA 
05D3: AS_actor -1 goto_point 2485.1 -1652.7 12.3 mode 6 -1 ms // versionA 
05F5: AS_actor -1 goto_point 2478.4 -1649.1 12.5 mode 6 -1 ms // versionB 
05F5: AS_actor -1 goto_point 2478.2 -1631.4 12.5 mode 6 -1 ms // versionB 
0616: define_AS_pack_end 144@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_3431
if 
   not Actor.Dead(36@)
else_jump @MUSIC5_3624 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point 2487.1 -1646.7 12.9 mode 4 1 ms // versionA 
05D3: AS_actor -1 goto_point 2487.1 -1654.7 12.3 mode 6 -1 ms // versionA 
05F5: AS_actor -1 goto_point 2472.3 -1652.8 12.5 mode 6 -1 ms // versionB 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
05B9: AS_actor -1 stay_idle 9000 ms 
05F5: AS_actor -1 goto_point 2466.3 -1660.7 12.2 mode 6 -1 ms // versionB 
05D4: AS_actor -1 rotate_angle 88.6 
0616: define_AS_pack_end 144@ 
0618: assign_actor 36@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_3624
if 
   not Actor.Dead(37@)
else_jump @MUSIC5_3793 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1500 ms 
05D3: AS_actor -1 goto_point 2486.1 -1646.7 12.9 mode 4 1 ms // versionA 
05D3: AS_actor -1 goto_point 2486.1 -1654.7 12.3 mode 6 -1 ms // versionA 
05F5: AS_actor -1 goto_point 2467.6 -1649.2 12.5 mode 6 -1 ms // versionB 
05D4: AS_actor -1 rotate_angle 110.0 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 144@ 
0618: assign_actor 37@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_3793
if 
   not Actor.Dead(39@)
else_jump @MUSIC5_3986 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 3000 ms 
05D3: AS_actor -1 goto_point 2486.1 -1646.7 12.9 mode 4 1 ms // versionA 
05D3: AS_actor -1 goto_point 2486.1 -1654.7 12.3 mode 6 -1 ms // versionA 
05F5: AS_actor -1 goto_point 2473.4 -1652.7 12.5 mode 6 -1 ms // versionB 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
05B9: AS_actor -1 stay_idle 9000 ms 
05F5: AS_actor -1 goto_point 2463.8 -1663.6 12.2 mode 6 -1 ms // versionB 
05D4: AS_actor -1 rotate_angle 116.3 
0616: define_AS_pack_end 144@ 
0618: assign_actor 39@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_3986
fade 1 1000 
105@ = 1 
0209: 107@ = random_int_in_ranges 0 3 
0085: 108@ = 107@ // (int) 
108@ += 1 
gosub @MUSIC5_17676 
82@ = 1 
0707: start_scene_skip_to @MUSIC5_5676 
32@ = 0 
81@ = 1 

:MUSIC5_4059
if 
  81@ == 1 
else_jump @MUSIC5_4205 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MUSIC5_4205 
if 
  32@ > 3000 
else_jump @MUSIC5_4205 
105@ = 2 
107@ = 0 
108@ = 2 
gosub @MUSIC5_17676 
Camera.SetPosition(2501.5, -1650.5, 13.3, 0.0, 0.0, 0.0)
Camera.PointAt(2498.9, -1682.1, 16.3, 2)
32@ = 0 
81@ = 2 

:MUSIC5_4205
if 
  81@ == 2 
else_jump @MUSIC5_5334 
if 
  86@ == 0 
else_jump @MUSIC5_4491 
if 
  32@ > 6000 
else_jump @MUSIC5_4491 
if 
   not Car.Wrecked(43@)
else_jump @MUSIC5_4372 
if 
   not Actor.Dead(47@)
else_jump @MUSIC5_4372 
0615: define_AS_pack_begin 144@ 
05D1: AS_actor -1 drive_car 43@ to 2435.3 -1661.1 12.2 speed 30.0 0 model #NULL 2 
06C7: AS_actor -1 driver_of_car 43@ perform_action 8 timelimit 200 
06C7: AS_actor -1 driver_of_car 43@ perform_action 6 timelimit 400 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_4372
if 
   not Car.Wrecked(44@)
else_jump @MUSIC5_4484 
if 
   not Actor.Dead(51@)
else_jump @MUSIC5_4484 
0615: define_AS_pack_begin 144@ 
05D1: AS_actor -1 drive_car 44@ to 2440.8 -1656.9 12.2 speed 30.0 0 model #NULL 2 
06C7: AS_actor -1 driver_of_car 44@ perform_action 7 timelimit 200 
06C7: AS_actor -1 driver_of_car 44@ perform_action 6 timelimit 400 
0616: define_AS_pack_end 144@ 
0618: assign_actor 51@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_4484
86@ = 1 

:MUSIC5_4491
if or
  2 > 84@ 
  2 > 85@ 
else_jump @MUSIC5_5264 
if 
   not Car.Wrecked(34@)
else_jump @MUSIC5_5014 
if 
  84@ == 0 
else_jump @MUSIC5_4800 
if 
   Actor.InCar($ACTOR_SWEET, 34@)
else_jump @MUSIC5_4793 
fade 0 500 

:MUSIC5_4576
if 
fading 
else_jump @MUSIC5_4600 
wait 0 
jump @MUSIC5_4576 

:MUSIC5_4600
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_4632 
jump @MUSIC5_15871 

:MUSIC5_4632
Camera.SetAtPos(2459.275, -1653.263, 13.0938)
Camera.SetPosition(2459.275, -1653.263, 13.0938, 0.0, 0.0, 0.0)
Camera.PointAt(2460.089, -1653.843, 13.1158, 2)
if 
   not Car.Wrecked(34@)
else_jump @MUSIC5_4723 
05EB: assign_car 34@ to_path 22 

:MUSIC5_4723
fade 1 500 

:MUSIC5_4730
if 
fading 
else_jump @MUSIC5_4754 
wait 0 
jump @MUSIC5_4730 

:MUSIC5_4754
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_4786 
jump @MUSIC5_15871 

:MUSIC5_4786
84@ = 1 

:MUSIC5_4793
jump @MUSIC5_5014 

:MUSIC5_4800
if 
   not Car.Wrecked(34@)
else_jump @MUSIC5_5014 
if 
860E:   not car 34@ assigned_to_path 
else_jump @MUSIC5_5014 
if 
  84@ == 1 
else_jump @MUSIC5_5014 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2000 ms 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2458.9 -1665.6 12.2 mode 6 -2 ms // versionA 
05D3: AS_actor -1 goto_point 2465.0 -1666.4 12.2 mode 6 -2 ms // versionA 
05F5: AS_actor -1 goto_point 2465.3 -1654.6 12.2 mode 6 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 107.0 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 144@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
84@ = 2 

:MUSIC5_5014
if 
   not Actor.Dead(63@)
else_jump @MUSIC5_5257 
if 
   not Car.Wrecked(35@)
else_jump @MUSIC5_5257 
if 
  85@ == 0 
else_jump @MUSIC5_5104 
if 
   Actor.InCar(63@, 35@)
else_jump @MUSIC5_5097 
05EB: assign_car 35@ to_path 23 
85@ = 1 

:MUSIC5_5097
jump @MUSIC5_5257 

:MUSIC5_5104
if 
860E:   not car 35@ assigned_to_path 
else_jump @MUSIC5_5257 
if 
  85@ == 1 
else_jump @MUSIC5_5257 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2000 ms 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2458.2 -1655.0 12.2 mode 6 -2 ms // versionA 
05D3: AS_actor -1 goto_point 2461.1 -1650.8 12.2 mode 6 -2 ms // versionA 
05F5: AS_actor -1 goto_point 2467.4 -1657.7 12.2 mode 6 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_AS_pack_end 144@ 
0618: assign_actor 63@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
85@ = 2 

:MUSIC5_5257
jump @MUSIC5_5334 

:MUSIC5_5264
fade 0 500 

:MUSIC5_5271
if 
fading 
else_jump @MUSIC5_5295 
wait 0 
jump @MUSIC5_5271 

:MUSIC5_5295
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_5327 
jump @MUSIC5_15871 

:MUSIC5_5327
81@ = 3 

:MUSIC5_5334
if 
  81@ == 3 
else_jump @MUSIC5_5607 
Camera.SetAtPos(2404.5, -1672.3, 15.8)
04AF: 99@ = 566 // @ = any 
gosub @MUSIC5_16445 
61@ = Car.Create(#TAHOMA, 2485.0, -1682.5, 15.0)
Car.DoorStatus(61@) = 3
01EC: make_car 61@ very_heavy 1 
Car.SetImmunities(61@, 1, 1, 0, 0, 0)
Car.Angle(61@) = 90.0
0925: restore_camera_to_user_defined 
0930: lock_camera_position 1 
092F: lock_camera_target_point 1 
0936: set_camera 2404.5 -1672.3 15.8 position_to 2408.6 -1672.7 15.9 time 5000 drop_mode 1 
0920: point_camera 2384.8 -1665.4 13.4 transverse_to 2416.5 -1665.3 13.9 time 5000 mode 1 
fade 1 500 

:MUSIC5_5537
if 
fading 
else_jump @MUSIC5_5561 
wait 0 
jump @MUSIC5_5537 

:MUSIC5_5561
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_5593 
jump @MUSIC5_15871 

:MUSIC5_5593
32@ = 0 
81@ = 4 

:MUSIC5_5607
if 
  81@ == 4 
else_jump @MUSIC5_5651 
if 
  32@ > 5800 
else_jump @MUSIC5_5651 
81@ = 5 

:MUSIC5_5651
if 
  81@ == 5 
else_jump @MUSIC5_7138 
82@ = 0 

:MUSIC5_5676
0701: end_scene_skip 
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_5710 
jump @MUSIC5_15871 

:MUSIC5_5710
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
105@ = 0 
fade 0 500 

:MUSIC5_5734
if 
fading 
else_jump @MUSIC5_5758 
wait 0 
jump @MUSIC5_5734 

:MUSIC5_5758
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_5790 
jump @MUSIC5_15871 

:MUSIC5_5790
0925: restore_camera_to_user_defined 
if 
  82@ == 1 
else_jump @MUSIC5_5904 
if 
   not Car.Wrecked(43@)
else_jump @MUSIC5_5856 
Car.PutAt(43@, 2453.1, -1663.0, 12.3)
Car.Angle(43@) = 217.2

:MUSIC5_5856
if 
   not Car.Wrecked(44@)
else_jump @MUSIC5_5902 
Car.PutAt(44@, 2452.2, -1651.9, 12.3)
Car.Angle(44@) = 314.2

:MUSIC5_5902
00BE: text_clear_all 

:MUSIC5_5904
if 
   Car.Wrecked(61@)
else_jump @MUSIC5_5997 
04AF: 99@ = 566 // @ = any 
gosub @MUSIC5_16445 
61@ = Car.Create(#TAHOMA, 2485.0, -1682.5, 15.0)
Car.DoorStatus(61@) = 3
01EC: make_car 61@ very_heavy 1 
Car.SetImmunities(61@, 1, 1, 0, 0, 0)
Car.Angle(61@) = 90.0

:MUSIC5_5997
if 
   not Car.Wrecked(34@)
else_jump @MUSIC5_6064 
if 
060E:   car 34@ assigned_to_path 
else_jump @MUSIC5_6034 
05EC: release_car 34@ from_path 

:MUSIC5_6034
Car.PutAt(34@, 2462.3, -1662.4, 12.1)
Car.Angle(34@) = 325.8

:MUSIC5_6064
if 
   not Car.Wrecked(35@)
else_jump @MUSIC5_6131 
if 
060E:   car 35@ assigned_to_path 
else_jump @MUSIC5_6101 
05EC: release_car 35@ from_path 

:MUSIC5_6101
Car.PutAt(35@, 2463.4, -1656.1, 12.0)
Car.Angle(35@) = 50.5

:MUSIC5_6131
0792: disembark_instantly_actor $ACTOR_SWEET 
0395: clear_area 1 at 2465.3 -1654.6 12.2 radius 1.0 
Actor.PutAt($ACTOR_SWEET, 2465.3, -1654.6, 12.2)
Actor.Angle($ACTOR_SWEET) = 107.0
060B: set_actor $ACTOR_SWEET decision_maker_to 145@ 
062F: 148@ = create_group_type 2 
06AD: set_group 148@ group_decision_maker_to 151@ 
0630: put_actor $ACTOR_SWEET in_group 148@ as_leader 
0615: define_AS_pack_begin 144@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 1000.0 loop 0 0 0 1 time -1 // versionA 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 144@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
if 
   not Actor.Dead(63@)
else_jump @MUSIC5_6380 
0792: disembark_instantly_actor 63@ 
0395: clear_area 1 at 2467.4 -1657.7 12.2 radius 1.0 
Actor.PutAt(63@, 2467.4, -1657.7, 12.2)
Actor.Angle(63@) = 107.0
060B: set_actor 63@ decision_maker_to 145@ 
0631: put_actor 63@ in_group 148@ 

:MUSIC5_6380
if 
   not Actor.Dead(36@)
else_jump @MUSIC5_6539 
0792: disembark_instantly_actor 36@ 
0395: clear_area 1 at 2466.3 -1660.7 12.2 radius 1.0 
Actor.PutAt(36@, 2466.3, -1660.7, 12.2)
Actor.Angle(36@) = 88.6
060B: set_actor 36@ decision_maker_to 145@ 
0631: put_actor 36@ in_group 147@ 
0615: define_AS_pack_begin 144@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 1000.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 144@ 
0618: assign_actor 36@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_6539
if 
   not Actor.Dead(37@)
else_jump @MUSIC5_6698 
0792: disembark_instantly_actor 37@ 
0395: clear_area 1 at 2467.6 -1649.2 12.5 radius 1.0 
Actor.PutAt(37@, 2467.6, -1649.2, 12.5)
Actor.Angle(37@) = 110.0
060B: set_actor 37@ decision_maker_to 145@ 
0631: put_actor 37@ in_group 147@ 
0615: define_AS_pack_begin 144@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 1000.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 144@ 
0618: assign_actor 37@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_6698
if 
   not Actor.Dead(39@)
else_jump @MUSIC5_6857 
0792: disembark_instantly_actor 39@ 
0395: clear_area 1 at 2462.3 -1665.7 12.2 radius 1.0 
Actor.PutAt(39@, 2462.3, -1665.7, 12.2)
Actor.Angle(39@) = 76.9
060B: set_actor 39@ decision_maker_to 145@ 
0631: put_actor 39@ in_group 147@ 
0615: define_AS_pack_begin 144@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 1000.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 144@ 
0618: assign_actor 39@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_6857
Camera.SetAtPos(2487.3, -1650.7, 12.5)
0395: clear_area 1 at 2469.7 -1657.0 12.3 radius 1.0 
08C7: put_actor $PLAYER_ACTOR at 2469.7 -1657.0 12.3 // versionB 
Actor.Angle($PLAYER_ACTOR) = 90.0
032B: 62@ = create_weapon_pickup #TEC9 group 2 ammo 120 at 2466.0 -1656.1 13.3 
0709: set_decision_maker 145@ on_event 13 taskID 917 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
Actor.DestroyInstantly($ACTOR_RYDER)
0296: unload_special_actor 2 
105@ = 2 
107@ = 2 
108@ = 4 
gosub @MUSIC5_17676 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 1500 

:MUSIC5_7061
if 
fading 
else_jump @MUSIC5_7085 
wait 0 
jump @MUSIC5_7061 

:MUSIC5_7085
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_7117 
jump @MUSIC5_15871 

:MUSIC5_7117
32@ = 0 
81@ = 0 
80@ = 1 

:MUSIC5_7138
if 
  80@ == 1 
else_jump @MUSIC5_8230 
if 
  106@ == 0 
else_jump @MUSIC5_7215 
if 
  105@ == 0 
else_jump @MUSIC5_7215 
00BB: show_text_lowpriority GXT 'STP4_02' time 11000 flag 1  // ~s~Verteidige dein Viertel vor den ~r~Angreifern~s~.
106@ = 1 

:MUSIC5_7215
if 
  81@ == 0 
else_jump @MUSIC5_7861 
if 
   not Actor.Dead(47@)
else_jump @MUSIC5_7305 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1200 ms 
0633: AS_actor -1 exit_car 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
66@ = Marker.CreateAboveActor(47@)
Marker.SetIconSize(66@, 1)

:MUSIC5_7305
if 
   not Actor.Dead(48@)
else_jump @MUSIC5_7386 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 500 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 295.1 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 48@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
67@ = Marker.CreateAboveActor(48@)
Marker.SetIconSize(67@, 1)

:MUSIC5_7386
if 
   not Actor.Dead(49@)
else_jump @MUSIC5_7458 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2200 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 49@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
68@ = Marker.CreateAboveActor(49@)
Marker.SetIconSize(68@, 1)

:MUSIC5_7458
if 
   not Actor.Dead(50@)
else_jump @MUSIC5_7530 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2000 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 50@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
69@ = Marker.CreateAboveActor(50@)
Marker.SetIconSize(69@, 1)

:MUSIC5_7530
if 
   not Actor.Dead(51@)
else_jump @MUSIC5_7611 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1800 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 245.3 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 51@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
70@ = Marker.CreateAboveActor(51@)
Marker.SetIconSize(70@, 1)

:MUSIC5_7611
if 
   not Actor.Dead(52@)
else_jump @MUSIC5_7692 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2300 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 268.6 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 52@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
71@ = Marker.CreateAboveActor(52@)
Marker.SetIconSize(71@, 1)

:MUSIC5_7692
if 
   not Actor.Dead(53@)
else_jump @MUSIC5_7773 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2100 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 225.8 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 53@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
72@ = Marker.CreateAboveActor(53@)
Marker.SetIconSize(72@, 1)

:MUSIC5_7773
if 
   not Actor.Dead(54@)
else_jump @MUSIC5_7854 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1200 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 236.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 54@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
73@ = Marker.CreateAboveActor(54@)
Marker.SetIconSize(73@, 1)

:MUSIC5_7854
81@ = 1 

:MUSIC5_7861
if 
  81@ == 1 
else_jump @MUSIC5_8162 
if 
   Actor.Dead(47@)
else_jump @MUSIC5_8162 
if 
   Actor.Dead(48@)
else_jump @MUSIC5_8162 
if 
   Actor.Dead(49@)
else_jump @MUSIC5_8162 
if 
   Actor.Dead(50@)
else_jump @MUSIC5_8162 
if 
   Actor.Dead(51@)
else_jump @MUSIC5_8162 
if 
   Actor.Dead(52@)
else_jump @MUSIC5_8162 
if 
   Actor.Dead(53@)
else_jump @MUSIC5_8162 
if 
   Actor.Dead(54@)
else_jump @MUSIC5_8162 
if 
   Actor.Dead(55@)
else_jump @MUSIC5_8162 
if 
   Actor.Dead(56@)
else_jump @MUSIC5_8162 
Actor.RemoveReferences(47@)
Actor.RemoveReferences(48@)
Actor.RemoveReferences(49@)
Actor.RemoveReferences(50@)
Actor.RemoveReferences(51@)
Actor.RemoveReferences(52@)
Actor.RemoveReferences(53@)
Actor.RemoveReferences(54@)
Actor.RemoveReferences(55@)
Actor.RemoveReferences(56@)
Marker.Disable(66@)
Marker.Disable(67@)
Marker.Disable(68@)
Marker.Disable(69@)
Marker.Disable(70@)
Marker.Disable(71@)
Marker.Disable(72@)
Marker.Disable(73@)
Marker.Disable(74@)
Marker.Disable(75@)
00BE: text_clear_all 
32@ = 0 
81@ = 0 
80@ = 2 

:MUSIC5_8162
if 
  10 > 88@ 
else_jump @MUSIC5_8223 
if 
   Actor.Dead(47@(88@,14i))
else_jump @MUSIC5_8209 
Marker.Disable(66@(88@,14i))

:MUSIC5_8209
88@ += 1 
jump @MUSIC5_8230 

:MUSIC5_8223
88@ = 0 

:MUSIC5_8230
if 
  80@ == 2 
else_jump @MUSIC5_9775 
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @MUSIC5_9291 
if 
  81@ == 0 
else_jump @MUSIC5_9291 
if 
  32@ > 2000 
else_jump @MUSIC5_9291 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
105@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at 2425.8 -1636.6 26.2 radius 5.0 
04AF: 99@ = 566 // @ = any 
gosub @MUSIC5_16445 
45@ = Car.Create(#TAHOMA, 2425.8, -1636.6, 26.2)
Car.Angle(45@) = 166.8
0395: clear_area 1 at 2441.6 -1658.6 25.2 radius 5.0 
47@ = Actor.Create(Mission1, 89@(95@,6i), 2441.6, -1658.6, 25.2)
Actor.WeaponAccuracy(47@) = 104@
Actor.Angle(47@) = 262.7
02A9: set_actor 47@ immune_to_nonplayer 1 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 47@ maintain_position_when_attacked 1 
062F: 150@ = create_group_type 2 
06F0: set_group 150@ distance_limit_to 300.0 
Actor.Health(47@) = 10
060B: set_actor 47@ decision_maker_to 146@ 
06AD: set_group 150@ group_decision_maker_to 151@ 
0630: put_actor 47@ in_group 150@ as_leader 
66@ = Marker.CreateAboveActor(47@)
Marker.SetIconSize(66@, 1)
0615: define_AS_pack_begin 144@ 
099F: unknown_actor -1 flag 1 
05B9: AS_actor -1 stay_idle 500 ms 
078F: unknown_actor -1 flag 0 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2441.6 -1660.2 25.1 radius 5.0 
48@ = Actor.Create(Mission1, 89@(95@,6i), 2441.6, -1660.2, 25.1)
Actor.WeaponAccuracy(48@) = 104@
Actor.Angle(48@) = 265.9
02A9: set_actor 48@ immune_to_nonplayer 1 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
Actor.Health(48@) = 10
0350: set_actor 48@ maintain_position_when_attacked 1 
060B: set_actor 48@ decision_maker_to 146@ 
0631: put_actor 48@ in_group 150@ 
67@ = Marker.CreateAboveActor(48@)
Marker.SetIconSize(67@, 1)
0615: define_AS_pack_begin 144@ 
099F: unknown_actor -1 flag 1 
05B9: AS_actor -1 stay_idle 600 ms 
078F: unknown_actor -1 flag 0 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 48@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2441.6 -1665.2 24.6 radius 5.0 
49@ = Actor.Create(Mission1, 89@(95@,6i), 2441.6, -1665.2, 24.6)
Actor.WeaponAccuracy(49@) = 104@
Actor.Angle(49@) = 273.6
02A9: set_actor 49@ immune_to_nonplayer 1 
Actor.Health(49@) = 10
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 49@ maintain_position_when_attacked 1 
060B: set_actor 49@ decision_maker_to 146@ 
0631: put_actor 49@ in_group 150@ 
68@ = Marker.CreateAboveActor(49@)
Marker.SetIconSize(68@, 1)
0615: define_AS_pack_begin 144@ 
099F: unknown_actor -1 flag 1 
05B9: AS_actor -1 stay_idle 1700 ms 
078F: unknown_actor -1 flag 0 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 49@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2441.6 -1655.4 25.6 radius 5.0 
50@ = Actor.Create(Mission1, 89@(95@,6i), 2441.6, -1655.4, 25.6)
Actor.WeaponAccuracy(50@) = 104@
Actor.Angle(50@) = 280.0
02A9: set_actor 50@ immune_to_nonplayer 1 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
Actor.Health(50@) = 10
0350: set_actor 50@ maintain_position_when_attacked 1 
060B: set_actor 50@ decision_maker_to 146@ 
0631: put_actor 50@ in_group 150@ 
69@ = Marker.CreateAboveActor(50@)
Marker.SetIconSize(69@, 1)
0615: define_AS_pack_begin 144@ 
099F: unknown_actor -1 flag 1 
05B9: AS_actor -1 stay_idle 2000 ms 
078F: unknown_actor -1 flag 0 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 50@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 50@ 
Camera.SetPosition(2474.3, -1660.9, 14.1, 0.0, 0.0, 0.0)
Camera.PointAt(2449.8, -1657.2, 19.1, 2)
105@ = 2 
107@ = 5 
108@ = 6 
gosub @MUSIC5_17676 
0707: start_scene_skip_to @MUSIC5_9328 
32@ = 0 
33@ = 0 
81@ = 1 

:MUSIC5_9291
if 
  81@ == 1 
else_jump @MUSIC5_9498 
if 
  32@ > 3000 
else_jump @MUSIC5_9498 

:MUSIC5_9328
0701: end_scene_skip 
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_9362 
jump @MUSIC5_15871 

:MUSIC5_9362
if 
  82@ == 1 
else_jump @MUSIC5_9397 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
105@ = 0 

:MUSIC5_9397
if 
   not Actor.Dead(37@)
else_jump @MUSIC5_9435 
0668: AS_actor 37@ rotate_and_shoot_at 2443.9 -1659.9 24.6 -2 ms 

:MUSIC5_9435
if 
   not Actor.Dead(39@)
else_jump @MUSIC5_9456 
0321: kill_actor 39@ 

:MUSIC5_9456
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
106@ = 0 
81@ = 2 

:MUSIC5_9498
if 
  81@ == 2 
else_jump @MUSIC5_9707 
if 
  106@ == 0 
else_jump @MUSIC5_9575 
if 
  105@ == 0 
else_jump @MUSIC5_9575 
00BB: show_text_lowpriority GXT 'STP4_03' time 11000 flag 1  // ~s~Auf der Brcke ber dir sind ~r~Feinde~s~.
106@ = 1 

:MUSIC5_9575
if 
   Actor.Dead(47@)
else_jump @MUSIC5_9707 
if 
   Actor.Dead(48@)
else_jump @MUSIC5_9707 
if 
   Actor.Dead(49@)
else_jump @MUSIC5_9707 
if 
   Actor.Dead(50@)
else_jump @MUSIC5_9707 
Car.RemoveReferences(45@)
Actor.RemoveReferences(47@)
Actor.RemoveReferences(48@)
Actor.RemoveReferences(49@)
Actor.RemoveReferences(50@)
Marker.Disable(66@)
Marker.Disable(67@)
Marker.Disable(68@)
Marker.Disable(69@)
00BE: text_clear_all 
32@ = 0 
81@ = 0 
80@ = 3 

:MUSIC5_9707
if 
  4 > 88@ 
else_jump @MUSIC5_9768 
if 
   Actor.Dead(47@(88@,14i))
else_jump @MUSIC5_9754 
Marker.Disable(66@(88@,14i))

:MUSIC5_9754
88@ += 1 
jump @MUSIC5_9775 

:MUSIC5_9768
88@ = 0 

:MUSIC5_9775
if 
  80@ == 3 
else_jump @MUSIC5_14610 
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @MUSIC5_11429 
if 
  81@ == 0 
else_jump @MUSIC5_11429 
if 
  32@ > 2000 
else_jump @MUSIC5_11429 
00BE: text_clear_all 
fade 0 500 

:MUSIC5_9864
if 
fading 
else_jump @MUSIC5_9888 
wait 0 
jump @MUSIC5_9864 

:MUSIC5_9888
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_9920 
jump @MUSIC5_15871 

:MUSIC5_9920
040D: unload_wav 1 
040D: unload_wav 2 
105@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0708: reset_decision_maker 146@ event 13 
0708: reset_decision_maker 145@ event 13 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2473.5 -1655.2 12.1 radius 5.0 5.0 5.0 
else_jump @MUSIC5_10058 
0395: clear_area 1 at 2475.8 -1663.6 12.3 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 2475.8, -1663.6, 12.3)

:MUSIC5_10058
if 
   not Car.Wrecked(35@)
else_jump @MUSIC5_10135 
0395: clear_area 1 at 2473.5 -1655.2 12.1 radius 5.0 
Car.PutAt(35@, 2473.5, -1655.2, 12.1)
Car.Angle(35@) = 267.2
jump @MUSIC5_10236 

:MUSIC5_10135
0395: clear_area 1 at 2473.5 -1655.2 12.1 radius 5.0 
04AF: 99@ = 412 // @ = any 
gosub @MUSIC5_16445 
35@ = Car.Create(#VOODOO, 2473.5, -1655.2, 12.1)
Car.Angle(35@) = 267.2
Car.DoorStatus(35@) = 3
01EC: make_car 35@ very_heavy 1 
Car.SetImmunities(35@, 1, 1, 0, 0, 0)

:MUSIC5_10236
0395: clear_area 1 at 2480.7 -1729.2 12.2 radius 5.0 
04AF: 99@ = 566 // @ = any 
gosub @MUSIC5_16445 
46@ = Car.Create(#TAHOMA, 2480.7, -1729.2, 12.2)
Car.Angle(46@) = 105.1
Car.DoorStatus(46@) = 3
0395: clear_area 1 at 2481.2 -1718.2 12.5 radius 5.0 
47@ = Actor.Create(Mission1, 89@(95@,6i), 2481.2, -1718.2, 12.5)
Actor.WeaponAccuracy(47@) = 104@
Actor.Angle(47@) = 353.4
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 47@ maintain_position_when_attacked 1 
060B: set_actor 47@ decision_maker_to 146@ 
062F: 150@ = create_group_type 2 
06F0: set_group 150@ distance_limit_to 300.0 
06AD: set_group 150@ group_decision_maker_to 151@ 
0630: put_actor 47@ in_group 150@ as_leader 
66@ = Marker.CreateAboveActor(47@)
Marker.SetIconSize(66@, 1)
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2481.2 -1688.1 12.5 mode 6 -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 12.5 10000 ms 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2482.1 -1720.2 12.5 radius 5.0 
48@ = Actor.Create(Mission1, 89@(95@,6i), 2482.1, -1720.2, 12.5)
Actor.WeaponAccuracy(48@) = 104@
Actor.Angle(48@) = 352.8
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 48@ decision_maker_to 146@ 
0631: put_actor 48@ in_group 150@ 
67@ = Marker.CreateAboveActor(48@)
Marker.SetIconSize(67@, 1)
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2482.1 -1689.8 12.5 mode 6 -1 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 13.5 4000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 48@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2481.0 -1718.2 12.5 radius 5.0 
49@ = Actor.Create(Mission1, 89@(95@,6i), 2481.0, -1718.2, 12.5)
Actor.WeaponAccuracy(49@) = 104@
Actor.Angle(49@) = 352.8
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 49@ maintain_position_when_attacked 1 
060B: set_actor 49@ decision_maker_to 146@ 
0631: put_actor 49@ in_group 150@ 
68@ = Marker.CreateAboveActor(49@)
Marker.SetIconSize(68@, 1)
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2481.0 -1687.8 12.5 mode 6 -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 13.5 10000 ms 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 49@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2480.3 -1719.2 12.5 radius 5.0 
50@ = Actor.Create(Mission1, 89@(95@,6i), 2480.3, -1719.2, 12.5)
Actor.WeaponAccuracy(50@) = 104@
Actor.Angle(50@) = 352.8
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 50@ decision_maker_to 146@ 
0631: put_actor 50@ in_group 150@ 
69@ = Marker.CreateAboveActor(50@)
Marker.SetIconSize(69@, 1)
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2480.3 -1689.7 12.5 mode 6 -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 13.5 4000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 50@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0A0B: set_rendering_origin_at_3D_coord 2478.8 -1708.1 12.9 angle 190.0 
Camera.SetPosition(2481.0, -1682.5, 12.9, 0.0, 0.0, 0.0)
Camera.PointAt(2487.4, -1700.0, 16.7, 2)
fade 1 500 

:MUSIC5_11317
if 
fading 
else_jump @MUSIC5_11341 
wait 0 
jump @MUSIC5_11317 

:MUSIC5_11341
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_11373 
jump @MUSIC5_15871 

:MUSIC5_11373
105@ = 2 
107@ = 6 
108@ = 7 
gosub @MUSIC5_17676 
82@ = 1 
0707: start_scene_skip_to @MUSIC5_11473 
32@ = 0 
81@ = 1 

:MUSIC5_11429
if 
  81@ == 1 
else_jump @MUSIC5_13449 
if 
  32@ > 3000 
else_jump @MUSIC5_13449 
82@ = 0 

:MUSIC5_11473
0701: end_scene_skip 
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_11507 
jump @MUSIC5_15871 

:MUSIC5_11507
if 
  82@ == 1 
else_jump @MUSIC5_11542 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
105@ = 0 

:MUSIC5_11542
fade 0 500 

:MUSIC5_11549
if 
fading 
else_jump @MUSIC5_11573 
wait 0 
jump @MUSIC5_11549 

:MUSIC5_11573
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_11605 
jump @MUSIC5_15871 

:MUSIC5_11605
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.Angle($PLAYER_ACTOR) = 215.5
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MUSIC5_11768 
0792: disembark_instantly_actor $ACTOR_SWEET 
0395: clear_area 1 at 2472.5 -1666.2 12.3 radius 1.0 
Actor.PutAt($ACTOR_SWEET, 2472.5, -1666.2, 12.3)
Actor.Angle($ACTOR_SWEET) = 234.4
0350: set_actor $ACTOR_SWEET maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 146@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2476.1 -1673.4 12.5 mode 4 -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_11768
if 
   not Actor.Dead(63@)
else_jump @MUSIC5_11862 
0792: disembark_instantly_actor 63@ 
0350: set_actor 63@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 146@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2478.2 -1673.7 12.5 mode 6 -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 63@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_11862
if 
   not Actor.Dead(36@)
else_jump @MUSIC5_11956 
0792: disembark_instantly_actor 36@ 
0350: set_actor 36@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 146@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2481.2 -1682.9 12.5 mode 6 -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 36@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_11956
if 
   not Actor.Dead(37@)
else_jump @MUSIC5_12050 
0792: disembark_instantly_actor 37@ 
0350: set_actor 37@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 146@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2482.2 -1682.9 12.5 mode 6 -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 37@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_12050
0709: set_decision_maker 145@ on_event 13 taskID 917 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
074A: set_group_decision_maker 151@ on_event 15 taskID 1502 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
if 
   not Actor.Dead(47@)
else_jump @MUSIC5_12169 
0792: disembark_instantly_actor 47@ 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_12169
if 
   not Actor.Dead(48@)
else_jump @MUSIC5_12220 
0792: disembark_instantly_actor 48@ 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 48@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_12220
if 
   not Actor.Dead(49@)
else_jump @MUSIC5_12271 
0792: disembark_instantly_actor 49@ 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 49@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_12271
if 
   not Actor.Dead(50@)
else_jump @MUSIC5_12376 
0792: disembark_instantly_actor 50@ 
0395: clear_area 1 at 2489.6 -1683.3 12.5 radius 1.0 
Actor.PutAt(50@, 2489.6, -1683.3, 12.5)
Actor.Angle(50@) = 45.5
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 50@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_12376
0395: clear_area 1 at 2469.4 -1708.9 12.5 radius 5.0 
51@ = Actor.Create(Mission1, 89@(95@,6i), 2469.4, -1708.9, 12.5)
Actor.WeaponAccuracy(51@) = 104@
Actor.Angle(51@) = 352.8
01B2: give_actor 51@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 145@ 
0631: put_actor 51@ in_group 150@ 
70@ = Marker.CreateAboveActor(51@)
Marker.SetIconSize(70@, 1)
0615: define_AS_pack_begin 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 51@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2467.1 -1710.8 12.5 radius 5.0 
52@ = Actor.Create(Mission1, 89@(95@,6i), 2467.1, -1710.8, 12.5)
Actor.WeaponAccuracy(52@) = 104@
Actor.Angle(52@) = 352.8
01B2: give_actor 52@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 145@ 
0631: put_actor 52@ in_group 150@ 
71@ = Marker.CreateAboveActor(52@)
Marker.SetIconSize(71@, 1)
0615: define_AS_pack_begin 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 52@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2529.3 -1691.6 12.5 radius 5.0 
53@ = Actor.Create(Mission1, 89@(95@,6i), 2529.3, -1691.6, 12.5)
Actor.WeaponAccuracy(53@) = 104@
Actor.Angle(53@) = 352.8
01B2: give_actor 53@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 145@ 
0631: put_actor 53@ in_group 150@ 
72@ = Marker.CreateAboveActor(53@)
Marker.SetIconSize(72@, 1)
0615: define_AS_pack_begin 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 53@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2529.7 -1690.1 12.5 radius 5.0 
54@ = Actor.Create(Mission1, 89@(95@,6i), 2529.7, -1690.1, 12.5)
Actor.WeaponAccuracy(54@) = 104@
Actor.Angle(54@) = 352.8
01B2: give_actor 54@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 54@ decision_maker_to 145@ 
0631: put_actor 54@ in_group 150@ 
73@ = Marker.CreateAboveActor(54@)
Marker.SetIconSize(73@, 1)
0615: define_AS_pack_begin 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 54@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2478.7 -1645.7 12.5 radius 5.0 
55@ = Actor.Create(Mission1, 89@(95@,6i), 2478.7, -1645.7, 12.5)
Actor.WeaponAccuracy(55@) = 104@
Actor.Angle(55@) = 180.0
01B2: give_actor 55@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 55@ maintain_position_when_attacked 1 
060B: set_actor 55@ decision_maker_to 146@ 
0395: clear_area 1 at 2477.7 -1645.7 12.5 radius 5.0 
56@ = Actor.Create(Mission1, 89@(95@,6i), 2477.7, -1645.7, 12.5)
Actor.WeaponAccuracy(56@) = 104@
Actor.Angle(56@) = 180.0
01B2: give_actor 56@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 56@ maintain_position_when_attacked 1 
060B: set_actor 56@ decision_maker_to 146@ 
0395: clear_area 1 at 2478.7 -1644.7 12.5 radius 5.0 
57@ = Actor.Create(Mission1, 89@(95@,6i), 2478.7, -1644.7, 12.5)
Actor.WeaponAccuracy(57@) = 104@
Actor.Angle(57@) = 180.0
01B2: give_actor 57@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 57@ maintain_position_when_attacked 1 
060B: set_actor 57@ decision_maker_to 146@ 
0395: clear_area 1 at 2477.7 -1644.7 12.5 radius 5.0 
58@ = Actor.Create(Mission1, 89@(95@,6i), 2477.7, -1644.7, 12.5)
Actor.WeaponAccuracy(58@) = 104@
Actor.Angle(58@) = 180.0
01B2: give_actor 58@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 58@ maintain_position_when_attacked 1 
060B: set_actor 58@ decision_maker_to 146@ 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BB: show_text_lowpriority GXT 'STP4_04' time 11000 flag 1  // ~s~Hilf Sweet dabei, das Viertel gegen die letzten ~r~Feinde~s~ zu verteidigen.
fade 1 500 

:MUSIC5_13379
if 
fading 
else_jump @MUSIC5_13403 
wait 0 
jump @MUSIC5_13379 

:MUSIC5_13403
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_13435 
jump @MUSIC5_15871 

:MUSIC5_13435
32@ = 0 
81@ = 2 

:MUSIC5_13449
if 
  81@ == 2 
else_jump @MUSIC5_14542 
if 
  96@ == 0 
else_jump @MUSIC5_13811 
if 
   Actor.Dead(47@)
else_jump @MUSIC5_13572 
if 
   Actor.Dead(48@)
else_jump @MUSIC5_13572 
if 
   Actor.Dead(49@)
else_jump @MUSIC5_13572 
if 
   Actor.Dead(54@)
else_jump @MUSIC5_13572 
if 
   Actor.Dead(55@)
else_jump @MUSIC5_13572 
96@ = 1 

:MUSIC5_13572
if 
  32@ > 10000 
else_jump @MUSIC5_13598 
96@ = 1 

:MUSIC5_13598
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2478.5 -1646.2 radius 7.0 7.0 
else_jump @MUSIC5_13643 
96@ = 1 

:MUSIC5_13643
if 
   not Actor.Dead(55@)
else_jump @MUSIC5_13685 
if 
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
else_jump @MUSIC5_13685 
96@ = 1 

:MUSIC5_13685
if 
   not Actor.Dead(56@)
else_jump @MUSIC5_13727 
if 
051A:   actor 56@ damaged_by_actor $PLAYER_ACTOR 
else_jump @MUSIC5_13727 
96@ = 1 

:MUSIC5_13727
if 
   not Actor.Dead(57@)
else_jump @MUSIC5_13769 
if 
051A:   actor 57@ damaged_by_actor $PLAYER_ACTOR 
else_jump @MUSIC5_13769 
96@ = 1 

:MUSIC5_13769
if 
   not Actor.Dead(58@)
else_jump @MUSIC5_13811 
if 
051A:   actor 58@ damaged_by_actor $PLAYER_ACTOR 
else_jump @MUSIC5_13811 
96@ = 1 

:MUSIC5_13811
if 
  96@ == 1 
else_jump @MUSIC5_14207 
if 
   not Actor.Dead(55@)
else_jump @MUSIC5_13916 
062F: 149@ = create_group_type 2 
06F0: set_group 149@ distance_limit_to 300.0 
060B: set_actor 55@ decision_maker_to 145@ 
06AD: set_group 149@ group_decision_maker_to 151@ 
0630: put_actor 55@ in_group 149@ as_leader 
74@ = Marker.CreateAboveActor(55@)
Marker.SetIconSize(74@, 1)
0350: set_actor 55@ maintain_position_when_attacked 0 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 

:MUSIC5_13916
if 
   not Actor.Dead(56@)
else_jump @MUSIC5_13978 
060B: set_actor 56@ decision_maker_to 145@ 
0631: put_actor 56@ in_group 149@ 
75@ = Marker.CreateAboveActor(56@)
Marker.SetIconSize(75@, 1)
0350: set_actor 56@ maintain_position_when_attacked 0 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 

:MUSIC5_13978
if 
   not Actor.Dead(57@)
else_jump @MUSIC5_14108 
060B: set_actor 57@ decision_maker_to 145@ 
0631: put_actor 57@ in_group 149@ 
76@ = Marker.CreateAboveActor(57@)
Marker.SetIconSize(76@, 1)
0350: set_actor 57@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2477.3 -1651.4 12.5 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 2464.0 -1653.4 12.5 mode 6 -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 57@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_14108
if 
   not Actor.Dead(58@)
else_jump @MUSIC5_14170 
060B: set_actor 58@ decision_maker_to 145@ 
0631: put_actor 58@ in_group 149@ 
77@ = Marker.CreateAboveActor(58@)
Marker.SetIconSize(77@, 1)
0350: set_actor 58@ maintain_position_when_attacked 0 
05E2: AS_actor 58@ kill_actor $ACTOR_SWEET 

:MUSIC5_14170
00BE: text_clear_all 
105@ = 2 
107@ = 7 
108@ = 8 
gosub @MUSIC5_17676 
96@ = 2 

:MUSIC5_14207
if 
   Actor.Dead(47@)
else_jump @MUSIC5_14542 
if 
   Actor.Dead(48@)
else_jump @MUSIC5_14542 
if 
   Actor.Dead(49@)
else_jump @MUSIC5_14542 
if 
   Actor.Dead(50@)
else_jump @MUSIC5_14542 
if 
   Actor.Dead(51@)
else_jump @MUSIC5_14542 
if 
   Actor.Dead(52@)
else_jump @MUSIC5_14542 
if 
   Actor.Dead(53@)
else_jump @MUSIC5_14542 
if 
   Actor.Dead(54@)
else_jump @MUSIC5_14542 
if 
   Actor.Dead(55@)
else_jump @MUSIC5_14542 
if 
   Actor.Dead(56@)
else_jump @MUSIC5_14542 
if 
   Actor.Dead(57@)
else_jump @MUSIC5_14542 
if 
   Actor.Dead(58@)
else_jump @MUSIC5_14542 
Actor.RemoveReferences(47@)
Actor.RemoveReferences(48@)
Actor.RemoveReferences(49@)
Actor.RemoveReferences(50@)
Actor.RemoveReferences(51@)
Actor.RemoveReferences(52@)
Actor.RemoveReferences(53@)
Actor.RemoveReferences(54@)
Actor.RemoveReferences(55@)
Actor.RemoveReferences(56@)
Actor.RemoveReferences(57@)
Actor.RemoveReferences(58@)
Marker.Disable(66@)
Marker.Disable(67@)
Marker.Disable(68@)
Marker.Disable(69@)
Marker.Disable(70@)
Marker.Disable(71@)
Marker.Disable(72@)
Marker.Disable(73@)
Marker.Disable(74@)
Marker.Disable(75@)
Marker.Disable(76@)
Marker.Disable(77@)
00BE: text_clear_all 
32@ = 0 
81@ = 0 
80@ = 4 

:MUSIC5_14542
if 
  12 > 88@ 
else_jump @MUSIC5_14603 
if 
   Actor.Dead(47@(88@,14i))
else_jump @MUSIC5_14589 
Marker.Disable(66@(88@,14i))

:MUSIC5_14589
88@ += 1 
jump @MUSIC5_14610 

:MUSIC5_14603
88@ = 0 

:MUSIC5_14610
if 
  80@ == 4 
else_jump @MUSIC5_15794 
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @MUSIC5_15451 
if 
  81@ == 0 
else_jump @MUSIC5_15451 
if 
  32@ > 2000 
else_jump @MUSIC5_15451 
00BE: text_clear_all 
fade 0 500 

:MUSIC5_14699
if 
fading 
else_jump @MUSIC5_14723 
wait 0 
jump @MUSIC5_14699 

:MUSIC5_14723
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_14755 
jump @MUSIC5_15871 

:MUSIC5_14755
040D: unload_wav 1 
040D: unload_wav 2 
105@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
if 
   not $ACTIVE_INTERIOR == 0 
else_jump @MUSIC5_14819 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:MUSIC5_14819
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at 2484.9 -1649.2 12.5 radius 160.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2484.2, -1666.2, 12.3)
Actor.Angle($PLAYER_ACTOR) = 336.7
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2486.7 -1650.1 12.3 mode 4 -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point 2486.7 -1646.0 12.5 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 144@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MUSIC5_15064 
0792: disembark_instantly_actor $ACTOR_SWEET 
Actor.PutAt($ACTOR_SWEET, 2487.2, -1666.1, 12.3)
Actor.Angle($ACTOR_SWEET) = 4.3
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2486.7 -1645.1 12.3 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 178.8 
0616: define_AS_pack_end 144@ 
0618: assign_actor $ACTOR_SWEET to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_15064
if 
   not Actor.Dead(63@)
else_jump @MUSIC5_15115 
0792: disembark_instantly_actor 63@ 
Actor.PutAt(63@, 2488.9, -1649.0, 12.5)
Actor.Angle(63@) = 177.2

:MUSIC5_15115
if 
   not Actor.Dead(36@)
else_jump @MUSIC5_15212 
0792: disembark_instantly_actor 36@ 
Actor.PutAt(36@, 2484.2, -1669.1, 12.3)
Actor.Angle(36@) = 177.2
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2488.4 -1650.8 12.3 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 144@ 
0618: assign_actor 36@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_15212
if 
   not Actor.Dead(37@)
else_jump @MUSIC5_15309 
0792: disembark_instantly_actor 37@ 
Actor.PutAt(37@, 2485.2, -1669.1, 12.3)
Actor.Angle(37@) = 177.2
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2489.4 -1650.7 12.3 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 144@ 
0618: assign_actor 37@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_15309
105@ = 3 
107@ = 0 
gosub @MUSIC5_17676 
Camera.SetPosition(2480.7, -1660.5, 13.1, 0.0, 0.0, 0.0)
Camera.PointAt(2498.7, -1656.6, 17.9, 2)
fade 1 500 

:MUSIC5_15388
if 
fading 
else_jump @MUSIC5_15412 
wait 0 
jump @MUSIC5_15388 

:MUSIC5_15412
gosub @MUSIC5_16402 
if 
  83@ == 1 
else_jump @MUSIC5_15444 
jump @MUSIC5_15871 

:MUSIC5_15444
81@ = 1 

:MUSIC5_15451
if 
  81@ == 1 
else_jump @MUSIC5_15545 
if 
  107@ == 4 
else_jump @MUSIC5_15545 
Camera.SetPosition(2471.554, -1656.167, 18.379, 0.0, 0.0, 0.0)
Camera.PointAt(2472.425, -1655.676, 18.402, 2)
81@ = 2 

:MUSIC5_15545
if 
  81@ == 2 
else_jump @MUSIC5_15595 
if 
  105@ == 0 
else_jump @MUSIC5_15595 
32@ = 0 
81@ = 3 

:MUSIC5_15595
if 
  81@ == 3 
else_jump @MUSIC5_15794 
if 
  32@ > 1000 
else_jump @MUSIC5_15794 
fade 0 2500 

:MUSIC5_15639
if 
fading 
else_jump @MUSIC5_15663 
wait 0 
jump @MUSIC5_15639 

:MUSIC5_15663
00BF: 100@ = current_time_hours, 101@ = current_time_minutes 
100@ += 6 
00C0: set_current_time_hours_to 100@ minutes_to 101@ 
Actor.DestroyInstantly($ACTOR_SWEET)
0296: unload_special_actor 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2486.6, -1649.9, 12.5)
Actor.Angle($PLAYER_ACTOR) = 177.8
09F5: disable_player_mutal_activities 0 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
wait 2000 
fade 1 2500 

:MUSIC5_15763
if 
fading 
else_jump @MUSIC5_15787 
wait 0 
jump @MUSIC5_15763 

:MUSIC5_15787
jump @MUSIC5_15889 

:MUSIC5_15794
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 2484.9 -1663.5 radius 300.0 300.0 
else_jump @MUSIC5_15857 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP4_06' time 7000 flag 1  // ~r~Zu viele aus deiner Gang wurden gettet.
jump @MUSIC5_15871 

:MUSIC5_15857
gosub @MUSIC5_18136 
jump @MUSIC5_3034 

:MUSIC5_15871
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:MUSIC5_15889
if 
  $1939 == 0 
else_jump @MUSIC5_15973 
Marker.Disable($437)
$437 = Marker.CreateIconAndSphere($ICON_OG_LOC, $X_OG_LOC_HOUSE, $Y_OG_LOC_HOUSE, $Z_OG_LOC_HOUSE)
fade 1 500 
00BC: show_text_highpriority GXT 'STP4_07' time 11000 flag 1  // ~S~Besorg dir neue Klamotten und geh zum Friseur. Dann schau zwischen 20 Uhr und 6 Uhr bei der Hausparty in OG Locs Haus vorbei.
$OG_LOC_TOTAL_PASSED_MISSIONS += 1 
$1939 = 1 
jump @MUSIC5_16038 

:MUSIC5_15973
0629: change_integer_stat 337 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 10 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'STRAP_4'  // House Party
030C: progress_made += 1 
$OG_LOC_TOTAL_PASSED_MISSIONS += 1 
Marker.Disable($437)

:MUSIC5_16038
return 

:MUSIC5_16040
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @MUSIC5_16058 
Camera.Restore_WithJumpCut

:MUSIC5_16058
if 
   not Car.Wrecked(34@)
else_jump @MUSIC5_16103 
Car.DoorStatus(34@) = 1
Car.SetImmunities(34@, 0, 0, 0, 0, 0)
01EC: make_car 34@ very_heavy 0 

:MUSIC5_16103
if 
   not Car.Wrecked(35@)
else_jump @MUSIC5_16148 
Car.DoorStatus(35@) = 1
Car.SetImmunities(35@, 0, 0, 0, 0, 0)
01EC: make_car 35@ very_heavy 0 

:MUSIC5_16148
if 
   not Car.Wrecked(61@)
else_jump @MUSIC5_16193 
Car.DoorStatus(61@) = 1
Car.SetImmunities(61@, 0, 0, 0, 0, 0)
01EC: make_car 61@ very_heavy 0 

:MUSIC5_16193
Marker.Disable(66@)
Marker.Disable(67@)
Marker.Disable(68@)
Marker.Disable(69@)
Marker.Disable(70@)
Marker.Disable(71@)
Marker.Disable(72@)
Marker.Disable(73@)
Marker.Disable(74@)
Marker.Disable(75@)
Marker.Disable(76@)
Marker.Disable(77@)
Marker.Disable(78@)
Marker.Disable(79@)
$36 = 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MUSIC5_16293 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:MUSIC5_16293
09F5: disable_player_mutal_activities 0 
Actor.DestroyWithFade($ACTOR_SWEET)
Actor.DestroyWithFade($ACTOR_RYDER)
Model.Destroy(#FAM2)
Model.Destroy(#FAM3)
Model.Destroy(#BALLAS2)
Model.Destroy(#BALLAS3)
Model.Destroy(#GREENWOO)
Model.Destroy(#TAHOMA)
Model.Destroy(#VOODOO)
Model.Destroy(#MOLOTOV)
Model.Destroy(#TEC9)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
014C: set_parked_car_generator $2764 cars_to_generate_to 101 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
014C: set_parked_car_generator $2768 cars_to_generate_to 101 
Pickup.Destroy(62@)
09D2: unknown_flag 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:MUSIC5_16402
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @MUSIC5_16443 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP4_05' time 7000 flag 1  // ~r~Sweet wurde gettet!
83@ = 1 

:MUSIC5_16443
return 

:MUSIC5_16445
0209: 98@ = random_int_in_ranges 1 37 
if 
  98@ == 1 
else_jump @MUSIC5_16487 
0674: set_car_model 99@ numberplate "GOT_M00_" 

:MUSIC5_16487
if 
  98@ == 2 
else_jump @MUSIC5_16520 
0674: set_car_model 99@ numberplate "M00TV_4U" 

:MUSIC5_16520
if 
  98@ == 3 
else_jump @MUSIC5_16553 
0674: set_car_model 99@ numberplate "MATHEW_2" 

:MUSIC5_16553
if 
  98@ == 4 
else_jump @MUSIC5_16586 
0674: set_car_model 99@ numberplate "D4_DEW0R" 

:MUSIC5_16586
if 
  98@ == 5 
else_jump @MUSIC5_16619 
0674: set_car_model 99@ numberplate "D0DE_777" 

:MUSIC5_16619
if 
  98@ == 6 
else_jump @MUSIC5_16652 
0674: set_car_model 99@ numberplate "DAM0_666" 

:MUSIC5_16652
if 
  98@ == 7 
else_jump @MUSIC5_16685 
0674: set_car_model 99@ numberplate "C0NEY_88" 

:MUSIC5_16685
if 
  98@ == 8 
else_jump @MUSIC5_16718 
0674: set_car_model 99@ numberplate "PRE4CHER" 

:MUSIC5_16718
if 
  98@ == 9 
else_jump @MUSIC5_16751 
0674: set_car_model 99@ numberplate "DBP_4NDY" 

:MUSIC5_16751
if 
  98@ == 10 
else_jump @MUSIC5_16784 
0674: set_car_model 99@ numberplate "EV1L_SLY" 

:MUSIC5_16784
if 
  98@ == 11 
else_jump @MUSIC5_16817 
0674: set_car_model 99@ numberplate "N1_R4V3N" 

:MUSIC5_16817
if 
  98@ == 12 
else_jump @MUSIC5_16850 
0674: set_car_model 99@ numberplate "D1VX_Z00" 

:MUSIC5_16850
if 
  98@ == 13 
else_jump @MUSIC5_16882 
0674: set_car_model 99@ numberplate "MR_B3NN" 

:MUSIC5_16882
if 
  98@ == 14 
else_jump @MUSIC5_16915 
0674: set_car_model 99@ numberplate "R3D_R4SP" 

:MUSIC5_16915
if 
  98@ == 15 
else_jump @MUSIC5_16948 
0674: set_car_model 99@ numberplate "LA_B0MBA" 

:MUSIC5_16948
if 
  98@ == 16 
else_jump @MUSIC5_16981 
0674: set_car_model 99@ numberplate "L3337_0G" 

:MUSIC5_16981
if 
  98@ == 17 
else_jump @MUSIC5_17014 
0674: set_car_model 99@ numberplate "BUDD4H_X" 

:MUSIC5_17014
if 
  98@ == 18 
else_jump @MUSIC5_17047 
0674: set_car_model 99@ numberplate "T3H_BUCK" 

:MUSIC5_17047
if 
  98@ == 19 
else_jump @MUSIC5_17080 
0674: set_car_model 99@ numberplate "CHUNKY_1" 

:MUSIC5_17080
if 
  98@ == 20 
else_jump @MUSIC5_17113 
0674: set_car_model 99@ numberplate "EV1L_BNZ" 

:MUSIC5_17113
if 
  98@ == 21 
else_jump @MUSIC5_17146 
0674: set_car_model 99@ numberplate "S4ND_M4N" 

:MUSIC5_17146
if 
  98@ == 22 
else_jump @MUSIC5_17179 
0674: set_car_model 99@ numberplate "RKK_DBP1" 

:MUSIC5_17179
if 
  98@ == 23 
else_jump @MUSIC5_17212 
0674: set_car_model 99@ numberplate "RE1_K0KU" 

:MUSIC5_17212
if 
  98@ == 24 
else_jump @MUSIC5_17245 
0674: set_car_model 99@ numberplate "S3XY_JUD" 

:MUSIC5_17245
if 
  98@ == 25 
else_jump @MUSIC5_17278 
0674: set_car_model 99@ numberplate "SUNRA_93" 

:MUSIC5_17278
if 
  98@ == 26 
else_jump @MUSIC5_17311 
0674: set_car_model 99@ numberplate "UG_FUX69" 

:MUSIC5_17311
if 
  98@ == 27 
else_jump @MUSIC5_17344 
0674: set_car_model 99@ numberplate "LI0N_CUM" 

:MUSIC5_17344
if 
  98@ == 28 
else_jump @MUSIC5_17377 
0674: set_car_model 99@ numberplate "RKK_PWND" 

:MUSIC5_17377
if 
  98@ == 29 
else_jump @MUSIC5_17410 
0674: set_car_model 99@ numberplate "HAZE_B0B" 

:MUSIC5_17410
if 
  98@ == 30 
else_jump @MUSIC5_17443 
0674: set_car_model 99@ numberplate "T3H_FLUF" 

:MUSIC5_17443
if 
  98@ == 31 
else_jump @MUSIC5_17476 
0674: set_car_model 99@ numberplate "BM_4NDY_" 

:MUSIC5_17476
if 
  98@ == 32 
else_jump @MUSIC5_17509 
0674: set_car_model 99@ numberplate "BM_D34N_" 

:MUSIC5_17509
if 
  98@ == 33 
else_jump @MUSIC5_17542 
0674: set_car_model 99@ numberplate "BM_L4C3Y" 

:MUSIC5_17542
if 
  98@ == 34 
else_jump @MUSIC5_17575 
0674: set_car_model 99@ numberplate "BM_D3V__" 

:MUSIC5_17575
if 
  98@ == 35 
else_jump @MUSIC5_17608 
0674: set_car_model 99@ numberplate "NU_SK00L" 

:MUSIC5_17608
if 
  98@ == 36 
else_jump @MUSIC5_17641 
0674: set_car_model 99@ numberplate "G4L_AVET" 

:MUSIC5_17641
if 
  98@ == 37 
else_jump @MUSIC5_17674 
0674: set_car_model 99@ numberplate "M0J0_J0J" 

:MUSIC5_17674
return 

:MUSIC5_17676
if 
  105@ == 1 
else_jump @MUSIC5_17768 
05AA: 109@s = 'LOC4_CA'  // ~z~Scheie, ich werd mal ein paar Homies zusammentrommeln!
05AA: 111@s = 'LOC4_CB'  // ~z~Oh, Mann, ich kmmer mich mal um Verstrkung!
05AA: 113@s = 'LOC4_CC'  // ~z~Ich hole Smoke und ein paar Grove-Jungs!
04AF: 127@ = 22215 // @ = any 
04AF: 128@ = 22216 // @ = any 
04AF: 129@ = 22217 // @ = any 
0085: 136@ = 108@ // (int) 

:MUSIC5_17768
if 
  105@ == 2 
else_jump @MUSIC5_17948 
05AA: 109@s = 'LOC4_AA'  // ~z~Besorgt euch 'n paar Autos und blockiert die Strae!
05AA: 111@s = 'LOC4_AB'  // ~z~Ihr anderen nehmt eure Waffen!
05AA: 113@s = 'LOC4_AC'  // ~z~Positioniert euch. Carl, in Deckung!
05AA: 115@s = 'LOC4_AE'  // ~z~Jetzt gebt's ihnen!
05AA: 119@s = 'LOC4_AF'  // ~z~Vorsicht, da sind noch mehr da oben auf der Brcke!
05AA: 121@s = 'LOC4_AG'  // ~z~Carl, gib Deckung am Durchgang!
05AA: 123@s = 'LOC4_AH'  // ~z~Hinter uns, CJ, hinter uns!
04AF: 127@ = 22200 // @ = any 
04AF: 128@ = 22201 // @ = any 
04AF: 129@ = 22202 // @ = any 
04AF: 130@ = 22204 // @ = any 
04AF: 132@ = 22205 // @ = any 
04AF: 133@ = 22206 // @ = any 
04AF: 134@ = 22207 // @ = any 
0085: 136@ = 108@ // (int) 

:MUSIC5_17948
if 
  105@ == 3 
else_jump @MUSIC5_18105 
05AA: 109@s = 'LOC4_BA'  // ~z~DIE GROVES SIND DIE KINGS!!
05AA: 111@s = 'LOC4_BB'  // ~z~Mann, so 'n Riesenaufgebot an Ballas hab ich noch nie gesehen!
05AA: 113@s = 'LOC4_BC'  // ~z~Die haben gehrt, dass Carl Johnson wieder mit seinem Bruder unterwegs ist!
05AA: 115@s = 'LOC4_BD'  // ~z~Ja, genau.
05AA: 117@s = 'LOC4_BE'  // ~z~Los, zurck zur Party!
05AA: 119@s = 'LOC4_BG'  // ~z~Scheie, Mann, sobald Loc von dem Mikro weg war, ist die Party richtig abgegangen!
04AF: 127@ = 22208 // @ = any 
04AF: 128@ = 22209 // @ = any 
04AF: 129@ = 22210 // @ = any 
04AF: 130@ = 22211 // @ = any 
04AF: 131@ = 22212 // @ = any 
04AF: 132@ = 22214 // @ = any 
136@ = 6 

:MUSIC5_18105
0085: 139@ = 107@ // (int) 
137@ = 0 
138@ = 0 
140@ = 1 
return 

:MUSIC5_18136
if 
  105@ == 2 
else_jump @MUSIC5_18262 
if 
001D:   136@ > 107@ // (int) 
else_jump @MUSIC5_18255 
gosub @MUSIC5_18343 
gosub @MUSIC5_18450 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MUSIC5_18217 
gosub @MUSIC5_18604 
jump @MUSIC5_18248 

:MUSIC5_18217
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 109@(107@,9s) 
137@ = 0 
138@ = 0 

:MUSIC5_18248
jump @MUSIC5_18262 

:MUSIC5_18255
105@ = 0 

:MUSIC5_18262
if or
  105@ == 1 
  105@ == 3 
else_jump @MUSIC5_18341 
if 
001D:   136@ > 107@ // (int) 
else_jump @MUSIC5_18334 
gosub @MUSIC5_18343 
gosub @MUSIC5_18450 
gosub @MUSIC5_18604 
jump @MUSIC5_18341 

:MUSIC5_18334
105@ = 0 

:MUSIC5_18341
return 

:MUSIC5_18343
if 
001D:   136@ > 139@ // (int) 
else_jump @MUSIC5_18448 
if 
  137@ == 0 
else_jump @MUSIC5_18405 
03CF: load_wav 127@(139@,9i) as 1 
139@ += 1 
137@ = 1 

:MUSIC5_18405
if 
  138@ == 0 
else_jump @MUSIC5_18448 
03CF: load_wav 127@(139@,9i) as 2 
139@ += 1 
138@ = 1 

:MUSIC5_18448
return 

:MUSIC5_18450
if 
  140@ == 1 
else_jump @MUSIC5_18526 
if 
  137@ == 1 
else_jump @MUSIC5_18526 
if 
03D0:   wav 1 loaded 
else_jump @MUSIC5_18526 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 109@(107@,9s) time 4500 flag 1 
137@ = 2 

:MUSIC5_18526
if 
  140@ == 2 
else_jump @MUSIC5_18602 
if 
  138@ == 1 
else_jump @MUSIC5_18602 
if 
03D0:   wav 2 loaded 
else_jump @MUSIC5_18602 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 109@(107@,9s) time 4500 flag 1 
138@ = 2 

:MUSIC5_18602
return 

:MUSIC5_18604
if 
  137@ == 2 
else_jump @MUSIC5_18667 
if 
03D2:   wav 1 ended 
else_jump @MUSIC5_18667 
03D5: remove_text 109@(107@,9s) 
107@ += 1 
140@ = 2 
137@ = 0 

:MUSIC5_18667
if 
  138@ == 2 
else_jump @MUSIC5_18730 
if 
03D2:   wav 2 ended 
else_jump @MUSIC5_18730 
03D5: remove_text 109@(107@,9s) 
107@ += 1 
140@ = 1 
138@ = 0 

:MUSIC5_18730
return 

//-------------Mission 35---------------
// Originally: Race Tournament / 8-track / Dirt Track

:CPRACE
gosub @CPRACE_112 
if 
wasted_or_busted 
else_jump @CPRACE_43 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~Du bist von dem Rennen ausgeschlossen worden.
jump @CPRACE_103 

:CPRACE_43
if or
  53@ == 0 
  53@ == 3 
else_jump @CPRACE_103 
fade 0 2000 
set_wb_check_to 0 

:CPRACE_79
if 
fading 
else_jump @CPRACE_103 
wait 0 
jump @CPRACE_79 

:CPRACE_103
gosub @CPRACE_51327 
end_thread 

:CPRACE_112
$ONMISSION = 1 
$CARMOD_DISABLED_FLAG = 1 
thread 'CPRACE' 
wait 0 
08E7: disable_entrance_markers 1 
054C: use_GXT_table 'RACETOR' 
if 
  $CUSTOM_TOURNAMENT_FLAG == 1 
else_jump @CPRACE_372 
04AF: 49@ = 1 // @ = any 
53@ = 0 
if 
  $CURRENT_TOURNAMENT == 0 
else_jump @CPRACE_220 
50@ = 0 
51@ = 8 

:CPRACE_220
if 
  $CURRENT_TOURNAMENT == 1 
else_jump @CPRACE_252 
50@ = 9 
51@ = 14 

:CPRACE_252
if 
  $CURRENT_TOURNAMENT == 2 
else_jump @CPRACE_284 
50@ = 15 
51@ = 18 

:CPRACE_284
if 
  $CURRENT_TOURNAMENT == 3 
else_jump @CPRACE_316 
50@ = 19 
51@ = 24 

:CPRACE_316
if or
001F:   50@ > $RACE_INDEX // (int) 
001E:   $RACE_INDEX > 51@ // (int) 
else_jump @CPRACE_351 
008A: $RACE_INDEX = 50@ // (int) 

:CPRACE_351
52@ = 0 
gosub @CPRACE_46974 
jump @CPRACE_425 

:CPRACE_372
04AF: 49@ = 2 // @ = any 
if or
  $RACE_INDEX == 25 
  $RACE_INDEX == 26 
else_jump @CPRACE_418 
53@ = 3 
jump @CPRACE_425 

:CPRACE_418
53@ = 2 

:CPRACE_425
if 
04A4:   49@ == 10 // @ == any 
else_jump @CPRACE_1239 
018A: 54@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06D5: 449@ = create_racing_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 205@ radius 6.0 

:CPRACE_488
363@(253@,16f) += 3.0 
02CE: 363@(253@,16f) = ground_z_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
if 
  0.0 > 363@(253@,16f) 
else_jump @CPRACE_591 
if 
081E:   model 716@(253@,16i) boat 
else_jump @CPRACE_591 
363@(253@,16f) = 0.0 

:CPRACE_591
379@(253@,16i) = Car.Create(716@(253@,16i), 331@(253@,16f), 347@(253@,16f), 363@(253@,16f))
Car.Angle(379@(253@,16i)) = $TEMPVAR_ANGLE
0840: link_car 379@(253@,16i) to_interior 221@ 
Car.DoorStatus(379@(253@,16i)) = 3
if 
  $RACE_INDEX == 25 
else_jump @CPRACE_693 
Car.Health(379@(253@,16i)) = 2200

:CPRACE_693
if 
  $RACE_INDEX == 26 
else_jump @CPRACE_742 
Car.Health(379@(253@,16i)) = 10000
Car.SetImmunities(379@(253@,16i), 0, 0, 0, 1, 0)

:CPRACE_742
if 
  221@ == 0 
else_jump @CPRACE_933 
Car.SetImmunities(379@(253@,16i), 0, 1, 0, 0, 0)
03AB: unknown_car 379@(253@,16i) flag 1 
Car.ImmuneToNonPlayer(379@(253@,16i)) = True
if 
04A4:   49@ == 6 // @ == any 
else_jump @CPRACE_915 

:CPRACE_819
if 
04F1:   unknown_car_check 379@(253@,16i) 
else_jump @CPRACE_915 
wait 0 
if 
   Car.Wrecked(379@(253@,16i))
else_jump @CPRACE_908 
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_906 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_906 
$1846 = 1 

:CPRACE_906
return 

:CPRACE_908
jump @CPRACE_819 

:CPRACE_915
0587: enable_car 379@(253@,16i) validate_position 0 
jump @CPRACE_944 

:CPRACE_933
0587: enable_car 379@(253@,16i) validate_position 1 

:CPRACE_944
if 
   not 209@ == -1 
else_jump @CPRACE_985 
0229: set_car 379@(253@,16i) primary_color_to 209@(253@,6i) secondary_color_to 215@(253@,6i) 

:CPRACE_985
if 
081E:   model 716@(253@,16i) boat 
else_jump @CPRACE_1037 
04E0: car 379@(253@,16i) abandon_path_radius 40 
02DB: set_boat 379@(253@,16i) speed_to 50.0 
jump @CPRACE_1237 

:CPRACE_1037
if 
0820:   model 716@(253@,16i) heli 
else_jump @CPRACE_1089 
Car.LockInCurrentPosition(379@(253@,16i)) = True
Car.SetSpeedInstantly(379@(253@,16i), 10.0)
jump @CPRACE_1237 

:CPRACE_1089
if 
081F:   model 716@(253@,16i) plane 
else_jump @CPRACE_1141 
Car.LockInCurrentPosition(379@(253@,16i)) = True
Car.SetSpeedInstantly(379@(253@,16i), 10.0)
jump @CPRACE_1237 

:CPRACE_1141
039C: unknown_car 379@(253@,16i) flag 1 
053F: set_car 379@(253@,16i) tires_vulnerability 0 
if 
  221@ == 0 
else_jump @CPRACE_1192 
03ED: unknown_car 379@(253@,16i) flag 1 

:CPRACE_1192
04E0: car 379@(253@,16i) abandon_path_radius 5 
00AE: set_car 379@(253@,16i) traffic_behaviour_to 2 
Car.SetMaxSpeed(379@(253@,16i), 50.0)
Car.SetToNormalDriver(379@(253@,16i))

:CPRACE_1237
return 

:CPRACE_1239
$6903 = 70.3919 
$6917 = 154.6278 
$6931 = 0.6617 
$6945 = 2.5845 
$6918 = 203.8119 
$6932 = 0.7208 
$6946 = 2.5114 
$6919 = 228.9919 
$6933 = 0.7377 
$6947 = 2.2364 
$6920 = 279.6367 
$6922 = 333.4643 
$6923 = 358.6443 
$6924 = 25.18 
55@ = 2357.239 
56@ = 1321.193 
57@ = 3300.968 
58@ = 3646.799 
59@ = 3880.677 
60@ = 4216.273 
61@ = 8410.458 
62@ = 4817.636 
63@ = 4817.636 
64@ = 3203.229 
65@ = 3265.028 
66@ = 1901.285 
67@ = 2644.297 
68@ = 8372.679 
69@ = 10760.5 
70@ = 7806.103 
71@ = 4307.65 
72@ = 4696.661 
73@ = 5960.28 
74@ = 6826.647 
75@ = 12299.14 
76@ = 17384.62 
77@ = 4922.472 
78@ = 4398.5 
79@ = 4970.742 
80@ = 0.0 
81@ = 0.0 
82@ = 0.0 
83@ = 0.0 
84@ = 0.0 
05AA: 85@s = 'RACE00'  // Lowrider Race
05AA: 87@s = 'RACE01'  // Little Loop
05AA: 89@s = 'RACE02'  // Backroad Wanderer
05AA: 91@s = 'RACE03'  // City Circuit
05AA: 93@s = 'RACE04'  // Hollywood
05AA: 95@s = 'RACE05'  // Freeway
05AA: 97@s = 'RACE06'  // Into the Country
05AA: 99@s = 'RACE07'  // Badlands A
05AA: 101@s = 'RACE08'  // Badlands B
05AA: 103@s = 'RACE09'  // Dirtbike Danger
05AA: 105@s = 'RACE10'  // Bandito County
05AA: 107@s = 'RACE11'  // GO-GO Karting
05AA: 109@s = 'RACE12'  // San Francisco Fastlane
05AA: 111@s = 'RACE13'  // San Francisco Hills
05AA: 113@s = 'RACE14'  // Country Endurance
05AA: 115@s = 'RACE15'  // SF to LV
05AA: 117@s = 'RACE16'  // Dam Rider
05AA: 119@s = 'RACE17'  // Desert Tricks
05AA: 121@s = 'RACE18'  // LV Ringroad
05AA: 123@s = 'RACE19'  // World War Ace
05AA: 125@s = 'RACE20'  // Barnstorming
05AA: 127@s = 'RACE21'  // Military Service
05AA: 129@s = 'RACE22'  // Chopper Checkpoint
05AA: 131@s = 'RACE23'  // Whirly Bird Waypoint
05AA: 133@s = 'RACE24'  // Heli Hell
04AF: 145@ = 259 // @ = any 
04AF: 146@ = 261 // @ = any 
04AF: 147@ = 263 // @ = any 
04AF: 148@ = 265 // @ = any 
04AF: 149@ = 267 // @ = any 
04AF: 150@ = 269 // @ = any 
04AF: 151@ = 271 // @ = any 
04AF: 152@ = 273 // @ = any 
04AF: 153@ = 275 // @ = any 
04AF: 154@ = 277 // @ = any 
04AF: 155@ = 279 // @ = any 
04AF: 156@ = 281 // @ = any 
04AF: 157@ = 283 // @ = any 
04AF: 158@ = 285 // @ = any 
04AF: 159@ = 287 // @ = any 
04AF: 160@ = 289 // @ = any 
04AF: 161@ = 291 // @ = any 
04AF: 162@ = 293 // @ = any 
04AF: 163@ = 295 // @ = any 
04AF: 164@ = 296 // @ = any 
04AF: 165@ = 297 // @ = any 
04AF: 166@ = 298 // @ = any 
04AF: 167@ = 299 // @ = any 
04AF: 168@ = 300 // @ = any 
04AF: 169@ = 301 // @ = any 
04AF: 170@ = 48 // @ = any 
04AF: 171@ = 220 // @ = any 
04AF: 175@ = 258 // @ = any 
04AF: 176@ = 260 // @ = any 
04AF: 177@ = 262 // @ = any 
04AF: 178@ = 264 // @ = any 
04AF: 179@ = 266 // @ = any 
04AF: 180@ = 268 // @ = any 
04AF: 181@ = 270 // @ = any 
04AF: 182@ = 272 // @ = any 
04AF: 183@ = 274 // @ = any 
04AF: 184@ = 276 // @ = any 
04AF: 185@ = 278 // @ = any 
04AF: 186@ = 280 // @ = any 
04AF: 187@ = 282 // @ = any 
04AF: 188@ = 284 // @ = any 
04AF: 189@ = 286 // @ = any 
04AF: 190@ = 288 // @ = any 
04AF: 191@ = 290 // @ = any 
04AF: 192@ = 292 // @ = any 
04AF: 193@ = 294 // @ = any 
04AF: 200@ = 172 // @ = any 
04AF: 201@ = 221 // @ = any 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
09FF: set_restart_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
04AF: 205@ = 0 // @ = any 
03F0: enable_text_draw 1 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0581: enable_radar 0 
206@ = 0 
207@ = 0 
208@ = 25 
209@ = -1 
221@ = 0 
222@ = 0 
223@ = 0 
224@ = 1 
225@ = 0 
226@ = 0 
227@ = 0 
if 
0735:   NOP_false 82 
else_jump @CPRACE_2627 
$164 = 0 
$CPRACE_DEBUG_CHECKPOINT_INDEX = 0 
065D: NOP $CPRACE_DEBUG_CHECKPOINT_INDEX "COORDS" 
Player.CanMove($PLAYER_CHAR) = True
04AF: 49@ = 0 // @ = any 
228@ = 1 
jump @CPRACE_2634 

:CPRACE_2627
$164 = -1 

:CPRACE_2634
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
  13 > 49@ 
else_jump @CPRACE_2668 
229@ = 0 

:CPRACE_2668
253@ = 0 
0871: init_jump_table 49@ total_jumps 15 default_jump 0 @CPRACE_20805 jumps 0 @CPRACE_2803 1 @CPRACE_5836 2 @CPRACE_7391 3 @CPRACE_7577 4 @CPRACE_7924 5 @CPRACE_8660 6 @CPRACE_8772 
0872: jump_table_jumps 7 @CPRACE_11220 8 @CPRACE_11297 9 @CPRACE_11382 10 @CPRACE_11467 11 @CPRACE_12351 12 @CPRACE_12351 13 @CPRACE_19581 14 @CPRACE_20088 -1 @CPRACE_20805 

:CPRACE_2803
if 
  $164 > -1 
else_jump @CPRACE_4452 
if 
0735:   NOP_false 82 
else_jump @CPRACE_4445 
if 
  228@ == 0 
else_jump @CPRACE_4438 
if 
  $164 == 0 
else_jump @CPRACE_2909 
$CPRACE_DEBUG_CHECKPOINT_INDEX += 1 
00BC: show_text_highpriority GXT 'CHEATON' time 800 flag 1  // Script debug mode ON
$164 = 1 
jump @CPRACE_4431 

:CPRACE_2909
if 
0735:   NOP_false 151 
else_jump @CPRACE_4401 
224@ = 1 
03A9: NOP 
03A9: NOP 
05B6: 79 // TOTAL_LAPS = 1
256@ = 6 
03A9: NOP 
03A9: NOP 
05B6: 80 // TOTAL_RACERS = 6
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
03A9: NOP 
252@ = 0 

:CPRACE_3258
if 
001D:   256@ > 252@ // (int) 
else_jump @CPRACE_3558 
03A9: NOP 
05B6: 81 // RACER_MODEL[
03A7: NOP 252@ 
05B6: 82 // ] = MALE01
252@ += 1 
jump @CPRACE_3258 

:CPRACE_3558
0085: 716@ = 230@ // (int) 
0085: 717@ = 230@ // (int) 
0085: 718@ = 230@ // (int) 
0085: 719@ = 230@ // (int) 
0085: 720@ = 230@ // (int) 
0085: 721@ = 230@ // (int) 
03A9: NOP 
252@ = 0 

:CPRACE_3615
if 
001D:   256@ > 252@ // (int) 
else_jump @CPRACE_3920 
03A9: NOP 
05B6: 83 // RACERS_CAR_MODEL[
03A7: NOP 252@ 
05B6: 84 // ] = 
03A7: NOP 230@ 
252@ += 1 
jump @CPRACE_3615 

:CPRACE_3920
0088: $TEMPVAR_FLOAT_1 = 454@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 536@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 618@ // (float) 
03A9: NOP 
03A9: NOP 
05B6: 85 // CHECKPOINTS_X[0] = 
03A8: NOP $TEMPVAR_FLOAT_1 
03A9: NOP 
05B6: 86 // CHECKPOINTS_Y[0] = 
03A8: NOP $TEMPVAR_FLOAT_2 
03A9: NOP 
05B6: 87 // CHECKPOINTS_Z[0] = 
03A8: NOP $TEMPVAR_FLOAT_3 
00BC: show_text_highpriority GXT 'LABEL' time 1000 flag 1 
49@ = 3 
$CPRACE_DEBUG_CHECKPOINT_INDEX = 0 
$164 = 0 
jump @CPRACE_4431 

:CPRACE_4401
$CPRACE_DEBUG_CHECKPOINT_INDEX = 0 
00BC: show_text_highpriority GXT 'CHEATOF' time 800 flag 1  // Script debug mode OFF
$164 = 0 

:CPRACE_4431
228@ = 1 

:CPRACE_4438
jump @CPRACE_4452 

:CPRACE_4445
228@ = 0 

:CPRACE_4452
if 
  $164 == 1 
else_jump @CPRACE_5829 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CPRACE_5829 
if 
  $CPRACE_DEBUG_CHECKPOINT_INDEX == 0 
else_jump @CPRACE_4567 
if 
00E1:   player 0 pressed_key 17 
else_jump @CPRACE_4560 
if 
  235@ == 0 
else_jump @CPRACE_4553 
$CPRACE_DEBUG_CHECKPOINT_INDEX += 1 
235@ = 1 

:CPRACE_4553
jump @CPRACE_4567 

:CPRACE_4560
235@ = 0 

:CPRACE_4567
if 
  $CPRACE_DEBUG_CHECKPOINT_INDEX > 0 
else_jump @CPRACE_5829 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CPRACE_5829 
03C0: 443@ = actor $PLAYER_ACTOR car 
230@ = Car.Model(443@)
if or
081F:   model 230@ plane 
0820:   model 230@ heli 
else_jump @CPRACE_4656 
0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
jump @CPRACE_4670 

:CPRACE_4656
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:CPRACE_4670
050A: $DISTANCE_BETWEEN_POINTS = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 231@ 232@ 233@ 
008E: 234@ = float $DISTANCE_BETWEEN_POINTS to_integer 
gosub @CPRACE_47594 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.8 2.0 
045A: draw_text_1number 30.0 145.0 GXT 'RACES00' number 234@  // Rennen ~1~
if or
  $DISTANCE_BETWEEN_POINTS > 200.0 
00E1:   player 0 pressed_key 17 
else_jump @CPRACE_5822 
if 
  235@ == 0 
else_jump @CPRACE_5815 
00BC: show_text_highpriority GXT 'TEXXYZ4' time 800 flag 1  // Writing RACE coordinates to file D:\SA_PS2\TEMP_DEBUG.TXT
$CPRACE_DEBUG_CHECKPOINT_INDEX -= 1 
03A9: NOP 
05B6: 88 // CHECKPOINTS_X[
03A7: NOP $CPRACE_DEBUG_CHECKPOINT_INDEX 
05B6: 89 // ] = 
03A8: NOP $TEMPVAR_FLOAT_1 
03A9: NOP 
05B6: 90 // CHECKPOINTS_Y[
03A7: NOP $CPRACE_DEBUG_CHECKPOINT_INDEX 
05B6: 91 // ] = 
03A8: NOP $TEMPVAR_FLOAT_2 
03A9: NOP 
05B6: 92 // CHECKPOINTS_Z[
03A7: NOP $CPRACE_DEBUG_CHECKPOINT_INDEX 
05B6: 93 // ] = 
if 
081E:   model 230@ boat 
else_jump @CPRACE_5659 
jump @CPRACE_5719 

:CPRACE_5659
if 
0820:   model 230@ heli 
else_jump @CPRACE_5682 
jump @CPRACE_5719 

:CPRACE_5682
if 
081F:   model 230@ plane 
else_jump @CPRACE_5705 
jump @CPRACE_5719 

:CPRACE_5705
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:CPRACE_5719
03A8: NOP $TEMPVAR_FLOAT_3 
03A9: NOP 
0089: 454@($CPRACE_DEBUG_CHECKPOINT_INDEX,82f) = $TEMPVAR_FLOAT_1 // (float) 
0089: 536@($CPRACE_DEBUG_CHECKPOINT_INDEX,82f) = $TEMPVAR_FLOAT_2 // (float) 
0089: 618@($CPRACE_DEBUG_CHECKPOINT_INDEX,82f) = $TEMPVAR_FLOAT_3 // (float) 
0089: 231@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 232@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 233@ = $TEMPVAR_FLOAT_3 // (float) 
$CPRACE_DEBUG_CHECKPOINT_INDEX += 1 
008B: 250@ = $CPRACE_DEBUG_CHECKPOINT_INDEX // (int) 
$CPRACE_DEBUG_CHECKPOINT_INDEX += 1 
235@ = 1 

:CPRACE_5815
jump @CPRACE_5829 

:CPRACE_5822
235@ = 0 

:CPRACE_5829
jump @CPRACE_20805 

:CPRACE_5836
0826: enable_hud 0 
0581: enable_radar 0 
09FB: $CURRENT_LANGUAGE = current_language 
if 
84A3:   not  $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CPRACE_5879 
0989: set_text_boxes_width 250 
jump @CPRACE_5884 

:CPRACE_5879
0989: set_text_boxes_width 200 

:CPRACE_5884
0512: show_permanent_text_box 'RACES33'  // Benutze ~k~~GO_LEFT~ oder ~k~~GO_RIGHT~, um ein Rennen auszuwhlen.~n~~k~~PED_SPRINT~ Rennen starten~n~~k~~VEHICLE_ENTER_EXIT~ Beenden
0494: get_joystick 0 data_to 236@ 237@ 238@ 239@ 
if or
  -100 > 237@ 
  236@ > 100 
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
else_jump @CPRACE_6028 
if 
  240@ == 0 
else_jump @CPRACE_6021 
if 
001F:   51@ > $RACE_INDEX // (int) 
else_jump @CPRACE_5999 
$RACE_INDEX += 1 
jump @CPRACE_6007 

:CPRACE_5999
008A: $RACE_INDEX = 50@ // (int) 

:CPRACE_6007
gosub @CPRACE_46974 
240@ = 1 

:CPRACE_6021
jump @CPRACE_6035 

:CPRACE_6028
240@ = 0 

:CPRACE_6035
if or
  237@ > 100 
  -100 > 236@ 
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
else_jump @CPRACE_6152 
if 
  241@ == 0 
else_jump @CPRACE_6145 
if 
001E:   $RACE_INDEX > 50@ // (int) 
else_jump @CPRACE_6123 
$RACE_INDEX -= 1 
jump @CPRACE_6131 

:CPRACE_6123
008A: $RACE_INDEX = 51@ // (int) 

:CPRACE_6131
gosub @CPRACE_46974 
241@ = 1 

:CPRACE_6145
jump @CPRACE_6159 

:CPRACE_6152
241@ = 0 

:CPRACE_6159
if 
00E1:   player 0 pressed_key 15 
else_jump @CPRACE_6229 
if 
  242@ == 0 
else_jump @CPRACE_6222 
0391: release_txd_dictionary 
0826: enable_hud 1 
0581: enable_radar 1 
03E6: remove_text_box 
53@ = 1 
return 
242@ = 1 

:CPRACE_6222
jump @CPRACE_6236 

:CPRACE_6229
242@ = 0 

:CPRACE_6236
if 
00E1:   player 0 pressed_key 16 
else_jump @CPRACE_6317 
if 
  243@ == 0 
else_jump @CPRACE_6310 
if 
  $RACE_INDEX > -1 
else_jump @CPRACE_6303 
fade 0 500 
49@ = 2 

:CPRACE_6303
243@ = 1 

:CPRACE_6310
jump @CPRACE_6324 

:CPRACE_6317
243@ = 0 

:CPRACE_6324
0937: text_draw_box_cornerA 53.0 130.0 cornerB 597.0 410.0 GXT_reference 'RACES_0' style 3  // Rennen
gosub @CPRACE_47594 
0343: set_text_draw_linewidth 320.0 
033F: set_text_draw_letter_size $6931 $6945 
033E: set_draw_text_position $6903 $6917 GXT 85@($RACE_INDEX,30s) 
gosub @CPRACE_47594 
033F: set_text_draw_letter_size $6932 $6946 
033E: set_draw_text_position $6903 $6918 GXT 'RACES36'  // Streckenlnge
gosub @CPRACE_47594 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $6933 $6947 
0086: $6919 = $6918 // (float) 
0059: $6919 += $6924 // (float) 
if 
0424:   is_system_metric 
else_jump @CPRACE_6624 
0087: 244@ = 55@($RACE_INDEX,30f) // (float) 
244@ /= 1000.0 
0092: 246@ = float 244@ to_integer 
0093: 47@ = integer 246@ to_float 
0087: 245@ = 244@ // (float) 
0063: 245@ -= 47@ // (float) 
0092: 247@ = float 245@ to_integer 
if 
  10 > 247@ 
else_jump @CPRACE_6594 
045B: draw_text_2numbers $6903 $6919 GXT 'RACES35' numbers 246@ 247@  // ~1~,0~1~ km
jump @CPRACE_6617 

:CPRACE_6594
045B: draw_text_2numbers $6903 $6919 GXT 'RACES34' numbers 246@ 247@  // ~1~,~1~ km

:CPRACE_6617
jump @CPRACE_6767 

:CPRACE_6624
0087: 248@ = 55@($RACE_INDEX,30f) // (float) 
248@ /= 1609.0 
0092: 246@ = float 248@ to_integer 
0093: 47@ = integer 246@ to_float 
0087: 245@ = 248@ // (float) 
0063: 245@ -= 47@ // (float) 
245@ *= 100.0 
0092: 247@ = float 245@ to_integer 
if 
  10 > 247@ 
else_jump @CPRACE_6744 
045B: draw_text_2numbers $6903 $6919 GXT 'RACES47' numbers 246@ 247@  // ~1~,0~1~ Meilen
jump @CPRACE_6767 

:CPRACE_6744
045B: draw_text_2numbers $6903 $6919 GXT 'RACES46' numbers 246@ 247@  // ~1~,~1~ Meilen

:CPRACE_6767
gosub @CPRACE_47594 
033F: set_text_draw_letter_size $6932 $6946 
033E: set_draw_text_position $6903 $6920 GXT 'RACES38'  // Bestzeit
gosub @CPRACE_47594 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $6933 $6947 
0086: $6921 = $6920 // (float) 
0059: $6921 += $6924 // (float) 
if 
  $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) == 999999999 
else_jump @CPRACE_6893 
033E: set_draw_text_position $6903 $6921 GXT 'RACES45'  // Nicht verfgbar
jump @CPRACE_7018 

:CPRACE_6893
008B: 452@ = $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) // (int) 
452@ /= 60 
0085: 36@ = 452@ // (int) 
36@ *= 60 
008B: 453@ = $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) // (int) 
0062: 453@ -= 36@ // (int) 
if 
  10 > 453@ 
else_jump @CPRACE_6995 
045B: draw_text_2numbers $6903 $6921 GXT 'RACES40' numbers 452@ 453@  // ~1~:0~1~
jump @CPRACE_7018 

:CPRACE_6995
045B: draw_text_2numbers $6903 $6921 GXT 'RACES39' numbers 452@ 453@  // ~1~:~1~

:CPRACE_7018
if 
   not $CURRENT_TOURNAMENT == 3 
else_jump @CPRACE_7332 
gosub @CPRACE_47594 
033F: set_text_draw_letter_size $6932 $6946 
033E: set_draw_text_position $6903 $6922 GXT 'RACES37'  // Bestes Resultat
gosub @CPRACE_47594 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $6933 $6947 
0086: $6923 = $6922 // (float) 
0059: $6923 += $6924 // (float) 
if 
  $RACES_BEST_RESULT($RACE_INDEX,30i) == 1 
else_jump @CPRACE_7159 
033E: set_draw_text_position $6903 $6923 GXT 'RACES41'  // 1.
jump @CPRACE_7332 

:CPRACE_7159
if 
  $RACES_BEST_RESULT($RACE_INDEX,30i) == 2 
else_jump @CPRACE_7205 
033E: set_draw_text_position $6903 $6923 GXT 'RACES42'  // 2.
jump @CPRACE_7332 

:CPRACE_7205
if 
  $RACES_BEST_RESULT($RACE_INDEX,30i) == 3 
else_jump @CPRACE_7251 
033E: set_draw_text_position $6903 $6923 GXT 'RACES43'  // 3.
jump @CPRACE_7332 

:CPRACE_7251
if and
  $RACES_BEST_RESULT($RACE_INDEX,30i) > 3 
  100 > $RACES_BEST_RESULT($RACE_INDEX,30i) 
else_jump @CPRACE_7315 
045A: draw_text_1number $6903 $6923 GXT 'RACES44' number $RACES_BEST_RESULT($RACE_INDEX,30i)  // ~1~.
jump @CPRACE_7332 

:CPRACE_7315
033E: set_draw_text_position $6903 $6923 GXT 'RACES45'  // Nicht verfgbar

:CPRACE_7332
008B: 36@ = $RACE_INDEX // (int) 
36@ += 1 
038D: draw_texture 36@ position 454.98 268.18 size 256.0 256.0 RGBA 180 180 180 255 
jump @CPRACE_20805 

:CPRACE_7391
if 
   not fading 
else_jump @CPRACE_7570 
0989: set_text_boxes_width 200 
0391: release_txd_dictionary 
03E6: remove_text_box 
gosub @CPRACE_20812 
09B9: show_entered_car_name 0 
0826: enable_hud 1 
if 
  221@ == 0 
else_jump @CPRACE_7457 
0581: enable_radar 1 
jump @CPRACE_7475 

:CPRACE_7457
057E: set_radar_grey 1 
09BA: show_entered_zone_name 0 
09AC: disable_map_icons 1 
04F9: set_interior 2 color_to 0 

:CPRACE_7475
$10493 = 1 
if 
  $RACES_WON($RACE_INDEX,30i) == 0 
else_jump @CPRACE_7538 
if and
  $RACE_INDEX == 0 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_7536 
jump @CPRACE_7538 

:CPRACE_7536
increment_mission_attempts 

:CPRACE_7538
if 
  $RACE_INDEX == 23 
else_jump @CPRACE_7563 
014C: set_parked_car_generator $PARKED_PLANES[1] cars_to_generate_to 0 

:CPRACE_7563
49@ = 3 

:CPRACE_7570
jump @CPRACE_20805 

:CPRACE_7577
0085: 249@ = 250@ // (int) 
249@ -= 1 
0085: 251@ = 224@ // (int) 
251@ -= 1 
252@ = 0 
253@ = 0 
254@ = 0 
255@ = 0 

:CPRACE_7635
if 
001D:   256@ > 253@ // (int) 
else_jump @CPRACE_7712 
257@(253@,16i) = 0 
273@(253@,16i) = 0 
289@(253@,16i) = 0 
305@(253@,16i) = 0 
253@ += 1 
jump @CPRACE_7635 

:CPRACE_7712
253@ = 0 
321@ = -1 
49@ = 4 
if 
04A4:   205@ == 3 // @ == any 
else_jump @CPRACE_7877 
if or
  $RACE_INDEX == 22 
  $RACE_INDEX == 23 
  $RACE_INDEX == 24 
else_jump @CPRACE_7830 
322@ = 12.0 
323@ = 12.0 
324@ = 12.0 
325@ = 6.0 
jump @CPRACE_7870 

:CPRACE_7830
322@ = 25.0 
323@ = 25.0 
324@ = 25.0 
325@ = 12.0 

:CPRACE_7870
jump @CPRACE_7917 

:CPRACE_7877
322@ = 12.0 
323@ = 12.0 
324@ = 7.0 
325@ = 6.0 

:CPRACE_7917
jump @CPRACE_20805 

:CPRACE_7924
252@ = 0 

:CPRACE_7931
if 
001D:   256@ > 252@ // (int) 
else_jump @CPRACE_8154 
if 
04A4:   700@(252@,16i) == 290 // @ == any 
else_jump @CPRACE_8099 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_8017 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
023C: load_special_actor 'KENDL' as 2 // models 290-299 

:CPRACE_8017
if 
  $RACE_INDEX == 7 
else_jump @CPRACE_8048 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 

:CPRACE_8048
if 
  $RACE_INDEX == 8 
else_jump @CPRACE_8092 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
023C: load_special_actor 'CAT' as 2 // models 290-299 

:CPRACE_8092
jump @CPRACE_8108 

:CPRACE_8099
Model.Load(700@(252@,16i))

:CPRACE_8108
if 
  $RACE_INDEX == 8 
else_jump @CPRACE_8131 
06E9: load_car_component #WHEEL_OR1 

:CPRACE_8131
Model.Load(716@(252@,16i))
252@ += 1 
jump @CPRACE_7931 

:CPRACE_8154
04ED: load_animation "CAR" 
04ED: load_animation "RIOT" 
038B: load_requested_models 
326@ = 0 

:CPRACE_8178
if 
  326@ == 0 
else_jump @CPRACE_8646 
wait 0 
326@ = 1 
252@ = 0 

:CPRACE_8214
if 
001D:   256@ > 252@ // (int) 
else_jump @CPRACE_8639 
if 
04A4:   700@(252@,16i) == 290 // @ == any 
else_jump @CPRACE_8498 
if 
823D:   not special_actor 1 loaded 
else_jump @CPRACE_8385 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_8309 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
326@ = 0 

:CPRACE_8309
if 
  $RACE_INDEX == 7 
else_jump @CPRACE_8347 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
326@ = 0 

:CPRACE_8347
if 
  $RACE_INDEX == 8 
else_jump @CPRACE_8385 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
326@ = 0 

:CPRACE_8385
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_8438 
if 
823D:   not special_actor 2 loaded 
else_jump @CPRACE_8438 
023C: load_special_actor 'KENDL' as 2 // models 290-299 
326@ = 0 

:CPRACE_8438
if 
  $RACE_INDEX == 8 
else_jump @CPRACE_8491 
if 
823D:   not special_actor 2 loaded 
else_jump @CPRACE_8491 
023C: load_special_actor 'CAT' as 2 // models 290-299 
326@ = 0 

:CPRACE_8491
jump @CPRACE_8534 

:CPRACE_8498
if 
   not Model.Available(700@(252@,16i))
else_jump @CPRACE_8534 
Model.Load(700@(252@,16i))
326@ = 0 

:CPRACE_8534
if 
  $RACE_INDEX == 8 
else_jump @CPRACE_8580 
if 
86EA:   not car_component #WHEEL_OR1 available 
else_jump @CPRACE_8580 
06E9: load_car_component #WHEEL_OR1 
326@ = 0 

:CPRACE_8580
if 
   not Model.Available(716@(252@,16i))
else_jump @CPRACE_8625 
Model.Load(700@(252@,16i))
Model.Load(716@(252@,16i))
326@ = 0 

:CPRACE_8625
252@ += 1 
jump @CPRACE_8214 

:CPRACE_8639
jump @CPRACE_8178 

:CPRACE_8646
49@ = 5 
jump @CPRACE_20805 

:CPRACE_8660
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 454@ 536@ 618@ radius 30.0 
if 
  $CUSTOM_TOURNAMENT_FLAG == 1 
else_jump @CPRACE_8708 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:CPRACE_8708
Actor.PutAt($PLAYER_ACTOR, 454@, 536@, 618@)
0860: link_actor $PLAYER_ACTOR to_interior 221@ 
select_interior 221@ 
04E4: unknown_refresh_game_renderer_at 454@ 536@ 
Camera.Restore_WithJumpCut
Camera.SetAtPos(454@, 536@, 618@)
0915: unknown_release_weather 
49@ = 6 
jump @CPRACE_20805 

:CPRACE_8772
if and
04EE:   animation "CAR" loaded 
04EE:   animation "RIOT" loaded 
else_jump @CPRACE_11198 
443@ = Car.Create(716@, 454@, 536@, 618@)
039F: set_car 443@ race_to 455@ 537@ 
0085: 36@ = 256@ // (int) 
36@ -= 1 
253@ = 0 

:CPRACE_8848
if 
001D:   256@ > 253@ // (int) 
else_jump @CPRACE_11173 
if 
  256@ > 1 
else_jump @CPRACE_9265 
07E4: get_model 716@ dimensions_cornerA_to 329@ 330@ $TEMPVAR_FLOAT_3 dimensions_cornerB_to 327@ 328@ $TEMPVAR_FLOAT_3 
329@ *= -1.0 
005B: 327@ += 329@ // (float) 
if 
  2.0 > 327@ 
else_jump @CPRACE_8957 
327@ = 2.0 

:CPRACE_8957
0087: 329@ = 327@ // (float) 
329@ *= -1.0 
330@ *= -1.0 
005B: 328@ += 330@ // (float) 
0085: 254@ = 253@ // (int) 
254@ /= 2 
254@ *= 2 
if 
003B:   254@ == 253@ // (int) 
else_jump @CPRACE_9083 
0088: $TEMPVAR_FLOAT_1 = 327@ // (float) 
0093: 47@ = integer 253@ to_float 
006B: 47@ *= 328@ // (float) 
47@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 47@ // (float) 
jump @CPRACE_9140 

:CPRACE_9083
0088: $TEMPVAR_FLOAT_1 = 329@ // (float) 
0085: 255@ = 253@ // (int) 
255@ -= 1 
0093: 47@ = integer 255@ to_float 
006B: 47@ *= 328@ // (float) 
47@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 47@ // (float) 

:CPRACE_9140
if 
   Car.Wrecked(443@)
else_jump @CPRACE_9201 
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_9199 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_9199 
$1846 = 1 

:CPRACE_9199
return 

:CPRACE_9201
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 0.0 
$TEMPVAR_ANGLE = Car.Angle(443@)
0089: 331@(253@,16f) = $TEMPVAR_FLOAT_1 // (float) 
0089: 347@(253@,16f) = $TEMPVAR_FLOAT_2 // (float) 
jump @CPRACE_9329 

:CPRACE_9265
$TEMPVAR_ANGLE = Car.Angle(443@)
0088: $TEMPVAR_FLOAT_1 = 331@(253@,16f) // (float) 
0088: $TEMPVAR_FLOAT_2 = 347@(253@,16f) // (float) 
0087: 331@(253@,16f) = 454@ // (float) 
0087: 347@(253@,16f) = 536@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 618@ // (float) 

:CPRACE_9329
if 
881E:   not model 716@(253@,16i) boat 
else_jump @CPRACE_9403 
if 
881F:   not model 716@(253@,16i) plane 
else_jump @CPRACE_9403 
if 
8820:   not model 716@(253@,16i) heli 
else_jump @CPRACE_9403 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:CPRACE_9403
0089: 363@(253@,16f) = $TEMPVAR_FLOAT_3 // (float) 
if 
001D:   36@ > 253@ // (int) 
else_jump @CPRACE_9756 
gosub @CPRACE_488 
0129: 395@(253@,16i) = create_actor_pedtype 4 model 700@(253@,16i) in_car 379@(253@,16i) driverseat 
if 
04A4:   700@(253@,16i) == 290 // @ == any 
else_jump @CPRACE_9552 
if or
  $RACE_INDEX == 0 
  $RACE_INDEX == 8 
else_jump @CPRACE_9533 
01C8: 411@ = create_actor_pedtype 5 model #SPECIAL02 in_car 379@(253@,16i) passenger_seat 0 

:CPRACE_9533
Car.SetImmunities(379@(253@,16i), 1, 1, 1, 0, 1)

:CPRACE_9552
if 
  221@ > 0 
else_jump @CPRACE_9614 
if 
  321@ == -1 
else_jump @CPRACE_9602 
07E5: copy_decision_maker -1 to 321@ 
0708: reset_decision_maker 321@ event 79 

:CPRACE_9602
060B: set_actor 395@(253@,16i) decision_maker_to 321@ 

:CPRACE_9614
0860: link_actor 395@(253@,16i) to_interior 221@ 
054A: set_actor 395@(253@,16i) immune_to_car_headshots 0 
0446: set_actor 395@(253@,16i) immune_to_headshots 0 
0568: set_actor 395@(253@,16i) targetable 1 
02A9: set_actor 395@(253@,16i) immune_to_nonplayer 1 
039E: set_actor 395@(253@,16i) locked 0 while_in_car 
04D8: set_actor 395@(253@,16i) drowns_in_water 0 
Actor.Health(395@(253@,16i)) = 500
if 
  221@ == 0 
else_jump @CPRACE_9738 
412@(253@,16i) = Marker.CreateAboveActor(395@(253@,16i))

:CPRACE_9738
018B: set_marker 412@(253@,16i) radar_mode 1 
jump @CPRACE_11159 

:CPRACE_9756
if 
881E:   not model 716@(253@,16i) boat 
else_jump @CPRACE_10754 
if 
881F:   not model 716@(253@,16i) plane 
else_jump @CPRACE_10754 
if 
8820:   not model 716@(253@,16i) heli 
else_jump @CPRACE_10754 
if 
  221@ == 0 
else_jump @CPRACE_10754 
060A: create_decision_maker_type 0 store_to 428@ // decision\allowed\m_.ped files 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -4.0435 6.5755 -0.8 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 429@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0961: unknown_actor 429@ flag 1 
060B: set_actor 429@ decision_maker_to 428@ 
06BA: AS_actor 429@ turn_to_and_look_at 454@ 536@ 618@ 
430@ = Object.Init(#KMB_GOFLAG, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
070A: AS_actor 429@ attach_to_object 430@ offset 0.062 0.027 -0.15 on_bone 5 16 perform_animation "FLAG_DROP" IFP_file "CAR" time 0 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -5.6392 2.9435 -0.8 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 431@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -6.0071 -2.0778 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 432@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -7.6039 -5.0807 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 433@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -7.0724 -6.4057 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 434@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -5.9988 -13.553 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 435@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 6.073 -15.2059 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 436@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 7.2639 -12.9933 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 437@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 5.8429 -7.7069 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 438@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 8.4135 -3.7971 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 439@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 6.2507 0.3634 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 440@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 8.6397 2.419 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 441@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
252@ = 0 

:CPRACE_10623
if 
  11 > 252@ 
else_jump @CPRACE_10754 
060B: set_actor 431@(252@,11i) decision_maker_to 428@ 
0961: unknown_actor 431@(252@,11i) flag 1 
0615: define_AS_pack_begin 38@ 
gosub @CPRACE_50648 
0643: set_AS_pack 38@ loop 1 
0616: define_AS_pack_end 38@ 
0615: define_AS_pack_begin 37@ 
06BA: AS_actor -1 turn_to_and_look_at 454@ 536@ 618@ 
0618: assign_actor -1 to_AS_pack 38@ 
0616: define_AS_pack_end 37@ 
0618: assign_actor 431@(252@,11i) to_AS_pack 37@ 
061B: remove_references_to_AS_pack 38@ 
061B: remove_references_to_AS_pack 37@ 
252@ += 1 
jump @CPRACE_10623 

:CPRACE_10754
Car.Destroy(443@)
008B: 395@(253@,16i) = $PLAYER_ACTOR // (int) 
0085: 442@ = 253@ // (int) 
363@(442@,16f) += 3.0 
02CE: 363@(442@,16f) = ground_z_at 331@(442@,16f) 347@(442@,16f) 363@(442@,16f) 
if 
  0.0 > 363@(442@,16f) 
else_jump @CPRACE_10882 
if 
081E:   model 716@(442@,16i) boat 
else_jump @CPRACE_10882 
363@(442@,16f) = 0.0 

:CPRACE_10882
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CPRACE_10947 
0811: 379@(442@,16i) = actor $PLAYER_ACTOR car // versionC 
Car.PutAt(379@(442@,16i), 331@(442@,16f), 347@(442@,16f), 363@(442@,16f))
jump @CPRACE_11070 

:CPRACE_10947
379@(442@,16i) = Car.Create(716@(442@,16i), 331@(442@,16f), 347@(442@,16f), 363@(442@,16f))
if 
  $RACE_INDEX == 8 
else_jump @CPRACE_11017 
06E7: 36@ = add_car_component #WHEEL_OR1 to_car 379@(442@,16i) 

:CPRACE_11017
if 
   not 209@ == -1 
else_jump @CPRACE_11058 
0229: set_car 379@(442@,16i) primary_color_to 209@(442@,6i) secondary_color_to 215@(442@,6i) 

:CPRACE_11058
036A: put_actor $PLAYER_ACTOR in_car 379@(442@,16i) 

:CPRACE_11070
0840: link_car 379@(442@,16i) to_interior 221@ 
Car.Angle(379@(442@,16i)) = $TEMPVAR_ANGLE
if or
081F:   model 716@(442@,16i) plane 
0820:   model 716@(442@,16i) heli 
else_jump @CPRACE_11148 
Car.LockInCurrentPosition(379@(442@,16i)) = True
Car.SetSpeedInstantly(379@(442@,16i), 10.0)

:CPRACE_11148
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 

:CPRACE_11159
253@ += 1 
jump @CPRACE_8848 

:CPRACE_11173
Player.CanMove($PLAYER_CHAR) = False
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
49@ = 7 
jump @CPRACE_11213 

:CPRACE_11198
04ED: load_animation "CAR" 
04ED: load_animation "RIOT" 

:CPRACE_11213
jump @CPRACE_20805 

:CPRACE_11220
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
$6960 += 999 
49@ = 8 
jump @CPRACE_20805 

:CPRACE_11297
if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // (int) 
else_jump @CPRACE_11375 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
$6960 += 999 
49@ = 9 

:CPRACE_11375
jump @CPRACE_20805 

:CPRACE_11382
if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // (int) 
else_jump @CPRACE_11460 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
$6960 += 999 
49@ = 10 

:CPRACE_11460
jump @CPRACE_20805 

:CPRACE_11467
if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // (int) 
else_jump @CPRACE_12344 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // LOS!
097A: play_audio_at 0.0 0.0 0.0 event 1057 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
253@ = 0 

:CPRACE_11547
if 
  11 > 253@ 
else_jump @CPRACE_11588 
Actor.RemoveReferences(431@(253@,11i))
253@ += 1 
jump @CPRACE_11547 

:CPRACE_11588
Actor.RemoveReferences(429@)
04EF: release_animation "CAR" 
253@ = 0 

:CPRACE_11607
if 
001D:   256@ > 253@ // (int) 
else_jump @CPRACE_11829 
if 
   not Car.Wrecked(379@(253@,16i))
else_jump @CPRACE_11815 
Car.ImmuneToNonPlayer(379@(253@,16i)) = False
if 
881E:   not model 716@(253@,16i) boat 
else_jump @CPRACE_11815 
if 
881F:   not model 716@(253@,16i) plane 
else_jump @CPRACE_11804 
if 
8820:   not model 716@(253@,16i) heli 
else_jump @CPRACE_11786 
if 
803B:   not  253@ == 442@ // (int) 
else_jump @CPRACE_11779 
if 
  221@ == 0 
else_jump @CPRACE_11779 
072F: enable_car 379@(253@,16i) stuck_check_distance 3.0 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC 

:CPRACE_11779
jump @CPRACE_11797 

:CPRACE_11786
Car.LockInCurrentPosition(379@(253@,16i)) = False

:CPRACE_11797
jump @CPRACE_11815 

:CPRACE_11804
Car.LockInCurrentPosition(379@(253@,16i)) = False

:CPRACE_11815
253@ += 1 
jump @CPRACE_11607 

:CPRACE_11829
01EB: set_traffic_density_multiplier_to 1.0 
$6903 = 582.7242 
$6917 = 356.2812 
$6931 = 52.2072 
$6945 = 52.2072 
$6904 = 584.0833 
$6918 = 329.3647 
$6932 = 0.4943 
$6946 = 2.097 
$6905 = 570.6411 
$6919 = 323.5937 
$6933 = 0.9127 
$6947 = 4.8106 
$6906 = 585.941 
$6920 = 345.6341 
$6934 = 0.4197 
$6948 = 1.8511 
$6907 = 582.7242 
$6921 = 359.0323 
$6935 = 0.4993 
$6949 = 2.637 
$6908 = 582.7242 
$6922 = 356.2812 
$6936 = 56.2072 
$6950 = 56.2072 
$6909 = 582.7242 
$6923 = 356.2812 
$6937 = 58.2072 
$6951 = 58.2072 
$6910 = 582.7242 
$6924 = 400.7518 
$6938 = 58.2072 
$6952 = 32.7789 
$6911 = 582.7242 
$6925 = 400.2518 
$6939 = 56.2072 
$6953 = 31.7789 
$6912 = 582.7242 
$6926 = 399.2518 
$6940 = 52.2072 
$6954 = 29.7789 
$6913 = 560.4862 
$6927 = 384.5027 
$6941 = 0.5 
$6955 = 1.5393 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
008B: 206@ = $CURRENT_TIME_IN_MS2 // (int) 
if 
  256@ == 1 
else_jump @CPRACE_12333 
$6960 = 0 
03C3: set_timer_to $6960 type 0 GXT 'TIMER' // global_variable  // ZEIT

:CPRACE_12333
0A0E: unknown_text_stuff 2 
49@ = 11 

:CPRACE_12344
jump @CPRACE_20805 

:CPRACE_12351
if 
001D:   256@ > 253@ // (int) 
else_jump @CPRACE_18590 
if 
   not Actor.Dead(395@(253@,16i))
else_jump @CPRACE_18123 
if 
  13 > 49@ 
else_jump @CPRACE_12732 
if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // (int) 
else_jump @CPRACE_12732 
if 
001D:   273@(253@,16i) > 273@(442@,16i) // (int) 
else_jump @CPRACE_12472 
229@ += 1 
jump @CPRACE_12732 

:CPRACE_12472
if 
003B:   273@(442@,16i) == 273@(253@,16i) // (int) 
else_jump @CPRACE_12732 
if 
001D:   257@(253@,16i) > 257@(442@,16i) // (int) 
else_jump @CPRACE_12540 
229@ += 1 
jump @CPRACE_12732 

:CPRACE_12540
if 
001D:   257@(253@,16i) > 249@ // (int) 
else_jump @CPRACE_12577 
229@ += 1 
jump @CPRACE_12732 

:CPRACE_12577
if 
003B:   257@(442@,16i) == 257@(253@,16i) // (int) 
else_jump @CPRACE_12732 
Actor.StorePos(395@(253@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
050A: 444@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
050A: 445@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
if 
0025:   445@ > 444@ // (float) 
else_jump @CPRACE_12732 
229@ += 1 

:CPRACE_12732
if 
  49@ == 12 
else_jump @CPRACE_15498 
if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
else_jump @CPRACE_14121 
if 
   not Car.Wrecked(379@(442@,16i))
else_jump @CPRACE_13748 
if 
   Actor.InCar($PLAYER_ACTOR, 379@(442@,16i))
else_jump @CPRACE_13359 
if 
  207@ == 1 
else_jump @CPRACE_13352 
03D5: remove_text 'RACES21'  // ~s~Du hast ~1~ Sekunden, um zu deinem ~b~Fahrzeug ~s~zurckzukehren, bevor du disqualifiziert wirst.
Marker.Disable(54@)
363@(253@,16f) -= 1000.0 
if 
  221@ == 0 
else_jump @CPRACE_13345 
254@ = 0 
0085: 36@ = 256@ // (int) 
36@ -= 1 

:CPRACE_12904
if 
001D:   36@ > 254@ // (int) 
else_jump @CPRACE_12984 
if 
   not Actor.Dead(395@(254@,16i))
else_jump @CPRACE_12970 
412@(254@,16i) = Marker.CreateAboveActor(395@(254@,16i))
018B: set_marker 412@(254@,16i) radar_mode 1 

:CPRACE_12970
254@ += 1 
jump @CPRACE_12904 

:CPRACE_12984
018A: 54@ = create_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
Marker.SetColor(54@, 0)
018B: set_marker 54@ radar_mode 2 
Marker.SetIconSize(54@, 3)
if and
003B:   257@(253@,16i) == 249@ // (int) 
003B:   273@(253@,16i) == 251@ // (int) 
else_jump @CPRACE_13243 
if 
04A4:   205@ == 3 // @ == any 
else_jump @CPRACE_13188 
0085: 36@ = 257@(253@,16i) // (int) 
36@ -= 1 
if 
  0 > 36@ 
else_jump @CPRACE_13128 
36@ = 0 

:CPRACE_13128
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 
jump @CPRACE_13236 

:CPRACE_13188
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 0.0 0.0 0.0 type 1 radius 6.0 

:CPRACE_13236
jump @CPRACE_13345 

:CPRACE_13243
0085: 36@ = 257@(253@,16i) // (int) 
36@ += 1 
if 
003B:   257@(253@,16i) == 249@ // (int) 
else_jump @CPRACE_13292 
36@ = 1 

:CPRACE_13292
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 

:CPRACE_13345
207@ = 0 

:CPRACE_13352
jump @CPRACE_13741 

:CPRACE_13359
if 
  207@ == 0 
else_jump @CPRACE_13507 
06D6: disable_racing_checkpoint 449@ 
Marker.Disable(54@)
254@ = 0 
0085: 36@ = 256@ // (int) 
36@ -= 1 

:CPRACE_13409
if 
001D:   36@ > 254@ // (int) 
else_jump @CPRACE_13451 
Marker.Disable(412@(254@,16i))
254@ += 1 
jump @CPRACE_13409 

:CPRACE_13451
54@ = Marker.CreateAboveCar(379@(442@,16i))
07E0: set_marker 54@ type_to 1 
363@(253@,16f) += 1000.0 
008B: 446@ = $CURRENT_TIME_IN_MS2 // (int) 
446@ += 25400 
207@ = 1 

:CPRACE_13507
0085: 453@ = 446@ // (int) 
0064: 453@ -= $CURRENT_TIME_IN_MS2 // (int) 
453@ /= 1000 
if 
  1 > 453@ 
else_jump @CPRACE_13556 
453@ = 0 

:CPRACE_13556
if 
001E:   $CURRENT_TIME_IN_MS2 > 446@ // (int) 
else_jump @CPRACE_13670 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~Du bist disqualifiziert worden, weil du dein Fahrzeug verlassen hast.
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_13625 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FEHLGESCHLAGEN!

:CPRACE_13625
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_13668 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_13668 
$1846 = 1 

:CPRACE_13668
return 

:CPRACE_13670
if 
  453@ == 1 
else_jump @CPRACE_13718 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'RACE_21' number 453@ time 200 flag 1  // ~s~Du hast ~1~ Sekunde, um zu deinem ~b~Fahrzeug ~s~zurckzukehren, bevor du disqualifiziert wirst.
jump @CPRACE_13741 

:CPRACE_13718
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'RACES21' number 453@ time 200 flag 1  // ~s~Du hast ~1~ Sekunden, um zu deinem ~b~Fahrzeug ~s~zurckzukehren, bevor du disqualifiziert wirst.

:CPRACE_13741
jump @CPRACE_14114 

:CPRACE_13748
if 
02BF:   car 379@(442@,16i) sunk 
else_jump @CPRACE_14019 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CPRACE_13917 
03C0: 443@ = actor $PLAYER_ACTOR car 
if 
803B:   not  443@ == 379@(442@,16i) // (int) 
else_jump @CPRACE_13910 
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~Du bist disqualifiziert worden, weil du dein Fahrzeug zerstrt hast.
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_13865 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FEHLGESCHLAGEN!

:CPRACE_13865
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_13908 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_13908 
$1846 = 1 

:CPRACE_13908
return 

:CPRACE_13910
jump @CPRACE_14012 

:CPRACE_13917
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~Du bist disqualifiziert worden, weil du dein Fahrzeug zerstrt hast.
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_13967 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FEHLGESCHLAGEN!

:CPRACE_13967
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_14010 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_14010 
$1846 = 1 

:CPRACE_14010
return 

:CPRACE_14012
jump @CPRACE_14114 

:CPRACE_14019
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~Du bist disqualifiziert worden, weil du dein Fahrzeug zerstrt hast.
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_14069 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FEHLGESCHLAGEN!

:CPRACE_14069
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_14112 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_14112 
$1846 = 1 

:CPRACE_14112
return 

:CPRACE_14114
jump @CPRACE_15498 

:CPRACE_14121
if 
001D:   250@ > 257@(253@,16i) // (int) 
else_jump @CPRACE_15498 
if 
   Actor.Driving(395@(253@,16i))
else_jump @CPRACE_14412 
if 
  221@ == 0 
else_jump @CPRACE_14405 
0085: 36@ = 257@(442@,16i) // (int) 
36@ += 4 
03C0: 443@ = actor 395@(253@,16i) car 
if 
001D:   257@(253@,16i) > 36@ // (int) 
else_jump @CPRACE_14253 
Car.SetMaxSpeed(443@, 25.0)
jump @CPRACE_14312 

:CPRACE_14253
if or
  $RACE_INDEX == 7 
  $RACE_INDEX == 8 
  $RACE_INDEX == 0 
else_jump @CPRACE_14302 
Car.SetMaxSpeed(443@, 35.0)
jump @CPRACE_14312 

:CPRACE_14302
Car.SetMaxSpeed(443@, 50.0)

:CPRACE_14312
if 
  $RACE_INDEX == 8 
else_jump @CPRACE_14405 
if or
01AD:   car 443@ sphere 0 near_point -882.9833 -47.9468 radius 24.61 25.64 
01AD:   car 443@ sphere 0 near_point -843.0954 -141.9169 radius 24.59 -29.24 
else_jump @CPRACE_14405 
Car.SetMaxSpeed(443@, 30.0)

:CPRACE_14405
jump @CPRACE_14933 

:CPRACE_14412
if 
  $RACE_INDEX == 25 
else_jump @CPRACE_14444 
jump @CPRACE_18141 
jump @CPRACE_14933 

:CPRACE_14444
if 
  305@(253@,16i) == 0 
else_jump @CPRACE_14490 
008B: 305@(253@,16i) = $CURRENT_TIME_IN_MS2 // (int) 
305@(253@,16i) += 8000 

:CPRACE_14490
if 
001E:   $CURRENT_TIME_IN_MS2 > 305@(253@,16i) // (int) 
else_jump @CPRACE_14933 
if 
803B:   not  257@(253@,16i) == 257@(442@,16i) // (int) 
else_jump @CPRACE_14933 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 395@(253@,16i) radius 30.0 30.0 0 
else_jump @CPRACE_14922 
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 331@(253@,16f) 347@(253@,16f) radius 30.0 30.0 
else_jump @CPRACE_14904 
if 
838A:   not any_car_in_cube_cornerA 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) cornerB 4.0 4.0 3.0 
else_jump @CPRACE_14886 
if 
82CB:   not actor 395@(253@,16i) bounding_sphere_visible 
else_jump @CPRACE_14868 
if 
80C2:   not sphere_onscreen 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) radius 4.0 
else_jump @CPRACE_14850 
Car.RemoveReferences(379@(253@,16i))
gosub @CPRACE_488 
036A: put_actor 395@(253@,16i) in_car 379@(253@,16i) 
0085: 36@ = 257@(253@,16i) // (int) 
36@ += 1 
if 
001D:   250@ > 36@ // (int) 
else_jump @CPRACE_14832 
039F: set_car 379@(253@,16i) race_to 454@(36@,82f) 536@(36@,82f) 
Car.SetSpeedInstantly(379@(253@,16i), 20.0)

:CPRACE_14832
305@(253@,16i) = 0 
jump @CPRACE_14861 

:CPRACE_14850
305@(253@,16i) = 0 

:CPRACE_14861
jump @CPRACE_14879 

:CPRACE_14868
305@(253@,16i) = 0 

:CPRACE_14879
jump @CPRACE_14897 

:CPRACE_14886
305@(253@,16i) = 0 

:CPRACE_14897
jump @CPRACE_14915 

:CPRACE_14904
305@(253@,16i) = 0 

:CPRACE_14915
jump @CPRACE_14933 

:CPRACE_14922
305@(253@,16i) = 0 

:CPRACE_14933
if 
  221@ == 0 
else_jump @CPRACE_15498 
252@ = 0 
255@ = 0 

:CPRACE_14965
if 
001D:   256@ > 252@ // (int) 
else_jump @CPRACE_15047 
0085: 447@ = 257@(252@,16i) // (int) 
447@ -= 4 
if 
001D:   447@ > 257@(253@,16i) // (int) 
else_jump @CPRACE_15033 
255@ += 1 

:CPRACE_15033
252@ += 1 
jump @CPRACE_14965 

:CPRACE_15047
if 
  255@ > 0 
else_jump @CPRACE_15498 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 395@(253@,16i) radius 150.0 150.0 0 
else_jump @CPRACE_15498 
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 331@(253@,16f) 347@(253@,16f) radius 150.0 150.0 
else_jump @CPRACE_15498 
if 
80EC:   not actor 395@(253@,16i) 0 near_point 331@(253@,16f) 347@(253@,16f) radius 40.0 40.0 
else_jump @CPRACE_15498 
if 
838A:   not any_car_in_cube_cornerA 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) cornerB 4.0 4.0 3.0 
else_jump @CPRACE_15498 
if 
82CB:   not actor 395@(253@,16i) bounding_sphere_visible 
else_jump @CPRACE_15498 
if 
80C2:   not sphere_onscreen 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) radius 4.0 
else_jump @CPRACE_15498 
if 
0449:   actor 395@(253@,16i) in_a_car 
else_jump @CPRACE_15391 
Actor.PutAt(395@(253@,16i), 331@(253@,16f), 347@(253@,16f), 363@(253@,16f))
0085: 36@ = 257@(253@,16i) // (int) 
36@ += 1 
039F: set_car 443@ race_to 454@(36@,82f) 536@(36@,82f) 
jump @CPRACE_15498 

:CPRACE_15391
Car.RemoveReferences(379@(253@,16i))
gosub @CPRACE_488 
036A: put_actor 395@(253@,16i) in_car 379@(253@,16i) 
0085: 36@ = 257@(253@,16i) // (int) 
36@ += 1 
if 
001D:   250@ > 36@ // (int) 
else_jump @CPRACE_15498 
039F: set_car 379@(253@,16i) race_to 454@(36@,82f) 536@(36@,82f) 
Car.SetSpeedInstantly(379@(253@,16i), 20.0)

:CPRACE_15498
36@ = 0 
if 
0100:   actor 395@(253@,16i) in_sphere 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) radius 322@ 323@ 324@ sphere 0 in_car 
else_jump @CPRACE_15571 
36@ = 1 
jump @CPRACE_15700 

:CPRACE_15571
if 
07D6:   395@(253@,16i) == $PLAYER_ACTOR // integer vars 
else_jump @CPRACE_15700 
if 
0735:   NOP_false 83 
else_jump @CPRACE_15700 
04E4: unknown_refresh_game_renderer_at 331@(253@,16f) 347@(253@,16f) 
Camera.SetAtPos(331@(253@,16f), 347@(253@,16f), 363@(253@,16f))
0088: $TEMPVAR_FLOAT_1 = 363@(253@,16f) // (float) 
$TEMPVAR_FLOAT_1 += 1.0 
Actor.PutAt(395@(253@,16i), 331@(253@,16f), 347@(253@,16f), 363@(253@,16f))

:CPRACE_15700
if 
  36@ == 1 
else_jump @CPRACE_18116 
if 
  49@ == 11 
else_jump @CPRACE_15743 
49@ = 12 

:CPRACE_15743
if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
else_jump @CPRACE_15809 
if 
  221@ == 0 
else_jump @CPRACE_15809 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
Marker.Disable(54@)

:CPRACE_15809
257@(253@,16i) += 1 
if 
001D:   250@ > 257@(253@,16i) // (int) 
else_jump @CPRACE_15910 
0085: 36@ = 257@(253@,16i) // (int) 
0087: 331@(253@,16f) = 454@(36@,82f) // (float) 
0087: 347@(253@,16f) = 536@(36@,82f) // (float) 
0087: 363@(253@,16f) = 618@(36@,82f) // (float) 
jump @CPRACE_16948 

:CPRACE_15910
if 
001D:   224@ > 273@(253@,16i) // (int) 
else_jump @CPRACE_15944 
273@(253@,16i) += 1 

:CPRACE_15944
if 
003B:   273@(253@,16i) == 224@ // (int) 
else_jump @CPRACE_16620 
if 
07D6:   395@(253@,16i) == $PLAYER_ACTOR // integer vars 
else_jump @CPRACE_16209 
if 
  224@ > 1 
else_jump @CPRACE_16119 
008B: 448@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 448@ -= 206@ // (int) 
448@ /= 1000 
if 
001E:   $RACES_NEW_BEST_TIME($RACE_INDEX,30i) > 448@ // (int) 
else_jump @CPRACE_16119 
008A: $RACES_NEW_BEST_TIME($RACE_INDEX,30i) = 448@ // (int) 
if 
  $RACE_INDEX == 25 
else_jump @CPRACE_16093 
042E: downdate_integer_stat 212 to 448@ // same as 0582 

:CPRACE_16093
if 
  $RACE_INDEX == 26 
else_jump @CPRACE_16119 
042E: downdate_integer_stat 219 to 448@ // same as 0582 

:CPRACE_16119
06D6: disable_racing_checkpoint 449@ 
Marker.Disable(54@)
49@ = 13 
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_16188 
if 
  229@ > 0 
else_jump @CPRACE_16188 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FEHLGESCHLAGEN!

:CPRACE_16188
363@(253@,16f) = 99999.0 
jump @CPRACE_16613 

:CPRACE_16209
if 
   not Car.Wrecked(379@(253@,16i))
else_jump @CPRACE_16238 
03CD: disable_car 379@(253@,16i) stuck_check 

:CPRACE_16238
if 
  221@ == 0 
else_jump @CPRACE_16548 
062E: unknown_get_actor 395@(253@,16i) task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CPRACE_16541 
0615: define_AS_pack_begin 37@ 
06AC: 47@ = actor 395@(253@,16i) movement_speed 
0092: 36@ = float 47@ to_integer 
36@ *= -100 
36@ += 4000 
if 
  10 > 36@ 
else_jump @CPRACE_16354 
36@ = 10 

:CPRACE_16354
06C7: AS_actor -1 driver_of_car -1 perform_action 9 timelimit 36@ 
0209: 36@ = random_int_in_ranges 0 5 
if or
  36@ == 0 
  36@ == 1 
else_jump @CPRACE_16430 
06C7: AS_actor -1 driver_of_car -1 perform_action 7 timelimit 200 
06C7: AS_actor -1 driver_of_car -1 perform_action 4 timelimit 250000 
jump @CPRACE_16454 

:CPRACE_16430
06C7: AS_actor -1 driver_of_car -1 perform_action 8 timelimit 200 
06C7: AS_actor -1 driver_of_car -1 perform_action 5 timelimit 250000 

:CPRACE_16454
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
05D2: AS_actor -1 run_to_and_hijack_car -1 max_search_radius 100.0 traffic_behavior 2 
0616: define_AS_pack_end 37@ 
0618: assign_actor 395@(253@,16i) to_AS_pack 37@ 
061B: remove_references_to_AS_pack 37@ 

:CPRACE_16541
jump @CPRACE_16599 

:CPRACE_16548
062E: unknown_get_actor 395@(253@,16i) task 1490 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CPRACE_16599 
05D2: AS_actor 395@(253@,16i) run_to_and_hijack_car -1 max_search_radius 100.0 traffic_behavior 2 

:CPRACE_16599
363@(253@,16f) = 99999.0 

:CPRACE_16613
jump @CPRACE_16948 

:CPRACE_16620
if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
else_jump @CPRACE_16877 
008B: 448@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 448@ -= 206@ // (int) 
448@ /= 1000 
if 
001E:   $RACES_NEW_BEST_TIME($RACE_INDEX,30i) > 448@ // (int) 
else_jump @CPRACE_16869 
008A: $RACES_NEW_BEST_TIME($RACE_INDEX,30i) = 448@ // (int) 
if 
  $RACE_INDEX == 25 
else_jump @CPRACE_16728 
042E: downdate_integer_stat 212 to 448@ // same as 0582 

:CPRACE_16728
if 
  $RACE_INDEX == 26 
else_jump @CPRACE_16754 
042E: downdate_integer_stat 219 to 448@ // same as 0582 

:CPRACE_16754
0085: 452@ = 448@ // (int) 
452@ /= 60 
0085: 36@ = 452@ // (int) 
36@ *= 60 
0085: 453@ = 448@ // (int) 
0062: 453@ -= 36@ // (int) 
if 
  10 > 453@ 
else_jump @CPRACE_16847 
02FD: show_text_2numbers_lowpriority GXT 'LAPTIM0' numbers 452@ 453@ time 5000 flag 1  // Neue Rundenbestzeit ~1~:0~1~
jump @CPRACE_16869 

:CPRACE_16847
02FD: show_text_2numbers_lowpriority GXT 'LAPTIME' numbers 452@ 453@ time 5000 flag 1  // Neue Rundenbestzeit ~1~:~1~

:CPRACE_16869
008B: 206@ = $CURRENT_TIME_IN_MS2 // (int) 

:CPRACE_16877
257@(253@,16i) = 0 
0085: 36@ = 257@(253@,16i) // (int) 
0087: 331@(253@,16f) = 454@(36@,82f) // (float) 
0087: 347@(253@,16f) = 536@(36@,82f) // (float) 
0087: 363@(253@,16f) = 618@(36@,82f) // (float) 

:CPRACE_16948
if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
else_jump @CPRACE_17405 
if 
   not 363@(253@,16f) == 99999.0 
else_jump @CPRACE_17398 
if 
  221@ == 0 
else_jump @CPRACE_17066 
018A: 54@ = create_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
Marker.SetColor(54@, 0)
018B: set_marker 54@ radar_mode 2 
Marker.SetIconSize(54@, 3)
06D6: disable_racing_checkpoint 449@ 

:CPRACE_17066
if and
003B:   257@(253@,16i) == 249@ // (int) 
003B:   273@(253@,16i) == 251@ // (int) 
else_jump @CPRACE_17278 
if 
04A4:   205@ == 3 // @ == any 
else_jump @CPRACE_17223 
0085: 36@ = 257@(253@,16i) // (int) 
36@ -= 1 
if 
  0 > 36@ 
else_jump @CPRACE_17163 
36@ = 0 

:CPRACE_17163
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 
jump @CPRACE_17271 

:CPRACE_17223
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 0.0 0.0 0.0 type 1 radius 6.0 

:CPRACE_17271
jump @CPRACE_17398 

:CPRACE_17278
if 
  221@ == 0 
else_jump @CPRACE_17398 
0085: 36@ = 257@(253@,16i) // (int) 
36@ += 1 
if 
003B:   257@(253@,16i) == 249@ // (int) 
else_jump @CPRACE_17345 
36@ = 1 

:CPRACE_17345
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 

:CPRACE_17398
jump @CPRACE_18116 

:CPRACE_17405
if 
   not 363@(253@,16f) == 99999.0 
else_jump @CPRACE_18116 
if 
04A9:   actor 395@(253@,16i) driving_heli 
else_jump @CPRACE_17660 
if 
   not Car.Wrecked(379@(253@,16i))
else_jump @CPRACE_17603 
if 
   Actor.InCar(395@(253@,16i), 379@(253@,16i))
else_jump @CPRACE_17546 
04A2: set_heli 379@(253@,16i) fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 
jump @CPRACE_17596 

:CPRACE_17546
03C0: 443@ = actor 395@(253@,16i) car 
04A2: set_heli 443@ fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_17596
jump @CPRACE_17653 

:CPRACE_17603
03C0: 443@ = actor 395@(253@,16i) car 
04A2: set_heli 443@ fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_17653
jump @CPRACE_18116 

:CPRACE_17660
if 
   Actor.DrivingPlane(395@(253@,16i))
else_jump @CPRACE_17890 
if 
   not Car.Wrecked(379@(253@,16i))
else_jump @CPRACE_17833 
if 
   Actor.InCar(395@(253@,16i), 379@(253@,16i))
else_jump @CPRACE_17776 
04D2: set_plane 379@(253@,16i) fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 
jump @CPRACE_17826 

:CPRACE_17776
03C0: 443@ = actor 395@(253@,16i) car 
04D2: set_plane 443@ fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_17826
jump @CPRACE_17883 

:CPRACE_17833
03C0: 443@ = actor 395@(253@,16i) car 
04D2: set_plane 443@ fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_17883
jump @CPRACE_18116 

:CPRACE_17890
062E: unknown_get_actor 395@(253@,16i) task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CPRACE_18116 
062E: unknown_get_actor 395@(253@,16i) task 1490 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CPRACE_18116 
if 
   not Car.Wrecked(379@(253@,16i))
else_jump @CPRACE_18068 
05D1: AS_actor 395@(253@,16i) drive_car 379@(253@,16i) to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) speed 50.0 3 model 716@(253@,16i) 2 
if 
001D:   257@(253@,16i) > 250@ // (int) 
else_jump @CPRACE_18061 
03CD: disable_car 379@(253@,16i) stuck_check 

:CPRACE_18061
jump @CPRACE_18116 

:CPRACE_18068
05D1: AS_actor 395@(253@,16i) drive_car -1 to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) speed 50.0 3 model 716@(253@,16i) 2 

:CPRACE_18116
jump @CPRACE_18576 

:CPRACE_18123
if 
  221@ > 0 
else_jump @CPRACE_18426 

:CPRACE_18141
if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // (int) 
else_jump @CPRACE_18419 
if 
838A:   not any_car_in_cube_cornerA 732@ 733@ 734@ cornerB 2.5 2.5 2.5 
else_jump @CPRACE_18419 
257@(253@,16i) = 1 
Marker.Disable(412@(253@,16i))
Car.RemoveReferences(379@(253@,16i))
Actor.RemoveReferences(395@(253@,16i))
0087: 331@(253@,16f) = 732@ // (float) 
0087: 347@(253@,16f) = 733@ // (float) 
0087: 363@(253@,16f) = 734@ // (float) 
0088: $TEMPVAR_ANGLE = 735@ // (float) 
gosub @CPRACE_488 
0129: 395@(253@,16i) = create_actor_pedtype 4 model 700@(253@,16i) in_car 379@(253@,16i) driverseat 
0860: link_actor 395@(253@,16i) to_interior 221@ 
054A: set_actor 395@(253@,16i) immune_to_car_headshots 0 
0446: set_actor 395@(253@,16i) immune_to_headshots 0 
0568: set_actor 395@(253@,16i) targetable 1 
02A9: set_actor 395@(253@,16i) immune_to_nonplayer 1 
039E: set_actor 395@(253@,16i) locked 0 while_in_car 
04D8: set_actor 395@(253@,16i) drowns_in_water 0 
Actor.Health(395@(253@,16i)) = 500
Car.SetSpeedInstantly(379@(253@,16i), 25.0)

:CPRACE_18419
jump @CPRACE_18576 

:CPRACE_18426
if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // (int) 
else_jump @CPRACE_18576 
if 
  13 > 49@ 
else_jump @CPRACE_18529 
if or
003B:   257@(442@,16i) == 257@(253@,16i) // (int) 
001D:   257@(253@,16i) > 257@(442@,16i) // (int) 
001D:   257@(253@,16i) > 249@ // (int) 
else_jump @CPRACE_18529 
229@ += 1 

:CPRACE_18529
if 
84AD:   not actor 395@(253@,16i) in_water 
else_jump @CPRACE_18576 
Marker.Disable(412@(253@,16i))
Actor.RemoveReferences(395@(253@,16i))
Car.RemoveReferences(379@(253@,16i))

:CPRACE_18576
253@ += 1 
jump @CPRACE_12351 

:CPRACE_18590
if 
  256@ > 1 
else_jump @CPRACE_19517 
038E: draw_box_position $6909 $6923 size $6937 $6951 RGBA 0 0 0 255 
038E: draw_box_position $6908 $6922 size $6936 $6950 RGBA 134 155 184 255 
038E: draw_box_position $6903 $6917 size $6931 $6945 RGBA 0 0 0 255 
if 
  224@ > 1 
else_jump @CPRACE_18950 
038E: draw_box_position $6910 $6924 size $6938 $6952 RGBA 0 0 0 255 
038E: draw_box_position $6911 $6925 size $6939 $6953 RGBA 134 155 184 255 
038E: draw_box_position $6912 $6926 size $6940 $6954 RGBA 0 0 0 255 
0085: 36@ = 273@(442@,16i) // (int) 
36@ += 1 
if 
001D:   36@ > 224@ // (int) 
else_jump @CPRACE_18816 
0085: 36@ = 224@ // (int) 

:CPRACE_18816
gosub @CPRACE_47594 
09FB: $CURRENT_LANGUAGE = current_language 
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CPRACE_18863 
$6941 = 0.4235 
jump @CPRACE_18908 

:CPRACE_18863
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CPRACE_18898 
$6941 = 0.3786 
jump @CPRACE_18908 

:CPRACE_18898
$6941 = 0.5 

:CPRACE_18908
033F: set_text_draw_letter_size $6941 $6955 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 600.0 
045B: draw_text_2numbers $6913 $6927 GXT 'RACES32' numbers 36@ 224@  // RUNDE ~1~/~1~

:CPRACE_18950
0085: 450@ = 229@ // (int) 
450@ += 1 
gosub @CPRACE_47594 
if 
  223@ == 1 
else_jump @CPRACE_19002 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_19002
033F: set_text_draw_letter_size $6932 $6946 
if 
  450@ == 1 
else_jump @CPRACE_19045 
033E: set_draw_text_position $6904 $6918 GXT 'ST'  // .

:CPRACE_19045
if 
  450@ == 2 
else_jump @CPRACE_19080 
033E: set_draw_text_position $6904 $6918 GXT 'ND'  // .

:CPRACE_19080
if 
  450@ == 3 
else_jump @CPRACE_19115 
033E: set_draw_text_position $6904 $6918 GXT 'RD'  // .

:CPRACE_19115
if 
  450@ > 3 
else_jump @CPRACE_19150 
033E: set_draw_text_position $6904 $6918 GXT 'TH'  // .

:CPRACE_19150
gosub @CPRACE_47594 
if 
  223@ == 1 
else_jump @CPRACE_19187 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_19187
033F: set_text_draw_letter_size $6933 $6947 
0342: enable_text_draw_centered 1 
045A: draw_text_1number $6905 $6919 GXT 'NUMBER' number 450@  // ~1~
gosub @CPRACE_47594 
if 
  223@ == 1 
else_jump @CPRACE_19256 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_19256
033F: set_text_draw_letter_size $6934 $6948 
045A: draw_text_1number $6906 $6920 GXT 'OUT_OF' number 256@  // /~1~
if 
  13 > 49@ 
else_jump @CPRACE_19326 
008B: 451@ = $CURRENT_TIME_IN_MS2 // (int) 
0064: 451@ -= $6960 // (int) 
451@ /= 1000 

:CPRACE_19326
0085: 452@ = 451@ // (int) 
452@ /= 60 
if 
  452@ > 99 
else_jump @CPRACE_19366 
452@ = 99 

:CPRACE_19366
0085: 36@ = 452@ // (int) 
36@ *= 60 
0085: 453@ = 451@ // (int) 
0062: 453@ -= 36@ // (int) 
gosub @CPRACE_47594 
if 
  222@ == 1 
else_jump @CPRACE_19434 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_19434
0342: enable_text_draw_centered 1 
033F: set_text_draw_letter_size $6935 $6949 
if 
  453@ > 9 
else_jump @CPRACE_19494 
045B: draw_text_2numbers $6907 $6921 GXT 'TIME' numbers 452@ 453@  // ~1~:~1~
jump @CPRACE_19517 

:CPRACE_19494
045B: draw_text_2numbers $6907 $6921 GXT 'TIME_0' numbers 452@ 453@  // ~1~:0~1~

:CPRACE_19517
if 
  $RACE_INDEX == 7 
else_jump @CPRACE_19542 
gosub @CPRACE_46264 

:CPRACE_19542
if or
  $RACE_INDEX == 25 
  $RACE_INDEX == 26 
else_jump @CPRACE_19574 
gosub @CPRACE_50980 

:CPRACE_19574
jump @CPRACE_20805 

:CPRACE_19581
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_19766 
if 
  450@ == 1 
else_jump @CPRACE_19718 
if or
  $RACE_INDEX == 7 
  $RACE_INDEX == 8 
else_jump @CPRACE_19649 
$CESAR_TOTAL_PASSED_MISSIONS += 1 

:CPRACE_19649
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_19706 
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 1000
Marker.Disable($MARKER_CESAR_LS)
$MISSION_LOWRIDER_PASSED += 1 

:CPRACE_19706
Player.ClearWantedLevel($PLAYER_CHAR)
jump @CPRACE_19766 

:CPRACE_19718
if or
  $RACE_INDEX == 0 
  $RACE_INDEX == 7 
  $RACE_INDEX == 8 
else_jump @CPRACE_19766 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FEHLGESCHLAGEN!

:CPRACE_19766
014F: stop_timer $6960 
if 
001E:   $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) > 451@ // (int) 
else_jump @CPRACE_19859 
if 
  256@ == 1 
else_jump @CPRACE_19828 
008B: 451@ = $6960 // (int) 
451@ /= 1000 

:CPRACE_19828
008A: $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) = 451@ // (int) 
042E: downdate_integer_stat 145@($RACE_INDEX,30i) to 451@ // same as 0582 
222@ = 1 

:CPRACE_19859
if 
  256@ > 1 
else_jump @CPRACE_19931 
if 
001E:   $RACES_BEST_RESULT($RACE_INDEX,30i) > 450@ // (int) 
else_jump @CPRACE_19931 
008A: $RACES_BEST_RESULT($RACE_INDEX,30i) = 450@ // (int) 
0582: downdate_integer_stat 175@($RACE_INDEX,30i) to 450@ // same as 042E 
223@ = 1 

:CPRACE_19931
$6903 = 208.0665 
$6917 = 297.9241 
$6931 = 474.2788 
$6945 = 383.4714 
$6904 = 229.648 
$6918 = 313.8785 
$6932 = 0.5858 
$6946 = 2.5296 
$6905 = 455.3051 
$6933 = 0.4116 
$6920 = 339.1096 
$6934 = 0.5858 
gosub @CPRACE_48585 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
$6960 += 8000 
49@ = 14 
jump @CPRACE_20805 

:CPRACE_20088
09FB: $CURRENT_LANGUAGE = current_language 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CPRACE_20126 
0086: $6932 = $6934 // (float) 
jump @CPRACE_20134 

:CPRACE_20126
0086: $6932 = $6933 // (float) 

:CPRACE_20134
if 
  256@ == 1 
else_jump @CPRACE_20202 
0086: $TEMPVAR_FLOAT_2 = $6917 // (float) 
$TEMPVAR_FLOAT_2 += 25.0 
0937: text_draw_box_cornerA $6903 $TEMPVAR_FLOAT_2 cornerB $6931 $6945 GXT_reference 'DUMMY' style 3 
jump @CPRACE_20277 

:CPRACE_20202
if 
  450@ == 1 
else_jump @CPRACE_20252 
0937: text_draw_box_cornerA $6903 $6917 cornerB $6931 $6945 GXT_reference 'RACES18' style 3  // Sieger!
jump @CPRACE_20277 

:CPRACE_20252
0937: text_draw_box_cornerA $6903 $6917 cornerB $6931 $6945 GXT_reference 'RACES_8' style 3  // Verlierer!

:CPRACE_20277
if 
  256@ > 1 
else_jump @CPRACE_20549 
gosub @CPRACE_47594 
0341: unknown_text_draw_flag 1 
033F: set_text_draw_letter_size $6932 $6946 
if 
  223@ == 1 
else_jump @CPRACE_20356 
033E: set_draw_text_position $6904 $6918 GXT 'TOP_POS'  // NEUE beste Platzierung:
jump @CPRACE_20373 

:CPRACE_20356
033E: set_draw_text_position $6904 $6918 GXT 'RACES30'  // Position:

:CPRACE_20373
gosub @CPRACE_47594 
03E4: enable_text_draw_align_right 1 
033F: set_text_draw_letter_size $6932 $6946 
0340: set_text_draw_RGBA 180 180 180 255 
if 
  450@ == 1 
else_jump @CPRACE_20441 
033E: set_draw_text_position $6905 $6918 GXT 'RACES26'  // 1.

:CPRACE_20441
if 
  450@ == 2 
else_jump @CPRACE_20476 
033E: set_draw_text_position $6905 $6918 GXT 'RACES27'  // 2.

:CPRACE_20476
if 
  450@ == 3 
else_jump @CPRACE_20511 
033E: set_draw_text_position $6905 $6918 GXT 'RACES28'  // 3.

:CPRACE_20511
if 
  450@ > 3 
else_jump @CPRACE_20549 
045A: draw_text_1number $6905 $6918 GXT 'RACES29' number 450@  // ~1~.

:CPRACE_20549
gosub @CPRACE_47594 
0341: unknown_text_draw_flag 1 
033F: set_text_draw_letter_size $6932 $6946 
if 
  222@ == 1 
else_jump @CPRACE_20610 
033E: set_draw_text_position $6904 $6920 GXT 'TOPTIME'  // NEUE Bestzeit:
jump @CPRACE_20627 

:CPRACE_20610
033E: set_draw_text_position $6904 $6920 GXT 'RACES31'  // Zeit:

:CPRACE_20627
0085: 452@ = 451@ // (int) 
452@ /= 60 
0085: 36@ = 452@ // (int) 
36@ *= 60 
0085: 453@ = 451@ // (int) 
0062: 453@ -= 36@ // (int) 
gosub @CPRACE_47594 
03E4: enable_text_draw_align_right 1 
033F: set_text_draw_letter_size $6932 $6946 
0340: set_text_draw_RGBA 180 180 180 255 
if 
  453@ > 9 
else_jump @CPRACE_20754 
045B: draw_text_2numbers $6905 $6920 GXT 'TIME' numbers 452@ 453@  // ~1~:~1~
jump @CPRACE_20777 

:CPRACE_20754
045B: draw_text_2numbers $6905 $6920 GXT 'TIME_0' numbers 452@ 453@  // ~1~:0~1~

:CPRACE_20777
if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // (int) 
else_jump @CPRACE_20798 
return 

:CPRACE_20798
jump @CPRACE_20805 

:CPRACE_20805
jump @CPRACE_2634 

:CPRACE_20812
0871: init_jump_table $RACE_INDEX total_jumps 27 default_jump 0 @CPRACE_46262 jumps 0 @CPRACE_21070 1 @CPRACE_21616 2 @CPRACE_22058 3 @CPRACE_22740 4 @CPRACE_23422 5 @CPRACE_24164 6 @CPRACE_25116 
0872: jump_table_jumps 7 @CPRACE_26038 8 @CPRACE_27092 9 @CPRACE_28206 10 @CPRACE_28894 11 @CPRACE_29612 12 @CPRACE_30204 13 @CPRACE_30802 14 @CPRACE_32150 15 @CPRACE_33528 
0872: jump_table_jumps 16 @CPRACE_34456 17 @CPRACE_35318 18 @CPRACE_36240 19 @CPRACE_36982 20 @CPRACE_38120 21 @CPRACE_40068 22 @CPRACE_42256 23 @CPRACE_43154 24 @CPRACE_44052 
0872: jump_table_jumps 25 @CPRACE_44980 26 @CPRACE_45529 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 

:CPRACE_21070
454@ = 1492.407 
536@ = -1872.365 
618@ = 15.8 
455@ = 1384.263 
537@ = -1872.015 
619@ = 12.3828 
456@ = 1075.442 
538@ = -1851.978 
620@ = 12.391 
457@ = 647.3663 
539@ = -1734.185 
621@ = 12.4844 
458@ = 627.2474 
540@ = -1228.55 
622@ = 16.9893 
459@ = 497.0043 
541@ = -1282.818 
623@ = 14.6513 
460@ = 500.412 
542@ = -1326.649 
624@ = 14.8178 
461@ = 401.0033 
543@ = -1404.457 
625@ = 32.8973 
462@ = 420.3067 
544@ = -1450.714 
626@ = 29.5842 
463@ = 329.1244 
545@ = -1631.112 
627@ = 32.1247 
464@ = 366.4376 
546@ = -1647.349 
628@ = 31.7176 
465@ = 369.98 
547@ = -2030.34 
629@ = 5.55 
250@ = 12 
256@ = 6 
04AF: 700@ = 133 // @ = any 
04AF: 701@ = 217 // @ = any 
04AF: 702@ = 157 // @ = any 
04AF: 703@ = 248 // @ = any 
04AF: 704@ = 290 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 517 // @ = any 
04AF: 717@ = 534 // @ = any 
04AF: 718@ = 517 // @ = any 
04AF: 719@ = 536 // @ = any 
04AF: 720@ = 567 // @ = any 
04AF: 721@ = 536 // @ = any 
209@ = 6 
215@ = 0 
210@ = 8 
216@ = 0 
211@ = 2 
217@ = 1 
212@ = 0 
218@ = 0 
213@ = 3 
219@ = 3 
jump @CPRACE_46262 

:CPRACE_21616
454@ = 2875.192 
536@ = -1458.85 
618@ = 10.5892 
455@ = 2875.362 
537@ = -1404.768 
619@ = 10.7143 
456@ = 2797.037 
538@ = -1291.152 
620@ = 41.389 
457@ = 2609.984 
539@ = -1256.458 
621@ = 47.9322 
458@ = 2371.282 
540@ = -1280.477 
622@ = 23.6341 
459@ = 2450.557 
541@ = -1444.24 
623@ = 23.6318 
460@ = 2618.436 
542@ = -1444.826 
624@ = 31.6234 
461@ = 2657.3 
543@ = -1404.327 
625@ = 30.0795 
462@ = 2680.506 
544@ = -1489.556 
626@ = 30.2098 
463@ = 2755.952 
545@ = -1488.515 
627@ = 29.3812 
0087: 464@ = 454@ // (float) 
0087: 546@ = 536@ // (float) 
0087: 628@ = 618@ // (float) 
250@ = 11 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 461 // @ = any 
04AF: 717@ = 521 // @ = any 
04AF: 718@ = 522 // @ = any 
04AF: 719@ = 461 // @ = any 
04AF: 720@ = 521 // @ = any 
04AF: 721@ = 522 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_22058
454@ = 261.7816 
536@ = -1243.111 
618@ = 71.8851 
455@ = 312.9973 
537@ = -1206.853 
619@ = 74.9057 
456@ = 440.3485 
538@ = -1186.672 
620@ = 67.2076 
457@ = 623.8817 
539@ = -1109.967 
621@ = 45.6186 
458@ = 745.0934 
540@ = -951.0351 
622@ = 53.766 
459@ = 873.6384 
541@ = -860.0975 
623@ = 76.5242 
460@ = 1053.818 
542@ = -777.5837 
624@ = 104.7803 
461@ = 1248.368 
543@ = -731.3474 
625@ = 93.7346 
462@ = 1372.402 
544@ = -675.6946 
626@ = 92.6217 
463@ = 1328.011 
545@ = -583.8703 
627@ = 93.4113 
464@ = 1167.315 
546@ = -633.0795 
628@ = 102.7501 
465@ = 968.4116 
547@ = -646.252 
629@ = 120.7201 
466@ = 791.077 
548@ = -800.4396 
630@ = 65.0537 
467@ = 620.9355 
549@ = -905.8031 
631@ = 62.1261 
468@ = 454.9853 
550@ = -1013.546 
632@ = 92.0091 
469@ = 276.8912 
551@ = -1104.159 
633@ = 80.0612 
470@ = 141.6012 
552@ = -1247.267 
634@ = 43.792 
471@ = 192.4688 
553@ = -1380.597 
635@ = 47.6608 
0087: 472@ = 454@ // (float) 
0087: 554@ = 536@ // (float) 
0087: 636@ = 618@ // (float) 
250@ = 19 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 461 // @ = any 
04AF: 717@ = 521 // @ = any 
04AF: 718@ = 522 // @ = any 
04AF: 719@ = 461 // @ = any 
04AF: 720@ = 521 // @ = any 
04AF: 721@ = 521 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_22740
454@ = 1927.48 
536@ = -1515.516 
618@ = 2.2978 
455@ = 2018.401 
537@ = -1515.405 
619@ = 2.4054 
456@ = 2179.006 
538@ = -1559.661 
620@ = 1.1797 
457@ = 2370.138 
539@ = -1619.553 
621@ = 7.3323 
458@ = 2570.841 
540@ = -1619.056 
622@ = 17.6841 
459@ = 2756.846 
541@ = -1657.173 
623@ = 11.5191 
460@ = 2915.178 
542@ = -1534.362 
624@ = 9.875 
461@ = 2916.228 
543@ = -1333.491 
625@ = 9.875 
462@ = 2819.331 
544@ = -1142.638 
626@ = 15.7018 
463@ = 2622.646 
545@ = -1152.872 
627@ = 50.4181 
464@ = 2423.186 
546@ = -1154.169 
628@ = 30.5642 
465@ = 2167.046 
547@ = -1101.915 
629@ = 24.3864 
466@ = 2006.077 
548@ = -1027.839 
630@ = 34.3152 
467@ = 1835.824 
549@ = -991.5906 
631@ = 35.8824 
468@ = 1636.313 
550@ = -1005.15 
632@ = 49.8831 
469@ = 1617.024 
551@ = -1215.833 
633@ = 51.0566 
470@ = 1577.972 
552@ = -1417.831 
634@ = 27.6154 
471@ = 1722.823 
553@ = -1525.932 
635@ = 18.3927 
0087: 472@ = 454@ // (float) 
0087: 554@ = 536@ // (float) 
0087: 636@ = 618@ // (float) 
250@ = 19 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 461 // @ = any 
04AF: 717@ = 521 // @ = any 
04AF: 718@ = 522 // @ = any 
04AF: 719@ = 461 // @ = any 
04AF: 720@ = 521 // @ = any 
04AF: 721@ = 521 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_23422
454@ = 1357.656 
536@ = -1361.671 
618@ = 12.3828 
455@ = 1357.689 
537@ = -1186.404 
619@ = 20.2744 
456@ = 1369.741 
538@ = -1000.526 
620@ = 27.02 
457@ = 1505.818 
539@ = -868.7814 
621@ = 61.0462 
458@ = 1452.794 
540@ = -711.5325 
622@ = 89.8766 
459@ = 1253.572 
541@ = -729.2587 
623@ = 93.4292 
460@ = 1059.306 
542@ = -775.9847 
624@ = 105.3241 
461@ = 878.665 
543@ = -858.1913 
625@ = 76.8826 
462@ = 721.7916 
544@ = -980.4561 
626@ = 51.9555 
463@ = 571.0251 
545@ = -1045.203 
627@ = 72.2876 
464@ = 373.2952 
546@ = -1075.644 
628@ = 72.8049 
465@ = 288.4963 
547@ = -1249.747 
629@ = 72.721 
466@ = 481.2224 
548@ = -1240.976 
630@ = 19.3512 
467@ = 518.334 
549@ = -1377.603 
631@ = 14.9457 
468@ = 448.0064 
550@ = -1540.832 
632@ = 27.8796 
469@ = 487.4595 
551@ = -1661.575 
633@ = 20.74 
470@ = 687.2253 
552@ = -1673.48 
634@ = 10.7959 
471@ = 866.4786 
553@ = -1584.698 
635@ = 12.3828 
472@ = 1066.729 
554@ = -1572.305 
636@ = 12.375 
473@ = 1261.214 
555@ = -1572.243 
637@ = 12.3906 
0087: 474@ = 454@ // (float) 
0087: 556@ = 536@ // (float) 
0087: 638@ = 618@ // (float) 
250@ = 21 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 558 // @ = any 
04AF: 717@ = 555 // @ = any 
04AF: 718@ = 496 // @ = any 
04AF: 719@ = 555 // @ = any 
04AF: 720@ = 405 // @ = any 
04AF: 721@ = 550 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_24164
454@ = 852.0544 
536@ = -1405.622 
618@ = 12.217 
455@ = 1102.789 
537@ = -1405.766 
619@ = 12.428 
456@ = 1353.038 
538@ = -1405.544 
620@ = 12.3251 
457@ = 1600.965 
539@ = -1440.852 
621@ = 12.3828 
458@ = 1850.622 
540@ = -1461.777 
622@ = 12.3984 
454@ = 831.7679 
536@ = -1405.588 
618@ = 12.3849 
455@ = 1031.822 
537@ = -1405.615 
619@ = 12.0966 
456@ = 1232.144 
538@ = -1405.732 
620@ = 12.0633 
457@ = 1429.508 
539@ = -1439.091 
621@ = 12.3828 
458@ = 1630.18 
540@ = -1440.858 
622@ = 12.3828 
459@ = 1829.527 
541@ = -1460.804 
623@ = 12.3448 
460@ = 2029.979 
542@ = -1463.381 
624@ = 14.4553 
461@ = 2175.823 
543@ = -1384.403 
625@ = 22.8281 
462@ = 2342.427 
544@ = -1442.324 
626@ = 22.8281 
463@ = 2191.875 
545@ = -1545.934 
627@ = 1.1724 
464@ = 1997.078 
546@ = -1499.951 
628@ = 2.3804 
465@ = 1797.065 
547@ = -1500.874 
629@ = 6.8307 
466@ = 1641.002 
548@ = -1439.345 
630@ = 27.0747 
467@ = 1627.555 
549@ = -1280.703 
631@ = 41.885 
468@ = 1683.507 
550@ = -1089.012 
632@ = 55.7917 
469@ = 1566.054 
551@ = -927.5945 
633@ = 42.7541 
470@ = 1366.105 
552@ = -933.6759 
634@ = 33.1953 
471@ = 1166.087 
553@ = -941.9011 
635@ = 41.8697 
472@ = 966.715 
554@ = -962.2038 
636@ = 38.1905 
473@ = 784.2582 
555@ = -1043.979 
637@ = 23.6177 
474@ = 677.2552 
556@ = -1164.128 
638@ = 14.164 
475@ = 627.7037 
557@ = -1337.904 
639@ = 12.4227 
0087: 476@ = 454@ // (float) 
0087: 558@ = 536@ // (float) 
0087: 640@ = 618@ // (float) 
250@ = 23 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 429 // @ = any 
04AF: 717@ = 541 // @ = any 
04AF: 718@ = 402 // @ = any 
04AF: 719@ = 429 // @ = any 
04AF: 720@ = 541 // @ = any 
04AF: 721@ = 506 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_25116
454@ = 1331.926 
536@ = -2280.51 
618@ = 13.1732 
455@ = 1331.775 
537@ = -2541.682 
619@ = 13.1765 
456@ = 1544.309 
538@ = -2684.983 
620@ = 7.5074 
457@ = 1945.947 
539@ = -2685.131 
621@ = 6.5549 
458@ = 2175.141 
540@ = -2557.994 
622@ = 13.173 
459@ = 2352.719 
541@ = -2222.223 
623@ = 13.1737 
460@ = 2740.522 
542@ = -2168.782 
624@ = 10.7349 
461@ = 2844.832 
543@ = -1812.965 
625@ = 10.6737 
462@ = 2926.094 
544@ = -1421.263 
626@ = 10.657 
463@ = 2888.946 
545@ = -1022.685 
627@ = 10.6607 
464@ = 2896.483 
546@ = -621.0989 
628@ = 10.63 
465@ = 2718.623 
547@ = -273.2495 
629@ = 27.6705 
466@ = 2774.299 
548@ = 119.9424 
630@ = 22.8712 
467@ = 2612.82 
549@ = 327.3945 
631@ = 25.6764 
468@ = 2213.983 
550@ = 324.9601 
632@ = 32.5307 
469@ = 1817.184 
551@ = 278.3323 
633@ = 21.5314 
470@ = 1621.185 
552@ = 312.8743 
634@ = 20.8534 
471@ = 1608.029 
553@ = 372.27 
635@ = 26.4284 
472@ = 1658.672 
554@ = 317.3336 
636@ = 30.0474 
473@ = 1651.536 
555@ = -68.8376 
637@ = 35.9156 
474@ = 1668.653 
556@ = -369.1116 
638@ = 34.3923 
475@ = 1699.785 
557@ = -665.8258 
639@ = 43.3311 
476@ = 1640.03 
558@ = -1062.329 
640@ = 60.8035 
477@ = 1594.408 
559@ = -1457.834 
641@ = 28.3679 
478@ = 1622.355 
560@ = -1856.505 
642@ = 25.4707 
479@ = 1452.159 
561@ = -2117.271 
643@ = 13.1726 
0087: 480@ = 454@ // (float) 
0087: 562@ = 536@ // (float) 
0087: 644@ = 618@ // (float) 
250@ = 27 
256@ = 4 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 451 // @ = any 
04AF: 717@ = 429 // @ = any 
04AF: 718@ = 415 // @ = any 
04AF: 719@ = 541 // @ = any 
04AF: 720@ = 451 // @ = any 
04AF: 721@ = 411 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_26038
454@ = 1559.983 
536@ = 17.468 
618@ = 26.1563 
455@ = 1556.426 
537@ = -94.0345 
619@ = 19.4957 
456@ = 1434.738 
538@ = -214.9645 
620@ = 7.3527 
457@ = 1321.254 
539@ = -195.8984 
621@ = 15.7447 
458@ = 1211.007 
540@ = -102.6927 
622@ = 39.3603 
459@ = 892.2923 
541@ = -88.1123 
623@ = 22.4405 
460@ = 789.9247 
542@ = -124.3171 
624@ = 21.3365 
461@ = 659.6545 
543@ = -196.7497 
625@ = 11.7663 
462@ = 419.4744 
544@ = -302.5507 
626@ = 6.446 
463@ = 289.8085 
545@ = -380.3828 
627@ = 7.8753 
464@ = 207.4451 
546@ = -298.923 
628@ = 0.4375 
465@ = 182.497 
547@ = -217.8004 
629@ = 0.4216 
466@ = 22.0727 
548@ = -207.7681 
630@ = 0.5827 
467@ = -114.231 
549@ = -132.3417 
631@ = 2.1236 
468@ = -38.4818 
550@ = 140.8613 
632@ = 2.1234 
469@ = -141.4718 
551@ = 187.6611 
633@ = 6.2406 
470@ = -329.7878 
552@ = 173.921 
634@ = 5.403 
471@ = -507.6872 
553@ = 221.0444 
635@ = 8.7633 
472@ = -661.1096 
554@ = 226.3879 
636@ = 16.7064 
473@ = -618.4406 
555@ = -67.8995 
637@ = 62.3489 
474@ = -507.8417 
556@ = -45.9077 
638@ = 59.2556 
475@ = -520.6511 
557@ = 79.6011 
639@ = 32.2117 
476@ = -715.4454 
558@ = 225.1288 
640@ = 0.2899 
477@ = -770.0811 
559@ = 130.1324 
641@ = 9.4651 
478@ = -738.1151 
560@ = 25.555 
642@ = 32.2336 
479@ = -885.785 
561@ = -41.3927 
643@ = 33.2347 
480@ = -716.4521 
562@ = 5.1206 
644@ = 59.1055 
481@ = -759.2693 
563@ = -92.0455 
645@ = 64.8686 
482@ = -826.881 
564@ = -167.7603 
646@ = 64.99 
483@ = -728.9467 
565@ = -173.5218 
647@ = 65.1248 
484@ = -544.8638 
566@ = -189.4458 
648@ = 77.8383 
250@ = 31 
256@ = 4 
04AF: 700@ = 101 // @ = any 
04AF: 701@ = 23 // @ = any 
04AF: 702@ = 290 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 439 // @ = any 
04AF: 717@ = 475 // @ = any 
04AF: 718@ = 526 // @ = any 
04AF: 719@ = 475 // @ = any 
209@ = 4 
215@ = 80 
210@ = 3 
216@ = 80 
211@ = 5 
217@ = 80 
jump @CPRACE_46262 

:CPRACE_27092
454@ = -544.8638 
536@ = -189.4458 
618@ = 81.8383 
455@ = -728.9467 
537@ = -173.5218 
619@ = 65.1248 
456@ = -826.881 
538@ = -167.7603 
620@ = 64.99 
457@ = -759.2693 
539@ = -92.0455 
621@ = 64.8686 
458@ = -716.4521 
540@ = 5.1206 
622@ = 59.1055 
459@ = -885.785 
541@ = -41.3927 
623@ = 33.2347 
460@ = -738.1151 
542@ = 25.555 
624@ = 32.2336 
461@ = -770.0811 
543@ = 130.1324 
625@ = 9.4651 
462@ = -715.4454 
544@ = 225.1288 
626@ = 0.2899 
463@ = -624.6024 
545@ = 187.2405 
627@ = 15.4381 
464@ = -520.6511 
546@ = 79.6011 
628@ = 32.2117 
465@ = -507.8417 
547@ = -45.9077 
629@ = 59.2556 
466@ = -618.4406 
548@ = -67.8995 
630@ = 62.3489 
467@ = -658.3503 
549@ = 146.4855 
631@ = 28.2693 
468@ = -507.6872 
550@ = 221.0444 
632@ = 8.7633 
469@ = -329.7878 
551@ = 173.921 
633@ = 5.5 
470@ = -149.4881 
552@ = 189.6471 
634@ = 7.2644 
471@ = -38.4818 
553@ = 140.8613 
635@ = 2.1234 
472@ = -114.231 
554@ = -132.3417 
636@ = 2.1236 
473@ = 22.0727 
555@ = -207.7681 
637@ = 0.5827 
474@ = 182.497 
556@ = -217.8004 
638@ = 0.4216 
475@ = 207.4451 
557@ = -298.923 
639@ = 0.4375 
476@ = 279.6441 
558@ = -378.3416 
640@ = 7.9003 
477@ = 419.4744 
559@ = -302.5507 
641@ = 6.446 
478@ = 573.52 
560@ = -202.8494 
642@ = 13.7118 
479@ = 748.4567 
561@ = -150.8298 
643@ = 18.3722 
480@ = 820.4231 
562@ = -111.5991 
644@ = 23.2476 
481@ = 1000.325 
563@ = -80.3516 
645@ = 21.0326 
482@ = 1187.393 
564@ = -83.879 
646@ = 35.2576 
483@ = 1265.847 
565@ = -153.0857 
647@ = 36.8097 
484@ = 1434.738 
566@ = -214.9645 
648@ = 7.3527 
485@ = 1548.963 
567@ = -146.2702 
649@ = 16.4932 
486@ = 1559.983 
568@ = 17.468 
650@ = 23.1563 
250@ = 33 
256@ = 4 
04AF: 700@ = 101 // @ = any 
04AF: 701@ = 23 // @ = any 
04AF: 702@ = 290 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 477 // @ = any 
04AF: 717@ = 560 // @ = any 
04AF: 718@ = 562 // @ = any 
04AF: 719@ = 477 // @ = any 
209@ = 4 
215@ = 80 
210@ = 3 
216@ = 80 
211@ = 5 
217@ = 80 
jump @CPRACE_46262 

:CPRACE_28206
454@ = -796.8273 
536@ = -2468.529 
618@ = 83.6549 
455@ = -938.5198 
537@ = -2364.511 
619@ = 57.0608 
456@ = -1065.656 
538@ = -2379.436 
620@ = 46.5486 
457@ = -1247.823 
539@ = -2313.528 
621@ = 19.8007 
458@ = -1356.137 
540@ = -2180.365 
622@ = 21.3467 
459@ = -1541.303 
541@ = -2154.782 
623@ = 5.8607 
460@ = -1674.876 
542@ = -2235.132 
624@ = 33.8691 
461@ = -1839.937 
543@ = -2349.368 
625@ = 31.9587 
462@ = -1841.037 
544@ = -2454.4 
626@ = 27.4044 
463@ = -1702.044 
545@ = -2587.976 
627@ = 26.1706 
464@ = -1508.332 
546@ = -2634.733 
628@ = 46.8766 
465@ = -1310.905 
547@ = -2637.832 
629@ = 12.808 
466@ = -1122.617 
548@ = -2652.592 
630@ = 15.4117 
467@ = -934.2363 
549@ = -2668.473 
631@ = 80.3479 
468@ = -753.5882 
550@ = -2672.785 
632@ = 84.0788 
469@ = -668.018 
551@ = -2496.988 
633@ = 37.5787 
470@ = -550.4019 
552@ = -2334.539 
634@ = 26.8502 
471@ = -366.3848 
553@ = -2257.25 
635@ = 41.7144 
472@ = -276.1146 
554@ = -2189.364 
636@ = 27.7264 
250@ = 19 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 468 // @ = any 
04AF: 717@ = 468 // @ = any 
04AF: 718@ = 468 // @ = any 
04AF: 719@ = 468 // @ = any 
04AF: 720@ = 468 // @ = any 
04AF: 721@ = 468 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_28894
454@ = -1936.791 
536@ = -2452.235 
618@ = 29.6377 
455@ = -1862.54 
537@ = -2379.437 
619@ = 30.1425 
456@ = -1690.144 
538@ = -2303.846 
620@ = 43.3626 
457@ = -1676.317 
539@ = -2132.699 
621@ = 35.2082 
458@ = -1855.421 
540@ = -2087.117 
622@ = 58.3697 
459@ = -1919.802 
541@ = -1937.457 
623@ = 78.5313 
460@ = -1749.334 
542@ = -1899.519 
624@ = 95.8199 
461@ = -1571.292 
543@ = -1904.166 
625@ = 84.3076 
462@ = -1483.784 
544@ = -1783.286 
626@ = 49.8768 
463@ = -1429.878 
545@ = -1915.641 
627@ = 25.1751 
464@ = -1301.801 
546@ = -2084.054 
628@ = 22.9116 
465@ = -1269.913 
547@ = -2248.736 
629@ = 21.3152 
466@ = -1146.514 
548@ = -2371.508 
630@ = 27.0467 
467@ = -959.5773 
549@ = -2306.27 
631@ = 56.1859 
468@ = -867.9595 
550@ = -2180.891 
632@ = 25.6567 
469@ = -843.4177 
551@ = -2018.734 
633@ = 20.9828 
470@ = -767.7295 
552@ = -1865.533 
634@ = 11.4149 
471@ = -666.3682 
553@ = -1996.276 
635@ = 23.9143 
472@ = -486.6196 
554@ = -2025.765 
636@ = 48.245 
473@ = -323.4612 
555@ = -1914.206 
637@ = 11.1951 
250@ = 20 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 568 // @ = any 
04AF: 717@ = 568 // @ = any 
04AF: 718@ = 568 // @ = any 
04AF: 719@ = 568 // @ = any 
04AF: 720@ = 568 // @ = any 
04AF: 721@ = 568 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_29612
454@ = -2728.309 
536@ = -310.8731 
618@ = 6.0391 
455@ = -2668.671 
537@ = -251.6207 
619@ = 5.4984 
456@ = -2655.978 
538@ = -104.6751 
620@ = 2.9982 
457@ = -2460.835 
539@ = -69.9766 
621@ = 31.2 
458@ = -2421.263 
540@ = 55.6089 
622@ = 34.0156 
459@ = -2545.26 
541@ = 137.9111 
623@ = 15.2177 
460@ = -2604.136 
542@ = 136.8579 
624@ = 3.1797 
461@ = -2558.661 
543@ = 245.625 
625@ = 10.7931 
462@ = -2578.504 
544@ = 345.8331 
626@ = 7.2168 
463@ = -2706.282 
545@ = 317.6024 
627@ = 3.1797 
464@ = -2809.244 
546@ = 232.3965 
628@ = 6.0313 
465@ = -2757.749 
547@ = 138.2248 
629@ = 5.9033 
466@ = -2758.39 
548@ = -43.991 
630@ = 6.1263 
467@ = -2756.892 
549@ = -184.0135 
631@ = 5.8843 
468@ = -2812.464 
550@ = -299.5974 
632@ = 6.039 
0087: 469@ = 454@ // (float) 
0087: 551@ = 536@ // (float) 
0087: 633@ = 618@ // (float) 
250@ = 16 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 571 // @ = any 
04AF: 717@ = 571 // @ = any 
04AF: 718@ = 571 // @ = any 
04AF: 719@ = 571 // @ = any 
04AF: 720@ = 571 // @ = any 
04AF: 721@ = 571 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_30204
454@ = -2657.164 
536@ = 1153.872 
618@ = 34.7396 
455@ = -2593.221 
537@ = 1217.854 
619@ = 34.7402 
456@ = -2312.288 
538@ = 1176.387 
620@ = 49.608 
457@ = -2157.193 
539@ = 1268.197 
621@ = 26.0127 
458@ = -1959.526 
540@ = 1287.205 
622@ = 6.7514 
459@ = -1741.076 
541@ = 1325.298 
623@ = 6.083 
460@ = -1759.865 
542@ = 1269.147 
624@ = 8.8598 
461@ = -1884.242 
543@ = 1160.691 
625@ = 45.0107 
462@ = -1897.101 
544@ = 960.1686 
626@ = 34.7366 
463@ = -1998.178 
545@ = 841.1865 
627@ = 45.0219 
464@ = -2189.259 
546@ = 808.5273 
628@ = 56.0602 
465@ = -2389.186 
547@ = 808.6409 
629@ = 34.7495 
466@ = -2589.692 
548@ = 808.5219 
630@ = 49.5411 
467@ = -2711.488 
549@ = 812.8809 
631@ = 48.9309 
468@ = -2750.894 
550@ = 890.6993 
632@ = 65.8952 
469@ = -2653.912 
551@ = 1157.345 
633@ = 34.7386 
250@ = 16 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 559 // @ = any 
04AF: 717@ = 589 // @ = any 
04AF: 718@ = 559 // @ = any 
04AF: 719@ = 565 // @ = any 
04AF: 720@ = 558 // @ = any 
04AF: 721@ = 602 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_30802
454@ = -1584.141 
536@ = 1053.439 
618@ = 6.8392 
455@ = -1584.128 
537@ = 1150.261 
619@ = 6.8387 
456@ = -1699.077 
538@ = 1312.02 
620@ = 6.8293 
457@ = -1875.891 
539@ = 1352.059 
621@ = 6.8322 
458@ = -2060.741 
540@ = 1274.452 
622@ = 8.0659 
459@ = -2258.306 
541@ = 1257.682 
623@ = 42.6038 
460@ = -2143.281 
542@ = 1075.652 
624@ = 79.1249 
461@ = -2143.141 
543@ = 896.6196 
625@ = 79.6432 
462@ = -2143.084 
544@ = 696.6971 
626@ = 67.6451 
463@ = -2146.737 
545@ = 532.8465 
627@ = 34.8181 
464@ = -2055.564 
546@ = 504.0781 
628@ = 34.8168 
465@ = -1968.175 
547@ = 605.5881 
629@ = 34.8199 
466@ = -1820.393 
548@ = 475.0548 
630@ = 23.4295 
467@ = -1876.903 
549@ = 288.4981 
631@ = 32.6699 
468@ = -1897.585 
550@ = 87.7896 
632@ = 37.9384 
469@ = -1911.151 
551@ = -214.2394 
633@ = 38.032 
470@ = -1910.974 
552@ = -515.5727 
634@ = 38.0323 
471@ = -1910.675 
553@ = -816.3037 
635@ = 44.7432 
472@ = -1910.658 
554@ = -1117.409 
636@ = 38.0214 
473@ = -1907.276 
555@ = -1317.626 
637@ = 39.3164 
474@ = -1996.896 
556@ = -1289.264 
638@ = 37.3518 
475@ = -2153.53 
557@ = -1031.597 
639@ = 32.3638 
476@ = -2205.567 
558@ = -859.1885 
640@ = 54.6872 
477@ = -2202.666 
559@ = -759.2505 
641@ = 62.3413 
478@ = -2352.255 
560@ = -775.5399 
642@ = 95.1597 
479@ = -2421.544 
561@ = -610.6656 
643@ = 132.3493 
480@ = -2627.138 
562@ = -496.4363 
644@ = 70.09 
481@ = -2351.247 
563@ = -460.0875 
645@ = 79.9485 
482@ = -2599.996 
564@ = -372.7368 
646@ = 43.7794 
483@ = -2702.314 
565@ = -530.1367 
647@ = 12.4366 
484@ = -2699.197 
566@ = -401.205 
648@ = 7.7008 
485@ = -2210.255 
567@ = -348.0724 
649@ = 36.8384 
486@ = -1897.734 
568@ = -314.4976 
650@ = 48.9384 
487@ = -1890.36 
569@ = -45.4288 
651@ = 38.0312 
488@ = -1886.557 
570@ = 55.293 
652@ = 38.0326 
489@ = -1848.039 
571@ = 242.5393 
653@ = 30.825 
490@ = -1736.635 
572@ = 316.5836 
654@ = 6.039 
491@ = -1682.981 
573@ = 367.1342 
655@ = 6.028 
492@ = -1559.293 
574@ = 528.332 
656@ = 6.8409 
493@ = -1535.552 
575@ = 827.4427 
657@ = 6.8401 
494@ = -1584.129 
576@ = 1115.601 
658@ = 6.8376 
250@ = 41 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 402 // @ = any 
04AF: 717@ = 560 // @ = any 
04AF: 718@ = 506 // @ = any 
04AF: 719@ = 506 // @ = any 
04AF: 720@ = 477 // @ = any 
04AF: 721@ = 603 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_32150
454@ = -1761.655 
536@ = -606.3881 
618@ = 15.8961 
455@ = -1760.54 
537@ = -686.4133 
619@ = 24.2389 
456@ = -1502.876 
538@ = -820.2545 
620@ = 61.3357 
457@ = -1219.332 
539@ = -759.4814 
621@ = 62.0285 
458@ = -1096.152 
540@ = -489.1358 
622@ = 32.7156 
459@ = -911.5416 
541@ = -455.9558 
623@ = 26.7166 
460@ = -621.3364 
542@ = -393.158 
624@ = 22.1878 
461@ = -395.5605 
543@ = -533.522 
625@ = 17.6561 
462@ = -372.2669 
544@ = -819.4839 
626@ = 28.1926 
463@ = -584.5377 
545@ = -1160.572 
627@ = 21.8153 
464@ = -659.3533 
546@ = -1548.814 
628@ = 22.1495 
465@ = -717.1517 
547@ = -1697.205 
629@ = 48.2586 
466@ = -714.6181 
548@ = -1395.094 
630@ = 60.5799 
467@ = -764.046 
549@ = -1385.027 
631@ = 82.2146 
468@ = -762.7014 
550@ = -1685.041 
632@ = 96.9103 
469@ = -945.4141 
551@ = -1903.227 
633@ = 81.3436 
470@ = -1104.541 
552@ = -2155.325 
634@ = 34.6761 
471@ = -1186.201 
553@ = -2444.541 
635@ = 54.4532 
472@ = -982.3237 
554@ = -2611.624 
636@ = 86.253 
473@ = -713.2529 
555@ = -2336.617 
637@ = 36.4201 
474@ = -512.3461 
556@ = -2166.417 
638@ = 53.5212 
475@ = -258.5978 
557@ = -2074.872 
639@ = 36.648 
476@ = -260.1367 
558@ = -1777.191 
640@ = 7.5735 
477@ = -57.3444 
559@ = -1601.375 
641@ = 1.3776 
478@ = -124.296 
560@ = -1466.575 
642@ = 2.4045 
479@ = -143.4815 
561@ = -1270.317 
643@ = 2.404 
480@ = -113.7683 
562@ = -998.821 
644@ = 23.9178 
481@ = -377.3843 
563@ = -838.2166 
645@ = 47.1444 
482@ = -626.0056 
564@ = -989.012 
646@ = 66.0268 
483@ = -877.4561 
565@ = -1097.426 
647@ = 96.1699 
484@ = -925.9376 
566@ = -1391.353 
648@ = 126.2905 
485@ = -1219.141 
567@ = -1347.249 
649@ = 122.5235 
486@ = -1407.723 
568@ = -1414.45 
650@ = 104.9232 
487@ = -1577.013 
569@ = -1168.802 
651@ = 102.3586 
488@ = -1626.067 
570@ = -882.9627 
652@ = 97.5243 
489@ = -1744.303 
571@ = -853.2858 
653@ = 77.1834 
490@ = -1684.612 
572@ = -1143.291 
654@ = 72.4364 
491@ = -1549.538 
573@ = -1286.347 
655@ = 57.1135 
492@ = -1525.757 
574@ = -1383.531 
656@ = 45.1796 
493@ = -1626.142 
575@ = -1375.587 
657@ = 45.2062 
494@ = -1800.174 
576@ = -1016.79 
658@ = 51.6322 
495@ = -1817.478 
577@ = -617.6195 
659@ = 15.9507 
250@ = 42 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 451 // @ = any 
04AF: 717@ = 415 // @ = any 
04AF: 718@ = 411 // @ = any 
04AF: 719@ = 451 // @ = any 
04AF: 720@ = 429 // @ = any 
04AF: 721@ = 541 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_33528
454@ = -2001.856 
536@ = 1076.302 
618@ = 54.5637 
455@ = -2302.386 
537@ = 1076.754 
619@ = 54.5859 
456@ = -2596.785 
538@ = 1136.728 
620@ = 54.4297 
457@ = -2673.767 
539@ = 1427.293 
621@ = 54.4271 
458@ = -2673.775 
540@ = 1728.239 
622@ = 66.8937 
459@ = -2673.807 
541@ = 2028.896 
623@ = 57.2377 
460@ = -2731.742 
542@ = 2323.183 
624@ = 67.5411 
461@ = -2622.094 
543@ = 2602.597 
625@ = 68.7 
462@ = -2322.772 
544@ = 2637.1 
626@ = 53.2135 
463@ = -2027.122 
545@ = 2585.865 
627@ = 53.9804 
464@ = -1885.621 
546@ = 2321.522 
628@ = 38.5395 
465@ = -1675.296 
547@ = 2107.697 
629@ = 17.3995 
466@ = -1629.976 
548@ = 1810.828 
630@ = 11.059 
467@ = -1347.988 
549@ = 1705.67 
631@ = 4.8179 
468@ = -1125.87 
550@ = 1504.095 
632@ = 22.1877 
469@ = -1010.766 
551@ = 1227.044 
633@ = 31.1773 
470@ = -908.7908 
552@ = 944.9431 
634@ = 17.337 
471@ = -744.0402 
553@ = 694.0286 
635@ = 16.9982 
472@ = -469.1425 
554@ = 573.061 
636@ = 16.0649 
473@ = -168.3162 
555@ = 562.0268 
637@ = 14.9046 
474@ = 110.1296 
556@ = 673.4105 
638@ = 4.6336 
475@ = 400.681 
557@ = 749.8367 
639@ = 5.0607 
476@ = 686.3097 
558@ = 656.6995 
640@ = 7.8963 
477@ = 975.3585 
559@ = 738.1249 
641@ = 9.6719 
478@ = 1242.045 
560@ = 876.267 
642@ = 13.1519 
479@ = 1226.81 
561@ = 1169.877 
643@ = 5.8125 
480@ = 1226.664 
562@ = 1469.936 
644@ = 5.742 
250@ = 27 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 451 // @ = any 
04AF: 717@ = 415 // @ = any 
04AF: 718@ = 411 // @ = any 
04AF: 719@ = 451 // @ = any 
04AF: 720@ = 429 // @ = any 
04AF: 721@ = 429 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_34456
454@ = -878.0113 
536@ = 1947.484 
618@ = 59.1845 
455@ = -857.6418 
537@ = 1873.25 
619@ = 59.183 
456@ = -1030.689 
538@ = 1853.546 
620@ = 58.8558 
457@ = -1093.182 
539@ = 1748.023 
621@ = 31.6318 
458@ = -902.488 
540@ = 1687.666 
622@ = 26.267 
459@ = -847.1951 
541@ = 1495.581 
623@ = 17.5443 
460@ = -782.4052 
542@ = 1305.811 
624@ = 12.6016 
461@ = -616.3677 
543@ = 1193.645 
625@ = 9.2126 
462@ = -474.1805 
544@ = 1052.086 
626@ = 10.0313 
463@ = -319.1918 
545@ = 925.6066 
627@ = 10.3099 
464@ = -267.4492 
546@ = 825.0159 
628@ = 13.2739 
465@ = -188.4539 
547@ = 1007.19 
629@ = 18.5885 
466@ = -164.8873 
548@ = 1198.263 
630@ = 18.5938 
467@ = -142.1028 
549@ = 1250.022 
631@ = 18.5869 
468@ = -341.5205 
550@ = 1265.695 
632@ = 22.1515 
469@ = -440.031 
551@ = 1439.669 
633@ = 32.334 
470@ = -438.1716 
552@ = 1639.673 
634@ = 34.6319 
471@ = -381.6811 
553@ = 1831.026 
635@ = 49.8567 
472@ = -433.4627 
554@ = 1883.992 
636@ = 59.8611 
473@ = -465.4392 
555@ = 1768.532 
637@ = 71.9576 
474@ = -464.5399 
556@ = 1968.423 
638@ = 81.2536 
475@ = -411.0666 
557@ = 2074.596 
639@ = 60.6433 
476@ = -610.1716 
558@ = 2050.887 
640@ = 59.1798 
477@ = -790.69 
559@ = 2053.91 
641@ = 59.1798 
0087: 478@ = 454@ // (float) 
0087: 560@ = 536@ // (float) 
0087: 642@ = 618@ // (float) 
250@ = 25 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 461 // @ = any 
04AF: 717@ = 521 // @ = any 
04AF: 718@ = 522 // @ = any 
04AF: 719@ = 461 // @ = any 
04AF: 720@ = 521 // @ = any 
04AF: 721@ = 522 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_35318
454@ = -375.6397 
536@ = 2204.217 
618@ = 41.0938 
455@ = -388.8497 
537@ = 2258.056 
619@ = 40.9952 
456@ = -410.6823 
538@ = 2455.747 
620@ = 42.9124 
457@ = -608.4162 
539@ = 2447.19 
621@ = 71.7551 
458@ = -715.864 
540@ = 2536.594 
622@ = 72.7592 
459@ = -713.7043 
541@ = 2697.466 
623@ = 53.2852 
460@ = -912.5499 
542@ = 2721.987 
624@ = 44.8627 
461@ = -1112.755 
543@ = 2698.651 
625@ = 44.875 
462@ = -1238.171 
544@ = 2679.861 
626@ = 45.9321 
463@ = -1359.55 
545@ = 2659.557 
627@ = 50.4683 
464@ = -1545.773 
546@ = 2732.354 
628@ = 61.3062 
465@ = -1746.036 
547@ = 2727.448 
629@ = 59.0648 
466@ = -1860.247 
548@ = 2563.043 
630@ = 48.8929 
467@ = -2002.133 
549@ = 2422.603 
631@ = 32.9752 
468@ = -1961.463 
550@ = 2227.891 
632@ = 10.7077 
469@ = -1807.124 
551@ = 2100.1 
633@ = 7.4268 
470@ = -1782.09 
552@ = 1901.775 
634@ = 14.7248 
471@ = -1591.908 
553@ = 1837.29 
635@ = 24.8515 
472@ = -1392.057 
554@ = 1852.968 
636@ = 35.4945 
473@ = -1199.365 
555@ = 1799.638 
637@ = 40.4346 
474@ = -1008.306 
556@ = 1855.604 
638@ = 61.6784 
475@ = -857.7028 
557@ = 1874.014 
639@ = 59.1758 
476@ = -758.5721 
558@ = 2048.232 
640@ = 59.1866 
477@ = -563.1158 
559@ = 2005.574 
641@ = 59.2474 
478@ = -468.9791 
560@ = 2056.811 
642@ = 59.875 
479@ = -392.3245 
561@ = 2154.448 
643@ = 42.1847 
0087: 480@ = 454@ // (float) 
0087: 562@ = 536@ // (float) 
0087: 644@ = 618@ // (float) 
250@ = 27 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 461 // @ = any 
04AF: 717@ = 521 // @ = any 
04AF: 718@ = 522 // @ = any 
04AF: 719@ = 461 // @ = any 
04AF: 720@ = 521 // @ = any 
04AF: 721@ = 521 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_36240
454@ = 1446.426 
536@ = 834.0658 
618@ = 5.8125 
455@ = 1747.259 
537@ = 834.025 
619@ = 8.6815 
456@ = 2047.335 
538@ = 834.1916 
620@ = 5.7422 
457@ = 2348.722 
539@ = 834.1481 
621@ = 5.7422 
458@ = 2637.92 
540@ = 915.6277 
622@ = 5.7498 
459@ = 2726.824 
541@ = 1202.266 
623@ = 5.7422 
460@ = 2726.698 
542@ = 1502.967 
624@ = 5.7422 
461@ = 2726.958 
543@ = 1804.343 
625@ = 5.7393 
462@ = 2726.579 
544@ = 2125.796 
626@ = 5.7269 
463@ = 2705.172 
545@ = 2405.567 
627@ = 5.7277 
464@ = 2489.267 
546@ = 2614.273 
628@ = 4.1679 
465@ = 2188.479 
547@ = 2609.629 
629@ = 5.8164 
466@ = 1898.309 
548@ = 2529.155 
630@ = 5.8125 
467@ = 1603.524 
549@ = 2473.083 
631@ = 5.8516 
468@ = 1305.181 
550@ = 2439.19 
632@ = 5.7422 
469@ = 1208.232 
551@ = 2154.514 
633@ = 5.7422 
470@ = 1208.38 
552@ = 1853.837 
634@ = 5.7422 
471@ = 1208.322 
553@ = 1553.025 
635@ = 5.7422 
472@ = 1208.126 
554@ = 1252.557 
636@ = 5.7498 
473@ = 1229.187 
555@ = 952.9079 
637@ = 5.8125 
0087: 474@ = 454@ // (float) 
0087: 556@ = 536@ // (float) 
0087: 638@ = 618@ // (float) 
250@ = 21 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 451 // @ = any 
04AF: 717@ = 562 // @ = any 
04AF: 718@ = 415 // @ = any 
04AF: 719@ = 411 // @ = any 
04AF: 720@ = 562 // @ = any 
04AF: 721@ = 451 // @ = any 
gosub @CPRACE_47662 
jump @CPRACE_46262 

:CPRACE_36982
454@ = 1796.901 
536@ = -2593.329 
618@ = 12.5982 
455@ = 1596.915 
537@ = -2592.123 
619@ = 25.9969 
456@ = 1425.429 
538@ = -2549.107 
620@ = 37.8234 
457@ = 1280.556 
539@ = -2394.586 
621@ = 52.2127 
458@ = 1296.165 
540@ = -2194.131 
622@ = 72.3519 
459@ = 1317.012 
541@ = -1995.026 
623@ = 77.657 
460@ = 1385.216 
542@ = -1807.25 
624@ = 64.6153 
461@ = 1501.202 
543@ = -1642.892 
625@ = 78.2774 
462@ = 1597.783 
544@ = -1466.853 
626@ = 87.9007 
463@ = 1621.693 
545@ = -1267.59 
627@ = 84.5704 
464@ = 1592.626 
546@ = -1069.313 
628@ = 87.8825 
465@ = 1477.096 
547@ = -905.3071 
629@ = 103.4455 
466@ = 1388.884 
548@ = -725.4239 
630@ = 125.9394 
467@ = 1320.715 
549@ = -536.3066 
631@ = 127.73 
468@ = 1233.948 
550@ = -356.5205 
632@ = 103.7008 
469@ = 1235.221 
551@ = -155.8231 
633@ = 83.5 
470@ = 1362.454 
552@ = -2.0532 
634@ = 70.1118 
471@ = 1562.073 
553@ = -27.0897 
635@ = 64.6716 
472@ = 1670.313 
554@ = -196.5335 
636@ = 77.4671 
473@ = 1698.697 
555@ = -394.7666 
637@ = 84.513 
474@ = 1841.239 
556@ = -535.4985 
638@ = 105.1396 
475@ = 1999.777 
557@ = -658.853 
639@ = 125.3019 
476@ = 2117.771 
558@ = -819.4944 
640@ = 144.8639 
477@ = 2200.181 
559@ = -1001.27 
641@ = 129.4889 
478@ = 2265.805 
560@ = -1184.584 
642@ = 83.0669 
479@ = 2296.145 
561@ = -1383.394 
643@ = 62.1655 
480@ = 2321.608 
562@ = -1582.03 
644@ = 63.1144 
481@ = 2400.442 
563@ = -1766.227 
645@ = 56.7954 
482@ = 2525.256 
564@ = -1922.68 
646@ = 52.2529 
483@ = 2593.726 
565@ = -2111.734 
647@ = 53.1139 
484@ = 2575.049 
566@ = -2313.631 
648@ = 53.9683 
485@ = 2455.397 
567@ = -2476.633 
649@ = 54.8922 
486@ = 2264.071 
568@ = -2548.592 
650@ = 55.7578 
487@ = 2065.285 
569@ = -2571.635 
651@ = 56.5966 
488@ = 1862.502 
570@ = -2582.099 
652@ = 54.6357 
250@ = 35 
256@ = 1 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 476 // @ = any 
04AF: 717@ = 476 // @ = any 
04AF: 718@ = 476 // @ = any 
04AF: 719@ = 476 // @ = any 
04AF: 205@ = 3 // @ = any 
jump @CPRACE_46262 

:CPRACE_38120
454@ = -1582.67 
536@ = -89.9953 
618@ = 13.1683 
455@ = -1439.187 
537@ = 53.2109 
619@ = 30.0 
456@ = -1286.686 
538@ = 185.0573 
620@ = 32.9885 
457@ = -1091.876 
539@ = 137.3885 
621@ = 46.7629 
458@ = -1042.169 
540@ = -59.4087 
622@ = 43.603 
459@ = -1047.567 
541@ = -259.0437 
623@ = 23.8409 
460@ = -1126.559 
542@ = -445.5607 
624@ = 28.0502 
461@ = -1261.24 
543@ = -598.8228 
625@ = 37.4576 
462@ = -1444.803 
544@ = -690.5997 
626@ = 52.7263 
463@ = -1649.008 
545@ = -681.264 
627@ = 60.8852 
464@ = -1845.585 
546@ = -636.4395 
628@ = 61.1217 
465@ = -2044.818 
547@ = -658.4432 
629@ = 71.2804 
466@ = -2206.165 
548@ = -778.5996 
630@ = 85.9739 
467@ = -2240.928 
549@ = -976.7443 
631@ = 75.2422 
468@ = -2139.48 
550@ = -1148.617 
632@ = 61.3795 
469@ = -2028.634 
551@ = -1315.712 
633@ = 40.653 
470@ = -1884.623 
552@ = -1459.337 
634@ = 37.0927 
471@ = -1725.283 
553@ = -1581.193 
635@ = 51.3609 
472@ = -1548.501 
554@ = -1676.223 
636@ = 63.2502 
473@ = -1368.613 
555@ = -1769.197 
637@ = 52.099 
474@ = -1327.042 
556@ = -1980.883 
638@ = 35.4768 
475@ = -1462.659 
557@ = -2110.34 
639@ = 22.6174 
476@ = -1551.068 
558@ = -2287.276 
640@ = 56.7071 
477@ = -1624.645 
559@ = -2464.302 
641@ = 115.5442 
478@ = -1735.012 
560@ = -2633.092 
642@ = 101.7228 
479@ = -1673.618 
561@ = -2817.32 
643@ = 50.492 
480@ = -1529.398 
562@ = -2958.864 
644@ = 35.2493 
481@ = -1331.87 
563@ = -3016.815 
645@ = 36.5563 
482@ = -1140.517 
564@ = -2957.838 
646@ = 35.4633 
483@ = -1133.483 
565@ = -2757.115 
647@ = 30.2641 
484@ = -1219.593 
566@ = -2575.6 
648@ = 35.8018 
485@ = -1227.193 
567@ = -2375.099 
649@ = 31.7209 
486@ = -1172.746 
568@ = -2182.804 
650@ = 45.2393 
487@ = -1144.312 
569@ = -1988.018 
651@ = 83.1497 
488@ = -1021.386 
570@ = -1832.821 
652@ = 115.2484 
489@ = -943.5054 
571@ = -1647.992 
653@ = 133.3276 
490@ = -900.7032 
572@ = -1450.585 
654@ = 142.0757 
491@ = -884.4996 
573@ = -1249.642 
655@ = 148.1781 
492@ = -880.2889 
574@ = -1048.99 
656@ = 158.8745 
493@ = -936.6008 
575@ = -855.3414 
657@ = 160.157 
494@ = -972.9082 
576@ = -660.9503 
658@ = 116.3043 
495@ = -980.3859 
577@ = -464.2646 
659@ = 79.1644 
496@ = -818.388 
578@ = -348.3954 
660@ = 51.4388 
497@ = -617.8265 
579@ = -330.2328 
661@ = 37.1987 
498@ = -415.4925 
580@ = -339.8519 
662@ = 28.2761 
499@ = -248.3391 
581@ = -451.8987 
663@ = 18.5819 
500@ = -192.9961 
582@ = -643.989 
664@ = 8.889 
501@ = -128.7125 
583@ = -835.6478 
665@ = 24.9195 
502@ = 63.3296 
584@ = -892.0873 
666@ = 40.4431 
503@ = 236.1952 
585@ = -791.0125 
667@ = 46.7307 
504@ = 298.5167 
586@ = -600.2706 
668@ = 53.5437 
505@ = 326.4258 
587@ = -400.9587 
669@ = 50.4641 
506@ = 308.5928 
588@ = -201.9229 
670@ = 40.3219 
507@ = 244.4628 
589@ = -8.211 
671@ = 31.0744 
508@ = 129.2121 
590@ = 155.3022 
672@ = 27.6231 
509@ = -37.7018 
591@ = 268.3331 
673@ = 26.3544 
510@ = -224.3873 
592@ = 341.0904 
674@ = 28.1078 
511@ = -420.1607 
593@ = 382.1896 
675@ = 29.8681 
512@ = -622.4773 
594@ = 381.915 
676@ = 31.6354 
513@ = -822.824 
595@ = 370.0051 
677@ = 33.4142 
514@ = -1012.349 
596@ = 300.3856 
678@ = 35.7468 
515@ = -1193.1 
597@ = 214.7394 
679@ = 38.0629 
250@ = 62 
256@ = 1 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 513 // @ = any 
04AF: 717@ = 513 // @ = any 
04AF: 718@ = 513 // @ = any 
04AF: 719@ = 513 // @ = any 
04AF: 205@ = 3 // @ = any 
jump @CPRACE_46262 

:CPRACE_40068
454@ = 366.982 
536@ = 2502.595 
618@ = 15.5571 
455@ = 116.652 
537@ = 2502.902 
619@ = 47.5682 
456@ = -133.6242 
538@ = 2524.392 
620@ = 55.1281 
457@ = -377.8474 
539@ = 2588.068 
621@ = 67.6866 
458@ = -604.1302 
540@ = 2694.639 
622@ = 84.7931 
459@ = -838.685 
541@ = 2779.901 
623@ = 69.2036 
460@ = -1045.629 
542@ = 2639.279 
624@ = 69.0984 
461@ = -984.3267 
543@ = 2395.508 
625@ = 64.5187 
462@ = -873.4733 
544@ = 2171.186 
626@ = 64.5549 
463@ = -770.134 
545@ = 1943.248 
627@ = 70.927 
464@ = -653.4092 
546@ = 1720.47 
628@ = 47.6015 
465@ = -578.5898 
547@ = 1481.972 
629@ = 21.5084 
466@ = -521.8337 
548@ = 1238.437 
630@ = 11.6736 
467@ = -469.9443 
549@ = 995.721 
631@ = 51.4066 
468@ = -525.42 
550@ = 750.7462 
632@ = 44.2215 
469@ = -664.0441 
551@ = 541.0659 
633@ = 15.9243 
470@ = -914.7918 
552@ = 536.2426 
634@ = 11.804 
471@ = -1131.918 
553@ = 661.8135 
635@ = 13.6564 
472@ = -1309.833 
554@ = 839.316 
636@ = 10.7039 
473@ = -1449.372 
555@ = 1045.777 
637@ = 31.9947 
474@ = -1603.122 
556@ = 1243.21 
638@ = 38.6648 
475@ = -1813.101 
557@ = 1379.44 
639@ = 28.4044 
476@ = -2061.489 
558@ = 1418.549 
640@ = 22.0099 
477@ = -2312.469 
559@ = 1430.699 
641@ = 42.3744 
478@ = -2522.745 
560@ = 1564.194 
642@ = 75.9034 
479@ = -2689.238 
561@ = 1753.745 
643@ = 99.5865 
480@ = -2759.371 
562@ = 1994.265 
644@ = 110.8744 
481@ = -2682.772 
563@ = 2233.097 
645@ = 113.4608 
482@ = -2493.907 
564@ = 2397.506 
646@ = 102.0156 
483@ = -2245.109 
565@ = 2418.773 
647@ = 83.5877 
484@ = -1994.605 
566@ = 2407.942 
648@ = 87.4376 
485@ = -1751.471 
567@ = 2349.74 
649@ = 90.2881 
486@ = -1535.099 
568@ = 2217.656 
650@ = 75.7349 
487@ = -1305.302 
569@ = 2118.716 
651@ = 74.7752 
488@ = -1064.807 
570@ = 2187.768 
652@ = 66.2415 
489@ = -814.3556 
571@ = 2195.872 
653@ = 56.1521 
490@ = -563.2742 
572@ = 2203.33 
654@ = 60.9129 
491@ = -313.3741 
573@ = 2229.26 
655@ = 73.2015 
492@ = -66.3647 
574@ = 2178.082 
656@ = 71.9294 
493@ = 186.4198 
575@ = 2211.213 
657@ = 71.6732 
494@ = 390.8383 
576@ = 2356.514 
658@ = 65.1402 
495@ = 639.1594 
577@ = 2385.26 
659@ = 47.4816 
496@ = 857.994 
578@ = 2510.157 
660@ = 50.2583 
497@ = 929.9869 
579@ = 2748.352 
661@ = 77.8011 
498@ = 760.5828 
580@ = 2935.73 
662@ = 91.5673 
499@ = 512.0109 
581@ = 2901.74 
663@ = 93.8596 
500@ = 309.843 
582@ = 2752.892 
664@ = 93.5908 
501@ = 153.0242 
583@ = 2560.321 
665@ = 64.3547 
502@ = 18.2657 
584@ = 2347.904 
666@ = 66.4087 
503@ = -99.4455 
585@ = 2126.343 
667@ = 75.4819 
504@ = -257.6325 
586@ = 1931.184 
668@ = 75.4922 
505@ = -392.7389 
587@ = 1720.594 
669@ = 94.1061 
506@ = -499.7809 
588@ = 1492.545 
670@ = 58.172 
507@ = -687.7847 
589@ = 1327.026 
671@ = 45.0028 
508@ = -881.8704 
590@ = 1169.769 
672@ = 68.6343 
509@ = -1075.92 
591@ = 1008.155 
673@ = 61.9286 
510@ = -1272.957 
592@ = 852.6403 
674@ = 61.1137 
511@ = -1457.539 
593@ = 680.1183 
675@ = 69.2464 
512@ = -1634.648 
594@ = 496.5454 
676@ = 79.7593 
513@ = -1839.814 
595@ = 342.0907 
677@ = 77.0974 
514@ = -2063.729 
596@ = 218.3637 
678@ = 74.2748 
515@ = -2305.257 
597@ = 145.857 
679@ = 72.5908 
516@ = -2554.304 
598@ = 126.6046 
680@ = 96.9355 
517@ = -2745.509 
599@ = -33.5993 
681@ = 80.174 
518@ = -2863.942 
600@ = -255.546 
682@ = 62.7643 
519@ = -2912.281 
601@ = -500.7706 
683@ = 51.8291 
520@ = -2947.388 
602@ = -759.2774 
684@ = 44.0041 
521@ = -2962.423 
603@ = -1011.333 
685@ = 42.2517 
522@ = -2955.506 
604@ = -1276.023 
686@ = 45.302 
523@ = -3000.904 
605@ = -1528.563 
687@ = 51.004 
250@ = 70 
256@ = 1 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 520 // @ = any 
04AF: 717@ = 520 // @ = any 
04AF: 718@ = 520 // @ = any 
04AF: 719@ = 520 // @ = any 
04AF: 205@ = 3 // @ = any 
jump @CPRACE_46262 

:CPRACE_42256
454@ = 381.9952 
536@ = 2542.088 
618@ = 15.6876 
455@ = 304.6997 
537@ = 2547.057 
619@ = 37.975 
456@ = -97.4654 
538@ = 2554.841 
620@ = 32.4746 
457@ = -102.6455 
539@ = 2699.236 
621@ = 63.5945 
458@ = -221.948 
540@ = 2718.08 
622@ = 82.385 
459@ = -418.3279 
541@ = 2691.081 
623@ = 78.5077 
460@ = -392.2611 
542@ = 2492.193 
624@ = 84.257 
461@ = -360.1944 
543@ = 2294.638 
625@ = 79.344 
462@ = -238.1485 
544@ = 2230.007 
626@ = 81.9684 
463@ = -287.1143 
545@ = 2091.03 
627@ = 70.2663 
464@ = -481.0875 
546@ = 2051.74 
628@ = 76.2466 
465@ = -665.1192 
547@ = 2131.252 
629@ = 77.2696 
466@ = -845.4529 
548@ = 2218.861 
630@ = 80.0327 
467@ = -1044.866 
549@ = 2207.615 
631@ = 67.0078 
468@ = -1234.234 
550@ = 2142.393 
632@ = 66.1648 
469@ = -1424.931 
551@ = 2205.699 
633@ = 70.8862 
470@ = -1571.237 
552@ = 2247.766 
634@ = 65.1073 
471@ = -1745.637 
553@ = 2292.511 
635@ = 49.3695 
472@ = -1945.602 
554@ = 2285.913 
636@ = 44.2433 
473@ = -1953.881 
555@ = 2484.877 
637@ = 63.2602 
474@ = -1895.095 
556@ = 2633.034 
638@ = 74.4549 
475@ = -1706.873 
557@ = 2703.232 
639@ = 72.8798 
476@ = -1505.724 
558@ = 2721.034 
640@ = 69.9706 
477@ = -1305.595 
559@ = 2708.321 
641@ = 66.4619 
478@ = -1105.89 
560@ = 2731.611 
642@ = 62.9933 
479@ = -905.1519 
561@ = 2728.83 
643@ = 64.0124 
480@ = -704.1036 
562@ = 2733.898 
644@ = 66.2347 
250@ = 27 
256@ = 1 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 487 // @ = any 
04AF: 717@ = 487 // @ = any 
04AF: 718@ = 487 // @ = any 
04AF: 719@ = 487 // @ = any 
04AF: 205@ = 3 // @ = any 
jump @CPRACE_46262 

:CPRACE_43154
454@ = -1962.871 
536@ = 628.0812 
618@ = 150.2844 
455@ = -1848.341 
537@ = 531.9294 
619@ = 86.1743 
456@ = -1827.913 
538@ = 399.3668 
620@ = 29.91 
457@ = -1751.361 
539@ = 326.9781 
621@ = 25.4958 
458@ = -1647.958 
540@ = 412.8291 
622@ = 26.6578 
459@ = -1560.513 
541@ = 532.7433 
623@ = 18.6913 
460@ = -1572.197 
542@ = 638.3369 
624@ = 25.3806 
461@ = -1700.555 
543@ = 706.7762 
625@ = 53.3757 
462@ = -1715.507 
544@ = 777.6501 
626@ = 45.9312 
463@ = -1715.978 
545@ = 978.3165 
627@ = 51.989 
464@ = -1714.958 
546@ = 1178.562 
628@ = 54.9734 
465@ = -1912.922 
547@ = 1146.255 
629@ = 56.3473 
466@ = -2003.248 
548@ = 982.3228 
630@ = 58.819 
467@ = -2006.168 
549@ = 810.2207 
631@ = 54.1756 
468@ = -1959.234 
550@ = 713.3063 
632@ = 75.2571 
469@ = -1793.007 
551@ = 730.7606 
633@ = 44.6388 
470@ = -1593.731 
552@ = 732.4928 
634@ = 20.5721 
471@ = -1533.424 
553@ = 923.6081 
635@ = 29.4493 
472@ = -1489.172 
554@ = 1118.737 
636@ = 17.2211 
473@ = -1605.045 
555@ = 1284.044 
637@ = 27.5543 
474@ = -1787.921 
556@ = 1365.81 
638@ = 32.2595 
475@ = -1986.429 
557@ = 1319.338 
639@ = 23.0384 
476@ = -2185.997 
558@ = 1345.112 
640@ = 19.4206 
477@ = -2384.599 
559@ = 1380.588 
641@ = 17.9485 
478@ = -2537.759 
560@ = 1369.641 
642@ = 23.8562 
479@ = -2719.315 
561@ = 1345.675 
643@ = 32.2039 
480@ = -2875.142 
562@ = 1245.782 
644@ = 20.7763 
250@ = 27 
256@ = 1 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 488 // @ = any 
04AF: 717@ = 488 // @ = any 
04AF: 718@ = 488 // @ = any 
04AF: 719@ = 488 // @ = any 
04AF: 205@ = 3 // @ = any 
jump @CPRACE_46262 

:CPRACE_44052
454@ = 1765.609 
536@ = -2285.911 
618@ = 25.9621 
455@ = 1764.294 
537@ = -2084.371 
619@ = 26.0431 
456@ = 1649.402 
538@ = -1920.231 
620@ = 40.6173 
457@ = 1552.024 
539@ = -1745.273 
621@ = 30.0462 
458@ = 1419.031 
540@ = -1595.618 
622@ = 25.4285 
459@ = 1402.089 
541@ = -1441.622 
623@ = 18.2271 
460@ = 1545.335 
542@ = -1431.194 
624@ = 36.437 
461@ = 1653.446 
543@ = -1305.841 
625@ = 49.6078 
462@ = 1786.094 
544@ = -1276.766 
626@ = 22.6321 
463@ = 1901.04 
545@ = -1221.949 
627@ = 34.699 
464@ = 1848.224 
546@ = -1097.652 
628@ = 46.0898 
465@ = 1649.377 
547@ = -1085.296 
629@ = 36.7768 
466@ = 1487.205 
548@ = -970.0334 
630@ = 60.1281 
467@ = 1304.22 
549@ = -1038.929 
631@ = 39.8547 
468@ = 1215.798 
550@ = -1218.862 
632@ = 27.923 
469@ = 1302.613 
551@ = -1399.127 
633@ = 26.3812 
470@ = 1437.015 
552@ = -1321.431 
634@ = 45.396 
471@ = 1609.09 
553@ = -1299.497 
635@ = 25.0714 
472@ = 1791.421 
554@ = -1381.364 
636@ = 35.17 
473@ = 1827.021 
555@ = -1567.279 
637@ = 22.9243 
474@ = 1628.196 
556@ = -1600.6 
638@ = 38.8226 
475@ = 1450.909 
557@ = -1694.839 
639@ = 25.2192 
476@ = 1389.812 
558@ = -1852.984 
640@ = 24.997 
477@ = 1206.609 
559@ = -1933.723 
641@ = 57.1028 
478@ = 1053.461 
560@ = -2063.933 
642@ = 70.7254 
479@ = 1048.698 
561@ = -2265.503 
643@ = 47.2394 
480@ = 1224.402 
562@ = -2359.494 
644@ = 28.5888 
481@ = 1425.61 
563@ = -2360.047 
645@ = 28.3338 
250@ = 28 
256@ = 1 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 425 // @ = any 
04AF: 717@ = 425 // @ = any 
04AF: 718@ = 425 // @ = any 
04AF: 719@ = 425 // @ = any 
04AF: 205@ = 3 // @ = any 
jump @CPRACE_46262 

:CPRACE_44980
454@ = -1398.355 
536@ = -197.2079 
618@ = 1043.119 
455@ = -1398.988 
537@ = -188.7892 
619@ = 1043.202 
456@ = -1465.939 
538@ = -134.0836 
620@ = 1046.011 
457@ = -1530.138 
539@ = -193.3988 
621@ = 1050.756 
458@ = -1415.686 
540@ = -274.1765 
622@ = 1051.149 
459@ = -1305.178 
541@ = -143.5283 
623@ = 1050.125 
460@ = -1302.774 
542@ = -268.6358 
624@ = 1048.487 
0087: 461@ = 454@ // (float) 
0087: 543@ = 536@ // (float) 
0087: 625@ = 618@ // (float) 
732@ = -1406.327 
733@ = -265.7914 
734@ = 1042.656 
735@ = 346.3297 
250@ = 8 
221@ = 7 
224@ = 12 
256@ = 12 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 706@ = 7 // @ = any 
04AF: 707@ = 7 // @ = any 
04AF: 708@ = 7 // @ = any 
04AF: 709@ = 7 // @ = any 
04AF: 710@ = 7 // @ = any 
04AF: 711@ = 7 // @ = any 
04AF: 712@ = 7 // @ = any 
04AF: 713@ = 7 // @ = any 
04AF: 714@ = 7 // @ = any 
04AF: 715@ = 7 // @ = any 
04AF: 716@ = 503 // @ = any 
04AF: 717@ = 502 // @ = any 
04AF: 718@ = 494 // @ = any 
04AF: 719@ = 503 // @ = any 
04AF: 720@ = 502 // @ = any 
04AF: 721@ = 494 // @ = any 
04AF: 722@ = 502 // @ = any 
04AF: 723@ = 494 // @ = any 
04AF: 724@ = 503 // @ = any 
04AF: 725@ = 494 // @ = any 
04AF: 726@ = 503 // @ = any 
04AF: 727@ = 503 // @ = any 
04AF: 728@ = 494 // @ = any 
04AF: 729@ = 502 // @ = any 
04AF: 730@ = 494 // @ = any 
04AF: 731@ = 502 // @ = any 
jump @CPRACE_46262 

:CPRACE_45529
454@ = -1354.358 
536@ = -590.5628 
618@ = 1055.453 
455@ = -1431.177 
537@ = -588.3124 
619@ = 1054.512 
456@ = -1516.874 
538@ = -635.0942 
620@ = 1050.275 
457@ = -1500.678 
539@ = -719.0175 
621@ = 1051.643 
458@ = -1387.502 
540@ = -743.1501 
622@ = 1051.016 
459@ = -1295.54 
541@ = -705.3506 
623@ = 1055.255 
460@ = -1365.312 
542@ = -666.0998 
624@ = 1055.058 
461@ = -1486.5 
543@ = -636.4586 
625@ = 1052.225 
462@ = -1447.86 
544@ = -690.3426 
626@ = 1052.834 
463@ = -1389.908 
545@ = -720.9943 
627@ = 1055.119 
464@ = -1370.685 
546@ = -687.8977 
628@ = 1053.783 
465@ = -1399.136 
547@ = -635.8359 
629@ = 1051.043 
466@ = -1308.639 
548@ = -649.4201 
630@ = 1054.972 
0087: 467@ = 454@ // (float) 
0087: 549@ = 536@ // (float) 
0087: 631@ = 618@ // (float) 
732@ = -1344.163 
733@ = -598.8836 
734@ = 1051.829 
735@ = 103.3822 
250@ = 14 
221@ = 4 
224@ = 6 
256@ = 12 
04AF: 700@ = 100 // @ = any 
04AF: 701@ = 133 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 181 // @ = any 
04AF: 704@ = 60 // @ = any 
04AF: 705@ = 34 // @ = any 
04AF: 706@ = 198 // @ = any 
04AF: 707@ = 250 // @ = any 
04AF: 708@ = 7 // @ = any 
04AF: 709@ = 100 // @ = any 
04AF: 710@ = 34 // @ = any 
04AF: 711@ = 7 // @ = any 
04AF: 712@ = 7 // @ = any 
04AF: 713@ = 7 // @ = any 
04AF: 714@ = 7 // @ = any 
04AF: 715@ = 7 // @ = any 
04AF: 716@ = 468 // @ = any 
04AF: 717@ = 468 // @ = any 
04AF: 718@ = 468 // @ = any 
04AF: 719@ = 468 // @ = any 
04AF: 720@ = 468 // @ = any 
04AF: 721@ = 468 // @ = any 
04AF: 722@ = 468 // @ = any 
04AF: 723@ = 468 // @ = any 
04AF: 724@ = 468 // @ = any 
04AF: 725@ = 468 // @ = any 
04AF: 726@ = 468 // @ = any 
04AF: 727@ = 468 // @ = any 
04AF: 728@ = 468 // @ = any 
04AF: 729@ = 468 // @ = any 
04AF: 730@ = 468 // @ = any 
04AF: 731@ = 468 // @ = any 
jump @CPRACE_46262 

:CPRACE_46262
return 

:CPRACE_46264
if 
  736@ == 0 
else_jump @CPRACE_46337 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -148.2144 87.3396 2.1234 radius 280.0 280.0 30.0 
else_jump @CPRACE_46337 
736@ = 1 

:CPRACE_46337
if 
  736@ == 1 
else_jump @CPRACE_46371 
736@ = 2 
Model.Load(#COMBINE)
Model.Load(#VHMYELV)

:CPRACE_46371
if 
  736@ == 2 
else_jump @CPRACE_46525 
if and
   Model.Available(#COMBINE)
   Model.Available(#VHMYELV)
else_jump @CPRACE_46525 
736@ = 3 
738@ = Car.Create(#COMBINE, -128.2144, 80.3396, 2.1234)
Car.Angle(738@) = 250.5799
0129: 740@ = create_actor_pedtype 4 model #VHMYELV in_car 738@ driverseat 
Model.Destroy(#COMBINE)
Model.Destroy(#VHMYELV)
05D6: clear_scmpath 
05D7: add_point_to_scmpath -95.8304 68.27 3.4764 
05D7: add_point_to_scmpath -77.3806 70.3096 3.5478 
07E7: AS_assign_scmpath_to_actor 740@ in_car 738@ speed 7.5 flags 2 0 3 

:CPRACE_46525
if 
  736@ == 3 
else_jump @CPRACE_46621 
if 
   not Actor.Dead(740@)
else_jump @CPRACE_46621 
062E: unknown_get_actor 740@ task 2023 status_store_to 742@ // ret 7 if not found 
if 
04A4:   742@ == 7 // @ == any 
else_jump @CPRACE_46621 
736@ = 4 
if 
   not Car.Wrecked(738@)
else_jump @CPRACE_46616 
Car.RemoveReferences(738@)

:CPRACE_46616
Actor.RemoveReferences(740@)

:CPRACE_46621
if 
  737@ == 0 
else_jump @CPRACE_46694 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -542.1076 230.7356 11.6475 radius 320.0 320.0 30.0 
else_jump @CPRACE_46694 
737@ = 1 

:CPRACE_46694
if 
  737@ == 1 
else_jump @CPRACE_46728 
737@ = 2 
Model.Load(#WALTON)
Model.Load(#VHMYELV)

:CPRACE_46728
if 
  737@ == 2 
else_jump @CPRACE_46861 
if and
   Model.Available(#WALTON)
   Model.Available(#VHMYELV)
else_jump @CPRACE_46861 
737@ = 3 
739@ = Car.Create(#WALTON, -542.1076, 230.7356, 11.6475)
Car.Angle(739@) = 262.8685
0129: 741@ = create_actor_pedtype 4 model #VHMYELV in_car 739@ driverseat 
Model.Destroy(#WALTON)
Model.Destroy(#VHMYELV)
05D1: AS_actor 741@ drive_car 739@ to -270.5629 199.0073 6.99 speed 11.5 0 model #NULL 2 

:CPRACE_46861
if 
  737@ == 3 
else_jump @CPRACE_46972 
if 
   not Actor.Dead(741@)
else_jump @CPRACE_46972 
062E: unknown_get_actor 741@ task 1489 status_store_to 742@ // ret 7 if not found 
if 
04A4:   742@ == 7 // @ == any 
else_jump @CPRACE_46972 
737@ = 4 
if 
   not Car.Wrecked(739@)
else_jump @CPRACE_46967 
05D2: AS_actor 741@ run_to_and_hijack_car 739@ max_search_radius 11.5 traffic_behavior 2 
Car.RemoveReferences(739@)

:CPRACE_46967
Actor.RemoveReferences(741@)

:CPRACE_46972
return 

:CPRACE_46974
if 
  6 > $RACE_INDEX 
else_jump @CPRACE_47104 
if 
   not 52@ == 1 
else_jump @CPRACE_47104 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE1' 
038F: load_texture "RACE00" as 1 // Load dictionary with 0390 first 
038F: load_texture "RACE01" as 2 // Load dictionary with 0390 first 
038F: load_texture "RACE02" as 3 // Load dictionary with 0390 first 
038F: load_texture "RACE03" as 4 // Load dictionary with 0390 first 
038F: load_texture "RACE04" as 5 // Load dictionary with 0390 first 
038F: load_texture "RACE05" as 6 // Load dictionary with 0390 first 
52@ = 1 
return 

:CPRACE_47104
if and
  $RACE_INDEX > 5 
  12 > $RACE_INDEX 
else_jump @CPRACE_47241 
if 
   not 52@ == 2 
else_jump @CPRACE_47241 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE2' 
038F: load_texture "RACE06" as 7 // Load dictionary with 0390 first 
038F: load_texture "RACE07" as 8 // Load dictionary with 0390 first 
038F: load_texture "RACE08" as 9 // Load dictionary with 0390 first 
038F: load_texture "RACE09" as 10 // Load dictionary with 0390 first 
038F: load_texture "RACE10" as 11 // Load dictionary with 0390 first 
038F: load_texture "RACE11" as 12 // Load dictionary with 0390 first 
52@ = 2 
return 

:CPRACE_47241
if and
  $RACE_INDEX > 11 
  18 > $RACE_INDEX 
else_jump @CPRACE_47378 
if 
   not 52@ == 3 
else_jump @CPRACE_47378 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE3' 
038F: load_texture "RACE12" as 13 // Load dictionary with 0390 first 
038F: load_texture "RACE13" as 14 // Load dictionary with 0390 first 
038F: load_texture "RACE14" as 15 // Load dictionary with 0390 first 
038F: load_texture "RACE15" as 16 // Load dictionary with 0390 first 
038F: load_texture "RACE16" as 17 // Load dictionary with 0390 first 
038F: load_texture "RACE17" as 18 // Load dictionary with 0390 first 
52@ = 3 
return 

:CPRACE_47378
if and
  $RACE_INDEX > 17 
  24 > $RACE_INDEX 
else_jump @CPRACE_47515 
if 
   not 52@ == 4 
else_jump @CPRACE_47515 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE4' 
038F: load_texture "RACE18" as 19 // Load dictionary with 0390 first 
038F: load_texture "RACE19" as 20 // Load dictionary with 0390 first 
038F: load_texture "RACE20" as 21 // Load dictionary with 0390 first 
038F: load_texture "RACE21" as 22 // Load dictionary with 0390 first 
038F: load_texture "RACE22" as 23 // Load dictionary with 0390 first 
038F: load_texture "RACE23" as 24 // Load dictionary with 0390 first 
52@ = 4 
return 

:CPRACE_47515
if and
  $RACE_INDEX > 23 
  30 > $RACE_INDEX 
else_jump @CPRACE_47592 
if 
   not 52@ == 5 
else_jump @CPRACE_47592 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE5' 
038F: load_texture "RACE24" as 25 // Load dictionary with 0390 first 
52@ = 5 
return 

:CPRACE_47592
return 

:CPRACE_47594
0340: set_text_draw_RGBA 134 155 184 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
return 

:CPRACE_47662
254@ = 0 
0085: 255@ = 256@ // (int) 
255@ -= 1 

:CPRACE_47684
if 
001D:   255@ > 254@ // (int) 
else_jump @CPRACE_48583 
0209: 253@ = random_int_in_ranges 0 32 
0871: init_jump_table 253@ total_jumps 32 default_jump 0 @CPRACE_48569 jumps 0 @CPRACE_47970 1 @CPRACE_47988 2 @CPRACE_48006 3 @CPRACE_48024 4 @CPRACE_48042 5 @CPRACE_48060 6 @CPRACE_48078 
0872: jump_table_jumps 7 @CPRACE_48096 8 @CPRACE_48114 9 @CPRACE_48132 10 @CPRACE_48151 11 @CPRACE_48170 12 @CPRACE_48189 13 @CPRACE_48208 14 @CPRACE_48227 15 @CPRACE_48246 
0872: jump_table_jumps 16 @CPRACE_48265 17 @CPRACE_48284 18 @CPRACE_48303 19 @CPRACE_48322 20 @CPRACE_48341 21 @CPRACE_48360 22 @CPRACE_48379 23 @CPRACE_48398 24 @CPRACE_48417 
0872: jump_table_jumps 25 @CPRACE_48436 26 @CPRACE_48455 27 @CPRACE_48474 28 @CPRACE_48493 29 @CPRACE_48512 30 @CPRACE_48531 31 @CPRACE_48550 -1 @CPRACE_48569 -1 @CPRACE_48569 

:CPRACE_47970
04AF: 700@(254@,16i) = 34 // @ = any 
jump @CPRACE_48569 

:CPRACE_47988
04AF: 700@(254@,16i) = 60 // @ = any 
jump @CPRACE_48569 

:CPRACE_48006
04AF: 700@(254@,16i) = 69 // @ = any 
jump @CPRACE_48569 

:CPRACE_48024
04AF: 700@(254@,16i) = 96 // @ = any 
jump @CPRACE_48569 

:CPRACE_48042
04AF: 700@(254@,16i) = 100 // @ = any 
jump @CPRACE_48569 

:CPRACE_48060
04AF: 700@(254@,16i) = 101 // @ = any 
jump @CPRACE_48569 

:CPRACE_48078
04AF: 700@(254@,16i) = 112 // @ = any 
jump @CPRACE_48569 

:CPRACE_48096
04AF: 700@(254@,16i) = 122 // @ = any 
jump @CPRACE_48569 

:CPRACE_48114
04AF: 700@(254@,16i) = 125 // @ = any 
jump @CPRACE_48569 

:CPRACE_48132
04AF: 700@(254@,16i) = 128 // @ = any 
jump @CPRACE_48569 

:CPRACE_48151
04AF: 700@(254@,16i) = 131 // @ = any 
jump @CPRACE_48569 

:CPRACE_48170
04AF: 700@(254@,16i) = 133 // @ = any 
jump @CPRACE_48569 

:CPRACE_48189
04AF: 700@(254@,16i) = 140 // @ = any 
jump @CPRACE_48569 

:CPRACE_48208
04AF: 700@(254@,16i) = 142 // @ = any 
jump @CPRACE_48569 

:CPRACE_48227
04AF: 700@(254@,16i) = 151 // @ = any 
jump @CPRACE_48569 

:CPRACE_48246
04AF: 700@(254@,16i) = 157 // @ = any 
jump @CPRACE_48569 

:CPRACE_48265
04AF: 700@(254@,16i) = 170 // @ = any 
jump @CPRACE_48569 

:CPRACE_48284
04AF: 700@(254@,16i) = 181 // @ = any 
jump @CPRACE_48569 

:CPRACE_48303
04AF: 700@(254@,16i) = 183 // @ = any 
jump @CPRACE_48569 

:CPRACE_48322
04AF: 700@(254@,16i) = 186 // @ = any 
jump @CPRACE_48569 

:CPRACE_48341
04AF: 700@(254@,16i) = 192 // @ = any 
jump @CPRACE_48569 

:CPRACE_48360
04AF: 700@(254@,16i) = 198 // @ = any 
jump @CPRACE_48569 

:CPRACE_48379
04AF: 700@(254@,16i) = 201 // @ = any 
jump @CPRACE_48569 

:CPRACE_48398
04AF: 700@(254@,16i) = 206 // @ = any 
jump @CPRACE_48569 

:CPRACE_48417
04AF: 700@(254@,16i) = 211 // @ = any 
jump @CPRACE_48569 

:CPRACE_48436
04AF: 700@(254@,16i) = 217 // @ = any 
jump @CPRACE_48569 

:CPRACE_48455
04AF: 700@(254@,16i) = 220 // @ = any 
jump @CPRACE_48569 

:CPRACE_48474
04AF: 700@(254@,16i) = 223 // @ = any 
jump @CPRACE_48569 

:CPRACE_48493
04AF: 700@(254@,16i) = 233 // @ = any 
jump @CPRACE_48569 

:CPRACE_48512
04AF: 700@(254@,16i) = 246 // @ = any 
jump @CPRACE_48569 

:CPRACE_48531
04AF: 700@(254@,16i) = 248 // @ = any 
jump @CPRACE_48569 

:CPRACE_48550
04AF: 700@(254@,16i) = 250 // @ = any 
jump @CPRACE_48569 

:CPRACE_48569
254@ += 1 
jump @CPRACE_47684 

:CPRACE_48583
return 

:CPRACE_48585
if or
  450@ == 1 
  256@ == 1 
else_jump @CPRACE_50543 
0394: play_music 1 
0871: init_jump_table $RACE_INDEX total_jumps 27 default_jump 0 @CPRACE_50543 jumps 0 @CPRACE_48872 1 @CPRACE_48960 2 @CPRACE_49019 3 @CPRACE_49078 4 @CPRACE_49137 5 @CPRACE_49196 6 @CPRACE_49255 
0872: jump_table_jumps 7 @CPRACE_49314 8 @CPRACE_49388 9 @CPRACE_49440 10 @CPRACE_49499 11 @CPRACE_49558 12 @CPRACE_49617 13 @CPRACE_49676 14 @CPRACE_49735 15 @CPRACE_49794 
0872: jump_table_jumps 16 @CPRACE_49853 17 @CPRACE_49912 18 @CPRACE_49971 19 @CPRACE_50030 20 @CPRACE_50089 21 @CPRACE_50148 22 @CPRACE_50207 23 @CPRACE_50266 24 @CPRACE_50325 
0872: jump_table_jumps 25 @CPRACE_50384 26 @CPRACE_50467 -1 @CPRACE_50543 -1 @CPRACE_50543 -1 @CPRACE_50543 -1 @CPRACE_50543 -1 @CPRACE_50543 -1 @CPRACE_50543 -1 @CPRACE_50543 

:CPRACE_48872
if 
  $RACES_WON[0] == 0 
else_jump @CPRACE_48953 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_48937 
0318: set_latest_mission_passed 'CESAR_1'  // High Stakes, Low-rider
jump @CPRACE_48946 

:CPRACE_48937
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 

:CPRACE_48946
$RACES_WON[0] = 1 

:CPRACE_48953
jump @CPRACE_50543 

:CPRACE_48960
if 
  $RACES_WON[1] == 0 
else_jump @CPRACE_49012 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[1] = 1 

:CPRACE_49012
jump @CPRACE_50543 

:CPRACE_49019
if 
  $RACES_WON[2] == 0 
else_jump @CPRACE_49071 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[2] = 1 

:CPRACE_49071
jump @CPRACE_50543 

:CPRACE_49078
if 
  $RACES_WON[3] == 0 
else_jump @CPRACE_49130 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[3] = 1 

:CPRACE_49130
jump @CPRACE_50543 

:CPRACE_49137
if 
  $RACES_WON[4] == 0 
else_jump @CPRACE_49189 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[4] = 1 

:CPRACE_49189
jump @CPRACE_50543 

:CPRACE_49196
if 
  $RACES_WON[5] == 0 
else_jump @CPRACE_49248 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[5] = 1 

:CPRACE_49248
jump @CPRACE_50543 

:CPRACE_49255
if 
  $RACES_WON[6] == 0 
else_jump @CPRACE_49307 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[6] = 1 

:CPRACE_49307
jump @CPRACE_50543 

:CPRACE_49314
if 
  $RACES_WON[7] == 0 
else_jump @CPRACE_49381 
030C: progress_made += 1 
create_thread @CASHWIN 5000 5000 
Player.Money($PLAYER_CHAR) += 5000
$RACES_WON_NUMBER += 1 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[7] = 1 

:CPRACE_49381
jump @CPRACE_50543 

:CPRACE_49388
if 
  $RACES_WON[8] == 0 
else_jump @CPRACE_49433 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[8] = 1 

:CPRACE_49433
jump @CPRACE_50543 

:CPRACE_49440
if 
  $RACES_WON[9] == 0 
else_jump @CPRACE_49492 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[9] = 1 

:CPRACE_49492
jump @CPRACE_50543 

:CPRACE_49499
if 
  $RACES_WON[10] == 0 
else_jump @CPRACE_49551 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[10] = 1 

:CPRACE_49551
jump @CPRACE_50543 

:CPRACE_49558
if 
  $RACES_WON[11] == 0 
else_jump @CPRACE_49610 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[11] = 1 

:CPRACE_49610
jump @CPRACE_50543 

:CPRACE_49617
if 
  $RACES_WON[12] == 0 
else_jump @CPRACE_49669 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[12] = 1 

:CPRACE_49669
jump @CPRACE_50543 

:CPRACE_49676
if 
  $RACES_WON[13] == 0 
else_jump @CPRACE_49728 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[13] = 1 

:CPRACE_49728
jump @CPRACE_50543 

:CPRACE_49735
if 
  $RACES_WON[14] == 0 
else_jump @CPRACE_49787 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[14] = 1 

:CPRACE_49787
jump @CPRACE_50543 

:CPRACE_49794
if 
  $RACES_WON[15] == 0 
else_jump @CPRACE_49846 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[15] = 1 

:CPRACE_49846
jump @CPRACE_50543 

:CPRACE_49853
if 
  $RACES_WON[16] == 0 
else_jump @CPRACE_49905 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[16] = 1 

:CPRACE_49905
jump @CPRACE_50543 

:CPRACE_49912
if 
  $RACES_WON[17] == 0 
else_jump @CPRACE_49964 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[17] = 1 

:CPRACE_49964
jump @CPRACE_50543 

:CPRACE_49971
if 
  $RACES_WON[18] == 0 
else_jump @CPRACE_50023 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[18] = 1 

:CPRACE_50023
jump @CPRACE_50543 

:CPRACE_50030
if 
  $RACES_WON[19] == 0 
else_jump @CPRACE_50082 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[19] = 1 

:CPRACE_50082
jump @CPRACE_50543 

:CPRACE_50089
if 
  $RACES_WON[20] == 0 
else_jump @CPRACE_50141 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[20] = 1 

:CPRACE_50141
jump @CPRACE_50543 

:CPRACE_50148
if 
  $RACES_WON[21] == 0 
else_jump @CPRACE_50200 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[21] = 1 

:CPRACE_50200
jump @CPRACE_50543 

:CPRACE_50207
if 
  $RACES_WON[22] == 0 
else_jump @CPRACE_50259 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[22] = 1 

:CPRACE_50259
jump @CPRACE_50543 

:CPRACE_50266
if 
  $RACES_WON[23] == 0 
else_jump @CPRACE_50318 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[23] = 1 

:CPRACE_50318
jump @CPRACE_50543 

:CPRACE_50325
if 
  $RACES_WON[24] == 0 
else_jump @CPRACE_50377 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50545 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[24] = 1 

:CPRACE_50377
jump @CPRACE_50543 

:CPRACE_50384
if 
  $RACES_WON[25] == 0 
else_jump @CPRACE_50460 
create_thread @CASHWIN 10000 5000 
Player.Money($PLAYER_CHAR) += 10000
030C: progress_made += 1 
0318: set_latest_mission_passed 'STAD_03'  // 8-Track
014C: set_parked_car_generator $2786 cars_to_generate_to 101 
014C: set_parked_car_generator $2787 cars_to_generate_to 101 
$RACES_WON[25] = 1 

:CPRACE_50460
jump @CPRACE_50543 

:CPRACE_50467
if 
  $RACES_WON[26] == 0 
else_jump @CPRACE_50536 
create_thread @CASHWIN 25000 5000 
Player.Money($PLAYER_CHAR) += 25000
030C: progress_made += 1 
0318: set_latest_mission_passed 'STAD_01'  // Dirt Track
014C: set_parked_car_generator $2788 cars_to_generate_to 101 
$RACES_WON[26] = 1 

:CPRACE_50536
jump @CPRACE_50543 

:CPRACE_50543
return 

:CPRACE_50545
if 
003C:   $RACES_WON_NUMBER == 208@ // (int) 
else_jump @CPRACE_50624 
if 
  $ALL_RACES_WON_PRIZE_FLAG == 0 
else_jump @CPRACE_50617 
create_thread @CASHWIN 1000000 5000 45 
Player.Money($PLAYER_CHAR) += 1000000
$ALL_RACES_WON_PRIZE_FLAG = 1 

:CPRACE_50617
jump @CPRACE_50646 

:CPRACE_50624
create_thread @CASHWIN 10000 5000 
Player.Money($PLAYER_CHAR) += 10000

:CPRACE_50646
return 

:CPRACE_50648
254@ = 0 

:CPRACE_50655
0209: 255@ = random_int_in_ranges 0 5 
0871: init_jump_table 255@ total_jumps 5 default_jump 0 @CPRACE_50957 jumps 0 @CPRACE_50727 1 @CPRACE_50772 2 @CPRACE_50821 3 @CPRACE_50866 4 @CPRACE_50910 -1 @CPRACE_50957 -1 @CPRACE_50957 

:CPRACE_50727
0605: actor -1 perform_animation_sequence "RIOT_CHANT" IFP_file "RIOT" 4.0 loop 1 0 0 0 time 2700 // versionA 
jump @CPRACE_50957 

:CPRACE_50772
0605: actor -1 perform_animation_sequence "RIOT_CHALLENGE" IFP_file "RIOT" 4.0 loop 1 0 0 0 time 2000 // versionA 
jump @CPRACE_50957 

:CPRACE_50821
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" IFP_file "RIOT" 4.0 loop 1 0 0 0 time 2000 // versionA 
jump @CPRACE_50957 

:CPRACE_50866
0605: actor -1 perform_animation_sequence "RIOT_FUKU" IFP_file "RIOT" 4.0 loop 1 0 0 0 time 3000 // versionA 
jump @CPRACE_50957 

:CPRACE_50910
0605: actor -1 perform_animation_sequence "RIOT_PUNCHES" IFP_file "RIOT" 4.0 loop 1 0 0 0 time 2200 // versionA 
jump @CPRACE_50957 

:CPRACE_50957
254@ += 1 
  254@ >= 7 
else_jump @CPRACE_50655 
return 

:CPRACE_50980
if 
  225@ == 0 
else_jump @CPRACE_51177 
if 
03D2:   wav 4 ended 
else_jump @CPRACE_51177 
if 
001E:   $CURRENT_TIME_IN_MS2 > 226@ // (int) 
else_jump @CPRACE_51177 
040D: unload_wav 4 
0209: 227@ = random_int_in_ranges 0 4 
0871: init_jump_table 227@ total_jumps 4 default_jump 0 @CPRACE_51170 jumps 0 @CPRACE_51108 1 @CPRACE_51124 2 @CPRACE_51140 3 @CPRACE_51156 -1 @CPRACE_51170 -1 @CPRACE_51170 -1 @CPRACE_51170 

:CPRACE_51108
03CF: load_wav 36200 as 4 
jump @CPRACE_51170 

:CPRACE_51124
03CF: load_wav 36202 as 4 
jump @CPRACE_51170 

:CPRACE_51140
03CF: load_wav 36205 as 4 
jump @CPRACE_51170 

:CPRACE_51156
03CF: load_wav 1827 as 4 
jump @CPRACE_51170 

:CPRACE_51170
225@ += 1 

:CPRACE_51177
if 
  225@ == 1 
else_jump @CPRACE_51285 
if 
03D0:   wav 4 loaded 
else_jump @CPRACE_51285 
if 
  227@ == 3 
else_jump @CPRACE_51255 
097A: play_audio_at 0.0 0.0 0.0 event 1164 
jump @CPRACE_51259 

:CPRACE_51255
03D1: play_wav 4 

:CPRACE_51259
0209: 226@ = random_int_in_ranges 2000 10000 
005C: 226@ += $CURRENT_TIME_IN_MS2 // (int) 
225@ = 0 

:CPRACE_51285
return 
return 
return 
47@ = 0.0 
47@ = 0.0 
47@ = 0.0 
return 
return 
return 

:CPRACE_51327
if or
  53@ == 0 
  53@ == 1 
  53@ == 3 
else_jump @CPRACE_51851 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CPRACE_51851 
if 
  53@ == 3 
else_jump @CPRACE_51516 
if 
  $RACE_INDEX == 25 
else_jump @CPRACE_51451 
$TEMPVAR_FLOAT_1 = 2693.184 
$TEMPVAR_FLOAT_2 = -1699.655 
$TEMPVAR_FLOAT_3 = 9.3891 
$TEMPVAR_ANGLE = 34.2987 

:CPRACE_51451
if 
  $RACE_INDEX == 26 
else_jump @CPRACE_51509 
$TEMPVAR_FLOAT_1 = 1101.781 
$TEMPVAR_FLOAT_2 = 1604.578 
$TEMPVAR_FLOAT_3 = 11.5506 
$TEMPVAR_ANGLE = 353.1771 

:CPRACE_51509
jump @CPRACE_51763 

:CPRACE_51516
if 
  $CURRENT_TOURNAMENT == 0 
else_jump @CPRACE_51578 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
$TEMPVAR_FLOAT_2 += 4.0 
$TEMPVAR_ANGLE = 180.0 

:CPRACE_51578
if 
  $CURRENT_TOURNAMENT == 1 
else_jump @CPRACE_51640 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
$TEMPVAR_FLOAT_1 += 4.0 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
$TEMPVAR_ANGLE = 90.0 

:CPRACE_51640
if or
  $CURRENT_TOURNAMENT == 2 
  $CURRENT_TOURNAMENT == 3 
else_jump @CPRACE_51709 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
$TEMPVAR_FLOAT_1 += 4.0 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
$TEMPVAR_ANGLE = 90.0 

:CPRACE_51709
if 
   not 53@ == 1 
else_jump @CPRACE_51751 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 

:CPRACE_51751
0086: $TEMPVAR_FLOAT_3 = $Z_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 

:CPRACE_51763
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.Angle($PLAYER_ACTOR) = $TEMPVAR_ANGLE
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.5 
04E4: unknown_refresh_game_renderer_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
Camera.SetAtPos($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0915: unknown_release_weather 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 2000 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:CPRACE_51851
253@ = 0 

:CPRACE_51858
if 
001D:   256@ > 253@ // (int) 
else_jump @CPRACE_51978 
if 
803B:   not  253@ == 442@ // (int) 
else_jump @CPRACE_51937 
if 
87D6:   not  395@(253@,16i) == $PLAYER_ACTOR // integer vars 
else_jump @CPRACE_51937 
Car.RemoveReferences(379@(253@,16i))
Actor.RemoveReferences(395@(253@,16i))

:CPRACE_51937
Model.Destroy(700@(253@,16i))
Model.Destroy(716@(253@,16i))
Marker.Disable(412@(253@,16i))
253@ += 1 
jump @CPRACE_51858 

:CPRACE_51978
Actor.DestroyWithFade(411@)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
if 
  $FREEFALL_STAGE > 0 
else_jump @CPRACE_52016 
$FREEFALL_STAGE = 6 

:CPRACE_52016
Actor.RemoveReferences(411@)
Actor.RemoveReferences(429@)
253@ = 0 

:CPRACE_52033
if 
  11 > 253@ 
else_jump @CPRACE_52070 
Actor.RemoveReferences(441@)
253@ += 1 
jump @CPRACE_52033 

:CPRACE_52070
if 
  $RACE_INDEX == 23 
else_jump @CPRACE_52113 
if 
  $PILOT_LICENSE_OBTAINED == 1 
else_jump @CPRACE_52113 
014C: set_parked_car_generator $PARKED_PLANES[1] cars_to_generate_to 101 

:CPRACE_52113
Marker.Disable(54@)
06D6: disable_racing_checkpoint 449@ 
Object.Destroy(430@)
014F: stop_timer $6960 
04EF: release_animation "RIOT" 
04EF: release_animation "CAR" 
03F0: enable_text_draw 0 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
01EB: set_traffic_density_multiplier_to 1.0 
08E7: disable_entrance_markers 0 
0581: enable_radar 1 
09B9: show_entered_car_name 1 
09BA: show_entered_zone_name 1 
09AC: disable_map_icons 0 
057E: set_radar_grey 0 
0826: enable_hud 1 
04FA: reset_interior 0 colors 
0989: set_text_boxes_width 200 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CPRACE_52229 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:CPRACE_52229
$10493 = 0 
$CARMOD_DISABLED_FLAG = 0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 36---------------
// Originally: Lowrider (High Stakes)

:CESAR1
thread 'CESAR1' 
gosub @CESAR1_1165 
if 
wasted_or_busted 
else_jump @CESAR1_38 
gosub @CESAR1_4957 

:CESAR1_38
gosub @CESAR1_5008 
end_thread 

:CESAR1_47
Model.Load(#VLA1)
Model.Load(#REMINGTN)
Model.Load(#MAJESTIC)
Model.Load(#SAVANNA)
Model.Load(#BLADE)
038B: load_requested_models 

:CESAR1_73
if or
   not Model.Available(#VLA1)
   not Model.Available(#REMINGTN)
   not Model.Available(#MAJESTIC)
   not Model.Available(#SAVANNA)
   not Model.Available(#BLADE)
else_jump @CESAR1_119 
wait 0 
jump @CESAR1_73 

:CESAR1_119
023C: load_special_actor 'CESAR' as 1 // models 290-299 
023C: load_special_actor 'KENDL' as 2 // models 290-299 
038B: load_requested_models 

:CESAR1_147
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
else_jump @CESAR1_177 
wait 0 
jump @CESAR1_147 

:CESAR1_177
return 
116@ = Marker.CreateAboveCar($2197)
return 
018A: 42@ = create_checkpoint_at $X_CESAR_HOUSE $Y_CESAR_HOUSE $Z_CESAR_HOUSE 

:CESAR1_203
07C0: load_path 172 

:CESAR1_208
if 
87C1:   not path 172 available 
else_jump @CESAR1_235 
wait 0 
jump @CESAR1_208 

:CESAR1_235
128@ = 1793.687 
129@ = -2138.686 
130@ = 12.5547 
131@ = 0.1899 
0395: clear_area 1 at 128@ 129@ 130@ radius 20.5 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
125@ = Car.Create(#SAVANNA, 128@, 129@, 130@)
0587: enable_car 125@ validate_position 0 
0732: random_car_generator_disable_model #SAVANNA 
0229: set_car 125@ primary_color_to 3 secondary_color_to 3 
0129: 123@ = create_actor_pedtype 4 model #SPECIAL01 in_car 125@ driverseat 
01C8: 127@ = create_actor_pedtype 5 model #SPECIAL02 in_car 125@ passenger_seat 0 
Car.Angle(125@) = 131@
Car.SetMaxSpeed(125@, 35.0)
00AE: set_car 125@ traffic_behaviour_to 3 
01EC: make_car 125@ very_heavy 1 
Car.DoorStatus(125@) = 3
Car.SetImmunities(125@, 1, 1, 1, 1, 1)
053F: set_car 125@ tires_vulnerability 0 
Actor.SetImmunities(123@, 1, 1, 1, 1, 1)
Actor.SetImmunities(127@, 1, 1, 1, 1, 1)
054A: set_actor 123@ immune_to_car_headshots 0 
054A: set_actor 127@ immune_to_car_headshots 0 
return 
126@ = Marker.CreateAboveCar(125@)

:CESAR1_489
142@ = 1492.304 
146@ = -1869.023 
150@ = 12.3828 
154@ = 90.0 
0395: clear_area 1 at 142@ 146@ 150@ radius 2.5 
138@ = Car.Create(#MAJESTIC, 142@, 146@, 150@)
0587: enable_car 138@ validate_position 0 
0229: set_car 138@ primary_color_to 6 secondary_color_to 0 
Car.Angle(138@) = 154@
0129: 134@ = create_actor_pedtype 14 model #VLA1 in_car 138@ driverseat 
Actor.SetImmunities(134@, 1, 1, 1, 1, 1)
Car.SetMaxSpeed(138@, 35.0)
00AE: set_car 138@ traffic_behaviour_to 3 
Car.DoorStatus(138@) = 3
Car.SetImmunities(138@, 1, 1, 1, 0, 1)
053F: set_car 138@ tires_vulnerability 0 
143@ = 1492.304 
147@ = -1875.023 
151@ = 12.3828 
155@ = 90.0 
0395: clear_area 1 at 143@ 147@ 151@ radius 2.5 
139@ = Car.Create(#REMINGTN, 143@, 147@, 151@)
0587: enable_car 139@ validate_position 0 
0732: random_car_generator_disable_model #REMINGTN 
0229: set_car 139@ primary_color_to 8 secondary_color_to 0 
Car.Angle(139@) = 155@
0129: 135@ = create_actor_pedtype 14 model #VLA1 in_car 139@ driverseat 
Actor.SetImmunities(135@, 1, 1, 1, 1, 1)
Car.SetMaxSpeed(139@, 35.0)
00AE: set_car 139@ traffic_behaviour_to 3 
Car.DoorStatus(139@) = 3
Car.SetImmunities(139@, 1, 1, 1, 1, 1)
053F: set_car 139@ tires_vulnerability 0 
144@ = 1504.304 
148@ = -1869.023 
152@ = 12.3828 
156@ = 90.0 
0395: clear_area 1 at 144@ 148@ 152@ radius 2.5 
140@ = Car.Create(#MAJESTIC, 144@, 148@, 152@)
0587: enable_car 140@ validate_position 0 
0732: random_car_generator_disable_model #MAJESTIC 
0229: set_car 140@ primary_color_to 2 secondary_color_to 1 
Car.Angle(140@) = 156@
0129: 136@ = create_actor_pedtype 14 model #VLA1 in_car 140@ driverseat 
Actor.SetImmunities(136@, 1, 1, 1, 1, 1)
Car.SetMaxSpeed(140@, 35.0)
00AE: set_car 140@ traffic_behaviour_to 3 
Car.DoorStatus(140@) = 3
Car.SetImmunities(140@, 1, 1, 1, 1, 1)
053F: set_car 140@ tires_vulnerability 0 
145@ = 1504.304 
149@ = -1875.023 
153@ = 12.3828 
157@ = 90.0 
0395: clear_area 1 at 145@ 149@ 153@ radius 2.5 
141@ = Car.Create(#BLADE, 145@, 149@, 153@)
0587: enable_car 141@ validate_position 0 
Car.Angle(141@) = 157@
0129: 137@ = create_actor_pedtype 14 model #VLA1 in_car 141@ driverseat 
Car.SetMaxSpeed(141@, 35.0)
00AE: set_car 141@ traffic_behaviour_to 3 
Car.DoorStatus(141@) = 3
Car.SetImmunities(141@, 1, 1, 1, 1, 1)
053F: set_car 141@ tires_vulnerability 0 
return 

:CESAR1_1165
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'CESAR1' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
34@ = 0 
35@ = 0 
36@ = -1 
$2336 = 0 
39@ = 2 
38@ = 0 
111@ = 0 
115@ = 1 
113@ = 1 
114@ = 2 
112@ = 0 
40@ = 0 
41@ = 4 
50@ = 1820.44 
51@ = -2117.32 
52@ = 13.09 
56@ = 1518.304 
57@ = -1875.023 
58@ = 12.3828 
53@ = 1518.304 
54@ = -1869.023 
55@ = 12.3828 
05AA: 61@s = 'CES1_AA'  // ~z~Hey, bleib dran, Kumpel!
05AA: 63@s = 'CES1_AB'  // ~z~Nicht mehr weit, ey!
05AA: 65@s = 'CES1_AC'  // ~z~Los Carl, folg uns!
05AA: 67@s = 'CES1_AD'  // ~z~Fast geschafft, Carl!
05AA: 69@s = 'CES1_BA'  // ~z~Du musst schon ein bisschen besser fahren, CJ!
05AA: 71@s = 'CES1_BB'  // ~z~Hey, CJ, du schrottest dein Auto, ey!
05AA: 73@s = 'CES1_BC'  // ~z~Komm schon Carl, willst du uns verarschen? Beeil dich!
05AA: 75@s = 'CES1_BD'  // ~z~Mann, Carl, hast du nicht gesagt, du kannst fahren?
05AA: 77@s = 'CES1_CA'  // ~z~Carl, was machst du?
05AA: 79@s = 'CES1_CB'  // ~z~Pass auf, Carl!
05AA: 81@s = 'CES1_CC'  // ~z~Carl, du Idiot!
05AA: 83@s = 'CES1_CD'  // ~z~Hey Carl, keine miesen Tricks!
05AA: 85@s = 'CES1_CE'  // ~z~Hey, pass auf, Carl!
05AA: 87@s = 'CES1_CF'  // ~z~Willst du deine Schwester umbringen?
04AF: 95@ = 10000 // @ = any 
04AF: 96@ = 10001 // @ = any 
04AF: 97@ = 10002 // @ = any 
04AF: 98@ = 10003 // @ = any 
04AF: 99@ = 10004 // @ = any 
04AF: 100@ = 10005 // @ = any 
04AF: 101@ = 10006 // @ = any 
04AF: 102@ = 10007 // @ = any 
04AF: 103@ = 10008 // @ = any 
04AF: 104@ = 10009 // @ = any 
04AF: 105@ = 10010 // @ = any 
04AF: 106@ = 10011 // @ = any 
04AF: 107@ = 10012 // @ = any 
04AF: 108@ = 10013 // @ = any 
01EB: set_traffic_density_multiplier_to 0.0 
$2197 = Actor.Car($PLAYER_ACTOR)
Car.PutAt($2197, $X_CESAR_HOUSE, $Y_CESAR_HOUSE, $Z_CESAR_HOUSE)
Car.Angle($2197) = 270.0
0395: clear_area 1 at 1796.0 -2118.0 14.0 radius 25.0 
02E4: load_cutscene_data 'CESAR1A' 

:CESAR1_1759
if 
86B9:   not cutscene_data_loaded 
else_jump @CESAR1_1783 
wait 0 
jump @CESAR1_1759 

:CESAR1_1783
02E7: start_cutscene 
fade 1 1000 

:CESAR1_1792
if 
82E9:   not cutscene_reached_end 
else_jump @CESAR1_1816 
wait 0 
jump @CESAR1_1792 

:CESAR1_1816
fade 0 0 

:CESAR1_1822
if 
fading 
else_jump @CESAR1_1846 
wait 0 
jump @CESAR1_1822 

:CESAR1_1846
02EA: end_cutscene 
0395: clear_area 1 at 1796.0 -2118.0 14.0 radius 15.0 
01EB: set_traffic_density_multiplier_to 0.5 
gosub @CESAR1_47 
0169: set_fade_color_RGB 0 0 0 
01BD: 46@ = current_time_in_ms 
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = False

:CESAR1_1908
wait 0 
if 
   not 111@ == 0 
else_jump @CESAR1_2251 
if 
  112@ == 0 
else_jump @CESAR1_1976 
if 
03D0:   wav 114@ loaded 
else_jump @CESAR1_1969 
040D: unload_wav 114@ 

:CESAR1_1969
112@ = 1 

:CESAR1_1976
if 
  112@ == 1 
else_jump @CESAR1_2013 
03CF: load_wav 94@(111@,17i) as 113@ 
112@ = 2 

:CESAR1_2013
if 
  112@ == 2 
else_jump @CESAR1_2073 
if 
03D0:   wav 113@ loaded 
else_jump @CESAR1_2073 
03D1: play_wav 113@ 
00BC: show_text_highpriority GXT 59@(111@,17s) time 10000 flag 1 
112@ = 3 

:CESAR1_2073
if 
  112@ == 3 
else_jump @CESAR1_2251 
if 
03D2:   wav 113@ ended 
else_jump @CESAR1_2190 
03D5: remove_text 59@(111@,17s) 
if 
  113@ == 1 
else_jump @CESAR1_2155 
113@ = 2 
114@ = 1 
jump @CESAR1_2169 

:CESAR1_2155
113@ = 1 
114@ = 2 

:CESAR1_2169
111@ = 0 
112@ = 0 
jump @CESAR1_2251 

:CESAR1_2190
if 
83D0:   not wav 114@ loaded 
else_jump @CESAR1_2251 
if 
  60 > 111@ 
else_jump @CESAR1_2251 
0085: 115@ = 111@ // (int) 
115@ += 1 
03CF: load_wav 94@(115@,17i) as 114@ 

:CESAR1_2251
if 
0735:   NOP_false 83 
else_jump @CESAR1_2280 
$MISSION_LOWRIDER_PASSED += 1 
jump @CESAR1_4999 

:CESAR1_2280
if 
  34@ > 0 
else_jump @CESAR1_2305 
gosub @CESAR1_5106 

:CESAR1_2305
if and
  34@ > 0 
  666 > 34@ 
else_jump @CESAR1_2370 
if 
   Car.Wrecked(125@)
else_jump @CESAR1_2370 
00BC: show_text_highpriority GXT 'CES1_09' time 7000 flag 1  // ~r~Du hast Cesars Auto zerstrt!
jump @CESAR1_4957 

:CESAR1_2370
if 
  34@ == 0 
else_jump @CESAR1_3200 
if 
  36@ == -1 
else_jump @CESAR1_2481 
if and
   not Car.Wrecked($2197)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CESAR1_2481 
036A: put_actor $PLAYER_ACTOR in_car $2197 
00BE: text_clear_all 
01BD: 43@ = current_time_in_ms 
gosub @CESAR1_203 
02A3: enable_widescreen 1 
fade 1 500 
fade 1 500 
fade 1 500 
36@ = 0 

:CESAR1_2481
if 
  36@ == 0 
else_jump @CESAR1_2736 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked($2197)
else_jump @CESAR1_2736 
if 
   Actor.InCar($PLAYER_ACTOR, $2197)
else_jump @CESAR1_2736 
if and
   not Actor.Dead(123@)
   not Car.Wrecked(125@)
else_jump @CESAR1_2736 
01BD: 44@ = current_time_in_ms 
0085: 45@ = 44@ // (int) 
0062: 45@ -= 43@ // (int) 
if and
   not Actor.Dead(123@)
   not Actor.Dead(127@)
else_jump @CESAR1_2736 
Actor.SetImmunities(123@, 1, 1, 1, 1, 1)
Actor.SetImmunities(127@, 1, 1, 1, 1, 1)
054A: set_actor 123@ immune_to_car_headshots 0 
054A: set_actor 127@ immune_to_car_headshots 0 
if 
   not Car.Wrecked(125@)
else_jump @CESAR1_2670 
05EB: assign_car 125@ to_path 172 

:CESAR1_2670
Camera.SetPosition(1786.331, -2120.066, 12.8592, 0.0, 0.0, 0.0)
Camera.PointAt(1787.309, -2120.129, 13.0548, 2)
117@ = Car.Health($2197)
36@ = 2 

:CESAR1_2736
if and
   not Actor.Dead(123@)
   not Car.Wrecked(125@)
else_jump @CESAR1_3200 
if 
  36@ == 1 
else_jump @CESAR1_2881 
if 
0100:   actor 123@ in_sphere 1802.126 -2110.103 12.3902 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @CESAR1_2881 
Camera.SetPosition(1825.202, -2100.55, 18.3156, 0.0, 0.0, 0.0)
Camera.PointAt(1824.693, -2101.373, 18.0676, 2)
36@ = 2 

:CESAR1_2881
if 
  36@ == 2 
else_jump @CESAR1_3168 
if 
   not Car.Wrecked(125@)
else_jump @CESAR1_3168 
if 
   Actor.InCar(123@, 125@)
else_jump @CESAR1_3168 
if 
0100:   actor 123@ in_sphere 50@ 51@ 52@ radius 25.0 25.0 25.0 sphere 0 in_car 
else_jump @CESAR1_3168 
if 
860E:   not car 125@ assigned_to_path 
else_jump @CESAR1_3168 
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 125@ to 1533.008 -1877.243 12.3828 speed 20.0 1 model #NULL 2 
05D1: AS_actor -1 drive_car 125@ to 53@ 54@ 55@ speed 12.0 1 model #NULL 2 
0616: define_AS_pack_end 49@ 
0618: assign_actor 123@ to_AS_pack 49@ 
072F: enable_car 125@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 2 // extended 03CC 
Marker.Disable(126@)
126@ = Marker.CreateAboveCar(125@)
07E0: set_marker 126@ type_to 1 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
35@ = 1 
00BC: show_text_highpriority GXT 'CES1_04' time 5000 flag 2  // ~s~Folge ~b~Cesar ~s~zum Start des Rennens.
39@ = 2 
01BD: 46@ = current_time_in_ms 
36@ = 3 

:CESAR1_3168
if 
  36@ == 3 
else_jump @CESAR1_3200 
gosub @CESAR1_489 
34@ = 1 

:CESAR1_3200
if 
  34@ == 1 
else_jump @CESAR1_4924 
if 
  36@ == 3 
else_jump @CESAR1_3340 
01BD: 46@ = current_time_in_ms 
if 
   not Actor.Dead(134@)
else_jump @CESAR1_3264 
054A: set_actor 134@ immune_to_car_headshots 0 

:CESAR1_3264
if 
   not Actor.Dead(135@)
else_jump @CESAR1_3287 
054A: set_actor 135@ immune_to_car_headshots 0 

:CESAR1_3287
if 
   not Actor.Dead(136@)
else_jump @CESAR1_3310 
054A: set_actor 136@ immune_to_car_headshots 0 

:CESAR1_3310
if 
   not Actor.Dead(137@)
else_jump @CESAR1_3333 
054A: set_actor 137@ immune_to_car_headshots 0 

:CESAR1_3333
36@ = 4 

:CESAR1_3340
if 
  36@ == 4 
else_jump @CESAR1_4776 
if 
   not Car.Wrecked($2197)
else_jump @CESAR1_4776 
if and
   not Actor.Dead(123@)
   not Car.Wrecked(125@)
else_jump @CESAR1_3883 
062E: unknown_get_actor 123@ task 1489 status_store_to 37@ // ret 7 if not found 
if 
04A4:   37@ == 7 // @ == any 
else_jump @CESAR1_3445 
if 
06FC:   car 125@ stuck_check_enabled 
else_jump @CESAR1_3445 
03CD: disable_car 125@ stuck_check 

:CESAR1_3445
if 
8100:   not actor 123@ in_sphere 53@ 54@ 55@ radius 20.0 20.0 20.0 sphere 0 in_car 
else_jump @CESAR1_3627 
Car.StorePos($2197, 119@, 120@, 121@)
Car.StorePos(125@, 128@, 129@, 130@)
0509: 132@ = distance_between_XY 119@ 120@ and_XY 128@ 129@ 
133@ = 1000.0 
0073: 133@ /= 132@ // (float) 
if 
  133@ > 30.0 
else_jump @CESAR1_3581 
133@ = 30.0 

:CESAR1_3581
if 
  12.0 > 133@ 
else_jump @CESAR1_3612 
133@ = 12.0 

:CESAR1_3612
Car.SetMaxSpeed(125@, 133@)
jump @CESAR1_3637 

:CESAR1_3627
Car.SetMaxSpeed(125@, 12.0)

:CESAR1_3637
if 
  38@ == 0 
else_jump @CESAR1_3746 
if 
0100:   actor 123@ in_sphere 53@ 54@ 55@ radius 10.0 10.0 10.0 sphere 0 in_car 
else_jump @CESAR1_3746 
Marker.Disable(126@)
018A: 124@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: show_text_highpriority GXT 'CES1_05' time 10000 flag 1  // ~s~Fahr in ~y~Startposition~s~.
39@ = 5 
38@ = 1 

:CESAR1_3746
if 
0104:   actor $PLAYER_ACTOR near_actor 123@ radius 15.0 15.0 15.0 sphere 0 
else_jump @CESAR1_3883 
if 
8104:   not actor $PLAYER_ACTOR near_actor 123@ radius 10.0 10.0 10.0 sphere 0 
else_jump @CESAR1_3883 
if 
  39@ == 0 
else_jump @CESAR1_3883 
if 
  4 > 40@ 
else_jump @CESAR1_3883 
01BD: 46@ = current_time_in_ms 
39@ = 1 
00BE: text_clear_all 
008A: $6961 = 40@ // (int) 
40@ += 1 

:CESAR1_3883
118@ = Car.Health($2197)
if 
001D:   117@ > 118@ // (int) 
else_jump @CESAR1_4053 
if 
0104:   actor $PLAYER_ACTOR near_actor 123@ radius 15.0 15.0 15.0 sphere 0 
else_jump @CESAR1_4053 
if 
8104:   not actor $PLAYER_ACTOR near_actor 123@ radius 10.0 10.0 10.0 sphere 0 
else_jump @CESAR1_4053 
if 
  39@ == 0 
else_jump @CESAR1_4053 
if 
  8 > 41@ 
else_jump @CESAR1_4053 
0085: 117@ = 118@ // (int) 
01BD: 46@ = current_time_in_ms 
39@ = 1 
008A: $6961 = 41@ // (int) 
41@ += 1 

:CESAR1_4053
if 
  39@ == 1 
else_jump @CESAR1_4652 
if 
  $6961 == 0 
else_jump @CESAR1_4133 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4133 
111@ = 1 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4133
if 
  $6961 == 1 
else_jump @CESAR1_4195 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4195 
111@ = 2 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4195
if 
  $6961 == 2 
else_jump @CESAR1_4257 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4257 
111@ = 3 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4257
if 
  $6961 == 3 
else_jump @CESAR1_4319 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4319 
111@ = 4 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4319
if 
  $6961 == 4 
else_jump @CESAR1_4381 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4381 
111@ = 5 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4381
if 
  $6961 == 5 
else_jump @CESAR1_4443 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4443 
111@ = 6 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4443
if 
  $6961 == 6 
else_jump @CESAR1_4505 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4505 
111@ = 7 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4505
if 
  $6961 == 7 
else_jump @CESAR1_4567 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4567 
111@ = 8 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4567
if 
  $6961 == 8 
else_jump @CESAR1_4652 
00BC: show_text_highpriority GXT 'CES1_04' time 100 flag 1  // ~s~Folge ~b~Cesar ~s~zum Start des Rennens.
01BD: 47@ = current_time_in_ms 
0085: 48@ = 47@ // (int) 
0062: 48@ -= 46@ // (int) 
if 
  48@ > 5000 
else_jump @CESAR1_4652 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4652
if 
  39@ == 2 
else_jump @CESAR1_4776 
01BD: 47@ = current_time_in_ms 
0085: 48@ = 47@ // (int) 
0062: 48@ -= 46@ // (int) 
if 
  48@ > 6000 
else_jump @CESAR1_4776 
if and
   not Car.Wrecked(138@)
   not Car.Wrecked(139@)
   not Car.Wrecked(140@)
   not Car.Wrecked(141@)
else_jump @CESAR1_4769 
Car.LockInCurrentPosition(138@) = True
Car.LockInCurrentPosition(139@) = True
Car.LockInCurrentPosition(140@) = True
Car.LockInCurrentPosition(141@) = True

:CESAR1_4769
39@ = 0 

:CESAR1_4776
if and
   not Car.Wrecked(125@)
   not Actor.Dead(123@)
else_jump @CESAR1_4924 
if and
   not Car.Wrecked($2197)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CESAR1_4924 
if 
   Actor.InCar($PLAYER_ACTOR, $2197)
else_jump @CESAR1_4924 
if 
0100:   actor $PLAYER_ACTOR in_sphere 56@ 57@ 58@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @CESAR1_4924 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:CESAR1_4893
if 
fading 
else_jump @CESAR1_4917 
wait 0 
jump @CESAR1_4893 

:CESAR1_4917
jump @CESAR1_4999 

:CESAR1_4924
if 
  34@ == 666 
else_jump @CESAR1_4950 
jump @CESAR1_4957 

:CESAR1_4950
jump @CESAR1_1908 

:CESAR1_4957
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
Model.Destroy(#SAVANNA)
Model.Destroy(#VLA1)
Model.Destroy(#MAJESTIC)
Model.Destroy(#REMINGTN)
Model.Destroy(#BLADE)
return 

:CESAR1_4999
$2336 = 1 
return 

:CESAR1_5008
Marker.Disable(116@)
Marker.Disable(126@)
Marker.Disable(124@)
Marker.Disable(42@)
Model.Destroy(#VLA1)
Car.Destroy(125@)
Car.Destroy(138@)
Car.Destroy(139@)
Car.Destroy(140@)
Car.Destroy(141@)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
if 
   not 34@ == 666 
else_jump @CESAR1_5104 
fade 0 0 

:CESAR1_5104
return 

:CESAR1_5106
if 
   Car.Wrecked($2197)
else_jump @CESAR1_5146 
00BC: show_text_highpriority GXT 'CES1_08' time 5000 flag 1  // ~r~Du hast das Auto zerstrt!
34@ = 666 

:CESAR1_5146
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked($2197)
else_jump @CESAR1_5518 
if 
  35@ == 1 
else_jump @CESAR1_5302 
if 
   not Actor.InCar($PLAYER_ACTOR, $2197)
else_jump @CESAR1_5302 
if 
  34@ == 1 
else_jump @CESAR1_5302 
if 
  38@ == 0 
else_jump @CESAR1_5245 
Marker.Disable(126@)

:CESAR1_5245
if 
  38@ == 1 
else_jump @CESAR1_5268 
Marker.Disable(124@)

:CESAR1_5268
39@ = 10 
Marker.Disable(116@)
116@ = Marker.CreateAboveCar($2197)
07E0: set_marker 116@ type_to 1 
35@ = 0 

:CESAR1_5302
if 
  35@ == 0 
else_jump @CESAR1_5518 
if 
  34@ == 1 
else_jump @CESAR1_5353 
00BC: show_text_highpriority GXT 'CES1_06' time 100 flag 1  // ~s~Steig wieder in ~b~das Auto~s~.

:CESAR1_5353
if 
   Actor.InCar($PLAYER_ACTOR, $2197)
else_jump @CESAR1_5518 
00BE: text_clear_all 
if 
  34@ == 1 
else_jump @CESAR1_5518 
if 
  38@ == 0 
else_jump @CESAR1_5446 
if 
   not Car.Wrecked(125@)
else_jump @CESAR1_5446 
Marker.Disable(126@)
126@ = Marker.CreateAboveCar(125@)
07E0: set_marker 126@ type_to 1 

:CESAR1_5446
if 
  38@ == 1 
else_jump @CESAR1_5499 
Marker.Disable(124@)
018A: 124@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: show_text_highpriority GXT 'CES1_05' time 10000 flag 1  // ~s~Fahr in ~y~Startposition~s~.

:CESAR1_5499
Marker.Disable(116@)
39@ = 0 
35@ = 1 

:CESAR1_5518
return 

//-------------Mission 37---------------
// Originally: Reuniting The Families

:DRUGS4
thread 'DRUGS4' 
gosub @DRUGS4_47 
if 
wasted_or_busted 
else_jump @DRUGS4_38 
gosub @DRUGS4_67705 

:DRUGS4_38
gosub @DRUGS4_67827 
end_thread 

:DRUGS4_47
increment_mission_attempts 
054C: use_GXT_table 'LAFIN1' 
$ONMISSION = 1 
wait 0 
select_interior 1 
02E4: load_cutscene_data 'FINAL1A' 

:DRUGS4_86
if 
86B9:   not cutscene_data_loaded 
else_jump @DRUGS4_110 
wait 0 
jump @DRUGS4_86 

:DRUGS4_110
02E7: start_cutscene 
fade 1 1000 

:DRUGS4_119
if 
82E9:   not cutscene_reached_end 
else_jump @DRUGS4_143 
wait 0 
jump @DRUGS4_119 

:DRUGS4_143
02EA: end_cutscene 
fade 0 0 

:DRUGS4_151
if 
fading 
else_jump @DRUGS4_175 
wait 0 
jump @DRUGS4_151 

:DRUGS4_175
select_interior 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
0169: set_fade_color_RGB 0 0 0 
wait 0 
Camera.SetAtPos(2517.237, -1671.341, 12.9)
set_weather 1 
Model.Load(#GREENWOO)
Model.Load(#FAM3)
Model.Load(#FAM2)
Model.Load(#CHROMEGUN)
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
07C0: load_path 350 
Model.Load(#MP5LNG)
Model.Load(#COLT45)
Model.Load(#SWAT)
03CF: load_wav 35803 as 2 
07C0: load_path 352 
07C0: load_path 353 
038B: load_requested_models 

:DRUGS4_321
if or
   not Model.Available(#GREENWOO)
   not Model.Available(#FAM3)
   not Model.Available(#FAM2)
83D0:   not wav 2 loaded 
else_jump @DRUGS4_360 
wait 0 
jump @DRUGS4_321 

:DRUGS4_360
if or
   not Model.Available(#CHROMEGUN)
87C1:   not path 350 available 
   not Model.Available(#MP5LNG)
   not Model.Available(#COLT45)
   not Model.Available(#SWAT)
else_jump @DRUGS4_407 
wait 0 
jump @DRUGS4_360 

:DRUGS4_407
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
87C1:   not path 352 available 
87C1:   not path 353 available 
else_jump @DRUGS4_451 
wait 0 
jump @DRUGS4_407 

:DRUGS4_451
08F4: set_max_group_members 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
178@ = 0 
179@ = 0 
180@ = 0 
181@ = 0 
182@ = 0 
151@ = 0 
294@ = 0 
295@ = 0 
296@ = 0 
297@ = 0 
298@ = 0 
299@ = 0 
300@ = 0 
301@ = 0 
302@ = 0 
303@ = 0 
304@ = 0 
305@ = 0 
306@ = 0 
307@ = 0 
308@ = 0 
309@ = 0 
310@ = 0 
311@ = 0 
312@ = 0 
313@ = 0 
314@ = 0 
315@ = 0 
316@ = 0 
317@ = 0 
318@ = 0 
319@ = 0 
320@ = 0 
321@ = 0 
322@ = 0 
323@ = 0 
324@ = 0 
325@ = 0 
326@ = 0 
327@ = 0 
328@ = 0 
329@ = 0 
330@ = 0 
331@ = 0 
060A: create_decision_maker_type 0 store_to 55@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 55@ event 12 
060A: create_decision_maker_type 3 store_to 56@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 57@ // decision\allowed\m_.ped files 
0395: clear_area 1 at 2514.316 -1673.395 150.0 radius 150.0 
00C0: set_current_time_hours_to 19 minutes_to 30 
Actor.PutAt($PLAYER_ACTOR, 2517.237, -1671.341, 12.9)
Actor.Angle($PLAYER_ACTOR) = 63.048
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
$SWEET_CAR = Car.Create(#GREENWOO, 2508.07, -1672.114, 12.0957)
0852: set_car $SWEET_CAR damages_visible 0 
Car.Angle($SWEET_CAR) = 167.195
Car.ImmuneToNonPlayer($SWEET_CAR) = True
183@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 183@ type_to 1 
0229: set_car $SWEET_CAR primary_color_to 59 secondary_color_to 34 
$ACTOR_SWEET = Actor.Create(Special, #SPECIAL01, 2511.005, -1672.268, 12.493)
Actor.Angle($ACTOR_SWEET) = 62.083
0568: set_actor $ACTOR_SWEET targetable 1 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 1 5000 ms 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0526: set_actor $ACTOR_SWEET stay_in_car 1 
060B: set_actor $ACTOR_SWEET decision_maker_to 55@ 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
$ACTOR_SMOKE = Actor.Create(Special, #SPECIAL02, 2505.318, -1674.747, 12.376)
Actor.Angle($ACTOR_SMOKE) = 356.374
0568: set_actor $ACTOR_SMOKE targetable 1 
02A9: set_actor $ACTOR_SMOKE immune_to_nonplayer 1 
05CA: AS_actor $ACTOR_SMOKE enter_car $SWEET_CAR passenger_seat 0 5000 ms 
039E: set_actor $ACTOR_SMOKE locked 1 while_in_car 
0526: set_actor $ACTOR_SMOKE stay_in_car 1 
060B: set_actor $ACTOR_SMOKE decision_maker_to 55@ 
0568: set_actor $ACTOR_SMOKE targetable 1 
0446: set_actor $ACTOR_SMOKE immune_to_headshots 0 
09F6: set_actor $ACTOR_SMOKE unjackable_through_driver_seat 0 
$ACTOR_RYDER = Actor.Create(Special, #SPECIAL03, 2506.57, -1667.753, 12.376)
Actor.Angle($ACTOR_RYDER) = 171.457
0568: set_actor $ACTOR_RYDER targetable 1 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 
05CA: AS_actor $ACTOR_RYDER enter_car $SWEET_CAR passenger_seat 2 5000 ms 
039E: set_actor $ACTOR_RYDER locked 1 while_in_car 
0526: set_actor $ACTOR_RYDER stay_in_car 1 
060B: set_actor $ACTOR_RYDER decision_maker_to 55@ 
0568: set_actor $ACTOR_RYDER targetable 1 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 
00BC: show_text_highpriority GXT 'LAF1_1' time 10000 flag 1  // ~s~Steig in den ~b~Wagen~s~ und fahre die Crew zum Treffpunkt im Motel.
0489: set_actor $PLAYER_ACTOR muted 1 
03C7: set_sensitivity_to_crime 0.0 
0828: unknown_fires_stuff 1 
01E8: create_forbidden_for_cars_cube_cornerA 2180.18 -1130.28 21.2 cornerB 2276.82 -1151.26 28.0 
022B: create_forbidden_for_peds_cube_cornerA 2180.18 -1130.28 21.2 cornerB 2276.82 -1151.26 28.0 
06D0: enable_emergency_traffic 0 
fade 1 500 

:DRUGS4_1708
wait 0 
if 
0735:   NOP_false 83 
else_jump @DRUGS4_1734 
jump @DRUGS4_67765 

:DRUGS4_1734
if 
  129@ == 0 
else_jump @DRUGS4_1978 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_1978 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_1978 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_1978 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_1978 
if 
0448:   actor $ACTOR_SWEET in_car $SWEET_CAR 
else_jump @DRUGS4_1978 
if 
0448:   actor $ACTOR_RYDER in_car $SWEET_CAR 
else_jump @DRUGS4_1978 
if 
0448:   actor $ACTOR_SMOKE in_car $SWEET_CAR 
else_jump @DRUGS4_1978 
if 
0448:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
else_jump @DRUGS4_1978 
Marker.Disable(183@)
018A: 184@ = create_checkpoint_at 2256.239 -1146.909 25.121 
041E: set_radio_station 7 
00BC: show_text_highpriority GXT 'LAF1_3' time 7000 flag 1  // ~s~Fahre die Crew zum Treffpunkt im ~y~Motel~s~.
07FB: set_interior 'MOTEL2' access 0  // Motel
32@ = 0 
130@ = 1 
128@ = 1 
129@ = 1 

:DRUGS4_1978
if 
  128@ == 1 
else_jump @DRUGS4_3127 
gosub @DRUGS4_66554 
if 
  178@ == 0 
else_jump @DRUGS4_2087 
if 
  179@ == 0 
else_jump @DRUGS4_2087 
if 
  32@ > 7000 
else_jump @DRUGS4_2087 
04AF: 106@ = 15826 // @ = any 
05AA: 107@s = 'FIN1_GA'  // ~z~Hey, CJ, willst du schon wieder das Auto schrotten?
gosub @DRUGS4_66512 

:DRUGS4_2087
if 
  178@ == 1 
else_jump @DRUGS4_2152 
if 
  179@ == 0 
else_jump @DRUGS4_2152 
04AF: 106@ = 15827 // @ = any 
05AA: 107@s = 'FIN1_GB'  // ~z~Leck mich, Ryder.
gosub @DRUGS4_66512 

:DRUGS4_2152
if 
  178@ == 2 
else_jump @DRUGS4_2217 
if 
  179@ == 0 
else_jump @DRUGS4_2217 
04AF: 106@ = 15828 // @ = any 
05AA: 107@s = 'FIN1_GC'  // ~z~Ryder, lass CJ in Ruhe. Er hat die Grove praktisch im Alleingang wieder auf die Beine gebracht!
gosub @DRUGS4_66512 

:DRUGS4_2217
if 
  178@ == 3 
else_jump @DRUGS4_2282 
if 
  179@ == 0 
else_jump @DRUGS4_2282 
04AF: 106@ = 15829 // @ = any 
05AA: 107@s = 'FIN1_GD'  // ~z~Hey, das war nur 'n Witz!
gosub @DRUGS4_66512 

:DRUGS4_2282
if 
  178@ == 4 
else_jump @DRUGS4_2347 
if 
  179@ == 0 
else_jump @DRUGS4_2347 
04AF: 106@ = 15830 // @ = any 
05AA: 107@s = 'FIN1_GE'  // ~z~Dein ganzes Leben ist 'n Witz, Ryder.
gosub @DRUGS4_66512 

:DRUGS4_2347
if 
  178@ == 5 
else_jump @DRUGS4_2412 
if 
  179@ == 0 
else_jump @DRUGS4_2412 
04AF: 106@ = 15832 // @ = any 
05AA: 107@s = 'FIN1_GG'  // ~z~Das stimmt gar nicht!
gosub @DRUGS4_66512 

:DRUGS4_2412
if 
  178@ == 6 
else_jump @DRUGS4_2477 
if 
  179@ == 0 
else_jump @DRUGS4_2477 
04AF: 106@ = 15834 // @ = any 
05AA: 107@s = 'FIN1_GI'  // ~z~Ryder... bleib einfach locker.
gosub @DRUGS4_66512 

:DRUGS4_2477
if 
  178@ == 7 
else_jump @DRUGS4_2542 
if 
  179@ == 0 
else_jump @DRUGS4_2542 
04AF: 106@ = 15835 // @ = any 
05AA: 107@s = 'FIN1_GJ'  // ~z~Denkt dran, wir bringen die Families zusammen, also keinen Schei!
gosub @DRUGS4_66512 

:DRUGS4_2542
if 
  178@ == 8 
else_jump @DRUGS4_2607 
if 
  179@ == 0 
else_jump @DRUGS4_2607 
04AF: 106@ = 15836 // @ = any 
05AA: 107@s = 'FIN1_GK'  // ~z~Cool bleiben.
gosub @DRUGS4_66512 

:DRUGS4_2607
if 
  178@ == 9 
else_jump @DRUGS4_2672 
if 
  179@ == 0 
else_jump @DRUGS4_2672 
04AF: 106@ = 15837 // @ = any 
05AA: 107@s = 'FIN1_GL'  // ~z~Du kennst mich, Sweet, ich bin cool wie ein Shaolinmnch.
gosub @DRUGS4_66512 

:DRUGS4_2672
if 
  178@ == 10 
else_jump @DRUGS4_2737 
if 
  179@ == 0 
else_jump @DRUGS4_2737 
04AF: 106@ = 15838 // @ = any 
05AA: 107@s = 'FIN1_GM'  // ~z~Gerade du, Ryder.
gosub @DRUGS4_66512 

:DRUGS4_2737
if 
  178@ == 11 
else_jump @DRUGS4_2802 
if 
  179@ == 0 
else_jump @DRUGS4_2802 
04AF: 106@ = 15839 // @ = any 
05AA: 107@s = 'FIN1_GN'  // ~z~Deine Anspielungen kotzen mich an... und die ganze Scheie.
gosub @DRUGS4_66512 

:DRUGS4_2802
if 
  178@ == 12 
else_jump @DRUGS4_2867 
if 
  179@ == 0 
else_jump @DRUGS4_2867 
04AF: 106@ = 15840 // @ = any 
05AA: 107@s = 'FIN1_GO'  // ~z~Sweet meint nur, du bist der geborene Killah.
gosub @DRUGS4_66512 

:DRUGS4_2867
if 
  178@ == 13 
else_jump @DRUGS4_2932 
if 
  179@ == 0 
else_jump @DRUGS4_2932 
04AF: 106@ = 15841 // @ = any 
05AA: 107@s = 'FIN1_GP'  // ~z~Jetzt zhm den Tiger in dir und bleib locker.
gosub @DRUGS4_66512 

:DRUGS4_2932
if 
  178@ == 14 
else_jump @DRUGS4_2997 
if 
  179@ == 0 
else_jump @DRUGS4_2997 
04AF: 106@ = 15842 // @ = any 
05AA: 107@s = 'FIN1_GQ'  // ~z~Ja, okay, so gesehen kann ich seine Bedenken verstehen.
gosub @DRUGS4_66512 

:DRUGS4_2997
if 
  178@ == 15 
else_jump @DRUGS4_3062 
if 
  179@ == 0 
else_jump @DRUGS4_3062 
04AF: 106@ = 15843 // @ = any 
05AA: 107@s = 'FIN1_GR'  // ~z~Aber ich bleib trotzdem immer cool, versteht ihr?
gosub @DRUGS4_66512 

:DRUGS4_3062
if 
  178@ == 16 
else_jump @DRUGS4_3127 
if 
  179@ == 0 
else_jump @DRUGS4_3127 
04AF: 106@ = 15844 // @ = any 
05AA: 107@s = 'FIN1_GS'  // ~z~Hey, das sehen wir alle ganz genauso, Kumpel.
gosub @DRUGS4_66512 

:DRUGS4_3127
if or
  128@ == 1 
  128@ == 100 
else_jump @DRUGS4_3375 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_3375 
if 
  130@ == 1 
else_jump @DRUGS4_3259 
if 
   not Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @DRUGS4_3259 
Marker.Disable(184@)
183@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 183@ type_to 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMOX_AD' time 2000 flag 1  // ~z~Mach schon, Mann, steig ein!
128@ = 100 
130@ = 0 

:DRUGS4_3259
if 
  130@ == 0 
else_jump @DRUGS4_3375 
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @DRUGS4_3375 
Marker.Disable(183@)
018A: 184@ = create_checkpoint_at 2256.239 -1146.909 25.121 
00BE: text_clear_all 
040D: unload_wav 2 
if 
  178@ > 16 
else_jump @DRUGS4_3361 
00BC: show_text_highpriority GXT 'LAF1_3' time 5000 flag 1  // ~s~Fahre die Crew zum Treffpunkt im ~y~Motel~s~.

:DRUGS4_3361
128@ = 1 
130@ = 1 

:DRUGS4_3375
if or
  128@ == 0 
  128@ == 1 
  128@ == 100 
else_jump @DRUGS4_3495 
if or
   Actor.Dead($ACTOR_SWEET)
   Actor.Dead($ACTOR_SMOKE)
   Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_3456 
00BC: show_text_highpriority GXT 'LAF1_71' time 5000 flag 1  // ~r~Deine Homeboys sind tot!
jump @DRUGS4_67705 

:DRUGS4_3456
if 
   Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_3495 
00BC: show_text_highpriority GXT 'LAF1_72' time 5000 flag 1  // ~r~Das Auto ist Schrott
jump @DRUGS4_67705 

:DRUGS4_3495
if 
  128@ == 1 
else_jump @DRUGS4_3712 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_3712 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_3712 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_3712 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_3712 
if 
0448:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
else_jump @DRUGS4_3712 
if 
01AD:   car $SWEET_CAR sphere 1 near_point 2256.239 -1146.909 radius 4.4 4.4 
else_jump @DRUGS4_3712 
040D: unload_wav 1 
040D: unload_wav 2 
Player.CanMove($PLAYER_CHAR) = False
01F0: set_max_wanted_level_to 0 
Player.ClearWantedLevel($PLAYER_CHAR)
0395: clear_area 1 at 2223.769 -1141.832 200.0 radius 200.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
03C7: set_sensitivity_to_crime 0.0 
00BE: text_clear_all 
128@ = 2 

:DRUGS4_3712
if 
  128@ == 2 
else_jump @DRUGS4_4462 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_4462 
0395: clear_area 0 at 2223.971 -1149.75 200.0 radius 200.0 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:DRUGS4_3788
if 
fading 
else_jump @DRUGS4_3812 
wait 0 
jump @DRUGS4_3788 

:DRUGS4_3812
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15848 as 1 
03CF: load_wav 15849 as 2 
Model.Load(#POLMAV)
Model.Load(#ENFORCER)
04ED: load_animation "CAR_CHAT" 
038B: load_requested_models 

:DRUGS4_3858
if or
   not Model.Available(#POLMAV)
   not Model.Available(#ENFORCER)
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @DRUGS4_3910 
wait 0 
jump @DRUGS4_3858 

:DRUGS4_3910
34@ = Actor.Create(Mission3, #FAM3, 2220.37, -1160.318, 24.7265)
Actor.Angle(34@) = 272.7973
0605: actor 34@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 8.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 34@ decision_maker_to 55@ 
0568: set_actor 34@ targetable 1 
wait 250 
35@ = Actor.Create(Mission3, #FAM2, 2221.564, -1160.359, 24.7265)
Actor.Angle(35@) = 85.7682
0605: actor 35@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 8.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 35@ decision_maker_to 55@ 
0568: set_actor 35@ targetable 1 
36@ = Actor.Create(Mission3, #FAM2, 2227.224, -1172.07, 24.7265)
Actor.Angle(36@) = 359.1032
060B: set_actor 36@ decision_maker_to 55@ 
0568: set_actor 36@ targetable 1 
37@ = Actor.Create(Mission3, #FAM3, 2226.389, -1171.688, 24.7265)
Actor.Angle(37@) = 278.7767
0605: actor 37@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 8.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 37@ decision_maker_to 55@ 
0568: set_actor 37@ targetable 1 
0A0B: set_rendering_origin_at_3D_coord 2236.146 -1146.359 25.4346 angle 34.0 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_4326 
Car.SetToNormalDriver($SWEET_CAR)
Car.PutAt($SWEET_CAR, 2278.411, -1147.018, 25.5)
Car.Angle($SWEET_CAR) = 80.53
0925: restore_camera_to_user_defined 
Camera.SetPosition(2236.146, -1146.359, 25.4346, 0.0, 0.0, 0.0)

:DRUGS4_4326
Camera.SetAtPos(2226.389, -1171.688, 24.7265)
fade 1 250 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_4374 
05EB: assign_car $SWEET_CAR to_path 350 

:DRUGS4_4374
0936: set_camera 2236.146 -1146.359 25.4346 position_to 2236.146 -1146.359 25.4346 time 2500 drop_mode 1 
0920: point_camera 2235.937 -1145.381 25.444 transverse_to 2235.365 -1145.735 25.444 time 2500 mode 1 
32@ = 0 
128@ = 3 

:DRUGS4_4462
if 
  128@ == 3 
else_jump @DRUGS4_4603 
if 
  32@ > 2500 
else_jump @DRUGS4_4603 
142@ = 0 
0707: start_scene_skip_to @DRUGS4_11249 
Camera.SetPosition(2220.675, -1161.401, 26.4187, 0.0, 0.0, 0.0)
Camera.PointAt(2220.948, -1160.44, 26.3852, 2)
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_4589 
0697: set_car $SWEET_CAR remove_componentB 4 visible_effect_flag 0 

:DRUGS4_4589
32@ = 0 
128@ = 4 

:DRUGS4_4603
if 
  128@ == 4 
else_jump @DRUGS4_5171 
if 
  32@ > 2750 
else_jump @DRUGS4_5171 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_5171 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_5171 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_5171 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_5171 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS4_5171 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS4_5171 
if 
060E:   car $SWEET_CAR assigned_to_path 
else_jump @DRUGS4_4755 
05EC: release_car $SWEET_CAR from_path 

:DRUGS4_4755
041D: set_camera_near_clip 0.1 
Car.PutAt($SWEET_CAR, 2224.357, -1149.741, 24.8342)
Car.Angle($SWEET_CAR) = 180.1644
Camera.SetPosition(2224.384, -1150.745, 26.0663, 0.0, 0.0, 0.0)
Camera.PointAt(2224.389, -1149.749, 25.9763, 2)
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FL" IFP_file "CAR_CHAT" 6.0 loop 0 0 0 0 time -1 // versionA 
0605: actor $ACTOR_SWEET perform_animation_sequence "CAR_SC1_BL" IFP_file "CAR_CHAT" 6.0 loop 0 0 0 0 time -1 // versionA 
0605: actor $ACTOR_SMOKE perform_animation_sequence "CAR_SC1_FR" IFP_file "CAR_CHAT" 6.0 loop 0 0 0 0 time -1 // versionA 
0605: actor $ACTOR_RYDER perform_animation_sequence "CAR_SC1_BR" IFP_file "CAR_CHAT" 6.0 loop 0 0 0 0 time -1 // versionA 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HA' time 5000 flag 1  // ~z~Okay, es darf nur ein Vertreter pro Family sein, ihr Jungs msst hier warten.
0967: actor $ACTOR_SWEET move_mouth 10000 ms 

:DRUGS4_5039
if 
83D2:   not wav 1 ended 
else_jump @DRUGS4_5065 
wait 0 
jump @DRUGS4_5039 

:DRUGS4_5065
00BE: text_clear_all 
040D: unload_wav 1 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_5092 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_5092
03CF: load_wav 15850 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HB' time 5000 flag 1  // ~z~Wir warten hier fr den Fall der Flle, Bruder.
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:DRUGS4_5127
if 
83D2:   not wav 2 ended 
else_jump @DRUGS4_5153 
wait 0 
jump @DRUGS4_5127 

:DRUGS4_5153
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
128@ = 5 

:DRUGS4_5171
if 
  128@ == 5 
else_jump @DRUGS4_5322 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS4_5322 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_5322 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HC' time 5000 flag 1  // ~z~Danke, Alter, aber ich komm klar mit den Jungs.
0967: actor $ACTOR_SWEET move_mouth 10000 ms 

:DRUGS4_5248
if 
83D2:   not wav 1 ended 
else_jump @DRUGS4_5274 
wait 0 
jump @DRUGS4_5248 

:DRUGS4_5274
00BE: text_clear_all 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_5297 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_5297
040D: unload_wav 1 
03CF: load_wav 15851 as 1 
03CF: load_wav 15852 as 2 
128@ = 6 

:DRUGS4_5322
if 
  128@ == 6 
else_jump @DRUGS4_5438 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_5438 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_5438 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_5438 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_5438 
if 
   Actor.InCar($ACTOR_SWEET, $SWEET_CAR)
else_jump @DRUGS4_5438 
05CD: AS_actor $ACTOR_SWEET exit_car $SWEET_CAR 
128@ = 7 

:DRUGS4_5438
if 
  128@ == 7 
else_jump @DRUGS4_5698 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_5698 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_5698 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_5698 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_5698 
if 
8448:   not actor $ACTOR_SWEET in_car $SWEET_CAR 
else_jump @DRUGS4_5698 
041D: set_camera_near_clip 0.2 
Camera.SetPosition(2223.625, -1146.995, 26.1711, 0.0, 0.0, 0.0)
Camera.PointAt(2224.356, -1147.677, 26.2099, 2)
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2230.81 -1159.59 24.4 
05D7: add_point_to_scmpath 2233.75 -1159.83 25.29 
05D8: AS_assign_scmpath to_actor $ACTOR_SWEET flags 6 0 
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC2_FL" IFP_file "CAR_CHAT" 8.0 loop 0 0 0 1 time -1 // versionA 
32@ = 0 
128@ = 8 

:DRUGS4_5698
if 
  128@ == 8 
else_jump @DRUGS4_5855 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_5855 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_5855 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_5855 
if 
00ED:   actor $ACTOR_SWEET 0 near_point 2233.75 -1159.83 radius 2.8 2.8 on_foot 
else_jump @DRUGS4_5816 
128@ = 9 
jump @DRUGS4_5855 

:DRUGS4_5816
if 
  32@ > 10000 
else_jump @DRUGS4_5855 
Actor.PutAt($ACTOR_SWEET, 2233.75, -1159.83, 25.29)

:DRUGS4_5855
if 
  128@ == 9 
else_jump @DRUGS4_6227 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_6227 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_6227 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS4_6227 
041D: set_camera_near_clip 0.1 
Camera.SetPosition(2225.06, -1148.192, 26.0902, 0.0, 0.0, 0.0)
Camera.PointAt(2224.447, -1148.98, 26.0466, 2)
Actor.DestroyInstantly($ACTOR_SWEET)
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC3_FL" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor $ACTOR_SMOKE perform_animation_sequence "CAR_SC3_FR" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor $ACTOR_RYDER perform_animation_sequence "CAR_SC3_BR" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HD' time 5000 flag 1  // ~z~Mir gefllt das nicht, Kumpel. Seht euch die Idioten der anderen Families an. Die hielten mal auch zu Grove Street...
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_6153 
0967: actor $ACTOR_RYDER move_mouth 10000 ms 

:DRUGS4_6153
if 
83D2:   not wav 1 ended 
else_jump @DRUGS4_6179 
wait 0 
jump @DRUGS4_6153 

:DRUGS4_6179
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_6200 
0968: actor $ACTOR_RYDER stop_mouth 

:DRUGS4_6200
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15854 as 1 
32@ = 0 
128@ = 10 

:DRUGS4_6227
if 
  128@ == 10 
else_jump @DRUGS4_6418 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_6418 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_6418 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS4_6418 
Camera.SetPosition(2224.392, -1148.606, 25.9857, 0.0, 0.0, 0.0)
Camera.PointAt(2224.396, -1149.605, 25.955, 2)
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HE' time 5000 flag 1  // ~z~Bleib locker, wir sind gute Jungs, und die sind gute Jungs. Wie steht's mit dir, Smoke?
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:DRUGS4_6371
if 
83D2:   not wav 2 ended 
else_jump @DRUGS4_6397 
wait 0 
jump @DRUGS4_6371 

:DRUGS4_6397
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 15855 as 2 
128@ = 11 

:DRUGS4_6418
if 
  128@ == 11 
else_jump @DRUGS4_6693 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_6693 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_6693 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS4_6693 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HG' time 5000 flag 1  // ~z~Fhl mich ein bisschen wie auf dem Prsentierteller, aber sonst alles klar.
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_6527 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 

:DRUGS4_6527
40@ = Car.Create(#POLMAV, 2227.03, -1130.199, 25.305)
05EB: assign_car 40@ to_path 352 
if 
060E:   car 40@ assigned_to_path 
else_jump @DRUGS4_6579 
05ED: freeze_car 40@ while_on_path 

:DRUGS4_6579
0129: 44@ = create_actor_pedtype 27 model #SWAT in_car 40@ driverseat 
054A: set_actor 44@ immune_to_car_headshots 0 
Car.DoorStatus(40@) = 2
039E: set_actor 44@ locked 1 while_in_car 
060B: set_actor 44@ decision_maker_to 55@ 
0825: set_helicopter 40@ instant_rotor_start 

:DRUGS4_6626
if 
83D2:   not wav 1 ended 
else_jump @DRUGS4_6652 
wait 0 
jump @DRUGS4_6626 

:DRUGS4_6652
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_6673 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS4_6673
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15856 as 1 
128@ = 12 

:DRUGS4_6693
if 
  128@ == 12 
else_jump @DRUGS4_6835 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_6835 
if 
060E:   car 40@ assigned_to_path 
else_jump @DRUGS4_6835 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS4_6835 
041D: set_camera_near_clip 0.2 
05EE: unfreeze_car 40@ while_on_path 
Camera.SetPosition(2182.522, -1083.687, 61.5308, 0.0, 0.0, 0.0)
Camera.PointAt(2182.996, -1084.463, 61.115, 2)
32@ = 0 
128@ = 13 

:DRUGS4_6835
if 
  128@ == 13 
else_jump @DRUGS4_7098 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_7098 
if 
  32@ > 3000 
else_jump @DRUGS4_7098 
32@ = 0 
Camera.SetPosition(2232.178, -1149.902, 33.2809, 0.0, 0.0, 0.0)
Camera.OnVehicle(40@, 15, 2)
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0 
06B4: set_searchlight 58@ path_between 2228.36 -1171.48 25.82 and 2215.41 -1142.51 25.5 speed 0.5 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HH' time 5000 flag 1  // ~z~Hier spricht das Los Angeles Police Department! Keine Bewegung!

:DRUGS4_7044
if 
83D2:   not wav 2 ended 
else_jump @DRUGS4_7070 
wait 0 
jump @DRUGS4_7044 

:DRUGS4_7070
00BE: text_clear_all 
03CF: load_wav 15816 as 2 
04EF: release_animation "CAR_CHAT" 
128@ = 14 

:DRUGS4_7098
if 
  128@ == 14 
else_jump @DRUGS4_7325 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_7325 
if 
060E:   car 40@ assigned_to_path 
else_jump @DRUGS4_7325 
if 
  32@ > 3000 
else_jump @DRUGS4_7325 
05EC: release_car 40@ from_path 
Camera.SetPosition(2226.998, -1144.541, 25.3493, 0.0, 0.0, 0.0)
Camera.PointAt(2226.594, -1145.45, 25.4594, 2)
05EB: assign_car 40@ to_path 353 
if 
   not Actor.Dead(36@)
else_jump @DRUGS4_7271 
05D3: AS_actor 36@ goto_point 2219.71 -1178.52 25.34 mode 6 -1 ms // versionA 

:DRUGS4_7271
if 
   not Actor.Dead(37@)
else_jump @DRUGS4_7311 
05D3: AS_actor 37@ goto_point 2206.65 -1172.63 25.08 mode 6 -1 ms // versionA 

:DRUGS4_7311
32@ = 0 
128@ = 15 

:DRUGS4_7325
if 
  128@ == 15 
else_jump @DRUGS4_7528 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_7528 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_7528 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRUGS4_7528 
if 
  32@ > 2000 
else_jump @DRUGS4_7528 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS4_7528 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HI' time 5000 flag 1  // ~z~Oh, Shit!
0633: AS_actor $PLAYER_ACTOR exit_car 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_7514 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_7514 
0647: unknown_actor $ACTOR_SMOKE look_task 
0647: unknown_actor $ACTOR_RYDER look_task 
05BF: AS_actor $ACTOR_SMOKE look_at_actor $PLAYER_ACTOR 15000 ms 
05BF: AS_actor $ACTOR_RYDER look_at_actor $PLAYER_ACTOR 15000 ms 

:DRUGS4_7514
32@ = 0 
128@ = 16 

:DRUGS4_7528
if 
  128@ == 16 
else_jump @DRUGS4_8140 
if 
  32@ > 2000 
else_jump @DRUGS4_8140 
if 
03D2:   wav 1 ended 
else_jump @DRUGS4_8140 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS4_8140 
00BE: text_clear_all 
040D: unload_wav 1 
if 
   not Actor.Dead(36@)
else_jump @DRUGS4_7641 
05D3: AS_actor 36@ goto_point 2203.25 -1178.87 25.44 mode 6 -1 ms // versionA 

:DRUGS4_7641
if 
   not Actor.Dead(37@)
else_jump @DRUGS4_7681 
05D3: AS_actor 37@ goto_point 2204.15 -1153.74 25.58 mode 6 -1 ms // versionA 

:DRUGS4_7681
Camera.SetPosition(2224.067, -1162.707, 40.9275, 0.0, 0.0, 0.0)
Camera.PointAt(2223.842, -1163.226, 40.103, 2)
015D: set_gamespeed 0.5 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2223.56 -1168.05 32.28 handle_as 47@ 
01B2: give_actor 47@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(47@) = 30
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_CI' time 3000 flag 1  // ~z~Alle Einheiten, Feuer!
03CF: load_wav 15857 as 1 
wait 100 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2222.63 -1166.01 32.25 handle_as 48@ 
01B2: give_actor 48@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(48@) = 30
wait 50 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2221.58 -1168.9 32.27 handle_as 49@ 
01B2: give_actor 49@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(49@) = 30
wait 100 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2220.74 -1167.28 32.22 handle_as 50@ 
01B2: give_actor 50@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(50@) = 30
wait 500 
if 
   not Actor.Dead(36@)
else_jump @DRUGS4_7985 
01B2: give_actor 36@ weapon 22 ammo 9999 // Load the weapon model before using this 
05C5: AS_actor 36@ cower 10000 ms 

:DRUGS4_7985
if 
   not Actor.Dead(37@)
else_jump @DRUGS4_8036 
01B2: give_actor 37@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 37@ goto_point 2221.179 -1177.662 25.767 mode 6 5000 ms // versionA 

:DRUGS4_8036
Camera.SetPosition(2222.396, -1165.563, 24.9959, 0.0, 0.0, 0.0)
Camera.PointAt(2222.316, -1165.83, 25.9562, 2)
Actor.PutAt($PLAYER_ACTOR, 2226.144, -1149.997, 24.8496)
Actor.Angle($PLAYER_ACTOR) = 102.7208
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 60 // Load the weapon model before using this 
32@ = 0 
128@ = 17 

:DRUGS4_8140
if 
  128@ == 17 
else_jump @DRUGS4_8537 
if 
  32@ > 1500 
else_jump @DRUGS4_8537 
if 
03D2:   wav 2 ended 
else_jump @DRUGS4_8537 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS4_8537 
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 15858 as 2 
015D: set_gamespeed 1.0 
Camera.SetPosition(2222.594, -1150.71, 26.1976, 0.0, 0.0, 0.0)
Camera.PointAt(2223.403, -1150.139, 26.0591, 2)
32@ = 0 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HJ' time 5000 flag 1  // ~z~Was machst du da, Alter?
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_8329 
0967: actor $ACTOR_RYDER move_mouth 10000 ms 

:DRUGS4_8329
if 
83D2:   not wav 1 ended 
else_jump @DRUGS4_8355 
wait 0 
jump @DRUGS4_8329 

:DRUGS4_8355
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_8387 
0968: actor $ACTOR_RYDER stop_mouth 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_RYDER 3000 ms 

:DRUGS4_8387
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15859 as 1 

:DRUGS4_8400
if 
83D0:   not wav 2 loaded 
else_jump @DRUGS4_8426 
wait 0 
jump @DRUGS4_8400 

:DRUGS4_8426
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HK' time 5000 flag 1  // ~z~Carl, steig wieder ein, wir machen die Dse!
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_8470 
0967: actor $ACTOR_SMOKE move_mouth 10000 ms 

:DRUGS4_8470
if 
83D2:   not wav 2 ended 
else_jump @DRUGS4_8496 
wait 0 
jump @DRUGS4_8470 

:DRUGS4_8496
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_8517 
0968: actor $ACTOR_SMOKE stop_mouth 

:DRUGS4_8517
00BE: text_clear_all 
040D: unload_wav 2 
03CF: load_wav 15860 as 2 
128@ = 18 

:DRUGS4_8537
if 
  128@ == 18 
else_jump @DRUGS4_9140 
if 
   not Actor.Dead(47@)
else_jump @DRUGS4_9140 
if 
   not Actor.Dead(48@)
else_jump @DRUGS4_9140 
if 
   not Actor.Dead(49@)
else_jump @DRUGS4_9140 
if 
   not Actor.Dead(50@)
else_jump @DRUGS4_9140 
if 
  138@ == 0 
else_jump @DRUGS4_8698 
062E: unknown_get_actor 47@ task 1283 status_store_to 59@ // ret 7 if not found 
if 
04A4:   59@ == 7 // @ == any 
else_jump @DRUGS4_8698 
05D3: AS_actor 47@ goto_point 2226.43 -1155.37 25.33 mode 6 5000 ms // versionA 
138@ = 1 

:DRUGS4_8698
if 
  139@ == 0 
else_jump @DRUGS4_8777 
062E: unknown_get_actor 48@ task 1283 status_store_to 60@ // ret 7 if not found 
if 
04A4:   60@ == 7 // @ == any 
else_jump @DRUGS4_8777 
05D3: AS_actor 48@ goto_point 2230.52 -1165.15 25.63 mode 6 5000 ms // versionA 
139@ = 1 

:DRUGS4_8777
if 
  140@ == 0 
else_jump @DRUGS4_8856 
062E: unknown_get_actor 49@ task 1283 status_store_to 61@ // ret 7 if not found 
if 
04A4:   61@ == 7 // @ == any 
else_jump @DRUGS4_8856 
05D3: AS_actor 49@ goto_point 2217.53 -1163.18 25.27 mode 6 5000 ms // versionA 
140@ = 1 

:DRUGS4_8856
if 
  141@ == 0 
else_jump @DRUGS4_8935 
062E: unknown_get_actor 50@ task 1283 status_store_to 62@ // ret 7 if not found 
if 
04A4:   62@ == 7 // @ == any 
else_jump @DRUGS4_8935 
05D3: AS_actor 50@ goto_point 2226.25 -1167.0 25.04 mode 6 5000 ms // versionA 
141@ = 1 

:DRUGS4_8935
if 
04A4:   59@ == 7 // @ == any 
else_jump @DRUGS4_9014 
if 
04A4:   60@ == 7 // @ == any 
else_jump @DRUGS4_9014 
if 
04A4:   61@ == 7 // @ == any 
else_jump @DRUGS4_9014 
if 
04A4:   62@ == 7 // @ == any 
else_jump @DRUGS4_9014 
128@ = 21 

:DRUGS4_9014
if 
  32@ > 3000 
else_jump @DRUGS4_9140 
05D3: AS_actor 47@ goto_point 2226.43 -1155.37 25.33 mode 6 5000 ms // versionA 
05D3: AS_actor 48@ goto_point 2230.52 -1165.15 25.63 mode 6 5000 ms // versionA 
05D3: AS_actor 49@ goto_point 2217.53 -1163.18 25.27 mode 6 5000 ms // versionA 
05D3: AS_actor 50@ goto_point 2226.25 -1167.0 25.04 mode 6 5000 ms // versionA 
128@ = 19 

:DRUGS4_9140
if 
  128@ == 19 
else_jump @DRUGS4_9561 
if 
  32@ > 3000 
else_jump @DRUGS4_9561 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_9561 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_9561 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_9561 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS4_9561 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS4_9561 
07C0: load_path 354 
07C0: load_path 355 
07C0: load_path 356 
0676: AS_actor $ACTOR_SMOKE in_car $SWEET_CAR move_from_passengerseat_to_driverseat 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HL' time 5000 flag 1  // ~z~Ich lasse meinen Bruder nicht im Stich. Ich bin kein Weichei!
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DRUGS4_9322 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:DRUGS4_9322
if 
83D2:   not wav 1 ended 
else_jump @DRUGS4_9348 
wait 0 
jump @DRUGS4_9322 

:DRUGS4_9348
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DRUGS4_9369 
0968: actor $PLAYER_ACTOR stop_mouth 

:DRUGS4_9369
00BE: text_clear_all 
040D: unload_wav 1 

:DRUGS4_9375
if or
87C1:   not path 354 available 
87C1:   not path 355 available 
87C1:   not path 356 available 
else_jump @DRUGS4_9412 
wait 0 
jump @DRUGS4_9375 

:DRUGS4_9412
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_9436 
05EB: assign_car $SWEET_CAR to_path 356 

:DRUGS4_9436
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HM' time 3000 flag 1  // ~z~Mensch, Alter, hier muss jetzt jeder fr sich selbst kmpfen!
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_9480 
0967: actor $ACTOR_RYDER move_mouth 10000 ms 

:DRUGS4_9480
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_9547 
if 
060E:   car 40@ assigned_to_path 
else_jump @DRUGS4_9517 
05EC: release_car 40@ from_path 

:DRUGS4_9517
04A2: set_heli 40@ fly_to 2217.58 -1167.67 34.61 altitude_between 10.0 and 10.0 

:DRUGS4_9547
32@ = 0 
128@ = 20 

:DRUGS4_9561
if 
  128@ == 20 
else_jump @DRUGS4_10307 
if 
  32@ > 2000 
else_jump @DRUGS4_10307 
42@ = Car.Create(#ENFORCER, 2217.236, -1019.97, 30.7)
Car.Angle(42@) = 176.5
0397: enable_car 42@ siren 1 
05EB: assign_car 42@ to_path 354 
0129: 45@ = create_actor_pedtype 27 model #SWAT in_car 42@ driverseat 
01B2: give_actor 45@ weapon 29 ammo 3000 // Load the weapon model before using this 
Actor.WeaponAccuracy(45@) = 30
01C8: 51@ = create_actor_pedtype 27 model #SWAT in_car 42@ passenger_seat 1 
01B2: give_actor 51@ weapon 29 ammo 3000 // Load the weapon model before using this 
Actor.WeaponAccuracy(51@) = 30
43@ = Car.Create(#ENFORCER, 2253.89, -1144.77, 26.47)
Car.Angle(43@) = 89.947
0397: enable_car 43@ siren 1 
05EB: assign_car 43@ to_path 355 
0129: 46@ = create_actor_pedtype 27 model #SWAT in_car 43@ driverseat 
Actor.WeaponAccuracy(46@) = 30
01B2: give_actor 46@ weapon 29 ammo 3000 // Load the weapon model before using this 
01C8: 53@ = create_actor_pedtype 27 model #SWAT in_car 43@ passenger_seat 1 
Actor.WeaponAccuracy(53@) = 30
01B2: give_actor 53@ weapon 29 ammo 3000 // Load the weapon model before using this 
if 
   not Actor.Dead(34@)
else_jump @DRUGS4_9851 
077A: set_actor 34@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 34@ decision_maker_to 57@ 

:DRUGS4_9851
if 
   not Actor.Dead(35@)
else_jump @DRUGS4_9884 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 35@ decision_maker_to 57@ 

:DRUGS4_9884
if 
   not Actor.Dead(36@)
else_jump @DRUGS4_9917 
077A: set_actor 36@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 36@ decision_maker_to 57@ 

:DRUGS4_9917
if 
   not Actor.Dead(37@)
else_jump @DRUGS4_9950 
077A: set_actor 37@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 37@ decision_maker_to 57@ 

:DRUGS4_9950
if 
   not Actor.Dead(47@)
else_jump @DRUGS4_9992 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 47@ decision_maker_to 57@ 

:DRUGS4_9992
if 
   not Actor.Dead(48@)
else_jump @DRUGS4_10034 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 48@ decision_maker_to 57@ 

:DRUGS4_10034
if 
   not Actor.Dead(49@)
else_jump @DRUGS4_10076 
077A: set_actor 49@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 49@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 49@ decision_maker_to 57@ 

:DRUGS4_10076
if 
   not Actor.Dead(50@)
else_jump @DRUGS4_10109 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 50@ decision_maker_to 57@ 

:DRUGS4_10109
Camera.SetPosition(2203.163, -1178.891, 31.8778, 0.0, 0.0, 0.0)
Camera.PointAt(2203.897, -1178.225, 31.7493, 2)
04EB: AS_actor $PLAYER_ACTOR crouch 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 2231.569 -1155.75 25.85 mode 4 -1 ms // versionA 
if 
   not Actor.Dead(34@)
else_jump @DRUGS4_10242 
01B2: give_actor 34@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 34@ goto_point 2228.421 -1164.66 25.766 mode 6 5000 ms // versionA 

:DRUGS4_10242
if 
   not Actor.Dead(35@)
else_jump @DRUGS4_10293 
01B2: give_actor 35@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 35@ goto_point 2221.47 -1164.66 25.766 mode 6 5000 ms // versionA 

:DRUGS4_10293
33@ = 0 
128@ = 21 

:DRUGS4_10307
if 
  128@ == 21 
else_jump @DRUGS4_10450 
if 
   not Car.Wrecked(42@)
else_jump @DRUGS4_10450 
if 
860E:   not car 42@ assigned_to_path 
else_jump @DRUGS4_10450 
if 
   not Actor.Dead(51@)
else_jump @DRUGS4_10400 
if 
   Actor.InCar(51@, 42@)
else_jump @DRUGS4_10400 
05CD: AS_actor 51@ exit_car 42@ 

:DRUGS4_10400
if 
   not Actor.Dead(45@)
else_jump @DRUGS4_10443 
if 
   Actor.InCar(45@, 42@)
else_jump @DRUGS4_10443 
05CD: AS_actor 45@ exit_car 42@ 

:DRUGS4_10443
128@ = 22 

:DRUGS4_10450
if 
  128@ == 22 
else_jump @DRUGS4_10751 
if 
   not Car.Wrecked(43@)
else_jump @DRUGS4_10751 
if 
860E:   not car 43@ assigned_to_path 
else_jump @DRUGS4_10751 
if 
   not Actor.Dead(53@)
else_jump @DRUGS4_10543 
if 
   Actor.InCar(53@, 43@)
else_jump @DRUGS4_10543 
05CD: AS_actor 53@ exit_car 43@ 

:DRUGS4_10543
if 
   not Actor.Dead(46@)
else_jump @DRUGS4_10586 
if 
   Actor.InCar(46@, 43@)
else_jump @DRUGS4_10586 
05CD: AS_actor 46@ exit_car 43@ 

:DRUGS4_10586
if 
   not Actor.Dead(45@)
else_jump @DRUGS4_10628 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 45@ decision_maker_to 57@ 

:DRUGS4_10628
if 
   not Actor.Dead(46@)
else_jump @DRUGS4_10661 
077A: set_actor 46@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 46@ decision_maker_to 57@ 

:DRUGS4_10661
if 
   not Actor.Dead(51@)
else_jump @DRUGS4_10694 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 51@ decision_maker_to 57@ 

:DRUGS4_10694
if 
   not Actor.Dead(53@)
else_jump @DRUGS4_10727 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 53@ decision_maker_to 57@ 

:DRUGS4_10727
Actor.Angle($PLAYER_ACTOR) = 150.0
32@ = 0 
128@ = 23 

:DRUGS4_10751
if 
  128@ == 23 
else_jump @DRUGS4_11205 
if 
  131@ == 0 
else_jump @DRUGS4_10834 
if 
   not Actor.Dead(45@)
else_jump @DRUGS4_10834 
if 
   not Actor.Driving(45@)
else_jump @DRUGS4_10834 
05C5: AS_actor 45@ cower 5000 ms 
131@ = 1 

:DRUGS4_10834
if 
  132@ == 0 
else_jump @DRUGS4_10916 
if 
   not Actor.Dead(51@)
else_jump @DRUGS4_10916 
if 
   not Actor.Driving(51@)
else_jump @DRUGS4_10916 
05D3: AS_actor 51@ goto_point 2203.77 -1156.44 25.31 mode 6 5000 ms // versionA 
132@ = 1 

:DRUGS4_10916
if 
  134@ == 0 
else_jump @DRUGS4_11052 
if 
   not Actor.Dead(46@)
else_jump @DRUGS4_11052 
if 
   not Actor.Driving(46@)
else_jump @DRUGS4_11052 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2215.4 -1146.19 25.85 
05D7: add_point_to_scmpath 2214.67 -1149.71 25.47 
05D7: add_point_to_scmpath 2204.83 -1157.04 25.88 
05D7: add_point_to_scmpath 2209.01 -1166.46 25.89 
05D8: AS_assign_scmpath to_actor 46@ flags 6 0 
134@ = 1 

:DRUGS4_11052
if 
  135@ == 0 
else_jump @DRUGS4_11205 
if 
   not Actor.Dead(53@)
else_jump @DRUGS4_11205 
if 
   not Actor.Driving(53@)
else_jump @DRUGS4_11205 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2222.47 -1146.52 25.43 
05D7: add_point_to_scmpath 2215.4 -1146.19 25.85 
05D7: add_point_to_scmpath 2204.83 -1157.04 25.88 
05D7: add_point_to_scmpath 2206.61 -1168.51 25.89 
05D7: add_point_to_scmpath 2211.0 -1171.72 25.55 
05D8: AS_assign_scmpath to_actor 53@ flags 6 0 
135@ = 1 

:DRUGS4_11205
if 
  128@ == 23 
else_jump @DRUGS4_13313 
if 
  32@ > 1000 
else_jump @DRUGS4_13313 
142@ = 1 

:DRUGS4_11249
0701: end_scene_skip 
if 
  142@ == 0 
else_jump @DRUGS4_13179 
fade 0 500 

:DRUGS4_11276
if 
fading 
else_jump @DRUGS4_11300 
wait 0 
jump @DRUGS4_11276 

:DRUGS4_11300
0925: restore_camera_to_user_defined 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRUGS4_11355 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2231.569 -1155.75 24.85 
Actor.Angle($PLAYER_ACTOR) = 150.0
jump @DRUGS4_11385 

:DRUGS4_11355
Actor.PutAt($PLAYER_ACTOR, 2231.569, -1155.75, 24.85)
Actor.Angle($PLAYER_ACTOR) = 150.0

:DRUGS4_11385
Actor.DestroyInstantly($ACTOR_SWEET)
Actor.DestroyInstantly($ACTOR_SMOKE)
Actor.DestroyInstantly($ACTOR_RYDER)
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Model.Load(#GREENWOO)
Model.Load(#FAM3)
Model.Load(#FAM2)
Model.Load(#MP5LNG)
Model.Load(#COLT45)
Model.Load(#SWAT)
Model.Load(#POLMAV)
Model.Load(#ENFORCER)
038B: load_requested_models 

:DRUGS4_11448
if or
   not Model.Available(#GREENWOO)
   not Model.Available(#FAM3)
   not Model.Available(#FAM2)
else_jump @DRUGS4_11483 
wait 0 
jump @DRUGS4_11448 

:DRUGS4_11483
if or
   not Model.Available(#MP5LNG)
   not Model.Available(#COLT45)
   not Model.Available(#SWAT)
   not Model.Available(#POLMAV)
   not Model.Available(#ENFORCER)
else_jump @DRUGS4_11530 
wait 0 
jump @DRUGS4_11483 

:DRUGS4_11530
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
Actor.DestroyInstantly(46@)
Actor.DestroyInstantly(47@)
Actor.DestroyInstantly(48@)
Actor.DestroyInstantly(49@)
Actor.DestroyInstantly(50@)
Actor.DestroyInstantly(51@)
Actor.DestroyInstantly(53@)
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_11632 
if 
060E:   car 40@ assigned_to_path 
else_jump @DRUGS4_11632 
05EC: release_car 40@ from_path 

:DRUGS4_11632
if 
   not Car.Wrecked(42@)
else_jump @DRUGS4_11669 
if 
060E:   car 42@ assigned_to_path 
else_jump @DRUGS4_11669 
05EC: release_car 42@ from_path 

:DRUGS4_11669
if 
   not Car.Wrecked(43@)
else_jump @DRUGS4_11706 
if 
060E:   car 43@ assigned_to_path 
else_jump @DRUGS4_11706 
05EC: release_car 43@ from_path 

:DRUGS4_11706
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_11743 
if 
060E:   car $SWEET_CAR assigned_to_path 
else_jump @DRUGS4_11743 
05EC: release_car $SWEET_CAR from_path 

:DRUGS4_11743
Car.Destroy(40@)
Car.Destroy(42@)
Car.Destroy(43@)
Car.Destroy($SWEET_CAR)
06B2: destroy_searchlight 58@ 
42@ = Car.Create(#ENFORCER, 2210.24, -1159.976, 24.7265)
Car.Angle(42@) = 191.9611
0397: enable_car 42@ siren 1 
43@ = Car.Create(#ENFORCER, 2218.788, -1140.993, 24.7814)
Car.Angle(43@) = 78.1047
0397: enable_car 43@ siren 1 
40@ = Car.Create(#POLMAV, 2276.22, -1140.87, 60.0)
0129: 44@ = create_actor_pedtype 27 model #SWAT in_car 40@ driverseat 
054A: set_actor 44@ immune_to_car_headshots 0 
054A: set_actor 44@ immune_to_car_headshots 0 
Car.DoorStatus(40@) = 2
039E: set_actor 44@ locked 1 while_in_car 
0825: set_helicopter 40@ instant_rotor_start 
Car.SetSpeedInstantly(40@, 10.0)
04A2: set_heli 40@ fly_to 2217.58 -1167.67 34.61 altitude_between 10.0 and 10.0 
Car.PutAt(40@, 2217.58, -1167.67, 34.61)
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0 
06B4: set_searchlight 58@ path_between 2228.36 -1171.48 25.82 and 2215.41 -1142.51 25.5 speed 0.5 
46@ = Actor.Create(Mission4, #SWAT, 2209.01, -1166.46, 24.89)
01B2: give_actor 46@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 46@ turn_to_and_look_at 2217.87 -1162.6 25.33 
Actor.WeaponAccuracy(46@) = 30
45@ = Actor.Create(Mission4, #SWAT, 2213.52, -1161.97, 24.77)
01B2: give_actor 45@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 45@ turn_to_and_look_at 2217.87 -1162.6 25.33 
Actor.WeaponAccuracy(45@) = 30
51@ = Actor.Create(Mission4, #SWAT, 2203.77, -1156.44, 24.31)
01B2: give_actor 51@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 51@ turn_to_and_look_at 2217.87 -1162.6 25.33 
Actor.WeaponAccuracy(51@) = 30
53@ = Actor.Create(Mission4, #SWAT, 2212.95, -1179.16, 24.31)
01B2: give_actor 53@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 53@ turn_to_and_look_at 2217.87 -1162.6 25.33 
Actor.WeaponAccuracy(53@) = 30
47@ = Actor.Create(Mission4, #SWAT, 2226.43, -1155.37, 24.33)
01B2: give_actor 47@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 47@ turn_to_and_look_at 2217.87 -1162.6 25.33 
Actor.WeaponAccuracy(47@) = 30
48@ = Actor.Create(Mission4, #SWAT, 2230.52, -1165.15, 24.63)
01B2: give_actor 48@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 48@ turn_to_and_look_at 2217.87 -1162.6 25.33 
Actor.WeaponAccuracy(48@) = 30
49@ = Actor.Create(Mission4, #SWAT, 2217.53, -1163.18, 24.27)
01B2: give_actor 49@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 49@ turn_to_and_look_at 2217.87 -1162.6 25.33 
Actor.WeaponAccuracy(49@) = 30
50@ = Actor.Create(Mission4, #SWAT, 2226.25, -1167.0, 24.04)
01B2: give_actor 50@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 50@ turn_to_and_look_at 2217.87 -1162.6 25.33 
Actor.WeaponAccuracy(50@) = 30
34@ = Actor.Create(Mission3, #FAM3, 2228.421, -1164.66, 24.766)
06BA: AS_actor 34@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 34@ decision_maker_to 57@ 
01B2: give_actor 34@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(34@) = 30
0568: set_actor 34@ targetable 1 
35@ = Actor.Create(Mission3, #FAM3, 2221.47, -1164.66, 24.766)
06BA: AS_actor 35@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 35@ decision_maker_to 57@ 
01B2: give_actor 35@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(35@) = 40
0568: set_actor 35@ targetable 1 
36@ = Actor.Create(Mission3, #FAM2, 2227.224, -1172.07, 24.7265)
06BA: AS_actor 36@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 36@ decision_maker_to 57@ 
01B2: give_actor 36@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(36@) = 30
0568: set_actor 36@ targetable 1 
37@ = Actor.Create(Mission3, #FAM2, 2221.179, -1177.662, 24.767)
06BA: AS_actor 37@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 37@ decision_maker_to 57@ 
01B2: give_actor 37@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(37@) = 40
0568: set_actor 37@ targetable 1 
077A: set_actor 34@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 34@ decision_maker_to 57@ 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 35@ decision_maker_to 57@ 
077A: set_actor 36@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 36@ decision_maker_to 57@ 
077A: set_actor 37@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 37@ decision_maker_to 57@ 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 45@ decision_maker_to 57@ 
077A: set_actor 46@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 46@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 46@ decision_maker_to 57@ 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 47@ decision_maker_to 57@ 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 48@ decision_maker_to 57@ 
077A: set_actor 49@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 49@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 49@ decision_maker_to 57@ 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 50@ decision_maker_to 57@ 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 51@ decision_maker_to 57@ 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 53@ decision_maker_to 57@ 
040D: unload_wav 1 
040D: unload_wav 2 
015D: set_gamespeed 1.0 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 60 // Load the weapon model before using this 
Actor.Angle($PLAYER_ACTOR) = 192.0
Player.CanMove($PLAYER_CHAR) = True
fade 1 1500 

:DRUGS4_13179
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_13203 
Car.Health(40@) = 700

:DRUGS4_13203
Actor.DestroyInstantly($ACTOR_SMOKE)
Actor.DestroyInstantly($ACTOR_RYDER)
Car.Destroy($SWEET_CAR)
Model.Destroy(#GREENWOO)
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "CAR_CHAT" 
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Marker.Disable(184@)
Marker.Disable(183@)
018A: 184@ = create_checkpoint_at 2235.3 -1159.67 25.94 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
00BC: show_text_highpriority GXT 'LAF1_17' time 10000 flag 1  // ~s~Geh in das ~y~Motel ~w~und bring Sweet heil da raus!
128@ = 24 

:DRUGS4_13313
if 
  128@ == 24 
else_jump @DRUGS4_15336 
if 
  143@ == 0 
else_jump @DRUGS4_13382 
if 
   Car.Wrecked(40@)
else_jump @DRUGS4_13382 
Model.Destroy(#POLMAV)
06B2: destroy_searchlight 58@ 
143@ = 1 

:DRUGS4_13382
if 
  144@ == 0 
else_jump @DRUGS4_13428 
if 
   Car.Wrecked(42@)
else_jump @DRUGS4_13428 
Car.RemoveReferences(42@)
144@ = 1 

:DRUGS4_13428
if 
  145@ == 0 
else_jump @DRUGS4_13474 
if 
   Car.Wrecked(43@)
else_jump @DRUGS4_13474 
Car.RemoveReferences(43@)
145@ = 1 

:DRUGS4_13474
if 
  144@ == 1 
else_jump @DRUGS4_13529 
if 
  145@ == 1 
else_jump @DRUGS4_13529 
Model.Destroy(#ENFORCER)
144@ = 2 
145@ = 2 

:DRUGS4_13529
09E8: 64@ = actor $PLAYER_ACTOR active_interior 
if 
  64@ == 15 
else_jump @DRUGS4_15336 
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
Actor.DestroyInstantly(46@)
Actor.DestroyInstantly(47@)
Actor.DestroyInstantly(48@)
Actor.DestroyInstantly(49@)
Actor.DestroyInstantly(50@)
Actor.DestroyInstantly(51@)
Actor.DestroyInstantly(53@)
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
Car.Destroy(40@)
Car.Destroy(42@)
Car.Destroy(43@)
06B2: destroy_searchlight 58@ 
Model.Destroy(#GREENWOO)
Model.Destroy(#POLMAV)
Model.Destroy(#ENFORCER)
132@ = 0 
133@ = 0 
135@ = 0 
136@ = 0 
138@ = 0 
138@ = 0 
Player.CanMove($PLAYER_CHAR) = False
Marker.Disable(184@)
04EF: release_animation "CAR_CHAT" 
34@ = Actor.Create(Mission1, #FAM2, 2229.566, -1150.495, 1029.0)
08AD: put_actor 34@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(34@) = 86.6836
0568: set_actor 34@ targetable 1 
060B: set_actor 34@ decision_maker_to 55@ 
02A9: set_actor 34@ immune_to_nonplayer 55@ 
03CF: load_wav 15863 as 1 
03CF: load_wav 15805 as 2 
03CF: load_wav 32401 as 3 
04ED: load_animation "SWAT" 
Model.Load(#BFYPRO)
Model.Load(#IMY_SKYLIGHT)
Model.Load(#KMB_TROLLEY)
04ED: load_animation "KISSING" 
038B: load_requested_models 

:DRUGS4_13854
if or
84EE:   not animation "SWAT" loaded 
   not Model.Available(#BFYPRO)
   not Model.Available(#IMY_SKYLIGHT)
84EE:   not animation "KISSING" loaded 
   not Model.Available(#KMB_TROLLEY)
else_jump @DRUGS4_13909 
wait 0 
jump @DRUGS4_13854 

:DRUGS4_13909
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
83D0:   not wav 3 loaded 
else_jump @DRUGS4_13943 
wait 0 
jump @DRUGS4_13909 

:DRUGS4_13943
127@ = Pickup.Create(#BODYARMOUR, 3, 2240.686, -1187.269, 1033.836)
93@ = Object.Init(#IMY_SKYLIGHT, 2246.07, -1191.242, 1037.234)
84@ = Object.Init(#LXR_MOTEL_DOORSIM, 2239.432, -1170.749, 1029.997)
Object.Angle(84@) = 270.0
85@ = Object.Init(#LXR_MOTELVENT, 2217.072, -1188.664, 1032.276)
Object.Angle(85@) = 180.0
86@ = Object.Create(#LXR_MOTELVENT, 2193.188, -1164.511, 1032.276)
Object.Angle(86@) = 90.0
Object.KeepInMemory(85@) = True
Object.KeepInMemory(86@) = True
82@ = Actor.Create(Mission1, #BFYPRO, 2227.16, -1148.02, 1029.0)
08AD: put_actor 82@ at 2232.41 -1160.04 radius 20.0 // interior version 
0568: set_actor 82@ targetable 1 
060B: set_actor 82@ decision_maker_to 55@ 
02A9: set_actor 82@ immune_to_nonplayer 1 
$ACTOR_SWEET = Actor.Create(Special, #SPECIAL01, 2202.23, -1156.914, 1029.852)
08AD: put_actor $ACTOR_SWEET at 2232.41 -1160.04 radius 3.0 // interior version 
0860: link_actor $ACTOR_SWEET to_interior 15 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
Actor.Angle($ACTOR_SWEET) = 62.083
0568: set_actor $ACTOR_SWEET targetable 1 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
060B: set_actor $ACTOR_SWEET decision_maker_to 55@ 
183@ = Marker.CreateAboveActor($ACTOR_SWEET)
07E0: set_marker 183@ type_to 1 
Actor.Health($ACTOR_SWEET) = 1000
01B2: give_actor $ACTOR_SWEET weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities($ACTOR_SWEET, 0, 1, 1, 1, 1)
66@ = Actor.Create(Mission1, #FAM2, 2220.524, -1137.826, 1026.798)
08AD: put_actor 66@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(66@) = 181.8677
0812: AS_actor 66@ perform_animation "GNSTWALL_INJURD" IFP_file "SWAT" 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
Actor.SetImmunities(66@, 1, 1, 1, 1, 1)
0568: set_actor 66@ targetable 1 
060B: set_actor 66@ decision_maker_to 55@ 
0332: set_actor 66@ bleeding 1 
02A9: set_actor 66@ immune_to_nonplayer 1 
35@ = Actor.Create(Mission1, #FAM2, 2234.92, -1149.63, 1029.0)
060B: set_actor 35@ decision_maker_to 55@ 
08AD: put_actor 35@ at 2232.41 -1160.04 radius 20.0 // interior version 
52@ = Actor.Create(Mission2, #SWAT, 2239.309, -1151.724, 1028.779)
Actor.Angle(52@) = 177.9528
01B2: give_actor 52@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 55@ 
02A9: set_actor 52@ immune_to_nonplayer 1 
Actor.Health(52@) = 100
08AD: put_actor 52@ at 2232.41 -1160.04 radius 20.0 // interior version 
83@ = Actor.Create(Mission1, #BFYPRO, 2234.99, -1159.55, 1029.84)
Actor.Angle(83@) = 267.0618
0568: set_actor 83@ targetable 1 
060B: set_actor 83@ decision_maker_to 55@ 
02A9: set_actor 83@ immune_to_nonplayer 1 
08AD: put_actor 83@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.SetImmunities(83@, 0, 1, 0, 0, 0)
53@ = Actor.Create(Mission2, #SWAT, 2238.817, -1170.598, 1028.813)
Actor.Angle(53@) = 272.0738
01B2: give_actor 53@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 55@ 
02A9: set_actor 53@ immune_to_nonplayer 1 
Actor.Health(53@) = 150
07DD: set_actor 53@ temper_to 80 // see pedstats.dat 
08AD: put_actor 53@ at 2232.41 -1160.04 radius 20.0 // interior version 
36@ = Actor.Create(Mission3, #FAM2, 2244.5, -1189.627, 1028.8)
Actor.Angle(36@) = 88.196
02A9: set_actor 36@ immune_to_nonplayer 1 
01B2: give_actor 36@ weapon 22 ammo 9999 // Load the weapon model before using this 
0568: set_actor 36@ targetable 1 
Actor.WeaponAccuracy(36@) = 10
077A: set_actor 36@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 36@ decision_maker_to 55@ 
08AD: put_actor 36@ at 2232.41 -1160.04 radius 20.0 // interior version 
37@ = Actor.Create(Mission3, #FAM3, 2241.05, -1192.373, 1028.798)
Actor.Angle(37@) = 358.2577
02A9: set_actor 37@ immune_to_nonplayer 1 
01B2: give_actor 37@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(37@) = 10
0568: set_actor 37@ targetable 1 
060B: set_actor 37@ decision_maker_to 55@ 
08AD: put_actor 37@ at 2232.41 -1160.04 radius 20.0 // interior version 
38@ = Actor.Create(Mission1, #FAM2, 2240.156, -1186.704, 1028.798)
Actor.Angle(38@) = 90.1792
02A9: set_actor 38@ immune_to_nonplayer 1 
01B2: give_actor 38@ weapon 29 ammo 9999 // Load the weapon model before using this 
0568: set_actor 38@ targetable 1 
060B: set_actor 38@ decision_maker_to 55@ 
08AD: put_actor 38@ at 2232.41 -1160.04 radius 20.0 // interior version 
67@ = Actor.Create(Mission1, #FAM3, 2234.84, -1191.202, 1029.845)
Actor.Angle(67@) = 272.171
02A9: set_actor 67@ immune_to_nonplayer 1 
0568: set_actor 67@ targetable 1 
0812: AS_actor 67@ perform_animation "GNSTWALL_INJURD" IFP_file "SWAT" 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0332: set_actor 67@ bleeding 1 
060B: set_actor 67@ decision_maker_to 55@ 
08AD: put_actor 67@ at 2232.41 -1160.04 radius 20.0 // interior version 
064B: 65@ = create_particle "EXPLOSION_DOOR" at 2239.51 -1170.77 1029.84 type 1 
08AD: put_actor $PLAYER_ACTOR at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.PutAt($PLAYER_ACTOR, 2216.34, -1150.509, 1024.85)
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
07FB: set_interior 'MOTEL1' access 0  // Watts Motel
03E5: show_text_box 'LAF1_7'  // An ~h~Getrnkeautomaten~w~ kannst du dir Drinks kaufen. Sie werden deine Gesundheit wiederherstellen.
00BC: show_text_highpriority GXT 'LAF1_6' time 5000 flag 1  // ~s~Durchsuche das Motel nach ~b~Sweet~s~.
178@ = 0 
179@ = 0 
128@ = 25 
146@ = 1 

:DRUGS4_15336
if 
  172@ == 0 
else_jump @DRUGS4_29398 
if 
  146@ == 1 
else_jump @DRUGS4_29398 
if 
  147@ == 0 
else_jump @DRUGS4_15980 
00BE: text_clear_all 
97@ = Object.Init(#KMB_TROLLEY, 2242.433, -1166.712, 1029.304)
071F: set_object 97@ health_to 150 
0875: unknown_object 97@ flag 1 
98@ = Object.Init(#KMB_TROLLEY, 2240.11, -1174.919, 1029.304)
071F: set_object 98@ health_to 250 
99@ = Object.Init(#KMB_TROLLEY, 2229.87, -1189.845, 1029.304)
Object.Angle(99@) = 90.0
071F: set_object 99@ health_to 150 
0875: unknown_object 99@ flag 1 
100@ = Object.Init(#KMB_TROLLEY, 2217.569, -1187.528, 1029.304)
Object.Angle(100@) = 90.0
071F: set_object 100@ health_to 250 
0875: unknown_object 100@ flag 1 
101@ = Object.Init(#KMB_TROLLEY, 2204.649, -1187.544, 1029.304)
Object.Angle(101@) = 90.0
071F: set_object 101@ health_to 150 
0875: unknown_object 101@ flag 1 
102@ = Object.Init(#KMB_TROLLEY, 2194.345, -1171.269, 1029.304)
071F: set_object 102@ health_to 250 
103@ = Object.Init(#KMB_TROLLEY, 2192.079, -1166.364, 1029.304)
071F: set_object 103@ health_to 150 
0875: unknown_object 103@ flag 1 
if 
   not Actor.Dead(82@)
else_jump @DRUGS4_15853 
Actor.Health(82@) = 1
0615: define_AS_pack_begin 109@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2227.25 -1139.12 1029.84 
05D7: add_point_to_scmpath 2221.17 -1139.09 1027.84 
05D7: add_point_to_scmpath 2221.64 -1145.11 1025.84 
05D7: add_point_to_scmpath 2224.556 -1145.901 1025.85 
05D7: add_point_to_scmpath 2224.465 -1142.276 1025.85 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
0605: actor -1 perform_animation_sequence "COWER" IFP_file "PED" 8.0 loop 1 0 0 0 time -1 // versionA 
07BC: set_actor -1 decision_maker_to 56@ // AS_pack_version 
0616: define_AS_pack_end 109@ 
0618: assign_actor 82@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:DRUGS4_15853
if 
   not Actor.Dead(34@)
else_jump @DRUGS4_15910 
088A: actor 34@ perform_animation "RAIL_FALL" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 limT -1 unknown 0 unknown 1 

:DRUGS4_15910
if 
   not Actor.Dead(34@)
else_jump @DRUGS4_15973 
if 
   not Actor.Dead(52@)
else_jump @DRUGS4_15973 
0085: 118@ = 52@ // (int) 
0085: 119@ = 34@ // (int) 
008B: 120@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_67005 

:DRUGS4_15973
147@ = 1 

:DRUGS4_15980
if 
  147@ == 1 
else_jump @DRUGS4_16131 
if 
   not Actor.Dead(34@)
else_jump @DRUGS4_16131 
if 
   Actor.Animation(34@) == "RAIL_FALL"
else_jump @DRUGS4_16131 
0613: 96@ = actor 34@ animation "RAIL_FALL" time 
if 
  96@ == 1.0 
else_jump @DRUGS4_16131 
0812: AS_actor 34@ perform_animation "RAIL_FALL_CRAWL" IFP_file "SWAT" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
147@ = 2 

:DRUGS4_16131
if 
  149@ == 0 
else_jump @DRUGS4_16527 
if 
   not Actor.Dead(66@)
else_jump @DRUGS4_16527 
if 
0104:   actor 66@ near_actor $PLAYER_ACTOR radius 4.5 4.5 3.5 sphere 0 
else_jump @DRUGS4_16527 
51@ = Actor.Create(Mission2, #SWAT, 2229.462, -1150.524, 1028.845)
08AD: put_actor 51@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(51@) = 358.795
01B2: give_actor 51@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 55@ 
Actor.WeaponAccuracy(51@) = 50
02A9: set_actor 51@ immune_to_nonplayer 1 
Actor.Health(51@) = 150
08AF: set_actor 51@ max_health_to 150 
Actor.DestroyInstantly(52@)
52@ = Actor.Create(Mission2, #SWAT, 2239.309, -1151.724, 1029.279)
08AD: put_actor 52@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(52@) = 177.9528
01B2: give_actor 52@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 55@ 
02A9: set_actor 52@ immune_to_nonplayer 1 
Actor.WeaponAccuracy(52@) = 80
if 
  133@ == 0 
else_jump @DRUGS4_16520 
if 
   not Actor.Dead(52@)
else_jump @DRUGS4_16520 
0085: 118@ = 52@ // (int) 
if 
   not Actor.Dead(38@)
else_jump @DRUGS4_16520 
0085: 119@ = 38@ // (int) 
161@ = 1 
122@ = 2241.78 
123@ = -1194.52 
124@ = 1031.38 
gosub @DRUGS4_67216 
161@ = 0 
133@ = 1 

:DRUGS4_16520
149@ = 1 

:DRUGS4_16527
if 
  148@ == 0 
else_jump @DRUGS4_19414 
if 
  150@ == 0 
else_jump @DRUGS4_16591 
if 
   not Actor.Dead(35@)
else_jump @DRUGS4_16591 
0321: kill_actor 35@ 
150@ = 1 

:DRUGS4_16591
if 
  132@ == 0 
else_jump @DRUGS4_16703 
if 
   not Actor.Dead(51@)
else_jump @DRUGS4_16703 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2229.591 -1150.647 1028.798 radius 7.2 7.2 1.5 
051A:   actor 51@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS4_16703 
0085: 118@ = 51@ // (int) 
gosub @DRUGS4_67133 
132@ = 1 

:DRUGS4_16703
if 
  133@ == 1 
else_jump @DRUGS4_16803 
if 
   not Actor.Dead(52@)
else_jump @DRUGS4_16803 
if or
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 52@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
else_jump @DRUGS4_16803 
Actor.WeaponAccuracy(52@) = 50
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
133@ = 2 

:DRUGS4_16803
if 
  137@ == 0 
else_jump @DRUGS4_17207 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2243.8 -1147.93 1025.16 cornerB 2238.74 -1162.62 1033.79 
else_jump @DRUGS4_17207 
152@ = 1 
if 
  180@ == 0 
else_jump @DRUGS4_16987 
if 
   not Actor.Dead(83@)
else_jump @DRUGS4_16987 
Actor.Health(83@) = 150
0615: define_AS_pack_begin 126@ 
05D3: AS_actor -1 goto_point 2249.355 -1159.683 1029.797 mode 7 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 87.888 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 126@ 
0618: assign_actor 83@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 
180@ = 1 

:DRUGS4_16987
69@ = Actor.Create(Mission1, #SWAT, 2228.607, -1189.721, 1028.798)
08AD: put_actor 69@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(69@) = 266.5963
01B2: give_actor 69@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 55@ 
02A9: set_actor 69@ immune_to_nonplayer 1 
Actor.Health(69@) = 150
08AF: set_actor 69@ max_health_to 150 
0946: set_actor 69@ actions_uninterupted_by_weapon_fire 1 
70@ = Actor.Create(Mission1, #SWAT, 2225.796, -1186.783, 1028.798)
08AD: put_actor 70@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(70@) = 273.6395
01B2: give_actor 70@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 55@ 
02A9: set_actor 70@ immune_to_nonplayer 1 
Actor.WeaponAccuracy(70@) = 80
Actor.Health(70@) = 150
08AF: set_actor 70@ max_health_to 150 
33@ = 0 
137@ = 1 

:DRUGS4_17207
if 
  137@ == 1 
else_jump @DRUGS4_17280 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2243.0 -1154.3 1025.16 cornerB 2238.74 -1170.62 1033.79 
else_jump @DRUGS4_17280 
137@ = 2 

:DRUGS4_17280
if 
  137@ == 2 
else_jump @DRUGS4_17710 
71@ = Actor.Create(Mission1, #SWAT, 2187.48, -1186.9, 1033.3)
08AD: put_actor 71@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(71@) = 274.247
01B2: give_actor 71@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 71@ decision_maker_to 55@ 
02A9: set_actor 71@ immune_to_nonplayer 1 
Actor.WeaponAccuracy(71@) = 80
Actor.Health(71@) = 150
08AF: set_actor 71@ max_health_to 150 
72@ = Actor.Create(Mission1, #SWAT, 2186.611, -1183.962, 1033.837)
08AD: put_actor 72@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(72@) = 286.2857
01B2: give_actor 72@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 72@ decision_maker_to 55@ 
02A9: set_actor 72@ immune_to_nonplayer 1 
Actor.Health(72@) = 150
08AF: set_actor 72@ max_health_to 150 
0946: set_actor 72@ actions_uninterupted_by_weapon_fire 1 
73@ = Actor.Create(Mission1, #SWAT, 2190.157, -1182.068, 1033.829)
08AD: put_actor 73@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(73@) = 183.8877
01B2: give_actor 73@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 73@ decision_maker_to 55@ 
02A9: set_actor 73@ immune_to_nonplayer 1 
Actor.Health(73@) = 150
08AF: set_actor 73@ max_health_to 150 
74@ = Actor.Create(Mission1, #SWAT, 2188.579, -1184.78, 1028.798)
08AD: put_actor 74@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(74@) = 246.3679
01B2: give_actor 74@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 74@ decision_maker_to 55@ 
02A9: set_actor 74@ immune_to_nonplayer 1 
Actor.Health(74@) = 150
0946: set_actor 74@ actions_uninterupted_by_weapon_fire 1 
137@ = 3 

:DRUGS4_17710
if 
  137@ == 3 
else_jump @DRUGS4_17888 
if 
  135@ == 0 
else_jump @DRUGS4_17888 
if 
   not Actor.Dead(53@)
else_jump @DRUGS4_17888 
if 
03CA:   object 84@ exists 
else_jump @DRUGS4_17792 
Object.CollisionDetection(84@) = False
0723: break_object 84@ intensity 1 

:DRUGS4_17792
if 
  181@ == 0 
else_jump @DRUGS4_17821 
03D1: play_wav 2 
181@ = 1 

:DRUGS4_17821
064F: remove_references_to_particle 65@ 
0605: actor 53@ perform_animation_sequence "SWT_BREACH_01" IFP_file "SWAT" 1000.0 loop 0 1 1 0 time -1 // versionA 
135@ = 1 
33@ = 0 
137@ = 4 

:DRUGS4_17888
if 
  137@ == 4 
else_jump @DRUGS4_18100 
if 
  136@ == 0 
else_jump @DRUGS4_18100 
if 
  33@ > 667 
else_jump @DRUGS4_18100 
54@ = Actor.Create(Mission2, #SWAT, 2238.317, -1170.598, 1028.813)
Actor.Angle(54@) = 272.0738
01B2: give_actor 54@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 54@ decision_maker_to 55@ 
02A9: set_actor 54@ immune_to_nonplayer 1 
Actor.Health(54@) = 150
07DD: set_actor 54@ temper_to 80 // see pedstats.dat 
08AD: put_actor 54@ at 2232.41 -1160.04 radius 20.0 // interior version 
0605: actor 54@ perform_animation_sequence "SWT_BREACH_02" IFP_file "SWAT" 1000.0 loop 0 1 1 0 time -1 // versionA 
33@ = 0 
136@ = 1 
137@ = 5 

:DRUGS4_18100
if 
  137@ == 5 
else_jump @DRUGS4_18305 
if 
  154@ == 0 
else_jump @DRUGS4_18305 
if 
  33@ > 333 
else_jump @DRUGS4_18305 
68@ = Actor.Create(Mission2, #SWAT, 2237.818, -1170.598, 1028.813)
Actor.Angle(68@) = 272.0738
01B2: give_actor 68@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 68@ decision_maker_to 55@ 
02A9: set_actor 68@ immune_to_nonplayer 1 
Actor.Health(68@) = 150
07DD: set_actor 68@ temper_to 80 // see pedstats.dat 
08AD: put_actor 68@ at 2232.41 -1160.04 radius 20.0 // interior version 
0605: actor 68@ perform_animation_sequence "SWT_BREACH_03" IFP_file "SWAT" 1000.0 loop 0 1 1 0 time -1 // versionA 
154@ = 1 
137@ = 6 

:DRUGS4_18305
if 
  135@ == 1 
else_jump @DRUGS4_18425 
if 
   not Actor.Dead(53@)
else_jump @DRUGS4_18425 
062E: unknown_get_actor 53@ task 1541 status_store_to 87@ // ret 7 if not found 
if or
04A4:   87@ == 7 // @ == any 
00F2:   actor 53@ near_actor $PLAYER_ACTOR radius 6.0 6.0 0 
else_jump @DRUGS4_18425 
0946: set_actor 53@ actions_uninterupted_by_weapon_fire 1 
0085: 118@ = 53@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66916 
135@ = 2 

:DRUGS4_18425
if 
  136@ == 1 
else_jump @DRUGS4_18554 
if 
   not Actor.Dead(54@)
else_jump @DRUGS4_18554 
062E: unknown_get_actor 54@ task 1541 status_store_to 88@ // ret 7 if not found 
if or
04A4:   88@ == 7 // @ == any 
00F2:   actor 54@ near_actor $PLAYER_ACTOR radius 4.5 4.5 0 
else_jump @DRUGS4_18554 
if 
   not Actor.Dead(37@)
else_jump @DRUGS4_18547 
0085: 118@ = 54@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66916 

:DRUGS4_18547
136@ = 2 

:DRUGS4_18554
if 
  154@ == 1 
else_jump @DRUGS4_18667 
if 
   not Actor.Dead(68@)
else_jump @DRUGS4_18667 
062E: unknown_get_actor 68@ task 1541 status_store_to 89@ // ret 7 if not found 
if or
04A4:   89@ == 7 // @ == any 
00F2:   actor 68@ near_actor $PLAYER_ACTOR radius 3.5 3.5 0 
else_jump @DRUGS4_18667 
0085: 118@ = 68@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66916 
154@ = 2 

:DRUGS4_18667
if 
  180@ == 1 
else_jump @DRUGS4_19182 
if 
   not Actor.Dead(83@)
else_jump @DRUGS4_19182 
if 
0102:   actor 83@ in_sphere 2249.35 -1159.683 1028.79 radius 3.0 3.0 3.0 sphere 0 stopped_on_foot 
else_jump @DRUGS4_19182 
if 
851A:   not actor 83@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS4_19182 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2248.35 -1159.683 1028.79 radius 3.0 3.0 3.0 on_foot 
else_jump @DRUGS4_19182 
0395: clear_area 0 at 2248.35 -1159.683 20.0 radius 20.0 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 1 
Camera.SetPosition(2247.047, -1157.281, 1030.581, 0.0, 0.0, 0.0)
Camera.PointAt(2247.618, -1158.029, 1030.244, 2)
0792: disembark_instantly_actor 83@ 
Actor.PutAt(83@, 2249.35, -1159.683, 1028.79)
Actor.Angle(83@) = 87.888
Actor.PutAt($PLAYER_ACTOR, 2248.35, -1159.683, 1028.79)
Actor.Angle($PLAYER_ACTOR) = 267.888
040D: unload_wav 1 
if 
   not 179@ == 0 
else_jump @DRUGS4_19010 
179@ = 0 
178@ += 1 

:DRUGS4_19010
03CF: load_wav 15823 as 1 

:DRUGS4_19017
if 
83D0:   not wav 1 loaded 
else_jump @DRUGS4_19043 
wait 0 
jump @DRUGS4_19017 

:DRUGS4_19043
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_DC' time 3000 flag 1  // ~z~Oh, Baby, du bist verletzt!
0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP_file "KISSING" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
if 
   not Actor.Dead(83@)
else_jump @DRUGS4_19168 
0812: AS_actor 83@ perform_animation "GRLFRD_KISS_03" IFP_file "KISSING" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:DRUGS4_19168
Actor.Health($PLAYER_ACTOR) = 100
180@ = 2 

:DRUGS4_19182
if 
  180@ == 2 
else_jump @DRUGS4_19286 
if 
   not Actor.Dead(83@)
else_jump @DRUGS4_19286 
if 
   Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
else_jump @DRUGS4_19286 
if 
   Actor.Animation(83@) == "GRLFRD_KISS_03"
else_jump @DRUGS4_19286 
180@ = 3 

:DRUGS4_19286
if 
  180@ == 3 
else_jump @DRUGS4_19414 
if 
   not Actor.Dead(83@)
else_jump @DRUGS4_19414 
if 
   not Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
else_jump @DRUGS4_19414 
if 
   not Actor.Animation(83@) == "GRLFRD_KISS_03"
else_jump @DRUGS4_19414 
Actor.Health(83@) = 5
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BE: text_clear_all 
180@ = 4 

:DRUGS4_19414
if 
  152@ == 1 
else_jump @DRUGS4_19699 
if 
   not Actor.Dead(36@)
else_jump @DRUGS4_19493 
0085: 118@ = 36@ // (int) 
122@ = 2232.41 
123@ = -1188.66 
124@ = 1030.26 
gosub @DRUGS4_66788 

:DRUGS4_19493
if 
   not Actor.Dead(37@)
else_jump @DRUGS4_19554 
0085: 118@ = 37@ // (int) 
122@ = 2233.35 
123@ = -1187.99 
124@ = 1030.4 
gosub @DRUGS4_66788 

:DRUGS4_19554
if 
   not Actor.Dead(38@)
else_jump @DRUGS4_19653 
0085: 118@ = 38@ // (int) 
if 
   not Actor.Dead(69@)
else_jump @DRUGS4_19653 
0085: 119@ = 69@ // (int) 
122@ = 2186.49 
123@ = -1189.18 
124@ = 1030.97 
161@ = 1 
gosub @DRUGS4_67216 
161@ = 0 

:DRUGS4_19653
if 
   not Actor.Dead(69@)
else_jump @DRUGS4_19692 
0085: 118@ = 69@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66916 

:DRUGS4_19692
152@ = 2 

:DRUGS4_19699
if 
  152@ == 2 
else_jump @DRUGS4_20607 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2235.48 -1188.77 radius 10.0 10.0 
else_jump @DRUGS4_20607 
if 
   not Actor.Dead(70@)
else_jump @DRUGS4_19786 
0085: 118@ = 70@ // (int) 
gosub @DRUGS4_67481 

:DRUGS4_19786
Actor.RemoveReferences(66@)
Actor.RemoveReferences(82@)
Actor.RemoveReferences(34@)
Actor.RemoveReferences(51@)
Actor.RemoveReferences(35@)
Actor.RemoveReferences(52@)
Actor.DestroyWithFade(83@)
if 
   Actor.Dead(53@)
else_jump @DRUGS4_19842 
Actor.RemoveReferences(53@)

:DRUGS4_19842
if 
   Actor.Dead(54@)
else_jump @DRUGS4_19863 
Actor.RemoveReferences(54@)

:DRUGS4_19863
if 
   Actor.Dead(68@)
else_jump @DRUGS4_19884 
Actor.RemoveReferences(68@)

:DRUGS4_19884
75@ = Actor.Create(Mission1, #SWAT, 2216.605, -1188.611, 1032.27)
08AD: put_actor 75@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(75@) = 264.4329
01B2: give_actor 75@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 75@ decision_maker_to 55@ 
02A9: set_actor 75@ immune_to_nonplayer 1 
Actor.Health(75@) = 150
Actor.WeaponAccuracy(75@) = 80
76@ = Actor.Create(Mission1, #SWAT, 2216.131, -1188.611, 1032.27)
08AD: put_actor 76@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(76@) = 264.4329
01B2: give_actor 76@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 55@ 
02A9: set_actor 76@ immune_to_nonplayer 1 
Actor.Health(76@) = 150
Actor.WeaponAccuracy(76@) = 80
77@ = Actor.Create(Mission1, #SWAT, 2193.129, -1164.661, 1032.269)
08AD: put_actor 77@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(77@) = 4.98
01B2: give_actor 77@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 55@ 
02A9: set_actor 77@ immune_to_nonplayer 1 
0568: set_actor 77@ targetable 1 
Actor.Health(77@) = 1000
78@ = Actor.Create(Mission1, #SWAT, 2195.489, -1172.941, 1029.859)
08AD: put_actor 78@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(78@) = 181.323
01B2: give_actor 78@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 55@ 
02A9: set_actor 78@ immune_to_nonplayer 1 
Actor.Health(78@) = 120
79@ = Actor.Create(Mission1, #SWAT, 2191.987, -1165.214, 1029.852)
08AD: put_actor 79@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(79@) = 181.323
01B2: give_actor 79@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 79@ decision_maker_to 55@ 
02A9: set_actor 79@ immune_to_nonplayer 1 
Actor.Health(79@) = 150
08AF: set_actor 79@ max_health_to 150 
80@ = Actor.Create(Mission1, #SWAT, 2190.698, -1156.633, 1029.859)
08AD: put_actor 80@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(80@) = 189.575
01B2: give_actor 80@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 55@ 
02A9: set_actor 80@ immune_to_nonplayer 1 
Actor.WeaponAccuracy(80@) = 30
81@ = Actor.Create(Mission1, #SWAT, 2194.593, -1156.995, 1029.852)
08AD: put_actor 81@ at 2232.41 -1160.04 radius 20.0 // interior version 
Actor.Angle(81@) = 275.754
01B2: give_actor 81@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 81@ decision_maker_to 55@ 
02A9: set_actor 81@ immune_to_nonplayer 1 
82@ = Actor.Create(Mission1, #BFYPRO, 2192.91, -1182.15, 1029.35)
08AD: put_actor 82@ at 2232.41 -1160.04 radius 20.0 // interior version 
0568: set_actor 82@ targetable 1 
060B: set_actor 82@ decision_maker_to 55@ 
Actor.SetImmunities(82@, 0, 1, 0, 0, 0)
152@ = 3 
153@ = 1 

:DRUGS4_20607
if 
  173@ == 0 
else_jump @DRUGS4_20710 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2241.34 -1186.11 1029.76 radius 6.6 6.6 3.0 on_foot 
else_jump @DRUGS4_20710 
if 
03CA:   object 93@ exists 
else_jump @DRUGS4_20696 
0723: break_object 93@ intensity 1 

:DRUGS4_20696
0489: set_actor $PLAYER_ACTOR muted 1 
173@ = 1 

:DRUGS4_20710
if 
  173@ == 1 
else_jump @DRUGS4_20928 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2246.42 -1192.88 1039.5 handle_as 47@ 
01B2: give_actor 47@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 47@ decision_maker_to 57@ 
02A9: set_actor 47@ immune_to_nonplayer 1 
Actor.Health(47@) = 150
08AF: set_actor 47@ max_health_to 150 
Actor.WeaponAccuracy(47@) = 80
if 
   not Actor.Dead(37@)
else_jump @DRUGS4_20859 
if 
   not Actor.Dead(47@)
else_jump @DRUGS4_20859 
05E2: AS_actor 37@ kill_actor 47@ 

:DRUGS4_20859
if 
   not Actor.Dead(36@)
else_jump @DRUGS4_20914 
if 
   not Actor.Dead(47@)
else_jump @DRUGS4_20914 
0085: 118@ = 36@ // (int) 
0085: 119@ = 47@ // (int) 
gosub @DRUGS4_66916 

:DRUGS4_20914
32@ = 0 
173@ = 2 

:DRUGS4_20928
if 
  173@ == 2 
else_jump @DRUGS4_21212 
if 
  32@ > 1000 
else_jump @DRUGS4_21212 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2246.11 -1189.55 1038.09 handle_as 48@ 
01B2: give_actor 48@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 48@ decision_maker_to 57@ 
02A9: set_actor 48@ immune_to_nonplayer 1 
Actor.Health(48@) = 125
08AF: set_actor 48@ max_health_to 125 
Actor.WeaponAccuracy(48@) = 80
if 
   not Actor.Dead(36@)
else_jump @DRUGS4_21179 
if 
   not Actor.Dead(47@)
else_jump @DRUGS4_21140 
if 
   not Actor.Dead(48@)
else_jump @DRUGS4_21133 
0085: 118@ = 36@ // (int) 
0085: 119@ = 47@ // (int) 
0085: 120@ = 48@ // (int) 
gosub @DRUGS4_67005 

:DRUGS4_21133
jump @DRUGS4_21179 

:DRUGS4_21140
if 
   not Actor.Dead(48@)
else_jump @DRUGS4_21179 
0085: 118@ = 36@ // (int) 
0085: 119@ = 48@ // (int) 
gosub @DRUGS4_66916 

:DRUGS4_21179
if 
   not Actor.Dead(37@)
else_jump @DRUGS4_21200 
05BE: AS_kill_actor 37@ 

:DRUGS4_21200
Model.Destroy(#IMY_SKYLIGHT)
173@ = 3 

:DRUGS4_21212
if 
  173@ > 2 
else_jump @DRUGS4_21430 
if 
  138@ == 0 
else_jump @DRUGS4_21337 
if 
   not Actor.Dead(47@)
else_jump @DRUGS4_21337 
062E: unknown_get_actor 47@ task 1283 status_store_to 59@ // ret 7 if not found 
if or
04A4:   59@ == 7 // @ == any 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS4_21337 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 
if 
   not Actor.Dead(37@)
else_jump @DRUGS4_21330 
0321: kill_actor 37@ 

:DRUGS4_21330
138@ = 1 

:DRUGS4_21337
if 
  139@ == 0 
else_jump @DRUGS4_21430 
if 
   not Actor.Dead(48@)
else_jump @DRUGS4_21430 
062E: unknown_get_actor 48@ task 1283 status_store_to 60@ // ret 7 if not found 
if or
04A4:   60@ == 7 // @ == any 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS4_21430 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 48@ immune_to_nonplayer 0 
139@ = 1 

:DRUGS4_21430
if 
  153@ == 1 
else_jump @DRUGS4_28756 
if 
  163@ == 0 
else_jump @DRUGS4_21635 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2232.7 -1188.84 1029.4 radius 5.0 5.0 3.5 
   Actor.Dead(69@)
   Actor.Dead(70@)
else_jump @DRUGS4_21635 
0489: set_actor $PLAYER_ACTOR muted 0 
if 
03CA:   object 85@ exists 
else_jump @DRUGS4_21585 
Object.KeepInMemory(85@) = False
05A2: set_object 85@ rotation_velocity_about_an_axis 0.0 0.6 0.0 through_center_of_mass 
097C: attach_wav 3 to_object 85@ 
03D1: play_wav 3 

:DRUGS4_21585
if 
   not Actor.Dead(36@)
else_jump @DRUGS4_21606 
0687: clear_actor 36@ task 

:DRUGS4_21606
if 
  181@ == 3 
else_jump @DRUGS4_21628 
03D1: play_wav 2 

:DRUGS4_21628
163@ = 1 

:DRUGS4_21635
if 
  163@ == 1 
else_jump @DRUGS4_21729 
if 
   not Actor.Dead(75@)
else_jump @DRUGS4_21729 
0812: AS_actor 75@ perform_animation "SWT_VENT_01" IFP_file "SWAT" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
33@ = 0 
163@ = 2 
164@ = 1 

:DRUGS4_21729
if 
  163@ == 2 
else_jump @DRUGS4_21914 
if 
   not Actor.Dead(75@)
else_jump @DRUGS4_21914 
if 
   Actor.Animation(75@) == "SWT_VENT_01"
else_jump @DRUGS4_21914 
0613: 90@ = actor 75@ animation "SWT_VENT_01" time 
if 
  90@ == 1.0 
else_jump @DRUGS4_21914 
Actor.PutAt(75@, 2217.85, -1188.86, 1028.93)
0085: 118@ = 75@ // (int) 
122@ = 2220.538 
123@ = -1189.594 
124@ = 1029.845 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66848 
163@ = 3 

:DRUGS4_21914
if 
  164@ == 1 
else_jump @DRUGS4_22013 
if 
  33@ > 3166 
else_jump @DRUGS4_22013 
if 
   not Actor.Dead(76@)
else_jump @DRUGS4_22013 
0812: AS_actor 76@ perform_animation "SWT_VENT_02" IFP_file "SWAT" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
164@ = 2 

:DRUGS4_22013
if 
  164@ == 2 
else_jump @DRUGS4_22153 
if 
   not Actor.Dead(76@)
else_jump @DRUGS4_22153 
if 
   Actor.Animation(76@) == "SWT_VENT_02"
else_jump @DRUGS4_22153 
0613: 91@ = actor 76@ animation "SWT_VENT_02" time 
if 
  91@ == 1.0 
else_jump @DRUGS4_22153 
Actor.PutAt(76@, 2217.85, -1188.86, 1028.93)
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
164@ = 3 

:DRUGS4_22153
if 
  174@ == 1 
else_jump @DRUGS4_22336 
if 
   not Actor.Dead(82@)
else_jump @DRUGS4_22336 
Actor.Health(82@) = 150
0615: define_AS_pack_begin 121@ 
05D3: AS_actor -1 goto_point 2193.064 -1188.77 1029.845 mode 7 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2206.833 -1188.83 1029.845 mode 7 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2209.588 -1190.2 1029.845 mode 7 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2209.7 -1197.323 1029.845 mode 7 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 358.428 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 121@ 
0618: assign_actor 82@ to_AS_pack 121@ 
061B: remove_references_to_AS_pack 121@ 
174@ = 2 

:DRUGS4_22336
if 
  174@ == 2 
else_jump @DRUGS4_22884 
if 
   not Actor.Dead(82@)
else_jump @DRUGS4_22884 
if 
0102:   actor 82@ in_sphere 2209.7 -1197.323 1029.845 radius 3.0 3.0 3.0 sphere 0 stopped_on_foot 
else_jump @DRUGS4_22884 
if 
851A:   not actor 82@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS4_22884 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2209.7 -1197.323 1029.845 radius 3.0 3.0 3.0 on_foot 
else_jump @DRUGS4_22884 
0395: clear_area 0 at 2209.7 -1197.323 10.0 radius 10.0 
if 
   not Actor.Dead(36@)
else_jump @DRUGS4_22537 
Actor.DestroyWithFade(36@)
jump @DRUGS4_22542 

:DRUGS4_22537
Actor.RemoveReferences(36@)

:DRUGS4_22542
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 1 
Camera.SetPosition(2207.529, -1195.725, 1031.273, 0.0, 0.0, 0.0)
Camera.PointAt(2208.273, -1196.114, 1030.731, 2)
0792: disembark_instantly_actor 82@ 
Actor.PutAt(82@, 2209.8, -1197.338, 1028.845)
Actor.Angle(82@) = 359.354
Actor.PutAt($PLAYER_ACTOR, 2209.8, -1196.338, 1028.845)
Actor.Angle($PLAYER_ACTOR) = 178.62
040D: unload_wav 1 
if 
   not 179@ == 0 
else_jump @DRUGS4_22712 
179@ = 0 
178@ += 1 

:DRUGS4_22712
03CF: load_wav 15821 as 1 

:DRUGS4_22719
if 
83D0:   not wav 1 loaded 
else_jump @DRUGS4_22745 
wait 0 
jump @DRUGS4_22719 

:DRUGS4_22745
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_DA' time 3000 flag 1  // ~z~Du hast mich gerettet, dafr kriegst du eine Belohnung.
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_03" IFP_file "KISSING" 4.0 loop 0 0 0 0 time -1 // versionA 
if 
   not Actor.Dead(82@)
else_jump @DRUGS4_22870 
0605: actor 82@ perform_animation_sequence "GRLFRD_KISS_03" IFP_file "KISSING" 4.0 loop 0 0 0 0 time -1 // versionA 

:DRUGS4_22870
Actor.Health($PLAYER_ACTOR) = 100
174@ = 3 

:DRUGS4_22884
if 
  174@ == 3 
else_jump @DRUGS4_22988 
if 
   not Actor.Dead(82@)
else_jump @DRUGS4_22988 
if 
   Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
else_jump @DRUGS4_22988 
if 
   Actor.Animation(82@) == "GRLFRD_KISS_03"
else_jump @DRUGS4_22988 
174@ = 4 

:DRUGS4_22988
if 
  174@ == 4 
else_jump @DRUGS4_23116 
if 
   not Actor.Dead(82@)
else_jump @DRUGS4_23116 
if 
   not Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
else_jump @DRUGS4_23116 
if 
   not Actor.Animation(82@) == "GRLFRD_KISS_03"
else_jump @DRUGS4_23116 
Actor.Health(82@) = 5
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BE: text_clear_all 
174@ = 5 

:DRUGS4_23116
if 
  162@ == 0 
else_jump @DRUGS4_23217 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2240.8 -1182.4 1029.41 radius 4.0 4.0 2.5 
else_jump @DRUGS4_23217 
if 
   not Actor.Dead(38@)
else_jump @DRUGS4_23210 
02A9: set_actor 38@ immune_to_nonplayer 0 
0321: kill_actor 38@ 

:DRUGS4_23210
162@ = 1 

:DRUGS4_23217
if 
  156@ == 0 
else_jump @DRUGS4_23317 
if 
   not Actor.Dead(70@)
else_jump @DRUGS4_23317 
if or
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 70@ near_actor $PLAYER_ACTOR radius 2.5 2.5 3.0 sphere 0 
else_jump @DRUGS4_23317 
Actor.WeaponAccuracy(70@) = 30
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 
156@ = 1 

:DRUGS4_23317
if 
  157@ == 0 
else_jump @DRUGS4_23422 
if 
  158@ == 0 
else_jump @DRUGS4_23422 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2204.65 -1188.62 1029.44 radius 5.0 5.0 3.5 
else_jump @DRUGS4_23422 
157@ = 1 
158@ = 1 
174@ = 1 

:DRUGS4_23422
if 
  157@ == 1 
else_jump @DRUGS4_23486 
if 
   not Actor.Dead(71@)
else_jump @DRUGS4_23486 
0085: 118@ = 71@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66967 
157@ = 2 

:DRUGS4_23486
if 
  158@ == 1 
else_jump @DRUGS4_23606 
if 
   not Actor.Dead(72@)
else_jump @DRUGS4_23606 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2186.67 -1192.4 1031.867 
05D7: add_point_to_scmpath 2188.44 -1193.95 1031.27 
05D7: add_point_to_scmpath 2193.31 -1193.57 1030.34 
05D7: add_point_to_scmpath 2196.239 -1191.459 1029.85 
05D8: AS_assign_scmpath to_actor 72@ flags 6 0 
158@ = 2 

:DRUGS4_23606
if 
  158@ == 2 
else_jump @DRUGS4_23716 
if 
   not Actor.Dead(72@)
else_jump @DRUGS4_23716 
if or
00EF:   actor 72@ 0 near_point 2196.239 -1191.459 radius 2.0 2.0 stopped 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS4_23716 
0085: 118@ = 72@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66967 
158@ = 3 

:DRUGS4_23716
if 
  159@ == 0 
else_jump @DRUGS4_23780 
if 
   not Actor.Dead(73@)
else_jump @DRUGS4_23780 
0085: 118@ = 73@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66967 
159@ = 1 

:DRUGS4_23780
if 
  160@ == 0 
else_jump @DRUGS4_23844 
if 
   not Actor.Dead(74@)
else_jump @DRUGS4_23844 
0085: 118@ = 74@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66967 
160@ = 1 

:DRUGS4_23844
if 
  166@ == 0 
else_jump @DRUGS4_23948 
if 
   not Actor.Dead(78@)
else_jump @DRUGS4_23948 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.41 -1176.12 1029.42 radius 4.0 4.0 3.5 
else_jump @DRUGS4_23948 
0085: 118@ = 78@ // (int) 
gosub @DRUGS4_67050 
166@ = 1 

:DRUGS4_23948
if 
  167@ == 0 
else_jump @DRUGS4_24012 
if 
   not Actor.Dead(79@)
else_jump @DRUGS4_24012 
0085: 118@ = 79@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66916 
167@ = 1 

:DRUGS4_24012
if 
  165@ == 0 
else_jump @DRUGS4_24174 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.4 -1173.53 1029.69 radius 3.0 3.0 3.0 
   Actor.Dead(79@)
else_jump @DRUGS4_24174 
Actor.DestroyWithFade(36@)
Actor.DestroyWithFade(37@)
Actor.DestroyWithFade(38@)
Actor.DestroyWithFade(67@)
Actor.DestroyWithFade(47@)
Actor.DestroyWithFade(48@)
if 
03CA:   object 86@ exists 
else_jump @DRUGS4_24167 
Object.KeepInMemory(86@) = False
05A2: set_object 86@ rotation_velocity_about_an_axis 0.0 0.8 0.0 through_center_of_mass 
097C: attach_wav 3 to_object 86@ 
03D1: play_wav 3 

:DRUGS4_24167
165@ = 1 

:DRUGS4_24174
if 
  165@ == 1 
else_jump @DRUGS4_24257 
if 
   not Actor.Dead(77@)
else_jump @DRUGS4_24257 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_IN" IFP_file "SWAT" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
165@ = 2 

:DRUGS4_24257
if 
  165@ == 2 
else_jump @DRUGS4_24517 
if 
   not Actor.Dead(77@)
else_jump @DRUGS4_24517 
if 
   Actor.Animation(77@) == "SWT_VNT_SHT_IN"
else_jump @DRUGS4_24517 
0613: 92@ = actor 77@ animation "SWT_VNT_SHT_IN" time 
if 
  92@ == 1.0 
else_jump @DRUGS4_24517 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_LOOP" IFP_file "SWAT" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
06BC: create_M4_shoot_from 2193.268 -1165.441 1031.124 target $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD energy 1 
09F1: play_audio_at_actor 77@ event 1157 
058A: create_gun_flash_from 2193.268 -1165.441 1031.124 to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0568: set_actor 77@ targetable 0 
0770: unknown_actor 77@ flag 1 
33@ = 1000 
165@ = 3 

:DRUGS4_24517
if 
  165@ == 3 
else_jump @DRUGS4_24788 
if 
  33@ > 1000 
else_jump @DRUGS4_24788 
if 
   not Actor.Dead(77@)
else_jump @DRUGS4_24788 
if 
   Actor.Animation(77@) == "SWT_VNT_SHT_LOOP"
else_jump @DRUGS4_24788 
0613: 92@ = actor 77@ animation "SWT_VNT_SHT_LOOP" time 
if 
  92@ == 1.0 
else_jump @DRUGS4_24788 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_LOOP" IFP_file "SWAT" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_Z_COORD += 0.5 
06BC: create_M4_shoot_from 2193.46 -1165.83 1031.55 target $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD energy 3 
09F1: play_audio_at_actor 77@ event 1157 
058A: create_gun_flash_from 2193.268 -1165.441 1031.124 to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
33@ = 0 

:DRUGS4_24788
if 
  4 > 165@ 
else_jump @DRUGS4_24978 
if 
   not Actor.Dead(77@)
else_jump @DRUGS4_24978 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.12 -1161.86 1029.61 radius 2.8 2.8 3.0 
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DRUGS4_24978 
if 
056D:   actor 77@ defined 
else_jump @DRUGS4_24971 
0619: enable_actor 77@ collision_detection 0 
Actor.PutAt(77@, 2193.129, -1164.661, 1032.269)
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_DIE" IFP_file "SWAT" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0568: set_actor 77@ targetable 1 

:DRUGS4_24971
165@ = 4 

:DRUGS4_24978
if 
  165@ == 4 
else_jump @DRUGS4_25098 
if 
   not Actor.Dead(77@)
else_jump @DRUGS4_25098 
if 
   Actor.Animation(77@) == "SWT_VNT_SHT_DIE"
else_jump @DRUGS4_25098 
0613: 92@ = actor 77@ animation "SWT_VNT_SHT_DIE" time 
if 
  92@ == 1.0 
else_jump @DRUGS4_25098 
165@ = 5 

:DRUGS4_25098
if 
  165@ == 5 
else_jump @DRUGS4_25180 
if 
   not Actor.Dead(77@)
else_jump @DRUGS4_25180 
if or
82CB:   not actor 77@ bounding_sphere_visible 
00F2:   actor 77@ near_actor $PLAYER_ACTOR radius 5.0 5.0 0 
else_jump @DRUGS4_25180 
Actor.DestroyWithFade(77@)
165@ = 6 

:DRUGS4_25180
if 
  168@ == 0 
else_jump @DRUGS4_25284 
if 
   not Actor.Dead(80@)
else_jump @DRUGS4_25284 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.19 -1160.67 1029.54 radius 4.0 4.0 3.5 
else_jump @DRUGS4_25284 
0085: 118@ = 80@ // (int) 
gosub @DRUGS4_67133 
168@ = 1 

:DRUGS4_25284
if 
  169@ == 0 
else_jump @DRUGS4_25364 
if 
   not Actor.Dead(81@)
else_jump @DRUGS4_25364 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_25364 
0085: 118@ = 81@ // (int) 
008B: 119@ = $ACTOR_SWEET // (int) 
gosub @DRUGS4_66916 
169@ = 1 

:DRUGS4_25364
if 
  170@ == 0 
else_jump @DRUGS4_25444 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_25444 
if 
   not Actor.Dead(81@)
else_jump @DRUGS4_25444 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 81@ // (int) 
gosub @DRUGS4_66967 
170@ = 1 

:DRUGS4_25444
if 
  163@ == 3 
else_jump @DRUGS4_25490 
if 
   Actor.Dead(75@)
else_jump @DRUGS4_25490 
Actor.RemoveReferences(75@)
163@ = 4 

:DRUGS4_25490
if 
  164@ == 3 
else_jump @DRUGS4_25536 
if 
   Actor.Dead(76@)
else_jump @DRUGS4_25536 
Actor.RemoveReferences(76@)
163@ = 4 

:DRUGS4_25536
if 
  162@ == 1 
else_jump @DRUGS4_25582 
if 
   Actor.Dead(38@)
else_jump @DRUGS4_25582 
Actor.RemoveReferences(38@)
162@ = 2 

:DRUGS4_25582
if 
  156@ == 1 
else_jump @DRUGS4_25628 
if 
   Actor.Dead(70@)
else_jump @DRUGS4_25628 
Actor.RemoveReferences(70@)
156@ = 2 

:DRUGS4_25628
if 
  157@ == 2 
else_jump @DRUGS4_25674 
if 
   Actor.Dead(71@)
else_jump @DRUGS4_25674 
Actor.RemoveReferences(71@)
157@ = 3 

:DRUGS4_25674
if 
  158@ == 2 
else_jump @DRUGS4_25720 
if 
   Actor.Dead(72@)
else_jump @DRUGS4_25720 
Actor.RemoveReferences(72@)
158@ = 4 

:DRUGS4_25720
if 
  159@ == 1 
else_jump @DRUGS4_25766 
if 
   Actor.Dead(73@)
else_jump @DRUGS4_25766 
Actor.RemoveReferences(73@)
159@ = 2 

:DRUGS4_25766
if 
  160@ == 1 
else_jump @DRUGS4_25812 
if 
   Actor.Dead(74@)
else_jump @DRUGS4_25812 
Actor.RemoveReferences(74@)
160@ = 2 

:DRUGS4_25812
if 
  166@ == 1 
else_jump @DRUGS4_25858 
if 
   Actor.Dead(78@)
else_jump @DRUGS4_25858 
Actor.RemoveReferences(78@)
166@ = 2 

:DRUGS4_25858
if 
  167@ == 1 
else_jump @DRUGS4_25904 
if 
   Actor.Dead(79@)
else_jump @DRUGS4_25904 
Actor.RemoveReferences(79@)
167@ = 2 

:DRUGS4_25904
if 
  165@ == 4 
else_jump @DRUGS4_25950 
if 
   Actor.Dead(77@)
else_jump @DRUGS4_25950 
Actor.RemoveReferences(77@)
165@ = 5 

:DRUGS4_25950
if 
  168@ == 1 
else_jump @DRUGS4_25996 
if 
   Actor.Dead(80@)
else_jump @DRUGS4_25996 
Actor.RemoveReferences(80@)
168@ = 2 

:DRUGS4_25996
if 
  169@ == 1 
else_jump @DRUGS4_26042 
if 
   Actor.Dead(81@)
else_jump @DRUGS4_26042 
Actor.RemoveReferences(81@)
169@ = 2 

:DRUGS4_26042
if 
  174@ > 5 
else_jump @DRUGS4_26099 
if 
   not Actor.Dead(82@)
else_jump @DRUGS4_26099 
Actor.RemoveReferences(82@)
04EF: release_animation "KISSING" 
174@ = 6 

:DRUGS4_26099
if 
  171@ == 0 
else_jump @DRUGS4_26568 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_26568 
if 
0104:   actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 3.5 3.5 3.5 sphere 0 
else_jump @DRUGS4_26568 
if 
   Actor.Dead(80@)
else_jump @DRUGS4_26552 
if 
   Actor.Dead(81@)
else_jump @DRUGS4_26529 
0470: 63@ = actor $PLAYER_ACTOR current_weapon 
fade 0 250 
Player.CanMove($PLAYER_CHAR) = False
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 0 
04EF: release_animation "KISSING" 
Model.Destroy(#FAM3)
Model.Destroy(#FAM2)
Model.Destroy(#LXR_MOTEL_DOORSIM)
Model.Destroy(#LXR_MOTELVENT)
Model.Destroy(#IMY_SKYLIGHT)
Model.Destroy(#KMB_TROLLEY)
Model.Destroy(#BFYPRO)
Model.Destroy(#COLT45)
Actor.DestroyWithFade(34@)
Actor.DestroyWithFade(35@)
Actor.DestroyWithFade(36@)
Actor.DestroyWithFade(37@)
Actor.DestroyWithFade(38@)
Actor.DestroyWithFade(47@)
Actor.DestroyWithFade(48@)
Actor.DestroyWithFade(51@)
Actor.DestroyWithFade(52@)
Actor.DestroyWithFade(53@)
Actor.DestroyWithFade(54@)
Actor.DestroyWithFade(66@)
Actor.DestroyWithFade(67@)
Actor.DestroyWithFade(68@)
Actor.DestroyWithFade(69@)
Actor.DestroyWithFade(70@)
Actor.DestroyWithFade(71@)
Actor.DestroyWithFade(72@)
Actor.DestroyWithFade(73@)
Actor.DestroyWithFade(74@)
Actor.DestroyWithFade(75@)
Actor.DestroyWithFade(76@)
Actor.DestroyWithFade(77@)
Actor.DestroyWithFade(78@)
Actor.DestroyWithFade(79@)
Actor.DestroyWithFade(80@)
Actor.DestroyWithFade(81@)
Actor.DestroyWithFade(82@)
Actor.DestroyWithFade(83@)
Object.Destroy(84@)
Object.Destroy(85@)
Object.Destroy(86@)
0650: destroy_particle 65@ 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15868 as 1 
03CF: load_wav 15869 as 2 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:DRUGS4_26476
if or
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @DRUGS4_26515 
wait 0 
jump @DRUGS4_26476 

:DRUGS4_26515
171@ = 2 
jump @DRUGS4_26545 

:DRUGS4_26529
00BC: show_text_highpriority GXT 'LAF1_21' time 1000 flag 1  // Schalte alle Spezial-Cops in der Nhe aus. Dann kannst du mit ~b~Sweet~s~ verschwinden.

:DRUGS4_26545
jump @DRUGS4_26568 

:DRUGS4_26552
00BC: show_text_highpriority GXT 'LAF1_21' time 1000 flag 1  // Schalte alle Spezial-Cops in der Nhe aus. Dann kannst du mit ~b~Sweet~s~ verschwinden.

:DRUGS4_26568
if 
  171@ == 2 
else_jump @DRUGS4_27175 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_27175 
02A3: enable_widescreen 1 
0395: clear_area 0 at 2223.971 -1149.75 200.0 radius 200.0 
041D: set_camera_near_clip 0.1 
fade 1 500 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SWEET 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 0 
0555: remove_weapon 22 from_actor $ACTOR_SWEET 
Camera.SetPosition(2197.487, -1157.675, 1030.356, 0.0, 0.0, 0.0)
Camera.PointAt(2198.383, -1157.24, 1030.261, 2)
Actor.PutAt($ACTOR_SWEET, 2202.188, -1156.93, 1028.844)
Actor.Angle($ACTOR_SWEET) = 85.6456
0605: actor $ACTOR_SWEET perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 8.0 loop 0 0 0 0 time -1 // versionA 
Actor.PutAt($PLAYER_ACTOR, 2197.2, -1156.929, 1028.844)
Actor.Angle($PLAYER_ACTOR) = 269.764
05D3: AS_actor $PLAYER_ACTOR goto_point 2201.188 -1156.93 1028.844 mode 4 -1 ms // versionA 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_JH' time 5000 flag 1  // ~z~Wo warst du so lange? Wo sind Smoke und Ryder?
0967: actor $ACTOR_SWEET move_mouth 10000 ms 

:DRUGS4_26881
if 
83D2:   not wav 1 ended 
else_jump @DRUGS4_26907 
wait 0 
jump @DRUGS4_26881 

:DRUGS4_26907
00BE: text_clear_all 
040D: unload_wav 1 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_26934 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_26934
03CF: load_wav 15871 as 1 
Camera.SetPosition(2201.234, -1157.545, 1030.373, 0.0, 0.0, 0.0)
Camera.PointAt(2201.804, -1156.723, 1030.406, 2)
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_27133 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SWEET 
Actor.PutAt($PLAYER_ACTOR, 2201.188, -1156.93, 1028.844)
Actor.Angle($PLAYER_ACTOR) = 270.0
0605: actor $ACTOR_SWEET perform_animation_sequence "HNDSHKFA_SWT" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor $PLAYER_ACTOR perform_animation_sequence "HNDSHKFA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
32@ = 0 

:DRUGS4_27133
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_JI' time 2000 flag 1  // ~z~Sie haben sich abgesetzt.
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
0707: start_scene_skip_to @DRUGS4_27696 
171@ = 3 

:DRUGS4_27175
if 
  171@ > 2 
else_jump @DRUGS4_27317 
if 
  6 > 171@ 
else_jump @DRUGS4_27317 
if 
  182@ == 0 
else_jump @DRUGS4_27317 
if 
03D2:   wav 2 ended 
else_jump @DRUGS4_27317 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS4_27317 
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_27294 
0967: actor $ACTOR_SWEET move_mouth 10000 ms 

:DRUGS4_27294
00BC: show_text_highpriority GXT 'FIN1_JK' time 2000 flag 1  // ~z~Schei drauf, wir mssen weg hier!
182@ = 1 

:DRUGS4_27317
if 
  182@ == 1 
else_jump @DRUGS4_27378 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_27378 
if 
03D2:   wav 1 ended 
else_jump @DRUGS4_27378 
0968: actor $ACTOR_SWEET stop_mouth 
182@ = 2 

:DRUGS4_27378
if 
  171@ == 3 
else_jump @DRUGS4_27619 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_27619 
062E: unknown_get_actor $ACTOR_SWEET task 1541 status_store_to 94@ // ret 7 if not found 
if 
04A4:   94@ == 7 // @ == any 
else_jump @DRUGS4_27619 
062E: unknown_get_actor $PLAYER_ACTOR task 1541 status_store_to 95@ // ret 7 if not found 
if 
04A4:   95@ == 7 // @ == any 
else_jump @DRUGS4_27619 
if 
03D2:   wav 2 ended 
else_jump @DRUGS4_27619 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS4_27619 
32@ = 0 
Camera.SetPosition(2202.409, -1157.19, 1030.515, 0.0, 0.0, 0.0)
Camera.PointAt(2201.414, -1157.129, 1030.438, 2)
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2193.09 -1157.16 1029.84 
05D7: add_point_to_scmpath 2193.379 -1145.899 1029.84 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 
05D8: AS_assign_scmpath to_actor $ACTOR_SWEET flags 4 0 
171@ = 4 

:DRUGS4_27619
if 
  171@ == 4 
else_jump @DRUGS4_27644 
171@ = 5 

:DRUGS4_27644
if 
  171@ == 5 
else_jump @DRUGS4_28756 
if 
03D2:   wav 1 ended 
else_jump @DRUGS4_28756 
if 
  32@ > 1500 
else_jump @DRUGS4_28756 

:DRUGS4_27696
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_27727 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_27727
fade 0 250 

:DRUGS4_27734
if 
fading 
else_jump @DRUGS4_27758 
wait 0 
jump @DRUGS4_27734 

:DRUGS4_27758
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 63@ 
0395: clear_area 1 at 2192.194 -1153.241 100.0 radius 100.0 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_28056 
0968: actor $ACTOR_SWEET stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 
07FB: set_interior 'MOTEL1' access 1  // Watts Motel
08AD: put_actor $ACTOR_SWEET at 2214.41 -1150.48 radius 3.0 // interior version 
Actor.SetImmunities($ACTOR_SWEET, 1, 1, 1, 1, 1)
0792: disembark_instantly_actor $ACTOR_SWEET 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($ACTOR_SWEET, 2192.194, -1153.241, 32.56)
Actor.Angle($ACTOR_SWEET) = 180.359
Actor.PutAt($PLAYER_ACTOR, 2193.99, -1153.14, 33.56)
Actor.Angle($PLAYER_ACTOR) = 180.359
0860: link_actor $PLAYER_ACTOR to_interior 0 
0860: link_actor $ACTOR_SWEET to_interior 0 
08AD: put_actor $PLAYER_ACTOR at 2214.38 -1150.45 radius 1.0 // interior version 
08AD: put_actor $ACTOR_SWEET at 2214.38 -1150.45 radius 1.0 // interior version 
select_interior 0 
Camera.SetPosition(2201.644, -1164.351, 38.3367, 0.0, 0.0, 0.0)
Camera.PointAt(2201.008, -1163.641, 38.0327, 2)
07FB: set_interior 'MOTEL1' access 0  // Watts Motel

:DRUGS4_28056
04EF: release_animation "GANGS" 
Model.Load(#POLMAV)
07C0: load_path 349 
03CF: load_wav 15800 as 1 
03CF: load_wav 15872 as 2 
038B: load_requested_models 

:DRUGS4_28091
if or
   not Model.Available(#POLMAV)
87C1:   not path 349 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @DRUGS4_28131 
wait 0 
jump @DRUGS4_28091 

:DRUGS4_28131
05D3: AS_actor $PLAYER_ACTOR goto_point 2193.86 -1157.682 33.563 mode 4 -1 ms // versionA 
wait 500 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_28200 
05D3: AS_actor $ACTOR_SWEET goto_point 2192.25 -1158.078 33.56 mode 4 -1 ms // versionA 

:DRUGS4_28200
40@ = Car.Create(#POLMAV, 2249.51, -1111.52, 56.1)
09C4: set_car 40@ gas_tank_explosion_enabled 0 
Car.ImmuneToNonPlayer(40@) = True
Car.Health(40@) = 2000
0129: 44@ = create_actor_pedtype 25 model #SWAT in_car 40@ driverseat 
054A: set_actor 44@ immune_to_car_headshots 0 
Car.DoorStatus(40@) = 2
039E: set_actor 44@ locked 1 while_in_car 
Car.SetSpeedInstantly(40@, 30.0)
060B: set_actor 44@ decision_maker_to 55@ 
0825: set_helicopter 40@ instant_rotor_start 
51@ = Actor.Create(Mission4, #SWAT, 2161.84, -1154.26, 25.09)
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 51@ decision_maker_to 57@ 
52@ = Actor.Create(Mission4, #SWAT, 2159.84, -1154.26, 25.09)
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 52@ decision_maker_to 57@ 
53@ = Actor.Create(Mission4, #SWAT, 2159.84, -1154.26, -5.09)
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 53@ decision_maker_to 57@ 
54@ = Actor.Create(Mission4, #SWAT, 2159.84, -1154.26, -8.09)
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 54@ decision_maker_to 57@ 
132@ = 0 
133@ = 0 
135@ = 0 
136@ = 0 
0464: put_actor 51@ into_turret_on_car 40@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
Actor.Health(51@) = 150
07DD: set_actor 51@ temper_to 70 // see pedstats.dat 
0464: put_actor 52@ into_turret_on_car 40@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
Actor.Health(52@) = 150
07DD: set_actor 52@ temper_to 70 // see pedstats.dat 
0464: put_actor 53@ into_turret_on_car 40@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
Actor.Health(53@) = 150
07DD: set_actor 53@ temper_to 70 // see pedstats.dat 
0464: put_actor 54@ into_turret_on_car 40@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
Actor.Health(54@) = 150
select_interior 0 
Camera.SetAtPos(2193.86, -1157.682, 33.563)
00C0: set_current_time_hours_to 2 minutes_to 30 
04FA: reset_interior 0 colors 
fade 1 500 
33@ = 0 
171@ = 6 
172@ = 1 

:DRUGS4_28756
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_28795 
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet ist tot!
jump @DRUGS4_67705 

:DRUGS4_28795
if 
  171@ == 0 
else_jump @DRUGS4_29398 
gosub @DRUGS4_66554 
if 
  178@ == 0 
else_jump @DRUGS4_28903 
if 
  179@ == 0 
else_jump @DRUGS4_28903 
if 
  149@ == 1 
else_jump @DRUGS4_28903 
04AF: 106@ = 15863 // @ = any 
05AA: 107@s = 'FIN1_JC'  // ~z~Wo sind die Bosse? Ich muss zu meinem Bruder Sweet.
gosub @DRUGS4_66512 

:DRUGS4_28903
if 
  178@ == 1 
else_jump @DRUGS4_28993 
if 
  179@ == 0 
else_jump @DRUGS4_28993 
if 
  149@ == 1 
else_jump @DRUGS4_28993 
151@ = 1 
04AF: 106@ = 15864 // @ = any 
05AA: 107@s = 'FIN1_JD'  // ~z~Sie haben sich irgendwo da hinten in dem Motel getroffen...
gosub @DRUGS4_66512 

:DRUGS4_28993
if 
  173@ > 0 
else_jump @DRUGS4_29076 
if 
  178@ == 2 
else_jump @DRUGS4_29076 
if 
  179@ == 0 
else_jump @DRUGS4_29076 
04AF: 106@ = 15866 // @ = any 
05AA: 107@s = 'FIN1_JF'  // ~z~Families! Bullen, hinter euch!
gosub @DRUGS4_66512 

:DRUGS4_29076
if 
  157@ > 0 
else_jump @DRUGS4_29159 
if 
  178@ == 3 
else_jump @DRUGS4_29159 
if 
  179@ == 0 
else_jump @DRUGS4_29159 
04AF: 106@ = 15807 // @ = any 
05AA: 107@s = 'FIN1_BD'  // ~z~Gebt mir geflligst Deckungsfeuer!
gosub @DRUGS4_66512 

:DRUGS4_29159
if 
  165@ > 0 
else_jump @DRUGS4_29242 
if 
  178@ == 4 
else_jump @DRUGS4_29242 
if 
  179@ == 0 
else_jump @DRUGS4_29242 
04AF: 106@ = 15818 // @ = any 
05AA: 107@s = 'FIN1_CK'  // ~z~Einheit auer Gefecht! Wiederhole: Einheit auer Gefecht!
gosub @DRUGS4_66512 

:DRUGS4_29242
if 
  178@ == 5 
else_jump @DRUGS4_29307 
if 
  179@ == 0 
else_jump @DRUGS4_29307 
04AF: 106@ = 15808 // @ = any 
05AA: 107@s = 'FIN1_BE'  // ~z~Gebt mir Feuerschutz, verdammt!
gosub @DRUGS4_66512 

:DRUGS4_29307
if 
  181@ == 1 
else_jump @DRUGS4_29358 
if 
03D2:   wav 2 ended 
else_jump @DRUGS4_29358 
040D: unload_wav 2 
03CF: load_wav 15803 as 2 
181@ = 2 

:DRUGS4_29358
if 
  181@ == 2 
else_jump @DRUGS4_29398 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS4_29398 
181@ = 3 

:DRUGS4_29398
if 
  172@ == 1 
else_jump @DRUGS4_32115 
if 
  171@ == 6 
else_jump @DRUGS4_29673 
if 
  33@ > 2000 
else_jump @DRUGS4_29673 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_29477 
05EB: assign_car 40@ to_path 349 

:DRUGS4_29477
Camera.SetPosition(2195.099, -1157.921, 34.0291, 0.0, 0.0, 0.0)
Camera.PointAt(2194.103, -1157.979, 33.9628, 2)
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_29673 
if 
   not Actor.Dead(44@)
else_jump @DRUGS4_29673 
wait 200 
if 
   not Actor.Dead(44@)
else_jump @DRUGS4_29592 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 44@ 3000 ms 

:DRUGS4_29592
wait 100 
if 
   not Actor.Dead(44@)
else_jump @DRUGS4_29639 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_29639 
05BF: AS_actor $ACTOR_SWEET look_at_actor 44@ 3000 ms 

:DRUGS4_29639
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_AA' time 3000 flag 1  // ~z~Los Angeles Police Department! Stehen bleiben! Keine Bewegung!
33@ = 0 
171@ = 7 

:DRUGS4_29673
if 
  171@ == 7 
else_jump @DRUGS4_30159 
if 
  33@ > 2500 
else_jump @DRUGS4_30159 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_30159 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_30159 
175@ = 0 
0707: start_scene_skip_to @DRUGS4_30860 
Camera.SetPosition(2176.641, -1179.425, 38.9175, 0.0, 0.0, 0.0)
Camera.PointAt(2177.136, -1178.588, 38.6847, 2)
if 
   not Actor.Dead(51@)
else_jump @DRUGS4_29871 
if 
  132@ == 0 
else_jump @DRUGS4_29871 
0085: 118@ = 51@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66916 
132@ = 1 

:DRUGS4_29871
if 
   not Actor.Dead(52@)
else_jump @DRUGS4_29951 
if 
  133@ == 0 
else_jump @DRUGS4_29951 
0085: 118@ = 52@ // (int) 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_29937 
008B: 119@ = $ACTOR_SWEET // (int) 

:DRUGS4_29937
gosub @DRUGS4_66967 
133@ = 1 

:DRUGS4_29951
if 
   not Actor.Dead(53@)
else_jump @DRUGS4_30031 
if 
  135@ == 0 
else_jump @DRUGS4_30031 
0085: 118@ = 53@ // (int) 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_30017 
008B: 119@ = $ACTOR_SWEET // (int) 

:DRUGS4_30017
gosub @DRUGS4_66967 
135@ = 1 

:DRUGS4_30031
if 
   not Actor.Dead(54@)
else_jump @DRUGS4_30095 
if 
  136@ == 0 
else_jump @DRUGS4_30095 
0085: 118@ = 54@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66967 
136@ = 1 

:DRUGS4_30095
05D3: AS_actor $ACTOR_SWEET goto_point 2192.683 -1168.586 33.56 mode 6 5000 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 2198.424 -1158.32 33.56 mode 6 5000 ms // versionA 
33@ = 0 
171@ = 8 

:DRUGS4_30159
if 
  171@ == 8 
else_jump @DRUGS4_30458 
if 
  33@ > 1500 
else_jump @DRUGS4_30458 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_30458 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_30458 
if 
060E:   car 40@ assigned_to_path 
else_jump @DRUGS4_30249 
05EC: release_car 40@ from_path 

:DRUGS4_30249
Camera.SetPosition(2196.338, -1157.223, 32.9594, 0.0, 0.0, 0.0)
Camera.PointAt(2195.762, -1158.032, 33.0705, 2)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2195.914, -1159.764, 32.563)
Actor.Angle($PLAYER_ACTOR) = 181.0915
0605: actor $PLAYER_ACTOR perform_animation_sequence "SWT_WLLPK_L" IFP_file "SWAT" 8.0 loop 0 0 0 1 time -1 // versionA 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_JL' time 3000 flag 1  // ~z~CJ, den Heli werden wir nicht abhngen knnen, schie ihn ab!
Car.PutAt(40@, 2185.43, -1172.69, 37.05)
04A2: set_heli 40@ fly_to 2194.97 -1182.27 37.0 altitude_between 7.0 and 7.0 
33@ = 0 
171@ = 9 

:DRUGS4_30458
if 
  171@ == 9 
else_jump @DRUGS4_30654 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_30654 
if 
   Actor.Animation($PLAYER_ACTOR) == "SWT_WLLPK_L"
else_jump @DRUGS4_30654 
0613: 96@ = actor $PLAYER_ACTOR animation "SWT_WLLPK_L" time 
if 
  96@ == 1.0 
else_jump @DRUGS4_30654 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SWT_WLLSHOOT_IN_L" IFP_file "SWAT" 8.0 loop 0 1 1 0 time -1 // versionA 
if 
   not Actor.Dead(44@)
else_jump @DRUGS4_30647 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 44@ // (int) 
gosub @DRUGS4_66967 

:DRUGS4_30647
171@ = 10 

:DRUGS4_30654
if 
  171@ == 10 
else_jump @DRUGS4_32058 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_32058 
if 
   Actor.Animation($PLAYER_ACTOR) == "SWT_WLLSHOOT_IN_L"
else_jump @DRUGS4_32058 
0613: 96@ = actor $PLAYER_ACTOR animation "SWT_WLLSHOOT_IN_L" time 
if 
  96@ == 1.0 
else_jump @DRUGS4_32058 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_30848 
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2193.73 -1166.85 34.06 radius 4.0 
06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 

:DRUGS4_30848
0792: disembark_instantly_actor $PLAYER_ACTOR 
175@ = 1 

:DRUGS4_30860
0701: end_scene_skip 
if 
  175@ == 0 
else_jump @DRUGS4_31753 
00BE: text_clear_all 
fade 0 500 

:DRUGS4_30889
if 
fading 
else_jump @DRUGS4_30913 
wait 0 
jump @DRUGS4_30889 

:DRUGS4_30913
040D: unload_wav 1 
040D: unload_wav 2 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_30958 
if 
060E:   car 40@ assigned_to_path 
else_jump @DRUGS4_30958 
05EC: release_car 40@ from_path 

:DRUGS4_30958
Car.Destroy(40@)
Actor.DestroyInstantly(51@)
Actor.DestroyInstantly(52@)
Actor.DestroyInstantly(53@)
Actor.DestroyInstantly(54@)
Model.Load(#POLMAV)
Model.Load(#SWAT)
Model.Load(#MP5LNG)
038B: load_requested_models 

:DRUGS4_31000
if or
   not Model.Available(#POLMAV)
   not Model.Available(#SWAT)
   not Model.Available(#MP5LNG)
else_jump @DRUGS4_31037 
wait 0 
jump @DRUGS4_31000 

:DRUGS4_31037
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_31070 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SWEET 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 0 

:DRUGS4_31070
40@ = Car.Create(#POLMAV, 2249.51, -1111.52, 56.1)
09C4: set_car 40@ gas_tank_explosion_enabled 0 
Car.ImmuneToNonPlayer(40@) = True
Car.SetSpeedInstantly(40@, 30.0)
Car.Health(40@) = 2000
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2193.73 -1166.85 34.06 radius 3.0 
06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 
0129: 44@ = create_actor_pedtype 25 model #SWAT in_car 40@ driverseat 
054A: set_actor 44@ immune_to_car_headshots 0 
Car.DoorStatus(40@) = 2
039E: set_actor 44@ locked 1 while_in_car 
054A: set_actor 44@ immune_to_car_headshots 0 
060B: set_actor 44@ decision_maker_to 55@ 
0825: set_helicopter 40@ instant_rotor_start 
Car.PutAt(40@, 2188.28, -1176.54, 39.54)
Car.Angle(40@) = 210.0
51@ = Actor.Create(Mission4, #SWAT, 2161.84, -1154.26, 25.09)
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 51@ decision_maker_to 57@ 
52@ = Actor.Create(Mission4, #SWAT, 2159.84, -1154.26, 25.09)
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 52@ decision_maker_to 57@ 
53@ = Actor.Create(Mission4, #SWAT, 2159.84, -1154.26, -5.09)
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 53@ decision_maker_to 57@ 
54@ = Actor.Create(Mission4, #SWAT, 2159.84, -1154.26, -8.09)
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 54@ decision_maker_to 57@ 
132@ = 0 
133@ = 0 
135@ = 0 
136@ = 0 
0464: put_actor 51@ into_turret_on_car 40@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
Actor.Health(51@) = 150
07DD: set_actor 51@ temper_to 70 // see pedstats.dat 
0464: put_actor 52@ into_turret_on_car 40@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
Actor.Health(52@) = 150
07DD: set_actor 52@ temper_to 70 // see pedstats.dat 
0464: put_actor 53@ into_turret_on_car 40@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
Actor.Health(53@) = 150
07DD: set_actor 53@ temper_to 70 // see pedstats.dat 
0464: put_actor 54@ into_turret_on_car 40@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
Actor.Health(54@) = 150
Camera.SetAtPos(2193.86, -1157.682, 33.563)
Actor.PutAt($PLAYER_ACTOR, 2194.53, -1159.24, 32.563)
Actor.Angle($PLAYER_ACTOR) = 173.208
Actor.PutAt($ACTOR_SWEET, 2192.638, -1169.202, 32.563)
Actor.Angle($ACTOR_SWEET) = 180.668
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 750 

:DRUGS4_31753
132@ = 0 
133@ = 0 
135@ = 0 
136@ = 0 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_31863 
if 
   not Actor.Dead(44@)
else_jump @DRUGS4_31863 
Actor.SetImmunities($ACTOR_SWEET, 0, 1, 1, 1, 0)
01B2: give_actor $ACTOR_SWEET weapon 29 ammo 99999 // Load the weapon model before using this 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 44@ // (int) 
gosub @DRUGS4_66967 

:DRUGS4_31863
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_31894 
0853: unknown_heli 40@ flag 3 
185@ = Marker.CreateAboveCar(40@)

:DRUGS4_31894
Actor.Health($PLAYER_ACTOR) = 100
065C: release_decision_maker 56@ 
32@ = 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_31962 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 0 
Actor.Health($ACTOR_SWEET) = 500
$6962 = 100 

:DRUGS4_31962
04EF: release_animation "SWAT" 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03C4: set_status_text $6962 type 1 GXT 'LAF1_20' // global_variable  // Sweet
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15873 as 1 
03CF: load_wav 15819 as 2 
178@ = 0 
179@ = 0 
00BC: show_text_highpriority GXT 'LAF1_5' time 5000 flag 1  // ~s~Beschtze ~b~Sweet~s~ und zerstre den ~r~SWAT Helikopter~s~.
172@ = 2 
171@ = 11 

:DRUGS4_32058
if 
  11 > 171@ 
else_jump @DRUGS4_32115 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_32115 
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet ist tot!
jump @DRUGS4_67705 

:DRUGS4_32115
if 
  172@ == 2 
else_jump @DRUGS4_33686 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_32171 
$6962 = Actor.Health($ACTOR_SWEET)
$6962 /= 5 
jump @DRUGS4_32194 

:DRUGS4_32171
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet ist tot!
jump @DRUGS4_67705 

:DRUGS4_32194
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_33686 
if 
  171@ == 11 
else_jump @DRUGS4_32278 
if 
  32@ > 4000 
else_jump @DRUGS4_32278 
05D3: AS_actor $ACTOR_SWEET goto_point 2193.199 -1179.67 33.56 mode 6 -1 ms // versionA 
171@ = 12 

:DRUGS4_32278
if 
  171@ == 12 
else_jump @DRUGS4_32472 
if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 2193.199 -1179.67 33.56 radius 1.5 1.5 2.5 
else_jump @DRUGS4_32472 
if 
   not Actor.Dead(44@)
else_jump @DRUGS4_32383 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 44@ // (int) 
gosub @DRUGS4_66967 

:DRUGS4_32383
32@ = 0 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_32465 
04A2: set_heli 40@ fly_to 2193.199 -1179.67 40.5 altitude_between 10.0 and 10.0 
if 
06B3:   searchlight 58@ active 
else_jump @DRUGS4_32465 
06B6: set_searchlight 58@ follow_actor $PLAYER_ACTOR speed 0.2 

:DRUGS4_32465
171@ = 13 

:DRUGS4_32472
if 
  171@ == 13 
else_jump @DRUGS4_32592 
if 
  32@ > 10000 
else_jump @DRUGS4_32592 
05D3: AS_actor $ACTOR_SWEET goto_point 2200.652 -1188.776 32.563 mode 6 -1 ms // versionA 
if 
06B3:   searchlight 58@ active 
else_jump @DRUGS4_32562 
06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 

:DRUGS4_32562
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_32585 
Car.ImmuneToNonPlayer(40@) = False

:DRUGS4_32585
171@ = 14 

:DRUGS4_32592
if 
  171@ == 14 
else_jump @DRUGS4_32757 
if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 2200.652 -1188.776 32.563 radius 1.5 1.5 3.5 
else_jump @DRUGS4_32757 
if 
   not Actor.Dead(44@)
else_jump @DRUGS4_32697 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 44@ // (int) 
gosub @DRUGS4_66967 

:DRUGS4_32697
32@ = 0 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_32750 
04A2: set_heli 40@ fly_to 2212.41 -1168.54 42.0 altitude_between 20.0 and 20.0 

:DRUGS4_32750
171@ = 15 

:DRUGS4_32757
if 
  171@ == 15 
else_jump @DRUGS4_32854 
if 
  32@ > 12000 
else_jump @DRUGS4_32854 
05D3: AS_actor $ACTOR_SWEET goto_point 2209.474 -1185.644 33.56 mode 6 -1 ms // versionA 
if 
06B3:   searchlight 58@ active 
else_jump @DRUGS4_32847 
06B6: set_searchlight 58@ follow_actor $PLAYER_ACTOR speed 0.2 

:DRUGS4_32847
171@ = 16 

:DRUGS4_32854
if 
  171@ == 16 
else_jump @DRUGS4_33019 
if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 2209.474 -1185.644 33.56 radius 1.5 1.5 3.5 
else_jump @DRUGS4_33019 
if 
   not Actor.Dead(44@)
else_jump @DRUGS4_32959 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 44@ // (int) 
gosub @DRUGS4_66967 

:DRUGS4_32959
32@ = 0 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_33012 
04A2: set_heli 40@ fly_to 2223.66 -1169.4 42.83 altitude_between 20.0 and 20.0 

:DRUGS4_33012
171@ = 17 

:DRUGS4_33019
if 
  171@ == 17 
else_jump @DRUGS4_33116 
if 
  32@ > 5000 
else_jump @DRUGS4_33116 
05D3: AS_actor $ACTOR_SWEET goto_point 2219.186 -1188.8 33.563 mode 6 -1 ms // versionA 
if 
06B3:   searchlight 58@ active 
else_jump @DRUGS4_33109 
06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 

:DRUGS4_33109
171@ = 18 

:DRUGS4_33116
if 
  171@ == 18 
else_jump @DRUGS4_33281 
if 
00FE:   actor $ACTOR_SWEET sphere 0 in_sphere 2219.186 -1188.8 33.563 radius 1.5 1.5 3.5 
else_jump @DRUGS4_33281 
if 
   not Actor.Dead(44@)
else_jump @DRUGS4_33221 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 44@ // (int) 
gosub @DRUGS4_66967 

:DRUGS4_33221
32@ = 0 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_33274 
04A2: set_heli 40@ fly_to 2242.91 -1178.87 42.0 altitude_between 10.0 and 10.0 

:DRUGS4_33274
171@ = 19 

:DRUGS4_33281
if 
  132@ == 0 
else_jump @DRUGS4_33327 
if 
   Actor.Dead(51@)
else_jump @DRUGS4_33327 
0465: remove_actor 51@ from_turret_mode 
132@ = 1 

:DRUGS4_33327
if 
  133@ == 0 
else_jump @DRUGS4_33373 
if 
   Actor.Dead(52@)
else_jump @DRUGS4_33373 
0465: remove_actor 52@ from_turret_mode 
133@ = 1 

:DRUGS4_33373
if 
  135@ == 0 
else_jump @DRUGS4_33419 
if 
   Actor.Dead(53@)
else_jump @DRUGS4_33419 
0465: remove_actor 53@ from_turret_mode 
135@ = 1 

:DRUGS4_33419
if 
  136@ == 0 
else_jump @DRUGS4_33465 
if 
   Actor.Dead(54@)
else_jump @DRUGS4_33465 
0465: remove_actor 54@ from_turret_mode 
136@ = 1 

:DRUGS4_33465
if 
  171@ > 10 
else_jump @DRUGS4_33686 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_33651 
41@ = Car.Health(40@)
if 
  1250 > 41@ 
else_jump @DRUGS4_33644 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 1, 0, 0)
Marker.Disable(185@)
04A2: set_heli 40@ fly_to 2220.44 -1128.29 43.31 altitude_between 30.0 and 30.0 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS4_33595 
03D1: play_wav 2 

:DRUGS4_33595
06B2: destroy_searchlight 58@ 
32@ = 0 
176@ = 1 
00BC: show_text_highpriority GXT 'LAF1_69' time 5000 flag 1  // ~s~Folge ~b~Sweet~s~.
172@ = 3 
171@ = 20 

:DRUGS4_33644
jump @DRUGS4_33686 

:DRUGS4_33651
00BC: show_text_highpriority GXT 'LAF1_69' time 1000 flag 1  // ~s~Folge ~b~Sweet~s~.
06B2: destroy_searchlight 58@ 
172@ = 3 
171@ = 20 

:DRUGS4_33686
if 
  172@ == 3 
else_jump @DRUGS4_34636 
if 
  23 > 171@ 
else_jump @DRUGS4_34636 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_33760 
$6962 = Actor.Health($ACTOR_SWEET)
$6962 /= 5 
jump @DRUGS4_33783 

:DRUGS4_33760
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet ist tot!
jump @DRUGS4_67705 

:DRUGS4_33783
if 
  171@ == 20 
else_jump @DRUGS4_33900 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_33900 
05F5: AS_actor $ACTOR_SWEET goto_point 2235.36 -1188.68 33.82 mode 6 35000 ms // versionB 
33@ = 0 
178@ = 0 
179@ = 0 
040D: unload_wav 1 
0395: clear_area 1 at 2197.78 -1194.0 30.0 radius 30.0 
171@ = 21 

:DRUGS4_33900
if 
  171@ == 21 
else_jump @DRUGS4_34125 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_34125 
if 
0104:   actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 4.0 4.0 3.5 sphere 0 
else_jump @DRUGS4_34066 
if 
02CB:   actor $ACTOR_SWEET bounding_sphere_visible 
else_jump @DRUGS4_34059 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
05F5: AS_actor $ACTOR_SWEET goto_point 2197.78 -1194.0 26.17 mode 6 35000 ms // versionB 
0395: clear_area 0 at 2197.78 -1194.0 100.0 radius 100.0 
171@ = 22 

:DRUGS4_34059
jump @DRUGS4_34125 

:DRUGS4_34066
if 
  33@ > 3500 
else_jump @DRUGS4_34125 
00BC: show_text_highpriority GXT 'LAF1_69' time 1000 flag 1  // ~s~Folge ~b~Sweet~s~.
0395: clear_area 0 at 2197.78 -1194.0 100.0 radius 100.0 

:DRUGS4_34125
if 
  176@ == 1 
else_jump @DRUGS4_34231 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_34231 
if 
01AF:   car 40@ sphere 0 in_sphere 2220.44 -1128.29 43.31 radius 15.0 15.0 15.0 
else_jump @DRUGS4_34231 
020B: explode_car 40@ // versionA 
020B: explode_car 40@ // versionA 
32@ = 0 
176@ = 2 

:DRUGS4_34231
if 
  176@ == 2 
else_jump @DRUGS4_34285 
if 
  32@ > 3000 
else_jump @DRUGS4_34285 
Car.RemoveReferences(40@)
Car.Destroy(40@)
176@ = 3 

:DRUGS4_34285
if 
  171@ == 22 
else_jump @DRUGS4_34636 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_34636 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2197.78 -1194.0 26.17 radius 5.0 5.0 3.5 on_foot 
else_jump @DRUGS4_34499 
fade 0 250 
Player.CanMove($PLAYER_CHAR) = False
Actor.SetImmunities($ACTOR_SWEET, 1, 1, 1, 1, 1)

:DRUGS4_34396
if 
fading 
else_jump @DRUGS4_34420 
wait 0 
jump @DRUGS4_34396 

:DRUGS4_34420
Car.RemoveReferences(40@)
0395: clear_area 1 at 2197.78 -1194.0 100.0 radius 100.0 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_34485 
Actor.PutAt($ACTOR_SWEET, 2197.78, -1194.0, 25.0)

:DRUGS4_34485
171@ = 23 
jump @DRUGS4_34636 

:DRUGS4_34499
if 
00FF:   actor $ACTOR_SWEET sphere 0 in_sphere 2197.78 -1194.0 26.17 radius 5.0 5.0 3.5 on_foot 
else_jump @DRUGS4_34636 
Car.RemoveReferences(40@)
0395: clear_area 1 at 2197.78 -1194.0 100.0 radius 100.0 
fade 0 250 
Player.CanMove($PLAYER_CHAR) = False
Actor.SetImmunities($ACTOR_SWEET, 1, 1, 1, 1, 1)

:DRUGS4_34605
if 
fading 
else_jump @DRUGS4_34629 
wait 0 
jump @DRUGS4_34605 

:DRUGS4_34629
171@ = 23 

:DRUGS4_34636
if 
  172@ > 1 
else_jump @DRUGS4_35063 
if 
  4 > 172@ 
else_jump @DRUGS4_35063 
if 
  23 > 171@ 
else_jump @DRUGS4_35063 
gosub @DRUGS4_66554 
if 
  172@ == 2 
else_jump @DRUGS4_34962 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_34962 
if 
  178@ == 0 
else_jump @DRUGS4_34814 
if 
  179@ == 0 
else_jump @DRUGS4_34814 
if 
  171@ > 11 
else_jump @DRUGS4_34814 
04AF: 106@ = 15873 // @ = any 
05AA: 107@s = 'FIN1_JM'  // ~z~CJ, ziel auf den Heli!
gosub @DRUGS4_66512 

:DRUGS4_34814
if 
  178@ == 1 
else_jump @DRUGS4_34879 
if 
  179@ == 0 
else_jump @DRUGS4_34879 
04AF: 106@ = 15811 // @ = any 
05AA: 107@s = 'FIN1_BY'  // ~z~Hier ist Bussard 1, wir sind Bodenfeuer ausgesetzt!
gosub @DRUGS4_66512 

:DRUGS4_34879
if 
  178@ == 2 
else_jump @DRUGS4_34962 
if 
  179@ == 0 
else_jump @DRUGS4_34962 
if 
  171@ > 14 
else_jump @DRUGS4_34962 
04AF: 106@ = 15872 // @ = any 
05AA: 107@s = 'FIN1_JL'  // ~z~CJ, den Heli werden wir nicht abhngen knnen, schie ihn ab!
gosub @DRUGS4_66512 

:DRUGS4_34962
if 
  172@ == 3 
else_jump @DRUGS4_35063 
if 
  171@ > 21 
else_jump @DRUGS4_35063 
if 
  178@ == 0 
else_jump @DRUGS4_35063 
if 
  179@ == 0 
else_jump @DRUGS4_35063 
04AF: 106@ = 15874 // @ = any 
05AA: 107@s = 'FIN1_JN'  // ~z~Komm schon, CJ, wir gehen!
gosub @DRUGS4_66512 

:DRUGS4_35063
if 
  171@ == 23 
else_jump @DRUGS4_36772 
if 
  294@ == 0 
else_jump @DRUGS4_36772 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_36772 
00C0: set_current_time_hours_to 3 minutes_to 15 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 0 
Model.Destroy(#CHROMEGUN)
Model.Destroy(#COLT45)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
02A3: enable_widescreen 1 
0395: clear_area 0 at 2223.971 -1149.75 200.0 radius 200.0 
Player.CanMove($PLAYER_CHAR) = False
041D: set_camera_near_clip 0.1 
Camera.SetPosition(2190.325, -1194.562, 25.4553, 0.0, 0.0, 0.0)
Camera.PointAt(2189.376, -1194.54, 25.1403, 2)
0792: disembark_instantly_actor $ACTOR_SWEET 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($ACTOR_SWEET, 2192.65, -1194.78, 24.2)
Actor.Angle($ACTOR_SWEET) = 78.5405
Actor.PutAt($PLAYER_ACTOR, 2192.0, -1193.78, 24.2)
Actor.Angle($PLAYER_ACTOR) = 85.0874
143@ = 0 
065C: release_decision_maker 57@ 
Model.Destroy(#SWAT)
0151: remove_status_text $6962 
Model.Load(#COPCARLA)
Model.Load(#LAPD1)
Model.Load(#AK47)
Model.Load(#STREAK)
Model.Load(#GREENWOO)
Model.Load(#POLMAV)
04ED: load_animation "GANGS" 
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
07C0: load_path 330 
07C0: load_path 332 
07C0: load_path 333 
07C0: load_path 334 
07C0: load_path 335 
07C0: load_path 336 
07C0: load_path 337 
07C0: load_path 338 
03CF: load_wav 15876 as 1 
03CF: load_wav 15877 as 2 
038B: load_requested_models 

:DRUGS4_35463
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @DRUGS4_35518 
wait 0 
jump @DRUGS4_35463 

:DRUGS4_35518
if or
   not Model.Available(#COPCARLA)
   not Model.Available(#LAPD1)
   not Model.Available(#AK47)
else_jump @DRUGS4_35555 
wait 0 
jump @DRUGS4_35518 

:DRUGS4_35555
if or
   not Model.Available(#STREAK)
   not Model.Available(#GREENWOO)
   not Model.Available(#POLMAV)
else_jump @DRUGS4_35592 
wait 0 
jump @DRUGS4_35555 

:DRUGS4_35592
if or
87C1:   not path 330 available 
87C1:   not path 332 available 
87C1:   not path 333 available 
87C1:   not path 334 available 
87C1:   not path 335 available 
else_jump @DRUGS4_35639 
wait 0 
jump @DRUGS4_35592 

:DRUGS4_35639
if or
87C1:   not path 336 available 
87C1:   not path 337 available 
87C1:   not path 338 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @DRUGS4_35684 
wait 0 
jump @DRUGS4_35639 

:DRUGS4_35684
Car.Destroy(40@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(51@)
Actor.DestroyInstantly(52@)
Actor.DestroyInstantly(53@)
Actor.DestroyInstantly(54@)
0395: clear_area 1 at 2192.65 -1194.78 100.0 radius 100.0 
40@ = Car.Create(#POLMAV, 2130.004, -1196.324, 28.198)
09C4: set_car 40@ gas_tank_explosion_enabled 0 
Car.Angle(40@) = 336.905
0129: 44@ = create_actor_pedtype 24 model #LAPD1 in_car 40@ driverseat 
060B: set_actor 44@ decision_maker_to 55@ 
0446: set_actor 44@ immune_to_headshots 0 
054A: set_actor 44@ immune_to_car_headshots 0 
02A9: set_actor 44@ immune_to_nonplayer 1 
Car.ImmuneToNonPlayer(40@) = True
Car.SetImmunities(40@, 0, 1, 1, 0, 0)
0825: set_helicopter 40@ instant_rotor_start 
0338: set_car 40@ visibility 0 
$SWEET_CAR = Car.Create(#GREENWOO, 2203.498, -1217.624, 23.579)
041E: set_radio_station 5 
0852: set_car $SWEET_CAR damages_visible 0 
Car.Angle($SWEET_CAR) = 90.386
0129: $ACTOR_SMOKE = create_actor_pedtype 23 model #SPECIAL02 in_car $SWEET_CAR driverseat 
060B: set_actor $ACTOR_SMOKE decision_maker_to 55@ 
01C8: $ACTOR_RYDER = create_actor_pedtype 23 model #SPECIAL03 in_car $SWEET_CAR passenger_seat 0 
060B: set_actor $ACTOR_RYDER decision_maker_to 55@ 
0229: set_car $SWEET_CAR primary_color_to 59 secondary_color_to 34 
Car.SetImmunities($SWEET_CAR, 0, 1, 1, 1, 1)
Car.Health($SWEET_CAR) = 6000
053F: set_car $SWEET_CAR tires_vulnerability 0 
186@ = Car.Create(#COPCARLA, 2169.194, -1270.059, 22.8203)
09C4: set_car 186@ gas_tank_explosion_enabled 0 
Car.Angle(186@) = 357.0326
Car.ImmuneToNonPlayer(186@) = True
Car.Health(186@) = 750
0129: 195@ = create_actor_pedtype 24 model #LAPD1 in_car 186@ driverseat 
060B: set_actor 195@ decision_maker_to 55@ 
Actor.Health(195@) = 100
0446: set_actor 195@ immune_to_headshots 0 
02A9: set_actor 195@ immune_to_nonplayer 1 
01C8: 196@ = create_actor_pedtype 24 model #LAPD1 in_car 186@ passenger_seat 0 
060B: set_actor 196@ decision_maker_to 55@ 
Actor.Health(196@) = 200
02A9: set_actor 196@ immune_to_nonplayer 1 
01B2: give_actor 196@ weapon 29 ammo 99999 // Load the weapon model before using this 
0446: set_actor 196@ immune_to_headshots 0 
Car.SetToNormalDriver(186@)
0338: set_car 186@ visibility 0 
187@ = Car.Create(#COPCARLA, 2172.526, -1280.734, 22.9766)
09C4: set_car 187@ gas_tank_explosion_enabled 0 
Car.Angle(187@) = 0.9448
Car.ImmuneToNonPlayer(187@) = True
Car.Health(187@) = 500
0129: 197@ = create_actor_pedtype 24 model #LAPD1 in_car 187@ driverseat 
Car.SetImmunities(187@, 0, 1, 1, 1, 1)
02A9: set_actor 197@ immune_to_nonplayer 1 
Actor.Health(197@) = 100
060B: set_actor 197@ decision_maker_to 55@ 
01C8: 198@ = create_actor_pedtype 24 model #LAPD1 in_car 187@ passenger_seat 0 
02A9: set_actor 198@ immune_to_nonplayer 1 
060B: set_actor 198@ decision_maker_to 55@ 
Actor.Health(198@) = 200
0446: set_actor 198@ immune_to_headshots 0 
01B2: give_actor 198@ weapon 29 ammo 99999 // Load the weapon model before using this 
Car.SetToNormalDriver(187@)
0338: set_car 187@ visibility 0 
188@ = Car.Create(#COPCARLA, 2223.11, -1150.118, 24.92)
09C4: set_car 188@ gas_tank_explosion_enabled 0 
0129: 199@ = create_actor_pedtype 24 model #LAPD1 in_car 188@ driverseat 
054A: set_actor 199@ immune_to_car_headshots 0 
Car.ImmuneToNonPlayer(188@) = True
Car.Health(188@) = 1000
060B: set_actor 199@ decision_maker_to 55@ 
02A9: set_actor 199@ immune_to_nonplayer 1 
0446: set_actor 199@ immune_to_headshots 0 
01C8: 200@ = create_actor_pedtype 24 model #LAPD1 in_car 188@ passenger_seat 0 
060B: set_actor 200@ decision_maker_to 55@ 
02A9: set_actor 200@ immune_to_nonplayer 1 
Actor.Health(200@) = 200
0446: set_actor 200@ immune_to_headshots 0 
01B2: give_actor 200@ weapon 29 ammo 99999 // Load the weapon model before using this 
Car.SetToNormalDriver(188@)
189@ = Car.Create(#COPCARLA, 2388.808, -1259.431, 22.94)
Car.Angle(189@) = 89.36
09C4: set_car 189@ gas_tank_explosion_enabled 0 
Car.ImmuneToNonPlayer(189@) = True
Car.Health(189@) = 900
0129: 201@ = create_actor_pedtype 24 model #LAPD1 in_car 189@ driverseat 
02A9: set_actor 201@ immune_to_nonplayer 1 
060B: set_actor 201@ decision_maker_to 55@ 
0446: set_actor 201@ immune_to_headshots 0 
Actor.Health(201@) = 100
01C8: 202@ = create_actor_pedtype 24 model #LAPD1 in_car 189@ passenger_seat 0 
02A9: set_actor 202@ immune_to_nonplayer 1 
Actor.Health(202@) = 150
060B: set_actor 202@ decision_maker_to 55@ 
01B2: give_actor 202@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 202@ immune_to_headshots 0 
Car.SetToNormalDriver(189@)
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
06D8: 211@ = create_train_at 2284.991 -1186.053 24.756 type 15 direction 0 
06DC: set_train 211@ acc 0.0 
06DD: set_train 211@ speed 0.0 
Car.SetImmunities(211@, 1, 1, 1, 1, 1)
05D3: AS_actor $PLAYER_ACTOR goto_point 2183.567 -1193.851 23.2419 mode 6 5000 ms // versionA 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_36758 
05D3: AS_actor $ACTOR_SWEET goto_point 2183.531 -1195.074 23.2266 mode 6 5000 ms // versionA 

:DRUGS4_36758
fade 1 250 
294@ = 1 

:DRUGS4_36772
if 
  294@ == 1 
else_jump @DRUGS4_36947 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_36947 
if 
00EC:   actor $ACTOR_SWEET 0 near_point 2183.531 -1195.074 radius 1.5 1.5 
else_jump @DRUGS4_36947 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2183.567 -1193.851 radius 2.0 2.0 
else_jump @DRUGS4_36947 
Camera.SetPosition(2183.617, -1193.088, 24.8301, 0.0, 0.0, 0.0)
Camera.PointAt(2183.54, -1194.085, 24.8217, 2)
32@ = 0 
294@ = 2 

:DRUGS4_36947
if 
  294@ == 2 
else_jump @DRUGS4_37136 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_37136 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_37136 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_37136 
if 
  32@ > 1500 
else_jump @DRUGS4_37136 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 3000 ms 
05EB: assign_car $SWEET_CAR to_path 330 
0605: actor $ACTOR_SWEET perform_animation_sequence "PRTIAL_GNGTLKE" IFP_file "GANGS" 1000.0 loop 0 1 1 1 time -1 // versionA 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_KA' time 2500 flag 1  // ~z~Oh, Scheie, und jetzt?
0967: actor $ACTOR_SWEET move_mouth 2000 ms 
32@ = 0 
294@ = 3 

:DRUGS4_37136
if 
  294@ == 3 
else_jump @DRUGS4_37271 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_37271 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_37271 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_37271 
if 
  32@ > 500 
else_jump @DRUGS4_37271 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 4.0 loop 0 1 1 0 time -1 // versionA 
294@ = 4 

:DRUGS4_37271
if 
  294@ == 4 
else_jump @DRUGS4_37517 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_37517 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_37517 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_37517 
if 
03D2:   wav 1 ended 
else_jump @DRUGS4_37517 
05BF: AS_actor $ACTOR_SWEET look_at_actor $ACTOR_SMOKE 5000 ms 
00BE: text_clear_all 
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
00BC: show_text_highpriority GXT 'FIN1_KB' time 3000 flag 1  // ~z~Das sind Smoke und Ryder!
0968: actor $ACTOR_SWEET stop_mouth 
040D: unload_wav 1 
03CF: load_wav 15878 as 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 2181.53 -1193.81 23.67 mode 4 5000 ms // versionA 
05D3: AS_actor $ACTOR_SWEET goto_point 2181.41 -1195.67 23.74 mode 4 5000 ms // versionA 
Camera.SetPosition(2177.919, -1190.952, 24.4917, 0.0, 0.0, 0.0)
Camera.PointAt(2178.372, -1191.815, 24.2692, 2)
294@ = 5 

:DRUGS4_37517
if 
  294@ == 5 
else_jump @DRUGS4_37940 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_37940 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_37940 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_37940 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_37940 
if 
860E:   not car $SWEET_CAR assigned_to_path 
else_jump @DRUGS4_37940 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS4_37940 
if 
03D2:   wav 2 ended 
else_jump @DRUGS4_37940 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 15879 as 2 
03D1: play_wav 1 
0967: actor $ACTOR_SMOKE move_mouth 1000 ms 
00BC: show_text_highpriority GXT 'FIN1_KC' time 2000 flag 1  // ~z~Rein mit euch!
Camera.SetPosition(2177.919, -1190.952, 24.4917, 0.0, 0.0, 0.0)
Camera.PointAt(2178.372, -1191.815, 24.2692, 2)
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SMOKE 5000 ms 
Car.SetToNormalDriver($SWEET_CAR)
0605: actor $ACTOR_SMOKE perform_animation_sequence "CAR_SC4_FL" IFP_file "CAR_CHAT" 1000.0 loop 0 0 0 0 time -1 // versionA 
0605: actor $ACTOR_RYDER perform_animation_sequence "CAR_SC4_FR" IFP_file "CAR_CHAT" 1000.0 loop 0 0 0 0 time -1 // versionA 
05CA: AS_actor $PLAYER_ACTOR enter_car $SWEET_CAR passenger_seat 2 5000 ms 
05D3: AS_actor $ACTOR_SWEET goto_point 2181.51 -1201.97 24.0 mode 6 5000 ms // versionA 
if 
   not Car.Wrecked(186@)
else_jump @DRUGS4_37903 
0397: enable_car 186@ siren 1 

:DRUGS4_37903
if 
   not Car.Wrecked(187@)
else_jump @DRUGS4_37926 
0397: enable_car 187@ siren 1 

:DRUGS4_37926
32@ = 0 
294@ = 6 

:DRUGS4_37940
if 
  294@ == 6 
else_jump @DRUGS4_38146 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_38146 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_38146 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_38146 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_38146 
if 
  32@ > 2000 
else_jump @DRUGS4_38146 
Actor.PutAt($ACTOR_SWEET, 2176.78, -1196.64, 23.18)
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 1 6000 ms 
0968: actor $ACTOR_SMOKE stop_mouth 
0697: set_car $SWEET_CAR remove_componentB 4 visible_effect_flag 0 
Camera.SetPosition(2178.881, -1194.196, 24.3172, 0.0, 0.0, 0.0)
Camera.PointAt(2178.866, -1195.196, 24.2959, 2)
294@ = 7 

:DRUGS4_38146
if 
  294@ == 7 
else_jump @DRUGS4_38252 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DRUGS4_38252 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @DRUGS4_38252 
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC4_BR" IFP_file "CAR_CHAT" 6.0 loop 0 0 0 0 time -1 // versionA 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
294@ = 8 

:DRUGS4_38252
if 
  294@ == 8 
else_jump @DRUGS4_38687 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_38687 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_38687 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_38687 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_38687 
if 
03D2:   wav 1 ended 
else_jump @DRUGS4_38687 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS4_38687 
if 
0448:   actor $ACTOR_SWEET in_car $SWEET_CAR 
else_jump @DRUGS4_38658 
0605: actor $ACTOR_SWEET perform_animation_sequence "CAR_SC4_BL" IFP_file "CAR_CHAT" 8.0 loop 0 0 0 0 time -1 // versionA 
03D1: play_wav 2 
0967: actor $ACTOR_SWEET move_mouth 1000 ms 
00BC: show_text_highpriority GXT 'FIN1_KE' time 2000 flag 1  // ~z~Gib Gas!
040D: unload_wav 1 
03CF: load_wav 15880 as 1 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_38502 
0338: set_car 40@ visibility 1 
0726: heli 40@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 

:DRUGS4_38502
if 
   not Car.Wrecked(186@)
else_jump @DRUGS4_38570 
0338: set_car 186@ visibility 1 
05EB: assign_car 186@ to_path 333 
285@ = Marker.CreateAboveCar(186@)
018B: set_marker 285@ radar_mode 2 
Car.Health(186@) = 1000
297@ = 1 
313@ = 1 

:DRUGS4_38570
if 
   not Car.Wrecked(187@)
else_jump @DRUGS4_38630 
0338: set_car 187@ visibility 1 
05EB: assign_car 187@ to_path 334 
286@ = Marker.CreateAboveCar(187@)
018B: set_marker 286@ radar_mode 2 
298@ = 1 
314@ = 1 

:DRUGS4_38630
32@ = 0 
33@ = 0 
294@ = 9 
jump @DRUGS4_38687 

:DRUGS4_38658
if 
  32@ > 5000 
else_jump @DRUGS4_38687 
0430: put_actor $ACTOR_SWEET into_car $SWEET_CAR passenger_seat 1 

:DRUGS4_38687
if 
  294@ == 9 
else_jump @DRUGS4_38802 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_38802 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_38802 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_38802 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_38802 
if 
  32@ > 500 
else_jump @DRUGS4_38802 
32@ = 0 
294@ = 10 

:DRUGS4_38802
if 
  294@ == 10 
else_jump @DRUGS4_38954 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_38954 
if 
  33@ > 2800 
else_jump @DRUGS4_38954 
05EB: assign_car $SWEET_CAR to_path 332 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_38940 
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.5 target 2193.73 -1166.85 34.06 radius 3.0 
06B6: set_searchlight 58@ follow_actor $PLAYER_ACTOR speed 0.8 

:DRUGS4_38940
33@ = 0 
294@ = 11 

:DRUGS4_38954
if 
  294@ == 11 
else_jump @DRUGS4_39093 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_39093 
if 
  33@ > 3500 
else_jump @DRUGS4_39093 
Camera.SetPosition(2178.987, -1140.643, 25.902, 0.0, 0.0, 0.0)
Camera.PointAt(2178.951, -1141.642, 25.8765, 2)
326@ = 1 
178@ = 0 
179@ = 0 
33@ = 0 
294@ = 12 

:DRUGS4_39093
if 
  294@ == 12 
else_jump @DRUGS4_39624 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_39624 
if or
00EC:   actor $PLAYER_ACTOR 0 near_point 2178.987 -1140.643 radius 1.3 1.3 
  33@ > 2250 
else_jump @DRUGS4_39624 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2178.8 -1161.187 10.0 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $SWEET_CAR at_car_offset 0.0 -0.5 0.8 position 2 shooting_angle_limit 360.0 with_weapon 30 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 180.0 
Camera.Restore
Actor.SetImmunities($PLAYER_ACTOR, 0, 1, 1, 0, 0)
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
32@ = 0 
33@ = 0 
Actor.DestroyInstantly($ACTOR_SWEET)
Actor.DestroyInstantly($ACTOR_SMOKE)
Actor.DestroyInstantly($ACTOR_RYDER)
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
293@ += 1 
if 
   not Actor.Dead(196@)
else_jump @DRUGS4_39450 
if 
  293@ > 1 
else_jump @DRUGS4_39414 
0713: actor 196@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 40 
jump @DRUGS4_39450 

:DRUGS4_39414
0713: actor 196@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:DRUGS4_39450
if 
   not Actor.Dead(198@)
else_jump @DRUGS4_39502 
0713: actor 198@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:DRUGS4_39502
Car.Health($SWEET_CAR) = 6000
$6963 = Car.Health($SWEET_CAR)
$6963 /= 60 
03C4: set_status_text $6963 type 1 GXT 'LAF1_38' // global_variable  // Auto
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
03E5: show_text_box 'LAF1_50'  // Um um das Auto herumzusehen, benutze die Kamerakontrolle. Um zu feuern, benutze ~k~~PED_FIREWEAPON~.
Car.SetImmunities($SWEET_CAR, 0, 1, 1, 1, 1)
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
331@ = 1 
312@ = 1 
295@ = 1 
296@ = 1 
294@ = 13 

:DRUGS4_39624
if 
  295@ > 0 
else_jump @DRUGS4_39789 
if 
  5 > 325@ 
else_jump @DRUGS4_39789 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_39789 
$6963 = Car.Health($SWEET_CAR)
$6963 -= 1000 
if 
  0 >= $6963 
else_jump @DRUGS4_39782 
$6963 = 0 
Car.SetImmunities($SWEET_CAR, 0, 0, 0, 0, 0)
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
020B: explode_car $SWEET_CAR // versionA 
00BC: show_text_highpriority GXT 'LAF1_4' time 5000 flag 1  // ~r~Du hast den Wagen geschrottet!
jump @DRUGS4_67705 
jump @DRUGS4_39789 

:DRUGS4_39782
$6963 /= 50 

:DRUGS4_39789
if 
  295@ == 1 
else_jump @DRUGS4_43440 
if 
  331@ == 1 
else_jump @DRUGS4_39845 
if 
08FE:   text_box_displayed 
else_jump @DRUGS4_39845 
331@ = 2 

:DRUGS4_39845
if 
  331@ == 2 
else_jump @DRUGS4_39894 
if 
88FE:   not text_box_displayed 
else_jump @DRUGS4_39894 
03E5: show_text_box 'LAF1_51'  // Du kannst auch ~k~~VEHICLE_FIREWEAPON_ALT~ benutzen, um zu feuern.
331@ = 3 

:DRUGS4_39894
if 
  294@ == 13 
else_jump @DRUGS4_40009 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_40009 
if 
01AD:   car $SWEET_CAR sphere 0 near_point 2261.95 -1142.2 radius 5.0 5.0 
else_jump @DRUGS4_40009 
if 
   not Car.Wrecked(211@)
else_jump @DRUGS4_40009 
06DC: set_train 211@ acc 10.0 
06DD: set_train 211@ speed 10.0 
294@ = 14 

:DRUGS4_40009
if 
  294@ == 14 
else_jump @DRUGS4_40110 
if 
   not Car.Wrecked(188@)
else_jump @DRUGS4_40110 
if 
01AD:   car 188@ sphere 0 near_point 2284.98 -1146.61 radius 3.0 3.0 
else_jump @DRUGS4_40110 
33@ = 0 
327@ = 1 
Car.Health(188@) = 750
294@ = 15 

:DRUGS4_40110
if 
  294@ == 15 
else_jump @DRUGS4_40175 
if 
   not Car.Wrecked(188@)
else_jump @DRUGS4_40175 
if 
  33@ > 1100 
else_jump @DRUGS4_40175 
020B: explode_car 188@ // versionA 
294@ = 16 

:DRUGS4_40175
if 
  296@ == 1 
else_jump @DRUGS4_40359 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_40359 
if 
01AD:   car $SWEET_CAR sphere 0 near_point 2223.11 -1150.118 radius 20.0 20.0 
else_jump @DRUGS4_40359 
if 
   not Car.Wrecked(188@)
else_jump @DRUGS4_40352 
05EB: assign_car 188@ to_path 335 
287@ = Marker.CreateAboveCar(188@)
018B: set_marker 287@ radar_mode 2 
315@ = 1 
299@ = 1 
if 
   not Actor.Dead(200@)
else_jump @DRUGS4_40352 
0713: actor 200@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 40 

:DRUGS4_40352
296@ = 2 

:DRUGS4_40359
if 
  296@ == 2 
else_jump @DRUGS4_40845 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_40845 
if 
01AD:   car $SWEET_CAR sphere 0 near_point 2352.54 -1271.86 radius 10.1 10.1 
else_jump @DRUGS4_40845 
if 
   not Car.Wrecked(189@)
else_jump @DRUGS4_40838 
05EB: assign_car 189@ to_path 336 
288@ = Marker.CreateAboveCar(189@)
018B: set_marker 288@ radar_mode 2 
300@ = 1 
316@ = 1 
if 
   not Actor.Dead(202@)
else_jump @DRUGS4_40536 
0713: actor 202@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:DRUGS4_40536
07BD: destroy_train 211@ 
06D9: destroy_defined_trains 
Model.Destroy(#STREAK)
190@ = Car.Create(#COPCARLA, 2500.697, -1443.776, 28.28)
09C4: set_car 190@ gas_tank_explosion_enabled 0 
Car.Angle(190@) = 90.4588
Car.ImmuneToNonPlayer(190@) = True
Car.Health(190@) = 750
0129: 203@ = create_actor_pedtype 24 model #LAPD1 in_car 190@ driverseat 
02A9: set_actor 203@ immune_to_nonplayer 1 
060B: set_actor 203@ decision_maker_to 55@ 
0446: set_actor 203@ immune_to_headshots 0 
Actor.Health(203@) = 200
01C8: 204@ = create_actor_pedtype 24 model #LAPD1 in_car 190@ passenger_seat 0 
060B: set_actor 204@ decision_maker_to 55@ 
02A9: set_actor 204@ immune_to_nonplayer 1 
Actor.Health(204@) = 100
01B2: give_actor 204@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 204@ immune_to_headshots 0 
Car.SetToNormalDriver(190@)
192@ = Car.Create(#COPCARLA, 2478.223, -1321.966, 28.252)
Car.Angle(192@) = 356.585
Car.ImmuneToNonPlayer(192@) = True
Car.Health(192@) = 280
Car.SetToNormalDriver(192@)
0129: 205@ = create_actor_pedtype 24 model #LAPD1 in_car 192@ driverseat 
02A9: set_actor 205@ immune_to_nonplayer 1 
060B: set_actor 205@ decision_maker_to 55@ 
01C8: 206@ = create_actor_pedtype 24 model #LAPD1 in_car 192@ passenger_seat 0 
02A9: set_actor 206@ immune_to_nonplayer 1 
060B: set_actor 206@ decision_maker_to 55@ 
0446: set_actor 206@ immune_to_headshots 0 
01B2: give_actor 206@ weapon 29 ammo 9999 // Load the weapon model before using this 
Car.SetToNormalDriver(192@)

:DRUGS4_40838
296@ = 3 

:DRUGS4_40845
if 
  296@ == 3 
else_jump @DRUGS4_41306 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_41306 
if 
01AD:   car $SWEET_CAR sphere 0 near_point 2394.67 -1442.43 radius 10.1 10.1 
else_jump @DRUGS4_41306 
if 
   not Car.Wrecked(190@)
else_jump @DRUGS4_41299 
301@ = 1 
317@ = 1 
05EB: assign_car 190@ to_path 337 
289@ = Marker.CreateAboveCar(190@)
018B: set_marker 289@ radar_mode 2 
0397: enable_car 190@ siren 1 
if 
   not Actor.Dead(204@)
else_jump @DRUGS4_41090 
if 
  293@ > 1 
else_jump @DRUGS4_41054 
0713: actor 204@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 30 
jump @DRUGS4_41090 

:DRUGS4_41054
0713: actor 204@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:DRUGS4_41090
06DB: destroy_all_trains 
191@ = Car.Create(#COPCARLA, 2447.036, -1370.772, 22.64)
Car.Angle(191@) = 270.267
Car.SetToNormalDriver(191@)
Car.Health(191@) = 250
Car.ImmuneToNonPlayer(191@) = True
290@ = Marker.CreateAboveCar(191@)
018B: set_marker 290@ radar_mode 2 
207@ = Actor.Create(Mission1, #LAPD1, 2448.77, -1368.898, 23.6)
060B: set_actor 207@ decision_maker_to 55@ 
01B2: give_actor 207@ weapon 29 ammo 999 // Load the weapon model before using this 
0085: 118@ = 207@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66967 
208@ = Actor.Create(Mission1, #LAPD1, 2444.387, -1369.356, 24.02)
060B: set_actor 208@ decision_maker_to 55@ 
01B2: give_actor 208@ weapon 29 ammo 999 // Load the weapon model before using this 
0085: 118@ = 208@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66967 
302@ = 1 

:DRUGS4_41299
296@ = 4 

:DRUGS4_41306
if 
  296@ == 4 
else_jump @DRUGS4_41497 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_41497 
if 
01AD:   car $SWEET_CAR sphere 0 near_point 2448.94 -1311.15 radius 30.1 30.1 
else_jump @DRUGS4_41497 
if 
   not Car.Wrecked(192@)
else_jump @DRUGS4_41490 
05EB: assign_car 192@ to_path 338 
0397: enable_car 192@ siren 1 
303@ = 1 
319@ = 1 
if 
   not Actor.Dead(205@)
else_jump @DRUGS4_41475 
0713: actor 205@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:DRUGS4_41475
291@ = Marker.CreateAboveCar(192@)
018B: set_marker 291@ radar_mode 2 

:DRUGS4_41490
296@ = 5 

:DRUGS4_41497
if 
  313@ == 1 
else_jump @DRUGS4_41649 
if 
   not Car.Wrecked(186@)
else_jump @DRUGS4_41649 
if 
   not Actor.Dead(195@)
else_jump @DRUGS4_41554 
jump @DRUGS4_41649 

:DRUGS4_41554
if 
   not Actor.Dead(196@)
else_jump @DRUGS4_41637 
if 
   Actor.InCar(196@, 186@)
else_jump @DRUGS4_41630 
046C: 284@ = car 186@ driver 
if 
  284@ == -1 
else_jump @DRUGS4_41630 
0676: AS_actor 196@ in_car 186@ move_from_passengerseat_to_driverseat 
313@ = 2 

:DRUGS4_41630
jump @DRUGS4_41649 

:DRUGS4_41637
05EC: release_car 186@ from_path 
313@ = 2 

:DRUGS4_41649
if 
  313@ == 2 
else_jump @DRUGS4_41695 
if 
   Actor.Dead(196@)
else_jump @DRUGS4_41695 
05EC: release_car 186@ from_path 
313@ = 3 

:DRUGS4_41695
if 
  297@ == 1 
else_jump @DRUGS4_41811 
if 
   not Car.Wrecked(186@)
else_jump @DRUGS4_41779 
if 
860E:   not car 186@ assigned_to_path 
else_jump @DRUGS4_41772 
Car.RemoveReferences(186@)
Actor.RemoveReferences(195@)
Actor.RemoveReferences(196@)
Marker.Disable(285@)
297@ = 2 

:DRUGS4_41772
jump @DRUGS4_41811 

:DRUGS4_41779
05EC: release_car 186@ from_path 
Actor.RemoveReferences(195@)
Actor.RemoveReferences(196@)
Car.RemoveReferences(186@)
Marker.Disable(285@)
297@ = 2 

:DRUGS4_41811
if 
  314@ == 1 
else_jump @DRUGS4_41963 
if 
   not Car.Wrecked(187@)
else_jump @DRUGS4_41963 
if 
   not Actor.Dead(197@)
else_jump @DRUGS4_41868 
jump @DRUGS4_41963 

:DRUGS4_41868
if 
   not Actor.Dead(198@)
else_jump @DRUGS4_41951 
if 
   Actor.InCar(198@, 187@)
else_jump @DRUGS4_41944 
046C: 284@ = car 187@ driver 
if 
  284@ == -1 
else_jump @DRUGS4_41944 
0676: AS_actor 198@ in_car 187@ move_from_passengerseat_to_driverseat 
314@ = 2 

:DRUGS4_41944
jump @DRUGS4_41963 

:DRUGS4_41951
05EC: release_car 187@ from_path 
314@ = 2 

:DRUGS4_41963
if 
  314@ == 2 
else_jump @DRUGS4_42009 
if 
   Actor.Dead(198@)
else_jump @DRUGS4_42009 
05EC: release_car 187@ from_path 
314@ = 3 

:DRUGS4_42009
if 
  298@ == 1 
else_jump @DRUGS4_42125 
if 
   not Car.Wrecked(187@)
else_jump @DRUGS4_42093 
if 
860E:   not car 187@ assigned_to_path 
else_jump @DRUGS4_42086 
Car.RemoveReferences(187@)
Actor.RemoveReferences(197@)
Actor.RemoveReferences(198@)
Marker.Disable(286@)
298@ = 2 

:DRUGS4_42086
jump @DRUGS4_42125 

:DRUGS4_42093
05EC: release_car 187@ from_path 
Actor.RemoveReferences(197@)
Actor.RemoveReferences(198@)
Car.RemoveReferences(187@)
Marker.Disable(286@)
298@ = 2 

:DRUGS4_42125
if 
  299@ == 1 
else_jump @DRUGS4_42261 
if 
   not Car.Wrecked(188@)
else_jump @DRUGS4_42219 
if 
860E:   not car 188@ assigned_to_path 
else_jump @DRUGS4_42212 
Car.RemoveReferences(188@)
Actor.RemoveReferences(199@)
Actor.RemoveReferences(200@)
Marker.Disable(287@)
Car.RemoveReferences(211@)
Model.Destroy(#STREAK)
299@ = 2 

:DRUGS4_42212
jump @DRUGS4_42261 

:DRUGS4_42219
05EC: release_car 188@ from_path 
Actor.RemoveReferences(199@)
Actor.RemoveReferences(200@)
Car.RemoveReferences(188@)
Car.RemoveReferences(211@)
Model.Destroy(#STREAK)
Marker.Disable(287@)
299@ = 2 

:DRUGS4_42261
if 
  316@ == 1 
else_jump @DRUGS4_42413 
if 
   not Car.Wrecked(189@)
else_jump @DRUGS4_42413 
if 
   not Actor.Dead(201@)
else_jump @DRUGS4_42318 
jump @DRUGS4_42413 

:DRUGS4_42318
if 
   not Actor.Dead(202@)
else_jump @DRUGS4_42401 
if 
   Actor.InCar(202@, 189@)
else_jump @DRUGS4_42394 
046C: 284@ = car 189@ driver 
if 
  284@ == -1 
else_jump @DRUGS4_42394 
0676: AS_actor 202@ in_car 189@ move_from_passengerseat_to_driverseat 
316@ = 2 

:DRUGS4_42394
jump @DRUGS4_42413 

:DRUGS4_42401
05EC: release_car 189@ from_path 
316@ = 2 

:DRUGS4_42413
if 
  316@ == 2 
else_jump @DRUGS4_42459 
if 
   Actor.Dead(202@)
else_jump @DRUGS4_42459 
05EC: release_car 189@ from_path 
316@ = 3 

:DRUGS4_42459
if 
  300@ == 1 
else_jump @DRUGS4_42575 
if 
   not Car.Wrecked(189@)
else_jump @DRUGS4_42543 
if 
860E:   not car 189@ assigned_to_path 
else_jump @DRUGS4_42536 
Car.RemoveReferences(189@)
Actor.RemoveReferences(201@)
Actor.RemoveReferences(202@)
Marker.Disable(288@)
300@ = 2 

:DRUGS4_42536
jump @DRUGS4_42575 

:DRUGS4_42543
05EC: release_car 189@ from_path 
Actor.RemoveReferences(201@)
Actor.RemoveReferences(202@)
Car.RemoveReferences(189@)
Marker.Disable(288@)
300@ = 2 

:DRUGS4_42575
if 
  317@ == 1 
else_jump @DRUGS4_42727 
if 
   not Car.Wrecked(190@)
else_jump @DRUGS4_42727 
if 
   not Actor.Dead(203@)
else_jump @DRUGS4_42632 
jump @DRUGS4_42727 

:DRUGS4_42632
if 
   not Actor.Dead(204@)
else_jump @DRUGS4_42715 
if 
   Actor.InCar(204@, 190@)
else_jump @DRUGS4_42708 
046C: 284@ = car 190@ driver 
if 
  284@ == -1 
else_jump @DRUGS4_42708 
0676: AS_actor 204@ in_car 190@ move_from_passengerseat_to_driverseat 
317@ = 2 

:DRUGS4_42708
jump @DRUGS4_42727 

:DRUGS4_42715
05EC: release_car 190@ from_path 
317@ = 2 

:DRUGS4_42727
if 
  317@ == 2 
else_jump @DRUGS4_42773 
if 
   Actor.Dead(204@)
else_jump @DRUGS4_42773 
05EC: release_car 190@ from_path 
317@ = 3 

:DRUGS4_42773
if 
  301@ == 1 
else_jump @DRUGS4_42889 
if 
   not Car.Wrecked(190@)
else_jump @DRUGS4_42857 
if 
860E:   not car 190@ assigned_to_path 
else_jump @DRUGS4_42850 
Car.RemoveReferences(190@)
Actor.RemoveReferences(203@)
Actor.RemoveReferences(204@)
Marker.Disable(289@)
301@ = 2 

:DRUGS4_42850
jump @DRUGS4_42889 

:DRUGS4_42857
05EC: release_car 190@ from_path 
Actor.RemoveReferences(203@)
Actor.RemoveReferences(204@)
Car.RemoveReferences(190@)
Marker.Disable(289@)
301@ = 2 

:DRUGS4_42889
if 
  302@ == 1 
else_jump @DRUGS4_42950 
if 
   Car.Wrecked(191@)
else_jump @DRUGS4_42950 
Actor.RemoveReferences(207@)
Actor.RemoveReferences(208@)
Car.RemoveReferences(191@)
Marker.Disable(290@)
302@ = 2 

:DRUGS4_42950
if 
  319@ == 1 
else_jump @DRUGS4_43102 
if 
   not Car.Wrecked(192@)
else_jump @DRUGS4_43102 
if 
   not Actor.Dead(205@)
else_jump @DRUGS4_43007 
jump @DRUGS4_43102 

:DRUGS4_43007
if 
   not Actor.Dead(206@)
else_jump @DRUGS4_43090 
if 
   Actor.InCar(206@, 192@)
else_jump @DRUGS4_43083 
046C: 284@ = car 192@ driver 
if 
  284@ == -1 
else_jump @DRUGS4_43083 
0676: AS_actor 206@ in_car 192@ move_from_passengerseat_to_driverseat 
319@ = 2 

:DRUGS4_43083
jump @DRUGS4_43102 

:DRUGS4_43090
05EC: release_car 192@ from_path 
319@ = 2 

:DRUGS4_43102
if 
  319@ == 2 
else_jump @DRUGS4_43148 
if 
   Actor.Dead(206@)
else_jump @DRUGS4_43148 
05EC: release_car 192@ from_path 
319@ = 3 

:DRUGS4_43148
if 
  303@ == 1 
else_jump @DRUGS4_43264 
if 
   not Car.Wrecked(192@)
else_jump @DRUGS4_43232 
if 
860E:   not car 192@ assigned_to_path 
else_jump @DRUGS4_43225 
Car.RemoveReferences(192@)
Actor.RemoveReferences(205@)
Actor.RemoveReferences(206@)
Marker.Disable(291@)
303@ = 2 

:DRUGS4_43225
jump @DRUGS4_43264 

:DRUGS4_43232
05EC: release_car 192@ from_path 
Actor.RemoveReferences(205@)
Actor.RemoveReferences(206@)
Car.RemoveReferences(192@)
Marker.Disable(291@)
303@ = 2 

:DRUGS4_43264
if 
  143@ == 0 
else_jump @DRUGS4_43320 
if 
   Car.Wrecked(40@)
else_jump @DRUGS4_43320 
Car.RemoveReferences(40@)
Actor.RemoveReferences(44@)
06B2: destroy_searchlight 58@ 
143@ = 1 

:DRUGS4_43320
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2555.85 -1257.43 radius 5.0 5.0 
else_jump @DRUGS4_43440 
326@ = 2 
fade 0 100 

:DRUGS4_43371
if 
fading 
else_jump @DRUGS4_43395 
wait 0 
jump @DRUGS4_43371 

:DRUGS4_43395
Player.CanMove($PLAYER_CHAR) = False
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_43433 
Car.SetImmunities($SWEET_CAR, 1, 1, 1, 1, 1)

:DRUGS4_43433
295@ = 2 

:DRUGS4_43440
if 
  326@ == 1 
else_jump @DRUGS4_44958 
gosub @DRUGS4_66554 
if 
  178@ == 0 
else_jump @DRUGS4_43530 
if 
  179@ == 0 
else_jump @DRUGS4_43530 
04AF: 106@ = 15880 // @ = any 
05AA: 107@s = 'FIN1_KF'  // ~z~Mann, mir geht die Munition aus.
gosub @DRUGS4_66512 

:DRUGS4_43530
if 
  178@ == 1 
else_jump @DRUGS4_43595 
if 
  179@ == 0 
else_jump @DRUGS4_43595 
04AF: 106@ = 15881 // @ = any 
05AA: 107@s = 'FIN1_KG'  // ~z~Ich hab 'ne AK hier.
gosub @DRUGS4_66512 

:DRUGS4_43595
if 
  178@ == 2 
else_jump @DRUGS4_43660 
if 
  179@ == 0 
else_jump @DRUGS4_43660 
04AF: 106@ = 15882 // @ = any 
05AA: 107@s = 'FIN1_KH'  // ~z~Das ist ja 'ne verdammte Antiquitt!
gosub @DRUGS4_66512 

:DRUGS4_43660
if 
  178@ == 3 
else_jump @DRUGS4_43725 
if 
  179@ == 0 
else_jump @DRUGS4_43725 
04AF: 106@ = 15883 // @ = any 
05AA: 107@s = 'FIN1_KI'  // ~z~Ja, das Pentagon ist Emmet nicht gerade!
gosub @DRUGS4_66512 

:DRUGS4_43725
if 
  178@ == 4 
else_jump @DRUGS4_43790 
if 
  179@ == 0 
else_jump @DRUGS4_43790 
04AF: 106@ = 15884 // @ = any 
05AA: 107@s = 'FIN1_KJ'  // ~z~Du hast das Ding von Emmet? Scheie...
gosub @DRUGS4_66512 

:DRUGS4_43790
if 
  178@ == 5 
else_jump @DRUGS4_43855 
if 
  179@ == 0 
else_jump @DRUGS4_43855 
04AF: 106@ = 15949 // @ = any 
05AA: 107@s = 'FIN1_ZC'  // ~z~CJ, du passt hinten auf!
gosub @DRUGS4_66512 

:DRUGS4_43855
if 
  178@ == 6 
else_jump @DRUGS4_43938 
if 
  179@ == 0 
else_jump @DRUGS4_43938 
if 
  327@ == 1 
else_jump @DRUGS4_43938 
04AF: 106@ = 15887 // @ = any 
05AA: 107@s = 'FIN1_KM'  // ~z~Mann, die sind platt! Hast du das gesehen?
gosub @DRUGS4_66512 

:DRUGS4_43938
if 
  178@ == 7 
else_jump @DRUGS4_44003 
if 
  179@ == 0 
else_jump @DRUGS4_44003 
04AF: 106@ = 15886 // @ = any 
05AA: 107@s = 'FIN1_KL'  // ~z~Verdammt! Das war knapp!
gosub @DRUGS4_66512 

:DRUGS4_44003
if 
  178@ == 8 
else_jump @DRUGS4_44091 
if 
  179@ == 0 
else_jump @DRUGS4_44091 
if 
06B3:   searchlight 58@ active 
else_jump @DRUGS4_44062 
0941: unknown_searchlight 58@ flag 1 

:DRUGS4_44062
04AF: 106@ = 15888 // @ = any 
05AA: 107@s = 'FIN1_KO'  // ~z~Langsam wird's ernst! Hier drauen wird's noch schlimmer!
gosub @DRUGS4_66512 

:DRUGS4_44091
if 
  178@ == 9 
else_jump @DRUGS4_44156 
if 
  179@ == 0 
else_jump @DRUGS4_44156 
04AF: 106@ = 15889 // @ = any 
05AA: 107@s = 'FIN1_KP'  // ~z~Das ist wie der Dritte Weltkrieg!
gosub @DRUGS4_66512 

:DRUGS4_44156
if 
  327@ == 1 
else_jump @DRUGS4_44219 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2372.35 -1283.33 radius 15.0 15.0 
else_jump @DRUGS4_44219 
327@ = 2 

:DRUGS4_44219
if 
  178@ == 10 
else_jump @DRUGS4_44302 
if 
  327@ == 2 
else_jump @DRUGS4_44302 
if 
  179@ == 0 
else_jump @DRUGS4_44302 
04AF: 106@ = 15892 // @ = any 
05AA: 107@s = 'FIN1_KS'  // ~z~Hey, CJ, pass auf, links!
gosub @DRUGS4_66512 

:DRUGS4_44302
if 
  178@ == 11 
else_jump @DRUGS4_44390 
if 
  179@ == 0 
else_jump @DRUGS4_44390 
if 
06B3:   searchlight 58@ active 
else_jump @DRUGS4_44361 
0941: unknown_searchlight 58@ flag 0 

:DRUGS4_44361
04AF: 106@ = 15893 // @ = any 
05AA: 107@s = 'FIN1_KT'  // ~z~Von dir aus links oder von mir aus links?
gosub @DRUGS4_66512 

:DRUGS4_44390
if 
  178@ == 12 
else_jump @DRUGS4_44455 
if 
  179@ == 0 
else_jump @DRUGS4_44455 
04AF: 106@ = 15894 // @ = any 
05AA: 107@s = 'FIN1_KU'  // ~z~Zum Teufel, keine Ahnung, erledige einfach alle Motherfucker!
gosub @DRUGS4_66512 

:DRUGS4_44455
if 
  178@ == 13 
else_jump @DRUGS4_44520 
if 
  179@ == 0 
else_jump @DRUGS4_44520 
04AF: 106@ = 15812 // @ = any 
05AA: 107@s = 'FIN1_CB'  // ~z~Vier Gangbanger in blauem Viertrer auf dem Weg zurck nach South Central.
gosub @DRUGS4_66512 

:DRUGS4_44520
if 
  327@ == 2 
else_jump @DRUGS4_44583 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2424.42 -1446.57 radius 15.0 15.0 
else_jump @DRUGS4_44583 
327@ = 3 

:DRUGS4_44583
if 
  178@ == 14 
else_jump @DRUGS4_44666 
if 
  327@ == 3 
else_jump @DRUGS4_44666 
if 
  179@ == 0 
else_jump @DRUGS4_44666 
04AF: 106@ = 15902 // @ = any 
05AA: 107@s = 'FIN1_LD'  // ~z~Da vorne kommt rger!
gosub @DRUGS4_66512 

:DRUGS4_44666
if 
  327@ == 3 
else_jump @DRUGS4_44729 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2453.78 -1333.3 radius 10.0 10.0 
else_jump @DRUGS4_44729 
327@ = 4 

:DRUGS4_44729
if 
  178@ == 15 
else_jump @DRUGS4_44812 
if 
  327@ == 3 
else_jump @DRUGS4_44812 
if 
  179@ == 0 
else_jump @DRUGS4_44812 
04AF: 106@ = 15950 // @ = any 
05AA: 107@s = 'FIN1_ZD'  // ~z~Carl, sie sind berall!
gosub @DRUGS4_66512 

:DRUGS4_44812
if 
  327@ == 4 
else_jump @DRUGS4_44875 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2454.1 -1313.02 radius 10.0 10.0 
else_jump @DRUGS4_44875 
327@ = 5 

:DRUGS4_44875
if 
  178@ == 16 
else_jump @DRUGS4_44958 
if 
  179@ == 0 
else_jump @DRUGS4_44958 
if 
  327@ == 5 
else_jump @DRUGS4_44958 
04AF: 106@ = 15897 // @ = any 
05AA: 107@s = 'FIN1_KX'  // ~z~CJ, pass auf, rechts!
gosub @DRUGS4_66512 

:DRUGS4_44958
if 
  295@ == 2 
else_jump @DRUGS4_47216 
Player.CanMove($PLAYER_CHAR) = False
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_45014 
Car.SetImmunities($SWEET_CAR, 1, 1, 1, 1, 1)

:DRUGS4_45014
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.1 
05EC: release_car 186@ from_path 
Car.Destroy(186@)
Marker.Disable(285@)
05EC: release_car 187@ from_path 
Car.Destroy(187@)
Marker.Disable(286@)
05EC: release_car 188@ from_path 
Car.Destroy(188@)
Marker.Disable(287@)
05EC: release_car 189@ from_path 
Car.Destroy(189@)
Marker.Disable(288@)
05EC: release_car 190@ from_path 
Car.Destroy(190@)
Marker.Disable(289@)
Car.Destroy(191@)
Marker.Disable(290@)
05EC: release_car 192@ from_path 
Car.Destroy(192@)
Marker.Disable(291@)
Actor.DestroyInstantly(195@)
Actor.DestroyInstantly(196@)
Actor.DestroyInstantly(197@)
Actor.DestroyInstantly(198@)
Actor.DestroyInstantly(199@)
Actor.DestroyInstantly(200@)
Actor.DestroyInstantly(201@)
Actor.DestroyInstantly(202@)
Actor.DestroyInstantly(203@)
Actor.DestroyInstantly(204@)
Actor.DestroyInstantly(205@)
Actor.DestroyInstantly(206@)
Actor.DestroyInstantly(207@)
Actor.DestroyInstantly(208@)
296@ = 0 
297@ = 0 
298@ = 0 
299@ = 0 
300@ = 0 
301@ = 0 
302@ = 0 
303@ = 0 
304@ = 0 
313@ = 0 
314@ = 0 
315@ = 0 
316@ = 0 
317@ = 0 
318@ = 0 
319@ = 0 
320@ = 0 
07C0: load_path 331 
Model.Load(#DYN_SCAFFOLD_4B)
07C0: load_path 339 
04ED: load_animation "MD_CHASE" 
07C0: load_path 373 
07C0: load_path 374 
07C0: load_path 375 
07C0: load_path 376 
07C0: load_path 377 
07C0: load_path 371 
07C0: load_path 372 
07C0: load_path 378 
07C0: load_path 380 
07C0: load_path 381 
Model.Load(#MUNCH_DONUT)
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
Model.Load(#CHOPCOP_ARMR)
Model.Load(#CHOPCOP_LEGR)
Model.Load(#CHOPCOP_HEAD)
Model.Load(#CHOPCOP_TORSO)
Model.Load(#WD_FENCE_ANIM)
Model.Load(#LAPDM1)
Model.Load(#COPBIKE)
03CF: load_wav 15903 as 1 
03CF: load_wav 15904 as 2 
Model.Load(#MD_POSTER)
038B: load_requested_models 

:DRUGS4_45477
if or
87C1:   not path 331 available 
   not Model.Available(#DYN_SCAFFOLD_4B)
87C1:   not path 339 available 
84EE:   not animation "MD_CHASE" loaded 
   not Model.Available(#LAPDM1)
   not Model.Available(#COPBIKE)
else_jump @DRUGS4_45536 
wait 0 
jump @DRUGS4_45477 

:DRUGS4_45536
if or
87C1:   not path 373 available 
87C1:   not path 374 available 
87C1:   not path 375 available 
87C1:   not path 376 available 
87C1:   not path 377 available 
else_jump @DRUGS4_45583 
wait 0 
jump @DRUGS4_45536 

:DRUGS4_45583
if or
87C1:   not path 371 available 
87C1:   not path 372 available 
87C1:   not path 378 available 
87C1:   not path 380 available 
else_jump @DRUGS4_45625 
wait 0 
jump @DRUGS4_45583 

:DRUGS4_45625
if or
   not Model.Available(#MUNCH_DONUT)
87C1:   not path 381 available 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
else_jump @DRUGS4_45665 
wait 0 
jump @DRUGS4_45625 

:DRUGS4_45665
if or
   not Model.Available(#CHOPCOP_ARMR)
   not Model.Available(#CHOPCOP_LEGR)
   not Model.Available(#CHOPCOP_HEAD)
   not Model.Available(#WD_FENCE_ANIM)
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @DRUGS4_45715 
wait 0 
jump @DRUGS4_45665 

:DRUGS4_45715
212@ = Car.Create(#COPBIKE, 2571.39, -1248.083, 45.2)
09C4: set_car 212@ gas_tank_explosion_enabled 0 
Car.Angle(212@) = 181.089
213@ = Car.Create(#COPBIKE, 2569.95, -1248.083, 45.2)
09C4: set_car 213@ gas_tank_explosion_enabled 0 
Car.Angle(213@) = 181.089
214@ = Car.Create(#COPBIKE, 2586.339, -1351.697, 35.174)
09C4: set_car 214@ gas_tank_explosion_enabled 0 
Car.Angle(214@) = 87.221
067F: set_car 214@ lights 2 
067F: set_car 212@ lights 1 
067F: set_car 213@ lights 1 
0129: 216@ = create_actor_pedtype 24 model #LAPDM1 in_car 212@ driverseat 
060B: set_actor 216@ decision_maker_to 55@ 
0129: 217@ = create_actor_pedtype 24 model #LAPDM1 in_car 213@ driverseat 
060B: set_actor 217@ decision_maker_to 55@ 
186@ = Car.Create(#COPCARLA, 2505.736, -1256.742, 33.64)
09C4: set_car 186@ gas_tank_explosion_enabled 0 
Car.Angle(186@) = 268.42
0129: 195@ = create_actor_pedtype 24 model #LAPD1 in_car 186@ driverseat 
060B: set_actor 195@ decision_maker_to 55@ 
0446: set_actor 195@ immune_to_headshots 0 
054A: set_actor 195@ immune_to_car_headshots 0 
02A9: set_actor 195@ immune_to_nonplayer 1 
230@ = Object.Create(#MUNCH_DONUT, 2570.59, -1247.66, 44.88)
Camera.SetPosition(2570.636, -1245.94, 45.3765, 0.0, 0.0, 0.0)
Camera.PointAt(2570.625, -1246.931, 45.2422, 2)
fade 1 250 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_46129 
if 
060E:   car $SWEET_CAR assigned_to_path 
else_jump @DRUGS4_46117 
05EC: release_car $SWEET_CAR from_path 
Car.SetToNormalDriver($SWEET_CAR)
Car.LockInCurrentPosition($SWEET_CAR) = True
jump @DRUGS4_46129 

:DRUGS4_46117
Car.SetToNormalDriver($SWEET_CAR)
Car.LockInCurrentPosition($SWEET_CAR) = True

:DRUGS4_46129
064B: 237@ = create_particle "CARWASHSPRAY" at 2451.04 -1460.79 23.0 type 1 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_46250 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.PutAt($PLAYER_ACTOR, 2585.74, -1264.16, 46.2)
0129: $ACTOR_SMOKE = create_actor_pedtype 23 model #SPECIAL02 in_car $SWEET_CAR driverseat 
060B: set_actor $ACTOR_SMOKE decision_maker_to 55@ 
01C8: $ACTOR_RYDER = create_actor_pedtype 23 model #SPECIAL03 in_car $SWEET_CAR passenger_seat 0 
060B: set_actor $ACTOR_RYDER decision_maker_to 55@ 

:DRUGS4_46250
218@ = Actor.Create(Mission1, #LAPDM1, 0.0, 0.0, 0.0)
060B: set_actor 218@ decision_maker_to 55@ 
0446: set_actor 218@ immune_to_headshots 0 
02A9: set_actor 218@ immune_to_nonplayer 1 
Car.SetImmunities(214@, 1, 1, 1, 1, 1)
0812: AS_actor 218@ perform_animation "MD_BIKE_JMP_F" IFP_file "MD_CHASE" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 218@ into_turret_on_car 214@ at_car_offset 0.0 -0.401 0.47 position 0 shooting_angle_limit 360.0 with_weapon 0 
Actor.Health(218@) = 1000
308@ = 1 
222@ = Object.Create(#DYN_SCAFFOLD_4B, 2563.232, -1322.392, 40.3)
Object.Angle(222@) = 170.0
223@ = Object.Create(#DYN_SCAFFOLD_4B, 2563.232, -1322.392, 42.5)
Object.Angle(223@) = 170.0
224@ = Object.Create(#DYN_SCAFFOLD_4B, 2563.232, -1322.392, 44.7)
Object.Angle(224@) = 170.0
225@ = Object.Create(#DYN_SCAFFOLD_4B, 2565.882, -1322.392, 40.3)
Object.Angle(225@) = 170.0
226@ = Object.Create(#DYN_SCAFFOLD_4B, 2565.882, -1322.392, 42.5)
Object.Angle(226@) = 170.0
227@ = Object.Create(#DYN_SCAFFOLD_4B, 2565.882, -1322.392, 44.7)
Object.Angle(227@) = 170.0
305@ = 1 
187@ = Car.Create(#COPCARLA, 2520.49, -1485.04, 22.84)
09C4: set_car 187@ gas_tank_explosion_enabled 0 
Car.Angle(187@) = 1.33
Car.Health(187@) = 750
Car.ImmuneToNonPlayer(187@) = True
0129: 196@ = create_actor_pedtype 24 model #LAPD1 in_car 187@ driverseat 
060B: set_actor 196@ decision_maker_to 55@ 
Actor.Health(196@) = 100
02A9: set_actor 196@ immune_to_nonplayer 1 
01C8: 197@ = create_actor_pedtype 24 model #LAPD1 in_car 187@ passenger_seat 0 
060B: set_actor 197@ decision_maker_to 55@ 
Actor.Health(197@) = 100
02A9: set_actor 197@ immune_to_nonplayer 1 
01B2: give_actor 197@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 197@ immune_to_headshots 0 
Car.SetToNormalDriver(187@)
188@ = Car.Create(#COPCARLA, 2532.98, -1502.372, 23.67)
09C4: set_car 188@ gas_tank_explosion_enabled 0 
Car.Angle(188@) = 266.9
Car.Health(188@) = 600
Car.ImmuneToNonPlayer(188@) = True
0129: 198@ = create_actor_pedtype 24 model #LAPD1 in_car 188@ driverseat 
060B: set_actor 198@ decision_maker_to 55@ 
0446: set_actor 198@ immune_to_headshots 0 
Actor.Health(198@) = 100
02A9: set_actor 198@ immune_to_nonplayer 1 
01C8: 199@ = create_actor_pedtype 24 model #LAPD1 in_car 188@ passenger_seat 0 
060B: set_actor 199@ decision_maker_to 55@ 
Actor.Health(199@) = 100
02A9: set_actor 199@ immune_to_nonplayer 1 
01B2: give_actor 199@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 199@ immune_to_headshots 0 
Car.SetToNormalDriver(188@)
193@ = Car.Create(#COPCARLA, 2510.967, -1448.138, 28.398)
09C4: set_car 193@ gas_tank_explosion_enabled 0 
Car.Angle(193@) = 72.49
Car.Health(193@) = 325
Car.ImmuneToNonPlayer(193@) = True
0129: 201@ = create_actor_pedtype 24 model #LAPD1 in_car 193@ driverseat 
060B: set_actor 201@ decision_maker_to 55@ 
0446: set_actor 201@ immune_to_headshots 0 
02A9: set_actor 201@ immune_to_nonplayer 1 
01C8: 202@ = create_actor_pedtype 24 model #LAPD1 in_car 193@ passenger_seat 0 
060B: set_actor 202@ decision_maker_to 55@ 
02A9: set_actor 202@ immune_to_nonplayer 1 
01B2: give_actor 202@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 202@ immune_to_headshots 0 
Car.SetToNormalDriver(193@)
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_47209 
if 
   not Car.Wrecked(186@)
else_jump @DRUGS4_47209 
if 
   not Car.Wrecked(213@)
else_jump @DRUGS4_47209 
if 
   not Car.Wrecked(214@)
else_jump @DRUGS4_47209 
Car.LockInCurrentPosition($SWEET_CAR) = False
05EB: assign_car $SWEET_CAR to_path 331 
05EB: assign_car 186@ to_path 339 
05EB: assign_car 213@ to_path 371 
05EB: assign_car 214@ to_path 372 
0397: enable_car 214@ siren 1 
308@ = 2 
285@ = Marker.CreateAboveCar(186@)
018B: set_marker 285@ radar_mode 2 
297@ = 1 
0397: enable_car 186@ siren 1 
32@ = 0 

:DRUGS4_47209
295@ = 3 

:DRUGS4_47216
if 
  295@ == 3 
else_jump @DRUGS4_47331 
if 
  32@ > 1100 
else_jump @DRUGS4_47331 
if 
03CA:   object 230@ exists 
else_jump @DRUGS4_47304 
075A: set_object 230@ animation "DONUTDROP" IFP_file "MD_CHASE" 4.0 lockF 0 loop 1 // IF AND SET 

:DRUGS4_47304
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_LE' time 2250 flag 1  // ~z~Die guten Donuts!
295@ = 4 

:DRUGS4_47331
if 
  295@ == 4 
else_jump @DRUGS4_47508 
if 
  32@ > 3800 
else_jump @DRUGS4_47508 
if 
   not Car.Wrecked(212@)
else_jump @DRUGS4_47508 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_LF' time 2000 flag 1  // ~z~Weiter geht's!
Car.DriveTo(212@, 2604.02, -1256.38, 48.84)
Car.SetMaxSpeed(212@, 25.0)
00AE: set_car 212@ traffic_behaviour_to 2 
if 
   not Car.Wrecked(212@)
else_jump @DRUGS4_47471 
067F: set_car 212@ lights 2 
0397: enable_car 212@ siren 1 

:DRUGS4_47471
if 
   not Car.Wrecked(213@)
else_jump @DRUGS4_47501 
067F: set_car 213@ lights 2 
0397: enable_car 213@ siren 1 

:DRUGS4_47501
295@ = 5 

:DRUGS4_47508
if 
  295@ == 5 
else_jump @DRUGS4_47613 
if 
  32@ > 4500 
else_jump @DRUGS4_47613 
Camera.SetPosition(2569.743, -1287.646, 46.8949, 0.0, 0.0, 0.0)
Camera.PointAt(2569.825, -1286.652, 46.8238, 2)
Actor.Angle($PLAYER_ACTOR) = 180.0
295@ = 6 

:DRUGS4_47613
if 
  295@ == 6 
else_jump @DRUGS4_47914 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_47914 
if or
01AD:   car $SWEET_CAR sphere 0 near_point 2569.743 -1287.646 radius 1.2 1.2 
  33@ > 50800 
else_jump @DRUGS4_47914 
Car.Destroy(212@)
Actor.DestroyInstantly(216@)
Object.Destroy(230@)
Actor.DestroyInstantly($ACTOR_SMOKE)
Actor.DestroyInstantly($ACTOR_RYDER)
0296: unload_special_actor 2 
0296: unload_special_actor 3 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_47791 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $SWEET_CAR at_car_offset 0.0 -0.5 0.8 position 2 shooting_angle_limit 360.0 with_weapon 30 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 75.0 rotation_speed 75.0 

:DRUGS4_47791
Camera.Restore
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Car.SetImmunities($SWEET_CAR, 0, 1, 1, 1, 1)
Actor.SetImmunities($PLAYER_ACTOR, 0, 1, 1, 0, 0)
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
if 
   not Actor.Dead(217@)
else_jump @DRUGS4_47872 
08C6: set_actor 217@ stay_on_bike 3 

:DRUGS4_47872
328@ = 3 
327@ = 0 
178@ = 0 
179@ = 0 
296@ = 1 
295@ = 7 

:DRUGS4_47914
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_50000 
if 
  295@ > 2 
else_jump @DRUGS4_50000 
if 
  308@ == 2 
else_jump @DRUGS4_48089 
if 
   not Actor.Dead(218@)
else_jump @DRUGS4_48089 
if 
   Actor.Animation(218@) == "MD_BIKE_JMP_F"
else_jump @DRUGS4_48089 
0613: 228@ = actor 218@ animation "MD_BIKE_JMP_F" time 
if 
  228@ > 0.0 
else_jump @DRUGS4_48089 
0393: actor 218@ perform_animation "MD_BIKE_JMP_F" at 0.0 times_normal_rate 
308@ = 3 

:DRUGS4_48089
if 
  308@ == 3 
else_jump @DRUGS4_48226 
if 
  32@ > 12600 
else_jump @DRUGS4_48226 
if 
   not Actor.Dead(218@)
else_jump @DRUGS4_48226 
0812: AS_actor 218@ perform_animation "MD_BIKE_JMP_F" IFP_file "MD_CHASE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0393: actor 218@ perform_animation "MD_BIKE_JMP_F" at 1.0 times_normal_rate 
327@ = 1 
308@ = 4 

:DRUGS4_48226
if 
  308@ == 4 
else_jump @DRUGS4_48620 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_48620 
if 
   not Actor.Dead(218@)
else_jump @DRUGS4_48620 
if 
   Actor.Animation(218@) == "MD_BIKE_JMP_F"
else_jump @DRUGS4_48620 
0613: 228@ = actor 218@ animation "MD_BIKE_JMP_F" time 
if 
  228@ == 1.0 
else_jump @DRUGS4_48620 
if 
  309@ == 1 
else_jump @DRUGS4_48432 
0605: actor 218@ perform_animation_sequence "MD_BIKE_LND_DIE_F" IFP_file "MD_CHASE" 1000.0 loop 0 0 0 1 time -1 // versionA 
308@ = 100 
jump @DRUGS4_48491 

:DRUGS4_48432
0812: AS_actor 218@ perform_animation "MD_BIKE_LND_F" IFP_file "MD_CHASE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
32@ = 0 
308@ = 5 

:DRUGS4_48491
wait 0 
if 
   not Actor.Dead(218@)
else_jump @DRUGS4_48564 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_48564 
0465: remove_actor 218@ from_turret_mode 
0464: put_actor 218@ into_turret_on_car $SWEET_CAR at_car_offset 0.0 3.0 0.3 position 2 shooting_angle_limit 360.0 with_weapon 0 

:DRUGS4_48564
if 
   not Car.Wrecked(214@)
else_jump @DRUGS4_48620 
05EC: release_car 214@ from_path 
07DB: set_car 214@ rotation_velocity_XYZ -3.0 -2.0 0.2003 through_center_of_mass 
Car.RemoveReferences(214@)
Car.RemoveReferences(213@)
Actor.RemoveReferences(217@)

:DRUGS4_48620
if 
  308@ == 5 
else_jump @DRUGS4_48799 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_48799 
if 
   not Actor.Dead(218@)
else_jump @DRUGS4_48799 
if 
   Actor.Animation(218@) == "MD_BIKE_LND_F"
else_jump @DRUGS4_48799 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_F" time 
if 
  228@ == 1.0 
else_jump @DRUGS4_48799 
0812: AS_actor 218@ perform_animation "MD_BIKE_PUNCH_F" IFP_file "MD_CHASE" 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
308@ = 6 

:DRUGS4_48799
if 
  308@ > 0 
else_jump @DRUGS4_48883 
if 
  5 > 308@ 
else_jump @DRUGS4_48883 
if 
   not Car.Wrecked(214@)
else_jump @DRUGS4_48883 
if 
   not Actor.Dead(218@)
else_jump @DRUGS4_48883 
221@ = Car.Angle(214@)
Actor.Angle(218@) = 221@

:DRUGS4_48883
if 
  308@ > 4 
else_jump @DRUGS4_48951 
if 
  101 > 308@ 
else_jump @DRUGS4_48951 
if 
   not Actor.Dead(218@)
else_jump @DRUGS4_48951 
221@ = Car.Angle($SWEET_CAR)
Actor.Angle(218@) = 221@

:DRUGS4_48951
if 
   not Actor.Dead(218@)
else_jump @DRUGS4_49106 
if 
   Actor.Animation(218@) == "MD_BIKE_PUNCH_F"
else_jump @DRUGS4_49106 
0613: 229@ = actor 218@ animation "MD_BIKE_PUNCH_F" time 
if 
  229@ > 0.2 
else_jump @DRUGS4_49099 
if 
  308@ == 6 
else_jump @DRUGS4_49092 
0834: set_player_head_temporary_turn_rotation_Z -2.2 rotation_Y 1.7 
0851: set_actor $PLAYER_ACTOR decrease_health_by 10 flag 1 
308@ = 7 

:DRUGS4_49092
jump @DRUGS4_49106 

:DRUGS4_49099
308@ = 6 

:DRUGS4_49106
if 
   not Actor.Dead(218@)
else_jump @DRUGS4_49171 
232@ = Actor.Health(218@)
if 
  901 > 232@ 
else_jump @DRUGS4_49171 
Actor.SetImmunities(218@, 1, 1, 1, 1, 1)
309@ = 1 

:DRUGS4_49171
if 
  308@ == 100 
else_jump @DRUGS4_49392 
if 
   Actor.Animation(218@) == "MD_BIKE_LND_DIE_F"
else_jump @DRUGS4_49392 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_DIE_F" time 
if 
  228@ == 1.0 
else_jump @DRUGS4_49392 
0465: remove_actor 218@ from_turret_mode 
Car.StorePos($SWEET_CAR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_X_COORD += 1.433 
$TEMPVAR_Y_COORD += 1.763 
$TEMPVAR_Z_COORD += 0.0 
Actor.PutAt(218@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0812: AS_actor 218@ perform_animation "MD_BIKE_LND_ROLL_F" IFP_file "MD_CHASE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
308@ = 101 

:DRUGS4_49392
if 
  308@ == 101 
else_jump @DRUGS4_49507 
if 
   Actor.Animation(218@) == "MD_BIKE_LND_ROLL_F"
else_jump @DRUGS4_49507 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_ROLL_F" time 
if 
  228@ == 1.0 
else_jump @DRUGS4_49507 
Actor.DestroyWithFade(218@)
308@ = 102 

:DRUGS4_49507
if 
  308@ > 4 
else_jump @DRUGS4_49577 
if 
  8 > 308@ 
else_jump @DRUGS4_49577 
if or
  309@ == 1 
  32@ > 15000 
else_jump @DRUGS4_49577 
308@ = 200 

:DRUGS4_49577
if 
  308@ == 200 
else_jump @DRUGS4_49666 
if 
   not Actor.Dead(218@)
else_jump @DRUGS4_49666 
0812: AS_actor 218@ perform_animation "MD_BIKE_SHOT_F" IFP_file "MD_CHASE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
308@ = 201 

:DRUGS4_49666
if 
  308@ == 201 
else_jump @DRUGS4_49883 
if 
   Actor.Animation(218@) == "MD_BIKE_SHOT_F"
else_jump @DRUGS4_49883 
0613: 228@ = actor 218@ animation "MD_BIKE_SHOT_F" time 
if 
  228@ == 1.0 
else_jump @DRUGS4_49883 
0465: remove_actor 218@ from_turret_mode 
Car.StorePos($SWEET_CAR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_X_COORD += 1.433 
$TEMPVAR_Y_COORD += 1.763 
$TEMPVAR_Z_COORD += 0.0 
Actor.PutAt(218@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0812: AS_actor 218@ perform_animation "MD_BIKE_LND_ROLL_F" IFP_file "MD_CHASE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
308@ = 202 

:DRUGS4_49883
if 
  308@ == 201 
else_jump @DRUGS4_50000 
if 
   Actor.Animation(218@) == "MD_BIKE_LND_ROLL_F"
else_jump @DRUGS4_50000 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_ROLL_F" time 
if 
  228@ == 1.0 
else_jump @DRUGS4_50000 
Actor.DestroyInstantly(218@)
308@ = 202 

:DRUGS4_50000
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_61917 
if 
  295@ == 7 
else_jump @DRUGS4_61917 
gosub @DRUGS4_66554 
if 
  178@ == 0 
else_jump @DRUGS4_50106 
if 
  179@ == 0 
else_jump @DRUGS4_50106 
04AF: 106@ = 15899 // @ = any 
05AA: 107@s = 'FIN1_LA'  // ~z~Schau nach vorne, CJ!
gosub @DRUGS4_66512 

:DRUGS4_50106
if 
  328@ == 0 
else_jump @DRUGS4_50187 
if 
  33@ > 53000 
else_jump @DRUGS4_50187 
if 
   not Actor.Dead(217@)
else_jump @DRUGS4_50180 
05BE: AS_kill_actor 217@ 
328@ = 1 
jump @DRUGS4_50187 

:DRUGS4_50180
328@ = 1 

:DRUGS4_50187
if 
  328@ == 3 
else_jump @DRUGS4_50268 
if 
  33@ > 58900 
else_jump @DRUGS4_50268 
if 
   not Car.Wrecked(186@)
else_jump @DRUGS4_50261 
020B: explode_car 186@ // versionA 
328@ = 4 
jump @DRUGS4_50268 

:DRUGS4_50261
328@ = 4 

:DRUGS4_50268
if 
  328@ == 4 
else_jump @DRUGS4_50349 
if 
  33@ > 85200 
else_jump @DRUGS4_50349 
if 
   not Car.Wrecked(187@)
else_jump @DRUGS4_50342 
020B: explode_car 187@ // versionA 
328@ = 5 
jump @DRUGS4_50349 

:DRUGS4_50342
328@ = 5 

:DRUGS4_50349
if 
  327@ == 1 
else_jump @DRUGS4_50432 
if 
  178@ == 1 
else_jump @DRUGS4_50432 
if 
  179@ == 0 
else_jump @DRUGS4_50432 
04AF: 106@ = 15809 // @ = any 
05AA: 107@s = 'FIN1_BK'  // ~z~berraschung, Homeboy!
gosub @DRUGS4_66512 

:DRUGS4_50432
if 
  178@ == 2 
else_jump @DRUGS4_50497 
if 
  179@ == 0 
else_jump @DRUGS4_50497 
04AF: 106@ = 15885 // @ = any 
05AA: 107@s = 'FIN1_KK'  // ~z~Heilige Scheie! Seht euch das an!
gosub @DRUGS4_66512 

:DRUGS4_50497
if 
  178@ == 3 
else_jump @DRUGS4_50562 
if 
  179@ == 0 
else_jump @DRUGS4_50562 
04AF: 106@ = 15891 // @ = any 
05AA: 107@s = 'FIN1_KR'  // ~z~Wr ich nur zuhause geblieben und htt mir das Spiel angesehen!
gosub @DRUGS4_66512 

:DRUGS4_50562
if 
  327@ == 1 
else_jump @DRUGS4_50625 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2545.15 -1460.3 radius 15.0 15.0 
else_jump @DRUGS4_50625 
327@ = 2 

:DRUGS4_50625
if 
  327@ == 2 
else_jump @DRUGS4_50708 
if 
  178@ == 4 
else_jump @DRUGS4_50708 
if 
  179@ == 0 
else_jump @DRUGS4_50708 
04AF: 106@ = 15948 // @ = any 
05AA: 107@s = 'FIN1_ZB'  // ~z~Carl, hinter uns! Hinter uns!
gosub @DRUGS4_66512 

:DRUGS4_50708
if 
  178@ == 5 
else_jump @DRUGS4_50773 
if 
  179@ == 0 
else_jump @DRUGS4_50773 
04AF: 106@ = 15910 // @ = any 
05AA: 107@s = 'FIN1_LL'  // ~z~Macht die Fenster hoch!
gosub @DRUGS4_66512 

:DRUGS4_50773
if 
  178@ == 6 
else_jump @DRUGS4_50838 
if 
  179@ == 0 
else_jump @DRUGS4_50838 
04AF: 106@ = 15907 // @ = any 
05AA: 107@s = 'FIN1_LI'  // ~z~Smoke, was zum Teufel machst du da?
gosub @DRUGS4_66512 

:DRUGS4_50838
if 
  327@ == 2 
else_jump @DRUGS4_50901 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2451.92 -1461.5 radius 12.0 12.0 
else_jump @DRUGS4_50901 
327@ = 4 

:DRUGS4_50901
if 
  327@ == 4 
else_jump @DRUGS4_50984 
if 
  178@ == 7 
else_jump @DRUGS4_50984 
if 
  179@ == 0 
else_jump @DRUGS4_50984 
04AF: 106@ = 15914 // @ = any 
05AA: 107@s = 'FIN1_LP'  // ~z~Verdammt, Smoke, ich hab Seife im Auge!
gosub @DRUGS4_66512 

:DRUGS4_50984
if 
  178@ == 8 
else_jump @DRUGS4_51049 
if 
  179@ == 0 
else_jump @DRUGS4_51049 
04AF: 106@ = 15933 // @ = any 
05AA: 107@s = 'FIN1_MK'  // ~z~Smoke, du bist wahnsinnig!
gosub @DRUGS4_66512 

:DRUGS4_51049
if 
  178@ == 9 
else_jump @DRUGS4_51114 
if 
  179@ == 0 
else_jump @DRUGS4_51114 
04AF: 106@ = 15908 // @ = any 
05AA: 107@s = 'FIN1_LJ'  // ~z~Ich hab's gern sauber!
gosub @DRUGS4_66512 

:DRUGS4_51114
if 
  327@ == 4 
else_jump @DRUGS4_51177 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2344.98 -1382.22 radius 18.0 18.0 
else_jump @DRUGS4_51177 
327@ = 5 

:DRUGS4_51177
if 
  327@ == 5 
else_jump @DRUGS4_51260 
if 
  178@ == 10 
else_jump @DRUGS4_51260 
if 
  179@ == 0 
else_jump @DRUGS4_51260 
04AF: 106@ = 15892 // @ = any 
05AA: 107@s = 'FIN1_KS'  // ~z~Hey, CJ, pass auf, links!
gosub @DRUGS4_66512 

:DRUGS4_51260
if 
  327@ == 5 
else_jump @DRUGS4_51323 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2305.51 -1370.01 radius 18.0 18.0 
else_jump @DRUGS4_51323 
327@ = 6 

:DRUGS4_51323
if 
  178@ == 11 
else_jump @DRUGS4_51388 
if 
  179@ == 0 
else_jump @DRUGS4_51388 
04AF: 106@ = 15915 // @ = any 
05AA: 107@s = 'FIN1_LQ'  // ~z~Hey, sind wir hier nicht schon mal vorbeigekommen?
gosub @DRUGS4_66512 

:DRUGS4_51388
if 
  178@ == 12 
else_jump @DRUGS4_51453 
if 
  179@ == 0 
else_jump @DRUGS4_51453 
04AF: 106@ = 15918 // @ = any 
05AA: 107@s = 'FIN1_LT'  // ~z~Ich fahr da, wo ich kann!
gosub @DRUGS4_66512 

:DRUGS4_51453
if 
  178@ == 13 
else_jump @DRUGS4_51518 
if 
  179@ == 0 
else_jump @DRUGS4_51518 
04AF: 106@ = 15920 // @ = any 
05AA: 107@s = 'FIN1_LV'  // ~z~Wenn du nett zu den Officers bist, lassen sie uns vielleicht laufen!
gosub @DRUGS4_66512 

:DRUGS4_51518
if 
  327@ == 7 
else_jump @DRUGS4_51601 
if 
  178@ == 14 
else_jump @DRUGS4_51601 
if 
  179@ == 0 
else_jump @DRUGS4_51601 
04AF: 106@ = 15810 // @ = any 
05AA: 107@s = 'FIN1_BL'  // ~z~Achtung, Bruder!
gosub @DRUGS4_66512 

:DRUGS4_51601
if 
  178@ == 15 
else_jump @DRUGS4_51666 
if 
  179@ == 0 
else_jump @DRUGS4_51666 
04AF: 106@ = 15921 // @ = any 
05AA: 107@s = 'FIN1_LW'  // ~z~Mann, da hngt so ein Trottel hinten am Auto!
gosub @DRUGS4_66512 

:DRUGS4_51666
if 
  178@ == 16 
else_jump @DRUGS4_51731 
if 
  179@ == 0 
else_jump @DRUGS4_51731 
04AF: 106@ = 15922 // @ = any 
05AA: 107@s = 'FIN1_LX'  // ~z~Dann werdet ihn los!
gosub @DRUGS4_66512 

:DRUGS4_51731
if 
  178@ == 17 
else_jump @DRUGS4_51796 
if 
  179@ == 0 
else_jump @DRUGS4_51796 
04AF: 106@ = 15947 // @ = any 
05AA: 107@s = 'FIN1_ZA'  // ~z~Oh Scheie! In meinem Rckspiegel sind lauter ble Gestalten!
gosub @DRUGS4_66512 

:DRUGS4_51796
if 
  178@ == 18 
else_jump @DRUGS4_51861 
if 
  179@ == 0 
else_jump @DRUGS4_51861 
04AF: 106@ = 15949 // @ = any 
05AA: 107@s = 'FIN1_ZC'  // ~z~CJ, du passt hinten auf!
gosub @DRUGS4_66512 

:DRUGS4_51861
if 
  327@ == 8 
else_jump @DRUGS4_51944 
if 
  179@ == 0 
else_jump @DRUGS4_51944 
if 
  178@ == 20 
else_jump @DRUGS4_51944 
04AF: 106@ = 15923 // @ = any 
05AA: 107@s = 'FIN1_MA'  // ~z~OH, SCHEISSE! Da vorne ist 'ne Straensperre!
gosub @DRUGS4_66512 

:DRUGS4_51944
if 
  179@ == 0 
else_jump @DRUGS4_52009 
if 
  178@ == 21 
else_jump @DRUGS4_52009 
04AF: 106@ = 15924 // @ = any 
05AA: 107@s = 'FIN1_MB'  // ~z~Die AK klemmt!
gosub @DRUGS4_66512 

:DRUGS4_52009
if 
  179@ == 0 
else_jump @DRUGS4_52074 
if 
  178@ == 22 
else_jump @DRUGS4_52074 
04AF: 106@ = 15926 // @ = any 
05AA: 107@s = 'FIN1_MD'  // ~z~Schei drauf, da brech ich durch!
gosub @DRUGS4_66512 

:DRUGS4_52074
if 
  179@ == 0 
else_jump @DRUGS4_52139 
if 
  178@ == 23 
else_jump @DRUGS4_52139 
04AF: 106@ = 15927 // @ = any 
05AA: 107@s = 'FIN1_ME'  // ~z~CJ! Da oben fliegt ein Polizei-Heli!
gosub @DRUGS4_66512 

:DRUGS4_52139
if 
  179@ == 0 
else_jump @DRUGS4_52204 
if 
  178@ == 24 
else_jump @DRUGS4_52204 
04AF: 106@ = 15824 // @ = any 
05AA: 107@s = 'FIN1_EA'  // ~z~Hier spricht das LSPD, keine... HEY! WAS ZUM TEUFEL? ZU NIEDRIG! SIE BRINGEN UNS ALLE UM!!
gosub @DRUGS4_66512 

:DRUGS4_52204
if 
  179@ == 0 
else_jump @DRUGS4_52269 
if 
  178@ == 25 
else_jump @DRUGS4_52269 
04AF: 106@ = 15930 // @ = any 
05AA: 107@s = 'FIN1_MH'  // ~z~Sto zurck, Smoke, sto zurck!
gosub @DRUGS4_66512 

:DRUGS4_52269
if 
  179@ == 0 
else_jump @DRUGS4_52334 
if 
  178@ == 26 
else_jump @DRUGS4_52334 
04AF: 106@ = 15931 // @ = any 
05AA: 107@s = 'FIN1_MI'  // ~z~Nein, ich fahr durch!
gosub @DRUGS4_66512 

:DRUGS4_52334
if 
  179@ == 0 
else_jump @DRUGS4_52399 
if 
  178@ == 27 
else_jump @DRUGS4_52399 
04AF: 106@ = 15942 // @ = any 
05AA: 107@s = 'FIN1_MT'  // ~z~Wir werden alle sterben!
gosub @DRUGS4_66512 

:DRUGS4_52399
if 
  179@ == 0 
else_jump @DRUGS4_52464 
if 
  178@ == 28 
else_jump @DRUGS4_52464 
04AF: 106@ = 15934 // @ = any 
05AA: 107@s = 'FIN1_ML'  // ~z~Ooooooooh, SCHEEEIIIISSE!
gosub @DRUGS4_66512 

:DRUGS4_52464
if 
  179@ == 0 
else_jump @DRUGS4_52529 
if 
  178@ == 29 
else_jump @DRUGS4_52529 
04AF: 106@ = 15940 // @ = any 
05AA: 107@s = 'FIN1_MR'  // ~z~Runter vom Gas, Smoke, RUNTER VOM GAS!
gosub @DRUGS4_66512 

:DRUGS4_52529
if 
  179@ == 0 
else_jump @DRUGS4_52594 
if 
  178@ == 30 
else_jump @DRUGS4_52594 
04AF: 106@ = 15941 // @ = any 
05AA: 107@s = 'FIN1_MS'  // ~z~Scheie, die Bremsen sind im Arsch!
gosub @DRUGS4_66512 

:DRUGS4_52594
if 
  305@ == 1 
else_jump @DRUGS4_52719 
if 
   not Car.Wrecked(186@)
else_jump @DRUGS4_52719 
if 
01AD:   car 186@ sphere 0 near_point 2566.12 -1322.35 radius 1.5 1.5 
else_jump @DRUGS4_52719 
if 
03CA:   object 223@ exists 
else_jump @DRUGS4_52689 
0723: break_object 223@ intensity 1 

:DRUGS4_52689
if 
03CA:   object 224@ exists 
else_jump @DRUGS4_52712 
0723: break_object 224@ intensity 1 

:DRUGS4_52712
305@ = 2 

:DRUGS4_52719
if 
  296@ == 1 
else_jump @DRUGS4_53224 
if 
01AD:   car $SWEET_CAR sphere 0 near_point 2564.68 -1442.47 radius 15.0 15.0 
else_jump @DRUGS4_53224 
if 
   not Car.Wrecked(187@)
else_jump @DRUGS4_52835 
05EB: assign_car 187@ to_path 373 
286@ = Marker.CreateAboveCar(187@)
018B: set_marker 286@ radar_mode 2 
0397: enable_car 187@ siren 1 
298@ = 1 
314@ = 1 

:DRUGS4_52835
if 
   not Car.Wrecked(188@)
else_jump @DRUGS4_52895 
05EB: assign_car 188@ to_path 374 
287@ = Marker.CreateAboveCar(188@)
018B: set_marker 287@ radar_mode 2 
0397: enable_car 188@ siren 1 
299@ = 1 
315@ = 1 

:DRUGS4_52895
if 
   not Car.Wrecked(193@)
else_jump @DRUGS4_52955 
05EB: assign_car 193@ to_path 380 
292@ = Marker.CreateAboveCar(193@)
018B: set_marker 292@ radar_mode 2 
0397: enable_car 193@ siren 1 
304@ = 1 
320@ = 1 

:DRUGS4_52955
if 
   not Actor.Dead(197@)
else_jump @DRUGS4_53007 
0713: actor 197@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:DRUGS4_53007
if 
   not Actor.Dead(199@)
else_jump @DRUGS4_53120 
if 
  293@ > 1 
else_jump @DRUGS4_53084 
0713: actor 199@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 30 
jump @DRUGS4_53120 

:DRUGS4_53084
0713: actor 199@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 75 

:DRUGS4_53120
if 
   not Actor.Dead(202@)
else_jump @DRUGS4_53172 
0713: actor 202@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:DRUGS4_53172
064C: make_particle 237@ visible 
Object.Destroy(222@)
Object.Destroy(223@)
Object.Destroy(224@)
Object.Destroy(225@)
Object.Destroy(226@)
Object.Destroy(227@)
Model.Destroy(#DYN_SCAFFOLD_4B)
Model.Destroy(#MUNCH_DONUT)
296@ = 2 

:DRUGS4_53224
if 
  296@ == 2 
else_jump @DRUGS4_53831 
if 
01AD:   car $SWEET_CAR sphere 0 near_point 2344.12 -1384.48 radius 12.0 12.0 
else_jump @DRUGS4_53831 
215@ = Car.Create(#COPBIKE, 2254.042, -1308.15, 23.02)
09C4: set_car 215@ gas_tank_explosion_enabled 0 
Car.Angle(215@) = 261.999
067F: set_car 215@ lights 2 
0397: enable_car 215@ siren 1 
310@ = 0 
219@ = Actor.Create(Mission1, #LAPDM1, 0.0, 0.0, 0.0)
0812: AS_actor 219@ perform_animation "MD_BIKE_JMP_BL" IFP_file "MD_CHASE" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 219@ into_turret_on_car 215@ at_car_offset 0.0 -0.401 0.47 position 0 shooting_angle_limit 360.0 with_weapon 0 
Actor.Health(219@) = 1000
307@ = 1 
060B: set_actor 219@ decision_maker_to 55@ 
0446: set_actor 219@ immune_to_headshots 0 
02A9: set_actor 219@ immune_to_nonplayer 1 
Car.ImmuneToNonPlayer(215@) = True
Car.SetImmunities(215@, 1, 1, 1, 1, 1)
190@ = Car.Create(#COPCARLA, 2222.98, -1303.52, 22.654)
09C4: set_car 190@ gas_tank_explosion_enabled 0 
Car.Angle(190@) = 269.409
Car.Health(190@) = 850
Car.ImmuneToNonPlayer(190@) = True
0129: 203@ = create_actor_pedtype 24 model #LAPD1 in_car 190@ driverseat 
060B: set_actor 203@ decision_maker_to 55@ 
0446: set_actor 203@ immune_to_headshots 0 
Actor.Health(203@) = 100
02A9: set_actor 203@ immune_to_nonplayer 1 
01C8: 204@ = create_actor_pedtype 24 model #LAPD1 in_car 190@ passenger_seat 0 
060B: set_actor 204@ decision_maker_to 55@ 
Actor.Health(204@) = 100
02A9: set_actor 204@ immune_to_nonplayer 1 
01B2: give_actor 204@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 204@ immune_to_headshots 0 
Car.SetToNormalDriver(190@)
191@ = Car.Create(#COPCARLA, 2250.63, -1380.995, 22.65)
09C4: set_car 191@ gas_tank_explosion_enabled 0 
Car.Angle(191@) = 268.1
Car.Health(191@) = 800
Car.SetImmunities(191@, 0, 0, 1, 0, 0)
Car.ImmuneToNonPlayer(191@) = True
0129: 206@ = create_actor_pedtype 24 model #LAPD1 in_car 191@ driverseat 
060B: set_actor 206@ decision_maker_to 55@ 
0446: set_actor 206@ immune_to_headshots 0 
02A9: set_actor 206@ immune_to_nonplayer 1 
01C8: 207@ = create_actor_pedtype 24 model #LAPD1 in_car 191@ passenger_seat 0 
060B: set_actor 207@ decision_maker_to 55@ 
Actor.Health(207@) = 200
02A9: set_actor 207@ immune_to_nonplayer 1 
01B2: give_actor 207@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 207@ immune_to_headshots 0 
Car.SetToNormalDriver(191@)
296@ = 3 

:DRUGS4_53831
if 
  296@ == 3 
else_jump @DRUGS4_54011 
if 
01AD:   car $SWEET_CAR sphere 0 near_point 2304.185 -1364.711 radius 20.0 20.0 
else_jump @DRUGS4_54011 
if 
   not Car.Wrecked(191@)
else_jump @DRUGS4_53947 
05EB: assign_car 191@ to_path 377 
290@ = Marker.CreateAboveCar(191@)
018B: set_marker 290@ radar_mode 2 
0397: enable_car 191@ siren 1 
302@ = 1 
318@ = 1 

:DRUGS4_53947
if 
   not Actor.Dead(207@)
else_jump @DRUGS4_53999 
0713: actor 207@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 30 

:DRUGS4_53999
0650: destroy_particle 237@ 
296@ = 4 

:DRUGS4_54011
if 
  296@ == 4 
else_jump @DRUGS4_54245 
if 
01AD:   car $SWEET_CAR sphere 0 near_point 2289.817 -1319.51 radius 25.0 25.0 
else_jump @DRUGS4_54245 
if 
   not Car.Wrecked(215@)
else_jump @DRUGS4_54121 
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_54121 
05EB: assign_car 215@ to_path 375 
32@ = 0 
307@ = 3 

:DRUGS4_54121
if 
   not Car.Wrecked(190@)
else_jump @DRUGS4_54181 
05EB: assign_car 190@ to_path 376 
289@ = Marker.CreateAboveCar(190@)
018B: set_marker 289@ radar_mode 2 
0397: enable_car 190@ siren 1 
301@ = 1 
317@ = 1 

:DRUGS4_54181
if 
   not Actor.Dead(204@)
else_jump @DRUGS4_54233 
0713: actor 204@ driveby_actor -1 car $SWEET_CAR point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:DRUGS4_54233
Actor.DestroyInstantly(218@)
296@ = 5 

:DRUGS4_54245
if 
  296@ == 5 
else_jump @DRUGS4_54841 
if 
01AD:   car $SWEET_CAR sphere 0 near_point 2221.81 -1260.26 radius 5.5 5.5 
else_jump @DRUGS4_54841 
234@ = Actor.Create(Mission1, #LAPD1, 2127.116, -1381.61, 23.88)
Actor.Angle(234@) = 84.93
060B: set_actor 234@ decision_maker_to 55@ 
Actor.SetImmunities(234@, 1, 1, 1, 1, 1)
02A9: set_actor 234@ immune_to_nonplayer 1 
01B2: give_actor 234@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 234@ immune_to_headshots 0 
Actor.WeaponAccuracy(234@) = 5
0085: 118@ = 234@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66967 
233@ = Actor.Create(Mission1, #LAPDM1, 2127.09, -1382.81, 23.32)
060B: set_actor 233@ decision_maker_to 55@ 
Actor.SetImmunities(233@, 1, 1, 1, 1, 1)
02A9: set_actor 233@ immune_to_nonplayer 1 
01B2: give_actor 233@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 233@ immune_to_headshots 0 
Actor.WeaponAccuracy(233@) = 5
0085: 118@ = 233@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
gosub @DRUGS4_66967 
235@ = Car.Create(#COPCARLA, 2129.865, -1386.89, 22.65)
Car.Angle(235@) = 7.63
Car.SetToNormalDriver(235@)
Car.SetToNormalDriver(235@)
33@ = 0 
if 
  311@ == 0 
else_jump @DRUGS4_54636 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_54636 
04A2: set_heli 40@ fly_to 2168.0 -1508.0 33.29 altitude_between 30.0 and 30.0 
311@ = 1 

:DRUGS4_54636
249@ = Object.Init(#WD_FENCE_ANIM, 2167.763, -1470.354, 25.328)
Object.Angle(249@) = 90.0
250@ = Object.Init(#WD_FENCE_ANIM, 2167.763, -1465.688, 25.328)
Object.Angle(250@) = 90.0
251@ = Object.Init(#WD_FENCE_ANIM, 2167.763, -1461.021, 25.328)
Object.Angle(251@) = 90.0
261@ = Object.Init(#WD_FENCE_ANIM, 2174.328, -1470.354, 25.328)
Object.Angle(261@) = 270.0
262@ = Object.Init(#WD_FENCE_ANIM, 2174.328, -1465.688, 25.328)
Object.Angle(262@) = 270.0
263@ = Object.Init(#WD_FENCE_ANIM, 2174.328, -1461.021, 25.328)
Object.Angle(263@) = 270.0
296@ = 6 

:DRUGS4_54841
if 
  296@ == 6 
else_jump @DRUGS4_54928 
if 
01AD:   car $SWEET_CAR sphere 0 near_point 2081.93 -1261.68 radius 6.0 6.0 
else_jump @DRUGS4_54928 
if 
   not Car.Wrecked(191@)
else_jump @DRUGS4_54921 
Car.Health(191@) = 249

:DRUGS4_54921
296@ = 7 

:DRUGS4_54928
if 
  296@ == 7 
else_jump @DRUGS4_55018 
if 
  33@ > 3000 
else_jump @DRUGS4_55018 
if 
   not Actor.Dead(234@)
else_jump @DRUGS4_55018 
if 
   not Actor.Dead(233@)
else_jump @DRUGS4_55018 
Actor.LockInCurrentPosition(234@) = True
Actor.LockInCurrentPosition(233@) = True
296@ = 8 

:DRUGS4_55018
if 
  323@ == 0 
else_jump @DRUGS4_55145 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2074.18 -1372.28 radius 7.0 7.0 
else_jump @DRUGS4_55145 
040D: unload_wav 3 
03CF: load_wav 32402 as 3 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 174.0 rotation_speed 8.0 
Car.Destroy(215@)
Model.Destroy(#COPBIKE)
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
327@ = 8 
179@ = 0 
178@ = 20 
323@ = 1 

:DRUGS4_55145
if 
  323@ == 1 
else_jump @DRUGS4_55295 
if 
0861:   unknown_player $PLAYER_CHAR scanning_horizon // param is useless 
else_jump @DRUGS4_55295 
0887: set_actor $PLAYER_ACTOR turret_mode_orientation 0 both_side_angle_limit 60.0 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_55222 
Car.SetImmunities($SWEET_CAR, 1, 1, 1, 1, 1)

:DRUGS4_55222
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
Object.Destroy($2659)
$2659 = Object.Init(#MD_POSTER, 2167.82, -1518.193, 20.237)
Object.Angle($2659) = 0.0
Object.Indestructibility($2659) = False
Object.KeepInMemory($2659) = True
323@ = 2 

:DRUGS4_55295
if 
  296@ == 8 
else_jump @DRUGS4_55624 
if 
   not Actor.Dead(234@)
else_jump @DRUGS4_55624 
if 
   not Actor.Dead(233@)
else_jump @DRUGS4_55624 
if or
0547:   actor 234@ colliding_with_car $SWEET_CAR 
0547:   actor 233@ colliding_with_car $SWEET_CAR 
else_jump @DRUGS4_55624 
322@ = 1 
321@ = 1 
296@ = 9 
Car.Destroy(40@)
Actor.RemoveReferences(44@)
06B2: destroy_searchlight 58@ 
40@ = Car.Create(#POLMAV, 2170.27, -1523.73, 24.76)
0129: 44@ = create_actor_pedtype 24 model #LAPD1 in_car 40@ driverseat 
0825: set_helicopter 40@ instant_rotor_start 
05EB: assign_car 40@ to_path 381 
32@ = 0 
33@ = 0 
060B: set_actor 44@ decision_maker_to 55@ 
0446: set_actor 44@ immune_to_headshots 0 
054A: set_actor 44@ immune_to_car_headshots 0 
02A9: set_actor 44@ immune_to_nonplayer 1 
Car.ImmuneToNonPlayer(40@) = True
Car.SetImmunities(40@, 1, 1, 1, 1, 1)
064B: 240@ = create_particle "BLOOD_HELI" at 2170.74 -1445.63 25.12 type 1 
064B: 241@ = create_particle "BLOOD_HELI" at 2170.92 -1450.5 25.0 type 1 
064B: 242@ = create_particle "BLOOD_HELI" at 2171.11 -1447.04 25.13 type 1 

:DRUGS4_55624
if 
  296@ == 9 
else_jump @DRUGS4_57661 
if 
  324@ == 0 
else_jump @DRUGS4_55764 
if 
  32@ > 14099 
else_jump @DRUGS4_55764 
075A: set_object 249@ animation "FEN_CHOPPA_R1" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
075A: set_object 261@ animation "FEN_CHOPPA_L2" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
324@ = 1 

:DRUGS4_55764
if 
  324@ == 1 
else_jump @DRUGS4_55886 
if 
  32@ > 14899 
else_jump @DRUGS4_55886 
075A: set_object 250@ animation "FEN_CHOPPA_R2" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
075A: set_object 262@ animation "FEN_CHOPPA_L3" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
324@ = 2 

:DRUGS4_55886
if 
  324@ == 2 
else_jump @DRUGS4_56008 
if 
  32@ > 15532 
else_jump @DRUGS4_56008 
075A: set_object 251@ animation "FEN_CHOPPA_R3" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
075A: set_object 263@ animation "FEN_CHOPPA_L1" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
324@ = 3 

:DRUGS4_56008
if 
  322@ == 1 
else_jump @DRUGS4_56133 
if 
   not Actor.Dead(234@)
else_jump @DRUGS4_56133 
Actor.LockInCurrentPosition(234@) = False
0464: put_actor 234@ into_turret_on_car $SWEET_CAR at_car_offset -0.5 3.0 0.3 position 0 shooting_angle_limit 360.0 with_weapon 0 
0812: AS_actor 234@ perform_animation "CARHIT_TUMBLE" IFP_file "MD_CHASE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
322@ = 2 

:DRUGS4_56133
if 
  322@ == 2 
else_jump @DRUGS4_56333 
if 
   not Actor.Dead(234@)
else_jump @DRUGS4_56333 
if 
   Actor.Animation(234@) == "CARHIT_TUMBLE"
else_jump @DRUGS4_56333 
0613: 228@ = actor 234@ animation "CARHIT_TUMBLE" time 
if 
  228@ > 0.7 
else_jump @DRUGS4_56333 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_56333 
0465: remove_actor 234@ from_turret_mode 
Car.StorePos($SWEET_CAR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_X_COORD += 0.0 
$TEMPVAR_Y_COORD += -1.763 
$TEMPVAR_Z_COORD += -0.05 
Actor.PutAt(234@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Actor.DestroyWithFade(234@)
322@ = 3 

:DRUGS4_56333
if 
   not Actor.Dead(234@)
else_jump @DRUGS4_56365 
239@ = Car.Angle($SWEET_CAR)
Actor.Angle(234@) = 239@

:DRUGS4_56365
if 
  321@ == 1 
else_jump @DRUGS4_56490 
if 
   not Actor.Dead(233@)
else_jump @DRUGS4_56490 
Actor.LockInCurrentPosition(233@) = False
0464: put_actor 233@ into_turret_on_car $SWEET_CAR at_car_offset 0.5 3.0 0.3 position 0 shooting_angle_limit 360.0 with_weapon 0 
0812: AS_actor 233@ perform_animation "CARHIT_HANGON" IFP_file "MD_CHASE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
321@ = 2 

:DRUGS4_56490
if 
  321@ == 2 
else_jump @DRUGS4_56654 
if 
   not Actor.Dead(233@)
else_jump @DRUGS4_56654 
if 
   Actor.Animation(233@) == "CARHIT_HANGON"
else_jump @DRUGS4_56654 
0613: 228@ = actor 233@ animation "CARHIT_HANGON" time 
if 
  228@ == 1.0 
else_jump @DRUGS4_56654 
0812: AS_actor 233@ perform_animation "HANGON_STUN_LOOP" IFP_file "MD_CHASE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
321@ = 3 

:DRUGS4_56654
if 
   not Actor.Dead(233@)
else_jump @DRUGS4_56686 
238@ = Car.Angle($SWEET_CAR)
Actor.Angle(233@) = 238@

:DRUGS4_56686
if 
  325@ == 0 
else_jump @DRUGS4_56774 
if 
  33@ > 10499 
else_jump @DRUGS4_56774 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_56774 
if 
060E:   car $SWEET_CAR assigned_to_path 
else_jump @DRUGS4_56774 
05ED: freeze_car $SWEET_CAR while_on_path 
33@ = 0 
325@ = 1 

:DRUGS4_56774
if 
  325@ == 1 
else_jump @DRUGS4_56914 
if 
  33@ > 3000 
else_jump @DRUGS4_56914 
if 
  321@ == 3 
else_jump @DRUGS4_56907 
if 
   not Actor.Dead(233@)
else_jump @DRUGS4_56907 
0812: AS_actor 233@ perform_animation "HANGON_STUN_TURN" IFP_file "MD_CHASE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
33@ = 0 
321@ = 4 

:DRUGS4_56907
325@ = 2 

:DRUGS4_56914
if 
  325@ == 2 
else_jump @DRUGS4_57019 
if 
  33@ > 2000 
else_jump @DRUGS4_57019 
if 
060E:   car $SWEET_CAR assigned_to_path 
else_jump @DRUGS4_57019 
05EE: unfreeze_car $SWEET_CAR while_on_path 
Car.Destroy(235@)
Model.Destroy(#COPCARLA)
Model.Destroy(#LAPD1)
Model.Destroy(#LAPDM1)
Model.Destroy(#COPBIKE)
Model.Destroy(#POLMAV)
Model.Destroy(#MP5LNG)
Actor.DestroyInstantly(234@)
325@ = 3 

:DRUGS4_57019
if 
  325@ == 3 
else_jump @DRUGS4_57194 
if 
  33@ > 4300 
else_jump @DRUGS4_57194 
0834: set_player_head_temporary_turn_rotation_Z 0.0 rotation_Y -1.0 
if 
03D0:   wav 3 loaded 
else_jump @DRUGS4_57087 
03D1: play_wav 3 

:DRUGS4_57087
064F: remove_references_to_particle 240@ 
243@ = Object.Create(#CHOPCOP_TORSO, 2170.35, -1445.99, 25.49)
Object.ToggleInMovingList(243@) = True
244@ = Object.Create(#CHOPCOP_LEGR, 2170.5, -1447.65, 25.06)
Object.ToggleInMovingList(244@) = True
Actor.DestroyInstantly(233@)
Object.Destroy(249@)
Object.Destroy(262@)
Object.Destroy(263@)
Object.Destroy(261@)
Object.Destroy(262@)
Object.Destroy(263@)
325@ = 4 

:DRUGS4_57194
if 
  325@ == 4 
else_jump @DRUGS4_57456 
if 
  33@ > 4800 
else_jump @DRUGS4_57456 
327@ = 9 
064F: remove_references_to_particle 241@ 
245@ = Object.Create(#CHOPCOP_LEGR, 2170.99, -1448.51, 25.08)
Object.ToggleInMovingList(245@) = True
246@ = Object.Create(#CHOPCOP_ARMR, 2170.96, -1450.36, 25.2)
Object.ToggleInMovingList(246@) = True
0453: set_object 246@ XY_rotation 0.2 0.2 angle 0.2 
247@ = Object.Create(#CHOPCOP_ARMR, 2171.16, -1451.11, 25.12)
Object.ToggleInMovingList(247@) = True
0453: set_object 247@ XY_rotation -0.1 0.05 angle 0.1 
248@ = Object.Create(#CHOPCOP_HEAD, 2171.1, -1453.09, 25.4)
Object.ToggleInMovingList(248@) = True
0453: set_object 248@ XY_rotation 0.5 0.2 angle -0.1 
064F: remove_references_to_particle 242@ 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_57449 
05EC: release_car 40@ from_path 

:DRUGS4_57449
325@ = 5 

:DRUGS4_57456
if 
  325@ == 5 
else_jump @DRUGS4_57661 
if 
  33@ > 5800 
else_jump @DRUGS4_57661 
Camera.SetPosition(2169.899, -1543.497, 38.744, 0.0, 0.0, 0.0)
Camera.PointAt(2169.894, -1542.551, 38.4204, 2)
02A3: enable_widescreen 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.PutAt($PLAYER_ACTOR, 2184.87, -1500.83, 23.55)
Player.CanMove($PLAYER_CHAR) = False
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_57647 
Car.PutAt(40@, 2172.56, -1420.69, 30.0)
020B: explode_car 40@ // versionA 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_57642 
020B: explode_car 40@ // versionA 

:DRUGS4_57642
Actor.DestroyInstantly(44@)

:DRUGS4_57647
33@ = 0 
325@ = 6 

:DRUGS4_57661
if 
  311@ == 1 
else_jump @DRUGS4_57717 
if 
   not Car.Wrecked(40@)
else_jump @DRUGS4_57717 
Car.RemoveReferences(40@)
Actor.RemoveReferences(44@)
06B2: destroy_searchlight 58@ 
311@ = 2 

:DRUGS4_57717
if 
  297@ == 1 
else_jump @DRUGS4_57823 
if 
   not Car.Wrecked(186@)
else_jump @DRUGS4_57796 
if 
860E:   not car 186@ assigned_to_path 
else_jump @DRUGS4_57789 
Car.RemoveReferences(186@)
Actor.RemoveReferences(195@)
Marker.Disable(285@)
297@ = 2 

:DRUGS4_57789
jump @DRUGS4_57823 

:DRUGS4_57796
05EC: release_car 186@ from_path 
Actor.RemoveReferences(195@)
Car.RemoveReferences(186@)
Marker.Disable(285@)
297@ = 2 

:DRUGS4_57823
if 
  314@ == 1 
else_jump @DRUGS4_57975 
if 
   not Car.Wrecked(187@)
else_jump @DRUGS4_57975 
if 
   not Actor.Dead(196@)
else_jump @DRUGS4_57880 
jump @DRUGS4_57975 

:DRUGS4_57880
if 
   not Actor.Dead(197@)
else_jump @DRUGS4_57963 
if 
   Actor.InCar(197@, 187@)
else_jump @DRUGS4_57956 
046C: 284@ = car 187@ driver 
if 
  284@ == -1 
else_jump @DRUGS4_57956 
0676: AS_actor 197@ in_car 187@ move_from_passengerseat_to_driverseat 
314@ = 2 

:DRUGS4_57956
jump @DRUGS4_57975 

:DRUGS4_57963
05EC: release_car 187@ from_path 
314@ = 2 

:DRUGS4_57975
if 
  314@ == 2 
else_jump @DRUGS4_58021 
if 
   Actor.Dead(197@)
else_jump @DRUGS4_58021 
05EC: release_car 187@ from_path 
314@ = 3 

:DRUGS4_58021
if 
  298@ == 1 
else_jump @DRUGS4_58137 
if 
   not Car.Wrecked(187@)
else_jump @DRUGS4_58105 
if 
860E:   not car 187@ assigned_to_path 
else_jump @DRUGS4_58098 
Car.RemoveReferences(187@)
Actor.RemoveReferences(196@)
Actor.RemoveReferences(197@)
Marker.Disable(286@)
298@ = 2 

:DRUGS4_58098
jump @DRUGS4_58137 

:DRUGS4_58105
05EC: release_car 187@ from_path 
Actor.RemoveReferences(196@)
Actor.RemoveReferences(197@)
Car.RemoveReferences(187@)
Marker.Disable(286@)
298@ = 2 

:DRUGS4_58137
if 
  315@ == 1 
else_jump @DRUGS4_58289 
if 
   not Car.Wrecked(188@)
else_jump @DRUGS4_58289 
if 
   not Actor.Dead(198@)
else_jump @DRUGS4_58194 
jump @DRUGS4_58289 

:DRUGS4_58194
if 
   not Actor.Dead(199@)
else_jump @DRUGS4_58277 
if 
   Actor.InCar(199@, 188@)
else_jump @DRUGS4_58270 
046C: 284@ = car 188@ driver 
if 
  284@ == -1 
else_jump @DRUGS4_58270 
0676: AS_actor 199@ in_car 188@ move_from_passengerseat_to_driverseat 
315@ = 2 

:DRUGS4_58270
jump @DRUGS4_58289 

:DRUGS4_58277
05EC: release_car 188@ from_path 
315@ = 2 

:DRUGS4_58289
if 
  315@ == 2 
else_jump @DRUGS4_58335 
if 
   Actor.Dead(199@)
else_jump @DRUGS4_58335 
05EC: release_car 188@ from_path 
315@ = 3 

:DRUGS4_58335
if 
  299@ == 1 
else_jump @DRUGS4_58451 
if 
   not Car.Wrecked(188@)
else_jump @DRUGS4_58419 
if 
860E:   not car 188@ assigned_to_path 
else_jump @DRUGS4_58412 
Car.RemoveReferences(188@)
Actor.RemoveReferences(198@)
Actor.RemoveReferences(199@)
Marker.Disable(287@)
299@ = 2 

:DRUGS4_58412
jump @DRUGS4_58451 

:DRUGS4_58419
05EC: release_car 188@ from_path 
Actor.RemoveReferences(198@)
Actor.RemoveReferences(199@)
Car.RemoveReferences(188@)
Marker.Disable(287@)
299@ = 2 

:DRUGS4_58451
if 
  300@ == 1 
else_jump @DRUGS4_58507 
if 
   Car.Wrecked(189@)
else_jump @DRUGS4_58507 
Marker.Disable(288@)
Actor.RemoveReferences(200@)
Car.RemoveReferences(189@)
300@ = 2 

:DRUGS4_58507
if 
  317@ == 1 
else_jump @DRUGS4_58659 
if 
   not Car.Wrecked(190@)
else_jump @DRUGS4_58659 
if 
   not Actor.Dead(203@)
else_jump @DRUGS4_58564 
jump @DRUGS4_58659 

:DRUGS4_58564
if 
   not Actor.Dead(204@)
else_jump @DRUGS4_58647 
if 
   Actor.InCar(204@, 190@)
else_jump @DRUGS4_58640 
046C: 284@ = car 190@ driver 
if 
  284@ == -1 
else_jump @DRUGS4_58640 
0676: AS_actor 204@ in_car 190@ move_from_passengerseat_to_driverseat 
317@ = 2 

:DRUGS4_58640
jump @DRUGS4_58659 

:DRUGS4_58647
05EC: release_car 190@ from_path 
317@ = 2 

:DRUGS4_58659
if 
  317@ == 2 
else_jump @DRUGS4_58705 
if 
   Actor.Dead(204@)
else_jump @DRUGS4_58705 
05EC: release_car 190@ from_path 
317@ = 3 

:DRUGS4_58705
if 
  301@ == 1 
else_jump @DRUGS4_58821 
if 
   not Car.Wrecked(190@)
else_jump @DRUGS4_58789 
if 
860E:   not car 190@ assigned_to_path 
else_jump @DRUGS4_58782 
Car.RemoveReferences(190@)
Actor.RemoveReferences(203@)
Actor.RemoveReferences(204@)
Marker.Disable(289@)
301@ = 2 

:DRUGS4_58782
jump @DRUGS4_58821 

:DRUGS4_58789
05EC: release_car 190@ from_path 
Actor.RemoveReferences(203@)
Actor.RemoveReferences(204@)
Car.RemoveReferences(190@)
Marker.Disable(289@)
301@ = 2 

:DRUGS4_58821
if 
  318@ == 1 
else_jump @DRUGS4_58973 
if 
   not Car.Wrecked(191@)
else_jump @DRUGS4_58973 
if 
   not Actor.Dead(206@)
else_jump @DRUGS4_58878 
jump @DRUGS4_58973 

:DRUGS4_58878
if 
   not Actor.Dead(207@)
else_jump @DRUGS4_58961 
if 
   Actor.InCar(207@, 191@)
else_jump @DRUGS4_58954 
046C: 284@ = car 191@ driver 
if 
  284@ == -1 
else_jump @DRUGS4_58954 
0676: AS_actor 207@ in_car 191@ move_from_passengerseat_to_driverseat 
318@ = 2 

:DRUGS4_58954
jump @DRUGS4_58973 

:DRUGS4_58961
05EC: release_car 191@ from_path 
318@ = 2 

:DRUGS4_58973
if 
  318@ == 2 
else_jump @DRUGS4_59019 
if 
   Actor.Dead(207@)
else_jump @DRUGS4_59019 
05EC: release_car 191@ from_path 
318@ = 3 

:DRUGS4_59019
if 
  302@ == 1 
else_jump @DRUGS4_59135 
if 
   not Car.Wrecked(191@)
else_jump @DRUGS4_59103 
if 
860E:   not car 191@ assigned_to_path 
else_jump @DRUGS4_59096 
Car.RemoveReferences(191@)
Actor.RemoveReferences(206@)
Actor.RemoveReferences(207@)
Marker.Disable(290@)
302@ = 2 

:DRUGS4_59096
jump @DRUGS4_59135 

:DRUGS4_59103
05EC: release_car 191@ from_path 
Actor.RemoveReferences(206@)
Actor.RemoveReferences(207@)
Car.RemoveReferences(191@)
Marker.Disable(290@)
302@ = 2 

:DRUGS4_59135
if 
  320@ == 1 
else_jump @DRUGS4_59287 
if 
   not Car.Wrecked(193@)
else_jump @DRUGS4_59287 
if 
   not Actor.Dead(201@)
else_jump @DRUGS4_59192 
jump @DRUGS4_59287 

:DRUGS4_59192
if 
   not Actor.Dead(202@)
else_jump @DRUGS4_59275 
if 
   Actor.InCar(202@, 193@)
else_jump @DRUGS4_59268 
046C: 284@ = car 193@ driver 
if 
  284@ == -1 
else_jump @DRUGS4_59268 
0676: AS_actor 202@ in_car 193@ move_from_passengerseat_to_driverseat 
320@ = 2 

:DRUGS4_59268
jump @DRUGS4_59287 

:DRUGS4_59275
05EC: release_car 193@ from_path 
320@ = 2 

:DRUGS4_59287
if 
  320@ == 2 
else_jump @DRUGS4_59333 
if 
   Actor.Dead(202@)
else_jump @DRUGS4_59333 
05EC: release_car 193@ from_path 
320@ = 3 

:DRUGS4_59333
if 
  304@ == 1 
else_jump @DRUGS4_59561 
if 
   not Car.Wrecked(193@)
else_jump @DRUGS4_59473 
if 
860E:   not car 193@ assigned_to_path 
else_jump @DRUGS4_59466 
Car.RemoveReferences(193@)
Actor.RemoveReferences(201@)
Actor.RemoveReferences(202@)
Marker.Disable(292@)
if 
  300@ == 1 
else_jump @DRUGS4_59459 
if 
   Car.Wrecked(189@)
else_jump @DRUGS4_59459 
Marker.Disable(288@)
Actor.RemoveReferences(200@)
Car.RemoveReferences(193@)
300@ = 2 

:DRUGS4_59459
304@ = 2 

:DRUGS4_59466
jump @DRUGS4_59561 

:DRUGS4_59473
05EC: release_car 193@ from_path 
Actor.RemoveReferences(201@)
Actor.RemoveReferences(202@)
Car.RemoveReferences(193@)
Marker.Disable(292@)
if 
  300@ == 1 
else_jump @DRUGS4_59554 
if 
   Car.Wrecked(189@)
else_jump @DRUGS4_59554 
Marker.Disable(288@)
Actor.RemoveReferences(200@)
Car.RemoveReferences(193@)
300@ = 2 

:DRUGS4_59554
304@ = 2 

:DRUGS4_59561
if 
  307@ == 1 
else_jump @DRUGS4_59721 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_59721 
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_59721 
if 
   Actor.Animation(219@) == "MD_BIKE_JMP_BL"
else_jump @DRUGS4_59721 
0613: 228@ = actor 219@ animation "MD_BIKE_JMP_BL" time 
if 
  228@ == 0.0 
else_jump @DRUGS4_59721 
0393: actor 219@ perform_animation "MD_BIKE_JMP_BL" at 0.0 times_normal_rate 
307@ = 2 

:DRUGS4_59721
if 
  307@ == 3 
else_jump @DRUGS4_59860 
if 
  32@ > 3200 
else_jump @DRUGS4_59860 
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_59860 
0812: AS_actor 219@ perform_animation "MD_BIKE_JMP_BL" IFP_file "MD_CHASE" 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0393: actor 219@ perform_animation "MD_BIKE_JMP_BL" at 1.0 times_normal_rate 
327@ = 7 
307@ = 4 

:DRUGS4_59860
if 
  307@ == 4 
else_jump @DRUGS4_60239 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_60239 
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_60239 
if 
   Actor.Animation(219@) == "MD_BIKE_JMP_BL"
else_jump @DRUGS4_60239 
0613: 228@ = actor 219@ animation "MD_BIKE_JMP_BL" time 
if 
  228@ == 1.0 
else_jump @DRUGS4_60239 
0465: remove_actor 219@ from_turret_mode 
if 
  310@ == 1 
else_jump @DRUGS4_60106 
0464: put_actor 219@ into_turret_on_car $SWEET_CAR at_car_offset -0.23 -4.0 0.3 position 2 shooting_angle_limit 360.0 with_weapon 0 
0605: actor 219@ perform_animation_sequence "MD_BIKE_LND_DIE_BL" IFP_file "MD_CHASE" 8.0 loop 0 0 0 1 time -1 // versionA 
307@ = 100 
jump @DRUGS4_60198 

:DRUGS4_60106
0812: AS_actor 219@ perform_animation "MD_BIKE_LND_BL" IFP_file "MD_CHASE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 219@ into_turret_on_car $SWEET_CAR at_car_offset -0.23 -4.0 0.3 position 0 shooting_angle_limit 360.0 with_weapon 0 
32@ = 0 
307@ = 5 

:DRUGS4_60198
if 
   not Car.Wrecked(215@)
else_jump @DRUGS4_60239 
05EC: release_car 215@ from_path 
07DB: set_car 215@ rotation_velocity_XYZ -2.0 3.0 0.2003 through_center_of_mass 

:DRUGS4_60239
if 
  307@ == 5 
else_jump @DRUGS4_60418 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_60418 
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_60418 
if 
   Actor.Animation(219@) == "MD_BIKE_LND_BL"
else_jump @DRUGS4_60418 
0613: 228@ = actor 219@ animation "MD_BIKE_LND_BL" time 
if 
  228@ > 0.037 
else_jump @DRUGS4_60418 
0812: AS_actor 219@ perform_animation "MD_BIKE_PUNCH" IFP_file "MD_CHASE" 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
307@ = 6 

:DRUGS4_60418
if 
  307@ > 0 
else_jump @DRUGS4_60502 
if 
  4 > 307@ 
else_jump @DRUGS4_60502 
if 
   not Car.Wrecked(215@)
else_jump @DRUGS4_60502 
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_60502 
220@ = Car.Angle(215@)
Actor.Angle(219@) = 220@

:DRUGS4_60502
if 
  307@ == 4 
else_jump @DRUGS4_60684 
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_60684 
if 
   Actor.Animation(219@) == "MD_BIKE_JMP_BL"
else_jump @DRUGS4_60684 
0613: 228@ = actor 219@ animation "MD_BIKE_JMP_BL" time 
if 
  228@ > 0.66 
else_jump @DRUGS4_60652 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_60645 
220@ = Car.Angle($SWEET_CAR)
Actor.Angle(219@) = 220@

:DRUGS4_60645
jump @DRUGS4_60684 

:DRUGS4_60652
if 
   not Car.Wrecked(215@)
else_jump @DRUGS4_60684 
220@ = Car.Angle(215@)
Actor.Angle(219@) = 220@

:DRUGS4_60684
if 
  307@ > 4 
else_jump @DRUGS4_60750 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_60750 
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_60750 
220@ = Car.Angle($SWEET_CAR)
Actor.Angle(219@) = 220@

:DRUGS4_60750
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_60901 
if 
   Actor.Animation(219@) == "MD_BIKE_PUNCH"
else_jump @DRUGS4_60901 
0613: 229@ = actor 219@ animation "MD_BIKE_PUNCH" time 
if 
  229@ > 0.2 
else_jump @DRUGS4_60894 
if 
  307@ == 6 
else_jump @DRUGS4_60887 
0834: set_player_head_temporary_turn_rotation_Z -2.2 rotation_Y 1.7 
0851: set_actor $PLAYER_ACTOR decrease_health_by 10 flag 1 
307@ = 7 

:DRUGS4_60887
jump @DRUGS4_60901 

:DRUGS4_60894
307@ = 6 

:DRUGS4_60901
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_60966 
231@ = Actor.Health(219@)
if 
  901 > 231@ 
else_jump @DRUGS4_60966 
Actor.SetImmunities(219@, 1, 1, 1, 1, 1)
310@ = 1 

:DRUGS4_60966
if 
  307@ == 100 
else_jump @DRUGS4_61129 
if 
   Actor.Animation(219@) == "MD_BIKE_LND_DIE_BL"
else_jump @DRUGS4_61129 
0613: 228@ = actor 219@ animation "MD_BIKE_LND_DIE_BL" time 
if 
  228@ == 1.0 
else_jump @DRUGS4_61129 
0465: remove_actor 219@ from_turret_mode 
0812: AS_actor 219@ perform_animation "MD_BIKE_LND_ROLL" IFP_file "MD_CHASE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
307@ = 101 

:DRUGS4_61129
if 
  307@ == 101 
else_jump @DRUGS4_61240 
if 
   Actor.Animation(219@) == "MD_BIKE_LND_ROLL"
else_jump @DRUGS4_61240 
0613: 228@ = actor 219@ animation "MD_BIKE_LND_ROLL" time 
if 
  228@ == 1.0 
else_jump @DRUGS4_61240 
Actor.DestroyWithFade(219@)
307@ = 102 

:DRUGS4_61240
if 
  307@ > 4 
else_jump @DRUGS4_61310 
if 
  8 > 307@ 
else_jump @DRUGS4_61310 
if or
  310@ == 1 
  32@ > 12000 
else_jump @DRUGS4_61310 
307@ = 200 

:DRUGS4_61310
if 
  307@ == 200 
else_jump @DRUGS4_61406 
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_61406 
0812: AS_actor 219@ perform_animation "MD_BIKE_2_HANG" IFP_file "MD_CHASE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
32@ = 0 
307@ = 201 

:DRUGS4_61406
if 
  307@ == 201 
else_jump @DRUGS4_61570 
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_61570 
if 
   Actor.Animation(219@) == "MD_BIKE_2_HANG"
else_jump @DRUGS4_61570 
0613: 228@ = actor 219@ animation "MD_BIKE_2_HANG" time 
if 
  228@ == 1.0 
else_jump @DRUGS4_61570 
0812: AS_actor 219@ perform_animation "MD_HANG_LOOP" IFP_file "MD_CHASE" 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
307@ = 202 

:DRUGS4_61570
if 
  307@ == 202 
else_jump @DRUGS4_61665 
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_61665 
if 
   Actor.Animation(219@) == "MD_BIKE_2_HANG"
else_jump @DRUGS4_61665 
Actor.SetImmunities(219@, 0, 0, 0, 0, 0)
054E: clear_actor 219@ damage 
307@ = 203 

:DRUGS4_61665
if 
  307@ == 203 
else_jump @DRUGS4_61788 
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_61788 
if or
051A:   actor 219@ damaged_by_actor $PLAYER_ACTOR 
  32@ > 5000 
else_jump @DRUGS4_61788 
0465: remove_actor 219@ from_turret_mode 
0812: AS_actor 219@ perform_animation "MD_HANG_LND_ROLL" IFP_file "MD_CHASE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
307@ = 204 

:DRUGS4_61788
if 
  307@ == 204 
else_jump @DRUGS4_61917 
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_61917 
if 
   Actor.Animation(219@) == "MD_HANG_LND_ROLL"
else_jump @DRUGS4_61917 
0613: 228@ = actor 219@ animation "MD_HANG_LND_ROLL" time 
if 
  228@ == 1.0 
else_jump @DRUGS4_61917 
Actor.DestroyInstantly(219@)
307@ = 205 

:DRUGS4_61917
if 
  325@ == 6 
else_jump @DRUGS4_62687 
if 
  33@ > 3000 
else_jump @DRUGS4_62687 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_62687 
Car.Destroy(40@)
Model.Destroy(#COPCARLA)
Model.Destroy(#LAPD1)
Model.Destroy(#LAPDM1)
Model.Destroy(#COPBIKE)
Model.Destroy(#POLMAV)
Model.Destroy(#MP5LNG)
Model.Destroy(#CHOPCOP_ARML)
Model.Destroy(#CHOPCOP_ARMR)
Model.Destroy(#CHOPCOP_LEGL)
Model.Destroy(#CHOPCOP_LEGR)
Model.Destroy(#CHOPCOP_HEAD)
Model.Destroy(#CHOPCOP_TORSO)
Object.Destroy(243@)
Object.Destroy(244@)
Object.Destroy(245@)
Object.Destroy(246@)
Object.Destroy(247@)
Object.Destroy(248@)
Object.Destroy(249@)
Object.Destroy(262@)
Object.Destroy(263@)
Object.Destroy(261@)
Object.Destroy(262@)
Object.Destroy(263@)
Car.Destroy(40@)
0650: destroy_particle 237@ 
0650: destroy_particle 240@ 
0650: destroy_particle 241@ 
0650: destroy_particle 242@ 
0555: remove_weapon 30 from_actor $PLAYER_ACTOR 
Model.Destroy(#AK47)
04EF: release_animation "MD_CHASE" 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
07C0: load_path 351 
07C0: load_path 382 
07C0: load_path 383 
07C0: load_path 384 
Model.Load(#PETRO)
Model.Load(#PETROTR)
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
04ED: load_animation "MD_END" 
03CF: load_wav 15943 as 1 
03CF: load_wav 15944 as 2 
03CF: load_wav 32400 as 3 
038B: load_requested_models 
Camera.SetPosition(2177.307, -1535.901, 17.7635, 0.0, 0.0, 0.0)
Camera.PointAt(2176.855, -1535.143, 18.2324, 2)

:DRUGS4_62311
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @DRUGS4_62353 
wait 0 
jump @DRUGS4_62311 

:DRUGS4_62353
if or
   not Model.Available(#PETRO)
   not Model.Available(#PETROTR)
83D0:   not wav 3 loaded 
else_jump @DRUGS4_62389 
wait 0 
jump @DRUGS4_62353 

:DRUGS4_62389
if or
87C1:   not path 351 available 
87C1:   not path 382 available 
87C1:   not path 383 available 
87C1:   not path 384 available 
84EE:   not animation "MD_END" loaded 
else_jump @DRUGS4_62441 
wait 0 
jump @DRUGS4_62389 

:DRUGS4_62441
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_62462 
05EC: release_car $SWEET_CAR from_path 

:DRUGS4_62462
274@ = Car.Create(#PETRO, 2078.002, -1524.349, 2.49)
Car.Angle(274@) = 254.103
Car.Health(274@) = 5000
Car.SetImmunities(274@, 1, 1, 1, 1, 1)
273@ = Car.Create(#PETROTR, 2070.05, -1522.059, 3.668)
Car.Angle(273@) = 254.0
Car.Health(273@) = 5000
Car.SetImmunities(273@, 1, 1, 1, 1, 1)
275@ = Car.Create(#GREENWOO, 2060.05, -1520.059, 3.668)
Car.Health(275@) = 5000
Car.SetImmunities(275@, 1, 1, 1, 1, 1)
0229: set_car 275@ primary_color_to 5 secondary_color_to 5 
022B: create_forbidden_for_peds_cube_cornerA 2184.44 -1557.18 -5.481 cornerB 2169.22 -1560.63 5.91 
01EB: set_traffic_density_multiplier_to 1.0 
0151: remove_status_text $6963 
33@ = 0 
325@ = 7 

:DRUGS4_62687
if 
  325@ > 6 
else_jump @DRUGS4_62790 
if 
  329@ == 0 
else_jump @DRUGS4_62790 
if 
  33@ > 1989 
else_jump @DRUGS4_62790 
if 
03CA:   object $2659 exists 
else_jump @DRUGS4_62783 
Object.KeepInMemory($2659) = False
Object.Indestructibility($2659) = True
0723: break_object $2659 intensity 1 
03D1: play_wav 3 

:DRUGS4_62783
329@ = 1 

:DRUGS4_62790
if 
  325@ == 7 
else_jump @DRUGS4_62911 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_62911 
if 
   not Car.Wrecked(274@)
else_jump @DRUGS4_62911 
if 
   not Car.Wrecked(273@)
else_jump @DRUGS4_62911 
05EB: assign_car $SWEET_CAR to_path 351 
05EB: assign_car 274@ to_path 382 
05EB: assign_car 273@ to_path 383 
if 
   not Car.Wrecked(275@)
else_jump @DRUGS4_62904 
05EB: assign_car 275@ to_path 384 

:DRUGS4_62904
325@ = 8 

:DRUGS4_62911
if 
  325@ == 8 
else_jump @DRUGS4_63041 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_63041 
if 
01AD:   car $SWEET_CAR sphere 0 near_point 2170.2 -1518.04 radius 5.0 5.0 
else_jump @DRUGS4_63041 
015D: set_gamespeed 0.3 
Camera.OnVehicle($SWEET_CAR, 15, 1)
0657: car $SWEET_CAR open_componentA 2 
0657: car $SWEET_CAR open_componentA 4 
0657: car $SWEET_CAR open_componentA 5 
0657: car $SWEET_CAR open_componentA 0 
32@ = 0 
325@ = 9 

:DRUGS4_63041
if 
  325@ == 9 
else_jump @DRUGS4_63194 
if 
  32@ > 500 
else_jump @DRUGS4_63194 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_63194 
0697: set_car $SWEET_CAR remove_componentB 6 visible_effect_flag 1 
Car.SetImmunities($SWEET_CAR, 1, 1, 1, 1, 1)
if 
   not Car.Wrecked(273@)
else_jump @DRUGS4_63149 
Car.SetImmunities(273@, 1, 1, 1, 1, 1)

:DRUGS4_63149
if 
   not Car.Wrecked(274@)
else_jump @DRUGS4_63180 
Car.SetImmunities(274@, 1, 1, 1, 1, 1)

:DRUGS4_63180
32@ = 0 
325@ = 10 

:DRUGS4_63194
if 
  325@ == 10 
else_jump @DRUGS4_63590 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_63590 
if or
01AF:   car $SWEET_CAR sphere 0 in_sphere 2169.24 -1553.91 2.5 radius 10.0 10.0 6.0 
  32@ > 4000 
else_jump @DRUGS4_63590 
Car.Health($SWEET_CAR) = 300
015D: set_gamespeed 0.7 
0697: set_car $SWEET_CAR remove_componentB 5 visible_effect_flag 1 
00C0: set_current_time_hours_to 7 minutes_to 15 
Camera.SetPosition(2204.804, -1568.276, 1.9452, 0.0, 0.0, 0.0)
Camera.PointAt(2203.861, -1567.951, 1.8744, 2)
041D: set_camera_near_clip 0.1 
$ACTOR_SWEET = Actor.Create(Special, #SPECIAL01, 2168.479, -1506.067, 24.0)
Actor.Angle($ACTOR_SWEET) = 135.0
060B: set_actor $ACTOR_SWEET decision_maker_to 55@ 
Actor.SetImmunities($ACTOR_SWEET, 1, 1, 1, 1, 1)
$ACTOR_SMOKE = Actor.Create(Special, #SPECIAL02, 2168.992, -1508.601, 24.0)
Actor.Angle($ACTOR_SMOKE) = 45.0
060B: set_actor $ACTOR_SMOKE decision_maker_to 55@ 
Actor.SetImmunities($ACTOR_SMOKE, 1, 1, 1, 1, 1)
$ACTOR_RYDER = Actor.Create(Special, #SPECIAL03, 2167.054, -1507.7, 24.0)
Actor.Angle($ACTOR_RYDER) = 290.0
060B: set_actor $ACTOR_RYDER decision_maker_to 55@ 
Actor.SetImmunities($ACTOR_RYDER, 1, 1, 1, 1, 1)
Actor.PutAt($PLAYER_ACTOR, 2166.952, -1506.237, 24.0)
Actor.Angle($PLAYER_ACTOR) = 225.0
32@ = 0 
325@ = 11 

:DRUGS4_63590
if 
  325@ == 11 
else_jump @DRUGS4_63863 
if 
   not Car.Wrecked(273@)
else_jump @DRUGS4_63863 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_63863 
if 
   not Car.Wrecked(274@)
else_jump @DRUGS4_63863 
if or
09CB:   vehicle $SWEET_CAR colliding_with_vehicle 274@ 
  33@ > 4350 
else_jump @DRUGS4_63863 
Car.StorePos($SWEET_CAR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
020C: create_explosion_with_radius 0 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
020B: explode_car $SWEET_CAR // versionA 
020B: explode_car 273@ // versionA 
Car.SetImmunities(274@, 1, 1, 1, 1, 1)
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 0 at 2182.25 -1565.23 2.88 
020C: create_explosion_with_radius 2 at 2166.34 -1559.97 6.28 
020C: create_explosion_with_radius 4 at 2173.52 -1560.03 5.0 
020C: create_explosion_with_radius 2 at 2182.65 -1565.14 4.01 
020C: create_explosion_with_radius 0 at 2183.8 -1564.48 4.05 
32@ = 0 
325@ = 12 

:DRUGS4_63863
if 
  325@ == 12 
else_jump @DRUGS4_63964 
if 
  32@ > 250 
else_jump @DRUGS4_63964 
020C: create_explosion_with_radius 0 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 0 at 2172.99 -1561.51 4.88 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
325@ = 13 

:DRUGS4_63964
if 
  325@ == 13 
else_jump @DRUGS4_64380 
if 
  32@ > 750 
else_jump @DRUGS4_64380 
02CF: 281@ = create_fire_at 2180.27 -1564.66 1.93 propagation 1 size 3 
02CF: 282@ = create_fire_at 2182.25 -1565.23 1.88 propagation 1 size 3 
02CF: 283@ = create_fire_at 2187.94 -1562.73 1.36 propagation 1 size 3 
02CF: 278@ = create_fire_at 2204.804 -1568.476 1.95 propagation 1 size 1 
02CF: 279@ = create_fire_at 2201.11 -1565.77 1.36 propagation 1 size 1 
02CF: 280@ = create_fire_at 2202.82 -1565.01 1.35 propagation 1 size 3 
020C: create_explosion_with_radius 4 at 2175.12 -1562.63 5.93 
020C: create_explosion_with_radius 0 at 2179.24 -1563.66 6.42 
020C: create_explosion_with_radius 4 at 2170.39 -1560.61 5.91 
020C: create_explosion_with_radius 4 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
020C: create_explosion_with_radius 4 at 2171.73 -1562.22 5.92 
020C: create_explosion_with_radius 2 at 2179.3 -1563.32 6.12 
020C: create_explosion_with_radius 0 at 2177.35 -1562.66 5.73 
020C: create_explosion_with_radius 0 at 2174.04 -1562.21 6.56 
020C: create_explosion_with_radius 2 at 2178.27 -1564.89 6.58 
020C: create_explosion_with_radius 4 at 2177.53 -1564.16 6.96 
325@ = 14 

:DRUGS4_64380
if 
  325@ == 14 
else_jump @DRUGS4_64500 
if 
  32@ > 1250 
else_jump @DRUGS4_64500 
020C: create_explosion_with_radius 2 at 2166.34 -1559.97 6.28 
020C: create_explosion_with_radius 4 at 2173.52 -1560.03 5.0 
020C: create_explosion_with_radius 2 at 2182.65 -1565.14 4.01 
020C: create_explosion_with_radius 0 at 2183.8 -1564.48 4.05 
325@ = 15 

:DRUGS4_64500
if 
  325@ == 15 
else_jump @DRUGS4_64783 
if 
  32@ > 1750 
else_jump @DRUGS4_64783 
020C: create_explosion_with_radius 4 at 2175.12 -1562.63 5.93 
020C: create_explosion_with_radius 0 at 2179.24 -1563.66 6.42 
020C: create_explosion_with_radius 4 at 2170.39 -1560.61 5.91 
if 
   not Car.Wrecked(273@)
else_jump @DRUGS4_64630 
Car.SetImmunities(273@, 0, 0, 0, 0, 0)
020B: explode_car 273@ // versionA 

:DRUGS4_64630
if 
   not Car.Wrecked(274@)
else_jump @DRUGS4_64671 
Car.SetImmunities(274@, 0, 0, 0, 0, 0)
05EC: release_car 274@ from_path 
020B: explode_car 274@ // versionA 

:DRUGS4_64671
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @DRUGS4_64719 
Car.SetImmunities($SWEET_CAR, 0, 0, 0, 0, 0)
05EC: release_car $SWEET_CAR from_path 
Car.Health($SWEET_CAR) = 100
020B: explode_car $SWEET_CAR // versionA 

:DRUGS4_64719
020C: create_explosion_with_radius 4 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
325@ = 16 

:DRUGS4_64783
if 
  325@ == 16 
else_jump @DRUGS4_65227 
if 
  32@ > 4500 
else_jump @DRUGS4_65227 
02CF: 279@ = create_fire_at 2201.11 -1565.77 1.36 propagation 1 size 1 
04EF: release_animation "MD_CHASE" 
Model.Destroy(#PETRO)
Model.Destroy(#PETROTR)
Model.Destroy(#GREENWOO)
Model.Destroy(#POLMAV)
015D: set_gamespeed 1.0 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_64940 
0812: AS_actor $ACTOR_SWEET perform_animation "END_SC1_SWE" IFP_file "MD_END" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:DRUGS4_64940
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_64997 
0812: AS_actor $ACTOR_RYDER perform_animation "END_SC1_RYD" IFP_file "MD_END" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:DRUGS4_64997
0605: actor $PLAYER_ACTOR perform_animation_sequence "END_SC1_PLY" IFP_file "MD_END" 1000.0 loop 0 0 0 1 time -1 // versionA 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_65103 
0605: actor $ACTOR_SMOKE perform_animation_sequence "END_SC1_SMO" IFP_file "MD_END" 1000.0 loop 0 0 0 1 time -1 // versionA 
0967: actor $ACTOR_SMOKE move_mouth 5000 ms 

:DRUGS4_65103
wait 100 
Camera.SetPosition(2171.519, -1521.437, 23.7949, 0.0, 0.0, 0.0)
Camera.PointAt(2171.287, -1520.465, 23.8322, 2)
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_MU' time 5000 flag 1  // ~z~Scheie! Da gibt's 'ne Menge zu erzhlen, wenn wir um die Bong rumsitzen!
Car.Destroy(275@)
05EC: release_car 273@ from_path 
05EC: release_car 275@ from_path 
Car.Destroy(273@)
Car.Destroy($SWEET_CAR)
Car.Destroy(274@)
Car.Destroy(40@)
330@ = 1 
325@ = 17 

:DRUGS4_65227
if 
  325@ > 16 
else_jump @DRUGS4_65414 
if 
  330@ == 1 
else_jump @DRUGS4_65414 
if 
03D2:   wav 1 ended 
else_jump @DRUGS4_65414 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_65414 
Camera.SetPosition(2171.519, -1521.437, 23.7949, 0.0, 0.0, 0.0)
Camera.PointAt(2171.287, -1520.465, 23.8322, 2)
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $ACTOR_SMOKE stop_mouth 
03CF: load_wav 15945 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_MV' time 4000 flag 1  // ~z~Aber echt, richtig HEFTIGE Scheie!
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_65407 
0967: actor $ACTOR_SWEET move_mouth 5000 ms 

:DRUGS4_65407
330@ = 2 

:DRUGS4_65414
if 
  330@ == 2 
else_jump @DRUGS4_65547 
if 
03D2:   wav 2 ended 
else_jump @DRUGS4_65547 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS4_65547 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_65547 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_65547 
00BE: text_clear_all 
0968: actor $ACTOR_SWEET stop_mouth 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_MW' time 5000 flag 1  // ~z~Vergesst es, wir mssen raus hier!
0967: actor $ACTOR_RYDER move_mouth 5000 ms 
040D: unload_wav 2 
03CF: load_wav 15946 as 2 
330@ = 3 

:DRUGS4_65547
if 
  330@ == 3 
else_jump @DRUGS4_65667 
if 
03D0:   wav 2 loaded 
else_jump @DRUGS4_65667 
if 
03D2:   wav 1 ended 
else_jump @DRUGS4_65667 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_65667 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_65667 
0968: actor $ACTOR_RYDER stop_mouth 
0967: actor $ACTOR_SWEET move_mouth 5000 ms 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_MX' time 5000 flag 1  // ~z~Ryder hat Recht, teilen wir uns auf, wir sehen uns spter.
330@ = 4 

:DRUGS4_65667
if 
  330@ == 4 
else_jump @DRUGS4_65730 
if 
03D2:   wav 2 ended 
else_jump @DRUGS4_65730 
00BE: text_clear_all 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_65723 
0968: actor $ACTOR_SWEET stop_mouth 

:DRUGS4_65723
330@ = 5 

:DRUGS4_65730
if 
  325@ == 17 
else_jump @DRUGS4_66089 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_66089 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_66089 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_66089 
if 
   Actor.Animation($ACTOR_SMOKE) == "END_SC1_SMO"
else_jump @DRUGS4_66089 
0613: 277@ = actor $ACTOR_SMOKE animation "END_SC1_SMO" time 
if 
  277@ == 1.0 
else_jump @DRUGS4_66089 
0812: AS_actor $ACTOR_SWEET perform_animation "END_SC2_SWE" IFP_file "MD_END" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $ACTOR_SMOKE perform_animation "END_SC2_SMO" IFP_file "MD_END" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $ACTOR_RYDER perform_animation "END_SC2_RYD" IFP_file "MD_END" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "END_SC2_PLY" IFP_file "MD_END" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
Camera.SetPosition(2168.117, -1510.165, 24.3268, 0.0, 0.0, 0.0)
Camera.PointAt(2168.124, -1509.166, 24.294, 2)
325@ = 18 

:DRUGS4_66089
if 
  325@ == 18 
else_jump @DRUGS4_66378 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @DRUGS4_66378 
if 
  330@ == 5 
else_jump @DRUGS4_66378 
Camera.SetPosition(2175.271, -1537.773, 24.5856, 0.0, 0.0, 0.0)
Camera.PointAt(2175.078, -1536.796, 24.6842, 2)
05D3: AS_actor $ACTOR_SMOKE goto_point 2172.19 -1498.48 23.55 mode 4 -1 ms // versionA 
0648: unknown_actor $ACTOR_SMOKE task_set 100.0 // float 
wait 150 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @DRUGS4_66281 
05D3: AS_actor $ACTOR_SWEET goto_point 2170.77 -1492.05 23.65 mode 4 -1 ms // versionA 
0648: unknown_actor $ACTOR_SWEET task_set 100.0 // float 

:DRUGS4_66281
wait 100 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @DRUGS4_66335 
05D3: AS_actor $ACTOR_RYDER goto_point 2163.65 -1506.92 23.01 mode 4 -1 ms // versionA 
0648: unknown_actor $ACTOR_RYDER task_set 100.0 // float 

:DRUGS4_66335
fade 0 4000 

:DRUGS4_66342
if 
fading 
else_jump @DRUGS4_66366 
wait 0 
jump @DRUGS4_66342 

:DRUGS4_66366
Car.Destroy(40@)
325@ = 19 

:DRUGS4_66378
if 
  325@ == 19 
else_jump @DRUGS4_66505 
Actor.DestroyInstantly($ACTOR_SMOKE)
Actor.DestroyInstantly($ACTOR_RYDER)
Actor.DestroyInstantly($ACTOR_SWEET)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2170.935, -1500.675, 22.9)
Actor.Angle($PLAYER_ACTOR) = 355.56
Actor.PutAt($PLAYER_ACTOR, 2170.596, -1515.468, 22.89)
Actor.Angle($PLAYER_ACTOR) = 356.495
Camera.Restore_WithJumpCut
03C8: rotate_player-180-degrees 
02A3: enable_widescreen 0 
fade 1 2000 
jump @DRUGS4_67765 
325@ = 20 

:DRUGS4_66505
jump @DRUGS4_1708 

:DRUGS4_66512
if 
  179@ == 0 
else_jump @DRUGS4_66552 
03CF: load_wav 106@ as 1 
05AA: 104@s = 107@s 
179@ = 1 

:DRUGS4_66552
return 

:DRUGS4_66554
if 
  179@ == 1 
else_jump @DRUGS4_66733 
if 
03D0:   wav 1 loaded 
else_jump @DRUGS4_66733 
00BC: show_text_highpriority GXT 104@s time 4000 flag 1 
03D5: remove_text 'FIN1_BD'  // ~z~Gebt mir geflligst Deckungsfeuer!
03D5: remove_text 'FIN1_CK'  // ~z~Einheit auer Gefecht! Wiederhole: Einheit auer Gefecht!
03D5: remove_text 'FIN1_BE'  // ~z~Gebt mir Feuerschutz, verdammt!
03D5: remove_text 'FIN1_BY'  // ~z~Hier ist Bussard 1, wir sind Bodenfeuer ausgesetzt!
03D5: remove_text 'FIN1_CB'  // ~z~Vier Gangbanger in blauem Viertrer auf dem Weg zurck nach South Central.
03D5: remove_text 'FIN1_BK'  // ~z~berraschung, Homeboy!
03D5: remove_text 'FIN1_BL'  // ~z~Achtung, Bruder!
if 
  151@ == 1 
else_jump @DRUGS4_66722 
if 
   not Actor.Dead(66@)
else_jump @DRUGS4_66722 
0949: link_wav 1 to_actor 66@ 
151@ = 2 

:DRUGS4_66722
03D1: play_wav 1 
179@ = 2 

:DRUGS4_66733
if 
  179@ == 2 
else_jump @DRUGS4_66786 
if 
03D2:   wav 1 ended 
else_jump @DRUGS4_66786 
178@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
179@ = 0 

:DRUGS4_66786
return 

:DRUGS4_66788
0615: define_AS_pack_begin 125@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0668: AS_actor -1 rotate_and_shoot_at 122@ 123@ 124@ 15000 ms 
0643: set_AS_pack 125@ loop 1 
0616: define_AS_pack_end 125@ 
0618: assign_actor 118@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
return 

:DRUGS4_66848
0615: define_AS_pack_begin 110@ 
05D3: AS_actor -1 goto_point 122@ 123@ 124@ mode 6 -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0634: AS_actor -1 attack_using_weapon_actor 119@ unknown 4 unknown 5000 unknown 80 
0616: define_AS_pack_end 110@ 
0618: assign_actor 118@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 
return 

:DRUGS4_66916
0615: define_AS_pack_begin 111@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor 119@ unknown 1 unknown 5000 unknown 50 
0616: define_AS_pack_end 111@ 
0618: assign_actor 118@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 
return 

:DRUGS4_66967
0615: define_AS_pack_begin 112@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 119@ 
0616: define_AS_pack_end 112@ 
0618: assign_actor 118@ to_AS_pack 112@ 
061B: remove_references_to_AS_pack 112@ 
return 

:DRUGS4_67005
0615: define_AS_pack_begin 113@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 119@ 
05E2: AS_actor -1 kill_actor 120@ 
0616: define_AS_pack_end 113@ 
0618: assign_actor 118@ to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
return 

:DRUGS4_67050
0615: define_AS_pack_begin 114@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" IFP_file "PED" 8.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 114@ 
0618: assign_actor 118@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 
return 

:DRUGS4_67133
0615: define_AS_pack_begin 115@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_L" IFP_file "PED" 8.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 115@ 
0618: assign_actor 118@ to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 
return 

:DRUGS4_67216
0615: define_AS_pack_begin 116@ 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_R" IFP_file "SWAT" 8.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_IN_R" IFP_file "SWAT" 8.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
if 
  161@ == 0 
else_jump @DRUGS4_67344 
07A5: AS_actor -1 attack_actor 119@ 1500 ms 
jump @DRUGS4_67360 

:DRUGS4_67344
0668: AS_actor -1 rotate_and_shoot_at 122@ 123@ 124@ 1500 ms 

:DRUGS4_67360
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 loop 0 1 1 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_R_BACK" IFP_file "SWAT" 8.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 116@ loop 1 
0616: define_AS_pack_end 116@ 
0618: assign_actor 118@ to_AS_pack 116@ 
061B: remove_references_to_AS_pack 116@ 
return 

:DRUGS4_67481
0615: define_AS_pack_begin 117@ 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_L" IFP_file "SWAT" 8.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_IN_L" IFP_file "SWAT" 8.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 loop 0 1 1 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_L_BACK" IFP_file "SWAT" 8.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 117@ loop 1 
0616: define_AS_pack_end 117@ 
0618: assign_actor 118@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 
return 

:DRUGS4_67705
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
Object.Destroy($2659)
$2659 = Object.Init(#MD_POSTER, 2167.82, -1518.193, 20.237)
Object.Angle($2659) = 0.0
Object.RemoveFromMissionCleanupList($2659)
return 

:DRUGS4_67765
0318: set_latest_mission_passed 'LA1FIN1'  // Reuniting the Families
0629: change_integer_stat 314 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 15 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
030C: progress_made += 1 
$LS_FINAL_TOTAL_PASSED_MISSIONS += 1 
return 

:DRUGS4_67827
$ONMISSION = 0 
0151: remove_status_text $6963 
08F4: set_max_group_members 99 
01E7: remove_forbidden_for_cars_cube_cornerA 2180.18 -1130.28 21.2 cornerB 2276.82 -1151.26 28.0 
022A: remove_forbidden_for_peds_cube_cornerA 2180.18 -1130.28 21.2 cornerB 2276.82 -1151.26 28.0 
022A: remove_forbidden_for_peds_cube_cornerA 2184.44 -1557.18 -5.481 cornerB 2169.22 -1560.63 5.91 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
Actor.DestroyWithFade($ACTOR_SWEET)
Actor.DestroyWithFade($ACTOR_RYDER)
Actor.DestroyWithFade($ACTOR_SMOKE)
Model.Destroy(#GREENWOO)
Model.Destroy(#FAM3)
Model.Destroy(#FAM2)
Model.Destroy(#MP5LNG)
Model.Destroy(#COLT45)
Model.Destroy(#SWAT)
Model.Destroy(#POLMAV)
Model.Destroy(#ENFORCER)
Model.Destroy(#CHROMEGUN)
04EF: release_animation "SWAT" 
Model.Destroy(#BFYPRO)
Model.Destroy(#IMY_SKYLIGHT)
Model.Destroy(#KMB_TROLLEY)
04EF: release_animation "KISSING" 
04EF: release_animation "GANGS" 
Marker.Disable(185@)
Marker.Disable(183@)
Marker.Disable(184@)
0151: remove_status_text $6962 
0650: destroy_particle 65@ 
Pickup.Destroy(127@)
05D6: clear_scmpath 
Model.Destroy(#MD_POSTER)
Model.Destroy(#COPCARLA)
Model.Destroy(#LAPD1)
Model.Destroy(#LAPDM1)
Model.Destroy(#COPBIKE)
Model.Destroy(#AK47)
Model.Destroy(#STREAK)
04EF: release_animation "GANGS" 
Model.Destroy(#DYN_SCAFFOLD_3B)
Model.Destroy(#DYN_SCAFFOLD_4B)
04EF: release_animation "MD_CHASE" 
Model.Destroy(#MUNCH_DONUT)
Model.Destroy(#CHOPCOP_ARML)
Model.Destroy(#CHOPCOP_ARMR)
Model.Destroy(#CHOPCOP_LEGL)
Model.Destroy(#CHOPCOP_LEGR)
Model.Destroy(#CHOPCOP_HEAD)
Model.Destroy(#CHOPCOP_TORSO)
Model.Destroy(#WD_FENCE_ANIM)
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "MD_END" 
Model.Destroy(#PETRO)
Model.Destroy(#PETROTR)
01F0: set_max_wanted_level_to 4 
Car.Destroy(40@)
Marker.Disable(285@)
Marker.Disable(286@)
Marker.Disable(287@)
Marker.Disable(288@)
Marker.Disable(289@)
Marker.Disable(290@)
Marker.Disable(291@)
Marker.Disable(292@)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DRUGS4_68306 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
0489: set_actor $PLAYER_ACTOR muted 0 

:DRUGS4_68306
if 
   not Actor.Dead(218@)
else_jump @DRUGS4_68327 
Actor.DestroyWithFade(218@)

:DRUGS4_68327
if 
   not Actor.Dead(219@)
else_jump @DRUGS4_68348 
Actor.DestroyWithFade(219@)

:DRUGS4_68348
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
031A: remove_all_fires 
0650: destroy_particle 237@ 
0650: destroy_particle 240@ 
0650: destroy_particle 241@ 
0650: destroy_particle 242@ 
07FB: set_interior 'MOTEL1' access 1  // Watts Motel
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
01B7: release_weather 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 38---------------
// Originally: The Green Sabre

:LA1FIN2
thread 'LA1FIN2' 
gosub @LA1FIN2_339 
if 
wasted_or_busted 
else_jump @LA1FIN2_38 
gosub @LA1FIN2_19507 

:LA1FIN2_38
gosub @LA1FIN2_22053 
end_thread 
if 
  100@ == 99 
else_jump @LA1FIN2_339 
36@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
238@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
243@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
235@ = Car.Create(#BRAVURA, 1650.115, -1055.243, 22.8984)
233@ = Car.Create(#SABRE, 1643.983, -1069.01, 22.8984)
280@ = Car.Create(#SABRE, 1643.983, -1069.01, 22.8984)
41@ = Car.Create(#SABRE, 1643.983, -1069.01, 22.8984)
07E5: copy_decision_maker 65539 to 231@ 
07E5: copy_decision_maker 65539 to 232@ 
51@ = Marker.CreateAboveActor(36@)
018A: 50@ = create_checkpoint_at 1648.714 -1050.094 22.9141 
122@ = Car.Create(#SABRE, 1643.983, -1069.01, 22.8984)
124@ = Car.Create(#COPCARLA, 0.0, 0.0, 0.0)
0129: 125@ = create_actor_pedtype 4 model #LAPD1 in_car 122@ driverseat 

:LA1FIN2_339
increment_mission_attempts 
$ONMISSION = 1 
84@ = 1 
494@ = 1 
08F4: set_max_group_members 0 

:LA1FIN2_366
wait 0 
if 
0735:   NOP_false 72 
else_jump @LA1FIN2_390 
03A7: NOP 100@ 

:LA1FIN2_390
if 
0735:   NOP_false 83 
else_jump @LA1FIN2_412 
jump @LA1FIN2_19524 

:LA1FIN2_412
if 
0735:   NOP_false 70 
else_jump @LA1FIN2_461 
Actor.PutAt($PLAYER_ACTOR, 1650.456, -1039.614, 22.8984)
100@ = 4 
101@ = 0 

:LA1FIN2_461
if 
0736:   NOP_false 71 
else_jump @LA1FIN2_625 
100@ = 7 
267@ = 0 

:LA1FIN2_490
if 
  6 > 267@ 
else_jump @LA1FIN2_551 
if 
   not Actor.Dead(243@(267@,6i))
else_jump @LA1FIN2_537 
05BE: AS_kill_actor 243@(267@,6i) 

:LA1FIN2_537
267@ += 1 
jump @LA1FIN2_490 

:LA1FIN2_551
if 
   not Car.Wrecked(122@)
else_jump @LA1FIN2_572 
Car.Destroy(122@)

:LA1FIN2_572
if 
   not Car.Wrecked(123@)
else_jump @LA1FIN2_593 
Car.Destroy(123@)

:LA1FIN2_593
if 
   not Car.Wrecked(124@)
else_jump @LA1FIN2_614 
Car.Destroy(124@)

:LA1FIN2_614
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False

:LA1FIN2_625
if 
0735:   NOP_false 68 
else_jump @LA1FIN2_660 
Actor.PutAt($PLAYER_ACTOR, 1624.537, -1863.438, 12.5549)

:LA1FIN2_660
0871: init_jump_table 100@ total_jumps 9 default_jump 0 @LA1FIN2_928 jumps 0 @LA1FIN2_788 1 @LA1FIN2_809 2 @LA1FIN2_830 3 @LA1FIN2_844 4 @LA1FIN2_858 5 @LA1FIN2_872 6 @LA1FIN2_886 
0872: jump_table_jumps 7 @LA1FIN2_900 8 @LA1FIN2_914 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 

:LA1FIN2_788
gosub @LA1FIN2_1257 
100@ = 1 
jump @LA1FIN2_928 

:LA1FIN2_809
gosub @LA1FIN2_1314 
100@ = 2 
jump @LA1FIN2_928 

:LA1FIN2_830
gosub @LA1FIN2_1795 
jump @LA1FIN2_928 

:LA1FIN2_844
gosub @LA1FIN2_2441 
jump @LA1FIN2_928 

:LA1FIN2_858
gosub @LA1FIN2_2993 
jump @LA1FIN2_928 

:LA1FIN2_872
gosub @LA1FIN2_3931 
jump @LA1FIN2_928 

:LA1FIN2_886
gosub @LA1FIN2_6195 
jump @LA1FIN2_928 

:LA1FIN2_900
gosub @LA1FIN2_9533 
jump @LA1FIN2_928 

:LA1FIN2_914
jump @LA1FIN2_19524 
jump @LA1FIN2_928 

:LA1FIN2_928
gosub @LA1FIN2_983 
gosub @LA1FIN2_1044 
gosub @LA1FIN2_17183 
if 
  34@ == 1 
else_jump @LA1FIN2_974 
jump @LA1FIN2_19507 

:LA1FIN2_974
jump @LA1FIN2_366 
return 

:LA1FIN2_983
if 
  35@ == 1 
else_jump @LA1FIN2_1040 
if 
   Actor.Dead(36@)
else_jump @LA1FIN2_1040 
34@ = 1 
00BB: show_text_lowpriority GXT 'LA1_16' time 4000 flag 1  // ~r~Sweet ist tot

:LA1FIN2_1040
return 
return 

:LA1FIN2_1044
if 
  100@ > 1 
else_jump @LA1FIN2_1255 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1650.645 -1059.435 25.4852 radius 100.0 100.0 100.0 
else_jump @LA1FIN2_1131 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
jump @LA1FIN2_1145 

:LA1FIN2_1131
03DE: set_pedestrians_density_multiplier_to 0.6 
01EB: set_traffic_density_multiplier_to 0.6 

:LA1FIN2_1145
0085: 280@ = 233@ // (int) 
85@ = 0 
gosub @LA1FIN2_16314 
0085: 280@ = 234@ // (int) 
85@ = 1 
gosub @LA1FIN2_16314 
0085: 280@ = 237@ // (int) 
85@ = 2 
gosub @LA1FIN2_16314 
0085: 280@ = 235@ // (int) 
85@ = 3 
gosub @LA1FIN2_16314 
0085: 280@ = 236@ // (int) 
85@ = 4 
gosub @LA1FIN2_16314 

:LA1FIN2_1255
return 

:LA1FIN2_1257
060A: create_decision_maker_type 0 store_to 103@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 104@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 104@ event 36 
0709: set_decision_maker 104@ on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
return 

:LA1FIN2_1314
054C: use_GXT_table 'LAFIN2' 
select_interior 1 
02E4: load_cutscene_data 'FINAL2A' 

:LA1FIN2_1340
if 
86B9:   not cutscene_data_loaded 
else_jump @LA1FIN2_1364 
wait 0 
jump @LA1FIN2_1340 

:LA1FIN2_1364
02E7: start_cutscene 
fade 1 1000 

:LA1FIN2_1373
if 
82E9:   not cutscene_reached_end 
else_jump @LA1FIN2_1397 
wait 0 
jump @LA1FIN2_1373 

:LA1FIN2_1397
fade 0 0 

:LA1FIN2_1403
if 
fading 
else_jump @LA1FIN2_1427 
wait 0 
jump @LA1FIN2_1403 

:LA1FIN2_1427
02EA: end_cutscene 
select_interior 0 
Camera.SetAtPos(2518.789, -1677.22, 13.5079)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Actor.PutAt($PLAYER_ACTOR, 2519.825, -1677.714, 13.7425)
Actor.Angle($PLAYER_ACTOR) = 67.0
Model.Load(#BRAVURA)
Model.Load(#CELLPHONE)

:LA1FIN2_1494
if or
   not Model.Available(#BRAVURA)
   not Model.Available(#CELLPHONE)
else_jump @LA1FIN2_1526 
wait 0 
jump @LA1FIN2_1494 

:LA1FIN2_1526
40@ = Car.Create(#BRAVURA, 1625.087, -1857.438, 12.5549)
0229: set_car 40@ primary_color_to 32 secondary_color_to 1 
Car.LockInCurrentPosition(40@) = True
Car.SetImmunities(40@, 1, 1, 1, 1, 1)
Car.Angle(40@) = 180.0
wait 500 
if 
  $5288 == 1 
else_jump @LA1FIN2_1635 
0950: set_trip_skip 1642.299 -1869.643 12.3906 angle 90.0 // versionA 

:LA1FIN2_1635
fade 1 500 
02A3: enable_widescreen 1 
Camera.SetPosition(2513.498, -1671.741, 13.2117, 0.0, 0.0, 0.0)
Camera.PointAt(2513.943, -1672.628, 13.3312, 2)
Player.CanMove($PLAYER_CHAR) = False
0615: define_AS_pack_begin 131@ 
05D3: AS_actor -1 goto_point 2514.989 -1674.08 12.7225 mode 4 -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
0729: AS_actor -1 hold_cellphone 1 
0616: define_AS_pack_end 131@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 131@ 
061B: remove_references_to_AS_pack 131@ 
437@ = 17 
0085: 120@ = 32@ // (int) 
120@ += 3500 
113@ = 1 
return 

:LA1FIN2_1795
if 
  113@ == 1 
else_jump @LA1FIN2_1880 
if 
001D:   32@ > 120@ // (int) 
else_jump @LA1FIN2_1880 
if 
  437@ == 0 
else_jump @LA1FIN2_1880 
437@ = 18 
0085: 120@ = 32@ // (int) 
120@ += 2500 
113@ = 2 

:LA1FIN2_1880
if 
  113@ == 2 
else_jump @LA1FIN2_1968 
if 
001D:   32@ > 120@ // (int) 
else_jump @LA1FIN2_1968 
040D: unload_wav 1 
040D: unload_wav 2 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
436@ = 1 
437@ = 19 
438@ = 11 
113@ = 3 

:LA1FIN2_1968
if 
  113@ == 3 
else_jump @LA1FIN2_2131 
if 
   not 437@ == 0 
else_jump @LA1FIN2_2035 
if 
00E1:   player 0 pressed_key 15 
else_jump @LA1FIN2_2035 
437@ = 0 
436@ = 5 

:LA1FIN2_2035
if 
  437@ == 0 
else_jump @LA1FIN2_2131 
if 
  436@ == 1 
else_jump @LA1FIN2_2131 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
Model.Destroy(#CELLPHONE)
113@ = 0 
00BB: show_text_lowpriority GXT 'LA1_33' time 7000 flag 1  // ~s~Schwing dich rber zu ~b~Cesar~s~. Er wartet ~y~unter dem Freeway~s~.
Marker.Disable(50@)
018A: 50@ = create_checkpoint_at 1631.791 -1867.288 12.5381 

:LA1FIN2_2131
if 
  101@ == 0 
else_jump @LA1FIN2_2316 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1631.791 -1867.288 12.5381 radius 4.0 4.0 4.0 
else_jump @LA1FIN2_2316 
0951: disable_trip_skip 
$5288 = 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @LA1FIN2_2252 
Player.CanMove($PLAYER_CHAR) = False
114@ = 1 
0085: 115@ = 32@ // (int) 
115@ += 1500 

:LA1FIN2_2252
Marker.Disable(50@)
if 
   not Car.Wrecked(40@)
else_jump @LA1FIN2_2293 
Marker.Disable(50@)
50@ = Marker.CreateAboveCar(40@)
07E0: set_marker 50@ type_to 1 

:LA1FIN2_2293
00BB: show_text_lowpriority GXT 'LA1_35' time 4000 flag 1  // ~s~Steig in den ~b~Wagen~s~, der in dem Durchgang zu finden ist.
101@ = 1 

:LA1FIN2_2316
if 
  114@ == 1 
else_jump @LA1FIN2_2372 
if 
001D:   32@ > 115@ // (int) 
else_jump @LA1FIN2_2372 
0633: AS_actor $PLAYER_ACTOR exit_car 
Player.CanMove($PLAYER_CHAR) = True
114@ = 2 

:LA1FIN2_2372
if 
  101@ == 1 
else_jump @LA1FIN2_2439 
if 
   not Car.Wrecked(40@)
else_jump @LA1FIN2_2439 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @LA1FIN2_2439 
Marker.Disable(50@)
00BE: text_clear_all 
100@ = 3 

:LA1FIN2_2439
return 

:LA1FIN2_2441
Model.Destroy(#BRAVURA)
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:LA1FIN2_2461
if 
fading 
else_jump @LA1FIN2_2485 
wait 0 
jump @LA1FIN2_2461 

:LA1FIN2_2485
if 
   not Car.Wrecked(40@)
else_jump @LA1FIN2_2508 
0338: set_car 40@ visibility 0 

:LA1FIN2_2508
03BA: clear_cars_from_cube_cornerA 1626.633 -1876.4 16.8284 cornerB 1601.112 -1902.103 10.6931 
042B: clear_peds_from_cube_cornerA 1626.633 -1876.4 16.8284 cornerB 1601.112 -1902.103 10.6931 
Marker.Disable(50@)
Player.MakeSafe($PLAYER_CHAR)
03AF: enable_streaming 0 
02E4: load_cutscene_data 'FINAL2B' 

:LA1FIN2_2597
if 
86B9:   not cutscene_data_loaded 
else_jump @LA1FIN2_2621 
wait 0 
jump @LA1FIN2_2597 

:LA1FIN2_2621
02E7: start_cutscene 
fade 1 1000 

:LA1FIN2_2630
if 
82E9:   not cutscene_reached_end 
else_jump @LA1FIN2_2654 
wait 0 
jump @LA1FIN2_2630 

:LA1FIN2_2654
fade 0 0 

:LA1FIN2_2660
if 
fading 
else_jump @LA1FIN2_2684 
wait 0 
jump @LA1FIN2_2660 

:LA1FIN2_2684
02EA: end_cutscene 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
if 
   not Car.Wrecked(40@)
else_jump @LA1FIN2_2747 
0338: set_car 40@ visibility 1 
Car.LockInCurrentPosition(40@) = False
Car.SetImmunities(40@, 0, 0, 0, 0, 0)
Car.RemoveReferences(40@)

:LA1FIN2_2747
Marker.Disable(50@)
018A: 50@ = create_checkpoint_at 1648.714 -1050.094 22.9141 
00BB: show_text_lowpriority GXT 'LA1_8' time 5000 flag 1  // ~s~Begib dich zum ~y~Ort des Hinterhalts~s~, bevor dein Bruder gettet wird.
$6964 = 100 
116@ = 1 
0209: 117@ = random_int_in_ranges 4000 8000 
005A: 117@ += 32@ // (int) 
03C4: set_status_text $6964 type 1 GXT 'LA1_4' // global_variable  // SWEET
0209: 117@ = random_int_in_ranges 4000 8000 
005A: 117@ += 32@ // (int) 
fade 1 500 
if 
   not Car.Wrecked(40@)
else_jump @LA1FIN2_2964 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @LA1FIN2_2964 
046C: 118@ = car 40@ driver 
if 
87D6:   not  118@ == $PLAYER_ACTOR // integer vars 
else_jump @LA1FIN2_2946 
if 
   not Actor.Dead(118@)
else_jump @LA1FIN2_2946 
Actor.DestroyInstantly(118@)

:LA1FIN2_2946
036A: put_actor $PLAYER_ACTOR in_car 40@ 
Car.RemoveReferences(40@)
Model.Destroy(#BRAVURA)

:LA1FIN2_2964
0633: AS_actor $PLAYER_ACTOR exit_car 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
100@ = 4 
101@ = 0 
06D0: enable_emergency_traffic 0 
return 

:LA1FIN2_2993
gosub @LA1FIN2_13798 
gosub @LA1FIN2_15323 
if 
  119@ == 0 
else_jump @LA1FIN2_3113 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
  $TEMPVAR_Y_COORD > -1800.0 
else_jump @LA1FIN2_3113 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @LA1FIN2_3113 
437@ = 10 
438@ = 2 
119@ = 1 
0085: 120@ = 32@ // (int) 
120@ += 6000 

:LA1FIN2_3113
if 
  119@ == 1 
else_jump @LA1FIN2_3187 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @LA1FIN2_3187 
if 
001D:   32@ > 120@ // (int) 
else_jump @LA1FIN2_3187 
437@ = 12 
438@ = 5 
119@ = 2 

:LA1FIN2_3187
if and
  119@ > 0 
  3 > 119@ 
else_jump @LA1FIN2_3256 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @LA1FIN2_3256 
494@ = 0 
437@ = 0 
438@ = 0 
119@ = 3 

:LA1FIN2_3256
if 
001D:   32@ > 117@ // (int) 
else_jump @LA1FIN2_3440 
if 
   not Actor.Dead(238@)
else_jump @LA1FIN2_3332 
if 
  84@ == 1 
else_jump @LA1FIN2_3324 
Actor.Health(238@) = $6964
84@ = 0 

:LA1FIN2_3324
$6964 = Actor.Health(238@)

:LA1FIN2_3332
0209: 117@ = random_int_in_ranges 4000 8000 
005A: 117@ += 32@ // (int) 
0209: 121@ = random_int_in_ranges 4 8 
0066: $6964 -= 121@ // (int) 
if 
  0 >= $6964 
else_jump @LA1FIN2_3416 
$6964 = 0 
00BB: show_text_lowpriority GXT 'LA1_16' time 4000 flag 1  // ~r~Sweet ist tot
34@ = 1 

:LA1FIN2_3416
if 
   not Actor.Dead(238@)
else_jump @LA1FIN2_3440 
Actor.Health(238@) = $6964

:LA1FIN2_3440
if 
  101@ == 0 
else_jump @LA1FIN2_3664 
if 
  255@ == 2 
else_jump @LA1FIN2_3664 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1648.714 -1050.094 22.9141 radius 4.0 4.0 4.0 
else_jump @LA1FIN2_3577 
if 
   not Actor.Dead(238@)
else_jump @LA1FIN2_3570 
Actor.SetImmunities(238@, 1, 1, 1, 1, 1)
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)

:LA1FIN2_3570
101@ = 1 

:LA1FIN2_3577
if 
  99@ == 6 
else_jump @LA1FIN2_3664 
if 
   not Actor.Dead(238@)
else_jump @LA1FIN2_3641 
Actor.SetImmunities(238@, 1, 1, 1, 1, 1)
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)

:LA1FIN2_3641
101@ = 1 
0085: 102@ = 32@ // (int) 
102@ += 2000 

:LA1FIN2_3664
if 
  101@ == 1 
else_jump @LA1FIN2_3727 
if 
001D:   32@ > 102@ // (int) 
else_jump @LA1FIN2_3727 
Marker.Disable(50@)
Player.CanMove($PLAYER_CHAR) = False
fade 0 800 
101@ = 2 

:LA1FIN2_3727
if 
  101@ == 2 
else_jump @LA1FIN2_3929 
if 
   not fading 
else_jump @LA1FIN2_3929 
100@ = 5 
101@ = 0 
0085: 481@ = 238@ // (int) 
286@ = 1 
310@ = 9 
290@ = 2440 
291@ = 5629 
292@ = 7974 
293@ = 10516 
294@ = 13463 
295@ = 16047 
296@ = 19236 
297@ = 21747 
298@ = 24483 
300@ = 1 
301@ = 2 
302@ = 3 
303@ = 4 
304@ = 5 
305@ = 6 
306@ = 7 
307@ = 8 
308@ = 9 

:LA1FIN2_3929
return 

:LA1FIN2_3931
gosub @LA1FIN2_15323 
if 
  101@ > 2 
else_jump @LA1FIN2_4010 
if 
   not fading 
else_jump @LA1FIN2_4010 
if 
08D0:   cutscene_skipped 
else_jump @LA1FIN2_4010 
gosub @LA1FIN2_11415 
101@ = 10 
102@ = 0 
436@ = 5 

:LA1FIN2_4010
if 
  101@ == 0 
else_jump @LA1FIN2_5066 
101@ = 1 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1646.703, -1046.744, 25.6308, 0.0, 0.0, 0.0)
Camera.PointAt(1646.621, -1047.711, 25.3892, 2)
04ED: load_animation "SWEET" 
041D: set_camera_near_clip 0.1 
if 
   not Car.Wrecked(235@)
else_jump @LA1FIN2_4214 
if 
01AF:   car 235@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
else_jump @LA1FIN2_4214 
Car.PutAt(235@, 1649.555, -1055.767, 22.8984)
Car.Angle(235@) = 329.5791
Car.LockInCurrentPosition(235@) = True

:LA1FIN2_4214
if 
   not Car.Wrecked(236@)
else_jump @LA1FIN2_4315 
if 
01AF:   car 236@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
else_jump @LA1FIN2_4315 
Car.PutAt(236@, 1644.42, -1057.843, 22.9062)
Car.Angle(236@) = 227.8
Car.LockInCurrentPosition(236@) = True

:LA1FIN2_4315
if 
   not Car.Wrecked(237@)
else_jump @LA1FIN2_4416 
if 
01AF:   car 237@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
else_jump @LA1FIN2_4416 
Car.PutAt(237@, 1643.845, -1051.736, 22.9219)
Car.Angle(237@) = 149.9008
Car.LockInCurrentPosition(237@) = True

:LA1FIN2_4416
if 
   not Car.Wrecked(233@)
else_jump @LA1FIN2_4510 
if 
01AF:   car 233@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
else_jump @LA1FIN2_4510 
Car.PutAt(233@, 1640.603, -1071.537, 22.9141)
Car.Angle(233@) = 61.7966

:LA1FIN2_4510
if 
   not Car.Wrecked(234@)
else_jump @LA1FIN2_4604 
if 
01AF:   car 234@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
else_jump @LA1FIN2_4604 
Car.PutAt(234@, 1660.943, -1059.201, 22.9141)
Car.Angle(234@) = 148.6633

:LA1FIN2_4604
if 
   not Actor.Dead(238@)
else_jump @LA1FIN2_4628 
060B: set_actor 238@ decision_maker_to 103@ 

:LA1FIN2_4628
if 
   not Actor.Dead(239@)
else_jump @LA1FIN2_4703 
060B: set_actor 239@ decision_maker_to 231@ 
Actor.PutAt(239@, 1646.283, -1057.209, 22.8984)
Actor.Angle(239@) = 147.187
0816: unknown_actor 239@ flag 0 
0350: set_actor 239@ maintain_position_when_attacked 1 
04EB: AS_actor 239@ crouch 1 

:LA1FIN2_4703
if 
   not Actor.Dead(240@)
else_jump @LA1FIN2_4778 
060B: set_actor 240@ decision_maker_to 231@ 
Actor.PutAt(240@, 1644.102, -1055.319, 22.9062)
Actor.Angle(240@) = 117.4901
0816: unknown_actor 240@ flag 0 
0350: set_actor 240@ maintain_position_when_attacked 1 
04EB: AS_actor 240@ crouch 1 

:LA1FIN2_4778
if 
   not Actor.Dead(241@)
else_jump @LA1FIN2_4846 
060B: set_actor 241@ decision_maker_to 231@ 
Actor.PutAt(241@, 1646.229, -1051.182, 23.9257)
Actor.Angle(241@) = 90.0187
0816: unknown_actor 241@ flag 0 
0350: set_actor 241@ maintain_position_when_attacked 1 

:LA1FIN2_4846
if 
   not Actor.Dead(243@)
else_jump @LA1FIN2_4890 
Actor.PutAt(243@, 1622.276, -1044.679, 22.8984)
0639: AS_actor 243@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_4890
if 
   not Actor.Dead(244@)
else_jump @LA1FIN2_4934 
Actor.PutAt(244@, 1631.523, -1060.417, 23.011)
0639: AS_actor 244@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_4934
if 
   not Actor.Dead(245@)
else_jump @LA1FIN2_4978 
Actor.PutAt(245@, 1638.76, -1072.36, 22.8984)
0639: AS_actor 245@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_4978
if 
   not Actor.Dead(246@)
else_jump @LA1FIN2_5022 
Actor.PutAt(246@, 1649.349, -1077.868, 22.9062)
0639: AS_actor 246@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_5022
if 
   not Actor.Dead(247@)
else_jump @LA1FIN2_5066 
Actor.PutAt(247@, 1663.619, -1058.419, 22.8984)
0639: AS_actor 247@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_5066
if 
  101@ == 1 
else_jump @LA1FIN2_5118 
if 
04EE:   animation "SWEET" loaded 
else_jump @LA1FIN2_5118 
fade 1 1000 
101@ = 2 

:LA1FIN2_5118
if 
  101@ == 2 
else_jump @LA1FIN2_5456 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @LA1FIN2_5179 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1648.034 -1053.956 22.9 
jump @LA1FIN2_5199 

:LA1FIN2_5179
Actor.PutAt($PLAYER_ACTOR, 1648.034, -1053.956, 22.9)

:LA1FIN2_5199
Actor.Angle($PLAYER_ACTOR) = 150.0
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0470: 87@ = actor $PLAYER_ACTOR current_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
if 
   not Actor.Dead(238@)
else_jump @LA1FIN2_5341 
Actor.PutAt(238@, 1647.71, -1054.517, 22.9)
Actor.Angle(238@) = -30.0
048F: actor 238@ remove_weapons 
01B9: set_actor 238@ armed_weapon_to 0 
0619: enable_actor 238@ collision_detection 0 
0792: disembark_instantly_actor 238@ 
0812: AS_actor 238@ perform_animation "LAFIN_SWEET" IFP_file "SWEET" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:LA1FIN2_5341
0812: AS_actor $PLAYER_ACTOR perform_animation "LAFIN_PLAYER" IFP_file "SWEET" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
Camera.SetPosition(1647.577, -1048.104, 25.4666, 0.0, 0.0, 0.0)
Camera.PointAt(1647.281, -1048.998, 25.1312, 2)
0085: 102@ = 32@ // (int) 
102@ += 2500 
101@ = 4 

:LA1FIN2_5456
if 
  101@ == 4 
else_jump @LA1FIN2_5590 
if 
001D:   32@ > 102@ // (int) 
else_jump @LA1FIN2_5590 
if 
   not Actor.Dead(238@)
else_jump @LA1FIN2_5516 
0332: set_actor 238@ bleeding 1 

:LA1FIN2_5516
Camera.SetPosition(1649.2, -1053.592, 23.6475, 0.0, 0.0, 0.0)
Camera.PointAt(1648.279, -1053.97, 23.7426, 2)
0085: 102@ = 32@ // (int) 
102@ += 3700 
101@ = 5 

:LA1FIN2_5590
if 
  101@ == 5 
else_jump @LA1FIN2_5650 
if 
001D:   32@ > 102@ // (int) 
else_jump @LA1FIN2_5650 
0085: 102@ = 32@ // (int) 
102@ += 7800 
101@ = 6 

:LA1FIN2_5650
if 
  101@ == 6 
else_jump @LA1FIN2_5710 
if 
001D:   32@ > 102@ // (int) 
else_jump @LA1FIN2_5710 
0085: 102@ = 32@ // (int) 
102@ += 5000 
101@ = 7 

:LA1FIN2_5710
if 
  101@ == 7 
else_jump @LA1FIN2_5770 
if 
001D:   32@ > 102@ // (int) 
else_jump @LA1FIN2_5770 
0085: 102@ = 32@ // (int) 
102@ += 2000 
101@ = 8 

:LA1FIN2_5770
if 
  101@ == 8 
else_jump @LA1FIN2_5795 
gosub @LA1FIN2_11415 

:LA1FIN2_5795
if 
  101@ == 9 
else_jump @LA1FIN2_5924 
if 
001D:   32@ > 102@ // (int) 
else_jump @LA1FIN2_5924 
Camera.SetPosition(1651.996, -1051.222, 26.061, 0.0, 0.0, 0.0)
Camera.PointAt(1651.089, -1051.534, 25.778, 2)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 87@ 
Actor.Angle($PLAYER_ACTOR) = 90.0
0085: 102@ = 32@ // (int) 
102@ += 6500 
101@ = 10 

:LA1FIN2_5924
if 
  101@ == 10 
else_jump @LA1FIN2_6193 
if 
001D:   32@ > 102@ // (int) 
else_jump @LA1FIN2_6193 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 87@ 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0151: remove_status_text $6964 
if 
   not Actor.Dead(238@)
else_jump @LA1FIN2_6092 
0812: AS_actor 238@ perform_animation "SWEET_INJUREDLOOP" IFP_file "SWEET" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0619: enable_actor 238@ collision_detection 1 
Actor.LockInCurrentPosition(238@) = True

:LA1FIN2_6092
if 
   not Car.Wrecked(235@)
else_jump @LA1FIN2_6115 
Car.LockInCurrentPosition(235@) = False

:LA1FIN2_6115
if 
   not Car.Wrecked(236@)
else_jump @LA1FIN2_6138 
Car.LockInCurrentPosition(236@) = False

:LA1FIN2_6138
if 
   not Car.Wrecked(237@)
else_jump @LA1FIN2_6161 
Car.LockInCurrentPosition(237@) = False

:LA1FIN2_6161
100@ = 6 
101@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_31' time 5000 flag 1  // ~s~Halte die ~r~Ballas~s~ auf Distanz, bis die Polizei kommt.

:LA1FIN2_6193
return 

:LA1FIN2_6195
gosub @LA1FIN2_13798 
gosub @LA1FIN2_15323 
if 
  101@ == 0 
else_jump @LA1FIN2_6257 
if 
  99@ == 4 
else_jump @LA1FIN2_6257 
Model.Load(#PONY)
101@ = 1 

:LA1FIN2_6257
if 
  101@ == 1 
else_jump @LA1FIN2_6737 
if 
   Model.Available(#PONY)
else_jump @LA1FIN2_6737 
46@ = Car.Create(#PONY, 1553.697, -1046.83, 22.7992)
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_36' time 5000 flag 1  // ~S~Die Ballas schaffen Verstrkung heran.
269@ = 0 

:LA1FIN2_6339
if 
   not Actor.Dead(243@(269@,6i))
else_jump @LA1FIN2_6373 
269@ += 1 
jump @LA1FIN2_6339 

:LA1FIN2_6373
0129: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 46@ driverseat 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 37@ = 269@ // (int) 
gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
Car.Angle(46@) = 270.0
0615: define_AS_pack_begin 105@ 
05D1: AS_actor -1 drive_car 46@ to 1614.755 -1050.441 22.9141 speed 25.0 2 model #NULL 3 
05D1: AS_actor -1 drive_car 46@ to 1630.534 -1067.925 22.9141 speed 25.0 2 model #NULL 3 
0616: define_AS_pack_end 105@ 
0618: assign_actor 243@(269@,6i) to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
Car.SetSpeedInstantly(46@, 20.0)
269@ += 1 

:LA1FIN2_6547
if 
   not Actor.Dead(243@(269@,6i))
else_jump @LA1FIN2_6581 
269@ += 1 
jump @LA1FIN2_6547 

:LA1FIN2_6581
01C8: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 46@ passenger_seat 0 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 38@ = 269@ // (int) 
gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
269@ += 1 

:LA1FIN2_6644
if 
   not Actor.Dead(243@(269@,6i))
else_jump @LA1FIN2_6678 
269@ += 1 
jump @LA1FIN2_6644 

:LA1FIN2_6678
01C8: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 46@ passenger_seat 1 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 39@ = 269@ // (int) 
gosub @LA1FIN2_15222 
101@ = 2 
99@ -= 3 

:LA1FIN2_6737
if 
  101@ == 2 
else_jump @LA1FIN2_7627 
if 
  97@ == 0 
else_jump @LA1FIN2_6842 
if 
   not Car.Wrecked(46@)
else_jump @LA1FIN2_6842 
81@ = Car.Health(46@)
if 
  980 > 81@ 
else_jump @LA1FIN2_6842 
if 
051C:   car 46@ damaged_by_actor $PLAYER_ACTOR 
else_jump @LA1FIN2_6842 
97@ = 1 

:LA1FIN2_6842
if 
  97@ == 1 
else_jump @LA1FIN2_7045 
if 
001D:   32@ > 95@ // (int) 
else_jump @LA1FIN2_7045 
if and
   not Car.Wrecked(46@)
   not Actor.Dead(243@(37@,6i))
else_jump @LA1FIN2_7045 
Car.StorePos(46@, 270@, 271@, 272@)
276@ = Car.Angle(46@)
0087: 277@ = 276@ // (float) 
277@ -= 20.0 
276@ -= 90.0 
02F7: 111@ = sine 276@ // (float) 
02F6: 112@ = cosine 276@ // (float) 
111@ *= 20.0 
112@ *= 20.0 
0063: 270@ -= 112@ // (float) 
005B: 271@ += 111@ // (float) 
05D1: AS_actor 243@(37@,6i) drive_car 46@ to 270@ 271@ 272@ speed 30.0 2 model #NULL 3 
97@ = 2 

:LA1FIN2_7045
if 
  97@ == 2 
else_jump @LA1FIN2_7129 
if 
   not Car.Wrecked(46@)
else_jump @LA1FIN2_7129 
276@ = Car.Angle(46@)
if 
0025:   277@ > 276@ // (float) 
else_jump @LA1FIN2_7129 
97@ = 3 
0085: 95@ = 32@ // (int) 
95@ += 800 

:LA1FIN2_7129
if 
  97@ == 3 
else_jump @LA1FIN2_7225 
if 
   not Car.Wrecked(46@)
else_jump @LA1FIN2_7183 
07DA: set_car 46@ rotation_velocity_XYZ 0.0 -0.35 0.2 through_center_of_body 

:LA1FIN2_7183
if 
001D:   32@ > 95@ // (int) 
else_jump @LA1FIN2_7225 
97@ = 4 
0085: 95@ = 32@ // (int) 
95@ += 1000 

:LA1FIN2_7225
if 
  97@ == 4 
else_jump @LA1FIN2_7307 
if 
001D:   32@ > 95@ // (int) 
else_jump @LA1FIN2_7307 
if 
   not Actor.Dead(243@(37@,6i))
else_jump @LA1FIN2_7307 
0687: clear_actor 243@(37@,6i) task 
0633: AS_actor 243@(37@,6i) exit_car 
97@ = 5 

:LA1FIN2_7307
if 
  94@ == 0 
else_jump @LA1FIN2_7377 
if 
   not Car.Wrecked(46@)
else_jump @LA1FIN2_7377 
02E3: 276@ = car 46@ speed 
if 
  0.5 > 276@ 
else_jump @LA1FIN2_7377 
94@ = 1 

:LA1FIN2_7377
if 
  94@ == 1 
else_jump @LA1FIN2_7604 
if 
   not Car.Wrecked(46@)
else_jump @LA1FIN2_7604 
if 
   not Actor.Dead(243@(37@,6i))
else_jump @LA1FIN2_7473 
0350: set_actor 243@(37@,6i) maintain_position_when_attacked 0 
0816: unknown_actor 243@(37@,6i) flag 0 
0633: AS_actor 243@(37@,6i) exit_car 
75@(37@,6i) = 0 

:LA1FIN2_7473
if 
   not Actor.Dead(243@(38@,6i))
else_jump @LA1FIN2_7535 
0350: set_actor 243@(38@,6i) maintain_position_when_attacked 0 
0816: unknown_actor 243@(38@,6i) flag 0 
0633: AS_actor 243@(38@,6i) exit_car 
75@(38@,6i) = 0 

:LA1FIN2_7535
if 
   not Actor.Dead(243@(39@,6i))
else_jump @LA1FIN2_7597 
0350: set_actor 243@(39@,6i) maintain_position_when_attacked 0 
0816: unknown_actor 243@(39@,6i) flag 0 
0633: AS_actor 243@(39@,6i) exit_car 
75@(39@,6i) = 0 

:LA1FIN2_7597
101@ = 3 

:LA1FIN2_7604
if 
   Car.Wrecked(46@)
else_jump @LA1FIN2_7627 
101@ = 3 

:LA1FIN2_7627
if 
  101@ == 3 
else_jump @LA1FIN2_7987 
if 
  75@(37@,6i) == 1 
else_jump @LA1FIN2_7742 
if 
   not Actor.Dead(243@(37@,6i))
else_jump @LA1FIN2_7742 
062E: unknown_get_actor 243@(37@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
if 
04A4:   85@ == 7 // @ == any 
else_jump @LA1FIN2_7742 
75@(37@,6i) = 0 
0816: unknown_actor 243@(37@,6i) flag 1 

:LA1FIN2_7742
if 
  75@(38@,6i) == 1 
else_jump @LA1FIN2_7839 
if 
   not Actor.Dead(243@(38@,6i))
else_jump @LA1FIN2_7839 
062E: unknown_get_actor 243@(38@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
if 
04A4:   85@ == 7 // @ == any 
else_jump @LA1FIN2_7839 
75@(38@,6i) = 0 
0816: unknown_actor 243@(38@,6i) flag 1 

:LA1FIN2_7839
if 
  75@(39@,6i) == 1 
else_jump @LA1FIN2_7936 
if 
   not Actor.Dead(243@(39@,6i))
else_jump @LA1FIN2_7936 
062E: unknown_get_actor 243@(39@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
if 
04A4:   85@ == 7 // @ == any 
else_jump @LA1FIN2_7936 
75@(39@,6i) = 0 
0816: unknown_actor 243@(39@,6i) flag 1 

:LA1FIN2_7936
if and
  75@(38@,6i) == 0 
  75@(39@,6i) == 0 
  75@(37@,6i) == 0 
else_jump @LA1FIN2_7987 
101@ = 4 

:LA1FIN2_7987
if 
  101@ == 4 
else_jump @LA1FIN2_8476 
if 
  99@ >= 4 
else_jump @LA1FIN2_8476 
47@ = Car.Create(#PONY, 1525.366, -1022.267, 22.9105)
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_37' time 5000 flag 1  // ~S~Es kommen noch mehr Ballas.
269@ = 0 

:LA1FIN2_8071
if 
   not Actor.Dead(243@(269@,6i))
else_jump @LA1FIN2_8105 
269@ += 1 
jump @LA1FIN2_8071 

:LA1FIN2_8105
0129: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 47@ driverseat 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 37@ = 269@ // (int) 
gosub @LA1FIN2_15222 
Car.Angle(47@) = 270.0
0615: define_AS_pack_begin 105@ 
05D1: AS_actor -1 drive_car 47@ to 1637.666 -1021.644 22.9141 speed 25.0 2 model #NULL 3 
05D1: AS_actor -1 drive_car 47@ to 1651.127 -1028.523 22.9141 speed 25.0 2 model #NULL 3 
0616: define_AS_pack_end 105@ 
0618: assign_actor 243@(269@,6i) to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
Car.SetSpeedInstantly(47@, 20.0)
269@ += 1 

:LA1FIN2_8268
if 
   not Actor.Dead(243@(269@,6i))
else_jump @LA1FIN2_8302 
269@ += 1 
jump @LA1FIN2_8268 

:LA1FIN2_8302
01C8: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 47@ passenger_seat 0 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 38@ = 269@ // (int) 
gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
269@ += 1 

:LA1FIN2_8365
if 
   not Actor.Dead(243@(269@,6i))
else_jump @LA1FIN2_8399 
269@ += 1 
jump @LA1FIN2_8365 

:LA1FIN2_8399
01C8: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 47@ passenger_seat 1 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 39@ = 269@ // (int) 
gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
94@ = 0 
101@ = 5 
99@ -= 3 

:LA1FIN2_8476
if 
  101@ == 5 
else_jump @LA1FIN2_8871 
if 
  94@ == 0 
else_jump @LA1FIN2_8564 
if 
   not Car.Wrecked(47@)
else_jump @LA1FIN2_8564 
02E3: 276@ = car 47@ speed 
if 
  0.5 > 276@ 
else_jump @LA1FIN2_8564 
94@ = 1 

:LA1FIN2_8564
if 
  94@ == 1 
else_jump @LA1FIN2_8848 
if 
   not Car.Wrecked(47@)
else_jump @LA1FIN2_8848 
if 
   not Actor.Dead(243@(37@,6i))
else_jump @LA1FIN2_8679 
05D3: AS_actor 243@(37@,6i) goto_point 1654.968 -1041.372 22.8984 mode 6 -2 ms // versionA 
0350: set_actor 243@(37@,6i) maintain_position_when_attacked 0 
0816: unknown_actor 243@(37@,6i) flag 0 
75@(37@,6i) = 1 

:LA1FIN2_8679
if 
   not Actor.Dead(243@(38@,6i))
else_jump @LA1FIN2_8760 
05D3: AS_actor 243@(38@,6i) goto_point 1650.469 -1041.517 22.8984 mode 6 -2 ms // versionA 
0350: set_actor 243@(38@,6i) maintain_position_when_attacked 0 
0816: unknown_actor 243@(38@,6i) flag 0 
75@(38@,6i) = 1 

:LA1FIN2_8760
if 
   not Actor.Dead(243@(39@,6i))
else_jump @LA1FIN2_8841 
05D3: AS_actor 243@(39@,6i) goto_point 1640.806 -1041.555 22.8984 mode 6 -2 ms // versionA 
0350: set_actor 243@(39@,6i) maintain_position_when_attacked 0 
0816: unknown_actor 243@(39@,6i) flag 0 
75@(39@,6i) = 1 

:LA1FIN2_8841
101@ = 6 

:LA1FIN2_8848
if 
   Car.Wrecked(47@)
else_jump @LA1FIN2_8871 
101@ = 6 

:LA1FIN2_8871
if 
  101@ == 6 
else_jump @LA1FIN2_9231 
if 
  75@(37@,6i) == 1 
else_jump @LA1FIN2_8986 
if 
   not Actor.Dead(243@(37@,6i))
else_jump @LA1FIN2_8986 
062E: unknown_get_actor 243@(37@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
if 
04A4:   85@ == 7 // @ == any 
else_jump @LA1FIN2_8986 
75@(37@,6i) = 0 
0816: unknown_actor 243@(37@,6i) flag 1 

:LA1FIN2_8986
if 
  75@(38@,6i) == 1 
else_jump @LA1FIN2_9083 
if 
   not Actor.Dead(243@(38@,6i))
else_jump @LA1FIN2_9083 
062E: unknown_get_actor 243@(38@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
if 
04A4:   85@ == 7 // @ == any 
else_jump @LA1FIN2_9083 
75@(38@,6i) = 0 
0816: unknown_actor 243@(38@,6i) flag 1 

:LA1FIN2_9083
if 
  75@(39@,6i) == 1 
else_jump @LA1FIN2_9180 
if 
   not Actor.Dead(243@(39@,6i))
else_jump @LA1FIN2_9180 
062E: unknown_get_actor 243@(39@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
if 
04A4:   85@ == 7 // @ == any 
else_jump @LA1FIN2_9180 
75@(39@,6i) = 0 
0816: unknown_actor 243@(39@,6i) flag 1 

:LA1FIN2_9180
if and
  75@(38@,6i) == 0 
  75@(39@,6i) == 0 
  75@(37@,6i) == 0 
else_jump @LA1FIN2_9231 
101@ = 8 

:LA1FIN2_9231
if 
  101@ == 8 
else_jump @LA1FIN2_9339 
if 
  99@ >= 3 
else_jump @LA1FIN2_9339 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_38' time 5000 flag 1  // ~S~Ein ganzer Wagen voller Ballas!
gosub @LA1FIN2_12014 
99@ -= 3 
101@ = 9 
75@(38@,6i) = 1 
75@(39@,6i) = 1 
75@(37@,6i) = 1 

:LA1FIN2_9339
if 
  101@ == 9 
else_jump @LA1FIN2_9478 
gosub @LA1FIN2_13122 
269@ = 0 
99@ = 0 

:LA1FIN2_9378
if 
  6 > 269@ 
else_jump @LA1FIN2_9437 
if 
   Actor.Dead(243@(269@,6i))
else_jump @LA1FIN2_9423 
99@ += 1 

:LA1FIN2_9423
269@ += 1 
jump @LA1FIN2_9378 

:LA1FIN2_9437
if 
  99@ >= 6 
else_jump @LA1FIN2_9478 
101@ = 10 
0085: 102@ = 32@ // (int) 
102@ += 1500 

:LA1FIN2_9478
if 
  101@ == 10 
else_jump @LA1FIN2_9531 
if 
001D:   32@ > 102@ // (int) 
else_jump @LA1FIN2_9531 
101@ = 0 
100@ = 7 
03E6: remove_text_box 

:LA1FIN2_9531
return 

:LA1FIN2_9533
267@ = 0 

:LA1FIN2_9540
if 
  3 > 267@ 
else_jump @LA1FIN2_9755 
if 
  128@(267@,3i) == 1 
else_jump @LA1FIN2_9741 
if 
   not Car.Wrecked(122@(267@,3i))
else_jump @LA1FIN2_9741 
if 
860E:   not car 122@(267@,3i) assigned_to_path 
else_jump @LA1FIN2_9741 
if 
   not Actor.Dead(125@(267@,3i))
else_jump @LA1FIN2_9741 
0615: define_AS_pack_begin 131@ 
0633: AS_actor -1 exit_car 
0667: AS_actor -1 aim_at 1646.332 -1053.721 23.385 10000 ms 
0616: define_AS_pack_end 131@ 
0618: assign_actor 125@(267@,3i) to_AS_pack 131@ 
061B: remove_references_to_AS_pack 131@ 
128@(267@,3i) = 2 
062E: unknown_get_actor $PLAYER_ACTOR task 1476 status_store_to 132@ // ret 7 if not found 
if 
04A4:   132@ == 7 // @ == any 
else_jump @LA1FIN2_9741 
05C4: AS_actor $PLAYER_ACTOR hands_up 15000 ms 

:LA1FIN2_9741
267@ += 1 
jump @LA1FIN2_9540 

:LA1FIN2_9755
if 
  101@ == 0 
else_jump @LA1FIN2_9874 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 1 of_actors_pedtype 26 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 1 of_actors_pedtype 26 to_actors_pedtype 0 // see ped.dat 
fade 0 500 
07C0: load_path 162 
07C0: load_path 163 
07C0: load_path 650 
Model.Load(#COPCARLA)
Model.Load(#LAPD1)
Model.Load(#COLT45)
04ED: load_animation "POLICE" 
101@ = 1 
0085: 102@ = 32@ // (int) 
102@ += 2000 
35@ = 0 

:LA1FIN2_9874
if 
  101@ == 1 
else_jump @LA1FIN2_9996 
if 
   not fading 
else_jump @LA1FIN2_9996 
if and
07C1:   path 162 available 
07C1:   path 163 available 
07C1:   path 650 available 
else_jump @LA1FIN2_9996 
if and
   Model.Available(#COPCARLA)
   Model.Available(#LAPD1)
   Model.Available(#COLT45)
04EE:   animation "POLICE" loaded 
else_jump @LA1FIN2_9996 
0A0B: set_rendering_origin_at_3D_coord 1584.291 -1143.877 23.8226 angle 180.0 
101@ = 2 

:LA1FIN2_9996
if 
  101@ == 2 
else_jump @LA1FIN2_10040 
if 
001D:   32@ > 102@ // (int) 
else_jump @LA1FIN2_10040 
101@ = 3 

:LA1FIN2_10040
if 
  101@ == 3 
else_jump @LA1FIN2_10369 
122@ = Car.Create(#COPCARLA, 0.0, 0.0, 0.0)
123@ = Car.Create(#COPCARLA, 0.0, 0.0, 0.0)
124@ = Car.Create(#COPCARLA, 0.0, 0.0, 0.0)
0129: 125@ = create_actor_pedtype 4 model #LAPD1 in_car 122@ driverseat 
0129: 126@ = create_actor_pedtype 4 model #LAPD1 in_car 123@ driverseat 
0129: 127@ = create_actor_pedtype 4 model #LAPD1 in_car 124@ driverseat 
01B2: give_actor 125@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 126@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 127@ weapon 22 ammo 99999 // Load the weapon model before using this 
0397: enable_car 122@ siren 1 
0397: enable_car 123@ siren 1 
0397: enable_car 124@ siren 1 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1584.291 -1143.877 23.8226 position_to 1584.291 -1143.877 23.8226 time 3000 drop_mode 1 
0920: point_camera 1583.904 -1144.799 23.802 transverse_to 1585.228 -1144.223 23.802 time 3000 mode 1 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Actor.PutAt($PLAYER_ACTOR, 1647.222, -1053.363, 22.9815)
05EB: assign_car 122@ to_path 162 
101@ = 4 
0085: 102@ = 32@ // (int) 
102@ += 300 

:LA1FIN2_10369
if 
  101@ == 4 
else_jump @LA1FIN2_10549 
if 
001D:   32@ > 102@ // (int) 
else_jump @LA1FIN2_10549 
fade 1 600 
0860: link_actor $PLAYER_ACTOR to_interior 0 
if and
   not Car.Wrecked(123@)
   not Car.Wrecked(124@)
else_jump @LA1FIN2_10526 
if and
07C1:   path 162 available 
07C1:   path 163 available 
07C1:   path 650 available 
else_jump @LA1FIN2_10511 
05EB: assign_car 123@ to_path 163 
05EB: assign_car 124@ to_path 650 
128@ = 1 
129@ = 1 
130@ = 1 
jump @LA1FIN2_10526 

:LA1FIN2_10511
07C0: load_path 162 
07C0: load_path 163 
07C0: load_path 650 

:LA1FIN2_10526
101@ = 5 
0085: 102@ = 32@ // (int) 
102@ += 2700 

:LA1FIN2_10549
if 
  101@ == 5 
else_jump @LA1FIN2_11065 
if 
001D:   32@ > 102@ // (int) 
else_jump @LA1FIN2_11065 
133@ = Actor.Create(Mission3, #BALLAS1, 1648.907, -1063.17, 22.99)
134@ = Actor.Create(Mission3, #BALLAS1, 1639.755, -1067.994, 22.9478)
135@ = Actor.Create(Mission3, #BALLAS1, 1632.445, -1058.078, 23.0987)
136@ = Actor.Create(Mission3, #BALLAS1, 1640.3, -1069.299, 22.9448)
05DA: AS_actor 133@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
05DA: AS_actor 134@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
05DA: AS_actor 135@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
05DA: AS_actor 136@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
if 
   not Actor.Dead(239@)
else_jump @LA1FIN2_10877 
0792: disembark_instantly_actor 239@ 
0350: set_actor 239@ maintain_position_when_attacked 0 
0816: unknown_actor 239@ flag 0 
Actor.PutAt(239@, 1649.465, -1059.308, 22.8984)
05DA: AS_actor 239@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 

:LA1FIN2_10877
if 
   not Actor.Dead(240@)
else_jump @LA1FIN2_10960 
0792: disembark_instantly_actor 240@ 
0350: set_actor 240@ maintain_position_when_attacked 0 
0816: unknown_actor 240@ flag 0 
Actor.PutAt(240@, 1642.081, -1057.882, 22.9062)
05DA: AS_actor 240@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 

:LA1FIN2_10960
if 
   not Actor.Dead(241@)
else_jump @LA1FIN2_11043 
0792: disembark_instantly_actor 241@ 
0350: set_actor 241@ maintain_position_when_attacked 0 
0816: unknown_actor 241@ flag 0 
Actor.PutAt(241@, 1640.84, -1051.631, 22.9062)
05DA: AS_actor 241@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 

:LA1FIN2_11043
101@ = 6 
0085: 102@ = 32@ // (int) 
102@ += 100 

:LA1FIN2_11065
if 
  101@ == 6 
else_jump @LA1FIN2_11178 
if 
001D:   32@ > 102@ // (int) 
else_jump @LA1FIN2_11178 
0925: restore_camera_to_user_defined 
Camera.SetPosition(1648.645, -1049.357, 26.0388, 0.0, 0.0, 0.0)
Camera.PointAt(1648.533, -1050.337, 25.8716, 2)
101@ = 8 
0085: 102@ = 32@ // (int) 
102@ += 6500 

:LA1FIN2_11178
if 
  101@ == 8 
else_jump @LA1FIN2_11322 
if 
001D:   32@ > 102@ // (int) 
else_jump @LA1FIN2_11322 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1648.645 -1049.357 26.0388 position_to 1662.257 -1029.206 46.3953 time 7500 drop_mode 1 
0920: point_camera 1648.533 -1050.337 25.8716 transverse_to 1661.88 -1029.896 45.7777 time 7500 mode 1 
0085: 102@ = 32@ // (int) 
102@ += 6000 
101@ = 9 

:LA1FIN2_11322
if 
  101@ == 9 
else_jump @LA1FIN2_11373 
if 
001D:   32@ > 102@ // (int) 
else_jump @LA1FIN2_11373 
fade 0 1500 
101@ = 10 

:LA1FIN2_11373
if 
  101@ == 10 
else_jump @LA1FIN2_11413 
if 
   not fading 
else_jump @LA1FIN2_11413 
100@ = 8 
0925: restore_camera_to_user_defined 

:LA1FIN2_11413
return 

:LA1FIN2_11415
Actor.DestroyInstantly(243@)
243@ = Actor.Create(Mission2, #BALLAS1, 1613.231, -1053.684, 22.8984)
Actor.Angle(243@) = 271.724
0085: 86@ = 243@ // (int) 
269@ = 0 
gosub @LA1FIN2_15222 
02A9: set_actor 243@ immune_to_nonplayer 1 
04EB: AS_actor 243@ crouch 1 
05D3: AS_actor 243@ goto_point 1622.541 -1045.008 22.8984 mode 6 -2 ms // versionA 
Actor.DestroyInstantly(244@)
244@ = Actor.Create(Mission2, #BALLAS1, 1612.707, -1054.2, 22.8984)
Actor.Angle(244@) = 285.7294
0085: 86@ = 244@ // (int) 
269@ = 1 
gosub @LA1FIN2_15222 
02A9: set_actor 244@ immune_to_nonplayer 1 
04EB: AS_actor 244@ crouch 1 
05D3: AS_actor 244@ goto_point 1631.471 -1059.379 22.9623 mode 6 -2 ms // versionA 
Actor.DestroyInstantly(245@)
245@ = Actor.Create(Mission2, #BALLAS1, 1617.219, -1057.973, 22.8984)
Actor.Angle(245@) = 265.7294
0085: 86@ = 245@ // (int) 
269@ = 2 
gosub @LA1FIN2_15222 
02A9: set_actor 245@ immune_to_nonplayer 1 
04EB: AS_actor 245@ crouch 1 
05D3: AS_actor 245@ goto_point 1633.035 -1064.716 22.9162 mode 6 -2 ms // versionA 
if 
   Actor.Dead(246@)
else_jump @LA1FIN2_11822 
246@ = Actor.Create(Mission2, #BALLAS1, 1670.707, -1082.179, 22.9062)
Actor.Angle(246@) = 25.7294
0085: 86@ = 246@ // (int) 
269@ = 3 
gosub @LA1FIN2_15222 
02A9: set_actor 246@ immune_to_nonplayer 1 
04EB: AS_actor 246@ crouch 1 
05D3: AS_actor 246@ goto_point 1659.903 -1067.094 23.0077 mode 6 -2 ms // versionA 

:LA1FIN2_11822
if 
   Actor.Dead(247@)
else_jump @LA1FIN2_11932 
247@ = Actor.Create(Mission2, #BALLAS1, 1665.267, -1090.467, 22.9062)
Actor.Angle(247@) = 25.7294
0085: 86@ = 247@ // (int) 
269@ = 4 
gosub @LA1FIN2_15222 
02A9: set_actor 247@ immune_to_nonplayer 1 
04EB: AS_actor 247@ crouch 1 
05D3: AS_actor 247@ goto_point 1649.499 -1077.795 22.9062 mode 6 -2 ms // versionA 

:LA1FIN2_11932
101@ = 9 
269@ = 0 
99@ = 0 

:LA1FIN2_11953
if 
  6 > 269@ 
else_jump @LA1FIN2_12012 
if 
   Actor.Dead(243@(269@,6i))
else_jump @LA1FIN2_11998 
99@ += 1 

:LA1FIN2_11998
269@ += 1 
jump @LA1FIN2_11953 

:LA1FIN2_12012
return 

:LA1FIN2_12014
182@ = 1609.194 
183@ = 1619.722 
184@ = 1633.494 
185@ = 1656.44 
186@ = 1665.51 
187@ = 1667.756 
188@ = 1665.79 
189@ = 1654.977 
190@ = 1651.206 
191@ = 1640.057 
192@ = 1623.256 
193@ = 1662.567 
194@ = 1643.706 
195@ = 1627.394 
196@ = 1627.083 
197@ = 1634.311 
198@ = 1650.963 
199@ = 1664.305 
200@ = 1670.273 
201@ = 1625.144 
202@ = 1639.764 
203@ = 1657.49 
204@ = 1672.007 
205@ = -1047.464 
206@ = -1036.524 
207@ = -1031.437 
208@ = -1034.01 
209@ = -1043.593 
210@ = -1045.496 
211@ = -1049.248 
212@ = -1058.438 
213@ = -1068.169 
214@ = -1079.37 
215@ = -1071.975 
216@ = -1048.286 
217@ = -1046.566 
218@ = -1052.399 
219@ = -1051.446 
220@ = -1057.18 
221@ = -1067.062 
222@ = -1071.117 
223@ = -1061.623 
224@ = -1063.712 
225@ = -1066.03 
226@ = -1071.223 
227@ = -1063.609 
137@ = 0 
147@ = 5 
138@ = 6 
148@ = 10 
139@ = 11 
149@ = 13 
140@ = 14 
150@ = 18 
141@ = 19 
151@ = 22 
142@ = 5 
152@ = 0 
143@ = 10 
153@ = 6 
144@ = 13 
154@ = 11 
145@ = 18 
155@ = 14 
146@ = 22 
156@ = 19 
157@ = 1 
167@ = 9 
158@ = 0 
168@ = 7 
159@ = 6 
169@ = 4 
160@ = 5 
170@ = 2 
161@ = 2 
171@ = 5 
162@ = 6 
172@ = 3 
163@ = 8 
173@ = 5 
164@ = 5 
174@ = 9 
165@ = 0 
175@ = 6 
166@ = 7 
176@ = 0 
48@ = Car.Create(#SENTINEL, 1582.131, -1043.669, 22.9141)
Car.Angle(48@) = 270.0
01EC: make_car 48@ very_heavy 1 
Car.SetSpeedInstantly(48@, 20.0)
269@ = 0 

:LA1FIN2_12811
if 
   not Actor.Dead(243@(269@,6i))
else_jump @LA1FIN2_12845 
269@ += 1 
jump @LA1FIN2_12811 

:LA1FIN2_12845
0129: 243@(269@,6i) = create_actor_pedtype 26 model #BALLAS1 in_car 48@ driverseat 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 37@ = 269@ // (int) 
gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
269@ += 1 

:LA1FIN2_12906
if 
   not Actor.Dead(243@(269@,6i))
else_jump @LA1FIN2_12940 
269@ += 1 
jump @LA1FIN2_12906 

:LA1FIN2_12940
01C8: 243@(269@,6i) = create_actor_pedtype 26 model #BALLAS1 in_car 48@ passenger_seat 0 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 38@ = 269@ // (int) 
gosub @LA1FIN2_15222 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
269@ += 1 

:LA1FIN2_13003
if 
   not Actor.Dead(243@(269@,6i))
else_jump @LA1FIN2_13037 
269@ += 1 
jump @LA1FIN2_13003 

:LA1FIN2_13037
01C8: 243@(269@,6i) = create_actor_pedtype 26 model #BALLAS1 in_car 48@ passenger_seat 1 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 39@ = 269@ // (int) 
gosub @LA1FIN2_15222 
060B: set_actor 243@(38@,6i) decision_maker_to 104@ 
060B: set_actor 243@(39@,6i) decision_maker_to 104@ 
178@ = 1 
179@ = 1 
return 

:LA1FIN2_13122
if and
   not Car.Wrecked(48@)
   not Actor.Dead(243@(37@,6i))
else_jump @LA1FIN2_13796 
02E3: 276@ = car 48@ speed 
if 
  0.5 > 276@ 
else_jump @LA1FIN2_13217 
if 
  82@ == 0 
else_jump @LA1FIN2_13217 
82@ = 1 
0085: 83@ = 32@ // (int) 
83@ += 1500 

:LA1FIN2_13217
if 
  82@ == 1 
else_jump @LA1FIN2_13341 
if 
  0.5 > 276@ 
else_jump @LA1FIN2_13334 
if 
001D:   32@ > 83@ // (int) 
else_jump @LA1FIN2_13327 
179@ = 2 
82@ = 2 
068B: set_car 48@ all_disembark 
75@(38@,6i) = 0 
75@(39@,6i) = 0 
75@(37@,6i) = 0 

:LA1FIN2_13327
jump @LA1FIN2_13341 

:LA1FIN2_13334
82@ = 0 

:LA1FIN2_13341
if 
  179@ == 0 
else_jump @LA1FIN2_13410 
if 
01AF:   car 48@ sphere 0 in_sphere 180@ 181@ 22.0 radius 3.0 3.0 4.0 
else_jump @LA1FIN2_13410 
179@ = 1 

:LA1FIN2_13410
if 
  179@ == 1 
else_jump @LA1FIN2_13778 
0209: 177@ = random_int_in_ranges 0 2 
if 
  177@ == 0 
else_jump @LA1FIN2_13474 
0085: 178@ = 157@(178@,10i) // (int) 
jump @LA1FIN2_13486 

:LA1FIN2_13474
0085: 178@ = 167@(178@,10i) // (int) 

:LA1FIN2_13486
0085: 85@ = 137@(178@,10i) // (int) 
05D6: clear_scmpath 
Car.StorePos(48@, 228@, 229@, 230@)
if 
001D:   147@(178@,10i) > 137@(178@,10i) // (int) 
else_jump @LA1FIN2_13630 

:LA1FIN2_13541
if 
002D:   147@(178@,10i) >= 85@ // (int) 
else_jump @LA1FIN2_13623 
05D7: add_point_to_scmpath 182@(85@,23f) 205@(85@,23f) 22.0 
0087: 228@ = 182@(85@,23f) // (float) 
0087: 229@ = 205@(85@,23f) // (float) 
85@ += 1 
jump @LA1FIN2_13541 

:LA1FIN2_13623
jump @LA1FIN2_13712 

:LA1FIN2_13630
if 
002D:   85@ >= 147@(178@,10i) // (int) 
else_jump @LA1FIN2_13712 
05D7: add_point_to_scmpath 182@(85@,23f) 205@(85@,23f) 22.0 
0087: 228@ = 182@(85@,23f) // (float) 
0087: 229@ = 205@(85@,23f) // (float) 
85@ -= 1 
jump @LA1FIN2_13630 

:LA1FIN2_13712
07E7: AS_assign_scmpath_to_actor 243@(37@,6i) in_car 48@ speed 20.0 flags 2 0 2 
179@ = 0 
0085: 85@ = 147@(178@,10i) // (int) 
0087: 180@ = 182@(85@,23f) // (float) 
0087: 181@ = 205@(85@,23f) // (float) 

:LA1FIN2_13778
if 
  179@ == 2 
else_jump @LA1FIN2_13796 

:LA1FIN2_13796
return 

:LA1FIN2_13798
if 
  255@ == 0 
else_jump @LA1FIN2_14178 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1650.645 -1059.435 25.4852 radius 250.0 250.0 70.0 
else_jump @LA1FIN2_14178 
255@ = 1 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 0 // see ped.dat 
07E5: copy_decision_maker 65539 to 231@ 
07E5: copy_decision_maker 65539 to 232@ 
0708: reset_decision_maker 231@ event 15 
0708: reset_decision_maker 231@ event 49 
0708: reset_decision_maker 231@ event 9 
0708: reset_decision_maker 231@ event 36 
0708: reset_decision_maker 231@ event 65 
0708: reset_decision_maker 231@ event 11 
0708: reset_decision_maker 232@ event 15 
0708: reset_decision_maker 232@ event 49 
0708: reset_decision_maker 232@ event 9 
0708: reset_decision_maker 232@ event 36 
0708: reset_decision_maker 232@ event 31 
0708: reset_decision_maker 232@ event 11 
0708: reset_decision_maker 232@ event 41 
0709: set_decision_maker 231@ on_event 15 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 231@ on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker 231@ on_event 9 taskID 1000 unknown 0.0 75.0 chance 0.0 unknown 75.0 1 1 // see *.ped files 
0709: set_decision_maker 231@ on_event 9 taskID 415 unknown 0.0 25.0 chance 0.0 unknown 25.0 1 1 // see *.ped files 
Model.Load(#SABRE)
Model.Load(#SENTINEL)
Model.Load(#FAM1)
Model.Load(#BALLAS1)
Model.Load(#MP5LNG)
023C: load_special_actor 'SWEET' as 1 // models 290-299 

:LA1FIN2_14178
if 
  255@ == 1 
else_jump @LA1FIN2_15220 
if and
   Model.Available(#SABRE)
   Model.Available(#FAM1)
   Model.Available(#BALLAS1)
   Model.Available(#MP5LNG)
   Model.Available(#SENTINEL)
else_jump @LA1FIN2_15220 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1650.645 -1059.435 25.4852 radius 150.0 150.0 70.0 
023D:   special_actor 1 loaded 
else_jump @LA1FIN2_15220 
235@ = Car.Create(#SENTINEL, 1649.555, -1055.767, 22.8984)
236@ = Car.Create(#SENTINEL, 1644.42, -1057.843, 22.9062)
237@ = Car.Create(#SENTINEL, 1643.845, -1051.736, 22.9219)
233@ = Car.Create(#SABRE, 1640.603, -1071.537, 22.9141)
234@ = Car.Create(#SABRE, 1660.943, -1059.201, 22.9141)
Car.Angle(235@) = 329.5791
Car.Angle(236@) = 227.8
Car.Angle(237@) = 149.9008
Car.Angle(233@) = 61.7966
Car.Angle(234@) = 148.6633
03AB: unknown_car 235@ flag 1 
03AB: unknown_car 236@ flag 1 
03AB: unknown_car 237@ flag 1 
03AB: unknown_car 233@ flag 1 
03AB: unknown_car 234@ flag 1 
0657: car 233@ open_componentA 3 
0657: car 234@ open_componentA 3 
0657: car 234@ open_componentA 2 
238@ = Actor.Create(Mission1, #SPECIAL01, 1648.556, -1054.473, 22.8984)
239@ = Actor.Create(Mission1, #FAM1, 1648.556, -1054.473, 22.8984)
240@ = Actor.Create(Mission1, #FAM1, 1646.474, -1057.642, 22.8984)
241@ = Actor.Create(Mission1, #FAM1, 1644.61, -1053.395, 22.8984)
243@ = Actor.Create(Mission2, #BALLAS1, 1622.276, -1044.679, 22.8984)
0085: 86@ = 243@ // (int) 
269@ = 0 
gosub @LA1FIN2_15222 
244@ = Actor.Create(Mission2, #BALLAS1, 1631.523, -1060.417, 23.011)
0085: 86@ = 244@ // (int) 
269@ = 1 
gosub @LA1FIN2_15222 
245@ = Actor.Create(Mission2, #BALLAS1, 1638.76, -1072.36, 22.8984)
0085: 86@ = 245@ // (int) 
269@ = 2 
gosub @LA1FIN2_15222 
246@ = Actor.Create(Mission2, #BALLAS1, 1649.349, -1077.868, 22.9062)
0085: 86@ = 246@ // (int) 
269@ = 3 
gosub @LA1FIN2_15222 
247@ = Actor.Create(Mission2, #BALLAS1, 1663.619, -1058.419, 22.8984)
0085: 86@ = 247@ // (int) 
269@ = 4 
gosub @LA1FIN2_15222 
008B: 242@ = $PLAYER_ACTOR // (int) 
Actor.Angle(238@) = 216.2367
Actor.Angle(239@) = 149.4687
Actor.Angle(240@) = 100.9368
Actor.Angle(241@) = 270.9368
Actor.WeaponAccuracy(238@) = 40
Actor.WeaponAccuracy(239@) = 40
Actor.WeaponAccuracy(240@) = 40
Actor.WeaponAccuracy(241@) = 40
0568: set_actor 238@ targetable 1 
0568: set_actor 239@ targetable 1 
0568: set_actor 240@ targetable 1 
0568: set_actor 241@ targetable 1 
060F: set_actor 238@ melee_accuracy_to 60.0 
060F: set_actor 239@ melee_accuracy_to 60.0 
060F: set_actor 240@ melee_accuracy_to 60.0 
060F: set_actor 241@ melee_accuracy_to 60.0 
0816: unknown_actor 238@ flag 1 
0816: unknown_actor 239@ flag 1 
0816: unknown_actor 240@ flag 1 
0816: unknown_actor 241@ flag 1 
060B: set_actor 238@ decision_maker_to 231@ 
060B: set_actor 239@ decision_maker_to 231@ 
060B: set_actor 240@ decision_maker_to 231@ 
060B: set_actor 241@ decision_maker_to 231@ 
0446: set_actor 238@ immune_to_headshots 0 
0446: set_actor 239@ immune_to_headshots 0 
0446: set_actor 240@ immune_to_headshots 0 
0446: set_actor 241@ immune_to_headshots 0 
01B2: give_actor 238@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 239@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 240@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 241@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.Health(238@) = 100
Actor.Health(239@) = 100
Actor.Health(240@) = 100
Actor.Health(241@) = 100
08AF: set_actor 238@ max_health_to 100 
08AF: set_actor 239@ max_health_to 100 
08AF: set_actor 240@ max_health_to 100 
08AF: set_actor 241@ max_health_to 100 
02A9: set_actor 238@ immune_to_nonplayer 1 
0209: 269@ = random_int_in_ranges 0 5 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
0209: 269@ = random_int_in_ranges 0 5 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
255@ = 2 

:LA1FIN2_15220
return 

:LA1FIN2_15222
Actor.WeaponAccuracy(86@) = 40
0816: unknown_actor 86@ flag 1 
060B: set_actor 86@ decision_maker_to 232@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
249@(269@,6i) = 0 
88@(269@,6i) = 0 
Marker.Disable(51@(269@,6i))
if 
  100@ > 3 
else_jump @LA1FIN2_15321 
51@(269@,6i) = Marker.CreateAboveActor(243@(269@,6i))

:LA1FIN2_15321
return 

:LA1FIN2_15323
if 
  255@ == 2 
else_jump @LA1FIN2_16312 
266@ += 1 
if 
  266@ > 5 
else_jump @LA1FIN2_15373 
266@ = 0 

:LA1FIN2_15373
if 
   not Actor.Dead(243@(266@,6i))
else_jump @LA1FIN2_15867 
if 
   not 75@(266@,6i) == 1 
else_jump @LA1FIN2_15860 
if 
   not Actor.Driving(243@(266@,6i))
else_jump @LA1FIN2_15860 
062E: unknown_get_actor 243@(266@,6i) task 1491 status_store_to 269@ // ret 7 if not found 
if 
04A4:   269@ == 7 // @ == any 
else_jump @LA1FIN2_15860 
if 
  249@(266@,6i) == 0 
else_jump @LA1FIN2_15586 
if 
00FE:   actor 243@(266@,6i) sphere 0 in_sphere 1646.777 -1054.257 24.8043 radius 15.0 15.0 15.0 
else_jump @LA1FIN2_15586 
04EB: AS_actor 243@(266@,6i) crouch 1 
0350: set_actor 243@(266@,6i) maintain_position_when_attacked 1 
0816: unknown_actor 243@(266@,6i) flag 0 
249@(266@,6i) = 1 

:LA1FIN2_15586
Actor.StorePos(243@(266@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
267@ = 0 
274@ = 40.0 

:LA1FIN2_15621
if 
  5 > 267@ 
else_jump @LA1FIN2_15747 
if 
   not Actor.Dead(238@(267@,5i))
else_jump @LA1FIN2_15733 
Actor.StorePos(238@(267@,5i), 270@, 271@, 272@)
0509: 273@ = distance_between_XY 270@ 271@ and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
if 
0025:   274@ > 273@ // (float) 
else_jump @LA1FIN2_15733 
0087: 274@ = 273@ // (float) 
0085: 268@ = 238@(267@,5i) // (int) 

:LA1FIN2_15733
267@ += 1 
jump @LA1FIN2_15621 

:LA1FIN2_15747
if 
803B:   not  268@ == 259@(266@,6i) // (int) 
else_jump @LA1FIN2_15791 
0687: clear_actor 243@(266@,6i) task 
0085: 259@(266@,6i) = 268@ // (int) 

:LA1FIN2_15791
062E: unknown_get_actor 243@(266@,6i) task 1506 status_store_to 269@ // ret 7 if not found 
if 
04A4:   269@ == 7 // @ == any 
else_jump @LA1FIN2_15860 
if 
   not Actor.Dead(259@(266@,6i))
else_jump @LA1FIN2_15860 
05E2: AS_actor 243@(266@,6i) kill_actor 259@(266@,6i) 

:LA1FIN2_15860
jump @LA1FIN2_15936 

:LA1FIN2_15867
if 
  88@(266@,6i) == 0 
else_jump @LA1FIN2_15936 
Actor.RemoveReferences(243@(266@,6i))
99@ += 1 
88@(266@,6i) = 1 
75@(266@,6i) = 0 
Marker.Disable(51@(266@,6i))

:LA1FIN2_15936
265@ += 1 
if 
  265@ > 3 
else_jump @LA1FIN2_15968 
265@ = 0 

:LA1FIN2_15968
if 
   not Actor.Dead(238@(265@,5i))
else_jump @LA1FIN2_16312 
if 
  57@(265@,5i) == 0 
else_jump @LA1FIN2_16215 
if 
80FE:   not actor 238@(265@,5i) sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 5.0 5.0 5.0 
else_jump @LA1FIN2_16208 
062E: unknown_get_actor 238@(265@,5i) task 1491 status_store_to 269@ // ret 7 if not found 
if 
04A4:   269@ == 7 // @ == any 
else_jump @LA1FIN2_16208 
060B: set_actor 238@(265@,5i) decision_maker_to 103@ 
0208: 276@ = random_float_in_ranges -1.5 1.5 
$TEMPVAR_FLOAT_1 = 1647.249 
005F: $TEMPVAR_FLOAT_1 += 276@ // (float) 
0208: 276@ = random_float_in_ranges -1.5 1.5 
$TEMPVAR_FLOAT_2 = -1053.482 
005F: $TEMPVAR_FLOAT_2 += 276@ // (float) 
05D3: AS_actor 238@(265@,5i) goto_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 23.8804 mode 6 -1 ms // versionA 
57@(265@,5i) = 1 

:LA1FIN2_16208
jump @LA1FIN2_16312 

:LA1FIN2_16215
062E: unknown_get_actor 238@(265@,5i) task 1491 status_store_to 269@ // ret 7 if not found 
if or
04A4:   269@ == 7 // @ == any 
00FE:   actor 238@(265@,5i) sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 3.0 3.0 3.0 
else_jump @LA1FIN2_16312 
57@(265@,5i) = 0 
060B: set_actor 238@(265@,5i) decision_maker_to 231@ 

:LA1FIN2_16312
return 

:LA1FIN2_16314
if 
  26 > 281@(85@,5i) 
else_jump @LA1FIN2_16547 
if 
   not Car.Wrecked(280@)
else_jump @LA1FIN2_16547 
if 
  68@(85@,5i) == 0 
else_jump @LA1FIN2_16547 
if 
   not Actor.InCar($PLAYER_ACTOR, 280@)
else_jump @LA1FIN2_16521 
106@(85@,5i) = Car.Health(280@)
if 
8185:   not car 280@ health >= 550 
else_jump @LA1FIN2_16514 
0085: 279@ = 281@(85@,5i) // (int) 
if 
  281@(85@,5i) >= 25 
else_jump @LA1FIN2_16488 
Car.Health(280@) = 350
Car.SetImmunities(280@, 1, 1, 1, 1, 1)
jump @LA1FIN2_16496 

:LA1FIN2_16488
Car.Health(280@) = 900

:LA1FIN2_16496
gosub @LA1FIN2_16549 
281@(85@,5i) += 1 

:LA1FIN2_16514
jump @LA1FIN2_16547 

:LA1FIN2_16521
68@(85@,5i) = 1 
Car.SetImmunities(280@, 0, 0, 0, 0, 0)

:LA1FIN2_16547
return 

:LA1FIN2_16549
0871: init_jump_table 279@ total_jumps 26 default_jump 0 @LA1FIN2_17181 jumps 0 @LA1FIN2_16807 1 @LA1FIN2_16821 2 @LA1FIN2_16835 3 @LA1FIN2_16849 4 @LA1FIN2_16863 5 @LA1FIN2_16877 6 @LA1FIN2_16891 
0872: jump_table_jumps 7 @LA1FIN2_16905 8 @LA1FIN2_16919 9 @LA1FIN2_16933 10 @LA1FIN2_16947 11 @LA1FIN2_16961 12 @LA1FIN2_16975 13 @LA1FIN2_16989 14 @LA1FIN2_17003 15 @LA1FIN2_17017 
0872: jump_table_jumps 16 @LA1FIN2_17031 17 @LA1FIN2_17047 18 @LA1FIN2_17061 19 @LA1FIN2_17077 20 @LA1FIN2_17093 21 @LA1FIN2_17107 22 @LA1FIN2_17123 23 @LA1FIN2_17137 24 @LA1FIN2_17151 
0872: jump_table_jumps 25 @LA1FIN2_17165 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 -1 @LA1FIN2_17181 

:LA1FIN2_16807
073C: car 280@ damage_component 0 // versionB 
jump @LA1FIN2_17181 

:LA1FIN2_16821
0730: car 280@ damage_component 1 // versionA 
jump @LA1FIN2_17181 

:LA1FIN2_16835
073C: car 280@ damage_component 3 // versionB 
jump @LA1FIN2_17181 

:LA1FIN2_16849
073C: car 280@ damage_component 3 // versionB 
jump @LA1FIN2_17181 

:LA1FIN2_16863
073C: car 280@ damage_component 5 // versionB 
jump @LA1FIN2_17181 

:LA1FIN2_16877
04FE: deflate_tire 2 on_car 280@ 
jump @LA1FIN2_17181 

:LA1FIN2_16891
0730: car 280@ damage_component 5 // versionA 
jump @LA1FIN2_17181 

:LA1FIN2_16905
073C: car 280@ damage_component 5 // versionB 
jump @LA1FIN2_17181 

:LA1FIN2_16919
0730: car 280@ damage_component 1 // versionA 
jump @LA1FIN2_17181 

:LA1FIN2_16933
073C: car 280@ damage_component 1 // versionB 
jump @LA1FIN2_17181 

:LA1FIN2_16947
04FE: deflate_tire 3 on_car 280@ 
jump @LA1FIN2_17181 

:LA1FIN2_16961
0730: car 280@ damage_component 6 // versionA 
jump @LA1FIN2_17181 

:LA1FIN2_16975
073C: car 280@ damage_component 5 // versionB 
jump @LA1FIN2_17181 

:LA1FIN2_16989
073C: car 280@ damage_component 0 // versionB 
jump @LA1FIN2_17181 

:LA1FIN2_17003
073C: car 280@ damage_component 5 // versionB 
jump @LA1FIN2_17181 

:LA1FIN2_17017
0730: car 280@ damage_component 1 // versionA 
jump @LA1FIN2_17181 

:LA1FIN2_17031
0689: set_car 280@ remove_componentA 1 visible_effect_flag 1 
jump @LA1FIN2_17181 

:LA1FIN2_17047
073C: car 280@ damage_component 3 // versionB 
jump @LA1FIN2_17181 

:LA1FIN2_17061
0689: set_car 280@ remove_componentA 0 visible_effect_flag 1 
jump @LA1FIN2_17181 

:LA1FIN2_17077
0689: set_car 280@ remove_componentA 3 visible_effect_flag 1 
jump @LA1FIN2_17181 

:LA1FIN2_17093
0730: car 280@ damage_component 5 // versionA 
jump @LA1FIN2_17181 

:LA1FIN2_17107
0689: set_car 280@ remove_componentA 0 visible_effect_flag 1 
jump @LA1FIN2_17181 

:LA1FIN2_17123
073C: car 280@ damage_component 3 // versionB 
jump @LA1FIN2_17181 

:LA1FIN2_17137
073C: car 280@ damage_component 3 // versionB 
jump @LA1FIN2_17181 

:LA1FIN2_17151
073C: car 280@ damage_component 5 // versionB 
jump @LA1FIN2_17181 

:LA1FIN2_17165
0689: set_car 280@ remove_componentA 5 visible_effect_flag 1 
jump @LA1FIN2_17181 

:LA1FIN2_17181
return 

:LA1FIN2_17183
if 
   not 286@ == 0 
else_jump @LA1FIN2_17401 
if 
  287@ == 0 
else_jump @LA1FIN2_17261 
287@ = 1 
0085: 288@ = 32@ // (int) 
289@ = 0 
0085: 490@ = 288@ // (int) 
005A: 490@ += 290@(289@,10i) // (int) 

:LA1FIN2_17261
if 
  287@ == 1 
else_jump @LA1FIN2_17401 
if 
001D:   32@ > 490@ // (int) 
else_jump @LA1FIN2_17401 
if 
  437@ == 0 
else_jump @LA1FIN2_17401 
0085: 437@ = 300@(289@,10i) // (int) 
289@ += 1 
310@ -= 1 
if 
  310@ == 0 
else_jump @LA1FIN2_17381 
286@ = 0 
287@ = 0 
jump @LA1FIN2_17401 

:LA1FIN2_17381
0085: 490@ = 288@ // (int) 
005A: 490@ += 290@(289@,10i) // (int) 

:LA1FIN2_17401
0871: init_jump_table 436@ total_jumps 6 default_jump 0 @LA1FIN2_19505 jumps 0 @LA1FIN2_17464 1 @LA1FIN2_18403 2 @LA1FIN2_19160 3 @LA1FIN2_19252 4 @LA1FIN2_19310 5 @LA1FIN2_19424 -1 @LA1FIN2_19505 

:LA1FIN2_17464
if 
  436@ == 1 
else_jump @LA1FIN2_17532 
488@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
492@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)

:LA1FIN2_17532
05AA: 313@s = 'FIN2_BA'  // ~z~Sweet, Bruder, Scheie, du bist getroffen!
04AF: 392@ = 16006 // @ = any 
05AA: 315@s = 'FIN2_BB'  // ~z~CJ... Wo warst du?
04AF: 393@ = 16007 // @ = any 
05AA: 317@s = 'FIN2_BC'  // ~z~Cesar hat angerufen, er hat mir was gezeigt.
04AF: 394@ = 16008 // @ = any 
05AA: 319@s = 'FIN2_BD'  // ~z~Es geht um Smoke, der steckt mit Tenpenny und ein paar Ballas unter einer Decke.
04AF: 395@ = 16009 // @ = any 
05AA: 321@s = 'FIN2_BE'  // ~z~Der hat uns verkauft!
04AF: 396@ = 16010 // @ = any 
05AA: 323@s = 'FIN2_BF'  // ~z~Egal jetzt, du musst hier raus, die Cops knnen jede Sekunde hier sein!
04AF: 397@ = 16011 // @ = any 
05AA: 325@s = 'FIN2_BG'  // ~z~Niemals. Ich lass meinen Bruder nicht im Stich!
04AF: 398@ = 16012 // @ = any 
05AA: 327@s = 'FIN2_BH'  // ~z~Yo, Ballas! Ich mach euch fertig, ihr Motherfucker, habt ihr mich verstanden?
04AF: 399@ = 16013 // @ = any 
05AA: 329@s = 'FIN2_BJ'  // ~z~ICH ERLEDIGE EUCH ALLE!
04AF: 400@ = 16014 // @ = any 
05AA: 331@s = 'FIN2_AA'  // ~z~Ich muss Sweet warnen!
04AF: 401@ = 16000 // @ = any 
05AA: 333@s = 'FIN2_AB'  // ~z~(Amtszeichen)
04AF: 402@ = 16001 // @ = any 
05AA: 335@s = 'FIN2_AB'  // ~z~(Amtszeichen)
04AF: 403@ = 16001 // @ = any 
05AA: 337@s = 'FIN2_AC'  // ~z~Verdammt, Sweet, geh ran! Geh schon ran!
04AF: 404@ = 16002 // @ = any 
05AA: 339@s = 'FIN2_AD'  // ~z~(Amtszeichen)
04AF: 405@ = 16003 // @ = any 
05AA: 341@s = 'FIN2_AE'  // ~z~Hey, du hast mich angerufen, aber ich geh nicht ran, also hinterlass eine Nachricht nach dem...
04AF: 406@ = 16004 // @ = any 
05AA: 343@s = 'FIN2_AF'  // ~z~Scheie! Scheie! Scheie!
04AF: 407@ = 16005 // @ = any 
04AF: 408@ = 23000 // @ = any 
04AF: 409@ = 23000 // @ = any 
05AA: 349@s = 'MCES03A'  // ~z~Ey.
04AF: 410@ = 25227 // @ = any 
05AA: 351@s = 'MCES03B'  // ~z~Ey, CJ, Cesar hier, Mann.
04AF: 411@ = 25228 // @ = any 
05AA: 353@s = 'MCES03C'  // ~z~Bin grade beschftigt. Hab 'ne grere Sache am Laufen.
04AF: 412@ = 25229 // @ = any 
05AA: 355@s = 'MCES03D'  // ~z~Alter, wir mssen uns treffen, Kumpel, ich muss dir was erzhlen.
04AF: 413@ = 25230 // @ = any 
05AA: 357@s = 'MCES03E'  // ~z~Hr mal, wenn's wegen Kendl ist, mach dir keinen Kopf, ist alles cool, okay?
04AF: 414@ = 25231 // @ = any 
05AA: 359@s = 'MCES03F'  // ~z~Nein, CJ, du musst kommen und dir was ansehen.
04AF: 415@ = 25232 // @ = any 
05AA: 361@s = 'MCES03G'  // ~z~Ist was Wichtiges, ey.
04AF: 416@ = 25233 // @ = any 
05AA: 363@s = 'MCES03H'  // ~z~Das wird leider warten mssen...
04AF: 417@ = 25234 // @ = any 
05AA: 365@s = 'MCES03J'  // ~z~Das kann nicht warten, Mann. Du wrdest es mir nicht glauben, wenn ich's dir sage, ich schwr's dir.
04AF: 418@ = 25235 // @ = any 
05AA: 367@s = 'MCES03L'  // ~z~Okay, ich geb dir fnf Minuten. Und wehe, es ist nicht wirklich wichtig. Wo bist du?
04AF: 419@ = 25237 // @ = any 
05AA: 369@s = 'MCES03M'  // ~z~Ich bin unter dem Freeway nrdlich von Griffith Park.
04AF: 420@ = 25238 // @ = any 
440@ = 1 
441@ = 1 
442@ = 1 
443@ = 1 
444@ = 1 
445@ = 1 
446@ = 1 
447@ = 1 
448@ = 1 
449@ = 0 
450@ = 0 
451@ = 0 
452@ = 0 
453@ = 0 
454@ = 0 
455@ = 0 
456@ = 0 
457@ = 0 
458@ = 0 
459@ = 0 
460@ = 0 
461@ = 0 
462@ = 0 
463@ = 0 
464@ = 0 
465@ = 0 
466@ = 0 
467@ = 0 
468@ = 0 
008B: 480@ = $PLAYER_ACTOR // (int) 
0085: 481@ = 238@ // (int) 
436@ = 1 
03CF: load_wav 392@ as 1 
03CF: load_wav 393@ as 2 
432@ = 1 
433@ = 2 
jump @LA1FIN2_19505 

:LA1FIN2_18403
if 
   not 437@ == 0 
else_jump @LA1FIN2_19153 
if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
else_jump @LA1FIN2_19153 
if 
003B:   432@ == 437@ // (int) 
else_jump @LA1FIN2_18473 
434@ = 1 
jump @LA1FIN2_18536 

:LA1FIN2_18473
if 
003B:   433@ == 437@ // (int) 
else_jump @LA1FIN2_18506 
434@ = 2 
jump @LA1FIN2_18536 

:LA1FIN2_18506
434@ = 1 
0085: 432@ = 437@ // (int) 
040D: unload_wav 1 
03CF: load_wav 391@(437@,40i) as 1 

:LA1FIN2_18536
if 
03D0:   wav 434@ loaded 
else_jump @LA1FIN2_19141 
0085: 487@ = 439@(437@,40i) // (int) 
0085: 488@ = 479@(487@,7i) // (int) 
if 
   not 494@ == 1 
else_jump @LA1FIN2_18764 
491@ = 1 
493@ = 0 

:LA1FIN2_18608
if 
  7 > 491@ 
else_jump @LA1FIN2_18764 
0085: 492@ = 479@(491@,7i) // (int) 
if 
   not 492@ == 0 
else_jump @LA1FIN2_18750 
if 
803B:   not  492@ == 488@ // (int) 
else_jump @LA1FIN2_18750 
if 
   not Actor.Dead(488@)
else_jump @LA1FIN2_18750 
if 
   not Actor.Dead(492@)
else_jump @LA1FIN2_18750 
if 
0104:   actor 488@ near_actor 492@ radius 10.0 10.0 10.0 sphere 0 
else_jump @LA1FIN2_18750 
493@ += 1 

:LA1FIN2_18750
491@ += 1 
jump @LA1FIN2_18608 

:LA1FIN2_18764
if or
  494@ == 1 
  493@ > 0 
  439@(437@,40i) == 0 
else_jump @LA1FIN2_19134 
if 
   not 439@(437@,40i) == 0 
else_jump @LA1FIN2_18891 
if 
   not Actor.Dead(488@)
else_jump @LA1FIN2_18891 
0949: link_wav 434@ to_actor 488@ 
if 
894D:   not actor 488@ mutally_active 
else_jump @LA1FIN2_18884 
486@ = 1 
0967: actor 488@ move_mouth 15000 ms 
jump @LA1FIN2_18891 

:LA1FIN2_18884
094E: set_actor 488@ unknown_flag 0 

:LA1FIN2_18891
if 
  439@(437@,40i) == 0 
else_jump @LA1FIN2_18920 
486@ = 1 

:LA1FIN2_18920
if 
  486@ == 1 
else_jump @LA1FIN2_19134 
03D1: play_wav 434@ 
00BE: text_clear_all 
if 
84A4:   not  391@(437@,40i) == 23000 // @ == any 
else_jump @LA1FIN2_18982 
00BB: show_text_lowpriority GXT 311@(437@,40s) time 10000 flag 1 

:LA1FIN2_18982
436@ += 1 
486@ = 0 
437@ += 1 
0085: 435@ = 437@ // (int) 
if 
   not 391@(437@,40i) == 0 
else_jump @LA1FIN2_19134 
if 
  434@ == 1 
else_jump @LA1FIN2_19096 
if 
803B:   not  433@ == 437@ // (int) 
else_jump @LA1FIN2_19089 
03CF: load_wav 391@(437@,40i) as 2 
0085: 433@ = 437@ // (int) 

:LA1FIN2_19089
jump @LA1FIN2_19134 

:LA1FIN2_19096
if 
803B:   not  432@ == 437@ // (int) 
else_jump @LA1FIN2_19134 
03CF: load_wav 391@(437@,40i) as 1 
0085: 432@ = 437@ // (int) 

:LA1FIN2_19134
jump @LA1FIN2_19153 

:LA1FIN2_19141
03CF: load_wav 391@(437@,40i) as 434@ 

:LA1FIN2_19153
jump @LA1FIN2_19505 

:LA1FIN2_19160
if 
03D2:   wav 434@ ended 
else_jump @LA1FIN2_19190 
436@ += 1 
jump @LA1FIN2_19245 

:LA1FIN2_19190
if 
056D:   actor 488@ defined 
else_jump @LA1FIN2_19229 
if 
   Actor.Dead(488@)
else_jump @LA1FIN2_19229 
436@ += 1 

:LA1FIN2_19229
if 
   not Actor.Dead(488@)
else_jump @LA1FIN2_19245 

:LA1FIN2_19245
jump @LA1FIN2_19505 

:LA1FIN2_19252
040D: unload_wav 434@ 
431@(434@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(488@)
else_jump @LA1FIN2_19296 
0968: actor 488@ stop_mouth 
094F: unknown_actor 488@ 

:LA1FIN2_19296
436@ += 1 
jump @LA1FIN2_19505 

:LA1FIN2_19310
437@ += 1 
if 
   not 391@(437@,40i) == 0 
else_jump @LA1FIN2_19363 
03CF: load_wav 391@(437@,40i) as 434@ 
0085: 431@(434@,3i) = 437@ // (int) 

:LA1FIN2_19363
438@ -= 1 
if 
   not 438@ > 0 
else_jump @LA1FIN2_19402 
437@ = 0 
jump @LA1FIN2_19410 

:LA1FIN2_19402
0085: 437@ = 435@ // (int) 

:LA1FIN2_19410
436@ = 1 
jump @LA1FIN2_19505 

:LA1FIN2_19424
436@ = 1 
437@ = 0 
438@ = 0 
286@ = 0 
310@ = 0 
040D: unload_wav 434@ 
431@(434@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(488@)
else_jump @LA1FIN2_19498 
094F: unknown_actor 488@ 

:LA1FIN2_19498
jump @LA1FIN2_19505 

:LA1FIN2_19505
return 

:LA1FIN2_19507
00BA: show_text_styled GXT 'M_FAIL' time 50 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:LA1FIN2_19524
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @LA1FIN2_19567 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2007.5 -2542.4 35.7 
jump @LA1FIN2_19597 

:LA1FIN2_19567
Actor.PutAt($PLAYER_ACTOR, -2007.5, -2542.4, 35.7)
Actor.Angle($PLAYER_ACTOR) = 80.0

:LA1FIN2_19597
Car.Destroy(47@)
Car.Destroy(122@)
Car.Destroy(123@)
Car.Destroy(124@)
Car.Destroy(48@)
Car.Destroy(235@)
Car.Destroy(236@)
Car.Destroy(237@)
Car.Destroy(233@)
Car.Destroy(234@)
Actor.DestroyInstantly(243@)
Actor.DestroyInstantly(244@)
Actor.DestroyInstantly(245@)
Actor.DestroyInstantly(246@)
Actor.DestroyInstantly(247@)
Actor.DestroyInstantly(248@)
Actor.DestroyInstantly(125@)
Actor.DestroyInstantly(126@)
Actor.DestroyInstantly(127@)
Actor.DestroyInstantly(238@)
Actor.DestroyInstantly(239@)
Actor.DestroyInstantly(240@)
Actor.DestroyInstantly(241@)
Model.Destroy(#BRAVURA)
Model.Destroy(#SABRE)
Model.Destroy(#FAM1)
Model.Destroy(#BALLAS1)
Model.Destroy(#MP5LNG)
Model.Destroy(#SENTINEL)
Model.Destroy(#PONY)
04EF: release_animation "SWEET" 
0296: unload_special_actor 1 
065C: release_decision_maker 103@ 
065C: release_decision_maker 104@ 
Player.ClearWantedLevel($PLAYER_CHAR)
0629: change_integer_stat 181 to 1 
02E4: load_cutscene_data 'BCRAS1' 
Actor.PutAt($PLAYER_ACTOR, -2011.438, -2501.287, 34.0624)
Player.CanMove($PLAYER_CHAR) = False
Camera.SetAtPos(-2011.438, -2501.287, 34.0624)
0395: clear_area 1 at -2011.438 -2501.287 34.0624 radius 100.0 
03E6: remove_text_box 
048F: actor $PLAYER_ACTOR remove_weapons 
054C: use_GXT_table 'BCRASH1' 

:LA1FIN2_19877
if 
86B9:   not cutscene_data_loaded 
else_jump @LA1FIN2_19901 
wait 0 
jump @LA1FIN2_19877 

:LA1FIN2_19901
wait 1000 
02E7: start_cutscene 
fade 1 1000 

:LA1FIN2_19915
if 
82E9:   not cutscene_reached_end 
else_jump @LA1FIN2_19939 
wait 0 
jump @LA1FIN2_19915 

:LA1FIN2_19939
fade 0 0 

:LA1FIN2_19945
if 
fading 
else_jump @LA1FIN2_19969 
wait 0 
jump @LA1FIN2_19945 

:LA1FIN2_19969
02EA: end_cutscene 
02E4: load_cutscene_data 'BCRAS2' 

:LA1FIN2_19982
if 
86B9:   not cutscene_data_loaded 
else_jump @LA1FIN2_20006 
wait 0 
jump @LA1FIN2_19982 

:LA1FIN2_20006
02E7: start_cutscene 
fade 1 1000 

:LA1FIN2_20015
if 
82E9:   not cutscene_reached_end 
else_jump @LA1FIN2_20039 
wait 0 
jump @LA1FIN2_20015 

:LA1FIN2_20039
fade 0 0 

:LA1FIN2_20045
if 
fading 
else_jump @LA1FIN2_20069 
wait 0 
jump @LA1FIN2_20045 

:LA1FIN2_20069
02EA: end_cutscene 
Model.Load(#CAMERA)

:LA1FIN2_20076
if 
   not Model.Available(#CAMERA)
else_jump @LA1FIN2_20103 
wait 0 
jump @LA1FIN2_20076 

:LA1FIN2_20103
fade 1 1000 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
Model.Destroy(#CAMERA)
Player.CanMove($PLAYER_CHAR) = True
Marker.Disable($484)
Marker.Disable($MARKER_SWEET_HOUSE)
$484 = Marker.CreateIconAndSphere($ICON_CRASH, $X_ANGEL_PINE, $Y_ANGEL_PINE, $Z_ANGEL_PINE)
Marker.Disable($1730)
0570: $1730 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[13] $SAVE_PICKUPS_Y[13] $SAVE_PICKUPS_Z[13] 
018B: set_marker $1730 radar_mode 2 
Player.ClearWantedLevel($PLAYER_CHAR)
0629: change_integer_stat 323 to 1 
0629: change_integer_stat 340 to 1 
end_thread_named 'MOB_CAT' 
create_thread @MOB_CAT 
$LS_FINAL_TOTAL_PASSED_MISSIONS += 1 
$GS_MONEY_PICKUP_EXISTS = 1 
0318: set_latest_mission_passed 'LA1FIN2'  // The Green Sabre
030C: progress_made += 1 
Pickup.Destroy($SAVE_PICKUPS[13])
$SAVE_PICKUPS[13] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[13], $SAVE_PICKUPS_Y[13], $SAVE_PICKUPS_Z[13])
$TOTAL_AVAILABLE_SAVE_PICKUPS = 14 
076C: set_zone 'SUN1' gang 0 density_to 30 
076C: set_zone 'SUN1' gang 0 density_to 30 
076C: set_zone 'SUN3A' gang 0 density_to 30 
076C: set_zone 'SUN3B' gang 0 density_to 30 
076C: set_zone 'SUN3C' gang 0 density_to 30 
076C: set_zone 'SUN4' gang 0 density_to 30 
076C: set_zone 'CHC1A' gang 2 density_to 40 
076C: set_zone 'CHC1B' gang 2 density_to 40 
076C: set_zone 'CHC2A' gang 2 density_to 40 
076C: set_zone 'CHC2B' gang 2 density_to 40 
076C: set_zone 'CHC3' gang 2 density_to 40 
076C: set_zone 'CHC4A' gang 2 density_to 40 
076C: set_zone 'CHC4B' gang 2 density_to 40 
076C: set_zone 'EBE1' gang 2 density_to 30 
076C: set_zone 'EBE2A' gang 2 density_to 30 
076C: set_zone 'EBE2B' gang 2 density_to 30 
076C: set_zone 'EBE3C' gang 2 density_to 30 
076C: set_zone 'ELCO1' gang 7 density_to 40 
076C: set_zone 'ELCO2' gang 7 density_to 40 
076C: set_zone 'GAN1' gang 0 density_to 10 
076C: set_zone 'GAN2' gang 0 density_to 25 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN2A' gang 0 density_to 40 
076C: set_zone 'LIND1A' gang 0 density_to 20 
076C: set_zone 'LIND1B' gang 0 density_to 20 
076C: set_zone 'LIND2A' gang 0 density_to 20 
076C: set_zone 'LIND2B' gang 0 density_to 20 
076C: set_zone 'LIND3' gang 0 density_to 20 
076C: set_zone 'IWD1' gang 0 density_to 20 
076C: set_zone 'IWD2' gang 0 density_to 20 
076C: set_zone 'IWD3A' gang 0 density_to 20 
076C: set_zone 'IWD3B' gang 0 density_to 20 
076C: set_zone 'IWD4' gang 0 density_to 10 
076C: set_zone 'IWD5' gang 0 density_to 20 
076C: set_zone 'JEF1A' gang 0 density_to 40 
076C: set_zone 'JEF1B' gang 0 density_to 40 
076C: set_zone 'JEF2' gang 0 density_to 40 
076C: set_zone 'JEF3B' gang 0 density_to 40 
076C: set_zone 'JEF3C' gang 0 density_to 40 
076C: set_zone 'LFL1A' gang 2 density_to 40 
076C: set_zone 'LFL1B' gang 2 density_to 40 
076C: set_zone 'LMEX1A' gang 7 density_to 30 
076C: set_zone 'LMEX1B' gang 7 density_to 30 
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
076C: set_zone 'PLS' gang 0 density_to 10  // Playa del Rey
076C: set_zone 'SMB1' gang 0 density_to 10 
076C: set_zone 'SMB2' gang 0 density_to 10 
076C: set_zone 'VIN2' gang 0 density_to 10 
076C: set_zone 'VERO1' gang 0 density_to 10 
076C: set_zone 'VERO2' gang 0 density_to 10 
076C: set_zone 'VERO3' gang 0 density_to 10 
076C: set_zone 'VERO4A' gang 0 density_to 10 
076C: set_zone 'VERO4B' gang 0 density_to 10 
076C: set_zone 'SUN1' gang 1 density_to 0 
076C: set_zone 'SUN1' gang 1 density_to 0 
076C: set_zone 'SUN3A' gang 1 density_to 0 
076C: set_zone 'SUN3B' gang 1 density_to 0 
076C: set_zone 'SUN3C' gang 1 density_to 0 
076C: set_zone 'SUN4' gang 1 density_to 0 
076C: set_zone 'CHC1A' gang 1 density_to 0 
076C: set_zone 'CHC1B' gang 1 density_to 0 
076C: set_zone 'CHC2A' gang 1 density_to 0 
076C: set_zone 'CHC2B' gang 1 density_to 0 
076C: set_zone 'CHC3' gang 1 density_to 0 
076C: set_zone 'CHC4A' gang 1 density_to 0 
076C: set_zone 'CHC4B' gang 1 density_to 0 
076C: set_zone 'EBE1' gang 1 density_to 0 
076C: set_zone 'EBE2A' gang 1 density_to 0 
076C: set_zone 'EBE2B' gang 1 density_to 0 
076C: set_zone 'EBE3C' gang 1 density_to 0 
076C: set_zone 'ELCO1' gang 1 density_to 0 
076C: set_zone 'ELCO2' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 1 density_to 0 
076C: set_zone 'GLN1' gang 1 density_to 0 
076C: set_zone 'GLN2A' gang 1 density_to 0 
076C: set_zone 'LIND1A' gang 1 density_to 0 
076C: set_zone 'LIND1B' gang 1 density_to 0 
076C: set_zone 'LIND2A' gang 1 density_to 0 
076C: set_zone 'LIND2B' gang 1 density_to 0 
076C: set_zone 'LIND3' gang 1 density_to 0 
076C: set_zone 'IWD1' gang 1 density_to 0 
076C: set_zone 'IWD2' gang 1 density_to 0 
076C: set_zone 'IWD3A' gang 1 density_to 0 
076C: set_zone 'IWD3B' gang 1 density_to 0 
076C: set_zone 'IWD4' gang 1 density_to 0 
076C: set_zone 'IWD5' gang 1 density_to 0 
076C: set_zone 'JEF1A' gang 1 density_to 0 
076C: set_zone 'JEF1B' gang 1 density_to 0 
076C: set_zone 'JEF2' gang 1 density_to 0 
076C: set_zone 'JEF3A' gang 1 density_to 0 
076C: set_zone 'JEF3B' gang 1 density_to 0 
076C: set_zone 'JEF3C' gang 1 density_to 0 
076C: set_zone 'LFL1A' gang 1 density_to 0 
076C: set_zone 'LFL1B' gang 1 density_to 0 
076C: set_zone 'LMEX1A' gang 1 density_to 0 
076C: set_zone 'LMEX1B' gang 1 density_to 0 
076C: set_zone 'ELS1A' gang 1 density_to 0 
076C: set_zone 'ELS1B' gang 1 density_to 0 
076C: set_zone 'ELS2' gang 1 density_to 0 
076C: set_zone 'ELS3A' gang 1 density_to 0 
076C: set_zone 'ELS3B' gang 1 density_to 0 
076C: set_zone 'ELS4' gang 1 density_to 0 
076C: set_zone 'PLS' gang 1 density_to 0  // Playa del Rey
076C: set_zone 'SMB1' gang 1 density_to 0 
076C: set_zone 'SMB2' gang 1 density_to 0 
076C: set_zone 'VIN2' gang 1 density_to 0 
076C: set_zone 'VERO1' gang 1 density_to 0 
076C: set_zone 'VERO2' gang 1 density_to 0 
076C: set_zone 'VERO3' gang 1 density_to 0 
076C: set_zone 'VERO4A' gang 1 density_to 0 
076C: set_zone 'VERO4B' gang 1 density_to 0 
0879: enable_gang_wars 0 
create_thread @BCRASH 
return 

:LA1FIN2_22053
$ONMISSION = 0 
0951: disable_trip_skip 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @LA1FIN2_22085 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:LA1FIN2_22085
Model.Destroy(#BRAVURA)
Model.Destroy(#SABRE)
Model.Destroy(#FAM1)
Model.Destroy(#BALLAS1)
Model.Destroy(#MP5LNG)
Model.Destroy(#SENTINEL)
Model.Destroy(#PONY)
04EF: release_animation "SWEET" 
0873: release_path 162 
0873: release_path 163 
0873: release_path 650 
Model.Destroy(#COPCARLA)
Model.Destroy(#LAPD1)
04EF: release_animation "POLICE" 
Player.CanMove($PLAYER_CHAR) = True
0296: unload_special_actor 1 
065C: release_decision_maker 103@ 
065C: release_decision_maker 104@ 
if 
   not Car.Wrecked(40@)
else_jump @LA1FIN2_22204 
Car.RemoveReferences(40@)

:LA1FIN2_22204
Marker.Disable(50@)
267@ = 0 

:LA1FIN2_22216
if 
  6 > 267@ 
else_jump @LA1FIN2_22257 
Marker.Disable(51@(267@,6i))
267@ += 1 
jump @LA1FIN2_22216 

:LA1FIN2_22257
0151: remove_status_text $6964 
0777: delete_objects_in_object_group "BARRIERS1" 
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
065C: release_decision_maker 231@ 
08EA: enable_gangs_spawn 1 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
08F4: set_max_group_members 99 
return 

//-------------Mission 39---------------
// Originally: Badlands

:BCRASH1
thread 'BCRASH1' 
gosub @BCRASH1_922 
if 
wasted_or_busted 
else_jump @BCRASH1_38 
gosub @BCRASH1_13511 

:BCRASH1_38
gosub @BCRASH1_13680 
end_thread 

:BCRASH1_47
Model.Load(#WMYBU)
Model.Load(#FBI)
Model.Load(#WASHING)
Model.Load(#SANCHEZ)
Model.Load(#MICRO_UZI)
Model.Load(#CAMERA)
038B: load_requested_models 

:BCRASH1_79
if or
   not Model.Available(#WMYBU)
   not Model.Available(#FBI)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#WASHING)
   not Model.Available(#SANCHEZ)
   not Model.Available(#CAMERA)
else_jump @BCRASH1_131 
wait 0 
jump @BCRASH1_79 

:BCRASH1_131
return 
032B: 270@ = create_weapon_pickup #CAMERA group 3 ammo 24 at -2044.1 -2523.86 31.11 
03DC: 271@ = create_marker_above_pickup 270@ 

:BCRASH1_168
287@ = -2814.84 
288@ = -1522.0 
289@ = 139.33 
284@ = Actor.Create(CivMale, #WMYBU, 287@, 288@, 289@)
054A: set_actor 284@ immune_to_car_headshots 0 
060A: create_decision_maker_type 0 store_to 286@ // decision\allowed\m_.ped files 
060B: set_actor 284@ decision_maker_to 286@ 
return 

:BCRASH1_241
Model.Destroy(#WMYBU)
return 

:BCRASH1_248
302@ = -2800.11 
307@ = -1521.49 
312@ = 137.37 
317@ = 305.1252 
303@ = -2799.34 
308@ = -1524.66 
313@ = 137.38 
318@ = 356.2755 
304@ = -2789.047 
309@ = -1533.317 
314@ = 138.4778 
319@ = 317.5168 
305@ = -2801.7 
310@ = -1515.16 
315@ = 137.33 
320@ = 270.3571 
060A: create_decision_maker_type 0 store_to 300@ // decision\allowed\m_.ped files 
291@ = Actor.Create(Mission1, #FBI, 81@, 87@, 93@)
Actor.Angle(291@) = 317@
01B2: give_actor 291@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 291@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: unknown_actor 291@ flag 1 
060B: set_actor 291@ decision_maker_to 300@ 
292@ = Actor.Create(Mission1, #FBI, 82@, 88@, 94@)
Actor.Angle(292@) = 318@
01B2: give_actor 292@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 292@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: unknown_actor 292@ flag 1 
060B: set_actor 292@ decision_maker_to 300@ 
293@ = Actor.Create(Mission1, #FBI, 80@, 86@, 92@)
Actor.Angle(293@) = 319@
01B2: give_actor 293@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 293@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: unknown_actor 293@ flag 1 
060B: set_actor 293@ decision_maker_to 300@ 
294@ = Actor.Create(Mission1, #FBI, 79@, 85@, 91@)
Actor.Angle(294@) = 320@
01B2: give_actor 294@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 294@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: unknown_actor 294@ flag 1 
060B: set_actor 294@ decision_maker_to 300@ 
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
return 

:BCRASH1_670
Model.Destroy(#MICRO_UZI)
Model.Destroy(#FBI)
return 

:BCRASH1_682
324@ = -2815.16 
325@ = -1512.03 
326@ = 138.08 
327@ = 272.57 
0674: set_car_model #WASHING numberplate "_ASSMAN_" 
322@ = Car.Create(#WASHING, 324@, 325@, 326@)
0587: enable_car 322@ validate_position 0 
Car.Angle(322@) = 327@
Car.DoorStatus(322@) = 3
053F: set_car 322@ tires_vulnerability 0 
return 

:BCRASH1_785
Model.Destroy(#WASHING)
return 
return 

:BCRASH1_794
Model.Load(#SANCHEZ)

:BCRASH1_799
if 
   not Model.Available(#SANCHEZ)
else_jump @BCRASH1_826 
wait 0 
jump @BCRASH1_799 

:BCRASH1_826
330@ = -2803.156 
331@ = -1519.46 
332@ = 138.2818 
333@ = 189.4269 
328@ = Car.Create(#SANCHEZ, 330@, 331@, 332@)
0587: enable_car 328@ validate_position 0 
Car.Angle(328@) = 333@
Car.SetImmunities(328@, 1, 1, 1, 1, 1)
return 
Model.Destroy(#SANCHEZ)
return 

:BCRASH1_922
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'BCRASH1' 
107@ = -2815.382 
147@ = -1511.204 
187@ = 139.1089 
108@ = -2766.912 
148@ = -1599.013 
188@ = 141.1248 
109@ = -2778.611 
149@ = -1698.438 
189@ = 141.3879 
110@ = -2770.779 
150@ = -1798.475 
190@ = 141.5863 
111@ = -2705.242 
151@ = -1874.129 
191@ = 137.9205 
112@ = -2651.399 
152@ = -1958.48 
192@ = 127.1876 
113@ = -2624.508 
153@ = -2055.077 
193@ = 129.1295 
114@ = -2525.173 
154@ = -2071.438 
194@ = 126.7572 
115@ = -2426.958 
155@ = -2090.192 
195@ = 122.5222 
116@ = -2393.0 
156@ = -2096.0 
196@ = 118.0 
117@ = -2326.898 
157@ = -2098.732 
197@ = 114.4895 
118@ = -2257.158 
158@ = -2073.11 
198@ = 119.2503 
119@ = -2215.638 
159@ = -2044.962 
199@ = 118.7853 
120@ = -2143.491 
160@ = -1955.622 
200@ = 117.0468 
121@ = -2123.148 
161@ = -1897.05 
201@ = 113.449 
122@ = -2137.857 
162@ = -1994.849 
202@ = 96.0566 
123@ = -2165.01 
163@ = -2044.655 
203@ = 90.2613 
124@ = -2266.458 
164@ = -2142.735 
204@ = 55.9682 
125@ = -2345.696 
165@ = -2199.511 
205@ = 33.1272 
126@ = -2245.354 
166@ = -2201.111 
206@ = 35.0159 
127@ = -2164.646 
167@ = -2143.817 
207@ = 51.5793 
128@ = -2094.473 
168@ = -2072.822 
208@ = 63.6193 
129@ = -2063.865 
169@ = -1977.4 
209@ = 57.6244 
130@ = -2014.453 
170@ = -1890.356 
210@ = 45.5302 
131@ = -1949.741 
171@ = -1814.233 
211@ = 33.7562 
132@ = -1872.931 
172@ = -1750.007 
212@ = 29.084 
133@ = -1783.883 
173@ = -1701.444 
213@ = 29.5583 
134@ = -1697.56 
174@ = -1651.167 
214@ = 36.0764 
135@ = -1604.938 
175@ = -1613.388 
215@ = 36.1148 
136@ = -1587.864 
176@ = -1514.849 
216@ = 37.5464 
137@ = -1685.724 
177@ = -1494.043 
217@ = 34.7867 
138@ = -1777.044 
178@ = -1452.411 
218@ = 34.6646 
139@ = -1862.846 
179@ = -1400.225 
219@ = 38.3508 
140@ = -1947.106 
180@ = -1346.296 
220@ = 40.5623 
141@ = -2005.107 
181@ = -1264.516 
221@ = 36.3458 
142@ = -2055.837 
182@ = -1177.761 
222@ = 32.1425 
143@ = -2106.079 
183@ = -1091.077 
223@ = 29.978 
144@ = -2168.372 
184@ = -1012.418 
224@ = 33.7818 
145@ = -2210.523 
185@ = -974.889 
225@ = 38.5044 
77@ = -2797.75 
83@ = -1531.63 
89@ = 138.5 
78@ = -2803.09 
84@ = -1503.01 
90@ = 138.83 
79@ = -2804.69 
85@ = -1506.7 
91@ = 137.83 
80@ = -2818.89 
86@ = -1505.72 
92@ = 139.34 
81@ = -2826.68 
87@ = -1522.23 
93@ = 138.78 
82@ = -2822.9 
88@ = -1536.94 
94@ = 138.86 
70@ = -2814.84 
71@ = -1522.0 
72@ = 139.33 
95@ = -2777.05 
96@ = -1568.29 
97@ = 140.04 
98@ = -2346.7 
101@ = -2240.18 
104@ = 17.29 
99@ = -2103.0 
102@ = -1885.0 
105@ = 109.0 
100@ = -2602.0 
103@ = -2084.0 
106@ = 131.0 
236@ = -2767.98 
246@ = -1597.9 
256@ = 141.46 
237@ = -2787.39 
247@ = -1568.11 
257@ = 147.27 
238@ = -2796.35 
248@ = -1537.58 
258@ = 143.82 
239@ = -2800.19 
249@ = -1505.59 
259@ = 143.89 
240@ = -2801.43 
250@ = -1541.87 
260@ = 140.29 
321@ = 30.0 
$6965 = -1 
34@ = 0 
51@ = 1 
278@ = 1 
279@ = 3 
36@ = 0 
$6967 = 0 
53@ = 0 
54@ = 1 
56@ = 0 
37@ = 0 
57@ = 0 
59@ = 1 
$6966 = 0 
55@ = 0 
$6968 = 0 
$6969 = 1 
$6970 = 38 
45@ = 0 
46@ = 0 
47@ = 0 
48@ = 0 
49@ = 0 
40@ = 0 
41@ = 0 
42@ = 0 
43@ = 0 
44@ = 0 
0615: define_AS_pack_begin 278@ 
05D3: AS_actor -1 goto_point 81@ 87@ 93@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 82@ 88@ 94@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 77@ 83@ 89@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 78@ 84@ 90@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 79@ 85@ 91@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 80@ 86@ 92@ mode 4 -1 ms // versionA 
0643: set_AS_pack 278@ loop 1 
0616: define_AS_pack_end 278@ 
0615: define_AS_pack_begin 279@ 
05D3: AS_actor -1 goto_point 82@ 88@ 94@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 81@ 87@ 93@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 80@ 86@ 92@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 79@ 85@ 91@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 78@ 84@ 90@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 77@ 83@ 89@ mode 4 -1 ms // versionA 
0643: set_AS_pack 279@ loop 1 
0616: define_AS_pack_end 279@ 
0615: define_AS_pack_begin 280@ 
05D3: AS_actor -1 goto_point 80@ 86@ 92@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 81@ 87@ 93@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 82@ 88@ 94@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 77@ 83@ 89@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 78@ 84@ 90@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 79@ 85@ 91@ mode 4 -1 ms // versionA 
0643: set_AS_pack 280@ loop 1 
0616: define_AS_pack_end 280@ 
0615: define_AS_pack_begin 281@ 
05D3: AS_actor -1 goto_point 79@ 85@ 91@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 78@ 84@ 90@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 77@ 83@ 89@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 82@ 88@ 94@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 81@ 87@ 93@ mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 80@ 86@ 92@ mode 4 -1 ms // versionA 
0643: set_AS_pack 281@ loop 1 
0616: define_AS_pack_end 281@ 
273@ = Object.Init(#ROADWORKBARRIER1, -2450.083, -2079.953, 125.711)
0453: set_object 273@ XY_rotation 9.209 7.675 angle -43.371 
274@ = Object.Init(#ROADWORKBARRIER1, -2449.15, -2078.21, 125.917)
0453: set_object 274@ XY_rotation 4.992 7.247 angle -15.069 
275@ = Object.Init(#ROADWORKBARRIER1, -2447.868, -2076.578, 125.975)
0453: set_object 275@ XY_rotation -1.869 8.724 angle -44.611 
gosub @BCRASH1_47 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Actor.Angle($PLAYER_ACTOR) = 54.0
Camera.SetPosition(-2041.009, -2527.207, 33.9116, 0.0, 0.0, 0.0)
Camera.PointAt(-2041.785, -2526.603, 34.0884, 2)
fade 1 300 

:BCRASH1_3510
if 
fading 
else_jump @BCRASH1_3534 
wait 0 
jump @BCRASH1_3510 

:BCRASH1_3534
wait 3000 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BC: show_text_highpriority GXT 'BCR1_03' time 5000 flag 1  // ~s~Beseitige den ~y~Zeugen~s~! ~s~Bring den Beweis.
018A: 65@ = create_checkpoint_at 98@ 101@ 104@ 

:BCRASH1_3584
wait 0 
if 
0735:   NOP_false 83 
else_jump @BCRASH1_3610 
jump @BCRASH1_13609 

:BCRASH1_3610
if 
0735:   NOP_false 49 
else_jump @BCRASH1_3632 
$2208 = 1 

:BCRASH1_3632
if 
  $ACTIVE_INTERIOR == 0 
else_jump @BCRASH1_3846 
if 
  55@ == 3 
else_jump @BCRASH1_3699 
if 
88FE:   not text_box_displayed 
else_jump @BCRASH1_3699 
03E5: show_text_box 'BCR1_23'  // Du kannst eine Galerie deiner Fotos im Verzeichnis "GTA San Andreas User Files" ansehen.
55@ = 4 

:BCRASH1_3699
if 
  55@ == 2 
else_jump @BCRASH1_3748 
if 
88FE:   not text_box_displayed 
else_jump @BCRASH1_3748 
03E5: show_text_box 'FEG_HOW'  // Um mit einer Kamera ein Foto zu machen, drcke ~k~~PED_FIREWEAPON~.
55@ = 3 

:BCRASH1_3748
if 
  55@ == 1 
else_jump @BCRASH1_3797 
if 
88FE:   not text_box_displayed 
else_jump @BCRASH1_3797 
03E5: show_text_box 'BCR1_21'  // Wenn du die Kamera benutzt, drcke ~k~~PED_SNIPER_ZOOM_IN~, um heranzuzoomen, oder ~k~~PED_SNIPER_ZOOM_OUT~, um hinauszuzoomen.
55@ = 2 

:BCRASH1_3797
if 
  55@ == 0 
else_jump @BCRASH1_3846 
if 
876F:   not text_priority_displayed 
else_jump @BCRASH1_3846 
03E5: show_text_box 'BCR1_22'  // Halte ~k~~PED_LOCK_TARGET~ gedrckt, um durch den Sucher der Kamera zu schauen.
55@ = 1 

:BCRASH1_3846
if 
  4 > $6965 
else_jump @BCRASH1_3954 
if 
  35@ == 0 
else_jump @BCRASH1_3913 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCRASH1_3913 
272@ = Actor.Car($PLAYER_ACTOR)
35@ = 1 

:BCRASH1_3913
if 
  35@ == 1 
else_jump @BCRASH1_3954 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @BCRASH1_3954 
35@ = 0 

:BCRASH1_3954
if 
  $6965 == -1 
else_jump @BCRASH1_4142 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCRASH1_4142 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 98@ 101@ 104@ radius 4.0 4.0 4.0 
else_jump @BCRASH1_4142 
Marker.Disable(65@)
95@ = -2774.981 
96@ = -1591.26 
97@ = 140.388 
018A: 64@ = create_checkpoint_at 95@ 96@ 97@ 
00BC: show_text_highpriority GXT 'BCR1_18' time 5000 flag 1  // ~s~Du musst auf den ~y~Berg~s~ hinauf, um diesen Spitzel zu finden!
if 
  $2208 == 1 
else_jump @BCRASH1_4135 
0950: set_trip_skip -2767.883 -1634.114 140.3939 angle 0.0569 // versionA 

:BCRASH1_4135
$6965 = 0 

:BCRASH1_4142
if 
  $6965 == 0 
else_jump @BCRASH1_4299 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCRASH1_4299 
if 
  53@ == 0 
else_jump @BCRASH1_4299 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 95@ 96@ 97@ radius 150.0 150.0 150.0 
else_jump @BCRASH1_4299 
Marker.Disable(64@)
95@ = -2774.981 
96@ = -1591.26 
97@ = 140.388 
018A: 64@ = create_checkpoint_at 95@ 96@ 97@ 
$6967 = 0 
53@ = 1 

:BCRASH1_4299
if 
  $6965 == 0 
else_jump @BCRASH1_5490 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCRASH1_5490 
if 
  $6967 > 1 
else_jump @BCRASH1_4427 
if 
80E1:   not player 0 pressed_key 16 
else_jump @BCRASH1_4375 
38@ = 0 

:BCRASH1_4375
if 
  38@ == 0 
else_jump @BCRASH1_4427 
if 
00E1:   player 0 pressed_key 16 
else_jump @BCRASH1_4427 
00BE: text_clear_all 
266@ -= 1000 
$6967 = 6 

:BCRASH1_4427
if 
  $6967 == 0 
else_jump @BCRASH1_4617 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 95@ 96@ 97@ radius 100.0 100.0 100.0 
else_jump @BCRASH1_4617 
38@ = 1 
Player.CanMove($PLAYER_CHAR) = False
fade 0 300 

:BCRASH1_4508
if 
fading 
else_jump @BCRASH1_4532 
wait 0 
jump @BCRASH1_4508 

:BCRASH1_4532
gosub @BCRASH1_168 
gosub @BCRASH1_248 
gosub @BCRASH1_682 
gosub @BCRASH1_794 
01BD: 266@ = current_time_in_ms 
if 
  $2208 == 1 
else_jump @BCRASH1_4585 
0951: disable_trip_skip 

:BCRASH1_4585
if 
  $2208 == 0 
else_jump @BCRASH1_4610 
$2208 = 1 

:BCRASH1_4610
$6967 = 1 

:BCRASH1_4617
if 
  $6967 == 1 
else_jump @BCRASH1_4927 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
if 
  268@ > 250 
else_jump @BCRASH1_4927 
Camera.SetAtPos(70@, 71@, 72@)
Camera.SetPosition(-2795.861, -1536.975, 139.3093, 0.0, 0.0, 0.0)
Camera.PointAt(-2796.553, -1536.282, 139.5107, 2)
0395: clear_area 1 at 70@ 71@ 72@ radius 75.0 
02A3: enable_widescreen 1 
0169: set_fade_color_RGB 0 0 0 
fade 1 300 

:BCRASH1_4774
if 
fading 
else_jump @BCRASH1_4798 
wait 0 
jump @BCRASH1_4774 

:BCRASH1_4798
00BC: show_text_highpriority GXT 'BCR1_04' time 3000 flag 1  // ~s~Er ist da drin. Ruchere ihn aus!
Marker.Disable(64@)
if 
   not Actor.Dead(291@)
else_jump @BCRASH1_4843 
0618: assign_actor 291@ to_AS_pack 278@ 

:BCRASH1_4843
if 
   not Actor.Dead(292@)
else_jump @BCRASH1_4867 
0618: assign_actor 292@ to_AS_pack 279@ 

:BCRASH1_4867
if 
   not Actor.Dead(293@)
else_jump @BCRASH1_4891 
0618: assign_actor 293@ to_AS_pack 280@ 

:BCRASH1_4891
if 
   not Actor.Dead(294@)
else_jump @BCRASH1_4915 
0618: assign_actor 294@ to_AS_pack 281@ 

:BCRASH1_4915
01BD: 266@ = current_time_in_ms 
$6967 = 2 

:BCRASH1_4927
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_5490 
if 
  $6967 == 2 
else_jump @BCRASH1_5029 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
if 
  268@ > 3000 
else_jump @BCRASH1_5029 
00BC: show_text_highpriority GXT 'BCR1_19' time 3000 flag 1  // ~s~Hte dich vor der Bundespolizei!
01BD: 266@ = current_time_in_ms 
$6967 = 3 

:BCRASH1_5029
if 
  $6967 == 3 
else_jump @BCRASH1_5166 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
if 
  268@ > 3000 
else_jump @BCRASH1_5166 
00BC: show_text_highpriority GXT 'BCR1_20' time 4000 flag 1  // ~s~Denk daran, er muss noch halbwegs heil sein, wenn du das Foto von ihm machst!
Camera.SetPosition(-2793.092, -1510.473, 139.2297, 0.0, 0.0, 0.0)
Camera.PointAt(-2793.947, -1510.945, 139.4455, 2)
01BD: 266@ = current_time_in_ms 
$6967 = 4 

:BCRASH1_5166
if 
  $6967 == 4 
else_jump @BCRASH1_5236 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
if 
  268@ > 2000 
else_jump @BCRASH1_5236 
01BD: 266@ = current_time_in_ms 
$6967 = 5 

:BCRASH1_5236
if 
  $6967 == 5 
else_jump @BCRASH1_5306 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
if 
  268@ > 1500 
else_jump @BCRASH1_5306 
01BD: 266@ = current_time_in_ms 
$6967 = 6 

:BCRASH1_5306
if 
  $6967 == 6 
else_jump @BCRASH1_5490 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
if 
  268@ > 500 
else_jump @BCRASH1_5490 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if and
   not Actor.Dead(284@)
   not Car.Wrecked(322@)
else_jump @BCRASH1_5490 
285@ = Marker.CreateAboveActor(284@)
$6965 = 1 
$6967 = 7 
0615: define_AS_pack_begin 282@ 
05F5: AS_actor -1 goto_point -2822.47 -1518.595 139.7656 mode 4 -2 ms // versionB 
05F5: AS_actor -1 goto_point -2822.97 -1514.244 138.2893 mode 4 -2 ms // versionB 
05CB: AS_actor -1 enter_car 322@ as_driver -727379969 ms 
0616: define_AS_pack_end 282@ 

:BCRASH1_5490
if 
  $6965 == 1 
else_jump @BCRASH1_8165 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @BCRASH1_5908 
if 
   Actor.Dead(284@)
else_jump @BCRASH1_5681 
if 
   not Actor.Dead(291@)
else_jump @BCRASH1_5564 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5564
if 
   not Actor.Dead(292@)
else_jump @BCRASH1_5588 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5588
if 
   not Actor.Dead(293@)
else_jump @BCRASH1_5612 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5612
if 
   not Actor.Dead(294@)
else_jump @BCRASH1_5636 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5636
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_5681 
Car.SetImmunities(322@, 0, 0, 0, 0, 0)
Car.DoorStatus(322@) = 1
Car.LockInCurrentPosition(322@) = False

:BCRASH1_5681
if or
   Actor.Dead(291@)
   Actor.Dead(292@)
   Actor.Dead(293@)
   Actor.Dead(294@)
else_jump @BCRASH1_5908 
if 
  46@ == 0 
else_jump @BCRASH1_5761 
if 
   not Actor.Dead(291@)
else_jump @BCRASH1_5761 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 
46@ = 1 

:BCRASH1_5761
if 
  47@ == 0 
else_jump @BCRASH1_5810 
if 
   not Actor.Dead(292@)
else_jump @BCRASH1_5810 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 
47@ = 1 

:BCRASH1_5810
if 
  48@ == 0 
else_jump @BCRASH1_5859 
if 
   not Actor.Dead(293@)
else_jump @BCRASH1_5859 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 
48@ = 1 

:BCRASH1_5859
if 
  49@ == 0 
else_jump @BCRASH1_5908 
if 
   not Actor.Dead(294@)
else_jump @BCRASH1_5908 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 
49@ = 1 

:BCRASH1_5908
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCRASH1_8165 
if 
   not Actor.Dead(291@)
else_jump @BCRASH1_6413 
50@ = 1 
gosub @BCRASH1_13861 
0087: 302@ = 73@ // (float) 
0087: 307@ = 74@ // (float) 
0087: 312@ = 75@ // (float) 
if 
  41@ == 0 
else_jump @BCRASH1_6141 
if 
0100:   actor $PLAYER_ACTOR in_sphere 302@ 307@ 312@ radius 30.0 30.0 30.0 sphere 0 in_car 
else_jump @BCRASH1_6141 
if 
   not Car.Wrecked(272@)
else_jump @BCRASH1_6141 
0672: AS_actor 291@ attack_car 272@ 
41@ = 1 
46@ = 0 
if 
  56@ == 0 
else_jump @BCRASH1_6141 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_6141 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_6141 
0618: assign_actor 284@ to_AS_pack 282@ 
56@ = 1 

:BCRASH1_6141
if 
  46@ == 0 
else_jump @BCRASH1_6413 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 302@ 307@ 312@ radius 5.0 5.0 5.0 on_foot 
else_jump @BCRASH1_6288 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 
46@ = 1 
41@ = 0 
if 
  56@ == 0 
else_jump @BCRASH1_6288 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_6288 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_6288 
0618: assign_actor 284@ to_AS_pack 282@ 
56@ = 1 

:BCRASH1_6288
if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
else_jump @BCRASH1_6413 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 
46@ = 1 
41@ = 0 
if 
  56@ == 0 
else_jump @BCRASH1_6413 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_6413 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_6413 
0618: assign_actor 284@ to_AS_pack 282@ 
56@ = 1 

:BCRASH1_6413
if 
   not Actor.Dead(292@)
else_jump @BCRASH1_6902 
50@ = 2 
gosub @BCRASH1_13861 
0087: 303@ = 73@ // (float) 
0087: 308@ = 74@ // (float) 
0087: 313@ = 75@ // (float) 
if 
  42@ == 0 
else_jump @BCRASH1_6630 
if 
0100:   actor $PLAYER_ACTOR in_sphere 303@ 308@ 313@ radius 30.0 30.0 30.0 sphere 0 in_car 
else_jump @BCRASH1_6630 
if 
   not Car.Wrecked(272@)
else_jump @BCRASH1_6630 
0672: AS_actor 292@ attack_car 272@ 
42@ = 1 
47@ = 0 
if 
  56@ == 0 
else_jump @BCRASH1_6630 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_6630 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_6630 
0618: assign_actor 284@ to_AS_pack 282@ 
56@ = 1 

:BCRASH1_6630
if 
  47@ == 0 
else_jump @BCRASH1_6902 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 303@ 308@ 313@ radius 5.0 5.0 5.0 on_foot 
else_jump @BCRASH1_6777 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 
47@ = 1 
42@ = 0 
if 
  56@ == 0 
else_jump @BCRASH1_6777 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_6777 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_6777 
0618: assign_actor 284@ to_AS_pack 282@ 
56@ = 1 

:BCRASH1_6777
if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
else_jump @BCRASH1_6902 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 
47@ = 1 
42@ = 0 
if 
  56@ == 0 
else_jump @BCRASH1_6902 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_6902 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_6902 
0618: assign_actor 284@ to_AS_pack 282@ 
56@ = 1 

:BCRASH1_6902
if 
   not Actor.Dead(293@)
else_jump @BCRASH1_7391 
50@ = 3 
gosub @BCRASH1_13861 
0087: 304@ = 73@ // (float) 
0087: 309@ = 74@ // (float) 
0087: 314@ = 75@ // (float) 
if 
  43@ == 0 
else_jump @BCRASH1_7119 
if 
0100:   actor $PLAYER_ACTOR in_sphere 304@ 309@ 314@ radius 30.0 30.0 30.0 sphere 0 in_car 
else_jump @BCRASH1_7119 
if 
   not Car.Wrecked(272@)
else_jump @BCRASH1_7119 
0672: AS_actor 293@ attack_car 272@ 
43@ = 1 
48@ = 0 
if 
  56@ == 0 
else_jump @BCRASH1_7119 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_7119 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_7119 
0618: assign_actor 284@ to_AS_pack 282@ 
56@ = 1 

:BCRASH1_7119
if 
  48@ == 0 
else_jump @BCRASH1_7391 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 304@ 309@ 314@ radius 5.0 5.0 5.0 on_foot 
else_jump @BCRASH1_7266 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 
48@ = 1 
43@ = 0 
if 
  56@ == 0 
else_jump @BCRASH1_7266 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_7266 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_7266 
0618: assign_actor 284@ to_AS_pack 282@ 
56@ = 1 

:BCRASH1_7266
if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
else_jump @BCRASH1_7391 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 
48@ = 1 
43@ = 0 
if 
  56@ == 0 
else_jump @BCRASH1_7391 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_7391 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_7391 
0618: assign_actor 284@ to_AS_pack 282@ 
56@ = 1 

:BCRASH1_7391
if 
   not Actor.Dead(294@)
else_jump @BCRASH1_7880 
50@ = 4 
gosub @BCRASH1_13861 
0087: 305@ = 73@ // (float) 
0087: 310@ = 74@ // (float) 
0087: 315@ = 75@ // (float) 
if 
  44@ == 0 
else_jump @BCRASH1_7608 
if 
0100:   actor $PLAYER_ACTOR in_sphere 305@ 310@ 315@ radius 30.0 30.0 30.0 sphere 0 in_car 
else_jump @BCRASH1_7608 
if 
   not Car.Wrecked(272@)
else_jump @BCRASH1_7608 
0672: AS_actor 294@ attack_car 272@ 
44@ = 1 
49@ = 0 
if 
  56@ == 0 
else_jump @BCRASH1_7608 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_7608 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_7608 
0618: assign_actor 284@ to_AS_pack 282@ 
56@ = 1 

:BCRASH1_7608
if 
  49@ == 0 
else_jump @BCRASH1_7880 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 305@ 310@ 315@ radius 5.0 5.0 5.0 on_foot 
else_jump @BCRASH1_7755 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 
49@ = 1 
44@ = 0 
if 
  56@ == 0 
else_jump @BCRASH1_7755 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_7755 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_7755 
0618: assign_actor 284@ to_AS_pack 282@ 
56@ = 1 

:BCRASH1_7755
if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
else_jump @BCRASH1_7880 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 
49@ = 1 
44@ = 0 
if 
  56@ == 0 
else_jump @BCRASH1_7880 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_7880 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_7880 
0618: assign_actor 284@ to_AS_pack 282@ 
56@ = 1 

:BCRASH1_7880
if 
  56@ == 1 
else_jump @BCRASH1_7963 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_7963 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_7963 
if 
0448:   actor 284@ in_car 322@ 
else_jump @BCRASH1_7963 
$6967 = 0 
$6965 = 3 

:BCRASH1_7963
if 
   Actor.Dead(284@)
else_jump @BCRASH1_8120 
if 
   not Actor.Dead(291@)
else_jump @BCRASH1_8003 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8003
if 
   not Actor.Dead(292@)
else_jump @BCRASH1_8027 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8027
if 
   not Actor.Dead(293@)
else_jump @BCRASH1_8051 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8051
if 
   not Actor.Dead(294@)
else_jump @BCRASH1_8075 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8075
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_8120 
Car.SetImmunities(322@, 0, 0, 0, 0, 0)
Car.DoorStatus(322@) = 1
Car.LockInCurrentPosition(322@) = False

:BCRASH1_8120
if and
   Actor.Dead(291@)
   Actor.Dead(292@)
   Actor.Dead(293@)
   Actor.Dead(294@)
else_jump @BCRASH1_8165 
$6967 = 0 
$6965 = 2 

:BCRASH1_8165
if 
  $6965 == 2 
else_jump @BCRASH1_8313 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_8313 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_8290 
if 
  56@ == 0 
else_jump @BCRASH1_8269 
0618: assign_actor 284@ to_AS_pack 282@ 
56@ = 1 
$6967 = 0 
$6965 = 3 
jump @BCRASH1_8283 

:BCRASH1_8269
$6967 = 0 
$6965 = 3 

:BCRASH1_8283
jump @BCRASH1_8313 

:BCRASH1_8290
00BC: show_text_highpriority GXT 'BCR1_10' time 5000 flag 1  // ~s~Fotografiere die ~r~Leiche~s~.
$6965 = 7 

:BCRASH1_8313
if 
  $6965 == 3 
else_jump @BCRASH1_9346 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_9324 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_9279 
if 
   Actor.InCar(284@, 322@)
else_jump @BCRASH1_9193 
if 
  $6967 > 2 
else_jump @BCRASH1_8407 
$6967 = 0 

:BCRASH1_8407
if 
060E:   car 322@ assigned_to_path 
else_jump @BCRASH1_8606 
0407: store_coords_to 233@ 234@ 235@ from_car 322@ with_offset 0.0 4.0 0.0 
0087: 227@ = 233@ // (float) 
227@ -= 1.5 
0087: 228@ = 234@ // (float) 
228@ -= 1.5 
0087: 229@ = 235@ // (float) 
229@ -= 1.5 
0087: 230@ = 233@ // (float) 
230@ += 1.5 
0087: 231@ = 234@ // (float) 
231@ += 1.5 
0087: 232@ = 235@ // (float) 
232@ += 1.5 
if 
0339:   anything_in_cube_cornerA 227@ 228@ 229@ cornerB 230@ 231@ 232@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @BCRASH1_8606 
05EC: release_car 322@ from_path 

:BCRASH1_8606
if 
060E:   car 322@ assigned_to_path 
else_jump @BCRASH1_8690 
if 
0100:   actor 284@ in_sphere 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 20.0 20.0 20.0 sphere 0 in_car 
else_jump @BCRASH1_8690 
$6968 += 1 
$6969 += 1 

:BCRASH1_8690
if 
  $6967 == 0 
else_jump @BCRASH1_9016 
Car.Health(322@) = 1000
Car.SetMaxSpeed(322@, 40.0)
00AE: set_car 322@ traffic_behaviour_to 3 
Car.ImmuneToNonPlayer(322@) = True
Car.SetImmunities(322@, 0, 0, 0, 0, 0)
07C0: load_path 170 

:BCRASH1_8760
if 
87C1:   not path 170 available 
else_jump @BCRASH1_8787 
wait 0 
jump @BCRASH1_8760 

:BCRASH1_8787
if and
   not Car.Wrecked(322@)
   not Actor.Dead(284@)
else_jump @BCRASH1_8873 
if 
0448:   actor 284@ in_car 322@ 
else_jump @BCRASH1_8873 
Car.LockInCurrentPosition(322@) = False
05EB: assign_car 322@ to_path 170 
06FD: set_car 322@ speed_on_path_to 0.65 
072F: enable_car 322@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 1 // extended 03CC 

:BCRASH1_8873
00BC: show_text_highpriority GXT 'BCR1_07' time 4000 flag 1  // ~s~Der ~r~Verrter ~s~entkommt!
if 
   not Car.Wrecked(328@)
else_jump @BCRASH1_8942 
if and
847A:   not actor $PLAYER_ACTOR driving_bike 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @BCRASH1_8942 
00BB: show_text_lowpriority GXT 'BCR1_14' time 4000 flag 1  // ~s~Beschaff dir ein Fahrzeug!

:BCRASH1_8942
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2795.252, -1505.949, 138.8073, 0.0, 0.0, 0.0)
Camera.PointAt(-2796.0, -1506.586, 138.9953, 2)
01BD: 266@ = current_time_in_ms 
$6967 = 1 

:BCRASH1_9016
if 
  $6967 == 1 
else_jump @BCRASH1_9193 
if 
02CB:   actor $PLAYER_ACTOR bounding_sphere_visible 
else_jump @BCRASH1_9141 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCRASH1_9111 
03C0: 272@ = actor $PLAYER_ACTOR car 
Car.PutAt(272@, -2789.672, -1491.142, 137.1726)
Car.Angle(272@) = 227.9636
jump @BCRASH1_9141 

:BCRASH1_9111
Actor.PutAt($PLAYER_ACTOR, -2789.672, -1491.142, 137.1726)
Actor.Angle($PLAYER_ACTOR) = 227.9636

:BCRASH1_9141
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
if 
  268@ > 4000 
else_jump @BCRASH1_9193 
01BD: 266@ = current_time_in_ms 
$6967 = 2 

:BCRASH1_9193
if 
  $6967 == 2 
else_jump @BCRASH1_9272 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
if 
  268@ > 1 
else_jump @BCRASH1_9272 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
$6965 = 4 

:BCRASH1_9272
jump @BCRASH1_9317 

:BCRASH1_9279
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BC: show_text_highpriority GXT 'BCR1_10' time 5000 flag 1  // ~s~Fotografiere die ~r~Leiche~s~.
$6965 = 7 

:BCRASH1_9317
jump @BCRASH1_9346 

:BCRASH1_9324
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
$6965 = 4 

:BCRASH1_9346
if 
  $6965 == 4 
else_jump @BCRASH1_10974 
if 
   Car.Wrecked(322@)
else_jump @BCRASH1_9454 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_9454 
if 
844B:   not actor 284@ on_foot 
else_jump @BCRASH1_9447 
Actor.DestroyInstantly(284@)
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~Er ist nicht zu erkennen!
jump @BCRASH1_13511 
jump @BCRASH1_9454 

:BCRASH1_9447
$6965 = 7 

:BCRASH1_9454
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_10974 
if and
   not Actor.Dead(284@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCRASH1_10974 
if 
0448:   actor 284@ in_car 322@ 
else_jump @BCRASH1_10937 
if 
060E:   car 322@ assigned_to_path 
else_jump @BCRASH1_9594 
if 
0100:   actor 284@ in_sphere 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 15.0 15.0 15.0 sphere 0 in_car 
else_jump @BCRASH1_9594 
$6968 += 1 
$6969 += 1 

:BCRASH1_9594
if 
860E:   not car 322@ assigned_to_path 
else_jump @BCRASH1_10134 
if 
  34@ == 0 
else_jump @BCRASH1_9673 
05D1: AS_actor 284@ drive_car 322@ to 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) speed 321@ 3 model #NULL 2 
34@ = 1 

:BCRASH1_9673
if or
0495:   car 322@ burning 
01F4:   car 322@ flipped 
else_jump @BCRASH1_9746 
Car.SetMaxSpeed(322@, 0.0)
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_9739 
077A: set_actor 284@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 284@ decision_maker_to 65540 

:BCRASH1_9739
$6965 = 5 

:BCRASH1_9746
if 
  34@ == 1 
else_jump @BCRASH1_10041 
if 
001C:   $6970 > $6968 // (int) 
else_jump @BCRASH1_9955 
gosub @BCRASH1_13881 
if 
0100:   actor 284@ in_sphere 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 5.0 5.0 5.0 sphere 0 in_car 
else_jump @BCRASH1_9948 
if and
  $6968 > 7 
  19 > $6968 
else_jump @BCRASH1_9886 
321@ = 20.0 
jump @BCRASH1_9896 

:BCRASH1_9886
321@ = 30.0 

:BCRASH1_9896
$6968 += 1 
$6969 += 1 
05D1: AS_actor 284@ drive_car 322@ to 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) speed 321@ 3 model #NULL 2 

:BCRASH1_9948
jump @BCRASH1_10041 

:BCRASH1_9955
if 
0100:   actor 284@ in_sphere 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @BCRASH1_10041 
05D2: AS_actor 284@ run_to_and_hijack_car 322@ max_search_radius 50.0 traffic_behavior 2 
Car.SetMaxSpeed(322@, 50.0)
34@ = 2 

:BCRASH1_10041
if 
  34@ == 2 
else_jump @BCRASH1_10134 
if 
82CB:   not actor 284@ bounding_sphere_visible 
else_jump @BCRASH1_10134 
if 
8104:   not actor $PLAYER_ACTOR near_actor 284@ radius 100.0 100.0 100.0 sphere 0 
else_jump @BCRASH1_10134 
00BC: show_text_highpriority GXT 'BCR1_12' time 6000 flag 1  // ~r~Du hast ihn entwischen lassen!
jump @BCRASH1_13511 

:BCRASH1_10134
if 
  57@ == 0 
else_jump @BCRASH1_10293 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
if 
  268@ > 6000 
else_jump @BCRASH1_10293 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCRASH1_10293 
if 
060E:   car 322@ assigned_to_path 
else_jump @BCRASH1_10293 
if 
0205:   actor $PLAYER_ACTOR near_car 322@ radius 30.0 30.0 30.0 flag 0 
else_jump @BCRASH1_10293 
06FD: set_car 322@ speed_on_path_to 0.8 
00BC: show_text_highpriority GXT 'BCR1_15' time 6000 flag 1  // ~s~Erledige ~r~ihn~s~!
57@ = 1 

:BCRASH1_10293
if 
060E:   car 322@ assigned_to_path 
else_jump @BCRASH1_10562 
0407: store_coords_to 233@ 234@ 235@ from_car 322@ with_offset 0.0 4.0 0.0 
0087: 227@ = 233@ // (float) 
227@ -= 1.5 
0087: 228@ = 234@ // (float) 
228@ -= 1.5 
0087: 229@ = 235@ // (float) 
229@ -= 1.5 
0087: 230@ = 233@ // (float) 
230@ += 1.5 
0087: 231@ = 234@ // (float) 
231@ += 1.5 
0087: 232@ = 235@ // (float) 
232@ += 1.5 
if 
0339:   anything_in_cube_cornerA 227@ 228@ 229@ cornerB 230@ 231@ 232@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @BCRASH1_10492 
05EC: release_car 322@ from_path 

:BCRASH1_10492
if 
0495:   car 322@ burning 
else_jump @BCRASH1_10530 
05EC: release_car 322@ from_path 
Car.SetMaxSpeed(322@, 0.0)
$6965 = 5 

:BCRASH1_10530
269@ = Car.Health(322@)
if 
  900 > 269@ 
else_jump @BCRASH1_10562 
05EC: release_car 322@ from_path 

:BCRASH1_10562
if 
  51@ == 1 
else_jump @BCRASH1_10661 
Actor.StorePos($PLAYER_ACTOR, 67@, 68@, 69@)
Actor.StorePos(284@, 287@, 288@, 289@)
if 
86BD:   not no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @BCRASH1_10661 
01BD: 266@ = current_time_in_ms 
51@ = 0 

:BCRASH1_10661
if 
  51@ == 0 
else_jump @BCRASH1_10937 
Actor.StorePos($PLAYER_ACTOR, 67@, 68@, 69@)
Actor.StorePos(284@, 287@, 288@, 289@)
if 
86BD:   not no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @BCRASH1_10889 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
if and
  268@ > 1000 
  6000 > 268@ 
else_jump @BCRASH1_10811 
00BC: show_text_highpriority GXT 'BCR1_07' time 100 flag 1  // ~s~Der ~r~Verrter ~s~entkommt!

:BCRASH1_10811
if 
  268@ > 30000 
else_jump @BCRASH1_10889 
if 
8104:   not actor $PLAYER_ACTOR near_actor 284@ radius 25.0 25.0 25.0 sphere 0 
else_jump @BCRASH1_10889 
00BC: show_text_highpriority GXT 'BCR1_12' time 5000 flag 1  // ~r~Du hast ihn entwischen lassen!
jump @BCRASH1_13511 

:BCRASH1_10889
if 
06BD:   no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @BCRASH1_10937 
51@ = 1 

:BCRASH1_10937
if 
02BF:   car 322@ sunk 
else_jump @BCRASH1_10974 
if 
06FC:   car 322@ stuck_check_enabled 
else_jump @BCRASH1_10974 
03CD: disable_car 322@ stuck_check 

:BCRASH1_10974
if 
  $6965 == 5 
else_jump @BCRASH1_11258 
if 
   Car.Wrecked(322@)
else_jump @BCRASH1_11082 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_11082 
if 
844B:   not actor 284@ on_foot 
else_jump @BCRASH1_11075 
Actor.DestroyInstantly(284@)
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~Er ist nicht zu erkennen!
jump @BCRASH1_13511 
jump @BCRASH1_11082 

:BCRASH1_11075
$6965 = 6 

:BCRASH1_11082
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_11194 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_11187 
if 
01C1:   car 322@ stopped 
else_jump @BCRASH1_11187 
if 
0448:   actor 284@ in_car 322@ 
else_jump @BCRASH1_11187 
Car.StorePos(322@, 324@, 325@, 326@)
05CF: AS_actor 284@ exit_car 322@ when_at 324@ 325@ 326@ 
$6965 = 6 

:BCRASH1_11187
jump @BCRASH1_11258 

:BCRASH1_11194
if and
   not Actor.Dead(284@)
   not Car.Wrecked(322@)
else_jump @BCRASH1_11258 
if 
0448:   actor 284@ in_car 322@ 
else_jump @BCRASH1_11258 
05CF: AS_actor 284@ exit_car 322@ when_at 324@ 325@ 326@ 
$6965 = 6 

:BCRASH1_11258
if and
  $6965 > 0 
  7 > $6965 
else_jump @BCRASH1_11595 
if 
056D:   actor 284@ defined 
else_jump @BCRASH1_11595 
if 
09A8:   actor 284@ headshoted 
else_jump @BCRASH1_11361 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_11338 
Car.DoorStatus(322@) = 1

:BCRASH1_11338
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~Er ist nicht zu erkennen!
jump @BCRASH1_13511 

:BCRASH1_11361
if 
   Actor.Dead(284@)
else_jump @BCRASH1_11407 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_11400 
Car.DoorStatus(322@) = 1

:BCRASH1_11400
$6965 = 7 

:BCRASH1_11407
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_11439 
if 
04C5:   actor 284@ photographed 
else_jump @BCRASH1_11439 

:BCRASH1_11439
if 
  56@ == 1 
else_jump @BCRASH1_11595 
if 
   not 37@ == 2 
else_jump @BCRASH1_11595 
if 
   Car.Wrecked(322@)
else_jump @BCRASH1_11595 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_11595 
0615: define_AS_pack_begin 283@ 
05F5: AS_actor -1 goto_point -2822.47 -1518.595 139.7656 mode 4 -2 ms // versionB 
05F5: AS_actor -1 goto_point -2822.97 -1514.244 138.2893 mode 6 -2 ms // versionB 
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 5000000 
0616: define_AS_pack_end 283@ 
0618: assign_actor 284@ to_AS_pack 283@ 
37@ = 2 

:BCRASH1_11595
if 
  $6965 == 6 
else_jump @BCRASH1_11700 
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_11700 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_11700 
if 
8448:   not actor 284@ in_car 322@ 
else_jump @BCRASH1_11700 
Marker.Disable(285@)
285@ = Marker.CreateAboveActor(284@)
00BC: show_text_highpriority GXT 'BCR1_08' time 5000 flag 1  // ~s~Der ~r~Verrter ~s~flieht zu Fu!
$6965 = 7 

:BCRASH1_11700
if 
  $6965 > 3 
else_jump @BCRASH1_11775 
if 
  52@ == 0 
else_jump @BCRASH1_11775 
if 
856D:   not actor 284@ defined 
else_jump @BCRASH1_11775 
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~Er ist nicht zu erkennen!
jump @BCRASH1_13511 

:BCRASH1_11775
if 
  $6965 == 7 
else_jump @BCRASH1_12538 
if 
056D:   actor 284@ defined 
else_jump @BCRASH1_11848 
if 
09A8:   actor 284@ headshoted 
else_jump @BCRASH1_11848 
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~Er ist nicht zu erkennen!
jump @BCRASH1_13511 

:BCRASH1_11848
if 
  52@ == 0 
else_jump @BCRASH1_12477 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_12401 
if 
  37@ == 0 
else_jump @BCRASH1_12005 
Actor.StorePos(284@, 287@, 288@, 289@)
if 
   not Car.Wrecked(322@)
else_jump @BCRASH1_11948 
062E: unknown_get_actor 284@ task 1487 status_store_to 36@ // ret 7 if not found 
jump @BCRASH1_11955 

:BCRASH1_11948
04AF: 36@ = 7 // @ = any 

:BCRASH1_11955
if 
04A4:   36@ == 7 // @ == any 
else_jump @BCRASH1_12005 
05DB: AS_actor 284@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit 100000000 
37@ = 1 
36@ = 5 

:BCRASH1_12005
if 
  37@ == 1 
else_jump @BCRASH1_12070 
062E: unknown_get_actor 284@ task 1499 status_store_to 36@ // ret 7 if not found 
if 
04A4:   36@ == 7 // @ == any 
else_jump @BCRASH1_12070 
05DB: AS_actor 284@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit 100000000 

:BCRASH1_12070
if 
  51@ == 1 
else_jump @BCRASH1_12169 
Actor.StorePos($PLAYER_ACTOR, 67@, 68@, 69@)
Actor.StorePos(284@, 287@, 288@, 289@)
if 
86BD:   not no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @BCRASH1_12169 
01BD: 266@ = current_time_in_ms 
51@ = 0 

:BCRASH1_12169
if 
  51@ == 0 
else_jump @BCRASH1_12401 
Actor.StorePos($PLAYER_ACTOR, 67@, 68@, 69@)
Actor.StorePos(284@, 287@, 288@, 289@)
if 
86BD:   not no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @BCRASH1_12353 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
if 
  268@ > 1000 
else_jump @BCRASH1_12311 
00BC: show_text_highpriority GXT 'BCR1_07' time 100 flag 1  // ~s~Der ~r~Verrter ~s~entkommt!

:BCRASH1_12311
if 
  268@ > 15000 
else_jump @BCRASH1_12353 
00BC: show_text_highpriority GXT 'BCR1_12' time 5000 flag 1  // ~r~Du hast ihn entwischen lassen!
jump @BCRASH1_13511 

:BCRASH1_12353
if 
06BD:   no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @BCRASH1_12401 
51@ = 1 

:BCRASH1_12401
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCRASH1_12477 
if 
056D:   actor 284@ defined 
else_jump @BCRASH1_12477 
if 
04C5:   actor 284@ photographed 
else_jump @BCRASH1_12477 
if 
   Actor.Dead(284@)
else_jump @BCRASH1_12477 
Marker.Disable(285@)
52@ = 1 

:BCRASH1_12477
if 
  52@ == 1 
else_jump @BCRASH1_12538 
018A: 66@ = create_checkpoint_at -2044.1 -2523.86 31.11 
00BC: show_text_highpriority GXT 'BCR1_17' time 5000 flag 1  // ~s~Bring die Kamera zum ~y~bergabeort~s~.
$6965 = 8 

:BCRASH1_12538
if 
  $6965 == 8 
else_jump @BCRASH1_12636 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCRASH1_12636 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2044.1 -2523.86 31.11 radius 1.2 1.2 2.0 on_foot 
else_jump @BCRASH1_12636 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 0 
jump @BCRASH1_13609 

:BCRASH1_12636
if 
  $6965 == 7 
else_jump @BCRASH1_13301 
if 
  52@ == 0 
else_jump @BCRASH1_13192 
041A: 276@ = actor $PLAYER_ACTOR weapon 43 ammo 
if 
  276@ > 0 
else_jump @BCRASH1_13052 
if 
  59@ == 2 
else_jump @BCRASH1_12738 
0888: create_marker_above_actor 284@ handle_as 285@ // versionB 
Marker.Disable(271@)
59@ = 1 

:BCRASH1_12738
if 
  59@ == 1 
else_jump @BCRASH1_13045 
if 
04AD:   actor 284@ in_water 
else_jump @BCRASH1_12779 
$6966 = 1 

:BCRASH1_12779
if and
   not Actor.Dead($PLAYER_ACTOR)
   Actor.Dead(284@)
else_jump @BCRASH1_13045 
00BC: show_text_highpriority GXT 'BCR1_10' time 100 flag 1  // ~s~Fotografiere die ~r~Leiche~s~.
if 
056D:   actor 284@ defined 
else_jump @BCRASH1_13045 
if 
   Actor.Dead(284@)
else_jump @BCRASH1_13045 
if 
  58@ == 0 
else_jump @BCRASH1_12914 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 287@ 288@ 289@ radius 5.0 5.0 5.0 
else_jump @BCRASH1_12914 
58@ = 1 

:BCRASH1_12914
if 
  58@ == 1 
else_jump @BCRASH1_13045 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 287@ 288@ 289@ radius 100.0 100.0 30.0 
else_jump @BCRASH1_13045 
if 
  $6966 == 1 
else_jump @BCRASH1_13022 
00BC: show_text_highpriority GXT 'BCR1_16' time 5000 flag 1  // ~r~Die Bussarde haben ihn!
jump @BCRASH1_13511 
jump @BCRASH1_13045 

:BCRASH1_13022
00BC: show_text_highpriority GXT 'BCR1_16' time 5000 flag 1  // ~r~Die Bussarde haben ihn!
jump @BCRASH1_13511 

:BCRASH1_13045
jump @BCRASH1_13192 

:BCRASH1_13052
if 
   Actor.Dead(284@)
else_jump @BCRASH1_13192 
if 
  59@ == 1 
else_jump @BCRASH1_13111 
if 
  276@ == 0 
else_jump @BCRASH1_13111 
59@ = 0 

:BCRASH1_13111
if 
  59@ == 0 
else_jump @BCRASH1_13192 
00BC: show_text_highpriority GXT 'BCR1_11' time 5000 flag 1  // ~s~Du brauchst eine ~g~Kamera~s~. Geh und hol dir eine.
Marker.Disable(285@)
032B: 270@ = create_weapon_pickup #CAMERA group 3 ammo 24 at -2044.1 -2523.86 31.11 
03DC: 271@ = create_marker_above_pickup 270@ 
59@ = 2 

:BCRASH1_13192
if and
  37@ == 0 
   not $6965 == 4 
   not $6965 == 5 
else_jump @BCRASH1_13301 
if and
   not Actor.Dead(284@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCRASH1_13301 
if 
00F2:   actor $PLAYER_ACTOR near_actor 284@ radius 10.0 10.0 0 
else_jump @BCRASH1_13301 
05DB: AS_actor 284@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit 100000000 
37@ = 1 

:BCRASH1_13301
if 
  $6965 > 3 
else_jump @BCRASH1_13483 
if 
  54@ == 1 
else_jump @BCRASH1_13483 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(328@)
   not Actor.Dead(284@)
else_jump @BCRASH1_13483 
if or
   Actor.InCar($PLAYER_ACTOR, 328@)
8202:   not actor $PLAYER_ACTOR near_car 328@ radius 50.0 50.0 flag 0 
else_jump @BCRASH1_13425 
00BB: show_text_lowpriority GXT 'BCR1_13' time 5000 flag 1  // ~s~Stelle ~r~ihn ~s~und dann beseitige ihn!
54@ = 0 

:BCRASH1_13425
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCRASH1_13483 
if 
   not Actor.InCar($PLAYER_ACTOR, 328@)
else_jump @BCRASH1_13483 
00BB: show_text_lowpriority GXT 'BCR1_13' time 5000 flag 1  // ~s~Stelle ~r~ihn ~s~und dann beseitige ihn!
54@ = 0 

:BCRASH1_13483
jump @BCRASH1_3584 
wait 1500 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
jump @BCRASH1_13609 

:BCRASH1_13511
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCRASH1_13586 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCRASH1_13586 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 43)
else_jump @BCRASH1_13586 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 0 

:BCRASH1_13586
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_13607 
Actor.DestroyInstantly(284@)

:BCRASH1_13607
return 

:BCRASH1_13609
0318: set_latest_mission_passed 'BCRASH1'  // Californian Badlands
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION ERFLLT!
Player.ClearWantedLevel($PLAYER_CHAR)
0629: change_integer_stat 319 to 1 
0394: play_music 1 
$MISSION_BADLANDS_PASSED += 1 
Marker.Disable($484)
$RECALL_TIME = 15000 
return 

:BCRASH1_13680
gosub @BCRASH1_241 
gosub @BCRASH1_670 
gosub @BCRASH1_785 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCRASH1_13760 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCRASH1_13760 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 43)
else_jump @BCRASH1_13760 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 36 

:BCRASH1_13760
if 
   not Car.Wrecked(328@)
else_jump @BCRASH1_13791 
Car.SetImmunities(328@, 0, 0, 0, 0, 0)

:BCRASH1_13791
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
Model.Destroy(#CAMERA)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#SANCHEZ)
Marker.Disable(285@)
Marker.Disable(64@)
Marker.Disable(65@)
Marker.Disable(66@)
Marker.Disable(271@)
Pickup.Destroy(270@)
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:BCRASH1_13861
Actor.StorePos(290@(50@,5i), 73@, 74@, 75@)
return 

:BCRASH1_13881
62@ = -1 
60@ = 1E07 
63@ = 38 

:BCRASH1_13905
if 
  38 > 63@ 
else_jump @BCRASH1_14093 
if 
   not Actor.Dead(284@)
else_jump @BCRASH1_14079 
0509: 61@ = distance_between_XY 287@ 288@ and_XY 107@($6968,40f) 147@($6968,40f) 
if 
0025:   60@ > 61@ // (float) 
else_jump @BCRASH1_14079 
0087: 60@ = 61@ // (float) 
0085: 62@ = 63@ // (int) 
if 
0025:   187@($6968,40f) > 187@(62@,40f) // (float) 
else_jump @BCRASH1_14079 
0087: 61@ = 187@($6968,40f) // (float) 
0063: 61@ -= 187@(62@,40f) // (float) 
if 
  61@ > 3.0 
else_jump @BCRASH1_14079 
008A: $6968 = 62@ // (int) 

:BCRASH1_14079
63@ += 1 
jump @BCRASH1_13905 

:BCRASH1_14093
return 

//-------------Mission 40---------------
// Originally: First Date

:CATALIN
gosub @CATALIN_36 
if 
wasted_or_busted 
else_jump @CATALIN_27 
gosub @CATALIN_7507 

:CATALIN_27
gosub @CATALIN_7530 
end_thread 

:CATALIN_36
$ONMISSION = 1 
increment_mission_attempts 
thread 'CATALIN' 
wait 0 
054C: use_GXT_table 'CAT' 
52@ = 0 
53@ = 0 
54@ = 0 
008B: 55@ = $PLAYER_ACTOR // (int) 
08F5: save_player_group 
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 0 
else_jump @CATALIN_1203 
select_interior 1 
02E4: load_cutscene_data 'CAT_1' 

:CATALIN_135
if 
86B9:   not cutscene_data_loaded 
else_jump @CATALIN_159 
wait 0 
jump @CATALIN_135 

:CATALIN_159
02E7: start_cutscene 
fade 1 1000 

:CATALIN_168
if 
82E9:   not cutscene_reached_end 
else_jump @CATALIN_192 
wait 0 
jump @CATALIN_168 

:CATALIN_192
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CATALIN_207
if 
fading 
else_jump @CATALIN_231 
wait 0 
jump @CATALIN_207 

:CATALIN_231
select_interior 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_248
if 
823D:   not special_actor 5 loaded 
else_jump @CATALIN_287 
wait 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 
jump @CATALIN_248 

:CATALIN_287
0395: clear_area 0 at 681.1634 -478.1859 15.3281 radius 0.5 
Camera.SetAtPos(681.1634, -478.1859, 15.3281)
Actor.PutAt($PLAYER_ACTOR, 681.1634, -478.1859, 15.3281)
Actor.Angle($PLAYER_ACTOR) = 177.0008
Camera.SetBehindPlayer
$ACTOR_CATALINA = Actor.Create(Special, #SPECIAL05, 682.8292, -477.8332, 15.3359)
Actor.Angle($ACTOR_CATALINA) = 149.5317
05AA: 56@s = 'CAT_AA'  // ~z~Wo ist dein Auto?
05AA: 58@s = 'CAT_AB'  // ~z~Wo ist deins?
05AA: 60@s = 'CAT_AC'  // ~z~Ladies fahren nicht selber, dafr sind Mnner da!
05AA: 62@s = 'CAT_AD'  // ~z~Oh, Gott! Danke, Cesar. Bist 'n echter Freund!
04AF: 96@ = 8600 // @ = any 
04AF: 97@ = 8601 // @ = any 
04AF: 98@ = 8602 // @ = any 
04AF: 99@ = 8603 // @ = any 
008B: 116@ = $ACTOR_CATALINA // (int) 
0085: 117@ = 55@ // (int) 
008B: 118@ = $ACTOR_CATALINA // (int) 
0085: 119@ = 55@ // (int) 
52@ = 4 
05AA: 136@s = 'CAT_BA'  // ~z~Wie heit du eigentlich? Wohin fahren wir?
05AA: 138@s = 'CAT_BB'  // ~z~Ich heie Catalina und wir krallen uns jeden Scheicent im ganzen County.
05AA: 140@s = 'CAT_BC'  // ~z~Okay, guter Plan... h, denk ich mal?
05AA: 142@s = 'CAT_BD'  // ~z~Du hast verdammt Recht, das ist ein guter Plan!
05AA: 144@s = 'CAT_BE'  // ~z~Ich hab vier einfache Ziele ins Auge gefasst:
05AA: 146@s = 'CAT_BH'  // ~z~Einen Schnapsladen in Blueberry.
05AA: 148@s = 'CAT_BG'  // ~z~Eine Bank in Palomino Creek.
05AA: 150@s = 'CAT_BF'  // ~z~Eine Tankstelle in Dillimore.
05AA: 152@s = 'CAT_BI'  // ~z~Und ein Wettbro in Montgomery.
05AA: 154@s = 'CAT_BJ'  // ~z~Moment mal. Wohin zuerst?
05AA: 156@s = 'CAT_BK'  // ~z~Du bist der Fahrer, du Volltrottel, du entscheidest!
04AF: 160@ = 8604 // @ = any 
04AF: 161@ = 8605 // @ = any 
04AF: 162@ = 8606 // @ = any 
04AF: 163@ = 8607 // @ = any 
04AF: 164@ = 8608 // @ = any 
04AF: 165@ = 8611 // @ = any 
04AF: 166@ = 8610 // @ = any 
04AF: 167@ = 8609 // @ = any 
04AF: 168@ = 8612 // @ = any 
04AF: 169@ = 8613 // @ = any 
04AF: 170@ = 8614 // @ = any 
0085: 172@ = 55@ // (int) 
008B: 173@ = $ACTOR_CATALINA // (int) 
0085: 174@ = 55@ // (int) 
008B: 175@ = $ACTOR_CATALINA // (int) 
008B: 176@ = $ACTOR_CATALINA // (int) 
008B: 177@ = $ACTOR_CATALINA // (int) 
008B: 178@ = $ACTOR_CATALINA // (int) 
008B: 179@ = $ACTOR_CATALINA // (int) 
008B: 180@ = $ACTOR_CATALINA // (int) 
0085: 181@ = 55@ // (int) 
008B: 182@ = $ACTOR_CATALINA // (int) 
53@ = 11 
05AA: 184@s = 'CAT_CA'  // ~z~Du bist ganz schn reizbar, junge Dame.
05AA: 186@s = 'CAT_CB'  // ~z~Ach ja? Und was bist du dann?
05AA: 188@s = 'CAT_CC'  // ~z~Etwa 'n total relaxter Gangbanger oder was?
05AA: 190@s = 'CAT_CD'  // ~z~Ich misch mich nun mal nicht in fremde Angelegenheiten ein. So bin ich.
05AA: 192@s = 'CAT_CE'  // ~z~Cesar sagt, einer von deinen Brdern sitzt im Knast,
05AA: 194@s = 'CAT_CF'  // ~z~ein weiterer ist tot, deine Mutter wurde gerade umgelegt
05AA: 196@s = 'CAT_CG'  // ~z~und ein korrupter Bulle hat dich am Arsch.
05AA: 198@s = 'CAT_CH'  // ~z~Ich hr dir berhaupt nicht zu.
05AA: 200@s = 'CAT_CI'  // ~z~Und du willst mir erzhlen, dass du dich nicht in fremde Angelegenheiten mischst, Amigo?
05AA: 202@s = 'CAT_CJ'  // ~z~Du denkst, du bist cool? Du bist ein Idiot, sonst nichts.
05AA: 204@s = 'CAT_CK'  // ~z~Und du bist ein Ausbund an Charme. Eine echte Lady.
04AF: 208@ = 8615 // @ = any 
04AF: 209@ = 8616 // @ = any 
04AF: 210@ = 8617 // @ = any 
04AF: 211@ = 8618 // @ = any 
04AF: 212@ = 8619 // @ = any 
04AF: 213@ = 8620 // @ = any 
04AF: 214@ = 8621 // @ = any 
04AF: 215@ = 8622 // @ = any 
04AF: 216@ = 8623 // @ = any 
04AF: 217@ = 8624 // @ = any 
04AF: 218@ = 8625 // @ = any 
0085: 220@ = 55@ // (int) 
008B: 221@ = $ACTOR_CATALINA // (int) 
008B: 222@ = $ACTOR_CATALINA // (int) 
0085: 223@ = 55@ // (int) 
008B: 224@ = $ACTOR_CATALINA // (int) 
008B: 225@ = $ACTOR_CATALINA // (int) 
008B: 226@ = $ACTOR_CATALINA // (int) 
0085: 227@ = 55@ // (int) 
008B: 228@ = $ACTOR_CATALINA // (int) 
008B: 229@ = $ACTOR_CATALINA // (int) 
0085: 230@ = 55@ // (int) 
54@ = 11 
jump @CATALIN_3878 

:CATALIN_1203
set_weather 13 
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 1 
else_jump @CATALIN_2211 
02E4: load_cutscene_data 'CAT_2' 

:CATALIN_1236
if 
86B9:   not cutscene_data_loaded 
else_jump @CATALIN_1260 
wait 0 
jump @CATALIN_1236 

:CATALIN_1260
0395: clear_area 0 at 868.521 -30.0862 63.1875 radius 5.8 
02E7: start_cutscene 
fade 1 1000 

:CATALIN_1293
if 
82E9:   not cutscene_reached_end 
else_jump @CATALIN_1317 
wait 0 
jump @CATALIN_1293 

:CATALIN_1317
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CATALIN_1332
if 
fading 
else_jump @CATALIN_1356 
wait 0 
jump @CATALIN_1332 

:CATALIN_1356
select_interior 0 
0629: change_integer_stat 341 to 1 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_1380
if 
823D:   not special_actor 5 loaded 
else_jump @CATALIN_1419 
wait 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 
jump @CATALIN_1380 

:CATALIN_1419
0395: clear_area 0 at 868.4825 -29.6753 62.1875 radius 0.5 
Camera.SetAtPos(868.4825, -29.6753, 62.1875)
Actor.PutAt($PLAYER_ACTOR, 868.4825, -29.6753, 62.1875)
Actor.Angle($PLAYER_ACTOR) = 157.9281
Camera.SetBehindPlayer
$ACTOR_CATALINA = Actor.Create(Special, #SPECIAL05, 867.7455, -29.0865, 62.1875)
Actor.Angle($ACTOR_CATALINA) = 225.9654
05AA: 56@s = 'CAT_FA'  // ~z~Hey, was steht noch auf der Liste?
04AF: 96@ = 8657 // @ = any 
0085: 116@ = 55@ // (int) 
05AA: 58@s = 'CAT_FB'  // ~z~Bist du prall? Hast du's schon vergessen?
04AF: 97@ = 8658 // @ = any 
008B: 117@ = $ACTOR_CATALINA // (int) 
37@ = 2 
if 
  $MISSION_TANKER_COMMANDER_PASSED == 0 
else_jump @CATALIN_1661 
05AA: 56@(37@,20s) = 'CAT_FC'  // ~z~Die Tankstelle in Dillimore.
04AF: 96@(37@,20i) = 8659 // @ = any 
008B: 116@(37@,20i) = $ACTOR_CATALINA // (int) 
37@ += 1 

:CATALIN_1661
if 
  $MISSION_SMALL_TOWN_BANK_PASSED == 0 
else_jump @CATALIN_1728 
05AA: 56@(37@,20s) = 'CAT_FD'  // ~z~Die Bank in Palomino Creek.
04AF: 96@(37@,20i) = 8660 // @ = any 
008B: 116@(37@,20i) = $ACTOR_CATALINA // (int) 
37@ += 1 

:CATALIN_1728
if 
  $MISSION_LOCAL_LIQUOR_STORE_PASSED == 0 
else_jump @CATALIN_1862 
if 
  $ALL_CATALINA_MISSIONS_PASSED == 0 
else_jump @CATALIN_1813 
05AA: 56@(37@,20s) = 'CAT_FE'  // ~z~Der Schnapsladen in Blueberry.
04AF: 96@(37@,20i) = 8661 // @ = any 
008B: 116@(37@,20i) = $ACTOR_CATALINA // (int) 
jump @CATALIN_1855 

:CATALIN_1813
05AA: 56@(37@,20s) = 'CAT_FG'  // ~z~Oder der Schnapsladen in Blueberry.
04AF: 96@(37@,20i) = 8663 // @ = any 
008B: 116@(37@,20i) = $ACTOR_CATALINA // (int) 

:CATALIN_1855
37@ += 1 

:CATALIN_1862
if 
  $ALL_CATALINA_MISSIONS_PASSED == 0 
else_jump @CATALIN_1929 
05AA: 56@(37@,20s) = 'CAT_FH'  // ~z~Oder das Wettbro in Montgomery.
04AF: 96@(37@,20i) = 8664 // @ = any 
008B: 116@(37@,20i) = $ACTOR_CATALINA // (int) 
37@ += 1 

:CATALIN_1929
05AA: 56@(37@,20s) = 'CAT_FI'  // ~z~Okay, aber dieses Mal gehen wir relaxed an die Sache ran,
04AF: 96@(37@,20i) = 8665 // @ = any 
0085: 116@(37@,20i) = 55@ // (int) 
37@ += 1 
05AA: 56@(37@,20s) = 'CAT_FJ'  // ~z~keine durchgeknallte Psychoscheie, okay?
04AF: 96@(37@,20i) = 8666 // @ = any 
0085: 116@(37@,20i) = 55@ // (int) 
37@ += 1 
05AA: 56@(37@,20s) = 'CAT_FK'  // ~z~Das gilt aber nur fr dich, du Memme.
04AF: 96@(37@,20i) = 8667 // @ = any 
008B: 116@(37@,20i) = $ACTOR_CATALINA // (int) 
37@ += 1 
0085: 52@ = 37@ // (int) 
05AA: 136@s = 'CAT_FL'  // ~z~Mir ist heute danach, alle Kerle umzulegen, die mir in die Quere kommen!
05AA: 138@s = 'CAT_FM'  // ~z~Baby!
05AA: 140@s = 'CAT_FN'  // ~z~Bleib locker, bei ein paar Mnnern mach ich eine Ausnahme.
05AA: 142@s = 'CAT_FO'  // ~z~Los, fahr schneller!
04AF: 160@ = 8668 // @ = any 
04AF: 161@ = 8669 // @ = any 
04AF: 162@ = 8670 // @ = any 
04AF: 163@ = 8671 // @ = any 
008B: 172@ = $ACTOR_CATALINA // (int) 
0085: 173@ = 55@ // (int) 
008B: 174@ = $ACTOR_CATALINA // (int) 
008B: 175@ = $ACTOR_CATALINA // (int) 
53@ = 4 

:CATALIN_2211
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 2 
else_jump @CATALIN_3101 
02E4: load_cutscene_data 'CAT_3' 

:CATALIN_2240
if 
86B9:   not cutscene_data_loaded 
else_jump @CATALIN_2264 
wait 0 
jump @CATALIN_2240 

:CATALIN_2264
0395: clear_area 0 at 868.521 -30.0862 63.1875 radius 5.8 
02E7: start_cutscene 
fade 1 1000 

:CATALIN_2297
if 
82E9:   not cutscene_reached_end 
else_jump @CATALIN_2321 
wait 0 
jump @CATALIN_2297 

:CATALIN_2321
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CATALIN_2336
if 
fading 
else_jump @CATALIN_2360 
wait 0 
jump @CATALIN_2336 

:CATALIN_2360
select_interior 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_2377
if 
823D:   not special_actor 5 loaded 
else_jump @CATALIN_2416 
wait 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 
jump @CATALIN_2377 

:CATALIN_2416
0395: clear_area 0 at 868.4825 -29.6753 62.1875 radius 0.5 
Camera.SetAtPos(868.4825, -29.6753, 62.1875)
Actor.PutAt($PLAYER_ACTOR, 868.4825, -29.6753, 62.1875)
Actor.Angle($PLAYER_ACTOR) = 157.9281
Camera.SetBehindPlayer
$ACTOR_CATALINA = Actor.Create(Special, #SPECIAL05, 867.7455, -29.0865, 62.1875)
Actor.Angle($ACTOR_CATALINA) = 225.9654
05AA: 56@s = 'CAT_KA'  // ~z~Und, wie war's fr dich?
05AA: 58@s = 'CAT_KB'  // ~z~Mal was Anderes...
05AA: 60@s = 'CAT_KC'  // ~z~Ich wusste, dass es dir gefallen wrde!
05AA: 62@s = 'CAT_KD'  // ~z~Hey, Baby, ich dachte, wir machen jetzt endlich mal fette Beute.
05AA: 64@s = 'CAT_KE'  // ~z~Langsam langweilst du mich echt.
05AA: 66@s = 'CAT_KF'  // ~z~Ich brauch einfach das Geld.
05AA: 68@s = 'CAT_KG'  // ~z~Und ich bin nur 'n billiger Fick fr dich, oder was?
05AA: 70@s = 'CAT_KH'  // ~z~'Ne Nutte, die du nicht mal bezahlen musst.
05AA: 72@s = 'CAT_KI'  // ~z~Nein, das hab ich nicht gesagt.
05AA: 74@s = 'CAT_KJ'  // ~z~Carl, ich sag dir, dass ich in dich verliebt bin, und du behandelst mich wie 'ne Idiotin.
05AA: 76@s = 'CAT_KK'  // ~z~Ich sehe doch, wie du andere Frauen anschaust.
05AA: 78@s = 'CAT_KL'  // ~z~Ich kenn Typen wie dich, Carl. Ich mein's ernst.
05AA: 80@s = 'CAT_KM'  // ~z~Wenn du mich jemals bescheit, bring ich dich um.
05AA: 82@s = 'CAT_KN'  // ~z~Erst kastrier ich dich.
05AA: 84@s = 'CAT_KO'  // ~z~Dann lass ich dich deine Eier essen.
05AA: 86@s = 'CAT_KP'  // ~z~Es reicht! Ich brauche Geld, verdammte Scheie!
05AA: 88@s = 'CAT_KQ'  // ~z~Carl, du langweilst mich wirklich.
05AA: 90@s = 'CAT_KR'  // ~z~Bitte, Se. Ich steck in ernsthaften Schwierigkeiten.
05AA: 92@s = 'CAT_KS'  // ~z~Okay. Vielleicht landen wir heute den groen Coup.
04AF: 96@ = 8692 // @ = any 
04AF: 97@ = 8693 // @ = any 
04AF: 98@ = 8694 // @ = any 
04AF: 99@ = 8695 // @ = any 
04AF: 100@ = 8696 // @ = any 
04AF: 101@ = 8697 // @ = any 
04AF: 102@ = 8698 // @ = any 
04AF: 103@ = 8699 // @ = any 
04AF: 104@ = 8700 // @ = any 
04AF: 105@ = 8701 // @ = any 
04AF: 106@ = 8702 // @ = any 
04AF: 107@ = 8703 // @ = any 
04AF: 108@ = 8704 // @ = any 
04AF: 109@ = 8705 // @ = any 
04AF: 110@ = 8706 // @ = any 
04AF: 111@ = 8707 // @ = any 
04AF: 112@ = 8708 // @ = any 
04AF: 113@ = 8709 // @ = any 
04AF: 114@ = 8710 // @ = any 
008B: 116@ = $ACTOR_CATALINA // (int) 
0085: 117@ = 55@ // (int) 
008B: 118@ = $ACTOR_CATALINA // (int) 
0085: 119@ = 55@ // (int) 
008B: 120@ = $ACTOR_CATALINA // (int) 
0085: 121@ = 55@ // (int) 
008B: 122@ = $ACTOR_CATALINA // (int) 
008B: 123@ = $ACTOR_CATALINA // (int) 
0085: 124@ = 55@ // (int) 
008B: 125@ = $ACTOR_CATALINA // (int) 
008B: 126@ = $ACTOR_CATALINA // (int) 
008B: 127@ = $ACTOR_CATALINA // (int) 
008B: 128@ = $ACTOR_CATALINA // (int) 
008B: 129@ = $ACTOR_CATALINA // (int) 
008B: 130@ = $ACTOR_CATALINA // (int) 
0085: 131@ = 55@ // (int) 
008B: 132@ = $ACTOR_CATALINA // (int) 
0085: 133@ = 55@ // (int) 
008B: 134@ = $ACTOR_CATALINA // (int) 
52@ = 19 

:CATALIN_3101
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 3 
else_jump @CATALIN_3878 
02E4: load_cutscene_data 'CAT_4' 

:CATALIN_3130
if 
86B9:   not cutscene_data_loaded 
else_jump @CATALIN_3154 
wait 0 
jump @CATALIN_3130 

:CATALIN_3154
0395: clear_area 0 at 868.521 -30.0862 63.1875 radius 5.8 
02E7: start_cutscene 
fade 1 1000 

:CATALIN_3187
if 
82E9:   not cutscene_reached_end 
else_jump @CATALIN_3211 
wait 0 
jump @CATALIN_3187 

:CATALIN_3211
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CATALIN_3226
if 
fading 
else_jump @CATALIN_3250 
wait 0 
jump @CATALIN_3226 

:CATALIN_3250
select_interior 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_3267
if 
823D:   not special_actor 5 loaded 
else_jump @CATALIN_3306 
wait 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 
jump @CATALIN_3267 

:CATALIN_3306
0395: clear_area 0 at 868.4825 -29.6753 62.1875 radius 0.5 
Camera.SetAtPos(868.4825, -29.6753, 62.1875)
Actor.PutAt($PLAYER_ACTOR, 868.4825, -29.6753, 62.1875)
Actor.Angle($PLAYER_ACTOR) = 157.9281
Camera.SetBehindPlayer
$ACTOR_CATALINA = Actor.Create(Special, #SPECIAL05, 867.7455, -29.0865, 62.1875)
Actor.Angle($ACTOR_CATALINA) = 225.9654
05AA: 56@s = 'CAT4_LA'  // ~z~Ich fhl mich gut heute, wie neugeboren!
05AA: 58@s = 'CAT4_LB'  // ~z~Cool, vielleicht lufst du dann heute gar nicht Amok, h?
05AA: 60@s = 'CAT4_LC'  // ~z~Oh, ich lauf schon noch Amok, aber erst, wenn ich richtig sauer werde!
05AA: 62@s = 'CAT4_LD'  // ~z~Na, dann bin ich ja beruhigt!
05AA: 64@s = 'CAT4_LE'  // ~z~Vielleicht kommen uns ja diesmal keine Cowboy-Motherfucker in die Quere.
05AA: 66@s = 'CAT4_LF'  // ~z~Dein Wort in Gottes Ohr!
04AF: 96@ = 9671 // @ = any 
04AF: 97@ = 9672 // @ = any 
04AF: 98@ = 9673 // @ = any 
04AF: 99@ = 9674 // @ = any 
04AF: 100@ = 9675 // @ = any 
04AF: 101@ = 9676 // @ = any 
008B: 116@ = $ACTOR_CATALINA // (int) 
0085: 117@ = 55@ // (int) 
008B: 118@ = $ACTOR_CATALINA // (int) 
0085: 119@ = 55@ // (int) 
008B: 120@ = $ACTOR_CATALINA // (int) 
0085: 121@ = 55@ // (int) 
52@ = 6 
05AA: 136@s = 'CAT_NA'  // ~z~Los, gib Gas!
05AA: 138@s = 'CAT_NB'  // ~z~Was ist denn los?
05AA: 140@s = 'CAT_NC'  // ~z~Nichts. Ich hasse Mnner einfach.
05AA: 142@s = 'CAT_ND'  // ~z~Gott, verschon mich!
05AA: 144@s = 'CAT_NE'  // ~z~Das kannst du haben.
05AA: 146@s = 'CAT_NF'  // ~z~Ich verschone dich nmlich insofern, dass ich dich nicht mit Haut und Haaren auffresse!
05AA: 148@s = 'CAT_NG'  // ~z~Na ja, so kann man's auch sehen.
05AA: 150@s = 'CAT_NH'  // ~z~Jetzt versuch mal 'n richtiger Kerl zu sein.
05AA: 152@s = 'CAT_KT'  // ~z~Gib Gas, Baby!
04AF: 160@ = 8717 // @ = any 
04AF: 161@ = 8718 // @ = any 
04AF: 162@ = 8719 // @ = any 
04AF: 163@ = 8720 // @ = any 
04AF: 164@ = 8721 // @ = any 
04AF: 165@ = 8722 // @ = any 
04AF: 166@ = 8723 // @ = any 
04AF: 167@ = 8724 // @ = any 
04AF: 168@ = 8711 // @ = any 
008B: 172@ = $ACTOR_CATALINA // (int) 
0085: 173@ = 55@ // (int) 
008B: 174@ = $ACTOR_CATALINA // (int) 
0085: 175@ = 55@ // (int) 
008B: 176@ = $ACTOR_CATALINA // (int) 
008B: 177@ = $ACTOR_CATALINA // (int) 
0085: 178@ = 55@ // (int) 
008B: 179@ = $ACTOR_CATALINA // (int) 
008B: 180@ = $ACTOR_CATALINA // (int) 
53@ = 9 

:CATALIN_3878
0245: set_actor $ACTOR_CATALINA walk_style_to "WOMAN" 
02A9: set_actor $ACTOR_CATALINA immune_to_nonplayer 1 
0568: set_actor $ACTOR_CATALINA targetable 1 
077A: set_actor $ACTOR_CATALINA acquaintance 0 to_actors_pedtype 0 // see ped.dat 
Actor.Health($ACTOR_CATALINA) = 100
0446: set_actor $ACTOR_CATALINA immune_to_headshots 0 
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CATALIN_3972 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0A20: unknown_player $PLAYER_CHAR flag 1 
07CB: set_actor $ACTOR_CATALINA supporting_fire 0 

:CATALIN_3972
01B7: release_weather 
08F6: restore_player_group 
fade 1 1000 
Player.CanMove($PLAYER_CHAR) = True

:CATALIN_3990
if 
fading 
else_jump @CATALIN_4014 
wait 0 
jump @CATALIN_3990 

:CATALIN_4014
if 
  $CATALINA_DIALOG_LIQUOR_STORE_PLAYED == 1 
else_jump @CATALIN_4039 
$CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 0 

:CATALIN_4039
if 
  $CATALINA_DIALOG_BETTING_SHOP_PLAYED == 1 
else_jump @CATALIN_4064 
$CATALINA_DIALOG_BETTING_SHOP_PLAYED = 0 

:CATALIN_4064
if and
  $MISSION_LOCAL_LIQUOR_STORE_PASSED == 1 
  $CATALINA_DIALOG_LIQUOR_STORE_PLAYED == 0 
else_jump @CATALIN_4290 
05AA: 184@s = 'CAT1_IA'  // ~z~Ich hoffe, diesmal fhrst du besser!
05AA: 186@s = 'CAT1_IB'  // ~z~Bist du schon mal ein Quad-Bike gefahren? Das ist nicht so einfach.
05AA: 188@s = 'CAT1_IC'  // ~z~Vor allem, wenn man 'ne komplett durchgeknallte Schlampe hinter sich sitzen hat, die einem neben dem Ohr rumballert!
05AA: 190@s = 'CAT1_IE'  // ~z~Ich steh drauf, wenn du sauer auf mich bist, Carl!
05AA: 192@s = 'CAT1_IF'  // ~z~Ich werd versuchen, dich fter zu rgern.
05AA: 194@s = 'CAT1_IG'  // ~z~Ich kann's kaum erwarten...
04AF: 208@ = 8835 // @ = any 
04AF: 209@ = 8836 // @ = any 
04AF: 210@ = 8837 // @ = any 
04AF: 211@ = 8838 // @ = any 
04AF: 212@ = 8839 // @ = any 
04AF: 213@ = 8840 // @ = any 
008B: 220@ = $ACTOR_CATALINA // (int) 
0085: 221@ = 55@ // (int) 
0085: 222@ = 55@ // (int) 
008B: 223@ = $ACTOR_CATALINA // (int) 
008B: 224@ = $ACTOR_CATALINA // (int) 
0085: 225@ = 55@ // (int) 
54@ = 6 
$CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 1 
jump @CATALIN_4569 

:CATALIN_4290
if and
  $ALL_CATALINA_MISSIONS_PASSED == 1 
  $CATALINA_DIALOG_BETTING_SHOP_PLAYED == 0 
else_jump @CATALIN_4569 
05AA: 184@s = 'CAT2_HA'  // ~z~Carl, du musst schnell und absolut skrupellos sein!
05AA: 186@s = 'CAT2_HB'  // ~z~Nicht noch mal so 'n Schei bauen wie im Wettbro!
05AA: 188@s = 'CAT2_HC'  // ~z~Was? Wenn du nicht angefangen httest, rumzuballern, wr alles glatt gelaufen!
05AA: 190@s = 'CAT2_HE'  // ~z~Sie mussten sterben, weil DU dich lahmarschig und dumm angestellt hast,
05AA: 192@s = 'CAT2_HF'  // ~z~wie ein verwhntes, fettes Jngelchen, das Schokolade frisst, whrend
05AA: 194@s = 'CAT2_HG'  // ~z~sein Vater seiner Stieftochter nichts als trockenes Brot gibt!
05AA: 196@s = 'CAT2_HH'  // ~z~Was? Wo hast du denn das her?
05AA: 198@s = 'CAT2_HI'  // ~z~Genug! Ich rede nicht mehr mit dir!
04AF: 208@ = 9022 // @ = any 
04AF: 209@ = 9023 // @ = any 
04AF: 210@ = 9024 // @ = any 
04AF: 211@ = 9025 // @ = any 
04AF: 212@ = 9026 // @ = any 
04AF: 213@ = 9027 // @ = any 
04AF: 214@ = 9028 // @ = any 
04AF: 215@ = 9029 // @ = any 
008B: 220@ = $ACTOR_CATALINA // (int) 
008B: 221@ = $ACTOR_CATALINA // (int) 
0085: 222@ = 55@ // (int) 
008B: 223@ = $ACTOR_CATALINA // (int) 
008B: 224@ = $ACTOR_CATALINA // (int) 
008B: 225@ = $ACTOR_CATALINA // (int) 
0085: 226@ = 55@ // (int) 
008B: 227@ = $ACTOR_CATALINA // (int) 
54@ = 8 
$CATALINA_DIALOG_BETTING_SHOP_PLAYED = 1 

:CATALIN_4569
232@ = 0 
233@ = 0 
234@ = 0 
235@ = 1 
236@ = 0 
237@ = 1 
238@ = 0 
239@ = 0 
240@ = 0 
241@ = 0 
if 
  $CATALINA_TOTAL_PASSED_MISSIONS > 0 
else_jump @CATALIN_4821 
if 
  $MISSION_LOCAL_LIQUOR_STORE_PASSED == 0 
else_jump @CATALIN_4698 
02A8: 242@ = create_marker 52 at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 
238@ = 1 

:CATALIN_4698
if 
  $MISSION_SMALL_TOWN_BANK_PASSED == 0 
else_jump @CATALIN_4739 
02A8: 243@ = create_marker 52 at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 
239@ = 1 

:CATALIN_4739
if 
  $MISSION_TANKER_COMMANDER_PASSED == 0 
else_jump @CATALIN_4780 
02A8: 244@ = create_marker 52 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 
240@ = 1 

:CATALIN_4780
if 
  $ALL_CATALINA_MISSIONS_PASSED == 0 
else_jump @CATALIN_4821 
02A8: 245@ = create_marker 52 at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 
241@ = 1 

:CATALIN_4821
246@ = 0 

:CATALIN_4828
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CATALIN_7185 
if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CATALIN_6878 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 20.0 20.0 0 
else_jump @CATALIN_5620 
if 
  3 > 233@ 
else_jump @CATALIN_5620 
if 
  52@(233@,3i) == 0 
else_jump @CATALIN_4957 
233@ += 1 
jump @CATALIN_5620 

:CATALIN_4957
if 
  233@ == 1 
else_jump @CATALIN_5063 
if 
   not Actor.Driving($ACTOR_CATALINA)
else_jump @CATALIN_5030 
if or
  $CATALINA_TOTAL_PASSED_MISSIONS == 1 
  $CATALINA_TOTAL_PASSED_MISSIONS == 3 
else_jump @CATALIN_5023 
jump @CATALIN_5620 

:CATALIN_5023
jump @CATALIN_5063 

:CATALIN_5030
if 
  232@ == 0 
else_jump @CATALIN_5063 
008B: 234@ = $CURRENT_TIME_IN_MS2 // (int) 
234@ -= 10 

:CATALIN_5063
if 
001E:   $CURRENT_TIME_IN_MS2 > 234@ // (int) 
else_jump @CATALIN_5620 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CATALIN_5620 
if 
  233@ == 0 
else_jump @CATALIN_5201 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 56@(232@,20s) 
008A: $ACTOR_SPEECH_WAV_FILE = 96@(232@,20i) // (int) 
create_thread @AUDIOL 116@(232@,20i) 0 1 235@ 232@ 
if 
07D6:   116@(232@,20i) == $ACTOR_CATALINA // integer vars 
else_jump @CATALIN_5201 
05BF: AS_actor $ACTOR_CATALINA look_at_actor 55@ 3000 ms 

:CATALIN_5201
if 
  233@ == 1 
else_jump @CATALIN_5302 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 136@(232@,12s) 
008A: $ACTOR_SPEECH_WAV_FILE = 160@(232@,12i) // (int) 
create_thread @AUDIOL 172@(232@,12i) 0 1 235@ 232@ 
if 
07D6:   172@(232@,12i) == $ACTOR_CATALINA // integer vars 
else_jump @CATALIN_5302 
05BF: AS_actor $ACTOR_CATALINA look_at_actor 55@ 3000 ms 

:CATALIN_5302
if 
  233@ == 2 
else_jump @CATALIN_5403 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 184@(232@,12s) 
008A: $ACTOR_SPEECH_WAV_FILE = 208@(232@,12i) // (int) 
create_thread @AUDIOL 220@(232@,12i) 0 1 235@ 232@ 
if 
07D6:   220@(232@,12i) == $ACTOR_CATALINA // integer vars 
else_jump @CATALIN_5403 
05BF: AS_actor $ACTOR_CATALINA look_at_actor 55@ 3000 ms 

:CATALIN_5403
if 
  235@ == 1 
else_jump @CATALIN_5435 
235@ = 2 
jump @CATALIN_5442 

:CATALIN_5435
235@ = 1 

:CATALIN_5442
008B: 234@ = $CURRENT_TIME_IN_MS2 // (int) 
234@ += 500 
232@ += 1 
if 
001D:   52@(233@,3i) > 232@ // (int) 
else_jump @CATALIN_5590 
040D: unload_wav 235@ 
if 
  233@ == 0 
else_jump @CATALIN_5523 
03CF: load_wav 96@(232@,20i) as 235@ 

:CATALIN_5523
if 
  233@ == 1 
else_jump @CATALIN_5553 
03CF: load_wav 160@(232@,12i) as 235@ 

:CATALIN_5553
if 
  233@ == 2 
else_jump @CATALIN_5583 
03CF: load_wav 208@(232@,12i) as 235@ 

:CATALIN_5583
jump @CATALIN_5620 

:CATALIN_5590
232@ = 0 
008B: 234@ = $CURRENT_TIME_IN_MS2 // (int) 
234@ += 10000 
233@ += 1 

:CATALIN_5620
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 0 
else_jump @CATALIN_5920 
if 
  233@ == 1 
else_jump @CATALIN_5920 
if 
  236@ == 0 
else_jump @CATALIN_5722 
if 
  232@ > 6 
else_jump @CATALIN_5722 
02A8: 242@ = create_marker 52 at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 
238@ = 1 
236@ += 1 

:CATALIN_5722
if 
  236@ == 1 
else_jump @CATALIN_5788 
if 
  232@ > 7 
else_jump @CATALIN_5788 
02A8: 243@ = create_marker 52 at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 
239@ = 1 
236@ += 1 

:CATALIN_5788
if 
  236@ == 2 
else_jump @CATALIN_5854 
if 
  232@ > 8 
else_jump @CATALIN_5854 
02A8: 244@ = create_marker 52 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 
240@ = 1 
236@ += 1 

:CATALIN_5854
if 
  236@ == 3 
else_jump @CATALIN_5920 
if 
  232@ > 9 
else_jump @CATALIN_5920 
02A8: 245@ = create_marker 52 at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 
241@ = 1 
236@ += 1 

:CATALIN_5920
if 
0735:   NOP_false 83 
else_jump @CATALIN_6307 
if 
  $489 == 0 
else_jump @CATALIN_6028 
0395: clear_area 0 at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE radius 0.5 
Actor.PutAt($PLAYER_ACTOR, $X_LOCAL_LIQUOR_STORE, $Y_LOCAL_LIQUOR_STORE, $Z_LOCAL_LIQUOR_STORE)
0086: $TEMPVAR_FLOAT_1 = $X_LOCAL_LIQUOR_STORE // (float) 
$TEMPVAR_FLOAT_1 -= 1.0 
Actor.PutAt($ACTOR_CATALINA, $TEMPVAR_FLOAT_1, $Y_LOCAL_LIQUOR_STORE, $Z_LOCAL_LIQUOR_STORE)
Camera.SetAtPos($X_LOCAL_LIQUOR_STORE, $Y_LOCAL_LIQUOR_STORE, $Z_LOCAL_LIQUOR_STORE)

:CATALIN_6028
if 
  $489 == 1 
else_jump @CATALIN_6121 
0395: clear_area 0 at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK radius 0.5 
Actor.PutAt($PLAYER_ACTOR, $X_SMALL_TOWN_BANK, $Y_SMALL_TOWN_BANK, $Z_SMALL_TOWN_BANK)
0086: $TEMPVAR_FLOAT_1 = $X_SMALL_TOWN_BANK // (float) 
$TEMPVAR_FLOAT_1 -= 1.0 
Actor.PutAt($ACTOR_CATALINA, $TEMPVAR_FLOAT_1, $Y_SMALL_TOWN_BANK, $Z_SMALL_TOWN_BANK)
Camera.SetAtPos($X_SMALL_TOWN_BANK, $Y_SMALL_TOWN_BANK, $Z_SMALL_TOWN_BANK)

:CATALIN_6121
if 
  $489 == 2 
else_jump @CATALIN_6214 
0395: clear_area 0 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER radius 0.5 
Actor.PutAt($PLAYER_ACTOR, $X_TANKER_COMMANDER, $Y_TANKER_COMMANDER, $Z_TANKER_COMMANDER)
0086: $TEMPVAR_FLOAT_1 = $X_TANKER_COMMANDER // (float) 
$TEMPVAR_FLOAT_1 -= 1.0 
Actor.PutAt($ACTOR_CATALINA, $TEMPVAR_FLOAT_1, $Y_TANKER_COMMANDER, $Z_TANKER_COMMANDER)
Camera.SetAtPos($X_TANKER_COMMANDER, $Y_TANKER_COMMANDER, $Z_TANKER_COMMANDER)

:CATALIN_6214
if 
  $489 == 3 
else_jump @CATALIN_6307 
0395: clear_area 0 at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS radius 0.5 
Actor.PutAt($PLAYER_ACTOR, $X_AGAINST_ALL_ODDS, $Y_AGAINST_ALL_ODDS, $Z_AGAINST_ALL_ODDS)
0086: $TEMPVAR_FLOAT_1 = $X_AGAINST_ALL_ODDS // (float) 
$TEMPVAR_FLOAT_1 -= 1.0 
Actor.PutAt($ACTOR_CATALINA, $TEMPVAR_FLOAT_1, $Y_AGAINST_ALL_ODDS, $Z_AGAINST_ALL_ODDS)
Camera.SetAtPos($X_AGAINST_ALL_ODDS, $Y_AGAINST_ALL_ODDS, $Z_AGAINST_ALL_ODDS)

:CATALIN_6307
if 
  $MISSION_LOCAL_LIQUOR_STORE_PASSED == 0 
else_jump @CATALIN_6448 
if 
  238@ == 1 
else_jump @CATALIN_6448 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE radius 3.0 3.0 3.0 
else_jump @CATALIN_6448 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'CAT_1' time 1000 style 2  // Local Liquor Store
fade 0 500 

:CATALIN_6415
if 
fading 
else_jump @CATALIN_6439 
wait 0 
jump @CATALIN_6415 

:CATALIN_6439
$CATALINA_SELECTED_MISSION = 0 
return 

:CATALIN_6448
if 
  $MISSION_SMALL_TOWN_BANK_PASSED == 0 
else_jump @CATALIN_6589 
if 
  239@ == 1 
else_jump @CATALIN_6589 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK radius 3.0 3.0 3.0 
else_jump @CATALIN_6589 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'CAT_2' time 1000 style 2  // Small Town Bank
fade 0 500 

:CATALIN_6556
if 
fading 
else_jump @CATALIN_6580 
wait 0 
jump @CATALIN_6556 

:CATALIN_6580
$CATALINA_SELECTED_MISSION = 1 
return 

:CATALIN_6589
if 
  $MISSION_TANKER_COMMANDER_PASSED == 0 
else_jump @CATALIN_6730 
if 
  240@ == 1 
else_jump @CATALIN_6730 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER radius 3.0 3.0 3.0 
else_jump @CATALIN_6730 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'CAT_3' time 1000 style 2  // Tanker Commander
fade 0 500 

:CATALIN_6697
if 
fading 
else_jump @CATALIN_6721 
wait 0 
jump @CATALIN_6697 

:CATALIN_6721
$CATALINA_SELECTED_MISSION = 2 
return 

:CATALIN_6730
if 
  $ALL_CATALINA_MISSIONS_PASSED == 0 
else_jump @CATALIN_6871 
if 
  241@ == 1 
else_jump @CATALIN_6871 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS radius 3.0 3.0 3.0 
else_jump @CATALIN_6871 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'CAT_4' time 1000 style 2  // Against All Odds
fade 0 500 

:CATALIN_6838
if 
fading 
else_jump @CATALIN_6862 
wait 0 
jump @CATALIN_6838 

:CATALIN_6862
$CATALINA_SELECTED_MISSION = 3 
return 

:CATALIN_6871
jump @CATALIN_7178 

:CATALIN_6878
if 
  237@ == 1 
else_jump @CATALIN_6954 
00BC: show_text_highpriority GXT 'CATLEFT' time 5000 flag 1  // ~s~Du hast ~b~Catalina~s~ zurckgelassen. Kehr um und hol sie.
Marker.Disable(242@)
Marker.Disable(243@)
Marker.Disable(244@)
Marker.Disable(245@)
34@ = Marker.CreateAboveActor($ACTOR_CATALINA)
07E0: set_marker 34@ type_to 1 
237@ += 1 

:CATALIN_6954
if 
  237@ == 2 
else_jump @CATALIN_7178 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 10.0 10.0 0 
else_jump @CATALIN_7178 
Marker.Disable(34@)
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CATALIN_7035 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 

:CATALIN_7035
if 
  238@ == 1 
else_jump @CATALIN_7069 
02A8: 242@ = create_marker 52 at $X_LOCAL_LIQUOR_STORE $Y_LOCAL_LIQUOR_STORE $Z_LOCAL_LIQUOR_STORE 

:CATALIN_7069
if 
  239@ == 1 
else_jump @CATALIN_7103 
02A8: 243@ = create_marker 52 at $X_SMALL_TOWN_BANK $Y_SMALL_TOWN_BANK $Z_SMALL_TOWN_BANK 

:CATALIN_7103
if 
  240@ == 1 
else_jump @CATALIN_7137 
02A8: 244@ = create_marker 52 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER 

:CATALIN_7137
if 
  241@ == 1 
else_jump @CATALIN_7171 
02A8: 245@ = create_marker 52 at $X_AGAINST_ALL_ODDS $Y_AGAINST_ALL_ODDS $Z_AGAINST_ALL_ODDS 

:CATALIN_7171
237@ = 1 

:CATALIN_7178
jump @CATALIN_7208 

:CATALIN_7185
00BC: show_text_highpriority GXT 'CATDEAD' time 5000 flag 1  // ~r~Catalina ist tot!
jump @CATALIN_7507 

:CATALIN_7208
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 660.0 -585.0 radius 200.0 200.0 
else_jump @CATALIN_7455 
if 
  246@ == 0 
else_jump @CATALIN_7448 
Model.Load(#PETRO)
Model.Load(#PETROTR)
if and
   Model.Available(#PETRO)
   Model.Available(#PETROTR)
else_jump @CATALIN_7448 
247@ = Car.Create(#PETRO, 657.49, -585.13, 16.36)
Car.Angle(247@) = 170.66
053F: set_car 247@ tires_vulnerability 0 
Car.SetImmunities(247@, 1, 0, 0, 0, 0)
0587: enable_car 247@ validate_position 0 
Car.DoorStatus(247@) = 2
248@ = Car.Create(#PETROTR, 667.49, -583.13, 16.36)
Car.Angle(248@) = 184.66
Car.Health(248@) = 1250
Car.SetImmunities(248@, 1, 1, 1, 1, 1)
053F: set_car 248@ tires_vulnerability 0 
0587: enable_car 248@ validate_position 0 
Car.DoorStatus(248@) = 2
246@ = 1 

:CATALIN_7448
jump @CATALIN_7500 

:CATALIN_7455
if 
  246@ == 1 
else_jump @CATALIN_7500 
Car.Destroy(247@)
Car.Destroy(248@)
Model.Destroy(#PETRO)
Model.Destroy(#PETROTR)
246@ = 0 

:CATALIN_7500
jump @CATALIN_4828 

:CATALIN_7507
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
Actor.DestroyWithFade($ACTOR_CATALINA)
return 

:CATALIN_7530
Marker.Disable(34@)
Marker.Disable(242@)
Marker.Disable(243@)
Marker.Disable(244@)
Marker.Disable(245@)
0296: unload_special_actor 5 
Model.Destroy(#PETRO)
Model.Destroy(#PETROTR)
$ONMISSION = 0 
mission_cleanup 
if 
  $CATALINA_SELECTED_MISSION > -1 
else_jump @CATALIN_7602 
fade 0 0 

:CATALIN_7602
return 

//-------------Mission 41---------------
// Originally: Local Liquor Store

:CAT1
thread 'CAT1' 
gosub @CAT1_47 
if 
wasted_or_busted 
else_jump @CAT1_38 
gosub @CAT1_32495 

:CAT1_38
gosub @CAT1_32644 
end_thread 

:CAT1_47
$ONMISSION = 1 
fade 0 0 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
$AUDIO_LINE_IS_ACTIVE = 0 
64@ = 0 
62@ = 0 
63@ = 0 
65@ = 0 
66@ = 0 
32@ = 0 
33@ = 0 
060A: create_decision_maker_type 0 store_to 67@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 68@ // decision\allowed\m_.ped files 

:CAT1_165
wait 0 
if 
0736:   NOP_false 88 
else_jump @CAT1_260 
if 
  69@ == 0 
else_jump @CAT1_234 
69@ = 1 
0662: NOP "LEVEL_DEBUG_ON" 
jump @CAT1_260 

:CAT1_234
69@ = 0 
0662: NOP "LEVEL_DEBUG_OFF" 

:CAT1_260
39@ += 1 
if 
  39@ > 9 
else_jump @CAT1_292 
39@ = 0 

:CAT1_292
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 66@ += 42@ // (int) 
005A: 147@ += 42@ // (int) 
if 
0736:   NOP_false 83 
else_jump @CAT1_367 
36@ = 1 

:CAT1_367
if 
  69@ == 1 
else_jump @CAT1_392 
gosub @CAT1_634 

:CAT1_392
0871: init_jump_table 34@ total_jumps 5 default_jump 0 @CAT1_525 jumps 0 @CAT1_455 1 @CAT1_469 2 @CAT1_483 3 @CAT1_497 4 @CAT1_511 -1 @CAT1_525 -1 @CAT1_525 

:CAT1_455
gosub @CAT1_2079 
jump @CAT1_525 

:CAT1_469
gosub @CAT1_2698 
jump @CAT1_525 

:CAT1_483
gosub @CAT1_14057 
jump @CAT1_525 

:CAT1_497
gosub @CAT1_17134 
jump @CAT1_525 

:CAT1_511
gosub @CAT1_18140 
jump @CAT1_525 

:CAT1_525
gosub @CAT1_25325 

:CAT1_532
if 
  38@ == 0 
else_jump @CAT1_632 
if 
  37@ == 0 
else_jump @CAT1_616 
if 
  36@ == 0 
else_jump @CAT1_600 
jump @CAT1_165 
jump @CAT1_609 

:CAT1_600
gosub @CAT1_32513 
return 

:CAT1_609
jump @CAT1_625 

:CAT1_616
gosub @CAT1_32495 
return 

:CAT1_625
jump @CAT1_634 

:CAT1_632
return 

:CAT1_634
if 
0736:   NOP_false 32 
else_jump @CAT1_683 
70@ += 1 
if 
  70@ > 5 
else_jump @CAT1_681 
70@ = 0 

:CAT1_681
086A: NOP 

:CAT1_683
if 
  70@ == 1 
else_jump @CAT1_872 
008A: $6971 = 34@ // (int) 
008A: $6972 = 35@ // (int) 
008A: $6973 = 62@ // (int) 
008A: $6974 = 65@ // (int) 
008A: $6975 = 63@ // (int) 
008A: $6976 = 66@ // (int) 
008A: $6977 = 32@ // (int) 
065D: NOP $6971 "M_STAGE" 
065D: NOP $6972 "M_GOALS" 
065D: NOP $6973 "DIALOGUE_FLAG" 
065D: NOP $6974 "DIALOGUE_TIMER" 
065D: NOP $6975 "HELP_FLAG" 
065D: NOP $6976 "HELP_TIMER" 
065D: NOP $6977 "TIMERA" 

:CAT1_872
if 
  70@ == 2 
else_jump @CAT1_1103 
$6971 = 0 
$6972 = 0 
0084: $6973 = $CAT1_PICKUPS_COLLECTED // (int) 
008A: $6974 = 100@ // (int) 
008A: $6975 = 101@ // (int) 
008A: $6976 = 102@ // (int) 
008A: $6977 = 103@ // (int) 
008A: $6978 = 108@ // (int) 
065D: NOP $6971 "DISABLE_GROUP" 
065D: NOP $6972 "IN_GROUP" 
065D: NOP $6973 "CAT1_PICKUPS_COLLECTED" 
065D: NOP $6974 "PAUSED[0]" 
065D: NOP $6975 "PAUSED[1]" 
065D: NOP $6976 "PAUSED[2]" 
065D: NOP $6977 "PAUSED[3]" 
065D: NOP $6978 "SKIPPED_CUTSCENE" 

:CAT1_1103
if 
  70@ == 3 
else_jump @CAT1_1351 
008A: $6971 = 104@ // (int) 
008A: $6972 = 105@ // (int) 
008A: $6973 = 106@ // (int) 
008A: $6974 = 107@ // (int) 
008A: $6975 = 109@ // (int) 
008A: $6976 = 110@ // (int) 
008A: $6977 = 111@ // (int) 
008A: $6978 = 115@ // (int) 
065D: NOP $6971 "ROBBER_FLAG[0]" 
065D: NOP $6972 "ROBBER_FLAG[1]" 
065D: NOP $6973 "ROBBER_FLAG[2]" 
065D: NOP $6974 "ROBBER_FLAG[3]" 
065D: NOP $6975 "CHASE_FLAG[0]" 
065D: NOP $6976 "CHASE_FLAG[1]" 
065D: NOP $6977 "CHASE_FLAG[2]" 
065D: NOP $6978 "PLAYER_PROGRESS" 

:CAT1_1351
if 
  70@ == 4 
else_jump @CAT1_1629 
008A: $6971 = 112@ // (int) 
008A: $6972 = 113@ // (int) 
008A: $6973 = 114@ // (int) 
0088: $6982 = 127@ // (float) 
0088: $6983 = 128@ // (float) 
0088: $6984 = 129@ // (float) 
0088: $6985 = 133@ // (float) 
008A: $6978 = 116@ // (int) 
065D: NOP $6971 "PLAYBACK_PAUSED[0]" 
065D: NOP $6972 "PLAYBACK_PAUSED[1]" 
065D: NOP $6973 "PLAYBACK_PAUSED[2]" 
065E: NOP $6982 "QUAD_PLAYBACK_SPEED[0]" 
065E: NOP $6983 "QUAD_PLAYBACK_SPEED[1]" 
065E: NOP $6984 "QUAD_PLAYBACK_SPEED[2]" 
065E: NOP $6985 "MASTER_SPEED" 
065D: NOP $6978 "SHOW_GUN" 

:CAT1_1629
if 
  70@ == 5 
else_jump @CAT1_1827 
0088: $6979 = 137@ // (float) 
0088: $6980 = 138@ // (float) 
0088: $6981 = 139@ // (float) 
0088: $6982 = 130@ // (float) 
0088: $6983 = 131@ // (float) 
0088: $6984 = 132@ // (float) 
065E: NOP $6979 "LOOK_X" 
065E: NOP $6980 "LOOK_Y" 
065E: NOP $6981 "LOOK_Z" 
065E: NOP $6982 "QUAD_DIST_FROM_PLAYER[0]" 
065E: NOP $6983 "QUAD_DIST_FROM_PLAYER[1]" 
065E: NOP $6984 "QUAD_DIST_FROM_PLAYER[2]" 

:CAT1_1827
if 
0736:   NOP_false 98 
else_jump @CAT1_1849 
38@ = 1 

:CAT1_1849
if 
0736:   NOP_false 80 
else_jump @CAT1_1937 
if 
  71@ == 0 
else_jump @CAT1_1912 
71@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @CAT1_1937 

:CAT1_1912
71@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:CAT1_1937
if 
  71@ == 1 
else_jump @CAT1_1962 
jump @CAT1_532 

:CAT1_1962
if 
0736:   NOP_false 136 
else_jump @CAT1_1985 
35@ += 1 

:CAT1_1985
if 
0736:   NOP_false 135 
else_jump @CAT1_2008 
35@ -= 1 

:CAT1_2008
if 
0736:   NOP_false 134 
else_jump @CAT1_2031 
34@ += 1 

:CAT1_2031
if 
0736:   NOP_false 133 
else_jump @CAT1_2054 
34@ -= 1 

:CAT1_2054
if 
0736:   NOP_false 146 
else_jump @CAT1_2077 
35@ = 99 

:CAT1_2077
return 

:CAT1_2079
if 
  35@ == -1 
else_jump @CAT1_2236 
78@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
79@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
72@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
018A: 87@ = create_checkpoint_at 0.0 0.0 0.0 
$ACTOR_CATALINA = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
95@ = Pickup.Create(#BRIEFCASE, 3, 0.0, 0.0, 0.0)

:CAT1_2236
98@ = 0 
99@ = 0 
$CAT1_PICKUPS_COLLECTED = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
143@ = 0.0 
144@ = 0.0 
119@ = 0 
120@ = 0 
155@ = 0 
87@ = 0 
88@ = 0 
89@ = 0 
90@ = 0 
91@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
72@ = 0 
73@ = 0 
74@ = 0 
75@ = 0 
76@ = 0 
77@ = 0 
78@ = 0 
79@ = 0 
80@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
95@ = -1 
96@ = -1 
97@ = -1 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: unknown_player $PLAYER_CHAR flag 1 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
054C: use_GXT_table 'CAT' 
gosub @CAT1_32437 
return 

:CAT1_2698
0871: init_jump_table 35@ total_jumps 26 default_jump 0 @CAT1_9936 jumps 0 @CAT1_2956 1 @CAT1_3282 2 @CAT1_5459 3 @CAT1_5473 4 @CAT1_5732 5 @CAT1_6005 6 @CAT1_6183 
0872: jump_table_jumps 7 @CAT1_6293 8 @CAT1_6403 9 @CAT1_6511 10 @CAT1_7099 11 @CAT1_7681 12 @CAT1_7732 13 @CAT1_7823 14 @CAT1_7933 15 @CAT1_8043 
0872: jump_table_jumps 16 @CAT1_8148 17 @CAT1_8181 18 @CAT1_8951 19 @CAT1_9070 20 @CAT1_9161 21 @CAT1_9502 22 @CAT1_9535 23 @CAT1_9630 24 @CAT1_9842 
0872: jump_table_jumps 25 @CAT1_9856 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 -1 @CAT1_9936 

:CAT1_2956
Model.Load(#QUAD)
Model.Load(#CWMYFR)
Model.Load(#CWMYHB1)
Model.Load(#COLT45)
Model.Load(#HMOST)
Model.Load(#SWMOTR1)
038B: load_requested_models 

:CAT1_2986
if or
   not Model.Available(#QUAD)
   not Model.Available(#CWMYFR)
   not Model.Available(#CWMYHB1)
   not Model.Available(#COLT45)
   not Model.Available(#HMOST)
   not Model.Available(#SWMOTR1)
else_jump @CAT1_3036 
wait 0 
jump @CAT1_2986 

:CAT1_3036
07C0: load_path 501 
07C0: load_path 502 
07C0: load_path 503 
07C0: load_path 504 

:CAT1_3056
if or
87C1:   not path 501 available 
87C1:   not path 502 available 
87C1:   not path 503 available 
87C1:   not path 504 available 
else_jump @CAT1_3098 
wait 0 
jump @CAT1_3056 

:CAT1_3098
07C0: load_path 505 
07C0: load_path 506 
07C0: load_path 507 
07C0: load_path 509 

:CAT1_3118
if or
87C1:   not path 505 available 
87C1:   not path 506 available 
87C1:   not path 507 available 
87C1:   not path 509 available 
else_jump @CAT1_3160 
wait 0 
jump @CAT1_3118 

:CAT1_3160
32@ = 0 
33@ = 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CAT1_3187
if 
823D:   not special_actor 5 loaded 
else_jump @CAT1_3226 
wait 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 
jump @CAT1_3187 

:CAT1_3226
03CF: load_wav 41800 as 3 

:CAT1_3235
if 
83D0:   not wav 3 loaded 
else_jump @CAT1_3261 
wait 0 
jump @CAT1_3235 

:CAT1_3261
35@ += 1 
jump @CAT1_25325 
jump @CAT1_9936 

:CAT1_3282
if 
056D:   actor $ACTOR_CATALINA defined 
else_jump @CAT1_3303 
Actor.DestroyInstantly($ACTOR_CATALINA)

:CAT1_3303
$ACTOR_CATALINA = Actor.Create(Special, #SPECIAL05, 261.1952, -79.2717, 0.4697)
Actor.Angle($ACTOR_CATALINA) = 41.0763
04D8: set_actor $ACTOR_CATALINA drowns_in_water 0 
060A: create_decision_maker_type 2 store_to 146@ // decision\allowed\m_.ped files 
06AE: create_group_decision_maker_type 0 store_to 145@ // decision\allowed\mission.grp 
00BE: text_clear_all 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 257.5389 -77.23 1.3678 radius 300.0 
Camera.SetAtPos(261.1952, -79.2717, 0.4697)
98@ = 1 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_3481 
if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT1_3481 
06C9: remove_actor $ACTOR_CATALINA from_group 
99@ = 0 

:CAT1_3481
if 
   not Car.Wrecked(78@)
else_jump @CAT1_3616 
43@ = Car.Model(78@)
07E4: get_model 43@ dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to 56@ 57@ 58@ 
0087: 46@ = 57@ // (float) 
0065: 46@ -= $TEMPVAR_FLOAT_2 // (float) 
46@ /= 1.8 
$TEMPVAR_FLOAT_1 = 259.7206 
$TEMPVAR_FLOAT_2 = -77.2067 
$TEMPVAR_FLOAT_3 = 0.5781 
0067: $TEMPVAR_FLOAT_1 -= 46@ // (float) 
Car.PutAt(78@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(78@) = 265.6523

:CAT1_3616
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_3850 
0792: disembark_instantly_actor $ACTOR_CATALINA 
if 
   not Actor.Driving($ACTOR_CATALINA)
else_jump @CAT1_3698 
Actor.PutAt($ACTOR_CATALINA, 261.1952, -79.2717, 0.4697)
Actor.Angle($ACTOR_CATALINA) = 41.0763
060B: set_actor $ACTOR_CATALINA decision_maker_to 67@ 
jump @CAT1_3736 

:CAT1_3698
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 261.1952 -79.2717 0.4697 
Actor.Angle($ACTOR_CATALINA) = 41.0763
060B: set_actor $ACTOR_CATALINA decision_maker_to 67@ 

:CAT1_3736
0470: 43@ = actor $ACTOR_CATALINA current_weapon 
if 
84A4:   not  43@ == 28 // @ == any 
else_jump @CAT1_3850 
if 
   not Model.Available(#MICRO_UZI)
else_jump @CAT1_3810 
Model.Load(#MICRO_UZI)

:CAT1_3783
if 
   not Model.Available(#MICRO_UZI)
else_jump @CAT1_3810 
wait 0 
jump @CAT1_3783 

:CAT1_3810
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_3850 
01B2: give_actor $ACTOR_CATALINA weapon 28 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 28 
Model.Destroy(#MICRO_UZI)

:CAT1_3850
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CAT1_3908 
Actor.PutAt($PLAYER_ACTOR, 259.9737, -78.3268, 0.6181)
Actor.Angle($PLAYER_ACTOR) = 38.3173
jump @CAT1_3938 

:CAT1_3908
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 259.9737 -78.3268 0.6181 
Actor.Angle($PLAYER_ACTOR) = 38.3173

:CAT1_3938
79@ = Car.Create(#QUAD, 230.6799, -85.1536, 0.4296)
Car.Angle(79@) = 17.5494
Car.SetMaxSpeed(79@, 20.0)
00AE: set_car 79@ traffic_behaviour_to 2 
03ED: unknown_car 79@ flag 1 
Car.ImmuneToNonPlayer(79@) = True
80@ = Car.Create(#QUAD, 232.2597, -90.1452, 0.4297)
Car.Angle(80@) = 17.5685
Car.SetMaxSpeed(80@, 20.0)
00AE: set_car 80@ traffic_behaviour_to 2 
03ED: unknown_car 80@ flag 1 
Car.ImmuneToNonPlayer(80@) = True
81@ = Car.Create(#QUAD, 234.0826, -95.9093, 0.4375)
Car.Angle(81@) = 17.5565
Car.SetMaxSpeed(81@, 20.0)
00AE: set_car 81@ traffic_behaviour_to 2 
03ED: unknown_car 81@ flag 1 
Car.ImmuneToNonPlayer(81@) = True
82@ = Car.Create(#QUAD, 235.3937, -100.0505, 0.4375)
Car.Angle(82@) = 17.5591
Car.SetMaxSpeed(82@, 20.0)
00AE: set_car 82@ traffic_behaviour_to 2 
03ED: unknown_car 82@ flag 1 
Car.ImmuneToNonPlayer(82@) = True
43@ = 0 

:CAT1_4201
if 
  4 > 43@ 
else_jump @CAT1_4496 
if 
   not Car.Wrecked(79@(43@,4i))
else_jump @CAT1_4482 
if 
  43@ == 0 
else_jump @CAT1_4278 
0129: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYFR in_car 79@(43@,4i) driverseat 

:CAT1_4278
if 
  43@ == 1 
else_jump @CAT1_4317 
0129: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYHB1 in_car 79@(43@,4i) driverseat 

:CAT1_4317
if 
  43@ == 2 
else_jump @CAT1_4356 
0129: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYFR in_car 79@(43@,4i) driverseat 

:CAT1_4356
if 
  43@ == 3 
else_jump @CAT1_4395 
0129: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYHB1 in_car 79@(43@,4i) driverseat 

:CAT1_4395
Actor.WeaponAccuracy(72@(43@,4i)) = 60
01B2: give_actor 72@(43@,4i) weapon 22 ammo 99999 // Load the weapon model before using this 
0688: unknown_actor 72@(43@,4i) flags 0 0 0 
060B: set_actor 72@(43@,4i) decision_maker_to 67@ 
Actor.SetImmunities(72@(43@,4i), 1, 1, 1, 1, 1)
0245: set_actor 72@(43@,4i) walk_style_to "MAN" 

:CAT1_4482
43@ += 1 
jump @CAT1_4201 

:CAT1_4496
05EB: assign_car 79@ to_path 501 
05EB: assign_car 80@ to_path 502 
05EB: assign_car 81@ to_path 503 
05EB: assign_car 82@ to_path 504 
43@ = 0 

:CAT1_4535
if 
  4 > 43@ 
else_jump @CAT1_4658 
if 
   not 43@ == 0 
else_jump @CAT1_4624 
if 
   not 43@ == 3 
else_jump @CAT1_4610 
0706: advance_car 79@(43@,4i) further_along_path 5.0 
jump @CAT1_4624 

:CAT1_4610
0706: advance_car 79@(43@,4i) further_along_path 7.0 

:CAT1_4624
05ED: freeze_car 79@(43@,4i) while_on_path 
100@(43@,4i) = 1 
43@ += 1 
jump @CAT1_4535 

:CAT1_4658
76@ = Actor.Create(CivMale, #HMOST, 251.6866, -54.9554, 0.6181)
Actor.Angle(76@) = 174.9027
060B: set_actor 76@ decision_maker_to 67@ 
77@ = Actor.Create(CivFemale, #SWMOTR1, 251.6549, -56.4859, 0.6255)
Actor.Angle(77@) = 354.6266
060B: set_actor 77@ decision_maker_to 67@ 
0677: AS_actor 76@ chat_with_actor 77@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 77@ chat_with_actor 76@ lead_speaker_flag 0 unknown_flag 1 
134@ = 261.814 
135@ = -79.2233 
136@ = 3.2479 
137@ = 261.3385 
138@ = -78.3447 
139@ = 3.2922 
0088: $TEMPVAR_FLOAT_1 = 137@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 134@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 138@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 135@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 139@ // (float) 
0067: $TEMPVAR_FLOAT_3 -= 136@ // (float) 
050A: 46@ = distance_between_XYZ 137@ 138@ 139@ and_XYZ 134@ 135@ 136@ 
0075: $TEMPVAR_FLOAT_1 /= 46@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 46@ // (float) 
0075: $TEMPVAR_FLOAT_3 /= 46@ // (float) 
$TEMPVAR_FLOAT_1 *= 15.0 
$TEMPVAR_FLOAT_2 *= 15.0 
$TEMPVAR_FLOAT_3 *= 15.0 
0087: 137@ = 134@ // (float) 
005D: 137@ += $TEMPVAR_FLOAT_1 // (float) 
0087: 138@ = 135@ // (float) 
005D: 138@ += $TEMPVAR_FLOAT_2 // (float) 
0087: 139@ = 136@ // (float) 
005D: 139@ += $TEMPVAR_FLOAT_3 // (float) 
$TEMPVAR_FLOAT_1 = 260.876 
$TEMPVAR_FLOAT_1 -= 261.4119 
$TEMPVAR_FLOAT_2 = -77.7132 
$TEMPVAR_FLOAT_2 += 78.5511 
$TEMPVAR_FLOAT_3 = 2.2067 
$TEMPVAR_FLOAT_3 -= 2.3102 
050A: 46@ = distance_between_XYZ 261.4119 -78.5511 2.3102 and_XYZ 260.876 -77.7132 2.2067 
0075: $TEMPVAR_FLOAT_1 /= 46@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 46@ // (float) 
0075: $TEMPVAR_FLOAT_3 /= 46@ // (float) 
$TEMPVAR_FLOAT_1 *= 15.0 
$TEMPVAR_FLOAT_2 *= 15.0 
$TEMPVAR_FLOAT_3 *= 15.0 
140@ = 261.4119 
005D: 140@ += $TEMPVAR_FLOAT_1 // (float) 
141@ = -78.5511 
005D: 141@ += $TEMPVAR_FLOAT_2 // (float) 
142@ = 2.3102 
005D: 142@ += $TEMPVAR_FLOAT_3 // (float) 
03A9: NOP 
05B6: 94 // DEST_LOOK_XYZ = 
03A8: NOP 140@ 
03A8: NOP 141@ 
03A8: NOP 142@ 
Camera.SetPosition(134@, 135@, 136@, 0.0, 0.0, 0.0)
Camera.PointAt(137@, 138@, 139@, 2)
041D: set_camera_near_clip 0.1 
wait 500 
fade 1 500 

:CAT1_5407
if 
fading 
else_jump @CAT1_5431 
wait 0 
jump @CAT1_5407 

:CAT1_5431
32@ = 0 
33@ = 0 
35@ += 1 
jump @CAT1_9936 

:CAT1_5459
35@ += 1 
jump @CAT1_9936 

:CAT1_5473
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_5585 
0792: disembark_instantly_actor $ACTOR_CATALINA 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 261.2168 -77.1227 0.6181 mode 4 3000 ms // versionA 
05D4: AS_actor -1 rotate_angle 41.0763 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_5585
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D3: AS_actor -1 goto_point 260.7615 -77.7368 0.6181 mode 4 8000 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.0 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_5661 
05BF: AS_actor -1 look_at_actor $ACTOR_CATALINA 8000 ms 

:CAT1_5661
05B9: AS_actor -1 stay_idle 3000 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
32@ = 0 
33@ = 0 
040D: unload_wav 1 
03CF: load_wav 8800 as 1 
148@ = 0 
35@ += 1 
jump @CAT1_9936 

:CAT1_5732
if 
  32@ > 1500 
else_jump @CAT1_5863 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AA'  // ~z~Dieses Mal wird's ein verdammtes Kinderspiel...
04AE: $ACTOR_SPEECH_WAV_FILE = 8800 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 0 
else_jump @CAT1_5828 
03CF: load_wav 8802 as 2 
jump @CAT1_5835 

:CAT1_5828
03CF: load_wav 8801 as 2 

:CAT1_5835
32@ = 0 
35@ += 1 
32@ = 0 
jump @CAT1_5991 

:CAT1_5863
if 
  32@ > 1000 
else_jump @CAT1_5991 
if 
  148@ == 0 
else_jump @CAT1_5991 
0925: restore_camera_to_user_defined 
0936: set_camera 261.814 -79.2233 3.2479 position_to 261.4119 -78.5511 2.3102 time 3000 drop_mode 1 
0920: point_camera 261.3385 -78.3447 3.2922 transverse_to 253.3734 -65.9824 0.7577 time 3000 mode 1 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
148@ += 1 

:CAT1_5991
33@ = 0 
jump @CAT1_9936 

:CAT1_6005
if 
  32@ > 1000 
else_jump @CAT1_6176 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CAT1_6176 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_6063 
0687: clear_actor $ACTOR_CATALINA task 

:CAT1_6063
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 0 
else_jump @CAT1_6110 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AC'  // ~z~Okay, bringen wir's hinter uns.
04AE: $ACTOR_SPEECH_WAV_FILE = 8802 // $ = any 
jump @CAT1_6132 

:CAT1_6110
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AB'  // ~z~Du meinst, so wie letztes Mal?
04AE: $ACTOR_SPEECH_WAV_FILE = 8801 // $ = any 

:CAT1_6132
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8803 as 1 
32@ = 0 
35@ += 1 

:CAT1_6176
jump @CAT1_9936 

:CAT1_6183
if 
  32@ > 1000 
else_jump @CAT1_6286 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CAT1_6286 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AD'  // ~z~Was sind denn das fr Cowboy-Arschlcher?
04AE: $ACTOR_SPEECH_WAV_FILE = 8803 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8804 as 2 
32@ = 0 
35@ += 1 

:CAT1_6286
jump @CAT1_9936 

:CAT1_6293
if 
  32@ > 1000 
else_jump @CAT1_6396 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CAT1_6396 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AE'  // ~z~Warte mal. Lass mal sehen, was hier luft...
04AE: $ACTOR_SPEECH_WAV_FILE = 8804 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8805 as 1 
32@ = 0 
35@ += 1 

:CAT1_6396
jump @CAT1_9936 

:CAT1_6403
if 
  104@ == 2 
else_jump @CAT1_6504 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_6504 
0925: restore_camera_to_user_defined 
Camera.SetPosition(260.045, -63.3693, 2.4676, 0.0, 0.0, 0.0)
Camera.PointAt(259.1025, -63.6456, 2.2799, 2)
35@ += 1 
32@ = 0 

:CAT1_6504
jump @CAT1_9936 

:CAT1_6511
if 
  32@ > 2500 
else_jump @CAT1_7092 
Camera.SetPosition(250.2375, -53.7657, 2.328, 0.0, 0.0, 0.0)
Camera.PointAt(250.8728, -54.5222, 2.1726, 2)
if 
   not Actor.Dead(72@)
else_jump @CAT1_6689 
0792: disembark_instantly_actor 72@ 
Actor.PutAt(72@, 252.6819, -56.3618, 0.6181)
Actor.Angle(72@) = 20.1267
if 
   not Actor.Dead(76@)
else_jump @CAT1_6689 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
0635: AS_actor -1 aim_at_actor 76@ 999999 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_6689
if 
   not Actor.Dead(73@)
else_jump @CAT1_6819 
0792: disembark_instantly_actor 73@ 
Actor.PutAt(73@, 252.1074, -57.8084, 0.6181)
Actor.Angle(73@) = 21.3066
if 
   not Actor.Dead(77@)
else_jump @CAT1_6819 
Actor.Health(77@) = 1
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05BF: AS_actor -1 look_at_actor 77@ 5000 ms 
0635: AS_actor -1 aim_at_actor 77@ 2300 ms 
05E2: AS_actor -1 kill_actor 77@ 
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_6819
if 
   not Actor.Dead(74@)
else_jump @CAT1_6870 
0792: disembark_instantly_actor 74@ 
Actor.PutAt(74@, 254.4398, -57.6653, 0.6473)
Actor.Angle(74@) = 48.9264

:CAT1_6870
if 
   not Actor.Dead(75@)
else_jump @CAT1_6921 
0792: disembark_instantly_actor 75@ 
Actor.PutAt(75@, 255.1348, -61.2211, 0.6181)
Actor.Angle(75@) = 170.608

:CAT1_6921
if 
   not Actor.Dead(77@)
else_jump @CAT1_7052 
0792: disembark_instantly_actor 77@ 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(72@)
else_jump @CAT1_6973 
05BF: AS_actor -1 look_at_actor 72@ 5000 ms 

:CAT1_6973
0804: AS_actor -1 walk_to 251.1549 -56.4655 0.6255 angle 293.7874 radius 0.02 animation "HANDSCOWER" IFP_file "PED" 4.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_7052
if 
   not Actor.Dead(76@)
else_jump @CAT1_7078 
05C4: AS_actor 76@ hands_up 999999 ms 

:CAT1_7078
35@ += 1 
32@ = 0 

:CAT1_7092
jump @CAT1_9936 

:CAT1_7099
if 
  32@ > 3000 
else_jump @CAT1_7674 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 242.0291 -62.9491 2.3886 radius 50.0 
Camera.SetPosition(242.0291, -62.9491, 2.3886, 0.0, 0.0, 0.0)
Camera.PointAt(242.9384, -63.3287, 2.2181, 2)
83@ = Object.Create(#BRIEFCASE, 254.2335, -56.954, 0.6181)
84@ = Object.Create(#BRIEFCASE, 254.2335, -56.954, 0.6181)
85@ = Object.Create(#BRIEFCASE, 254.2335, -56.954, 0.6181)
86@ = Object.Create(#BRIEFCASE, 254.2335, -56.954, 0.6181)
if 
   not Actor.Dead(72@)
else_jump @CAT1_7384 
0792: disembark_instantly_actor 72@ 
070A: AS_actor 72@ attach_to_object 83@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
Actor.PutAt(72@, 254.2335, -56.954, 0.6181)
Actor.Angle(72@) = 190.0

:CAT1_7384
if 
   not Actor.Dead(75@)
else_jump @CAT1_7476 
0792: disembark_instantly_actor 75@ 
070A: AS_actor 75@ attach_to_object 86@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
Actor.PutAt(75@, 254.2521, -58.7186, 0.6181)
Actor.Angle(75@) = 190.0

:CAT1_7476
if 
   not Actor.Dead(74@)
else_jump @CAT1_7568 
0792: disembark_instantly_actor 74@ 
070A: AS_actor 74@ attach_to_object 85@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
Actor.PutAt(74@, 254.2762, -60.0254, 0.6255)
Actor.Angle(74@) = 190.0

:CAT1_7568
if 
   not Actor.Dead(73@)
else_jump @CAT1_7660 
0792: disembark_instantly_actor 73@ 
070A: AS_actor 73@ attach_to_object 84@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
Actor.PutAt(73@, 255.1927, -54.9104, 0.6181)
Actor.Angle(73@) = 190.0

:CAT1_7660
32@ = 0 
35@ += 1 

:CAT1_7674
jump @CAT1_9936 

:CAT1_7681
03D7: set_wav 3 location 251.5757 -62.9454 3.3786 
03D1: play_wav 3 
124@ = 1 
35@ += 1 
32@ = 0 
jump @CAT1_9936 

:CAT1_7732
43@ = 0 

:CAT1_7739
if 
  4 > 43@ 
else_jump @CAT1_7802 
if 
   not Actor.Dead(72@(43@,4i))
else_jump @CAT1_7788 
104@(43@,4i) += 1 

:CAT1_7788
43@ += 1 
jump @CAT1_7739 

:CAT1_7802
32@ = 0 
35@ += 1 
jump @CAT1_9936 

:CAT1_7823
if 
  32@ > 1000 
else_jump @CAT1_7926 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CAT1_7926 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AF'  // ~z~Wir haben die Kohle! Hauen wir ab!
04AE: $ACTOR_SPEECH_WAV_FILE = 8805 // $ = any 
create_thread @AUDIOL 75@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8806 as 2 
32@ = 0 
35@ += 1 

:CAT1_7926
jump @CAT1_9936 

:CAT1_7933
if 
  32@ > 1000 
else_jump @CAT1_8036 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CAT1_8036 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AG'  // ~z~Die Wichskpfe haben unser Geld!
04AE: $ACTOR_SPEECH_WAV_FILE = 8806 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8807 as 1 
32@ = 0 
35@ += 1 

:CAT1_8036
jump @CAT1_9936 

:CAT1_8043
if 
  10000 > 32@ 
else_jump @CAT1_8134 
if 
   not Actor.Dead(75@)
else_jump @CAT1_8127 
if 
   not Car.Wrecked(82@)
else_jump @CAT1_8127 
if 
   Actor.InCar(75@, 82@)
else_jump @CAT1_8127 
35@ += 1 
32@ = 0 

:CAT1_8127
jump @CAT1_8141 

:CAT1_8134
35@ += 1 

:CAT1_8141
jump @CAT1_9936 

:CAT1_8148
if 
  32@ > 500 
else_jump @CAT1_8174 
35@ += 1 

:CAT1_8174
jump @CAT1_9936 

:CAT1_8181
43@ = 0 

:CAT1_8188
if 
  4 > 43@ 
else_jump @CAT1_8249 
if 
03CA:   object 83@(43@,4i) exists 
else_jump @CAT1_8235 
Object.Destroy(83@(43@,4i))

:CAT1_8235
43@ += 1 
jump @CAT1_8188 

:CAT1_8249
43@ = 0 

:CAT1_8256
if 
  4 > 43@ 
else_jump @CAT1_8382 
if 
   not Actor.Dead(72@(43@,4i))
else_jump @CAT1_8357 
if 
   not Car.Wrecked(79@(43@,4i))
else_jump @CAT1_8357 
if 
   not Actor.InCar(72@(43@,4i), 79@(43@,4i))
else_jump @CAT1_8357 
036A: put_actor 72@(43@,4i) in_car 79@(43@,4i) 

:CAT1_8357
104@(43@,4i) = 6 
43@ += 1 
jump @CAT1_8256 

:CAT1_8382
if 
   not Car.Wrecked(79@)
else_jump @CAT1_8496 
if 
860E:   not car 79@ assigned_to_path 
else_jump @CAT1_8496 
if 
87C1:   not path 509 available 
else_jump @CAT1_8462 
07C0: load_path 509 

:CAT1_8435
if 
87C1:   not path 509 available 
else_jump @CAT1_8462 
wait 0 
jump @CAT1_8435 

:CAT1_8462
if 
   not Car.Wrecked(79@)
else_jump @CAT1_8496 
05EB: assign_car 79@ to_path 509 
0706: advance_car 79@ further_along_path 2.0 

:CAT1_8496
if 
   not Car.Wrecked(80@)
else_jump @CAT1_8610 
if 
860E:   not car 80@ assigned_to_path 
else_jump @CAT1_8610 
if 
87C1:   not path 505 available 
else_jump @CAT1_8576 
07C0: load_path 505 

:CAT1_8549
if 
87C1:   not path 505 available 
else_jump @CAT1_8576 
wait 0 
jump @CAT1_8549 

:CAT1_8576
if 
   not Car.Wrecked(80@)
else_jump @CAT1_8610 
05EB: assign_car 80@ to_path 505 
0706: advance_car 80@ further_along_path 0.0 

:CAT1_8610
if 
   not Car.Wrecked(81@)
else_jump @CAT1_8724 
if 
860E:   not car 81@ assigned_to_path 
else_jump @CAT1_8724 
if 
87C1:   not path 506 available 
else_jump @CAT1_8690 
07C0: load_path 506 

:CAT1_8663
if 
87C1:   not path 506 available 
else_jump @CAT1_8690 
wait 0 
jump @CAT1_8663 

:CAT1_8690
if 
   not Car.Wrecked(81@)
else_jump @CAT1_8724 
05EB: assign_car 81@ to_path 506 
0706: advance_car 81@ further_along_path 6.0 

:CAT1_8724
if 
   not Car.Wrecked(82@)
else_jump @CAT1_8838 
if 
860E:   not car 82@ assigned_to_path 
else_jump @CAT1_8838 
if 
87C1:   not path 507 available 
else_jump @CAT1_8804 
07C0: load_path 507 

:CAT1_8777
if 
87C1:   not path 507 available 
else_jump @CAT1_8804 
wait 0 
jump @CAT1_8777 

:CAT1_8804
if 
   not Car.Wrecked(82@)
else_jump @CAT1_8838 
05EB: assign_car 82@ to_path 507 
0706: advance_car 82@ further_along_path 3.0 

:CAT1_8838
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_8879 
0792: disembark_instantly_actor $ACTOR_CATALINA 
Actor.PutAt($ACTOR_CATALINA, 260.2472, -75.3335, 0.4697)

:CAT1_8879
32@ = 0 
Camera.SetPosition(261.735, -75.3817, 2.127, 0.0, 0.0, 0.0)
Camera.PointAt(260.836, -74.9604, 2.0068, 2)
35@ += 1 
jump @CAT1_9936 

:CAT1_8951
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_9049 
Actor.Angle($ACTOR_CATALINA) = 53.9394
07DD: set_actor $ACTOR_CATALINA temper_to 100 // see pedstats.dat 
if 
   not Actor.Dead(75@)
else_jump @CAT1_9049 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05BF: AS_actor -1 look_at_actor 75@ 1000 ms 
0635: AS_actor -1 aim_at_actor 75@ 5000 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_9049
32@ = 0 
35@ += 1 
jump @CAT1_9936 

:CAT1_9070
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CAT1_9154 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AH'  // ~z~DAS IST MEIN GELD!
04AE: $ACTOR_SPEECH_WAV_FILE = 8807 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 9872 as 2 
32@ = 0 
35@ += 1 

:CAT1_9154
jump @CAT1_9936 

:CAT1_9161
if 
  32@ > 2000 
else_jump @CAT1_9242 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_9242 
if 
   not Actor.Dead(75@)
else_jump @CAT1_9242 
07DD: set_actor $ACTOR_CATALINA temper_to 100 // see pedstats.dat 
05E2: AS_actor $ACTOR_CATALINA kill_actor 75@ 
Actor.SetImmunities(75@, 1, 1, 1, 1, 1)

:CAT1_9242
if 
  32@ > 2500 
else_jump @CAT1_9312 
Camera.SetPosition(252.0826, -71.4979, 1.3761, 0.0, 0.0, 0.0)
Camera.PointAt(253.0449, -71.7658, 1.4225, 2)

:CAT1_9312
if 
  32@ > 2800 
else_jump @CAT1_9495 
if 
   not Actor.Dead(75@)
else_jump @CAT1_9495 
if 
   not Car.Wrecked(82@)
else_jump @CAT1_9495 
0792: disembark_instantly_actor 75@ 
0615: define_AS_pack_begin 49@ 
0829: actor -1 perform_animation "BIKE_FALL_OFF" IFP_file "PED" 4.0 time 1 and_dies 
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TD'  // ~z~Nimm dies, du dmlicher Motherfucker!
04AE: $ACTOR_SPEECH_WAV_FILE = 9872 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8808 as 1 
32@ = 0 
35@ += 1 
32@ = 0 

:CAT1_9495
jump @CAT1_9936 

:CAT1_9502
if 
  32@ > 1000 
else_jump @CAT1_9528 
35@ += 1 

:CAT1_9528
jump @CAT1_9936 

:CAT1_9535
if 
   Actor.Dead(75@)
else_jump @CAT1_9623 
0889: store_actor 75@ center_of_body_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Camera.SetPosition(259.2034, -75.5284, 2.0793, 0.0, 0.0, 0.0)
Camera.PointAt(260.1396, -75.2342, 1.8871, 2)
35@ += 1 

:CAT1_9623
jump @CAT1_9936 

:CAT1_9630
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_9835 
0687: clear_actor $ACTOR_CATALINA task 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(82@)
else_jump @CAT1_9684 
05CA: AS_actor -1 enter_car 82@ passenger_seat 0 5000 ms 

:CAT1_9684
0616: define_AS_pack_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 263.4937 -75.2639 0.4697 mode 6 5000 ms // versionA 
if 
   not Car.Wrecked(82@)
else_jump @CAT1_9762 
05CB: AS_actor -1 enter_car 82@ as_driver 10000 ms 

:CAT1_9762
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BA'  // ~z~Carl, du fhrst, ich schiee!
04AE: $ACTOR_SPEECH_WAV_FILE = 8808 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
32@ = 0 
35@ += 1 

:CAT1_9835
jump @CAT1_9936 

:CAT1_9842
35@ += 1 
jump @CAT1_9936 

:CAT1_9856
if 
   not Car.Wrecked(82@)
else_jump @CAT1_9929 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_9929 
if and
   Actor.InCar($ACTOR_CATALINA, 82@)
   Actor.InCar($PLAYER_ACTOR, 82@)
else_jump @CAT1_9929 
35@ = 99 
32@ = 0 

:CAT1_9929
jump @CAT1_9936 

:CAT1_9936
if 
  35@ > 1 
else_jump @CAT1_9985 
if 
00E1:   player 0 pressed_key 16 
else_jump @CAT1_9985 
35@ = 99 
108@ = 1 

:CAT1_9985
if 
  104@ == 0 
else_jump @CAT1_10091 
if 
  100@ == 1 
else_jump @CAT1_10091 
if 
  33@ > 1000 
else_jump @CAT1_10091 
if 
   not Car.Wrecked(79@)
else_jump @CAT1_10091 
if 
060E:   car 79@ assigned_to_path 
else_jump @CAT1_10091 
05EE: unfreeze_car 79@ while_on_path 
100@ = 0 
104@ += 1 

:CAT1_10091
if 
  105@ == 0 
else_jump @CAT1_10197 
if 
  101@ == 1 
else_jump @CAT1_10197 
if 
  33@ > 2000 
else_jump @CAT1_10197 
if 
   not Car.Wrecked(80@)
else_jump @CAT1_10197 
if 
060E:   car 80@ assigned_to_path 
else_jump @CAT1_10197 
05EE: unfreeze_car 80@ while_on_path 
101@ = 0 
105@ += 1 

:CAT1_10197
if 
  106@ == 0 
else_jump @CAT1_10303 
if 
  102@ == 1 
else_jump @CAT1_10303 
if 
  33@ > 2000 
else_jump @CAT1_10303 
if 
   not Car.Wrecked(81@)
else_jump @CAT1_10303 
if 
060E:   car 81@ assigned_to_path 
else_jump @CAT1_10303 
05EE: unfreeze_car 81@ while_on_path 
102@ = 0 
106@ += 1 

:CAT1_10303
if 
  107@ == 0 
else_jump @CAT1_10409 
if 
  103@ == 1 
else_jump @CAT1_10409 
if 
  33@ > 3000 
else_jump @CAT1_10409 
if 
   not Car.Wrecked(82@)
else_jump @CAT1_10409 
if 
060E:   car 82@ assigned_to_path 
else_jump @CAT1_10409 
05EE: unfreeze_car 82@ while_on_path 
103@ = 0 
107@ += 1 

:CAT1_10409
if 
  104@ == 1 
else_jump @CAT1_10556 
if 
   not Car.Wrecked(79@)
else_jump @CAT1_10556 
if 
860E:   not car 79@ assigned_to_path 
else_jump @CAT1_10556 
if 
   not Actor.Dead(72@)
else_jump @CAT1_10556 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 49@ 
05CD: AS_actor -1 exit_car 79@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
104@ += 1 

:CAT1_10556
if 
  105@ == 1 
else_jump @CAT1_10703 
if 
   not Car.Wrecked(80@)
else_jump @CAT1_10703 
if 
860E:   not car 80@ assigned_to_path 
else_jump @CAT1_10703 
if 
   not Actor.Dead(73@)
else_jump @CAT1_10703 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 49@ 
05CD: AS_actor -1 exit_car 80@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
105@ += 1 

:CAT1_10703
if 
  106@ == 1 
else_jump @CAT1_10850 
if 
   not Car.Wrecked(81@)
else_jump @CAT1_10850 
if 
860E:   not car 81@ assigned_to_path 
else_jump @CAT1_10850 
if 
   not Actor.Dead(74@)
else_jump @CAT1_10850 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 49@ 
05CD: AS_actor -1 exit_car 81@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
106@ += 1 

:CAT1_10850
if 
  107@ == 1 
else_jump @CAT1_10997 
if 
   not Car.Wrecked(82@)
else_jump @CAT1_10997 
if 
860E:   not car 82@ assigned_to_path 
else_jump @CAT1_10997 
if 
   not Actor.Dead(75@)
else_jump @CAT1_10997 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 49@ 
05CD: AS_actor -1 exit_car 82@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
107@ += 1 

:CAT1_10997
if 
  104@ == 3 
else_jump @CAT1_11142 
if 
   not Actor.Dead(72@)
else_jump @CAT1_11142 
if 
   not Car.Wrecked(79@)
else_jump @CAT1_11142 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.6638 -62.4099 0.6181 
05D7: add_point_to_scmpath 252.9 -64.95 0.6181 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 79@ as_driver 20000 ms 
0616: define_AS_pack_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
104@ += 1 

:CAT1_11142
if 
  105@ == 3 
else_jump @CAT1_11343 
if 
   not Actor.Dead(73@)
else_jump @CAT1_11343 
if 
   not Car.Wrecked(80@)
else_jump @CAT1_11343 
if 
   not Car.Wrecked(80@)
else_jump @CAT1_11237 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 80@ with_offset 1.0 0.5 0.0 

:CAT1_11237
05D6: clear_scmpath 
05D7: add_point_to_scmpath 255.0126 -62.5672 0.6181 
05D7: add_point_to_scmpath 255.9082 -64.7079 0.5781 
05D7: add_point_to_scmpath $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 3000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 80@ as_driver 20000 ms 
0616: define_AS_pack_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
105@ += 1 

:CAT1_11343
if 
  106@ == 3 
else_jump @CAT1_11487 
if 
   not Actor.Dead(74@)
else_jump @CAT1_11487 
if 
   not Car.Wrecked(81@)
else_jump @CAT1_11487 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.3236 -62.2213 0.6181 
05D7: add_point_to_scmpath 250.654 -65.0175 0.6181 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 0 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 81@ as_driver 20000 ms 
0616: define_AS_pack_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
106@ += 1 

:CAT1_11487
if 
  107@ == 3 
else_jump @CAT1_11688 
if 
   not Actor.Dead(75@)
else_jump @CAT1_11688 
if 
   not Car.Wrecked(82@)
else_jump @CAT1_11688 
if 
   not Car.Wrecked(82@)
else_jump @CAT1_11582 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 82@ with_offset 1.0 0.5 0.0 

:CAT1_11582
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.0475 -62.7343 0.6181 
05D7: add_point_to_scmpath 247.6622 -64.1287 0.5781 
05D7: add_point_to_scmpath $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 82@ as_driver 20000 ms 
0616: define_AS_pack_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
107@ += 1 

:CAT1_11688
if 
  104@ == 4 
else_jump @CAT1_11796 
if 
   not Actor.Dead(72@)
else_jump @CAT1_11796 
if 
   not Car.Wrecked(79@)
else_jump @CAT1_11796 
if 
0206:   actor 72@ near_car 79@ radius 2.5 2.5 2.5 flag 0 on_foot 
else_jump @CAT1_11796 
07A1: set_walk_speed 6 
05CB: AS_actor 72@ enter_car 79@ as_driver 5000 ms 
104@ += 1 

:CAT1_11796
if 
  105@ == 4 
else_jump @CAT1_11821 
105@ += 1 

:CAT1_11821
if 
  106@ == 4 
else_jump @CAT1_11929 
if 
   not Actor.Dead(74@)
else_jump @CAT1_11929 
if 
   not Car.Wrecked(81@)
else_jump @CAT1_11929 
if 
0206:   actor 74@ near_car 81@ radius 2.5 2.5 2.5 flag 0 on_foot 
else_jump @CAT1_11929 
07A1: set_walk_speed 6 
05CB: AS_actor 74@ enter_car 81@ as_driver 5000 ms 
106@ += 1 

:CAT1_11929
if 
  107@ == 4 
else_jump @CAT1_11954 
107@ += 1 

:CAT1_11954
if 
  104@ == 5 
else_jump @CAT1_12102 
if 
   not Actor.Dead(72@)
else_jump @CAT1_12102 
if 
   not Car.Wrecked(79@)
else_jump @CAT1_12102 
if 
   Actor.InCar(72@, 79@)
else_jump @CAT1_12102 
if 
87C1:   not path 509 available 
else_jump @CAT1_12071 
07C0: load_path 509 

:CAT1_12044
if 
87C1:   not path 509 available 
else_jump @CAT1_12071 
wait 0 
jump @CAT1_12044 

:CAT1_12071
if 
   not Car.Wrecked(79@)
else_jump @CAT1_12095 
05EB: assign_car 79@ to_path 509 

:CAT1_12095
104@ += 1 

:CAT1_12102
if 
  105@ == 5 
else_jump @CAT1_12250 
if 
   not Actor.Dead(73@)
else_jump @CAT1_12250 
if 
   not Car.Wrecked(80@)
else_jump @CAT1_12250 
if 
   Actor.InCar(73@, 80@)
else_jump @CAT1_12250 
if 
87C1:   not path 505 available 
else_jump @CAT1_12219 
07C0: load_path 505 

:CAT1_12192
if 
87C1:   not path 505 available 
else_jump @CAT1_12219 
wait 0 
jump @CAT1_12192 

:CAT1_12219
if 
   not Car.Wrecked(80@)
else_jump @CAT1_12243 
05EB: assign_car 80@ to_path 505 

:CAT1_12243
105@ += 1 

:CAT1_12250
if 
  106@ == 5 
else_jump @CAT1_12398 
if 
   not Actor.Dead(74@)
else_jump @CAT1_12398 
if 
   not Car.Wrecked(81@)
else_jump @CAT1_12398 
if 
   Actor.InCar(74@, 81@)
else_jump @CAT1_12398 
if 
87C1:   not path 506 available 
else_jump @CAT1_12367 
07C0: load_path 506 

:CAT1_12340
if 
87C1:   not path 506 available 
else_jump @CAT1_12367 
wait 0 
jump @CAT1_12340 

:CAT1_12367
if 
   not Car.Wrecked(81@)
else_jump @CAT1_12391 
05EB: assign_car 81@ to_path 506 

:CAT1_12391
106@ += 1 

:CAT1_12398
if 
  107@ == 5 
else_jump @CAT1_12546 
if 
   not Actor.Dead(75@)
else_jump @CAT1_12546 
if 
   not Car.Wrecked(82@)
else_jump @CAT1_12546 
if 
   Actor.InCar(75@, 82@)
else_jump @CAT1_12546 
if 
87C1:   not path 507 available 
else_jump @CAT1_12515 
07C0: load_path 507 

:CAT1_12488
if 
87C1:   not path 507 available 
else_jump @CAT1_12515 
wait 0 
jump @CAT1_12488 

:CAT1_12515
if 
   not Car.Wrecked(82@)
else_jump @CAT1_12539 
05EB: assign_car 82@ to_path 507 

:CAT1_12539
107@ += 1 

:CAT1_12546
if 
  104@ == 7 
else_jump @CAT1_12633 
if 
   not Car.Wrecked(79@)
else_jump @CAT1_12633 
if 
860E:   not car 79@ assigned_to_path 
else_jump @CAT1_12633 
Car.PutAt(79@, 376.1397, -94.8354, 1.8378)
Car.Angle(79@) = 285.1002
104@ += 1 

:CAT1_12633
if 
  105@ == 7 
else_jump @CAT1_12720 
if 
   not Car.Wrecked(80@)
else_jump @CAT1_12720 
if 
860E:   not car 80@ assigned_to_path 
else_jump @CAT1_12720 
Car.PutAt(80@, 370.2741, -95.2991, 1.3107)
Car.Angle(80@) = 273.2807
105@ += 1 

:CAT1_12720
if 
  106@ == 7 
else_jump @CAT1_12807 
if 
   not Car.Wrecked(81@)
else_jump @CAT1_12807 
if 
860E:   not car 81@ assigned_to_path 
else_jump @CAT1_12807 
Car.PutAt(81@, 363.1674, -95.3071, 0.7736)
Car.Angle(81@) = 273.2807
106@ += 1 

:CAT1_12807
if 
  35@ == 99 
else_jump @CAT1_14055 
0925: restore_camera_to_user_defined 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
98@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
if 
   not Car.Wrecked(79@)
else_jump @CAT1_12940 
if 
060E:   car 79@ assigned_to_path 
else_jump @CAT1_12910 
05EC: release_car 79@ from_path 

:CAT1_12910
Car.PutAt(79@, 376.1397, -94.8354, 1.8378)
Car.Angle(79@) = 285.1002

:CAT1_12940
if 
   not Car.Wrecked(80@)
else_jump @CAT1_13007 
if 
060E:   car 80@ assigned_to_path 
else_jump @CAT1_12977 
05EC: release_car 80@ from_path 

:CAT1_12977
Car.PutAt(80@, 370.2741, -95.2991, 1.3107)
Car.Angle(80@) = 273.2807

:CAT1_13007
if 
   not Car.Wrecked(81@)
else_jump @CAT1_13074 
if 
060E:   car 81@ assigned_to_path 
else_jump @CAT1_13044 
05EC: release_car 81@ from_path 

:CAT1_13044
Car.PutAt(81@, 363.1674, -95.3071, 0.7736)
Car.Angle(81@) = 273.2807

:CAT1_13074
if 
  108@ == 1 
else_jump @CAT1_13167 
if 
   not Car.Wrecked(82@)
else_jump @CAT1_13167 
if 
060E:   car 82@ assigned_to_path 
else_jump @CAT1_13129 
05EC: release_car 82@ from_path 

:CAT1_13129
Car.PutAt(82@, 263.8679, -73.6352, 0.4297)
Car.Angle(82@) = 272.3554
Car.Health(82@) = 1500

:CAT1_13167
Actor.DestroyInstantly(72@)
Actor.DestroyInstantly(73@)
Actor.DestroyInstantly(74@)
Actor.DestroyInstantly(75@)
Object.Destroy(83@)
Object.Destroy(84@)
Object.Destroy(85@)
Object.Destroy(86@)
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_13262 
060B: set_actor $ACTOR_CATALINA decision_maker_to 68@ 
0792: disembark_instantly_actor $ACTOR_CATALINA 
if 
   not Car.Wrecked(82@)
else_jump @CAT1_13262 
0430: put_actor $ACTOR_CATALINA into_car 82@ passenger_seat 0 

:CAT1_13262
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Car.Wrecked(82@)
else_jump @CAT1_13291 
036A: put_actor $PLAYER_ACTOR in_car 82@ 

:CAT1_13291
43@ = 0 

:CAT1_13298
if 
  4 > 43@ 
else_jump @CAT1_13658 
if 
   not Car.Wrecked(79@(43@,4i))
else_jump @CAT1_13644 
if 
  43@ == 0 
else_jump @CAT1_13383 
72@(43@,4i) = Actor.Create(Mission1, #CWMYFR, 0.0, 0.0, 0.0)

:CAT1_13383
if 
  43@ == 1 
else_jump @CAT1_13430 
72@(43@,4i) = Actor.Create(Mission1, #CWMYHB1, 0.0, 0.0, 0.0)

:CAT1_13430
if 
  43@ == 2 
else_jump @CAT1_13477 
72@(43@,4i) = Actor.Create(Mission1, #CWMYFR, 0.0, 0.0, 0.0)

:CAT1_13477
if 
  43@ == 3 
else_jump @CAT1_13524 
72@(43@,4i) = Actor.Create(Mission1, #CWMYHB1, 0.0, 0.0, 0.0)

:CAT1_13524
Actor.WeaponAccuracy(72@(43@,4i)) = 60
01B2: give_actor 72@(43@,4i) weapon 22 ammo 99999 // Load the weapon model before using this 
0688: unknown_actor 72@(43@,4i) flags 0 0 0 
060B: set_actor 72@(43@,4i) decision_maker_to 68@ 
Actor.SetImmunities(72@(43@,4i), 0, 0, 0, 0, 0)
0245: set_actor 72@(43@,4i) walk_style_to "MAN" 
0446: set_actor 72@(43@,4i) immune_to_headshots 0 
08AF: set_actor 72@(43@,4i) max_health_to 100 
Actor.Health(72@(43@,4i)) = 100

:CAT1_13644
43@ += 1 
jump @CAT1_13298 

:CAT1_13658
if 
   not Car.Wrecked(79@)
else_jump @CAT1_13682 
036A: put_actor 72@ in_car 79@ 

:CAT1_13682
if 
   not Car.Wrecked(80@)
else_jump @CAT1_13706 
036A: put_actor 73@ in_car 80@ 

:CAT1_13706
if 
   not Car.Wrecked(81@)
else_jump @CAT1_13730 
036A: put_actor 74@ in_car 81@ 

:CAT1_13730
43@ = 0 

:CAT1_13737
if 
  3 > 43@ 
else_jump @CAT1_13816 
Car.SetMaxSpeed(79@(43@,4i), 20.0)
00AE: set_car 79@(43@,4i) traffic_behaviour_to 2 
03ED: unknown_car 79@(43@,4i) flag 1 
Car.ImmuneToNonPlayer(79@(43@,4i)) = True
43@ += 1 
jump @CAT1_13737 

:CAT1_13816
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Actor.PutAt(75@, 257.1983, -72.641, 1.4697)
0762: AS_actor 75@ dies 
Actor.RemoveReferences(76@)
Actor.RemoveReferences(77@)
Actor.RemoveReferences(75@)
Model.Destroy(#QUAD)
Model.Destroy(#CWMYFR)
Model.Destroy(#CWMYHB1)
Model.Destroy(#COLT45)
Model.Destroy(#HMOST)
Model.Destroy(#SWMOTR1)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
if 
   not 124@ == 1 
else_jump @CAT1_13950 
03D7: set_wav 3 location 251.5757 -62.9454 3.3786 
03D1: play_wav 3 
124@ = 1 

:CAT1_13950
98@ = 1 
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT1_14037 
if 
075C:   marker 87@ enabled 
else_jump @CAT1_13997 
Marker.Disable(87@)

:CAT1_13997
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
04D8: set_actor $ACTOR_CATALINA drowns_in_water 0 
99@ = 1 
64@ = 0 
jump @CAT1_14044 

:CAT1_14037
99@ = 1 

:CAT1_14044
041E: set_radio_station 1 
gosub @CAT1_32437 

:CAT1_14055
return 

:CAT1_14057
if 
  35@ == 0 
else_jump @CAT1_14933 
08EA: enable_gangs_spawn 0 
0209: 166@ = random_int_in_ranges 0 8 
43@ = 0 

:CAT1_14095
if 
  3 > 43@ 
else_jump @CAT1_14298 
if 
   not Actor.Dead(72@(43@,4i))
else_jump @CAT1_14225 
88@(43@,3i) = Marker.CreateAboveActor(72@(43@,4i))
08AF: set_actor 72@(43@,4i) max_health_to 200 
Actor.Health(72@(43@,4i)) = 200
077A: set_actor 72@(43@,4i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 72@(43@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0688: unknown_actor 72@(43@,4i) flags 1 0 0 
08C6: set_actor 72@(43@,4i) stay_on_bike 0 

:CAT1_14225
if 
   not Car.Wrecked(79@(43@,4i))
else_jump @CAT1_14284 
00AE: set_car 79@(43@,4i) traffic_behaviour_to 2 
Car.SetMaxSpeed(79@(43@,4i), 25.0)
Car.SetSpeedInstantly(79@(43@,4i), 5.0)

:CAT1_14284
43@ += 1 
jump @CAT1_14095 

:CAT1_14298
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
133@ = 1.05 
07C0: load_path 553 
07C0: load_path 554 
07C0: load_path 555 

:CAT1_14365
if or
87C1:   not path 553 available 
87C1:   not path 554 available 
87C1:   not path 555 available 
else_jump @CAT1_14402 
wait 0 
jump @CAT1_14365 

:CAT1_14402
if 
   not Car.Wrecked(79@)
else_jump @CAT1_14449 
0705: car 79@ assign_to_path 553 and_drive_normal 
0706: advance_car 79@ further_along_path 1.0 
03CC: enable_car 79@ stuck_check_distance_to 2.0 time_to 2000 

:CAT1_14449
if 
   not Car.Wrecked(80@)
else_jump @CAT1_14496 
0705: car 80@ assign_to_path 554 and_drive_normal 
0706: advance_car 80@ further_along_path 1.0 
03CC: enable_car 80@ stuck_check_distance_to 2.0 time_to 2000 

:CAT1_14496
if 
   not Car.Wrecked(81@)
else_jump @CAT1_14543 
0705: car 81@ assign_to_path 555 and_drive_normal 
0706: advance_car 81@ further_along_path 1.0 
03CC: enable_car 81@ stuck_check_distance_to 2.0 time_to 2000 

:CAT1_14543
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_14691 
0749: reset_group_decision_maker 145@ event 36 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 145@ 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor $ACTOR_CATALINA decision_maker_to 146@ 
0688: unknown_actor $ACTOR_CATALINA flags 1 0 0 
074A: set_group_decision_maker 145@ on_event 36 taskID 1510 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
0709: set_decision_maker 146@ on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
Actor.WeaponAccuracy($ACTOR_CATALINA) = 35
07DD: set_actor $ACTOR_CATALINA temper_to 100 // see pedstats.dat 
04D8: set_actor $ACTOR_CATALINA drowns_in_water 0 

:CAT1_14691
$CAT1_PICKUPS_COLLECTED = 1 
104@ = 0 
105@ = 0 
106@ = 0 
98@ = 0 
0209: 43@ = random_int_in_ranges 1 3 
if 
  43@ == 0 
else_jump @CAT1_14794 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BA'  // ~z~Carl, du fhrst, ich schiee!
04AE: $ACTOR_SPEECH_WAV_FILE = 8808 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 

:CAT1_14794
if 
  43@ == 1 
else_jump @CAT1_14853 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BB'  // ~z~Komm, beweg deinen verdammten Arsch!
04AE: $ACTOR_SPEECH_WAV_FILE = 8809 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 

:CAT1_14853
if 
  43@ == 2 
else_jump @CAT1_14912 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BC'  // ~z~Los! Jiiihaaa!
04AE: $ACTOR_SPEECH_WAV_FILE = 8810 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 

:CAT1_14912
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
35@ += 1 

:CAT1_14933
if 
  35@ == 1 
else_jump @CAT1_17132 
if 
0736:   NOP_false 131 
else_jump @CAT1_14977 
133@ += 0.1 

:CAT1_14977
if 
0736:   NOP_false 130 
else_jump @CAT1_15034 
133@ += -0.1 
if 
  0.0 > 133@ 
else_jump @CAT1_15034 
133@ = 0.0 

:CAT1_15034
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_15145 
if 
   not Car.Wrecked(78@)
else_jump @CAT1_15138 
if 
   Actor.InCar($ACTOR_CATALINA, 78@)
else_jump @CAT1_15124 
if 
  116@ == 0 
else_jump @CAT1_15117 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 28 
116@ = 1 

:CAT1_15117
jump @CAT1_15131 

:CAT1_15124
116@ = 0 

:CAT1_15131
jump @CAT1_15145 

:CAT1_15138
116@ = 0 

:CAT1_15145
43@ = 0 

:CAT1_15152
if 
  3 > 43@ 
else_jump @CAT1_15211 
0085: 163@ = 43@ // (int) 
gosub @CAT1_27437 
0087: 127@(43@,3f) = 165@ // (float) 
43@ += 1 
jump @CAT1_15152 

:CAT1_15211
43@ = 0 

:CAT1_15218
if 
  3 > 43@ 
else_jump @CAT1_15615 
if 
   not Actor.Dead(72@(43@,4i))
else_jump @CAT1_15601 
if 
  104@(43@,4i) == 0 
else_jump @CAT1_15500 
if 
   not Car.Wrecked(79@(43@,4i))
else_jump @CAT1_15500 
if 
860E:   not car 79@(43@,4i) assigned_to_path 
else_jump @CAT1_15500 
104@(43@,4i) += 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2346.271 -1044.447 52.6699 
05D7: add_point_to_scmpath 2349.337 -1043.622 52.9884 
05D7: add_point_to_scmpath 2354.353 -1041.798 53.136 
05D7: add_point_to_scmpath 2355.844 -1039.797 53.1562 
05D7: add_point_to_scmpath 2355.559 -1038.575 53.3358 
0615: define_AS_pack_begin 49@ 
if 
   Actor.InCar(72@(43@,4i), 79@(43@,4i))
else_jump @CAT1_15459 
05CD: AS_actor -1 exit_car 79@(43@,4i) 

:CAT1_15459
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
Actor.WeaponAccuracy(72@(43@,4i)) = 90

:CAT1_15500
if 
  104@(43@,4i) == 1 
else_jump @CAT1_15601 
if 
00FF:   actor 72@(43@,4i) sphere 0 in_sphere 2355.559 -1038.575 53.3358 radius 1.0 1.0 2.0 on_foot 
else_jump @CAT1_15601 
Actor.DestroyWithFade(72@(43@,4i))
104@(43@,4i) += 1 
gosub @CAT1_32437 

:CAT1_15601
43@ += 1 
jump @CAT1_15218 

:CAT1_15615
43@ = 0 

:CAT1_15622
if 
  3 > 43@ 
else_jump @CAT1_16002 
if 
   not Actor.Dead(72@(43@,4i))
else_jump @CAT1_15988 
if 
  104@(43@,4i) == 0 
else_jump @CAT1_15988 
if 
   not Actor.Driving(72@(43@,4i))
else_jump @CAT1_15988 
062E: unknown_get_actor 72@(43@,4i) task 1560 status_store_to 44@ // ret 7 if not found 
if 
04A4:   44@ == 7 // @ == any 
else_jump @CAT1_15833 
if 
   not Car.Wrecked(79@(43@,4i))
else_jump @CAT1_15826 
0615: define_AS_pack_begin 49@ 
0772: AS_actor -1 run_to_car 79@(43@,4i) 60000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 79@(43@,4i) as_driver 60000 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
jump @CAT1_15826 

:CAT1_15826
jump @CAT1_15988 

:CAT1_15833
if 
   not Car.Wrecked(79@(43@,4i))
else_jump @CAT1_15988 
if 
82CA:   not car 79@(43@,4i) bounding_sphere_visible 
else_jump @CAT1_15988 
if 
82CB:   not actor 72@(43@,4i) bounding_sphere_visible 
else_jump @CAT1_15988 
if 
8104:   not actor $PLAYER_ACTOR near_actor 72@(43@,4i) radius 20.0 20.0 5.0 sphere 0 
else_jump @CAT1_15988 
046C: 44@ = car 79@(43@,4i) driver 
if 
  44@ == -1 
else_jump @CAT1_15988 
0792: disembark_instantly_actor 72@(43@,4i) 
036A: put_actor 72@(43@,4i) in_car 79@(43@,4i) 

:CAT1_15988
43@ += 1 
jump @CAT1_15622 

:CAT1_16002
if 
0736:   NOP_false 70 
else_jump @CAT1_16076 
if 
   not Actor.Dead(73@)
else_jump @CAT1_16076 
if 
   not Car.Wrecked(80@)
else_jump @CAT1_16076 
if 
   Actor.InCar(73@, 80@)
else_jump @CAT1_16076 
0622: AS_actor 73@ bail_car 80@ 

:CAT1_16076
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1397.24 216.0877 radius 50.0 50.0 
else_jump @CAT1_16172 
if 
   not 115@ == 1 
else_jump @CAT1_16172 
133@ += -0.05 
115@ = 1 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_16172 
Actor.WeaponAccuracy($ACTOR_CATALINA) = 50

:CAT1_16172
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2711.119 -53.5082 radius 50.0 50.0 
else_jump @CAT1_16268 
if 
   not 115@ == 2 
else_jump @CAT1_16268 
133@ += 0.25 
115@ = 2 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_16268 
Actor.WeaponAccuracy($ACTOR_CATALINA) = 70

:CAT1_16268
43@ = 0 

:CAT1_16275
if 
  3 > 43@ 
else_jump @CAT1_16498 
if 
   Actor.Dead(72@(43@,4i))
else_jump @CAT1_16484 
if 
  121@(43@,3i) == 0 
else_jump @CAT1_16484 
if 
  95@(43@,3i) == -1 
else_jump @CAT1_16484 
Marker.Disable(88@(43@,3i))
88@(43@,3i) = 0 
Actor.StoreDeadActorPos(72@(43@,4i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
95@(43@,3i) = Pickup.Create(#BRIEFCASE, 3, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
018A: 91@(43@,3i) = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Marker.SetColor(91@(43@,3i), 1)
147@ = 29000 
121@(43@,3i) = 1 
Actor.RemoveReferences(72@(43@,4i))
Car.RemoveReferences(79@(43@,4i))

:CAT1_16484
43@ += 1 
jump @CAT1_16275 

:CAT1_16498
43@ = 0 

:CAT1_16505
if 
  3 > 43@ 
else_jump @CAT1_16802 
if 
09D1:   pickup 95@(43@,3i) created 
else_jump @CAT1_16788 
if 
  147@ > 30000 
else_jump @CAT1_16585 
00BC: show_text_highpriority GXT 'CAT108' time 7000 flag 1  // ~s~Hol dir die ~g~Tasche~s~.
147@ = 0 

:CAT1_16585
065B: store_pickup 95@(43@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 2.0 
else_jump @CAT1_16710 
Marker.Disable(91@(43@,3i))
Pickup.Destroy(95@(43@,3i))
95@(43@,3i) = -1 
00BE: text_clear_all 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
$CAT1_PICKUPS_COLLECTED += 1 
jump @CAT1_16788 

:CAT1_16710
if 
   Pickup.Picked_up(95@(43@,3i))
else_jump @CAT1_16788 
Marker.Disable(91@(43@,3i))
Pickup.Destroy(95@(43@,3i))
95@(43@,3i) = -1 
00BE: text_clear_all 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
$CAT1_PICKUPS_COLLECTED += 1 

:CAT1_16788
43@ += 1 
jump @CAT1_16505 

:CAT1_16802
if 
   Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_16841 
00BC: show_text_highpriority GXT 'LOSE2' time 5000 flag 1  // ~r~Catalina hat den Lffel abgegeben.
37@ = 1 

:CAT1_16841
43@ = 0 
if 
   not Actor.Dead(72@)
else_jump @CAT1_16897 
if or
  300.0 > 130@ 
02CB:   actor 72@ bounding_sphere_visible 
else_jump @CAT1_16897 
43@ = 1 

:CAT1_16897
if 
   not Actor.Dead(73@)
else_jump @CAT1_16946 
if or
  300.0 > 131@ 
02CB:   actor 73@ bounding_sphere_visible 
else_jump @CAT1_16946 
43@ = 1 

:CAT1_16946
if 
   not Actor.Dead(74@)
else_jump @CAT1_16995 
if or
  300.0 > 132@ 
02CB:   actor 74@ bounding_sphere_visible 
else_jump @CAT1_16995 
43@ = 1 

:CAT1_16995
if and
   Actor.Dead(72@)
   Actor.Dead(73@)
   Actor.Dead(74@)
else_jump @CAT1_17028 
43@ = 1 

:CAT1_17028
if 
  43@ == 0 
else_jump @CAT1_17071 
if 
  125@ == 0 
else_jump @CAT1_17071 
gosub @CAT1_32437 

:CAT1_17071
gosub @CAT1_28501 
if 
0736:   NOP_false 74 
else_jump @CAT1_17100 
$CAT1_PICKUPS_COLLECTED = 4 

:CAT1_17100
if 
  $CAT1_PICKUPS_COLLECTED == 4 
else_jump @CAT1_17132 
gosub @CAT1_32437 
gosub @CAT1_32437 

:CAT1_17132
return 

:CAT1_17134
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
077E: get_active_interior_to 149@ 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
if 
   not 149@ == 0 
else_jump @CAT1_17287 
fade 0 250 

:CAT1_17189
if 
fading 
else_jump @CAT1_17213 
wait 0 
jump @CAT1_17189 

:CAT1_17213
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_17287 
select_interior 0 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Actor.StorePos($ACTOR_CATALINA, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.SetImmunities($ACTOR_CATALINA, 1, 1, 1, 1, 1)
Camera.SetAtPos($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
fade 1 250 

:CAT1_17287
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_17347 
0944: unknown_camera_lock_unknown_actor $ACTOR_CATALINA 
05DE: AS_actor $ACTOR_CATALINA walk_around_ped_path 
Actor.StorePos($ACTOR_CATALINA, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 100.0 radius 100.0 

:CAT1_17347
0209: 43@ = random_int_in_ranges 0 10 
0871: init_jump_table 43@ total_jumps 10 default_jump 0 @CAT1_17964 jumps 0 @CAT1_17484 1 @CAT1_17532 2 @CAT1_17580 3 @CAT1_17628 4 @CAT1_17676 5 @CAT1_17724 6 @CAT1_17772 
0872: jump_table_jumps 7 @CAT1_17820 8 @CAT1_17868 9 @CAT1_17916 -1 @CAT1_17964 -1 @CAT1_17964 -1 @CAT1_17964 -1 @CAT1_17964 -1 @CAT1_17964 -1 @CAT1_17964 

:CAT1_17484
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UA'  // ~z~Carl, du bist ein verdammter Idiot!
04AE: $ACTOR_SPEECH_WAV_FILE = 9889 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
jump @CAT1_17964 

:CAT1_17532
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UB'  // ~z~Du Idiot, Carl, du Idiot!
04AE: $ACTOR_SPEECH_WAV_FILE = 9890 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
jump @CAT1_17964 

:CAT1_17580
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UC'  // ~z~Nichtsnutziger Wichser!
04AE: $ACTOR_SPEECH_WAV_FILE = 9891 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
jump @CAT1_17964 

:CAT1_17628
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UD'  // ~z~Schade um die guten Eier, die sind bei dir reine Verschwendung!
04AE: $ACTOR_SPEECH_WAV_FILE = 9892 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
jump @CAT1_17964 

:CAT1_17676
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UE'  // ~z~Ich sollte dir die Eier abschneiden!
04AE: $ACTOR_SPEECH_WAV_FILE = 9893 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
jump @CAT1_17964 

:CAT1_17724
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UF'  // ~z~Carl Johnson, du bist Scheie!
04AE: $ACTOR_SPEECH_WAV_FILE = 9894 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
jump @CAT1_17964 

:CAT1_17772
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UG'  // ~z~Was soll das, du dmlicher Hund?
04AE: $ACTOR_SPEECH_WAV_FILE = 9895 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
jump @CAT1_17964 

:CAT1_17820
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UH'  // ~z~Ich fick dich nie mehr!
04AE: $ACTOR_SPEECH_WAV_FILE = 9896 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
jump @CAT1_17964 

:CAT1_17868
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UJ'  // ~z~Ich liebe dich nicht mehr!
04AE: $ACTOR_SPEECH_WAV_FILE = 9897 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
jump @CAT1_17964 

:CAT1_17916
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UK'  // ~z~Ich kann keinen dummen Mann lieben!
04AE: $ACTOR_SPEECH_WAV_FILE = 9898 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
jump @CAT1_17964 

:CAT1_17964
wait 100 

:CAT1_17968
if 
   not $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CAT1_17997 
wait 0 
jump @CAT1_17968 

:CAT1_17997
wait 500 
if 
   not 149@ == 0 
else_jump @CAT1_18095 
fade 0 500 

:CAT1_18027
if 
fading 
else_jump @CAT1_18051 
wait 0 
jump @CAT1_18027 

:CAT1_18051
select_interior 149@ 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Camera.SetAtPos($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
fade 1 250 

:CAT1_18095
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Actor.DestroyInstantly($ACTOR_CATALINA)
00BC: show_text_highpriority GXT 'LOSE' time 5000 flag 1  // ~r~Du hast die Ruber aus den Augen verloren.
37@ = 1 
return 

:CAT1_18140
if 
  35@ == 0 
else_jump @CAT1_18227 
08EA: enable_gangs_spawn 1 
018A: 94@ = create_checkpoint_at $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE 
00BC: show_text_highpriority GXT 'CAT112' time 7000 flag 1  // ~s~Bring Catalina zurck zum ~y~Versteck~s~.
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
150@ = 0 
120@ = 0 
35@ += 1 

:CAT1_18227
if 
  35@ == 1 
else_jump @CAT1_22359 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @CAT1_18423 
if 
  120@ == 0 
else_jump @CAT1_18423 
0209: 43@ = random_int_in_ranges 0 2 
if 
  43@ == 0 
else_jump @CAT1_18353 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_FA'  // ~z~Okay, Carl, fahren wir zurck zum Versteck!
04AE: $ACTOR_SPEECH_WAV_FILE = 8824 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_18394 

:CAT1_18353
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_FB'  // ~z~Zurck nach Fern Ridge, Carl!
04AE: $ACTOR_SPEECH_WAV_FILE = 8825 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 

:CAT1_18394
62@ = 0 
150@ = 1 
120@ += 1 
32@ = -5000 

:CAT1_18423
if 
  150@ == 1 
else_jump @CAT1_21431 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  32@ > 1000 
else_jump @CAT1_21431 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_21431 
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 10.0 10.0 5.0 sphere 0 
else_jump @CAT1_21431 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CAT1_21431 
if 
  $1520 == 0 
else_jump @CAT1_19807 
0871: init_jump_table 62@ total_jumps 15 default_jump 0 @CAT1_19793 jumps 0 @CAT1_18680 1 @CAT1_18746 2 @CAT1_19064 3 @CAT1_19141 4 @CAT1_19200 5 @CAT1_19259 6 @CAT1_19318 
0872: jump_table_jumps 8 @CAT1_19377 9 @CAT1_19436 10 @CAT1_19495 11 @CAT1_19554 12 @CAT1_19613 13 @CAT1_19672 14 @CAT1_19731 15 @CAT1_19779 -1 @CAT1_19793 

:CAT1_18680
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 0 
else_jump @CAT1_18739 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DA'  // ~z~Ich hab 'n Versteck in Fern Ridge.
04AE: $ACTOR_SPEECH_WAV_FILE = 8626 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 

:CAT1_18739
jump @CAT1_19793 

:CAT1_18746
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 0 
else_jump @CAT1_19057 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_18794 
Actor.StorePos($ACTOR_CATALINA, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:CAT1_18794
0089: 46@ = $Y_CATALINA_HOUSE // (float) 
0065: 46@ -= $TEMPVAR_FLOAT_2 // (float) 
0089: 47@ = $X_CATALINA_HOUSE // (float) 
0065: 47@ -= $TEMPVAR_FLOAT_1 // (float) 
if 
  0.0 > 47@ 
else_jump @CAT1_18872 
48@ = -1.0 
006B: 48@ *= 47@ // (float) 
jump @CAT1_18880 

:CAT1_18872
0087: 48@ = 47@ // (float) 

:CAT1_18880
if 
0025:   46@ > 48@ // (float) 
else_jump @CAT1_18947 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DD'  // ~z~Das liegt nrdlich von hier.
04AE: $ACTOR_SPEECH_WAV_FILE = 8629 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
jump @CAT1_19057 

:CAT1_18947
if 
  47@ > 0.0 
else_jump @CAT1_19016 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DC'  // ~z~Das liegt stlich von hier.
04AE: $ACTOR_SPEECH_WAV_FILE = 8628 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 
jump @CAT1_19057 

:CAT1_19016
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DB'  // ~z~Das liegt westlich von hier.
04AE: $ACTOR_SPEECH_WAV_FILE = 8627 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 0 

:CAT1_19057
jump @CAT1_19793 

:CAT1_19064
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 0 
else_jump @CAT1_19134 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DE'  // ~z~Fahr schon!
04AE: $ACTOR_SPEECH_WAV_FILE = 8630 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8631 as 1 

:CAT1_19134
jump @CAT1_19793 

:CAT1_19141
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DF'  // ~z~Du bist doch vllig durchgeknallt!
04AE: $ACTOR_SPEECH_WAV_FILE = 8631 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 8632 as 2 
jump @CAT1_19793 

:CAT1_19200
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DG'  // ~z~All ihr kleinen Mnner habt Angst vor starken Frauen!
04AE: $ACTOR_SPEECH_WAV_FILE = 8632 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8633 as 1 
jump @CAT1_19793 

:CAT1_19259
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DH'  // ~z~Wenn wir leidenschaftlich sind, sagt ihr, wir wren durchgeknallt.
04AE: $ACTOR_SPEECH_WAV_FILE = 8633 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8634 as 2 
jump @CAT1_19793 

:CAT1_19318
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DI'  // ~z~Wenn wir uns aufregen, sagt ihr, wir wren hysterisch.
04AE: $ACTOR_SPEECH_WAV_FILE = 8634 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8635 as 1 
jump @CAT1_19793 

:CAT1_19377
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DJ'  // ~z~Wenn wir mit Mnnern schlafen, sind wir Schlampen.
04AE: $ACTOR_SPEECH_WAV_FILE = 8635 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8636 as 2 
jump @CAT1_19793 

:CAT1_19436
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DK'  // ~z~Wenn wir euch nicht ranlassen, sind wir frigide Zicken.
04AE: $ACTOR_SPEECH_WAV_FILE = 8636 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8637 as 1 
jump @CAT1_19793 

:CAT1_19495
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DL'  // ~z~Kleine Mnner? Du bist da hinten voll ausgetickt!
04AE: $ACTOR_SPEECH_WAV_FILE = 8637 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8638 as 2 
jump @CAT1_19793 

:CAT1_19554
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DM'  // ~z~Das? Das war doch nichts Besonderes!
04AE: $ACTOR_SPEECH_WAV_FILE = 8638 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8639 as 1 
jump @CAT1_19793 

:CAT1_19613
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DN'  // ~z~Wenn dir das zu hei ist, steck deine mickrigen Eier in 'n Khlschrank!
04AE: $ACTOR_SPEECH_WAV_FILE = 8639 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8640 as 2 
jump @CAT1_19793 

:CAT1_19672
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DO'  // ~z~Mickrige Eier? Jetzt Moment mal...
04AE: $ACTOR_SPEECH_WAV_FILE = 8640 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8641 as 1 
jump @CAT1_19793 

:CAT1_19731
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DP'  // ~z~Es reicht! Halt's Maul und fahr, ich zhl das Scheigeld!
04AE: $ACTOR_SPEECH_WAV_FILE = 8641 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
jump @CAT1_19793 

:CAT1_19779
150@ = 0 
jump @CAT1_19793 

:CAT1_19793
62@ += 1 
32@ = 0 

:CAT1_19807
if 
  $1520 == 1 
else_jump @CAT1_20796 
0871: init_jump_table 62@ total_jumps 15 default_jump 0 @CAT1_20782 jumps 0 @CAT1_19953 1 @CAT1_20012 2 @CAT1_20071 3 @CAT1_20130 4 @CAT1_20189 5 @CAT1_20248 6 @CAT1_20307 
0872: jump_table_jumps 7 @CAT1_20366 8 @CAT1_20425 9 @CAT1_20484 10 @CAT1_20543 11 @CAT1_20602 12 @CAT1_20661 13 @CAT1_20720 14 @CAT1_20768 -1 @CAT1_20782 

:CAT1_19953
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GA'  // ~z~Bring mich heim, Carl.
04AE: $ACTOR_SPEECH_WAV_FILE = 8672 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8673 as 1 
jump @CAT1_20782 

:CAT1_20012
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GB'  // ~z~Okay. Hr mal, wir mssen uns mal unterhalten.
04AE: $ACTOR_SPEECH_WAV_FILE = 8673 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8674 as 2 
jump @CAT1_20782 

:CAT1_20071
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GC'  // ~z~Worber? Was sollte ich dir zu sagen haben?
04AE: $ACTOR_SPEECH_WAV_FILE = 8674 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8675 as 1 
jump @CAT1_20782 

:CAT1_20130
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GD'  // ~z~Du bist 'n cooles Mdchen und so, aber du musst echt 'n bisschen runterkommen.
04AE: $ACTOR_SPEECH_WAV_FILE = 8675 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8676 as 2 
jump @CAT1_20782 

:CAT1_20189
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GE'  // ~z~Ich kenn 'n paar echte kaltbltige Hunde, die sind nicht halb so drauf wie du.
04AE: $ACTOR_SPEECH_WAV_FILE = 8676 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8677 as 1 
jump @CAT1_20782 

:CAT1_20248
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GF'  // ~z~Ach ne, da kriegst du eine Lwin und httest lieber 'ne Schmusekatze. Du Loser!
04AE: $ACTOR_SPEECH_WAV_FILE = 8677 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8678 as 2 
jump @CAT1_20782 

:CAT1_20307
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GG'  // ~z~Nein, ich will doch nur....
04AE: $ACTOR_SPEECH_WAV_FILE = 8678 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8679 as 1 
jump @CAT1_20782 

:CAT1_20366
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GH'  // ~z~Weit du, warum ich so drauf bin?
04AE: $ACTOR_SPEECH_WAV_FILE = 8679 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8680 as 2 
jump @CAT1_20782 

:CAT1_20425
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GI'  // ~z~Nein.
04AE: $ACTOR_SPEECH_WAV_FILE = 8680 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8681 as 1 
jump @CAT1_20782 

:CAT1_20484
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GJ'  // ~z~Ich bin verliebt, Carl.
04AE: $ACTOR_SPEECH_WAV_FILE = 8681 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8682 as 2 
jump @CAT1_20782 

:CAT1_20543
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GK'  // ~z~Das Herz einer Frau kann strmisch lieben,
04AE: $ACTOR_SPEECH_WAV_FILE = 8682 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8683 as 1 
jump @CAT1_20782 

:CAT1_20602
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GL'  // ~z~und du wirst mir mein Herz brechen.
04AE: $ACTOR_SPEECH_WAV_FILE = 8683 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8684 as 2 
jump @CAT1_20782 

:CAT1_20661
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GM'  // ~z~Manchmal will ich uns beide umbringen!
04AE: $ACTOR_SPEECH_WAV_FILE = 8684 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8685 as 1 
jump @CAT1_20782 

:CAT1_20720
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GN'  // ~z~Bitte, tu das nicht. Entspann dich ein bisschen.
04AE: $ACTOR_SPEECH_WAV_FILE = 8685 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
jump @CAT1_20782 

:CAT1_20768
150@ = 0 
jump @CAT1_20782 

:CAT1_20782
62@ += 1 
32@ = 0 

:CAT1_20796
if 
  $1520 == 2 
else_jump @CAT1_21431 
0871: init_jump_table 62@ total_jumps 9 default_jump 0 @CAT1_21417 jumps 0 @CAT1_20942 1 @CAT1_21001 2 @CAT1_21060 3 @CAT1_21119 4 @CAT1_21178 5 @CAT1_21237 6 @CAT1_21296 
0872: jump_table_jumps 7 @CAT1_21355 14 @CAT1_21403 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 -1 @CAT1_21417 

:CAT1_20942
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OA'  // ~z~Jetzt bring mich nach Hause, mein starker Mann.
04AE: $ACTOR_SPEECH_WAV_FILE = 8725 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8726 as 1 
jump @CAT1_21417 

:CAT1_21001
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OB'  // ~z~Wie viel haben wir gemacht?
04AE: $ACTOR_SPEECH_WAV_FILE = 8726 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8727 as 2 
jump @CAT1_21417 

:CAT1_21060
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OC'  // ~z~Ist das alles, worum's dir geht? Geld?
04AE: $ACTOR_SPEECH_WAV_FILE = 8727 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8728 as 1 
jump @CAT1_21417 

:CAT1_21119
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OD'  // ~z~Nein, aber ich brauche echt die Kohle...
04AE: $ACTOR_SPEECH_WAV_FILE = 8728 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8729 as 2 
jump @CAT1_21417 

:CAT1_21178
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OE'  // ~z~Du machst mich krank. Ich krieg Ekelpickel von dir.
04AE: $ACTOR_SPEECH_WAV_FILE = 8729 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8730 as 1 
jump @CAT1_21417 

:CAT1_21237
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OF'  // ~z~Na ja, ich bin auch nicht wirklich scharf auf dich!
04AE: $ACTOR_SPEECH_WAV_FILE = 8730 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8731 as 2 
jump @CAT1_21417 

:CAT1_21296
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OG'  // ~z~Genau das ist es doch. Du hast einfach keine Ahnung.
04AE: $ACTOR_SPEECH_WAV_FILE = 8731 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8732 as 1 
jump @CAT1_21417 

:CAT1_21355
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OH'  // ~z~Sag einfach nichts mehr. Genieen wir einfach die friedliche Stille.
04AE: $ACTOR_SPEECH_WAV_FILE = 8732 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
jump @CAT1_21417 

:CAT1_21403
150@ = 0 
jump @CAT1_21417 

:CAT1_21417
62@ += 1 
32@ = 0 

:CAT1_21431
if 
  150@ == 0 
else_jump @CAT1_22189 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  32@ > 30000 
else_jump @CAT1_22189 
0209: 43@ = random_int_in_ranges 0 16 
0871: init_jump_table 43@ total_jumps 16 default_jump 0 @CAT1_22163 jumps 0 @CAT1_21609 1 @CAT1_21638 2 @CAT1_21667 3 @CAT1_21696 4 @CAT1_21725 5 @CAT1_21754 6 @CAT1_21783 
0872: jump_table_jumps 7 @CAT1_21812 8 @CAT1_21841 9 @CAT1_21870 10 @CAT1_21899 11 @CAT1_21973 12 @CAT1_22002 13 @CAT1_22031 14 @CAT1_22060 15 @CAT1_22134 

:CAT1_21609
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VA'  // ~z~Wo fahren wir hin?
04AE: $ACTOR_SPEECH_WAV_FILE = 9899 // $ = any 
jump @CAT1_22163 

:CAT1_21638
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VB'  // ~z~Warum dauert das so lange?
04AE: $ACTOR_SPEECH_WAV_FILE = 9900 // $ = any 
jump @CAT1_22163 

:CAT1_21667
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VC'  // ~z~Bist du dir sicher, dass das der richtige Weg ist?
04AE: $ACTOR_SPEECH_WAV_FILE = 9901 // $ = any 
jump @CAT1_22163 

:CAT1_21696
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VD'  // ~z~Das ist keine Abkrzung!
04AE: $ACTOR_SPEECH_WAV_FILE = 9902 // $ = any 
jump @CAT1_22163 

:CAT1_21725
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VE'  // ~z~Sag mir blo nicht, dass wir uns verfahren haben!
04AE: $ACTOR_SPEECH_WAV_FILE = 9903 // $ = any 
jump @CAT1_22163 

:CAT1_21754
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VF'  // ~z~Wo willst du eigentlich hin?
04AE: $ACTOR_SPEECH_WAV_FILE = 9904 // $ = any 
jump @CAT1_22163 

:CAT1_21783
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VG'  // ~z~Du hast dich verfranzt und du bist ein Schwachkopf!
04AE: $ACTOR_SPEECH_WAV_FILE = 9905 // $ = any 
jump @CAT1_22163 

:CAT1_21812
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VH'  // ~z~Ich bitte dich, zu fahren und du baust so einen Mist!
04AE: $ACTOR_SPEECH_WAV_FILE = 9906 // $ = any 
jump @CAT1_22163 

:CAT1_21841
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VJ'  // ~z~Carl, was soll das?
04AE: $ACTOR_SPEECH_WAV_FILE = 9907 // $ = any 
jump @CAT1_22163 

:CAT1_21870
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VK'  // ~z~Komm schon, Carl.
04AE: $ACTOR_SPEECH_WAV_FILE = 9908 // $ = any 
jump @CAT1_22163 

:CAT1_21899
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CAT1_21944 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VK'  // ~z~Komm schon, Carl.
04AE: $ACTOR_SPEECH_WAV_FILE = 9908 // $ = any 
jump @CAT1_21966 

:CAT1_21944
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VL'  // ~z~Bitte, Carlito, fahr.
04AE: $ACTOR_SPEECH_WAV_FILE = 9909 // $ = any 

:CAT1_21966
jump @CAT1_22163 

:CAT1_21973
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VM'  // ~z~Komm schon, Carl, was machst du denn so 'nen Schei?
04AE: $ACTOR_SPEECH_WAV_FILE = 9910 // $ = any 
jump @CAT1_22163 

:CAT1_22002
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VN'  // ~z~Carl, bitte, komm schon!
04AE: $ACTOR_SPEECH_WAV_FILE = 9911 // $ = any 
jump @CAT1_22163 

:CAT1_22031
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VO'  // ~z~Verdammt, beeil dich ein bisschen, Carlito!
04AE: $ACTOR_SPEECH_WAV_FILE = 9912 // $ = any 
jump @CAT1_22163 

:CAT1_22060
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CAT1_22105 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VO'  // ~z~Verdammt, beeil dich ein bisschen, Carlito!
04AE: $ACTOR_SPEECH_WAV_FILE = 9912 // $ = any 
jump @CAT1_22127 

:CAT1_22105
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VP'  // ~z~Bitte, Carl, jetzt komm und fahr ein bisschen schneller, verdammt!
04AE: $ACTOR_SPEECH_WAV_FILE = 9913 // $ = any 

:CAT1_22127
jump @CAT1_22163 

:CAT1_22134
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VQ'  // ~z~Wo sind wir, verdammt noch mal?
04AE: $ACTOR_SPEECH_WAV_FILE = 9914 // $ = any 
jump @CAT1_22163 

:CAT1_22163
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
32@ = 0 

:CAT1_22189
if 
  99@ == 1 
else_jump @CAT1_22354 
if 
875C:   not marker 94@ enabled 
else_jump @CAT1_22237 
35@ = 0 
jump @CAT1_22347 

:CAT1_22237
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE radius 3.0 3.0 3.0 
else_jump @CAT1_22347 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT1_22340 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
09D0:   car $TEMPVAR_ACTOR_CAR on_wheels 
else_jump @CAT1_22333 
Player.CanMove($PLAYER_CHAR) = False
35@ += 1 

:CAT1_22333
jump @CAT1_22347 

:CAT1_22340
35@ += 1 

:CAT1_22347
jump @CAT1_22359 

:CAT1_22354
Marker.Disable(94@)

:CAT1_22359
if 
  35@ == 2 
else_jump @CAT1_22438 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT1_22431 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
else_jump @CAT1_22424 
35@ += 1 

:CAT1_22424
jump @CAT1_22438 

:CAT1_22431
35@ += 1 

:CAT1_22438
if 
  35@ == 3 
else_jump @CAT1_22771 
Player.CanMove($PLAYER_CHAR) = False
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
02A3: enable_widescreen 1 
0395: clear_area 1 at $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE radius 20.0 
Camera.SetPosition(856.0245, -29.9962, 63.9179, 0.0, 0.0, 0.0)
Camera.PointAt(856.9926, -29.7496, 63.8739, 2)
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_22727 
if 
   not Actor.Driving($ACTOR_CATALINA)
else_jump @CAT1_22654 
if 
80FE:   not actor $ACTOR_CATALINA sphere 0 in_sphere $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE radius 5.0 5.0 5.0 
else_jump @CAT1_22654 
Actor.PutAt($ACTOR_CATALINA, 868.838, -28.2257, 62.1875)
Actor.Angle($ACTOR_CATALINA) = 161.446

:CAT1_22654
0615: define_AS_pack_begin 49@ 
if 
   Actor.Driving($ACTOR_CATALINA)
else_jump @CAT1_22690 
03C0: $TEMPVAR_ACTOR_CAR = actor $ACTOR_CATALINA car 
05CD: AS_actor -1 exit_car $TEMPVAR_ACTOR_CAR 

:CAT1_22690
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_22727
0209: 43@ = random_int_in_ranges 0 10 
32@ = 0 
151@ = 0 
62@ = 0 
152@ = 0 
35@ += 1 

:CAT1_22771
if 
  35@ == 4 
else_jump @CAT1_25152 
if 
  151@ == 0 
else_jump @CAT1_25035 
if and
  $AUDIO_LINE_IS_ACTIVE == 0 
  32@ > 1000 
else_jump @CAT1_25028 
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 0 
else_jump @CAT1_23849 
0871: init_jump_table 62@ total_jumps 16 default_jump 0 @CAT1_23835 jumps 0 @CAT1_22979 1 @CAT1_23038 2 @CAT1_23097 3 @CAT1_23156 4 @CAT1_23215 5 @CAT1_23274 6 @CAT1_23333 
0872: jump_table_jumps 7 @CAT1_23392 8 @CAT1_23451 9 @CAT1_23510 10 @CAT1_23569 11 @CAT1_23628 12 @CAT1_23786 13 @CAT1_23807 14 @CAT1_23814 15 @CAT1_23821 

:CAT1_22979
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EA'  // ~z~Das war ein Spa, Homeboy.
04AE: $ACTOR_SPEECH_WAV_FILE = 8642 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8643 as 1 
jump @CAT1_23835 

:CAT1_23038
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EB'  // ~z~Sollen wir morgen weiterspielen?
04AE: $ACTOR_SPEECH_WAV_FILE = 8643 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8644 as 2 
jump @CAT1_23835 

:CAT1_23097
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EC'  // ~z~Hier. Das ist dein Anteil.
04AE: $ACTOR_SPEECH_WAV_FILE = 8644 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8645 as 1 
jump @CAT1_23835 

:CAT1_23156
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_ED'  // ~z~Lady, ich werd's ein bisschen lockerer angehen.
04AE: $ACTOR_SPEECH_WAV_FILE = 8645 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8646 as 2 
jump @CAT1_23835 

:CAT1_23215
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EE'  // ~z~Du hast es doch selbst gesagt - ich hab noch 'n paar andere Dinge zu tun.
04AE: $ACTOR_SPEECH_WAV_FILE = 8646 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8647 as 1 
jump @CAT1_23835 

:CAT1_23274
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EF'  // ~z~Wie du meinst, Baby.
04AE: $ACTOR_SPEECH_WAV_FILE = 8647 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8648 as 2 
jump @CAT1_23835 

:CAT1_23333
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EG'  // ~z~Wenn's dir mit mir zu hei wird, dann tu eben was, bei dem du dich sicherer fhlst.
04AE: $ACTOR_SPEECH_WAV_FILE = 8648 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8649 as 1 
jump @CAT1_23835 

:CAT1_23392
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EH'  // ~z~Schlappschwanz. Man sieht sich.
04AE: $ACTOR_SPEECH_WAV_FILE = 8649 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8650 as 2 
jump @CAT1_23835 

:CAT1_23451
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EI'  // ~z~Hr mal zu, du Schlampe, alles was recht ist, aber du bist echt durchgeknallt.
04AE: $ACTOR_SPEECH_WAV_FILE = 8650 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8651 as 1 
jump @CAT1_23835 

:CAT1_23510
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EJ'  // ~z~Wenn du die letzte verdammte Tussi auf der Welt wrst,
04AE: $ACTOR_SPEECH_WAV_FILE = 8651 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8652 as 2 
jump @CAT1_23835 

:CAT1_23569
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EK'  // ~z~wrd ich's mit den Tieren treiben.
04AE: $ACTOR_SPEECH_WAV_FILE = 8652 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8653 as 1 
jump @CAT1_23835 

:CAT1_23628
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EL'  // ~z~Du bist vllig gaga, Senorita.
04AE: $ACTOR_SPEECH_WAV_FILE = 8653 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8654 as 2 
152@ = 1 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_23779 
0647: unknown_actor $ACTOR_CATALINA look_task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 869.0271 -28.2591 62.1893 mode 4 20000 ms // versionA 
05D3: AS_actor -1 goto_point 870.2891 -25.0424 62.9858 mode 4 5000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_23779
jump @CAT1_23835 

:CAT1_23786
62@ = 16 
151@ = 1 
jump @CAT1_23835 

:CAT1_23807
jump @CAT1_23835 

:CAT1_23814
jump @CAT1_23835 

:CAT1_23821
151@ = 1 
jump @CAT1_23835 

:CAT1_23835
62@ += 1 
32@ = 0 

:CAT1_23849
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 1 
else_jump @CAT1_24301 
0871: init_jump_table 62@ total_jumps 7 default_jump 0 @CAT1_24287 jumps 0 @CAT1_23930 1 @CAT1_23989 2 @CAT1_24048 3 @CAT1_24107 4 @CAT1_24166 5 @CAT1_24225 6 @CAT1_24273 

:CAT1_23930
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HA'  // ~z~Man sieht sich, Ser. Nchstes Mal ziehen wir eine RICHTIG harte Nummer durch.
04AE: $ACTOR_SPEECH_WAV_FILE = 8686 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8687 as 1 
jump @CAT1_24287 

:CAT1_23989
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HB'  // ~z~Ja, super. Aber sind bei der harten Nummer auch ein paar harte Dollars drin?
04AE: $ACTOR_SPEECH_WAV_FILE = 8687 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8688 as 2 
jump @CAT1_24287 

:CAT1_24048
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HC'  // ~z~Ich brauch nmlich Kohle, um ... das ist 'ne lange Geschichte,
04AE: $ACTOR_SPEECH_WAV_FILE = 8688 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8689 as 1 
jump @CAT1_24287 

:CAT1_24107
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HD'  // ~z~aber ich brauch echt 'nen ziemlichen Batzen. Und zwar dringend.
04AE: $ACTOR_SPEECH_WAV_FILE = 8689 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8690 as 2 
jump @CAT1_24287 

:CAT1_24166
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HE'  // ~z~Dann komm bald wieder vorbei.
04AE: $ACTOR_SPEECH_WAV_FILE = 8690 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8691 as 1 
jump @CAT1_24287 

:CAT1_24225
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HF'  // ~z~Dann rauben wir 'ne echte Bank aus.
04AE: $ACTOR_SPEECH_WAV_FILE = 8691 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
jump @CAT1_24287 

:CAT1_24273
151@ = 1 
jump @CAT1_24287 

:CAT1_24287
62@ += 1 
32@ = 0 

:CAT1_24301
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 2 
else_jump @CAT1_24576 
0871: init_jump_table 62@ total_jumps 4 default_jump 0 @CAT1_24562 jumps 0 @CAT1_24382 1 @CAT1_24441 2 @CAT1_24500 3 @CAT1_24548 -1 @CAT1_24562 -1 @CAT1_24562 -1 @CAT1_24562 

:CAT1_24382
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_MA'  // ~z~Carl, du musst noch viel ber die Herzen der Frauen lernen.
04AE: $ACTOR_SPEECH_WAV_FILE = 8714 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8715 as 1 
jump @CAT1_24562 

:CAT1_24441
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_MB'  // ~z~Lass dich erst wieder blicken, wenn du glaubst, du hast sie verstanden.
04AE: $ACTOR_SPEECH_WAV_FILE = 8715 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8716 as 2 
jump @CAT1_24562 

:CAT1_24500
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_MC'  // ~z~Ciao.
04AE: $ACTOR_SPEECH_WAV_FILE = 8716 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
jump @CAT1_24562 

:CAT1_24548
151@ = 1 
jump @CAT1_24562 

:CAT1_24562
62@ += 1 
32@ = 0 

:CAT1_24576
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 3 
else_jump @CAT1_25028 
0871: init_jump_table 62@ total_jumps 7 default_jump 0 @CAT1_25014 jumps 0 @CAT1_24657 1 @CAT1_24716 2 @CAT1_24775 3 @CAT1_24834 4 @CAT1_24893 5 @CAT1_24952 6 @CAT1_25000 

:CAT1_24657
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PA'  // ~z~Hier.
04AE: $ACTOR_SPEECH_WAV_FILE = 8733 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8734 as 1 
jump @CAT1_25014 

:CAT1_24716
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PB'  // ~z~Danke.
04AE: $ACTOR_SPEECH_WAV_FILE = 8734 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8735 as 2 
jump @CAT1_25014 

:CAT1_24775
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PC'  // ~z~Eines Tages, Carl Johnson, wirst du es verstehen.
04AE: $ACTOR_SPEECH_WAV_FILE = 8735 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8736 as 1 
jump @CAT1_25014 

:CAT1_24834
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PD'  // ~z~Ich hab dich wirklich geliebt, und es wird dir das Herz brechen.
04AE: $ACTOR_SPEECH_WAV_FILE = 8736 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8737 as 2 
jump @CAT1_25014 

:CAT1_24893
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PE'  // ~z~Aber du benimmst dich eher wie eine gefhlskalte Echse als wie'n Mann.
04AE: $ACTOR_SPEECH_WAV_FILE = 8737 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8738 as 1 
jump @CAT1_25014 

:CAT1_24952
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PF'  // ~z~Ciao.
04AE: $ACTOR_SPEECH_WAV_FILE = 8738 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 1 1 1 
jump @CAT1_25014 

:CAT1_25000
151@ = 1 
jump @CAT1_25014 

:CAT1_25014
62@ += 1 
32@ = 0 

:CAT1_25028
jump @CAT1_25152 

:CAT1_25035
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_25145 
if 
  152@ == 0 
else_jump @CAT1_25145 
0647: unknown_actor $ACTOR_CATALINA look_task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 869.0271 -28.2591 62.1893 mode 4 20000 ms // versionA 
05D3: AS_actor -1 goto_point 870.2891 -25.0424 62.9858 mode 4 5000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_25145
35@ += 1 

:CAT1_25152
if 
  35@ == 5 
else_jump @CAT1_25323 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_25236 
062E: unknown_get_actor $ACTOR_CATALINA task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @CAT1_25229 
43@ = 1 
jump @CAT1_25236 

:CAT1_25229
43@ = 0 

:CAT1_25236
if 
  32@ > 10000 
else_jump @CAT1_25262 
43@ = 1 

:CAT1_25262
if 
  43@ == 1 
else_jump @CAT1_25323 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
056D:   actor $ACTOR_CATALINA defined 
else_jump @CAT1_25305 
Actor.DestroyInstantly($ACTOR_CATALINA)

:CAT1_25305
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
36@ = 1 

:CAT1_25323
return 

:CAT1_25325
077E: get_active_interior_to 43@ 
if 
   not 43@ == 0 
else_jump @CAT1_25398 
if 
  125@ == 0 
else_jump @CAT1_25391 
0087: 126@ = 133@ // (float) 
133@ = 0.0 
125@ = 1 

:CAT1_25391
jump @CAT1_25431 

:CAT1_25398
if 
  125@ == 1 
else_jump @CAT1_25431 
0087: 133@ = 126@ // (float) 
125@ = 0 

:CAT1_25431
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT1_25618 
if 
   not Car.Wrecked(78@)
else_jump @CAT1_25603 
if 
   not Actor.InCar($PLAYER_ACTOR, 78@)
else_jump @CAT1_25596 
43@ = 0 
44@ = 0 

:CAT1_25496
if 
  4 > 43@ 
else_jump @CAT1_25565 
if 
003B:   78@ == 79@(43@,4i) // (int) 
else_jump @CAT1_25551 
44@ = 1 
43@ = 4 

:CAT1_25551
43@ += 1 
jump @CAT1_25496 

:CAT1_25565
if 
  44@ == 1 
else_jump @CAT1_25588 
Car.RemoveReferences(78@)

:CAT1_25588
78@ = Actor.Car($PLAYER_ACTOR)

:CAT1_25596
jump @CAT1_25611 

:CAT1_25603
78@ = Actor.Car($PLAYER_ACTOR)

:CAT1_25611
jump @CAT1_25618 

:CAT1_25618
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_25909 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  125@ == 0 
else_jump @CAT1_25909 
if 
  98@ == 0 
else_jump @CAT1_25909 
if 
  99@ == 1 
else_jump @CAT1_25786 
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT1_25779 
00BB: show_text_lowpriority GXT 'LEFTC' time 4000 flag 1  // ~s~Du hast Catalina zurckgelassen, du musst sie holen!
if 
875C:   not marker 87@ enabled 
else_jump @CAT1_25758 
87@ = Marker.CreateAboveActor($ACTOR_CATALINA)
07E0: set_marker 87@ type_to 1 

:CAT1_25758
64@ = 1 
65@ = 0 
99@ = 0 

:CAT1_25779
jump @CAT1_25909 

:CAT1_25786
if 
0104:   actor $ACTOR_CATALINA near_actor $PLAYER_ACTOR radius 10.0 10.0 10.0 sphere 0 
else_jump @CAT1_25909 
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT1_25902 
if 
075C:   marker 87@ enabled 
else_jump @CAT1_25862 
Marker.Disable(87@)

:CAT1_25862
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
04D8: set_actor $ACTOR_CATALINA drowns_in_water 0 
99@ = 1 
64@ = 0 
jump @CAT1_25909 

:CAT1_25902
99@ = 1 

:CAT1_25909
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_26027 
if 
   not Actor.Driving($ACTOR_CATALINA)
else_jump @CAT1_25979 
if 
875C:   not marker 87@ enabled 
else_jump @CAT1_25972 
87@ = Marker.CreateAboveActor($ACTOR_CATALINA)
07E0: set_marker 87@ type_to 1 

:CAT1_25972
jump @CAT1_26027 

:CAT1_25979
if 
075C:   marker 87@ enabled 
else_jump @CAT1_26027 
03C0: $TEMPVAR_ACTOR_CAR = actor $ACTOR_CATALINA car 
if 
   Actor.InCar($PLAYER_ACTOR, $TEMPVAR_ACTOR_CAR)
else_jump @CAT1_26027 
Marker.Disable(87@)

:CAT1_26027
if 
056D:   actor $ACTOR_CATALINA defined 
else_jump @CAT1_26082 
if 
   Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_26082 
00BC: show_text_highpriority GXT 'LOSE2' time 5000 flag 1  // ~r~Catalina hat den Lffel abgegeben.
37@ = 1 

:CAT1_26082
if 
  125@ == 0 
else_jump @CAT1_26616 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_26616 
if and
051A:   actor $ACTOR_CATALINA damaged_by_actor $PLAYER_ACTOR 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CAT1_26616 
153@ += 1 
if 
  153@ > 9 
else_jump @CAT1_26174 
153@ = 0 

:CAT1_26174
0871: init_jump_table 153@ total_jumps 10 default_jump 0 @CAT1_26592 jumps 0 @CAT1_26302 1 @CAT1_26331 2 @CAT1_26360 3 @CAT1_26389 4 @CAT1_26418 5 @CAT1_26447 6 @CAT1_26476 
0872: jump_table_jumps 7 @CAT1_26505 8 @CAT1_26534 9 @CAT1_26563 -1 @CAT1_26592 -1 @CAT1_26592 -1 @CAT1_26592 -1 @CAT1_26592 -1 @CAT1_26592 -1 @CAT1_26592 

:CAT1_26302
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UA'  // ~z~Carl, du bist ein verdammter Idiot!
04AE: $ACTOR_SPEECH_WAV_FILE = 9889 // $ = any 
jump @CAT1_26592 

:CAT1_26331
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UB'  // ~z~Du Idiot, Carl, du Idiot!
04AE: $ACTOR_SPEECH_WAV_FILE = 9890 // $ = any 
jump @CAT1_26592 

:CAT1_26360
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UC'  // ~z~Nichtsnutziger Wichser!
04AE: $ACTOR_SPEECH_WAV_FILE = 9891 // $ = any 
jump @CAT1_26592 

:CAT1_26389
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UD'  // ~z~Schade um die guten Eier, die sind bei dir reine Verschwendung!
04AE: $ACTOR_SPEECH_WAV_FILE = 9892 // $ = any 
jump @CAT1_26592 

:CAT1_26418
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UE'  // ~z~Ich sollte dir die Eier abschneiden!
04AE: $ACTOR_SPEECH_WAV_FILE = 9893 // $ = any 
jump @CAT1_26592 

:CAT1_26447
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UF'  // ~z~Carl Johnson, du bist Scheie!
04AE: $ACTOR_SPEECH_WAV_FILE = 9894 // $ = any 
jump @CAT1_26592 

:CAT1_26476
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UG'  // ~z~Was soll das, du dmlicher Hund?
04AE: $ACTOR_SPEECH_WAV_FILE = 9895 // $ = any 
jump @CAT1_26592 

:CAT1_26505
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UH'  // ~z~Ich fick dich nie mehr!
04AE: $ACTOR_SPEECH_WAV_FILE = 9896 // $ = any 
jump @CAT1_26592 

:CAT1_26534
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UJ'  // ~z~Ich liebe dich nicht mehr!
04AE: $ACTOR_SPEECH_WAV_FILE = 9897 // $ = any 
jump @CAT1_26592 

:CAT1_26563
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UK'  // ~z~Ich kann keinen dummen Mann lieben!
04AE: $ACTOR_SPEECH_WAV_FILE = 9898 // $ = any 
jump @CAT1_26592 

:CAT1_26592
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
054E: clear_actor $ACTOR_CATALINA damage 

:CAT1_26616
return 
if 
  117@ == 0 
else_jump @CAT1_26684 
143@ += 0.001 
if 
  143@ > 0.03 
else_jump @CAT1_26677 
143@ = 0.03 

:CAT1_26677
jump @CAT1_26725 

:CAT1_26684
143@ += -0.001 
if 
  0.0 > 143@ 
else_jump @CAT1_26725 
143@ = 0.0 

:CAT1_26725
144@ += 0.005 
if 
  144@ > 0.1 
else_jump @CAT1_26766 
144@ = 0.1 

:CAT1_26766
156@ = 261.4119 
157@ = -78.5511 
158@ = 2.3102 
0087: 159@ = 134@ // (float) 
0087: 160@ = 135@ // (float) 
0087: 161@ = 136@ // (float) 
0087: 162@ = 143@ // (float) 
gosub @CAT1_27226 
if 
  47@ == 99.9 
else_jump @CAT1_26881 
if 
  117@ == 0 
else_jump @CAT1_26881 
117@ = 1 

:CAT1_26881
0087: 134@ = 159@ // (float) 
0087: 135@ = 160@ // (float) 
0087: 136@ = 161@ // (float) 
0087: 156@ = 140@ // (float) 
0087: 157@ = 141@ // (float) 
0087: 158@ = 142@ // (float) 
0087: 159@ = 137@ // (float) 
0087: 160@ = 138@ // (float) 
0087: 161@ = 139@ // (float) 
0087: 162@ = 144@ // (float) 
gosub @CAT1_27226 
if 
  47@ == 99.9 
else_jump @CAT1_27014 
if 
  118@ == 0 
else_jump @CAT1_27014 
118@ = 1 

:CAT1_27014
0087: 137@ = 159@ // (float) 
0087: 138@ = 160@ // (float) 
0087: 139@ = 161@ // (float) 
if 
  69@ == 1 
else_jump @CAT1_27224 
0087: 56@ = 137@ // (float) 
56@ -= 0.5 
0087: 59@ = 137@ // (float) 
59@ += 0.5 
0087: 57@ = 138@ // (float) 
57@ -= 0.5 
0087: 60@ = 138@ // (float) 
60@ += 0.5 
0087: 58@ = 139@ // (float) 
58@ -= 0.5 
0087: 61@ = 139@ // (float) 
61@ += 0.5 
0052: NOP 56@ 138@ 139@ 59@ 138@ 139@ 
0052: NOP 137@ 57@ 139@ 137@ 60@ 139@ 
0052: NOP 137@ 138@ 58@ 137@ 138@ 61@ 

:CAT1_27224
return 

:CAT1_27226
0088: $TEMPVAR_FLOAT_1 = 156@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 159@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 157@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 160@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 158@ // (float) 
0067: $TEMPVAR_FLOAT_3 -= 161@ // (float) 
050A: 46@ = distance_between_XYZ 159@ 160@ 161@ and_XYZ 156@ 157@ 158@ 
0087: 47@ = 162@ // (float) 
47@ *= 20.0 
if 
0025:   47@ > 46@ // (float) 
else_jump @CAT1_27344 
47@ = 99.9 

:CAT1_27344
if 
0025:   46@ > 162@ // (float) 
else_jump @CAT1_27435 
0075: $TEMPVAR_FLOAT_1 /= 46@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 46@ // (float) 
0075: $TEMPVAR_FLOAT_3 /= 46@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 162@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 162@ // (float) 
006D: $TEMPVAR_FLOAT_3 *= 162@ // (float) 
005D: 159@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 160@ += $TEMPVAR_FLOAT_2 // (float) 
005D: 161@ += $TEMPVAR_FLOAT_3 // (float) 

:CAT1_27435
return 

:CAT1_27437
if 
   not Car.Wrecked(79@(163@,4i))
else_jump @CAT1_28499 
if 
   not Actor.Dead(72@(163@,4i))
else_jump @CAT1_28456 
if 
   Actor.InCar(72@(163@,4i), 79@(163@,4i))
else_jump @CAT1_28387 
if 
  112@(163@,3i) == 1 
else_jump @CAT1_27566 
if 
060E:   car 79@(163@,4i) assigned_to_path 
else_jump @CAT1_27566 
05EE: unfreeze_car 79@(163@,4i) while_on_path 
112@(163@,3i) = 0 

:CAT1_27566
165@ = 0.0 
Car.StorePos(79@(163@,4i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.StorePos($PLAYER_ACTOR, 56@, 57@, 58@)
if 
  109@(163@,3i) == 0 
else_jump @CAT1_27693 
if 
01AF:   car 79@(163@,4i) sphere 0 in_sphere 2711.119 -53.5082 39.4695 radius 20.0 20.0 5.0 
else_jump @CAT1_27693 
109@(163@,3i) = 1 

:CAT1_27693
0509: 130@(163@,3f) = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 56@ 57@ 
if 
  109@(163@,3i) == 0 
else_jump @CAT1_27851 
if 
0027:   56@ > $TEMPVAR_FLOAT_1 // (float) 
else_jump @CAT1_27844 
165@ = 1.5 
if 
  130@(163@,3f) > 100.0 
else_jump @CAT1_27844 
if 
82CA:   not car 79@(163@,4i) bounding_sphere_visible 
else_jump @CAT1_27844 
if 
060E:   car 79@(163@,4i) assigned_to_path 
else_jump @CAT1_27844 
0706: advance_car 79@(163@,4i) further_along_path 1.0 

:CAT1_27844
jump @CAT1_27959 

:CAT1_27851
if 
0026:   $TEMPVAR_FLOAT_2 > 57@ // (float) 
else_jump @CAT1_27959 
165@ = 1.5 
if 
  130@(163@,3f) > 100.0 
else_jump @CAT1_27959 
if 
82CA:   not car 79@(163@,4i) bounding_sphere_visible 
else_jump @CAT1_27959 
if 
060E:   car 79@(163@,4i) assigned_to_path 
else_jump @CAT1_27959 
0706: advance_car 79@(163@,4i) further_along_path 1.0 

:CAT1_27959
if 
  165@ == 0.0 
else_jump @CAT1_28123 
if 
  30.0 > 130@(163@,3f) 
else_jump @CAT1_28022 
165@ = 1.0 
jump @CAT1_28123 

:CAT1_28022
0087: 46@ = 130@(163@,3f) // (float) 
if 
  46@ > 200.0 
else_jump @CAT1_28065 
46@ = 200.0 

:CAT1_28065
46@ -= 30.0 
46@ /= 170.0 
165@ = 1.0 
0063: 165@ -= 46@ // (float) 
165@ *= 0.8 
165@ += 0.2 

:CAT1_28123
006B: 165@ *= 133@ // (float) 
if 
00B0:   car 79@(163@,4i) sphere 0 in_rectangle_cornerA 1940.82 72.1365 cornerB 2145.438 140.5141 
else_jump @CAT1_28183 
165@ = 2.5 

:CAT1_28183
if 
  0.1 > 165@ 
else_jump @CAT1_28214 
165@ = 0.1 

:CAT1_28214
if 
060E:   car 79@(163@,4i) assigned_to_path 
else_jump @CAT1_28246 
06FD: set_car 79@(163@,4i) speed_on_path_to 165@ 

:CAT1_28246
if 
060E:   car 79@(163@,4i) assigned_to_path 
else_jump @CAT1_28380 
if 
06FC:   car 79@(163@,4i) stuck_check_enabled 
else_jump @CAT1_28380 
if 
03CE:   car 79@(163@,4i) stuck 
else_jump @CAT1_28380 
if 
82CA:   not car 79@(163@,4i) bounding_sphere_visible 
else_jump @CAT1_28380 
if 
8205:   not actor $PLAYER_ACTOR near_car 79@(163@,4i) radius 40.0 40.0 5.0 flag 0 
else_jump @CAT1_28380 
0706: advance_car 79@(163@,4i) further_along_path 0.1 

:CAT1_28380
jump @CAT1_28449 

:CAT1_28387
if 
060E:   car 79@(163@,4i) assigned_to_path 
else_jump @CAT1_28449 
if 
  112@(163@,3i) == 0 
else_jump @CAT1_28449 
05ED: freeze_car 79@(163@,4i) while_on_path 
112@(163@,3i) = 1 

:CAT1_28449
jump @CAT1_28499 

:CAT1_28456
if 
060E:   car 79@(163@,4i) assigned_to_path 
else_jump @CAT1_28485 
05EC: release_car 79@(163@,4i) from_path 

:CAT1_28485
130@(163@,3f) = 0.0 

:CAT1_28499
return 

:CAT1_28501
if 
  65@ > 10000 
else_jump @CAT1_32087 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  125@ == 0 
else_jump @CAT1_29779 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_29779 
if 
82E0:   not actor $ACTOR_CATALINA aggressive 
else_jump @CAT1_29779 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT1_29779 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   Actor.InCar($ACTOR_CATALINA, $TEMPVAR_ACTOR_CAR)
else_jump @CAT1_29779 
43@ = 0 
44@ = 0 

:CAT1_28631
if 
  3 > 43@ 
else_jump @CAT1_28690 
if 
   not Actor.Dead(72@(43@,4i))
else_jump @CAT1_28676 
44@ += 1 

:CAT1_28676
43@ += 1 
jump @CAT1_28631 

:CAT1_28690
43@ = 0 
if 
   not Actor.Dead(72@)
else_jump @CAT1_28741 
if 
  50.0 > 130@ 
else_jump @CAT1_28741 
43@ += 1 

:CAT1_28741
if 
   not Actor.Dead(73@)
else_jump @CAT1_28785 
if 
  50.0 > 131@ 
else_jump @CAT1_28785 
43@ += 1 

:CAT1_28785
if 
   not Actor.Dead(74@)
else_jump @CAT1_28829 
if 
  50.0 > 132@ 
else_jump @CAT1_28829 
43@ += 1 

:CAT1_28829
if and
   Actor.Dead(72@)
   Actor.Dead(73@)
   Actor.Dead(74@)
else_jump @CAT1_28862 
43@ += 1 

:CAT1_28862
if 
  43@ == 0 
else_jump @CAT1_29779 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CAT1_29779 
166@ += 1 
if 
  166@ > 8 
else_jump @CAT1_28930 
166@ = 0 

:CAT1_28930
0871: init_jump_table 166@ total_jumps 9 default_jump 0 @CAT1_29772 jumps 0 @CAT1_29058 1 @CAT1_29153 2 @CAT1_29201 3 @CAT1_29249 4 @CAT1_29344 5 @CAT1_29439 6 @CAT1_29534 
0872: jump_table_jumps 7 @CAT1_29629 8 @CAT1_29724 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 -1 @CAT1_29772 

:CAT1_29058
if 
  44@ > 1 
else_jump @CAT1_29105 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CA'  // ~z~Bleib an ihnen dran!
04AE: $ACTOR_SPEECH_WAV_FILE = 8811 // $ = any 
jump @CAT1_29127 

:CAT1_29105
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AA'  // ~z~Schneller, Carl, schneller!
04AE: $ACTOR_SPEECH_WAV_FILE = 9800 // $ = any 

:CAT1_29127
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_29772 

:CAT1_29153
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CB'  // ~z~Schneller, du Schwachkopf!
04AE: $ACTOR_SPEECH_WAV_FILE = 8812 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_29772 

:CAT1_29201
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CC'  // ~z~Du fhrst wie eine alte Oma!
04AE: $ACTOR_SPEECH_WAV_FILE = 8813 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_29772 

:CAT1_29249
if 
  44@ > 1 
else_jump @CAT1_29296 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CD'  // ~z~Sie entkommen uns!
04AE: $ACTOR_SPEECH_WAV_FILE = 8814 // $ = any 
jump @CAT1_29318 

:CAT1_29296
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AD'  // ~z~Drck drauf, Carl, drck drauf!
04AE: $ACTOR_SPEECH_WAV_FILE = 9803 // $ = any 

:CAT1_29318
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_29772 

:CAT1_29344
if 
  44@ > 1 
else_jump @CAT1_29391 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CE'  // ~z~Sie sind kaum noch zu sehen, SCHNELLER!
04AE: $ACTOR_SPEECH_WAV_FILE = 8815 // $ = any 
jump @CAT1_29413 

:CAT1_29391
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AG'  // ~z~Ich kenne Schnecken, die schneller fahren knnen!
04AE: $ACTOR_SPEECH_WAV_FILE = 9806 // $ = any 

:CAT1_29413
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_29772 

:CAT1_29439
if 
  44@ > 1 
else_jump @CAT1_29486 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DA'  // ~z~Du lsst dich abhngen!
04AE: $ACTOR_SPEECH_WAV_FILE = 8816 // $ = any 
jump @CAT1_29508 

:CAT1_29486
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AH'  // ~z~Carl, du bist zu langsam und du bist absolute Scheie!
04AE: $ACTOR_SPEECH_WAV_FILE = 9807 // $ = any 

:CAT1_29508
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_29772 

:CAT1_29534
if 
  44@ > 1 
else_jump @CAT1_29581 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DB'  // ~z~Sie entkommen uns!
04AE: $ACTOR_SPEECH_WAV_FILE = 8817 // $ = any 
jump @CAT1_29603 

:CAT1_29581
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AC'  // ~z~Gib Gas, du Memme!
04AE: $ACTOR_SPEECH_WAV_FILE = 9802 // $ = any 

:CAT1_29603
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_29772 

:CAT1_29629
if 
  44@ > 1 
else_jump @CAT1_29676 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DC'  // ~z~Die halten uns zum Narren!
04AE: $ACTOR_SPEECH_WAV_FILE = 8818 // $ = any 
jump @CAT1_29698 

:CAT1_29676
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AB'  // ~z~Meine Mnner mssen schnell sein!
04AE: $ACTOR_SPEECH_WAV_FILE = 9801 // $ = any 

:CAT1_29698
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_29772 

:CAT1_29724
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DD'  // ~z~Die entwischen uns, weil du so erbrmlich schlecht fhrst!
04AE: $ACTOR_SPEECH_WAV_FILE = 8819 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_29772 

:CAT1_29772
65@ = 0 

:CAT1_29779
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  125@ == 0 
else_jump @CAT1_30495 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CAT1_30495 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_30495 
if 
82E0:   not actor $ACTOR_CATALINA aggressive 
else_jump @CAT1_30495 
if or
   not Actor.Driving($PLAYER_ACTOR)
   not Actor.Driving($ACTOR_CATALINA)
else_jump @CAT1_30495 
if 
8104:   not actor $ACTOR_CATALINA near_actor $PLAYER_ACTOR radius 15.0 15.0 5.0 sphere 0 
else_jump @CAT1_30495 
0209: 43@ = random_int_in_ranges 0 8 
if 
003B:   43@ == 169@ // (int) 
else_jump @CAT1_29968 
43@ += 1 
if 
  43@ > 7 
else_jump @CAT1_29968 
43@ = 0 

:CAT1_29968
0085: 169@ = 43@ // (int) 
0871: init_jump_table 43@ total_jumps 8 default_jump 0 @CAT1_30488 jumps 0 @CAT1_30104 1 @CAT1_30152 2 @CAT1_30200 3 @CAT1_30248 4 @CAT1_30296 5 @CAT1_30344 6 @CAT1_30392 
0872: jump_table_jumps 7 @CAT1_30440 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 -1 @CAT1_30488 

:CAT1_30104
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JA'  // ~z~Carl, wag es nicht, mich sitzen zu lassen!
04AE: $ACTOR_SPEECH_WAV_FILE = 9826 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_30488 

:CAT1_30152
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JB'  // ~z~Warte auf mich, Carl!
04AE: $ACTOR_SPEECH_WAV_FILE = 9827 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_30488 

:CAT1_30200
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JC'  // ~z~Warte auf mich, du verdammter Idiot!
04AE: $ACTOR_SPEECH_WAV_FILE = 9828 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_30488 

:CAT1_30248
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JD'  // ~z~Hey, wenn du mich hier sitzen lsst, bring ich deine Familie um!
04AE: $ACTOR_SPEECH_WAV_FILE = 9829 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_30488 

:CAT1_30296
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JE'  // ~z~Wag es nicht, mich sitzen zu lassen, Carl!
04AE: $ACTOR_SPEECH_WAV_FILE = 9830 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_30488 

:CAT1_30344
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JF'  // ~z~Hey, ich bin hier diejenige, die Leute sitzen lsst!
04AE: $ACTOR_SPEECH_WAV_FILE = 9831 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_30488 

:CAT1_30392
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JG'  // ~z~Willst du mich etwa loswerden?
04AE: $ACTOR_SPEECH_WAV_FILE = 9832 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_30488 

:CAT1_30440
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JH'  // ~z~Ohne mich kommst du nicht weit!
04AE: $ACTOR_SPEECH_WAV_FILE = 9833 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_30488 

:CAT1_30488
65@ = 0 

:CAT1_30495
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  125@ == 0 
else_jump @CAT1_32087 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CAT1_32087 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT1_32087 
if 
02E0:   actor $ACTOR_CATALINA aggressive 
else_jump @CAT1_32087 
if 
0104:   actor $ACTOR_CATALINA near_actor $PLAYER_ACTOR radius 2.0 2.0 2.0 sphere 0 
else_jump @CAT1_32087 
43@ = 0 

:CAT1_30610
if 
  4 > 43@ 
else_jump @CAT1_30676 
0209: 170@ = random_int_in_ranges 0 25 
if 
  5 > 170@ 
else_jump @CAT1_30662 
43@ = 4 

:CAT1_30662
43@ += 1 
jump @CAT1_30610 

:CAT1_30676
if 
003B:   170@ == 171@ // (int) 
else_jump @CAT1_30727 
170@ += 1 
if 
  170@ > 24 
else_jump @CAT1_30727 
170@ = 0 

:CAT1_30727
0085: 171@ = 170@ // (int) 
0871: init_jump_table 170@ total_jumps 25 default_jump 0 @CAT1_32080 jumps 0 @CAT1_30928 1 @CAT1_30928 2 @CAT1_30976 3 @CAT1_31024 4 @CAT1_31072 5 @CAT1_31120 6 @CAT1_31168 
0872: jump_table_jumps 7 @CAT1_31216 8 @CAT1_31264 9 @CAT1_31312 10 @CAT1_31360 11 @CAT1_31408 12 @CAT1_31456 13 @CAT1_31504 14 @CAT1_31552 15 @CAT1_31600 
0872: jump_table_jumps 16 @CAT1_31648 17 @CAT1_31696 18 @CAT1_31744 19 @CAT1_31792 20 @CAT1_31840 21 @CAT1_31888 22 @CAT1_31936 23 @CAT1_31984 24 @CAT1_32032 

:CAT1_30928
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HA'  // ~z~Baller nicht dauernd mit dem Ding direkt neben meinem Ohr rum!
04AE: $ACTOR_SPEECH_WAV_FILE = 8830 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
jump @CAT1_32080 

:CAT1_30976
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HC'  // ~z~Ich hr nichts, wegen dir bin ich taub!
04AE: $ACTOR_SPEECH_WAV_FILE = 8832 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
jump @CAT1_32080 

:CAT1_31024
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HD'  // ~z~Du hast mir das Trommelfell geschrottet!
04AE: $ACTOR_SPEECH_WAV_FILE = 8833 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
jump @CAT1_32080 

:CAT1_31072
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HE'  // ~z~Vorsicht, mein Kopf, du dumme Schlampe!
04AE: $ACTOR_SPEECH_WAV_FILE = 8834 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
jump @CAT1_32080 

:CAT1_31120
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TA'  // ~z~Ich mach euch alle fertig, ihr dmlichen Schweine!
04AE: $ACTOR_SPEECH_WAV_FILE = 9869 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31168
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TB'  // ~z~Willst du auch was abhaben, h?
04AE: $ACTOR_SPEECH_WAV_FILE = 9870 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31216
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TC'  // ~z~Nimm das und viel Spa damit!
04AE: $ACTOR_SPEECH_WAV_FILE = 9871 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31264
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TD'  // ~z~Nimm dies, du dmlicher Motherfucker!
04AE: $ACTOR_SPEECH_WAV_FILE = 9872 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31312
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TE'  // ~z~Ich werde killen und noch mal killen!
04AE: $ACTOR_SPEECH_WAV_FILE = 9873 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31360
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TF'  // ~z~Niemand legt sich mit mir an, NIEMAND!
04AE: $ACTOR_SPEECH_WAV_FILE = 9874 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31408
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TG'  // ~z~Und deine Familie mach ich auch fertig!
04AE: $ACTOR_SPEECH_WAV_FILE = 9875 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31456
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TH'  // ~z~Ich zieh dir das Fell ber die Ohren wie einem verdammten Hund!
04AE: $ACTOR_SPEECH_WAV_FILE = 9876 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31504
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TJ'  // ~z~Fresst Scheie!
04AE: $ACTOR_SPEECH_WAV_FILE = 9877 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31552
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TK'  // ~z~Trink meine Pisse!
04AE: $ACTOR_SPEECH_WAV_FILE = 9878 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31600
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TL'  // ~z~Du hast Glck, dass ich es dir nicht in den Arsch schiebe!
04AE: $ACTOR_SPEECH_WAV_FILE = 9879 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31648
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TM'  // ~z~Lachst du mich aus?
04AE: $ACTOR_SPEECH_WAV_FILE = 9880 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31696
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TN'  // ~z~Ich hab gesehen, wie du gelacht hast!
04AE: $ACTOR_SPEECH_WAV_FILE = 9881 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31744
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TO'  // ~z~Niemand berlebt Catalina, NIEMAND!
04AE: $ACTOR_SPEECH_WAV_FILE = 9882 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31792
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TP'  // ~z~Ihr habt euch mit dem belsten Miststck der Stadt angelegt, ihr Arschlcher!
04AE: $ACTOR_SPEECH_WAV_FILE = 9883 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31840
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TQ'  // ~z~Und wer will mich jetzt?
04AE: $ACTOR_SPEECH_WAV_FILE = 9884 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31888
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TR'  // ~z~Was sagtest du gerade, h?
04AE: $ACTOR_SPEECH_WAV_FILE = 9885 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31936
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TS'  // ~z~Lach mich nicht aus!
04AE: $ACTOR_SPEECH_WAV_FILE = 9886 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_31984
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TT'  // ~z~Keinen Respekt vor einer Frau!
04AE: $ACTOR_SPEECH_WAV_FILE = 9887 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_32032
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TU'  // ~z~Ihr seid alle erledigt, ihr Arschlcher!
04AE: $ACTOR_SPEECH_WAV_FILE = 9888 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32080 

:CAT1_32080
65@ = 0 

:CAT1_32087
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  125@ == 0 
else_jump @CAT1_32435 
if 
  64@ == 1 
else_jump @CAT1_32435 
if 
  65@ > 4000 
else_jump @CAT1_32435 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CAT1_32435 
0209: 43@ = random_int_in_ranges 0 4 
0871: init_jump_table 43@ total_jumps 4 default_jump 0 @CAT1_32428 jumps 0 @CAT1_32236 1 @CAT1_32284 2 @CAT1_32332 3 @CAT1_32380 -1 @CAT1_32428 -1 @CAT1_32428 -1 @CAT1_32428 

:CAT1_32236
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GA'  // ~z~Wehe, du lsst mich hier sitzen, Carl Johnson!
04AE: $ACTOR_SPEECH_WAV_FILE = 8826 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32428 

:CAT1_32284
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GB'  // ~z~Wenn du mich sitzen lsst, dann KASTRIER ICH DICH!
04AE: $ACTOR_SPEECH_WAV_FILE = 8827 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32428 

:CAT1_32332
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GC'  // ~z~Komm zurck, du nichtsnutziger Bastard!
04AE: $ACTOR_SPEECH_WAV_FILE = 8828 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32428 

:CAT1_32380
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GD'  // ~z~Carl Johnson, lass mich blo nicht hier sitzen!
04AE: $ACTOR_SPEECH_WAV_FILE = 8829 // $ = any 
create_thread @AUDIOL $ACTOR_CATALINA 0 0 1 0 
jump @CAT1_32428 

:CAT1_32428
64@ = 2 

:CAT1_32435
return 

:CAT1_32437
34@ += 1 
35@ = 0 
62@ = 0 
63@ = 0 
65@ = 0 
66@ = 0 
32@ = 0 
33@ = 0 
return 

:CAT1_32495
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:CAT1_32513
$MISSION_LOCAL_LIQUOR_STORE_PASSED = 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 1000
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'CAT_1'  // Local Liquor Store
030C: progress_made += 1 
if 
  $CATALINA_DIALOG_BETTING_SHOP_PLAYED == 1 
else_jump @CAT1_32596 
$CATALINA_DIALOG_BETTING_SHOP_PLAYED = 2 

:CAT1_32596
if 
  $CATALINA_DIALOG_LIQUOR_STORE_PLAYED == 1 
else_jump @CAT1_32621 
$CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 2 

:CAT1_32621
$1520 += 1 
0629: change_integer_stat 318 to 1 
$CATALINA_TOTAL_PASSED_MISSIONS += 1 
return 

:CAT1_32644
02A3: enable_widescreen 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAT1_32678 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
0A20: unknown_player $PLAYER_CHAR flag 0 

:CAT1_32678
08EA: enable_gangs_spawn 1 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
Marker.Disable(87@)
Marker.Disable(88@)
Marker.Disable(89@)
Marker.Disable(90@)
Marker.Disable(91@)
Marker.Disable(92@)
Marker.Disable(93@)
Marker.Disable(94@)
Pickup.Destroy(95@)
Pickup.Destroy(96@)
Pickup.Destroy(97@)
065C: release_decision_maker 67@ 
065C: release_decision_maker 68@ 
065C: release_decision_maker 146@ 
065C: release_decision_maker 145@ 
0296: unload_special_actor 5 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 42---------------
// Originally: Small Town Bank

:CAT2
gosub @CAT2_36 
if 
wasted_or_busted 
else_jump @CAT2_27 
gosub @CAT2_30119 

:CAT2_27
gosub @CAT2_30482 
end_thread 

:CAT2_36
638@ = 1 
06AE: create_group_decision_maker_type 0 store_to 37@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 37@ event 9 
0749: reset_group_decision_maker 37@ event 41 
0749: reset_group_decision_maker 37@ event 31 
0749: reset_group_decision_maker 37@ event 73 
0749: reset_group_decision_maker 37@ event 72 
0749: reset_group_decision_maker 37@ event 36 
074A: set_group_decision_maker 37@ on_event 36 taskID 1516 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
060A: create_decision_maker_type 0 store_to 38@ // decision\allowed\m_.ped files 
0709: set_decision_maker 38@ on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
36@ = 32 
$ONMISSION = 1 
Player.WantedLevel($PLAYER_CHAR) = 0
if 
  $ONMISSION == 69 
else_jump @CAT2_256 
018D: NOP 82@ 65535 2320.043 -8.5501 27.2047 
298@ = Actor.Create(Special, #SPECIAL05, 682.8292, -477.8332, 15.3359)

:CAT2_256
thread 'CAT2' 
fade 0 800 

:CAT2_274
if 
fading 
else_jump @CAT2_298 
wait 0 
jump @CAT2_274 

:CAT2_298
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
if 
056D:   actor $ACTOR_CATALINA defined 
else_jump @CAT2_333 
Actor.DestroyInstantly($ACTOR_CATALINA)

:CAT2_333
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CAT2_346
if 
823D:   not special_actor 5 loaded 
else_jump @CAT2_385 
wait 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 
jump @CAT2_346 

:CAT2_385
$ACTOR_CATALINA = Actor.Create(Special, #SPECIAL05, 682.8292, -477.8332, 15.3359)
0296: unload_special_actor 5 
0245: set_actor $ACTOR_CATALINA walk_style_to "WOMAN" 
02A9: set_actor $ACTOR_CATALINA immune_to_nonplayer 1 
0568: set_actor $ACTOR_CATALINA targetable 1 
077A: set_actor $ACTOR_CATALINA acquaintance 0 to_actors_pedtype 0 // see ped.dat 
Actor.Health($ACTOR_CATALINA) = 100
0446: set_actor $ACTOR_CATALINA immune_to_headshots 0 
0395: clear_area 1 at 2297.786 -16.8313 26.2964 radius 20.0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CAT2_739 
if 
   Actor.Driving($ACTOR_CATALINA)
else_jump @CAT2_636 
03C0: 39@ = actor $ACTOR_CATALINA car 
if 
   Actor.InCar($PLAYER_ACTOR, 39@)
else_jump @CAT2_583 
Car.PutAt(39@, 2297.986, -14.0735, 25.3495)
Car.Angle(39@) = 180.0
jump @CAT2_629 

:CAT2_583
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT2_629 
Actor.PutAt($PLAYER_ACTOR, 2297.786, -15.5166, 26.2964)
Actor.Angle($PLAYER_ACTOR) = 180.0

:CAT2_629
jump @CAT2_739 

:CAT2_636
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT2_739 
03C0: 39@ = actor $PLAYER_ACTOR car 
if 
   Actor.InCar($PLAYER_ACTOR, 39@)
else_jump @CAT2_709 
Car.PutAt(39@, 2297.986, -14.0735, 25.3495)
Car.Angle(39@) = 180.0

:CAT2_709
Actor.PutAt($PLAYER_ACTOR, 2297.786, -15.5166, 26.2964)
Actor.Angle($PLAYER_ACTOR) = 180.0

:CAT2_739
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT2_782 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2297.786 -15.5166 26.2964 
jump @CAT2_802 

:CAT2_782
Actor.PutAt($PLAYER_ACTOR, 2297.786, -15.5166, 26.2964)

:CAT2_802
Actor.Angle($PLAYER_ACTOR) = 162.229
Model.Load(#CSHER)
Model.Load(#COLT45)
Model.Load(#CHROMEGUN)
07C0: load_path 123 
07C0: load_path 124 
Model.Load(#KMB_ATM1)
Model.Load(#KMB_ATM2)
Model.Load(#KMB_ATM3)
Model.Load(#MTSAFE)
Model.Load(#CR_DOOR_01)
Model.Load(#CR_DOOR_03)

:CAT2_863
if or
   not Model.Available(#CSHER)
   not Model.Available(#COLT45)
   not Model.Available(#CHROMEGUN)
   not Model.Available(#KMB_ATM1)
   not Model.Available(#KMB_ATM2)
   not Model.Available(#KMB_ATM3)
else_jump @CAT2_915 
wait 0 
jump @CAT2_863 

:CAT2_915
if or
87C1:   not path 124 available 
87C1:   not path 123 available 
   not Model.Available(#MTSAFE)
   not Model.Available(#CR_DOOR_01)
   not Model.Available(#CR_DOOR_03)
else_jump @CAT2_958 
wait 0 
jump @CAT2_915 

:CAT2_958
054C: use_GXT_table 'CAT' 
Model.Load(#WMYSGRD)
Model.Load(#SWMYRI)
Model.Load(#WFYSTEW)
04ED: load_animation "ROB_BANK" 
038B: load_requested_models 

:CAT2_996
if or
   not Model.Available(#WMYSGRD)
   not Model.Available(#SWMYRI)
   not Model.Available(#WFYSTEW)
else_jump @CAT2_1031 
wait 0 
jump @CAT2_996 

:CAT2_1031
if 
84EE:   not animation "ROB_BANK" loaded 
else_jump @CAT2_1065 
wait 0 
jump @CAT2_1031 

:CAT2_1065
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @CAT2_1092 
wait 0 
jump @CAT2_1065 

:CAT2_1092
03CF: load_wav 1826 as 3 
56@ = 0 
57@ = 85.0 
58@ = 100.0 
59@ = 90.0 
60@ = 95.0 
0615: define_AS_pack_begin 61@ 
05C8: AS_actor -1 look_around 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 61@ 
07E5: copy_decision_maker -1 to 62@ 
0708: reset_decision_maker 62@ event 31 
63@ = Actor.Create(CivFemale, #WFYSTEW, 2318.492, -15.5635, 25.6913)
Actor.Angle(63@) = 95.2069
060B: set_actor 63@ decision_maker_to 62@ 
64@ = Actor.Create(CivFemale, #WFYSTEW, 2318.473, -7.4565, 25.6913)
Model.Destroy(#WFYSTEW)
Actor.Angle(64@) = 95.2069
060B: set_actor 64@ decision_maker_to 62@ 
65@ = Actor.Create(CivMale, #SWMYRI, 2311.509, -11.1779, 25.6987)
Actor.Angle(65@) = 176.6813
060B: set_actor 65@ decision_maker_to 62@ 
66@ = Actor.Create(CivMale, #WMYSGRD, 2316.618, -12.83, 25.75)
Model.Destroy(#WMYSGRD)
Actor.Angle(66@) = 90.0
060B: set_actor 66@ decision_maker_to 62@ 
01B2: give_actor 66@ weapon 22 ammo 9999 // Load the weapon model before using this 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
Camera.SetPosition(2299.895, -7.9983, 26.6055, 0.0, 0.0, 0.0)
Camera.PointAt(2299.998, -8.993, 26.6023, 2)
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 3000 
113@ = Object.Init(#KMB_ATM2, 2310.367, -17.0, 20.414)
114@ = Object.Init(#KMB_ATM2, 2313.689, -17.0, 20.414)
115@ = Object.Init(#KMB_ATM2, 2313.318, -0.1206, 20.414)
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_1751 
06C9: remove_actor $ACTOR_CATALINA from_group 
if 
   Actor.Driving($ACTOR_CATALINA)
else_jump @CAT2_1583 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 2300.743 -15.5274 25.4844 
jump @CAT2_1603 

:CAT2_1583
Actor.PutAt($ACTOR_CATALINA, 2301.743, -17.1274, 25.4844)

:CAT2_1603
041A: 71@ = actor $PLAYER_ACTOR weapon 25 ammo 
if 
  71@ == 0 
else_jump @CAT2_1647 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 48 // Load the weapon model before using this 
jump @CAT2_1674 

:CAT2_1647
if 
  48 > 71@ 
else_jump @CAT2_1674 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 48 

:CAT2_1674
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 9999 // Load the weapon model before using this 
Actor.Angle($ACTOR_CATALINA) = 329.4303
05D3: AS_actor $PLAYER_ACTOR goto_point 2307.802 -17.221 25.7574 mode 4 10000 ms // versionA 
05D3: AS_actor $ACTOR_CATALINA goto_point 2312.426 -15.4762 25.75 mode 4 10000 ms // versionA 

:CAT2_1751
fade 1 500 
Object.Destroy($2662)
Object.Destroy($2663)
560@ = 1 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 3500 
41@ = 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
68@ = -1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 

:CAT2_1838
if 
0735:   NOP_false 83 
else_jump @CAT2_1860 
jump @CAT2_30343 

:CAT2_1860
if 
0736:   NOP_false 87 
else_jump @CAT2_2049 
$CATALINA_TOTAL_PASSED_MISSIONS = 2 
56@ = 9 
34@ = 1 
41@ = 462 
Actor.PutAt($PLAYER_ACTOR, 857.4263, -29.5418, 62.1858)
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_1960 
Actor.PutAt($ACTOR_CATALINA, 858.4263, -29.5418, 62.1858)

:CAT2_1960
Model.Load(#BUFFALO)

:CAT2_1965
if 
   not Model.Available(#BUFFALO)
else_jump @CAT2_1992 
wait 0 
jump @CAT2_1965 

:CAT2_1992
69@ = Car.Create(#BUFFALO, 857.4263, -29.5418, 62.1858)
036A: put_actor $PLAYER_ACTOR in_car 69@ 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_2049 
0430: put_actor $ACTOR_CATALINA into_car 69@ passenger_seat 0 

:CAT2_2049
wait 0 
if 
   Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_2094 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_A1' time 5000 flag 1  // ~r~Du hast Catalina gettet.
jump @CAT2_30119 

:CAT2_2094
gosub @CAT2_31345 
gosub @CAT2_31946 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @CAT2_2136 
jump @CAT2_30119 

:CAT2_2136
if 
   Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_2159 
jump @CAT2_30119 

:CAT2_2159
if and
  9 > 41@ 
  41@ > -1 
else_jump @CAT2_3231 
if 
08D0:   cutscene_skipped 
else_jump @CAT2_2243 
if 
  68@ == 0 
else_jump @CAT2_2236 
fade 0 500 
41@ = 0 
68@ += 1 

:CAT2_2236
jump @CAT2_2268 

:CAT2_2243
if 
  68@ == -1 
else_jump @CAT2_2268 
68@ += 1 

:CAT2_2268
if 
  68@ == 1 
else_jump @CAT2_3231 
if 
   not fading 
else_jump @CAT2_3231 
if and
  2 > 41@ 
  55@ == 0 
else_jump @CAT2_2675 
72@ = Object.Init(#KMB_ATM1, 2310.367, -17.0, 26.414)
Object.Angle(72@) = 180.0
Object.Indestructibility(72@) = False
73@ = Object.Init(#KMB_ATM1, 2313.689, -17.0, 26.414)
Object.Angle(73@) = 180.0
Object.Indestructibility(73@) = False
74@ = Object.Init(#KMB_ATM1, 2313.318, -0.1206, 26.414)
Object.Indestructibility(74@) = False
75@ = Object.Init(#MTSAFE, 2305.666, -4.7944, 25.65)
Object.Angle(75@) = 90.0
Object.Indestructibility(75@) = False
76@ = Object.Init(#KMB_ATM3, 2310.367, -17.0, 26.414)
Object.Indestructibility(76@) = False
Object.Angle(72@) = 180.0
77@ = Object.Init(#KMB_ATM3, 2313.689, -17.0, 26.414)
Object.Indestructibility(77@) = False
Object.Angle(73@) = 180.0
78@ = Object.Init(#KMB_ATM3, 2313.318, -0.1206, 26.414)
Object.Indestructibility(78@) = False
70@ = Object.Init(#CAT2_SAFE_COL, 2305.666, -4.7944, 25.65)
Object.Angle(70@) = 90.0
Object.Angle(75@) = 90.0
Object.Angle(76@) = 180.0
Object.Angle(77@) = 180.0
Object.CollisionDetection(72@) = False
Object.CollisionDetection(73@) = False
Object.CollisionDetection(74@) = False
55@ = 1 

:CAT2_2675
041A: 71@ = actor $PLAYER_ACTOR weapon 25 ammo 
if 
  71@ == 0 
else_jump @CAT2_2719 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 48 // Load the weapon model before using this 
jump @CAT2_2746 

:CAT2_2719
if 
  48 > 71@ 
else_jump @CAT2_2746 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 48 

:CAT2_2746
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 9999 // Load the weapon model before using this 
0687: clear_actor $PLAYER_ACTOR task 
Actor.PutAt($PLAYER_ACTOR, 2312.578, -7.4347, 25.75)
Actor.Angle($PLAYER_ACTOR) = 126.7479
Actor.PutAt($ACTOR_CATALINA, 2306.666, -4.7944, 25.75)
Actor.Angle($ACTOR_CATALINA) = 90.0
0687: clear_actor $ACTOR_CATALINA task 
0792: disembark_instantly_actor $ACTOR_CATALINA 
0605: actor $ACTOR_CATALINA perform_animation_sequence "CAT_SAFE_ROB" IFP_file "ROB_BANK" 1000.0 loop 1 0 0 0 time -2 // versionA 
075A: set_object 75@ animation "CAT_SAFE_OPEN_O" IFP_file "ROB_BANK" 1000.0 lockF 0 loop 1 // IF AND SET 
if 
   not Actor.Dead(66@)
else_jump @CAT2_2989 
0792: disembark_instantly_actor 66@ 
Actor.PutAt(66@, 2310.546, -7.7439, 25.7422)
Actor.Angle(66@) = 281.4267
0639: AS_actor 66@ rotate_to_actor $PLAYER_ACTOR 
Actor.LockInCurrentPosition(66@) = True

:CAT2_2989
if 
   not Actor.Dead(63@)
else_jump @CAT2_3055 
0792: disembark_instantly_actor 63@ 
Actor.PutAt(63@, 2311.597, -9.1847, 25.7422)
Actor.Angle(63@) = 314.501
0639: AS_actor 63@ rotate_to_actor $PLAYER_ACTOR 
Actor.LockInCurrentPosition(63@) = True

:CAT2_3055
if 
   not Actor.Dead(64@)
else_jump @CAT2_3121 
0792: disembark_instantly_actor 64@ 
Actor.PutAt(64@, 2310.591, -9.3749, 25.7422)
Actor.Angle(64@) = 323.1424
0639: AS_actor 64@ rotate_to_actor $PLAYER_ACTOR 
Actor.LockInCurrentPosition(64@) = True

:CAT2_3121
if 
   not Actor.Dead(65@)
else_jump @CAT2_3187 
0792: disembark_instantly_actor 65@ 
Actor.PutAt(65@, 2309.61, -8.5556, 25.7422)
Actor.Angle(65@) = 309.2547
0639: AS_actor 65@ rotate_to_actor $PLAYER_ACTOR 
Actor.LockInCurrentPosition(65@) = True

:CAT2_3187
fade 1 500 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ -= 555 
41@ = 9 
559@ = 5 
68@ += 1 

:CAT2_3231
if 
  41@ == 1 
else_jump @CAT2_4115 
if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
  55@ == 0 
  560@ == 0 
else_jump @CAT2_4115 
560@ = 2 
03EB: clear_small_messages_only 
0395: clear_area 1 at 2307.802 -17.221 25.7574 radius 100.0 
Camera.SetPosition(2308.396, -15.824, 27.666, 0.0, 0.0, 0.0)
Camera.PointAt(2309.273, -15.36, 27.5448, 2)
72@ = Object.Init(#KMB_ATM1, 2310.367, -17.0, 26.414)
Object.Angle(72@) = 180.0
Object.Indestructibility(72@) = False
73@ = Object.Init(#KMB_ATM1, 2313.689, -17.0, 26.414)
Object.Angle(73@) = 180.0
Object.Indestructibility(73@) = False
74@ = Object.Init(#KMB_ATM1, 2313.318, -0.1206, 26.414)
Object.Indestructibility(74@) = False
75@ = Object.Init(#MTSAFE, 2305.765, -4.7944, 25.75)
Object.Angle(75@) = 90.0
70@ = Object.Init(#CAT2_SAFE_COL, 2305.765, -4.7944, 25.75)
Object.Angle(70@) = 90.0
Object.Indestructibility(75@) = False
if 
83CA:   not object $2660 exists 
else_jump @CAT2_3606 
$2660 = Object.Init(#CR_DOOR_01, 2322.845, 8.304, 25.483)
Object.RemoveFromMissionCleanupList($2660)
Object.Indestructibility($2660) = False
Object.KeepInMemory($2660) = True

:CAT2_3606
if 
83CA:   not object $2661 exists 
else_jump @CAT2_3673 
$2661 = Object.Init(#CR_DOOR_01, 2316.233, 0.712, 25.742)
Object.RemoveFromMissionCleanupList($2661)
Object.Angle($2661) = 270.0
Object.KeepInMemory($2661) = True
Object.Indestructibility($2661) = False

:CAT2_3673
if 
83CA:   not object $2662 exists 
else_jump @CAT2_3730 
$2662 = Object.Init(#CR_DOOR_03, 2304.257, -17.744, 25.742)
Object.RemoveFromMissionCleanupList($2662)
Object.KeepInMemory($2662) = True
Object.Indestructibility($2662) = False

:CAT2_3730
if 
83CA:   not object $2663 exists 
else_jump @CAT2_3797 
$2663 = Object.Init(#CR_DOOR_03, 2304.257, -14.583, 25.742)
Object.RemoveFromMissionCleanupList($2663)
Object.KeepInMemory($2663) = True
Object.Angle($2663) = 180.0
Object.Indestructibility($2663) = False

:CAT2_3797
76@ = Object.Init(#KMB_ATM3, 2310.367, -17.0, 26.414)
Object.Indestructibility(76@) = False
Object.Angle(72@) = 180.0
77@ = Object.Init(#KMB_ATM3, 2313.689, -17.0, 26.414)
Object.Indestructibility(77@) = False
Object.Angle(73@) = 180.0
78@ = Object.Init(#KMB_ATM3, 2313.318, -0.1206, 26.414)
Object.Indestructibility(78@) = False
Object.Angle(75@) = 90.0
Object.Angle(76@) = 180.0
Object.Angle(77@) = 180.0
Object.CollisionDetection(72@) = False
Object.CollisionDetection(73@) = False
Object.CollisionDetection(74@) = False
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2309.289, -14.3987, 25.75)
Actor.Angle($PLAYER_ACTOR) = 287.3674
0792: disembark_instantly_actor $ACTOR_CATALINA 
Actor.PutAt($ACTOR_CATALINA, 2310.206, -15.8887, 25.7574)
Actor.Angle($ACTOR_CATALINA) = 287.3674
05D3: AS_actor $PLAYER_ACTOR goto_point 2315.412 -13.1812 25.75 mode 4 10000 ms // versionA 
05D3: AS_actor $ACTOR_CATALINA goto_point 2316.619 -15.1198 25.75 mode 4 10000 ms // versionA 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 3000 
55@ = 1 
03C7: set_sensitivity_to_crime 0.2 
41@ += 1 

:CAT2_4115
if 
  41@ == 2 
else_jump @CAT2_4469 
if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
  560@ == 0 
else_jump @CAT2_4469 
03EB: clear_small_messages_only 
Camera.SetPosition(2315.312, -13.8451, 27.6696, 0.0, 0.0, 0.0)
Camera.PointAt(2315.771, -12.9906, 27.427, 2)
0687: clear_actor $PLAYER_ACTOR task 
Actor.PutAt($PLAYER_ACTOR, 2315.412, -12.1812, 25.75)
Actor.Angle($PLAYER_ACTOR) = 236.5262
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
0687: clear_actor $ACTOR_CATALINA task 
Actor.PutAt($ACTOR_CATALINA, 2316.619, -15.1198, 25.75)
Actor.Angle($ACTOR_CATALINA) = 242.0258
Actor.LockInCurrentPosition($ACTOR_CATALINA) = True
if 
   not Actor.Dead(66@)
else_jump @CAT2_4439 
Actor.StorePos(66@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_1 += 2.7 
041A: 71@ = actor $PLAYER_ACTOR weapon 25 ammo 
if 
  71@ == 0 
else_jump @CAT2_4380 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 48 // Load the weapon model before using this 
jump @CAT2_4407 

:CAT2_4380
if 
  48 > 71@ 
else_jump @CAT2_4407 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 48 

:CAT2_4407
0667: AS_actor $PLAYER_ACTOR aim_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 10000 ms 
05C4: AS_actor 66@ hands_up 8000 ms 
Actor.LockInCurrentPosition(66@) = True

:CAT2_4439
560@ = 3 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 2000 
41@ += 1 

:CAT2_4469
if 
  41@ == 3 
else_jump @CAT2_4680 
if 
  560@ == 0 
else_jump @CAT2_4680 
if 
   not Actor.Dead(63@)
else_jump @CAT2_4597 
Actor.StorePos(63@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_1 += 2.7 
$TEMPVAR_FLOAT_3 += 0.5 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 9999 // Load the weapon model before using this 
0667: AS_actor $ACTOR_CATALINA aim_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 10000 ms 
Actor.LockInCurrentPosition(63@) = True
05C4: AS_actor 63@ hands_up 8000 ms 

:CAT2_4597
03EB: clear_small_messages_only 
Camera.SetPosition(2317.011, -17.3945, 27.4246, 0.0, 0.0, 0.0)
Camera.PointAt(2317.248, -16.4244, 27.3736, 2)
560@ = 4 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 2500 
41@ += 1 

:CAT2_4680
if 
  41@ == 4 
else_jump @CAT2_4749 
if 
  1 > 68@ 
else_jump @CAT2_4749 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_4749 
fade 0 500 
41@ += 1 

:CAT2_4749
if 
  41@ == 5 
else_jump @CAT2_5253 
if 
  1 > 68@ 
else_jump @CAT2_5253 
if 
   not fading 
else_jump @CAT2_5253 
03EB: clear_small_messages_only 
Camera.SetPosition(2316.377, -11.0151, 28.6019, 0.0, 0.0, 0.0)
Camera.PointAt(2315.613, -10.6059, 28.1029, 2)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2312.578, -7.4347, 25.75)
Actor.Angle($PLAYER_ACTOR) = 126.7479
0792: disembark_instantly_actor $ACTOR_CATALINA 
Actor.PutAt($ACTOR_CATALINA, 2308.502, -3.912, 25.7422)
Actor.Angle($ACTOR_CATALINA) = 81.0
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_4968 
Actor.LockInCurrentPosition($ACTOR_CATALINA) = False
05D3: AS_actor $ACTOR_CATALINA goto_point 2306.768 -4.5085 25.7422 mode 4 -2 ms // versionA 

:CAT2_4968
if 
   not Actor.Dead(66@)
else_jump @CAT2_5034 
0687: clear_actor 66@ task 
Actor.PutAt(66@, 2310.546, -7.7439, 25.7422)
Actor.Angle(66@) = 281.4267
0639: AS_actor 66@ rotate_to_actor $PLAYER_ACTOR 
Actor.LockInCurrentPosition(66@) = True

:CAT2_5034
if 
   not Actor.Dead(63@)
else_jump @CAT2_5100 
0687: clear_actor 63@ task 
Actor.PutAt(63@, 2311.597, -9.1847, 25.7422)
Actor.Angle(63@) = 314.501
0639: AS_actor 63@ rotate_to_actor $PLAYER_ACTOR 
Actor.LockInCurrentPosition(63@) = True

:CAT2_5100
if 
   not Actor.Dead(64@)
else_jump @CAT2_5166 
0687: clear_actor 64@ task 
Actor.PutAt(64@, 2310.591, -9.3749, 25.7422)
Actor.Angle(64@) = 323.1424
0639: AS_actor 64@ rotate_to_actor $PLAYER_ACTOR 
Actor.LockInCurrentPosition(64@) = True

:CAT2_5166
if 
   not Actor.Dead(65@)
else_jump @CAT2_5232 
0687: clear_actor 65@ task 
Actor.PutAt(65@, 2309.61, -8.5556, 25.7422)
Actor.Angle(65@) = 309.2547
0639: AS_actor 65@ rotate_to_actor $PLAYER_ACTOR 
Actor.LockInCurrentPosition(65@) = True

:CAT2_5232
04ED: load_animation "OTB" 
fade 1 500 
41@ += 1 

:CAT2_5253
if 
  41@ == 6 
else_jump @CAT2_5375 
if 
   not fading 
else_jump @CAT2_5375 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #MAN_SAFENEW collision_detection 0 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #KEV_SAFE collision_detection 0 
560@ = 5 
561@ = 3 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 800 
41@ += 1 

:CAT2_5375
if 
  41@ == 7 
else_jump @CAT2_5482 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_5482 
if 
   not Actor.Dead(63@)
else_jump @CAT2_5452 
Actor.StorePos(63@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += 0.7 

:CAT2_5452
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 800 
41@ += 1 
80@ = 0 

:CAT2_5482
if 
  41@ == 8 
else_jump @CAT2_6092 
if 
  80@ == 0 
else_jump @CAT2_5849 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_5849 
Camera.SetPosition(2314.602, -4.9551, 28.3779, 0.0, 0.0, 0.0)
Camera.PointAt(2313.779, -5.363, 27.9827, 2)
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_5792 
Actor.PutAt($ACTOR_CATALINA, 2306.666, -4.7944, 25.75)
Actor.Angle($ACTOR_CATALINA) = 90.0
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 0 
0615: define_AS_pack_begin 84@ 
0605: actor -1 perform_animation_sequence "CAT_SAFE_OPEN" IFP_file "ROB_BANK" 1000.0 loop 0 0 0 0 time -2 // versionA 
0605: actor -1 perform_animation_sequence "CAT_SAFE_ROB" IFP_file "ROB_BANK" 1000.0 loop 0 0 0 0 time -2 // versionA 
0616: define_AS_pack_end 84@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
075A: set_object 75@ animation "CAT_SAFE_OPEN_O" IFP_file "ROB_BANK" 1000.0 lockF 0 loop 1 // IF AND SET 

:CAT2_5792
80@ = 1 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
if 
   not Actor.Dead(63@)
else_jump @CAT2_5833 
0635: AS_actor $PLAYER_ACTOR aim_at_actor 63@ 5500 ms 

:CAT2_5833
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 800 

:CAT2_5849
if 
  80@ == 1 
else_jump @CAT2_6092 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_6092 
if 
   not Actor.Dead(66@)
else_jump @CAT2_5910 
05C4: AS_actor 66@ hands_up 8000 ms 

:CAT2_5910
if 
   not Actor.Dead(63@)
else_jump @CAT2_5963 
0615: define_AS_pack_begin 84@ 
05B9: AS_actor -1 stay_idle 250 ms 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_AS_pack_end 84@ 
0618: assign_actor 63@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:CAT2_5963
if 
   not Actor.Dead(64@)
else_jump @CAT2_6016 
0615: define_AS_pack_begin 84@ 
05B9: AS_actor -1 stay_idle 350 ms 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_AS_pack_end 84@ 
0618: assign_actor 64@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:CAT2_6016
if 
   not Actor.Dead(65@)
else_jump @CAT2_6069 
0615: define_AS_pack_begin 84@ 
05B9: AS_actor -1 stay_idle 850 ms 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_AS_pack_end 84@ 
0618: assign_actor 65@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:CAT2_6069
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 2000 
41@ += 1 

:CAT2_6092
if 
  41@ == 9 
else_jump @CAT2_6615 
if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
  560@ == 0 
  559@ == 1 
else_jump @CAT2_6615 
if 
83CA:   not object $2660 exists 
else_jump @CAT2_6200 
$2660 = Object.Init(#CR_DOOR_01, 2322.845, 8.304, 25.483)
Object.RemoveFromMissionCleanupList($2660)
Object.Indestructibility($2660) = False
Object.KeepInMemory($2660) = True

:CAT2_6200
if 
83CA:   not object $2661 exists 
else_jump @CAT2_6267 
$2661 = Object.Init(#CR_DOOR_01, 2316.233, 0.712, 25.742)
Object.RemoveFromMissionCleanupList($2661)
Object.Angle($2661) = 270.0
Object.KeepInMemory($2661) = True
Object.Indestructibility($2661) = False

:CAT2_6267
if 
83CA:   not object $2662 exists 
else_jump @CAT2_6324 
$2662 = Object.Init(#CR_DOOR_03, 2304.257, -17.744, 25.742)
Object.RemoveFromMissionCleanupList($2662)
Object.KeepInMemory($2662) = True
Object.Indestructibility($2662) = False

:CAT2_6324
if 
83CA:   not object $2663 exists 
else_jump @CAT2_6391 
$2663 = Object.Init(#CR_DOOR_03, 2304.257, -14.583, 25.742)
Object.RemoveFromMissionCleanupList($2663)
Object.KeepInMemory($2663) = True
Object.Angle($2663) = 180.0
Object.Indestructibility($2663) = False

:CAT2_6391
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Actor.LockInCurrentPosition($ACTOR_CATALINA) = False
Player.CanMove($PLAYER_CHAR) = True
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_05' time 4000 flag 1  // ~s~Richte deine Waffe auf die Angestellten, um sie in Schach zu halten.
00BB: show_text_lowpriority GXT 'CAT2_06' time 8000 flag 1  // Lass sie nicht die Hnde runternehmen, damit sie nicht den Alarm auslsen.
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0792: disembark_instantly_actor $ACTOR_CATALINA 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 0 
0605: actor $ACTOR_CATALINA perform_animation_sequence "CAT_SAFE_ROB" IFP_file "ROB_BANK" 1000.0 loop 1 0 0 0 time -2 // versionA 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 2000 
41@ += 1 
81@ = 0.0015 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #MAN_SAFENEW collision_detection 1 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #KEV_SAFE collision_detection 1 

:CAT2_6615
if 
  41@ > 9 
else_jump @CAT2_8421 
81@ += 2.5E-05 
if 
   not Actor.Dead(66@)
else_jump @CAT2_7045 
if 
  41@ > 10 
else_jump @CAT2_6728 
062E: unknown_get_actor 66@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CAT2_6721 
Actor.LockInCurrentPosition(66@) = False
05E2: AS_actor 66@ kill_actor $PLAYER_ACTOR 

:CAT2_6721
jump @CAT2_7038 

:CAT2_6728
if and
0457:   player $PLAYER_CHAR aiming_at_actor 66@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @CAT2_6771 
0079: 57@ += unknown_float * 0.02 // (float) 
jump @CAT2_6779 

:CAT2_6771
0081: 57@ -= unknown_float * 81@ // (float) 

:CAT2_6779
if 
  57@ > 1.0 
else_jump @CAT2_6810 
57@ = 1.0 

:CAT2_6810
if 
  0.0 > 57@ 
else_jump @CAT2_6873 
57@ = 0.0 
if 
  41@ == 10 
else_jump @CAT2_6873 
gosub @CAT2_30052 
41@ = 11 

:CAT2_6873
062E: unknown_get_actor 66@ task 1541 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CAT2_6956 
0605: actor 66@ perform_animation_sequence "SHP_HANDSUP_SCR" IFP_file "ROB_BANK" 4.0 loop 0 0 0 0 time 0 // versionA 
jump @CAT2_7038 

:CAT2_6956
if 
   Actor.Animation(66@) == "SHP_HANDSUP_SCR"
else_jump @CAT2_7038 
0612: set_actor 66@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 66@ animation "SHP_HANDSUP_SCR" progress_to 57@ // 0.0 to 1.0 

:CAT2_7038
jump @CAT2_7082 

:CAT2_7045
if 
  41@ == 10 
else_jump @CAT2_7077 
gosub @CAT2_30052 
41@ = 11 

:CAT2_7077
Actor.RemoveReferences(66@)

:CAT2_7082
if 
   not Actor.Dead(63@)
else_jump @CAT2_7486 
if 
  41@ > 10 
else_jump @CAT2_7169 
062E: unknown_get_actor 63@ task 1477 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CAT2_7162 
Actor.LockInCurrentPosition(63@) = False
05C5: AS_actor 63@ cower 1410065407 ms 

:CAT2_7162
jump @CAT2_7479 

:CAT2_7169
if and
0457:   player $PLAYER_CHAR aiming_at_actor 63@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @CAT2_7212 
0079: 58@ += unknown_float * 0.023 // (float) 
jump @CAT2_7220 

:CAT2_7212
0081: 58@ -= unknown_float * 81@ // (float) 

:CAT2_7220
if 
  58@ > 1.0 
else_jump @CAT2_7251 
58@ = 1.0 

:CAT2_7251
if 
  0.0 > 58@ 
else_jump @CAT2_7314 
58@ = 0.0 
if 
  41@ == 10 
else_jump @CAT2_7314 
gosub @CAT2_30052 
41@ = 11 

:CAT2_7314
062E: unknown_get_actor 63@ task 1541 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CAT2_7397 
0605: actor 63@ perform_animation_sequence "SHP_HANDSUP_SCR" IFP_file "ROB_BANK" 4.0 loop 0 0 0 0 time 0 // versionA 
jump @CAT2_7479 

:CAT2_7397
if 
   Actor.Animation(63@) == "SHP_HANDSUP_SCR"
else_jump @CAT2_7479 
0612: set_actor 63@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 63@ animation "SHP_HANDSUP_SCR" progress_to 58@ // 0.0 to 1.0 

:CAT2_7479
jump @CAT2_7523 

:CAT2_7486
if 
  41@ == 10 
else_jump @CAT2_7518 
gosub @CAT2_30052 
41@ = 11 

:CAT2_7518
Actor.RemoveReferences(63@)

:CAT2_7523
if 
   not Actor.Dead(64@)
else_jump @CAT2_7927 
if 
  41@ > 10 
else_jump @CAT2_7610 
062E: unknown_get_actor 64@ task 1477 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CAT2_7603 
Actor.LockInCurrentPosition(64@) = False
05C5: AS_actor 64@ cower 1410065407 ms 

:CAT2_7603
jump @CAT2_7920 

:CAT2_7610
if and
0457:   player $PLAYER_CHAR aiming_at_actor 64@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @CAT2_7653 
0079: 59@ += unknown_float * 0.026 // (float) 
jump @CAT2_7661 

:CAT2_7653
0081: 59@ -= unknown_float * 81@ // (float) 

:CAT2_7661
if 
  59@ > 1.0 
else_jump @CAT2_7692 
59@ = 1.0 

:CAT2_7692
if 
  0.0 > 59@ 
else_jump @CAT2_7755 
59@ = 0.0 
if 
  41@ == 10 
else_jump @CAT2_7755 
gosub @CAT2_30052 
41@ = 11 

:CAT2_7755
062E: unknown_get_actor 64@ task 1541 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CAT2_7838 
0605: actor 64@ perform_animation_sequence "SHP_HANDSUP_SCR" IFP_file "ROB_BANK" 4.0 loop 0 0 0 0 time 0 // versionA 
jump @CAT2_7920 

:CAT2_7838
if 
   Actor.Animation(64@) == "SHP_HANDSUP_SCR"
else_jump @CAT2_7920 
0612: set_actor 64@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 64@ animation "SHP_HANDSUP_SCR" progress_to 59@ // 0.0 to 1.0 

:CAT2_7920
jump @CAT2_7964 

:CAT2_7927
if 
  41@ == 10 
else_jump @CAT2_7959 
gosub @CAT2_30052 
41@ = 11 

:CAT2_7959
Actor.RemoveReferences(64@)

:CAT2_7964
if 
   not Actor.Dead(65@)
else_jump @CAT2_8368 
if 
  41@ > 10 
else_jump @CAT2_8051 
062E: unknown_get_actor 65@ task 1477 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CAT2_8044 
Actor.LockInCurrentPosition(65@) = False
05C5: AS_actor 65@ cower 1410065407 ms 

:CAT2_8044
jump @CAT2_8361 

:CAT2_8051
if and
0457:   player $PLAYER_CHAR aiming_at_actor 65@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @CAT2_8094 
0079: 60@ += unknown_float * 0.025 // (float) 
jump @CAT2_8102 

:CAT2_8094
0081: 60@ -= unknown_float * 81@ // (float) 

:CAT2_8102
if 
  60@ > 1.0 
else_jump @CAT2_8133 
60@ = 1.0 

:CAT2_8133
if 
  0.0 > 60@ 
else_jump @CAT2_8196 
60@ = 0.0 
if 
  41@ == 10 
else_jump @CAT2_8196 
gosub @CAT2_30052 
41@ = 11 

:CAT2_8196
062E: unknown_get_actor 65@ task 1541 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CAT2_8279 
0605: actor 65@ perform_animation_sequence "SHP_HANDSUP_SCR" IFP_file "ROB_BANK" 4.0 loop 0 0 0 0 time 0 // versionA 
jump @CAT2_8361 

:CAT2_8279
if 
   Actor.Animation(65@) == "SHP_HANDSUP_SCR"
else_jump @CAT2_8361 
0612: set_actor 65@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 65@ animation "SHP_HANDSUP_SCR" progress_to 60@ // 0.0 to 1.0 

:CAT2_8361
jump @CAT2_8421 

:CAT2_8368
if 
  41@ == 10 
else_jump @CAT2_8416 
gosub @CAT2_30052 
0085: 83@ = 32@ // (int) 
83@ += 500 
41@ = 11 

:CAT2_8416
Actor.RemoveReferences(65@)

:CAT2_8421
if 
  560@ == 9 
else_jump @CAT2_8635 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_8635 
if 
04EE:   animation "OTB" loaded 
else_jump @CAT2_8628 
062E: unknown_get_actor $ACTOR_CATALINA task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CAT2_8621 
0687: clear_actor $ACTOR_CATALINA task 
0615: define_AS_pack_begin 84@ 
04EB: AS_actor -1 crouch 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "WTCHRACE_CMON" IFP_file "OTB" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor -1 perform_animation_sequence "WTCHRACE_LOSE" IFP_file "OTB" 4.0 loop 0 0 0 0 time 0 // versionA 
0616: define_AS_pack_end 84@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:CAT2_8621
jump @CAT2_8635 

:CAT2_8628
04ED: load_animation "OTB" 

:CAT2_8635
if 
  41@ == 11 
else_jump @CAT2_8722 
04EF: release_animation "ROB_BANK" 
if 
  56@ == 4 
else_jump @CAT2_8722 
if 
   Actor.Dead(66@)
else_jump @CAT2_8722 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 2000 
41@ += 1 

:CAT2_8722
if and
  41@ == 12 
  560@ == 0 
else_jump @CAT2_8790 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_8790 
fade 0 500 
Model.Load(#COPCARRU)
Model.Load(#COPBIKE)
41@ += 1 

:CAT2_8790
if 
  41@ == 13 
else_jump @CAT2_9720 
if and
07C1:   path 116 available 
07C1:   path 117 available 
07C1:   path 118 available 
07C1:   path 119 available 
04EE:   animation "MISC" loaded 
else_jump @CAT2_9689 
if and
   not fading 
   Model.Available(#COPCARRU)
   Model.Available(#COPBIKE)
else_jump @CAT2_9672 
04EF: release_animation "OTB" 
04EF: release_animation "SHOP" 
03EB: clear_small_messages_only 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
041D: set_camera_near_clip 0.1 
018E: stop_sound 82@ 
85@ = Car.Create(#COPCARRU, 2302.181, 6.6, 25.4766)
Car.Angle(85@) = 90.0
Car.DoorStatus(85@) = 3
05EB: assign_car 85@ to_path 116 
06FD: set_car 85@ speed_on_path_to 0.0 
86@ = Car.Create(#COPBIKE, 2348.658, 5.906, 25.3359)
Car.Angle(86@) = 359.5453
05EB: assign_car 86@ to_path 117 
06FD: set_car 86@ speed_on_path_to 0.0 
0129: 87@ = create_actor_pedtype 4 model #CSHER in_car 86@ driverseat 
060B: set_actor 87@ decision_maker_to 62@ 
88@ = Car.Create(#COPBIKE, 2264.918, 37.519, 25.3359)
Car.Angle(88@) = 268.8078
05EB: assign_car 88@ to_path 118 
06FD: set_car 88@ speed_on_path_to 0.0 
0129: 89@ = create_actor_pedtype 4 model #CSHER in_car 88@ driverseat 
060B: set_actor 89@ decision_maker_to 62@ 
90@ = Car.Create(#COPCARRU, 2278.477, 89.2844, 25.3378)
Car.Angle(90@) = 269.8063
05EB: assign_car 90@ to_path 119 
06FD: set_car 90@ speed_on_path_to 0.0 
0129: 91@ = create_actor_pedtype 4 model #CSHER in_car 90@ driverseat 
060B: set_actor 91@ decision_maker_to 62@ 
0397: enable_car 90@ siren 1 
92@ = Actor.Create(CivMale, #CSHER, 2328.564, 1.8673, 25.5693)
Actor.Angle(92@) = 0.0
0615: define_AS_pack_begin 43@ 
0605: actor -1 perform_animation_sequence "SEAT_IDLE" IFP_file "PED" 1000.0 loop 1 0 0 1 time 5000 // versionA 
0605: actor -1 perform_animation_sequence "SEAT_TALK_01" IFP_file "MISC" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor -1 perform_animation_sequence "SEAT_IDLE" IFP_file "PED" 4.0 loop 1 0 0 0 time 10000 // versionA 
0616: define_AS_pack_end 43@ 
0618: assign_actor 92@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
94@ = Actor.Create(CivMale, #SWMYRI, 2336.679, -8.2464, 25.4766)
Model.Destroy(#SWMYRI)
05DC: AS_actor 94@ run_away_from_point 2336.399 -18.3093 25.4766 stop_at_radius 30.0 timelimit 8000 
93@ = Actor.Create(CivMale, #CSHER, 2328.476, 2.3077, 25.5693)
060B: set_actor 93@ decision_maker_to 62@ 
Actor.Angle(93@) = 180.0
0615: define_AS_pack_begin 43@ 
0605: actor -1 perform_animation_sequence "SEAT_IDLE" IFP_file "PED" 4.0 loop 1 0 0 1 time 9200 // versionA 
0605: actor -1 perform_animation_sequence "SEAT_TALK_02" IFP_file "MISC" 1000.0 loop 0 0 0 1 time 0 // versionA 
0605: actor -1 perform_animation_sequence "SEAT_WATCH" IFP_file "MISC" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor -1 perform_animation_sequence "SEAT_IDLE" IFP_file "PED" 4.0 loop 1 0 0 0 time 10000 // versionA 
0616: define_AS_pack_end 43@ 
0618: assign_actor 93@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0085: 42@ = 32@ // (int) 
42@ += 1000 
41@ += 1 
jump @CAT2_9682 

:CAT2_9672
Model.Load(#COPCARRU)
Model.Load(#COPBIKE)

:CAT2_9682
jump @CAT2_9713 

:CAT2_9689
07C0: load_path 116 
07C0: load_path 117 
07C0: load_path 118 
07C0: load_path 119 
04ED: load_animation "MISC" 

:CAT2_9713
jump @CAT2_9876 

:CAT2_9720
if 
  41@ == 15 
else_jump @CAT2_9851 
if 
001D:   32@ > 42@ // (int) 
else_jump @CAT2_9851 
Camera.SetPosition(2327.583, 1.796, 26.5414, 0.0, 0.0, 0.0)
Camera.PointAt(2328.538, 2.0688, 26.6612, 2)
0A0B: set_rendering_origin_at_3D_coord 2328.538 2.0688 26.6612 angle 270.0 
fade 1 500 
68@ = -1 
41@ += 1 

:CAT2_9851
if 
  41@ == 14 
else_jump @CAT2_9876 
41@ += 1 

:CAT2_9876
if 
  25 > 41@ 
else_jump @CAT2_10654 
if or
  41@ > 15 
  41@ == -1 
else_jump @CAT2_10654 
if 
08D0:   cutscene_skipped 
else_jump @CAT2_9978 
if 
  68@ == 0 
else_jump @CAT2_9971 
fade 0 500 
41@ = -1 
68@ += 1 

:CAT2_9971
jump @CAT2_10003 

:CAT2_9978
if 
  68@ == -1 
else_jump @CAT2_10003 
68@ += 1 

:CAT2_10003
if 
  68@ == 1 
else_jump @CAT2_10654 
if 
   not fading 
else_jump @CAT2_10654 
559@ = 5 
if 
   not Actor.Dead(92@)
else_jump @CAT2_10158 
0687: clear_actor 92@ task 
01B2: give_actor 92@ weapon 25 ammo 9999 // Load the weapon model before using this 
if 
   Actor.Driving(92@)
else_jump @CAT2_10115 
0362: remove_actor 92@ from_car_and_place_at 2292.531 -19.1915 25.3437 
jump @CAT2_10135 

:CAT2_10115
Actor.PutAt(92@, 2292.531, -19.1915, 25.3437)

:CAT2_10135
0667: AS_actor 92@ aim_at 2304.137 -16.591 27.276 15000 ms 

:CAT2_10158
if 
   not Actor.Dead(93@)
else_jump @CAT2_10275 
0687: clear_actor 93@ task 
01B2: give_actor 93@ weapon 25 ammo 9999 // Load the weapon model before using this 
if 
   Actor.Driving(93@)
else_jump @CAT2_10232 
0362: remove_actor 93@ from_car_and_place_at 2297.022 -19.6483 25.3359 
jump @CAT2_10252 

:CAT2_10232
Actor.PutAt(93@, 2297.022, -19.6483, 25.3359)

:CAT2_10252
0667: AS_actor 93@ aim_at 2304.137 -16.591 27.276 15000 ms 

:CAT2_10275
if 
   not Actor.Dead(87@)
else_jump @CAT2_10379 
0687: clear_actor 87@ task 
01B2: give_actor 87@ weapon 25 ammo 9999 // Load the weapon model before using this 
if 
   Actor.Driving(87@)
else_jump @CAT2_10349 
0362: remove_actor 87@ from_car_and_place_at 2303.119 -13.7964 25.4766 
jump @CAT2_10369 

:CAT2_10349
Actor.PutAt(87@, 2303.119, -13.7964, 25.4766)

:CAT2_10369
Actor.Angle(87@) = 119.4845

:CAT2_10379
if 
   not Actor.Dead(89@)
else_jump @CAT2_10496 
0687: clear_actor 89@ task 
01B2: give_actor 89@ weapon 25 ammo 9999 // Load the weapon model before using this 
if 
   Actor.Driving(89@)
else_jump @CAT2_10453 
0362: remove_actor 89@ from_car_and_place_at 2297.244 -16.8148 25.3328 
jump @CAT2_10473 

:CAT2_10453
Actor.PutAt(89@, 2297.244, -16.8148, 25.3328)

:CAT2_10473
0667: AS_actor 89@ aim_at 2304.137 -16.591 27.276 15000 ms 

:CAT2_10496
if 
   not Car.Wrecked(85@)
else_jump @CAT2_10517 
06C5: release_car 85@ from_path 

:CAT2_10517
if 
   not Car.Wrecked(86@)
else_jump @CAT2_10538 
06C5: release_car 86@ from_path 

:CAT2_10538
if 
   not Car.Wrecked(88@)
else_jump @CAT2_10559 
06C5: release_car 88@ from_path 

:CAT2_10559
if 
   not Car.Wrecked(90@)
else_jump @CAT2_10640 
06C5: release_car 90@ from_path 
Car.PutAt(90@, 2288.757, -11.9521, 25.4766)
Car.Angle(90@) = 142.4622
Car.SetSpeedInstantly(90@, 0.0)
07DB: set_car 90@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_mass 

:CAT2_10640
68@ += 1 
41@ = 25 

:CAT2_10654
if 
  41@ == 16 
else_jump @CAT2_10728 
if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
  560@ == 0 
else_jump @CAT2_10728 
560@ = 39 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 4000 
41@ += 1 

:CAT2_10728
if 
  41@ == 17 
else_jump @CAT2_10836 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_10836 
if 
  560@ == 0 
else_jump @CAT2_10836 
0085: 626@ = 92@ // (int) 
0085: 627@ = 93@ // (int) 
$7248 = 1 
560@ = 11 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 2800 
41@ += 1 

:CAT2_10836
if and
  41@ == 18 
  560@ == 0 
else_jump @CAT2_10910 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_10910 
560@ = 12 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 3500 
41@ += 1 

:CAT2_10910
if and
  41@ == 19 
  560@ == 0 
else_jump @CAT2_11193 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_11193 
if 
   not Car.Wrecked(85@)
else_jump @CAT2_11032 
if 
   not Actor.Dead(92@)
else_jump @CAT2_11032 
0687: clear_actor 92@ task 
Actor.PutAt(92@, 2345.99, 5.6379, 25.3359)
Actor.Angle(92@) = 276.5795
05CB: AS_actor 92@ enter_car 85@ as_driver 5000 ms 

:CAT2_11032
if 
   not Car.Wrecked(85@)
else_jump @CAT2_11112 
if 
   not Actor.Dead(93@)
else_jump @CAT2_11112 
0687: clear_actor 93@ task 
Actor.PutAt(93@, 2349.073, 9.3357, 25.4766)
Actor.Angle(93@) = 282.9661
05CA: AS_actor 93@ enter_car 85@ passenger_seat 0 5000 ms 

:CAT2_11112
03EB: clear_small_messages_only 
Camera.SetPosition(2353.494, 10.2912, 29.0217, 0.0, 0.0, 0.0)
Camera.PointAt(2352.723, 9.7997, 28.6169, 2)
Actor.DestroyInstantly(94@)
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 1000 
41@ += 1 

:CAT2_11193
if 
  41@ == 20 
else_jump @CAT2_11305 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_11305 
if 
   not Car.Wrecked(86@)
else_jump @CAT2_11256 
06FD: set_car 86@ speed_on_path_to 1.0 

:CAT2_11256
if 
   not Car.Wrecked(88@)
else_jump @CAT2_11282 
06FD: set_car 88@ speed_on_path_to 1.0 

:CAT2_11282
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 2500 
41@ += 1 

:CAT2_11305
if 
  41@ == 21 
else_jump @CAT2_11479 
if 
   not Car.Wrecked(85@)
else_jump @CAT2_11456 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_11449 
06FD: set_car 85@ speed_on_path_to 1.0 
0460: set_camera_transverse_delay 0.0 time 5500 
Camera.SetPosition(2353.054, 12.14, 28.0091, 0.0, 0.0, 0.0)
Camera.OnVehicle(85@, 15, 1)
0397: enable_car 85@ siren 1 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 5500 
41@ = 23 

:CAT2_11449
jump @CAT2_11479 

:CAT2_11456
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 5500 
41@ = 23 

:CAT2_11479
if 
  41@ == 22 
else_jump @CAT2_11622 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_11622 
Camera.SetPosition(2297.562, 11.3784, 29.2857, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked(90@)
else_jump @CAT2_11580 
Camera.OnVehicle(90@, 15, 2)
jump @CAT2_11599 

:CAT2_11580
Camera.PointAt(2297.377, 12.3375, 29.071, 2)

:CAT2_11599
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 6500 
41@ += 1 

:CAT2_11622
if 
  41@ == 23 
else_jump @CAT2_12535 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_12535 
560@ = 13 
561@ = 3 
if 
   not Car.Wrecked(85@)
else_jump @CAT2_11894 
if 
060E:   car 85@ assigned_to_path 
else_jump @CAT2_11894 
05EC: release_car 85@ from_path 
Car.PutAt(85@, 2297.266, -27.4791, 25.3359)
Car.Angle(85@) = 23.0
Car.SetSpeedInstantly(85@, 17.0)
if 
   not Actor.Dead(92@)
else_jump @CAT2_11894 
01B2: give_actor 92@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 43@ 
05D1: AS_actor -1 drive_car 85@ to 2295.612 -23.6996 25.3437 speed 17.0 1 model #NULL 3 
06C7: AS_actor -1 driver_of_car 85@ perform_action 6 timelimit 1000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2292.531 -19.1915 25.3437 mode 6 10000 ms // versionA 
0667: AS_actor -1 aim_at 2304.137 -16.591 27.276 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 92@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_11894
if 
   not Actor.Dead(93@)
else_jump @CAT2_12006 
01B2: give_actor 93@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 43@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2296.707 -15.3321 25.3279 mode 6 10000 ms // versionA 
04EB: AS_actor -1 crouch 1 
0667: AS_actor -1 aim_at 2304.137 -16.591 27.276 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 93@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_12006
if 
   not Car.Wrecked(86@)
else_jump @CAT2_12214 
if 
060E:   car 86@ assigned_to_path 
else_jump @CAT2_12214 
05EC: release_car 86@ from_path 
Car.PutAt(86@, 2305.835, -30.7209, 25.3382)
Car.Angle(86@) = 33.0
Car.SetSpeedInstantly(86@, 17.0)
if 
   not Actor.Dead(87@)
else_jump @CAT2_12214 
01B2: give_actor 87@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 43@ 
05D1: AS_actor -1 drive_car 86@ to 2302.19 -21.2635 25.4844 speed 17.0 1 model #NULL 3 
06C7: AS_actor -1 driver_of_car 86@ perform_action 6 timelimit 1000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2297.244 -16.8148 25.3328 mode 6 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 291.4845 
0616: define_AS_pack_end 43@ 
0618: assign_actor 87@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_12214
if 
   not Car.Wrecked(88@)
else_jump @CAT2_12435 
if 
060E:   car 88@ assigned_to_path 
else_jump @CAT2_12435 
05EC: release_car 88@ from_path 
Car.PutAt(88@, 2294.491, -2.6373, 25.3359)
Car.Angle(88@) = 186.0
Car.SetSpeedInstantly(88@, 17.0)
if 
   not Actor.Dead(89@)
else_jump @CAT2_12435 
01B2: give_actor 89@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 43@ 
05D1: AS_actor -1 drive_car 88@ to 2298.094 -10.0818 25.3285 speed 17.0 1 model #NULL 3 
06C7: AS_actor -1 driver_of_car 88@ perform_action 6 timelimit 1000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2303.119 -13.7964 25.4766 mode 6 10000 ms // versionA 
0667: AS_actor -1 aim_at 2304.137 -16.591 27.276 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 89@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_12435
if 
   not Car.Wrecked(90@)
else_jump @CAT2_12461 
06FD: set_car 90@ speed_on_path_to 1.0 

:CAT2_12461
Camera.SetPosition(2288.577, -15.1784, 27.8832, 0.0, 0.0, 0.0)
Camera.PointAt(2289.553, -15.2742, 27.6869, 2)
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 6000 
41@ += 1 

:CAT2_12535
if and
  41@ == 24 
  560@ == 0 
else_jump @CAT2_12598 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_12598 
fade 0 500 
Model.Load(#ENFORCER)
41@ += 1 

:CAT2_12598
if 
  41@ == 25 
else_jump @CAT2_13093 
if and
   not fading 
   Model.Available(#ENFORCER)
else_jump @CAT2_13088 
01E8: create_forbidden_for_cars_cube_cornerA 2344.518 36.1468 36.0359 cornerB 2269.718 -44.376 23.0569 
04EF: release_animation "MISC" 
04ED: load_animation "GANGS" 
95@ = Car.Create(#ENFORCER, 2302.181, 6.6, 25.4766)
Car.Angle(95@) = 90.0
Car.LockInCurrentPosition(95@) = True
96@ = Car.Create(#ENFORCER, 2337.9, 23.4, 25.4766)
Car.Angle(96@) = 270.0
Car.LockInCurrentPosition(96@) = True
101@ = 0 

:CAT2_12770
if 
  3 > 101@ 
else_jump @CAT2_12872 
97@(101@,4i) = 0 
if 
03CA:   object 72@(101@,4i) exists 
else_jump @CAT2_12858 
102@(101@,4i) = Marker.CreateAboveObject(72@(101@,4i))
035D: set_object 76@(101@,4i) targetable 1 
071F: set_object 76@(101@,4i) health_to 1000 

:CAT2_12858
101@ += 1 
jump @CAT2_12770 

:CAT2_12872
if 
   not Actor.Dead(94@)
else_jump @CAT2_12893 
Actor.RemoveReferences(94@)

:CAT2_12893
Player.CanMove($PLAYER_CHAR) = True
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 
if 
   not Actor.Dead(92@)
else_jump @CAT2_12954 
Actor.DestroyInstantly(92@)

:CAT2_12954
if 
   not Actor.Dead(93@)
else_jump @CAT2_12975 
Actor.DestroyInstantly(93@)

:CAT2_12975
if 
   not Actor.Dead(87@)
else_jump @CAT2_12996 
Actor.DestroyInstantly(87@)

:CAT2_12996
if 
   not Actor.Dead(89@)
else_jump @CAT2_13017 
Actor.DestroyInstantly(89@)

:CAT2_13017
Car.Destroy(85@)
Car.Destroy(86@)
Car.Destroy(88@)
Car.Destroy(90@)
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
Actor.PutAt($ACTOR_CATALINA, 2312.208, -1.9564, 25.7422)
Actor.Angle($ACTOR_CATALINA) = 199.0
41@ += 1 
jump @CAT2_13093 

:CAT2_13088
Model.Load(#ENFORCER)

:CAT2_13093
if 
  41@ == 26 
else_jump @CAT2_13241 
if and
   not fading 
  559@ == 1 
04EE:   animation "GANGS" loaded 
else_jump @CAT2_13241 
560@ = 16 
561@ = 3 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_13213 
0605: actor $ACTOR_CATALINA perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 0 // versionA 

:CAT2_13213
Object.Indestructibility(76@) = False
Object.Indestructibility(77@) = True
Object.Indestructibility(78@) = True
41@ += 1 

:CAT2_13241
if 
  41@ == 27 
else_jump @CAT2_14339 
062E: unknown_get_actor $ACTOR_CATALINA task 1541 status_store_to 106@ // ret 7 if not found 
if 
04A4:   106@ == 7 // @ == any 
else_jump @CAT2_13317 
if 
04EE:   animation "GANGS" loaded 
else_jump @CAT2_13317 
04EF: release_animation "GANGS" 

:CAT2_13317
101@ = 0 

:CAT2_13324
if 
  3 > 101@ 
else_jump @CAT2_14153 
if 
03CA:   object 72@(101@,4i) exists 
else_jump @CAT2_13690 
if 
  97@(101@,4i) == 0 
else_jump @CAT2_13690 
071E: get_object 76@(101@,4i) health_to 44@ 
Object.StorePos(72@(101@,4i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 107@ = $TEMPVAR_FLOAT_1 // (float) 
107@ -= 1.0 
0089: 110@ = $TEMPVAR_FLOAT_1 // (float) 
110@ += 1.0 
0089: 108@ = $TEMPVAR_FLOAT_2 // (float) 
108@ -= 1.0 
0089: 111@ = $TEMPVAR_FLOAT_2 // (float) 
111@ += 1.0 
0089: 109@ = $TEMPVAR_FLOAT_3 // (float) 
109@ -= 1.0 
0089: 112@ = $TEMPVAR_FLOAT_3 // (float) 
112@ += 1.0 
if 
0356:   explosion_type -1 in_cube_cornerA 107@ 108@ 109@ cornerB 110@ 111@ 112@ 
else_jump @CAT2_13573 
071F: set_object 113@(101@,4i) health_to 0 
44@ = 0 

:CAT2_13573
if 
  500 > 44@ 
else_jump @CAT2_13690 
46@ = Object.Angle(72@(101@,4i))
0723: break_object 72@(101@,4i) intensity 1 
Object.PutAt(113@(101@,4i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0750: set_object 113@(101@,4i) visibility 1 
Object.Angle(113@(101@,4i)) = 46@
Object.CollisionDetection(113@(101@,4i)) = False
071F: set_object 113@(101@,4i) health_to 150 
97@(101@,4i) += 1 

:CAT2_13690
if 
03CA:   object 113@(101@,4i) exists 
else_jump @CAT2_14068 
if 
  97@(101@,4i) == 1 
else_jump @CAT2_14068 
071E: get_object 76@(101@,4i) health_to 44@ 
if 
  1 > 44@ 
else_jump @CAT2_14068 
Marker.Disable(102@(101@,4i))
Object.Destroy(76@(101@,4i))
if 
  101@ == 0 
else_jump @CAT2_13838 
76@ = Object.Init(#KMB_ATM3, 2310.367, -17.0, 26.414)
Object.Indestructibility(76@) = False
Object.Angle(76@) = 180.0

:CAT2_13838
if 
  101@ == 1 
else_jump @CAT2_13896 
77@ = Object.Init(#KMB_ATM3, 2313.689, -17.0, 26.414)
Object.Indestructibility(77@) = False
Object.Angle(77@) = 180.0

:CAT2_13896
if 
  101@ == 2 
else_jump @CAT2_13944 
78@ = Object.Init(#KMB_ATM3, 2313.318, -0.1206, 26.414)
Object.Indestructibility(78@) = False

:CAT2_13944
Object.RemoveReferences(72@(101@,4i))
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 113@(101@,4i) with_offset 0.0 -1.0 0.0 
035D: set_object 76@(101@,4i) targetable 0 
0750: set_object 76@(101@,4i) visibility 1 
0723: break_object 113@(101@,4i) intensity 0 
02E1: 117@(101@,4i) = create_cash_pickup 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 permanence_flag 1 
03DC: 102@(101@,4i) = create_marker_above_pickup 117@(101@,4i) 
97@(101@,4i) += 1 

:CAT2_14068
if 
  97@(101@,4i) == 2 
else_jump @CAT2_14139 
if 
   Pickup.Picked_up(117@(101@,4i))
else_jump @CAT2_14139 
Object.RemoveReferences(113@(101@,4i))
Marker.Disable(102@(101@,4i))
97@(101@,4i) += 1 

:CAT2_14139
101@ += 1 
jump @CAT2_13324 

:CAT2_14153
if and
  97@ == 3 
  98@ == 3 
  99@ == 3 
else_jump @CAT2_14339 
Object.Indestructibility($2661) = True
41@ += 1 
if 
   not Actor.Dead(92@)
else_jump @CAT2_14224 
077A: set_actor 92@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_14224
if 
   not Actor.Dead(93@)
else_jump @CAT2_14249 
077A: set_actor 93@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_14249
if 
   not Actor.Dead(87@)
else_jump @CAT2_14274 
077A: set_actor 87@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_14274
if 
   not Actor.Dead(89@)
else_jump @CAT2_14299 
077A: set_actor 89@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_14299
01E7: remove_forbidden_for_cars_cube_cornerA 2344.518 36.1468 36.0359 cornerB 2269.718 -44.376 23.0569 
060B: set_actor $ACTOR_CATALINA decision_maker_to 38@ 

:CAT2_14339
if 
  41@ == 28 
else_jump @CAT2_14392 
Model.Destroy(#KMB_ATM1)
Model.Destroy(#KMB_ATM2)
Model.Destroy(#KMB_ATM3)
Model.Destroy(#MTSAFE)
Model.Destroy(#CR_DOOR_01)
Model.Destroy(#CR_DOOR_03)
41@ = 29 

:CAT2_14392
if 
  41@ == 31 
else_jump @CAT2_14967 
if and
07C1:   path 123 available 
07C1:   path 124 available 
else_jump @CAT2_14959 
if 
  344@ == 10 
else_jump @CAT2_14952 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CAT2_14952 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2315.558 70.7181 31.4998 radius 11.4 8.4 6.0 
else_jump @CAT2_14952 
0708: reset_decision_maker 38@ event 36 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0395: clear_area 1 at 2321.218 69.1035 26.7314 radius 25.0 
Camera.SetPosition(2324.899, 66.4572, 25.8911, 0.0, 0.0, 0.0)
Camera.PointAt(2324.192, 67.157, 25.9911, 2)
Car.Destroy(86@)
Car.Destroy(88@)
Actor.DestroyInstantly(87@)
Actor.DestroyInstantly(89@)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT2_14685 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2319.793 61.6571 25.4769 
jump @CAT2_14705 

:CAT2_14685
Actor.PutAt($PLAYER_ACTOR, 2319.793, 61.6571, 25.4769)

:CAT2_14705
Actor.Angle($PLAYER_ACTOR) = 5.0
06C9: remove_actor $ACTOR_CATALINA from_group 
if 
   Actor.Driving($ACTOR_CATALINA)
else_jump @CAT2_14763 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 2318.242 61.3145 25.4759 
jump @CAT2_14783 

:CAT2_14763
Actor.PutAt($ACTOR_CATALINA, 2318.242, 61.3145, 25.4759)

:CAT2_14783
Actor.Angle($ACTOR_CATALINA) = 350.0
86@ = Car.Create(#COPBIKE, 2287.156, 61.9821, 25.4766)
Car.Angle(86@) = 322.7361
0129: 87@ = create_actor_pedtype 4 model #CSHER in_car 86@ driverseat 
060B: set_actor 87@ decision_maker_to 62@ 
05EB: assign_car 86@ to_path 123 
Car.SetImmunities(86@, 1, 1, 1, 1, 1)
88@ = Car.Create(#COPBIKE, 2289.629, 58.0551, 25.3359)
Car.Angle(88@) = 330.5475
Car.SetImmunities(88@, 1, 1, 1, 1, 1)
0129: 89@ = create_actor_pedtype 4 model #CSHER in_car 88@ driverseat 
060B: set_actor 89@ decision_maker_to 62@ 
05EB: assign_car 88@ to_path 124 
41@ += 1 

:CAT2_14952
jump @CAT2_14967 

:CAT2_14959
07C0: load_path 123 
07C0: load_path 124 

:CAT2_14967
if 
  41@ == 32 
else_jump @CAT2_15059 
if 
   not Car.Wrecked(86@)
else_jump @CAT2_15059 
if 
860E:   not car 86@ assigned_to_path 
else_jump @CAT2_15059 
if 
   not Actor.Dead(87@)
else_jump @CAT2_15059 
0918: unknown_car 86@ driver_flag 0 
0633: AS_actor 87@ exit_car 
Car.LockInCurrentPosition(86@) = True
41@ += 1 

:CAT2_15059
if and
  41@ == 33 
  560@ == 0 
else_jump @CAT2_15165 
if 
   not Car.Wrecked(88@)
else_jump @CAT2_15165 
if 
860E:   not car 88@ assigned_to_path 
else_jump @CAT2_15165 
if 
   not Actor.Dead(89@)
else_jump @CAT2_15165 
0633: AS_actor 89@ exit_car 
0918: unknown_car 88@ driver_flag 0 
Car.LockInCurrentPosition(88@) = True
fade 0 500 
41@ += 1 

:CAT2_15165
if 
  41@ == 34 
else_jump @CAT2_15250 
if 
   not fading 
else_jump @CAT2_15250 
560@ = 29 
Player.CanMove($PLAYER_CHAR) = True
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 
41@ += 1 

:CAT2_15250
if 
  41@ == 35 
else_jump @CAT2_15408 
if 
   not fading 
else_jump @CAT2_15408 
if 
   not Actor.Dead(87@)
else_jump @CAT2_15322 
01B2: give_actor 87@ weapon 22 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 87@ immune_to_nonplayer 1 

:CAT2_15322
if 
   not Actor.Dead(89@)
else_jump @CAT2_15363 
01B2: give_actor 89@ weapon 25 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 89@ immune_to_nonplayer 1 

:CAT2_15363
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_15401 
0668: AS_actor $ACTOR_CATALINA rotate_and_shoot_at 2322.183 71.2342 26.549 -2 ms 

:CAT2_15401
41@ += 1 

:CAT2_15408
if and
  41@ == 36 
  560@ == 0 
else_jump @CAT2_15490 
if 
   not fading 
else_jump @CAT2_15490 
if and
   Actor.Dead(87@)
   Actor.Dead(89@)
else_jump @CAT2_15490 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 750 
41@ += 1 

:CAT2_15490
if 
  41@ == 37 
else_jump @CAT2_15541 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_15541 
fade 0 500 
41@ += 1 

:CAT2_15541
if 
  38 > 41@ 
else_jump @CAT2_15559 

:CAT2_15559
if 
  41@ == 38 
else_jump @CAT2_16307 
if 
   not fading 
else_jump @CAT2_16307 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0395: clear_area 1 at 2321.218 69.1035 26.7314 radius 25.0 
Camera.SetPosition(2325.291, 70.4759, 26.8236, 0.0, 0.0, 0.0)
Camera.PointAt(2324.353, 70.7834, 26.6641, 2)
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_CATALINA 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT2_15747 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2322.075 69.6739 25.4784 
jump @CAT2_15767 

:CAT2_15747
Actor.PutAt($PLAYER_ACTOR, 2322.075, 69.6739, 25.4784)

:CAT2_15767
Actor.Angle($PLAYER_ACTOR) = 325.1885
06C9: remove_actor $ACTOR_CATALINA from_group 
if 
   Actor.Driving($ACTOR_CATALINA)
else_jump @CAT2_15825 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 2321.63 71.6478 25.4724 
jump @CAT2_15845 

:CAT2_15825
Actor.PutAt($ACTOR_CATALINA, 2321.63, 71.6478, 25.4724)

:CAT2_15845
Actor.Angle($ACTOR_CATALINA) = 295.8968
Car.Destroy(86@)
Car.Destroy(88@)
Actor.DestroyInstantly(87@)
Actor.DestroyInstantly(89@)
if 
   not Car.Wrecked(95@)
else_jump @CAT2_15896 
Car.RemoveReferences(95@)

:CAT2_15896
if 
   not Car.Wrecked(96@)
else_jump @CAT2_15917 
Car.RemoveReferences(96@)

:CAT2_15917
if 
   not Car.Wrecked(85@)
else_jump @CAT2_15938 
Car.RemoveReferences(85@)

:CAT2_15938
if 
   not Car.Wrecked(86@)
else_jump @CAT2_15959 
Car.RemoveReferences(86@)

:CAT2_15959
0395: clear_area 1 at 2320.634 79.9329 27.9897 radius 100.0 
86@ = Car.Create(#COPBIKE, 2322.863, 73.0477, 26.0378)
Car.Angle(86@) = 34.6853
88@ = Car.Create(#COPBIKE, 2323.166, 70.1374, 26.0405)
Car.Angle(88@) = 345.7562
0615: define_AS_pack_begin 43@ 
05BA: AS_actor -1 move_mouth 750 ms 
05CB: AS_actor -1 enter_car 86@ as_driver -2 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0615: define_AS_pack_begin 43@ 
05BA: AS_actor -1 move_mouth 500 ms 
05CB: AS_actor -1 enter_car 88@ as_driver -2 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
Object.RemoveReferences(113@)
Object.RemoveReferences(114@)
Object.RemoveReferences(115@)
Object.RemoveReferences(72@)
Object.RemoveReferences(73@)
Object.RemoveReferences(74@)
Object.RemoveReferences(75@)
Object.RemoveReferences(76@)
Object.RemoveReferences(77@)
Object.RemoveReferences(78@)
Object.RemoveReferences(70@)
Actor.RemoveReferences(63@)
Actor.RemoveReferences(64@)
Actor.RemoveReferences(65@)
Actor.RemoveReferences(66@)
Actor.RemoveReferences(298@)
Actor.RemoveReferences(299@)
Actor.RemoveReferences(300@)
Actor.RemoveReferences(301@)
Actor.RemoveReferences(302@)
Actor.RemoveReferences(303@)
Actor.RemoveReferences(304@)
Actor.RemoveReferences(305@)
Actor.RemoveReferences(306@)
fade 1 500 
008B: 42@ = $CURRENT_TIME_IN_MS2 // (int) 
42@ += 2500 
41@ += 1 
560@ = 30 
561@ = 2 
0085: 634@ = 32@ // (int) 
634@ += 400 

:CAT2_16307
if 
  41@ == 39 
else_jump @CAT2_16421 
if 
   not Car.Wrecked(86@)
else_jump @CAT2_16407 
if 
0448:   actor $ACTOR_CATALINA in_car 86@ 
else_jump @CAT2_16400 
if and
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
  560@ == 0 
else_jump @CAT2_16400 
fade 0 500 
41@ += 1 

:CAT2_16400
jump @CAT2_16421 

:CAT2_16407
fade 0 500 
41@ += 1 

:CAT2_16421
if 
  41@ == 40 
else_jump @CAT2_17517 
if and
07C1:   path 156 available 
07C1:   path 157 available 
07C1:   path 158 available 
07C1:   path 159 available 
else_jump @CAT2_17497 
if and
07C1:   path 160 available 
07C1:   path 161 available 
else_jump @CAT2_17480 
if 
   not fading 
else_jump @CAT2_17473 
Player.CanMove($PLAYER_CHAR) = True
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
122@ = Car.Create(#COPCARRU, 1307.095, 280.2934, 18.4062)
123@ = Car.Create(#COPCARRU, 1307.095, 290.2934, 18.4062)
124@ = Car.Create(#COPCARRU, 1307.095, 300.2934, 18.4062)
Car.LockInCurrentPosition(122@) = True
Car.LockInCurrentPosition(123@) = True
Car.LockInCurrentPosition(124@) = True
146@ = Car.Create(#COPBIKE, 2346.523, 62.9803, 25.3359)
147@ = Car.Create(#COPBIKE, 2346.682, 45.9405, 25.3359)
0129: 129@ = create_actor_pedtype 24 model #CSHER in_car 122@ driverseat 
01C8: 130@ = create_actor_pedtype 24 model #CSHER in_car 122@ passenger_seat 0 
0129: 131@ = create_actor_pedtype 24 model #CSHER in_car 123@ driverseat 
01C8: 132@ = create_actor_pedtype 24 model #CSHER in_car 123@ passenger_seat 0 
0129: 133@ = create_actor_pedtype 24 model #CSHER in_car 124@ driverseat 
01C8: 134@ = create_actor_pedtype 24 model #CSHER in_car 124@ passenger_seat 0 
0129: 135@ = create_actor_pedtype 25 model #CSHER in_car 146@ driverseat 
0129: 136@ = create_actor_pedtype 25 model #CSHER in_car 147@ driverseat 
077A: set_actor 135@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 136@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
07E5: copy_decision_maker 65539 to 166@ 
07E5: copy_decision_maker 65542 to 363@ 
0708: reset_decision_maker 166@ event 15 
0708: reset_decision_maker 166@ event 49 
0708: reset_decision_maker 166@ event 9 
0708: reset_decision_maker 166@ event 36 
0708: reset_decision_maker 166@ event 31 
0708: reset_decision_maker 166@ event 11 
0708: reset_decision_maker 166@ event 41 
0709: set_decision_maker 166@ on_event 15 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 9 taskID 1000 unknown 0.0 75.0 chance 0.0 unknown 75.0 1 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 9 taskID 415 unknown 0.0 25.0 chance 0.0 unknown 25.0 1 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 31 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
060B: set_actor 129@ decision_maker_to 363@ 
060B: set_actor 130@ decision_maker_to 363@ 
060B: set_actor 131@ decision_maker_to 363@ 
060B: set_actor 132@ decision_maker_to 363@ 
060B: set_actor 133@ decision_maker_to 363@ 
060B: set_actor 134@ decision_maker_to 363@ 
060B: set_actor 135@ decision_maker_to 363@ 
060B: set_actor 136@ decision_maker_to 363@ 
08C6: set_actor 135@ stay_on_bike 2 
08C6: set_actor 136@ stay_on_bike 2 
01B2: give_actor 129@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 130@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 131@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 132@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 133@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 134@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 135@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 136@ weapon 22 ammo 9999 // Load the weapon model before using this 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_17258 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 9999 // Load the weapon model before using this 

:CAT2_17258
148@ = 1290.025 
149@ = 1294.242 
150@ = 1282.681 
151@ = 1285.585 
152@ = 1289.389 
153@ = 1285.593 
154@ = 252.8313 
155@ = 249.3508 
156@ = 250.9628 
157@ = 253.8959 
158@ = 241.5564 
159@ = 240.6378 
160@ = 18.4062 
161@ = 18.4062 
162@ = 18.4062 
163@ = 18.4062 
164@ = 18.4062 
165@ = 18.4062 
121@ = 0 
125@ = 0 
126@ = 0 
fade 1 500 
41@ += 1 

:CAT2_17473
jump @CAT2_17490 

:CAT2_17480
07C0: load_path 160 
07C0: load_path 161 

:CAT2_17490
jump @CAT2_17517 

:CAT2_17497
07C0: load_path 156 
07C0: load_path 157 
07C0: load_path 158 
07C0: load_path 159 

:CAT2_17517
if 
  41@ == 41 
else_jump @CAT2_17571 
if 
   not fading 
else_jump @CAT2_17571 
56@ = 8 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 
41@ += 1 

:CAT2_17571
if 
  41@ > 9 
else_jump @CAT2_17633 
if 
  56@ == 0 
else_jump @CAT2_17633 
if 
001E:   $CURRENT_TIME_IN_MS2 > 42@ // (int) 
else_jump @CAT2_17633 
56@ += 1 

:CAT2_17633
if 
  56@ == 1 
else_jump @CAT2_17687 
062E: unknown_get_actor $ACTOR_CATALINA task 1491 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CAT2_17687 
56@ += 1 

:CAT2_17687
if 
  56@ == 2 
else_jump @CAT2_17757 
062E: unknown_get_actor $ACTOR_CATALINA task 1492 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CAT2_17757 
008B: 167@ = $CURRENT_TIME_IN_MS2 // (int) 
167@ += 20000 
56@ += 1 

:CAT2_17757
if 
  56@ == 3 
else_jump @CAT2_17867 
168@ += 15 
if or
001E:   $CURRENT_TIME_IN_MS2 > 167@ // (int) 
  41@ > 10 
else_jump @CAT2_17867 
if 
  41@ == 10 
else_jump @CAT2_17860 
097A: play_audio_at 2312.094 -9.6433 28.679 event 1155 
gosub @CAT2_30052 
41@ = 11 

:CAT2_17860
56@ += 1 

:CAT2_17867
if 
  56@ == 4 
else_jump @CAT2_18239 
if 
  41@ > 27 
else_jump @CAT2_18239 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_18239 
if and
  169@ == 0 
  560@ == 0 
else_jump @CAT2_18004 
560@ = 19 
561@ = 2 
372@ = Marker.CreateAboveActor($ACTOR_CATALINA)
07E0: set_marker 372@ type_to 1 
05D3: AS_actor $ACTOR_CATALINA goto_point 2315.391 -1.6768 25.75 mode 6 -2 ms // versionA 
169@ = 1 

:CAT2_18004
if 
  169@ == 1 
else_jump @CAT2_18117 
062E: unknown_get_actor $ACTOR_CATALINA task -1 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CAT2_18117 
if 
8366:   not object $2661 damaged 
else_jump @CAT2_18110 
169@ = 2 
0668: AS_actor $ACTOR_CATALINA rotate_and_shoot_at 2315.475 1.0941 26.8796 1000 ms 
170@ += 1 
jump @CAT2_18117 

:CAT2_18110
169@ = 2 

:CAT2_18117
if 
  169@ == 2 
else_jump @CAT2_18239 
062E: unknown_get_actor $ACTOR_CATALINA task 1640 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CAT2_18239 
if or
0366:   object $2661 damaged 
  170@ > 2 
else_jump @CAT2_18232 
05F5: AS_actor $ACTOR_CATALINA goto_point 2315.51 3.1256 25.4844 mode 6 -2 ms // versionB 
169@ = 3 
56@ += 1 
jump @CAT2_18239 

:CAT2_18232
169@ = 1 

:CAT2_18239
if 
  34@ == 0 
else_jump @CAT2_18376 
if 
  56@ > 4 
else_jump @CAT2_18376 
if and
  35@ == 0 
  560@ == 0 
else_jump @CAT2_18323 
00BB: show_text_lowpriority GXT 'CAT2_19' time 4000 flag 1  // ~s~Folge ~b~Catalina~s~.
35@ = 1 

:CAT2_18323
if 
0366:   object $2661 damaged 
else_jump @CAT2_18376 
34@ = 1 
560@ = 21 
0085: 639@ = 32@ // (int) 
639@ += 2500 
561@ = 3 

:CAT2_18376
if 
  56@ == 5 
else_jump @CAT2_20195 
171@ = 2328.638 
189@ = 9.9046 
207@ = 25.4766 
225@ = 82.0 
251@ = 1 
172@ = 2328.63 
190@ = 12.0793 
208@ = 26.4366 
226@ = 102.156 
252@ = 1 
173@ = 2323.539 
191@ = 8.1573 
209@ = 30.1564 
227@ = 119.8251 
253@ = 0 
174@ = 2313.919 
192@ = 5.5612 
210@ = 25.4766 
228@ = 179.0108 
254@ = 3 
175@ = 2319.28 
193@ = 10.1457 
211@ = 25.4766 
229@ = 173.7026 
255@ = 1 
176@ = 2322.422 
194@ = 14.3559 
212@ = 33.4834 
230@ = 131.5315 
256@ = 0 
177@ = 2322.567 
195@ = 22.3196 
213@ = 25.4766 
231@ = 191.9916 
257@ = 5 
178@ = 2317.422 
196@ = 31.4408 
214@ = 25.4688 
232@ = 170.5408 
258@ = 1 
179@ = 2323.347 
197@ = 32.5086 
215@ = 30.3438 
233@ = 167.5312 
259@ = 2 
180@ = 2314.06 
198@ = 27.4771 
216@ = 28.4834 
234@ = 211.9221 
260@ = 0 
181@ = 2314.146 
199@ = 32.6897 
217@ = 30.3072 
235@ = 218.8303 
261@ = 0 
182@ = 2324.323 
200@ = 25.9529 
218@ = 30.4834 
236@ = 146.7435 
262@ = 0 
183@ = 2315.235 
201@ = 44.7149 
219@ = 27.6529 
237@ = 177.4772 
263@ = 1 
184@ = 2322.142 
202@ = 38.0272 
220@ = 25.4698 
238@ = 165.042 
264@ = 5 
185@ = 2316.281 
203@ = 53.245 
221@ = 25.4745 
239@ = 211.6924 
265@ = 3 
186@ = 2316.977 
204@ = 60.9693 
222@ = 26.9906 
240@ = 217.9312 
266@ = 0 
187@ = 2322.69 
205@ = 57.5449 
223@ = 31.9884 
241@ = 174.0596 
267@ = 0 
188@ = 2313.39 
206@ = 51.5349 
224@ = 29.4834 
242@ = 196.6579 
268@ = 0 
278@ = 0 

:CAT2_19247
if 
  9 > 278@ 
else_jump @CAT2_20165 
if 
  3 > 278@ 
else_jump @CAT2_19353 
0209: 279@ = random_int_in_ranges 0 6 

:CAT2_19292
if 
  280@(279@,18i) == 1 
else_jump @CAT2_19353 
279@ += 1 
if 
  279@ == 6 
else_jump @CAT2_19346 
279@ = 0 

:CAT2_19346
jump @CAT2_19292 

:CAT2_19353
if and
  278@ > 2 
  6 > 278@ 
else_jump @CAT2_19448 
0209: 279@ = random_int_in_ranges 6 12 

:CAT2_19387
if 
  280@(279@,18i) == 1 
else_jump @CAT2_19448 
279@ += 1 
if 
  279@ == 12 
else_jump @CAT2_19441 
279@ = 6 

:CAT2_19441
jump @CAT2_19387 

:CAT2_19448
if and
  278@ > 5 
  9 > 278@ 
else_jump @CAT2_19543 
0209: 279@ = random_int_in_ranges 12 18 

:CAT2_19482
if 
  280@(279@,18i) == 1 
else_jump @CAT2_19543 
279@ += 1 
if 
  279@ == 18 
else_jump @CAT2_19536 
279@ = 12 

:CAT2_19536
jump @CAT2_19482 

:CAT2_19543
280@(279@,18i) = 1 
0085: 316@(279@,18i) = 278@ // (int) 
298@(278@,9i) = Actor.Create(CivMale, #CSHER, 171@(279@,18f), 189@(279@,18f), 207@(279@,18f))
07DD: set_actor 298@(278@,9i) temper_to 40 // see pedstats.dat 
Actor.WeaponAccuracy(298@(278@,9i)) = 60
0085: 307@(278@,9i) = 251@(279@,18i) // (int) 
0085: 334@(278@,9i) = 279@ // (int) 
Actor.Angle(298@(278@,9i)) = 225@(279@,18f)
0209: 279@ = random_int_in_ranges 0 3 
if or
  3 > 279@ 
  343@ > 0 
else_jump @CAT2_19722 
01B2: give_actor 298@(278@,9i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @CAT2_19797 

:CAT2_19722
if 
  6 > 334@(278@,9i) 
else_jump @CAT2_19765 
01B2: give_actor 298@(278@,9i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @CAT2_19797 

:CAT2_19765
01B2: give_actor 298@(278@,9i) weapon 25 ammo 9999 // Load the weapon model before using this 
07DD: set_actor 298@(278@,9i) temper_to 10 // see pedstats.dat 
343@ = 1 

:CAT2_19797
077A: set_actor 298@(278@,9i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 298@(278@,9i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 
if 
  251@(279@,18i) == 0 
else_jump @CAT2_19902 
0615: define_AS_pack_begin 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0350: set_actor 298@(278@,9i) maintain_position_when_attacked 1 

:CAT2_19902
if 
  251@(279@,18i) == 1 
else_jump @CAT2_19974 
0615: define_AS_pack_begin 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0350: set_actor 298@(278@,9i) maintain_position_when_attacked 1 

:CAT2_19974
if 
  251@(279@,18i) == 2 
else_jump @CAT2_20029 
0615: define_AS_pack_begin 43@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_20029
if 
  251@(279@,18i) == 3 
else_jump @CAT2_20090 
0615: define_AS_pack_begin 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_20090
if 
  251@(279@,18i) == 5 
else_jump @CAT2_20151 
0615: define_AS_pack_begin 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_20151
278@ += 1 
jump @CAT2_19247 

:CAT2_20165
346@ = 99 
0085: 350@ = 32@ // (int) 
350@ += 30000 
56@ = 6 

:CAT2_20195
if 
  56@ == 6 
else_jump @CAT2_23402 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_23402 
if 
   not 346@ == 99 
else_jump @CAT2_20387 
if 
   Actor.Dead(298@(346@,9i))
else_jump @CAT2_20297 
0085: 278@ = 334@(346@,9i) // (int) 
280@(278@,18i) = 0 
346@ = 99 

:CAT2_20297
if 
001D:   32@ > 350@ // (int) 
else_jump @CAT2_20387 
if 
   not 346@ == 99 
else_jump @CAT2_20387 
0085: 350@ = 32@ // (int) 
350@ += 30000 
347@ = 1 
0085: 278@ = 334@(346@,9i) // (int) 
280@(278@,18i) = 0 
346@ = 99 

:CAT2_20387
if 
  346@ == 99 
else_jump @CAT2_22520 
if and
  344@ > 0 
  10 > 344@ 
else_jump @CAT2_20518 
062E: unknown_get_actor $ACTOR_CATALINA task -1 status_store_to 349@ // ret 7 if not found 
if 
04A4:   349@ == 1 // @ == any 
else_jump @CAT2_20474 
0085: 348@ = 32@ // (int) 
348@ += 8000 

:CAT2_20474
if 
04A4:   349@ == 7 // @ == any 
else_jump @CAT2_20518 
if 
001D:   32@ > 348@ // (int) 
else_jump @CAT2_20518 
347@ = 1 

:CAT2_20518
if 
  344@ == 0 
else_jump @CAT2_20571 
062E: unknown_get_actor $ACTOR_CATALINA task -1 status_store_to 349@ // ret 7 if not found 
if 
04A4:   349@ == 7 // @ == any 
else_jump @CAT2_20571 
344@ = 1 

:CAT2_20571
if 
  344@ == 1 
else_jump @CAT2_20822 
if 
  283@ == 1 
else_jump @CAT2_20622 
0085: 346@ = 319@ // (int) 
jump @CAT2_20759 

:CAT2_20622
if 
  282@ == 1 
else_jump @CAT2_20655 
0085: 346@ = 318@ // (int) 
jump @CAT2_20759 

:CAT2_20655
if 
  284@ == 1 
else_jump @CAT2_20688 
0085: 346@ = 320@ // (int) 
jump @CAT2_20759 

:CAT2_20688
if 
  285@ == 1 
else_jump @CAT2_20721 
0085: 346@ = 321@ // (int) 
jump @CAT2_20759 

:CAT2_20721
344@ = 2 
560@ = 24 
05F5: AS_actor $ACTOR_CATALINA goto_point 2321.74 10.5486 25.4688 mode 6 -2 ms // versionB 

:CAT2_20759
if 
  347@ == 1 
else_jump @CAT2_20822 
347@ = 0 
344@ = 2 
560@ = 24 
05F5: AS_actor $ACTOR_CATALINA goto_point 2321.74 10.5486 25.4688 mode 6 -2 ms // versionB 

:CAT2_20822
if 
  344@ == 2 
else_jump @CAT2_20971 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_20971 
062E: unknown_get_actor $ACTOR_CATALINA task 1525 status_store_to 349@ // ret 7 if not found 
if 
04A4:   349@ == 7 // @ == any 
else_jump @CAT2_20971 
if 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 2321.74 10.5486 25.4688 radius 3.0 3.0 3.0 
else_jump @CAT2_20947 
344@ = 3 
jump @CAT2_20971 

:CAT2_20947
05F5: AS_actor $ACTOR_CATALINA goto_point 2321.74 10.5486 25.4688 mode 6 -2 ms // versionB 

:CAT2_20971
if and
  344@ == 3 
  560@ == 0 
else_jump @CAT2_21163 
if 
  280@ == 1 
else_jump @CAT2_21029 
0085: 346@ = 316@ // (int) 
jump @CAT2_21100 

:CAT2_21029
if 
  281@ == 1 
else_jump @CAT2_21062 
0085: 346@ = 317@ // (int) 
jump @CAT2_21100 

:CAT2_21062
344@ = 4 
560@ = 25 
05F5: AS_actor $ACTOR_CATALINA goto_point 2318.281 18.5403 25.4766 mode 6 -2 ms // versionB 

:CAT2_21100
if 
  347@ == 1 
else_jump @CAT2_21163 
347@ = 0 
344@ = 4 
560@ = 25 
05F5: AS_actor $ACTOR_CATALINA goto_point 2318.281 18.5403 25.4766 mode 6 -2 ms // versionB 

:CAT2_21163
if 
  344@ == 4 
else_jump @CAT2_21312 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_21312 
062E: unknown_get_actor $ACTOR_CATALINA task 1525 status_store_to 349@ // ret 7 if not found 
if 
04A4:   349@ == 7 // @ == any 
else_jump @CAT2_21312 
if 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 2318.281 18.5403 25.4766 radius 3.0 3.0 3.0 
else_jump @CAT2_21288 
344@ = 5 
jump @CAT2_21312 

:CAT2_21288
05F5: AS_actor $ACTOR_CATALINA goto_point 2318.281 18.5403 25.4766 mode 6 -2 ms // versionB 

:CAT2_21312
if 
  344@ == 5 
else_jump @CAT2_21629 
if 
  286@ == 1 
else_jump @CAT2_21363 
0085: 346@ = 322@ // (int) 
jump @CAT2_21566 

:CAT2_21363
if 
  287@ == 1 
else_jump @CAT2_21396 
0085: 346@ = 323@ // (int) 
jump @CAT2_21566 

:CAT2_21396
if 
  288@ == 1 
else_jump @CAT2_21429 
0085: 346@ = 324@ // (int) 
jump @CAT2_21566 

:CAT2_21429
if 
  289@ == 1 
else_jump @CAT2_21462 
0085: 346@ = 325@ // (int) 
jump @CAT2_21566 

:CAT2_21462
if 
  290@ == 1 
else_jump @CAT2_21495 
0085: 346@ = 326@ // (int) 
jump @CAT2_21566 

:CAT2_21495
if 
  291@ == 1 
else_jump @CAT2_21528 
0085: 346@ = 327@ // (int) 
jump @CAT2_21566 

:CAT2_21528
344@ = 6 
560@ = 26 
05F5: AS_actor $ACTOR_CATALINA goto_point 2319.228 34.565 25.468 mode 6 -2 ms // versionB 

:CAT2_21566
if 
  347@ == 1 
else_jump @CAT2_21629 
347@ = 0 
344@ = 6 
560@ = 26 
05F5: AS_actor $ACTOR_CATALINA goto_point 2319.228 34.565 25.468 mode 6 -2 ms // versionB 

:CAT2_21629
if 
  344@ == 6 
else_jump @CAT2_21778 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_21778 
062E: unknown_get_actor $ACTOR_CATALINA task 1525 status_store_to 349@ // ret 7 if not found 
if 
04A4:   349@ == 7 // @ == any 
else_jump @CAT2_21778 
if 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 2319.228 34.565 25.468 radius 3.0 3.0 3.0 
else_jump @CAT2_21754 
344@ = 7 
jump @CAT2_21778 

:CAT2_21754
05F5: AS_actor $ACTOR_CATALINA goto_point 2319.228 34.565 25.468 mode 6 -2 ms // versionB 

:CAT2_21778
if and
  344@ == 7 
  560@ == 0 
else_jump @CAT2_21956 
if 
  292@ == 1 
else_jump @CAT2_21836 
0085: 346@ = 328@ // (int) 
jump @CAT2_21900 

:CAT2_21836
if 
  293@ == 1 
else_jump @CAT2_21869 
0085: 346@ = 329@ // (int) 
jump @CAT2_21900 

:CAT2_21869
344@ = 8 
05F5: AS_actor $ACTOR_CATALINA goto_point 2318.622 45.0292 25.4762 mode 6 -2 ms // versionB 

:CAT2_21900
if 
  347@ == 1 
else_jump @CAT2_21956 
347@ = 0 
344@ = 8 
05F5: AS_actor $ACTOR_CATALINA goto_point 2318.622 45.0292 25.4762 mode 6 -2 ms // versionB 

:CAT2_21956
if 
  344@ == 8 
else_jump @CAT2_22025 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_22025 
062E: unknown_get_actor $ACTOR_CATALINA task -1 status_store_to 349@ // ret 7 if not found 
if 
04A4:   349@ == 7 // @ == any 
else_jump @CAT2_22025 
344@ = 9 

:CAT2_22025
if and
  344@ == 9 
  560@ == 0 
else_jump @CAT2_22283 
if 
  294@ == 1 
else_jump @CAT2_22083 
0085: 346@ = 330@ // (int) 
jump @CAT2_22220 

:CAT2_22083
if 
  295@ == 1 
else_jump @CAT2_22116 
0085: 346@ = 331@ // (int) 
jump @CAT2_22220 

:CAT2_22116
if 
  296@ == 1 
else_jump @CAT2_22149 
0085: 346@ = 332@ // (int) 
jump @CAT2_22220 

:CAT2_22149
if 
  297@ == 1 
else_jump @CAT2_22182 
0085: 346@ = 333@ // (int) 
jump @CAT2_22220 

:CAT2_22182
344@ = 10 
560@ = 28 
05F5: AS_actor $ACTOR_CATALINA goto_point 2319.237 64.4156 25.4766 mode 6 -2 ms // versionB 

:CAT2_22220
if 
  347@ == 1 
else_jump @CAT2_22283 
347@ = 0 
344@ = 10 
560@ = 28 
05F5: AS_actor $ACTOR_CATALINA goto_point 2319.237 64.4156 25.4766 mode 6 -2 ms // versionB 

:CAT2_22283
if 
  344@ == 10 
else_jump @CAT2_22438 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_22438 
062E: unknown_get_actor $ACTOR_CATALINA task -1 status_store_to 349@ // ret 7 if not found 
if 
04A4:   349@ == 7 // @ == any 
else_jump @CAT2_22438 
if 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 2319.237 64.4156 25.4766 radius 4.0 4.0 4.0 
else_jump @CAT2_22414 
56@ = 7 
41@ = 31 
jump @CAT2_22438 

:CAT2_22414
05F5: AS_actor $ACTOR_CATALINA goto_point 2319.237 64.4156 25.4766 mode 6 -2 ms // versionB 

:CAT2_22438
if 
   not 346@ == 99 
else_jump @CAT2_22520 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_22520 
if 
   not Actor.Dead(298@(346@,9i))
else_jump @CAT2_22520 
05E2: AS_actor $ACTOR_CATALINA kill_actor 298@(346@,9i) 
0085: 350@ = 32@ // (int) 
350@ += 15000 

:CAT2_22520
278@ = 0 

:CAT2_22527
if 
  9 > 278@ 
else_jump @CAT2_23402 
if 
   not Actor.Dead(298@(278@,9i))
else_jump @CAT2_23388 
if 
  307@(278@,9i) == 1 
else_jump @CAT2_22727 
if 
001D:   32@ > 269@(278@,9i) // (int) 
else_jump @CAT2_22727 
062E: unknown_get_actor 298@(278@,9i) task 1259 status_store_to 345@ // ret 7 if not found 
if 
04A4:   345@ == 7 // @ == any 
else_jump @CAT2_22727 
0209: 279@ = random_int_in_ranges 4000 8000 
0085: 269@(278@,9i) = 32@ // (int) 
005A: 269@(278@,9i) += 279@ // (int) 
if 
0597:   actor 298@(278@,9i) crouching 
else_jump @CAT2_22716 
04EB: AS_actor 298@(278@,9i) crouch 0 
jump @CAT2_22727 

:CAT2_22716
04EB: AS_actor 298@(278@,9i) crouch 1 

:CAT2_22727
if 
  307@(278@,9i) == 2 
else_jump @CAT2_22805 
if 
874F:   not actor 298@(278@,9i) ped_event == 36 
else_jump @CAT2_22805 
0638: AS_actor 298@(278@,9i) stay_put 0 
05E2: AS_actor 298@(278@,9i) kill_actor $PLAYER_ACTOR 
307@(278@,9i) = 4 

:CAT2_22805
if 
  307@(278@,9i) == 3 
else_jump @CAT2_23084 
243@ = Actor.Angle(298@(278@,9i))
Actor.StorePos(298@(278@,9i), 244@, 245@, 246@)
02F6: 249@ = cosine 243@ // (float) 
02F7: 250@ = sine 243@ // (float) 
0087: 247@ = 249@ // (float) 
247@ *= -2.5 
005B: 247@ += 244@ // (float) 
0087: 248@ = 250@ // (float) 
248@ *= 2.5 
005B: 248@ += 245@ // (float) 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_23084 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 247@ 248@ 25.7 radius 5.0 5.0 3.0 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 247@ 248@ 25.7 radius 5.0 5.0 3.0 
else_jump @CAT2_23084 
0638: AS_actor 298@(278@,9i) stay_put 0 
0812: AS_actor 298@(278@,9i) perform_animation "CROUCH_ROLL_L" IFP_file "PED" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
307@(278@,9i) = 0 

:CAT2_23084
if 
  307@(278@,9i) == 5 
else_jump @CAT2_23388 
243@ = Actor.Angle(298@(278@,9i))
Actor.StorePos(298@(278@,9i), 244@, 245@, 246@)
02F6: 249@ = cosine 243@ // (float) 
02F7: 250@ = sine 243@ // (float) 
0087: 247@ = 249@ // (float) 
247@ *= -2.5 
005B: 247@ += 244@ // (float) 
0087: 248@ = 250@ // (float) 
248@ *= 2.5 
005B: 248@ += 245@ // (float) 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_23388 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 247@ 248@ 25.7 radius 5.0 5.0 3.0 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 247@ 248@ 25.7 radius 5.0 5.0 3.0 
else_jump @CAT2_23388 
if 
  560@ == 0 
else_jump @CAT2_23322 
560@ = 27 

:CAT2_23322
0638: AS_actor 298@(278@,9i) stay_put 0 
0812: AS_actor 298@(278@,9i) perform_animation "CROUCH_ROLL_R" IFP_file "PED" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
307@(278@,9i) = 0 

:CAT2_23388
278@ += 1 
jump @CAT2_22527 

:CAT2_23402
if 
  56@ == 8 
else_jump @CAT2_28299 
if 
  41@ > 40 
else_jump @CAT2_28299 
if 
  351@ == 0 
else_jump @CAT2_23694 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2130.689 149.1074 0.3268 radius 30.0 30.0 30.0 
else_jump @CAT2_23694 
Model.Load(#COPBIKE)
Model.Load(#CSHER)
Model.Load(#COLT45)
if and
   Model.Available(#COPBIKE)
   Model.Available(#CSHER)
   Model.Available(#COLT45)
else_jump @CAT2_23694 
351@ = 1 
353@ = Car.Create(#COPBIKE, 2048.156, 195.1577, 15.8884)
0397: enable_car 353@ siren 1 
Car.Angle(353@) = 270.0
0129: 354@ = create_actor_pedtype 24 model #CSHER in_car 353@ driverseat 
01B2: give_actor 354@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 355@ 
05D1: AS_actor -1 drive_car 353@ to 2105.236 179.1932 0.5812 speed 15.0 2 model #NULL 0 
06C7: AS_actor -1 driver_of_car 353@ perform_action 5 timelimit 1000 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 355@ 
0618: assign_actor 354@ to_AS_pack 355@ 
061B: remove_references_to_AS_pack 355@ 

:CAT2_23694
if 
  126@ == 0 
else_jump @CAT2_23843 
if and
   not Car.Wrecked(88@)
   not Car.Wrecked(86@)
   not Actor.Dead($ACTOR_CATALINA)
   not Car.Wrecked(146@)
   not Car.Wrecked(147@)
else_jump @CAT2_23843 
if 
   Actor.InCar($ACTOR_CATALINA, 86@)
else_jump @CAT2_23843 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_23790 
08C6: set_actor $ACTOR_CATALINA stay_on_bike 2 

:CAT2_23790
126@ = 1 
05EB: assign_car 86@ to_path 157 
05EB: assign_car 146@ to_path 160 
05EB: assign_car 147@ to_path 161 
0397: enable_car 146@ siren 1 
0397: enable_car 147@ siren 1 
0811: 143@ = actor $PLAYER_ACTOR car // versionC 

:CAT2_23843
if 
  126@ > 0 
else_jump @CAT2_24094 
if 
   not Car.Wrecked(146@)
else_jump @CAT2_23924 
if 
060E:   car 146@ assigned_to_path 
else_jump @CAT2_23924 
046C: 356@ = car 146@ driver 
if 
  356@ == -1 
else_jump @CAT2_23924 
05EC: release_car 146@ from_path 

:CAT2_23924
if 
   not Car.Wrecked(147@)
else_jump @CAT2_24094 
if 
060E:   car 147@ assigned_to_path 
else_jump @CAT2_24094 
046C: 356@ = car 147@ driver 
if 
  356@ == -1 
else_jump @CAT2_23994 
05EC: release_car 147@ from_path 
jump @CAT2_24094 

:CAT2_23994
if 
  358@ == 0 
else_jump @CAT2_24094 
Car.StorePos(147@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  1570.0 > $TEMPVAR_FLOAT_1 
else_jump @CAT2_24094 
if 
01F3:   car 147@ in_air 
else_jump @CAT2_24094 
if 
   not Actor.Dead(356@)
else_jump @CAT2_24094 
0622: AS_actor 356@ bail_car 147@ 
358@ = 1 

:CAT2_24094
if 
  126@ == 1 
else_jump @CAT2_24867 
if and
   not Actor.Dead($ACTOR_CATALINA)
   not Car.Wrecked(86@)
else_jump @CAT2_24867 
if 
  121@ == 0 
else_jump @CAT2_24710 
Actor.StorePos($ACTOR_CATALINA, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.StorePos($PLAYER_ACTOR, 47@, 48@, 49@)
0088: $DISTANCE_BETWEEN_POINTS = 47@ // (float) 
0061: $DISTANCE_BETWEEN_POINTS -= $TEMPVAR_FLOAT_1 // (float) 
if 
  0.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @CAT2_24226 
$DISTANCE_BETWEEN_POINTS = 0.0 

:CAT2_24226
53@ = 2000.0 
0077: 53@ /= $DISTANCE_BETWEEN_POINTS // (float) 
53@ /= 100.0 
if 
  53@ > 1.5 
else_jump @CAT2_24285 
53@ = 1.5 

:CAT2_24285
if 
  0.3 > 53@ 
else_jump @CAT2_24316 
53@ = 0.3 

:CAT2_24316
if and
001D:   32@ > 359@ // (int) 
  37 > 36@ 
else_jump @CAT2_24429 
if and
  $DISTANCE_BETWEEN_POINTS > 10.0 
  50.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @CAT2_24429 
if 
  560@ == 0 
else_jump @CAT2_24429 
0085: 560@ = 36@ // (int) 
$7248 = 1 
0085: 359@ = 32@ // (int) 
359@ += 8000 
36@ += 1 

:CAT2_24429
if 
   not Car.Wrecked(146@)
else_jump @CAT2_24471 
if 
01F3:   car 146@ in_air 
else_jump @CAT2_24471 
53@ = 1.0 

:CAT2_24471
if 
   not Car.Wrecked(147@)
else_jump @CAT2_24605 
if 
01F3:   car 147@ in_air 
else_jump @CAT2_24513 
53@ = 1.0 

:CAT2_24513
if 
   not Actor.Dead(136@)
else_jump @CAT2_24605 
if 
   not Actor.Driving(136@)
else_jump @CAT2_24605 
if 
  360@ == 0 
else_jump @CAT2_24605 
01B2: give_actor 136@ weapon 22 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 136@ kill_actor $PLAYER_ACTOR 
077A: set_actor 136@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 136@ decision_maker_to 166@ 
360@ = 1 

:CAT2_24605
if 
   not Car.Wrecked(86@)
else_jump @CAT2_24647 
if 
01F3:   car 86@ in_air 
else_jump @CAT2_24647 
53@ = 1.0 

:CAT2_24647
06FD: set_car 86@ speed_on_path_to 53@ 
if 
   not Car.Wrecked(146@)
else_jump @CAT2_24679 
06FD: set_car 146@ speed_on_path_to 53@ 

:CAT2_24679
if 
   not Car.Wrecked(147@)
else_jump @CAT2_24703 
06FD: set_car 147@ speed_on_path_to 53@ 

:CAT2_24703
jump @CAT2_24772 

:CAT2_24710
06FD: set_car 86@ speed_on_path_to 1.0 
if 
   not Car.Wrecked(146@)
else_jump @CAT2_24746 
06FD: set_car 146@ speed_on_path_to 1.0 

:CAT2_24746
if 
   not Car.Wrecked(147@)
else_jump @CAT2_24772 
06FD: set_car 147@ speed_on_path_to 1.0 

:CAT2_24772
if 
00A3:   actor $ACTOR_CATALINA sphere 0 in_rectangle_cornerA 1304.957 252.9172 cornerB 1275.84 241.8114 
else_jump @CAT2_24867 
126@ = 2 
0709: set_decision_maker 38@ on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0085: 127@ = 32@ // (int) 
127@ += 900 

:CAT2_24867
if 
  126@ == 2 
else_jump @CAT2_25010 
if 
001D:   32@ > 127@ // (int) 
else_jump @CAT2_25010 
if and
   not Car.Wrecked(86@)
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_25010 
0085: 361@ = 32@ // (int) 
361@ += 1000 
0615: define_AS_pack_begin 128@ 
0622: AS_actor -1 bail_car 86@ 
05D3: AS_actor -1 goto_point 1286.969 247.1966 18.4062 mode 6 -2 ms // versionA 
05C4: AS_actor -1 hands_up 40000 ms 
0616: define_AS_pack_end 128@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 
126@ = 3 

:CAT2_25010
if 
  361@ > 0 
else_jump @CAT2_25099 
if 
001D:   32@ > 361@ // (int) 
else_jump @CAT2_25099 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_16' time 6000 flag 1  // ~s~Catalina ist von Bullen umzingelt. Hau ~b~sie~s~ raus und bring sie zurck zum ~y~Versteck~s~!
018A: 40@ = create_checkpoint_at 867.6723 -30.3543 62.1893 
361@ = 0 
126@ = 4 

:CAT2_25099
if 
  126@ == 4 
else_jump @CAT2_25670 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_25670 
if or
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 15.0 15.0 15.0 sphere 0 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 1389.021 67.2039 cornerB 1232.628 407.097 
else_jump @CAT2_25670 
Actor.RemoveReferences(135@)
Actor.RemoveReferences(136@)
Car.RemoveReferences(122@)
Car.RemoveReferences(123@)
Car.RemoveReferences(124@)
if 
056D:   actor 354@ defined 
else_jump @CAT2_25242 
Actor.RemoveReferences(354@)

:CAT2_25242
if 
   not Car.Wrecked(353@)
else_jump @CAT2_25289 
if 
   not Actor.InCar($PLAYER_ACTOR, 353@)
else_jump @CAT2_25282 
Car.RemoveReferences(353@)

:CAT2_25282
jump @CAT2_25294 

:CAT2_25289
Car.RemoveReferences(147@)

:CAT2_25294
if 
   not Car.Wrecked(146@)
else_jump @CAT2_25341 
if 
   not Actor.InCar($PLAYER_ACTOR, 146@)
else_jump @CAT2_25334 
Car.RemoveReferences(146@)

:CAT2_25334
jump @CAT2_25346 

:CAT2_25341
Car.RemoveReferences(146@)

:CAT2_25346
if 
   not Car.Wrecked(147@)
else_jump @CAT2_25393 
if 
   not Actor.InCar($PLAYER_ACTOR, 147@)
else_jump @CAT2_25386 
Car.RemoveReferences(147@)

:CAT2_25386
jump @CAT2_25398 

:CAT2_25393
Car.RemoveReferences(147@)

:CAT2_25398
if 
   not Car.Wrecked(88@)
else_jump @CAT2_25445 
if 
   not Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @CAT2_25438 
Car.RemoveReferences(88@)

:CAT2_25438
jump @CAT2_25450 

:CAT2_25445
Car.RemoveReferences(88@)

:CAT2_25450
if 
   not Car.Wrecked(86@)
else_jump @CAT2_25497 
if 
   not Actor.InCar($PLAYER_ACTOR, 86@)
else_jump @CAT2_25490 
Car.RemoveReferences(86@)

:CAT2_25490
jump @CAT2_25502 

:CAT2_25497
Car.RemoveReferences(86@)

:CAT2_25502
362@ = 0 

:CAT2_25509
if 
  8 > 362@ 
else_jump @CAT2_25605 
if 
   not Actor.Dead(129@(362@,8i))
else_jump @CAT2_25591 
0687: clear_actor 129@(362@,8i) task 
Actor.RemoveReferences(129@(362@,8i))
077A: set_actor 129@(362@,8i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 129@(362@,8i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 

:CAT2_25591
362@ += 1 
jump @CAT2_25509 

:CAT2_25605
35@ = 0 
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT2_25651 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 37@ 

:CAT2_25651
364@ = 1 
Marker.Disable(372@)
126@ = 5 

:CAT2_25670
if 
  126@ == 5 
else_jump @CAT2_27481 
if 
  365@ == 0 
else_jump @CAT2_25803 
if 
001D:   32@ > 144@ // (int) 
else_jump @CAT2_25803 
362@ = 0 

:CAT2_25732
if 
  8 > 362@ 
else_jump @CAT2_25796 
if 
   not Actor.Dead(129@(362@,8i))
else_jump @CAT2_25782 
07BC: set_actor 129@(362@,8i) decision_maker_to 166@ // AS_pack_version 

:CAT2_25782
362@ += 1 
jump @CAT2_25732 

:CAT2_25796
365@ = 1 

:CAT2_25803
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_27481 
if 
   Actor.Driving($ACTOR_CATALINA)
else_jump @CAT2_27314 
if 
  366@ == 0 
else_jump @CAT2_27314 
366@ = 1 
562@ = 1 
$7248 = 1 
if 
  $1520 == 0 
else_jump @CAT2_26612 
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 0 
else_jump @CAT2_26250 
603@ = 2 
604@ = 1 
605@ = 1 
606@ = 1 
607@ = 1 
608@ = 1 
609@ = 2 
610@ = 1 
611@ = 1 
612@ = 2 
613@ = 1 
05AA: 454@s = 'CAT_DF'  // ~z~Du bist doch vllig durchgeknallt!
05AA: 456@s = 'CAT_DG'  // ~z~All ihr kleinen Mnner habt Angst vor starken Frauen!
05AA: 458@s = 'CAT_DH'  // ~z~Wenn wir leidenschaftlich sind, sagt ihr, wir wren durchgeknallt.
05AA: 460@s = 'CAT_DI'  // ~z~Wenn wir uns aufregen, sagt ihr, wir wren hysterisch.
05AA: 462@s = 'CAT_DJ'  // ~z~Wenn wir mit Mnnern schlafen, sind wir Schlampen.
05AA: 464@s = 'CAT_DK'  // ~z~Wenn wir euch nicht ranlassen, sind wir frigide Zicken.
05AA: 466@s = 'CAT_DL'  // ~z~Kleine Mnner? Du bist da hinten voll ausgetickt!
05AA: 468@s = 'CAT_DM'  // ~z~Das? Das war doch nichts Besonderes!
05AA: 470@s = 'CAT_DN'  // ~z~Wenn dir das zu hei ist, steck deine mickrigen Eier in 'n Khlschrank!
05AA: 472@s = 'CAT_DO'  // ~z~Mickrige Eier? Jetzt Moment mal...
05AA: 474@s = 'CAT_DP'  // ~z~Es reicht! Halt's Maul und fahr, ich zhl das Scheigeld!
04AF: 534@ = 8631 // @ = any 
04AF: 535@ = 8632 // @ = any 
04AF: 536@ = 8633 // @ = any 
04AF: 537@ = 8634 // @ = any 
04AF: 538@ = 8635 // @ = any 
04AF: 539@ = 8636 // @ = any 
04AF: 540@ = 8637 // @ = any 
04AF: 541@ = 8638 // @ = any 
04AF: 542@ = 8639 // @ = any 
04AF: 543@ = 8640 // @ = any 
04AF: 544@ = 8641 // @ = any 
560@ = 40 
561@ = 11 
jump @CAT2_26612 

:CAT2_26250
603@ = 1 
604@ = 2 
605@ = 1 
606@ = 1 
607@ = 1 
608@ = 1 
609@ = 1 
610@ = 2 
611@ = 1 
612@ = 1 
613@ = 2 
614@ = 1 
05AA: 454@s = 'CAT_DA'  // ~z~Ich hab 'n Versteck in Fern Ridge.
05AA: 456@s = 'CAT_DF'  // ~z~Du bist doch vllig durchgeknallt!
05AA: 458@s = 'CAT_DG'  // ~z~All ihr kleinen Mnner habt Angst vor starken Frauen!
05AA: 460@s = 'CAT_DH'  // ~z~Wenn wir leidenschaftlich sind, sagt ihr, wir wren durchgeknallt.
05AA: 462@s = 'CAT_DI'  // ~z~Wenn wir uns aufregen, sagt ihr, wir wren hysterisch.
05AA: 464@s = 'CAT_DJ'  // ~z~Wenn wir mit Mnnern schlafen, sind wir Schlampen.
05AA: 466@s = 'CAT_DK'  // ~z~Wenn wir euch nicht ranlassen, sind wir frigide Zicken.
05AA: 468@s = 'CAT_DL'  // ~z~Kleine Mnner? Du bist da hinten voll ausgetickt!
05AA: 470@s = 'CAT_DM'  // ~z~Das? Das war doch nichts Besonderes!
05AA: 472@s = 'CAT_DN'  // ~z~Wenn dir das zu hei ist, steck deine mickrigen Eier in 'n Khlschrank!
05AA: 474@s = 'CAT_DO'  // ~z~Mickrige Eier? Jetzt Moment mal...
05AA: 476@s = 'CAT_DP'  // ~z~Es reicht! Halt's Maul und fahr, ich zhl das Scheigeld!
04AF: 534@ = 8626 // @ = any 
04AF: 535@ = 8631 // @ = any 
04AF: 536@ = 8632 // @ = any 
04AF: 537@ = 8633 // @ = any 
04AF: 538@ = 8634 // @ = any 
04AF: 539@ = 8635 // @ = any 
04AF: 540@ = 8636 // @ = any 
04AF: 541@ = 8637 // @ = any 
04AF: 542@ = 8638 // @ = any 
04AF: 543@ = 8639 // @ = any 
04AF: 544@ = 8640 // @ = any 
04AF: 545@ = 8641 // @ = any 
560@ = 40 
561@ = 12 

:CAT2_26612
if 
  $1520 == 1 
else_jump @CAT2_27050 
603@ = 1 
604@ = 2 
605@ = 1 
606@ = 2 
607@ = 2 
608@ = 1 
609@ = 2 
610@ = 1 
611@ = 2 
612@ = 1 
613@ = 1 
614@ = 1 
615@ = 1 
616@ = 2 
05AA: 454@s = 'CAT_GA'  // ~z~Bring mich heim, Carl.
05AA: 456@s = 'CAT_GB'  // ~z~Okay. Hr mal, wir mssen uns mal unterhalten.
05AA: 458@s = 'CAT_GC'  // ~z~Worber? Was sollte ich dir zu sagen haben?
05AA: 460@s = 'CAT_GD'  // ~z~Du bist 'n cooles Mdchen und so, aber du musst echt 'n bisschen runterkommen.
05AA: 462@s = 'CAT_GE'  // ~z~Ich kenn 'n paar echte kaltbltige Hunde, die sind nicht halb so drauf wie du.
05AA: 464@s = 'CAT_GF'  // ~z~Ach ne, da kriegst du eine Lwin und httest lieber 'ne Schmusekatze. Du Loser!
05AA: 466@s = 'CAT_GG'  // ~z~Nein, ich will doch nur....
05AA: 468@s = 'CAT_GH'  // ~z~Weit du, warum ich so drauf bin?
05AA: 470@s = 'CAT_GI'  // ~z~Nein.
05AA: 472@s = 'CAT_GJ'  // ~z~Ich bin verliebt, Carl.
05AA: 474@s = 'CAT_GK'  // ~z~Das Herz einer Frau kann strmisch lieben,
05AA: 476@s = 'CAT_GL'  // ~z~und du wirst mir mein Herz brechen.
05AA: 478@s = 'CAT_GM'  // ~z~Manchmal will ich uns beide umbringen!
05AA: 480@s = 'CAT_GN'  // ~z~Bitte, tu das nicht. Entspann dich ein bisschen.
04AF: 534@ = 8672 // @ = any 
04AF: 535@ = 8673 // @ = any 
04AF: 536@ = 8674 // @ = any 
04AF: 537@ = 8675 // @ = any 
04AF: 538@ = 8676 // @ = any 
04AF: 539@ = 8677 // @ = any 
04AF: 540@ = 8678 // @ = any 
04AF: 541@ = 8679 // @ = any 
04AF: 542@ = 8680 // @ = any 
04AF: 543@ = 8681 // @ = any 
04AF: 544@ = 8682 // @ = any 
04AF: 545@ = 8683 // @ = any 
04AF: 546@ = 8684 // @ = any 
04AF: 547@ = 8685 // @ = any 
560@ = 40 
561@ = 14 

:CAT2_27050
if 
  $1520 == 2 
else_jump @CAT2_27314 
603@ = 1 
604@ = 2 
605@ = 1 
606@ = 2 
607@ = 1 
608@ = 2 
609@ = 1 
610@ = 1 
05AA: 454@s = 'CAT_OA'  // ~z~Jetzt bring mich nach Hause, mein starker Mann.
05AA: 456@s = 'CAT_OB'  // ~z~Wie viel haben wir gemacht?
05AA: 458@s = 'CAT_OC'  // ~z~Ist das alles, worum's dir geht? Geld?
05AA: 460@s = 'CAT_OD'  // ~z~Nein, aber ich brauche echt die Kohle...
05AA: 462@s = 'CAT_OE'  // ~z~Du machst mich krank. Ich krieg Ekelpickel von dir.
05AA: 464@s = 'CAT_OF'  // ~z~Na ja, ich bin auch nicht wirklich scharf auf dich!
05AA: 466@s = 'CAT_OG'  // ~z~Genau das ist es doch. Du hast einfach keine Ahnung.
05AA: 468@s = 'CAT_OH'  // ~z~Sag einfach nichts mehr. Genieen wir einfach die friedliche Stille.
04AF: 534@ = 8725 // @ = any 
04AF: 535@ = 8726 // @ = any 
04AF: 536@ = 8727 // @ = any 
04AF: 537@ = 8728 // @ = any 
04AF: 538@ = 8729 // @ = any 
04AF: 539@ = 8730 // @ = any 
04AF: 540@ = 8731 // @ = any 
04AF: 541@ = 8732 // @ = any 
560@ = 40 
561@ = 8 

:CAT2_27314
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 863.6693 -30.852 62.1615 radius 4.0 4.0 4.0 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 863.6693 -30.852 62.1615 radius 4.0 4.0 4.0 
else_jump @CAT2_27418 
Marker.Disable(40@)
Player.CanMove($PLAYER_CHAR) = False
56@ = 9 

:CAT2_27418
if 
  35@ == 0 
else_jump @CAT2_27481 
if 
876F:   not text_priority_displayed 
else_jump @CAT2_27481 
if 
  560@ == 0 
else_jump @CAT2_27481 
560@ = 37 
35@ = 1 

:CAT2_27481
if 
  145@ == 2 
else_jump @CAT2_27681 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_27681 
if 
80FE:   not actor $ACTOR_CATALINA sphere 0 in_sphere 1287.5 249.2 19.22 radius 60.0 60.0 60.0 
else_jump @CAT2_27681 
145@ = 3 
if 
   not Car.Wrecked(122@)
else_jump @CAT2_27591 
Car.RemoveReferences(122@)

:CAT2_27591
if 
   not Car.Wrecked(123@)
else_jump @CAT2_27612 
Car.RemoveReferences(123@)

:CAT2_27612
if 
   not Car.Wrecked(124@)
else_jump @CAT2_27633 
Car.RemoveReferences(124@)

:CAT2_27633
137@ = 0 

:CAT2_27640
if 
  6 > 137@ 
else_jump @CAT2_27681 
Actor.RemoveReferences(129@(137@,8i))
137@ += 1 
jump @CAT2_27640 

:CAT2_27681
if 
  121@ == 0 
else_jump @CAT2_27900 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_27900 
if 
00A3:   actor $ACTOR_CATALINA sphere 0 in_rectangle_cornerA 1393.246 233.1637 cornerB 1325.073 190.1405 
else_jump @CAT2_27900 
121@ = 1 
if and
   not Car.Wrecked(122@)
   not Car.Wrecked(123@)
   not Car.Wrecked(124@)
else_jump @CAT2_27900 
05EB: assign_car 122@ to_path 156 
05EB: assign_car 123@ to_path 158 
05EB: assign_car 124@ to_path 159 
Car.LockInCurrentPosition(122@) = False
Car.LockInCurrentPosition(123@) = False
Car.LockInCurrentPosition(124@) = False
0397: enable_car 122@ siren 1 
0397: enable_car 123@ siren 1 
0397: enable_car 124@ siren 1 
0085: 138@ = 32@ // (int) 
138@ += 4000 
0085: 139@ = 32@ // (int) 
139@ += 4000 
0085: 140@ = 32@ // (int) 
140@ += 4000 

:CAT2_27900
if 
  121@ == 1 
else_jump @CAT2_28299 
if and
   not Car.Wrecked(122@)
   not Car.Wrecked(123@)
   not Car.Wrecked(124@)
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_28299 
137@ = 0 

:CAT2_27956
if 
  6 > 137@ 
else_jump @CAT2_28299 
141@ = 0 
if 
   not Actor.Dead(129@(137@,8i))
else_jump @CAT2_28285 
if 
0449:   actor 129@(137@,8i) in_a_car 
else_jump @CAT2_28285 
if 
  2 > 137@ 
else_jump @CAT2_28065 
if 
001D:   32@ > 138@ // (int) 
else_jump @CAT2_28065 
141@ = 1 

:CAT2_28065
if and
  4 > 137@ 
  137@ > 1 
else_jump @CAT2_28116 
if 
001D:   32@ > 139@ // (int) 
else_jump @CAT2_28116 
141@ = 1 

:CAT2_28116
if 
  137@ > 3 
else_jump @CAT2_28160 
if 
001D:   32@ > 140@ // (int) 
else_jump @CAT2_28160 
141@ = 1 

:CAT2_28160
if 
  141@ == 1 
else_jump @CAT2_28285 
0615: define_AS_pack_begin 128@ 
if or
  137@ == 0 
  137@ == 3 
  137@ == 4 
else_jump @CAT2_28221 
04EB: AS_actor -1 crouch 1 

:CAT2_28221
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 148@(137@,6f) 154@(137@,6f) 160@(137@,6f) mode 6 -2 ms // versionA 
0635: AS_actor -1 aim_at_actor $ACTOR_CATALINA -2 ms 
0616: define_AS_pack_end 128@ 
0618: assign_actor 129@(137@,8i) to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:CAT2_28285
137@ += 1 
jump @CAT2_27956 

:CAT2_28299
if 
  56@ == 9 
else_jump @CAT2_30045 
if 
08D0:   cutscene_skipped 
else_jump @CAT2_28344 
367@ = 3 
559@ = 5 

:CAT2_28344
if 
  367@ == 0 
else_jump @CAT2_28404 
Player.WantedLevel($PLAYER_CHAR) = 0
559@ = 5 
555@ = 0 
556@ = 0 
$7248 = 1 
367@ = 1 

:CAT2_28404
if 
  367@ == 1 
else_jump @CAT2_29734 
if 
  560@ == 0 
else_jump @CAT2_29734 
if 
  559@ == 1 
else_jump @CAT2_29734 
562@ = 0 
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 0 
else_jump @CAT2_28845 
564@ = 1 
565@ = 1 
566@ = 1 
567@ = 2 
568@ = 2 
569@ = 1 
570@ = 1 
571@ = 1 
572@ = 2 
573@ = 2 
574@ = 2 
575@ = 2 
04AF: 495@ = 8642 // @ = any 
04AF: 496@ = 8643 // @ = any 
04AF: 497@ = 8644 // @ = any 
04AF: 498@ = 8645 // @ = any 
04AF: 499@ = 8646 // @ = any 
04AF: 500@ = 8647 // @ = any 
04AF: 501@ = 8648 // @ = any 
04AF: 502@ = 8649 // @ = any 
04AF: 503@ = 8650 // @ = any 
04AF: 504@ = 8651 // @ = any 
04AF: 505@ = 8652 // @ = any 
04AF: 506@ = 8653 // @ = any 
05AA: 376@s = 'CAT_EA'  // ~z~Das war ein Spa, Homeboy.
05AA: 378@s = 'CAT_EB'  // ~z~Sollen wir morgen weiterspielen?
05AA: 380@s = 'CAT_EC'  // ~z~Hier. Das ist dein Anteil.
05AA: 382@s = 'CAT_ED'  // ~z~Lady, ich werd's ein bisschen lockerer angehen.
05AA: 384@s = 'CAT_EE'  // ~z~Du hast es doch selbst gesagt - ich hab noch 'n paar andere Dinge zu tun.
05AA: 386@s = 'CAT_EF'  // ~z~Wie du meinst, Baby.
05AA: 388@s = 'CAT_EG'  // ~z~Wenn's dir mit mir zu hei wird, dann tu eben was, bei dem du dich sicherer fhlst.
05AA: 390@s = 'CAT_EH'  // ~z~Schlappschwanz. Man sieht sich.
05AA: 392@s = 'CAT_EI'  // ~z~Hr mal zu, du Schlampe, alles was recht ist, aber du bist echt durchgeknallt.
05AA: 394@s = 'CAT_EJ'  // ~z~Wenn du die letzte verdammte Tussi auf der Welt wrst,
05AA: 396@s = 'CAT_EK'  // ~z~wrd ich's mit den Tieren treiben.
05AA: 398@s = 'CAT_EL'  // ~z~Du bist vllig gaga, Senorita.
560@ = 1 
561@ = 12 

:CAT2_28845
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 1 
else_jump @CAT2_29051 
564@ = 1 
565@ = 2 
566@ = 2 
567@ = 2 
568@ = 1 
569@ = 1 
04AF: 495@ = 8686 // @ = any 
04AF: 496@ = 8687 // @ = any 
04AF: 497@ = 8688 // @ = any 
04AF: 498@ = 8689 // @ = any 
04AF: 499@ = 8690 // @ = any 
04AF: 500@ = 8691 // @ = any 
05AA: 376@s = 'CAT_HA'  // ~z~Man sieht sich, Ser. Nchstes Mal ziehen wir eine RICHTIG harte Nummer durch.
05AA: 378@s = 'CAT_HB'  // ~z~Ja, super. Aber sind bei der harten Nummer auch ein paar harte Dollars drin?
05AA: 380@s = 'CAT_HC'  // ~z~Ich brauch nmlich Kohle, um ... das ist 'ne lange Geschichte,
05AA: 382@s = 'CAT_HD'  // ~z~aber ich brauch echt 'nen ziemlichen Batzen. Und zwar dringend.
05AA: 384@s = 'CAT_HE'  // ~z~Dann komm bald wieder vorbei.
05AA: 386@s = 'CAT_HF'  // ~z~Dann rauben wir 'ne echte Bank aus.
560@ = 1 
561@ = 6 

:CAT2_29051
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 2 
else_jump @CAT2_29170 
564@ = 1 
565@ = 1 
566@ = 1 
04AF: 495@ = 8714 // @ = any 
04AF: 496@ = 8715 // @ = any 
04AF: 497@ = 8716 // @ = any 
05AA: 376@s = 'CAT_MA'  // ~z~Carl, du musst noch viel ber die Herzen der Frauen lernen.
05AA: 378@s = 'CAT_MB'  // ~z~Lass dich erst wieder blicken, wenn du glaubst, du hast sie verstanden.
05AA: 380@s = 'CAT_MC'  // ~z~Ciao.
560@ = 1 
561@ = 3 

:CAT2_29170
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 3 
else_jump @CAT2_29376 
564@ = 1 
565@ = 2 
566@ = 1 
567@ = 1 
568@ = 1 
569@ = 1 
04AF: 495@ = 8733 // @ = any 
04AF: 496@ = 8734 // @ = any 
04AF: 497@ = 8735 // @ = any 
04AF: 498@ = 8736 // @ = any 
04AF: 499@ = 8737 // @ = any 
04AF: 500@ = 8738 // @ = any 
05AA: 376@s = 'CAT_PA'  // ~z~Hier.
05AA: 378@s = 'CAT_PB'  // ~z~Danke.
05AA: 380@s = 'CAT_PC'  // ~z~Eines Tages, Carl Johnson, wirst du es verstehen.
05AA: 382@s = 'CAT_PD'  // ~z~Ich hab dich wirklich geliebt, und es wird dir das Herz brechen.
05AA: 384@s = 'CAT_PE'  // ~z~Aber du benimmst dich eher wie eine gefhlskalte Echse als wie'n Mann.
05AA: 386@s = 'CAT_PF'  // ~z~Ciao.
560@ = 1 
561@ = 6 

:CAT2_29376
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_29406 
Actor.StorePos($ACTOR_CATALINA, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:CAT2_29406
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 20.0 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(854.5403, -22.1425, 64.3802, 0.0, 0.0, 0.0)
Camera.PointAt(855.2749, -22.7951, 64.1942, 2)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT2_29550 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_29550 
if 
   not Actor.Driving($ACTOR_CATALINA)
else_jump @CAT2_29550 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
036A: put_actor $ACTOR_CATALINA in_car $TEMPVAR_ACTOR_CAR 

:CAT2_29550
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_29727 
if 
   not Actor.Driving($ACTOR_CATALINA)
else_jump @CAT2_29654 
Actor.PutAt($PLAYER_ACTOR, 857.4263, -29.5418, 62.1858)
Actor.PutAt($ACTOR_CATALINA, 858.4263, -29.5418, 62.1858)
Actor.Angle($ACTOR_CATALINA) = 161.446
Actor.Angle($ACTOR_CATALINA) = 340.446
364@ = 0 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT2_29654
0615: define_AS_pack_begin 368@ 
if 
   Actor.Driving($ACTOR_CATALINA)
else_jump @CAT2_29690 
03C0: $TEMPVAR_ACTOR_CAR = actor $ACTOR_CATALINA car 
05CD: AS_actor -1 exit_car $TEMPVAR_ACTOR_CAR 

:CAT2_29690
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0616: define_AS_pack_end 368@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 368@ 
061B: remove_references_to_AS_pack 368@ 

:CAT2_29727
367@ = 2 

:CAT2_29734
if 
  367@ == 2 
else_jump @CAT2_29929 
if 
  560@ == 0 
else_jump @CAT2_29929 
if 
  559@ == 1 
else_jump @CAT2_29929 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_29906 
0615: define_AS_pack_begin 369@ 
if 
   Actor.Driving($ACTOR_CATALINA)
else_jump @CAT2_29840 
03C0: $TEMPVAR_ACTOR_CAR = actor $ACTOR_CATALINA car 
05CD: AS_actor -1 exit_car $TEMPVAR_ACTOR_CAR 

:CAT2_29840
05D3: AS_actor -1 goto_point 869.0271 -28.2591 62.1893 mode 4 20000 ms // versionA 
05D3: AS_actor -1 goto_point 870.2891 -25.0424 62.9858 mode 4 5000 ms // versionA 
0616: define_AS_pack_end 369@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 

:CAT2_29906
367@ = 3 
0085: 370@ = 32@ // (int) 
370@ += 5000 

:CAT2_29929
if 
  367@ == 3 
else_jump @CAT2_30045 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_30045 
062E: unknown_get_actor $ACTOR_CATALINA task 1560 status_store_to $416 // ret 7 if not found 
if or
04A3:   $416 == 7 // $ == any 
001D:   32@ > 370@ // (int) 
else_jump @CAT2_30045 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
056D:   actor $ACTOR_CATALINA defined 
else_jump @CAT2_30025 
Actor.DestroyInstantly($ACTOR_CATALINA)

:CAT2_30025
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
00BE: text_clear_all 
jump @CAT2_30343 

:CAT2_30045
jump @CAT2_1838 

:CAT2_30052
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
097A: play_audio_at 2312.094 -9.6433 28.679 event 1155 
560@ = 8 
561@ = 3 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_30117 
0639: AS_actor $ACTOR_CATALINA rotate_to_actor $PLAYER_ACTOR 

:CAT2_30117
return 

:CAT2_30119
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
wait 2000 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CAT2_30341 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2303.903 -18.2879 25.5416 cornerB 2321.147 0.7716 30.8122 
else_jump @CAT2_30341 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CAT2_30341 
fade 0 800 

:CAT2_30227
if 
fading 
else_jump @CAT2_30251 
wait 0 
jump @CAT2_30227 

:CAT2_30251
wait 700 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2303.903 -18.2879 25.5416 cornerB 2321.147 0.7716 30.8122 
else_jump @CAT2_30334 
Actor.PutAt($PLAYER_ACTOR, 2300.112, -16.5618, 25.4844)
Actor.Angle($PLAYER_ACTOR) = 90.0

:CAT2_30334
fade 1 600 

:CAT2_30341
return 

:CAT2_30343
$CATALINA_TOTAL_PASSED_MISSIONS += 1 
$1520 += 1 
0629: change_integer_stat 315 to 1 
168@ += 10000 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 10000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
030C: progress_made += 1 
0318: set_latest_mission_passed 'CAT_2'  // Small Town Bank
$MISSION_SMALL_TOWN_BANK_PASSED = 1 
if 
  $CATALINA_DIALOG_BETTING_SHOP_PLAYED == 1 
else_jump @CAT2_30455 
$CATALINA_DIALOG_BETTING_SHOP_PLAYED = 2 

:CAT2_30455
if 
  $CATALINA_DIALOG_LIQUOR_STORE_PLAYED == 1 
else_jump @CAT2_30480 
$CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 2 

:CAT2_30480
return 

:CAT2_30482
040D: unload_wav 3 
if 
03CA:   object $2660 exists 
else_jump @CAT2_30507 
Object.Destroy($2660)

:CAT2_30507
$2660 = Object.Init(#CR_DOOR_01, 2322.845, 8.304, 25.483)
Object.RemoveFromMissionCleanupList($2660)
Object.Indestructibility($2660) = False
Object.KeepInMemory($2660) = True
if 
03CA:   object $2661 exists 
else_jump @CAT2_30569 
Object.Destroy($2661)

:CAT2_30569
$2661 = Object.Init(#CR_DOOR_01, 2316.233, 0.712, 25.742)
Object.RemoveFromMissionCleanupList($2661)
Object.Angle($2661) = 270.0
Object.KeepInMemory($2661) = True
Object.Indestructibility($2661) = False
if 
03CA:   object $2662 exists 
else_jump @CAT2_30641 
Object.Destroy($2662)

:CAT2_30641
$2662 = Object.Init(#CR_DOOR_03, 2304.257, -17.744, 25.742)
Object.RemoveFromMissionCleanupList($2662)
Object.KeepInMemory($2662) = True
Object.Indestructibility($2662) = False
if 
03CA:   object $2663 exists 
else_jump @CAT2_30703 
Object.Destroy($2663)

:CAT2_30703
$2663 = Object.Init(#CR_DOOR_03, 2304.257, -14.583, 25.742)
Object.RemoveFromMissionCleanupList($2663)
Object.KeepInMemory($2663) = True
Object.Angle($2663) = 180.0
Object.Indestructibility($2663) = False
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
Model.Destroy(#COPCARRU)
Model.Destroy(#COPBIKE)
Model.Destroy(#CSHER)
Model.Destroy(#COLT45)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#COLT45)
Model.Destroy(#CSHER)
Model.Destroy(#COPCARRU)
Model.Destroy(#WMYSGRD)
Model.Destroy(#SWMYRI)
Model.Destroy(#WFYSTEW)
Model.Destroy(#ENFORCER)
Model.Destroy(#COPBIKE)
Model.Destroy(#KMB_ATM1)
Model.Destroy(#KMB_ATM2)
Model.Destroy(#KMB_ATM3)
Model.Destroy(#MTSAFE)
Model.Destroy(#CR_DOOR_01)
Model.Destroy(#CR_DOOR_03)
0873: release_path 156 
0873: release_path 157 
0873: release_path 123 
0873: release_path 124 
0873: release_path 158 
0873: release_path 159 
0873: release_path 160 
0873: release_path 161 
0873: release_path 116 
0873: release_path 117 
0873: release_path 118 
0873: release_path 119 
0873: release_path 123 
0873: release_path 124 
0873: release_path 160 
0873: release_path 161 
0873: release_path 156 
0873: release_path 157 
0873: release_path 158 
0873: release_path 159 
04EF: release_animation "SHOP" 
04EF: release_animation "MISC" 
04EF: release_animation "OTB" 
04EF: release_animation "GANGS" 
04EF: release_animation "ROB_BANK" 
01E7: remove_forbidden_for_cars_cube_cornerA 2344.518 36.1468 36.0359 cornerB 2269.718 -44.376 23.0569 
Marker.Disable(372@)
Marker.Disable(40@)
Marker.Disable(102@)
Marker.Disable(103@)
Marker.Disable(104@)
Marker.Disable(105@)
Object.RemoveReferences(76@)
Object.RemoveReferences(77@)
Object.RemoveReferences(78@)
if 
   not Car.Wrecked(85@)
else_jump @CAT2_31093 
Car.RemoveReferences(85@)

:CAT2_31093
if 
   not Car.Wrecked(86@)
else_jump @CAT2_31114 
Car.RemoveReferences(86@)

:CAT2_31114
if 
   not Car.Wrecked(88@)
else_jump @CAT2_31135 
Car.RemoveReferences(88@)

:CAT2_31135
if 
   not Car.Wrecked(90@)
else_jump @CAT2_31156 
Car.RemoveReferences(90@)

:CAT2_31156
if 
   not Actor.Dead(92@)
else_jump @CAT2_31184 
Actor.LockInCurrentPosition(92@) = False
Actor.RemoveReferences(92@)

:CAT2_31184
if 
   not Actor.Dead(93@)
else_jump @CAT2_31212 
Actor.LockInCurrentPosition(93@) = False
Actor.RemoveReferences(93@)

:CAT2_31212
if 
   not Actor.Dead(87@)
else_jump @CAT2_31240 
Actor.LockInCurrentPosition(87@) = False
Actor.RemoveReferences(87@)

:CAT2_31240
if 
   not Actor.Dead(89@)
else_jump @CAT2_31268 
Actor.LockInCurrentPosition(89@) = False
Actor.RemoveReferences(89@)

:CAT2_31268
if 
   not Actor.Dead(91@)
else_jump @CAT2_31296 
Actor.LockInCurrentPosition(91@) = False
Actor.RemoveReferences(91@)

:CAT2_31296
if 
   not Actor.Dead(94@)
else_jump @CAT2_31317 
Actor.RemoveReferences(94@)

:CAT2_31317
018E: stop_sound 82@ 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03C7: set_sensitivity_to_crime 1.0 
mission_cleanup 
return 

:CAT2_31345
if 
  364@ == 1 
else_jump @CAT2_31944 
if 
  371@ == 1 
else_jump @CAT2_31463 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_31463 
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT2_31463 
371@ = 0 
372@ = Marker.CreateAboveActor($ACTOR_CATALINA)
07E0: set_marker 372@ type_to 1 
018B: set_marker 40@ radar_mode 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_14' time 4000 flag 1  // ~s~Du hast ~b~Catalina~s~ zurckgelassen, du musst zurck und sie holen.

:CAT2_31463
if 
  371@ == 0 
else_jump @CAT2_31592 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT2_31592 
if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT2_31530 
371@ = 1 
jump @CAT2_31592 

:CAT2_31530
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 10.0 10.0 0 
else_jump @CAT2_31592 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
Marker.Disable(372@)
018B: set_marker 40@ radar_mode 3 
371@ = 1 

:CAT2_31592
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT2_31725 
if 
  373@ == 0 
else_jump @CAT2_31718 
0749: reset_group_decision_maker 37@ event 36 
0749: reset_group_decision_maker 37@ event 9 
0749: reset_group_decision_maker 37@ event 41 
0749: reset_group_decision_maker 37@ event 31 
0749: reset_group_decision_maker 37@ event 73 
0749: reset_group_decision_maker 37@ event 72 
074A: set_group_decision_maker 37@ on_event 36 taskID 1516 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 24 // see ped.dat 
373@ = 1 

:CAT2_31718
jump @CAT2_31944 

:CAT2_31725
if 
  373@ == 1 
else_jump @CAT2_31944 
0749: reset_group_decision_maker 37@ event 36 
0749: reset_group_decision_maker 37@ event 9 
0749: reset_group_decision_maker 37@ event 41 
0749: reset_group_decision_maker 37@ event 31 
0749: reset_group_decision_maker 37@ event 73 
0749: reset_group_decision_maker 37@ event 72 
0749: reset_group_decision_maker 37@ event 36 
074A: set_group_decision_maker 37@ on_event 36 taskID 1502 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
074A: set_group_decision_maker 37@ on_event 9 taskID 1502 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
074A: set_group_decision_maker 37@ on_event 31 taskID 1502 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
074A: set_group_decision_maker 37@ on_event 72 taskID 1502 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 24 // see ped.dat 
373@ = 0 

:CAT2_31944
return 

:CAT2_31946
0871: init_jump_table 559@ total_jumps 6 default_jump 0 @CAT2_34497 jumps 0 @CAT2_32009 1 @CAT2_33228 2 @CAT2_34095 3 @CAT2_34194 4 @CAT2_34270 5 @CAT2_34407 -1 @CAT2_34497 

:CAT2_32009
05AA: 374@s = 'CAT4_BI'  // ~z~Hrt auf zu gaffen und streckt die Waffen!
05AA: 376@s = 'CAT4_CA'  // ~z~Du hltst diesmal die Leute in Schach. Also lass keinen aufmucken!
04AF: 495@ = 9621 // @ = any 
05AA: 378@s = 'CAT4_CB'  // ~z~Jawoll, Miss Catalina, zu Befehl!
04AF: 496@ = 9622 // @ = any 
05AA: 380@s = 'CAT4_CD'  // ~z~Ich wrd nicht mal an 'ne falsche Bewegung denken, Motherfucker!
04AF: 497@ = 9624 // @ = any 
05AA: 382@s = 'CAT4_CE'  // ~z~Ich will jeden einzelnen Dollar, und zwar SOFORT, DU SCHLAMPE!
04AF: 498@ = 9625 // @ = any 
05AA: 384@s = 'CAT4_CF'  // ~z~Ich rum den Safe aus.
04AF: 499@ = 9626 // @ = any 
05AA: 386@s = 'CAT4_CG'  // ~z~Halt die Idioten in Schach!
04AF: 500@ = 9627 // @ = any 
05AA: 388@s = 'CAT4_CH'  // ~z~Okay, ihr habt gehrt, was die Lady gesagt hat, also keine schei Heldentaten!
04AF: 501@ = 9628 // @ = any 
05AA: 390@s = 'CAT4_EA'  // ~z~Oh, Shit!
04AF: 502@ = 9642 // @ = any 
05AA: 392@s = 'CAT4_EC'  // ~z~Shit! Da geb ich dir einen kinderleichten Job...!
04AF: 503@ = 9644 // @ = any 
05AA: 394@s = 'CAT4_ED'  // ~z~Idiota!
04AF: 504@ = 9645 // @ = any 
05AA: 396@s = 'CAT4_BA'  // ~z~Shit, gerade wo ich mir noch 'nen Donut gekauft habe! Knnen Verbrecher denn nie Rcksicht auf andere Leute nehmen?
04AF: 505@ = 9610 // @ = any 
05AA: 398@s = 'CAT4_AB'  // ~z~Wir knnen das Schmiergeld spter abkassieren. Sehen wir nach, was da los ist.
04AF: 506@ = 9601 // @ = any 
05AA: 400@s = 'CAT4_AC'  // ~z~Wir wissen, dass ihr da drin seid!
04AF: 507@ = 9602 // @ = any 
05AA: 402@s = 'CAT4_AD'  // ~z~Das Spiel ist aus! Kommt raus!
04AF: 508@ = 9603 // @ = any 
05AA: 404@s = 'CAT4_AE'  // ~z~Kommt raus und keine Mtzchen!
04AF: 509@ = 9604 // @ = any 
05AA: 406@s = 'CAT4_FB'  // ~z~Zertrmmer die Geldautomaten und greif dir so viel Kohle wie mglich!
04AF: 510@ = 9647 // @ = any 
05AA: 408@s = 'CAT4_AF'  // ~z~Gebt auf, ihr seid umzingelt!
04AF: 511@ = 9605 // @ = any 
05AA: 410@s = 'CAT4_FD'  // ~z~Schnell, wir haben nicht mehr viel Zeit!
04AF: 512@ = 9649 // @ = any 
05AA: 412@s = 'CAT4_GB'  // ~z~Wir nehmen lieber die Hintertr!
04AF: 513@ = 9651 // @ = any 
05AA: 414@s = 'CAT4_HH'  // ~z~Mir nach!
04AF: 514@ = 9659 // @ = any 
05AA: 416@s = 'CAT4_HF'  // ~z~Bullen! Deckung!
04AF: 515@ = 9657 // @ = any 
05AA: 418@s = 'CAT4_AG'  // ~z~Dachte ich mir, dass ihr's hinten rum versucht!
04AF: 516@ = 9606 // @ = any 
05AA: 420@s = 'CAT4_AH'  // ~z~Wir haben auf euch gewartet!
04AF: 517@ = 9607 // @ = any 
05AA: 422@s = 'CAT4_HI'  // ~z~Gib mir Deckung!
04AF: 518@ = 9660 // @ = any 
05AA: 424@s = 'CAT4_BF'  // ~z~Gebt auf, ihr seid umzingelt!
04AF: 519@ = 9615 // @ = any 
05AA: 426@s = 'CAT4_KF'  // ~z~Schneller, du verbldetes Arschloch!
04AF: 520@ = 9669 // @ = any 
05AA: 428@s = 'CAT4_HB'  // ~z~Pass auf, Carl!
04AF: 521@ = 9653 // @ = any 
05AA: 430@s = 'CAT4_HG'  // ~z~Weiter!
04AF: 522@ = 9658 // @ = any 
05AA: 432@s = 'CAT4_AJ'  // ~z~Ihr zwei - KEINE BEWEGUNG!
04AF: 523@ = 9609 // @ = any 
05AA: 434@s = 'CAT4_JA'  // ~z~Schnapp dir ein Motorrad und fahr mir nach!
04AF: 524@ = 9662 // @ = any 
05AA: 436@s = 'CAT4_JB'  // ~z~Glaubst du, du kannst mit einer echten Frau mithalten?
04AF: 525@ = 9663 // @ = any 
05AA: 438@s = 'CAT4_KA'  // ~z~Wo hngt's denn?
04AF: 526@ = 9664 // @ = any 
05AA: 440@s = 'CAT4_KB'  // ~z~Du lahmarschiger Wichser!
04AF: 527@ = 9665 // @ = any 
05AA: 442@s = 'CAT4_KC'  // ~z~Hast du Schiss vor Geschwindigkeit, Carl?
04AF: 528@ = 9666 // @ = any 
05AA: 444@s = 'CAT4_KD'  // ~z~Halt endlich mal mit!
04AF: 529@ = 9667 // @ = any 
05AA: 446@s = 'CAT4_KE'  // ~z~Du zeigst keinen Einsatz, du faules Schwein!
04AF: 530@ = 9668 // @ = any 
05AA: 448@s = 'CAT3_EC'  // ~z~Komm schon, Carl, beeil dich!
04AF: 531@ = 9421 // @ = any 
05AA: 450@s = 'CAT_GJ'  // ~z~Ich bin verliebt, Carl.
04AF: 532@ = 8681 // @ = any 
05AA: 452@s = 'CAT4_BK'  // ~z~Achtung, an alle Einheiten - ein paar Irre rauben die Bank bei Palomino Creek aus!
04AF: 533@ = 9620 // @ = any 
564@ = 1 
565@ = 2 
566@ = 2 
567@ = 1 
568@ = 1 
569@ = 1 
570@ = 2 
571@ = 2 
572@ = 1 
573@ = 1 
574@ = 3 
575@ = 4 
576@ = 3 
577@ = 4 
578@ = 3 
579@ = 1 
580@ = 0 
581@ = 1 
582@ = 1 
583@ = 1 
584@ = 5 
585@ = 5 
586@ = 1 
587@ = 1 
588@ = 6 
589@ = 1 
590@ = 1 
591@ = 1 
592@ = 6 
593@ = 1 
594@ = 1 
595@ = 0 
596@ = 0 
597@ = 0 
598@ = 0 
599@ = 0 
600@ = 1 
601@ = 1 
602@ = 0 
008B: 624@ = $ACTOR_CATALINA // (int) 
008B: 625@ = $PLAYER_ACTOR // (int) 
008B: 628@ = $PLAYER_ACTOR // (int) 
008B: 629@ = $PLAYER_ACTOR // (int) 
559@ = 1 
03CF: load_wav 495@ as 1 
03CF: load_wav 496@ as 2 
555@ = 1 
556@ = 2 
jump @CAT2_34497 

:CAT2_33228
if 
   not 560@ == 0 
else_jump @CAT2_34088 
if 
001D:   32@ > 639@ // (int) 
else_jump @CAT2_34088 
if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
else_jump @CAT2_34088 
if 
003B:   555@ == 560@ // (int) 
else_jump @CAT2_33317 
557@ = 1 
jump @CAT2_33380 

:CAT2_33317
if 
003B:   556@ == 560@ // (int) 
else_jump @CAT2_33350 
557@ = 2 
jump @CAT2_33380 

:CAT2_33350
557@ = 1 
0085: 555@ = 560@ // (int) 
040D: unload_wav 1 
03CF: load_wav 494@(560@,60i) as 1 

:CAT2_33380
if 
03D0:   wav 557@ loaded 
else_jump @CAT2_34076 
0085: 631@ = 563@(560@,60i) // (int) 
0085: 632@ = 623@(631@,7i) // (int) 
if 
   not 638@ == 1 
else_jump @CAT2_33608 
635@ = 1 
637@ = 0 

:CAT2_33452
if 
  7 > 635@ 
else_jump @CAT2_33608 
0085: 636@ = 623@(635@,7i) // (int) 
if 
   not 636@ == 0 
else_jump @CAT2_33594 
if 
803B:   not  636@ == 632@ // (int) 
else_jump @CAT2_33594 
if 
   not Actor.Dead(632@)
else_jump @CAT2_33594 
if 
   not Actor.Dead(636@)
else_jump @CAT2_33594 
if 
0104:   actor 632@ near_actor 636@ radius 10.0 10.0 10.0 sphere 0 
else_jump @CAT2_33594 
637@ += 1 

:CAT2_33594
635@ += 1 
jump @CAT2_33452 

:CAT2_33608
if or
  638@ == 1 
  637@ > 0 
  563@(560@,60i) == 0 
else_jump @CAT2_34062 
if 
   not 563@(560@,60i) == 0 
else_jump @CAT2_33794 
if 
   not Actor.Dead(632@)
else_jump @CAT2_33794 
if 
  $7248 == 0 
else_jump @CAT2_33708 
0949: link_wav 557@ to_actor 632@ 

:CAT2_33708
if 
894D:   not actor 632@ mutally_active 
else_jump @CAT2_33746 
630@ = 1 
0967: actor 632@ move_mouth 15000 ms 
jump @CAT2_33753 

:CAT2_33746
094E: set_actor 632@ unknown_flag 0 

:CAT2_33753
if 
   not 632@ == 0 
else_jump @CAT2_33794 
if 
   not Actor.Dead(632@)
else_jump @CAT2_33794 
0A09: set_actor 632@ muted 1 // versionB 

:CAT2_33794
if 
  563@(560@,60i) == 0 
else_jump @CAT2_33823 
630@ = 1 

:CAT2_33823
if 
  562@ == 1 
else_jump @CAT2_33864 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CAT2_33864 
630@ = 0 

:CAT2_33864
if 
  630@ == 1 
else_jump @CAT2_34055 
03D1: play_wav 557@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 374@(560@,60s) time 10000 flag 1 
559@ += 1 
630@ = 0 
560@ += 1 
0085: 558@ = 560@ // (int) 
if 
   not 494@(560@,60i) == 0 
else_jump @CAT2_34055 
if 
  557@ == 1 
else_jump @CAT2_34017 
if 
803B:   not  556@ == 560@ // (int) 
else_jump @CAT2_34010 
03CF: load_wav 494@(560@,60i) as 2 
0085: 556@ = 560@ // (int) 

:CAT2_34010
jump @CAT2_34055 

:CAT2_34017
if 
803B:   not  555@ == 560@ // (int) 
else_jump @CAT2_34055 
03CF: load_wav 494@(560@,60i) as 1 
0085: 555@ = 560@ // (int) 

:CAT2_34055
jump @CAT2_34069 

:CAT2_34062
559@ = 6 

:CAT2_34069
jump @CAT2_34088 

:CAT2_34076
03CF: load_wav 494@(560@,60i) as 557@ 

:CAT2_34088
jump @CAT2_34497 

:CAT2_34095
if 
03D2:   wav 557@ ended 
else_jump @CAT2_34148 
if 
   not Actor.Dead(632@)
else_jump @CAT2_34134 
0A09: set_actor 632@ muted 0 // versionB 

:CAT2_34134
559@ += 1 
jump @CAT2_34187 

:CAT2_34148
if 
056D:   actor 632@ defined 
else_jump @CAT2_34187 
if 
   Actor.Dead(632@)
else_jump @CAT2_34187 
559@ += 1 

:CAT2_34187
jump @CAT2_34497 

:CAT2_34194
if 
   not Actor.Dead(632@)
else_jump @CAT2_34217 
0A09: set_actor 632@ muted 0 // versionB 

:CAT2_34217
040D: unload_wav 557@ 
554@(557@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(632@)
else_jump @CAT2_34256 
094F: unknown_actor 632@ 

:CAT2_34256
559@ += 1 
jump @CAT2_34497 

:CAT2_34270
if 
   not Actor.Dead(632@)
else_jump @CAT2_34293 
0A09: set_actor 632@ muted 0 // versionB 

:CAT2_34293
560@ += 1 
if 
   not 494@(560@,60i) == 0 
else_jump @CAT2_34346 
03CF: load_wav 494@(560@,60i) as 557@ 
0085: 554@(557@,3i) = 560@ // (int) 

:CAT2_34346
561@ -= 1 
if 
   not 561@ > 0 
else_jump @CAT2_34385 
560@ = 0 
jump @CAT2_34393 

:CAT2_34385
0085: 560@ = 558@ // (int) 

:CAT2_34393
559@ = 1 
jump @CAT2_34497 

:CAT2_34407
if 
   not Actor.Dead(632@)
else_jump @CAT2_34430 
0A09: set_actor 632@ muted 0 // versionB 

:CAT2_34430
559@ = 1 
560@ = 0 
561@ = 0 
040D: unload_wav 557@ 
554@(557@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(632@)
else_jump @CAT2_34490 
094F: unknown_actor 632@ 

:CAT2_34490
jump @CAT2_34497 

:CAT2_34497
return 

//-------------Mission 43---------------
// Originally: Tanker Commander

:CAT3
thread 'CAT3' 
gosub @CAT3_1452 
if 
wasted_or_busted 
else_jump @CAT3_38 
gosub @CAT3_17048 

:CAT3_38
gosub @CAT3_17250 
end_thread 

:CAT3_47
Model.Load(#BMYPOL2)
Model.Load(#WMOST)
Model.Load(#PETRO)
Model.Load(#PETROTR)
Model.Load(#SABRE)
038B: load_requested_models 

:CAT3_72
if or
   not Model.Available(#BMYPOL2)
   not Model.Available(#WMOST)
   not Model.Available(#PETRO)
   not Model.Available(#PETROTR)
   not Model.Available(#SABRE)
else_jump @CAT3_117 
wait 0 
jump @CAT3_72 

:CAT3_117
return 

:CAT3_119
04ED: load_animation "MISC" 
Model.Load(#MICRO_UZI)
Model.Load(#CHROMEGUN)
03CF: load_wav 32600 as 3 
023C: load_special_actor 'CAT' as 1 // models 290-299 
038B: load_requested_models 

:CAT3_159
if or
84EE:   not animation "MISC" loaded 
   not Model.Available(#MICRO_UZI)
   not Model.Available(#CHROMEGUN)
83D0:   not wav 3 loaded 
823D:   not special_actor 1 loaded 
else_jump @CAT3_207 
wait 0 
jump @CAT3_159 

:CAT3_207
if 
856D:   not actor $ACTOR_CATALINA defined 
else_jump @CAT3_249 
$ACTOR_CATALINA = Actor.Create(CivFemale, #SPECIAL01, 53@, 54@, 55@)
jump @CAT3_273 

:CAT3_249
Actor.DestroyInstantly($ACTOR_CATALINA)
$ACTOR_CATALINA = Actor.Create(CivFemale, #SPECIAL01, 53@, 54@, 55@)

:CAT3_273
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_299 
01B2: give_actor $ACTOR_CATALINA weapon 25 ammo 30000 // Load the weapon model before using this 

:CAT3_299
return 
309@ = Marker.CreateAboveActor($ACTOR_CATALINA)
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
Model.Destroy(#DESERT_EAGLE)
return 

:CAT3_330
313@ = 664.21 
315@ = -569.54 
317@ = 15.37 
319@ = 165.23 
0395: clear_area 1 at 313@ 315@ 317@ radius 3.0 
310@ = Actor.Create(CivMale, #BMYPOL2, 313@, 315@, 317@)
01B2: give_actor 310@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(310@) = 319@
Actor.Health(310@) = 2000
054A: set_actor 310@ immune_to_car_headshots 0 
Actor.SetImmunities(310@, 0, 1, 1, 0, 1)
314@ = 664.9634 
316@ = -566.7849 
318@ = 15.3359 
320@ = 139.1057 
0395: clear_area 1 at 314@ 316@ 318@ radius 3.0 
311@ = Actor.Create(CivMale, #WMOST, 314@, 316@, 318@)
Actor.Angle(311@) = 320@
Actor.Health(311@) = 2000
054A: set_actor 311@ immune_to_car_headshots 0 
Actor.SetImmunities(311@, 0, 1, 1, 0, 1)
return 
Model.Destroy(#BMYPOL2)
return 

:CAT3_576
Model.Load(#BMOST)

:CAT3_580
if 
   not Model.Available(#BMOST)
else_jump @CAT3_606 
wait 0 
jump @CAT3_580 

:CAT3_606
323@ = -78.4672 
324@ = -1134.739 
325@ = 0.0733 
326@ = 326.2953 
0395: clear_area 1 at 323@ 324@ 325@ radius 3.0 
322@ = Actor.Create(CivMale, #BMOST, 323@, 324@, 325@)
Actor.Angle(322@) = 326@
return 
244@ = Actor.Create(CivMale, #BMOST, 323@, 324@, 325@)

:CAT3_710
329@ = 657.49 
330@ = -585.13 
331@ = 16.36 
332@ = 170.66 
0395: clear_area 1 at 329@ 330@ 331@ radius 15.0 
327@ = Car.Create(#PETRO, 329@, 330@, 331@)
Car.Angle(327@) = 332@
053F: set_car 327@ tires_vulnerability 0 
0732: random_car_generator_disable_model #PETRO 
0732: random_car_generator_disable_model #LINERUN 
Car.SetImmunities(327@, 1, 0, 0, 0, 0)
0587: enable_car 327@ validate_position 0 
return 
308@ = Car.Create(#LINERUN, 329@, 330@, 331@)

:CAT3_851
336@ = 667.49 
337@ = -583.13 
338@ = 16.36 
339@ = 184.66 
0395: clear_area 1 at 336@ 337@ 338@ radius 15.0 
334@ = Car.Create(#PETROTR, 336@, 337@, 338@)
Car.Angle(334@) = 339@
Car.Health(334@) = 1250
Car.SetImmunities(334@, 1, 1, 1, 1, 1)
053F: set_car 334@ tires_vulnerability 0 
0587: enable_car 334@ validate_position 0 
return 
335@ = Marker.CreateAboveCar(334@)

:CAT3_981
342@ = 667.54 
343@ = -545.97 
344@ = 15.09 
345@ = 96.19 
0395: clear_area 1 at 342@ 343@ 344@ radius 3.0 
340@ = Car.Create(#SABRE, 342@, 343@, 344@)
Car.Angle(340@) = 345@
Car.SetMaxSpeed(340@, 50.0)
Car.SetImmunities(340@, 1, 1, 1, 1, 1)
Car.DoorStatus(340@) = 2
053F: set_car 340@ tires_vulnerability 0 
0587: enable_car 340@ validate_position 0 
Car.LockInCurrentPosition(340@) = True
return 

:CAT3_1119
Model.Load(#SADLER)

:CAT3_1124
if 
   not Model.Available(#SADLER)
else_jump @CAT3_1151 
wait 0 
jump @CAT3_1124 

:CAT3_1151
348@ = -87.9239 
349@ = -1160.597 
350@ = 1.1091 
351@ = 170.4884 
0395: clear_area 1 at 348@ 349@ 350@ radius 3.0 
346@ = Car.Create(#SADLER, 348@, 349@, 350@)
Car.Angle(346@) = 351@
Car.SetImmunities(346@, 1, 1, 1, 1, 1)
return 

:CAT3_1251
Model.Load(#SANCHEZ)
07C0: load_path 189 

:CAT3_1261
if or
   not Model.Available(#SANCHEZ)
87C1:   not path 189 available 
else_jump @CAT3_1293 
wait 0 
jump @CAT3_1261 

:CAT3_1293
353@ = -88.1347 
354@ = -1127.397 
355@ = 0.0847 
356@ = 348.4666 
0395: clear_area 1 at 353@ 354@ 355@ radius 3.0 
352@ = Car.Create(#SANCHEZ, 353@, 354@, 355@)
Car.Angle(352@) = 356@
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_1450 
036A: put_actor $ACTOR_CATALINA in_car 352@ 
05BF: AS_actor $ACTOR_CATALINA look_at_actor $PLAYER_ACTOR -1 ms 
Actor.PutAt($PLAYER_ACTOR, -86.3344, -1127.316, 0.0781)
Actor.Angle($PLAYER_ACTOR) = 6.874
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_CATALINA -1 ms 

:CAT3_1450
return 

:CAT3_1452
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'CAT' 
34@ = 5000 
35@ = 0 
36@ = 1 
37@ = 0 
38@ = 0 
39@ = 0 
307@ = 1500 
40@ = 0 
301@ = 0 
305@ = 1 
303@ = 1 
304@ = 2 
302@ = 0 
05AA: 134@s = 'CAT3_AA'  // ~z~Her mit der Kohle, sonst puste ich dir deine schei Eier weg!
05AA: 136@s = 'CAT3_AB'  // ~z~Das ist kugelsicheres Glas!
05AA: 138@s = 'CAT3_AC'  // ~z~Also verpiss dich lieber, du Schlampe, bevor ich den Sheriff rufe!
05AA: 140@s = 'CAT3_AD'  // ~z~Was soll das, Junge? Gib ihr lieber das Geld!
05AA: 142@s = 'CAT3_AE'  // ~z~Wie du willst, du Wichser!
05AA: 144@s = 'CAT3_AF'  // ~z~Kleine Plannderung, Carl, wir nehmen den Tankwagen!
05AA: 146@s = 'CAT3_AG'  // ~z~Hey! Was soll das?
05AA: 148@s = 'CAT3_BA'  // ~z~Beweg dich, du faules Schwein, hng den Tankwagen an!
05AA: 150@s = 'CAT3_BB'  // ~z~Yo, ich mach ja schon, ich mach ja schon!
05AA: 152@s = 'CAT3_BC'  // ~z~Damit kommt ihr nicht durch!
05AA: 154@s = 'CAT3_BD'  // ~z~Halt dein kleines, pickliges Maul!
05AA: 156@s = 'CAT3_CA'  // ~z~Fahr! Ich kenn 'n Typ, der zahlt fr die Karre und die Fracht!
05AA: 158@s = 'CAT3_CB'  // ~z~Ich verlier nicht schon wieder 'nen schei Job, nur wegen 'ner irren Schlampe!
05AA: 160@s = 'CAT3_CC'  // ~z~Komm schon, Derek, wir halten diese Schweine auf!
05AA: 162@s = 'CAT3_CD'  // ~z~Muss ich?
05AA: 164@s = 'CAT3_DA'  // ~z~Mir nach!
05AA: 166@s = 'CAT3_DB'  // ~z~Oh, nein, nicht mit mir, du Schlampe!
05AA: 168@s = 'CAT3_DC'  // ~z~Komm schon, Derek, morgen sind wir Helden und stehen in der Zeitung!
05AA: 170@s = 'CAT3_DD'  // ~z~Ich wrd lieber hier bleiben und Regale einrumen!!
05AA: 172@s = 'CAT3_EA'  // ~z~Mir nach!
05AA: 174@s = 'CAT3_EB'  // ~z~Wo hngt's denn?
05AA: 176@s = 'CAT3_EC'  // ~z~Komm schon, Carl, beeil dich!
05AA: 178@s = 'CAT3_ED'  // ~z~Es ist nicht mehr weit!
05AA: 180@s = 'CAT3_EE'  // ~z~Hier lang!
05AA: 182@s = 'CAT3_EF'  // ~z~Wo bleibst du denn?
05AA: 184@s = 'CAT3_EG'  // ~z~Hast du nicht gesagt, du kannst fahren!
05AA: 186@s = 'CAT3_FA'  // ~z~Halt den Wagen ruhig, damit ich sauber zielen kann!
05AA: 188@s = 'CAT3_FB'  // ~z~Fahr neben ihn!
05AA: 190@s = 'CAT3_FC'  // ~z~Bleib an ihnen dran!
05AA: 192@s = 'CAT3_FD'  // ~z~berhol sie!
05AA: 194@s = 'CAT3_FE'  // ~z~Schneid ihnen den Weg ab!
05AA: 196@s = 'CAT3_FF'  // ~z~Gut so... gut so...
05AA: 198@s = 'CAT3_GA'  // ~z~Das ist es nicht wert!
05AA: 200@s = 'CAT3_GB'  // ~z~Ich hab Angst!
05AA: 202@s = 'CAT3_GC'  // ~z~Das Ganze geht mich doch gar nichts an!
05AA: 204@s = 'CAT3_GD'  // ~z~Wir gehen beide drauf!
05AA: 206@s = 'CAT3_GE'  // ~z~Ich will das nicht machen!
05AA: 208@s = 'CAT3_GF'  // ~z~Oh, Gott, ich werde sterben!
05AA: 210@s = 'CAT3_GG'  // ~z~Der Tankwagen wird uns zerquetschen!
05AA: 212@s = 'CAT3_HA'  // ~z~Fahr in das Depot da vorne rein!
05AA: 214@s = 'CAT3_HB'  // ~z~Das da vorne, das ist es!
05AA: 216@s = 'CAT3_HC'  // ~z~Jiiihaa, da ist es! Los, Carl, los!
05AA: 218@s = 'CAT3_JA'  // ~z~Hallo, Mr. Whittaker!
05AA: 220@s = 'CAT3_JB'  // ~z~Catalina! Was hast du denn heute Hbsches fr mich?
05AA: 222@s = 'CAT3_JC'  // ~z~Ein Sattelschlepper und einen Tankwagen randvoll mit Superbenzin!
05AA: 224@s = 'CAT3_JD'  // ~z~Hab ich nie gesehen, hab dich nie gesehen, hab dir nie diesen Batzen Kohle gegeben!
05AA: 226@s = 'CAT3_JE'  // ~z~War schn, mit Ihnen keine Geschfte gemacht zu haben!
05AA: 228@s = 'CAT3_JF'  // ~z~Ganz meinerseits. Jetzt verschwindet, bevor die Bullen kommen und hier rumschnffeln.
05AA: 230@s = 'CAT3_JG'  // ~z~Wenn du mal wieder an einem Sattelschlepper rankommst, schau bei mir rein.
05AA: 232@s = 'CAT3_JH'  // ~z~Ich mach dir immer einen guten Preis!
05AA: 234@s = 'CAT3_JJ'  // ~z~Wenn du mal eine Fuhre fr mich machen willst, komm einfach vorbei.
05AA: 236@s = 'CAT3_JK'  // ~z~Ich hab hier immer Ware, die irgendwo hingeliefert werden muss.
05AA: 238@s = 'CATX_UJ'  // ~z~Ich liebe dich nicht mehr!
05AA: 240@s = 'CATX_UK'  // ~z~Ich kann keinen dummen Mann lieben!
05AA: 242@s = 'CAT_PF'  // ~z~Ciao.
04AF: 246@ = 9400 // @ = any 
04AF: 247@ = 9401 // @ = any 
04AF: 248@ = 9402 // @ = any 
04AF: 249@ = 9403 // @ = any 
04AF: 250@ = 9404 // @ = any 
04AF: 251@ = 9405 // @ = any 
04AF: 252@ = 9406 // @ = any 
04AF: 253@ = 9407 // @ = any 
04AF: 254@ = 9408 // @ = any 
04AF: 255@ = 9409 // @ = any 
04AF: 256@ = 9410 // @ = any 
04AF: 257@ = 9411 // @ = any 
04AF: 258@ = 9412 // @ = any 
04AF: 259@ = 9413 // @ = any 
04AF: 260@ = 9414 // @ = any 
04AF: 261@ = 9415 // @ = any 
04AF: 262@ = 9416 // @ = any 
04AF: 263@ = 9417 // @ = any 
04AF: 264@ = 9418 // @ = any 
04AF: 265@ = 9419 // @ = any 
04AF: 266@ = 9420 // @ = any 
04AF: 267@ = 9421 // @ = any 
04AF: 268@ = 9422 // @ = any 
04AF: 269@ = 9423 // @ = any 
04AF: 270@ = 9424 // @ = any 
04AF: 271@ = 9425 // @ = any 
04AF: 272@ = 9426 // @ = any 
04AF: 273@ = 9427 // @ = any 
04AF: 274@ = 9428 // @ = any 
04AF: 275@ = 9429 // @ = any 
04AF: 276@ = 9430 // @ = any 
04AF: 277@ = 9431 // @ = any 
04AF: 278@ = 9432 // @ = any 
04AF: 279@ = 9433 // @ = any 
04AF: 280@ = 9434 // @ = any 
04AF: 281@ = 9435 // @ = any 
04AF: 282@ = 9436 // @ = any 
04AF: 283@ = 9437 // @ = any 
04AF: 284@ = 9438 // @ = any 
04AF: 285@ = 9439 // @ = any 
04AF: 286@ = 9440 // @ = any 
04AF: 287@ = 9441 // @ = any 
04AF: 288@ = 9442 // @ = any 
04AF: 289@ = 9443 // @ = any 
04AF: 290@ = 9444 // @ = any 
04AF: 291@ = 9445 // @ = any 
04AF: 292@ = 9446 // @ = any 
04AF: 293@ = 9447 // @ = any 
04AF: 294@ = 9448 // @ = any 
04AF: 295@ = 9449 // @ = any 
04AF: 296@ = 9450 // @ = any 
04AF: 297@ = 9451 // @ = any 
04AF: 298@ = 9897 // @ = any 
04AF: 299@ = 9898 // @ = any 
04AF: 300@ = 8738 // @ = any 
50@ = -43.7625 
51@ = -1141.805 
52@ = 0.0781 
53@ = 660.3846 
54@ = -571.9213 
55@ = 15.3465 
65@ = 659.5142 
75@ = -571.65 
85@ = 17.0104 
95@ = 660.4576 
105@ = -571.3304 
115@ = 16.9229 
66@ = 661.7569 
76@ = -570.6351 
86@ = 17.1184 
96@ = 662.4741 
106@ = -569.9394 
116@ = 17.0783 
67@ = 658.7903 
77@ = -568.8011 
87@ = 17.1657 
97@ = 659.5721 
107@ = -569.3959 
117@ = 16.9783 
68@ = 659.4771 
78@ = -568.5789 
88@ = 17.0879 
98@ = 660.1776 
108@ = -569.2756 
118@ = 16.9335 
69@ = 655.2368 
79@ = -601.8433 
89@ = 16.4703 
99@ = 654.2847 
109@ = -601.6681 
119@ = 16.2199 
70@ = -73.4246 
80@ = -1132.716 
90@ = 1.4933 
100@ = -74.3653 
110@ = -1133.049 
120@ = 1.5579 
71@ = -80.0272 
81@ = -1133.954 
91@ = 1.2517 
101@ = -79.0308 
111@ = -1133.956 
121@ = 1.3367 
72@ = -76.5131 
82@ = -1135.434 
92@ = 1.6855 
102@ = -75.8151 
112@ = -1134.719 
122@ = 1.711 
321@ = 35.0 
gosub @CAT3_119 
gosub @CAT3_47 
gosub @CAT3_330 
gosub @CAT3_710 
gosub @CAT3_851 
gosub @CAT3_981 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A0B: set_rendering_origin_at_3D_coord 53@ 54@ 55@ angle 295.0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT3_3446 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 659.6722 -569.272 15.3465 
jump @CAT3_3466 

:CAT3_3446
Actor.PutAt($PLAYER_ACTOR, 659.6722, -569.272, 15.3465)

:CAT3_3466
if and
   not Actor.Dead($ACTOR_CATALINA)
   not Actor.Dead(310@)
else_jump @CAT3_3659 
if 
   Actor.Driving($ACTOR_CATALINA)
else_jump @CAT3_3524 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 53@ 54@ 55@ 
jump @CAT3_3538 

:CAT3_3524
Actor.PutAt($ACTOR_CATALINA, 53@, 54@, 55@)

:CAT3_3538
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 310@ 
0639: AS_actor 310@ rotate_to_actor $ACTOR_CATALINA 
Actor.Angle($PLAYER_ACTOR) = 177.1965
06AB: set_actor 310@ all_weapons_hidden 1 
Camera.SetPosition(65@, 75@, 85@, 0.0, 0.0, 0.0)
Camera.PointAt(95@, 105@, 115@, 2)
01BD: 44@ = current_time_in_ms 
06C9: remove_actor $ACTOR_CATALINA from_group 
37@ = 1 
0635: AS_actor $ACTOR_CATALINA aim_at_actor 310@ 20000 ms 
0638: AS_actor $ACTOR_CATALINA stay_put 1 
0638: AS_actor 310@ stay_put 1 
301@ = 1 

:CAT3_3659
0169: set_fade_color_RGB 0 0 0 
0169: set_fade_color_RGB 0 0 0 
fade 1 500 
fade 1 500 
01EB: set_traffic_density_multiplier_to 0.5 

:CAT3_3696
wait 0 
if 
   not 301@ == 0 
else_jump @CAT3_4141 
if 
  302@ == 0 
else_jump @CAT3_3764 
if 
03D0:   wav 304@ loaded 
else_jump @CAT3_3757 
040D: unload_wav 304@ 

:CAT3_3757
302@ = 1 

:CAT3_3764
if 
  302@ == 1 
else_jump @CAT3_3808 
03CF: load_wav 245@(301@,56i) as 303@ 
gosub @CAT3_17452 
302@ = 2 

:CAT3_3808
if 
  302@ == 2 
else_jump @CAT3_3917 
if 
03D0:   wav 303@ loaded 
else_jump @CAT3_3917 
if 
   not 244@ == 0 
else_jump @CAT3_3891 
if 
   not Actor.Dead(244@)
else_jump @CAT3_3891 
0967: actor 244@ move_mouth 10000 ms 
0A09: set_actor 244@ muted 1 // versionB 

:CAT3_3891
03D1: play_wav 303@ 
00BC: show_text_highpriority GXT 132@(301@,56s) time 10000 flag 1 
302@ = 3 

:CAT3_3917
if 
  302@ == 3 
else_jump @CAT3_4141 
if 
03D2:   wav 303@ ended 
else_jump @CAT3_4080 
03D5: remove_text 132@(301@,56s) 
if 
   not 244@ == 0 
else_jump @CAT3_4006 
if 
   not Actor.Dead(244@)
else_jump @CAT3_4006 
0968: actor 244@ stop_mouth 
0A09: set_actor 244@ muted 0 // versionB 

:CAT3_4006
if 
  303@ == 1 
else_jump @CAT3_4045 
303@ = 2 
304@ = 1 
jump @CAT3_4059 

:CAT3_4045
303@ = 1 
304@ = 2 

:CAT3_4059
301@ = 0 
302@ = 0 
jump @CAT3_4141 

:CAT3_4080
if 
83D0:   not wav 304@ loaded 
else_jump @CAT3_4141 
if 
  60 > 301@ 
else_jump @CAT3_4141 
0085: 305@ = 301@ // (int) 
305@ += 1 
03CF: load_wav 245@(305@,56i) as 304@ 

:CAT3_4141
if 
0735:   NOP_false 83 
else_jump @CAT3_4163 
jump @CAT3_17066 

:CAT3_4163
if 
  35@ == 0 
else_jump @CAT3_5699 
if 
  6 > 37@ 
else_jump @CAT3_4231 
if 
00E1:   player 0 pressed_key 16 
else_jump @CAT3_4231 
44@ -= 10000 
37@ = 7 

:CAT3_4231
if 
  37@ == 1 
else_jump @CAT3_4405 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_4405 
if 
  302@ == 0 
else_jump @CAT3_4405 
if and
   not Actor.Dead($ACTOR_CATALINA)
   not Actor.Dead(310@)
else_jump @CAT3_4405 
0615: define_AS_pack_begin 45@ 
05F5: AS_actor -1 goto_point 662.828 -570.1751 15.3359 mode 4 -2 ms // versionB 
05BF: AS_actor -1 look_at_actor $ACTOR_CATALINA 30000 ms 
0639: AS_actor -1 rotate_to_actor $ACTOR_CATALINA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 310@ to_AS_pack 45@ 
01BD: 44@ = current_time_in_ms 
301@ = 2 
37@ = 2 

:CAT3_4405
if 
  37@ == 2 
else_jump @CAT3_4673 
if 
   not Actor.Dead(310@)
else_jump @CAT3_4536 
if 
   not Actor.Animation(310@) == "BNG_WNDW_02"
else_jump @CAT3_4536 
062E: unknown_get_actor 310@ task 1560 status_store_to 312@ // ret 7 if not found 
if 
04A4:   312@ == 7 // @ == any 
else_jump @CAT3_4536 
0605: actor 310@ perform_animation_sequence "BNG_WNDW_02" IFP_file "MISC" 4.0 loop 0 0 0 0 time -1 // versionA 

:CAT3_4536
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_4673 
if 
  302@ == 0 
else_jump @CAT3_4673 
if and
   not Actor.Dead($ACTOR_CATALINA)
   not Actor.Dead(310@)
else_jump @CAT3_4673 
Camera.SetPosition(66@, 76@, 86@, 0.0, 0.0, 0.0)
Camera.PointAt(96@, 106@, 116@, 2)
01BD: 44@ = current_time_in_ms 
301@ = 3 
37@ = 3 

:CAT3_4673
if 
  37@ == 3 
else_jump @CAT3_4799 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_4799 
if 
  302@ == 0 
else_jump @CAT3_4799 
if and
   not Actor.Dead($ACTOR_CATALINA)
   not Actor.Dead(310@)
   not Actor.Dead(311@)
else_jump @CAT3_4799 
05C2: AS_actor 311@ show_the_finger 
01BD: 44@ = current_time_in_ms 
301@ = 4 
37@ = 4 

:CAT3_4799
if 
  37@ == 4 
else_jump @CAT3_4949 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_4949 
if 
  302@ == 0 
else_jump @CAT3_4949 
if 
   not Car.Wrecked(327@)
else_jump @CAT3_4949 
Camera.SetPosition(67@, 77@, 87@, 0.0, 0.0, 0.0)
Camera.PointAt(97@, 107@, 117@, 2)
01BD: 44@ = current_time_in_ms 
301@ = 5 
37@ = 5 

:CAT3_4949
if 
  37@ == 5 
else_jump @CAT3_5176 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_5176 
if 
  302@ == 0 
else_jump @CAT3_5176 
if and
   not Car.Wrecked(327@)
   not Actor.Dead($ACTOR_CATALINA)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CAT3_5176 
Camera.OnVehicle(327@, 15, 2)
01BD: 44@ = current_time_in_ms 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_CATALINA 8000 ms 
0615: define_AS_pack_begin 46@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1000 ms 
05D3: AS_actor -1 goto_point 657.7125 -576.2346 15.3359 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 654.6555 -585.0117 15.3359 mode 6 -1 ms // versionA 
05CA: AS_actor -1 enter_car 327@ passenger_seat 0 30000 ms 
0616: define_AS_pack_end 46@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 46@ 
301@ = 6 
37@ = 6 

:CAT3_5176
if 
  37@ == 6 
else_jump @CAT3_5355 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_5355 
if 
  302@ == 0 
else_jump @CAT3_5355 
if and
   not Actor.Dead($ACTOR_CATALINA)
   not Actor.Dead(310@)
else_jump @CAT3_5355 
Camera.SetPosition(68@, 78@, 88@, 0.0, 0.0, 0.0)
Camera.PointAt(98@, 108@, 118@, 2)
05F5: AS_actor $PLAYER_ACTOR goto_point 659.8791 -573.4293 15.3465 mode 4 -2 ms // versionB 
301@ = 7 
01BD: 44@ = current_time_in_ms 
37@ = 7 

:CAT3_5355
if 
  37@ == 7 
else_jump @CAT3_5699 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2500 
else_jump @CAT3_5699 
if 
  302@ == 0 
else_jump @CAT3_5699 
if and
   not Actor.Dead($ACTOR_CATALINA)
   not Actor.Dead(310@)
   not Car.Wrecked(327@)
else_jump @CAT3_5699 
fade 0 500 

:CAT3_5464
if 
fading 
else_jump @CAT3_5488 
wait 0 
jump @CAT3_5464 

:CAT3_5488
if 
   not Car.Wrecked(327@)
else_jump @CAT3_5590 
328@ = Marker.CreateAboveCar(327@)
07E0: set_marker 328@ type_to 1 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_5567 
if 
   not Actor.InCar($ACTOR_CATALINA, 327@)
else_jump @CAT3_5567 
05CA: AS_actor $ACTOR_CATALINA enter_car 327@ passenger_seat 0 30000 ms 

:CAT3_5567
if 
   not Car.Wrecked(334@)
else_jump @CAT3_5590 
Car.LockInCurrentPosition(334@) = True

:CAT3_5590
04EF: release_animation "MISC" 
0395: clear_area 1 at $X_TANKER_COMMANDER $Y_TANKER_COMMANDER $Z_TANKER_COMMANDER radius 200.0 
Actor.Angle($PLAYER_ACTOR) = 332@
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
0169: set_fade_color_RGB 0 0 0 
fade 1 500 
fade 1 500 
fade 1 500 

:CAT3_5668
if 
fading 
else_jump @CAT3_5692 
wait 0 
jump @CAT3_5668 

:CAT3_5692
35@ = 1 

:CAT3_5699
if 
  35@ == 1 
else_jump @CAT3_5847 
if and
   not Car.Wrecked(327@)
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(334@)
else_jump @CAT3_5847 
00BC: show_text_highpriority GXT 'CAT3_02' time 5000 flag 1  // ~s~Steig in die ~b~Zugmaschine~s~!
if 
   Actor.InCar($PLAYER_ACTOR, 327@)
else_jump @CAT3_5847 
Marker.Disable(328@)
03E5: show_text_box 'CAT3_03'  // Positioniere die Zugmaschine vor dem Anhnger.
04ED: load_animation "CAR_CHAT" 

:CAT3_5806
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @CAT3_5840 
wait 0 
jump @CAT3_5806 

:CAT3_5840
35@ = 2 

:CAT3_5847
if 
  35@ == 2 
else_jump @CAT3_6675 
if and
   not Car.Wrecked(327@)
   not Car.Wrecked(334@)
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_6675 
if 
0207:   actor $PLAYER_ACTOR near_car 334@ radius 15.0 15.0 15.0 flag 0 in_car 
else_jump @CAT3_5968 
if 
  38@ == 0 
else_jump @CAT3_5968 
03E5: show_text_box 'CAT3_12'  // Durch gleichzeitiges Drcken von ~k~~VEHICLE_LOOKLEFT~ und ~k~~VEHICLE_LOOKRIGHT~ kannst du nach hinten sehen. Oder ndere den Blickwinkel mit der Kamerakontrolle.
01BD: 44@ = current_time_in_ms 
38@ = 1 

:CAT3_5968
if 
  38@ == 1 
else_jump @CAT3_6044 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 8000 
else_jump @CAT3_6044 
03E5: show_text_box 'CAT3_13'  // Um einen Anhnger anzukoppeln, vorsichtig mit der Zugmaschine zum Anhnger zurckstoen.
38@ = 2 

:CAT3_6044
if 
  39@ == 0 
else_jump @CAT3_6127 
if 
07AB:   trailer 334@ attached_to_cab 327@ 
else_jump @CAT3_6127 
if 
   not Car.Wrecked(334@)
else_jump @CAT3_6104 
Car.LockInCurrentPosition(334@) = False

:CAT3_6104
03D1: play_wav 3 
01BD: 44@ = current_time_in_ms 
Marker.Disable(335@)
03E6: remove_text_box 
39@ = 1 

:CAT3_6127
if 
  39@ == 1 
else_jump @CAT3_6675 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 1500 
else_jump @CAT3_6675 
00BE: text_clear_all 
Car.DoorStatus(327@) = 4
fade 0 150 

:CAT3_6201
if 
fading 
else_jump @CAT3_6225 
wait 0 
jump @CAT3_6201 

:CAT3_6225
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
00BE: text_clear_all 
if 
03D2:   wav 3 ended 
else_jump @CAT3_6257 
040D: unload_wav 3 

:CAT3_6257
if 
   not Car.Wrecked(327@)
else_jump @CAT3_6280 
Car.DoorStatus(327@) = 1

:CAT3_6280
if and
   not Actor.Dead($ACTOR_CATALINA)
   not Car.Wrecked(327@)
else_jump @CAT3_6427 
if 
   not Actor.InCar($ACTOR_CATALINA, 327@)
else_jump @CAT3_6387 
06C9: remove_actor $ACTOR_CATALINA from_group 
Marker.Disable(309@)
Marker.Disable(41@)
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0151: remove_status_text $6988 
03C4: set_status_text $6988 type 1 GXT 'CAT3_11' // global_variable  // ZUSTAND :
0430: put_actor $ACTOR_CATALINA into_car 327@ passenger_seat 0 
jump @CAT3_6427 

:CAT3_6387
Marker.Disable(41@)
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0151: remove_status_text $6988 
03C4: set_status_text $6988 type 1 GXT 'CAT3_11' // global_variable  // ZUSTAND :

:CAT3_6427
if 
   not Car.Wrecked(334@)
else_jump @CAT3_6458 
Car.SetImmunities(334@, 0, 0, 0, 0, 0)

:CAT3_6458
07C0: load_path 188 

:CAT3_6463
if 
87C1:   not path 188 available 
else_jump @CAT3_6490 
wait 0 
jump @CAT3_6463 

:CAT3_6490
if and
   not Car.Wrecked(340@)
   not Actor.Dead(310@)
   not Actor.Dead(311@)
   not Actor.Dead($ACTOR_CATALINA)
   not Car.Wrecked(327@)
else_jump @CAT3_6675 
Car.LockInCurrentPosition(340@) = False
0395: clear_area 1 at 658.6589 -567.5756 15.3465 radius 25.0 
Car.PutAt(340@, 658.6589, -567.5756, 15.3465)
Car.Angle(340@) = 180.0
036A: put_actor 311@ in_car 340@ 
0430: put_actor 310@ into_car 340@ passenger_seat 0 
Camera.SetPosition(651.9285, -575.1257, 16.2766, 0.0, 0.0, 0.0)
Camera.PointAt(652.3163, -576.027, 16.4698, 2)
01BD: 44@ = current_time_in_ms 
37@ = 1 
35@ = 3 

:CAT3_6675
if 
  35@ == 3 
else_jump @CAT3_7827 
if and
   not Actor.Dead(310@)
   not Actor.Dead(311@)
   not Car.Wrecked(340@)
   not Car.Wrecked(327@)
else_jump @CAT3_7827 
if 
  4 > 37@ 
else_jump @CAT3_6814 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 1000 
else_jump @CAT3_6814 
if 
00E1:   player 0 pressed_key 16 
else_jump @CAT3_6814 
44@ -= 5000 
37@ = 4 

:CAT3_6814
if 
  37@ == 1 
else_jump @CAT3_6940 
if 
   not Car.Wrecked(340@)
else_jump @CAT3_6940 
fade 1 150 

:CAT3_6855
if 
fading 
else_jump @CAT3_6879 
wait 0 
jump @CAT3_6855 

:CAT3_6879
if 
   not Car.Wrecked(340@)
else_jump @CAT3_6903 
05EB: assign_car 340@ to_path 188 

:CAT3_6903
if 
  302@ == 0 
else_jump @CAT3_6928 
301@ = 13 

:CAT3_6928
01BD: 44@ = current_time_in_ms 
37@ = 2 

:CAT3_6940
if 
  37@ == 2 
else_jump @CAT3_7412 
if 
   not Car.Wrecked(340@)
else_jump @CAT3_7173 
if 
060E:   car 340@ assigned_to_path 
else_jump @CAT3_7173 
0407: store_coords_to 62@ 63@ 64@ from_car 340@ with_offset 0.0 5.5 0.0 
0087: 56@ = 62@ // (float) 
56@ -= 0.25 
0087: 57@ = 63@ // (float) 
57@ -= 0.25 
0087: 58@ = 64@ // (float) 
58@ -= 0.25 
0087: 59@ = 62@ // (float) 
59@ += 0.25 
0087: 60@ = 63@ // (float) 
60@ += 0.25 
0087: 61@ = 64@ // (float) 
61@ += 0.25 
if 
0339:   anything_in_cube_cornerA 56@ 57@ 58@ cornerB 59@ 60@ 61@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @CAT3_7173 
05EC: release_car 340@ from_path 

:CAT3_7173
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_7412 
if 
  302@ == 0 
else_jump @CAT3_7412 
if 
   not Actor.Dead(310@)
else_jump @CAT3_7289 
0605: actor 310@ perform_animation_sequence "CAR_SC3_BR" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 

:CAT3_7289
0407: store_coords_to 69@ 79@ 89@ from_car 340@ with_offset 0.9 1.0 0.5 
0407: store_coords_to 99@ 109@ 119@ from_car 340@ with_offset 0.15 0.0 0.3 
Camera.SetPosition(69@, 79@, 89@, 0.0, 0.0, 0.0)
Camera.PointAt(99@, 109@, 119@, 2)
041D: set_camera_near_clip 0.1 
301@ = 14 
01BD: 44@ = current_time_in_ms 
37@ = 3 

:CAT3_7412
if 
  37@ == 3 
else_jump @CAT3_7550 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_7550 
if 
  302@ == 0 
else_jump @CAT3_7550 
301@ = 15 
0605: actor 311@ perform_animation_sequence "CAR_SC4_BL" IFP_file "CAR_CHAT" 2.0 loop 1 0 0 0 time 3500 // versionA 
01BD: 44@ = current_time_in_ms 
37@ = 4 

:CAT3_7550
if 
  37@ == 4 
else_jump @CAT3_7827 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if and
  302@ == 0 
  301@ == 0 
else_jump @CAT3_7827 
00BE: text_clear_all 
fade 1 150 

:CAT3_7623
if 
fading 
else_jump @CAT3_7647 
wait 0 
jump @CAT3_7623 

:CAT3_7647
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
if and
   not Car.Wrecked(340@)
   not Actor.Dead(310@)
else_jump @CAT3_7827 
if 
   Actor.InCar(310@, 340@)
else_jump @CAT3_7827 
if 
   not Car.Wrecked(334@)
else_jump @CAT3_7723 
Car.LockInCurrentPosition(334@) = False

:CAT3_7723
Car.SetImmunities(340@, 0, 0, 0, 0, 0)
04EF: release_animation "CAR_CHAT" 
072F: enable_car 340@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 2 // extended 03CC 
Marker.TieToCar(341@, 340@, 0, 1)
128@ = 4 
01BD: 131@ = current_time_in_ms 
if 
  302@ == 0 
else_jump @CAT3_7820 
301@ = 12 

:CAT3_7820
35@ = 4 

:CAT3_7827
if 
  35@ == 4 
else_jump @CAT3_12172 
if and
   not Car.Wrecked(327@)
   not Car.Wrecked(334@)
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_12172 
if 
  302@ == 0 
else_jump @CAT3_7948 
if 
  301@ == 0 
else_jump @CAT3_7948 
if 
  37@ == 4 
else_jump @CAT3_7948 
00BB: show_text_lowpriority GXT 'CAT3_05' time 5000 flag 1  // ~s~Fahr den Tanklastzug zu Catalinas ~y~Abnehmer~s~. Sei vorsichtig, dass du den Anhnger nicht verlierst.
37@ = -4 

:CAT3_7948
$6988 = Car.Health(334@)
if 
  $6988 > 250 
else_jump @CAT3_8004 
$6988 -= 250 
$6988 /= 100 
$6988 *= 10 
jump @CAT3_8009 

:CAT3_8004
0151: remove_status_text $6988 

:CAT3_8009
if 
  36@ == 1 
else_jump @CAT3_10233 
if and
   not Car.Wrecked(340@)
   not Actor.Dead(310@)
   not Actor.Dead(311@)
else_jump @CAT3_10226 
if 
  128@ == 0 
else_jump @CAT3_8168 
0209: 125@ = random_int_in_ranges 0 6 
01BD: 131@ = current_time_in_ms 
128@ = 1 
if 
003B:   125@ == 126@ // (int) 
else_jump @CAT3_8168 
if 
  5 > 125@ 
else_jump @CAT3_8143 
125@ += 1 
jump @CAT3_8168 

:CAT3_8143
if 
  125@ > 0 
else_jump @CAT3_8168 
125@ -= 1 

:CAT3_8168
if 
  128@ == 1 
else_jump @CAT3_9573 
if 
  125@ == 0 
else_jump @CAT3_8418 
if and
  302@ == 0 
  301@ == 0 
else_jump @CAT3_8418 
301@ = 27 
if 
   Actor.InCar($PLAYER_ACTOR, 327@)
else_jump @CAT3_8355 
Actor.WeaponAccuracy(310@) = 20
0713: actor 310@ driveby_actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
jump @CAT3_8398 

:CAT3_8355
Actor.WeaponAccuracy(310@) = 50
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_8398
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
128@ = 2 

:CAT3_8418
if 
  125@ == 1 
else_jump @CAT3_8650 
if and
  302@ == 0 
  301@ == 0 
else_jump @CAT3_8650 
301@ = 28 
if 
   Actor.InCar($PLAYER_ACTOR, 327@)
else_jump @CAT3_8587 
Actor.WeaponAccuracy(310@) = 20
0713: actor 310@ driveby_actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
jump @CAT3_8630 

:CAT3_8587
Actor.WeaponAccuracy(310@) = 50
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_8630
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
128@ = 2 

:CAT3_8650
if 
  125@ == 2 
else_jump @CAT3_8882 
if and
  302@ == 0 
  301@ == 0 
else_jump @CAT3_8882 
301@ = 29 
if 
   Actor.InCar($PLAYER_ACTOR, 327@)
else_jump @CAT3_8819 
Actor.WeaponAccuracy(310@) = 20
0713: actor 310@ driveby_actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
jump @CAT3_8862 

:CAT3_8819
Actor.WeaponAccuracy(310@) = 50
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_8862
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
128@ = 2 

:CAT3_8882
if 
  125@ == 3 
else_jump @CAT3_9114 
if and
  302@ == 0 
  301@ == 0 
else_jump @CAT3_9114 
301@ = 30 
if 
   Actor.InCar($PLAYER_ACTOR, 327@)
else_jump @CAT3_9051 
Actor.WeaponAccuracy(310@) = 20
0713: actor 310@ driveby_actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
jump @CAT3_9094 

:CAT3_9051
Actor.WeaponAccuracy(310@) = 50
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_9094
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
128@ = 2 

:CAT3_9114
if 
  125@ == 4 
else_jump @CAT3_9341 
if and
  302@ == 0 
  301@ == 0 
else_jump @CAT3_9341 
301@ = 31 
if 
   Actor.InCar($PLAYER_ACTOR, 327@)
else_jump @CAT3_9283 
Actor.WeaponAccuracy(310@) = 20
0713: actor 310@ driveby_actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
jump @CAT3_9326 

:CAT3_9283
Actor.WeaponAccuracy(310@) = 50
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_9326
0085: 126@ = 125@ // (int) 
128@ = 2 

:CAT3_9341
if 
  125@ == 5 
else_jump @CAT3_9573 
if and
  302@ == 0 
  301@ == 0 
else_jump @CAT3_9573 
301@ = 32 
if 
   Actor.InCar($PLAYER_ACTOR, 327@)
else_jump @CAT3_9510 
Actor.WeaponAccuracy(310@) = 20
0713: actor 310@ driveby_actor $ACTOR_CATALINA car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $ACTOR_CATALINA driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $ACTOR_CATALINA armed_weapon_to 25 
jump @CAT3_9553 

:CAT3_9510
Actor.WeaponAccuracy(310@) = 50
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_9553
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
128@ = 2 

:CAT3_9573
if 
  128@ == 2 
else_jump @CAT3_9688 
0209: 125@ = random_int_in_ranges 6 13 
01BD: 131@ = current_time_in_ms 
128@ = 3 
if 
003B:   125@ == 127@ // (int) 
else_jump @CAT3_9688 
if 
  12 > 125@ 
else_jump @CAT3_9663 
125@ += 1 
jump @CAT3_9688 

:CAT3_9663
if 
  125@ > 6 
else_jump @CAT3_9688 
125@ -= 1 

:CAT3_9688
if 
  128@ == 3 
else_jump @CAT3_10161 
if 
  125@ == 6 
else_jump @CAT3_9771 
if and
  302@ == 0 
  301@ == 0 
else_jump @CAT3_9771 
301@ = 33 
128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_9771
if 
  125@ == 7 
else_jump @CAT3_9836 
if and
  302@ == 0 
  301@ == 0 
else_jump @CAT3_9836 
301@ = 34 
128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_9836
if 
  125@ == 8 
else_jump @CAT3_9901 
if and
  302@ == 0 
  301@ == 0 
else_jump @CAT3_9901 
301@ = 35 
128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_9901
if 
  125@ == 9 
else_jump @CAT3_9966 
if and
  302@ == 0 
  301@ == 0 
else_jump @CAT3_9966 
301@ = 36 
128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_9966
if 
  125@ == 10 
else_jump @CAT3_10031 
if and
  302@ == 0 
  301@ == 0 
else_jump @CAT3_10031 
301@ = 37 
128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_10031
if 
  125@ == 11 
else_jump @CAT3_10096 
if and
  302@ == 0 
  301@ == 0 
else_jump @CAT3_10096 
301@ = 38 
128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_10096
if 
  125@ == 12 
else_jump @CAT3_10161 
if and
  302@ == 0 
  301@ == 0 
else_jump @CAT3_10161 
301@ = 39 
128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_10161
if 
  128@ == 4 
else_jump @CAT3_10226 
01BD: 130@ = current_time_in_ms 
0085: 129@ = 130@ // (int) 
0062: 129@ -= 131@ // (int) 
if 
  129@ > 12000 
else_jump @CAT3_10226 
128@ = 5 

:CAT3_10226
jump @CAT3_10326 

:CAT3_10233
if and
   not Car.Wrecked(340@)
   not Actor.Dead(310@)
else_jump @CAT3_10326 
062E: unknown_get_actor 310@ task 1811 status_store_to 312@ // ret 7 if not found 
if 
04A4:   312@ == 7 // @ == any 
else_jump @CAT3_10326 
Actor.WeaponAccuracy(310@) = 50
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 60 

:CAT3_10326
if 
   Car.Wrecked(340@)
else_jump @CAT3_10421 
if 
   not Actor.Dead(310@)
else_jump @CAT3_10379 
if 
82CB:   not actor 310@ bounding_sphere_visible 
else_jump @CAT3_10379 
Actor.DestroyWithFade(310@)

:CAT3_10379
if 
   not Actor.Dead(311@)
else_jump @CAT3_10416 
if 
82CB:   not actor 311@ bounding_sphere_visible 
else_jump @CAT3_10416 
Actor.DestroyWithFade(311@)

:CAT3_10416
Marker.Disable(341@)

:CAT3_10421
if and
   not Actor.Dead(310@)
   not Car.Wrecked(340@)
else_jump @CAT3_10760 
if 
8104:   not actor $PLAYER_ACTOR near_actor 310@ radius 15.0 15.0 15.0 sphere 0 
else_jump @CAT3_10516 
if 
  60.0 > 321@ 
else_jump @CAT3_10509 
321@ += 0.2 

:CAT3_10509
jump @CAT3_10547 

:CAT3_10516
if 
  321@ > 40.0 
else_jump @CAT3_10547 
321@ -= 0.1 

:CAT3_10547
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 50@ 51@ 52@ radius 120.0 120.0 120.0 
else_jump @CAT3_10760 
if 
8104:   not actor $PLAYER_ACTOR near_actor 310@ radius 100.0 100.0 100.0 sphere 0 
else_jump @CAT3_10735 
0407: store_coords_to 62@ 63@ 64@ from_car 334@ with_offset 0.0 -40.0 0.0 
06F8: get_nearest_route_for 62@ 63@ 64@ in_direction 1 store_to 342@ 343@ 344@ Z_angle_to 345@ 
if 
80C2:   not sphere_onscreen 342@ 343@ 344@ radius 15.0 
else_jump @CAT3_10728 
Car.PutAt(340@, 342@, 343@, 344@)
Car.Angle(340@) = 345@

:CAT3_10728
jump @CAT3_10760 

:CAT3_10735
if 
  128@ == 5 
else_jump @CAT3_10760 
128@ = 0 

:CAT3_10760
306@ = Car.Health(334@)
if 
  40@ == 0 
else_jump @CAT3_11316 
if 
   not Actor.Dead(310@)
else_jump @CAT3_11316 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 50@ 51@ 52@ radius 120.0 120.0 120.0 
else_jump @CAT3_10946 
if 
   not Actor.Dead(311@)
else_jump @CAT3_10939 
if 
   not Car.Wrecked(334@)
else_jump @CAT3_10939 
if 
   not Car.Wrecked(340@)
else_jump @CAT3_10939 
062E: unknown_get_actor 311@ task 1761 status_store_to 47@ // ret 7 if not found 
if 
04A4:   47@ == 7 // @ == any 
else_jump @CAT3_10939 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 17 max_speed 321@ traffic_flag 2 

:CAT3_10939
jump @CAT3_11024 

:CAT3_10946
if 
   not Car.Wrecked(340@)
else_jump @CAT3_11024 
if 
   not Actor.Dead(311@)
else_jump @CAT3_11024 
06C7: AS_actor 311@ driver_of_car 340@ perform_action 6 timelimit 2000 
01BD: 44@ = current_time_in_ms 
if 
06FC:   car 340@ stuck_check_enabled 
else_jump @CAT3_11017 
03CD: disable_car 340@ stuck_check 

:CAT3_11017
40@ = 1 

:CAT3_11024
if 
0104:   actor $PLAYER_ACTOR near_actor 310@ radius 30.0 30.0 30.0 sphere 0 
else_jump @CAT3_11316 
if 
   not Actor.Dead(311@)
else_jump @CAT3_11316 
if 
   not Car.Wrecked(334@)
else_jump @CAT3_11316 
if 
   not Car.Wrecked(340@)
else_jump @CAT3_11316 
0209: $6989 = random_int_in_ranges 0 4 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ == 5000 
else_jump @CAT3_11316 
if 
  $6989 == 0 
else_jump @CAT3_11193 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 29 max_speed 321@ traffic_flag 2 
01BD: 44@ = current_time_in_ms 

:CAT3_11193
if 
  $6989 == 1 
else_jump @CAT3_11234 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 30 max_speed 321@ traffic_flag 2 
01BD: 44@ = current_time_in_ms 

:CAT3_11234
if 
  $6989 == 2 
else_jump @CAT3_11275 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 31 max_speed 321@ traffic_flag 2 
01BD: 44@ = current_time_in_ms 

:CAT3_11275
if 
  $6989 == 3 
else_jump @CAT3_11316 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 32 max_speed 321@ traffic_flag 2 
01BD: 44@ = current_time_in_ms 

:CAT3_11316
if and
   not Car.Wrecked(327@)
   not Actor.Dead(310@)
else_jump @CAT3_11445 
02E3: 333@ = car 327@ speed 
if 
  3.0 > 333@ 
else_jump @CAT3_11445 
062E: unknown_get_actor 310@ task 1811 status_store_to 47@ // ret 7 if not found 
if 
04A4:   47@ == 7 // @ == any 
else_jump @CAT3_11445 
Actor.WeaponAccuracy(310@) = 40
0713: actor 310@ driveby_actor $ACTOR_CATALINA car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
01B9: set_actor 310@ armed_weapon_to 28 

:CAT3_11445
if 
87AB:   not trailer 334@ attached_to_cab 327@ 
else_jump @CAT3_11788 
if 
   Actor.InCar($ACTOR_CATALINA, 327@)
else_jump @CAT3_11765 
if 
81F4:   not car 327@ flipped 
else_jump @CAT3_11726 
fade 0 50 

:CAT3_11505
if 
fading 
else_jump @CAT3_11529 
wait 0 
jump @CAT3_11505 

:CAT3_11529
if 
   not Car.Wrecked(327@)
else_jump @CAT3_11719 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Car.SetAnimation(327@, 6, 2000)
0407: store_coords_to 73@ 83@ 93@ from_car 327@ with_offset 2.5 4.0 0.0 
0407: store_coords_to 103@ 113@ 123@ from_car 327@ with_offset 2.2 3.0 0.0 
Camera.SetPosition(73@, 83@, 93@, 0.0, 0.0, 0.0)
Camera.PointAt(103@, 113@, 123@, 2)
if 
   not Car.Wrecked(340@)
else_jump @CAT3_11700 
if 
82CA:   not car 340@ bounding_sphere_visible 
else_jump @CAT3_11700 
Car.Destroy(340@)

:CAT3_11700
01BD: 44@ = current_time_in_ms 
37@ = 0 
jump @CAT3_15906 

:CAT3_11719
jump @CAT3_11758 

:CAT3_11726
fade 1 300 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_08' time 5000 flag 1  // ~r~Der Tankanhnger hat sich gelst!
jump @CAT3_17048 

:CAT3_11758
jump @CAT3_11788 

:CAT3_11765
00BC: show_text_highpriority GXT 'CAT3_08' time 5000 flag 1  // ~r~Der Tankanhnger hat sich gelst!
jump @CAT3_17048 

:CAT3_11788
if and
   Actor.InCar($ACTOR_CATALINA, 327@)
   Actor.InCar($PLAYER_ACTOR, 327@)
else_jump @CAT3_12172 
if or
01AF:   car 327@ sphere 1 in_sphere 50@ 51@ 52@ radius 5.0 5.0 5.0 
01AF:   car 334@ sphere 0 in_sphere 50@ 51@ 52@ radius 5.0 5.0 5.0 
else_jump @CAT3_12172 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:CAT3_11902
if 
fading 
else_jump @CAT3_11926 
wait 0 
jump @CAT3_11902 

:CAT3_11926
gosub @CAT3_1119 
Camera.SetAtPos(-76.1314, -1131.417, 0.0782)
02A3: enable_widescreen 1 
Marker.Disable(41@)
00BE: text_clear_all 
07C0: load_path 199 

:CAT3_11966
if 
87C1:   not path 199 available 
else_jump @CAT3_11993 
wait 0 
jump @CAT3_11966 

:CAT3_11993
Camera.SetPosition(-81.2678, -1141.735, 3.899, 0.0, 0.0, 0.0)
Camera.PointAt(-81.7168, -1140.842, 3.8854, 2)
if and
   not Actor.Dead($ACTOR_CATALINA)
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(327@)
else_jump @CAT3_12144 
Car.LockInCurrentPosition(327@) = True
Car.DoorStatus(327@) = 3
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at -71.5991 -1134.952 0.0781 
Actor.Angle($ACTOR_CATALINA) = 63.1513
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -74.2582 -1130.526 0.0781 
Actor.Angle($PLAYER_ACTOR) = 135.9294

:CAT3_12144
gosub @CAT3_576 
00BE: text_clear_all 
01BD: 44@ = current_time_in_ms 
37@ = -4 
35@ = 5 

:CAT3_12172
if 
0735:   NOP_false 32 
else_jump @CAT3_12473 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:CAT3_12201
if 
fading 
else_jump @CAT3_12225 
wait 0 
jump @CAT3_12201 

:CAT3_12225
gosub @CAT3_1119 
Camera.SetAtPos(-76.1314, -1131.417, 0.0782)
02A3: enable_widescreen 1 
Marker.Disable(41@)
00BE: text_clear_all 
07C0: load_path 199 

:CAT3_12265
if 
87C1:   not path 199 available 
else_jump @CAT3_12292 
wait 0 
jump @CAT3_12265 

:CAT3_12292
Camera.SetPosition(-81.2678, -1141.735, 3.899, 0.0, 0.0, 0.0)
Camera.PointAt(-81.7168, -1140.842, 3.8854, 2)
if and
   not Actor.Dead($ACTOR_CATALINA)
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(327@)
else_jump @CAT3_12443 
Car.PutAt(327@, 50@, 51@, 52@)
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at -71.5991 -1134.952 0.0781 
Actor.Angle($ACTOR_CATALINA) = 63.1513
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -74.2582 -1130.526 0.0781 
Actor.Angle($PLAYER_ACTOR) = 135.9294

:CAT3_12443
gosub @CAT3_576 
03E6: remove_text_box 
00BE: text_clear_all 
01BD: 44@ = current_time_in_ms 
37@ = -4 
35@ = 5 

:CAT3_12473
if 
  35@ == 5 
else_jump @CAT3_15190 
if and
   not Actor.Dead($ACTOR_CATALINA)
   not Actor.Dead(322@)
   not Car.Wrecked(327@)
else_jump @CAT3_15190 
if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT3_12541 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT3_12541
if 
  37@ == -4 
else_jump @CAT3_12655 
if 
   not Car.Wrecked(340@)
else_jump @CAT3_12648 
Car.SetImmunities(340@, 0, 0, 0, 0, 0)
05EB: assign_car 340@ to_path 199 
01BD: 44@ = current_time_in_ms 
fade 1 250 

:CAT3_12610
if 
fading 
else_jump @CAT3_12634 
wait 0 
jump @CAT3_12610 

:CAT3_12634
37@ = -3 
jump @CAT3_12655 

:CAT3_12648
37@ = -1 

:CAT3_12655
if 
  37@ == -3 
else_jump @CAT3_12794 
if 
   not Car.Wrecked(340@)
else_jump @CAT3_12794 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_12794 
Camera.SetPosition(-107.3115, -1128.808, 2.6543, 0.0, 0.0, 0.0)
Camera.PointAt(-106.788, -1129.652, 2.7731, 2)
Car.Health(340@) = 5
37@ = -21 

:CAT3_12794
if 
  37@ == -21 
else_jump @CAT3_12931 
if 
   not Car.Wrecked(340@)
else_jump @CAT3_12931 
if 
860E:   not car 340@ assigned_to_path 
else_jump @CAT3_12931 
Camera.SetPosition(-108.8537, -1168.342, 3.0287, 0.0, 0.0, 0.0)
Camera.PointAt(-108.0611, -1167.736, 3.0908, 2)
020C: create_explosion_with_radius 4 at -92.24 -1161.46 2.5 
070C: explode_car 340@ // versionB 
01BD: 44@ = current_time_in_ms 
37@ = -22 

:CAT3_12931
if 
  37@ == -22 
else_jump @CAT3_13011 
if 
  42@ > 1000 
else_jump @CAT3_13011 
if 
   not Car.Wrecked(346@)
else_jump @CAT3_13011 
Car.SetImmunities(346@, 0, 0, 0, 0, 0)
070C: explode_car 346@ // versionB 
37@ = -2 

:CAT3_13011
if 
  37@ == -2 
else_jump @CAT3_13107 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 3000 
else_jump @CAT3_13107 
fade 0 500 

:CAT3_13076
if 
fading 
else_jump @CAT3_13100 
wait 0 
jump @CAT3_13076 

:CAT3_13100
37@ = -1 

:CAT3_13107
if 
  37@ == -1 
else_jump @CAT3_13266 
Camera.SetPosition(70@, 80@, 90@, 0.0, 0.0, 0.0)
Camera.PointAt(100@, 110@, 120@, 2)
if and
   not Actor.Dead(310@)
   not Actor.Dead(311@)
   not Car.Wrecked(340@)
else_jump @CAT3_13205 
Actor.DestroyInstantly(310@)
Actor.DestroyInstantly(311@)
Car.Destroy(340@)

:CAT3_13205
0A0B: set_rendering_origin_at_3D_coord 70@ 80@ 90@ angle 100.0 
00BE: text_clear_all 
01BD: 44@ = current_time_in_ms 
fade 1 500 

:CAT3_13235
if 
fading 
else_jump @CAT3_13259 
wait 0 
jump @CAT3_13235 

:CAT3_13259
37@ = 0 

:CAT3_13266
if 
  37@ == 0 
else_jump @CAT3_13439 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 300 
else_jump @CAT3_13439 
if 
  302@ == 0 
else_jump @CAT3_13439 
if and
   not Actor.Dead($ACTOR_CATALINA)
   not Actor.Dead(322@)
else_jump @CAT3_13439 
0615: define_AS_pack_begin 48@ 
0639: AS_actor -1 rotate_to_actor 322@ 
05D3: AS_actor -1 goto_point -74.8954 -1133.779 0.0781 mode 4 -1 ms // versionA 
05BF: AS_actor -1 look_at_actor 322@ -2 ms 
0616: define_AS_pack_end 48@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 48@ 
301@ = 43 
01BD: 44@ = current_time_in_ms 
37@ = 1 

:CAT3_13439
if 
  37@ == 1 
else_jump @CAT3_13685 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_13685 
if 
  302@ == 0 
else_jump @CAT3_13685 
fade 0 50 

:CAT3_13521
if 
fading 
else_jump @CAT3_13545 
wait 0 
jump @CAT3_13521 

:CAT3_13545
if and
   not Actor.Dead(322@)
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_13581 
05BF: AS_actor 322@ look_at_actor $ACTOR_CATALINA -2 ms 
05C8: AS_actor 322@ look_around 

:CAT3_13581
301@ = 44 
01BD: 44@ = current_time_in_ms 
0A0B: set_rendering_origin_at_3D_coord 71@ 81@ 91@ angle 270.0 
Camera.SetPosition(71@, 81@, 91@, 0.0, 0.0, 0.0)
Camera.PointAt(101@, 111@, 121@, 2)
fade 1 50 

:CAT3_13654
if 
fading 
else_jump @CAT3_13678 
wait 0 
jump @CAT3_13654 

:CAT3_13678
37@ = 2 

:CAT3_13685
if 
  37@ == 2 
else_jump @CAT3_13883 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_13883 
if 
  302@ == 0 
else_jump @CAT3_13883 
if and
   not Car.Wrecked(327@)
   not Actor.Dead(322@)
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_13883 
0647: unknown_actor 322@ look_task 
06BA: AS_actor $ACTOR_CATALINA turn_to_and_look_at 50@ 51@ 52@ 
06BA: AS_actor 322@ turn_to_and_look_at 50@ 51@ 52@ 
05C0: AS_actor $ACTOR_CATALINA look_at_car 327@ -2 ms 
05C0: AS_actor 322@ look_at_car 327@ -2 ms 
05D3: AS_actor 322@ goto_point -75.1023 -1134.871 0.0781 mode 4 -1 ms // versionA 
301@ = 45 
01BD: 44@ = current_time_in_ms 
37@ = 3 

:CAT3_13883
if 
  37@ == 3 
else_jump @CAT3_14074 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_14074 
if 
  302@ == 0 
else_jump @CAT3_14074 
if 
   not Actor.Dead(322@)
else_jump @CAT3_14055 
Camera.SetPosition(72@, 82@, 92@, 0.0, 0.0, 0.0)
Camera.PointAt(102@, 112@, 122@, 2)
0639: AS_actor 322@ rotate_to_actor $ACTOR_CATALINA 
05BF: AS_actor 322@ look_at_actor $ACTOR_CATALINA -2 ms 
05C8: AS_actor 322@ look_around 
0639: AS_actor $ACTOR_CATALINA rotate_to_actor 322@ 
05BF: AS_actor $ACTOR_CATALINA look_at_actor 322@ -2 ms 

:CAT3_14055
301@ = 46 
01BD: 44@ = current_time_in_ms 
37@ = 4 

:CAT3_14074
if 
  37@ == 4 
else_jump @CAT3_14169 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_14169 
if 
  302@ == 0 
else_jump @CAT3_14169 
301@ = 47 
01BD: 44@ = current_time_in_ms 
37@ = 5 

:CAT3_14169
if 
  37@ == 5 
else_jump @CAT3_14309 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_14309 
if 
  302@ == 0 
else_jump @CAT3_14309 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_14309 
0647: unknown_actor $ACTOR_CATALINA look_task 
05D3: AS_actor $ACTOR_CATALINA goto_point -83.1314 -1129.417 0.0782 mode 4 -1 ms // versionA 
301@ = 48 
01BD: 44@ = current_time_in_ms 
37@ = 6 

:CAT3_14309
if 
  37@ == 6 
else_jump @CAT3_14461 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_14461 
if 
  302@ == 0 
else_jump @CAT3_14461 
if 
   not Actor.Dead(322@)
else_jump @CAT3_14461 
0647: unknown_actor 322@ look_task 
0639: AS_actor 322@ rotate_to_actor $PLAYER_ACTOR 
wait 100 
05D3: AS_actor $PLAYER_ACTOR goto_point -84.1314 -1128.417 0.0782 mode 4 -1 ms // versionA 
301@ = 51 
01BD: 44@ = current_time_in_ms 
37@ = 7 

:CAT3_14461
if 
  37@ == 7 
else_jump @CAT3_14556 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 2000 
else_jump @CAT3_14556 
if 
  302@ == 0 
else_jump @CAT3_14556 
301@ = 52 
01BD: 44@ = current_time_in_ms 
37@ = 8 

:CAT3_14556
if 
  37@ == 8 
else_jump @CAT3_14759 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 3000 
else_jump @CAT3_14759 
fade 0 100 

:CAT3_14620
if 
fading 
else_jump @CAT3_14644 
wait 0 
jump @CAT3_14620 

:CAT3_14644
01BD: 44@ = current_time_in_ms 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_14689 
if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT3_14689 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT3_14689
gosub @CAT3_1251 
0687: clear_actor $PLAYER_ACTOR task 
Camera.SetPosition(-86.1477, -1130.445, 0.9157, 0.0, 0.0, 0.0)
Camera.PointAt(-86.5058, -1129.52, 1.0417, 2)
37@ = 9 

:CAT3_14759
if 
  37@ == 9 
else_jump @CAT3_14839 
fade 1 100 

:CAT3_14783
if 
fading 
else_jump @CAT3_14807 
wait 0 
jump @CAT3_14783 

:CAT3_14807
if 
  302@ == 0 
else_jump @CAT3_14839 
301@ = 55 
37@ = 10 

:CAT3_14839
if 
  37@ == 10 
else_jump @CAT3_14932 
if 
  301@ == 0 
else_jump @CAT3_14932 
if and
   not Car.Wrecked(352@)
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_14932 
if 
860E:   not car 352@ assigned_to_path 
else_jump @CAT3_14932 
0647: unknown_actor $ACTOR_CATALINA look_task 
05EB: assign_car 352@ to_path 189 
37@ = 11 

:CAT3_14932
if 
  37@ == 11 
else_jump @CAT3_15045 
if 
   not Car.Wrecked(352@)
else_jump @CAT3_15045 
if 
860E:   not car 352@ assigned_to_path 
else_jump @CAT3_15045 
fade 0 500 

:CAT3_14989
if 
fading 
else_jump @CAT3_15013 
wait 0 
jump @CAT3_14989 

:CAT3_15013
0687: clear_actor $PLAYER_ACTOR task 
Actor.DestroyInstantly($ACTOR_CATALINA)
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
jump @CAT3_17066 

:CAT3_15045
if 
  37@ > 0 
else_jump @CAT3_15190 
if 
00E1:   player 0 pressed_key 16 
else_jump @CAT3_15190 
fade 0 500 

:CAT3_15087
if 
fading 
else_jump @CAT3_15111 
wait 0 
jump @CAT3_15087 

:CAT3_15111
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_15158 
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT3_15158 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 

:CAT3_15158
0687: clear_actor $PLAYER_ACTOR task 
Actor.DestroyInstantly($ACTOR_CATALINA)
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
jump @CAT3_17066 

:CAT3_15190
if and
  35@ > 0 
  5 > 35@ 
else_jump @CAT3_15222 
gosub @CAT3_18188 

:CAT3_15222
if and
  35@ > 1 
  5 > 35@ 
else_jump @CAT3_15735 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(327@)
else_jump @CAT3_15735 
if 
  36@ == 0 
else_jump @CAT3_15523 
if 
  49@ == 1 
else_jump @CAT3_15523 
if and
   not 35@ == 1 
   not 35@ == 3 
else_jump @CAT3_15344 
00BC: show_text_highpriority GXT 'CAT3_10' time 100 flag 1  // ~s~Steig wieder in die ~b~Zugmaschine~s~!

:CAT3_15344
if 
   Actor.InCar($PLAYER_ACTOR, 327@)
else_jump @CAT3_15523 
if and
   not 35@ == 1 
   not 35@ == 3 
else_jump @CAT3_15390 
00BE: text_clear_all 

:CAT3_15390
Marker.Disable(328@)
if 
  35@ == 2 
else_jump @CAT3_15444 
if 
   not Car.Wrecked(334@)
else_jump @CAT3_15444 
335@ = Marker.CreateAboveCar(334@)
07E0: set_marker 335@ type_to 1 

:CAT3_15444
if or
  35@ == 3 
  35@ == 4 
else_jump @CAT3_15516 
Marker.Disable(41@)
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
07E0: set_marker 41@ type_to 1 
0151: remove_status_text $6988 
03C4: set_status_text $6988 type 1 GXT 'CAT3_11' // global_variable  // ZUSTAND :

:CAT3_15516
36@ = 1 

:CAT3_15523
if 
  36@ == 1 
else_jump @CAT3_15735 
if 
   not Actor.InCar($PLAYER_ACTOR, 327@)
else_jump @CAT3_15735 
if 
  49@ == 1 
else_jump @CAT3_15593 
328@ = Marker.CreateAboveCar(327@)
07E0: set_marker 328@ type_to 1 

:CAT3_15593
if 
  35@ == 2 
else_jump @CAT3_15616 
Marker.Disable(335@)

:CAT3_15616
if or
  35@ == 3 
  35@ == 4 
else_jump @CAT3_15651 
Marker.Disable(41@)
0151: remove_status_text $6988 

:CAT3_15651
if 
  35@ == 4 
else_jump @CAT3_15728 
if 
   not Actor.Dead(310@)
else_jump @CAT3_15728 
Actor.WeaponAccuracy(310@) = 50
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 60 

:CAT3_15728
36@ = 0 

:CAT3_15735
if or
   Actor.Dead($ACTOR_CATALINA)
04AD:   actor $ACTOR_CATALINA in_water 
else_jump @CAT3_15781 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_06' time 10000 flag 1  // ~r~Catalina hat es nicht geschafft.
jump @CAT3_17048 

:CAT3_15781
if 
  5 > 35@ 
else_jump @CAT3_15840 
if 
   Car.Wrecked(334@)
else_jump @CAT3_15840 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_07' time 5000 flag 1  // ~r~Der Tankanhnger wurde zerstrt!
jump @CAT3_17048 

:CAT3_15840
if 
  5 > 35@ 
else_jump @CAT3_15899 
if 
   Car.Wrecked(327@)
else_jump @CAT3_15899 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_09' time 5000 flag 1  // ~r~Die Zugmaschine wurde zerstrt!
jump @CAT3_17048 

:CAT3_15899
jump @CAT3_3696 

:CAT3_15906
wait 0 
if 
   not 301@ == 0 
else_jump @CAT3_16337 
if 
  302@ == 0 
else_jump @CAT3_15974 
if 
03D0:   wav 304@ loaded 
else_jump @CAT3_15967 
040D: unload_wav 304@ 

:CAT3_15967
302@ = 1 

:CAT3_15974
if 
  302@ == 1 
else_jump @CAT3_16018 
03CF: load_wav 245@(301@,56i) as 303@ 
gosub @CAT3_17452 
302@ = 2 

:CAT3_16018
if 
  302@ == 2 
else_jump @CAT3_16120 
if 
03D0:   wav 303@ loaded 
else_jump @CAT3_16120 
if 
   not 244@ == 0 
else_jump @CAT3_16094 
if 
   not Actor.Dead(244@)
else_jump @CAT3_16094 
0967: actor 244@ move_mouth 10000 ms 

:CAT3_16094
03D1: play_wav 303@ 
00BC: show_text_highpriority GXT 132@(301@,56s) time 10000 flag 1 
302@ = 3 

:CAT3_16120
if 
  302@ == 3 
else_jump @CAT3_16337 
if 
03D2:   wav 303@ ended 
else_jump @CAT3_16276 
03D5: remove_text 132@(301@,56s) 
if 
   not 244@ == 0 
else_jump @CAT3_16202 
if 
   not Actor.Dead(244@)
else_jump @CAT3_16202 
0968: actor 244@ stop_mouth 

:CAT3_16202
if 
  303@ == 1 
else_jump @CAT3_16241 
303@ = 2 
304@ = 1 
jump @CAT3_16255 

:CAT3_16241
303@ = 1 
304@ = 2 

:CAT3_16255
301@ = 0 
302@ = 0 
jump @CAT3_16337 

:CAT3_16276
if 
83D0:   not wav 304@ loaded 
else_jump @CAT3_16337 
if 
  54 > 301@ 
else_jump @CAT3_16337 
0085: 305@ = 301@ // (int) 
305@ += 1 
03CF: load_wav 245@(305@,56i) as 304@ 

:CAT3_16337
if 
  37@ == 0 
else_jump @CAT3_16472 
fade 1 50 

:CAT3_16361
if 
fading 
else_jump @CAT3_16385 
wait 0 
jump @CAT3_16361 

:CAT3_16385
301@ = 53 
01BD: 44@ = current_time_in_ms 
if and
   not Car.Wrecked(327@)
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_16472 
0679: put_camera_on_car 327@ with_offset 1.0 8.0 1.5 rotation 0.0 0.0 1.0 0.0 2 
0151: remove_status_text $6988 
37@ = 1 

:CAT3_16472
if 
  37@ == 1 
else_jump @CAT3_16667 
if and
   not Car.Wrecked(327@)
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_16667 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 1000 
else_jump @CAT3_16667 
if 
  302@ == 0 
else_jump @CAT3_16667 
301@ = 54 
0679: put_camera_on_car 327@ with_offset 1.0 8.0 1.5 rotation 0.0 0.0 1.0 0.0 2 
0407: store_coords_to 73@ 83@ 93@ from_car 327@ with_offset 4.5 10.0 0.0 
05CD: AS_actor $ACTOR_CATALINA exit_car 327@ 
01BD: 44@ = current_time_in_ms 
37@ = 2 

:CAT3_16667
if 
  37@ == 2 
else_jump @CAT3_16914 
if 
  302@ == 0 
else_jump @CAT3_16914 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
if 
  42@ > 1000 
else_jump @CAT3_16914 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_16914 
if 
   not Car.Wrecked(327@)
else_jump @CAT3_16914 
if 
   not Actor.InCar($ACTOR_CATALINA, 327@)
else_jump @CAT3_16914 
05D3: AS_actor $ACTOR_CATALINA goto_point 73@ 83@ 93@ mode 4 -1 ms // versionA 
if 
  302@ == 0 
else_jump @CAT3_16914 
fade 0 50 

:CAT3_16836
if 
fading 
else_jump @CAT3_16860 
wait 0 
jump @CAT3_16836 

:CAT3_16860
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_16914 
if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT3_16914 
06C9: remove_actor $ACTOR_CATALINA from_group 
Actor.DestroyInstantly($ACTOR_CATALINA)
00BE: text_clear_all 
37@ = 3 

:CAT3_16914
if 
  3 > 37@ 
else_jump @CAT3_16955 
if 
02BF:   car 327@ sunk 
else_jump @CAT3_16955 
37@ = 3 

:CAT3_16955
if 
  37@ == 3 
else_jump @CAT3_17041 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 50 

:CAT3_16987
if 
fading 
else_jump @CAT3_17011 
wait 0 
jump @CAT3_16987 

:CAT3_17011
00BC: show_text_highpriority GXT 'CAT3_08' time 5000 flag 1  // ~r~Der Tankanhnger hat sich gelst!
Player.CanMove($PLAYER_CHAR) = True
jump @CAT3_17048 

:CAT3_17041
jump @CAT3_15906 

:CAT3_17048
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:CAT3_17066
$CATALINA_TOTAL_PASSED_MISSIONS += 1 
if and
   not Car.Wrecked(327@)
   not Car.Wrecked(334@)
else_jump @CAT3_17111 
Car.LockInCurrentPosition(327@) = False
Car.Destroy(327@)
Car.Destroy(334@)

:CAT3_17111
create_thread @TRUCKS 
if 
  $CATALINA_DIALOG_BETTING_SHOP_PLAYED == 1 
else_jump @CAT3_17144 
$CATALINA_DIALOG_BETTING_SHOP_PLAYED = 2 

:CAT3_17144
if 
  $CATALINA_DIALOG_LIQUOR_STORE_PLAYED == 1 
else_jump @CAT3_17169 
$CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 2 

:CAT3_17169
Marker.Disable($MARKER_TRUCKING_MISSION)
0570: $MARKER_TRUCKING_MISSION = create_asset_radar_marker_with_icon 51 at $2373 $2374 $2375 
0394: play_music 1 
0318: set_latest_mission_passed 'CAT_3'  // Tanker Commander
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 34@ time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 34@
Player.ClearWantedLevel($PLAYER_CHAR)
$MISSION_TANKER_COMMANDER_PASSED = 1 
return 

:CAT3_17250
Marker.Disable(328@)
Marker.Disable(335@)
Marker.Disable(341@)
Marker.Disable(41@)
Marker.Disable(309@)
0151: remove_status_text $6988 
040D: unload_wav 3 
Actor.DestroyInstantly(322@)
Car.Destroy(352@)
Model.Destroy(#HFYST)
Model.Destroy(#WMOST)
Model.Destroy(#BMYPOL2)
Model.Destroy(#PETRO)
Model.Destroy(#PETROTR)
Model.Destroy(#SABRE)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#BMOST)
Model.Destroy(#SADLER)
Model.Destroy(#SANCHEZ)
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_17366 
Actor.DestroyWithFade($ACTOR_CATALINA)

:CAT3_17366
0296: unload_special_actor 1 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "MISC" 
0873: release_path 188 
0873: release_path 189 
0873: release_path 199 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
fade 1 500 

:CAT3_17424
if 
fading 
else_jump @CAT3_17448 
wait 0 
jump @CAT3_17424 

:CAT3_17448
mission_cleanup 
return 

:CAT3_17452
if or
  301@ == 1 
  301@ == 5 
  301@ == 6 
  301@ == 8 
  301@ == 11 
  301@ == 12 
else_jump @CAT3_17513 
008B: 244@ = $ACTOR_CATALINA // (int) 

:CAT3_17513
if or
  301@ == 16 
  301@ == 20 
  301@ == 21 
  301@ == 22 
  301@ == 23 
  301@ == 24 
else_jump @CAT3_17574 
008B: 244@ = $ACTOR_CATALINA // (int) 

:CAT3_17574
if or
  301@ == 25 
  301@ == 26 
  301@ == 40 
  301@ == 41 
  301@ == 42 
  301@ == 43 
else_jump @CAT3_17635 
008B: 244@ = $ACTOR_CATALINA // (int) 

:CAT3_17635
if or
  301@ == 45 
  301@ == 47 
else_jump @CAT3_17668 
008B: 244@ = $ACTOR_CATALINA // (int) 

:CAT3_17668
if or
  301@ == 2 
  301@ == 3 
  301@ == 7 
  301@ == 10 
  301@ == 13 
  301@ == 14 
else_jump @CAT3_17729 
0085: 244@ = 310@ // (int) 

:CAT3_17729
if or
  301@ == 17 
  301@ == 18 
else_jump @CAT3_17762 
0085: 244@ = 310@ // (int) 

:CAT3_17762
if or
  301@ == 27 
  301@ == 28 
  301@ == 29 
  301@ == 30 
else_jump @CAT3_17808 
244@ = 0 

:CAT3_17808
if or
  301@ == 31 
  301@ == 32 
  301@ == 15 
else_jump @CAT3_17847 
244@ = 0 

:CAT3_17847
if or
  301@ == 4 
  301@ == 19 
else_jump @CAT3_17880 
0085: 244@ = 311@ // (int) 

:CAT3_17880
if or
  301@ == 33 
  301@ == 34 
  301@ == 35 
else_jump @CAT3_17919 
244@ = 0 

:CAT3_17919
if or
  301@ == 36 
  301@ == 37 
  301@ == 38 
  301@ == 39 
else_jump @CAT3_17965 
244@ = 0 

:CAT3_17965
if or
  301@ == 44 
  301@ == 46 
  301@ == 48 
  301@ == 49 
  301@ == 50 
  301@ == 51 
else_jump @CAT3_18026 
0085: 244@ = 322@ // (int) 

:CAT3_18026
if 
  301@ == 52 
else_jump @CAT3_18052 
0085: 244@ = 322@ // (int) 

:CAT3_18052
if 
  301@ == 9 
else_jump @CAT3_18078 
008B: 244@ = $PLAYER_ACTOR // (int) 

:CAT3_18078
return 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CAT3_18186 
if 
  36@ == 0 
else_jump @CAT3_18145 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT3_18145 
308@ = Actor.Car($PLAYER_ACTOR)
36@ = 1 

:CAT3_18145
if 
  36@ == 1 
else_jump @CAT3_18186 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CAT3_18186 
36@ = 0 

:CAT3_18186
return 

:CAT3_18188
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT3_18825 
if 
  49@ == 0 
else_jump @CAT3_18628 
if and
  35@ > 1 
  5 > 35@ 
else_jump @CAT3_18628 
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT3_18628 
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 8.0 8.0 8.0 sphere 0 
else_jump @CAT3_18628 
if 
  35@ == 2 
else_jump @CAT3_18433 
if 
  36@ == 1 
else_jump @CAT3_18379 
if 
   not Car.Wrecked(334@)
else_jump @CAT3_18379 
Marker.Disable(335@)
335@ = Marker.CreateAboveCar(334@)
07E0: set_marker 335@ type_to 1 

:CAT3_18379
if 
  36@ == 0 
else_jump @CAT3_18433 
if 
   not Car.Wrecked(327@)
else_jump @CAT3_18433 
Marker.Disable(328@)
328@ = Marker.CreateAboveCar(327@)
07E0: set_marker 328@ type_to 1 

:CAT3_18433
if 
  35@ == 4 
else_jump @CAT3_18577 
if 
  36@ == 1 
else_jump @CAT3_18516 
128@ = 4 
Marker.Disable(41@)
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0151: remove_status_text $6988 
03C4: set_status_text $6988 type 1 GXT 'CAT3_11' // global_variable  // ZUSTAND :

:CAT3_18516
if 
  36@ == 0 
else_jump @CAT3_18577 
if 
   not Car.Wrecked(327@)
else_jump @CAT3_18577 
128@ = 4 
Marker.Disable(328@)
328@ = Marker.CreateAboveCar(327@)
07E0: set_marker 328@ type_to 1 

:CAT3_18577
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
Marker.Disable(309@)
if and
   not 35@ == 1 
   not 35@ == 3 
else_jump @CAT3_18621 
00BE: text_clear_all 

:CAT3_18621
49@ = 1 

:CAT3_18628
if 
  49@ == 1 
else_jump @CAT3_18825 
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT3_18825 
if 
  35@ == 2 
else_jump @CAT3_18711 
Marker.Disable(335@)
if 
  36@ == 0 
else_jump @CAT3_18711 
Marker.Disable(328@)

:CAT3_18711
if 
  35@ == 4 
else_jump @CAT3_18769 
0151: remove_status_text $6988 
Marker.Disable(41@)
128@ = 10 
if 
  36@ == 0 
else_jump @CAT3_18769 
Marker.Disable(328@)

:CAT3_18769
309@ = Marker.CreateAboveActor($ACTOR_CATALINA)
07E0: set_marker 309@ type_to 1 
if 
   not 35@ == 3 
else_jump @CAT3_18818 
00BC: show_text_highpriority GXT 'CAT3_01' time 5000 flag 1  // ~s~Du musst ~b~Catalina~s~ abholen.

:CAT3_18818
49@ = 0 

:CAT3_18825
return 

//-------------Mission 44---------------
// Originally: Against All Odds

:CAT4
thread 'CAT4' 
gosub @CAT4_47 
if 
wasted_or_busted 
else_jump @CAT4_38 
gosub @CAT4_18296 

:CAT4_38
gosub @CAT4_18425 
end_thread 

:CAT4_47
$ONMISSION = 1 
07FB: set_interior 'GENOTB' access 0  // Inside Track Wettbro
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAT4_90 
Player.CanMove($PLAYER_CHAR) = False

:CAT4_90
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
02A3: enable_widescreen 1 

:CAT4_109
if 
fading 
else_jump @CAT4_133 
wait 0 
jump @CAT4_109 

:CAT4_133
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAT4_161 
Actor.Angle($PLAYER_ACTOR) = 64.0
Camera.SetBehindPlayer

:CAT4_161
0956: get_respect_to 111@ 
111@ -= 1 
if 
  0 >= 111@ 
else_jump @CAT4_202 
08F4: set_max_group_members 1 
jump @CAT4_207 

:CAT4_202
08F4: set_max_group_members 111@ 

:CAT4_207
09DD: unknown_player_group 1 
Model.Load(#DESERT_EAGLE)
Model.Load(#BOMB)
Model.Load(#SATCHEL)
Model.Load(#RIDER1_DOOR)
Model.Load(#KEV_SAFE)
Model.Load(#MAN_SAFENEW)
04ED: load_animation "MISC" 

:CAT4_249
if or
   not Model.Available(#SATCHEL)
   not Model.Available(#BOMB)
else_jump @CAT4_281 
wait 0 
jump @CAT4_249 

:CAT4_281
054C: use_GXT_table 'CAT' 
107@ = 1 
88@ = 1 
89@ = 0 
90@ = 0 
91@ = 0 
96@ = 0 
$6990 = 0 
99@ = 0 
$1798 = 0 
92@ = 0 
98@ = 0 
100@ = 0 
275@ = 0 
104@ = 0 
109@ = 0 
107@ = 0 
102@ = 0 
108@ = 0 
106@ = 1 
94@ = 0 
95@ = 0 
103@ = 0 
38@ = 0 
97@ = 0 
93@ = 0 
101@ = 0 
117@ = 0 
$1795 = 0 
274@ = 0 
105@ = 0 
61@ = 1289.851 
62@ = 269.8778 
63@ = 19.5888 
64@ = 820.2197 
65@ = 4.2019 
66@ = 1004.661 
67@ = 719.17 
68@ = -457.68 
69@ = 16.92 
70@ = 822.4665 
76@ = 1.7837 
82@ = 1003.1 
71@ = 822.0091 
77@ = 6.0787 
83@ = 1003.17 
72@ = 832.8624 
78@ = 0.7513 
84@ = 1003.18 
73@ = 830.9443 
79@ = 0.3996 
85@ = 1003.17 
74@ = 827.839 
80@ = -0.2443 
86@ = 1003.1 
75@ = 829.2125 
81@ = 2.0354 
87@ = 1003.17 
if 
  $1520 == 0 
else_jump @CAT4_1357 
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 0 
else_jump @CAT4_1108 
05AA: 118@s = 'CAT_DA'  // ~z~Ich hab 'n Versteck in Fern Ridge.
05AA: 120@s = 'CAT_DE'  // ~z~Fahr schon!
05AA: 122@s = 'CAT_DF'  // ~z~Du bist doch vllig durchgeknallt!
05AA: 124@s = 'CAT_DG'  // ~z~All ihr kleinen Mnner habt Angst vor starken Frauen!
05AA: 126@s = 'CAT_DH'  // ~z~Wenn wir leidenschaftlich sind, sagt ihr, wir wren durchgeknallt.
05AA: 128@s = 'CAT_DI'  // ~z~Wenn wir uns aufregen, sagt ihr, wir wren hysterisch.
05AA: 130@s = 'CAT_DJ'  // ~z~Wenn wir mit Mnnern schlafen, sind wir Schlampen.
05AA: 132@s = 'CAT_DK'  // ~z~Wenn wir euch nicht ranlassen, sind wir frigide Zicken.
05AA: 134@s = 'CAT_DL'  // ~z~Kleine Mnner? Du bist da hinten voll ausgetickt!
05AA: 136@s = 'CAT_DM'  // ~z~Das? Das war doch nichts Besonderes!
05AA: 138@s = 'CAT_DN'  // ~z~Wenn dir das zu hei ist, steck deine mickrigen Eier in 'n Khlschrank!
05AA: 140@s = 'CAT_DO'  // ~z~Mickrige Eier? Jetzt Moment mal...
05AA: 142@s = 'CAT_DP'  // ~z~Es reicht! Halt's Maul und fahr, ich zhl das Scheigeld!
04AF: 222@ = 8626 // @ = any 
04AF: 223@ = 8630 // @ = any 
04AF: 224@ = 8631 // @ = any 
04AF: 225@ = 8632 // @ = any 
04AF: 226@ = 8633 // @ = any 
04AF: 227@ = 8634 // @ = any 
04AF: 228@ = 8635 // @ = any 
04AF: 229@ = 8636 // @ = any 
04AF: 230@ = 8637 // @ = any 
04AF: 231@ = 8638 // @ = any 
04AF: 232@ = 8639 // @ = any 
04AF: 233@ = 8640 // @ = any 
04AF: 234@ = 8641 // @ = any 
110@ = 16 
jump @CAT4_1357 

:CAT4_1108
05AA: 118@s = 'CAT_DF'  // ~z~Du bist doch vllig durchgeknallt!
05AA: 120@s = 'CAT_DG'  // ~z~All ihr kleinen Mnner habt Angst vor starken Frauen!
05AA: 122@s = 'CAT_DH'  // ~z~Wenn wir leidenschaftlich sind, sagt ihr, wir wren durchgeknallt.
05AA: 124@s = 'CAT_DI'  // ~z~Wenn wir uns aufregen, sagt ihr, wir wren hysterisch.
05AA: 126@s = 'CAT_DJ'  // ~z~Wenn wir mit Mnnern schlafen, sind wir Schlampen.
05AA: 128@s = 'CAT_DK'  // ~z~Wenn wir euch nicht ranlassen, sind wir frigide Zicken.
05AA: 130@s = 'CAT_DL'  // ~z~Kleine Mnner? Du bist da hinten voll ausgetickt!
05AA: 132@s = 'CAT_DM'  // ~z~Das? Das war doch nichts Besonderes!
05AA: 134@s = 'CAT_DN'  // ~z~Wenn dir das zu hei ist, steck deine mickrigen Eier in 'n Khlschrank!
05AA: 136@s = 'CAT_DO'  // ~z~Mickrige Eier? Jetzt Moment mal...
05AA: 138@s = 'CAT_DP'  // ~z~Es reicht! Halt's Maul und fahr, ich zhl das Scheigeld!
04AF: 222@ = 8631 // @ = any 
04AF: 223@ = 8632 // @ = any 
04AF: 224@ = 8633 // @ = any 
04AF: 225@ = 8634 // @ = any 
04AF: 226@ = 8635 // @ = any 
04AF: 227@ = 8636 // @ = any 
04AF: 228@ = 8637 // @ = any 
04AF: 229@ = 8638 // @ = any 
04AF: 230@ = 8639 // @ = any 
04AF: 231@ = 8640 // @ = any 
04AF: 232@ = 8641 // @ = any 
110@ = 14 

:CAT4_1357
if 
  $1520 == 1 
else_jump @CAT4_1690 
05AA: 118@s = 'CAT_GA'  // ~z~Bring mich heim, Carl.
05AA: 120@s = 'CAT_GB'  // ~z~Okay. Hr mal, wir mssen uns mal unterhalten.
05AA: 122@s = 'CAT_GC'  // ~z~Worber? Was sollte ich dir zu sagen haben?
05AA: 124@s = 'CAT_GD'  // ~z~Du bist 'n cooles Mdchen und so, aber du musst echt 'n bisschen runterkommen.
05AA: 126@s = 'CAT_GE'  // ~z~Ich kenn 'n paar echte kaltbltige Hunde, die sind nicht halb so drauf wie du.
05AA: 128@s = 'CAT_GF'  // ~z~Ach ne, da kriegst du eine Lwin und httest lieber 'ne Schmusekatze. Du Loser!
05AA: 130@s = 'CAT_GG'  // ~z~Nein, ich will doch nur....
05AA: 132@s = 'CAT_GH'  // ~z~Weit du, warum ich so drauf bin?
05AA: 134@s = 'CAT_GI'  // ~z~Nein.
05AA: 136@s = 'CAT_GJ'  // ~z~Ich bin verliebt, Carl.
05AA: 138@s = 'CAT_GK'  // ~z~Das Herz einer Frau kann strmisch lieben,
05AA: 140@s = 'CAT_GL'  // ~z~und du wirst mir mein Herz brechen.
05AA: 142@s = 'CAT_GM'  // ~z~Manchmal will ich uns beide umbringen!
05AA: 144@s = 'CAT_GN'  // ~z~Bitte, tu das nicht. Entspann dich ein bisschen.
04AF: 222@ = 8672 // @ = any 
04AF: 223@ = 8673 // @ = any 
04AF: 224@ = 8674 // @ = any 
04AF: 225@ = 8675 // @ = any 
04AF: 226@ = 8676 // @ = any 
04AF: 227@ = 8677 // @ = any 
04AF: 228@ = 8678 // @ = any 
04AF: 229@ = 8679 // @ = any 
04AF: 230@ = 8680 // @ = any 
04AF: 231@ = 8681 // @ = any 
04AF: 232@ = 8682 // @ = any 
04AF: 233@ = 8683 // @ = any 
04AF: 234@ = 8684 // @ = any 
04AF: 235@ = 8685 // @ = any 
110@ = 17 

:CAT4_1690
if 
  $1520 == 2 
else_jump @CAT4_1891 
05AA: 118@s = 'CAT_OA'  // ~z~Jetzt bring mich nach Hause, mein starker Mann.
05AA: 120@s = 'CAT_OB'  // ~z~Wie viel haben wir gemacht?
05AA: 122@s = 'CAT_OC'  // ~z~Ist das alles, worum's dir geht? Geld?
05AA: 124@s = 'CAT_OD'  // ~z~Nein, aber ich brauche echt die Kohle...
05AA: 126@s = 'CAT_OE'  // ~z~Du machst mich krank. Ich krieg Ekelpickel von dir.
05AA: 128@s = 'CAT_OF'  // ~z~Na ja, ich bin auch nicht wirklich scharf auf dich!
05AA: 130@s = 'CAT_OG'  // ~z~Genau das ist es doch. Du hast einfach keine Ahnung.
05AA: 132@s = 'CAT_OH'  // ~z~Sag einfach nichts mehr. Genieen wir einfach die friedliche Stille.
04AF: 222@ = 8725 // @ = any 
04AF: 223@ = 8726 // @ = any 
04AF: 224@ = 8727 // @ = any 
04AF: 225@ = 8728 // @ = any 
04AF: 226@ = 8729 // @ = any 
04AF: 227@ = 8730 // @ = any 
04AF: 228@ = 8731 // @ = any 
04AF: 229@ = 8732 // @ = any 
110@ = 11 

:CAT4_1891
52@ = 0 
018A: 112@ = create_checkpoint_at 61@ 62@ 63@ 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
018A: 116@ = create_checkpoint_at 277@ 278@ 279@ 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_1969 
113@ = Marker.CreateAboveActor($ACTOR_CATALINA)
Marker.Disable(113@)

:CAT4_1969
Marker.Disable(112@)
Marker.Disable(115@)
Marker.Disable(116@)
Marker.Disable(113@)
Marker.Disable($451)
060A: create_decision_maker_type 2 store_to 54@ // decision\allowed\m_.ped files 
0864: set_interior_at 833.0 9.0 radius 10.0 access 0 
0864: set_interior_at 1291.0 271.0 radius 10.0 access 1 
wait 0 
if 
  88@ == 1 
else_jump @CAT4_2068 
gosub @CAT4_4355 

:CAT4_2068
if 
  89@ == 1 
else_jump @CAT4_2093 
gosub @CAT4_13682 

:CAT4_2093
if 
  90@ == 1 
else_jump @CAT4_2118 
jump @CAT4_18326 

:CAT4_2118
if 
  91@ == 1 
else_jump @CAT4_2143 
jump @CAT4_18296 

:CAT4_2143
return 

:CAT4_2145
if 
  89@ == 1 
else_jump @CAT4_3613 
if 
  93@ == 0 
else_jump @CAT4_2849 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_2842 
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @CAT4_2842 
93@ = 1 
if 
  101@ == 1 
else_jump @CAT4_2248 
94@ = 1000 

:CAT4_2248
if 
875C:   not marker 116@ enabled 
else_jump @CAT4_2280 
02A8: 116@ = create_marker 63 at 67@ 68@ 69@ 

:CAT4_2280
if 
  106@ == 0 
else_jump @CAT4_2821 
if 
  281@ == 1 
else_jump @CAT4_2686 
if 
  102@ > 2 
else_jump @CAT4_2341 
102@ = 0 

:CAT4_2341
if 
  102@ == 2 
else_jump @CAT4_2456 
03CF: load_wav 9889 as 1 

:CAT4_2366
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_2392 
wait 0 
jump @CAT4_2366 

:CAT4_2392
00BC: show_text_highpriority GXT 'CATX_UA' time 10000 flag 1  // ~z~Carl, du bist ein verdammter Idiot!
03D1: play_wav 1 

:CAT4_2412
if 
83D2:   not wav 1 ended 
else_jump @CAT4_2438 
wait 0 
jump @CAT4_2412 

:CAT4_2438
03D5: remove_text 'CATX_UA'  // ~z~Carl, du bist ein verdammter Idiot!
102@ += 1 

:CAT4_2456
if 
  102@ == 1 
else_jump @CAT4_2571 
03CF: load_wav 9890 as 1 

:CAT4_2481
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_2507 
wait 0 
jump @CAT4_2481 

:CAT4_2507
00BC: show_text_highpriority GXT 'CATX_UB' time 10000 flag 1  // ~z~Du Idiot, Carl, du Idiot!
03D1: play_wav 1 

:CAT4_2527
if 
83D2:   not wav 1 ended 
else_jump @CAT4_2553 
wait 0 
jump @CAT4_2527 

:CAT4_2553
03D5: remove_text 'CATX_UB'  // ~z~Du Idiot, Carl, du Idiot!
102@ += 1 

:CAT4_2571
if 
  102@ == 0 
else_jump @CAT4_2686 
03CF: load_wav 9894 as 1 

:CAT4_2596
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_2622 
wait 0 
jump @CAT4_2596 

:CAT4_2622
00BC: show_text_highpriority GXT 'CATX_UF' time 10000 flag 1  // ~z~Carl Johnson, du bist Scheie!
03D1: play_wav 1 

:CAT4_2642
if 
83D2:   not wav 1 ended 
else_jump @CAT4_2668 
wait 0 
jump @CAT4_2642 

:CAT4_2668
03D5: remove_text 'CATX_UF'  // ~z~Carl Johnson, du bist Scheie!
102@ += 1 

:CAT4_2686
if 
  106@ == 0 
else_jump @CAT4_2805 
if 
  99@ == 0 
else_jump @CAT4_2805 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_2805 
if 
80FE:   not actor $ACTOR_CATALINA sphere 0 in_sphere 67@ 68@ 69@ radius 30.0 30.0 30.0 
else_jump @CAT4_2805 
077B: clear_actor $ACTOR_CATALINA acquaintance 1 to_actors_pedtype 6 // see ped.dat 
99@ = 1 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 

:CAT4_2805
00BB: show_text_lowpriority GXT 'CAT4_32' time 5000 flag 1  // ~s~Du hast Fahndungssterne. Begib dich zum ~w~Pay 'n' Spray, um sie loszuwerden.

:CAT4_2821
if 
075C:   marker 115@ enabled 
else_jump @CAT4_2842 
Marker.Disable(115@)

:CAT4_2842
jump @CAT4_3613 

:CAT4_2849
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_3306 
if 
  100@ == 0 
else_jump @CAT4_3094 
if 
00FE:   actor $ACTOR_CATALINA sphere 1 in_sphere 720.5 -466.73 15.72 radius 4.0 4.0 4.0 
else_jump @CAT4_3094 
if 
  100@ == 0 
else_jump @CAT4_3094 
00BC: show_text_highpriority GXT 'CAT4_37' time 5000 flag 1  // ~S~Fahr das Fahrzeug ins ~h~Pay 'n' Spray~s~.
if 
  99@ == 1 
else_jump @CAT4_3087 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_3087 
077B: clear_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 
if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_3032 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_3032
0687: clear_actor $ACTOR_CATALINA task 
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_3071 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: unknown_group $PLAYER_GROUP flag 1 

:CAT4_3071
077A: set_actor $ACTOR_CATALINA acquaintance 1 to_actors_pedtype 6 // see ped.dat 
99@ = 0 

:CAT4_3087
100@ = 1 

:CAT4_3094
if 
  100@ == 1 
else_jump @CAT4_3185 
if 
80FE:   not actor $ACTOR_CATALINA sphere 0 in_sphere 720.5 -460.73 15.72 radius 15.0 15.0 15.0 
else_jump @CAT4_3185 
if 
  100@ == 1 
else_jump @CAT4_3185 
100@ = 0 

:CAT4_3185
if 
  106@ == 0 
else_jump @CAT4_3306 
if 
  99@ == 0 
else_jump @CAT4_3306 
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @CAT4_3306 
if 
80FE:   not actor $ACTOR_CATALINA sphere 0 in_sphere 67@ 68@ 69@ radius 30.0 30.0 30.0 
else_jump @CAT4_3306 
077B: clear_actor $ACTOR_CATALINA acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 
99@ = 1 

:CAT4_3306
if 
   not Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @CAT4_3613 
93@ = 0 
01BD: $6992 = current_time_in_ms 
if 
875C:   not marker 115@ enabled 
else_jump @CAT4_3463 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
Marker.SetColor(115@, 4)
03CF: load_wav 9824 as 1 

:CAT4_3380
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_3406 
wait 0 
jump @CAT4_3380 

:CAT4_3406
00BC: show_text_highpriority GXT 'CATX_DE' time 10000 flag 1  // ~z~Bring uns zurck zum Versteck!
03D1: play_wav 1 

:CAT4_3426
if 
83D2:   not wav 1 ended 
else_jump @CAT4_3452 
wait 0 
jump @CAT4_3426 

:CAT4_3452
03D5: remove_text 'CATX_DE'  // ~z~Bring uns zurck zum Versteck!

:CAT4_3463
if 
075C:   marker 116@ enabled 
else_jump @CAT4_3484 
Marker.Disable(116@)

:CAT4_3484
if 
  99@ == 1 
else_jump @CAT4_3606 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_3606 
077B: clear_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 
if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_3551 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_3551
0687: clear_actor $ACTOR_CATALINA task 
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_3590 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: unknown_group $PLAYER_GROUP flag 1 

:CAT4_3590
077A: set_actor $ACTOR_CATALINA acquaintance 1 to_actors_pedtype 6 // see ped.dat 
99@ = 0 

:CAT4_3606
32@ = 0 

:CAT4_3613
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAT4_4353 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 64@ 65@ 66@ radius 50.0 50.0 50.0 
else_jump @CAT4_4168 
if 
  38@ == 0 
else_jump @CAT4_4150 
03D5: remove_text 'CAT4_01'  // ~s~Geh ins Inside Track Wettbro.
if 
  103@ == 0 
else_jump @CAT4_3765 
39@ = Object.Create(#RIDER1_DOOR, 824.4123, 10.85, 1003.2)
Object.Angle(39@) = 175.0
Object.KeepInMemory(39@) = True
Object.Indestructibility(39@) = False

:CAT4_3765
if 
  103@ == 1 
else_jump @CAT4_3783 

:CAT4_3783
if 
  $6990 == 0 
else_jump @CAT4_3831 
40@ = Object.Create(#KEV_SAFE, 820.5, 9.7, 1003.216)
jump @CAT4_3854 

:CAT4_3831
40@ = Object.Create(#MAN_SAFENEW, 820.5, 9.7, 1003.216)

:CAT4_3854
Object.Angle(40@) = 90.0
if 
  89@ == 1 
else_jump @CAT4_3903 
if 
075C:   marker 115@ enabled 
else_jump @CAT4_3903 
Marker.Disable(115@)

:CAT4_3903
if 
   not 96@ == 0 
else_jump @CAT4_4150 
if 
  88@ == 1 
else_jump @CAT4_4150 
if 
075C:   marker 112@ enabled 
else_jump @CAT4_3962 
Marker.Disable(112@)
00BE: text_clear_all 

:CAT4_3962
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_4150 
0687: clear_actor $ACTOR_CATALINA task 
Actor.PutAt($ACTOR_CATALINA, 823.13, 2.2, 1003.18)
Actor.Angle($ACTOR_CATALINA) = 107.0
0860: link_actor $ACTOR_CATALINA to_interior 3 
0667: AS_actor $ACTOR_CATALINA aim_at 64@ 65@ 66@ 900000 ms 
0575: set_actor $ACTOR_CATALINA pinned_position 0 
097A: play_audio_at 64@ 65@ 66@ event 1155 
03CF: load_wav 9830 as 1 

:CAT4_4067
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_4093 
wait 0 
jump @CAT4_4067 

:CAT4_4093
00BC: show_text_highpriority GXT 'CATX_JE' time 10000 flag 1  // ~z~Wag es nicht, mich sitzen zu lassen, Carl!
03D1: play_wav 1 

:CAT4_4113
if 
83D2:   not wav 1 ended 
else_jump @CAT4_4139 
wait 0 
jump @CAT4_4113 

:CAT4_4139
03D5: remove_text 'CATX_JE'  // ~z~Wag es nicht, mich sitzen zu lassen, Carl!

:CAT4_4150
0581: enable_radar 0 
38@ = 1 
jump @CAT4_4353 

:CAT4_4168
if 
  38@ == 1 
else_jump @CAT4_4353 
if 
03CA:   object 39@ exists 
else_jump @CAT4_4207 
Object.Destroy(39@)

:CAT4_4207
if 
03CA:   object 40@ exists 
else_jump @CAT4_4228 
Object.Destroy(40@)

:CAT4_4228
0395: clear_area 1 at 61@ 62@ 63@ radius 1000.0 
if 
  88@ == 1 
else_jump @CAT4_4342 
if 
875C:   not marker 112@ enabled 
else_jump @CAT4_4342 
018A: 112@ = create_checkpoint_at 61@ 62@ 63@ 
08FB: set_checkpoint 112@ type_to 1 
00BC: show_text_highpriority GXT 'CAT4_16' time 10000 flag 1  // ~s~Zurck zu ~b~Catalina~s~
03E6: remove_text_box 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_4342 
0575: set_actor $ACTOR_CATALINA pinned_position 1 

:CAT4_4342
0581: enable_radar 1 
38@ = 0 

:CAT4_4353
return 

:CAT4_4355
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT4_4406 
41@ = Actor.Car($PLAYER_ACTOR)
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1291.575 269.5648 18.5469 
jump @CAT4_4426 

:CAT4_4406
Actor.PutAt($PLAYER_ACTOR, 1291.575, 269.5648, 18.5469)

:CAT4_4426
Actor.Angle($PLAYER_ACTOR) = 60.0
57@ = Object.Create(#SATCHEL, 1288.141, 267.9079, 18.5469)
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_4480 
Actor.DestroyInstantly($ACTOR_CATALINA)

:CAT4_4480
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CAT4_4493
if 
823D:   not special_actor 5 loaded 
else_jump @CAT4_4519 
wait 0 
jump @CAT4_4493 

:CAT4_4519
$ACTOR_CATALINA = Actor.Create(Special, #SPECIAL05, 1288.277, 268.9509, 18.9469)
09F6: set_actor $ACTOR_CATALINA unjackable_through_driver_seat 0 
Actor.Angle($ACTOR_CATALINA) = 321.0
02A9: set_actor $ACTOR_CATALINA immune_to_nonplayer 1 
0568: set_actor $ACTOR_CATALINA targetable 1 
0A09: set_actor $ACTOR_CATALINA muted 1 // versionB 
if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_4606 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_4606
if 
   not Car.Wrecked(41@)
else_jump @CAT4_4652 
Car.PutAt(41@, 1297.0, 278.0, 18.0)
Car.Angle(41@) = 150.0

:CAT4_4652
06AE: create_group_decision_maker_type 0 store_to 276@ // decision\allowed\mission.grp 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 276@ 
0749: reset_group_decision_maker 276@ event 9 
0749: reset_group_decision_maker 276@ event 41 
060A: create_decision_maker_type 0 store_to 55@ // decision\allowed\m_.ped files 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor $ACTOR_CATALINA decision_maker_to 55@ 
0688: unknown_actor $ACTOR_CATALINA flags 1 1 1 
0708: reset_decision_maker 55@ event 36 
0709: set_decision_maker 55@ on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
07DD: set_actor $ACTOR_CATALINA temper_to 100 // see pedstats.dat 
if 
03CA:   object 57@ exists 
else_jump @CAT4_4821 
070A: AS_actor $ACTOR_CATALINA attach_to_object 57@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 

:CAT4_4821
if 
84EE:   not animation "MISC" loaded 
else_jump @CAT4_4851 
wait 0 
jump @CAT4_4821 

:CAT4_4851
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Camera.SetPosition(1284.625, 257.5731, 23.8334, 0.0, 0.0, 0.0)
Camera.PointAt(1284.508, 258.5662, 23.824, 2)
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1284.625 257.5731 23.8334 position_to 1287.068 258.5688 22.872 time 4500 drop_mode 1 
0920: point_camera 1284.508 258.5662 23.824 transverse_to 1287.18 259.5328 22.6311 time 4500 mode 1 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_5039 
Actor.PutAt($ACTOR_CATALINA, 1288.277, 268.9509, 18.546)
Actor.Angle($ACTOR_CATALINA) = 321.0

:CAT4_5039
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0A0B: set_rendering_origin_at_3D_coord 1284.625 257.5731 23.8334 angle 45.0 
0395: clear_area 1 at 1287.363 257.5327 23.0934 radius 1000.0 
fade 1 1000 

:CAT4_5106
if 
fading 
else_jump @CAT4_5130 
wait 0 
jump @CAT4_5106 

:CAT4_5130
32@ = 0 
33@ = 0 
97@ = 0 

:CAT4_5151
if 
   not 97@ == 10 
else_jump @CAT4_6251 
wait 0 
if 
  97@ == 0 
else_jump @CAT4_5301 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
03CF: load_wav 9001 as 1 

:CAT4_5206
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_5232 
wait 0 
jump @CAT4_5206 

:CAT4_5232
00BC: show_text_highpriority GXT 'CAT2_AB' time 10000 flag 1  // ~z~Du willst ein Wettbro ausrauben?
03D1: play_wav 1 

:CAT4_5252
if 
83D2:   not wav 1 ended 
else_jump @CAT4_5278 
wait 0 
jump @CAT4_5252 

:CAT4_5278
03D5: remove_text 'CAT2_AB'  // ~z~Du willst ein Wettbro ausrauben?
0968: actor $PLAYER_ACTOR stop_mouth 
97@ = 1 

:CAT4_5301
if 
  97@ == 1 
else_jump @CAT4_5367 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_5360 
05D3: AS_actor $ACTOR_CATALINA goto_point 1290.93 269.75 18.5469 mode 4 3000 ms // versionA 

:CAT4_5360
97@ = 2 

:CAT4_5367
if 
  33@ > 3000 
else_jump @CAT4_5599 
if 
  97@ == 2 
else_jump @CAT4_5599 
0925: restore_camera_to_user_defined 
Camera.SetPosition(1292.445, 266.8836, 19.0157, 0.0, 0.0, 0.0)
Camera.PointAt(1291.756, 267.5977, 19.1396, 2)
03CF: load_wav 9002 as 1 

:CAT4_5464
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_5490 
wait 0 
jump @CAT4_5464 

:CAT4_5490
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_5534 
00BC: show_text_highpriority GXT 'CAT2_AC' time 10000 flag 1  // ~z~Ja. Bist du dafr nicht Manns genug?
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:CAT4_5534
if 
83D2:   not wav 1 ended 
else_jump @CAT4_5560 
wait 0 
jump @CAT4_5534 

:CAT4_5560
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_5581 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_5581
03D5: remove_text 'CAT2_AC'  // ~z~Ja. Bist du dafr nicht Manns genug?
97@ = 3 

:CAT4_5599
if 
  97@ == 3 
else_jump @CAT4_5995 
Camera.SetPosition(1300.118, 272.2002, 20.6733, 0.0, 0.0, 0.0)
Camera.PointAt(1299.156, 271.9637, 20.5352, 2)
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_5726 
0605: actor $ACTOR_CATALINA perform_animation_sequence "PASS_RIFLE_PED" IFP_file "MISC" 4.0 loop 0 0 0 0 time -1 // versionA 

:CAT4_5726
03CF: load_wav 9859 as 1 

:CAT4_5733
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_5759 
wait 0 
jump @CAT4_5733 

:CAT4_5759
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_5780 
0687: clear_actor $ACTOR_CATALINA task 

:CAT4_5780
0605: actor $PLAYER_ACTOR perform_animation_sequence "PASS_RIFLE_PLY" IFP_file "MISC" 4.0 loop 0 0 0 0 time -1 // versionA 
if 
03CA:   object 57@ exists 
else_jump @CAT4_5879 
070A: AS_actor $PLAYER_ACTOR attach_to_object 57@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 

:CAT4_5879
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_5903 
0967: actor $ACTOR_CATALINA move_mouth 10000 ms 

:CAT4_5903
00BC: show_text_highpriority GXT 'CATX_RB' time 10000 flag 1  // ~z~Hier, Carl.
03D1: play_wav 1 

:CAT4_5923
if 
83D2:   not wav 1 ended 
else_jump @CAT4_5949 
wait 0 
jump @CAT4_5923 

:CAT4_5949
03D5: remove_text 'CATX_RB'  // ~z~Hier, Carl.
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_5981 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_5981
97@ = 4 
32@ = 0 

:CAT4_5995
if 
  97@ == 4 
else_jump @CAT4_6150 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_6053 
05D3: AS_actor $ACTOR_CATALINA goto_point 1292.81 269.01 18.5469 mode 4 -1 ms // versionA 

:CAT4_6053
97@ = 5 
03CF: load_wav 9031 as 1 

:CAT4_6067
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_6093 
wait 0 
jump @CAT4_6067 

:CAT4_6093
00BC: show_text_highpriority GXT 'CAT2_JA' time 10000 flag 1  // ~z~Rucksackbomben? Wo zum Teufel hast du Rucksackbomben her?
03D1: play_wav 1 

:CAT4_6113
if 
83D2:   not wav 1 ended 
else_jump @CAT4_6139 
wait 0 
jump @CAT4_6113 

:CAT4_6139
03D5: remove_text 'CAT2_JA'  // ~z~Rucksackbomben? Wo zum Teufel hast du Rucksackbomben her?

:CAT4_6150
if 
  97@ == 5 
else_jump @CAT4_6194 
if 
  32@ > 1500 
else_jump @CAT4_6194 
97@ = 10 

:CAT4_6194
if 
  33@ > 10000 
else_jump @CAT4_6220 
97@ = 10 

:CAT4_6220
if 
08D0:   cutscene_skipped 
else_jump @CAT4_6244 
040D: unload_wav 1 
97@ = 10 

:CAT4_6244
jump @CAT4_5151 

:CAT4_6251
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if 
03CA:   object 57@ exists 
else_jump @CAT4_6287 
Object.Destroy(57@)

:CAT4_6287
0925: restore_camera_to_user_defined 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
07FB: set_interior 'GENOTB' access 1  // Inside Track Wettbro
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_6337 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_6337
0968: actor $PLAYER_ACTOR stop_mouth 
if 
   not Car.Wrecked(41@)
else_jump @CAT4_6373 
Car.Health(41@) = 1000
053F: set_car 41@ tires_vulnerability 0 

:CAT4_6373
01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 10 // Load the weapon model before using this 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_6432 
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_6432 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: unknown_group $PLAYER_GROUP flag 0 

:CAT4_6432
02A8: 112@ = create_marker 12 at 61@ 62@ 63@ 
00BC: show_text_highpriority GXT 'CAT4_01' time 10000 flag 1  // ~s~Geh ins Inside Track Wettbro.

:CAT4_6464
if 
   not Model.Available(#KEV_SAFE)
else_jump @CAT4_6491 
wait 0 
jump @CAT4_6464 

:CAT4_6491
if 
   not Model.Available(#MAN_SAFENEW)
else_jump @CAT4_6518 
wait 0 
jump @CAT4_6491 

:CAT4_6518
if or
   not Model.Available(#DESERT_EAGLE)
   not Model.Available(#RIDER1_DOOR)
else_jump @CAT4_6550 
wait 0 
jump @CAT4_6518 

:CAT4_6550
if 
   not 38@ == 1 
else_jump @CAT4_6833 
wait 0 
gosub @CAT4_2145 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 64@ 65@ 66@ radius 50.0 50.0 50.0 
else_jump @CAT4_6628 
gosub @CAT4_16165 

:CAT4_6628
if 
  91@ == 1 
else_jump @CAT4_6648 
return 

:CAT4_6648
if 
0735:   NOP_false 83 
else_jump @CAT4_6686 
88@ = 0 
89@ = 0 
90@ = 1 
return 

:CAT4_6686
041A: 58@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 59@ = actor $PLAYER_ACTOR weapon 40 ammo 
if and
  0 >= 58@ 
  0 >= 59@ 
else_jump @CAT4_6826 
if 
   not 275@ == 1 
else_jump @CAT4_6826 
if 
8356:   not explosion_type 0 in_cube_cornerA 819.55 8.09 1003.4 cornerB 822.27 10.98 1005.72 
else_jump @CAT4_6826 
88@ = 0 
91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_2' time 10000 flag 1  // ~r~Du hast keine Rucksackbomben mehr!
return 

:CAT4_6826
jump @CAT4_6550 

:CAT4_6833
Marker.Disable(112@)
if 
  96@ == 0 
else_jump @CAT4_9015 
if 
  38@ == 1 
else_jump @CAT4_9015 
04EF: release_animation "MISC" 
03EB: clear_small_messages_only 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
00BE: text_clear_all 
Camera.SetPosition(833.5528, 9.9425, 1003.91, 0.0, 0.0, 0.0)
Camera.PointAt(832.7419, 9.3669, 1004.01, 2)
03CF: load_wav 1826 as 3 
53@ = 0 

:CAT4_6962
if 
  6 > 53@ 
else_jump @CAT4_7024 
0376: 46@(53@,6i) = create_random_actor_at 70@(53@,6f) 76@(53@,6f) 82@(53@,6f) 
53@ += 1 
jump @CAT4_6962 

:CAT4_7024
0581: enable_radar 0 
96@ = 1 
32@ = 0 
33@ = 0 
97@ = 0 

:CAT4_7056
if 
   not 97@ == 10 
else_jump @CAT4_8896 
wait 0 
if 
  97@ >= 2 
else_jump @CAT4_7115 
if 
03D2:   wav 3 ended 
else_jump @CAT4_7115 
03D1: play_wav 3 

:CAT4_7115
if 
  97@ == 0 
else_jump @CAT4_7434 
Actor.PutAt($PLAYER_ACTOR, 832.4548, 7.0794, 1003.187)
05D3: AS_actor $PLAYER_ACTOR goto_point 828.2866 8.2237 1003.187 mode 4 5000 ms // versionA 
0395: clear_area 1 at 828.2866 8.2237 1003.187 radius 2.0 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_7427 
Actor.SetImmunities($ACTOR_CATALINA, 0, 0, 1, 0, 0)
Actor.WeaponAccuracy($ACTOR_CATALINA) = 90
0687: clear_actor $ACTOR_CATALINA task 
0860: link_actor $ACTOR_CATALINA to_interior 3 
if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_7276 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_7276
if 
   Actor.Driving($ACTOR_CATALINA)
else_jump @CAT4_7319 
0362: remove_actor $ACTOR_CATALINA from_car_and_place_at 833.5104 4.3569 1003.587 
jump @CAT4_7339 

:CAT4_7319
Actor.PutAt($ACTOR_CATALINA, 833.5104, 4.3569, 1003.187)

:CAT4_7339
08AD: put_actor $ACTOR_CATALINA at 1290.0 270.0 radius 10.0 // interior version 
Actor.Angle($ACTOR_CATALINA) = 107.0
01B2: give_actor $ACTOR_CATALINA weapon 24 ammo 10000 // Load the weapon model before using this 
05D3: AS_actor $ACTOR_CATALINA goto_point 824.3764 3.4945 1003.18 mode 6 -1 ms // versionA 
0395: clear_area 1 at 824.3764 3.4945 1003.18 radius 2.0 

:CAT4_7427
97@ = 1 

:CAT4_7434
if 
  97@ == 1 
else_jump @CAT4_8114 
if 
  32@ > 2000 
else_jump @CAT4_8114 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_8107 
0687: clear_actor $ACTOR_CATALINA task 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 824.3764 3.4945 1003.18 mode 6 3000 ms // versionA 
0667: AS_actor -1 aim_at 64@ 65@ 66@ 5000 ms 
0616: define_AS_pack_end 56@ 
0618: assign_actor $ACTOR_CATALINA to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
$2881 = 1 
03CF: load_wav 9010 as 1 

:CAT4_7569
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_7595 
wait 0 
jump @CAT4_7569 

:CAT4_7595
00BC: show_text_highpriority GXT 'CAT2_DA' time 10000 flag 1  // ~z~Mach die Tr zum Hinterraum auf, sonst puste ich dir die verdammte Visage weg!
03D1: play_wav 1 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_7639 
0967: actor $ACTOR_CATALINA move_mouth 10000 ms 

:CAT4_7639
if 
83D2:   not wav 1 ended 
else_jump @CAT4_7665 
wait 0 
jump @CAT4_7639 

:CAT4_7665
03D5: remove_text 'CAT2_DA'  // ~z~Mach die Tr zum Hinterraum auf, sonst puste ich dir die verdammte Visage weg!
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_7697 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_7697
Camera.SetPosition(829.9543, 8.6043, 1004.892, 0.0, 0.0, 0.0)
Camera.PointAt(829.2075, 7.9448, 1004.806, 2)
06A9: AS_actor $PLAYER_ACTOR look_at_point 824.17 3.95 1007.0 3000 ms 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_7839 
0687: clear_actor $ACTOR_CATALINA task 
Actor.PutAt($ACTOR_CATALINA, 824.3764, 3.4945, 1003.18)
Actor.Angle($ACTOR_CATALINA) = 107.0
0667: AS_actor $ACTOR_CATALINA aim_at 64@ 65@ 66@ 5000 ms 

:CAT4_7839
53@ = 0 

:CAT4_7846
if 
  6 > 53@ 
else_jump @CAT4_7965 
if 
   not Actor.Dead(46@(53@,6i))
else_jump @CAT4_7951 
if or
  53@ == 0 
  53@ == 3 
  53@ == 5 
else_jump @CAT4_7937 
05C4: AS_actor 46@(53@,6i) hands_up 900000 ms 
jump @CAT4_7951 

:CAT4_7937
05C5: AS_actor 46@(53@,6i) cower 900000 ms 

:CAT4_7951
53@ += 1 
jump @CAT4_7846 

:CAT4_7965
03CF: load_wav 9011 as 1 

:CAT4_7972
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_7998 
wait 0 
jump @CAT4_7972 

:CAT4_7998
00BC: show_text_highpriority GXT 'CAT2_DB' time 10000 flag 1  // ~z~Finger weg vom Alarm, sonst leg ich deine Kinder auch noch um!
03D1: play_wav 1 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_8042 
0967: actor $ACTOR_CATALINA move_mouth 10000 ms 

:CAT4_8042
if 
83D2:   not wav 1 ended 
else_jump @CAT4_8068 
wait 0 
jump @CAT4_8042 

:CAT4_8068
03D5: remove_text 'CAT2_DB'  // ~z~Finger weg vom Alarm, sonst leg ich deine Kinder auch noch um!
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_8100 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_8100
32@ = 0 

:CAT4_8107
97@ = 2 

:CAT4_8114
if 
  97@ == 2 
else_jump @CAT4_8346 
if 
  32@ > 500 
else_jump @CAT4_8346 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_8339 
0687: clear_actor $ACTOR_CATALINA task 
05BA: AS_actor $ACTOR_CATALINA move_mouth 900000 ms 
Camera.SetPosition(821.8057, 3.2657, 1005.09, 0.0, 0.0, 0.0)
Camera.PointAt(822.7056, 3.6678, 1004.921, 2)
06A9: AS_actor $PLAYER_ACTOR look_at_point 824.17 3.95 1007.0 3000 ms 
06A9: AS_actor $ACTOR_CATALINA look_at_point 824.17 3.95 1007.0 2000 ms 
0667: AS_actor $ACTOR_CATALINA aim_at 819.55 5.55 1005.59 5000 ms 
097A: play_audio_at 64@ 65@ 66@ event 1155 
00BC: show_text_highpriority GXT 'CAT4_3' time 5000 flag 1  // (ALARMANLAGE)
32@ = 0 

:CAT4_8339
97@ = 3 

:CAT4_8346
if 
  97@ == 3 
else_jump @CAT4_8609 
if 
  32@ > 2000 
else_jump @CAT4_8609 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_8416 
0667: AS_actor $ACTOR_CATALINA aim_at 64@ 65@ 66@ 5000 ms 

:CAT4_8416
03D5: remove_text 'CAT4_3'  // (ALARMANLAGE)
03CF: load_wav 9016 as 1 

:CAT4_8434
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_8460 
wait 0 
jump @CAT4_8434 

:CAT4_8460
00BC: show_text_highpriority GXT 'CAT2_FA' time 10000 flag 1  // ~z~Ich hab dich gewarnt, du dumme Schlampe!
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_8500 
0967: actor $ACTOR_CATALINA move_mouth 10000 ms 

:CAT4_8500
03D1: play_wav 1 

:CAT4_8504
if 
83D2:   not wav 1 ended 
else_jump @CAT4_8530 
wait 0 
jump @CAT4_8504 

:CAT4_8530
03D5: remove_text 'CAT2_FA'  // ~z~Ich hab dich gewarnt, du dumme Schlampe!
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_8562 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_8562
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAT4_8588 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 112.0 

:CAT4_8588
$1798 = 1 
97@ = 4 
32@ = 0 

:CAT4_8609
if 
  97@ == 4 
else_jump @CAT4_8863 
if 
  32@ > 1000 
else_jump @CAT4_8863 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_8856 
0687: clear_actor $ACTOR_CATALINA task 
Camera.SetPosition(829.9543, 8.6043, 1004.892, 0.0, 0.0, 0.0)
Camera.PointAt(829.2075, 7.9448, 1004.806, 2)
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_8766 
if 
   not Actor.Dead(46@(52@,6i))
else_jump @CAT4_8766 
05E2: AS_actor $ACTOR_CATALINA kill_actor 46@(52@,6i) 

:CAT4_8766
03CF: load_wav 9017 as 1 

:CAT4_8773
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_8799 
wait 0 
jump @CAT4_8773 

:CAT4_8799
00BB: show_text_lowpriority GXT 'CAT2_FB' time 10000 flag 1  // ~z~Verdammte verbldete Schlampe!
03D1: play_wav 1 

:CAT4_8819
if 
83D2:   not wav 1 ended 
else_jump @CAT4_8845 
wait 0 
jump @CAT4_8819 

:CAT4_8845
03D5: remove_text 'CAT2_FB'  // ~z~Verdammte verbldete Schlampe!

:CAT4_8856
97@ = 5 

:CAT4_8863
if 
  33@ > 17000 
else_jump @CAT4_8889 
97@ = 10 

:CAT4_8889
jump @CAT4_7056 

:CAT4_8896
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAT4_9015 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_8962 
0667: AS_actor $ACTOR_CATALINA aim_at 64@ 65@ 66@ 900000 ms 

:CAT4_8962
041A: 59@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 60@ = actor $PLAYER_ACTOR weapon 39 ammo 
96@ = 1 
$1798 = 1 
32@ = 0 
33@ = 0 
01BD: $6992 = current_time_in_ms 

:CAT4_9015
33@ = 0 

:CAT4_9022
if 
   not 117@ == 1 
else_jump @CAT4_13666 
wait 0 
041A: 58@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 59@ = actor $PLAYER_ACTOR weapon 40 ammo 
if and
  0 >= 58@ 
  0 >= 59@ 
else_jump @CAT4_9184 
if 
   not 275@ == 1 
else_jump @CAT4_9184 
if 
8356:   not explosion_type 0 in_cube_cornerA 819.55 8.09 1003.4 cornerB 822.27 10.98 1005.72 
else_jump @CAT4_9184 
88@ = 0 
91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_2' time 5000 flag 1  // ~r~Du hast keine Rucksackbomben mehr!
return 

:CAT4_9184
if 
   Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_9232 
88@ = 0 
91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina ist tot!
return 

:CAT4_9232
if 
  108@ == 0 
else_jump @CAT4_9275 
03E5: show_text_box 'CAT4_43'  // Drcke ~k~~PED_FIREWEAPON~, um die ~h~Rucksackbombe~w~ zu werfen. Je lnger du ~k~~PED_FIREWEAPON~ gedrckt hltst, desto weiter der Wurf.
108@ = 1 
33@ = 0 

:CAT4_9275
if 
  108@ == 1 
else_jump @CAT4_9342 
if 
  33@ > 6000 
else_jump @CAT4_9342 
00BC: show_text_highpriority GXT 'CAT4_42' time 6000 flag 1  // ~S~Spreng die Tr mit einer Rucksackbombe auf.
108@ = 2 
33@ = 0 

:CAT4_9342
if 
  2 >= 108@ 
else_jump @CAT4_9413 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 39 
else_jump @CAT4_9413 
if 
001D:   60@ > 58@ // (int) 
else_jump @CAT4_9413 
03E6: remove_text_box 
108@ = 3 
33@ = 0 

:CAT4_9413
if 
  108@ == 3 
else_jump @CAT4_9491 
if 
  33@ > 1500 
else_jump @CAT4_9491 
00BC: show_text_highpriority GXT 'CAT4_44' time 6000 flag 1  // ~s~Begib dich in sichere Entfernung von der platzierten Rucksackbombe.
03E5: show_text_box 'CAT4_45'  // Ist die ~h~Rucksackbombe~w~ angebracht, whle den ~h~Fernznder~w~ aus dem Waffeninventar und drcke ~k~~PED_FIREWEAPON~, um sie zu znden.
108@ = 4 
33@ = 0 

:CAT4_9491
if 
  4 >= 108@ 
else_jump @CAT4_9598 
if 
03CA:   object 39@ exists 
else_jump @CAT4_9598 
if 
07F0:   in_sphere 824.4123 10.8 1003.2 radius 10.0 damaged_object_with_model #RIDER1_DOOR 
else_jump @CAT4_9598 
if 
  33@ > 500 
else_jump @CAT4_9598 
03EB: clear_small_messages_only 
03E6: remove_text_box 
108@ = 5 
33@ = 0 

:CAT4_9598
if 
  108@ == 5 
else_jump @CAT4_9783 
03E6: remove_text_box 
03CF: load_wav 9012 as 1 

:CAT4_9625
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_9651 
wait 0 
jump @CAT4_9625 

:CAT4_9651
00BB: show_text_lowpriority GXT 'CAT2_DC' time 10000 flag 1  // ~z~Los! Geh rein und mach den Safe auf!
03D1: play_wav 1 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_9695 
0967: actor $ACTOR_CATALINA move_mouth 10000 ms 

:CAT4_9695
if 
83D2:   not wav 1 ended 
else_jump @CAT4_9721 
wait 0 
jump @CAT4_9695 

:CAT4_9721
03D5: remove_text 'CAT2_DC'  // ~z~Los! Geh rein und mach den Safe auf!
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_9753 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_9753
00BC: show_text_highpriority GXT 'CAT4_46' time 10000 flag 1  // ffne den Safe mit einer ~h~Rucksackbombe~w~.
108@ = 6 
33@ = 0 

:CAT4_9783
if 
  38@ == 1 
else_jump @CAT4_10826 
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
if 
  94@ == 0 
else_jump @CAT4_9844 
94@ = 1 
01BD: $6992 = current_time_in_ms 

:CAT4_9844
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
if 
  94@ == 1 
else_jump @CAT4_10003 
94@ = 2 
03CF: load_wav 9018 as 1 

:CAT4_9889
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_9915 
wait 0 
jump @CAT4_9889 

:CAT4_9915
03D1: play_wav 1 

:CAT4_9919
if 
83D2:   not wav 1 ended 
else_jump @CAT4_9945 
wait 0 
jump @CAT4_9919 

:CAT4_9945
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_9998 
0687: clear_actor $ACTOR_CATALINA task 
if 
   not Actor.Dead(46@(52@,6i))
else_jump @CAT4_9998 
05E2: AS_actor $ACTOR_CATALINA kill_actor 46@(52@,6i) 

:CAT4_9998
01BD: $6992 = current_time_in_ms 

:CAT4_10003
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
if 
  94@ == 2 
else_jump @CAT4_10109 
94@ = 3 
03CF: load_wav 9877 as 1 

:CAT4_10048
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_10074 
wait 0 
jump @CAT4_10048 

:CAT4_10074
03D1: play_wav 1 

:CAT4_10078
if 
83D2:   not wav 1 ended 
else_jump @CAT4_10104 
wait 0 
jump @CAT4_10078 

:CAT4_10104
01BD: $6992 = current_time_in_ms 

:CAT4_10109
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
if 
  94@ == 3 
else_jump @CAT4_10234 
if 
  $6991 > 5000 
else_jump @CAT4_10234 
94@ = 4 
03CF: load_wav 9014 as 1 

:CAT4_10173
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_10199 
wait 0 
jump @CAT4_10173 

:CAT4_10199
03D1: play_wav 1 

:CAT4_10203
if 
83D2:   not wav 1 ended 
else_jump @CAT4_10229 
wait 0 
jump @CAT4_10203 

:CAT4_10229
01BD: $6992 = current_time_in_ms 

:CAT4_10234
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
if 
  94@ == 4 
else_jump @CAT4_10359 
if 
  $6991 > 10000 
else_jump @CAT4_10359 
94@ = 5 
03CF: load_wav 9013 as 1 

:CAT4_10298
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_10324 
wait 0 
jump @CAT4_10298 

:CAT4_10324
03D1: play_wav 1 

:CAT4_10328
if 
83D2:   not wav 1 ended 
else_jump @CAT4_10354 
wait 0 
jump @CAT4_10328 

:CAT4_10354
01BD: $6992 = current_time_in_ms 

:CAT4_10359
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
if 
  94@ == 5 
else_jump @CAT4_10421 
if 
  $6991 > 10000 
else_jump @CAT4_10421 
94@ = 6 
01BD: $6992 = current_time_in_ms 

:CAT4_10421
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
if 
  94@ > 1 
else_jump @CAT4_10826 
if 
  2 > 52@ 
else_jump @CAT4_10826 
if 
   Actor.Dead(46@(52@,6i))
else_jump @CAT4_10826 
Actor.RemoveReferences(46@(52@,6i))
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_10826 
if 
82E0:   not actor $ACTOR_CATALINA aggressive 
else_jump @CAT4_10826 
52@ += 1 
if 
  2 > 52@ 
else_jump @CAT4_10802 
0687: clear_actor $ACTOR_CATALINA task 
if 
   not Actor.Dead(46@(52@,6i))
else_jump @CAT4_10593 
05E2: AS_actor $ACTOR_CATALINA kill_actor 46@(52@,6i) 

:CAT4_10593
if 
  52@ == 2 
else_jump @CAT4_10674 
03CF: load_wav 9872 as 1 

:CAT4_10618
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_10644 
wait 0 
jump @CAT4_10618 

:CAT4_10644
03D1: play_wav 1 

:CAT4_10648
if 
83D2:   not wav 1 ended 
else_jump @CAT4_10674 
wait 0 
jump @CAT4_10648 

:CAT4_10674
if 
  52@ == 4 
else_jump @CAT4_10755 
03CF: load_wav 9877 as 1 

:CAT4_10699
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_10725 
wait 0 
jump @CAT4_10699 

:CAT4_10725
03D1: play_wav 1 

:CAT4_10729
if 
83D2:   not wav 1 ended 
else_jump @CAT4_10755 
wait 0 
jump @CAT4_10729 

:CAT4_10755
if 
  52@ == 5 
else_jump @CAT4_10795 
03CF: load_wav 9884 as 1 
00BC: show_text_highpriority GXT 'CATX_TQ' time 100 flag 1  // ~z~Und wer will mich jetzt?

:CAT4_10795
jump @CAT4_10826 

:CAT4_10802
0687: clear_actor $ACTOR_CATALINA task 
0667: AS_actor $ACTOR_CATALINA aim_at 64@ 65@ 66@ 900000 ms 

:CAT4_10826
gosub @CAT4_2145 
if 
0356:   explosion_type 0 in_cube_cornerA 820.3084 -1.6925 1003.278 cornerB 828.8 4.7199 1008.079 
else_jump @CAT4_10901 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_10901 
Actor.Health($ACTOR_CATALINA) = 0

:CAT4_10901
if 
  103@ == 0 
else_jump @CAT4_11151 
if 
0356:   explosion_type 0 in_cube_cornerA 823.89 8.99 1000.4 cornerB 826.18 11.98 1009.72 
else_jump @CAT4_11018 
Object.Indestructibility(39@) = True
Object.KeepInMemory(39@) = False
0723: break_object 39@ intensity 1 
071F: set_object 39@ health_to 0 
103@ = 1 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 

:CAT4_11018
if 
03CA:   object 39@ exists 
else_jump @CAT4_11151 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 39 
else_jump @CAT4_11151 
if 
0356:   explosion_type 0 in_cube_cornerA 823.89 8.99 1000.4 cornerB 826.18 11.98 1009.72 
else_jump @CAT4_11151 
Object.Indestructibility(39@) = True
Object.KeepInMemory(39@) = False
0723: break_object 39@ intensity 1 
071F: set_object 39@ health_to 0 
103@ = 1 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 

:CAT4_11151
if 
  103@ == 1 
else_jump @CAT4_11336 
if 
0356:   explosion_type 0 in_cube_cornerA 819.55 8.09 1003.4 cornerB 822.27 10.98 1005.72 
else_jump @CAT4_11336 
03E6: remove_text_box 
00BE: text_clear_all 
$6990 = 1 
Model.Destroy(#RIDER1_DOOR)
07FB: set_interior 'GENOTB' access 0  // Inside Track Wettbro
if 
  275@ == 0 
else_jump @CAT4_11275 
275@ = 1 
32@ = 0 

:CAT4_11275
Object.Destroy(40@)
40@ = Object.Create(#MAN_SAFENEW, 820.5, 9.7, 1003.216)
Object.Angle(40@) = 90.0
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_11336 
0575: set_actor $ACTOR_CATALINA pinned_position 0 

:CAT4_11336
if 
  275@ == 1 
else_jump @CAT4_13659 
if 
  32@ > 500 
else_jump @CAT4_13659 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 
53@ = 4 

:CAT4_11399
if 
  6 > 53@ 
else_jump @CAT4_11440 
Actor.RemoveReferences(46@(53@,6i))
53@ += 1 
jump @CAT4_11399 

:CAT4_11440
if 
03CA:   object 39@ exists 
else_jump @CAT4_11461 
Object.Destroy(39@)

:CAT4_11461
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Camera.SetPosition(823.9662, 11.5153, 1005.81, 0.0, 0.0, 0.0)
Camera.PointAt(823.2487, 11.0891, 1005.26, 2)
Actor.PutAt($PLAYER_ACTOR, 824.8268, 10.0672, 1003.187)
Actor.Angle($PLAYER_ACTOR) = 100.0
0860: link_actor $PLAYER_ACTOR to_interior 3 
select_interior 3 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_11643 
0687: clear_actor $ACTOR_CATALINA task 
Actor.PutAt($ACTOR_CATALINA, 827.95, 9.21, 1003.13)
Actor.Angle($ACTOR_CATALINA) = 93.0
077A: set_actor $ACTOR_CATALINA acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 
99@ = 0 

:CAT4_11643
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
0395: clear_area 1 at 824.8268 10.0672 1003.187 radius 1000.0 
04ED: load_animation "BOMBER" 

:CAT4_11690
if 
84EE:   not animation "BOMBER" loaded 
else_jump @CAT4_11722 
wait 0 
jump @CAT4_11690 

:CAT4_11722
05C5: AS_actor $PLAYER_ACTOR cower 3000 ms 
32@ = 0 
33@ = 0 
97@ = 0 

:CAT4_11751
if 
   not 97@ == 10 
else_jump @CAT4_13153 
wait 0 
if 
  97@ == 0 
else_jump @CAT4_11817 
if 
  32@ > 2000 
else_jump @CAT4_11817 
97@ = 1 

:CAT4_11817
if 
  97@ == 1 
else_jump @CAT4_12236 
if 
  32@ > 2000 
else_jump @CAT4_12236 
Actor.PutAt($PLAYER_ACTOR, 824.8268, 10.0672, 1003.187)
Actor.Angle($PLAYER_ACTOR) = 100.0
0860: link_actor $PLAYER_ACTOR to_interior 3 
select_interior 3 
97@ = 2 
05D3: AS_actor $PLAYER_ACTOR goto_point 821.3832 9.7296 1003.195 mode 4 -1 ms // versionA 
if 
   not Car.Wrecked(41@)
else_jump @CAT4_12009 
Car.LockInCurrentPosition(41@) = True
0338: set_car 41@ visibility 1 
Car.SetImmunities(41@, 0, 0, 0, 0, 0)
Car.Health(41@) = 1500
Car.PutAt(41@, 1297.0, 278.0, 18.0)
Car.Angle(41@) = 150.0

:CAT4_12009
Model.Load(#COPCARRU)
Model.Load(#CSHER)
Model.Load(#COLT45)

:CAT4_12024
if or
   not Model.Available(#COPCARRU)
   not Model.Available(#CSHER)
   not Model.Available(#COLT45)
else_jump @CAT4_12061 
wait 0 
jump @CAT4_12024 

:CAT4_12061
34@ = Car.Create(#COPCARRU, 1296.038, 251.8959, 18.4002)
35@ = Car.Create(#COPCARRU, 1301.326, 265.0127, 18.4007)
36@ = Car.Create(#COPCARRU, 1308.398, 278.7967, 18.546)
Car.Angle(34@) = 11.7173
Car.Angle(35@) = 70.3422
Car.Angle(36@) = 119.5617
0129: 43@ = create_actor_pedtype 6 model #CSHER in_car 34@ driverseat 
01B2: give_actor 43@ weapon 22 ammo 1000 // Load the weapon model before using this 
0129: 44@ = create_actor_pedtype 6 model #CSHER in_car 35@ driverseat 
01B2: give_actor 44@ weapon 22 ammo 1000 // Load the weapon model before using this 
0129: 45@ = create_actor_pedtype 6 model #CSHER in_car 36@ driverseat 
01B2: give_actor 45@ weapon 22 ammo 1000 // Load the weapon model before using this 
32@ = 0 

:CAT4_12236
if 
  97@ == 2 
else_jump @CAT4_12718 
if 
  32@ > 2000 
else_jump @CAT4_12718 
Camera.SetPosition(819.5102, 10.5367, 1004.439, 0.0, 0.0, 0.0)
Camera.PointAt(820.4842, 10.324, 1004.362, 2)
0615: define_AS_pack_begin 56@ 
0605: actor -1 perform_animation_sequence "BOM_PLANT_IN" IFP_file "BOMBER" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor -1 perform_animation_sequence "BOM_PLANT_LOOP" IFP_file "BOMBER" 4.0 loop 0 0 0 0 time 5000 // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CAT4_12458 
0967: actor $PLAYER_ACTOR move_mouth 100000 ms 

:CAT4_12458
03CF: load_wav 9019 as 1 

:CAT4_12465
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_12491 
wait 0 
jump @CAT4_12465 

:CAT4_12491
00BC: show_text_highpriority GXT 'CAT2_GA' time 10000 flag 1  // ~z~Okay, ich hab's!
03D1: play_wav 1 

:CAT4_12511
if 
83D2:   not wav 1 ended 
else_jump @CAT4_12537 
wait 0 
jump @CAT4_12511 

:CAT4_12537
03D5: remove_text 'CAT2_GA'  // ~z~Okay, ich hab's!
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CAT4_12569 
0968: actor $PLAYER_ACTOR stop_mouth 

:CAT4_12569
03CF: load_wav 9020 as 1 

:CAT4_12576
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_12602 
wait 0 
jump @CAT4_12576 

:CAT4_12602
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_12626 
0967: actor $ACTOR_CATALINA move_mouth 10000 ms 

:CAT4_12626
00BC: show_text_highpriority GXT 'CAT2_GB' time 10000 flag 1  // ~z~Wurde auch Zeit, verdammt! Du bist ein verdammter Lahmarsch!
03D1: play_wav 1 

:CAT4_12646
if 
83D2:   not wav 1 ended 
else_jump @CAT4_12672 
wait 0 
jump @CAT4_12646 

:CAT4_12672
03D5: remove_text 'CAT2_GB'  // ~z~Wurde auch Zeit, verdammt! Du bist ein verdammter Lahmarsch!
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_12704 
0968: actor $ACTOR_CATALINA stop_mouth 

:CAT4_12704
32@ = 0 
97@ = 3 

:CAT4_12718
if 
  97@ == 3 
else_jump @CAT4_13055 
if 
  32@ > 1000 
else_jump @CAT4_13055 
Camera.SetPosition(832.2155, 11.3956, 1003.388, 0.0, 0.0, 0.0)
Camera.PointAt(831.3511, 10.9217, 1003.557, 2)
03CF: load_wav 9021 as 1 

:CAT4_12813
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_12839 
wait 0 
jump @CAT4_12813 

:CAT4_12839
0615: define_AS_pack_begin 56@ 
05D4: AS_actor -1 rotate_angle 10.0 
05D3: AS_actor -1 goto_point 833.0 10.0 1003.0 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_12939 
0687: clear_actor $ACTOR_CATALINA task 
05D3: AS_actor $ACTOR_CATALINA goto_point 834.0 7.0 1003.0 mode 6 -1 ms // versionA 

:CAT4_12939
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CAT4_12963 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:CAT4_12963
00BC: show_text_highpriority GXT 'CAT2_GC' time 10000 flag 1  // ~z~Wie du meinst. Hauen wir ab!
03D1: play_wav 1 

:CAT4_12983
if 
83D2:   not wav 1 ended 
else_jump @CAT4_13009 
wait 0 
jump @CAT4_12983 

:CAT4_13009
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CAT4_13030 
0968: actor $PLAYER_ACTOR stop_mouth 

:CAT4_13030
03D5: remove_text 'CAT2_GC'  // ~z~Wie du meinst. Hauen wir ab!
32@ = 0 
97@ = 4 

:CAT4_13055
if 
  97@ == 4 
else_jump @CAT4_13120 
fade 0 1000 

:CAT4_13080
if 
fading 
else_jump @CAT4_13104 
wait 0 
jump @CAT4_13080 

:CAT4_13104
08F6: restore_player_group 
32@ = 0 
97@ = 5 

:CAT4_13120
if 
  33@ > 14800 
else_jump @CAT4_13146 
97@ = 10 

:CAT4_13146
jump @CAT4_11751 

:CAT4_13153
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, 1292.721, 271.0581, 18.5469)
08AD: put_actor $PLAYER_ACTOR at 833.0 9.0 radius 10.0 // interior version 
Camera.SetAtPos(1292.721, 271.0581, 18.5469)
Actor.Angle($PLAYER_ACTOR) = 333.0
if 
   Actor.HasWeapon($PLAYER_ACTOR, 40)
else_jump @CAT4_13249 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 40 

:CAT4_13249
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_13351 
Actor.PutAt($ACTOR_CATALINA, 1292.66, 275.2182, 18.5547)
Actor.Angle($ACTOR_CATALINA) = 340.1134
039E: set_actor $ACTOR_CATALINA locked 1 while_in_car 
0526: set_actor $ACTOR_CATALINA stay_in_car 1 
Actor.SetImmunities($ACTOR_CATALINA, 0, 0, 0, 0, 0)
08AD: put_actor $ACTOR_CATALINA at 833.0 9.0 radius 10.0 // interior version 
0860: link_actor $ACTOR_CATALINA to_interior 0 

:CAT4_13351
0395: clear_area 1 at 1292.721 271.0581 18.5469 radius 1000.0 
fade 1 1000 
if 
   not Car.Wrecked(41@)
else_jump @CAT4_13532 
if 
0431:   car 41@ passenger_seat_free 0 
else_jump @CAT4_13484 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_13477 
05CA: AS_actor $ACTOR_CATALINA enter_car 41@ passenger_seat 0 -1 ms 
if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_13470 
0940: unknown_group $PLAYER_GROUP flag 0 

:CAT4_13470
106@ = 1 

:CAT4_13477
jump @CAT4_13525 

:CAT4_13484
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_13518 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: unknown_group $PLAYER_GROUP flag 1 

:CAT4_13518
106@ = 0 

:CAT4_13525
jump @CAT4_13566 

:CAT4_13532
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_13566 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: unknown_group $PLAYER_GROUP flag 1 

:CAT4_13566
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
04EF: release_animation "BOMBER" 
0581: enable_radar 1 
Object.Destroy(39@)
Object.Destroy(40@)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
Model.Destroy(#MAN_SAFENEW)
Model.Destroy(#KEV_SAFE)
041E: set_radio_station 1 
117@ = 1 
Marker.Disable(112@)
88@ = 0 
89@ = 1 

:CAT4_13659
jump @CAT4_9022 

:CAT4_13666
88@ = 0 
89@ = 1 
return 

:CAT4_13682
281@ = 0 
277@ = 872.9051 
278@ = -30.3161 
279@ = 62.1893 
01EB: set_traffic_density_multiplier_to 0.0 
gosub @CAT4_2145 

:CAT4_13733
if 
   not 90@ == 1 
else_jump @CAT4_16144 
wait 0 
gosub @CAT4_2145 
if 
  98@ == 0 
else_jump @CAT4_14479 
if 
  38@ == 0 
else_jump @CAT4_14479 
Player.WantedLevel($PLAYER_CHAR) = 4
94@ = 4 
0581: enable_radar 1 
Actor.Angle($PLAYER_ACTOR) = 333.0
Camera.SetBehindPlayer
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_14211 
Actor.WeaponAccuracy($ACTOR_CATALINA) = 100
if 
   not Car.Wrecked(41@)
else_jump @CAT4_14121 
42@ = Car.Model(41@)
if and
0431:   car 41@ passenger_seat_free 0 
0A01:   model 42@ minimum_4wheels_vehicle 
else_jump @CAT4_14024 
039E: set_actor $ACTOR_CATALINA locked 1 while_in_car 
0526: set_actor $ACTOR_CATALINA stay_in_car 1 
114@ = Marker.CreateAboveCar(41@)
07E0: set_marker 114@ type_to 1 
03CF: load_wav 9813 as 1 

:CAT4_13934
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_13960 
wait 0 
jump @CAT4_13934 

:CAT4_13960
00BC: show_text_highpriority GXT 'CATX_BF' time 10000 flag 1  // ~z~Steig in das verdammte Auto!
03D1: play_wav 1 

:CAT4_13980
if 
83D2:   not wav 1 ended 
else_jump @CAT4_14006 
wait 0 
jump @CAT4_13980 

:CAT4_14006
03D5: remove_text 'CATX_BF'  // ~z~Steig in das verdammte Auto!
jump @CAT4_14114 

:CAT4_14024
03CF: load_wav 9847 as 1 

:CAT4_14031
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_14057 
wait 0 
jump @CAT4_14031 

:CAT4_14057
00BC: show_text_highpriority GXT 'CATX_NA' time 10000 flag 1  // ~z~Carl, besorg uns verdammt noch mal einen fahrbaren Untersatz!
03D1: play_wav 1 

:CAT4_14077
if 
83D2:   not wav 1 ended 
else_jump @CAT4_14103 
wait 0 
jump @CAT4_14077 

:CAT4_14103
03D5: remove_text 'CATX_NA'  // ~z~Carl, besorg uns verdammt noch mal einen fahrbaren Untersatz!

:CAT4_14114
jump @CAT4_14211 

:CAT4_14121
03CF: load_wav 9847 as 1 

:CAT4_14128
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_14154 
wait 0 
jump @CAT4_14128 

:CAT4_14154
00BC: show_text_highpriority GXT 'CATX_NA' time 10000 flag 1  // ~z~Carl, besorg uns verdammt noch mal einen fahrbaren Untersatz!
03D1: play_wav 1 

:CAT4_14174
if 
83D2:   not wav 1 ended 
else_jump @CAT4_14200 
wait 0 
jump @CAT4_14174 

:CAT4_14200
03D5: remove_text 'CATX_NA'  // ~z~Carl, besorg uns verdammt noch mal einen fahrbaren Untersatz!

:CAT4_14211
if 
   not Actor.Dead(43@)
else_jump @CAT4_14298 
if 
   not Car.Wrecked(34@)
else_jump @CAT4_14298 
0615: define_AS_pack_begin 56@ 
05CD: AS_actor -1 exit_car 34@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 56@ 
0618: assign_actor 43@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
060B: set_actor 43@ decision_maker_to 54@ 

:CAT4_14298
if 
   not Actor.Dead(44@)
else_jump @CAT4_14385 
if 
   not Car.Wrecked(35@)
else_jump @CAT4_14385 
0615: define_AS_pack_begin 56@ 
05CD: AS_actor -1 exit_car 35@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 56@ 
0618: assign_actor 44@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
060B: set_actor 44@ decision_maker_to 54@ 

:CAT4_14385
if 
   not Actor.Dead(45@)
else_jump @CAT4_14472 
if 
   not Car.Wrecked(36@)
else_jump @CAT4_14472 
0615: define_AS_pack_begin 56@ 
05CD: AS_actor -1 exit_car 36@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 56@ 
0618: assign_actor 45@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
060B: set_actor 45@ decision_maker_to 54@ 

:CAT4_14472
98@ = 1 

:CAT4_14479
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_15083 
if 
  98@ == 1 
else_jump @CAT4_14618 
Car.RemoveReferences(34@)
Car.RemoveReferences(35@)
Car.RemoveReferences(36@)
Actor.RemoveReferences(43@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
Car.RemoveReferences(41@)
98@ = 2 
if 
075C:   marker 115@ enabled 
else_jump @CAT4_14576 
Marker.Disable(115@)

:CAT4_14576
if 
075C:   marker 116@ enabled 
else_jump @CAT4_14597 
Marker.Disable(116@)

:CAT4_14597
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
98@ = 2 

:CAT4_14618
if 
  98@ == 2 
else_jump @CAT4_14915 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT4_14915 
98@ = 3 
281@ = 1 
if 
075C:   marker 114@ enabled 
else_jump @CAT4_14687 
Marker.Disable(114@)

:CAT4_14687
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_14721 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: unknown_group $PLAYER_GROUP flag 1 

:CAT4_14721
if 
   not Car.Wrecked(41@)
else_jump @CAT4_14759 
Car.LockInCurrentPosition(41@) = False
Car.SetImmunities(41@, 0, 0, 0, 0, 0)

:CAT4_14759
if 
  93@ == 0 
else_jump @CAT4_14814 
if 
875C:   not marker 115@ enabled 
else_jump @CAT4_14814 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
Marker.SetColor(115@, 4)

:CAT4_14814
if 
  93@ == 1 
else_jump @CAT4_14915 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_14915 
if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_14915 
if 
875C:   not marker 116@ enabled 
else_jump @CAT4_14915 
02A8: 116@ = create_marker 63 at 67@ 68@ 69@ 
00BC: show_text_highpriority GXT 'CAT4_32' time 5000 flag 1  // ~s~Du hast Fahndungssterne. Begib dich zum ~w~Pay 'n' Spray, um sie loszuwerden.

:CAT4_14915
if 
  98@ == 3 
else_jump @CAT4_15031 
gosub @CAT4_16165 
if 
  91@ == 1 
else_jump @CAT4_14960 
return 

:CAT4_14960
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_15031 
if 
   Actor.Driving($ACTOR_CATALINA)
else_jump @CAT4_15031 
077B: clear_actor $ACTOR_CATALINA acquaintance 1 to_actors_pedtype 6 // see ped.dat 
99@ = 1 
077A: set_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 
106@ = 0 
98@ = 4 

:CAT4_15031
if 
  98@ == 4 
else_jump @CAT4_15076 
gosub @CAT4_16165 
if 
  91@ == 1 
else_jump @CAT4_15076 
return 

:CAT4_15076
jump @CAT4_15115 

:CAT4_15083
89@ = 0 
91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina ist tot!
return 

:CAT4_15115
if 
  93@ == 0 
else_jump @CAT4_16137 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 277@ 278@ 279@ radius 4.0 4.0 4.0 
else_jump @CAT4_15175 

:CAT4_15175
if 
   Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_15230 
89@ = 0 
91@ = 1 
90@ = 0 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina ist tot!
return 

:CAT4_15230
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_15369 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CAT4_15369 
if 
   Actor.Driving($ACTOR_CATALINA)
else_jump @CAT4_15369 
if and
  94@ >= 4 
002D:   110@ >= 94@ // (int) 
else_jump @CAT4_15369 
if 
  94@ == 4 
else_jump @CAT4_15362 
04E2: NOP $PLAYER_CHAR 1 
if 
  32@ > 10000 
else_jump @CAT4_15355 
gosub @CAT4_16800 

:CAT4_15355
jump @CAT4_15369 

:CAT4_15362
gosub @CAT4_16800 

:CAT4_15369
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_16137 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 277@ 278@ 279@ radius 4.0 4.0 4.0 
00FE:   actor $ACTOR_CATALINA sphere 0 in_sphere 277@ 278@ 279@ radius 10.0 10.0 10.0 
else_jump @CAT4_16137 
90@ = 1 
91@ = 0 
if 
0100:   actor $PLAYER_ACTOR in_sphere 277@ 278@ 279@ radius 10.0 10.0 10.0 sphere 1 in_car 
else_jump @CAT4_15544 
Player.CanMove($PLAYER_CHAR) = False
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:CAT4_15544
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
32@ = 0 
33@ = 0 
97@ = 0 

:CAT4_15576
if 
   not 97@ == 10 
else_jump @CAT4_16117 
wait 0 
0395: clear_area 1 at 866.7373 -24.0333 64.9955 radius 1000.0 
if 
  97@ == 0 
else_jump @CAT4_15792 
97@ = 1 
Camera.SetPosition(866.3945, -23.1135, 65.1866, 0.0, 0.0, 0.0)
Camera.PointAt(866.7373, -24.0333, 64.9955, 2)
040D: unload_wav 1 
03CF: load_wav 9007 as 1 

:CAT4_15709
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_15735 
wait 0 
jump @CAT4_15709 

:CAT4_15735
00BC: show_text_highpriority GXT 'CAT2_CA' time 10000 flag 1  // ~z~Du beeindruckst mich, Carl Johnson!
03D1: play_wav 1 

:CAT4_15755
if 
83D2:   not wav 1 ended 
else_jump @CAT4_15781 
wait 0 
jump @CAT4_15755 

:CAT4_15781
03D5: remove_text 'CAT2_CA'  // ~z~Du beeindruckst mich, Carl Johnson!

:CAT4_15792
if 
  97@ == 1 
else_jump @CAT4_15907 
97@ = 2 
03CF: load_wav 9860 as 1 

:CAT4_15824
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_15850 
wait 0 
jump @CAT4_15824 

:CAT4_15850
00BC: show_text_highpriority GXT 'CATX_RC' time 10000 flag 1  // ~z~Hier ist dein Anteil, Groer.
03D1: play_wav 1 

:CAT4_15870
if 
83D2:   not wav 1 ended 
else_jump @CAT4_15896 
wait 0 
jump @CAT4_15870 

:CAT4_15896
03D5: remove_text 'CATX_RC'  // ~z~Hier ist dein Anteil, Groer.

:CAT4_15907
if 
  97@ == 2 
else_jump @CAT4_16000 
97@ = 3 
32@ = 0 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_16000 
if 
06EE:   actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_15979 
06C9: remove_actor $ACTOR_CATALINA from_group 

:CAT4_15979
if 
   Actor.Driving($ACTOR_CATALINA)
else_jump @CAT4_16000 
0633: AS_actor $ACTOR_CATALINA exit_car 

:CAT4_16000
if 
  97@ == 3 
else_jump @CAT4_16084 
if 
  1500 > 32@ 
else_jump @CAT4_16084 
97@ = 4 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_16084 
05D3: AS_actor $ACTOR_CATALINA goto_point 869.84 -26.24 63.1797 mode 4 -1 ms // versionA 

:CAT4_16084
if 
  33@ > 7000 
else_jump @CAT4_16110 
97@ = 10 

:CAT4_16110
jump @CAT4_15576 

:CAT4_16117
Actor.DestroyInstantly($ACTOR_CATALINA)
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:CAT4_16137
jump @CAT4_13733 

:CAT4_16144
Marker.Disable(115@)
90@ = 1 
89@ = 0 
return 

:CAT4_16165
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_16754 
if 
  93@ == 1 
else_jump @CAT4_16222 
if 
02E0:   actor $ACTOR_CATALINA aggressive 
else_jump @CAT4_16222 
gosub @CAT4_17009 

:CAT4_16222
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_16747 
00BC: show_text_highpriority GXT 'CAT4_16' time 4000 flag 1  // ~s~Zurck zu ~b~Catalina~s~
if 
  89@ == 1 
else_jump @CAT4_16317 
if 
075C:   marker 116@ enabled 
else_jump @CAT4_16296 
Marker.Disable(116@)

:CAT4_16296
if 
075C:   marker 115@ enabled 
else_jump @CAT4_16317 
Marker.Disable(115@)

:CAT4_16317
if 
875C:   not marker 113@ enabled 
else_jump @CAT4_16364 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_16364 
113@ = Marker.CreateAboveActor($ACTOR_CATALINA)
07E0: set_marker 113@ type_to 1 

:CAT4_16364
if 
86EE:   not actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
else_jump @CAT4_16747 
wait 0 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_16696 
if 
8104:   not actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 200.0 200.0 200.0 sphere 0 
else_jump @CAT4_16478 
88@ = 0 
89@ = 0 
91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_14' time 5000 flag 1  // ~r~Du hast Catalina im Stich gelassen!
return 

:CAT4_16478
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CATALINA radius 8.0 8.0 8.0 sphere 0 
else_jump @CAT4_16689 
0631: put_actor $ACTOR_CATALINA in_group $PLAYER_GROUP 
0940: unknown_group $PLAYER_GROUP flag 1 
Marker.Disable(113@)
if 
  89@ == 1 
else_jump @CAT4_16689 
if 
  93@ == 0 
else_jump @CAT4_16623 
if 
875C:   not marker 115@ enabled 
else_jump @CAT4_16623 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
Marker.SetColor(115@, 4)
00BC: show_text_highpriority GXT 'CAT4_13' time 10000 flag 1  // ~s~Begib dich zum Versteck!

:CAT4_16623
if 
  93@ == 1 
else_jump @CAT4_16689 
if 
875C:   not marker 116@ enabled 
else_jump @CAT4_16689 
02A8: 116@ = create_marker 63 at 67@ 68@ 69@ 
00BC: show_text_highpriority GXT 'CAT4_32' time 5000 flag 1  // ~s~Du hast Fahndungssterne. Begib dich zum ~w~Pay 'n' Spray, um sie loszuwerden.

:CAT4_16689
jump @CAT4_16740 

:CAT4_16696
Marker.Disable(112@)
88@ = 0 
89@ = 0 
91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina ist tot!
return 

:CAT4_16740
jump @CAT4_16364 

:CAT4_16747
jump @CAT4_16798 

:CAT4_16754
Marker.Disable(112@)
88@ = 0 
89@ = 0 
91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina ist tot!
return 

:CAT4_16798
return 

:CAT4_16800
if 
  107@ == 0 
else_jump @CAT4_16863 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_16841 
0A09: set_actor $ACTOR_CATALINA muted 1 // versionB 

:CAT4_16841
040D: unload_wav 1 
03CF: load_wav 222@(274@,52i) as 1 
107@ = 1 

:CAT4_16863
if 
  107@ == 1 
else_jump @CAT4_16921 
if 
03D0:   wav 1 loaded 
else_jump @CAT4_16921 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 118@(274@,52s) time 10000 flag 1 
107@ = 2 

:CAT4_16921
if 
  107@ == 2 
else_jump @CAT4_17007 
if 
03D2:   wav 1 ended 
else_jump @CAT4_17007 
107@ = 0 
03D5: remove_text 118@(274@,52s) 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_16993 
0A09: set_actor $ACTOR_CATALINA muted 0 // versionB 

:CAT4_16993
274@ += 1 
94@ += 1 

:CAT4_17007
return 

:CAT4_17009
if 
  95@ == 0 
else_jump @CAT4_17126 
95@ = 1 
03CF: load_wav 9861 as 1 

:CAT4_17041
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17067 
wait 0 
jump @CAT4_17041 

:CAT4_17067
00BC: show_text_highpriority GXT 'CATX_SA' time 10000 flag 1  // ~z~Sterbt, ihr verdammten Bullen!
03D1: play_wav 1 

:CAT4_17087
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17113 
wait 0 
jump @CAT4_17087 

:CAT4_17113
03D5: remove_text 'CATX_SA'  // ~z~Sterbt, ihr verdammten Bullen!
return 

:CAT4_17126
if 
  95@ == 1 
else_jump @CAT4_17243 
03CF: load_wav 9862 as 1 

:CAT4_17151
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17177 
wait 0 
jump @CAT4_17151 

:CAT4_17177
00BC: show_text_highpriority GXT 'CATX_SB' time 10000 flag 1  // ~z~Ich mach euch alle fertig!
03D1: play_wav 1 

:CAT4_17197
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17223 
wait 0 
jump @CAT4_17197 

:CAT4_17223
03D5: remove_text 'CATX_SB'  // ~z~Ich mach euch alle fertig!
95@ = 2 
return 

:CAT4_17243
if 
  95@ == 2 
else_jump @CAT4_17360 
03CF: load_wav 9863 as 1 

:CAT4_17268
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17294 
wait 0 
jump @CAT4_17268 

:CAT4_17294
00BC: show_text_highpriority GXT 'CATX_SC' time 10000 flag 1  // ~z~Bullen wie euch hab ich schon Hunderte erledigt!
03D1: play_wav 1 

:CAT4_17314
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17340 
wait 0 
jump @CAT4_17314 

:CAT4_17340
03D5: remove_text 'CATX_SC'  // ~z~Bullen wie euch hab ich schon Hunderte erledigt!
95@ = 3 
return 

:CAT4_17360
if 
  95@ == 3 
else_jump @CAT4_17477 
95@ = 4 
03CF: load_wav 9864 as 1 

:CAT4_17392
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17418 
wait 0 
jump @CAT4_17392 

:CAT4_17418
00BC: show_text_highpriority GXT 'CATX_SD' time 10000 flag 1  // ~z~Friss dass, du verdammter Hund!
03D1: play_wav 1 

:CAT4_17438
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17464 
wait 0 
jump @CAT4_17438 

:CAT4_17464
03D5: remove_text 'CATX_SD'  // ~z~Friss dass, du verdammter Hund!
return 

:CAT4_17477
if 
  95@ == 4 
else_jump @CAT4_17594 
95@ = 5 
03CF: load_wav 9865 as 1 

:CAT4_17509
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17535 
wait 0 
jump @CAT4_17509 

:CAT4_17535
00BC: show_text_highpriority GXT 'CATX_SE' time 10000 flag 1  // ~z~Hoffentlich tut's weh!
03D1: play_wav 1 

:CAT4_17555
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17581 
wait 0 
jump @CAT4_17555 

:CAT4_17581
03D5: remove_text 'CATX_SE'  // ~z~Hoffentlich tut's weh!
return 

:CAT4_17594
if 
  95@ == 5 
else_jump @CAT4_17711 
95@ = 6 
03CF: load_wav 9866 as 1 

:CAT4_17626
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17652 
wait 0 
jump @CAT4_17626 

:CAT4_17652
00BC: show_text_highpriority GXT 'CATX_SF' time 10000 flag 1  // ~z~Hoffentlich wird es ein langsamer Tod fr dich!
03D1: play_wav 1 

:CAT4_17672
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17698 
wait 0 
jump @CAT4_17672 

:CAT4_17698
03D5: remove_text 'CATX_SF'  // ~z~Hoffentlich wird es ein langsamer Tod fr dich!
return 

:CAT4_17711
if 
  95@ == 6 
else_jump @CAT4_17828 
95@ = 7 
03CF: load_wav 9867 as 1 

:CAT4_17743
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17769 
wait 0 
jump @CAT4_17743 

:CAT4_17769
00BC: show_text_highpriority GXT 'CATX_SG' time 10000 flag 1  // ~z~Ich puste dir deine verdammte Rbe weg!
03D1: play_wav 1 

:CAT4_17789
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17815 
wait 0 
jump @CAT4_17789 

:CAT4_17815
03D5: remove_text 'CATX_SG'  // ~z~Ich puste dir deine verdammte Rbe weg!
return 

:CAT4_17828
if 
  95@ == 7 
else_jump @CAT4_17945 
95@ = 8 
03CF: load_wav 9868 as 1 

:CAT4_17860
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17886 
wait 0 
jump @CAT4_17860 

:CAT4_17886
00BC: show_text_highpriority GXT 'CATX_SH' time 10000 flag 1  // ~z~Aus deinen Eiern mach ich Rhrei!
03D1: play_wav 1 

:CAT4_17906
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17932 
wait 0 
jump @CAT4_17906 

:CAT4_17932
03D5: remove_text 'CATX_SH'  // ~z~Aus deinen Eiern mach ich Rhrei!
return 

:CAT4_17945
if 
  95@ == 8 
else_jump @CAT4_18062 
95@ = 9 
03CF: load_wav 9872 as 1 

:CAT4_17977
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_18003 
wait 0 
jump @CAT4_17977 

:CAT4_18003
00BC: show_text_highpriority GXT 'CATX_TD' time 10000 flag 1  // ~z~Nimm dies, du dmlicher Motherfucker!
03D1: play_wav 1 

:CAT4_18023
if 
83D2:   not wav 1 ended 
else_jump @CAT4_18049 
wait 0 
jump @CAT4_18023 

:CAT4_18049
03D5: remove_text 'CATX_TD'  // ~z~Nimm dies, du dmlicher Motherfucker!
return 

:CAT4_18062
if 
  95@ == 9 
else_jump @CAT4_18179 
95@ = 10 
03CF: load_wav 9877 as 1 

:CAT4_18094
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_18120 
wait 0 
jump @CAT4_18094 

:CAT4_18120
00BC: show_text_highpriority GXT 'CATX_TJ' time 10000 flag 1  // ~z~Fresst Scheie!
03D1: play_wav 1 

:CAT4_18140
if 
83D2:   not wav 1 ended 
else_jump @CAT4_18166 
wait 0 
jump @CAT4_18140 

:CAT4_18166
03D5: remove_text 'CATX_TJ'  // ~z~Fresst Scheie!
return 

:CAT4_18179
if 
  95@ == 10 
else_jump @CAT4_18296 
95@ = 0 
03CF: load_wav 9884 as 1 

:CAT4_18211
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_18237 
wait 0 
jump @CAT4_18211 

:CAT4_18237
00BC: show_text_highpriority GXT 'CATX_TQ' time 10000 flag 1  // ~z~Und wer will mich jetzt?
03D1: play_wav 1 

:CAT4_18257
if 
83D2:   not wav 1 ended 
else_jump @CAT4_18283 
wait 0 
jump @CAT4_18257 

:CAT4_18283
03D5: remove_text 'CATX_TQ'  // ~z~Und wer will mich jetzt?
return 

:CAT4_18296
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
Actor.DestroyInstantly($ACTOR_CATALINA)
103@ = 0 
return 

:CAT4_18326
01E3: show_text_1number_styled GXT 'M_PASS' number 2000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 2000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
$CATALINA_TOTAL_PASSED_MISSIONS += 1 
$1520 += 1 
0318: set_latest_mission_passed 'CAT_4'  // Against All Odds
030C: progress_made += 1 
if 
  $CATALINA_DIALOG_LIQUOR_STORE_PLAYED == 1 
else_jump @CAT4_18416 
$CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 2 

:CAT4_18416
$ALL_CATALINA_MISSIONS_PASSED = 1 
return 

:CAT4_18425
03E6: remove_text_box 
$ONMISSION = 0 
0581: enable_radar 1 
07FB: set_interior 'GENOTB' access 1  // Inside Track Wettbro
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAT4_18474 
04E2: NOP $PLAYER_CHAR 0 

:CAT4_18474
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_18505 
Actor.SetImmunities($ACTOR_CATALINA, 0, 0, 0, 0, 0)

:CAT4_18505
if 
   not Car.Wrecked(41@)
else_jump @CAT4_18550 
Car.LockInCurrentPosition(41@) = False
Car.SetImmunities(41@, 0, 0, 0, 0, 0)
053F: set_car 41@ tires_vulnerability 1 

:CAT4_18550
Actor.DestroyWithFade($ACTOR_CATALINA)
53@ = 4 

:CAT4_18562
if 
  6 > 53@ 
else_jump @CAT4_18603 
Actor.RemoveReferences(46@(53@,6i))
53@ += 1 
jump @CAT4_18562 

:CAT4_18603
04EF: release_animation "MISC" 
Model.Destroy(#CSHER)
Model.Destroy(#FIRETRUK)
Model.Destroy(#COPCARLA)
Model.Destroy(#AMBULAN)
Model.Destroy(#LAFD1)
Model.Destroy(#ROADWORKBARRIER1)
Model.Destroy(#COLT45)
Model.Destroy(#CELLPHONE)
Model.Destroy(#COPCARRU)
Model.Destroy(#DESERT_EAGLE)
Model.Destroy(#BOMB)
Model.Destroy(#SATCHEL)
Car.RemoveReferences(34@)
Car.RemoveReferences(35@)
Car.RemoveReferences(36@)
Car.RemoveReferences(41@)
Actor.RemoveReferences(43@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
Object.RemoveReferences(39@)
Object.RemoveReferences(40@)
Model.Destroy(#RIDER1_DOOR)
Model.Destroy(#KEV_SAFE)
Model.Destroy(#MAN_SAFENEW)
Car.RemoveReferences(41@)
$2881 = 0 
if 
   not Actor.Dead($ACTOR_CATALINA)
else_jump @CAT4_18777 
077B: clear_actor $ACTOR_CATALINA acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor $ACTOR_CATALINA acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:CAT4_18777
04EF: release_animation "BOMBER" 
$1798 = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Marker.Disable(112@)
Marker.Disable(113@)
Marker.Disable(114@)
Marker.Disable(115@)
Marker.Disable(116@)
$451 = Marker.CreateIconWithoutSphere(63, 720.016, -454.625, 15.328)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
065C: release_decision_maker 54@ 
065C: release_decision_maker 55@ 
031A: remove_all_fires 
mission_cleanup 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
88@ = 1 
89@ = 0 
90@ = 0 
91@ = 0 
96@ = 0 
$6990 = 0 
99@ = 0 
$1798 = 0 
92@ = 0 
98@ = 0 
100@ = 0 
104@ = 0 
102@ = 0 
94@ = 0 
95@ = 0 
103@ = 0 
38@ = 0 
97@ = 0 
93@ = 0 
101@ = 0 
117@ = 0 
$1795 = 0 
return 

//-------------Mission 45---------------
// Originally: King in Exile

:CATCUT
thread 'CATCUT' 
gosub @CATCUT_302 
if 
wasted_or_busted 
else_jump @CATCUT_38 
gosub @CATCUT_795 

:CATCUT_38
gosub @CATCUT_912 
end_thread 

:CATCUT_47
0871: init_jump_table 34@ total_jumps 1 default_jump 0 @CATCUT_300 jumps 0 @CATCUT_110 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 

:CATCUT_110
05A9: s$6993[0] = 'MCAT01A'  // ~z~Hallo?
05A9: s$6993[1] = 'MCAT01B'  // ~z~Wo hast du gesteckt, du Arschloch?
05A9: s$6993[2] = 'MCAT01C'  // ~z~Warum rufst du nicht an, h?
05A9: s$6993[3] = 'MCAT01D'  // ~z~Wollt ich gerade mach-
05A9: s$6993[4] = 'MCAT01E'  // ~z~LGNER! Du hast dich mit elenden Huren herumgetrieben!
05A9: s$6993[5] = 'MCAT01F'  // ~z~Nein! Nein, lass mich doch mal-
05A9: s$6993[6] = 'MCAT01G'  // ~z~Schweig! Mach, dass du herkommst, es gibt Raubberflle zu erledigen!!
05A9: s$6993[7] = 'MCAT01H'  // ~z~Hr mal, ich bin mitten in-
04AF: 39@ = 25000 // @ = any 
04AF: 40@ = 25001 // @ = any 
04AF: 41@ = 25002 // @ = any 
04AF: 42@ = 25003 // @ = any 
04AF: 43@ = 25004 // @ = any 
04AF: 44@ = 25005 // @ = any 
04AF: 45@ = 25006 // @ = any 
04AF: 46@ = 25007 // @ = any 
38@ = 7 
jump @CATCUT_300 

:CATCUT_300
return 

:CATCUT_302
increment_mission_attempts 
$ONMISSION = 1 
054C: use_GXT_table 'BCESAR2' 
wait 0 
select_interior 2 
02E4: load_cutscene_data 'BCESAR2' 

:CATCUT_341
if 
86B9:   not cutscene_data_loaded 
else_jump @CATCUT_365 
wait 0 
jump @CATCUT_341 

:CATCUT_365
02E7: start_cutscene 
fade 1 1000 

:CATCUT_374
if 
82E9:   not cutscene_reached_end 
else_jump @CATCUT_398 
wait 0 
jump @CATCUT_374 

:CATCUT_398
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CATCUT_411
if 
fading 
else_jump @CATCUT_435 
wait 0 
jump @CATCUT_411 

:CATCUT_435
02EA: end_cutscene 
select_interior 0 
Model.Load(#CELLPHONE)

:CATCUT_446
if 
   not Model.Available(#CELLPHONE)
else_jump @CATCUT_473 
wait 0 
jump @CATCUT_446 

:CATCUT_473
03CF: load_wav 23000 as 3 
35@ = 0 
36@ = 0 
37@ = 0 
34@ = 0 
gosub @CATCUT_47 
Actor.PutAt($PLAYER_ACTOR, -2042.129, -2528.791, 29.625)
Actor.Angle($PLAYER_ACTOR) = 284.27
Camera.SetAtPos(-2042.129, -2528.791, 29.625)
Camera.Restore_WithJumpCut
fade 1 1000 

:CATCUT_571
if 
83D0:   not wav 3 loaded 
else_jump @CATCUT_597 
wait 0 
jump @CATCUT_571 

:CATCUT_597
03D1: play_wav 3 
32@ = 0 

:CATCUT_608
if 
83D2:   not wav 3 ended 
else_jump @CATCUT_660 
wait 0 
if 
  1500 > 32@ 
else_jump @CATCUT_653 
jump @CATCUT_660 

:CATCUT_653
jump @CATCUT_608 

:CATCUT_660
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
32@ = 0 

:CATCUT_674
if 
  1500 > 32@ 
else_jump @CATCUT_704 
wait 0 
jump @CATCUT_674 

:CATCUT_704
Player.CanMove($PLAYER_CHAR) = True

:CATCUT_711
if 
   not 35@ == 8 
else_jump @CATCUT_771 
wait 0 
gosub @CATCUT_933 
if 
00E1:   player 0 pressed_key 15 
else_jump @CATCUT_764 
jump @CATCUT_771 

:CATCUT_764
jump @CATCUT_711 

:CATCUT_771
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
jump @CATCUT_813 

:CATCUT_795
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:CATCUT_813
Marker.Disable($484)
Player.ClearWantedLevel($PLAYER_CHAR)
$2163 = 1 
Marker.Disable($MARKER_CATALINA)
$MARKER_CATALINA = Marker.CreateIconAndSphere($ICON_CATALINA, $X_CATALINA_HOUSE, $Y_CATALINA_HOUSE, $Z_CATALINA_HOUSE)
Marker.Disable($1731)
0570: $1731 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[14] $SAVE_PICKUPS_Y[14] $SAVE_PICKUPS_Z[14] 
018B: set_marker $1731 radar_mode 2 
Pickup.Destroy($SAVE_PICKUPS[14])
$SAVE_PICKUPS[14] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[14], $SAVE_PICKUPS_Y[14], $SAVE_PICKUPS_Z[14])
$TOTAL_AVAILABLE_SAVE_PICKUPS = 15 
return 

:CATCUT_912
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
Model.Destroy(#CELLPHONE)
return 

:CATCUT_933
if or
  36@ == 0 
  36@ == 1 
else_jump @CATCUT_984 
if 
002D:   38@ >= 35@ // (int) 
else_jump @CATCUT_984 
gosub @CATCUT_1042 

:CATCUT_984
if 
  36@ == 2 
else_jump @CATCUT_1040 
if 
03D2:   wav 1 ended 
else_jump @CATCUT_1040 
36@ = 0 
35@ += 1 
37@ = 0 
00BE: text_clear_all 

:CATCUT_1040
return 

:CATCUT_1042
if 
  36@ == 0 
else_jump @CATCUT_1078 
03CF: load_wav 39@(35@,8i) as 1 
36@ = 1 

:CATCUT_1078
if 
  36@ == 1 
else_jump @CATCUT_1136 
if 
03D0:   wav 1 loaded 
else_jump @CATCUT_1136 
00BC: show_text_highpriority GXT $6993(35@,8s) time 4000 flag 1 
03D1: play_wav 1 
36@ = 2 

:CATCUT_1136
return 

//-------------Mission 46---------------
// Originally: Body Harvest

:TRUTH1
thread 'TRUTH1' 
gosub @TRUTH1_47 
if 
wasted_or_busted 
else_jump @TRUTH1_38 
gosub @TRUTH1_16379 

:TRUTH1_38
gosub @TRUTH1_16535 
end_thread 

:TRUTH1_47
increment_mission_attempts 
054C: use_GXT_table 'TRU1' 
$ONMISSION = 1 
wait 0 
select_interior 12 
02E4: load_cutscene_data 'TRUTH_1' 

:TRUTH1_86
if 
86B9:   not cutscene_data_loaded 
else_jump @TRUTH1_110 
wait 0 
jump @TRUTH1_86 

:TRUTH1_110
02E7: start_cutscene 
fade 1 1000 

:TRUTH1_119
if 
82E9:   not cutscene_reached_end 
else_jump @TRUTH1_143 
wait 0 
jump @TRUTH1_119 

:TRUTH1_143
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:TRUTH1_158
if 
fading 
else_jump @TRUTH1_182 
wait 0 
jump @TRUTH1_158 

:TRUTH1_182
select_interior 0 
0169: set_fade_color_RGB 0 0 0 
Model.Load(#COMBINE)
Model.Load(#TRACTOR)
Model.Load(#KMB_MARIJUANA)
07C0: load_path 348 
Model.Load(#SW_HAYBREAK02)
Model.Load(#CUNTGUN)
Model.Load(#WALTON)
Model.Load(#SHOVEL)
Model.Load(#CWFYHB)
Model.Load(#CWMOHB2)
Model.Load(#CWMYHB1)
038B: load_requested_models 

:TRUTH1_251
if or
   not Model.Available(#COMBINE)
   not Model.Available(#TRACTOR)
   not Model.Available(#KMB_MARIJUANA)
   not Model.Available(#CWFYHB)
   not Model.Available(#CWMOHB2)
else_jump @TRUTH1_298 
wait 0 
jump @TRUTH1_251 

:TRUTH1_298
if or
87C1:   not path 348 available 
   not Model.Available(#SW_HAYBREAK02)
   not Model.Available(#CUNTGUN)
   not Model.Available(#CWMYHB1)
else_jump @TRUTH1_340 
wait 0 
jump @TRUTH1_298 

:TRUTH1_340
if or
   not Model.Available(#WALTON)
   not Model.Available(#SHOVEL)
else_jump @TRUTH1_372 
wait 0 
jump @TRUTH1_340 

:TRUTH1_372
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
018A: 116@ = create_checkpoint_at -1047.593 -1347.254 129.216 
060A: create_decision_maker_type 0 store_to 97@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 97@ event 7 
0709: set_decision_maker 97@ on_event 7 taskID 1000 unknown 50.0 50.0 chance 50.0 unknown 50.0 1 1 // see *.ped files 
060A: create_decision_maker_type 2 store_to 98@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 // see ped.dat 
Actor.PutAt($PLAYER_ACTOR, -2195.9, -2258.029, 30.0)
Actor.Angle($PLAYER_ACTOR) = 141.0
0A0B: set_rendering_origin_at_3D_coord -2196.46 -2256.96 31.43 angle 141.0 
fade 1 500 
117@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
118@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
00BC: show_text_highpriority GXT 'TRU1_1' time 10000 flag 1  // Mach dich los zu der ~y~Farm~s~, wo der Mhdrescher steht.
if 
  122@ == 100 
else_jump @TRUTH1_888 
43@ = Object.Create(#KMB_MARIJUANA, 40@, 41@, 42@)
44@ = Object.Create(#KMB_MARIJUANA, 40@, 41@, 42@)
45@ = Object.Create(#KMB_MARIJUANA, 40@, 41@, 42@)
46@ = Object.Create(#KMB_MARIJUANA, 40@, 41@, 42@)
47@ = Object.Create(#KMB_MARIJUANA, 40@, 41@, 42@)
48@ = Object.Create(#KMB_MARIJUANA, 40@, 41@, 42@)
122@ = 101 

:TRUTH1_888
03C7: set_sensitivity_to_crime 0.3 
if 
  $7009 > 0 
else_jump @TRUTH1_935 
0950: set_trip_skip -1084.219 -1341.156 128.365 angle 257.771 // versionA 

:TRUTH1_935
wait 0 
if 
0735:   NOP_false 83 
else_jump @TRUTH1_961 
jump @TRUTH1_16397 

:TRUTH1_961
if 
  118@ == 0 
else_jump @TRUTH1_4518 
if 
  117@ == 0 
else_jump @TRUTH1_2275 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1047.593 -1347.254 129.39 radius 4.0 4.0 4.0 
else_jump @TRUTH1_2275 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Marker.Disable(116@)
fade 0 500 

:TRUTH1_1068
if 
fading 
else_jump @TRUTH1_1092 
wait 0 
jump @TRUTH1_1068 

:TRUTH1_1092
if 
  $7009 == 0 
else_jump @TRUTH1_1117 
$7009 = 1 

:TRUTH1_1117
0951: disable_trip_skip 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRUTH1_1143 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 

:TRUTH1_1143
34@ = Car.Create(#COMBINE, -1060.25, -1044.209, 128.2188)
Car.Angle(34@) = 84.2638
04E0: car 34@ abandon_path_radius 100 
Car.DriveTo(34@, -1136.78, -1044.209, 128.2188)
Car.SetMaxSpeed(34@, 7.0)
0129: 38@ = create_actor_pedtype 24 model #CWMOHB2 in_car 34@ driverseat 
wait 500 
fade 1 1000 
Camera.SetPosition(-1073.802, -1038.203, 128.492, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked(34@)
else_jump @TRUTH1_1295 
Camera.OnVehicle(34@, 15, 2)

:TRUTH1_1295
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRUTH1_1336 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
Car.Angle($TEMPVAR_ACTOR_CAR) = 355.69
jump @TRUTH1_1346 

:TRUTH1_1336
Actor.Angle($PLAYER_ACTOR) = 355.73

:TRUTH1_1346
90@ = Car.Create(#TRACTOR, -1043.989, -1312.677, 128.772)
Car.Angle(90@) = 1.243
053F: set_car 90@ tires_vulnerability 0 
Car.Health(90@) = 2000
60@ = Object.Init(#SW_HAYBREAK02, -1053.792, -1187.624, 129.396)
61@ = Object.Init(#SW_HAYBREAK02, -1038.506, -1154.722, 129.699)
62@ = Object.Init(#SW_HAYBREAK02, -1105.419, -1112.451, 128.864)
63@ = Object.Init(#SW_HAYBREAK02, -1182.346, -1043.797, 129.699)
64@ = Object.Init(#SW_HAYBREAK02, -1141.389, -1008.254, 129.735)
65@ = Object.Init(#SW_HAYBREAK02, -1197.385, -1084.951, 129.743)
66@ = Object.Init(#SW_HAYBREAK02, -1161.353, -1117.198, 129.049)
35@ = Car.Create(#TRACTOR, -1115.569, -1115.231, 128.366)
0129: 39@ = create_actor_pedtype 24 model #CWMOHB2 in_car 35@ driverseat 
Car.Angle(35@) = 274.604
49@ = Actor.Create(Mission1, #CWMOHB2, -1064.341, -1283.63, 128.247)
Actor.Angle(49@) = 116.09
0605: actor 49@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 49@ decision_maker_to 97@ 
Actor.Health(49@) = 50
0648: unknown_actor 49@ task_set 100.0 // float 
01B2: give_actor 49@ weapon 33 ammo 99999 // Load the weapon model before using this 
50@ = Actor.Create(Mission1, #CWFYHB, -1074.646, -1095.812, 128.245)
Actor.Angle(50@) = 96.069
0605: actor 50@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 50@ decision_maker_to 97@ 
Actor.Health(50@) = 50
0648: unknown_actor 50@ task_set 100.0 // float 
52@ = Actor.Create(Mission1, #CWFYHB, -1135.339, -1134.299, 128.259)
Actor.Angle(52@) = 90.157
0605: actor 52@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 52@ decision_maker_to 97@ 
Actor.Health(52@) = 50
0648: unknown_actor 52@ task_set 100.0 // float 
53@ = Actor.Create(Mission1, #CWMYHB1, -1121.739, -1095.64, 128.247)
Actor.Angle(53@) = 94.64
0605: actor 53@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 53@ decision_maker_to 97@ 
Actor.Health(53@) = 50
54@ = Actor.Create(Mission1, #CWFYHB, -1121.713, -1084.165, 128.247)
Actor.Angle(54@) = 79.746
0605: actor 54@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 54@ decision_maker_to 97@ 
Actor.Health(54@) = 50
0648: unknown_actor 54@ task_set 100.0 // float 
55@ = Actor.Create(Mission1, #CWMYHB1, -1159.367, -1134.375, 128.259)
Actor.Angle(55@) = 270.749
0605: actor 55@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 55@ decision_maker_to 97@ 
Actor.Health(55@) = 50
0648: unknown_actor 55@ task_set 100.0 // float 
00BC: show_text_highpriority GXT 'TRU1_2' time 7000 flag 1  // ~s~Der ~b~Mhdrescher ~s~steht auf dem Feld Richtung Rckseite der Farm.
wait 200 
51@ = Actor.Create(Mission1, #CWMYHB1, -1074.332, -1084.388, 128.244)
Actor.Angle(51@) = 60.659
0605: actor 51@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 51@ decision_maker_to 97@ 
Actor.Health(51@) = 50
0648: unknown_actor 51@ task_set 30.0 // float 
32@ = 0 
33@ = 0 
117@ = 1 

:TRUTH1_2275
if 
  33@ > 1800 
else_jump @TRUTH1_2393 
if 
  117@ == 1 
else_jump @TRUTH1_2393 
121@ = 0 
0707: start_scene_skip_to @TRUTH1_2749 
if 
   not Car.Wrecked(35@)
else_jump @TRUTH1_2379 
04E0: car 35@ abandon_path_radius 100 
Car.DriveTo(35@, -1061.059, -1116.129, 128.366)
Car.SetMaxSpeed(35@, 10.0)

:TRUTH1_2379
33@ = 0 
117@ = 2 

:TRUTH1_2393
if 
  117@ == 2 
else_jump @TRUTH1_2587 
if 
  33@ > 5000 
else_jump @TRUTH1_2587 
Camera.SetPosition(-1057.875, -1120.592, 136.4117, 0.0, 0.0, 0.0)
Camera.PointAt(-1058.704, -1120.089, 136.1667, 2)
if 
   not Car.Wrecked(34@)
else_jump @TRUTH1_2557 
Car.PutAt(34@, -1082.138, -1046.893, 129.29)
Car.Angle(34@) = 84.2638
Car.DriveTo(34@, -1195.58, -1045.87, 129.1)
Car.SetMaxSpeed(34@, 7.0)

:TRUTH1_2557
00BC: show_text_highpriority GXT 'TRU1_3' time 7000 flag 1  // ~s~Dort arbeiten einige Gruppen von Kriegsparanoikern. Die reagieren nicht freundlich auf Fremde.
33@ = 0 
117@ = 3 

:TRUTH1_2587
if 
  117@ == 3 
else_jump @TRUTH1_2705 
if 
  33@ > 7000 
else_jump @TRUTH1_2705 
Camera.SetPosition(-1035.782, -1331.041, 134.0494, 0.0, 0.0, 0.0)
Camera.PointAt(-1036.184, -1330.134, 133.9223, 2)
00BC: show_text_highpriority GXT 'TRU1_4' time 10000 flag 1  // ~s~Begib dich auf die Farm und klaue den ~b~Mhdrescher~s~.
33@ = 0 
117@ = 4 

:TRUTH1_2705
if 
  117@ == 4 
else_jump @TRUTH1_4518 
if 
  33@ > 5000 
else_jump @TRUTH1_4518 
121@ = 1 

:TRUTH1_2749
0701: end_scene_skip 
if 
  121@ == 0 
else_jump @TRUTH1_3570 
fade 0 500 

:TRUTH1_2776
if 
fading 
else_jump @TRUTH1_2800 
wait 0 
jump @TRUTH1_2776 

:TRUTH1_2800
Car.Destroy(34@)
Car.Destroy(35@)
Object.Destroy(43@)
Object.Destroy(44@)
Object.Destroy(45@)
Object.Destroy(46@)
Object.Destroy(47@)
Object.Destroy(48@)
Actor.DestroyInstantly(38@)
Actor.DestroyInstantly(49@)
Actor.DestroyInstantly(50@)
Actor.DestroyInstantly(51@)
Actor.DestroyInstantly(52@)
Actor.DestroyInstantly(53@)
Actor.DestroyInstantly(54@)
Actor.DestroyInstantly(55@)
49@ = Actor.Create(Mission1, #CWMOHB2, -1064.341, -1283.63, 128.247)
Actor.Angle(49@) = 116.09
0605: actor 49@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 49@ decision_maker_to 97@ 
Actor.Health(49@) = 50
0648: unknown_actor 49@ task_set 100.0 // float 
01B2: give_actor 49@ weapon 33 ammo 99999 // Load the weapon model before using this 
50@ = Actor.Create(Mission1, #CWFYHB, -1074.646, -1095.812, 128.245)
Actor.Angle(50@) = 96.069
0605: actor 50@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 50@ decision_maker_to 97@ 
Actor.Health(50@) = 50
0648: unknown_actor 50@ task_set 100.0 // float 
51@ = Actor.Create(Mission1, #CWMYHB1, -1074.332, -1084.388, 128.244)
Actor.Angle(51@) = 60.659
0605: actor 51@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 51@ decision_maker_to 97@ 
Actor.Health(51@) = 50
0648: unknown_actor 51@ task_set 100.0 // float 
52@ = Actor.Create(Mission1, #CWFYHB, -1135.339, -1134.299, 128.259)
Actor.Angle(52@) = 90.157
0605: actor 52@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 52@ decision_maker_to 97@ 
Actor.Health(52@) = 50
0648: unknown_actor 52@ task_set 100.0 // float 
53@ = Actor.Create(Mission1, #CWMYHB1, -1121.739, -1095.64, 128.247)
Actor.Angle(53@) = 94.64
0605: actor 53@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 53@ decision_maker_to 97@ 
Actor.Health(53@) = 50
54@ = Actor.Create(Mission1, #CWFYHB, -1121.713, -1084.165, 128.247)
Actor.Angle(54@) = 79.746
0605: actor 54@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 54@ decision_maker_to 97@ 
Actor.Health(54@) = 50
0648: unknown_actor 54@ task_set 100.0 // float 
55@ = Actor.Create(Mission1, #CWMYHB1, -1159.367, -1134.375, 128.259)
Actor.Angle(55@) = 270.749
0605: actor 55@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 55@ decision_maker_to 97@ 
Actor.Health(55@) = 50
0648: unknown_actor 55@ task_set 100.0 // float 
Camera.SetAtPos(-1049.08, -1268.08, 127.81)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
00BE: text_clear_all 
fade 1 500 

:TRUTH1_3546
if 
fading 
else_jump @TRUTH1_3570 
wait 0 
jump @TRUTH1_3546 

:TRUTH1_3570
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
00BC: show_text_highpriority GXT 'TRU1_4' time 7000 flag 1  // ~s~Begib dich auf die Farm und klaue den ~b~Mhdrescher~s~.
Car.Destroy(34@)
Actor.DestroyInstantly(38@)
Actor.DestroyInstantly(39@)
Car.Destroy(35@)
34@ = Car.Create(#COMBINE, -1023.706, -933.357, 129.292)
Car.Angle(34@) = 177.348
04E0: car 34@ abandon_path_radius 20 
0129: 38@ = create_actor_pedtype 24 model #CWMOHB2 in_car 34@ driverseat 
060B: set_actor 38@ decision_maker_to 97@ 
Actor.WeaponAccuracy(38@) = 30
Car.Health(34@) = 9000
116@ = Marker.CreateAboveCar(34@)
07E0: set_marker 116@ type_to 1 
053F: set_car 34@ tires_vulnerability 0 
56@ = Car.Create(#TRACTOR, -1029.287, -1183.826, 128.184)
Car.Angle(56@) = 90.725
0129: 57@ = create_actor_pedtype 24 model #CWMYHB1 in_car 56@ driverseat 
060B: set_actor 57@ decision_maker_to 97@ 
01B2: give_actor 57@ weapon 6 ammo 1 // Load the weapon model before using this 
Actor.WeaponAccuracy(57@) = 50
58@ = Car.Create(#TRACTOR, -1067.128, -1153.574, 128.2188)
Car.Angle(58@) = 272.1696
0129: 59@ = create_actor_pedtype 24 model #CWFYHB in_car 58@ driverseat 
060B: set_actor 59@ decision_maker_to 97@ 
01B2: give_actor 59@ weapon 6 ammo 1 // Load the weapon model before using this 
Actor.WeaponAccuracy(59@) = 50
118@ = 1 
if 
   not Actor.Dead(50@)
else_jump @TRUTH1_3894 
01B2: give_actor 50@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_3894
if 
   not Actor.Dead(52@)
else_jump @TRUTH1_3919 
01B2: give_actor 52@ weapon 6 ammo 1 // Load the weapon model before using this 

:TRUTH1_3919
if 
   not Actor.Dead(53@)
else_jump @TRUTH1_3944 
01B2: give_actor 53@ weapon 6 ammo 1 // Load the weapon model before using this 

:TRUTH1_3944
if 
   not Actor.Dead(51@)
else_jump @TRUTH1_4002 
Actor.PutAt(51@, -1070.71, -1126.36, 128.23)
Actor.Angle(51@) = 345.592
01B2: give_actor 51@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_4002
if 
   not Actor.Dead(54@)
else_jump @TRUTH1_4060 
Actor.PutAt(54@, -1111.92, -1107.797, 127.892)
Actor.Angle(54@) = 212.87
01B2: give_actor 54@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_4060
if 
   not Actor.Dead(55@)
else_jump @TRUTH1_4118 
Actor.PutAt(55@, -1154.72, -1116.097, 127.27)
Actor.Angle(55@) = 238.5
01B2: give_actor 55@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_4118
91@ = Actor.Create(Mission1, #CWMYHB1, -1043.28, -1055.5, 128.22)
Actor.Angle(91@) = 175.56
01B2: give_actor 91@ weapon 33 ammo 99999 // Load the weapon model before using this 
060B: set_actor 91@ decision_maker_to 98@ 
060F: set_actor 91@ melee_accuracy_to 80.0 
92@ = Actor.Create(Mission1, #CWFYHB, -1147.91, -1023.34, 128.22)
01B2: give_actor 92@ weapon 6 ammo 1 // Load the weapon model before using this 
060B: set_actor 92@ decision_maker_to 98@ 
060F: set_actor 92@ melee_accuracy_to 80.0 
93@ = Actor.Create(Mission1, #CWMOHB2, -1094.89, -999.528, 128.21)
Actor.Angle(93@) = 175.56
01B2: give_actor 93@ weapon 6 ammo 1 // Load the weapon model before using this 
Actor.WeaponAccuracy(93@) = 50
060B: set_actor 93@ decision_maker_to 98@ 
060F: set_actor 93@ melee_accuracy_to 150.0 
94@ = Actor.Create(Mission1, #CWMOHB2, -1181.37, -992.4972, 128.2188)
Actor.Angle(94@) = 170.5759
01B2: give_actor 94@ weapon 33 ammo 1 // Load the weapon model before using this 
Actor.WeaponAccuracy(94@) = 50
060B: set_actor 94@ decision_maker_to 98@ 
060F: set_actor 94@ melee_accuracy_to 150.0 
95@ = Actor.Create(Mission1, #CWMOHB2, -1008.989, -998.692, 128.2188)
Actor.Angle(95@) = 170.5759
01B2: give_actor 95@ weapon 6 ammo 1 // Load the weapon model before using this 
Actor.WeaponAccuracy(95@) = 50
060B: set_actor 95@ decision_maker_to 98@ 
060F: set_actor 95@ melee_accuracy_to 150.0 
96@ = Actor.Create(Mission1, #CWMOHB2, -1151.001, -1011.517, 128.2188)
Actor.Angle(96@) = 170.5759
01B2: give_actor 96@ weapon 33 ammo 1 // Load the weapon model before using this 
Actor.WeaponAccuracy(96@) = 50
060B: set_actor 96@ decision_maker_to 98@ 
060F: set_actor 96@ melee_accuracy_to 150.0 
117@ = 5 

:TRUTH1_4518
if 
  118@ == 1 
else_jump @TRUTH1_15959 
if 
  123@ == 0 
else_jump @TRUTH1_4658 
if 
   not Actor.Dead(49@)
else_jump @TRUTH1_4658 
if or
00F2:   actor 49@ near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1074.33 -1321.1 cornerB -1022.5 -1271.43 
else_jump @TRUTH1_4658 
143@ = 1 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 
123@ = 1 

:TRUTH1_4658
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1096.488 -1170.56 cornerB -1032.682 -1249.599 
else_jump @TRUTH1_4900 
if 
  124@ == 0 
else_jump @TRUTH1_4780 
if 
   not Car.Wrecked(56@)
else_jump @TRUTH1_4780 
if 
   not Actor.Dead(57@)
else_jump @TRUTH1_4780 
if 
0448:   actor 57@ in_car 56@ 
else_jump @TRUTH1_4780 
05EB: assign_car 56@ to_path 348 
124@ = 1 

:TRUTH1_4780
if 
  125@ == 0 
else_jump @TRUTH1_4900 
if 
   not Car.Wrecked(58@)
else_jump @TRUTH1_4900 
if 
   not Actor.Dead(59@)
else_jump @TRUTH1_4900 
if 
0448:   actor 59@ in_car 58@ 
else_jump @TRUTH1_4900 
Car.SetSpeedInstantly(58@, 12.0)
05D1: AS_actor 59@ drive_car 58@ to -1045.147 -1152.724 127.5258 speed 20.0 0 model #NULL 0 
125@ = 1 

:TRUTH1_4900
if 
  124@ == 1 
else_jump @TRUTH1_5022 
if 
   not Car.Wrecked(56@)
else_jump @TRUTH1_5022 
if 
   not Actor.Dead(57@)
else_jump @TRUTH1_5022 
if 
0448:   actor 57@ in_car 56@ 
else_jump @TRUTH1_5022 
if 
860E:   not car 56@ assigned_to_path 
else_jump @TRUTH1_5022 
143@ = 8 
0085: 102@ = 57@ // (int) 
0085: 101@ = 56@ // (int) 
gosub @TRUTH1_16335 
124@ = 2 

:TRUTH1_5022
if 
  125@ == 1 
else_jump @TRUTH1_5159 
if 
   not Car.Wrecked(58@)
else_jump @TRUTH1_5159 
if 
   not Actor.Dead(59@)
else_jump @TRUTH1_5159 
if 
0448:   actor 59@ in_car 58@ 
else_jump @TRUTH1_5159 
if 
01AD:   car 58@ sphere 0 near_point -1045.147 -1152.724 radius 6.0 6.0 
else_jump @TRUTH1_5159 
0085: 102@ = 59@ // (int) 
0085: 101@ = 58@ // (int) 
gosub @TRUTH1_16335 
125@ = 2 

:TRUTH1_5159
if 
  124@ == 2 
else_jump @TRUTH1_5267 
if 
   not Car.Wrecked(56@)
else_jump @TRUTH1_5267 
if 
   not Actor.Dead(57@)
else_jump @TRUTH1_5267 
if 
0448:   actor 57@ in_car 56@ 
else_jump @TRUTH1_5267 
if 
0A1B:   actor 57@ colliding_with_actor $PLAYER_ACTOR 
else_jump @TRUTH1_5267 
06C7: AS_actor 57@ driver_of_car 56@ perform_action 3 timelimit 3000 
124@ = 3 

:TRUTH1_5267
if 
  124@ == 3 
else_jump @TRUTH1_5395 
if 
   not Car.Wrecked(56@)
else_jump @TRUTH1_5395 
if 
   not Actor.Dead(57@)
else_jump @TRUTH1_5395 
if 
0448:   actor 57@ in_car 56@ 
else_jump @TRUTH1_5395 
062E: unknown_get_actor 57@ task 1735 status_store_to 110@ // ret 7 if not found 
if 
04A4:   110@ == 7 // @ == any 
else_jump @TRUTH1_5395 
0085: 102@ = 57@ // (int) 
0085: 101@ = 56@ // (int) 
gosub @TRUTH1_16335 
124@ = 2 

:TRUTH1_5395
if 
  125@ == 2 
else_jump @TRUTH1_5503 
if 
   not Car.Wrecked(58@)
else_jump @TRUTH1_5503 
if 
   not Actor.Dead(59@)
else_jump @TRUTH1_5503 
if 
0448:   actor 59@ in_car 58@ 
else_jump @TRUTH1_5503 
if 
0A1B:   actor 59@ colliding_with_actor $PLAYER_ACTOR 
else_jump @TRUTH1_5503 
06C7: AS_actor 59@ driver_of_car 58@ perform_action 3 timelimit 3000 
125@ = 3 

:TRUTH1_5503
if 
  125@ == 3 
else_jump @TRUTH1_5631 
if 
   not Car.Wrecked(58@)
else_jump @TRUTH1_5631 
if 
   not Actor.Dead(59@)
else_jump @TRUTH1_5631 
if 
0448:   actor 59@ in_car 58@ 
else_jump @TRUTH1_5631 
062E: unknown_get_actor 59@ task 1735 status_store_to 110@ // ret 7 if not found 
if 
04A4:   110@ == 7 // @ == any 
else_jump @TRUTH1_5631 
0085: 102@ = 59@ // (int) 
0085: 101@ = 58@ // (int) 
gosub @TRUTH1_16335 
125@ = 2 

:TRUTH1_5631
if 
  126@ == 0 
else_jump @TRUTH1_6072 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1033.47 -1067.18 cornerB -1202.46 -1149.65 
else_jump @TRUTH1_5733 
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @TRUTH1_5710 
126@ = 1 

:TRUTH1_5710
if 
068C:   unknown_player_check $PLAYER_CHAR 
else_jump @TRUTH1_5733 
126@ = 1 

:TRUTH1_5733
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1033.47 -1067.18 cornerB -1202.46 -1149.65 
else_jump @TRUTH1_5778 
126@ = 1 

:TRUTH1_5778
if 
056D:   actor 50@ defined 
else_jump @TRUTH1_5820 
if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TRUTH1_5820 
126@ = 1 

:TRUTH1_5820
if 
056D:   actor 50@ defined 
else_jump @TRUTH1_5862 
if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TRUTH1_5862 
126@ = 1 

:TRUTH1_5862
if 
056D:   actor 51@ defined 
else_jump @TRUTH1_5904 
if 
051A:   actor 51@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TRUTH1_5904 
126@ = 1 

:TRUTH1_5904
if 
056D:   actor 52@ defined 
else_jump @TRUTH1_5946 
if 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TRUTH1_5946 
126@ = 1 

:TRUTH1_5946
if 
056D:   actor 53@ defined 
else_jump @TRUTH1_5988 
if 
051A:   actor 53@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TRUTH1_5988 
126@ = 1 

:TRUTH1_5988
if 
056D:   actor 54@ defined 
else_jump @TRUTH1_6030 
if 
051A:   actor 54@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TRUTH1_6030 
126@ = 1 

:TRUTH1_6030
if 
056D:   actor 55@ defined 
else_jump @TRUTH1_6072 
if 
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TRUTH1_6072 
126@ = 1 

:TRUTH1_6072
if 
  126@ == 1 
else_jump @TRUTH1_6269 
143@ = 12 
if 
   not Actor.Dead(50@)
else_jump @TRUTH1_6121 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:TRUTH1_6121
if 
   not Actor.Dead(51@)
else_jump @TRUTH1_6152 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(51@) = 50

:TRUTH1_6152
if 
   not Actor.Dead(52@)
else_jump @TRUTH1_6176 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:TRUTH1_6176
if 
   not Actor.Dead(53@)
else_jump @TRUTH1_6200 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 

:TRUTH1_6200
if 
   not Actor.Dead(54@)
else_jump @TRUTH1_6231 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(54@) = 60

:TRUTH1_6231
if 
   not Actor.Dead(55@)
else_jump @TRUTH1_6262 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(55@) = 70

:TRUTH1_6262
126@ = 2 

:TRUTH1_6269
if 
  128@ == 0 
else_jump @TRUTH1_6462 
if 
   not Actor.Dead(38@)
else_jump @TRUTH1_6462 
if 
   not Car.Wrecked(34@)
else_jump @TRUTH1_6462 
if 
0448:   actor 38@ in_car 34@ 
else_jump @TRUTH1_6462 
04C4: store_coords_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD from_actor 38@ with_offset 0.0 10.0 0.0 
if or
00EF:   actor $PLAYER_ACTOR 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 12.0 12.0 stopped 
00EC:   actor $PLAYER_ACTOR 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 12.0 12.0 
else_jump @TRUTH1_6462 
01B2: give_actor 38@ weapon 33 ammo 50 // Load the weapon model before using this 
Actor.WeaponAccuracy(38@) = 20
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 
143@ = 23 
128@ = 1 

:TRUTH1_6462
if 
  117@ > 4 
else_jump @TRUTH1_6695 
if 
  119@ == 0 
else_jump @TRUTH1_6581 
if 
  128@ == 0 
else_jump @TRUTH1_6581 
if 
   not Actor.Dead(38@)
else_jump @TRUTH1_6581 
if 
   not Car.Wrecked(34@)
else_jump @TRUTH1_6581 
if 
0448:   actor 38@ in_car 34@ 
else_jump @TRUTH1_6581 
gosub @TRUTH1_16178 
119@ = 1 

:TRUTH1_6581
if 
  119@ == 1 
else_jump @TRUTH1_6695 
if 
   not Actor.Dead(38@)
else_jump @TRUTH1_6695 
if 
   not Car.Wrecked(34@)
else_jump @TRUTH1_6695 
if 
0448:   actor 38@ in_car 34@ 
else_jump @TRUTH1_6695 
if 
01AD:   car 34@ sphere 0 near_point -1031.46 -935.51 radius 10.0 10.0 
else_jump @TRUTH1_6695 
119@ = 0 

:TRUTH1_6695
if 
  119@ >= 0 
else_jump @TRUTH1_7941 
if 
   not Car.Wrecked(34@)
else_jump @TRUTH1_7941 
if 
00B0:   car 34@ sphere 0 in_rectangle_cornerA -1201.518 -926.777 cornerB -1016.98 -1052.652 
else_jump @TRUTH1_7941 
046C: 106@ = car 34@ driver 
if 
   not 106@ == -1 
else_jump @TRUTH1_7941 
if 
  120@ == 100 
else_jump @TRUTH1_6949 
43@ = Object.Create(#KMB_MARIJUANA, 1.1, 2.2, 3.3)
44@ = Object.Create(#KMB_MARIJUANA, 1.1, 2.2, 3.3)
45@ = Object.Create(#KMB_MARIJUANA, 1.1, 2.2, 3.3)
46@ = Object.Create(#KMB_MARIJUANA, 1.1, 2.2, 3.3)
47@ = Object.Create(#KMB_MARIJUANA, 1.1, 2.2, 3.3)
48@ = Object.Create(#KMB_MARIJUANA, 1.1, 2.2, 3.3)

:TRUTH1_6949
if 
  120@ == 0 
else_jump @TRUTH1_7119 
if 
  32@ > 1250 
else_jump @TRUTH1_7119 
if 
03CA:   object 43@ exists 
else_jump @TRUTH1_7007 
Object.Destroy(43@)

:TRUTH1_7007
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
43@ = Object.Create(#KMB_MARIJUANA, 40@, 41@, 42@)
Object.ToggleInMovingList(43@) = True
Object.Throw(43@, 0.0, 0.0, -1.0)
034D: rotate_object 43@ from_angle 68.0 to_angle 10.0 flag 0 
050E: unknown_object 43@ unknown_car 34@ 
32@ = 0 
120@ = 1 

:TRUTH1_7119
if 
  120@ == 1 
else_jump @TRUTH1_7282 
if 
  32@ > 2250 
else_jump @TRUTH1_7282 
if 
03CA:   object 44@ exists 
else_jump @TRUTH1_7177 
Object.Destroy(44@)

:TRUTH1_7177
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
44@ = Object.Create(#KMB_MARIJUANA, 40@, 41@, 42@)
Object.ToggleInMovingList(44@) = True
Object.Throw(44@, 0.0, 0.0, -1.0)
034D: rotate_object 44@ from_angle 73.0 to_angle 10.0 flag 0 
050E: unknown_object 44@ unknown_car 34@ 
120@ = 2 

:TRUTH1_7282
if 
  120@ == 2 
else_jump @TRUTH1_7445 
if 
  32@ > 4250 
else_jump @TRUTH1_7445 
if 
03CA:   object 45@ exists 
else_jump @TRUTH1_7340 
Object.Destroy(45@)

:TRUTH1_7340
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
45@ = Object.Create(#KMB_MARIJUANA, 40@, 41@, 42@)
Object.ToggleInMovingList(45@) = True
Object.Throw(45@, 0.0, 0.0, -1.0)
034D: rotate_object 45@ from_angle 90.0 to_angle 10.0 flag 0 
050E: unknown_object 45@ unknown_car 34@ 
120@ = 3 

:TRUTH1_7445
if 
  120@ == 3 
else_jump @TRUTH1_7608 
if 
  32@ > 6250 
else_jump @TRUTH1_7608 
if 
03CA:   object 46@ exists 
else_jump @TRUTH1_7503 
Object.Destroy(46@)

:TRUTH1_7503
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
46@ = Object.Create(#KMB_MARIJUANA, 40@, 41@, 42@)
Object.ToggleInMovingList(46@) = True
Object.Throw(46@, 0.0, 0.0, -1.0)
034D: rotate_object 46@ from_angle 180.0 to_angle 10.0 flag 0 
050E: unknown_object 46@ unknown_car 34@ 
120@ = 4 

:TRUTH1_7608
if 
  120@ == 4 
else_jump @TRUTH1_7771 
if 
  32@ > 8250 
else_jump @TRUTH1_7771 
if 
03CA:   object 47@ exists 
else_jump @TRUTH1_7666 
Object.Destroy(47@)

:TRUTH1_7666
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
47@ = Object.Create(#KMB_MARIJUANA, 40@, 41@, 42@)
Object.ToggleInMovingList(47@) = True
Object.Throw(47@, 0.0, 0.0, -1.0)
034D: rotate_object 47@ from_angle 80.0 to_angle 10.0 flag 0 
050E: unknown_object 47@ unknown_car 34@ 
120@ = 5 

:TRUTH1_7771
if 
  120@ == 5 
else_jump @TRUTH1_7941 
if 
  32@ > 10250 
else_jump @TRUTH1_7941 
if 
03CA:   object 48@ exists 
else_jump @TRUTH1_7829 
Object.Destroy(48@)

:TRUTH1_7829
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
48@ = Object.Create(#KMB_MARIJUANA, 40@, 41@, 42@)
Object.ToggleInMovingList(48@) = True
Object.Throw(48@, 0.0, 0.0, -1.0)
034D: rotate_object 48@ from_angle 180.0 to_angle 10.0 flag 0 
050E: unknown_object 48@ unknown_car 34@ 
32@ = 0 
120@ = 0 

:TRUTH1_7941
if 
  131@ == 0 
else_jump @TRUTH1_8921 
if 
  129@ == 1 
else_jump @TRUTH1_8921 
Actor.DestroyInstantly(49@)
Actor.DestroyInstantly(50@)
Actor.DestroyInstantly(51@)
Actor.DestroyInstantly(52@)
Actor.DestroyInstantly(53@)
0615: define_AS_pack_begin 109@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 109@ 
67@ = Actor.Create(Mission1, #CWMOHB2, -1205.812, -1092.725, 127.2578)
Actor.Angle(67@) = 359.4852
01B2: give_actor 67@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 67@ decision_maker_to 97@ 
Actor.Health(67@) = 50
0618: assign_actor 67@ to_AS_pack 109@ 
68@ = Actor.Create(Mission1, #CWMYHB1, -1205.812, -1090.725, 127.2578)
Actor.Angle(68@) = 359.4852
01B2: give_actor 68@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 68@ decision_maker_to 97@ 
Actor.Health(68@) = 50
0618: assign_actor 68@ to_AS_pack 109@ 
69@ = Actor.Create(Mission1, #CWFYHB, -1181.8, -1116.735, 127.2578)
Actor.Angle(69@) = 79.3899
01B2: give_actor 69@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 97@ 
Actor.Health(69@) = 50
0618: assign_actor 69@ to_AS_pack 109@ 
70@ = Actor.Create(Mission1, #CWMOHB2, -1211.422, -1090.977, 127.2578)
Actor.Angle(70@) = 2.4516
01B2: give_actor 70@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 97@ 
Actor.Health(70@) = 50
0618: assign_actor 70@ to_AS_pack 109@ 
71@ = Actor.Create(Mission1, #CWMYHB1, -1179.283, -1113.823, 127.2578)
Actor.Angle(71@) = 74.1823
01B2: give_actor 71@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 71@ decision_maker_to 97@ 
Actor.Health(71@) = 50
0618: assign_actor 71@ to_AS_pack 109@ 
72@ = Actor.Create(Mission1, #CWFYHB, -1145.651, -1111.67, 127.2595)
Actor.Angle(72@) = 90.0989
01B2: give_actor 72@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 72@ decision_maker_to 97@ 
Actor.Health(72@) = 50
0618: assign_actor 72@ to_AS_pack 109@ 
73@ = Actor.Create(Mission1, #CWMYHB1, -1146.601, -1114.956, 127.2595)
Actor.Angle(73@) = 102.0699
01B2: give_actor 73@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 73@ decision_maker_to 97@ 
Actor.Health(73@) = 50
0618: assign_actor 73@ to_AS_pack 109@ 
74@ = Actor.Create(Mission1, #CWMOHB2, -1051.497, -1133.651, 127.2669)
Actor.Angle(74@) = 10.9064
01B2: give_actor 74@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 74@ decision_maker_to 97@ 
Actor.Health(74@) = 50
0618: assign_actor 74@ to_AS_pack 109@ 
75@ = Actor.Create(Mission1, #CWFYHB, -1048.588, -1131.942, 127.2595)
Actor.Angle(75@) = 57.544
01B2: give_actor 75@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 75@ decision_maker_to 97@ 
Actor.Health(75@) = 50
0618: assign_actor 75@ to_AS_pack 109@ 
76@ = Actor.Create(Mission1, #CWMYHB1, -1118.818, -1116.196, 127.2595)
Actor.Angle(76@) = 90.5502
01B2: give_actor 76@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 97@ 
Actor.Health(76@) = 50
0618: assign_actor 76@ to_AS_pack 109@ 
77@ = Actor.Create(Mission1, #CWMYHB1, -1120.998, -1112.729, 127.2595)
Actor.Angle(77@) = 57.544
01B2: give_actor 77@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 97@ 
Actor.Health(77@) = 50
0618: assign_actor 77@ to_AS_pack 109@ 
78@ = Actor.Create(Mission1, #CWMOHB2, -1115.596, -1115.524, 127.2595)
Actor.Angle(78@) = 57.544
01B2: give_actor 78@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 97@ 
Actor.Health(78@) = 50
0618: assign_actor 78@ to_AS_pack 109@ 
79@ = Actor.Create(Mission1, #CWMOHB2, -1117.895, -1111.266, 127.2595)
Actor.Angle(79@) = 57.544
01B2: give_actor 79@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 79@ decision_maker_to 97@ 
Actor.Health(79@) = 50
0618: assign_actor 79@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
131@ = 1 

:TRUTH1_8921
if 
  131@ == 1 
else_jump @TRUTH1_9766 
if 
   not Car.Wrecked(34@)
else_jump @TRUTH1_9766 
if 
  132@ == 0 
else_jump @TRUTH1_9109 
if 
01AD:   car 34@ sphere 0 near_point -1205.812 -1090.725 radius 20.0 20.0 
else_jump @TRUTH1_9109 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
if 
   not Actor.Dead(67@)
else_jump @TRUTH1_9066 
0618: assign_actor 67@ to_AS_pack 107@ 

:TRUTH1_9066
if 
   not Actor.Dead(68@)
else_jump @TRUTH1_9090 
0618: assign_actor 68@ to_AS_pack 107@ 

:TRUTH1_9090
143@ = 28 
061B: remove_references_to_AS_pack 107@ 
132@ = 1 

:TRUTH1_9109
if 
  133@ == 0 
else_jump @TRUTH1_9256 
if 
01AD:   car 34@ sphere 0 near_point -1181.8 -1116.735 radius 20.0 20.0 
else_jump @TRUTH1_9256 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
if 
   not Actor.Dead(69@)
else_jump @TRUTH1_9220 
0618: assign_actor 69@ to_AS_pack 107@ 

:TRUTH1_9220
if 
   not Actor.Dead(71@)
else_jump @TRUTH1_9244 
0618: assign_actor 71@ to_AS_pack 107@ 

:TRUTH1_9244
061B: remove_references_to_AS_pack 107@ 
133@ = 1 

:TRUTH1_9256
if 
  134@ == 0 
else_jump @TRUTH1_9379 
if 
01AD:   car 34@ sphere 0 near_point -1211.422 -1090.977 radius 25.0 25.0 
else_jump @TRUTH1_9379 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
if 
   not Actor.Dead(70@)
else_jump @TRUTH1_9367 
0618: assign_actor 70@ to_AS_pack 107@ 

:TRUTH1_9367
061B: remove_references_to_AS_pack 107@ 
134@ = 1 

:TRUTH1_9379
if 
  135@ == 0 
else_jump @TRUTH1_9564 
if 
01AD:   car 34@ sphere 0 near_point -1145.651 -1111.67 radius 20.0 20.0 
else_jump @TRUTH1_9564 
if 
   not Actor.Dead(72@)
else_jump @TRUTH1_9496 
0085: 102@ = 72@ // (int) 
103@ = -1113.777 
104@ = 1128.22 
105@ = 128.22 
gosub @TRUTH1_16117 

:TRUTH1_9496
if 
   not Actor.Dead(73@)
else_jump @TRUTH1_9557 
0085: 102@ = 73@ // (int) 
103@ = -1055.94 
104@ = -1120.62 
105@ = 128.56 
gosub @TRUTH1_16117 

:TRUTH1_9557
135@ = 1 

:TRUTH1_9564
if 
  136@ == 0 
else_jump @TRUTH1_9766 
if 
00B0:   car 34@ sphere 0 in_rectangle_cornerA -1224.06 -1135.61 cornerB -999.06 -1063.3 
else_jump @TRUTH1_9766 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
if 
   not Actor.Dead(76@)
else_jump @TRUTH1_9675 
0618: assign_actor 76@ to_AS_pack 107@ 

:TRUTH1_9675
if 
   not Actor.Dead(77@)
else_jump @TRUTH1_9699 
0618: assign_actor 77@ to_AS_pack 107@ 

:TRUTH1_9699
if 
   not Actor.Dead(78@)
else_jump @TRUTH1_9723 
0618: assign_actor 78@ to_AS_pack 107@ 

:TRUTH1_9723
if 
   not Actor.Dead(79@)
else_jump @TRUTH1_9747 
0618: assign_actor 79@ to_AS_pack 107@ 

:TRUTH1_9747
061B: remove_references_to_AS_pack 107@ 
141@ = 1 
136@ = 1 

:TRUTH1_9766
if 
  141@ == 1 
else_jump @TRUTH1_10560 
if 
   not Actor.Dead(54@)
else_jump @TRUTH1_9821 
if 
82CB:   not actor 54@ bounding_sphere_visible 
else_jump @TRUTH1_9821 
Actor.DestroyInstantly(54@)

:TRUTH1_9821
if 
   not Actor.Dead(55@)
else_jump @TRUTH1_9858 
if 
82CB:   not actor 55@ bounding_sphere_visible 
else_jump @TRUTH1_9858 
Actor.DestroyInstantly(55@)

:TRUTH1_9858
if 
   not Actor.Dead(49@)
else_jump @TRUTH1_9895 
if 
82CB:   not actor 49@ bounding_sphere_visible 
else_jump @TRUTH1_9895 
Actor.DestroyInstantly(67@)

:TRUTH1_9895
if 
   not Actor.Dead(50@)
else_jump @TRUTH1_9932 
if 
82CB:   not actor 50@ bounding_sphere_visible 
else_jump @TRUTH1_9932 
Actor.DestroyInstantly(68@)

:TRUTH1_9932
if 
   not Actor.Dead(51@)
else_jump @TRUTH1_9969 
if 
82CB:   not actor 51@ bounding_sphere_visible 
else_jump @TRUTH1_9969 
Actor.DestroyInstantly(69@)

:TRUTH1_9969
if 
   not Actor.Dead(52@)
else_jump @TRUTH1_10006 
if 
82CB:   not actor 52@ bounding_sphere_visible 
else_jump @TRUTH1_10006 
Actor.DestroyInstantly(70@)

:TRUTH1_10006
0615: define_AS_pack_begin 109@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 109@ 
80@ = Actor.Create(Mission1, #CWMYHB1, -1050.942, -1171.55, 127.4132)
Actor.Angle(80@) = 57.544
01B2: give_actor 80@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 97@ 
Actor.Health(80@) = 50
0618: assign_actor 80@ to_AS_pack 109@ 
81@ = Actor.Create(Mission1, #CWMOHB2, -1048.379, -1172.351, 127.4308)
Actor.Angle(81@) = 57.544
01B2: give_actor 81@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 81@ decision_maker_to 97@ 
Actor.Health(81@) = 50
0618: assign_actor 81@ to_AS_pack 109@ 
82@ = Actor.Create(Mission1, #CWMYHB1, -1047.927, -1177.559, 127.507)
Actor.Angle(82@) = 57.544
01B2: give_actor 82@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 82@ decision_maker_to 97@ 
Actor.Health(82@) = 50
0618: assign_actor 82@ to_AS_pack 109@ 
83@ = Actor.Create(Mission1, #CWFYHB, -1051.159, -1180.129, 127.5367)
Actor.Angle(83@) = 57.544
01B2: give_actor 83@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 83@ decision_maker_to 97@ 
Actor.Health(83@) = 50
0618: assign_actor 83@ to_AS_pack 109@ 
0674: set_car_model #WALTON numberplate "__HOM__" 
87@ = Car.Create(#WALTON, -1049.0, -1296.0, 128.3)
Car.Angle(87@) = 277.382
84@ = Actor.Create(Mission1, #CWMYHB1, -1049.19, -1291.94, 127.7206)
Actor.Angle(84@) = 57.544
01B2: give_actor 84@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 84@ decision_maker_to 97@ 
Actor.Health(84@) = 50
0618: assign_actor 84@ to_AS_pack 109@ 
0674: set_car_model #WALTON numberplate "__HOM__" 
88@ = Car.Create(#WALTON, -1154.086, -1339.716, 126.61)
Car.Angle(88@) = 272.428
0129: 86@ = create_actor_pedtype 24 model #CWFYHB in_car 88@ driverseat 
85@ = Actor.Create(Mission1, #CWMYHB1, -1049.19, -1295.94, 0.0)
060B: set_actor 85@ decision_maker_to 97@ 
0464: put_actor 85@ into_turret_on_car 88@ at_car_offset 0.0 -1.0 0.9 position 0 shooting_angle_limit 360.0 with_weapon 33 
0638: AS_actor 85@ stay_put 1 
061B: remove_references_to_AS_pack 109@ 
141@ = 2 

:TRUTH1_10560
if 
  141@ == 2 
else_jump @TRUTH1_10771 
if 
   not Car.Wrecked(34@)
else_jump @TRUTH1_10771 
if 
01AD:   car 34@ sphere 0 near_point -1050.942 -1171.55 radius 15.0 15.0 
else_jump @TRUTH1_10771 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
if 
   not Actor.Dead(80@)
else_jump @TRUTH1_10687 
0618: assign_actor 80@ to_AS_pack 107@ 

:TRUTH1_10687
if 
   not Actor.Dead(81@)
else_jump @TRUTH1_10711 
0618: assign_actor 81@ to_AS_pack 107@ 

:TRUTH1_10711
if 
   not Actor.Dead(82@)
else_jump @TRUTH1_10735 
0618: assign_actor 82@ to_AS_pack 107@ 

:TRUTH1_10735
if 
   not Actor.Dead(83@)
else_jump @TRUTH1_10759 
0618: assign_actor 83@ to_AS_pack 107@ 

:TRUTH1_10759
061B: remove_references_to_AS_pack 107@ 
141@ = 3 

:TRUTH1_10771
if 
  141@ > 1 
else_jump @TRUTH1_11120 
if 
  142@ == 0 
else_jump @TRUTH1_11120 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -974.32 -1287.37 cornerB -1129.14 -1330.41 
else_jump @TRUTH1_11120 
if 
   not Car.Wrecked(88@)
else_jump @TRUTH1_10931 
if 
   not Actor.Dead(86@)
else_jump @TRUTH1_10931 
Car.SetSpeedInstantly(88@, 30.0)
if 
   not Actor.Dead(85@)
else_jump @TRUTH1_10911 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 

:TRUTH1_10911
06E1: AS_actor 86@ using_car 88@ target_car 88@ with_order 4 max_speed 30.0 traffic_flag 3 

:TRUTH1_10931
143@ = 100 
Model.Destroy(#KMB_MARIJUANA)
Model.Destroy(#SW_HAYBREAK02)
Object.RemoveReferences(60@)
Object.RemoveReferences(61@)
Object.RemoveReferences(62@)
Object.RemoveReferences(63@)
Object.RemoveReferences(64@)
Object.RemoveReferences(65@)
Object.RemoveReferences(66@)
Object.RemoveReferences(43@)
Object.RemoveReferences(44@)
Object.RemoveReferences(45@)
Object.RemoveReferences(46@)
Object.RemoveReferences(47@)
Object.RemoveReferences(48@)
Actor.RemoveReferences(67@)
Actor.RemoveReferences(68@)
Actor.RemoveReferences(69@)
Actor.RemoveReferences(70@)
Actor.RemoveReferences(71@)
Actor.RemoveReferences(72@)
Actor.RemoveReferences(73@)
Actor.RemoveReferences(74@)
Actor.RemoveReferences(75@)
Actor.RemoveReferences(76@)
Actor.RemoveReferences(77@)
Actor.RemoveReferences(78@)
Actor.RemoveReferences(79@)
Car.RemoveReferences(90@)
Actor.RemoveReferences(91@)
Actor.RemoveReferences(92@)
Actor.RemoveReferences(93@)
Actor.RemoveReferences(94@)
Actor.RemoveReferences(95@)
Actor.RemoveReferences(96@)
142@ = 1 

:TRUTH1_11120
if 
   not Car.Wrecked(34@)
else_jump @TRUTH1_11233 
if 
  130@ == 0 
else_jump @TRUTH1_11233 
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @TRUTH1_11233 
Car.RemoveReferences(90@)
129@ = 1 
00BC: show_text_highpriority GXT 'TRU1_5' time 5000 flag 1  // ~s~Bring den Mhdrescher zu ~y~The Truths Farm~s~.
Marker.Disable(116@)
018A: 116@ = create_checkpoint_at -1114.25 -1619.96 76.68 
130@ = 1 

:TRUTH1_11233
if 
   not Car.Wrecked(34@)
else_jump @TRUTH1_11347 
if 
  130@ == 1 
else_jump @TRUTH1_11347 
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TRUTH1_11347 
if 
   not 129@ > 1 
else_jump @TRUTH1_11347 
00BC: show_text_highpriority GXT 'TRU1_7' time 5000 flag 1  // ~s~Steig wieder auf den ~b~Mhdrescher~s~ und bring ihn zu The Truth!
Marker.Disable(116@)
116@ = Marker.CreateAboveCar(34@)
07E0: set_marker 116@ type_to 1 
130@ = 0 

:TRUTH1_11347
if 
  129@ == 1 
else_jump @TRUTH1_11539 
if 
  130@ == 1 
else_jump @TRUTH1_11539 
if 
   not Car.Wrecked(34@)
else_jump @TRUTH1_11539 
if 
01AF:   car 34@ sphere 1 in_sphere -1100.007 -1620.949 75.375 radius 5.0 5.0 5.0 
else_jump @TRUTH1_11539 
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @TRUTH1_11539 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRUTH1_11490 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 

:TRUTH1_11490
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:TRUTH1_11504
if 
fading 
else_jump @TRUTH1_11528 
wait 0 
jump @TRUTH1_11504 

:TRUTH1_11528
02A3: enable_widescreen 1 
129@ = 2 

:TRUTH1_11539
if 
  129@ == 2 
else_jump @TRUTH1_12171 
if 
   not Car.Wrecked(34@)
else_jump @TRUTH1_12171 
Car.RemoveReferences(56@)
Car.Destroy(56@)
Actor.RemoveReferences(57@)
Car.RemoveReferences(58@)
Car.Destroy(58@)
Actor.RemoveReferences(59@)
Car.RemoveReferences(88@)
Actor.RemoveReferences(85@)
Actor.RemoveReferences(86@)
Model.Destroy(#TRACTOR)
Model.Destroy(#KMB_MARIJUANA)
Model.Destroy(#SW_HAYBREAK02)
Model.Destroy(#CUNTGUN)
Model.Destroy(#WALTON)
Model.Destroy(#SHOVEL)
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
Model.Load(#BFINJECT)
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 41040 as 1 
03CF: load_wav 41041 as 2 
038B: load_requested_models 

:TRUTH1_11694
if or
823D:   not special_actor 1 loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
   not Model.Available(#BFINJECT)
else_jump @TRUTH1_11733 
wait 0 
jump @TRUTH1_11694 

:TRUTH1_11733
32@ = 0 
33@ = 0 
0395: clear_area 1 at -1100.007 -1620.949 200.0 radius 200.0 
if 
   not Car.Wrecked(34@)
else_jump @TRUTH1_11817 
Car.PutAt(34@, -1102.21, -1620.017, 77.345)
Car.Angle(34@) = 90.738

:TRUTH1_11817
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @TRUTH1_11847 
wait 0 
jump @TRUTH1_11817 

:TRUTH1_11847
56@ = Car.Create(#BFINJECT, -1074.53, -1643.624, 75.066)
Car.Angle(56@) = 84.918
89@ = Actor.Create(Mission2, #SPECIAL01, -1088.84, -1623.997, 75.375)
Actor.Angle(89@) = 91.269
0489: set_actor 89@ muted 1 
Actor.SetImmunities(89@, 1, 1, 1, 1, 1)
060B: set_actor 89@ decision_maker_to 97@ 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TRUTH1_11998 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1098.84 -1623.997 75.375 
Actor.Angle($PLAYER_ACTOR) = 264.123
jump @TRUTH1_12028 

:TRUTH1_11998
Actor.PutAt($PLAYER_ACTOR, -1098.84, -1623.997, 75.375)
Actor.Angle($PLAYER_ACTOR) = 264.123

:TRUTH1_12028
Camera.SetPosition(-1087.733, -1625.124, 76.7194, 0.0, 0.0, 0.0)
Camera.PointAt(-1088.662, -1624.758, 76.6608, 2)
Marker.Disable(116@)
fade 1 1000 
if 
   not Actor.Dead(89@)
else_jump @TRUTH1_12132 
05D3: AS_actor 89@ goto_point -1093.189 -1624.021 75.375 mode 4 5000 ms // versionA 

:TRUTH1_12132
05D3: AS_actor $PLAYER_ACTOR goto_point -1094.931 -1623.946 75.375 mode 4 5000 ms // versionA 
32@ = 0 
129@ = 3 

:TRUTH1_12171
if 
  129@ == 3 
else_jump @TRUTH1_12410 
if 
   not Actor.Dead(89@)
else_jump @TRUTH1_12410 
if or
  32@ > 2500 
00F0:   actor 89@ 0 near_point -1093.189 -1624.021 radius 1.5 1.5 stopped_on_foot 
else_jump @TRUTH1_12410 
Camera.SetPosition(-1092.296, -1624.917, 76.9985, 0.0, 0.0, 0.0)
Camera.PointAt(-1093.117, -1624.372, 76.8283, 2)
0792: disembark_instantly_actor 89@ 
Actor.PutAt(89@, -1093.189, -1624.021, 75.375)
Actor.Angle(89@) = 88.0345
Actor.PutAt($PLAYER_ACTOR, -1094.931, -1623.946, 75.375)
Actor.Angle($PLAYER_ACTOR) = 264.123
0605: actor 89@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
129@ = 4 

:TRUTH1_12410
if 
  129@ == 4 
else_jump @TRUTH1_12455 
00BC: show_text_highpriority GXT 'TRU1_ZA' time 4000 flag 1  // ~z~Du hast Frieden in mein Tal gebracht. Danke, Freund.
03D1: play_wav 1 
129@ = 5 

:TRUTH1_12455
if 
  129@ == 5 
else_jump @TRUTH1_12530 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_12530 
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 41042 as 1 
00BC: show_text_highpriority GXT 'TRU1_ZB' time 4000 flag 1  // ~z~Ich ruf dich an, wenn der Wuppdidu fertig ist,
03D1: play_wav 2 
129@ = 6 

:TRUTH1_12530
if 
  129@ == 6 
else_jump @TRUTH1_12605 
if 
03D2:   wav 2 ended 
else_jump @TRUTH1_12605 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_12605 
00BC: show_text_highpriority GXT 'TRU1_ZC' time 4000 flag 1  // ~z~du kmmerst dich nur darum, dass du die Kohle zusammenkratzt.
03D1: play_wav 1 
129@ = 7 

:TRUTH1_12605
if 
  129@ == 7 
else_jump @TRUTH1_12725 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_12725 
00BE: text_clear_all 
05D3: AS_actor $PLAYER_ACTOR goto_point -1092.25 -1629.82 76.0 mode 4 5000 ms // versionA 
wait 250 
if 
   not Actor.Dead(89@)
else_jump @TRUTH1_12711 
05D3: AS_actor 89@ goto_point -1099.96 -1623.7 76.4 mode 4 5000 ms // versionA 

:TRUTH1_12711
32@ = 0 
129@ = 8 

:TRUTH1_12725
if 
  129@ == 8 
else_jump @TRUTH1_12918 
if 
  32@ > 1000 
else_jump @TRUTH1_12918 
fade 0 1000 

:TRUTH1_12769
if 
fading 
else_jump @TRUTH1_12793 
wait 0 
jump @TRUTH1_12769 

:TRUTH1_12793
Model.Load(#CELLPHONE)
03CF: load_wav 23000 as 3 
038B: load_requested_models 

:TRUTH1_12807
if or
   not Model.Available(#CELLPHONE)
83D0:   not wav 3 loaded 
else_jump @TRUTH1_12838 
wait 0 
jump @TRUTH1_12807 

:TRUTH1_12838
Car.Destroy(34@)
Actor.DestroyInstantly(89@)
02A3: enable_widescreen 0 
Actor.PutAt($PLAYER_ACTOR, -1092.561, -1633.628, 75.37)
Actor.Angle($PLAYER_ACTOR) = 273.438
fade 1 1000 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03D1: play_wav 3 
Player.CanMove($PLAYER_CHAR) = True
32@ = 0 
129@ = 9 

:TRUTH1_12918
if 
  129@ == 9 
else_jump @TRUTH1_12980 
if 
  32@ > 1000 
else_jump @TRUTH1_12980 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
040D: unload_wav 3 
32@ = 0 
129@ = 10 

:TRUTH1_12980
if 
  129@ == 10 
else_jump @TRUTH1_13038 
if 
  32@ > 2000 
else_jump @TRUTH1_13038 
144@ = 1 
145@ = 0 
129@ = 11 

:TRUTH1_13038
if 
  129@ == 11 
else_jump @TRUTH1_14318 
gosub @TRUTH1_16008 
if 
  144@ == 1 
else_jump @TRUTH1_13128 
if 
  145@ == 0 
else_jump @TRUTH1_13128 
04AF: 113@ = 25256 // @ = any 
05AA: 114@s = 'MCES05A'  // ~z~Ja.
gosub @TRUTH1_15966 

:TRUTH1_13128
if 
  144@ == 2 
else_jump @TRUTH1_13193 
if 
  145@ == 0 
else_jump @TRUTH1_13193 
04AF: 113@ = 25257 // @ = any 
05AA: 114@s = 'MCES05B'  // ~z~Carl, Cesar hier.
gosub @TRUTH1_15966 

:TRUTH1_13193
if 
  144@ == 3 
else_jump @TRUTH1_13258 
if 
  145@ == 0 
else_jump @TRUTH1_13258 
04AF: 113@ = 25258 // @ = any 
05AA: 114@s = 'MCES05C'  // ~z~Was luft?
gosub @TRUTH1_15966 

:TRUTH1_13258
if 
  144@ == 4 
else_jump @TRUTH1_13323 
if 
  145@ == 0 
else_jump @TRUTH1_13323 
04AF: 113@ = 25259 // @ = any 
05AA: 114@s = 'MCES05D'  // ~z~Richtig bel stinkende Scheie, das luft, Kumpel.
gosub @TRUTH1_15966 

:TRUTH1_13323
if 
  144@ == 5 
else_jump @TRUTH1_13388 
if 
  145@ == 0 
else_jump @TRUTH1_13388 
04AF: 113@ = 25260 // @ = any 
05AA: 114@s = 'MCES05E'  // ~z~Was ist denn los? Wo ist Kendl? Geht's ihr gut?
gosub @TRUTH1_15966 

:TRUTH1_13388
if 
  144@ == 6 
else_jump @TRUTH1_13453 
if 
  145@ == 0 
else_jump @TRUTH1_13453 
04AF: 113@ = 25261 // @ = any 
05AA: 114@s = 'MCES05F'  // ~z~Sie ist bei mir. Ihr geht's gut, soweit.
gosub @TRUTH1_15966 

:TRUTH1_13453
if 
  144@ == 7 
else_jump @TRUTH1_13518 
if 
  145@ == 0 
else_jump @TRUTH1_13518 
04AF: 113@ = 25262 // @ = any 
05AA: 114@s = 'MCES05G'  // ~z~Die Varrios Los Aztecas, Schluss, aus, Ende.
gosub @TRUTH1_15966 

:TRUTH1_13518
if 
  144@ == 8 
else_jump @TRUTH1_13583 
if 
  145@ == 0 
else_jump @TRUTH1_13583 
04AF: 113@ = 25263 // @ = any 
05AA: 114@s = 'MCES05H'  // ~z~Und auf mich ist Kopfgeld ausgesetzt, auf Kendl vielleicht auch.
gosub @TRUTH1_15966 

:TRUTH1_13583
if 
  144@ == 9 
else_jump @TRUTH1_13648 
if 
  145@ == 0 
else_jump @TRUTH1_13648 
04AF: 113@ = 25264 // @ = any 
05AA: 114@s = 'MCES05J'  // ~z~Was ist passiert?
gosub @TRUTH1_15966 

:TRUTH1_13648
if 
  144@ == 10 
else_jump @TRUTH1_13713 
if 
  145@ == 0 
else_jump @TRUTH1_13713 
04AF: 113@ = 25265 // @ = any 
05AA: 114@s = 'MCES05K'  // ~z~Vertrauen und Respekt, Ehre, alles fr'n Arsch jetzt in Los Angeles.
gosub @TRUTH1_15966 

:TRUTH1_13713
if 
  144@ == 11 
else_jump @TRUTH1_13778 
if 
  145@ == 0 
else_jump @TRUTH1_13778 
04AF: 113@ = 25266 // @ = any 
05AA: 114@s = 'MCES05L'  // ~z~Meine Kameraden, meine Freunde, alle tot, oder abgetaucht, ey.
gosub @TRUTH1_15966 

:TRUTH1_13778
if 
  144@ == 12 
else_jump @TRUTH1_13843 
if 
  145@ == 0 
else_jump @TRUTH1_13843 
04AF: 113@ = 25267 // @ = any 
05AA: 114@s = 'MCES05M'  // ~z~Verschwindet aus der Stadt.
gosub @TRUTH1_15966 

:TRUTH1_13843
if 
  144@ == 13 
else_jump @TRUTH1_13908 
if 
  145@ == 0 
else_jump @TRUTH1_13908 
04AF: 113@ = 25268 // @ = any 
05AA: 114@s = 'MCES05N'  // ~z~Fahr nach Salinas und miete dir dort mit Kendl einen Wohnwagen. Ich komme hin.
gosub @TRUTH1_15966 

:TRUTH1_13908
if 
  144@ == 14 
else_jump @TRUTH1_13973 
if 
  145@ == 0 
else_jump @TRUTH1_13973 
04AF: 113@ = 25269 // @ = any 
05AA: 114@s = 'MCES05O'  // ~z~Okay, ich muss nur noch was erledigen und ...
gosub @TRUTH1_15966 

:TRUTH1_13973
if 
  144@ == 15 
else_jump @TRUTH1_14038 
if 
  145@ == 0 
else_jump @TRUTH1_14038 
04AF: 113@ = 25270 // @ = any 
05AA: 114@s = 'MCES05P'  // ~z~Nein! Du schaffst jetzt sofort meine Schwester aus der Stadt und in Sicherheit!
gosub @TRUTH1_15966 

:TRUTH1_14038
if 
  144@ == 16 
else_jump @TRUTH1_14103 
if 
  145@ == 0 
else_jump @TRUTH1_14103 
04AF: 113@ = 25271 // @ = any 
05AA: 114@s = 'MCES05Q'  // ~z~Bitte bau jetzt keine Scheie! Sie zu verlieren wrd ich nicht packen, Mann!
gosub @TRUTH1_15966 

:TRUTH1_14103
if 
  144@ == 17 
else_jump @TRUTH1_14168 
if 
  145@ == 0 
else_jump @TRUTH1_14168 
04AF: 113@ = 25272 // @ = any 
05AA: 114@s = 'MCES05R'  // ~z~Geht klar, Kumpel. Wir sehen uns in Salinas.
gosub @TRUTH1_15966 

:TRUTH1_14168
if 
  144@ == 18 
else_jump @TRUTH1_14207 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
32@ = 0 
144@ = 19 

:TRUTH1_14207
if 
  144@ == 19 
else_jump @TRUTH1_14258 
if 
  32@ > 2000 
else_jump @TRUTH1_14258 
jump @TRUTH1_16397 
144@ = 20 

:TRUTH1_14258
if 
  146@ == 0 
else_jump @TRUTH1_14318 
if 
00E1:   player 0 pressed_key 15 
else_jump @TRUTH1_14318 
040D: unload_wav 1 
145@ = 0 
144@ = 18 
146@ = 1 

:TRUTH1_14318
if 
  117@ > 4 
else_jump @TRUTH1_14393 
if 
   Car.Wrecked(34@)
else_jump @TRUTH1_14393 
if 
  8 > 129@ 
else_jump @TRUTH1_14393 
00BC: show_text_highpriority GXT 'TRU1_16' time 5000 flag 1  // ~r~Der Mhdrescher ist Schrott!
jump @TRUTH1_16379 

:TRUTH1_14393
if 
  100 > 143@ 
else_jump @TRUTH1_15959 
if 
  143@ == 1 
else_jump @TRUTH1_14465 
if 
   not Actor.Dead(49@)
else_jump @TRUTH1_14465 
040D: unload_wav 1 
03CF: load_wav 41029 as 1 
143@ = 2 

:TRUTH1_14465
if 
  143@ == 2 
else_jump @TRUTH1_14548 
if 
   not Actor.Dead(49@)
else_jump @TRUTH1_14548 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_14548 
0489: set_actor 49@ muted 1 
00BC: show_text_highpriority GXT 'TRU1_DF' time 4000 flag 1  // ~z~Du hast dir die falsche Farm ausgesucht, Junge!
03D1: play_wav 1 
143@ = 3 

:TRUTH1_14548
if 
  143@ == 3 
else_jump @TRUTH1_14590 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_14590 
00BE: text_clear_all 
143@ = 4 

:TRUTH1_14590
if 
  143@ == 4 
else_jump @TRUTH1_14644 
if 
   not Actor.Dead(49@)
else_jump @TRUTH1_14644 
040D: unload_wav 1 
03CF: load_wav 41030 as 1 
143@ = 5 

:TRUTH1_14644
if 
  143@ == 5 
else_jump @TRUTH1_14727 
if 
   not Actor.Dead(49@)
else_jump @TRUTH1_14727 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_14727 
00BC: show_text_highpriority GXT 'TRU1_DG' time 4000 flag 1  // ~z~Das ist hier kein Country Club, Freundchen!
0949: link_wav 1 to_actor 49@ 
03D1: play_wav 1 
143@ = 6 

:TRUTH1_14727
if 
  143@ == 6 
else_jump @TRUTH1_14792 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_14792 
00BE: text_clear_all 
if 
   not Actor.Dead(49@)
else_jump @TRUTH1_14785 
0489: set_actor 49@ muted 0 

:TRUTH1_14785
143@ = 7 

:TRUTH1_14792
if 
  143@ == 8 
else_jump @TRUTH1_14846 
if 
   not Actor.Dead(59@)
else_jump @TRUTH1_14846 
040D: unload_wav 1 
03CF: load_wav 41035 as 1 
143@ = 9 

:TRUTH1_14846
if 
  143@ == 9 
else_jump @TRUTH1_14929 
if 
   not Actor.Dead(59@)
else_jump @TRUTH1_14929 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_14929 
00BC: show_text_highpriority GXT 'TRU1_FD' time 4000 flag 1  // ~z~Wenn ihr mich fragt, dann hauen wir ihn zu Brei!
03D1: play_wav 1 
0489: set_actor 59@ muted 1 
143@ = 10 

:TRUTH1_14929
if 
  143@ == 10 
else_jump @TRUTH1_14994 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_14994 
00BE: text_clear_all 
if 
   not Actor.Dead(59@)
else_jump @TRUTH1_14987 
0489: set_actor 59@ muted 0 

:TRUTH1_14987
143@ = 11 

:TRUTH1_14994
if 
  143@ == 12 
else_jump @TRUTH1_15063 
if 
   not Actor.Dead(52@)
else_jump @TRUTH1_15063 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_15063 
040D: unload_wav 1 
03CF: load_wav 41032 as 1 
143@ = 13 

:TRUTH1_15063
if 
  143@ == 13 
else_jump @TRUTH1_15139 
if 
   not Actor.Dead(52@)
else_jump @TRUTH1_15139 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_15139 
00BC: show_text_highpriority GXT 'TRU1_FA' time 4000 flag 1  // ~z~Hey, wer ist der Kerl?
03D1: play_wav 1 
143@ = 14 

:TRUTH1_15139
if 
  143@ == 14 
else_jump @TRUTH1_15181 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_15181 
00BE: text_clear_all 
143@ = 15 

:TRUTH1_15181
if 
  143@ == 15 
else_jump @TRUTH1_15242 
if 
   not Actor.Dead(53@)
else_jump @TRUTH1_15242 
0489: set_actor 53@ muted 1 
040D: unload_wav 1 
03CF: load_wav 41001 as 1 
143@ = 16 

:TRUTH1_15242
if 
  143@ == 16 
else_jump @TRUTH1_15318 
if 
   not Actor.Dead(53@)
else_jump @TRUTH1_15318 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_15318 
00BC: show_text_highpriority GXT 'TRU1_AB' time 4000 flag 1  // ~z~Keine Ahnung, aber er sieht irgendwie zwielichtig aus!
03D1: play_wav 1 
143@ = 17 

:TRUTH1_15318
if 
  143@ == 17 
else_jump @TRUTH1_15360 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_15360 
00BE: text_clear_all 
143@ = 18 

:TRUTH1_15360
if 
  143@ == 18 
else_jump @TRUTH1_15414 
if 
   not Actor.Dead(53@)
else_jump @TRUTH1_15414 
040D: unload_wav 1 
03CF: load_wav 41003 as 1 
143@ = 19 

:TRUTH1_15414
if 
  143@ == 19 
else_jump @TRUTH1_15490 
if 
   not Actor.Dead(53@)
else_jump @TRUTH1_15490 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_15490 
00BC: show_text_highpriority GXT 'TRU1_AD' time 4000 flag 1  // ~z~Schmeit ihn in die Schweinekacke!
03D1: play_wav 1 
143@ = 20 

:TRUTH1_15490
if 
  143@ == 21 
else_jump @TRUTH1_15555 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_15555 
00BE: text_clear_all 
if 
   not Actor.Dead(53@)
else_jump @TRUTH1_15548 
0489: set_actor 53@ muted 0 

:TRUTH1_15548
143@ = 22 

:TRUTH1_15555
if 
  143@ == 23 
else_jump @TRUTH1_15609 
if 
   not Actor.Dead(38@)
else_jump @TRUTH1_15609 
040D: unload_wav 1 
03CF: load_wav 41028 as 1 
143@ = 24 

:TRUTH1_15609
if 
  143@ == 24 
else_jump @TRUTH1_15692 
if 
   not Actor.Dead(38@)
else_jump @TRUTH1_15692 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_15692 
0489: set_actor 38@ muted 1 
00BC: show_text_highpriority GXT 'TRU1_DE' time 4000 flag 1  // ~z~Er ist ein Mhdrescherdieb! Der Hrensohn haut mit Betsy ab!
03D1: play_wav 1 
143@ = 25 

:TRUTH1_15692
if 
  143@ == 26 
else_jump @TRUTH1_15757 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_15757 
00BE: text_clear_all 
if 
   not Actor.Dead(38@)
else_jump @TRUTH1_15750 
0489: set_actor 38@ muted 0 

:TRUTH1_15750
143@ = 27 

:TRUTH1_15757
if 
  143@ == 28 
else_jump @TRUTH1_15811 
if 
   not Actor.Dead(68@)
else_jump @TRUTH1_15811 
040D: unload_wav 1 
03CF: load_wav 41002 as 1 
143@ = 29 

:TRUTH1_15811
if 
  143@ == 29 
else_jump @TRUTH1_15894 
if 
   not Actor.Dead(68@)
else_jump @TRUTH1_15894 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_15894 
0489: set_actor 68@ muted 1 
00BC: show_text_highpriority GXT 'TRU1_AC' time 4000 flag 1  // ~z~Haltet den verfluchten Hundesohn auf!
03D1: play_wav 1 
143@ = 30 

:TRUTH1_15894
if 
  143@ == 30 
else_jump @TRUTH1_15959 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_15959 
00BE: text_clear_all 
if 
   not Actor.Dead(68@)
else_jump @TRUTH1_15952 
0489: set_actor 68@ muted 0 

:TRUTH1_15952
143@ = 31 

:TRUTH1_15959
jump @TRUTH1_935 

:TRUTH1_15966
if 
  145@ == 0 
else_jump @TRUTH1_16006 
03CF: load_wav 113@ as 1 
05AA: 111@s = 114@s 
145@ = 1 

:TRUTH1_16006
return 

:TRUTH1_16008
if 
  145@ == 1 
else_jump @TRUTH1_16062 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_16062 
00BC: show_text_highpriority GXT 111@s time 4000 flag 1 
03D1: play_wav 1 
145@ = 2 

:TRUTH1_16062
if 
  145@ == 2 
else_jump @TRUTH1_16115 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_16115 
144@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
145@ = 0 

:TRUTH1_16115
return 

:TRUTH1_16117
0615: define_AS_pack_begin 108@ 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 103@ 104@ 105@ mode 6 -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 108@ 
0618: assign_actor 102@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 
return 

:TRUTH1_16178
0615: define_AS_pack_begin 99@ 
05D1: AS_actor -1 drive_car 34@ to -1025.67 -1029.39 130.5 speed 6.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1154.06 -1041.32 130.5 speed 6.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1166.82 -941.32 130.21 speed 6.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1031.46 -935.51 130.19 speed 6.0 0 model #NULL 3 
0616: define_AS_pack_end 99@ 
0618: assign_actor 38@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 
return 

:TRUTH1_16335
0615: define_AS_pack_begin 100@ 
06E1: AS_actor -1 using_car 101@ target_car 101@ with_order 2 max_speed 20.0 traffic_flag 3 
0616: define_AS_pack_end 100@ 
0618: assign_actor 102@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 
return 

:TRUTH1_16379
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:TRUTH1_16397
Marker.Disable($484)
$484 = Marker.CreateIconAndSphere($ICON_CESAR, $X_ANGEL_PINE, $Y_ANGEL_PINE, $Z_ANGEL_PINE)
014C: set_parked_car_generator $2865 cars_to_generate_to 101 
014C: set_parked_car_generator $2866 cars_to_generate_to 101 
014C: set_parked_car_generator $2867 cars_to_generate_to 101 
014C: set_parked_car_generator $2868 cars_to_generate_to 101 
014C: set_parked_car_generator $2869 cars_to_generate_to 101 
014C: set_parked_car_generator $2870 cars_to_generate_to 101 
014C: set_parked_car_generator $2871 cars_to_generate_to 101 
014C: set_parked_car_generator $2872 cars_to_generate_to 101 
0318: set_latest_mission_passed 'TRUTH_1'  // Body Harvest
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0394: play_music 1 
0998: add_respect 5 
Player.ClearWantedLevel($PLAYER_CHAR)
$TRUTH_TOTAL_PASSED_MISSIONS += 1 
Marker.Disable($MARKER_TRUTH_FARM)
return 

:TRUTH1_16535
$ONMISSION = 0 
Model.Destroy(#COMBINE)
Model.Destroy(#TRACTOR)
Model.Destroy(#KMB_MARIJUANA)
Model.Destroy(#SW_HAYBREAK02)
Model.Destroy(#CUNTGUN)
Model.Destroy(#WALTON)
Model.Destroy(#CWFYHB)
Model.Destroy(#CWMOHB2)
Model.Destroy(#CWMYHB1)
Model.Destroy(#BFINJECT)
Model.Destroy(#SHOVEL)
0296: unload_special_actor 1 
Marker.Disable(116@)
Car.RemoveReferences(56@)
03C7: set_sensitivity_to_crime 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 47---------------
// Originally: Are you going to San Fierro?

:TRUTH2
thread 'TRUTH2' 
gosub @TRUTH2_47 
if 
wasted_or_busted 
else_jump @TRUTH2_38 
gosub @TRUTH2_11910 

:TRUTH2_38
gosub @TRUTH2_12153 
end_thread 

:TRUTH2_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'TRU2' 
if 
  $ONMISSION == 0 
else_jump @TRUTH2_159 
018A: 42@ = create_checkpoint_at -1111.7 -1622.7 76.4 
032B: 41@ = create_weapon_pickup #ROCKETLA group 3 ammo 10 at -1100.3 -1640.4 76.4 
032B: 40@ = create_weapon_pickup #ROCKETLA group 3 ammo 10 at -1100.3 -1640.4 76.4 

:TRUTH2_159
00BE: text_clear_all 
wait 0 
$7012 = 331000 
87@ = 0 
88@ = 0 
89@ = 0 
90@ = 0 
91@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
$7011 = 44 
135@ = 0 
136@ = 0 
148@ = 0 
149@ = 0 
137@ = 0 
138@ = 0.0 
139@ = 0.0 
140@ = 0.0 
141@ = 0.0 
142@ = 0.0 
143@ = 0.0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 44 
151@ = 0 
152@ = 0 
153@ = 0 
202@ = 0 
203@ = 0 
204@ = 0 
205@ = 0 
206@ = 0 
207@ = 0 
208@ = 0 
209@ = 0 
210@ = 0 
211@ = 0 
150@ = 0 
213@ = 0 
214@ = 0 
212@ = 0 
08F5: save_player_group 
0395: clear_area 1 at -1110.2 -1638.5 76.0 radius 20.0 
02E4: load_cutscene_data 'TRUTH_2' 

:TRUTH2_797
if 
86B9:   not cutscene_data_loaded 
else_jump @TRUTH2_821 
wait 0 
jump @TRUTH2_797 

:TRUTH2_821
02E7: start_cutscene 
fade 1 1000 

:TRUTH2_830
if 
82E9:   not cutscene_reached_end 
else_jump @TRUTH2_854 
wait 0 
jump @TRUTH2_830 

:TRUTH2_854
fade 0 0 

:TRUTH2_860
if 
fading 
else_jump @TRUTH2_884 
wait 0 
jump @TRUTH2_860 

:TRUTH2_884
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
wait 0 
Model.Load(#CAMPER)
Model.Load(#SADLER)
Model.Load(#POLMAV)
Model.Load(#CSHER)
Model.Load(#FLAME)
Model.Load(#COLT45)
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
0777: delete_objects_in_object_group "TRUTHSFARM" 
0776: create_objects_in_object_group "TRUTHSFARM" 
038B: load_requested_models 
0828: unknown_fires_stuff 2 
0395: clear_area 1 at -913.3 -1720.5 76.6 radius 300.0 
07E5: copy_decision_maker 65542 to 216@ 
0395: clear_area 1 at -913.3 -1720.5 76.6 radius 1.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -913.3, -1720.5, 76.6)
01B2: give_actor $PLAYER_ACTOR weapon 37 ammo 3000 // Load the weapon model before using this 
0395: clear_area 1 at -1079.404 -1640.694 75.375 radius 20.0 
$ACTOR_TRUTH = Actor.Create(Mission1, #SPECIAL01, -1079.404, -1640.694, 75.375)
087E: set_actor $ACTOR_TRUTH weapon_droppable 0 
09F6: set_actor $ACTOR_TRUTH unjackable_through_driver_seat 0 
060B: set_actor $ACTOR_TRUTH decision_maker_to 216@ 
Actor.Angle($ACTOR_TRUTH) = 299.7411
01B2: give_actor $ACTOR_TRUTH weapon 37 ammo 3000 // Load the weapon model before using this 
0568: set_actor $ACTOR_TRUTH targetable 1 
039E: set_actor $ACTOR_TRUTH locked 1 while_in_car 
0615: define_AS_pack_begin 215@ 
05D3: AS_actor -1 goto_point -1070.1 -1636.5 75.4 mode 6 -1 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at -1062.2 -1631.1 75.3 -1 ms 
0616: define_AS_pack_end 215@ 
0618: assign_actor $ACTOR_TRUTH to_AS_pack 215@ 
061B: remove_references_to_AS_pack 215@ 
0395: clear_area 1 at -1077.6 -1650.2 75.3 radius 20.0 
0674: set_car_model #CAMPER numberplate "OUTTHERE" 
34@ = Car.Create(#CAMPER, -1077.6, -1650.2, 75.3)
0229: set_car 34@ primary_color_to 1 secondary_color_to 1 
06ED: set_car 34@ paintjob 0 
0294: set_car 34@ sprayable 0 
Car.DoorStatus(34@) = 3
0423: set_car 34@ improved_handling_to 2.0 // (float) 
Car.Angle(34@) = 256.4
Car.LockInCurrentPosition(34@) = True
Car.SetImmunities(34@, 0, 0, 1, 0, 0)
0395: clear_area 1 at -946.6 -1735.0 76.9 radius 5.0 
39@ = Car.Create(#SADLER, -946.6, -1735.0, 76.9)
Car.Angle(39@) = 1.4
Car.SetImmunities(39@, 0, 0, 1, 0, 0)
0395: clear_area 1 at -918.5 -1751.1 97.3 radius 5.0 
35@ = Car.Create(#POLMAV, -918.5, -1751.1, 97.3)
0825: set_helicopter 35@ instant_rotor_start 
0129: 36@ = create_actor_pedtype 24 model #CSHER in_car 35@ driverseat 
06C1: create_searchlight 38@ on_car 35@ with_offset 0.0 0.0 -1.0 radius 1.0 target -936.6 -1723.2 76.8 radius 6.0 
06B6: set_searchlight 38@ follow_actor $ACTOR_TRUTH speed 10.0 
0726: heli 35@ follow_actor $ACTOR_TRUTH follow_car -1 radius 20.0 
Car.DoorStatus(35@) = 2
054A: set_actor 36@ immune_to_car_headshots 0 
060B: set_actor 36@ decision_maker_to 216@ 
018A: 43@ = create_checkpoint_at -1062.1 -1631.7 75.3 
Marker.SetIconSize(43@, 1)
08FB: set_checkpoint 43@ type_to 2 
018A: 44@ = create_checkpoint_at -1052.3 -1631.7 75.3 
Marker.SetIconSize(44@, 1)
08FB: set_checkpoint 44@ type_to 2 
018A: 45@ = create_checkpoint_at -1042.4 -1631.7 75.3 
Marker.SetIconSize(45@, 1)
08FB: set_checkpoint 45@ type_to 2 
018A: 46@ = create_checkpoint_at -1032.6 -1631.7 75.3 
Marker.SetIconSize(46@, 1)
08FB: set_checkpoint 46@ type_to 2 
018A: 47@ = create_checkpoint_at -1023.1 -1631.7 75.3 
Marker.SetIconSize(47@, 1)
08FB: set_checkpoint 47@ type_to 2 
018A: 48@ = create_checkpoint_at -1062.1 -1622.2 75.3 
Marker.SetIconSize(48@, 1)
08FB: set_checkpoint 48@ type_to 2 
018A: 49@ = create_checkpoint_at -1052.3 -1622.2 75.3 
Marker.SetIconSize(49@, 1)
08FB: set_checkpoint 49@ type_to 2 
018A: 50@ = create_checkpoint_at -1042.4 -1622.2 75.3 
Marker.SetIconSize(50@, 1)
08FB: set_checkpoint 50@ type_to 2 
018A: 51@ = create_checkpoint_at -1032.6 -1622.2 75.3 
Marker.SetIconSize(51@, 1)
08FB: set_checkpoint 51@ type_to 2 
018A: 52@ = create_checkpoint_at -1023.1 -1622.2 75.3 
Marker.SetIconSize(52@, 1)
08FB: set_checkpoint 52@ type_to 2 
018A: 53@ = create_checkpoint_at -991.92 -1703.1 75.3 
Marker.SetIconSize(53@, 1)
08FB: set_checkpoint 53@ type_to 2 
018A: 54@ = create_checkpoint_at -982.38 -1703.1 75.3 
Marker.SetIconSize(54@, 1)
08FB: set_checkpoint 54@ type_to 2 
018A: 55@ = create_checkpoint_at -991.92 -1693.6 75.3 
Marker.SetIconSize(55@, 1)
08FB: set_checkpoint 55@ type_to 2 
018A: 56@ = create_checkpoint_at -982.38 -1693.6 75.3 
Marker.SetIconSize(56@, 1)
08FB: set_checkpoint 56@ type_to 2 
018A: 57@ = create_checkpoint_at -991.92 -1684.1 75.3 
Marker.SetIconSize(57@, 1)
08FB: set_checkpoint 57@ type_to 2 
018A: 58@ = create_checkpoint_at -982.38 -1684.1 75.3 
Marker.SetIconSize(58@, 1)
08FB: set_checkpoint 58@ type_to 2 
018A: 59@ = create_checkpoint_at -1011.8 -1667.6 75.3 
Marker.SetIconSize(59@, 1)
08FB: set_checkpoint 59@ type_to 2 
018A: 60@ = create_checkpoint_at -1011.8 -1658.1 75.3 
Marker.SetIconSize(60@, 1)
08FB: set_checkpoint 60@ type_to 2 
018A: 61@ = create_checkpoint_at -1011.8 -1648.7 75.3 
Marker.SetIconSize(61@, 1)
08FB: set_checkpoint 61@ type_to 2 
018A: 62@ = create_checkpoint_at -1000.7 -1667.6 75.3 
Marker.SetIconSize(62@, 1)
08FB: set_checkpoint 62@ type_to 2 
018A: 63@ = create_checkpoint_at -1000.7 -1658.1 75.3 
Marker.SetIconSize(63@, 1)
08FB: set_checkpoint 63@ type_to 2 
018A: 64@ = create_checkpoint_at -1000.7 -1648.7 75.3 
Marker.SetIconSize(64@, 1)
08FB: set_checkpoint 64@ type_to 2 
018A: 65@ = create_checkpoint_at -1011.8 -1672.3 75.3 
Marker.SetIconSize(65@, 1)
08FB: set_checkpoint 65@ type_to 2 
018A: 66@ = create_checkpoint_at -991.92 -1688.8 75.3 
Marker.SetIconSize(66@, 1)
08FB: set_checkpoint 66@ type_to 2 
018A: 67@ = create_checkpoint_at -982.38 -1688.8 75.3 
Marker.SetIconSize(67@, 1)
08FB: set_checkpoint 67@ type_to 2 
018A: 68@ = create_checkpoint_at -982.38 -1698.2 75.3 
Marker.SetIconSize(68@, 1)
08FB: set_checkpoint 68@ type_to 2 
018A: 69@ = create_checkpoint_at -991.92 -1698.2 75.3 
Marker.SetIconSize(69@, 1)
08FB: set_checkpoint 69@ type_to 2 
018A: 70@ = create_checkpoint_at -982.38 -1707.7 75.3 
Marker.SetIconSize(70@, 1)
08FB: set_checkpoint 70@ type_to 2 
018A: 71@ = create_checkpoint_at -1011.8 -1662.8 75.3 
Marker.SetIconSize(71@, 1)
08FB: set_checkpoint 71@ type_to 2 
018A: 72@ = create_checkpoint_at -1000.7 -1672.3 75.3 
Marker.SetIconSize(72@, 1)
08FB: set_checkpoint 72@ type_to 2 
018A: 73@ = create_checkpoint_at -1011.8 -1653.4 75.3 
Marker.SetIconSize(73@, 1)
08FB: set_checkpoint 73@ type_to 2 
018A: 74@ = create_checkpoint_at -1032.6 -1636.3 75.3 
Marker.SetIconSize(74@, 1)
08FB: set_checkpoint 74@ type_to 2 
018A: 75@ = create_checkpoint_at -1052.3 -1636.3 75.3 
Marker.SetIconSize(75@, 1)
08FB: set_checkpoint 75@ type_to 2 
018A: 76@ = create_checkpoint_at -1042.4 -1636.3 75.3 
Marker.SetIconSize(76@, 1)
08FB: set_checkpoint 76@ type_to 2 
018A: 77@ = create_checkpoint_at -1062.1 -1626.8 75.3 
Marker.SetIconSize(77@, 1)
08FB: set_checkpoint 77@ type_to 2 
018A: 78@ = create_checkpoint_at -991.92 -1707.7 75.3 
Marker.SetIconSize(78@, 1)
08FB: set_checkpoint 78@ type_to 2 
018A: 79@ = create_checkpoint_at -1023.1 -1626.8 75.3 
Marker.SetIconSize(79@, 1)
08FB: set_checkpoint 79@ type_to 2 
018A: 80@ = create_checkpoint_at -1000.7 -1662.8 75.3 
Marker.SetIconSize(80@, 1)
08FB: set_checkpoint 80@ type_to 2 
018A: 81@ = create_checkpoint_at -1000.7 -1653.4 75.3 
Marker.SetIconSize(81@, 1)
08FB: set_checkpoint 81@ type_to 2 
018A: 82@ = create_checkpoint_at -1032.6 -1626.8 75.3 
Marker.SetIconSize(82@, 1)
08FB: set_checkpoint 82@ type_to 2 
018A: 83@ = create_checkpoint_at -1042.4 -1626.8 75.3 
Marker.SetIconSize(83@, 1)
08FB: set_checkpoint 83@ type_to 2 
018A: 84@ = create_checkpoint_at -1052.3 -1626.8 75.3 
Marker.SetIconSize(84@, 1)
08FB: set_checkpoint 84@ type_to 2 
018A: 85@ = create_checkpoint_at -1062.1 -1636.3 75.3 
Marker.SetIconSize(85@, 1)
08FB: set_checkpoint 85@ type_to 2 
018A: 86@ = create_checkpoint_at -1023.1 -1636.3 75.3 
Marker.SetIconSize(86@, 1)
08FB: set_checkpoint 86@ type_to 2 
03C3: set_timer_to $7012 type 1 GXT 'TRU2_06' // global_variable  // Ankunft der Cops
Actor.PutAt($PLAYER_ACTOR, -1089.9, -1644.1, 75.4)
Actor.Angle($PLAYER_ACTOR) = 283.3
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 
00BB: show_text_lowpriority GXT 'TRU2_01' time 7000 flag 1  // ~s~Hilf The Truth, das ~r~Marihuana~s~ zu vernichten.
00BB: show_text_lowpriority GXT 'TRU2_02' time 7000 flag 1  // ~s~Um ein Marihuana-Feld zu vernichten, steck es in Brand.
32@ = 0 
33@ = 0 

:TRUTH2_3224
wait 0 
gosub @TRUTH2_14570 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
0735:   NOP_false 83 
else_jump @TRUTH2_3262 
jump @TRUTH2_11942 

:TRUTH2_3262
gosub @TRUTH2_12668 
if 
  90@ == 1 
else_jump @TRUTH2_3294 
jump @TRUTH2_11910 

:TRUTH2_3294
if 
  87@ == 0 
else_jump @TRUTH2_7881 
if 
0735:   NOP_false 81 
else_jump @TRUTH2_3388 
151@ = 0 
if 
  88@ == 0 
else_jump @TRUTH2_3361 
00BE: text_clear_all 
88@ = 1 

:TRUTH2_3361
Actor.PutAt($PLAYER_ACTOR, -1104.7, -1648.0, 75.4)
$7011 = 0 

:TRUTH2_3388
if 
  88@ == 0 
else_jump @TRUTH2_3461 
if 
  20 > $7011 
else_jump @TRUTH2_3461 
00BE: text_clear_all 
151@ = 1 
152@ = 0 
gosub @TRUTH2_14975 
88@ = 1 
32@ = 0 

:TRUTH2_3461
if 
  88@ == 1 
else_jump @TRUTH2_3514 
if 
  151@ == 0 
else_jump @TRUTH2_3514 
05CB: AS_actor $ACTOR_TRUTH enter_car 34@ as_driver -1 ms 
88@ = 2 

:TRUTH2_3514
gosub @TRUTH2_12789 
if 
  91@ == 0 
else_jump @TRUTH2_3618 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1631.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_3618 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(43@)
$7011 -= 1 
91@ = 1 

:TRUTH2_3618
if 
  92@ == 0 
else_jump @TRUTH2_3715 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1631.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_3715 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(44@)
$7011 -= 1 
92@ = 1 

:TRUTH2_3715
if 
  93@ == 0 
else_jump @TRUTH2_3812 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1631.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_3812 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(45@)
$7011 -= 1 
93@ = 1 

:TRUTH2_3812
if 
  94@ == 0 
else_jump @TRUTH2_3909 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1631.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_3909 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(46@)
$7011 -= 1 
94@ = 1 

:TRUTH2_3909
if 
  95@ == 0 
else_jump @TRUTH2_4006 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1631.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4006 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(47@)
$7011 -= 1 
95@ = 1 

:TRUTH2_4006
if 
  96@ == 0 
else_jump @TRUTH2_4103 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1622.2 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4103 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(48@)
$7011 -= 1 
96@ = 1 

:TRUTH2_4103
if 
  97@ == 0 
else_jump @TRUTH2_4200 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1622.2 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4200 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(49@)
$7011 -= 1 
97@ = 1 

:TRUTH2_4200
if 
  98@ == 0 
else_jump @TRUTH2_4297 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1622.2 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4297 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(50@)
$7011 -= 1 
98@ = 1 

:TRUTH2_4297
if 
  99@ == 0 
else_jump @TRUTH2_4394 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1622.2 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4394 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(51@)
$7011 -= 1 
99@ = 1 

:TRUTH2_4394
if 
  100@ == 0 
else_jump @TRUTH2_4491 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1622.2 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4491 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(52@)
$7011 -= 1 
100@ = 1 

:TRUTH2_4491
if 
  101@ == 0 
else_jump @TRUTH2_4588 
if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1703.1 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4588 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(53@)
$7011 -= 1 
101@ = 1 

:TRUTH2_4588
if 
  102@ == 0 
else_jump @TRUTH2_4685 
if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1703.1 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4685 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(54@)
$7011 -= 1 
102@ = 1 

:TRUTH2_4685
if 
  103@ == 0 
else_jump @TRUTH2_4782 
if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1693.6 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4782 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(55@)
$7011 -= 1 
103@ = 1 

:TRUTH2_4782
if 
  104@ == 0 
else_jump @TRUTH2_4879 
if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1693.6 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4879 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(56@)
$7011 -= 1 
104@ = 1 

:TRUTH2_4879
if 
  105@ == 0 
else_jump @TRUTH2_4976 
if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1684.1 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4976 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(57@)
$7011 -= 1 
105@ = 1 

:TRUTH2_4976
if 
  106@ == 0 
else_jump @TRUTH2_5073 
if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1684.1 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5073 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(58@)
$7011 -= 1 
106@ = 1 

:TRUTH2_5073
if 
  107@ == 0 
else_jump @TRUTH2_5170 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1667.6 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5170 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(59@)
$7011 -= 1 
107@ = 1 

:TRUTH2_5170
if 
  108@ == 0 
else_jump @TRUTH2_5267 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1658.1 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5267 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(60@)
$7011 -= 1 
108@ = 1 

:TRUTH2_5267
if 
  109@ == 0 
else_jump @TRUTH2_5364 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1648.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5364 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(61@)
$7011 -= 1 
109@ = 1 

:TRUTH2_5364
if 
  110@ == 0 
else_jump @TRUTH2_5461 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1667.6 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5461 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(62@)
$7011 -= 1 
110@ = 1 

:TRUTH2_5461
if 
  111@ == 0 
else_jump @TRUTH2_5558 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1658.1 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5558 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(63@)
$7011 -= 1 
111@ = 1 

:TRUTH2_5558
if 
  112@ == 0 
else_jump @TRUTH2_5655 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1648.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5655 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(64@)
$7011 -= 1 
112@ = 1 

:TRUTH2_5655
if 
  113@ == 0 
else_jump @TRUTH2_5752 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1672.3 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5752 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(65@)
$7011 -= 1 
113@ = 1 

:TRUTH2_5752
if 
  114@ == 0 
else_jump @TRUTH2_5849 
if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1688.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5849 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(66@)
$7011 -= 1 
114@ = 1 

:TRUTH2_5849
if 
  115@ == 0 
else_jump @TRUTH2_5946 
if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1688.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5946 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(67@)
$7011 -= 1 
115@ = 1 

:TRUTH2_5946
if 
  116@ == 0 
else_jump @TRUTH2_6043 
if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1698.2 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6043 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(68@)
$7011 -= 1 
116@ = 1 

:TRUTH2_6043
if 
  117@ == 0 
else_jump @TRUTH2_6140 
if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1698.2 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6140 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(69@)
$7011 -= 1 
117@ = 1 

:TRUTH2_6140
if 
  118@ == 0 
else_jump @TRUTH2_6237 
if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1707.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6237 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(70@)
$7011 -= 1 
118@ = 1 

:TRUTH2_6237
if 
  119@ == 0 
else_jump @TRUTH2_6334 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1662.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6334 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(71@)
$7011 -= 1 
119@ = 1 

:TRUTH2_6334
if 
  120@ == 0 
else_jump @TRUTH2_6431 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1672.3 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6431 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(72@)
$7011 -= 1 
120@ = 1 

:TRUTH2_6431
if 
  121@ == 0 
else_jump @TRUTH2_6528 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1653.4 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6528 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(73@)
$7011 -= 1 
121@ = 1 

:TRUTH2_6528
if 
  122@ == 0 
else_jump @TRUTH2_6625 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1636.3 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6625 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(74@)
$7011 -= 1 
122@ = 1 

:TRUTH2_6625
if 
  123@ == 0 
else_jump @TRUTH2_6722 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1636.3 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6722 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(75@)
$7011 -= 1 
123@ = 1 

:TRUTH2_6722
if 
  124@ == 0 
else_jump @TRUTH2_6819 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1636.3 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6819 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(76@)
$7011 -= 1 
124@ = 1 

:TRUTH2_6819
if 
  125@ == 0 
else_jump @TRUTH2_6916 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1626.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6916 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(77@)
$7011 -= 1 
125@ = 1 

:TRUTH2_6916
if 
  126@ == 0 
else_jump @TRUTH2_7013 
if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1707.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7013 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(78@)
$7011 -= 1 
126@ = 1 

:TRUTH2_7013
if 
  127@ == 0 
else_jump @TRUTH2_7110 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1626.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7110 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(79@)
$7011 -= 1 
127@ = 1 

:TRUTH2_7110
if 
  128@ == 0 
else_jump @TRUTH2_7207 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1662.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7207 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(80@)
$7011 -= 1 
128@ = 1 

:TRUTH2_7207
if 
  129@ == 0 
else_jump @TRUTH2_7304 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1653.4 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7304 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(81@)
$7011 -= 1 
129@ = 1 

:TRUTH2_7304
if 
  130@ == 0 
else_jump @TRUTH2_7401 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1626.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7401 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(82@)
$7011 -= 1 
130@ = 1 

:TRUTH2_7401
if 
  131@ == 0 
else_jump @TRUTH2_7498 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1626.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7498 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(83@)
$7011 -= 1 
131@ = 1 

:TRUTH2_7498
if 
  132@ == 0 
else_jump @TRUTH2_7595 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1626.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7595 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(84@)
$7011 -= 1 
132@ = 1 

:TRUTH2_7595
if 
  133@ == 0 
else_jump @TRUTH2_7692 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1636.3 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7692 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(85@)
$7011 -= 1 
133@ = 1 

:TRUTH2_7692
if 
  134@ == 0 
else_jump @TRUTH2_7789 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1636.3 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7789 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(86@)
$7011 -= 1 
134@ = 1 

:TRUTH2_7789
if 
  $7011 == 0 
else_jump @TRUTH2_7881 
Model.Destroy(#FLAME)
Marker.Disable(42@)
018A: 42@ = create_checkpoint_at -1075.5 -1648.5 75.1 
08FB: set_checkpoint 42@ type_to 1 
00BB: show_text_lowpriority GXT 'TRU2_14' time 11000 flag 1  // ~s~Geh und sprich mit ~b~The Truth~s~.
144@ = 0 
88@ = 0 
87@ = 1 

:TRUTH2_7881
if 
  87@ == 1 
else_jump @TRUTH2_9383 
if 
  88@ == 0 
else_jump @TRUTH2_8279 
if 
   not Car.Wrecked(35@)
else_jump @TRUTH2_8231 
if 
0102:   actor $PLAYER_ACTOR in_sphere -1075.5 -1648.0 75.1 radius 1.2 1.2 2.0 sphere 1 stopped_on_foot 
else_jump @TRUTH2_8224 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
151@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
Player.SetDrunkVisuals($PLAYER_CHAR, 0)
Pickup.Destroy(40@)
0396: pause_timer 1 
Model.Load(#ROCKETLA)
038B: load_requested_models 
0395: clear_area 1 at -1075.5 -1648.0 75.1 radius 5.0 
Actor.PutAt($PLAYER_ACTOR, -1075.5, -1648.0, 75.1)
Actor.Angle($PLAYER_ACTOR) = 157.1
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 6.0 loop 1 0 0 0 time 4000 // versionA 
Camera.SetPosition(-1071.3, -1647.8, 75.4, 0.0, 0.0, 0.0)
Camera.PointAt(-1078.8, -1648.8, 76.3, 2)
00BE: text_clear_all 
89@ = 1 
0707: start_scene_skip_to @TRUTH2_8545 
151@ = 8 
152@ = 0 
gosub @TRUTH2_14975 
88@ = 1 

:TRUTH2_8224
jump @TRUTH2_8279 

:TRUTH2_8231
Car.LockInCurrentPosition(34@) = False
05D1: AS_actor $ACTOR_TRUTH drive_car 34@ to -939.5 -1718.8 76.7 speed 10.0 0 model #NULL 2 
88@ = 5 

:TRUTH2_8279
if 
  88@ == 1 
else_jump @TRUTH2_8351 
if 
  151@ == 0 
else_jump @TRUTH2_8351 
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point -1081.4 -1650.3 75.4 mode 4 -1 ms // versionA 
88@ = 2 

:TRUTH2_8351
if 
  88@ == 2 
else_jump @TRUTH2_8435 
062E: unknown_get_actor $PLAYER_ACTOR task 1491 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @TRUTH2_8435 
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 10 // Load the weapon model before using this 
151@ = 9 
152@ = 0 
gosub @TRUTH2_14975 
88@ = 3 

:TRUTH2_8435
if 
  88@ == 3 
else_jump @TRUTH2_8502 
if 
  152@ == 1 
else_jump @TRUTH2_8502 
05D3: AS_actor $PLAYER_ACTOR goto_point -1075.5 -1648.0 75.1 mode 4 -1 ms // versionA 
88@ = 4 

:TRUTH2_8502
if 
  88@ == 4 
else_jump @TRUTH2_8967 
if 
  151@ == 0 
else_jump @TRUTH2_8967 
89@ = 0 

:TRUTH2_8545
0701: end_scene_skip 
gosub @TRUTH2_12668 
if 
  90@ == 1 
else_jump @TRUTH2_8579 
jump @TRUTH2_11910 

:TRUTH2_8579
if 
  89@ == 1 
else_jump @TRUTH2_8745 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
151@ = 0 
fade 0 500 

:TRUTH2_8626
if 
fading 
else_jump @TRUTH2_8650 
wait 0 
jump @TRUTH2_8626 

:TRUTH2_8650
gosub @TRUTH2_12668 
if 
  90@ == 1 
else_jump @TRUTH2_8682 
jump @TRUTH2_11910 

:TRUTH2_8682
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 10 // Load the weapon model before using this 
0395: clear_area 1 at -1075.5 -1648.0 75.1 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -1075.5, -1648.0, 75.1)
Actor.Angle($PLAYER_ACTOR) = 268.0

:TRUTH2_8745
09F5: disable_player_mutal_activities 0 
0396: pause_timer 0 
Car.LockInCurrentPosition(34@) = False
Player.SetHandlingResponsiveness($PLAYER_CHAR, 145@)
Player.SetDrunkVisuals($PLAYER_CHAR, 146@)
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
05D1: AS_actor $ACTOR_TRUTH drive_car 34@ to -939.5 -1718.8 76.7 speed 10.0 0 model #NULL 2 
Marker.Disable(42@)
42@ = Marker.CreateAboveCar(35@)
if 
   not Car.Wrecked(35@)
else_jump @TRUTH2_8872 
00BC: show_text_highpriority GXT 'TRU2_15' time 7000 flag 1  // ~s~Schie den ~r~Hubschrauber~s~ ab.

:TRUTH2_8872
if 
  89@ == 1 
else_jump @TRUTH2_8953 
fade 1 500 

:TRUTH2_8897
if 
fading 
else_jump @TRUTH2_8921 
wait 0 
jump @TRUTH2_8897 

:TRUTH2_8921
gosub @TRUTH2_12668 
if 
  90@ == 1 
else_jump @TRUTH2_8953 
jump @TRUTH2_11910 

:TRUTH2_8953
33@ = 0 
88@ = 5 

:TRUTH2_8967
if 
  88@ == 5 
else_jump @TRUTH2_9383 
if 
0735:   NOP_false 81 
else_jump @TRUTH2_9041 
if 
   not Car.Wrecked(35@)
else_jump @TRUTH2_9021 
020B: explode_car 35@ // versionA 

:TRUTH2_9021
Actor.PutAt($PLAYER_ACTOR, -946.8, -1733.5, 76.8)

:TRUTH2_9041
if 
  153@ == 2 
else_jump @TRUTH2_9099 
if 
8A2A:   not text_box 'SYN3_23' displayed  // Wenn du zielst, drcke ~k~~PED_FIREWEAPON~, um eine Rakete abzufeuern.
else_jump @TRUTH2_9099 
03E5: show_text_box 'SYN3_24'  // Benutze die Kamerakontrolle, um die Zielvorrichtung zu bewegen.
153@ = 3 

:TRUTH2_9099
if 
  153@ == 1 
else_jump @TRUTH2_9157 
if 
8A2A:   not text_box 'SYN3_22' displayed  // Halte ~k~~PED_LOCK_TARGET~ gedrckt, um mit dem Raketenwerfer zu zielen.
else_jump @TRUTH2_9157 
03E5: show_text_box 'SYN3_23'  // Wenn du zielst, drcke ~k~~PED_FIREWEAPON~, um eine Rakete abzufeuern.
153@ = 2 

:TRUTH2_9157
if 
  153@ == 0 
else_jump @TRUTH2_9212 
if 
  33@ > 7000 
else_jump @TRUTH2_9212 
03E5: show_text_box 'SYN3_22'  // Halte ~k~~PED_LOCK_TARGET~ gedrckt, um mit dem Raketenwerfer zu zielen.
153@ = 1 

:TRUTH2_9212
if 
   Car.Wrecked(35@)
else_jump @TRUTH2_9376 
014F: stop_timer $7012 
00BE: text_clear_all 
041E: set_radio_station 2 
00BB: show_text_lowpriority GXT 'TRU2_17' time 11000 flag 1  // ~s~Steig in das ~b~Mutterschiff~s~.
03A2: set_car 34@ action 3 
Car.SetMaxSpeed(34@, 0.0)
Car.SetAnimation(34@, 6, 1000)
if 
   Actor.Driving($ACTOR_TRUTH)
else_jump @TRUTH2_9318 
0362: remove_actor $ACTOR_TRUTH from_car_and_place_at -1516.4 -1596.9 41.0 

:TRUTH2_9318
0430: put_actor $ACTOR_TRUTH into_car 34@ passenger_seat -1 
Car.DoorStatus(34@) = 1
Marker.Disable(42@)
42@ = Marker.CreateAboveCar(34@)
07E0: set_marker 42@ type_to 1 
88@ = 0 
87@ = 2 
jump @TRUTH2_9383 

:TRUTH2_9376
gosub @TRUTH2_14224 

:TRUTH2_9383
if 
  87@ == 2 
else_jump @TRUTH2_9591 
if 
  88@ == 0 
else_jump @TRUTH2_9546 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TRUTH2_9546 
03A2: set_car 34@ action 0 
03D5: remove_text 'TRU2_17'  // ~s~Steig in das ~b~Mutterschiff~s~.
00BC: show_text_highpriority GXT 'TRU2_12' time 7000 flag 1  // ~s~Fahr das Mutterschiff in die ~y~Werkstatt~s~ nach San Francisco.
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_TRUTH muted 1 // versionB 
Marker.Disable(42@)
018A: 42@ = create_checkpoint_at -2031.3 178.5 27.9 
07E0: set_marker 42@ type_to 0 
33@ = 0 
136@ = 1 
88@ = 0 
87@ = 3 

:TRUTH2_9546
if 
8202:   not actor $PLAYER_ACTOR near_car 34@ radius 200.0 200.0 flag 0 
else_jump @TRUTH2_9591 
88@ = 0 
87@ = 4 

:TRUTH2_9591
if 
  87@ == 3 
else_jump @TRUTH2_10299 
if 
  151@ == 3 
else_jump @TRUTH2_9679 
if 
  152@ == 6 
else_jump @TRUTH2_9679 
if 
00E1:   player 0 pressed_key 15 
else_jump @TRUTH2_9679 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
151@ = 0 

:TRUTH2_9679
if 
  88@ == 0 
else_jump @TRUTH2_9769 
if 
  33@ > 7000 
else_jump @TRUTH2_9769 
if 
  151@ == 0 
else_jump @TRUTH2_9769 
151@ = 3 
152@ = 0 
gosub @TRUTH2_14975 
33@ = 0 
88@ = 1 

:TRUTH2_9769
if 
  88@ == 1 
else_jump @TRUTH2_10105 
if 
  151@ == 0 
else_jump @TRUTH2_10105 
if 
  33@ > 7000 
else_jump @TRUTH2_10105 
0209: 151@ = random_int_in_ranges 4 8 
if 
  151@ == 4 
else_jump @TRUTH2_9883 
if 
  202@ == 1 
else_jump @TRUTH2_9876 
151@ = 0 

:TRUTH2_9876
202@ = 1 

:TRUTH2_9883
if 
  151@ == 5 
else_jump @TRUTH2_9933 
if 
  203@ == 1 
else_jump @TRUTH2_9926 
151@ = 0 

:TRUTH2_9926
203@ = 1 

:TRUTH2_9933
if 
  151@ == 6 
else_jump @TRUTH2_9983 
if 
  204@ == 1 
else_jump @TRUTH2_9976 
151@ = 0 

:TRUTH2_9976
204@ = 1 

:TRUTH2_9983
if 
  151@ == 7 
else_jump @TRUTH2_10033 
if 
  205@ == 1 
else_jump @TRUTH2_10026 
151@ = 0 

:TRUTH2_10026
205@ = 1 

:TRUTH2_10033
if 
  206@ == 0 
else_jump @TRUTH2_10091 
0842: 137@ = player $PLAYER_CHAR town_number 
if 
04A4:   137@ == 2 // @ == any 
else_jump @TRUTH2_10091 
206@ = 1 
151@ = 10 

:TRUTH2_10091
152@ = 0 
gosub @TRUTH2_14975 

:TRUTH2_10105
if 
  2 > 88@ 
else_jump @TRUTH2_10292 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TRUTH2_10292 
if 
0735:   NOP_false 81 
else_jump @TRUTH2_10187 
Car.PutAt(34@, -2009.3, 145.2, 26.7)
Car.Angle(34@) = 359.8

:TRUTH2_10187
if 
0100:   actor $PLAYER_ACTOR in_sphere -2031.3 178.5 27.9 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @TRUTH2_10292 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
151@ = 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_TRUTH muted 0 // versionB 
Player.CanMove($PLAYER_CHAR) = False
Model.Destroy(#CSHER)
88@ = 0 
87@ = 5 

:TRUTH2_10292
gosub @TRUTH2_14428 

:TRUTH2_10299
if 
  87@ == 4 
else_jump @TRUTH2_10975 
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @TRUTH2_10780 
if 
  88@ == 0 
else_jump @TRUTH2_10780 
00BE: text_clear_all 
fade 0 500 

:TRUTH2_10369
if 
fading 
else_jump @TRUTH2_10393 
wait 0 
jump @TRUTH2_10369 

:TRUTH2_10393
gosub @TRUTH2_12668 
if 
  90@ == 1 
else_jump @TRUTH2_10425 
jump @TRUTH2_11910 

:TRUTH2_10425
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
151@ = 0 
Player.SetDrunkVisuals($PLAYER_CHAR, 0)
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
02A9: set_actor $ACTOR_TRUTH immune_to_nonplayer 1 
04C4: store_coords_to 138@ 139@ 140@ from_actor $ACTOR_TRUTH with_offset 0.0 -10.0 5.0 
Model.Load(#NITESTICK)
Camera.SetAtPos(138@, 139@, 140@)
0395: clear_area 1 at 138@ 139@ 140@ radius 30.0 
Camera.SetPosition(138@, 139@, 140@, 0.0, 0.0, 0.0)
Camera.OnPed($ACTOR_TRUTH, 15, 2)
0687: clear_actor $ACTOR_TRUTH task 
if 
   Actor.InCar($ACTOR_TRUTH, 34@)
else_jump @TRUTH2_10613 
06C7: AS_actor $ACTOR_TRUTH driver_of_car 34@ perform_action 6 timelimit 2000000 

:TRUTH2_10613
04D3: get_nearest_car_path_coords_from 138@ 139@ 140@ type 1 store_to 141@ 142@ 143@ 
37@ = Actor.Create(Mission1, #CSHER, 141@, 142@, 143@)
if 
   Actor.Driving($ACTOR_TRUTH)
else_jump @TRUTH2_10679 
01B2: give_actor 37@ weapon 3 ammo 1 // Load the weapon model before using this 

:TRUTH2_10679
06E4: AS_actor 37@ attempt_to_bust_actor $ACTOR_TRUTH 
00BC: show_text_highpriority GXT 'TRU2_10' time 7000 flag 1  // ~r~The Truth wurde festgenommen!
fade 1 500 

:TRUTH2_10710
if 
fading 
else_jump @TRUTH2_10734 
wait 0 
jump @TRUTH2_10710 

:TRUTH2_10734
gosub @TRUTH2_12668 
if 
  90@ == 1 
else_jump @TRUTH2_10766 
jump @TRUTH2_11910 

:TRUTH2_10766
32@ = 0 
88@ = 1 

:TRUTH2_10780
if 
  88@ == 1 
else_jump @TRUTH2_10975 
if 
  32@ > 7000 
else_jump @TRUTH2_10975 
fade 0 500 

:TRUTH2_10824
if 
fading 
else_jump @TRUTH2_10848 
wait 0 
jump @TRUTH2_10824 

:TRUTH2_10848
if 
06B3:   searchlight 38@ active 
else_jump @TRUTH2_10869 
06B2: destroy_searchlight 38@ 

:TRUTH2_10869
Actor.DestroyInstantly($ACTOR_TRUTH)
0296: unload_special_actor 1 
Car.Destroy(34@)
Actor.DestroyInstantly(37@)
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
00BC: show_text_highpriority GXT 'TRU2_10' time 5500 flag 1  // ~r~The Truth wurde festgenommen!
fade 1 500 

:TRUTH2_10944
if 
fading 
else_jump @TRUTH2_10968 
wait 0 
jump @TRUTH2_10944 

:TRUTH2_10968
jump @TRUTH2_11910 

:TRUTH2_10975
if 
  87@ == 5 
else_jump @TRUTH2_11839 
if 
  88@ == 0 
else_jump @TRUTH2_11037 
if 
  32@ > 1500 
else_jump @TRUTH2_11037 
88@ = 1 

:TRUTH2_11037
if 
  88@ == 1 
else_jump @TRUTH2_11617 
fade 0 500 

:TRUTH2_11062
if 
fading 
else_jump @TRUTH2_11086 
wait 0 
jump @TRUTH2_11062 

:TRUTH2_11086
gosub @TRUTH2_12668 
if 
  90@ == 1 
else_jump @TRUTH2_11118 
jump @TRUTH2_11910 

:TRUTH2_11118
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Player.SetDrunkVisuals($PLAYER_CHAR, 0)
Camera.SetPosition(-2025.0, 172.3, 28.0, 0.0, 0.0, 0.0)
Camera.PointAt(-2032.9, 163.0, 30.88, 2)
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at -2028.9 172.3 27.8 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2028.9, 172.3, 27.8)
Actor.Angle($PLAYER_ACTOR) = 167.6
0615: define_AS_pack_begin 215@ 
05D3: AS_actor -1 goto_point -2029.9 167.7 27.8 mode 4 -1 ms // versionA 
05B9: AS_actor -1 stay_idle 2000 ms 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" IFP_file "PED" 4.0 loop 0 0 0 0 time 4000 // versionA 
05D3: AS_actor -1 goto_point -2033.0 161.4 28.0 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 215@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 215@ 
061B: remove_references_to_AS_pack 215@ 
Player.SetDrunkVisuals($PLAYER_CHAR, 0)
0395: clear_area 1 at -2030.9 172.3 27.8 radius 30.0 
0792: disembark_instantly_actor $ACTOR_TRUTH 
Actor.PutAt($ACTOR_TRUTH, -2030.9, 172.3, 27.8)
Actor.Angle($ACTOR_TRUTH) = 167.6
0615: define_AS_pack_begin 215@ 
05D3: AS_actor -1 goto_point -2030.9 167.7 27.8 mode 4 -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point -2033.0 161.4 28.0 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 115.2 
0616: define_AS_pack_end 215@ 
0618: assign_actor $ACTOR_TRUTH to_AS_pack 215@ 
061B: remove_references_to_AS_pack 215@ 
fade 1 500 

:TRUTH2_11523
if 
fading 
else_jump @TRUTH2_11547 
wait 0 
jump @TRUTH2_11523 

:TRUTH2_11547
gosub @TRUTH2_12668 
if 
  90@ == 1 
else_jump @TRUTH2_11579 
jump @TRUTH2_11910 

:TRUTH2_11579
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
151@ = 11 
152@ = 0 
gosub @TRUTH2_14975 
88@ = 2 

:TRUTH2_11617
if 
  88@ == 2 
else_jump @TRUTH2_11667 
if 
  151@ == 0 
else_jump @TRUTH2_11667 
88@ = 3 
32@ = 0 

:TRUTH2_11667
if 
  88@ == 3 
else_jump @TRUTH2_11839 
if 
  32@ > 1000 
else_jump @TRUTH2_11839 
fade 0 500 

:TRUTH2_11711
if 
fading 
else_jump @TRUTH2_11735 
wait 0 
jump @TRUTH2_11711 

:TRUTH2_11735
if 
06B3:   searchlight 38@ active 
else_jump @TRUTH2_11756 
06B2: destroy_searchlight 38@ 

:TRUTH2_11756
Actor.DestroyInstantly($ACTOR_TRUTH)
0296: unload_special_actor 1 
Car.Destroy(34@)
Actor.DestroyInstantly(37@)
0792: disembark_instantly_actor $PLAYER_ACTOR 
09F5: disable_player_mutal_activities 0 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 

:TRUTH2_11808
if 
fading 
else_jump @TRUTH2_11832 
wait 0 
jump @TRUTH2_11808 

:TRUTH2_11832
jump @TRUTH2_11942 

:TRUTH2_11839
if 
  2 > 87@ 
else_jump @TRUTH2_11896 
if 
  $7012 == 0 
else_jump @TRUTH2_11896 
87@ = 4 
88@ = 0 
Actor.Health($ACTOR_TRUTH) = 10

:TRUTH2_11896
gosub @TRUTH2_17129 
jump @TRUTH2_3224 

:TRUTH2_11910
0555: remove_weapon 37 from_actor $PLAYER_ACTOR 
0555: remove_weapon 35 from_actor $PLAYER_ACTOR 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:TRUTH2_11942
0629: change_integer_stat 338 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 15 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'TRUTH_2'  // If you are going to San Francisco
030C: progress_made += 1 
$TRUTH_TOTAL_PASSED_MISSIONS += 1 
Marker.Disable($MARKER_TRUTH_FARM)
end_thread_named 'MOB_SF' 
create_thread @MOB_SF 
Marker.Disable($1732)
0570: $1732 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[15] $SAVE_PICKUPS_Y[15] $SAVE_PICKUPS_Z[15] 
018B: set_marker $1732 radar_mode 2 
create_thread @GARAGE 
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
$MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere(15, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
Pickup.Destroy($SAVE_PICKUPS[15])
$SAVE_PICKUPS[15] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[15], $SAVE_PICKUPS_Y[15], $SAVE_PICKUPS_Z[15])
$TOTAL_AVAILABLE_SAVE_PICKUPS = 16 
Garage.Activate('MDSSFSE')
Marker.Disable($2589)
$2589 = Marker.CreateIconWithoutSphere(27, -1941.0, 251.7, 33.4)
return 

:TRUTH2_12153
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRUTH2_12183 
Player.SetHandlingResponsiveness($PLAYER_CHAR, 0)
Player.SetDrunkVisuals($PLAYER_CHAR, 0)

:TRUTH2_12183
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @TRUTH2_12201 
Camera.Restore_WithJumpCut

:TRUTH2_12201
0778: recreate_objects_in_object_group "TRUTHSFARM" 
Marker.Disable(42@)
if 
   not Car.Wrecked(35@)
else_jump @TRUTH2_12266 
04A2: set_heli 35@ fly_to 0.0 0.0 200.0 altitude_between 0.0 and 200.0 

:TRUTH2_12266
if 
   not Actor.Dead($ACTOR_TRUTH)
else_jump @TRUTH2_12287 
0465: remove_actor $ACTOR_TRUTH from_turret_mode 

:TRUTH2_12287
if 
   not Car.Wrecked(39@)
else_jump @TRUTH2_12318 
Car.SetImmunities(39@, 0, 0, 0, 0, 0)

:TRUTH2_12318
if 
   not Car.Wrecked(34@)
else_jump @TRUTH2_12341 
Car.DoorStatus(34@) = 1

:TRUTH2_12341
Pickup.Destroy(40@)
Pickup.Destroy(41@)
Model.Destroy(#CAMPER)
Model.Destroy(#SADLER)
Model.Destroy(#POLMAV)
Model.Destroy(#CSHER)
Model.Destroy(#FLAME)
Model.Destroy(#ROCKETLA)
Model.Destroy(#COLT45)
Model.Destroy(#NITESTICK)
Actor.DestroyWithFade($ACTOR_TRUTH)
0296: unload_special_actor 1 
014F: stop_timer $7012 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRUTH2_12428 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:TRUTH2_12428
09F5: disable_player_mutal_activities 0 
Marker.Disable(43@)
Marker.Disable(44@)
Marker.Disable(45@)
Marker.Disable(46@)
Marker.Disable(47@)
Marker.Disable(48@)
Marker.Disable(49@)
Marker.Disable(50@)
Marker.Disable(51@)
Marker.Disable(52@)
Marker.Disable(53@)
Marker.Disable(54@)
Marker.Disable(55@)
Marker.Disable(56@)
Marker.Disable(57@)
Marker.Disable(58@)
Marker.Disable(59@)
Marker.Disable(60@)
Marker.Disable(61@)
Marker.Disable(62@)
Marker.Disable(63@)
Marker.Disable(64@)
Marker.Disable(65@)
Marker.Disable(66@)
Marker.Disable(67@)
Marker.Disable(68@)
Marker.Disable(69@)
Marker.Disable(70@)
Marker.Disable(71@)
Marker.Disable(72@)
Marker.Disable(73@)
Marker.Disable(74@)
Marker.Disable(75@)
Marker.Disable(76@)
Marker.Disable(77@)
Marker.Disable(78@)
Marker.Disable(79@)
Marker.Disable(80@)
Marker.Disable(81@)
Marker.Disable(82@)
Marker.Disable(83@)
Marker.Disable(84@)
Marker.Disable(85@)
Marker.Disable(86@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:TRUTH2_12668
if 
   Actor.Dead($ACTOR_TRUTH)
else_jump @TRUTH2_12709 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TRU2_08' time 7000 flag 1  // ~r~The Truth wurde gettet!
90@ = 1 

:TRUTH2_12709
if 
   Car.Wrecked(34@)
else_jump @TRUTH2_12750 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TRU2_09' time 7000 flag 1  // ~r~Das Mutterschiff wurde zerstrt!
90@ = 1 

:TRUTH2_12750
if 
   Car.Wrecked(35@)
else_jump @TRUTH2_12787 
if 
06B3:   searchlight 38@ active 
else_jump @TRUTH2_12787 
06B2: destroy_searchlight 38@ 

:TRUTH2_12787
return 

:TRUTH2_12789
if 
  148@ == 0 
else_jump @TRUTH2_13016 
041A: 149@ = actor $PLAYER_ACTOR weapon 37 ammo 
if 
  149@ == 0 
else_jump @TRUTH2_13016 
Marker.Disable(43@)
Marker.Disable(44@)
Marker.Disable(45@)
Marker.Disable(46@)
Marker.Disable(47@)
Marker.Disable(48@)
Marker.Disable(49@)
Marker.Disable(50@)
Marker.Disable(51@)
Marker.Disable(52@)
Marker.Disable(53@)
Marker.Disable(54@)
Marker.Disable(55@)
Marker.Disable(56@)
Marker.Disable(57@)
Marker.Disable(58@)
Marker.Disable(59@)
Marker.Disable(60@)
Marker.Disable(61@)
Marker.Disable(62@)
Marker.Disable(63@)
Marker.Disable(64@)
Marker.Disable(42@)
032B: 40@ = create_weapon_pickup #FLAME group 3 ammo 3000 at -1100.3 -1640.4 76.4 
03DC: 42@ = create_marker_above_pickup 40@ 
07E0: set_marker 42@ type_to 0 
00BC: show_text_highpriority GXT 'TRU2_13' time 7000 flag 1  // ~s~Gleich beim Schuppen liegt noch mehr ~g~Munition~s~.
148@ = 1 

:TRUTH2_13016
if 
  148@ == 1 
else_jump @TRUTH2_14222 
if 
   Pickup.Picked_up(40@)
else_jump @TRUTH2_14222 
Marker.Disable(42@)
if 
  91@ == 0 
else_jump @TRUTH2_13107 
018A: 43@ = create_checkpoint_at -1061.9 -1630.7 75.3 
Marker.SetIconSize(43@, 1)
08FB: set_checkpoint 43@ type_to 2 

:TRUTH2_13107
if 
  92@ == 0 
else_jump @TRUTH2_13159 
018A: 44@ = create_checkpoint_at -1062.3 -1621.4 75.3 
Marker.SetIconSize(44@, 1)
08FB: set_checkpoint 44@ type_to 2 

:TRUTH2_13159
if 
  93@ == 0 
else_jump @TRUTH2_13211 
018A: 45@ = create_checkpoint_at -1052.8 -1630.8 75.3 
Marker.SetIconSize(45@, 1)
08FB: set_checkpoint 45@ type_to 2 

:TRUTH2_13211
if 
  94@ == 0 
else_jump @TRUTH2_13263 
018A: 46@ = create_checkpoint_at -1052.8 -1621.4 75.3 
Marker.SetIconSize(46@, 1)
08FB: set_checkpoint 46@ type_to 2 

:TRUTH2_13263
if 
  95@ == 0 
else_jump @TRUTH2_13315 
018A: 47@ = create_checkpoint_at -1042.8 -1630.8 75.3 
Marker.SetIconSize(47@, 1)
08FB: set_checkpoint 47@ type_to 2 

:TRUTH2_13315
if 
  96@ == 0 
else_jump @TRUTH2_13367 
018A: 48@ = create_checkpoint_at -1042.8 -1621.4 75.3 
Marker.SetIconSize(48@, 1)
08FB: set_checkpoint 48@ type_to 2 

:TRUTH2_13367
if 
  97@ == 0 
else_jump @TRUTH2_13419 
018A: 49@ = create_checkpoint_at -1032.8 -1630.8 75.3 
Marker.SetIconSize(49@, 1)
08FB: set_checkpoint 49@ type_to 2 

:TRUTH2_13419
if 
  98@ == 0 
else_jump @TRUTH2_13471 
018A: 50@ = create_checkpoint_at -1032.8 -1621.4 75.3 
Marker.SetIconSize(50@, 1)
08FB: set_checkpoint 50@ type_to 2 

:TRUTH2_13471
if 
  99@ == 0 
else_jump @TRUTH2_13523 
018A: 51@ = create_checkpoint_at -1022.8 -1630.8 75.3 
Marker.SetIconSize(51@, 1)
08FB: set_checkpoint 51@ type_to 2 

:TRUTH2_13523
if 
  100@ == 0 
else_jump @TRUTH2_13575 
018A: 52@ = create_checkpoint_at -1022.8 -1621.4 75.3 
Marker.SetIconSize(52@, 1)
08FB: set_checkpoint 52@ type_to 2 

:TRUTH2_13575
if 
  101@ == 0 
else_jump @TRUTH2_13627 
018A: 53@ = create_checkpoint_at -1012.1 -1666.8 75.3 
Marker.SetIconSize(53@, 1)
08FB: set_checkpoint 53@ type_to 2 

:TRUTH2_13627
if 
  102@ == 0 
else_jump @TRUTH2_13679 
018A: 54@ = create_checkpoint_at -1012.8 -1657.4 75.3 
Marker.SetIconSize(54@, 1)
08FB: set_checkpoint 54@ type_to 2 

:TRUTH2_13679
if 
  103@ == 0 
else_jump @TRUTH2_13731 
018A: 55@ = create_checkpoint_at -1012.8 -1648.4 75.3 
Marker.SetIconSize(55@, 1)
08FB: set_checkpoint 55@ type_to 2 

:TRUTH2_13731
if 
  104@ == 0 
else_jump @TRUTH2_13783 
018A: 56@ = create_checkpoint_at -1000.1 -1666.8 75.3 
Marker.SetIconSize(56@, 1)
08FB: set_checkpoint 56@ type_to 2 

:TRUTH2_13783
if 
  105@ == 0 
else_jump @TRUTH2_13835 
018A: 57@ = create_checkpoint_at -1000.8 -1657.4 75.3 
Marker.SetIconSize(57@, 1)
08FB: set_checkpoint 57@ type_to 2 

:TRUTH2_13835
if 
  106@ == 0 
else_jump @TRUTH2_13887 
018A: 58@ = create_checkpoint_at -1000.8 -1648.4 75.3 
Marker.SetIconSize(58@, 1)
08FB: set_checkpoint 58@ type_to 2 

:TRUTH2_13887
if 
  107@ == 0 
else_jump @TRUTH2_13939 
018A: 59@ = create_checkpoint_at -992.1 -1702.8 75.3 
Marker.SetIconSize(59@, 1)
08FB: set_checkpoint 59@ type_to 2 

:TRUTH2_13939
if 
  108@ == 0 
else_jump @TRUTH2_13991 
018A: 60@ = create_checkpoint_at -992.8 -1693.4 75.3 
Marker.SetIconSize(60@, 1)
08FB: set_checkpoint 60@ type_to 2 

:TRUTH2_13991
if 
  109@ == 0 
else_jump @TRUTH2_14043 
018A: 61@ = create_checkpoint_at -992.8 -1684.4 75.3 
Marker.SetIconSize(61@, 1)
08FB: set_checkpoint 61@ type_to 2 

:TRUTH2_14043
if 
  110@ == 0 
else_jump @TRUTH2_14095 
018A: 62@ = create_checkpoint_at -982.1 -1702.8 75.3 
Marker.SetIconSize(62@, 1)
08FB: set_checkpoint 62@ type_to 2 

:TRUTH2_14095
if 
  111@ == 0 
else_jump @TRUTH2_14147 
018A: 63@ = create_checkpoint_at -982.8 -1693.4 75.3 
Marker.SetIconSize(63@, 1)
08FB: set_checkpoint 63@ type_to 2 

:TRUTH2_14147
if 
  112@ == 0 
else_jump @TRUTH2_14199 
018A: 64@ = create_checkpoint_at -982.8 -1684.4 75.3 
Marker.SetIconSize(64@, 1)
08FB: set_checkpoint 64@ type_to 2 

:TRUTH2_14199
00BC: show_text_highpriority GXT 'TRU2_01' time 11000 flag 1  // ~s~Hilf The Truth, das ~r~Marihuana~s~ zu vernichten.
148@ = 0 

:TRUTH2_14222
return 

:TRUTH2_14224
if 
  150@ == 0 
else_jump @TRUTH2_14340 
041A: 149@ = actor $PLAYER_ACTOR weapon 35 ammo 
if 
  149@ == 0 
else_jump @TRUTH2_14340 
Marker.Disable(42@)
032B: 41@ = create_weapon_pickup #ROCKETLA group 3 ammo 10 at -1100.3 -1640.4 76.4 
03DC: 42@ = create_marker_above_pickup 41@ 
07E0: set_marker 42@ type_to 0 
00BC: show_text_highpriority GXT 'TRU2_13' time 7000 flag 1  // ~s~Gleich beim Schuppen liegt noch mehr ~g~Munition~s~.
150@ = 1 

:TRUTH2_14340
if 
  150@ == 1 
else_jump @TRUTH2_14426 
if 
   Pickup.Picked_up(41@)
else_jump @TRUTH2_14426 
Marker.Disable(42@)
if 
   not Car.Wrecked(35@)
else_jump @TRUTH2_14419 
42@ = Marker.CreateAboveCar(35@)
00BC: show_text_highpriority GXT 'TRU2_15' time 11000 flag 1  // ~s~Schie den ~r~Hubschrauber~s~ ab.

:TRUTH2_14419
150@ = 0 

:TRUTH2_14426
return 

:TRUTH2_14428
if 
  136@ == 0 
else_jump @TRUTH2_14504 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TRUTH2_14504 
Marker.Disable(42@)
018A: 42@ = create_checkpoint_at -2031.3 178.5 27.9 
07E0: set_marker 42@ type_to 0 
136@ = 1 

:TRUTH2_14504
if 
  136@ == 1 
else_jump @TRUTH2_14568 
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TRUTH2_14568 
Marker.Disable(42@)
42@ = Marker.CreateAboveCar(34@)
07E0: set_marker 42@ type_to 1 
136@ = 0 

:TRUTH2_14568
return 

:TRUTH2_14570
if 
  87@ == 0 
else_jump @TRUTH2_14881 
if 
  $7011 > 0 
else_jump @TRUTH2_14665 
if 
001F:   147@ > $7011 // (int) 
else_jump @TRUTH2_14665 
if 
  200 > 146@ 
else_jump @TRUTH2_14658 
146@ += 1 
146@ += 1 

:TRUTH2_14658
147@ -= 1 

:TRUTH2_14665
if 
  144@ == 0 
else_jump @TRUTH2_14715 
if 
  40 > $7011 
else_jump @TRUTH2_14715 
145@ += 1 
144@ = 1 

:TRUTH2_14715
if 
  144@ == 1 
else_jump @TRUTH2_14765 
if 
  30 > $7011 
else_jump @TRUTH2_14765 
145@ += 1 
144@ = 2 

:TRUTH2_14765
if 
  144@ == 2 
else_jump @TRUTH2_14815 
if 
  20 > $7011 
else_jump @TRUTH2_14815 
145@ += 1 
144@ = 3 

:TRUTH2_14815
if 
  144@ == 3 
else_jump @TRUTH2_14865 
if 
  10 > $7011 
else_jump @TRUTH2_14865 
145@ += 1 
144@ = 4 

:TRUTH2_14865
Player.SetHandlingResponsiveness($PLAYER_CHAR, 145@)
Player.SetDrunkVisuals($PLAYER_CHAR, 146@)

:TRUTH2_14881
if or
  87@ == 2 
  87@ == 3 
else_jump @TRUTH2_14973 
if 
  32@ > 660 
else_jump @TRUTH2_14973 
if 
  146@ > 1 
else_jump @TRUTH2_14950 
146@ -= 1 

:TRUTH2_14950
Player.SetHandlingResponsiveness($PLAYER_CHAR, 145@)
Player.SetDrunkVisuals($PLAYER_CHAR, 146@)
32@ = 0 

:TRUTH2_14973
return 

:TRUTH2_14975
if 
  151@ == 1 
else_jump @TRUTH2_15192 
05AA: 154@s = 'TRU2_AA'  // ~z~Arschlcher! Republikanische Arschlcher!
05AA: 156@s = 'TRU2_AB'  // ~z~Mir wird ganz schlecht.
05AA: 158@s = 'TRU2_AC'  // ~z~Eine echte Schande ist das.
05AA: 160@s = 'TRU2_AD'  // ~z~Nein, so hab ich das nicht gemeint, ich glaub, ich kipp gleich um!
05AA: 162@s = 'TRU2_AE'  // ~z~Wer gegen den Ozean ankmpft, der ertrinkt, Bruder!
05AA: 164@s = 'TRU2_BA'  // ~z~Carl, wir nehmen das Mutterschiff und das Zeug und verpissen uns!
05AA: 166@s = 'TRU2_BB'  // ~z~Schmei es schon mal an!
05AA: 168@s = 'TRU2_BC'  // ~z~Ich mach hier noch schnell fertig und komm dann nach!
04AF: 186@ = 41200 // @ = any 
04AF: 187@ = 41201 // @ = any 
04AF: 188@ = 41202 // @ = any 
04AF: 189@ = 41203 // @ = any 
04AF: 190@ = 41204 // @ = any 
04AF: 191@ = 41205 // @ = any 
04AF: 192@ = 41206 // @ = any 
04AF: 193@ = 41207 // @ = any 
207@ = 8 

:TRUTH2_15192
if 
  151@ == 2 
else_jump @TRUTH2_15265 
05AA: 154@s = 'TRU2_CA'  // ~z~Yo, hab gerade zu tun, kann ich spter zurckrufen?
05AA: 156@s = 'TRU2_CB'  // ~z~Carl, ich bin's! Schaff mir die Scheibullen vom Hals!
04AF: 186@ = 41208 // @ = any 
04AF: 187@ = 41209 // @ = any 
207@ = 2 

:TRUTH2_15265
if 
  151@ == 3 
else_jump @TRUTH2_15552 
05AA: 154@s = 'TRU2_DA'  // ~z~Warum hast du angehalten?
05AA: 156@s = 'TRU2_DB'  // ~z~Fahr du lieber. Ich bin seit 15 Jahren nicht gefahren.
05AA: 158@s = 'TRU2_DC'  // ~z~Hat doch ganz gut geklappt!
05AA: 160@s = 'TRU2_DD'  // ~z~Ja, aber dann hat mich die Angst gepackt.
05AA: 162@s = 'TRU2_DE'  // ~z~Jetzt drehe ich mir 'nen Joint, um die Wellen zu besnftigen!
05AA: 164@s = 'TRU2_OA'  // ~z~Scheie, ich ruf besser mal Cesar an!
05AA: 166@s = 'TRU2_OB'  // ~z~(Whlt Nummer)
05AA: 168@s = 'TRU2_OC'  // ~z~Yo, Cesar, hab jetzt keine Zeit zum Reden, Mann!
05AA: 170@s = 'TRU2_OD'  // ~z~Ich bin unterwegs nach San Francisco, okay?
05AA: 172@s = 'TRU2_OE'  // ~z~Komm mit Kendl zu der Werkstatt, die ich bei dem Rennen gewonnen hab!
05AA: 174@s = 'TRU2_OF'  // ~z~Okay, ich muss Schluss machen, bis dann!
04AF: 186@ = 41210 // @ = any 
04AF: 187@ = 41211 // @ = any 
04AF: 188@ = 41212 // @ = any 
04AF: 189@ = 41213 // @ = any 
04AF: 190@ = 41214 // @ = any 
04AF: 191@ = 41268 // @ = any 
04AF: 192@ = 3600 // @ = any 
04AF: 193@ = 41269 // @ = any 
04AF: 194@ = 41270 // @ = any 
04AF: 195@ = 41271 // @ = any 
04AF: 196@ = 41272 // @ = any 
207@ = 11 

:TRUTH2_15552
if 
  151@ == 4 
else_jump @TRUTH2_15721 
05AA: 154@s = 'TRU2_EA'  // ~z~Oh Mann, wir sind am Arsch. Was ist das denn fr ein Baujahr?
05AA: 156@s = 'TRU2_EB'  // ~z~1967.
05AA: 158@s = 'TRU2_EC'  // ~z~Und wie kommst du rum, wenn du nicht Auto fhrst?
05AA: 160@s = 'TRU2_ED'  // ~z~Ich habe eine Astralziege. Sie heit 'Herbie'.
05AA: 162@s = 'TRU2_EF'  // ~z~Herbie ist schneller als die meisten anderen, wird aber langsam alt.
05AA: 164@s = 'TRU2_EG'  // ~z~Wie auch immer. Du redest vielleicht eine Scheie.
04AF: 186@ = 41216 // @ = any 
04AF: 187@ = 41217 // @ = any 
04AF: 188@ = 41218 // @ = any 
04AF: 189@ = 41219 // @ = any 
04AF: 190@ = 41220 // @ = any 
04AF: 191@ = 41221 // @ = any 
207@ = 6 

:TRUTH2_15721
if 
  151@ == 5 
else_jump @TRUTH2_15986 
05AA: 154@s = 'TRU2_FA'  // ~z~Hey, willst du 'nen Zug davon? Ein bisschen Temple Charis
05AA: 156@s = 'TRU2_FB'  // ~z~gemischt mit nepalesischem Munga Munga.
05AA: 158@s = 'TRU2_FC'  // ~z~Mach das Ding aus, ich seh nichts.
05AA: 160@s = 'TRU2_FD'  // ~z~Mach dich locker, Mann. Das ist echt guter Shit.
05AA: 162@s = 'TRU2_FE'  // ~z~Mach aus, Motherfucker, ich warne dich!
05AA: 164@s = 'TRU2_FF'  // ~z~Wow, chill mal runter, verdammt.
05AA: 166@s = 'TRU2_FG'  // ~z~Erstens bist du eine echte Spabremse, Amigo.
05AA: 168@s = 'TRU2_FH'  // ~z~Zweitens hab ich meine Mutter nie gefickt. Sie hat mich nicht gelassen.
05AA: 170@s = 'TRU2_FJ'  // ~z~Und drittens hngen wir hier gemeinsam drin, also bleib cool.
05AA: 172@s = 'TRU2_FK'  // ~z~Sorry, Mann. Ich fahr nur nicht gern, wenn ich high bin.
04AF: 186@ = 41222 // @ = any 
04AF: 187@ = 41223 // @ = any 
04AF: 188@ = 41224 // @ = any 
04AF: 189@ = 41225 // @ = any 
04AF: 190@ = 41226 // @ = any 
04AF: 191@ = 41227 // @ = any 
04AF: 192@ = 41228 // @ = any 
04AF: 193@ = 41229 // @ = any 
04AF: 194@ = 41230 // @ = any 
04AF: 195@ = 41231 // @ = any 
207@ = 10 

:TRUTH2_15986
if 
  151@ == 6 
else_jump @TRUTH2_16203 
05AA: 154@s = 'TRU2_GA'  // ~z~Hey, fhrt das Ding nicht schneller?
05AA: 156@s = 'TRU2_GB'  // ~z~Mann, wir haben 3 Tonnen Gras an Bord,
05AA: 158@s = 'TRU2_GC'  // ~z~der Motorblock wird von einer Makramee-Hngematte zusammengehalten, und das Ding luft mit 15 Jahre altem Frittierl.
05AA: 160@s = 'TRU2_GE'  // ~z~Scheie. Kannst du schieen?
05AA: 162@s = 'TRU2_GF'  // ~z~Schieen? Ich bin ein Hippie!
05AA: 164@s = 'TRU2_GG'  // ~z~Das Einzige, was ich je geschossen hab, ist LSD.
05AA: 166@s = 'TRU2_GH'  // ~z~Ich hab mal von 'nem Typen gehrt, der sich das Zeug die Nase hochgezogen hat.
05AA: 168@s = 'TRU2_GJ'  // ~z~Der dachte, seine Nase ist ein Knguru und der Mond ein Hund! Wuhuuu!
04AF: 186@ = 41232 // @ = any 
04AF: 187@ = 41233 // @ = any 
04AF: 188@ = 41234 // @ = any 
04AF: 189@ = 41235 // @ = any 
04AF: 190@ = 41236 // @ = any 
04AF: 191@ = 41237 // @ = any 
04AF: 192@ = 41238 // @ = any 
04AF: 193@ = 41239 // @ = any 
207@ = 8 

:TRUTH2_16203
if 
  151@ == 7 
else_jump @TRUTH2_16564 
05AA: 154@s = 'TRU2_HA'  // ~z~Und wofr brauchst du die ganze Alufolie?
05AA: 156@s = 'TRU2_HB'  // ~z~Schutz vor Gedankenkontrolle, Kumpel.
05AA: 158@s = 'TRU2_HC'  // ~z~Gedankenkontrolle?
05AA: 160@s = 'TRU2_HD'  // ~z~Manipulation durch Bilder, Sounds oder Emotionen ber Mikrowellenstrahlung.
05AA: 162@s = 'TRU2_HE'  // ~z~Hast du eine Ahnung, mit wie vielen Satelliten die Regierung
05AA: 164@s = 'TRU2_HF'  // ~z~jeden einzelnen Brger zu jeder Tages- und Nachtzeit ausspioniert?
05AA: 166@s = 'TRU2_HG'  // ~z~Nein.
05AA: 168@s = 'TRU2_HH'  // ~z~Dreiundzwanzig.
05AA: 170@s = 'TRU2_HJ'  // ~z~Weit du, wie viele Reliquien im Pentagon unter Verschluss gehalten werden?
05AA: 172@s = 'TRU2_HK'  // ~z~Nein, wei ich nicht.
05AA: 174@s = 'TRU2_HL'  // ~z~Dreiundzwanzig.
05AA: 176@s = 'TRU2_HM'  // ~z~Erkennst du langsam ein Muster?
05AA: 178@s = 'TRU2_HN'  // ~z~Kumpel, ich seh berall Muster!
05AA: 180@s = 'TRU2_HO'  // ~z~Schaff mir den Qualm vor der Fresse weg!
04AF: 186@ = 41240 // @ = any 
04AF: 187@ = 41241 // @ = any 
04AF: 188@ = 41242 // @ = any 
04AF: 189@ = 41243 // @ = any 
04AF: 190@ = 41244 // @ = any 
04AF: 191@ = 41245 // @ = any 
04AF: 192@ = 41246 // @ = any 
04AF: 193@ = 41247 // @ = any 
04AF: 194@ = 41248 // @ = any 
04AF: 195@ = 41249 // @ = any 
04AF: 196@ = 41250 // @ = any 
04AF: 197@ = 41251 // @ = any 
04AF: 198@ = 41252 // @ = any 
04AF: 199@ = 41253 // @ = any 
207@ = 14 

:TRUTH2_16564
if 
  151@ == 8 
else_jump @TRUTH2_16637 
05AA: 154@s = 'TRU2_JA'  // ~z~Mit dem Helikopter am Arsch werden wir sie nie los.
05AA: 156@s = 'TRU2_JB'  // ~z~Immer mit der Ruhe. Ich hab noch was hier hinten, das hab ich fr harte Zeiten aufbewahrt.
04AF: 186@ = 41254 // @ = any 
04AF: 187@ = 41255 // @ = any 
207@ = 2 

:TRUTH2_16637
if 
  151@ == 9 
else_jump @TRUTH2_16758 
05AA: 154@s = 'TRU2_KA'  // ~z~Heiliger Motherfucker!
05AA: 156@s = 'TRU2_KB'  // ~z~Wo hast du das denn her?
05AA: 158@s = 'TRU2_KC'  // ~z~Hab ich in einem Packen Thai-Sticks gefunden.
05AA: 160@s = 'TRU2_KD'  // ~z~Schade eigentlich, ich wollte 'ne Lampe draus machen.
04AF: 186@ = 41256 // @ = any 
04AF: 187@ = 41257 // @ = any 
04AF: 188@ = 41258 // @ = any 
04AF: 189@ = 41259 // @ = any 
207@ = 4 

:TRUTH2_16758
if 
  151@ == 10 
else_jump @TRUTH2_16927 
05AA: 154@s = 'TRU2_LA'  // ~z~Da sind wir, Bruder: San Francisco, die Stadt psychedelischer Wunder!
05AA: 156@s = 'TRU2_LB'  // ~z~Mann, es wundert mich, dass ich noch nie hier war.
05AA: 158@s = 'TRU2_LC'  // ~z~Gibt keinen besseren Ort, um dem Einfluss des Staats zu entkommen, Mann.
05AA: 160@s = 'TRU2_MA'  // ~z~Ok, Mr. San Francisco, wo ist diese Adresse?
05AA: 162@s = 'TRU2_MB'  // ~z~Das ist in Dogpatch, im Osten von Francisco,
05AA: 164@s = 'TRU2_MC'  // ~z~zwischen Mission District und Hunters Point Naval Shipyard.
04AF: 186@ = 41260 // @ = any 
04AF: 187@ = 41261 // @ = any 
04AF: 188@ = 41262 // @ = any 
04AF: 189@ = 41263 // @ = any 
04AF: 190@ = 41264 // @ = any 
04AF: 191@ = 41265 // @ = any 
207@ = 6 

:TRUTH2_16927
if 
  151@ == 11 
else_jump @TRUTH2_17000 
05AA: 154@s = 'TRU2_NA'  // ~z~Da sind wir.
05AA: 156@s = 'TRU2_NB'  // ~z~Scheie, Mann, da haben sie dich schwer bern Tisch gezogen!
04AF: 186@ = 41266 // @ = any 
04AF: 187@ = 41267 // @ = any 
207@ = 2 

:TRUTH2_17000
if 
  151@ == 12 
else_jump @TRUTH2_17098 
05AA: 154@s = 'TRUX_AA'  // ~z~Steig in den Wagen, schnell!
05AA: 156@s = 'TRUX_AB'  // ~z~Steig in den Wagen! Der wirkt als faradayscher Kfig!
05AA: 158@s = 'TRUX_AC'  // ~z~Na los, Carl, steig ein!
04AF: 186@ = 41400 // @ = any 
04AF: 187@ = 41401 // @ = any 
04AF: 188@ = 41402 // @ = any 
0085: 207@ = 212@ // (int) 

:TRUTH2_17098
0085: 210@ = 152@ // (int) 
208@ = 0 
209@ = 0 
211@ = 1 
return 

:TRUTH2_17129
if or
  151@ == 1 
  151@ == 2 
  151@ == 8 
  151@ == 9 
  151@ == 11 
else_jump @TRUTH2_17283 
if 
001D:   207@ > 152@ // (int) 
else_jump @TRUTH2_17276 
gosub @TRUTH2_18243 
gosub @TRUTH2_18350 
if 
   not Actor.Dead($ACTOR_TRUTH)
else_jump @TRUTH2_17238 
gosub @TRUTH2_18504 
jump @TRUTH2_17269 

:TRUTH2_17238
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
208@ = 0 
209@ = 0 

:TRUTH2_17269
jump @TRUTH2_17283 

:TRUTH2_17276
151@ = 0 

:TRUTH2_17283
if or
  87@ == 3 
  87@ == 4 
else_jump @TRUTH2_17782 
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @TRUTH2_17646 
if 
  151@ == 3 
else_jump @TRUTH2_17460 
if 
001D:   207@ > 152@ // (int) 
else_jump @TRUTH2_17446 
gosub @TRUTH2_18243 
gosub @TRUTH2_18350 
if 
   not Actor.Dead($ACTOR_TRUTH)
else_jump @TRUTH2_17408 
gosub @TRUTH2_18504 
jump @TRUTH2_17439 

:TRUTH2_17408
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
208@ = 0 
209@ = 0 

:TRUTH2_17439
jump @TRUTH2_17460 

:TRUTH2_17446
33@ = 0 
151@ = 0 

:TRUTH2_17460
if or
  151@ == 4 
  151@ == 5 
  151@ == 6 
  151@ == 7 
  151@ == 10 
else_jump @TRUTH2_17646 
if 
001D:   207@ > 152@ // (int) 
else_jump @TRUTH2_17607 
gosub @TRUTH2_18243 
gosub @TRUTH2_18350 
if 
   not Actor.Dead($ACTOR_TRUTH)
else_jump @TRUTH2_17569 
gosub @TRUTH2_18504 
jump @TRUTH2_17600 

:TRUTH2_17569
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
208@ = 0 
209@ = 0 

:TRUTH2_17600
jump @TRUTH2_17646 

:TRUTH2_17607
if 
  145@ > 0 
else_jump @TRUTH2_17632 
145@ -= 1 

:TRUTH2_17632
33@ = 0 
151@ = 0 

:TRUTH2_17646
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TRUTH2_17782 
if 
  12 > 151@ 
else_jump @TRUTH2_17782 
if 
001D:   207@ > 152@ // (int) 
else_jump @TRUTH2_17709 
152@ += 1 

:TRUTH2_17709
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
00BE: text_clear_all 
0085: 214@ = 151@ // (int) 
0085: 213@ = 152@ // (int) 
151@ = 12 
0209: 152@ = random_int_in_ranges 0 3 
0085: 212@ = 152@ // (int) 
212@ += 1 
gosub @TRUTH2_14975 

:TRUTH2_17782
if 
  4 > 87@ 
else_jump @TRUTH2_18241 
if 
  151@ == 12 
else_jump @TRUTH2_18013 
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TRUTH2_17961 
if 
001D:   207@ > 152@ // (int) 
else_jump @TRUTH2_17938 
gosub @TRUTH2_18243 
gosub @TRUTH2_18350 
if 
   not Actor.Dead($ACTOR_TRUTH)
else_jump @TRUTH2_17900 
gosub @TRUTH2_18504 
jump @TRUTH2_17931 

:TRUTH2_17900
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
208@ = 0 
209@ = 0 

:TRUTH2_17931
jump @TRUTH2_17961 

:TRUTH2_17938
00BB: show_text_lowpriority GXT 'TRU2_17' time 11000 flag 1  // ~s~Steig in das ~b~Mutterschiff~s~.
151@ = 13 

:TRUTH2_17961
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @TRUTH2_18013 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
151@ = 14 
152@ = 0 
00BE: text_clear_all 

:TRUTH2_18013
if 
  151@ == 13 
else_jump @TRUTH2_18066 
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @TRUTH2_18066 
151@ = 14 
152@ = 0 
00BE: text_clear_all 

:TRUTH2_18066
if 
  151@ == 14 
else_jump @TRUTH2_18241 
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @TRUTH2_18167 
33@ = 0 
0085: 151@ = 214@ // (int) 
0085: 152@ = 213@ // (int) 
gosub @TRUTH2_14975 
if 
  214@ == 0 
else_jump @TRUTH2_18167 
00BB: show_text_lowpriority GXT 'TRU2_12' time 7000 flag 1  // ~s~Fahr das Mutterschiff in die ~y~Werkstatt~s~ nach San Francisco.

:TRUTH2_18167
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TRUTH2_18241 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
151@ = 12 
0209: 152@ = random_int_in_ranges 0 3 
0085: 212@ = 152@ // (int) 
212@ += 1 
gosub @TRUTH2_14975 

:TRUTH2_18241
return 

:TRUTH2_18243
if 
001D:   207@ > 210@ // (int) 
else_jump @TRUTH2_18348 
if 
  208@ == 0 
else_jump @TRUTH2_18305 
03CF: load_wav 186@(210@,16i) as 1 
210@ += 1 
208@ = 1 

:TRUTH2_18305
if 
  209@ == 0 
else_jump @TRUTH2_18348 
03CF: load_wav 186@(210@,16i) as 2 
210@ += 1 
209@ = 1 

:TRUTH2_18348
return 

:TRUTH2_18350
if 
  211@ == 1 
else_jump @TRUTH2_18426 
if 
  208@ == 1 
else_jump @TRUTH2_18426 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH2_18426 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 154@(152@,16s) time 4500 flag 1 
208@ = 2 

:TRUTH2_18426
if 
  211@ == 2 
else_jump @TRUTH2_18502 
if 
  209@ == 1 
else_jump @TRUTH2_18502 
if 
03D0:   wav 2 loaded 
else_jump @TRUTH2_18502 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 154@(152@,16s) time 4500 flag 1 
209@ = 2 

:TRUTH2_18502
return 

:TRUTH2_18504
if 
  208@ == 2 
else_jump @TRUTH2_18567 
if 
03D2:   wav 1 ended 
else_jump @TRUTH2_18567 
03D5: remove_text 154@(152@,16s) 
152@ += 1 
211@ = 2 
208@ = 0 

:TRUTH2_18567
if 
  209@ == 2 
else_jump @TRUTH2_18630 
if 
03D2:   wav 2 ended 
else_jump @TRUTH2_18630 
03D5: remove_text 154@(152@,16s) 
152@ += 1 
211@ = 1 
209@ = 0 

:TRUTH2_18630
return 

//-------------Mission 48---------------
// Originally: Wu Zi Mu / Farewell, My Love...

:BCESAR4
thread 'BCESAR4' 
gosub @BCESAR4_47 
if 
wasted_or_busted 
else_jump @BCESAR4_38 
gosub @BCESAR4_2683 

:BCESAR4_38
gosub @BCESAR4_2736 
end_thread 

:BCESAR4_47
$ONMISSION = 1 

:BCESAR4_54
wait 0 
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 0 
else_jump @BCESAR4_401 
054C: use_GXT_table 'BCESAR4' 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCESAR4_168 
0811: 34@ = actor $PLAYER_ACTOR car // versionC 
0763: add_car_reference 34@ // mission only 
Car.StorePos(34@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += 1000.0 
Car.PutAt(34@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.LockInCurrentPosition(34@) = True
jump @BCESAR4_175 

:BCESAR4_168
34@ = -1 

:BCESAR4_175
0395: clear_area 1 at 1557.162 24.305 22.7313 radius 100.0 
Player.MakeSafe($PLAYER_CHAR)
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESAR4' 

:BCESAR4_219
if 
86B9:   not cutscene_data_loaded 
else_jump @BCESAR4_243 
wait 0 
jump @BCESAR4_219 

:BCESAR4_243
02E7: start_cutscene 
fade 1 1000 

:BCESAR4_252
if 
82E9:   not cutscene_reached_end 
else_jump @BCESAR4_276 
wait 0 
jump @BCESAR4_252 

:BCESAR4_276
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:BCESAR4_289
if 
fading 
else_jump @BCESAR4_313 
wait 0 
jump @BCESAR4_289 

:BCESAR4_313
02EA: end_cutscene 
$1847 = 1 
$MISSION_WUZIMU_STARTED_FLAG = 1 
if 
   not 34@ == -1 
else_jump @BCESAR4_394 
if 
   not Car.Wrecked(34@)
else_jump @BCESAR4_394 
Car.LockInCurrentPosition(34@) = False
$TEMPVAR_FLOAT_3 -= 1000.0 
Car.PutAt(34@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BCESAR4_394
jump @BCESAR4_2685 

:BCESAR4_401
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 2 
else_jump @BCESAR4_1629 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -782.3699 -147.948 19.5518 cornerB -405.0757 -237.5195 91.1306 
else_jump @BCESAR4_1601 
$ONMISSION = 1 
fade 0 1000 

:BCESAR4_481
if 
fading 
else_jump @BCESAR4_505 
wait 0 
jump @BCESAR4_481 

:BCESAR4_505
Model.Load(#STALLION)
Model.Load(#SABRE)
Model.Load(#FORTUNE)
Model.Load(#WMYST)
Model.Load(#WMYBMX)
Model.Load(#SPECIAL01)
04ED: load_animation "KISSING" 
0395: clear_area 0 at -518.049 -189.3775 79.3468 radius 100.0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-535.8186, -198.0116, 80.8647, 0.0, 0.0, 0.0)
Camera.PointAt(-535.5711, -197.1029, 80.5285, 2)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCESAR4_732 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCESAR4_732 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // versionC 
if 
  $TEMPVAR_ACTOR_CAR > 0 
else_jump @BCESAR4_732 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @BCESAR4_732 
0338: set_car $TEMPVAR_ACTOR_CAR visibility 0 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = True
099A: set_car $TEMPVAR_ACTOR_CAR collision_detection 0 
0337: set_actor $PLAYER_ACTOR visibility 0 

:BCESAR4_732
wait 1000 

:BCESAR4_737
if and
   not Model.Available(#STALLION)
   not Model.Available(#SABRE)
   not Model.Available(#FORTUNE)
   not Model.Available(#WMYST)
   not Model.Available(#WMYBMX)
   not Model.Available(#SPECIAL01)
else_jump @BCESAR4_787 
wait 0 
jump @BCESAR4_737 

:BCESAR4_787
if 
84EE:   not animation "KISSING" loaded 
else_jump @BCESAR4_820 
wait 0 
jump @BCESAR4_787 

:BCESAR4_820
35@ = Car.Create(#STALLION, -536.7188, -192.5453, 77.404)
38@ = Actor.Create(Mission1, #WMYST, -530.4067, -188.8082, 77.3986)
Car.Angle(35@) = 287.0
0615: define_AS_pack_begin 41@ 
0605: actor -1 perform_animation_sequence "GIFT_GIVE" IFP_file "KISSING" 1000.0 loop 0 0 0 0 time -2 // versionA 
05CB: AS_actor -1 enter_car 35@ as_driver -2 ms 
05D1: AS_actor -1 drive_car 35@ to -507.5502 -99.2875 61.825 speed 10.0 0 model #NULL 3 
0616: define_AS_pack_end 41@ 
0618: assign_actor 38@ to_AS_pack 41@ 
061B: remove_references_to_AS_pack 41@ 
36@ = Car.Create(#SABRE, -536.158, -185.2865, 77.398)
39@ = Actor.Create(Mission1, #WMYBMX, -530.4067, -187.8082, 77.3986)
Actor.Angle(39@) = 180.0
Car.Angle(36@) = 243.0
0615: define_AS_pack_begin 41@ 
0605: actor -1 perform_animation_sequence "GIFT_GET" IFP_file "KISSING" 1000.0 loop 0 0 0 0 time -2 // versionA 
05CB: AS_actor -1 enter_car 36@ as_driver -2 ms 
05D1: AS_actor -1 drive_car 36@ to -507.5502 -99.2875 61.825 speed 10.0 0 model #NULL 3 
0616: define_AS_pack_end 41@ 
0618: assign_actor 39@ to_AS_pack 41@ 
061B: remove_references_to_AS_pack 41@ 
37@ = Car.Create(#FORTUNE, -524.9425, -184.208, 77.2766)
0129: 40@ = create_actor_pedtype 24 model #SPECIAL01 in_car 37@ driverseat 
Car.Angle(37@) = 239.0
0615: define_AS_pack_begin 41@ 
05B9: AS_actor -1 stay_idle 7000 ms 
05D1: AS_actor -1 drive_car 37@ to -507.5502 -99.2875 61.825 speed 10.0 0 model #NULL 3 
0616: define_AS_pack_end 41@ 
0618: assign_actor 40@ to_AS_pack 41@ 
061B: remove_references_to_AS_pack 41@ 
fade 1 800 
0707: start_scene_skip_to @BCESAR4_1310 
wait 10000 
fade 0 1000 

:BCESAR4_1286
if 
fading 
else_jump @BCESAR4_1310 
wait 0 
jump @BCESAR4_1286 

:BCESAR4_1310
0701: end_scene_skip 
if 
   not Car.Wrecked(35@)
else_jump @BCESAR4_1333 
Car.Destroy(35@)

:BCESAR4_1333
if 
   not Car.Wrecked(36@)
else_jump @BCESAR4_1354 
Car.Destroy(36@)

:BCESAR4_1354
if 
   not Car.Wrecked(37@)
else_jump @BCESAR4_1375 
Car.Destroy(37@)

:BCESAR4_1375
if 
   not Actor.Dead(38@)
else_jump @BCESAR4_1396 
Actor.DestroyInstantly(38@)

:BCESAR4_1396
if 
   not Actor.Dead(39@)
else_jump @BCESAR4_1417 
Actor.DestroyInstantly(39@)

:BCESAR4_1417
if 
   not Actor.Dead(40@)
else_jump @BCESAR4_1438 
Actor.DestroyInstantly(40@)

:BCESAR4_1438
Model.Destroy(#STALLION)
Model.Destroy(#SABRE)
Model.Destroy(#FORTUNE)
Model.Destroy(#WMYST)
Model.Destroy(#WMYBMX)
Model.Destroy(#SPECIAL01)
04EF: release_animation "KISSING" 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCESAR4_1579 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCESAR4_1579 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // versionC 
if 
  $TEMPVAR_ACTOR_CAR > 0 
else_jump @BCESAR4_1579 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @BCESAR4_1579 
0338: set_car $TEMPVAR_ACTOR_CAR visibility 1 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = False
099A: set_car $TEMPVAR_ACTOR_CAR collision_detection 1 
0337: set_actor $PLAYER_ACTOR visibility 1 

:BCESAR4_1579
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 800 

:BCESAR4_1601
$CESAR_TOTAL_PASSED_MISSIONS = -1 
$ONMISSION = 0 
34@ = 0 
jump @BCESAR4_2685 

:BCESAR4_1629
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 4 
else_jump @BCESAR4_2019 
054C: use_GXT_table 'BCESAR4' 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCESAR4_1710 
0811: 34@ = actor $PLAYER_ACTOR car // versionC 
Car.LockInCurrentPosition(34@) = True
0338: set_car 34@ visibility 0 
099A: set_car 34@ collision_detection 0 
jump @BCESAR4_1717 

:BCESAR4_1710
34@ = -1 

:BCESAR4_1717
0395: clear_area 1 at -526.7778 -189.0571 76.9917 radius 100.0 
Player.MakeSafe($PLAYER_CHAR)
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESA4W' 

:BCESAR4_1761
if 
86B9:   not cutscene_data_loaded 
else_jump @BCESAR4_1785 
wait 0 
jump @BCESAR4_1761 

:BCESAR4_1785
02E7: start_cutscene 
fade 1 1000 

:BCESAR4_1794
if 
82E9:   not cutscene_reached_end 
else_jump @BCESAR4_1818 
wait 0 
jump @BCESAR4_1794 

:BCESAR4_1818
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:BCESAR4_1831
if 
fading 
else_jump @BCESAR4_1855 
wait 0 
jump @BCESAR4_1831 

:BCESAR4_1855
02EA: end_cutscene 
if 
   not 34@ == -1 
else_jump @BCESAR4_1923 
if 
   not Car.Wrecked(34@)
else_jump @BCESAR4_1916 
Car.LockInCurrentPosition(34@) = False
0338: set_car 34@ visibility 1 
099A: set_car 34@ collision_detection 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:BCESAR4_1916
jump @BCESAR4_1957 

:BCESAR4_1923
Actor.PutAt($PLAYER_ACTOR, -503.3945, -186.0599, 76.6103)
Actor.Angle($PLAYER_ACTOR) = 53.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:BCESAR4_1957
fade 1 1000 
Marker.Disable($MARKER_CESAR_MONTGOMERY)
0318: set_latest_mission_passed 'BCESAR4'  // Wu Zi Mu
01E3: show_text_1number_styled GXT 'M_PASSD' number 3 time 5000 style 1  // MISSION ERFLLT!
$1847 = 0 
$MISSION_WUZIMU_STARTED_FLAG = 0 
jump @BCESAR4_2685 

:BCESAR4_2019
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 5 
else_jump @BCESAR4_2222 
054C: use_GXT_table 'BCESAR4' 
0395: clear_area 1 at -526.7778 -189.0571 76.9917 radius 100.0 
Actor.PutAt($PLAYER_ACTOR, -495.9034, -196.2218, 77.3986)
Player.MakeSafe($PLAYER_CHAR)
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESAR5' 

:BCESAR4_2112
if 
86B9:   not cutscene_data_loaded 
else_jump @BCESAR4_2136 
wait 0 
jump @BCESAR4_2112 

:BCESAR4_2136
02E7: start_cutscene 
fade 1 1000 

:BCESAR4_2145
if 
82E9:   not cutscene_reached_end 
else_jump @BCESAR4_2169 
wait 0 
jump @BCESAR4_2145 

:BCESAR4_2169
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:BCESAR4_2182
if 
fading 
else_jump @BCESAR4_2206 
wait 0 
jump @BCESAR4_2182 

:BCESAR4_2206
02EA: end_cutscene 
$MISSION_WUZIMU_STARTED_FLAG = 1 
jump @BCESAR4_2685 

:BCESAR4_2222
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 9 
else_jump @BCESAR4_2676 
054C: use_GXT_table 'BCESAR4' 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCESAR4_2332 
0811: 34@ = actor $PLAYER_ACTOR car // versionC 
0763: add_car_reference 34@ // mission only 
Car.StorePos(34@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += 1000.0 
Car.PutAt(34@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.LockInCurrentPosition(34@) = True
jump @BCESAR4_2339 

:BCESAR4_2332
34@ = -1 

:BCESAR4_2339
0395: clear_area 1 at 1557.162 24.305 22.7313 radius 100.0 
Player.MakeSafe($PLAYER_CHAR)
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESA5W' 

:BCESAR4_2383
if 
86B9:   not cutscene_data_loaded 
else_jump @BCESAR4_2407 
wait 0 
jump @BCESAR4_2383 

:BCESAR4_2407
02E7: start_cutscene 
fade 1 1000 

:BCESAR4_2416
if 
82E9:   not cutscene_reached_end 
else_jump @BCESAR4_2440 
wait 0 
jump @BCESAR4_2416 

:BCESAR4_2440
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:BCESAR4_2453
if 
fading 
else_jump @BCESAR4_2477 
wait 0 
jump @BCESAR4_2453 

:BCESAR4_2477
02EA: end_cutscene 
if 
   not 34@ == -1 
else_jump @BCESAR4_2583 
if 
   not Car.Wrecked(34@)
else_jump @BCESAR4_2576 
Car.LockInCurrentPosition(34@) = False
0338: set_car 34@ visibility 1 
099A: set_car 34@ collision_detection 1 
Car.PutAt(34@, 1557.694, 17.4472, 23.1641)
Car.Angle(34@) = 9.0
036A: put_actor $PLAYER_ACTOR in_car 34@ 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:BCESAR4_2576
jump @BCESAR4_2617 

:BCESAR4_2583
Actor.PutAt($PLAYER_ACTOR, 1559.768, 14.4176, 23.1641)
Actor.Angle($PLAYER_ACTOR) = 10.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:BCESAR4_2617
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 1000 
Marker.Disable($MARKER_CESAR_MONTGOMERY)
0318: set_latest_mission_passed 'BCES4_2'  // Farewell, my love...
01E3: show_text_1number_styled GXT 'M_PASSD' number 3 time 5000 style 1  // MISSION ERFLLT!
$MISSION_WUZIMU_STARTED_FLAG = 0 
jump @BCESAR4_2685 

:BCESAR4_2676
jump @BCESAR4_54 

:BCESAR4_2683
return 

:BCESAR4_2685
if 
  5 > $CESAR_TOTAL_PASSED_MISSIONS 
else_jump @BCESAR4_2734 
if 
   not Car.Wrecked(34@)
else_jump @BCESAR4_2734 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
Car.LockInCurrentPosition(34@) = False

:BCESAR4_2734
return 

:BCESAR4_2736
$CESAR_TOTAL_PASSED_MISSIONS += 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 1 
else_jump @BCESAR4_2781 
fade 0 0 

:BCESAR4_2781
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 6 
else_jump @BCESAR4_2805 
fade 0 0 

:BCESAR4_2805
return 

//-------------Mission 49---------------
// Originally: Wear Flowers In Your Hair

:GARAG1
thread 'GARAG1' 
gosub @GARAG1_47 
if 
wasted_or_busted 
else_jump @GARAG1_38 
gosub @GARAG1_24512 

:GARAG1_38
gosub @GARAG1_24530 
end_thread 

:GARAG1_47
$ONMISSION = 1 
set_weather 5 
increment_mission_attempts 
054C: use_GXT_table 'GARAGE1' 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:GARAG1_85
if 
fading 
else_jump @GARAG1_109 
wait 0 
jump @GARAG1_85 

:GARAG1_109
select_interior 1 
02E4: load_cutscene_data 'GARAG1B' 

:GARAG1_124
if 
86B9:   not cutscene_data_loaded 
else_jump @GARAG1_148 
wait 0 
jump @GARAG1_124 

:GARAG1_148
02E7: start_cutscene 
fade 1 1000 
wait 1000 

:GARAG1_162
if 
82E9:   not cutscene_reached_end 
else_jump @GARAG1_186 
wait 0 
jump @GARAG1_162 

:GARAG1_186
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:GARAG1_201
if 
fading 
else_jump @GARAG1_225 
wait 0 
jump @GARAG1_201 

:GARAG1_225
select_interior 0 
023C: load_special_actor 'JETHRO' as 3 // models 290-299 

:GARAG1_242
if 
823D:   not special_actor 3 loaded 
else_jump @GARAG1_268 
wait 0 
jump @GARAG1_242 

:GARAG1_268
060A: create_decision_maker_type 0 store_to 135@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 135@ event 12 
0708: reset_decision_maker 135@ event 13 
0708: reset_decision_maker 135@ event 56 
08F4: set_max_group_members 3 
09DD: unknown_player_group 3 
54@ = -1669.0 
59@ = 439.773 
64@ = 6.219 
43@ = 80.0 
55@ = -2230.168 
60@ = 544.7148 
65@ = 34.2219 
56@ = -2248.101 
61@ = 132.8547 
66@ = 35.3302 
57@ = -2052.101 
62@ = -147.8547 
67@ = 28.3302 
58@ = -2059.553 
63@ = -22.1661 
68@ = 34.305 
45@ = -2584.0 
46@ = 585.0 
47@ = 14.0 
48@ = -1624.41 
49@ = 725.25 
50@ = 14.11 
69@ = -2042.03 
70@ = 178.11 
71@ = 28.15 
101@ = 1 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
105@ = 0 
106@ = 0 
114@ = 0 
120@ = 0 
121@ = 0 
113@ = 0 
109@ = 0 
110@ = 0 
112@ = 0 
108@ = 0 
111@ = 0 
$7013 = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
72@ = -1674.21 
77@ = 438.5 
82@ = 6.2 
73@ = -2237.0 
78@ = 542.0782 
83@ = 33.901 
74@ = -2243.101 
79@ = 128.8547 
84@ = 34.3302 
75@ = -2052.101 
80@ = -147.8547 
85@ = 28.3302 
119@ = 0 
348@ = 0 
134@ = 0 
349@ = 0 
if 
  349@ == 1 
else_jump @GARAG1_947 
242@ = Actor.Create(CivMale, #NULL, 0.0, 0.0, 0.0)
93@ = Actor.Create(CivMale, #SPECIAL02, -2031.252, 164.0169, 27.8429)
94@ = Actor.Create(CivMale, #SPECIAL03, 72@(134@,5f), 77@(134@,5f), 82@(134@,5f))

:GARAG1_947
05A9: s$7014[0] = 'GAR1_AA'  // ~z~Komm schon. Ich kenn da zwei Typen, die haben frher Bootsmotoren getuned.
05A9: s$7014[1] = 'GAR1_AB'  // ~z~bis die Mafia ihren Laden in Vice City aufgekauft hat.
05A9: s$7014[2] = 'GAR1_AC'  // ~z~Jetzt machen sie alle mglichen Jobs, um ber die Runden zu kommen.
05A9: s$7014[3] = 'GAR1_AD'  // ~z~Die sind zwar schon ein bisschen matschig im Kopf
05A9: s$7014[4] = 'GAR1_AE'  // ~z~vom vielen Kiffen, aber mit Motoren knnen sie trotzdem noch umgehen.
05A9: s$7014[5] = 'GAR1_AF'  // ~z~Wir holen zuerst Jethro ab.
05A9: s$7014[6] = 'GAR1_AG'  // ~z~Soweit ich wei, arbeitet er jetzt in einer Werkstatt in der Nhe des Hunters Point Naval Shipyard.
05A9: s$7014[7] = 'GAR1_AH'  // ~z~Soweit ich wei, arbeitet er jetzt in einer Werkstatt in der Nhe von East Esplanade.
05A9: s$7014[8] = 'GAR1_AJ'  // ~z~Soweit ich wei, arbeitet er jetzt in einer Werkstatt in der Nhe von North Esplanade.
05A9: s$7014[9] = 'GAR1_BA'  // ~z~Woher kennst du die Typen?
05A9: s$7014[10] = 'GAR1_BB'  // ~z~Anscheinend hab ich sie beim '89er Love-In in Francisco kennen gelernt.
05A9: s$7014[11] = 'GAR1_BC'  // ~z~Anscheinend?
05A9: s$7014[12] = 'GAR1_BD'  // ~z~Du weit, wie es luft:
05A9: s$7014[13] = 'GAR1_BE'  // ~z~eine Wiese voller Zelte, ausgeflippte Musik,
05A9: s$7014[14] = 'GAR1_BF'  // ~z~'ne Pulle Meskalin-Wodka, Eisbren...
05A9: s$7014[15] = 'GAR1_BG'  // ~z~Eisbren?
05A9: s$7014[16] = 'GAR1_BH'  // ~z~Ja. Gib dir das. Aber das waren lustige Typen, super Humor.
05A9: s$7014[17] = 'GAR1_CA'  // ~z~Das hier ist vietnamesisches Gang-Gebiet.
05A9: s$7014[18] = 'GAR1_CB'  // ~z~Da Nang Boys, Shining Razors, Butterfly Children.
05A9: s$7014[19] = 'GAR1_CC'  // ~z~Sei vorsichtig, mit den Brdern ist nicht zu spaen.
05A9: s$7014[20] = 'GAR1_DA'  // ~z~Hey, Jethro!
05A9: s$7014[21] = 'GAR1_DF'  // ~z~Steig ein. Ich hab dir einen vernnftigen Job besorgt.
05A9: s$7014[22] = 'GAR1_DB'  // ~z~Hey, Truth, Meister!
05A9: s$7014[23] = 'GAR1_DC'  // ~z~Oh, Mann, kriegst du noch Geld von mir?
05A9: s$7014[24] = 'GAR1_DD'  // ~z~Ich knnt nmlich schwren, dass ich dir das Gras bezahlt habe, Alter!
05A9: s$7014[25] = 'GAR1_DE'  // ~z~Nein, Mann, wir sind quitt, glaub ich.
05A9: s$7014[26] = 'GAR1_EA'  // ~z~Jethro, Carl. Carl, Jethro.
05A9: s$7014[27] = 'GAR1_EB'  // ~z~Wie geht's, Mann?
05A9: s$7014[28] = 'GAR1_EC'  // ~z~Knnen wir kurz beim Krankenhaus vorbeifahren? Das ist drben in Twin Peaks, westlich von hier.
05A9: s$7014[29] = 'GAR1_ED'  // ~z~Ja, klar. Bist du krank?
05A9: s$7014[30] = 'GAR1_EE'  // ~z~Nein, ich nicht. Die Regierung schon, aber das ist 'ne lange Geschichte.
05A9: s$7014[31] = 'GAR1_FA'  // ~z~Tja, also, h, worum geht's denn eigentlich, Leute?
05A9: s$7014[32] = 'GAR1_FB'  // ~z~Ich mach 'ne Werkstatt auf, in Dogpatch, auf dem Trmmergelnde.
05A9: s$7014[33] = 'GAR1_FC'  // ~z~Weit schon, Tuning, Lowrider, und so 'n Zeug.
05A9: s$7014[34] = 'GAR1_FD'  // ~z~Bist du dabei?
05A9: s$7014[35] = 'GAR1_FE'  // ~z~Scheien Eisbren in den Wald?
05A9: s$7014[36] = 'GAR1_FF'  // ~z~Nein, aber es soll schon vorgekommen sein, dass sie ins Bierzelt geschissen haben, wenn ich mich richtig erinnere.
05A9: s$7014[37] = 'GAR1_FG'  // ~z~Ja, Mann, das war, ja, echt cool, so.
05A9: s$7014[38] = 'GAR1_GA'  // ~z~Was machen wir hier?
05A9: s$7014[39] = 'GAR1_GB'  // ~z~Nichts.
05A9: s$7014[40] = 'GAR1_GC'  // ~z~Schaut nicht hin.
05A9: s$7014[41] = 'GAR1_GD'  // ~z~Verbergt eure Gesichter.
05A9: s$7014[42] = 'GAR1_GE'  // ~z~Denkt an eine gelbe Gummiente.
05A9: s$7014[43] = 'GAR1_GF'  // ~z~Bist du wieder auf Trip?
05A9: s$7014[44] = 'GAR1_GG'  // ~z~Pscht!
05A9: s$7014[45] = 'GAR1_GH'  // ~z~Okay, ich hab genug gesehen.
05A9: s$7014[46] = 'GAR1_GI'  // ~z~Schauen wir mal, ob wir Dwaine finden.
05A9: s$7014[47] = 'GAR1_GJ'  // ~z~Er arbeitet in einem Hotdog-Van an der Straenbahnstation in Noe Valley.
05A9: s$7014[48] = 'GAR1_HA'  // ~z~Komm, Alter, was sollte das eben?
05A9: s$7014[49] = 'GAR1_HB'  // ~z~Das willst du nicht wirklich wissen.
05A9: s$7014[50] = 'GAR1_HC'  // ~z~Warum?
05A9: s$7014[51] = 'GAR1_HD'  // ~z~Weit du, was ein subkutanes Neurophon ist?
05A9: s$7014[52] = 'GAR1_HE'  // ~z~Ein was?
05A9: s$7014[53] = 'GAR1_HF'  // ~z~Eben.
05A9: s$7014[54] = 'GAR1_HG'  // ~z~Manchmal ist es am besten, weiter im Dunkeln zu tappen, mein Junge.
05A9: s$7014[55] = 'GAR1_JA'  // ~z~Yo, Dwaine, wie luft das Hotdog-Geschft?
05A9: s$7014[56] = 'GAR1_JB'  // ~z~Ausgesprochen beschissen. Warum? Was geht ab?
05A9: s$7014[57] = 'GAR1_JC'  // ~z~Mein Freund Carl hier macht eine Autowerkstatt auf.
05A9: s$7014[58] = 'GAR1_JD'  // ~z~Jethro ist dabei. Wie steht's mit dir?
05A9: s$7014[59] = 'GAR1_JE'  // ~z~Uh, ja. Cool, Mann.
05A9: s$7014[60] = 'GAR1_JF'  // ~z~Ich muss mich nur irgendwie erst noch um was anderes kmmern.
05A9: s$7014[61] = 'GAR1_JG'  // ~z~Also, wenn ihr mir sagt, wo ihr sein werdet, knnen wir uns dort treffen.
05A9: s$7014[62] = 'GAR1_JH'  // ~z~Die Werkstatt auf dem Mllplatz in Dogpatch.
05A9: s$7014[63] = 'GAR1_JJ'  // ~z~Bis dann.
05A9: s$7014[64] = 'GAR1_KA'  // ~z~Okay, nchster Halt: das Bullenrevier downtown.
05A9: s$7014[65] = 'GAR1_KB'  // ~z~Was? Hast du sie nicht mehr alle? Warum?
05A9: s$7014[66] = 'GAR1_KC'  // ~z~Wenn ich dir das sagen wrde, httest du wahrscheinlich innerhalb von 'nem Monat 'ne Sonde im Arsch.
05A9: s$7014[67] = 'GAR1_KD'  // ~z~Hey, glaub ihm lieber, Alter, dem Mann ist die Scheie ernst.
05A9: s$7014[68] = 'GAR1_KE'  // ~z~Wa-? Okay, okay, aber langsam wirst du mir ein bisschen unheimlich.
05A9: s$7014[69] = 'GAR1_LA'  // ~z~Okay, ihr wisst ja, wie's abluft:
05A9: s$7014[70] = 'GAR1_LB'  // ~z~Tut so, als wrde euch nichts interessieren.
05A9: s$7014[71] = 'GAR1_LC'  // ~z~Stellt euch einen rosa Golfball vor eurem geistigen Auge vor.
05A9: s$7014[72] = 'GAR1_LD'  // ~z~Okay, wir knnen weiterfahren.
05A9: s$7014[73] = 'GAR1_MA'  // ~z~Wohin jetzt, Spacehead?
05A9: s$7014[74] = 'GAR1_MB'  // ~z~Da gibt's so 'nen Elektronik-Freak, mit dem ich gelegentlich Geschfte mache,
05A9: s$7014[75] = 'GAR1_MC'  // ~z~sein Name ist 'Zero'.
05A9: s$7014[76] = 'GAR1_MD'  // ~z~Der knnte einen Supercomputer mit 'ner Broklammer reparieren.
05A9: s$7014[77] = 'GAR1_ME'  // ~z~Er hat seinen eigenen Laden,
05A9: s$7014[78] = 'GAR1_MF'  // ~z~aber er ist immer bereit, Brdern im Geiste zu helfen.
05A9: s$7014[79] = 'GAR1_MG'  // ~z~Fahren wir zu ihm und stellen dich ihm vor.
05A9: s$7014[80] = 'GAR1_NA'  // ~z~Hr mal, was luft da, Truth?
05A9: s$7014[81] = 'GAR1_NB'  // ~z~Was waren das fr Typen?
05A9: s$7014[82] = 'GAR1_NC'  // ~z~Frag besser nicht, Mann.
05A9: s$7014[83] = 'GAR1_ND'  // ~z~Hr auf Jethro.
05A9: s$7014[84] = 'GAR1_NE'  // ~z~Was, wenn ich dir sagen wrde, dass wir nie auf dem Mond waren,
05A9: s$7014[85] = 'GAR1_NF'  // ~z~dass JFK zusammen mit Janis Joplin in Schottland lebt,
05A9: s$7014[86] = 'GAR1_NG'  // ~z~und dass der einzige Grund, warum wir seit 45 Jahren kalten Krieg haben, der ist,
05A9: s$7014[87] = 'GAR1_NH'  // ~z~dass Aliens mit Schlangenkpfen die lindustrie kontrollieren?
05A9: s$7014[88] = 'GAR1_NJ'  // ~z~Dann wrd ich sagen, du hast wieder einen Mikrotrip geschmissen.
05A9: s$7014[89] = 'GAR1_NK'  // ~z~Gut. Und so wollen wir's auch in Zukunft halten.
05A9: s$7014[91] = 'GAR1_OA'  // ~z~Hup mal.
05A9: s$7014[92] = 'GAR1_OB'  // ~z~Lass mich in Ruhe, Berkley!
05A9: s$7014[93] = 'GAR1_OC'  // ~z~Das ist Hausfriedensbruch!
05A9: s$7014[94] = 'GAR1_OD'  // ~z~Oh, hey, Truth!
05A9: s$7014[95] = 'GAR1_OE'  // ~z~Steig ein, ich erklr dir alles unterwegs.
05A9: s$7014[96] = 'GAR1_OF'  // ~z~Nach Hause, James!
05A9: s$7014[97] = 'GAR1_PA'  // ~z~Carl, Zero, Zero, Carl.
05A9: s$7014[98] = 'GAR1_PB'  // ~z~Was geht?
05A9: s$7014[99] = 'GAR1_PC'  // ~z~Carl macht hier um die Ecke eine Werkstatt auf.
05A9: s$7014[100] = 'GAR1_PD'  // ~z~Ich hab ihm gesagt, du bist genau der richtige Mann, wenn's um Elektronik geht.
05A9: s$7014[101] = 'GAR1_PE'  // ~z~Eigentlich bin ich der EINZIG richtige Mann.
05A9: s$7014[102] = 'GAR1_PJ'  // ~z~Ein Supergenie, das bin ich.
05A9: s$7014[103] = 'GAR1_PF'  // ~z~Du solltest bei Gelegenheit mal in meinen Laden kommen, dir ein paar von meinen Sachen ansehen.
05A9: s$7014[104] = 'GAR1_PG'  // ~z~Mach ich glatt.
05A9: s$7014[105] = 'GAR1_PH'  // ~z~Yo, wir sind da.
04AF: 136@ = 16400 // @ = any 
04AF: 137@ = 16401 // @ = any 
04AF: 138@ = 16402 // @ = any 
04AF: 139@ = 16403 // @ = any 
04AF: 140@ = 16404 // @ = any 
04AF: 141@ = 16405 // @ = any 
04AF: 142@ = 16406 // @ = any 
04AF: 143@ = 16407 // @ = any 
04AF: 144@ = 16408 // @ = any 
04AF: 145@ = 16409 // @ = any 
04AF: 146@ = 16410 // @ = any 
04AF: 147@ = 16411 // @ = any 
04AF: 148@ = 16412 // @ = any 
04AF: 149@ = 16413 // @ = any 
04AF: 150@ = 16414 // @ = any 
04AF: 151@ = 16415 // @ = any 
04AF: 152@ = 16416 // @ = any 
04AF: 153@ = 16417 // @ = any 
04AF: 154@ = 16418 // @ = any 
04AF: 155@ = 16419 // @ = any 
04AF: 156@ = 16420 // @ = any 
04AF: 157@ = 16425 // @ = any 
04AF: 158@ = 16421 // @ = any 
04AF: 159@ = 16422 // @ = any 
04AF: 160@ = 16423 // @ = any 
04AF: 161@ = 16424 // @ = any 
04AF: 162@ = 16426 // @ = any 
04AF: 163@ = 16427 // @ = any 
04AF: 164@ = 16428 // @ = any 
04AF: 165@ = 16429 // @ = any 
04AF: 166@ = 16430 // @ = any 
04AF: 167@ = 16431 // @ = any 
04AF: 168@ = 16432 // @ = any 
04AF: 169@ = 16433 // @ = any 
04AF: 170@ = 16434 // @ = any 
04AF: 171@ = 16435 // @ = any 
04AF: 172@ = 16436 // @ = any 
04AF: 173@ = 16437 // @ = any 
04AF: 174@ = 16438 // @ = any 
04AF: 175@ = 16439 // @ = any 
04AF: 176@ = 16440 // @ = any 
04AF: 177@ = 16441 // @ = any 
04AF: 178@ = 16442 // @ = any 
04AF: 179@ = 16443 // @ = any 
04AF: 180@ = 16444 // @ = any 
04AF: 181@ = 16445 // @ = any 
04AF: 182@ = 16446 // @ = any 
04AF: 183@ = 16447 // @ = any 
04AF: 184@ = 16448 // @ = any 
04AF: 185@ = 16449 // @ = any 
04AF: 186@ = 16450 // @ = any 
04AF: 187@ = 16451 // @ = any 
04AF: 188@ = 16452 // @ = any 
04AF: 189@ = 16453 // @ = any 
04AF: 190@ = 16454 // @ = any 
04AF: 191@ = 16455 // @ = any 
04AF: 192@ = 16456 // @ = any 
04AF: 193@ = 16457 // @ = any 
04AF: 194@ = 16458 // @ = any 
04AF: 195@ = 16459 // @ = any 
04AF: 196@ = 16460 // @ = any 
04AF: 197@ = 16461 // @ = any 
04AF: 198@ = 16462 // @ = any 
04AF: 199@ = 16463 // @ = any 
04AF: 200@ = 16464 // @ = any 
04AF: 201@ = 16465 // @ = any 
04AF: 202@ = 16466 // @ = any 
04AF: 203@ = 16467 // @ = any 
04AF: 204@ = 16468 // @ = any 
04AF: 205@ = 16469 // @ = any 
04AF: 206@ = 16470 // @ = any 
04AF: 207@ = 16471 // @ = any 
04AF: 208@ = 16472 // @ = any 
04AF: 209@ = 16473 // @ = any 
04AF: 210@ = 16474 // @ = any 
04AF: 211@ = 16475 // @ = any 
04AF: 212@ = 16476 // @ = any 
04AF: 213@ = 16477 // @ = any 
04AF: 214@ = 16478 // @ = any 
04AF: 215@ = 16479 // @ = any 
04AF: 216@ = 16480 // @ = any 
04AF: 217@ = 16481 // @ = any 
04AF: 218@ = 16482 // @ = any 
04AF: 219@ = 16483 // @ = any 
04AF: 220@ = 16484 // @ = any 
04AF: 221@ = 16485 // @ = any 
04AF: 222@ = 16486 // @ = any 
04AF: 223@ = 16487 // @ = any 
04AF: 224@ = 16488 // @ = any 
04AF: 225@ = 16489 // @ = any 
04AF: 227@ = 16490 // @ = any 
04AF: 228@ = 16491 // @ = any 
04AF: 229@ = 16492 // @ = any 
04AF: 230@ = 16493 // @ = any 
04AF: 231@ = 16494 // @ = any 
04AF: 232@ = 16495 // @ = any 
04AF: 233@ = 16496 // @ = any 
04AF: 234@ = 16497 // @ = any 
04AF: 235@ = 16498 // @ = any 
04AF: 236@ = 16499 // @ = any 
04AF: 237@ = 16500 // @ = any 
04AF: 238@ = 16504 // @ = any 
04AF: 239@ = 16501 // @ = any 
04AF: 240@ = 16502 // @ = any 
04AF: 241@ = 16503 // @ = any 
32@ = 0 
0395: clear_area 1 at -2028.773 154.0429 27.2416 radius 10000.0 
08E7: disable_entrance_markers 1 
Model.Load(#EMPEROR)

:GARAG1_3297
if 
   not Model.Available(#EMPEROR)
else_jump @GARAG1_3324 
wait 0 
jump @GARAG1_3297 

:GARAG1_3324
34@ = Car.Create(#EMPEROR, -2030.628, 170.7956, 27.8359)
Car.Health(34@) = 3000
Actor.PutAt($PLAYER_ACTOR, -2031.0, 162.0, 27.83)
Car.Angle(34@) = 270.0
023C: load_special_actor 'TRUTH' as 2 // models 290-299 

:GARAG1_3398
if 
823D:   not special_actor 2 loaded 
else_jump @GARAG1_3424 
wait 0 
jump @GARAG1_3398 

:GARAG1_3424
93@ = Actor.Create(CivMale, #SPECIAL02, -2031.252, 164.0169, 27.8429)
0568: set_actor 93@ targetable 1 
09F6: set_actor 93@ unjackable_through_driver_seat 0 
077A: set_actor 93@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 93@ decision_maker_to 135@ 
Actor.Angle(93@) = 180.0
Actor.SetImmunities(93@, 0, 0, 0, 1, 0)
Actor.Health(93@) = 200
0446: set_actor 93@ immune_to_headshots 0 
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.SetBehindPlayer

:GARAG1_3532
wait 0 
if 
  101@ == 1 
else_jump @GARAG1_3561 
gosub @GARAG1_3743 

:GARAG1_3561
if 
  102@ == 1 
else_jump @GARAG1_3586 
gosub @GARAG1_9738 

:GARAG1_3586
if 
  103@ == 1 
else_jump @GARAG1_3611 
gosub @GARAG1_15129 

:GARAG1_3611
if 
  105@ == 1 
else_jump @GARAG1_3636 
gosub @GARAG1_7692 

:GARAG1_3636
if 
  106@ == 1 
else_jump @GARAG1_3661 
gosub @GARAG1_13409 

:GARAG1_3661
if 
  107@ == 1 
else_jump @GARAG1_3686 
gosub @GARAG1_17180 

:GARAG1_3686
if 
  109@ == 1 
else_jump @GARAG1_3711 
jump @GARAG1_24446 

:GARAG1_3711
if 
  110@ == 1 
else_jump @GARAG1_3736 
jump @GARAG1_24512 

:GARAG1_3736
jump @GARAG1_3532 

:GARAG1_3743
0085: 242@ = 93@ // (int) 
0085: 243@ = 93@ // (int) 
0085: 244@ = 93@ // (int) 
0085: 245@ = 93@ // (int) 
0085: 246@ = 93@ // (int) 
0085: 247@ = 93@ // (int) 
0085: 248@ = 93@ // (int) 
008B: 251@ = $PLAYER_ACTOR // (int) 
0085: 252@ = 93@ // (int) 
008B: 253@ = $PLAYER_ACTOR // (int) 
0085: 254@ = 93@ // (int) 
0085: 255@ = 93@ // (int) 
0085: 256@ = 93@ // (int) 
008B: 257@ = $PLAYER_ACTOR // (int) 
0085: 258@ = 93@ // (int) 
0085: 259@ = 93@ // (int) 
0085: 260@ = 93@ // (int) 
0085: 261@ = 93@ // (int) 
04ED: load_animation "GANGS" 

:GARAG1_3896
if 
84EE:   not animation "GANGS" loaded 
else_jump @GARAG1_3927 
wait 0 
jump @GARAG1_3896 

:GARAG1_3927
Camera.SetPosition(-2021.483, 159.1135, 30.588, 0.0, 0.0, 0.0)
Camera.PointAt(-2022.153, 159.8494, 30.4897, 2)
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2019.916 157.5772 33.449 position_to -2019.951 157.5985 31.8268 time 4500 drop_mode 1 
0920: point_camera -2020.77 158.0734 33.2929 transverse_to -2020.787 158.0842 31.5706 time 4500 mode 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2031.77 161.21 29.42 radius 1000.0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
fade 1 1000 
02A3: enable_widescreen 1 

:GARAG1_4118
if 
fading 
else_jump @GARAG1_4142 
wait 0 
jump @GARAG1_4118 

:GARAG1_4142
114@ = 0 
32@ = 0 
33@ = 0 

:GARAG1_4163
if 
   not 114@ == 10 
else_jump @GARAG1_4729 
wait 0 
if 
  114@ == 0 
else_jump @GARAG1_4217 
0707: start_scene_skip_to @GARAG1_4729 
gosub @GARAG1_24109 

:GARAG1_4217
if 
  114@ == 1 
else_jump @GARAG1_4498 
if 
   not Actor.Dead(93@)
else_jump @GARAG1_4484 
0615: define_AS_pack_begin 130@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 130@ 
0618: assign_actor 93@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_4484
gosub @GARAG1_24109 
32@ = 0 

:GARAG1_4498
if and
  114@ >= 2 
  3 >= 114@ 
else_jump @GARAG1_4530 
gosub @GARAG1_24109 

:GARAG1_4530
if 
  114@ == 4 
else_jump @GARAG1_4608 
0925: restore_camera_to_user_defined 
Camera.SetPosition(-2030.073, 161.3698, 28.8915, 0.0, 0.0, 0.0)
Camera.PointAt(-2030.593, 162.2026, 29.0817, 2)
gosub @GARAG1_24109 

:GARAG1_4608
if or
  114@ >= 5 
  6 >= 114@ 
else_jump @GARAG1_4640 
gosub @GARAG1_24109 

:GARAG1_4640
if 
  114@ == 7 
else_jump @GARAG1_4672 
gosub @GARAG1_24109 
114@ = 10 

:GARAG1_4672
if 
08D0:   cutscene_skipped 
else_jump @GARAG1_4696 
114@ = 10 
040D: unload_wav 1 

:GARAG1_4696
if 
  33@ > 23500 
else_jump @GARAG1_4722 
114@ = 10 

:GARAG1_4722
jump @GARAG1_4163 

:GARAG1_4729
0701: end_scene_skip 
040D: unload_wav 1 
Player.CanMove($PLAYER_CHAR) = True
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
00BE: text_clear_all 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GARAG1_4775 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_4775
041E: set_radio_station 2 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
348@ = 9 
349@ = 0 
114@ = 0 
if 
   not Actor.Dead(93@)
else_jump @GARAG1_4872 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_4872 
05CA: AS_actor 93@ enter_car 34@ passenger_seat 0 -2 ms 
039E: set_actor 93@ locked 1 while_in_car 
0526: set_actor 93@ stay_in_car 1 

:GARAG1_4872
04EF: release_animation "GANGS" 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_5345 
127@ = Marker.CreateAboveCar(34@)
07E0: set_marker 127@ type_to 1 
00BC: show_text_highpriority GXT 'GAR1_22' time 5000 flag 1  // ~s~Steig in den ~b~Wagen~s~.

:GARAG1_4928
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @GARAG1_5292 
wait 0 
if 
0735:   NOP_false 83 
else_jump @GARAG1_5024 
101@ = 0 
102@ = 0 
103@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
109@ = 1 
110@ = 0 
return 

:GARAG1_5024
if 
   Car.Wrecked(34@)
else_jump @GARAG1_5114 
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~Das Auto ist zerstrt!
101@ = 0 
102@ = 0 
103@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
109@ = 0 
110@ = 1 
return 

:GARAG1_5114
if 
   Actor.Dead(93@)
else_jump @GARAG1_5204 
00BC: show_text_highpriority GXT 'GAR1_17' time 5000 flag 1  // ~r~Truth ist tot!
101@ = 0 
102@ = 0 
103@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
109@ = 0 
110@ = 1 
return 

:GARAG1_5204
if 
0495:   car 34@ burning 
else_jump @GARAG1_5285 
020B: explode_car 34@ // versionA 
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~Das Auto ist zerstrt!
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
return 

:GARAG1_5285
jump @GARAG1_4928 

:GARAG1_5292
Marker.Disable(127@)
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_checkpoint 122@(134@,5i) type_to 1 
jump @GARAG1_5377 

:GARAG1_5345
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~Das Auto ist zerstrt!
101@ = 0 
110@ = 1 
return 

:GARAG1_5377
Model.Load(#TOWTRUCK)
04ED: load_animation "CAR" 

:GARAG1_5389
if or
   not Model.Available(#TOWTRUCK)
84EE:   not animation "CAR" loaded 
else_jump @GARAG1_5423 
wait 0 
jump @GARAG1_5389 

:GARAG1_5423
94@(134@,4i) = Actor.Create(CivMale, #SPECIAL03, 72@(134@,5f), 77@(134@,5f), 82@(134@,5f))
0568: set_actor 94@(134@,4i) targetable 1 
Actor.Angle(94@(134@,4i)) = 120.0
Actor.SetImmunities(94@(134@,4i), 0, 0, 0, 1, 0)
36@ = Car.Create(#TOWTRUCK, -1676.0, 440.0, 6.7)
Car.Angle(36@) = 229.0
077A: set_actor 94@(134@,4i) acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 94@(134@,4i) decision_maker_to 135@ 
Car.Destroy(36@)
Actor.DestroyInstantly(94@(134@,4i))
gosub @GARAG1_18471 
if 
  110@ == 1 
else_jump @GARAG1_5601 
return 

:GARAG1_5601
32@ = 0 
04ED: load_animation "CAR_CHAT" 

:GARAG1_5620
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @GARAG1_5654 
wait 0 
jump @GARAG1_5620 

:GARAG1_5654
0085: 262@ = 93@ // (int) 
0085: 263@ = 93@ // (int) 
0085: 264@ = 94@ // (int) 
0085: 265@ = 94@ // (int) 
0085: 266@ = 93@ // (int) 
0085: 267@ = 93@ // (int) 
0085: 268@ = 93@ // (int) 
008B: 269@ = $PLAYER_ACTOR // (int) 
0085: 270@ = 93@ // (int) 
0085: 271@ = 93@ // (int) 
0085: 272@ = 93@ // (int) 
0085: 273@ = 94@ // (int) 
008B: 274@ = $PLAYER_ACTOR // (int) 
008B: 275@ = $PLAYER_ACTOR // (int) 
008B: 276@ = $PLAYER_ACTOR // (int) 
0085: 277@ = 94@ // (int) 
0085: 278@ = 93@ // (int) 
0085: 279@ = 94@ // (int) 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2031.77 161.21 29.42 radius 1000.0 
040D: unload_wav 1 
114@ = 0 
32@ = 0 
33@ = 0 
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 1000.0 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_5951 
if 
8431:   not car 34@ passenger_seat_free 2 
else_jump @GARAG1_5951 
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 2 
Actor.DestroyInstantly(100@)

:GARAG1_5951
if 
   not 114@ == 20 
else_jump @GARAG1_7286 
wait 0 
if 
  114@ == 0 
else_jump @GARAG1_6228 
0707: start_scene_skip_to @GARAG1_7286 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_6196 
if 
   not Actor.Dead(93@)
else_jump @GARAG1_6173 
Camera.SetPosition(-1674.263, 438.2627, 11.0956, 0.0, 0.0, 0.0)
Camera.PointAt(-1674.246, 438.3686, 10.1014, 2)
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @GARAG1_6108 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_6108
Car.PutAt(34@, 54@(134@,5f), 59@(134@,5f), 64@(134@,5f))
Car.Angle(34@) = 43@
Car.SetMaxSpeed(34@, 0.0)
348@ = 20 
gosub @GARAG1_24340 
jump @GARAG1_6189 

:GARAG1_6173
101@ = 0 
110@ = 1 
return 

:GARAG1_6189
jump @GARAG1_6228 

:GARAG1_6196
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~Das Auto ist zerstrt!
101@ = 0 
110@ = 1 
return 

:GARAG1_6228
if 
  114@ == 1 
else_jump @GARAG1_6526 
if 
  32@ > 2000 
else_jump @GARAG1_6526 
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_6526 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_6526 
Camera.SetPosition(-1672.658, 431.5702, 7.2947, 0.0, 0.0, 0.0)
Camera.PointAt(-1672.72, 432.5628, 7.3989, 2)
0615: define_AS_pack_begin 130@ 
0605: actor -1 perform_animation_sequence "FIXN_CAR_OUT" IFP_file "CAR" 4.0 loop 0 0 0 0 time 0 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor -1 goto_point -1668.853 442.619 6.219 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 193.0 
05CA: AS_actor -1 enter_car 34@ passenger_seat 2 -1 ms 
0616: define_AS_pack_end 130@ 
0618: assign_actor 94@(134@,4i) to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 
114@ = 2 
03CF: load_wav 1825 as 3 

:GARAG1_6481
if 
83D0:   not wav 3 loaded 
else_jump @GARAG1_6507 
wait 0 
jump @GARAG1_6481 

:GARAG1_6507
09F1: play_audio_at_actor 94@(134@,4i) event 1151 
32@ = 0 

:GARAG1_6526
if 
  114@ == 2 
else_jump @GARAG1_6709 
if 
  32@ > 2000 
else_jump @GARAG1_6709 
Camera.SetPosition(-1665.523, 443.0056, 7.5433, 0.0, 0.0, 0.0)
Camera.PointAt(-1666.462, 442.6743, 7.4596, 2)
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_6650 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_6650 

:GARAG1_6650
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_6695 
Actor.Angle(94@(134@,4i)) = 228.0
0619: enable_actor 94@(134@,4i) collision_detection 1 

:GARAG1_6695
gosub @GARAG1_24340 
32@ = 0 

:GARAG1_6709
if 
  114@ == 3 
else_jump @GARAG1_6734 
gosub @GARAG1_24340 

:GARAG1_6734
if 
  114@ == 4 
else_jump @GARAG1_6759 
gosub @GARAG1_24340 

:GARAG1_6759
if 
  114@ == 5 
else_jump @GARAG1_6862 
if 
  32@ > 1500 
else_jump @GARAG1_6862 
if 
   not Actor.Dead(93@)
else_jump @GARAG1_6855 
0605: actor 93@ perform_animation_sequence "CAR_SC4_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time 9000 // versionA 

:GARAG1_6855
gosub @GARAG1_24340 

:GARAG1_6862
if 
  114@ == 6 
else_jump @GARAG1_6996 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_6947 
Camera.SetPosition(-1670.605, 442.2138, 7.3642, 0.0, 0.0, 0.0)
Camera.PointAt(-1669.891, 441.5237, 7.2424, 2)

:GARAG1_6947
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FL" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 
gosub @GARAG1_24340 

:GARAG1_6996
if 
  114@ == 7 
else_jump @GARAG1_7021 
gosub @GARAG1_24340 

:GARAG1_7021
if 
  114@ == 8 
else_jump @GARAG1_7046 
gosub @GARAG1_24340 

:GARAG1_7046
if 
  114@ == 9 
else_jump @GARAG1_7141 
if 
  32@ > 1500 
else_jump @GARAG1_7141 
Camera.SetPosition(-1648.684, 411.5628, 18.7936, 0.0, 0.0, 0.0)
Camera.PointAt(-1649.09, 412.4462, 18.5605, 2)
gosub @GARAG1_24340 

:GARAG1_7141
if 
  114@ == 10 
else_jump @GARAG1_7185 
if 
  32@ > 1500 
else_jump @GARAG1_7185 
gosub @GARAG1_24340 

:GARAG1_7185
if 
  114@ == 11 
else_jump @GARAG1_7229 
if 
  32@ > 1500 
else_jump @GARAG1_7229 
gosub @GARAG1_24340 

:GARAG1_7229
if 
08D0:   cutscene_skipped 
else_jump @GARAG1_7253 
114@ = 20 
040D: unload_wav 1 

:GARAG1_7253
if 
  33@ > 21500 
else_jump @GARAG1_7279 
114@ = 20 

:GARAG1_7279
jump @GARAG1_5951 

:GARAG1_7286
0701: end_scene_skip 
gosub @GARAG1_22044 
if 
  110@ == 1 
else_jump @GARAG1_7315 
return 

:GARAG1_7315
04EF: release_animation "CAR" 
Model.Destroy(#TOWTRUCK)
if 
   not Car.Wrecked(36@)
else_jump @GARAG1_7350 
Car.LockInCurrentPosition(36@) = False

:GARAG1_7350
Car.RemoveReferences(36@)
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
04EF: release_animation "CAR_CHAT" 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GARAG1_7403 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_7403
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00BE: text_clear_all 
114@ = 0 
348@ = 31 
349@ = 0 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_7669 
03A2: set_car 34@ action 0 
if 
   not Actor.Dead(93@)
else_jump @GARAG1_7558 
if 
   not Actor.InCar(93@, 34@)
else_jump @GARAG1_7558 
if 
0431:   car 34@ passenger_seat_free 0 
else_jump @GARAG1_7533 
0430: put_actor 93@ into_car 34@ passenger_seat 0 
jump @GARAG1_7558 

:GARAG1_7533
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 0 
Actor.DestroyInstantly(100@)
0430: put_actor 93@ into_car 34@ passenger_seat 0 

:GARAG1_7558
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_7669 
if 
   not Actor.InCar(94@(134@,4i), 34@)
else_jump @GARAG1_7669 
if 
0431:   car 34@ passenger_seat_free 2 
else_jump @GARAG1_7640 
0430: put_actor 94@(134@,4i) into_car 34@ passenger_seat 2 
jump @GARAG1_7669 

:GARAG1_7640
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 2 
Actor.DestroyInstantly(100@)
0430: put_actor 94@(134@,4i) into_car 34@ passenger_seat 2 

:GARAG1_7669
134@ = 1 
101@ = 0 
105@ = 1 
return 

:GARAG1_7692
Model.Load(#PONY)

:GARAG1_7697
if 
   not Model.Available(#PONY)
else_jump @GARAG1_7724 
wait 0 
jump @GARAG1_7697 

:GARAG1_7724
38@ = Car.Create(#PONY, -2607.11, 623.91, 14.66)
Model.Destroy(#PONY)
Car.Angle(38@) = 277.0
Car.Destroy(38@)
02A8: 128@ = create_marker 22 at 45@ 46@ 47@ 
gosub @GARAG1_18471 
if 
  110@ == 1 
else_jump @GARAG1_7810 
return 

:GARAG1_7810
008B: 280@ = $PLAYER_ACTOR // (int) 
0085: 281@ = 93@ // (int) 
0085: 282@ = 93@ // (int) 
0085: 283@ = 93@ // (int) 
0085: 284@ = 93@ // (int) 
008B: 285@ = $PLAYER_ACTOR // (int) 
0085: 286@ = 93@ // (int) 
0085: 287@ = 93@ // (int) 
0085: 288@ = 93@ // (int) 
0085: 289@ = 93@ // (int) 
008B: 290@ = $PLAYER_ACTOR // (int) 
0085: 291@ = 93@ // (int) 
008B: 292@ = $PLAYER_ACTOR // (int) 
0085: 293@ = 93@ // (int) 
008B: 294@ = $PLAYER_ACTOR // (int) 
0085: 295@ = 93@ // (int) 
0085: 296@ = 93@ // (int) 
Marker.Disable(128@)
Model.Load(#PONY)

:GARAG1_7956
if 
   not Model.Available(#PONY)
else_jump @GARAG1_7983 
wait 0 
jump @GARAG1_7956 

:GARAG1_7983
04ED: load_animation "CAR_CHAT" 

:GARAG1_7995
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @GARAG1_8029 
wait 0 
jump @GARAG1_7995 

:GARAG1_8029
38@ = Car.Create(#PONY, -2607.11, 623.91, 14.66)
Model.Destroy(#PONY)
Car.DoorStatus(38@) = 2
Car.Angle(38@) = 180.0
Car.LockInCurrentPosition(38@) = True
348@ = 38 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
114@ = 0 
32@ = 0 
33@ = 0 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_8394 
Car.PutAt(34@, 45@, 46@, 47@)
40@ = Car.Angle(34@)
if and
  40@ > 0.0 
  180.0 > 40@ 
else_jump @GARAG1_8224 
Car.Angle(34@) = 90.0
jump @GARAG1_8234 

:GARAG1_8224
Car.Angle(34@) = 270.0

:GARAG1_8234
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @GARAG1_8261 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_8261
Camera.SetPosition(-2581.94, 580.42, 17.8189, 0.0, 0.0, 0.0)
Camera.PointAt(-2582.491, 581.153, 18.2173, 2)
0407: store_coords_to 87@ 88@ 89@ from_car 34@ with_offset 0.8 2.2 0.8 
0407: store_coords_to 90@ 91@ 92@ from_car 34@ with_offset 0.0 -1.5 0.5 
0395: clear_area 1 at -2607.11 623.91 14.66 radius 1000.0 

:GARAG1_8394
if 
   not Actor.Dead(93@)
else_jump @GARAG1_8453 
0605: actor 93@ perform_animation_sequence "CAR_SC3_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time 9000 // versionA 

:GARAG1_8453
gosub @GARAG1_24340 
0395: clear_area 1 at 45@ 46@ 47@ radius 1000.0 
114@ = 0 

:GARAG1_8485
if 
   not 114@ == 10 
else_jump @GARAG1_9623 
wait 0 
gosub @GARAG1_22044 
if 
  110@ == 1 
else_jump @GARAG1_8534 
return 

:GARAG1_8534
if 
  114@ == 0 
else_jump @GARAG1_8777 
if 
  32@ > 1500 
else_jump @GARAG1_8777 
0707: start_scene_skip_to @GARAG1_9623 
if 
   not Actor.Dead(94@)
else_jump @GARAG1_8637 
0605: actor 94@ perform_animation_sequence "CAR_SC3_BR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time 9000 // versionA 

:GARAG1_8637
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2581.94 580.42 17.8189 position_to -2583.32 581.73 15.39 time 5000 drop_mode 1 
0920: point_camera -2582.491 581.153 18.2173 transverse_to -2607.11 623.91 14.66 time 5000 mode 1 
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FL" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 
gosub @GARAG1_24340 
32@ = 0 

:GARAG1_8777
if 
  114@ == 1 
else_jump @GARAG1_8849 
if 
  32@ > 1500 
else_jump @GARAG1_8849 
gosub @GARAG1_24340 
if 
   not Car.Wrecked(38@)
else_jump @GARAG1_8849 
0129: 99@ = create_actor_pedtype 4 model #MALE01 in_car 38@ driverseat 

:GARAG1_8849
if 
  114@ == 2 
else_jump @GARAG1_8946 
if 
  32@ > 1500 
else_jump @GARAG1_8946 
gosub @GARAG1_24340 
0925: restore_camera_to_user_defined 
Camera.SetPosition(-2583.32, 581.73, 15.39, 0.0, 0.0, 0.0)
Camera.PointAt(-2607.11, 623.91, 14.66, 2)

:GARAG1_8946
if 
  114@ == 3 
else_jump @GARAG1_8990 
if 
  32@ > 1500 
else_jump @GARAG1_8990 
gosub @GARAG1_24340 

:GARAG1_8990
if 
  114@ == 4 
else_jump @GARAG1_9126 
if 
  32@ > 1500 
else_jump @GARAG1_9126 
if 
   not Car.Wrecked(38@)
else_jump @GARAG1_9119 
Car.LockInCurrentPosition(38@) = False
if 
   not Actor.Dead(99@)
else_jump @GARAG1_9119 
if 
   Actor.InCar(99@, 38@)
else_jump @GARAG1_9119 
05D1: AS_actor 99@ drive_car 38@ to -2607.95 528.47 13.98 speed 25.0 2 model #NULL 2 

:GARAG1_9119
gosub @GARAG1_24340 

:GARAG1_9126
if 
  114@ == 5 
else_jump @GARAG1_9228 
if 
  32@ > 1500 
else_jump @GARAG1_9228 
gosub @GARAG1_24340 
Camera.SetPosition(-2614.461, 573.477, 16.9766, 0.0, 0.0, 0.0)
Camera.PointAt(-2613.8, 574.224, 16.911, 2)
32@ = 0 

:GARAG1_9228
if 
  114@ == 6 
else_jump @GARAG1_9471 
if 
  32@ > 2500 
else_jump @GARAG1_9471 
gosub @GARAG1_24340 
if 
   not Actor.Dead(93@)
else_jump @GARAG1_9331 
0605: actor 93@ perform_animation_sequence "CAR_SC3_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time 9000 // versionA 

:GARAG1_9331
if 
   not Actor.Dead(94@)
else_jump @GARAG1_9390 
0605: actor 94@ perform_animation_sequence "CAR_SC3_BR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time 9000 // versionA 

:GARAG1_9390
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FL" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 
Camera.SetPosition(87@, 88@, 89@, 0.0, 0.0, 0.0)
Camera.PointAt(90@, 91@, 92@, 2)

:GARAG1_9471
if 
  114@ == 7 
else_jump @GARAG1_9515 
if 
  32@ > 1500 
else_jump @GARAG1_9515 
gosub @GARAG1_24340 

:GARAG1_9515
if 
  114@ == 8 
else_jump @GARAG1_9566 
if 
  32@ > 1500 
else_jump @GARAG1_9566 
gosub @GARAG1_24340 
114@ = 10 

:GARAG1_9566
if 
08D0:   cutscene_skipped 
else_jump @GARAG1_9590 
114@ = 10 
040D: unload_wav 1 

:GARAG1_9590
if 
  33@ > 20500 
else_jump @GARAG1_9616 
114@ = 10 

:GARAG1_9616
jump @GARAG1_8485 

:GARAG1_9623
0701: end_scene_skip 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
04EF: release_animation "CAR_CHAT" 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GARAG1_9677 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_9677
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
114@ = 0 
348@ = 48 
349@ = 0 
Actor.DestroyInstantly(99@)
Car.Destroy(38@)
105@ = 0 
102@ = 1 
return 

:GARAG1_9738
Model.Load(#HOTDOG)

:GARAG1_9743
if 
   not Model.Available(#HOTDOG)
else_jump @GARAG1_9770 
wait 0 
jump @GARAG1_9743 

:GARAG1_9770
04ED: load_animation "SMOKING" 

:GARAG1_9781
if 
84EE:   not animation "SMOKING" loaded 
else_jump @GARAG1_9814 
wait 0 
jump @GARAG1_9781 

:GARAG1_9814
023C: load_special_actor 'DWAYNE' as 4 // models 290-299 

:GARAG1_9827
if 
823D:   not special_actor 4 loaded 
else_jump @GARAG1_9853 
wait 0 
jump @GARAG1_9827 

:GARAG1_9853
Model.Load(#CIGAR)

:GARAG1_9857
if 
   not Model.Available(#CIGAR)
else_jump @GARAG1_9883 
wait 0 
jump @GARAG1_9857 

:GARAG1_9883
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_checkpoint 122@(134@,5i) type_to 1 
if 
  110@ == 14 
else_jump @GARAG1_10047 
94@(134@,4i) = Actor.Create(CivMale, #SPECIAL04, 72@(134@,5f), 77@(134@,5f), 82@(134@,5f))
35@ = Car.Create(#HOTDOG, -2238.888, 541.5267, 34.375)
42@ = Object.Create(#CIGAR, 72@(134@,5f), 77@(134@,5f), 82@(134@,5f))
Car.Destroy(35@)
Actor.DestroyInstantly(94@(134@,4i))
Object.Destroy(42@)

:GARAG1_10047
gosub @GARAG1_18471 
if 
  110@ == 1 
else_jump @GARAG1_10074 
return 

:GARAG1_10074
if 
03CA:   object 42@ exists 
else_jump @GARAG1_10095 
Object.Destroy(42@)

:GARAG1_10095
04ED: load_animation "CAR_CHAT" 

:GARAG1_10107
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @GARAG1_10141 
wait 0 
jump @GARAG1_10107 

:GARAG1_10141
0085: 297@ = 93@ // (int) 
0085: 298@ = 95@ // (int) 
0085: 299@ = 93@ // (int) 
0085: 300@ = 93@ // (int) 
0085: 301@ = 95@ // (int) 
0085: 302@ = 95@ // (int) 
0085: 303@ = 95@ // (int) 
008B: 304@ = $PLAYER_ACTOR // (int) 
0085: 305@ = 95@ // (int) 
0085: 306@ = 93@ // (int) 
008B: 307@ = $PLAYER_ACTOR // (int) 
0085: 308@ = 93@ // (int) 
0085: 309@ = 94@ // (int) 
008B: 310@ = $PLAYER_ACTOR // (int) 
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_10413 
if 
83CA:   not object 42@ exists 
else_jump @GARAG1_10413 
42@ = Object.Create(#CIGAR, 72@(134@,5f), 77@(134@,5f), 82@(134@,5f))
070A: AS_actor 94@(134@,4i) attach_to_object 42@ offset 0.04 0.1 0.05 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0669: 350@ = attach_particle "EXHALE" to_actor 94@(134@,4i) with_offset 0.05 0.12 0.0 flag 1 
0883: attach_particle 350@ to_actor 94@(134@,4i) mode 5 

:GARAG1_10413
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_10882 
40@ = Car.Angle(34@)
Car.PutAt(34@, 55@, 60@, 65@)
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @GARAG1_10478 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_10478
Camera.SetPosition(-2235.815, 541.4094, 35.7451, 0.0, 0.0, 0.0)
Camera.PointAt(-2236.521, 542.1174, 35.7312, 2)
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 1000.0 
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_10623 
0812: AS_actor 94@(134@,4i) perform_animation "M_SMK_OUT" IFP_file "SMOKING" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GARAG1_10623
if and
  40@ > 90.0 
  270.0 > 40@ 
else_jump @GARAG1_10771 
Car.Angle(34@) = 180.0
if 
   not Actor.Dead(93@)
else_jump @GARAG1_10722 
0605: actor 93@ perform_animation_sequence "CAR_SC4_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time -1 // versionA 

:GARAG1_10722
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC4_FL" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @GARAG1_10882 

:GARAG1_10771
Car.Angle(34@) = 0.0
if 
   not Actor.Dead(93@)
else_jump @GARAG1_10840 
0605: actor 93@ perform_animation_sequence "CAR_SC3_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time 9000 // versionA 

:GARAG1_10840
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC2_FL" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 

:GARAG1_10882
348@ = 55 
gosub @GARAG1_24340 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
114@ = 0 
32@ = 0 
33@ = 0 

:GARAG1_10946
if 
   not 114@ == 20 
else_jump @GARAG1_13033 
wait 0 
gosub @GARAG1_22044 
if 
  110@ == 1 
else_jump @GARAG1_10995 
return 

:GARAG1_10995
if 
  114@ == 0 
else_jump @GARAG1_11397 
0707: start_scene_skip_to @GARAG1_13033 
if 
  32@ > 2000 
else_jump @GARAG1_11397 
064C: make_particle 350@ visible 
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_11076 
0967: actor 94@(134@,4i) move_mouth 4000 ms 

:GARAG1_11076
gosub @GARAG1_24340 
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_11158 
0812: AS_actor 94@(134@,4i) perform_animation "M_SMK_OUT" IFP_file "SMOKING" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
Actor.LockInCurrentPosition(94@(134@,4i)) = False

:GARAG1_11158
if and
  40@ > 90.0 
  270.0 > 40@ 
else_jump @GARAG1_11296 
if 
   not Actor.Dead(93@)
else_jump @GARAG1_11247 
0605: actor 93@ perform_animation_sequence "CAR_SC4_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time -1 // versionA 

:GARAG1_11247
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC4_FL" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @GARAG1_11397 

:GARAG1_11296
if 
   not Actor.Dead(93@)
else_jump @GARAG1_11355 
0605: actor 93@ perform_animation_sequence "CAR_SC3_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time 9000 // versionA 

:GARAG1_11355
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC2_FL" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 

:GARAG1_11397
if 
  114@ == 1 
else_jump @GARAG1_11783 
if 
  32@ > 2000 
else_jump @GARAG1_11783 
if 
   not Car.Wrecked(35@)
else_jump @GARAG1_11751 
Car.DoorStatus(35@) = 1
if 
   not Actor.Dead(95@)
else_jump @GARAG1_11655 
05D3: AS_actor 95@ goto_point -2232.07 545.04 34.39 mode 4 -1 ms // versionA 
04EF: release_animation "SMOKING" 
if and
  40@ > 90.0 
  270.0 > 40@ 
else_jump @GARAG1_11597 
Camera.SetPosition(-2233.689, 541.4159, 35.2249, 0.0, 0.0, 0.0)
Camera.PointAt(-2233.139, 542.2441, 35.1142, 2)
jump @GARAG1_11648 

:GARAG1_11597
Camera.SetPosition(-2228.62, 540.7846, 35.5936, 0.0, 0.0, 0.0)
Camera.PointAt(-2229.199, 541.5954, 35.5075, 2)

:GARAG1_11648
jump @GARAG1_11687 

:GARAG1_11655
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~Das Auto ist zerstrt!
102@ = 0 
110@ = 1 
return 

:GARAG1_11687
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_11728 
Car.LockInCurrentPosition(35@) = False
gosub @GARAG1_24340 
jump @GARAG1_11744 

:GARAG1_11728
102@ = 0 
110@ = 1 
return 

:GARAG1_11744
jump @GARAG1_11783 

:GARAG1_11751
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~Das Auto ist zerstrt!
102@ = 0 
110@ = 1 
return 

:GARAG1_11783
if 
  32@ > 1500 
else_jump @GARAG1_12039 
if 
  114@ == 2 
else_jump @GARAG1_12039 
gosub @GARAG1_24340 
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_12039 
Actor.Angle(94@(134@,4i)) = 270.0
0615: define_AS_pack_begin 130@ 
05D3: AS_actor -1 goto_point -2232.07 545.04 34.39 mode 4 -1 ms // versionA 
0605: actor -1 perform_animation_sequence "CAR_TALKM_IN" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor -1 perform_animation_sequence "CAR_TALKM_LOOP" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor -1 perform_animation_sequence "CAR_TALKM_OUT" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time 0 // versionA 
0616: define_AS_pack_end 130@ 
0618: assign_actor 95@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_12039
if 
  114@ == 3 
else_jump @GARAG1_12064 
gosub @GARAG1_24340 

:GARAG1_12064
if 
  114@ == 4 
else_jump @GARAG1_12089 
gosub @GARAG1_24340 

:GARAG1_12089
if 
  114@ == 5 
else_jump @GARAG1_12114 
gosub @GARAG1_24340 

:GARAG1_12114
if 
  114@ == 6 
else_jump @GARAG1_12233 
gosub @GARAG1_24340 
32@ = 0 
if 
   not Car.Wrecked(35@)
else_jump @GARAG1_12233 
if 
   not Actor.Dead(95@)
else_jump @GARAG1_12233 
0615: define_AS_pack_begin 130@ 
05D3: AS_actor -1 goto_point -2241.66 547.19 34.49 mode 6 -1 ms // versionA 
05CB: AS_actor -1 enter_car 35@ as_driver -1 ms 
0616: define_AS_pack_end 130@ 
0618: assign_actor 95@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_12233
if 
  114@ == 7 
else_jump @GARAG1_12469 
gosub @GARAG1_24340 
Camera.SetPosition(-2229.155, 533.4247, 41.4992, 0.0, 0.0, 0.0)
Camera.PointAt(-2229.659, 534.123, 40.9914, 2)
if 
   not Car.Wrecked(35@)
else_jump @GARAG1_12469 
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_12469 
036A: put_actor 94@(134@,4i) in_car 35@ 
if 
   Actor.InCar(94@(134@,4i), 35@)
else_jump @GARAG1_12469 
0615: define_AS_pack_begin 130@ 
05D1: AS_actor -1 drive_car 35@ to -2240.43 557.96 34.0 speed 10.0 2 model #NULL 3 
05D1: AS_actor -1 drive_car 35@ to -2185.43 567.96 34.0 speed 50.0 2 model #NULL 3 
0616: define_AS_pack_end 130@ 
0618: assign_actor 95@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_12469
if 
  32@ > 4000 
else_jump @GARAG1_12715 
if 
  114@ == 8 
else_jump @GARAG1_12715 
gosub @GARAG1_24340 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_12639 
Camera.SetPosition(-2235.01, 538.8505, 34.3478, 0.0, 0.0, 0.0)
Camera.PointAt(-2234.183, 539.4094, 34.3942, 2)
if 
   not Actor.Dead(93@)
else_jump @GARAG1_12639 
0605: actor 93@ perform_animation_sequence "CAR_SC3_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time 9000 // versionA 

:GARAG1_12639
064E: stop_particle 350@ 
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_12673 
Actor.DestroyInstantly(94@(134@,4i))

:GARAG1_12673
if 
   not Car.Wrecked(35@)
else_jump @GARAG1_12694 
Car.Destroy(35@)

:GARAG1_12694
if 
03CA:   object 42@ exists 
else_jump @GARAG1_12715 
Object.Destroy(42@)

:GARAG1_12715
if 
  32@ > 1500 
else_jump @GARAG1_12759 
if 
  114@ == 9 
else_jump @GARAG1_12759 
gosub @GARAG1_24340 

:GARAG1_12759
if 
  32@ > 1500 
else_jump @GARAG1_12803 
if 
  114@ == 10 
else_jump @GARAG1_12803 
gosub @GARAG1_24340 

:GARAG1_12803
if 
  32@ > 1500 
else_jump @GARAG1_12847 
if 
  114@ == 11 
else_jump @GARAG1_12847 
gosub @GARAG1_24340 

:GARAG1_12847
if 
  32@ > 1500 
else_jump @GARAG1_12898 
if 
  114@ == 12 
else_jump @GARAG1_12898 
gosub @GARAG1_24340 
114@ = 20 

:GARAG1_12898
if 
08D0:   cutscene_skipped 
else_jump @GARAG1_12998 
114@ = 20 
064E: stop_particle 350@ 
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_12952 
Actor.DestroyInstantly(94@(134@,4i))

:GARAG1_12952
if 
   not Car.Wrecked(35@)
else_jump @GARAG1_12973 
Car.Destroy(35@)

:GARAG1_12973
if 
03CA:   object 42@ exists 
else_jump @GARAG1_12994 
Object.Destroy(42@)

:GARAG1_12994
040D: unload_wav 1 

:GARAG1_12998
if 
  33@ > 40000 
else_jump @GARAG1_13026 
114@ = 20 

:GARAG1_13026
jump @GARAG1_10946 

:GARAG1_13033
0701: end_scene_skip 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
04EF: release_animation "CAR_CHAT" 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GARAG1_13083 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_13083
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
114@ = 0 
349@ = 0 
00BE: text_clear_all 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_13302 
03A2: set_car 34@ action 0 
if 
   not Actor.Dead(93@)
else_jump @GARAG1_13231 
if 
   not Actor.InCar(93@, 34@)
else_jump @GARAG1_13231 
if 
0431:   car 34@ passenger_seat_free 0 
else_jump @GARAG1_13206 
0430: put_actor 93@ into_car 34@ passenger_seat 0 
jump @GARAG1_13231 

:GARAG1_13206
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 0 
Actor.DestroyInstantly(100@)
0430: put_actor 93@ into_car 34@ passenger_seat 0 

:GARAG1_13231
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_13302 
if 
   not Car.Wrecked(35@)
else_jump @GARAG1_13302 
if 
   not Actor.InCar(94@(134@,4i), 35@)
else_jump @GARAG1_13302 
036A: put_actor 94@(134@,4i) in_car 35@ 

:GARAG1_13302
Model.Destroy(#HOTDOG)
Model.Destroy(#CIGAR)
0296: unload_special_actor 4 
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_13344 
Actor.DestroyInstantly(94@(134@,4i))

:GARAG1_13344
if 
   not Car.Wrecked(35@)
else_jump @GARAG1_13365 
Car.Destroy(35@)

:GARAG1_13365
if 
03CA:   object 42@ exists 
else_jump @GARAG1_13386 
Object.Destroy(42@)

:GARAG1_13386
134@ = 2 
102@ = 0 
106@ = 1 
return 

:GARAG1_13409
02A8: 129@ = create_marker 30 at 48@ 49@ 50@ 
gosub @GARAG1_18471 
if 
  110@ == 1 
else_jump @GARAG1_13452 
return 

:GARAG1_13452
Model.Load(#PONY)
04ED: load_animation "CAR_CHAT" 

:GARAG1_13469
if or
   not Model.Available(#PONY)
84EE:   not animation "CAR_CHAT" loaded 
else_jump @GARAG1_13508 
wait 0 
jump @GARAG1_13469 

:GARAG1_13508
38@ = Car.Create(#PONY, -1659.92, 751.31, 17.29)
Car.DoorStatus(38@) = 2
Car.Angle(38@) = 180.0
Car.LockInCurrentPosition(38@) = True
if 
   not Car.Wrecked(38@)
else_jump @GARAG1_13600 
0129: 99@ = create_actor_pedtype 4 model #MALE01 in_car 38@ driverseat 
Car.LockInCurrentPosition(38@) = False
Car.SetMaxSpeed(38@, 30.0)

:GARAG1_13600
0085: 311@ = 93@ // (int) 
0085: 312@ = 93@ // (int) 
0085: 313@ = 93@ // (int) 
0085: 314@ = 93@ // (int) 
008B: 315@ = $PLAYER_ACTOR // (int) 
0085: 316@ = 93@ // (int) 
0085: 317@ = 93@ // (int) 
0085: 318@ = 93@ // (int) 
0085: 319@ = 93@ // (int) 
0085: 320@ = 93@ // (int) 
0085: 321@ = 93@ // (int) 
008B: 322@ = $PLAYER_ACTOR // (int) 
008B: 323@ = $PLAYER_ACTOR // (int) 
0085: 324@ = 94@ // (int) 
0085: 325@ = 93@ // (int) 
0085: 326@ = 93@ // (int) 
0085: 327@ = 93@ // (int) 
0085: 328@ = 93@ // (int) 
0085: 329@ = 93@ // (int) 
008B: 330@ = $PLAYER_ACTOR // (int) 
0085: 331@ = 93@ // (int) 
0085: 333@ = 93@ // (int) 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_14055 
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @GARAG1_13848 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_13848
40@ = Car.Angle(34@)
Car.PutAt(34@, -1626.167, 725.0057, 13.4609)
if and
  40@ > 0.0 
  180.0 > 40@ 
else_jump @GARAG1_13924 
Car.Angle(34@) = 90.0
jump @GARAG1_13934 

:GARAG1_13924
Car.Angle(34@) = 270.0

:GARAG1_13934
0407: store_coords_to 87@ 88@ 89@ from_car 34@ with_offset 1.0 1.5 0.8 
0407: store_coords_to 90@ 91@ 92@ from_car 34@ with_offset 0.0 -1.5 0.5 
Camera.SetPosition(87@, 88@, 89@, 0.0, 0.0, 0.0)
Camera.PointAt(90@, 91@, 92@, 2)
0395: clear_area 1 at -1659.92 751.31 17.29 radius 1000.0 

:GARAG1_14055
if 
   not Actor.Dead(93@)
else_jump @GARAG1_14114 
0605: actor 93@ perform_animation_sequence "CAR_SC1_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time 9000 // versionA 

:GARAG1_14114
114@ = 0 
348@ = 69 
32@ = 0 
33@ = 0 

:GARAG1_14142
if 
   not 114@ == 20 
else_jump @GARAG1_14973 
wait 0 
gosub @GARAG1_22044 
if 
  110@ == 1 
else_jump @GARAG1_14191 
return 

:GARAG1_14191
if 
  114@ == 0 
else_jump @GARAG1_14266 
0707: start_scene_skip_to @GARAG1_14973 
if 
  32@ > 1500 
else_jump @GARAG1_14266 
if 
   not Actor.Dead(93@)
else_jump @GARAG1_14259 
0967: actor 93@ move_mouth 29000 ms 

:GARAG1_14259
gosub @GARAG1_24340 

:GARAG1_14266
if 
  114@ == 1 
else_jump @GARAG1_14453 
if 
  32@ > 2000 
else_jump @GARAG1_14453 
gosub @GARAG1_24340 
if 
   not Car.Wrecked(38@)
else_jump @GARAG1_14395 
if 
   not Actor.Dead(99@)
else_jump @GARAG1_14395 
if 
   Actor.InCar(99@, 38@)
else_jump @GARAG1_14395 
05D1: AS_actor 99@ drive_car 38@ to -1716.03 732.96 24.9 speed 15.0 0 model #NULL 2 

:GARAG1_14395
Camera.SetPosition(-1671.547, 729.851, 18.6107, 0.0, 0.0, 0.0)
Camera.PointAt(-1670.621, 730.2037, 18.7409, 2)
32@ = 0 

:GARAG1_14453
if 
  114@ == 2 
else_jump @GARAG1_14497 
if 
  32@ > 2000 
else_jump @GARAG1_14497 
gosub @GARAG1_24340 

:GARAG1_14497
if 
  114@ == 3 
else_jump @GARAG1_14725 
if 
  32@ > 6000 
else_jump @GARAG1_14725 
Camera.SetPosition(-1624.639, 723.3417, 14.5936, 0.0, 0.0, 0.0)
Camera.PointAt(-1625.473, 723.8466, 14.8151, 2)
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FL" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
if 
   not Actor.Dead(93@)
else_jump @GARAG1_14694 
0605: actor 93@ perform_animation_sequence "CAR_SC1_FR" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time 9000 // versionA 

:GARAG1_14694
gosub @GARAG1_24340 
if 
   not Actor.Dead(93@)
else_jump @GARAG1_14725 
0967: actor 93@ move_mouth 20000 ms 

:GARAG1_14725
if and
  114@ >= 4 
  7 >= 114@ 
else_jump @GARAG1_14757 
gosub @GARAG1_24340 

:GARAG1_14757
if 
  114@ == 8 
else_jump @GARAG1_14859 
if 
  32@ > 2000 
else_jump @GARAG1_14859 
Camera.SetPosition(-1628.8, 727.3613, 14.7421, 0.0, 0.0, 0.0)
Camera.PointAt(-1627.844, 727.0695, 14.7728, 2)
gosub @GARAG1_24340 
32@ = 0 

:GARAG1_14859
if and
  114@ >= 9 
  11 >= 114@ 
else_jump @GARAG1_14891 
gosub @GARAG1_24340 

:GARAG1_14891
if 
  114@ >= 12 
else_jump @GARAG1_14916 
114@ = 20 

:GARAG1_14916
if 
08D0:   cutscene_skipped 
else_jump @GARAG1_14940 
114@ = 20 
040D: unload_wav 1 

:GARAG1_14940
if 
  33@ > 29000 
else_jump @GARAG1_14966 
114@ = 20 

:GARAG1_14966
jump @GARAG1_14142 

:GARAG1_14973
0701: end_scene_skip 
if 
   not Actor.Dead(93@)
else_jump @GARAG1_14996 
0968: actor 93@ stop_mouth 

:GARAG1_14996
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GARAG1_15032 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_15032
04EF: release_animation "CAR_CHAT" 
Model.Destroy(#PONY)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
114@ = 0 
348@ = 80 
349@ = 0 
00BE: text_clear_all 
Marker.Disable(129@)
Actor.DestroyInstantly(99@)
Car.Destroy(38@)
106@ = 0 
103@ = 1 
04EF: release_animation "CAR_CHAT" 
return 

:GARAG1_15129
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_checkpoint 122@(134@,5i) type_to 1 
04ED: load_animation "CRIB" 
Model.Load(#RCRAIDER)

:GARAG1_15183
if or
84EE:   not animation "CRIB" loaded 
   not Model.Available(#RCRAIDER)
else_jump @GARAG1_15218 
wait 0 
jump @GARAG1_15183 

:GARAG1_15218
41@ = Object.Create(#PARKBENCH1, -2242.6, 136.91, 34.65)
Object.Destroy(41@)
37@ = Car.Create(#RCRAIDER, -2250.33, 139.91, 44.66)
Car.Destroy(37@)
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:GARAG1_15287
if 
823D:   not special_actor 1 loaded 
else_jump @GARAG1_15313 
wait 0 
jump @GARAG1_15287 

:GARAG1_15313
Model.Load(#BOMB)
Model.Load(#SATCHEL)

:GARAG1_15323
if or
   not Model.Available(#BOMB)
   not Model.Available(#SATCHEL)
else_jump @GARAG1_15355 
wait 0 
jump @GARAG1_15323 

:GARAG1_15355
96@ = Actor.Create(CivMale, #SPECIAL01, 74@, 79@, 84@)
02A9: set_actor 96@ immune_to_nonplayer 1 
01B2: give_actor 96@ weapon 39 ammo 10 // Load the weapon model before using this 
0568: set_actor 96@ targetable 1 
01B2: give_actor 96@ weapon 40 ammo 1 // Load the weapon model before using this 
077A: set_actor 96@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 96@ decision_maker_to 135@ 
01B9: set_actor 96@ armed_weapon_to 40 
Actor.DestroyInstantly(96@)
gosub @GARAG1_18471 
04ED: load_animation "CAR_CHAT" 

:GARAG1_15454
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @GARAG1_15488 
wait 0 
jump @GARAG1_15454 

:GARAG1_15488
if 
  110@ == 1 
else_jump @GARAG1_15508 
return 

:GARAG1_15508
0085: 334@ = 96@ // (int) 
0085: 335@ = 96@ // (int) 
0085: 336@ = 96@ // (int) 
0085: 337@ = 93@ // (int) 
0085: 338@ = 93@ // (int) 
0085: 339@ = 93@ // (int) 
008B: 340@ = $PLAYER_ACTOR // (int) 
0085: 341@ = 93@ // (int) 
0085: 342@ = 93@ // (int) 
0085: 343@ = 96@ // (int) 
0085: 344@ = 96@ // (int) 
0085: 345@ = 96@ // (int) 
008B: 346@ = $PLAYER_ACTOR // (int) 
008B: 347@ = $PLAYER_ACTOR // (int) 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
06D7: enable_train_traffic 0 
if 
   not Car.Wrecked(37@)
else_jump @GARAG1_15729 
Car.PutAt(37@, -2244.56, 127.11, 40.0)
0743: heli 37@ fly_to -2244.48 129.14 34.56 altitude 0.0 0.0 
Car.SetMaxSpeed(37@, 21.0)

:GARAG1_15729
Camera.SetPosition(-2250.306, 140.9439, 41.7533, 0.0, 0.0, 0.0)
Camera.PointAt(-2249.804, 140.343, 41.1311, 2)
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 1000.0 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_15952 
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @GARAG1_15853 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_15853
40@ = Car.Angle(34@)
if and
  40@ > 90.0 
  270.0 > 40@ 
else_jump @GARAG1_15909 
Car.Angle(34@) = 180.0
jump @GARAG1_15919 

:GARAG1_15909
Car.Angle(34@) = 0.0

:GARAG1_15919
if 
8431:   not car 34@ passenger_seat_free 1 
else_jump @GARAG1_15952 
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 1 
Actor.DestroyInstantly(100@)

:GARAG1_15952
if 
   not Actor.Dead(96@)
else_jump @GARAG1_15998 
Actor.Health(96@) = 200
0446: set_actor 96@ immune_to_headshots 0 
Actor.SetImmunities(96@, 1, 1, 1, 1, 1)

:GARAG1_15998
348@ = 92 
114@ = 0 
32@ = 0 
33@ = 0 

:GARAG1_16026
if 
   not 114@ == 10 
else_jump @GARAG1_16806 
wait 0 
if 
  114@ == 0 
else_jump @GARAG1_16099 
if 
  32@ > 1500 
else_jump @GARAG1_16099 
0707: start_scene_skip_to @GARAG1_16806 
gosub @GARAG1_24340 

:GARAG1_16099
if 
  114@ == 1 
else_jump @GARAG1_16194 
if 
  32@ > 2000 
else_jump @GARAG1_16194 
gosub @GARAG1_24340 
Camera.SetPosition(-2244.449, 135.8613, 34.9713, 0.0, 0.0, 0.0)
Camera.PointAt(-2244.844, 134.9551, 35.1198, 2)

:GARAG1_16194
if 
  114@ == 2 
else_jump @GARAG1_16552 
if 
  32@ > 3000 
else_jump @GARAG1_16552 
gosub @GARAG1_24340 
if 
   not Actor.Dead(96@)
else_jump @GARAG1_16552 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_16469 
if 
   not Actor.Driving(96@)
else_jump @GARAG1_16293 
0619: enable_actor 96@ collision_detection 1 

:GARAG1_16293
Actor.PutAt(96@, -2245.34, 134.11, 34.5)
if and
  40@ > 90.0 
  270.0 > 40@ 
else_jump @GARAG1_16395 
0615: define_AS_pack_begin 130@ 
05D4: AS_actor -1 rotate_angle 93.0 
05CA: AS_actor -1 enter_car 34@ passenger_seat 1 6000 ms 
0616: define_AS_pack_end 130@ 
0618: assign_actor 96@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 
jump @GARAG1_16462 

:GARAG1_16395
0615: define_AS_pack_begin 130@ 
05D4: AS_actor -1 rotate_angle 93.0 
05D3: AS_actor -1 goto_point -2252.853 138.619 34.219 mode 6 -1 ms // versionA 
05CA: AS_actor -1 enter_car 34@ passenger_seat 1 6000 ms 
0616: define_AS_pack_end 130@ 
0618: assign_actor 96@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_16462
jump @GARAG1_16501 

:GARAG1_16469
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~Das Auto ist zerstrt!
103@ = 0 
110@ = 1 
return 

:GARAG1_16501
Camera.SetPosition(-2251.421, 130.1502, 35.5076, 0.0, 0.0, 0.0)
Camera.PointAt(-2250.745, 130.8858, 35.4549, 2)

:GARAG1_16552
if 
  114@ == 3 
else_jump @GARAG1_16647 
if 
  32@ > 3000 
else_jump @GARAG1_16647 
Camera.SetPosition(-2253.451, 139.6341, 38.4909, 0.0, 0.0, 0.0)
Camera.PointAt(-2252.702, 139.074, 38.1371, 2)
gosub @GARAG1_24340 

:GARAG1_16647
if 
  114@ == 4 
else_jump @GARAG1_16705 
if 
  32@ > 3000 
else_jump @GARAG1_16705 
gosub @GARAG1_24340 
114@ = 5 
32@ = 0 

:GARAG1_16705
if 
  114@ == 5 
else_jump @GARAG1_16749 
if 
  32@ > 2000 
else_jump @GARAG1_16749 
114@ = 10 

:GARAG1_16749
if 
08D0:   cutscene_skipped 
else_jump @GARAG1_16773 
114@ = 10 
040D: unload_wav 1 

:GARAG1_16773
if 
  33@ > 13500 
else_jump @GARAG1_16799 
114@ = 10 

:GARAG1_16799
jump @GARAG1_16026 

:GARAG1_16806
0701: end_scene_skip 
if 
   not Actor.Dead(96@)
else_jump @GARAG1_16959 
01B9: set_actor 96@ armed_weapon_to 0 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_16944 
if 
   not Actor.InCar(96@, 34@)
else_jump @GARAG1_16944 
if 
0431:   car 34@ passenger_seat_free 1 
else_jump @GARAG1_16901 
0430: put_actor 96@ into_car 34@ passenger_seat 1 
jump @GARAG1_16930 

:GARAG1_16901
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 1 
Actor.DestroyInstantly(100@)
0430: put_actor 94@(134@,4i) into_car 34@ passenger_seat 1 

:GARAG1_16930
01B9: set_actor 96@ armed_weapon_to 0 
02A9: set_actor 96@ immune_to_nonplayer 0 

:GARAG1_16944
Actor.SetImmunities(96@, 0, 0, 0, 0, 0)

:GARAG1_16959
if 
   not Car.Wrecked(37@)
else_jump @GARAG1_17035 
Car.PutAt(37@, -2242.34, 128.0, 34.2)
Car.SetImmunities(37@, 0, 0, 0, 0, 0)
Car.SetMaxSpeed(37@, 0.0)
Car.Health(37@) = 400
Car.LockInCurrentPosition(37@) = True

:GARAG1_17035
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GARAG1_17071 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_17071
06D7: enable_train_traffic 1 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
348@ = 97 
114@ = 0 
349@ = 0 
00BE: text_clear_all 
Object.RemoveReferences(41@)
Model.Destroy(#BOMB)
Model.Destroy(#SATCHEL)
04EF: release_animation "CRIB" 
Car.RemoveReferences(37@)
04EF: release_animation "CAR_CHAT" 
134@ = 3 
103@ = 0 
107@ = 1 
Model.Destroy(#RCRAIDER)
return 

:GARAG1_17180
018A: 122@(134@,5i) = create_checkpoint_at 69@ 70@ 71@ 
Model.Load(#HOTDOG)

:GARAG1_17203
if 
   not Model.Available(#HOTDOG)
else_jump @GARAG1_17230 
wait 0 
jump @GARAG1_17203 

:GARAG1_17230
gosub @GARAG1_18471 
if 
  110@ == 1 
else_jump @GARAG1_17257 
return 

:GARAG1_17257
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
32@ = 0 
Camera.SetPosition(-2040.63, 180.9374, 29.2617, 0.0, 0.0, 0.0)
Camera.PointAt(-2039.8, 180.3834, 29.3231, 2)
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 1000.0 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_17481 
Car.PutAt(34@, -2033.932, 178.5836, 27.6359)
Car.Angle(34@) = 86.5989
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @GARAG1_17447 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_17447
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to -2039.97 179.98 28.08 speed 20.0 2 model #CSPLAY 3 

:GARAG1_17481
03CF: load_wav 16503 as 1 

:GARAG1_17488
if 
83D0:   not wav 1 loaded 
else_jump @GARAG1_17514 
wait 0 
jump @GARAG1_17488 

:GARAG1_17514
00BC: show_text_highpriority GXT 'GAR1_PH' time 10000 flag 1  // ~z~Yo, wir sind da.
03D1: play_wav 1 

:GARAG1_17534
if 
83D2:   not wav 1 ended 
else_jump @GARAG1_17560 
wait 0 
jump @GARAG1_17534 

:GARAG1_17560
03D5: remove_text 'GAR1_PH'  // ~z~Yo, wir sind da.
114@ = 0 

:GARAG1_17578
if 
  4000 > 32@ 
else_jump @GARAG1_18065 
wait 0 
if 
  114@ == 0 
else_jump @GARAG1_17979 
if 
  32@ > 1000 
else_jump @GARAG1_17979 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_17746 
if 
   not Actor.Dead(94@)
else_jump @GARAG1_17746 
04C4: store_coords_to 51@ 52@ 53@ from_actor 94@ with_offset 1.0 5.0 0.0 
0615: define_AS_pack_begin 130@ 
05CD: AS_actor -1 exit_car 34@ 
05D3: AS_actor -1 goto_point 51@ 52@ 53@ mode 4 -1 ms // versionA 
0616: define_AS_pack_end 130@ 
0618: assign_actor 94@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_17746
wait 1000 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_17859 
if 
   not Actor.Dead(96@)
else_jump @GARAG1_17859 
04C4: store_coords_to 51@ 52@ 53@ from_actor 96@ with_offset -5.0 0.0 0.0 
0615: define_AS_pack_begin 130@ 
05CD: AS_actor -1 exit_car 34@ 
05D3: AS_actor -1 goto_point 51@ 52@ 53@ mode 4 -1 ms // versionA 
0616: define_AS_pack_end 130@ 
0618: assign_actor 96@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_17859
wait 500 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_17972 
if 
   not Actor.Dead(93@)
else_jump @GARAG1_17972 
04C4: store_coords_to 51@ 52@ 53@ from_actor 93@ with_offset 1.0 5.0 0.0 
0615: define_AS_pack_begin 130@ 
05CD: AS_actor -1 exit_car 34@ 
05D3: AS_actor -1 goto_point 51@ 52@ 53@ mode 4 -1 ms // versionA 
0616: define_AS_pack_end 130@ 
0618: assign_actor 93@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_17972
114@ = 1 

:GARAG1_17979
if 
  114@ == 1 
else_jump @GARAG1_18038 
if 
  32@ > 2500 
else_jump @GARAG1_18038 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
114@ = 2 

:GARAG1_18038
if 
  110@ == 1 
else_jump @GARAG1_18058 
return 

:GARAG1_18058
jump @GARAG1_17578 

:GARAG1_18065
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GARAG1_18101 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2028.0 177.0 28.2 

:GARAG1_18101
04EF: release_animation "SMOKING" 
04EF: release_animation "PARK" 
04EF: release_animation "CAR" 
04EF: release_animation "CRIB" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
Model.Destroy(#BOMB)
Model.Destroy(#SATCHEL)
Model.Destroy(#EMPEROR)
Model.Destroy(#HOTDOG)
Model.Destroy(#PONY)
Model.Destroy(#RCRAIDER)
Model.Destroy(#TOWTRUCK)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 

:GARAG1_18203
if 
fading 
else_jump @GARAG1_18227 
wait 0 
jump @GARAG1_18203 

:GARAG1_18227
Actor.PutAt($PLAYER_ACTOR, -2028.0, 177.0, 28.2)
Actor.Angle($PLAYER_ACTOR) = 267.0
Actor.DestroyInstantly(93@)
Actor.DestroyInstantly(94@)
Actor.DestroyInstantly(95@)
Actor.DestroyInstantly(96@)
Actor.DestroyInstantly(97@)
Actor.DestroyInstantly(99@)
Car.Destroy(35@)
Car.Destroy(34@)
02E4: load_cutscene_data 'GARAG1C' 
select_interior 1 

:GARAG1_18312
if 
86B9:   not cutscene_data_loaded 
else_jump @GARAG1_18336 
wait 0 
jump @GARAG1_18312 

:GARAG1_18336
wait 1500 
02E7: start_cutscene 
fade 1 1000 

:GARAG1_18350
if 
82E9:   not cutscene_reached_end 
else_jump @GARAG1_18374 
wait 0 
jump @GARAG1_18350 

:GARAG1_18374
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:GARAG1_18389
if 
fading 
else_jump @GARAG1_18413 
wait 0 
jump @GARAG1_18389 

:GARAG1_18413
select_interior 0 
fade 1 1000 

:GARAG1_18424
if 
fading 
else_jump @GARAG1_18448 
wait 0 
jump @GARAG1_18424 

:GARAG1_18448
349@ = 0 
107@ = 0 
109@ = 1 
return 

:GARAG1_18471
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_21950 

:GARAG1_18487
if 
   not 119@ == 1 
else_jump @GARAG1_21943 
wait 0 
gosub @GARAG1_22044 
if 
  110@ == 1 
else_jump @GARAG1_18536 
return 

:GARAG1_18536
if 
  101@ == 1 
else_jump @GARAG1_18974 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 200.0 200.0 200.0 
else_jump @GARAG1_18899 
if 
  120@ == 0 
else_jump @GARAG1_18892 
94@(134@,4i) = Actor.Create(CivMale, #SPECIAL03, 72@(134@,5f), 77@(134@,5f), 82@(134@,5f))
0568: set_actor 94@(134@,4i) targetable 1 
0619: enable_actor 94@(134@,4i) collision_detection 0 
Actor.Angle(94@(134@,4i)) = 228.0
Actor.SetImmunities(94@(134@,4i), 0, 0, 0, 1, 0)
09F6: set_actor 94@(134@,4i) unjackable_through_driver_seat 0 
077A: set_actor 94@(134@,4i) acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 94@(134@,4i) decision_maker_to 135@ 
0568: set_actor 94@(134@,4i) targetable 1 
36@ = Car.Create(#TOWTRUCK, -1676.0, 440.0, 6.7)
Car.DoorStatus(36@) = 2
0918: unknown_car 36@ driver_flag 1 
0919: enable_car 36@ parking_lights 1 
Car.Angle(36@) = 313.0
Car.Health(36@) = 500
Car.LockInCurrentPosition(36@) = True
0689: set_car 36@ remove_componentA 0 visible_effect_flag 0 
0812: AS_actor 94@(134@,4i) perform_animation "FIXN_CAR_LOOP" IFP_file "CAR" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 0 // versionB 
120@ = 1 

:GARAG1_18892
jump @GARAG1_18974 

:GARAG1_18899
if 
  120@ == 1 
else_jump @GARAG1_18974 
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_18946 
Actor.DestroyInstantly(94@(134@,4i))

:GARAG1_18946
if 
   not Car.Wrecked(36@)
else_jump @GARAG1_18967 
Car.Destroy(36@)

:GARAG1_18967
120@ = 0 

:GARAG1_18974
if 
  102@ == 1 
else_jump @GARAG1_19464 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 200.0 200.0 200.0 
else_jump @GARAG1_19368 
if 
  120@ == 0 
else_jump @GARAG1_19361 
35@ = Car.Create(#HOTDOG, -2238.888, 541.5267, 34.375)
Car.DoorStatus(35@) = 2
0918: unknown_car 35@ driver_flag 1 
0919: enable_car 35@ parking_lights 1 
Car.Angle(35@) = 0.0
Car.LockInCurrentPosition(35@) = True
94@(134@,4i) = Actor.Create(CivMale, #SPECIAL04, 72@(134@,5f), 77@(134@,5f), 82@(134@,5f))
0568: set_actor 94@(134@,4i) targetable 1 
Actor.Angle(94@(134@,4i)) = 270.0
42@ = Object.Create(#CIGAR, 72@(134@,5f), 77@(134@,5f), 82@(134@,5f))
070A: AS_actor 94@(134@,4i) attach_to_object 42@ offset 0.04 0.1 0.05 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
Actor.LockInCurrentPosition(94@(134@,4i)) = True
077A: set_actor 94@(134@,4i) acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 94@(134@,4i) decision_maker_to 135@ 
09F6: set_actor 94@(134@,4i) unjackable_through_driver_seat 0 
0605: actor 94@(134@,4i) perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "SMOKING" 4.0 loop 1 0 0 1 time 0 // versionA 
120@ = 1 

:GARAG1_19361
jump @GARAG1_19464 

:GARAG1_19368
if 
  120@ == 1 
else_jump @GARAG1_19464 
if 
   not Actor.Dead(94@(134@,4i))
else_jump @GARAG1_19415 
Actor.DestroyInstantly(94@(134@,4i))

:GARAG1_19415
if 
   not Car.Wrecked(35@)
else_jump @GARAG1_19436 
Car.Destroy(35@)

:GARAG1_19436
if 
03CA:   object 42@ exists 
else_jump @GARAG1_19457 
Object.Destroy(42@)

:GARAG1_19457
120@ = 0 

:GARAG1_19464
if 
  103@ == 1 
else_jump @GARAG1_19953 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 200.0 200.0 200.0 
else_jump @GARAG1_19865 
if 
  120@ == 0 
else_jump @GARAG1_19858 
41@ = Object.Create(#PARKBENCH1, -2244.55, 133.91, 34.4)
Object.Angle(41@) = 0.0
Object.KeepInMemory(41@) = True
96@ = Actor.Create(CivMale, #SPECIAL01, -2244.7, 133.91, 33.82)
09F6: set_actor 96@ unjackable_through_driver_seat 0 
0568: set_actor 96@ targetable 1 
0812: AS_actor 96@ perform_animation "CRIB_CONSOLE_LOOP" IFP_file "CRIB" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0619: enable_actor 96@ collision_detection 0 
077A: set_actor 96@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 96@ decision_maker_to 135@ 
Actor.Angle(96@) = 280.0
02A9: set_actor 96@ immune_to_nonplayer 1 
01B2: give_actor 96@ weapon 39 ammo 10 // Load the weapon model before using this 
0568: set_actor 96@ targetable 1 
01B2: give_actor 96@ weapon 40 ammo 1 // Load the weapon model before using this 
077A: set_actor 96@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 96@ decision_maker_to 135@ 
01B9: set_actor 96@ armed_weapon_to 40 
37@ = Car.Create(#RCRAIDER, -2250.33, 139.91, 44.66)
Car.SetImmunities(37@, 1, 1, 1, 1, 1)
Car.SetMaxSpeed(37@, 30.0)
0825: set_helicopter 37@ instant_rotor_start 
04A2: set_heli 37@ fly_to -2258.7 132.54 37.72 altitude_between 5.0 and 35.0 
120@ = 1 

:GARAG1_19858
jump @GARAG1_19953 

:GARAG1_19865
if 
  120@ == 1 
else_jump @GARAG1_19953 
if 
03CA:   object 41@ exists 
else_jump @GARAG1_19904 
Object.Destroy(41@)

:GARAG1_19904
if 
   not Actor.Dead(96@)
else_jump @GARAG1_19925 
Actor.DestroyInstantly(96@)

:GARAG1_19925
if 
   not Car.Wrecked(37@)
else_jump @GARAG1_19946 
Car.Destroy(37@)

:GARAG1_19946
120@ = 0 

:GARAG1_19953
if 
  107@ == 1 
else_jump @GARAG1_20131 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 69@ 70@ 71@ radius 300.0 300.0 300.0 
else_jump @GARAG1_20085 
if 
  120@ == 0 
else_jump @GARAG1_20078 
35@ = Car.Create(#HOTDOG, -2026.0, 169.0, 28.2)
Car.DoorStatus(35@) = 2
Car.Angle(35@) = 120.0
120@ = 1 

:GARAG1_20078
jump @GARAG1_20131 

:GARAG1_20085
if 
  120@ == 1 
else_jump @GARAG1_20131 
if 
   not Car.Wrecked(35@)
else_jump @GARAG1_20124 
Car.Destroy(35@)

:GARAG1_20124
120@ = 0 

:GARAG1_20131
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_21876 
if or
  101@ == 1 
  102@ == 1 
  103@ == 1 
else_jump @GARAG1_20515 
if 
01B0:   car 34@ sphere 1 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 4.0 4.0 4.0 stopped 
else_jump @GARAG1_20515 
if 
01B0:   car 34@ sphere 0 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 2.5 2.5 2.5 stopped 
else_jump @GARAG1_20506 
if 
  118@ == 0 
else_jump @GARAG1_20323 
03E5: show_text_box 'GAR1_23'  // Drcke ~k~~VEHICLE_HORN~, um zu hupen
118@ = 1 

:GARAG1_20323
if 
   Player.PressingHorn($PLAYER_CHAR)
else_jump @GARAG1_20499 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @GARAG1_20499 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_20385 
Car.DoorStatus(34@) = 4

:GARAG1_20385
wait 500 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
040D: unload_wav 1 
03E6: remove_text_box 
wait 1000 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_20469 
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @GARAG1_20469 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_20469
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_20492 
Car.DoorStatus(34@) = 1

:GARAG1_20492
119@ = 1 

:GARAG1_20499
jump @GARAG1_20515 

:GARAG1_20506
03E6: remove_text_box 
118@ = 0 

:GARAG1_20515
if 
  105@ == 1 
else_jump @GARAG1_20612 
if 
0100:   actor $PLAYER_ACTOR in_sphere 45@ 46@ 47@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @GARAG1_20612 
119@ = 1 
Player.CanMove($PLAYER_CHAR) = False
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:GARAG1_20612
if 
  106@ == 1 
else_jump @GARAG1_20709 
if 
0100:   actor $PLAYER_ACTOR in_sphere 48@ 49@ 50@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @GARAG1_20709 
119@ = 1 
Player.CanMove($PLAYER_CHAR) = False
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:GARAG1_20709
if 
  107@ == 1 
else_jump @GARAG1_20903 
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_20903 
if 
  113@ == 0 
else_jump @GARAG1_20903 
40@ = Car.Angle(34@)
if 
01AF:   car 34@ sphere 1 in_sphere -2034.59 180.23 28.43 radius 4.0 4.0 4.0 
else_jump @GARAG1_20903 
if and
  40@ > 0.0 
  180.0 > 40@ 
else_jump @GARAG1_20903 
Garage.Open('HBGDSFS')
113@ = 1 
Player.CanMove($PLAYER_CHAR) = False
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
119@ = 1 

:GARAG1_20903
if 
  101@ == 1 
else_jump @GARAG1_21053 
if 
  115@ == 0 
else_jump @GARAG1_21053 
if and
  114@ >= 0 
  7 >= 114@ 
else_jump @GARAG1_20971 
gosub @GARAG1_24109 

:GARAG1_20971
if 
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // China Basin
else_jump @GARAG1_21021 
if 
  114@ == 8 
else_jump @GARAG1_21021 
gosub @GARAG1_24109 

:GARAG1_21021
if or
  114@ == 9 
  114@ == 10 
else_jump @GARAG1_21053 
gosub @GARAG1_24109 

:GARAG1_21053
if 
  105@ == 1 
else_jump @GARAG1_21103 
if and
  114@ >= 0 
  6 >= 114@ 
else_jump @GARAG1_21103 
gosub @GARAG1_24109 

:GARAG1_21103
if 
  102@ == 1 
else_jump @GARAG1_21153 
if and
  114@ >= 0 
  6 >= 114@ 
else_jump @GARAG1_21153 
gosub @GARAG1_24109 

:GARAG1_21153
if 
  103@ == 1 
else_jump @GARAG1_21203 
if and
  114@ >= 0 
  9 >= 114@ 
else_jump @GARAG1_21203 
gosub @GARAG1_24109 

:GARAG1_21203
if 
  107@ == 1 
else_jump @GARAG1_21253 
if and
  114@ >= 0 
  7 >= 114@ 
else_jump @GARAG1_21253 
gosub @GARAG1_24109 

:GARAG1_21253
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_21869 
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @GARAG1_21869 
Marker.Disable(122@(134@,5i))
Marker.Disable(128@)
Marker.Disable(129@)
127@ = Marker.CreateAboveCar(34@)
07E0: set_marker 127@ type_to 1 
040D: unload_wav 1 
03CF: load_wav 41402 as 1 

:GARAG1_21335
if 
83D0:   not wav 1 loaded 
else_jump @GARAG1_21361 
wait 0 
jump @GARAG1_21335 

:GARAG1_21361
00BC: show_text_highpriority GXT 'TRUX_AC' time 10000 flag 1  // ~z~Na los, Carl, steig ein!
03D1: play_wav 1 

:GARAG1_21381
if 
83D2:   not wav 1 ended 
else_jump @GARAG1_21407 
wait 0 
jump @GARAG1_21381 

:GARAG1_21407
03D5: remove_text 'TRUX_AC'  // ~z~Na los, Carl, steig ein!
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_21680 

:GARAG1_21434
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @GARAG1_21680 
wait 0 
if 
  112@ == 0 
else_jump @GARAG1_21482 
112@ = 1 

:GARAG1_21482
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_21505 
jump @GARAG1_21565 

:GARAG1_21505
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~Das Auto ist zerstrt!
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
return 

:GARAG1_21565
if 
0495:   car 34@ burning 
else_jump @GARAG1_21646 
020B: explode_car 34@ // versionA 
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~Das Auto ist zerstrt!
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
return 

:GARAG1_21646
gosub @GARAG1_22044 
if 
  110@ == 1 
else_jump @GARAG1_21673 
return 

:GARAG1_21673
jump @GARAG1_21434 

:GARAG1_21680
112@ = 0 
Marker.Disable(127@)
if or
  101@ == 1 
  102@ == 1 
  103@ == 1 
else_jump @GARAG1_21765 
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_checkpoint 122@(134@,5i) type_to 1 

:GARAG1_21765
if 
  105@ == 1 
else_jump @GARAG1_21799 
02A8: 128@ = create_marker 22 at 45@ 46@ 47@ 

:GARAG1_21799
if 
  106@ == 1 
else_jump @GARAG1_21833 
02A8: 129@ = create_marker 30 at 48@ 49@ 50@ 

:GARAG1_21833
if 
  107@ == 1 
else_jump @GARAG1_21869 
018A: 122@(134@,5i) = create_checkpoint_at 69@ 70@ 71@ 

:GARAG1_21869
jump @GARAG1_21936 

:GARAG1_21876
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~Das Auto ist zerstrt!
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
return 

:GARAG1_21936
jump @GARAG1_18487 

:GARAG1_21943
jump @GARAG1_22003 

:GARAG1_21950
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~Das Auto ist zerstrt!
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
110@ = 1 
return 

:GARAG1_22003
119@ = 0 
Marker.Disable(122@(134@,5i))
118@ = 0 
120@ = 0 
114@ = 0 
03E6: remove_text_box 
return 

:GARAG1_22044
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_22866 
if 
8205:   not actor $PLAYER_ACTOR near_car 34@ radius 300.0 300.0 300.0 flag 0 
else_jump @GARAG1_22161 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_18' time 5000 flag 1  // ~r~Du hast das Auto stehen lassen!

:GARAG1_22161
if 
   not Actor.Dead(93@)
else_jump @GARAG1_22384 
if 
   not Actor.InCar(93@, 34@)
else_jump @GARAG1_22359 
if 
  115@ == 0 
else_jump @GARAG1_22233 
05CA: AS_actor 93@ enter_car 34@ passenger_seat 0 -1 ms 
115@ = 1 

:GARAG1_22233
if 
  115@ == 1 
else_jump @GARAG1_22352 
if 
8105:   not actor 93@ near_actor $PLAYER_ACTOR radius 150.0 150.0 150.0 sphere 0 on_foot 
else_jump @GARAG1_22352 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_19' time 5000 flag 1  // ~r~Du hast The Truth zurckgelassen!

:GARAG1_22352
jump @GARAG1_22384 

:GARAG1_22359
if 
  115@ == 1 
else_jump @GARAG1_22384 
115@ = 0 

:GARAG1_22384
if 
   not 101@ == 1 
else_jump @GARAG1_22625 
if 
   not Actor.Dead(94@)
else_jump @GARAG1_22625 
if 
   not Actor.InCar(94@, 34@)
else_jump @GARAG1_22600 
if 
  117@ == 0 
else_jump @GARAG1_22474 
05CA: AS_actor 94@ enter_car 34@ passenger_seat 2 -1 ms 
117@ = 1 

:GARAG1_22474
if 
  117@ == 1 
else_jump @GARAG1_22593 
if 
8105:   not actor 94@ near_actor $PLAYER_ACTOR radius 300.0 300.0 300.0 sphere 0 on_foot 
else_jump @GARAG1_22593 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_20' time 5000 flag 1  // ~r~Du hast Jethro zurckgelassen!

:GARAG1_22593
jump @GARAG1_22625 

:GARAG1_22600
if 
  117@ == 1 
else_jump @GARAG1_22625 
117@ = 0 

:GARAG1_22625
if 
   not 102@ == 1 
else_jump @GARAG1_22866 
if 
   not Actor.Dead(95@)
else_jump @GARAG1_22866 
if 
   not Actor.InCar(95@, 34@)
else_jump @GARAG1_22841 
if 
  116@ == 0 
else_jump @GARAG1_22715 
05CA: AS_actor 95@ enter_car 34@ passenger_seat 0 -1 ms 
116@ = 1 

:GARAG1_22715
if 
   not 116@ == 1 
else_jump @GARAG1_22834 
if 
8105:   not actor 95@ near_actor $PLAYER_ACTOR radius 300.0 300.0 300.0 sphere 0 on_foot 
else_jump @GARAG1_22834 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_21' time 5000 flag 1  // ~r~Du hast Dwayne zurckgelassen!

:GARAG1_22834
jump @GARAG1_22866 

:GARAG1_22841
if 
  116@ == 1 
else_jump @GARAG1_22866 
116@ = 0 

:GARAG1_22866
if 
   Actor.Dead(93@)
else_jump @GARAG1_22949 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_17' time 5000 flag 1  // ~r~Truth ist tot!
return 

:GARAG1_22949
if 
  101@ == 1 
else_jump @GARAG1_23151 
if 
  120@ == 1 
else_jump @GARAG1_23151 
if 
   Car.Wrecked(36@)
else_jump @GARAG1_23068 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro ist tot!
return 

:GARAG1_23068
if 
   Actor.Dead(94@)
else_jump @GARAG1_23151 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro ist tot!
return 

:GARAG1_23151
if 
  102@ == 1 
else_jump @GARAG1_23436 
if 
   Actor.Dead(94@)
else_jump @GARAG1_23252 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro ist tot!
return 

:GARAG1_23252
if 
  120@ == 1 
else_jump @GARAG1_23436 
if 
   Actor.Dead(95@)
else_jump @GARAG1_23353 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_15' time 5000 flag 1  // ~r~Dwayne ist tot!
return 

:GARAG1_23353
if 
   Car.Wrecked(35@)
else_jump @GARAG1_23436 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_15' time 5000 flag 1  // ~r~Dwayne ist tot!
return 

:GARAG1_23436
if 
  103@ == 1 
else_jump @GARAG1_23815 
if 
   Actor.Dead(94@)
else_jump @GARAG1_23537 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro ist tot!
return 

:GARAG1_23537
if 
  120@ == 1 
else_jump @GARAG1_23815 
if 
   Actor.Dead(96@)
else_jump @GARAG1_23638 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero ist tot!
return 

:GARAG1_23638
if 
   not Actor.Dead(96@)
else_jump @GARAG1_23815 
if 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
else_jump @GARAG1_23728 
if 
   not Actor.Driving(96@)
else_jump @GARAG1_23696 
0619: enable_actor 96@ collision_detection 1 

:GARAG1_23696
Actor.Health(96@) = 0
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero ist tot!
return 

:GARAG1_23728
if 
03CA:   object 41@ exists 
else_jump @GARAG1_23815 
if 
0366:   object 41@ damaged 
else_jump @GARAG1_23815 
if 
   not Actor.Driving(96@)
else_jump @GARAG1_23783 
0619: enable_actor 96@ collision_detection 1 

:GARAG1_23783
Actor.Health(96@) = 0
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero ist tot!
return 

:GARAG1_23815
if 
  107@ == 1 
else_jump @GARAG1_23999 
if 
   Actor.Dead(94@)
else_jump @GARAG1_23916 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro ist tot!
return 

:GARAG1_23916
if 
   Actor.Dead(96@)
else_jump @GARAG1_23999 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero ist tot!
return 

:GARAG1_23999
if or
  105@ == 1 
  106@ == 1 
else_jump @GARAG1_24107 
if 
   Actor.Dead(94@)
else_jump @GARAG1_24107 
107@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro ist tot!
return 

:GARAG1_24107
return 

:GARAG1_24109
if 
  349@ == 0 
else_jump @GARAG1_24149 
040D: unload_wav 1 
03CF: load_wav 136@(348@,106i) as 1 
349@ = 1 

:GARAG1_24149
if 
  349@ == 1 
else_jump @GARAG1_24239 
if 
03D0:   wav 1 loaded 
else_jump @GARAG1_24239 
if 
   not Actor.Dead(242@(348@,106i))
else_jump @GARAG1_24214 
0967: actor 242@(348@,106i) move_mouth 10000 ms 

:GARAG1_24214
03D1: play_wav 1 
00BC: show_text_highpriority GXT $7014(348@,106s) time 10000 flag 1 
349@ = 2 

:GARAG1_24239
if 
  349@ == 2 
else_jump @GARAG1_24338 
if 
03D2:   wav 1 ended 
else_jump @GARAG1_24338 
if 
   not Actor.Dead(242@(348@,106i))
else_jump @GARAG1_24301 
0968: actor 242@(348@,106i) stop_mouth 

:GARAG1_24301
32@ = 0 
349@ = 0 
03D5: remove_text $7014(348@,106s) 
348@ += 1 
114@ += 1 

:GARAG1_24338
return 

:GARAG1_24340
03CF: load_wav 136@(348@,106i) as 1 

:GARAG1_24351
if 
83D0:   not wav 1 loaded 
else_jump @GARAG1_24377 
wait 0 
jump @GARAG1_24351 

:GARAG1_24377
00BC: show_text_highpriority GXT $7014(348@,106s) time 10000 flag 1 
03D1: play_wav 1 

:GARAG1_24395
if 
83D2:   not wav 1 ended 
else_jump @GARAG1_24421 
wait 0 
jump @GARAG1_24395 

:GARAG1_24421
03D5: remove_text $7014(348@,106s) 
348@ += 1 
114@ += 1 
return 

:GARAG1_24446
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION ERFLLT!
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'GAR_1'  // Be Sure To Wear Flowers In Your Hair
030C: progress_made += 1 
0629: change_integer_stat 321 to 1 
create_thread @SCRASH 
$GARAGE_TOTAL_PASSED_MISSIONS += 1 
return 

:GARAG1_24512
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:GARAG1_24530
0925: restore_camera_to_user_defined 
08E7: disable_entrance_markers 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GARAG1_24559 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GARAG1_24559
06D7: enable_train_traffic 1 
03E6: remove_text_box 
134@ = 0 

:GARAG1_24572
if 
  5 > 134@ 
else_jump @GARAG1_24613 
Marker.Disable(122@(134@,5i))
134@ += 1 
jump @GARAG1_24572 

:GARAG1_24613
04EF: release_animation "PARK" 
04EF: release_animation "CAR" 
04EF: release_animation "CRIB" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "SMOKING" 
Marker.Disable(127@)
Marker.Disable(128@)
Marker.Disable(129@)
if 
   not Car.Wrecked(34@)
else_jump @GARAG1_24707 
Car.Health(34@) = 600

:GARAG1_24707
Car.RemoveReferences(34@)
Car.RemoveReferences(35@)
Car.RemoveReferences(36@)
Car.RemoveReferences(35@)
Car.Destroy(37@)
Actor.DestroyWithFade(93@)
Actor.DestroyWithFade(94@)
Actor.DestroyWithFade(95@)
Actor.DestroyWithFade(96@)
Actor.DestroyWithFade(97@)
Actor.DestroyWithFade(99@)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
Object.Destroy(41@)
Model.Destroy(#BOMB)
Model.Destroy(#SATCHEL)
Model.Destroy(#EMPEROR)
Model.Destroy(#HOTDOG)
Model.Destroy(#PONY)
Model.Destroy(#RCRAIDER)
Model.Destroy(#TOWTRUCK)
Model.Destroy(#HOTDOG)
Model.Destroy(#CIGAR)
Object.Destroy(42@)
08F4: set_max_group_members 99 
01B7: release_weather 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
if 
   Garage.IsOpen('HBGDSFS')
else_jump @GARAG1_24890 
Garage.Close('HBGDSFS')

:GARAG1_24890
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
107@ = 0 
105@ = 0 
106@ = 0 
114@ = 0 
120@ = 0 
121@ = 0 
113@ = 0 
109@ = 0 
110@ = 0 
112@ = 0 
108@ = 0 
111@ = 0 
$7013 = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
064E: stop_particle 350@ 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 50---------------
// Originally: Deconstruction

:DECON
thread 'DECON' 
gosub @DECON_47 
if 
wasted_or_busted 
else_jump @DECON_38 
gosub @DECON_20868 

:DECON_38
gosub @DECON_21143 
end_thread 

:DECON_47
increment_mission_attempts 
$ONMISSION = 1 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
66@ = 0 
32@ = 0 
33@ = 0 

:DECON_133
wait 0 
if 
0736:   NOP_false 83 
else_jump @DECON_159 
36@ = 1 

:DECON_159
if 
0736:   NOP_false 70 
else_jump @DECON_181 
37@ = 1 

:DECON_181
39@ += 1 
if 
  39@ > 9 
else_jump @DECON_213 
39@ = 0 

:DECON_213
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 66@ += 42@ // (int) 
005A: 172@ += 42@ // (int) 
005A: 173@ += 42@ // (int) 
if 
  69@ == 1 
else_jump @DECON_299 
jump @DECON_460 

:DECON_299
gosub @DECON_562 
0871: init_jump_table 34@ total_jumps 6 default_jump 0 @DECON_453 jumps 0 @DECON_369 1 @DECON_383 2 @DECON_397 3 @DECON_411 4 @DECON_425 5 @DECON_439 -1 @DECON_453 

:DECON_369
gosub @DECON_1610 
jump @DECON_453 

:DECON_383
gosub @DECON_2071 
jump @DECON_453 

:DECON_397
gosub @DECON_5645 
jump @DECON_453 

:DECON_411
gosub @DECON_6771 
jump @DECON_453 

:DECON_425
gosub @DECON_9690 
jump @DECON_453 

:DECON_439
gosub @DECON_12345 
jump @DECON_453 

:DECON_453
gosub @DECON_13612 

:DECON_460
if 
  38@ == 0 
else_jump @DECON_560 
if 
  37@ == 0 
else_jump @DECON_544 
if 
  36@ == 0 
else_jump @DECON_528 
jump @DECON_133 
jump @DECON_537 

:DECON_528
gosub @DECON_21008 
return 

:DECON_537
jump @DECON_553 

:DECON_544
gosub @DECON_20868 
return 

:DECON_553
jump @DECON_562 

:DECON_560
return 

:DECON_562
if 
0736:   NOP_false 88 
else_jump @DECON_653 
if 
  67@ == 0 
else_jump @DECON_627 
67@ = 1 
0662: NOP "LEVEL_DEBUG_ON" 
jump @DECON_653 

:DECON_627
67@ = 0 
0662: NOP "LEVEL_DEBUG_OFF" 

:DECON_653
if 
  67@ == 1 
else_jump @DECON_1608 
if 
0736:   NOP_false 32 
else_jump @DECON_720 
68@ += 1 
if 
  68@ > 4 
else_jump @DECON_718 
68@ = 0 

:DECON_718
086A: NOP 

:DECON_720
if 
  68@ == 1 
else_jump @DECON_939 
43@ = 0 

:DECON_745
if 
  6 > 43@ 
else_jump @DECON_813 
if 
03CA:   object $2671(43@,6i) exists 
else_jump @DECON_799 
071E: get_object $2671(43@,6i) health_to $7226(43@,8i) 

:DECON_799
43@ += 1 
jump @DECON_745 

:DECON_813
065D: NOP $7226[0] "CABIN_0_HEALTH" 
065D: NOP $7226[1] "CABIN_1_HEALTH" 
065D: NOP $7226[2] "CABIN_2_HEALTH" 
065D: NOP $7226[3] "CABIN_3_HEALTH" 
065D: NOP $7226[4] "CABIN_4_HEALTH" 
065D: NOP $7226[5] "CABIN_5_HEALTH" 

:DECON_939
if 
  68@ == 2 
else_jump @DECON_1149 
008A: $7226[0] = 34@ // (int) 
008A: $7226[1] = 35@ // (int) 
008A: $7226[2] = 63@ // (int) 
008A: $7226[3] = 65@ // (int) 
008A: $7226[4] = 64@ // (int) 
008A: $7226[5] = 66@ // (int) 
008A: $7226[6] = 32@ // (int) 
008A: $7226[7] = 33@ // (int) 
065D: NOP $7226[0] "M_STAGE" 
065D: NOP $7226[1] "M_GOALS" 
065D: NOP $7226[2] "DIALOGUE_FLAG" 
065D: NOP $7226[3] "DIALOGUE_TIMER" 
065D: NOP $7226[4] "HELP_FLAG" 
065D: NOP $7226[5] "HELP_TIMER" 
065D: NOP $7226[6] "TIMERA" 
065D: NOP $7226[7] "TIMERB" 

:DECON_1149
if 
  68@ == 3 
else_jump @DECON_1447 
008A: $7226[0] = 159@ // (int) 
008A: $7226[1] = 153@ // (int) 
008A: $7226[2] = 160@ // (int) 
008A: $7226[3] = 154@ // (int) 
008A: $7226[4] = 161@ // (int) 
008A: $7226[5] = 155@ // (int) 
008A: $7226[6] = 162@ // (int) 
008A: $7226[7] = 156@ // (int) 
065D: NOP $7226[0] "CABIN_THIS_HEALTH[0]" 
065D: NOP $7226[1] "CABIN_LAST_HEALTH[0]" 
065D: NOP $7226[2] "CABIN_THIS_HEALTH[1]" 
065D: NOP $7226[3] "CABIN_LAST_HEALTH[1]" 
065D: NOP $7226[4] "CABIN_THIS_HEALTH[2]" 
065D: NOP $7226[5] "CABIN_LAST_HEALTH[2]" 
065D: NOP $7226[6] "CABIN_THIS_HEALTH[3]" 
065D: NOP $7226[7] "CABIN_LAST_HEALTH[3]" 

:DECON_1447
if 
  68@ == 4 
else_jump @DECON_1498 
0084: $7226[0] = $FLAG_PLAYER_IN_CRANE // (int) 
065D: NOP $7226[0] "PLAYER_IS_IN_CRANE" 

:DECON_1498
if 
0736:   NOP_false 98 
else_jump @DECON_1520 
38@ = 1 

:DECON_1520
if 
0736:   NOP_false 80 
else_jump @DECON_1608 
if 
  69@ == 0 
else_jump @DECON_1583 
69@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @DECON_1608 

:DECON_1583
69@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:DECON_1608
return 

:DECON_1610
if 
  35@ == -1 
else_jump @DECON_1806 
91@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
90@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
104@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
185@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
116@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
018A: 126@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 127@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 124@ = create_checkpoint_at 0.0 0.0 0.0 

:DECON_1806
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:DECON_1828
if 
fading 
else_jump @DECON_1852 
wait 0 
jump @DECON_1828 

:DECON_1852
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
151@ = 0 
152@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
gosub @DECON_20810 
return 

:DECON_2071
03E6: remove_text_box 
if 
  35@ == 0 
else_jump @DECON_2255 
054C: use_GXT_table 'GARAGE2' 
02E4: load_cutscene_data 'GARAG3A' 

:DECON_2113
if 
86B9:   not cutscene_data_loaded 
else_jump @DECON_2137 
wait 0 
jump @DECON_2113 

:DECON_2137
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
Camera.SetAtPos(-2031.0, 149.0, 29.0)
02E7: start_cutscene 
fade 1 1000 

:DECON_2174
if 
82E9:   not cutscene_reached_end 
else_jump @DECON_2198 
wait 0 
jump @DECON_2174 

:DECON_2198
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:DECON_2213
if 
fading 
else_jump @DECON_2237 
wait 0 
jump @DECON_2213 

:DECON_2237
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
35@ += 1 

:DECON_2255
if 
  35@ == 1 
else_jump @DECON_4356 
Model.Load(#PORTALOO)
Model.Load(#PORTAKABIN)
Model.Load(#BARREL4)
Model.Load(#DOZER)
Model.Load(#CEMENT)
Model.Load(#DUMPER)
Model.Load(#BOBCAT)
Model.Load(#WMYCON)
Model.Load(#SHOVEL)
Model.Load(#COLT45)
Model.Load(#BMYAP)
038B: load_requested_models 

:DECON_2327
if or
   not Model.Available(#PORTALOO)
   not Model.Available(#PORTAKABIN)
   not Model.Available(#BARREL4)
   not Model.Available(#DOZER)
   not Model.Available(#CEMENT)
   not Model.Available(#BMYAP)
else_jump @DECON_2377 
wait 0 
jump @DECON_2327 

:DECON_2377
if or
   not Model.Available(#DUMPER)
   not Model.Available(#BOBCAT)
   not Model.Available(#WMYCON)
   not Model.Available(#SHOVEL)
   not Model.Available(#COLT45)
else_jump @DECON_2423 
wait 0 
jump @DECON_2377 

:DECON_2423
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE1_SFSE to #HUBHOLE2_SFSE 
43@ = 0 

:DECON_2458
if 
  6 > 43@ 
else_jump @DECON_2603 
if 
03CA:   object $2671(43@,6i) exists 
else_jump @DECON_2505 
Object.Destroy($2671(43@,6i))

:DECON_2505
$2671(43@,6i) = Object.Create(#PORTAKABIN, $2677(43@,6f), $2683(43@,6f), $2689(43@,6f))
Object.Angle($2671(43@,6i)) = $2695(43@,6f)
Object.ToggleInMovingList($2671(43@,6i)) = False
Object.RemoveFromMissionCleanupList($2671(43@,6i))
118@(43@,6i) = Marker.CreateAboveObject($2671(43@,6i))
43@ += 1 
jump @DECON_2458 

:DECON_2603
70@ = Object.Init(#PORTALOO, -2087.861, 178.2922, 35.3947)
Object.Angle(70@) = 3.3302
71@ = Object.Init(#PORTALOO, -2114.903, 156.9329, 35.4667)
Object.Angle(71@) = 271.6719
72@ = Object.Init(#PORTALOO, -2116.425, 157.4618, 35.7225)
Object.Angle(72@) = 269.1095
73@ = Object.Init(#PORTALOO, -2054.474, 222.6438, 35.8767)
Object.Angle(73@) = 0.0
Object.KeepInMemory(73@) = True
74@ = Object.Init(#PORTALOO, -2069.262, 285.8519, 35.8543)
Object.Angle(74@) = 51.0305
75@ = Object.Init(#PORTALOO, -2134.873, 293.1065, 35.4117)
Object.Angle(75@) = 175.9489
76@ = Object.Init(#BARREL4, -2109.397, 157.8976, 34.4311)
77@ = Object.Init(#BARREL4, -2108.493, 157.8779, 34.4523)
78@ = Object.Init(#BARREL4, -2091.683, 172.1051, 34.443)
79@ = Object.Init(#BARREL4, -2128.95, 303.401, 33.888)
80@ = Object.Init(#BARREL4, -2129.923, 303.447, 33.8842)
43@ = 0 

:DECON_2930
if 
  5 > 43@ 
else_jump @DECON_2973 
035D: set_object 76@(43@,5i) targetable 1 
43@ += 1 
jump @DECON_2930 

:DECON_2973
if 
03CA:   object $2724 exists 
else_jump @DECON_2999 
0797: set_crane_magnet $2724 magnet_lane_length_to 0.3 // float 

:DECON_2999
if 
03CA:   object $2723 exists 
else_jump @DECON_3120 
Object.Angle($2723) = 78.0
if 
03CA:   object $2726 exists 
else_jump @DECON_3051 
Object.Angle($2726) = 78.0

:DECON_3051
if 
03CA:   object $2724 exists 
else_jump @DECON_3120 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2723 with_offset 0.0 15.0 3.453 
0815: put_object $2724 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
Object.Angle($2724) = 78.0

:DECON_3120
83@ = Car.Create(#DOZER, -2098.726, 278.5271, 34.8743)
Car.Angle(83@) = 15.4537
Car.Health(83@) = 5000
053F: set_car 83@ tires_vulnerability 0 
84@ = Car.Create(#DOZER, -2088.802, 188.5362, 34.0469)
Car.Angle(84@) = 182.8425
Car.Health(84@) = 5000
053F: set_car 84@ tires_vulnerability 0 
07C0: load_path 551 

:DECON_3221
if 
87C1:   not path 551 available 
else_jump @DECON_3248 
wait 0 
jump @DECON_3221 

:DECON_3248
if 
   not Car.Wrecked(83@)
else_jump @DECON_3272 
085E: assign_car 83@ to_looped_path 551 

:DECON_3272
85@ = Car.Create(#CEMENT, -2112.603, 193.7894, 33.6684)
Car.Angle(85@) = 276.2221
86@ = Car.Create(#BOBCAT, -2102.461, 160.2542, 34.8444)
Car.Angle(86@) = 66.4396
87@ = Car.Create(#BOBCAT, -2121.669, 302.741, 34.459)
Car.Angle(87@) = 160.6221
0085: 91@ = 83@ // (int) 
0085: 92@ = 84@ // (int) 
0085: 93@ = 85@ // (int) 
0085: 95@ = 86@ // (int) 
0085: 96@ = 87@ // (int) 
43@ = 0 

:DECON_3418
if 
  6 > 43@ 
else_jump @DECON_3481 
if 
   not Car.Wrecked(91@(43@,7i))
else_jump @DECON_3467 
04E0: car 91@(43@,7i) abandon_path_radius 50 

:DECON_3467
43@ += 1 
jump @DECON_3418 

:DECON_3481
060A: create_decision_maker_type 2 store_to 174@ // decision\allowed\m_.ped files 
98@ = Actor.Create(Mission1, #WMYCON, -2098.758, 168.5889, 34.0869)
99@ = Actor.Create(Mission1, #WMYCON, -2099.974, 169.3999, 34.0947)
100@ = Actor.Create(Mission1, #WMYCON, -2090.955, 265.4674, 34.6686)
101@ = Actor.Create(Mission1, #WMYCON, -2089.761, 264.5739, 34.6557)
102@ = Actor.Create(Mission1, #WMYCON, -2085.753, 269.4974, 34.5456)
103@ = Actor.Create(Mission1, #WMYCON, -2125.748, 303.8916, 33.5532)
Actor.Angle(98@) = 47.9799
Actor.Angle(99@) = 229.2811
Actor.Angle(100@) = 229.2811
Actor.Angle(101@) = 51.1609
Actor.Angle(102@) = 177.1601
Actor.Angle(103@) = 177.1601
01B2: give_actor 102@ weapon 6 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 103@ weapon 6 ammo 9999 // Load the weapon model before using this 
43@ = 0 

:DECON_3719
if 
  6 > 43@ 
else_jump @DECON_3801 
060B: set_actor 98@(43@,6i) decision_maker_to 174@ 
02A9: set_actor 98@(43@,6i) immune_to_nonplayer 1 
Actor.Health(98@(43@,6i)) = 50
0085: 104@(43@,10i) = 98@(43@,6i) // (int) 
43@ += 1 
jump @DECON_3719 

:DECON_3801
0677: AS_actor 98@ chat_with_actor 99@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 99@ chat_with_actor 98@ lead_speaker_flag 0 unknown_flag 1 
0677: AS_actor 100@ chat_with_actor 101@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 101@ chat_with_actor 100@ lead_speaker_flag 0 unknown_flag 1 
if 
   not Car.Wrecked(83@)
else_jump @DECON_3907 
0129: 115@ = create_actor_pedtype 24 model #WMYCON in_car 83@ driverseat 
060B: set_actor 115@ decision_maker_to 174@ 
02A9: set_actor 115@ immune_to_nonplayer 1 
Actor.Health(115@) = 50
0085: 110@ = 115@ // (int) 

:DECON_3907
117@ = Actor.Create(Mission1, #BMYAP, -2089.709, 266.1128, 34.6455)
Actor.Angle(117@) = 170.2217
Actor.Health(117@) = 40
060A: create_decision_maker_type 0 store_to 175@ // decision\allowed\m_.ped files 
060B: set_actor 117@ decision_maker_to 175@ 
0085: 111@ = 117@ // (int) 
0395: clear_area 1 at -2036.18 179.2597 27.8359 radius 5.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
Player.ClearWantedLevel($PLAYER_CHAR)
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(-2010.461, 171.3564, 41.8495, 0.0, 0.0, 0.0)
Camera.PointAt(-2011.302, 171.8702, 41.6786, 2)
Actor.PutAt($PLAYER_ACTOR, -2030.987, 148.5787, 27.8359)
Actor.Angle($PLAYER_ACTOR) = 359.4339
50@ = -2011.302 
50@ += 2010.461 
51@ = 171.8702 
51@ -= 171.3564 
52@ = 41.6786 
52@ -= 41.8495 
50@ *= 10.0 
51@ *= 10.0 
52@ *= 10.0 
$TEMPVAR_FLOAT_1 = -2010.461 
005F: $TEMPVAR_FLOAT_1 += 50@ // (float) 
$TEMPVAR_FLOAT_2 = 171.3564 
005F: $TEMPVAR_FLOAT_2 += 51@ // (float) 
$TEMPVAR_FLOAT_3 = 41.8495 
005F: $TEMPVAR_FLOAT_3 += 52@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $TEMPVAR_ANGLE 
0A0B: set_rendering_origin_at_3D_coord $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE 
038B: load_requested_models 
fade 1 1000 

:DECON_4302
if 
fading 
else_jump @DECON_4326 
wait 0 
jump @DECON_4302 

:DECON_4326
00BC: show_text_highpriority GXT 'GAR2_01' time 5000 flag 1  // ~s~Verjage die Baufirma.
32@ = 0 
35@ += 1 

:DECON_4356
if 
  35@ == 2 
else_jump @DECON_4843 
if 
  32@ > 5000 
else_jump @DECON_4843 
Camera.SetPosition(-2076.394, 263.7876, 35.7185, 0.0, 0.0, 0.0)
Camera.PointAt(-2077.287, 264.2365, 35.6941, 2)
50@ = -2077.287 
50@ += 2076.394 
51@ = 264.2365 
51@ -= 263.7876 
52@ = 35.6941 
52@ -= 35.7185 
50@ *= 10.0 
51@ *= 10.0 
52@ *= 10.0 
$TEMPVAR_FLOAT_1 = -2076.394 
005F: $TEMPVAR_FLOAT_1 += 50@ // (float) 
$TEMPVAR_FLOAT_2 = 263.7876 
005F: $TEMPVAR_FLOAT_2 += 51@ // (float) 
$TEMPVAR_FLOAT_3 = 35.7185 
005F: $TEMPVAR_FLOAT_3 += 52@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $TEMPVAR_ANGLE 
0A0B: set_rendering_origin_at_3D_coord $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE 
038B: load_requested_models 
if 
   not Actor.Dead(102@)
else_jump @DECON_4721 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:DECON_4721
if 
   not Actor.Dead(117@)
else_jump @DECON_4813 
0615: define_AS_pack_begin 49@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 5000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 117@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:DECON_4813
00BC: show_text_highpriority GXT 'GAR2_02' time 5000 flag 1  // ~s~Zerstre alle ~g~Baucontainer~s~ und erledige den Vorarbeiter.
32@ = 0 
35@ += 1 

:DECON_4843
if 
  35@ == 3 
else_jump @DECON_5240 
if 
  32@ > 5500 
else_jump @DECON_5240 
fade 0 150 

:DECON_4887
if 
fading 
else_jump @DECON_4911 
wait 0 
jump @DECON_4887 

:DECON_4911
if 
   not Actor.Dead(102@)
else_jump @DECON_4957 
Actor.PutAt(102@, -2098.833, 191.043, 34.2113)
Actor.Angle(102@) = 150.0

:DECON_4957
Camera.SetPosition(-2084.993, 195.2235, 39.2186, 0.0, 0.0, 0.0)
Camera.PointAt(-2085.466, 194.3752, 38.9801, 2)
50@ = -2085.466 
50@ += 2084.993 
51@ = 194.3752 
51@ -= 195.2235 
52@ = 38.9801 
52@ -= 39.2186 
50@ *= 10.0 
51@ *= 10.0 
52@ *= 10.0 
$TEMPVAR_FLOAT_1 = -2084.993 
005F: $TEMPVAR_FLOAT_1 += 50@ // (float) 
$TEMPVAR_FLOAT_2 = 195.2235 
005F: $TEMPVAR_FLOAT_2 += 51@ // (float) 
$TEMPVAR_FLOAT_3 = 39.2186 
005F: $TEMPVAR_FLOAT_3 += 52@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $TEMPVAR_ANGLE 
0A0B: set_rendering_origin_at_3D_coord $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE 
038B: load_requested_models 
fade 1 150 

:DECON_5186
if 
fading 
else_jump @DECON_5210 
wait 0 
jump @DECON_5186 

:DECON_5210
00BB: show_text_lowpriority GXT 'GAR2_05' time 5000 flag 1  // ~s~Mit Baufahrzeugen kannst du die ~g~Baucontainer~s~ besser zerstren.
35@ += 1 
32@ = 0 

:DECON_5240
if 
  35@ == 4 
else_jump @DECON_5284 
if 
  32@ > 5000 
else_jump @DECON_5284 
35@ = 99 

:DECON_5284
if 
  35@ > 0 
else_jump @DECON_5326 
if 
00E1:   player 0 pressed_key 16 
else_jump @DECON_5326 
35@ = 99 

:DECON_5326
if 
  35@ == 99 
else_jump @DECON_5643 
if 
   not Actor.Dead(102@)
else_jump @DECON_5475 
Actor.PutAt(102@, -2092.252, 252.5526, 34.4575)
0687: clear_actor 102@ task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:DECON_5475
if 
   not Actor.Dead(117@)
else_jump @DECON_5567 
0615: define_AS_pack_begin 49@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 5000 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 117@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:DECON_5567
if 
03CA:   object $2671[3] exists 
else_jump @DECON_5613 
Object.PutAt($2671[3], -2077.04, 280.395, 35.817)
Object.Angle($2671[3]) = 0.0

:DECON_5613
00BE: text_clear_all 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 0 
gosub @DECON_20810 

:DECON_5643
return 

:DECON_5645
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DECON_5720 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2053.226 139.1389 cornerB -2135.449 309.5472 
else_jump @DECON_5713 
03C7: set_sensitivity_to_crime 0.0 
jump @DECON_5720 

:DECON_5713
03C7: set_sensitivity_to_crime 1.0 

:DECON_5720
if 
  35@ == 0 
else_jump @DECON_5843 
if 
  32@ > 0 
else_jump @DECON_5843 
00BC: show_text_highpriority GXT 'GAR2_19' time 10000 flag 1  // ~s~Zerstre alle ~g~Baucontainer~s~. Dazu wirst du einen Bulldozer brauchen.
35@ += 1 
33@ = 30000 
63@ = 0 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 12601 as 3 

:DECON_5817
if 
83D0:   not wav 3 loaded 
else_jump @DECON_5843 
wait 0 
jump @DECON_5817 

:DECON_5843
if 
  35@ == 1 
else_jump @DECON_6161 
if 
  33@ > 30000 
else_jump @DECON_6129 
if 
03CA:   object 73@ exists 
else_jump @DECON_6129 
if 
0179:   actor $PLAYER_ACTOR colliding_with_object 73@ 
else_jump @DECON_6129 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DECON_6129 
0871: init_jump_table 63@ total_jumps 2 default_jump 0 @DECON_6090 jumps 0 @DECON_5996 1 @DECON_6043 -1 @DECON_6090 -1 @DECON_6090 -1 @DECON_6090 -1 @DECON_6090 -1 @DECON_6090 

:DECON_5996
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AK'  // ~z~Ich htte das Curry nicht essen sollen!
04AE: $ACTOR_SPEECH_WAV_FILE = 16609 // $ = any 
create_thread @AUDIOL -1 0 0 1 0 
jump @DECON_6090 

:DECON_6043
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AF'  // ~z~Oh, Gott, was fr ein Gestank!
04AE: $ACTOR_SPEECH_WAV_FILE = 16605 // $ = any 
create_thread @AUDIOL -1 0 0 1 0 
jump @DECON_6090 

:DECON_6090
63@ += 1 
if 
  63@ > 1 
else_jump @DECON_6122 
63@ = 0 

:DECON_6122
33@ = 0 

:DECON_6129
if 
  140@ == 6 
else_jump @DECON_6161 
32@ = 0 
35@ += 1 

:DECON_6161
if 
  35@ == 2 
else_jump @DECON_6205 
if 
  32@ > 1000 
else_jump @DECON_6205 
35@ = 99 

:DECON_6205
if and
  141@ == 1 
  0 >= $7234 
  6 > 140@ 
else_jump @DECON_6325 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 1
else_jump @DECON_6262 
Player.WantedLevel($PLAYER_CHAR) = 2

:DECON_6262
085A: spawn_emergency_vehicle_model #COPCARSF on_street_nearest_to -2039.255 232.481 33.9528 
085A: spawn_emergency_vehicle_model #COPCARSF on_street_nearest_to -2038.185 254.2709 34.0893 
37@ = 1 
00BC: show_text_highpriority GXT 'GAR2_40' time 5000 flag 1  // ~r~Du hast zu lang gebraucht! Die Cops sind hinter dir her!

:DECON_6325
if 
  35@ == 99 
else_jump @DECON_6359 
040D: unload_wav 3 
014F: stop_timer $7234 
gosub @DECON_20810 

:DECON_6359
43@ = 0 

:DECON_6366
if 
  6 > 43@ 
else_jump @DECON_6664 
if 
03CA:   object $2671(43@,6i) exists 
else_jump @DECON_6650 
if 
0366:   object $2671(43@,6i) damaged 
else_jump @DECON_6650 
if 
  128@(43@,6i) == 0 
else_jump @DECON_6650 
Marker.Disable(118@(43@,6i))
140@ += 1 
128@(43@,6i) = 1 
if 
  140@ == 1 
else_jump @DECON_6507 
00BC: show_text_highpriority GXT 'GAR2_29' time 7000 flag 1  // ~s~Es sind noch 5 ~g~Baucontainer~s~ zu zerstren.

:DECON_6507
if 
  140@ == 2 
else_jump @DECON_6541 
00BC: show_text_highpriority GXT 'GAR2_30' time 7000 flag 1  // ~s~Es sind noch 4 ~g~Baucontainer~s~ zu zerstren.

:DECON_6541
if 
  140@ == 3 
else_jump @DECON_6575 
00BC: show_text_highpriority GXT 'GAR2_31' time 7000 flag 1  // ~s~Es sind noch 3 ~g~Baucontainer~s~ zu zerstren.

:DECON_6575
if 
  140@ == 4 
else_jump @DECON_6609 
00BC: show_text_highpriority GXT 'GAR2_32' time 7000 flag 1  // ~s~Es sind noch 2 ~g~Baucontainer~s~ zu zerstren.

:DECON_6609
if 
  140@ == 5 
else_jump @DECON_6643 
00BC: show_text_highpriority GXT 'GAR2_33' time 7000 flag 1  // ~s~Es ist noch 1 ~g~Baucontainer~s~ zu zerstren.

:DECON_6643
32@ = 0 

:DECON_6650
43@ += 1 
jump @DECON_6366 

:DECON_6664
if 
0736:   NOP_false 97 
else_jump @DECON_6769 
43@ = 0 

:DECON_6686
if 
  6 > 43@ 
else_jump @DECON_6769 
if 
03CA:   object $2671(43@,6i) exists 
else_jump @DECON_6755 
if 
8366:   not object $2671(43@,6i) damaged 
else_jump @DECON_6755 
0723: break_object $2671(43@,6i) intensity 0 

:DECON_6755
43@ += 1 
jump @DECON_6686 

:DECON_6769
return 

:DECON_6771
03E6: remove_text_box 
if 
  35@ == 0 
else_jump @DECON_8059 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:DECON_6815
if 
fading 
else_jump @DECON_6839 
wait 0 
jump @DECON_6815 

:DECON_6839
02A3: enable_widescreen 1 
077E: get_active_interior_to 62@ 
select_interior 0 
if 
   not $FLAG_PLAYER_IN_CRANE == 1 
else_jump @DECON_6955 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2066.839 209.6444 28.403 cornerB -2040.101 262.7024 34.9146 
else_jump @DECON_6948 
Actor.PutAt($PLAYER_ACTOR, -2090.044, 209.4996, 33.9509)
Actor.Angle($PLAYER_ACTOR) = 250.813

:DECON_6948
jump @DECON_6962 

:DECON_6955
$10494 = 1 

:DECON_6962
03CF: load_wav 12605 as 3 

:DECON_6969
if 
83D0:   not wav 3 loaded 
else_jump @DECON_6995 
wait 0 
jump @DECON_6969 

:DECON_6995
0395: clear_area 1 at -2054.474 222.6438 35.8767 radius 3.0 
43@ = 0 

:DECON_7026
if 
  10 > 43@ 
else_jump @DECON_7175 
if 
056D:   actor 104@(43@,10i) defined 
else_jump @DECON_7161 
if 
   not Actor.Dead(104@(43@,10i))
else_jump @DECON_7152 
if 
00FE:   actor 104@(43@,10i) sphere 0 in_sphere -2054.474 222.6438 35.8767 radius 5.0 5.0 3.0 
else_jump @DECON_7145 
Actor.DestroyInstantly(104@(43@,10i))

:DECON_7145
jump @DECON_7161 

:DECON_7152
Actor.DestroyInstantly(104@(43@,10i))

:DECON_7161
43@ += 1 
jump @DECON_7026 

:DECON_7175
43@ = 0 

:DECON_7182
if 
  7 > 43@ 
else_jump @DECON_7336 
if 
056E:   car 91@(43@,7i) defined 
else_jump @DECON_7322 
if 
   not Car.Wrecked(91@(43@,7i))
else_jump @DECON_7313 
if 
01AF:   car 91@(43@,7i) sphere 91@(43@,7i) in_sphere -2054.474 222.6438 35.8767 radius 6.0 6.0 3.0 
else_jump @DECON_7306 
Car.Destroy(91@(43@,7i))

:DECON_7306
jump @DECON_7322 

:DECON_7313
Car.Destroy(91@(43@,7i))

:DECON_7322
43@ += 1 
jump @DECON_7182 

:DECON_7336
43@ = 0 

:DECON_7343
if 
  6 > 43@ 
else_jump @DECON_7461 
if 
03CA:   object 70@(43@,6i) exists 
else_jump @DECON_7447 
if 
04E6:   object 70@(43@,6i) near_point -2054.474 222.6438 35.8767 radius 3.0 3.0 3.0 flag 70@(43@,6i) 
else_jump @DECON_7447 
Object.Destroy(70@(43@,6i))

:DECON_7447
43@ += 1 
jump @DECON_7343 

:DECON_7461
43@ = 0 

:DECON_7468
if 
  5 > 43@ 
else_jump @DECON_7586 
if 
03CA:   object 76@(43@,5i) exists 
else_jump @DECON_7572 
if 
04E6:   object 76@(43@,5i) near_point -2054.474 222.6438 35.8767 radius 3.0 3.0 3.0 flag 76@(43@,5i) 
else_jump @DECON_7572 
Object.Destroy(76@(43@,5i))

:DECON_7572
43@ += 1 
jump @DECON_7468 

:DECON_7586
if 
03CA:   object $2724 exists 
else_jump @DECON_7612 
0797: set_crane_magnet $2724 magnet_lane_length_to 0.5 // float 

:DECON_7612
if 
03CA:   object 73@ exists 
else_jump @DECON_7633 
Object.Destroy(73@)

:DECON_7633
73@ = Object.Init(#PORTALOO, -2054.474, 222.6438, 35.8767)
Object.Angle(73@) = 0.0
Object.CollisionDetection(73@) = False
Camera.SetPosition(-2058.05, 218.8743, 35.7489, 0.0, 0.0, 0.0)
Camera.PointAt(-2057.423, 219.653, 35.7245, 2)
if 
03CA:   object $2671[2] exists 
else_jump @DECON_7745 
Object.Destroy($2671[2])

:DECON_7745
$2671[2] = Object.Create(#PORTAKABIN, $2677[2], $2683[2], $2689[2])
Object.Angle($2671[2]) = $2695[2]
Object.ToggleInMovingList($2671[2]) = False
Object.RemoveFromMissionCleanupList($2671[2])
114@ = Actor.Create(CivMale, #BMYAP, -2054.474, 222.6438, 34.8767)
Actor.Angle(114@) = 90.0
89@ = Car.Create(#CEMENT, -2037.176, 269.7917, 34.9191)
Car.Angle(89@) = 179.5245
0085: 97@ = 89@ // (int) 
43@ = 0 

:DECON_7863
if 
  10 > 43@ 
else_jump @DECON_8021 
if 
056D:   actor 104@(43@,10i) defined 
else_jump @DECON_8007 
if 
   not Actor.Dead(104@(43@,10i))
else_jump @DECON_8007 
if 
   not Actor.Driving(104@(43@,10i))
else_jump @DECON_7981 
Actor.LockInCurrentPosition(104@(43@,10i)) = True
0619: enable_actor 104@(43@,10i) collision_detection 0 
0337: set_actor 104@(43@,10i) visibility 0 
jump @DECON_8007 

:DECON_7981
03C0: $TEMPVAR_ACTOR_CAR = actor 104@(43@,10i) car 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = True
0338: set_car $TEMPVAR_ACTOR_CAR visibility 0 

:DECON_8007
43@ += 1 
jump @DECON_7863 

:DECON_8021
fade 1 500 

:DECON_8028
if 
fading 
else_jump @DECON_8052 
wait 0 
jump @DECON_8028 

:DECON_8052
35@ += 1 

:DECON_8059
if 
  35@ > 0 
else_jump @DECON_8101 
if 
00E1:   player 0 pressed_key 16 
else_jump @DECON_8101 
35@ = 99 

:DECON_8101
if 
  35@ == 1 
else_jump @DECON_8160 
if 
03CA:   object 73@ exists 
else_jump @DECON_8146 
097C: attach_wav 3 to_object 73@ 
03D1: play_wav 3 

:DECON_8146
32@ = 0 
35@ += 1 

:DECON_8160
if 
  35@ == 2 
else_jump @DECON_8227 
if 
  32@ > 3000 
else_jump @DECON_8227 
if 
03CA:   object $2671[2] exists 
else_jump @DECON_8227 
0723: break_object $2671[2] intensity 0 
35@ += 1 

:DECON_8227
if 
  35@ == 3 
else_jump @DECON_8458 
if 
  32@ > 4000 
else_jump @DECON_8458 
if 
   not Actor.Dead(114@)
else_jump @DECON_8458 
Camera.SetPosition(-2051.721, 225.4406, 36.5865, 0.0, 0.0, 0.0)
Camera.PointAt(-2052.561, 224.9327, 36.3922, 2)
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2057.137 223.541 34.582 mode 4 5000 ms // versionA 
if 
03CA:   object $2671[2] exists 
else_jump @DECON_8385 
0655: AS_actor -1 look_at_object $2671[2] 100 ms 

:DECON_8385
0616: define_AS_pack_end 49@ 
0618: assign_actor 114@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AA'  // ~z~Was ist denn das fr ein verdammter Krach?
04AE: $ACTOR_SPEECH_WAV_FILE = 16600 // $ = any 
create_thread @AUDIOL 114@ 0 1 1 0 
35@ += 1 
32@ = 0 

:DECON_8458
if 
  35@ == 4 
else_jump @DECON_8509 
if and
  32@ > 3000 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DECON_8509 
35@ += 1 

:DECON_8509
if 
  35@ == 5 
else_jump @DECON_8690 
if 
   not Actor.Dead(114@)
else_jump @DECON_8690 
062E: unknown_get_actor 114@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @DECON_8690 
Actor.PutAt(114@, -2057.137, 223.541, 34.582)
Actor.Angle(114@) = 97.4598
Camera.SetPosition(-2056.056, 222.2135, 36.2036, 0.0, 0.0, 0.0)
Camera.PointAt(-2056.939, 222.6817, 36.1606, 2)
06A9: AS_actor 114@ look_at_point -2069.0 229.0 36.0 2000 ms 
32@ = 0 
35@ += 1 

:DECON_8690
if 
  35@ == 6 
else_jump @DECON_8792 
if 
  32@ > 2000 
else_jump @DECON_8792 
32@ = 0 
Camera.SetPosition(-2051.721, 225.4406, 36.5865, 0.0, 0.0, 0.0)
Camera.PointAt(-2052.561, 224.9327, 36.3922, 2)
35@ += 1 

:DECON_8792
if 
  35@ == 7 
else_jump @DECON_8906 
if 
   not Actor.Dead(114@)
else_jump @DECON_8906 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AB'  // ~z~Heilige Scheie! Ich hab nichts gesehen!
04AE: $ACTOR_SPEECH_WAV_FILE = 16601 // $ = any 
create_thread @AUDIOL 114@ 0 1 1 0 
05D3: AS_actor 114@ goto_point -2054.474 222.6438 35.8767 mode 6 5000 ms // versionA 
32@ = 0 
35@ += 1 

:DECON_8906
if 
  35@ == 8 
else_jump @DECON_8950 
if 
  32@ > 1500 
else_jump @DECON_8950 
35@ += 1 

:DECON_8950
if 
  35@ == 9 
else_jump @DECON_9032 
if 
   not Actor.Dead(114@)
else_jump @DECON_9032 
062E: unknown_get_actor 114@ task 1491 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @DECON_9032 
Actor.DestroyInstantly(114@)
32@ = 0 
35@ += 1 

:DECON_9032
if 
  35@ == 10 
else_jump @DECON_9145 
if 
  32@ > 2000 
else_jump @DECON_9145 
00BE: text_clear_all 
Camera.SetPosition(-2037.439, 244.0506, 43.8289, 0.0, 0.0, 0.0)
Camera.PointAt(-2038.147, 244.4092, 43.2209, 2)
00BB: show_text_lowpriority GXT 'GAR2_11' time 5000 flag 1  // ~s~Schieb die ~r~mobile Toilette~s~ in die Grube.
35@ += 1 

:DECON_9145
if 
  35@ == 11 
else_jump @DECON_9189 
if 
  32@ > 5000 
else_jump @DECON_9189 
35@ += 1 

:DECON_9189
if 
  35@ == 12 
else_jump @DECON_9290 
00BE: text_clear_all 
Camera.SetPosition(-2031.781, 262.1947, 36.3181, 0.0, 0.0, 0.0)
Camera.PointAt(-2032.476, 262.9132, 36.3398, 2)
00BB: show_text_lowpriority GXT 'GAR2_12' time 5000 flag 1  // ~s~Dann schtte sie mit Zement zu.
32@ = 0 
35@ += 1 

:DECON_9290
if 
  35@ == 13 
else_jump @DECON_9334 
if 
  32@ > 5000 
else_jump @DECON_9334 
35@ = 99 

:DECON_9334
if 
  35@ == 99 
else_jump @DECON_9688 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
if 
03CA:   object 73@ exists 
else_jump @DECON_9391 
Object.CollisionDetection(73@) = True

:DECON_9391
00BE: text_clear_all 
if 
  $FLAG_PLAYER_IN_CRANE == 0 
else_jump @DECON_9425 
Player.CanMove($PLAYER_CHAR) = True
jump @DECON_9432 

:DECON_9425
$10494 = 0 

:DECON_9432
select_interior 62@ 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
if 
03CA:   object $2671[2] exists 
else_jump @DECON_9466 
Object.Destroy($2671[2])

:DECON_9466
if 
056D:   actor 114@ defined 
else_jump @DECON_9487 
Actor.DestroyInstantly(114@)

:DECON_9487
43@ = 0 

:DECON_9494
if 
  10 > 43@ 
else_jump @DECON_9652 
if 
056D:   actor 104@(43@,10i) defined 
else_jump @DECON_9638 
if 
   not Actor.Dead(104@(43@,10i))
else_jump @DECON_9638 
if 
   not Actor.Driving(104@(43@,10i))
else_jump @DECON_9612 
Actor.LockInCurrentPosition(104@(43@,10i)) = False
0619: enable_actor 104@(43@,10i) collision_detection 1 
0337: set_actor 104@(43@,10i) visibility 1 
jump @DECON_9638 

:DECON_9612
03C0: $TEMPVAR_ACTOR_CAR = actor 104@(43@,10i) car 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = False
0338: set_car $TEMPVAR_ACTOR_CAR visibility 1 

:DECON_9638
43@ += 1 
jump @DECON_9494 

:DECON_9652
if 
  $FLAG_PLAYER_IN_CRANE == 1 
else_jump @DECON_9677 
$1911 = 1 

:DECON_9677
040D: unload_wav 3 
gosub @DECON_20810 

:DECON_9688
return 

:DECON_9690
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DECON_9765 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2053.226 139.1389 cornerB -2135.449 309.5472 
else_jump @DECON_9758 
03C7: set_sensitivity_to_crime 0.0 
jump @DECON_9765 

:DECON_9758
03C7: set_sensitivity_to_crime 1.0 

:DECON_9765
if 
  35@ == 0 
else_jump @DECON_9909 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
if 
03CA:   object 73@ exists 
else_jump @DECON_9830 
125@ = Marker.CreateAboveObject(73@)
Marker.SetColor(125@, 0)

:DECON_9830
018A: 124@ = create_checkpoint_at -2048.644 250.1341 35.54 
00BB: show_text_lowpriority GXT 'GAR2_10' time 7000 flag 1  // ~s~Begrabe den ~r~Vorarbeiter~s~ und seine Toilette.
32@ = 0 
63@ = 0 
65@ = 4000 
173@ = 0 
168@ = -1 
35@ += 1 

:DECON_9909
if 
  35@ == 1 
else_jump @DECON_10840 
if 
  65@ > 5000 
else_jump @DECON_10509 
if 
876F:   not text_priority_displayed 
else_jump @DECON_10509 
if 
03CA:   object 73@ exists 
else_jump @DECON_10509 
05A8: get_object 73@ speed_to 46@ 
if or
  46@ > 2.0 
0179:   actor $PLAYER_ACTOR colliding_with_object 73@ 
else_jump @DECON_10509 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DECON_10509 
0871: init_jump_table 63@ total_jumps 10 default_jump 0 @DECON_10448 jumps 0 @DECON_10158 1 @DECON_10187 2 @DECON_10216 3 @DECON_10245 4 @DECON_10274 5 @DECON_10303 6 @DECON_10332 
0872: jump_table_jumps 7 @DECON_10361 8 @DECON_10390 9 @DECON_10419 -1 @DECON_10448 -1 @DECON_10448 -1 @DECON_10448 -1 @DECON_10448 -1 @DECON_10448 -1 @DECON_10448 

:DECON_10158
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AC'  // ~z~Oh, Gott, nein!
04AE: $ACTOR_SPEECH_WAV_FILE = 16602 // $ = any 
jump @DECON_10448 

:DECON_10187
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AD'  // ~z~Gott, arrgh, ich muss kotzen!
04AE: $ACTOR_SPEECH_WAV_FILE = 16603 // $ = any 
jump @DECON_10448 

:DECON_10216
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AE'  // ~z~Mein Anzug! Ruiniert!
04AE: $ACTOR_SPEECH_WAV_FILE = 16604 // $ = any 
jump @DECON_10448 

:DECON_10245
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AF'  // ~z~Oh, Gott, was fr ein Gestank!
04AE: $ACTOR_SPEECH_WAV_FILE = 16605 // $ = any 
jump @DECON_10448 

:DECON_10274
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AG'  // ~z~Bitte, hilf mir doch jemand!
04AE: $ACTOR_SPEECH_WAV_FILE = 16606 // $ = any 
jump @DECON_10448 

:DECON_10303
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AH'  // ~z~Ich muss gleich kb- uurgh!
04AE: $ACTOR_SPEECH_WAV_FILE = 16607 // $ = any 
jump @DECON_10448 

:DECON_10332
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AJ'  // ~z~Meine eigene Scheie!
04AE: $ACTOR_SPEECH_WAV_FILE = 16608 // $ = any 
jump @DECON_10448 

:DECON_10361
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AK'  // ~z~Ich htte das Curry nicht essen sollen!
04AE: $ACTOR_SPEECH_WAV_FILE = 16609 // $ = any 
jump @DECON_10448 

:DECON_10390
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AL'  // ~z~Oh, Gott, ist das Mais?
04AE: $ACTOR_SPEECH_WAV_FILE = 16610 // $ = any 
jump @DECON_10448 

:DECON_10419
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AM'  // ~z~Uargh, mein ganzer Mund ist voll davon!
04AE: $ACTOR_SPEECH_WAV_FILE = 16611 // $ = any 
jump @DECON_10448 

:DECON_10448
create_thread @AUDIOL -1 0 0 1 0 
63@ += 1 
if 
  63@ > 7 
else_jump @DECON_10498 
63@ = 0 

:DECON_10498
65@ = 0 
wait 1 

:DECON_10509
if and
  173@ > 150000 
  151000 > 173@ 
else_jump @DECON_10575 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GAR2_34' time 7000 flag 1  // ~s~Beeil dich! Gleich werden die Bullen hier sein!
173@ = 151001 
65@ = 0 

:DECON_10575
if 
  173@ > 200000 
else_jump @DECON_10684 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 1
else_jump @DECON_10621 
Player.WantedLevel($PLAYER_CHAR) = 2

:DECON_10621
085A: spawn_emergency_vehicle_model #COPCARSF on_street_nearest_to -2039.255 232.481 33.9528 
085A: spawn_emergency_vehicle_model #COPCARSF on_street_nearest_to -2038.185 254.2709 34.0893 
37@ = 1 
00BC: show_text_highpriority GXT 'GAR2_35' time 5000 flag 1  // ~r~Du hast zu lange gebraucht, um den Vorarbeiter zu begraben.

:DECON_10684
if 
03CA:   object 73@ exists 
else_jump @DECON_10833 
if 
04E6:   object 73@ near_point -2048.886 250.6607 32.5177 radius 2.898 5.05 2.0 flag 0 
else_jump @DECON_10833 
if and
876F:   not text_priority_displayed 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DECON_10833 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GAR2_36' time 7000 flag 1  // ~s~Steig in einen ~b~Zementlaster~s~.
Marker.Disable(124@)
Marker.Disable(125@)
35@ += 1 
32@ = 0 
33@ = 0 

:DECON_10833
gosub @DECON_11793 

:DECON_10840
if and
  35@ > 1 
  4 > 35@ 
else_jump @DECON_11117 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DECON_11078 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   Car.Model($TEMPVAR_ACTOR_CAR) == #CEMENT
else_jump @DECON_11039 
if 
   not 168@ == 1 
else_jump @DECON_11032 
00BC: show_text_highpriority GXT 'GAR2_37' time 7000 flag 1  // ~s~Parke rckwrts vor dem ~y~Loch~s~ ein.
if 
075C:   marker 126@ enabled 
else_jump @DECON_10963 
Marker.Disable(126@)

:DECON_10963
if 
075C:   marker 127@ enabled 
else_jump @DECON_10984 
Marker.Disable(127@)

:DECON_10984
if 
075C:   marker 124@ enabled 
else_jump @DECON_11005 
Marker.Disable(124@)

:DECON_11005
018A: 124@ = create_checkpoint_at -2049.707 240.5694 34.762 
168@ = 1 

:DECON_11032
jump @DECON_11071 

:DECON_11039
if 
   not 168@ == 0 
else_jump @DECON_11071 
gosub @DECON_11644 
168@ = 0 

:DECON_11071
jump @DECON_11110 

:DECON_11078
if 
   not 168@ == 0 
else_jump @DECON_11110 
gosub @DECON_11644 
168@ = 0 

:DECON_11110
gosub @DECON_11793 

:DECON_11117
if 
  35@ == 2 
else_jump @DECON_11263 
32@ = 0 
33@ = 0 
35@ += 1 
if 
  165@ == 0 
else_jump @DECON_11263 
if 
03CA:   object 73@ exists 
else_jump @DECON_11263 
if 
82CC:   not object 73@ bounding_sphere_visible 
else_jump @DECON_11263 
Object.PutAt(73@, -2048.957, 250.2059, 32.6542)
Object.Angle(73@) = 158.56
0453: set_object 73@ XY_rotation -170.1394 -88.8094 angle -21.44 
165@ = 1 

:DECON_11263
if 
  35@ == 3 
else_jump @DECON_11617 
if 
  165@ == 0 
else_jump @DECON_11388 
if 
03CA:   object 73@ exists 
else_jump @DECON_11388 
if 
82CC:   not object 73@ bounding_sphere_visible 
else_jump @DECON_11388 
Object.PutAt(73@, -2048.957, 250.2059, 32.6542)
Object.Angle(73@) = 158.56
0453: set_object 73@ XY_rotation -170.1394 -88.8094 angle -21.44 
165@ = 1 

:DECON_11388
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2049.707 240.5694 34.762 radius 3.0 3.0 3.0 
else_jump @DECON_11617 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #CEMENT)
else_jump @DECON_11568 
if 
01C1:   car 90@ stopped 
else_jump @DECON_11561 
if 
   not Car.Wrecked(90@)
else_jump @DECON_11561 
$TEMPVAR_ANGLE = Car.Angle(90@)
if and
  190.0 > $TEMPVAR_ANGLE 
  $TEMPVAR_ANGLE > 170.0 
else_jump @DECON_11545 
Marker.Disable(124@)
35@ = 99 
jump @DECON_11561 

:DECON_11545
00BC: show_text_highpriority GXT 'GAR2_14' time 1000 flag 1  // ~s~Bring den Zementlaster in Position und fahr dann rckwrts an die Grube heran.

:DECON_11561
jump @DECON_11610 

:DECON_11568
if 
  32@ > 30000 
else_jump @DECON_11610 
00BC: show_text_highpriority GXT 'GAR2_20' time 7000 flag 1  // ~s~Du brauchst einen Zementlaster!
32@ = 0 

:DECON_11610
jump @DECON_11617 

:DECON_11617
if 
  35@ == 99 
else_jump @DECON_11642 
gosub @DECON_20810 

:DECON_11642
return 

:DECON_11644
if 
075C:   marker 124@ enabled 
else_jump @DECON_11665 
Marker.Disable(124@)

:DECON_11665
if 
   not Car.Wrecked(85@)
else_jump @DECON_11728 
if 
875C:   not marker 126@ enabled 
else_jump @DECON_11728 
126@ = Marker.CreateAboveCar(85@)
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'GAR2_36' time 7000 flag 1  // ~s~Steig in einen ~b~Zementlaster~s~.

:DECON_11728
if 
   not Car.Wrecked(89@)
else_jump @DECON_11791 
if 
875C:   not marker 127@ enabled 
else_jump @DECON_11791 
127@ = Marker.CreateAboveCar(89@)
07E0: set_marker 127@ type_to 1 
00BC: show_text_highpriority GXT 'GAR2_36' time 7000 flag 1  // ~s~Steig in einen ~b~Zementlaster~s~.

:DECON_11791
return 

:DECON_11793
if 
056E:   car 85@ defined 
else_jump @DECON_11923 
if 
   not Car.Wrecked(85@)
else_jump @DECON_11906 
if 
01AF:   car 85@ sphere 0 in_sphere -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
else_jump @DECON_11899 
if 
82CA:   not car 85@ bounding_sphere_visible 
else_jump @DECON_11899 
Car.Destroy(85@)
Marker.Disable(126@)

:DECON_11899
jump @DECON_11916 

:DECON_11906
Car.RemoveReferences(85@)
Marker.Disable(126@)

:DECON_11916
jump @DECON_12068 

:DECON_11923
if 
80C2:   not sphere_onscreen -2112.603 193.7894 33.6684 radius 5.0 
else_jump @DECON_12068 
if 
838A:   not any_car_in_cube_cornerA -2112.603 193.7894 33.6684 cornerB 3.0 3.0 3.0 
else_jump @DECON_12068 
85@ = Car.Create(#CEMENT, -2112.603, 193.7894, 33.6684)
Car.Angle(85@) = 276.2221
if 
075C:   marker 126@ enabled 
else_jump @DECON_12053 
Marker.Disable(126@)

:DECON_12053
126@ = Marker.CreateAboveCar(85@)
07E0: set_marker 126@ type_to 1 

:DECON_12068
if 
056E:   car 89@ defined 
else_jump @DECON_12198 
if 
   not Car.Wrecked(89@)
else_jump @DECON_12181 
if 
01AF:   car 89@ sphere 0 in_sphere -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
else_jump @DECON_12174 
if 
82CA:   not car 89@ bounding_sphere_visible 
else_jump @DECON_12174 
Car.Destroy(89@)
Marker.Disable(127@)

:DECON_12174
jump @DECON_12191 

:DECON_12181
Car.RemoveReferences(89@)
Marker.Disable(127@)

:DECON_12191
jump @DECON_12343 

:DECON_12198
if 
80C2:   not sphere_onscreen -2037.176 269.7917 34.9191 radius 5.0 
else_jump @DECON_12343 
if 
838A:   not any_car_in_cube_cornerA -2037.176 269.7917 34.9191 cornerB 3.0 3.0 3.0 
else_jump @DECON_12343 
89@ = Car.Create(#CEMENT, -2037.176, 269.7917, 34.9191)
Car.Angle(89@) = 179.5245
if 
075C:   marker 127@ enabled 
else_jump @DECON_12328 
Marker.Disable(127@)

:DECON_12328
127@ = Marker.CreateAboveCar(89@)
07E0: set_marker 127@ type_to 1 

:DECON_12343
return 

:DECON_12345
if 
  35@ == 0 
else_jump @DECON_13154 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
fade 0 250 

:DECON_12379
if 
fading 
else_jump @DECON_12403 
wait 0 
jump @DECON_12379 

:DECON_12403
03CF: load_wav 12600 as 3 

:DECON_12410
if 
83D0:   not wav 3 loaded 
else_jump @DECON_12436 
wait 0 
jump @DECON_12410 

:DECON_12436
if 
03CA:   object 73@ exists 
else_jump @DECON_12518 
if 
82CC:   not object 73@ bounding_sphere_visible 
else_jump @DECON_12518 
Object.PutAt(73@, -2048.957, 250.2059, 32.6542)
Object.Angle(73@) = 158.56
0453: set_object 73@ XY_rotation -170.1394 -88.8094 angle -21.44 

:DECON_12518
02A3: enable_widescreen 1 
Camera.SetPosition(-2046.33, 255.5639, 35.1158, 0.0, 0.0, 0.0)
Camera.PointAt(-2046.688, 254.6398, 34.9808, 2)
43@ = 0 

:DECON_12580
if 
  10 > 43@ 
else_jump @DECON_12652 
if 
056D:   actor 104@(43@,10i) defined 
else_jump @DECON_12638 
Actor.DestroyInstantly(104@(43@,10i))
104@(43@,10i) = 0 

:DECON_12638
43@ += 1 
jump @DECON_12580 

:DECON_12652
Actor.PutAt($PLAYER_ACTOR, -2049.734, 241.7195, 70.7037)
Actor.Angle($PLAYER_ACTOR) = 176.835
43@ = 0 

:DECON_12689
if 
  7 > 43@ 
else_jump @DECON_12802 
if 
   not Car.Wrecked(91@(43@,7i))
else_jump @DECON_12788 
if 
01AF:   car 91@(43@,7i) sphere 0 in_sphere -2049.734 241.7195 34.7037 radius 7.0 7.0 5.0 
else_jump @DECON_12788 
Car.Destroy(91@(43@,7i))

:DECON_12788
43@ += 1 
jump @DECON_12689 

:DECON_12802
43@ = 0 

:DECON_12809
if 
  7 > 43@ 
else_jump @DECON_12938 
if 
   not Car.Wrecked(91@(43@,7i))
else_jump @DECON_12915 
if 
01AF:   car 91@(43@,7i) sphere 0 in_sphere -2048.886 250.6607 32.5177 radius 2.898 5.05 2.0 
else_jump @DECON_12908 
Car.Destroy(91@(43@,7i))

:DECON_12908
jump @DECON_12924 

:DECON_12915
Car.Destroy(91@(43@,7i))

:DECON_12924
43@ += 1 
jump @DECON_12809 

:DECON_12938
0395: clear_area 1 at -2049.734 241.7195 34.7037 radius 10.0 
Actor.PutAt($PLAYER_ACTOR, -2049.734, 241.7195, 34.7037)
Actor.Angle($PLAYER_ACTOR) = 176.835
if 
   not Car.Wrecked(90@)
else_jump @DECON_13104 
07C6: set_car 90@ axis_angle_relation_to -0.0448 0.0178 1.003 -0.0611 
81@ = Object.Init(#HUBHOLE3_SFSE, -2049.171, 250.3193, 30.8784)
066C: 179@ = attach_particle "CEMENT" to_car 90@ with_offset 0.0 -4.4 0.0 rotation 0.0 -1.0 0.0 flag 1 

:DECON_13104
wait 500 
fade 1 250 

:DECON_13116
if 
fading 
else_jump @DECON_13140 
wait 0 
jump @DECON_13116 

:DECON_13140
32@ = 0 
35@ += 1 

:DECON_13154
if 
  35@ == 1 
else_jump @DECON_13255 
46@ = 0.0 

:DECON_13182
if 
  1.0 > 46@ 
else_jump @DECON_13248 
wait 0 
if 
   not Car.Wrecked(90@)
else_jump @DECON_13231 
08A4: set_car 90@ extra_parts_angle_to 46@ 

:DECON_13231
0079: 46@ += unknown_float * 0.01 // (float) 
jump @DECON_13182 

:DECON_13248
35@ += 1 

:DECON_13255
if 
  35@ == 2 
else_jump @DECON_13373 
if 
  32@ > 2000 
else_jump @DECON_13373 
064C: make_particle 179@ visible 
if 
   not Car.Wrecked(90@)
else_jump @DECON_13359 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 90@ with_offset 0.0 -4.4 0.0 
03D7: set_wav 3 location $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03D1: play_wav 3 

:DECON_13359
32@ = 0 
35@ += 1 

:DECON_13373
if 
  35@ == 3 
else_jump @DECON_13417 
if 
  32@ > 1000 
else_jump @DECON_13417 
35@ += 1 

:DECON_13417
if 
  35@ == 4 
else_jump @DECON_13506 
if 
034E: move_object 81@ to -2049.171 250.3193 34.177 speed 0.01 0.01 0.009 flag 0 
else_jump @DECON_13506 
32@ = 0 
040D: unload_wav 3 
064E: stop_particle 179@ 
35@ += 1 

:DECON_13506
if 
  35@ == 5 
else_jump @DECON_13550 
if 
  32@ > 2000 
else_jump @DECON_13550 
35@ = 99 

:DECON_13550
if 
  35@ == 99 
else_jump @DECON_13610 
if 
   not Car.Wrecked(90@)
else_jump @DECON_13584 

:DECON_13584
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
040D: unload_wav 3 
36@ = 1 

:DECON_13610
return 

:DECON_13612
if and
  39@ == 1 
  141@ == 0 
else_jump @DECON_14209 
43@ = 0 

:DECON_13644
if 
  6 > 43@ 
else_jump @DECON_13735 
if 
056D:   actor 98@(43@,6i) defined 
else_jump @DECON_13721 
if or
051A:   actor 98@(43@,6i) damaged_by_actor $PLAYER_ACTOR 
   Actor.Dead(98@(43@,6i))
else_jump @DECON_13721 
141@ = 1 

:DECON_13721
43@ += 1 
jump @DECON_13644 

:DECON_13735
if 
056D:   actor 117@ defined 
else_jump @DECON_13782 
if or
051A:   actor 117@ damaged_by_actor $PLAYER_ACTOR 
   Actor.Dead(117@)
else_jump @DECON_13782 
141@ = 1 

:DECON_13782
if 
056D:   actor 115@ defined 
else_jump @DECON_13829 
if or
051A:   actor 115@ damaged_by_actor $PLAYER_ACTOR 
   Actor.Dead(115@)
else_jump @DECON_13829 
141@ = 1 

:DECON_13829
43@ = 0 

:DECON_13836
if 
  6 > 43@ 
else_jump @DECON_13926 
if 
03CA:   object $2671(43@,6i) exists 
else_jump @DECON_13912 
071E: get_object $2671(43@,6i) health_to 44@ 
if 
  900 > 44@ 
else_jump @DECON_13912 
141@ = 1 

:DECON_13912
43@ += 1 
jump @DECON_13836 

:DECON_13926
43@ = 0 

:DECON_13933
if 
  7 > 43@ 
else_jump @DECON_14065 
if 
056E:   car 91@(43@,7i) defined 
else_jump @DECON_14051 
if 
   not Car.Wrecked(91@(43@,7i))
else_jump @DECON_14051 
if 
   Actor.InCar($PLAYER_ACTOR, 91@(43@,7i))
else_jump @DECON_14021 
141@ = 1 

:DECON_14021
if 
051C:   car 91@(43@,7i) damaged_by_actor $PLAYER_ACTOR 
else_jump @DECON_14051 
141@ = 1 

:DECON_14051
43@ += 1 
jump @DECON_13933 

:DECON_14065
if 
  141@ == 1 
else_jump @DECON_14151 
43@ = 0 

:DECON_14090
if 
  10 > 43@ 
else_jump @DECON_14151 
if 
   not Actor.Dead(104@(43@,10i))
else_jump @DECON_14137 
0687: clear_actor 104@(43@,10i) task 

:DECON_14137
43@ += 1 
jump @DECON_14090 

:DECON_14151
if 
  141@ == 1 
else_jump @DECON_14202 
$7234 = 180000 
014E: set_timer_to $7234 type 1 // global_variable 
00BB: show_text_lowpriority GXT 'GAR2_41' time 7000 flag 1  // ~s~Zerstre alle ~g~Baucontainer~s~, bevor die Cops hier sind!

:DECON_14202
jump @DECON_14303 

:DECON_14209
if 
  169@ == 0 
else_jump @DECON_14303 
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @DECON_14303 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DECON_14303 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   Car.Model($TEMPVAR_ACTOR_CAR) == #DOZER
else_jump @DECON_14303 
03E5: show_text_box 'GAR2_42'  // Sei vorsichtig! Meide die explosiven Fsser!
169@ += 1 

:DECON_14303
if and
  167@ == 0 
  2 >= 34@ 
else_jump @DECON_14385 
if and
   Car.Wrecked(83@)
   Car.Wrecked(84@)
else_jump @DECON_14385 
if 
876F:   not text_priority_displayed 
else_jump @DECON_14385 
00BC: show_text_highpriority GXT 'GAR2_39' time 7000 flag 1  // ~s~Andere schwere Fahrzeuge knnen die ~g~Baucontainer~s~ zerstren.
167@ += 1 

:DECON_14385
if 
  141@ == 1 
else_jump @DECON_16006 
if 
   not Actor.Dead(117@)
else_jump @DECON_14517 
062E: unknown_get_actor 117@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @DECON_14517 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 20.0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 timelimit 60000 
0616: define_AS_pack_end 49@ 
0618: assign_actor 117@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
Actor.RemoveReferences(117@)
111@ = 0 

:DECON_14517
0615: define_AS_pack_begin 176@ 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @DECON_14562 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 5.0 
jump @DECON_14579 

:DECON_14562
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 15.0 

:DECON_14579
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @DECON_14637 
0605: actor -1 perform_animation_sequence "FIGHTIDLE" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
jump @DECON_14637 

:DECON_14637
0616: define_AS_pack_end 176@ 
0615: define_AS_pack_begin 177@ 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @DECON_14687 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 7.5 
jump @DECON_14704 

:DECON_14687
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 10.0 

:DECON_14704
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @DECON_14762 
0605: actor -1 perform_animation_sequence "FIGHTIDLE" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
jump @DECON_14762 

:DECON_14762
0616: define_AS_pack_end 177@ 
0615: define_AS_pack_begin 178@ 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @DECON_14812 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 10.0 
jump @DECON_14829 

:DECON_14812
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 20.0 

:DECON_14829
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit 3000 
0616: define_AS_pack_end 178@ 
43@ = 0 

:DECON_14856
if 
  2 > 43@ 
else_jump @DECON_14913 
180@(43@,2i) = -1 
182@(43@,2f) = 9999.0 
43@ += 1 
jump @DECON_14856 

:DECON_14913
43@ = 0 

:DECON_14920
if 
  10 > 43@ 
else_jump @DECON_15164 
if 
   not Actor.Dead(104@(43@,10i))
else_jump @DECON_15150 
Actor.StorePos(104@(43@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.StorePos($PLAYER_ACTOR, 56@, 57@, 58@)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 56@ 57@ 
if 
0027:   182@ > $DISTANCE_BETWEEN_POINTS // (float) 
else_jump @DECON_15065 
0087: 183@ = 182@ // (float) 
0089: 182@ = $DISTANCE_BETWEEN_POINTS // (float) 
0085: 181@ = 180@ // (int) 
0085: 180@ = 43@ // (int) 
jump @DECON_15100 

:DECON_15065
if 
0027:   183@ > $DISTANCE_BETWEEN_POINTS // (float) 
else_jump @DECON_15100 
0089: 183@ = $DISTANCE_BETWEEN_POINTS // (float) 
0085: 181@ = 43@ // (int) 

:DECON_15100
if and
  $DISTANCE_BETWEEN_POINTS > 500.0 
82CB:   not actor 104@(43@,10i) bounding_sphere_visible 
else_jump @DECON_15150 
Actor.DestroyInstantly(104@(43@,10i))
104@(43@,10i) = 0 

:DECON_15150
43@ += 1 
jump @DECON_14920 

:DECON_15164
43@ = 0 

:DECON_15171
if 
  10 > 43@ 
else_jump @DECON_15991 
if 
   not Actor.Dead(104@(43@,10i))
else_jump @DECON_15977 
if 
   not Actor.Driving(104@(43@,10i))
else_jump @DECON_15711 
if 
02D8:   actor 104@(43@,10i) current_weapon == 22 
else_jump @DECON_15312 
062E: unknown_get_actor 104@(43@,10i) task 1506 status_store_to 44@ // ret 7 if not found 
if 
04A4:   44@ == 7 // @ == any 
else_jump @DECON_15305 
0687: clear_actor 104@(43@,10i) task 
05E2: AS_actor 104@(43@,10i) kill_actor $PLAYER_ACTOR 

:DECON_15305
jump @DECON_15704 

:DECON_15312
if or
003B:   43@ == 180@ // (int) 
003B:   43@ == 181@ // (int) 
else_jump @DECON_15400 
062E: unknown_get_actor 104@(43@,10i) task 1506 status_store_to 44@ // ret 7 if not found 
if 
04A4:   44@ == 7 // @ == any 
else_jump @DECON_15393 
0687: clear_actor 104@(43@,10i) task 
05E2: AS_actor 104@(43@,10i) kill_actor $PLAYER_ACTOR 

:DECON_15393
jump @DECON_15704 

:DECON_15400
062E: unknown_get_actor 104@(43@,10i) task 1560 status_store_to 44@ // ret 7 if not found 
if 
04A4:   44@ == 7 // @ == any 
else_jump @DECON_15562 
0209: 44@ = random_int_in_ranges 0 9 
if 
  4 > 44@ 
else_jump @DECON_15488 
0687: clear_actor 104@(43@,10i) task 
0618: assign_actor 104@(43@,10i) to_AS_pack 176@ 
jump @DECON_15555 

:DECON_15488
if 
  8 > 44@ 
else_jump @DECON_15534 
0687: clear_actor 104@(43@,10i) task 
0618: assign_actor 104@(43@,10i) to_AS_pack 177@ 
jump @DECON_15555 

:DECON_15534
0687: clear_actor 104@(43@,10i) task 
0618: assign_actor 104@(43@,10i) to_AS_pack 178@ 

:DECON_15555
jump @DECON_15704 

:DECON_15562
if or
   Actor.Animation(104@(43@,10i)) == "PANIC_POINT"
   Actor.Animation(104@(43@,10i)) == "PANIC_SHOUT"
else_jump @DECON_15704 
Actor.StorePos(104@(43@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.StorePos($PLAYER_ACTOR, 56@, 57@, 58@)
0087: 50@ = 56@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 57@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $TEMPVAR_ANGLE 
Actor.Angle(104@(43@,10i)) = $TEMPVAR_ANGLE

:DECON_15704
jump @DECON_15977 

:DECON_15711
03C0: $TEMPVAR_ACTOR_CAR = actor 104@(43@,10i) car 
04E0: car $TEMPVAR_ACTOR_CAR abandon_path_radius 255 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @DECON_15768 
if 
060E:   car $TEMPVAR_ACTOR_CAR assigned_to_path 
else_jump @DECON_15768 
05EC: release_car $TEMPVAR_ACTOR_CAR from_path 

:DECON_15768
062E: unknown_get_actor 104@(43@,10i) task 1560 status_store_to 44@ // ret 7 if not found 
if 
04A4:   44@ == 7 // @ == any 
else_jump @DECON_15878 
0615: define_AS_pack_begin 49@ 
06E1: AS_actor -1 using_car $TEMPVAR_ACTOR_CAR target_car -1 with_order 3 max_speed 40.0 traffic_flag 3 
0616: define_AS_pack_end 49@ 
0618: assign_actor 104@(43@,10i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
if 
   not 184@ == 0 
else_jump @DECON_15871 
184@ = 0 

:DECON_15871
jump @DECON_15977 

:DECON_15878
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @DECON_15977 
if 
0547:   actor $PLAYER_ACTOR colliding_with_car $TEMPVAR_ACTOR_CAR 
else_jump @DECON_15977 
if 
  184@ == 0 
else_jump @DECON_15977 
0615: define_AS_pack_begin 49@ 
06C7: AS_actor -1 driver_of_car $TEMPVAR_ACTOR_CAR perform_action 3 timelimit 2500 
0616: define_AS_pack_end 49@ 
0618: assign_actor 104@(43@,10i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
184@ = 1 

:DECON_15977
43@ += 1 
jump @DECON_15171 

:DECON_15991
061B: remove_references_to_AS_pack 176@ 
061B: remove_references_to_AS_pack 177@ 
061B: remove_references_to_AS_pack 178@ 

:DECON_16006
if 
  141@ == 0 
else_jump @DECON_16750 
if 
   not Actor.Dead(102@)
else_jump @DECON_16750 
if 
  146@ == 0 
else_jump @DECON_16169 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2074.264 222.39 34.7395 radius 30.0 30.0 4.0 
else_jump @DECON_16169 
0687: clear_actor 102@ task 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 50000 stop_within_radius 3.0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
146@ += 1 

:DECON_16169
if 
  146@ == 1 
else_jump @DECON_16606 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2074.264 222.39 34.7395 radius 30.0 30.0 4.0 
else_jump @DECON_16509 
if 
876F:   not text_priority_displayed 
else_jump @DECON_16502 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DECON_16502 
if 
0105:   actor 102@ near_actor $PLAYER_ACTOR radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @DECON_16495 
0209: 43@ = random_int_in_ranges 0 3 
if 
  43@ == 0 
else_jump @DECON_16370 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_BA'  // ~z~Hey, wo haben Sie Ihren Helm?
04AE: $ACTOR_SPEECH_WAV_FILE = 16612 // $ = any 
create_thread @AUDIOL 102@ 1 0 1 0 

:DECON_16370
if 
  43@ == 1 
else_jump @DECON_16429 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_BB'  // ~z~Haben Sie hier was zu suchen?
04AE: $ACTOR_SPEECH_WAV_FILE = 16613 // $ = any 
create_thread @AUDIOL 102@ 1 0 1 0 

:DECON_16429
if 
  43@ == 2 
else_jump @DECON_16488 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_BC'  // ~z~Hey, es ist gefhrlich hier auf der Baustelle!
04AE: $ACTOR_SPEECH_WAV_FILE = 16614 // $ = any 
create_thread @AUDIOL 102@ 1 0 1 0 

:DECON_16488
146@ += 1 

:DECON_16495
33@ = 0 

:DECON_16502
jump @DECON_16606 

:DECON_16509
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
146@ = 0 

:DECON_16606
if 
  146@ == 2 
else_jump @DECON_16750 
062E: unknown_get_actor 102@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @DECON_16750 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
146@ += 1 

:DECON_16750
if 
   not Actor.Dead(115@)
else_jump @DECON_16829 
if 
   not Car.Wrecked(83@)
else_jump @DECON_16822 
if 
060E:   car 83@ assigned_to_path 
else_jump @DECON_16822 
if 
   not Actor.InCar(115@, 83@)
else_jump @DECON_16822 
05EC: release_car 83@ from_path 

:DECON_16822
jump @DECON_16866 

:DECON_16829
if 
   not Car.Wrecked(83@)
else_jump @DECON_16866 
if 
060E:   car 83@ assigned_to_path 
else_jump @DECON_16866 
05EC: release_car 83@ from_path 

:DECON_16866
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DECON_16954 
if 
   not Car.Wrecked(90@)
else_jump @DECON_16939 
if 
   not Actor.InCar($PLAYER_ACTOR, 90@)
else_jump @DECON_16932 
90@ = 0 
90@ = Actor.Car($PLAYER_ACTOR)

:DECON_16932
jump @DECON_16954 

:DECON_16939
90@ = 0 
90@ = Actor.Car($PLAYER_ACTOR)

:DECON_16954
43@ = 0 

:DECON_16961
if 
  6 > 43@ 
else_jump @DECON_18417 
if 
  67@ == 1 
else_jump @DECON_17147 
if 
03CA:   object $2671(43@,6i) exists 
else_jump @DECON_17147 
if or
08FF:   object $2671(43@,6i) received_damage_type 51 
08FF:   object $2671(43@,6i) received_damage_type 35 
08FF:   object $2671(43@,6i) received_damage_type 16 
08FF:   object $2671(43@,6i) received_damage_type 20 
08FF:   object $2671(43@,6i) received_damage_type 39 
else_jump @DECON_17107 
0662: NOP "DAMAGED_BY_EXPLOSION" 

:DECON_17107
if 
08FF:   object $2671(43@,6i) received_damage_type 57 
else_jump @DECON_17147 
0662: NOP "DAMAGED_BY_ANY" 

:DECON_17147
if 
03CA:   object $2671(43@,6i) exists 
else_jump @DECON_17336 
if or
08FF:   object $2671(43@,6i) received_damage_type 51 
08FF:   object $2671(43@,6i) received_damage_type 35 
08FF:   object $2671(43@,6i) received_damage_type 16 
08FF:   object $2671(43@,6i) received_damage_type 20 
08FF:   object $2671(43@,6i) received_damage_type 39 
else_jump @DECON_17336 
0900: unknown_set_object $2671(43@,6i) 
071E: get_object $2671(43@,6i) health_to 44@ 
44@ += -500 
if 
  1 > 44@ 
else_jump @DECON_17324 
071F: set_object $2671(43@,6i) health_to 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
jump @DECON_17336 

:DECON_17324
071F: set_object $2671(43@,6i) health_to 44@ 

:DECON_17336
if 
03CA:   object $2671(43@,6i) exists 
else_jump @DECON_17535 
if 
8366:   not object $2671(43@,6i) damaged 
else_jump @DECON_17535 
if 
   not Car.Wrecked(90@)
else_jump @DECON_17535 
if 
   Actor.InCar($PLAYER_ACTOR, 90@)
else_jump @DECON_17535 
if 
0897:   car 90@ collided_with_object $2671(43@,6i) 
else_jump @DECON_17535 
if 
  171@ > 65000.0 
else_jump @DECON_17535 
071F: set_object $2671(43@,6i) health_to 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
if 
   not Car.Wrecked(90@)
else_jump @DECON_17535 
if 
   Actor.InCar($PLAYER_ACTOR, 90@)
else_jump @DECON_17535 
Car.SetSpeedInstantly(90@, 170@)

:DECON_17535
if 
03CA:   object $2671(43@,6i) exists 
else_jump @DECON_18176 
if 
8366:   not object $2671(43@,6i) damaged 
else_jump @DECON_18176 
071E: get_object $2671(43@,6i) health_to 159@(43@,6i) 
if 
001D:   153@(43@,6i) > 159@(43@,6i) // (int) 
else_jump @DECON_18160 
if 
  159@(43@,6i) > 0 
else_jump @DECON_18160 
if 
   not Car.Wrecked(90@)
else_jump @DECON_18014 
if 
   Actor.InCar($PLAYER_ACTOR, 90@)
else_jump @DECON_18014 
if 
0897:   car 90@ collided_with_object $2671(43@,6i) 
else_jump @DECON_18014 
if 
  170@ > 5.0 
else_jump @DECON_17998 
if 
   not Car.Model(90@) == #DOZER
else_jump @DECON_17823 
0085: 44@ = 153@(43@,6i) // (int) 
0062: 44@ -= 159@(43@,6i) // (int) 
0093: 46@ = integer 44@ to_float 
46@ *= 0.5 
0092: 44@ = float 46@ to_integer 
005A: 159@(43@,6i) += 44@ // (int) 
071F: set_object $2671(43@,6i) health_to 159@(43@,6i) 
jump @DECON_17991 

:DECON_17823
0085: 44@ = 153@(43@,6i) // (int) 
0062: 44@ -= 159@(43@,6i) // (int) 
44@ *= -30 
005A: 159@(43@,6i) += 44@ // (int) 
if 
  0 > 159@(43@,6i) 
else_jump @DECON_17899 
159@(43@,6i) = 0 

:DECON_17899
if 
  166@ == 0 
else_jump @DECON_17975 
if 
  159@(43@,6i) > 10 
else_jump @DECON_17975 
if 
876F:   not text_priority_displayed 
else_jump @DECON_17975 
00BC: show_text_highpriority GXT 'GAR2_38' time 5000 flag 1  // ~s~Ramm weiter!
166@ = 1 

:DECON_17975
071F: set_object $2671(43@,6i) health_to 159@(43@,6i) 

:DECON_17991
jump @DECON_18014 

:DECON_17998
071F: set_object $2671(43@,6i) health_to 153@(43@,6i) 

:DECON_18014
if 
  $FLAG_PLAYER_IN_CRANE == 1 
else_jump @DECON_18069 
071F: set_object $2671(43@,6i) health_to 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 

:DECON_18069
if 
  159@(43@,6i) == 0 
else_jump @DECON_18160 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
if 
   not Car.Wrecked(90@)
else_jump @DECON_18160 
if 
   Actor.InCar($PLAYER_ACTOR, 90@)
else_jump @DECON_18160 
Car.SetSpeedInstantly(90@, 170@)

:DECON_18160
0085: 153@(43@,6i) = 159@(43@,6i) // (int) 

:DECON_18176
if 
03CA:   object $2671(43@,6i) exists 
else_jump @DECON_18403 
if 
8366:   not object $2671(43@,6i) damaged 
else_jump @DECON_18403 
if 
   not Car.Wrecked(90@)
else_jump @DECON_18403 
if 
   Actor.InCar($PLAYER_ACTOR, 90@)
else_jump @DECON_18403 
if 
   Car.Model(90@) == #DOZER
else_jump @DECON_18403 
if 
0897:   car 90@ collided_with_object $2671(43@,6i) 
else_jump @DECON_18403 
071E: get_object $2671(43@,6i) health_to 44@ 
if 
  10 > 44@ 
else_jump @DECON_18403 
071F: set_object $2671(43@,6i) health_to 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
if 
   not Car.Wrecked(90@)
else_jump @DECON_18403 
if 
   Actor.InCar($PLAYER_ACTOR, 90@)
else_jump @DECON_18403 
Car.SetSpeedInstantly(90@, 170@)

:DECON_18403
43@ += 1 
jump @DECON_16961 

:DECON_18417
43@ = 0 

:DECON_18424
if 
  6 > 43@ 
else_jump @DECON_19160 
if 
  152@ > 0 
else_jump @DECON_18996 
if 
03CA:   object $2671(43@,6i) exists 
else_jump @DECON_18996 
071E: get_object $2671(43@,6i) health_to 44@ 
if 
  995 > 44@ 
else_jump @DECON_18996 
if 
  44@ > 500 
else_jump @DECON_18704 
if 
  134@(43@,6i) == 0 
else_jump @DECON_18697 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2671(43@,6i) with_offset 3.252 -2.1084 0.0 
gosub @DECON_20689 
if 
  190@ == 0 
else_jump @DECON_18697 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_ANGLE = Object.Angle($2671(43@,6i))
$TEMPVAR_ANGLE += 180.0 
116@ = Actor.Create(Mission1, #WMYCON, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.Angle(116@) = $TEMPVAR_ANGLE
Actor.Health(116@) = 50
134@(43@,6i) += 1 
43@ = 6 

:DECON_18697
jump @DECON_18996 

:DECON_18704
if 
8366:   not object $2671(43@,6i) damaged 
else_jump @DECON_18731 
jump @DECON_18996 

:DECON_18731
if 
   not 134@(43@,6i) == 99 
else_jump @DECON_18996 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2671(43@,6i) with_offset 0.0 0.0 0.0 
$TEMPVAR_ANGLE = Object.Angle($2671(43@,6i))
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_ANGLE += 180.0 
116@ = Actor.Create(Mission1, #WMYCON, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.Angle(116@) = $TEMPVAR_ANGLE
Actor.Health(116@) = 50
134@(43@,6i) = 99 
43@ = 6 
Actor.StorePos($PLAYER_ACTOR, 56@, 57@, 58@)
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0209: 44@ = random_int_in_ranges 0 2 
if 
   not 44@ == 0 
else_jump @DECON_18956 
51@ *= -1.0 

:DECON_18956
0087: 53@ = 51@ // (float) 
0087: 54@ = 50@ // (float) 
54@ *= -1.0 
0673: AS_actor 116@ dive_to_offset 53@ 54@ time_on_ground 1000 ms 

:DECON_18996
if 
056D:   actor 116@ defined 
else_jump @DECON_19139 
if 
   not Actor.Dead(116@)
else_jump @DECON_19139 
if 
  140@ > 0 
else_jump @DECON_19095 
if 
  2 > 140@ 
else_jump @DECON_19083 
01B2: give_actor 116@ weapon 6 ammo 99999 // Load the weapon model before using this 
jump @DECON_19095 

:DECON_19083
01B2: give_actor 116@ weapon 22 ammo 99999 // Load the weapon model before using this 

:DECON_19095
07DD: set_actor 116@ temper_to 30 // see pedstats.dat 
Actor.WeaponAccuracy(116@) = 30
060B: set_actor 116@ decision_maker_to 174@ 
0085: 185@ = 116@ // (int) 
gosub @DECON_19924 
172@ = 0 

:DECON_19139
116@ = 0 
43@ += 1 
jump @DECON_18424 

:DECON_19160
if 
  141@ == 1 
else_jump @DECON_19683 
if 
  4 >= 152@ 
else_jump @DECON_19203 
172@ = 0 

:DECON_19203
if 
  172@ > 20000 
else_jump @DECON_19683 
if 
  152@ > 4 
else_jump @DECON_19683 
47@ = 200.0 
44@ = -1 
43@ = 0 

:DECON_19264
if 
  6 > 43@ 
else_jump @DECON_19420 
if 
03CA:   object $2671(43@,6i) exists 
else_jump @DECON_19406 
if 
8366:   not object $2671(43@,6i) damaged 
else_jump @DECON_19406 
Object.StorePos($2671(43@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.StorePos($PLAYER_ACTOR, 56@, 57@, 58@)
0509: 46@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 56@ 57@ 
if 
0025:   47@ > 46@ // (float) 
else_jump @DECON_19406 
0087: 47@ = 46@ // (float) 
0085: 44@ = 43@ // (int) 

:DECON_19406
43@ += 1 
jump @DECON_19264 

:DECON_19420
if 
   not 44@ == -1 
else_jump @DECON_19683 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2671(44@,6i) with_offset 3.252 -2.1084 0.0 
gosub @DECON_20689 
if 
  190@ == 0 
else_jump @DECON_19683 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_ANGLE = Object.Angle($2671(44@,6i))
$TEMPVAR_ANGLE += 180.0 
116@ = Actor.Create(Mission1, #WMYCON, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.Angle(116@) = $TEMPVAR_ANGLE
Actor.Health(116@) = 50
if 
  140@ > 2 
else_jump @DECON_19632 
if 
  5 > 140@ 
else_jump @DECON_19620 
01B2: give_actor 116@ weapon 6 ammo 99999 // Load the weapon model before using this 
jump @DECON_19632 

:DECON_19620
01B2: give_actor 116@ weapon 22 ammo 99999 // Load the weapon model before using this 

:DECON_19632
07DD: set_actor 116@ temper_to 30 // see pedstats.dat 
Actor.WeaponAccuracy(116@) = 30
060B: set_actor 116@ decision_maker_to 174@ 
0085: 185@ = 116@ // (int) 
116@ = 0 
172@ = 0 
gosub @DECON_19924 

:DECON_19683
43@ = 0 

:DECON_19690
if 
  10 > 43@ 
else_jump @DECON_19793 
if 
056D:   actor 104@(43@,10i) defined 
else_jump @DECON_19779 
if 
   Actor.Dead(104@(43@,10i))
else_jump @DECON_19779 
Actor.RemoveReferences(104@(43@,10i))
104@(43@,10i) = 0 
142@(43@,10i) = 0 

:DECON_19779
43@ += 1 
jump @DECON_19690 

:DECON_19793
gosub @DECON_20024 
if 
   not Car.Wrecked(90@)
else_jump @DECON_19848 
02E3: 170@ = car 90@ speed 
06A3: get_car 90@ mass_to 46@ 
0087: 171@ = 170@ // (float) 
006B: 171@ *= 46@ // (float) 

:DECON_19848
if 
075C:   marker 126@ enabled 
else_jump @DECON_19885 
if 
   Car.Wrecked(85@)
else_jump @DECON_19885 
Marker.Disable(126@)

:DECON_19885
if 
075C:   marker 127@ enabled 
else_jump @DECON_19922 
if 
   Car.Wrecked(89@)
else_jump @DECON_19922 
Marker.Disable(127@)

:DECON_19922
return 

:DECON_19924
186@ = 0 

:DECON_19931
if 
  4 > 186@ 
else_jump @DECON_20015 
if 
  104@(186@,10i) == 0 
else_jump @DECON_20001 
0085: 104@(186@,10i) = 185@ // (int) 
142@(186@,10i) = 0 
186@ = 6 

:DECON_20001
186@ += 1 
jump @DECON_19931 

:DECON_20015
gosub @DECON_20024 
return 

:DECON_20024
152@ = 4 
187@ = 0 

:DECON_20038
if 
  4 > 187@ 
else_jump @DECON_20097 
if 
056D:   actor 104@(187@,10i) defined 
else_jump @DECON_20083 
152@ -= 1 

:DECON_20083
187@ += 1 
jump @DECON_20038 

:DECON_20097
return 
03A9: NOP 
05B6: 95 // AVAILABLE PEDS
03A9: NOP 
188@ = 0 

:DECON_20240
if 
  10 > 188@ 
else_jump @DECON_20548 
03A9: NOP 
05B6: 96 // MISSION PED 
03A7: NOP 188@ 
05B6: 97 //  = 
03A7: NOP 104@(188@,10i) 
188@ += 1 
jump @DECON_20240 

:DECON_20548
03A9: NOP 
05B6: 98 // AVAILABLE_MISSION_PEDS = 
03A7: NOP 152@ 
03A9: NOP 
return 

:DECON_20689
190@ = 0 
189@ = 0 

:DECON_20703
if 
  10 > 189@ 
else_jump @DECON_20808 
if 
   not Actor.Dead(104@(189@,10i))
else_jump @DECON_20794 
if 
00FF:   actor 104@(189@,10i) sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 1.5 3.0 on_foot 
else_jump @DECON_20794 
190@ = 1 

:DECON_20794
189@ += 1 
jump @DECON_20703 

:DECON_20808
return 

:DECON_20810
34@ += 1 
35@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
66@ = 0 
32@ = 0 
33@ = 0 
return 

:DECON_20868
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DECON_20962 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
else_jump @DECON_20962 
Actor.PutAt($PLAYER_ACTOR, -2045.189, 241.7544, 34.9462)
Actor.Angle($PLAYER_ACTOR) = 186.3532

:DECON_20962
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE2_SFSE to #HUBHOLE1_SFSE 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:DECON_21008
if 
03CA:   object 81@ exists 
else_jump @DECON_21029 
Object.Destroy(81@)

:DECON_21029
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE2_SFSE to #HUBHOLE4_SFSE 
0318: set_latest_mission_passed 'GAR_2'  // Deconstruction
create_thread @SYND 
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
$MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere($ICON_TRIADS, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
030C: progress_made += 1 
0629: change_integer_stat 324 to 1 
00BA: show_text_styled GXT 'M_PASSD' time 5000 style 1  // MISSION ERFLLT!
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
$GARAGE_TOTAL_PASSED_MISSIONS += 1 
return 

:DECON_21143
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
$10494 = 0 
Model.Destroy(#PORTALOO)
Model.Destroy(#PORTAKABIN)
Model.Destroy(#BARREL4)
Model.Destroy(#DOZER)
Model.Destroy(#CEMENT)
Model.Destroy(#DUMPER)
Model.Destroy(#BOBCAT)
Model.Destroy(#BMYAP)
Model.Destroy(#WMYCON)
Model.Destroy(#SHOVEL)
Model.Destroy(#COLT45)
Marker.Disable(118@)
Marker.Disable(119@)
Marker.Disable(120@)
Marker.Disable(121@)
Marker.Disable(122@)
Marker.Disable(123@)
Marker.Disable(124@)
Marker.Disable(125@)
Marker.Disable(126@)
Marker.Disable(127@)
014F: stop_timer $7234 
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 51---------------
// Originally: 555 WE TIP

:SCRASH3
thread 'SCRASH3' 
gosub @SCRASH3_47 
if 
wasted_or_busted 
else_jump @SCRASH3_38 
gosub @SCRASH3_18128 

:SCRASH3_38
gosub @SCRASH3_18272 
end_thread 

:SCRASH3_47
03D5: remove_text 'M_FAIL'  // ~r~MISSION FEHLGESCHLAGEN!
$ONMISSION = 1 
$1871 = 1 
increment_mission_attempts 
80@ = 1 
81@ = 0 
82@ = 0 
65@ = 0 
66@ = 0 
84@ = 0 
85@ = 0 
08F4: set_max_group_members 0 
054C: use_GXT_table 'VALET1' 
0169: set_fade_color_RGB 0 0 0 
end_thread_named 'VALET' 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @SCRASH3_198 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:SCRASH3_198
select_interior 1 
02E4: load_cutscene_data 'SCRASH1' 

:SCRASH3_213
if 
86B9:   not cutscene_data_loaded 
else_jump @SCRASH3_237 
wait 0 
jump @SCRASH3_213 

:SCRASH3_237
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:SCRASH3_254
if 
82E9:   not cutscene_reached_end 
else_jump @SCRASH3_278 
wait 0 
jump @SCRASH3_254 

:SCRASH3_278
fade 0 0 

:SCRASH3_284
if 
fading 
else_jump @SCRASH3_308 
wait 0 
jump @SCRASH3_284 

:SCRASH3_308
02EA: end_cutscene 
select_interior 0 
Actor.Angle($PLAYER_ACTOR) = 270.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Model.Load(#CHEETAH)
Model.Load(#SWMYRI)

:SCRASH3_338
if or
   not Model.Available(#CHEETAH)
   not Model.Available(#SWMYRI)
else_jump @SCRASH3_370 
wait 0 
jump @SCRASH3_338 

:SCRASH3_370
01EB: set_traffic_density_multiplier_to 1.0 
65@ = 0 
if 
  65@ == 20 
else_jump @SCRASH3_581 
018A: 57@ = create_checkpoint_at -1748.402 909.7514 23.8906 
018A: 60@ = create_checkpoint_at -1748.402 909.7514 23.8906 
018A: 59@ = create_checkpoint_at -1748.402 909.7514 23.8906 
37@ = Actor.Create(Mission1, #WMYVA, 0.0, 0.0, 0.0)
$1874[0] = Actor.Create(CivMale, #WMYVA, 0.0, 0.0, 0.0)
$1877 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
$1881 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
$1867 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)

:SCRASH3_581
018A: 57@ = create_checkpoint_at -1748.402 909.7514 23.8906 
wait 500 
fade 1 1000 
281@ = 0 
00BB: show_text_lowpriority GXT 'VAL_5' time 10000 flag 1  // ~s~Der Staatsanwalt ist unterwegs zum ~y~Vank Hoff Hotel~s~ in Downtown San Francisco. Begib dich sofort dorthin.

:SCRASH3_636
wait 0 
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @SCRASH3_672 
94@ = 1 
jump @SCRASH3_679 

:SCRASH3_672
94@ = 0 

:SCRASH3_679
if 
0735:   NOP_false 83 
else_jump @SCRASH3_708 
gosub @SCRASH3_17374 
jump @SCRASH3_18160 

:SCRASH3_708
if 
0735:   NOP_false 68 
else_jump @SCRASH3_743 
Actor.PutAt($PLAYER_ACTOR, -1755.088, 910.0911, 23.8906)

:SCRASH3_743
if 
0735:   NOP_false 70 
else_jump @SCRASH3_821 
Actor.PutAt($PLAYER_ACTOR, -1712.653, 985.0446, 16.5859)
if 
   not Actor.Dead($1874[2])
else_jump @SCRASH3_821 
Actor.PutAt($1874[2], -1700.77, 984.3545, 16.5936)
0446: set_actor $1874[2] immune_to_headshots 0 

:SCRASH3_821
if 
0735:   NOP_false 71 
else_jump @SCRASH3_856 
Actor.PutAt($PLAYER_ACTOR, -1753.841, 960.2274, 23.8828)

:SCRASH3_856
if 
0735:   NOP_false 72 
else_jump @SCRASH3_1047 
if 
   Actor.Dead(37@)
else_jump @SCRASH3_912 
37@ = Actor.Create(CivMale, #SWMYRI, -1611.454, 714.3873, 12.4715)

:SCRASH3_912
if 
   not Model.Available(#MERIT)
else_jump @SCRASH3_939 
wait 0 
jump @SCRASH3_912 

:SCRASH3_939
if 
   Car.Wrecked($1867)
else_jump @SCRASH3_978 
$1867 = Car.Create(#MERIT, -1753.961, 951.9568, 23.7422)

:SCRASH3_978
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_1024 
Car.PutAt($1867, -1753.961, 951.9568, 23.7422)
Car.Angle($1867) = 90.0

:SCRASH3_1024
if 
   not Actor.Dead(37@)
else_jump @SCRASH3_1047 
106@ = 1 

:SCRASH3_1047
if 
0735:   NOP_false 74 
else_jump @SCRASH3_1108 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_1108 
Car.PutAt($1867, -2031.828, 179.5876, 27.8359)
Car.Angle($1867) = 90.0

:SCRASH3_1108
if 
0735:   NOP_false 75 
else_jump @SCRASH3_1159 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_1159 
Car.PutAt($1867, -1779.759, 971.5197, 23.7344)

:SCRASH3_1159
if 
0735:   NOP_false 82 
else_jump @SCRASH3_1188 
65@ = 10 
72@ = 90 

:SCRASH3_1188
if 
  73@ == 1 
else_jump @SCRASH3_1254 
if 
8500:   not player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @SCRASH3_1254 
00BB: show_text_lowpriority GXT 'VAL_B1' time 4000 flag 1  // ~r~Du hast die Parkservice-Uniform nicht mehr.
jump @SCRASH3_18128 

:SCRASH3_1254
gosub @SCRASH3_15223 
89@ = 0 
if 
  65@ > 1 
else_jump @SCRASH3_1486 

:SCRASH3_1286
if 
  2 > 89@ 
else_jump @SCRASH3_1486 
if 
04A3:   $1892(89@,3i) == 6 // $ == any 
else_jump @SCRASH3_1472 
if 
056D:   actor $1874(89@,3i) defined 
else_jump @SCRASH3_1472 
Actor.StoreDeadActorPos($1874(89@,3i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if and
  $TEMPVAR_FLOAT_1 > -1760.178 
  $TEMPVAR_FLOAT_2 > 972.2405 
  $TEMPVAR_FLOAT_3 > 16.1633 
  -1679.605 > $TEMPVAR_FLOAT_1 
  1064.293 > $TEMPVAR_FLOAT_2 
  24.8629 > $TEMPVAR_FLOAT_3 
else_jump @SCRASH3_1442 
jump @SCRASH3_1472 

:SCRASH3_1442
gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_9' time 3000 flag 1  // ~r~Du wurdest gesehen, wie du den Park-Boy erledigt hast.
jump @SCRASH3_18128 

:SCRASH3_1472
89@ += 1 
jump @SCRASH3_1286 

:SCRASH3_1486
if 
  $1901 == 1 
else_jump @SCRASH3_1638 
if 
  68@ == 1 
else_jump @SCRASH3_1554 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_1554 
0987: unknown_car $1867 unknown_store_car_handle_to $VALET_CAR 
0084: $10754 = $VALET_CAR // (int) 

:SCRASH3_1554
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_1638 
03F3: get_car $1867 primary_color_to 90@ secondary_color_to 91@ 
if or
84A4:   not  90@ == 4 // @ == any 
84A4:   not  91@ == 4 // @ == any 
else_jump @SCRASH3_1638 
00BE: text_clear_all 
gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_A35' time 4000 flag 1  // ~r~Du hast den Wagen umlackiert. Der Staatsanwalt knnte den Unterschied bemerken!
jump @SCRASH3_18128 

:SCRASH3_1638
if 
  65@ == 0 
else_jump @SCRASH3_1682 
65@ = 1 
70@ = 0 
$1886 = 1 
0732: random_car_generator_disable_model #MERIT 

:SCRASH3_1682
if 
  65@ == 1 
else_jump @SCRASH3_2989 
if 
  70@ == 0 
else_jump @SCRASH3_1780 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1748.402 909.7514 23.8906 radius 3.0 3.0 3.0 
else_jump @SCRASH3_1780 
Player.CanMove($PLAYER_CHAR) = False
70@ = 1 

:SCRASH3_1780
if 
  70@ == 1 
else_jump @SCRASH3_1817 
fade 0 1000 
Model.Load(#ZR350)
70@ = 2 

:SCRASH3_1817
if 
  70@ == 2 
else_jump @SCRASH3_2323 
if and
   not fading 
   Model.Available(#ZR350)
else_jump @SCRASH3_2323 
Actor.DestroyInstantly($1874[0])
Actor.DestroyInstantly($1874[1])
Actor.DestroyInstantly($1874[2])
$1872 = 1 
08A9: load_external_script 72 (VALET) 
0926: $SCRIPT_STATUS = external_script_status 72 (VALET) 
if 
  $SCRIPT_STATUS > 0 
else_jump @SCRASH3_1954 
$1873 = 1 

:SCRASH3_1911
if 
  $SCRIPT_STATUS > 0 
else_jump @SCRASH3_1947 
wait 0 
0926: $SCRIPT_STATUS = external_script_status 72 (VALET) 
jump @SCRASH3_1911 

:SCRASH3_1947
$1873 = 0 

:SCRASH3_1954
if 
88AB:   not external_script 72 (VALET) loaded 
else_jump @SCRASH3_1980 
wait 0 
jump @SCRASH3_1954 

:SCRASH3_1980
0913: run_external_script 72 (VALET)  
$1886 = 2 
$1890 = 1 
022B: create_forbidden_for_peds_cube_cornerA -1729.549 942.886 40.3585 cornerB -1742.773 937.7814 10.1928 
022B: create_forbidden_for_peds_cube_cornerA -1768.524 938.887 40.7496 cornerB -1780.765 943.4574 10.0929 
0395: clear_area 0 at -1722.675 935.279 23.75 radius 55.0 
92@ = Car.Create(#ZR350, -1736.961, 946.0503, 23.7487)
073B: unknown_car 92@ flag 0 
Car.Angle(92@) = 19.0
0560: create_random_actor_in_car 92@ handle_as 93@ 
Actor.RemoveReferences(93@)
Car.RemoveReferences(92@)
Model.Destroy(#ZR350)
if 
   not Car.Wrecked(92@)
else_jump @SCRASH3_2240 
0615: define_AS_pack_begin 86@ 
05D1: AS_actor -1 drive_car 92@ to -1753.968 952.9821 23.75 speed 15.0 0 model #NULL 3 
05CD: AS_actor -1 exit_car 92@ 
05C1: AS_actor -1 speak_from_audio_table 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 86@ 
0618: assign_actor 93@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SCRASH3_2240
Marker.Disable(57@)
02A3: enable_widescreen 1 
Camera.SetPosition(-1763.482, 959.9526, 25.8866, 0.0, 0.0, 0.0)
Camera.PointAt(-1762.601, 959.5414, 25.6518, 2)
70@ = 3 
0085: 71@ = 32@ // (int) 
71@ += 3000 

:SCRASH3_2323
if 
  70@ == 3 
else_jump @SCRASH3_2466 
if and
04A3:   $1892[0] == 2 // $ == any 
04A3:   $1892[1] == 2 // $ == any 
04A3:   $1892[2] == 2 // $ == any 
else_jump @SCRASH3_2410 
04AE: $1892[0] = 11 // $ = any 
04AE: $1892[1] = 11 // $ = any 
0085: 71@ = 32@ // (int) 
71@ += 700 
70@ = 4 

:SCRASH3_2410
if 
001D:   32@ > 71@ // (int) 
else_jump @SCRASH3_2466 
04AE: $1892[0] = 11 // $ = any 
04AE: $1892[1] = 11 // $ = any 
0085: 71@ = 32@ // (int) 
71@ += 700 
70@ = 4 

:SCRASH3_2466
if 
  70@ == 4 
else_jump @SCRASH3_2517 
if 
001D:   32@ > 71@ // (int) 
else_jump @SCRASH3_2517 
fade 1 700 
70@ = 5 

:SCRASH3_2517
if 
  70@ == 5 
else_jump @SCRASH3_2587 
if 
   not fading 
else_jump @SCRASH3_2587 
00BC: show_text_highpriority GXT 'VAL_6' time 6000 flag 1  // Dieses Hotel hat einen Parkservice. Der Staatsanwalt wird seinen Wagen in Krze dort abgeben.
0085: 71@ = 32@ // (int) 
71@ += 6000 
70@ = 6 

:SCRASH3_2587
if 
  70@ == 6 
else_jump @SCRASH3_2651 
if 
08D0:   cutscene_skipped 
else_jump @SCRASH3_2625 
70@ = 7 

:SCRASH3_2625
if 
001D:   32@ > 71@ // (int) 
else_jump @SCRASH3_2651 
70@ = 7 

:SCRASH3_2651
if 
  70@ == 7 
else_jump @SCRASH3_2989 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SCRASH3_2722 
Actor.PutAt($PLAYER_ACTOR, -1747.198, 909.9226, 23.8906)
Actor.Angle($PLAYER_ACTOR) = 5.6727
jump @SCRASH3_2756 

:SCRASH3_2722
0811: $VALET_CAR = actor $PLAYER_ACTOR car // versionC 
if 
   not Car.Wrecked($VALET_CAR)
else_jump @SCRASH3_2756 
Car.Angle($VALET_CAR) = 0.0

:SCRASH3_2756
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
00BC: show_text_highpriority GXT 'VAL_A25' time 6000 flag 1  // ~s~Folge dem ~r~Park-Boy~s~ in die unterirdische Parkgarage und schalte ihn aus. Vergewissere dich, dass niemand in der Nhe ist.
65@ = 2 
$10932 = 1 
if 
   not Actor.Dead($1874[2])
else_jump @SCRASH3_2989 
63@ = Marker.CreateAboveActor($1874[2])
if 
   not Car.Wrecked(92@)
else_jump @SCRASH3_2989 
if 
   not Actor.InCar($1874[2], 92@)
else_jump @SCRASH3_2989 
if 
   not Actor.Dead(93@)
else_jump @SCRASH3_2989 
Actor.DestroyInstantly(93@)
036A: put_actor $1874[2] in_car 92@ 
0810: store_random_parkplace_in_cube_cornerA -1760.178 972.2405 16.1633 cornerB -1679.605 1064.293 24.8629 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $10942 = $TEMPVAR_FLOAT_1 // (float) 
0086: $10943 = $TEMPVAR_FLOAT_2 // (float) 
0086: $10944 = $TEMPVAR_FLOAT_3 // (float) 
05D1: AS_actor $1874[2] drive_car 92@ to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 speed 15.0 1 model #NULL 0 
04AE: $1892[2] = 8 // $ = any 

:SCRASH3_2989
if 
  65@ == 2 
else_jump @SCRASH3_3751 
if and
  95@ == 0 
  94@ == 1 
else_jump @SCRASH3_3048 
00BB: show_text_lowpriority GXT 'VAL_B3' time 5000 flag 1  // ~s~Die Bullen sind hinter dir her. Hng sie ab, bevor du dem Park-Boy zu der Parkgarage folgst.

:SCRASH3_3048
if 
  94@ == 1 
else_jump @SCRASH3_3176 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if and
  $TEMPVAR_FLOAT_1 > -1760.178 
  $TEMPVAR_FLOAT_2 > 972.2405 
  $TEMPVAR_FLOAT_3 > 16.1633 
  -1679.605 > $TEMPVAR_FLOAT_1 
  1064.293 > $TEMPVAR_FLOAT_2 
  24.8629 > $TEMPVAR_FLOAT_3 
else_jump @SCRASH3_3176 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_B4' time 5000 flag 1  // ~r~Die Bullen haben gesehen, wie du die Parkgarage betreten hast.
jump @SCRASH3_18128 

:SCRASH3_3176
0085: 95@ = 94@ // (int) 
if 
056D:   actor $1874[2] defined 
else_jump @SCRASH3_3751 
if 
   not Actor.Dead($1874[2])
else_jump @SCRASH3_3534 
Actor.StorePos($1874[2], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
04A3:   $1892[2] == 2 // $ == any 
else_jump @SCRASH3_3273 
if 
  $1881 == 0 
else_jump @SCRASH3_3273 
$10752 = 1 

:SCRASH3_3273
if 
  $5286 == 0 
else_jump @SCRASH3_3417 
if 
  94@ == 0 
else_jump @SCRASH3_3410 
if and
  $TEMPVAR_FLOAT_1 > -1760.178 
  $TEMPVAR_FLOAT_2 > 972.2405 
  $TEMPVAR_FLOAT_3 > 16.1633 
  -1679.605 > $TEMPVAR_FLOAT_1 
  1064.293 > $TEMPVAR_FLOAT_2 
  24.8629 > $TEMPVAR_FLOAT_3 
else_jump @SCRASH3_3410 
00BB: show_text_lowpriority GXT 'VAL_A22' time 5000 flag 1  // Der Park-Boy ist in der Parkgarage. Schalte ~r~ihn~s~ aus, bevor er sie verlsst.
$5286 = 1 
03C7: set_sensitivity_to_crime -1.0 

:SCRASH3_3410
jump @SCRASH3_3534 

:SCRASH3_3417
if or
  -1760.178 > $TEMPVAR_FLOAT_1 
  972.2405 > $TEMPVAR_FLOAT_2 
  16.1633 > $TEMPVAR_FLOAT_3 
  $TEMPVAR_FLOAT_1 > -1679.605 
  $TEMPVAR_FLOAT_2 > 1064.293 
  $TEMPVAR_FLOAT_3 > 24.8629 
else_jump @SCRASH3_3534 
00BB: show_text_lowpriority GXT 'VAL_A23' time 4000 flag 1  // Der ~r~Park-Boy~s~ verlsst die Parkgarage.
00BB: show_text_lowpriority GXT 'VAL_A24' time 5000 flag 1  // Erledige ~r~ihn~s~, wenn er mit einem weiteren Auto zurckkommt.
$5286 = 0 
03C7: set_sensitivity_to_crime 1.0 

:SCRASH3_3534
if 
   Actor.Dead($1874[2])
else_jump @SCRASH3_3751 
Marker.Disable(63@)
Actor.StoreDeadActorPos($1874[2], 96@, 97@, 98@)
03C7: set_sensitivity_to_crime 1.0 
if and
  96@ > -1760.178 
  97@ > 972.2405 
  98@ > 16.1633 
  -1679.605 > 96@ 
  1064.293 > 97@ 
  24.8629 > 98@ 
else_jump @SCRASH3_3704 
74@ = Pickup.Create(#CLOTHESP, 3, 96@, 97@, 98@)
03DC: 64@ = create_marker_above_pickup 74@ 
00BC: show_text_highpriority GXT 'VAL_8' time 5000 flag 1  // ~s~Schnapp dir die ~g~Uniform des Park-Boys~s~.
65@ = 3 
jump @SCRASH3_3751 

:SCRASH3_3704
Marker.Disable(61@)
Marker.Disable(62@)
Marker.Disable(63@)
00BE: text_clear_all 
gosub @SCRASH3_17374 
00BC: show_text_highpriority GXT 'VAL_9' time 5000 flag 1  // ~r~Du wurdest gesehen, wie du den Park-Boy erledigt hast.
jump @SCRASH3_18128 

:SCRASH3_3751
if 
  65@ == 3 
else_jump @SCRASH3_3848 
if 
   Pickup.Picked_up(74@)
else_jump @SCRASH3_3848 
100@ = 1 
043C: disable_sounds_after_fade 0 
fade 0 1000 
Pickup.Destroy(74@)
Marker.Disable(64@)
Model.Load(#WMYVA2)
65@ = 41 
0085: 71@ = 32@ // (int) 
71@ += 2000 
99@ = 0 

:SCRASH3_3848
if 
  65@ == 41 
else_jump @SCRASH3_4159 
if 
   not fading 
else_jump @SCRASH3_4159 
if 
  99@ == 0 
else_jump @SCRASH3_3928 
04AF: 151@ = 20802 // @ = any 
0085: 153@ = 32@ // (int) 
153@ += 500 
99@ = 1 

:SCRASH3_3928
if 
   Model.Available(#WMYVA2)
else_jump @SCRASH3_4159 
if 
056D:   actor $1874[2] defined 
else_jump @SCRASH3_4016 
0889: store_actor $1874[2] center_of_body_position_to 96@ 97@ 98@ 
Actor.StoreDeadActorPos($1874[2], 96@, 97@, 98@)
if 
09A8:   actor $1874[2] headshoted 
else_jump @SCRASH3_4011 
100@ = 1 

:SCRASH3_4011
Actor.DestroyInstantly($1874[2])

:SCRASH3_4016
101@ = Actor.Create(CivMale, #WMYVA2, 96@, 97@, 98@)
Actor.PutAt(101@, 96@, 97@, 98@)
Actor.RemoveReferences(101@)
0489: set_actor 101@ muted 1 
if 
  100@ == 1 
else_jump @SCRASH3_4084 
0321: kill_actor 101@ 

:SCRASH3_4084
05BE: AS_kill_actor 101@ 
Player.CanMove($PLAYER_CHAR) = False
Player.SetClothes($PLAYER_CHAR, "VALET", "VALET", Special)
73@ = 1 
Player.Build($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR) = True
0085: 71@ = 32@ // (int) 
71@ += 700 
65@ = 40 

:SCRASH3_4159
if 
  73@ == 1 
else_jump @SCRASH3_4227 
if 
  94@ == 1 
else_jump @SCRASH3_4227 
00BE: text_clear_all 
gosub @SCRASH3_17374 
00BC: show_text_highpriority GXT 'VAL_B5' time 5000 flag 1  // ~r~Die Bullen suchen dich. Jetzt ist deine Tarnung aufgeflogen.
jump @SCRASH3_18128 

:SCRASH3_4227
if 
  65@ == 40 
else_jump @SCRASH3_4296 
if 
001D:   32@ > 71@ // (int) 
else_jump @SCRASH3_4296 
if 
  151@ == 0 
else_jump @SCRASH3_4296 
fade 1 600 
65@ = 42 

:SCRASH3_4296
if 
  65@ == 42 
else_jump @SCRASH3_4381 
if 
   not fading 
else_jump @SCRASH3_4381 
043C: disable_sounds_after_fade 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'VAL_A32' time 5000 flag 1  // ~s~Geh zum ~y~Carport~s~ des Parkservices und warte zusammen mit den anderen Park-Boys.
Marker.Disable(57@)
018A: 57@ = create_checkpoint_at -1759.026 960.4122 23.8905 
65@ = 4 

:SCRASH3_4381
if 
  65@ == 4 
else_jump @SCRASH3_4541 
if 
  102@ == 0 
else_jump @SCRASH3_4479 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 on_foot 
else_jump @SCRASH3_4479 
102@ = 1 
281@ = 13 

:SCRASH3_4479
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1757.054 960.1191 23.8906 radius 2.0 2.0 2.0 on_foot 
else_jump @SCRASH3_4541 
65@ = 5 
72@ = 0 

:SCRASH3_4541
if 
  65@ == 5 
else_jump @SCRASH3_6061 
if 
  72@ == 0 
else_jump @SCRASH3_4606 
fade 0 1000 
Model.Load(#MERIT)
Model.Load(#BUFFALO)
07C0: load_path 155 
72@ = 1 

:SCRASH3_4606
if 
  72@ == 1 
else_jump @SCRASH3_4756 
if 
   not fading 
else_jump @SCRASH3_4756 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-1584.371, 727.5854, 28.9622, 0.0, 0.0, 0.0)
Camera.PointAt(-1585.114, 727.2239, 28.3981, 2)
04E4: unknown_refresh_game_renderer_at -1585.114 727.2239 
0A0B: set_rendering_origin_at_3D_coord -1584.371 727.5854 28.9622 angle 270.0 
72@ = 2 
0085: 71@ = 32@ // (int) 
71@ += 1000 

:SCRASH3_4756
if 
  72@ == 2 
else_jump @SCRASH3_4807 
if and
   Model.Available(#MERIT)
07C1:   path 155 available 
else_jump @SCRASH3_4807 
Marker.Disable(57@)
72@ = 3 

:SCRASH3_4807
if 
  72@ == 3 
else_jump @SCRASH3_5282 
if and
001D:   32@ > 71@ // (int) 
   Model.Available(#BUFFALO)
   Model.Available(#MERIT)
else_jump @SCRASH3_5272 
Camera.SetPosition(-1621.481, 738.7783, 14.293, 0.0, 0.0, 0.0)
Camera.PointAt(-1620.638, 738.2501, 14.3895, 2)
$1867 = Car.Create(#MERIT, -1611.379, 725.24, 11.8774)
0229: set_car $1867 primary_color_to 4 secondary_color_to 4 
05EB: assign_car $1867 to_path 155 
073B: unknown_car $1867 flag 0 
37@ = Actor.Create(CivMale, #SWMYRI, -1611.454, 714.3873, 12.4715)
Actor.Health(37@) = 200
08AF: set_actor 37@ max_health_to 200 
Actor.Angle(37@) = 0.0
0615: define_AS_pack_begin 86@ 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_5056 
05D3: AS_actor -1 goto_point -1611.596 723.0802 12.2361 mode 4 -2 ms // versionA 
05CB: AS_actor -1 enter_car $1867 as_driver -2 ms 

:SCRASH3_5056
0616: define_AS_pack_end 86@ 
0618: assign_actor 37@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 
0395: clear_area 0 at -1779.804 915.7557 23.7487 radius 25.0 
92@ = Car.Create(#BUFFALO, -1779.804, 915.7557, 23.7487)
073B: unknown_car 92@ flag 0 
Car.Angle(92@) = 270.0
0560: create_random_actor_in_car 92@ handle_as 93@ 
Actor.RemoveReferences(93@)
Car.RemoveReferences(92@)
Model.Destroy(#BUFFALO)
if 
   not Car.Wrecked(92@)
else_jump @SCRASH3_5251 
0615: define_AS_pack_begin 86@ 
05D1: AS_actor -1 drive_car 92@ to -1753.968 952.9821 23.75 speed 15.0 0 model #NULL 3 
05CD: AS_actor -1 exit_car 92@ 
05C1: AS_actor -1 speak_from_audio_table 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 86@ 
0618: assign_actor 93@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SCRASH3_5251
fade 1 1000 
72@ = 4 
jump @SCRASH3_5282 

:SCRASH3_5272
Model.Load(#BUFFALO)
Model.Load(#MERIT)

:SCRASH3_5282
if 
  72@ == 4 
else_jump @SCRASH3_5375 
if 
   not fading 
else_jump @SCRASH3_5375 
0707: start_scene_skip_to @SCRASH3_5729 
00BC: show_text_highpriority GXT 'VAL_12' time 4000 flag 1  // ~s~Der Staatsanwalt fhrt einen blauen Merit. Merke ihn dir. Du musst ihn erkennen, wenn er ankommt.
00BB: show_text_lowpriority GXT 'VAL_13' time 4000 flag 1  // ~s~Achte darauf, dass kein anderer Park-Boy seinen Wagen bernimmt.
0085: 71@ = 32@ // (int) 
71@ += 3500 
72@ = 5 

:SCRASH3_5375
if 
  72@ == 5 
else_jump @SCRASH3_5419 
if 
001D:   32@ > 71@ // (int) 
else_jump @SCRASH3_5419 
72@ = 6 

:SCRASH3_5419
if 
  72@ == 6 
else_jump @SCRASH3_5581 
if 
   not Actor.Dead(37@)
else_jump @SCRASH3_5581 
if 
   Actor.Driving(37@)
else_jump @SCRASH3_5581 
05EC: release_car $1867 from_path 
if and
   not Actor.Dead(37@)
   not Car.Wrecked($1867)
else_jump @SCRASH3_5558 
0615: define_AS_pack_begin 86@ 
05B9: AS_actor -1 stay_idle 800 ms 
05D1: AS_actor -1 drive_car $1867 to -1571.425 725.7955 6.0391 speed 7.0 2 model #NULL 3 
0616: define_AS_pack_end 86@ 
0618: assign_actor 37@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SCRASH3_5558
72@ = 7 
0085: 71@ = 32@ // (int) 
71@ += 2000 

:SCRASH3_5581
if 
  72@ == 7 
else_jump @SCRASH3_5692 
if 
001D:   32@ > 71@ // (int) 
else_jump @SCRASH3_5692 
Camera.SetPosition(-1587.974, 725.1835, 7.7383, 0.0, 0.0, 0.0)
Camera.PointAt(-1588.891, 725.1658, 8.1361, 2)
72@ = 8 
0085: 71@ = 32@ // (int) 
71@ += 3000 

:SCRASH3_5692
if 
  72@ == 8 
else_jump @SCRASH3_5745 
if 
001D:   32@ > 71@ // (int) 
else_jump @SCRASH3_5745 

:SCRASH3_5729
0701: end_scene_skip 
fade 0 900 
72@ = 9 

:SCRASH3_5745
if 
  72@ == 9 
else_jump @SCRASH3_5947 
if 
   not fading 
else_jump @SCRASH3_5947 
0873: release_path 155 
01E7: remove_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
if and
   not Car.Wrecked($1867)
   not Actor.Dead(37@)
else_jump @SCRASH3_5865 
if 
060E:   car $1867 assigned_to_path 
else_jump @SCRASH3_5865 
05EC: release_car $1867 from_path 
Car.Destroy($1867)
Actor.DestroyInstantly(37@)

:SCRASH3_5865
Actor.PutAt($PLAYER_ACTOR, -1759.631, 960.4594, 23.8905)
Actor.Angle($PLAYER_ACTOR) = 194.1832
04E4: unknown_refresh_game_renderer_at -1748.402 909.7514 
Camera.SetAtPos(-1748.402, 909.7514, 23.8906)
0085: 71@ = 32@ // (int) 
71@ += 1000 
72@ = 10 

:SCRASH3_5947
if 
  72@ == 10 
else_jump @SCRASH3_6061 
if 
001D:   32@ > 71@ // (int) 
else_jump @SCRASH3_6061 
fade 1 900 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_A27' time 7000 flag 1  // ~s~Identifiziere den Wagen des Staatsanwaltes, wenn er ankommt und steige ein.
04AE: $1892[0] = 2 // $ = any 
04AE: $1892[1] = 2 // $ = any 
0209: $10752 = random_int_in_ranges 1 3 
56@ = 1 
65@ = 6 

:SCRASH3_6061
if 
  $1901 == 1 
else_jump @SCRASH3_6127 
if 
   Car.Wrecked($1867)
else_jump @SCRASH3_6127 
00BE: text_clear_all 
gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_40' time 4000 flag 1  // ~r~Du hast den Wagen des Staatsanwalts zerstrt!
jump @SCRASH3_18128 

:SCRASH3_6127
if 
  56@ == 1 
else_jump @SCRASH3_6994 
if 
   not 107@ == 2 
else_jump @SCRASH3_6994 
if and
84A3:   not  $1892[0] == 2 // $ == any 
84A3:   not  $1892[1] == 2 // $ == any 
else_jump @SCRASH3_6195 
$10752 = 0 

:SCRASH3_6195
if 
  56@ == 1 
else_jump @SCRASH3_6994 
if 
  $10752 == 0 
else_jump @SCRASH3_6756 
if 
  $1885 == 0 
else_jump @SCRASH3_6756 
if 
  $1881 == 0 
else_jump @SCRASH3_6756 
if 
  107@ == 0 
else_jump @SCRASH3_6430 
if 
80C2:   not sphere_onscreen -1709.886 899.3372 23.7422 radius 5.0 
else_jump @SCRASH3_6430 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1709.886 899.3372 23.7422 cornerB 20.0 20.0 20.0 
else_jump @SCRASH3_6430 
0395: clear_area 0 at -1709.886 899.3372 23.7422 radius 5.0 
$1867 = Car.Create(#MERIT, -1611.379, 725.24, 11.8774)
Car.Angle($1867) = 0.0
107@ = 1 

:SCRASH3_6430
if 
  107@ == 0 
else_jump @SCRASH3_6593 
if 
80C2:   not sphere_onscreen -1674.725 933.5232 23.7365 radius 5.0 
else_jump @SCRASH3_6593 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1674.725 933.5232 23.7365 cornerB 20.0 20.0 20.0 
else_jump @SCRASH3_6593 
0395: clear_area 0 at -1674.725 933.5232 23.7365 radius 5.0 
$1867 = Car.Create(#MERIT, -1674.725, 933.5232, 23.7365)
Car.Angle($1867) = 90.0
107@ = 1 

:SCRASH3_6593
if 
  107@ == 0 
else_jump @SCRASH3_6756 
if 
80C2:   not sphere_onscreen -1791.158 877.27 23.75 radius 5.0 
else_jump @SCRASH3_6756 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1791.158 877.27 23.75 cornerB 20.0 20.0 20.0 
else_jump @SCRASH3_6756 
0395: clear_area 0 at -1791.158 877.27 23.75 radius 5.0 
$1867 = Car.Create(#MERIT, -1791.158, 877.27, 23.75)
Car.Angle($1867) = 0.0
107@ = 1 

:SCRASH3_6756
if 
  107@ == 1 
else_jump @SCRASH3_6994 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_6994 
0229: set_car $1867 primary_color_to 4 secondary_color_to 4 
073B: unknown_car $1867 flag 0 
37@ = Actor.Create(CivMale, #SWMYRI, -1611.454, 714.3873, 12.4715)
Actor.Health(37@) = 200
08AF: set_actor 37@ max_health_to 200 
if 
   not Actor.Driving(37@)
else_jump @SCRASH3_6876 
0792: disembark_instantly_actor 37@ 
036A: put_actor 37@ in_car $1867 

:SCRASH3_6876
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_6973 
0615: define_AS_pack_begin 86@ 
05B9: AS_actor -1 stay_idle 10000 ms 
05D1: AS_actor -1 drive_car $1867 to -1758.877 952.744 23.7487 speed 15.0 0 model #NULL 0 
05CD: AS_actor -1 exit_car $1867 
05C1: AS_actor -1 speak_from_audio_table 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 86@ 
0618: assign_actor 37@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SCRASH3_6973
68@ = 1 
$1901 = 1 
107@ = 2 

:SCRASH3_6994
if 
  68@ == 1 
else_jump @SCRASH3_7212 
if 
   not Actor.Dead(37@)
else_jump @SCRASH3_7164 
if 
   Actor.InCar(37@, $1867)
else_jump @SCRASH3_7116 
062E: unknown_get_actor 37@ task 1560 status_store_to 105@ // ret 7 if not found 
if 
04A4:   105@ == 1 // @ == any 
else_jump @SCRASH3_7109 
0646: unknown_get_actor 37@ task_1560_status_store_to 105@ // similar to 062E 
if 
  105@ == 2 
else_jump @SCRASH3_7109 
106@ = 1 

:SCRASH3_7109
jump @SCRASH3_7164 

:SCRASH3_7116
if 
   not 106@ == 1 
else_jump @SCRASH3_7164 
gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_A1' time 4000 flag 1  // ~r~Du hast dich verraten.
jump @SCRASH3_18128 

:SCRASH3_7164
if 
   Actor.Dead(37@)
else_jump @SCRASH3_7212 
00BE: text_clear_all 
gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_34' time 4000 flag 1  // ~r~Du hast den Staatsanwalt gettet!
jump @SCRASH3_18128 

:SCRASH3_7212
if 
  65@ > 6 
else_jump @SCRASH3_7289 
if 
   not Actor.Dead(37@)
else_jump @SCRASH3_7289 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 37@ radius 80.0 80.0 0 
else_jump @SCRASH3_7289 
Actor.DestroyInstantly(37@)
68@ = 0 

:SCRASH3_7289
if 
  65@ > 5 
else_jump @SCRASH3_7462 
if and
  108@ == 0 
  112@ == 0 
else_jump @SCRASH3_7462 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_7462 
046C: 79@ = car $1867 driver 
if and
803B:   not  79@ == 37@ // (int) 
87D6:   not  79@ == $PLAYER_ACTOR // integer vars 
   not 79@ == -1 
else_jump @SCRASH3_7462 
00BB: show_text_lowpriority GXT 'VAL_A28' time 4000 flag 1  // ~s~Ein Park-Boy hat den Wagen des Staatsanwalts genommen. Schnapp ihm den ~r~Wagen~s~ weg, bevor er ihn parkt.
Marker.Disable(60@)
60@ = Marker.CreateAboveCar($1867)
Marker.Disable(57@)
56@ = 0 
108@ = 1 
0089: 109@ = $10942 // (float) 
0089: 110@ = $10943 // (float) 
0089: 111@ = $10944 // (float) 

:SCRASH3_7462
if 
  108@ == 1 
else_jump @SCRASH3_7599 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_7599 
if 
01AF:   car $1867 sphere 0 in_sphere 109@ 110@ 111@ radius 4.0 4.0 4.0 
else_jump @SCRASH3_7568 
gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_A29' time 4000 flag 1  // ~r~Du httest dir den Wagen des Staatsanwaltes schnappen sollen.
jump @SCRASH3_18128 

:SCRASH3_7568
if 
   Actor.InCar($PLAYER_ACTOR, $1867)
else_jump @SCRASH3_7599 
108@ = 2 
Marker.Disable(60@)

:SCRASH3_7599
if 
  65@ == 6 
else_jump @SCRASH3_8396 
if 
  56@ == 1 
else_jump @SCRASH3_7850 
if 
  69@ == 0 
else_jump @SCRASH3_7772 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 15.0 15.0 15.0 
else_jump @SCRASH3_7772 
00BE: text_clear_all 
if or
   not Actor.Dead($1874[1])
   not Actor.Dead($1874[0])
else_jump @SCRASH3_7740 
00BC: show_text_highpriority GXT 'VAL_49' time 5000 flag 1  // ~s~Bleib in der Nhe des ~y~Carports~s~.

:SCRASH3_7740
Marker.Disable(57@)
018A: 57@ = create_checkpoint_at -1759.026 960.4122 23.8905 
69@ = 1 

:SCRASH3_7772
if 
  69@ == 1 
else_jump @SCRASH3_7850 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1759.026 960.4122 23.8905 radius 2.0 2.0 2.0 on_foot 
else_jump @SCRASH3_7850 
Marker.Disable(57@)
69@ = 0 

:SCRASH3_7850
if 
  56@ == 1 
else_jump @SCRASH3_8162 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 15.0 15.0 15.0 
else_jump @SCRASH3_8162 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_8162 
if 
01AF:   car $1867 sphere 0 in_sphere -1757.907 952.8868 25.9104 radius 20.0 20.0 15.0 
else_jump @SCRASH3_8162 
if 
   not Actor.Dead(37@)
else_jump @SCRASH3_8162 
if 
   Actor.InCar(37@, $1867)
else_jump @SCRASH3_8162 
if 
   not Actor.Dead($1874[1])
else_jump @SCRASH3_8086 
if 
00FE:   actor $1874[1] sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 
else_jump @SCRASH3_8086 
56@ = 2 

:SCRASH3_8086
if 
   not Actor.Dead($1874[0])
else_jump @SCRASH3_8157 
if 
00FE:   actor $1874[0] sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 
else_jump @SCRASH3_8157 
56@ = 2 

:SCRASH3_8157
Marker.Disable(57@)

:SCRASH3_8162
if 
  56@ == 2 
else_jump @SCRASH3_8196 
56@ = 3 
00BE: text_clear_all 
281@ = 14 

:SCRASH3_8196
if 
  106@ == 1 
else_jump @SCRASH3_8396 
0811: 77@ = actor $PLAYER_ACTOR car // versionC 
if 
   not Actor.Dead(37@)
else_jump @SCRASH3_8396 
0811: 78@ = actor 37@ car // versionC 
if 
803B:   not  77@ == 78@ // (int) 
else_jump @SCRASH3_8396 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_8396 
if 
   Actor.InCar($PLAYER_ACTOR, $1867)
else_jump @SCRASH3_8396 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_15' time 7000 flag 1  // ~s~Du sitzt im Wagen des Staatsanwalts. Fahr zu der ~y~Garage~s~, wo die Drogen platziert werden.
65@ = 7 
Marker.Disable(57@)
Marker.Disable(59@)
018A: 59@ = create_checkpoint_at -2045.252 178.7994 27.8359 
Car.Health($1867) = 1000
$7235 = 150000 
03C3: set_timer_to $7235 type 1 GXT 'VAL_21' // global_variable  // ~s~Zeit
67@ = 1 

:SCRASH3_8396
if 
  65@ > 6 
else_jump @SCRASH3_8625 
if or
  10 > 65@ 
  65@ == 13 
  65@ == 20 
else_jump @SCRASH3_8625 
if 
   not 112@ == 1 
else_jump @SCRASH3_8625 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_8625 
if 
   not Actor.InCar($PLAYER_ACTOR, $1867)
else_jump @SCRASH3_8569 
if 
  85@ == 1 
else_jump @SCRASH3_8569 
85@ = 0 
Marker.Disable(60@)
60@ = Marker.CreateAboveCar($1867)
07E0: set_marker 60@ type_to 1 
018B: set_marker 59@ radar_mode 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_29' time 5000 flag 1  // ~s~Steig wieder ins ~b~Auto~s~.

:SCRASH3_8569
if 
   Actor.InCar($PLAYER_ACTOR, $1867)
else_jump @SCRASH3_8625 
if 
  85@ == 0 
else_jump @SCRASH3_8625 
85@ = 1 
Marker.Disable(60@)
018B: set_marker 59@ radar_mode 2 

:SCRASH3_8625
if 
  65@ == 7 
else_jump @SCRASH3_8778 
if 
0100:   actor $PLAYER_ACTOR in_sphere -2033.626 178.856 27.8359 radius 3.0 3.0 3.0 sphere 1 in_car 
else_jump @SCRASH3_8778 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_8778 
if 
   Actor.InCar($PLAYER_ACTOR, $1867)
else_jump @SCRASH3_8778 
Marker.Disable(59@)
018A: 59@ = create_checkpoint_at -2045.947 178.5964 28.1397 
018B: set_marker 59@ radar_mode 2 
00BE: text_clear_all 
Garage.Open('HBGDSFS')
65@ = 80 

:SCRASH3_8778
if 
  65@ == 80 
else_jump @SCRASH3_8978 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_8978 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2038.055, 186.7164, 31.0085, 0.0, 0.0, 0.0)
Camera.PointAt(-2037.704, 185.8301, 30.7068, 2)
Car.PutAt($1867, -2033.626, 178.856, 27.8359)
Car.Angle($1867) = 90.0
0615: define_AS_pack_begin 114@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D1: AS_actor -1 drive_car $1867 to -2047.517 178.5924 27.8359 speed 7.0 0 model #NULL 3 
0633: AS_actor -1 exit_car 
0616: define_AS_pack_end 114@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 
65@ = 81 

:SCRASH3_8978
if 
  65@ == 81 
else_jump @SCRASH3_9039 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 105@ // ret 7 if not found 
if 
04A4:   105@ == 7 // @ == any 
else_jump @SCRASH3_9039 
fade 0 700 
65@ = 82 

:SCRASH3_9039
if 
  65@ == 82 
else_jump @SCRASH3_9104 
if 
   not fading 
else_jump @SCRASH3_9104 
Garage.Close('HBGDSFS')
0085: 71@ = 32@ // (int) 
71@ += 1000 
65@ = 83 

:SCRASH3_9104
if 
  65@ == 83 
else_jump @SCRASH3_9417 
if 
001D:   32@ > 71@ // (int) 
else_jump @SCRASH3_9417 
if 
   Garage.IsClosed('HBGDSFS')
else_jump @SCRASH3_9417 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_9222 
Car.StorePos($1867, 41@, 42@, 43@)
50@ = Car.Angle($1867)
03F3: get_car $1867 primary_color_to 75@ secondary_color_to 76@ 
Car.Destroy($1867)

:SCRASH3_9222
Model.Load(#MERIT)

:SCRASH3_9227
if 
   not Model.Available(#MERIT)
else_jump @SCRASH3_9254 
wait 0 
jump @SCRASH3_9227 

:SCRASH3_9254
$1867 = Car.Create(#MERIT, -2031.502, 178.6435, 27.8516)
0229: set_car $1867 primary_color_to 75@ secondary_color_to 76@ 
Car.Angle($1867) = 270.0
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_9322 
036A: put_actor $PLAYER_ACTOR in_car $1867 

:SCRASH3_9322
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
fade 1 500 
Marker.Disable(59@)
018A: 59@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: set_marker 59@ radar_mode 2 
65@ = 8 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_20' time 5000 flag 1  // ~s~Die Drogen wurden platziert. Fahr den Wagen in die ~y~Garage~s~ des Hotels.
00BB: show_text_lowpriority GXT 'VAL_A31' time 5000 flag 1  // ~s~Der Wagen darf nicht einen Kratzer haben, sonst bemerkt es der Staatsanwalt.
Player.CanMove($PLAYER_CHAR) = True

:SCRASH3_9417
if 
  65@ == 20 
else_jump @SCRASH3_9997 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2037.239 179.5294 28.316 radius 10.0 10.0 10.0 
else_jump @SCRASH3_9533 
65@ = 7 
Marker.Disable(59@)
018A: 59@ = create_checkpoint_at -2033.626 178.856 27.8359 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_51' time 5000 flag 1  // ~s~Begib dich wieder in die Garage.

:SCRASH3_9533
if 
0100:   actor $PLAYER_ACTOR in_sphere -2045.947 178.5964 28.1397 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SCRASH3_9997 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_9997 
if 
   Actor.InCar($PLAYER_ACTOR, $1867)
else_jump @SCRASH3_9997 
Player.CanMove($PLAYER_CHAR) = False
06C7: AS_actor $PLAYER_ACTOR driver_of_car $1867 perform_action 6 timelimit 2000000 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_9997 
if 
   Actor.InCar($PLAYER_ACTOR, $1867)
else_jump @SCRASH3_9997 
fade 0 1000 

:SCRASH3_9680
if 
fading 
else_jump @SCRASH3_9704 
wait 0 
jump @SCRASH3_9680 

:SCRASH3_9704
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_9763 
Car.StorePos($1867, 41@, 42@, 43@)
50@ = Car.Angle($1867)
03F3: get_car $1867 primary_color_to 75@ secondary_color_to 76@ 
Car.Destroy($1867)

:SCRASH3_9763
Model.Load(#MERIT)

:SCRASH3_9768
if 
   not Model.Available(#MERIT)
else_jump @SCRASH3_9795 
wait 0 
jump @SCRASH3_9768 

:SCRASH3_9795
$1867 = Car.Create(#MERIT, -2031.502, 178.6435, 27.8516)
0229: set_car $1867 primary_color_to 75@ secondary_color_to 76@ 
Car.Angle($1867) = 270.0
Garage.SetToAcceptCar('HBGDSFS', $1867)
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_9877 
036A: put_actor $PLAYER_ACTOR in_car $1867 

:SCRASH3_9877
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
wait 1000 
fade 1 500 

:SCRASH3_9893
if 
fading 
else_jump @SCRASH3_9917 
wait 0 
jump @SCRASH3_9893 

:SCRASH3_9917
Marker.Disable(59@)
018A: 59@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: set_marker 59@ radar_mode 2 
65@ = 8 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_20' time 5000 flag 1  // ~s~Die Drogen wurden platziert. Fahr den Wagen in die ~y~Garage~s~ des Hotels.
00BB: show_text_lowpriority GXT 'VAL_A31' time 5000 flag 1  // ~s~Der Wagen darf nicht einen Kratzer haben, sonst bemerkt es der Staatsanwalt.
Player.CanMove($PLAYER_CHAR) = True

:SCRASH3_9997
if 
  65@ == 8 
else_jump @SCRASH3_10127 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_10127 
if 
01AF:   car $1867 sphere 1 in_sphere -1780.069 970.9553 23.75 radius 3.0 3.0 3.0 
else_jump @SCRASH3_10127 
00BB: show_text_lowpriority GXT 'VAL_32' time 5000 flag 1  // ~s~Parke das Auto auf dem markierten ~y~Parkplatz~s~.
Marker.Disable(59@)
018A: 59@ = create_checkpoint_at -1688.214 987.1218 16.5855 
65@ = 9 

:SCRASH3_10127
if 
  67@ == 1 
else_jump @SCRASH3_10195 
if 
  $7235 == 0 
else_jump @SCRASH3_10195 
00BE: text_clear_all 
gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_47' time 5000 flag 1  // ~r~Die Zeit ist um!
jump @SCRASH3_18128 

:SCRASH3_10195
if 
  65@ == 9 
else_jump @SCRASH3_10631 
if 
  85@ == 1 
else_jump @SCRASH3_10631 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_10631 
if 
01B0:   car $1867 sphere 1 in_sphere -1688.214 987.1218 16.5855 radius 3.0 3.0 3.0 stopped 
else_jump @SCRASH3_10631 
Player.CanMove($PLAYER_CHAR) = False
0633: AS_actor $PLAYER_ACTOR exit_car 
Car.DoorStatus($1867) = 3
Marker.Disable(59@)
Marker.Disable(60@)
018A: 59@ = create_checkpoint_at -1742.3 940.8106 23.8972 
018B: set_marker 59@ radar_mode 2 
014F: stop_timer $7235 
67@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_A30' time 6000 flag 1  // ~s~Ein Park-Boy kommt, um den Wagen des Staatsanwalts zurckzubringen. Begib dich raus zum Car Port des Parkservice und rufe die Cops an.
65@ = 30 
113@ = Actor.Create(Mission1, #WMYVA, -1772.809, 977.8892, 22.6614)
02A9: set_actor 113@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 114@ 
05F5: AS_actor -1 goto_point -1710.667 985.5689 16.5936 mode 6 -2 ms // versionB 
05CB: AS_actor -1 enter_car $1867 as_driver -2 ms 
06C7: AS_actor -1 driver_of_car $1867 perform_action 14 timelimit 1400 
05D1: AS_actor -1 drive_car $1867 to -1764.082 982.5382 21.1042 speed 15.0 0 model #NULL 0 
05D1: AS_actor -1 drive_car $1867 to -1754.889 952.3113 23.7422 speed 15.0 0 model #NULL 0 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1754.117 959.0662 23.8828 mode 4 -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 147.0 
0616: define_AS_pack_end 114@ 
073B: unknown_car $1867 flag 0 
37@ = Actor.Create(Mission1, #SWMYRI, -1755.392, 946.9804, 23.8906)
Actor.Angle(37@) = 0.0
0618: assign_actor 113@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 

:SCRASH3_10631
if 
  65@ == 30 
else_jump @SCRASH3_11099 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_11099 
if 
   not Actor.InCar($PLAYER_ACTOR, $1867)
else_jump @SCRASH3_10731 
if 
  112@ == 0 
else_jump @SCRASH3_10731 
Player.CanMove($PLAYER_CHAR) = True
112@ = 1 
Car.SetImmunities($1867, 1, 1, 1, 1, 1)

:SCRASH3_10731
if 
00B1:   car $1867 sphere 0 in_cube_cornerA -1764.199 946.595 28.3546 cornerB -1744.086 957.879 22.6221 
else_jump @SCRASH3_10870 
if 
   not Actor.Dead(37@)
else_jump @SCRASH3_10870 
062E: unknown_get_actor 37@ task 1560 status_store_to 105@ // ret 7 if not found 
if 
04A4:   105@ == 7 // @ == any 
else_jump @SCRASH3_10870 
0615: define_AS_pack_begin 114@ 
05CB: AS_actor -1 enter_car $1867 as_driver -2 ms 
05D2: AS_actor -1 run_to_and_hijack_car $1867 max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 114@ 
0618: assign_actor 37@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 

:SCRASH3_10870
if 
   not Actor.Dead(37@)
else_jump @SCRASH3_10937 
if 
   Actor.InCar(37@, $1867)
else_jump @SCRASH3_10937 
00BE: text_clear_all 
gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_A34' time 5000 flag 1  // ~r~Du warst zu langsam. Der Staatsanwalt hat seinen Wagen abgeholt.
jump @SCRASH3_18128 

:SCRASH3_10937
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1742.3 940.8106 23.8972 radius 2.0 2.0 3.0 on_foot 
else_jump @SCRASH3_11018 
67@ = 0 
Player.CanMove($PLAYER_CHAR) = False
Marker.Disable(59@)
65@ = 10 
72@ = 90 

:SCRASH3_11018
if 
03C9:   car $1867 damaged 
else_jump @SCRASH3_11099 
if 
   not Actor.Dead(113@)
else_jump @SCRASH3_11099 
if 
   not Actor.InCar(113@, $1867)
else_jump @SCRASH3_11099 
gosub @SCRASH3_17374 
00BB: show_text_lowpriority GXT 'VAL_B2' time 4000 flag 1  // ~r~Der Wagen ist sichtlich beschdigt. Es ist zu spt, ihn reparieren zu lassen.
jump @SCRASH3_18128 

:SCRASH3_11099
if 
  65@ > 7 
else_jump @SCRASH3_11215 
if 
  10 > 65@ 
else_jump @SCRASH3_11215 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_11215 
if 
03C9:   car $1867 damaged 
else_jump @SCRASH3_11215 
65@ = 7 
00BB: show_text_lowpriority GXT 'VAL_31' time 5000 flag 1  // ~s~Das Auto ist merklich beschdigt. Fahre damit in die ~y~Garage~s~ zurck, um es reparieren zu lassen.
Marker.Disable(59@)
018A: 59@ = create_checkpoint_at -2045.252 178.7994 27.8359 

:SCRASH3_11215
if 
  65@ == 10 
else_jump @SCRASH3_14734 
088D: set_objects_in_sphere -1741.792 939.731 23.8906 radius 2.5 with_model #LAMPPOST3 collision_detection 0 
if 
  72@ == 90 
else_jump @SCRASH3_11297 
Model.Load(#CELLPHONE)
338@ = 1 
72@ = 91 

:SCRASH3_11297
if 
  72@ == 91 
else_jump @SCRASH3_11513 
if 
   Model.Available(#CELLPHONE)
else_jump @SCRASH3_11513 
02A3: enable_widescreen 1 
Camera.SetPosition(-1738.083, 938.6749, 25.0378, 0.0, 0.0, 0.0)
Camera.PointAt(-1738.96, 939.1542, 25.0127, 2)
0395: clear_area 0 at -1741.792 939.731 23.8906 radius 20.0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SCRASH3_11453 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.792 939.731 23.8906 
jump @SCRASH3_11473 

:SCRASH3_11453
Actor.PutAt($PLAYER_ACTOR, -1741.792, 939.731, 23.8906)

:SCRASH3_11473
Actor.Angle($PLAYER_ACTOR) = 270.0
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 123@ = 32@ // (int) 
123@ += 2500 
72@ = 89 

:SCRASH3_11513
if 
  72@ == 89 
else_jump @SCRASH3_11571 
if 
001D:   32@ > 123@ // (int) 
else_jump @SCRASH3_11571 
281@ = 1 
282@ = 2 
72@ = 88 

:SCRASH3_11571
if 
  72@ == 88 
else_jump @SCRASH3_11642 
if and
  281@ == 0 
  282@ == 0 
else_jump @SCRASH3_11642 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
fade 0 1000 
$1901 = 0 
72@ = 87 

:SCRASH3_11642
if 
  72@ == 87 
else_jump @SCRASH3_11774 
if 
   not fading 
else_jump @SCRASH3_11774 
if 
   not Actor.Dead(37@)
else_jump @SCRASH3_11694 
Actor.DestroyInstantly(37@)

:SCRASH3_11694
72@ = 99 
$1890 = 1 
if 
   not Car.Wrecked($1881)
else_jump @SCRASH3_11729 
Car.Destroy($1881)

:SCRASH3_11729
if 
   not Car.Wrecked($1877)
else_jump @SCRASH3_11750 
Car.Destroy($1877)

:SCRASH3_11750
0395: clear_area 0 at -1741.792 939.731 23.0 radius 80.0 

:SCRASH3_11774
if 
  72@ == 99 
else_jump @SCRASH3_12005 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
$10753 = 1 
04E4: unknown_refresh_game_renderer_at -1759.449 954.4333 
Camera.SetAtPos(-1759.449, 954.4333, 23.72)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SCRASH3_11885 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.792 939.731 23.8906 
jump @SCRASH3_11905 

:SCRASH3_11885
Actor.PutAt($PLAYER_ACTOR, -1741.792, 939.731, 23.8906)

:SCRASH3_11905
Actor.Angle($PLAYER_ACTOR) = 40.0
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-1738.083, 938.6749, 25.0378, 0.0, 0.0, 0.0)
Camera.PointAt(-1738.96, 939.1542, 25.0127, 2)
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_11998 
Car.Destroy($1867)

:SCRASH3_11998
72@ = 98 

:SCRASH3_12005
if 
  72@ == 98 
else_jump @SCRASH3_12182 
if and
   Model.Available(#MERIT)
   Model.Available(#COLT45)
   Model.Available(#SWMYRI)
04EE:   animation "POLICE" loaded 
04EE:   animation "MISC" loaded 
else_jump @SCRASH3_12149 
if and
   Model.Available(#SFPD1)
07C1:   path 165 available 
07C1:   path 166 available 
   Model.Available(#COPCARSF)
else_jump @SCRASH3_12122 
72@ = 0 
Model.Destroy(#CHEETAH)
Model.Destroy(#WMYVA2)
jump @SCRASH3_12142 

:SCRASH3_12122
Model.Load(#COPCARSF)
07C0: load_path 166 
07C0: load_path 165 
Model.Load(#SFPD1)

:SCRASH3_12142
jump @SCRASH3_12182 

:SCRASH3_12149
04ED: load_animation "MISC" 
04ED: load_animation "POLICE" 
Model.Load(#SWMYRI)
Model.Load(#COLT45)
Model.Load(#MERIT)

:SCRASH3_12182
if 
  72@ == 0 
else_jump @SCRASH3_12645 
fade 1 800 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 0 at -1759.449 954.4333 23.72 radius 50.0 
01EB: set_traffic_density_multiplier_to 0.0 
$1867 = Car.Create(#MERIT, -1759.449, 954.4333, 23.72)
0229: set_car $1867 primary_color_to 4 secondary_color_to 4 
115@ = Car.Create(#COPCARSF, -1711.399, 903.0281, 24.1296)
116@ = Car.Create(#COPCARSF, -1711.016, 893.7642, 24.0975)
0397: enable_car 115@ siren 1 
0397: enable_car 116@ siren 1 
0129: 121@ = create_actor_pedtype 4 model #SFPD1 in_car 115@ driverseat 
0129: 122@ = create_actor_pedtype 4 model #SFPD1 in_car 116@ driverseat 
01B2: give_actor 121@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 122@ weapon 22 ammo 99999 // Load the weapon model before using this 
37@ = Actor.Create(CivMale, #SWMYRI, -1763.276, 946.1676, 23.8905)
if 
   not Actor.Dead(37@)
else_jump @SCRASH3_12436 
036A: put_actor 37@ in_car $1867 

:SCRASH3_12436
0615: define_AS_pack_begin 117@ 
05B9: AS_actor -1 stay_idle 6500 ms 
0633: AS_actor -1 exit_car 
05C4: AS_actor -1 hands_up 3000 ms 
0616: define_AS_pack_end 117@ 
0618: assign_actor 37@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 
Car.Angle($1867) = 90.0
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLYRLEAN_LOOP" IFP_file "MISC" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -2 // versionB 
Actor.StorePos($PLAYER_ACTOR, $7236, $7237, $TEMPVAR_Z_COORD)
Camera.SetPosition(-1740.345, 939.6078, 25.3651, 0.0, 0.0, 0.0)
Camera.PointAt(-1741.223, 940.0797, 25.2814, 2)
0085: 325@ = 37@ // (int) 
0085: 326@ = 121@ // (int) 
0085: 327@ = 122@ // (int) 
0085: 123@ = 32@ // (int) 
123@ += 1000 
72@ = 1 

:SCRASH3_12645
if 
  72@ == 1 
else_jump @SCRASH3_12689 
if 
001D:   32@ > 123@ // (int) 
else_jump @SCRASH3_12689 
72@ = 2 

:SCRASH3_12689
if 
  72@ == 2 
else_jump @SCRASH3_12825 
if and
   not Car.Wrecked(115@)
   not Car.Wrecked(116@)
else_jump @SCRASH3_12802 
if and
07C1:   path 165 available 
07C1:   path 166 available 
else_jump @SCRASH3_12792 
05EB: assign_car 115@ to_path 165 
05EB: assign_car 116@ to_path 166 
06FD: set_car 115@ speed_on_path_to 0.8 
06FD: set_car 116@ speed_on_path_to 0.8 
jump @SCRASH3_12802 

:SCRASH3_12792
07C0: load_path 165 
07C0: load_path 166 

:SCRASH3_12802
0085: 123@ = 32@ // (int) 
123@ += 3000 
72@ = 3 

:SCRASH3_12825
if 
  72@ == 3 
else_jump @SCRASH3_12869 
if 
001D:   32@ > 123@ // (int) 
else_jump @SCRASH3_12869 
72@ = 4 

:SCRASH3_12869
if 
  72@ == 4 
else_jump @SCRASH3_13087 
00BE: text_clear_all 
281@ = 3 
282@ = 2 
if 
   not Actor.Dead(37@)
else_jump @SCRASH3_13064 
if 
   not Actor.Dead(121@)
else_jump @SCRASH3_12972 
0615: define_AS_pack_begin 117@ 
0633: AS_actor -1 exit_car 
0635: AS_actor -1 aim_at_actor 37@ 3000 ms 
0616: define_AS_pack_end 117@ 
0618: assign_actor 121@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:SCRASH3_12972
if 
   not Actor.Dead(122@)
else_jump @SCRASH3_13064 
0615: define_AS_pack_begin 117@ 
0633: AS_actor -1 exit_car 
06C2: AS_actor -1 goto -1762.369 951.1278 23.7487 mode 4 turn_radius 1.0 stop_radius 1.0 actor 37@ with_offset 0.0 0.0 0.0 
0616: define_AS_pack_end 117@ 
0618: assign_actor 122@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:SCRASH3_13064
0085: 123@ = 32@ // (int) 
123@ += 6200 
72@ = 5 

:SCRASH3_13087
if 
  72@ == 5 
else_jump @SCRASH3_13149 
if 
001D:   32@ > 123@ // (int) 
else_jump @SCRASH3_13149 
if 
  281@ == 0 
else_jump @SCRASH3_13149 
72@ = 6 

:SCRASH3_13149
if 
  72@ == 6 
else_jump @SCRASH3_13566 
281@ = 5 
282@ = 3 
0085: 120@ = 32@ // (int) 
120@ += 17333 
0085: 119@ = 32@ // (int) 
119@ += 17633 
0085: 118@ = 32@ // (int) 
118@ += 4313 
if and
   not Actor.Dead(121@)
   not Actor.Dead(122@)
else_jump @SCRASH3_13274 
01B9: set_actor 121@ armed_weapon_to 0 
01B9: set_actor 122@ armed_weapon_to 0 
Actor.Angle(121@) = 0.0

:SCRASH3_13274
Camera.SetPosition(-1768.048, 955.8058, 25.1327, 0.0, 0.0, 0.0)
Camera.PointAt(-1767.238, 955.2321, 25.0132, 2)
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_13346 
04E1: open_and_freeze_car_trunk $1867 

:SCRASH3_13346
if 
   not Actor.Dead(37@)
else_jump @SCRASH3_13454 
0792: disembark_instantly_actor 37@ 
0619: enable_actor 37@ collision_detection 0 
Actor.PutAt(37@, -1761.71, 952.9333, 23.79)
Actor.Angle(37@) = 0.0
Actor.LockInCurrentPosition(37@) = True
0812: AS_actor 37@ perform_animation "CRM_DRGBST_01" IFP_file "POLICE" 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:SCRASH3_13454
Actor.PutAt(121@, -1761.724, 952.4515, 23.72)
0792: disembark_instantly_actor 122@ 
Actor.PutAt(122@, -1755.75, 953.9333, 23.72)
0812: AS_actor 121@ perform_animation "PLC_DRGBST_01" IFP_file "POLICE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 25000 // versionB 
0085: 123@ = 32@ // (int) 
123@ += 7606 
72@ = 7 

:SCRASH3_13566
if 
  72@ == 7 
else_jump @SCRASH3_13680 
if 
   not 118@ == 0 
else_jump @SCRASH3_13636 
if 
001D:   32@ > 118@ // (int) 
else_jump @SCRASH3_13636 
09F1: play_audio_at_actor 37@ event 1009 
118@ = 0 

:SCRASH3_13636
if 
001D:   32@ > 123@ // (int) 
else_jump @SCRASH3_13680 
if 
  281@ == 0 
else_jump @SCRASH3_13680 
72@ = 8 

:SCRASH3_13680
if 
  72@ == 8 
else_jump @SCRASH3_13855 
281@ = 8 
282@ = 2 
Camera.SetPosition(-1757.747, 952.7751, 24.8666, 0.0, 0.0, 0.0)
Camera.PointAt(-1756.909, 953.301, 25.0154, 2)
if 
   not Actor.Dead(122@)
else_jump @SCRASH3_13832 
Actor.Angle(122@) = 90.0
0812: AS_actor 122@ perform_animation "PLC_DRGBST_02" IFP_file "POLICE" 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:SCRASH3_13832
0085: 123@ = 32@ // (int) 
123@ += 3267 
72@ = 9 

:SCRASH3_13855
if 
  72@ == 9 
else_jump @SCRASH3_13917 
if 
001D:   32@ > 123@ // (int) 
else_jump @SCRASH3_13917 
if 
  281@ == 0 
else_jump @SCRASH3_13917 
72@ = 10 

:SCRASH3_13917
if 
  72@ == 10 
else_jump @SCRASH3_14023 
281@ = 10 
282@ = 2 
Camera.SetPosition(-1768.048, 955.8058, 25.1327, 0.0, 0.0, 0.0)
Camera.PointAt(-1767.238, 955.2321, 25.0132, 2)
0085: 123@ = 32@ // (int) 
123@ += 750 
72@ = 80 

:SCRASH3_14023
if 
  72@ == 80 
else_jump @SCRASH3_14091 
if 
001D:   32@ > 120@ // (int) 
else_jump @SCRASH3_14091 
09F1: play_audio_at_actor 37@ event 1130 
0085: 123@ = 32@ // (int) 
123@ += 500 
72@ = 81 

:SCRASH3_14091
if 
  72@ == 81 
else_jump @SCRASH3_14159 
if 
001D:   32@ > 119@ // (int) 
else_jump @SCRASH3_14159 
09F1: play_audio_at_actor 37@ event 1009 
0085: 123@ = 32@ // (int) 
123@ += 1900 
72@ = 11 

:SCRASH3_14159
if and
  72@ == 11 
  281@ == 0 
else_jump @SCRASH3_14448 
if 
001D:   32@ > 123@ // (int) 
else_jump @SCRASH3_14448 
Camera.SetPosition(-1738.083, 938.6749, 25.0378, 0.0, 0.0, 0.0)
Camera.PointAt(-1738.96, 939.1542, 25.0127, 2)
if and
   not Actor.Dead(121@)
   not Actor.Dead(122@)
   not Car.Wrecked(115@)
   not Car.Wrecked(116@)
   not Actor.Dead(37@)
else_jump @SCRASH3_14425 
036A: put_actor 121@ in_car 115@ 
036A: put_actor 122@ in_car 116@ 
Actor.LockInCurrentPosition(37@) = False
0430: put_actor 37@ into_car 116@ passenger_seat 1 
05D1: AS_actor 122@ drive_car 116@ to -1790.405 905.0311 25.0203 speed 20.0 2 model #NULL 3 
0615: define_AS_pack_begin 117@ 
06C7: AS_actor -1 driver_of_car 115@ perform_action 14 timelimit 800 
05D1: AS_actor -1 drive_car 115@ to -1790.405 905.0311 25.0203 speed 20.0 2 model #NULL 3 
0616: define_AS_pack_end 117@ 
0618: assign_actor 121@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:SCRASH3_14425
0085: 123@ = 32@ // (int) 
123@ += 4000 
72@ = 12 

:SCRASH3_14448
if 
  72@ == 12 
else_jump @SCRASH3_14734 
if 
001D:   32@ > 123@ // (int) 
else_jump @SCRASH3_14734 
72@ = 13 
fade 0 1000 

:SCRASH3_14499
if 
fading 
else_jump @SCRASH3_14523 
wait 0 
jump @SCRASH3_14499 

:SCRASH3_14523
if 
056D:   actor 113@ defined 
else_jump @SCRASH3_14544 
Actor.DestroyInstantly(113@)

:SCRASH3_14544
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_14565 
Car.RemoveReferences($1867)

:SCRASH3_14565
if and
   not Actor.Dead(121@)
   not Actor.Dead(122@)
   not Car.Wrecked(115@)
   not Car.Wrecked(116@)
   not Actor.Dead(37@)
else_jump @SCRASH3_14626 
Actor.DestroyInstantly(121@)
Actor.DestroyInstantly(122@)
Car.Destroy(115@)
Car.Destroy(116@)
Actor.DestroyInstantly(37@)

:SCRASH3_14626
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_14647 
Car.Destroy($1867)

:SCRASH3_14647
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @SCRASH3_14688 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:SCRASH3_14688
wait 1000 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Player.CanMove($PLAYER_CHAR) = True
fade 1 1000 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
jump @SCRASH3_18160 

:SCRASH3_14734
if 
  65@ == 13 
else_jump @SCRASH3_15198 
if 
0103:   actor $PLAYER_ACTOR in_sphere -2045.252 178.7994 27.8359 radius 3.0 3.0 3.0 sphere 1 stopped_in_car 
else_jump @SCRASH3_14800 

:SCRASH3_14800
if 
01A7:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2042.943 167.5841 26.759 cornerB -2055.202 180.1328 32.3919 in_car 
else_jump @SCRASH3_15198 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_15198 
if 
   Actor.InCar($PLAYER_ACTOR, $1867)
else_jump @SCRASH3_15198 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:SCRASH3_14897
if 
fading 
else_jump @SCRASH3_14921 
wait 0 
jump @SCRASH3_14897 

:SCRASH3_14921
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_14980 
Car.StorePos($1867, 41@, 42@, 43@)
50@ = Car.Angle($1867)
03F3: get_car $1867 primary_color_to 75@ secondary_color_to 76@ 
Car.Destroy($1867)

:SCRASH3_14980
Model.Load(#MERIT)

:SCRASH3_14985
if 
   not Model.Available(#MERIT)
else_jump @SCRASH3_15012 
wait 0 
jump @SCRASH3_14985 

:SCRASH3_15012
$1867 = Car.Create(#MERIT, -2031.502, 178.6435, 27.8516)
0229: set_car $1867 primary_color_to 75@ secondary_color_to 76@ 
Car.Angle($1867) = 270.0
Garage.SetToAcceptCar('HBGDSFS', $1867)
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_15094 
036A: put_actor $PLAYER_ACTOR in_car $1867 

:SCRASH3_15094
wait 1000 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 

:SCRASH3_15117
if 
fading 
else_jump @SCRASH3_15141 
wait 0 
jump @SCRASH3_15117 

:SCRASH3_15141
Marker.Disable(59@)
018A: 59@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: set_marker 59@ radar_mode 2 
65@ = 8 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_33' time 5000 flag 1  // ~s~So gut wie neu. Fahre jetzt zurck zur ~y~Tiefgarage~s~.

:SCRASH3_15198
if 
  65@ == 11 
else_jump @SCRASH3_15216 

:SCRASH3_15216
jump @SCRASH3_636 

:SCRASH3_15223
if 
   not 151@ == 0 
else_jump @SCRASH3_15414 
if 
  150@ == 0 
else_jump @SCRASH3_15277 
040D: unload_wav 3 
03CF: load_wav 151@ as 3 
150@ = 1 

:SCRASH3_15277
if 
  150@ == 1 
else_jump @SCRASH3_15340 
if 
03D0:   wav 3 loaded 
else_jump @SCRASH3_15340 
if 
001D:   32@ > 153@ // (int) 
else_jump @SCRASH3_15340 
03D1: play_wav 3 
150@ = 2 

:SCRASH3_15340
if 
  150@ == 2 
else_jump @SCRASH3_15414 
if 
03D2:   wav 3 ended 
else_jump @SCRASH3_15414 
040D: unload_wav 3 
0085: 151@ = 152@ // (int) 
152@ = 0 
0085: 153@ = 154@ // (int) 
154@ = 0 
150@ = 0 

:SCRASH3_15414
if 
   not 124@ == 0 
else_jump @SCRASH3_15614 
if 
  125@ == 0 
else_jump @SCRASH3_15492 
125@ = 1 
0085: 126@ = 32@ // (int) 
127@ = 0 
0085: 334@ = 126@ // (int) 
005A: 334@ += 128@(127@,10i) // (int) 

:SCRASH3_15492
if 
  125@ == 1 
else_jump @SCRASH3_15614 
if 
001D:   32@ > 334@ // (int) 
else_jump @SCRASH3_15614 
0085: 281@ = 138@(127@,10i) // (int) 
127@ += 1 
148@ -= 1 
if 
  148@ == 0 
else_jump @SCRASH3_15594 
124@ = 0 
125@ = 0 
jump @SCRASH3_15614 

:SCRASH3_15594
0085: 334@ = 126@ // (int) 
005A: 334@ += 128@(127@,10i) // (int) 

:SCRASH3_15614
if 
  149@ == 1 
else_jump @SCRASH3_15678 
if 
   not fading 
else_jump @SCRASH3_15678 
if or
83D2:   not wav 1 ended 
83D2:   not wav 2 ended 
else_jump @SCRASH3_15678 
149@ = 0 
280@ = 5 

:SCRASH3_15678
0871: init_jump_table 280@ total_jumps 6 default_jump 0 @SCRASH3_17372 jumps 0 @SCRASH3_15741 1 @SCRASH3_16293 2 @SCRASH3_17027 3 @SCRASH3_17119 4 @SCRASH3_17177 5 @SCRASH3_17291 -1 @SCRASH3_17372 

:SCRASH3_15741
if 
  280@ == 1 
else_jump @SCRASH3_15809 
332@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
336@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)

:SCRASH3_15809
05AA: 157@s = 'SCR1_AA'  // ~z~Hallo? Polizei-Hotline?
05AA: 159@s = 'SCR1_AB'  // ~z~Ich hab etwas hchst Verdchtiges gesehen, da sollten Sie sich drum kmmern...
05AA: 161@s = 'SCR1_AC'  // ~z~Polizei! Keine Bewegung!
05AA: 163@s = 'SCR1_AD'  // ~z~Steigen Sie mit erhobenen Hnden aus dem Wagen!
05AA: 165@s = 'SCR1_AE'  // ~z~Ist Ihnen klar, wen Sie hier vor sich haben?
05AA: 167@s = 'SCR1_AF'  // ~z~Das wird Sie Ihre Marke kosten, Sie Schwachkopf!
05AA: 169@s = 'SCR1_AG'  // ~z~Maul halten! Hast du da hinten drin was gefunden?
05AA: 171@s = 'SCR1_AH'  // ~z~Was gefunden!? Der hat halb Mexiko da drin!
05AA: 173@s = 'SCR1_AJ'  // ~z~Das mssen locker zwei Tonnen Gras sein.
05AA: 175@s = 'SCR1_AK'  // ~z~Wie? Aber... aber das habe ich noch nie... wie kommt das...?
05AA: 177@s = 'SCR1_AL'  // ~z~Sehr berzeugendes Pldoyer, Freundchen.
05AA: 179@s = 'SCR1_AM'  // ~z~Einsteigen!
05AA: 181@s = 'SCR1_BB'  // ~z~Ah, du musst der Neue sein. Stell dich hinten an.
05AA: 183@s = 'SCR1_BA'  // ~z~Hey, das ist der Staatsanwalt. Der gibt immer viel Trinkgeld.
04AF: 236@ = 34400 // @ = any 
04AF: 237@ = 34401 // @ = any 
04AF: 238@ = 34402 // @ = any 
04AF: 239@ = 34403 // @ = any 
04AF: 240@ = 34404 // @ = any 
04AF: 241@ = 34405 // @ = any 
04AF: 242@ = 34406 // @ = any 
04AF: 243@ = 34407 // @ = any 
04AF: 244@ = 34408 // @ = any 
04AF: 245@ = 34409 // @ = any 
04AF: 246@ = 34410 // @ = any 
04AF: 247@ = 34411 // @ = any 
04AF: 248@ = 34413 // @ = any 
04AF: 249@ = 34412 // @ = any 
284@ = 1 
285@ = 1 
286@ = 3 
287@ = 3 
288@ = 2 
289@ = 2 
290@ = 3 
291@ = 4 
292@ = 4 
293@ = 2 
294@ = 3 
295@ = 3 
296@ = 0 
297@ = 0 
008B: 324@ = $PLAYER_ACTOR // (int) 
280@ = 1 
03CF: load_wav 236@ as 1 
03CF: load_wav 237@ as 2 
276@ = 1 
277@ = 2 
jump @SCRASH3_17372 

:SCRASH3_16293
if 
   not 281@ == 0 
else_jump @SCRASH3_17020 
if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
else_jump @SCRASH3_17020 
if 
003B:   276@ == 281@ // (int) 
else_jump @SCRASH3_16363 
278@ = 1 
jump @SCRASH3_16426 

:SCRASH3_16363
if 
003B:   277@ == 281@ // (int) 
else_jump @SCRASH3_16396 
278@ = 2 
jump @SCRASH3_16426 

:SCRASH3_16396
278@ = 1 
0085: 276@ = 281@ // (int) 
040D: unload_wav 1 
03CF: load_wav 235@(281@,40i) as 1 

:SCRASH3_16426
if 
03D0:   wav 278@ loaded 
else_jump @SCRASH3_17008 
0085: 331@ = 283@(281@,40i) // (int) 
0085: 332@ = 323@(331@,7i) // (int) 
if 
   not 338@ == 1 
else_jump @SCRASH3_16654 
335@ = 1 
337@ = 0 

:SCRASH3_16498
if 
  7 > 335@ 
else_jump @SCRASH3_16654 
0085: 336@ = 323@(335@,7i) // (int) 
if 
   not 336@ == 0 
else_jump @SCRASH3_16640 
if 
803B:   not  336@ == 332@ // (int) 
else_jump @SCRASH3_16640 
if 
   not Actor.Dead(332@)
else_jump @SCRASH3_16640 
if 
   not Actor.Dead(336@)
else_jump @SCRASH3_16640 
if 
0104:   actor 332@ near_actor 336@ radius 10.0 10.0 10.0 sphere 0 
else_jump @SCRASH3_16640 
337@ += 1 

:SCRASH3_16640
335@ += 1 
jump @SCRASH3_16498 

:SCRASH3_16654
if or
  338@ == 1 
  337@ > 0 
  283@(281@,40i) == 0 
else_jump @SCRASH3_17001 
if 
   not 283@(281@,40i) == 0 
else_jump @SCRASH3_16781 
if 
   not Actor.Dead(332@)
else_jump @SCRASH3_16781 
0949: link_wav 278@ to_actor 332@ 
if 
894D:   not actor 332@ mutally_active 
else_jump @SCRASH3_16774 
330@ = 1 
0967: actor 332@ move_mouth 15000 ms 
jump @SCRASH3_16781 

:SCRASH3_16774
094E: set_actor 332@ unknown_flag 0 

:SCRASH3_16781
if 
  283@(281@,40i) == 0 
else_jump @SCRASH3_16810 
330@ = 1 

:SCRASH3_16810
if 
  330@ == 1 
else_jump @SCRASH3_17001 
03D1: play_wav 278@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 155@(281@,40s) time 10000 flag 1 
280@ += 1 
330@ = 0 
281@ += 1 
0085: 279@ = 281@ // (int) 
if 
   not 235@(281@,40i) == 0 
else_jump @SCRASH3_17001 
if 
  278@ == 1 
else_jump @SCRASH3_16963 
if 
803B:   not  277@ == 281@ // (int) 
else_jump @SCRASH3_16956 
03CF: load_wav 235@(281@,40i) as 2 
0085: 277@ = 281@ // (int) 

:SCRASH3_16956
jump @SCRASH3_17001 

:SCRASH3_16963
if 
803B:   not  276@ == 281@ // (int) 
else_jump @SCRASH3_17001 
03CF: load_wav 235@(281@,40i) as 1 
0085: 276@ = 281@ // (int) 

:SCRASH3_17001
jump @SCRASH3_17020 

:SCRASH3_17008
03CF: load_wav 235@(281@,40i) as 278@ 

:SCRASH3_17020
jump @SCRASH3_17372 

:SCRASH3_17027
if 
03D2:   wav 278@ ended 
else_jump @SCRASH3_17057 
280@ += 1 
jump @SCRASH3_17112 

:SCRASH3_17057
if 
056D:   actor 332@ defined 
else_jump @SCRASH3_17096 
if 
   Actor.Dead(332@)
else_jump @SCRASH3_17096 
280@ += 1 

:SCRASH3_17096
if 
   not Actor.Dead(332@)
else_jump @SCRASH3_17112 

:SCRASH3_17112
jump @SCRASH3_17372 

:SCRASH3_17119
040D: unload_wav 278@ 
275@(278@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(332@)
else_jump @SCRASH3_17163 
0968: actor 332@ stop_mouth 
094F: unknown_actor 332@ 

:SCRASH3_17163
280@ += 1 
jump @SCRASH3_17372 

:SCRASH3_17177
281@ += 1 
if 
   not 235@(281@,40i) == 0 
else_jump @SCRASH3_17230 
03CF: load_wav 235@(281@,40i) as 278@ 
0085: 275@(278@,3i) = 281@ // (int) 

:SCRASH3_17230
282@ -= 1 
if 
   not 282@ > 0 
else_jump @SCRASH3_17269 
281@ = 0 
jump @SCRASH3_17277 

:SCRASH3_17269
0085: 281@ = 279@ // (int) 

:SCRASH3_17277
280@ = 1 
jump @SCRASH3_17372 

:SCRASH3_17291
280@ = 1 
281@ = 0 
282@ = 0 
124@ = 0 
148@ = 0 
040D: unload_wav 278@ 
275@(278@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(332@)
else_jump @SCRASH3_17365 
094F: unknown_actor 332@ 

:SCRASH3_17365
jump @SCRASH3_17372 

:SCRASH3_17372
return 

:SCRASH3_17374
00BE: text_clear_all 
if 
89BE:   not unknown_check_09BD 
else_jump @SCRASH3_17396 
Player.CanMove($PLAYER_CHAR) = False

:SCRASH3_17396
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2039.153 182.7238 20.8154 cornerB -2057.087 150.6935 34.1252 
else_jump @SCRASH3_17792 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @SCRASH3_17785 
fade 0 1000 

:SCRASH3_17476
if 
fading 
else_jump @SCRASH3_17500 
wait 0 
jump @SCRASH3_17476 

:SCRASH3_17500
$TEMPVAR_ACTOR_CAR = 0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SCRASH3_17551 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // versionC 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:SCRASH3_17551
03BA: clear_cars_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
042B: clear_peds_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
0972: put_actor $PLAYER_ACTOR at -2037.886 178.9478 27.8359 // versionC 
Actor.Angle($PLAYER_ACTOR) = 270.0
if 
   not Actor.Dead(37@)
else_jump @SCRASH3_17682 
if 
   not Actor.Driving(37@)
else_jump @SCRASH3_17682 
Actor.DestroyInstantly(37@)

:SCRASH3_17682
Player.CanMove($PLAYER_CHAR) = False
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
$1868 = 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:SCRASH3_17761
if 
fading 
else_jump @SCRASH3_17785 
wait 0 
jump @SCRASH3_17761 

:SCRASH3_17785
jump @SCRASH3_18126 

:SCRASH3_17792
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @SCRASH3_18126 
fade 0 1000 

:SCRASH3_17824
if 
fading 
else_jump @SCRASH3_17848 
wait 0 
jump @SCRASH3_17824 

:SCRASH3_17848
$TEMPVAR_ACTOR_CAR = 0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SCRASH3_17899 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // versionC 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:SCRASH3_17899
03BA: clear_cars_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
042B: clear_peds_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @SCRASH3_17994 
036A: put_actor $PLAYER_ACTOR in_car $TEMPVAR_ACTOR_CAR 
jump @SCRASH3_18042 

:SCRASH3_17994
if 
   not $TEMPVAR_ACTOR_CAR == 0 
else_jump @SCRASH3_18042 
0972: put_actor $PLAYER_ACTOR at -2037.886 178.9478 27.8359 // versionC 
Actor.Angle($PLAYER_ACTOR) = 270.0

:SCRASH3_18042
if 
   not Actor.Dead(37@)
else_jump @SCRASH3_18079 
if 
   not Actor.Driving(37@)
else_jump @SCRASH3_18079 
Actor.DestroyInstantly(37@)

:SCRASH3_18079
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:SCRASH3_18102
if 
fading 
else_jump @SCRASH3_18126 
wait 0 
jump @SCRASH3_18102 

:SCRASH3_18126
return 

:SCRASH3_18128
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
$1868 = 1 
$1872 = 0 
return 

:SCRASH3_18160
0629: change_integer_stat 304 to 1 
$1872 = 1 
$1869 = 1 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION ERFLLT!
0629: change_integer_stat 336 to 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
030C: progress_made += 1 
$CRASH_SF_TOTAL_PASSED_MISSIONS += 1 
$VALET_UNIFORM_AVAILABLE = 1 
0318: set_latest_mission_passed 'SCRA_1'  // 555 WE TIP
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
$MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere(15, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
Marker.Disable($532)
return 

:SCRASH3_18272
08F4: set_max_group_members 99 
$1871 = 0 
$1890 = 0 
$1886 = 0 
03C7: set_sensitivity_to_crime 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
014F: stop_timer $7235 
Marker.Disable(59@)
Marker.Disable(60@)
Marker.Disable(57@)
Marker.Disable(61@)
Marker.Disable(62@)
Marker.Disable(63@)
Marker.Disable(64@)
088D: set_objects_in_sphere -1741.792 939.731 23.8906 radius 2.5 with_model #LAMPPOST3 collision_detection 1 
0733: random_car_generator_enable_model #MERIT 
091E: create_forbidden_for_boats_cube_cornerA -1729.549 942.886 40.3585 cornerB -1742.773 937.7814 10.1928 
091E: create_forbidden_for_boats_cube_cornerA -1768.524 938.887 40.7496 cornerB -1780.765 943.4574 10.0929 
Model.Destroy(#MTBIKE)
Model.Destroy(#BANSHEE)
Model.Destroy(#CHEETAH)
Model.Destroy(#MERIT)
Model.Destroy(#SWMYRI)
Model.Destroy(#WMYVA2)
Model.Destroy(#CELLPHONE)
0873: release_path 155 
Model.Destroy(#COPCARSF)
Model.Destroy(#SWMYRI)
Model.Destroy(#SFPD1)
Model.Destroy(#COLT45)
04EF: release_animation "POLICE" 
04EF: release_animation "MISC" 
0873: release_path 165 
0873: release_path 166 
if 
   not Car.Wrecked($1867)
else_jump @SCRASH3_18605 
Car.SetImmunities($1867, 0, 0, 0, 0, 0)

:SCRASH3_18605
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$10753 = 0 
$ONMISSION = 0 
$1890 = 0 
$1901 = 0 
$10932 = 0 
$5286 = 0 
mission_cleanup 
return 

//-------------Mission 52---------------
// Originally: Snail Trail

:SCRASH2
thread 'SCRASH2' 
$7238 = 0 
gosub @SCRASH2_54 
if 
wasted_or_busted 
else_jump @SCRASH2_45 
gosub @SCRASH2_20955 

:SCRASH2_45
gosub @SCRASH2_21293 
end_thread 

:SCRASH2_54
increment_mission_attempts 
$ONMISSION = 1 
75@ = 0 
76@ = 0 
77@ = 0 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
39@ = 0 
40@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
32@ = 0 
33@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
149@ = 0 
153@ = 0 
155@ = 1 
161@ = 0 
164@ = 0 
165@ = 0 
if 
  34@ == -99 
else_jump @SCRASH2_605 
0662: NOP "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
06D8: 81@ = create_train_at 0.0 0.0 0.0 type 11 direction 0 
87@ = Car.Create(#TAXI, 0.0, 0.0, 0.0)
89@ = Car.Create(#SANCHEZ, 0.0, 0.0, 0.0)
48@ = 0 

:SCRASH2_404
06D8: 84@(48@,3i) = create_train_at 0.0 0.0 0.0 type 10 direction 0 
48@ += 1 
  48@ >= 3 
else_jump @SCRASH2_404 
78@ = Actor.Create(CivMale, #WMYBU, 0.0, 0.0, 0.0)
79@ = Actor.Create(CivMale, #BMYBE, 0.0, 0.0, 0.0)
80@ = Actor.Create(CivMale, #HMYRI, 0.0, 0.0, 0.0)
032B: 95@ = create_weapon_pickup #SNIPER group 3 ammo 0 at 0.0 0.0 0.0 
018A: 90@ = create_checkpoint_at 0.0 0.0 0.0 
91@ = Marker.CreateAboveCar(81@)
92@ = Marker.CreateAboveActor(78@)
93@ = Marker.CreateAboveActor(80@)
03DC: 94@ = create_marker_above_pickup 95@ 

:SCRASH2_605
054C: use_GXT_table 'SCRASH2' 
gosub @SCRASH2_20312 
060A: create_decision_maker_type 0 store_to 96@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 97@ // decision\allowed\m_.ped files 
gosub @SCRASH2_20489 
041A: 131@ = actor $PLAYER_ACTOR weapon 34 ammo 
155@ = 1 

:SCRASH2_661
wait 0 
if 
0735:   NOP_false 83 
else_jump @SCRASH2_694 
36@ = 1 
jump @SCRASH2_1017 

:SCRASH2_694
gosub @SCRASH2_18834 
gosub @SCRASH2_19245 
if or
  38@ == 1 
  39@ == 1 
else_jump @SCRASH2_740 
jump @SCRASH2_1017 

:SCRASH2_740
gosub @SCRASH2_20209 
gosub @SCRASH2_20243 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @SCRASH2_784 
37@ = 1 
jump @SCRASH2_1017 

:SCRASH2_784
if 
  34@ == 0 
else_jump @SCRASH2_842 
0662: NOP "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:SCRASH2_842
if 
  34@ == 1 
else_jump @SCRASH2_867 
gosub @SCRASH2_1165 

:SCRASH2_867
if 
  34@ == 2 
else_jump @SCRASH2_892 
gosub @SCRASH2_1286 

:SCRASH2_892
if 
  34@ == 3 
else_jump @SCRASH2_917 
gosub @SCRASH2_2139 

:SCRASH2_917
if 
  34@ == 4 
else_jump @SCRASH2_942 
gosub @SCRASH2_3032 

:SCRASH2_942
if 
  34@ == 5 
else_jump @SCRASH2_967 
gosub @SCRASH2_5855 

:SCRASH2_967
if 
  34@ == 6 
else_jump @SCRASH2_992 
gosub @SCRASH2_6907 

:SCRASH2_992
if 
  34@ == 7 
else_jump @SCRASH2_1017 
36@ = 1 

:SCRASH2_1017
if 
  38@ == 0 
else_jump @SCRASH2_1117 
if 
  37@ == 0 
else_jump @SCRASH2_1101 
if 
  36@ == 0 
else_jump @SCRASH2_1085 
jump @SCRASH2_661 
jump @SCRASH2_1094 

:SCRASH2_1085
gosub @SCRASH2_21206 
return 

:SCRASH2_1094
jump @SCRASH2_1110 

:SCRASH2_1101
gosub @SCRASH2_20955 
return 

:SCRASH2_1110
jump @SCRASH2_1119 

:SCRASH2_1117
return 

:SCRASH2_1119
0662: NOP "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:SCRASH2_1165
if 
  35@ == 0 
else_jump @SCRASH2_1213 
gosub @SCRASH2_10051 
00BC: show_text_highpriority GXT 'SCR2_21' time 7000 flag 1  // ~s~Tenpenny hat ein ~g~Przisionsgewehr~s~ auf einer Baustelle in der Nhe versteckt. Hol es ab.
35@ += 1 

:SCRASH2_1213
if 
  35@ == 1 
else_jump @SCRASH2_1259 
if 
   Pickup.Picked_up(95@)
else_jump @SCRASH2_1259 
Marker.Disable(94@)
35@ = 99 

:SCRASH2_1259
if 
  35@ == 99 
else_jump @SCRASH2_1284 
gosub @SCRASH2_20282 

:SCRASH2_1284
return 

:SCRASH2_1286
if and
  35@ > 0 
   Actor.Dead(78@)
else_jump @SCRASH2_1318 
37@ = 1 
return 

:SCRASH2_1318
if and
  35@ > 1 
   Car.Wrecked(81@)
else_jump @SCRASH2_1350 
37@ = 1 
return 

:SCRASH2_1350
if 
  35@ == 0 
else_jump @SCRASH2_1465 
gosub @SCRASH2_10187 
132@ = -1952.791 
133@ = 136.5608 
134@ = 25.2734 
018A: 90@ = create_checkpoint_at 132@ 133@ 134@ 
018B: set_marker 90@ radar_mode 2 
00BC: show_text_highpriority GXT 'SCR2_00' time 8000 flag 1  // ~s~Der Reporter ist in der ~y~Bayshore Caltrain Station~s~. Folge ihm zu seinem Treffpunkt mit der Zielperson, dann schalte beide aus.
0085: 103@ = 46@ // (int) 
103@ += 6000 
35@ += 1 

:SCRASH2_1465
if 
  35@ == 1 
else_jump @SCRASH2_1552 
if 
001D:   46@ > 103@ // (int) 
else_jump @SCRASH2_1552 
gosub @SCRASH2_10112 
06DC: set_train 81@ acc 20.0 
06DD: set_train 81@ speed 20.0 
00BB: show_text_lowpriority GXT 'SCR2_01' time 10000 flag 1  // ~s~Die Bahn kommt im ~y~Bahnhof~s~ an. Du hast nicht mehr viel Zeit, bevor sie mit dem Reporter abfhrt.
35@ += 1 

:SCRASH2_1552
if 
  35@ == 2 
else_jump @SCRASH2_1635 
if 
01AD:   car 81@ sphere 0 near_point -1944.545 130.8166 radius 5.0 5.0 
else_jump @SCRASH2_1635 
06DC: set_train 81@ acc 4.0 
06DD: set_train 81@ speed 0.0 
35@ += 1 

:SCRASH2_1635
if 
  35@ == 3 
else_jump @SCRASH2_1717 
if 
01C1:   car 81@ stopped 
else_jump @SCRASH2_1717 
078A: 82@ = get_train 81@ carriage 1 handle 
05CA: AS_actor 78@ enter_car 82@ passenger_seat -1 500 ms 
0085: 103@ = 46@ // (int) 
103@ += 60000 
35@ += 1 

:SCRASH2_1717
if 
  35@ == 4 
else_jump @SCRASH2_1938 
64@ = -1978.101 
65@ = 78.224 
67@ = -1922.002 
68@ = 203.4028 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 64@ 65@ cornerB 67@ 68@ 
else_jump @SCRASH2_1877 
Car.DoorStatus(81@) = 3
06DD: set_train 81@ speed 40.0 
Marker.Disable(90@)
91@ = Marker.CreateAboveCar(81@)
Actor.DestroyWithFade(78@)
167@ = 0 
00BC: show_text_highpriority GXT 'SCR2_02' time 10000 flag 1  // ~s~Der Reporter hat die Bahn bestiegen und fhrt jetzt zur Wilshire Station in Los Angeles. Folge der ~r~Bahn~s~!
35@ = 99 
jump @SCRASH2_1938 

:SCRASH2_1877
if 
001D:   46@ > 103@ // (int) 
else_jump @SCRASH2_1938 
Car.DoorStatus(81@) = 3
06DD: set_train 81@ speed 5.0 
0085: 103@ = 46@ // (int) 
103@ += 60000 
35@ += 1 

:SCRASH2_1938
if 
  35@ == 5 
else_jump @SCRASH2_2112 
64@ = -1978.101 
65@ = 78.224 
67@ = -1922.002 
68@ = 203.4028 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 64@ 65@ cornerB 67@ 68@ 
else_jump @SCRASH2_2079 
Marker.Disable(90@)
91@ = Marker.CreateAboveCar(81@)
00BC: show_text_highpriority GXT 'SCR2_02' time 10000 flag 1  // ~s~Der Reporter hat die Bahn bestiegen und fhrt jetzt zur Wilshire Station in Los Angeles. Folge der ~r~Bahn~s~!
06DD: set_train 81@ speed 10.0 
35@ = 99 
jump @SCRASH2_2112 

:SCRASH2_2079
if 
001D:   46@ > 103@ // (int) 
else_jump @SCRASH2_2112 
37@ = 1 
45@ = 1 

:SCRASH2_2112
if 
  35@ == 99 
else_jump @SCRASH2_2137 
gosub @SCRASH2_20282 

:SCRASH2_2137
return 

:SCRASH2_2139
if 
   Car.Wrecked(81@)
else_jump @SCRASH2_2164 
37@ = 1 
return 

:SCRASH2_2164
if 
  35@ == 0 
else_jump @SCRASH2_2314 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
132@ = 833.7101 
133@ = -1383.643 
134@ = -2.6352 
48@ = 0 

:SCRASH2_2268
123@(48@,3i) = -1 
48@ += 1 
  48@ >= 3 
else_jump @SCRASH2_2268 
03C7: set_sensitivity_to_crime 0.3 
35@ += 1 

:SCRASH2_2314
if 
  35@ == 1 
else_jump @SCRASH2_2432 
if 
01AD:   car 81@ sphere 0 near_point 132@ 133@ radius 5.0 5.0 
else_jump @SCRASH2_2432 
06DC: set_train 81@ acc 16.0 
06DD: set_train 81@ speed 0.0 
00BC: show_text_highpriority GXT 'SCR2_03' time 11000 flag 1  // ~s~Die ~r~Bahn~s~ nhert sich der Wilshire Station. Der Reporter wird sich bereitmachen, auszusteigen.
0085: 111@ = 46@ // (int) 
111@ += 10000 
138@ = 1 
35@ += 1 

:SCRASH2_2432
if 
  35@ == 2 
else_jump @SCRASH2_2515 
if 
001D:   46@ > 111@ // (int) 
else_jump @SCRASH2_2515 
gosub @SCRASH2_18816 
00BC: show_text_highpriority GXT 'SCR2_09' time 9000 flag 1  // ~s~Ahnt der ~r~Reporter~s~, dass er verfolgt wird, blst er das Interview ab. Halte also Abstand, um ihn nicht zu verschrecken.
0085: 111@ = 46@ // (int) 
111@ += 8000 
35@ += 1 

:SCRASH2_2515
if 
  35@ == 3 
else_jump @SCRASH2_2559 
if 
001D:   46@ > 111@ // (int) 
else_jump @SCRASH2_2559 
35@ += 1 

:SCRASH2_2559
if 
  35@ == 4 
else_jump @SCRASH2_2630 
if 
01C1:   car 81@ stopped 
else_jump @SCRASH2_2630 
140@ = 1 
0085: 103@ = 46@ // (int) 
103@ += 120000 
Marker.Disable(91@)
35@ += 1 

:SCRASH2_2630
if 
  35@ == 5 
else_jump @SCRASH2_2673 
if 
  139@ == 1 
else_jump @SCRASH2_2673 
35@ = 99 

:SCRASH2_2673
gosub @SCRASH2_10288 
gosub @SCRASH2_10454 
gosub @SCRASH2_10613 
gosub @SCRASH2_10745 
gosub @SCRASH2_10963 
gosub @SCRASH2_11038 
if and
  139@ == 0 
  140@ == 1 
else_jump @SCRASH2_2766 
if 
001D:   46@ > 103@ // (int) 
else_jump @SCRASH2_2766 
139@ = 1 

:SCRASH2_2766
if and
  139@ == 0 
  140@ == 1 
else_jump @SCRASH2_2817 
if 
  300 > 121@ 
else_jump @SCRASH2_2817 
139@ = 1 

:SCRASH2_2817
if 
  161@ == 1 
else_jump @SCRASH2_3005 
if 
8154:   not actor $PLAYER_ACTOR in_zone 'SF'  // San Francisco
else_jump @SCRASH2_3005 
if 
   Car.Wrecked(89@)
else_jump @SCRASH2_2883 
161@ = 0 

:SCRASH2_2883
if 
  2800 > 121@ 
else_jump @SCRASH2_3005 
Actor.StorePos($PLAYER_ACTOR, 57@, 58@, 59@)
Car.StorePos(89@, 60@, 61@, 62@)
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
if 
  100.0 > 72@ 
else_jump @SCRASH2_2988 
161@ = 0 
jump @SCRASH2_3005 

:SCRASH2_2988
161@ = 0 
Car.RemoveReferences(89@)
Model.Destroy(#SANCHEZ)

:SCRASH2_3005
if 
  35@ == 99 
else_jump @SCRASH2_3030 
gosub @SCRASH2_20282 

:SCRASH2_3030
return 

:SCRASH2_3032
if 
  35@ == 0 
else_jump @SCRASH2_3284 
00BB: show_text_lowpriority GXT 'SCR2_04' time 5000 flag 1  // ~s~Der ~r~Reporter~s~ hat die Bahn verlassen. Nimm seine Spur auf und folge ihm zur Zielperson.
gosub @SCRASH2_15982 
gosub @SCRASH2_12265 
92@ = Marker.CreateAboveActor(78@)
0085: 103@ = 46@ // (int) 
103@ += 10000 
109@ = 0 
118@ = 0 
143@ = 0 
142@ = 0 
141@ = 0 
154@ = 0 
157@ = 0 
160@ = 0 
163@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 789.595 -1387.97 11.5469 cornerB 807.2843 -1334.546 13.725 
01E8: create_forbidden_for_cars_cube_cornerA 804.9978 -1414.032 11.3801 cornerB 908.0844 -1386.618 13.5524 
01E8: create_forbidden_for_cars_cube_cornerA 802.1913 -1335.066 11.1828 cornerB 911.4662 -1313.045 13.7469 
101@ = 0 
102@ = 0 
35@ += 1 

:SCRASH2_3284
if 
  167@ == 1 
else_jump @SCRASH2_3385 
if 
   Actor.Dead(78@)
else_jump @SCRASH2_3334 
37@ = 1 
45@ = 2 
return 

:SCRASH2_3334
if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SCRASH2_3385 
37@ = 1 
45@ = 7 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 
return 

:SCRASH2_3385
if 
  156@ == 1 
else_jump @SCRASH2_3438 
if 
001D:   46@ > 118@ // (int) 
else_jump @SCRASH2_3436 
37@ = 1 
45@ = 7 

:SCRASH2_3436
return 

:SCRASH2_3438
if 
  157@ == 1 
else_jump @SCRASH2_3491 
if 
001D:   46@ > 118@ // (int) 
else_jump @SCRASH2_3489 
37@ = 1 
45@ = 7 

:SCRASH2_3489
return 

:SCRASH2_3491
if and
  168@ == 1 
  141@ == 1 
else_jump @SCRASH2_3830 
if 
   not Car.Wrecked(87@)
else_jump @SCRASH2_3773 
if 
   Actor.Dead(79@)
else_jump @SCRASH2_3555 
157@ = 1 

:SCRASH2_3555
if 
   not Actor.InCar(79@, 87@)
else_jump @SCRASH2_3581 
157@ = 1 

:SCRASH2_3581
if 
051C:   car 87@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SCRASH2_3672 
73@ = 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SCRASH2_3664 
06AC: 70@ = actor $PLAYER_ACTOR movement_speed 
if 
  13.0 > 70@ 
else_jump @SCRASH2_3664 
73@ = 0 
054F: clear_car 87@ damage 

:SCRASH2_3664
0085: 157@ = 73@ // (int) 

:SCRASH2_3672
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @SCRASH2_3698 
157@ = 1 

:SCRASH2_3698
if 
  157@ == 1 
else_jump @SCRASH2_3766 
if 
   not Actor.Driving(78@)
else_jump @SCRASH2_3748 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_3748
0085: 118@ = 46@ // (int) 
118@ += 1000 
return 

:SCRASH2_3766
jump @SCRASH2_3830 

:SCRASH2_3773
157@ = 1 
if 
   not Actor.Driving(78@)
else_jump @SCRASH2_3812 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_3812
0085: 118@ = 46@ // (int) 
118@ += 1000 
return 

:SCRASH2_3830
if and
  168@ == 1 
  141@ == 0 
else_jump @SCRASH2_4066 
if 
   not Car.Wrecked(87@)
else_jump @SCRASH2_4035 
73@ = 0 
if 
   Actor.Dead(79@)
else_jump @SCRASH2_3901 
73@ = 1 

:SCRASH2_3901
if 
   not Actor.InCar(79@, 87@)
else_jump @SCRASH2_3927 
73@ = 1 

:SCRASH2_3927
if 
051C:   car 87@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SCRASH2_3953 
73@ = 1 

:SCRASH2_3953
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @SCRASH2_3979 
73@ = 1 

:SCRASH2_3979
if 
  73@ == 1 
else_jump @SCRASH2_4028 
Car.RemoveReferences(87@)
Actor.RemoveReferences(79@)
168@ = 0 
158@ = 0 
gosub @SCRASH2_12377 

:SCRASH2_4028
jump @SCRASH2_4066 

:SCRASH2_4035
Car.RemoveReferences(87@)
Actor.RemoveReferences(79@)
168@ = 0 
158@ = 0 
gosub @SCRASH2_12377 

:SCRASH2_4066
if 
  35@ == 1 
else_jump @SCRASH2_4115 
05D3: AS_actor 78@ goto_point 833.4493 -1374.261 -1.5078 mode 4 -1 ms // versionA 
35@ += 1 

:SCRASH2_4115
if 
  35@ == 2 
else_jump @SCRASH2_4221 
062E: unknown_get_actor 78@ task 1491 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @SCRASH2_4221 
0605: actor 78@ perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0085: 104@ = 46@ // (int) 
104@ += 250 
35@ += 1 

:SCRASH2_4221
if 
  35@ == 3 
else_jump @SCRASH2_4292 
if 
001D:   46@ > 104@ // (int) 
else_jump @SCRASH2_4292 
if 
   not Actor.Animation(78@) == "ROADCROSS"
else_jump @SCRASH2_4292 
35@ += 1 

:SCRASH2_4292
if 
  35@ == 4 
else_jump @SCRASH2_4342 
gosub @SCRASH2_12646 
if 
  101@ == 7 
else_jump @SCRASH2_4342 
35@ += 1 

:SCRASH2_4342
if 
  35@ == 5 
else_jump @SCRASH2_4419 
0605: actor 78@ perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0085: 104@ = 46@ // (int) 
104@ += 250 
35@ += 1 

:SCRASH2_4419
if 
  35@ == 6 
else_jump @SCRASH2_4504 
if 
001D:   46@ > 104@ // (int) 
else_jump @SCRASH2_4504 
if 
   not Actor.Animation(78@) == "ROADCROSS"
else_jump @SCRASH2_4504 
101@ = 8 
102@ = 8 
35@ += 1 

:SCRASH2_4504
if 
  35@ == 7 
else_jump @SCRASH2_4641 
gosub @SCRASH2_12646 
if 
  101@ == 10 
else_jump @SCRASH2_4641 
143@ = 1 
0085: 105@ = 46@ // (int) 
105@ += 60000 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SCRASH2_4611 
00BC: show_text_highpriority GXT 'SCR2_20' time 10000 flag 1  // ~s~Der ~r~Reporter~s~ ist auf dem Gehsteig und sucht ein Taxi. Halte dich bereit, ihm zu folgen.
jump @SCRASH2_4627 

:SCRASH2_4611
00BC: show_text_highpriority GXT 'SCR2_06' time 10000 flag 1  // ~s~Der ~r~Reporter~s~ ist auf dem Gehsteig und sucht ein Taxi. Du wirst ein Fahrzeug brauchen, um ihm zu folgen.

:SCRASH2_4627
163@ = 1 
35@ += 1 

:SCRASH2_4641
if 
  35@ == 8 
else_jump @SCRASH2_4774 
gosub @SCRASH2_12646 
if 
  153@ == 0 
else_jump @SCRASH2_4774 
0615: define_AS_pack_begin 56@ 
05D4: AS_actor -1 rotate_angle 90.0 
0605: actor -1 perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0085: 104@ = 46@ // (int) 
104@ += 250 
35@ += 1 

:SCRASH2_4774
if 
  35@ == 9 
else_jump @SCRASH2_4903 
gosub @SCRASH2_12646 
if 
  153@ == 0 
else_jump @SCRASH2_4903 
if 
001D:   46@ > 104@ // (int) 
else_jump @SCRASH2_4903 
062E: unknown_get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @SCRASH2_4903 
if 
  141@ == 1 
else_jump @SCRASH2_4896 
35@ += 1 
jump @SCRASH2_4903 

:SCRASH2_4896
35@ -= 1 

:SCRASH2_4903
if 
  35@ == 10 
else_jump @SCRASH2_5046 
if 
  158@ == 1 
else_jump @SCRASH2_5015 
0615: define_AS_pack_begin 56@ 
05D4: AS_actor -1 rotate_angle 180.0 
0605: actor -1 perform_animation_sequence "HIKER_POSE" IFP_file "MISC" 4.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
jump @SCRASH2_5039 

:SCRASH2_5015
05D3: AS_actor 78@ goto_point 821.7603 -1334.683 12.5391 mode 6 -2 ms // versionA 

:SCRASH2_5039
35@ += 1 

:SCRASH2_5046
if 
  35@ == 11 
else_jump @SCRASH2_5375 
gosub @SCRASH2_12646 
if 
  153@ == 0 
else_jump @SCRASH2_5276 
73@ = 0 
if and
  158@ == 1 
01AF:   car 87@ sphere 0 in_sphere 803.7784 -1342.926 12.5469 radius 7.0 7.0 2.0 
else_jump @SCRASH2_5158 
73@ = 1 

:SCRASH2_5158
if and
  158@ == 0 
01AF:   car 87@ sphere 0 in_sphere 824.4391 -1330.707 12.4174 radius 7.0 7.0 2.0 
else_jump @SCRASH2_5220 
73@ = 1 

:SCRASH2_5220
if and
  73@ == 1 
01C1:   car 87@ stopped 
else_jump @SCRASH2_5269 
05CA: AS_actor 78@ enter_car 87@ passenger_seat 2 -2 ms 
154@ = 1 
35@ += 1 

:SCRASH2_5269
jump @SCRASH2_5375 

:SCRASH2_5276
if 
   Actor.Animation(78@) == "HIKER_POSE"
else_jump @SCRASH2_5375 
if 
001D:   46@ > 109@ // (int) 
else_jump @SCRASH2_5375 
0605: actor 78@ perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 0 0 0 0 time 100 // versionA 
0085: 109@ = 46@ // (int) 
109@ += 250 

:SCRASH2_5375
if 
  35@ == 12 
else_jump @SCRASH2_5451 
062E: unknown_get_actor 78@ task 1482 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @SCRASH2_5451 
Car.ToggleTaxiLight(87@) = False
126@ = 0 
0085: 88@ = 87@ // (int) 
35@ = 99 

:SCRASH2_5451
if 
  170@ == 0 
else_jump @SCRASH2_5499 
Model.Load(#TAXI)
038B: load_requested_models 
if 
   Model.Available(#TAXI)
else_jump @SCRASH2_5499 
170@ = 1 

:SCRASH2_5499
if 
  166@ == 1 
else_jump @SCRASH2_5571 
if 
001D:   46@ > 103@ // (int) 
else_jump @SCRASH2_5571 
if 
   not Car.Wrecked(81@)
else_jump @SCRASH2_5562 
06DD: set_train 81@ speed 30.0 

:SCRASH2_5562
06DA: unknown_trains_flag 
166@ = 0 

:SCRASH2_5571
if and
  143@ == 1 
  142@ == 0 
else_jump @SCRASH2_5714 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 812.4495 -1343.488 12.532 radius 80.0 80.0 20.0 
else_jump @SCRASH2_5679 
142@ = 1 
gosub @SCRASH2_12313 
gosub @SCRASH2_12377 
Car.ToggleTaxiLight(87@) = True
jump @SCRASH2_5714 

:SCRASH2_5679
if 
001D:   46@ > 105@ // (int) 
else_jump @SCRASH2_5714 
37@ = 1 
45@ = 3 
return 

:SCRASH2_5714
if and
  141@ == 0 
  168@ == 1 
else_jump @SCRASH2_5794 
if 
01AF:   car 87@ sphere 0 in_sphere 796.9285 -1374.867 12.3949 radius 10.0 10.0 2.0 
else_jump @SCRASH2_5794 
141@ = 1 

:SCRASH2_5794
gosub @SCRASH2_16005 
gosub @SCRASH2_16193 
if 
  37@ == 1 
else_jump @SCRASH2_5828 
return 

:SCRASH2_5828
if 
  35@ == 99 
else_jump @SCRASH2_5853 
gosub @SCRASH2_20282 

:SCRASH2_5853
return 

:SCRASH2_5855
if 
  35@ == 0 
else_jump @SCRASH2_6033 
132@ = 366.4698 
133@ = -2030.643 
134@ = 6.6582 
128@ = 0 
129@ = 0 
127@ = 0 
gosub @SCRASH2_13627 
073B: unknown_car 87@ flag 0 
0085: 116@ = 46@ // (int) 
116@ += 3000 
152@ = 1 
149@ = 0 
150@ = 0 
159@ = 0 
160@ = 0 
072F: enable_car 87@ stuck_check_distance 2.0 time 30000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 20 // extended 03CC 
00BC: show_text_highpriority GXT 'SCR2_07' time 5000 flag 1  // ~s~Der ~r~Reporter~s~ ist in ein Taxi gestiegen. Folge ihm zur Zielperson.
35@ += 1 

:SCRASH2_6033
if 
   Actor.Dead(78@)
else_jump @SCRASH2_6065 
37@ = 1 
45@ = 2 
return 

:SCRASH2_6065
if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SCRASH2_6100 
37@ = 1 
45@ = 7 
return 

:SCRASH2_6100
if 
  157@ == 1 
else_jump @SCRASH2_6153 
if 
001D:   46@ > 118@ // (int) 
else_jump @SCRASH2_6151 
37@ = 1 
45@ = 7 

:SCRASH2_6151
return 

:SCRASH2_6153
if 
   not Car.Wrecked(87@)
else_jump @SCRASH2_6431 
if 
   Actor.Dead(79@)
else_jump @SCRASH2_6192 
157@ = 1 

:SCRASH2_6192
if 
   not Actor.InCar(79@, 87@)
else_jump @SCRASH2_6218 
157@ = 1 

:SCRASH2_6218
if 
051C:   car 87@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SCRASH2_6309 
73@ = 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SCRASH2_6301 
06AC: 70@ = actor $PLAYER_ACTOR movement_speed 
if 
  13.0 > 70@ 
else_jump @SCRASH2_6301 
73@ = 0 
054F: clear_car 87@ damage 

:SCRASH2_6301
0085: 157@ = 73@ // (int) 

:SCRASH2_6309
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @SCRASH2_6335 
157@ = 1 

:SCRASH2_6335
if 
  157@ == 1 
else_jump @SCRASH2_6424 
if 
   Actor.Driving(78@)
else_jump @SCRASH2_6390 
37@ = 1 
45@ = 7 
jump @SCRASH2_6422 

:SCRASH2_6390
0085: 118@ = 46@ // (int) 
118@ += 1000 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_6422
return 

:SCRASH2_6424
jump @SCRASH2_6472 

:SCRASH2_6431
157@ = 1 
0085: 118@ = 46@ // (int) 
118@ += 1000 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 
return 

:SCRASH2_6472
if 
  35@ == 1 
else_jump @SCRASH2_6569 
if and
   not 100@ == 1 
   not 100@ == 3 
else_jump @SCRASH2_6569 
if 
00FE:   actor 78@ sphere 0 in_sphere 132@ 133@ 134@ radius 4.0 4.0 4.0 
else_jump @SCRASH2_6569 
0151: remove_status_text $7238 
35@ = 99 

:SCRASH2_6569
if 
  149@ == 0 
else_jump @SCRASH2_6656 
if 
00FE:   actor 78@ sphere 0 in_sphere 369.3609 -1671.889 31.811 radius 14.0 6.0 4.0 
else_jump @SCRASH2_6656 
149@ = 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:SCRASH2_6656
if 
  150@ == 0 
else_jump @SCRASH2_6736 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 369.3609 -1671.889 31.811 radius 14.0 4.0 4.0 
else_jump @SCRASH2_6729 
150@ = 1 

:SCRASH2_6729
jump @SCRASH2_6791 

:SCRASH2_6736
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 370.2572 -1656.79 31.7201 radius 14.0 4.0 4.0 
else_jump @SCRASH2_6791 
150@ = 0 

:SCRASH2_6791
gosub @SCRASH2_17369 
if 
  37@ == 1 
else_jump @SCRASH2_6818 
return 

:SCRASH2_6818
if and
  151@ == 0 
  149@ == 1 
  150@ == 1 
else_jump @SCRASH2_6873 
151@ = 1 
00BC: show_text_highpriority GXT 'SCR2_18' time 10000 flag 1  // ~s~Der ~r~Reporter~s~ nhert sich seinem Ziel. Bleib auf Abstand, bis er die Zielperson trifft.

:SCRASH2_6873
gosub @SCRASH2_15210 
if 
  35@ == 99 
else_jump @SCRASH2_6905 
gosub @SCRASH2_20282 

:SCRASH2_6905
return 

:SCRASH2_6907
if 
   Actor.Dead(78@)
else_jump @SCRASH2_6935 
144@ = 1 
Marker.Disable(92@)

:SCRASH2_6935
if 
  169@ == 1 
else_jump @SCRASH2_6981 
if 
   Actor.Dead(80@)
else_jump @SCRASH2_6981 
145@ = 1 
Marker.Disable(93@)

:SCRASH2_6981
if and
  144@ == 1 
  145@ == 1 
else_jump @SCRASH2_7013 
35@ = 99 

:SCRASH2_7013
if 
  35@ == 0 
else_jump @SCRASH2_7345 
gosub @SCRASH2_15427 
93@ = Marker.CreateAboveActor(80@)
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 359.4136 -2036.943 6.836 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point 362.2674 -2035.844 6.836 mode 4 -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 56@ 
0618: assign_actor 80@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 363.1874 -2035.844 6.836 mode 4 -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0085: 106@ = 46@ // (int) 
106@ += 180000 
146@ = 0 
147@ = 0 
98@ = 0 
99@ = 0 
107@ = 0 
148@ = 0 
00BC: show_text_highpriority GXT 'SCR2_19' time 10000 flag 1  // ~s~Der ~r~Reporter~s~ ist bereit, die ~r~Zielperson~s~ zu treffen. Du hast ein Prszisionsgewehr. Schalte beide aus.
if 
  $5289 == 0 
else_jump @SCRASH2_7317 
164@ = 0 
165@ = 0 
0085: 112@ = 46@ // (int) 
112@ += 10000 
$5289 = 1 
jump @SCRASH2_7338 

:SCRASH2_7317
164@ = 1 
165@ = 1 
112@ = 0 

:SCRASH2_7338
35@ += 1 

:SCRASH2_7345
if 
  35@ == 1 
else_jump @SCRASH2_7447 
if and
   not Actor.Dead(78@)
   not Actor.Dead(80@)
else_jump @SCRASH2_7447 
062E: unknown_get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 1 // @ == any 
else_jump @SCRASH2_7447 
062E: unknown_get_actor 80@ task -1 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 1 // @ == any 
else_jump @SCRASH2_7447 
35@ += 1 

:SCRASH2_7447
if 
  35@ == 2 
else_jump @SCRASH2_7625 
if and
   not Actor.Dead(78@)
   not Actor.Dead(80@)
else_jump @SCRASH2_7625 
062E: unknown_get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @SCRASH2_7625 
062E: unknown_get_actor 80@ task -1 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @SCRASH2_7625 
07CD: AS_actor 80@ walk_to 362.2674 -2035.844 6.836 stop_with_angle 270.0 within_radius 4.0 
07CD: AS_actor 78@ walk_to 363.1874 -2035.844 6.836 stop_with_angle 90.0 within_radius 4.0 
0085: 104@ = 46@ // (int) 
104@ += 250 
35@ += 1 

:SCRASH2_7625
if 
  35@ == 3 
else_jump @SCRASH2_7814 
if and
   not Actor.Dead(78@)
   not Actor.Dead(80@)
else_jump @SCRASH2_7814 
if 
001D:   46@ > 104@ // (int) 
else_jump @SCRASH2_7814 
0605: actor 78@ perform_animation_sequence "PRTIAL_HNDSHK_BIZ_01" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor 80@ perform_animation_sequence "PRTIAL_HNDSHK_BIZ_01" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0085: 104@ = 46@ // (int) 
104@ += 250 
Actor.RemoveReferences(79@)
Car.RemoveReferences(87@)
35@ += 1 

:SCRASH2_7814
if 
  35@ == 4 
else_jump @SCRASH2_7944 
if and
   not Actor.Dead(78@)
   not Actor.Dead(80@)
else_jump @SCRASH2_7944 
if 
001D:   46@ > 104@ // (int) 
else_jump @SCRASH2_7944 
if and
   not Actor.Animation(78@) == "PRTIAL_HNDSHK_BIZ_01"
   not Actor.Animation(80@) == "PRTIAL_HNDSHK_BIZ_01"
else_jump @SCRASH2_7944 
35@ += 1 

:SCRASH2_7944
if 
  35@ == 5 
else_jump @SCRASH2_8053 
if and
   not Actor.Dead(78@)
   not Actor.Dead(80@)
else_jump @SCRASH2_8053 
0605: actor 78@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0209: 50@ = random_int_in_ranges 2000 5000 
0085: 104@ = 46@ // (int) 
005A: 104@ += 50@ // (int) 
35@ += 1 

:SCRASH2_8053
if 
  35@ == 6 
else_jump @SCRASH2_8123 
if and
   not Actor.Dead(78@)
   not Actor.Dead(80@)
else_jump @SCRASH2_8123 
if 
001D:   46@ > 104@ // (int) 
else_jump @SCRASH2_8123 
0687: clear_actor 78@ task 
35@ += 1 

:SCRASH2_8123
if 
  35@ == 7 
else_jump @SCRASH2_8232 
if and
   not Actor.Dead(78@)
   not Actor.Dead(80@)
else_jump @SCRASH2_8232 
0605: actor 80@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0209: 50@ = random_int_in_ranges 5000 10000 
0085: 104@ = 46@ // (int) 
005A: 104@ += 50@ // (int) 
35@ += 1 

:SCRASH2_8232
if 
  35@ == 8 
else_jump @SCRASH2_8302 
if and
   not Actor.Dead(78@)
   not Actor.Dead(80@)
else_jump @SCRASH2_8302 
if 
001D:   46@ > 104@ // (int) 
else_jump @SCRASH2_8302 
0687: clear_actor 80@ task 
35@ = 5 

:SCRASH2_8302
if 
  35@ == 20 
else_jump @SCRASH2_8559 
if 
   not Actor.Dead(80@)
else_jump @SCRASH2_8428 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 361.2376 -2047.841 6.836 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.2802 -2049.696 6.836 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.8605 -2057.588 6.836 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor 80@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:SCRASH2_8428
if 
   not Actor.Dead(78@)
else_jump @SCRASH2_8536 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 361.2376 -2047.841 6.836 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.2802 -2049.696 6.836 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.863 -2060.05 6.836 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:SCRASH2_8536
00BC: show_text_highpriority GXT 'SCR2_05' time 10000 flag 1  // ~s~Das Treffen ist gelaufen. ~r~Reporter~s~ und ~r~Zielperson~s~ gehen weg.
35@ += 1 

:SCRASH2_8559
if 
  35@ == 21 
else_jump @SCRASH2_8661 
if and
   not Actor.Dead(78@)
   not Actor.Dead(80@)
else_jump @SCRASH2_8661 
062E: unknown_get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 1 // @ == any 
else_jump @SCRASH2_8661 
062E: unknown_get_actor 80@ task -1 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 1 // @ == any 
else_jump @SCRASH2_8661 
35@ += 1 

:SCRASH2_8661
if 
  35@ == 22 
else_jump @SCRASH2_8782 
if and
   not Actor.Dead(78@)
   not Actor.Dead(80@)
else_jump @SCRASH2_8782 
062E: unknown_get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @SCRASH2_8782 
062E: unknown_get_actor 80@ task -1 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @SCRASH2_8782 
37@ = 1 
45@ = 4 
Actor.DestroyWithFade(78@)
Actor.DestroyWithFade(80@)
return 

:SCRASH2_8782
if 
  35@ == 30 
else_jump @SCRASH2_8873 
98@ = 3 
99@ = 3 
if 
   not Actor.Dead(78@)
else_jump @SCRASH2_8835 
0687: clear_actor 78@ task 

:SCRASH2_8835
if 
   not Actor.Dead(80@)
else_jump @SCRASH2_8856 
0687: clear_actor 80@ task 

:SCRASH2_8856
Actor.RemoveReferences(79@)
Car.RemoveReferences(87@)
35@ += 1 

:SCRASH2_8873
if 
  35@ == 31 
else_jump @SCRASH2_8905 
gosub @SCRASH2_15527 
gosub @SCRASH2_15749 

:SCRASH2_8905
if 
  146@ == 0 
else_jump @SCRASH2_9434 
if 
  144@ == 1 
else_jump @SCRASH2_8964 
146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_10' time 10000 flag 1  // ~s~Du hast den Reporter erledigt. Schalte die ~r~Zielperson~s~ aus, um die Mission abzuschlieen.

:SCRASH2_8964
if 
  146@ == 0 
else_jump @SCRASH2_9023 
if 
  145@ == 1 
else_jump @SCRASH2_9023 
146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_11' time 10000 flag 1  // ~s~Die Zielperson ist tot. Lass den ~r~Reporter~s~ nicht entkommen. Erledige auch ihn.

:SCRASH2_9023
if 
  146@ == 0 
else_jump @SCRASH2_9083 
if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SCRASH2_9083 
146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_14' time 10000 flag 1  // ~s~Du hast den ~r~Reporter~s~ getroffen. Mach ihn fertig und schalte die ~r~Zielperson~s~ aus.

:SCRASH2_9083
if 
  146@ == 0 
else_jump @SCRASH2_9143 
if 
051A:   actor 80@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SCRASH2_9143 
146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_15' time 10000 flag 1  // ~s~Die Zielperson ist verwundet. Weder ~r~Reporter~s~ noch ~r~Zielperson~s~ drfen berleben.

:SCRASH2_9143
if and
  146@ == 0 
  148@ == 0 
else_jump @SCRASH2_9229 
if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 349.8409 -2088.798 cornerB 409.7505 -1869.887 
else_jump @SCRASH2_9229 
148@ = 1 
0085: 107@ = 46@ // (int) 
107@ += 1000 

:SCRASH2_9229
if and
  146@ == 0 
  148@ == 1 
else_jump @SCRASH2_9296 
if 
001D:   46@ > 107@ // (int) 
else_jump @SCRASH2_9296 
146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_12' time 10000 flag 1  // ~s~Der ~r~Reporter~s~ und die ~r~Zielperson~s~ haben dich schieen hren. Schalte beide aus, bevor sie entkommen.

:SCRASH2_9296
if 
  146@ == 0 
else_jump @SCRASH2_9409 
Actor.StorePos(80@, 57@, 58@, 59@)
Actor.StorePos($PLAYER_ACTOR, 60@, 61@, 62@)
050A: 70@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
if 
  30.0 > 70@ 
else_jump @SCRASH2_9409 
146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_13' time 10000 flag 1  // ~s~Man hat dich bemerkt. Erledige sie ~r~beide~s~.

:SCRASH2_9409
if 
  146@ == 1 
else_jump @SCRASH2_9434 
35@ = 30 

:SCRASH2_9434
if and
  146@ == 0 
  147@ == 0 
else_jump @SCRASH2_9492 
if 
001D:   46@ > 106@ // (int) 
else_jump @SCRASH2_9492 
147@ = 1 
35@ = 20 

:SCRASH2_9492
if 
  146@ == 1 
else_jump @SCRASH2_9798 
if 
  144@ == 0 
else_jump @SCRASH2_9654 
if 
80A3:   not actor 78@ sphere 0 in_rectangle_cornerA 349.8409 -2088.798 cornerB 409.7505 -1869.887 
else_jump @SCRASH2_9654 
Actor.StorePos(78@, 57@, 58@, 59@)
Actor.StorePos($PLAYER_ACTOR, 60@, 61@, 62@)
050A: 70@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
if 
  70@ > 200.0 
else_jump @SCRASH2_9654 
37@ = 1 
45@ = 5 
return 

:SCRASH2_9654
if 
  145@ == 0 
else_jump @SCRASH2_9798 
if 
80A3:   not actor 80@ sphere 0 in_rectangle_cornerA 349.8409 -2088.798 cornerB 409.7505 -1869.887 
else_jump @SCRASH2_9798 
Actor.StorePos(80@, 57@, 58@, 59@)
Actor.StorePos($PLAYER_ACTOR, 60@, 61@, 62@)
050A: 70@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
if 
  70@ > 200.0 
else_jump @SCRASH2_9798 
37@ = 1 
45@ = 6 
return 

:SCRASH2_9798
if 
  164@ == 0 
else_jump @SCRASH2_9869 
if 
001D:   46@ > 112@ // (int) 
else_jump @SCRASH2_9869 
0512: show_permanent_text_box 'SNIPER1'  // Um auf das Zielfernrohr des Przisionsgewehrs zu wechseln, drcke ~k~~PED_LOCK_TARGET~. Benutze ~k~~PED_SNIPER_ZOOM_IN~, um ranzuzoomen und ~k~~PED_SNIPER_ZOOM_OUT~, um wegzuzoomen.
164@ = 1 
0085: 112@ = 46@ // (int) 
112@ += 15000 

:SCRASH2_9869
if 
  164@ == 1 
else_jump @SCRASH2_9960 
if 
  165@ == 0 
else_jump @SCRASH2_9960 
if 
001D:   46@ > 112@ // (int) 
else_jump @SCRASH2_9960 
03E6: remove_text_box 
0512: show_permanent_text_box 'SNIPER2'  // Drcke ~k~~PED_FIREWEAPON~, um zu feuern.
165@ = 1 
0085: 112@ = 46@ // (int) 
112@ += 10000 

:SCRASH2_9960
if 
  165@ == 1 
else_jump @SCRASH2_10024 
if 
  112@ > 0 
else_jump @SCRASH2_10024 
if 
001D:   46@ > 112@ // (int) 
else_jump @SCRASH2_10024 
03E6: remove_text_box 
112@ = 0 

:SCRASH2_10024
if 
  35@ == 99 
else_jump @SCRASH2_10049 
gosub @SCRASH2_20282 

:SCRASH2_10049
return 

:SCRASH2_10051
57@ = -2063.225 
58@ = 258.3273 
59@ = 35.3958 
032B: 95@ = create_weapon_pickup #SNIPER group 3 ammo 5 at 57@ 58@ 59@ 
03DC: 94@ = create_marker_above_pickup 95@ 
return 

:SCRASH2_10112
57@ = -1937.312 
58@ = 221.1162 
59@ = 23.8414 
0395: clear_area 1 at 57@ 58@ 59@ radius 60.0 
06D8: 81@ = create_train_at 57@ 58@ 59@ type 11 direction 0 
166@ = 1 
return 

:SCRASH2_10187
57@ = -1939.52 
58@ = 132.8362 
59@ = 25.2734 
63@ = 90.4279 
0395: clear_area 1 at 57@ 58@ 59@ radius 1.0 
78@ = Actor.Create(CivMale, #WMYBU, 57@, 58@, 59@)
Actor.Angle(78@) = 63@
0770: unknown_actor 78@ flag 1 
167@ = 1 
return 

:SCRASH2_10288
if 
  138@ == 1 
else_jump @SCRASH2_10308 
return 

:SCRASH2_10308
if 
   not 41@ == 5 
else_jump @SCRASH2_10328 
return 

:SCRASH2_10328
Car.StorePos(81@, 57@, 58@, 59@)
Actor.StorePos($PLAYER_ACTOR, 60@, 61@, 62@)
0087: 64@ = 57@ // (float) 
0063: 64@ -= 60@ // (float) 
0087: 65@ = 58@ // (float) 
0063: 65@ -= 61@ // (float) 
0087: 67@ = 64@ // (float) 
006B: 67@ *= 64@ // (float) 
0087: 68@ = 65@ // (float) 
006B: 68@ *= 65@ // (float) 
0087: 70@ = 67@ // (float) 
005B: 70@ += 68@ // (float) 
01FB: 71@ = square_root 70@ 
0092: 119@ = float 71@ to_integer 
return 

:SCRASH2_10454
if 
  138@ == 1 
else_jump @SCRASH2_10481 
120@ = 0 
return 

:SCRASH2_10481
if 
   not 41@ == 3 
else_jump @SCRASH2_10501 
return 

:SCRASH2_10501
Car.StorePos(81@, 57@, 58@, 59@)
0087: 64@ = 57@ // (float) 
0063: 64@ -= 132@ // (float) 
0087: 65@ = 58@ // (float) 
0063: 65@ -= 133@ // (float) 
0087: 67@ = 64@ // (float) 
006B: 67@ *= 64@ // (float) 
0087: 68@ = 65@ // (float) 
006B: 68@ *= 65@ // (float) 
0087: 70@ = 67@ // (float) 
005B: 70@ += 68@ // (float) 
01FB: 71@ = square_root 70@ 
0092: 120@ = float 71@ to_integer 
return 

:SCRASH2_10613
if 
   not 41@ == 1 
else_jump @SCRASH2_10633 
return 

:SCRASH2_10633
Actor.StorePos($PLAYER_ACTOR, 57@, 58@, 59@)
0087: 64@ = 57@ // (float) 
0063: 64@ -= 132@ // (float) 
0087: 65@ = 58@ // (float) 
0063: 65@ -= 133@ // (float) 
0087: 67@ = 64@ // (float) 
006B: 67@ *= 64@ // (float) 
0087: 68@ = 65@ // (float) 
006B: 68@ *= 65@ // (float) 
0087: 70@ = 67@ // (float) 
005B: 70@ += 68@ // (float) 
01FB: 71@ = square_root 70@ 
0092: 121@ = float 71@ to_integer 
return 

:SCRASH2_10745
if 
  138@ == 1 
else_jump @SCRASH2_10765 
return 

:SCRASH2_10765
if 
   not 41@ == 7 
else_jump @SCRASH2_10785 
return 

:SCRASH2_10785
70@ = 25.0 
if 
002D:   121@ >= 120@ // (int) 
else_jump @SCRASH2_10896 
if 
  80 > 119@ 
else_jump @SCRASH2_10889 
02E3: 71@ = car 81@ speed 
71@ += 2.0 
if 
  71@ > 25.0 
else_jump @SCRASH2_10881 
71@ = 25.0 

:SCRASH2_10881
06DC: set_train 81@ acc 71@ 

:SCRASH2_10889
jump @SCRASH2_10953 

:SCRASH2_10896
02E3: 71@ = car 81@ speed 
71@ += 2.0 
if 
  71@ > 25.0 
else_jump @SCRASH2_10945 
71@ = 25.0 

:SCRASH2_10945
06DC: set_train 81@ acc 71@ 

:SCRASH2_10953
06DD: set_train 81@ speed 70@ 
return 

:SCRASH2_10963
if 
  122@ == 0 
else_jump @SCRASH2_11016 
if 
  120@ == 0 
else_jump @SCRASH2_11006 
jump @SCRASH2_11014 

:SCRASH2_11006
0085: 122@ = 120@ // (int) 

:SCRASH2_11014
return 

:SCRASH2_11016
if 
  5 > 120@ 
else_jump @SCRASH2_11036 
return 

:SCRASH2_11036
return 

:SCRASH2_11038
73@ = 1 
48@ = 0 

:SCRASH2_11052
if 
   not 123@(48@,3i) == -2 
else_jump @SCRASH2_11081 
73@ = 0 

:SCRASH2_11081
48@ += 1 
  48@ >= 3 
else_jump @SCRASH2_11052 
if 
  73@ == 1 
else_jump @SCRASH2_11122 
return 

:SCRASH2_11122
48@ = 0 

:SCRASH2_11129
if 
  123@(48@,3i) == -1 
else_jump @SCRASH2_11288 

:SCRASH2_11151
0209: 123@(48@,3i) = random_int_in_ranges 0 5 
73@ = 0 
49@ = 0 

:SCRASH2_11178
if 
001D:   48@ > 49@ // (int) 
else_jump @SCRASH2_11263 
if 
  73@ == 0 
else_jump @SCRASH2_11249 
if 
003B:   123@(48@,3i) == 123@(49@,3i) // (int) 
else_jump @SCRASH2_11249 
73@ = 1 

:SCRASH2_11249
49@ += 1 
jump @SCRASH2_11178 

:SCRASH2_11263
if 
  73@ == 1 
else_jump @SCRASH2_11288 
jump @SCRASH2_11151 

:SCRASH2_11288
48@ += 1 
  48@ >= 3 
else_jump @SCRASH2_11129 
48@ = 0 

:SCRASH2_11316
73@ = 0 
0871: init_jump_table 123@(48@,3i) total_jumps 5 default_jump 0 @SCRASH2_11700 jumps 0 @SCRASH2_11390 1 @SCRASH2_11452 2 @SCRASH2_11514 3 @SCRASH2_11576 4 @SCRASH2_11638 -1 @SCRASH2_11700 -1 @SCRASH2_11700 

:SCRASH2_11390
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1982.442 -598.0178 24.7266 radius 8.0 8.0 2.0 
else_jump @SCRASH2_11445 
73@ = 1 

:SCRASH2_11445
jump @SCRASH2_11700 

:SCRASH2_11452
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1827.173 -1332.306 12.9453 radius 8.0 8.0 2.0 
else_jump @SCRASH2_11507 
73@ = 1 

:SCRASH2_11507
jump @SCRASH2_11700 

:SCRASH2_11514
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -946.4463 -1497.618 89.28716 radius 8.0 8.0 2.0 
else_jump @SCRASH2_11569 
73@ = 1 

:SCRASH2_11569
jump @SCRASH2_11700 

:SCRASH2_11576
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -620.5595 -1144.573 42.0616 radius 8.0 8.0 2.0 
else_jump @SCRASH2_11631 
73@ = 1 

:SCRASH2_11631
jump @SCRASH2_11700 

:SCRASH2_11638
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 98.3887 -1021.795 21.2188 radius 8.0 8.0 2.0 
else_jump @SCRASH2_11693 
73@ = 1 

:SCRASH2_11693
jump @SCRASH2_11700 

:SCRASH2_11700
if 
  73@ == 1 
else_jump @SCRASH2_12242 
0209: 50@ = random_int_in_ranges 10 14 
0209: 51@ = random_int_in_ranges 10 20 
0093: 70@ = integer 51@ to_float 
0871: init_jump_table 123@(48@,3i) total_jumps 5 default_jump 0 @SCRASH2_12231 jumps 0 @SCRASH2_11811 1 @SCRASH2_11895 2 @SCRASH2_11979 3 @SCRASH2_12063 4 @SCRASH2_12147 -1 @SCRASH2_12231 -1 @SCRASH2_12231 

:SCRASH2_11811
0395: clear_area 1 at -1875.72 -1267.059 12.9511 radius 100.0 
06D8: 84@(48@,3i) = create_train_at -1875.72 -1267.059 12.9511 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
jump @SCRASH2_12231 

:SCRASH2_11895
0395: clear_area 1 at -1332.721 -1514.888 22.7265 radius 100.0 
06D8: 84@(48@,3i) = create_train_at -1332.721 -1514.888 22.7265 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
jump @SCRASH2_12231 

:SCRASH2_11979
0395: clear_area 1 at -673.6719 -1127.875 48.8875 radius 100.0 
06D8: 84@(48@,3i) = create_train_at -673.6719 -1127.875 48.8875 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
jump @SCRASH2_12231 

:SCRASH2_12063
0395: clear_area 1 at -321.8627 -1191.647 35.5265 radius 100.0 
06D8: 84@(48@,3i) = create_train_at -321.8627 -1191.647 35.5265 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
jump @SCRASH2_12231 

:SCRASH2_12147
0395: clear_area 1 at 802.302 -1362.661 -2.6302 radius 100.0 
06D8: 84@(48@,3i) = create_train_at 802.302 -1362.661 -2.6302 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
jump @SCRASH2_12231 

:SCRASH2_12231
123@(48@,3i) = -2 

:SCRASH2_12242
48@ += 1 
  48@ >= 3 
else_jump @SCRASH2_11316 
return 

:SCRASH2_12265
078A: 83@ = get_train 81@ carriage 2 handle 
0129: 78@ = create_actor_pedtype 4 model #WMYBU in_car 83@ driverseat 
060B: set_actor 78@ decision_maker_to 96@ 
05CD: AS_actor 78@ exit_car 83@ 
167@ = 1 
return 

:SCRASH2_12313
158@ = 1 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 685.9716 -1433.523 11.0857 cornerB 965.9512 -1379.386 14.9731 
else_jump @SCRASH2_12375 
158@ = 0 

:SCRASH2_12375
return 

:SCRASH2_12377
if 
  158@ == 1 
else_jump @SCRASH2_12442 
57@ = 850.1132 
58@ = -1391.708 
59@ = 12.4161 
63@ = 101.528 
jump @SCRASH2_12482 

:SCRASH2_12442
57@ = 847.1364 
58@ = -1331.128 
59@ = 12.5097 
63@ = 91.6504 

:SCRASH2_12482
0395: clear_area 1 at 57@ 58@ 59@ radius 10.0 
87@ = Car.Create(#TAXI, 57@, 58@, 59@)
Car.Angle(87@) = 63@
0129: 79@ = create_actor_pedtype 4 model #BMYBE in_car 87@ driverseat 
if 
  158@ == 1 
else_jump @SCRASH2_12596 
05D1: AS_actor 79@ drive_car 87@ to 801.0299 -1337.929 12.3906 speed 12.0 0 model #NULL 4 
jump @SCRASH2_12637 

:SCRASH2_12596
05D1: AS_actor 79@ drive_car 87@ to 824.4391 -1330.707 12.4174 speed 12.0 0 model #NULL 4 
141@ = 1 

:SCRASH2_12637
168@ = 1 
return 

:SCRASH2_12646
if 
  153@ == 1 
else_jump @SCRASH2_12930 
if 
  163@ == 1 
else_jump @SCRASH2_12700 
062E: unknown_get_actor 78@ task 1492 status_store_to 40@ // ret 7 if not found 
jump @SCRASH2_12711 

:SCRASH2_12700
062E: unknown_get_actor 78@ task 1471 status_store_to 40@ // ret 7 if not found 

:SCRASH2_12711
if 
001D:   46@ > 117@ // (int) 
else_jump @SCRASH2_12928 
if and
84A4:   not  40@ == 1 // @ == any 
84A4:   not  40@ == 0 // @ == any 
else_jump @SCRASH2_12928 
if 
  163@ == 1 
else_jump @SCRASH2_12876 
Actor.StorePos($PLAYER_ACTOR, 57@, 58@, 59@)
0087: 64@ = 57@ // (float) 
0087: 65@ = 58@ // (float) 
Actor.StorePos(78@, 57@, 58@, 59@)
0087: 67@ = 57@ // (float) 
0087: 68@ = 58@ // (float) 
0087: 57@ = 64@ // (float) 
0063: 57@ -= 67@ // (float) 
0087: 58@ = 65@ // (float) 
0063: 58@ -= 68@ // (float) 
0604: get_Z_angle_for_point 57@ 58@ store_to 63@ 

:SCRASH2_12876
05BF: AS_actor 78@ look_at_actor $PLAYER_ACTOR -2 ms 
if 
  163@ == 1 
else_jump @SCRASH2_12928 
05D4: AS_actor 78@ rotate_angle 63@ 
0085: 117@ = 46@ // (int) 
117@ += 250 

:SCRASH2_12928
return 

:SCRASH2_12930
0871: init_jump_table 101@ total_jumps 11 default_jump 1 @SCRASH2_13594 jumps 0 @SCRASH2_13058 1 @SCRASH2_13352 2 @SCRASH2_13390 3 @SCRASH2_13193 4 @SCRASH2_13276 5 @SCRASH2_13079 6 @SCRASH2_13117 
0872: jump_table_jumps 7 @SCRASH2_13466 8 @SCRASH2_13473 9 @SCRASH2_13511 10 @SCRASH2_13587 -1 @SCRASH2_13625 -1 @SCRASH2_13625 -1 @SCRASH2_13625 -1 @SCRASH2_13625 -1 @SCRASH2_13625 

:SCRASH2_13058
101@ = 5 
102@ = 5 
jump @SCRASH2_13625 

:SCRASH2_13079
05D3: AS_actor 78@ goto_point 828.2594 -1358.995 -1.5078 mode 4 -2 ms // versionA 
101@ = 6 
jump @SCRASH2_13625 

:SCRASH2_13117
if 
00FE:   actor 78@ sphere 0 in_sphere 828.2594 -1358.995 -1.5078 radius 1.2 1.2 1.2 
else_jump @SCRASH2_13186 
101@ = 3 
102@ = 3 
126@ = 2 

:SCRASH2_13186
jump @SCRASH2_13625 

:SCRASH2_13193
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 837.388 -1346.233 6.1719 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point 836.6295 -1342.926 6.1719 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
101@ = 4 
jump @SCRASH2_13625 

:SCRASH2_13276
if 
00FE:   actor 78@ sphere 0 in_sphere 836.6295 -1342.926 6.1719 radius 1.2 1.2 1.2 
else_jump @SCRASH2_13345 
101@ = 1 
102@ = 1 
126@ = 3 

:SCRASH2_13345
jump @SCRASH2_13625 

:SCRASH2_13352
05D3: AS_actor 78@ goto_point 822.0569 -1342.302 12.519 mode 4 -2 ms // versionA 
101@ = 2 
jump @SCRASH2_13625 

:SCRASH2_13390
if 
00FE:   actor 78@ sphere 0 in_sphere 822.0569 -1342.302 12.519 radius 1.2 1.2 1.2 
else_jump @SCRASH2_13459 
101@ = 7 
102@ = 7 
126@ = 4 

:SCRASH2_13459
jump @SCRASH2_13625 

:SCRASH2_13466
jump @SCRASH2_13625 

:SCRASH2_13473
05D3: AS_actor 78@ goto_point 803.7784 -1340.535 12.5469 mode 4 -2 ms // versionA 
101@ = 9 
jump @SCRASH2_13625 

:SCRASH2_13511
if 
00FE:   actor 78@ sphere 0 in_sphere 803.7784 -1340.535 12.5469 radius 1.2 1.2 1.2 
else_jump @SCRASH2_13580 
101@ = 10 
102@ = 10 
126@ = 5 

:SCRASH2_13580
jump @SCRASH2_13625 

:SCRASH2_13587
jump @SCRASH2_13625 

:SCRASH2_13594
0662: NOP "UNKNOWN_STATION_WALK_STATUS" 

:SCRASH2_13625
return 

:SCRASH2_13627
73@ = 1 
74@ = 1 
if 
  127@ == 0 
else_jump @SCRASH2_13666 
73@ = 0 

:SCRASH2_13666
0871: init_jump_table 127@ total_jumps 14 default_jump 1 @SCRASH2_14144 jumps 0 @SCRASH2_13794 1 @SCRASH2_13885 2 @SCRASH2_13899 3 @SCRASH2_13913 4 @SCRASH2_13927 5 @SCRASH2_13941 6 @SCRASH2_13955 
0872: jump_table_jumps 7 @SCRASH2_13969 8 @SCRASH2_13983 9 @SCRASH2_13997 10 @SCRASH2_14011 11 @SCRASH2_14025 12 @SCRASH2_14039 13 @SCRASH2_14053 -1 @SCRASH2_14177 -1 @SCRASH2_14177 

:SCRASH2_13794
0209: 50@ = random_int_in_ranges 0 3 
if 
  50@ == 0 
else_jump @SCRASH2_13828 
127@ = 1 

:SCRASH2_13828
if 
  50@ == 1 
else_jump @SCRASH2_13853 
127@ = 2 

:SCRASH2_13853
if 
  50@ == 2 
else_jump @SCRASH2_13878 
127@ = 3 

:SCRASH2_13878
jump @SCRASH2_14177 

:SCRASH2_13885
127@ = 4 
jump @SCRASH2_14177 

:SCRASH2_13899
127@ = 6 
jump @SCRASH2_14177 

:SCRASH2_13913
127@ = 7 
jump @SCRASH2_14177 

:SCRASH2_13927
127@ = 9 
jump @SCRASH2_14177 

:SCRASH2_13941
127@ = 10 
jump @SCRASH2_14177 

:SCRASH2_13955
127@ = 5 
jump @SCRASH2_14177 

:SCRASH2_13969
127@ = 12 
jump @SCRASH2_14177 

:SCRASH2_13983
127@ = 13 
jump @SCRASH2_14177 

:SCRASH2_13997
127@ = 8 
jump @SCRASH2_14177 

:SCRASH2_14011
127@ = 13 
jump @SCRASH2_14177 

:SCRASH2_14025
127@ = 13 
jump @SCRASH2_14177 

:SCRASH2_14039
127@ = 11 
jump @SCRASH2_14177 

:SCRASH2_14053
0209: 50@ = random_int_in_ranges 0 3 
if 
  50@ == 0 
else_jump @SCRASH2_14087 
127@ = 9 

:SCRASH2_14087
if 
  50@ == 1 
else_jump @SCRASH2_14112 
127@ = 5 

:SCRASH2_14112
if 
  50@ == 2 
else_jump @SCRASH2_14137 
127@ = 12 

:SCRASH2_14137
jump @SCRASH2_14177 

:SCRASH2_14144
0662: NOP "UNKNOWN_CURRENT_TAXI_WAYPOINT" 

:SCRASH2_14177
if 
  127@ == 13 
else_jump @SCRASH2_14209 
73@ = 0 
74@ = 0 

:SCRASH2_14209
0871: init_jump_table 127@ total_jumps 14 default_jump 0 @SCRASH2_14847 jumps 0 @SCRASH2_14337 1 @SCRASH2_14372 2 @SCRASH2_14409 3 @SCRASH2_14446 4 @SCRASH2_14483 5 @SCRASH2_14520 6 @SCRASH2_14557 
0872: jump_table_jumps 7 @SCRASH2_14594 8 @SCRASH2_14631 9 @SCRASH2_14668 10 @SCRASH2_14705 11 @SCRASH2_14742 12 @SCRASH2_14779 13 @SCRASH2_14816 -1 @SCRASH2_14847 -1 @SCRASH2_14847 

:SCRASH2_14337
0662: NOP "TAXI_WAYPOINT_STILL_NONE" 
jump @SCRASH2_14847 

:SCRASH2_14372
135@ = 728.2346 
136@ = -1068.529 
137@ = 21.3149 
jump @SCRASH2_14847 

:SCRASH2_14409
135@ = 885.8015 
136@ = -1152.047 
137@ = 22.7156 
jump @SCRASH2_14847 

:SCRASH2_14446
135@ = 623.9262 
136@ = -1356.336 
137@ = 12.4009 
jump @SCRASH2_14847 

:SCRASH2_14483
135@ = 554.1271 
136@ = -1327.217 
137@ = 12.3984 
jump @SCRASH2_14847 

:SCRASH2_14520
135@ = 552.7402 
136@ = -1401.848 
137@ = 14.0907 
jump @SCRASH2_14847 

:SCRASH2_14557
135@ = 913.4064 
136@ = -1381.039 
137@ = 12.3208 
jump @SCRASH2_14847 

:SCRASH2_14594
135@ = 807.6411 
136@ = -1737.392 
137@ = 12.3906 
jump @SCRASH2_14847 

:SCRASH2_14631
135@ = 318.3799 
136@ = -1464.926 
137@ = 33.003 
jump @SCRASH2_14847 

:SCRASH2_14668
135@ = 461.6126 
136@ = -1433.671 
137@ = 23.2117 
jump @SCRASH2_14847 

:SCRASH2_14705
135@ = 484.8509 
136@ = -1579.22 
137@ = 20.2086 
jump @SCRASH2_14847 

:SCRASH2_14742
135@ = 570.8074 
136@ = -1580.052 
137@ = 15.0078 
jump @SCRASH2_14847 

:SCRASH2_14779
135@ = 673.4271 
136@ = -1737.34 
137@ = 12.4441 
jump @SCRASH2_14847 

:SCRASH2_14816
0087: 135@ = 132@ // (float) 
0087: 136@ = 133@ // (float) 
0087: 137@ = 134@ // (float) 
jump @SCRASH2_14847 

:SCRASH2_14847
if 
  73@ == 1 
else_jump @SCRASH2_14932 
if 
  128@ == 0 
else_jump @SCRASH2_14897 
73@ = 0 
jump @SCRASH2_14932 

:SCRASH2_14897
0209: 50@ = random_int_in_ranges 0 3 
if 
001D:   50@ > 128@ // (int) 
else_jump @SCRASH2_14932 
73@ = 0 

:SCRASH2_14932
if 
  73@ == 1 
else_jump @SCRASH2_14964 
128@ = 0 
jump @SCRASH2_14971 

:SCRASH2_14964
128@ += 1 

:SCRASH2_14971
if 
   not Actor.Dead(79@)
else_jump @SCRASH2_15201 
if 
  73@ == 1 
else_jump @SCRASH2_15039 
05D1: AS_actor 79@ drive_car -1 to 135@ 136@ 137@ speed 25.0 1 model #NULL 2 
jump @SCRASH2_15201 

:SCRASH2_15039
if 
  127@ == 13 
else_jump @SCRASH2_15071 
50@ = 15 
jump @SCRASH2_15118 

:SCRASH2_15071
0085: 50@ = 129@ // (int) 
50@ *= 3 
50@ += 18 
if 
  50@ > 25 
else_jump @SCRASH2_15118 
50@ = 25 

:SCRASH2_15118
0093: 70@ = integer 50@ to_float 
if 
  2 > 129@ 
else_jump @SCRASH2_15176 
05D1: AS_actor 79@ drive_car -1 to 135@ 136@ 137@ speed 70@ 1 model #NULL 5 
jump @SCRASH2_15201 

:SCRASH2_15176
05D1: AS_actor 79@ drive_car -1 to 135@ 136@ 137@ speed 70@ 1 model #NULL 2 

:SCRASH2_15201
129@ += 1 
return 

:SCRASH2_15210
if 
   Actor.Dead(78@)
else_jump @SCRASH2_15228 
return 

:SCRASH2_15228
if 
   not Actor.InCar(78@, 87@)
else_jump @SCRASH2_15249 
return 

:SCRASH2_15249
if 
   Car.Wrecked(87@)
else_jump @SCRASH2_15267 
return 

:SCRASH2_15267
if 
   not 127@ == 13 
else_jump @SCRASH2_15334 
if 
01AF:   car 87@ sphere 0 in_sphere 135@ 136@ 137@ radius 18.0 18.0 4.0 
else_jump @SCRASH2_15334 
gosub @SCRASH2_13627 

:SCRASH2_15334
if 
  127@ == 13 
else_jump @SCRASH2_15425 
if 
01AF:   car 87@ sphere 0 in_sphere 370.0204 -1647.647 31.7173 radius 14.0 14.0 4.0 
else_jump @SCRASH2_15425 
if 
  150@ == 1 
else_jump @SCRASH2_15425 
gosub @SCRASH2_13627 

:SCRASH2_15425
return 

:SCRASH2_15427
57@ = 355.618 
58@ = -2037.007 
59@ = 6.836 
63@ = 271.1917 
0395: clear_area 1 at 57@ 58@ 59@ radius 10.0 
80@ = Actor.Create(CivMale, #HMYRI, 57@, 58@, 59@)
Actor.Angle(80@) = 63@
0770: unknown_actor 80@ flag 1 
169@ = 1 
return 

:SCRASH2_15527
if 
  144@ == 1 
else_jump @SCRASH2_15547 
return 

:SCRASH2_15547
0871: init_jump_table 98@ total_jumps 2 default_jump 0 @SCRASH2_15747 jumps 3 @SCRASH2_15610 4 @SCRASH2_15658 -1 @SCRASH2_15747 -1 @SCRASH2_15747 -1 @SCRASH2_15747 -1 @SCRASH2_15747 -1 @SCRASH2_15747 

:SCRASH2_15610
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 4000.0 timelimit 3600000 
98@ = 4 
0085: 108@ = 46@ // (int) 
108@ += 250 
jump @SCRASH2_15747 

:SCRASH2_15658
if 
001D:   46@ > 108@ // (int) 
else_jump @SCRASH2_15740 
062E: unknown_get_actor 78@ task 1501 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @SCRASH2_15740 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 4000.0 timelimit 3600000 
0085: 108@ = 46@ // (int) 
108@ += 250 

:SCRASH2_15740
jump @SCRASH2_15747 

:SCRASH2_15747
return 

:SCRASH2_15749
if 
  145@ == 1 
else_jump @SCRASH2_15769 
return 

:SCRASH2_15769
0871: init_jump_table 99@ total_jumps 2 default_jump 0 @SCRASH2_15980 jumps 3 @SCRASH2_15832 4 @SCRASH2_15894 -1 @SCRASH2_15980 -1 @SCRASH2_15980 -1 @SCRASH2_15980 -1 @SCRASH2_15980 -1 @SCRASH2_15980 

:SCRASH2_15832
01B2: give_actor 80@ weapon 22 ammo 99 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 97@ 
0634: AS_actor 80@ attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 4000 unknown 34 
99@ = 4 
0085: 110@ = 46@ // (int) 
110@ += 250 
jump @SCRASH2_15980 

:SCRASH2_15894
if 
001D:   46@ > 110@ // (int) 
else_jump @SCRASH2_15973 
062E: unknown_get_actor 80@ task 1588 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @SCRASH2_15973 
0634: AS_actor 80@ attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 4000 unknown 34 
0085: 110@ = 46@ // (int) 
110@ += 250 

:SCRASH2_15973
jump @SCRASH2_15980 

:SCRASH2_15980
return 

:SCRASH2_15982
126@ = 0 
100@ = 0 
153@ = 0 
return 

:SCRASH2_16005
0871: init_jump_table 126@ total_jumps 6 default_jump 1 @SCRASH2_16165 jumps 0 @SCRASH2_16068 1 @SCRASH2_16130 2 @SCRASH2_16137 3 @SCRASH2_16144 4 @SCRASH2_16151 5 @SCRASH2_16158 -1 @SCRASH2_16191 

:SCRASH2_16068
if 
00FE:   actor 78@ sphere 0 in_sphere 833.4493 -1374.261 -1.5078 radius 1.2 1.2 1.2 
else_jump @SCRASH2_16123 
126@ = 1 

:SCRASH2_16123
jump @SCRASH2_16191 

:SCRASH2_16130
jump @SCRASH2_16191 

:SCRASH2_16137
jump @SCRASH2_16191 

:SCRASH2_16144
jump @SCRASH2_16191 

:SCRASH2_16151
jump @SCRASH2_16191 

:SCRASH2_16158
jump @SCRASH2_16191 

:SCRASH2_16165
0662: NOP "UNKNOWN_SUSPICION_AREA" 

:SCRASH2_16191
return 

:SCRASH2_16193
if 
  156@ == 1 
else_jump @SCRASH2_16213 
return 

:SCRASH2_16213
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @SCRASH2_16236 
156@ = 1 

:SCRASH2_16236
73@ = 0 
0871: init_jump_table 126@ total_jumps 6 default_jump 1 @SCRASH2_16752 jumps 0 @SCRASH2_16306 1 @SCRASH2_16313 2 @SCRASH2_16375 3 @SCRASH2_16474 4 @SCRASH2_16573 5 @SCRASH2_16672 -1 @SCRASH2_16778 

:SCRASH2_16306
jump @SCRASH2_16778 

:SCRASH2_16313
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 783.9064 -1393.156 -2.7078 cornerB 858.4905 -1322.64 -0.3006 
else_jump @SCRASH2_16368 
73@ = 1 

:SCRASH2_16368
jump @SCRASH2_16778 

:SCRASH2_16375
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 825.3654 -1359.666 -2.7078 cornerB 842.8153 -1338.893 7.3875 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 820.1507 -1365.766 -2.7078 cornerB 831.27 -1354.908 -0.3078 
else_jump @SCRASH2_16467 
73@ = 1 

:SCRASH2_16467
jump @SCRASH2_16778 

:SCRASH2_16474
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 819.6318 -1344.258 4.9875 cornerB 842.2764 -1338.742 13.7162 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 816.749 -1345.116 8.8156 cornerB 829.4735 -1338.895 13.7281 
else_jump @SCRASH2_16566 
73@ = 1 

:SCRASH2_16566
jump @SCRASH2_16778 

:SCRASH2_16573
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 787.7994 -1357.323 11.3391 cornerB 827.1069 -1309.406 13.7625 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 816.749 -1345.116 8.8156 cornerB 829.4735 -1338.895 13.7281 
else_jump @SCRASH2_16665 
73@ = 1 

:SCRASH2_16665
jump @SCRASH2_16778 

:SCRASH2_16672
if 
  154@ == 0 
else_jump @SCRASH2_16745 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 787.0083 -1376.24 11.3391 cornerB 809.962 -1310.506 13.8144 
else_jump @SCRASH2_16745 
73@ = 1 

:SCRASH2_16745
jump @SCRASH2_16778 

:SCRASH2_16752
0662: NOP "UNKNOWN_SUSPICION_AREA" 

:SCRASH2_16778
if 
  156@ == 1 
else_jump @SCRASH2_16804 
0085: 156@ = 73@ // (int) 

:SCRASH2_16804
if 
  156@ == 1 
else_jump @SCRASH2_16854 
0085: 118@ = 46@ // (int) 
118@ += 1000 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_16854
if 
  73@ == 1 
else_jump @SCRASH2_17004 
Actor.StorePos(78@, 57@, 58@, 59@)
Actor.StorePos($PLAYER_ACTOR, 60@, 61@, 62@)
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
if 
  100@ == 1 
else_jump @SCRASH2_16976 
if 
  72@ > 10.0 
else_jump @SCRASH2_16969 
73@ = 0 

:SCRASH2_16969
jump @SCRASH2_17004 

:SCRASH2_16976
if 
  72@ > 8.0 
else_jump @SCRASH2_17004 
73@ = 0 

:SCRASH2_17004
if 
  73@ == 1 
else_jump @SCRASH2_17215 
if 
  100@ == 0 
else_jump @SCRASH2_17117 
0085: 114@ = 46@ // (int) 
114@ += 60 
if 
  160@ == 0 
else_jump @SCRASH2_17096 
00BC: show_text_highpriority GXT 'SCR2_08' time 30000 flag 1  // ~s~Du bist zu nah dran! Du verschreckst den ~r~Reporter~s~. Halte Abstand, sonst blst er das Interview ab.
160@ = 1 

:SCRASH2_17096
153@ = 1 
100@ = 1 
jump @SCRASH2_17208 

:SCRASH2_17117
if 
001D:   46@ > 114@ // (int) 
else_jump @SCRASH2_17208 
$7238 += 1 
if 
  $7238 > 100 
else_jump @SCRASH2_17193 
$7238 = 100 
37@ = 1 
45@ = 7 
03EB: clear_small_messages_only 
return 
jump @SCRASH2_17208 

:SCRASH2_17193
0085: 114@ = 46@ // (int) 
114@ += 60 

:SCRASH2_17208
jump @SCRASH2_17367 

:SCRASH2_17215
if 
  100@ == 1 
else_jump @SCRASH2_17284 
03EB: clear_small_messages_only 
100@ = 0 
153@ = 0 
0085: 101@ = 102@ // (int) 
0647: unknown_actor 78@ look_task 
0085: 114@ = 46@ // (int) 
114@ += 40 
jump @SCRASH2_17367 

:SCRASH2_17284
if 
  $7238 > 0 
else_jump @SCRASH2_17367 
if and
  114@ > 0 
001D:   46@ > 114@ // (int) 
else_jump @SCRASH2_17367 
$7238 -= 1 
if 
  0 > $7238 
else_jump @SCRASH2_17367 
$7238 = 0 
114@ = 0 

:SCRASH2_17367
return 

:SCRASH2_17369
if 
  152@ == 1 
else_jump @SCRASH2_17420 
if 
001D:   46@ > 116@ // (int) 
else_jump @SCRASH2_17420 
152@ = 0 
116@ = 0 

:SCRASH2_17420
162@ = 0 
if or
  100@ == 3 
  100@ == 1 
else_jump @SCRASH2_17459 
162@ = 1 

:SCRASH2_17459
73@ = 0 
74@ = 0 
159@ = 0 
if and
  150@ == 1 
  149@ == 1 
else_jump @SCRASH2_17617 
Actor.StorePos(78@, 57@, 58@, 59@)
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 372.661 -2088.79 6.836 
Actor.StorePos($PLAYER_ACTOR, 60@, 61@, 62@)
050A: 70@ = distance_between_XYZ 60@ 61@ 62@ and_XYZ 372.661 -2088.79 6.836 
if 
0025:   72@ > 70@ // (float) 
else_jump @SCRASH2_17617 
159@ = 1 

:SCRASH2_17617
if 
  159@ == 1 
else_jump @SCRASH2_17809 
if 
   not 100@ == 3 
else_jump @SCRASH2_17716 
if 
   not 100@ == 1 
else_jump @SCRASH2_17686 
0085: 114@ = 46@ // (int) 
114@ += 60 

:SCRASH2_17686
100@ = 3 
00BC: show_text_highpriority GXT 'SCR2_23' time 30000 flag 1  // ~s~Du verschreckst den ~r~Reporter~s~. Bleib hinter ihm, sonst lsst er das Interview platzen.
jump @SCRASH2_17807 

:SCRASH2_17716
if 
001D:   46@ > 114@ // (int) 
else_jump @SCRASH2_17807 
$7238 += 1 
if 
  $7238 > 100 
else_jump @SCRASH2_17792 
$7238 = 100 
37@ = 1 
45@ = 7 
03EB: clear_small_messages_only 
return 
jump @SCRASH2_17807 

:SCRASH2_17792
0085: 114@ = 46@ // (int) 
114@ += 60 

:SCRASH2_17807
return 

:SCRASH2_17809
if 
  159@ == 0 
else_jump @SCRASH2_17959 
Actor.StorePos(78@, 57@, 58@, 59@)
Actor.StorePos($PLAYER_ACTOR, 60@, 61@, 62@)
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
if 
  40.0 >= 72@ 
else_jump @SCRASH2_17931 
if 
  152@ == 0 
else_jump @SCRASH2_17924 
73@ = 1 

:SCRASH2_17924
jump @SCRASH2_17959 

:SCRASH2_17931
if 
  72@ >= 100.0 
else_jump @SCRASH2_17959 
74@ = 1 

:SCRASH2_17959
if 
  159@ == 0 
else_jump @SCRASH2_18029 
if 
  100@ == 3 
else_jump @SCRASH2_18029 
if and
  73@ == 0 
  74@ == 0 
else_jump @SCRASH2_18029 
03EB: clear_small_messages_only 
100@ = 0 

:SCRASH2_18029
if 
  73@ == 1 
else_jump @SCRASH2_18288 
if 
   not 100@ == 1 
else_jump @SCRASH2_18190 
0085: 114@ = 46@ // (int) 
114@ += 60 
if 
   not 100@ == 3 
else_jump @SCRASH2_18146 
if 
  160@ == 0 
else_jump @SCRASH2_18139 
00BC: show_text_highpriority GXT 'SCR2_08' time 30000 flag 1  // ~s~Du bist zu nah dran! Du verschreckst den ~r~Reporter~s~. Halte Abstand, sonst blst er das Interview ab.
160@ = 1 

:SCRASH2_18139
jump @SCRASH2_18169 

:SCRASH2_18146
00BC: show_text_highpriority GXT 'SCR2_08' time 30000 flag 1  // ~s~Du bist zu nah dran! Du verschreckst den ~r~Reporter~s~. Halte Abstand, sonst blst er das Interview ab.
160@ = 1 

:SCRASH2_18169
153@ = 1 
100@ = 1 
jump @SCRASH2_18281 

:SCRASH2_18190
if 
001D:   46@ > 114@ // (int) 
else_jump @SCRASH2_18281 
$7238 += 1 
if 
  $7238 > 100 
else_jump @SCRASH2_18266 
$7238 = 100 
37@ = 1 
45@ = 7 
03EB: clear_small_messages_only 
return 
jump @SCRASH2_18281 

:SCRASH2_18266
0085: 114@ = 46@ // (int) 
114@ += 60 

:SCRASH2_18281
jump @SCRASH2_18315 

:SCRASH2_18288
if 
  100@ == 1 
else_jump @SCRASH2_18315 
03EB: clear_small_messages_only 
100@ = 0 

:SCRASH2_18315
if 
  74@ == 1 
else_jump @SCRASH2_18365 
if and
  149@ == 1 
  150@ == 1 
else_jump @SCRASH2_18365 
74@ = 0 

:SCRASH2_18365
if 
  74@ == 1 
else_jump @SCRASH2_18615 
if 
  100@ == 0 
else_jump @SCRASH2_18438 
130@ = 21 
0085: 113@ = 46@ // (int) 
113@ += 1000 
100@ = 2 
jump @SCRASH2_18608 

:SCRASH2_18438
if 
001D:   46@ > 113@ // (int) 
else_jump @SCRASH2_18530 
130@ -= 1 
if 
  0 > 130@ 
else_jump @SCRASH2_18514 
130@ = 0 
37@ = 1 
45@ = 3 
03EB: clear_small_messages_only 
return 
jump @SCRASH2_18530 

:SCRASH2_18514
0085: 113@ = 46@ // (int) 
113@ += 1000 

:SCRASH2_18530
if and
  130@ > 10 
  72@ >= 140.0 
else_jump @SCRASH2_18574 
00BC: show_text_highpriority GXT 'SCR2_16' time 30000 flag 1  // ~s~Du bist zu weit weg! Bleib dichter dran, sonst verlierst du den ~r~Reporter~s~.

:SCRASH2_18574
if 
  130@ == 10 
else_jump @SCRASH2_18608 
00BC: show_text_highpriority GXT 'SCR2_16' time 30000 flag 1  // ~s~Du bist zu weit weg! Bleib dichter dran, sonst verlierst du den ~r~Reporter~s~.

:SCRASH2_18608
jump @SCRASH2_18651 

:SCRASH2_18615
if 
  100@ == 2 
else_jump @SCRASH2_18651 
03D5: remove_text 'SCR2_16'  // ~s~Du bist zu weit weg! Bleib dichter dran, sonst verlierst du den ~r~Reporter~s~.
100@ = 0 

:SCRASH2_18651
if and
   not 100@ == 1 
   not 100@ == 3 
else_jump @SCRASH2_18814 
if 
  162@ == 1 
else_jump @SCRASH2_18716 
0085: 114@ = 46@ // (int) 
114@ += 40 
jump @SCRASH2_18814 

:SCRASH2_18716
if 
  $7238 > 0 
else_jump @SCRASH2_18814 
if 
001D:   46@ > 114@ // (int) 
else_jump @SCRASH2_18814 
$7238 -= 1 
if 
  0 > $7238 
else_jump @SCRASH2_18799 
$7238 = 0 
114@ = 0 
jump @SCRASH2_18814 

:SCRASH2_18799
0085: 114@ = 46@ // (int) 
114@ += 40 

:SCRASH2_18814
return 

:SCRASH2_18816
03C4: set_status_text $7238 type 1 GXT 'SCR2_52' // global_variable  // Schreck
return 

:SCRASH2_18834
if 
0736:   NOP_false 32 
else_jump @SCRASH2_18883 
47@ += 1 
if 
  47@ > 2 
else_jump @SCRASH2_18881 
47@ = 0 

:SCRASH2_18881
086A: NOP 

:SCRASH2_18883
if 
  47@ == 1 
else_jump @SCRASH2_19115 
if 
   not Car.Wrecked(81@)
else_jump @SCRASH2_18933 
02E3: 70@ = car 81@ speed 
0090: $7245 = float 70@ to_integer 

:SCRASH2_18933
008A: $7239 = 34@ // (int) 
008A: $7240 = 35@ // (int) 
008A: $7241 = 32@ // (int) 
008A: $7242 = 33@ // (int) 
008A: $7243 = 46@ // (int) 
008A: $7244 = 119@ // (int) 
008A: $7246 = 121@ // (int) 
065D: NOP $7239 "M_STAGE" 
065D: NOP $7240 "M_GOALS" 
065D: NOP $7243 "M_MISSION_TIMER" 
065D: NOP $7244 "TRAIN_DISTANCE" 
if 
   not Car.Wrecked(81@)
else_jump @SCRASH2_19094 
065D: NOP $7245 "TRAIN_SPEED" 

:SCRASH2_19094
065D: NOP $7246 "PLAYER_FROM_LS" 

:SCRASH2_19115
if 
  47@ == 2 
else_jump @SCRASH2_19133 

:SCRASH2_19133
if 
0736:   NOP_false 98 
else_jump @SCRASH2_19155 
38@ = 1 

:SCRASH2_19155
if 
0736:   NOP_false 80 
else_jump @SCRASH2_19243 
if 
  39@ == 0 
else_jump @SCRASH2_19218 
39@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @SCRASH2_19243 

:SCRASH2_19218
39@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:SCRASH2_19243
return 

:SCRASH2_19245
if 
8736:   not NOP_false 74 
else_jump @SCRASH2_19262 
return 

:SCRASH2_19262
if 
  34@ == 1 
else_jump @SCRASH2_19334 
0395: clear_area 1 at -2063.547 253.2754 34.3043 radius 0.5 
Actor.PutAt($PLAYER_ACTOR, -2063.547, 253.2754, 34.3043)
Actor.Angle($PLAYER_ACTOR) = 0.0

:SCRASH2_19334
if and
  34@ == 2 
  4 > 35@ 
else_jump @SCRASH2_19585 
if 
  166@ == 0 
else_jump @SCRASH2_19452 
0395: clear_area 1 at -1944.025 135.5236 24.7109 radius 100.0 
06D8: 81@ = create_train_at -1944.025 135.5236 24.7109 type 11 direction 0 
06DC: set_train 81@ acc 0.0 
06DD: set_train 81@ speed 0.0 
166@ = 1 

:SCRASH2_19452
if 
   not Car.Wrecked(81@)
else_jump @SCRASH2_19478 
078A: 82@ = get_train 81@ carriage 1 handle 

:SCRASH2_19478
if 
   not Actor.Dead(78@)
else_jump @SCRASH2_19506 
05CA: AS_actor 78@ enter_car 82@ passenger_seat -1 100 ms 

:SCRASH2_19506
0395: clear_area 1 at -1989.161 208.5921 26.6797 radius 0.5 
Actor.PutAt($PLAYER_ACTOR, -1989.161, 208.5921, 26.6797)
Actor.Angle($PLAYER_ACTOR) = 221.8946
0085: 103@ = 46@ // (int) 
103@ += 60000 
35@ = 4 

:SCRASH2_19585
if and
  34@ == 3 
  4 > 35@ 
else_jump @SCRASH2_19732 
if 
  35@ == 1 
else_jump @SCRASH2_19671 
if 
   not Car.Wrecked(81@)
else_jump @SCRASH2_19664 
07C7: put_train 81@ at 779.9327 -1334.155 -2.534 

:SCRASH2_19664
jump @SCRASH2_19678 

:SCRASH2_19671
35@ = 4 

:SCRASH2_19678
0395: clear_area 1 at 815.0453 -1323.097 12.5036 radius 5.0 
Actor.PutAt($PLAYER_ACTOR, 815.0453, -1323.097, 12.5036)
Actor.Angle($PLAYER_ACTOR) = 187.142

:SCRASH2_19732
if and
  34@ == 4 
  11 > 35@ 
else_jump @SCRASH2_20028 
if 
   not Actor.Dead(78@)
else_jump @SCRASH2_19803 
Actor.PutAt(78@, 803.7784, -1342.926, 12.5469)
Actor.Angle(78@) = 92.3748

:SCRASH2_19803
if 
  168@ == 1 
else_jump @SCRASH2_19874 
if 
   not Car.Wrecked(87@)
else_jump @SCRASH2_19867 
Car.PutAt(87@, 799.7784, -1342.926, 12.5469)
Car.Angle(87@) = 7.9128

:SCRASH2_19867
jump @SCRASH2_19950 

:SCRASH2_19874
0395: clear_area 1 at 799.7784 -1342.926 12.5469 radius 10.0 
87@ = Car.Create(#TAXI, 799.7784, -1342.926, 12.5469)
Car.Angle(87@) = 7.9128
0129: 79@ = create_actor_pedtype 4 model #BMYBE in_car 87@ driverseat 
168@ = 1 

:SCRASH2_19950
if and
   not Car.Wrecked(81@)
  166@ == 1 
else_jump @SCRASH2_19995 
06DD: set_train 81@ speed 30.0 
07BE: remove_references_to_train 81@ 
166@ = 0 

:SCRASH2_19995
156@ = 0 
157@ = 0 
158@ = 1 
Marker.Disable(90@)
35@ = 11 

:SCRASH2_20028
if 
  34@ == 5 
else_jump @SCRASH2_20207 
132@ = 366.4698 
133@ = -2030.643 
134@ = 6.6582 
if 
   not Actor.Dead(78@)
else_jump @SCRASH2_20146 
0395: clear_area 1 at 366.4698 -2030.643 6.6582 radius 5.0 
Actor.PutAt(78@, 366.4698, -2030.643, 6.6582)
Actor.Angle(78@) = 179.2269

:SCRASH2_20146
0395: clear_area 1 at 383.3648 -1930.448 6.8301 radius 5.0 
Actor.PutAt($PLAYER_ACTOR, 383.3648, -1930.448, 6.8301)
Actor.Angle($PLAYER_ACTOR) = 88.4042
35@ = 1 

:SCRASH2_20207
return 

:SCRASH2_20209
41@ += 1 
if 
  41@ > 9 
else_jump @SCRASH2_20241 
41@ = 0 

:SCRASH2_20241
return 

:SCRASH2_20243
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 46@ += 44@ // (int) 
return 

:SCRASH2_20282
34@ += 1 
35@ = 0 
32@ = 0 
33@ = 0 
return 

:SCRASH2_20312
Player.CanMove($PLAYER_CHAR) = False
02E4: load_cutscene_data 'SCRASH2' 

:SCRASH2_20330
if 
86B9:   not cutscene_data_loaded 
else_jump @SCRASH2_20354 
wait 0 
jump @SCRASH2_20330 

:SCRASH2_20354
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
Camera.SetAtPos(-2031.0, 149.0, 29.0)
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:SCRASH2_20399
if 
82E9:   not cutscene_reached_end 
else_jump @SCRASH2_20423 
wait 0 
jump @SCRASH2_20399 

:SCRASH2_20423
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:SCRASH2_20437
if 
fading 
else_jump @SCRASH2_20461 
wait 0 
jump @SCRASH2_20437 

:SCRASH2_20461
02EA: end_cutscene 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
return 

:SCRASH2_20489
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @SCRASH2_20516 
wait 0 
jump @SCRASH2_20489 

:SCRASH2_20516
gosub @SCRASH2_20731 
gosub @SCRASH2_20897 
0395: clear_area 0 at -1978.85 169.6607 26.6953 radius 3.0 
89@ = Car.Create(#SANCHEZ, -1978.85, 169.6607, 26.6953)
Car.Angle(89@) = 90.1127
161@ = 1 
0395: clear_area 0 at -2033.339 148.6139 27.8359 radius 0.5 
Camera.SetAtPos(-2033.339, 148.6139, 27.8359)
Actor.PutAt($PLAYER_ACTOR, -2033.339, 148.6139, 27.8359)
Actor.Angle($PLAYER_ACTOR) = 270.0
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
06D7: enable_train_traffic 0 
09FF: set_restart_closest_to -2026.061 148.828 27.8359 
0A45: set_rail_tracks_friction_to 0.4 
wait 1000 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
gosub @SCRASH2_20282 
return 

:SCRASH2_20731
Model.Load(#STREAK)
Model.Load(#STREAKC)
Model.Load(#FREIGHT)
Model.Load(#FREIFLAT)
Model.Load(#SANCHEZ)
Model.Load(#WMYBU)
Model.Load(#BMYBE)
Model.Load(#HMYRI)
Model.Load(#SNIPER)
Model.Load(#COLT45)
038B: load_requested_models 

:SCRASH2_20781
if or
   not Model.Available(#STREAK)
   not Model.Available(#STREAKC)
   not Model.Available(#FREIGHT)
   not Model.Available(#FREIFLAT)
   not Model.Available(#SANCHEZ)
else_jump @SCRASH2_20828 
wait 0 
jump @SCRASH2_20781 

:SCRASH2_20828
if or
   not Model.Available(#WMYBU)
   not Model.Available(#BMYBE)
   not Model.Available(#HMYRI)
else_jump @SCRASH2_20863 
wait 0 
jump @SCRASH2_20828 

:SCRASH2_20863
if or
   not Model.Available(#SNIPER)
   not Model.Available(#COLT45)
else_jump @SCRASH2_20895 
wait 0 
jump @SCRASH2_20863 

:SCRASH2_20895
return 

:SCRASH2_20897
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 

:SCRASH2_20914
if or
84EE:   not animation "MISC" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @SCRASH2_20953 
wait 0 
jump @SCRASH2_20914 

:SCRASH2_20953
return 

:SCRASH2_20955
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 7 default_jump 0 @SCRASH2_21197 jumps 1 @SCRASH2_21036 2 @SCRASH2_21059 3 @SCRASH2_21082 4 @SCRASH2_21105 5 @SCRASH2_21128 6 @SCRASH2_21151 7 @SCRASH2_21174 

:SCRASH2_21036
00BC: show_text_highpriority GXT 'SCR2_80' time 5000 flag 1  // ~r~Du kommst zu spt. Die Bahn ist weg.
jump @SCRASH2_21197 

:SCRASH2_21059
00BC: show_text_highpriority GXT 'SCR2_81' time 5000 flag 1  // ~r~Der Reporter ist tot.
jump @SCRASH2_21197 

:SCRASH2_21082
00BC: show_text_highpriority GXT 'SCR2_82' time 5000 flag 1  // ~r~Du hast den Reporter verloren.
jump @SCRASH2_21197 

:SCRASH2_21105
00BC: show_text_highpriority GXT 'SCR2_83' time 5000 flag 1  // ~r~Reporter und Zielperson sind weg.
jump @SCRASH2_21197 

:SCRASH2_21128
00BC: show_text_highpriority GXT 'SCR2_84' time 5000 flag 1  // ~r~Der Reporter ist entwischt.
jump @SCRASH2_21197 

:SCRASH2_21151
00BC: show_text_highpriority GXT 'SCR2_85' time 5000 flag 1  // ~r~Die Zielperson ist entwischt.
jump @SCRASH2_21197 

:SCRASH2_21174
00BC: show_text_highpriority GXT 'SCR2_86' time 5000 flag 1  // ~r~Du hast den Reporter verschreckt.
jump @SCRASH2_21197 

:SCRASH2_21197
155@ = 1 
return 

:SCRASH2_21206
03EB: clear_small_messages_only 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION ERFLLT!
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'SCRA_2'  // Snail Trail
030C: progress_made += 1 
$CRASH_SF_TOTAL_PASSED_MISSIONS += 1 
Marker.Disable($532)
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
$MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere($ICON_TRIADS, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
155@ = 0 
return 

:SCRASH2_21293
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SCRASH2_21398 
if 
  155@ == 1 
else_jump @SCRASH2_21398 
if 
  131@ == 0 
else_jump @SCRASH2_21359 
0555: remove_weapon 34 from_actor $PLAYER_ACTOR 
jump @SCRASH2_21398 

:SCRASH2_21359
041A: 50@ = actor $PLAYER_ACTOR weapon 34 ammo 
if 
001D:   50@ > 131@ // (int) 
else_jump @SCRASH2_21398 
017B: set_actor $PLAYER_ACTOR weapon 34 ammo_to 131@ 

:SCRASH2_21398
if and
  168@ == 1 
   not Car.Wrecked(87@)
else_jump @SCRASH2_21428 
Car.ToggleTaxiLight(87@) = False

:SCRASH2_21428
if 
   not Actor.Dead(79@)
else_jump @SCRASH2_21449 
0687: clear_actor 79@ task 

:SCRASH2_21449
if 
   not Actor.Dead(78@)
else_jump @SCRASH2_21470 
0647: unknown_actor 78@ look_task 

:SCRASH2_21470
Pickup.Destroy(95@)
Actor.RemoveReferences(78@)
Car.RemoveReferences(87@)
Actor.RemoveReferences(79@)
Actor.RemoveReferences(80@)
Model.Destroy(#COLT45)
Model.Destroy(#SNIPER)
48@ = 0 

:SCRASH2_21512
07BE: remove_references_to_train 84@(48@,3i) 
48@ += 1 
  48@ >= 3 
else_jump @SCRASH2_21512 
if 
  166@ == 1 
else_jump @SCRASH2_21591 
if 
   not Car.Wrecked(81@)
else_jump @SCRASH2_21591 
06DD: set_train 81@ speed 30.0 
07BE: remove_references_to_train 81@ 

:SCRASH2_21591
Marker.Disable(90@)
Marker.Disable(91@)
Marker.Disable(92@)
Marker.Disable(93@)
Marker.Disable(94@)
0151: remove_status_text $7238 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
03E6: remove_text_box 
Model.Destroy(#STREAK)
Model.Destroy(#STREAKC)
Model.Destroy(#FREIGHT)
Model.Destroy(#FREIFLAT)
Model.Destroy(#TAXI)
Model.Destroy(#SANCHEZ)
Model.Destroy(#WMYBU)
Model.Destroy(#BMYBE)
Model.Destroy(#HMYRI)
Model.Destroy(#SNIPER)
Model.Destroy(#COLT45)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
091D: remove_forbidden_for_boats_cube_cornerA 789.595 -1387.97 11.5469 cornerB 807.2843 -1334.546 13.725 
091D: remove_forbidden_for_boats_cube_cornerA 804.9978 -1414.032 11.3801 cornerB 908.0844 -1386.618 13.5524 
091D: remove_forbidden_for_boats_cube_cornerA 802.1913 -1335.066 11.1828 cornerB 911.4662 -1313.045 13.7469 
0A45: set_rail_tracks_friction_to -1.0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 53---------------
// Originally: Mountain Cloud Boys

:WUZI1
thread 'WUZI1' 
gosub @WUZI1_47 
if 
wasted_or_busted 
else_jump @WUZI1_38 
gosub @WUZI1_27957 

:WUZI1_38
gosub @WUZI1_28039 
end_thread 

:WUZI1_47
231@ = 15 
232@ = 33 
233@ = 38 
234@ = 39 
235@ = 40 
236@ = 41 
237@ = 42 
265@ = 0 
054C: use_GXT_table 'WUZI1' 
03D5: remove_text 'M_FAIL'  // ~r~MISSION FEHLGESCHLAGEN!
$ONMISSION = 1 
increment_mission_attempts 
if 
  71@ == 99 
else_jump @WUZI1_231 
35@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
104@ = Car.Create(#ESPERANT, 0.0, 0.0, 0.0)
062F: 157@ = create_group_type 2 
107@ = Marker.CreateAboveActor(35@)
109@ = Marker.CreateAboveActor(35@)
108@ = Marker.CreateAboveActor(35@)

:WUZI1_231
wait 0 
if 
0735:   NOP_false 83 
else_jump @WUZI1_257 
jump @WUZI1_27975 

:WUZI1_257
if 
0735:   NOP_false 88 
else_jump @WUZI1_328 
Actor.PutAt($PLAYER_ACTOR, -2175.735, 653.6188, 48.4453)
if 
   not Actor.Dead(35@)
else_jump @WUZI1_328 
Actor.PutAt(35@, -2176.735, 653.6188, 48.4453)

:WUZI1_328
if 
0735:   NOP_false 90 
else_jump @WUZI1_399 
Actor.PutAt($PLAYER_ACTOR, -2247.749, 649.4075, 48.4375)
if 
   not Actor.Dead(35@)
else_jump @WUZI1_399 
Actor.PutAt(35@, -2246.749, 649.4075, 48.4375)

:WUZI1_399
0871: init_jump_table 71@ total_jumps 11 default_jump 0 @WUZI1_695 jumps 0 @WUZI1_527 1 @WUZI1_548 2 @WUZI1_569 3 @WUZI1_583 4 @WUZI1_597 5 @WUZI1_611 6 @WUZI1_625 
0872: jump_table_jumps 7 @WUZI1_639 8 @WUZI1_653 9 @WUZI1_667 10 @WUZI1_681 -1 @WUZI1_695 -1 @WUZI1_695 -1 @WUZI1_695 -1 @WUZI1_695 -1 @WUZI1_695 

:WUZI1_527
gosub @WUZI1_2353 
71@ = 1 
jump @WUZI1_695 

:WUZI1_548
gosub @WUZI1_1167 
71@ = 2 
jump @WUZI1_695 

:WUZI1_569
gosub @WUZI1_2631 
jump @WUZI1_695 

:WUZI1_583
gosub @WUZI1_7076 
jump @WUZI1_695 

:WUZI1_597
gosub @WUZI1_13133 
jump @WUZI1_695 

:WUZI1_611
gosub @WUZI1_13769 
jump @WUZI1_695 

:WUZI1_625
gosub @WUZI1_16453 
jump @WUZI1_695 

:WUZI1_639
gosub @WUZI1_17106 
jump @WUZI1_695 

:WUZI1_653
gosub @WUZI1_18968 
jump @WUZI1_695 

:WUZI1_667
gosub @WUZI1_19861 
jump @WUZI1_695 

:WUZI1_681
jump @WUZI1_27975 
jump @WUZI1_695 

:WUZI1_695
gosub @WUZI1_838 
gosub @WUZI1_906 
gosub @WUZI1_23148 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Actor.StorePos($PLAYER_ACTOR, 228@, 229@, 230@)
if or
  71@ == 2 
  71@ == 4 
  71@ == 6 
else_jump @WUZI1_804 
gosub @WUZI1_20336 
gosub @WUZI1_22823 
gosub @WUZI1_23037 
gosub @WUZI1_23146 

:WUZI1_804
if 
  36@ == 1 
else_jump @WUZI1_829 
jump @WUZI1_27957 

:WUZI1_829
jump @WUZI1_231 
return 

:WUZI1_838
if 
  37@ == 1 
else_jump @WUZI1_904 
if 
   Actor.Dead(35@)
else_jump @WUZI1_904 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'WZ1_40' time 5000 flag 1  // ~r~Woozie ist tot!
36@ = 1 
jump @WUZI1_27957 

:WUZI1_904
return 

:WUZI1_906
if 
  73@ == 1 
else_jump @WUZI1_1165 
if 
  72@ == 1 
else_jump @WUZI1_1029 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_1029 
if 
86EE:   not actor 35@ in_group $PLAYER_GROUP 
else_jump @WUZI1_1029 
72@ = 0 
Marker.Disable(108@)
108@ = Marker.CreateAboveActor(35@)
07E0: set_marker 108@ type_to 1 
018B: set_marker 107@ radar_mode 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'WZ1_41' time 4000 flag 1  // ~s~Du hast Woozie zurckgelassen! Kehr um und hole ihn!

:WUZI1_1029
if 
  72@ == 0 
else_jump @WUZI1_1165 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_1165 
if 
06EE:   actor 35@ in_group $PLAYER_GROUP 
else_jump @WUZI1_1096 
72@ = 1 
jump @WUZI1_1165 

:WUZI1_1096
if 
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 6.0 6.0 0 
else_jump @WUZI1_1165 
09DD: unknown_player_group 1 
0631: put_actor 35@ in_group $PLAYER_GROUP 
07CB: set_actor 35@ supporting_fire 0 
Marker.Disable(108@)
018B: set_marker 107@ radar_mode 3 
72@ = 1 

:WUZI1_1165
return 

:WUZI1_1167
191@ = 4 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
Model.Load(#MICRO_UZI)
Model.Load(#DNB1)
Model.Load(#DNB2)
Model.Load(#DNB3)
Model.Load(#TRIADA)
Model.Load(#TRIADB)
Model.Load(#SNIPER)
Model.Load(#SENTINEL)
Model.Load(#SANCHEZ)
Model.Load(#OMOST)
04ED: load_animation "WUZI" 
07C0: load_path 169 
07C0: load_path 139 

:WUZI1_1249
if or
823D:   not special_actor 1 loaded 
   not Model.Available(#MICRO_UZI)
   not Model.Available(#SNIPER)
   not Model.Available(#DNB1)
   not Model.Available(#DNB2)
   not Model.Available(#DNB3)
else_jump @WUZI1_1297 
wait 0 
jump @WUZI1_1249 

:WUZI1_1297
if or
   not Model.Available(#SENTINEL)
   not Model.Available(#SANCHEZ)
   not Model.Available(#TRIADA)
   not Model.Available(#TRIADB)
   not Model.Available(#OMOST)
else_jump @WUZI1_1341 
wait 0 
jump @WUZI1_1297 

:WUZI1_1341
if or
87C1:   not path 169 available 
87C1:   not path 139 available 
else_jump @WUZI1_1373 
wait 0 
jump @WUZI1_1341 

:WUZI1_1373
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 // see ped.dat 
060A: create_decision_maker_type 2 store_to 34@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 34@ event 31 
0708: reset_decision_maker 34@ event 9 
0708: reset_decision_maker 34@ event 49 
0708: reset_decision_maker 34@ event 15 
0709: set_decision_maker 34@ on_event 31 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 34@ on_event 9 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
if 
03CA:   object $2666 exists 
else_jump @WUZI1_1529 
Object.Destroy($2666)

:WUZI1_1529
$2666 = Object.Init(#CT_GATEXR, -2179.353, 661.232, 50.214)
Object.Indestructibility($2666) = False
Model.Destroy(#CT_GATEXR)
68@ = Object.Init(#CT_STALL1, -2213.413, 640.908, 48.43)
Object.Angle(68@) = 90.0
58@ = Object.Init(#CT_TABLE, -2201.436, 647.109, 48.413)
49@ = Object.Init(#CHINATGARAGEDOOR, -2184.415, 711.556, 54.523)
50@ = Object.Init(#CHINATGARAGEDOOR, -2178.87, 711.556, 54.523)
45@ = Object.Init(#TMP_BIN, -2183.968, 647.055, 49.185)
46@ = Object.Init(#TMP_BIN, -2172.813, 654.019, 49.185)
47@ = Object.Init(#TMP_BIN, -2172.813, 649.293, 49.185)
Object.Angle(46@) = 270.0
Object.Angle(47@) = 270.0
Object.Angle($2666) = 0.0
03C7: set_sensitivity_to_crime 0.2 
Player.WantedLevel($PLAYER_CHAR) = 0
73@ = 1 
06D0: enable_emergency_traffic 0 
77@ = 99 
201@ = -2199.0 
205@ = 645.4869 
209@ = 48.4453 
213@ = -2194.68 
217@ = 646.1572 
221@ = 48.4453 
202@ = -2199.0 
206@ = 640.8279 
210@ = 48.4453 
214@ = -2194.043 
218@ = 638.7194 
222@ = 48.4453 
203@ = -2195.839 
207@ = 635.439 
211@ = 48.4453 
215@ = -2189.367 
219@ = 636.7801 
223@ = 48.4453 
204@ = -2213.005 
208@ = 638.9453 
212@ = 48.4459 
216@ = -2204.778 
220@ = 639.4221 
224@ = 48.4453 
35@ = Actor.Create(Mission2, #SPECIAL01, -2155.462, 645.8904, 51.3516)
0085: 741@ = 35@ // (int) 
37@ = 1 
01B2: give_actor 35@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B9: set_actor 35@ armed_weapon_to 0 
Actor.Angle(35@) = 180.0
Actor.Health(35@) = 250
08AF: set_actor 35@ max_health_to 250 
161@ = 250 
0446: set_actor 35@ immune_to_headshots 0 
0296: unload_special_actor 1 
018A: 107@ = create_checkpoint_at -2244.995 642.8972 48.4077 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @WUZI1_2203 
Actor.PutAt($PLAYER_ACTOR, -2155.266, 645.0895, 51.3516)
Actor.Angle($PLAYER_ACTOR) = 270.0

:WUZI1_2203
if 
   not Actor.Dead(35@)
else_jump @WUZI1_2268 
0245: set_actor 35@ walk_style_to "BLINDMAN" 
060B: set_actor 35@ decision_maker_to 34@ 
0568: set_actor 35@ targetable 1 
09DD: unknown_player_group 1 
0631: put_actor 35@ in_group $PLAYER_GROUP 
72@ = 1 

:WUZI1_2268
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0A0B: set_rendering_origin_at_3D_coord -2155.266 645.0895 51.3516 angle 270.0 
04E4: unknown_refresh_game_renderer_at -2155.0 645.0 
fade 1 1000 
Camera.SetAtPos(-2155.266, 645.0895, 51.3)
71@ = 2 
42@ = 0 
return 

:WUZI1_2353
054C: use_GXT_table 'WUZI1' 
Player.CanMove($PLAYER_CHAR) = False
select_interior 1 
02E4: load_cutscene_data 'WOOZI1A' 

:WUZI1_2386
if 
86B9:   not cutscene_data_loaded 
else_jump @WUZI1_2410 
wait 0 
jump @WUZI1_2386 

:WUZI1_2410
02E7: start_cutscene 
fade 1 1000 

:WUZI1_2419
if 
82E9:   not cutscene_reached_end 
else_jump @WUZI1_2443 
wait 0 
jump @WUZI1_2419 

:WUZI1_2443
if 
08D0:   cutscene_skipped 
else_jump @WUZI1_2463 
238@ = 1 

:WUZI1_2463
fade 0 0 

:WUZI1_2469
if 
fading 
else_jump @WUZI1_2493 
wait 0 
jump @WUZI1_2469 

:WUZI1_2493
02EA: end_cutscene 
if 
  238@ == 0 
else_jump @WUZI1_2613 
02E4: load_cutscene_data 'WOOZI1B' 

:WUZI1_2524
if 
86B9:   not cutscene_data_loaded 
else_jump @WUZI1_2548 
wait 0 
jump @WUZI1_2524 

:WUZI1_2548
02E7: start_cutscene 
fade 1 1000 

:WUZI1_2557
if 
82E9:   not cutscene_reached_end 
else_jump @WUZI1_2581 
wait 0 
jump @WUZI1_2557 

:WUZI1_2581
fade 0 0 

:WUZI1_2587
if 
fading 
else_jump @WUZI1_2611 
wait 0 
jump @WUZI1_2587 

:WUZI1_2611
02EA: end_cutscene 

:WUZI1_2613
select_interior 0 
0169: set_fade_color_RGB 0 0 0 
wait 0 
return 

:WUZI1_2631
if 
  38@ == 0 
else_jump @WUZI1_3754 
if 
  75@ == 0 
else_jump @WUZI1_2724 
637@ = 1 
638@ = 2 
75@ = 1 
if 
03CA:   object $2666 exists 
else_jump @WUZI1_2724 
0453: set_object $2666 XY_rotation 0.0 0.0 angle 330.0 

:WUZI1_2724
if 
  75@ == 1 
else_jump @WUZI1_2783 
if 
  637@ == 0 
else_jump @WUZI1_2783 
00BB: show_text_lowpriority GXT 'WZ1_1' time 8000 flag 1  // ~s~Bring Woozie zum ~y~Treffen~s~ der Tong und der Triade.
75@ = 2 

:WUZI1_2783
if 
  75@ == 2 
else_jump @WUZI1_3754 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
  43@ == 0 
else_jump @WUZI1_2871 
if or
  627.0 > $TEMPVAR_Y_COORD 
  $TEMPVAR_Y_COORD > 657.0 
else_jump @WUZI1_2871 
43@ = 1 

:WUZI1_2871
if 
  43@ == 1 
else_jump @WUZI1_2928 
if 
  637@ == 0 
else_jump @WUZI1_2928 
637@ = 3 
638@ = 2 
43@ = 2 

:WUZI1_2928
if 
  43@ == 2 
else_jump @WUZI1_2974 
if 
  -2164.0 > $TEMPVAR_X_COORD 
else_jump @WUZI1_2974 
43@ = 3 

:WUZI1_2974
if 
  43@ == 3 
else_jump @WUZI1_3031 
if 
  637@ == 0 
else_jump @WUZI1_3031 
637@ = 5 
638@ = 3 
43@ = 4 

:WUZI1_3031
if 
  43@ == 4 
else_jump @WUZI1_3087 
if and
  707.0 > $TEMPVAR_Y_COORD 
  $TEMPVAR_Y_COORD > 587.0 
else_jump @WUZI1_3087 
43@ = 5 

:WUZI1_3087
if 
  43@ == 5 
else_jump @WUZI1_3144 
if 
  637@ == 0 
else_jump @WUZI1_3144 
637@ = 9 
638@ = 2 
43@ = 6 

:WUZI1_3144
if 
  43@ == 7 
else_jump @WUZI1_3193 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_3193 
0633: AS_actor $PLAYER_ACTOR exit_car 
43@ = 8 

:WUZI1_3193
if 
  43@ == 8 
else_jump @WUZI1_3303 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @WUZI1_3269 
Player.CanMove($PLAYER_CHAR) = True
43@ = 11 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_3262 
06C9: remove_actor 35@ from_group 

:WUZI1_3262
jump @WUZI1_3303 

:WUZI1_3269
062E: unknown_get_actor $PLAYER_ACTOR task 1587 status_store_to 195@ // ret 7 if not found 
if 
04A4:   195@ == 7 // @ == any 
else_jump @WUZI1_3303 
0633: AS_actor $PLAYER_ACTOR exit_car 

:WUZI1_3303
if 
  239@ == 1 
else_jump @WUZI1_3367 
if and
  636@ == 1 
  637@ == 0 
else_jump @WUZI1_3367 
637@ = 11 
638@ = 2 
239@ = 2 

:WUZI1_3367
if 
  239@ == 2 
else_jump @WUZI1_3440 
if and
  636@ == 1 
  637@ == 0 
else_jump @WUZI1_3440 
00BB: show_text_lowpriority GXT 'WZ1_B4' time 5000 flag 1  // ~s~Halte dich dicht bei ~b~Woozie~s~.
38@ = 1 
239@ = 3 

:WUZI1_3440
if 
  7 > 43@ 
else_jump @WUZI1_3754 
if 
  72@ == 1 
else_jump @WUZI1_3754 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_3754 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2248.077 651.3163 48.3815 radius 4.0 4.0 4.0 
else_jump @WUZI1_3754 
if 
80FE:   not actor 35@ sphere 0 in_sphere -2248.077 651.3163 48.3815 radius 6.0 6.0 6.0 
else_jump @WUZI1_3611 
00BC: show_text_highpriority GXT 'WZ1_2' time 1000 flag 1  // ~s~Warte auf Woozie.
jump @WUZI1_3754 

:WUZI1_3611
239@ = 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @WUZI1_3728 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // versionC 
Player.CanMove($PLAYER_CHAR) = False
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 600 
0085: 159@ = 32@ // (int) 
159@ += 600 
if 
   Actor.Driving(35@)
else_jump @WUZI1_3728 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_3728
636@ = 6 
Marker.Disable(107@)
43@ = 7 
73@ = 0 

:WUZI1_3754
if 
  38@ == 1 
else_jump @WUZI1_3878 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @WUZI1_3878 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_3878 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 300 ms 
05F5: AS_actor -1 goto_point -2244.439 643.4277 48.4375 mode 4 -2 ms // versionB 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
253@ = 20 
38@ = 2 

:WUZI1_3878
if 
  38@ == 2 
else_jump @WUZI1_7074 
if 
  240@ == 0 
else_jump @WUZI1_4389 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
  646.0 > $TEMPVAR_Y_COORD 
else_jump @WUZI1_4389 
0376: 243@ = create_random_actor_at -2182.969 645.0695 48.4453 
0376: 244@ = create_random_actor_at -2183.643 642.2832 48.4453 
0376: 245@ = create_random_actor_at -2190.507 636.5036 48.4429 
0376: 246@ = create_random_actor_at -2200.647 641.6252 48.4429 
0376: 247@ = create_random_actor_at -2200.622 642.8997 48.4429 
0376: 248@ = create_random_actor_at -2223.243 644.5712 48.4448 
0376: 249@ = create_random_actor_at -2235.814 642.5659 48.4472 
0085: 250@ = 32@ // (int) 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 
0616: define_AS_pack_end 132@ 
0618: assign_actor 243@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
05D3: AS_actor 244@ goto_point -2190.978 646.0287 48.4453 mode 4 -2 ms // versionA 
05D3: AS_actor 245@ goto_point -2192.964 644.2189 48.4453 mode 4 -2 ms // versionA 
0615: define_AS_pack_begin 132@ 
0639: AS_actor -1 rotate_to_actor 247@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 8.0 loop 0 0 0 0 time 6000 // versionA 
0616: define_AS_pack_end 132@ 
0618: assign_actor 246@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0615: define_AS_pack_begin 132@ 
0639: AS_actor -1 rotate_to_actor 246@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 8.0 loop 0 0 0 0 time 6000 // versionA 
0616: define_AS_pack_end 132@ 
0618: assign_actor 247@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
05D3: AS_actor 248@ goto_point -2200.941 644.4352 48.4429 mode 4 -2 ms // versionA 
05D3: AS_actor 249@ goto_point -2213.171 638.7413 48.4496 mode 4 -2 ms // versionA 
240@ = 1 

:WUZI1_4389
if 
  240@ > 0 
else_jump @WUZI1_5233 
0085: 251@ = 32@ // (int) 
0062: 251@ -= 250@ // (int) 
if 
  252@ == 0 
else_jump @WUZI1_4511 
if 
  251@ > 3500 
else_jump @WUZI1_4511 
if 
   not Actor.Dead(244@)
else_jump @WUZI1_4504 
05DC: AS_actor 244@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_4504
252@ = 1 

:WUZI1_4511
if 
  252@ == 1 
else_jump @WUZI1_4657 
if 
  251@ > 6000 
else_jump @WUZI1_4657 
if 
   not Actor.Dead(245@)
else_jump @WUZI1_4650 
0615: define_AS_pack_begin 132@ 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 5000 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 
0616: define_AS_pack_end 132@ 
0618: assign_actor 245@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_4650
252@ = 2 

:WUZI1_4657
if 
  252@ == 2 
else_jump @WUZI1_4745 
if 
  251@ > 9000 
else_jump @WUZI1_4745 
if 
   not Actor.Dead(246@)
else_jump @WUZI1_4738 
05DC: AS_actor 246@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_4738
252@ = 3 

:WUZI1_4745
if 
  252@ == 3 
else_jump @WUZI1_4891 
if 
  251@ > 8000 
else_jump @WUZI1_4891 
if 
   not Actor.Dead(247@)
else_jump @WUZI1_4884 
0615: define_AS_pack_begin 132@ 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 3000 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 
0616: define_AS_pack_end 132@ 
0618: assign_actor 247@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_4884
252@ = 4 

:WUZI1_4891
if 
  252@ == 4 
else_jump @WUZI1_4979 
if 
  251@ > 10000 
else_jump @WUZI1_4979 
if 
   not Actor.Dead(248@)
else_jump @WUZI1_4972 
05DC: AS_actor 248@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_4972
252@ = 5 

:WUZI1_4979
if 
  252@ == 5 
else_jump @WUZI1_5067 
if 
  251@ > 12000 
else_jump @WUZI1_5067 
if 
   not Actor.Dead(249@)
else_jump @WUZI1_5060 
05DC: AS_actor 249@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_5060
252@ = 6 

:WUZI1_5067
if 
  252@ == 6 
else_jump @WUZI1_5233 
if 
  251@ > 52000 
else_jump @WUZI1_5233 
130@ = 0 

:WUZI1_5113
if 
  7 > 130@ 
else_jump @WUZI1_5226 
if 
   not Actor.Dead(243@(130@,7i))
else_jump @WUZI1_5212 
05B9: AS_actor 243@(130@,7i) stay_idle 1 ms 
Actor.RemoveReferences(243@(130@,7i))
05DE: AS_actor 243@(130@,7i) walk_around_ped_path 
022B: create_forbidden_for_peds_cube_cornerA -2239.251 636.6675 53.1933 cornerB -2165.047 720.0577 49.5456 

:WUZI1_5212
130@ += 1 
jump @WUZI1_5113 

:WUZI1_5226
252@ = 7 

:WUZI1_5233
if 
  240@ == 1 
else_jump @WUZI1_5535 
if and
  251@ > 12000 
  22000 > 251@ 
else_jump @WUZI1_5535 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_5535 
Actor.StorePos(35@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if and
  $TEMPVAR_FLOAT_1 > -2240.276 
  -2227.0 > $TEMPVAR_FLOAT_1 
else_jump @WUZI1_5535 
if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 8.0 8.0 8.0 sphere 0 
else_jump @WUZI1_5535 
0687: clear_actor 35@ task 
05B9: AS_actor 35@ stay_idle 1 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
0615: define_AS_pack_begin 132@ 
05C8: AS_actor -1 look_around 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
05B9: AS_actor -1 stay_idle 0 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
637@ = 69 
638@ = 4 
240@ = 2 
253@ = 21 

:WUZI1_5535
if 
  253@ == 1 
else_jump @WUZI1_5786 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_5786 
062E: unknown_get_actor 35@ task -1 status_store_to 158@ // ret 7 if not found 
if 
04A4:   158@ == 7 // @ == any 
else_jump @WUZI1_5786 
if and
  637@ == 0 
  636@ == 1 
else_jump @WUZI1_5786 
0615: define_AS_pack_begin 132@ 
0605: actor -1 perform_animation_sequence "WUZI_GRND_CHK" IFP_file "WUZI" 4.0 loop 0 0 0 0 time -1 // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time 4000 // versionA 
05D3: AS_actor -1 goto_point -2214.083 641.1605 48.4489 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0708: reset_decision_maker 34@ event 44 
637@ = 73 
638@ = 3 
253@ = 20 

:WUZI1_5786
if 
  253@ == 20 
else_jump @WUZI1_6150 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_6150 
062E: unknown_get_actor 35@ task -1 status_store_to 158@ // ret 7 if not found 
if 
04A4:   158@ == 7 // @ == any 
else_jump @WUZI1_6150 
if and
  637@ == 0 
  636@ == 1 
else_jump @WUZI1_6150 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 13.0 13.0 10.0 sphere 0 
else_jump @WUZI1_5976 
254@ = 1 
jump @WUZI1_5983 

:WUZI1_5976
254@ = 0 

:WUZI1_5983
0615: define_AS_pack_begin 132@ 
0605: actor -1 perform_animation_sequence "WUZI_GRND_CHK" IFP_file "WUZI" 4.0 loop 0 0 0 0 time -1 // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
if 
  254@ == 1 
else_jump @WUZI1_6096 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time 3500 // versionA 

:WUZI1_6096
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0708: reset_decision_maker 34@ event 44 
637@ = 73 
638@ = 3 
253@ = 21 

:WUZI1_6150
if 
  253@ == 21 
else_jump @WUZI1_6488 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_6488 
062E: unknown_get_actor 35@ task 1560 status_store_to 158@ // ret 7 if not found 
Actor.StorePos(35@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  $TEMPVAR_FLOAT_1 > -2181.276 
else_jump @WUZI1_6292 
0615: define_AS_pack_begin 132@ 
05D3: AS_actor -1 goto_point -2172.958 644.4861 48.4453 mode 6 -2 ms // versionA 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
253@ = 22 

:WUZI1_6292
if and
  -2243.0 > $TEMPVAR_FLOAT_1 
  257@ == 1 
else_jump @WUZI1_6435 
257@ = 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2244.831 643.3638 48.439 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_6435
if 
  $TEMPVAR_FLOAT_1 > -2240.0 
else_jump @WUZI1_6488 
if or
  257@ == 0 
  257@ == 2 
else_jump @WUZI1_6488 
257@ = 1 

:WUZI1_6488
if 
  253@ == 22 
else_jump @WUZI1_6633 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_6633 
062E: unknown_get_actor 35@ task 1560 status_store_to 158@ // ret 7 if not found 
if 
04A4:   158@ == 1 // @ == any 
else_jump @WUZI1_6633 
if 
  255@ == 0 
else_jump @WUZI1_6633 
0646: unknown_get_actor 35@ task_1560_status_store_to 132@ // similar to 062E 
if or
  132@ == 1 
04A4:   158@ == 7 // @ == any 
else_jump @WUZI1_6633 
09D5: unknown_get_actor 35@ unknown 345 flags 1 0 0 store_to 256@ // extended 0947 
253@ = 23 
255@ = 1 

:WUZI1_6633
if 
  253@ == 23 
else_jump @WUZI1_6784 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_6784 
062E: unknown_get_actor 35@ task 1560 status_store_to 158@ // ret 7 if not found 
if 
04A4:   158@ == 7 // @ == any 
else_jump @WUZI1_6784 
0615: define_AS_pack_begin 132@ 
05C8: AS_actor -1 look_around 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05B9: AS_actor -1 stay_idle 4000 ms 
05D3: AS_actor -1 goto_point -2176.184 653.9911 48.4453 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
637@ = 78 
638@ = 4 
253@ = 10 

:WUZI1_6784
if 
   not Actor.Dead(35@)
else_jump @WUZI1_7074 
if 
  78@ == 0 
else_jump @WUZI1_6856 
if 
   not Actor.Driving(35@)
else_jump @WUZI1_6856 
108@ = Marker.CreateAboveActor(35@)
07E0: set_marker 108@ type_to 1 
78@ = 1 

:WUZI1_6856
if and
  637@ == 0 
  636@ == 1 
else_jump @WUZI1_7074 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2175.872 659.7667 49.4793 radius 6.0 6.0 6.0 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2191.513 711.8201 63.4591 cornerB -2171.859 648.7307 48.1132 
else_jump @WUZI1_7074 
71@ = 3 
42@ = 0 
0085: 266@ = 32@ // (int) 
266@ += 1500 
06C9: remove_actor 35@ from_group 
Marker.Disable(108@)
130@ = 0 

:WUZI1_7013
if 
  7 > 130@ 
else_jump @WUZI1_7074 
if 
056D:   actor 243@(130@,7i) defined 
else_jump @WUZI1_7060 
Actor.DestroyInstantly(243@(130@,7i))

:WUZI1_7060
130@ += 1 
jump @WUZI1_7013 

:WUZI1_7074
return 

:WUZI1_7076
03C7: set_sensitivity_to_crime 0.1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
if 
  92@ == 1 
else_jump @WUZI1_7122 

:WUZI1_7122
if 
  39@ == 0 
else_jump @WUZI1_7171 
39@ = 1 
if 
00E1:   player 0 pressed_key 16 
else_jump @WUZI1_7171 
40@ = 1 

:WUZI1_7171
if 
00E1:   player 0 pressed_key 16 
else_jump @WUZI1_7253 
if 
  40@ == 0 
else_jump @WUZI1_7246 
if 
001D:   32@ > 266@ // (int) 
else_jump @WUZI1_7246 
42@ = 13 
159@ = 0 
636@ = 6 

:WUZI1_7246
jump @WUZI1_7278 

:WUZI1_7253
if 
  40@ == 1 
else_jump @WUZI1_7278 
40@ = 0 

:WUZI1_7278
if 
  42@ == 0 
else_jump @WUZI1_8405 
041D: set_camera_near_clip 0.1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CT_GATEXR collision_detection 0 
0470: 196@ = actor $PLAYER_ACTOR current_weapon 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(-2172.251, 660.9875, 48.5695, 0.0, 0.0, 0.0)
Camera.PointAt(-2173.039, 660.4017, 48.7593, 2)
Object.Indestructibility($2666) = True
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
07C0: load_path 169 
100@ = Car.Create(#SENTINEL, -2183.575, 705.0761, 52.8984)
99@ = Car.Create(#SENTINEL, -2174.429, 703.2332, 52.8918)
Car.Angle(99@) = 218.7637
Car.Angle(100@) = 347.2325
Car.LockInCurrentPosition(99@) = True
Car.LockInCurrentPosition(100@) = True
073C: car 99@ damage_component 0 // versionB 
073C: car 99@ damage_component 0 // versionB 
073C: car 99@ damage_component 0 // versionB 
073C: car 99@ damage_component 3 // versionB 
073C: car 99@ damage_component 3 // versionB 
073C: car 99@ damage_component 3 // versionB 
073C: car 99@ damage_component 5 // versionB 
073C: car 99@ damage_component 1 // versionB 
073C: car 99@ damage_component 1 // versionB 
073C: car 99@ damage_component 1 // versionB 
073C: car 99@ damage_component 2 // versionB 
073C: car 99@ damage_component 2 // versionB 
0730: car 99@ damage_component 1 // versionA 
0730: car 99@ damage_component 1 // versionA 
0730: car 99@ damage_component 5 // versionA 
0730: car 99@ damage_component 4 // versionA 
0730: car 99@ damage_component 4 // versionA 
0730: car 99@ damage_component 1 // versionA 
0730: car 99@ damage_component 1 // versionA 
0730: car 99@ damage_component 5 // versionA 
073C: car 100@ damage_component 0 // versionB 
073C: car 100@ damage_component 0 // versionB 
073C: car 100@ damage_component 3 // versionB 
073C: car 100@ damage_component 3 // versionB 
073C: car 100@ damage_component 5 // versionB 
0730: car 100@ damage_component 1 // versionA 
0730: car 100@ damage_component 1 // versionA 
0730: car 100@ damage_component 5 // versionA 
073C: car 100@ damage_component 1 // versionB 
073C: car 100@ damage_component 1 // versionB 
073C: car 100@ damage_component 0 // versionB 
073C: car 100@ damage_component 0 // versionB 
073C: car 100@ damage_component 2 // versionB 
073C: car 100@ damage_component 2 // versionB 
0730: car 100@ damage_component 1 // versionA 
0730: car 100@ damage_component 1 // versionA 
0730: car 100@ damage_component 5 // versionA 
0657: car 99@ open_componentA 3 
0657: car 99@ open_componentA 5 
0657: car 100@ open_componentA 3 
04FE: deflate_tire 1 on_car 100@ 
04E1: open_and_freeze_car_trunk 100@ 
067F: set_car 99@ lights 2 
08CB: explode_car 99@ shake 0 effect 0 sound 0 
08CB: explode_car 100@ shake 0 effect 0 sound 0 
0395: clear_area 0 at -2180.443 703.3992 55.7186 radius 20.0 
0395: clear_area 0 at -2175.947 660.2386 49.7032 radius 10.0 
02CF: 258@ = create_fire_at -2183.575 705.0761 52.8984 propagation 3 size 2 
02CF: 259@ = create_fire_at -2174.429 703.2332 52.8918 propagation 5 size 2 
0828: unknown_fires_stuff 0 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_8350 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 35@ 
Actor.PutAt(35@, -2176.33, 654.2678, 48.4453)
Actor.PutAt($PLAYER_ACTOR, -2175.33, 653.2678, 48.4453)
Actor.Angle($PLAYER_ACTOR) = 280.0
Actor.Angle(35@) = 270.0
05D3: AS_actor $PLAYER_ACTOR goto_point -2173.952 657.6135 49.8762 mode 4 -2 ms // versionA 
0615: define_AS_pack_begin 132@ 
05D3: AS_actor -1 goto_point -2174.469 658.379 48.4453 mode 4 -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 72.0 
0605: actor -1 perform_animation_sequence "WUZI_GREET_WUZI" IFP_file "WUZI" 4.0 loop 0 1 1 0 time -1 // versionA 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
754@ = 1 
$7248 = 1 
285@ = 15 
329@ = 12 
289@ = 395 
290@ = 4202 
291@ = 7380 
292@ = 13000 
293@ = 14516 
294@ = 17352 
295@ = 19617 
296@ = 21861 
297@ = 23540 
298@ = 26894 
299@ = 28934 
300@ = 33619 
309@ = 15 
310@ = 16 
311@ = 17 
312@ = 18 
313@ = 19 
314@ = 20 
315@ = 21 
316@ = 22 
317@ = 23 
318@ = 24 
319@ = 25 
320@ = 26 

:WUZI1_8350
03BA: clear_cars_from_cube_cornerA -2168.531 717.8694 68.3455 cornerB -2254.379 608.9255 44.7364 
0085: 159@ = 32@ // (int) 
159@ += 7880 
42@ = 1 

:WUZI1_8405
if 
  42@ == 1 
else_jump @WUZI1_8629 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_8629 
05D6: clear_scmpath 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_8525 
05D7: add_point_to_scmpath -2175.939 662.5935 48.7831 
05D7: add_point_to_scmpath -2175.389 658.0797 48.4453 
0615: define_AS_pack_begin 132@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_8525
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2174.71 658.746 48.4453 
05D7: add_point_to_scmpath -2175.939 662.5935 48.7831 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 1200 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0085: 159@ = 32@ // (int) 
159@ += 3000 
42@ = 2 
92@ = 1 

:WUZI1_8629
if 
  42@ == 2 
else_jump @WUZI1_8673 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_8673 
42@ = 3 

:WUZI1_8673
if 
  42@ == 3 
else_jump @WUZI1_9104 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_9104 
Camera.SetPosition(-2176.838, 696.095, 53.828, 0.0, 0.0, 0.0)
Camera.PointAt(-2178.171, 693.774, 54.725, 2)
134@ = Actor.Create(CivMale, #TRIADA, -2177.462, 698.151, 52.923)
135@ = Actor.Create(CivMale, #TRIADB, -2182.442, 704.3199, 52.8984)
136@ = Actor.Create(CivMale, #TRIADA, -2176.552, 702.9572, 52.8984)
137@ = Actor.Create(CivMale, #TRIADB, -2178.468, 707.6988, 52.8971)
Actor.Angle(134@) = 77.5
Actor.Angle(135@) = 229.921
Actor.Angle(136@) = 148.6859
Actor.Angle(137@) = 12.4516
Model.Destroy(#TRIADA)
Model.Destroy(#TRIADB)
05BE: AS_kill_actor 135@ 
05BE: AS_kill_actor 136@ 
05BE: AS_kill_actor 137@ 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_9081 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 35@ 
Actor.PutAt($PLAYER_ACTOR, -2177.034, 690.892, 52.9)
Actor.PutAt(35@, -2177.995, 690.775, 52.9)
Actor.Angle(35@) = 0.0
Actor.Angle($PLAYER_ACTOR) = 0.0
0605: actor $PLAYER_ACTOR perform_animation_sequence "CS_PLYR_PT1" IFP_file "WUZI" 1000.0 loop 0 1 1 0 time -2 // versionA 
0605: actor 35@ perform_animation_sequence "CS_WUZI_PT1" IFP_file "WUZI" 1000.0 loop 0 1 1 0 time -2 // versionA 

:WUZI1_9081
42@ = 4 
0085: 159@ = 32@ // (int) 
159@ += 3000 

:WUZI1_9104
if 
  42@ == 4 
else_jump @WUZI1_9263 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_9263 
if 
   not Actor.Dead(134@)
else_jump @WUZI1_9263 
Actor.PutAt(134@, -2177.602, 698.151, 53.0)
Actor.Angle(134@) = 77.5
0812: AS_actor 134@ perform_animation "CS_DEAD_GUY" IFP_file "WUZI" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
Actor.LockInCurrentPosition(134@) = True
0619: enable_actor 134@ collision_detection 0 
0085: 159@ = 32@ // (int) 
159@ += 766 
42@ = 5 

:WUZI1_9263
if 
  42@ == 5 
else_jump @WUZI1_9528 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_9528 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_9528 
42@ = 6 
Camera.SetPosition(-2178.133, 693.2726, 54.0799, 0.0, 0.0, 0.0)
Camera.PointAt(-2178.13, 694.2693, 54.0, 2)
Actor.PutAt($PLAYER_ACTOR, -2177.034, 694.913, 52.87)
Actor.PutAt(35@, -2177.994, 696.476, 52.87)
Actor.Angle(35@) = 0.0
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 35@ 
0812: AS_actor $PLAYER_ACTOR perform_animation "CS_PLYR_PT2" IFP_file "WUZI" 1000.0 loopA 0 lockX 1 lockY 1 lockF 0 time -2 // versionB 
0812: AS_actor 35@ perform_animation "CS_WUZI_PT2" IFP_file "WUZI" 1000.0 loopA 0 lockX 1 lockY 1 lockF 0 time -2 // versionB 
0085: 159@ = 32@ // (int) 
159@ += 2234 

:WUZI1_9528
if 
  42@ == 6 
else_jump @WUZI1_9677 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_9677 
if 
   not Actor.Dead(134@)
else_jump @WUZI1_9677 
Actor.PutAt(134@, -2177.602, 698.151, 53.0)
0812: AS_actor 134@ perform_animation "CS_DEAD_GUY" IFP_file "WUZI" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
Actor.LockInCurrentPosition(134@) = True
0619: enable_actor 134@ collision_detection 0 
0085: 159@ = 32@ // (int) 
159@ += 3833 
42@ = 7 

:WUZI1_9677
if 
  42@ == 7 
else_jump @WUZI1_10092 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_10092 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_10092 
Camera.SetPosition(-2177.798, 695.7769, 54.2318, 0.0, 0.0, 0.0)
Camera.PointAt(-2177.627, 696.7596, 54.3015, 2)
0085: 159@ = 32@ // (int) 
159@ += 3000 
42@ = 8 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_9830 
01B2: give_actor 35@ weapon 28 ammo 5000 // Load the weapon model before using this 

:WUZI1_9830
101@ = Car.Create(#SENTINEL, -2177.524, 642.8537, 48.4453)
92@ = 0 
Object.Angle($2666) = 0.0
0129: 138@ = create_actor_pedtype 24 model #DNB1 in_car 101@ driverseat 
01C8: 139@ = create_actor_pedtype 24 model #DNB2 in_car 101@ passenger_seat 0 
01C8: 140@ = create_actor_pedtype 24 model #DNB3 in_car 101@ passenger_seat 1 
01C8: 141@ = create_actor_pedtype 24 model #DNB2 in_car 101@ passenger_seat 2 
01B2: give_actor 138@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 139@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 140@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 141@ weapon 28 ammo 500 // Load the weapon model before using this 
Actor.WeaponAccuracy(138@) = 60
Actor.WeaponAccuracy(139@) = 60
Actor.WeaponAccuracy(140@) = 60
Actor.WeaponAccuracy(141@) = 60
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 // see ped.dat 
Car.SetSpeedInstantly(101@, 20.0)
060B: set_actor 138@ decision_maker_to 34@ 
060B: set_actor 139@ decision_maker_to 34@ 
060B: set_actor 140@ decision_maker_to 34@ 
060B: set_actor 141@ decision_maker_to 34@ 
156@ = Actor.Create(CivMale, #TRIADA, -2180.265, 712.9368, 52.905)
0085: 742@ = 156@ // (int) 
Actor.Angle(156@) = 180.0

:WUZI1_10092
if 
  42@ == 8 
else_jump @WUZI1_10220 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_10220 
if 
   not Actor.Dead(156@)
else_jump @WUZI1_10220 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_10179 
01B9: set_actor 35@ armed_weapon_to 28 
0635: AS_actor 35@ aim_at_actor 156@ 4000 ms 

:WUZI1_10179
0635: AS_actor $PLAYER_ACTOR aim_at_actor 156@ 4000 ms 
0085: 159@ = 32@ // (int) 
159@ += 2000 
42@ = 9 
260@ = 1 

:WUZI1_10220
if 
  42@ == 9 
else_jump @WUZI1_10430 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_10430 
if 
   not Actor.Dead(156@)
else_jump @WUZI1_10406 
05C4: AS_actor 156@ hands_up 5000 ms 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 6000 ms 
0605: actor -1 perform_animation_sequence "FLEE_LKAROUND_01" IFP_file "PED" 8.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 132@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0085: 159@ = 32@ // (int) 
159@ += 8000 
42@ = 10 
263@ = 3 
0085: 262@ = 32@ // (int) 
262@ += 8500 
261@ = 1 

:WUZI1_10406
04AF: 281@ = 28000 // @ = any 
0085: 283@ = 32@ // (int) 
283@ += 6000 

:WUZI1_10430
if 
  260@ == 1 
else_jump @WUZI1_10593 
if 
  263@ == 0 
else_jump @WUZI1_10493 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1153 
263@ = 1 

:WUZI1_10493
if 
034E: move_object 50@ to -2178.87 711.556 57.523 speed 0.0 0.0 0.08 flag 0 
else_jump @WUZI1_10593 
if 
  263@ == 1 
else_jump @WUZI1_10593 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1154 
263@ = 2 
260@ = 2 

:WUZI1_10593
if 
  261@ == 1 
else_jump @WUZI1_10637 
if 
001D:   32@ > 262@ // (int) 
else_jump @WUZI1_10637 
261@ = 2 

:WUZI1_10637
if 
  261@ == 2 
else_jump @WUZI1_10793 
if 
  263@ == 3 
else_jump @WUZI1_10700 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1153 
263@ = 4 

:WUZI1_10700
if 
034E: move_object 50@ to -2178.87 711.556 54.523 speed 0.0 0.0 0.08 flag 0 
else_jump @WUZI1_10793 
if 
  263@ == 4 
else_jump @WUZI1_10793 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1154 
263@ = 5 

:WUZI1_10793
if 
  42@ == 10 
else_jump @WUZI1_10853 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_10853 
0085: 159@ = 32@ // (int) 
159@ += 1000 
42@ = 11 

:WUZI1_10853
if 
  42@ == 11 
else_jump @WUZI1_11023 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_11023 
Camera.SetPosition(-2172.674, 674.1689, 53.0772, 0.0, 0.0, 0.0)
Camera.PointAt(-2173.268, 673.4052, 52.8255, 2)
if 
   not Actor.Dead(134@)
else_jump @WUZI1_10964 
Actor.Health(134@) = 0

:WUZI1_10964
if and
   not Car.Wrecked(101@)
   not Actor.Dead(138@)
else_jump @WUZI1_10993 
05EB: assign_car 101@ to_path 169 

:WUZI1_10993
Object.Indestructibility($2666) = True
42@ = 14 
0085: 159@ = 32@ // (int) 
159@ += 600 

:WUZI1_11023
if 
  42@ == 14 
else_jump @WUZI1_11110 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_11110 
0723: break_object $2666 intensity 0 
097A: play_audio_at -2177.422 662.1031 51.0185 event 1141 
42@ = 12 
0085: 159@ = 32@ // (int) 
159@ += 2800 

:WUZI1_11110
if 
  42@ == 12 
else_jump @WUZI1_11243 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_11243 
if 
   not Actor.Dead(138@)
else_jump @WUZI1_11243 
if 
   not Car.Wrecked(101@)
else_jump @WUZI1_11243 
068B: set_car 101@ all_disembark 
42@ = 13 
0085: 159@ = 32@ // (int) 
159@ += 2000 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2178.472 676.4617 48.8898 
05D7: add_point_to_scmpath -2178.472 695.4617 52.8898 

:WUZI1_11243
if 
  42@ == 13 
else_jump @WUZI1_11408 
if 
   not Actor.Dead(138@)
else_jump @WUZI1_11359 
if 
   not Actor.Driving(138@)
else_jump @WUZI1_11359 
062E: unknown_get_actor 138@ task 1560 status_store_to 158@ // ret 7 if not found 
if 
04A4:   158@ == 7 // @ == any 
else_jump @WUZI1_11359 
0615: define_AS_pack_begin 132@ 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 138@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_11359
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_11408 
42@ = 15 
fade 0 1000 
0085: 159@ = 32@ // (int) 
159@ += 1000 

:WUZI1_11408
if 
  42@ == 15 
else_jump @WUZI1_13131 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_13131 
92@ = 0 
if 
03CA:   object $2666 exists 
else_jump @WUZI1_11473 
Object.Destroy($2666)

:WUZI1_11473
if 
   not Car.Wrecked(101@)
else_jump @WUZI1_11519 
Car.PutAt(101@, -2174.727, 673.9934, 51.8769)
Car.Angle(101@) = 337.6978

:WUZI1_11519
Model.Load(#TRIADA)
Model.Load(#TRIADB)
07C0: load_path 169 

:WUZI1_11532
if or
   not Model.Available(#TRIADA)
   not Model.Available(#TRIADB)
87C1:   not path 169 available 
else_jump @WUZI1_11567 
wait 0 
jump @WUZI1_11532 

:WUZI1_11567
if 
   Car.Wrecked(101@)
else_jump @WUZI1_11606 
101@ = Car.Create(#SENTINEL, -2174.727, 673.9934, 51.8769)

:WUZI1_11606
if 
   not Car.Wrecked(101@)
else_jump @WUZI1_11651 
if 
860E:   not car 101@ assigned_to_path 
else_jump @WUZI1_11646 
05EB: assign_car 101@ to_path 169 

:WUZI1_11646
06C5: release_car 101@ from_path 

:WUZI1_11651
Actor.DestroyInstantly(138@)
Actor.DestroyInstantly(139@)
Actor.DestroyInstantly(140@)
Actor.DestroyInstantly(141@)
if 
   not Actor.Dead(138@)
else_jump @WUZI1_11757 
if 
   Actor.Driving(138@)
else_jump @WUZI1_11730 
0362: remove_actor 138@ from_car_and_place_at -2176.649 669.7497 50.7274 
jump @WUZI1_11750 

:WUZI1_11730
Actor.PutAt(138@, -2176.649, 669.7497, 50.7274)

:WUZI1_11750
jump @WUZI1_11781 

:WUZI1_11757
138@ = Actor.Create(Mission1, #DNB1, -2176.649, 669.7497, 50.7274)

:WUZI1_11781
Actor.Angle(138@) = 34.4985
if 
   not Actor.Dead(139@)
else_jump @WUZI1_11877 
if 
   Actor.Driving(139@)
else_jump @WUZI1_11850 
0362: remove_actor 139@ from_car_and_place_at -2172.771 671.1902 51.1101 
jump @WUZI1_11870 

:WUZI1_11850
Actor.PutAt(139@, -2172.771, 671.1902, 51.1101)

:WUZI1_11870
jump @WUZI1_11901 

:WUZI1_11877
139@ = Actor.Create(Mission1, #DNB2, -2172.771, 671.1902, 51.1101)

:WUZI1_11901
Actor.Angle(139@) = 28.6454
if 
   not Actor.Dead(140@)
else_jump @WUZI1_11997 
if 
   Actor.Driving(140@)
else_jump @WUZI1_11970 
0362: remove_actor 140@ from_car_and_place_at -2176.143 676.2279 52.4792 
jump @WUZI1_11990 

:WUZI1_11970
Actor.PutAt(140@, -2176.143, 676.2279, 52.4792)

:WUZI1_11990
jump @WUZI1_12021 

:WUZI1_11997
140@ = Actor.Create(Mission1, #DNB3, -2176.143, 676.2279, 52.4792)

:WUZI1_12021
Actor.Angle(140@) = 6.8518
if 
   not Actor.Dead(141@)
else_jump @WUZI1_12117 
if 
   Actor.Driving(141@)
else_jump @WUZI1_12090 
0362: remove_actor 141@ from_car_and_place_at -2177.82 675.736 52.3458 
jump @WUZI1_12110 

:WUZI1_12090
Actor.PutAt(141@, -2177.82, 675.736, 52.3458)

:WUZI1_12110
jump @WUZI1_12141 

:WUZI1_12117
141@ = Actor.Create(Mission1, #DNB2, -2177.82, 675.736, 52.3458)

:WUZI1_12141
Actor.Angle(141@) = 6.2257
01B2: give_actor 138@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 139@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 140@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 141@ weapon 28 ammo 5000 // Load the weapon model before using this 
Actor.WeaponAccuracy(138@) = 60
Actor.WeaponAccuracy(139@) = 60
Actor.WeaponAccuracy(140@) = 60
Actor.WeaponAccuracy(141@) = 60
074E: unknown_actor 138@ unknown_set 30.0 unknown_flag 8 
074E: unknown_actor 139@ unknown_set 30.0 unknown_flag 8 
074E: unknown_actor 140@ unknown_set 30.0 unknown_flag 8 
074E: unknown_actor 141@ unknown_set 30.0 unknown_flag 8 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2178.004 685.6806 52.8942 
05D8: AS_assign_scmpath to_actor 141@ flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2176.004 685.6806 52.8942 
05D8: AS_assign_scmpath to_actor 140@ flags 6 0 
060F: set_actor 138@ melee_accuracy_to 40.0 
060F: set_actor 139@ melee_accuracy_to 40.0 
060F: set_actor 140@ melee_accuracy_to 40.0 
060F: set_actor 141@ melee_accuracy_to 40.0 
Actor.DestroyInstantly(134@)
Actor.DestroyInstantly(135@)
Actor.DestroyInstantly(136@)
Actor.DestroyInstantly(137@)
111@ = Marker.CreateAboveActor(138@)
112@ = Marker.CreateAboveActor(139@)
113@ = Marker.CreateAboveActor(140@)
114@ = Marker.CreateAboveActor(141@)
134@ = Actor.Create(CivMale, #TRIADA, -2177.946, 670.3361, 50.8814)
135@ = Actor.Create(CivMale, #TRIADB, -2182.442, 704.3199, 52.8984)
136@ = Actor.Create(CivMale, #TRIADA, -2176.552, 702.9572, 52.8984)
137@ = Actor.Create(CivMale, #TRIADB, -2178.468, 707.6988, 52.8971)
Actor.Angle(134@) = 77.5
Actor.Angle(135@) = 229.921
Actor.Angle(136@) = 148.6859
Actor.Angle(137@) = 12.4516
Model.Destroy(#TRIADA)
Model.Destroy(#TRIADB)
05BE: AS_kill_actor 134@ 
05BE: AS_kill_actor 135@ 
05BE: AS_kill_actor 136@ 
05BE: AS_kill_actor 137@ 
060B: set_actor 138@ decision_maker_to 34@ 
060B: set_actor 139@ decision_maker_to 34@ 
060B: set_actor 140@ decision_maker_to 34@ 
060B: set_actor 141@ decision_maker_to 34@ 
0856: unknown_actor 138@ driving_flag 0 
0856: unknown_actor 139@ driving_flag 0 
0350: set_actor 138@ maintain_position_when_attacked 1 
0350: set_actor 139@ maintain_position_when_attacked 1 
if 
   not Car.Wrecked(99@)
else_jump @WUZI1_12693 
99@ = Car.Create(#SENTINEL, -2174.429, 703.2332, 52.8918)
Car.Angle(99@) = 218.7637
070C: explode_car 99@ // versionB 

:WUZI1_12693
if 
   not Car.Wrecked(100@)
else_jump @WUZI1_12747 
100@ = Car.Create(#SENTINEL, -2183.575, 705.0761, 52.8984)
Car.Angle(100@) = 347.2325
070C: explode_car 100@ // versionB 

:WUZI1_12747
Model.Destroy(#MICRO_UZI)
Model.Destroy(#DNB1)
Model.Destroy(#DNB3)
if 
03CA:   object 50@ exists 
else_jump @WUZI1_12796 
Object.PutAt(50@, -2178.87, 711.556, 54.523)

:WUZI1_12796
wait 1000 
00BE: text_clear_all 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CT_GATEXR collision_detection 1 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CHINA_TOWN_GATEB collision_detection 1 
71@ = 4 
38@ = 0 
200@ = 1 
77@ = 0 
96@ = 1 
$7248 = 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_13014 
0792: disembark_instantly_actor 35@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2178.972, 704.3181, 52.8971)
Actor.PutAt(35@, -2180.423, 703.6827, 52.8971)
Actor.Angle($PLAYER_ACTOR) = 190.0
Actor.Angle(35@) = 196.0
Actor.Health(35@) = 250
01B9: set_actor 35@ armed_weapon_to 28 

:WUZI1_13014
$7247 = 100 
03C4: set_status_text $7247 type 1 GXT 'WZ1_19' // global_variable  // Woozie
if 
   not Actor.Dead(35@)
else_jump @WUZI1_13080 
108@ = Marker.CreateAboveActor(35@)
07E0: set_marker 108@ type_to 1 
09DD: unknown_player_group 1 
0631: put_actor 35@ in_group $PLAYER_GROUP 

:WUZI1_13080
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 196@ 
0085: 277@ = 32@ // (int) 
277@ += 3000 
754@ = 0 
04EF: release_animation "WUZI" 
fade 1 1000 
wait 1000 

:WUZI1_13131
return 

:WUZI1_13133
if 
  264@ == 0 
else_jump @WUZI1_13190 
if 
  637@ == 0 
else_jump @WUZI1_13190 
637@ = 30 
264@ = 1 
73@ = 1 

:WUZI1_13190
if 
  264@ == 1 
else_jump @WUZI1_13249 
if 
  637@ == 0 
else_jump @WUZI1_13249 
00BB: show_text_lowpriority GXT 'WZ1_B1' time 4000 flag 1  // ~s~Kmpfe dich aus dem Hof raus und beschtze Woozie vor den Angreifern.
264@ = 2 

:WUZI1_13249
if 
  72@ == 1 
else_jump @WUZI1_13645 
if 
  636@ == 1 
else_jump @WUZI1_13645 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_13645 
if 
  265@ == 0 
else_jump @WUZI1_13427 
if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
80A4:   not actor 35@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
else_jump @WUZI1_13427 
00BB: show_text_lowpriority GXT 'WZ1_B3' time 5000 flag 1  // ~s~Wenn du dich jetzt aus dem Staub machst, verliert Woozie sein Gesicht. Kehr um und erledige die restlichen ~r~Gegner~s~!
265@ = 1 

:WUZI1_13427
if 
  265@ == 1 
else_jump @WUZI1_13645 
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
00A4:   actor 35@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
else_jump @WUZI1_13537 
265@ = 0 

:WUZI1_13537
if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
80A4:   not actor 35@ sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
else_jump @WUZI1_13645 
00BB: show_text_lowpriority GXT 'VAL_A9' time 4000 flag 1  // ~r~Du hast dich zu weit wegbewegt.
36@ = 1 

:WUZI1_13645
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2179.776 654.5721 51.7195 cornerB -2172.287 632.6477 48.3312 
else_jump @WUZI1_13767 
71@ = 5 
42@ = 8 
77@ = 7 
0085: 41@ = 32@ // (int) 
41@ += 2000 
39@ = 0 
40@ = 0 
754@ = 1 
0085: 266@ = 32@ // (int) 
266@ += 2500 

:WUZI1_13767
return 

:WUZI1_13769
if 
  39@ == 0 
else_jump @WUZI1_13814 
39@ = 1 
if 
08D0:   cutscene_skipped 
else_jump @WUZI1_13814 
40@ = 1 

:WUZI1_13814
if 
08D0:   cutscene_skipped 
else_jump @WUZI1_13892 
if 
  40@ == 0 
else_jump @WUZI1_13885 
if 
001D:   32@ > 266@ // (int) 
else_jump @WUZI1_13885 
42@ = 8 
159@ = 0 
636@ = 6 

:WUZI1_13885
jump @WUZI1_13917 

:WUZI1_13892
if 
  40@ == 1 
else_jump @WUZI1_13917 
40@ = 0 

:WUZI1_13917
if 
  42@ == 0 
else_jump @WUZI1_14438 
if 
001D:   32@ > 41@ // (int) 
else_jump @WUZI1_14438 
42@ = 1 
637@ = 47 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2176.937, 641.8041, 49.2832, 0.0, 0.0, 0.0)
Camera.PointAt(-2177.295, 642.7374, 49.3052, 2)
03BA: clear_cars_from_cube_cornerA -2179.249 659.2075 50.1335 cornerB -2172.263 641.8954 50.377 
if 
   not Car.Wrecked(101@)
else_jump @WUZI1_14156 
if 
00B1:   car 101@ sphere 0 in_cube_cornerA -2182.094 653.1942 50.6565 cornerB -2173.951 636.2528 47.0812 
else_jump @WUZI1_14156 
Car.PutAt(101@, -2175.715, 636.0, 48.445)
Car.Angle(101@) = 306.9228

:WUZI1_14156
146@ = Actor.Create(Mission1, #DNB1, -2218.225, 636.991, 53.9509)
074E: unknown_actor 146@ unknown_set 30.0 unknown_flag 8 
0350: set_actor 146@ maintain_position_when_attacked 1 
Actor.WeaponAccuracy(146@) = 100
060B: set_actor 146@ decision_maker_to 34@ 
01B2: give_actor 146@ weapon 34 ammo 9999 // Load the weapon model before using this 
07DD: set_actor 146@ temper_to 20 // see pedstats.dat 
0667: AS_actor 146@ aim_at -2182.917 645.9363 48.9215 -2 ms 
Actor.Angle(146@) = 289.0
04EB: AS_actor 146@ crouch 1 
if 
   not Car.Wrecked(102@)
else_jump @WUZI1_14354 
if 
00B0:   car 102@ sphere 0 in_rectangle_cornerA -2187.034 633.111 cornerB -2172.262 660.5647 
else_jump @WUZI1_14354 
Car.PutAt(102@, -2176.387, 641.4572, 50.5019)
Car.Angle(102@) = 320.0

:WUZI1_14354
if 
   not Car.Wrecked(103@)
else_jump @WUZI1_14438 
if 
00B0:   car 103@ sphere 0 in_rectangle_cornerA -2187.034 633.111 cornerB -2172.262 660.5647 
else_jump @WUZI1_14438 
Car.PutAt(103@, -2175.383, 640.9232, 50.5734)
Car.Angle(103@) = 320.0

:WUZI1_14438
if 
  42@ == 1 
else_jump @WUZI1_14644 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Camera.SetPosition(-2176.937, 641.8041, 49.2832, 0.0, 0.0, 0.0)
Camera.PointAt(-2177.295, 642.7374, 49.3052, 2)
if 
   not Actor.Dead(35@)
else_jump @WUZI1_14577 
0792: disembark_instantly_actor 35@ 
Actor.PutAt(35@, -2175.697, 650.9794, 48.4429)
05D3: AS_actor 35@ goto_point -2179.958 641.7931 48.4453 mode 4 -2 ms // versionA 

:WUZI1_14577
Actor.PutAt($PLAYER_ACTOR, -2176.897, 650.9794, 48.4429)
05D3: AS_actor $PLAYER_ACTOR goto_point -2180.958 641.7931 48.4453 mode 4 -2 ms // versionA 
42@ = 2 
0085: 41@ = 32@ // (int) 
41@ += 2500 

:WUZI1_14644
if 
  42@ == 2 
else_jump @WUZI1_14750 
if 
001D:   32@ > 41@ // (int) 
else_jump @WUZI1_14750 
if 
   not Actor.Dead(146@)
else_jump @WUZI1_14720 
0668: AS_actor 146@ rotate_and_shoot_at -2179.925 646.69 48.4548 200 ms 

:WUZI1_14720
0085: 41@ = 32@ // (int) 
41@ += 300 
42@ = 3 
75@ = 0 

:WUZI1_14750
if 
  42@ == 3 
else_jump @WUZI1_14934 
if 
  75@ == 0 
else_jump @WUZI1_14867 
if 
001D:   32@ > 41@ // (int) 
else_jump @WUZI1_14867 
0673: AS_actor $PLAYER_ACTOR dive_to_offset -1.0 -1.0 time_on_ground 1000 ms 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_14844 
05C3: AS_actor 35@ hands_cower 

:WUZI1_14844
0085: 41@ = 32@ // (int) 
41@ += 400 
75@ = 1 

:WUZI1_14867
if 
  75@ == 1 
else_jump @WUZI1_14934 
if 
001D:   32@ > 41@ // (int) 
else_jump @WUZI1_14934 
42@ = 4 
637@ = 36 
0085: 41@ = 32@ // (int) 
41@ += 1000 

:WUZI1_14934
if 
  42@ == 4 
else_jump @WUZI1_15113 
if 
001D:   32@ > 41@ // (int) 
else_jump @WUZI1_15113 
Camera.SetPosition(-2220.552, 639.9709, 53.7095, 0.0, 0.0, 0.0)
Camera.PointAt(-2219.638, 639.5733, 53.7963, 2)
Actor.PutAt($PLAYER_ACTOR, -2178.298, 648.3584, 48.4429)
Actor.Angle($PLAYER_ACTOR) = 133.2868
if 
   not Actor.Dead(146@)
else_jump @WUZI1_15090 
0667: AS_actor 146@ aim_at -2184.709 635.0774 49.4781 -2 ms 

:WUZI1_15090
0085: 41@ = 32@ // (int) 
41@ += 2500 
42@ = 5 

:WUZI1_15113
if 
  42@ == 5 
else_jump @WUZI1_15593 
if 
001D:   32@ > 41@ // (int) 
else_jump @WUZI1_15593 
147@ = Actor.Create(Mission1, #DNB2, -2219.587, 643.4511, 48.4472)
148@ = Actor.Create(Mission1, #DNB3, -2223.587, 642.4511, 48.4472)
149@ = Actor.Create(Mission1, #DNB2, -2227.587, 644.4511, 48.4472)
150@ = Actor.Create(Mission1, #DNB3, -2230.587, 643.4511, 48.4472)
074E: unknown_actor 147@ unknown_set 30.0 unknown_flag 8 
074E: unknown_actor 148@ unknown_set 30.0 unknown_flag 8 
074E: unknown_actor 149@ unknown_set 30.0 unknown_flag 8 
074E: unknown_actor 150@ unknown_set 30.0 unknown_flag 8 
Actor.WeaponAccuracy(147@) = 80
Actor.WeaponAccuracy(148@) = 80
Actor.WeaponAccuracy(149@) = 80
Actor.WeaponAccuracy(150@) = 85
060B: set_actor 147@ decision_maker_to 34@ 
060B: set_actor 148@ decision_maker_to 34@ 
060B: set_actor 149@ decision_maker_to 34@ 
060B: set_actor 150@ decision_maker_to 34@ 
05D3: AS_actor 147@ goto_point -2194.902 645.9846 48.4453 mode 6 -2 ms // versionA 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2200.209 644.2397 48.4429 
05D7: add_point_to_scmpath -2199.939 641.5246 48.4429 
0350: set_actor 147@ maintain_position_when_attacked 1 
0350: set_actor 148@ maintain_position_when_attacked 1 
0350: set_actor 149@ maintain_position_when_attacked 1 
0350: set_actor 150@ maintain_position_when_attacked 1 
01B2: give_actor 147@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 148@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 149@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 150@ weapon 28 ammo 5000 // Load the weapon model before using this 
0615: define_AS_pack_begin 132@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 148@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
05D3: AS_actor 149@ goto_point -2204.851 641.7612 48.4429 mode 6 -2 ms // versionA 
05D3: AS_actor 150@ goto_point -2214.371 641.3669 48.4515 mode 6 -2 ms // versionA 
0085: 41@ = 32@ // (int) 
41@ += 500 
42@ = 6 

:WUZI1_15593
if 
  42@ == 6 
else_jump @WUZI1_15711 
if 
001D:   32@ > 41@ // (int) 
else_jump @WUZI1_15711 
Camera.SetPosition(-2229.436, 644.2267, 48.4907, 0.0, 0.0, 0.0)
Camera.PointAt(-2228.487, 643.9835, 48.6883, 2)
637@ = 46 
0085: 41@ = 32@ // (int) 
41@ += 3000 
42@ = 7 

:WUZI1_15711
if 
  42@ == 7 
else_jump @WUZI1_15755 
if 
001D:   32@ > 41@ // (int) 
else_jump @WUZI1_15755 
42@ = 8 

:WUZI1_15755
if 
  42@ == 8 
else_jump @WUZI1_16451 
if 
856D:   not actor 146@ defined 
else_jump @WUZI1_15862 
146@ = Actor.Create(Mission1, #DNB3, -2218.225, 636.991, 53.9509)
0350: set_actor 146@ maintain_position_when_attacked 1 
060B: set_actor 146@ decision_maker_to 34@ 
01B2: give_actor 146@ weapon 34 ammo 9999 // Load the weapon model before using this 
07DD: set_actor 146@ temper_to 20 // see pedstats.dat 
Actor.Angle(146@) = 289.0
04EB: AS_actor 146@ crouch 1 

:WUZI1_15862
if 
   not Actor.Dead(146@)
else_jump @WUZI1_15885 
Actor.WeaponAccuracy(146@) = 50

:WUZI1_15885
Actor.DestroyInstantly(147@)
Actor.DestroyInstantly(148@)
Actor.DestroyInstantly(149@)
Actor.DestroyInstantly(150@)
147@ = Actor.Create(Mission1, #DNB1, -2203.491, 647.0372, 48.4453)
148@ = Actor.Create(Mission1, #DNB2, -2200.695, 637.1932, 48.4429)
149@ = Actor.Create(Mission1, #DNB3, -2196.943, 635.1917, 48.4429)
150@ = Actor.Create(Mission1, #DNB1, -2214.378, 641.6099, 48.4484)
Actor.Angle(147@) = 255.1494
Actor.Angle(148@) = 285.6451
Actor.Angle(149@) = 295.4749
Actor.Angle(150@) = 277.3081
Actor.WeaponAccuracy(147@) = 60
Actor.WeaponAccuracy(148@) = 60
Actor.WeaponAccuracy(149@) = 60
Actor.WeaponAccuracy(150@) = 60
07DD: set_actor 147@ temper_to 85 // see pedstats.dat 
07DD: set_actor 148@ temper_to 85 // see pedstats.dat 
07DD: set_actor 149@ temper_to 85 // see pedstats.dat 
07DD: set_actor 150@ temper_to 85 // see pedstats.dat 
05C5: AS_actor 147@ cower 1000 ms 
05C5: AS_actor 149@ cower 3000 ms 
0350: set_actor 147@ maintain_position_when_attacked 1 
0350: set_actor 148@ maintain_position_when_attacked 1 
0350: set_actor 149@ maintain_position_when_attacked 1 
0350: set_actor 150@ maintain_position_when_attacked 1 
060F: set_actor 147@ melee_accuracy_to 40.0 
060F: set_actor 148@ melee_accuracy_to 40.0 
060F: set_actor 149@ melee_accuracy_to 40.0 
060F: set_actor 150@ melee_accuracy_to 40.0 
01B2: give_actor 147@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 148@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 149@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 150@ weapon 28 ammo 5000 // Load the weapon model before using this 
151@ = Actor.Create(Mission1, #DNB1, -2205.344, 648.4099, 48.4429)
074E: unknown_actor 151@ unknown_set 30.0 unknown_flag 8 
01B2: give_actor 151@ weapon 28 ammo 500 // Load the weapon model before using this 
Actor.Angle(151@) = 270.0
0350: set_actor 151@ maintain_position_when_attacked 1 
120@ = Marker.CreateAboveActor(147@)
121@ = Marker.CreateAboveActor(148@)
122@ = Marker.CreateAboveActor(149@)
123@ = Marker.CreateAboveActor(150@)
124@ = Marker.CreateAboveActor(151@)
if 
   not Actor.Dead(146@)
else_jump @WUZI1_16353 
Marker.Disable(119@)
119@ = Marker.CreateAboveActor(146@)

:WUZI1_16353
060B: set_actor 147@ decision_maker_to 34@ 
060B: set_actor 148@ decision_maker_to 34@ 
060B: set_actor 149@ decision_maker_to 34@ 
060B: set_actor 150@ decision_maker_to 34@ 
060B: set_actor 151@ decision_maker_to 34@ 
71@ = 6 
200@ = 4 
0085: 86@ = 32@ // (int) 
86@ += 4000 
77@ = 8 
38@ = 0 
265@ = 0 
754@ = 0 

:WUZI1_16451
return 

:WUZI1_16453
if 
  72@ == 1 
else_jump @WUZI1_16849 
if 
  636@ == 1 
else_jump @WUZI1_16849 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_16849 
if 
  265@ == 0 
else_jump @WUZI1_16631 
if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
80A4:   not actor 35@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
else_jump @WUZI1_16631 
00BB: show_text_lowpriority GXT 'WZ1_B3' time 5000 flag 1  // ~s~Wenn du dich jetzt aus dem Staub machst, verliert Woozie sein Gesicht. Kehr um und erledige die restlichen ~r~Gegner~s~!
265@ = 1 

:WUZI1_16631
if 
  265@ == 1 
else_jump @WUZI1_16849 
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
00A4:   actor 35@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
else_jump @WUZI1_16741 
265@ = 0 

:WUZI1_16741
if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
80A4:   not actor 35@ sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
else_jump @WUZI1_16849 
00BB: show_text_lowpriority GXT 'VAL_A9' time 4000 flag 1  // ~r~Du hast dich zu weit wegbewegt.
36@ = 1 

:WUZI1_16849
if 
  267@ == 0 
else_jump @WUZI1_16931 
if 
   not Actor.Dead(146@)
else_jump @WUZI1_16931 
if 
02E0:   actor 146@ aggressive 
else_jump @WUZI1_16931 
if 
  637@ == 0 
else_jump @WUZI1_16931 
637@ = 36 
267@ = 1 

:WUZI1_16931
if 
  267@ == 1 
else_jump @WUZI1_17013 
if 
   not Actor.Dead(146@)
else_jump @WUZI1_17013 
if 
02E0:   actor 146@ aggressive 
else_jump @WUZI1_17013 
if 
  637@ == 0 
else_jump @WUZI1_17013 
637@ = 43 
267@ = 2 

:WUZI1_17013
if 
  95@ == 10 
else_jump @WUZI1_17104 
71@ = 7 
42@ = 0 
0085: 159@ = 32@ // (int) 
159@ += 2500 
Model.Destroy(#TRIADA)
Model.Destroy(#TRIADB)
Model.Destroy(#SNIPER)
Model.Destroy(#SANCHEZ)
04EF: release_animation "WUZI" 
0873: release_path 169 
0873: release_path 139 
265@ = 0 

:WUZI1_17104
return 

:WUZI1_17106
if 
  42@ == 0 
else_jump @WUZI1_17257 
if 
  636@ == 1 
else_jump @WUZI1_17257 
if 
  637@ == 0 
else_jump @WUZI1_17257 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_17181 
06C9: remove_actor 35@ from_group 

:WUZI1_17181
0151: remove_status_text $7247 
04ED: load_animation "GANGS" 
04ED: load_animation "CAR_CHAT" 
07C0: load_path 136 
07C0: load_path 137 
07C0: load_path 138 
637@ = 55 
$7248 = 1 
754@ = 1 
42@ = 6 
72@ = 0 

:WUZI1_17257
if 
  42@ == 6 
else_jump @WUZI1_17995 
if 
  636@ == 1 
else_jump @WUZI1_17995 
if 
  637@ == 0 
else_jump @WUZI1_17995 
if and
001D:   32@ > 159@ // (int) 
07C1:   path 136 available 
07C1:   path 137 available 
07C1:   path 138 available 
else_jump @WUZI1_17995 
754@ = 0 
if 
   not Car.Wrecked(104@)
else_jump @WUZI1_17412 
Car.DoorStatus(104@) = 1
Car.LockInCurrentPosition(104@) = False
Car.PutAt(104@, -2218.93, 642.3626, 48.4475)
Car.Angle(104@) = 267.1711

:WUZI1_17412
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @WUZI1_17447 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // versionC 

:WUZI1_17447
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_17480 
0792: disembark_instantly_actor 35@ 
04EB: AS_actor 35@ crouch 0 

:WUZI1_17480
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @WUZI1_17501 
Car.Destroy($TEMPVAR_ACTOR_CAR)

:WUZI1_17501
Camera.SetPosition(-2212.125, 644.6052, 51.6509, 0.0, 0.0, 0.0)
Camera.PointAt(-2213.062, 644.5379, 51.3082, 2)
if 
   not Car.Wrecked(104@)
else_jump @WUZI1_17698 
Actor.PutAt($PLAYER_ACTOR, -2212.38, 643.0919, 48.4466)
Actor.Angle($PLAYER_ACTOR) = 180.0
05CB: AS_actor $PLAYER_ACTOR enter_car 104@ as_driver -2 ms 
Car.SetImmunities(104@, 1, 1, 1, 1, 1)
if 
   not Actor.Dead(35@)
else_jump @WUZI1_17698 
07DD: set_actor 35@ temper_to 80 // see pedstats.dat 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
Actor.PutAt(35@, -2217.781, 640.998, 48.4549)
Actor.Angle(35@) = 77.0
05CA: AS_actor 35@ enter_car 104@ passenger_seat 0 2600 ms 

:WUZI1_17698
130@ = 0 

:WUZI1_17705
if 
  18 > 130@ 
else_jump @WUZI1_17746 
Actor.RemoveReferences(138@(130@,18i))
130@ += 1 
jump @WUZI1_17705 

:WUZI1_17746
105@ = Car.Create(#SENTINEL, -2245.343, 715.4953, 48.4375)
Car.Angle(105@) = 180.0
0129: 138@ = create_actor_pedtype 24 model #DNB2 in_car 105@ driverseat 
01C8: 139@ = create_actor_pedtype 24 model #DNB3 in_car 105@ passenger_seat 0 
01B2: give_actor 139@ weapon 28 ammo 5000 // Load the weapon model before using this 
05EB: assign_car 105@ to_path 136 
106@ = Car.Create(#SENTINEL, -2251.676, 612.6026, 42.259)
Car.Angle(106@) = 0.0
0129: 140@ = create_actor_pedtype 24 model #DNB1 in_car 106@ driverseat 
01C8: 141@ = create_actor_pedtype 24 model #DNB2 in_car 106@ passenger_seat 0 
01B2: give_actor 141@ weapon 28 ammo 5000 // Load the weapon model before using this 
060B: set_actor 138@ decision_maker_to 34@ 
060B: set_actor 139@ decision_maker_to 34@ 
060B: set_actor 140@ decision_maker_to 34@ 
060B: set_actor 141@ decision_maker_to 34@ 
0708: reset_decision_maker 34@ event 36 
0708: reset_decision_maker 34@ event 79 
0709: set_decision_maker 34@ on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
42@ = 7 
0085: 159@ = 32@ // (int) 
159@ += 2600 

:WUZI1_17995
if 
  42@ == 7 
else_jump @WUZI1_18090 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_18090 
Camera.SetPosition(-2217.869, 642.181, 49.7208, 0.0, 0.0, 0.0)
Camera.PointAt(-2218.82, 642.4485, 49.5654, 2)
42@ = 8 

:WUZI1_18090
if 
  42@ == 8 
else_jump @WUZI1_18171 
if and
   not Car.Wrecked(105@)
   not Actor.Dead(138@)
else_jump @WUZI1_18171 
Car.StorePos(105@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  653.8901 > $TEMPVAR_FLOAT_2 
else_jump @WUZI1_18171 
42@ = 9 

:WUZI1_18171
if 
  42@ == 9 
else_jump @WUZI1_18294 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @WUZI1_18294 
if 
   not Car.Wrecked(104@)
else_jump @WUZI1_18221 

:WUZI1_18221
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FL" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time 3000 // versionA 
637@ = 60 
42@ = 10 
0085: 159@ = 32@ // (int) 
159@ += 3200 

:WUZI1_18294
if 
  42@ == 10 
else_jump @WUZI1_18414 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_18414 
if 
   not Car.Wrecked(104@)
else_jump @WUZI1_18414 
01EC: make_car 104@ very_heavy 1 
05EB: assign_car 104@ to_path 138 
if 
   not Car.Wrecked(105@)
else_jump @WUZI1_18391 
05EC: release_car 105@ from_path 
05EB: assign_car 105@ to_path 137 

:WUZI1_18391
42@ = 11 
0085: 159@ = 32@ // (int) 
159@ += 2000 

:WUZI1_18414
if 
  42@ == 11 
else_jump @WUZI1_18569 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_18569 
Camera.SetPosition(-2251.02, 649.9792, 52.244, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked(105@)
else_jump @WUZI1_18526 
Car.StorePos(105@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:WUZI1_18526
097A: play_audio_at -2243.918 642.959 49.6897 event 1140 
42@ = 12 
0085: 159@ = 32@ // (int) 
159@ += 800 

:WUZI1_18569
if 
  42@ == 12 
else_jump @WUZI1_18637 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_18637 
0085: 270@ = 32@ // (int) 
42@ = 13 
0085: 159@ = 32@ // (int) 
159@ += 2500 

:WUZI1_18637
if 
  42@ == 13 
else_jump @WUZI1_18869 
0085: 271@ = 32@ // (int) 
0062: 271@ -= 270@ // (int) 
0093: 225@ = integer 271@ to_float 
0087: 226@ = 225@ // (float) 
226@ /= 2500.0 
if and
   not Car.Wrecked(104@)
   not Car.Wrecked(105@)
else_jump @WUZI1_18843 
Car.StorePos(105@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.StorePos(104@, 228@, 229@, 230@)
0087: 268@ = 228@ // (float) 
0065: 268@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 269@ = 229@ // (float) 
0065: 269@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 268@ *= 226@ // (float) 
006B: 269@ *= 226@ // (float) 
268@ /= 2.0 
269@ /= 2.0 
005D: 268@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 269@ += $TEMPVAR_FLOAT_2 // (float) 
Camera.PointAt(268@, 269@, $TEMPVAR_FLOAT_3, 2)

:WUZI1_18843
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_18869 
42@ = 14 

:WUZI1_18869
if 
  42@ == 14 
else_jump @WUZI1_18966 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
   not Car.Wrecked(104@)
else_jump @WUZI1_18940 
01EC: make_car 104@ very_heavy 0 
Car.SetImmunities(104@, 0, 0, 0, 0, 0)

:WUZI1_18940
71@ = 8 
38@ = 0 
637@ = 63 
Marker.Disable(108@)

:WUZI1_18966
return 

:WUZI1_18968
if 
  38@ == 0 
else_jump @WUZI1_19261 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_19051 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
07DD: set_actor 35@ temper_to 80 // see pedstats.dat 
01B2: give_actor 35@ weapon 28 ammo 99999 // Load the weapon model before using this 

:WUZI1_19051
if 
   not Car.Wrecked(104@)
else_jump @WUZI1_19181 
if and
   not Car.Wrecked(105@)
   not Actor.Dead(138@)
else_jump @WUZI1_19124 
06E1: AS_actor 138@ using_car 105@ target_car 104@ with_order 2 max_speed 20.0 traffic_flag 3 
Car.Health(105@) = 800
109@ = Marker.CreateAboveActor(138@)

:WUZI1_19124
if and
   not Car.Wrecked(106@)
   not Actor.Dead(140@)
else_jump @WUZI1_19181 
06E1: AS_actor 140@ using_car 106@ target_car 104@ with_order 2 max_speed 20.0 traffic_flag 3 
Car.Health(106@) = 800
110@ = Marker.CreateAboveActor(140@)

:WUZI1_19181
if 
   not Car.Wrecked(104@)
else_jump @WUZI1_19212 
Car.Health(104@) = 3000
053F: set_car 104@ tires_vulnerability 0 

:WUZI1_19212
81@ = 1 
82@ = 1 
73@ = 1 
72@ = 0 
38@ = 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 

:WUZI1_19261
if 
  38@ == 1 
else_jump @WUZI1_19631 
if 
  272@ == 0 
else_jump @WUZI1_19338 
if 
  637@ == 0 
else_jump @WUZI1_19338 
272@ = 1 
00BB: show_text_lowpriority GXT 'WZ1_37' time 4000 flag 1  // ~s~Lass Woozie die angreifenden ~r~Autos~s~ zerstren.

:WUZI1_19338
if 
  81@ == 1 
else_jump @WUZI1_19416 
if 
   Actor.Dead(138@)
else_jump @WUZI1_19416 
if 
  273@ == 0 
else_jump @WUZI1_19404 
273@ = 1 
637@ = 64 

:WUZI1_19404
Marker.Disable(109@)
81@ = 0 

:WUZI1_19416
if 
  82@ == 1 
else_jump @WUZI1_19494 
if 
   Actor.Dead(140@)
else_jump @WUZI1_19494 
if 
  273@ == 0 
else_jump @WUZI1_19482 
273@ = 1 
637@ = 64 

:WUZI1_19482
Marker.Disable(110@)
82@ = 0 

:WUZI1_19494
if and
  81@ == 0 
  82@ == 0 
else_jump @WUZI1_19631 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_19631 
if 
0104:   actor $PLAYER_ACTOR near_actor 35@ radius 5.0 5.0 5.0 sphere 0 
else_jump @WUZI1_19631 
637@ = 65 
638@ = 3 
38@ = 2 
Marker.Disable(107@)
018A: 107@ = create_checkpoint_at -2151.589 639.5962 51.218 
73@ = 1 
72@ = 0 

:WUZI1_19631
if 
  38@ == 2 
else_jump @WUZI1_19859 
if 
  637@ == 0 
else_jump @WUZI1_19708 
if 
  274@ == 0 
else_jump @WUZI1_19708 
274@ = 1 
00BB: show_text_lowpriority GXT 'WZ1_39' time 4000 flag 1  // ~s~Fahre Woozie ~y~zurck~s~.

:WUZI1_19708
if 
  72@ == 1 
else_jump @WUZI1_19859 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2150.165 642.3364 51.2188 radius 4.0 4.0 4.0 
else_jump @WUZI1_19859 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_19859 
if 
00FE:   actor 35@ sphere 0 in_sphere -2150.165 642.3364 51.2188 radius 8.0 8.0 8.0 
else_jump @WUZI1_19859 
71@ = 9 
42@ = 0 
637@ = 68 

:WUZI1_19859
return 

:WUZI1_19861
if 
  42@ == 0 
else_jump @WUZI1_19955 
73@ = 0 
Player.CanMove($PLAYER_CHAR) = False
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @WUZI1_19932 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // versionC 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:WUZI1_19932
0085: 159@ = 32@ // (int) 
159@ += 3000 
42@ = 1 

:WUZI1_19955
if 
  42@ == 1 
else_jump @WUZI1_20247 
if 
  637@ == 0 
else_jump @WUZI1_20247 
Camera.SetPosition(-2156.872, 649.7653, 51.6094, 0.0, 0.0, 0.0)
Camera.PointAt(-2156.362, 648.9217, 51.7758, 2)
02A3: enable_widescreen 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @WUZI1_20100 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // versionC 
Car.PutAt($TEMPVAR_ACTOR_CAR, -2150.165, 642.3364, 51.2188)
Car.Angle($TEMPVAR_ACTOR_CAR) = 0.0

:WUZI1_20100
if 
   not Actor.Dead(35@)
else_jump @WUZI1_20224 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2155.15 645.1982 51.2293 
05D7: add_point_to_scmpath -2162.023 645.1555 51.7499 
if 
   Actor.Driving(35@)
else_jump @WUZI1_20215 
06C9: remove_actor 35@ from_group 
0615: define_AS_pack_begin 132@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
jump @WUZI1_20224 

:WUZI1_20215
05D8: AS_assign_scmpath to_actor 35@ flags 6 0 

:WUZI1_20224
42@ = 2 
0085: 159@ = 32@ // (int) 
159@ += 5000 

:WUZI1_20247
if 
  42@ == 2 
else_jump @WUZI1_20334 
if 
001D:   32@ > 159@ // (int) 
else_jump @WUZI1_20334 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_20313 
Actor.DestroyInstantly(35@)

:WUZI1_20313
37@ = 0 
Player.CanMove($PLAYER_CHAR) = True
71@ = 10 

:WUZI1_20334
return 

:WUZI1_20336
if 
  200@ > 0 
else_jump @WUZI1_20474 
130@ = 0 
95@ = 0 

:WUZI1_20368
if 
  18 > 130@ 
else_jump @WUZI1_20474 
if 
056D:   actor 138@(130@,18i) defined 
else_jump @WUZI1_20460 
if 
   Actor.Dead(138@(130@,18i))
else_jump @WUZI1_20460 
Marker.Disable(111@(130@,18i))
if 
  130@ > 7 
else_jump @WUZI1_20460 
95@ += 1 

:WUZI1_20460
130@ += 1 
jump @WUZI1_20368 

:WUZI1_20474
if 
  200@ == 1 
else_jump @WUZI1_21166 
if or
  676.0 > $TEMPVAR_Y_COORD 
  676.0 > 229@ 
else_jump @WUZI1_21166 
102@ = Car.Create(#SANCHEZ, -2191.274, 644.4189, 48.4453)
103@ = Car.Create(#SANCHEZ, -2200.205, 644.3219, 48.4429)
Car.Angle(102@) = 270.0
Car.Angle(103@) = 270.0
Model.Destroy(#SANCHEZ)
07C0: load_path 139 
0129: 142@ = create_actor_pedtype 24 model #DNB3 in_car 102@ driverseat 
01C8: 143@ = create_actor_pedtype 24 model #DNB1 in_car 102@ passenger_seat 0 
0129: 144@ = create_actor_pedtype 24 model #DNB2 in_car 103@ driverseat 
01C8: 145@ = create_actor_pedtype 24 model #DNB3 in_car 103@ passenger_seat 0 
Model.Destroy(#DNB1)
Model.Destroy(#DNB2)
01B2: give_actor 142@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 143@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 144@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 145@ weapon 28 ammo 500 // Load the weapon model before using this 
Actor.WeaponAccuracy(142@) = 80
Actor.WeaponAccuracy(143@) = 85
Actor.WeaponAccuracy(144@) = 90
Actor.WeaponAccuracy(145@) = 85
115@ = Marker.CreateAboveActor(142@)
116@ = Marker.CreateAboveActor(143@)
117@ = Marker.CreateAboveActor(144@)
118@ = Marker.CreateAboveActor(145@)
087E: set_actor 142@ weapon_droppable 0 
087E: set_actor 143@ weapon_droppable 0 
087E: set_actor 144@ weapon_droppable 0 
087E: set_actor 145@ weapon_droppable 0 
Car.SetSpeedInstantly(102@, 20.0)
Car.SetSpeedInstantly(103@, 20.0)
060B: set_actor 142@ decision_maker_to 34@ 
060B: set_actor 143@ decision_maker_to 34@ 
060B: set_actor 144@ decision_maker_to 34@ 
060B: set_actor 145@ decision_maker_to 34@ 
060F: set_actor 142@ melee_accuracy_to 40.0 
060F: set_actor 143@ melee_accuracy_to 40.0 
060F: set_actor 144@ melee_accuracy_to 40.0 
060F: set_actor 145@ melee_accuracy_to 40.0 
074E: unknown_actor 142@ unknown_set 30.0 unknown_flag 8 
074E: unknown_actor 143@ unknown_set 30.0 unknown_flag 8 
074E: unknown_actor 144@ unknown_set 30.0 unknown_flag 8 
074E: unknown_actor 145@ unknown_set 30.0 unknown_flag 8 
085B: unknown_actor 142@ flag 1 
085B: unknown_actor 143@ flag 1 
085B: unknown_actor 144@ flag 1 
085B: unknown_actor 145@ flag 1 
0615: define_AS_pack_begin 132@ 
05D1: AS_actor -1 drive_car 102@ to -2177.165 645.6417 48.4453 speed 15.0 2 model #NULL 3 
06C7: AS_actor -1 driver_of_car 102@ perform_action 4 timelimit 2000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2172.865 652.5621 48.4429 mode 6 4000 ms // versionA 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 132@ 
0618: assign_actor 142@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0615: define_AS_pack_begin 132@ 
05D1: AS_actor -1 drive_car 103@ to -2174.811 644.3727 48.4453 speed 15.0 2 model #NULL 3 
06C7: AS_actor -1 driver_of_car 103@ perform_action 4 timelimit 2000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2176.99 650.9326 48.4429 mode 6 3000 ms // versionA 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 132@ 
0618: assign_actor 144@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
200@ = 2 

:WUZI1_21166
if 
  200@ == 2 
else_jump @WUZI1_21356 
129@ = 0 
if 
   not Actor.Dead(142@)
else_jump @WUZI1_21215 
0811: 129@ = actor 142@ car // versionC 

:WUZI1_21215
if or
  129@ == -1 
   Actor.Dead(142@)
else_jump @WUZI1_21356 
if 
   not Actor.Dead(143@)
else_jump @WUZI1_21275 
if 
   Actor.Driving(143@)
else_jump @WUZI1_21275 
0633: AS_actor 143@ exit_car 

:WUZI1_21275
if 
   not Actor.Dead(144@)
else_jump @WUZI1_21312 
if 
   Actor.Driving(144@)
else_jump @WUZI1_21312 
0633: AS_actor 144@ exit_car 

:WUZI1_21312
if 
   not Actor.Dead(145@)
else_jump @WUZI1_21349 
if 
   Actor.Driving(145@)
else_jump @WUZI1_21349 
0633: AS_actor 145@ exit_car 

:WUZI1_21349
200@ = 3 

:WUZI1_21356
if 
  200@ == 4 
else_jump @WUZI1_22821 
if 
  93@ == 0 
else_jump @WUZI1_21520 
if 
   not Actor.Dead(151@)
else_jump @WUZI1_21520 
if or
  -2193.0 > $TEMPVAR_X_COORD 
  -2193.0 > 228@ 
else_jump @WUZI1_21520 
93@ = 1 
0615: define_AS_pack_begin 132@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" IFP_file "PED" 8.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 132@ 
0618: assign_actor 151@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_21520
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2171.857 658.2869 52.1667 cornerB -2240.303 631.7034 48.0251 
else_jump @WUZI1_21804 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @WUZI1_21700 
if 
  84@ == 0 
else_jump @WUZI1_21693 
84@ = 1 
130@ = 9 

:WUZI1_21616
if 
  13 > 130@ 
else_jump @WUZI1_21693 
if 
   not Actor.Dead(138@(130@,18i))
else_jump @WUZI1_21679 
Actor.WeaponAccuracy(138@(130@,18i)) = 100
074D: AS_actor 138@(130@,18i) turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2 

:WUZI1_21679
130@ += 1 
jump @WUZI1_21616 

:WUZI1_21693
jump @WUZI1_21804 

:WUZI1_21700
if 
  84@ == 1 
else_jump @WUZI1_21804 
84@ = 0 
130@ = 9 

:WUZI1_21732
if 
  13 > 130@ 
else_jump @WUZI1_21804 
if 
   not Actor.Dead(138@(130@,18i))
else_jump @WUZI1_21790 
Actor.WeaponAccuracy(138@(130@,18i)) = 80
0687: clear_actor 138@(130@,18i) task 

:WUZI1_21790
130@ += 1 
jump @WUZI1_21732 

:WUZI1_21804
if 
  85@ == 0 
else_jump @WUZI1_22069 
if 
001D:   32@ > 86@ // (int) 
else_jump @WUZI1_22069 
0209: 130@ = random_int_in_ranges 9 13 
91@ = 0 

:WUZI1_21857
if 
  4 > 91@ 
else_jump @WUZI1_22053 
0085: 131@ = 130@ // (int) 
131@ -= 9 
if and
   not Actor.Dead(138@(130@,18i))
  87@(131@,4i) == 0 
else_jump @WUZI1_22007 
87@(131@,4i) = 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 201@(131@,4f) 205@(131@,4f) 209@(131@,4f) 
05D7: add_point_to_scmpath 213@(131@,4f) 217@(131@,4f) 221@(131@,4f) 
05D8: AS_assign_scmpath to_actor 138@(130@,18i) flags 6 0 
91@ = 4 
jump @WUZI1_22039 

:WUZI1_22007
130@ += 1 
if 
  130@ > 12 
else_jump @WUZI1_22039 
130@ = 9 

:WUZI1_22039
91@ += 1 
jump @WUZI1_21857 

:WUZI1_22053
0085: 86@ = 32@ // (int) 
86@ += 10000 

:WUZI1_22069
if 
  94@ == 0 
else_jump @WUZI1_22541 
if or
  -2197.0 > $TEMPVAR_X_COORD 
  95@ > 1 
else_jump @WUZI1_22541 
94@ = 1 
152@ = Actor.Create(Mission1, #DNB3, -2205.861, 625.282, 48.4396)
153@ = Actor.Create(Mission1, #DNB1, -2207.076, 627.3953, 48.4384)
01B2: give_actor 152@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 153@ weapon 28 ammo 500 // Load the weapon model before using this 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2205.808 626.6268 48.4429 
05D7: add_point_to_scmpath -2205.849 635.5339 48.4453 
05D8: AS_assign_scmpath to_actor 152@ flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2205.808 626.6268 48.4429 
05D7: add_point_to_scmpath -2204.58 634.2507 48.4453 
05D8: AS_assign_scmpath to_actor 153@ flags 6 0 
104@ = Car.Create(#SENTINEL, -2267.322, 659.5334, 48.2969)
Car.SetImmunities(104@, 1, 1, 1, 1, 1)
Car.Angle(104@) = 344.0
Car.DoorStatus(104@) = 3
0129: 154@ = create_actor_pedtype 24 model #DNB1 in_car 104@ driverseat 
01C8: 155@ = create_actor_pedtype 24 model #DNB2 in_car 104@ passenger_seat 0 
01B2: give_actor 154@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 155@ weapon 28 ammo 500 // Load the weapon model before using this 
060B: set_actor 152@ decision_maker_to 34@ 
060B: set_actor 153@ decision_maker_to 34@ 
060B: set_actor 154@ decision_maker_to 34@ 
060B: set_actor 155@ decision_maker_to 34@ 
125@ = Marker.CreateAboveActor(152@)
126@ = Marker.CreateAboveActor(153@)
127@ = Marker.CreateAboveActor(154@)
128@ = Marker.CreateAboveActor(155@)
060F: set_actor 152@ melee_accuracy_to 40.0 
060F: set_actor 153@ melee_accuracy_to 40.0 
060F: set_actor 154@ melee_accuracy_to 40.0 
060F: set_actor 155@ melee_accuracy_to 40.0 
074E: unknown_actor 152@ unknown_set 30.0 unknown_flag 8 
074E: unknown_actor 153@ unknown_set 30.0 unknown_flag 8 
074E: unknown_actor 154@ unknown_set 30.0 unknown_flag 8 
074E: unknown_actor 155@ unknown_set 30.0 unknown_flag 8 
05EB: assign_car 104@ to_path 139 

:WUZI1_22541
if 
  94@ == 1 
else_jump @WUZI1_22757 
if 
   not Car.Wrecked(104@)
else_jump @WUZI1_22757 
Car.StorePos(104@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  $TEMPVAR_FLOAT_1 > -2227.0 
else_jump @WUZI1_22757 
94@ = 2 
if 
   not Actor.Dead(154@)
else_jump @WUZI1_22687 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2214.633 642.2872 48.447 
0615: define_AS_pack_begin 132@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 154@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_22687
if 
   not Actor.Dead(154@)
else_jump @WUZI1_22757 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2214.373 639.3536 48.4511 
0615: define_AS_pack_begin 132@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 155@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_22757
if 
  94@ == 2 
else_jump @WUZI1_22821 
if 
   not Car.Wrecked(104@)
else_jump @WUZI1_22821 
if 
860E:   not car 104@ assigned_to_path 
else_jump @WUZI1_22821 
94@ = 3 
Car.LockInCurrentPosition(104@) = True

:WUZI1_22821
return 

:WUZI1_22823
if 
   not Actor.Dead(35@)
else_jump @WUZI1_23033 
if 
02E0:   actor 35@ aggressive 
else_jump @WUZI1_23033 
if 
001D:   32@ > 277@ // (int) 
else_jump @WUZI1_23033 
if 
  637@ == 0 
else_jump @WUZI1_23033 
if 
  6 > 275@ 
else_jump @WUZI1_23033 
0209: 276@ = random_int_in_ranges 0 6 

:WUZI1_22919
if 
  232@(276@,6i) == 0 
else_jump @WUZI1_22980 
276@ += 1 
if 
  276@ > 5 
else_jump @WUZI1_22973 
276@ = 0 

:WUZI1_22973
jump @WUZI1_22919 

:WUZI1_22980
275@ += 1 
0085: 637@ = 232@(276@,6i) // (int) 
232@(276@,6i) = 0 
279@ = 0 
0085: 277@ = 32@ // (int) 
277@ += 8000 

:WUZI1_23033
return 
return 

:WUZI1_23037
if 
  96@ == 1 
else_jump @WUZI1_23144 
if 
   not Actor.Dead(35@)
else_jump @WUZI1_23144 
0085: 278@ = 161@ // (int) 
161@ = Actor.Health(35@)
if 
803B:   not  161@ == 278@ // (int) 
else_jump @WUZI1_23121 
0085: 278@ = 161@ // (int) 
279@ = 1 

:WUZI1_23121
008A: $7247 = 161@ // (int) 
$7247 *= 100 
$7247 /= 250 

:WUZI1_23144
return 

:WUZI1_23146
return 

:WUZI1_23148
if 
   not 281@ == 0 
else_jump @WUZI1_23341 
if 
  280@ == 0 
else_jump @WUZI1_23202 
040D: unload_wav 3 
03CF: load_wav 281@ as 3 
280@ = 1 

:WUZI1_23202
if 
  280@ == 1 
else_jump @WUZI1_23265 
if 
03D0:   wav 3 loaded 
else_jump @WUZI1_23265 
if 
001D:   32@ > 283@ // (int) 
else_jump @WUZI1_23265 
03D1: play_wav 3 
280@ = 2 

:WUZI1_23265
if or
  280@ == 2 
08D0:   cutscene_skipped 
else_jump @WUZI1_23341 
if 
03D2:   wav 3 ended 
else_jump @WUZI1_23341 
040D: unload_wav 3 
0085: 281@ = 282@ // (int) 
282@ = 0 
0085: 283@ = 284@ // (int) 
284@ = 0 
280@ = 0 

:WUZI1_23341
if 
   not 285@ == 0 
else_jump @WUZI1_23548 
if 
  286@ == 0 
else_jump @WUZI1_23419 
286@ = 1 
0085: 287@ = 32@ // (int) 
288@ = 0 
0085: 750@ = 287@ // (int) 
005A: 750@ += 289@(288@,20i) // (int) 

:WUZI1_23419
if 
  286@ == 1 
else_jump @WUZI1_23548 
if and
001D:   32@ > 750@ // (int) 
  637@ == 0 
else_jump @WUZI1_23548 
0085: 637@ = 309@(288@,20i) // (int) 
288@ += 1 
329@ -= 1 
if 
  329@ == 0 
else_jump @WUZI1_23528 
285@ = 0 
286@ = 0 
jump @WUZI1_23548 

:WUZI1_23528
0085: 750@ = 287@ // (int) 
005A: 750@ += 289@(288@,20i) // (int) 

:WUZI1_23548
0871: init_jump_table 636@ total_jumps 7 default_jump 0 @WUZI1_27955 jumps 0 @WUZI1_23611 1 @WUZI1_26570 2 @WUZI1_27414 3 @WUZI1_27513 4 @WUZI1_27594 5 @WUZI1_27738 6 @WUZI1_27849 

:WUZI1_23611
if 
  636@ == 1 
else_jump @WUZI1_23679 
748@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
752@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)

:WUZI1_23679
04AF: 532@ = 43800 // @ = any 
04AF: 533@ = 43801 // @ = any 
04AF: 534@ = 43804 // @ = any 
04AF: 535@ = 43805 // @ = any 
04AF: 536@ = 43806 // @ = any 
04AF: 537@ = 43807 // @ = any 
04AF: 538@ = 43808 // @ = any 
04AF: 539@ = 65535 // @ = any 
04AF: 540@ = 43809 // @ = any 
04AF: 541@ = 43810 // @ = any 
04AF: 542@ = 43811 // @ = any 
04AF: 543@ = 43814 // @ = any 
04AF: 544@ = 43812 // @ = any 
04AF: 545@ = 43813 // @ = any 
04AF: 546@ = 43845 // @ = any 
04AF: 547@ = 43847 // @ = any 
04AF: 548@ = 43844 // @ = any 
04AF: 549@ = 43849 // @ = any 
04AF: 550@ = 43850 // @ = any 
04AF: 551@ = 43851 // @ = any 
04AF: 552@ = 43852 // @ = any 
04AF: 553@ = 43853 // @ = any 
04AF: 554@ = 43854 // @ = any 
04AF: 555@ = 43855 // @ = any 
04AF: 556@ = 43856 // @ = any 
04AF: 557@ = 43857 // @ = any 
04AF: 558@ = 65535 // @ = any 
04AF: 559@ = 65535 // @ = any 
04AF: 560@ = 65535 // @ = any 
04AF: 561@ = 43858 // @ = any 
04AF: 562@ = 43859 // @ = any 
04AF: 563@ = 43860 // @ = any 
04AF: 564@ = 43861 // @ = any 
04AF: 565@ = 43862 // @ = any 
04AF: 566@ = 43863 // @ = any 
04AF: 567@ = 43864 // @ = any 
04AF: 568@ = 43865 // @ = any 
04AF: 569@ = 43866 // @ = any 
04AF: 570@ = 43867 // @ = any 
04AF: 571@ = 43868 // @ = any 
04AF: 572@ = 43869 // @ = any 
04AF: 573@ = 43870 // @ = any 
04AF: 574@ = 43871 // @ = any 
04AF: 575@ = 43872 // @ = any 
04AF: 576@ = 43873 // @ = any 
04AF: 577@ = 43874 // @ = any 
04AF: 578@ = 43875 // @ = any 
04AF: 579@ = 43876 // @ = any 
04AF: 580@ = 43877 // @ = any 
04AF: 581@ = 43878 // @ = any 
04AF: 582@ = 43879 // @ = any 
04AF: 583@ = 43880 // @ = any 
04AF: 584@ = 43881 // @ = any 
04AF: 585@ = 43882 // @ = any 
04AF: 586@ = 43883 // @ = any 
04AF: 587@ = 43884 // @ = any 
04AF: 588@ = 43885 // @ = any 
04AF: 589@ = 43886 // @ = any 
04AF: 590@ = 43887 // @ = any 
04AF: 591@ = 43888 // @ = any 
04AF: 592@ = 43889 // @ = any 
04AF: 593@ = 43890 // @ = any 
04AF: 594@ = 43892 // @ = any 
04AF: 595@ = 43893 // @ = any 
04AF: 596@ = 43894 // @ = any 
04AF: 597@ = 43902 // @ = any 
04AF: 598@ = 43895 // @ = any 
04AF: 599@ = 43905 // @ = any 
04AF: 600@ = 43815 // @ = any 
04AF: 601@ = 43816 // @ = any 
04AF: 602@ = 43817 // @ = any 
04AF: 603@ = 43818 // @ = any 
04AF: 604@ = 43832 // @ = any 
04AF: 605@ = 43839 // @ = any 
04AF: 606@ = 43840 // @ = any 
04AF: 607@ = 65535 // @ = any 
04AF: 608@ = 43826 // @ = any 
04AF: 609@ = 43841 // @ = any 
04AF: 610@ = 43842 // @ = any 
04AF: 611@ = 43843 // @ = any 
04AF: 612@ = 43844 // @ = any 
04AF: 613@ = 43828 // @ = any 
04AF: 614@ = 43829 // @ = any 
04AF: 615@ = 43819 // @ = any 
04AF: 616@ = 43820 // @ = any 
04AF: 617@ = 43821 // @ = any 
04AF: 618@ = 43822 // @ = any 
04AF: 619@ = 43823 // @ = any 
04AF: 620@ = 43836 // @ = any 
04AF: 621@ = 43837 // @ = any 
04AF: 622@ = 43838 // @ = any 
04AF: 623@ = 43885 // @ = any 
04AF: 624@ = 43883 // @ = any 
05AA: 333@s = 'WUZ1_AA'  // ~z~Wir brauchen 'nen fahrbaren Untersatz. Meiner wird gerade getuned.
05AA: 335@s = 'WUZ1_AB'  // ~z~Okay, kein Problem.
05AA: 337@s = 'WUZ1_CA'  // ~z~Die Blood Feather-Triade hat ein Lagerhaus eine Strae weiter.
05AA: 339@s = 'WUZ1_CB'  // ~z~Bin gespannt, was sie fr Ausreden haben.
05AA: 341@s = 'WUZ1_CC'  // ~z~Sag mal, worum geht's eigentlich?
05AA: 343@s = 'WUZ1_CD'  // ~z~Ein paar kleine Vietnamesen-Gangs haben hier in letzter Zeit rger gemacht.
05AA: 345@s = 'WUZ1_CE'  // ~z~Wir wissen nicht, warum sie gerade jetzt aufmucken, aber mir gefllt die Sache nicht.
05AA: 349@s = 'WUZ1_CG'  // ~z~Und warum gerade ich?
05AA: 351@s = 'WUZ1_CH'  // ~z~Du gehrst nicht zu uns.
05AA: 353@s = 'WUZ1_DA'  // ~z~Da ist es!
05AA: 355@s = 'WUZ1_DD'  // ~z~Los komm, hier lang.
05AA: 357@s = 'WUZ1_DB'  // ~z~Was ist das fr ein Geruch?
05AA: 359@s = 'WUZ1_DC'  // ~z~Wschereien.
05AA: 361@s = 'WUZ1_LA'  // ~z~Ah, da wren wir. Da lang!
05AA: 363@s = 'WUZ1_LC'  // ~z~Seltsam, das Tor ist normalerweise verschlossen.
05AA: 365@s = 'WUZ1_KD'  // ~z~Bleib bei mir!
05AA: 367@s = 'WUZ1_MA'  // ~z~Oh, Mann, Woozie...
05AA: 369@s = 'WUZ1_MB'  // ~z~Was hat dich beunruhigt?
05AA: 371@s = 'WUZ1_MC'  // ~z~Oh, tut mir Leid, hab nicht gesehen, dass du da unten liegst.
05AA: 373@s = 'WUZ1_MD'  // ~z~Er ist tot. Sie sind alle tot.
05AA: 375@s = 'WUZ1_ME'  // ~z~Die Blood Feathers, ausgelscht?
05AA: 377@s = 'WUZ1_MF'  // ~z~Dai Dai Lo! Verzeih mir, ich hatte zu viel Angst, um zu kmpfen, also hab ich mich versteckt!
05AA: 379@s = 'WUZ1_MG'  // ~z~Genug! Was ist hier passiert?
05AA: 381@s = 'WUZ1_MH'  // ~z~Die Vietnamesen haben uns berrascht und alle niedergemht.
05AA: 383@s = 'WUZ1_MJ'  // ~z~Scheie, da sind sie schon wieder!
05AA: 387@s = 'WUZ1_MH'  // ~z~Die Vietnamesen haben uns berrascht und alle niedergemht.
05AA: 389@s = 'WUZ1_MJ'  // ~z~Scheie, da sind sie schon wieder!
05AA: 391@s = 'WUZ1_NA'  // ~z~Die Triaden mssen Rache nehmen!
05AA: 393@s = 'WUZ1_NB'  // ~z~CJ, bleib immer dicht hinter mir!
05AA: 395@s = 'WUZ1_NC'  // ~z~Bereit?
05AA: 397@s = 'WUZ1_ND'  // ~z~VERRECKT, IHR VERFICKTEN HURENSHNE!
05AA: 399@s = 'WUZ1_NE'  // ~z~Sieht so aus, als wr die Luft rein. Los!
05AA: 401@s = 'WUZ1_NF'  // ~z~Ich glaube, ich hab alle erwischt!
05AA: 403@s = 'WUZ1_NG'  // ~z~Heilige Kanalratte, das war eine Scharfschtzenkugel!
05AA: 405@s = 'WUZ1_NH'  // ~z~Verdammt, ich, h, hab was im Auge, ist der Weg frei?
05AA: 407@s = 'WUZ1_NJ'  // ~z~EURE MTTER WAREN TEUFELSNUTTEN!
05AA: 409@s = 'WUZ1_NK'  // ~z~EUER BLUT WIRD FLIESSEN WIE WEIN!
05AA: 411@s = 'WUZ1_NL'  // ~z~HEISSES BLEI SOLLT IHR FRESSEN!!!!
05AA: 413@s = 'WUZ1_NM'  // ~z~IHR WERDET HIER NUR NOCH ALS GEISTER RUMZIEHEN!
05AA: 415@s = 'WUZ1_NN'  // ~z~VERFLUCHTE ARSCHLCHER!
05AA: 417@s = 'WUZ1_NO'  // ~z~CJ, mach den Scharfschtzen fertig!
05AA: 419@s = 'WUZ1_NP'  // ~z~Gib mir Deckung, CJ, ich geh weiter!
05AA: 421@s = 'WUZ1_NQ'  // ~z~Ich geh aus der Deckung, CJ, gib's ihnen!
05AA: 423@s = 'WUZ1_OA'  // ~z~Oh, Fuck, Mann, da vorn sind noch mehr!
05AA: 425@s = 'WUZ1_OB'  // ~z~Scheie, Mann, die wollen dich wirklich tot sehen!
05AA: 427@s = 'WUZ1_OC'  // ~z~Ich sehe ihn, er ist auf dem Dach!
05AA: 429@s = 'WUZ1_OD'  // ~z~Okay, freie Bahn, Woozie, LOS!
05AA: 431@s = 'WUZ1_OE'  // ~z~Lauf, Woozie!
05AA: 433@s = 'WUZ1_OF'  // ~z~Ich geb dir Deckung, los!
05AA: 435@s = 'WUZ1_OG'  // ~z~Halt, Woozie, wir haben immer noch rger am Hals!
05AA: 437@s = 'WUZ1_OH'  // ~z~Ganz cool bleiben, Woozie!
05AA: 439@s = 'WUZ1_OJ'  // ~z~Runter, wir sind noch nicht raus aus der Scheie!
05AA: 441@s = 'WUZ1_OK'  // ~z~Ins Auto, schnell!
05AA: 443@s = 'WUZ1_OL'  // ~z~Steig hinten auf!
05AA: 445@s = 'WUZ1_OM'  // ~z~Steig auf, schnell!
05AA: 447@s = 'WUZ1_ON'  // ~z~Machen wir den Abgang!
05AA: 449@s = 'WUZ1_OO'  // ~z~Scheie, nichts wie weg hier!
05AA: 451@s = 'WUZ1_OP'  // ~z~Noch mehr Gesellschaft!
05AA: 453@s = 'WUZ1_OQ'  // ~z~Da hngen uns ein paar Autos am Arsch!
05AA: 455@s = 'WUZ1_OR'  // ~z~Noch mehr von denen, in Autos.
05AA: 457@s = 'WUZ1_PA'  // ~z~Du fhrst, ich treib sie zurck in den Kanal!
05AA: 459@s = 'WUZ1_PB'  // ~z~Fahr weiter, ich kmmere mich um diese elenden Mrderschweine!
05AA: 461@s = 'WUZ1_QA'  // ~z~Das drften alle gewesen sein.
05AA: 463@s = 'WUZ1_RA'  // ~z~Danke, Carl, dank dir musste ich sie nicht alle selbst umlegen.
05AA: 465@s = 'WUZ1_QB'  // ~z~Okay, zurck zu mir.
05AA: 467@s = 'WUZ1_RD'  // ~z~Hier, ein Zeichen der Wertschtzung der Tong fr das, was du heute getan hast.
05AA: 469@s = 'WUZ1_EA'  // ~z~Hey, was ist denn mit den Leuten los?
05AA: 471@s = 'WUZ1_EB'  // ~z~Wo wollen die hin?
05AA: 473@s = 'WUZ1_EC'  // ~z~Hier stimmt doch was nicht. Wir sollten vorsichtig sein.
05AA: 475@s = 'WUZ1_EE'  // ~z~Mir nach.
05AA: 477@s = 'WUZ1_GJ'  // ~z~Also... Wo ist noch mal der lose Pflasterstein?
05AA: 479@s = 'WUZ1_JA'  // ~z~Hey, was zum Teufel tust du?
05AA: 481@s = 'WUZ1_JB'  // ~z~Ich, h, berprfe die, h, du weit schon. Halt's Maul, Carl. DA LANG!
05AA: 485@s = 'WUZ1_GC'  // ~z~Hm, ja, faszinierend...
05AA: 487@s = 'WUZ1_KA'  // ~z~Hast du dich verlaufen? Brauchst du Hilfe?
05AA: 489@s = 'WUZ1_KB'  // ~z~NEIN!
05AA: 491@s = 'WUZ1_KC'  // ~z~Nein, ich hab nur versucht, die Vibes in der Location hier aufzunehmen.
05AA: 493@s = 'WUZ1_KD'  // ~z~Bleib bei mir!
05AA: 495@s = 'WUZ1_GE'  // ~z~Fnfzehn Schritte, oder waren es fnfzehn Meter?
05AA: 497@s = 'WUZ1_GF'  // ~z~Ah, nein, jetzt wei ich...
05AA: 499@s = 'WUZ1_FA'  // ~z~Hier stimmt was nicht.
05AA: 501@s = 'WUZ1_FB'  // ~z~Aber echt! Wo sind denn alle hin?
05AA: 503@s = 'WUZ1_FC'  // ~z~Sie verstecken sich, haben Angst. Ich kann sie riechen.
05AA: 505@s = 'WUZ1_FD'  // ~z~Wir sollten sehr vorsichtig weitergehen.
05AA: 507@s = 'WUZ1_FE'  // ~z~Da geht's lang, glaube ich.
05AA: 509@s = 'WUZ1_HA'  // ~z~Hrst du was?
05AA: 511@s = 'WUZ1_HB'  // ~z~Ja, Verkehr und so.
05AA: 513@s = 'WUZ1_HC'  // ~z~Richtig. Ich wei genau, was ich tue! Mir nach!
05AA: 515@s = 'WUZ1_OM'  // ~z~Steig auf, schnell!
05AA: 517@s = 'WUZ1_OK'  // ~z~Ins Auto, schnell!
640@ = 2 
641@ = 1 
642@ = 2 
643@ = 2 
644@ = 1 
645@ = 2 
646@ = 2 
647@ = 2 
648@ = 1 
649@ = 2 
650@ = 2 
651@ = 2 
652@ = 1 
653@ = 2 
654@ = 2 
655@ = 2 
656@ = 2 
657@ = 1 
658@ = 2 
659@ = 2 
660@ = 1 
661@ = 2 
662@ = 3 
663@ = 2 
664@ = 3 
665@ = 3 
666@ = 2 
667@ = 2 
668@ = 2 
669@ = 2 
670@ = 2 
671@ = 2 
672@ = 1 
673@ = 2 
674@ = 2 
675@ = 0 
676@ = 2 
677@ = 1 
678@ = 2 
679@ = 2 
680@ = 2 
681@ = 2 
682@ = 2 
683@ = 2 
684@ = 2 
685@ = 0 
686@ = 2 
687@ = 2 
688@ = 2 
689@ = 2 
690@ = 2 
691@ = 2 
692@ = 1 
693@ = 2 
694@ = 2 
695@ = 1 
696@ = 1 
697@ = 1 
698@ = 2 
699@ = 1 
700@ = 2 
701@ = 2 
702@ = 1 
703@ = 2 
704@ = 2 
705@ = 1 
706@ = 1 
707@ = 1 
708@ = 2 
709@ = 1 
710@ = 2 
711@ = 2 
712@ = 2 
713@ = 1 
714@ = 2 
715@ = 2 
716@ = 2 
717@ = 1 
718@ = 2 
719@ = 2 
720@ = 2 
721@ = 2 
722@ = 2 
723@ = 2 
724@ = 1 
725@ = 2 
726@ = 2 
727@ = 2 
728@ = 2 
729@ = 1 
730@ = 2 
731@ = 1 
732@ = 1 
008B: 740@ = $PLAYER_ACTOR // (int) 
636@ = 1 
03CF: load_wav 532@ as 1 
03CF: load_wav 533@ as 2 
632@ = 1 
633@ = 2 
jump @WUZI1_27955 

:WUZI1_26570
if 
   not 637@ == 0 
else_jump @WUZI1_27407 
if 
  265@ == 0 
else_jump @WUZI1_27407 
if 
001D:   32@ > 755@ // (int) 
else_jump @WUZI1_27407 
if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
else_jump @WUZI1_27407 
if 
003B:   632@ == 637@ // (int) 
else_jump @WUZI1_26677 
634@ = 1 
jump @WUZI1_26740 

:WUZI1_26677
if 
003B:   633@ == 637@ // (int) 
else_jump @WUZI1_26710 
634@ = 2 
jump @WUZI1_26740 

:WUZI1_26710
634@ = 1 
0085: 632@ = 637@ // (int) 
040D: unload_wav 1 
03CF: load_wav 531@(637@,100i) as 1 

:WUZI1_26740
if 
03D0:   wav 634@ loaded 
else_jump @WUZI1_27395 
0085: 747@ = 639@(637@,100i) // (int) 
0085: 748@ = 739@(747@,7i) // (int) 
if 
   not 754@ == 1 
else_jump @WUZI1_26968 
751@ = 1 
753@ = 0 

:WUZI1_26812
if 
  7 > 751@ 
else_jump @WUZI1_26968 
0085: 752@ = 739@(751@,7i) // (int) 
if 
   not 752@ == 0 
else_jump @WUZI1_26954 
if 
803B:   not  752@ == 748@ // (int) 
else_jump @WUZI1_26954 
if 
   not Actor.Dead(748@)
else_jump @WUZI1_26954 
if 
   not Actor.Dead(752@)
else_jump @WUZI1_26954 
if 
0104:   actor 748@ near_actor 752@ radius 10.0 10.0 10.0 sphere 0 
else_jump @WUZI1_26954 
753@ += 1 

:WUZI1_26954
751@ += 1 
jump @WUZI1_26812 

:WUZI1_26968
if or
  754@ == 1 
  753@ > 0 
  639@(637@,100i) == 0 
else_jump @WUZI1_27381 
if 
   not 639@(637@,100i) == 0 
else_jump @WUZI1_27113 
if 
   not Actor.Dead(748@)
else_jump @WUZI1_27113 
if 
  $7248 == 0 
else_jump @WUZI1_27068 
0949: link_wav 634@ to_actor 748@ 

:WUZI1_27068
if 
894D:   not actor 748@ mutally_active 
else_jump @WUZI1_27106 
746@ = 1 
0967: actor 748@ move_mouth 15000 ms 
jump @WUZI1_27113 

:WUZI1_27106
094E: set_actor 748@ unknown_flag 0 

:WUZI1_27113
if 
  639@(637@,100i) == 0 
else_jump @WUZI1_27142 
746@ = 1 

:WUZI1_27142
if 
  746@ == 1 
else_jump @WUZI1_27374 
if 
   not 748@ == 0 
else_jump @WUZI1_27201 
if 
   not Actor.Dead(748@)
else_jump @WUZI1_27201 
0A09: set_actor 748@ muted 1 // versionB 

:WUZI1_27201
03D1: play_wav 634@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 331@(637@,100s) time 10000 flag 1 
636@ += 1 
746@ = 0 
637@ += 1 
0085: 635@ = 637@ // (int) 
if 
   not 531@(637@,100i) == 0 
else_jump @WUZI1_27374 
if 
  634@ == 1 
else_jump @WUZI1_27336 
if 
803B:   not  633@ == 637@ // (int) 
else_jump @WUZI1_27329 
03CF: load_wav 531@(637@,100i) as 2 
0085: 633@ = 637@ // (int) 

:WUZI1_27329
jump @WUZI1_27374 

:WUZI1_27336
if 
803B:   not  632@ == 637@ // (int) 
else_jump @WUZI1_27374 
03CF: load_wav 531@(637@,100i) as 1 
0085: 632@ = 637@ // (int) 

:WUZI1_27374
jump @WUZI1_27388 

:WUZI1_27381
636@ = 6 

:WUZI1_27388
jump @WUZI1_27407 

:WUZI1_27395
03CF: load_wav 531@(637@,100i) as 634@ 

:WUZI1_27407
jump @WUZI1_27955 

:WUZI1_27414
if 
03D2:   wav 634@ ended 
else_jump @WUZI1_27467 
if 
   not Actor.Dead(748@)
else_jump @WUZI1_27453 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_27453
636@ += 1 
jump @WUZI1_27506 

:WUZI1_27467
if 
056D:   actor 748@ defined 
else_jump @WUZI1_27506 
if 
   Actor.Dead(748@)
else_jump @WUZI1_27506 
636@ += 1 

:WUZI1_27506
jump @WUZI1_27955 

:WUZI1_27513
if 
   not Actor.Dead(748@)
else_jump @WUZI1_27536 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_27536
040D: unload_wav 634@ 
631@(634@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(748@)
else_jump @WUZI1_27580 
0968: actor 748@ stop_mouth 
094F: unknown_actor 748@ 

:WUZI1_27580
636@ += 1 
jump @WUZI1_27955 

:WUZI1_27594
if 
   not Actor.Dead(748@)
else_jump @WUZI1_27617 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_27617
637@ += 1 
if 
   not 531@(637@,100i) == 0 
else_jump @WUZI1_27670 
03CF: load_wav 531@(637@,100i) as 634@ 
0085: 631@(634@,3i) = 637@ // (int) 

:WUZI1_27670
638@ -= 1 
if 
   not 638@ > 0 
else_jump @WUZI1_27716 
637@ = 0 
638@ = 0 
jump @WUZI1_27724 

:WUZI1_27716
0085: 637@ = 635@ // (int) 

:WUZI1_27724
636@ = 1 
jump @WUZI1_27955 

:WUZI1_27738
if 
   not Actor.Dead(748@)
else_jump @WUZI1_27761 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_27761
636@ = 1 
637@ = 0 
638@ = 0 
285@ = 0 
329@ = 0 
$7248 = 0 
040D: unload_wav 634@ 
631@(634@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(748@)
else_jump @WUZI1_27842 
094F: unknown_actor 748@ 

:WUZI1_27842
jump @WUZI1_27955 

:WUZI1_27849
if 
   not Actor.Dead(748@)
else_jump @WUZI1_27872 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_27872
636@ = 2 
637@ = 0 
638@ = 0 
285@ = 0 
329@ = 0 
$7248 = 0 
631@(634@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(748@)
else_jump @WUZI1_27948 
094F: unknown_actor 748@ 

:WUZI1_27948
jump @WUZI1_27955 

:WUZI1_27955
return 

:WUZI1_27957
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:WUZI1_27975
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 5000
0998: add_respect 10 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
030C: progress_made += 1 
0318: set_latest_mission_passed 'WUZI_1'  // Mountain Cloud Boys
$WUZIMU_TOTAL_PASSED_MISSIONS += 1 
return 

:WUZI1_28039
130@ = 0 

:WUZI1_28046
if 
  18 > 130@ 
else_jump @WUZI1_28139 
Marker.Disable(111@(130@,18i))
if 
   not Actor.Dead(138@(130@,18i))
else_jump @WUZI1_28125 
05E2: AS_actor 138@(130@,18i) kill_actor $PLAYER_ACTOR 
0961: unknown_actor 138@(130@,18i) flag 1 
Actor.RemoveReferences(138@(130@,18i))

:WUZI1_28125
130@ += 1 
jump @WUZI1_28046 

:WUZI1_28139
03E6: remove_text_box 
if 
   not Car.Wrecked(104@)
else_jump @WUZI1_28186 
01EC: make_car 104@ very_heavy 0 
Car.SetImmunities(104@, 0, 0, 0, 0, 0)
Car.DoorStatus(104@) = 1

:WUZI1_28186
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WUZI1_28209 
Player.CanMove($PLAYER_CHAR) = True

:WUZI1_28209
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 1 
Model.Destroy(#MICRO_UZI)
Model.Destroy(#DNB1)
Model.Destroy(#DNB2)
Model.Destroy(#DNB3)
Model.Destroy(#SNIPER)
Model.Destroy(#SENTINEL)
Model.Destroy(#TRIADA)
Model.Destroy(#TRIADB)
Model.Destroy(#OMOST)
Model.Destroy(#SANCHEZ)
04EF: release_animation "SWAT" 
04EF: release_animation "WUZI" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
0873: release_path 136 
0873: release_path 137 
0873: release_path 138 
0873: release_path 139 
0873: release_path 169 
091E: create_forbidden_for_boats_cube_cornerA -2239.251 636.6675 53.1933 cornerB -2165.047 720.0577 49.5456 
0151: remove_status_text $7247 
06D7: enable_train_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @WUZI1_28404 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:WUZI1_28404
if 
   not Actor.Dead(35@)
else_jump @WUZI1_28425 
Actor.DestroyWithFade(35@)

:WUZI1_28425
Marker.Disable(107@)
Marker.Disable(108@)
Marker.Disable(109@)
Marker.Disable(110@)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
02D1: remove_fire 258@ 
02D1: remove_fire 259@ 
065C: release_decision_maker 34@ 
06D0: enable_emergency_traffic 1 
$ONMISSION = 0 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CT_GATEXR collision_detection 1 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CHINA_TOWN_GATEB collision_detection 1 
mission_cleanup 
return 

//-------------Mission 54---------------
// Originally: Ran Fa Li

:FARLIE4
thread 'FARLIE4' 
gosub @FARLIE4_47 
if 
wasted_or_busted 
else_jump @FARLIE4_38 
gosub @FARLIE4_7851 

:FARLIE4_38
gosub @FARLIE4_8352 
end_thread 

:FARLIE4_47
054C: use_GXT_table 'FARLIE4' 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:FARLIE4_73
if 
fading 
else_jump @FARLIE4_97 
wait 0 
jump @FARLIE4_73 

:FARLIE4_97
select_interior 1 
02E4: load_cutscene_data 'FARL_4A' 

:FARLIE4_112
if 
86B9:   not cutscene_data_loaded 
else_jump @FARLIE4_136 
wait 0 
jump @FARLIE4_112 

:FARLIE4_136
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:FARLIE4_153
if 
82E9:   not cutscene_reached_end 
else_jump @FARLIE4_177 
wait 0 
jump @FARLIE4_153 

:FARLIE4_177
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:FARLIE4_191
if 
fading 
else_jump @FARLIE4_215 
wait 0 
jump @FARLIE4_191 

:FARLIE4_215
02EA: end_cutscene 
select_interior 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FARLIE4_286 
Camera.SetAtPos(-2154.998, 645.5436, 51.3516)
Actor.PutAt($PLAYER_ACTOR, -2154.998, 645.5436, 51.3516)
Actor.Angle($PLAYER_ACTOR) = 271.113
Camera.SetBehindPlayer

:FARLIE4_286
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
increment_mission_attempts 
$ONMISSION = 1 
01E8: create_forbidden_for_cars_cube_cornerA -1478.294 -65.4014 0.0 cornerB -1395.423 2.7054 10.0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 // see ped.dat 
060A: create_decision_maker_type 2 store_to 46@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 146@ // decision\allowed\m_.ped files 
0709: set_decision_maker 146@ on_event 17 taskID 704 unknown 0.0 0.0 chance 100.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker 46@ on_event 17 taskID 704 unknown 0.0 0.0 chance 100.0 unknown 0.0 1 1 // see *.ped files 
018A: 37@ = create_checkpoint_at -1742.273 1422.631 6.1842 
018B: set_marker 37@ radar_mode 0 
018A: 41@ = create_checkpoint_at -1409.9 -303.4 4.5 
Garage.ChangeType('FDORSFE', 19)
Model.Load(#MICRO_UZI)

:FARLIE4_509
if 
   not Model.Available(#MICRO_UZI)
else_jump @FARLIE4_536 
wait 0 
jump @FARLIE4_509 

:FARLIE4_536
if and
   not Actor.HasWeapon($PLAYER_ACTOR, 28)
   not Actor.HasWeapon($PLAYER_ACTOR, 29)
else_jump @FARLIE4_578 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 150 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 28 

:FARLIE4_578
32@ = 0 
140@ = 2 
00BC: show_text_highpriority GXT 'F4_T0' time 9000 flag 1  // ~s~Hol das Auto aus der Flughafen-~y~Tiefgarage~s~ ab.

:FARLIE4_608
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FARLIE4_875 
wait 0 
if 
0736:   NOP_false 83 
else_jump @FARLIE4_650 
jump @FARLIE4_8013 

:FARLIE4_650
gosub @FARLIE4_8744 
gosub @FARLIE4_9534 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1409.9 -303.4 4.5 radius 4.0 4.0 4.0 
else_jump @FARLIE4_868 
Model.Load(#SABRE)
Model.Load(#MANANA)

:FARLIE4_722
if or
   not Model.Available(#SABRE)
   not Model.Available(#MANANA)
else_jump @FARLIE4_754 
wait 0 
jump @FARLIE4_722 

:FARLIE4_754
141@ = 1 
Marker.Disable(41@)
34@ = Car.Create(#MANANA, -1425.512, -21.2813, 5.0078)
Car.Angle(34@) = 88.7848
Car.LockInCurrentPosition(34@) = True
35@ = Marker.CreateAboveCar(34@)
07E0: set_marker 35@ type_to 1 
053F: set_car 34@ tires_vulnerability 0 
Car.Health(34@) = 3000
0229: set_car 34@ primary_color_to 3 secondary_color_to 3 
00BC: show_text_highpriority GXT 'F4_T7' time 4000 flag 1  // ~s~Hol dir das ~b~Auto~s~!
jump @FARLIE4_882 

:FARLIE4_868
jump @FARLIE4_608 

:FARLIE4_875
jump @FARLIE4_7851 

:FARLIE4_882
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(34@)
else_jump @FARLIE4_1039 
wait 0 
gosub @FARLIE4_8744 
gosub @FARLIE4_9534 
if and
   Actor.Driving($PLAYER_ACTOR)
   not Car.Wrecked(34@)
else_jump @FARLIE4_969 
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @FARLIE4_969 
$TEMPVAR_ACTOR_CAR = Actor.Car($PLAYER_ACTOR)

:FARLIE4_969
if 
   not Car.Wrecked(34@)
else_jump @FARLIE4_1032 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @FARLIE4_1032 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 37@ radar_mode 3 
Car.LockInCurrentPosition(34@) = False
jump @FARLIE4_1046 

:FARLIE4_1032
jump @FARLIE4_882 

:FARLIE4_1039
jump @FARLIE4_7851 

:FARLIE4_1046
Player.CanMove($PLAYER_CHAR) = False
Model.Load(#DNB1)
Model.Load(#DNB2)
Model.Load(#FCR900)
Model.Load(#MICRO_UZI)
Model.Load(#MULE)
Model.Load(#CELLPHONE)
Model.Load(#SABRE)
Model.Load(#SADLER)

:FARLIE4_1091
if or
   not Model.Available(#DNB1)
   not Model.Available(#DNB2)
   not Model.Available(#FCR900)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#MULE)
   not Model.Available(#CELLPHONE)
else_jump @FARLIE4_1141 
wait 0 
jump @FARLIE4_1091 

:FARLIE4_1141
040D: unload_wav 3 
03CF: load_wav 28000 as 3 

:FARLIE4_1152
if or
83D0:   not wav 3 loaded 
   not Model.Available(#SABRE)
   not Model.Available(#SADLER)
else_jump @FARLIE4_1188 
wait 0 
jump @FARLIE4_1152 

:FARLIE4_1188
01EB: set_traffic_density_multiplier_to 0.0 

:FARLIE4_1195
gosub @FARLIE4_8286 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @FARLIE4_1306 
if 
01AF:   car $TEMPVAR_ACTOR_CAR sphere 0 in_sphere -1429.619 -21.2788 5.0078 radius 10.0 10.0 10.0 
else_jump @FARLIE4_1301 
0763: add_car_reference $TEMPVAR_ACTOR_CAR // mission only 
Car.PutAt($TEMPVAR_ACTOR_CAR, -1425.615, -16.4956, 5.0078)
Car.Angle($TEMPVAR_ACTOR_CAR) = 271.5388

:FARLIE4_1301
wait 500 

:FARLIE4_1306
0395: clear_area 1 at -1412.56 -138.0878 5.0 radius 200.0 
gosub @FARLIE4_8252 
Camera.SetPosition(-1430.361, -18.6971, 6.191, 0.0, 0.0, 0.0)
Camera.PointAt(-1429.655, -19.4032, 6.1376, 2)
49@ = Car.Create(#MULE, -1414.173, -50.4918, 5.0)
Car.Angle(49@) = 0.0
0129: 59@ = create_actor_pedtype 24 model #DNB1 in_car 49@ driverseat 
01B2: give_actor 59@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 59@ armed_weapon_to 28 
if and
   not Car.Wrecked(49@)
   not Actor.Dead(59@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FARLIE4_1541 
0615: define_AS_pack_begin 142@ 
05D1: AS_actor -1 drive_car 49@ to -1414.428 -32.5711 5.0069 speed 15.0 2 model #NULL 2 
05CD: AS_actor -1 exit_car 49@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 142@ 
0618: assign_actor 59@ to_AS_pack 142@ 

:FARLIE4_1541
if 
   not Car.Wrecked(34@)
else_jump @FARLIE4_1565 
43@ = Car.Health(34@)

:FARLIE4_1565
008A: $7250 = 43@ // (int) 
$7250 /= 30 
03C4: set_status_text $7250 type 1 GXT 'F4_D' // global_variable  // Schaden
gosub @FARLIE4_8319 
00BC: show_text_highpriority GXT 'F4_T5' time 5000 flag 1  // Das ist ein Hinterhalt, die Da Nang Boys bewachen die Ausgnge!
33@ = 0 

:FARLIE4_1626
if 
  2000 > 33@ 
else_jump @FARLIE4_1680 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @FARLIE4_1673 
jump @FARLIE4_1760 

:FARLIE4_1673
jump @FARLIE4_1626 

:FARLIE4_1680
if 
03D0:   wav 3 loaded 
else_jump @FARLIE4_1699 
03D1: play_wav 3 

:FARLIE4_1699
33@ = 0 

:FARLIE4_1706
if 
  2000 > 33@ 
else_jump @FARLIE4_1760 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @FARLIE4_1753 
jump @FARLIE4_1760 

:FARLIE4_1753
jump @FARLIE4_1706 

:FARLIE4_1760
gosub @FARLIE4_8267 
00BC: show_text_highpriority GXT 'F4_T8' time 4000 flag 1  // ~s~Bring das Auto in die ~y~Garage~s~.
if 
   not Car.Wrecked(34@)
else_jump @FARLIE4_1806 
Car.LockInCurrentPosition(34@) = False

:FARLIE4_1806
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(34@)
else_jump @FARLIE4_7844 
wait 0 
gosub @FARLIE4_8744 
gosub @FARLIE4_9534 
if 
   not Car.Wrecked(34@)
else_jump @FARLIE4_1885 
if 
0A15:   unknown_car_check 34@ //flag_0A21 
else_jump @FARLIE4_1885 
Car.Health(34@) = 3000

:FARLIE4_1885
if 
   not Car.Wrecked(34@)
else_jump @FARLIE4_2044 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @FARLIE4_1966 
if 
  40@ == 0 
else_jump @FARLIE4_1959 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 37@ radar_mode 3 
40@ = 1 

:FARLIE4_1959
jump @FARLIE4_2021 

:FARLIE4_1966
if 
  40@ == 1 
else_jump @FARLIE4_2021 
018B: set_marker 35@ radar_mode 3 
018B: set_marker 37@ radar_mode 0 
00BC: show_text_highpriority GXT 'F4_T4' time 4000 flag 1  // ~s~Zurck in das ~b~Auto~s~!
40@ = 0 

:FARLIE4_2021
43@ = Car.Health(34@)
008A: $7250 = 43@ // (int) 
$7250 /= 30 

:FARLIE4_2044
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1467.032 -133.7941 5.0078 radius 60.0 60.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
else_jump @FARLIE4_2368 
if 
  79@ == 0 
else_jump @FARLIE4_2368 
0395: clear_area 1 at -1474.466 -162.8309 5.0234 radius 10.0 
51@ = Car.Create(#MULE, -1474.466, -162.8309, 5.0234)
Car.Angle(51@) = 272.5542
0129: 61@ = create_actor_pedtype 24 model #DNB1 in_car 51@ driverseat 
01B2: give_actor 61@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 61@ armed_weapon_to 28 
if and
   not Car.Wrecked(51@)
   not Actor.Dead(61@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FARLIE4_2361 
0615: define_AS_pack_begin 144@ 
05D1: AS_actor -1 drive_car 51@ to -1464.862 -162.4026 5.0226 speed 25.0 2 model #NULL 2 
05CD: AS_actor -1 exit_car 51@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 61@ to_AS_pack 144@ 

:FARLIE4_2361
79@ = 1 

:FARLIE4_2368
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1423.849 -135.7411 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
else_jump @FARLIE4_2692 
if 
  80@ == 0 
else_jump @FARLIE4_2692 
0395: clear_area 1 at -1387.268 -126.9234 5.0078 radius 10.0 
50@ = Car.Create(#MULE, -1387.268, -126.9234, 5.0078)
Car.Angle(50@) = 180.2388
0129: 60@ = create_actor_pedtype 24 model #DNB1 in_car 50@ driverseat 
01B2: give_actor 60@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 60@ armed_weapon_to 28 
if and
   not Car.Wrecked(50@)
   not Actor.Dead(60@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FARLIE4_2685 
0615: define_AS_pack_begin 143@ 
05D1: AS_actor -1 drive_car 50@ to -1387.225 -135.6199 5.0078 speed 25.0 2 model #NULL 2 
05CD: AS_actor -1 exit_car 50@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 143@ 
0618: assign_actor 60@ to_AS_pack 143@ 

:FARLIE4_2685
80@ = 1 

:FARLIE4_2692
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1427.269 -238.5722 5.0234 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
else_jump @FARLIE4_3011 
if 
  89@ == 0 
else_jump @FARLIE4_3011 
0395: clear_area 1 at -1387.792 -230.1776 5.0078 radius 10.0 
52@ = Car.Create(#MULE, -1387.792, -230.1776, 5.0078)
Car.Angle(52@) = 179.5878
0129: 62@ = create_actor_pedtype 24 model #DNB1 in_car 52@ driverseat 
01B2: give_actor 62@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 62@ armed_weapon_to 28 
if and
   not Car.Wrecked(52@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FARLIE4_3004 
0615: define_AS_pack_begin 145@ 
05D1: AS_actor -1 drive_car 52@ to -1387.862 -240.3811 5.0078 speed 25.0 2 model #NULL 2 
05CD: AS_actor -1 exit_car 52@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 145@ 
0618: assign_actor 62@ to_AS_pack 145@ 

:FARLIE4_3004
89@ = 1 

:FARLIE4_3011
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1399.686 -184.757 5.3047 radius 5.0 5.0 10.0 
  81@ == 0 
else_jump @FARLIE4_3146 
44@ = Actor.Create(Mission1, #DNB2, -1404.049, -234.7071, 5.3047)
Actor.Angle(44@) = 353.8535
01B2: give_actor 44@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 44@ armed_weapon_to 28 
Actor.WeaponAccuracy(44@) = 80
060B: set_actor 44@ decision_maker_to 46@ 
06E3: AS_actor 44@ roll_sideways 1 
81@ = 1 

:FARLIE4_3146
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1400.184 -205.7361 5.3047 radius 5.0 5.0 10.0 
  82@ == 0 
else_jump @FARLIE4_3281 
45@ = Actor.Create(Mission1, #DNB1, -1394.235, -234.735, 5.3047)
Actor.Angle(45@) = 1.5813
01B2: give_actor 45@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 45@ armed_weapon_to 28 
Actor.WeaponAccuracy(45@) = 80
060B: set_actor 45@ decision_maker_to 46@ 
06E3: AS_actor 45@ roll_sideways 0 
82@ = 1 

:FARLIE4_3281
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1407.187 -239.4782 5.3047 radius 20.0 20.0 10.0 
  83@ == 0 
else_jump @FARLIE4_3822 
69@ = Actor.Create(Mission1, #DNB2, -1407.076, -358.3559, 8.3099)
Actor.Angle(69@) = 9.5994
70@ = Actor.Create(Mission1, #DNB1, -1476.887, -291.53, 8.7087)
Actor.Angle(70@) = 258.9856
36@ = 0 

:FARLIE4_3411
01B2: give_actor 69@(36@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 69@(36@,10i) armed_weapon_to 28 
Actor.WeaponAccuracy(69@(36@,10i)) = 80
060B: set_actor 69@(36@,10i) decision_maker_to 46@ 
0638: AS_actor 69@(36@,10i) stay_put 1 
05E2: AS_actor 69@(36@,10i) kill_actor $PLAYER_ACTOR 
04EB: AS_actor 69@(36@,10i) crouch 1 
36@ += 1 
  36@ >= 2 
else_jump @FARLIE4_3411 
52@ = Car.Create(#MULE, -1478.896, -470.3535, 10.9926)
Car.Angle(52@) = 11.1921
99@ = Actor.Create(Mission1, #DNB2, -1478.188, -476.1086, 11.1411)
Actor.Angle(99@) = 277.8792
100@ = Actor.Create(Mission1, #DNB2, -1479.535, -466.4356, 11.0)
Actor.Angle(100@) = 263.3237
53@ = Car.Create(#MULE, -1586.023, -359.7679, 10.9926)
Car.Angle(53@) = 248.7342
101@ = Actor.Create(Mission1, #DNB2, -1582.225, -362.0264, 11.0)
Actor.Angle(101@) = 356.2877
102@ = Actor.Create(Mission1, #DNB2, -1590.694, -357.4667, 11.1411)
Actor.Angle(102@) = 323.3828
36@ = 0 

:FARLIE4_3723
01B2: give_actor 99@(36@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 99@(36@,10i) armed_weapon_to 28 
Actor.WeaponAccuracy(99@(36@,10i)) = 80
060B: set_actor 99@(36@,10i) decision_maker_to 46@ 
0638: AS_actor 99@(36@,10i) stay_put 1 
05E2: AS_actor 99@(36@,10i) kill_actor $PLAYER_ACTOR 
36@ += 1 
  36@ >= 4 
else_jump @FARLIE4_3723 
83@ = 1 

:FARLIE4_3822
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1570.888 -455.6748 5.0 radius 25.0 25.0 10.0 
  84@ == 0 
else_jump @FARLIE4_3999 
01EB: set_traffic_density_multiplier_to 1.0 
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
36@ = 0 

:FARLIE4_3901
Actor.DestroyInstantly(59@(36@,10i))
if 
   not Car.Wrecked(49@(36@,10i))
else_jump @FARLIE4_3962 
if 
   not Actor.InCar($PLAYER_ACTOR, 49@(36@,10i))
else_jump @FARLIE4_3962 
Car.Destroy(49@(36@,10i))

:FARLIE4_3962
Actor.DestroyInstantly(69@(36@,10i))
36@ += 1 
  36@ >= 3 
else_jump @FARLIE4_3901 
84@ = 1 

:FARLIE4_3999
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2258.519 124.3485 34.3125 radius 150.0 150.0 10.0 
  85@ == 0 
else_jump @FARLIE4_4309 
0395: clear_area 1 at -2258.519 124.3485 34.3125 radius 10.0 
109@ = Car.Create(#FCR900, -2258.519, 124.3485, 34.3125)
129@ = Marker.CreateAboveCar(109@)
00AE: set_car 109@ traffic_behaviour_to 2 
Car.Angle(109@) = 179.5562
0129: 119@ = create_actor_pedtype 24 model #DNB1 in_car 109@ driverseat 
01C8: 120@ = create_actor_pedtype 24 model #DNB2 in_car 109@ passenger_seat 0 
08C6: set_actor 119@ stay_on_bike 0 
08C6: set_actor 120@ stay_on_bike 0 
01B2: give_actor 119@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 119@ armed_weapon_to 28 
Actor.WeaponAccuracy(119@) = 30
01B2: give_actor 120@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 120@ armed_weapon_to 28 
Actor.WeaponAccuracy(120@) = 30
060B: set_actor 119@ decision_maker_to 46@ 
060B: set_actor 120@ decision_maker_to 46@ 
0713: actor 120@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
if 
   not Car.Wrecked(34@)
else_jump @FARLIE4_4302 
06E1: AS_actor 119@ using_car 109@ target_car 34@ with_order 29 max_speed 100.0 traffic_flag 2 

:FARLIE4_4302
85@ = 1 

:FARLIE4_4309
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1817.805 -552.1889 15.0039 radius 150.0 150.0 10.0 
  86@ == 0 
else_jump @FARLIE4_4648 
0395: clear_area 1 at -1817.805 -552.1889 15.0039 radius 10.0 
110@ = Car.Create(#FCR900, -1817.805, -552.1889, 15.0039)
130@ = Marker.CreateAboveCar(110@)
Car.Angle(110@) = 174.0251
00AE: set_car 110@ traffic_behaviour_to 2 
0129: 121@ = create_actor_pedtype 24 model #DNB1 in_car 110@ driverseat 
01C8: 122@ = create_actor_pedtype 24 model #DNB2 in_car 110@ passenger_seat 0 
08C6: set_actor 121@ stay_on_bike 0 
08C6: set_actor 122@ stay_on_bike 0 
01B2: give_actor 121@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 121@ armed_weapon_to 28 
Actor.WeaponAccuracy(121@) = 30
01B2: give_actor 122@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 122@ armed_weapon_to 28 
Actor.WeaponAccuracy(122@) = 30
0713: actor 122@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 122@ decision_maker_to 46@ 
060B: set_actor 121@ decision_maker_to 46@ 
if 
   not Car.Wrecked(34@)
else_jump @FARLIE4_4641 
0615: define_AS_pack_begin 38@ 
05B9: AS_actor -1 stay_idle 5000 ms 
06E1: AS_actor -1 using_car 110@ target_car 34@ with_order 30 max_speed 100.0 traffic_flag 2 
0616: define_AS_pack_end 38@ 
0618: assign_actor 121@ to_AS_pack 38@ 
061B: remove_references_to_AS_pack 38@ 

:FARLIE4_4641
86@ = 1 

:FARLIE4_4648
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1818.385 -621.8912 15.312 radius 150.0 150.0 10.0 
  87@ == 0 
else_jump @FARLIE4_4987 
0395: clear_area 1 at -1818.385 -621.8912 15.312 radius 10.0 
111@ = Car.Create(#FCR900, -1818.385, -621.8912, 15.312)
131@ = Marker.CreateAboveCar(111@)
Car.Angle(111@) = 1.701
00AE: set_car 111@ traffic_behaviour_to 2 
0129: 123@ = create_actor_pedtype 24 model #DNB1 in_car 111@ driverseat 
01C8: 124@ = create_actor_pedtype 24 model #DNB2 in_car 111@ passenger_seat 0 
08C6: set_actor 123@ stay_on_bike 0 
08C6: set_actor 124@ stay_on_bike 0 
01B2: give_actor 123@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 123@ armed_weapon_to 28 
Actor.WeaponAccuracy(123@) = 30
01B2: give_actor 124@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 124@ armed_weapon_to 28 
Actor.WeaponAccuracy(124@) = 30
0713: actor 124@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 124@ decision_maker_to 46@ 
060B: set_actor 123@ decision_maker_to 46@ 
if 
   not Car.Wrecked(34@)
else_jump @FARLIE4_4980 
0615: define_AS_pack_begin 38@ 
05B9: AS_actor -1 stay_idle 5000 ms 
06E1: AS_actor -1 using_car 111@ target_car 34@ with_order 29 max_speed 100.0 traffic_flag 2 
0616: define_AS_pack_end 38@ 
0618: assign_actor 123@ to_AS_pack 38@ 
061B: remove_references_to_AS_pack 38@ 

:FARLIE4_4980
87@ = 1 

:FARLIE4_4987
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2211.62 580.9911 34.1691 radius 300.0 300.0 10.0 
  157@ == 0 
else_jump @FARLIE4_5290 
0395: clear_area 1 at -2211.62 580.9911 34.1691 radius 10.0 
162@ = Car.Create(#MANANA, -2211.62, 580.9911, 34.1691)
167@ = Marker.CreateAboveCar(162@)
Car.Angle(162@) = 176.7102
00AE: set_car 162@ traffic_behaviour_to 2 
0129: 147@ = create_actor_pedtype 24 model #DNB1 in_car 162@ driverseat 
01C8: 148@ = create_actor_pedtype 24 model #DNB2 in_car 162@ passenger_seat 0 
08C6: set_actor 148@ stay_on_bike 2 
01B2: give_actor 147@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 147@ armed_weapon_to 28 
Actor.WeaponAccuracy(147@) = 30
01B2: give_actor 148@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 148@ armed_weapon_to 28 
Actor.WeaponAccuracy(148@) = 30
0713: actor 148@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 148@ decision_maker_to 46@ 
060B: set_actor 147@ decision_maker_to 46@ 
if 
   not Car.Wrecked(34@)
else_jump @FARLIE4_5283 
06E1: AS_actor 147@ using_car 162@ target_car 34@ with_order 30 max_speed 100.0 traffic_flag 2 

:FARLIE4_5283
157@ = 1 

:FARLIE4_5290
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1850.127 1096.324 44.2969 radius 300.0 300.0 10.0 
  158@ == 0 
else_jump @FARLIE4_5586 
0395: clear_area 1 at -1850.127 1096.324 44.2969 radius 10.0 
163@ = Car.Create(#SABRE, -1850.127, 1096.324, 44.2969)
168@ = Marker.CreateAboveCar(163@)
Car.Angle(163@) = 81.5282
00AE: set_car 163@ traffic_behaviour_to 2 
0129: 149@ = create_actor_pedtype 24 model #DNB1 in_car 163@ driverseat 
01C8: 150@ = create_actor_pedtype 24 model #DNB2 in_car 163@ passenger_seat 0 
01B2: give_actor 149@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 149@ armed_weapon_to 28 
Actor.WeaponAccuracy(149@) = 30
01B2: give_actor 150@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 150@ armed_weapon_to 28 
Actor.WeaponAccuracy(150@) = 30
0713: actor 150@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 150@ decision_maker_to 46@ 
060B: set_actor 149@ decision_maker_to 46@ 
if 
   not Car.Wrecked(34@)
else_jump @FARLIE4_5579 
06E1: AS_actor 149@ using_car 163@ target_car 34@ with_order 29 max_speed 100.0 traffic_flag 2 

:FARLIE4_5579
158@ = 1 

:FARLIE4_5586
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1740.369 1404.461 6.1875 radius 300.0 300.0 10.0 
  159@ == 0 
else_jump @FARLIE4_5882 
0395: clear_area 1 at -1740.369 1404.461 6.1875 radius 10.0 
164@ = Car.Create(#SADLER, -1740.369, 1404.461, 6.1875)
169@ = Marker.CreateAboveCar(164@)
Car.Angle(164@) = 172.1585
00AE: set_car 164@ traffic_behaviour_to 2 
0129: 151@ = create_actor_pedtype 24 model #DNB1 in_car 164@ driverseat 
01C8: 152@ = create_actor_pedtype 24 model #DNB2 in_car 164@ passenger_seat 0 
01B2: give_actor 151@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 151@ armed_weapon_to 28 
Actor.WeaponAccuracy(151@) = 30
01B2: give_actor 152@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 152@ armed_weapon_to 28 
Actor.WeaponAccuracy(152@) = 30
0713: actor 152@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 152@ decision_maker_to 46@ 
060B: set_actor 151@ decision_maker_to 46@ 
if 
   not Car.Wrecked(34@)
else_jump @FARLIE4_5875 
06E1: AS_actor 151@ using_car 164@ target_car 34@ with_order 30 max_speed 100.0 traffic_flag 2 

:FARLIE4_5875
159@ = 1 

:FARLIE4_5882
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1892.652 745.0367 44.2969 radius 300.0 300.0 10.0 
  160@ == 0 
else_jump @FARLIE4_6185 
0395: clear_area 1 at -1892.652 745.0367 44.2969 radius 10.0 
165@ = Car.Create(#SABRE, -1892.652, 745.0367, 44.2969)
170@ = Marker.CreateAboveCar(165@)
Car.Angle(165@) = 167.9494
00AE: set_car 165@ traffic_behaviour_to 2 
Car.SetDriverBehaviour(165@, 5)
0129: 153@ = create_actor_pedtype 24 model #DNB1 in_car 165@ driverseat 
01C8: 154@ = create_actor_pedtype 24 model #DNB2 in_car 165@ passenger_seat 0 
01B2: give_actor 153@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 153@ armed_weapon_to 28 
Actor.WeaponAccuracy(153@) = 30
01B2: give_actor 154@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 154@ armed_weapon_to 28 
Actor.WeaponAccuracy(154@) = 30
0713: actor 153@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 154@ decision_maker_to 46@ 
060B: set_actor 153@ decision_maker_to 46@ 
if 
   not Car.Wrecked(34@)
else_jump @FARLIE4_6178 
06E1: AS_actor 154@ using_car 165@ target_car 34@ with_order 29 max_speed 100.0 traffic_flag 2 

:FARLIE4_6178
160@ = 1 

:FARLIE4_6185
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2154.207 576.4759 34.1719 radius 150.0 150.0 10.0 
  88@ == 0 
else_jump @FARLIE4_6377 
0395: clear_area 1 at -1818.385 -621.8912 15.312 radius 10.0 
183@ = Actor.Create(Mission1, #DNB1, -2154.207, 576.4759, 34.1719)
182@ = Car.Create(#FCR900, -2154.382, 577.5017, 34.1719)
Car.Angle(182@) = 114.1029
Actor.Angle(183@) = 211.0992
01B2: give_actor 183@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 183@ armed_weapon_to 28 
Actor.WeaponAccuracy(183@) = 90
060B: set_actor 183@ decision_maker_to 46@ 
0638: AS_actor 183@ stay_put 1 
88@ = 1 

:FARLIE4_6377
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2245.675 303.3215 34.3203 radius 150.0 150.0 10.0 
  88@ == 0 
else_jump @FARLIE4_6569 
0395: clear_area 1 at -2245.675 303.3215 34.3203 radius 10.0 
185@ = Actor.Create(Mission1, #DNB1, -2245.675, 303.3215, 34.3203)
184@ = Car.Create(#FCR900, -2244.782, 304.8253, 34.3203)
Car.Angle(184@) = 191.9683
Actor.Angle(185@) = 165.1429
01B2: give_actor 185@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 185@ armed_weapon_to 28 
Actor.WeaponAccuracy(185@) = 90
060B: set_actor 185@ decision_maker_to 46@ 
0638: AS_actor 185@ stay_put 1 
88@ = 1 

:FARLIE4_6569
if 
   not Actor.Dead(119@)
else_jump @FARLIE4_6634 
if 
   not Actor.Driving(119@)
else_jump @FARLIE4_6627 
05BE: AS_kill_actor 119@ 
if 
075C:   marker 129@ enabled 
else_jump @FARLIE4_6627 
Marker.Disable(129@)

:FARLIE4_6627
jump @FARLIE4_6655 

:FARLIE4_6634
if 
075C:   marker 129@ enabled 
else_jump @FARLIE4_6655 
Marker.Disable(129@)

:FARLIE4_6655
if 
   not Actor.Dead(121@)
else_jump @FARLIE4_6715 
if 
   not Actor.Driving(121@)
else_jump @FARLIE4_6708 
if 
075C:   marker 130@ enabled 
else_jump @FARLIE4_6708 
Marker.Disable(130@)

:FARLIE4_6708
jump @FARLIE4_6736 

:FARLIE4_6715
if 
075C:   marker 130@ enabled 
else_jump @FARLIE4_6736 
Marker.Disable(130@)

:FARLIE4_6736
if 
   not Actor.Dead(123@)
else_jump @FARLIE4_6796 
if 
   not Actor.Driving(123@)
else_jump @FARLIE4_6789 
if 
075C:   marker 131@ enabled 
else_jump @FARLIE4_6789 
Marker.Disable(131@)

:FARLIE4_6789
jump @FARLIE4_6817 

:FARLIE4_6796
if 
075C:   marker 131@ enabled 
else_jump @FARLIE4_6817 
Marker.Disable(131@)

:FARLIE4_6817
if 
   not Actor.Dead(147@)
else_jump @FARLIE4_6877 
if 
   not Actor.Driving(147@)
else_jump @FARLIE4_6870 
if 
075C:   marker 167@ enabled 
else_jump @FARLIE4_6870 
Marker.Disable(167@)

:FARLIE4_6870
jump @FARLIE4_6898 

:FARLIE4_6877
if 
075C:   marker 167@ enabled 
else_jump @FARLIE4_6898 
Marker.Disable(167@)

:FARLIE4_6898
if 
   not Actor.Dead(149@)
else_jump @FARLIE4_6958 
if 
   not Actor.Driving(149@)
else_jump @FARLIE4_6951 
if 
075C:   marker 168@ enabled 
else_jump @FARLIE4_6951 
Marker.Disable(168@)

:FARLIE4_6951
jump @FARLIE4_6979 

:FARLIE4_6958
if 
075C:   marker 168@ enabled 
else_jump @FARLIE4_6979 
Marker.Disable(168@)

:FARLIE4_6979
if 
   not Actor.Dead(151@)
else_jump @FARLIE4_7039 
if 
   not Actor.Driving(151@)
else_jump @FARLIE4_7032 
if 
075C:   marker 169@ enabled 
else_jump @FARLIE4_7032 
Marker.Disable(169@)

:FARLIE4_7032
jump @FARLIE4_7060 

:FARLIE4_7039
if 
075C:   marker 169@ enabled 
else_jump @FARLIE4_7060 
Marker.Disable(169@)

:FARLIE4_7060
if 
   not Actor.Dead(153@)
else_jump @FARLIE4_7120 
if 
   not Actor.Driving(153@)
else_jump @FARLIE4_7113 
if 
075C:   marker 170@ enabled 
else_jump @FARLIE4_7113 
Marker.Disable(170@)

:FARLIE4_7113
jump @FARLIE4_7141 

:FARLIE4_7120
if 
075C:   marker 170@ enabled 
else_jump @FARLIE4_7141 
Marker.Disable(170@)

:FARLIE4_7141
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FARLIE4_7507 
36@ = 0 

:FARLIE4_7164
if 
   not Actor.Dead(119@(36@,10i))
else_jump @FARLIE4_7226 
if 
00F2:   actor $PLAYER_ACTOR near_actor 119@(36@,10i) radius 10.0 10.0 0 
else_jump @FARLIE4_7226 
gosub @FARLIE4_8976 

:FARLIE4_7226
if 
   not Actor.Dead(99@(36@,10i))
else_jump @FARLIE4_7288 
if 
00F2:   actor $PLAYER_ACTOR near_actor 99@(36@,10i) radius 10.0 10.0 0 
else_jump @FARLIE4_7288 
gosub @FARLIE4_8976 

:FARLIE4_7288
36@ += 1 
  36@ >= 4 
else_jump @FARLIE4_7164 
36@ = 0 

:FARLIE4_7316
if 
   not Actor.Dead(69@(36@,10i))
else_jump @FARLIE4_7378 
if 
00F2:   actor $PLAYER_ACTOR near_actor 69@(36@,10i) radius 10.0 10.0 0 
else_jump @FARLIE4_7378 
gosub @FARLIE4_8976 

:FARLIE4_7378
36@ += 1 
  36@ >= 2 
else_jump @FARLIE4_7316 
if 
   not Actor.Dead(44@)
else_jump @FARLIE4_7453 
if 
00F2:   actor $PLAYER_ACTOR near_actor 44@ radius 10.0 10.0 0 
else_jump @FARLIE4_7453 
gosub @FARLIE4_8976 

:FARLIE4_7453
if 
   not Actor.Dead(45@)
else_jump @FARLIE4_7507 
if 
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 10.0 10.0 0 
else_jump @FARLIE4_7507 
gosub @FARLIE4_8976 

:FARLIE4_7507
if 
   not Car.Wrecked(34@)
else_jump @FARLIE4_7837 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @FARLIE4_7837 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1742.273 1422.631 6.1842 radius 4.0 4.0 4.0 
else_jump @FARLIE4_7837 
Player.CanMove($PLAYER_CHAR) = False
gosub @FARLIE4_8286 
if 
   not Car.Wrecked(109@)
else_jump @FARLIE4_7625 
Car.Destroy(109@)

:FARLIE4_7625
if 
   not Car.Wrecked(110@)
else_jump @FARLIE4_7646 
Car.Destroy(110@)

:FARLIE4_7646
if 
   not Car.Wrecked(111@)
else_jump @FARLIE4_7667 
Car.Destroy(111@)

:FARLIE4_7667
if 
   not Car.Wrecked(162@)
else_jump @FARLIE4_7688 
Car.Destroy(162@)

:FARLIE4_7688
if 
   not Car.Wrecked(163@)
else_jump @FARLIE4_7709 
Car.Destroy(163@)

:FARLIE4_7709
if 
   not Car.Wrecked(164@)
else_jump @FARLIE4_7730 
Car.Destroy(164@)

:FARLIE4_7730
if 
   not Car.Wrecked(165@)
else_jump @FARLIE4_7751 
Car.Destroy(165@)

:FARLIE4_7751
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FARLIE4_7797 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.706 1425.384 6.1842 
Actor.Angle($PLAYER_ACTOR) = 179.2136

:FARLIE4_7797
0151: remove_status_text $7250 
Car.Destroy(34@)
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
wait 2000 
gosub @FARLIE4_8319 
jump @FARLIE4_8013 

:FARLIE4_7837
jump @FARLIE4_1806 

:FARLIE4_7844
jump @FARLIE4_7851 

:FARLIE4_7851
if 
075C:   marker 37@ enabled 
else_jump @FARLIE4_7872 
Marker.Disable(37@)

:FARLIE4_7872
if 
075C:   marker 35@ enabled 
else_jump @FARLIE4_7893 
Marker.Disable(35@)

:FARLIE4_7893
if 
075C:   marker 129@ enabled 
else_jump @FARLIE4_7914 
Marker.Disable(129@)

:FARLIE4_7914
if 
075C:   marker 130@ enabled 
else_jump @FARLIE4_7935 
Marker.Disable(130@)

:FARLIE4_7935
if 
075C:   marker 131@ enabled 
else_jump @FARLIE4_7956 
Marker.Disable(131@)

:FARLIE4_7956
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if and
   Car.Wrecked(34@)
  141@ == 1 
else_jump @FARLIE4_8011 
00BC: show_text_highpriority GXT 'F4_F' time 4000 flag 1  // ~r~Das Auto wurde zerstrt!

:FARLIE4_8011
return 

:FARLIE4_8013
$WUZIMU_TOTAL_PASSED_MISSIONS += 1 
if 
075C:   marker 37@ enabled 
else_jump @FARLIE4_8041 
Marker.Disable(37@)

:FARLIE4_8041
if 
075C:   marker 35@ enabled 
else_jump @FARLIE4_8062 
Marker.Disable(35@)

:FARLIE4_8062
0318: set_latest_mission_passed 'FAR_4'  // Ran Fa Li
030C: progress_made += 1 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 6000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 6000
0998: add_respect 15 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
075C:   marker 129@ enabled 
else_jump @FARLIE4_8138 
Marker.Disable(129@)

:FARLIE4_8138
if 
075C:   marker 130@ enabled 
else_jump @FARLIE4_8159 
Marker.Disable(130@)

:FARLIE4_8159
if 
075C:   marker 131@ enabled 
else_jump @FARLIE4_8180 
Marker.Disable(131@)

:FARLIE4_8180
if 
   not Car.Wrecked(109@)
else_jump @FARLIE4_8201 
Car.Destroy(109@)

:FARLIE4_8201
if 
   not Car.Wrecked(110@)
else_jump @FARLIE4_8222 
Car.Destroy(110@)

:FARLIE4_8222
if 
   not Car.Wrecked(111@)
else_jump @FARLIE4_8243 
Car.Destroy(111@)

:FARLIE4_8243
gosub @FARLIE4_8319 
return 

:FARLIE4_8252
00BE: text_clear_all 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
return 

:FARLIE4_8267
00BE: text_clear_all 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
return 

:FARLIE4_8286
fade 0 500 

:FARLIE4_8293
if 
fading 
else_jump @FARLIE4_8317 
wait 0 
jump @FARLIE4_8293 

:FARLIE4_8317
return 

:FARLIE4_8319
fade 1 500 

:FARLIE4_8326
if 
fading 
else_jump @FARLIE4_8350 
wait 0 
jump @FARLIE4_8326 

:FARLIE4_8350
return 

:FARLIE4_8352
$ONMISSION = 0 
0151: remove_status_text $7250 
091D: remove_forbidden_for_boats_cube_cornerA -1478.294 -65.4014 0.0 cornerB -1395.423 2.7054 10.0 
Model.Destroy(#DNB1)
Model.Destroy(#DNB2)
Model.Destroy(#FCR900)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#MULE)
Model.Destroy(#SABRE)
Model.Destroy(#CELLPHONE)
Model.Destroy(#MANANA)
Model.Destroy(#SADLER)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
if 
075C:   marker 37@ enabled 
else_jump @FARLIE4_8465 
Marker.Disable(37@)

:FARLIE4_8465
if 
075C:   marker 35@ enabled 
else_jump @FARLIE4_8486 
Marker.Disable(35@)

:FARLIE4_8486
if 
075C:   marker 41@ enabled 
else_jump @FARLIE4_8507 
Marker.Disable(41@)

:FARLIE4_8507
if 
075C:   marker 129@ enabled 
else_jump @FARLIE4_8528 
Marker.Disable(129@)

:FARLIE4_8528
if 
075C:   marker 130@ enabled 
else_jump @FARLIE4_8549 
Marker.Disable(130@)

:FARLIE4_8549
if 
075C:   marker 131@ enabled 
else_jump @FARLIE4_8570 
Marker.Disable(131@)

:FARLIE4_8570
if 
075C:   marker 167@ enabled 
else_jump @FARLIE4_8591 
Marker.Disable(167@)

:FARLIE4_8591
if 
075C:   marker 168@ enabled 
else_jump @FARLIE4_8612 
Marker.Disable(168@)

:FARLIE4_8612
if 
075C:   marker 169@ enabled 
else_jump @FARLIE4_8633 
Marker.Disable(169@)

:FARLIE4_8633
if 
075C:   marker 170@ enabled 
else_jump @FARLIE4_8654 
Marker.Disable(170@)

:FARLIE4_8654
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FARLIE4_8740 
if and
   Garage.IsOpen('FDORSFE')
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2161.628 654.652 51.3706 radius 10.0 10.0 10.0 
else_jump @FARLIE4_8740 
Garage.Close('FDORSFE')

:FARLIE4_8740
mission_cleanup 
return 

:FARLIE4_8744
if 
0736:   NOP_false 66 
else_jump @FARLIE4_8805 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FARLIE4_8805 
Actor.PutAt($PLAYER_ACTOR, -1403.283, -395.7443, 11.0)
Actor.Angle($PLAYER_ACTOR) = 343.9661

:FARLIE4_8805
if 
0736:   NOP_false 68 
else_jump @FARLIE4_8849 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @FARLIE4_8849 
186@ = Actor.Car($PLAYER_ACTOR)
04E1: open_and_freeze_car_trunk 186@ 

:FARLIE4_8849
if 
0736:   NOP_false 70 
else_jump @FARLIE4_8871 
jump @FARLIE4_1046 

:FARLIE4_8871
if 
0736:   NOP_false 75 
else_jump @FARLIE4_8907 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FARLIE4_8907 
05BE: AS_kill_actor $PLAYER_ACTOR 

:FARLIE4_8907
if 
0736:   NOP_false 72 
else_jump @FARLIE4_8952 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FARLIE4_8952 
Actor.Armour($PLAYER_ACTOR) = 100
055E: set_player $PLAYER_CHAR max_health += 100 

:FARLIE4_8952
if 
0736:   NOP_false 90 
else_jump @FARLIE4_8974 
jump @FARLIE4_1195 

:FARLIE4_8974
return 

:FARLIE4_8976
if 
  33@ > 15000 
else_jump @FARLIE4_9512 
if 
876F:   not text_priority_displayed 
else_jump @FARLIE4_9512 
0871: init_jump_table $7249 total_jumps 8 default_jump 0 @FARLIE4_9480 jumps 0 @FARLIE4_9136 1 @FARLIE4_9179 2 @FARLIE4_9222 3 @FARLIE4_9265 4 @FARLIE4_9308 5 @FARLIE4_9351 6 @FARLIE4_9394 
0872: jump_table_jumps 7 @FARLIE4_9437 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 -1 @FARLIE4_9480 

:FARLIE4_9136
05AA: 177@s = 'FAR4_AA'  // ~z~Du kommst nicht weit!
04AF: 139@ = 15400 // @ = any 
gosub @FARLIE4_9514 
33@ = 0 
jump @FARLIE4_9480 

:FARLIE4_9179
05AA: 177@s = 'FAR4_AB'  // ~z~Halt sofort an!
04AF: 139@ = 15401 // @ = any 
gosub @FARLIE4_9514 
33@ = 0 
jump @FARLIE4_9480 

:FARLIE4_9222
05AA: 177@s = 'FAR4_AC'  // ~z~Er entkommt uns!
04AF: 139@ = 15402 // @ = any 
gosub @FARLIE4_9514 
33@ = 0 
jump @FARLIE4_9480 

:FARLIE4_9265
05AA: 177@s = 'FAR4_AD'  // ~z~Haltet den Wagen auf, koste es, was es wolle!
04AF: 139@ = 15403 // @ = any 
gosub @FARLIE4_9514 
33@ = 0 
jump @FARLIE4_9480 

:FARLIE4_9308
05AA: 177@s = 'FAR4_AE'  // ~z~Ihm nach!!
04AF: 139@ = 15404 // @ = any 
gosub @FARLIE4_9514 
33@ = 0 
jump @FARLIE4_9480 

:FARLIE4_9351
05AA: 177@s = 'FAR4_AG'  // ~z~Gib uns den Wagen, dann kommst du mit dem Leben davon!
04AF: 139@ = 15406 // @ = any 
gosub @FARLIE4_9514 
33@ = 0 
jump @FARLIE4_9480 

:FARLIE4_9394
05AA: 177@s = 'FAR4_AH'  // ~z~Der gehrt uns!
04AF: 139@ = 15407 // @ = any 
gosub @FARLIE4_9514 
33@ = 0 
jump @FARLIE4_9480 

:FARLIE4_9437
05AA: 177@s = 'FAR4_AJ'  // ~z~Ihm nach! Keine Gnade!
04AF: 139@ = 15408 // @ = any 
gosub @FARLIE4_9514 
33@ = 0 
jump @FARLIE4_9480 

:FARLIE4_9480
$7249 += 1 
if 
  $7249 == 8 
else_jump @FARLIE4_9512 
$7249 = 0 

:FARLIE4_9512
return 

:FARLIE4_9514
040D: unload_wav 1 
03CF: load_wav 139@ as 1 
140@ = 0 
return 

:FARLIE4_9534
if and
03D0:   wav 1 loaded 
  140@ == 0 
else_jump @FARLIE4_9577 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 177@s time 10000 flag 1 
140@ = 1 

:FARLIE4_9577
if and
03D2:   wav 1 ended 
  140@ == 1 
else_jump @FARLIE4_9615 
040D: unload_wav 1 
03D5: remove_text 177@s 
140@ = 2 

:FARLIE4_9615
return 

//-------------Mission 55---------------
// Originally: Lure

:DRIV6
thread 'DRIV6' 
gosub @DRIV6_47 
if 
wasted_or_busted 
else_jump @DRIV6_38 
gosub @DRIV6_12763 

:DRIV6_38
gosub @DRIV6_12845 
end_thread 

:DRIV6_47
increment_mission_attempts 
054C: use_GXT_table 'FARLIE5' 
$ONMISSION = 1 
wait 0 
35@ = -1957.67 
36@ = -2443.7 
37@ = 30.83 
38@ = -1571.4 
39@ = -2742.09 
40@ = 47.57 
49@ = 0 
50@ = 14 
104@ = 0 

:DRIV6_152
if 
001D:   50@ > 104@ // (int) 
else_jump @DRIV6_273 
140@(104@,14i) = 0 
154@(104@,14i) = 0 
168@(104@,14i) = 0 
182@(104@,14i) = 0 
196@(104@,14i) = 0 
210@(104@,14i) = 0 
224@(104@,14i) = 0 
238@(104@,14i) = 0 
104@ += 1 
jump @DRIV6_152 

:DRIV6_273
137@ = 0 
138@ = 0 
139@ = 0 
$7251 = 0 
$7252 = 0 
253@ = 0 
$7253 = 0 
$7254 = 0 
254@ = 0 
255@ = 0 
$7255 = 0 
$7256 = 0 
98@ = 0 
252@ = 0 
256@ = 0 
257@ = 0 
260@ = 0 
261@ = 0 
131@ = 0 
132@ = 0 
134@ = 0 
136@ = 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:DRIV6_442
if 
fading 
else_jump @DRIV6_466 
wait 0 
jump @DRIV6_442 

:DRIV6_466
select_interior 1 
02E4: load_cutscene_data 'FARL_5A' 

:DRIV6_481
if 
86B9:   not cutscene_data_loaded 
else_jump @DRIV6_505 
wait 0 
jump @DRIV6_481 

:DRIV6_505
02E7: start_cutscene 
fade 1 1000 

:DRIV6_514
if 
82E9:   not cutscene_reached_end 
else_jump @DRIV6_538 
wait 0 
jump @DRIV6_514 

:DRIV6_538
fade 0 0 

:DRIV6_544
if 
fading 
else_jump @DRIV6_568 
wait 0 
jump @DRIV6_544 

:DRIV6_568
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
select_interior 0 
if 
  136@ == 1 
else_jump @DRIV6_727 
34@ = Car.Create(#RANCHER, 0.0, 0.0, -100.0)
104@ = 0 

:DRIV6_629
if 
001D:   50@ > 104@ // (int) 
else_jump @DRIV6_727 
52@(104@,14i) = Car.Create(#SANCHEZ, 94@, 95@, -100.0)
0129: 66@(104@,14i) = create_actor_pedtype 24 model #DNB3 in_car 52@(104@,14i) driverseat 
01C8: 80@(104@,14i) = create_actor_pedtype 24 model #DNB2 in_car 52@(104@,14i) passenger_seat 0 
104@ += 1 
jump @DRIV6_629 

:DRIV6_727
Model.Load(#SANCHEZ)
Model.Load(#DNB3)
Model.Load(#DNB2)
Model.Load(#MP5LNG)

:DRIV6_745
if or
   not Model.Available(#SANCHEZ)
   not Model.Available(#DNB3)
   not Model.Available(#DNB2)
   not Model.Available(#MP5LNG)
else_jump @DRIV6_785 
wait 0 
jump @DRIV6_745 

:DRIV6_785
014C: set_parked_car_generator $5280 cars_to_generate_to 0 
014C: set_parked_car_generator $5281 cars_to_generate_to 0 
014C: set_parked_car_generator $5282 cars_to_generate_to 0 
Actor.PutAt($PLAYER_ACTOR, -2154.2, 645.31, 51.39)
Actor.Angle($PLAYER_ACTOR) = 270.0
gosub @DRIV6_4442 
262@ = Marker.CreateAboveCar(34@)
07E0: set_marker 262@ type_to 1 
0169: set_fade_color_RGB 0 0 0 
wait 500 
fade 1 1500 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BC: show_text_highpriority GXT 'DRV6_8' time 10000 flag 0  // ~s~Steig in den ~b~zur Ablenkung bestimmten Wagen~s~.

:DRIV6_905
wait 0 
if 
0735:   NOP_false 83 
else_jump @DRIV6_931 
jump @DRIV6_12781 

:DRIV6_931
if 
   not 137@ == 1 
else_jump @DRIV6_1088 
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_1088 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @DRIV6_1088 
Marker.Disable(262@)
137@ = 1 
018A: 263@ = create_checkpoint_at -1963.84 -2441.49 30.78 
00BC: show_text_highpriority GXT 'DRV6_19' time 10000 flag 0  // ~s~Fahr raus aufs ~y~Land~s~.
00BB: show_text_lowpriority GXT 'DRV6_17' time 7000 flag 0  // ~s~Steige nicht aus dem Lockvogel-Auto.
if 
  $5294 == 1 
else_jump @DRIV6_1088 
0950: set_trip_skip -1990.65 -2428.65 30.77 angle 225.0 // versionA 

:DRIV6_1088
if and
  137@ == 1 
   not 139@ == 1 
else_jump @DRIV6_1498 
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_1498 
if and
   not 138@ == 1 
00EC:   actor $PLAYER_ACTOR 0 near_point -1990.65 -2428.65 radius 50.0 50.0 
else_jump @DRIV6_1192 
03D5: remove_text 'DRV6_19'  // ~s~Fahr raus aufs ~y~Land~s~.
138@ = 1 

:DRIV6_1192
if and
   not $5294 == 1 
00EC:   actor $PLAYER_ACTOR 0 near_point -1963.84 -2441.49 radius 25.0 25.0 
else_jump @DRIV6_1244 
$5294 = 1 

:DRIV6_1244
if 
0100:   actor $PLAYER_ACTOR in_sphere -1963.84 -2441.49 30.78 radius 4.0 4.0 2.0 sphere 1 in_car 
else_jump @DRIV6_1498 
Player.CanMove($PLAYER_CHAR) = False
0951: disable_trip_skip 
Marker.Disable(263@)
gosub @DRIV6_4788 
018A: 264@ = create_checkpoint_at -1867.14 -2442.39 31.24 
Marker.SetColor(264@, 0)
06D5: 41@ = create_racing_checkpoint_at -1867.14 -2442.39 31.24 point_to -1178.32 -2638.85 10.8 type 0 radius 4.0 
03C4: set_status_text $1936 type 1 GXT 'DRV6_18' // global_variable  // Schaden
100@ = 0 
$1936 = 100 
Car.Health(34@) = 9000
00BC: show_text_highpriority GXT 'DRV6_2' time 10000 flag 0  // ~s~Folge den ~r~Checkpoints~s~ durch die Landschaft.
00BB: show_text_lowpriority GXT 'DRV6_17' time 7000 flag 0  // ~s~Steige nicht aus dem Lockvogel-Auto.
00BB: show_text_lowpriority GXT 'DRV6_4' time 10000 flag 0  // ~s~Werden die Tren zu stark beschdigt, knnen die Biker in das Auto sehen.
00BB: show_text_lowpriority GXT 'DRV6_15' time 10000 flag 0  // ~s~Gnne den Bikern keinen zu langen Blick in das beschdigte Auto, sonst entdecken sie dich.
139@ = 1 
33@ = 0 

:DRIV6_1498
if 
  139@ == 1 
else_jump @DRIV6_3767 
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @DRIV6_1539 
Player.ClearWantedLevel($PLAYER_CHAR)

:DRIV6_1539
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_3767 
if and
   not 261@ == 1 
  33@ > 2000 
else_jump @DRIV6_1681 
if and
   not Actor.Dead(80@)
   not Actor.Dead(81@)
else_jump @DRIV6_1681 
0713: actor 80@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
0713: actor 81@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
261@ = 1 

:DRIV6_1681
if 
01F4:   car 34@ flipped 
else_jump @DRIV6_1744 
if 
  252@ == 1 
else_jump @DRIV6_1737 
Car.SetImmunities(34@, 0, 0, 0, 0, 0)
252@ = 0 

:DRIV6_1737
jump @DRIV6_1784 

:DRIV6_1744
if 
   not 252@ == 1 
else_jump @DRIV6_1784 
Car.SetImmunities(34@, 0, 1, 1, 1, 1)
252@ = 1 

:DRIV6_1784
gosub @DRIV6_7450 
if 
   not $7254 == 1 
else_jump @DRIV6_1945 
if 
   not $7251 == 1 
else_jump @DRIV6_1886 
if 
01AD:   car 34@ sphere 0 near_point -1181.93 -2642.33 radius 300.0 300.0 
else_jump @DRIV6_1879 
gosub @DRIV6_8721 
$7251 = 1 

:DRIV6_1879
jump @DRIV6_1938 

:DRIV6_1886
if 
81AD:   not car 34@ sphere 0 near_point -1181.93 -2642.33 radius 300.0 300.0 
else_jump @DRIV6_1938 
gosub @DRIV6_8888 
$7251 = 0 

:DRIV6_1938
jump @DRIV6_1970 

:DRIV6_1945
if 
  $7251 == 1 
else_jump @DRIV6_1970 
$7251 = 0 

:DRIV6_1970
if 
  $7255 == 1 
else_jump @DRIV6_2124 
if 
   not $7252 == 1 
else_jump @DRIV6_2065 
if 
01AD:   car 34@ sphere 0 near_point -519.74 -2782.11 radius 214.0 214.0 
else_jump @DRIV6_2058 
gosub @DRIV6_8721 
$7252 = 1 

:DRIV6_2058
jump @DRIV6_2117 

:DRIV6_2065
if 
81AD:   not car 34@ sphere 0 near_point -519.74 -2782.11 radius 214.0 214.0 
else_jump @DRIV6_2117 
gosub @DRIV6_8888 
$7252 = 0 

:DRIV6_2117
jump @DRIV6_2149 

:DRIV6_2124
if 
  $7252 == 1 
else_jump @DRIV6_2149 
$7252 = 0 

:DRIV6_2149
if 
   not 253@ == 1 
else_jump @DRIV6_2301 
if 
01AF:   car 34@ sphere 0 in_sphere -1867.14 -2442.39 31.24 radius 6.0 6.0 3.0 
else_jump @DRIV6_2301 
Marker.Disable(264@)
06D6: disable_racing_checkpoint 41@ 
253@ = 1 
018A: 264@ = create_checkpoint_at -1178.32 -2638.85 10.8 
Marker.SetColor(264@, 0)
06D5: 41@ = create_racing_checkpoint_at -1178.32 -2638.85 10.8 point_to -654.95 -2469.35 33.3 type 0 radius 4.0 

:DRIV6_2301
if and
  253@ == 1 
   not $7253 == 1 
else_jump @DRIV6_2467 
if 
01AF:   car 34@ sphere 0 in_sphere -1178.32 -2638.85 10.8 radius 6.0 6.0 3.0 
else_jump @DRIV6_2467 
Marker.Disable(264@)
06D6: disable_racing_checkpoint 41@ 
gosub @DRIV6_5926 
$7253 = 1 
018A: 264@ = create_checkpoint_at -654.95 -2469.35 33.3 
Marker.SetColor(264@, 0)
06D5: 41@ = create_racing_checkpoint_at -654.95 -2469.35 33.3 point_to -309.54 -2248.81 29.59 type 0 radius 4.0 

:DRIV6_2467
if and
  $7253 == 1 
   not $7254 == 1 
else_jump @DRIV6_2633 
if 
01AF:   car 34@ sphere 0 in_sphere -654.95 -2469.35 33.3 radius 6.0 6.0 3.0 
else_jump @DRIV6_2633 
Marker.Disable(264@)
06D6: disable_racing_checkpoint 41@ 
gosub @DRIV6_5926 
$7254 = 1 
018A: 264@ = create_checkpoint_at -309.54 -2248.81 29.59 
Marker.SetColor(264@, 0)
06D5: 41@ = create_racing_checkpoint_at -309.54 -2248.81 29.59 point_to -165.7 -2421.71 35.1 type 0 radius 4.0 

:DRIV6_2633
if and
  $7254 == 1 
   not 254@ == 1 
else_jump @DRIV6_2799 
if 
01AF:   car 34@ sphere 0 in_sphere -309.54 -2248.81 29.59 radius 6.0 6.0 3.0 
else_jump @DRIV6_2799 
Marker.Disable(264@)
06D6: disable_racing_checkpoint 41@ 
gosub @DRIV6_5926 
254@ = 1 
018A: 264@ = create_checkpoint_at -165.7 -2421.71 35.1 
Marker.SetColor(264@, 0)
06D5: 41@ = create_racing_checkpoint_at -165.7 -2421.71 35.1 point_to -191.26 -2822.52 42.09 type 0 radius 4.0 

:DRIV6_2799
if and
  254@ == 1 
   not 255@ == 1 
else_jump @DRIV6_2965 
if 
01AF:   car 34@ sphere 0 in_sphere -165.7 -2421.71 35.1 radius 6.0 6.0 3.0 
else_jump @DRIV6_2965 
Marker.Disable(264@)
06D6: disable_racing_checkpoint 41@ 
gosub @DRIV6_5926 
255@ = 1 
018A: 264@ = create_checkpoint_at -191.26 -2822.52 42.09 
Marker.SetColor(264@, 0)
06D5: 41@ = create_racing_checkpoint_at -191.26 -2822.52 42.09 point_to -946.91 -2844.84 67.36 type 0 radius 4.0 

:DRIV6_2965
if and
  255@ == 1 
   not $7255 == 1 
else_jump @DRIV6_3125 
if 
01AF:   car 34@ sphere 0 in_sphere -191.26 -2822.52 42.09 radius 6.0 6.0 3.0 
else_jump @DRIV6_3125 
Marker.Disable(264@)
06D6: disable_racing_checkpoint 41@ 
gosub @DRIV6_5926 
$7255 = 1 
018A: 264@ = create_checkpoint_at -946.91 -2844.84 67.36 
Marker.SetColor(264@, 0)
06D5: 41@ = create_racing_checkpoint_at -946.91 -2844.84 67.36 point_to 38@ 39@ 40@ type 0 radius 4.0 

:DRIV6_3125
if and
  $7255 == 1 
   not $7256 == 1 
else_jump @DRIV6_3279 
if 
01AF:   car 34@ sphere 0 in_sphere -946.91 -2844.84 67.36 radius 6.0 6.0 3.0 
else_jump @DRIV6_3279 
Marker.Disable(264@)
06D6: disable_racing_checkpoint 41@ 
gosub @DRIV6_5926 
$7256 = 1 
018A: 265@ = create_checkpoint_at 38@ 39@ 40@ 
Marker.SetColor(265@, 0)
06D5: 41@ = create_racing_checkpoint_at 38@ 39@ 40@ point_to 0.0 0.0 0.0 type 2 radius 4.0 

:DRIV6_3279
if 
  100 > 100@ 
else_jump @DRIV6_3350 
99@ = Car.Health(34@)
0085: 100@ = 99@ // (int) 
100@ -= 3000 
100@ /= 60 
008A: $1936 = 100@ // (int) 
100@ *= -1 
100@ += 100 

:DRIV6_3350
if 
  45 >= 100@ 
else_jump @DRIV6_3439 
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @DRIV6_3411 
08A6: set_car 34@ componentA 2 rotation_to 0.0 
08A6: set_car 34@ componentA 3 rotation_to 0.0 

:DRIV6_3411
095E: set_car 34@ componentA 2 manipulation 0 value 0.0 
095E: set_car 34@ componentA 3 manipulation 0 value 0.0 

:DRIV6_3439
if and
  100@ > 45 
  80 >= 100@ 
else_jump @DRIV6_3535 
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @DRIV6_3507 
08A6: set_car 34@ componentA 2 rotation_to 0.0 
08A6: set_car 34@ componentA 3 rotation_to 0.0 

:DRIV6_3507
095E: set_car 34@ componentA 2 manipulation 2 value 0.0 
095E: set_car 34@ componentA 3 manipulation 2 value 0.0 

:DRIV6_3535
if and
  100@ > 80 
  100 > 100@ 
else_jump @DRIV6_3588 
095E: set_car 34@ componentA 2 manipulation 3 value -1.0 
095E: set_car 34@ componentA 3 manipulation 3 value -1.0 

:DRIV6_3588
if 
  100@ >= 100 
else_jump @DRIV6_3634 
095E: set_car 34@ componentA 2 manipulation 4 value -1.0 
095E: set_car 34@ componentA 3 manipulation 4 value -1.0 

:DRIV6_3634
if and
  100@ > 80 
   not 256@ == 1 
else_jump @DRIV6_3682 
00BC: show_text_highpriority GXT 'DRV6_6' time 7000 flag 0  // ~s~Das Auto ist fast so stark beschdigt, dass man hineinsehen kann!
256@ = 1 

:DRIV6_3682
if and
  100@ >= 100 
   not 257@ == 1 
else_jump @DRIV6_3742 
0151: remove_status_text $1936 
00BC: show_text_highpriority GXT 'DRV6_16' time 5000 flag 0  // ~s~Die Biker knnen in das Auto hineinsehen! Halt sie von den Tren fern.
32@ = 0 
257@ = 1 

:DRIV6_3742
if 
  257@ == 1 
else_jump @DRIV6_3767 
gosub @DRIV6_9159 

:DRIV6_3767
if 
   not 137@ == 1 
else_jump @DRIV6_3826 
if 
   Car.Wrecked(34@)
else_jump @DRIV6_3826 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DRV6_11' time 5000 flag 0  // ~r~Das Lockvogel-Auto wurde zerstrt!
jump @DRIV6_12763 

:DRIV6_3826
if 
  137@ == 1 
else_jump @DRIV6_4181 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV6_4181 
if 
  139@ == 1 
else_jump @DRIV6_4156 
gosub @DRIV6_9768 
266@ = 0 
104@ = 0 

:DRIV6_3899
if and
001D:   49@ > 104@ // (int) 
   not 266@ == 1 
else_jump @DRIV6_4073 
if 
   not Actor.Dead(66@(104@,14i))
else_jump @DRIV6_3992 
if 
0104:   actor $PLAYER_ACTOR near_actor 66@(104@,14i) radius 20.0 20.0 20.0 sphere 0 
else_jump @DRIV6_3992 
266@ = 1 

:DRIV6_3992
if 
   not Actor.Dead(80@(104@,14i))
else_jump @DRIV6_4059 
if 
0104:   actor $PLAYER_ACTOR near_actor 80@(104@,14i) radius 20.0 20.0 20.0 sphere 0 
else_jump @DRIV6_4059 
266@ = 1 

:DRIV6_4059
104@ += 1 
jump @DRIV6_3899 

:DRIV6_4073
if 
  266@ == 1 
else_jump @DRIV6_4149 
135@ = 0 
gosub @DRIV6_12213 
132@ = 1 

:DRIV6_4112
if 
001D:   133@ > 132@ // (int) 
else_jump @DRIV6_4149 
wait 0 
gosub @DRIV6_12532 
jump @DRIV6_4112 

:DRIV6_4149
gosub @DRIV6_9452 

:DRIV6_4156
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DRV6_7' time 5000 flag 0  // ~r~Sie haben dich entdeckt!
jump @DRIV6_12763 

:DRIV6_4181
if 
  139@ == 1 
else_jump @DRIV6_4435 
if and
  257@ == 1 
  32@ > 10000 
else_jump @DRIV6_4344 
135@ = 0 
gosub @DRIV6_12213 

:DRIV6_4239
if 
  1 > 132@ 
else_jump @DRIV6_4275 
wait 0 
gosub @DRIV6_12532 
jump @DRIV6_4239 

:DRIV6_4275
if 
001D:   133@ > 132@ // (int) 
else_jump @DRIV6_4312 
wait 0 
gosub @DRIV6_12532 
jump @DRIV6_4275 

:DRIV6_4312
gosub @DRIV6_9452 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DRV6_7' time 5000 flag 0  // ~r~Sie haben dich entdeckt!
jump @DRIV6_12763 

:DRIV6_4344
if 
  $7256 == 1 
else_jump @DRIV6_4435 
if 
0100:   actor $PLAYER_ACTOR in_sphere 38@ 39@ 40@ radius 6.0 6.0 3.0 sphere 1 in_car 
else_jump @DRIV6_4435 
Player.CanMove($PLAYER_CHAR) = False
Marker.Disable(265@)
06D6: disable_racing_checkpoint 41@ 
gosub @DRIV6_10195 
jump @DRIV6_12781 

:DRIV6_4435
jump @DRIV6_905 

:DRIV6_4442
Model.Load(#RANCHER)

:DRIV6_4447
if 
   not Model.Available(#RANCHER)
else_jump @DRIV6_4474 
wait 0 
jump @DRIV6_4447 

:DRIV6_4474
0395: clear_area 0 at -2149.95 644.31 52.35 radius 100.0 
34@ = Car.Create(#RANCHER, -2149.95, 644.31, 52.35)
Car.Angle(34@) = 180.0
03AB: unknown_car 34@ flag 1 
053F: set_car 34@ tires_vulnerability 0 
Car.Health(34@) = 9000
0852: set_car 34@ damages_visible 0 
return 

:DRIV6_4562
52@ = Car.Create(#SANCHEZ, -2015.66, -2408.82, 30.28)
Car.Angle(52@) = 229.35
53@ = Car.Create(#SANCHEZ, -2017.07, -2410.37, 30.3)
Car.Angle(53@) = 225.81
104@ = 0 

:DRIV6_4635
if 
  2 > 104@ 
else_jump @DRIV6_4779 
0129: 66@(104@,14i) = create_actor_pedtype 24 model #DNB3 in_car 52@(104@,14i) driverseat 
01C8: 80@(104@,14i) = create_actor_pedtype 24 model #DNB2 in_car 52@(104@,14i) passenger_seat 0 
01B2: give_actor 80@(104@,14i) weapon 29 ammo 99999 // Load the weapon model before using this 
Car.ImmuneToNonPlayer(52@(104@,14i)) = True
0423: set_car 52@(104@,14i) improved_handling_to 2.0 // (float) 
08C6: set_actor 66@(104@,14i) stay_on_bike 2 
08C6: set_actor 80@(104@,14i) stay_on_bike 2 
49@ += 1 
104@ += 1 
jump @DRIV6_4635 

:DRIV6_4779
98@ += 1 
return 

:DRIV6_4788
fade 0 1000 

:DRIV6_4795
if 
fading 
else_jump @DRIV6_4819 
wait 0 
jump @DRIV6_4795 

:DRIV6_4819
0395: clear_area 0 at 35@ 36@ 37@ radius 300.0 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_4890 
Car.PutAt(34@, 35@, 36@, 37@)
Car.Angle(34@) = 241.85

:DRIV6_4890
gosub @DRIV6_4562 
Camera.SetPosition(-1955.92, -2447.69, 30.78, 0.0, 0.0, 0.0)
Camera.PointAt(-1962.83, -2441.79, 30.44, 2)
fade 1 1000 

:DRIV6_4955
if 
fading 
else_jump @DRIV6_4979 
wait 0 
jump @DRIV6_4955 

:DRIV6_4979
259@ = 1 
0707: start_scene_skip_to @DRIV6_5561 
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_5119 
if and
   not Actor.Dead(66@)
   not Car.Wrecked(52@)
else_jump @DRIV6_5064 
05D1: AS_actor 66@ drive_car 52@ to -1977.97 -2435.05 30.3 speed 30.0 2 model #NULL 2 

:DRIV6_5064
if and
   not Actor.Dead(67@)
   not Car.Wrecked(53@)
else_jump @DRIV6_5119 
05D1: AS_actor 67@ drive_car 53@ to -1979.45 -2437.47 30.3 speed 30.0 2 model #NULL 2 

:DRIV6_5119
33@ = 0 

:DRIV6_5126
if 
  2500 > 33@ 
else_jump @DRIV6_5156 
wait 0 
jump @DRIV6_5126 

:DRIV6_5156
if 
   not Car.Wrecked(52@)
else_jump @DRIV6_5223 
Camera.SetPosition(-1989.91, -2435.33, 30.68, 0.0, 0.0, 0.0)
Camera.PointAt(-1987.22, -2436.07, 30.82, 2)

:DRIV6_5223
if 
   not Car.Wrecked(52@)
else_jump @DRIV6_5269 
Car.PutAt(52@, -1985.6, -2435.14, 30.3)
Car.Angle(52@) = 254.67

:DRIV6_5269
if 
   not Car.Wrecked(53@)
else_jump @DRIV6_5315 
Car.PutAt(53@, -1986.37, -2437.8, 30.3)
Car.Angle(53@) = 250.82

:DRIV6_5315
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_5439 
if and
   not Actor.Dead(66@)
   not Actor.Dead(80@)
   not Car.Wrecked(52@)
else_jump @DRIV6_5385 
04E0: car 52@ abandon_path_radius 250 
06E1: AS_actor 66@ using_car 52@ target_car 34@ with_order 29 max_speed 10.0 traffic_flag 2 

:DRIV6_5385
if and
   not Actor.Dead(67@)
   not Actor.Dead(81@)
   not Car.Wrecked(53@)
else_jump @DRIV6_5439 
04E0: car 53@ abandon_path_radius 250 
06E1: AS_actor 67@ using_car 53@ target_car 34@ with_order 30 max_speed 10.0 traffic_flag 2 

:DRIV6_5439
if and
   not 260@ == 1 
   not Actor.Dead(66@)
   not Car.Wrecked(52@)
   not Car.Wrecked(34@)
else_jump @DRIV6_5554 
if 
   Actor.InCar(66@, 52@)
else_jump @DRIV6_5536 
if 
0204:   actor 66@ near_car 34@ radius 15.0 15.0 flag 0 in_car 
else_jump @DRIV6_5529 
260@ = 1 

:DRIV6_5529
jump @DRIV6_5543 

:DRIV6_5536
260@ = 1 

:DRIV6_5543
wait 0 
jump @DRIV6_5439 

:DRIV6_5554
259@ = 0 

:DRIV6_5561
0701: end_scene_skip 
if 
  259@ == 1 
else_jump @DRIV6_5755 
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_5755 
if and
   not Actor.Dead(66@)
   not Actor.Dead(80@)
   not Car.Wrecked(52@)
else_jump @DRIV6_5676 
04C4: store_coords_to 94@ 95@ 96@ from_actor $PLAYER_ACTOR with_offset -1.0 -14.0 0.0 
96@ = -100.0 
Car.PutAt(52@, 94@, 95@, 96@)

:DRIV6_5676
if and
   not Actor.Dead(67@)
   not Actor.Dead(81@)
   not Car.Wrecked(53@)
else_jump @DRIV6_5755 
04C4: store_coords_to 94@ 95@ 96@ from_actor $PLAYER_ACTOR with_offset 1.0 -14.0 0.0 
96@ = -100.0 
Car.PutAt(53@, 94@, 95@, 96@)

:DRIV6_5755
if 
   not Car.Wrecked(52@)
else_jump @DRIV6_5778 
04E0: car 52@ abandon_path_radius 20 

:DRIV6_5778
if 
   not Car.Wrecked(53@)
else_jump @DRIV6_5801 
04E0: car 53@ abandon_path_radius 20 

:DRIV6_5801
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_5909 
if and
   not Actor.Dead(66@)
   not Actor.Dead(80@)
   not Car.Wrecked(52@)
else_jump @DRIV6_5863 
06E1: AS_actor 66@ using_car 52@ target_car 34@ with_order 29 max_speed 30.0 traffic_flag 2 

:DRIV6_5863
if and
   not Actor.Dead(67@)
   not Actor.Dead(81@)
   not Car.Wrecked(53@)
else_jump @DRIV6_5909 
06E1: AS_actor 67@ using_car 53@ target_car 34@ with_order 30 max_speed 30.0 traffic_flag 2 

:DRIV6_5909
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
return 

:DRIV6_5926
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_7448 
51@ = 0 
104@ = 0 

:DRIV6_5956
if 
001D:   49@ > 104@ // (int) 
else_jump @DRIV6_6085 
if 
   not Car.Wrecked(52@(104@,14i))
else_jump @DRIV6_6071 
if 
0202:   actor $PLAYER_ACTOR near_car 52@(104@,14i) radius 100.0 100.0 flag 0 
else_jump @DRIV6_6044 
51@ += 1 
jump @DRIV6_6071 

:DRIV6_6044
Car.Destroy(52@(104@,14i))
Actor.DestroyInstantly(66@(104@,14i))
Actor.DestroyInstantly(80@(104@,14i))

:DRIV6_6071
104@ += 1 
jump @DRIV6_5956 

:DRIV6_6085
if 
   not 51@ > 2 
else_jump @DRIV6_7448 
0085: 104@ = 98@ // (int) 
104@ *= 2 
0085: 105@ = 104@ // (int) 
105@ += 2 
106@ = 0 

:DRIV6_6140
if 
001D:   105@ > 104@ // (int) 
else_jump @DRIV6_7441 
if and
  253@ == 1 
   not $7253 == 1 
else_jump @DRIV6_6300 
if 
  106@ == 0 
else_jump @DRIV6_6242 
94@ = -1342.94 
95@ = -2624.45 
96@ = 19.58 
97@ = 261.04 

:DRIV6_6242
if 
  106@ == 1 
else_jump @DRIV6_6300 
94@ = -1344.02 
95@ = -2628.07 
96@ = 19.82 
97@ = 260.5 

:DRIV6_6300
if and
  $7253 == 1 
   not $7254 == 1 
else_jump @DRIV6_6441 
if 
  106@ == 0 
else_jump @DRIV6_6383 
94@ = -708.68 
95@ = -2601.46 
96@ = 69.83 
97@ = 338.56 

:DRIV6_6383
if 
  106@ == 1 
else_jump @DRIV6_6441 
94@ = -704.89 
95@ = -2602.92 
96@ = 69.9 
97@ = 340.64 

:DRIV6_6441
if and
  $7254 == 1 
   not 254@ == 1 
else_jump @DRIV6_6582 
if 
  106@ == 0 
else_jump @DRIV6_6524 
94@ = -420.89 
95@ = -2258.87 
96@ = 47.37 
97@ = 278.1 

:DRIV6_6524
if 
  106@ == 1 
else_jump @DRIV6_6582 
94@ = -420.64 
95@ = -2261.39 
96@ = 47.79 
97@ = 279.7 

:DRIV6_6582
if and
  254@ == 1 
   not 255@ == 1 
else_jump @DRIV6_6723 
if 
  106@ == 0 
else_jump @DRIV6_6665 
94@ = -260.22 
95@ = -2323.12 
96@ = 30.42 
97@ = 222.63 

:DRIV6_6665
if 
  106@ == 1 
else_jump @DRIV6_6723 
94@ = -262.81 
95@ = -2326.8 
96@ = 30.43 
97@ = 220.93 

:DRIV6_6723
if and
  255@ == 1 
   not $7255 == 1 
else_jump @DRIV6_6864 
if 
  106@ == 0 
else_jump @DRIV6_6806 
94@ = -179.45 
95@ = -2708.91 
96@ = 35.82 
97@ = 177.36 

:DRIV6_6806
if 
  106@ == 1 
else_jump @DRIV6_6864 
94@ = -182.07 
95@ = -2709.06 
96@ = 35.77 
97@ = 176.56 

:DRIV6_6864
if and
  $7255 == 1 
   not $7256 == 1 
else_jump @DRIV6_7005 
if 
  106@ == 0 
else_jump @DRIV6_6947 
94@ = -846.18 
95@ = -2809.6 
96@ = 70.32 
97@ = 112.41 

:DRIV6_6947
if 
  106@ == 1 
else_jump @DRIV6_7005 
94@ = -848.6 
95@ = -2806.3 
96@ = 70.29 
97@ = 111.76 

:DRIV6_7005
0395: clear_area 1 at 94@ 95@ 96@ radius 5.0 
52@(104@,14i) = Car.Create(#SANCHEZ, 94@, 95@, 96@)
0129: 66@(104@,14i) = create_actor_pedtype 24 model #DNB3 in_car 52@(104@,14i) driverseat 
01C8: 80@(104@,14i) = create_actor_pedtype 24 model #DNB2 in_car 52@(104@,14i) passenger_seat 0 
Car.Angle(52@(104@,14i)) = 97@
Car.ImmuneToNonPlayer(52@(104@,14i)) = True
0423: set_car 52@(104@,14i) improved_handling_to 2.0 // (float) 
08C6: set_actor 66@(104@,14i) stay_on_bike 2 
08C6: set_actor 80@(104@,14i) stay_on_bike 2 
if or
  $7251 == 1 
  $7252 == 1 
else_jump @DRIV6_7205 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 31 max_speed 30.0 traffic_flag 2 
jump @DRIV6_7297 

:DRIV6_7205
if 
  106@ == 0 
else_jump @DRIV6_7251 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 29 max_speed 30.0 traffic_flag 2 

:DRIV6_7251
if 
  106@ == 1 
else_jump @DRIV6_7297 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 30 max_speed 30.0 traffic_flag 2 

:DRIV6_7297
01B2: give_actor 80@(104@,14i) weapon 29 ammo 99999 // Load the weapon model before using this 
0713: actor 80@(104@,14i) driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
if and
  $7254 == 1 
   not 254@ == 1 
else_jump @DRIV6_7399 
Car.SetSpeedInstantly(52@(104@,14i), 30.0)
jump @DRIV6_7413 

:DRIV6_7399
Car.SetSpeedInstantly(52@(104@,14i), 70.0)

:DRIV6_7413
49@ += 1 
104@ += 1 
106@ += 1 
jump @DRIV6_6140 

:DRIV6_7441
98@ += 1 

:DRIV6_7448
return 

:DRIV6_7450
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_8719 
104@ = 0 

:DRIV6_7473
if 
001D:   49@ > 104@ // (int) 
else_jump @DRIV6_8719 
if 
   not Car.Wrecked(52@(104@,14i))
else_jump @DRIV6_8705 
if and
   Actor.Dead(66@(104@,14i))
   not 168@(104@,14i) == 1 
else_jump @DRIV6_7554 
168@(104@,14i) = 1 

:DRIV6_7554
if and
   Actor.Dead(80@(104@,14i))
   not 182@(104@,14i) == 1 
else_jump @DRIV6_7596 
182@(104@,14i) = 1 

:DRIV6_7596
if and
   not Actor.Dead(66@(104@,14i))
  182@(104@,14i) == 1 
   not 196@(104@,14i) == 1 
else_jump @DRIV6_7688 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 17 max_speed 30.0 traffic_flag 2 
224@(104@,14i) = 1 
196@(104@,14i) = 1 

:DRIV6_7688
if and
   not Actor.Dead(80@(104@,14i))
  168@(104@,14i) == 1 
   not 210@(104@,14i) == 1 
else_jump @DRIV6_7850 
if 
   Actor.InCar(80@(104@,14i), 52@(104@,14i))
else_jump @DRIV6_7839 
Car.StorePos(52@(104@,14i), 94@, 95@, 96@)
0362: remove_actor 80@(104@,14i) from_car_and_place_at 94@ 95@ -10.0 
036A: put_actor 80@(104@,14i) in_car 52@(104@,14i) 
06E1: AS_actor 80@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 17 max_speed 30.0 traffic_flag 2 

:DRIV6_7839
210@(104@,14i) = 1 

:DRIV6_7850
if and
   not Actor.Dead(66@(104@,14i))
  196@(104@,14i) == 1 
else_jump @DRIV6_8009 
if 
   not Actor.InCar(66@(104@,14i), 52@(104@,14i))
else_jump @DRIV6_7976 
if 
  224@(104@,14i) == 0 
else_jump @DRIV6_7969 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 17 max_speed 30.0 traffic_flag 2 
224@(104@,14i) = 1 

:DRIV6_7969
jump @DRIV6_8009 

:DRIV6_7976
if 
  224@(104@,14i) == 1 
else_jump @DRIV6_8009 
224@(104@,14i) = 0 

:DRIV6_8009
if and
   not Actor.Dead(80@(104@,14i))
  210@(104@,14i) == 1 
else_jump @DRIV6_8168 
if 
   not Actor.InCar(80@(104@,14i), 52@(104@,14i))
else_jump @DRIV6_8135 
if 
  238@(104@,14i) == 0 
else_jump @DRIV6_8128 
06E1: AS_actor 80@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 17 max_speed 30.0 traffic_flag 2 
238@(104@,14i) = 1 

:DRIV6_8128
jump @DRIV6_8168 

:DRIV6_8135
if 
  238@(104@,14i) == 1 
else_jump @DRIV6_8168 
238@(104@,14i) = 0 

:DRIV6_8168
if and
   not Actor.Dead(66@(104@,14i))
   not Actor.Dead(80@(104@,14i))
else_jump @DRIV6_8665 
if and
   not Actor.InCar(66@(104@,14i), 52@(104@,14i))
  140@(104@,14i) == 0 
else_jump @DRIV6_8265 
05CB: AS_actor 66@(104@,14i) enter_car 52@(104@,14i) as_driver 10000 ms 
140@(104@,14i) = 1 

:DRIV6_8265
if and
   not Actor.InCar(80@(104@,14i), 52@(104@,14i))
  154@(104@,14i) == 0 
else_jump @DRIV6_8335 
05CA: AS_actor 80@(104@,14i) enter_car 52@(104@,14i) passenger_seat 0 10000 ms 
154@(104@,14i) = 1 

:DRIV6_8335
if and
   Actor.InCar(66@(104@,14i), 52@(104@,14i))
   Actor.InCar(80@(104@,14i), 52@(104@,14i))
else_jump @DRIV6_8665 
if or
  140@(104@,14i) == 1 
  154@(104@,14i) == 1 
else_jump @DRIV6_8665 
if or
  $7251 == 1 
  $7252 == 1 
else_jump @DRIV6_8471 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 31 max_speed 30.0 traffic_flag 2 
jump @DRIV6_8603 

:DRIV6_8471
0085: 106@ = 104@ // (int) 

:DRIV6_8479
if 
  106@ >= 2 
else_jump @DRIV6_8511 
106@ -= 2 
jump @DRIV6_8479 

:DRIV6_8511
if 
  106@ == 0 
else_jump @DRIV6_8557 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 29 max_speed 30.0 traffic_flag 2 

:DRIV6_8557
if 
  106@ == 1 
else_jump @DRIV6_8603 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 30 max_speed 30.0 traffic_flag 2 

:DRIV6_8603
0713: actor 80@(104@,14i) driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
140@(104@,14i) = 0 
154@(104@,14i) = 0 

:DRIV6_8665
if and
   Actor.Dead(66@(104@,14i))
   Actor.Dead(80@(104@,14i))
else_jump @DRIV6_8705 
Car.SetDriverBehaviour(52@(104@,14i), Nowhere)

:DRIV6_8705
104@ += 1 
jump @DRIV6_7473 

:DRIV6_8719
return 

:DRIV6_8721
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_8886 
104@ = 0 

:DRIV6_8744
if 
001D:   49@ > 104@ // (int) 
else_jump @DRIV6_8886 
if and
   not Car.Wrecked(52@(104@,14i))
   not Actor.Dead(66@(104@,14i))
   not Actor.Dead(80@(104@,14i))
else_jump @DRIV6_8872 
if and
   Actor.InCar(66@(104@,14i), 52@(104@,14i))
   Actor.InCar(80@(104@,14i), 52@(104@,14i))
else_jump @DRIV6_8872 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 31 max_speed 30.0 traffic_flag 2 

:DRIV6_8872
104@ += 1 
jump @DRIV6_8744 

:DRIV6_8886
return 

:DRIV6_8888
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_9157 
104@ = 0 

:DRIV6_8911
if 
001D:   49@ > 104@ // (int) 
else_jump @DRIV6_9157 
if and
   not Car.Wrecked(52@(104@,14i))
   not Actor.Dead(66@(104@,14i))
   not Actor.Dead(80@(104@,14i))
else_jump @DRIV6_9143 
if and
   Actor.InCar(66@(104@,14i), 52@(104@,14i))
   Actor.InCar(80@(104@,14i), 52@(104@,14i))
else_jump @DRIV6_9143 
0085: 106@ = 104@ // (int) 

:DRIV6_9019
if 
  106@ >= 2 
else_jump @DRIV6_9051 
106@ -= 2 
jump @DRIV6_9019 

:DRIV6_9051
if 
  106@ == 0 
else_jump @DRIV6_9097 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 29 max_speed 30.0 traffic_flag 2 

:DRIV6_9097
if 
  106@ == 1 
else_jump @DRIV6_9143 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 30 max_speed 30.0 traffic_flag 2 

:DRIV6_9143
104@ += 1 
jump @DRIV6_8911 

:DRIV6_9157
return 

:DRIV6_9159
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_9450 
258@ = 1 
0407: store_coords_to 42@ 43@ 44@ from_car 34@ with_offset -1.0 0.0 0.0 
0407: store_coords_to 45@ 46@ 47@ from_car 34@ with_offset 1.0 0.0 0.0 
104@ = 0 

:DRIV6_9247
if and
001D:   49@ > 104@ // (int) 
  258@ == 1 
else_jump @DRIV6_9425 
if 
   not Car.Wrecked(52@(104@,14i))
else_jump @DRIV6_9411 
046C: 48@ = car 52@(104@,14i) driver 
if 
   not 48@ == -1 
else_jump @DRIV6_9411 
if or
01AF:   car 52@(104@,14i) sphere 0 in_sphere 42@ 43@ 44@ radius 5.0 5.0 5.0 
01AF:   car 52@(104@,14i) sphere 0 in_sphere 45@ 46@ 47@ radius 5.0 5.0 5.0 
else_jump @DRIV6_9411 
258@ = 0 

:DRIV6_9411
104@ += 1 
jump @DRIV6_9247 

:DRIV6_9425
if 
  258@ == 1 
else_jump @DRIV6_9450 
32@ = 0 

:DRIV6_9450
return 

:DRIV6_9452
104@ = 0 

:DRIV6_9459
if 
001D:   49@ > 104@ // (int) 
else_jump @DRIV6_9766 
if 
   not Car.Wrecked(52@(104@,14i))
else_jump @DRIV6_9752 
if 
   not Actor.Dead(66@(104@,14i))
else_jump @DRIV6_9578 
05D1: AS_actor 66@(104@,14i) drive_car 52@(104@,14i) to -2148.62 1063.98 79.73 speed 20.0 0 model #NULL 2 
0961: unknown_actor 66@(104@,14i) flag 1 
jump @DRIV6_9721 

:DRIV6_9578
if 
   not Actor.Dead(80@(104@,14i))
else_jump @DRIV6_9721 
if 
   Actor.InCar(80@(104@,14i), 52@(104@,14i))
else_jump @DRIV6_9679 
Car.StorePos(52@(104@,14i), 94@, 95@, 96@)
0362: remove_actor 80@(104@,14i) from_car_and_place_at 94@ 95@ -10.0 
036A: put_actor 80@(104@,14i) in_car 52@(104@,14i) 

:DRIV6_9679
05D1: AS_actor 80@(104@,14i) drive_car 52@(104@,14i) to -2148.62 1063.98 79.73 speed 20.0 0 model #NULL 2 

:DRIV6_9721
if 
   not Actor.Dead(80@(104@,14i))
else_jump @DRIV6_9752 
0961: unknown_actor 80@(104@,14i) flag 1 

:DRIV6_9752
104@ += 1 
jump @DRIV6_9459 

:DRIV6_9766
return 

:DRIV6_9768
104@ = 0 

:DRIV6_9775
if 
001D:   49@ > 104@ // (int) 
else_jump @DRIV6_10124 
if 
   not Car.Wrecked(52@(104@,14i))
else_jump @DRIV6_10110 
if 
   not Actor.Dead(66@(104@,14i))
else_jump @DRIV6_9924 
05BF: AS_actor 66@(104@,14i) look_at_actor $PLAYER_ACTOR 5000 ms 
if 
   Actor.InCar(66@(104@,14i), 52@(104@,14i))
else_jump @DRIV6_9906 
06C7: AS_actor 66@(104@,14i) driver_of_car 52@(104@,14i) perform_action 6 timelimit 2000000 
jump @DRIV6_9924 

:DRIV6_9906
05CB: AS_actor 66@(104@,14i) enter_car 52@(104@,14i) as_driver -1 ms 

:DRIV6_9924
if 
   not Actor.Dead(80@(104@,14i))
else_jump @DRIV6_10110 
05BF: AS_actor 80@(104@,14i) look_at_actor $PLAYER_ACTOR 5000 ms 
if 
  210@(104@,14i) == 1 
else_jump @DRIV6_10063 
if 
   Actor.InCar(80@(104@,14i), 52@(104@,14i))
else_jump @DRIV6_10038 
06C7: AS_actor 80@(104@,14i) driver_of_car 52@(104@,14i) perform_action 6 timelimit 2000000 
jump @DRIV6_10056 

:DRIV6_10038
05CB: AS_actor 80@(104@,14i) enter_car 52@(104@,14i) as_driver -1 ms 

:DRIV6_10056
jump @DRIV6_10110 

:DRIV6_10063
if 
   not Actor.InCar(80@(104@,14i), 52@(104@,14i))
else_jump @DRIV6_10110 
05CA: AS_actor 80@(104@,14i) enter_car 52@(104@,14i) passenger_seat 0 -1 ms 

:DRIV6_10110
104@ += 1 
jump @DRIV6_9775 

:DRIV6_10124
return 

:DRIV6_10126
104@ = 0 

:DRIV6_10133
if 
001D:   49@ > 104@ // (int) 
else_jump @DRIV6_10193 
Actor.DestroyInstantly(66@(104@,14i))
Actor.DestroyInstantly(80@(104@,14i))
Car.Destroy(52@(104@,14i))
104@ += 1 
jump @DRIV6_10133 

:DRIV6_10193
return 

:DRIV6_10195
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_10218 
Car.DoorStatus(34@) = 2

:DRIV6_10218
fade 0 1000 

:DRIV6_10225
if 
fading 
else_jump @DRIV6_10249 
wait 0 
jump @DRIV6_10225 

:DRIV6_10249
0395: clear_area 0 at 38@ 39@ 40@ radius 100.0 
gosub @DRIV6_10126 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Model.Load(#CELLPHONE)

:DRIV6_10297
if 
   not Model.Available(#CELLPHONE)
else_jump @DRIV6_10324 
wait 0 
jump @DRIV6_10297 

:DRIV6_10324
267@ = Object.Init(#CELLPHONE, -1561.4, -2721.1, 47.57)
0750: set_object 267@ visibility 0 
070A: AS_actor $PLAYER_ACTOR attach_to_object 267@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_10466 
Car.SetToNormalDriver(34@)
Car.PutAt(34@, 38@, 39@, -100.0)
Car.Angle(34@) = 55.5
08A6: set_car 34@ componentA 2 rotation_to 0.0 
08A6: set_car 34@ componentA 3 rotation_to 0.0 

:DRIV6_10466
04ED: load_animation "CAR_CHAT" 
03CF: load_wav 23000 as 3 

:DRIV6_10485
if or
84EE:   not animation "CAR_CHAT" loaded 
83D0:   not wav 3 loaded 
else_jump @DRIV6_10523 
wait 0 
jump @DRIV6_10485 

:DRIV6_10523
Camera.SetPosition(-1573.6, -2743.74, 49.12, 0.0, 0.0, 0.0)
Camera.PointAt(-1573.0, -2743.39, 49.05, 2)
fade 1 1000 

:DRIV6_10581
if 
fading 
else_jump @DRIV6_10628 
if 
03CA:   object 267@ exists 
else_jump @DRIV6_10617 
0750: set_object 267@ visibility 0 

:DRIV6_10617
wait 0 
jump @DRIV6_10581 

:DRIV6_10628
259@ = 1 
0707: start_scene_skip_to @DRIV6_12111 
0615: define_AS_pack_begin 101@ 
0605: actor -1 perform_animation_sequence "CARFONE_IN" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA_TO_B" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPB" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 101@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 
03D1: play_wav 3 
32@ = 0 

:DRIV6_10810
if 
  3000 > 32@ 
else_jump @DRIV6_10863 
if 
03CA:   object 267@ exists 
else_jump @DRIV6_10852 
0750: set_object 267@ visibility 0 

:DRIV6_10852
wait 0 
jump @DRIV6_10810 

:DRIV6_10863
0750: set_object 267@ visibility 1 
040D: unload_wav 3 
135@ = 1 
gosub @DRIV6_12213 
32@ = 0 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 102@ // ret 7 if not found 
if 
84A4:   not  102@ == 7 // @ == any 
else_jump @DRIV6_10939 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 103@ // similar to 062E 
jump @DRIV6_10946 

:DRIV6_10939
103@ = 2 

:DRIV6_10946
if or
  2 > 103@ 
  132@ == 0 
else_jump @DRIV6_11059 
wait 0 
if 
  32@ > 1000 
else_jump @DRIV6_11001 
gosub @DRIV6_12532 

:DRIV6_11001
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 102@ // ret 7 if not found 
if 
84A4:   not  102@ == 7 // @ == any 
else_jump @DRIV6_11045 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 103@ // similar to 062E 
jump @DRIV6_11052 

:DRIV6_11045
103@ = 2 

:DRIV6_11052
jump @DRIV6_10946 

:DRIV6_11059
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_11172 
0407: store_coords_to 107@ 108@ 109@ from_car 34@ with_offset 0.4 0.51 0.65 
Camera.SetPosition(107@, 108@, 109@, 0.0, 0.0, 0.0)
0407: store_coords_to 107@ 108@ 109@ from_car 34@ with_offset -0.13 0.22 0.54 
Camera.PointAt(107@, 108@, 109@, 2)

:DRIV6_11172
0605: actor $PLAYER_ACTOR perform_animation_sequence "CARFONE_LOOPB" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time -1 // versionA 

:DRIV6_11217
if 
  1 >= 132@ 
else_jump @DRIV6_11253 
wait 0 
gosub @DRIV6_12532 
jump @DRIV6_11217 

:DRIV6_11253
0615: define_AS_pack_begin 101@ 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPB_TO_A" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 101@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 

:DRIV6_11369
if 
  4 >= 132@ 
else_jump @DRIV6_11405 
wait 0 
gosub @DRIV6_12532 
jump @DRIV6_11369 

:DRIV6_11405
0615: define_AS_pack_begin 101@ 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA_TO_B" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPB" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 101@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 

:DRIV6_11521
if 
  5 >= 132@ 
else_jump @DRIV6_11597 
wait 0 
gosub @DRIV6_12532 
if and
  131@ == 2 
   not 134@ == 1 
else_jump @DRIV6_11590 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
134@ = 1 

:DRIV6_11590
jump @DRIV6_11521 

:DRIV6_11597
268@ = Car.Create(#SANCHEZ, -1565.89, -2748.32, 48.21)
Car.Angle(268@) = 58.42
0129: 269@ = create_actor_pedtype 24 model #DNB3 in_car 268@ driverseat 
wait 1000 
if and
   not Actor.Dead(269@)
   not Car.Wrecked(268@)
else_jump @DRIV6_11702 
05D1: AS_actor 269@ drive_car 268@ to -1574.23 -2742.62 48.2 speed 20.0 1 model #NULL 3 

:DRIV6_11702
Camera.SetPosition(-1570.65, -2748.39, 48.35, 0.0, 0.0, 0.0)
Camera.PointAt(-1571.99, -2745.26, 48.29, 2)
if 
   not Actor.Dead(269@)
else_jump @DRIV6_11850 
062E: unknown_get_actor 269@ task 1489 status_store_to 102@ // ret 7 if not found 

:DRIV6_11780
if 
84A4:   not  102@ == 7 // @ == any 
else_jump @DRIV6_11850 
wait 0 
if 
   not Actor.Dead(269@)
else_jump @DRIV6_11836 
062E: unknown_get_actor 269@ task 1489 status_store_to 102@ // ret 7 if not found 
jump @DRIV6_11843 

:DRIV6_11836
04AF: 102@ = 7 // @ = any 

:DRIV6_11843
jump @DRIV6_11780 

:DRIV6_11850
if 
   not Actor.Dead(269@)
else_jump @DRIV6_11882 
05BF: AS_actor 269@ look_at_actor $PLAYER_ACTOR 3000 ms 
wait 3000 

:DRIV6_11882
if 
   not Actor.Dead(269@)
else_jump @DRIV6_11920 
06A9: AS_actor 269@ look_at_point -1572.73 -2747.12 48.2 -2 ms 

:DRIV6_11920
if 
001D:   133@ > 132@ // (int) 
else_jump @DRIV6_12034 
wait 0 
if 
   not Actor.Dead(269@)
else_jump @DRIV6_12013 
gosub @DRIV6_12532 
if and
  131@ == 2 
   not 134@ == 1 
else_jump @DRIV6_12006 
0967: actor 269@ move_mouth 10000 ms 
134@ = 1 

:DRIV6_12006
jump @DRIV6_12027 

:DRIV6_12013
040D: unload_wav 1 
00BE: text_clear_all 
0085: 132@ = 133@ // (int) 

:DRIV6_12027
jump @DRIV6_11920 

:DRIV6_12034
if and
   not Actor.Dead(269@)
   not Car.Wrecked(268@)
else_jump @DRIV6_12099 
0968: actor 269@ stop_mouth 
0647: unknown_actor 269@ look_task 
05D1: AS_actor 269@ drive_car 268@ to -1630.35 -2721.17 48.62 speed 20.0 0 model #NULL 2 

:DRIV6_12099
wait 3000 
259@ = 0 

:DRIV6_12111
0701: end_scene_skip 
if 
  259@ == 1 
else_jump @DRIV6_12131 

:DRIV6_12131
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 3 
040D: unload_wav 1 
00BE: text_clear_all 
Actor.DestroyInstantly(269@)
Car.Destroy(268@)
Object.Destroy(267@)
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_12196 
Car.DoorStatus(34@) = 1

:DRIV6_12196
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
return 

:DRIV6_12213
0871: init_jump_table 135@ total_jumps 2 default_jump 1 @DRIV6_12502 jumps 0 @DRIV6_12276 1 @DRIV6_12334 -1 @DRIV6_12509 -1 @DRIV6_12509 -1 @DRIV6_12509 -1 @DRIV6_12509 -1 @DRIV6_12509 

:DRIV6_12276
05AA: 110@s = 'FAR5_AB'  // ~z~Dieses Auto ist ein Kder!
05AA: 112@s = 'FAR5_AA'  // ~z~Das ist nur ein Kder, zurck nach Chinatown!
04AF: 124@ = 15601 // @ = any 
04AF: 125@ = 15600 // @ = any 
133@ = 2 
jump @DRIV6_12509 

:DRIV6_12334
05AA: 110@s = 'MTG02A'  // ~z~Hey.
05AA: 112@s = 'MTG02B'  // ~z~Mr. Johnson, hier ist Guppy. Alles in Ordnung?
05AA: 114@s = 'MTG02C'  // ~z~Ja, kein Problem, die haben den Kder geschluckt wie nichts, die Idioten.
05AA: 116@s = 'MTG02D'  // ~z~Ist Mr. Ran Fa Li wohlbehalten rausgekommen?
05AA: 118@s = 'MTG02E'  // ~z~Ja, Woozie hat ihn in Sicherheit gebracht, danke.
05AA: 120@s = 'MTG02F'  // ~z~Cool, wir sehn uns dann spter, Mann.
05AA: 122@s = 'FAR5_AA'  // ~z~Das ist nur ein Kder, zurck nach Chinatown!
04AF: 124@ = 29408 // @ = any 
04AF: 125@ = 29409 // @ = any 
04AF: 126@ = 29410 // @ = any 
04AF: 127@ = 29411 // @ = any 
04AF: 128@ = 29412 // @ = any 
04AF: 129@ = 29413 // @ = any 
04AF: 130@ = 15600 // @ = any 
133@ = 7 
jump @DRIV6_12509 

:DRIV6_12502
jump @DRIV6_12509 

:DRIV6_12509
131@ = 0 
132@ = 0 
134@ = 0 
return 

:DRIV6_12532
if or
  131@ == 0 
  131@ == 1 
else_jump @DRIV6_12602 
if 
001D:   133@ > 132@ // (int) 
else_jump @DRIV6_12602 
if 
  33@ > 1000 
else_jump @DRIV6_12602 
gosub @DRIV6_12667 

:DRIV6_12602
if 
  131@ == 2 
else_jump @DRIV6_12665 
if 
03D2:   wav 1 ended 
else_jump @DRIV6_12665 
131@ = 0 
132@ += 1 
134@ = 0 
00BE: text_clear_all 
33@ = 0 

:DRIV6_12665
return 

:DRIV6_12667
if 
  131@ == 0 
else_jump @DRIV6_12703 
03CF: load_wav 124@(132@,7i) as 1 
131@ = 1 

:DRIV6_12703
if 
  131@ == 1 
else_jump @DRIV6_12761 
if 
03D0:   wav 1 loaded 
else_jump @DRIV6_12761 
00BC: show_text_highpriority GXT 110@(132@,7s) time 10000 flag 1 
03D1: play_wav 1 
131@ = 2 

:DRIV6_12761
return 

:DRIV6_12763
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:DRIV6_12781
$WUZIMU_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'FAR_5'  // Lure
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 8000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 8000
0998: add_respect 20 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:DRIV6_12845
if 
   not Car.Wrecked(34@)
else_jump @DRIV6_12883 
Car.SetImmunities(34@, 0, 0, 0, 0, 0)
0852: set_car 34@ damages_visible 1 

:DRIV6_12883
Model.Destroy(#RANCHER)
Model.Destroy(#SANCHEZ)
Model.Destroy(#DNB3)
Model.Destroy(#DNB2)
Model.Destroy(#MP5LNG)
Model.Destroy(#CELLPHONE)
04EF: release_animation "CAR_CHAT" 
Marker.Disable(262@)
Marker.Disable(263@)
Marker.Disable(264@)
Marker.Disable(265@)
gosub @DRIV6_9452 
06D6: disable_racing_checkpoint 41@ 
0151: remove_status_text $1936 
061B: remove_references_to_AS_pack 101@ 
014C: set_parked_car_generator $5280 cars_to_generate_to 101 
014C: set_parked_car_generator $5281 cars_to_generate_to 101 
014C: set_parked_car_generator $5282 cars_to_generate_to 101 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01EB: set_traffic_density_multiplier_to 1.0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 56---------------
// Originally: Amphibious Assault

:WUZI2
thread 'WUZI2' 
gosub @WUZI2_47 
if 
wasted_or_busted 
else_jump @WUZI2_38 
gosub @WUZI2_26542 

:WUZI2_38
gosub @WUZI2_26652 
end_thread 

:WUZI2_47
increment_mission_attempts 
$ONMISSION = 1 
050F: get_max_wanted_level_to 257@ 
054C: use_GXT_table 'WUZI2' 
0652: $STAT_LUNG_CAPACITY_FOR_WUZI = integer_stat 225 
if 
8735:   not NOP_false 81 
else_jump @WUZI2_242 
if 
  50 >= $STAT_LUNG_CAPACITY_FOR_WUZI 
else_jump @WUZI2_242 
$STAT_LUNG_CAPACITY_FOR_WUZI = 1 
select_interior 1 
02E4: load_cutscene_data 'W2_ALT' 

:WUZI2_135
if 
86B9:   not cutscene_data_loaded 
else_jump @WUZI2_159 
wait 0 
jump @WUZI2_135 

:WUZI2_159
02E7: start_cutscene 
fade 1 1000 

:WUZI2_168
if 
82E9:   not cutscene_reached_end 
else_jump @WUZI2_192 
wait 0 
jump @WUZI2_168 

:WUZI2_192
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:WUZI2_205
if 
fading 
else_jump @WUZI2_229 
wait 0 
jump @WUZI2_205 

:WUZI2_229
02EA: end_cutscene 
select_interior 0 
jump @WUZI2_26652 

:WUZI2_242
$STAT_LUNG_CAPACITY_FOR_WUZI = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
select_interior 1 
02E4: load_cutscene_data 'WOOZIE2' 

:WUZI2_275
if 
86B9:   not cutscene_data_loaded 
else_jump @WUZI2_299 
wait 0 
jump @WUZI2_275 

:WUZI2_299
02E7: start_cutscene 
fade 1 1000 

:WUZI2_308
if 
82E9:   not cutscene_reached_end 
else_jump @WUZI2_332 
wait 0 
jump @WUZI2_308 

:WUZI2_332
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:WUZI2_345
if 
fading 
else_jump @WUZI2_369 
wait 0 
jump @WUZI2_345 

:WUZI2_369
02EA: end_cutscene 
select_interior 0 
08F4: set_max_group_members 99 
create_thread @A_CONT 
Model.Load(#DNB1)
Model.Load(#DNB2)
Model.Load(#DNB3)
Model.Load(#TROPIC)
Model.Load(#AK47)
Model.Load(#KNIFECUR)
Model.Load(#A51_SPOTBASE)
Model.Load(#A51_SPOTHOUSING)
Model.Load(#A51_SPOTBULB)
04ED: load_animation "DAM_JUMP" 

:WUZI2_441
if or
   not Model.Available(#DNB1)
   not Model.Available(#DNB2)
   not Model.Available(#DNB3)
   not Model.Available(#TROPIC)
   not Model.Available(#AK47)
   not Model.Available(#KNIFECUR)
else_jump @WUZI2_490 
wait 0 
jump @WUZI2_441 

:WUZI2_490
if or
   not Model.Available(#A51_SPOTBASE)
   not Model.Available(#A51_SPOTHOUSING)
   not Model.Available(#A51_SPOTBULB)
84EE:   not animation "DAM_JUMP" loaded 
else_jump @WUZI2_539 
wait 0 
jump @WUZI2_490 

:WUZI2_539
060A: create_decision_maker_type 4 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 35@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
set_weather 9 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
Actor.PutAt($PLAYER_ACTOR, -2153.611, 645.31, 51.3516)
Actor.Angle($PLAYER_ACTOR) = 270.0
fade 1 1500 
018A: 36@ = create_checkpoint_at -1641.995 1309.217 6.1764 
00BC: show_text_highpriority GXT 'WZI2_1' time 8000 flag 1  // ~s~Mach dich auf zu den ~y~Docks~s~.
40@ = 0 
253@ = 0 
if 
  253@ == 1 
else_jump @WUZI2_910 
290@($7257,2i) = Car.Create(#TROPIC, 0.0, 0.0, 0.0)
436@($7257,7i) = Actor.Create(CivMale, #DNB1, 0.0, 0.0, 0.0)
443@($7257,8i) = Marker.CreateAboveActor(436@($7257,7i))
413@($7257,2i) = Car.Create(#TROPIC, 0.0, 0.0, 0.0)
417@($7257,6i) = Actor.Create(CivMale, #DNB1, 0.0, 0.0, 0.0)
259@ = Marker.CreateAboveActor(417@($7257,6i))
06B1: 383@($7257,6i) = create_searchlight_at 0.0 0.0 0.0 radius 0.0 target 0.0 0.0 0.0 radius 0.0 
06D5: 276@ = create_racing_checkpoint_at 0.0 0.0 0.0 point_to 0.0 0.0 0.0 type 3 radius 0.0 

:WUZI2_910
05AA: 127@s = 'WUZ2_AA'  // ~z~Ich glaube, ich sehe was im Wasser!
04AF: 58@ = 44000 // @ = any 
05AA: 129@s = 'WUZ2_NA'  // ~z~Hey, da ist jemand im Wasser!
04AF: 59@ = 44036 // @ = any 
05AA: 131@s = 'WUZ2_ZA'  // ~z~Shit, habt ihr das gesehen?
04AF: 60@ = 44083 // @ = any 
05AA: 133@s = 'WUZ2_AB'  // ~z~Hey, was war das? Da drben!
04AF: 61@ = 44001 // @ = any 
05AA: 135@s = 'WUZ2_NB'  // ~z~Seht ihr das? Da drben!
04AF: 62@ = 44037 // @ = any 
05AA: 137@s = 'WUZ2_ZB'  // ~z~Hey, wir mssen da drben nachsehen!
04AF: 63@ = 44084 // @ = any 
05AA: 139@s = 'WUZ2_AC'  // ~z~Hat das noch jemand gesehen?
04AF: 64@ = 44002 // @ = any 
05AA: 141@s = 'WUZ2_NC'  // ~z~Da nhert sich ein Schwimmer dem Boot!
04AF: 65@ = 44038 // @ = any 
05AA: 143@s = 'WUZ2_ZC'  // ~z~Ist das da ein Mann im Wasser?
04AF: 66@ = 44085 // @ = any 
05AA: 145@s = 'WUZ2_BA'  // ~z~Ich muss aufhren, Gespenster zu sehen!
04AF: 67@ = 44003 // @ = any 
05AA: 147@s = 'WUZ2_OA'  // ~z~Nee, ich muss 'n Flashback haben, oder irgendwas.
04AF: 68@ = 44039 // @ = any 
05AA: 149@s = 'WUZ2_ZD'  // ~z~Muss ein Seehund gewesen sein...
04AF: 69@ = 44086 // @ = any 
05AA: 151@s = 'WUZ2_BB'  // ~z~Muss ein Seehund gewesen sein, oder so...
04AF: 70@ = 44004 // @ = any 
05AA: 153@s = 'WUZ2_OB'  // ~z~Shit, ich knnt schwren, dass ich was gesehen hab!
04AF: 71@ = 44040 // @ = any 
05AA: 155@s = 'WUZ2_ZE'  // ~z~Shit, ich wei nicht, was ich gesehen habe...
04AF: 72@ = 44087 // @ = any 
05AA: 157@s = 'WUZ2_BC'  // ~z~Da hat mir wohl meine Phantasie einen Streich gespielt.
04AF: 73@ = 44005 // @ = any 
05AA: 159@s = 'WUZ2_OC'  // ~z~Mann, ich schwr, ich hab was gesehen...
04AF: 74@ = 44041 // @ = any 
05AA: 161@s = 'WUZ2_ZF'  // ~z~Mann, hast du ihn gesehen? Nein...?
04AF: 75@ = 44088 // @ = any 
05AA: 163@s = 'WUZ2_CA'  // ~z~Shit! Da drben! Da ist einer im Wasser!
04AF: 76@ = 44006 // @ = any 
05AA: 165@s = 'WUZ2_PA'  // ~z~Da ist er!
04AF: 77@ = 44042 // @ = any 
05AA: 167@s = 'WUZ2_ZG'  // ~z~Ich sag doch, ich hab irgendeinen Penner gesehen!
04AF: 78@ = 44089 // @ = any 
05AA: 169@s = 'WUZ2_CB'  // ~z~Da, da ist ein Mann im Wasser!
04AF: 79@ = 44007 // @ = any 
05AA: 171@s = 'WUZ2_PB'  // ~z~Ich seh ihn!
04AF: 80@ = 44043 // @ = any 
05AA: 173@s = 'WUZ2_ZH'  // ~z~Dort! Seht ihr ihn?
04AF: 81@ = 44090 // @ = any 
05AA: 175@s = 'WUZ2_CC'  // ~z~Hier drben ist einer im Wasser!
04AF: 82@ = 44008 // @ = any 
05AA: 177@s = 'WUZ2_PC'  // ~z~Da ist der Drecksack!
04AF: 83@ = 44044 // @ = any 
05AA: 179@s = 'WUZ2_ZJ'  // ~z~Schnappt euch den Hurensohn!
04AF: 84@ = 44091 // @ = any 
05AA: 181@s = 'WUZ2_DA'  // ~z~Wo ist er denn jetzt?
04AF: 85@ = 44009 // @ = any 
05AA: 183@s = 'WUZ2_QA'  // ~z~Er ist untergegangen!
04AF: 86@ = 44045 // @ = any 
05AA: 185@s = 'WUZ2_ZK'  // ~z~Er kann nicht ewig den Atem anhalten!
04AF: 87@ = 44092 // @ = any 
05AA: 187@s = 'WUZ2_DB'  // ~z~Er ist untergegangen!
04AF: 88@ = 44010 // @ = any 
05AA: 189@s = 'WUZ2_QB'  // ~z~Er ist wieder untergetaucht!
04AF: 89@ = 44046 // @ = any 
05AA: 191@s = 'WUZ2_ZL'  // ~z~Weiter kreisen!
04AF: 90@ = 44093 // @ = any 
05AA: 193@s = 'WUZ2_DC'  // ~z~Eben war er noch da!
04AF: 91@ = 44011 // @ = any 
05AA: 195@s = 'WUZ2_QC'  // ~z~Er ist unter uns!
04AF: 92@ = 44047 // @ = any 
05AA: 197@s = 'WUZ2_ZM'  // ~z~Irgendwann muss er zum Luftholen auftauchen!
04AF: 93@ = 44094 // @ = any 
05AA: 199@s = 'WUZ2_EA'  // ~z~Shit, muss ein Seehund gewesen sein...
04AF: 94@ = 44012 // @ = any 
05AA: 201@s = 'WUZ2_RA'  // ~z~So lange kann kein Mensch den Atem anhalten, Mann!
04AF: 95@ = 44048 // @ = any 
05AA: 203@s = 'WUZ2_ZN'  // ~z~Wir mssen ihn erwischt haben!
04AF: 96@ = 44095 // @ = any 
05AA: 205@s = 'WUZ2_EB'  // ~z~Mann, der muss inzwischen lngst ertrunken sein!
04AF: 97@ = 44013 // @ = any 
05AA: 207@s = 'WUZ2_RB'  // ~z~Er muss tot sein...
04AF: 98@ = 44049 // @ = any 
05AA: 209@s = 'WUZ2_ZO'  // ~z~Wir mssen ihn erledigt haben!
04AF: 99@ = 44096 // @ = any 
05AA: 211@s = 'WUZ2_EC'  // ~z~Nein, entweder ist er ber alle Berge, oder tot.
04AF: 100@ = 44014 // @ = any 
05AA: 213@s = 'WUZ2_RC'  // ~z~Shit, er ist schon viel zu lange unten!
04AF: 101@ = 44050 // @ = any 
05AA: 215@s = 'WUZ2_ZP'  // ~z~Er muss da unten festsitzen!
04AF: 102@ = 44097 // @ = any 
05AA: 217@s = 'WUZ2_FA'  // ~z~Da ist er wieder!
04AF: 103@ = 44015 // @ = any 
05AA: 219@s = 'WUZ2_SA'  // ~z~Da ist er wieder!
04AF: 104@ = 44051 // @ = any 
05AA: 221@s = 'WUZ2_ZQ'  // ~z~Ich hab euch doch gesagt, dass wir ihn kriegen!
04AF: 105@ = 44098 // @ = any 
05AA: 223@s = 'WUZ2_FB'  // ~z~Ich seh ihn! Er ist da drben!
04AF: 106@ = 44016 // @ = any 
05AA: 225@s = 'WUZ2_SB'  // ~z~Wir haben ihn wieder gesichtet!
04AF: 107@ = 44052 // @ = any 
05AA: 227@s = 'WUZ2_ZR'  // ~z~Da ist er wieder!
04AF: 108@ = 44099 // @ = any 
05AA: 229@s = 'WUZ2_FC'  // ~z~Ich seh ihn!
04AF: 109@ = 44017 // @ = any 
05AA: 231@s = 'WUZ2_SC'  // ~z~Hier her! Er ist hier!
04AF: 110@ = 44053 // @ = any 
05AA: 233@s = 'WUZ2_ZS'  // ~z~Er ist wieder an der Oberflche!
04AF: 111@ = 44100 // @ = any 
05AA: 235@s = 'WUZ2_GA'  // ~z~Wir haben ihn!
04AF: 112@ = 44018 // @ = any 
05AA: 237@s = 'WUZ2_TA'  // ~z~Yo, jetzt haben wir ihn!
04AF: 113@ = 44054 // @ = any 
05AA: 239@s = 'WUZ2_ZT'  // ~z~Hey, er ist hier drben!
04AF: 114@ = 44101 // @ = any 
05AA: 241@s = 'WUZ2_GB'  // ~z~Oh, ja, ich sehe ihn!
04AF: 115@ = 44019 // @ = any 
05AA: 243@s = 'WUZ2_TB'  // ~z~Ich seh ihn auch!
04AF: 116@ = 44055 // @ = any 
05AA: 245@s = 'WUZ2_ZU'  // ~z~Jetzt haben wir ihn!
04AF: 117@ = 44102 // @ = any 
05AA: 247@s = 'WUZ2_GC'  // ~z~Okay, wir sehen ihn!
04AF: 118@ = 44020 // @ = any 
05AA: 249@s = 'WUZ2_TC'  // ~z~Hey, ich seh den Wichser auch!
04AF: 119@ = 44056 // @ = any 
05AA: 251@s = 'WUZ2_ZV'  // ~z~Hey, Leute, er ist hier drben!
04AF: 120@ = 44103 // @ = any 
0209: 121@ = random_int_in_ranges 0 3 
0209: 122@ = random_int_in_ranges 0 3 
123@ = 0 
124@ = 10 

:WUZI2_2454
wait 0 
if 
0735:   NOP_false 83 
else_jump @WUZI2_2480 
jump @WUZI2_26588 

:WUZI2_2480
if 
0102:   actor $PLAYER_ACTOR in_sphere -1641.995 1309.217 6.1764 radius 1.2 1.2 2.0 sphere 1 stopped_on_foot 
else_jump @WUZI2_2547 
Player.CanMove($PLAYER_CHAR) = False
Marker.Disable(36@)
jump @WUZI2_2554 

:WUZI2_2547
jump @WUZI2_2454 

:WUZI2_2554
fade 0 500 

:WUZI2_2561
if 
fading 
else_jump @WUZI2_2585 
wait 0 
jump @WUZI2_2561 

:WUZI2_2585
Player.ClearWantedLevel($PLAYER_CHAR)
01F0: set_max_wanted_level_to 0 
03BA: clear_cars_from_cube_cornerA -1648.875 1319.242 6.0 cornerB -1636.367 1297.54 9.0 
042B: clear_peds_from_cube_cornerA -1648.875 1319.242 6.0 cornerB -1636.367 1297.54 9.0 
gosub @WUZI2_8379 
gosub @WUZI2_18697 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @WUZI2_2715 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1640.9 1310.6 6.1797 
jump @WUZI2_2735 

:WUZI2_2715
Actor.PutAt($PLAYER_ACTOR, -1640.9, 1310.6, 6.1797)

:WUZI2_2735
Actor.Angle($PLAYER_ACTOR) = 315.0
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
47@ = 0 
Camera.SetAtPos(-1455.999, 1529.144, 19.179)
Camera.SetPosition(-1358.484, 1468.994, 18.4397, 0.0, 0.0, 0.0)
Camera.PointAt(-1359.312, 1469.54, 18.3092, 2)
gosub @WUZI2_18118 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
fade 1 500 

:WUZI2_2852
if 
fading 
else_jump @WUZI2_2876 
wait 0 
jump @WUZI2_2852 

:WUZI2_2876
0707: start_scene_skip_to @WUZI2_3040 
00BC: show_text_highpriority GXT 'WZI2_2' time 6500 flag 1  // ~s~Das Boot, auf dem du die Wanze platzieren sollst, ankert drauen auf See.
32@ = 0 

:WUZI2_2906
if 
  6500 > 32@ 
else_jump @WUZI2_2936 
wait 0 
jump @WUZI2_2906 

:WUZI2_2936
Camera.SetPosition(-1511.427, 1374.075, 5.9802, 0.0, 0.0, 0.0)
Camera.PointAt(-1511.29, 1373.103, 5.7898, 2)
00BC: show_text_highpriority GXT 'WZI2_3' time 6500 flag 1  // ~s~Du musst hinschwimmen, doch auf der Strecke patrouillieren Mitglieder der Da Nang Boys.
32@ = 0 

:WUZI2_3010
if 
  6500 > 32@ 
else_jump @WUZI2_3040 
wait 0 
jump @WUZI2_3010 

:WUZI2_3040
0701: end_scene_skip 
00BE: text_clear_all 
0707: start_scene_skip_to @WUZI2_3877 
Camera.SetPosition(-1642.439, 1308.882, 11.1649, 0.0, 0.0, 0.0)
Camera.PointAt(-1641.914, 1309.402, 10.4912, 2)
32@ = 0 

:WUZI2_3109
if 
  500 > 32@ 
else_jump @WUZI2_3139 
wait 0 
jump @WUZI2_3109 

:WUZI2_3139
0605: actor $PLAYER_ACTOR perform_animation_sequence "SF_JUMPWALL" IFP_file "DAM_JUMP" 1000.0 loop 0 0 0 0 time 0 // versionA 
32@ = 0 

:WUZI2_3189
if 
  1000 > 32@ 
else_jump @WUZI2_3219 
wait 0 
jump @WUZI2_3189 

:WUZI2_3219
015D: set_gamespeed 0.2 
Camera.SetPosition(-1636.664, 1316.354, -3.7183, 0.0, 0.0, 0.0)
Camera.PointAt(-1636.729, 1315.749, -2.925, 2)
$TEMPVAR_FLOAT_3 = -2.925 
32@ = 0 
254@ = 0 

:WUZI2_3301
if 
  $TEMPVAR_FLOAT_3 > -3.2406 
else_jump @WUZI2_3570 
wait 0 
$TEMPVAR_FLOAT_3 -= 0.003 
if 
  -3.2406 > $TEMPVAR_FLOAT_3 
else_jump @WUZI2_3367 
$TEMPVAR_FLOAT_3 = -3.2406 

:WUZI2_3367
Camera.PointAt(-1636.729, 1315.749, $TEMPVAR_FLOAT_3, 2)
if and
  32@ > 200 
  2 > 254@ 
else_jump @WUZI2_3563 
if 
  254@ == 0 
else_jump @WUZI2_3546 
092E: get_water_height_at -1637.354 1314.11 flag 1 store_to $TEMPVAR_FLOAT_1 
064B: 255@ = create_particle "WATER_SPLASH" at -1637.354 1314.11 $TEMPVAR_FLOAT_1 type 1 
064B: 256@ = create_particle "WATER_RIPPLES" at -1637.354 1314.11 $TEMPVAR_FLOAT_1 type 1 
097A: play_audio_at -1637.354 1314.11 $TEMPVAR_FLOAT_1 event 1144 
254@ += 1 
jump @WUZI2_3563 

:WUZI2_3546
064C: make_particle 255@ visible 
064C: make_particle 256@ visible 
254@ += 1 

:WUZI2_3563
jump @WUZI2_3301 

:WUZI2_3570
$TEMPVAR_FLOAT_3 = 0.2 

:WUZI2_3580
if 
  0.5 > $TEMPVAR_FLOAT_3 
else_jump @WUZI2_3658 
wait 0 
$TEMPVAR_FLOAT_3 += 0.014 
if 
  $TEMPVAR_FLOAT_3 > 0.5 
else_jump @WUZI2_3646 
$TEMPVAR_FLOAT_3 = 0.5 

:WUZI2_3646
015D: set_gamespeed $TEMPVAR_FLOAT_3 
jump @WUZI2_3580 

:WUZI2_3658
0650: destroy_particle 255@ 
0650: destroy_particle 256@ 

:WUZI2_3668
if 
   Actor.Animation($PLAYER_ACTOR) == "SF_JUMPWALL"
else_jump @WUZI2_3708 
wait 0 
jump @WUZI2_3668 

:WUZI2_3708
Actor.PutAt($PLAYER_ACTOR, -1636.33, 1315.36, -1.0)
Actor.Angle($PLAYER_ACTOR) = 285.0
32@ = 0 

:WUZI2_3745
if 
  500 > 32@ 
else_jump @WUZI2_3775 
wait 0 
jump @WUZI2_3745 

:WUZI2_3775
015D: set_gamespeed 1.0 
Camera.SetPosition(-1641.399, 1314.413, 1.3246, 0.0, 0.0, 0.0)
Camera.PointAt(-1640.422, 1314.574, 1.1792, 2)
47@ = 1 
32@ = 0 

:WUZI2_3847
if 
  1500 > 32@ 
else_jump @WUZI2_3877 
wait 0 
jump @WUZI2_3847 

:WUZI2_3877
0701: end_scene_skip 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0650: destroy_particle 255@ 
0650: destroy_particle 256@ 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
08A8: unknown_radar_flag 1 
277@ = 0 
278@ = 0 
280@ = -1625.651 
281@ = 1317.92 
279@ = 1 
if 
  47@ == 0 
else_jump @WUZI2_4018 
Actor.PutAt($PLAYER_ACTOR, -1636.33, 1315.36, -1.0)
Actor.Angle($PLAYER_ACTOR) = 285.0
015D: set_gamespeed 1.0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
jump @WUZI2_4020 

:WUZI2_4018
Camera.Restore

:WUZI2_4020
04EF: release_animation "DAM_JUMP" 
47@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WZI2_8' time 8000 flag 1  // ~s~Schwimm zu dem ~y~Tanker~s~ und geh an Bord.
018A: 36@ = create_checkpoint_at -1449.642 1501.135 0.7366 
$7264 = 0 
$7265 = 0 
05AA: 260@s = 'WZI2_A0'  // Benutze die Bewegungskontrolle, um dich im Wasser zu bewegen.
05AA: 262@s = 'WZI2_A1'  // Tippe auf ~k~~PED_SPRINT~ whrend du vorwrts schwimmst, um schneller zu schwimmen.
05AA: 264@s = 'WZI2_A2'  // Der blaue Balken oben rechts auf dem Bildschirm ist deine ~h~Atemanzeige~w~. Sie gibt an, wie lange du unter Wasser bleiben kannst.
05AA: 266@s = 'WZI2_A3'  // Unter Wasser geht dir langsam der Atem aus. Bist du auf Null, geht's mit deiner Gesundheit bergab.
05AA: 268@s = 'WZI2_A4'  // Behalte den blauen Balken im Auge, wenn du tauchst.
05AA: 270@s = 'WZI2_A5'  // Drcke ~k~~PED_FIREWEAPON~, um zu tauchen.
05AA: 272@s = 'WZI2_A6'  // Halte ~k~~PED_SPRINT~ gedrckt, um unter Wasser zu schwimmen.
05AA: 274@s = 'WZI2_A7'  // Tauche auf, um Atem zu holen. Die Atemanzeige steigt dann langsam wieder auf Maximum.
if 
  379@ == 0 
else_jump @WUZI2_4248 
032B: 258@ = create_weapon_pickup #KNIFECUR group 3 ammo 1 at -1595.0 1345.0 -7.5 

:WUZI2_4248
33@ = 0 

:WUZI2_4255
wait 0 
gosub @WUZI2_16055 
if 
  373@ == 2 
else_jump @WUZI2_4296 
Marker.Disable(259@)
jump @WUZI2_7278 

:WUZI2_4296
gosub @WUZI2_8017 
if 
  289@ == 2 
else_jump @WUZI2_4328 
jump @WUZI2_6224 

:WUZI2_4328
0871: init_jump_table $7264 total_jumps 4 default_jump 0 @WUZI2_5276 jumps 0 @WUZI2_4391 1 @WUZI2_4880 2 @WUZI2_5040 3 @WUZI2_5217 -1 @WUZI2_5276 -1 @WUZI2_5276 -1 @WUZI2_5276 

:WUZI2_4391
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1602.782 1320.688 -8.0 cornerB -1606.119 1331.51 1.0 
  287@ == 0 
else_jump @WUZI2_4759 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
03E6: remove_text_box 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera -1600.998 1323.041 1.9093 transverse_to -1600.315 1322.414 -2.0672 time 6000 mode 1 
0936: set_camera -1598.525 1318.594 2.3701 position_to -1598.525 1318.594 -2.3701 time 6000 drop_mode 1 
00BC: show_text_highpriority GXT 'WZI2_5' time 8000 flag 1  // ~s~Die Strecke vor dir ist blockiert, doch es gibt einen Unterwassertunnel. Du musst tauchen und hindurchschwimmen.
32@ = 0 

:WUZI2_4568
if 
  800 > 32@ 
else_jump @WUZI2_4598 
wait 0 
jump @WUZI2_4568 

:WUZI2_4598
0707: start_scene_skip_to @WUZI2_4717 

:WUZI2_4605
if 
0934:   camera_target_point_manipulated 
else_jump @WUZI2_4629 
wait 0 
jump @WUZI2_4605 

:WUZI2_4629
32@ = 0 

:WUZI2_4636
if 
  1500 > 32@ 
else_jump @WUZI2_4666 
wait 0 
jump @WUZI2_4636 

:WUZI2_4666
Camera.SetPosition(-1598.525, 1318.594, 1.3701, 0.0, 0.0, 0.0)
Camera.PointAt(-1599.181, 1319.288, 1.0744, 2)

:WUZI2_4717
0701: end_scene_skip 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
$7264 += 1 
33@ = 0 
jump @WUZI2_4873 

:WUZI2_4759
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1611.833 1334.313 0.8012 cornerB -1615.812 1329.394 -7.9862 
else_jump @WUZI2_4821 
$7264 = 3 
jump @WUZI2_4873 

:WUZI2_4821
if 
00ED:   actor $PLAYER_ACTOR 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
else_jump @WUZI2_4873 
282@ = 0 
jump @WUZI2_5983 

:WUZI2_4873
jump @WUZI2_5276 

:WUZI2_4880
if 
05FD:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1611.833 1334.313 0.8012 fur_corner_at -1615.812 1329.394 -7.9862 depth 2.0 flag 0 on_foot 
else_jump @WUZI2_4981 
if 
  287@ == 1 
else_jump @WUZI2_4967 
00BC: show_text_highpriority GXT 'WZI2_6' time 5000 flag 1  // ~s~Du kannst jetzt wieder auftauchen.

:WUZI2_4967
$7264 += 1 
jump @WUZI2_5033 

:WUZI2_4981
if 
00ED:   actor $PLAYER_ACTOR 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
else_jump @WUZI2_5033 
282@ = 0 
jump @WUZI2_5983 

:WUZI2_5033
jump @WUZI2_5276 

:WUZI2_5040
if 
00ED:   actor $PLAYER_ACTOR 0 near_point -1612.208 1349.552 radius 3.5 3.5 on_foot 
else_jump @WUZI2_5158 
03E6: remove_text_box 
if 
  379@ == 0 
else_jump @WUZI2_5136 
00BC: show_text_highpriority GXT 'WZI2_7' time 6000 flag 1  // ~s~Hol dir das ~g~Messer ~s~vom Grund der Hhle.
03DC: 259@ = create_marker_above_pickup 258@ 
33@ = 0 
jump @WUZI2_5144 

:WUZI2_5136
33@ = 6001 

:WUZI2_5144
$7264 += 1 
jump @WUZI2_5210 

:WUZI2_5158
if 
00ED:   actor $PLAYER_ACTOR 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
else_jump @WUZI2_5210 
282@ = 0 
jump @WUZI2_5983 

:WUZI2_5210
jump @WUZI2_5276 

:WUZI2_5217
if 
00ED:   actor $PLAYER_ACTOR 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
else_jump @WUZI2_5269 
282@ = 0 
jump @WUZI2_5983 

:WUZI2_5269
jump @WUZI2_5276 

:WUZI2_5276
gosub @WUZI2_5297 
gosub @WUZI2_18290 
jump @WUZI2_4255 

:WUZI2_5297
0871: init_jump_table 278@ total_jumps 2 default_jump 0 @WUZI2_5487 jumps 0 @WUZI2_5360 1 @WUZI2_5466 -1 @WUZI2_5487 -1 @WUZI2_5487 -1 @WUZI2_5487 -1 @WUZI2_5487 -1 @WUZI2_5487 

:WUZI2_5360
if 
00ED:   actor $PLAYER_ACTOR 279@ near_point 280@ 281@ radius 4.0 4.0 on_foot 
else_jump @WUZI2_5459 
06D6: disable_racing_checkpoint 276@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
if 
  6 > 277@ 
else_jump @WUZI2_5452 
278@ += 1 
jump @WUZI2_5459 

:WUZI2_5452
278@ = -1 

:WUZI2_5459
jump @WUZI2_5487 

:WUZI2_5466
gosub @WUZI2_5489 
278@ -= 1 
jump @WUZI2_5487 

:WUZI2_5487
return 

:WUZI2_5489
277@ += 1 
0871: init_jump_table 277@ total_jumps 7 default_jump 0 @WUZI2_5981 jumps 1 @WUZI2_5559 2 @WUZI2_5593 3 @WUZI2_5665 4 @WUZI2_5699 5 @WUZI2_5803 6 @WUZI2_5837 7 @WUZI2_5909 

:WUZI2_5559
280@ = -1604.522 
281@ = 1312.674 
279@ = 1 
jump @WUZI2_5981 

:WUZI2_5593
280@ = -1611.557 
281@ = 1330.789 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -2.2294 point_to -1610.672 1330.325 -2.2294 type 3 radius 0.8 
279@ = 0 
jump @WUZI2_5981 

:WUZI2_5665
280@ = -1626.098 
281@ = 1343.811 
279@ = 1 
jump @WUZI2_5981 

:WUZI2_5699
if 
  379@ > 0 
else_jump @WUZI2_5796 
280@ = -1596.333 
281@ = 1345.053 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -6.2933 point_to -1597.273 1345.396 -6.2933 type 3 radius 0.8 
279@ = 0 
jump @WUZI2_5981 
jump @WUZI2_5803 

:WUZI2_5796
277@ += 1 

:WUZI2_5803
280@ = -1576.722 
281@ = 1338.477 
279@ = 1 
jump @WUZI2_5981 

:WUZI2_5837
280@ = -1559.138 
281@ = 1333.954 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -5.3882 point_to -1560.119 1334.147 -5.3819 type 3 radius 1.2 
279@ = 0 
jump @WUZI2_5981 

:WUZI2_5909
280@ = -1548.216 
281@ = 1342.198 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -7.0752 point_to -1548.608 1341.277 -7.0752 type 3 radius 1.2 
279@ = 0 
jump @WUZI2_5981 

:WUZI2_5981
return 

:WUZI2_5983
wait 0 
gosub @WUZI2_8017 
if 
  289@ == 2 
else_jump @WUZI2_6019 
jump @WUZI2_6224 

:WUZI2_6019
if 
  287@ == 0 
else_jump @WUZI2_6154 
if 
  282@ == 0 
else_jump @WUZI2_6147 
if 
85FD:   not actor $PLAYER_ACTOR in_cube_fll_corner_at -1558.932 1338.285 -5.0 fur_corner_at -1563.078 1329.29 5.0 depth 10.0 flag 0 on_foot 
else_jump @WUZI2_6140 
if 
  289@ == 0 
else_jump @WUZI2_6133 
jump @WUZI2_6224 

:WUZI2_6133
jump @WUZI2_6147 

:WUZI2_6140
282@ = 1 

:WUZI2_6147
jump @WUZI2_6217 

:WUZI2_6154
if 
  282@ == 1 
else_jump @WUZI2_6217 
if 
00ED:   actor $PLAYER_ACTOR 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
else_jump @WUZI2_6217 
282@ = 0 

:WUZI2_6217
jump @WUZI2_5983 

:WUZI2_6224
$7276 = -2 
03E6: remove_text_box 
00BE: text_clear_all 
Marker.Disable(259@)
06D6: disable_racing_checkpoint 276@ 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
if 
   not 289@ == 2 
else_jump @WUZI2_6823 
Camera.SetBehindPlayer
32@ = 0 

:WUZI2_6283
if 
  500 > 32@ 
else_jump @WUZI2_6313 
wait 0 
jump @WUZI2_6283 

:WUZI2_6313
068D: get_camera_position_to 51@ 52@ 53@ 
068E: get_camera_target_point_to 54@ 55@ 56@ 
if 
   not Car.Wrecked(291@)
else_jump @WUZI2_6365 
Car.StorePos(291@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WUZI2_6365
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera 54@ 55@ 56@ transverse_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 time 3500 mode 1 
0936: set_camera 51@ 52@ 53@ position_to 51@ 52@ 53@ time 3500 drop_mode 1 
00BC: show_text_highpriority GXT 'WZI2_40' time 8000 flag 1  // Die Hauptroute ber das Wasser wird von zwei Patrouillenbooten bewacht. Wenn sie dich bemerken, tauch unter, damit sie nicht mehr auf dich achten.
32@ = 0 

:WUZI2_6448
if 
  1000 > 32@ 
else_jump @WUZI2_6478 
wait 0 
jump @WUZI2_6448 

:WUZI2_6478
0707: start_scene_skip_to @WUZI2_6814 
wait 0 

:WUZI2_6489
if 
0934:   camera_target_point_manipulated 
else_jump @WUZI2_6513 
wait 0 
jump @WUZI2_6489 

:WUZI2_6513
if 
   not Car.Wrecked(290@)
else_jump @WUZI2_6543 
Car.StorePos(290@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)

:WUZI2_6543
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 transverse_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD time 3000 mode 0 
0936: set_camera 51@ 52@ 53@ position_to 51@ 52@ 53@ time 3000 drop_mode 0 
wait 0 

:WUZI2_6607
if 
0934:   camera_target_point_manipulated 
else_jump @WUZI2_6645 
wait 0 
gosub @WUZI2_9364 
gosub @WUZI2_12194 
jump @WUZI2_6607 

:WUZI2_6645
00BC: show_text_highpriority GXT 'WZI2_41' time 8000 flag 1  // Schwimm nicht an der Wasseroberflche, sonst wird man dich bemerken.
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD transverse_to 54@ 55@ 56@ time 4500 mode 1 
0936: set_camera 51@ 52@ 53@ position_to 51@ 52@ 53@ time 4500 drop_mode 1 
wait 0 

:WUZI2_6725
if 
0934:   camera_target_point_manipulated 
else_jump @WUZI2_6763 
wait 0 
gosub @WUZI2_9364 
gosub @WUZI2_12194 
jump @WUZI2_6725 

:WUZI2_6763
32@ = 0 

:WUZI2_6770
if 
  1000 > 32@ 
else_jump @WUZI2_6814 
wait 0 
gosub @WUZI2_9364 
gosub @WUZI2_12194 
jump @WUZI2_6770 

:WUZI2_6814
0701: end_scene_skip 
jump @WUZI2_7040 

:WUZI2_6823
0707: start_scene_skip_to @WUZI2_7038 
Camera.SetPosition(-1568.742, 1385.366, 5.9871, 0.0, 0.0, 0.0)
Camera.PointAt(-1569.707, 1385.126, 5.8767, 2)
00BC: show_text_highpriority GXT 'WZI2_40' time 6000 flag 1  // Die Hauptroute ber das Wasser wird von zwei Patrouillenbooten bewacht. Wenn sie dich bemerken, tauch unter, damit sie nicht mehr auf dich achten.
32@ = 0 

:WUZI2_6904
if 
  6000 > 32@ 
else_jump @WUZI2_6934 
wait 0 
jump @WUZI2_6904 

:WUZI2_6934
Camera.SetPosition(-1494.649, 1350.358, 6.0727, 0.0, 0.0, 0.0)
Camera.PointAt(-1495.164, 1349.516, 5.9146, 2)
00BC: show_text_highpriority GXT 'WZI2_41' time 6000 flag 1  // Schwimm nicht an der Wasseroberflche, sonst wird man dich bemerken.
32@ = 0 

:WUZI2_7008
if 
  6000 > 32@ 
else_jump @WUZI2_7038 
wait 0 
jump @WUZI2_7008 

:WUZI2_7038
0701: end_scene_skip 

:WUZI2_7040
00BC: show_text_highpriority GXT 'WZI2_8' time 6000 flag 1  // ~s~Schwimm zu dem ~y~Tanker~s~ und geh an Bord.
if 
   not Car.Wrecked(290@)
else_jump @WUZI2_7087 
292@ = Marker.CreateAboveCar(290@)
018B: set_marker 292@ radar_mode 2 

:WUZI2_7087
if 
   not Car.Wrecked(291@)
else_jump @WUZI2_7118 
293@ = Marker.CreateAboveCar(291@)
018B: set_marker 293@ radar_mode 2 

:WUZI2_7118
06C4: create_marker_above_searchlight 383@ handle_as 407@ 
06C4: create_marker_above_searchlight 384@ handle_as 408@ 
06C4: create_marker_above_searchlight 385@ handle_as 409@ 
06C4: create_marker_above_searchlight 386@ handle_as 410@ 
if 
   not Car.Wrecked(413@)
else_jump @WUZI2_7181 
415@ = Marker.CreateAboveCar(413@)
018B: set_marker 415@ radar_mode 2 

:WUZI2_7181
if 
   not Car.Wrecked(414@)
else_jump @WUZI2_7212 
416@ = Marker.CreateAboveCar(414@)
018B: set_marker 416@ radar_mode 2 

:WUZI2_7212
00BC: show_text_highpriority GXT 'WZI2_8' time 6000 flag 1  // ~s~Schwimm zu dem ~y~Tanker~s~ und geh an Bord.
$7277 = 1 
288@ = 0 
$7278 = 0 
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
0687: clear_actor $PLAYER_ACTOR task 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
283@ = 0 

:WUZI2_7278
wait 0 
01BD: 37@ = current_time_in_ms 
0085: 38@ = 37@ // (int) 
0062: 38@ -= 39@ // (int) 
0085: 39@ = 37@ // (int) 
005A: 288@ += 38@ // (int) 
005E: $7268[0] += 38@ // (int) 
005E: $7268[1] += 38@ // (int) 
if 
   not 373@ == 2 
else_jump @WUZI2_7459 
gosub @WUZI2_8017 
gosub @WUZI2_9364 
gosub @WUZI2_12194 
gosub @WUZI2_13003 
gosub @WUZI2_14422 
if 
  $7272 > 35 
else_jump @WUZI2_7438 
if 
  284@ == 0 
else_jump @WUZI2_7431 
284@ = 1 

:WUZI2_7431
gosub @WUZI2_20108 

:WUZI2_7438
gosub @WUZI2_18290 
gosub @WUZI2_16055 
jump @WUZI2_7466 

:WUZI2_7459
gosub @WUZI2_16700 

:WUZI2_7466
gosub @WUZI2_20987 
if 
  283@ == 0 
else_jump @WUZI2_7597 
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @WUZI2_7590 
if 
  287@ == 0 
else_jump @WUZI2_7590 
if 
00ED:   actor $PLAYER_ACTOR 0 near_point -1447.128 1501.241 radius 6.0 6.0 on_foot 
else_jump @WUZI2_7590 
03E6: remove_text_box 
0512: show_permanent_text_box 'WZI2_C0'  // Drcke ~k~~PED_JUMPING~, um zu springen und aus dem Wasser zu steigen.
33@ = 0 
283@ += 1 

:WUZI2_7590
jump @WUZI2_8003 

:WUZI2_7597
if 
  283@ == 1 
else_jump @WUZI2_7723 
if 
  33@ > 8000 
else_jump @WUZI2_7636 
03E6: remove_text_box 

:WUZI2_7636
if 
84AD:   not actor $PLAYER_ACTOR in_water 
else_jump @WUZI2_7716 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1449.642 1501.135 0.7366 radius 2.0 2.0 2.0 on_foot 
else_jump @WUZI2_7716 
03E6: remove_text_box 
gosub @WUZI2_22319 
283@ += 1 

:WUZI2_7716
jump @WUZI2_8003 

:WUZI2_7723
gosub @WUZI2_23872 
gosub @WUZI2_24874 
gosub @WUZI2_25427 
if 
  48@ == 0 
else_jump @WUZI2_7948 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1372.733 1495.55 0.8578 radius 1.2 1.2 2.0 on_foot 
else_jump @WUZI2_7941 
if 
   not 522@ == 2 
else_jump @WUZI2_7925 
00BC: show_text_highpriority GXT 'WZI2_30' time 1000 flag 1  // ~s~Drcke ~k~~VEHICLE_ENTER_EXIT~, um die Wanze zu platzieren.
if 
00E1:   player 0 pressed_key 15 
else_jump @WUZI2_7918 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WZI2_32' time 6000 flag 1  // ~s~Du hast die Wanze platziert. Verlasse den Tanker und begib dich wieder zu den ~y~Docks~s~.
Marker.Disable(36@)
018A: 36@ = create_checkpoint_at -1508.558 1296.067 0.397 
48@ = 1 
gosub @WUZI2_18207 

:WUZI2_7918
jump @WUZI2_7941 

:WUZI2_7925
00BC: show_text_highpriority GXT 'WZI2_31' time 3000 flag 1  // ~s~Sorg dafr, dass die ~r~Wachmnner~s~ nicht mehr auf dich achten, bevor du die Wanze platzierst.

:WUZI2_7941
jump @WUZI2_8003 

:WUZI2_7948
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1508.558 1296.067 0.397 radius 1.2 1.2 2.0 on_foot 
else_jump @WUZI2_8003 
jump @WUZI2_26588 

:WUZI2_8003
gosub @WUZI2_21524 
jump @WUZI2_7278 

:WUZI2_8017
287@ = 0 
286@ = 0 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @WUZI2_8329 
0966: get_actor $PLAYER_ACTOR swimming_status_to 285@ 
if 
04A4:   285@ == 4 // @ == any 
else_jump @WUZI2_8119 
287@ = 1 
if 
  0 >= $7276 
else_jump @WUZI2_8112 
$7277 = 1 
$7276 = -2 

:WUZI2_8112
jump @WUZI2_8144 

:WUZI2_8119
if 
04A4:   285@ == 2 // @ == any 
else_jump @WUZI2_8144 
286@ = 1 

:WUZI2_8144
if 
  289@ == 1 
else_jump @WUZI2_8322 
if or
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1559.287 1337.199 lr_corner_at -1562.583 1327.257 height -62.9096 flag 0 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1590.327 1336.881 lr_corner_at -1607.206 1307.565 height -37.0915 flag 0 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1616.574 1319.336 lr_corner_at -1632.86 1303.452 height -23.9075 flag 0 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1595.184 1316.681 lr_corner_at -1603.483 1308.894 height -8.3514 flag 0 
else_jump @WUZI2_8315 
289@ = 0 
jump @WUZI2_8322 

:WUZI2_8315
289@ = 2 

:WUZI2_8322
jump @WUZI2_8377 

:WUZI2_8329
if 
  289@ == 0 
else_jump @WUZI2_8354 
289@ = 1 

:WUZI2_8354
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @WUZI2_8377 
286@ = 1 

:WUZI2_8377
return 

:WUZI2_8379
01E8: create_forbidden_for_cars_cube_cornerA -1328.999 1239.997 -5.0 cornerB -1655.868 1638.755 10.0 
03BA: clear_cars_from_cube_cornerA -1328.999 1239.997 -5.0 cornerB -1655.868 1638.755 10.0 
331@ = -1605.0 
332@ = -1565.0 
333@ = -1525.0 
334@ = -1485.0 
335@ = -1445.0 
336@ = -1405.0 
337@ = -1365.0 
338@ = 1315.0 
339@ = 1355.0 
340@ = 1395.0 
341@ = 1435.0 
342@ = 1475.0 
343@ = -1585.0 
344@ = -1545.0 
345@ = -1505.0 
346@ = -1465.0 
347@ = -1425.0 
348@ = -1385.0 
349@ = 1335.0 
350@ = 1375.0 
351@ = 1415.0 
352@ = 1455.0 
$7272 = 0 
$7273 = -1 
359@ = 40.0 
357@ = 3.0 
358@ = 0.1 
290@ = Car.Create(#TROPIC, -1585.0, 1375.0, 1.0)
0323: unknown_boat 290@ flag 1 
0129: 300@ = create_actor_pedtype 24 model #DNB1 in_car 290@ driverseat 
308@ = Actor.Create(Mission1, #DNB1, -1585.0, 1375.0, 4.0)
0464: put_actor 308@ into_turret_on_car 290@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 308@ stay_put 1 
Actor.WeaponAccuracy(308@) = 80
07DD: set_actor 308@ temper_to 20 // see pedstats.dat 
322@ = 0.0 
309@ = Actor.Create(Mission1, #DNB2, -1585.0, 1375.0, 4.0)
0464: put_actor 309@ into_turret_on_car 290@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 309@ stay_put 1 
Actor.WeaponAccuracy(309@) = 80
07DD: set_actor 309@ temper_to 20 // see pedstats.dat 
323@ = -90.0 
310@ = Actor.Create(Mission1, #DNB3, -1585.0, 1375.0, 4.0)
0464: put_actor 310@ into_turret_on_car 290@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 310@ stay_put 1 
Actor.WeaponAccuracy(310@) = 80
07DD: set_actor 310@ temper_to 20 // see pedstats.dat 
324@ = 140.0 
294@ = 0 
296@ = 17 
$7266[0] = 0 
291@ = Car.Create(#TROPIC, -1505.0, 1335.0, 1.0)
0323: unknown_boat 291@ flag 1 
0129: 301@ = create_actor_pedtype 24 model #DNB1 in_car 291@ driverseat 
311@ = Actor.Create(Mission1, #DNB1, -1585.0, 1375.0, 4.0)
0464: put_actor 311@ into_turret_on_car 291@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 311@ stay_put 1 
Actor.WeaponAccuracy(311@) = 80
07DD: set_actor 311@ temper_to 20 // see pedstats.dat 
325@ = 0.0 
312@ = Actor.Create(Mission1, #DNB2, -1585.0, 1375.0, 4.0)
0464: put_actor 312@ into_turret_on_car 291@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 312@ stay_put 1 
Actor.WeaponAccuracy(312@) = 80
07DD: set_actor 312@ temper_to 20 // see pedstats.dat 
326@ = -90.0 
313@ = Actor.Create(Mission1, #DNB3, -1585.0, 1375.0, 4.0)
0464: put_actor 313@ into_turret_on_car 291@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 313@ stay_put 1 
Actor.WeaponAccuracy(313@) = 80
07DD: set_actor 313@ temper_to 20 // see pedstats.dat 
327@ = 140.0 
295@ = 0 
297@ = 11 
$7266[1] = 0 
$7271 = 0 
return 

:WUZI2_9364
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$7274 = -1 
$7275 = -1 
$7257 = 0 

:WUZI2_9399
if 
  7 > $7257 
else_jump @WUZI2_9469 
if 
0027:   331@($7257,7f) > $TEMPVAR_FLOAT_1 // (float) 
else_jump @WUZI2_9455 
0084: $7274 = $7257 // (int) 
$7257 = 7 

:WUZI2_9455
$7257 += 1 
jump @WUZI2_9399 

:WUZI2_9469
if 
  $7274 == -1 
else_jump @WUZI2_9494 
$7274 = 7 

:WUZI2_9494
$7257 = 0 

:WUZI2_9501
if 
  5 > $7257 
else_jump @WUZI2_9571 
if 
0027:   338@($7257,5f) > $TEMPVAR_FLOAT_2 // (float) 
else_jump @WUZI2_9557 
0084: $7275 = $7257 // (int) 
$7257 = 5 

:WUZI2_9557
$7257 += 1 
jump @WUZI2_9501 

:WUZI2_9571
if 
  $7275 == -1 
else_jump @WUZI2_9596 
$7275 = 5 

:WUZI2_9596
$7275 *= 8 
0084: $7272 = $7274 // (int) 
0058: $7272 += $7275 // (int) 
if 
803A:   not  $7272 == $7273 // (int) 
else_jump @WUZI2_9653 
gosub @WUZI2_9655 
0084: $7273 = $7272 // (int) 

:WUZI2_9653
return 

:WUZI2_9655
0871: init_jump_table $7272 total_jumps 48 default_jump 0 @WUZI2_12067 jumps 0 @WUZI2_10043 1 @WUZI2_10043 2 @WUZI2_10099 3 @WUZI2_10099 4 @WUZI2_10155 5 @WUZI2_10211 6 @WUZI2_10267 
0872: jump_table_jumps 7 @WUZI2_10267 8 @WUZI2_10323 9 @WUZI2_10379 10 @WUZI2_10379 11 @WUZI2_10435 12 @WUZI2_10491 13 @WUZI2_10547 14 @WUZI2_10603 15 @WUZI2_10267 
0872: jump_table_jumps 16 @WUZI2_10659 17 @WUZI2_10715 18 @WUZI2_10771 19 @WUZI2_10827 20 @WUZI2_10883 21 @WUZI2_10939 22 @WUZI2_11041 23 @WUZI2_11143 24 @WUZI2_11199 
0872: jump_table_jumps 25 @WUZI2_11255 26 @WUZI2_11311 27 @WUZI2_11413 28 @WUZI2_11547 29 @WUZI2_11041 30 @WUZI2_10939 31 @WUZI2_11603 32 @WUZI2_11659 33 @WUZI2_11715 
0872: jump_table_jumps 34 @WUZI2_11413 35 @WUZI2_11311 36 @WUZI2_11803 37 @WUZI2_11891 38 @WUZI2_11979 39 @WUZI2_11979 40 @WUZI2_11659 41 @WUZI2_11659 42 @WUZI2_11715 
0872: jump_table_jumps 43 @WUZI2_11803 44 @WUZI2_11803 45 @WUZI2_11891 46 @WUZI2_11979 47 @WUZI2_11979 -1 @WUZI2_12067 -1 @WUZI2_12067 -1 @WUZI2_12067 -1 @WUZI2_12067 

:WUZI2_10043
360@ = 17 
362@ = 0 
364@ = 1 
361@ = 11 
363@ = 2 
365@ = 0 
$7270 = -1 
jump @WUZI2_12067 

:WUZI2_10099
360@ = 18 
362@ = 1 
364@ = 1 
361@ = 11 
363@ = 2 
365@ = 0 
$7270 = 4 
jump @WUZI2_12067 

:WUZI2_10155
360@ = 18 
362@ = 1 
364@ = 1 
361@ = 12 
363@ = 3 
365@ = 0 
$7270 = 4 
jump @WUZI2_12067 

:WUZI2_10211
360@ = 18 
362@ = 1 
364@ = 1 
361@ = 13 
363@ = 4 
365@ = 0 
$7270 = 4 
jump @WUZI2_12067 

:WUZI2_10267
360@ = 18 
362@ = 1 
364@ = 1 
361@ = 14 
363@ = 5 
365@ = 0 
$7270 = 4 
jump @WUZI2_12067 

:WUZI2_10323
360@ = 17 
362@ = 0 
364@ = 1 
361@ = 11 
363@ = 2 
365@ = 0 
$7270 = 3 
jump @WUZI2_12067 

:WUZI2_10379
360@ = 18 
362@ = 1 
364@ = 1 
361@ = 11 
363@ = 2 
365@ = 0 
$7270 = 5 
jump @WUZI2_12067 

:WUZI2_10435
360@ = 18 
362@ = 1 
364@ = 1 
361@ = 12 
363@ = 3 
365@ = 0 
$7270 = 2 
jump @WUZI2_12067 

:WUZI2_10491
360@ = 18 
362@ = 1 
364@ = 1 
361@ = 20 
363@ = 3 
365@ = 1 
$7270 = 1 
jump @WUZI2_12067 

:WUZI2_10547
360@ = 18 
362@ = 1 
364@ = 1 
361@ = 21 
363@ = 4 
365@ = 1 
$7270 = 1 
jump @WUZI2_12067 

:WUZI2_10603
360@ = 18 
362@ = 1 
364@ = 1 
361@ = 22 
363@ = 5 
365@ = 1 
$7270 = 1 
jump @WUZI2_12067 

:WUZI2_10659
360@ = 17 
362@ = 0 
364@ = 1 
361@ = 20 
363@ = 3 
365@ = 1 
$7270 = 3 
jump @WUZI2_12067 

:WUZI2_10715
360@ = 25 
362@ = 0 
364@ = 2 
361@ = 20 
363@ = 3 
365@ = 1 
$7270 = 0 
jump @WUZI2_12067 

:WUZI2_10771
360@ = 26 
362@ = 1 
364@ = 2 
361@ = 20 
363@ = 3 
365@ = 1 
$7270 = 0 
jump @WUZI2_12067 

:WUZI2_10827
360@ = 27 
362@ = 2 
364@ = 2 
361@ = 20 
363@ = 3 
365@ = 1 
$7270 = 2 
jump @WUZI2_12067 

:WUZI2_10883
360@ = 27 
362@ = 2 
364@ = 2 
361@ = 28 
363@ = 3 
365@ = 2 
$7270 = 1 
jump @WUZI2_12067 

:WUZI2_10939
360@ = 27 
362@ = 2 
364@ = 2 
if 
  $7273 == 29 
else_jump @WUZI2_11006 
361@ = 22 
363@ = 5 
365@ = 1 
jump @WUZI2_11027 

:WUZI2_11006
361@ = 29 
363@ = 4 
365@ = 2 

:WUZI2_11027
$7270 = 1 
jump @WUZI2_12067 

:WUZI2_11041
360@ = 27 
362@ = 2 
364@ = 2 
if 
  $7273 == 30 
else_jump @WUZI2_11108 
361@ = 21 
363@ = 4 
365@ = 1 
jump @WUZI2_11129 

:WUZI2_11108
361@ = 30 
363@ = 5 
365@ = 2 

:WUZI2_11129
$7270 = 1 
jump @WUZI2_12067 

:WUZI2_11143
360@ = 27 
362@ = 2 
364@ = 2 
361@ = 22 
363@ = 5 
365@ = 1 
$7270 = 4 
jump @WUZI2_12067 

:WUZI2_11199
360@ = 25 
362@ = 0 
364@ = 2 
361@ = 28 
363@ = 3 
365@ = 2 
$7270 = 3 
jump @WUZI2_12067 

:WUZI2_11255
360@ = 33 
362@ = 0 
364@ = 3 
361@ = 28 
363@ = 3 
365@ = 2 
$7270 = 0 
jump @WUZI2_12067 

:WUZI2_11311
if 
  $7273 == 34 
else_jump @WUZI2_11357 
360@ = 27 
362@ = 2 
364@ = 2 
jump @WUZI2_11378 

:WUZI2_11357
360@ = 34 
362@ = 1 
364@ = 3 

:WUZI2_11378
361@ = 28 
363@ = 3 
365@ = 2 
$7270 = 0 
jump @WUZI2_12067 

:WUZI2_11413
if 
  $7273 == 35 
else_jump @WUZI2_11459 
360@ = 26 
362@ = 1 
364@ = 2 
jump @WUZI2_11480 

:WUZI2_11459
360@ = 35 
362@ = 2 
364@ = 3 

:WUZI2_11480
361@ = 28 
363@ = 3 
365@ = 2 
if 
  $7272 == 27 
else_jump @WUZI2_11533 
$7270 = 2 
jump @WUZI2_11540 

:WUZI2_11533
$7270 = 0 

:WUZI2_11540
jump @WUZI2_12067 

:WUZI2_11547
360@ = 27 
362@ = 2 
364@ = 2 
361@ = 29 
363@ = 4 
365@ = 2 
$7270 = 2 
jump @WUZI2_12067 

:WUZI2_11603
360@ = 27 
362@ = 2 
364@ = 2 
361@ = 30 
363@ = 5 
365@ = 2 
$7270 = 4 
jump @WUZI2_12067 

:WUZI2_11659
360@ = 33 
362@ = 0 
364@ = 3 
361@ = 28 
363@ = 3 
365@ = 2 
$7270 = 3 
jump @WUZI2_12067 

:WUZI2_11715
360@ = 34 
362@ = 1 
364@ = 3 
361@ = 28 
363@ = 3 
365@ = 2 
if 
  $7270 == 33 
else_jump @WUZI2_11789 
$7270 = 0 
jump @WUZI2_11796 

:WUZI2_11789
$7270 = 3 

:WUZI2_11796
jump @WUZI2_12067 

:WUZI2_11803
360@ = 35 
362@ = 2 
364@ = 3 
361@ = 28 
363@ = 3 
365@ = 2 
if 
  $7270 == 36 
else_jump @WUZI2_11877 
$7270 = 5 
jump @WUZI2_11884 

:WUZI2_11877
$7270 = 3 

:WUZI2_11884
jump @WUZI2_12067 

:WUZI2_11891
360@ = 35 
362@ = 2 
364@ = 3 
361@ = 29 
363@ = 4 
365@ = 2 
if 
  $7270 == 37 
else_jump @WUZI2_11965 
$7270 = 4 
jump @WUZI2_11972 

:WUZI2_11965
$7270 = -1 

:WUZI2_11972
jump @WUZI2_12067 

:WUZI2_11979
360@ = 35 
362@ = 2 
364@ = 3 
361@ = 30 
363@ = 5 
365@ = 2 
if 
  40 > $7270 
else_jump @WUZI2_12053 
$7270 = 4 
jump @WUZI2_12060 

:WUZI2_12053
$7270 = -1 

:WUZI2_12060
jump @WUZI2_12067 

:WUZI2_12067
$7257 = 0 

:WUZI2_12074
if 
  2 > $7257 
else_jump @WUZI2_12192 
if 
803B:   not  296@($7257,2i) == 360@($7257,2i) // (int) 
else_jump @WUZI2_12178 
0085: 353@($7257,2i) = 362@($7257,2i) // (int) 
0085: 355@($7257,2i) = 364@($7257,2i) // (int) 
294@($7257,2i) = 1 
0085: 296@($7257,2i) = 360@($7257,2i) // (int) 

:WUZI2_12178
$7257 += 1 
jump @WUZI2_12074 

:WUZI2_12192
return 

:WUZI2_12194
$7257 = 0 

:WUZI2_12201
if 
  2 > $7257 
else_jump @WUZI2_13001 
if 
   not Car.Wrecked(290@($7257,2i))
else_jump @WUZI2_12987 
0871: init_jump_table 294@($7257,2i) total_jumps 3 default_jump 0 @WUZI2_12987 jumps 1 @WUZI2_12306 2 @WUZI2_12417 3 @WUZI2_12882 -1 @WUZI2_12987 -1 @WUZI2_12987 -1 @WUZI2_12987 -1 @WUZI2_12987 

:WUZI2_12306
0085: 366@ = 353@($7257,2i) // (int) 
0085: 367@ = 355@($7257,2i) // (int) 
0323: unknown_boat 290@($7257,2i) flag 0 
02D3: boat 290@($7257,2i) sail_to 343@(366@,6f) 349@(367@,4f) 0.0 
02DB: set_boat 290@($7257,2i) speed_to 7.0 
02E3: 314@($7257,2f) = car 290@($7257,2i) speed 
294@($7257,2i) += 1 
jump @WUZI2_12987 

:WUZI2_12417
0085: 366@ = 353@($7257,2i) // (int) 
0085: 367@ = 355@($7257,2i) // (int) 
if 
01AD:   car 290@($7257,2i) sphere 0 near_point 343@(366@,6f) 349@(367@,4f) radius 8.0 8.0 
else_jump @WUZI2_12521 
02E3: 314@($7257,2f) = car 290@($7257,2i) speed 
294@($7257,2i) += 1 
jump @WUZI2_12875 

:WUZI2_12521
if 
0025:   357@ > 314@($7257,2f) // (float) 
else_jump @WUZI2_12572 
005B: 314@($7257,2f) += 358@ // (float) 
Car.SetSpeedInstantly(290@($7257,2i), 314@($7257,2f))

:WUZI2_12572
Car.StorePos(290@($7257,2i), 316@($7257,2f), 318@($7257,2f), $TEMPVAR_FLOAT_3)
320@($7257,2f) = Car.Angle(290@($7257,2i))
0088: $TEMPVAR_FLOAT_1 = 343@(366@,6f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 316@($7257,2f) // (float) 
0088: $TEMPVAR_FLOAT_2 = 349@(367@,4f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 318@($7257,2f) // (float) 

:WUZI2_12662
if 
  320@($7257,2f) >= 180.0 
else_jump @WUZI2_12708 
320@($7257,2f) += -360.0 
jump @WUZI2_12662 

:WUZI2_12708
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ANGLE 

:WUZI2_12719
if 
  $TEMPVAR_ANGLE >= 180.0 
else_jump @WUZI2_12757 
$TEMPVAR_ANGLE += -360.0 
jump @WUZI2_12719 

:WUZI2_12757
0086: $TEMPVAR_FLOAT_3 = $TEMPVAR_ANGLE // (float) 
0067: $TEMPVAR_FLOAT_3 -= 320@($7257,2f) // (float) 
if 
  -180.0 >= $TEMPVAR_FLOAT_3 
else_jump @WUZI2_12808 
$TEMPVAR_FLOAT_3 += 360.0 

:WUZI2_12808
if 
  $TEMPVAR_FLOAT_3 >= 180.0 
else_jump @WUZI2_12839 
$TEMPVAR_FLOAT_3 += -360.0 

:WUZI2_12839
0075: $TEMPVAR_FLOAT_3 /= 359@ // (float) 
005D: 320@($7257,2f) += $TEMPVAR_FLOAT_3 // (float) 
Car.Angle(290@($7257,2i)) = 320@($7257,2f)

:WUZI2_12875
jump @WUZI2_12987 

:WUZI2_12882
0063: 314@($7257,2f) -= 358@ // (float) 
Car.SetSpeedInstantly(290@($7257,2i), 314@($7257,2f))
if 
  2.5 > 314@($7257,2f) 
else_jump @WUZI2_12980 
Car.SetSpeedInstantly(290@($7257,2i), 1.0)
02D4: car 290@($7257,2i) turn_off_engine 
0323: unknown_boat 290@($7257,2i) flag 1 
294@($7257,2i) = 0 

:WUZI2_12980
jump @WUZI2_12987 

:WUZI2_12987
$7257 += 1 
jump @WUZI2_12201 

:WUZI2_13001
return 

:WUZI2_13003
$7257 = 0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)

:WUZI2_13024
if 
  2 > $7257 
else_jump @WUZI2_14314 
if 
   not Car.Wrecked(290@($7257,2i))
else_jump @WUZI2_14238 
368@($7257,2i) = 0 
0871: init_jump_table $7257 total_jumps 2 default_jump 0 @WUZI2_13399 jumps 0 @WUZI2_13136 1 @WUZI2_13278 -1 @WUZI2_13399 -1 @WUZI2_13399 -1 @WUZI2_13399 -1 @WUZI2_13399 -1 @WUZI2_13399 

:WUZI2_13136
if or
  $7270 == 0 
  $7270 == 2 
else_jump @WUZI2_13179 
368@($7257,2i) = 1 
jump @WUZI2_13271 

:WUZI2_13179
if or
  $7270 == 3 
  $7270 == 5 
else_jump @WUZI2_13271 
Car.StorePos(290@($7257,2i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
if 
  29.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @WUZI2_13271 
368@($7257,2i) = 1 

:WUZI2_13271
jump @WUZI2_13399 

:WUZI2_13278
if or
  $7270 == 1 
  $7270 == 2 
else_jump @WUZI2_13321 
368@($7257,2i) = 1 
jump @WUZI2_13392 

:WUZI2_13321
if or
  $7270 == 4 
  $7270 == 5 
else_jump @WUZI2_13392 
if 
0202:   actor $PLAYER_ACTOR near_car 290@($7257,2i) radius 30.0 30.0 flag 0 
else_jump @WUZI2_13392 
368@($7257,2i) = 1 

:WUZI2_13392
jump @WUZI2_13399 

:WUZI2_13399
0871: init_jump_table $7266($7257,2i) total_jumps 5 default_jump 0 @WUZI2_14231 jumps 0 @WUZI2_13466 1 @WUZI2_13732 2 @WUZI2_13841 3 @WUZI2_13986 4 @WUZI2_14136 -1 @WUZI2_14231 -1 @WUZI2_14231 

:WUZI2_13466
if 
  $7277 == 0 
else_jump @WUZI2_13725 
if or
  368@($7257,2i) == 0 
  287@ == 1 
else_jump @WUZI2_13639 
0084: $7261 = $7257 // (int) 
$7261 *= 3 
0084: $7262 = $7261 // (int) 
$7262 += 3 

:WUZI2_13543
if 
001C:   $7262 > $7261 // (int) 
else_jump @WUZI2_13632 
if 
   not Actor.Dead(308@($7261,6i))
else_jump @WUZI2_13618 
0088: $TEMPVAR_ANGLE = 320@($7257,2f) // (float) 
0067: $TEMPVAR_ANGLE -= 322@($7261,6f) // (float) 
Actor.Angle(308@($7261,6i)) = $TEMPVAR_ANGLE

:WUZI2_13618
$7261 += 1 
jump @WUZI2_13543 

:WUZI2_13632
jump @WUZI2_13725 

:WUZI2_13639
if or
  286@ == 1 
  $7276 >= 3 
else_jump @WUZI2_13689 
gosub @WUZI2_14316 
$7266($7257,2i) = 3 
jump @WUZI2_13725 

:WUZI2_13689
if 
  0 >= $7276 
else_jump @WUZI2_13714 
288@ = 0 

:WUZI2_13714
$7266($7257,2i) += 1 

:WUZI2_13725
jump @WUZI2_14231 

:WUZI2_13732
if or
  368@($7257,2i) == 0 
  287@ == 1 
else_jump @WUZI2_13790 
$7268($7257,2i) = 0 
$7266($7257,2i) += 1 
jump @WUZI2_13834 

:WUZI2_13790
if or
  288@ > 6000 
  286@ == 1 
else_jump @WUZI2_13834 
gosub @WUZI2_14316 
$7266($7257,2i) = 3 

:WUZI2_13834
jump @WUZI2_14231 

:WUZI2_13841
if or
  368@($7257,2i) == 0 
  287@ == 1 
else_jump @WUZI2_13911 
if 
  $7268($7257,2i) > 3000 
else_jump @WUZI2_13904 
$7266($7257,2i) = 0 

:WUZI2_13904
jump @WUZI2_13979 

:WUZI2_13911
if and
  3 > $7276 
  286@ == 0 
else_jump @WUZI2_13961 
288@ = 0 
$7266($7257,2i) -= 1 
jump @WUZI2_13979 

:WUZI2_13961
gosub @WUZI2_14316 
$7266($7257,2i) = 3 

:WUZI2_13979
jump @WUZI2_14231 

:WUZI2_13986
if or
  368@($7257,2i) == 0 
  287@ == 1 
else_jump @WUZI2_14129 
0084: $7261 = $7257 // (int) 
$7261 *= 3 
0084: $7262 = $7261 // (int) 
$7262 += 3 

:WUZI2_14045
if 
001C:   $7262 > $7261 // (int) 
else_jump @WUZI2_14107 
if 
   not Actor.Dead(308@($7261,6i))
else_jump @WUZI2_14093 
0687: clear_actor 308@($7261,6i) task 

:WUZI2_14093
$7261 += 1 
jump @WUZI2_14045 

:WUZI2_14107
$7268($7257,2i) = 0 
$7266($7257,2i) += 1 

:WUZI2_14129
jump @WUZI2_14231 

:WUZI2_14136
if or
  368@($7257,2i) == 0 
  287@ == 1 
else_jump @WUZI2_14206 
if 
  $7268($7257,2i) > 5000 
else_jump @WUZI2_14199 
$7266($7257,2i) = 0 

:WUZI2_14199
jump @WUZI2_14224 

:WUZI2_14206
gosub @WUZI2_14316 
$7266($7257,2i) = 3 

:WUZI2_14224
jump @WUZI2_14231 

:WUZI2_14231
jump @WUZI2_14300 

:WUZI2_14238
if 
075C:   marker 292@($7257,2i) enabled 
else_jump @WUZI2_14267 
Marker.Disable(292@($7257,2i))

:WUZI2_14267
if 
   not $7266($7257,2i) == 0 
else_jump @WUZI2_14300 
$7266($7257,2i) = 0 

:WUZI2_14300
$7257 += 1 
jump @WUZI2_13024 

:WUZI2_14314
return 

:WUZI2_14316
0084: $7261 = $7257 // (int) 
$7261 *= 3 
0084: $7262 = $7261 // (int) 
$7262 += 3 

:WUZI2_14346
if 
001C:   $7262 > $7261 // (int) 
else_jump @WUZI2_14420 
if 
   not Actor.Dead(308@($7261,6i))
else_jump @WUZI2_14406 
0687: clear_actor 308@($7261,6i) task 
05E2: AS_actor 308@($7261,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_14406
$7261 += 1 
jump @WUZI2_14346 

:WUZI2_14420
return 

:WUZI2_14422
0871: init_jump_table $7276 total_jumps 7 default_jump 0 @WUZI2_15489 jumps -2 @WUZI2_14485 -1 @WUZI2_14531 0 @WUZI2_14586 1 @WUZI2_14742 2 @WUZI2_14919 3 @WUZI2_15124 4 @WUZI2_15248 

:WUZI2_14485
if 
  287@ == 0 
else_jump @WUZI2_14524 
Actor.StorePos($PLAYER_ACTOR, 370@, 371@, $TEMPVAR_FLOAT_3)
$7276 = -1 

:WUZI2_14524
jump @WUZI2_15489 

:WUZI2_14531
if 
80ED:   not actor $PLAYER_ACTOR 0 near_point 370@ 371@ radius 2.5 2.5 on_foot 
else_jump @WUZI2_14579 
$7277 = 0 
$7276 = 0 

:WUZI2_14579
jump @WUZI2_15489 

:WUZI2_14586
if or
  $7266[0] > 0 
  $7266[1] > 0 
else_jump @WUZI2_14735 
if and
  3 > $7266[0] 
  3 > $7266[1] 
else_jump @WUZI2_14689 
123@ = 0 
gosub @WUZI2_17920 
$7276 = 1 
if 
  $7278 == 0 
else_jump @WUZI2_14682 
$7278 = 1 

:WUZI2_14682
jump @WUZI2_14735 

:WUZI2_14689
123@ = 18 
gosub @WUZI2_17920 
$7276 = 3 
if 
  $7278 == 0 
else_jump @WUZI2_14735 
$7278 = 1 

:WUZI2_14735
jump @WUZI2_15489 

:WUZI2_14742
if or
  $7266[0] >= 3 
  $7266[1] >= 3 
else_jump @WUZI2_14795 
123@ = 18 
gosub @WUZI2_17920 
$7276 = 3 
jump @WUZI2_14912 

:WUZI2_14795
if and
   not $7266[0] == 1 
   not $7266[1] == 1 
else_jump @WUZI2_14912 
if or
  $7266[0] == 2 
  $7266[1] == 2 
else_jump @WUZI2_14859 
$7276 = 2 
jump @WUZI2_14912 

:WUZI2_14859
if or
  $7266[0] == 0 
  $7266[1] == 0 
else_jump @WUZI2_14912 
123@ = 9 
gosub @WUZI2_17920 
$7277 = 1 
$7276 = -2 

:WUZI2_14912
jump @WUZI2_15489 

:WUZI2_14919
if or
  $7266[0] >= 3 
  $7266[1] >= 3 
else_jump @WUZI2_14972 
123@ = 18 
gosub @WUZI2_17920 
$7276 = 3 
jump @WUZI2_15117 

:WUZI2_14972
if and
   not $7266[0] == 2 
   not $7266[1] == 2 
else_jump @WUZI2_15117 
if or
  $7266[0] == 1 
  $7266[1] == 1 
else_jump @WUZI2_15057 
123@ = 0 
gosub @WUZI2_18052 
gosub @WUZI2_17920 
$7276 = 1 
jump @WUZI2_15117 

:WUZI2_15057
if or
  $7266[0] == 0 
  $7266[1] == 0 
else_jump @WUZI2_15117 
123@ = 9 
gosub @WUZI2_17920 
gosub @WUZI2_18052 
$7277 = 1 
$7276 = -2 

:WUZI2_15117
jump @WUZI2_15489 

:WUZI2_15124
if and
   not $7266[0] == 3 
   not $7266[1] == 3 
else_jump @WUZI2_15241 
if or
  $7266[0] == 4 
  $7266[1] == 4 
else_jump @WUZI2_15241 
123@ = 27 
if 
  $7266[0] == 4 
else_jump @WUZI2_15213 
125@ = 0 
jump @WUZI2_15220 

:WUZI2_15213
125@ = 1 

:WUZI2_15220
gosub @WUZI2_17920 
$7276 = 4 
gosub @WUZI2_18052 

:WUZI2_15241
jump @WUZI2_15489 

:WUZI2_15248
if and
   not $7266[0] == 4 
   not $7266[1] == 4 
else_jump @WUZI2_15482 
if or
  $7266[0] == 3 
  $7266[1] == 3 
else_jump @WUZI2_15429 
if 
  $7266[0] == 3 
else_jump @WUZI2_15362 
if 
  125@ == 0 
else_jump @WUZI2_15348 
123@ = 45 
jump @WUZI2_15355 

:WUZI2_15348
123@ = 45 

:WUZI2_15355
jump @WUZI2_15401 

:WUZI2_15362
if 
  125@ == 1 
else_jump @WUZI2_15394 
123@ = 45 
jump @WUZI2_15401 

:WUZI2_15394
123@ = 45 

:WUZI2_15401
gosub @WUZI2_18052 
gosub @WUZI2_17920 
$7276 = 3 
jump @WUZI2_15482 

:WUZI2_15429
if and
  $7266[0] == 0 
  $7266[1] == 0 
else_jump @WUZI2_15482 
123@ = 36 
gosub @WUZI2_17920 
$7277 = 1 
$7276 = -2 

:WUZI2_15482
jump @WUZI2_15489 

:WUZI2_15489
0871: init_jump_table $7278 total_jumps 6 default_jump 0 @WUZI2_16053 jumps 0 @WUZI2_15552 1 @WUZI2_15602 2 @WUZI2_15634 3 @WUZI2_15737 4 @WUZI2_15840 5 @WUZI2_15943 -1 @WUZI2_16053 

:WUZI2_15552
if 
  284@ == 1 
else_jump @WUZI2_15595 
0512: show_permanent_text_box 'WZI2_42'  // Wenn ein Kegel der Suchscheinwerfer dich auf der Wasseroberflche trifft, werden die ~r~Wachmnner~w~ auf dich schieen.
33@ = 0 
284@ += 1 

:WUZI2_15595
jump @WUZI2_16053 

:WUZI2_15602
0512: show_permanent_text_box 'WZI2_36'  // Einer der ~r~Wachmnner~w~ hat dich bemerkt. Tauch unter, damit sie nicht mehr auf dich achten.
33@ = 0 
$7278 += 1 
jump @WUZI2_16053 

:WUZI2_15634
if 
  33@ > 6000 
else_jump @WUZI2_15730 
03E6: remove_text_box 
if 
  284@ == 1 
else_jump @WUZI2_15705 
0512: show_permanent_text_box 'WZI2_42'  // Wenn ein Kegel der Suchscheinwerfer dich auf der Wasseroberflche trifft, werden die ~r~Wachmnner~w~ auf dich schieen.
33@ = 0 
284@ += 1 
jump @WUZI2_15730 

:WUZI2_15705
0512: show_permanent_text_box 'WZI2_37'  // Die ~r~Wachmnner~w~ werden feuern, wenn sie sehen, dass du zu schnell schwimmst, oder wenn du nicht schnell genug untertauchst.
33@ = 0 
$7278 += 1 

:WUZI2_15730
jump @WUZI2_16053 

:WUZI2_15737
if 
  33@ > 6000 
else_jump @WUZI2_15833 
03E6: remove_text_box 
if 
  284@ == 1 
else_jump @WUZI2_15808 
0512: show_permanent_text_box 'WZI2_42'  // Wenn ein Kegel der Suchscheinwerfer dich auf der Wasseroberflche trifft, werden die ~r~Wachmnner~w~ auf dich schieen.
33@ = 0 
284@ += 1 
jump @WUZI2_15833 

:WUZI2_15808
0512: show_permanent_text_box 'WZI2_38'  // Sobald die ~r~Wachmnner~w~ sich nicht mehr um dich kmmern, tauch wieder auf, um Luft zu holen.
33@ = 0 
$7278 += 1 

:WUZI2_15833
jump @WUZI2_16053 

:WUZI2_15840
if 
  33@ > 6000 
else_jump @WUZI2_15936 
03E6: remove_text_box 
if 
  284@ == 1 
else_jump @WUZI2_15911 
0512: show_permanent_text_box 'WZI2_42'  // Wenn ein Kegel der Suchscheinwerfer dich auf der Wasseroberflche trifft, werden die ~r~Wachmnner~w~ auf dich schieen.
33@ = 0 
284@ += 1 
jump @WUZI2_15936 

:WUZI2_15911
0512: show_permanent_text_box 'WZI2_39'  // Wenn du auftauchst, werden die ~r~Wachmnner~w~ dich erst bemerken, wenn du dich bewegst.
33@ = 0 
$7278 += 1 

:WUZI2_15936
jump @WUZI2_16053 

:WUZI2_15943
if 
  33@ > 6000 
else_jump @WUZI2_16046 
03E6: remove_text_box 
if 
  284@ == 1 
else_jump @WUZI2_16021 
0512: show_permanent_text_box 'WZI2_42'  // Wenn ein Kegel der Suchscheinwerfer dich auf der Wasseroberflche trifft, werden die ~r~Wachmnner~w~ auf dich schieen.
33@ = 0 
284@ += 1 
$7278 += 1 
jump @WUZI2_16046 

:WUZI2_16021
if 
  284@ == 2 
else_jump @WUZI2_16046 
$7278 += 1 

:WUZI2_16046
jump @WUZI2_16053 

:WUZI2_16053
return 

:WUZI2_16055
372@ = 0 

:WUZI2_16062
if 
  6 > 372@ 
else_jump @WUZI2_16179 
if 
   not Actor.Dead(308@(372@,6i))
else_jump @WUZI2_16158 
if 
051A:   actor 308@(372@,6i) damaged_by_actor $PLAYER_ACTOR 
else_jump @WUZI2_16144 
373@ = 1 
372@ = 6 
jump @WUZI2_16151 

:WUZI2_16144
372@ += 1 

:WUZI2_16151
jump @WUZI2_16172 

:WUZI2_16158
373@ = 1 
372@ = 6 

:WUZI2_16172
jump @WUZI2_16062 

:WUZI2_16179
if 
  373@ == 0 
else_jump @WUZI2_16321 
372@ = 0 

:WUZI2_16204
if 
  6 > 372@ 
else_jump @WUZI2_16321 
if 
   not Actor.Dead(417@(372@,6i))
else_jump @WUZI2_16300 
if 
051A:   actor 417@(372@,6i) damaged_by_actor $PLAYER_ACTOR 
else_jump @WUZI2_16286 
373@ = 1 
372@ = 6 
jump @WUZI2_16293 

:WUZI2_16286
372@ += 1 

:WUZI2_16293
jump @WUZI2_16314 

:WUZI2_16300
373@ = 1 
372@ = 6 

:WUZI2_16314
jump @WUZI2_16204 

:WUZI2_16321
if 
  373@ == 1 
else_jump @WUZI2_16353 
gosub @WUZI2_16355 
373@ = 2 

:WUZI2_16353
return 

:WUZI2_16355
03E6: remove_text_box 
00BE: text_clear_all 
if 
   not Car.Wrecked(290@)
else_jump @WUZI2_16406 
if 
875C:   not marker 292@ enabled 
else_jump @WUZI2_16406 
292@ = Marker.CreateAboveCar(290@)
018B: set_marker 292@ radar_mode 2 

:WUZI2_16406
if 
   not Car.Wrecked(291@)
else_jump @WUZI2_16453 
if 
875C:   not marker 293@ enabled 
else_jump @WUZI2_16453 
293@ = Marker.CreateAboveCar(291@)
018B: set_marker 293@ radar_mode 2 

:WUZI2_16453
if 
   not Car.Wrecked(413@)
else_jump @WUZI2_16500 
if 
875C:   not marker 415@ enabled 
else_jump @WUZI2_16500 
415@ = Marker.CreateAboveCar(413@)
018B: set_marker 415@ radar_mode 2 

:WUZI2_16500
if 
   not Car.Wrecked(414@)
else_jump @WUZI2_16547 
if 
875C:   not marker 416@ enabled 
else_jump @WUZI2_16547 
416@ = Marker.CreateAboveCar(414@)
018B: set_marker 416@ radar_mode 2 

:WUZI2_16547
372@ = 0 

:WUZI2_16554
if 
  6 > 372@ 
else_jump @WUZI2_16670 
if 
   not Actor.Dead(308@(372@,6i))
else_jump @WUZI2_16614 
Actor.WeaponAccuracy(308@(372@,6i)) = 80
07DD: set_actor 308@(372@,6i) temper_to 50 // see pedstats.dat 

:WUZI2_16614
if 
   not Actor.Dead(417@(372@,6i))
else_jump @WUZI2_16656 
Actor.WeaponAccuracy(417@(372@,6i)) = 80
07DD: set_actor 417@(372@,6i) temper_to 50 // see pedstats.dat 

:WUZI2_16656
372@ += 1 
jump @WUZI2_16554 

:WUZI2_16670
374@ = 0 
375@ = 0 
376@ = 0 
377@ = 0 
return 

:WUZI2_16700
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
   not Car.Wrecked(290@)
else_jump @WUZI2_16994 
if 
  374@ == 0 
else_jump @WUZI2_16883 
if 
01AD:   car 290@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 75.0 75.0 
else_jump @WUZI2_16876 
if 
   not Actor.Dead(308@)
else_jump @WUZI2_16811 
0687: clear_actor 308@ task 
05E2: AS_actor 308@ kill_actor $PLAYER_ACTOR 

:WUZI2_16811
if 
   not Actor.Dead(309@)
else_jump @WUZI2_16840 
0687: clear_actor 309@ task 
05E2: AS_actor 309@ kill_actor $PLAYER_ACTOR 

:WUZI2_16840
if 
   not Actor.Dead(310@)
else_jump @WUZI2_16869 
0687: clear_actor 310@ task 
05E2: AS_actor 310@ kill_actor $PLAYER_ACTOR 

:WUZI2_16869
374@ = 1 

:WUZI2_16876
jump @WUZI2_16987 

:WUZI2_16883
if 
81AD:   not car 290@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 85.0 85.0 
else_jump @WUZI2_16987 
if 
   not Actor.Dead(308@)
else_jump @WUZI2_16938 
0687: clear_actor 308@ task 

:WUZI2_16938
if 
   not Actor.Dead(309@)
else_jump @WUZI2_16959 
0687: clear_actor 309@ task 

:WUZI2_16959
if 
   not Actor.Dead(310@)
else_jump @WUZI2_16980 
0687: clear_actor 310@ task 

:WUZI2_16980
374@ = 0 

:WUZI2_16987
jump @WUZI2_17015 

:WUZI2_16994
if 
075C:   marker 292@ enabled 
else_jump @WUZI2_17015 
Marker.Disable(292@)

:WUZI2_17015
if 
   not Car.Wrecked(291@)
else_jump @WUZI2_17295 
if 
  375@ == 0 
else_jump @WUZI2_17184 
if 
01AD:   car 291@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 75.0 75.0 
else_jump @WUZI2_17177 
if 
   not Actor.Dead(311@)
else_jump @WUZI2_17112 
0687: clear_actor 311@ task 
05E2: AS_actor 311@ kill_actor $PLAYER_ACTOR 

:WUZI2_17112
if 
   not Actor.Dead(312@)
else_jump @WUZI2_17141 
0687: clear_actor 312@ task 
05E2: AS_actor 312@ kill_actor $PLAYER_ACTOR 

:WUZI2_17141
if 
   not Actor.Dead(313@)
else_jump @WUZI2_17170 
0687: clear_actor 313@ task 
05E2: AS_actor 313@ kill_actor $PLAYER_ACTOR 

:WUZI2_17170
375@ = 1 

:WUZI2_17177
jump @WUZI2_17288 

:WUZI2_17184
if 
81AD:   not car 291@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 85.0 85.0 
else_jump @WUZI2_17288 
if 
   not Actor.Dead(311@)
else_jump @WUZI2_17239 
0687: clear_actor 311@ task 

:WUZI2_17239
if 
   not Actor.Dead(312@)
else_jump @WUZI2_17260 
0687: clear_actor 312@ task 

:WUZI2_17260
if 
   not Actor.Dead(313@)
else_jump @WUZI2_17281 
0687: clear_actor 313@ task 

:WUZI2_17281
375@ = 0 

:WUZI2_17288
jump @WUZI2_17316 

:WUZI2_17295
if 
075C:   marker 293@ enabled 
else_jump @WUZI2_17316 
Marker.Disable(293@)

:WUZI2_17316
if 
   not Car.Wrecked(413@)
else_jump @WUZI2_17596 
if 
  376@ == 0 
else_jump @WUZI2_17485 
if 
01AD:   car 413@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 75.0 75.0 
else_jump @WUZI2_17478 
if 
   not Actor.Dead(417@)
else_jump @WUZI2_17413 
0687: clear_actor 417@ task 
05E2: AS_actor 417@ kill_actor $PLAYER_ACTOR 

:WUZI2_17413
if 
   not Actor.Dead(418@)
else_jump @WUZI2_17442 
0687: clear_actor 418@ task 
05E2: AS_actor 418@ kill_actor $PLAYER_ACTOR 

:WUZI2_17442
if 
   not Actor.Dead(419@)
else_jump @WUZI2_17471 
0687: clear_actor 419@ task 
05E2: AS_actor 419@ kill_actor $PLAYER_ACTOR 

:WUZI2_17471
376@ = 1 

:WUZI2_17478
jump @WUZI2_17589 

:WUZI2_17485
if 
81AD:   not car 413@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 85.0 85.0 
else_jump @WUZI2_17589 
if 
   not Actor.Dead(417@)
else_jump @WUZI2_17540 
0687: clear_actor 417@ task 

:WUZI2_17540
if 
   not Actor.Dead(418@)
else_jump @WUZI2_17561 
0687: clear_actor 418@ task 

:WUZI2_17561
if 
   not Actor.Dead(419@)
else_jump @WUZI2_17582 
0687: clear_actor 419@ task 

:WUZI2_17582
376@ = 0 

:WUZI2_17589
jump @WUZI2_17617 

:WUZI2_17596
if 
075C:   marker 415@ enabled 
else_jump @WUZI2_17617 
Marker.Disable(415@)

:WUZI2_17617
if 
   not Car.Wrecked(414@)
else_jump @WUZI2_17897 
if 
  377@ == 0 
else_jump @WUZI2_17786 
if 
01AD:   car 414@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 75.0 75.0 
else_jump @WUZI2_17779 
if 
   not Actor.Dead(420@)
else_jump @WUZI2_17714 
0687: clear_actor 420@ task 
05E2: AS_actor 420@ kill_actor $PLAYER_ACTOR 

:WUZI2_17714
if 
   not Actor.Dead(421@)
else_jump @WUZI2_17743 
0687: clear_actor 421@ task 
05E2: AS_actor 421@ kill_actor $PLAYER_ACTOR 

:WUZI2_17743
if 
   not Actor.Dead(422@)
else_jump @WUZI2_17772 
0687: clear_actor 422@ task 
05E2: AS_actor 422@ kill_actor $PLAYER_ACTOR 

:WUZI2_17772
377@ = 1 

:WUZI2_17779
jump @WUZI2_17890 

:WUZI2_17786
if 
81AD:   not car 414@ sphere 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 85.0 85.0 
else_jump @WUZI2_17890 
if 
   not Actor.Dead(420@)
else_jump @WUZI2_17841 
0687: clear_actor 420@ task 

:WUZI2_17841
if 
   not Actor.Dead(421@)
else_jump @WUZI2_17862 
0687: clear_actor 421@ task 

:WUZI2_17862
if 
   not Actor.Dead(422@)
else_jump @WUZI2_17883 
0687: clear_actor 422@ task 

:WUZI2_17883
377@ = 0 

:WUZI2_17890
jump @WUZI2_17918 

:WUZI2_17897
if 
075C:   marker 416@ enabled 
else_jump @WUZI2_17918 
Marker.Disable(416@)

:WUZI2_17918
return 

:WUZI2_17920
0085: 57@ = 122@ // (int) 
57@ *= 3 
005A: 57@ += 121@ // (int) 
005A: 57@ += 123@ // (int) 
if 
  368@ == 1 
else_jump @WUZI2_17984 
0085: 378@ = 121@ // (int) 
jump @WUZI2_17999 

:WUZI2_17984
0085: 378@ = 121@ // (int) 
378@ += 3 

:WUZI2_17999
008A: $1276 = 58@(57@,63i) // (int) 
05A9: s$1281 = 127@(57@,63s) 
create_thread @A_ALAP 2 124@ 308@(378@,6i) 
124@ += 1 
return 

:WUZI2_18052
121@ += 1 
if 
  121@ == 3 
else_jump @WUZI2_18116 
121@ = 0 
122@ += 1 
if 
  122@ == 3 
else_jump @WUZI2_18116 
122@ = 0 

:WUZI2_18116
return 

:WUZI2_18118
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 2 weapon 380@ ammo 381@ model 381@ 
if 
04A4:   380@ == 0 // @ == any 
else_jump @WUZI2_18166 
379@ = 0 
jump @WUZI2_18205 

:WUZI2_18166
if 
04A4:   380@ == 4 // @ == any 
else_jump @WUZI2_18198 
379@ = 1 
jump @WUZI2_18205 

:WUZI2_18198
379@ = 2 

:WUZI2_18205
return 

:WUZI2_18207
$7261 = 0 

:WUZI2_18214
if 
  6 > $7261 
else_jump @WUZI2_18288 
if 
   not Actor.Dead(308@($7261,6i))
else_jump @WUZI2_18274 
Actor.WeaponAccuracy(308@($7261,6i)) = 30
07DD: set_actor 308@($7261,6i) temper_to 30 // see pedstats.dat 

:WUZI2_18274
$7261 += 1 
jump @WUZI2_18214 

:WUZI2_18288
return 

:WUZI2_18290
if 
  382@ == 1 
else_jump @WUZI2_18640 
if and
0735:   NOP_false 71 
  33@ > 200 
else_jump @WUZI2_18345 
33@ = 0 
382@ = 0 

:WUZI2_18345
0052: NOP 331@ 338@ 2.0 337@ 338@ 2.0 
0052: NOP 331@ 339@ 2.0 337@ 339@ 2.0 
0052: NOP 331@ 340@ 2.0 337@ 340@ 2.0 
0052: NOP 331@ 341@ 2.0 337@ 341@ 2.0 
0052: NOP 331@ 342@ 2.0 337@ 342@ 2.0 
0052: NOP 331@ 338@ 2.0 331@ 342@ 2.0 
0052: NOP 332@ 338@ 2.0 332@ 342@ 2.0 
0052: NOP 333@ 338@ 2.0 333@ 342@ 2.0 
0052: NOP 334@ 338@ 2.0 334@ 342@ 2.0 
0052: NOP 335@ 338@ 2.0 335@ 342@ 2.0 
0052: NOP 336@ 338@ 2.0 336@ 342@ 2.0 
0052: NOP 337@ 338@ 2.0 337@ 342@ 2.0 
jump @WUZI2_18695 

:WUZI2_18640
if 
  382@ == 0 
else_jump @WUZI2_18695 
if and
0735:   NOP_false 71 
  33@ > 200 
else_jump @WUZI2_18695 
33@ = 0 
382@ = 1 

:WUZI2_18695
return 

:WUZI2_18697
06B1: 383@ = create_searchlight_at -1474.145 1484.038 11.3824 radius 1.0 target -1465.154 1463.004 -0.5 radius 25.0 
389@ = Object.Init(#A51_SPOTBASE, -1474.145, 1484.038, 10.8824)
Object.Angle(389@) = 326.1907
395@ = Object.Init(#A51_SPOTHOUSING, -1474.145, 1484.038, 10.8824)
401@ = Object.Init(#A51_SPOTBULB, -1474.145, 1484.038, 10.8824)
06CA: attach_searchlight 383@ to_tower 389@ to_housing 395@ to_bulb 401@ with_offset 0.0 1.181 0.768 
071F: set_object 401@ health_to 1000 
06B4: set_searchlight 383@ path_between -1465.154 1463.004 -0.5 and -1489.672 1472.111 -0.5 speed 0.1 
0941: unknown_searchlight 383@ flag 0 
428@ = 0 
06B1: 384@ = create_searchlight_at -1474.198 1494.927 11.6265 radius 1.0 target -1459.363 1514.413 -0.5 radius 25.0 
390@ = Object.Init(#A51_SPOTBASE, -1474.198, 1494.927, 10.8824)
Object.Angle(390@) = 34.4591
396@ = Object.Init(#A51_SPOTHOUSING, -1474.198, 1494.927, 10.8824)
402@ = Object.Init(#A51_SPOTBULB, -1474.198, 1494.927, 10.8824)
06CA: attach_searchlight 384@ to_tower 390@ to_housing 396@ to_bulb 402@ with_offset 0.0 1.181 0.768 
071F: set_object 402@ health_to 1000 
06B4: set_searchlight 384@ path_between -1459.363 1514.413 -0.5 and -1491.379 1501.309 -0.5 speed 0.08 
0941: unknown_searchlight 384@ flag 0 
429@ = 0 
06B1: 385@ = create_searchlight_at -1369.279 1484.219 14.3425 radius 1.0 target -1351.937 1504.435 -0.5 radius 25.0 
391@ = Object.Init(#A51_SPOTBASE, -1369.279, 1484.219, 13.8425)
Object.Angle(391@) = 32.5701
397@ = Object.Init(#A51_SPOTHOUSING, -1369.279, 1484.219, 13.8425)
403@ = Object.Init(#A51_SPOTBULB, -1369.279, 1484.219, 13.8425)
06CA: attach_searchlight 385@ to_tower 391@ to_housing 397@ to_bulb 403@ with_offset 0.0 1.181 0.768 
071F: set_object 403@ health_to 1000 
06B4: set_searchlight 385@ path_between -1347.143 1476.63 -0.5 and -1370.499 1465.479 -0.5 speed 0.08 
0941: unknown_searchlight 385@ flag 0 
430@ = 0 
06B1: 386@ = create_searchlight_at -1368.467 1494.225 14.3425 radius 1.0 target -1347.143 1476.63 -0.5 radius 25.0 
392@ = Object.Init(#A51_SPOTBASE, -1368.467, 1494.225, 13.8425)
Object.Angle(392@) = 327.3304
398@ = Object.Init(#A51_SPOTHOUSING, -1368.467, 1494.225, 13.8425)
404@ = Object.Init(#A51_SPOTBULB, -1368.467, 1494.225, 13.8425)
06CA: attach_searchlight 386@ to_tower 392@ to_housing 398@ to_bulb 404@ with_offset 0.0 1.181 0.768 
071F: set_object 404@ health_to 1000 
06B4: set_searchlight 386@ path_between -1351.937 1504.435 -0.5 and -1377.028 1515.729 -0.5 speed 0.1 
0941: unknown_searchlight 386@ flag 0 
431@ = 0 
413@ = Car.Create(#TROPIC, -1491.662, 1488.5, 1.0)
Car.Angle(413@) = 180.0
0323: unknown_boat 413@ flag 1 
417@ = Actor.Create(Mission1, #DNB3, -1521.0, 1492.0, 5.0)
0464: put_actor 417@ into_turret_on_car 413@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 417@ stay_put 1 
Actor.WeaponAccuracy(417@) = 80
07DD: set_actor 417@ temper_to 20 // see pedstats.dat 
418@ = Actor.Create(Mission1, #DNB2, -1521.0, 1492.0, 5.0)
0464: put_actor 418@ into_turret_on_car 413@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 418@ stay_put 1 
Actor.WeaponAccuracy(418@) = 80
07DD: set_actor 418@ temper_to 20 // see pedstats.dat 
419@ = Actor.Create(Mission1, #DNB1, -1521.0, 1492.0, 5.0)
0464: put_actor 419@ into_turret_on_car 413@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 419@ stay_put 1 
Actor.WeaponAccuracy(419@) = 80
07DD: set_actor 419@ temper_to 20 // see pedstats.dat 
414@ = Car.Create(#TROPIC, -1350.12, 1488.5, 1.0)
Car.Angle(414@) = 0.0
0323: unknown_boat 414@ flag 1 
420@ = Actor.Create(Mission1, #DNB3, -1322.0, 1489.5, 5.0)
0464: put_actor 420@ into_turret_on_car 414@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 420@ stay_put 1 
Actor.WeaponAccuracy(420@) = 80
07DD: set_actor 420@ temper_to 20 // see pedstats.dat 
421@ = Actor.Create(Mission1, #DNB2, -1322.0, 1489.5, 5.0)
0464: put_actor 421@ into_turret_on_car 414@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 421@ stay_put 1 
Actor.WeaponAccuracy(421@) = 80
07DD: set_actor 421@ temper_to 20 // see pedstats.dat 
422@ = Actor.Create(Mission1, #DNB1, -1322.0, 1489.5, 5.0)
0464: put_actor 422@ into_turret_on_car 414@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 422@ stay_put 1 
Actor.WeaponAccuracy(422@) = 80
07DD: set_actor 422@ temper_to 20 // see pedstats.dat 
423@ = 0 
return 

:WUZI2_20108
0871: init_jump_table 423@ total_jumps 2 default_jump 0 @WUZI2_20689 jumps 0 @WUZI2_20171 1 @WUZI2_20483 -1 @WUZI2_20689 -1 @WUZI2_20689 -1 @WUZI2_20689 -1 @WUZI2_20689 -1 @WUZI2_20689 

:WUZI2_20171
if 
  287@ == 0 
else_jump @WUZI2_20476 
if 
87A9:   not unknown_check_actor $PLAYER_ACTOR store_to 424@ // IF and SET 
else_jump @WUZI2_20392 
if 
84AD:   not actor $PLAYER_ACTOR in_water 
else_jump @WUZI2_20378 
if 
   not Car.Wrecked(413@)
else_jump @WUZI2_20301 
if 
0547:   actor $PLAYER_ACTOR colliding_with_car 413@ 
else_jump @WUZI2_20301 
123@ = 18 
gosub @WUZI2_17920 
425@ = 0 
gosub @WUZI2_20691 
423@ = 1 
jump @WUZI2_20689 

:WUZI2_20301
if 
   not Car.Wrecked(414@)
else_jump @WUZI2_20371 
if 
0547:   actor $PLAYER_ACTOR colliding_with_car 414@ 
else_jump @WUZI2_20371 
123@ = 18 
gosub @WUZI2_17920 
425@ = 1 
gosub @WUZI2_20691 
423@ = 1 

:WUZI2_20371
jump @WUZI2_20385 

:WUZI2_20378
jump @WUZI2_20689 

:WUZI2_20385
jump @WUZI2_20476 

:WUZI2_20392
123@ = 18 
gosub @WUZI2_17920 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
  -1430.0 > $TEMPVAR_X_COORD 
else_jump @WUZI2_20455 
425@ = 0 
jump @WUZI2_20462 

:WUZI2_20455
425@ = 1 

:WUZI2_20462
gosub @WUZI2_20691 
423@ = 1 

:WUZI2_20476
jump @WUZI2_20689 

:WUZI2_20483
if 
   not Car.Wrecked(413@(425@,2i))
else_jump @WUZI2_20661 
if 
  287@ == 0 
else_jump @WUZI2_20612 
Car.StorePos(413@(425@,2i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
if 
  55.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @WUZI2_20598 
jump @WUZI2_20689 

:WUZI2_20598
123@ = 36 
jump @WUZI2_20619 

:WUZI2_20612
123@ = 27 

:WUZI2_20619
gosub @WUZI2_17920 
425@ += 2 
gosub @WUZI2_20691 
gosub @WUZI2_18052 
423@ = 0 
jump @WUZI2_20682 

:WUZI2_20661
425@ += 2 
gosub @WUZI2_20691 
423@ = 0 

:WUZI2_20682
jump @WUZI2_20689 

:WUZI2_20689
return 

:WUZI2_20691
427@ = 0 
0871: init_jump_table 425@ total_jumps 4 default_jump 0 @WUZI2_20985 jumps 0 @WUZI2_20761 1 @WUZI2_20873 2 @WUZI2_20761 3 @WUZI2_20873 -1 @WUZI2_20985 -1 @WUZI2_20985 -1 @WUZI2_20985 

:WUZI2_20761
426@ = 0 

:WUZI2_20768
if 
  3 > 426@ 
else_jump @WUZI2_20866 
if 
   not Actor.Dead(417@(426@,6i))
else_jump @WUZI2_20852 
0687: clear_actor 417@(426@,6i) task 
if 
  425@ == 0 
else_jump @WUZI2_20845 
05E2: AS_actor 417@(426@,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_20845
427@ += 1 

:WUZI2_20852
426@ += 1 
jump @WUZI2_20768 

:WUZI2_20866
jump @WUZI2_20985 

:WUZI2_20873
426@ = 3 

:WUZI2_20880
if 
  6 > 426@ 
else_jump @WUZI2_20978 
if 
   not Actor.Dead(417@(426@,6i))
else_jump @WUZI2_20964 
0687: clear_actor 417@(426@,6i) task 
if 
  425@ == 1 
else_jump @WUZI2_20957 
05E2: AS_actor 417@(426@,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_20957
427@ += 1 

:WUZI2_20964
426@ += 1 
jump @WUZI2_20880 

:WUZI2_20978
jump @WUZI2_20985 

:WUZI2_20985
return 

:WUZI2_20987
$7257 = 0 

:WUZI2_20994
if 
  4 > $7257 
else_jump @WUZI2_21117 
if and
  428@($7257,6i) == 0 
03CA:   object 401@($7257,6i) exists 
else_jump @WUZI2_21103 
071E: get_object 401@($7257,6i) health_to 434@ 
if 
  1000 > 434@ 
else_jump @WUZI2_21103 
06B2: destroy_searchlight 383@($7257,6i) 
Marker.Disable(407@($7257,6i))
428@($7257,6i) += 1 

:WUZI2_21103
$7257 += 1 
jump @WUZI2_20994 

:WUZI2_21117
return 
if 
  $7265 > 0 
else_jump @WUZI2_21497 
if and
  $7265 == 1 
  $7276 > 0 
else_jump @WUZI2_21229 
if and
  33@ > 6500 
  4 > $7264 
else_jump @WUZI2_21195 
$7264 += 1 

:WUZI2_21195
03E6: remove_text_box 
0512: show_permanent_text_box 'WZI2_B4' 
33@ = 0 
$7265 += 1 
jump @WUZI2_21490 

:WUZI2_21229
if 
  5 > $7264 
else_jump @WUZI2_21490 
0871: init_jump_table $7264 total_jumps 3 default_jump 1 @WUZI2_21439 jumps -2 @WUZI2_21310 -1 @WUZI2_21347 4 @WUZI2_21404 -1 @WUZI2_21490 -1 @WUZI2_21490 -1 @WUZI2_21490 -1 @WUZI2_21490 

:WUZI2_21310
00BC: show_text_highpriority GXT 'WZI2_8' time 7000 flag 1  // ~s~Schwimm zu dem ~y~Tanker~s~ und geh an Bord.
33@ = 0 
$7264 += 1 
jump @WUZI2_21490 

:WUZI2_21347
if 
  33@ > 7000 
else_jump @WUZI2_21397 
00BC: show_text_highpriority GXT 'WZI2_9' time 8000 flag 1 
33@ = 6500 
$7264 += 1 

:WUZI2_21397
jump @WUZI2_21490 

:WUZI2_21404
if 
  33@ > 8000 
else_jump @WUZI2_21432 
03E6: remove_text_box 
$7264 += 1 

:WUZI2_21432
jump @WUZI2_21490 

:WUZI2_21439
if 
  33@ > 8000 
else_jump @WUZI2_21483 
03E6: remove_text_box 
0512: show_permanent_text_box 260@($7264,8s) 
33@ = 0 
$7264 += 1 

:WUZI2_21483
jump @WUZI2_21490 

:WUZI2_21490
jump @WUZI2_21522 

:WUZI2_21497
if 
  287@ == 0 
else_jump @WUZI2_21522 
$7265 = 1 

:WUZI2_21522
return 

:WUZI2_21524
0871: init_jump_table 435@ total_jumps 2 default_jump 0 @WUZI2_21723 jumps 0 @WUZI2_21587 1 @WUZI2_21679 -1 @WUZI2_21723 -1 @WUZI2_21723 -1 @WUZI2_21723 -1 @WUZI2_21723 -1 @WUZI2_21723 

:WUZI2_21587
if 
84AD:   not actor $PLAYER_ACTOR in_water 
else_jump @WUZI2_21672 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1491.319 1505.334 0.0 cornerB -1352.436 1475.738 15.0 
else_jump @WUZI2_21672 
gosub @WUZI2_22064 
435@ += 1 
jump @WUZI2_21723 

:WUZI2_21672
jump @WUZI2_21723 

:WUZI2_21679
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @WUZI2_21716 
gosub @WUZI2_21725 
435@ -= 1 
jump @WUZI2_21723 

:WUZI2_21716
jump @WUZI2_21723 

:WUZI2_21723
return 

:WUZI2_21725
$7257 = 0 

:WUZI2_21732
if 
  5 > $7257 
else_jump @WUZI2_21773 
Marker.Disable(443@($7257,8i))
$7257 += 1 
jump @WUZI2_21732 

:WUZI2_21773
075B: zoom_radar 0 
if 
   not Car.Wrecked(290@)
else_jump @WUZI2_21824 
if 
875C:   not marker 292@ enabled 
else_jump @WUZI2_21824 
292@ = Marker.CreateAboveCar(290@)
018B: set_marker 292@ radar_mode 2 

:WUZI2_21824
if 
   not Car.Wrecked(291@)
else_jump @WUZI2_21871 
if 
875C:   not marker 293@ enabled 
else_jump @WUZI2_21871 
293@ = Marker.CreateAboveCar(291@)
018B: set_marker 293@ radar_mode 2 

:WUZI2_21871
if 
   not Car.Wrecked(413@)
else_jump @WUZI2_21918 
if 
875C:   not marker 415@ enabled 
else_jump @WUZI2_21918 
415@ = Marker.CreateAboveCar(413@)
018B: set_marker 415@ radar_mode 2 

:WUZI2_21918
if 
   not Car.Wrecked(414@)
else_jump @WUZI2_21965 
if 
875C:   not marker 416@ enabled 
else_jump @WUZI2_21965 
416@ = Marker.CreateAboveCar(414@)
018B: set_marker 416@ radar_mode 2 

:WUZI2_21965
$7257 = 0 

:WUZI2_21972
if 
  4 > $7257 
else_jump @WUZI2_22062 
if 
  428@($7257,6i) == 0 
else_jump @WUZI2_22048 
if 
875C:   not marker 407@($7257,6i) enabled 
else_jump @WUZI2_22048 
06C4: create_marker_above_searchlight 383@($7257,6i) handle_as 407@($7257,6i) 

:WUZI2_22048
$7257 += 1 
jump @WUZI2_21972 

:WUZI2_22062
return 

:WUZI2_22064
if 
   not Car.Wrecked(290@)
else_jump @WUZI2_22085 
Marker.Disable(292@)

:WUZI2_22085
if 
   not Car.Wrecked(291@)
else_jump @WUZI2_22106 
Marker.Disable(293@)

:WUZI2_22106
if 
   not Car.Wrecked(413@)
else_jump @WUZI2_22127 
Marker.Disable(415@)

:WUZI2_22127
if 
   not Car.Wrecked(414@)
else_jump @WUZI2_22148 
Marker.Disable(416@)

:WUZI2_22148
$7257 = 0 

:WUZI2_22155
if 
  4 > $7257 
else_jump @WUZI2_22196 
Marker.Disable(407@($7257,6i))
$7257 += 1 
jump @WUZI2_22155 

:WUZI2_22196
075B: zoom_radar 90 
$7257 = 0 

:WUZI2_22207
if 
  5 > $7257 
else_jump @WUZI2_22317 
if 
   not Actor.Dead(436@($7257,7i))
else_jump @WUZI2_22303 
if 
875C:   not marker 443@($7257,8i) enabled 
else_jump @WUZI2_22303 
443@($7257,8i) = Marker.CreateAboveActor(436@($7257,7i))
018B: set_marker 443@($7257,8i) radar_mode 2 
07BF: unknown_marker 443@($7257,8i) flag 1 

:WUZI2_22303
$7257 += 1 
jump @WUZI2_22207 

:WUZI2_22317
return 

:WUZI2_22319
03E6: remove_text_box 
00BE: text_clear_all 
if 
  379@ == 0 
else_jump @WUZI2_22346 
Pickup.Destroy(258@)

:WUZI2_22346
gosub @WUZI2_18118 
if 
   not 379@ == 1 
else_jump @WUZI2_22398 
032B: 258@ = create_weapon_pickup #KNIFECUR group 3 ammo 1 at -1456.289 1497.905 6.7 

:WUZI2_22398
Marker.Disable(36@)
018A: 36@ = create_checkpoint_at -1372.733 1495.55 0.8578 
466@ = -1442.207 
470@ = 1489.462 
474@ = 6.1016 
478@ = 270.0 
467@ = -1402.308 
471@ = 1486.719 
475@ = 6.0938 
479@ = 301.3607 
468@ = -1382.657 
472@ = 1480.446 
476@ = 7.5625 
480@ = 180.0 
469@ = -1370.584 
473@ = 1486.74 
477@ = 10.0313 
481@ = 347.1257 
436@ = Actor.Create(Mission2, #DNB1, 466@, 470@, 474@)
Actor.Angle(436@) = 478@
01B2: give_actor 436@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 436@ armed_weapon_to 4 
060B: set_actor 436@ decision_maker_to 34@ 
443@ = Marker.CreateAboveActor(436@)
018B: set_marker 443@ radar_mode 2 
07BF: unknown_marker 443@ flag 1 
07DD: set_actor 436@ temper_to 80 // see pedstats.dat 
060F: set_actor 436@ melee_accuracy_to 80.0 
451@ = 0 
437@ = Actor.Create(Mission2, #DNB2, 467@, 471@, 475@)
Actor.Angle(437@) = 479@
01B2: give_actor 437@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 437@ armed_weapon_to 4 
060B: set_actor 437@ decision_maker_to 34@ 
444@ = Marker.CreateAboveActor(437@)
018B: set_marker 444@ radar_mode 2 
07BF: unknown_marker 444@ flag 1 
07DD: set_actor 437@ temper_to 80 // see pedstats.dat 
060F: set_actor 437@ melee_accuracy_to 80.0 
452@ = 0 
438@ = Actor.Create(Mission2, #DNB3, 468@, 472@, 476@)
Actor.Angle(438@) = 480@
01B2: give_actor 438@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 438@ armed_weapon_to 4 
060B: set_actor 438@ decision_maker_to 34@ 
445@ = Marker.CreateAboveActor(438@)
018B: set_marker 445@ radar_mode 2 
07BF: unknown_marker 445@ flag 1 
07DD: set_actor 438@ temper_to 80 // see pedstats.dat 
060F: set_actor 438@ melee_accuracy_to 80.0 
453@ = 0 
439@ = Actor.Create(Mission2, #DNB1, 469@, 473@, 477@)
Actor.Angle(439@) = 481@
01B2: give_actor 439@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 439@ armed_weapon_to 4 
060B: set_actor 439@ decision_maker_to 34@ 
446@ = Marker.CreateAboveActor(439@)
018B: set_marker 446@ radar_mode 2 
07BF: unknown_marker 446@ flag 1 
07DD: set_actor 439@ temper_to 80 // see pedstats.dat 
060F: set_actor 439@ melee_accuracy_to 80.0 
454@ = 0 
482@ = -1415.15 
492@ = 1489.33 
502@ = 6.1092 
512@ = 274.6376 
483@ = -1393.05 
493@ = 1490.035 
503@ = 6.1016 
513@ = 273.1324 
484@ = -1377.694 
494@ = 1494.01 
504@ = 0.8594 
514@ = 268.1749 
485@ = -1384.855 
495@ = 1493.904 
505@ = 0.8594 
515@ = 86.0142 
486@ = -1433.38 
496@ = 1483.448 
506@ = 0.625 
516@ = 272.9424 
487@ = -1393.022 
497@ = 1483.625 
507@ = 0.625 
517@ = 266.08 
488@ = -1392.567 
498@ = 1496.273 
508@ = 0.6312 
518@ = 163.775 
489@ = -1423.06 
499@ = 1496.289 
509@ = 0.625 
519@ = 134.281 
490@ = -1423.291 
500@ = 1491.614 
510@ = 0.625 
520@ = 172.1411 
491@ = -1433.231 
501@ = 1488.718 
511@ = 0.625 
521@ = 106.1638 
458@ = 0 
462@ = 1 
008A: $7258 = 458@ // (int) 
440@ = Actor.Create(Mission2, #DNB3, 482@($7258,10f), 492@($7258,10f), 502@($7258,10f))
Actor.Angle(440@) = 512@($7258,10f)
01B2: give_actor 440@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 440@ armed_weapon_to 4 
060B: set_actor 440@ decision_maker_to 34@ 
447@ = Marker.CreateAboveActor(440@)
018B: set_marker 447@ radar_mode 2 
07BF: unknown_marker 447@ flag 1 
07DD: set_actor 440@ temper_to 80 // see pedstats.dat 
060F: set_actor 440@ melee_accuracy_to 80.0 
455@ = 0 
459@ = 2 
463@ = 3 
008A: $7258 = 459@ // (int) 
441@ = Actor.Create(Mission2, #DNB2, 482@($7258,10f), 492@($7258,10f), 502@($7258,10f))
Actor.Angle(441@) = 512@($7258,10f)
01B2: give_actor 441@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 441@ armed_weapon_to 4 
060B: set_actor 441@ decision_maker_to 34@ 
448@ = Marker.CreateAboveActor(441@)
018B: set_marker 448@ radar_mode 2 
07BF: unknown_marker 448@ flag 1 
07DD: set_actor 441@ temper_to 80 // see pedstats.dat 
060F: set_actor 441@ melee_accuracy_to 80.0 
456@ = 0 
460@ = 4 
464@ = 9 
008A: $7258 = 460@ // (int) 
442@ = Actor.Create(Mission2, #DNB1, 482@($7258,10f), 492@($7258,10f), 502@($7258,10f))
Actor.Angle(442@) = 512@($7258,10f)
01B2: give_actor 442@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 442@ armed_weapon_to 4 
060B: set_actor 442@ decision_maker_to 34@ 
449@ = Marker.CreateAboveActor(442@)
018B: set_marker 449@ radar_mode 2 
07BF: unknown_marker 449@ flag 1 
07DD: set_actor 442@ temper_to 80 // see pedstats.dat 
060F: set_actor 442@ melee_accuracy_to 80.0 
457@ = 0 
00BC: show_text_highpriority GXT 'WZI2_35' time 7000 flag 1  // ~s~Schleich dich in den hinteren Teil des Tankers und platziere die ~y~Wanze~s~. Sei mglichst leise, um nicht die Aufmerksamkeit der ~r~Wachmnner~s~ an Bord zu erregen.
522@ = 0 
$7257 = 0 

:WUZI2_23799
if 
  4 > $7257 
else_jump @WUZI2_23863 
if 
   not Actor.Dead(436@($7257,7i))
else_jump @WUZI2_23849 
060B: set_actor 436@($7257,7i) decision_maker_to 34@ 

:WUZI2_23849
$7257 += 1 
jump @WUZI2_23799 

:WUZI2_23863
283@ = 1 
return 

:WUZI2_23872
$7257 = 0 
530@ = 0 
531@ = 0 
531@ = 0 

:WUZI2_23900
if 
  7 > $7257 
else_jump @WUZI2_24617 
if 
   not Actor.Dead(436@($7257,7i))
else_jump @WUZI2_24561 
0871: init_jump_table 523@($7257,7i) total_jumps 3 default_jump 0 @WUZI2_24554 jumps 0 @WUZI2_24005 1 @WUZI2_24237 2 @WUZI2_24419 -1 @WUZI2_24554 -1 @WUZI2_24554 -1 @WUZI2_24554 -1 @WUZI2_24554 

:WUZI2_24005
if or
074F:   actor 436@($7257,7i) ped_event == 62 
074F:   actor 436@($7257,7i) ped_event == 63 
else_jump @WUZI2_24132 
if 
874F:   not actor 436@($7257,7i) ped_event == 36 
else_jump @WUZI2_24096 
523@($7257,7i) = 1 
451@($7257,7i) = -1 
531@ += 1 
jump @WUZI2_24125 

:WUZI2_24096
523@($7257,7i) = 2 
451@($7257,7i) = -1 
531@ += 1 

:WUZI2_24125
jump @WUZI2_24230 

:WUZI2_24132
if or
074F:   actor 436@($7257,7i) ped_event == 36 
074F:   actor 436@($7257,7i) ped_event == 15 
074F:   actor 436@($7257,7i) ped_event == 9 
074F:   actor 436@($7257,7i) ped_event == 31 
else_jump @WUZI2_24223 
523@($7257,7i) = 2 
451@($7257,7i) = -1 
531@ += 1 
jump @WUZI2_24230 

:WUZI2_24223
530@ += 1 

:WUZI2_24230
jump @WUZI2_24554 

:WUZI2_24237
if or
074F:   actor 436@($7257,7i) ped_event == 36 
074F:   actor 436@($7257,7i) ped_event == 15 
074F:   actor 436@($7257,7i) ped_event == 9 
074F:   actor 436@($7257,7i) ped_event == 31 
else_jump @WUZI2_24336 
523@($7257,7i) = 2 
451@($7257,7i) = -1 
008B: 532@ = $7257 // (int) 
531@ += 1 
jump @WUZI2_24412 

:WUZI2_24336
if or
074F:   actor 436@($7257,7i) ped_event == 63 
074F:   actor 436@($7257,7i) ped_event == 62 
else_jump @WUZI2_24383 
531@ += 1 
jump @WUZI2_24412 

:WUZI2_24383
523@($7257,7i) = 0 
451@($7257,7i) = 0 
530@ += 1 

:WUZI2_24412
jump @WUZI2_24554 

:WUZI2_24419
if or
074F:   actor 436@($7257,7i) ped_event == 36 
074F:   actor 436@($7257,7i) ped_event == 63 
074F:   actor 436@($7257,7i) ped_event == 15 
074F:   actor 436@($7257,7i) ped_event == 9 
074F:   actor 436@($7257,7i) ped_event == 31 
074F:   actor 436@($7257,7i) ped_event == 62 
else_jump @WUZI2_24518 
008B: 532@ = $7257 // (int) 
531@ += 1 
jump @WUZI2_24547 

:WUZI2_24518
523@($7257,7i) = 0 
451@($7257,7i) = 0 
530@ += 1 

:WUZI2_24547
jump @WUZI2_24554 

:WUZI2_24554
jump @WUZI2_24603 

:WUZI2_24561
if 
   not 523@($7257,7i) == -1 
else_jump @WUZI2_24603 
Marker.Disable(443@($7257,8i))
523@($7257,7i) = -1 

:WUZI2_24603
$7257 += 1 
jump @WUZI2_23900 

:WUZI2_24617
0871: init_jump_table 522@ total_jumps 3 default_jump 0 @WUZI2_24872 jumps 0 @WUZI2_24680 1 @WUZI2_24744 2 @WUZI2_24808 -1 @WUZI2_24872 -1 @WUZI2_24872 -1 @WUZI2_24872 -1 @WUZI2_24872 

:WUZI2_24680
if 
  531@ > 0 
else_jump @WUZI2_24712 
522@ = 2 
jump @WUZI2_24737 

:WUZI2_24712
if 
  531@ > 0 
else_jump @WUZI2_24737 
522@ = 1 

:WUZI2_24737
jump @WUZI2_24872 

:WUZI2_24744
if 
  531@ > 0 
else_jump @WUZI2_24776 
522@ = 2 
jump @WUZI2_24801 

:WUZI2_24776
if 
  531@ == 0 
else_jump @WUZI2_24801 
522@ = 0 

:WUZI2_24801
jump @WUZI2_24872 

:WUZI2_24808
if and
  531@ == 0 
  531@ == 0 
else_jump @WUZI2_24865 
522@ = 0 
if and
   not Actor.Dead(436@(532@,7i))
   not Actor.Dead($PLAYER_ACTOR)
else_jump @WUZI2_24865 

:WUZI2_24865
jump @WUZI2_24872 

:WUZI2_24872
return 

:WUZI2_24874
$7257 = 0 

:WUZI2_24881
if 
  4 > $7257 
else_jump @WUZI2_25425 
if 
   not 451@($7257,7i) == -1 
else_jump @WUZI2_25411 
if 
   not Actor.Dead(436@($7257,7i))
else_jump @WUZI2_25411 
0871: init_jump_table 451@($7257,7i) total_jumps 5 default_jump 0 @WUZI2_25411 jumps 0 @WUZI2_25008 1 @WUZI2_25100 2 @WUZI2_25221 3 @WUZI2_25347 4 @WUZI2_25404 -1 @WUZI2_25411 -1 @WUZI2_25411 

:WUZI2_25008
0615: define_AS_pack_begin 43@ 
0603: AS_actor -1 goto 466@($7257,4f) 470@($7257,4f) 474@($7257,4f) mode 4 timelimit -2 // versionC 
05D4: AS_actor -1 rotate_angle 478@($7257,4f) 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 436@($7257,7i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
451@($7257,7i) += 1 
jump @WUZI2_25411 

:WUZI2_25100
0646: unknown_get_actor 436@($7257,7i) task_1560_status_store_to 44@ // similar to 062E 
if 
  44@ == 2 
else_jump @WUZI2_25214 
if 
00ED:   actor 436@($7257,7i) 0 near_point 466@($7257,4f) 470@($7257,4f) radius 2.0 2.0 on_foot 
else_jump @WUZI2_25194 
451@($7257,7i) += 1 
jump @WUZI2_25214 

:WUZI2_25194
0687: clear_actor 436@($7257,7i) task 
451@($7257,7i) -= 1 

:WUZI2_25214
jump @WUZI2_25411 

:WUZI2_25221
0209: 45@ = random_int_in_ranges 7000 15000 
0209: 46@ = random_int_in_ranges 0 500 
0687: clear_actor 436@($7257,7i) task 
0615: define_AS_pack_begin 43@ 
05BA: AS_actor -1 move_mouth 45@ ms 
if 
  250 > 46@ 
else_jump @WUZI2_25296 
05C9: AS_actor -1 on_guard 8000 ms 
jump @WUZI2_25300 

:WUZI2_25296
05C8: AS_actor -1 look_around 

:WUZI2_25300
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 436@($7257,7i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
451@($7257,7i) += 1 
jump @WUZI2_25411 

:WUZI2_25347
0646: unknown_get_actor 436@($7257,7i) task_1560_status_store_to 44@ // similar to 062E 
if 
  44@ == 2 
else_jump @WUZI2_25397 
0687: clear_actor 436@($7257,7i) task 
451@($7257,7i) -= 1 

:WUZI2_25397
jump @WUZI2_25411 

:WUZI2_25404
jump @WUZI2_25411 

:WUZI2_25411
$7257 += 1 
jump @WUZI2_24881 

:WUZI2_25425
return 

:WUZI2_25427
$7257 = 4 
$7258 = 0 

:WUZI2_25441
if 
  7 > $7257 
else_jump @WUZI2_26089 
if 
   not 451@($7257,7i) == -1 
else_jump @WUZI2_26068 
if 
   not Actor.Dead(436@($7257,7i))
else_jump @WUZI2_26068 
008A: $7259 = 458@($7258,4i) // (int) 
008A: $7260 = 462@($7258,4i) // (int) 
0871: init_jump_table 451@($7257,7i) total_jumps 5 default_jump 0 @WUZI2_26068 jumps 0 @WUZI2_25592 1 @WUZI2_25767 2 @WUZI2_25857 3 @WUZI2_25989 4 @WUZI2_26061 -1 @WUZI2_26068 -1 @WUZI2_26068 

:WUZI2_25592
0615: define_AS_pack_begin 43@ 

:WUZI2_25597
if 
002C:   $7260 >= $7259 // (int) 
else_jump @WUZI2_25659 
0603: AS_actor -1 goto 482@($7259,10f) 492@($7259,10f) 502@($7259,10f) mode 4 timelimit -2 // versionC 
$7259 += 1 
jump @WUZI2_25597 

:WUZI2_25659
if 
  $7257 == 6 
else_jump @WUZI2_25702 
0643: set_AS_pack 43@ loop 1 
451@($7257,7i) = 90 
jump @WUZI2_25738 

:WUZI2_25702
05D4: AS_actor -1 rotate_angle 512@($7260,10f) 
05BA: AS_actor -1 move_mouth 5000 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
451@($7257,7i) += 1 

:WUZI2_25738
0616: define_AS_pack_end 43@ 
0618: assign_actor 436@($7257,7i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
jump @WUZI2_26068 

:WUZI2_25767
008B: 533@ = $7260 // (int) 
0064: 533@ -= $7259 // (int) 
533@ += 3 
0646: unknown_get_actor 436@($7257,7i) task_1560_status_store_to 44@ // similar to 062E 
if 
003B:   44@ == 533@ // (int) 
else_jump @WUZI2_25850 
if 
  $7257 == 4 
else_jump @WUZI2_25839 

:WUZI2_25839
451@($7257,7i) += 1 

:WUZI2_25850
jump @WUZI2_26068 

:WUZI2_25857
0615: define_AS_pack_begin 43@ 

:WUZI2_25862
if 
002C:   $7260 >= $7259 // (int) 
else_jump @WUZI2_25924 
0603: AS_actor -1 goto 482@($7260,10f) 492@($7260,10f) 502@($7260,10f) mode 4 timelimit -2 // versionC 
$7260 -= 1 
jump @WUZI2_25862 

:WUZI2_25924
05D4: AS_actor -1 rotate_angle 512@($7259,10f) 
05BA: AS_actor -1 move_mouth 5000 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
451@($7257,7i) += 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 436@($7257,7i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
jump @WUZI2_26068 

:WUZI2_25989
008B: 533@ = $7260 // (int) 
0064: 533@ -= $7259 // (int) 
533@ += 3 
0646: unknown_get_actor 436@($7257,7i) task_1560_status_store_to 44@ // similar to 062E 
if 
003B:   44@ == 533@ // (int) 
else_jump @WUZI2_26054 
451@($7257,7i) = 0 

:WUZI2_26054
jump @WUZI2_26068 

:WUZI2_26061
jump @WUZI2_26068 

:WUZI2_26068
$7257 += 1 
$7258 += 1 
jump @WUZI2_25441 

:WUZI2_26089
return 
$7257 = 0 
574@ = 1 
0470: 573@ = actor $PLAYER_ACTOR current_weapon 

:WUZI2_26113
if 
  13 > $7257 
else_jump @WUZI2_26181 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 574@ weapon 534@($7257,13i) ammo 547@($7257,13i) model 560@($7257,13i) 
$7257 += 1 
574@ += 1 
jump @WUZI2_26113 

:WUZI2_26181
return 
$7257 = 0 

:WUZI2_26190
if 
  13 > $7257 
else_jump @WUZI2_26260 
if 
   not 534@($7257,13i) == 0 
else_jump @WUZI2_26246 
Model.Load(560@($7257,13i))
575@ += 1 

:WUZI2_26246
$7257 += 1 
jump @WUZI2_26190 

:WUZI2_26260
if 
803B:   not  576@ == 575@ // (int) 
else_jump @WUZI2_26385 
wait 0 
576@ = 0 
$7257 = 0 

:WUZI2_26297
if 
  13 > $7257 
else_jump @WUZI2_26378 
if 
   not 534@($7257,13i) == 0 
else_jump @WUZI2_26364 
if 
   Model.Available(560@($7257,13i))
else_jump @WUZI2_26364 
576@ += 1 

:WUZI2_26364
$7257 += 1 
jump @WUZI2_26297 

:WUZI2_26378
jump @WUZI2_26260 

:WUZI2_26385
048F: actor $PLAYER_ACTOR remove_weapons 
$7257 = 0 
574@ = 1 

:WUZI2_26404
if 
  13 > $7257 
else_jump @WUZI2_26462 
01B2: give_actor $PLAYER_ACTOR weapon 534@($7257,13i) ammo 547@($7257,13i) // Load the weapon model before using this 
$7257 += 1 
574@ += 1 
jump @WUZI2_26404 

:WUZI2_26462
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 573@ 
$7257 = 0 

:WUZI2_26477
if 
  13 > $7257 
else_jump @WUZI2_26540 
if 
   not 534@($7257,13i) == 0 
else_jump @WUZI2_26526 
Model.Destroy(560@($7257,13i))

:WUZI2_26526
$7257 += 1 
jump @WUZI2_26477 

:WUZI2_26540
return 

:WUZI2_26542
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if 
  40@ == 1 
else_jump @WUZI2_26586 
00BC: show_text_highpriority GXT 41@s time 5000 flag 1 

:WUZI2_26586
return 

:WUZI2_26588
$WUZIMU_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'WUZI_2'  // Amphibious Assault
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 11000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 11000
0998: add_respect 25 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:WUZI2_26652
if 
  $STAT_LUNG_CAPACITY_FOR_WUZI == 0 
else_jump @WUZI2_27103 
01F0: set_max_wanted_level_to 257@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WUZI2_26702 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:WUZI2_26702
create_thread @A_TERM 
Marker.Disable(259@)
Pickup.Destroy(258@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
091D: remove_forbidden_for_boats_cube_cornerA -1328.999 1239.997 -5.0 cornerB -1655.868 1638.755 10.0 
Model.Destroy(#DNB1)
Model.Destroy(#DNB2)
Model.Destroy(#DNB3)
Model.Destroy(#TROPIC)
Model.Destroy(#AK47)
Model.Destroy(#KNIFECUR)
Model.Destroy(#A51_SPOTBASE)
Model.Destroy(#A51_SPOTHOUSING)
Model.Destroy(#A51_SPOTBULB)
04EF: release_animation "DAM_JUMP" 
Marker.Disable(36@)
$7257 = 0 

:WUZI2_26823
if 
  5 > $7257 
else_jump @WUZI2_26873 
Marker.Disable(443@($7257,8i))
Actor.RemoveReferences(436@($7257,7i))
$7257 += 1 
jump @WUZI2_26823 

:WUZI2_26873
$7257 = 0 

:WUZI2_26880
if 
  4 > $7257 
else_jump @WUZI2_26948 
Marker.Disable(407@($7257,6i))
Object.RemoveReferences(389@($7257,6i))
Object.RemoveReferences(395@($7257,6i))
Object.RemoveReferences(401@($7257,6i))
$7257 += 1 
jump @WUZI2_26880 

:WUZI2_26948
$7257 = 0 

:WUZI2_26955
if 
  6 > $7257 
else_jump @WUZI2_27005 
Actor.RemoveReferences(308@($7257,6i))
Actor.RemoveReferences(417@($7257,6i))
$7257 += 1 
jump @WUZI2_26955 

:WUZI2_27005
$7257 = 0 

:WUZI2_27012
if 
  2 > $7257 
else_jump @WUZI2_27094 
Marker.Disable(292@($7257,2i))
Actor.RemoveReferences(300@($7257,2i))
Car.RemoveReferences(290@($7257,2i))
Marker.Disable(415@)
Actor.RemoveReferences(417@($7257,6i))
Car.RemoveReferences(413@($7257,2i))
$7257 += 1 
jump @WUZI2_27012 

:WUZI2_27094
01B7: release_weather 
jump @WUZI2_27255 

:WUZI2_27103
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WUZI2_27126 
Player.CanMove($PLAYER_CHAR) = False

:WUZI2_27126
Actor.PutAt($PLAYER_ACTOR, -2154.815, 641.3157, 51.3594)
Actor.Angle($PLAYER_ACTOR) = 268.4865
Camera.SetAtPos(-2154.815, 641.3157, 51.3594)
32@ = 0 

:WUZI2_27180
if 
  500 > 32@ 
else_jump @WUZI2_27210 
wait 0 
jump @WUZI2_27180 

:WUZI2_27210
fade 1 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WUZI2_27239 
Player.CanMove($PLAYER_CHAR) = True

:WUZI2_27239
00BC: show_text_highpriority GXT 'WZI2_60' time 8000 flag 1  // Du brauchst mehr Tauch-Praxis, bevor du diese Mission starten kannst.

:WUZI2_27255
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 57---------------
// Originally: The Da Nang Thang

:WUZI5
thread 'WUZI5' 
gosub @WUZI5_47 
if 
wasted_or_busted 
else_jump @WUZI5_38 
gosub @WUZI5_20666 

:WUZI5_38
gosub @WUZI5_20753 
end_thread 

:WUZI5_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'WUZI4' 
if 
  $ONMISSION == 0 
else_jump @WUZI5_302 
36@(94@,17i) = Actor.Create(Mission5, #TRIADB, -2433.5, 1536.3, 16.4)
58@ = Actor.Create(Mission5, #TRIADB, -2433.5, 1536.3, 16.4)
59@(96@,4i) = Actor.Create(Mission5, #TRIADB, -2389.2, 1537.1, 1.1)
032B: 63@ = create_weapon_pickup #GRENADE group 15 ammo 6 at -2412.4 1547.9 25.0 
64@ = Pickup.Create(#HEALTH, 15, -2427.8, 1547.6, 22.1)
81@(94@,9i) = Marker.CreateAboveActor(36@(94@,17i))
53@ = Car.Create(#DINGHY, -2430.7, 1563.6, 0.0)
54@ = Car.Create(#DINGHY, -2442.4, 1564.6, 0.0)
55@ = Car.Create(#DINGHY, -2426.9, 1570.6, 0.0)

:WUZI5_302
00BE: text_clear_all 
wait 0 
90@ = 0 
91@ = 0 
92@ = 0 
93@ = 0 
114@ = 0 
94@ = 0 
95@ = 0 
96@ = 0 
04AF: 97@ = 121 // @ = any 
04AF: 98@ = 122 // @ = any 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
144@ = 0.0 
145@ = 0.0 
146@ = 0.0 
147@ = 0.0 
148@ = 0.0 
149@ = 0.0 
150@ = 0.0 
151@ = 0.0 
152@ = 0.0 
153@ = 0.0 
154@ = 0.0 
155@ = 0.0 
08F5: save_player_group 
select_interior 1 
02E4: load_cutscene_data 'WOOZIE4' 

:WUZI5_613
if 
86B9:   not cutscene_data_loaded 
else_jump @WUZI5_637 
wait 0 
jump @WUZI5_613 

:WUZI5_637
02E7: start_cutscene 
fade 1 1000 

:WUZI5_646
if 
82E9:   not cutscene_reached_end 
else_jump @WUZI5_670 
wait 0 
jump @WUZI5_646 

:WUZI5_670
fade 0 0 

:WUZI5_676
if 
fading 
else_jump @WUZI5_700 
wait 0 
jump @WUZI5_676 

:WUZI5_700
select_interior 0 
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
set_weather 6 
wait 0 
Model.Load(#TRIADB)
Model.Load(#MAVERICK)
04ED: load_animation "CAR_CHAT" 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
07E5: copy_decision_maker 65542 to 158@ 
060A: create_decision_maker_type 2 store_to 157@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 4 store_to 159@ // decision\allowed\m_.ped files 
0395: clear_area 1 at -2167.8 634.9 69.7 radius 5.0 
34@ = Car.Create(#MAVERICK, -2167.8, 634.9, 69.7)
Car.Angle(34@) = 92.3
Car.SetImmunities(34@, 1, 1, 1, 1, 1)
0129: 35@ = create_actor_pedtype 28 model #TRIADB in_car 34@ driverseat 
0568: set_actor 35@ targetable 1 
0588: unknown_actor 35@ flag 1 
060B: set_actor 35@ decision_maker_to 158@ 
0395: clear_area 1 at -2168.4 639.0 69.9 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2168.4, 639.0, 69.9)
Actor.Angle($PLAYER_ACTOR) = 189.4
Camera.SetAtPos(-2168.4, 639.0, 69.9)

:WUZI5_975
wait 0 
if 
0735:   NOP_false 83 
else_jump @WUZI5_1001 
jump @WUZI5_20684 

:WUZI5_1001
Player.WantedLevel($PLAYER_CHAR) = 0
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_1040 
jump @WUZI5_20666 

:WUZI5_1040
if 
  90@ == 0 
else_jump @WUZI5_2013 
if 
  91@ == 0 
else_jump @WUZI5_1311 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Camera.SetPosition(-2172.7, 636.0, 71.2, 0.0, 0.0, 0.0)
Camera.PointAt(-2161.7, 631.4, 72.4, 2)
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0615: define_AS_pack_begin 156@ 
05CA: AS_actor -1 enter_car 34@ passenger_seat 0 -1 ms 
0616: define_AS_pack_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0A0B: set_rendering_origin_at_3D_coord -2168.7 634.9 70.3 angle 248.0 
fade 1 500 

:WUZI5_1234
if 
fading 
else_jump @WUZI5_1258 
wait 0 
jump @WUZI5_1234 

:WUZI5_1258
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_1290 
jump @WUZI5_20666 

:WUZI5_1290
92@ = 1 
0707: start_scene_skip_to @WUZI5_1590 
91@ = 1 

:WUZI5_1311
if 
  91@ == 1 
else_jump @WUZI5_1466 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @WUZI5_1466 
0605: actor 35@ perform_animation_sequence "CAR_SC1_FL" IFP_file "CAR_CHAT" 8.0 loop 0 0 0 0 time 8000 // versionA 
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_SC1_FR" IFP_file "CAR_CHAT" 6.0 loop 0 0 0 0 time 8500 // versionA 
113@ = 1 
115@ = 0 
gosub @WUZI5_26535 
32@ = 0 
91@ = 2 

:WUZI5_1466
if 
  91@ == 2 
else_jump @WUZI5_1547 
if 
  32@ > 9000 
else_jump @WUZI5_1547 
04A2: set_heli 34@ fly_to -2167.8 634.9 80.7 altitude_between 0.0 and 80.7 
32@ = 0 
91@ = 3 

:WUZI5_1547
if 
  91@ == 3 
else_jump @WUZI5_2013 
if 
  113@ == 0 
else_jump @WUZI5_2013 
92@ = 0 

:WUZI5_1590
0701: end_scene_skip 
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_1624 
jump @WUZI5_20666 

:WUZI5_1624
if 
  92@ == 1 
else_jump @WUZI5_1659 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 

:WUZI5_1659
fade 0 1000 

:WUZI5_1666
if 
fading 
else_jump @WUZI5_1694 
wait 0 
07C0: load_path 25 
jump @WUZI5_1666 

:WUZI5_1694
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_1726 
jump @WUZI5_20666 

:WUZI5_1726
Model.Load(#MINIGUN)
Model.Load(#ROCKETLA)
Model.Load(#TEC9)
Model.Load(#DNB1)
Model.Load(#DNB2)
07C0: load_path 25 
038B: load_requested_models 
00BE: text_clear_all 
0687: clear_actor $PLAYER_ACTOR task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 34@ at_car_offset -1.4 1.0 -0.1 position 1 shooting_angle_limit 90.0 with_weapon 38 
05EB: assign_car 34@ to_path 25 
0706: advance_car 34@ further_along_path 750.0 
0825: set_helicopter 34@ instant_rotor_start 
04EF: release_animation "CAR_CHAT" 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_1903 
Car.SetImmunities(34@, 1, 1, 1, 1, 1)

:WUZI5_1903
0A0B: set_rendering_origin_at_3D_coord -1735.7 1303.5 7.1 angle 120.8 
fade 1 2000 

:WUZI5_1932
if 
fading 
else_jump @WUZI5_1960 
wait 0 
07C0: load_path 25 
jump @WUZI5_1932 

:WUZI5_1960
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_1992 
jump @WUZI5_20666 

:WUZI5_1992
32@ = 0 
91@ = 0 
90@ = 1 

:WUZI5_2013
if 
  90@ == 1 
else_jump @WUZI5_4184 
if 
0735:   NOP_false 81 
else_jump @WUZI5_2127 
if 
  2 > 95@ 
else_jump @WUZI5_2078 
gosub @WUZI5_21147 
jump @WUZI5_2127 

:WUZI5_2078
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_2127 
if 
060E:   car 34@ assigned_to_path 
else_jump @WUZI5_2120 
05EC: release_car 34@ from_path 
0564: heli 34@ simulate_crash_landing 

:WUZI5_2120
91@ = 3 

:WUZI5_2127
if 
  114@ == 0 
else_jump @WUZI5_2192 
if 
  32@ > 6000 
else_jump @WUZI5_2192 
113@ = 2 
115@ = 0 
gosub @WUZI5_26535 
114@ = 1 

:WUZI5_2192
if 
  2 > 95@ 
else_jump @WUZI5_2262 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2409.1 1541.0 radius 200.0 200.0 
else_jump @WUZI5_2255 
gosub @WUZI5_21147 

:WUZI5_2255
jump @WUZI5_2276 

:WUZI5_2262
gosub @WUZI5_22151 
gosub @WUZI5_24641 

:WUZI5_2276
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_3356 
if 
  91@ == 0 
else_jump @WUZI5_2386 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2287.1 1582.8 radius 3.0 3.0 
else_jump @WUZI5_2386 
113@ = 3 
115@ = 0 
gosub @WUZI5_26535 
06FD: set_car 34@ speed_on_path_to 0.6 
91@ = 1 

:WUZI5_2386
if 
  91@ == 1 
else_jump @WUZI5_2602 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2483.3 1509.6 radius 3.0 3.0 
else_jump @WUZI5_2602 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2429.5 1536.8 30.8 radius 1.0 
58@ = Actor.Create(Mission5, 97@(99@,2i), -2429.5, 1536.8, 30.8)
01B2: give_actor 58@ weapon 35 ammo 12 // Load the weapon model before using this 
0350: set_actor 58@ maintain_position_when_attacked 1 
Actor.SetImmunities(58@, 1, 1, 1, 1, 1)
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2431.0 1530.4 30.8 mode 6 -1 ms // versionA 
0672: AS_actor -1 attack_car 34@ 
0616: define_AS_pack_end 156@ 
0618: assign_actor 58@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
32@ = 0 
91@ = 2 

:WUZI5_2602
if 
  91@ == 2 
else_jump @WUZI5_2674 
if 
  32@ > 1800 
else_jump @WUZI5_2674 
113@ = 4 
115@ = 0 
116@ = 2 
gosub @WUZI5_26535 
91@ = 3 

:WUZI5_2674
if 
  91@ == 3 
else_jump @WUZI5_2797 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2401.0 1499.1 radius 3.0 3.0 
else_jump @WUZI5_2797 
015B: unknown_player 0 time 10000 key 200 
0407: store_coords_to 140@ 141@ 142@ from_car 34@ with_offset 0.0 4.0 0.0 
020C: create_explosion_with_radius 7 at 140@ 141@ 142@ 
Car.Health(34@) = 300
91@ = 4 

:WUZI5_2797
if 
  91@ > 3 
else_jump @WUZI5_3041 
0407: store_coords_to 140@ 141@ 142@ from_car 34@ with_offset 0.0 0.0 0.0 
0208: 144@ = random_float_in_ranges -2.0 2.0 
005B: 144@ += 140@ // (float) 
0208: 145@ = random_float_in_ranges -2.0 2.0 
005B: 145@ += 141@ // (float) 
0087: 146@ = 142@ // (float) 
0208: 147@ = random_float_in_ranges -1.5 1.5 
0208: 148@ = random_float_in_ranges -1.5 1.5 
0208: 149@ = random_float_in_ranges 0.0 1.0 
150@ = 0.0 
151@ = 0.0 
152@ = 0.0 
153@ = 0.2 
154@ = 1.0 
155@ = 1.0 
095C: create_smoke_at 144@ 145@ 146@ velocity 147@ 148@ 149@ RGBA 150@ 151@ 152@ 153@ size 154@ last_factor 155@ 

:WUZI5_3041
if 
  91@ == 4 
else_jump @WUZI5_3293 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2381.0 1489.0 radius 3.0 3.0 
else_jump @WUZI5_3293 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 1 at -2351.7 1487.4 1.0 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2351.7, 1487.4, 1.0)
113@ = 4 
115@ = 2 
116@ = 5 
gosub @WUZI5_26535 
06FD: set_car 34@ speed_on_path_to 1.0 
Camera.SetPosition(-2353.5, 1450.2, 82.3, 0.0, 0.0, 0.0)
Camera.PointAt(-2365.3, 1471.5, 64.7, 2)
92@ = 1 
0707: start_scene_skip_to @WUZI5_3397 
91@ = 5 

:WUZI5_3293
if 
  91@ == 5 
else_jump @WUZI5_3356 
if 
01AD:   car 34@ sphere 0 near_point -2360.0 1481.5 radius 5.0 5.0 
else_jump @WUZI5_3356 
91@ = 6 

:WUZI5_3356
if 
  7 > 91@ 
else_jump @WUZI5_4184 
if 
02BF:   car 34@ sunk 
else_jump @WUZI5_4184 
92@ = 0 

:WUZI5_3397
0701: end_scene_skip 
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_3431 
jump @WUZI5_20666 

:WUZI5_3431
if 
  92@ == 1 
else_jump @WUZI5_3518 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
fade 0 500 

:WUZI5_3473
if 
fading 
else_jump @WUZI5_3497 
wait 0 
jump @WUZI5_3473 

:WUZI5_3497
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_3518 
06C5: release_car 34@ from_path 

:WUZI5_3518
015B: unknown_player 0 time 0 key 0 
fade 0 1000 

:WUZI5_3533
if 
fading 
else_jump @WUZI5_3557 
wait 0 
jump @WUZI5_3533 

:WUZI5_3557
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.RemoveReferences(35@)
Model.Destroy(#MINIGUN)
Model.Destroy(#ROCKETLA)
Model.Destroy(#MAVERICK)
Model.Destroy(#TRIADB)
Model.Load(#GRENADE)
Model.Load(#KNIFECUR)
Model.Load(#CHROMEGUN)
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 4 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2351.7 1487.4 0.0 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2351.7, 1487.4, -1.0)
Actor.Angle($PLAYER_ACTOR) = 318.0
if 
   not Actor.Dead(36@)
else_jump @WUZI5_3738 
0687: clear_actor 36@ task 

:WUZI5_3738
if 
   not Actor.Dead(37@)
else_jump @WUZI5_3759 
0687: clear_actor 37@ task 

:WUZI5_3759
if 
   not Actor.Dead(38@)
else_jump @WUZI5_3780 
0687: clear_actor 38@ task 

:WUZI5_3780
if 
   not Actor.Dead(39@)
else_jump @WUZI5_3801 
0687: clear_actor 39@ task 

:WUZI5_3801
if 
   not Actor.Dead(40@)
else_jump @WUZI5_3822 
0687: clear_actor 40@ task 

:WUZI5_3822
if 
   not Actor.Dead(41@)
else_jump @WUZI5_3850 
0687: clear_actor 41@ task 
04EB: AS_actor 41@ crouch 1 

:WUZI5_3850
if 
   not Actor.Dead(43@)
else_jump @WUZI5_3871 
0687: clear_actor 43@ task 

:WUZI5_3871
Marker.Disable(81@)
Marker.Disable(82@)
Marker.Disable(83@)
Marker.Disable(84@)
Marker.Disable(85@)
Marker.Disable(86@)
Marker.Disable(87@)
Marker.Disable(88@)
Marker.Disable(89@)
018A: 80@ = create_checkpoint_at -2329.1 1528.7 0.0 
Actor.DestroyInstantly(58@)
100@ = Actor.Health($PLAYER_ACTOR)
if 
  100@ > 25 
else_jump @WUZI5_4014 
100@ /= 4 
100@ *= 3 
if 
  25 > 100@ 
else_jump @WUZI5_4006 
100@ = 25 

:WUZI5_4006
Actor.Health($PLAYER_ACTOR) = 100@

:WUZI5_4014
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
0687: clear_actor $PLAYER_ACTOR task 
00BE: text_clear_all 
03A1: show_sphere_at -2329.1 1528.7 0.0 radius 4.0 
fade 1 2000 

:WUZI5_4074
if 
fading 
else_jump @WUZI5_4142 
03A1: show_sphere_at -2329.1 1528.7 0.0 radius 4.0 
wait 0 
03A1: show_sphere_at -2329.1 1528.7 0.0 radius 4.0 
jump @WUZI5_4074 

:WUZI5_4142
113@ = 12 
115@ = 0 
gosub @WUZI5_26535 
114@ = 0 
91@ = 0 
90@ = 2 

:WUZI5_4184
if 
  90@ == 2 
else_jump @WUZI5_7182 
if 
  91@ == 0 
else_jump @WUZI5_4355 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2329.1 1528.7 0.0 radius 4.0 4.0 4.0 
else_jump @WUZI5_4296 
fade 0 500 
32@ = 0 
91@ = 1 
jump @WUZI5_4355 

:WUZI5_4296
if 
  114@ == 0 
else_jump @WUZI5_4355 
if 
  113@ == 0 
else_jump @WUZI5_4355 
00BC: show_text_highpriority GXT 'WUZ4_02' time 7000 flag 1  // ~s~Schwimm zu dem ~y~Frachter~s~ rber.
114@ = 1 

:WUZI5_4355
if 
  91@ == 1 
else_jump @WUZI5_6385 
if 
  32@ > 500 
else_jump @WUZI5_6385 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
Model.Load(#KMB_CONTAINER_RED)
038B: load_requested_models 
04ED: load_animation "SWAT" 

:WUZI5_4437
if 
84EE:   not animation "SWAT" loaded 
else_jump @WUZI5_4467 
wait 0 
jump @WUZI5_4437 

:WUZI5_4467
71@ = Object.Create(#KMB_CONTAINER_RED, -2323.9, 1527.3, 14.0)
Object.CollisionDetection(71@) = True
Object.ToggleInMovingList(71@) = False
0750: set_object 71@ visibility 0 
wait 0 
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_4547 
jump @WUZI5_20666 

:WUZI5_4547
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2323.2 1530.2 16.9 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2323.2, 1530.2, 16.9)
Actor.Angle($PLAYER_ACTOR) = 3.3
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Actor.Dead(36@)
else_jump @WUZI5_4721 
0395: clear_area 1 at -2350.6 1561.2 22.1 radius 1.0 
Actor.PutAt(36@, -2350.6, 1561.2, 22.1)
Actor.Angle(36@) = 4.7
0605: actor 36@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 

:WUZI5_4721
if 
   not Actor.Dead(37@)
else_jump @WUZI5_4798 
0395: clear_area 1 at -2357.1 1529.2 25.0 radius 1.0 
Actor.PutAt(37@, -2357.1, 1529.2, 25.0)
Actor.Angle(37@) = 180.9
05C9: AS_actor 37@ on_guard -2 ms 

:WUZI5_4798
Actor.DestroyInstantly(38@)
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2388.3 1553.1 25.0 radius 1.0 
38@ = Actor.Create(Mission2, 97@(99@,2i), -2388.3, 1553.1, 25.0)
Actor.Angle(38@) = 0.0
060B: set_actor 38@ decision_maker_to 157@ 
01B2: give_actor 38@ weapon 32 ammo 30000 // Load the weapon model before using this 
Actor.DestroyInstantly(39@)
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2390.9 1552.6 25.0 radius 1.0 
39@ = Actor.Create(Mission2, 97@(99@,2i), -2390.9, 1552.6, 25.0)
Actor.Angle(39@) = 0.0
060B: set_actor 39@ decision_maker_to 157@ 
01B2: give_actor 39@ weapon 32 ammo 30000 // Load the weapon model before using this 
Actor.DestroyInstantly(40@)
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2389.8 1554.9 25.0 radius 1.0 
40@ = Actor.Create(Mission2, 97@(99@,2i), -2389.8, 1554.9, 25.0)
Actor.Angle(40@) = 220.6
060B: set_actor 40@ decision_maker_to 157@ 
01B2: give_actor 40@ weapon 32 ammo 30000 // Load the weapon model before using this 
if 
   not Actor.Dead(39@)
else_jump @WUZI5_5139 
if 
   not Actor.Dead(40@)
else_jump @WUZI5_5139 
0677: AS_actor 40@ chat_with_actor 39@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 39@ chat_with_actor 40@ lead_speaker_flag 0 unknown_flag 1 

:WUZI5_5139
Actor.DestroyInstantly(41@)
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2407.3 1547.6 25.0 radius 1.0 
41@ = Actor.Create(Mission2, 97@(99@,2i), -2407.3, 1547.6, 25.0)
Actor.Angle(41@) = 319.2
060B: set_actor 41@ decision_maker_to 157@ 
01B2: give_actor 41@ weapon 32 ammo 30000 // Load the weapon model before using this 
Actor.DestroyInstantly(42@)
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2420.4 1553.4 25.0 radius 1.0 
42@ = Actor.Create(Mission2, 97@(99@,2i), -2420.4, 1553.4, 25.0)
Actor.Angle(42@) = 180.0
060B: set_actor 42@ decision_maker_to 158@ 
01B2: give_actor 42@ weapon 32 ammo 30000 // Load the weapon model before using this 
Actor.DestroyInstantly(43@)
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2427.6 1532.3 25.0 radius 1.0 
43@ = Actor.Create(Mission2, 97@(99@,2i), -2427.6, 1532.3, 25.0)
Actor.Angle(43@) = 275.0
060B: set_actor 43@ decision_maker_to 157@ 
01B2: give_actor 43@ weapon 32 ammo 30000 // Load the weapon model before using this 
Actor.DestroyInstantly(44@)
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2427.9 1553.9 25.0 radius 1.0 
44@ = Actor.Create(Mission2, 97@(99@,2i), -2427.9, 1553.9, 25.0)
Actor.Angle(44@) = 183.8
060B: set_actor 44@ decision_maker_to 157@ 
01B2: give_actor 44@ weapon 32 ammo 30000 // Load the weapon model before using this 
0395: clear_area 1 at -2334.5 1533.3 16.3 radius 1.0 
46@ = Actor.Create(Mission2, #DNB1, -2334.5, 1533.3, 16.3)
Actor.Angle(46@) = 116.3
01B2: give_actor 46@ weapon 25 ammo 3000 // Load the weapon model before using this 
0816: unknown_actor 46@ flag 1 
060B: set_actor 46@ decision_maker_to 157@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2401.8 1530.3 30.8 radius 1.0 
47@ = Actor.Create(Mission2, 97@(99@,2i), -2401.8, 1530.3, 30.8)
Actor.Angle(47@) = 0.0
060B: set_actor 47@ decision_maker_to 157@ 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2405.5 1530.3 30.8 radius 1.0 
48@ = Actor.Create(Mission2, 97@(99@,2i), -2405.5, 1530.3, 30.8)
Actor.Angle(48@) = 0.0
060B: set_actor 48@ decision_maker_to 158@ 
0605: actor 48@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2426.5 1548.8 22.2 radius 1.0 
49@ = Actor.Create(Mission2, 97@(99@,2i), -2426.5, 1548.8, 22.2)
Actor.Angle(49@) = 180.0
060B: set_actor 49@ decision_maker_to 158@ 
0350: set_actor 49@ maintain_position_when_attacked 1 
01B2: give_actor 49@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2422.5 1548.8 22.2 radius 1.0 
50@ = Actor.Create(Mission2, 97@(99@,2i), -2422.5, 1548.8, 22.2)
Actor.Angle(50@) = 180.0
060B: set_actor 50@ decision_maker_to 158@ 
0350: set_actor 50@ maintain_position_when_attacked 1 
01B2: give_actor 50@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2339.2 1555.5 24.7 radius 1.0 
51@ = Actor.Create(Mission2, 97@(99@,2i), -2339.2, 1555.5, 24.7)
Actor.Angle(51@) = 348.3
060B: set_actor 51@ decision_maker_to 157@ 
0816: unknown_actor 51@ flag 1 
01B2: give_actor 51@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C9: AS_actor 51@ on_guard -2 ms 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2360.0 1560.3 25.0 radius 1.0 
52@ = Actor.Create(Mission2, 97@(99@,2i), -2360.0, 1560.3, 25.0)
Actor.Angle(52@) = 26.4
060B: set_actor 52@ decision_maker_to 157@ 
0816: unknown_actor 52@ flag 1 
01B2: give_actor 52@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C9: AS_actor 52@ on_guard -2 ms 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2334.7 1529.8 16.3 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 126.8 
05C9: AS_actor -1 on_guard -2 ms 
0616: define_AS_pack_end 156@ 
0618: assign_actor 46@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
Camera.SetPosition(-2332.5, 1534.4, 18.1, 0.0, 0.0, 0.0)
Camera.PointAt(-2342.5, 1513.7, 15.33, 2)
fade 1 500 
113@ = 5 
115@ = 0 
116@ = 1 
gosub @WUZI5_26535 
32@ = 0 
91@ = 2 

:WUZI5_6385
if 
  91@ == 2 
else_jump @WUZI5_6443 
if 
  32@ > 2000 
else_jump @WUZI5_6443 
92@ = 1 
0707: start_scene_skip_to @WUZI5_6715 
91@ = 3 

:WUZI5_6443
if 
  91@ == 3 
else_jump @WUZI5_6533 
if 
  113@ == 0 
else_jump @WUZI5_6533 
if 
  32@ > 3200 
else_jump @WUZI5_6533 
113@ = 5 
115@ = 1 
116@ = 2 
gosub @WUZI5_26535 
91@ = 4 

:WUZI5_6533
if 
  91@ == 4 
else_jump @WUZI5_6671 
if 
  32@ > 6000 
else_jump @WUZI5_6671 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 156@ 
078F: unknown_actor -1 flag 1 
05D4: AS_actor -1 rotate_angle 85.1 
0616: define_AS_pack_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
Camera.SetPosition(-2320.4, 1535.2, 18.8, 0.0, 0.0, 0.0)
Camera.PointAt(-2354.4, 1508.1, 18.9, 2)
91@ = 5 

:WUZI5_6671
if 
  91@ == 5 
else_jump @WUZI5_7182 
if 
  32@ > 8500 
else_jump @WUZI5_7182 
92@ = 0 

:WUZI5_6715
0701: end_scene_skip 
if 
  92@ == 1 
else_jump @WUZI5_6815 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
fade 0 500 

:WUZI5_6759
if 
fading 
else_jump @WUZI5_6783 
wait 0 
jump @WUZI5_6759 

:WUZI5_6783
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_6815 
jump @WUZI5_20666 

:WUZI5_6815
if 
   not Actor.Dead(46@)
else_jump @WUZI5_6839 
060B: set_actor 46@ decision_maker_to 159@ 

:WUZI5_6839
if 
   not Actor.Dead(51@)
else_jump @WUZI5_6863 
060B: set_actor 51@ decision_maker_to 159@ 

:WUZI5_6863
if 
   not Actor.Dead(52@)
else_jump @WUZI5_6887 
060B: set_actor 52@ decision_maker_to 159@ 

:WUZI5_6887
if 
   not Actor.Dead(36@)
else_jump @WUZI5_6911 
060B: set_actor 36@ decision_maker_to 159@ 

:WUZI5_6911
if 
   not Actor.Dead(37@)
else_jump @WUZI5_6935 
060B: set_actor 37@ decision_maker_to 159@ 

:WUZI5_6935
0687: clear_actor $PLAYER_ACTOR task 
Object.Destroy(71@)
Model.Destroy(#KMB_CONTAINER_RED)
0395: clear_area 1 at -2323.1 1531.7 16.3 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2323.1, 1531.7, 16.3)
Actor.Angle($PLAYER_ACTOR) = 85.2
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_10' time 7000 flag 1  // ~s~Begib dich ganz nach unten in den ~y~Schiffsrumpf~s~.~N~Verhalte dich so lange wie mglich still!
Marker.Disable(80@)
018A: 80@ = create_checkpoint_at -2437.6 1541.5 6.4 
Car.RemoveReferences(34@)
09F5: disable_player_mutal_activities 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
if 
  92@ == 1 
else_jump @WUZI5_7161 
fade 1 500 

:WUZI5_7105
if 
fading 
else_jump @WUZI5_7129 
wait 0 
jump @WUZI5_7105 

:WUZI5_7129
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_7161 
jump @WUZI5_20666 

:WUZI5_7161
114@ = 0 
91@ = 0 
90@ = 3 

:WUZI5_7182
if 
  90@ == 3 
else_jump @WUZI5_10888 
if 
0735:   NOP_false 81 
else_jump @WUZI5_7235 
Actor.PutAt($PLAYER_ACTOR, -2437.5, 1538.4, 10.7)

:WUZI5_7235
if 
  91@ == 0 
else_jump @WUZI5_7441 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2428.6 1532.6 12.2 cornerB -2441.3 1549.9 8.0 
else_jump @WUZI5_7386 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
else_jump @WUZI5_7349 

:WUZI5_7349
if 
8A29:   not player $PLAYER_CHAR climbing 
else_jump @WUZI5_7379 
Player.CanMove($PLAYER_CHAR) = False
91@ = 1 

:WUZI5_7379
jump @WUZI5_7441 

:WUZI5_7386
gosub @WUZI5_24954 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
else_jump @WUZI5_7441 

:WUZI5_7441
if 
  91@ == 1 
else_jump @WUZI5_8954 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
else_jump @WUZI5_7507 

:WUZI5_7507
if 
   Actor.Stopped($PLAYER_ACTOR)
else_jump @WUZI5_8954 
fade 0 500 

:WUZI5_7530
if 
fading 
else_jump @WUZI5_7554 
wait 0 
jump @WUZI5_7530 

:WUZI5_7554
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_7586 
jump @WUZI5_20666 

:WUZI5_7586
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at -2374.4 1548.5 1.1 radius 1.0 
45@ = Actor.Create(Mission2, #DNB2, -2374.4, 1548.5, 1.1)
Actor.Angle(45@) = 299.2
060B: set_actor 45@ decision_maker_to 158@ 
01B2: give_actor 45@ weapon 16 ammo 1 // Load the weapon model before using this 
Actor.Armour(45@) = 100
04EF: release_animation "SWAT" 
Model.Destroy(#CHROMEGUN)
Model.Destroy(#KNIFECUR)
Object.Destroy(71@)
Model.Destroy(#KMB_CONTAINER_RED)
04ED: load_animation "PARK" 

:WUZI5_7708
if 
84EE:   not animation "PARK" loaded 
else_jump @WUZI5_7738 
wait 0 
jump @WUZI5_7708 

:WUZI5_7738
032B: 73@ = create_weapon_pickup #TEC9 group 15 ammo 48 at -2428.4 1536.3 2.1 
72@ = Pickup.Create(#BODYARMOUR, 15, -2425.3, 1536.4, 2.1)
94@ = 0 

:WUZI5_7796
wait 0 
if 
  15 > 94@ 
else_jump @WUZI5_7859 
if 
   not 94@ == 9 
else_jump @WUZI5_7845 
Actor.DestroyInstantly(36@(94@,17i))

:WUZI5_7845
94@ += 1 
jump @WUZI5_7796 

:WUZI5_7859
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
Model.Load(#CJ_CHRIS_CRATE)
Model.Load(#CJ_CHRIS_CRATE_LD)
Model.Load(#CJ_CHRIS_CRATE_RD)
Model.Load(#CJ_PADLOCK)
Model.Load(#OMOBOAT)
038B: load_requested_models 
0395: clear_area 1 at -2368.9 1551.9 1.1 radius 10.0 
76@ = Object.Create(#CJ_CHRIS_CRATE, -2368.9, 1551.9, 1.1)
Object.Angle(76@) = 270.0
77@ = Object.Create(#CJ_CHRIS_CRATE_LD, -2371.55, 1552.66, 1.245)
Object.Angle(77@) = 270.0
78@ = Object.Create(#CJ_CHRIS_CRATE_RD, -2371.55, 1551.14, 1.245)
Object.Angle(78@) = 270.0
79@ = Object.Create(#CJ_PADLOCK, -2371.75, 1551.9, 2.1)
Object.Angle(79@) = 270.0
0395: clear_area 1 at -2408.4 1553.1 1.1 radius 1.0 
36@ = Actor.Create(Mission2, #DNB1, -2408.4, 1553.1, 1.1)
Actor.Angle(36@) = 151.3
060B: set_actor 36@ decision_maker_to 158@ 
099F: unknown_actor 36@ flag 1 
01B2: give_actor 36@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2404.8 1555.1 1.1 radius 1.0 
37@ = Actor.Create(Mission2, 97@(99@,2i), -2404.8, 1555.1, 1.1)
0245: set_actor 37@ walk_style_to "GANG2" 
Actor.Angle(37@) = 102.0
060B: set_actor 37@ decision_maker_to 158@ 
01B2: give_actor 37@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2401.3 1555.1 1.1 radius 1.0 
38@ = Actor.Create(Mission2, 97@(99@,2i), -2401.3, 1555.1, 1.1)
0245: set_actor 38@ walk_style_to "GANG1" 
Actor.Angle(38@) = 90.0
060B: set_actor 38@ decision_maker_to 158@ 
01B2: give_actor 38@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2389.4 1553.4 1.1 radius 1.0 
39@ = Actor.Create(Mission2, 97@(99@,2i), -2389.4, 1553.4, 1.1)
Actor.Angle(39@) = 180.0
060B: set_actor 39@ decision_maker_to 158@ 
01B2: give_actor 39@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2404.7 1545.5 1.1 radius 1.0 
40@ = Actor.Create(Mission2, 97@(99@,2i), -2404.7, 1545.5, 1.1)
Actor.Angle(40@) = 266.2
060B: set_actor 40@ decision_maker_to 158@ 
01B2: give_actor 40@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2406.4 1544.7 1.1 radius 1.0 
41@ = Actor.Create(Mission2, 97@(99@,2i), -2406.4, 1544.7, 1.1)
Actor.Angle(41@) = 256.3
060B: set_actor 41@ decision_maker_to 158@ 
01B2: give_actor 41@ weapon 32 ammo 30000 // Load the weapon model before using this 
if 
   not Actor.Dead(45@)
else_jump @WUZI5_8691 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2372.5 1551.0 1.1 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
Marker.Disable(80@)
80@ = Marker.CreateAboveActor(45@)

:WUZI5_8691
0395: clear_area 1 at -2370.3 1551.9 1.2 radius 30.0 
62@ = Actor.Create(Mission5, #OMOBOAT, -2370.3, 1551.9, 1.2)
Actor.Angle(62@) = 96.2
060B: set_actor 62@ decision_maker_to 158@ 
02A9: set_actor 62@ immune_to_nonplayer 1 
0568: set_actor 62@ targetable 1 
Camera.SetPosition(-2375.2, 1555.9, 1.6, 0.0, 0.0, 0.0)
Camera.PointAt(-2368.9, 1547.7, 3.8, 2)
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2435.6 1551.1 4.0 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2435.6, 1551.1, 4.0)
Actor.Angle($PLAYER_ACTOR) = 280.8
fade 1 500 

:WUZI5_8902
if 
fading 
else_jump @WUZI5_8926 
wait 0 
jump @WUZI5_8902 

:WUZI5_8926
92@ = 1 
0707: start_scene_skip_to @WUZI5_10101 
32@ = 0 
91@ = 2 

:WUZI5_8954
if 
  91@ == 2 
else_jump @WUZI5_9054 
if 
   not Actor.Dead(45@)
else_jump @WUZI5_9054 
if 
00EC:   actor 45@ 0 near_point -2372.5 1551.0 radius 1.0 1.0 
else_jump @WUZI5_9054 
113@ = 6 
115@ = 0 
gosub @WUZI5_26535 
91@ = 3 

:WUZI5_9054
if 
  91@ == 3 
else_jump @WUZI5_9159 
if 
  113@ == 0 
else_jump @WUZI5_9159 
if 
   not Actor.Dead(45@)
else_jump @WUZI5_9159 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2376.8 1546.7 1.1 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
91@ = 4 

:WUZI5_9159
if 
  91@ == 4 
else_jump @WUZI5_9654 
if 
  32@ > 6000 
else_jump @WUZI5_9654 
fade 0 500 

:WUZI5_9203
if 
fading 
else_jump @WUZI5_9227 
wait 0 
jump @WUZI5_9203 

:WUZI5_9227
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_9259 
jump @WUZI5_20666 

:WUZI5_9259
if 
   not Actor.Dead(36@)
else_jump @WUZI5_9330 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2410.7 1548.2 1.1 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_9330
if 
   not Actor.Dead(37@)
else_jump @WUZI5_9407 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 10 ms 
05D3: AS_actor -1 goto_point -2409.9 1551.0 1.1 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 181.1 
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_9407
if 
   not Actor.Dead(38@)
else_jump @WUZI5_9498 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 15 ms 
05D3: AS_actor -1 goto_point -2406.3 1554.0 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2406.7 1553.8 1.1 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_9498
Camera.SetPosition(-2414.9, 1547.8, 2.3, 0.0, 0.0, 0.0)
Camera.PointAt(-2409.7, 1549.5, 1.9, 2)
fade 1 500 

:WUZI5_9556
if 
fading 
else_jump @WUZI5_9580 
wait 0 
jump @WUZI5_9556 

:WUZI5_9580
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_9612 
jump @WUZI5_20666 

:WUZI5_9612
113@ = 7 
115@ = 0 
116@ = 1 
gosub @WUZI5_26535 
32@ = 0 
91@ = 5 

:WUZI5_9654
if 
  91@ == 5 
else_jump @WUZI5_10007 
if 
   not Actor.Dead(36@)
else_jump @WUZI5_10007 
062E: unknown_get_actor 36@ task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @WUZI5_10007 
if 
   not Actor.Dead(36@)
else_jump @WUZI5_9785 
0615: define_AS_pack_begin 156@ 
0667: AS_actor -1 aim_at -2417.5 1548.2 2.1 5000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_9785
if 
   not Actor.Dead(37@)
else_jump @WUZI5_9878 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2405.0 1551.0 1.1 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 261.2 
078F: unknown_actor -1 flag 1 
05D4: AS_actor -1 rotate_angle 90.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_9878
if 
   not Actor.Dead(38@)
else_jump @WUZI5_9972 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2394.0 1554.4 1.1 mode 7 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.5 1545.1 1.1 mode 7 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_9972
113@ = 7 
115@ = 1 
116@ = 2 
gosub @WUZI5_26535 
91@ = 6 

:WUZI5_10007
if 
  91@ == 6 
else_jump @WUZI5_10057 
if 
  113@ == 0 
else_jump @WUZI5_10057 
32@ = 0 
91@ = 7 

:WUZI5_10057
if 
  91@ == 7 
else_jump @WUZI5_10888 
if 
  32@ > 800 
else_jump @WUZI5_10888 
92@ = 0 

:WUZI5_10101
0701: end_scene_skip 
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_10135 
jump @WUZI5_20666 

:WUZI5_10135
if 
  92@ == 1 
else_jump @WUZI5_10458 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
fade 0 500 

:WUZI5_10177
if 
fading 
else_jump @WUZI5_10201 
wait 0 
jump @WUZI5_10177 

:WUZI5_10201
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_10233 
jump @WUZI5_20666 

:WUZI5_10233
if 
   not Actor.Dead(36@)
else_jump @WUZI5_10308 
0792: disembark_instantly_actor 36@ 
0395: clear_area 1 at -2410.7 1548.2 1.1 radius 1.0 
Actor.PutAt(36@, -2410.7, 1548.2, 1.1)
Actor.Angle(36@) = 90.0

:WUZI5_10308
if 
   not Actor.Dead(37@)
else_jump @WUZI5_10383 
0792: disembark_instantly_actor 37@ 
0395: clear_area 1 at -2405.0 1551.0 1.1 radius 1.0 
Actor.PutAt(37@, -2405.0, 1551.0, 1.1)
Actor.Angle(37@) = 90.0

:WUZI5_10383
if 
   not Actor.Dead(38@)
else_jump @WUZI5_10458 
0792: disembark_instantly_actor 38@ 
0395: clear_area 1 at -2393.5 1545.1 1.1 radius 1.0 
Actor.PutAt(38@, -2393.5, 1545.1, 1.1)
Actor.Angle(38@) = 0.0

:WUZI5_10458
040D: unload_wav 3 
if 
   not Actor.Dead(36@)
else_jump @WUZI5_10486 
060B: set_actor 36@ decision_maker_to 157@ 

:WUZI5_10486
if 
   not Actor.Dead(37@)
else_jump @WUZI5_10510 
060B: set_actor 37@ decision_maker_to 157@ 

:WUZI5_10510
if 
   not Actor.Dead(38@)
else_jump @WUZI5_10534 
060B: set_actor 38@ decision_maker_to 157@ 

:WUZI5_10534
if 
   not Actor.Dead(39@)
else_jump @WUZI5_10558 
060B: set_actor 39@ decision_maker_to 157@ 

:WUZI5_10558
if 
   not Actor.Dead(40@)
else_jump @WUZI5_10582 
060B: set_actor 40@ decision_maker_to 157@ 

:WUZI5_10582
if 
   not Actor.Dead(41@)
else_jump @WUZI5_10606 
060B: set_actor 41@ decision_maker_to 157@ 

:WUZI5_10606
if 
   not Actor.Dead(45@)
else_jump @WUZI5_10681 
0687: clear_actor 45@ task 
0395: clear_area 1 at -2377.0 1535.6 1.1 radius 1.0 
Actor.PutAt(45@, -2377.0, 1535.6, 1.1)
Actor.Angle(45@) = 90.0

:WUZI5_10681
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2435.6 1551.1 4.0 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2435.6, 1551.1, 4.0)
Actor.Angle($PLAYER_ACTOR) = 280.8
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_05' time 4000 flag 1  // ~s~Schalte den ~r~Wchter~s~ aus, der die Flchtlinge bewacht.
if 
  92@ == 1 
else_jump @WUZI5_10867 
fade 1 500 

:WUZI5_10811
if 
fading 
else_jump @WUZI5_10835 
wait 0 
jump @WUZI5_10811 

:WUZI5_10835
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_10867 
jump @WUZI5_20666 

:WUZI5_10867
114@ = 0 
91@ = 0 
90@ = 4 

:WUZI5_10888
if 
  90@ == 4 
else_jump @WUZI5_16191 
if 
  5 > 91@ 
else_jump @WUZI5_11114 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2381.7 1546.2 0.0 cornerB -2365.1 1556.1 6.5 
else_jump @WUZI5_11114 
if 
  113@ == 0 
else_jump @WUZI5_11043 
if 
  114@ == 0 
else_jump @WUZI5_11043 
113@ = 9 
115@ = 0 
116@ = 1 
gosub @WUZI5_26535 
114@ = 1 

:WUZI5_11043
if 
  113@ == 0 
else_jump @WUZI5_11114 
if 
  114@ == 1 
else_jump @WUZI5_11114 
113@ = 9 
115@ = 1 
116@ = 2 
gosub @WUZI5_26535 
114@ = 2 

:WUZI5_11114
if 
   Actor.Dead(62@)
else_jump @WUZI5_11155 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_03' time 4000 flag 1  // ~r~Einer der Flchtlinge ist tot!
jump @WUZI5_20666 

:WUZI5_11155
if 
  91@ == 0 
else_jump @WUZI5_11611 
if 
0735:   NOP_false 81 
else_jump @WUZI5_11229 
if 
   not Actor.Dead(45@)
else_jump @WUZI5_11209 
0321: kill_actor 45@ 

:WUZI5_11209
Actor.PutAt($PLAYER_ACTOR, -2374.0, 1551.0, 2.0)

:WUZI5_11229
if 
   not Actor.Dead(45@)
else_jump @WUZI5_11604 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2370.4 1533.6 1.1 cornerB -2408.5 1537.4 5.2 
else_jump @WUZI5_11344 
0668: AS_actor 45@ rotate_and_shoot_at -2400.1 1535.3 1.1 500 ms 
113@ = 8 
115@ = 0 
gosub @WUZI5_26535 
91@ = 1 

:WUZI5_11344
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2375.1 1556.2 1.1 cornerB -2379.2 1537.3 5.2 
else_jump @WUZI5_11443 
0668: AS_actor 45@ rotate_and_shoot_at -2377.0 1552.4 1.1 500 ms 
113@ = 8 
115@ = 0 
gosub @WUZI5_26535 
91@ = 1 

:WUZI5_11443
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2375.1 1556.2 1.1 cornerB -2379.2 1537.3 5.2 
else_jump @WUZI5_11597 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2370.4 1533.6 1.1 cornerB -2408.5 1537.4 5.2 
else_jump @WUZI5_11597 
if 
051A:   actor 45@ damaged_by_actor $PLAYER_ACTOR 
else_jump @WUZI5_11597 
0555: remove_weapon 16 from_actor 45@ 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 45@ armed_weapon_to 32 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
91@ = 3 

:WUZI5_11597
jump @WUZI5_11611 

:WUZI5_11604
91@ = 3 

:WUZI5_11611
if 
  91@ == 1 
else_jump @WUZI5_11760 
if 
   not Actor.Dead(45@)
else_jump @WUZI5_11753 
062E: unknown_get_actor 45@ task 1640 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @WUZI5_11746 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.4 1539.1 1.1 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
91@ = 2 

:WUZI5_11746
jump @WUZI5_11760 

:WUZI5_11753
91@ = 3 

:WUZI5_11760
if 
  91@ == 2 
else_jump @WUZI5_12021 
if 
   not Actor.Dead(45@)
else_jump @WUZI5_12014 
062E: unknown_get_actor 45@ task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @WUZI5_12007 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2370.4 1533.6 0.0 cornerB -2408.5 1537.4 4.0 
051A:   actor $PLAYER_ACTOR damaged_by_actor 45@ 
else_jump @WUZI5_11922 
0615: define_AS_pack_begin 156@ 
06E3: AS_actor -1 roll_sideways 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
91@ = 3 

:WUZI5_11922
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2375.1 1556.2 1.1 cornerB -2379.2 1537.3 5.2 
else_jump @WUZI5_12007 
0615: define_AS_pack_begin 156@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
91@ = 3 

:WUZI5_12007
jump @WUZI5_12021 

:WUZI5_12014
91@ = 3 

:WUZI5_12021
if 
  91@ == 3 
else_jump @WUZI5_12141 
if 
   Actor.Dead(45@)
else_jump @WUZI5_12141 
035D: set_object 79@ targetable 1 
Marker.Disable(80@)
80@ = Marker.CreateAboveObject(79@)
if 
03CA:   object 79@ exists 
else_jump @WUZI5_12134 
071E: get_object 79@ health_to 160@ 
if 
   not 999 > 160@ 
else_jump @WUZI5_12134 
00BC: show_text_highpriority GXT 'WUZ4_09' time 11000 flag 1  // ~s~Schie auf das ~g~Vorhngeschloss~s~ vorne am Flchtlingscontainer.

:WUZI5_12134
91@ = 4 

:WUZI5_12141
if 
  91@ == 4 
else_jump @WUZI5_12244 
if 
03CA:   object 79@ exists 
else_jump @WUZI5_12230 
071E: get_object 79@ health_to 160@ 
if 
  999 > 160@ 
else_jump @WUZI5_12223 
0723: break_object 79@ intensity 0 
32@ = 0 
91@ = 5 

:WUZI5_12223
jump @WUZI5_12244 

:WUZI5_12230
32@ = 0 
91@ = 5 

:WUZI5_12244
if 
  91@ == 5 
else_jump @WUZI5_12996 
if 
  32@ > 1000 
else_jump @WUZI5_12996 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
Object.Destroy(79@)
0708: reset_decision_maker 158@ event 13 
0708: reset_decision_maker 158@ event 44 
Model.Destroy(#GRENADE)
03CF: load_wav 1819 as 3 

:WUZI5_12348
if 
83D0:   not wav 3 loaded 
else_jump @WUZI5_12374 
wait 0 
jump @WUZI5_12348 

:WUZI5_12374
Model.Load(#KATANA)
Model.Load(#OMOKUNG)
Model.Load(#OMOST)
04ED: load_animation "GANGS" 
038B: load_requested_models 
gosub @WUZI5_24711 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2373.9 1552.1 1.1 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2373.9, 1552.1, 1.1)
Actor.Angle($PLAYER_ACTOR) = 267.0
Camera.SetPosition(-2375.0, 1547.2, 2.0, 0.0, 0.0, 0.0)
Camera.PointAt(-2370.9, 1555.3, 2.7, 2)
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2473.3 1536.3 27.8 radius 1.0 
68@ = Actor.Create(Mission2, 97@(99@,2i), -2473.3, 1536.3, 27.8)
Actor.Angle(68@) = 12.6
060B: set_actor 68@ decision_maker_to 157@ 
01B2: give_actor 68@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: unknown_actor 68@ flag 1 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2476.3 1536.3 27.8 radius 1.0 
69@ = Actor.Create(Mission2, 97@(99@,2i), -2476.3, 1536.3, 27.8)
Actor.Angle(69@) = 321.5
060B: set_actor 69@ decision_maker_to 157@ 
01B2: give_actor 69@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: unknown_actor 69@ flag 1 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2470.3 1546.9 22.6 radius 1.0 
70@ = Actor.Create(Mission2, 97@(99@,2i), -2470.3, 1546.9, 22.6)
Actor.Angle(70@) = 265.4
060B: set_actor 70@ decision_maker_to 157@ 
01B2: give_actor 70@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: unknown_actor 70@ flag 1 
0395: clear_area 1 at -2471.5 1548.2 32.2 radius 1.0 
65@ = Actor.Create(Mission2, #OMOKUNG, -2471.5, 1548.2, 32.2)
Actor.Angle(65@) = 130.0
01B2: give_actor 65@ weapon 8 ammo 1 // Load the weapon model before using this 
07DD: set_actor 65@ temper_to 70 // see pedstats.dat 
Marker.Disable(80@)
80@ = Marker.CreateAboveActor(65@)
Marker.SetIconSize(80@, 1)
060B: set_actor 65@ decision_maker_to 158@ 
0812: AS_actor 65@ perform_animation "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
92@ = 1 
0707: start_scene_skip_to @WUZI5_14511 
097A: play_audio_at -2371.55 1552.66 1.245 event 1110 
32@ = 0 
91@ = 6 

:WUZI5_12996
if 
  91@ == 6 
else_jump @WUZI5_13630 
if 
03CA:   object 77@ exists 
else_jump @WUZI5_13047 
034D: rotate_object 77@ from_angle 180.0 to_angle 2.0 flag 0 

:WUZI5_13047
if 
03CA:   object 78@ exists 
else_jump @WUZI5_13080 
034D: rotate_object 78@ from_angle 360.0 to_angle 2.0 flag 0 

:WUZI5_13080
if 
   not Actor.Dead(62@)
else_jump @WUZI5_13179 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point -2372.8 1551.8 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2374.4 1551.9 1.1 mode 4 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 62@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_13179
if 
  32@ > 2000 
else_jump @WUZI5_13630 
if 
   not Actor.Dead(59@)
else_jump @WUZI5_13327 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 900 ms 
05D3: AS_actor -1 goto_point -2372.8 1552.1 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2373.4 1553.3 1.1 mode 4 -1 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_TIRED" IFP_file "PED" 4.0 loop 0 0 0 0 time 4000 // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 59@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_13327
if 
   not Actor.Dead(60@)
else_jump @WUZI5_13426 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D3: AS_actor -1 goto_point -2372.8 1552.1 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2374.1 1550.6 1.1 mode 4 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 60@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_13426
if 
   not Actor.Dead(61@)
else_jump @WUZI5_13504 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 2500 ms 
05D3: AS_actor -1 goto_point -2372.8 1552.1 1.1 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 6.7 
0616: define_AS_pack_end 156@ 
0618: assign_actor 61@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_13504
0395: clear_area 1 at -2376.1 1552.5 1.1 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2376.1, 1552.5, 1.1)
Actor.Angle($PLAYER_ACTOR) = 264.4
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Camera.SetPosition(-2376.9, 1554.3, 2.0, 0.0, 0.0, 0.0)
Camera.PointAt(-2370.6, 1549.7, 2.7, 2)
32@ = 0 
91@ = 7 

:WUZI5_13630
if 
  91@ == 7 
else_jump @WUZI5_13793 
if 
   not Actor.Dead(62@)
else_jump @WUZI5_13793 
062E: unknown_get_actor 62@ task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @WUZI5_13793 
0615: define_AS_pack_begin 156@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 62@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
113@ = 10 
115@ = 0 
116@ = 2 
gosub @WUZI5_26535 
91@ = 8 

:WUZI5_13793
if 
  91@ == 8 
else_jump @WUZI5_14161 
if 
  32@ > 6000 
else_jump @WUZI5_14161 
if 
  113@ == 0 
else_jump @WUZI5_14161 
fade 0 500 

:WUZI5_13855
if 
fading 
else_jump @WUZI5_13879 
wait 0 
jump @WUZI5_13855 

:WUZI5_13879
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_13911 
jump @WUZI5_20666 

:WUZI5_13911
Camera.SetAtPos(-2465.5, 1547.1, 22.7)
if 
   not Actor.Dead(70@)
else_jump @WUZI5_14013 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2468.9 1547.2 22.7 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2465.5 1547.1 22.7 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 70@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_14013
Camera.SetPosition(-2460.0, 1552.1, 22.9, 0.0, 0.0, 0.0)
Camera.PointAt(-2468.1, 1543.8, 25.9, 2)
fade 1 500 

:WUZI5_14071
if 
fading 
else_jump @WUZI5_14095 
wait 0 
jump @WUZI5_14071 

:WUZI5_14095
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_14127 
jump @WUZI5_20666 

:WUZI5_14127
097A: play_audio_at -2468.0 1547.3 22.8 event 1111 
32@ = 0 
91@ = 9 

:WUZI5_14161
if 
  91@ == 9 
else_jump @WUZI5_14467 
if 
03CA:   object $2702 exists 
else_jump @WUZI5_14212 
034D: rotate_object $2702 from_angle 90.0 to_angle 2.0 flag 0 

:WUZI5_14212
if 
  32@ > 6000 
else_jump @WUZI5_14467 
fade 0 500 

:WUZI5_14238
if 
fading 
else_jump @WUZI5_14262 
wait 0 
jump @WUZI5_14238 

:WUZI5_14262
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_14294 
jump @WUZI5_20666 

:WUZI5_14294
Camera.SetAtPos(-2471.5, 1548.2, 32.2)
Camera.SetPosition(-2476.5, 1546.5, 33.8, 0.0, 0.0, 0.0)
Camera.PointAt(-2462.6, 1546.8, 32.7, 2)
fade 1 500 

:WUZI5_14369
if 
fading 
else_jump @WUZI5_14393 
wait 0 
jump @WUZI5_14369 

:WUZI5_14393
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_14425 
jump @WUZI5_20666 

:WUZI5_14425
113@ = 10 
115@ = 2 
116@ = 3 
gosub @WUZI5_26535 
32@ = 0 
91@ = 10 

:WUZI5_14467
if 
  91@ == 10 
else_jump @WUZI5_16191 
if 
  32@ > 7000 
else_jump @WUZI5_16191 
92@ = 0 

:WUZI5_14511
0701: end_scene_skip 
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_14545 
jump @WUZI5_20666 

:WUZI5_14545
if 
  92@ == 1 
else_jump @WUZI5_14643 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
fade 0 500 

:WUZI5_14587
if 
fading 
else_jump @WUZI5_14611 
wait 0 
jump @WUZI5_14587 

:WUZI5_14611
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_14643 
jump @WUZI5_20666 

:WUZI5_14643
040D: unload_wav 3 
if 
   not Actor.Dead(59@)
else_jump @WUZI5_14929 
0792: disembark_instantly_actor 59@ 
0395: clear_area 1 at -2373.4 1553.3 1.1 radius 1.0 
Actor.PutAt(59@, -2373.4, 1553.3, 1.1)
Actor.Angle(59@) = 120.0
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2432.3 1544.7 1.1 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 59@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_14929
if 
   not Actor.Dead(60@)
else_jump @WUZI5_15211 
0792: disembark_instantly_actor 60@ 
0395: clear_area 1 at -2374.1 1550.6 1.1 radius 1.0 
Actor.PutAt(60@, -2374.1, 1550.6, 1.1)
Actor.Angle(60@) = 63.1
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2430.6 1543.7 1.1 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 60@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_15211
if 
   not Actor.Dead(61@)
else_jump @WUZI5_15493 
0792: disembark_instantly_actor 61@ 
0395: clear_area 1 at -2372.8 1552.1 1.1 radius 1.0 
Actor.PutAt(61@, -2372.8, 1552.1, 1.1)
Actor.Angle(61@) = 90.0
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2430.4 1545.8 1.1 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 61@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_15493
if 
   not Actor.Dead(62@)
else_jump @WUZI5_15775 
0792: disembark_instantly_actor 62@ 
0395: clear_area 1 at -2374.4 1551.9 1.1 radius 1.0 
Actor.PutAt(62@, -2374.4, 1551.9, 1.1)
Actor.Angle(62@) = 90.0
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2428.4 1544.6 1.1 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 62@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_15775
if 
03CA:   object 77@ exists 
else_jump @WUZI5_15808 
034D: rotate_object 77@ from_angle 180.0 to_angle 360.0 flag 0 

:WUZI5_15808
if 
03CA:   object 78@ exists 
else_jump @WUZI5_15841 
034D: rotate_object 78@ from_angle 360.0 to_angle 360.0 flag 0 

:WUZI5_15841
if 
03CA:   object $2702 exists 
else_jump @WUZI5_15874 
034D: rotate_object $2702 from_angle 90.0 to_angle 100.0 flag 0 

:WUZI5_15874
if 
   not Actor.Dead(70@)
else_jump @WUZI5_15934 
0395: clear_area 1 at -2466.9 1546.9 22.7 radius 30.0 
Actor.PutAt(70@, -2466.9, 1546.9, 22.7)

:WUZI5_15934
if 
   not Actor.Dead(65@)
else_jump @WUZI5_15955 
0687: clear_actor 65@ task 

:WUZI5_15955
Model.Destroy(#CJ_PADLOCK)
0709: set_decision_maker 158@ on_event 44 taskID 510 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 158@ on_event 13 taskID 917 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
09F5: disable_player_mutal_activities 0 
Actor.Health($PLAYER_ACTOR) = 100
04EF: release_animation "PARK" 
04EF: release_animation "GANGS" 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BC: show_text_highpriority GXT 'BRIDGE' time 7000 flag 1  // ~s~Schalte alle Personen auf der Brcke aus!
if 
  92@ == 1 
else_jump @WUZI5_16177 
fade 1 500 

:WUZI5_16121
if 
fading 
else_jump @WUZI5_16145 
wait 0 
jump @WUZI5_16121 

:WUZI5_16145
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_16177 
jump @WUZI5_20666 

:WUZI5_16177
91@ = 0 
90@ = 5 

:WUZI5_16191
if 
  90@ == 5 
else_jump @WUZI5_18809 
if 
  90@ == 5 
else_jump @WUZI5_16311 
if 
  4 > 96@ 
else_jump @WUZI5_16304 
if 
   Actor.Dead(59@(96@,4i))
else_jump @WUZI5_16290 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_03' time 4000 flag 1  // ~r~Einer der Flchtlinge ist tot!
jump @WUZI5_20666 

:WUZI5_16290
96@ += 1 
jump @WUZI5_16311 

:WUZI5_16304
96@ = 0 

:WUZI5_16311
if 
  91@ == 0 
else_jump @WUZI5_17136 
if 
0735:   NOP_false 81 
else_jump @WUZI5_16364 
Actor.PutAt($PLAYER_ACTOR, -2477.4, 1537.0, 27.8)

:WUZI5_16364
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2476.4 1538.0 29.8 cornerB -2479.2 1550.5 35.2 
else_jump @WUZI5_17136 
fade 0 1000 

:WUZI5_16419
if 
fading 
else_jump @WUZI5_16443 
wait 0 
jump @WUZI5_16419 

:WUZI5_16443
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_16475 
jump @WUZI5_20666 

:WUZI5_16475
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
0395: clear_area 1 at -2466.9 1546.9 22.7 radius 30.0 
0395: clear_area 1 at -2478.4 1539.0 29.5 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2478.4, 1539.0, 29.5)
Actor.Angle($PLAYER_ACTOR) = 0.0
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
Model.Load(#KATANA_ANIM)
Model.Load(#KATANA_LHAND)
04ED: load_animation "MISC" 
038B: load_requested_models 
74@ = Object.Create(#KATANA_ANIM, -2472.6, 1538.5, 32.3)
if 
   not Actor.Dead(65@)
else_jump @WUZI5_16776 
0792: disembark_instantly_actor 65@ 
0395: clear_area 1 at -2472.3 1551.5 32.2 radius 1.0 
Actor.PutAt(65@, -2472.3, 1551.5, 32.2)
Actor.Angle(65@) = 135.0
75@ = Object.Create(#KATANA_LHAND, -2117.0, 654.0, 59.7)
070A: AS_actor 65@ attach_to_object 75@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 

:WUZI5_16776
if 
   not Actor.Dead(68@)
else_jump @WUZI5_16805 
060B: set_actor 68@ decision_maker_to 158@ 
0792: disembark_instantly_actor 68@ 

:WUZI5_16805
if 
   not Actor.Dead(69@)
else_jump @WUZI5_16834 
060B: set_actor 69@ decision_maker_to 158@ 
0792: disembark_instantly_actor 69@ 

:WUZI5_16834
if 
   not Actor.Dead(70@)
else_jump @WUZI5_16863 
060B: set_actor 70@ decision_maker_to 158@ 
0792: disembark_instantly_actor 70@ 

:WUZI5_16863
if 
   not Actor.Dead(65@)
else_jump @WUZI5_16908 
04C4: store_coords_to 140@ 141@ 142@ from_actor 65@ with_offset 0.0 4.0 -1.0 

:WUZI5_16908
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2477.9 1543.7 31.7 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 140@ 141@ 142@ mode 4 -1 ms // versionA 
if 
   not Actor.Dead(65@)
else_jump @WUZI5_16976 
0639: AS_actor -1 rotate_to_actor 65@ 

:WUZI5_16976
0616: define_AS_pack_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
Camera.SetPosition(-2472.8, 1554.0, 33.5, 0.0, 0.0, 0.0)
Camera.PointAt(-2474.5, 1542.2, 33.2, 2)
fade 1 1000 

:WUZI5_17052
if 
fading 
else_jump @WUZI5_17076 
wait 0 
jump @WUZI5_17052 

:WUZI5_17076
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_17108 
jump @WUZI5_20666 

:WUZI5_17108
32@ = 0 
92@ = 1 
0707: start_scene_skip_to @WUZI5_17880 
91@ = 1 

:WUZI5_17136
if 
  91@ == 1 
else_jump @WUZI5_17511 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @WUZI5_17511 
113@ = 13 
115@ = 0 
gosub @WUZI5_26535 
0395: clear_area 1 at 140@ 141@ 142@ radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 140@, 141@, 142@)
Actor.Angle($PLAYER_ACTOR) = 315.0
if 
   not Actor.Dead(65@)
else_jump @WUZI5_17511 
if 
03CA:   object 75@ exists 
else_jump @WUZI5_17511 
Object.Destroy(75@)
04C4: store_coords_to 140@ 141@ 142@ from_actor 65@ with_offset 0.0 2.0 -1.0 
Object.PutAt(74@, 140@, 141@, 142@)
Object.Angle(74@) = 315.0
04C4: store_coords_to 140@ 141@ 142@ from_actor 65@ with_offset 0.0 4.0 0.0 
0792: disembark_instantly_actor 65@ 
0605: actor 65@ perform_animation_sequence "KAT_THROW_K" IFP_file "MISC" 1000.0 loop 0 0 0 0 time -1 // versionA 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation_sequence "KAT_THROW_P" IFP_file "MISC" 1000.0 loop 0 0 0 0 time -1 // versionA 
Camera.SetPosition(-2475.1, 1547.1, 33.3, 0.0, 0.0, 0.0)
Camera.PointAt(-2472.2, 1553.0, 33.7, 2)
91@ = 3 

:WUZI5_17511
if 
  91@ == 3 
else_jump @WUZI5_17818 
if 
03CA:   object 74@ exists 
else_jump @WUZI5_17818 
if 
   not Actor.Dead(65@)
else_jump @WUZI5_17818 
if 
   Actor.Animation($PLAYER_ACTOR) == "KAT_THROW_P"
else_jump @WUZI5_17735 
0613: 143@ = actor $PLAYER_ACTOR animation "KAT_THROW_P" time 
if 
0837:   object 74@ animation == "KAT_THROW_O" 
else_jump @WUZI5_17668 
083A: set_object 74@ animation "KAT_THROW_O" progress_to 143@ 
jump @WUZI5_17735 

:WUZI5_17668
if 
075A: set_object 74@ animation "KAT_THROW_O" IFP_file "MISC" 10000.0 lockF 0 loop 0 // IF AND SET 
else_jump @WUZI5_17735 
0836: set_object 74@ animation "KAT_THROW_O" at 0.0 times_normal_rate 

:WUZI5_17735
if 
   Actor.Animation($PLAYER_ACTOR) == "KAT_THROW_P"
else_jump @WUZI5_17818 
0613: 143@ = actor $PLAYER_ACTOR animation "KAT_THROW_P" time 
if 
  143@ == 1.0 
else_jump @WUZI5_17818 
Object.Destroy(74@)
91@ = 4 

:WUZI5_17818
if 
  91@ == 4 
else_jump @WUZI5_18697 
if 
  113@ == 0 
else_jump @WUZI5_18697 
if 
  32@ > 8000 
else_jump @WUZI5_18697 
92@ = 0 

:WUZI5_17880
0701: end_scene_skip 
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_17914 
jump @WUZI5_20666 

:WUZI5_17914
if 
  92@ == 1 
else_jump @WUZI5_18102 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
fade 0 500 

:WUZI5_17956
if 
fading 
else_jump @WUZI5_17980 
wait 0 
jump @WUZI5_17956 

:WUZI5_17980
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_18012 
jump @WUZI5_20666 

:WUZI5_18012
Object.Destroy(75@)
Object.Destroy(74@)
if 
   not Actor.Dead(65@)
else_jump @WUZI5_18043 
0792: disembark_instantly_actor 65@ 

:WUZI5_18043
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2475.5 1546.7 32.2 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2475.5, 1546.7, 32.2)
Actor.Angle($PLAYER_ACTOR) = 315.0

:WUZI5_18102
if 
   not Actor.Dead(59@)
else_jump @WUZI5_18177 
0792: disembark_instantly_actor 59@ 
0395: clear_area 1 at -2439.5 1561.3 16.3 radius 1.0 
Actor.PutAt(59@, -2439.5, 1561.3, 16.3)
Actor.Angle(59@) = 11.0

:WUZI5_18177
if 
   not Actor.Dead(60@)
else_jump @WUZI5_18252 
0792: disembark_instantly_actor 60@ 
0395: clear_area 1 at -2437.7 1561.5 16.3 radius 1.0 
Actor.PutAt(60@, -2437.7, 1561.5, 16.3)
Actor.Angle(60@) = 177.5

:WUZI5_18252
if 
   not Actor.Dead(61@)
else_jump @WUZI5_18327 
0792: disembark_instantly_actor 61@ 
0395: clear_area 1 at -2438.8 1560.0 16.3 radius 1.0 
Actor.PutAt(61@, -2438.8, 1560.0, 16.3)
Actor.Angle(61@) = 183.9

:WUZI5_18327
if 
   not Actor.Dead(62@)
else_jump @WUZI5_18402 
0792: disembark_instantly_actor 62@ 
0395: clear_area 1 at -2436.6 1561.8 16.3 radius 1.0 
Actor.PutAt(62@, -2436.6, 1561.8, 16.3)
Actor.Angle(62@) = 9.5

:WUZI5_18402
if 
   not Actor.Dead(65@)
else_jump @WUZI5_18478 
0395: clear_area 1 at -2472.7 1551.4 32.2 radius 1.0 
Actor.PutAt(65@, -2472.7, 1551.4, 32.2)
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 
060B: set_actor 65@ decision_maker_to 157@ 

:WUZI5_18478
if 
   not Actor.Dead(68@)
else_jump @WUZI5_18507 
060B: set_actor 68@ decision_maker_to 157@ 
0792: disembark_instantly_actor 68@ 

:WUZI5_18507
if 
   not Actor.Dead(69@)
else_jump @WUZI5_18536 
060B: set_actor 69@ decision_maker_to 157@ 
0792: disembark_instantly_actor 69@ 

:WUZI5_18536
if 
   not Actor.Dead(70@)
else_jump @WUZI5_18565 
060B: set_actor 70@ decision_maker_to 157@ 
0792: disembark_instantly_actor 70@ 

:WUZI5_18565
09F5: disable_player_mutal_activities 0 
01B2: give_actor $PLAYER_ACTOR weapon 8 ammo 1 // Load the weapon model before using this 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 8 
if 
  92@ == 1 
else_jump @WUZI5_18690 
fade 1 500 

:WUZI5_18634
if 
fading 
else_jump @WUZI5_18658 
wait 0 
jump @WUZI5_18634 

:WUZI5_18658
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_18690 
jump @WUZI5_20666 

:WUZI5_18690
91@ = 5 

:WUZI5_18697
if 
   Actor.Dead(65@)
else_jump @WUZI5_18718 
Marker.Disable(80@)

:WUZI5_18718
if 
   Actor.Dead(65@)
else_jump @WUZI5_18809 
00BE: text_clear_all 
Marker.Disable(80@)
if 
   not Actor.Dead(62@)
else_jump @WUZI5_18772 
80@ = Marker.CreateAboveActor(62@)
07E0: set_marker 80@ type_to 1 

:WUZI5_18772
00BC: show_text_highpriority GXT 'WUZ4_11' time 4000 flag 1  // Kehr um und triff dich mit den ~b~Flchtlingen~s~. Sie werden einige Dinghis zu Wasser lassen.
91@ = 0 
32@ = 0 
90@ = 6 

:WUZI5_18809
if 
  90@ == 6 
else_jump @WUZI5_19695 
if 
  91@ == 0 
else_jump @WUZI5_19000 
if 
  4 > 96@ 
else_jump @WUZI5_18922 
if 
   Actor.Dead(59@(96@,4i))
else_jump @WUZI5_18908 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_03' time 4000 flag 1  // ~r~Einer der Flchtlinge ist tot!
jump @WUZI5_20666 

:WUZI5_18908
96@ += 1 
jump @WUZI5_18929 

:WUZI5_18922
96@ = 0 

:WUZI5_18929
if 
   not Actor.Dead(62@)
else_jump @WUZI5_19000 
if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 4.0 4.0 4.0 sphere 0 
else_jump @WUZI5_19000 
Marker.Disable(80@)
Player.CanMove($PLAYER_CHAR) = False
91@ = 1 

:WUZI5_19000
if 
  91@ == 1 
else_jump @WUZI5_19056 
fade 0 2000 

:WUZI5_19025
if 
fading 
else_jump @WUZI5_19049 
wait 0 
jump @WUZI5_19025 

:WUZI5_19049
91@ = 2 

:WUZI5_19056
if 
  91@ == 2 
else_jump @WUZI5_19525 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
Camera.SetPosition(-2425.8, 1562.4, 1.3, 0.0, 0.0, 0.0)
Camera.PointAt(-2451.2, 1582.3, 3.4, 2)
Model.Load(#DINGHY)
038B: load_requested_models 
0395: clear_area 1 at -2430.7 1563.6 0.0 radius 5.0 
53@ = Car.Create(#DINGHY, -2430.7, 1563.6, 0.0)
0395: clear_area 1 at -2442.4 1564.6 0.0 radius 5.0 
54@ = Car.Create(#DINGHY, -2442.4, 1564.6, 0.0)
0395: clear_area 1 at -2426.9 1570.6 0.0 radius 5.0 
55@ = Car.Create(#DINGHY, -2426.9, 1570.6, 0.0)
if 
   not Actor.Dead(59@)
else_jump @WUZI5_19355 
0464: put_actor 59@ into_turret_on_car 54@ at_car_offset 0.5 -1.0 1.0 position 0 shooting_angle_limit 360.0 with_weapon 0 

:WUZI5_19355
if 
   not Actor.Dead(60@)
else_jump @WUZI5_19403 
0464: put_actor 60@ into_turret_on_car 54@ at_car_offset -0.5 -1.0 1.0 position 0 shooting_angle_limit 360.0 with_weapon 0 

:WUZI5_19403
if 
   not Actor.Dead(61@)
else_jump @WUZI5_19427 
036A: put_actor 61@ in_car 54@ 

:WUZI5_19427
if 
   not Actor.Dead(62@)
else_jump @WUZI5_19451 
036A: put_actor 62@ in_car 55@ 

:WUZI5_19451
036A: put_actor $PLAYER_ACTOR in_car 53@ 
113@ = 11 
115@ = 0 
gosub @WUZI5_26535 
fade 1 2000 

:WUZI5_19487
if 
fading 
else_jump @WUZI5_19511 
wait 0 
jump @WUZI5_19487 

:WUZI5_19511
32@ = 0 
91@ = 3 

:WUZI5_19525
if 
  91@ == 3 
else_jump @WUZI5_19621 
if 
  32@ > 2000 
else_jump @WUZI5_19621 
if 
   not Car.Wrecked(54@)
else_jump @WUZI5_19588 
Car.SetAnimation(54@, 9, 5000)

:WUZI5_19588
if 
   not Car.Wrecked(55@)
else_jump @WUZI5_19614 
Car.SetAnimation(55@, 9, 5000)

:WUZI5_19614
91@ = 4 

:WUZI5_19621
if 
  91@ == 4 
else_jump @WUZI5_19695 
if 
  32@ > 6000 
else_jump @WUZI5_19695 
Car.Destroy(54@)
Car.Destroy(55@)
Actor.DestroyInstantly(59@)
Actor.DestroyInstantly(60@)
Actor.DestroyInstantly(61@)
Actor.DestroyInstantly(62@)
jump @WUZI5_20684 

:WUZI5_19695
if 
  90@ > 2 
else_jump @WUZI5_20652 
if 
  103@ == 0 
else_jump @WUZI5_19797 
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @WUZI5_19797 
Marker.Disable(80@)
018A: 80@ = create_checkpoint_at -2329.1 1528.7 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_02' time 7000 flag 1  // ~s~Schwimm zu dem ~y~Frachter~s~ rber.
103@ = 1 

:WUZI5_19797
if 
  103@ == 1 
else_jump @WUZI5_20180 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2329.1 1528.7 0.0 radius 4.0 4.0 4.0 
else_jump @WUZI5_20180 
00BE: text_clear_all 
fade 0 500 

:WUZI5_19872
if 
fading 
else_jump @WUZI5_19896 
wait 0 
jump @WUZI5_19872 

:WUZI5_19896
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
71@ = Object.Create(#KMB_CONTAINER_RED, -2323.9, 1527.3, 14.0)
Object.CollisionDetection(71@) = True
Object.ToggleInMovingList(71@) = False
0750: set_object 71@ visibility 0 
wait 0 
gosub @WUZI5_21045 
if 
  93@ == 1 
else_jump @WUZI5_20013 
jump @WUZI5_20666 

:WUZI5_20013
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2323.2 1530.2 16.9 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2323.2, 1530.2, 16.9)
Actor.Angle($PLAYER_ACTOR) = 3.3
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 156@ 
078F: unknown_actor -1 flag 1 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
Camera.SetPosition(-2320.7, 1529.8, 17.6, 0.0, 0.0, 0.0)
Camera.PointAt(-2339.6, 1537.4, 22.5, 2)
fade 1 500 
103@ = 2 

:WUZI5_20180
if 
  103@ == 2 
else_jump @WUZI5_20652 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @WUZI5_20652 
0395: clear_area 1 at -2323.6 1531.9 16.3 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2323.6, 1531.9, 16.3)
Actor.Angle($PLAYER_ACTOR) = 95.3
Object.Destroy(71@)
Marker.Disable(80@)
if 
  90@ == 3 
else_jump @WUZI5_20363 
if 
  91@ == 0 
else_jump @WUZI5_20363 
018A: 80@ = create_checkpoint_at -2437.9 1551.9 16.3 
00BC: show_text_highpriority GXT 'WUZ4_01' time 7000 flag 1  // ~s~Schlag dich ins ~y~Innere~s~ des Schiffes durch. Sei dabei so leise wie mglich.

:WUZI5_20363
if 
  90@ == 4 
else_jump @WUZI5_20486 
if 
  4 > 91@ 
else_jump @WUZI5_20446 
if 
   not Actor.Dead(45@)
else_jump @WUZI5_20439 
80@ = Marker.CreateAboveActor(45@)
00BC: show_text_highpriority GXT 'WUZ4_05' time 4000 flag 1  // ~s~Schalte den ~r~Wchter~s~ aus, der die Flchtlinge bewacht.

:WUZI5_20439
jump @WUZI5_20486 

:WUZI5_20446
if 
03CA:   object 79@ exists 
else_jump @WUZI5_20486 
80@ = Marker.CreateAboveObject(79@)
00BC: show_text_highpriority GXT 'WUZ4_09' time 11000 flag 1  // ~s~Schie auf das ~g~Vorhngeschloss~s~ vorne am Flchtlingscontainer.

:WUZI5_20486
if 
  90@ == 5 
else_jump @WUZI5_20551 
if 
   not Actor.Dead(65@)
else_jump @WUZI5_20535 
80@ = Marker.CreateAboveActor(65@)
Marker.SetIconSize(80@, 1)

:WUZI5_20535
00BC: show_text_highpriority GXT 'BRIDGE' time 7000 flag 1  // ~s~Schalte alle Personen auf der Brcke aus!

:WUZI5_20551
if 
  90@ == 6 
else_jump @WUZI5_20616 
if 
   not Actor.Dead(62@)
else_jump @WUZI5_20600 
80@ = Marker.CreateAboveActor(62@)
07E0: set_marker 80@ type_to 1 

:WUZI5_20600
00BC: show_text_highpriority GXT 'WUZ4_11' time 4000 flag 1  // Kehr um und triff dich mit den ~b~Flchtlingen~s~. Sie werden einige Dinghis zu Wasser lassen.

:WUZI5_20616
Model.Destroy(#KMB_CONTAINER_RED)
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
103@ = 0 

:WUZI5_20652
gosub @WUZI5_27736 
jump @WUZI5_975 

:WUZI5_20666
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:WUZI5_20684
$WUZIMU_TOTAL_PASSED_MISSIONS += 1 
Marker.Disable($524)
01E3: show_text_1number_styled GXT 'M_PASSS' number 15000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 15000
0998: add_respect 30 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'WUZI_4'  // The Da Nang Thang
030C: progress_made += 1 
return 

:WUZI5_20753
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @WUZI5_20771 
Camera.Restore_WithJumpCut

:WUZI5_20771
040D: unload_wav 3 
Marker.Disable(80@)
Marker.Disable(81@)
Marker.Disable(82@)
Marker.Disable(83@)
Marker.Disable(84@)
Marker.Disable(85@)
Marker.Disable(86@)
Marker.Disable(87@)
Marker.Disable(88@)
Marker.Disable(89@)
Model.Destroy(#MINIGUN)
Model.Destroy(#TEC9)
Model.Destroy(#ROCKETLA)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#KNIFECUR)
Model.Destroy(#KATANA)
Model.Destroy(#GRENADE)
Model.Destroy(#MAVERICK)
Model.Destroy(#DINGHY)
Model.Destroy(#TRIADB)
Model.Destroy(#OMOST)
Model.Destroy(#OMOKUNG)
Model.Destroy(#OMOBOAT)
Model.Destroy(#DNB1)
Model.Destroy(#DNB2)
Model.Destroy(#KMB_CONTAINER_RED)
Model.Destroy(#KATANA_ANIM)
Model.Destroy(#KATANA_LHAND)
Model.Destroy(#CJ_CHRIS_CRATE)
Model.Destroy(#CJ_CHRIS_CRATE_LD)
Model.Destroy(#CJ_CHRIS_CRATE_RD)
Model.Destroy(#CJ_PADLOCK)
01B7: release_weather 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @WUZI5_20955 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:WUZI5_20955
09F5: disable_player_mutal_activities 0 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "SWAT" 
04EF: release_animation "PARK" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Pickup.Destroy(63@)
Pickup.Destroy(64@)
Pickup.Destroy(72@)
Pickup.Destroy(73@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:WUZI5_21045
if 
  90@ == 0 
else_jump @WUZI5_21145 
if 
   Actor.Dead(35@)
else_jump @WUZI5_21104 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_07' time 7000 flag 1  // ~r~Der Helikopterpilot wurde gettet!
93@ = 1 

:WUZI5_21104
if 
   Car.Wrecked(34@)
else_jump @WUZI5_21145 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_08' time 7000 flag 1  // ~r~Der Helikopter wurde zerstrt!
93@ = 1 

:WUZI5_21145
return 

:WUZI5_21147
if 
  95@ == 0 
else_jump @WUZI5_22031 
032B: 63@ = create_weapon_pickup #TEC9 group 15 ammo 48 at -2414.9 1538.7 26.0 
64@ = Pickup.Create(#HEALTH, 15, -2412.4, 1547.9, 26.0)
0395: clear_area 1 at -2355.2 1547.0 25.0 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
36@ = Actor.Create(Mission2, 97@(99@,2i), -2355.2, 1547.0, 25.0)
Actor.Angle(36@) = 198.7
060B: set_actor 36@ decision_maker_to 157@ 
0350: set_actor 36@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2355.1 1545.0 25.0 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
37@ = Actor.Create(Mission2, 97@(99@,2i), -2355.1, 1545.0, 25.0)
Actor.Angle(37@) = 0.6
060B: set_actor 37@ decision_maker_to 157@ 
0350: set_actor 37@ maintain_position_when_attacked 1 
0677: AS_actor 36@ chat_with_actor 37@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 37@ chat_with_actor 36@ lead_speaker_flag 0 unknown_flag 1 
0395: clear_area 1 at -2373.0 1549.3 30.8 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
38@ = Actor.Create(Mission2, 97@(99@,2i), -2373.0, 1549.3, 30.8)
Actor.Angle(38@) = 355.7
060B: set_actor 38@ decision_maker_to 157@ 
0350: set_actor 38@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2396.3 1560.26 30.8 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
39@ = Actor.Create(Mission2, 97@(99@,2i), -2396.3, 1560.26, 30.8)
Actor.Angle(39@) = 356.2
060B: set_actor 39@ decision_maker_to 157@ 
0350: set_actor 39@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2478.2 1560.9 16.3 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
40@ = Actor.Create(Mission2, 97@(99@,2i), -2478.2, 1560.9, 16.3)
Actor.Angle(40@) = 11.0
060B: set_actor 40@ decision_maker_to 157@ 
0350: set_actor 40@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2500.5 1551.0 23.2 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
41@ = Actor.Create(Mission2, 97@(99@,2i), -2500.5, 1551.0, 23.2)
Actor.Angle(41@) = 339.2
060B: set_actor 41@ decision_maker_to 157@ 
0350: set_actor 41@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2493.7 1537.4 23.2 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
42@ = Actor.Create(Mission2, 97@(99@,2i), -2493.7, 1537.4, 23.2)
Actor.Angle(42@) = 82.5
060B: set_actor 42@ decision_maker_to 158@ 
0350: set_actor 42@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2492.2 1537.3 23.2 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
43@ = Actor.Create(Mission2, 97@(99@,2i), -2492.2, 1537.3, 23.2)
Actor.Angle(43@) = 78.2
060B: set_actor 43@ decision_maker_to 157@ 
0350: set_actor 43@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2453.8 1529.6 27.9 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
44@ = Actor.Create(Mission2, 97@(99@,2i), -2453.8, 1529.6, 27.9)
Actor.Angle(44@) = 174.6
060B: set_actor 44@ decision_maker_to 157@ 
0350: set_actor 44@ maintain_position_when_attacked 1 
95@ = 1 

:WUZI5_22031
if 
  95@ == 1 
else_jump @WUZI5_22149 
if 
  9 > 94@ 
else_jump @WUZI5_22142 
if 
   not Actor.Dead(36@(94@,17i))
else_jump @WUZI5_22128 
01B2: give_actor 36@(94@,17i) weapon 32 ammo 3000 // Load the weapon model before using this 
81@(94@,9i) = Marker.CreateAboveActor(36@(94@,17i))
Marker.SetIconSize(81@(94@,9i), 1)

:WUZI5_22128
94@ += 1 
jump @WUZI5_22149 

:WUZI5_22142
95@ = 2 

:WUZI5_22149
return 

:WUZI5_22151
if 
   not Actor.Dead(36@)
else_jump @WUZI5_22559 
if 
  104@ == 0 
else_jump @WUZI5_22325 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2283.6 1582.6 radius 3.0 3.0 
else_jump @WUZI5_22325 
0615: define_AS_pack_begin 156@ 
099F: unknown_actor -1 flag 1 
0637: AS_actor -1 goto -2355.1 1560.0 25.0 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_22300 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_22300
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
104@ = 1 

:WUZI5_22325
if 
  104@ == 1 
else_jump @WUZI5_22450 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2392.0 1588.0 radius 3.0 3.0 
else_jump @WUZI5_22450 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -2357.6 1529.6 25.0 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 183.9 
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
104@ = 2 

:WUZI5_22450
if 
  104@ == 2 
else_jump @WUZI5_22559 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2402.6 1499.2 radius 3.0 3.0 
else_jump @WUZI5_22559 
0615: define_AS_pack_begin 156@ 
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_22534 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_22534
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
104@ = 3 

:WUZI5_22559
if 
   not Actor.Dead(37@)
else_jump @WUZI5_22994 
if 
  105@ == 0 
else_jump @WUZI5_22767 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2283.6 1582.6 radius 3.0 3.0 
else_jump @WUZI5_22767 
0615: define_AS_pack_begin 156@ 
099F: unknown_actor -1 flag 1 
0637: AS_actor -1 goto -2348.2 1546.4 25.0 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto -2344.1 1555.8 25.0 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_22742 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_22742
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
105@ = 1 

:WUZI5_22767
if 
  105@ == 1 
else_jump @WUZI5_22885 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2392.0 1588.0 radius 3.0 3.0 
else_jump @WUZI5_22885 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2350.5 1531.5 25.0 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 155.6 
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
105@ = 2 

:WUZI5_22885
if 
  105@ == 2 
else_jump @WUZI5_22994 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2402.6 1499.2 radius 3.0 3.0 
else_jump @WUZI5_22994 
0615: define_AS_pack_begin 156@ 
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_22969 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_22969
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
105@ = 3 

:WUZI5_22994
if 
   not Actor.Dead(38@)
else_jump @WUZI5_23461 
if 
  106@ == 0 
else_jump @WUZI5_23168 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2283.6 1582.6 radius 3.0 3.0 
else_jump @WUZI5_23168 
0615: define_AS_pack_begin 156@ 
099F: unknown_actor -1 flag 1 
0637: AS_actor -1 goto -2372.1 1557.4 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_23143 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_23143
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
106@ = 1 

:WUZI5_23168
if 
  106@ == 1 
else_jump @WUZI5_23337 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2365.4 1586.9 radius 3.0 3.0 
else_jump @WUZI5_23337 
0615: define_AS_pack_begin 156@ 
0637: AS_actor -1 goto -2394.4 1558.4 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 66.2 
05BC: AS_actor -1 jump 1 
0637: AS_actor -1 goto -2423.0 1561.0 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
106@ = 2 

:WUZI5_23337
if 
  106@ == 2 
else_jump @WUZI5_23461 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2473.8 1585.5 radius 3.0 3.0 
else_jump @WUZI5_23461 
0615: define_AS_pack_begin 156@ 
05D4: AS_actor -1 rotate_angle 177.3 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point -2422.1 1547.9 22.1 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
106@ = 3 

:WUZI5_23461
if 
   not Actor.Dead(39@)
else_jump @WUZI5_23836 
if 
  107@ == 0 
else_jump @WUZI5_23626 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2351.3 1586.2 radius 3.0 3.0 
else_jump @WUZI5_23626 
0615: define_AS_pack_begin 156@ 
099F: unknown_actor -1 flag 1 
0637: AS_actor -1 goto -2426.7 1560.3 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_23601 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_23601
0616: define_AS_pack_end 156@ 
0618: assign_actor 39@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
107@ = 1 

:WUZI5_23626
if 
  107@ == 1 
else_jump @WUZI5_23836 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2504.6 0.8 radius 3.0 3.0 
else_jump @WUZI5_23836 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2437.7 1560.7 16.3 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2435.9 1550.9 16.3 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
05D3: AS_actor -1 goto_point -2435.9 1532.3 16.3 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point -2437.5 1528.7 16.3 mode 6 -1 ms // versionA 
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_23811 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_23811
0616: define_AS_pack_end 156@ 
0618: assign_actor 39@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
107@ = 2 

:WUZI5_23836
if 
   not Actor.Dead(40@)
else_jump @WUZI5_24069 
if 
  108@ == 0 
else_jump @WUZI5_24069 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2448.6 1590.3 radius 3.0 3.0 
else_jump @WUZI5_24069 
0615: define_AS_pack_begin 156@ 
099F: unknown_actor -1 flag 1 
0637: AS_actor -1 goto -2494.1 1560.7 16.3 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto -2505.2 1557.4 16.3 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto -2505.5 1532.1 16.3 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_24044 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24044
0616: define_AS_pack_end 156@ 
0618: assign_actor 40@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
108@ = 1 

:WUZI5_24069
if 
   not Actor.Dead(41@)
else_jump @WUZI5_24200 
if 
  109@ == 0 
else_jump @WUZI5_24200 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2448.6 1590.3 radius 3.0 3.0 
else_jump @WUZI5_24200 
0615: define_AS_pack_begin 156@ 
099F: unknown_actor -1 flag 1 
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_24175 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24175
0616: define_AS_pack_end 156@ 
0618: assign_actor 41@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
109@ = 1 

:WUZI5_24200
if 
   not Actor.Dead(42@)
else_jump @WUZI5_24354 
if 
  110@ == 0 
else_jump @WUZI5_24354 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2493.5 1571.8 radius 3.0 3.0 
else_jump @WUZI5_24354 
0615: define_AS_pack_begin 156@ 
099F: unknown_actor -1 flag 1 
05D3: AS_actor -1 goto_point -2501.4 1539.5 23.2 mode 6 -1 ms // versionA 
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_24329 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24329
0616: define_AS_pack_end 156@ 
0618: assign_actor 42@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
110@ = 1 

:WUZI5_24354
if 
   not Actor.Dead(43@)
else_jump @WUZI5_24508 
if 
  111@ == 0 
else_jump @WUZI5_24508 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2493.5 1571.8 radius 3.0 3.0 
else_jump @WUZI5_24508 
0615: define_AS_pack_begin 156@ 
099F: unknown_actor -1 flag 1 
05D3: AS_actor -1 goto_point -2500.9 1535.4 23.2 mode 6 -1 ms // versionA 
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_24483 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24483
0616: define_AS_pack_end 156@ 
0618: assign_actor 43@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
111@ = 1 

:WUZI5_24508
if 
   not Actor.Dead(44@)
else_jump @WUZI5_24639 
if 
  112@ == 0 
else_jump @WUZI5_24639 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2493.5 1571.8 radius 3.0 3.0 
else_jump @WUZI5_24639 
0615: define_AS_pack_begin 156@ 
099F: unknown_actor -1 flag 1 
if 
   not Car.Wrecked(34@)
else_jump @WUZI5_24614 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_24614
0616: define_AS_pack_end 156@ 
0618: assign_actor 44@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
112@ = 1 

:WUZI5_24639
return 

:WUZI5_24641
if 
  9 > 94@ 
else_jump @WUZI5_24702 
if 
   Actor.Dead(36@(94@,17i))
else_jump @WUZI5_24688 
Marker.Disable(81@(94@,9i))

:WUZI5_24688
94@ += 1 
jump @WUZI5_24709 

:WUZI5_24702
94@ = 0 

:WUZI5_24709
return 

:WUZI5_24711
0395: clear_area 1 at -2369.3 1551.9 1.2 radius 1.0 
59@ = Actor.Create(Mission5, #OMOST, -2369.3, 1551.9, 1.2)
Actor.Angle(59@) = 96.2
0350: set_actor 59@ maintain_position_when_attacked 1 
0568: set_actor 59@ targetable 1 
060B: set_actor 59@ decision_maker_to 158@ 
0395: clear_area 1 at -2368.3 1551.9 1.2 radius 1.0 
60@ = Actor.Create(Mission5, #OMOST, -2368.3, 1551.9, 1.2)
Actor.Angle(60@) = 96.2
0350: set_actor 60@ maintain_position_when_attacked 1 
0568: set_actor 60@ targetable 1 
060B: set_actor 60@ decision_maker_to 158@ 
0395: clear_area 1 at -2367.3 1551.9 1.2 radius 1.0 
61@ = Actor.Create(Mission5, #OMOBOAT, -2367.3, 1551.9, 1.2)
Actor.Angle(61@) = 96.2
0350: set_actor 61@ maintain_position_when_attacked 1 
0568: set_actor 61@ targetable 1 
060B: set_actor 61@ decision_maker_to 158@ 
return 

:WUZI5_24954
if 
  101@ == 0 
else_jump @WUZI5_25301 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2282.4 1510.9 50.0 cornerB -2534.6 1578.5 15.0 
else_jump @WUZI5_25061 
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @WUZI5_25061 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 23 
else_jump @WUZI5_25061 
101@ = 1 

:WUZI5_25061
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2385.2 1539.7 cornerB -2393.0 1558.9 
else_jump @WUZI5_25106 
101@ = 1 

:WUZI5_25106
if 
   not Actor.Dead(46@)
else_jump @WUZI5_25145 
if 
02E0:   actor 46@ aggressive 
else_jump @WUZI5_25145 
101@ = 1 

:WUZI5_25145
if 
   not Actor.Dead(51@)
else_jump @WUZI5_25184 
if 
02E0:   actor 51@ aggressive 
else_jump @WUZI5_25184 
101@ = 1 

:WUZI5_25184
if 
   not Actor.Dead(52@)
else_jump @WUZI5_25223 
if 
02E0:   actor 52@ aggressive 
else_jump @WUZI5_25223 
101@ = 1 

:WUZI5_25223
if 
   not Actor.Dead(36@)
else_jump @WUZI5_25262 
if 
02E0:   actor 36@ aggressive 
else_jump @WUZI5_25262 
101@ = 1 

:WUZI5_25262
if 
   not Actor.Dead(37@)
else_jump @WUZI5_25301 
if 
02E0:   actor 37@ aggressive 
else_jump @WUZI5_25301 
101@ = 1 

:WUZI5_25301
if 
  101@ == 1 
else_jump @WUZI5_25750 
if 
   not Actor.Dead(46@)
else_jump @WUZI5_25343 
0639: AS_actor 46@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_25343
if 
   not Actor.Dead(51@)
else_jump @WUZI5_25367 
0639: AS_actor 51@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_25367
if 
   not Actor.Dead(52@)
else_jump @WUZI5_25391 
0639: AS_actor 52@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_25391
if 
   not Actor.Dead(36@)
else_jump @WUZI5_25512 
0615: define_AS_pack_begin 156@ 
07BC: set_actor -1 decision_maker_to 158@ // AS_pack_version 
05D3: AS_actor -1 goto_point -2351.0 1549.4 22.2 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
078F: unknown_actor -1 flag 1 
05D3: AS_actor -1 goto_point -2351.2 1547.1 25.0 mode 6 -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 157@ // AS_pack_version 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_25512
if 
   not Actor.Dead(37@)
else_jump @WUZI5_25536 
0639: AS_actor 37@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_25536
if 
   not Actor.Dead(38@)
else_jump @WUZI5_25605 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2385.5 1543.1 25.0 mode 6 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_25605
if 
   not Actor.Dead(39@)
else_jump @WUZI5_25674 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2385.8 1540.6 25.0 mode 6 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 39@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_25674
if 
   not Actor.Dead(40@)
else_jump @WUZI5_25743 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2392.1 1556.0 25.0 mode 6 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 40@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_25743
101@ = 2 

:WUZI5_25750
if 
  101@ == 2 
else_jump @WUZI5_25869 
if 
   not Actor.Dead(48@)
else_jump @WUZI5_25817 
if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
else_jump @WUZI5_25810 
101@ = 3 

:WUZI5_25810
jump @WUZI5_25824 

:WUZI5_25817
101@ = 3 

:WUZI5_25824
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2400.0 1561.0 cornerB -2409.8 1540.0 
else_jump @WUZI5_25869 
101@ = 3 

:WUZI5_25869
if 
  101@ == 3 
else_jump @WUZI5_25976 
if 
   not Actor.Dead(48@)
else_jump @WUZI5_25969 
0615: define_AS_pack_begin 156@ 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -2401.1 1539.8 25.0 mode 6 -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 48@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_25969
101@ = 4 

:WUZI5_25976
if 
  101@ == 4 
else_jump @WUZI5_26438 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2416.4 1535.3 cornerB -2431.6 1542.1 
else_jump @WUZI5_26438 
if 
   not Actor.Dead(42@)
else_jump @WUZI5_26306 
0615: define_AS_pack_begin 156@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 102@ = random_int_in_ranges 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 102@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to -2420.4 1553.4 25.0 angle 180.0 radius -0.1 animation "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 156@ loop 1 
0616: define_AS_pack_end 156@ 
0618: assign_actor 42@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_26306
if 
   not Actor.Dead(49@)
else_jump @WUZI5_26365 
0615: define_AS_pack_begin 156@ 
078F: unknown_actor -1 flag 1 
07BC: set_actor -1 decision_maker_to 157@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 49@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_26365
if 
   not Actor.Dead(50@)
else_jump @WUZI5_26431 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 1500 ms 
078F: unknown_actor -1 flag 1 
07BC: set_actor -1 decision_maker_to 157@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 50@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_26431
101@ = 5 

:WUZI5_26438
if 
  101@ == 5 
else_jump @WUZI5_26533 
if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2418.9 1546.4 cornerB -2435.6 1559.0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
else_jump @WUZI5_26533 
if 
   not Actor.Dead(42@)
else_jump @WUZI5_26533 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
101@ = 6 

:WUZI5_26533
return 

:WUZI5_26535
if 
  113@ == 1 
else_jump @WUZI5_26680 
05AA: 117@s = 'WUZ4_KA'  // ~z~Hey, CJ, was machst du hier?
05AA: 119@s = 'WUZ4_KB'  // ~z~Hab eben Woozie getroffen, als er am gehen war.
05AA: 121@s = 'WUZ4_KC'  // ~z~Er hat mir alles erzhlt. Dachte, ich fahre mit dir mit.
05AA: 123@s = 'WUZ4_KD'  // ~z~Wir fahren nicht, wir fliegen!
05AA: 125@s = 'WUZ4_KE'  // ~z~Anschnallen und die Waffe bereithalten.
04AF: 129@ = 44221 // @ = any 
04AF: 130@ = 44222 // @ = any 
04AF: 131@ = 44223 // @ = any 
04AF: 132@ = 44224 // @ = any 
04AF: 133@ = 44225 // @ = any 
135@ = 5 

:WUZI5_26680
if 
  113@ == 2 
else_jump @WUZI5_26825 
05AA: 117@s = 'WUZ4_LA'  // ~z~Wo soll's denn hingehen?
05AA: 119@s = 'WUZ4_LB'  // ~z~Zum Schiff. Es liegt drauen in der Bay.
05AA: 121@s = 'WUZ4_LC'  // ~z~Oh ja, ich sehe es!
05AA: 123@s = 'WUZ4_LD'  // ~z~Mach dich schon mal schussbereit, die werden auf der Hut sein.
05AA: 125@s = 'WUZ4_LE'  // ~z~Bin schussbereit.
04AF: 129@ = 44226 // @ = any 
04AF: 130@ = 44227 // @ = any 
04AF: 131@ = 44228 // @ = any 
04AF: 132@ = 44229 // @ = any 
04AF: 133@ = 44230 // @ = any 
135@ = 5 

:WUZI5_26825
if 
  113@ == 3 
else_jump @WUZI5_26970 
05AA: 117@s = 'WUZ4_MA'  // ~z~Heilige Scheie, die ballern ja jetzt schon auf uns!
05AA: 119@s = 'WUZ4_MB'  // ~z~Ich seh sie!
05AA: 121@s = 'WUZ4_MC'  // ~z~Sie sind berall zwischen den Containern!
05AA: 123@s = 'WUZ4_MD'  // ~z~Ich seh sie, Mann, voll im Visier!
05AA: 125@s = 'WUZ4_ME'  // ~z~Mach diese Da Nang rsche fertig!
04AF: 129@ = 44231 // @ = any 
04AF: 130@ = 44232 // @ = any 
04AF: 131@ = 44233 // @ = any 
04AF: 132@ = 44234 // @ = any 
04AF: 133@ = 44235 // @ = any 
135@ = 5 

:WUZI5_26970
if 
  113@ == 4 
else_jump @WUZI5_27116 
05AA: 117@s = 'WUZ4_NA'  // ~z~Eine Rakete! Eine Rakete!
05AA: 119@s = 'WUZ4_NB'  // ~z~Wo? Von welcher Seite?
05AA: 121@s = 'WUZ4_NC'  // ~z~Wir sind getroffen!
05AA: 123@s = 'WUZ4_NE'  // ~z~Wir strzen ab!
05AA: 125@s = 'WUZ4_NF'  // ~z~Bereitmachen fr den Aufschlag!
04AF: 129@ = 44239 // @ = any 
04AF: 130@ = 44240 // @ = any 
04AF: 131@ = 44241 // @ = any 
04AF: 132@ = 44242 // @ = any 
04AF: 133@ = 44243 // @ = any 
0085: 135@ = 116@ // (int) 

:WUZI5_27116
if 
  113@ == 5 
else_jump @WUZI5_27190 
05AA: 117@s = 'WUZ4_AA'  // ~z~Siehst du irgendwelche berlebenden?
05AA: 119@s = 'WUZ4_AB'  // ~z~Nein. Da kommt keiner lebend raus!
04AF: 129@ = 44200 // @ = any 
04AF: 130@ = 44201 // @ = any 
0085: 135@ = 116@ // (int) 

:WUZI5_27190
if 
  113@ == 6 
else_jump @WUZI5_27239 
05AA: 117@s = 'WUZ4_FA'  // ~z~Leise! Willst du, dass der Snakehead hier aufkreuzt?
04AF: 129@ = 44209 // @ = any 
135@ = 1 

:WUZI5_27239
if 
  113@ == 7 
else_jump @WUZI5_27313 
05AA: 117@s = 'WUZ4_CA'  // ~z~Nicht mehr lange, dann trinken wir Cola im freien Westen, h?
05AA: 119@s = 'WUZ4_CB'  // ~z~Hey, wer bist du, verdammt noch mal?
04AF: 129@ = 44203 // @ = any 
04AF: 130@ = 44204 // @ = any 
0085: 135@ = 116@ // (int) 

:WUZI5_27313
if 
  113@ == 8 
else_jump @WUZI5_27362 
05AA: 117@s = 'WUZ4_HA'  // ~z~Steck dir das in den Arsch!
04AF: 129@ = 44214 // @ = any 
135@ = 1 

:WUZI5_27362
if 
  113@ == 9 
else_jump @WUZI5_27436 
05AA: 117@s = 'WUZ4_JA'  // ~z~Hey, du, hilf uns!
05AA: 119@s = 'WUZ4_JB'  // ~z~Hey, bitte, hilf uns!
04AF: 129@ = 44215 // @ = any 
04AF: 130@ = 44216 // @ = any 
0085: 135@ = 116@ // (int) 

:WUZI5_27436
if 
  113@ == 10 
else_jump @WUZI5_27534 
05AA: 117@s = 'WUZ4_JC'  // ~z~Bitte! Der Snakehead hat uns reingelegt. Wir sind Gefangene!
05AA: 119@s = 'WUZ4_JD'  // ~z~Bitte hilf uns zu entkommen!
05AA: 121@s = 'WUZ4_JE'  // ~z~Der Snakehead ist oben auf der Brcke...
04AF: 129@ = 44217 // @ = any 
04AF: 130@ = 44218 // @ = any 
04AF: 131@ = 44219 // @ = any 
0085: 135@ = 116@ // (int) 

:WUZI5_27534
if 
  113@ == 11 
else_jump @WUZI5_27583 
05AA: 117@s = 'WUZ4_JF'  // ~z~Danke fr alles!
04AF: 129@ = 44220 // @ = any 
135@ = 1 

:WUZI5_27583
if 
  113@ == 12 
else_jump @WUZI5_27656 
05AA: 117@s = 'WUZ4_OA'  // ~z~Oh, Mann, mir tut alles weh!
05AA: 119@s = 'WUZ4_ZA'  // ~z~Verdammt, hab alles verloren auer meinem Messer!
04AF: 129@ = 44244 // @ = any 
04AF: 130@ = 44247 // @ = any 
135@ = 2 

:WUZI5_27656
if 
  113@ == 13 
else_jump @WUZI5_27705 
05AA: 117@s = 'WUZ4_PA'  // ~z~Genug! Wir klren das hier!
04AF: 129@ = 44246 // @ = any 
135@ = 1 

:WUZI5_27705
0085: 138@ = 115@ // (int) 
136@ = 0 
137@ = 0 
139@ = 1 
return 

:WUZI5_27736
if or
  113@ == 1 
  113@ == 2 
  113@ == 3 
  113@ == 4 
  113@ == 5 
else_jump @WUZI5_27836 
if 
001D:   135@ > 115@ // (int) 
else_jump @WUZI5_27829 
gosub @WUZI5_28316 
gosub @WUZI5_28423 
gosub @WUZI5_28577 
jump @WUZI5_27836 

:WUZI5_27829
113@ = 0 

:WUZI5_27836
if or
  113@ == 6 
  113@ == 7 
  113@ == 10 
  113@ == 11 
  113@ == 12 
else_jump @WUZI5_27936 
if 
001D:   135@ > 115@ // (int) 
else_jump @WUZI5_27929 
gosub @WUZI5_28316 
gosub @WUZI5_28423 
gosub @WUZI5_28577 
jump @WUZI5_27936 

:WUZI5_27929
113@ = 0 

:WUZI5_27936
if 
  113@ == 8 
else_jump @WUZI5_28062 
if 
001D:   135@ > 115@ // (int) 
else_jump @WUZI5_28055 
gosub @WUZI5_28316 
gosub @WUZI5_28423 
if 
   not Actor.Dead(45@)
else_jump @WUZI5_28017 
gosub @WUZI5_28577 
jump @WUZI5_28048 

:WUZI5_28017
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 117@(115@,6s) 
136@ = 0 
137@ = 0 

:WUZI5_28048
jump @WUZI5_28062 

:WUZI5_28055
113@ = 0 

:WUZI5_28062
if 
  113@ == 9 
else_jump @WUZI5_28188 
if 
001D:   135@ > 115@ // (int) 
else_jump @WUZI5_28181 
gosub @WUZI5_28316 
gosub @WUZI5_28423 
if 
   not Actor.Dead(62@)
else_jump @WUZI5_28143 
gosub @WUZI5_28577 
jump @WUZI5_28174 

:WUZI5_28143
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 117@(115@,6s) 
136@ = 0 
137@ = 0 

:WUZI5_28174
jump @WUZI5_28188 

:WUZI5_28181
113@ = 0 

:WUZI5_28188
if 
  113@ == 13 
else_jump @WUZI5_28314 
if 
001D:   135@ > 115@ // (int) 
else_jump @WUZI5_28307 
gosub @WUZI5_28316 
gosub @WUZI5_28423 
if 
   not Actor.Dead(65@)
else_jump @WUZI5_28269 
gosub @WUZI5_28577 
jump @WUZI5_28300 

:WUZI5_28269
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 117@(115@,6s) 
136@ = 0 
137@ = 0 

:WUZI5_28300
jump @WUZI5_28314 

:WUZI5_28307
113@ = 0 

:WUZI5_28314
return 

:WUZI5_28316
if 
001D:   135@ > 138@ // (int) 
else_jump @WUZI5_28421 
if 
  136@ == 0 
else_jump @WUZI5_28378 
03CF: load_wav 129@(138@,6i) as 1 
138@ += 1 
136@ = 1 

:WUZI5_28378
if 
  137@ == 0 
else_jump @WUZI5_28421 
03CF: load_wav 129@(138@,6i) as 2 
138@ += 1 
137@ = 1 

:WUZI5_28421
return 

:WUZI5_28423
if 
  139@ == 1 
else_jump @WUZI5_28499 
if 
  136@ == 1 
else_jump @WUZI5_28499 
if 
03D0:   wav 1 loaded 
else_jump @WUZI5_28499 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 117@(115@,6s) time 4500 flag 1 
136@ = 2 

:WUZI5_28499
if 
  139@ == 2 
else_jump @WUZI5_28575 
if 
  137@ == 1 
else_jump @WUZI5_28575 
if 
03D0:   wav 2 loaded 
else_jump @WUZI5_28575 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 117@(115@,6s) time 4500 flag 1 
137@ = 2 

:WUZI5_28575
return 

:WUZI5_28577
if 
  136@ == 2 
else_jump @WUZI5_28640 
if 
03D2:   wav 1 ended 
else_jump @WUZI5_28640 
03D5: remove_text 117@(115@,6s) 
115@ += 1 
139@ = 2 
136@ = 0 

:WUZI5_28640
if 
  137@ == 2 
else_jump @WUZI5_28703 
if 
03D2:   wav 2 ended 
else_jump @WUZI5_28703 
03D5: remove_text 117@(115@,6s) 
115@ += 1 
139@ = 1 
137@ = 0 

:WUZI5_28703
return 

//-------------Mission 58---------------
// Originally: Photo Opportunity

:SYN1
thread 'SYN1' 
gosub @SYN1_1424 
if 
wasted_or_busted 
else_jump @SYN1_38 
gosub @SYN1_14543 

:SYN1_38
gosub @SYN1_14662 
end_thread 

:SYN1_47
Model.Load(#SAVANNA)
023C: load_special_actor 'CESAR' as 1 // models 290-299 
04ED: load_animation "BOMBER" 
038B: load_requested_models 

:SYN1_77
if or
   not Model.Available(#SAVANNA)
823D:   not special_actor 1 loaded 
84EE:   not animation "BOMBER" loaded 
else_jump @SYN1_118 
wait 0 
jump @SYN1_77 

:SYN1_118
return 
018A: 379@ = create_checkpoint_at $7279 $7280 $7281 
018A: 51@ = create_checkpoint_at 48@ 49@ 50@ 

:SYN1_148
$7279 = -54.0 
$7280 = -432.0 
$7281 = 1.0 
$7282 = 259.0 
0395: clear_area 1 at $7279 $7280 $7281 radius 100.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
377@ = Car.Create(#SAVANNA, $7279, $7280, $7281)
376@ = Actor.Create(CivMale, #SPECIAL01, -51.6293, -430.562, 0.5721)
Car.Angle(377@) = $7282
Actor.Angle(376@) = 154.672
0568: set_actor 376@ targetable 1 
0732: random_car_generator_disable_model #SAVANNA 
0229: set_car 377@ primary_color_to 3 secondary_color_to 3 
Marker.Disable(379@)
379@ = Marker.CreateAboveActor(376@)
07E0: set_marker 379@ type_to 1 
return 
0129: 148@ = create_actor_pedtype 4 model #SPECIAL01 in_car 377@ driverseat 
381@ = Marker.CreateAboveCar(377@)

:SYN1_345
Model.Load(#MTBIKE)
038B: load_requested_models 

:SYN1_352
if 
   not Model.Available(#MTBIKE)
else_jump @SYN1_379 
wait 0 
jump @SYN1_352 

:SYN1_379
386@ = Car.Create(#MTBIKE, 387@, 388@, 389@)
Car.Angle(386@) = 390@
Car.LockInCurrentPosition(386@) = True
0338: set_car 386@ visibility 0 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 135.0 rotation_speed 135.0 
06A7: put_actor $PLAYER_ACTOR into_turret_on_car 386@ at_car_offset -0.2 0.5 0.0 position 1 shooting_angle 110.0 70.0 with_weapon 43 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 135.0 rotation_speed 135.0 
041E: set_radio_station 11 
0918: unknown_car 386@ driver_flag 0 
return 

:SYN1_498
Model.Load(#PICADOR)
07C0: load_path 190 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
Model.Load(#BALLAS1)
038B: load_requested_models 

:SYN1_527
if or
   not Model.Available(#PICADOR)
   not Model.Available(#BALLAS1)
823D:   not special_actor 2 loaded 
87C1:   not path 190 available 
else_jump @SYN1_567 
wait 0 
jump @SYN1_527 

:SYN1_567
402@ = -2120.4 
403@ = -2448.458 
404@ = 29.4688 
405@ = 137.4828 
0674: set_car_model #PICADOR numberplate "_SHERM__" 
0395: clear_area 1 at 402@ 403@ 404@ radius 5.0 
392@ = Car.Create(#PICADOR, 402@, 403@, 404@)
0229: set_car 392@ primary_color_to 84 secondary_color_to 84 
Car.SetImmunities(392@, 1, 1, 1, 1, 1)
Car.Angle(392@) = 405@
0129: 391@ = create_actor_pedtype 4 model #SPECIAL02 in_car 392@ driverseat 
01C8: 394@ = create_actor_pedtype 4 model #BALLAS1 in_car 392@ passenger_seat 0 
060A: create_decision_maker_type 0 store_to 343@ // decision\allowed\m_.ped files 
060B: set_actor 391@ decision_maker_to 343@ 
return 

:SYN1_733
Model.Load(#ZR350)
07C0: load_path 191 
023C: load_special_actor 'TBONE' as 3 // models 290-299 
038B: load_requested_models 

:SYN1_758
if or
   not Model.Available(#ZR350)
823D:   not special_actor 3 loaded 
87C1:   not path 191 available 
else_jump @SYN1_794 
wait 0 
jump @SYN1_758 

:SYN1_794
416@ = -2141.401 
417@ = -2481.575 
418@ = 29.4688 
419@ = 317.093 
0395: clear_area 1 at 416@ 417@ 418@ radius 5.0 
407@ = Car.Create(#ZR350, 416@, 417@, 418@)
0229: set_car 407@ primary_color_to 84 secondary_color_to 84 
Car.SetImmunities(407@, 1, 1, 1, 1, 1)
Car.Angle(407@) = 419@
0129: 406@ = create_actor_pedtype 4 model #SPECIAL03 in_car 407@ driverseat 
05EB: assign_car 407@ to_path 191 
06FD: set_car 407@ speed_on_path_to 0.6 
return 

:SYN1_934
Model.Load(#BROADWAY)
Model.Load(#WALTON)
07C0: load_path 193 
07C0: load_path 194 
023C: load_special_actor 'JIZZY' as 5 // models 290-299 
Model.Load(#SHFYPRO)
038B: load_requested_models 

:SYN1_974
if or
   not Model.Available(#BROADWAY)
   not Model.Available(#SHFYPRO)
   not Model.Available(#WALTON)
823D:   not special_actor 5 loaded 
87C1:   not path 193 available 
87C1:   not path 194 available 
else_jump @SYN1_1025 
wait 0 
jump @SYN1_974 

:SYN1_1025
432@ = -2141.401 
433@ = -2481.575 
434@ = 29.4688 
435@ = 317.093 
0395: clear_area 1 at 432@ 433@ 434@ radius 5.0 
0674: set_car_model #BROADWAY numberplate "HO_2_HO_" 
421@ = Car.Create(#BROADWAY, 432@, 433@, 434@)
424@ = Car.Create(#WALTON, -2235.727, -2572.873, 30.9296)
Car.SetImmunities(421@, 1, 1, 1, 1, 1)
Car.Angle(424@) = 44.9335
0229: set_car 421@ primary_color_to 123 secondary_color_to 5 
Car.Angle(421@) = 435@
0129: 423@ = create_actor_pedtype 5 model #SHFYPRO in_car 421@ driverseat 
01C8: 420@ = create_actor_pedtype 4 model #SPECIAL05 in_car 421@ passenger_seat 0 
05EB: assign_car 421@ to_path 193 
return 

:SYN1_1218
Model.Load(#WASHING)
07C0: load_path 192 
023C: load_special_actor 'TORINO' as 4 // models 290-299 
038B: load_requested_models 

:SYN1_1243
if or
   not Model.Available(#WASHING)
823D:   not special_actor 4 loaded 
87C1:   not path 192 available 
else_jump @SYN1_1279 
wait 0 
jump @SYN1_1243 

:SYN1_1279
446@ = -2214.275 
447@ = -2475.113 
448@ = 29.4688 
449@ = 232.2762 
0674: set_car_model #WASHING numberplate "_OMEGA__" 
0395: clear_area 1 at 446@ 447@ 448@ radius 5.0 
437@ = Car.Create(#WASHING, 446@, 447@, 448@)
0229: set_car 437@ primary_color_to 84 secondary_color_to 84 
Car.SetImmunities(437@, 1, 1, 1, 1, 1)
Car.Angle(437@) = 449@
0129: 436@ = create_actor_pedtype 4 model #SPECIAL04 in_car 437@ driverseat 
05EB: assign_car 437@ to_path 192 
return 

:SYN1_1424
054C: use_GXT_table 'SYN1' 
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
34@ = 0 
35@ = 0 
36@ = 0 
147@ = 0 
367@ = 0 
37@ = 0 
41@ = 0 
38@ = 0 
368@ = 0 
42@ = 0 
40@ = 0 
332@ = 1 
333@ = 2 
334@ = 0 
335@ = 1 
336@ = 0 
341@ = 1 
347@ = -2413.0 
350@ = -580.0 
353@ = 133.0 
348@ = -2410.0 
351@ = -582.0 
354@ = 133.0 
349@ = -2406.0 
352@ = -584.0 
355@ = 133.0 
402@ = -2141.153 
403@ = -2448.871 
404@ = 29.625 
405@ = 107.1964 
338@ = 120.0 
339@ = 240.0 
372@ = -2407.0 
373@ = -586.0 
374@ = 131.0 
375@ = 4.0 
48@ = -2163.489 
49@ = -2404.159 
50@ = 29.6172 
$7279 = -54.0 
$7280 = -432.0 
$7281 = 1.0 
$7282 = 259.0 
387@ = -2171.173 
388@ = -2422.821 
389@ = 33.2969 
390@ = 141.2754 
53@ = -2408.437 
68@ = -585.082 
83@ = 133.2022 
98@ = -2408.337 
113@ = -584.0877 
128@ = 133.1662 
54@ = -60.0461 
69@ = -433.1644 
84@ = 1.4904 
99@ = -59.0698 
114@ = -432.9484 
129@ = 1.5005 
55@ = -58.7976 
70@ = -433.3285 
85@ = 3.0796 
100@ = -57.885 
115@ = -432.994 
130@ = 2.8444 
56@ = -46.1629 
71@ = -427.8859 
86@ = 1.5902 
101@ = -45.8006 
116@ = -428.818 
131@ = 1.3937 
57@ = -2407.17 
72@ = -583.5895 
87@ = 133.355 
102@ = -2407.766 
117@ = -582.7864 
132@ = 133.3749 
58@ = -2407.17 
73@ = -583.5895 
88@ = 133.355 
103@ = -2407.967 
118@ = -584.1938 
133@ = 133.3749 
59@ = -2172.552 
74@ = -2427.487 
89@ = 30.5334 
104@ = -2171.986 
119@ = -2428.304 
134@ = 30.64 
60@ = -2139.569 
75@ = -2452.239 
90@ = 31.2226 
105@ = -2140.292 
120@ = -2451.549 
135@ = 31.1829 
61@ = -2175.672 
76@ = -2437.23 
91@ = 30.7446 
106@ = -2174.684 
121@ = -2437.133 
136@ = 30.8619 
62@ = -2170.412 
77@ = -2429.43 
92@ = 31.758 
107@ = -2170.5 
122@ = -2430.423 
137@ = 31.8365 
63@ = -2246.851 
78@ = -2571.031 
93@ = 32.7468 
108@ = -2246.16 
123@ = -2570.311 
138@ = 32.6781 
64@ = -2241.519 
79@ = -2568.281 
94@ = 32.2372 
109@ = -2242.286 
124@ = -2567.642 
139@ = 32.2906 
05AA: 154@s = 'MCES10A'  // ~z~CJ.
05AA: 156@s = 'MCES10B'  // ~z~Genau der.
05AA: 158@s = 'MCES10C'  // ~z~Mein Cousin aus Los Angeles hat mich angerufen.
05AA: 160@s = 'MCES10D'  // ~z~Hat mir 'n Tipp gegeben, dass 'ne Ballas-Karre nach San Francisco unterwegs ist, um Crack zu holen.
05AA: 162@s = 'MCES10E'  // ~z~Verdammt, wir mssen rauskriegen, wer die Kerle versorgt.
05AA: 164@s = 'MCES10F'  // ~z~Das nenne ich Gedankenbertragung, Kumpel.
05AA: 166@s = 'MCES10G'  // ~z~Ich hab sie am Four Level Interchange gespechtet und mich an sie drangehngt.
05AA: 168@s = 'MCES10H'  // ~z~Okay, ich komm zu dir.
05AA: 170@s = 'MCES10J'  // ~z~Dann beeil dich mal lieber, Kumpel, die Burschen warten nicht auf dich!
05AA: 172@s = 'CESX_AB'  // ~z~Spring rein, Kumpel!
05AA: 182@s = 'SYN1_FC'  // ~z~Wohin?
05AA: 184@s = 'SYN1_FD'  // ~z~Sie sind Richtung Salinas gefahren. Folge der Strae, vielleicht sehen wir sie!
05AA: 186@s = 'SYN1_IA'  // ~z~Da ist es, Kumpel!
05AA: 188@s = 'SYN1_ZA'  // ~z~Das ist unser Ballas-Schlitten.
05AA: 192@s = 'SYN1_ZC'  // ~z~Ryder, du Knallkopf!
05AA: 194@s = 'SYN1_ZD'  // ~z~Wieso treibt der sich mit den Ballas rum?
05AA: 196@s = 'SYN1_ZE'  // ~z~Dieses Geschft ist grer als jede Gang, Mann.
05AA: 200@s = 'SYN1_ZG'  // ~z~Zu wem gehrt der Typ? Aztecas? Vagos?
05AA: 206@s = 'SYN1_ZK'  // ~z~Ryder, du Verrter!
05AA: 208@s = 'SYN1_ZL'  // ~z~Das muss die Kohle sein...
05AA: 210@s = 'SYN1_ZM'  // ~z~Die gehen clever vor. Keine bergabe, nichts, was sie belastet.
05AA: 212@s = 'SYN1_ZN'  // ~z~Was jetzt? War's das?
05AA: 216@s = 'SYN1_ZP'  // ~z~Der Typ nimmt sich ziemlich wichtig!
05AA: 218@s = 'SYN1_ZQ'  // ~z~Das ist T-Bone Mendez.
05AA: 220@s = 'SYN1_ZR'  // ~z~Da ist der Kurier mit dem Crack-Nachschub fr Ryder und seine neuen Freunde.
05AA: 224@s = 'SYN1_ZT'  // ~z~Auch alle San Fierro Rifas, so wie's aussieht.
05AA: 226@s = 'SYN1_ZU'  // ~z~Die sichern sich ja mchtig ab!
05AA: 230@s = 'SYN1_ZW'  // ~z~Nein. Das ist kein popliger Deal unter ein paar Gaunern, das ist richtig organisiert.
05AA: 232@s = 'SYN1_ZX'  // ~z~Wie viele von diesen Clowns mischen denn da mit?
05AA: 234@s = 'SYN1_ZY'  // ~z~Ich erkenne einen Zuhlter, wenn ich einen vor mir habe.
05AA: 236@s = 'SYN1_ZZ'  // ~z~Wer ist der Gringo?
05AA: 238@s = 'SYN1_YA'  // ~z~Der Typ gefllt mir nicht.
05AA: 240@s = 'SYN1_YB'  // ~z~Auweia, ich glaube, er hat uns entdeckt!
05AA: 246@s = 'SYN1_YE'  // ~z~Oh Scheie! OH SCHEISSE!
05AA: 248@s = 'SYN1_YF'  // ~z~Bring uns hier weg!
05AA: 252@s = 'SYN1_YH'  // ~z~Das war arschknapp!
05AA: 254@s = 'SYN1_YJ'  // ~z~Wir sollten uns trennen und verschwinden. Wir treffen uns in der Werkstatt!
05AA: 256@s = 'SYN1_YK'  // ~z~Alles klar. Was wir sehen wollten, haben wir eh gesehen.
04AF: 273@ = 25304 // @ = any 
04AF: 274@ = 25305 // @ = any 
04AF: 275@ = 25306 // @ = any 
04AF: 276@ = 25307 // @ = any 
04AF: 277@ = 25308 // @ = any 
04AF: 278@ = 25309 // @ = any 
04AF: 279@ = 25310 // @ = any 
04AF: 280@ = 25311 // @ = any 
04AF: 281@ = 25312 // @ = any 
04AF: 282@ = 10401 // @ = any 
04AF: 287@ = 38808 // @ = any 
04AF: 288@ = 38809 // @ = any 
04AF: 289@ = 38810 // @ = any 
04AF: 292@ = 38838 // @ = any 
04AF: 293@ = 38839 // @ = any 
04AF: 294@ = 38840 // @ = any 
04AF: 296@ = 38841 // @ = any 
04AF: 299@ = 38842 // @ = any 
04AF: 300@ = 38843 // @ = any 
04AF: 301@ = 38844 // @ = any 
04AF: 302@ = 38845 // @ = any 
04AF: 304@ = 38846 // @ = any 
04AF: 305@ = 38847 // @ = any 
04AF: 306@ = 38848 // @ = any 
04AF: 308@ = 38849 // @ = any 
04AF: 309@ = 38850 // @ = any 
04AF: 311@ = 38851 // @ = any 
04AF: 312@ = 38852 // @ = any 
04AF: 313@ = 38853 // @ = any 
04AF: 314@ = 38854 // @ = any 
04AF: 315@ = 38831 // @ = any 
04AF: 316@ = 38832 // @ = any 
04AF: 319@ = 38833 // @ = any 
04AF: 320@ = 38834 // @ = any 
04AF: 322@ = 38835 // @ = any 
04AF: 323@ = 38836 // @ = any 
04AF: 324@ = 38837 // @ = any 
if 
  $2199 == 0 
else_jump @SYN1_3494 
$2199 = 1 

:SYN1_3494
Model.Load(#CELLPHONE)
Model.Load(#CAMERA)
038B: load_requested_models 

:SYN1_3506
if or
   not Model.Available(#CAMERA)
   not Model.Available(#CELLPHONE)
else_jump @SYN1_3538 
wait 0 
jump @SYN1_3506 

:SYN1_3538
Actor.PutAt($PLAYER_ACTOR, -2030.312, 148.0136, 27.8359)
Actor.Angle($PLAYER_ACTOR) = 293.7756
Player.CanMove($PLAYER_CHAR) = False
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
02A3: enable_widescreen 1 
Camera.SetPosition(-2024.469, 136.6788, 39.4814, 0.0, 0.0, 0.0)
Camera.PointAt(-2025.135, 137.4221, 39.5473, 2)
014C: set_parked_car_generator $5277 cars_to_generate_to 0 
014C: set_parked_car_generator $5278 cars_to_generate_to 0 
014C: set_parked_car_generator $5279 cars_to_generate_to 0 
gosub @SYN1_47 
fade 1 300 

:SYN1_3672
if 
fading 
else_jump @SYN1_3696 
wait 0 
jump @SYN1_3672 

:SYN1_3696
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2024.469 136.6788 39.4814 position_to -2030.399 144.5236 29.1601 time 3500 drop_mode 1 
0920: point_camera -2025.135 137.4221 39.5473 transverse_to -2030.797 145.4357 29.0639 time 3500 mode 1 

:SYN1_3780
wait 0 
if 
   not 334@ == 0 
else_jump @SYN1_4211 
if 
  336@ == 0 
else_jump @SYN1_3848 
if 
03D0:   wav 333@ loaded 
else_jump @SYN1_3841 
040D: unload_wav 333@ 

:SYN1_3841
336@ = 1 

:SYN1_3848
if 
  336@ == 1 
else_jump @SYN1_3892 
03CF: load_wav 272@(334@,60i) as 332@ 
gosub @SYN1_15794 
336@ = 2 

:SYN1_3892
if 
  336@ == 2 
else_jump @SYN1_3994 
if 
03D0:   wav 332@ loaded 
else_jump @SYN1_3994 
if 
   not 148@ == 0 
else_jump @SYN1_3968 
if 
   not Actor.Dead(148@)
else_jump @SYN1_3968 
0967: actor 148@ move_mouth 10000 ms 

:SYN1_3968
03D1: play_wav 332@ 
00BC: show_text_highpriority GXT 152@(334@,60s) time 10000 flag 1 
336@ = 3 

:SYN1_3994
if 
  336@ == 3 
else_jump @SYN1_4211 
if 
03D2:   wav 332@ ended 
else_jump @SYN1_4150 
03D5: remove_text 152@(334@,60s) 
if 
   not 148@ == 0 
else_jump @SYN1_4076 
if 
   not Actor.Dead(148@)
else_jump @SYN1_4076 
0968: actor 148@ stop_mouth 

:SYN1_4076
if 
  332@ == 1 
else_jump @SYN1_4115 
332@ = 2 
333@ = 1 
jump @SYN1_4129 

:SYN1_4115
332@ = 1 
333@ = 2 

:SYN1_4129
334@ = 0 
336@ = 0 
jump @SYN1_4211 

:SYN1_4150
if 
83D0:   not wav 333@ loaded 
else_jump @SYN1_4211 
if 
  60 > 334@ 
else_jump @SYN1_4211 
0085: 335@ = 334@ // (int) 
335@ += 1 
03CF: load_wav 272@(335@,60i) as 333@ 

:SYN1_4211
if 
  39@ == 0 
else_jump @SYN1_4266 
if 
  336@ == 0 
else_jump @SYN1_4266 
334@ = 1 
39@ = 1 
01BD: 151@ = current_time_in_ms 

:SYN1_4266
if 
  39@ == 1 
else_jump @SYN1_4361 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1000 
else_jump @SYN1_4361 
if 
  336@ == 0 
else_jump @SYN1_4361 
334@ = 2 
39@ = 2 
01BD: 151@ = current_time_in_ms 

:SYN1_4361
if 
  39@ == 2 
else_jump @SYN1_4456 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1000 
else_jump @SYN1_4456 
if 
  336@ == 0 
else_jump @SYN1_4456 
334@ = 3 
39@ = 3 
01BD: 151@ = current_time_in_ms 

:SYN1_4456
if 
  39@ == 3 
else_jump @SYN1_4551 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1000 
else_jump @SYN1_4551 
if 
  336@ == 0 
else_jump @SYN1_4551 
334@ = 4 
39@ = 4 
01BD: 151@ = current_time_in_ms 

:SYN1_4551
if 
  39@ == 4 
else_jump @SYN1_4663 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1000 
else_jump @SYN1_4663 
if 
  336@ == 0 
else_jump @SYN1_4663 
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
334@ = 5 
39@ = 5 
01BD: 151@ = current_time_in_ms 

:SYN1_4663
if 
  39@ == 5 
else_jump @SYN1_4758 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1000 
else_jump @SYN1_4758 
if 
  336@ == 0 
else_jump @SYN1_4758 
334@ = 6 
39@ = 6 
01BD: 151@ = current_time_in_ms 

:SYN1_4758
if 
  39@ == 6 
else_jump @SYN1_4853 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1000 
else_jump @SYN1_4853 
if 
  336@ == 0 
else_jump @SYN1_4853 
334@ = 7 
39@ = 7 
01BD: 151@ = current_time_in_ms 

:SYN1_4853
if 
  39@ == 7 
else_jump @SYN1_4948 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1000 
else_jump @SYN1_4948 
if 
  336@ == 0 
else_jump @SYN1_4948 
334@ = 8 
39@ = 8 
01BD: 151@ = current_time_in_ms 

:SYN1_4948
if 
  39@ == 8 
else_jump @SYN1_5043 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1000 
else_jump @SYN1_5043 
if 
  336@ == 0 
else_jump @SYN1_5043 
334@ = 9 
39@ = 9 
01BD: 151@ = current_time_in_ms 

:SYN1_5043
if or
  39@ == 9 
  39@ == 10 
else_jump @SYN1_5176 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1000 
else_jump @SYN1_5176 
if 
  336@ == 0 
else_jump @SYN1_5176 
Player.CanMove($PLAYER_CHAR) = True
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to 365@ // ret 7 if not found 
if 
84A4:   not  365@ == 7 // @ == any 
else_jump @SYN1_5169 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN1_5169
jump @SYN1_5230 

:SYN1_5176
if or
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 16 
else_jump @SYN1_5223 
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
39@ = 10 

:SYN1_5223
jump @SYN1_3780 

:SYN1_5230
wait 0 
if 
0735:   NOP_false 83 
else_jump @SYN1_5256 
jump @SYN1_14568 

:SYN1_5256
if 
0735:   NOP_false 49 
else_jump @SYN1_5285 
$2206 = 1 
$2207 = 1 

:SYN1_5285
if 
  34@ == 0 
else_jump @SYN1_5452 
if 
0735:   NOP_false 32 
else_jump @SYN1_5452 
fade 0 100 

:SYN1_5324
if 
fading 
else_jump @SYN1_5348 
wait 0 
jump @SYN1_5324 

:SYN1_5348
Actor.PutAt($PLAYER_ACTOR, 387@, 388@, 389@)
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
Camera.SetAtPos(387@, 388@, 389@)
Camera.SetAtPos(402@, 403@, 404@)
gosub @SYN1_345 
gosub @SYN1_498 
fade 1 100 

:SYN1_5414
if 
fading 
else_jump @SYN1_5438 
wait 0 
jump @SYN1_5414 

:SYN1_5438
34@ = 5 
35@ = 1 

:SYN1_5452
if 
   not 334@ == 0 
else_jump @SYN1_6025 
if 
  336@ == 0 
else_jump @SYN1_5516 
if 
03D0:   wav 333@ loaded 
else_jump @SYN1_5509 
040D: unload_wav 333@ 

:SYN1_5509
336@ = 1 

:SYN1_5516
if 
  336@ == 1 
else_jump @SYN1_5560 
03CF: load_wav 272@(334@,60i) as 332@ 
gosub @SYN1_15794 
336@ = 2 

:SYN1_5560
if 
  336@ == 2 
else_jump @SYN1_5662 
if 
03D0:   wav 332@ loaded 
else_jump @SYN1_5662 
if 
   not 148@ == 0 
else_jump @SYN1_5636 
if 
   not Actor.Dead(148@)
else_jump @SYN1_5636 
0967: actor 148@ move_mouth 10000 ms 

:SYN1_5636
03D1: play_wav 332@ 
00BC: show_text_highpriority GXT 152@(334@,60s) time 10000 flag 1 
336@ = 3 

:SYN1_5662
if 
  336@ == 3 
else_jump @SYN1_6025 
if 
03D2:   wav 332@ ended 
else_jump @SYN1_5964 
03D5: remove_text 152@(334@,60s) 
if 
   not 148@ == 0 
else_jump @SYN1_5744 
if 
   not Actor.Dead(148@)
else_jump @SYN1_5744 
0968: actor 148@ stop_mouth 

:SYN1_5744
if 
  332@ == 1 
else_jump @SYN1_5783 
332@ = 2 
333@ = 1 
jump @SYN1_5797 

:SYN1_5783
332@ = 1 
333@ = 2 

:SYN1_5797
if and
  334@ == 10 
  36@ == 2 
else_jump @SYN1_5850 
334@ = 0 
336@ = 0 
36@ = 3 
jump @SYN1_5864 

:SYN1_5850
334@ = 0 
336@ = 0 

:SYN1_5864
if 
  337@ == 1 
else_jump @SYN1_5889 
337@ = 2 

:SYN1_5889
if 
  337@ == 0 
else_jump @SYN1_5914 
337@ = 1 

:SYN1_5914
if 
  34@ == 6 
else_jump @SYN1_5957 
if 
  35@ == 13 
else_jump @SYN1_5957 
35@ = 0 

:SYN1_5957
jump @SYN1_6025 

:SYN1_5964
if 
83D0:   not wav 333@ loaded 
else_jump @SYN1_6025 
if 
  60 > 334@ 
else_jump @SYN1_6025 
0085: 335@ = 334@ // (int) 
335@ += 1 
03CF: load_wav 272@(335@,60i) as 333@ 

:SYN1_6025
if 
  34@ == 0 
else_jump @SYN1_6099 
018A: 379@ = create_checkpoint_at $7279 $7280 $7281 
08FB: set_checkpoint 379@ type_to 1 
01BD: 151@ = current_time_in_ms 
00BB: show_text_lowpriority GXT 'SYN1_02' time 10000 flag 1  // ~s~Fahr ~b~Cesar~s~ abholen.
147@ = 11 
34@ = 1 

:SYN1_6099
if 
  34@ == 2 
else_jump @SYN1_6173 
if 
8100:   not actor $PLAYER_ACTOR in_sphere 48@ 49@ 50@ radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @SYN1_6173 
gosub @SYN1_14986 
gosub @SYN1_15457 

:SYN1_6173
if 
  34@ == 1 
else_jump @SYN1_7141 
if 
  35@ == 0 
else_jump @SYN1_6396 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYN1_6396 
03C0: 366@ = actor $PLAYER_ACTOR car 
if 
  336@ == 0 
else_jump @SYN1_6396 
if 
  147@ == 11 
else_jump @SYN1_6396 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1 
else_jump @SYN1_6396 
if 
  $2206 == 1 
else_jump @SYN1_6348 
0950: set_trip_skip -85.518 -413.1554 0.4297 angle 240.0212 // versionA 

:SYN1_6348
if 
876F:   not text_priority_displayed 
else_jump @SYN1_6377 
00BB: show_text_lowpriority GXT 'SYN1_02' time 10000 flag 1  // ~s~Fahr ~b~Cesar~s~ abholen.

:SYN1_6377
01BD: 151@ = current_time_in_ms 
147@ = 12 
35@ = 1 

:SYN1_6396
if 
  36@ == 0 
else_jump @SYN1_6549 
if 
00E1:   player 0 pressed_key 11 
else_jump @SYN1_6549 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
if 
   not Car.Wrecked(366@)
else_jump @SYN1_6461 
Car.DoorStatus(366@) = 1

:SYN1_6461
147@ = 12 
35@ = 1 
gosub @SYN1_148 
if 
   not Actor.Dead(376@)
else_jump @SYN1_6542 
0605: actor 376@ perform_animation_sequence "BOM_PLANT_LOOP" IFP_file "BOMBER" 4.0 loop 1 0 0 0 time -1 // versionA 

:SYN1_6542
36@ = 1 

:SYN1_6549
if 
  36@ == 0 
else_jump @SYN1_6720 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $7279 $7280 $7281 radius 150.0 150.0 150.0 
else_jump @SYN1_6720 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
if 
   not Car.Wrecked(366@)
else_jump @SYN1_6639 
Car.DoorStatus(366@) = 1

:SYN1_6639
gosub @SYN1_148 
if 
   not Actor.Dead(376@)
else_jump @SYN1_6706 
0605: actor 376@ perform_animation_sequence "BOM_PLANT_LOOP" IFP_file "BOMBER" 4.0 loop 1 0 0 0 time -1 // versionA 

:SYN1_6706
147@ = 12 
36@ = 1 

:SYN1_6720
if 
  36@ == 1 
else_jump @SYN1_7141 
if and
   not Actor.Dead(376@)
   not Car.Wrecked(377@)
else_jump @SYN1_7141 
if and
0104:   actor $PLAYER_ACTOR near_actor 376@ radius 30.0 30.0 30.0 sphere 0 
8104:   not actor $PLAYER_ACTOR near_actor 376@ radius 8.0 8.0 8.0 sphere 0 
else_jump @SYN1_6942 
00BC: show_text_highpriority GXT 'SYN1_15' time 100 flag 1  // ~s~Steig in ~b~Cesars~s~ Wagen.
if 
  41@ == 0 
else_jump @SYN1_6942 
if 
   not Actor.Dead(376@)
else_jump @SYN1_6942 
062E: unknown_get_actor 376@ task 1541 status_store_to 380@ // ret 7 if not found 
if 
04A4:   380@ == 7 // @ == any 
else_jump @SYN1_6942 
0605: actor 376@ perform_animation_sequence "BOM_PLANT_LOOP" IFP_file "BOMBER" 4.0 loop 1 0 0 0 time -1 // versionA 

:SYN1_6942
if 
0104:   actor $PLAYER_ACTOR near_actor 376@ radius 8.0 8.0 8.0 sphere 0 
else_jump @SYN1_7141 
0687: clear_actor 376@ task 
if 
  41@ == 0 
else_jump @SYN1_7008 
41@ = 1 

:SYN1_7008
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SYN1_7141 
if 
86EE:   not actor 376@ in_group $PLAYER_GROUP 
else_jump @SYN1_7141 
if 
  $2206 == 0 
else_jump @SYN1_7068 
$2206 = 1 

:SYN1_7068
09DD: unknown_player_group 1 
0631: put_actor 376@ in_group $PLAYER_GROUP 
Marker.Disable(379@)
381@ = Marker.CreateAboveCar(377@)
07E0: set_marker 381@ type_to 1 
01BD: 151@ = current_time_in_ms 
151@ -= 3000 
34@ = 2 
35@ = 4 
42@ = 1 
367@ = 0 

:SYN1_7141
if 
  34@ == 1 
else_jump @SYN1_7218 
if 
  36@ == 1 
else_jump @SYN1_7218 
if 
   Actor.Dead(376@)
else_jump @SYN1_7218 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN1_06' time 5000 flag 1  // ~r~Cesar hat's nicht geschafft.
jump @SYN1_14543 

:SYN1_7218
if or
  34@ == 2 
  34@ == 3 
else_jump @SYN1_7325 
if 
   Actor.Dead(376@)
else_jump @SYN1_7284 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN1_06' time 5000 flag 1  // ~r~Cesar hat's nicht geschafft.
jump @SYN1_14543 

:SYN1_7284
if 
   Car.Wrecked(377@)
else_jump @SYN1_7325 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN1_08' time 5000 flag 1  // ~r~Du hast das Auto zerstrt!
jump @SYN1_14543 

:SYN1_7325
if 
  34@ == 2 
else_jump @SYN1_8362 
if and
  367@ == 1 
  368@ == 1 
  147@ == 12 
else_jump @SYN1_7389 
147@ = 2 
jump @SYN1_7620 

:SYN1_7389
if 
  147@ > 5 
else_jump @SYN1_7620 
if 
  368@ == 1 
else_jump @SYN1_7482 
if 
  36@ == 1 
else_jump @SYN1_7482 
if and
  336@ == 0 
  334@ == 0 
else_jump @SYN1_7482 
334@ = 10 
36@ = 2 

:SYN1_7482
if 
  36@ == 1 
else_jump @SYN1_7551 
if and
  368@ == 0 
  334@ == 0 
  336@ == 0 
else_jump @SYN1_7551 
00BC: show_text_highpriority GXT 'SYN1_15' time 100 flag 1  // ~s~Steig in ~b~Cesars~s~ Wagen.
041E: set_radio_station 0 

:SYN1_7551
if 
  36@ == 3 
else_jump @SYN1_7620 
if and
  368@ == 1 
  334@ == 0 
  336@ == 0 
else_jump @SYN1_7620 
00BC: show_text_highpriority GXT 'SYN1_07' time 100 flag 1  // ~s~Steig ins ~b~Auto~s~.
041E: set_radio_station 0 

:SYN1_7620
if and
   not Actor.Dead(376@)
   not Car.Wrecked(377@)
else_jump @SYN1_7954 
if 
   Actor.InCar(376@, 377@)
else_jump @SYN1_7954 
if 
  147@ == 2 
else_jump @SYN1_7755 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 3500 
else_jump @SYN1_7755 
if 
  336@ == 0 
else_jump @SYN1_7755 
334@ = 15 
01BD: 151@ = current_time_in_ms 
147@ = 3 

:SYN1_7755
if 
  147@ == 3 
else_jump @SYN1_7850 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1000 
else_jump @SYN1_7850 
if 
  336@ == 0 
else_jump @SYN1_7850 
334@ = 16 
01BD: 151@ = current_time_in_ms 
147@ = 4 

:SYN1_7850
if 
  147@ == 4 
else_jump @SYN1_7954 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1000 
else_jump @SYN1_7954 
if 
  336@ == 0 
else_jump @SYN1_7954 
00BB: show_text_lowpriority GXT 'SYN1_13' time 10000 flag 1  // ~s~Begib dich raus nach ~y~Salinas~s~.
01BD: 151@ = current_time_in_ms 
147@ = 5 

:SYN1_7954
if 
  35@ == 4 
else_jump @SYN1_8362 
if and
   not Actor.Dead(376@)
   not Car.Wrecked(377@)
else_jump @SYN1_8362 
if 
   Actor.InCar(376@, 377@)
else_jump @SYN1_8362 
if 
   Actor.InCar($PLAYER_ACTOR, 377@)
else_jump @SYN1_8362 
if 
0100:   actor $PLAYER_ACTOR in_sphere 48@ 49@ 50@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SYN1_8362 
if 
  $2207 == 0 
else_jump @SYN1_8098 
$2207 = 1 

:SYN1_8098
Player.CanMove($PLAYER_CHAR) = False
01BD: 151@ = current_time_in_ms 
Marker.Disable(51@)
018A: 52@ = create_checkpoint_at 387@ 388@ 389@ 
00BC: show_text_highpriority GXT 'SYN1_14' time 5000 flag 1  // ~s~Steig aufs ~y~Dach~s~.
34@ = 3 
if 
06EE:   actor 376@ in_group $PLAYER_GROUP 
else_jump @SYN1_8362 
06C9: remove_actor 376@ from_group 
0615: define_AS_pack_begin 385@ 
05CD: AS_actor -1 exit_car 377@ 
05D3: AS_actor -1 goto_point -2160.515 -2413.449 29.625 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2162.452 -2414.229 29.6328 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2165.884 -2411.885 31.625 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2168.957 -2409.118 33.618 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2170.84 -2414.24 33.2969 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.741 -2416.953 33.2969 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2168.362 -2419.44 33.2969 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 385@ 
0618: assign_actor 376@ to_AS_pack 385@ 

:SYN1_8362
if 
  34@ == 3 
else_jump @SYN1_8761 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 500 
else_jump @SYN1_8427 
Player.CanMove($PLAYER_CHAR) = True

:SYN1_8427
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 387@ 388@ 389@ radius 1.2 1.2 2.0 on_foot 
else_jump @SYN1_8761 
fade 0 100 

:SYN1_8475
if 
fading 
else_jump @SYN1_8499 
wait 0 
jump @SYN1_8475 

:SYN1_8499
if 
   not Car.Wrecked(377@)
else_jump @SYN1_8582 
Car.SetImmunities(377@, 1, 1, 1, 1, 1)
Car.Health(377@) = 1000
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Car.PutAt(377@, -2160.06, -2409.631, 29.6172)
Car.Angle(377@) = 191.1948

:SYN1_8582
if 
   not Actor.Dead(376@)
else_jump @SYN1_8613 
Actor.SetImmunities(376@, 1, 1, 1, 1, 1)

:SYN1_8613
Player.WantedLevel($PLAYER_CHAR) = 0
Marker.Disable(52@)
Actor.PutAt($PLAYER_ACTOR, 387@, 388@, 389@)
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
Camera.SetAtPos(387@, 388@, 389@)
Camera.SetAtPos(402@, 403@, 404@)
0512: show_permanent_text_box 'SYN1_44'  // ~k~~PED_SNIPER_ZOOM_IN~: Heranzoomen~n~~k~~PED_SNIPER_ZOOM_OUT~: Hinauszoomen
gosub @SYN1_345 
gosub @SYN1_498 
fade 1 100 

:SYN1_8702
if 
fading 
else_jump @SYN1_8726 
wait 0 
jump @SYN1_8702 

:SYN1_8726
34@ = 5 
35@ = 0 
01BD: 151@ = current_time_in_ms 
00BC: show_text_highpriority GXT 'SYN1_12' time 10000 flag 1  // ~s~Fotografiere das Gesicht jeder Zielperson, aber mach schnell, und geh so nah wie mglich ran!

:SYN1_8761
if 
  34@ == 5 
else_jump @SYN1_12683 
0801: get_camera_zoom_factor_to 146@ // float 
if 
  35@ == 0 
else_jump @SYN1_8933 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 8000 
else_jump @SYN1_8882 
if 
   not Car.Wrecked(392@)
else_jump @SYN1_8882 
if 
860E:   not car 392@ assigned_to_path 
else_jump @SYN1_8882 
05EB: assign_car 392@ to_path 190 

:SYN1_8882
if 
  149@ > 10000 
else_jump @SYN1_8933 
if 
  336@ == 0 
else_jump @SYN1_8933 
334@ = 17 
35@ = 1 

:SYN1_8933
if 
  35@ == 1 
else_jump @SYN1_9158 
if and
   not Car.Wrecked(392@)
   not Actor.Dead(391@)
else_jump @SYN1_9158 
if 
860E:   not car 392@ assigned_to_path 
else_jump @SYN1_9158 
0615: define_AS_pack_begin 397@ 
05CD: AS_actor -1 exit_car 392@ 
05D3: AS_actor -1 goto_point -2151.475 -2442.065 29.6328 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2157.388 -2441.616 29.625 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2162.471 -2444.574 29.625 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.309 -2451.878 29.625 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2166.517 -2456.966 29.625 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2160.42 -2461.468 29.6328 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 397@ 
0618: assign_actor 391@ to_AS_pack 397@ 
35@ = 2 

:SYN1_9158
if 
  35@ == 2 
else_jump @SYN1_9263 
if and
   not Car.Wrecked(392@)
   not Actor.Dead(391@)
else_jump @SYN1_9263 
if 
   not Actor.InCar(391@, 392@)
else_jump @SYN1_9263 
393@ = Marker.CreateAboveActor(391@)
if 
04C5:   actor 391@ photographed 
else_jump @SYN1_9240 

:SYN1_9240
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Fotografiere ~r~sein~s~ Gesicht.
35@ = 3 

:SYN1_9263
if 
  35@ == 3 
else_jump @SYN1_9430 
if 
   not Actor.Dead(391@)
else_jump @SYN1_9430 
062E: unknown_get_actor 391@ task 1560 status_store_to 395@ // ret 7 if not found 
if 
04A4:   395@ == 7 // @ == any 
else_jump @SYN1_9430 
fade 0 500 

:SYN1_9333
if 
fading 
else_jump @SYN1_9357 
wait 0 
jump @SYN1_9333 

:SYN1_9357
if 
   not Car.Wrecked(386@)
else_jump @SYN1_9430 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Car.Destroy(386@)
Actor.PutAt($PLAYER_ACTOR, 387@, 388@, 389@)
Actor.Angle($PLAYER_ACTOR) = 210.0
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~Du hast das Foto nicht gemacht!
jump @SYN1_14543 

:SYN1_9430
if 
  35@ == 3 
else_jump @SYN1_9678 
if 
  40@ == 0 
else_jump @SYN1_9678 
if 
   not Actor.Dead(391@)
else_jump @SYN1_9678 
if 
04C5:   actor 391@ photographed 
else_jump @SYN1_9678 
if 
  20.0 > 146@ 
else_jump @SYN1_9646 
401@ = Actor.Angle(391@)
if or
0025:   401@ > 339@ // (float) 
0025:   338@ > 401@ // (float) 
else_jump @SYN1_9607 
if 
  336@ == 0 
else_jump @SYN1_9600 
00BE: text_clear_all 
Marker.Disable(393@)
gosub @SYN1_733 
337@ = 0 
35@ = 4 

:SYN1_9600
jump @SYN1_9639 

:SYN1_9607
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Schie ein Foto von ~r~seinem~s~ Gesicht!
if 
04C5:   actor 391@ photographed 
else_jump @SYN1_9639 

:SYN1_9639
jump @SYN1_9678 

:SYN1_9646
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom nher heran.
if 
04C5:   actor 391@ photographed 
else_jump @SYN1_9678 

:SYN1_9678
if and
  35@ > 3 
  7 > 35@ 
else_jump @SYN1_9821 
if 
  40@ == 0 
else_jump @SYN1_9821 
if 
  336@ == 0 
else_jump @SYN1_9821 
if 
  337@ == 0 
else_jump @SYN1_9764 
334@ = 20 

:SYN1_9764
if 
  337@ == 1 
else_jump @SYN1_9789 
334@ = 22 

:SYN1_9789
if 
  337@ == 2 
else_jump @SYN1_9821 
334@ = 27 
40@ = 1 

:SYN1_9821
if 
  35@ == 4 
else_jump @SYN1_10046 
if and
   not Car.Wrecked(407@)
   not Actor.Dead(406@)
else_jump @SYN1_10046 
if 
860E:   not car 407@ assigned_to_path 
else_jump @SYN1_10046 
0615: define_AS_pack_begin 411@ 
05CD: AS_actor -1 exit_car 407@ 
05D3: AS_actor -1 goto_point -2156.689 -2441.712 29.625 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2161.142 -2444.187 29.625 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2165.83 -2449.476 29.625 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.138 -2454.51 29.6328 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2164.094 -2458.863 29.625 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2161.336 -2460.522 29.6328 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 411@ 
0618: assign_actor 406@ to_AS_pack 411@ 
35@ = 5 

:SYN1_10046
if 
  35@ == 5 
else_jump @SYN1_10151 
if and
   not Car.Wrecked(407@)
   not Actor.Dead(406@)
else_jump @SYN1_10151 
if 
   not Actor.InCar(406@, 407@)
else_jump @SYN1_10151 
408@ = Marker.CreateAboveActor(406@)
if 
04C5:   actor 406@ photographed 
else_jump @SYN1_10128 

:SYN1_10128
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Fotografiere ~r~sein~s~ Gesicht.
35@ = 6 

:SYN1_10151
if 
  35@ == 6 
else_jump @SYN1_10318 
if 
   not Actor.Dead(406@)
else_jump @SYN1_10318 
062E: unknown_get_actor 406@ task 1560 status_store_to 409@ // ret 7 if not found 
if 
04A4:   409@ == 7 // @ == any 
else_jump @SYN1_10318 
fade 0 500 

:SYN1_10221
if 
fading 
else_jump @SYN1_10245 
wait 0 
jump @SYN1_10221 

:SYN1_10245
if 
   not Car.Wrecked(386@)
else_jump @SYN1_10318 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Car.Destroy(386@)
Actor.PutAt($PLAYER_ACTOR, 387@, 388@, 389@)
Actor.Angle($PLAYER_ACTOR) = 210.0
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~Du hast das Foto nicht gemacht!
jump @SYN1_14543 

:SYN1_10318
if 
  35@ == 6 
else_jump @SYN1_10566 
if 
  40@ == 1 
else_jump @SYN1_10566 
if 
   not Actor.Dead(406@)
else_jump @SYN1_10566 
if 
04C5:   actor 406@ photographed 
else_jump @SYN1_10566 
if 
  20.0 > 146@ 
else_jump @SYN1_10534 
415@ = Actor.Angle(406@)
if or
0025:   415@ > 339@ // (float) 
0025:   338@ > 415@ // (float) 
else_jump @SYN1_10495 
if 
  336@ == 0 
else_jump @SYN1_10488 
00BE: text_clear_all 
Marker.Disable(408@)
gosub @SYN1_1218 
337@ = 0 
35@ = 7 

:SYN1_10488
jump @SYN1_10527 

:SYN1_10495
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Schie ein Foto von ~r~seinem~s~ Gesicht!
if 
04C5:   actor 406@ photographed 
else_jump @SYN1_10527 

:SYN1_10527
jump @SYN1_10566 

:SYN1_10534
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom nher heran.
if 
04C5:   actor 406@ photographed 
else_jump @SYN1_10566 

:SYN1_10566
if and
  35@ > 6 
  10 > 35@ 
else_jump @SYN1_10709 
if 
  40@ == 1 
else_jump @SYN1_10709 
if 
  336@ == 0 
else_jump @SYN1_10709 
if 
  337@ == 0 
else_jump @SYN1_10652 
334@ = 32 

:SYN1_10652
if 
  337@ == 1 
else_jump @SYN1_10677 
334@ = 33 

:SYN1_10677
if 
  337@ == 2 
else_jump @SYN1_10709 
334@ = 30 
40@ = 2 

:SYN1_10709
if 
  35@ == 7 
else_jump @SYN1_11087 
if and
   not Car.Wrecked(437@)
   not Actor.Dead(436@)
else_jump @SYN1_11087 
if 
060E:   car 437@ assigned_to_path 
else_jump @SYN1_10947 
0407: store_coords_to 359@ 360@ 361@ from_car 437@ with_offset 0.0 4.0 0.0 
0087: 356@ = 359@ // (float) 
356@ -= 1.0 
0087: 357@ = 360@ // (float) 
357@ -= 1.0 
0087: 358@ = 361@ // (float) 
358@ -= 1.0 
0087: 362@ = 359@ // (float) 
362@ += 1.0 
0087: 363@ = 360@ // (float) 
363@ += 1.0 
0087: 364@ = 361@ // (float) 
364@ += 1.0 
if 
0339:   anything_in_cube_cornerA 356@ 357@ 358@ cornerB 362@ 363@ 364@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @SYN1_10947 
05EC: release_car 437@ from_path 

:SYN1_10947
if 
860E:   not car 437@ assigned_to_path 
else_jump @SYN1_11087 
0615: define_AS_pack_begin 441@ 
05CD: AS_actor -1 exit_car 437@ 
05D3: AS_actor -1 goto_point -2176.855 -2453.54 29.4688 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2172.517 -2453.834 29.625 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2169.383 -2456.08 29.625 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2162.812 -2459.839 29.6328 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 441@ 
0618: assign_actor 436@ to_AS_pack 441@ 
35@ = 8 

:SYN1_11087
if 
  35@ == 8 
else_jump @SYN1_11192 
if and
   not Car.Wrecked(437@)
   not Actor.Dead(436@)
else_jump @SYN1_11192 
if 
   not Actor.InCar(436@, 437@)
else_jump @SYN1_11192 
438@ = Marker.CreateAboveActor(436@)
if 
04C5:   actor 436@ photographed 
else_jump @SYN1_11169 

:SYN1_11169
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Fotografiere ~r~sein~s~ Gesicht.
35@ = 9 

:SYN1_11192
if 
  35@ == 9 
else_jump @SYN1_11359 
if 
   not Actor.Dead(436@)
else_jump @SYN1_11359 
062E: unknown_get_actor 436@ task 1560 status_store_to 439@ // ret 7 if not found 
if 
04A4:   439@ == 7 // @ == any 
else_jump @SYN1_11359 
fade 0 500 

:SYN1_11262
if 
fading 
else_jump @SYN1_11286 
wait 0 
jump @SYN1_11262 

:SYN1_11286
if 
   not Car.Wrecked(386@)
else_jump @SYN1_11359 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Car.Destroy(386@)
Actor.PutAt($PLAYER_ACTOR, 387@, 388@, 389@)
Actor.Angle($PLAYER_ACTOR) = 210.0
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~Du hast das Foto nicht gemacht!
jump @SYN1_14543 

:SYN1_11359
if 
  35@ == 9 
else_jump @SYN1_11607 
if 
  40@ == 2 
else_jump @SYN1_11607 
if 
   not Actor.Dead(436@)
else_jump @SYN1_11607 
if 
04C5:   actor 436@ photographed 
else_jump @SYN1_11607 
if 
  20.0 > 146@ 
else_jump @SYN1_11575 
445@ = Actor.Angle(436@)
if or
0025:   445@ > 339@ // (float) 
0025:   338@ > 445@ // (float) 
else_jump @SYN1_11536 
if 
  336@ == 0 
else_jump @SYN1_11529 
00BE: text_clear_all 
Marker.Disable(438@)
gosub @SYN1_934 
337@ = 0 
35@ = 10 

:SYN1_11529
jump @SYN1_11568 

:SYN1_11536
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Schie ein Foto von ~r~seinem~s~ Gesicht!
if 
04C5:   actor 436@ photographed 
else_jump @SYN1_11568 

:SYN1_11568
jump @SYN1_11607 

:SYN1_11575
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom nher heran.
if 
04C5:   actor 436@ photographed 
else_jump @SYN1_11607 

:SYN1_11607
if and
  35@ > 9 
  13 > 35@ 
else_jump @SYN1_11750 
if 
  40@ == 2 
else_jump @SYN1_11750 
if 
  336@ == 0 
else_jump @SYN1_11750 
if 
  337@ == 0 
else_jump @SYN1_11693 
334@ = 42 

:SYN1_11693
if 
  337@ == 1 
else_jump @SYN1_11718 
334@ = 43 

:SYN1_11718
if 
  337@ == 2 
else_jump @SYN1_11750 
334@ = 39 
40@ = 3 

:SYN1_11750
if 
  35@ == 10 
else_jump @SYN1_11936 
if and
   not Car.Wrecked(421@)
   not Actor.Dead(420@)
else_jump @SYN1_11936 
if 
860E:   not car 421@ assigned_to_path 
else_jump @SYN1_11936 
0615: define_AS_pack_begin 427@ 
05CD: AS_actor -1 exit_car 421@ 
05D3: AS_actor -1 goto_point -2173.391 -2445.985 29.4688 mode 4 -2 ms // versionA 
05BA: AS_actor -1 move_mouth 1500 ms 
05D3: AS_actor -1 goto_point -2170.468 -2449.187 29.4688 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.974 -2454.974 29.625 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2163.539 -2458.753 29.625 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 427@ 
0618: assign_actor 420@ to_AS_pack 427@ 
35@ = 11 

:SYN1_11936
if 
  35@ == 11 
else_jump @SYN1_12041 
if and
   not Car.Wrecked(421@)
   not Actor.Dead(420@)
else_jump @SYN1_12041 
if 
   not Actor.InCar(420@, 421@)
else_jump @SYN1_12041 
422@ = Marker.CreateAboveActor(420@)
if 
04C5:   actor 420@ photographed 
else_jump @SYN1_12018 

:SYN1_12018
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Fotografiere ~r~sein~s~ Gesicht.
35@ = 12 

:SYN1_12041
if 
  35@ == 12 
else_jump @SYN1_12292 
if 
   not Actor.Dead(420@)
else_jump @SYN1_12292 
062E: unknown_get_actor 420@ task 1560 status_store_to 425@ // ret 7 if not found 
if 
84A4:   not  425@ == 7 // @ == any 
else_jump @SYN1_12170 
0646: unknown_get_actor 420@ task_1560_status_store_to 426@ // similar to 062E 
if 
  426@ == 1 
else_jump @SYN1_12170 
if 
   not Car.Wrecked(421@)
else_jump @SYN1_12170 
if 
860E:   not car 421@ assigned_to_path 
else_jump @SYN1_12170 
05EB: assign_car 421@ to_path 194 

:SYN1_12170
if 
04A4:   425@ == 7 // @ == any 
else_jump @SYN1_12292 
fade 0 500 

:SYN1_12195
if 
fading 
else_jump @SYN1_12219 
wait 0 
jump @SYN1_12195 

:SYN1_12219
if 
   not Car.Wrecked(386@)
else_jump @SYN1_12292 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Car.Destroy(386@)
Actor.PutAt($PLAYER_ACTOR, 387@, 388@, 389@)
Actor.Angle($PLAYER_ACTOR) = 210.0
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~Du hast das Foto nicht gemacht!
jump @SYN1_14543 

:SYN1_12292
if 
  35@ == 12 
else_jump @SYN1_12533 
if 
  40@ == 3 
else_jump @SYN1_12533 
if 
   not Actor.Dead(420@)
else_jump @SYN1_12533 
if 
04C5:   actor 420@ photographed 
else_jump @SYN1_12533 
if 
  20.0 > 146@ 
else_jump @SYN1_12501 
431@ = Actor.Angle(420@)
if or
0025:   431@ > 339@ // (float) 
0025:   338@ > 431@ // (float) 
else_jump @SYN1_12462 
if 
  336@ == 0 
else_jump @SYN1_12455 
00BE: text_clear_all 
Marker.Disable(422@)
337@ = 0 
35@ = 13 

:SYN1_12455
jump @SYN1_12494 

:SYN1_12462
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Schie ein Foto von ~r~seinem~s~ Gesicht!
if 
04C5:   actor 420@ photographed 
else_jump @SYN1_12494 

:SYN1_12494
jump @SYN1_12533 

:SYN1_12501
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom nher heran.
if 
04C5:   actor 420@ photographed 
else_jump @SYN1_12533 

:SYN1_12533
if 
  35@ == 13 
else_jump @SYN1_12683 
if 
  40@ == 3 
else_jump @SYN1_12683 
if 
  336@ == 0 
else_jump @SYN1_12683 
if 
  337@ == 0 
else_jump @SYN1_12612 
334@ = 40 

:SYN1_12612
if 
  337@ == 1 
else_jump @SYN1_12637 
334@ = 41 

:SYN1_12637
if 
  337@ == 2 
else_jump @SYN1_12683 
334@ = 29 
40@ = 4 
34@ = 6 
35@ = -3 

:SYN1_12683
if 
  34@ == 6 
else_jump @SYN1_14536 
if 
  35@ == -3 
else_jump @SYN1_13020 
if 
  334@ == 0 
else_jump @SYN1_13020 
fade 0 150 

:SYN1_12744
if 
fading 
else_jump @SYN1_12768 
wait 0 
jump @SYN1_12744 

:SYN1_12768
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
if 
   not Actor.Dead(376@)
else_jump @SYN1_13020 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
if 
   not Car.Wrecked(386@)
else_jump @SYN1_12823 
Car.Destroy(386@)

:SYN1_12823
Camera.SetPosition(-2161.72, -2411.582, 31.9003, 0.0, 0.0, 0.0)
Camera.PointAt(-2162.657, -2411.396, 32.193, 2)
Actor.PutAt(376@, -2169.03, -2409.327, 33.618)
Actor.Angle(376@) = 232.4401
Actor.PutAt($PLAYER_ACTOR, -2170.245, -2410.956, 33.2969)
Actor.Angle($PLAYER_ACTOR) = 322.3848
0615: define_AS_pack_begin 340@ 
05D3: AS_actor -1 goto_point -2169.03 -2409.327 33.618 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2165.388 -2411.746 31.625 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -2161.814 -2414.811 29.625 mode 6 -2 ms // versionA 
0616: define_AS_pack_end 340@ 
35@ = -2 

:SYN1_13020
if 
  35@ == -2 
else_jump @SYN1_13113 
if 
   not Actor.Dead(376@)
else_jump @SYN1_13113 
0618: assign_actor 376@ to_AS_pack 340@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 340@ 
fade 1 150 

:SYN1_13077
if 
fading 
else_jump @SYN1_13101 
wait 0 
jump @SYN1_13077 

:SYN1_13101
01BD: 151@ = current_time_in_ms 
35@ = -1 

:SYN1_13113
if 
  35@ == -1 
else_jump @SYN1_13178 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 4500 
else_jump @SYN1_13178 
35@ = 0 

:SYN1_13178
if 
  35@ == 0 
else_jump @SYN1_13477 
fade 0 250 

:SYN1_13203
if 
fading 
else_jump @SYN1_13227 
wait 0 
jump @SYN1_13203 

:SYN1_13227
if and
   not Car.Wrecked(377@)
   not Actor.Dead(376@)
else_jump @SYN1_13477 
00BE: text_clear_all 
036A: put_actor $PLAYER_ACTOR in_car 377@ 
0430: put_actor 376@ into_car 377@ passenger_seat 0 
Model.Destroy(#BROADWAY)
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Camera.SetPosition(-2152.255, -2416.049, 30.2724, 0.0, 0.0, 0.0)
Camera.PointAt(-2153.174, -2415.701, 30.4581, 2)
07C0: load_path 197 

:SYN1_13337
if 
87C1:   not path 197 available 
else_jump @SYN1_13364 
wait 0 
jump @SYN1_13337 

:SYN1_13364
if 
   not Car.Wrecked(377@)
else_jump @SYN1_13393 
05EB: assign_car 377@ to_path 197 
01BD: 151@ = current_time_in_ms 

:SYN1_13393
fade 1 100 

:SYN1_13399
if 
fading 
else_jump @SYN1_13423 
wait 0 
jump @SYN1_13399 

:SYN1_13423
if 
   not Actor.Dead(376@)
else_jump @SYN1_13463 
if 
06EE:   actor 376@ in_group $PLAYER_GROUP 
else_jump @SYN1_13463 
06C9: remove_actor 376@ from_group 

:SYN1_13463
35@ = 1 
36@ = 1 

:SYN1_13477
if 
  35@ == 1 
else_jump @SYN1_13807 
if 
   not Car.Wrecked(377@)
else_jump @SYN1_13807 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  36@ == 1 
else_jump @SYN1_13595 
if 
  149@ > 1000 
else_jump @SYN1_13595 
Camera.PointAt(-2152.869, -2416.838, 30.285, 1)
36@ = 2 

:SYN1_13595
if 
  36@ == 2 
else_jump @SYN1_13690 
if 
  149@ > 6000 
else_jump @SYN1_13690 
Camera.SetPosition(-2267.294, -2565.402, 31.7381, 0.0, 0.0, 0.0)
Camera.PointAt(-2266.411, -2564.99, 31.9617, 2)
36@ = 3 

:SYN1_13690
if 
860E:   not car 377@ assigned_to_path 
else_jump @SYN1_13807 
if and
   not Car.Wrecked(377@)
   not Actor.Dead(376@)
else_jump @SYN1_13807 
05CD: AS_actor $PLAYER_ACTOR exit_car 377@ 
05BF: AS_actor 376@ look_at_actor $PLAYER_ACTOR -2 ms 
0395: clear_area 1 at 63@ 78@ 93@ radius 50.0 
07C0: load_path 198 

:SYN1_13768
if 
87C1:   not path 198 available 
else_jump @SYN1_13795 
wait 0 
jump @SYN1_13768 

:SYN1_13795
01BD: 151@ = current_time_in_ms 
35@ = 2 

:SYN1_13807
if 
  35@ == 2 
else_jump @SYN1_13993 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 2000 
else_jump @SYN1_13993 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(376@)
   not Car.Wrecked(377@)
else_jump @SYN1_13993 
if 
  336@ == 0 
else_jump @SYN1_13993 
0676: AS_actor 376@ in_car 377@ move_from_passengerseat_to_driverseat 
334@ = 50 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 376@ -2 ms 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 376@ 
Camera.SetPosition(64@, 79@, 94@, 0.0, 0.0, 0.0)
Camera.PointAt(109@, 124@, 139@, 2)
01BD: 151@ = current_time_in_ms 
35@ = 3 

:SYN1_13993
if 
  35@ == 3 
else_jump @SYN1_14119 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1000 
else_jump @SYN1_14119 
if and
   not Actor.Dead(376@)
   not Car.Wrecked(377@)
else_jump @SYN1_14119 
if 
  336@ == 0 
else_jump @SYN1_14119 
334@ = 51 
05BF: AS_actor 376@ look_at_actor $PLAYER_ACTOR -2 ms 
35@ = 4 
01BD: 151@ = current_time_in_ms 

:SYN1_14119
if 
  35@ == 4 
else_jump @SYN1_14188 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1 
else_jump @SYN1_14188 
35@ = 5 
01BD: 151@ = current_time_in_ms 

:SYN1_14188
if 
  35@ == 5 
else_jump @SYN1_14397 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 1000 
else_jump @SYN1_14397 
if and
   not Actor.Dead(376@)
   not Car.Wrecked(377@)
else_jump @SYN1_14397 
if 
  336@ == 0 
else_jump @SYN1_14397 
334@ = 52 
0647: unknown_actor $PLAYER_ACTOR look_task 
0647: unknown_actor 376@ look_task 
Camera.SetPosition(-2243.208, -2568.731, 32.6032, 0.0, 0.0, 0.0)
Camera.PointAt(-2243.945, -2568.056, 32.605, 2)
05EB: assign_car 377@ to_path 198 
05D3: AS_actor $PLAYER_ACTOR goto_point -2249.509 -2562.956 30.9255 mode 4 -2 ms // versionA 
35@ = 6 
01BD: 151@ = current_time_in_ms 

:SYN1_14397
if 
  35@ == 6 
else_jump @SYN1_14536 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
if 
  149@ > 3000 
else_jump @SYN1_14536 
if and
   not Actor.Dead(376@)
   not Car.Wrecked(377@)
else_jump @SYN1_14536 
if 
860E:   not car 377@ assigned_to_path 
else_jump @SYN1_14536 
0687: clear_actor $PLAYER_ACTOR task 
Car.Destroy(377@)
Actor.DestroyInstantly(376@)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
jump @SYN1_14568 
35@ = 7 

:SYN1_14536
jump @SYN1_5230 

:SYN1_14543
fade 1 500 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:SYN1_14568
fade 1 500 
$SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SYND_1'  // Photo Opportunity
030C: progress_made += 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SYN1_14622 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 24 // Load the weapon model before using this 

:SYN1_14622
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 15 
Player.ClearWantedLevel($PLAYER_CHAR)
0629: change_integer_stat 316 to 1 
return 

:SYN1_14662
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN1_14693 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)

:SYN1_14693
if 
   not Actor.Dead(376@)
else_jump @SYN1_14724 
Actor.SetImmunities(376@, 0, 0, 0, 0, 0)

:SYN1_14724
03E6: remove_text_box 
Marker.Disable(393@)
Marker.Disable(408@)
Marker.Disable(438@)
Marker.Disable(422@)
Marker.Disable(51@)
Marker.Disable(52@)
Marker.Disable(381@)
Marker.Disable(379@)
Actor.DestroyInstantly(391@)
Actor.DestroyInstantly(406@)
Actor.DestroyInstantly(436@)
Actor.DestroyInstantly(420@)
Car.Destroy(392@)
Car.Destroy(407@)
Car.Destroy(437@)
Car.Destroy(421@)
if 
   not Car.Wrecked(377@)
else_jump @SYN1_14846 
if 
   not Actor.InCar($PLAYER_ACTOR, 377@)
else_jump @SYN1_14846 
Car.Destroy(377@)

:SYN1_14846
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
Actor.DestroyWithFade(376@)
04EF: release_animation "BOMBER" 
Model.Destroy(#PICADOR)
Model.Destroy(#ZR350)
Model.Destroy(#WASHING)
Model.Destroy(#BROADWAY)
Model.Destroy(#SHFYPRO)
Model.Destroy(#CAMERA)
Model.Destroy(#CELLPHONE)
Model.Destroy(#SAVANNA)
Model.Destroy(#MTBIKE)
Model.Destroy(#BALLAS1)
Model.Destroy(#WALTON)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
014C: set_parked_car_generator $5277 cars_to_generate_to 101 
014C: set_parked_car_generator $5278 cars_to_generate_to 101 
014C: set_parked_car_generator $5279 cars_to_generate_to 101 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:SYN1_14986
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN1_15455 
if 
  367@ == 0 
else_jump @SYN1_15217 
if 
  368@ == 1 
else_jump @SYN1_15096 
if 
  42@ == 1 
else_jump @SYN1_15096 
if and
  334@ == 0 
  336@ == 0 
else_jump @SYN1_15096 
00BC: show_text_highpriority GXT 'SYN1_07' time 100 flag 1  // ~s~Steig ins ~b~Auto~s~.

:SYN1_15096
if 
   not Car.Wrecked(377@)
else_jump @SYN1_15217 
if 
   Actor.InCar($PLAYER_ACTOR, 377@)
else_jump @SYN1_15217 
Marker.Disable(381@)
366@ = Actor.Car($PLAYER_ACTOR)
if 
  368@ == 1 
else_jump @SYN1_15176 
018A: 51@ = create_checkpoint_at 48@ 49@ 50@ 

:SYN1_15176
if 
  147@ == 5 
else_jump @SYN1_15210 
00BB: show_text_lowpriority GXT 'SYN1_13' time 10000 flag 1  // ~s~Begib dich raus nach ~y~Salinas~s~.

:SYN1_15210
367@ = 1 

:SYN1_15217
if 
  367@ == 1 
else_jump @SYN1_15455 
if and
   not Car.Wrecked(377@)
   not Actor.Dead(376@)
else_jump @SYN1_15455 
if 
  368@ == 1 
else_jump @SYN1_15377 
if 
  38@ == 0 
else_jump @SYN1_15370 
if 
   Actor.InCar(376@, 377@)
else_jump @SYN1_15368 
if 
  $2207 == 1 
else_jump @SYN1_15354 
09E0: trip_skip -2201.912 -2279.036 29.4688 angle 230.5228 when_in_car 377@ 

:SYN1_15354
38@ = 1 
jump @SYN1_15370 

:SYN1_15368
0951: disable_trip_skip 

:SYN1_15370
jump @SYN1_15386 

:SYN1_15377
38@ = 0 
0951: disable_trip_skip 

:SYN1_15386
if 
   not Actor.InCar($PLAYER_ACTOR, 377@)
else_jump @SYN1_15455 
if 
  368@ == 1 
else_jump @SYN1_15448 
Marker.Disable(51@)
Marker.Disable(381@)
381@ = Marker.CreateAboveCar(377@)
07E0: set_marker 381@ type_to 1 

:SYN1_15448
367@ = 0 

:SYN1_15455
return 

:SYN1_15457
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(376@)
else_jump @SYN1_15792 
if 
  368@ == 0 
else_jump @SYN1_15660 
if 
86EE:   not actor 376@ in_group $PLAYER_GROUP 
else_jump @SYN1_15653 
if 
0104:   actor $PLAYER_ACTOR near_actor 376@ radius 8.0 8.0 8.0 sphere 0 
else_jump @SYN1_15646 
if 
  367@ == 1 
else_jump @SYN1_15595 
Marker.Disable(51@)
018A: 51@ = create_checkpoint_at 48@ 49@ 50@ 
jump @SYN1_15615 

:SYN1_15595
Marker.Disable(381@)
381@ = Marker.CreateAboveCar(377@)
07E0: set_marker 381@ type_to 1 

:SYN1_15615
09DD: unknown_player_group 1 
0631: put_actor 376@ in_group $PLAYER_GROUP 
Marker.Disable(379@)
42@ = 1 
368@ = 1 

:SYN1_15646
jump @SYN1_15660 

:SYN1_15653
368@ = 1 

:SYN1_15660
if 
  368@ == 1 
else_jump @SYN1_15792 
if 
86EE:   not actor 376@ in_group $PLAYER_GROUP 
else_jump @SYN1_15792 
if 
  367@ == 1 
else_jump @SYN1_15727 
Marker.Disable(51@)
jump @SYN1_15732 

:SYN1_15727
Marker.Disable(381@)

:SYN1_15732
0951: disable_trip_skip 
00BE: text_clear_all 
379@ = Marker.CreateAboveActor(376@)
07E0: set_marker 379@ type_to 1 
if 
  42@ == 1 
else_jump @SYN1_15785 
00BC: show_text_highpriority GXT 'SYN1_02' time 10000 flag 1  // ~s~Fahr ~b~Cesar~s~ abholen.

:SYN1_15785
368@ = 0 

:SYN1_15792
return 

:SYN1_15794
if or
  334@ == 1 
  334@ == 3 
  334@ == 4 
  334@ == 6 
  334@ == 7 
  334@ == 9 
else_jump @SYN1_15854 
148@ = 0 

:SYN1_15854
if or
  334@ == 2 
  334@ == 5 
  334@ == 8 
  334@ == 10 
else_jump @SYN1_15901 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_15901
if or
  334@ == 11 
  334@ == 14 
else_jump @SYN1_15934 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_15934
if or
  334@ == 12 
  334@ == 13 
else_jump @SYN1_15966 
148@ = 0 

:SYN1_15966
if 
  334@ == 15 
else_jump @SYN1_15992 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_15992
if 
  334@ == 16 
else_jump @SYN1_16018 
0085: 148@ = 376@ // (int) 

:SYN1_16018
if or
  334@ == 17 
  334@ == 19 
  334@ == 22 
  334@ == 23 
  334@ == 25 
  334@ == 26 
else_jump @SYN1_16079 
0085: 148@ = 376@ // (int) 

:SYN1_16079
if or
  334@ == 18 
  334@ == 20 
  334@ == 21 
  334@ == 24 
  334@ == 27 
  334@ == 28 
else_jump @SYN1_16140 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_16140
if or
  334@ == 29 
  334@ == 30 
  334@ == 32 
  334@ == 34 
else_jump @SYN1_16187 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_16187
if or
  334@ == 31 
  334@ == 33 
  334@ == 35 
else_jump @SYN1_16227 
0085: 148@ = 376@ // (int) 

:SYN1_16227
if or
  334@ == 36 
  334@ == 37 
  334@ == 38 
  334@ == 39 
  334@ == 40 
  334@ == 41 
else_jump @SYN1_16287 
148@ = 0 

:SYN1_16287
if or
  334@ == 42 
  334@ == 43 
  334@ == 44 
  334@ == 45 
  334@ == 46 
else_jump @SYN1_16340 
148@ = 0 

:SYN1_16340
if or
  334@ == 47 
  334@ == 48 
  334@ == 50 
  334@ == 52 
else_jump @SYN1_16387 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_16387
if or
  334@ == 49 
  334@ == 51 
else_jump @SYN1_16420 
0085: 148@ = 376@ // (int) 

:SYN1_16420
return 

//-------------Mission 59---------------
// Originally: Jizzy

:SYN2
thread 'SYN2' 
gosub @SYN2_47 
if 
wasted_or_busted 
else_jump @SYN2_38 
gosub @SYN2_31186 

:SYN2_38
gosub @SYN2_31357 
end_thread 

:SYN2_47
increment_mission_attempts 
$ONMISSION = 1 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 

:SYN2_84
if 
0736:   NOP_false 83 
else_jump @SYN2_106 
36@ = 1 

:SYN2_106
01BD: 38@ = current_time_in_ms 
0085: 40@ = 38@ // (int) 
0062: 40@ -= 39@ // (int) 
0085: 39@ = 38@ // (int) 
005A: 73@ += 40@ // (int) 
005A: 80@ += 40@ // (int) 
005A: 81@ += 40@ // (int) 
005A: 54@ += 40@ // (int) 
005A: 87@ += 40@ // (int) 
005A: 89@ += 40@ // (int) 
005A: 55@ += 40@ // (int) 
005A: 278@ += 40@ // (int) 
wait 0 
gosub @SYN2_546 
0871: init_jump_table 34@ total_jumps 9 default_jump 0 @SYN2_464 jumps 0 @SYN2_338 1 @SYN2_352 2 @SYN2_366 3 @SYN2_380 4 @SYN2_394 5 @SYN2_408 6 @SYN2_422 
0872: jump_table_jumps 7 @SYN2_436 8 @SYN2_450 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 

:SYN2_338
gosub @SYN2_1239 
jump @SYN2_464 

:SYN2_352
gosub @SYN2_2839 
jump @SYN2_464 

:SYN2_366
gosub @SYN2_3180 
jump @SYN2_464 

:SYN2_380
gosub @SYN2_5407 
jump @SYN2_464 

:SYN2_394
gosub @SYN2_8607 
jump @SYN2_464 

:SYN2_408
gosub @SYN2_13932 
jump @SYN2_464 

:SYN2_422
gosub @SYN2_17769 
jump @SYN2_464 

:SYN2_436
gosub @SYN2_22631 
jump @SYN2_464 

:SYN2_450
gosub @SYN2_27298 
jump @SYN2_464 

:SYN2_464
gosub @SYN2_28607 
if 
  37@ == 0 
else_jump @SYN2_537 
if 
  36@ == 0 
else_jump @SYN2_521 
jump @SYN2_84 
jump @SYN2_530 

:SYN2_521
gosub @SYN2_31204 
return 

:SYN2_530
jump @SYN2_546 

:SYN2_537
gosub @SYN2_31186 
return 

:SYN2_546
if 
0736:   NOP_false 88 
else_jump @SYN2_637 
if 
  56@ == 0 
else_jump @SYN2_611 
56@ = 1 
0662: NOP "LEVEL_DEBUG_ON" 
jump @SYN2_637 

:SYN2_611
56@ = 0 
0662: NOP "LEVEL_DEBUG_OFF" 

:SYN2_637
if 
  56@ == 1 
else_jump @SYN2_1237 
if 
0735:   NOP_false 32 
else_jump @SYN2_704 
086A: NOP 
57@ += 1 
if 
  57@ > 3 
else_jump @SYN2_704 
57@ = 0 

:SYN2_704
if 
  57@ == 1 
else_jump @SYN2_940 
008A: $7291 = 34@ // (int) 
008A: $7292 = 35@ // (int) 
008A: $7293 = 205@ // (int) 
008A: $7294 = 32@ // (int) 
008A: $7295 = 280@ // (int) 
0084: $7296 = $AUDIO_LINE_IS_ACTIVE // (int) 
008A: $7297 = 54@ // (int) 
008A: $7298 = 247@ // (int) 
065D: NOP $7291 "M_STAGE" 
065D: NOP $7292 "M_GOALS" 
065D: NOP $7293 "CONVOY_PROGRESS" 
065D: NOP $7294 "TIMERA" 
065D: NOP $7295 "ON_CUTSCENE_DUTY" 
065D: NOP $7296 "AUDIO_LINE_IS_ACTIVE" 
065D: NOP $7297 "DIALOGUE_TIMER" 
065D: NOP $7298 "DIALOGUE_FLAG" 

:SYN2_940
if 
  57@ == 2 
else_jump @SYN2_1153 
0084: $7291 = $1905 // (int) 
008A: $7292 = 254@ // (int) 
008A: $7293 = 253@ // (int) 
008A: $7294 = 250@ // (int) 
0084: $7295 = $SYN2_TIME_UNTIL_BACKUP // (int) 
008A: $7296 = 33@ // (int) 
065D: NOP $7291 "SYN2_MISSION_ATTEMPTS" 
065D: NOP $7292 "THIS_CAR_HEALTH" 
065D: NOP $7293 "LAST_CAR_HEALTH" 
065D: NOP $7294 "PLAYER_HAS_ATTACKED_CONVOY" 
065D: NOP $7295 "SYN2_TIME_UNTIL_BACKUP" 
065D: NOP $7296 "TIMERB" 

:SYN2_1153
if 
  57@ == 3 
else_jump @SYN2_1237 
008A: $7291 = 81@ // (int) 
0088: $7288 = 266@ // (float) 
065D: NOP $7291 "RICH_BACKUP_TIMER" 
065E: NOP $7288 "LIMO_PLAYBACK_SPEED" 

:SYN2_1237
return 

:SYN2_1239
if 
  35@ == -1 
else_jump @SYN2_1257 

:SYN2_1257
if 
  35@ == 0 
else_jump @SYN2_2711 
205@ = 0 
91@ = -1863.88 
129@ = 727.851 
167@ = 44.0619 
92@ = -1816.793 
130@ = 727.1199 
168@ = 36.4934 
93@ = -1717.459 
131@ = 729.5344 
169@ = 24.6517 
94@ = -1709.842 
132@ = 829.3579 
170@ = 24.6505 
95@ = -1663.017 
133@ = 917.9272 
171@ = 24.5226 
96@ = -1563.886 
134@ = 916.7482 
172@ = 6.9176 
97@ = -1573.613 
135@ = 1016.918 
173@ = 6.9562 
98@ = -1585.455 
136@ = 1116.871 
174@ = 6.9488 
99@ = -1608.572 
137@ = 1214.641 
175@ = 6.9488 
100@ = -1678.017 
138@ = 1287.117 
176@ = 6.9487 
101@ = -1752.399 
139@ = 1354.989 
177@ = 6.9473 
102@ = -1852.138 
140@ = 1364.54 
178@ = 6.9488 
103@ = -1938.24 
141@ = 1312.347 
179@ = 6.9538 
104@ = -2037.692 
142@ = 1298.774 
180@ = 7.1712 
105@ = -2135.241 
143@ = 1279.317 
181@ = 22.4081 
106@ = -2234.502 
144@ = 1276.24 
182@ = 39.3992 
107@ = -2265.743 
145@ = 1182.441 
183@ = 55.4933 
108@ = -2266.289 
146@ = 1085.145 
184@ = 79.748 
109@ = -2267.604 
147@ = 984.6959 
185@ = 73.0856 
110@ = -2268.995 
148@ = 884.5173 
186@ = 66.4014 
111@ = -2333.293 
149@ = 811.5989 
187@ = 42.8954 
112@ = -2390.365 
150@ = 729.2283 
188@ = 34.9301 
113@ = -2489.359 
151@ = 711.0146 
189@ = 34.9302 
114@ = -2589.507 
152@ = 712.4084 
190@ = 27.7727 
115@ = -2689.858 
153@ = 710.8961 
191@ = 32.4395 
116@ = -2753.054 
154@ = 633.015 
192@ = 27.6617 
117@ = -2744.792 
155@ = 534.2344 
193@ = 11.9062 
118@ = -2707.741 
156@ = 441.3501 
194@ = 4.0892 
119@ = -2751.387 
157@ = 351.2291 
195@ = 4.0969 
120@ = -2707.9 
158@ = 261.1717 
196@ = 4.0968 
121@ = -2711.886 
159@ = 161.0435 
197@ = 4.0971 
122@ = -2809.189 
160@ = 137.7394 
198@ = 6.9555 
123@ = -2811.909 
161@ = 36.8614 
199@ = 6.9488 
124@ = -2811.403 
162@ = -63.2554 
200@ = 6.9488 
125@ = -2811.279 
163@ = -164.2748 
201@ = 6.9381 
126@ = -2811.601 
164@ = -264.5668 
202@ = 6.9488 
127@ = -2820.204 
165@ = -364.2359 
203@ = 6.9488 
128@ = -2818.267 
166@ = -465.0786 
204@ = 6.9941 
206@ = -2428.232 
214@ = -164.7728 
222@ = 34.3085 
207@ = -2433.56 
215@ = -164.504 
223@ = 34.3446 
208@ = -2452.753 
216@ = -165.8061 
224@ = 34.3047 
209@ = -2469.136 
217@ = -165.8884 
225@ = 24.9573 
210@ = -2469.616 
218@ = -162.4438 
226@ = 24.6236 
211@ = -2463.006 
219@ = -162.4879 
227@ = 24.9077 
212@ = -2460.374 
220@ = -134.7403 
228@ = 24.8394 
213@ = -2478.115 
221@ = -129.3914 
229@ = 24.625 
78@ = 0 
79@ = 0 
80@ = 0 
84@ = 0 
86@ = 0 
90@ = 0 
35@ += 1 

:SYN2_2711
if 
  35@ == 1 
else_jump @SYN2_2763 
054C: use_GXT_table 'SYN2' 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
35@ += 1 

:SYN2_2763
if 
  35@ == 2 
else_jump @SYN2_2805 
03C7: set_sensitivity_to_crime 0.5 
0732: random_car_generator_disable_model #BROADWAY 
0732: random_car_generator_disable_model #HUSTLER 
35@ = 99 

:SYN2_2805
if 
  35@ == 99 
else_jump @SYN2_2837 
34@ += 1 
35@ = 0 

:SYN2_2837
return 

:SYN2_2839
if 
  35@ == 0 
else_jump @SYN2_2903 
if 
   not $1905 == 0 
else_jump @SYN2_2896 
34@ += 1 
35@ = 0 
jump @SYN2_2903 

:SYN2_2896
35@ += 1 

:SYN2_2903
if 
  35@ == 1 
else_jump @SYN2_3153 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:SYN2_2935
if 
fading 
else_jump @SYN2_2959 
wait 0 
jump @SYN2_2935 

:SYN2_2959
select_interior 1 
02E4: load_cutscene_data 'SYND_2A' 

:SYN2_2974
if 
86B9:   not cutscene_data_loaded 
else_jump @SYN2_2998 
wait 0 
jump @SYN2_2974 

:SYN2_2998
02E7: start_cutscene 
fade 1 1000 

:SYN2_3007
if 
82E9:   not cutscene_reached_end 
else_jump @SYN2_3031 
wait 0 
jump @SYN2_3007 

:SYN2_3031
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:SYN2_3046
if 
fading 
else_jump @SYN2_3070 
wait 0 
jump @SYN2_3046 

:SYN2_3070
select_interior 0 
Actor.PutAt($PLAYER_ACTOR, -2031.254, 161.408, 28.0391)
Actor.Angle($PLAYER_ACTOR) = 270.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 

:SYN2_3115
if 
fading 
else_jump @SYN2_3139 
wait 0 
jump @SYN2_3115 

:SYN2_3139
Player.CanMove($PLAYER_CHAR) = True
35@ = 99 

:SYN2_3153
if 
  35@ == 99 
else_jump @SYN2_3178 
36@ = 1 

:SYN2_3178
return 

:SYN2_3180
if 
  35@ == 0 
else_jump @SYN2_3376 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:SYN2_3212
if 
fading 
else_jump @SYN2_3236 
wait 0 
jump @SYN2_3212 

:SYN2_3236
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
select_interior 3 
02E4: load_cutscene_data 'SYND_2B' 

:SYN2_3262
if 
86B9:   not cutscene_data_loaded 
else_jump @SYN2_3286 
wait 0 
jump @SYN2_3262 

:SYN2_3286
02E7: start_cutscene 
fade 1 1000 

:SYN2_3295
if 
82E9:   not cutscene_reached_end 
else_jump @SYN2_3319 
wait 0 
jump @SYN2_3295 

:SYN2_3319
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:SYN2_3334
if 
fading 
else_jump @SYN2_3358 
wait 0 
jump @SYN2_3334 

:SYN2_3358
select_interior 0 
Player.CanMove($PLAYER_CHAR) = False
35@ += 1 

:SYN2_3376
if 
  35@ == 1 
else_jump @SYN2_3907 
Model.Load(#BROADWAY)
Model.Load(#HFYPRO)
023C: load_special_actor 'JIZZY' as 1 // models 290-299 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:SYN2_3427
if or
   not Model.Available(#BROADWAY)
   not Model.Available(#HFYPRO)
823D:   not special_actor 1 loaded 
84EE:   not animation "GANGS" loaded 
else_jump @SYN2_3471 
wait 0 
jump @SYN2_3427 

:SYN2_3471
Model.Load(#CELLPHONE)
04ED: load_animation "CAR_CHAT" 

:SYN2_3488
if or
   not Model.Available(#CELLPHONE)
84EE:   not animation "CAR_CHAT" loaded 
else_jump @SYN2_3527 
wait 0 
jump @SYN2_3488 

:SYN2_3527
060A: create_decision_maker_type 0 store_to 231@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 232@ // decision\allowed\m_.ped files 
0395: clear_area 1 at -2623.359 1410.786 6.1629 radius 20.0 
58@ = Actor.Create(CivMale, #SPECIAL01, -2623.359, 1410.786, 6.1629)
Actor.Angle(58@) = 192.3576
Actor.PutAt($PLAYER_ACTOR, -2622.546, 1410.95, 6.1702)
Actor.Angle($PLAYER_ACTOR) = 199.6292
0674: set_car_model #BROADWAY numberplate "HO_2_HO_" 
59@ = Car.Create(#BROADWAY, -2625.449, 1401.681, 6.0877)
Car.Angle(59@) = 188.0679
Car.Health(59@) = 3000
0229: set_car 59@ primary_color_to 123 secondary_color_to 5 
Car.ToggleHydraulics(59@) = False
01C8: 67@ = create_actor_pedtype 22 model #HFYPRO in_car 59@ passenger_seat 0 
09F6: set_actor 67@ unjackable_through_driver_seat 0 
039E: set_actor 67@ locked 1 while_in_car 
0446: set_actor 67@ immune_to_headshots 0 
0568: set_actor 67@ targetable 1 
060B: set_actor 67@ decision_maker_to 231@ 
Model.Destroy(#HFYPRO)
053F: set_car 59@ tires_vulnerability 0 
61@ = Marker.CreateAboveCar(59@)
07E0: set_marker 61@ type_to 1 
041D: set_camera_near_clip 0.1 
02A3: enable_widescreen 1 
Camera.SetPosition(-2622.918, 1410.891, 7.0207, 0.0, 0.0, 0.0)
Camera.PointAt(-2622.921, 1409.891, 6.9998, 2)
0A0B: set_rendering_origin_at_3D_coord -2618.0 1396.0 7.0 angle 211.0 
fade 1 1000 

:SYN2_3869
if 
fading 
else_jump @SYN2_3893 
wait 0 
jump @SYN2_3869 

:SYN2_3893
35@ += 1 
33@ = 0 

:SYN2_3907
if and
  35@ > 1 
  7 > 35@ 
else_jump @SYN2_3956 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN2_3956 
35@ = 7 

:SYN2_3956
if 
  35@ == 2 
else_jump @SYN2_4047 
if 
   not Actor.Dead(58@)
else_jump @SYN2_4015 
05D3: AS_actor 58@ goto_point -2623.422 1404.91 6.1537 mode 4 15000 ms // versionA 

:SYN2_4015
05D3: AS_actor $PLAYER_ACTOR goto_point -2622.127 1405.633 6.1587 mode 4 15000 ms // versionA 
35@ += 1 

:SYN2_4047
if 
  35@ == 3 
else_jump @SYN2_4124 
if 
   not Actor.Dead(58@)
else_jump @SYN2_4124 
062E: unknown_get_actor 58@ task 1491 status_store_to 41@ // ret 7 if not found 
if 
04A4:   41@ == 7 // @ == any 
else_jump @SYN2_4124 
32@ = 0 
35@ += 1 

:SYN2_4124
if 
  35@ == 4 
else_jump @SYN2_4616 
Camera.SetPosition(-2621.697, 1403.493, 7.8087, 0.0, 0.0, 0.0)
Camera.PointAt(-2622.574, 1403.047, 7.6296, 2)
if 
   not Actor.Dead(58@)
else_jump @SYN2_4239 
Actor.PutAt(58@, -2624.049, 1402.888, 6.1406)
Actor.Angle(58@) = 248.4552

:SYN2_4239
Actor.PutAt($PLAYER_ACTOR, -2622.974, 1402.177, 6.1322)
Actor.Angle($PLAYER_ACTOR) = 86.0103
if 
   not Actor.Dead(58@)
else_jump @SYN2_4602 
0615: define_AS_pack_begin 53@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" IFP_file "GANGS" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" IFP_file "GANGS" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKG" IFP_file "GANGS" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 4.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 53@ 
0618: assign_actor 58@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_4602
32@ = 0 
35@ += 1 

:SYN2_4616
if 
  35@ == 5 
else_jump @SYN2_4707 
if 
  247@ > 6 
else_jump @SYN2_4707 
if 
   not Actor.Dead(58@)
else_jump @SYN2_4707 
05D3: AS_actor 58@ goto_point -2623.359 1410.786 6.1629 mode 4 15000 ms // versionA 
32@ = 0 
35@ += 1 

:SYN2_4707
if 
  35@ == 6 
else_jump @SYN2_4758 
if and
  32@ > 1500 
  247@ > 6 
else_jump @SYN2_4758 
35@ += 1 

:SYN2_4758
if and
  35@ > 1 
  7 > 35@ 
else_jump @SYN2_5246 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @SYN2_5246 
if 
  54@ > 1000 
else_jump @SYN2_5246 
0871: init_jump_table 247@ total_jumps 7 default_jump 0 @SYN2_5239 jumps 0 @SYN2_4883 1 @SYN2_4940 2 @SYN2_4997 3 @SYN2_5054 4 @SYN2_5111 5 @SYN2_5168 6 @SYN2_5225 

:SYN2_4883
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BA'  // ~z~Warte, Mr. C und Mr. J!
04AE: $ACTOR_SPEECH_WAV_FILE = 39004 // $ = any 
create_thread @AUDIOL 58@ 0 1 1 0 
247@ += 1 
jump @SYN2_5239 

:SYN2_4940
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BB'  // ~z~Siehst du das hbsche junge Ding in meinem Auto?
04AE: $ACTOR_SPEECH_WAV_FILE = 39005 // $ = any 
create_thread @AUDIOL 58@ 0 1 1 0 
247@ += 1 
jump @SYN2_5239 

:SYN2_4997
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BC'  // ~z~Setz sie in einem Hotel in Downtown ab.
04AE: $ACTOR_SPEECH_WAV_FILE = 39006 // $ = any 
create_thread @AUDIOL 58@ 0 1 1 0 
247@ += 1 
jump @SYN2_5239 

:SYN2_5054
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BD'  // ~z~Ruf mich vom Autotelefon aus an, wenn du fertig bist.
04AE: $ACTOR_SPEECH_WAV_FILE = 39007 // $ = any 
create_thread @AUDIOL 58@ 0 1 1 0 
247@ += 1 
jump @SYN2_5239 

:SYN2_5111
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BE'  // ~z~Und nicht die Felgen zerkratzen!
04AE: $ACTOR_SPEECH_WAV_FILE = 39008 // $ = any 
create_thread @AUDIOL 58@ 0 1 1 0 
247@ += 1 
jump @SYN2_5239 

:SYN2_5168
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BF'  // ~z~Behandel das Baby wie das Papstmobil!
04AE: $ACTOR_SPEECH_WAV_FILE = 39009 // $ = any 
create_thread @AUDIOL 58@ 0 1 1 0 
247@ += 1 
jump @SYN2_5239 

:SYN2_5225
247@ += 1 
jump @SYN2_5239 

:SYN2_5239
54@ = 0 

:SYN2_5246
if 
  35@ == 7 
else_jump @SYN2_5373 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
if 
   not Actor.Dead(58@)
else_jump @SYN2_5303 
Actor.DestroyInstantly(58@)

:SYN2_5303
04EF: release_animation "GANGS" 
0296: unload_special_actor 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2622.974, 1402.177, 6.1322)
Actor.Angle($PLAYER_ACTOR) = 86.0103
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
35@ = 99 

:SYN2_5373
if 
  35@ == 99 
else_jump @SYN2_5405 
35@ = 0 
34@ += 1 

:SYN2_5405
return 

:SYN2_5407
if 
  35@ == -1 
else_jump @SYN2_5445 
018A: 60@ = create_checkpoint_at 0.0 0.0 0.0 

:SYN2_5445
if 
  35@ == 0 
else_jump @SYN2_5517 
65@ = 0 
66@ = 0 
$7299 = 540000 
00BC: show_text_highpriority GXT 'SYN2_37' time 7000 flag 1  // ~s~Steig in den ~b~Zuhlterschlitten~s~.
32@ = 0 
35@ += 1 

:SYN2_5517
if 
  35@ == 1 
else_jump @SYN2_5728 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_5684 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_5684 
Marker.Disable(61@)
018A: 60@ = create_checkpoint_at -1929.954 724.0631 44.3047 
00BC: show_text_highpriority GXT 'SYN2_01' time 7000 flag 1  // ~s~Setz die Prostituierte ~y~Downtown~s~ ab.
Model.Load(#MICRO_UZI)

:SYN2_5616
if 
   not Model.Available(#MICRO_UZI)
else_jump @SYN2_5643 
wait 0 
jump @SYN2_5616 

:SYN2_5643
0563: set_player $PLAYER_CHAR driveby_ammo_to 250 
Model.Destroy(#MICRO_UZI)
280@ = -1 
32@ = 0 
65@ = 0 
35@ += 1 

:SYN2_5684
if 
  32@ > 60000 
else_jump @SYN2_5728 
00BC: show_text_highpriority GXT 'SYN2_37' time 7000 flag 1  // ~s~Steig in den ~b~Zuhlterschlitten~s~.
32@ = 0 

:SYN2_5728
if 
  35@ > 1 
else_jump @SYN2_5833 
if 
075C:   marker 61@ enabled 
else_jump @SYN2_5790 
if 
075C:   marker 60@ enabled 
else_jump @SYN2_5783 
Marker.Disable(60@)

:SYN2_5783
jump @SYN2_5833 

:SYN2_5790
if 
875C:   not marker 60@ enabled 
else_jump @SYN2_5833 
018A: 60@ = create_checkpoint_at -1929.954 724.0631 44.3047 
Marker.SetColor(60@, 4)

:SYN2_5833
if 
  35@ == 2 
else_jump @SYN2_7007 
if 
075C:   marker 60@ enabled 
else_jump @SYN2_6008 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_6008 
if 
01AF:   car 59@ sphere 1 in_sphere -1929.954 724.0631 44.3047 radius 4.0 4.0 4.0 
else_jump @SYN2_6008 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_6008 
if 
09D0:   car 59@ on_wheels 
else_jump @SYN2_6008 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
Player.CanMove($PLAYER_CHAR) = False
Marker.Disable(60@)
35@ += 1 

:SYN2_6008
if 
  56@ == 1 
else_jump @SYN2_6063 
if 
00E1:   player 0 pressed_key 19 
else_jump @SYN2_6063 
Actor.PutAt($PLAYER_ACTOR, -1929.954, 724.0631, 44.3047)

:SYN2_6063
if 
  8 > 65@ 
else_jump @SYN2_6824 
if 
876F:   not text_priority_displayed 
else_jump @SYN2_6824 
if 
   not Actor.Dead(67@)
else_jump @SYN2_6824 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_6824 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_6824 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @SYN2_6824 
if 
  54@ > 1000 
else_jump @SYN2_6824 
0871: init_jump_table 65@ total_jumps 8 default_jump 0 @SYN2_6824 jumps 0 @SYN2_6310 1 @SYN2_6375 2 @SYN2_6440 3 @SYN2_6504 4 @SYN2_6568 5 @SYN2_6632 6 @SYN2_6696 
0872: jump_table_jumps 7 @SYN2_6760 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 -1 @SYN2_6824 

:SYN2_6310
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LM'  // ~z~Ooh! Was fr eine starke Brust!
04AE: $ACTOR_SPEECH_WAV_FILE = 39070 // $ = any 
create_thread @AUDIOL 67@ 0 1 1 0 
54@ = -4000 
65@ += 1 
jump @SYN2_6824 

:SYN2_6375
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LN'  // ~z~Schon mal eine Halb-und-Halb-Nummer mit einer heien Braut wie mir geschoben?
04AE: $ACTOR_SPEECH_WAV_FILE = 39071 // $ = any 
create_thread @AUDIOL 67@ 0 1 1 0 
54@ = -2000 
65@ += 1 
jump @SYN2_6824 

:SYN2_6440
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LO'  // ~z~Ja, mach weiter.
04AE: $ACTOR_SPEECH_WAV_FILE = 39072 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
54@ = 0 
65@ += 1 
jump @SYN2_6824 

:SYN2_6504
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LP'  // ~z~Ich mach Sachen, die macht deine Alte nicht.
04AE: $ACTOR_SPEECH_WAV_FILE = 39073 // $ = any 
create_thread @AUDIOL 67@ 0 1 1 0 
54@ = 0 
65@ += 1 
jump @SYN2_6824 

:SYN2_6568
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LQ'  // ~z~Ich hr zu, ehrlich.
04AE: $ACTOR_SPEECH_WAV_FILE = 39074 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
54@ = 0 
65@ += 1 
jump @SYN2_6824 

:SYN2_6632
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LR'  // ~z~Ich bin keine Nutte, aber ich brauche die Kohle.
04AE: $ACTOR_SPEECH_WAV_FILE = 39075 // $ = any 
create_thread @AUDIOL 67@ 0 1 1 0 
54@ = 0 
65@ += 1 
jump @SYN2_6824 

:SYN2_6696
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LS'  // ~z~A-ha, sehr interessant.
04AE: $ACTOR_SPEECH_WAV_FILE = 39076 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
54@ = 0 
65@ += 1 
jump @SYN2_6824 

:SYN2_6760
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LT'  // ~z~Wie auch immer, du Hurensohn.
04AE: $ACTOR_SPEECH_WAV_FILE = 39077 // $ = any 
create_thread @AUDIOL 67@ 0 1 1 0 
54@ = 0 
65@ += 1 
jump @SYN2_6824 

:SYN2_6824
if 
  280@ == -1 
else_jump @SYN2_6876 
if 
  32@ > 7000 
else_jump @SYN2_6876 
280@ = 0 
73@ = 30000 

:SYN2_6876
if 
  280@ == 0 
else_jump @SYN2_7007 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_7007 
if 
   not Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_6978 
if 
  73@ > 30000 
else_jump @SYN2_6971 
00BC: show_text_highpriority GXT 'SYN_M_1' time 5000 flag 1  // ~s~Steig wieder in den ~b~Zuhlterschlitten~s~.
73@ = 0 

:SYN2_6971
jump @SYN2_7007 

:SYN2_6978
if 
  30000 > 73@ 
else_jump @SYN2_7007 
00BE: text_clear_all 
73@ = 30000 

:SYN2_7007
if 
  35@ == 3 
else_jump @SYN2_7064 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_7064 
if 
01C1:   car 59@ stopped 
else_jump @SYN2_7064 
35@ += 1 

:SYN2_7064
if 
  35@ == 4 
else_jump @SYN2_7341 
283@ = -1 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
00BE: text_clear_all 
Camera.SetPosition(-1941.845, 731.7922, 45.4219, 0.0, 0.0, 0.0)
Camera.PointAt(-1940.973, 731.3325, 45.5894, 2)
0395: clear_area 1 at -1924.954 724.0631 44.3047 radius 20.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
if 
   not Actor.Dead(67@)
else_jump @SYN2_7277 
0615: define_AS_pack_begin 53@ 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_7235 
05CD: AS_actor -1 exit_car 59@ 

:SYN2_7235
05D3: AS_actor -1 goto_point -1921.505 719.3201 44.4375 mode 4 20000 ms // versionA 
0616: define_AS_pack_end 53@ 
0618: assign_actor 67@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_7277
32@ = 0 
33@ = 0 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LU'  // ~z~Bis dann, Kumpel.
04AE: $ACTOR_SPEECH_WAV_FILE = 39078 // $ = any 
create_thread @AUDIOL 67@ 0 1 1 0 
35@ += 1 

:SYN2_7341
if 
  35@ == 5 
else_jump @SYN2_7420 
if and
  32@ > 1000 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @SYN2_7420 
247@ = 0 
54@ = 0 
33@ = 0 
32@ = 0 
35@ += 1 

:SYN2_7420
if and
  35@ > 5 
  99 > 35@ 
else_jump @SYN2_8102 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @SYN2_8102 
if 
  54@ > 1000 
else_jump @SYN2_8102 
0871: init_jump_table 247@ total_jumps 8 default_jump 0 @SYN2_8095 jumps 0 @SYN2_7610 1 @SYN2_7680 2 @SYN2_7749 3 @SYN2_7818 4 @SYN2_7887 5 @SYN2_7956 6 @SYN2_8025 
0872: jump_table_jumps 7 @SYN2_8081 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 -1 @SYN2_8095 

:SYN2_7610
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CA'  // ~z~Hey Jizzy, hier ist Carl, ich hab eben dein Mdchen abgesetzt.
04AE: $ACTOR_SPEECH_WAV_FILE = 39010 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39011 as 2 
247@ += 1 
jump @SYN2_8095 

:SYN2_7680
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CB'  // ~z~Cool. Hab einen kleinen Auftrag fr dich,
04AE: $ACTOR_SPEECH_WAV_FILE = 39011 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39012 as 1 
247@ += 1 
jump @SYN2_8095 

:SYN2_7749
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CC'  // ~z~bevor du dich um das Problem kmmerst, von dem ich dir erzhlt habe.
04AE: $ACTOR_SPEECH_WAV_FILE = 39012 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39013 as 2 
247@ += 1 
jump @SYN2_8095 

:SYN2_7818
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CD'  // ~z~So 'n kleiner Scheier glaubt, er wr 'n groer Zuhlter
04AE: $ACTOR_SPEECH_WAV_FILE = 39013 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39014 as 1 
247@ += 1 
jump @SYN2_8095 

:SYN2_7887
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CE'  // ~z~und versucht, mir meine Mdchen in Haight-Ashbury wegzunehmen.
04AE: $ACTOR_SPEECH_WAV_FILE = 39014 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39015 as 2 
247@ += 1 
jump @SYN2_8095 

:SYN2_7956
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CF'  // ~z~Eins meiner Mdchen da hat 'n Auge auf den Wichser geworfen.
04AE: $ACTOR_SPEECH_WAV_FILE = 39015 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39016 as 1 
247@ += 1 
jump @SYN2_8095 

:SYN2_8025
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CG'  // ~z~Ich will, dass du deinen Arsch da hin schwingst und den Poser kalt machst!
04AE: $ACTOR_SPEECH_WAV_FILE = 39016 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
247@ += 1 
jump @SYN2_8095 

:SYN2_8081
247@ += 1 
jump @SYN2_8095 

:SYN2_8095
54@ = 0 

:SYN2_8102
if 
  35@ == 6 
else_jump @SYN2_8205 
if 
  32@ > 4000 
else_jump @SYN2_8153 
35@ += 1 
jump @SYN2_8205 

:SYN2_8153
if 
   not Actor.Dead(67@)
else_jump @SYN2_8205 
062E: unknown_get_actor 67@ task 1560 status_store_to 41@ // ret 7 if not found 
if 
04A4:   41@ == 7 // @ == any 
else_jump @SYN2_8205 
35@ += 1 

:SYN2_8205
if 
  35@ == 7 
else_jump @SYN2_8371 
Camera.SetPosition(-1919.135, 714.1419, 46.9459, 0.0, 0.0, 0.0)
Camera.PointAt(-1919.694, 714.9576, 46.7967, 2)
041D: set_camera_near_clip 0.01 
if 
   not Actor.Dead(67@)
else_jump @SYN2_8357 
0792: disembark_instantly_actor 67@ 
Actor.PutAt(67@, -1920.479, 716.6052, 45.6103)
Actor.Angle(67@) = 190.583
05D3: AS_actor 67@ goto_point -1919.606 712.0557 45.6103 mode 4 20000 ms // versionA 

:SYN2_8357
32@ = 0 
35@ += 1 

:SYN2_8371
if and
  35@ > 4 
  33@ > 3000 
else_jump @SYN2_8421 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN2_8421 
35@ = 99 

:SYN2_8421
if 
  35@ == 8 
else_jump @SYN2_8486 
if 
  32@ > 3000 
else_jump @SYN2_8486 
279@ = 0 
gosub @SYN2_29128 
32@ = 0 
35@ += 1 

:SYN2_8486
if 
  35@ == 9 
else_jump @SYN2_8537 
if and
  32@ > 4000 
  247@ > 7 
else_jump @SYN2_8537 
35@ = 99 

:SYN2_8537
if 
  35@ == 99 
else_jump @SYN2_8605 
gosub @SYN2_31023 
Marker.Disable(61@)
Marker.Disable(60@)
Actor.DestroyInstantly(67@)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
34@ += 1 
35@ = 0 

:SYN2_8605
return 

:SYN2_8607
if 
  35@ == 0 
else_jump @SYN2_9192 
$7301 = 120000 
018A: 60@ = create_checkpoint_at -2427.918 -133.4192 34.3525 
Marker.SetColor(60@, 4)
00BC: show_text_highpriority GXT 'SYN2_06' time 10000 flag 1  // ~s~Zieh den Zuhlter in ~y~Haight-Ashbury~s~ aus dem Verkehr.
014E: set_timer_to $7301 type 1 // global_variable 
Model.Load(#SHFYPRO)
Model.Load(#BMYPIMP)
Model.Load(#HUSTLER)
Model.Load(#COLT45)

:SYN2_8705
if or
   not Model.Available(#SHFYPRO)
   not Model.Available(#BMYPIMP)
   not Model.Available(#HUSTLER)
   not Model.Available(#COLT45)
else_jump @SYN2_8747 
wait 0 
jump @SYN2_8705 

:SYN2_8747
03CF: load_wav 20600 as 3 

:SYN2_8754
if 
83D0:   not wav 3 loaded 
else_jump @SYN2_8780 
wait 0 
jump @SYN2_8754 

:SYN2_8780
71@ = Actor.Create(CivMale, #BMYPIMP, -2427.918, -133.4192, 34.3525)
Actor.Angle(71@) = 143.0822
060B: set_actor 71@ decision_maker_to 231@ 
02A9: set_actor 71@ immune_to_nonplayer 1 
08AF: set_actor 71@ max_health_to 300 
Actor.Health(71@) = 300
68@ = Actor.Create(CivFemale, #SHFYPRO, -2428.954, -134.24, 34.3525)
Actor.Angle(68@) = 359.5201
02A9: set_actor 68@ immune_to_nonplayer 1 
060B: set_actor 68@ decision_maker_to 231@ 
02A9: set_actor 68@ immune_to_nonplayer 1 
0568: set_actor 68@ targetable 1 
77@ = Car.Create(#HUSTLER, -2481.059, -126.9303, 24.625)
Car.Angle(77@) = 102.8779
Car.Health(77@) = 600
05BF: AS_actor 71@ look_at_actor 68@ -2 ms 
0615: define_AS_pack_begin 53@ 
05D3: AS_actor -1 goto_point -2430.044 -133.1959 34.3525 mode 4 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 68@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point -2429.976 -135.4876 34.3525 mode 4 10000 ms // versionA 
05D3: AS_actor -1 goto_point -2428.162 -135.4792 34.3525 mode 4 10000 ms // versionA 
05D3: AS_actor -1 goto_point -2427.918 -133.4192 34.3525 mode 4 10000 ms // versionA 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 71@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
022B: create_forbidden_for_peds_cube_cornerA -2431.115 -169.4874 33.0 cornerB -2426.513 -117.2969 36.0 
0638: AS_actor 68@ stay_put 1 
05BF: AS_actor 68@ look_at_actor 71@ -2 ms 
233@ = 0 
35@ += 1 

:SYN2_9192
if 
  35@ == 1 
else_jump @SYN2_10548 
if 
   not Actor.Dead(71@)
else_jump @SYN2_10132 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @SYN2_10132 
if 
  54@ > 1000 
else_jump @SYN2_10132 
if 
8104:   not actor $PLAYER_ACTOR near_actor 71@ radius 15.0 15.0 15.0 sphere 0 
else_jump @SYN2_9719 
0871: init_jump_table 233@ total_jumps 6 default_jump 0 @SYN2_9704 jumps 0 @SYN2_9362 1 @SYN2_9419 2 @SYN2_9476 3 @SYN2_9533 4 @SYN2_9590 5 @SYN2_9647 -1 @SYN2_9704 

:SYN2_9362
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' 
04AE: $ACTOR_SPEECH_WAV_FILE = 39063 // $ = any 
create_thread @AUDIOL 71@ 1 1 1 0 
233@ += 1 
jump @SYN2_9704 

:SYN2_9419
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' 
04AE: $ACTOR_SPEECH_WAV_FILE = 39064 // $ = any 
create_thread @AUDIOL 71@ 1 1 1 0 
233@ += 1 
jump @SYN2_9704 

:SYN2_9476
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' 
04AE: $ACTOR_SPEECH_WAV_FILE = 39065 // $ = any 
create_thread @AUDIOL 71@ 1 1 1 0 
233@ += 1 
jump @SYN2_9704 

:SYN2_9533
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' 
04AE: $ACTOR_SPEECH_WAV_FILE = 39066 // $ = any 
create_thread @AUDIOL 71@ 1 1 1 0 
233@ += 1 
jump @SYN2_9704 

:SYN2_9590
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' 
04AE: $ACTOR_SPEECH_WAV_FILE = 39067 // $ = any 
create_thread @AUDIOL 71@ 1 1 1 0 
233@ += 1 
jump @SYN2_9704 

:SYN2_9647
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DUMMY' 
04AE: $ACTOR_SPEECH_WAV_FILE = 39068 // $ = any 
create_thread @AUDIOL 71@ 1 1 1 0 
233@ = 0 
jump @SYN2_9704 

:SYN2_9704
54@ = -4000 
jump @SYN2_10132 

:SYN2_9719
0871: init_jump_table 233@ total_jumps 6 default_jump 0 @SYN2_10124 jumps 0 @SYN2_9782 1 @SYN2_9839 2 @SYN2_9896 3 @SYN2_9953 4 @SYN2_10010 5 @SYN2_10067 -1 @SYN2_10124 

:SYN2_9782
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LF'  // ~z~Mmh, du bist reingekommen wie eine echte Nummer 1, Schlampe!
04AE: $ACTOR_SPEECH_WAV_FILE = 39063 // $ = any 
create_thread @AUDIOL 71@ 1 1 1 0 
233@ += 1 
jump @SYN2_10124 

:SYN2_9839
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LG'  // ~z~Du Schlampe, ich klopfe an, jetzt lass mich rein.
04AE: $ACTOR_SPEECH_WAV_FILE = 39064 // $ = any 
create_thread @AUDIOL 71@ 1 1 1 0 
233@ += 1 
jump @SYN2_10124 

:SYN2_9896
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LH'  // ~z~Bist du bereit, Freier aufzureien und zu machen, dass sie dir sagen?
04AE: $ACTOR_SPEECH_WAV_FILE = 39065 // $ = any 
create_thread @AUDIOL 71@ 1 1 1 0 
233@ += 1 
jump @SYN2_10124 

:SYN2_9953
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LI'  // ~z~Yo, ich musste doch 'n Preisschild an diese Pussy hngen.
04AE: $ACTOR_SPEECH_WAV_FILE = 39066 // $ = any 
create_thread @AUDIOL 71@ 1 1 1 0 
233@ += 1 
jump @SYN2_10124 

:SYN2_10010
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LJ'  // ~z~Sieht aus wie 'ne Million Dollar.
04AE: $ACTOR_SPEECH_WAV_FILE = 39067 // $ = any 
create_thread @AUDIOL 71@ 1 1 1 0 
233@ += 1 
jump @SYN2_10124 

:SYN2_10067
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LK'  // ~z~Mmmm... Ein Busenwunder! Zeigt ja jede Menge Fleisch!
04AE: $ACTOR_SPEECH_WAV_FILE = 39068 // $ = any 
create_thread @AUDIOL 71@ 1 1 1 0 
233@ = 0 
jump @SYN2_10124 

:SYN2_10124
54@ = -4000 

:SYN2_10132
if 
  56@ == 1 
else_jump @SYN2_10187 
if 
00E1:   player 0 pressed_key 19 
else_jump @SYN2_10187 
Actor.PutAt($PLAYER_ACTOR, -2421.182, -15.8972, 34.1601)

:SYN2_10187
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @SYN2_10281 
if 
   not Actor.Dead(71@)
else_jump @SYN2_10274 
if 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 10.0 sphere 0 
else_jump @SYN2_10274 
35@ += 1 
014F: stop_timer $7301 
jump @SYN2_10548 

:SYN2_10274
jump @SYN2_10352 

:SYN2_10281
if 
   not Actor.Dead(71@)
else_jump @SYN2_10352 
if 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 20.0 20.0 20.0 sphere 0 
else_jump @SYN2_10352 
35@ += 1 
014F: stop_timer $7301 
jump @SYN2_10548 

:SYN2_10352
if 
   not Actor.Dead(71@)
else_jump @SYN2_10406 
if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN2_10406 
35@ += 1 
014F: stop_timer $7301 
jump @SYN2_10548 

:SYN2_10406
if 
   not Actor.Dead(71@)
else_jump @SYN2_10460 
if 
0457:   player $PLAYER_CHAR aiming_at_actor 71@ 
else_jump @SYN2_10460 
35@ += 1 
014F: stop_timer $7301 
jump @SYN2_10548 

:SYN2_10460
if 
   Actor.Dead(71@)
else_jump @SYN2_10495 
35@ += 1 
014F: stop_timer $7301 
jump @SYN2_10548 

:SYN2_10495
if 
  0 >= $7301 
else_jump @SYN2_10548 
014F: stop_timer $7301 
gosub @SYN2_31023 
00BC: show_text_highpriority GXT 'SYN_F_6' time 5000 flag 1  // ~r~Du warst zu langsam.
37@ = 1 

:SYN2_10548
if 
  35@ == 2 
else_jump @SYN2_10719 
if 
   not Actor.Dead(68@)
else_jump @SYN2_10625 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LA'  // ~z~Da kommt ja mein Lude. Jetzt hast du richtig rger am Hals.
04AE: $ACTOR_SPEECH_WAV_FILE = 39058 // $ = any 
create_thread @AUDIOL 68@ 0 1 1 0 

:SYN2_10625
Marker.Disable(60@)
if 
   not Actor.Dead(71@)
else_jump @SYN2_10675 
01B2: give_actor 71@ weapon 22 ammo 9999 // Load the weapon model before using this 
64@ = Marker.CreateAboveActor(71@)
05BF: AS_actor 71@ look_at_actor $PLAYER_ACTOR 3000 ms 

:SYN2_10675
if 
   not Actor.Dead(71@)
else_jump @SYN2_10712 
32@ = 0 
35@ += 1 
jump @SYN2_10719 

:SYN2_10712
35@ += 1 

:SYN2_10719
if 
  35@ == 3 
else_jump @SYN2_11224 
if 
   not Actor.Dead(71@)
else_jump @SYN2_11210 
if and
  32@ > 1000 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @SYN2_11203 
if 
   not Actor.Dead(68@)
else_jump @SYN2_11203 
0687: clear_actor 71@ task 
0687: clear_actor 68@ task 
0647: unknown_actor 68@ look_task 
230@ = 0 
0209: 41@ = random_int_in_ranges 0 4 
0871: init_jump_table 41@ total_jumps 4 default_jump 0 @SYN2_11089 jumps 0 @SYN2_10889 1 @SYN2_10939 2 @SYN2_10989 3 @SYN2_11039 -1 @SYN2_11089 -1 @SYN2_11089 -1 @SYN2_11089 

:SYN2_10889
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LB'  // ~z~Es lief alles super easy, bis du aufgetaucht bist.
04AE: $ACTOR_SPEECH_WAV_FILE = 39059 // $ = any 
create_thread @AUDIOL 71@ 0 1 1 0 
jump @SYN2_11089 

:SYN2_10939
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LC'  // ~z~Das ist mein Revier, du Trottel!
04AE: $ACTOR_SPEECH_WAV_FILE = 39060 // $ = any 
create_thread @AUDIOL 71@ 0 1 1 0 
jump @SYN2_11089 

:SYN2_10989
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LD'  // ~z~Du Langweiler, du hast mich hier nicht zu betatschen.
04AE: $ACTOR_SPEECH_WAV_FILE = 39061 // $ = any 
create_thread @AUDIOL 71@ 0 1 1 0 
jump @SYN2_11089 

:SYN2_11039
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LE'  // ~z~Mann, ich hab keine Zeit fr dich!
04AE: $ACTOR_SPEECH_WAV_FILE = 39062 // $ = any 
create_thread @AUDIOL 71@ 0 1 1 0 
jump @SYN2_11089 

:SYN2_11089
Actor.WeaponAccuracy(71@) = 90
07DD: set_actor 71@ temper_to 100 // see pedstats.dat 
0615: define_AS_pack_begin 53@ 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit 3000 
05D3: AS_actor -1 goto_point 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) mode 7 9999999 ms // versionA 
0616: define_AS_pack_end 53@ 
0618: assign_actor 71@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
234@ = 0 
gosub @SYN2_29024 
235@ = 0 
32@ = 0 
35@ += 1 

:SYN2_11203
jump @SYN2_11224 

:SYN2_11210
gosub @SYN2_29024 
35@ += 1 

:SYN2_11224
if 
  35@ == 4 
else_jump @SYN2_12065 
if 
  235@ == 0 
else_jump @SYN2_11320 
if 
  32@ > 1000 
else_jump @SYN2_11320 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @SYN2_11320 
00BB: show_text_lowpriority GXT 'SYN2_38' time 7000 flag 1  // ~s~Schalte den ~r~Zuhlter-Rivalen~s~ aus.
235@ += 1 

:SYN2_11320
if 
   not Actor.Dead(71@)
else_jump @SYN2_12058 
if 
00FF:   actor 71@ sphere 0 in_sphere 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) radius 1.5 1.5 2.0 on_foot 
else_jump @SYN2_11796 
230@ += 1 
if 
  8 > 230@ 
else_jump @SYN2_11535 
if or
  230@ == 1 
  230@ == 5 
  230@ == 7 
else_jump @SYN2_11495 
0637: AS_actor 71@ goto 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) mode 7 turn_radius 0.0 stop_radius 0.0 look_at_actor $PLAYER_ACTOR 
jump @SYN2_11528 

:SYN2_11495
05D3: AS_actor 71@ goto_point 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) mode 7 99999 ms // versionA 

:SYN2_11528
jump @SYN2_11789 

:SYN2_11535
if 
   not Car.Wrecked(77@)
else_jump @SYN2_11751 
Actor.StorePos(71@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
01AF:   car 77@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 10.0 10.0 4.0 
else_jump @SYN2_11706 
0687: clear_actor 71@ task 
0615: define_AS_pack_begin 53@ 
05CB: AS_actor -1 enter_car 77@ as_driver 20000 ms 
05D1: AS_actor -1 drive_car 77@ to -2599.287 -127.2555 3.1797 speed 15.0 0 model #NULL 3 
05D2: AS_actor -1 run_to_and_hijack_car 77@ max_search_radius 15.0 traffic_behavior 3 
0616: define_AS_pack_end 53@ 
0618: assign_actor 71@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
35@ += 1 
jump @SYN2_11744 

:SYN2_11706
0751: AS_actor 71@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 unknown 1 3000 5000 away_radius 50.0 
35@ += 1 

:SYN2_11744
jump @SYN2_11789 

:SYN2_11751
0751: AS_actor 71@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 unknown 1 3000 5000 away_radius 50.0 
35@ += 1 

:SYN2_11789
jump @SYN2_12051 

:SYN2_11796
if 
  230@ == 0 
else_jump @SYN2_12051 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2430.879 -167.3782 32.3125 cornerB -2426.917 -143.2979 36.3125 
else_jump @SYN2_11986 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.StorePos(71@, 47@, 48@, 49@)
if 
0027:   48@ > $TEMPVAR_FLOAT_2 // (float) 
else_jump @SYN2_11979 
0615: define_AS_pack_begin 53@ 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit 3000 
0751: AS_actor -1 flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 unknown 1 3000 5000 away_radius 50.0 
0616: define_AS_pack_end 53@ 
0618: assign_actor 71@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
35@ += 1 

:SYN2_11979
jump @SYN2_12051 

:SYN2_11986
if 
  234@ == 0 
else_jump @SYN2_12051 
if 
051A:   actor $PLAYER_ACTOR damaged_by_actor 71@ 
else_jump @SYN2_12051 
05D3: AS_actor 71@ goto_point 206@ 214@ 222@ mode 7 99999 ms // versionA 
234@ += 1 

:SYN2_12051
jump @SYN2_12065 

:SYN2_12058
35@ += 1 

:SYN2_12065
if 
  35@ == 5 
else_jump @SYN2_12486 
if 
  79@ == 0 
else_jump @SYN2_12192 
if 
   not Actor.Dead(71@)
else_jump @SYN2_12192 
if 
   not Car.Wrecked(77@)
else_jump @SYN2_12192 
if 
   Actor.InCar(71@, 77@)
else_jump @SYN2_12192 
41@ = Actor.Health(71@)
if 
  41@ > 100 
else_jump @SYN2_12185 
Actor.Health(71@) = 100

:SYN2_12185
79@ = 1 

:SYN2_12192
if 
   Actor.Dead(71@)
else_jump @SYN2_12229 
32@ = 0 
35@ += 1 
jump @SYN2_12430 

:SYN2_12229
if 
   not Car.Wrecked(77@)
else_jump @SYN2_12327 
if 
   Actor.InCar(71@, 77@)
else_jump @SYN2_12327 
if 
0106:   actor $PLAYER_ACTOR near_actor 71@ radius 15.0 15.0 15.0 0 in_car 
else_jump @SYN2_12317 
Car.SetMaxSpeed(77@, 25.0)
jump @SYN2_12327 

:SYN2_12317
Car.SetMaxSpeed(77@, 15.0)

:SYN2_12327
if 
   not Actor.Driving(71@)
else_jump @SYN2_12430 
062E: unknown_get_actor 71@ task 1560 status_store_to 41@ // ret 7 if not found 
if 
04A4:   41@ == 7 // @ == any 
else_jump @SYN2_12430 
062E: unknown_get_actor 71@ task 1873 status_store_to 41@ // ret 7 if not found 
if 
04A4:   41@ == 7 // @ == any 
else_jump @SYN2_12430 
0751: AS_actor 71@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 unknown 0 0 0 away_radius 50.0 

:SYN2_12430
if 
  56@ == 1 
else_jump @SYN2_12486 
if 
00E1:   player 0 pressed_key 19 
else_jump @SYN2_12486 
if 
   not Actor.Dead(71@)
else_jump @SYN2_12486 
05BE: AS_kill_actor 71@ 

:SYN2_12486
if 
  35@ == 6 
else_jump @SYN2_12744 
00BE: text_clear_all 
Marker.Disable(64@)
if 
  32@ > 1000 
else_jump @SYN2_12677 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_12670 
if 
   not Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_12638 
if 
  280@ == 0 
else_jump @SYN2_12617 
00BC: show_text_highpriority GXT 'SYN_M_1' time 7000 flag 1  // ~s~Steig wieder in den ~b~Zuhlterschlitten~s~.
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
90@ = 1 

:SYN2_12617
32@ = 0 
35@ += 1 
jump @SYN2_12670 

:SYN2_12638
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
90@ = 1 
32@ = 0 
35@ += 1 

:SYN2_12670
jump @SYN2_12744 

:SYN2_12677
if 
   not Car.Wrecked(59@)
else_jump @SYN2_12744 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_12744 
32@ = 0 
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
90@ = 1 
35@ += 1 

:SYN2_12744
if 
  35@ == 7 
else_jump @SYN2_12795 
if 
  32@ > 3000 
else_jump @SYN2_12795 
32@ = 0 
35@ += 1 

:SYN2_12795
if 
  35@ == 8 
else_jump @SYN2_12888 
if 
  32@ > 500 
else_jump @SYN2_12888 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_12888 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_12888 
Player.CanMove($PLAYER_CHAR) = False
32@ = 0 
35@ += 1 

:SYN2_12888
if 
  35@ == 9 
else_jump @SYN2_12961 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_12961 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_12961 
040D: unload_wav 3 
90@ = 0 
00BE: text_clear_all 
35@ += 1 

:SYN2_12961
if 
  35@ == 10 
else_jump @SYN2_13071 
283@ = -1 
279@ = 1 
00BE: text_clear_all 
fade 0 150 

:SYN2_13002
if 
fading 
else_jump @SYN2_13026 
wait 0 
jump @SYN2_13002 

:SYN2_13026
gosub @SYN2_29128 
fade 1 150 

:SYN2_13040
if 
fading 
else_jump @SYN2_13064 
wait 0 
jump @SYN2_13040 

:SYN2_13064
35@ += 1 

:SYN2_13071
if 
  35@ == 11 
else_jump @SYN2_13129 
if 
  32@ > 1000 
else_jump @SYN2_13129 
247@ = 0 
32@ = 0 
35@ += 1 

:SYN2_13129
if and
  35@ > 11 
  99 > 35@ 
else_jump @SYN2_13812 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @SYN2_13812 
if 
  54@ > 1000 
else_jump @SYN2_13812 
0871: init_jump_table 247@ total_jumps 8 default_jump 0 @SYN2_13805 jumps 0 @SYN2_13319 1 @SYN2_13389 2 @SYN2_13459 3 @SYN2_13528 4 @SYN2_13597 5 @SYN2_13666 6 @SYN2_13735 
0872: jump_table_jumps 7 @SYN2_13791 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 -1 @SYN2_13805 

:SYN2_13319
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DA'  // ~z~Hey. CJ hier.
04AE: $ACTOR_SPEECH_WAV_FILE = 39017 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39018 as 2 
247@ += 1 
jump @SYN2_13805 

:SYN2_13389
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DB'  // ~z~Wollte nur sagen, du brauchst dir keine Sorgen mehr zu machen wegen Konkurrenten in Haight-Ashbury.
04AE: $ACTOR_SPEECH_WAV_FILE = 39018 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39019 as 1 
247@ += 1 
jump @SYN2_13805 

:SYN2_13459
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DC'  // ~z~Sorgen? Hab ich gesagt, dass ich mir Sorgen mache?
04AE: $ACTOR_SPEECH_WAV_FILE = 39019 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39020 as 2 
247@ += 1 
jump @SYN2_13805 

:SYN2_13528
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DD'  // ~z~Nein, hab ich nicht.
04AE: $ACTOR_SPEECH_WAV_FILE = 39020 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39021 as 1 
247@ += 1 
jump @SYN2_13805 

:SYN2_13597
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DE'  // ~z~Und jetzt zu deinem richtigen Job.
04AE: $ACTOR_SPEECH_WAV_FILE = 39021 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39022 as 2 
247@ += 1 
jump @SYN2_13805 

:SYN2_13666
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DF'  // ~z~Ein paar von meinen Mdchen in Silicon Valley wurden zusammengeschlagen.
04AE: $ACTOR_SPEECH_WAV_FILE = 39022 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39023 as 1 
247@ += 1 
jump @SYN2_13805 

:SYN2_13735
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DG'  // ~z~Ich will, dass du deinen Hintern da hin bewegst und rausfindest, was da abgeht.
04AE: $ACTOR_SPEECH_WAV_FILE = 39023 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
247@ += 1 
jump @SYN2_13805 

:SYN2_13791
247@ += 1 
jump @SYN2_13805 

:SYN2_13805
54@ = 0 

:SYN2_13812
if 
  35@ == 12 
else_jump @SYN2_13861 
if or
  247@ > 7 
00E1:   player 0 pressed_key 16 
else_jump @SYN2_13861 
35@ = 99 

:SYN2_13861
if 
  35@ == 99 
else_jump @SYN2_13930 
gosub @SYN2_31023 
Car.RemoveReferences(77@)
Actor.RemoveReferences(71@)
Actor.RemoveReferences(68@)
Model.Destroy(#SHFYPRO)
Model.Destroy(#BMYPIMP)
Model.Destroy(#HUSTLER)
35@ = 0 
34@ += 1 

:SYN2_13930
return 

:SYN2_13932
if 
  35@ == 0 
else_jump @SYN2_14007 
018A: 60@ = create_checkpoint_at -1911.919 -629.912 23.6093 
Marker.SetColor(60@, 4)
00BC: show_text_highpriority GXT 'SYN2_14' time 10000 flag 1  // ~s~Rette ~y~Jizzys Mdchen~s~.
88@ = 0 
35@ += 1 

:SYN2_14007
if 
  35@ == 1 
else_jump @SYN2_14810 
Model.Load(#CAMPER)
Model.Load(#SWMYHP1)
Model.Load(#SWMYHP2)
Model.Load(#VBFYPRO)
Model.Load(#COLT45)

:SYN2_14048
if or
   not Model.Available(#CAMPER)
   not Model.Available(#SWMYHP1)
   not Model.Available(#SWMYHP2)
   not Model.Available(#VBFYPRO)
   not Model.Available(#COLT45)
else_jump @SYN2_14093 
wait 0 
jump @SYN2_14048 

:SYN2_14093
03CF: load_wav 20600 as 3 

:SYN2_14100
if 
83D0:   not wav 3 loaded 
else_jump @SYN2_14126 
wait 0 
jump @SYN2_14100 

:SYN2_14126
75@ = Actor.Create(CivMale, #SWMYHP1, -1911.919, -629.212, 23.6093)
Actor.Angle(75@) = 180.0
76@ = Actor.Create(CivMale, #SWMYHP1, -1907.644, -623.0884, 23.6093)
Actor.Angle(76@) = 350.5407
01B2: give_actor 76@ weapon 22 ammo 99999 // Load the weapon model before using this 
69@ = Actor.Create(Prostitute, #VBFYPRO, -1911.919, -629.912, 23.6093)
Actor.Angle(69@) = 331.492
02A9: set_actor 69@ immune_to_nonplayer 1 
0568: set_actor 69@ targetable 1 
08AF: set_actor 69@ max_health_to 120 
Actor.Health(69@) = 120
74@ = Car.Create(#CAMPER, -1911.952, -624.4892, 23.6093)
Car.Angle(74@) = 304.9144
0229: set_car 74@ primary_color_to 104 secondary_color_to 61 
067F: set_car 74@ lights 2 
0657: car 74@ open_componentA 3 
0657: car 74@ open_componentA 5 
060B: set_actor 75@ decision_maker_to 232@ 
060B: set_actor 76@ decision_maker_to 232@ 
060B: set_actor 69@ decision_maker_to 231@ 
077A: set_actor 76@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0350: set_actor 76@ maintain_position_when_attacked 1 
0350: set_actor 69@ maintain_position_when_attacked 1 
$7302 = Actor.Health(69@)
04F7: status_text $7302 type 1 line 1 GXT 'SYN2_63' // global_variable  // Nutte
04ED: load_animation "CRACK" 
04ED: load_animation "MISC" 

:SYN2_14422
if or
84EE:   not animation "CRACK" loaded 
84EE:   not animation "MISC" loaded 
else_jump @SYN2_14461 
wait 0 
jump @SYN2_14422 

:SYN2_14461
if 
   not Actor.Dead(69@)
else_jump @SYN2_14515 
0812: AS_actor 69@ perform_animation "CRCKDETH2" IFP_file "CRACK" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:SYN2_14515
if 
   not Actor.Dead(75@)
else_jump @SYN2_14803 
0615: define_AS_pack_begin 53@ 
0605: actor -1 perform_animation_sequence "FIGHTA_G" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "FIGHTA_G" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "FIGHTA_G" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "FIGHTA_G" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "FIGHTA_G" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "BITCHSLAP" IFP_file "MISC" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "BITCHSLAP" IFP_file "MISC" 4.0 loop 0 0 0 1 time -1 // versionA 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 75@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_14803
35@ += 1 

:SYN2_14810
if 
   not Actor.Dead(75@)
else_jump @SYN2_14891 
062E: unknown_get_actor 75@ task 1560 status_store_to 41@ // ret 7 if not found 
if 
84A4:   not  41@ == 7 // @ == any 
else_jump @SYN2_14891 
if 
  55@ > 3000 
else_jump @SYN2_14891 
0947: unknown_actor 75@ play_audio_event 89 store_to 41@ 
55@ = 0 

:SYN2_14891
if 
  35@ == 2 
else_jump @SYN2_15088 
if 
  56@ == 1 
else_jump @SYN2_14964 
if 
00E1:   player 0 pressed_key 19 
else_jump @SYN2_14964 
Actor.PutAt($PLAYER_ACTOR, -1904.041, -602.5592, 23.6067)

:SYN2_14964
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1911.919 -629.912 23.6093 radius 40.0 40.0 5.0 
else_jump @SYN2_15088 
Marker.Disable(60@)
00BC: show_text_highpriority GXT 'SYN2_15' time 10000 flag 1  // ~s~Erledige beide ~r~Kunden~s~.
if 
   not Actor.Dead(75@)
else_jump @SYN2_15057 
62@ = Marker.CreateAboveActor(75@)

:SYN2_15057
if 
   not Actor.Dead(76@)
else_jump @SYN2_15081 
63@ = Marker.CreateAboveActor(76@)

:SYN2_15081
35@ += 1 

:SYN2_15088
if 
  35@ == 3 
else_jump @SYN2_15215 
if 
   Actor.Dead(75@)
else_jump @SYN2_15143 
if 
075C:   marker 62@ enabled 
else_jump @SYN2_15143 
Marker.Disable(62@)

:SYN2_15143
if 
   Actor.Dead(76@)
else_jump @SYN2_15180 
if 
075C:   marker 63@ enabled 
else_jump @SYN2_15180 
Marker.Disable(63@)

:SYN2_15180
if and
   Actor.Dead(75@)
   Actor.Dead(76@)
else_jump @SYN2_15215 
35@ += 1 
32@ = 0 

:SYN2_15215
if 
  35@ == 4 
else_jump @SYN2_15768 
if 
  32@ > 1000 
else_jump @SYN2_15768 
if 
   Actor.Dead(75@)
else_jump @SYN2_15474 
0889: store_actor 75@ center_of_body_position_to 238@ 239@ 240@ 
if 
   not Actor.Dead(69@)
else_jump @SYN2_15312 
Actor.StorePos(69@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:SYN2_15312
0087: 50@ = 238@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 239@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 52@ = 240@ // (float) 
0065: 52@ -= $TEMPVAR_FLOAT_3 // (float) 
0509: 44@ = distance_between_XY 238@ 239@ and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
if 
  44@ > 0.01 
else_jump @SYN2_15414 
0073: 50@ /= 44@ // (float) 
0073: 51@ /= 44@ // (float) 

:SYN2_15414
50@ *= -0.5 
51@ *= -0.5 
0087: 241@ = 238@ // (float) 
005B: 241@ += 50@ // (float) 
0087: 242@ = 239@ // (float) 
005B: 242@ += 51@ // (float) 
0087: 243@ = 240@ // (float) 

:SYN2_15474
0615: define_AS_pack_begin 53@ 
0812: AS_actor -1 perform_animation "GETUP" IFP_file "PED" 6.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
05D3: AS_actor -1 goto_point 241@ 242@ 243@ mode 6 99999 ms // versionA 
06BA: AS_actor -1 turn_to_and_look_at 238@ 239@ 240@ 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 53@ 
if 
   not Actor.Dead(69@)
else_jump @SYN2_15729 
0332: set_actor 69@ bleeding 0 
0350: set_actor 69@ maintain_position_when_attacked 0 
0618: assign_actor 69@ to_AS_pack 53@ 
88@ = 1 

:SYN2_15729
061B: remove_references_to_AS_pack 53@ 
0151: remove_status_text $7302 
35@ += 1 
247@ = 0 
32@ = 0 
33@ = 2000 

:SYN2_15768
if 
  35@ > 4 
else_jump @SYN2_16075 
if 
   not Actor.Dead(69@)
else_jump @SYN2_16075 
if 
  88@ == 1 
else_jump @SYN2_15892 
if 
  33@ > 3000 
else_jump @SYN2_15856 
0947: unknown_actor 69@ play_audio_event 89 store_to 41@ 
33@ = 0 

:SYN2_15856
062E: unknown_get_actor 69@ task 1560 status_store_to 41@ // ret 7 if not found 
if 
04A4:   41@ == 7 // @ == any 
else_jump @SYN2_15892 
88@ += 1 

:SYN2_15892
if 
  88@ == 2 
else_jump @SYN2_16075 
if 
   not Car.Wrecked(74@)
else_jump @SYN2_16041 
if 
0205:   actor 69@ near_car 74@ radius 30.0 30.0 10.0 flag 0 
else_jump @SYN2_16020 
0615: define_AS_pack_begin 53@ 
0772: AS_actor -1 run_to_car 74@ 20000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 74@ as_driver 999999 ms 
05D2: AS_actor -1 run_to_and_hijack_car 74@ max_search_radius 40.0 traffic_behavior 2 
0616: define_AS_pack_end 53@ 
jump @SYN2_16034 

:SYN2_16020
0615: define_AS_pack_begin 53@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 53@ 

:SYN2_16034
jump @SYN2_16055 

:SYN2_16041
0615: define_AS_pack_begin 53@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 53@ 

:SYN2_16055
0618: assign_actor 69@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
88@ += 1 

:SYN2_16075
if 
  35@ == 5 
else_jump @SYN2_16274 
if 
  32@ > 1000 
else_jump @SYN2_16225 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_16218 
if 
   not Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_16204 
if 
  280@ == 0 
else_jump @SYN2_16183 
00BC: show_text_highpriority GXT 'SYN_M_1' time 999999 flag 1  // ~s~Steig wieder in den ~b~Zuhlterschlitten~s~.

:SYN2_16183
32@ = 0 
35@ += 1 
jump @SYN2_16218 

:SYN2_16204
32@ = 0 
35@ += 1 

:SYN2_16218
jump @SYN2_16274 

:SYN2_16225
if 
   not Car.Wrecked(59@)
else_jump @SYN2_16274 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_16274 
32@ = 0 
35@ += 1 

:SYN2_16274
if 
  35@ == 6 
else_jump @SYN2_16419 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_16338 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_16338 
03D5: remove_text 'SYN_M_1'  // ~s~Steig wieder in den ~b~Zuhlterschlitten~s~.

:SYN2_16338
if 
  32@ > 6000 
else_jump @SYN2_16419 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_16405 
Car.StorePos(59@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
90@ = 1 

:SYN2_16405
32@ = 0 
35@ += 1 

:SYN2_16419
if 
  35@ == 7 
else_jump @SYN2_16565 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_16483 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_16483 
03D5: remove_text 'SYN_M_1'  // ~s~Steig wieder in den ~b~Zuhlterschlitten~s~.

:SYN2_16483
if 
  32@ > 500 
else_jump @SYN2_16565 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_16565 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_16565 
Player.CanMove($PLAYER_CHAR) = False
283@ = -1 
32@ = 0 
35@ += 1 

:SYN2_16565
if 
  35@ == 8 
else_jump @SYN2_16638 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_16638 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_16638 
040D: unload_wav 3 
90@ = 0 
00BE: text_clear_all 
35@ += 1 

:SYN2_16638
if 
  35@ == 9 
else_jump @SYN2_16748 
283@ = -1 
279@ = 2 
00BE: text_clear_all 
fade 0 150 

:SYN2_16679
if 
fading 
else_jump @SYN2_16703 
wait 0 
jump @SYN2_16679 

:SYN2_16703
gosub @SYN2_29128 
fade 1 150 

:SYN2_16717
if 
fading 
else_jump @SYN2_16741 
wait 0 
jump @SYN2_16717 

:SYN2_16741
35@ += 1 

:SYN2_16748
if 
  35@ == 10 
else_jump @SYN2_16806 
if 
  32@ > 1000 
else_jump @SYN2_16806 
247@ = 0 
32@ = 0 
35@ += 1 

:SYN2_16806
if and
  35@ > 10 
  99 > 35@ 
else_jump @SYN2_17354 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @SYN2_17354 
if 
  54@ > 1000 
else_jump @SYN2_17354 
0871: init_jump_table 247@ total_jumps 7 default_jump 0 @SYN2_17347 jumps 0 @SYN2_16931 1 @SYN2_17001 2 @SYN2_17070 3 @SYN2_17139 4 @SYN2_17208 5 @SYN2_17277 6 @SYN2_17333 

:SYN2_16931
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FA'  // ~z~Mr. Jizzy, CJ hier.
04AE: $ACTOR_SPEECH_WAV_FILE = 39027 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39028 as 2 
247@ += 1 
jump @SYN2_17347 

:SYN2_17001
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FB'  // ~z~Du bringst Unglck, Mann!
04AE: $ACTOR_SPEECH_WAV_FILE = 39028 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39029 as 1 
247@ += 1 
jump @SYN2_17347 

:SYN2_17070
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FC'  // ~z~Die Tussie, die du Downtown abgesetzt hast, will aussteigen!
04AE: $ACTOR_SPEECH_WAV_FILE = 39029 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39030 as 2 
247@ += 1 
jump @SYN2_17347 

:SYN2_17139
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FD'  // ~z~Ihr Sugar Daddy will sie von der Strae holen.
04AE: $ACTOR_SPEECH_WAV_FILE = 39030 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39031 as 1 
247@ += 1 
jump @SYN2_17347 

:SYN2_17208
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FE'  // ~z~Niemand nimmt mir meine Nutten weg!
04AE: $ACTOR_SPEECH_WAV_FILE = 39031 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39032 as 2 
247@ += 1 
jump @SYN2_17347 

:SYN2_17277
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FF'  // ~z~Du bewegst jetzt deinen Arsch zurck zum Hotel und statuierst ein Exempel an ihnen!
04AE: $ACTOR_SPEECH_WAV_FILE = 39032 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
247@ += 1 
jump @SYN2_17347 

:SYN2_17333
247@ += 1 
jump @SYN2_17347 

:SYN2_17347
54@ = 0 

:SYN2_17354
if 
  35@ == 11 
else_jump @SYN2_17403 
if or
  247@ > 6 
00E1:   player 0 pressed_key 16 
else_jump @SYN2_17403 
35@ = 99 

:SYN2_17403
if 
  35@ == 99 
else_jump @SYN2_17507 
gosub @SYN2_31023 
Actor.RemoveReferences(75@)
Actor.RemoveReferences(76@)
Actor.RemoveReferences(69@)
Car.RemoveReferences(74@)
Model.Destroy(#CAMPER)
Model.Destroy(#SWMYHP1)
Model.Destroy(#SWMYHP2)
Model.Destroy(#VBFYPRO)
Model.Destroy(#COLT45)
04EF: release_animation "CRACK" 
04EF: release_animation "MISC" 
Marker.Disable(61@)
35@ = 0 
34@ += 1 

:SYN2_17507
if 
056D:   actor 69@ defined 
else_jump @SYN2_17683 
if 
   not Actor.Dead(69@)
else_jump @SYN2_17683 
if 
   not Actor.Dead(75@)
else_jump @SYN2_17638 
if or
   Actor.Animation(75@) == "FIGHTA_G"
   Actor.Animation(75@) == "BITCHSLAP"
else_jump @SYN2_17638 
$7302 = Actor.Health(69@)
if 
  33@ > 1000 
else_jump @SYN2_17638 
$7302 += -1 
33@ = 0 

:SYN2_17638
if 
  1 >= $7302 
else_jump @SYN2_17675 
$7302 = 1 
05BE: AS_kill_actor 69@ 
jump @SYN2_17683 

:SYN2_17675
Actor.Health(69@) = $7302

:SYN2_17683
if 
056D:   actor 68@ defined 
else_jump @SYN2_17767 
if 
   not Actor.Dead(68@)
else_jump @SYN2_17767 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 69@ radius 50.0 50.0 0 
else_jump @SYN2_17767 
if 
82CB:   not actor 68@ bounding_sphere_visible 
else_jump @SYN2_17767 
Actor.DestroyInstantly(68@)

:SYN2_17767
return 

:SYN2_17769
if 
  35@ == -1 
else_jump @SYN2_17905 
255@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
259@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
246@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
244@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
67@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)

:SYN2_17905
if 
  35@ == 0 
else_jump @SYN2_18135 
if 
856E:   not car 59@ defined 
else_jump @SYN2_18085 
if 
   not Model.Available(#BROADWAY)
else_jump @SYN2_17987 
Model.Load(#BROADWAY)

:SYN2_17960
if 
   not Model.Available(#BROADWAY)
else_jump @SYN2_17987 
wait 0 
jump @SYN2_17960 

:SYN2_17987
59@ = Car.Create(#BROADWAY, -1894.308, 712.9404, 44.2969)
Car.Angle(59@) = 0.0
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SYN2_18044 
036A: put_actor $PLAYER_ACTOR in_car 59@ 

:SYN2_18044
060A: create_decision_maker_type 0 store_to 231@ // decision\allowed\m_.ped files 
Camera.SetAtPos(-1900.754, 645.3122, 35.4401)
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
fade 1 0 

:SYN2_18085
018A: 60@ = create_checkpoint_at -1964.372 724.4017 44.2969 
Marker.SetColor(60@, 4)
00BC: show_text_highpriority GXT 'SYN2_19' time 10000 flag 1  // ~s~Schwing dich zu dem Hotel ~y~Downtown~s~.
35@ += 1 

:SYN2_18135
if 
  35@ == 1 
else_jump @SYN2_18460 
if 
075C:   marker 60@ enabled 
else_jump @SYN2_18371 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_18364 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_18343 
if 
01AF:   car 59@ sphere 1 in_sphere -1964.372 724.4017 44.2969 radius 4.0 4.0 4.0 
else_jump @SYN2_18336 
if 
09D0:   car 59@ on_wheels 
else_jump @SYN2_18336 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:SYN2_18284
if 
fading 
else_jump @SYN2_18308 
wait 0 
jump @SYN2_18284 

:SYN2_18308
Marker.Disable(60@)
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
35@ += 1 

:SYN2_18336
jump @SYN2_18364 

:SYN2_18343
Marker.Disable(60@)
00BB: show_text_lowpriority GXT 'SYN_M_1' time 7000 flag 1  // ~s~Steig wieder in den ~b~Zuhlterschlitten~s~.

:SYN2_18364
jump @SYN2_18460 

:SYN2_18371
if 
   not Car.Wrecked(59@)
else_jump @SYN2_18460 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_18460 
018A: 60@ = create_checkpoint_at -1964.372 724.4017 44.2969 
Marker.SetColor(60@, 4)
03D5: remove_text 'SYN_M_1'  // ~s~Steig wieder in den ~b~Zuhlterschlitten~s~.
00BB: show_text_lowpriority GXT 'SYN2_19' time 7000 flag 1  // ~s~Schwing dich zu dem Hotel ~y~Downtown~s~.

:SYN2_18460
if 
  35@ == 2 
else_jump @SYN2_19056 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at -1964.372 724.4017 44.2969 radius 100.0 
Model.Load(#STRETCH)
Model.Load(#HUNTLEY)
Model.Load(#HFYPRO)
Model.Load(#BMYMIB)
Model.Load(#WMOPREA)
Model.Load(#COLT45)
Model.Load(#MP5LNG)
07C0: load_path 539 
07C0: load_path 540 
07C0: load_path 541 

:SYN2_18557
if or
   not Model.Available(#STRETCH)
   not Model.Available(#HFYPRO)
   not Model.Available(#HUNTLEY)
   not Model.Available(#BMYMIB)
   not Model.Available(#WMOPREA)
else_jump @SYN2_18602 
wait 0 
jump @SYN2_18557 

:SYN2_18602
if or
87C1:   not path 539 available 
87C1:   not path 540 available 
87C1:   not path 541 available 
else_jump @SYN2_18639 
wait 0 
jump @SYN2_18602 

:SYN2_18639
if or
   not Model.Available(#COLT45)
   not Model.Available(#MP5LNG)
else_jump @SYN2_18671 
wait 0 
jump @SYN2_18639 

:SYN2_18671
if 
   not Car.Wrecked(59@)
else_jump @SYN2_18717 
Car.PutAt(59@, -1964.372, 724.4017, 44.2969)
Car.Angle(59@) = 266.5514

:SYN2_18717
244@ = Car.Create(#STRETCH, -1973.811, 728.3975, 44.2969)
Car.Angle(244@) = 269.8438
0129: 245@ = create_actor_pedtype 4 model #BMYMIB in_car 244@ driverseat 
060B: set_actor 245@ decision_maker_to 231@ 
Car.SetMaxSpeed(244@, 15.0)
0229: set_car 244@ primary_color_to 1 secondary_color_to 0 
05EB: assign_car 244@ to_path 540 
0706: advance_car 244@ further_along_path 3.0 
Car.ImmuneToNonPlayer(244@) = True
255@ = Car.Create(#HUNTLEY, -1987.811, 728.3975, 44.2969)
Car.Angle(255@) = 269.8438
0129: 259@ = create_actor_pedtype 4 model #BMYMIB in_car 255@ driverseat 
01B2: give_actor 259@ weapon 22 ammo 99999 // Load the weapon model before using this 
060B: set_actor 259@ decision_maker_to 231@ 
Car.SetMaxSpeed(255@, 15.0)
0229: set_car 255@ primary_color_to 0 secondary_color_to 0 
05EB: assign_car 255@ to_path 541 
0706: advance_car 255@ further_along_path 3.0 
01C8: 248@ = create_actor_pedtype 4 model #BMYMIB in_car 255@ passenger_seat 0 
01B2: give_actor 248@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 248@ decision_maker_to 231@ 
02A3: enable_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
Camera.SetPosition(-1968.579, 721.6734, 47.3198, 0.0, 0.0, 0.0)
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset -5.0 -2.0 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
fade 1 500 
32@ = 0 
35@ += 1 

:SYN2_19056
if 
  35@ > 2 
else_jump @SYN2_19098 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN2_19098 
35@ = 99 

:SYN2_19098
if 
  35@ == 3 
else_jump @SYN2_19251 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_19174 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset -5.0 -2.0 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:SYN2_19174
if 
  32@ > 4000 
else_jump @SYN2_19251 
Camera.SetPosition(-1929.402, 738.0927, 44.7662, 0.0, 0.0, 0.0)
Camera.PointAt(-1929.326, 737.1227, 44.9969, 2)
35@ += 1 

:SYN2_19251
if 
  35@ == 4 
else_jump @SYN2_19348 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_19348 
if 
   not Car.Wrecked(255@)
else_jump @SYN2_19348 
if and
860E:   not car 244@ assigned_to_path 
860E:   not car 255@ assigned_to_path 
else_jump @SYN2_19348 
wait 1500 
247@ = 0 
33@ = 0 
35@ += 1 

:SYN2_19348
if 
  35@ >= 5 
else_jump @SYN2_19880 
if 
  33@ > 1000 
else_jump @SYN2_19880 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @SYN2_19880 
0871: init_jump_table 247@ total_jumps 6 default_jump 0 @SYN2_19873 jumps 0 @SYN2_19466 1 @SYN2_19536 2 @SYN2_19606 3 @SYN2_19676 4 @SYN2_19746 5 @SYN2_19816 -1 @SYN2_19873 

:SYN2_19466
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HA'  // ~z~Der Herr schickt mich, um deine arme Seele zu retten, Hure!
04AE: $ACTOR_SPEECH_WAV_FILE = 39039 // $ = any 
create_thread @AUDIOL 246@ 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39040 as 2 
247@ += 1 
jump @SYN2_19873 

:SYN2_19536
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HB'  // ~z~Steig in den Wagen und lege deine schmutzigen Gewnder ab,
04AE: $ACTOR_SPEECH_WAV_FILE = 39040 // $ = any 
create_thread @AUDIOL 246@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39041 as 1 
247@ += 1 
jump @SYN2_19873 

:SYN2_19606
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HC'  // ~z~damit ich deine Verworfenheit besser sehen kann!
04AE: $ACTOR_SPEECH_WAV_FILE = 39041 // $ = any 
create_thread @AUDIOL 246@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39042 as 2 
247@ += 1 
jump @SYN2_19873 

:SYN2_19676
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HD'  // ~z~Chauffeur,
04AE: $ACTOR_SPEECH_WAV_FILE = 39042 // $ = any 
create_thread @AUDIOL 246@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39043 as 1 
247@ += 1 
jump @SYN2_19873 

:SYN2_19746
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HE'  // ~z~bringen Sie uns weg von hier, bevor des Teufels rechte Hand dieses arme Mdchen der Rettung entreit!
04AE: $ACTOR_SPEECH_WAV_FILE = 39043 // $ = any 
create_thread @AUDIOL 246@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39044 as 2 
247@ += 1 
jump @SYN2_19873 

:SYN2_19816
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HF'  // ~z~Sofort, Euer evangelische Heiligkeit!
04AE: $ACTOR_SPEECH_WAV_FILE = 39044 // $ = any 
create_thread @AUDIOL 245@ 0 1 2 1 
247@ += 1 
jump @SYN2_19873 

:SYN2_19873
33@ = 0 

:SYN2_19880
if 
  35@ == 5 
else_jump @SYN2_20499 
0395: clear_area 1 at -1924.487 724.8195 45.134 radius 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_19996 
Car.PutAt(244@, -1924.487, 725.2195, 45.134)
Car.Angle(244@) = 270.0
0657: car 244@ open_componentA 5 
Car.LockInCurrentPosition(244@) = True

:SYN2_19996
if 
   not Car.Wrecked(255@)
else_jump @SYN2_20049 
Car.PutAt(255@, -1932.387, 725.1635, 45.2749)
Car.Angle(255@) = 270.0
Car.LockInCurrentPosition(255@) = True

:SYN2_20049
if 
   not Actor.Dead(245@)
else_jump @SYN2_20100 
0792: disembark_instantly_actor 245@ 
Actor.PutAt(245@, -1924.224, 723.2358, 44.4453)
Actor.Angle(245@) = 159.4748

:SYN2_20100
67@ = Actor.Create(CivFemale, #HFYPRO, -1920.884, 718.9793, 44.4453)
Actor.Angle(67@) = 0.0
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1921.819 720.555 44.4453 
05D7: add_point_to_scmpath -1926.29 722.7397 44.4453 
0615: define_AS_pack_begin 53@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_20211 
05CA: AS_actor -1 enter_car 244@ passenger_seat 2 20000 ms 

:SYN2_20211
0616: define_AS_pack_end 53@ 
0618: assign_actor 67@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0568: set_actor 67@ targetable 1 
060B: set_actor 67@ decision_maker_to 231@ 
246@ = Actor.Create(CivMale, #WMOPREA, -1923.519, 718.0508, 44.9828)
Actor.Angle(246@) = 0.0
060B: set_actor 246@ decision_maker_to 231@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1922.707 719.7217 45.4453 
05D7: add_point_to_scmpath -1924.669 720.7556 45.4453 
05D7: add_point_to_scmpath -1925.027 720.9464 45.4453 
05D7: add_point_to_scmpath -1926.188 721.5566 45.4453 
05D7: add_point_to_scmpath -1927.006 722.2399 45.4453 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
if 
   not Actor.Dead(67@)
else_jump @SYN2_20416 
0639: AS_actor -1 rotate_to_actor 67@ 

:SYN2_20416
0616: define_AS_pack_end 53@ 
0618: assign_actor 246@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
32@ = 0 
Camera.SetPosition(-1918.223, 720.1056, 46.0226, 0.0, 0.0, 0.0)
Camera.PointAt(-1919.156, 720.4551, 45.9459, 2)
35@ += 1 

:SYN2_20499
if 
  35@ == 6 
else_jump @SYN2_20785 
if 
  32@ > 7050 
else_jump @SYN2_20785 
Camera.SetPosition(-1933.54, 728.0091, 46.4366, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked(244@)
else_jump @SYN2_20785 
Camera.OnVehicle(244@, 15, 2)
if 
   not Car.Wrecked(255@)
else_jump @SYN2_20616 
Car.LockInCurrentPosition(255@) = False

:SYN2_20616
Car.LockInCurrentPosition(244@) = False
if 
   not Actor.Dead(67@)
else_jump @SYN2_20654 
0792: disembark_instantly_actor 67@ 
0430: put_actor 67@ into_car 244@ passenger_seat 1 

:SYN2_20654
0657: car 244@ open_componentA 5 
if 
   not Actor.Dead(246@)
else_jump @SYN2_20725 
0792: disembark_instantly_actor 246@ 
Actor.PutAt(246@, -1927.08, 723.2823, 44.4453)
Actor.Angle(246@) = 299.9935
05CA: AS_actor 246@ enter_car 244@ passenger_seat 2 20000 ms 

:SYN2_20725
if 
   not Actor.Dead(245@)
else_jump @SYN2_20778 
0792: disembark_instantly_actor 245@ 
0647: unknown_actor 245@ look_task 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_20778 
05CB: AS_actor 245@ enter_car 244@ as_driver 5000 ms 

:SYN2_20778
35@ += 1 

:SYN2_20785
if 
  35@ == 7 
else_jump @SYN2_20955 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_20955 
if 
   not Actor.Dead(245@)
else_jump @SYN2_20955 
if 
   Actor.InCar(245@, 244@)
else_jump @SYN2_20955 
if 
   not Actor.Dead(246@)
else_jump @SYN2_20955 
if 
   Actor.InCar(246@, 244@)
else_jump @SYN2_20955 
if 
  247@ > 5 
else_jump @SYN2_20955 
05D1: AS_actor 245@ drive_car 244@ to -1902.027 726.5126 45.2216 speed 20.0 2 model #NULL 3 
32@ = 0 
35@ += 1 

:SYN2_20955
if 
  35@ == 8 
else_jump @SYN2_21072 
if 
  32@ > 500 
else_jump @SYN2_21072 
if 
   not Actor.Dead(259@)
else_jump @SYN2_21058 
if 
   not Car.Wrecked(255@)
else_jump @SYN2_21058 
05D1: AS_actor 259@ drive_car 255@ to -1902.027 726.5126 45.2216 speed 18.0 2 model #NULL 3 

:SYN2_21058
32@ = 0 
35@ += 1 

:SYN2_21072
if 
  35@ == 9 
else_jump @SYN2_21116 
if 
  32@ > 2000 
else_jump @SYN2_21116 
35@ = 99 

:SYN2_21116
if 
0736:   NOP_false 79 
else_jump @SYN2_21336 
if 
   not Actor.Dead(67@)
else_jump @SYN2_21336 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 67@ with_offset -1.0 0.0 0.0 
$TEMPVAR_ANGLE = Actor.Angle(67@)
03A9: NOP 
05B6: 99 // PREACHER POINT = 
03A8: NOP $TEMPVAR_FLOAT_1 
03A8: NOP $TEMPVAR_FLOAT_2 
03A8: NOP $TEMPVAR_FLOAT_3 
03A8: NOP $TEMPVAR_ANGLE 

:SYN2_21336
if 
  35@ == 888 
else_jump @SYN2_21828 
if 
  32@ > 1000 
else_jump @SYN2_21828 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_21601 
if 
01C1:   car 244@ stopped 
else_jump @SYN2_21601 
if 
06AA:   NOP_false 244@ 
else_jump @SYN2_21601 
0752: NOP 244@ 
Car.StorePos(244@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Car.Angle(244@)
03A9: NOP 
05B6: 100 // RICH CAR STOPPED AT 
03A8: NOP $TEMPVAR_FLOAT_1 
03A8: NOP $TEMPVAR_FLOAT_2 
03A8: NOP $TEMPVAR_FLOAT_3 
03A8: NOP $TEMPVAR_ANGLE 

:SYN2_21601
if 
   not Car.Wrecked(255@)
else_jump @SYN2_21828 
if 
01C1:   car 255@ stopped 
else_jump @SYN2_21828 
if 
06AA:   NOP_false 255@ 
else_jump @SYN2_21828 
0752: NOP 255@ 
Car.StorePos(255@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Car.Angle(255@)
03A9: NOP 
05B6: 101 // MIB_CAR STOPPED AT 
03A8: NOP $TEMPVAR_FLOAT_1 
03A8: NOP $TEMPVAR_FLOAT_2 
03A8: NOP $TEMPVAR_FLOAT_3 
03A8: NOP $TEMPVAR_ANGLE 

:SYN2_21828
if 
  35@ == 99 
else_jump @SYN2_22629 
if 
856D:   not actor 246@ defined 
else_jump @SYN2_21894 
246@ = Actor.Create(CivMale, #WMOPREA, 0.0, 0.0, 0.0)
060B: set_actor 246@ decision_maker_to 231@ 

:SYN2_21894
if 
856D:   not actor 67@ defined 
else_jump @SYN2_21942 
67@ = Actor.Create(CivFemale, #HFYPRO, 0.0, 0.0, 0.0)
060B: set_actor 67@ decision_maker_to 231@ 

:SYN2_21942
Model.Destroy(#STRETCH)
Model.Destroy(#HUNTLEY)
Model.Destroy(#HFYPRO)
Model.Destroy(#BMYMIB)
Model.Destroy(#WMOPREA)
Model.Destroy(#COLT45)
Model.Destroy(#MP5LNG)
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
if 
   not Car.Wrecked(255@)
else_jump @SYN2_22079 
if 
060E:   car 255@ assigned_to_path 
else_jump @SYN2_22043 
05EC: release_car 255@ from_path 

:SYN2_22043
Car.LockInCurrentPosition(255@) = False
if 
   not Actor.Dead(259@)
else_jump @SYN2_22079 
0792: disembark_instantly_actor 259@ 
036A: put_actor 259@ in_car 255@ 

:SYN2_22079
if 
   not Car.Wrecked(244@)
else_jump @SYN2_22123 
if 
060E:   car 244@ assigned_to_path 
else_jump @SYN2_22116 
05EC: release_car 244@ from_path 

:SYN2_22116
Car.LockInCurrentPosition(244@) = False

:SYN2_22123
if 
   not Car.Wrecked(244@)
else_jump @SYN2_22235 
if 
   not Actor.Dead(245@)
else_jump @SYN2_22168 
0792: disembark_instantly_actor 245@ 
036A: put_actor 245@ in_car 244@ 

:SYN2_22168
if 
   not Actor.Dead(67@)
else_jump @SYN2_22199 
0792: disembark_instantly_actor 67@ 
0430: put_actor 67@ into_car 244@ passenger_seat 1 

:SYN2_22199
if 
   not Actor.Dead(246@)
else_jump @SYN2_22230 
0792: disembark_instantly_actor 246@ 
0430: put_actor 246@ into_car 244@ passenger_seat 2 

:SYN2_22230
0508: car 244@ close_all_doors 

:SYN2_22235
if 
   not Car.Wrecked(255@)
else_jump @SYN2_22347 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_22347 
if 
   not Actor.Dead(259@)
else_jump @SYN2_22347 
0705: car 255@ assign_to_path 539 and_drive_normal 
0706: advance_car 255@ further_along_path 0.0 
00AE: set_car 255@ traffic_behaviour_to 5 
Car.SetImmunities(255@, 0, 0, 0, 0, 0)
Car.DoorStatus(255@) = 3
01EC: make_car 255@ very_heavy 1 
0423: set_car 255@ improved_handling_to 2.0 // (float) 

:SYN2_22347
if 
   not Car.Wrecked(244@)
else_jump @SYN2_22524 
0395: clear_area 1 at -1908.786 726.1257 45.097 radius 5.0 
Car.PutAt(244@, -1908.786, 726.1257, 45.097)
Car.Angle(244@) = 273.1095
Car.LockInCurrentPosition(244@) = False
Car.SetSpeedInstantly(244@, 10.0)
Car.SetImmunities(244@, 0, 0, 0, 0, 0)
Car.DoorStatus(244@) = 3
01EC: make_car 244@ very_heavy 1 
0423: set_car 244@ improved_handling_to 2.0 // (float) 
Car.Health(244@) = 1850
0705: car 244@ assign_to_path 539 and_drive_normal 
0706: advance_car 244@ further_along_path 5.0 
00AE: set_car 244@ traffic_behaviour_to 5 
0190: add_car 244@ to_flipped_check // 6 max 
03CC: enable_car 244@ stuck_check_distance_to 2.0 time_to 3000 

:SYN2_22524
022A: remove_forbidden_for_peds_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
00BE: text_clear_all 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
34@ += 1 
35@ = 0 

:SYN2_22629
return 

:SYN2_22631
if 
  35@ == 0 
else_jump @SYN2_22899 
0732: random_car_generator_disable_model #STRETCH 
0732: random_car_generator_disable_model #HUNTLEY 
252@ = 15.0 
if 
   not Actor.Dead(246@)
else_jump @SYN2_22700 
249@ = Marker.CreateAboveActor(246@)
09F6: set_actor 246@ unjackable_through_driver_seat 0 

:SYN2_22700
if 
   not Actor.Dead(67@)
else_jump @SYN2_22723 
09F6: set_actor 67@ unjackable_through_driver_seat 0 

:SYN2_22723
if 
   not Actor.Dead(245@)
else_jump @SYN2_22746 
09F6: set_actor 245@ unjackable_through_driver_seat 0 

:SYN2_22746
if 
   not Actor.Dead(259@)
else_jump @SYN2_22770 
263@ = Marker.CreateAboveActor(259@)

:SYN2_22770
if 
   not Actor.Dead(248@)
else_jump @SYN2_22794 
264@ = Marker.CreateAboveActor(248@)

:SYN2_22794
250@ = 0 
251@ = 0 
$SYN2_TIME_UNTIL_BACKUP = 30000 
250@ = 0 
87@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN2_70' time 10000 flag 1  // ~s~Erledige den ~r~Prediger~s~ und seine ~r~Bodyguards~s~.
if 
   not Car.Wrecked(244@)
else_jump @SYN2_22871 
Car.DoorStatus(244@) = 2

:SYN2_22871
01EB: set_traffic_density_multiplier_to 0.65 
03DE: set_pedestrians_density_multiplier_to 1.0 
265@ = 0 
35@ += 1 

:SYN2_22899
if 
  265@ == 0 
else_jump @SYN2_22963 
if 
075C:   marker 61@ enabled 
else_jump @SYN2_22956 
00BB: show_text_lowpriority GXT 'SYN_M_1' time 5000 flag 1  // ~s~Steig wieder in den ~b~Zuhlterschlitten~s~.
265@ = 1 

:SYN2_22956
jump @SYN2_23013 

:SYN2_22963
if 
875C:   not marker 61@ enabled 
else_jump @SYN2_23013 
03D5: remove_text 'SYN_M_1'  // ~s~Steig wieder in den ~b~Zuhlterschlitten~s~.
00BB: show_text_lowpriority GXT 'SYN2_70' time 5000 flag 1  // ~s~Erledige den ~r~Prediger~s~ und seine ~r~Bodyguards~s~.
265@ = 0 

:SYN2_23013
if 
  35@ == 1 
else_jump @SYN2_27224 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_24037 
if 
  250@ == 0 
else_jump @SYN2_23161 
if 
060E:   car 244@ assigned_to_path 
else_jump @SYN2_23098 
266@ = 0.3 
jump @SYN2_23154 

:SYN2_23098
if 
   not 268@ == 1 
else_jump @SYN2_23154 
if 
   not Actor.Dead(245@)
else_jump @SYN2_23154 
05D2: AS_actor 245@ run_to_and_hijack_car 244@ max_search_radius 50.0 traffic_behavior 2 
268@ = 1 

:SYN2_23154
jump @SYN2_23575 

:SYN2_23161
if 
060E:   car 244@ assigned_to_path 
else_jump @SYN2_23519 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset 0.0 10.0 0.0 
Actor.StorePos($PLAYER_ACTOR, 47@, 48@, 49@)
0509: 44@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 47@ 48@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset 0.0 -10.0 0.0 
Actor.StorePos($PLAYER_ACTOR, 47@, 48@, 49@)
0509: 45@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 47@ 48@ 
if 
0025:   45@ > 44@ // (float) 
else_jump @SYN2_23333 
0079: 266@ += unknown_float * 0.1 // (float) 
jump @SYN2_23512 

:SYN2_23333
Car.StorePos(244@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.StorePos($PLAYER_ACTOR, 47@, 48@, 49@)
050A: 44@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 47@ 48@ 49@ 
if 
0202:   actor $PLAYER_ACTOR near_car 244@ radius 20.0 20.0 flag 0 
else_jump @SYN2_23432 
0079: 266@ += unknown_float * 0.05 // (float) 
jump @SYN2_23473 

:SYN2_23432
if 
8202:   not actor $PLAYER_ACTOR near_car 244@ radius 25.0 25.0 flag 0 
else_jump @SYN2_23473 
0079: 266@ += unknown_float * -0.01 // (float) 

:SYN2_23473
if 
  0.6 > 266@ 
else_jump @SYN2_23504 
266@ = 0.6 

:SYN2_23504
0087: 267@ = 44@ // (float) 

:SYN2_23512
jump @SYN2_23575 

:SYN2_23519
if 
   not 268@ == 1 
else_jump @SYN2_23575 
if 
   not Actor.Dead(245@)
else_jump @SYN2_23575 
05D2: AS_actor 245@ run_to_and_hijack_car 244@ max_search_radius 50.0 traffic_behavior 2 
268@ = 1 

:SYN2_23575
if 
  266@ > 1.5 
else_jump @SYN2_23606 
266@ = 1.5 

:SYN2_23606
if 
060E:   car 244@ assigned_to_path 
else_jump @SYN2_23630 
06FD: set_car 244@ speed_on_path_to 266@ 

:SYN2_23630
if 
018F:   car 244@ flipped_for_2_seconds 
else_jump @SYN2_23716 
if 
82CA:   not car 244@ bounding_sphere_visible 
else_jump @SYN2_23716 
Car.StorePos(244@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Car.Angle(244@)
$TEMPVAR_FLOAT_3 += 1.0 
Car.PutAt(244@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(244@) = $TEMPVAR_ANGLE

:SYN2_23716
if 
03CE:   car 244@ stuck 
else_jump @SYN2_24037 
if 
82CA:   not car 244@ bounding_sphere_visible 
else_jump @SYN2_24027 
if 
8205:   not actor $PLAYER_ACTOR near_car 244@ radius 20.0 20.0 20.0 flag 0 
else_jump @SYN2_23991 
Car.StorePos(244@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
41@ = 1 

:SYN2_23805
if 
  20 > 41@ 
else_jump @SYN2_23952 
04D3: get_nearest_car_path_coords_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 41@ store_to 47@ 48@ 49@ 
if 
80C2:   not sphere_onscreen 47@ 48@ 49@ radius 5.0 
else_jump @SYN2_23938 
if 
838A:   not any_car_in_cube_cornerA 47@ 48@ 49@ cornerB 5.0 5.0 5.0 
else_jump @SYN2_23924 
41@ = 25 
jump @SYN2_23931 

:SYN2_23924
41@ += 1 

:SYN2_23931
jump @SYN2_23945 

:SYN2_23938
41@ += 1 

:SYN2_23945
jump @SYN2_23805 

:SYN2_23952
if 
  41@ == 25 
else_jump @SYN2_23984 
Car.PutAt(244@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:SYN2_23984
jump @SYN2_24020 

:SYN2_23991
if 
   not Actor.Dead(245@)
else_jump @SYN2_24020 
06C7: AS_actor 245@ driver_of_car 244@ perform_action 3 timelimit 1000 

:SYN2_24020
jump @SYN2_24037 

:SYN2_24027
Car.SetSpeedInstantly(244@, -10.0)

:SYN2_24037
if 
   not Car.Wrecked(255@)
else_jump @SYN2_24775 
if 
060E:   car 255@ assigned_to_path 
else_jump @SYN2_24418 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_24406 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset 0.0 -10.0 0.0 
Car.StorePos(255@, 47@, 48@, 49@)
0509: 44@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 47@ 48@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset 0.0 -20.0 0.0 
Car.StorePos(255@, 47@, 48@, 49@)
0509: 45@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 47@ 48@ 
if 
0025:   45@ > 44@ // (float) 
else_jump @SYN2_24327 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset 0.0 -15.0 0.0 
if 
81AF:   not car 255@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 5.0 5.0 5.0 
else_jump @SYN2_24312 
0079: 269@ += unknown_float * -0.2 // (float) 
jump @SYN2_24320 

:SYN2_24312
0087: 269@ = 266@ // (float) 

:SYN2_24320
jump @SYN2_24377 

:SYN2_24327
if 
   not 271@ == 2 
else_jump @SYN2_24359 
00AE: set_car 255@ traffic_behaviour_to 3 
271@ = 2 

:SYN2_24359
0087: 269@ = 266@ // (float) 
269@ += 3.0 

:SYN2_24377
06FD: set_car 255@ speed_on_path_to 269@ 
Car.StorePos(244@, 273@, 274@, 275@)
jump @SYN2_24411 

:SYN2_24406
05EC: release_car 255@ from_path 

:SYN2_24411
jump @SYN2_24775 

:SYN2_24418
if 
   not Car.Wrecked(244@)
else_jump @SYN2_24516 
if 
   not 271@ == 99 
else_jump @SYN2_24495 
if 
   not Actor.Dead(259@)
else_jump @SYN2_24495 
06E1: AS_actor 259@ using_car 255@ target_car 244@ with_order 31 max_speed 100.0 traffic_flag 3 
271@ = 99 

:SYN2_24495
Car.StorePos(244@, 273@, 274@, 275@)
jump @SYN2_24775 

:SYN2_24516
if 
  100 > 271@ 
else_jump @SYN2_24592 
if 
   not Actor.Dead(259@)
else_jump @SYN2_24585 
05D1: AS_actor 259@ drive_car 255@ to 273@ 274@ 275@ speed 40.0 0 model #NULL 2 
271@ = 100 

:SYN2_24585
jump @SYN2_24775 

:SYN2_24592
if 
01AF:   car 255@ sphere 0 in_sphere 273@ 274@ 275@ radius 20.0 20.0 10.0 
else_jump @SYN2_24775 
if 
   not 271@ == 101 
else_jump @SYN2_24775 
if 
   not Actor.Dead(259@)
else_jump @SYN2_24710 
0615: define_AS_pack_begin 53@ 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: unknown_actor -1 flag 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 259@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_24710
if 
   not Actor.Dead(248@)
else_jump @SYN2_24768 
0615: define_AS_pack_begin 53@ 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: unknown_actor -1 flag 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 248@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_24768
271@ = 101 

:SYN2_24775
if 
  250@ == 0 
else_jump @SYN2_25084 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_24849 
if 
051C:   car 244@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN2_24849 
250@ = 1 
276@ = 1 
32@ = 0 

:SYN2_24849
if 
   not Car.Wrecked(255@)
else_jump @SYN2_24898 
if 
051C:   car 255@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN2_24898 
250@ = 1 
276@ = 1 

:SYN2_24898
if 
   not Car.Wrecked(244@)
else_jump @SYN2_24997 
if 
0205:   actor $PLAYER_ACTOR near_car 244@ radius 30.0 30.0 30.0 flag 0 
else_jump @SYN2_24990 
if 
  89@ > 5000 
else_jump @SYN2_24983 
276@ = 1 
250@ = 1 

:SYN2_24983
jump @SYN2_24997 

:SYN2_24990
89@ = 0 

:SYN2_24997
if 
  250@ == 1 
else_jump @SYN2_25084 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_25038 
00AE: set_car 244@ traffic_behaviour_to 2 

:SYN2_25038
if 
   not Car.Wrecked(244@)
else_jump @SYN2_25084 
82@ = Car.Health(244@)
0085: 83@ = 82@ // (int) 
83@ -= 100 
81@ = 0 

:SYN2_25084
if and
  276@ > 0 
  7 > 276@ 
else_jump @SYN2_25668 
if 
  33@ > 1000 
else_jump @SYN2_25668 
if 
   not Actor.Dead(246@)
else_jump @SYN2_25668 
if 
0104:   actor $PLAYER_ACTOR near_actor 246@ radius 20.0 20.0 20.0 sphere 0 
else_jump @SYN2_25668 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @SYN2_25668 
0871: init_jump_table 276@ total_jumps 6 default_jump 0 @SYN2_25668 jumps 1 @SYN2_25261 2 @SYN2_25338 3 @SYN2_25415 4 @SYN2_25492 5 @SYN2_25569 6 @SYN2_25633 -1 @SYN2_25668 

:SYN2_25261
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JA'  // ~z~Der Teufel kommt und holt die Seinen. Fahren Sie mit Gott, Chauffeur, fahren Sie mit Gott!
04AE: $ACTOR_SPEECH_WAV_FILE = 39045 // $ = any 
create_thread @AUDIOL 246@ 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39046 as 2 
276@ += 1 
33@ = 0 
jump @SYN2_25668 

:SYN2_25338
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JB'  // ~z~Wir brauchen mehr als Gottes Wohltaten!
04AE: $ACTOR_SPEECH_WAV_FILE = 39046 // $ = any 
create_thread @AUDIOL 246@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39049 as 1 
276@ += 1 
33@ = 0 
jump @SYN2_25668 

:SYN2_25415
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JE'  // ~z~Keine Sorge, Mdchen, die Armee Gottes wird uns zu Hilfe eilen!
04AE: $ACTOR_SPEECH_WAV_FILE = 39049 // $ = any 
create_thread @AUDIOL 246@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39050 as 2 
276@ += 1 
33@ = 0 
jump @SYN2_25668 

:SYN2_25492
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JF'  // ~z~Zieh dich nur weiter aus...
04AE: $ACTOR_SPEECH_WAV_FILE = 39050 // $ = any 
create_thread @AUDIOL 246@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39051 as 1 
276@ += 1 
33@ = 0 
jump @SYN2_25668 

:SYN2_25569
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JG'  // ~z~Recht so. Leg deine Hand hier hin...
04AE: $ACTOR_SPEECH_WAV_FILE = 39051 // $ = any 
create_thread @AUDIOL 246@ 0 1 1 1 
276@ += 1 
33@ = 0 
jump @SYN2_25668 

:SYN2_25633
276@ += 1 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_25661 
054F: clear_car 244@ damage 

:SYN2_25661
jump @SYN2_25668 

:SYN2_25668
if and
  276@ == 7 
  278@ > 10000 
else_jump @SYN2_26111 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_26111 
if 
051C:   car 244@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN2_26111 
if 
876F:   not text_priority_displayed 
else_jump @SYN2_26106 
277@ += 1 
if 
  277@ > 4 
else_jump @SYN2_25774 
277@ = 0 

:SYN2_25774
0871: init_jump_table 277@ total_jumps 5 default_jump 0 @SYN2_26087 jumps 0 @SYN2_25837 1 @SYN2_25887 2 @SYN2_25937 3 @SYN2_25987 4 @SYN2_26037 -1 @SYN2_26087 -1 @SYN2_26087 

:SYN2_25837
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KA'  // ~z~Heb dich hinweg, ekelhaftes Scheusal!
04AE: $ACTOR_SPEECH_WAV_FILE = 39053 // $ = any 
create_thread @AUDIOL 246@ 0 1 1 0 
jump @SYN2_26087 

:SYN2_25887
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KB'  // ~z~Argh, er geht auf uns los!
04AE: $ACTOR_SPEECH_WAV_FILE = 39054 // $ = any 
create_thread @AUDIOL 246@ 0 1 1 0 
jump @SYN2_26087 

:SYN2_25937
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KC'  // ~z~Schneller, Chauffeur, schneller!
04AE: $ACTOR_SPEECH_WAV_FILE = 39055 // $ = any 
create_thread @AUDIOL 246@ 0 1 1 0 
jump @SYN2_26087 

:SYN2_25987
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KD'  // ~z~Au! Pass auf mit deinen Zhnen, Mdchen!
04AE: $ACTOR_SPEECH_WAV_FILE = 39056 // $ = any 
create_thread @AUDIOL 246@ 0 1 1 0 
jump @SYN2_26087 

:SYN2_26037
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KE'  // ~z~Argh! Vorsichtig mit dem 'kleinen Bischof", Hure!
04AE: $ACTOR_SPEECH_WAV_FILE = 39057 // $ = any 
create_thread @AUDIOL 246@ 0 1 1 0 
jump @SYN2_26087 

:SYN2_26087
278@ = 0 
054F: clear_car 244@ damage 
jump @SYN2_26111 

:SYN2_26106
054F: clear_car 244@ damage 

:SYN2_26111
if 
  250@ == 1 
else_jump @SYN2_26352 
if 
   not Actor.Dead(248@)
else_jump @SYN2_26352 
if 
   not Car.Wrecked(255@)
else_jump @SYN2_26352 
if 
   not Actor.Dead(259@)
else_jump @SYN2_26281 
if 
   Actor.InCar(248@, 255@)
else_jump @SYN2_26203 
jump @SYN2_26274 

:SYN2_26203
062E: unknown_get_actor 248@ task 1560 status_store_to 41@ // ret 7 if not found 
if 
04A4:   41@ == 7 // @ == any 
else_jump @SYN2_26274 
0615: define_AS_pack_begin 53@ 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: unknown_actor -1 flag 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 248@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_26274
jump @SYN2_26352 

:SYN2_26281
062E: unknown_get_actor 248@ task 1560 status_store_to 41@ // ret 7 if not found 
if 
04A4:   41@ == 7 // @ == any 
else_jump @SYN2_26352 
0615: define_AS_pack_begin 53@ 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: unknown_actor -1 flag 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 248@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_26352
41@ = 0 

:SYN2_26359
if 
  2 > 41@ 
else_jump @SYN2_26891 
if 
056E:   car 255@(41@,4i) defined 
else_jump @SYN2_26877 
if 
   not Car.Wrecked(255@(41@,4i))
else_jump @SYN2_26877 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_26877 
Car.StorePos(244@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
81AF:   not car 255@(41@,4i) sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 80.0 80.0 80.0 
else_jump @SYN2_26877 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
81AF:   not car 255@(41@,4i) sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 40.0 40.0 40.0 
else_jump @SYN2_26877 
if 
82CA:   not car 255@(41@,4i) bounding_sphere_visible 
else_jump @SYN2_26877 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset 0.0 -15.0 0.0 
42@ = 1 

:SYN2_26609
if 
  20 > 42@ 
else_jump @SYN2_26756 
04D3: get_nearest_car_path_coords_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 42@ store_to 47@ 48@ 49@ 
if 
80C2:   not sphere_onscreen 47@ 48@ 49@ radius 5.0 
else_jump @SYN2_26742 
if 
838A:   not any_car_in_cube_cornerA 47@ 48@ 49@ cornerB 5.0 5.0 5.0 
else_jump @SYN2_26728 
42@ = 25 
jump @SYN2_26735 

:SYN2_26728
42@ += 1 

:SYN2_26735
jump @SYN2_26749 

:SYN2_26742
42@ += 1 

:SYN2_26749
jump @SYN2_26609 

:SYN2_26756
if 
  42@ == 25 
else_jump @SYN2_26877 
Car.PutAt(255@(41@,4i), 47@, 48@, 49@)
if 
   not Car.Wrecked(244@)
else_jump @SYN2_26822 
Car.StorePos(244@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:SYN2_26822
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 47@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 48@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $TEMPVAR_ANGLE 
Car.Angle(255@(41@,4i)) = $TEMPVAR_ANGLE

:SYN2_26877
41@ += 1 
jump @SYN2_26359 

:SYN2_26891
if 
  56@ == 1 
else_jump @SYN2_26950 
if 
00E1:   player 0 pressed_key 19 
else_jump @SYN2_26950 
if 
   not Car.Wrecked(244@)
else_jump @SYN2_26950 
Car.Health(244@) = 499

:SYN2_26950
41@ = 0 
if 
   Actor.Dead(246@)
else_jump @SYN2_27001 
if 
075C:   marker 249@ enabled 
else_jump @SYN2_26994 
Marker.Disable(249@)

:SYN2_26994
41@ += 1 

:SYN2_27001
if 
   Actor.Dead(259@)
else_jump @SYN2_27045 
if 
075C:   marker 263@ enabled 
else_jump @SYN2_27038 
Marker.Disable(263@)

:SYN2_27038
41@ += 1 

:SYN2_27045
if 
   Actor.Dead(248@)
else_jump @SYN2_27089 
if 
075C:   marker 264@ enabled 
else_jump @SYN2_27082 
Marker.Disable(264@)

:SYN2_27082
41@ += 1 

:SYN2_27089
if 
  41@ == 3 
else_jump @SYN2_27114 
35@ = 99 

:SYN2_27114
if 
   not Actor.Dead(246@)
else_jump @SYN2_27224 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 246@ radius 150.0 150.0 0 
else_jump @SYN2_27217 
if 
  87@ > 20000 
else_jump @SYN2_27210 
gosub @SYN2_31023 
00BC: show_text_highpriority GXT 'SYN2_71' time 5000 flag 1  // ~r~Du hast den Priester verloren.
37@ = 1 

:SYN2_27210
jump @SYN2_27224 

:SYN2_27217
87@ = 0 

:SYN2_27224
if 
  35@ == 99 
else_jump @SYN2_27296 
34@ += 1 
35@ = 0 
32@ = 0 
03CF: load_wav 20600 as 3 

:SYN2_27270
if 
83D0:   not wav 3 loaded 
else_jump @SYN2_27296 
wait 0 
jump @SYN2_27270 

:SYN2_27296
return 

:SYN2_27298
if 
  35@ == 0 
else_jump @SYN2_27432 
if 
  32@ > 3000 
else_jump @SYN2_27432 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_27418 
if 
   not Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_27386 
00BB: show_text_lowpriority GXT 'SYN_M_1' time 7000 flag 1  // ~s~Steig wieder in den ~b~Zuhlterschlitten~s~.

:SYN2_27386
Car.StorePos(59@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
90@ = 1 

:SYN2_27418
32@ = 0 
35@ += 1 

:SYN2_27432
if 
  35@ == 1 
else_jump @SYN2_27543 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_27543 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_27543 
if 
  32@ > 2000 
else_jump @SYN2_27532 
Player.CanMove($PLAYER_CHAR) = False
283@ = -1 
32@ = 0 
35@ += 1 

:SYN2_27532
03D5: remove_text 'SYN_M_1'  // ~s~Steig wieder in den ~b~Zuhlterschlitten~s~.

:SYN2_27543
if 
  35@ == 2 
else_jump @SYN2_27616 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_27616 
if 
   Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_27616 
00BE: text_clear_all 
040D: unload_wav 3 
90@ = 0 
35@ += 1 

:SYN2_27616
if 
  35@ == 3 
else_jump @SYN2_27768 
279@ = 0 
283@ = -1 
00BE: text_clear_all 
fade 0 150 

:SYN2_27657
if 
fading 
else_jump @SYN2_27681 
wait 0 
jump @SYN2_27657 

:SYN2_27681
gosub @SYN2_29128 
fade 1 150 

:SYN2_27695
if 
fading 
else_jump @SYN2_27719 
wait 0 
jump @SYN2_27695 

:SYN2_27719
if 
   not Car.Wrecked(255@)
else_jump @SYN2_27740 
Car.Destroy(255@)

:SYN2_27740
if 
   not Car.Wrecked(256@)
else_jump @SYN2_27761 
Car.Destroy(256@)

:SYN2_27761
35@ += 1 

:SYN2_27768
if 
  35@ == 4 
else_jump @SYN2_27826 
if 
  32@ > 1000 
else_jump @SYN2_27826 
247@ = 0 
32@ = 0 
35@ += 1 

:SYN2_27826
if and
  35@ > 4 
  99 > 35@ 
else_jump @SYN2_28375 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @SYN2_28375 
if 
  54@ > 1000 
else_jump @SYN2_28375 
0871: init_jump_table 247@ total_jumps 7 default_jump 0 @SYN2_28368 jumps 0 @SYN2_27951 1 @SYN2_28021 2 @SYN2_28090 3 @SYN2_28159 4 @SYN2_28228 5 @SYN2_28297 6 @SYN2_28354 

:SYN2_27951
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GA'  // ~z~Ich habe alles geregelt, Mr. Jizzy!
04AE: $ACTOR_SPEECH_WAV_FILE = 39033 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39034 as 2 
247@ += 1 
jump @SYN2_28368 

:SYN2_28021
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GB'  // ~z~CJ, eine bessere rechte Hand kann sich kein Zuhlter wnschen!
04AE: $ACTOR_SPEECH_WAV_FILE = 39034 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39035 as 1 
247@ += 1 
jump @SYN2_28368 

:SYN2_28090
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GC'  // ~z~Ach, brigens, fr das Auto wurde gerade Fahndungsbefehl durchgegeben.
04AE: $ACTOR_SPEECH_WAV_FILE = 39035 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39036 as 2 
247@ += 1 
jump @SYN2_28368 

:SYN2_28159
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GD'  // ~z~Hau das Ding weg oder behalt's, mach was du willst.
04AE: $ACTOR_SPEECH_WAV_FILE = 39036 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39038 as 1 
247@ += 1 
jump @SYN2_28368 

:SYN2_28228
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GF'  // ~z~Aber halt dich damit von mir, meinen Nutten und meinem Club fern!
04AE: $ACTOR_SPEECH_WAV_FILE = 39038 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39037 as 2 
247@ += 1 
jump @SYN2_28368 

:SYN2_28297
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GE'  // ~z~Oh, klar, wie Sie wollen!
04AE: $ACTOR_SPEECH_WAV_FILE = 39037 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
247@ += 1 
jump @SYN2_28368 

:SYN2_28354
247@ += 1 
jump @SYN2_28368 

:SYN2_28368
54@ = 0 

:SYN2_28375
if 
  35@ == 5 
else_jump @SYN2_28424 
if or
  247@ > 6 
00E1:   player 0 pressed_key 16 
else_jump @SYN2_28424 
35@ = 99 

:SYN2_28424
if 
  35@ == 99 
else_jump @SYN2_28605 
fade 0 500 

:SYN2_28449
if 
fading 
else_jump @SYN2_28473 
wait 0 
jump @SYN2_28449 

:SYN2_28473
gosub @SYN2_31023 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_28528 
Car.StorePos(59@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 15.0 

:SYN2_28528
fade 1 500 

:SYN2_28535
if 
fading 
else_jump @SYN2_28559 
wait 0 
jump @SYN2_28535 

:SYN2_28559
$AUDIO_LINE_IS_ACTIVE = 0 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 1
else_jump @SYN2_28591 
Player.WantedLevel($PLAYER_CHAR) = 2

:SYN2_28591
36@ = 1 
34@ += 1 

:SYN2_28605
return 

:SYN2_28607
if 
  90@ == 1 
else_jump @SYN2_28644 
if 
03D2:   wav 3 ended 
else_jump @SYN2_28644 
03D1: play_wav 3 

:SYN2_28644
if 
  7 > 34@ 
else_jump @SYN2_28724 
if 
056D:   actor 67@ defined 
else_jump @SYN2_28724 
if 
   Actor.Dead(67@)
else_jump @SYN2_28724 
gosub @SYN2_31023 
00BC: show_text_highpriority GXT 'SYN_F_5' time 5000 flag 1  // ~r~Jizzys Mdchen ist hinber.
37@ = 1 

:SYN2_28724
if 
056D:   actor 68@ defined 
else_jump @SYN2_28786 
if 
   Actor.Dead(68@)
else_jump @SYN2_28786 
gosub @SYN2_31023 
00BC: show_text_highpriority GXT 'SYN_F_5' time 5000 flag 1  // ~r~Jizzys Mdchen ist hinber.
37@ = 1 

:SYN2_28786
if 
056D:   actor 69@ defined 
else_jump @SYN2_28848 
if 
   Actor.Dead(69@)
else_jump @SYN2_28848 
gosub @SYN2_31023 
00BC: show_text_highpriority GXT 'SYN_F_5' time 5000 flag 1  // ~r~Jizzys Mdchen ist hinber.
37@ = 1 

:SYN2_28848
if 
056E:   car 59@ defined 
else_jump @SYN2_28910 
if 
   Car.Wrecked(59@)
else_jump @SYN2_28910 
gosub @SYN2_31023 
00BC: show_text_highpriority GXT 'SYN_F_2' time 5000 flag 1  // ~r~Du hast Jizzys Wagen zerstrt.
37@ = 1 

:SYN2_28910
if 
  34@ > 2 
else_jump @SYN2_29022 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_29022 
if 
   not Actor.InCar($PLAYER_ACTOR, 59@)
else_jump @SYN2_29001 
if 
875C:   not marker 61@ enabled 
else_jump @SYN2_28994 
61@ = Marker.CreateAboveCar(59@)
07E0: set_marker 61@ type_to 1 

:SYN2_28994
jump @SYN2_29022 

:SYN2_29001
if 
075C:   marker 61@ enabled 
else_jump @SYN2_29022 
Marker.Disable(61@)

:SYN2_29022
return 

:SYN2_29024
if 
   not Actor.Dead(68@)
else_jump @SYN2_29126 
0687: clear_actor 68@ task 
0615: define_AS_pack_begin 53@ 
05C5: AS_actor -1 cower 2000 ms 
if 
   not Actor.Dead(71@)
else_jump @SYN2_29090 
05DD: AS_actor -1 flee_from_actor 71@ from_origin_radius 100.0 timelimit 60000 

:SYN2_29090
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 53@ 
0618: assign_actor 68@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
78@ = 0 
86@ = 99 

:SYN2_29126
return 

:SYN2_29128
280@ = 1 
0470: 285@ = actor $PLAYER_ACTOR current_weapon 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 1)
else_jump @SYN2_29214 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
284@ = 1 
Model.Load(#BRASSKNUCKLE)

:SYN2_29180
if 
   not Model.Available(#BRASSKNUCKLE)
else_jump @SYN2_29207 
wait 0 
jump @SYN2_29180 

:SYN2_29207
jump @SYN2_29221 

:SYN2_29214
284@ = 0 

:SYN2_29221
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @SYN2_29297 
04ED: load_animation "CAR_CHAT" 

:SYN2_29263
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @SYN2_29297 
wait 0 
jump @SYN2_29263 

:SYN2_29297
if 
   not Model.Available(#CELLPHONE)
else_jump @SYN2_29345 
Model.Load(#CELLPHONE)

:SYN2_29318
if 
   not Model.Available(#CELLPHONE)
else_jump @SYN2_29345 
wait 0 
jump @SYN2_29318 

:SYN2_29345
if 
   not Car.Wrecked(59@)
else_jump @SYN2_29452 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 59@ with_offset -0.49 0.05 0.183 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 
Car.StorePos(59@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Car.Angle(59@)
Car.PutAt(59@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(59@) = $TEMPVAR_ANGLE

:SYN2_29452
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_29491 
Car.LockInCurrentPosition(59@) = True
0508: car 59@ close_all_doors 

:SYN2_29491
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  279@ == 0 
else_jump @SYN2_29597 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_29597 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 59@ with_offset 0.01 0.75 0.77 
0407: store_coords_to 50@ 51@ 52@ from_car 59@ with_offset -0.36 0.12 0.66 

:SYN2_29597
if 
  279@ == 1 
else_jump @SYN2_29689 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_29689 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 59@ with_offset -0.04 0.68 0.69 
0407: store_coords_to 50@ 51@ 52@ from_car 59@ with_offset -0.55 -0.29 0.64 

:SYN2_29689
if 
  279@ == 2 
else_jump @SYN2_29781 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_29781 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 59@ with_offset 0.51 -0.9 0.84 
0407: store_coords_to 50@ 51@ 52@ from_car 59@ with_offset -0.41 -0.14 0.64 

:SYN2_29781
85@ = Object.Create(#CELLPHONE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_29851 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 59@ at_car_offset -0.49 0.05 0.183 position 0 shooting_angle_limit 0.0 with_weapon 0 

:SYN2_29851
if 
  279@ == 0 
else_jump @SYN2_30225 
0615: define_AS_pack_begin 53@ 
070A: AS_actor -1 attach_to_object 85@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" IFP_file "CAR_CHAT" 10000.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" IFP_file "CAR_CHAT" 10000.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" IFP_file "CAR_CHAT" 10000.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" IFP_file "CAR_CHAT" 10000.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" IFP_file "CAR_CHAT" 10000.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" IFP_file "CAR_CHAT" 10000.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_OUT" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 53@ 

:SYN2_30225
if 
  279@ == 1 
else_jump @SYN2_30567 
0615: define_AS_pack_begin 53@ 
070A: AS_actor -1 attach_to_object 85@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" IFP_file "CAR_CHAT" 10000.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" IFP_file "CAR_CHAT" 10000.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA_TO_B" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPB" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPB_TO_A" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" IFP_file "CAR_CHAT" 4.0 loop 1 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 53@ 

:SYN2_30567
if 
  279@ == 2 
else_jump @SYN2_30951 
0615: define_AS_pack_begin 53@ 
070A: AS_actor -1 attach_to_object 85@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" IFP_file "CAR_CHAT" 10000.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA_TO_B" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPB" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPB_TO_A" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_LOOPA" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CARFONE_OUT" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 53@ 

:SYN2_30951
0618: assign_actor $PLAYER_ACTOR to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
wait 0 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Camera.PointAt(50@, 51@, 52@, 2)
041D: set_camera_near_clip 0.01 
32@ = 0 
return 

:SYN2_31023
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
if 
  284@ == 1 
else_jump @SYN2_31078 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
284@ = 0 
Model.Destroy(#BRASSKNUCKLE)

:SYN2_31078
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 285@ 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
if 
   not Car.Wrecked(59@)
else_jump @SYN2_31159 
Car.LockInCurrentPosition(59@) = False
if 
  280@ == 1 
else_jump @SYN2_31159 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 59@ 
Object.Destroy(85@)

:SYN2_31159
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Marker.Disable(263@)
Marker.Disable(264@)
280@ = 0 
return 

:SYN2_31186
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:SYN2_31204
if 
  $1905 == 0 
else_jump @SYN2_31291 
Marker.Disable($526)
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
Marker.Disable($532)
$526 = Marker.CreateIconAndSphere($ICON_LOCOSYNDICATE, $X_JIZZY_CLUB, $Y_JIZZY_CLUB, $Z_JIZZY_CLUB)
$SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
$1905 = 1 
00BC: show_text_highpriority GXT 'SYN2_60' time 10000 flag 1  // ~s~Fahr zu Jizzys Club.
jump @SYN2_31355 

:SYN2_31291
$SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SYND_2'  // Jizzy
01E3: show_text_1number_styled GXT 'M_PASSS' number 3000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 3000
0998: add_respect 20 
0394: play_music 1 
0629: change_integer_stat 313 to 1 
030C: progress_made += 1 

:SYN2_31355
return 

:SYN2_31357
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SYN2_31384 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 

:SYN2_31384
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
if 
   not Car.Wrecked(59@)
else_jump @SYN2_31427 
053F: set_car 59@ tires_vulnerability 1 

:SYN2_31427
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SYN2_31448 
0687: clear_actor $PLAYER_ACTOR task 

:SYN2_31448
022A: remove_forbidden_for_peds_cube_cornerA -2431.115 -169.4874 33.0 cornerB -2426.513 -117.2969 36.0 
022A: remove_forbidden_for_peds_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
Model.Destroy(#CELLPHONE)
Model.Destroy(#BROADWAY)
Model.Destroy(#HFYPRO)
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
Model.Destroy(#SHFYPRO)
Model.Destroy(#BMYPIMP)
Model.Destroy(#HUSTLER)
Model.Destroy(#CAMPER)
Model.Destroy(#SWMYHP1)
Model.Destroy(#SWMYHP2)
Model.Destroy(#VBFYPRO)
Model.Destroy(#COLT45)
04EF: release_animation "CRACK" 
04EF: release_animation "FIGHT_D" 
04EF: release_animation "MISC" 
Model.Destroy(#STRETCH)
Model.Destroy(#HUNTLEY)
Model.Destroy(#HFYPRO)
Model.Destroy(#BMYMIB)
Model.Destroy(#WMOPREA)
Model.Destroy(#STRETCH)
Model.Destroy(#HUNTLEY)
Model.Destroy(#HFYPRO)
Model.Destroy(#BMYMIB)
Model.Destroy(#WMOPREA)
Model.Destroy(#COLT45)
Model.Destroy(#MP5LNG)
Model.Destroy(#CELLPHONE)
04EF: release_animation "CAR_CHAT" 
Marker.Disable(60@)
Marker.Disable(61@)
Marker.Disable(62@)
Marker.Disable(63@)
Marker.Disable(64@)
Marker.Disable(249@)
065C: release_decision_maker 232@ 
065C: release_decision_maker 231@ 
0151: remove_status_text $7302 
014F: stop_timer $SYN2_TIME_UNTIL_BACKUP 
014F: stop_timer $7301 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
0733: random_car_generator_enable_model #BROADWAY 
0733: random_car_generator_enable_model #HUSTLER 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 60---------------
// Originally: Outrider

:SYN3
thread 'SYN3' 
gosub @SYN3_47 
if 
wasted_or_busted 
else_jump @SYN3_38 
gosub @SYN3_19140 

:SYN3_38
gosub @SYN3_19234 
end_thread 

:SYN3_47
increment_mission_attempts 
054C: use_GXT_table 'SYN3' 
$ONMISSION = 1 
wait 0 
38@ = -1832.33 
39@ = -14.59 
40@ = 15.39 
41@ = 270.0 
42@ = -1815.04 
43@ = 2.59 
44@ = 14.99 
45@ = -2127.42 
46@ = -100.65 
47@ = 34.37 
56@ = 9.5 
103@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
57@ = 1 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
97@ = 0 

:SYN3_272
if 
  3 > 97@ 
else_jump @SYN3_337 
146@(97@,3i) = 0 
149@(97@,3i) = 0 
180@(97@,3i) = 0 
97@ += 1 
jump @SYN3_272 

:SYN3_337
97@ = 0 

:SYN3_344
if 
  6 > 97@ 
else_jump @SYN3_398 
155@(97@,6i) = 0 
183@(97@,6i) = 0 
97@ += 1 
jump @SYN3_344 

:SYN3_398
97@ = 0 

:SYN3_405
if 
  3 > 97@ 
else_jump @SYN3_448 
152@(97@,3i) = 0 
97@ += 1 
jump @SYN3_405 

:SYN3_448
97@ = 0 

:SYN3_455
if 
  6 > 97@ 
else_jump @SYN3_509 
164@(97@,6i) = 0 
189@(97@,6i) = 0 
97@ += 1 
jump @SYN3_455 

:SYN3_509
97@ = 0 

:SYN3_516
if 
  3 > 97@ 
else_jump @SYN3_559 
161@(97@,3i) = 0 
97@ += 1 
jump @SYN3_516 

:SYN3_559
97@ = 0 

:SYN3_566
if 
  3 > 97@ 
else_jump @SYN3_631 
170@(97@,3i) = 0 
173@(97@,3i) = 0 
195@(97@,3i) = 0 
97@ += 1 
jump @SYN3_566 

:SYN3_631
176@ = 0 
177@ = 0 
178@ = 0 
179@ = 0 
198@ = -1 
97@ = 0 

:SYN3_673
if 
  4 > 97@ 
else_jump @SYN3_716 
199@(97@,4i) = 0 
97@ += 1 
jump @SYN3_673 

:SYN3_716
205@ = 0 
97@ = 0 

:SYN3_730
if 
  4 > 97@ 
else_jump @SYN3_773 
206@(97@,4i) = 0 
97@ += 1 
jump @SYN3_730 

:SYN3_773
210@ = 0 
128@ = 0 
129@ = 0 
131@ = 0 
211@ = 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:SYN3_823
if 
fading 
else_jump @SYN3_847 
wait 0 
jump @SYN3_823 

:SYN3_847
0A0E: unknown_text_stuff 1 
if 
  211@ == 1 
else_jump @SYN3_944 
35@ = Car.Create(#SANCHEZ, 0.0, 0.0, -100.0)
214@ = Marker.CreateAboveCar(35@)
36@ = Car.Create(#RUMPO, 0.0, 0.0, -100.0)
0129: 37@ = create_actor_pedtype 24 model #SFR1 in_car 36@ driverseat 
215@ = Marker.CreateAboveCar(36@)

:SYN3_944
Model.Load(#WASHING)
Model.Load(#ROCKETLA)
Model.Load(#SNIPER)
Model.Load(#SANCHEZ)
Model.Load(#CELLPHONE)
Model.Load(#BODYARMOUR)

:SYN3_973
if or
   not Model.Available(#WASHING)
   not Model.Available(#ROCKETLA)
   not Model.Available(#SNIPER)
   not Model.Available(#SANCHEZ)
   not Model.Available(#CELLPHONE)
   not Model.Available(#BODYARMOUR)
else_jump @SYN3_1024 
wait 0 
jump @SYN3_973 

:SYN3_1024
050F: get_max_wanted_level_to 248@ 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0395: clear_area 0 at -2030.4 148.83 27.84 radius 100.0 
Camera.SetAtPos(-2030.4, 148.83, 27.84)
Actor.PutAt($PLAYER_ACTOR, -2030.4, 148.83, 27.84)
Actor.Angle($PLAYER_ACTOR) = 270.0
Camera.SetPosition(-2027.45, 150.01, 29.01, 0.0, 0.0, 0.0)
Camera.PointAt(-2028.92, 149.37, 29.03, 2)
132@ = 0 
gosub @SYN3_17788 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
fade 1 1000 

:SYN3_1190
if 
fading 
else_jump @SYN3_1214 
wait 0 
jump @SYN3_1190 

:SYN3_1214
wait 1500 

:SYN3_1219
if 
  2 > 129@ 
else_jump @SYN3_1346 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SYN3_1318 
gosub @SYN3_18315 
if and
  128@ == 2 
  129@ == 1 
   not 131@ == 1 
else_jump @SYN3_1311 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
131@ = 1 

:SYN3_1311
jump @SYN3_1339 

:SYN3_1318
040D: unload_wav 1 
00BE: text_clear_all 
131@ = 0 
0085: 129@ = 130@ // (int) 

:SYN3_1339
jump @SYN3_1219 

:SYN3_1346
0968: actor $PLAYER_ACTOR stop_mouth 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:SYN3_1373
if 
001D:   130@ > 129@ // (int) 
else_jump @SYN3_1538 
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
84AD:   not actor $PLAYER_ACTOR in_water 
8818:   not actor $PLAYER_ACTOR in_air 
80E1:   not player 0 pressed_key 15 
else_jump @SYN3_1489 
gosub @SYN3_18315 
if and
  128@ == 2 
  129@ == 7 
   not 131@ == 1 
else_jump @SYN3_1482 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
131@ = 1 

:SYN3_1482
jump @SYN3_1531 

:SYN3_1489
040D: unload_wav 1 
00BE: text_clear_all 
131@ = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SYN3_1523 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN3_1523
0085: 129@ = 130@ // (int) 

:SYN3_1531
jump @SYN3_1373 

:SYN3_1538
0968: actor $PLAYER_ACTOR stop_mouth 
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to 95@ // ret 7 if not found 
if 
84A4:   not  95@ == 7 // @ == any 
else_jump @SYN3_1579 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN3_1579
Model.Destroy(#CELLPHONE)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
wait 2500 
0674: set_car_model #WASHING numberplate "_OMEGA__" 
34@ = Car.Create(#WASHING, -1665.27, 412.923, 6.192)
Car.Angle(34@) = 134.44
0229: set_car 34@ primary_color_to 84 secondary_color_to 84 
212@ = Marker.CreateAboveCar(34@)
07E0: set_marker 212@ type_to 1 
Car.LockInCurrentPosition(34@) = True
00BC: show_text_highpriority GXT 'SYN3_18' time 10000 flag 0  // ~s~Begib dich zum ~b~Auto~s~.

:SYN3_1691
wait 0 
if 
0735:   NOP_false 83 
else_jump @SYN3_1717 
jump @SYN3_19158 

:SYN3_1717
if and
   not 134@ == 1 
   not Car.Wrecked(34@)
else_jump @SYN3_2669 
if 
0205:   actor $PLAYER_ACTOR near_car 34@ radius 10.0 10.0 10.0 flag 0 
else_jump @SYN3_2669 
Marker.Disable(212@)
134@ = 1 
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:SYN3_1810
if 
fading 
else_jump @SYN3_1834 
wait 0 
jump @SYN3_1810 

:SYN3_1834
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYN3_1870 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1672.64 404.17 6.18 

:SYN3_1870
0395: clear_area 0 at -1665.27 412.923 6.192 radius 50.0 
if 
   not Car.Wrecked(34@)
else_jump @SYN3_1917 
0338: set_car 34@ visibility 0 

:SYN3_1917
Player.MakeSafe($PLAYER_CHAR)
02E4: load_cutscene_data 'SYND_3A' 

:SYN3_1933
if 
86B9:   not cutscene_data_loaded 
else_jump @SYN3_1957 
wait 0 
jump @SYN3_1933 

:SYN3_1957
02E7: start_cutscene 
fade 1 1000 

:SYN3_1966
if 
82E9:   not cutscene_reached_end 
else_jump @SYN3_1990 
wait 0 
jump @SYN3_1966 

:SYN3_1990
fade 0 0 

:SYN3_1996
if 
fading 
else_jump @SYN3_2020 
wait 0 
jump @SYN3_1996 

:SYN3_2020
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
023C: load_special_actor 'TORINO' as 1 // models 290-299 
023C: load_special_actor 'TBONE' as 2 // models 290-299 

:SYN3_2055
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
else_jump @SYN3_2085 
wait 0 
jump @SYN3_2055 

:SYN3_2085
if 
   not Car.Wrecked(34@)
else_jump @SYN3_2356 
0338: set_car 34@ visibility 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYN3_2144 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1665.27 412.923 -4.192 

:SYN3_2144
036A: put_actor $PLAYER_ACTOR in_car 34@ 
137@ = 1 
Car.LockInCurrentPosition(34@) = False
01C8: 100@ = create_actor_pedtype 24 model #SPECIAL01 in_car 34@ passenger_seat 0 
Actor.Health(100@) = 500
08AF: set_actor 100@ max_health_to 500 
0568: set_actor 100@ targetable 1 
0446: set_actor 100@ immune_to_headshots 0 
039E: set_actor 100@ locked 1 while_in_car 
0526: set_actor 100@ stay_in_car 1 
09F6: set_actor 100@ unjackable_through_driver_seat 0 
01C8: 101@ = create_actor_pedtype 24 model #SPECIAL02 in_car 34@ passenger_seat 1 
Actor.Health(101@) = 500
08AF: set_actor 101@ max_health_to 500 
0568: set_actor 101@ targetable 1 
0446: set_actor 101@ immune_to_headshots 0 
039E: set_actor 101@ locked 1 while_in_car 
0526: set_actor 101@ stay_in_car 1 
09F6: set_actor 101@ unjackable_through_driver_seat 0 
07E5: copy_decision_maker -1 to 102@ 
0708: reset_decision_maker 102@ event 79 
060B: set_actor 100@ decision_maker_to 102@ 
060B: set_actor 101@ decision_maker_to 102@ 
077C: clear_actor 100@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 100@ acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 101@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 101@ acquaintance 4 to_all_pedtypes // see ped.dat 

:SYN3_2356
041A: 91@ = actor $PLAYER_ACTOR weapon 35 ammo 
if 
  91@ == 0 
else_jump @SYN3_2394 
041A: 91@ = actor $PLAYER_ACTOR weapon 36 ammo 

:SYN3_2394
92@ = 20 
0062: 92@ -= 91@ // (int) 
if 
  92@ > 0 
else_jump @SYN3_2470 
032B: 89@ = create_weapon_pickup #ROCKETLA group 3 ammo 92@ at -1831.0 -21.43 15.16 
03DC: 247@ = create_marker_above_pickup 89@ 
jump @SYN3_2477 

:SYN3_2470
135@ = 1 

:SYN3_2477
041A: 93@ = actor $PLAYER_ACTOR weapon 34 ammo 
94@ = 40 
0062: 94@ -= 93@ // (int) 
if 
  94@ > 0 
else_jump @SYN3_2548 
032B: 90@ = create_weapon_pickup #SNIPER group 3 ammo 94@ at -1837.0 -21.43 15.16 

:SYN3_2548
Model.Destroy(#ROCKETLA)
Model.Destroy(#SNIPER)
gosub @SYN3_6547 
35@ = Car.Create(#SANCHEZ, -1830.16, -17.64, 14.79)
Car.Angle(35@) = 268.78
wait 500 
fade 1 1500 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
018A: 213@ = create_checkpoint_at 42@ 43@ 44@ 
00BC: show_text_highpriority GXT 'SYN3_1' time 10000 flag 0  // ~s~Fahr an den ~y~Ort~s~, wo sich der Van befindet.
if 
   not 135@ == 1 
else_jump @SYN3_2669 

:SYN3_2669
if and
  134@ == 1 
   not 136@ == 1 
   not Car.Wrecked(34@)
else_jump @SYN3_3214 
if and
  137@ == 1 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @SYN3_3013 
Marker.Disable(213@)
212@ = Marker.CreateAboveCar(34@)
07E0: set_marker 212@ type_to 1 
gosub @SYN3_18546 
if 
   Actor.Dead(100@)
else_jump @SYN3_2795 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'SYN3_27' time 4000 flag 0  // ~r~Toreno ist tot!
jump @SYN3_19140 

:SYN3_2795
if 
   Actor.Dead(101@)
else_jump @SYN3_2834 
00BC: show_text_highpriority GXT 'SYN3_28' time 4000 flag 0  // ~r~T-Bone ist tot!
jump @SYN3_19140 

:SYN3_2834
if 
   Car.Wrecked(34@)
else_jump @SYN3_2873 
00BC: show_text_highpriority GXT 'SYN3_19' time 4000 flag 0  // ~r~Das Auto wurde zerstrt!
jump @SYN3_19140 

:SYN3_2873
if 
   Car.Wrecked(36@)
else_jump @SYN3_2912 
00BC: show_text_highpriority GXT 'SYN3_15' time 4000 flag 0  // ~r~Der Transporter wurde zerstrt!
jump @SYN3_19140 

:SYN3_2912
if 
   Actor.Dead(37@)
else_jump @SYN3_2951 
00BC: show_text_highpriority GXT 'SYN3_16' time 4000 flag 0  // ~r~Der Fahrer des Transporters ist gestorben!
jump @SYN3_19140 

:SYN3_2951
if 
   Car.Wrecked(35@)
else_jump @SYN3_2990 
00BC: show_text_highpriority GXT 'SYN3_14' time 4000 flag 0  // ~r~Das Motorrad wurde zerstrt!
jump @SYN3_19140 

:SYN3_2990
00BC: show_text_highpriority GXT 'SYN3_26' time 7000 flag 0  // ~s~Steig wieder in den ~b~Wagen~s~.
137@ = 0 

:SYN3_3013
if and
  137@ == 0 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @SYN3_3081 
Marker.Disable(212@)
018A: 213@ = create_checkpoint_at 42@ 43@ 44@ 
00BC: show_text_highpriority GXT 'SYN3_1' time 7000 flag 0  // ~s~Fahr an den ~y~Ort~s~, wo sich der Van befindet.
137@ = 1 

:SYN3_3081
if 
  137@ == 1 
else_jump @SYN3_3214 
if 
0100:   actor $PLAYER_ACTOR in_sphere 42@ 43@ 44@ radius 4.0 4.0 2.0 sphere 1 in_car 
else_jump @SYN3_3214 
Marker.Disable(213@)
136@ = 1 
Player.CanMove($PLAYER_CHAR) = False
gosub @SYN3_16390 
if 
   not Car.Wrecked(35@)
else_jump @SYN3_3198 
214@ = Marker.CreateAboveCar(35@)
07E0: set_marker 214@ type_to 1 

:SYN3_3198
00BC: show_text_highpriority GXT 'SYN3_25' time 10000 flag 0  // ~s~Hol das ~b~Eskorten-Motorrad~s~.

:SYN3_3214
if and
  136@ == 1 
   not 138@ == 1 
else_jump @SYN3_3579 
if 
   not Car.Wrecked(35@)
else_jump @SYN3_3579 
if 
   Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @SYN3_3579 
Marker.Disable(214@)
gosub @SYN3_6701 
138@ = 1 
if 
   not Car.Wrecked(36@)
else_jump @SYN3_3331 
215@ = Marker.CreateAboveCar(36@)
07E0: set_marker 215@ type_to 1 
018B: set_marker 215@ radar_mode 2 

:SYN3_3331
018A: 216@ = create_checkpoint_at -2007.75 533.24 33.91 
08FB: set_checkpoint 216@ type_to 2 
00BC: show_text_highpriority GXT 'SYN3_2' time 10000 flag 0  // ~s~Zerstre die erste ~r~Straensperre~s~, bevor der ~b~Van~s~ dort ankommt.
141@ = 0 
33@ = 0 
gosub @SYN3_6965 
gosub @SYN3_8754 
142@ = 1 
01E8: create_forbidden_for_cars_cube_cornerA -2005.23 517.16 33.0 cornerB -2002.69 554.12 36.0 
01E8: create_forbidden_for_cars_cube_cornerA -2097.8 319.42 33.0 cornerB -2035.57 321.05 36.0 
01E8: create_forbidden_for_cars_cube_cornerA -2150.18 138.75 33.0 cornerB -2145.71 160.84 36.0 
01E8: create_forbidden_for_cars_cube_cornerA -2168.24 42.13 33.0 cornerB -2165.99 61.7 36.0 
06D7: enable_train_traffic 0 
249@ = Pickup.Create(#BODYARMOUR, 3, -2060.03, 304.18, 35.81)
140@ = 0 
gosub @SYN3_14963 

:SYN3_3579
if 
   not 139@ == 1 
else_jump @SYN3_6540 
if 
  134@ == 1 
else_jump @SYN3_3661 
if 
   not 135@ == 1 
else_jump @SYN3_3661 
if 
   Pickup.Picked_up(89@)
else_jump @SYN3_3661 
Marker.Disable(247@)
135@ = 1 

:SYN3_3661
if and
  138@ == 1 
   not Car.Wrecked(36@)
else_jump @SYN3_5972 
if and
   not 141@ == 1 
  33@ >= 10000 
else_jump @SYN3_3772 
if 
075C:   marker 247@ enabled 
else_jump @SYN3_3749 
00BC: show_text_highpriority GXT 'SYN3_3' time 7000 flag 0  // ~s~Verwende den ~g~Raketenwerfer ~s~, um die ~r~Straensperren~s~ in die Luft zu jagen.
jump @SYN3_3765 

:SYN3_3749
00BC: show_text_highpriority GXT 'SYN3_4' time 7000 flag 0  // ~s~Verwende den Raketenwerfer, um die ~r~Straensperren~s~ in die Luft zu jagen.

:SYN3_3765
141@ = 1 

:SYN3_3772
if or
  57@ >= 1 
  57@ == -1 
else_jump @SYN3_3947 
if or
00EC:   actor $PLAYER_ACTOR 0 near_point -1999.7 527.27 radius 150.0 150.0 
01AD:   car 36@ sphere 0 near_point -1999.7 527.27 radius 100.0 100.0 
else_jump @SYN3_3901 
if 
  142@ == 1 
else_jump @SYN3_3894 
gosub @SYN3_9322 
142@ = 0 

:SYN3_3894
jump @SYN3_3933 

:SYN3_3901
if 
  142@ == 0 
else_jump @SYN3_3933 
gosub @SYN3_8754 
142@ = 1 

:SYN3_3933
198@ = 0 
gosub @SYN3_11986 

:SYN3_3947
if or
  57@ >= 2 
  57@ == -1 
else_jump @SYN3_4122 
if or
00EC:   actor $PLAYER_ACTOR 0 near_point -2085.74 320.74 radius 150.0 150.0 
01AD:   car 36@ sphere 0 near_point -2085.74 320.74 radius 100.0 100.0 
else_jump @SYN3_4076 
if 
  143@ == 1 
else_jump @SYN3_4069 
gosub @SYN3_9464 
143@ = 0 

:SYN3_4069
jump @SYN3_4108 

:SYN3_4076
if 
  143@ == 0 
else_jump @SYN3_4108 
gosub @SYN3_8896 
143@ = 1 

:SYN3_4108
198@ = 1 
gosub @SYN3_11986 

:SYN3_4122
if or
  57@ >= 3 
  57@ == -1 
else_jump @SYN3_4297 
if or
00EC:   actor $PLAYER_ACTOR 0 near_point -2146.62 146.06 radius 150.0 150.0 
01AD:   car 36@ sphere 0 near_point -2146.62 146.06 radius 100.0 100.0 
else_jump @SYN3_4251 
if 
  144@ == 1 
else_jump @SYN3_4244 
gosub @SYN3_9606 
144@ = 0 

:SYN3_4244
jump @SYN3_4283 

:SYN3_4251
if 
  144@ == 0 
else_jump @SYN3_4283 
gosub @SYN3_9038 
144@ = 1 

:SYN3_4283
198@ = 2 
gosub @SYN3_11986 

:SYN3_4297
if or
  57@ >= 4 
  57@ == -1 
else_jump @SYN3_4472 
if or
00EC:   actor $PLAYER_ACTOR 0 near_point -2166.92 48.75 radius 150.0 150.0 
01AD:   car 36@ sphere 0 near_point -2166.92 48.75 radius 100.0 100.0 
else_jump @SYN3_4426 
if 
  145@ == 1 
else_jump @SYN3_4419 
gosub @SYN3_9748 
145@ = 0 

:SYN3_4419
jump @SYN3_4458 

:SYN3_4426
if 
  145@ == 0 
else_jump @SYN3_4458 
gosub @SYN3_9180 
145@ = 1 

:SYN3_4458
198@ = 3 
gosub @SYN3_11986 

:SYN3_4472
gosub @SYN3_10412 
gosub @SYN3_13834 
if 
   not 205@ == 1 
else_jump @SYN3_4782 
0871: init_jump_table 57@ total_jumps 4 default_jump 1 @SYN3_4775 jumps 1 @SYN3_4567 2 @SYN3_4619 3 @SYN3_4671 4 @SYN3_4723 -1 @SYN3_4782 -1 @SYN3_4782 -1 @SYN3_4782 

:SYN3_4567
if 
01AD:   car 36@ sphere 0 near_point -2007.75 533.24 radius 10.0 10.0 
else_jump @SYN3_4612 
205@ = 1 

:SYN3_4612
jump @SYN3_4782 

:SYN3_4619
if 
01AD:   car 36@ sphere 0 near_point -2079.24 323.74 radius 15.0 15.0 
else_jump @SYN3_4664 
205@ = 1 

:SYN3_4664
jump @SYN3_4782 

:SYN3_4671
if 
01AD:   car 36@ sphere 0 near_point -2149.62 152.06 radius 10.0 10.0 
else_jump @SYN3_4716 
205@ = 1 

:SYN3_4716
jump @SYN3_4782 

:SYN3_4723
if 
01AD:   car 36@ sphere 0 near_point -2169.42 54.75 radius 10.0 10.0 
else_jump @SYN3_4768 
205@ = 1 

:SYN3_4768
jump @SYN3_4782 

:SYN3_4775
jump @SYN3_4782 

:SYN3_4782
if 
  205@ == 1 
else_jump @SYN3_4810 
Car.SetMaxSpeed(36@, 0.0)

:SYN3_4810
0871: init_jump_table 57@ total_jumps 4 default_jump 1 @SYN3_5173 jumps 1 @SYN3_4873 2 @SYN3_4948 3 @SYN3_5023 4 @SYN3_5098 -1 @SYN3_5180 -1 @SYN3_5180 -1 @SYN3_5180 

:SYN3_4873
if and
   not 206@ == 1 
01AD:   car 36@ sphere 0 near_point -2007.75 533.24 radius 60.0 60.0 
else_jump @SYN3_4941 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // Der ~b~Van~s~ ist fast bei der gegenwrtigen ~r~Straensperre~s~!~N~Rum die ~r~Straensperre~s~ schnell aus dem Weg.
206@ = 1 

:SYN3_4941
jump @SYN3_5180 

:SYN3_4948
if and
   not 207@ == 1 
01AD:   car 36@ sphere 0 near_point -2079.24 323.74 radius 60.0 60.0 
else_jump @SYN3_5016 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // Der ~b~Van~s~ ist fast bei der gegenwrtigen ~r~Straensperre~s~!~N~Rum die ~r~Straensperre~s~ schnell aus dem Weg.
207@ = 1 

:SYN3_5016
jump @SYN3_5180 

:SYN3_5023
if and
   not 208@ == 1 
01AD:   car 36@ sphere 0 near_point -2149.62 152.06 radius 60.0 60.0 
else_jump @SYN3_5091 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // Der ~b~Van~s~ ist fast bei der gegenwrtigen ~r~Straensperre~s~!~N~Rum die ~r~Straensperre~s~ schnell aus dem Weg.
208@ = 1 

:SYN3_5091
jump @SYN3_5180 

:SYN3_5098
if and
   not 209@ == 1 
01AD:   car 36@ sphere 0 near_point -2169.42 54.75 radius 60.0 60.0 
else_jump @SYN3_5166 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // Der ~b~Van~s~ ist fast bei der gegenwrtigen ~r~Straensperre~s~!~N~Rum die ~r~Straensperre~s~ schnell aus dem Weg.
209@ = 1 

:SYN3_5166
jump @SYN3_5180 

:SYN3_5173
jump @SYN3_5180 

:SYN3_5180
if 
  57@ == 1 
else_jump @SYN3_5348 
gosub @SYN3_11056 
if or
  176@ == 1 
00B0:   car 36@ sphere 0 in_rectangle_cornerA -2016.3 434.74 cornerB -1960.98 454.11 
else_jump @SYN3_5348 
gosub @SYN3_11584 
gosub @SYN3_7439 
gosub @SYN3_8896 
143@ = 1 
gosub @SYN3_9890 
57@ = 2 
if 
  205@ == 1 
else_jump @SYN3_5325 
Car.SetMaxSpeed(36@, 56@)
205@ = 0 

:SYN3_5325
00BC: show_text_highpriority GXT 'SYN3_5' time 10000 flag 0  // ~s~Rum die nchste ~r~Straensperre~s~ aus dem Weg.
gosub @SYN3_14963 

:SYN3_5348
if and
  57@ == 2 
   not Car.Wrecked(36@)
else_jump @SYN3_5521 
gosub @SYN3_11165 
if or
  177@ == 1 
00B0:   car 36@ sphere 0 in_rectangle_cornerA -2133.87 308.44 cornerB -2124.45 330.0 
else_jump @SYN3_5521 
gosub @SYN3_11665 
gosub @SYN3_7941 
gosub @SYN3_9038 
144@ = 1 
gosub @SYN3_10064 
57@ = 3 
if 
  205@ == 1 
else_jump @SYN3_5498 
Car.SetMaxSpeed(36@, 56@)
205@ = 0 

:SYN3_5498
00BC: show_text_highpriority GXT 'SYN3_5' time 10000 flag 0  // ~s~Rum die nchste ~r~Straensperre~s~ aus dem Weg.
gosub @SYN3_14963 

:SYN3_5521
if and
  57@ == 3 
   not Car.Wrecked(36@)
else_jump @SYN3_5694 
gosub @SYN3_11320 
if or
  178@ == 1 
00B0:   car 36@ sphere 0 in_rectangle_cornerA -2171.21 90.96 cornerB -2151.63 92.36 
else_jump @SYN3_5694 
gosub @SYN3_11785 
gosub @SYN3_8411 
gosub @SYN3_9180 
145@ = 1 
gosub @SYN3_10238 
57@ = 4 
if 
  205@ == 1 
else_jump @SYN3_5671 
Car.SetMaxSpeed(36@, 56@)
205@ = 0 

:SYN3_5671
00BC: show_text_highpriority GXT 'SYN3_7' time 10000 flag 0  // ~s~Zerstre die letzte ~r~Straensperre~s~.
gosub @SYN3_14963 

:SYN3_5694
if and
  57@ == 4 
   not Car.Wrecked(36@)
else_jump @SYN3_5839 
gosub @SYN3_11475 
if or
  179@ == 1 
00B0:   car 36@ sphere 0 in_rectangle_cornerA -2177.54 7.1 cornerB -2157.29 19.76 
else_jump @SYN3_5839 
gosub @SYN3_11905 
57@ = -1 
if 
  205@ == 1 
else_jump @SYN3_5816 
Car.SetMaxSpeed(36@, 56@)
205@ = 0 

:SYN3_5816
00BC: show_text_highpriority GXT 'SYN3_8' time 10000 flag 0  // ~s~Sorge dafr, dass der ~b~Transporter ~s~sein Ziel sicher erreicht.
gosub @SYN3_14963 

:SYN3_5839
if 
  140@ == 1 
else_jump @SYN3_5923 
if 
   not Car.Wrecked(35@)
else_jump @SYN3_5911 
if 
   Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @SYN3_5904 
Marker.Disable(214@)
140@ = 0 

:SYN3_5904
jump @SYN3_5923 

:SYN3_5911
Marker.Disable(214@)
140@ = 0 

:SYN3_5923
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYN3_5972 
99@ = Actor.Car($PLAYER_ACTOR)
if 
   not 210@ == 1 
else_jump @SYN3_5972 
210@ = 1 

:SYN3_5972
if 
   not 136@ == 1 
else_jump @SYN3_6125 
if 
  134@ == 1 
else_jump @SYN3_6086 
if 
   Actor.Dead(100@)
else_jump @SYN3_6047 
00BC: show_text_highpriority GXT 'SYN3_27' time 4000 flag 0  // ~r~Toreno ist tot!
jump @SYN3_19140 

:SYN3_6047
if 
   Actor.Dead(101@)
else_jump @SYN3_6086 
00BC: show_text_highpriority GXT 'SYN3_28' time 4000 flag 0  // ~r~T-Bone ist tot!
jump @SYN3_19140 

:SYN3_6086
if 
   Car.Wrecked(34@)
else_jump @SYN3_6125 
00BC: show_text_highpriority GXT 'SYN3_19' time 4000 flag 0  // ~r~Das Auto wurde zerstrt!
jump @SYN3_19140 

:SYN3_6125
if 
  134@ == 1 
else_jump @SYN3_6278 
if 
   Car.Wrecked(36@)
else_jump @SYN3_6182 
00BC: show_text_highpriority GXT 'SYN3_15' time 4000 flag 0  // ~r~Der Transporter wurde zerstrt!
jump @SYN3_19140 

:SYN3_6182
if 
   Actor.Dead(37@)
else_jump @SYN3_6221 
00BC: show_text_highpriority GXT 'SYN3_16' time 4000 flag 0  // ~r~Der Fahrer des Transporters ist gestorben!
jump @SYN3_19140 

:SYN3_6221
if 
   not 138@ == 1 
else_jump @SYN3_6278 
if 
   Car.Wrecked(35@)
else_jump @SYN3_6278 
00BC: show_text_highpriority GXT 'SYN3_14' time 4000 flag 0  // ~r~Das Motorrad wurde zerstrt!
jump @SYN3_19140 

:SYN3_6278
if and
  138@ == 1 
   not Car.Wrecked(36@)
   not Actor.Dead(37@)
else_jump @SYN3_6540 
062E: unknown_get_actor 37@ task 1560 status_store_to 95@ // ret 7 if not found 
if 
04A4:   95@ == 7 // @ == any 
else_jump @SYN3_6428 
if and
01AF:   car 36@ sphere 0 in_sphere 45@ 46@ 47@ radius 35.0 35.0 5.0 
00EC:   actor $PLAYER_ACTOR 0 near_point 45@ 46@ radius 20.0 20.0 
else_jump @SYN3_6421 
139@ = 1 
gosub @SYN3_15036 
jump @SYN3_19158 

:SYN3_6421
jump @SYN3_6540 

:SYN3_6428
if and
01AF:   car 36@ sphere 0 in_sphere 45@ 46@ 47@ radius 20.0 20.0 5.0 
00EC:   actor $PLAYER_ACTOR 0 near_point 45@ 46@ radius 20.0 20.0 
else_jump @SYN3_6540 
05D1: AS_actor 37@ drive_car 36@ to 45@ 46@ 47@ speed 56@ 0 model #NULL 2 
139@ = 1 
gosub @SYN3_15036 
jump @SYN3_19158 

:SYN3_6540
jump @SYN3_1691 

:SYN3_6547
Model.Load(#RUMPO)
Model.Load(#SFR1)

:SYN3_6557
if or
   not Model.Available(#RUMPO)
   not Model.Available(#SFR1)
else_jump @SYN3_6589 
wait 0 
jump @SYN3_6557 

:SYN3_6589
36@ = Car.Create(#RUMPO, 38@, 39@, 40@)
0129: 37@ = create_actor_pedtype 24 model #SFR1 in_car 36@ driverseat 
Car.Angle(36@) = 41@
01EC: make_car 36@ very_heavy 1 
203@ = 1 
Car.DoorStatus(36@) = 2
Car.SetImmunities(36@, 0, 1, 0, 1, 0)
204@ = 1 
053F: set_car 36@ tires_vulnerability 0 
08F2: unknown_car 36@ flag 0 
Model.Destroy(#RUMPO)
Model.Destroy(#SFR1)
Model.Destroy(#SANCHEZ)
return 

:SYN3_6701
if and
   not Car.Wrecked(36@)
   not Actor.Dead(37@)
else_jump @SYN3_6963 
0615: define_AS_pack_begin 98@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1814.77 -0.45 15.38 
07E7: AS_assign_scmpath_to_actor -1 in_car 36@ speed 56@ flags 2 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1746.57 306.18 6.08 
05D7: add_point_to_scmpath -1858.69 418.9 16.06 
05D7: add_point_to_scmpath -1899.05 605.47 34.06 
05D7: add_point_to_scmpath -2004.31 605.61 34.06 
05D7: add_point_to_scmpath -2004.29 320.22 34.04 
05D7: add_point_to_scmpath -2146.68 320.06 34.2 
05D7: add_point_to_scmpath -2167.13 -70.2 34.21 
07E7: AS_assign_scmpath_to_actor -1 in_car 36@ speed 56@ flags 0 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 45@ -70.33 34.22 
05D7: add_point_to_scmpath 45@ 46@ 47@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 36@ speed 56@ flags 0 0 2 
05D6: clear_scmpath 
0616: define_AS_pack_end 98@ 
0618: assign_actor 37@ to_AS_pack 98@ 
061B: remove_references_to_AS_pack 98@ 

:SYN3_6963
return 

:SYN3_6965
Model.Load(#GREENWOO)
Model.Load(#DNB3)
Model.Load(#DNB2)
Model.Load(#MP5LNG)

:SYN3_6983
if or
   not Model.Available(#GREENWOO)
   not Model.Available(#DNB3)
   not Model.Available(#DNB2)
   not Model.Available(#MP5LNG)
else_jump @SYN3_7023 
wait 0 
jump @SYN3_6983 

:SYN3_7023
Marker.Disable(216@)
61@ = Actor.Create(Mission2, #DNB3, -2000.75, 537.24, 33.91)
62@ = Actor.Create(Mission2, #DNB2, -2007.75, 543.24, 33.91)
63@ = Actor.Create(Mission2, #DNB3, -2012.75, 537.24, 33.91)
07E5: copy_decision_maker -1 to 88@ 
0708: reset_decision_maker 88@ event 31 
97@ = 0 

:SYN3_7121
if 
  3 > 97@ 
else_jump @SYN3_7230 
060B: set_actor 61@(97@,3i) decision_maker_to 88@ 
0350: set_actor 61@(97@,3i) maintain_position_when_attacked 1 
01B2: give_actor 61@(97@,3i) weapon 29 ammo 99999 // Load the weapon model before using this 
220@(97@,3i) = Marker.CreateAboveActor(61@(97@,3i))
02A9: set_actor 61@(97@,3i) immune_to_nonplayer 1 
149@(97@,3i) = 1 
97@ += 1 
jump @SYN3_7121 

:SYN3_7230
58@ = Car.Create(#GREENWOO, -2000.75, 527.24, 33.91)
59@ = Car.Create(#GREENWOO, -2007.75, 533.24, 33.91)
60@ = Car.Create(#GREENWOO, -2012.75, 527.24, 33.91)
Car.Angle(58@) = 70.0
Car.Angle(59@) = 110.0
Car.Angle(60@) = 250.0
97@ = 0 

:SYN3_7336
if 
  3 > 97@ 
else_jump @SYN3_7437 
Car.SetToNormalDriver(58@(97@,3i))
01EC: make_car 58@(97@,3i) very_heavy 1 
Car.DoorStatus(58@(97@,3i)) = 2
217@(97@,3i) = Marker.CreateAboveCar(58@(97@,3i))
Car.ImmuneToNonPlayer(58@(97@,3i)) = True
146@(97@,3i) = 1 
97@ += 1 
jump @SYN3_7336 

:SYN3_7437
return 

:SYN3_7439
Model.Load(#AK47)

:SYN3_7444
if 
   not Model.Available(#AK47)
else_jump @SYN3_7471 
wait 0 
jump @SYN3_7444 

:SYN3_7471
64@ = Car.Create(#GREENWOO, -2085.74, 314.74, 33.97)
65@ = Car.Create(#GREENWOO, -2079.24, 323.74, 33.97)
66@ = Car.Create(#GREENWOO, -2085.74, 326.74, 33.97)
Car.Angle(64@) = 340.0
Car.Angle(65@) = 20.0
Car.Angle(66@) = 160.0
97@ = 0 

:SYN3_7577
if 
  3 > 97@ 
else_jump @SYN3_7651 
Car.SetToNormalDriver(64@(97@,3i))
01EC: make_car 64@(97@,3i) very_heavy 1 
Car.DoorStatus(64@(97@,3i)) = 2
Car.ImmuneToNonPlayer(64@(97@,3i)) = True
97@ += 1 
jump @SYN3_7577 

:SYN3_7651
67@ = Actor.Create(Mission2, #DNB3, -2075.74, 314.74, 33.97)
68@ = Actor.Create(Mission2, #DNB2, -2069.24, 323.74, 33.97)
69@ = Actor.Create(Mission2, #DNB3, -2075.74, 326.74, 33.97)
70@ = Actor.Create(Mission2, #DNB2, -2076.97, 309.56, 40.99)
71@ = Actor.Create(Mission2, #DNB3, -2073.97, 309.56, 40.99)
72@ = Actor.Create(Mission2, #DNB2, -2063.46, 309.56, 40.99)
97@ = 0 

:SYN3_7802
if 
  6 > 97@ 
else_jump @SYN3_7939 
060B: set_actor 67@(97@,6i) decision_maker_to 88@ 
0350: set_actor 67@(97@,6i) maintain_position_when_attacked 1 
if 
  97@ >= 3 
else_jump @SYN3_7884 
01B2: give_actor 67@(97@,6i) weapon 30 ammo 99999 // Load the weapon model before using this 
jump @SYN3_7914 

:SYN3_7884
01B2: give_actor 67@(97@,6i) weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.Angle(67@(97@,6i)) = 270.0

:SYN3_7914
02A9: set_actor 67@(97@,6i) immune_to_nonplayer 1 
97@ += 1 
jump @SYN3_7802 

:SYN3_7939
return 

:SYN3_7941
73@ = Car.Create(#GREENWOO, -2141.12, 146.06, 34.07)
74@ = Car.Create(#GREENWOO, -2149.62, 152.06, 34.07)
75@ = Car.Create(#GREENWOO, -2153.12, 146.06, 34.07)
Car.Angle(73@) = 290.0
Car.Angle(74@) = 70.0
Car.Angle(75@) = 110.0
97@ = 0 

:SYN3_8047
if 
  3 > 97@ 
else_jump @SYN3_8121 
Car.SetToNormalDriver(73@(97@,3i))
01EC: make_car 73@(97@,3i) very_heavy 1 
Car.DoorStatus(73@(97@,3i)) = 2
Car.ImmuneToNonPlayer(73@(97@,3i)) = True
97@ += 1 
jump @SYN3_8047 

:SYN3_8121
76@ = Actor.Create(Mission2, #DNB3, -2141.12, 156.06, 34.07)
77@ = Actor.Create(Mission2, #DNB2, -2149.62, 162.06, 34.07)
78@ = Actor.Create(Mission2, #DNB3, -2153.12, 156.06, 34.07)
79@ = Actor.Create(Mission2, #DNB3, -2135.68, 164.2, 41.29)
80@ = Actor.Create(Mission2, #DNB2, -2135.69, 160.93, 41.29)
81@ = Actor.Create(Mission2, #DNB3, -2135.24, 153.77, 40.72)
97@ = 0 

:SYN3_8272
if 
  6 > 97@ 
else_jump @SYN3_8409 
060B: set_actor 76@(97@,6i) decision_maker_to 88@ 
0350: set_actor 76@(97@,6i) maintain_position_when_attacked 1 
if 
  97@ >= 3 
else_jump @SYN3_8368 
01B2: give_actor 76@(97@,6i) weapon 30 ammo 99999 // Load the weapon model before using this 
Actor.Angle(76@(97@,6i)) = 90.0
jump @SYN3_8384 

:SYN3_8368
01B2: give_actor 76@(97@,6i) weapon 29 ammo 99999 // Load the weapon model before using this 

:SYN3_8384
02A9: set_actor 76@(97@,6i) immune_to_nonplayer 1 
97@ += 1 
jump @SYN3_8272 

:SYN3_8409
return 

:SYN3_8411
82@ = Car.Create(#GREENWOO, -2161.42, 48.75, 35.04)
83@ = Car.Create(#GREENWOO, -2169.42, 54.75, 35.04)
84@ = Car.Create(#GREENWOO, -2173.42, 48.75, 35.04)
Car.Angle(82@) = 70.0
Car.Angle(83@) = 110.0
Car.Angle(84@) = 250.0
97@ = 0 

:SYN3_8517
if 
  3 > 97@ 
else_jump @SYN3_8591 
Car.SetToNormalDriver(82@(97@,3i))
01EC: make_car 82@(97@,3i) very_heavy 1 
Car.DoorStatus(82@(97@,3i)) = 2
Car.ImmuneToNonPlayer(82@(97@,3i)) = True
97@ += 1 
jump @SYN3_8517 

:SYN3_8591
85@ = Actor.Create(Mission2, #DNB3, -2161.42, 58.75, 35.04)
86@ = Actor.Create(Mission2, #DNB2, -2169.42, 64.75, 35.04)
87@ = Actor.Create(Mission2, #DNB3, -2173.42, 58.75, 35.04)
97@ = 0 

:SYN3_8670
if 
  3 > 97@ 
else_jump @SYN3_8752 
060B: set_actor 85@(97@,3i) decision_maker_to 88@ 
0350: set_actor 85@(97@,3i) maintain_position_when_attacked 1 
01B2: give_actor 85@(97@,3i) weapon 29 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 85@(97@,3i) immune_to_nonplayer 1 
97@ += 1 
jump @SYN3_8670 

:SYN3_8752
return 

:SYN3_8754
97@ = 0 

:SYN3_8761
if 
  3 > 97@ 
else_jump @SYN3_8824 
if 
   not Car.Wrecked(58@(97@,3i))
else_jump @SYN3_8810 
0574: set_car 58@(97@,3i) keep_position 1 

:SYN3_8810
97@ += 1 
jump @SYN3_8761 

:SYN3_8824
97@ = 0 

:SYN3_8831
if 
  3 > 97@ 
else_jump @SYN3_8894 
if 
   not Actor.Dead(61@(97@,3i))
else_jump @SYN3_8880 
0575: set_actor 61@(97@,3i) pinned_position 1 

:SYN3_8880
97@ += 1 
jump @SYN3_8831 

:SYN3_8894
return 

:SYN3_8896
97@ = 0 

:SYN3_8903
if 
  3 > 97@ 
else_jump @SYN3_8966 
if 
   not Car.Wrecked(64@(97@,3i))
else_jump @SYN3_8952 
0574: set_car 64@(97@,3i) keep_position 1 

:SYN3_8952
97@ += 1 
jump @SYN3_8903 

:SYN3_8966
97@ = 0 

:SYN3_8973
if 
  6 > 97@ 
else_jump @SYN3_9036 
if 
   not Actor.Dead(67@(97@,6i))
else_jump @SYN3_9022 
0575: set_actor 67@(97@,6i) pinned_position 1 

:SYN3_9022
97@ += 1 
jump @SYN3_8973 

:SYN3_9036
return 

:SYN3_9038
97@ = 0 

:SYN3_9045
if 
  3 > 97@ 
else_jump @SYN3_9108 
if 
   not Car.Wrecked(73@(97@,3i))
else_jump @SYN3_9094 
0574: set_car 73@(97@,3i) keep_position 1 

:SYN3_9094
97@ += 1 
jump @SYN3_9045 

:SYN3_9108
97@ = 0 

:SYN3_9115
if 
  6 > 97@ 
else_jump @SYN3_9178 
if 
   not Actor.Dead(76@(97@,6i))
else_jump @SYN3_9164 
0575: set_actor 76@(97@,6i) pinned_position 1 

:SYN3_9164
97@ += 1 
jump @SYN3_9115 

:SYN3_9178
return 

:SYN3_9180
97@ = 0 

:SYN3_9187
if 
  3 > 97@ 
else_jump @SYN3_9250 
if 
   not Car.Wrecked(82@(97@,3i))
else_jump @SYN3_9236 
0574: set_car 82@(97@,3i) keep_position 1 

:SYN3_9236
97@ += 1 
jump @SYN3_9187 

:SYN3_9250
97@ = 0 

:SYN3_9257
if 
  3 > 97@ 
else_jump @SYN3_9320 
if 
   not Actor.Dead(85@(97@,3i))
else_jump @SYN3_9306 
0575: set_actor 85@(97@,3i) pinned_position 1 

:SYN3_9306
97@ += 1 
jump @SYN3_9257 

:SYN3_9320
return 

:SYN3_9322
97@ = 0 

:SYN3_9329
if 
  3 > 97@ 
else_jump @SYN3_9392 
if 
   not Car.Wrecked(58@(97@,3i))
else_jump @SYN3_9378 
0574: set_car 58@(97@,3i) keep_position 0 

:SYN3_9378
97@ += 1 
jump @SYN3_9329 

:SYN3_9392
97@ = 0 

:SYN3_9399
if 
  3 > 97@ 
else_jump @SYN3_9462 
if 
   not Actor.Dead(61@(97@,3i))
else_jump @SYN3_9448 
0575: set_actor 61@(97@,3i) pinned_position 0 

:SYN3_9448
97@ += 1 
jump @SYN3_9399 

:SYN3_9462
return 

:SYN3_9464
97@ = 0 

:SYN3_9471
if 
  3 > 97@ 
else_jump @SYN3_9534 
if 
   not Car.Wrecked(64@(97@,3i))
else_jump @SYN3_9520 
0574: set_car 64@(97@,3i) keep_position 0 

:SYN3_9520
97@ += 1 
jump @SYN3_9471 

:SYN3_9534
97@ = 0 

:SYN3_9541
if 
  6 > 97@ 
else_jump @SYN3_9604 
if 
   not Actor.Dead(67@(97@,6i))
else_jump @SYN3_9590 
0575: set_actor 67@(97@,6i) pinned_position 0 

:SYN3_9590
97@ += 1 
jump @SYN3_9541 

:SYN3_9604
return 

:SYN3_9606
97@ = 0 

:SYN3_9613
if 
  3 > 97@ 
else_jump @SYN3_9676 
if 
   not Car.Wrecked(73@(97@,3i))
else_jump @SYN3_9662 
0574: set_car 73@(97@,3i) keep_position 0 

:SYN3_9662
97@ += 1 
jump @SYN3_9613 

:SYN3_9676
97@ = 0 

:SYN3_9683
if 
  6 > 97@ 
else_jump @SYN3_9746 
if 
   not Actor.Dead(76@(97@,6i))
else_jump @SYN3_9732 
0575: set_actor 76@(97@,6i) pinned_position 0 

:SYN3_9732
97@ += 1 
jump @SYN3_9683 

:SYN3_9746
return 

:SYN3_9748
97@ = 0 

:SYN3_9755
if 
  3 > 97@ 
else_jump @SYN3_9818 
if 
   not Car.Wrecked(82@(97@,3i))
else_jump @SYN3_9804 
0574: set_car 82@(97@,3i) keep_position 0 

:SYN3_9804
97@ += 1 
jump @SYN3_9755 

:SYN3_9818
97@ = 0 

:SYN3_9825
if 
  3 > 97@ 
else_jump @SYN3_9888 
if 
   not Actor.Dead(85@(97@,3i))
else_jump @SYN3_9874 
0575: set_actor 85@(97@,3i) pinned_position 0 

:SYN3_9874
97@ += 1 
jump @SYN3_9825 

:SYN3_9888
return 

:SYN3_9890
97@ = 0 

:SYN3_9897
if 
  3 > 97@ 
else_jump @SYN3_9976 
if 
   not Car.Wrecked(64@(97@,3i))
else_jump @SYN3_9962 
223@(97@,3i) = Marker.CreateAboveCar(64@(97@,3i))
152@(97@,3i) = 1 

:SYN3_9962
97@ += 1 
jump @SYN3_9897 

:SYN3_9976
97@ = 0 

:SYN3_9983
if 
  6 > 97@ 
else_jump @SYN3_10062 
if 
   not Actor.Dead(67@(97@,6i))
else_jump @SYN3_10048 
226@(97@,6i) = Marker.CreateAboveActor(67@(97@,6i))
155@(97@,6i) = 1 

:SYN3_10048
97@ += 1 
jump @SYN3_9983 

:SYN3_10062
return 

:SYN3_10064
97@ = 0 

:SYN3_10071
if 
  3 > 97@ 
else_jump @SYN3_10150 
if 
   not Car.Wrecked(73@(97@,3i))
else_jump @SYN3_10136 
232@(97@,3i) = Marker.CreateAboveCar(73@(97@,3i))
161@(97@,3i) = 1 

:SYN3_10136
97@ += 1 
jump @SYN3_10071 

:SYN3_10150
97@ = 0 

:SYN3_10157
if 
  6 > 97@ 
else_jump @SYN3_10236 
if 
   not Actor.Dead(76@(97@,6i))
else_jump @SYN3_10222 
235@(97@,6i) = Marker.CreateAboveActor(76@(97@,6i))
164@(97@,6i) = 1 

:SYN3_10222
97@ += 1 
jump @SYN3_10157 

:SYN3_10236
return 

:SYN3_10238
97@ = 0 

:SYN3_10245
if 
  3 > 97@ 
else_jump @SYN3_10324 
if 
   not Car.Wrecked(82@(97@,3i))
else_jump @SYN3_10310 
241@(97@,3i) = Marker.CreateAboveCar(82@(97@,3i))
170@(97@,3i) = 1 

:SYN3_10310
97@ += 1 
jump @SYN3_10245 

:SYN3_10324
97@ = 0 

:SYN3_10331
if 
  3 > 97@ 
else_jump @SYN3_10410 
if 
   not Actor.Dead(85@(97@,3i))
else_jump @SYN3_10396 
244@(97@,3i) = Marker.CreateAboveActor(85@(97@,3i))
173@(97@,3i) = 1 

:SYN3_10396
97@ += 1 
jump @SYN3_10331 

:SYN3_10410
return 

:SYN3_10412
97@ = 0 

:SYN3_10419
if 
  3 > 97@ 
else_jump @SYN3_10553 
if and
  149@(97@,3i) == 1 
   Actor.Dead(61@(97@,3i))
else_jump @SYN3_10488 
Marker.Disable(220@(97@,3i))
149@(97@,3i) = 0 

:SYN3_10488
if and
  146@(97@,3i) == 1 
   Car.Wrecked(58@(97@,3i))
else_jump @SYN3_10539 
Marker.Disable(217@(97@,3i))
146@(97@,3i) = 0 

:SYN3_10539
97@ += 1 
jump @SYN3_10419 

:SYN3_10553
97@ = 0 

:SYN3_10560
if 
  6 > 97@ 
else_jump @SYN3_10643 
if and
  155@(97@,6i) == 1 
   Actor.Dead(67@(97@,6i))
else_jump @SYN3_10629 
Marker.Disable(226@(97@,6i))
155@(97@,6i) = 0 

:SYN3_10629
97@ += 1 
jump @SYN3_10560 

:SYN3_10643
97@ = 0 

:SYN3_10650
if 
  3 > 97@ 
else_jump @SYN3_10733 
if and
  152@(97@,3i) == 1 
   Car.Wrecked(64@(97@,3i))
else_jump @SYN3_10719 
Marker.Disable(223@(97@,3i))
152@(97@,3i) = 0 

:SYN3_10719
97@ += 1 
jump @SYN3_10650 

:SYN3_10733
97@ = 0 

:SYN3_10740
if 
  6 > 97@ 
else_jump @SYN3_10823 
if and
  164@(97@,6i) == 1 
   Actor.Dead(76@(97@,6i))
else_jump @SYN3_10809 
Marker.Disable(235@(97@,6i))
164@(97@,6i) = 0 

:SYN3_10809
97@ += 1 
jump @SYN3_10740 

:SYN3_10823
97@ = 0 

:SYN3_10830
if 
  3 > 97@ 
else_jump @SYN3_10913 
if and
  161@(97@,3i) == 1 
   Car.Wrecked(73@(97@,3i))
else_jump @SYN3_10899 
Marker.Disable(232@(97@,3i))
161@(97@,3i) = 0 

:SYN3_10899
97@ += 1 
jump @SYN3_10830 

:SYN3_10913
97@ = 0 

:SYN3_10920
if 
  3 > 97@ 
else_jump @SYN3_11054 
if and
  173@(97@,3i) == 1 
   Actor.Dead(85@(97@,3i))
else_jump @SYN3_10989 
Marker.Disable(244@(97@,3i))
173@(97@,3i) = 0 

:SYN3_10989
if and
  170@(97@,3i) == 1 
   Car.Wrecked(82@(97@,3i))
else_jump @SYN3_11040 
Marker.Disable(241@(97@,3i))
170@(97@,3i) = 0 

:SYN3_11040
97@ += 1 
jump @SYN3_10920 

:SYN3_11054
return 

:SYN3_11056
176@ = 1 
97@ = 0 

:SYN3_11070
if and
  3 > 97@ 
  176@ == 1 
else_jump @SYN3_11163 
if 
   not Actor.Dead(61@(97@,3i))
else_jump @SYN3_11122 
176@ = 0 

:SYN3_11122
if 
   not Car.Wrecked(58@(97@,3i))
else_jump @SYN3_11149 
176@ = 0 

:SYN3_11149
97@ += 1 
jump @SYN3_11070 

:SYN3_11163
return 

:SYN3_11165
177@ = 1 
97@ = 0 

:SYN3_11179
if and
  6 > 97@ 
  177@ == 1 
else_jump @SYN3_11245 
if 
   not Actor.Dead(67@(97@,6i))
else_jump @SYN3_11231 
177@ = 0 

:SYN3_11231
97@ += 1 
jump @SYN3_11179 

:SYN3_11245
97@ = 0 

:SYN3_11252
if and
  3 > 97@ 
  177@ == 1 
else_jump @SYN3_11318 
if 
   not Car.Wrecked(64@(97@,3i))
else_jump @SYN3_11304 
177@ = 0 

:SYN3_11304
97@ += 1 
jump @SYN3_11252 

:SYN3_11318
return 

:SYN3_11320
178@ = 1 
97@ = 0 

:SYN3_11334
if and
  6 > 97@ 
  178@ == 1 
else_jump @SYN3_11400 
if 
   not Actor.Dead(76@(97@,6i))
else_jump @SYN3_11386 
178@ = 0 

:SYN3_11386
97@ += 1 
jump @SYN3_11334 

:SYN3_11400
97@ = 0 

:SYN3_11407
if and
  3 > 97@ 
  178@ == 1 
else_jump @SYN3_11473 
if 
   not Car.Wrecked(73@(97@,3i))
else_jump @SYN3_11459 
178@ = 0 

:SYN3_11459
97@ += 1 
jump @SYN3_11407 

:SYN3_11473
return 

:SYN3_11475
179@ = 1 
97@ = 0 

:SYN3_11489
if and
  3 > 97@ 
  179@ == 1 
else_jump @SYN3_11582 
if 
   not Actor.Dead(85@(97@,3i))
else_jump @SYN3_11541 
179@ = 0 

:SYN3_11541
if 
   not Car.Wrecked(82@(97@,3i))
else_jump @SYN3_11568 
179@ = 0 

:SYN3_11568
97@ += 1 
jump @SYN3_11489 

:SYN3_11582
return 

:SYN3_11584
97@ = 0 

:SYN3_11591
if 
  3 > 97@ 
else_jump @SYN3_11663 
Marker.Disable(220@(97@,3i))
Marker.Disable(217@(97@,3i))
149@(97@,3i) = 0 
146@(97@,3i) = 0 
97@ += 1 
jump @SYN3_11591 

:SYN3_11663
return 

:SYN3_11665
97@ = 0 

:SYN3_11672
if 
  6 > 97@ 
else_jump @SYN3_11724 
Marker.Disable(226@(97@,6i))
155@(97@,6i) = 0 
97@ += 1 
jump @SYN3_11672 

:SYN3_11724
97@ = 0 

:SYN3_11731
if 
  3 > 97@ 
else_jump @SYN3_11783 
Marker.Disable(223@(97@,3i))
152@(97@,3i) = 0 
97@ += 1 
jump @SYN3_11731 

:SYN3_11783
return 

:SYN3_11785
97@ = 0 

:SYN3_11792
if 
  6 > 97@ 
else_jump @SYN3_11844 
Marker.Disable(235@(97@,6i))
164@(97@,6i) = 0 
97@ += 1 
jump @SYN3_11792 

:SYN3_11844
97@ = 0 

:SYN3_11851
if 
  3 > 97@ 
else_jump @SYN3_11903 
Marker.Disable(232@(97@,3i))
161@(97@,3i) = 0 
97@ += 1 
jump @SYN3_11851 

:SYN3_11903
return 

:SYN3_11905
97@ = 0 

:SYN3_11912
if 
  3 > 97@ 
else_jump @SYN3_11984 
Marker.Disable(244@(97@,3i))
Marker.Disable(241@(97@,3i))
173@(97@,3i) = 0 
170@(97@,3i) = 0 
97@ += 1 
jump @SYN3_11912 

:SYN3_11984
return 

:SYN3_11986
if 
   not Car.Wrecked(36@)
else_jump @SYN3_13494 
0871: init_jump_table 198@ total_jumps 4 default_jump 1 @SYN3_12093 jumps 0 @SYN3_12065 1 @SYN3_12079 2 @SYN3_12079 3 @SYN3_12065 -1 @SYN3_12107 -1 @SYN3_12107 -1 @SYN3_12107 

:SYN3_12065
250@ = 3 
jump @SYN3_12107 

:SYN3_12079
250@ = 6 
jump @SYN3_12107 

:SYN3_12093
198@ = -1 
jump @SYN3_12107 

:SYN3_12107
if 
  198@ == -1 
else_jump @SYN3_12127 
return 

:SYN3_12127
97@ = 0 

:SYN3_12134
if 
001D:   250@ > 97@ // (int) 
else_jump @SYN3_12529 
0871: init_jump_table 198@ total_jumps 4 default_jump 1 @SYN3_12508 jumps 0 @SYN3_12216 1 @SYN3_12289 2 @SYN3_12362 3 @SYN3_12435 -1 @SYN3_12515 -1 @SYN3_12515 -1 @SYN3_12515 

:SYN3_12216
0085: 251@(97@,6i) = 61@(97@,3i) // (int) 
0085: 260@(97@,6i) = 180@(97@,3i) // (int) 
if 
  3 > 97@ 
else_jump @SYN3_12282 
0085: 257@(97@,3i) = 58@(97@,3i) // (int) 

:SYN3_12282
jump @SYN3_12515 

:SYN3_12289
0085: 251@(97@,6i) = 67@(97@,6i) // (int) 
0085: 260@(97@,6i) = 183@(97@,6i) // (int) 
if 
  3 > 97@ 
else_jump @SYN3_12355 
0085: 257@(97@,3i) = 64@(97@,3i) // (int) 

:SYN3_12355
jump @SYN3_12515 

:SYN3_12362
0085: 251@(97@,6i) = 76@(97@,6i) // (int) 
0085: 260@(97@,6i) = 189@(97@,6i) // (int) 
if 
  3 > 97@ 
else_jump @SYN3_12428 
0085: 257@(97@,3i) = 73@(97@,3i) // (int) 

:SYN3_12428
jump @SYN3_12515 

:SYN3_12435
0085: 251@(97@,6i) = 85@(97@,3i) // (int) 
0085: 260@(97@,6i) = 195@(97@,3i) // (int) 
if 
  3 > 97@ 
else_jump @SYN3_12501 
0085: 257@(97@,3i) = 82@(97@,3i) // (int) 

:SYN3_12501
jump @SYN3_12515 

:SYN3_12508
jump @SYN3_12515 

:SYN3_12515
97@ += 1 
jump @SYN3_12134 

:SYN3_12529
if 
   not 199@(198@,4i) == 1 
else_jump @SYN3_12558 
gosub @SYN3_13496 

:SYN3_12558
Car.StorePos(36@, 38@, 39@, 40@)
Actor.StorePos($PLAYER_ACTOR, 48@, 49@, 50@)
97@ = 0 

:SYN3_12593
if 
001D:   250@ > 97@ // (int) 
else_jump @SYN3_13292 
if 
   not Actor.Dead(251@(97@,6i))
else_jump @SYN3_13278 
Actor.StorePos(251@(97@,6i), 51@, 52@, 53@)
0509: 54@ = distance_between_XY 38@ 39@ and_XY 51@ 52@ 
if 
  35.0 > 54@ 
else_jump @SYN3_12784 
if 
   not 260@(97@,6i) == 3 
else_jump @SYN3_12777 
Actor.WeaponAccuracy(251@(97@,6i)) = 85
062E: unknown_get_actor 251@(97@,6i) task 1650 status_store_to 95@ // ret 7 if not found 
if 
04A4:   95@ == 7 // @ == any 
else_jump @SYN3_12766 
0672: AS_actor 251@(97@,6i) attack_car 36@ 

:SYN3_12766
260@(97@,6i) = 3 

:SYN3_12777
jump @SYN3_13278 

:SYN3_12784
0509: 55@ = distance_between_XY 48@ 49@ and_XY 51@ 52@ 
if and
  35.0 > 55@ 
  199@(198@,4i) == 1 
else_jump @SYN3_12929 
if 
   not 260@(97@,6i) == 2 
else_jump @SYN3_12922 
Actor.WeaponAccuracy(251@(97@,6i)) = 60
062E: unknown_get_actor 251@(97@,6i) task 1506 status_store_to 95@ // ret 7 if not found 
if 
04A4:   95@ == 7 // @ == any 
else_jump @SYN3_12911 
05E2: AS_actor 251@(97@,6i) kill_actor $PLAYER_ACTOR 

:SYN3_12911
260@(97@,6i) = 2 

:SYN3_12922
jump @SYN3_13278 

:SYN3_12929
if 
  199@(198@,4i) == 1 
else_jump @SYN3_13078 
if 
   not 260@(97@,6i) == 1 
else_jump @SYN3_12995 
Actor.WeaponAccuracy(251@(97@,6i)) = 60
260@(97@,6i) = 1 

:SYN3_12995
if 
  260@(97@,6i) == 1 
else_jump @SYN3_13071 
062E: unknown_get_actor 251@(97@,6i) task 1640 status_store_to 95@ // ret 7 if not found 
if 
04A4:   95@ == 7 // @ == any 
else_jump @SYN3_13071 
0668: AS_actor 251@(97@,6i) rotate_and_shoot_at 48@ 49@ 50@ 10000 ms 

:SYN3_13071
jump @SYN3_13278 

:SYN3_13078
if 
   not 260@(97@,6i) == 0 
else_jump @SYN3_13122 
Actor.WeaponAccuracy(251@(97@,6i)) = 60
260@(97@,6i) = 0 

:SYN3_13122
if 
  260@(97@,6i) == 0 
else_jump @SYN3_13278 
if 
  35.0 > 55@ 
else_jump @SYN3_13222 
062E: unknown_get_actor 251@(97@,6i) task 1589 status_store_to 95@ // ret 7 if not found 
if 
04A4:   95@ == 7 // @ == any 
else_jump @SYN3_13215 
0635: AS_actor 251@(97@,6i) aim_at_actor $PLAYER_ACTOR 9999999 ms 

:SYN3_13215
jump @SYN3_13278 

:SYN3_13222
062E: unknown_get_actor 251@(97@,6i) task 1639 status_store_to 95@ // ret 7 if not found 
if 
04A4:   95@ == 7 // @ == any 
else_jump @SYN3_13278 
0667: AS_actor 251@(97@,6i) aim_at 48@ 49@ 50@ 9999999 ms 

:SYN3_13278
97@ += 1 
jump @SYN3_12593 

:SYN3_13292
97@ = 0 

:SYN3_13299
if 
001D:   250@ > 97@ // (int) 
else_jump @SYN3_13494 
0871: init_jump_table 198@ total_jumps 4 default_jump 1 @SYN3_13473 jumps 0 @SYN3_13381 1 @SYN3_13404 2 @SYN3_13427 3 @SYN3_13450 -1 @SYN3_13480 -1 @SYN3_13480 -1 @SYN3_13480 

:SYN3_13381
0085: 180@(97@,3i) = 260@(97@,6i) // (int) 
jump @SYN3_13480 

:SYN3_13404
0085: 183@(97@,6i) = 260@(97@,6i) // (int) 
jump @SYN3_13480 

:SYN3_13427
0085: 189@(97@,6i) = 260@(97@,6i) // (int) 
jump @SYN3_13480 

:SYN3_13450
0085: 195@(97@,3i) = 260@(97@,6i) // (int) 
jump @SYN3_13480 

:SYN3_13473
jump @SYN3_13480 

:SYN3_13480
97@ += 1 
jump @SYN3_13299 

:SYN3_13494
return 

:SYN3_13496
97@ = 0 

:SYN3_13503
if and
001D:   250@ > 97@ // (int) 
   not 199@(198@,4i) == 1 
else_jump @SYN3_13832 
if 
   not Actor.Dead(251@(97@,6i))
else_jump @SYN3_13747 
080E: get_actor 251@(97@,6i) ped_event_to 96@ 
Actor.StorePos(251@(97@,6i), $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0089: 266@ = $TEMPVAR_X_COORD // (float) 
266@ -= 10.0 
0089: 267@ = $TEMPVAR_Y_COORD // (float) 
267@ -= 10.0 
0089: 268@ = $TEMPVAR_Z_COORD // (float) 
268@ -= 10.0 
0089: 269@ = $TEMPVAR_X_COORD // (float) 
269@ += 10.0 
0089: 270@ = $TEMPVAR_Y_COORD // (float) 
270@ += 10.0 
0089: 271@ = $TEMPVAR_Z_COORD // (float) 
271@ += 10.0 
if or
04A4:   96@ == 49 // @ == any 
02EE:   projectile_in_cube_cornerA 266@ 267@ 268@ cornerB 269@ 270@ 271@ 
else_jump @SYN3_13740 
199@(198@,4i) = 1 

:SYN3_13740
jump @SYN3_13758 

:SYN3_13747
199@(198@,4i) = 1 

:SYN3_13758
if 
  3 > 97@ 
else_jump @SYN3_13818 
if and
   Car.Wrecked(257@(97@,3i))
   not 199@(198@,4i) == 1 
else_jump @SYN3_13818 
199@(198@,4i) = 1 

:SYN3_13818
97@ += 1 
jump @SYN3_13503 

:SYN3_13832
return 

:SYN3_13834
if and
   not Car.Wrecked(36@)
   not Actor.Dead(37@)
else_jump @SYN3_14961 
if 
  57@ == 1 
else_jump @SYN3_14092 
gosub @SYN3_11056 
if 
  176@ == 1 
else_jump @SYN3_13937 
if 
   not 203@ == 1 
else_jump @SYN3_13930 
01EC: make_car 36@ very_heavy 1 
203@ = 1 

:SYN3_13930
jump @SYN3_14092 

:SYN3_13937
if 
   not 203@ == 1 
else_jump @SYN3_13969 
01EC: make_car 36@ very_heavy 1 
203@ = 1 

:SYN3_13969
97@ = 0 

:SYN3_13976
if and
  3 > 97@ 
   not 203@ == 0 
else_jump @SYN3_14092 
if 
   not Car.Wrecked(58@(97@,3i))
else_jump @SYN3_14078 
if and
   Actor.InCar(37@, 36@)
0204:   actor 37@ near_car 58@(97@,3i) radius 50.0 50.0 flag 0 in_car 
else_jump @SYN3_14078 
01EC: make_car 36@ very_heavy 0 
203@ = 0 

:SYN3_14078
97@ += 1 
jump @SYN3_13976 

:SYN3_14092
if 
  57@ == 2 
else_jump @SYN3_14329 
gosub @SYN3_11165 
if 
  177@ == 1 
else_jump @SYN3_14174 
if 
   not 203@ == 1 
else_jump @SYN3_14167 
01EC: make_car 36@ very_heavy 1 
203@ = 1 

:SYN3_14167
jump @SYN3_14329 

:SYN3_14174
if 
   not 203@ == 1 
else_jump @SYN3_14206 
01EC: make_car 36@ very_heavy 1 
203@ = 1 

:SYN3_14206
97@ = 0 

:SYN3_14213
if and
  3 > 97@ 
   not 203@ == 0 
else_jump @SYN3_14329 
if 
   not Car.Wrecked(64@(97@,3i))
else_jump @SYN3_14315 
if and
   Actor.InCar(37@, 36@)
0204:   actor 37@ near_car 64@(97@,3i) radius 50.0 50.0 flag 0 in_car 
else_jump @SYN3_14315 
01EC: make_car 36@ very_heavy 0 
203@ = 0 

:SYN3_14315
97@ += 1 
jump @SYN3_14213 

:SYN3_14329
if 
  57@ == 3 
else_jump @SYN3_14566 
gosub @SYN3_11320 
if 
  178@ == 1 
else_jump @SYN3_14411 
if 
   not 203@ == 1 
else_jump @SYN3_14404 
01EC: make_car 36@ very_heavy 1 
203@ = 1 

:SYN3_14404
jump @SYN3_14566 

:SYN3_14411
if 
   not 203@ == 1 
else_jump @SYN3_14443 
01EC: make_car 36@ very_heavy 1 
203@ = 1 

:SYN3_14443
97@ = 0 

:SYN3_14450
if and
  3 > 97@ 
   not 203@ == 0 
else_jump @SYN3_14566 
if 
   not Car.Wrecked(73@(97@,3i))
else_jump @SYN3_14552 
if and
   Actor.InCar(37@, 36@)
0204:   actor 37@ near_car 73@(97@,3i) radius 50.0 50.0 flag 0 in_car 
else_jump @SYN3_14552 
01EC: make_car 36@ very_heavy 0 
203@ = 0 

:SYN3_14552
97@ += 1 
jump @SYN3_14450 

:SYN3_14566
if 
  57@ == 4 
else_jump @SYN3_14803 
gosub @SYN3_11475 
if 
  179@ == 1 
else_jump @SYN3_14648 
if 
   not 203@ == 1 
else_jump @SYN3_14641 
01EC: make_car 36@ very_heavy 1 
203@ = 1 

:SYN3_14641
jump @SYN3_14803 

:SYN3_14648
if 
   not 203@ == 1 
else_jump @SYN3_14680 
01EC: make_car 36@ very_heavy 1 
203@ = 1 

:SYN3_14680
97@ = 0 

:SYN3_14687
if and
  3 > 97@ 
   not 203@ == 0 
else_jump @SYN3_14803 
if 
   not Car.Wrecked(82@(97@,3i))
else_jump @SYN3_14789 
if and
   Actor.InCar(37@, 36@)
0204:   actor 37@ near_car 82@(97@,3i) radius 50.0 50.0 flag 0 in_car 
else_jump @SYN3_14789 
01EC: make_car 36@ very_heavy 0 
203@ = 0 

:SYN3_14789
97@ += 1 
jump @SYN3_14687 

:SYN3_14803
if and
  57@ == -1 
   not 203@ == 1 
else_jump @SYN3_14842 
01EC: make_car 36@ very_heavy 1 
203@ = 1 

:SYN3_14842
if 
  203@ == 1 
else_jump @SYN3_14914 
00AE: set_car 36@ traffic_behaviour_to 2 
if 
   not 204@ == 1 
else_jump @SYN3_14907 
Car.SetImmunities(36@, 0, 1, 0, 1, 0)
204@ = 1 

:SYN3_14907
jump @SYN3_14961 

:SYN3_14914
00AE: set_car 36@ traffic_behaviour_to 1 
if 
  204@ == 1 
else_jump @SYN3_14961 
Car.SetImmunities(36@, 0, 1, 0, 0, 0)
204@ = 0 

:SYN3_14961
return 

:SYN3_14963
if 
   not Car.Wrecked(35@)
else_jump @SYN3_15034 
if and
   not Actor.InCar($PLAYER_ACTOR, 35@)
   not 140@ == 1 
else_jump @SYN3_15034 
214@ = Marker.CreateAboveCar(35@)
07E0: set_marker 214@ type_to 1 
018B: set_marker 214@ radar_mode 1 
140@ = 1 

:SYN3_15034
return 

:SYN3_15036
fade 0 1000 

:SYN3_15043
if 
fading 
else_jump @SYN3_15067 
wait 0 
jump @SYN3_15043 

:SYN3_15067
Player.CanMove($PLAYER_CHAR) = False
0395: clear_area 0 at -2170.58 -206.92 34.57 radius 100.0 
04E4: unknown_refresh_game_renderer_at -2170.58 -206.92 
0A0B: set_rendering_origin_at_3D_coord -2170.58 -206.92 34.57 angle 270.0 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
if 
   not Car.Wrecked(36@)
else_jump @SYN3_15187 
Car.PutAt(36@, -2170.58, -206.92, 34.57)
Car.Angle(36@) = 91.13

:SYN3_15187
if 
   not Actor.Dead(37@)
else_jump @SYN3_15281 
0792: disembark_instantly_actor 37@ 
if 
   Actor.Driving(37@)
else_jump @SYN3_15251 
0362: remove_actor 37@ from_car_and_place_at -2170.45 -209.19 34.37 
jump @SYN3_15271 

:SYN3_15251
Actor.PutAt(37@, -2170.45, -209.19, 34.37)

:SYN3_15271
Actor.Angle(37@) = 207.63

:SYN3_15281
272@ = 0 
if 
  210@ == 1 
else_jump @SYN3_15391 
if 
   not Car.Wrecked(99@)
else_jump @SYN3_15368 
if or
   Actor.InCar($PLAYER_ACTOR, 99@)
0202:   actor $PLAYER_ACTOR near_car 99@ radius 20.0 20.0 flag 0 
else_jump @SYN3_15368 
272@ = 1 

:SYN3_15368
if 
  272@ == 0 
else_jump @SYN3_15391 
Car.Destroy(99@)

:SYN3_15391
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYN3_15439 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2169.44 -210.34 34.37 
jump @SYN3_15459 

:SYN3_15439
Actor.PutAt($PLAYER_ACTOR, -2169.44, -210.34, 34.37)

:SYN3_15459
Actor.Angle($PLAYER_ACTOR) = 48.2
if and
  272@ == 1 
   not Car.Wrecked(99@)
else_jump @SYN3_15560 
if 
01AD:   car 99@ sphere 0 near_point -2170.45 -209.19 radius 20.0 20.0 
else_jump @SYN3_15560 
Car.PutAt(99@, -2154.28, -275.18, -100.0)
Car.Angle(99@) = 270.0

:SYN3_15560
wait 1000 
02A3: enable_widescreen 1 
if 
   not Actor.Dead(37@)
else_jump @SYN3_15605 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 37@ -2 ms 
05BF: AS_actor 37@ look_at_actor $PLAYER_ACTOR -2 ms 

:SYN3_15605
Camera.SetPosition(-2172.35, -210.03, 35.67, 0.0, 0.0, 0.0)
Camera.PointAt(-2170.27, -210.1, 35.4, 2)
fade 1 1000 

:SYN3_15663
if 
fading 
else_jump @SYN3_15687 
wait 0 
jump @SYN3_15663 

:SYN3_15687
133@ = 1 
0707: start_scene_skip_to @SYN3_15921 
132@ = 2 
gosub @SYN3_17788 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 

:SYN3_15751
if 
  1 > 129@ 
else_jump @SYN3_15827 
wait 0 
gosub @SYN3_18315 
if and
  128@ == 2 
   not 131@ == 1 
else_jump @SYN3_15820 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
131@ = 1 

:SYN3_15820
jump @SYN3_15751 

:SYN3_15827
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN3_15832
if 
001D:   130@ > 129@ // (int) 
else_jump @SYN3_15909 
wait 0 
gosub @SYN3_18315 
if and
  128@ == 2 
   not 131@ == 1 
else_jump @SYN3_15902 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
131@ = 1 

:SYN3_15902
jump @SYN3_15832 

:SYN3_15909
0968: actor $PLAYER_ACTOR stop_mouth 
133@ = 0 

:SYN3_15921
0701: end_scene_skip 
fade 0 1000 

:SYN3_15930
if 
fading 
else_jump @SYN3_15954 
wait 0 
jump @SYN3_15930 

:SYN3_15954
if 
  133@ == 1 
else_jump @SYN3_15972 

:SYN3_15972
0968: actor $PLAYER_ACTOR stop_mouth 
0647: unknown_actor $PLAYER_ACTOR look_task 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00BE: text_clear_all 
Car.Destroy(36@)
Actor.DestroyInstantly(37@)
0395: clear_area 0 at -2127.08 -87.75 35.32 radius 20.0 
04E4: unknown_refresh_game_renderer_at -2127.08 -87.75 
Camera.SetAtPos(-2127.08, -87.75, 35.32)
if and
  272@ == 1 
   not Car.Wrecked(99@)
else_jump @SYN3_16120 
Car.PutAt(99@, -2127.08, -87.75, -100.0)
Car.Angle(99@) = 0.0
036A: put_actor $PLAYER_ACTOR in_car 99@ 
jump @SYN3_16150 

:SYN3_16120
Actor.PutAt($PLAYER_ACTOR, -2127.08, -87.75, -100.0)
Actor.Angle($PLAYER_ACTOR) = 0.0

:SYN3_16150
Marker.Disable(214@)
Marker.Disable(247@)
Marker.Disable(215@)
Model.Destroy(#GREENWOO)
Model.Destroy(#DNB3)
Model.Destroy(#DNB2)
Model.Destroy(#MP5LNG)
Model.Destroy(#RUMPO)
Model.Destroy(#SFR1)
Model.Destroy(#AK47)
091D: remove_forbidden_for_boats_cube_cornerA -2005.23 517.16 33.0 cornerB -2002.69 554.12 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2097.8 319.42 33.0 cornerB -2035.57 321.05 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2150.18 138.75 33.0 cornerB -2145.71 160.84 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2168.24 42.13 33.0 cornerB -2165.99 61.7 36.0 
06D7: enable_train_traffic 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
wait 1000 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 1000 

:SYN3_16364
if 
fading 
else_jump @SYN3_16388 
wait 0 
jump @SYN3_16364 

:SYN3_16388
return 

:SYN3_16390
fade 0 1000 

:SYN3_16397
if 
fading 
else_jump @SYN3_16421 
wait 0 
jump @SYN3_16397 

:SYN3_16421
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 0 at 42@ 43@ 44@ radius 100.0 
03E6: remove_text_box 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
if 
   not Car.Wrecked(36@)
else_jump @SYN3_16521 
Car.PutAt(36@, 38@, 39@, 40@)
Car.Angle(36@) = 41@

:SYN3_16521
if 
   not Car.Wrecked(35@)
else_jump @SYN3_16567 
Car.PutAt(35@, -1830.16, -17.64, 14.79)
Car.Angle(35@) = 268.78

:SYN3_16567
if 
   not Car.Wrecked(34@)
else_jump @SYN3_16636 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SYN3_16607 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:SYN3_16607
Car.PutAt(34@, 42@, 43@, 44@)
Car.Angle(34@) = 90.0
Car.SetToNormalDriver(34@)

:SYN3_16636
04ED: load_animation "CAR_CHAT" 

:SYN3_16648
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @SYN3_16682 
wait 0 
jump @SYN3_16648 

:SYN3_16682
132@ = 1 
gosub @SYN3_17788 
if 
   not Actor.Dead(100@)
else_jump @SYN3_16780 
0605: actor 100@ perform_animation_sequence "CAR_SC3_FR" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time -1 // versionA 
if 
   not Actor.Dead(101@)
else_jump @SYN3_16780 
05BF: AS_actor 101@ look_at_actor 100@ -2 ms 

:SYN3_16780
Camera.SetPosition(-1815.98, 3.07, 15.31, 0.0, 0.0, 0.0)
Camera.PointAt(-1815.5, 2.94, 15.25, 2)
fade 1 1000 

:SYN3_16838
if 
fading 
else_jump @SYN3_16862 
wait 0 
jump @SYN3_16838 

:SYN3_16862
133@ = 1 
0707: start_scene_skip_to @SYN3_17540 

:SYN3_16876
if 
  1 > 129@ 
else_jump @SYN3_16957 
wait 0 
gosub @SYN3_18315 
if and
  128@ == 2 
   not 131@ == 1 
   not Actor.Dead(100@)
else_jump @SYN3_16950 
0967: actor 100@ move_mouth 10000 ms 
131@ = 1 

:SYN3_16950
jump @SYN3_16876 

:SYN3_16957
if 
   not Actor.Dead(100@)
else_jump @SYN3_16988 
0968: actor 100@ stop_mouth 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 100@ -1 ms 

:SYN3_16988
if 
  2 > 129@ 
else_jump @SYN3_17069 
wait 0 
gosub @SYN3_18315 
if and
  128@ == 2 
   not 131@ == 1 
   not Actor.Dead(100@)
else_jump @SYN3_17062 
0967: actor 100@ move_mouth 10000 ms 
131@ = 1 

:SYN3_17062
jump @SYN3_16988 

:SYN3_17069
if 
   not Actor.Dead(100@)
else_jump @SYN3_17090 
0968: actor 100@ stop_mouth 

:SYN3_17090
if 
  3 > 129@ 
else_jump @SYN3_17171 
wait 0 
gosub @SYN3_18315 
if and
  128@ == 2 
   not 131@ == 1 
   not Actor.Dead(100@)
else_jump @SYN3_17164 
0967: actor 100@ move_mouth 10000 ms 
131@ = 1 

:SYN3_17164
jump @SYN3_17090 

:SYN3_17171
if 
   not Actor.Dead(100@)
else_jump @SYN3_17192 
0968: actor 100@ stop_mouth 

:SYN3_17192
0647: unknown_actor $PLAYER_ACTOR look_task 
wait 200 
0633: AS_actor $PLAYER_ACTOR exit_car 
wait 500 
if 
   not Actor.Dead(100@)
else_jump @SYN3_17238 
05BF: AS_actor 100@ look_at_actor $PLAYER_ACTOR -1 ms 

:SYN3_17238
wait 2000 
if 
   not Actor.Dead(101@)
else_jump @SYN3_17264 
0647: unknown_actor 101@ look_task 

:SYN3_17264
129@ = 5 

:SYN3_17271
if 
  6 > 129@ 
else_jump @SYN3_17352 
wait 0 
gosub @SYN3_18315 
if and
  128@ == 2 
   not 131@ == 1 
   not Actor.Dead(100@)
else_jump @SYN3_17345 
0967: actor 100@ move_mouth 10000 ms 
131@ = 1 

:SYN3_17345
jump @SYN3_17271 

:SYN3_17352
if 
   not Actor.Dead(100@)
else_jump @SYN3_17373 
0968: actor 100@ stop_mouth 

:SYN3_17373
if 
   not Actor.Dead(101@)
else_jump @SYN3_17399 
05BF: AS_actor 101@ look_at_actor $PLAYER_ACTOR -1 ms 

:SYN3_17399
wait 1000 

:SYN3_17404
if 
001D:   130@ > 129@ // (int) 
else_jump @SYN3_17486 
wait 0 
gosub @SYN3_18315 
if and
  128@ == 2 
   not 131@ == 1 
   not Actor.Dead(101@)
else_jump @SYN3_17479 
0967: actor 101@ move_mouth 10000 ms 
131@ = 1 

:SYN3_17479
jump @SYN3_17404 

:SYN3_17486
if 
   not Actor.Dead(101@)
else_jump @SYN3_17507 
0968: actor 101@ stop_mouth 

:SYN3_17507
wait 1000 
if 
   not Actor.Dead(100@)
else_jump @SYN3_17533 
0647: unknown_actor 100@ look_task 

:SYN3_17533
133@ = 0 

:SYN3_17540
0701: end_scene_skip 
fade 0 700 

:SYN3_17549
if 
fading 
else_jump @SYN3_17573 
wait 0 
jump @SYN3_17549 

:SYN3_17573
if 
  133@ == 1 
else_jump @SYN3_17591 

:SYN3_17591
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0647: unknown_actor $PLAYER_ACTOR look_task 
0687: clear_actor $PLAYER_ACTOR task 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYN3_17651 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1816.19 -1.19 14.15 
jump @SYN3_17671 

:SYN3_17651
Actor.PutAt($PLAYER_ACTOR, -1816.19, -1.19, 14.15)

:SYN3_17671
Actor.Angle($PLAYER_ACTOR) = 132.83
Car.Destroy(34@)
Actor.DestroyInstantly(100@)
Actor.DestroyInstantly(101@)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
040D: unload_wav 1 
00BE: text_clear_all 
04EF: release_animation "CAR_CHAT" 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01F0: set_max_wanted_level_to 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 1000 

:SYN3_17762
if 
fading 
else_jump @SYN3_17786 
wait 0 
jump @SYN3_17762 

:SYN3_17786
return 

:SYN3_17788
0871: init_jump_table 132@ total_jumps 3 default_jump 1 @SYN3_18285 jumps 0 @SYN3_17851 1 @SYN3_18041 2 @SYN3_18223 -1 @SYN3_18292 -1 @SYN3_18292 -1 @SYN3_18292 -1 @SYN3_18292 

:SYN3_17851
05AA: 104@s = 'MJIZ01A'  // ~z~Partner.
05AA: 106@s = 'MJIZ01B'  // ~z~Jizzy. Was geht ab?
05AA: 108@s = 'MJIZ01C'  // ~z~Meine Geschftsfreunde brauchen ein wenig Untersttzung.
05AA: 110@s = 'MJIZ01D'  // ~z~Und da hab ich an dich gedacht, Freund.
05AA: 112@s = 'MJIZ01E'  // ~z~Triff dich mit T-Bone an der Tankstelle bei den Docks in China Basin.
05AA: 114@s = 'MJIZ01F'  // ~z~Er wartet in einer viertrigen Limousine auf dich.
05AA: 116@s = 'MJIZ01G'  // ~z~Entschuldige, Partner, ich krieg 'nen Anruf rein. Arrivederci.
05AA: 118@s = 'MJIZ01H'  // ~z~Ja, ganz, wie du meinst. Mach's gut.
04AF: 120@ = 26800 // @ = any 
04AF: 121@ = 26801 // @ = any 
04AF: 122@ = 26802 // @ = any 
04AF: 123@ = 26803 // @ = any 
04AF: 124@ = 26804 // @ = any 
04AF: 125@ = 26805 // @ = any 
04AF: 126@ = 26806 // @ = any 
04AF: 127@ = 26807 // @ = any 
130@ = 8 
jump @SYN3_18292 

:SYN3_18041
05AA: 104@s = 'SYN3_CA'  // ~z~Steig aus und schnapp dir ein Motorrad.
05AA: 106@s = 'SYN3_CB'  // ~z~Diese Lieferung muss zur Fabrik gebracht werden.
05AA: 108@s = 'SYN3_CC'  // ~z~Wenn du das fr uns erledigst, wirst du es nicht bereuen.
05AA: 110@s = 'SYN3_CD'  // ~z~Du nicht, Mendez, wir haben noch andere Geschfte zu erledigen.
05AA: 112@s = 'SYN3_CE'  // ~z~Ich bin sicher, er kommt allein zurecht.
05AA: 114@s = 'SYN3_CF'  // ~z~Wir behalten dich im Auge, Shnchen.
05AA: 116@s = 'SYN3_CG'  // ~z~Si, Freundchen. Im Auge.
04AF: 120@ = 39213 // @ = any 
04AF: 121@ = 39214 // @ = any 
04AF: 122@ = 39215 // @ = any 
04AF: 123@ = 39216 // @ = any 
04AF: 124@ = 39217 // @ = any 
04AF: 125@ = 39218 // @ = any 
04AF: 126@ = 39219 // @ = any 
130@ = 7 
jump @SYN3_18292 

:SYN3_18223
05AA: 104@s = 'SYN3_EA'  // ~z~Okay, das wre geschafft. Aber hier wird es sehr bald von Cops wimmeln!
05AA: 106@s = 'SYN3_EB'  // ~z~Lass den Van von der Bildflche verschwinden. Ich mach mich dnn!
04AF: 120@ = 39221 // @ = any 
04AF: 121@ = 39222 // @ = any 
130@ = 2 
jump @SYN3_18292 

:SYN3_18285
jump @SYN3_18292 

:SYN3_18292
128@ = 0 
129@ = 0 
131@ = 0 
return 

:SYN3_18315
if or
  128@ == 0 
  128@ == 1 
else_jump @SYN3_18385 
if 
001D:   130@ > 129@ // (int) 
else_jump @SYN3_18385 
if 
  33@ > 1000 
else_jump @SYN3_18385 
gosub @SYN3_18450 

:SYN3_18385
if 
  128@ == 2 
else_jump @SYN3_18448 
if 
03D2:   wav 1 ended 
else_jump @SYN3_18448 
128@ = 0 
129@ += 1 
131@ = 0 
00BE: text_clear_all 
33@ = 0 

:SYN3_18448
return 

:SYN3_18450
if 
  128@ == 0 
else_jump @SYN3_18486 
03CF: load_wav 120@(129@,8i) as 1 
128@ = 1 

:SYN3_18486
if 
  128@ == 1 
else_jump @SYN3_18544 
if 
03D0:   wav 1 loaded 
else_jump @SYN3_18544 
00BC: show_text_highpriority GXT 104@(129@,8s) time 10000 flag 1 
03D1: play_wav 1 
128@ = 2 

:SYN3_18544
return 

:SYN3_18546
040D: unload_wav 2 
0871: init_jump_table 103@ total_jumps 5 default_jump 1 @SYN3_18693 jumps 0 @SYN3_18613 1 @SYN3_18629 2 @SYN3_18645 3 @SYN3_18661 4 @SYN3_18677 -1 @SYN3_18700 -1 @SYN3_18700 

:SYN3_18613
03CF: load_wav 40802 as 2 
jump @SYN3_18700 

:SYN3_18629
03CF: load_wav 40801 as 2 
jump @SYN3_18700 

:SYN3_18645
03CF: load_wav 40803 as 2 
jump @SYN3_18700 

:SYN3_18661
03CF: load_wav 40800 as 2 
jump @SYN3_18700 

:SYN3_18677
03CF: load_wav 40804 as 2 
jump @SYN3_18700 

:SYN3_18693
jump @SYN3_18700 

:SYN3_18700
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SYN3_18709
if 
83D0:   not wav 2 loaded 
else_jump @SYN3_18813 
wait 0 
if or
   Actor.Dead(100@)
   Actor.Dead(101@)
   Car.Wrecked(34@)
   Car.Wrecked(36@)
   Actor.Dead(37@)
   Car.Wrecked(35@)
else_jump @SYN3_18771 
return 

:SYN3_18771
if and
   not 135@ == 1 
   Pickup.Picked_up(89@)
else_jump @SYN3_18806 
Marker.Disable(247@)
135@ = 1 

:SYN3_18806
jump @SYN3_18709 

:SYN3_18813
03D1: play_wav 2 
0871: init_jump_table 103@ total_jumps 5 default_jump 1 @SYN3_18995 jumps 0 @SYN3_18880 1 @SYN3_18903 2 @SYN3_18926 3 @SYN3_18949 4 @SYN3_18972 -1 @SYN3_19002 -1 @SYN3_19002 

:SYN3_18880
00BC: show_text_highpriority GXT 'TORX_AC' time 3000 flag 1  // ~z~Carl, komm, wir machen 'ne Fahrt.
jump @SYN3_19002 

:SYN3_18903
00BC: show_text_highpriority GXT 'TORX_AB' time 3000 flag 1  // ~z~Los, steig schon ein.
jump @SYN3_19002 

:SYN3_18926
00BC: show_text_highpriority GXT 'TORX_AD' time 3000 flag 1  // ~z~Komm, klemm dich hinters Steuer.
jump @SYN3_19002 

:SYN3_18949
00BC: show_text_highpriority GXT 'TORX_AA' time 3000 flag 1  // ~z~Steig in den Wagen!
jump @SYN3_19002 

:SYN3_18972
00BC: show_text_highpriority GXT 'TORX_AE' time 3000 flag 1  // ~z~Los, steig ein!
jump @SYN3_19002 

:SYN3_18995
jump @SYN3_19002 

:SYN3_19002
if 
83D2:   not wav 2 ended 
else_jump @SYN3_19106 
wait 0 
if or
   Actor.Dead(100@)
   Actor.Dead(101@)
   Car.Wrecked(34@)
   Car.Wrecked(36@)
   Actor.Dead(37@)
   Car.Wrecked(35@)
else_jump @SYN3_19064 
return 

:SYN3_19064
if and
   not 135@ == 1 
   Pickup.Picked_up(89@)
else_jump @SYN3_19099 
Marker.Disable(247@)
135@ = 1 

:SYN3_19099
jump @SYN3_19002 

:SYN3_19106
103@ += 1 
if 
  103@ > 4 
else_jump @SYN3_19138 
103@ = 0 

:SYN3_19138
return 

:SYN3_19140
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:SYN3_19158
$SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SYND_3'  // Outrider
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 9000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 9000
0998: add_respect 25 
01F0: set_max_wanted_level_to 248@ 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
0394: play_music 1 
Marker.Disable($526)
return 

:SYN3_19234
Model.Destroy(#WASHING)
Model.Destroy(#SANCHEZ)
Model.Destroy(#RUMPO)
Model.Destroy(#SFR1)
Model.Destroy(#ROCKETLA)
Model.Destroy(#SNIPER)
Model.Destroy(#GREENWOO)
Model.Destroy(#DNB3)
Model.Destroy(#DNB2)
Model.Destroy(#MP5LNG)
Model.Destroy(#AK47)
Model.Destroy(#CELLPHONE)
Model.Destroy(#BODYARMOUR)
Pickup.Destroy(89@)
Pickup.Destroy(90@)
Pickup.Destroy(249@)
Marker.Disable(212@)
Marker.Disable(213@)
Marker.Disable(214@)
Marker.Disable(247@)
Marker.Disable(215@)
Marker.Disable(216@)
gosub @SYN3_11584 
gosub @SYN3_11665 
gosub @SYN3_11785 
gosub @SYN3_11905 
061B: remove_references_to_AS_pack 98@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SYN3_19404 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:SYN3_19404
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Actor.DestroyWithFade(100@)
Actor.DestroyWithFade(101@)
04EF: release_animation "CAR_CHAT" 
091D: remove_forbidden_for_boats_cube_cornerA -2005.23 517.16 33.0 cornerB -2002.69 554.12 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2097.8 319.42 33.0 cornerB -2035.57 321.05 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2150.18 138.75 33.0 cornerB -2145.71 160.84 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2168.24 42.13 33.0 cornerB -2165.99 61.7 36.0 
06D7: enable_train_traffic 1 
065C: release_decision_maker 88@ 
065C: release_decision_maker 102@ 
if 
   not Car.Wrecked(34@)
else_jump @SYN3_19599 
Car.LockInCurrentPosition(34@) = False

:SYN3_19599
01F0: set_max_wanted_level_to 248@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 61---------------
// Originally: Ice Cold Killa

:SYND4
thread 'SYND4' 
gosub @SYND4_47 
if 
wasted_or_busted 
else_jump @SYND4_38 
gosub @SYND4_12026 

:SYND4_38
gosub @SYND4_12403 
end_thread 

:SYND4_47
$7303 = 0.0 
$7304 = 0.0 
$7305 = 0.0 
$7306 = 0.0 
$7307 = 0.0 
$7308 = 0.0 
$7309 = 0 
$7310 = 0 
$7311 = 0 
$7312 = 0 
117@ = 0 
97@ = 2 
054C: use_GXT_table 'SYN4' 
07FB: set_interior 'PDOMES' access 1  // Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // Pleasure Domes
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:SYND4_201
if 
fading 
else_jump @SYND4_225 
wait 0 
jump @SYND4_201 

:SYND4_225
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
Camera.SetAtPos(-2031.0, 149.0, 29.0)
02E4: load_cutscene_data 'SYND_4A' 

:SYND4_264
if 
86B9:   not cutscene_data_loaded 
else_jump @SYND4_288 
wait 0 
jump @SYND4_264 

:SYND4_288
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:SYND4_305
if 
82E9:   not cutscene_reached_end 
else_jump @SYND4_329 
wait 0 
jump @SYND4_305 

:SYND4_329
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:SYND4_343
if 
fading 
else_jump @SYND4_367 
wait 0 
jump @SYND4_343 

:SYND4_367
02EA: end_cutscene 
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_428 
08C7: put_actor $PLAYER_ACTOR at -2031.197 161.1839 27.8516 // versionB 
Actor.Angle($PLAYER_ACTOR) = 268.0468
Camera.SetBehindPlayer

:SYND4_428
0169: set_fade_color_RGB 0 0 0 
Model.Load(#SILENCED)
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#STRETCH)
Model.Load(#MICRO_UZI)
Model.Load(#BROADWAY)
Model.Load(#STRETCH)
Model.Load(#WMYSGRD)
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 25 // see ped.dat 
060A: create_decision_maker_type 0 store_to 55@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 47@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 88@ // decision\allowed\m_.ped files 

:SYND4_520
if or
   not Model.Available(#SILENCED)
   not Model.Available(#BMYBOUN)
   not Model.Available(#WMYBOUN)
   not Model.Available(#STRETCH)
   not Model.Available(#MICRO_UZI)
else_jump @SYND4_567 
wait 0 
jump @SYND4_520 

:SYND4_567
if or
   not Model.Available(#STRETCH)
   not Model.Available(#BROADWAY)
   not Model.Available(#WMYSGRD)
else_jump @SYND4_603 
wait 0 
jump @SYND4_567 

:SYND4_603
0A0B: set_rendering_origin_at_3D_coord -2031.197 161.1839 27.8359 angle 268.0468 
0395: clear_area 1 at -2624.549 1412.131 6.1094 radius 10.0 
062F: 52@ = create_group_type 2 
06AE: create_group_decision_maker_type 0 store_to 53@ // decision\allowed\mission.grp 
06AD: set_group 52@ group_decision_maker_to 53@ 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_739 
0615: define_AS_pack_begin 58@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2643.993 1405.895 905.2734 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05D6: clear_scmpath 
0616: define_AS_pack_end 58@ 

:SYND4_739
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_915 
0615: define_AS_pack_begin 120@ 
0603: AS_actor -1 goto -2664.286 1420.904 905.2812 mode 4 timelimit -1 // versionC 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 120@ 
0615: define_AS_pack_begin 121@ 
0603: AS_actor -1 goto -2662.241 1418.222 905.277 mode 4 timelimit -1 // versionC 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 121@ 
0615: define_AS_pack_begin 122@ 
0603: AS_actor -1 goto -2671.858 1420.603 905.2812 mode 4 timelimit -1 // versionC 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 122@ 
0615: define_AS_pack_begin 123@ 
0603: AS_actor -1 goto -2667.221 1421.774 905.2812 mode 4 timelimit -1 // versionC 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 123@ 

:SYND4_915
0615: define_AS_pack_begin 72@ 
0603: AS_actor -1 goto -2674.171 1394.553 917.3582 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 94.4524 
0643: set_AS_pack 72@ loop 1 
0616: define_AS_pack_end 72@ 
0615: define_AS_pack_begin 81@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2666.142 1420.576 905.277 
05D7: add_point_to_scmpath -2654.33 1420.092 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 81@ 
0615: define_AS_pack_begin 73@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2663.897 1420.509 905.2812 
05D7: add_point_to_scmpath -2655.542 1418.905 905.2812 
05D7: add_point_to_scmpath -2648.745 1416.988 905.2812 
05D7: add_point_to_scmpath -2645.276 1410.547 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 73@ 
0615: define_AS_pack_begin 67@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2627.831 1404.959 905.4609 
05D7: add_point_to_scmpath -2627.514 1406.607 905.4609 
05D7: add_point_to_scmpath -2635.924 1408.306 905.4609 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
05B9: AS_actor -1 stay_idle 4000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2629.451 1406.773 905.4609 
05D7: add_point_to_scmpath -2626.715 1403.41 905.4609 
05D7: add_point_to_scmpath -2629.224 1402.585 905.4598 
05D7: add_point_to_scmpath -2639.513 1399.569 911.4133 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 67@ 
0615: define_AS_pack_begin 57@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2663.024 1430.271 911.3984 
05D7: add_point_to_scmpath -2677.841 1429.663 911.3921 
05D7: add_point_to_scmpath -2688.757 1426.88 905.4531 
05D7: add_point_to_scmpath -2686.493 1422.207 905.4531 
05D7: add_point_to_scmpath -2677.769 1421.948 905.4531 
05D7: add_point_to_scmpath -2664.318 1423.618 905.2734 
05D7: add_point_to_scmpath -2651.408 1423.601 905.2734 
05D7: add_point_to_scmpath -2642.101 1416.098 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2633.106 1415.721 905.4531 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 57@ 
0615: define_AS_pack_begin 42@ 
05C9: AS_actor -1 on_guard 4000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 42@ loop 1 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 68@ 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0643: set_AS_pack 68@ loop 1 
0616: define_AS_pack_end 68@ 
62@ = Car.Create(#STRETCH, -2634.061, 1395.498, 6.1186)
Car.Angle(62@) = 3.5285
0229: set_car 62@ primary_color_to 0 secondary_color_to 0 
053F: set_car 62@ tires_vulnerability 0 
Car.Health(62@) = 2000
63@ = Car.Create(#STRETCH, -2613.48, 1416.568, 6.1432)
Car.Angle(63@) = 272.3133
0229: set_car 63@ primary_color_to 0 secondary_color_to 0 
053F: set_car 63@ tires_vulnerability 0 
Car.Health(63@) = 2000
0674: set_car_model #BROADWAY numberplate "HO_2_HO_" 
64@ = Car.Create(#BROADWAY, -2611.471, 1409.036, 6.1335)
Car.Angle(64@) = 274.4727
0229: set_car 64@ primary_color_to 4 secondary_color_to 4 
Car.Health(64@) = 1000
0615: define_AS_pack_begin 124@ 
0603: AS_actor -1 goto -2622.981 1413.107 6.1137 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 196.019 
0643: set_AS_pack 124@ loop 1 
0616: define_AS_pack_end 124@ 
0615: define_AS_pack_begin 125@ 
0603: AS_actor -1 goto -2626.409 1411.96 6.1094 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 190.6977 
0643: set_AS_pack 125@ loop 1 
0616: define_AS_pack_end 125@ 
49@ = Actor.Create(Mission2, #BMYBOUN, -2622.981, 1413.107, 6.1137)
Actor.Angle(49@) = 196.019
50@ = Actor.Create(Mission2, #WMYBOUN, -2626.409, 1411.96, 6.1094)
Actor.Angle(50@) = 190.6977
01B2: give_actor 49@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 49@ armed_weapon_to 28 
Actor.WeaponAccuracy(49@) = 90
01B2: give_actor 50@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 50@ armed_weapon_to 28 
Actor.WeaponAccuracy(50@) = 90
060B: set_actor 49@ decision_maker_to 47@ 
060B: set_actor 50@ decision_maker_to 47@ 
0618: assign_actor 49@ to_AS_pack 124@ 
0618: assign_actor 50@ to_AS_pack 125@ 
018A: 59@ = create_checkpoint_at -2623.937 1410.79 6.1152 
018A: 60@ = create_checkpoint_at -2636.385 1402.485 905.4609 
08DC: create_interior_marker 60@ at -2661.74 1423.483 radius 100.0 
018B: set_marker 60@ radar_mode 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_2049 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 200 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 23 

:SYND4_2049
32@ = 0 
0169: set_fade_color_RGB 0 0 0 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
00BC: show_text_highpriority GXT 'SYN4_20' time 9000 flag 1  // ~s~Statte Jizzy einen Besuch im ~y~Pleasure Domes Club~s~ ab!

:SYND4_2095
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_3486 
wait 0 
gosub @SYND4_12909 
gosub @SYND4_13723 
if 
0735:   NOP_false 83 
else_jump @SYND4_2151 
jump @SYND4_12241 

:SYND4_2151
if 
  117@ == 0 
else_jump @SYND4_2369 
if 
   not Actor.Dead(49@)
else_jump @SYND4_2269 
if 
0457:   player $PLAYER_CHAR aiming_at_actor 49@ 
else_jump @SYND4_2269 
if 
   not Actor.Dead(49@)
else_jump @SYND4_2233 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_2233
if 
   not Actor.Dead(50@)
else_jump @SYND4_2262 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_2262
117@ = 1 

:SYND4_2269
if 
   not Actor.Dead(50@)
else_jump @SYND4_2369 
if 
0457:   player $PLAYER_CHAR aiming_at_actor 50@ 
else_jump @SYND4_2369 
if 
   not Actor.Dead(49@)
else_jump @SYND4_2333 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_2333
if 
   not Actor.Dead(50@)
else_jump @SYND4_2362 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_2362
117@ = 1 

:SYND4_2369
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_3424 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2623.937 1410.79 6.1152 radius 1.2 1.2 1.2 on_foot 
else_jump @SYND4_3424 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_2456 
Player.CanMove($PLAYER_CHAR) = False

:SYND4_2456
0221: set_player $PLAYER_CHAR trapped_in_car 1 
Actor.Angle($PLAYER_ACTOR) = 0.0
Marker.Disable(59@)
gosub @SYND4_12777 
if and
   not Actor.Dead(49@)
   not Actor.Dead(50@)
else_jump @SYND4_3185 
if and
851A:   not actor 49@ damaged_by_actor $PLAYER_ACTOR 
851A:   not actor 50@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYND4_3185 
05BF: AS_actor 50@ look_at_actor $PLAYER_ACTOR 6000 ms 
gosub @SYND4_12777 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_2597 
08C7: put_actor $PLAYER_ACTOR at -2624.112 1410.473 6.1149 // versionB 
Actor.Angle($PLAYER_ACTOR) = 13.4662

:SYND4_2597
05BF: AS_actor 49@ look_at_actor $PLAYER_ACTOR 6000 ms 
Camera.SetPosition(-2623.715, 1409.642, 7.7873, 0.0, 0.0, 0.0)
Camera.PointAt(-2623.871, 1410.628, 7.7269, 2)
wait 1000 
0209: $7309 = random_int_in_ranges 0 3 
0871: init_jump_table $7309 total_jumps 3 default_jump 0 @SYND4_3117 jumps 0 @SYND4_2736 1 @SYND4_2863 2 @SYND4_2990 -1 @SYND4_3117 -1 @SYND4_3117 -1 @SYND4_3117 -1 @SYND4_3117 

:SYND4_2736
040D: unload_wav 1 
03CF: load_wav 39411 as 1 

:SYND4_2749
if 
83D0:   not wav 1 loaded 
else_jump @SYND4_2775 
wait 0 
jump @SYND4_2749 

:SYND4_2775
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN4_BA' time 4000 flag 1  // ~z~Sorry, Mann, geschlossene Gesellschaft.
33@ = 0 

:SYND4_2802
if 
  4000 > 33@ 
else_jump @SYND4_2856 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYND4_2849 
jump @SYND4_3349 

:SYND4_2849
jump @SYND4_2802 

:SYND4_2856
jump @SYND4_3117 

:SYND4_2863
040D: unload_wav 1 
03CF: load_wav 39412 as 1 

:SYND4_2876
if 
83D0:   not wav 1 loaded 
else_jump @SYND4_2902 
wait 0 
jump @SYND4_2876 

:SYND4_2902
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN4_BB' time 4000 flag 1  // ~z~Jizzy will nicht gestrt werden.
33@ = 0 

:SYND4_2929
if 
  4000 > 33@ 
else_jump @SYND4_2983 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYND4_2976 
jump @SYND4_3349 

:SYND4_2976
jump @SYND4_2929 

:SYND4_2983
jump @SYND4_3117 

:SYND4_2990
040D: unload_wav 1 
03CF: load_wav 39413 as 1 

:SYND4_3003
if 
83D0:   not wav 1 loaded 
else_jump @SYND4_3029 
wait 0 
jump @SYND4_3003 

:SYND4_3029
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN4_BC' time 4000 flag 1  // ~z~Du kommst hier nicht rein.
33@ = 0 

:SYND4_3056
if 
  4000 > 33@ 
else_jump @SYND4_3110 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYND4_3103 
jump @SYND4_3349 

:SYND4_3103
jump @SYND4_3056 

:SYND4_3110
jump @SYND4_3117 

:SYND4_3117
33@ = 0 

:SYND4_3124
if 
  1000 > 33@ 
else_jump @SYND4_3185 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYND4_3178 
70@ = 1 
jump @SYND4_3349 

:SYND4_3178
jump @SYND4_3124 

:SYND4_3185
Camera.SetPosition(-2671.127, 1432.594, 25.4663, 0.0, 0.0, 0.0)
Camera.PointAt(-2670.43, 1431.881, 25.3871, 2)
00BC: show_text_highpriority GXT 'SYN4_12' time 5000 flag 1  // ~s~Geh durch das ~y~Oberlicht~s~, um in den Club zu gelangen!
0876: unknown_cube_cornera 2682.42 1420.237 28.0 cornerB -2630.365 1411.699 28.0 flag 3 flag 0 
33@ = 0 

:SYND4_3295
if 
  5000 > 33@ 
else_jump @SYND4_3349 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYND4_3342 
jump @SYND4_3349 

:SYND4_3342
jump @SYND4_3295 

:SYND4_3349
gosub @SYND4_12808 
018A: 61@ = create_checkpoint_at -2661.924 1424.278 22.8906 
if 
  70@ == 1 
else_jump @SYND4_3410 
00BC: show_text_highpriority GXT 'SYN4_12' time 5000 flag 1  // ~s~Geh durch das ~y~Oberlicht~s~, um in den Club zu gelangen!

:SYND4_3410
0221: set_player $PLAYER_CHAR trapped_in_car 0 
jump @SYND4_3493 

:SYND4_3424
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2660.145 1419.211 22.8906 radius 5.0 5.0 5.0 
else_jump @SYND4_3479 
jump @SYND4_3493 

:SYND4_3479
jump @SYND4_2095 

:SYND4_3486
jump @SYND4_12026 

:SYND4_3493
Model.Load(#BMYDRUG)
Model.Load(#HMYDRUG)
Model.Load(#HFYRI)
Model.Load(#BFYPRO)
Model.Load(#BMYDJ)
Model.Load(#MICRO_UZI)
Model.Load(#VWFYWAI)
Model.Load(#COLT45)
023C: load_special_actor 'JIZZY' as 1 // models 290-299 
Model.Load(#VHFYST3)
04ED: load_animation "SWAT" 

:SYND4_3554
if or
   not Model.Available(#BMYDRUG)
   not Model.Available(#HMYDRUG)
   not Model.Available(#HFYRI)
   not Model.Available(#BFYPRO)
   not Model.Available(#BMYDJ)
else_jump @SYND4_3596 
wait 0 
jump @SYND4_3554 

:SYND4_3596
if or
   not Model.Available(#MICRO_UZI)
   not Model.Available(#VWFYWAI)
   not Model.Available(#COLT45)
823D:   not special_actor 1 loaded 
84EE:   not animation "SWAT" loaded 
   not Model.Available(#VHFYST3)
else_jump @SYND4_3650 
wait 0 
jump @SYND4_3596 

:SYND4_3650
if 
else_jump @SYND4_3672 
wait 0 
jump @SYND4_3650 

:SYND4_3672
39@ = Actor.Create(Special, #SPECIAL01, -2669.127, 1426.919, 905.4609)
0860: link_actor 39@ to_interior 3 
0245: set_actor 39@ walk_style_to "GANG1" 
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 0 // see ped.dat 
Actor.Angle(39@) = 238.0256
060F: set_actor 39@ melee_accuracy_to 5.0 
060B: set_actor 39@ decision_maker_to 55@ 
44@ = Actor.Create(CivFemale, #BFYPRO, -2667.656, 1425.854, 905.4609)
0860: link_actor 44@ to_interior 3 
Actor.Angle(44@) = 76.4221
0568: set_actor 44@ targetable 1 
0677: AS_actor 39@ chat_with_actor 44@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 44@ chat_with_actor 39@ lead_speaker_flag 0 unknown_flag 1 
43@ = Marker.CreateAboveActor(39@)
018B: set_marker 43@ radar_mode 0 
0615: define_AS_pack_begin 79@ 
06B0: AS_actor -1 sit_down 200000 ms 
05C9: AS_actor -1 on_guard 2000 ms 
0643: set_AS_pack 79@ loop 1 
0616: define_AS_pack_end 79@ 
0615: define_AS_pack_begin 80@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0618: assign_actor -1 to_AS_pack 79@ 
0616: define_AS_pack_end 80@ 
34@ = Actor.Create(Mission1, #BMYDRUG, -2665.236, 1429.884, 905.4609)
Actor.Angle(34@) = 133.1702
0618: assign_actor 34@ to_AS_pack 80@ 
35@ = Actor.Create(Mission1, #HMYDRUG, -2667.102, 1430.024, 905.4609)
Actor.Angle(35@) = 180.876
0618: assign_actor 35@ to_AS_pack 79@ 
36@ = Actor.Create(Mission1, #BMYDRUG, -2665.064, 1428.402, 905.4609)
Actor.Angle(36@) = 106.0457
0618: assign_actor 36@ to_AS_pack 79@ 
37@ = Actor.Create(Mission1, #BFYPRO, -2668.117, 1429.933, 905.4609)
Actor.Angle(37@) = 180.876
0618: assign_actor 37@ to_AS_pack 80@ 
0615: define_AS_pack_begin 112@ 
0603: AS_actor -1 goto -2655.508 1410.566 905.2734 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 263.3926 
05B9: AS_actor -1 stay_idle 2000 ms 
0603: AS_actor -1 goto -2655.892 1406.675 905.2734 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 181.7338 
05B9: AS_actor -1 stay_idle 2000 ms 
0643: set_AS_pack 112@ loop 1 
0616: define_AS_pack_end 112@ 
0615: define_AS_pack_begin 113@ 
0603: AS_actor -1 goto -2660.268 1413.959 905.2734 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 348.451 
05B9: AS_actor -1 stay_idle 2000 ms 
0603: AS_actor -1 goto -2662.841 1413.732 905.2808 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 96.5734 
05B9: AS_actor -1 stay_idle 2000 ms 
0643: set_AS_pack 113@ loop 1 
0616: define_AS_pack_end 113@ 
102@ = Actor.Create(Mission3, #VWFYWAI, -2655.508, 1410.566, 905.2734)
Actor.Angle(102@) = 263.3926
103@ = Actor.Create(Mission3, #VWFYWAI, -2660.268, 1413.959, 905.2734)
Actor.Angle(103@) = 348.451
0618: assign_actor 102@ to_AS_pack 112@ 
0618: assign_actor 103@ to_AS_pack 113@ 
104@ = Actor.Create(Mission3, #BMYDRUG, -2657.269, 1403.575, 905.2812)
Actor.Angle(104@) = 271.0479
105@ = Actor.Create(Mission3, #BFYPRO, -2654.617, 1404.656, 905.2812)
Actor.Angle(105@) = 87.3589
0677: AS_actor 104@ chat_with_actor 105@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 105@ chat_with_actor 104@ lead_speaker_flag 1 unknown_flag 1 
40@ = 0 

:SYND4_4439
if 
   not Actor.Dead(34@(40@,5i))
else_jump @SYND4_4529 
0860: link_actor 34@(40@,5i) to_interior 3 
0770: unknown_actor 34@(40@,5i) flag 1 
01B2: give_actor 34@(40@,5i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 34@(40@,5i) armed_weapon_to 28 
Actor.WeaponAccuracy(34@(40@,5i)) = 70
060B: set_actor 34@(40@,5i) decision_maker_to 55@ 

:SYND4_4529
if 
   not Actor.Dead(102@(40@,10i))
else_jump @SYND4_4560 
0860: link_actor 102@(40@,10i) to_interior 3 

:SYND4_4560
40@ += 1 
  40@ >= 4 
else_jump @SYND4_4439 
$ONMISSION = 1 
increment_mission_attempts 
018A: 54@ = create_checkpoint_at -2655.075 1431.789 912.4016 
08DC: create_interior_marker 54@ at -2661.74 1423.483 radius 100.0 
018B: set_marker 54@ radar_mode 0 
Camera.SetBehindPlayer
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2653.217 1424.867 906.7266 
32@ = 0 

:SYND4_4665
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_5236 
wait 0 
if 
  117@ == 0 
else_jump @SYND4_4903 
if 
   not Actor.Dead(49@)
else_jump @SYND4_4803 
if 
0457:   player $PLAYER_CHAR aiming_at_actor 49@ 
else_jump @SYND4_4803 
if 
   not Actor.Dead(49@)
else_jump @SYND4_4767 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_4767
if 
   not Actor.Dead(50@)
else_jump @SYND4_4796 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_4796
117@ = 1 

:SYND4_4803
if 
   not Actor.Dead(50@)
else_jump @SYND4_4903 
if 
0457:   player $PLAYER_CHAR aiming_at_actor 50@ 
else_jump @SYND4_4903 
if 
   not Actor.Dead(49@)
else_jump @SYND4_4867 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_4867
if 
   not Actor.Dead(50@)
else_jump @SYND4_4896 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_4896
117@ = 1 

:SYND4_4903
if 
0736:   NOP_false 83 
else_jump @SYND4_4925 
jump @SYND4_12241 

:SYND4_4925
gosub @SYND4_12909 
gosub @SYND4_13723 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2661.01 1415.384 921.1953 radius 20.0 20.0 20.0 
  48@ == 0 
else_jump @SYND4_5229 
07FB: set_interior 'PDOMES' access 0  // Pleasure Domes
if 
075C:   marker 59@ enabled 
else_jump @SYND4_5028 
Marker.Disable(59@)

:SYND4_5028
Marker.Disable(61@)
018A: 45@ = create_checkpoint_at -2667.368 1427.435 905.4609 
08DC: create_interior_marker 45@ at -2661.74 1423.483 radius 100.0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_5124 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at -2661.055 1416.019 921.1953 // versionB 
Actor.Angle($PLAYER_ACTOR) = 180.0

:SYND4_5124
48@ = 1 
if 
   not Actor.Dead(49@)
else_jump @SYND4_5152 
Actor.DestroyInstantly(49@)

:SYND4_5152
if 
   not Actor.Dead(50@)
else_jump @SYND4_5173 
Actor.DestroyInstantly(50@)

:SYND4_5173
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_5199 
Actor.Angle($PLAYER_ACTOR) = 197.6688

:SYND4_5199
00BC: show_text_highpriority GXT 'SYN4_99' time 4000 flag 1  // ~s~Schleich dich an ~y~Jizzy~s~ ran. Du brauchst diese Nummer.
03C7: set_sensitivity_to_crime 0.0 
jump @SYND4_5243 

:SYND4_5229
jump @SYND4_4665 

:SYND4_5236
jump @SYND4_12026 

:SYND4_5243
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_12019 
wait 0 
gosub @SYND4_12909 
gosub @SYND4_13723 
if 
  46@ == 0 
else_jump @SYND4_7633 
if 
  83@ == 1 
else_jump @SYND4_5327 
115@ = 1 
jump @SYND4_12026 

:SYND4_5327
40@ = 0 

:SYND4_5334
if 
051A:   actor 34@(40@,5i) damaged_by_actor $PLAYER_ACTOR 
else_jump @SYND4_5387 
00BC: show_text_highpriority GXT 'SYN4_08' time 4000 flag 1  // ~r~Du hast Jizzy erschreckt, bevor er den Anruf gemacht hat.
83@ = 1 
32@ = 0 

:SYND4_5387
40@ += 1 
  40@ >= 4 
else_jump @SYND4_5334 
if 
051A:   actor 39@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYND4_5457 
00BC: show_text_highpriority GXT 'SYN4_06' time 4000 flag 1  // ~r~Du hast Jizzy erwischt, bevor er den Anruf gemacht hat.
83@ = 1 
32@ = 0 

:SYND4_5457
if 
051A:   actor 44@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYND4_5506 
00BC: show_text_highpriority GXT 'SYN4_08' time 4000 flag 1  // ~r~Du hast Jizzy erschreckt, bevor er den Anruf gemacht hat.
83@ = 1 
32@ = 0 

:SYND4_5506
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2668.716 1421.846 905.277 radius 15.0 15.0 15.0 
else_jump @SYND4_7633 
07FB: set_interior 'PDOMES2' access 1  // Pleasure Domes
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:SYND4_5582
if 
fading 
else_jump @SYND4_5606 
wait 0 
jump @SYND4_5582 

:SYND4_5606
40@ = 0 

:SYND4_5613
Actor.DestroyInstantly(34@(40@,5i))
40@ += 1 
  40@ >= 4 
else_jump @SYND4_5613 
if 
   not Actor.Dead(44@)
else_jump @SYND4_5664 
Actor.DestroyInstantly(44@)

:SYND4_5664
if 
075C:   marker 43@ enabled 
else_jump @SYND4_5685 
Marker.Disable(43@)

:SYND4_5685
if 
   not Actor.Dead(39@)
else_jump @SYND4_5706 
Actor.DestroyInstantly(39@)

:SYND4_5706
02E4: load_cutscene_data 'SYND_4B' 

:SYND4_5717
if 
86B9:   not cutscene_data_loaded 
else_jump @SYND4_5741 
wait 0 
jump @SYND4_5717 

:SYND4_5741
02E7: start_cutscene 
fade 1 1000 

:SYND4_5750
if 
82E9:   not cutscene_reached_end 
else_jump @SYND4_5774 
wait 0 
jump @SYND4_5750 

:SYND4_5774
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:SYND4_5789
if 
fading 
else_jump @SYND4_5813 
wait 0 
jump @SYND4_5789 

:SYND4_5813
gosub @SYND4_12777 
39@ = Actor.Create(Special, #SPECIAL01, -2669.127, 1426.919, 905.4609)
0860: link_actor 39@ to_interior 3 
0245: set_actor 39@ walk_style_to "GANG1" 
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 0 // see ped.dat 
Actor.Angle(39@) = 238.0256
060F: set_actor 39@ melee_accuracy_to 5.0 
060B: set_actor 39@ decision_maker_to 55@ 
34@ = Actor.Create(Mission1, #BMYDRUG, -2665.236, 1429.884, 905.4609)
Actor.Angle(34@) = 133.1702
0618: assign_actor 34@ to_AS_pack 80@ 
35@ = Actor.Create(Mission1, #HMYDRUG, -2667.102, 1430.024, 905.4609)
Actor.Angle(35@) = 180.876
0618: assign_actor 35@ to_AS_pack 79@ 
36@ = Actor.Create(Mission1, #BMYDRUG, -2665.064, 1428.402, 905.4609)
Actor.Angle(36@) = 106.0457
0618: assign_actor 36@ to_AS_pack 79@ 
37@ = Actor.Create(Mission1, #BFYPRO, -2668.117, 1429.933, 905.4609)
Actor.Angle(37@) = 180.876
0618: assign_actor 37@ to_AS_pack 80@ 
43@ = Marker.CreateAboveActor(39@)
018B: set_marker 43@ radar_mode 0 
0296: unload_special_actor 1 
40@ = 0 

:SYND4_6094
0860: link_actor 34@(40@,5i) to_interior 3 
01B2: give_actor 34@(40@,5i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 34@(40@,5i) armed_weapon_to 28 
40@ += 1 
  40@ >= 4 
else_jump @SYND4_6094 
if 
   not Actor.Dead(39@)
else_jump @SYND4_6208 
Camera.SetPosition(-2669.571, 1410.871, 907.8965, 0.0, 0.0, 0.0)
Camera.OnPed(39@, 15, 2)

:SYND4_6208
87@ = Actor.Create(Mission1, #BMYBOUN, -2667.152, 1421.553, 905.2812)
Actor.Angle(87@) = 275.4244
0688: unknown_actor 87@ flags 0 0 0 
0860: link_actor 87@ to_interior 3 
wait 100 
fade 1 0 

:SYND4_6271
if 
fading 
else_jump @SYND4_6295 
wait 0 
jump @SYND4_6271 

:SYND4_6295
00BC: show_text_highpriority GXT 'SYN4_05' time 4000 flag 1  // ~r~Jizzy ~s~entkommt. Schnapp ihn dir!
if 
   not Actor.Dead(87@)
else_jump @SYND4_6335 
0618: assign_actor 87@ to_AS_pack 73@ 

:SYND4_6335
40@ = 0 

:SYND4_6342
if 
   not Actor.Dead(102@(40@,10i))
else_jump @SYND4_6382 
0792: disembark_instantly_actor 102@(40@,10i) 
05C5: AS_actor 102@(40@,10i) cower -2 ms 

:SYND4_6382
40@ += 1 
  40@ >= 4 
else_jump @SYND4_6342 
if 
   not Actor.Dead(39@)
else_jump @SYND4_6493 
0687: clear_actor 39@ task 
08C7: put_actor 39@ at -2664.462 1421.766 905.277 // versionB 
Actor.Angle(39@) = 249.6271
0618: assign_actor 39@ to_AS_pack 73@ 
Actor.Armour(39@) = 150
Actor.Health(39@) = 300
08AF: set_actor 39@ max_health_to 300 
0446: set_actor 39@ immune_to_headshots 0 

:SYND4_6493
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_6546 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at -2666.638 1410.305 905.2812 // versionB 
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.SetBehindPlayer

:SYND4_6546
wait 1000 
33@ = 0 

:SYND4_6558
if 
  3000 > 33@ 
else_jump @SYND4_6612 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYND4_6605 
jump @SYND4_6612 

:SYND4_6605
jump @SYND4_6558 

:SYND4_6612
gosub @SYND4_12808 
0615: define_AS_pack_begin 128@ 
0603: AS_actor -1 goto -2639.277 1409.022 905.4646 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 63.4408 
0616: define_AS_pack_end 128@ 
0615: define_AS_pack_begin 126@ 
0618: assign_actor -1 to_AS_pack 128@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 2000 ms 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 126@ loop 1 
0616: define_AS_pack_end 126@ 
0615: define_AS_pack_begin 127@ 
0603: AS_actor -1 goto -2639.352 1402.766 905.4646 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 73.286 
0616: define_AS_pack_end 127@ 
0615: define_AS_pack_begin 129@ 
0618: assign_actor -1 to_AS_pack 127@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 2000 ms 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 129@ loop 1 
0616: define_AS_pack_end 129@ 
130@ = Actor.Create(Mission1, #BMYBOUN, -2639.277, 1409.022, 905.4646)
0860: link_actor 130@ to_interior 1 
Actor.Angle(130@) = 63.4408
060B: set_actor 130@ decision_maker_to 55@ 
0618: assign_actor 130@ to_AS_pack 126@ 
131@ = Actor.Create(Mission1, #WMYBOUN, -2639.352, 1402.766, 905.4646)
0860: link_actor 131@ to_interior 1 
Actor.Angle(131@) = 73.286
060B: set_actor 131@ decision_maker_to 55@ 
0618: assign_actor 131@ to_AS_pack 129@ 
01B2: give_actor 130@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 130@ armed_weapon_to 28 
01B2: give_actor 131@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 131@ armed_weapon_to 28 
if 
   not Actor.Dead(34@)
else_jump @SYND4_7331 
08C7: put_actor 34@ at -2671.761 1420.303 905.2812 // versionB 
Actor.Angle(34@) = 214.6866

:SYND4_7331
if 
   not Actor.Dead(35@)
else_jump @SYND4_7377 
08C7: put_actor 35@ at -2665.095 1421.339 905.2812 // versionB 
Actor.Angle(35@) = 167.6077

:SYND4_7377
if 
   not Actor.Dead(39@)
else_jump @SYND4_7456 
0792: disembark_instantly_actor 39@ 
018B: set_marker 43@ radar_mode 0 
08C7: put_actor 39@ at -2621.465 1411.338 905.4609 // versionB 
Actor.LockInCurrentPosition(39@) = True
Actor.Angle(39@) = 277.734
0860: link_actor 39@ to_interior 0 
74@ = 1 

:SYND4_7456
if 
   not Actor.Dead(87@)
else_jump @SYND4_7514 
0792: disembark_instantly_actor 87@ 
08C7: put_actor 87@ at -2625.836 1404.75 6.0938 // versionB 
Actor.Angle(87@) = 279.9147
0860: link_actor 87@ to_interior 0 

:SYND4_7514
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
40@ = 0 

:SYND4_7529
if 
   not Actor.Dead(34@(40@,5i))
else_jump @SYND4_7582 
0792: disembark_instantly_actor 34@(40@,5i) 
05E2: AS_actor 34@(40@,5i) kill_actor $PLAYER_ACTOR 
060B: set_actor 34@(40@,5i) decision_maker_to 47@ 

:SYND4_7582
40@ += 1 
  40@ >= 4 
else_jump @SYND4_7529 
018B: set_marker 60@ radar_mode 3 
018B: set_marker 45@ radar_mode 0 
Camera.SetBehindPlayer
41@ = 1 
46@ = 1 

:SYND4_7633
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2640.998 1406.275 905.4609 radius 8.0 8.0 8.0 
else_jump @SYND4_7767 
if and
   not Actor.Dead(130@)
  98@ == 0 
else_jump @SYND4_7724 
0792: disembark_instantly_actor 130@ 
05E2: AS_actor 130@ kill_actor $PLAYER_ACTOR 
98@ = 1 

:SYND4_7724
if and
   not Actor.Dead(131@)
  99@ == 0 
else_jump @SYND4_7767 
0792: disembark_instantly_actor 131@ 
05E2: AS_actor 131@ kill_actor $PLAYER_ACTOR 
99@ = 1 

:SYND4_7767
if 
  46@ == 1 
else_jump @SYND4_11400 
if 
  41@ == 1 
else_jump @SYND4_9218 
if and
   Actor.Dead(39@)
  85@ == 0 
else_jump @SYND4_7854 
if 
075C:   marker 60@ enabled 
else_jump @SYND4_7847 
Marker.Disable(60@)

:SYND4_7847
jump @SYND4_12241 

:SYND4_7854
if 
   not Actor.Dead(39@)
else_jump @SYND4_7997 
if and
00FE:   actor 39@ sphere 0 in_sphere -2636.385 1402.485 905.4609 radius 2.0 2.0 2.0 
  74@ == 0 
else_jump @SYND4_7997 
if 
   not Actor.Dead(39@)
else_jump @SYND4_7997 
0687: clear_actor 39@ task 
018B: set_marker 43@ radar_mode 0 
08C7: put_actor 39@ at -2621.465 1411.338 6.1094 // versionB 
Actor.Angle(39@) = 277.734
0860: link_actor 39@ to_interior 0 
74@ = 1 

:SYND4_7997
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2624.8 1411.54 6.1015 radius 4.0 4.0 4.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2661.85 1426.39 22.8985 radius 4.0 4.0 4.0 
else_jump @SYND4_9218 
gosub @SYND4_12843 
if 
   not Actor.Dead(39@)
else_jump @SYND4_8132 
08C7: put_actor 39@ at -2621.465 1411.338 6.1094 // versionB 
Actor.LockInCurrentPosition(39@) = False

:SYND4_8132
07FB: set_interior 'PDOMES' access 0  // Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // Pleasure Domes
0994: unknown_create_escape_at -2686.415 1235.572 54.4297 
0994: unknown_create_escape_at -2671.298 1236.492 54.4297 
if 
   Car.Wrecked(64@)
else_jump @SYND4_8353 
Car.Destroy(64@)
0395: clear_area 1 at -2611.471 1409.036 6.1335 radius 20.0 
Model.Load(#PIZZABOY)
Model.Load(#WMYPIZZ)

:SYND4_8247
if or
   not Model.Available(#PIZZABOY)
   not Model.Available(#WMYPIZZ)
else_jump @SYND4_8279 
wait 0 
jump @SYND4_8247 

:SYND4_8279
64@ = Car.Create(#PIZZABOY, -2611.471, 1409.036, 6.1335)
Car.Angle(64@) = 274.4727
0129: 132@ = create_actor_pedtype 4 model #WMYPIZZ in_car 64@ driverseat 
Actor.DestroyInstantly(87@)
if 
   not Actor.Dead(39@)
else_jump @SYND4_8353 
08C6: set_actor 39@ stay_on_bike 3 

:SYND4_8353
0615: define_AS_pack_begin 75@ 
05CB: AS_actor -1 enter_car 64@ as_driver 5000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
05D2: AS_actor -1 run_to_and_hijack_car 64@ max_search_radius 20.0 traffic_behavior 2 
0616: define_AS_pack_end 75@ 
0615: define_AS_pack_begin 76@ 
05CD: AS_actor -1 exit_car 64@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0229: set_car 64@ primary_color_to 4 secondary_color_to 4 
0395: clear_area 1 at -2621.81 1398.744 6.086 radius 20.0 
Marker.Disable(60@)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_9218 
0860: link_actor $PLAYER_ACTOR to_interior 0 
set_weather 9 
select_interior 0 
Camera.SetBehindPlayer
if 
   not Actor.Dead(39@)
else_jump @SYND4_8535 
08C7: put_actor 39@ at -2624.485 1411.353 6.1015 // versionB 
Actor.Angle(39@) = 267.9166

:SYND4_8535
if 
   not Actor.Dead(87@)
else_jump @SYND4_8625 
0792: disembark_instantly_actor 87@ 
08C7: put_actor 87@ at -2620.604 1406.97 6.1016 // versionB 
Actor.Angle(87@) = 277.7697
01B2: give_actor 87@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 87@ armed_weapon_to 22 
060B: set_actor 87@ decision_maker_to 88@ 
Actor.WeaponAccuracy(87@) = 30
07DD: set_actor 87@ temper_to 30 // see pedstats.dat 

:SYND4_8625
Actor.DestroyInstantly(44@)
40@ = 0 

:SYND4_8637
Actor.DestroyInstantly(34@(40@,5i))
40@ += 1 
  40@ >= 4 
else_jump @SYND4_8637 
gosub @SYND4_12777 
if and
   not Actor.Dead(39@)
   not Car.Wrecked(64@)
else_jump @SYND4_8759 
Camera.SetPosition(-2626.019, 1411.502, 9.1763, 0.0, 0.0, 0.0)
Camera.PointAt(-2625.059, 1411.35, 8.9421, 2)
0792: disembark_instantly_actor 39@ 
0618: assign_actor 39@ to_AS_pack 75@ 

:SYND4_8759
if 
   not Actor.Dead(87@)
else_jump @SYND4_8793 
0792: disembark_instantly_actor 87@ 
05CA: AS_actor 87@ enter_car 64@ passenger_seat 0 5000 ms 

:SYND4_8793
gosub @SYND4_12876 
33@ = 0 

:SYND4_8807
if 
  4000 > 33@ 
else_jump @SYND4_8859 
wait 0 
if and
00E1:   player 0 pressed_key 16 
   Actor.Dead(132@)
else_jump @SYND4_8852 

:SYND4_8852
jump @SYND4_8807 

:SYND4_8859
85@ = 1 
gosub @SYND4_12808 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_8919 
08C7: put_actor $PLAYER_ACTOR at -2627.1 1410.399 6.1015 // versionB 
Actor.Angle($PLAYER_ACTOR) = 279.1925

:SYND4_8919
0615: define_AS_pack_begin 133@ 
05B9: AS_actor -1 stay_idle 4000 ms 
0713: actor -1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 0 firing_rate 30 
0643: set_AS_pack 133@ loop 1 
0616: define_AS_pack_end 133@ 
if 
   not Car.Wrecked(64@)
else_jump @SYND4_9172 
if and
   not Actor.Dead(87@)
   not Actor.Dead(39@)
else_jump @SYND4_9063 
if 
   not Actor.InCar(87@, 64@)
else_jump @SYND4_9044 
0430: put_actor 87@ into_car 64@ passenger_seat 0 

:SYND4_9044
0688: unknown_actor 87@ flags 1 1 1 
0618: assign_actor 87@ to_AS_pack 133@ 

:SYND4_9063
if and
   not Actor.Dead(39@)
   not Car.Wrecked(64@)
else_jump @SYND4_9172 
01B2: give_actor 39@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 39@ armed_weapon_to 28 
Actor.WeaponAccuracy(39@) = 90
if 
   not Actor.InCar(39@, 64@)
else_jump @SYND4_9172 
if 
   not Actor.Dead(132@)
else_jump @SYND4_9164 
if 
   Actor.Driving(132@)
else_jump @SYND4_9164 
Actor.DestroyInstantly(132@)

:SYND4_9164
036A: put_actor 39@ in_car 64@ 

:SYND4_9172
00BE: text_clear_all 
018B: set_marker 43@ radar_mode 3 
00BC: show_text_highpriority GXT 'SYN4_02' time 10000 flag 1  // ~r~Jizzy ~s~entkommt mit dem Handy. Schnapp ihn dir!
32@ = 0 
03C7: set_sensitivity_to_crime 1.0 
41@ = 2 

:SYND4_9218
if 
   not Actor.Dead(39@)
else_jump @SYND4_9388 
Actor.StorePos(39@, $7304, $7306, $7303)
if 
   Actor.Driving(39@)
else_jump @SYND4_9272 
03C0: $TEMPVAR_ACTOR_CAR = actor 39@ car 

:SYND4_9272
080E: get_actor 39@ ped_event_to $7313 
if 
04A3:   $7313 == 7 // $ == any 
else_jump @SYND4_9334 
0687: clear_actor 39@ task 
0751: AS_actor 39@ flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 unknown 1 3000 1000 away_radius 10.0 

:SYND4_9334
if 
04A3:   $7313 == 17 // $ == any 
else_jump @SYND4_9388 
0687: clear_actor 39@ task 
0751: AS_actor 39@ flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 unknown 1 3000 1000 away_radius 10.0 

:SYND4_9388
if 
   not Actor.Dead(87@)
else_jump @SYND4_9474 
080E: get_actor 87@ ped_event_to $7313 
if 
04A3:   $7313 == 17 // $ == any 
else_jump @SYND4_9443 
0687: clear_actor 87@ task 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 

:SYND4_9443
if 
04A3:   $7313 == 7 // $ == any 
else_jump @SYND4_9474 
0687: clear_actor 87@ task 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 

:SYND4_9474
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @SYND4_9709 
90@ = Car.Health($TEMPVAR_ACTOR_CAR)
if 
  200 > 90@ 
else_jump @SYND4_9590 
89@ = 1 
if and
   not Actor.Dead(87@)
  93@ == 0 
else_jump @SYND4_9583 
0615: define_AS_pack_begin 134@ 
0622: AS_actor -1 bail_car $TEMPVAR_ACTOR_CAR 
05BE: AS_kill_actor -1 
0616: define_AS_pack_end 134@ 
0618: assign_actor 87@ to_AS_pack 134@ 
93@ = 1 

:SYND4_9583
jump @SYND4_9597 

:SYND4_9590
89@ = 0 

:SYND4_9597
if and
0495:   car $TEMPVAR_ACTOR_CAR burning 
  94@ == 0 
   not Actor.Dead(39@)
else_jump @SYND4_9709 
0615: define_AS_pack_begin 135@ 
0622: AS_actor -1 bail_car $TEMPVAR_ACTOR_CAR 
0751: AS_actor -1 flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 unknown 1 3000 1000 away_radius 10.0 
0643: set_AS_pack 135@ loop 1 
0616: define_AS_pack_end 135@ 
060B: set_actor 39@ decision_maker_to 55@ 
33@ = 0 
0618: assign_actor 39@ to_AS_pack 135@ 
94@ = 1 

:SYND4_9709
if 
  41@ == 2 
else_jump @SYND4_10228 
if and
   Car.Wrecked(64@)
  77@ == 0 
else_jump @SYND4_9773 
00BC: show_text_highpriority GXT 'SYN4_32' time 5000 flag 1  // ~r~Du hast das Handy in die Luft gejagt.
jump @SYND4_12026 

:SYND4_9773
if and
   not Car.Wrecked(64@)
   not Actor.Dead(39@)
else_jump @SYND4_9834 
if 
   Actor.InCar(39@, 64@)
else_jump @SYND4_9827 
77@ = 0 
jump @SYND4_9834 

:SYND4_9827
77@ = 1 

:SYND4_9834
if 
   not Actor.Dead(39@)
else_jump @SYND4_10117 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $7304 $7306 $7303 radius 20.0 20.0 20.0 
else_jump @SYND4_10008 
if and
   not Car.Wrecked(64@)
  86@ == 0 
else_jump @SYND4_10001 
if 
8495:   not car 64@ burning 
else_jump @SYND4_10001 
if 
  89@ == 0 
else_jump @SYND4_9975 
06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 25.0 traffic_flag 2 
jump @SYND4_9994 

:SYND4_9975
06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 32.0 traffic_flag 2 

:SYND4_9994
86@ = 1 

:SYND4_10001
jump @SYND4_10117 

:SYND4_10008
if and
   not Car.Wrecked(64@)
  86@ == 1 
else_jump @SYND4_10117 
if 
8495:   not car 64@ burning 
else_jump @SYND4_10117 
if 
  89@ == 0 
else_jump @SYND4_10091 
06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 23.0 traffic_flag 2 
jump @SYND4_10110 

:SYND4_10091
06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 28.0 traffic_flag 2 

:SYND4_10110
86@ = 0 

:SYND4_10117
if 
   not Actor.Dead(39@)
else_jump @SYND4_10228 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $7304 $7306 $7303 radius 150.0 150.0 150.0 
else_jump @SYND4_10198 
00BC: show_text_highpriority GXT 'SYN4_29' time 4000 flag 1  // ~r~Du hast Jizzy mit dem Handy entkommen lassen.
jump @SYND4_12026 

:SYND4_10198
if and
   not Actor.Driving(39@)
  91@ == 0 
else_jump @SYND4_10228 
91@ = 1 

:SYND4_10228
if and
   not Actor.Dead(39@)
   not Car.Wrecked(64@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_10943 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYND4_10943 
84@ = Actor.Car($PLAYER_ACTOR)
92@ += 1 
if 
  92@ > 100 
else_jump @SYND4_10315 
054F: clear_car 64@ damage 
92@ = 0 

:SYND4_10315
if and
   not Car.Wrecked(84@)
  32@ > 12000 
else_jump @SYND4_10943 
if 
051D:   car 64@ damaged_by_car 84@ 
else_jump @SYND4_10943 
if 
876F:   not text_priority_displayed 
else_jump @SYND4_10943 
100@ += 1 
if 
  100@ == 1 
else_jump @SYND4_10427 
05AA: 118@s = 'SYN4_AA'  // ~z~Hey, ich dachte, wir wren Freunde!
04AF: 96@ = 39400 // @ = any 
gosub @SYND4_13703 

:SYND4_10427
if 
  100@ == 2 
else_jump @SYND4_10476 
05AA: 118@s = 'SYN4_AB'  // ~z~Du versaust dir die Chance, 'ne groe Nummer zu werden!
04AF: 96@ = 39401 // @ = any 
gosub @SYND4_13703 

:SYND4_10476
if 
  100@ == 3 
else_jump @SYND4_10525 
05AA: 118@s = 'SYN4_AC'  // ~z~Wir knnen das doch in aller Ruhe besprechen, Homie!
04AF: 96@ = 39402 // @ = any 
gosub @SYND4_13703 

:SYND4_10525
if 
  100@ == 4 
else_jump @SYND4_10574 
05AA: 118@s = 'SYN4_AD'  // ~z~Du machst meine Karre kaputt!
04AF: 96@ = 39403 // @ = any 
gosub @SYND4_13703 

:SYND4_10574
if 
  100@ == 5 
else_jump @SYND4_10623 
05AA: 118@s = 'SYN4_AE'  // ~z~CJ, Bruder, du solltest das noch mal berdenken!
04AF: 96@ = 39404 // @ = any 
gosub @SYND4_13703 

:SYND4_10623
if 
  100@ == 6 
else_jump @SYND4_10672 
05AA: 118@s = 'SYN4_AF'  // ~z~Ich kann in dieser Stadt alles fr dich arrangieren, alles!
04AF: 96@ = 39405 // @ = any 
gosub @SYND4_13703 

:SYND4_10672
if 
  100@ == 7 
else_jump @SYND4_10721 
05AA: 118@s = 'SYN4_AG'  // ~z~CJ, du bist ein Narr, EIN NARR!
04AF: 96@ = 39406 // @ = any 
gosub @SYND4_13703 

:SYND4_10721
if 
  100@ == 8 
else_jump @SYND4_10770 
05AA: 118@s = 'SYN4_AH'  // ~z~Das vergesse ich dir nicht, CJ, hrst du?
04AF: 96@ = 39407 // @ = any 
gosub @SYND4_13703 

:SYND4_10770
if 
  100@ == 9 
else_jump @SYND4_10819 
05AA: 118@s = 'SYN4_AJ'  // ~z~Hast du eine Ahnung, was mich diese Lackierung gekostet hat?
04AF: 96@ = 39408 // @ = any 
gosub @SYND4_13703 

:SYND4_10819
if 
  100@ == 10 
else_jump @SYND4_10868 
05AA: 118@s = 'SYN4_AK'  // ~z~Hr auf, du Idiot!
04AF: 96@ = 39409 // @ = any 
gosub @SYND4_13703 

:SYND4_10868
if 
  100@ == 11 
else_jump @SYND4_10924 
05AA: 118@s = 'SYN4_AL'  // ~z~Ich hab Geld - Immer!
04AF: 96@ = 39410 // @ = any 
gosub @SYND4_13703 
100@ = 0 

:SYND4_10924
32@ = 0 
92@ = 0 
054F: clear_car 64@ damage 

:SYND4_10943
if and
   Actor.Dead(39@)
  56@ == 0 
else_jump @SYND4_11091 
if 
075C:   marker 43@ enabled 
else_jump @SYND4_10987 
Marker.Disable(43@)

:SYND4_10987
Model.Load(#MOBILE1993B)

:SYND4_10992
if 
   not Model.Available(#MOBILE1993B)
else_jump @SYND4_11019 
wait 0 
jump @SYND4_10992 

:SYND4_11019
02CE: 136@ = ground_z_at $7304 $7306 $7303 
136@ += 0.5 
78@ = Object.Init(#MOBILE1993B, $7304, $7306, 136@)
69@ = Marker.CreateAboveObject(78@)
00BC: show_text_highpriority GXT 'SYN4_33' time 4000 flag 1  // ~s~Jetzt schnapp dir das ~g~Handy~s~.
56@ = 1 

:SYND4_11091
if 
  56@ == 1 
else_jump @SYND4_11138 
024F: create_corona_with_radius 0.2 type 9 lensflares 0 with_color 200 200 200 at $7304 $7306 136@ 

:SYND4_11138
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $7304 $7306 $7303 radius 1.2 1.2 2.0 
  56@ == 1 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @SYND4_11271 
00BE: text_clear_all 
Object.Destroy(78@)
if 
075C:   marker 69@ enabled 
else_jump @SYND4_11220 
Marker.Disable(69@)

:SYND4_11220
if 
075C:   marker 43@ enabled 
else_jump @SYND4_11241 
Marker.Disable(43@)

:SYND4_11241
00BC: show_text_highpriority GXT 'SYN4_11' time 2000 flag 1  // Du hast das Handy!
33@ = 0 
56@ = 2 

:SYND4_11271
if and
  56@ == 2 
  33@ > 2000 
895D:   not unknown_actor_check $PLAYER_ACTOR 
else_jump @SYND4_11400 
gosub @SYND4_12777 

:SYND4_11309
Model.Load(#CELLPHONE)

:SYND4_11314
if 
   not Model.Available(#CELLPHONE)
else_jump @SYND4_11341 
wait 0 
jump @SYND4_11314 

:SYND4_11341
Player.ClearWantedLevel($PLAYER_CHAR)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_11374 
0687: clear_actor $PLAYER_ACTOR task 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 

:SYND4_11374
wait 2000 
gosub @SYND4_12808 
46@ = 2 
33@ = 0 

:SYND4_11400
if 
  46@ == 2 
else_jump @SYND4_12012 
if 
00E1:   player 0 pressed_key 15 
else_jump @SYND4_11449 
95@ = 6 
95@ = 6 

:SYND4_11449
if and
  97@ == 2 
  95@ == 0 
else_jump @SYND4_11534 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_11498 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:SYND4_11498
05AA: 118@s = 'MCES11A'  // ~z~Ey, Cesar!
04AF: 96@ = 25314 // @ = any 
gosub @SYND4_13703 
95@ = 1 

:SYND4_11534
if and
  97@ == 2 
  95@ == 1 
else_jump @SYND4_11616 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_11580 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_11580
05AA: 118@s = 'MCES11B'  // ~z~Hey, Alter, was gibt's?
04AF: 96@ = 25315 // @ = any 
gosub @SYND4_13703 
95@ = 2 

:SYND4_11616
if and
  97@ == 2 
  95@ == 2 
else_jump @SYND4_11701 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_11665 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:SYND4_11665
05AA: 118@s = 'MCES11C'  // ~z~Du musst dich mit mir am Pier 39 treffen.
04AF: 96@ = 25316 // @ = any 
gosub @SYND4_13703 
95@ = 3 

:SYND4_11701
if and
  97@ == 2 
  95@ == 3 
else_jump @SYND4_11783 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_11747 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_11747
05AA: 118@s = 'MCES11D'  // ~z~Wir machen das Loco-Syndikat fertig.
04AF: 96@ = 25317 // @ = any 
gosub @SYND4_13703 
95@ = 4 

:SYND4_11783
if and
  97@ == 2 
  95@ == 4 
else_jump @SYND4_11844 
05AA: 118@s = 'MCES11E'  // ~z~Okay, Kumpel. Brauchst du Hilfe?
04AF: 96@ = 25318 // @ = any 
gosub @SYND4_13703 
95@ = 5 

:SYND4_11844
if and
  97@ == 2 
  95@ == 5 
else_jump @SYND4_11929 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_11893 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:SYND4_11893
05AA: 118@s = 'MCES11F'  // ~z~Nein, Alter, ich hab alles im Griff!
04AF: 96@ = 25319 // @ = any 
gosub @SYND4_13703 
95@ = 6 

:SYND4_11929
if and
  97@ == 2 
  95@ == 6 
else_jump @SYND4_12012 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_11975 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_11975
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_11998 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYND4_11998
gosub @SYND4_12808 
jump @SYND4_12241 

:SYND4_12012
jump @SYND4_5243 

:SYND4_12019
jump @SYND4_12026 

:SYND4_12026
if 
075C:   marker 43@ enabled 
else_jump @SYND4_12047 
Marker.Disable(43@)

:SYND4_12047
if 
075C:   marker 45@ enabled 
else_jump @SYND4_12068 
Marker.Disable(45@)

:SYND4_12068
if 
075C:   marker 54@ enabled 
else_jump @SYND4_12089 
Marker.Disable(54@)

:SYND4_12089
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if or
  41@ == 1 
  115@ == 1 
else_jump @SYND4_12237 
gosub @SYND4_12843 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_12230 
41@ = 1 
select_interior 0 
04E4: unknown_refresh_game_renderer_at -2623.805 1409.816 
0860: link_actor $PLAYER_ACTOR to_interior 0 
08C7: put_actor $PLAYER_ACTOR at -2624.461 1410.706 6.1015 // versionB 
Actor.Angle($PLAYER_ACTOR) = 176.884
Camera.SetAtPos(-2624.461, 1410.706, 6.1015)

:SYND4_12230
gosub @SYND4_12876 

:SYND4_12237
Camera.SetBehindPlayer
return 

:SYND4_12241
00BE: text_clear_all 
if 
075C:   marker 43@ enabled 
else_jump @SYND4_12264 
Marker.Disable(43@)

:SYND4_12264
if 
075C:   marker 45@ enabled 
else_jump @SYND4_12285 
Marker.Disable(45@)

:SYND4_12285
if 
075C:   marker 54@ enabled 
else_jump @SYND4_12306 
Marker.Disable(54@)

:SYND4_12306
$SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 12000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 12000
Marker.Disable($526)
0998: add_respect 30 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'SYND_4'  // Ice Cold Killa
030C: progress_made += 1 
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
$MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere($ICON_TRIADS, -1717.05, 1280.91, 6.23)
return 

:SYND4_12403
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_12424 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_12424
if 
   not Actor.Dead(39@)
else_jump @SYND4_12445 
Actor.DestroyWithFade(39@)

:SYND4_12445
07FB: set_interior 'PDOMES' access 0  // Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // Pleasure Domes
03C7: set_sensitivity_to_crime 1.0 
0995: unknown_remove_escapes 
if 
075C:   marker 69@ enabled 
else_jump @SYND4_12501 
Marker.Disable(69@)

:SYND4_12501
if 
075C:   marker 59@ enabled 
else_jump @SYND4_12522 
Marker.Disable(59@)

:SYND4_12522
if 
075C:   marker 43@ enabled 
else_jump @SYND4_12543 
Marker.Disable(43@)

:SYND4_12543
if 
075C:   marker 45@ enabled 
else_jump @SYND4_12564 
Marker.Disable(45@)

:SYND4_12564
if 
075C:   marker 54@ enabled 
else_jump @SYND4_12585 
Marker.Disable(54@)

:SYND4_12585
if 
075C:   marker 60@ enabled 
else_jump @SYND4_12606 
Marker.Disable(60@)

:SYND4_12606
if 
075C:   marker 61@ enabled 
else_jump @SYND4_12627 
Marker.Disable(61@)

:SYND4_12627
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#SILENCED)
Model.Destroy(#BMYDRUG)
Model.Destroy(#HMYDRUG)
Model.Destroy(#BFYPRO)
Model.Destroy(#HFYRI)
Model.Destroy(#CELLPHONE)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#MOBILE1993B)
Model.Destroy(#WAREHOUSE_DOOR2B)
Model.Destroy(#STRETCH)
Model.Destroy(#BMYDJ)
Model.Destroy(#STRETCH)
Model.Destroy(#BROADWAY)
Model.Destroy(#BMYBOUN)
Model.Destroy(#WMYBOUN)
Model.Destroy(#WMYSGRD)
Model.Destroy(#VWFYWAI)
Model.Destroy(#COLT45)
Model.Destroy(#PIZZABOY)
Model.Destroy(#WMYPIZZ)
Model.Destroy(#VHFYST3)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_12752 
Player.ClearWantedLevel($PLAYER_CHAR)

:SYND4_12752
04EF: release_animation "SWAT" 
0296: unload_special_actor 1 
$ONMISSION = 0 
01B7: release_weather 
mission_cleanup 
return 

:SYND4_12777
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_12806 
00BE: text_clear_all 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False

:SYND4_12806
return 

:SYND4_12808
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_12841 
00BE: text_clear_all 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut

:SYND4_12841
return 

:SYND4_12843
fade 0 500 

:SYND4_12850
if 
fading 
else_jump @SYND4_12874 
wait 0 
jump @SYND4_12850 

:SYND4_12874
return 

:SYND4_12876
fade 1 500 

:SYND4_12883
if 
fading 
else_jump @SYND4_12907 
wait 0 
jump @SYND4_12883 

:SYND4_12907
return 

:SYND4_12909
if 
0736:   NOP_false 65 
else_jump @SYND4_12970 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_12970 
08C7: put_actor $PLAYER_ACTOR at -2623.977 1404.812 6.111 // versionB 
Actor.Angle($PLAYER_ACTOR) = 352.628

:SYND4_12970
if 
0736:   NOP_false 81 
else_jump @SYND4_13008 
if 
   not Car.Wrecked(64@)
else_jump @SYND4_13008 
Car.LockInCurrentPosition(64@) = True

:SYND4_13008
if 
0736:   NOP_false 68 
else_jump @SYND4_13044 
077E: get_active_interior_to $7314 
065D: NOP $7314 "AREA_NAME" 

:SYND4_13044
if 
0736:   NOP_false 70 
else_jump @SYND4_13095 
0876: unknown_cube_cornera -2616.109 1408.629 6.5 cornerB -2618.498 1415.866 6.5 flag 3 flag 0 

:SYND4_13095
if 
0736:   NOP_false 71 
else_jump @SYND4_13158 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_13158 
08C7: put_actor $PLAYER_ACTOR at -2661.192 1426.128 22.8906 // versionB 
Actor.Angle($PLAYER_ACTOR) = 188.7666
Camera.SetBehindPlayer

:SYND4_13158
if 
0736:   NOP_false 69 
else_jump @SYND4_13221 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_13221 
08C7: put_actor $PLAYER_ACTOR at -2661.493 1403.067 905.277 // versionB 
Actor.Angle($PLAYER_ACTOR) = 85.1708
Camera.SetBehindPlayer

:SYND4_13221
if 
0736:   NOP_false 75 
else_jump @SYND4_13265 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYND4_13265 
065D: NOP $7311 "HEALTH" 

:SYND4_13265
if 
0736:   NOP_false 90 
else_jump @SYND4_13287 
jump @SYND4_11309 

:SYND4_13287
if 
0736:   NOP_false 87 
else_jump @SYND4_13326 
if 
   not Car.Wrecked(64@)
else_jump @SYND4_13326 
Car.Health(64@) = 200

:SYND4_13326
if 
0736:   NOP_false 66 
else_jump @SYND4_13701 
if 
   not Actor.Dead(39@)
else_jump @SYND4_13364 
Actor.Health(39@) = 1

:SYND4_13364
gosub @SYND4_12777 
08C7: put_actor 39@ at -2659.382 1530.248 53.9453 // versionB 
Actor.Angle(39@) = 0.0
Camera.SetPosition(-2655.093, 1543.846, 55.7815, 0.0, 0.0, 0.0)
Camera.PointAt(-2655.445, 1542.918, 55.652, 2)
if 
   not Actor.Dead(39@)
else_jump @SYND4_13480 
0792: disembark_instantly_actor 39@ 
05BC: AS_actor 39@ jump 0 

:SYND4_13480
wait 1000 
015D: set_gamespeed 0.4 
if 
   not Actor.Dead(39@)
else_jump @SYND4_13549 
Camera.SetPosition(-2630.056, 1557.202, 18.3729, 0.0, 0.0, 0.0)
Camera.OnPed(39@, 15, 2)

:SYND4_13549
33@ = 0 

:SYND4_13556
if 
  750 > 33@ 
else_jump @SYND4_13610 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYND4_13603 
jump @SYND4_13678 

:SYND4_13603
jump @SYND4_13556 

:SYND4_13610
015D: set_gamespeed 1.0 
33@ = 0 

:SYND4_13624
if 
  1500 > 33@ 
else_jump @SYND4_13678 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYND4_13671 
jump @SYND4_13678 

:SYND4_13671
jump @SYND4_13624 

:SYND4_13678
gosub @SYND4_12808 
00BC: show_text_highpriority GXT 'SYN4_29' time 4000 flag 1  // ~r~Du hast Jizzy mit dem Handy entkommen lassen.

:SYND4_13701
return 

:SYND4_13703
040D: unload_wav 1 
03CF: load_wav 96@ as 1 
97@ = 0 
return 

:SYND4_13723
if and
03D0:   wav 1 loaded 
  97@ == 0 
else_jump @SYND4_13766 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 118@s time 10000 flag 1 
97@ = 1 

:SYND4_13766
if and
03D2:   wav 1 ended 
  97@ == 1 
else_jump @SYND4_13804 
040D: unload_wav 1 
03D5: remove_text 118@s 
97@ = 2 

:SYND4_13804
return 

//-------------Mission 62---------------
// Originally: Toreno's Last Flight

:SYN6
thread 'SYN6' 
gosub @SYN6_47 
if 
wasted_or_busted 
else_jump @SYN6_38 
gosub @SYN6_9151 

:SYN6_38
gosub @SYN6_9238 
end_thread 

:SYN6_47
$ONMISSION = 1 
$1522 = 1 
increment_mission_attempts 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetAtPos(-2034.255, 176.5, 27.8359)
fade 0 2000 

:SYN6_94
if 
fading 
else_jump @SYN6_118 
wait 0 
jump @SYN6_94 

:SYN6_118
select_interior 0 
054C: use_GXT_table 'SYN6' 
Model.Load(#MAVERICK)
Model.Load(#FCR900)
Model.Load(#AK47)
Model.Load(#COLT45)
Model.Load(#WBDYG1)
Model.Load(#WBDYG2)
Model.Load(#ROCKETLA)
Model.Load(#PONY)
Model.Load(#CELLPHONE)
Model.Load(#DESERT_EAGLE)
038B: load_requested_models 

:SYN6_183
if or
   not Model.Available(#MAVERICK)
   not Model.Available(#FCR900)
   not Model.Available(#AK47)
   not Model.Available(#COLT45)
   not Model.Available(#WBDYG1)
else_jump @SYN6_229 
wait 0 
jump @SYN6_183 

:SYN6_229
if or
   not Model.Available(#ROCKETLA)
   not Model.Available(#WBDYG2)
   not Model.Available(#PONY)
   not Model.Available(#CELLPHONE)
   not Model.Available(#DESERT_EAGLE)
else_jump @SYN6_275 
wait 0 
jump @SYN6_229 

:SYN6_275
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @SYN6_302 
wait 0 
jump @SYN6_275 

:SYN6_302
47@ = Actor.Create(CivMale, #WBDYG1, -1691.72, 703.6754, 29.6065)
48@ = Actor.Create(CivMale, #WBDYG2, -1701.061, 712.767, 23.8976)
49@ = Actor.Create(CivMale, #WBDYG2, -1688.372, 687.4631, 20.615)
50@ = Actor.Create(CivMale, #WBDYG2, -1686.15, 701.9777, 29.6065)
51@ = Actor.Create(CivMale, #WBDYG1, -1681.696, 680.8264, 18.8009)
52@ = Actor.Create(CivMale, #WBDYG2, -1690.15, 716.6064, 29.6065)
Actor.Angle(47@) = 82.107
Actor.Angle(48@) = 224.7688
Actor.Angle(49@) = 118.1096
085B: unknown_actor 49@ flag 1 
Actor.Angle(50@) = 239.6
0638: AS_actor 50@ stay_put 1 
04EB: AS_actor 50@ crouch 1 
Actor.Angle(51@) = 86.9582
085B: unknown_actor 51@ flag 1 
Actor.Angle(52@) = 222.9582
77@ = 0 

:SYN6_541
if 
  5 > 77@ 
else_jump @SYN6_622 
01B2: give_actor 47@(77@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 47@(77@,6i) immune_to_nonplayer 1 
077A: set_actor 47@(77@,6i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0770: unknown_actor 47@(77@,6i) flag 1 
77@ += 1 
jump @SYN6_541 

:SYN6_622
01B2: give_actor 52@ weapon 35 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 52@ immune_to_nonplayer 1 
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0770: unknown_actor 52@ flag 1 
087E: set_actor 52@ weapon_droppable 0 
0638: AS_actor 52@ stay_put 1 
Actor.WeaponAccuracy(52@) = 100
07DD: set_actor 52@ temper_to 50 // see pedstats.dat 
081A: set_actor 52@ weapon_skill_to 0 
032B: 63@ = create_weapon_pickup #ROCKETLA group 3 ammo 60 at -1688.86 695.3077 30.3452 
032B: 64@ = create_weapon_pickup #AK47 group 3 ammo 120 at -1683.497 716.2739 30.6452 
53@ = Car.Create(#MAVERICK, -1680.502, 705.6951, 29.6065)
0825: set_helicopter 53@ instant_rotor_start 
Car.Angle(53@) = 90.0
0657: car 53@ open_componentA 5 
0657: car 53@ open_componentA 4 
Car.SetImmunities(53@, 1, 1, 1, 1, 1)
0229: set_car 53@ primary_color_to 10 secondary_color_to 125 
57@ = Car.Create(#FCR900, -1705.198, 682.3814, 23.8906)
Model.Destroy(#FCR900)
Car.Angle(57@) = 181.5462
053F: set_car 57@ tires_vulnerability 0 
58@ = Car.Create(#PONY, -1665.8, 682.1571, 13.8891)
Car.Angle(58@) = 214.5462
0229: set_car 58@ primary_color_to 7 secondary_color_to 1 
0657: car 58@ open_componentA 4 
Model.Destroy(#PONY)
60@ = -1 
61@ = 0 
65@ = 0 
72@ = 0 
73@ = 0 
74@ = 0 
75@ = 0 
76@ = 0 
77@ = 0 
78@ = 0 
79@ = 0 
80@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
89@ = 0 
92@ = 0 
91@ = 0 
93@ = 0 
94@ = 0 
140@ = 1 
141@ = 2 
142@ = 0 
143@ = 1 
144@ = 0 
145@ = 0 
05AA: 106@s = 'MWUZ01A'  // ~z~Carl, hier Woozie. Ich hab Neuigkeiten fr dich.
05AA: 108@s = 'MWUZ01B'  // ~z~Hey, Woozie. Was gibt's?
05AA: 110@s = 'MWUZ01C'  // ~z~Mein Mann hat den Van gefunden, den du suchst, Downtown San Francisco, beim Heli-Landeplatz.
05AA: 112@s = 'MWUZ01D'  // ~z~Und Toreno?
05AA: 114@s = 'MWUZ01E'  // ~z~Ja, der ist auch dort.
05AA: 116@s = 'MWUZ01F'  // ~z~Nimmt wohl gerade Ware in Empfang und will dann mit dem Helikopter los.
05AA: 118@s = 'MWUZ01G'  // ~z~Sie haben schon angefangen, Kisten einzuladen.
05AA: 120@s = 'MWUZ01H'  // ~z~Irgendwas stimmt nicht mit Toreno.
05AA: 122@s = 'MWUZ01J'  // ~z~Ich seh mir diesen Landeplatz gleich mal an.
05AA: 124@s = 'MWUZ01K'  // ~z~Ruf an, wenn du irgendwas hrst.
04AF: 129@ = 30009 // @ = any 
04AF: 130@ = 30010 // @ = any 
04AF: 131@ = 30011 // @ = any 
04AF: 132@ = 30012 // @ = any 
04AF: 133@ = 30013 // @ = any 
04AF: 134@ = 30014 // @ = any 
04AF: 135@ = 30015 // @ = any 
04AF: 136@ = 30016 // @ = any 
04AF: 137@ = 30017 // @ = any 
04AF: 138@ = 30018 // @ = any 
03CF: load_wav 20804 as 3 
32@ = 0 
02A3: enable_widescreen 1 
Actor.PutAt($PLAYER_ACTOR, -2030.25, 148.8279, 27.8359)
Actor.Angle($PLAYER_ACTOR) = 350.0
Camera.SetPosition(-2024.214, 147.8178, 28.9808, 0.0, 0.0, 0.0)
Camera.PointAt(-2025.159, 148.1366, 29.046, 2)
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0A0B: set_rendering_origin_at_3D_coord -2024.137 149.9411 27.8359 angle 348.3137 
wait 0 
fade 1 2500 
0A0B: set_rendering_origin_at_3D_coord -2024.137 149.9411 27.8359 angle 348.3137 
wait 0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2026.675 148.8807 27.8359 mode 4 -2 ms // versionA 

:SYN6_1531
if 
fading 
else_jump @SYN6_1555 
wait 0 
jump @SYN6_1531 

:SYN6_1555
if 
03D0:   wav 3 loaded 
else_jump @SYN6_1574 
03D1: play_wav 3 

:SYN6_1574
wait 0 
32@ = 0 
84@ = 4 
85@ = 0 
86@ = 1 

:SYN6_1606
wait 0 
if 
   not 142@ == 0 
else_jump @SYN6_1963 
if 
  144@ == 0 
else_jump @SYN6_1681 
if 
03D0:   wav 141@ loaded 
else_jump @SYN6_1667 
040D: unload_wav 141@ 

:SYN6_1667
144@ = 1 
145@ = 1 

:SYN6_1681
if 
  144@ == 1 
else_jump @SYN6_1718 
03CF: load_wav 128@(142@,12i) as 140@ 
144@ = 2 

:SYN6_1718
if 
  144@ == 2 
else_jump @SYN6_1778 
if 
03D0:   wav 140@ loaded 
else_jump @SYN6_1778 
03D1: play_wav 140@ 
00BC: show_text_highpriority GXT 104@(142@,12s) time 10000 flag 1 
144@ = 3 

:SYN6_1778
if 
  144@ == 3 
else_jump @SYN6_1963 
if 
03D2:   wav 140@ ended 
else_jump @SYN6_1902 
03D5: remove_text 104@(142@,12s) 
if 
  140@ == 1 
else_jump @SYN6_1860 
140@ = 2 
141@ = 1 
jump @SYN6_1874 

:SYN6_1860
140@ = 1 
141@ = 2 

:SYN6_1874
142@ = 0 
144@ = 0 
145@ = 0 
jump @SYN6_1963 

:SYN6_1902
if 
83D0:   not wav 141@ loaded 
else_jump @SYN6_1963 
if 
  10 > 142@ 
else_jump @SYN6_1963 
0085: 143@ = 142@ // (int) 
143@ += 1 
03CF: load_wav 128@(143@,12i) as 141@ 

:SYN6_1963
if 
  89@ == 1 
else_jump @SYN6_1985 
Camera.Shake(20)

:SYN6_1985
if 
   not 84@ == -13 
else_jump @SYN6_2796 
if 
  84@ > 4 
else_jump @SYN6_2161 
if 
  85@ == 1 
else_jump @SYN6_2091 
if 
00E1:   player 0 pressed_key 15 
else_jump @SYN6_2091 

:SYN6_2056
if 
00E1:   player 0 pressed_key 15 
else_jump @SYN6_2084 
wait 0 
jump @SYN6_2056 

:SYN6_2084
84@ = 100 

:SYN6_2091
if 
  86@ == 1 
else_jump @SYN6_2161 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN6_2161 

:SYN6_2126
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN6_2154 
wait 0 
jump @SYN6_2126 

:SYN6_2154
84@ = 10 

:SYN6_2161
if 
  84@ == 4 
else_jump @SYN6_2217 
if 
  32@ > 1000 
else_jump @SYN6_2217 
0687: clear_actor $PLAYER_ACTOR task 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
84@ = 5 

:SYN6_2217
if 
  84@ == 5 
else_jump @SYN6_2275 
if 
  32@ > 5000 
else_jump @SYN6_2275 
142@ = 1 
32@ = 0 
84@ = 7 

:SYN6_2275
if 
  84@ == 7 
else_jump @SYN6_2326 
if 
  32@ > 2500 
else_jump @SYN6_2326 
84@ = 10 
32@ = 0 

:SYN6_2326
if 
  84@ == 10 
else_jump @SYN6_2387 
86@ = 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
84@ = 15 
85@ = 1 
32@ = 0 

:SYN6_2387
if 
  84@ > 10 
else_jump @SYN6_2796 
if 
  145@ == 0 
else_jump @SYN6_2796 
0871: init_jump_table 84@ total_jumps 10 default_jump 0 @SYN6_2796 jumps 15 @SYN6_2551 20 @SYN6_2572 30 @SYN6_2593 40 @SYN6_2614 50 @SYN6_2635 60 @SYN6_2656 70 @SYN6_2677 
0872: jump_table_jumps 80 @SYN6_2698 90 @SYN6_2719 100 @SYN6_2740 -1 @SYN6_2796 -1 @SYN6_2796 -1 @SYN6_2796 -1 @SYN6_2796 -1 @SYN6_2796 -1 @SYN6_2796 

:SYN6_2551
142@ = 2 
84@ = 20 
jump @SYN6_2796 

:SYN6_2572
142@ = 3 
84@ = 30 
jump @SYN6_2796 

:SYN6_2593
142@ = 4 
84@ = 40 
jump @SYN6_2796 

:SYN6_2614
142@ = 5 
84@ = 50 
jump @SYN6_2796 

:SYN6_2635
142@ = 6 
84@ = 60 
jump @SYN6_2796 

:SYN6_2656
142@ = 7 
84@ = 70 
jump @SYN6_2796 

:SYN6_2677
142@ = 8 
84@ = 90 
jump @SYN6_2796 

:SYN6_2698
142@ = 9 
84@ = 90 
jump @SYN6_2796 

:SYN6_2719
142@ = 10 
84@ = 100 
jump @SYN6_2796 

:SYN6_2740
142@ = 0 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
Model.Destroy(#CELLPHONE)
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
00BC: show_text_highpriority GXT 'SYN6_01' time 6000 flag 1  // ~s~Toreno steigt auf einem ~y~Heli-Landeplatz~s~ in der Nhe in einen Helikopter. Du musst da hin und ihn aufhalten.
84@ = 110 
jump @SYN6_2796 

:SYN6_2796
if 
  84@ == 110 
else_jump @SYN6_2860 
0687: clear_actor $PLAYER_ACTOR task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
018A: 34@ = create_checkpoint_at -1680.377 705.462 30.2209 
84@ = -13 
85@ = 0 

:SYN6_2860
if 
0735:   NOP_false 83 
else_jump @SYN6_2882 
jump @SYN6_9169 

:SYN6_2882
if 
0735:   NOP_false 80 
else_jump @SYN6_2904 
Player.WantedLevel($PLAYER_CHAR) = 2

:SYN6_2904
if 
0735:   NOP_false 79 
else_jump @SYN6_2926 
Player.WantedLevel($PLAYER_CHAR) = 0

:SYN6_2926
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @SYN6_2954 
jump @SYN6_9151 

:SYN6_2954
if 
  78@ == 1 
else_jump @SYN6_3003 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN6_3003 
60@ = 6 
78@ = 0 

:SYN6_3003
if 
  60@ == -99 
else_jump @SYN6_3044 
149@ = Car.Create(#MAVERICK, -1680.502, 705.6951, 29.6065)

:SYN6_3044
if 
  60@ == -1 
else_jump @SYN6_3838 
if 
0735:   NOP_false 87 
else_jump @SYN6_3150 
0395: clear_area 0 at -1704.324 637.5129 23.8959 radius 0.5 
Camera.SetAtPos(-1704.324, 637.5129, 23.8959)
Actor.PutAt($PLAYER_ACTOR, -1704.324, 637.5129, 23.8959)
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.SetBehindPlayer

:SYN6_3150
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1699.991 686.4141 20.0 radius 60.0 60.0 80.0 
else_jump @SYN6_3244 
84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
Marker.Disable(34@)
03DC: 62@ = create_marker_above_pickup 63@ 
Marker.SetColor(62@, 1)
72@ = 1 
60@ += 1 

:SYN6_3244
if 
  60@ == -1 
else_jump @SYN6_3343 
if 
056D:   actor 47@ defined 
else_jump @SYN6_3343 
if 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN6_3343 
84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
Marker.Disable(34@)
03DC: 62@ = create_marker_above_pickup 63@ 
Marker.SetColor(62@, 1)
72@ = 1 
60@ += 1 

:SYN6_3343
if 
  60@ == -1 
else_jump @SYN6_3442 
if 
056D:   actor 48@ defined 
else_jump @SYN6_3442 
if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN6_3442 
84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
Marker.Disable(34@)
03DC: 62@ = create_marker_above_pickup 63@ 
Marker.SetColor(62@, 1)
72@ = 1 
60@ += 1 

:SYN6_3442
if 
  60@ == -1 
else_jump @SYN6_3541 
if 
056D:   actor 49@ defined 
else_jump @SYN6_3541 
if 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN6_3541 
84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
Marker.Disable(34@)
03DC: 62@ = create_marker_above_pickup 63@ 
Marker.SetColor(62@, 1)
72@ = 1 
60@ += 1 

:SYN6_3541
if 
  60@ == -1 
else_jump @SYN6_3640 
if 
056D:   actor 50@ defined 
else_jump @SYN6_3640 
if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN6_3640 
84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
Marker.Disable(34@)
03DC: 62@ = create_marker_above_pickup 63@ 
Marker.SetColor(62@, 1)
72@ = 1 
60@ += 1 

:SYN6_3640
if 
  60@ == -1 
else_jump @SYN6_3739 
if 
056D:   actor 51@ defined 
else_jump @SYN6_3739 
if 
051A:   actor 51@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN6_3739 
84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
Marker.Disable(34@)
03DC: 62@ = create_marker_above_pickup 63@ 
Marker.SetColor(62@, 1)
72@ = 1 
60@ += 1 

:SYN6_3739
if 
  60@ == -1 
else_jump @SYN6_3838 
if 
056D:   actor 52@ defined 
else_jump @SYN6_3838 
if 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN6_3838 
84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
Marker.Disable(34@)
03DC: 62@ = create_marker_above_pickup 63@ 
Marker.SetColor(62@, 1)
72@ = 1 
60@ += 1 

:SYN6_3838
if 
  72@ == 1 
else_jump @SYN6_4097 
if 
  73@ == 0 
else_jump @SYN6_3974 
if 
   not Actor.Dead(52@)
else_jump @SYN6_3974 
0687: clear_actor 52@ task 
Actor.StorePos($PLAYER_ACTOR, 69@, 70@, 71@)
69@ += 5.0 
70@ += 5.0 
71@ += 15.0 
0687: clear_actor 52@ task 
0668: AS_actor 52@ rotate_and_shoot_at 69@ 70@ 71@ -1 ms 
73@ = 1 
33@ = 0 

:SYN6_3974
if 
   not Actor.Dead(47@)
else_jump @SYN6_4003 
0687: clear_actor 47@ task 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:SYN6_4003
if 
   not Actor.Dead(48@)
else_jump @SYN6_4032 
0687: clear_actor 48@ task 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:SYN6_4032
if 
   not Actor.Dead(49@)
else_jump @SYN6_4061 
0687: clear_actor 49@ task 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYN6_4061
if 
   not Actor.Dead(51@)
else_jump @SYN6_4090 
0687: clear_actor 51@ task 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 

:SYN6_4090
72@ = 2 

:SYN6_4097
if 
  73@ == 1 
else_jump @SYN6_4179 
if 
  33@ > 4000 
else_jump @SYN6_4179 
if 
   not Actor.Dead(52@)
else_jump @SYN6_4179 
0687: clear_actor 52@ task 
73@ = 99 
33@ = 0 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 

:SYN6_4179
if 
  73@ == 2 
else_jump @SYN6_4223 
if 
  33@ > 6000 
else_jump @SYN6_4223 
73@ = 0 

:SYN6_4223
if 
  65@ == 0 
else_jump @SYN6_4248 
65@ = 1 

:SYN6_4248
if 
  2 > 65@ 
else_jump @SYN6_4448 
if 
  60@ > 4 
else_jump @SYN6_4448 
if 
  80@ == 0 
else_jump @SYN6_4366 
if 
   not Car.Wrecked(149@)
else_jump @SYN6_4366 
if 
8205:   not actor $PLAYER_ACTOR near_car 149@ radius 250.0 250.0 100.0 flag 0 
else_jump @SYN6_4366 
05ED: freeze_car 149@ while_on_path 
80@ = 1 

:SYN6_4366
if 
  80@ == 1 
else_jump @SYN6_4448 
if 
   not Car.Wrecked(149@)
else_jump @SYN6_4448 
if 
0205:   actor $PLAYER_ACTOR near_car 149@ radius 250.0 250.0 100.0 flag 0 
else_jump @SYN6_4448 
05EE: unfreeze_car 149@ while_on_path 
80@ = 0 

:SYN6_4448
if 
  65@ == 1 
else_jump @SYN6_4557 
if 
   Pickup.Picked_up(63@)
else_jump @SYN6_4557 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_20' time 6000 flag 1  // ~s~Begib dich zum Freeway und schiee diesen ~r~Helikopter~s~ ab.
Marker.Disable(62@)
if 
   not Car.Wrecked(149@)
else_jump @SYN6_4550 
34@ = Marker.CreateAboveCar(149@)
03C4: set_status_text $7315 type 1 GXT 'SYN6_05' // global_variable  // Heli
05EE: unfreeze_car 149@ while_on_path 

:SYN6_4550
65@ = 2 

:SYN6_4557
if 
  65@ == 2 
else_jump @SYN6_4575 

:SYN6_4575
if 
  60@ == 0 
else_jump @SYN6_4855 
if 
  60@ == 0 
else_jump @SYN6_4709 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1695.668 693.7705 29.5938 fur_corner_at -1665.865 693.7705 59.5943 depth 28.0 flag 0 
else_jump @SYN6_4709 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYN6_4695 
90@ = Actor.Car($PLAYER_ACTOR)
91@ = 1 

:SYN6_4695
92@ = 1 
60@ += 1 

:SYN6_4709
if 
  60@ == 0 
else_jump @SYN6_4782 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1683.82 686.5125 23.9687 radius 2.0 2.0 2.0 
else_jump @SYN6_4782 
60@ += 1 

:SYN6_4782
if 
  60@ == 0 
else_jump @SYN6_4855 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1683.797 692.3915 27.586 radius 5.0 5.0 2.0 
else_jump @SYN6_4855 
60@ += 1 

:SYN6_4855
if 
  60@ > 1 
else_jump @SYN6_5160 
if 
  61@ == 0 
else_jump @SYN6_5160 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -1448.006 -1533.036 radius 200.0 200.0 
else_jump @SYN6_5160 
41@ = Actor.Create(CivMale, #WBDYG1, -1450.256, -1543.012, 100.7579)
42@ = Actor.Create(CivMale, #WBDYG1, -1422.854, -1542.103, 100.7514)
43@ = Actor.Create(CivMale, #WBDYG1, -1431.096, -1506.962, 100.7262)
44@ = Actor.Create(CivMale, #WBDYG1, -1448.477, -1511.918, 100.7579)
Actor.Angle(41@) = 269.8948
Actor.Angle(42@) = 26.8258
Actor.Angle(43@) = 223.7033
Actor.Angle(44@) = 266.9233
77@ = 0 

:SYN6_5072
if 
  4 > 77@ 
else_jump @SYN6_5153 
01B2: give_actor 41@(77@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 41@(77@,6i) immune_to_nonplayer 1 
077A: set_actor 41@(77@,6i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0770: unknown_actor 41@(77@,6i) flag 1 
77@ += 1 
jump @SYN6_5072 

:SYN6_5153
61@ += 1 

:SYN6_5160
if 
  60@ == 1 
else_jump @SYN6_6028 
if 
07C1:   path 110 available 
else_jump @SYN6_6024 
if 
   not fading 
else_jump @SYN6_6017 
03D5: remove_text 'SYN6_02'  // ~s~Torenos Mnner haben ~g~schwere Waffen~s~. Jag sie ihnen ab!
Car.Destroy(53@)
149@ = Car.Create(#MAVERICK, -1680.502, 705.6951, 29.6065)
0825: set_helicopter 149@ instant_rotor_start 
0229: set_car 149@ primary_color_to 10 secondary_color_to 125 
56@ = Object.Create(#CARDBOARDBOX2, -1680.931, 705.7776, 30.6065)
Object.CollisionDetection(56@) = False
Object.KeepInMemory(56@) = True
Object.CollisionDetection(56@) = False
Car.Angle(149@) = 90.0
Car.DoorStatus(149@) = 3
084E: flying_vehicle 149@ use_primary_gun 1 
Marker.Disable(34@)
Car.ImmuneToNonPlayer(149@) = True
Car.Health(149@) = 1500
0129: 150@ = create_actor_pedtype 4 model #WBDYG1 in_car 149@ driverseat 
0770: unknown_actor 150@ flag 1 
01C8: 151@ = create_actor_pedtype 4 model #WBDYG1 in_car 149@ passenger_seat 1 
01C8: 152@ = create_actor_pedtype 4 model #WBDYG1 in_car 149@ passenger_seat 2 
0657: car 149@ open_componentA 5 
0657: car 149@ open_componentA 4 
39@ = 0 

:SYN6_5415
if 
  2 > 39@ 
else_jump @SYN6_5535 
0350: set_actor 151@(39@,2i) maintain_position_when_attacked 1 
01B2: give_actor 152@ weapon 30 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 151@ weapon 24 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 151@(39@,2i) immune_to_nonplayer 1 
0446: set_actor 151@(39@,2i) immune_to_headshots 0 
Actor.Health(151@(39@,2i)) = 300
0770: unknown_actor 151@(39@,2i) flag 1 
Actor.Health(151@(39@,2i)) = 500
39@ += 1 
jump @SYN6_5415 

:SYN6_5535
if 
   Actor.InCar(151@, 149@)
else_jump @SYN6_5636 
Car.StorePos(149@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0362: remove_actor 151@ from_car_and_place_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0465: remove_actor 151@ from_turret_mode 
0856: unknown_actor 151@ driving_flag 1 
0464: put_actor 151@ into_turret_on_car 149@ at_car_offset -1.0 -0.3 0.0 position 1 shooting_angle_limit 180.0 with_weapon 30 
Actor.Angle(151@) = 200.0

:SYN6_5636
if 
   Actor.InCar(152@, 149@)
else_jump @SYN6_5735 
Car.StorePos(149@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0362: remove_actor 152@ from_car_and_place_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0465: remove_actor 152@ from_turret_mode 
0856: unknown_actor 152@ driving_flag 1 
0464: put_actor 152@ into_turret_on_car 149@ at_car_offset 1.2 -0.3 0.0 position 3 shooting_angle_limit 180.0 with_weapon 30 
0639: AS_actor 152@ rotate_to_actor $PLAYER_ACTOR 

:SYN6_5735
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
Camera.SetPosition(-1675.195, 699.6955, 36.8409, 0.0, 0.0, 0.0)
Camera.PointAt(-1675.773, 700.2547, 36.2466, 2)
89@ = 1 
if 
  92@ == 0 
else_jump @SYN6_5870 
Actor.PutAt($PLAYER_ACTOR, -1683.849, 692.0139, 27.586)
Actor.Angle($PLAYER_ACTOR) = 304.0
jump @SYN6_5955 

:SYN6_5870
if 
  91@ == 1 
else_jump @SYN6_5948 
if 
   not Car.Wrecked(90@)
else_jump @SYN6_5941 
Car.PutAt(90@, -1667.77, 728.9113, 49.8973)
Car.Angle(90@) = 135.4521
Car.LockInCurrentPosition(90@) = True

:SYN6_5941
jump @SYN6_5955 

:SYN6_5948
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True

:SYN6_5955
0169: set_fade_color_RGB 1 0 0 
05EB: assign_car 149@ to_path 110 
04EB: AS_actor 151@ crouch 1 
04EB: AS_actor 152@ crouch 1 
if 
   not Actor.Dead(50@)
else_jump @SYN6_6000 

:SYN6_6000
06FD: set_car 149@ speed_on_path_to 3.0 
60@ += 1 

:SYN6_6017
jump @SYN6_6028 

:SYN6_6024
07C0: load_path 110 

:SYN6_6028
if 
   not Car.Wrecked(149@)
else_jump @SYN6_7667 
if 
  60@ == 2 
else_jump @SYN6_6089 
if 
   not fading 
else_jump @SYN6_6089 
60@ += 1 
33@ = 0 

:SYN6_6089
if 
  60@ == 3 
else_jump @SYN6_6114 
60@ += 1 

:SYN6_6114
if 
  60@ == 4 
else_jump @SYN6_6184 
if 
  33@ > 1100 
else_jump @SYN6_6184 
if 
   not Car.Wrecked(149@)
else_jump @SYN6_6177 
06FD: set_car 149@ speed_on_path_to 0.85 

:SYN6_6177
60@ += 1 

:SYN6_6184
if 
  60@ == 5 
else_jump @SYN6_6310 
if 
  33@ > 3000 
else_jump @SYN6_6284 
Object.Destroy(56@)
89@ = 0 
Camera.SetPosition(-1681.265, 685.2078, 30.6465, 0.0, 0.0, 0.0)
Camera.PointAt(-1681.263, 686.2019, 30.5389, 2)

:SYN6_6284
if 
  33@ > 6500 
else_jump @SYN6_6310 
60@ += 1 

:SYN6_6310
if 
  60@ == 6 
else_jump @SYN6_6885 
if 
   not fading 
else_jump @SYN6_6885 
if 
   Car.Wrecked(57@)
else_jump @SYN6_6402 
Car.RemoveReferences(57@)
57@ = Car.Create(#FCR900, -1705.198, 682.3814, 23.8906)
Car.Angle(57@) = 181.5462
jump @SYN6_6478 

:SYN6_6402
if 
81AD:   not car 57@ sphere 0 near_point -1703.949 690.2634 radius 20.0 20.0 
else_jump @SYN6_6478 
Car.RemoveReferences(57@)
57@ = Car.Create(#FCR900, -1705.198, 682.3814, 23.8906)
Car.Angle(57@) = 181.5462

:SYN6_6478
78@ = 0 
03D5: remove_text 'SYN6_03'  // ~s~Der Helikopter ist in der Luft! Schnapp dir den ~g~Raketenwerfer~s~ und hol das Ding runter!
0169: set_fade_color_RGB 1 0 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
00BC: show_text_highpriority GXT 'SYN6_03' time 8000 flag 1  // ~s~Der Helikopter ist in der Luft! Schnapp dir den ~g~Raketenwerfer~s~ und hol das Ding runter!
03F4: set_all_cars_apply_damage_rules 1 
if 
   not Car.Wrecked(149@)
else_jump @SYN6_6590 
if 
   not Actor.Dead(151@)
else_jump @SYN6_6567 

:SYN6_6567
if 
860E:   not car 149@ assigned_to_path 
else_jump @SYN6_6590 
05EB: assign_car 149@ to_path 110 

:SYN6_6590
Object.Destroy(56@)
89@ = 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
if 
  92@ == 1 
else_jump @SYN6_6686 
if 
  91@ == 1 
else_jump @SYN6_6679 
if 
   not Car.Wrecked(90@)
else_jump @SYN6_6672 
Car.LockInCurrentPosition(90@) = False

:SYN6_6672
jump @SYN6_6686 

:SYN6_6679
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False

:SYN6_6686
if 
   not Actor.Dead(52@)
else_jump @SYN6_6722 
0687: clear_actor 52@ task 
085B: unknown_actor 52@ flag 1 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:SYN6_6722
if 
   not Actor.Dead(50@)
else_jump @SYN6_6765 
0687: clear_actor 50@ task 
04EB: AS_actor 50@ crouch 0 
085B: unknown_actor 50@ flag 1 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYN6_6765
06FD: set_car 149@ speed_on_path_to 1.0 
if 
  92@ == 1 
else_jump @SYN6_6855 
if 
  91@ == 1 
else_jump @SYN6_6855 
06FD: set_car 149@ speed_on_path_to 1.5 
if 
   not Actor.Dead(151@)
else_jump @SYN6_6847 
01B2: give_actor 151@ weapon 35 ammo 9999 // Load the weapon model before using this 

:SYN6_6847
Car.Health(149@) = 3000

:SYN6_6855
$7315 = 100 
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 5000 
60@ = 8 

:SYN6_6885
if 
  60@ == 9 
else_jump @SYN6_6963 
if 
01AF:   car 149@ sphere 0 in_sphere -1437.098 -1527.995 100.7504 radius 10.0 10.0 4.0 
else_jump @SYN6_6963 
05EC: release_car 149@ from_path 
60@ += 1 

:SYN6_6963
if 
  60@ == 10 
else_jump @SYN6_7178 
if 
   not Car.Wrecked(149@)
else_jump @SYN6_7178 
if 
0205:   actor $PLAYER_ACTOR near_car 149@ radius 40.0 40.0 40.0 flag 0 
else_jump @SYN6_7178 
00BC: show_text_highpriority GXT 'SYN6_07' time 5000 flag 1  // ~s~Das ist ein Hinterhalt! Lass den ~r~Helikopter~s~ nicht entkommen!
60@ += 1 
if 
   not Actor.Dead(151@)
else_jump @SYN6_7097 
04EB: AS_actor 151@ crouch 0 
0465: remove_actor 151@ from_turret_mode 
0687: clear_actor 151@ task 
05E2: AS_actor 151@ kill_actor $PLAYER_ACTOR 

:SYN6_7097
if 
   not Actor.Dead(152@)
else_jump @SYN6_7138 
04EB: AS_actor 152@ crouch 0 
0687: clear_actor 152@ task 
0465: remove_actor 152@ from_turret_mode 
05E2: AS_actor 152@ kill_actor $PLAYER_ACTOR 

:SYN6_7138
Car.SetMaxSpeed(149@, 70.0)
04A2: set_heli 149@ fly_to -23.2666 1210.669 100.3528 altitude_between 70.0 and 70.0 

:SYN6_7178
if 
  60@ == 10 
else_jump @SYN6_7376 
if 
   not Car.Wrecked(149@)
else_jump @SYN6_7376 
if 
051C:   car 149@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN6_7376 
00BC: show_text_highpriority GXT 'SYN6_07' time 5000 flag 1  // ~s~Das ist ein Hinterhalt! Lass den ~r~Helikopter~s~ nicht entkommen!
60@ += 1 
if 
   not Actor.Dead(151@)
else_jump @SYN6_7295 
04EB: AS_actor 151@ crouch 0 
0465: remove_actor 151@ from_turret_mode 
0687: clear_actor 151@ task 
05E2: AS_actor 151@ kill_actor $PLAYER_ACTOR 

:SYN6_7295
if 
   not Actor.Dead(152@)
else_jump @SYN6_7336 
04EB: AS_actor 152@ crouch 0 
0687: clear_actor 152@ task 
0465: remove_actor 152@ from_turret_mode 
05E2: AS_actor 152@ kill_actor $PLAYER_ACTOR 

:SYN6_7336
Car.SetMaxSpeed(149@, 70.0)
04A2: set_heli 149@ fly_to -23.2666 1210.669 100.3528 altitude_between 70.0 and 70.0 

:SYN6_7376
if 
  60@ == 11 
else_jump @SYN6_7545 
if 
   not Actor.Dead(41@)
else_jump @SYN6_7430 
0687: clear_actor 41@ task 
0961: unknown_actor 41@ flag 1 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:SYN6_7430
if 
   not Actor.Dead(42@)
else_jump @SYN6_7466 
0687: clear_actor 42@ task 
0961: unknown_actor 42@ flag 1 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:SYN6_7466
if 
   not Actor.Dead(43@)
else_jump @SYN6_7502 
0687: clear_actor 43@ task 
0961: unknown_actor 43@ flag 1 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:SYN6_7502
if 
   not Actor.Dead(44@)
else_jump @SYN6_7538 
0687: clear_actor 44@ task 
0961: unknown_actor 44@ flag 1 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:SYN6_7538
60@ += 1 

:SYN6_7545
if 
  60@ == 8 
else_jump @SYN6_7667 
if 
07C1:   path 111 available 
else_jump @SYN6_7663 
if 
860E:   not car 149@ assigned_to_path 
else_jump @SYN6_7656 
if 
  60@ == 8 
else_jump @SYN6_7633 
05EB: assign_car 149@ to_path 111 
60@ += 1 
jump @SYN6_7656 

:SYN6_7633
00BC: show_text_highpriority GXT 'SYN6_06' time 5000 flag 1  // ~r~Du hast es nicht geschafft, den Helikopter zu zerstren!
jump @SYN6_9151 

:SYN6_7656
jump @SYN6_7667 

:SYN6_7663
07C0: load_path 111 

:SYN6_7667
if 
  60@ > 4 
else_jump @SYN6_9026 
if 
   not Car.Wrecked(149@)
else_jump @SYN6_8426 
79@ = 0 
$7315 = Car.Health(149@)
$7315 -= 250 
$7315 /= 10 
if 
  $7315 > 100 
else_jump @SYN6_7756 
$7315 = 100 

:SYN6_7756
if 
  1 > $7315 
else_jump @SYN6_7848 
if 
  83@ == 0 
else_jump @SYN6_7841 
if 
   not 60@ == 99 
else_jump @SYN6_7841 
05EC: release_car 149@ from_path 
0564: heli 149@ simulate_crash_landing 
60@ = 99 
83@ = 1 
32@ = 0 

:SYN6_7841
$7315 = 0 

:SYN6_7848
if 
  60@ > 7 
else_jump @SYN6_8058 
if 
   not 92@ == 1 
else_jump @SYN6_8058 
if 
   not 91@ == 1 
else_jump @SYN6_8058 
if 
  79@ == 0 
else_jump @SYN6_7968 
if 
0202:   actor $PLAYER_ACTOR near_car 149@ radius 100.0 100.0 flag 0 
else_jump @SYN6_7968 
06FD: set_car 149@ speed_on_path_to 0.75 
79@ = 1 

:SYN6_7968
if 
  79@ == 0 
else_jump @SYN6_8058 
if 
0202:   actor $PLAYER_ACTOR near_car 149@ radius 200.0 200.0 flag 0 
else_jump @SYN6_8041 
06FD: set_car 149@ speed_on_path_to 0.5 
79@ = 1 
jump @SYN6_8058 

:SYN6_8041
06FD: set_car 149@ speed_on_path_to 0.3 
79@ = 1 

:SYN6_8058
if 
  10 > 60@ 
else_jump @SYN6_8322 
if 
  81@ == 0 
else_jump @SYN6_8171 
if 
   not Car.Wrecked(149@)
else_jump @SYN6_8171 
if 
8205:   not actor $PLAYER_ACTOR near_car 149@ radius 560.0 560.0 500.0 flag 0 
else_jump @SYN6_8171 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_12' time 6000 flag 1  // ~s~Gleich ist Torenos ~r~Helikopter~s~ auer Reichweite! Bleib dran!
81@ = 1 

:SYN6_8171
if 
  81@ == 1 
else_jump @SYN6_8266 
if 
   not Car.Wrecked(149@)
else_jump @SYN6_8266 
if 
0205:   actor $PLAYER_ACTOR near_car 149@ radius 400.0 400.0 400.0 flag 0 
else_jump @SYN6_8266 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_13' time 6000 flag 1  // ~s~Gut. Geh nahe an den ~r~Helikopter~s~ ran und schie ihn ab.
81@ = 0 

:SYN6_8266
if 
8202:   not actor $PLAYER_ACTOR near_car 149@ radius 700.0 700.0 flag 0 
else_jump @SYN6_8322 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_08' time 6000 flag 1  // ~r~Zu spt! Torenos Helikopter ist inzwischen auer Reichweite!
jump @SYN6_9151 

:SYN6_8322
if 
  60@ > 10 
else_jump @SYN6_8419 
if 
   not 60@ == 99 
else_jump @SYN6_8419 
if 
8205:   not actor $PLAYER_ACTOR near_car 149@ radius 100.0 100.0 50.0 flag 0 
else_jump @SYN6_8419 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_10' time 6000 flag 1  // ~r~Toreno hat dich reingelegt! Er ist abgehauen und jetzt steckst du in der Scheie!
jump @SYN6_9151 

:SYN6_8419
jump @SYN6_8477 

:SYN6_8426
00BE: text_clear_all 
if 
  83@ == 0 
else_jump @SYN6_8477 
60@ = 99 
05EC: release_car 149@ from_path 
0564: heli 149@ simulate_crash_landing 
83@ = 1 
32@ = 0 

:SYN6_8477
if 
  10 > 60@ 
else_jump @SYN6_9026 
39@ = 0 

:SYN6_8502
if 
  2 > 39@ 
else_jump @SYN6_9026 
if 
   not Actor.Dead(151@(39@,2i))
else_jump @SYN6_9003 
38@ = Actor.Health(151@(39@,2i))
if 
  93@(39@,3i) == 0 
else_jump @SYN6_8623 
if 
  50 > 38@ 
else_jump @SYN6_8623 
04EB: AS_actor 151@(39@,2i) crouch 0 
93@(39@,3i) = 1 
0465: remove_actor 151@(39@,2i) from_turret_mode 

:SYN6_8623
if 
  60@ > 6 
else_jump @SYN6_8996 
if 
   not Actor.Dead(152@)
else_jump @SYN6_8735 
062E: unknown_get_actor 152@ task 1957 status_store_to 88@ // ret 7 if not found 
if 
04A4:   88@ == 7 // @ == any 
else_jump @SYN6_8735 
if 
00F2:   actor 152@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
else_jump @SYN6_8735 
01B9: set_actor 152@ armed_weapon_to 30 
07A5: AS_actor 152@ attack_actor $PLAYER_ACTOR 4000 ms 

:SYN6_8735
if 
   not Actor.Dead(151@)
else_jump @SYN6_8996 
062E: unknown_get_actor 151@ task 1957 status_store_to 87@ // ret 7 if not found 
if 
04A4:   87@ == 7 // @ == any 
else_jump @SYN6_8996 
if 
  92@ == 1 
else_jump @SYN6_8904 
if 
00F2:   actor 151@ near_actor $PLAYER_ACTOR radius 160.0 160.0 0 
else_jump @SYN6_8897 
if 
   not 92@ == 1 
else_jump @SYN6_8854 
01B9: set_actor 151@ armed_weapon_to 24 

:SYN6_8854
if 
  92@ == 1 
else_jump @SYN6_8886 
01B9: set_actor 151@ armed_weapon_to 30 
Actor.WeaponAccuracy(151@) = 100

:SYN6_8886
07A5: AS_actor 151@ attack_actor $PLAYER_ACTOR 4000 ms 

:SYN6_8897
jump @SYN6_8996 

:SYN6_8904
if 
00F2:   actor 151@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
else_jump @SYN6_8996 
if 
   not 92@ == 1 
else_jump @SYN6_8960 
01B9: set_actor 151@ armed_weapon_to 24 

:SYN6_8960
if 
  92@ == 1 
else_jump @SYN6_8985 
01B9: set_actor 151@ armed_weapon_to 30 

:SYN6_8985
07A5: AS_actor 151@ attack_actor $PLAYER_ACTOR 4000 ms 

:SYN6_8996
jump @SYN6_9012 

:SYN6_9003
0465: remove_actor 151@(39@,2i) from_turret_mode 

:SYN6_9012
39@ += 1 
jump @SYN6_8502 

:SYN6_9026
if 
  83@ == 1 
else_jump @SYN6_9144 
if 
  32@ > 5000 
else_jump @SYN6_9144 
if 
   not Actor.Dead(151@)
else_jump @SYN6_9091 
04EB: AS_actor 151@ crouch 0 
0465: remove_actor 151@ from_turret_mode 

:SYN6_9091
if 
   not Actor.Dead(152@)
else_jump @SYN6_9119 
04EB: AS_actor 152@ crouch 0 
0465: remove_actor 152@ from_turret_mode 

:SYN6_9119
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_09' time 6000 flag 1  // ~s~Ausgezeichnet. Diesen Feuerball kann Toreno unmglich berlebt haben.
jump @SYN6_9169 

:SYN6_9144
jump @SYN6_1606 

:SYN6_9151
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:SYN6_9169
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
$SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 18000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 18000
0998: add_respect 50 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'SYND_6'  // Toreno's Last Flight
030C: progress_made += 1 
return 

:SYN6_9238
$1522 = 2 
040D: unload_wav 3 
Marker.Disable(34@)
Marker.Disable(62@)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN6_9282 
0555: remove_weapon 35 from_actor $PLAYER_ACTOR 

:SYN6_9282
0151: remove_status_text $7315 
Model.Destroy(#ROCKETLA)
Model.Destroy(#MAVERICK)
Model.Destroy(#FCR900)
Model.Destroy(#AK47)
Model.Destroy(#COLT45)
Model.Destroy(#WBDYG1)
Model.Destroy(#WBDYG2)
Model.Destroy(#PONY)
Model.Destroy(#CELLPHONE)
Model.Destroy(#DESERT_EAGLE)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 63---------------
// Originally: Yay Ka-Boom-Boom

:SYN7
thread 'SYN7' 
gosub @SYN7_47 
if 
wasted_or_busted 
else_jump @SYN7_38 
gosub @SYN7_15914 

:SYN7_38
gosub @SYN7_16015 
end_thread 

:SYN7_47
054C: use_GXT_table 'SYN7' 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:SYN7_73
if 
fading 
else_jump @SYN7_97 
wait 0 
jump @SYN7_73 

:SYN7_97
0776: create_objects_in_object_group "CRACK" 
0363: create_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 1 
0363: create_object_at -2185.49 -215.55 34.31 radius 40.0 model #CF_EXT_DEM_SFS visibility 0 
0363: create_object_at -2166.86 -236.5 40.86 radius 40.0 model #LODCRACKFACT_SFS visibility 1 
0363: create_object_at -2185.49 -215.55 34.31 radius 40.0 model #LODEXT_DEM_SFS visibility 0 
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
Camera.SetAtPos(-2031.0, 149.0, 29.0)
02E4: load_cutscene_data 'SYND_7' 

:SYN7_249
if 
86B9:   not cutscene_data_loaded 
else_jump @SYN7_273 
wait 0 
jump @SYN7_249 

:SYN7_273
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:SYN7_290
if 
82E9:   not cutscene_reached_end 
else_jump @SYN7_314 
wait 0 
jump @SYN7_290 

:SYN7_314
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:SYN7_328
if 
fading 
else_jump @SYN7_352 
wait 0 
jump @SYN7_328 

:SYN7_352
02EA: end_cutscene 
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_420 
Actor.PutAt($PLAYER_ACTOR, -2031.197, 161.1839, 27.8516)
Actor.Angle($PLAYER_ACTOR) = 268.0468
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = False

:SYN7_420
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
48@ = 0 
$7318 = 40000 
117@ = 2 
increment_mission_attempts 
060A: create_decision_maker_type 0 store_to 35@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 36@ // decision\allowed\m_.ped files 
wait 0 
jump @SYN7_1167 

:SYN7_493
0615: define_AS_pack_begin 130@ 
0603: AS_actor -1 goto -2160.533 -247.0836 35.5234 mode 4 timelimit -1 // versionC 
0605: actor -1 perform_animation_sequence "WASH_UP" IFP_file "INT_HOUSE" 1.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 130@ loop 1 
0616: define_AS_pack_end 130@ 
0615: define_AS_pack_begin 131@ 
0603: AS_actor -1 goto -2163.767 -249.1202 35.5234 mode 4 timelimit -1 // versionC 
05B9: AS_actor -1 stay_idle 1000 ms 
0605: actor -1 perform_animation_sequence "WASH_UP" IFP_file "INT_HOUSE" 1.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 131@ loop 1 
0616: define_AS_pack_end 131@ 
0615: define_AS_pack_begin 132@ 
0603: AS_actor -1 goto -2167.631 -249.1143 35.5234 mode 4 timelimit -1 // versionC 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation_sequence "WASH_UP" IFP_file "INT_HOUSE" 1.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 132@ loop 1 
0616: define_AS_pack_end 132@ 
0615: define_AS_pack_begin 133@ 
0603: AS_actor -1 goto -2157.0 -248.9899 35.5234 mode 4 timelimit -1 // versionC 
05B9: AS_actor -1 stay_idle 250 ms 
0605: actor -1 perform_animation_sequence "WASH_UP" IFP_file "INT_HOUSE" 1.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 133@ loop 1 
0616: define_AS_pack_end 133@ 
86@ = Actor.Create(Mission1, #BMYCG, -2146.045, -242.5144, 35.5234)
Actor.Angle(86@) = 90.433
081A: set_actor 86@ weapon_skill_to 2 
01B2: give_actor 86@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(86@) = 30
07DD: set_actor 86@ temper_to 30 // see pedstats.dat 
060B: set_actor 86@ decision_maker_to 36@ 
87@ = Actor.Create(CivFemale, #WFYCRK, -2160.533, -247.0836, 35.5234)
Actor.Angle(87@) = 176.3351
0618: assign_actor 87@ to_AS_pack 130@ 
88@ = Actor.Create(CivFemale, #WFYCRK, -2163.767, -249.1202, 35.5234)
Actor.Angle(88@) = 11.5708
0618: assign_actor 88@ to_AS_pack 131@ 
89@ = Actor.Create(CivMale, #HMYCM, -2167.631, -249.1143, 35.5234)
Actor.Angle(89@) = 1.311
0618: assign_actor 89@ to_AS_pack 132@ 
90@ = Actor.Create(CivMale, #HMYCM, -2157.0, -248.9899, 35.5234)
Actor.Angle(90@) = 0.8891
0618: assign_actor 90@ to_AS_pack 133@ 
47@ = 0 

:SYN7_1083
if 
   not 47@ == 0 
else_jump @SYN7_1144 
if 
   not Actor.Dead(86@(47@,8i))
else_jump @SYN7_1144 
0770: unknown_actor 86@(47@,8i) flag 0 
060B: set_actor 86@(47@,8i) decision_maker_to 34@ 

:SYN7_1144
47@ += 1 
  47@ >= 5 
else_jump @SYN7_1083 
return 

:SYN7_1167
06F0: set_group $PLAYER_GROUP distance_limit_to 100.0 
022B: create_forbidden_for_peds_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
01E8: create_forbidden_for_cars_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
022B: create_forbidden_for_peds_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
32@ = 0 
Camera.SetBehindPlayer
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_1308 
Actor.Angle($PLAYER_ACTOR) = 280.0

:SYN7_1308
018A: 40@ = create_checkpoint_at -1688.901 1035.95 43.7187 
Model.Load(#TAMPA)
Model.Load(#WMYMECH)
04ED: load_animation "CAR" 
Model.Load(#CELLPHONE)
Model.Load(#HEALTH)
Model.Load(#COLT45)

:SYN7_1359
if or
   not Model.Available(#TAMPA)
   not Model.Available(#WMYMECH)
84EE:   not animation "CAR" loaded 
   not Model.Available(#CELLPHONE)
   not Model.Available(#HEALTH)
else_jump @SYN7_1407 
wait 0 
jump @SYN7_1359 

:SYN7_1407
if 
   not Model.Available(#COLT45)
else_jump @SYN7_1434 
wait 0 
jump @SYN7_1407 

:SYN7_1434
121@ = Pickup.Create(#HEALTH, 3, -2182.652, -247.3813, 36.4)
fade 1 1000 
Player.CanMove($PLAYER_CHAR) = True
45@ = Object.Create(#WONGS_GATE, -2127.0, -80.8, 34.3281)
Object.Angle(45@) = 180.0
46@ = Object.Create(#DYN_RAMP, -2175.2, -209.7745, 34.3281)
Object.Angle(46@) = 85.6854
0674: set_car_model #TAMPA numberplate "TIMEBOMB" 
38@ = Car.Create(#TAMPA, -1688.901, 1035.95, 44.6)
0878: unknown_car 38@ unknown_set 12.0 
Car.LockInCurrentPosition(38@) = True
053F: set_car 38@ tires_vulnerability 0 
Car.Angle(38@) = 90.0
Car.Health(38@) = 1000
37@ = Actor.Create(CivMale, #WMYMECH, -1689.12, 1038.2, 44.2)
Actor.Health(37@) = 800
08AF: set_actor 37@ max_health_to 800 
0568: set_actor 37@ targetable 1 
0619: enable_actor 37@ collision_detection 0 
Actor.Angle(37@) = 0.0
0605: actor 37@ perform_animation_sequence "FIXN_CAR_LOOP" IFP_file "CAR" 4.0 loop 1 0 0 1 time 0 // versionA 
Actor.WeaponAccuracy(37@) = 100
060B: set_actor 37@ decision_maker_to 35@ 
03DE: set_pedestrians_density_multiplier_to 0.5 
01EB: set_traffic_density_multiplier_to 1.0 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 0 to_actors_pedtype 24 // see ped.dat 
33@ = 0 
03CF: load_wav 23000 as 3 

:SYN7_1790
if 
83D0:   not wav 3 loaded 
else_jump @SYN7_1816 
wait 0 
jump @SYN7_1790 

:SYN7_1816
03D1: play_wav 3 
gosub @SYN7_16548 
Camera.SetPosition(-2029.134, 164.0932, 29.0052, 0.0, 0.0, 0.0)
Camera.PointAt(-2029.778, 163.3323, 28.9291, 2)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_1901 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 

:SYN7_1901
wait 2000 
00BC: show_text_highpriority GXT 'MTG01A' time 4000 flag 1  // ~z~Ja?
040D: unload_wav 1 
03CF: load_wav 29400 as 1 

:SYN7_1933
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_1959 
wait 0 
jump @SYN7_1933 

:SYN7_1959
03D1: play_wav 1 
33@ = 0 

:SYN7_1970
if 
83D2:   not wav 1 ended 
else_jump @SYN7_1996 
wait 0 
jump @SYN7_1970 

:SYN7_1996
wait 500 
gosub @SYN7_16581 

:SYN7_2008
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_14647 
wait 0 
gosub @SYN7_16684 
gosub @SYN7_16977 
if and
00E1:   player 0 pressed_key 15 
   not 113@ == 8 
   not 113@ == 0 
else_jump @SYN7_2080 
113@ = 7 

:SYN7_2080
if and
  117@ == 2 
  113@ == 0 
else_jump @SYN7_2141 
05AA: 127@s = 'MTG01B'  // ~z~CJ?
04AF: 118@ = 29401 // @ = any 
gosub @SYN7_16957 
113@ = 1 

:SYN7_2141
if and
  117@ == 2 
  113@ == 1 
else_jump @SYN7_2226 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_2190 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_2190
05AA: 127@s = 'MTG01C'  // ~z~Ja, wer spricht da?
04AF: 118@ = 29402 // @ = any 
gosub @SYN7_16957 
113@ = 2 

:SYN7_2226
if and
  117@ == 2 
  113@ == 2 
else_jump @SYN7_2308 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_2272 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_2272
05AA: 127@s = 'MTG01D'  // ~z~Ich arbeite fr Woozie. Er hat gesagt, ich soll dich anrufen.
04AF: 118@ = 29403 // @ = any 
gosub @SYN7_16957 
113@ = 3 

:SYN7_2308
if and
  117@ == 2 
  113@ == 3 
else_jump @SYN7_2393 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_2357 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_2357
05AA: 127@s = 'MTG01E'  // ~z~Ja? Was gibt's?
04AF: 118@ = 29404 // @ = any 
gosub @SYN7_16957 
113@ = 4 

:SYN7_2393
if and
  117@ == 2 
  113@ == 4 
else_jump @SYN7_2475 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_2439 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_2439
05AA: 127@s = 'MTG01F'  // ~z~Ich prpariere gerade ein Auto mit Sprengstoff, damit kannst du dann die Crack-Fabrik hochgehen lassen.
04AF: 118@ = 29405 // @ = any 
gosub @SYN7_16957 
113@ = 5 

:SYN7_2475
if and
  117@ == 2 
  113@ == 5 
else_jump @SYN7_2536 
05AA: 127@s = 'MTG01G'  // ~z~Komm zur Werkstadt in Downtown.
04AF: 118@ = 29406 // @ = any 
gosub @SYN7_16957 
113@ = 6 

:SYN7_2536
if and
  117@ == 2 
  113@ == 6 
else_jump @SYN7_2621 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_2585 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_2585
05AA: 127@s = 'MTG01H'  // ~z~Okay, bin gleich bei dir.
04AF: 118@ = 29407 // @ = any 
gosub @SYN7_16957 
113@ = 7 

:SYN7_2621
if and
  117@ == 2 
  113@ == 7 
else_jump @SYN7_2718 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_2667 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_2667
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_2690 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN7_2690
Model.Destroy(#CELLPHONE)
00BC: show_text_highpriority GXT 'SYN7_01' time 9000 flag 1  // ~s~Hol das mit der Bombe bestckte Auto von der ~y~Bombenwerkstatt~s~ ab.
113@ = 8 

:SYN7_2718
if 
0736:   NOP_false 83 
else_jump @SYN7_2740 
jump @SYN7_14730 

:SYN7_2740
06AC: $7317 = actor $PLAYER_ACTOR movement_speed 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2129.308 -129.0417 34.3203 radius 50.0 50.0 500.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2149.624 -244.8758 35.5234 radius 98.0 98.0 500.0 
else_jump @SYN7_2854 
$7319 = 1 
03C7: set_sensitivity_to_crime 0.0 
jump @SYN7_2868 

:SYN7_2854
$7319 = 0 
03C7: set_sensitivity_to_crime 1.0 

:SYN7_2868
if and
  48@ == 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_5825 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1699.484 1030.651 44.2187 radius 4.0 4.0 4.0 
else_jump @SYN7_5825 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_2962 
Player.CanMove($PLAYER_CHAR) = False

:SYN7_2962
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYN7_3001 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:SYN7_3001
113@ = 8 
gosub @SYN7_16548 
Camera.SetPosition(-1721.071, 1024.804, 49.7941, 0.0, 0.0, 0.0)
Camera.PointAt(-1720.161, 1025.186, 49.6318, 2)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYN7_3099 
0633: AS_actor $PLAYER_ACTOR exit_car 
wait 2000 
jump @SYN7_3124 

:SYN7_3099
05D3: AS_actor $PLAYER_ACTOR goto_point -1696.49 1034.98 45.11 mode 4 2000 ms // versionA 

:SYN7_3124
gosub @SYN7_16618 
03CF: load_wav 1825 as 3 

:SYN7_3138
if 
83D0:   not wav 3 loaded 
else_jump @SYN7_3164 
wait 0 
jump @SYN7_3138 

:SYN7_3164
Model.Load(#WFYCRK)
Model.Load(#HMYCM)
Model.Load(#BMYCG)
Model.Load(#HMYST)
Model.Load(#HMYRI)
Model.Load(#MICRO_UZI)
Model.Load(#VOODOO)
04ED: load_animation "INT_HOUSE" 

:SYN7_3210
if or
   not Model.Available(#WFYCRK)
   not Model.Available(#HMYCM)
   not Model.Available(#BMYCG)
   not Model.Available(#HMYST)
   not Model.Available(#HMYRI)
else_jump @SYN7_3255 
wait 0 
jump @SYN7_3210 

:SYN7_3255
if or
   not Model.Available(#MICRO_UZI)
   not Model.Available(#VOODOO)
84EE:   not animation "INT_HOUSE" loaded 
else_jump @SYN7_3300 
wait 0 
jump @SYN7_3255 

:SYN7_3300
07C0: load_path 483 

:SYN7_3305
if 
87C1:   not path 483 available 
else_jump @SYN7_3332 
wait 0 
jump @SYN7_3305 

:SYN7_3332
if 
   not Actor.Dead(37@)
else_jump @SYN7_3394 
0615: define_AS_pack_begin 137@ 
05D3: AS_actor -1 goto_point -1692.068 1036.196 44.2109 mode 4 -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor 37@ 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 137@ 

:SYN7_3394
if 
   not Car.Wrecked(38@)
else_jump @SYN7_3510 
if 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @SYN7_3465 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYN7_3465 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1693.321 1034.32 44.2109 

:SYN7_3465
Actor.PutAt($PLAYER_ACTOR, -1693.321, 1034.32, 44.2109)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Actor.Angle($PLAYER_ACTOR) = 329.4165
0618: assign_actor $PLAYER_ACTOR to_AS_pack 137@ 

:SYN7_3510
wait 1500 
00BE: text_clear_all 
Camera.SetPosition(-1694.216, 1036.72, 45.3716, 0.0, 0.0, 0.0)
Camera.PointAt(-1693.236, 1036.801, 45.1866, 2)
fade 1 1000 
32@ = 0 
if 
   not Car.Wrecked(38@)
else_jump @SYN7_3620 
39@ = Marker.CreateAboveCar(38@)
018B: set_marker 39@ radar_mode 0 
07E0: set_marker 39@ type_to 1 

:SYN7_3620
if 
   not Actor.Dead(37@)
else_jump @SYN7_3644 
09F1: play_audio_at_actor 37@ event 1152 

:SYN7_3644
040D: unload_wav 1 
03CF: load_wav 39800 as 1 

:SYN7_3657
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_3683 
wait 0 
jump @SYN7_3657 

:SYN7_3683
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AA' time 3000 flag 1  // ~z~Hey, Alter, alles fertig?
32@ = 0 

:SYN7_3710
if 
  2000 > 32@ 
else_jump @SYN7_3764 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN7_3757 
jump @SYN7_5270 

:SYN7_3757
jump @SYN7_3710 

:SYN7_3764
040D: unload_wav 1 
03CF: load_wav 39801 as 1 

:SYN7_3777
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_3803 
wait 0 
jump @SYN7_3777 

:SYN7_3803
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AB' time 2000 flag 1  // ~z~Das Baby ist soweit. Steig ein.
32@ = 0 

:SYN7_3830
if 
  1000 > 32@ 
else_jump @SYN7_3884 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN7_3877 
jump @SYN7_5270 

:SYN7_3877
jump @SYN7_3830 

:SYN7_3884
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_3948 
0615: define_AS_pack_begin 138@ 
0605: actor -1 perform_animation_sequence "FIXN_CAR_OUT" IFP_file "CAR" 4.0 loop 0 0 0 1 time 0 // versionA 
0616: define_AS_pack_end 138@ 

:SYN7_3948
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(38@)
else_jump @SYN7_4011 
04EB: AS_actor $PLAYER_ACTOR crouch 0 
05D3: AS_actor $PLAYER_ACTOR goto_point -1690.423 1034.003 44.2109 mode 4 6000 ms // versionA 
05CB: AS_actor $PLAYER_ACTOR enter_car 38@ as_driver -1 ms 

:SYN7_4011
32@ = 0 

:SYN7_4018
if 
  500 > 32@ 
else_jump @SYN7_4072 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN7_4065 
jump @SYN7_5270 

:SYN7_4065
jump @SYN7_4018 

:SYN7_4072
if 
   not Actor.Dead(37@)
else_jump @SYN7_4096 
0618: assign_actor 37@ to_AS_pack 138@ 

:SYN7_4096
if 
   not Actor.Dead(37@)
else_jump @SYN7_4120 
09F1: play_audio_at_actor 37@ event 1151 

:SYN7_4120
32@ = 0 

:SYN7_4127
if 
  1500 > 32@ 
else_jump @SYN7_4181 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN7_4174 
jump @SYN7_5270 

:SYN7_4174
jump @SYN7_4127 

:SYN7_4181
040D: unload_wav 1 
03CF: load_wav 39802 as 1 

:SYN7_4194
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_4220 
wait 0 
jump @SYN7_4194 

:SYN7_4220
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AC' time 3000 flag 1  // ~z~Da passt genug rein, um das Crack-Labor hochgehen zu lassen.
if 
   not Actor.Dead(37@)
else_jump @SYN7_4264 
0967: actor 37@ move_mouth 5000 ms 

:SYN7_4264
Camera.SetPosition(-1690.172, 1033.266, 45.4626, 0.0, 0.0, 0.0)
Camera.PointAt(-1689.64, 1034.11, 45.3904, 2)
if 
   not Actor.Dead(37@)
else_jump @SYN7_4346 
0619: enable_actor 37@ collision_detection 1 
0639: AS_actor 37@ rotate_to_actor $PLAYER_ACTOR 

:SYN7_4346
if 
   not Car.Wrecked(38@)
else_jump @SYN7_4482 
Car.PutAt(38@, -1688.901, 1034.95, 43.7187)
if 
   not Actor.Dead(37@)
else_jump @SYN7_4475 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 37@ 5000 ms 
0605: actor 37@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 0 0 0 0 time -1 // versionA 
Actor.PutAt(37@, -1689.12, 1036.9, 44.3187)
Actor.Angle(37@) = 180.0

:SYN7_4475
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 

:SYN7_4482
33@ = 0 

:SYN7_4489
if 
83D2:   not wav 1 ended 
else_jump @SYN7_4539 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN7_4532 
jump @SYN7_5270 

:SYN7_4532
jump @SYN7_4489 

:SYN7_4539
if 
   not Actor.Dead(37@)
else_jump @SYN7_4560 
0968: actor 37@ stop_mouth 

:SYN7_4560
32@ = 0 

:SYN7_4567
if 
  2500 > 32@ 
else_jump @SYN7_4621 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN7_4614 
jump @SYN7_5270 

:SYN7_4614
jump @SYN7_4567 

:SYN7_4621
040D: unload_wav 1 
03CF: load_wav 39803 as 1 

:SYN7_4634
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_4660 
wait 0 
jump @SYN7_4634 

:SYN7_4660
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AD' time 4000 flag 1  // ~z~Ich hab 'nen Verzgerungsznder eingebaut, damit du Zeit hast, abzuhauen.
if 
   not Actor.Dead(37@)
else_jump @SYN7_4704 
0967: actor 37@ move_mouth 5000 ms 

:SYN7_4704
33@ = 0 

:SYN7_4711
if 
83D2:   not wav 1 ended 
else_jump @SYN7_4761 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN7_4754 
jump @SYN7_5270 

:SYN7_4754
jump @SYN7_4711 

:SYN7_4761
if 
   not Actor.Dead(37@)
else_jump @SYN7_4782 
0968: actor 37@ stop_mouth 

:SYN7_4782
040D: unload_wav 1 
03CF: load_wav 39804 as 1 

:SYN7_4795
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_4821 
wait 0 
jump @SYN7_4795 

:SYN7_4821
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_4845 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_4845
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AE' time 4000 flag 1  // ~z~Cool. Sieht gut aus.
33@ = 0 

:SYN7_4872
if 
83D2:   not wav 1 ended 
else_jump @SYN7_4922 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN7_4915 
jump @SYN7_5270 

:SYN7_4915
jump @SYN7_4872 

:SYN7_4922
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_4943 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_4943
if 
   not Car.Wrecked(38@)
else_jump @SYN7_5004 
if 
   not Actor.Dead(37@)
else_jump @SYN7_5004 
0687: clear_actor 37@ task 
0603: AS_actor 37@ goto -1683.17 1037.342 45.2173 mode 4 timelimit -1 // versionC 

:SYN7_5004
32@ = 0 

:SYN7_5011
if 
  1000 > 32@ 
else_jump @SYN7_5065 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN7_5058 
jump @SYN7_5270 

:SYN7_5058
jump @SYN7_5011 

:SYN7_5065
gosub @SYN7_16618 
00BE: text_clear_all 
0395: clear_area 1 at -1704.693 1027.476 44.211 radius 30.0 
0A0B: set_rendering_origin_at_3D_coord -1696.585 1038.498 44.2173 angle 150.0018 
if 
   not Car.Wrecked(38@)
else_jump @SYN7_5151 
Car.LockInCurrentPosition(38@) = False
05EB: assign_car 38@ to_path 483 

:SYN7_5151
Camera.SetPosition(-1696.99, 1045.54, 48.8, 0.0, 0.0, 0.0)
Camera.PointAt(-1701.21, 1036.55, 45.7, 2)
gosub @SYN7_16651 
32@ = 0 

:SYN7_5216
if 
  2000 > 32@ 
else_jump @SYN7_5270 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @SYN7_5263 
jump @SYN7_5270 

:SYN7_5263
jump @SYN7_5216 

:SYN7_5270
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_5291 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_5291
Actor.DestroyInstantly(37@)
04EF: release_animation "CAR" 
if 
   not Car.Wrecked(38@)
else_jump @SYN7_5353 
Car.LockInCurrentPosition(38@) = False
if 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @SYN7_5353 
036A: put_actor $PLAYER_ACTOR in_car 38@ 

:SYN7_5353
if 
   not Car.Wrecked(38@)
else_jump @SYN7_5451 
if 
060E:   car 38@ assigned_to_path 
else_jump @SYN7_5397 
06C5: release_car 38@ from_path 
jump @SYN7_5451 

:SYN7_5397
0395: clear_area 1 at -1704.615 1026.202 44.1953 radius 20.0 
Car.PutAt(38@, -1704.615, 1026.202, 44.1953)
Car.Angle(38@) = 168.8963

:SYN7_5451
32@ = 0 
Marker.Disable(40@)
018B: set_marker 39@ radar_mode 0 
018A: 41@ = create_checkpoint_at -2128.12 -83.3848 34.314 
gosub @SYN7_16581 
00BC: show_text_highpriority GXT 'SYN7_03' time 7000 flag 1  // ~s~ Parke das Auto im ~y~Crack-Labor~s~.
0615: define_AS_pack_begin 139@ 
0603: AS_actor -1 goto -2128.848 -79.3918 34.2565 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 0.0 
0643: set_AS_pack 139@ loop 1 
0616: define_AS_pack_end 139@ 
0615: define_AS_pack_begin 140@ 
0603: AS_actor -1 goto -2128.848 -79.3918 34.2565 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 0.0 
0643: set_AS_pack 140@ loop 1 
0616: define_AS_pack_end 140@ 
42@ = Actor.Create(Mission1, #BMYCG, -2128.848, -79.3918, 34.2565)
01B2: give_actor 42@ weapon 28 ammo 1000 // Load the weapon model before using this 
Actor.Angle(42@) = 0.0
43@ = Actor.Create(Mission1, #HMYST, -2128.848, -79.3918, 34.2565)
01B2: give_actor 43@ weapon 28 ammo 1000 // Load the weapon model before using this 
Actor.Angle(43@) = 0.0
0618: assign_actor 42@ to_AS_pack 139@ 
0618: assign_actor 43@ to_AS_pack 140@ 
47@ = 0 

:SYN7_5723
Actor.WeaponAccuracy(42@(47@,3i)) = 40
060B: set_actor 42@(47@,3i) decision_maker_to 36@ 
077A: set_actor 42@(47@,3i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 42@(47@,3i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
060F: set_actor 42@(47@,3i) melee_accuracy_to 150.0 
0770: unknown_actor 42@(47@,3i) flag 1 
47@ += 1 
  47@ >= 2 
else_jump @SYN7_5723 
48@ = 1 

:SYN7_5825
if 
  48@ == 1 
else_jump @SYN7_8021 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2124.501 -77.7719 34.1719 radius 50.0 50.0 50.0 
   not Actor.Dead(42@)
   not Actor.Dead(43@)
else_jump @SYN7_6020 
if 
  83@ == 0 
else_jump @SYN7_6020 
gosub @SYN7_493 
00BC: show_text_highpriority GXT 'SYN7_52' time 4000 flag 1  // ~s~Erledige die ~r~Wachen~s~, das wird ihre Aufmerksamkeit erregen.
83@ = 1 
if 
075C:   marker 41@ enabled 
else_jump @SYN7_5972 
018B: set_marker 41@ radar_mode 0 

:SYN7_5972
if 
   not Actor.Dead(42@)
else_jump @SYN7_5996 
84@ = Marker.CreateAboveActor(42@)

:SYN7_5996
if 
   not Actor.Dead(43@)
else_jump @SYN7_6020 
85@ = Marker.CreateAboveActor(43@)

:SYN7_6020
if 
   not Actor.Dead(43@)
else_jump @SYN7_6169 
if 
00FE:   actor 43@ sphere 0 in_sphere -2126.911 -79.3953 34.2567 radius 10.0 10.0 10.0 
else_jump @SYN7_6098 
115@ = 1 
jump @SYN7_6169 

:SYN7_6098
091E: create_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
115@ = 0 

:SYN7_6169
if 
   not Actor.Dead(42@)
else_jump @SYN7_6318 
if 
00FE:   actor 42@ sphere 0 in_sphere -2126.911 -79.3953 34.2567 radius 10.0 10.0 10.0 
else_jump @SYN7_6247 
114@ = 1 
jump @SYN7_6318 

:SYN7_6247
091E: create_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
114@ = 0 

:SYN7_6318
if 
  83@ == 1 
else_jump @SYN7_6410 
if 
   Actor.Dead(42@)
else_jump @SYN7_6373 
if 
075C:   marker 84@ enabled 
else_jump @SYN7_6373 
Marker.Disable(84@)

:SYN7_6373
if 
   Actor.Dead(43@)
else_jump @SYN7_6410 
if 
075C:   marker 85@ enabled 
else_jump @SYN7_6410 
Marker.Disable(85@)

:SYN7_6410
077E: get_active_interior_to 120@ 
if and
   Actor.Dead(42@)
   Actor.Dead(43@)
  120@ == 0 
else_jump @SYN7_8021 
gosub @SYN7_16618 
04ED: load_animation "ON_LOOKERS" 

:SYN7_6464
if 
84EE:   not animation "ON_LOOKERS" loaded 
else_jump @SYN7_6500 
wait 0 
jump @SYN7_6464 

:SYN7_6500
gosub @SYN7_16548 
52@ = Actor.Create(Mission1, #HMYRI, -2125.871, -97.1422, 34.3281)
081A: set_actor 52@ weapon_skill_to 2 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 
0605: actor 52@ perform_animation_sequence "POINT_LOOP" IFP_file "ON_LOOKERS" 8.0 loop 1 0 0 1 time 3000 // versionA 
if or
  115@ == 1 
  114@ == 1 
else_jump @SYN7_6676 
Camera.SetPosition(-2113.15, -72.3184, 40.9064, 0.0, 0.0, 0.0)
Camera.PointAt(-2113.918, -72.8274, 40.5167, 2)
jump @SYN7_6727 

:SYN7_6676
Camera.SetPosition(-2125.642, -95.0874, 35.6371, 0.0, 0.0, 0.0)
Camera.PointAt(-2125.762, -96.0758, 35.7291, 2)

:SYN7_6727
gosub @SYN7_16651 
0209: $7320 = random_int_in_ranges 0 3 
0871: init_jump_table $7320 total_jumps 3 default_jump 0 @SYN7_7004 jumps 0 @SYN7_6806 1 @SYN7_6872 2 @SYN7_6938 -1 @SYN7_7004 -1 @SYN7_7004 -1 @SYN7_7004 -1 @SYN7_7004 

:SYN7_6806
040D: unload_wav 1 
03CF: load_wav 39805 as 1 

:SYN7_6819
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_6845 
wait 0 
jump @SYN7_6819 

:SYN7_6845
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_BA' time 4000 flag 1  // ~z~Hey, so'n irrer Vollidiot greift unsere Jungs an!
jump @SYN7_7004 

:SYN7_6872
040D: unload_wav 1 
03CF: load_wav 39806 as 1 

:SYN7_6885
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_6911 
wait 0 
jump @SYN7_6885 

:SYN7_6911
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_BB' time 4000 flag 1  // ~z~Das ist ein berfall!
jump @SYN7_7004 

:SYN7_6938
040D: unload_wav 1 
03CF: load_wav 39807 as 1 

:SYN7_6951
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_6977 
wait 0 
jump @SYN7_6951 

:SYN7_6977
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_BC' time 4000 flag 1  // ~z~Wir werden angegriffen!
jump @SYN7_7004 

:SYN7_7004
wait 4000 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(38@)
else_jump @SYN7_7103 
if 
   Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @SYN7_7103 
0395: clear_area 1 at -2127.799 -68.8104 34.1719 radius 10.0 
Car.PutAt(38@, -2127.799, -68.8104, 34.1719)
Car.Angle(38@) = 180.0

:SYN7_7103
0395: clear_area 1 at -2129.256 -74.4958 34.1719 radius 100.0 
50@ = Actor.Create(Mission1, #BMYCG, -2119.011, -99.2082, 34.3281)
01B2: give_actor 50@ weapon 28 ammo 1000 // Load the weapon model before using this 
51@ = Actor.Create(Mission1, #HMYST, -2121.173, -108.9207, 34.3281)
01B2: give_actor 51@ weapon 28 ammo 1000 // Load the weapon model before using this 
53@ = Actor.Create(Mission1, #HMYST, -2104.2, -162.4759, 34.3273)
01B2: give_actor 53@ weapon 28 ammo 1000 // Load the weapon model before using this 
54@ = Actor.Create(Mission1, #HMYRI, -2100.096, -157.8681, 34.3273)
081A: set_actor 54@ weapon_skill_to 2 
01B2: give_actor 54@ weapon 22 ammo 9999 // Load the weapon model before using this 
55@ = Actor.Create(Mission1, #BMYCG, -2162.635, -224.1719, 35.5156)
Actor.Angle(55@) = 350.5417
01B2: give_actor 55@ weapon 28 ammo 1000 // Load the weapon model before using this 
47@ = 0 

:SYN7_7323
if 
   not Actor.Dead(50@(47@,10i))
else_jump @SYN7_7414 
07DD: set_actor 50@(47@,10i) temper_to 30 // see pedstats.dat 
Actor.WeaponAccuracy(50@(47@,10i)) = 30
0770: unknown_actor 50@(47@,10i) flag 1 
060B: set_actor 50@(47@,10i) decision_maker_to 36@ 
077A: set_actor 50@(47@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 50@(47@,10i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 

:SYN7_7414
47@ += 1 
  47@ >= 6 
else_jump @SYN7_7323 
0615: define_AS_pack_begin 141@ 
05D3: AS_actor -1 goto_point -2126.144 -82.2896 34.3203 mode 6 -1 ms // versionA 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
0616: define_AS_pack_end 141@ 
0618: assign_actor 50@ to_AS_pack 141@ 
0618: assign_actor 51@ to_AS_pack 141@ 
if 
   not Actor.Dead(52@)
else_jump @SYN7_7564 
0792: disembark_instantly_actor 52@ 
0605: actor 52@ perform_animation_sequence "POINT_LOOP" IFP_file "ON_LOOKERS" 8.0 loop 1 0 0 1 time 3000 // versionA 

:SYN7_7564
05D9: AS_actor 53@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
05D9: AS_actor 54@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
Camera.SetPosition(-2119.4, -92.22, 34.61, 0.0, 0.0, 0.0)
Camera.PointAt(-2170.17, -161.04, 46.68, 2)
0209: $7320 = random_int_in_ranges 0 3 
0871: init_jump_table $7320 total_jumps 3 default_jump 0 @SYN7_7915 jumps 0 @SYN7_7717 1 @SYN7_7783 2 @SYN7_7849 -1 @SYN7_7915 -1 @SYN7_7915 -1 @SYN7_7915 -1 @SYN7_7915 

:SYN7_7717
040D: unload_wav 1 
03CF: load_wav 39808 as 1 

:SYN7_7730
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_7756 
wait 0 
jump @SYN7_7730 

:SYN7_7756
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_CA' time 4000 flag 1  // ~z~Geht da raus und macht den Kerl alle!
jump @SYN7_7915 

:SYN7_7783
040D: unload_wav 1 
03CF: load_wav 39809 as 1 

:SYN7_7796
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_7822 
wait 0 
jump @SYN7_7796 

:SYN7_7822
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_CB' time 4000 flag 1  // ~z~Macht die Tore auf und macht den Flachwichser kalt!
jump @SYN7_7915 

:SYN7_7849
040D: unload_wav 1 
03CF: load_wav 39810 as 1 

:SYN7_7862
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_7888 
wait 0 
jump @SYN7_7862 

:SYN7_7888
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_CC' time 4000 flag 1  // ~z~Schaltet dem Idioten die Lichter aus, macht das Tor auf!
jump @SYN7_7915 

:SYN7_7915
wait 4000 
gosub @SYN7_16581 
Marker.Disable(41@)
018A: 70@ = create_checkpoint_at -2175.243 -209.7745 34.3281 
if and
   not Car.Wrecked(38@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_7999 
if 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @SYN7_7999 
018B: set_marker 70@ radar_mode 0 

:SYN7_7999
33@ = 0 
097B: play_audio_at_object 45@ event 1100 
48@ = 2 

:SYN7_8021
if and
  48@ == 2 
   not Car.Wrecked(38@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_8540 
if 
03CA:   object 45@ exists 
else_jump @SYN7_8177 
Object.StorePos(45@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  -2117.0 > $TEMPVAR_FLOAT_1 
else_jump @SYN7_8144 
034E: move_object 45@ to -2117.0 -80.8 34.3281 speed 0.2 0.0 0.0 flag 0 
jump @SYN7_8177 

:SYN7_8144
if 
  122@ == 0 
else_jump @SYN7_8177 
097B: play_audio_at_object 45@ event 1101 
122@ = 1 

:SYN7_8177
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2138.212 -201.8113 34.3281 radius 20.0 20.0 20.0 
  72@ == 0 
else_jump @SYN7_8329 
00BC: show_text_highpriority GXT 'SYN7_35' time 4000 flag 1  // ~s~Benutze die ~y~Rampe~s~, um in das Crack-Labor zu gelangen.
47@ = 0 

:SYN7_8255
Actor.DestroyInstantly(50@(47@,10i))
47@ += 1 
  47@ >= 6 
else_jump @SYN7_8255 
47@ = 0 

:SYN7_8292
Actor.DestroyInstantly(42@(47@,3i))
47@ += 1 
  47@ >= 2 
else_jump @SYN7_8292 
72@ = 1 

:SYN7_8329
if 
   Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @SYN7_8540 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2181.76 -209.4146 35.5234 radius 4.0 4.0 4.0 
else_jump @SYN7_8444 
00BC: show_text_highpriority GXT 'SYN7_34' time 6000 flag 1  // ~s~Parke das Auto in der Nhe der ~y~Chemikalienbehlter~s~.
Marker.Disable(70@)
018A: 71@ = create_checkpoint_at -2184.059 -263.4215 35.5234 
48@ = 3 

:SYN7_8444
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2184.983 -218.1104 35.5234 radius 4.0 4.0 4.0 
else_jump @SYN7_8540 
00BC: show_text_highpriority GXT 'SYN7_34' time 6000 flag 1  // ~s~Parke das Auto in der Nhe der ~y~Chemikalienbehlter~s~.
Marker.Disable(70@)
018A: 71@ = create_checkpoint_at -2184.059 -263.4215 35.5234 
48@ = 3 

:SYN7_8540
if and
  48@ == 3 
   not Car.Wrecked(38@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_10153 
if 
   Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @SYN7_10151 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2150.527 -241.7461 35.5234 radius 4.0 4.0 4.0 
   not Actor.Dead(86@)
  94@ == 0 
else_jump @SYN7_8916 
0209: $7320 = random_int_in_ranges 0 5 
0871: init_jump_table $7320 total_jumps 5 default_jump 0 @SYN7_8909 jumps 0 @SYN7_8719 1 @SYN7_8757 2 @SYN7_8795 3 @SYN7_8833 4 @SYN7_8871 -1 @SYN7_8909 -1 @SYN7_8909 

:SYN7_8719
05AA: 127@s = 'SYN7_DA'  // ~z~Wer bist du, verdammte Scheie!
04AF: 118@ = 39811 // @ = any 
gosub @SYN7_16957 
jump @SYN7_8909 

:SYN7_8757
05AA: 127@s = 'SYN7_DB'  // ~z~Fuck, was macht er denn?
04AF: 118@ = 39812 // @ = any 
gosub @SYN7_16957 
jump @SYN7_8909 

:SYN7_8795
05AA: 127@s = 'SYN7_DC'  // ~z~Das ist kein Parkhaus!
04AF: 118@ = 39813 // @ = any 
gosub @SYN7_16957 
jump @SYN7_8909 

:SYN7_8833
05AA: 127@s = 'SYN7_DD'  // ~z~Scheie, ich bin so breit, ich seh nicht richtig!
04AF: 118@ = 39814 // @ = any 
gosub @SYN7_16957 
jump @SYN7_8909 

:SYN7_8871
05AA: 127@s = 'SYN7_DE'  // ~z~Hab ich irgendwas verpasst?
04AF: 118@ = 39815 // @ = any 
gosub @SYN7_16957 
jump @SYN7_8909 

:SYN7_8909
94@ = 1 

:SYN7_8916
if 
00FE:   actor $PLAYER_ACTOR sphere 73@ in_sphere -2184.059 -263.4215 35.5234 radius 4.0 4.0 4.0 
else_jump @SYN7_10135 
0512: show_permanent_text_box 'SYN7_20'  // ~k~~PED_FIREWEAPON~ - Bombe aktivieren.
73@ = 0 
if 
00E1:   player 0 pressed_key 17 
else_jump @SYN7_10128 
48@ = 4 
03E6: remove_text_box 
if 
   not Car.Wrecked(38@)
else_jump @SYN7_9056 
Car.LockInCurrentPosition(38@) = True
0919: enable_car 38@ parking_lights 0 
0615: define_AS_pack_begin 74@ 
05CD: AS_actor -1 exit_car 38@ 
0616: define_AS_pack_end 74@ 

:SYN7_9056
0615: define_AS_pack_begin 142@ 
05F5: AS_actor -1 goto_point -2146.042 -259.7312 39.7195 mode 6 -2 ms // versionB 
05F5: AS_actor -1 goto_point -2146.229 -267.7039 39.7195 mode 6 -2 ms // versionB 
05F5: AS_actor -1 goto_point -2156.51 -268.1435 39.7195 mode 6 -2 ms // versionB 
0616: define_AS_pack_end 142@ 
60@ = Actor.Create(Mission1, #BMYCG, -2140.931, -253.9011, 39.7195)
Actor.Angle(60@) = 150.6317
0618: assign_actor 60@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
0615: define_AS_pack_begin 142@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: AS_actor -1 goto_point -2162.264 -260.4177 35.5234 mode 6 -2 ms // versionB 
05F5: AS_actor -1 goto_point -2167.765 -261.495 35.5234 mode 6 -2 ms // versionB 
0616: define_AS_pack_end 142@ 
61@ = Actor.Create(Mission1, #HMYST, -2162.236, -230.954, 35.522)
Actor.Angle(61@) = 231.2343
0618: assign_actor 61@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
0615: define_AS_pack_begin 142@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: AS_actor -1 goto_point -2154.923 -248.2299 35.5234 mode 6 -2 ms // versionB 
0616: define_AS_pack_end 142@ 
62@ = Actor.Create(Mission1, #HMYRI, -2168.337, -228.406, 35.522)
Actor.Angle(62@) = 294.489
0618: assign_actor 62@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
0615: define_AS_pack_begin 142@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: AS_actor -1 goto_point -2156.835 -234.232 35.5234 mode 6 -2 ms // versionB 
0616: define_AS_pack_end 142@ 
63@ = Actor.Create(Mission1, #HMYRI, -2168.74, -231.348, 35.5234)
Actor.Angle(63@) = 278.3553
0618: assign_actor 63@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
64@ = Actor.Create(Mission1, #HMYRI, -2162.417, -227.2437, 35.5143)
Actor.Angle(64@) = 196.0546
0638: AS_actor 64@ stay_put 1 
47@ = 0 

:SYN7_9683
07DD: set_actor 60@(47@,10i) temper_to 30 // see pedstats.dat 
Actor.WeaponAccuracy(60@(47@,10i)) = 30
0770: unknown_actor 60@(47@,10i) flag 1 
if 
  47@ == 4 
else_jump @SYN7_9766 
081A: set_actor 60@(47@,10i) weapon_skill_to 2 
01B2: give_actor 60@(47@,10i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @SYN7_9791 

:SYN7_9766
01B2: give_actor 60@(47@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 60@(47@,10i) armed_weapon_to 28 

:SYN7_9791
060B: set_actor 60@(47@,10i) decision_maker_to 36@ 
077A: set_actor 60@(47@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 60@(47@,10i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
47@ += 1 
  47@ >= 5 
else_jump @SYN7_9683 
gosub @SYN7_16548 
Actor.DestroyInstantly(87@)
Actor.DestroyInstantly(88@)
Actor.DestroyInstantly(89@)
Actor.DestroyInstantly(90@)
0A0B: set_rendering_origin_at_3D_coord -2150.44 -239.1755 35.5234 angle 52.2777 
Camera.SetPosition(-2152.86, -236.6111, 37.0321, 0.0, 0.0, 0.0)
Camera.PointAt(-2153.623, -235.9684, 36.9637, 2)
if 
   not Actor.Dead(64@)
else_jump @SYN7_10011 
0605: actor 64@ perform_animation_sequence "POINT_LOOP" IFP_file "ON_LOOKERS" 8.0 loop 0 0 0 0 time 4000 // versionA 

:SYN7_10011
00BC: show_text_highpriority GXT 'SYN7_37' time 4000 flag 1  // ~s~Raus aus dem Lagerhaus, bevor der Zeitznder abgelaufen ist.
03C7: set_sensitivity_to_crime 0.0 
wait 4000 
gosub @SYN7_16581 
if and
   not Car.Wrecked(38@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_10075 
05CD: AS_actor $PLAYER_ACTOR exit_car 38@ 

:SYN7_10075
Marker.Disable(71@)
03C3: set_timer_to $7318 type 1 GXT 'SYN7_18' // global_variable  // Bombe ~1~
018A: 75@ = create_checkpoint_at -2162.964 -225.5678 35.5156 
32@ = 0 
Player.ClearWantedLevel($PLAYER_CHAR)

:SYN7_10128
jump @SYN7_10144 

:SYN7_10135
03E6: remove_text_box 
73@ = 1 

:SYN7_10144
jump @SYN7_10153 

:SYN7_10151
03E6: remove_text_box 

:SYN7_10153
if 
  48@ == 4 
else_jump @SYN7_12141 
if and
  32@ > 4000 
  78@ == 0 
else_jump @SYN7_10204 
78@ = 1 

:SYN7_10204
if 
  $7318 == 0 
else_jump @SYN7_10236 
76@ = 1 
jump @SYN7_11885 

:SYN7_10236
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2162.964 -225.5678 35.5156 radius 1.2 1.2 1.2 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2186.166 -216.9555 35.5143 radius 6.0 6.0 6.0 
else_jump @SYN7_12141 
gosub @SYN7_16618 
gosub @SYN7_16548 
Camera.SetAtPos(-2187.505, -263.5027, 36.5551)
0A0B: set_rendering_origin_at_3D_coord -2157.059 -262.1108 35.5156 angle 89.9913 
Marker.Disable(75@)
018A: 41@ = create_checkpoint_at -2127.2 -84.9324 34.3273 
014F: stop_timer $7318 
Camera.SetPosition(-2168.97, -262.731, 36.3878, 0.0, 0.0, 0.0)
Camera.PointAt(-2169.968, -262.7543, 36.453, 2)
gosub @SYN7_16651 
if 
   not Car.Wrecked(38@)
else_jump @SYN7_10489 
08CB: explode_car 38@ shake 1 effect 1 sound 1 

:SYN7_10489
wait 100 
020C: create_explosion_with_radius 0 at -2187.505 -263.5027 36.5551 
wait 500 
020C: create_explosion_with_radius 0 at -2187.18 -263.8283 39.8421 
wait 500 
020C: create_explosion_with_radius 0 at -2187.18 -263.8283 42.8421 
wait 500 
020C: create_explosion_with_radius 0 at -2187.432 -259.6525 42.0391 
020C: create_explosion_with_radius 0 at -2188.399 -266.6203 42.6058 
wait 500 
020C: create_explosion_with_radius 0 at -2185.595 -265.3064 47.5696 
wait 500 
020C: create_explosion_with_radius 0 at -2184.774 -262.4794 37.4383 
020C: create_explosion_with_radius 0 at -2187.574 -262.5659 39.7252 
wait 500 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2163.6 -225.62 36.0 radius 10.0 10.0 10.0 
else_jump @SYN7_10840 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYN7_10803 
$TEMPVAR_ACTOR_CAR = Actor.Car($PLAYER_ACTOR)
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2162.734 -225.3373 35.4984 
0395: clear_area 1 at -2162.734 -225.3373 35.4984 radius 10.0 
Car.Destroy($TEMPVAR_ACTOR_CAR)
jump @SYN7_10823 

:SYN7_10803
Actor.PutAt($PLAYER_ACTOR, -2162.734, -225.3373, 35.4984)

:SYN7_10823
Actor.Angle($PLAYER_ACTOR) = 0.0
77@ = 0 

:SYN7_10840
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2186.166 -216.9555 35.5143 radius 10.0 10.0 10.0 
else_jump @SYN7_11025 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYN7_10968 
$TEMPVAR_ACTOR_CAR = Actor.Car($PLAYER_ACTOR)
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2162.734 -225.3373 35.4984 
0395: clear_area 1 at -2162.734 -225.3373 35.4984 radius 10.0 
Car.Destroy($TEMPVAR_ACTOR_CAR)
jump @SYN7_10988 

:SYN7_10968
Actor.PutAt($PLAYER_ACTOR, -2162.734, -225.3373, 35.4984)

:SYN7_10988
Actor.PutAt($PLAYER_ACTOR, -2181.331, -217.6694, 35.5078)
Actor.Angle($PLAYER_ACTOR) = 286.3482
77@ = 1 

:SYN7_11025
gosub @SYN7_16618 
0777: delete_objects_in_object_group "CRACK" 
0363: create_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 0 
0363: create_object_at -2185.49 -215.55 34.31 radius 40.0 model #CF_EXT_DEM_SFS visibility 1 
0363: create_object_at -2166.86 -236.5 40.86 radius 40.0 model #LODCRACKFACT_SFS visibility 0 
0363: create_object_at -2185.49 -215.55 34.31 radius 40.0 model #LODEXT_DEM_SFS visibility 1 
wait 1000 
if 
  77@ == 0 
else_jump @SYN7_11214 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_11214 
Actor.PutAt($PLAYER_ACTOR, -2160.729, -220.985, 34.3203)
Actor.Angle($PLAYER_ACTOR) = 336.7796

:SYN7_11214
if 
  77@ == 1 
else_jump @SYN7_11278 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_11278 
Actor.PutAt($PLAYER_ACTOR, -2175.513, -214.8866, 34.3203)
Actor.Angle($PLAYER_ACTOR) = 298.3929

:SYN7_11278
gosub @SYN7_14654 
0A0B: set_rendering_origin_at_3D_coord -2162.283 -220.5315 34.3203 angle 324.4546 
gosub @SYN7_16581 
95@ = Actor.Create(Mission1, #BMYCG, -2132.044, -168.6656, 34.3273)
Actor.Angle(95@) = 168.3635
05D3: AS_actor 95@ goto_point -2141.766 -206.9254 34.3203 mode 6 -1 ms // versionA 
96@ = Actor.Create(Mission1, #HMYST, -2136.878, -167.5268, 34.3203)
Actor.Angle(96@) = 172.0629
05D3: AS_actor 96@ goto_point -2141.766 -206.9254 34.3203 mode 6 -1 ms // versionA 
105@ = Car.Create(#VOODOO, -2124.606, -87.9687, 34.3203)
053F: set_car 105@ tires_vulnerability 0 
Car.SetMaxSpeed(105@, 40.0)
Car.Angle(105@) = 231.2455
0129: 97@ = create_actor_pedtype 24 model #BMYCG in_car 105@ driverseat 
01C8: 98@ = create_actor_pedtype 24 model #BMYCG in_car 105@ passenger_seat 0 
99@ = Actor.Create(Mission1, #BMYCG, -2103.291, -133.9342, 34.3273)
Actor.Angle(99@) = 170.6763
100@ = Actor.Create(Mission1, #HMYST, -2107.37, -146.9669, 34.3273)
Actor.Angle(100@) = 174.6227
101@ = Actor.Create(Mission1, #HMYST, -2145.116, -181.3902, 37.6913)
Actor.Angle(101@) = 176.688
0638: AS_actor 101@ stay_put 1 
04EB: AS_actor 101@ crouch 1 
102@ = Actor.Create(Mission1, #HMYST, -2111.808, -159.8649, 34.3273)
Actor.Angle(102@) = 138.7297
0638: AS_actor 102@ stay_put 1 
47@ = 0 

:SYN7_11674
01B2: give_actor 95@(47@,10i) weapon 28 ammo 1000 // Load the weapon model before using this 
Actor.WeaponAccuracy(95@(47@,10i)) = 30
07DD: set_actor 95@(47@,10i) temper_to 30 // see pedstats.dat 
060B: set_actor 95@(47@,10i) decision_maker_to 36@ 
077A: set_actor 95@(47@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 95@(47@,10i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
060F: set_actor 95@(47@,10i) melee_accuracy_to 70.0 
0770: unknown_actor 95@(47@,10i) flag 1 
47@ += 1 
  47@ >= 8 
else_jump @SYN7_11674 
07C0: load_path 485 

:SYN7_11799
if 
87C1:   not path 485 available 
else_jump @SYN7_11826 
wait 0 
jump @SYN7_11799 

:SYN7_11826
if 
   not Car.Wrecked(105@)
else_jump @SYN7_11855 
05EB: assign_car 105@ to_path 485 
05ED: freeze_car 105@ while_on_path 

:SYN7_11855
gosub @SYN7_16651 
if and
  76@ == 1 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_12118 

:SYN7_11885
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
47@ = 0 

:SYN7_11906
05BE: AS_kill_actor $PLAYER_ACTOR 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0208: $7316 = random_float_in_ranges -3.0 3.0 
0059: $TEMPVAR_FLOAT_1 += $7316 // (float) 
0059: $TEMPVAR_FLOAT_2 += $7316 // (float) 
020C: create_explosion_with_radius 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0208: $7316 = random_float_in_ranges -3.0 3.0 
0059: $TEMPVAR_FLOAT_1 += $7316 // (float) 
0059: $TEMPVAR_FLOAT_2 += $7316 // (float) 
020C: create_explosion_with_radius 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0208: $7316 = random_float_in_ranges -3.0 3.0 
0059: $TEMPVAR_FLOAT_1 += $7316 // (float) 
0059: $TEMPVAR_FLOAT_2 += $7316 // (float) 
020C: create_explosion_with_radius 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
wait 500 
47@ += 1 
  47@ >= 4 
else_jump @SYN7_11906 
jump @SYN7_15914 

:SYN7_12118
00BC: show_text_highpriority GXT 'SYN7_23' time 4000 flag 1  // ~s~Flchte durch das ~y~Haupttor~s~.
48@ = 5 

:SYN7_12141
if 
  48@ == 5 
else_jump @SYN7_13767 
if 
  124@ == 0 
else_jump @SYN7_12332 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2118.54 -169.3188 34.3273 radius 10.0 10.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2118.54 -169.3188 34.3273 radius 10.0 10.0 10.0 
else_jump @SYN7_12332 
if 
   not Actor.Dead(102@)
else_jump @SYN7_12325 
0615: define_AS_pack_begin 126@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 126@ 
0618: assign_actor 102@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 

:SYN7_12325
124@ = 1 

:SYN7_12332
if 
  123@ == 1 
else_jump @SYN7_12437 
if 
   not Car.Wrecked(105@)
else_jump @SYN7_12437 
if 
860E:   not car 105@ assigned_to_path 
else_jump @SYN7_12437 
if 
   not Actor.Dead(97@)
else_jump @SYN7_12406 
05CD: AS_actor 97@ exit_car 105@ 

:SYN7_12406
if 
   not Actor.Dead(98@)
else_jump @SYN7_12430 
05CD: AS_actor 98@ exit_car 105@ 

:SYN7_12430
123@ = 2 

:SYN7_12437
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2097.723 -109.9725 30.0 cornerB -2155.992 -122.742 40.0 
  123@ == 0 
else_jump @SYN7_12541 
if and
   not Car.Wrecked(105@)
060E:   car 105@ assigned_to_path 
else_jump @SYN7_12534 
if 
   not Car.Wrecked(105@)
else_jump @SYN7_12534 
05EE: unfreeze_car 105@ while_on_path 

:SYN7_12534
123@ = 1 

:SYN7_12541
if and
  $7319 == 0 
  123@ == 0 
else_jump @SYN7_12629 
if and
   not Car.Wrecked(105@)
060E:   car 105@ assigned_to_path 
else_jump @SYN7_12608 
if 
   not Car.Wrecked(105@)
else_jump @SYN7_12608 
05EE: unfreeze_car 105@ while_on_path 

:SYN7_12608
32@ = 0 
79@ = 1 
123@ = 1 

:SYN7_12629
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2127.37 -85.497 35.5234 radius 20.0 20.0 10.0 
  79@ == 0 
else_jump @SYN7_12714 
32@ = 0 
79@ = 1 
00BC: show_text_highpriority GXT 'SYN7_13' time 3000 flag 1  // ~s~Sie haben das Tor geschlossen!

:SYN7_12714
if and
  32@ > 4500 
  79@ == 1 
else_jump @SYN7_13122 
if 
   not Car.Wrecked(105@)
else_jump @SYN7_12789 
if 
  125@ == 0 
else_jump @SYN7_12789 
107@ = Marker.CreateAboveCar(105@)
07E0: set_marker 107@ type_to 1 

:SYN7_12789
018A: 81@ = create_checkpoint_at -2145.963 -117.1968 38.1988 
018B: set_marker 81@ radar_mode 0 
Marker.Disable(41@)
00BC: show_text_highpriority GXT 'SYN7_38' time 5000 flag 1  // ~s~Fahr mit dem ~b~Auto ~s~eine Rampe hoch und spring ber die Mauer.
79@ = 2 
108@ = Actor.Create(Mission1, #HMYST, -2107.37, -146.9669, 34.3273)
Actor.Angle(108@) = 174.6227
109@ = Actor.Create(Mission1, #BMYCG, -2107.37, -146.9669, 34.3273)
Actor.Angle(109@) = 174.6227
110@ = Actor.Create(Mission1, #HMYST, -2136.109, -180.0674, 34.3203)
Actor.Angle(110@) = 297.2213
111@ = Actor.Create(Mission1, #BMYCG, -2140.6, -169.5873, 34.3203)
Actor.Angle(111@) = 258.2443
112@ = Actor.Create(Mission1, #BMYCG, -2143.463, -147.7724, 35.3922)
Actor.Angle(112@) = 209.4012
47@ = 0 

:SYN7_13024
01B2: give_actor 108@(47@,5i) weapon 28 ammo 1000 // Load the weapon model before using this 
060B: set_actor 108@(47@,5i) decision_maker_to 36@ 
077A: set_actor 108@(47@,5i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 108@(47@,5i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
060F: set_actor 108@(47@,5i) melee_accuracy_to 70.0 
0770: unknown_actor 108@(47@,5i) flag 1 
47@ += 1 
  47@ >= 5 
else_jump @SYN7_13024 

:SYN7_13122
if and
  32@ > 10000 
  79@ == 2 
else_jump @SYN7_13155 
79@ = 3 

:SYN7_13155
if 
   Car.Wrecked(105@)
else_jump @SYN7_13199 
if 
075C:   marker 107@ enabled 
else_jump @SYN7_13192 
Marker.Disable(107@)

:SYN7_13192
018B: set_marker 81@ radar_mode 3 

:SYN7_13199
if 
   not Car.Wrecked(105@)
else_jump @SYN7_13308 
if and
   not Actor.InCar($PLAYER_ACTOR, 105@)
  79@ > 1 
else_jump @SYN7_13278 
018B: set_marker 107@ radar_mode 3 
if 
075C:   marker 81@ enabled 
else_jump @SYN7_13271 
018B: set_marker 81@ radar_mode 0 

:SYN7_13271
jump @SYN7_13308 

:SYN7_13278
018B: set_marker 107@ radar_mode 0 
if 
075C:   marker 81@ enabled 
else_jump @SYN7_13308 
018B: set_marker 81@ radar_mode 3 

:SYN7_13308
if 
  $7319 == 0 
else_jump @SYN7_13432 
if 
075C:   marker 41@ enabled 
else_jump @SYN7_13347 
Marker.Disable(41@)

:SYN7_13347
if 
075C:   marker 81@ enabled 
else_jump @SYN7_13368 
Marker.Disable(81@)

:SYN7_13368
if 
075C:   marker 81@ enabled 
else_jump @SYN7_13389 
Marker.Disable(107@)

:SYN7_13389
48@ = 6 
018A: 82@ = create_checkpoint_at -2029.603 156.7249 27.8429 
00BC: show_text_highpriority GXT 'SYN7_39' time 6000 flag 1  // ~s~Fahr zurck zur ~y~Werkstatt~s~.

:SYN7_13432
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2149.364 -111.5658 40.9064 radius 3.0 3.0 3.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2143.429 -111.1119 41.0391 radius 3.0 3.0 3.0 
else_jump @SYN7_13767 
if and
  $7317 > 10.0 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYN7_13767 
$TEMPVAR_ACTOR_CAR = Actor.Car($PLAYER_ACTOR)
Car.SetSpeedInstantly($TEMPVAR_ACTOR_CAR, 25.0)
02A3: enable_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
015D: set_gamespeed 0.4 
Actor.Angle($PLAYER_ACTOR) = 0.6201
Camera.SetPosition(-2133.065, -103.294, 37.6357, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
wait 1700 
015D: set_gamespeed 1.0 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2146.676 -90.7008 40.5966 radius 4.0 4.0 6.0 
else_jump @SYN7_13767 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_13739 
Actor.PutAt($PLAYER_ACTOR, -2152.423, -75.3105, 34.3203)
Actor.Angle($PLAYER_ACTOR) = 357.8863

:SYN7_13739
Camera.SetBehindPlayer
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @SYN7_13767 
Car.SetSpeedInstantly($TEMPVAR_ACTOR_CAR, 0.0)

:SYN7_13767
if 
03CA:   object 45@ exists 
else_jump @SYN7_13862 
Object.StorePos(45@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if and
  $TEMPVAR_FLOAT_1 > -2127.0 
  79@ == 1 
else_jump @SYN7_13862 
034E: move_object 45@ to -2127.0 -80.8 34.3281 speed 0.2 0.0 0.0 flag 0 

:SYN7_13862
if 
  48@ == 6 
else_jump @SYN7_13961 
if 
075C:   marker 107@ enabled 
else_jump @SYN7_13901 
Marker.Disable(107@)

:SYN7_13901
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2029.603 156.7249 27.8429 radius 4.0 4.0 4.0 
else_jump @SYN7_13961 
Marker.Disable(82@)
jump @SYN7_14730 

:SYN7_13961
if and
   not Car.Wrecked(38@)
   not 48@ == 0 
   not 48@ > 3 
else_jump @SYN7_14246 
if 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @SYN7_14139 
00BC: show_text_highpriority GXT 'SYN7_32' time 100 flag 1  // ~s~Zurck in das ~b~Auto~s~!
if 
  49@ == 0 
else_jump @SYN7_14132 
018B: set_marker 39@ radar_mode 3 
if 
  48@ == 1 
else_jump @SYN7_14075 
018B: set_marker 41@ radar_mode 0 

:SYN7_14075
if 
  48@ == 2 
else_jump @SYN7_14100 
018B: set_marker 70@ radar_mode 0 

:SYN7_14100
if 
  48@ == 3 
else_jump @SYN7_14125 
018B: set_marker 71@ radar_mode 0 

:SYN7_14125
49@ = 1 

:SYN7_14132
jump @SYN7_14246 

:SYN7_14139
if 
  49@ == 1 
else_jump @SYN7_14246 
018B: set_marker 39@ radar_mode 0 
if 
  48@ == 1 
else_jump @SYN7_14189 
018B: set_marker 41@ radar_mode 3 

:SYN7_14189
if 
  48@ == 2 
else_jump @SYN7_14214 
018B: set_marker 70@ radar_mode 3 

:SYN7_14214
if 
  48@ == 3 
else_jump @SYN7_14239 
018B: set_marker 71@ radar_mode 3 

:SYN7_14239
49@ = 0 

:SYN7_14246
if and
   Car.Wrecked(38@)
  4 > 48@ 
else_jump @SYN7_14292 
00BC: show_text_highpriority GXT 'SYN7_36' time 4000 flag 1  // ~r~Das Auto wurde zerstrt!
jump @SYN7_15914 

:SYN7_14292
if and
   Car.Wrecked(105@)
  48@ >= 5 
  79@ >= 2 
else_jump @SYN7_14640 
if 
   not 48@ == 6 
else_jump @SYN7_14356 
00BC: show_text_highpriority GXT 'SYN7_53' time 4000 flag 1  // ~s~Such dir ein anderes ~b~Auto~s~, um damit vom Gelnde zu springen!

:SYN7_14356
if 
075C:   marker 107@ enabled 
else_jump @SYN7_14377 
Marker.Disable(107@)

:SYN7_14377
if 
  $7319 == 1 
else_jump @SYN7_14640 
Car.RemoveReferences(105@)
125@ = 1 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2116.264 -200.0631 34.3273 radius 30.0 30.0 30.0 
else_jump @SYN7_14551 
0395: clear_area 1 at -2116.264 -200.0631 34.3273 radius 10.0 
105@ = Car.Create(#VOODOO, -2116.264, -200.0631, 34.3273)
053F: set_car 105@ tires_vulnerability 0 
Car.SetMaxSpeed(105@, 40.0)
Car.Angle(105@) = 352.5713
107@ = Marker.CreateAboveCar(105@)
07E0: set_marker 107@ type_to 1 
jump @SYN7_14640 

:SYN7_14551
0395: clear_area 1 at -2116.264 -200.0631 34.3273 radius 10.0 
105@ = Car.Create(#VOODOO, -2124.606, -87.9687, 34.3203)
053F: set_car 105@ tires_vulnerability 0 
Car.SetMaxSpeed(105@, 40.0)
Car.Angle(105@) = 231.2455
107@ = Marker.CreateAboveCar(105@)
07E0: set_marker 107@ type_to 1 

:SYN7_14640
jump @SYN7_2008 

:SYN7_14647
jump @SYN7_15914 

:SYN7_14654
47@ = 0 

:SYN7_14661
Actor.DestroyInstantly(86@(47@,8i))
47@ += 1 
  47@ >= 5 
else_jump @SYN7_14661 
47@ = 0 

:SYN7_14698
Actor.DestroyInstantly(60@(47@,10i))
47@ += 1 
  47@ >= 5 
else_jump @SYN7_14698 
return 

:SYN7_14730
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
0777: delete_objects_in_object_group "BARRIERS2" 
01E3: show_text_1number_styled GXT 'M_PASSS' number 25000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 25000
0998: add_respect 60 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
030C: progress_made += 1 
0318: set_latest_mission_passed 'SYND_7'  // Yay Ka-Boom-Boom
$SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
0629: change_integer_stat 181 to 2 
0629: change_integer_stat 305 to 1 
01E7: remove_forbidden_for_cars_cube_cornerA -2696.464 1239.866 40.7599 cornerB -2665.359 2190.96 70.8125 
01E7: remove_forbidden_for_cars_cube_cornerA -2740.694 2233.618 40.8431 cornerB -2720.91 2338.224 80.4822 
01E7: remove_forbidden_for_cars_cube_cornerA -2695.584 1237.981 40.7328 cornerB -2664.417 1454.767 60.8126 
01E7: remove_forbidden_for_cars_cube_cornerA -995.0013 -416.2032 30.4207 cornerB -940.5399 -251.8564 40.6762 
01E7: remove_forbidden_for_cars_cube_cornerA -205.8387 250.7443 7.2472 cornerB -131.0039 481.8496 15.9152 
01E7: remove_forbidden_for_cars_cube_cornerA -100.7515 -927.8298 18.0 cornerB -68.3752 -891.9871 14.0 
01E7: remove_forbidden_for_cars_cube_cornerA 609.7595 327.3437 15.8783 cornerB 429.8884 616.0168 20.289 
01E7: remove_forbidden_for_cars_cube_cornerA 317.1688 707.7672 7.0 cornerB 437.5726 709.0657 20.5578 
01E7: remove_forbidden_for_cars_cube_cornerA 391.1194 640.015 7.0 cornerB 402.2627 664.798 18.5098 
01E7: remove_forbidden_for_cars_cube_cornerA 289.2904 636.3991 7.8675 cornerB 409.4943 702.3849 20.0345 
01E7: remove_forbidden_for_cars_cube_cornerA 300.3153 718.7909 7.7846 cornerB 316.7906 781.0926 14.0795 
01E7: remove_forbidden_for_cars_cube_cornerA 254.9982 837.029 10.1731 cornerB 270.7453 929.2404 30.2553 
01E7: remove_forbidden_for_cars_cube_cornerA 210.7811 939.2068 10.9062 cornerB 249.4799 959.1111 30.2141 
01E7: remove_forbidden_for_cars_cube_cornerA 230.4545 946.0961 20.6674 cornerB 255.9772 969.2755 30.4776 
01E7: remove_forbidden_for_cars_cube_cornerA 249.4279 899.7975 10.5871 cornerB 268.6826 933.5995 30.3975 
01E7: remove_forbidden_for_cars_cube_cornerA 312.1081 694.1089 6.0 cornerB 324.0811 733.0005 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 324.4526 804.9198 9.6186 cornerB 332.8747 814.356 14.3925 
01E7: remove_forbidden_for_cars_cube_cornerA 1690.819 376.5103 28.1103 cornerB 1730.223 445.2955 30.8414 
01E7: remove_forbidden_for_cars_cube_cornerA 1643.536 227.3723 27.4457 cornerB 1673.062 295.5788 30.0815 
01E7: remove_forbidden_for_cars_cube_cornerA 1673.765 388.1013 40.2331 cornerB 1815.862 804.9291 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1705.156 308.3448 20.0 cornerB 1710.948 316.4094 23.5612 
01E7: remove_forbidden_for_cars_cube_cornerA -12.7067 -1522.455 1.0 cornerB 80.8463 -1517.111 5.0 
01E7: remove_forbidden_for_cars_cube_cornerA -16.3392 -1532.882 0.0394 cornerB 69.3401 -1523.771 5.922 
01E7: remove_forbidden_for_cars_cube_cornerA 618.7253 -1189.606 18.0 cornerB 623.5441 -1161.981 22.0 
01E7: remove_forbidden_for_cars_cube_cornerA -33.4208 -1341.84 9.0 cornerB 35.3764 -1303.948 13.0 
01E7: remove_forbidden_for_cars_cube_cornerA -41.2393 -1385.87 8.0 cornerB -3.5883 -1368.856 10.5 
01E7: remove_forbidden_for_cars_cube_cornerA -1690.705 539.6102 30.3278 cornerB -1100.567 1140.569 50.735 
01E7: remove_forbidden_for_cars_cube_cornerA -1799.541 379.7155 16.0 cornerB -1780.199 392.2779 18.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1092.429 1286.505 30.0 cornerB -1077.038 1319.495 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1860.133 314.7891 38.0 cornerB -1638.563 557.4354 40.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1737.333 455.9431 30.3573 cornerB -1710.363 500.6261 40.4891 
01E7: remove_forbidden_for_cars_cube_cornerA -1689.229 513.0995 30.2597 cornerB -1679.124 524.8383 40.25 
01E7: remove_forbidden_for_cars_cube_cornerA -1742.906 500.7302 30.4679 cornerB -1650.312 551.8201 40.7455 
01E8: create_forbidden_for_cars_cube_cornerA -1761.95 507.8931 35.0533 cornerB -1751.361 531.5917 41.3335 
return 

:SYN7_15914
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_15991 
if 
0741:   actor $PLAYER_ACTOR busted 
else_jump @SYN7_15984 
016E: override_restart at -1605.792 716.8598 11.0241 angle 355.2978 

:SYN7_15984
jump @SYN7_16013 

:SYN7_15991
016E: override_restart at -2670.285 616.4364 13.4531 angle 183.1042 

:SYN7_16013
return 

:SYN7_16015
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_16036 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_16036
0873: release_path 483 
0873: release_path 485 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
014F: stop_timer $7318 
091D: remove_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
if 
075C:   marker 40@ enabled 
else_jump @SYN7_16182 
Marker.Disable(40@)

:SYN7_16182
if 
075C:   marker 39@ enabled 
else_jump @SYN7_16203 
Marker.Disable(39@)

:SYN7_16203
if 
075C:   marker 41@ enabled 
else_jump @SYN7_16224 
Marker.Disable(41@)

:SYN7_16224
if 
075C:   marker 70@ enabled 
else_jump @SYN7_16245 
Marker.Disable(70@)

:SYN7_16245
if 
075C:   marker 71@ enabled 
else_jump @SYN7_16266 
Marker.Disable(71@)

:SYN7_16266
if 
075C:   marker 75@ enabled 
else_jump @SYN7_16287 
Marker.Disable(75@)

:SYN7_16287
if 
075C:   marker 81@ enabled 
else_jump @SYN7_16308 
Marker.Disable(81@)

:SYN7_16308
if 
075C:   marker 107@ enabled 
else_jump @SYN7_16329 
Marker.Disable(107@)

:SYN7_16329
47@ = 0 

:SYN7_16336
if 
075C:   marker 84@(47@,2i) enabled 
else_jump @SYN7_16365 
Marker.Disable(84@(47@,2i))

:SYN7_16365
47@ += 1 
  47@ >= 2 
else_jump @SYN7_16336 
if 
048C:   pickup_at -2182.652 -247.3813 36.4 available_to_be_picked_up 
else_jump @SYN7_16419 
Pickup.Destroy(121@)

:SYN7_16419
$ONMISSION = 0 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
031A: remove_all_fires 
Model.Destroy(#TAMPA)
Model.Destroy(#WMYMECH)
04EF: release_animation "CAR" 
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "INT_HOUSE" 
Model.Destroy(#BMYCG)
Model.Destroy(#HMYST)
Model.Destroy(#HMYRI)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#VOODOO)
Model.Destroy(#DYN_RAMP)
Model.Destroy(#CELLPHONE)
Model.Destroy(#WFYCRK)
Model.Destroy(#HMYCM)
Model.Destroy(#MOLOTOV)
Model.Destroy(#HEALTH)
Model.Destroy(#COLT45)
mission_cleanup 
return 

:SYN7_16548
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_16579 
00BE: text_clear_all 
03E6: remove_text_box 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False

:SYN7_16579
return 

:SYN7_16581
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_16616 
00BE: text_clear_all 
03E6: remove_text_box 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:SYN7_16616
return 

:SYN7_16618
fade 0 500 

:SYN7_16625
if 
fading 
else_jump @SYN7_16649 
wait 0 
jump @SYN7_16625 

:SYN7_16649
return 

:SYN7_16651
fade 1 500 

:SYN7_16658
if 
fading 
else_jump @SYN7_16682 
wait 0 
jump @SYN7_16658 

:SYN7_16682
return 

:SYN7_16684
if 
0736:   NOP_false 89 
else_jump @SYN7_16775 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_16752 
Actor.PutAt($PLAYER_ACTOR, -1705.882, 1028.967, 44.1953)
Actor.Angle($PLAYER_ACTOR) = 299.134
113@ = 8 

:SYN7_16752
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_16775 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN7_16775
if 
0736:   NOP_false 68 
else_jump @SYN7_16836 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_16836 
Actor.PutAt($PLAYER_ACTOR, -2064.057, -68.6422, 34.1563)
Actor.Angle($PLAYER_ACTOR) = 94.0454

:SYN7_16836
if 
0736:   NOP_false 70 
else_jump @SYN7_16872 
0777: delete_objects_in_object_group "CRACK" 
0776: create_objects_in_object_group "FUKDCRAK" 

:SYN7_16872
if 
0736:   NOP_false 75 
else_jump @SYN7_16933 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN7_16933 
Actor.PutAt($PLAYER_ACTOR, -2064.057, -68.6422, 34.1563)
Actor.Angle($PLAYER_ACTOR) = 94.0454

:SYN7_16933
if 
0736:   NOP_false 76 
else_jump @SYN7_16955 
48@ = 5 

:SYN7_16955
return 

:SYN7_16957
040D: unload_wav 1 
03CF: load_wav 118@ as 1 
117@ = 0 
return 

:SYN7_16977
if and
03D0:   wav 1 loaded 
  117@ == 0 
else_jump @SYN7_17020 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 127@s time 10000 flag 1 
117@ = 1 

:SYN7_17020
if and
03D2:   wav 1 ended 
  117@ == 1 
else_jump @SYN7_17058 
040D: unload_wav 1 
03D5: remove_text 127@s 
117@ = 2 

:SYN7_17058
return 

//-------------Mission 64---------------
// Originally: Pier 69

:SYN5
thread 'SYN5' 
gosub @SYN5_47 
if 
wasted_or_busted 
else_jump @SYN5_38 
gosub @SYN5_23151 

:SYN5_38
gosub @SYN5_23260 
end_thread 

:SYN5_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'SYN5' 
if 
  $ONMISSION == 0 
else_jump @SYN5_693 
45@ = Actor.Create(Mission2, 108@(107@,7i), -1686.2, 1393.2, 20.5)
46@ = Actor.Create(Mission2, 108@(107@,7i), -1686.2, 1393.2, 20.5)
47@ = Actor.Create(Mission2, 108@(107@,7i), -1686.2, 1393.2, 20.5)
48@ = Actor.Create(Mission2, 108@(107@,7i), -1686.2, 1393.2, 20.5)
49@ = Actor.Create(Mission2, 108@(107@,7i), -1686.2, 1393.2, 20.5)
50@ = Actor.Create(Mission2, 108@(107@,7i), -1686.2, 1393.2, 20.5)
$415 = Actor.Create(Mission1, #TRIBOSS, -1674.5, 1337.0, 6.2)
36@ = Actor.Create(Mission1, 108@(107@,7i), -1675.7, 1336.1, 6.2)
37@ = Actor.Create(Mission1, 108@(107@,7i), -1675.7, 1336.1, 6.2)
38@ = Actor.Create(Mission1, 108@(107@,7i), -1675.7, 1336.1, 6.2)
35@ = Actor.Create(Mission2, #SPECIAL04, -1716.0, 1349.8, 6.2)
45@ = Actor.Create(Mission2, 108@(107@,7i), -1716.8, 1351.6, 6.2)
46@ = Actor.Create(Mission2, 108@(107@,7i), -1717.5, 1350.7, 6.2)
55@ = Car.Create(#PICADOR, -1774.2, 1376.8, 5.7)
0129: $ACTOR_RYDER = create_actor_pedtype 25 model #SPECIAL02 in_car 55@ driverseat 
01C8: 39@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 55@ passenger_seat -1 
40@ = Actor.Create(Mission2, 108@(107@,7i), -1774.2, 1376.8, 5.7)
56@ = Car.Create(#TAHOMA, -1784.2, 1379.8, 5.7)
0129: 41@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 56@ driverseat 
01C8: 42@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 56@ passenger_seat 0 
57@ = Car.Create(#TAHOMA, -1795.0, 1383.6, 5.7)
0129: 43@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 57@ driverseat 
01C8: 44@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 57@ passenger_seat 0 
58@ = Car.Create(#MAVERICK, -1583.3, 1420.2, 25.7)
01C8: 34@ = create_actor_pedtype 25 model #SPECIAL03 in_car 58@ passenger_seat 0 

:SYN5_693
00BE: text_clear_all 
0A0E: unknown_text_stuff 1 
wait 0 
87@ = 0 
88@ = 0 
89@ = 0 
90@ = 0 
133@ = 0 
91@ = 0 
92@ = 0 
93@ = 3 
94@ = 0 
95@ = 0 
96@ = 0 
98@ = 0 
99@ = 6 
97@ = 0 
106@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
105@ = 0 
107@ = 0 
106@ = 0 
04AF: 108@ = 173 // @ = any 
04AF: 109@ = 174 // @ = any 
04AF: 111@ = 102 // @ = any 
04AF: 112@ = 103 // @ = any 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
184@ = 0 
185@ = 0 
186@ = 0 
187@ = 0 
188@ = 0 
189@ = 0 
190@ = 0 
191@ = 0.0 
192@ = 0.0 
193@ = 0.0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 80 
0169: set_fade_color_RGB 0 0 0 
wait 0 
01B5: force_weather 5 
fade 0 500 

:SYN5_1136
if 
fading 
else_jump @SYN5_1160 
wait 0 
jump @SYN5_1136 

:SYN5_1160
08F5: save_player_group 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
Model.Load(#SNIPER)
Model.Load(#BANSHEE)
Model.Load(#SNIPER_ANIM)
04ED: load_animation "MISC" 
Model.Load(#SFR1)
Model.Load(#SFR2)
Model.Load(#CELLPHONE)
Model.Load(#TEC9)
Model.Load(#TRIBOSS)
Model.Load(#TRIADA)
Model.Load(#SAVANNA)
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
060A: create_decision_maker_type 2 store_to 196@ // decision\allowed\m_.ped files 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
07E5: copy_decision_maker 65542 to 197@ 
0395: clear_area 1 at -1748.3 1263.0 7.0 radius 5.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
77@ = Car.Create(#SAVANNA, -1748.3, 1263.0, 7.0)
Car.Angle(77@) = 291.3
0229: set_car 77@ primary_color_to 3 secondary_color_to 3 
0395: clear_area 1 at -1720.7 1277.3 16.9 radius 2.0 
$ACTOR_CESAR = Actor.Create(Mission1, #SPECIAL01, -1720.7, 1277.3, 16.9)
Actor.Angle($ACTOR_CESAR) = 317.9
01B2: give_actor $ACTOR_CESAR weapon 34 ammo 12 // Load the weapon model before using this 
0568: set_actor $ACTOR_CESAR targetable 1 
060B: set_actor $ACTOR_CESAR decision_maker_to 197@ 
02A9: set_actor $ACTOR_CESAR immune_to_nonplayer 1 
0350: set_actor $ACTOR_CESAR maintain_position_when_attacked 1 
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.SetBehindPlayer
79@ = Marker.CreateAboveActor($ACTOR_CESAR)
07E0: set_marker 79@ type_to 1 
0395: clear_area 1 at -1717.5 1281.6 6.2 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -1717.5, 1281.6, 6.2)
Actor.Angle($PLAYER_ACTOR) = 143.8
06D7: enable_train_traffic 0 
022B: create_forbidden_for_peds_cube_cornerA -1755.6 1256.6 0.0 cornerB -1598.2 1660.1 50.0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 1 at -1716.7 1282.6 6.5 radius 2.0 
Camera.SetPosition(-1716.7, 1282.6, 6.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1722.3, 1276.0, 16.9, 2)
09D2: unknown_flag 0 
32@ = 0 
fade 1 500 

:SYN5_1694
wait 0 
if 
0735:   NOP_false 83 
else_jump @SYN5_1720 
jump @SYN5_23169 

:SYN5_1720
Player.WantedLevel($PLAYER_CHAR) = 0
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_1759 
jump @SYN5_8953 

:SYN5_1759
if 
  90@ == 1 
else_jump @SYN5_1784 
jump @SYN5_23151 

:SYN5_1784
if 
  87@ == 0 
else_jump @SYN5_2799 
if 
  88@ == 0 
else_jump @SYN5_1906 
if 
  32@ > 500 
else_jump @SYN5_1906 
if 
  133@ == 0 
else_jump @SYN5_1906 
132@ = 1 
134@ = 0 
gosub @SYN5_30472 
133@ = 1 
89@ = 1 
0707: start_scene_skip_to @SYN5_2000 
88@ = 1 

:SYN5_1906
if 
  88@ == 1 
else_jump @SYN5_1956 
if 
  132@ == 0 
else_jump @SYN5_1956 
32@ = 0 
88@ = 2 

:SYN5_1956
if 
  88@ == 2 
else_jump @SYN5_2197 
if 
  32@ > 1000 
else_jump @SYN5_2197 
89@ = 0 

:SYN5_2000
0701: end_scene_skip 
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_2034 
jump @SYN5_8953 

:SYN5_2034
if 
  90@ == 1 
else_jump @SYN5_2059 
jump @SYN5_23151 

:SYN5_2059
if 
  89@ == 1 
else_jump @SYN5_2094 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
132@ = 0 

:SYN5_2094
0395: clear_area 1 at -1721.4 1276.2 16.9 radius 1.0 
Actor.PutAt($ACTOR_CESAR, -1721.4, 1276.2, 16.9)
Actor.Angle($ACTOR_CESAR) = 326.3
00BC: show_text_highpriority GXT 'SYN5_01' time 7000 flag 1  // ~s~Geh nach oben und triff dich mit ~b~Cesar~s~.
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
88@ = 3 

:SYN5_2197
if 
  88@ == 3 
else_jump @SYN5_2799 
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 4.0 4.0 4.0 sphere 0 
else_jump @SYN5_2733 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
132@ = 0 
Car.RemoveReferences(77@)
Model.Destroy(#SAVANNA)
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @SYN5_2341 
Actor.PutAt($PLAYER_ACTOR, -1728.0, 1257.4, 16.9)
Actor.Angle($PLAYER_ACTOR) = 42.2

:SYN5_2341
0395: clear_area 1 at -1673.7 1369.0 7.0 radius 150.0 
0395: clear_area 1 at -1690.0 1318.0 7.0 radius 5.0 
04AF: 128@ = 429 // @ = any 
gosub @SYN5_29241 
75@ = Car.Create(#BANSHEE, -1690.0, 1318.0, 7.0)
Car.Angle(75@) = 57.0
Car.LockInCurrentPosition(75@) = True
Car.DoorStatus(75@) = 2
0395: clear_area 1 at -1721.4 1276.2 16.9 radius 5.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -1722.8, 1272.5, 16.9)
Actor.Angle($PLAYER_ACTOR) = 326.3
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, -1721.4, 1276.2, 16.9)
Actor.Angle($ACTOR_CESAR) = 326.3
if 
   Actor.HasWeapon($PLAYER_ACTOR, 34)
else_jump @SYN5_2575 
048F: actor $ACTOR_CESAR remove_weapons 
127@ = 1 

:SYN5_2575
89@ = 1 
0707: start_scene_skip_to @SYN5_5917 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1720.79 1275.4 16.9 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
Marker.Disable(79@)
132@ = 2 
134@ = 0 
135@ = 2 
gosub @SYN5_30472 
Camera.SetPosition(-1725.2, 1270.5, 18.87, 0.0, 0.0, 0.0)
Camera.PointAt(-1702.2, 1316.1, 22.4, 2)
88@ = 0 
87@ = 1 

:SYN5_2733
if 
0735:   NOP_false 81 
else_jump @SYN5_2799 
Camera.SetAtPos(-1725.7, 1267.0, 17.3)
Actor.PutAt($PLAYER_ACTOR, -1725.7, 1267.0, 17.3)
Actor.Angle($PLAYER_ACTOR) = 308.8
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:SYN5_2799
if 
  87@ == 1 
else_jump @SYN5_7288 
if 
  88@ == 0 
else_jump @SYN5_3023 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @SYN5_3023 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_CESAR 
if 
  127@ == 0 
else_jump @SYN5_2986 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "IDLE_ARMED" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
73@ = Object.Create(#SNIPER_ANIM, -1714.2, 1266.5, 18.3)
jump @SYN5_3016 

:SYN5_2986
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_3016
88@ = 1 

:SYN5_3023
if 
  88@ == 1 
else_jump @SYN5_3243 
if 
  132@ == 0 
else_jump @SYN5_3243 
062E: unknown_get_actor $ACTOR_CESAR task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @SYN5_3243 
04C4: store_coords_to 191@ 192@ 193@ from_actor $ACTOR_CESAR with_offset 0.0 1.0 -1.0 
Actor.PutAt($PLAYER_ACTOR, 191@, 192@, 193@)
191@ = Actor.Angle($ACTOR_CESAR)
191@ += 180.0 
Actor.Angle($PLAYER_ACTOR) = 191@
132@ = 2 
134@ = 2 
135@ = 4 
gosub @SYN5_30472 
Camera.SetPosition(-1722.04, 1273.2, 18.81, 0.0, 0.0, 0.0)
Camera.PointAt(-1708.2, 1299.9, 17.76, 2)
88@ = 2 

:SYN5_3243
if 
  88@ == 2 
else_jump @SYN5_3466 
if 
  127@ == 0 
else_jump @SYN5_3441 
04C4: store_coords_to 191@ 192@ 193@ from_actor $ACTOR_CESAR with_offset 0.0 0.5 0.0 
048F: actor $ACTOR_CESAR remove_weapons 
Object.PutAt(73@, 191@, 192@, 193@)
191@ = Actor.Angle($PLAYER_ACTOR)
Object.Angle(73@) = 191@
0605: actor $ACTOR_CESAR perform_animation_sequence "PASS_RIFLE_PED" IFP_file "MISC" 1000.0 loop 0 0 0 0 time -1 // versionA 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PASS_RIFLE_PLY" IFP_file "MISC" 1000.0 loop 0 0 0 0 time -1 // versionA 
88@ = 3 
jump @SYN5_3466 

:SYN5_3441
if 
  132@ == 0 
else_jump @SYN5_3466 
88@ = 3 

:SYN5_3466
if 
  88@ == 3 
else_jump @SYN5_3800 
if 
  127@ == 0 
else_jump @SYN5_3793 
if 
03CA:   object 73@ exists 
else_jump @SYN5_3786 
if 
   Actor.Animation($PLAYER_ACTOR) == "PASS_RIFLE_PLY"
else_jump @SYN5_3702 
0613: 131@ = actor $PLAYER_ACTOR animation "PASS_RIFLE_PLY" time 
if 
0837:   object 73@ animation == "PASS_RIFLE_O" 
else_jump @SYN5_3633 
083A: set_object 73@ animation "PASS_RIFLE_O" progress_to 131@ 
jump @SYN5_3702 

:SYN5_3633
if 
075A: set_object 73@ animation "PASS_RIFLE_O" IFP_file "MISC" 10000.0 lockF 0 loop 0 // IF AND SET 
else_jump @SYN5_3702 
0836: set_object 73@ animation "PASS_RIFLE_O" at 0.0 times_normal_rate 

:SYN5_3702
if 
   Actor.Animation($PLAYER_ACTOR) == "PASS_RIFLE_PLY"
else_jump @SYN5_3786 
0613: 194@ = actor $PLAYER_ACTOR animation "PASS_RIFLE_PLY" time 
if 
  194@ == 1.0 
else_jump @SYN5_3786 
88@ = 4 

:SYN5_3786
jump @SYN5_3800 

:SYN5_3793
88@ = 4 

:SYN5_3800
if 
  88@ == 4 
else_jump @SYN5_3952 
if 
  127@ == 0 
else_jump @SYN5_3841 
Object.Destroy(73@)

:SYN5_3841
041A: 91@ = actor $PLAYER_ACTOR weapon 34 ammo 
if 
  24 > 91@ 
else_jump @SYN5_3892 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 24 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
jump @SYN5_3899 

:SYN5_3892
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 

:SYN5_3899
0667: AS_actor $PLAYER_ACTOR aim_at -1715.4 1287.5 16.5 -1 ms 
05D4: AS_actor $ACTOR_CESAR rotate_angle 332.1 
gosub @SYN5_23800 
32@ = 0 
88@ = 5 

:SYN5_3952
if 
  88@ == 5 
else_jump @SYN5_4245 
if 
  32@ > 2000 
else_jump @SYN5_4245 
if 
  132@ == 0 
else_jump @SYN5_4245 
if 
   not Actor.Dead(45@)
else_jump @SYN5_4084 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1711.1 1354.0 16.0 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 200.0 
05C9: AS_actor -1 on_guard -1 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_4084
if 
   not Actor.Dead(46@)
else_jump @SYN5_4152 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1686.6 1376.2 13.8 mode 4 -1 ms // versionA 
05C9: AS_actor -1 on_guard -1 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 46@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_4152
Camera.SetPosition(-1707.1, 1329.7, 18.0, 0.0, 0.0, 0.0)
Camera.PointAt(-1701.8, 1360.3, 9.0, 2)
132@ = 2 
134@ = 4 
135@ = 5 
gosub @SYN5_30472 
32@ = 0 
88@ = 6 

:SYN5_4245
if 
  88@ == 6 
else_jump @SYN5_4490 
if 
  32@ > 5000 
else_jump @SYN5_4490 
if 
   not Actor.Dead(48@)
else_jump @SYN5_4383 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1682.7 1343.1 16.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1672.7 1342.6 16.2 mode 4 -1 ms // versionA 
Actor.Angle(48@) = 4.0
05C9: AS_actor -1 on_guard -1 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_4383
041D: set_camera_near_clip 0.1 
Camera.SetPosition(-1712.2, 1354.2, 18.1, 0.0, 0.0, 0.0)
Camera.PointAt(-1675.7, 1338.4, 9.9, 2)
132@ = 2 
134@ = 5 
135@ = 6 
gosub @SYN5_30472 
gosub @SYN5_24432 
32@ = 0 
88@ = 7 

:SYN5_4490
if 
  88@ == 7 
else_jump @SYN5_4675 
if 
  32@ > 4000 
else_jump @SYN5_4675 
if 
  132@ == 0 
else_jump @SYN5_4675 
if 
   not Actor.Dead($415)
else_jump @SYN5_4568 
0337: set_actor $415 visibility 1 

:SYN5_4568
041D: set_camera_near_clip 0.9 
Camera.SetPosition(-1722.2, 1271.7, 20.1, 0.0, 0.0, 0.0)
Camera.PointAt(-1709.7, 1305.0, 7.4, 2)
0729: AS_actor $ACTOR_CESAR hold_cellphone 1 
132@ = 2 
134@ = 6 
135@ = 7 
gosub @SYN5_30472 
32@ = 0 
88@ = 8 

:SYN5_4675
if 
  88@ == 8 
else_jump @SYN5_4772 
if 
  32@ > 2000 
else_jump @SYN5_4772 
if 
  132@ == 0 
else_jump @SYN5_4772 
132@ = 2 
134@ = 7 
135@ = 9 
gosub @SYN5_30472 
32@ = 0 
88@ = 9 

:SYN5_4772
if 
  88@ == 9 
else_jump @SYN5_4879 
if 
  132@ == 0 
else_jump @SYN5_4879 
062E: unknown_get_actor $ACTOR_CESAR task 1833 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 1 // $ == any 
else_jump @SYN5_4844 
0729: AS_actor $ACTOR_CESAR hold_cellphone 0 

:SYN5_4844
132@ = 2 
134@ = 9 
135@ = 11 
gosub @SYN5_30472 
88@ = 10 

:SYN5_4879
if 
  88@ == 10 
else_jump @SYN5_5383 
if 
  132@ == 0 
else_jump @SYN5_5383 
062E: unknown_get_actor $ACTOR_CESAR task 1833 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 1 // $ == any 
else_jump @SYN5_4951 
0729: AS_actor $ACTOR_CESAR hold_cellphone 0 

:SYN5_4951
if 
   not Actor.Dead(36@)
else_jump @SYN5_5042 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1683.4 1326.9 6.0 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1673.4 1335.0 6.2 mode 4 -1 ms // versionA 
04EB: AS_actor -1 crouch 0 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5042
if 
   not Actor.Dead($415)
else_jump @SYN5_5134 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -1684.8 1324.7 6.0 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1675.7 1336.1 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5134
if 
   not Actor.Dead(37@)
else_jump @SYN5_5226 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 700 ms 
05D3: AS_actor -1 goto_point -1687.2 1323.8 6.0 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.0 1334.0 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5226
if 
   not Actor.Dead(38@)
else_jump @SYN5_5318 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 800 ms 
05D3: AS_actor -1 goto_point -1689.0 1325.4 6.0 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1678.0 1333.7 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5318
Camera.SetPosition(-1693.9, 1318.9, 7.7, 0.0, 0.0, 0.0)
Camera.PointAt(-1686.1, 1320.8, 6.6, 2)
32@ = 0 
88@ = 11 

:SYN5_5383
if 
  88@ == 11 
else_jump @SYN5_5874 
if 
  32@ > 3000 
else_jump @SYN5_5874 
if 
   not Actor.Dead($415)
else_jump @SYN5_5512 
Actor.PutAt($415, -1681.4, 1326.4, 6.2)
Actor.Angle($415) = 300.1
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5512
if 
   not Actor.Dead(36@)
else_jump @SYN5_5604 
Actor.PutAt(36@, -1684.1, 1324.1, 6.2)
Actor.Angle(36@) = 311.1
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5604
if 
   not Actor.Dead(37@)
else_jump @SYN5_5696 
Actor.PutAt(37@, -1683.0, 1321.7, 6.2)
Actor.Angle(37@) = 333.4
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5696
if 
   not Actor.Dead(38@)
else_jump @SYN5_5788 
Actor.PutAt(38@, -1685.4, 1323.6, 6.2)
Actor.Angle(38@) = 323.8
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_5788
Camera.SetPosition(-1678.4, 1318.3, 7.2, 0.0, 0.0, 0.0)
Camera.PointAt(-1680.6, 1330.0, 8.9, 2)
132@ = 2 
134@ = 11 
135@ = 14 
gosub @SYN5_30472 
88@ = 12 

:SYN5_5874
if 
  88@ == 12 
else_jump @SYN5_7288 
if 
  132@ == 0 
else_jump @SYN5_7288 
89@ = 0 

:SYN5_5917
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
132@ = 0 
fade 0 500 

:SYN5_5943
if 
fading 
else_jump @SYN5_5967 
wait 0 
jump @SYN5_5943 

:SYN5_5967
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_5999 
jump @SYN5_8953 

:SYN5_5999
if 
  90@ == 1 
else_jump @SYN5_6024 
jump @SYN5_23151 

:SYN5_6024
041D: set_camera_near_clip 0.9 
if 
  89@ == 1 
else_jump @SYN5_6334 
041A: 91@ = actor $PLAYER_ACTOR weapon 34 ammo 
if 
  24 > 91@ 
else_jump @SYN5_6086 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 24 // Load the weapon model before using this 

:SYN5_6086
Object.Destroy(73@)
048F: actor $ACTOR_CESAR remove_weapons 
00BE: text_clear_all 
062E: unknown_get_actor $ACTOR_CESAR task 1833 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 1 // $ == any 
else_jump @SYN5_6134 
0729: AS_actor $ACTOR_CESAR hold_cellphone 0 

:SYN5_6134
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.Angle($ACTOR_CESAR) = 332.1
Actor.Angle($PLAYER_ACTOR) = 332.1
gosub @SYN5_23800 
gosub @SYN5_24432 
if 
   not Actor.Dead($415)
else_jump @SYN5_6196 
0337: set_actor $415 visibility 1 

:SYN5_6196
if 
   not Actor.Dead(45@)
else_jump @SYN5_6242 
Actor.PutAt(45@, -1711.1, 1354.0, 16.0)
Actor.Angle(45@) = 200.0

:SYN5_6242
if 
   not Actor.Dead(46@)
else_jump @SYN5_6288 
Actor.PutAt(46@, -1686.6, 1376.2, 13.8)
Actor.Angle(46@) = 200.0

:SYN5_6288
if 
   not Actor.Dead(48@)
else_jump @SYN5_6334 
Actor.PutAt(48@, -1672.7, 1342.6, 16.2)
Actor.Angle(48@) = 4.0

:SYN5_6334
if 
   not Actor.Dead($415)
else_jump @SYN5_6446 
0792: disembark_instantly_actor $415 
Actor.PutAt($415, -1681.9, 1335.8, 16.2)
Actor.Angle($415) = 337.1
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1681.7 1335.5 16.2 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 331.0 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_6446
if 
   not Actor.Dead(36@)
else_jump @SYN5_6558 
0792: disembark_instantly_actor 36@ 
Actor.PutAt(36@, -1688.2, 1334.3, 16.2)
Actor.Angle(36@) = 257.0
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1686.1 1334.1 16.2 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 294.0 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_6558
if 
   not Actor.Dead(37@)
else_jump @SYN5_6670 
0792: disembark_instantly_actor 37@ 
Actor.PutAt(37@, -1685.8, 1336.4, 16.2)
Actor.Angle(37@) = 320.0
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1683.9 1338.4 16.2 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 316.8 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_6670
if 
   not Actor.Dead(38@)
else_jump @SYN5_6782 
0792: disembark_instantly_actor 38@ 
Actor.PutAt(38@, -1688.3, 1335.6, 16.2)
Actor.Angle(38@) = 312.6
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1685.2 1340.5 16.2 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 310.0 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_6782
if 
   not Actor.Dead(45@)
else_jump @SYN5_6813 
80@ = Marker.CreateAboveActor(45@)
Marker.SetIconSize(80@, 1)

:SYN5_6813
if 
   not Actor.Dead(46@)
else_jump @SYN5_6844 
81@ = Marker.CreateAboveActor(46@)
Marker.SetIconSize(81@, 1)

:SYN5_6844
if 
   not Actor.Dead(47@)
else_jump @SYN5_6875 
82@ = Marker.CreateAboveActor(47@)
Marker.SetIconSize(82@, 1)

:SYN5_6875
if 
   not Actor.Dead(48@)
else_jump @SYN5_6906 
83@ = Marker.CreateAboveActor(48@)
Marker.SetIconSize(83@, 1)

:SYN5_6906
if 
   not Actor.Dead(49@)
else_jump @SYN5_6937 
84@ = Marker.CreateAboveActor(49@)
Marker.SetIconSize(84@, 1)

:SYN5_6937
if 
   not Actor.Dead(50@)
else_jump @SYN5_6968 
85@ = Marker.CreateAboveActor(50@)
Marker.SetIconSize(85@, 1)

:SYN5_6968
if 
   not Actor.Dead(49@)
else_jump @SYN5_7014 
Actor.PutAt(49@, -1669.5, 1346.0, 15.2)
Actor.Angle(49@) = 142.0

:SYN5_7014
if 
   not Actor.Dead(46@)
else_jump @SYN5_7060 
Actor.PutAt(46@, -1694.7, 1369.7, 15.9)
Actor.Angle(46@) = 129.8

:SYN5_7060
Actor.PutAt($PLAYER_ACTOR, -1720.4, 1275.5, 16.9)
Actor.Angle($PLAYER_ACTOR) = 328.4
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Object.Destroy(73@)
Model.Destroy(#SNIPER_ANIM)
04EF: release_animation "MISC" 
Model.Destroy(#CELLPHONE)
Car.RemoveReferences(75@)
Model.Destroy(#BANSHEE)
09F5: disable_player_mutal_activities 0 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BC: show_text_highpriority GXT 'SYN5_02' time 7000 flag 1  // ~s~Subere das Dach, damit die Triaden vorrcken knnen.
fade 1 500 

:SYN5_7193
if 
fading 
else_jump @SYN5_7217 
wait 0 
jump @SYN5_7193 

:SYN5_7217
if 
  87@ == 10 
else_jump @SYN5_7242 
jump @SYN5_8953 

:SYN5_7242
if 
  90@ == 1 
else_jump @SYN5_7267 
jump @SYN5_23151 

:SYN5_7267
32@ = 0 
88@ = 0 
87@ = 3 

:SYN5_7288
if 
  87@ == 3 
else_jump @SYN5_8953 
if 
0735:   NOP_false 81 
else_jump @SYN5_7489 
if 
   not Actor.Dead(45@)
else_jump @SYN5_7349 
02A9: set_actor 45@ immune_to_nonplayer 0 
0321: kill_actor 45@ 

:SYN5_7349
if 
   not Actor.Dead(46@)
else_jump @SYN5_7377 
02A9: set_actor 46@ immune_to_nonplayer 0 
0321: kill_actor 46@ 

:SYN5_7377
if 
   not Actor.Dead(47@)
else_jump @SYN5_7405 
02A9: set_actor 47@ immune_to_nonplayer 0 
0321: kill_actor 47@ 

:SYN5_7405
if 
   not Actor.Dead(48@)
else_jump @SYN5_7433 
02A9: set_actor 48@ immune_to_nonplayer 0 
0321: kill_actor 48@ 

:SYN5_7433
if 
   not Actor.Dead(49@)
else_jump @SYN5_7461 
02A9: set_actor 49@ immune_to_nonplayer 0 
0321: kill_actor 49@ 

:SYN5_7461
if 
   not Actor.Dead(50@)
else_jump @SYN5_7489 
02A9: set_actor 50@ immune_to_nonplayer 0 
0321: kill_actor 50@ 

:SYN5_7489
if 
  88@ == 0 
else_jump @SYN5_8805 
if 
  132@ == 0 
else_jump @SYN5_8229 
if 
  92@ == 0 
else_jump @SYN5_7597 
if 
  32@ > 7000 
else_jump @SYN5_7597 
132@ = 3 
134@ = 1 
135@ = 2 
gosub @SYN5_30472 
92@ = 1 

:SYN5_7597
if 
  92@ == 1 
else_jump @SYN5_7668 
if 
  3 > 93@ 
else_jump @SYN5_7668 
132@ = 3 
134@ = 3 
135@ = 4 
gosub @SYN5_30472 
92@ = 2 

:SYN5_7668
if 
  92@ == 2 
else_jump @SYN5_7739 
if 
  2 > 93@ 
else_jump @SYN5_7739 
132@ = 3 
134@ = 4 
135@ = 5 
gosub @SYN5_30472 
92@ = 3 

:SYN5_7739
if 
  132@ == 0 
else_jump @SYN5_7810 
if 
  92@ == 3 
else_jump @SYN5_7810 
132@ = 3 
134@ = 2 
135@ = 3 
gosub @SYN5_30472 
92@ = 4 

:SYN5_7810
if 
  92@ == 4 
else_jump @SYN5_7881 
if 
  1 > 93@ 
else_jump @SYN5_7881 
132@ = 3 
134@ = 5 
135@ = 6 
gosub @SYN5_30472 
92@ = 5 

:SYN5_7881
if 
  98@ == 0 
else_jump @SYN5_7906 
98@ = 3 

:SYN5_7906
if 
  98@ == 3 
else_jump @SYN5_8017 
if 
  3 > 99@ 
else_jump @SYN5_8017 
if or
   not Actor.Dead(48@)
   not Actor.Dead(49@)
   not Actor.Dead(50@)
else_jump @SYN5_8010 
132@ = 4 
134@ = 3 
135@ = 4 
gosub @SYN5_30472 
98@ = 4 
jump @SYN5_8017 

:SYN5_8010
98@ = 5 

:SYN5_8017
if 
  132@ == 0 
else_jump @SYN5_8114 
if 
  98@ == 4 
else_jump @SYN5_8114 
if and
   Actor.Dead(48@)
   Actor.Dead(49@)
   Actor.Dead(50@)
else_jump @SYN5_8114 
132@ = 4 
134@ = 4 
135@ = 5 
gosub @SYN5_30472 
98@ = 6 

:SYN5_8114
if 
  132@ == 0 
else_jump @SYN5_8229 
if 
  98@ == 5 
else_jump @SYN5_8229 
if 
  3 > 99@ 
else_jump @SYN5_8229 
if or
   not Actor.Dead(45@)
   not Actor.Dead(46@)
   not Actor.Dead(47@)
else_jump @SYN5_8229 
132@ = 4 
134@ = 4 
135@ = 5 
gosub @SYN5_30472 
98@ = 6 

:SYN5_8229
if 
   not Actor.Dead(36@)
else_jump @SYN5_8276 
if 
  32@ > 10000 
else_jump @SYN5_8276 
02A9: set_actor 36@ immune_to_nonplayer 0 
0321: kill_actor 36@ 

:SYN5_8276
if 
   not Actor.Dead(37@)
else_jump @SYN5_8323 
if 
  32@ > 20000 
else_jump @SYN5_8323 
02A9: set_actor 37@ immune_to_nonplayer 0 
0321: kill_actor 37@ 

:SYN5_8323
if 
   not Actor.Dead(38@)
else_jump @SYN5_8370 
if 
  32@ > 30000 
else_jump @SYN5_8370 
02A9: set_actor 38@ immune_to_nonplayer 0 
0321: kill_actor 38@ 

:SYN5_8370
if 
   not Actor.Dead($415)
else_jump @SYN5_8421 
if 
  32@ > 40000 
else_jump @SYN5_8421 
02A9: set_actor $415 immune_to_nonplayer 0 
87@ = 10 

:SYN5_8421
if 
  6 > 106@ 
else_jump @SYN5_8522 
if 
  100@(106@,6i) == 0 
else_jump @SYN5_8508 
if 
   Actor.Dead(45@(106@,6i))
else_jump @SYN5_8508 
Marker.Disable(80@(106@,6i))
99@ -= 1 
100@(106@,6i) = 1 

:SYN5_8508
106@ += 1 
jump @SYN5_8529 

:SYN5_8522
106@ = 0 

:SYN5_8529
if 
  3 > 97@ 
else_jump @SYN5_8621 
if 
  94@(97@,3i) == 0 
else_jump @SYN5_8607 
if 
   Actor.Dead(36@(97@,3i))
else_jump @SYN5_8607 
93@ -= 1 
94@(97@,3i) = 1 

:SYN5_8607
97@ += 1 
jump @SYN5_8628 

:SYN5_8621
97@ = 0 

:SYN5_8628
gosub @SYN5_26437 
if 
   Actor.Dead(45@)
else_jump @SYN5_8805 
if 
   Actor.Dead(46@)
else_jump @SYN5_8805 
if 
   Actor.Dead(47@)
else_jump @SYN5_8805 
if 
   Actor.Dead(48@)
else_jump @SYN5_8805 
if 
   Actor.Dead(49@)
else_jump @SYN5_8805 
if 
   Actor.Dead(50@)
else_jump @SYN5_8805 
Marker.Disable(80@)
Marker.Disable(81@)
Marker.Disable(82@)
Marker.Disable(83@)
Marker.Disable(84@)
Marker.Disable(85@)
Actor.RemoveReferences(45@)
Actor.RemoveReferences(46@)
Actor.RemoveReferences(47@)
Actor.RemoveReferences(48@)
Actor.RemoveReferences(49@)
Actor.RemoveReferences(50@)
32@ = 0 
88@ = 1 

:SYN5_8805
if 
  88@ == 1 
else_jump @SYN5_8953 
if 
  32@ > 2000 
else_jump @SYN5_8953 
Player.CanMove($PLAYER_CHAR) = False
00BE: text_clear_all 
fade 0 500 

:SYN5_8858
if 
fading 
else_jump @SYN5_8882 
wait 0 
jump @SYN5_8858 

:SYN5_8882
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_8914 
jump @SYN5_8953 

:SYN5_8914
if 
  90@ == 1 
else_jump @SYN5_8939 
jump @SYN5_23151 

:SYN5_8939
88@ = 0 
87@ = 4 

:SYN5_8953
if 
  87@ == 10 
else_jump @SYN5_9658 
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @SYN5_9451 
if 
  88@ == 0 
else_jump @SYN5_9451 
fade 0 500 

:SYN5_9021
if 
fading 
else_jump @SYN5_9045 
wait 0 
jump @SYN5_9021 

:SYN5_9045
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
132@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Actor.DestroyInstantly($415)
Actor.DestroyInstantly($ACTOR_CESAR)
0395: clear_area 1 at -1673.7 1369.0 7.0 radius 150.0 
0395: clear_area 1 at -1677.2 1347.8 16.2 radius 1.0 
$415 = Actor.Create(Mission1, #TRIBOSS, -1677.2, 1347.8, 16.2)
Actor.Angle($415) = 356.6
01B2: give_actor $415 weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor $415 decision_maker_to 197@ 
Camera.SetAtPos(-1677.2, 1347.8, 16.2)
Camera.SetPosition(-1675.3, 1349.0, 17.0, 0.0, 0.0, 0.0)
Camera.PointAt(-1684.1, 1343.9, 18.5, 2)
fade 1 500 

:SYN5_9267
if 
fading 
else_jump @SYN5_9291 
wait 0 
jump @SYN5_9267 

:SYN5_9291
if 
   not Actor.Dead($415)
else_jump @SYN5_9346 
0812: AS_actor $415 perform_animation "KO_SHOT_STOM" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:SYN5_9346
if 
  93@ > 0 
else_jump @SYN5_9399 
132@ = 5 
134@ = 3 
135@ = 4 
gosub @SYN5_30472 
jump @SYN5_9437 

:SYN5_9399
132@ = 5 
0209: 134@ = random_int_in_ranges 0 4 
0085: 135@ = 134@ // (int) 
135@ += 1 
gosub @SYN5_30472 

:SYN5_9437
33@ = 0 
88@ = 1 

:SYN5_9451
if 
  88@ == 1 
else_jump @SYN5_9658 
if 
  132@ == 0 
else_jump @SYN5_9658 
if 
  33@ > 4000 
else_jump @SYN5_9658 
fade 0 500 

:SYN5_9513
if 
fading 
else_jump @SYN5_9537 
wait 0 
jump @SYN5_9513 

:SYN5_9537
Actor.StorePos($PLAYER_ACTOR, 191@, 192@, 193@)
Camera.SetAtPos(191@, 192@, 193@)
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
00BC: show_text_highpriority GXT 'SYN5_05' time 5500 flag 1  // ~r~Der Triaden-Anfhrer wurde gettet!
fade 1 500 

:SYN5_9627
if 
fading 
else_jump @SYN5_9651 
wait 0 
jump @SYN5_9627 

:SYN5_9651
jump @SYN5_23151 

:SYN5_9658
if 
  87@ == 4 
else_jump @SYN5_17454 
if 
  88@ == 0 
else_jump @SYN5_10641 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
132@ = 0 
07C0: load_path 27 
07C0: load_path 28 
Model.Load(#PICADOR)
Model.Load(#TAHOMA)
Model.Load(#MAVERICK)
Model.Load(#PONY)
Model.Load(#BALLAS1)
Model.Load(#BALLAS2)
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
023C: load_special_actor 'TORINO' as 3 // models 290-299 
023C: load_special_actor 'TBONE' as 4 // models 290-299 
Model.Load(#TEARGAS)
Model.Load(#AK47)
038B: load_requested_models 
09F5: disable_player_mutal_activities 1 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
76@ = Car.Create(#PONY, -1634.3, 1253.4, 6.1)
Car.Angle(76@) = 44.5
Car.DoorStatus(76@) = 3
05EB: assign_car 76@ to_path 27 
0706: advance_car 76@ further_along_path 35.0 
0792: disembark_instantly_actor $415 
Actor.PutAt($415, -1678.7, 1347.5, 16.2)
Actor.Angle($415) = 32.6
060B: set_actor $415 decision_maker_to 197@ 
0605: actor $415 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 0 0 0 time 30000 // versionA 
if 
   not Actor.Dead(36@)
else_jump @SYN5_10050 
0792: disembark_instantly_actor 36@ 
Actor.PutAt(36@, -1686.1, 1348.7, 16.2)
Actor.Angle(36@) = 33.6
060B: set_actor 36@ decision_maker_to 197@ 
0605: actor 36@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 0 0 0 time 30000 // versionA 

:SYN5_10050
if 
   not Actor.Dead(37@)
else_jump @SYN5_10150 
0792: disembark_instantly_actor 37@ 
Actor.PutAt(37@, -1687.7, 1347.7, 16.2)
Actor.Angle(37@) = 60.6
060B: set_actor 37@ decision_maker_to 197@ 
0605: actor 37@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 0 0 0 time 30000 // versionA 

:SYN5_10150
if 
   not Actor.Dead(38@)
else_jump @SYN5_10250 
0792: disembark_instantly_actor 38@ 
Actor.PutAt(38@, -1688.7, 1346.1, 16.2)
Actor.Angle(38@) = 41.8
060B: set_actor 38@ decision_maker_to 197@ 
0605: actor 38@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 0 0 0 time 30000 // versionA 

:SYN5_10250
0395: clear_area 1 at -1721.4 1276.2 16.9 radius 5.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -1720.4, 1275.5, 16.9)
Actor.Angle($PLAYER_ACTOR) = 328.4
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, -1721.4, 1276.2, 16.9)
Actor.Angle($ACTOR_CESAR) = 326.3
041A: 91@ = actor $PLAYER_ACTOR weapon 34 ammo 
if 
  24 > 91@ 
else_jump @SYN5_10395 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 24 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
jump @SYN5_10402 

:SYN5_10395
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 

:SYN5_10402
0395: clear_area 1 at -1706.4 1327.1 6.4 radius 100.0 
01EB: set_traffic_density_multiplier_to 0.0 
0708: reset_decision_maker 196@ event 13 
Camera.SetPosition(-1722.2, 1271.7, 20.1, 0.0, 0.0, 0.0)
Camera.PointAt(-1709.7, 1305.0, 7.4, 2)
02A3: enable_widescreen 1 
08F5: save_player_group 
fade 1 1000 

:SYN5_10504
if 
fading 
else_jump @SYN5_10528 
wait 0 
jump @SYN5_10504 

:SYN5_10528
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_10560 
jump @SYN5_8953 

:SYN5_10560
if 
  90@ == 1 
else_jump @SYN5_10585 
jump @SYN5_23151 

:SYN5_10585
132@ = 7 
134@ = 0 
135@ = 1 
gosub @SYN5_30472 
89@ = 1 
0707: start_scene_skip_to @SYN5_14729 
32@ = 0 
88@ = 1 

:SYN5_10641
if 
  88@ == 1 
else_jump @SYN5_11744 
if 
  132@ == 0 
else_jump @SYN5_11744 
if 
  32@ > 4000 
else_jump @SYN5_11744 
fade 0 500 

:SYN5_10703
if 
fading 
else_jump @SYN5_10727 
wait 0 
jump @SYN5_10703 

:SYN5_10727
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_10759 
jump @SYN5_8953 

:SYN5_10759
if 
  90@ == 1 
else_jump @SYN5_10784 
jump @SYN5_23151 

:SYN5_10784
if 
   not Car.Wrecked(76@)
else_jump @SYN5_10814 
0657: car 76@ open_componentA 4 
0657: car 76@ open_componentA 5 

:SYN5_10814
gosub @SYN5_25123 
if 
   not Actor.Dead(35@)
else_jump @SYN5_10929 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1345.3 6.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1349.2 6.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1360.3 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 35@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_10929
if 
   not Actor.Dead(45@)
else_jump @SYN5_11037 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1346.3 6.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1350.2 6.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1361.3 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_11037
if 
   not Actor.Dead(46@)
else_jump @SYN5_11145 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1343.3 6.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1351.2 6.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1362.3 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 46@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_11145
if 
   not Actor.Dead(47@)
else_jump @SYN5_11253 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1342.3 6.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1352.2 6.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1363.3 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 47@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_11253
if 
   not Actor.Dead(48@)
else_jump @SYN5_11361 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1341.3 6.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1353.2 6.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1364.3 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_11361
gosub @SYN5_25613 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 55@ to -1704.0 1333.5 5.9 speed 20.0 2 model #NULL 3 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1676.9 1360.6 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 56@ to -1706.6 1340.2 5.9 speed 20.0 2 model #NULL 3 
0616: define_AS_pack_end 195@ 
0618: assign_actor 41@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 57@ to -1718.4 1345.7 6.2 speed 20.0 2 model #NULL 3 
0616: define_AS_pack_end 195@ 
0618: assign_actor 43@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
Camera.SetPosition(-1711.0, 1343.8, 7.2, 0.0, 0.0, 0.0)
Camera.PointAt(-1726.7, 1357.6, 9.9, 2)
fade 1 2000 

:SYN5_11621
if 
fading 
else_jump @SYN5_11645 
wait 0 
jump @SYN5_11621 

:SYN5_11645
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_11677 
jump @SYN5_8953 

:SYN5_11677
if 
  90@ == 1 
else_jump @SYN5_11702 
jump @SYN5_23151 

:SYN5_11702
132@ = 7 
134@ = 2 
135@ = 3 
gosub @SYN5_30472 
32@ = 0 
88@ = 2 

:SYN5_11744
if 
  88@ == 2 
else_jump @SYN5_11881 
if 
  32@ > 4000 
else_jump @SYN5_11881 
gosub @SYN5_26264 
Camera.SetPosition(-1698.3, 1327.6, 7.3, 0.0, 0.0, 0.0)
Camera.PointAt(-1701.2, 1332.3, 7.6, 2)
132@ = 7 
134@ = 3 
135@ = 5 
gosub @SYN5_30472 
32@ = 0 
88@ = 3 

:SYN5_11881
if 
  88@ == 3 
else_jump @SYN5_12029 
if 
  132@ == 0 
else_jump @SYN5_12029 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_12029 
if 
   not Actor.Driving($ACTOR_RYDER)
else_jump @SYN5_12029 
if 
   not Actor.Dead(39@)
else_jump @SYN5_12015 
0615: define_AS_pack_begin 195@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1665.0 1370.9 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_12015
32@ = 0 
88@ = 4 

:SYN5_12029
if 
  88@ == 4 
else_jump @SYN5_12900 
fade 0 1000 

:SYN5_12054
if 
fading 
else_jump @SYN5_12078 
wait 0 
jump @SYN5_12054 

:SYN5_12078
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_12110 
jump @SYN5_8953 

:SYN5_12110
if 
  90@ == 1 
else_jump @SYN5_12135 
jump @SYN5_23151 

:SYN5_12135
if 
   not Actor.Dead(35@)
else_jump @SYN5_12193 
0792: disembark_instantly_actor 35@ 
Actor.PutAt(35@, -1629.2, 1414.2, 6.2)
Actor.Angle(35@) = 87.6
06AB: set_actor 35@ all_weapons_hidden 1 

:SYN5_12193
if 
   not Actor.Dead(45@)
else_jump @SYN5_12290 
0792: disembark_instantly_actor 45@ 
Actor.PutAt(45@, -1629.3, 1412.4, 6.2)
Actor.Angle(45@) = 76.7
0605: actor 45@ perform_animation_sequence "SEAT_IDLE" IFP_file "PED" 1000.0 loop 0 0 0 1 time -1 // versionA 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12290
if 
   not Actor.Dead(46@)
else_jump @SYN5_12351 
0792: disembark_instantly_actor 46@ 
Actor.PutAt(46@, -1626.5, 1414.2, 6.2)
Actor.Angle(46@) = 116.9
01B2: give_actor 46@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12351
if 
   not Actor.Dead(47@)
else_jump @SYN5_12412 
0792: disembark_instantly_actor 47@ 
Actor.PutAt(47@, -1628.5, 1414.9, 6.2)
Actor.Angle(47@) = 50.5
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12412
if 
   not Actor.Dead(48@)
else_jump @SYN5_12473 
0792: disembark_instantly_actor 48@ 
Actor.PutAt(48@, -1629.7, 1416.0, 6.2)
Actor.Angle(48@) = 222.8
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12473
0677: AS_actor 47@ chat_with_actor 48@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 48@ chat_with_actor 47@ lead_speaker_flag 0 unknown_flag 1 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_12555 
0792: disembark_instantly_actor $ACTOR_RYDER 
Actor.PutAt($ACTOR_RYDER, -1636.5, 1412.5, 6.2)
Actor.Angle($ACTOR_RYDER) = 280.9
06AB: set_actor $ACTOR_RYDER all_weapons_hidden 1 

:SYN5_12555
if 
   not Actor.Dead(39@)
else_jump @SYN5_12687 
0792: disembark_instantly_actor 39@ 
Actor.PutAt(39@, -1634.9, 1408.3, 6.2)
Actor.Angle(39@) = 293.5
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1629.6 1411.7 6.2 mode 4 -1 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1000.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_12687
0823: AS_actor $ACTOR_RYDER greet_actor 35@ 0.5 5 
Camera.SetAtPos(-1629.2, 1414.2, 6.2)
Camera.SetPosition(-1637.6, 1410.8, 8.3, 0.0, 0.0, 0.0)
Camera.PointAt(-1626.4, 1414.8, 6.8, 2)
fade 1 2000 

:SYN5_12777
if 
fading 
else_jump @SYN5_12801 
wait 0 
jump @SYN5_12777 

:SYN5_12801
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_12833 
jump @SYN5_8953 

:SYN5_12833
if 
  90@ == 1 
else_jump @SYN5_12858 
jump @SYN5_23151 

:SYN5_12858
132@ = 7 
134@ = 7 
135@ = 8 
gosub @SYN5_30472 
32@ = 0 
88@ = 5 

:SYN5_12900
if 
  88@ == 5 
else_jump @SYN5_12977 
if 
  32@ > 3500 
else_jump @SYN5_12977 
if 
   not Car.Wrecked(58@)
else_jump @SYN5_12977 
05EB: assign_car 58@ to_path 28 
0706: advance_car 58@ further_along_path 10.0 
88@ = 6 

:SYN5_12977
if 
  88@ == 6 
else_jump @SYN5_13378 
if 
  32@ > 6000 
else_jump @SYN5_13378 
fade 0 500 

:SYN5_13021
if 
fading 
else_jump @SYN5_13045 
wait 0 
jump @SYN5_13021 

:SYN5_13045
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_13077 
jump @SYN5_8953 

:SYN5_13077
if 
  90@ == 1 
else_jump @SYN5_13102 
jump @SYN5_23151 

:SYN5_13102
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_13128 
Actor.Angle($ACTOR_RYDER) = 150.0

:SYN5_13128
if 
   not Actor.Dead(39@)
else_jump @SYN5_13154 
Actor.Angle(39@) = 150.0

:SYN5_13154
0925: restore_camera_to_user_defined 
0930: lock_camera_position 1 
092F: lock_camera_target_point 1 
0936: set_camera -1657.1 1666.8 3.4 position_to -1599.1 1432.0 15.1 time 11000 drop_mode 1 
0920: point_camera -1676.2 1618.2 11.4 transverse_to -1614.1 1428.9 15.4 time 11000 mode 1 
Camera.SetAtPos(-1657.1, 1666.8, 3.4)
fade 1 500 

:SYN5_13262
if 
fading 
else_jump @SYN5_13286 
wait 0 
jump @SYN5_13262 

:SYN5_13286
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_13318 
jump @SYN5_8953 

:SYN5_13318
if 
  90@ == 1 
else_jump @SYN5_13343 
jump @SYN5_23151 

:SYN5_13343
132@ = 7 
134@ = 8 
135@ = 10 
gosub @SYN5_30472 
88@ = 7 

:SYN5_13378
if 
  88@ == 7 
else_jump @SYN5_13536 
if 
   not Car.Wrecked(58@)
else_jump @SYN5_13536 
if 
01AD:   car 58@ sphere 0 near_point -1629.1 1429.5 radius 3.0 3.0 
else_jump @SYN5_13536 
if 
060E:   car 58@ assigned_to_path 
else_jump @SYN5_13471 
05EC: release_car 58@ from_path 

:SYN5_13471
04A2: set_heli 58@ fly_to -1629.1 1429.5 19.3 altitude_between 0.0 and 19.3 
132@ = 7 
134@ = 10 
135@ = 11 
gosub @SYN5_30472 
88@ = 8 

:SYN5_13536
if 
  88@ == 8 
else_jump @SYN5_13695 
if 
  132@ == 0 
else_jump @SYN5_13695 
0925: restore_camera_to_user_defined 
if 
   not Car.Wrecked(58@)
else_jump @SYN5_13695 
04D0: force_heli 58@ looking_angle_to 270.0 
04A2: set_heli 58@ fly_to -615.5 1513.9 54.8 altitude_between 0.0 and 25.5 
Camera.SetPosition(-1647.6, 1409.7, 8.0, 0.0, 0.0, 0.0)
Camera.PointAt(-1590.8, 1426.7, 13.8, 2)
32@ = 0 
88@ = 9 

:SYN5_13695
if 
  88@ == 9 
else_jump @SYN5_14226 
if 
  32@ > 1000 
else_jump @SYN5_14226 
if 
   not Actor.Dead(35@)
else_jump @SYN5_13799 
0687: clear_actor 35@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1628.8 1421.7 6.2 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 35@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_13799
if 
   not Actor.Dead(45@)
else_jump @SYN5_13866 
0687: clear_actor 45@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1626.8 1419.7 6.2 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_13866
if 
   not Actor.Dead(46@)
else_jump @SYN5_13933 
0687: clear_actor 46@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1630.8 1423.7 6.2 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 46@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_13933
if 
   not Actor.Dead(47@)
else_jump @SYN5_14000 
0687: clear_actor 47@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1632.8 1425.7 6.2 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 47@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_14000
if 
   not Actor.Dead(48@)
else_jump @SYN5_14067 
0687: clear_actor 48@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1634.0 1423.0 6.2 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_14067
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_14122 
01B2: give_actor $ACTOR_RYDER weapon 17 ammo 1 // Load the weapon model before using this 
01B9: set_actor $ACTOR_RYDER armed_weapon_to 17 
0668: AS_actor $ACTOR_RYDER rotate_and_shoot_at -1652.5 1396.0 6.2 500 ms 

:SYN5_14122
if 
   not Actor.Dead(39@)
else_jump @SYN5_14184 
01B2: give_actor 39@ weapon 17 ammo 1 // Load the weapon model before using this 
01B9: set_actor 39@ armed_weapon_to 17 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 500 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_14184
132@ = 7 
134@ = 11 
135@ = 12 
gosub @SYN5_30472 
32@ = 0 
88@ = 10 

:SYN5_14226
if 
  88@ == 10 
else_jump @SYN5_14319 
if 
   not Actor.Dead(39@)
else_jump @SYN5_14319 
062E: unknown_get_actor 39@ task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @SYN5_14319 
0668: AS_actor 39@ rotate_and_shoot_at -1653.1 1400.0 7.0 500 ms 
88@ = 11 

:SYN5_14319
if 
  88@ == 11 
else_jump @SYN5_14565 
if 
  132@ == 0 
else_jump @SYN5_14565 
if 
  32@ > 2000 
else_jump @SYN5_14565 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_14565 
062E: unknown_get_actor $ACTOR_RYDER task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @SYN5_14565 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -1649.1 1395.0 7.0 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
132@ = 7 
134@ = 12 
135@ = 14 
gosub @SYN5_30472 
Camera.SetPosition(-1665.9, 1386.8, 11.0, 0.0, 0.0, 0.0)
Camera.PointAt(-1641.2, 1407.9, 9.9, 2)
32@ = 0 
88@ = 12 

:SYN5_14565
if 
  88@ == 12 
else_jump @SYN5_14685 
if 
  32@ > 1500 
else_jump @SYN5_14685 
064B: 59@ = create_particle "TEARGASAD" at -1656.5 1398.0 6.2 type 1 
064C: make_particle 59@ visible 
064B: 60@ = create_particle "TEARGASAD" at -1656.0 1393.0 7.0 type 1 
064C: make_particle 60@ visible 
88@ = 13 

:SYN5_14685
if 
  88@ == 13 
else_jump @SYN5_17454 
if 
  32@ > 5000 
else_jump @SYN5_17454 
89@ = 0 

:SYN5_14729
0701: end_scene_skip 
if 
  89@ == 1 
else_jump @SYN5_14766 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
132@ = 0 

:SYN5_14766
fade 0 500 

:SYN5_14773
if 
fading 
else_jump @SYN5_14797 
wait 0 
jump @SYN5_14773 

:SYN5_14797
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_14829 
jump @SYN5_8953 

:SYN5_14829
if 
  90@ == 1 
else_jump @SYN5_14854 
jump @SYN5_23151 

:SYN5_14854
if 
  89@ == 1 
else_jump @SYN5_15197 
0925: restore_camera_to_user_defined 
gosub @SYN5_25123 
gosub @SYN5_25613 
if 
   not Car.Wrecked(55@)
else_jump @SYN5_14934 
Car.PutAt(55@, -1702.9, 1335.5, 5.9)
Car.Angle(55@) = 271.8

:SYN5_14934
if 
   not Car.Wrecked(56@)
else_jump @SYN5_14980 
Car.PutAt(56@, -1706.6, 1340.2, 5.9)
Car.Angle(56@) = 271.8

:SYN5_14980
if 
   not Car.Wrecked(57@)
else_jump @SYN5_15026 
Car.PutAt(57@, -1718.4, 1345.7, 6.2)
Car.Angle(57@) = 231.8

:SYN5_15026
if 
   not Car.Wrecked(76@)
else_jump @SYN5_15107 
0657: car 76@ open_componentA 4 
0657: car 76@ open_componentA 5 
if 
060E:   car 76@ assigned_to_path 
else_jump @SYN5_15077 
05EC: release_car 76@ from_path 

:SYN5_15077
Car.PutAt(76@, -1722.3, 1365.6, 6.2)
Car.Angle(76@) = 325.6

:SYN5_15107
0873: release_path 27 
0650: destroy_particle 59@ 
0650: destroy_particle 60@ 
064B: 59@ = create_particle "TEARGASAD" at -1656.5 1398.0 6.2 type 1 
064C: make_particle 59@ visible 
064B: 60@ = create_particle "TEARGASAD" at -1656.0 1393.0 7.0 type 1 
064C: make_particle 60@ visible 

:SYN5_15197
0792: disembark_instantly_actor $415 
0792: disembark_instantly_actor $ACTOR_CESAR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B2: give_actor $ACTOR_CESAR weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor $ACTOR_CESAR decision_maker_to 196@ 
0668: AS_actor $415 rotate_and_shoot_at -1685.2 1363.1 7.8 -1 ms 
if 
   not Actor.Dead(36@)
else_jump @SYN5_15290 
0668: AS_actor 36@ rotate_and_shoot_at -1682.2 1364.1 7.8 -1 ms 

:SYN5_15290
if 
   not Actor.Dead(37@)
else_jump @SYN5_15328 
0668: AS_actor 37@ rotate_and_shoot_at -1694.2 1355.1 7.8 -1 ms 

:SYN5_15328
if 
   not Actor.Dead(38@)
else_jump @SYN5_15366 
0668: AS_actor 38@ rotate_and_shoot_at -1704.2 1343.1 7.8 -1 ms 

:SYN5_15366
if 
   not Actor.Dead(35@)
else_jump @SYN5_15665 
0792: disembark_instantly_actor 35@ 
if 
   not Actor.Driving(35@)
else_jump @SYN5_15430 
Actor.PutAt(35@, -1618.9, 1401.8, 6.2)
jump @SYN5_15450 

:SYN5_15430
0362: remove_actor 35@ from_car_and_place_at -1618.9 1401.8 6.2 

:SYN5_15450
Actor.Angle(35@) = 110.5
06AB: set_actor 35@ all_weapons_hidden 0 
0615: define_AS_pack_begin 198@ 
0637: AS_actor -1 goto -1619.3 1412.1 6.2 mode 6 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 4000 ms 
0616: define_AS_pack_end 198@ 
0615: define_AS_pack_begin 199@ 
0637: AS_actor -1 goto -1635.0 1430.4 6.2 mode 6 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 4000 ms 
0616: define_AS_pack_end 199@ 
0615: define_AS_pack_begin 200@ 
0618: assign_actor -1 to_AS_pack 198@ 
0618: assign_actor -1 to_AS_pack 199@ 
0618: assign_actor -1 to_AS_pack 199@ 
0618: assign_actor -1 to_AS_pack 198@ 
0643: set_AS_pack 200@ loop 1 
0616: define_AS_pack_end 200@ 
0618: assign_actor 35@ to_AS_pack 200@ 
061B: remove_references_to_AS_pack 198@ 
061B: remove_references_to_AS_pack 199@ 
061B: remove_references_to_AS_pack 200@ 
79@ = Marker.CreateAboveActor(35@)

:SYN5_15665
if 
   not Actor.Dead(39@)
else_jump @SYN5_15791 
0792: disembark_instantly_actor 39@ 
Actor.PutAt(39@, -1631.2, 1410.3, 6.2)
Actor.Angle(39@) = 137.6
0615: define_AS_pack_begin 195@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_15791
40@ = Actor.Create(Mission2, 108@(107@,7i), -1697.9, 1345.7, 6.1)
Actor.WeaponAccuracy(40@) = 130@
02A9: set_actor 40@ immune_to_nonplayer 1 
0792: disembark_instantly_actor 40@ 
01B2: give_actor 40@ weapon 32 ammo 30000 // Load the weapon model before using this 
Actor.Angle(40@) = 146.8
060B: set_actor 40@ decision_maker_to 196@ 
0816: unknown_actor 40@ flag 1 
0615: define_AS_pack_begin 195@ 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 40@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
if 
   not Actor.Dead(41@)
else_jump @SYN5_16030 
0792: disembark_instantly_actor 41@ 
0350: set_actor 41@ maintain_position_when_attacked 0 
0816: unknown_actor 41@ flag 1 
0615: define_AS_pack_begin 195@ 
05F5: AS_actor -1 goto_point -1690.4 1367.5 8.8 mode 6 -1 ms // versionB 
05D4: AS_actor -1 rotate_angle 230.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 41@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_16030
if 
   not Actor.Dead(42@)
else_jump @SYN5_16141 
0792: disembark_instantly_actor 42@ 
0350: set_actor 42@ maintain_position_when_attacked 0 
0816: unknown_actor 42@ flag 1 
0615: define_AS_pack_begin 195@ 
05F5: AS_actor -1 goto_point -1690.9 1363.8 8.8 mode 6 -1 ms // versionB 
05D4: AS_actor -1 rotate_angle 230.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 42@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_16141
if 
   not Actor.Dead(43@)
else_jump @SYN5_16252 
0792: disembark_instantly_actor 43@ 
0350: set_actor 43@ maintain_position_when_attacked 0 
0816: unknown_actor 43@ flag 1 
0615: define_AS_pack_begin 195@ 
05F5: AS_actor -1 goto_point -1698.8 1352.4 6.5 mode 6 -1 ms // versionB 
05D4: AS_actor -1 rotate_angle 251.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 43@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_16252
if 
   not Actor.Dead(44@)
else_jump @SYN5_16363 
0792: disembark_instantly_actor 44@ 
0350: set_actor 44@ maintain_position_when_attacked 0 
0816: unknown_actor 44@ flag 1 
0615: define_AS_pack_begin 195@ 
05F5: AS_actor -1 goto_point -1682.5 1364.4 6.2 mode 6 -1 ms // versionB 
05D4: AS_actor -1 rotate_angle 182.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 44@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_16363
064B: 61@ = create_particle "TEARGASAD" at -1657.8 1405.0 7.0 type 1 
064C: make_particle 61@ visible 
064B: 62@ = create_particle "TEARGASAD" at -1643.3 1390.7 7.0 type 1 
064C: make_particle 62@ visible 
if 
   not Actor.Dead(45@)
else_jump @SYN5_16522 
0792: disembark_instantly_actor 45@ 
Actor.PutAt(45@, -1647.7, 1421.8, 6.2)
Actor.Angle(45@) = 186.5
0350: set_actor 45@ maintain_position_when_attacked 0 
0816: unknown_actor 45@ flag 1 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 

:SYN5_16522
if 
   not Actor.Dead(46@)
else_jump @SYN5_16591 
0792: disembark_instantly_actor 46@ 
Actor.PutAt(46@, -1672.6, 1373.9, 8.8)
Actor.Angle(46@) = 136.4
01B2: give_actor 46@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:SYN5_16591
if 
   not Actor.Dead(47@)
else_jump @SYN5_16660 
0792: disembark_instantly_actor 47@ 
Actor.PutAt(47@, -1631.8, 1398.7, 6.2)
Actor.Angle(47@) = 105.9
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:SYN5_16660
if 
   not Actor.Dead(48@)
else_jump @SYN5_16743 
0792: disembark_instantly_actor 48@ 
Actor.PutAt(48@, -1658.7, 1387.3, 6.2)
Actor.Angle(48@) = 144.5
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
0350: set_actor 48@ maintain_position_when_attacked 0 
0816: unknown_actor 48@ flag 1 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:SYN5_16743
0209: 107@ = random_int_in_ranges 0 2 
51@ = Actor.Create(Mission2, 108@(107@,7i), -1645.8, 1401.5, 8.8)
Actor.WeaponAccuracy(51@) = 130@
Actor.Angle(51@) = 129.4
060B: set_actor 51@ decision_maker_to 196@ 
0816: unknown_actor 51@ flag 1 
02A9: set_actor 51@ immune_to_nonplayer 1 
01B2: give_actor 51@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
0209: 107@ = random_int_in_ranges 0 2 
52@ = Actor.Create(Mission2, 108@(107@,7i), -1670.5, 1364.8, 6.2)
Actor.WeaponAccuracy(52@) = 130@
Actor.Angle(52@) = 129.4
060B: set_actor 52@ decision_maker_to 196@ 
0816: unknown_actor 52@ flag 1 
02A9: set_actor 52@ immune_to_nonplayer 1 
01B2: give_actor 52@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
0209: 107@ = random_int_in_ranges 0 2 
53@ = Actor.Create(Mission2, 108@(107@,7i), -1687.5, 1367.8, 6.2)
Actor.WeaponAccuracy(53@) = 130@
Actor.Angle(53@) = 124.5
060B: set_actor 53@ decision_maker_to 196@ 
0816: unknown_actor 53@ flag 1 
02A9: set_actor 53@ immune_to_nonplayer 1 
01B2: give_actor 53@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
0209: 107@ = random_int_in_ranges 0 2 
54@ = Actor.Create(Mission2, 108@(107@,7i), -1657.3, 1379.8, 8.8)
Actor.WeaponAccuracy(54@) = 130@
Actor.Angle(54@) = 140.5
060B: set_actor 54@ decision_maker_to 196@ 
0816: unknown_actor 54@ flag 1 
02A9: set_actor 54@ immune_to_nonplayer 1 
01B2: give_actor 54@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
Car.Destroy(58@)
Actor.DestroyInstantly($ACTOR_RYDER)
0873: release_path 28 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "GRENADE" 
Car.RemoveReferences(58@)
Model.Destroy(#MAVERICK)
Model.Destroy(#PICADOR)
Model.Destroy(#TAHOMA)
Model.Destroy(#PONY)
Car.RemoveReferences(75@)
Model.Destroy(#BANSHEE)
01EB: set_traffic_density_multiplier_to 1.0 
0709: set_decision_maker 196@ on_event 13 taskID 917 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 196@ on_event 11 taskID 600 unknown 100.0 0.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
Camera.SetAtPos(-1720.4, 1275.5, 16.9)
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 
07B3: set_group $PLAYER_GROUP give_command 1 
126@ = 1 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_06' time 4000 flag 1  // ~s~Finde ~r~T-Bone~s~ und mach ihn fertig!
fade 1 500 

:SYN5_17359
if 
fading 
else_jump @SYN5_17383 
wait 0 
jump @SYN5_17359 

:SYN5_17383
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_17415 
jump @SYN5_8953 

:SYN5_17415
if 
  90@ == 1 
else_jump @SYN5_17440 
jump @SYN5_23151 

:SYN5_17440
88@ = 0 
87@ = 5 

:SYN5_17454
if 
  87@ == 5 
else_jump @SYN5_21573 
if 
  88@ == 0 
else_jump @SYN5_17806 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -1708.6 1331.1 radius 200.0 200.0 
else_jump @SYN5_17542 
03DE: set_pedestrians_density_multiplier_to 0.0 
jump @SYN5_17549 

:SYN5_17542
03DE: set_pedestrians_density_multiplier_to 1.0 

:SYN5_17549
gosub @SYN5_29054 
if 
0735:   NOP_false 81 
else_jump @SYN5_17599 
if 
   not Actor.Dead(35@)
else_jump @SYN5_17599 
02A9: set_actor 35@ immune_to_nonplayer 0 
0321: kill_actor 35@ 

:SYN5_17599
if 
   Actor.Dead(35@)
else_jump @SYN5_17806 
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @SYN5_17806 
00BE: text_clear_all 
Marker.Disable(79@)
fade 0 1000 

:SYN5_17654
if 
fading 
else_jump @SYN5_17678 
wait 0 
jump @SYN5_17654 

:SYN5_17678
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_17710 
jump @SYN5_8953 

:SYN5_17710
if 
  90@ == 1 
else_jump @SYN5_17735 
jump @SYN5_23151 

:SYN5_17735
04ED: load_animation "DANCING" 
04ED: load_animation "KISSING" 
04ED: load_animation "MISC" 
04ED: load_animation "RYDER" 
Model.Load(#DYN_WOODPILE2)
Model.Load(#SPEEDER)
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
038B: load_requested_models 
88@ = 1 

:SYN5_17806
if 
  88@ == 1 
else_jump @SYN5_19605 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
132@ = 0 
Player.SetDrunkVisuals($PLAYER_CHAR, 0)
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at -1629.438 1422.648 6.2 radius 60.0 
Camera.SetAtPos(-1629.438, 1422.648, 6.2)
Actor.DestroyInstantly(35@)
35@ = Actor.Create(Mission2, #SPECIAL04, -1629.438, 1422.648, 6.2)
Actor.Health(35@) = 500
Actor.Armour(35@) = 100
Actor.WeaponAccuracy(35@) = 130@
Actor.Angle(35@) = 260.0
Actor.SetImmunities(35@, 1, 1, 1, 1, 1)
0332: set_actor 35@ bleeding 1 
060B: set_actor 35@ decision_maker_to 197@ 
0615: define_AS_pack_begin 195@ 
0605: actor -1 perform_animation_sequence "RYD_DIE_PT1" IFP_file "RYDER" 1000.0 loop 0 1 1 0 time -1 // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 35@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -1639.9, 1410.3, 6.2)
Actor.Angle($PLAYER_ACTOR) = 325.8
91@ = 0 
041A: 91@ = actor $PLAYER_ACTOR weapon 29 ammo 
if 
  91@ > 0 
else_jump @SYN5_18145 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29 
jump @SYN5_18232 

:SYN5_18145
041A: 91@ = actor $PLAYER_ACTOR weapon 28 ammo 
if 
  91@ > 0 
else_jump @SYN5_18187 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 28 
jump @SYN5_18232 

:SYN5_18187
041A: 91@ = actor $PLAYER_ACTOR weapon 32 ammo 
if 
  91@ == 0 
else_jump @SYN5_18225 
01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 300 // Load the weapon model before using this 

:SYN5_18225
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 32 

:SYN5_18232
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1632.2 1419.3 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
Camera.SetBehindPlayer
Camera.Restore
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @SYN5_18306 
06C9: remove_actor $ACTOR_CESAR from_group 

:SYN5_18306
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, -1638.1, 1408.8, 6.2)
Actor.Angle($ACTOR_CESAR) = 325.8
060B: set_actor $ACTOR_CESAR decision_maker_to 197@ 
01B2: give_actor $ACTOR_CESAR weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1630.5 1417.9 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0792: disembark_instantly_actor $415 
Actor.PutAt($415, -1645.7, 1409.0, 6.2)
Actor.Angle($415) = 328.5
060B: set_actor $415 decision_maker_to 197@ 
01B2: give_actor $415 weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1640.2 1414.0 6.2 mode 4 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 35@ 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
if 
   not Actor.Dead(39@)
else_jump @SYN5_18579 
060B: set_actor 39@ decision_maker_to 197@ 
0792: disembark_instantly_actor 39@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_18579
Actor.DestroyInstantly(40@)
Actor.DestroyInstantly(41@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Actor.DestroyInstantly(44@)
if 
   not Actor.Dead(45@)
else_jump @SYN5_18672 
060B: set_actor 45@ decision_maker_to 197@ 
0792: disembark_instantly_actor 45@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_18672
Actor.DestroyInstantly(46@)
if 
   not Actor.Dead(47@)
else_jump @SYN5_18745 
060B: set_actor 47@ decision_maker_to 197@ 
0792: disembark_instantly_actor 47@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 47@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_18745
if 
   not Actor.Dead(48@)
else_jump @SYN5_18813 
060B: set_actor 48@ decision_maker_to 197@ 
0792: disembark_instantly_actor 48@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_18813
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
$ACTOR_RYDER = Actor.Create(Mission2, #SPECIAL02, -1633.1, 1394.1, 6.2)
Actor.WeaponAccuracy($ACTOR_RYDER) = 130@
Actor.Angle($ACTOR_RYDER) = 268.0
060B: set_actor $ACTOR_RYDER decision_maker_to 197@ 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
Actor.Armour($ACTOR_RYDER) = 100
0376: 67@ = create_random_actor_at -1502.8 1379.5 3.1 
Actor.Angle(67@) = 123.3
0605: actor 67@ perform_animation_sequence "DAN_LOOP_A" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
0376: 68@ = create_random_actor_at -1503.2 1377.3 3.1 
Actor.Angle(68@) = 37.1
0605: actor 68@ perform_animation_sequence "DAN_LOOP_A" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
0376: 69@ = create_random_actor_at -1506.0 1375.2 3.1 
Actor.Angle(69@) = 291.9
0605: actor 69@ perform_animation_sequence "DAN_LOOP_A" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 
0376: 70@ = create_random_actor_at -1509.2 1379.3 2.8 
0376: 71@ = create_random_actor_at -1510.2 1379.3 2.8 
0639: AS_actor 70@ rotate_to_actor 71@ 
0605: actor 70@ perform_animation_sequence "GRLFRD_KISS_03" IFP_file "KISSING" 4.0 loop 1 0 0 0 time -1 // versionA 
0639: AS_actor 71@ rotate_to_actor 70@ 
0605: actor 71@ perform_animation_sequence "PLAYA_KISS_03" IFP_file "KISSING" 4.0 loop 1 0 0 0 time -1 // versionA 
02CF: 72@ = create_fire_at -1505.0 1379.2 2.1 propagation 0 size 1 
78@ = Object.Init(#DYN_WOODPILE2, -1505.0, 1379.2, 2.1)
08D2: object 78@ scale_model 0.5 
Object.Indestructibility(78@) = False
65@ = Car.Create(#SPEEDER, -1504.0, 1388.7, 0.0)
Car.Angle(65@) = 282.0
0323: unknown_boat 65@ flag 1 
04E0: car 65@ abandon_path_radius 255 
66@ = Car.Create(#SPEEDER, -1519.9, 1382.3, 0.0)
Car.Angle(66@) = 314.0
0323: unknown_boat 66@ flag 1 
Camera.SetPosition(-1643.8, 1408.3, 7.6, 0.0, 0.0, 0.0)
Camera.PointAt(-1631.1, 1416.7, 7.9, 2)
fade 1 1000 

:SYN5_19468
if 
fading 
else_jump @SYN5_19492 
wait 0 
jump @SYN5_19468 

:SYN5_19492
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_19524 
jump @SYN5_8953 

:SYN5_19524
if 
  90@ == 1 
else_jump @SYN5_19549 
jump @SYN5_23151 

:SYN5_19549
89@ = 1 
0707: start_scene_skip_to @SYN5_20987 
132@ = 8 
134@ = 0 
135@ = 1 
gosub @SYN5_30472 
32@ = 0 
88@ = 2 

:SYN5_19605
if 
  88@ == 2 
else_jump @SYN5_19810 
if 
   not Actor.Dead(35@)
else_jump @SYN5_19810 
if 
00EC:   actor 35@ 0 near_point -1626.6 1421.8 radius 1.0 1.0 
else_jump @SYN5_19810 
0792: disembark_instantly_actor 35@ 
Actor.PutAt(35@, -1624.4, 1423.8, 6.2)
Actor.Angle(35@) = 135.0
0812: AS_actor 35@ perform_animation "RYD_DIE_PT2" IFP_file "RYDER" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
Camera.SetPosition(-1633.2, 1416.9, 7.6, 0.0, 0.0, 0.0)
Camera.PointAt(-1624.2, 1424.9, 6.8, 2)
88@ = 3 

:SYN5_19810
if 
  88@ == 3 
else_jump @SYN5_19945 
if 
   not Actor.Dead(35@)
else_jump @SYN5_19945 
if 
   Actor.Animation(35@) == "RYD_DIE_PT2"
else_jump @SYN5_19945 
0613: 194@ = actor 35@ animation "RYD_DIE_PT2" time 
if 
  194@ > 0.783 
else_jump @SYN5_19945 
0393: actor 35@ perform_animation "RYD_DIE_PT2" at 0.0 times_normal_rate 
88@ = 4 

:SYN5_19945
if 
  88@ == 4 
else_jump @SYN5_20136 
if 
  132@ == 0 
else_jump @SYN5_20136 
if 
   not Actor.Dead(35@)
else_jump @SYN5_20136 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor 35@ 
074D: AS_actor -1 turns_to_and_look_at_actor 35@ timelimit 1000 
0616: define_AS_pack_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor 35@ 
074D: AS_actor -1 turns_to_and_look_at_actor 35@ timelimit 1000 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
if 
   Actor.Animation(35@) == "RYD_DIE_PT2"
else_jump @SYN5_20129 
0393: actor 35@ perform_animation "RYD_DIE_PT2" at 1.0 times_normal_rate 

:SYN5_20129
88@ = 5 

:SYN5_20136
if 
  88@ == 5 
else_jump @SYN5_20275 
if 
   not Actor.Dead(35@)
else_jump @SYN5_20275 
if 
   Actor.Animation(35@) == "RYD_DIE_PT2"
else_jump @SYN5_20275 
0613: 194@ = actor 35@ animation "RYD_DIE_PT2" time 
if 
  194@ > 0.98 
else_jump @SYN5_20275 
Actor.PutAt(35@, -1622.1, 1425.5, 6.2)
32@ = 0 
88@ = 6 

:SYN5_20275
if 
  88@ == 6 
else_jump @SYN5_20425 
if 
  32@ > 2000 
else_jump @SYN5_20425 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_20411 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1621.0 1396.0 7.4 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
Camera.OnPed($ACTOR_RYDER, 15, 2)
132@ = 8 
134@ = 1 
135@ = 4 
gosub @SYN5_30472 

:SYN5_20411
32@ = 0 
88@ = 7 

:SYN5_20425
if 
  88@ == 7 
else_jump @SYN5_20663 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_20663 
062E: unknown_get_actor $ACTOR_RYDER task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @SYN5_20663 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1614.82 1397.204 7.277 mode 6 -1 ms // versionA 
07CD: AS_actor -1 walk_to -1614.82 1397.204 7.277 stop_with_angle 287.0 within_radius 0.9 
0812: AS_actor -1 perform_animation "RUN_DIVE" IFP_file "MISC" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
Camera.SetPosition(-1617.8, 1398.8, 7.2, 0.0, 0.0, 0.0)
Camera.PointAt(-1614.2, 1396.3, 8.0, 2)
32@ = 0 
88@ = 8 

:SYN5_20663
if 
  88@ == 8 
else_jump @SYN5_20734 
if 
  132@ == 0 
else_jump @SYN5_20734 
132@ = 8 
134@ = 4 
135@ = 6 
gosub @SYN5_30472 
88@ = 9 

:SYN5_20734
if 
  88@ == 9 
else_jump @SYN5_20847 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_20847 
if 
   Actor.Animation($ACTOR_RYDER) == "RUN_DIVE"
else_jump @SYN5_20847 
0613: 194@ = actor $ACTOR_RYDER animation "RUN_DIVE" time 
if 
  194@ > 0.98 
else_jump @SYN5_20847 
32@ = 0 
88@ = 10 

:SYN5_20847
if 
  88@ == 10 
else_jump @SYN5_20918 
if 
  32@ > 500 
else_jump @SYN5_20918 
097A: play_audio_at -1609.2 1401.7 5.8 event 1144 
32@ = 0 
88@ = 11 

:SYN5_20918
if 
  88@ == 11 
else_jump @SYN5_20962 
if 
  32@ > 1000 
else_jump @SYN5_20962 
88@ = 12 

:SYN5_20962
if 
  88@ == 12 
else_jump @SYN5_21573 
89@ = 0 

:SYN5_20987
0701: end_scene_skip 
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_21021 
jump @SYN5_8953 

:SYN5_21021
if 
  90@ == 1 
else_jump @SYN5_21046 
jump @SYN5_23151 

:SYN5_21046
if 
  89@ == 1 
else_jump @SYN5_21184 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
132@ = 0 
fade 0 500 

:SYN5_21088
if 
fading 
else_jump @SYN5_21112 
wait 0 
jump @SYN5_21088 

:SYN5_21112
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_21144 
jump @SYN5_8953 

:SYN5_21144
if 
  90@ == 1 
else_jump @SYN5_21169 
jump @SYN5_23151 

:SYN5_21169
Actor.DestroyInstantly(35@)
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_CESAR 

:SYN5_21184
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_21309 
if 
   not Car.Wrecked(65@)
else_jump @SYN5_21309 
04D8: set_actor $ACTOR_RYDER drowns_in_water 0 
0792: disembark_instantly_actor $ACTOR_RYDER 
Actor.PutAt($ACTOR_RYDER, -1543.9, 1401.6, 0.0)
0407: store_coords_to 191@ 192@ 193@ from_car 65@ with_offset -1.0 2.0 0.0 
07E1: AS_actor $ACTOR_RYDER swim_to 191@ 192@ 193@ 
0A28: set_actor $ACTOR_RYDER swimming_speed_to 2.3 
79@ = Marker.CreateAboveActor($ACTOR_RYDER)

:SYN5_21309
Car.RemoveReferences(55@)
Car.RemoveReferences(56@)
Car.RemoveReferences(57@)
Model.Destroy(#PICADOR)
Model.Destroy(#TAHOMA)
Model.Destroy(#TRIADA)
Model.Destroy(#BALLAS1)
Model.Destroy(#BALLAS2)
Model.Destroy(#SFR1)
Model.Destroy(#SFR2)
05D3: AS_actor $ACTOR_CESAR goto_point -1616.5 1402.9 6.2 mode 4 -2 ms // versionA 
05D3: AS_actor $415 goto_point -1615.5 1398.4 6.2 mode 4 -2 ms // versionA 
0296: unload_special_actor 4 
04EF: release_animation "MISC" 
04EF: release_animation "RYDER" 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN5_07' time 7000 flag 1  // ~s~Spring ins Wasser und schwimme ~r~Ryder~s~ hinterher.
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 

:SYN5_21471
if 
fading 
else_jump @SYN5_21495 
wait 0 
jump @SYN5_21471 

:SYN5_21495
gosub @SYN5_23605 
if 
  87@ == 10 
else_jump @SYN5_21527 
jump @SYN5_8953 

:SYN5_21527
if 
  90@ == 1 
else_jump @SYN5_21552 
jump @SYN5_23151 

:SYN5_21552
133@ = 0 
88@ = 0 
87@ = 6 

:SYN5_21573
if 
  87@ == 6 
else_jump @SYN5_22930 
if 
  133@ == 0 
else_jump @SYN5_21659 
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @SYN5_21659 
03D5: remove_text 'SYN5_07'  // ~s~Spring ins Wasser und schwimme ~r~Ryder~s~ hinterher.
00BC: show_text_highpriority GXT 'SYN5_08' time 7000 flag 1  // ~s~Erledige ~r~Ryder~s~.
133@ = 1 

:SYN5_21659
if 
  133@ == 1 
else_jump @SYN5_21762 
if 
   not Car.Wrecked(66@)
else_jump @SYN5_21762 
if 
0202:   actor $PLAYER_ACTOR near_car 66@ radius 10.0 10.0 flag 0 
else_jump @SYN5_21762 
86@ = Marker.CreateAboveCar(66@)
07E0: set_marker 86@ type_to 1 
00BC: show_text_highpriority GXT 'SYN5_11' time 7000 flag 1  // ~s~Steig in das ~b~Boot~s~.
133@ = 2 

:SYN5_21762
if 
  133@ == 2 
else_jump @SYN5_21904 
if 
   not Car.Wrecked(66@)
else_jump @SYN5_21876 
if 
   Actor.InCar($PLAYER_ACTOR, 66@)
else_jump @SYN5_21876 
if 
   not Actor.Dead(67@)
else_jump @SYN5_21869 
132@ = 9 
0209: 134@ = random_int_in_ranges 0 3 
0085: 135@ = 134@ // (int) 
135@ += 1 
gosub @SYN5_30472 

:SYN5_21869
133@ = 3 

:SYN5_21876
if 
04A7:   actor $PLAYER_ACTOR driving_boat 
else_jump @SYN5_21904 
Marker.Disable(86@)
133@ = 3 

:SYN5_21904
if 
  133@ == 3 
else_jump @SYN5_21981 
if 
  132@ == 0 
else_jump @SYN5_21981 
if 
  132@ == 0 
else_jump @SYN5_21981 
00BC: show_text_highpriority GXT 'SYN5_12' time 7000 flag 1  // ~s~Erledige ~r~Ryder~s~. Du kannst dazu eine Drive-by-Attacke auf sein Boot starten.
133@ = 4 

:SYN5_21981
if 
  133@ == 4 
else_jump @SYN5_22178 
if 
  132@ == 0 
else_jump @SYN5_22178 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_22178 
if 
   not Car.Wrecked(65@)
else_jump @SYN5_22178 
if 
   Actor.InCar($ACTOR_RYDER, 65@)
else_jump @SYN5_22178 
if 
   not Car.Wrecked(66@)
else_jump @SYN5_22178 
if 
   Actor.InCar($PLAYER_ACTOR, 66@)
else_jump @SYN5_22178 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 15.0 15.0 0 
else_jump @SYN5_22178 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_22178 
132@ = 11 
134@ = 0 
gosub @SYN5_30472 
133@ = 5 

:SYN5_22178
if 
  88@ == 0 
else_jump @SYN5_22366 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_22366 
if 
   not Car.Wrecked(65@)
else_jump @SYN5_22366 
if 
80EC:   not actor $ACTOR_RYDER 0 near_point 191@ 192@ radius 2.0 2.0 
else_jump @SYN5_22351 
062E: unknown_get_actor $ACTOR_RYDER task 2017 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @SYN5_22344 
0407: store_coords_to 191@ 192@ 193@ from_car 65@ with_offset -1.0 2.0 0.0 
07E1: AS_actor $ACTOR_RYDER swim_to 191@ 192@ 193@ 
0A28: set_actor $ACTOR_RYDER swimming_speed_to 2.3 

:SYN5_22344
jump @SYN5_22366 

:SYN5_22351
036A: put_actor $ACTOR_RYDER in_car 65@ 
88@ = 1 

:SYN5_22366
if 
  88@ == 1 
else_jump @SYN5_22488 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_22488 
if or
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 20.0 20.0 0 
051A:   actor $ACTOR_RYDER damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN5_22446 
88@ = 2 

:SYN5_22446
if 
   not Car.Wrecked(65@)
else_jump @SYN5_22488 
if 
051C:   car 65@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN5_22488 
88@ = 2 

:SYN5_22488
if 
  88@ == 2 
else_jump @SYN5_22612 
if 
  125@ == 4 
else_jump @SYN5_22612 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_22612 
if 
80F2:   not actor $PLAYER_ACTOR near_actor $ACTOR_RYDER radius 250.0 250.0 0 
else_jump @SYN5_22612 
if 
82CB:   not actor $ACTOR_RYDER bounding_sphere_visible 
else_jump @SYN5_22612 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_09' time 4000 flag 1  // ~r~Ryder ist entkommen!
jump @SYN5_23151 

:SYN5_22612
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_22872 
if 
   not Car.Wrecked(65@)
else_jump @SYN5_22695 
if 
   Actor.InCar($ACTOR_RYDER, 65@)
else_jump @SYN5_22688 
if 
  88@ > 1 
else_jump @SYN5_22688 
gosub @SYN5_27551 

:SYN5_22688
jump @SYN5_22872 

:SYN5_22695
if 
  125@ == 0 
else_jump @SYN5_22750 
07E1: AS_actor $ACTOR_RYDER swim_to -1491.2 1387.4 0.0 
0A28: set_actor $ACTOR_RYDER swimming_speed_to 2.3 
125@ = 1 

:SYN5_22750
if 
  125@ == 1 
else_jump @SYN5_22872 
062E: unknown_get_actor $ACTOR_RYDER task 2017 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @SYN5_22872 
0615: define_AS_pack_begin 195@ 
0638: AS_actor -1 stay_put 1 
05D3: AS_actor -1 goto_point -1497.2 1383.5 1.6 mode 6 1 ms // versionA 
05D4: AS_actor -1 rotate_angle 64.5 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
125@ = 2 

:SYN5_22872
if 
   Car.Wrecked(66@)
else_jump @SYN5_22893 
Marker.Disable(86@)

:SYN5_22893
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_22930 
32@ = 0 
88@ = 0 
87@ = 7 

:SYN5_22930
if 
  87@ == 7 
else_jump @SYN5_23137 
if 
  32@ > 2000 
else_jump @SYN5_23077 
if 
  88@ == 0 
else_jump @SYN5_23077 
if 
04A7:   actor $PLAYER_ACTOR driving_boat 
else_jump @SYN5_23070 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
132@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
132@ = 10 
134@ = 0 
gosub @SYN5_30472 
88@ = 1 
jump @SYN5_23077 

:SYN5_23070
jump @SYN5_23169 

:SYN5_23077
if 
  88@ == 1 
else_jump @SYN5_23137 
if 
  132@ == 0 
else_jump @SYN5_23137 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Player.CanMove($PLAYER_CHAR) = True
jump @SYN5_23169 

:SYN5_23137
gosub @SYN5_32238 
jump @SYN5_1694 

:SYN5_23151
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:SYN5_23169
$SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 15000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 15000
0998: add_respect 40 
Marker.Disable($526)
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'SYND_5'  // Pier 39
030C: progress_made += 1 
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
$MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere($ICON_TRIADS, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
return 

:SYN5_23260
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @SYN5_23278 
Camera.Restore_WithJumpCut

:SYN5_23278
Object.Destroy(73@)
Marker.Disable(79@)
04EF: release_animation "DANCING" 
04EF: release_animation "KISSING" 
04EF: release_animation "MISC" 
04EF: release_animation "RYDER" 
Marker.Disable(80@)
Marker.Disable(81@)
Marker.Disable(82@)
Marker.Disable(83@)
Marker.Disable(84@)
Marker.Disable(85@)
Marker.Disable(79@)
Marker.Disable(86@)
0650: destroy_particle 59@ 
0650: destroy_particle 60@ 
0650: destroy_particle 61@ 
0650: destroy_particle 62@ 
Model.Destroy(#PICADOR)
Model.Destroy(#TAHOMA)
Model.Destroy(#MAVERICK)
Model.Destroy(#SPEEDER)
Model.Destroy(#BALLAS1)
Model.Destroy(#BALLAS2)
Model.Destroy(#TRIBOSS)
Model.Destroy(#TRIADA)
Model.Destroy(#SFR1)
Model.Destroy(#SFR2)
Model.Destroy(#SNIPER)
Model.Destroy(#TEC9)
Model.Destroy(#PONY)
Model.Destroy(#CELLPHONE)
Model.Destroy(#BANSHEE)
Model.Destroy(#SNIPER_ANIM)
Model.Destroy(#TEARGAS)
Model.Destroy(#SAVANNA)
Model.Destroy(#DYN_WOODPILE2)
Model.Destroy(#AK47)
02D1: remove_fire 72@ 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SYN5_23511 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:SYN5_23511
09F5: disable_player_mutal_activities 0 
01B7: release_weather 
Actor.DestroyWithFade($ACTOR_CESAR)
Actor.DestroyWithFade($ACTOR_RYDER)
Actor.DestroyWithFade(34@)
Actor.DestroyWithFade(35@)
091E: create_forbidden_for_boats_cube_cornerA -1755.6 1256.6 0.0 cornerB -1598.2 1660.1 50.0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
09D2: unknown_flag 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:SYN5_23605
if 
  10 > 87@ 
else_jump @SYN5_23664 
if 
   Actor.Dead($ACTOR_CESAR)
else_jump @SYN5_23664 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_04' time 7000 flag 1  // ~r~Cesar wurde gettet!
90@ = 1 

:SYN5_23664
if 
  87@ == 3 
else_jump @SYN5_23714 
if 
   Actor.Dead($415)
else_jump @SYN5_23714 
00BE: text_clear_all 
88@ = 0 
87@ = 10 

:SYN5_23714
if or
  87@ == 2 
  87@ > 3 
else_jump @SYN5_23798 
if 
   not 87@ == 10 
else_jump @SYN5_23798 
if 
   Actor.Dead($415)
else_jump @SYN5_23798 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_05' time 7000 flag 1  // ~r~Der Triaden-Anfhrer wurde gettet!
90@ = 1 

:SYN5_23798
return 

:SYN5_23800
if 
   Actor.Dead(45@)
else_jump @SYN5_23905 
0209: 107@ = random_int_in_ranges 0 2 
45@ = Actor.Create(Mission2, 108@(107@,7i), -1713.16, 1356.57, 16.2)
Actor.Angle(45@) = 44.5
01B2: give_actor 45@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: unknown_actor 45@ flag 1 
060B: set_actor 45@ decision_maker_to 197@ 
0350: set_actor 45@ maintain_position_when_attacked 1 
02A9: set_actor 45@ immune_to_nonplayer 1 

:SYN5_23905
if 
   Actor.Dead(46@)
else_jump @SYN5_24010 
0209: 107@ = random_int_in_ranges 0 2 
46@ = Actor.Create(Mission2, 108@(107@,7i), -1682.9, 1379.8, 13.8)
Actor.Angle(46@) = 36.8
01B2: give_actor 46@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: unknown_actor 46@ flag 1 
060B: set_actor 46@ decision_maker_to 197@ 
0350: set_actor 46@ maintain_position_when_attacked 1 
02A9: set_actor 46@ immune_to_nonplayer 1 

:SYN5_24010
if 
   Actor.Dead(47@)
else_jump @SYN5_24115 
0209: 107@ = random_int_in_ranges 0 2 
47@ = Actor.Create(Mission2, 108@(107@,7i), -1686.2, 1393.2, 20.5)
Actor.Angle(47@) = 276.9
01B2: give_actor 47@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: unknown_actor 47@ flag 1 
060B: set_actor 47@ decision_maker_to 197@ 
0350: set_actor 47@ maintain_position_when_attacked 1 
02A9: set_actor 47@ immune_to_nonplayer 1 

:SYN5_24115
if 
   Actor.Dead(48@)
else_jump @SYN5_24220 
0209: 107@ = random_int_in_ranges 0 2 
48@ = Actor.Create(Mission2, 108@(107@,7i), -1686.4, 1345.6, 16.2)
Actor.Angle(48@) = 4.0
01B2: give_actor 48@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: unknown_actor 48@ flag 1 
060B: set_actor 48@ decision_maker_to 197@ 
0350: set_actor 48@ maintain_position_when_attacked 1 
02A9: set_actor 48@ immune_to_nonplayer 1 

:SYN5_24220
if 
   Actor.Dead(49@)
else_jump @SYN5_24325 
0209: 107@ = random_int_in_ranges 0 2 
49@ = Actor.Create(Mission2, 108@(107@,7i), -1661.0, 1362.2, 17.4)
Actor.Angle(49@) = 236.8
01B2: give_actor 49@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: unknown_actor 49@ flag 1 
060B: set_actor 49@ decision_maker_to 197@ 
0350: set_actor 49@ maintain_position_when_attacked 1 
02A9: set_actor 49@ immune_to_nonplayer 1 

:SYN5_24325
if 
   Actor.Dead(50@)
else_jump @SYN5_24430 
0209: 107@ = random_int_in_ranges 0 2 
50@ = Actor.Create(Mission2, 108@(107@,7i), -1641.6, 1369.9, 17.4)
Actor.Angle(50@) = 211.1
01B2: give_actor 50@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: unknown_actor 50@ flag 1 
060B: set_actor 50@ decision_maker_to 197@ 
0350: set_actor 50@ maintain_position_when_attacked 1 
02A9: set_actor 50@ immune_to_nonplayer 1 

:SYN5_24430
return 

:SYN5_24432
if 
   Actor.Dead($415)
else_jump @SYN5_24602 
$415 = Actor.Create(Mission1, #TRIBOSS, -1687.4, 1321.1, 6.2)
Actor.Angle($415) = 326.8
0337: set_actor $415 visibility 0 
01B2: give_actor $415 weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor $415 targetable 1 
060B: set_actor $415 decision_maker_to 197@ 
0350: set_actor $415 maintain_position_when_attacked 1 
02A9: set_actor $415 immune_to_nonplayer 1 
0615: define_AS_pack_begin 195@ 
099F: unknown_actor -1 flag 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 1000.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_24602
if 
   Actor.Dead(36@)
else_jump @SYN5_24775 
36@ = Actor.Create(Mission1, #TRIADA, -1689.5, 1320.2, 6.2)
Actor.Angle(36@) = 312.1
01B2: give_actor 36@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 36@ cower 360000000 ms 
0568: set_actor 36@ targetable 1 
060B: set_actor 36@ decision_maker_to 197@ 
0350: set_actor 36@ maintain_position_when_attacked 1 
02A9: set_actor 36@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 195@ 
099F: unknown_actor -1 flag 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 1000.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_24775
if 
   Actor.Dead(37@)
else_jump @SYN5_24948 
37@ = Actor.Create(Mission1, #TRIADA, -1688.1, 1319.3, 6.2)
Actor.Angle(37@) = 327.2
01B2: give_actor 37@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 37@ cower 360000000 ms 
0568: set_actor 37@ targetable 1 
060B: set_actor 37@ decision_maker_to 197@ 
0350: set_actor 37@ maintain_position_when_attacked 1 
02A9: set_actor 37@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 195@ 
099F: unknown_actor -1 flag 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 1000.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_24948
if 
   Actor.Dead(38@)
else_jump @SYN5_25121 
38@ = Actor.Create(Mission1, #TRIADA, -1686.5, 1318.0, 6.2)
Actor.Angle(38@) = 346.0
01B2: give_actor 38@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 38@ cower 360000000 ms 
0568: set_actor 38@ targetable 1 
060B: set_actor 38@ decision_maker_to 197@ 
0350: set_actor 38@ maintain_position_when_attacked 1 
02A9: set_actor 38@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 195@ 
099F: unknown_actor -1 flag 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 1000.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_25121
return 

:SYN5_25123
if 
   Actor.Dead(35@)
else_jump @SYN5_25219 
35@ = Actor.Create(Mission2, #SPECIAL04, -1716.0, 1349.8, 6.2)
Actor.WeaponAccuracy(35@) = 130@
0245: set_actor 35@ walk_style_to "GANG2" 
Actor.Angle(35@) = 229.4
01B2: give_actor 35@ weapon 30 ammo 30000 // Load the weapon model before using this 
060B: set_actor 35@ decision_maker_to 197@ 
0350: set_actor 35@ maintain_position_when_attacked 1 

:SYN5_25219
if 
   Actor.Dead(45@)
else_jump @SYN5_25306 
0209: 107@ = random_int_in_ranges 0 2 
45@ = Actor.Create(Mission2, 108@(107@,7i), -1716.8, 1351.6, 6.2)
Actor.WeaponAccuracy(45@) = 130@
Actor.Angle(45@) = 229.4
060B: set_actor 45@ decision_maker_to 196@ 
02A9: set_actor 45@ immune_to_nonplayer 1 

:SYN5_25306
if 
   Actor.Dead(46@)
else_jump @SYN5_25405 
0209: 107@ = random_int_in_ranges 0 2 
46@ = Actor.Create(Mission2, 108@(107@,7i), -1720.5, 1353.7, 6.2)
Actor.WeaponAccuracy(46@) = 130@
0245: set_actor 46@ walk_style_to "GANG2" 
Actor.Angle(46@) = 229.4
060B: set_actor 46@ decision_maker_to 196@ 
02A9: set_actor 46@ immune_to_nonplayer 1 

:SYN5_25405
if 
   Actor.Dead(47@)
else_jump @SYN5_25502 
0209: 107@ = random_int_in_ranges 0 2 
47@ = Actor.Create(Mission2, 108@(107@,7i), -1718.4, 1351.3, 6.2)
Actor.WeaponAccuracy(47@) = 130@
Actor.Angle(47@) = 236.0
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 196@ 
02A9: set_actor 47@ immune_to_nonplayer 1 

:SYN5_25502
if 
   Actor.Dead(48@)
else_jump @SYN5_25611 
0209: 107@ = random_int_in_ranges 0 2 
48@ = Actor.Create(Mission2, 108@(107@,7i), -1718.2, 1353.3, 6.2)
Actor.WeaponAccuracy(48@) = 130@
0245: set_actor 48@ walk_style_to "GANG1" 
Actor.Angle(48@) = 301.0
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 48@ decision_maker_to 196@ 
02A9: set_actor 48@ immune_to_nonplayer 1 

:SYN5_25611
return 

:SYN5_25613
if 
   Car.Wrecked(55@)
else_jump @SYN5_25693 
0674: set_car_model #PICADOR numberplate "_SHERM__" 
55@ = Car.Create(#PICADOR, -1774.2, 1376.8, 5.7)
0229: set_car 55@ primary_color_to 84 secondary_color_to 84 
Car.Angle(55@) = 251.8
Car.DoorStatus(55@) = 3

:SYN5_25693
if 
   Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_25769 
0129: $ACTOR_RYDER = create_actor_pedtype 25 model #SPECIAL02 in_car 55@ driverseat 
Actor.WeaponAccuracy($ACTOR_RYDER) = 130@
01B2: give_actor $ACTOR_RYDER weapon 30 ammo 30000 // Load the weapon model before using this 
060B: set_actor $ACTOR_RYDER decision_maker_to 197@ 
02A9: set_actor $ACTOR_RYDER immune_to_nonplayer 1 
0446: set_actor $ACTOR_RYDER immune_to_headshots 0 
Actor.Armour($ACTOR_RYDER) = 100

:SYN5_25769
if 
   Actor.Dead(39@)
else_jump @SYN5_25846 
0209: 107@ = random_int_in_ranges 3 5 
01C8: 39@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 55@ passenger_seat -1 
Actor.WeaponAccuracy(39@) = 130@
01B2: give_actor 39@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 39@ decision_maker_to 196@ 
02A9: set_actor 39@ immune_to_nonplayer 1 

:SYN5_25846
if 
   Car.Wrecked(56@)
else_jump @SYN5_25902 
56@ = Car.Create(#TAHOMA, -1784.2, 1379.8, 5.7)
Car.Angle(56@) = 251.8
Car.DoorStatus(56@) = 3

:SYN5_25902
if 
   Actor.Dead(41@)
else_jump @SYN5_25977 
0209: 107@ = random_int_in_ranges 3 5 
0129: 41@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 56@ driverseat 
Actor.WeaponAccuracy(41@) = 130@
01B2: give_actor 41@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 41@ decision_maker_to 196@ 
02A9: set_actor 41@ immune_to_nonplayer 1 

:SYN5_25977
if 
   Actor.Dead(42@)
else_jump @SYN5_26054 
0209: 107@ = random_int_in_ranges 3 5 
01C8: 42@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 56@ passenger_seat 0 
Actor.WeaponAccuracy(42@) = 130@
01B2: give_actor 42@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 42@ decision_maker_to 196@ 
02A9: set_actor 42@ immune_to_nonplayer 1 

:SYN5_26054
if 
   Car.Wrecked(57@)
else_jump @SYN5_26110 
57@ = Car.Create(#TAHOMA, -1795.0, 1383.6, 5.7)
Car.Angle(57@) = 251.8
Car.DoorStatus(57@) = 3

:SYN5_26110
if 
   Actor.Dead(43@)
else_jump @SYN5_26185 
0209: 107@ = random_int_in_ranges 3 5 
0129: 43@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 57@ driverseat 
Actor.WeaponAccuracy(43@) = 130@
01B2: give_actor 43@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 43@ decision_maker_to 196@ 
02A9: set_actor 43@ immune_to_nonplayer 1 

:SYN5_26185
if 
   Actor.Dead(44@)
else_jump @SYN5_26262 
0209: 107@ = random_int_in_ranges 3 5 
01C8: 44@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 57@ passenger_seat 0 
Actor.WeaponAccuracy(44@) = 130@
01B2: give_actor 44@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 44@ decision_maker_to 196@ 
02A9: set_actor 44@ immune_to_nonplayer 1 

:SYN5_26262
return 

:SYN5_26264
if 
   Car.Wrecked(58@)
else_jump @SYN5_26372 
58@ = Car.Create(#MAVERICK, -1600.9, 1424.6, 300.8)
Car.Angle(58@) = 97.2
Car.DoorStatus(58@) = 3
0853: unknown_heli 58@ flag 3 
0825: set_helicopter 58@ instant_rotor_start 
Car.SetSpeedInstantly(58@, 10.0)
04A2: set_heli 58@ fly_to -1600.9 1424.6 300.0 altitude_between 0.0 and 300.0 

:SYN5_26372
if 
   Actor.Dead(34@)
else_jump @SYN5_26435 
01C8: 34@ = create_actor_pedtype 25 model #SPECIAL03 in_car 58@ passenger_seat 0 
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 34@ decision_maker_to 197@ 
0446: set_actor 34@ immune_to_headshots 0 
02A9: set_actor 34@ immune_to_nonplayer 1 

:SYN5_26435
return 

:SYN5_26437
if 
   not Actor.Dead(45@)
else_jump @SYN5_26586 
if 
  115@ == 0 
else_jump @SYN5_26586 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1705.8 1359.5 16.2 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1701.3 1356.7 16.2 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 236.7 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
if 
   not Actor.Dead($415)
else_jump @SYN5_26561 
05E2: AS_actor -1 kill_actor $415 

:SYN5_26561
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
115@ = 1 

:SYN5_26586
if 
   not Actor.Dead(46@)
else_jump @SYN5_26726 
if 
  116@ == 0 
else_jump @SYN5_26726 
0615: define_AS_pack_begin 195@ 
if 
   not Actor.Dead($415)
else_jump @SYN5_26701 
05D3: AS_actor -1 goto_point -1703.3 1361.5 16.2 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1699.8 1357.9 16.2 mode 6 -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $415 

:SYN5_26701
0616: define_AS_pack_end 195@ 
0618: assign_actor 46@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
116@ = 1 

:SYN5_26726
if 
   not Actor.Dead(47@)
else_jump @SYN5_26866 
if 
  117@ == 0 
else_jump @SYN5_26866 
0615: define_AS_pack_begin 195@ 
if 
   not Actor.Dead($415)
else_jump @SYN5_26841 
05D3: AS_actor -1 goto_point -1689.2 1371.8 14.0 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 202.3 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0668: AS_actor -1 rotate_and_shoot_at -1687.6 1367.1 15.0 -2 ms 

:SYN5_26841
0616: define_AS_pack_end 195@ 
0618: assign_actor 47@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
117@ = 1 

:SYN5_26866
if 
   not Actor.Dead(48@)
else_jump @SYN5_26969 
if 
  118@ == 0 
else_jump @SYN5_26969 
0615: define_AS_pack_begin 195@ 
if 
   not Actor.Dead($415)
else_jump @SYN5_26944 
05D4: AS_actor -1 rotate_angle 107.3 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $415 

:SYN5_26944
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
118@ = 1 

:SYN5_26969
if 
   not Actor.Dead(49@)
else_jump @SYN5_27086 
if 
  119@ == 0 
else_jump @SYN5_27086 
0615: define_AS_pack_begin 195@ 
if 
   not Actor.Dead($415)
else_jump @SYN5_27061 
05D3: AS_actor -1 goto_point -1674.2 1345.9 16.2 mode 6 -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $415 

:SYN5_27061
0616: define_AS_pack_end 195@ 
0618: assign_actor 49@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
119@ = 1 

:SYN5_27086
if 
   not Actor.Dead(50@)
else_jump @SYN5_27241 
if 
  120@ == 0 
else_jump @SYN5_27241 
099F: unknown_actor 50@ flag 1 
0615: define_AS_pack_begin 195@ 
if 
   not Actor.Dead($415)
else_jump @SYN5_27216 
05D3: AS_actor -1 goto_point -1643.6 1368.7 17.8 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 136.5 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point -1661.5 1354.3 15.1 mode 6 -1 ms // versionA 
05E2: AS_actor -1 kill_actor $415 

:SYN5_27216
0616: define_AS_pack_end 195@ 
0618: assign_actor 50@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
120@ = 1 

:SYN5_27241
if 
   not Actor.Dead($415)
else_jump @SYN5_27318 
if 
  121@ == 0 
else_jump @SYN5_27318 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
121@ = 1 

:SYN5_27318
if 
   not Actor.Dead(36@)
else_jump @SYN5_27395 
if 
  122@ == 0 
else_jump @SYN5_27395 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
122@ = 1 

:SYN5_27395
if 
   not Actor.Dead(37@)
else_jump @SYN5_27472 
if 
  123@ == 0 
else_jump @SYN5_27472 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
123@ = 1 

:SYN5_27472
if 
   not Actor.Dead(38@)
else_jump @SYN5_27549 
if 
  124@ == 0 
else_jump @SYN5_27549 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
124@ = 1 

:SYN5_27549
return 

:SYN5_27551
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_29052 
if 
   not Car.Wrecked(65@)
else_jump @SYN5_29052 
if 
   Actor.InCar($ACTOR_RYDER, 65@)
else_jump @SYN5_29052 
if 
  125@ == 0 
else_jump @SYN5_27923 
04D8: set_actor $ACTOR_RYDER drowns_in_water 1 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 65@ to -1500.087 1396.939 -0.7305 speed 15.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1347.703 1319.215 0.0282 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1250.07 1178.178 -0.1243 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1158.0 1033.016 -0.1089 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1054.175 920.3442 0.0405 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1005.599 787.5093 0.2581 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -883.1418 608.1723 -0.1191 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -735.4338 521.1882 -0.1478 speed 30.0 0 model #NULL 2 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
125@ = 1 
return 

:SYN5_27923
if 
  125@ == 1 
else_jump @SYN5_28266 
062E: unknown_get_actor $ACTOR_RYDER task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @SYN5_28266 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 65@ to -572.1049 467.9407 0.3352 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -404.1097 430.3622 0.3394 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -233.5327 424.5564 0.2022 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -63.8903 409.6541 0.0351 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 106.3031 423.1877 -0.0997 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 274.607 452.5373 0.0679 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 442.7346 482.1971 0.239 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 611.5419 513.3603 0.1773 speed 30.0 0 model #NULL 2 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
125@ = 2 
return 

:SYN5_28266
if 
  125@ == 2 
else_jump @SYN5_28609 
062E: unknown_get_actor $ACTOR_RYDER task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @SYN5_28609 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 65@ to 779.744 547.2416 0.1644 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 945.0496 589.466 0.0676 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1113.117 620.2682 -0.0797 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1282.496 600.009 -0.1302 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1451.739 568.6847 -0.1388 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1620.593 536.4412 -0.0845 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1789.897 510.063 -0.3449 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1959.206 491.1599 -0.0624 speed 30.0 0 model #NULL 2 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
125@ = 3 
return 

:SYN5_28609
if 
  125@ == 3 
else_jump @SYN5_28898 
062E: unknown_get_actor $ACTOR_RYDER task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @SYN5_28898 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 65@ to 2130.127 479.1175 0.132 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2301.982 467.9901 -0.1513 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2471.664 456.259 -0.0586 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2641.982 442.9174 0.4767 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2812.749 425.1894 0.0436 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2982.472 401.9557 -0.7104 speed 100.0 0 model #NULL 2 
06C7: AS_actor -1 driver_of_car 65@ perform_action 9 timelimit 860000 
0616: define_AS_pack_end 195@ 
0618: assign_actor $ACTOR_RYDER to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
125@ = 4 

:SYN5_28898
if 
0202:   actor $PLAYER_ACTOR near_car 65@ radius 50.0 50.0 flag 0 
else_jump @SYN5_28946 
02DB: set_boat 65@ speed_to 40.0 
jump @SYN5_29052 

:SYN5_28946
if 
0202:   actor $PLAYER_ACTOR near_car 65@ radius 100.0 100.0 flag 0 
else_jump @SYN5_28994 
02DB: set_boat 65@ speed_to 30.0 
jump @SYN5_29052 

:SYN5_28994
if 
0202:   actor $PLAYER_ACTOR near_car 65@ radius 180.0 180.0 flag 0 
else_jump @SYN5_29042 
02DB: set_boat 65@ speed_to 20.0 
jump @SYN5_29052 

:SYN5_29042
02DB: set_boat 65@ speed_to 10.0 

:SYN5_29052
return 

:SYN5_29054
if 
  126@ == 1 
else_jump @SYN5_29118 
if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @SYN5_29118 
Marker.Disable(79@)
79@ = Marker.CreateAboveActor($ACTOR_CESAR)
07E0: set_marker 79@ type_to 1 
126@ = 0 

:SYN5_29118
if 
  126@ == 0 
else_jump @SYN5_29239 
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 8.0 8.0 8.0 sphere 0 
else_jump @SYN5_29239 
if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @SYN5_29203 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 

:SYN5_29203
Marker.Disable(79@)
if 
   not Actor.Dead(35@)
else_jump @SYN5_29232 
79@ = Marker.CreateAboveActor(35@)

:SYN5_29232
126@ = 1 

:SYN5_29239
return 

:SYN5_29241
0209: 129@ = random_int_in_ranges 1 37 
if 
  129@ == 1 
else_jump @SYN5_29283 
0674: set_car_model 128@ numberplate "GOT_M00_" 

:SYN5_29283
if 
  129@ == 2 
else_jump @SYN5_29316 
0674: set_car_model 128@ numberplate "M00TV_4U" 

:SYN5_29316
if 
  129@ == 3 
else_jump @SYN5_29349 
0674: set_car_model 128@ numberplate "MATHEW_2" 

:SYN5_29349
if 
  129@ == 4 
else_jump @SYN5_29382 
0674: set_car_model 128@ numberplate "D4_DEW0R" 

:SYN5_29382
if 
  129@ == 5 
else_jump @SYN5_29415 
0674: set_car_model 128@ numberplate "D0DE_777" 

:SYN5_29415
if 
  129@ == 6 
else_jump @SYN5_29448 
0674: set_car_model 128@ numberplate "DAM0_666" 

:SYN5_29448
if 
  129@ == 7 
else_jump @SYN5_29481 
0674: set_car_model 128@ numberplate "C0NEY_88" 

:SYN5_29481
if 
  129@ == 8 
else_jump @SYN5_29514 
0674: set_car_model 128@ numberplate "PRE4CHER" 

:SYN5_29514
if 
  129@ == 9 
else_jump @SYN5_29547 
0674: set_car_model 128@ numberplate "DBP_4NDY" 

:SYN5_29547
if 
  129@ == 10 
else_jump @SYN5_29580 
0674: set_car_model 128@ numberplate "EV1L_SLY" 

:SYN5_29580
if 
  129@ == 11 
else_jump @SYN5_29613 
0674: set_car_model 128@ numberplate "N1_R4V3N" 

:SYN5_29613
if 
  129@ == 12 
else_jump @SYN5_29646 
0674: set_car_model 128@ numberplate "D1VX_Z00" 

:SYN5_29646
if 
  129@ == 13 
else_jump @SYN5_29678 
0674: set_car_model 128@ numberplate "MR_B3NN" 

:SYN5_29678
if 
  129@ == 14 
else_jump @SYN5_29711 
0674: set_car_model 128@ numberplate "R3D_R4SP" 

:SYN5_29711
if 
  129@ == 15 
else_jump @SYN5_29744 
0674: set_car_model 128@ numberplate "LA_B0MBA" 

:SYN5_29744
if 
  129@ == 16 
else_jump @SYN5_29777 
0674: set_car_model 128@ numberplate "L3337_0G" 

:SYN5_29777
if 
  129@ == 17 
else_jump @SYN5_29810 
0674: set_car_model 128@ numberplate "BUDD4H_X" 

:SYN5_29810
if 
  129@ == 18 
else_jump @SYN5_29843 
0674: set_car_model 128@ numberplate "T3H_BUCK" 

:SYN5_29843
if 
  129@ == 19 
else_jump @SYN5_29876 
0674: set_car_model 128@ numberplate "CHUNKY_1" 

:SYN5_29876
if 
  129@ == 20 
else_jump @SYN5_29909 
0674: set_car_model 128@ numberplate "EV1L_BNZ" 

:SYN5_29909
if 
  129@ == 21 
else_jump @SYN5_29942 
0674: set_car_model 128@ numberplate "S4ND_M4N" 

:SYN5_29942
if 
  129@ == 22 
else_jump @SYN5_29975 
0674: set_car_model 128@ numberplate "RKK_DBP1" 

:SYN5_29975
if 
  129@ == 23 
else_jump @SYN5_30008 
0674: set_car_model 128@ numberplate "RE1_K0KU" 

:SYN5_30008
if 
  129@ == 24 
else_jump @SYN5_30041 
0674: set_car_model 128@ numberplate "S3XY_JUD" 

:SYN5_30041
if 
  129@ == 25 
else_jump @SYN5_30074 
0674: set_car_model 128@ numberplate "SUNRA_93" 

:SYN5_30074
if 
  129@ == 26 
else_jump @SYN5_30107 
0674: set_car_model 128@ numberplate "UG_FUX69" 

:SYN5_30107
if 
  129@ == 27 
else_jump @SYN5_30140 
0674: set_car_model 128@ numberplate "LI0N_CUM" 

:SYN5_30140
if 
  129@ == 28 
else_jump @SYN5_30173 
0674: set_car_model 128@ numberplate "RKK_PWND" 

:SYN5_30173
if 
  129@ == 29 
else_jump @SYN5_30206 
0674: set_car_model 128@ numberplate "HAZE_B0B" 

:SYN5_30206
if 
  129@ == 30 
else_jump @SYN5_30239 
0674: set_car_model 128@ numberplate "T3H_FLUF" 

:SYN5_30239
if 
  129@ == 31 
else_jump @SYN5_30272 
0674: set_car_model 128@ numberplate "BM_4NDY_" 

:SYN5_30272
if 
  129@ == 32 
else_jump @SYN5_30305 
0674: set_car_model 128@ numberplate "BM_D34N_" 

:SYN5_30305
if 
  129@ == 33 
else_jump @SYN5_30338 
0674: set_car_model 128@ numberplate "BM_L4C3Y" 

:SYN5_30338
if 
  129@ == 34 
else_jump @SYN5_30371 
0674: set_car_model 128@ numberplate "BM_D3V__" 

:SYN5_30371
if 
  129@ == 35 
else_jump @SYN5_30404 
0674: set_car_model 128@ numberplate "NU_SK00L" 

:SYN5_30404
if 
  129@ == 36 
else_jump @SYN5_30437 
0674: set_car_model 128@ numberplate "G4L_AVET" 

:SYN5_30437
if 
  129@ == 37 
else_jump @SYN5_30470 
0674: set_car_model 128@ numberplate "M0J0_J0J" 

:SYN5_30470
return 

:SYN5_30472
if 
  132@ == 1 
else_jump @SYN5_30521 
05AA: 136@s = 'SYN5_AA'  // ~z~Hey Kumpel, ich bin hier oben. Geh hinten rum!
04AF: 168@ = 39600 // @ = any 
184@ = 1 

:SYN5_30521
if 
  132@ == 2 
else_jump @SYN5_30881 
05AA: 136@s = 'SYN5_BA'  // ~z~Hey, Mann.
05AA: 138@s = 'SYN5_BB'  // ~z~Gut, dass du diese Nachricht bekommen hast.
05AA: 140@s = 'SYN5_BC'  // ~z~Jizzy?
05AA: 142@s = 'SYN5_BD'  // ~z~Tot. Also, wie ist der Plan, Mann?
05AA: 144@s = 'SYN5_BE'  // ~z~T-Bones Security-Leute waren schon ganz frh da.
05AA: 146@s = 'SYN5_BF'  // ~z~Sie haben Mnner auf den Dchern, die den Pier im Auge haben.
05AA: 148@s = 'MOBRING'  // ~z~(Telefon klingelt)
05AA: 150@s = 'SYN5_BG'  // ~z~Hey.
05AA: 152@s = 'SYN5_BH'  // ~z~Okay, gut, gut, ich sehe euch.
05AA: 154@s = 'SYN5_BJ'  // ~z~Das waren Woozies Jungs, sie sind in Stellung.
05AA: 156@s = 'SYN5_BK'  // ~z~Da! Unten am Seiteneingang.
05AA: 158@s = 'SYN5_BL'  // ~z~Scheie, sie gehen aufs Dach rauf!
05AA: 160@s = 'SYN5_BM'  // ~z~Scheie!
05AA: 162@s = 'SYN5_BN'  // ~z~Wir mssen T-Bones Mnner auf den Dchern erledigen, bevor das Ding hier vllig in die Hose geht!
04AF: 168@ = 39601 // @ = any 
04AF: 169@ = 39602 // @ = any 
04AF: 170@ = 39603 // @ = any 
04AF: 171@ = 39604 // @ = any 
04AF: 172@ = 39605 // @ = any 
04AF: 173@ = 39606 // @ = any 
04AF: 174@ = 20804 // @ = any 
04AF: 175@ = 39607 // @ = any 
04AF: 176@ = 39608 // @ = any 
04AF: 177@ = 39609 // @ = any 
04AF: 178@ = 39610 // @ = any 
04AF: 179@ = 39611 // @ = any 
04AF: 180@ = 39612 // @ = any 
04AF: 181@ = 39613 // @ = any 
0085: 184@ = 135@ // (int) 

:SYN5_30881
if 
  132@ == 3 
else_jump @SYN5_31027 
05AA: 138@s = 'SYN5_CB'  // ~z~Scheie, sie sind voll in die Falle getappt!
05AA: 140@s = 'SYN5_CC'  // ~z~Mach sie fertig, CJ, die stecken in der Scheie!
05AA: 142@s = 'SYN5_CD'  // ~z~Einer von den Triadenjungs ist draufgegangen!
05AA: 144@s = 'SYN5_CE'  // ~z~Schon wieder ein Mountain Cloud Boy weniger!
05AA: 146@s = 'SYN5_CF'  // ~z~Die machen Hackfleisch aus ihnen, CJ, kauf dir diese verdammten Rifas!
04AF: 169@ = 39615 // @ = any 
04AF: 170@ = 39616 // @ = any 
04AF: 171@ = 39617 // @ = any 
04AF: 172@ = 39618 // @ = any 
04AF: 173@ = 39619 // @ = any 
0085: 184@ = 135@ // (int) 

:SYN5_31027
if 
  132@ == 4 
else_jump @SYN5_31173 
05AA: 136@s = 'SYN5_DA'  // ~z~Oh yeah, einer weniger...
05AA: 138@s = 'SYN5_DB'  // ~z~Gut so, CJ, mach noch mehr von den Rifas fertig!
05AA: 140@s = 'SYN5_DC'  // ~z~Nur noch ein paar, Kumpel...
05AA: 142@s = 'SYN5_DD'  // ~z~Da sind noch ein paar rechts...
05AA: 144@s = 'SYN5_DE'  // ~z~Links sind noch ein paar, CJ...
04AF: 168@ = 39620 // @ = any 
04AF: 169@ = 39621 // @ = any 
04AF: 170@ = 39622 // @ = any 
04AF: 171@ = 39623 // @ = any 
04AF: 172@ = 39624 // @ = any 
0085: 184@ = 135@ // (int) 

:SYN5_31173
if 
  132@ == 5 
else_jump @SYN5_31295 
05AA: 136@s = 'SYN5_EA'  // ~z~Oh, Mann, du hast zugelassen, dass sie alle ausradiert wurden!
05AA: 138@s = 'SYN5_EB'  // ~z~CJ, was war los? Wegen dir sind sie zu Hackfleisch gemacht worden!
05AA: 140@s = 'SYN5_EC'  // ~z~Ohne Woozies Jungs schaffen wir das nicht, Mann...
05AA: 142@s = 'SYN5_ED'  // ~z~Das darfst du aber Woozie erklren, Kumpel.
04AF: 168@ = 39625 // @ = any 
04AF: 169@ = 39626 // @ = any 
04AF: 170@ = 39627 // @ = any 
04AF: 171@ = 39628 // @ = any 
0085: 184@ = 135@ // (int) 

:SYN5_31295
if 
  132@ == 7 
else_jump @SYN5_31585 
05AA: 136@s = 'SYN5_GZ'  // ~z~Mann, das war astrein geschossen!
05AA: 140@s = 'SYN5_GC'  // ~z~Da kommt T-Bone...
05AA: 142@s = 'SYN5_GD'  // ~z~Und da ist Ryder, diese Schlange.
05AA: 144@s = 'SYN5_GE'  // ~z~Sieh dir diesen Idioten an, hngt mit Ballas rum, als ob sie alte Sandkastenkumpels wren.
05AA: 150@s = 'SYN5_GH'  // ~z~Da stimmt was nicht. Wo ist Toreno?
05AA: 152@s = 'SYN5_GJ'  // ~z~Heli im Anflug!
05AA: 154@s = 'SYN5_GK'  // ~z~Das muss Toreno sein.
05AA: 156@s = 'SYN5_GL'  // ~z~Oh Scheie, er sieht bestimmt die Leichen auf den Dchern!
05AA: 158@s = 'SYN5_GM'  // ~z~Zu spt, Mann, er haut ab!
05AA: 160@s = 'SYN5_GX'  // ~z~Rauchgranaten!
05AA: 162@s = 'SYN5_GW'  // ~z~So viel zum berraschungsmoment. Los, wir mssen diese Idioten sofort ausschalten.
04AF: 168@ = 39648 // @ = any 
04AF: 170@ = 39633 // @ = any 
04AF: 171@ = 39634 // @ = any 
04AF: 172@ = 39635 // @ = any 
04AF: 175@ = 39638 // @ = any 
04AF: 176@ = 39639 // @ = any 
04AF: 177@ = 39640 // @ = any 
04AF: 178@ = 39641 // @ = any 
04AF: 179@ = 39642 // @ = any 
04AF: 180@ = 39646 // @ = any 
04AF: 181@ = 39645 // @ = any 
0085: 184@ = 135@ // (int) 

:SYN5_31585
if 
  132@ == 8 
else_jump @SYN5_31755 
05AA: 136@s = 'SYN5_HH'  // ~z~Mendez, ich seh dich, du Rifa-Motherfucker!
05AA: 138@s = 'SYN5_HA'  // ~z~Ryder, du zugedrhntes Arschloch,
05AA: 140@s = 'SYN5_HB'  // ~z~wo willst du hin?
05AA: 142@s = 'SYN5_HC'  // ~z~Du... du hltst mich nicht auf...
05AA: 144@s = 'SYN5_HK'  // ~z~Er ist auf dem Weg zu den Booten!
05AA: 146@s = 'SYN5_HL'  // ~z~Keine Sorge, den schnapp ich mir!
04AF: 168@ = 39656 // @ = any 
04AF: 169@ = 39649 // @ = any 
04AF: 170@ = 39650 // @ = any 
04AF: 171@ = 39651 // @ = any 
04AF: 172@ = 39658 // @ = any 
04AF: 173@ = 39659 // @ = any 
0085: 184@ = 135@ // (int) 

:SYN5_31755
if 
  132@ == 9 
else_jump @SYN5_31853 
05AA: 136@s = 'SYN5_JA'  // ~z~Hey, das ist mein Boot!
05AA: 138@s = 'SYN5_JB'  // ~z~Oh Gott, mein Boot!
05AA: 140@s = 'SYN5_JC'  // ~z~Stopp, du verfluchter Dieb!
04AF: 168@ = 39660 // @ = any 
04AF: 169@ = 39661 // @ = any 
04AF: 170@ = 39662 // @ = any 
0085: 184@ = 135@ // (int) 

:SYN5_31853
if 
  132@ == 10 
else_jump @SYN5_32020 
05AA: 136@s = 'MOBRING'  // ~z~(Telefon klingelt)
05AA: 138@s = 'SYN5_KA'  // ~z~Was luft, Cesar.
05AA: 140@s = 'SYN5_KB'  // ~z~Alles okay, Kumpel? Wir haben dich vom Pier aus mit dem Fernglas beobachtet!
05AA: 142@s = 'SYN5_KC'  // ~z~Ja, ich glaub, ich bin okay.
05AA: 144@s = 'SYN5_KD'  // ~z~Hrt zu, ihr Jungs macht besser die Fliege, gleich wimmelt's dort nur so von Bullen.
05AA: 146@s = 'SYN5_KE'  // ~z~Klar, Mann, wir sehen uns dann in der Werkstatt!
04AF: 168@ = 20804 // @ = any 
04AF: 169@ = 39663 // @ = any 
04AF: 170@ = 39664 // @ = any 
04AF: 171@ = 39665 // @ = any 
04AF: 172@ = 39666 // @ = any 
04AF: 173@ = 39667 // @ = any 
184@ = 6 

:SYN5_32020
if 
  132@ == 11 
else_jump @SYN5_32093 
05AA: 136@s = 'SYN5_HE'  // ~z~Du hast uns verraten, Ryder, du hast uns alle beschissen!
05AA: 138@s = 'SYN5_HF'  // ~z~Ich bin ein... Ich bin ein gottverdammtes Genie!
04AF: 168@ = 39653 // @ = any 
04AF: 169@ = 39654 // @ = any 
184@ = 2 

:SYN5_32093
if 
  132@ == 14 
else_jump @SYN5_32207 
05AA: 136@s = 'CESX_BA'  // ~z~Warte, CJ!
05AA: 138@s = 'CESX_BB'  // ~z~Langsam, CJ!
05AA: 140@s = 'CESX_BC'  // ~z~Warte doch!
05AA: 142@s = 'CESX_BD'  // ~z~Langsamer, Carl!
04AF: 168@ = 10406 // @ = any 
04AF: 169@ = 10407 // @ = any 
04AF: 170@ = 10408 // @ = any 
04AF: 171@ = 10409 // @ = any 
0085: 184@ = 135@ // (int) 

:SYN5_32207
0085: 187@ = 134@ // (int) 
185@ = 0 
186@ = 0 
188@ = 1 
return 

:SYN5_32238
if or
  132@ == 1 
  132@ == 2 
  132@ == 5 
  132@ == 7 
  132@ == 8 
  132@ == 10 
else_jump @SYN5_32345 
if 
001D:   184@ > 134@ // (int) 
else_jump @SYN5_32338 
gosub @SYN5_33325 
gosub @SYN5_33432 
gosub @SYN5_33586 
jump @SYN5_32345 

:SYN5_32338
132@ = 0 

:SYN5_32345
if or
  132@ == 3 
  132@ == 4 
else_jump @SYN5_32478 
if 
001D:   184@ > 134@ // (int) 
else_jump @SYN5_32471 
gosub @SYN5_33325 
gosub @SYN5_33432 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @SYN5_32433 
gosub @SYN5_33586 
jump @SYN5_32464 

:SYN5_32433
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
185@ = 0 
186@ = 0 

:SYN5_32464
jump @SYN5_32478 

:SYN5_32471
132@ = 0 

:SYN5_32478
if 
  132@ == 9 
else_jump @SYN5_32604 
if 
001D:   184@ > 134@ // (int) 
else_jump @SYN5_32597 
gosub @SYN5_33325 
gosub @SYN5_33432 
if 
   not Actor.Dead(67@)
else_jump @SYN5_32559 
gosub @SYN5_33586 
jump @SYN5_32590 

:SYN5_32559
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
185@ = 0 
186@ = 0 

:SYN5_32590
jump @SYN5_32604 

:SYN5_32597
132@ = 0 

:SYN5_32604
if 
  132@ == 11 
else_jump @SYN5_32730 
if 
001D:   184@ > 134@ // (int) 
else_jump @SYN5_32723 
gosub @SYN5_33325 
gosub @SYN5_33432 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @SYN5_32685 
gosub @SYN5_33586 
jump @SYN5_32716 

:SYN5_32685
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
185@ = 0 
186@ = 0 

:SYN5_32716
jump @SYN5_32730 

:SYN5_32723
132@ = 0 

:SYN5_32730
if 
  87@ == 5 
else_jump @SYN5_33323 
if 
  88@ == 0 
else_jump @SYN5_33323 
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @SYN5_32792 
jump @SYN5_32909 

:SYN5_32792
if 
  14 > 132@ 
else_jump @SYN5_32909 
if 
001D:   184@ > 134@ // (int) 
else_jump @SYN5_32836 
134@ += 1 

:SYN5_32836
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
00BE: text_clear_all 
0085: 189@ = 132@ // (int) 
0085: 190@ = 134@ // (int) 
132@ = 14 
0209: 134@ = random_int_in_ranges 0 4 
0085: 135@ = 134@ // (int) 
135@ += 1 
gosub @SYN5_30472 

:SYN5_32909
if 
  132@ == 14 
else_jump @SYN5_33100 
if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @SYN5_33077 
if 
001D:   184@ > 134@ // (int) 
else_jump @SYN5_33047 
gosub @SYN5_33325 
gosub @SYN5_33432 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @SYN5_33009 
gosub @SYN5_33586 
jump @SYN5_33040 

:SYN5_33009
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
185@ = 0 
186@ = 0 

:SYN5_33040
jump @SYN5_33070 

:SYN5_33047
00BB: show_text_lowpriority GXT 'SYN5_10' time 7000 flag 1  // ~s~Du hast ~b~Cesar~s~ zurckgelassen.
132@ = 15 

:SYN5_33070
jump @SYN5_33100 

:SYN5_33077
00BB: show_text_lowpriority GXT 'SYN5_10' time 7000 flag 1  // ~s~Du hast ~b~Cesar~s~ zurckgelassen.
132@ = 15 

:SYN5_33100
if 
  132@ == 15 
else_jump @SYN5_33153 
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @SYN5_33153 
132@ = 16 
134@ = 0 
00BE: text_clear_all 

:SYN5_33153
if 
  132@ == 16 
else_jump @SYN5_33323 
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @SYN5_33268 
33@ = 0 
0085: 132@ = 189@ // (int) 
0085: 134@ = 190@ // (int) 
gosub @SYN5_30472 
if 
  189@ == 0 
else_jump @SYN5_33261 
00BC: show_text_highpriority GXT 'SYN5_06' time 4000 flag 1  // ~s~Finde ~r~T-Bone~s~ und mach ihn fertig!
33@ = 0 

:SYN5_33261
jump @SYN5_33323 

:SYN5_33268
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
132@ = 14 
0209: 134@ = random_int_in_ranges 0 4 
0085: 135@ = 134@ // (int) 
135@ += 1 
gosub @SYN5_30472 

:SYN5_33323
return 

:SYN5_33325
if 
001D:   184@ > 187@ // (int) 
else_jump @SYN5_33430 
if 
  185@ == 0 
else_jump @SYN5_33387 
03CF: load_wav 168@(187@,16i) as 1 
187@ += 1 
185@ = 1 

:SYN5_33387
if 
  186@ == 0 
else_jump @SYN5_33430 
03CF: load_wav 168@(187@,16i) as 2 
187@ += 1 
186@ = 1 

:SYN5_33430
return 

:SYN5_33432
if 
  188@ == 1 
else_jump @SYN5_33508 
if 
  185@ == 1 
else_jump @SYN5_33508 
if 
03D0:   wav 1 loaded 
else_jump @SYN5_33508 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 136@(134@,16s) time 4500 flag 1 
185@ = 2 

:SYN5_33508
if 
  188@ == 2 
else_jump @SYN5_33584 
if 
  186@ == 1 
else_jump @SYN5_33584 
if 
03D0:   wav 2 loaded 
else_jump @SYN5_33584 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 136@(134@,16s) time 4500 flag 1 
186@ = 2 

:SYN5_33584
return 

:SYN5_33586
if 
  185@ == 2 
else_jump @SYN5_33649 
if 
03D2:   wav 1 ended 
else_jump @SYN5_33649 
03D5: remove_text 136@(134@,16s) 
134@ += 1 
188@ = 2 
185@ = 0 

:SYN5_33649
if 
  186@ == 2 
else_jump @SYN5_33712 
if 
03D2:   wav 2 ended 
else_jump @SYN5_33712 
03D5: remove_text 136@(134@,16s) 
134@ += 1 
188@ = 1 
186@ = 0 

:SYN5_33712
return 

//-------------Mission 65---------------
// Originally: T-Bone Mendez

:DRIV2
thread 'DRIV2' 
gosub @DRIV2_47 
if 
wasted_or_busted 
else_jump @DRIV2_38 
gosub @DRIV2_12867 

:DRIV2_38
gosub @DRIV2_12949 
end_thread 

:DRIV2_47
increment_mission_attempts 
054C: use_GXT_table 'FARLIE2' 
$ONMISSION = 1 
wait 0 
37@ = 4 
$1935 = 0 
119@ = 0 

:DRIV2_92
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_262 
123@(119@,4i) = 0 
175@(119@,4i) = 0 
130@(119@,4i) = 0 
139@(119@,4i) = 0 
143@(119@,4i) = 0 
147@(119@,4i) = 0 
151@(119@,4i) = 0 
66@(119@,4i) = 1000 
70@(119@,4i) = 1000 
159@(119@,4i) = 0 
62@(119@,4f) = 20.0 
115@(119@,4i) = 0 
119@ += 1 
jump @DRIV2_92 

:DRIV2_262
90@ = -2730.14 
91@ = 84.24 
92@ = 3.04 
78@ = -2600.53 
82@ = 1337.91 
86@ = 5.6 
79@ = -2855.52 
83@ = 719.95 
87@ = 26.84 
80@ = -1897.94 
84@ = -576.43 
88@ = 22.99 
81@ = -2811.49 
85@ = -326.14 
89@ = 5.72 
93@ = -2622.49 
94@ = 1406.6 
95@ = 6.15 
122@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
134@ = 0 
135@ = 1 
136@ = 2 
137@ = 3 
138@ = 4 
163@ = 0 
164@ = 1 
165@ = 2 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 0 
166@ = 0 
75@ = -2143.27 
76@ = 918.38 
77@ = 79.42 
167@ = 0 
168@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
179@ = 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:DRIV2_655
if 
fading 
else_jump @DRIV2_679 
wait 0 
jump @DRIV2_655 

:DRIV2_679
select_interior 3 
02E4: load_cutscene_data 'FARL_2A' 

:DRIV2_694
if 
86B9:   not cutscene_data_loaded 
else_jump @DRIV2_718 
wait 0 
jump @DRIV2_694 

:DRIV2_718
02E7: start_cutscene 
fade 1 1000 

:DRIV2_727
if 
82E9:   not cutscene_reached_end 
else_jump @DRIV2_751 
wait 0 
jump @DRIV2_727 

:DRIV2_751
fade 0 0 

:DRIV2_757
if 
fading 
else_jump @DRIV2_781 
wait 0 
jump @DRIV2_757 

:DRIV2_781
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
select_interior 0 
Model.Load(#FCR900)
Model.Load(#BOXVILLE)
Model.Load(#KMB_PACKET)
Model.Load(#WMYCR)
Model.Load(#HMYCR)
Model.Load(#MICRO_UZI)

:DRIV2_822
if or
   not Model.Available(#FCR900)
   not Model.Available(#BOXVILLE)
   not Model.Available(#KMB_PACKET)
   not Model.Available(#WMYCR)
   not Model.Available(#HMYCR)
   not Model.Available(#MICRO_UZI)
else_jump @DRIV2_872 
wait 0 
jump @DRIV2_822 

:DRIV2_872
04ED: load_animation "BIKES" 
04ED: load_animation "MISC" 

:DRIV2_889
if or
84EE:   not animation "BIKES" loaded 
84EE:   not animation "MISC" loaded 
else_jump @DRIV2_928 
wait 0 
jump @DRIV2_889 

:DRIV2_928
Camera.SetAtPos(-2625.26, 1407.32, 5.62)
Actor.PutAt($PLAYER_ACTOR, -2625.26, 1407.32, 5.62)
Actor.Angle($PLAYER_ACTOR) = 224.0
Garage.ChangeType('TBON', 19)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
0169: set_fade_color_RGB 0 0 0 
wait 500 
fade 1 1500 
if 
  179@ == 1 
else_jump @DRIV2_1206 
34@ = Car.Create(#BOXVILLE, 0.0, 0.0, -100.0)
184@ = Marker.CreateAboveCar(34@)
119@ = 0 

:DRIV2_1075
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_1206 
38@(119@,4i) = Object.Create(#KMB_PACKET, 0.0, 0.0, -100.0)
180@(119@,4i) = Marker.CreateAboveObject(38@(119@,4i))
54@(119@,4i) = Actor.Create(Mission1, #WMYCR, 0.0, 0.0, -100.0)
58@(119@,4i) = Car.Create(#FCR900, 0.0, 0.0, -100.0)
119@ += 1 
jump @DRIV2_1075 

:DRIV2_1206
01E8: create_forbidden_for_cars_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
018A: 184@ = create_checkpoint_at -1814.82 381.4 17.09 
08FB: set_checkpoint 184@ type_to 1 
00BC: show_text_highpriority GXT 'DRV3_11' time 10000 flag 0  // ~s~Begib dich zu dem ~b~berfallenen Transporter.

:DRIV2_1281
wait 0 
if 
0735:   NOP_false 83 
else_jump @DRIV2_1307 
jump @DRIV2_12885 

:DRIV2_1307
if 
   not 127@ == 1 
else_jump @DRIV2_2338 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV2_1374 
36@ = Actor.Car($PLAYER_ACTOR)
if 
   not 174@ == 1 
else_jump @DRIV2_1374 
174@ = 1 

:DRIV2_1374
if and
   not 122@ == 1 
00EC:   actor $PLAYER_ACTOR 0 near_point -1814.82 381.4 radius 200.0 200.0 
else_jump @DRIV2_1438 
Marker.Disable(184@)
gosub @DRIV2_3466 
122@ = 1 

:DRIV2_1438
if 
  122@ == 1 
else_jump @DRIV2_2338 
077E: get_active_interior_to 121@ 
if 
  121@ == 0 
else_jump @DRIV2_2249 
119@ = 0 

:DRIV2_1486
if and
001D:   37@ > 119@ // (int) 
   not 128@ == 1 
else_jump @DRIV2_1583 
if 
   not Actor.Dead(54@(119@,4i))
else_jump @DRIV2_1569 
080E: get_actor 54@(119@,4i) ped_event_to 110@ 
if 
04A4:   110@ == 49 // @ == any 
else_jump @DRIV2_1569 
128@ = 1 

:DRIV2_1569
119@ += 1 
jump @DRIV2_1486 

:DRIV2_1583
if 
   not 128@ == 1 
else_jump @DRIV2_2249 
if and
   not 129@ == 1 
02EE:   projectile_in_cube_cornerA -1824.82 371.4 12.09 cornerB -1804.82 391.4 22.09 
else_jump @DRIV2_1665 
129@ = 1 
32@ = 0 

:DRIV2_1665
if 
  129@ == 1 
else_jump @DRIV2_2249 
119@ = 0 

:DRIV2_1690
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_2223 
if 
   not Actor.Dead(54@(119@,4i))
else_jump @DRIV2_2209 
Actor.StorePos(54@(119@,4i), $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0089: 186@ = $TEMPVAR_X_COORD // (float) 
186@ -= 3.0 
0089: 187@ = $TEMPVAR_X_COORD // (float) 
187@ += 3.0 
0089: 188@ = $TEMPVAR_Y_COORD // (float) 
188@ -= 3.0 
0089: 189@ = $TEMPVAR_Y_COORD // (float) 
189@ += 3.0 
0089: 190@ = $TEMPVAR_Z_COORD // (float) 
190@ -= 3.0 
0089: 191@ = $TEMPVAR_Z_COORD // (float) 
191@ += 3.0 
if or
0356:   explosion_type 0 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 1 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 2 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 3 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 11 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 12 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
else_jump @DRIV2_2209 
if 
   not Actor.Dead(54@)
else_jump @DRIV2_2019 
05BE: AS_kill_actor 54@ 

:DRIV2_2019
if 
   not Actor.Dead(55@)
else_jump @DRIV2_2040 
05BE: AS_kill_actor 55@ 

:DRIV2_2040
if 
   not Actor.Dead(56@)
else_jump @DRIV2_2061 
05BE: AS_kill_actor 56@ 

:DRIV2_2061
if 
   not Actor.Dead(57@)
else_jump @DRIV2_2082 
05BE: AS_kill_actor 57@ 

:DRIV2_2082
if 
   not Car.Wrecked(58@)
else_jump @DRIV2_2103 
020B: explode_car 58@ // versionA 

:DRIV2_2103
if 
   not Car.Wrecked(59@)
else_jump @DRIV2_2124 
020B: explode_car 59@ // versionA 

:DRIV2_2124
if 
   not Car.Wrecked(60@)
else_jump @DRIV2_2145 
020B: explode_car 60@ // versionA 

:DRIV2_2145
if 
   not Car.Wrecked(61@)
else_jump @DRIV2_2166 
020B: explode_car 61@ // versionA 

:DRIV2_2166
Object.Destroy(38@)
Object.Destroy(39@)
Object.Destroy(40@)
Object.Destroy(41@)
00BC: show_text_highpriority GXT 'DRV3_9' time 5000 flag 0  // ~r~Eines der Pckchen wurde zerstrt!
jump @DRIV2_12867 

:DRIV2_2209
119@ += 1 
jump @DRIV2_1690 

:DRIV2_2223
if 
  32@ > 2000 
else_jump @DRIV2_2249 
128@ = 1 

:DRIV2_2249
if or
00EC:   actor $PLAYER_ACTOR 0 near_point -1814.82 381.4 radius 50.0 50.0 
  128@ == 1 
else_jump @DRIV2_2338 
Marker.Disable(184@)
gosub @DRIV2_9220 
127@ = 1 
32@ = 0 
0512: show_permanent_text_box 'DRV3_H'  // Bist du in der Nhe eines ~r~Pckchens~s~, tippe auf ~k~~VEHICLE_FIREWEAPON_ALT~, um es dir zu schnappen.
33@ = 0 

:DRIV2_2338
if 
  127@ == 1 
else_jump @DRIV2_3459 
if 
   not 171@ == 1 
else_jump @DRIV2_2402 
if 
  33@ > 12000 
else_jump @DRIV2_2402 
03E6: remove_text_box 
171@ = 1 

:DRIV2_2402
if 
   not 173@ == 1 
else_jump @DRIV2_2642 
if or
047A:   actor $PLAYER_ACTOR driving_bike 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @DRIV2_2635 
119@ = 0 

:DRIV2_2448
if and
001D:   37@ > 119@ // (int) 
   not 173@ == 1 
else_jump @DRIV2_2635 
if and
03CA:   object 38@(119@,4i) exists 
   not 123@(119@,4i) == 1 
else_jump @DRIV2_2621 
if or
0685:   object 38@(119@,4i) attached 
0737:   actor -1 lifting_object 38@(119@,4i) 
else_jump @DRIV2_2621 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 38@(119@,4i) radius 10.0 10.0 flag 0 
else_jump @DRIV2_2621 
0512: show_permanent_text_box 'DRV3_H'  // Bist du in der Nhe eines ~r~Pckchens~s~, tippe auf ~k~~VEHICLE_FIREWEAPON_ALT~, um es dir zu schnappen.
173@ = 1 
if 
   not 171@ == 1 
else_jump @DRIV2_2614 
171@ = 1 

:DRIV2_2614
33@ = 0 

:DRIV2_2621
119@ += 1 
jump @DRIV2_2448 

:DRIV2_2635
jump @DRIV2_2688 

:DRIV2_2642
if 
   not 172@ == 1 
else_jump @DRIV2_2688 
if 
  33@ > 12000 
else_jump @DRIV2_2688 
03E6: remove_text_box 
172@ = 1 

:DRIV2_2688
gosub @DRIV2_4732 
gosub @DRIV2_6146 
gosub @DRIV2_6715 
gosub @DRIV2_6912 
gosub @DRIV2_7110 
if and
   not 155@ == 1 
   not 166@ == 1 
else_jump @DRIV2_2899 
if 
  32@ > 280000 
else_jump @DRIV2_2899 
gosub @DRIV2_8109 
155@ = 1 
if or
003B:   130@ == 138@ // (int) 
003B:   131@ == 138@ // (int) 
003B:   132@ == 138@ // (int) 
003B:   133@ == 138@ // (int) 
else_jump @DRIV2_2899 
0085: 192@ = 37@ // (int) 
0064: 192@ -= $1935 // (int) 
if 
  192@ > 1 
else_jump @DRIV2_2883 
00BC: show_text_highpriority GXT 'DRV3_5' time 10000 flag 0  // ~s~Die Motorrder fahren zum Treffpunkt. Sammle alle ~r~Pckchen~s~ ein, bevor sie ihr Ziel erreichen.
jump @DRIV2_2899 

:DRIV2_2883
00BC: show_text_highpriority GXT 'DRV3_6' time 10000 flag 0  // ~s~Das letzte Motorrad steuert den Treffpunkt an. Ehe es sein Ziel erreicht, musst du dir das ~r~Pckchen~s~ schnappen!

:DRIV2_2899
gosub @DRIV2_8280 
gosub @DRIV2_7295 
gosub @DRIV2_8654 
gosub @DRIV2_7865 
119@ = 0 

:DRIV2_2934
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_3128 
if 
   not Actor.Dead(54@(119@,4i))
else_jump @DRIV2_3114 
062E: unknown_get_actor 54@(119@,4i) task -1 status_store_to 111@(119@,4i) // ret 7 if not found 
if and
  115@(119@,4i) == 0 
04A4:   111@(119@,4i) == 7 // @ == any 
else_jump @DRIV2_3048 
077A: set_actor 54@(119@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
115@(119@,4i) = 1 

:DRIV2_3048
if and
  115@(119@,4i) == 1 
84A4:   not  111@(119@,4i) == 7 // @ == any 
else_jump @DRIV2_3114 
077C: clear_actor 54@(119@,4i) acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 54@(119@,4i) acquaintance 3 to_all_pedtypes // see ped.dat 
115@(119@,4i) = 0 

:DRIV2_3114
119@ += 1 
jump @DRIV2_2934 

:DRIV2_3128
if and
003C:   $1935 == 37@ // (int) 
   not 166@ == 1 
else_jump @DRIV2_3191 
018A: 185@ = create_checkpoint_at 93@ 94@ 95@ 
00BC: show_text_highpriority GXT 'DRV3_10' time 7000 flag 0  // ~s~Bring die Pckchen zum ~y~Pleasure Domes.
166@ = 1 

:DRIV2_3191
if 
  166@ == 1 
else_jump @DRIV2_3265 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 93@ 94@ 95@ radius 4.0 4.0 2.0 
else_jump @DRIV2_3265 
gosub @DRIV2_11200 
jump @DRIV2_12885 

:DRIV2_3265
if 
  155@ == 1 
else_jump @DRIV2_3363 
gosub @DRIV2_8485 
if 
  156@ == 1 
else_jump @DRIV2_3363 
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @DRIV2_3340 
gosub @DRIV2_11715 

:DRIV2_3340
00BC: show_text_highpriority GXT 'DRV3_7' time 5000 flag 0  // ~r~Du hast nicht rechtzeitig alle Pckchen eingesammelt!
jump @DRIV2_12867 

:DRIV2_3363
gosub @DRIV2_9032 
if 
  157@ == 1 
else_jump @DRIV2_3411 
00BC: show_text_highpriority GXT 'DRV3_8' time 5000 flag 0  // ~r~Eines der Pckchen liegt auf dem Meeresgrund...
jump @DRIV2_12867 

:DRIV2_3411
gosub @DRIV2_9121 
if 
  158@ == 1 
else_jump @DRIV2_3459 
00BC: show_text_highpriority GXT 'DRV3_9' time 5000 flag 0  // ~r~Eines der Pckchen wurde zerstrt!
jump @DRIV2_12867 

:DRIV2_3459
jump @DRIV2_1281 

:DRIV2_3466
0395: clear_area 1 at -1814.82 381.4 17.09 radius 100.0 
0506: set_car_model #BOXVILLE next_variation 0 0 // first param is useless 
34@ = Car.Create(#BOXVILLE, -1814.82, 381.4, 9.96)
Car.Angle(34@) = 33.27
0689: set_car 34@ remove_componentA 4 visible_effect_flag 0 
0657: car 34@ open_componentA 5 
Car.SetImmunities(34@, 1, 1, 1, 1, 1)
184@ = Marker.CreateAboveCar(34@)
07E0: set_marker 184@ type_to 1 
58@ = Car.Create(#FCR900, -1814.86, 376.0, 15.68)
Car.Angle(58@) = 26.65
59@ = Car.Create(#FCR900, -1817.44, 380.33, 15.68)
Car.Angle(59@) = 23.76
60@ = Car.Create(#FCR900, -1818.09, 377.08, 15.68)
Car.Angle(60@) = 32.17
61@ = Car.Create(#FCR900, -1816.66, 374.73, 15.68)
Car.Angle(61@) = 30.21
119@ = 0 

:DRIV2_3717
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_3783 
Car.ImmuneToNonPlayer(58@(119@,4i)) = True
053F: set_car 58@(119@,4i) tires_vulnerability 0 
Car.LockInCurrentPosition(58@(119@,4i)) = True
119@ += 1 
jump @DRIV2_3717 

:DRIV2_3783
35@ = Car.Create(#FCR900, -1819.01, 386.28, 16.58)
Car.Angle(35@) = 49.56
Car.ImmuneToNonPlayer(35@) = True
053F: set_car 35@ tires_vulnerability 0 
54@ = Actor.Create(Mission1, #WMYCR, -1811.85, 375.88, 15.68)
Actor.Angle(54@) = 27.32
0129: 55@ = create_actor_pedtype 24 model #WMYCR in_car 59@ driverseat 
0129: 56@ = create_actor_pedtype 24 model #HMYCR in_car 60@ driverseat 
0129: 57@ = create_actor_pedtype 24 model #HMYCR in_car 61@ driverseat 
07E5: copy_decision_maker -1 to 193@ 
0709: set_decision_maker 193@ on_event 9 taskID 251 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 0 // see *.ped files 
119@ = 0 

:DRIV2_3948
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_4073 
if 
   not Actor.Dead(54@(119@,4i))
else_jump @DRIV2_4059 
060B: set_actor 54@(119@,4i) decision_maker_to 193@ 
01B2: give_actor 54@(119@,4i) weapon 28 ammo 99999 // Load the weapon model before using this 
08C6: set_actor 54@(119@,4i) stay_on_bike 2 
02A9: set_actor 54@(119@,4i) immune_to_nonplayer 1 
077C: clear_actor 54@(119@,4i) acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 54@(119@,4i) acquaintance 3 to_all_pedtypes // see ped.dat 

:DRIV2_4059
119@ += 1 
jump @DRIV2_3948 

:DRIV2_4073
119@ = 0 

:DRIV2_4080
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_4246 
if 
   not Actor.Dead(54@(119@,4i))
else_jump @DRIV2_4193 
if 
  119@ == 0 
else_jump @DRIV2_4174 
Actor.SetImmunities(54@(119@,4i), 1, 1, 1, 1, 1)
0337: set_actor 54@(119@,4i) visibility 0 
jump @DRIV2_4193 

:DRIV2_4174
Actor.SetImmunities(54@(119@,4i), 0, 1, 1, 1, 1)

:DRIV2_4193
if 
   not Car.Wrecked(58@(119@,4i))
else_jump @DRIV2_4232 
Car.SetImmunities(58@(119@,4i), 1, 1, 1, 1, 1)

:DRIV2_4232
119@ += 1 
jump @DRIV2_4080 

:DRIV2_4246
Car.SetImmunities(35@, 1, 1, 1, 1, 1)
38@ = Object.Create(#KMB_PACKET, -1812.3, 377.57, 9.34)
119@ = 0 

:DRIV2_4291
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_4558 
if 
   not 119@ == 0 
else_jump @DRIV2_4420 
38@(119@,4i) = Object.Create(#KMB_PACKET, 0.0, 0.0, -100.0)
0681: attach_object 38@(119@,4i) to_car 58@(119@,4i) with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@(119@,4i) = 164@ // (int) 
jump @DRIV2_4492 

:DRIV2_4420
if 
   not Actor.Dead(54@)
else_jump @DRIV2_4492 
070A: AS_actor 54@ attach_to_object 38@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
0085: 159@ = 165@ // (int) 
0750: set_object 38@ visibility 0 

:DRIV2_4492
Object.CollisionDetection(38@(119@,4i)) = True
Object.ToggleInMovingList(38@(119@,4i)) = True
Object.SetImmunities(38@(119@,4i), 1, 1, 1, 1, 1)
Object.Indestructibility(38@(119@,4i)) = False
119@ += 1 
jump @DRIV2_4291 

:DRIV2_4558
return 

:DRIV2_4560
119@ = 0 

:DRIV2_4567
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_4730 
if and
   not Car.Wrecked(58@(119@,4i))
   not Actor.Dead(54@(119@,4i))
else_jump @DRIV2_4716 
if and
   Actor.InCar(54@(119@,4i), 58@(119@,4i))
003B:   130@(119@,4i) == 134@ // (int) 
else_jump @DRIV2_4716 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 78@(119@,4f) 82@(119@,4f) 86@(119@,4f) speed 62@(119@,4f) 0 model #NULL 2 
0085: 130@(119@,4i) = 137@ // (int) 

:DRIV2_4716
119@ += 1 
jump @DRIV2_4567 

:DRIV2_4730
return 

:DRIV2_4732
119@ = 0 

:DRIV2_4739
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_6106 
if and
03CA:   object 38@(119@,4i) exists 
   not 123@(119@,4i) == 1 
else_jump @DRIV2_6092 
if or
0685:   object 38@(119@,4i) attached 
0737:   actor -1 lifting_object 38@(119@,4i) 
else_jump @DRIV2_5857 
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 38@(119@,4i) radius 2.0 2.0 2.0 flag 0 
else_jump @DRIV2_5666 
if or
047A:   actor $PLAYER_ACTOR driving_bike 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @DRIV2_5666 
if and
00E1:   player 0 pressed_key 4 
   not 167@ == 1 
else_jump @DRIV2_5584 
04C4: store_coords_to 104@ 105@ 108@ from_actor $PLAYER_ACTOR with_offset 0.0 -3.0 0.0 
04C4: store_coords_to 106@ 107@ 108@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0 
if 
08E3:   object 38@(119@,4i) sphere 0 in_rectangle_ll_corner_at 104@ 105@ lr_corner_at 106@ 107@ radius 3.0 
else_jump @DRIV2_5238 
if 
047A:   actor $PLAYER_ACTOR driving_bike 
else_jump @DRIV2_5069 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BIKES_SNATCH_L" IFP_file "BIKES" 4.0 loop 0 0 0 0 time 220 // versionA 
jump @DRIV2_5231 

:DRIV2_5069
Actor.StorePos($PLAYER_ACTOR, 96@, 97@, 98@)
Object.StorePos(38@(119@,4i), 42@(119@,4f), 46@(119@,4f), 50@(119@,4f))
50@(119@,4f) += 0.25 
if 
0035:   98@ >= 50@(119@,4f) // (float) 
else_jump @DRIV2_5196 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PICKUP_BOX" IFP_file "MISC" 4.0 loop 0 0 0 0 time 180 // versionA 
jump @DRIV2_5231 

:DRIV2_5196
0605: actor $PLAYER_ACTOR perform_animation_sequence "GRAB_L" IFP_file "MISC" 4.0 loop 0 0 0 0 time 180 // versionA 

:DRIV2_5231
jump @DRIV2_5467 

:DRIV2_5238
if 
047A:   actor $PLAYER_ACTOR driving_bike 
else_jump @DRIV2_5305 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BIKES_SNATCH_R" IFP_file "BIKES" 4.0 loop 0 0 0 0 time 220 // versionA 
jump @DRIV2_5467 

:DRIV2_5305
Actor.StorePos($PLAYER_ACTOR, 96@, 97@, 98@)
Object.StorePos(38@(119@,4i), 42@(119@,4f), 46@(119@,4f), 50@(119@,4f))
50@(119@,4f) += 0.25 
if 
0035:   98@ >= 50@(119@,4f) // (float) 
else_jump @DRIV2_5432 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PICKUP_BOX" IFP_file "MISC" 4.0 loop 0 0 0 0 time 180 // versionA 
jump @DRIV2_5467 

:DRIV2_5432
0605: actor $PLAYER_ACTOR perform_animation_sequence "GRAB_R" IFP_file "MISC" 4.0 loop 0 0 0 0 time 180 // versionA 

:DRIV2_5467
Object.StorePos(38@(119@,4i), 42@(119@,4f), 46@(119@,4f), 50@(119@,4f))
Object.Destroy(38@(119@,4i))
Marker.Disable(180@(119@,4i))
018C: play_sound 65535 at 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
00BC: show_text_highpriority GXT 'DRV3_4' time 5000 flag 0  // ~s~Pckchen eingesammelt
123@(119@,4i) = 1 
$1935 += 1 
jump @DRIV2_5666 

:DRIV2_5584
if 
876F:   not text_priority_displayed 
else_jump @DRIV2_5626 
00BC: show_text_highpriority GXT 'DRV3_3' time 1 flag 0  // ~s~Tippe auf ~k~~VEHICLE_FIREWEAPON_ALT~, um dir das ~r~Pckchen~s~ zu schnappen.
168@ = 1 
jump @DRIV2_5666 

:DRIV2_5626
if 
  168@ == 1 
else_jump @DRIV2_5666 
00BC: show_text_highpriority GXT 'DRV3_3' time 1 flag 0  // ~s~Tippe auf ~k~~VEHICLE_FIREWEAPON_ALT~, um dir das ~r~Pckchen~s~ zu schnappen.
168@ = 1 

:DRIV2_5666
if 
   not 123@(119@,4i) == 1 
else_jump @DRIV2_5850 
if 
   not Car.Wrecked(58@(119@,4i))
else_jump @DRIV2_5850 
if and
   Actor.InCar($PLAYER_ACTOR, 58@(119@,4i))
0685:   object 38@(119@,4i) attached 
else_jump @DRIV2_5850 
Object.StorePos(38@(119@,4i), 42@(119@,4f), 46@(119@,4f), 50@(119@,4f))
Object.Destroy(38@(119@,4i))
Marker.Disable(180@(119@,4i))
018C: play_sound 65535 at 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
00BC: show_text_highpriority GXT 'DRV3_4' time 5000 flag 0  // ~s~Pckchen eingesammelt
123@(119@,4i) = 1 
$1935 += 1 

:DRIV2_5850
jump @DRIV2_6011 

:DRIV2_5857
if 
0179:   actor $PLAYER_ACTOR colliding_with_object 38@(119@,4i) 
else_jump @DRIV2_6011 
if or
047A:   actor $PLAYER_ACTOR driving_bike 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @DRIV2_6011 
Object.StorePos(38@(119@,4i), 42@(119@,4f), 46@(119@,4f), 50@(119@,4f))
Object.Destroy(38@(119@,4i))
Marker.Disable(180@(119@,4i))
018C: play_sound 65535 at 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
00BC: show_text_highpriority GXT 'DRV3_4' time 5000 flag 0  // ~s~Pckchen eingesammelt
123@(119@,4i) = 1 
$1935 += 1 

:DRIV2_6011
if 
  123@(119@,4i) == 1 
else_jump @DRIV2_6092 
if 
   not Actor.Dead(54@(119@,4i))
else_jump @DRIV2_6092 
01B2: give_actor 54@(119@,4i) weapon 28 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 54@(119@,4i) kill_actor $PLAYER_ACTOR 
147@(119@,4i) = 1 

:DRIV2_6092
119@ += 1 
jump @DRIV2_4739 

:DRIV2_6106
if 
00E1:   player 0 pressed_key 4 
else_jump @DRIV2_6137 
167@ = 1 
jump @DRIV2_6144 

:DRIV2_6137
167@ = 0 

:DRIV2_6144
return 

:DRIV2_6146
119@ = 0 

:DRIV2_6153
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_6713 
if and
   not Car.Wrecked(58@(119@,4i))
803B:   not  130@(119@,4i) == 134@ // (int) 
   not 123@(119@,4i) == 1 
else_jump @DRIV2_6699 
66@(119@,4i) = Car.Health(58@(119@,4i))
if 
0685:   object 38@(119@,4i) attached 
else_jump @DRIV2_6373 
if 
0204:   actor $PLAYER_ACTOR near_car 58@(119@,4i) radius 2.0 2.0 flag 0 in_car 
else_jump @DRIV2_6366 
0085: 74@ = 70@(119@,4i) // (int) 
0062: 74@ -= 66@(119@,4i) // (int) 
if 
  74@ >= 2 
else_jump @DRIV2_6366 
0682: detach_object 38@(119@,4i) 0.0 0.0 0.0 collision_detection 0 
0085: 159@(119@,4i) = 163@ // (int) 

:DRIV2_6366
jump @DRIV2_6683 

:DRIV2_6373
if 
   not Actor.Dead(54@(119@,4i))
else_jump @DRIV2_6683 
if 
8737:   not actor 54@(119@,4i) lifting_object -1 
else_jump @DRIV2_6683 
if 
   not 143@(119@,4i) == 1 
else_jump @DRIV2_6498 
if 
03CA:   object 38@(119@,4i) exists 
else_jump @DRIV2_6491 
06E2: AS_actor 54@(119@,4i) run_to_object 38@(119@,4i) timelimit -1 stop_within_radius 1.0 
143@(119@,4i) = 1 

:DRIV2_6491
jump @DRIV2_6683 

:DRIV2_6498
062E: unknown_get_actor 54@(119@,4i) task 1762 status_store_to 109@ // ret 7 if not found 
if 
04A4:   109@ == 7 // @ == any 
else_jump @DRIV2_6641 
if 
03CA:   object 38@(119@,4i) exists 
else_jump @DRIV2_6612 
070A: AS_actor 54@(119@,4i) attach_to_object 38@(119@,4i) offset 0.0 0.0 0.0 on_bone 5 1 perform_animation "NULL" IFP_file "NULL" time 0 
0085: 159@(119@,4i) = 165@ // (int) 

:DRIV2_6612
143@(119@,4i) = 0 
139@(119@,4i) = 0 
jump @DRIV2_6683 

:DRIV2_6641
if 
83CA:   not object 38@(119@,4i) exists 
else_jump @DRIV2_6683 
143@(119@,4i) = 0 
139@(119@,4i) = 0 

:DRIV2_6683
0085: 70@(119@,4i) = 66@(119@,4i) // (int) 

:DRIV2_6699
119@ += 1 
jump @DRIV2_6153 

:DRIV2_6713
return 

:DRIV2_6715
119@ = 0 

:DRIV2_6722
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_6910 
if 
03CA:   object 38@(119@,4i) exists 
else_jump @DRIV2_6896 
if and
8685:   not object 38@(119@,4i) attached 
8737:   not actor -1 lifting_object 38@(119@,4i) 
05A3:   object 38@(119@,4i) stopped 
else_jump @DRIV2_6852 
if 
   not 175@(119@,4i) == 1 
else_jump @DRIV2_6845 
Object.KeepInMemory(38@(119@,4i)) = True
175@(119@,4i) = 1 

:DRIV2_6845
jump @DRIV2_6896 

:DRIV2_6852
if 
  175@(119@,4i) == 1 
else_jump @DRIV2_6896 
Object.KeepInMemory(38@(119@,4i)) = False
175@(119@,4i) = 0 

:DRIV2_6896
119@ += 1 
jump @DRIV2_6722 

:DRIV2_6910
return 

:DRIV2_6912
119@ = 0 

:DRIV2_6919
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_7108 
if and
   not Car.Wrecked(58@(119@,4i))
   not Actor.Dead(54@(119@,4i))
   not 147@(119@,4i) == 1 
else_jump @DRIV2_7094 
if and
   Actor.InCar(54@(119@,4i), 58@(119@,4i))
003B:   130@(119@,4i) == 135@ // (int) 
80EE:   not actor 54@(119@,4i) 0 near_point 75@ 76@ radius 400.0 400.0 in_car 
else_jump @DRIV2_7094 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 75@ 76@ 77@ speed 62@(119@,4f) 0 model #NULL 2 
0085: 130@(119@,4i) = 136@ // (int) 

:DRIV2_7094
119@ += 1 
jump @DRIV2_6919 

:DRIV2_7108
return 

:DRIV2_7110
119@ = 0 

:DRIV2_7117
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_7293 
if and
   not Car.Wrecked(58@(119@,4i))
   not Actor.Dead(54@(119@,4i))
   not 147@(119@,4i) == 1 
else_jump @DRIV2_7279 
if and
   Actor.InCar(54@(119@,4i), 58@(119@,4i))
003B:   130@(119@,4i) == 136@ // (int) 
00EE:   actor 54@(119@,4i) 0 near_point 75@ 76@ radius 200.0 200.0 in_car 
else_jump @DRIV2_7279 
05D2: AS_actor 54@(119@,4i) run_to_and_hijack_car 58@(119@,4i) max_search_radius 62@(119@,4f) traffic_behavior 2 
0085: 130@(119@,4i) = 135@ // (int) 

:DRIV2_7279
119@ += 1 
jump @DRIV2_7117 

:DRIV2_7293
return 

:DRIV2_7295
119@ = 0 

:DRIV2_7302
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_7863 
if and
   not Car.Wrecked(58@(119@,4i))
   not Actor.Dead(54@(119@,4i))
   not 143@(119@,4i) == 1 
   not 147@(119@,4i) == 1 
else_jump @DRIV2_7849 
if 
   not Actor.InCar(54@(119@,4i), 58@(119@,4i))
else_jump @DRIV2_7457 
if 
  139@(119@,4i) == 0 
else_jump @DRIV2_7450 
05CB: AS_actor 54@(119@,4i) enter_car 58@(119@,4i) as_driver -1 ms 
139@(119@,4i) = 1 

:DRIV2_7450
jump @DRIV2_7849 

:DRIV2_7457
if 
  139@(119@,4i) == 1 
else_jump @DRIV2_7849 
if 
003B:   130@(119@,4i) == 135@ // (int) 
else_jump @DRIV2_7527 
05D2: AS_actor 54@(119@,4i) run_to_and_hijack_car 58@(119@,4i) max_search_radius 62@(119@,4f) traffic_behavior 2 

:DRIV2_7527
if 
003B:   130@(119@,4i) == 136@ // (int) 
else_jump @DRIV2_7588 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 75@ 76@ 77@ speed 62@(119@,4f) 0 model #NULL 2 

:DRIV2_7588
if 
003B:   130@(119@,4i) == 137@ // (int) 
else_jump @DRIV2_7661 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 78@(119@,4f) 82@(119@,4f) 86@(119@,4f) speed 62@(119@,4f) 0 model #NULL 2 

:DRIV2_7661
if 
003B:   130@(119@,4i) == 138@ // (int) 
else_jump @DRIV2_7722 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 90@ 91@ 92@ speed 62@(119@,4f) 0 model #NULL 2 

:DRIV2_7722
if 
03CA:   object 38@(119@,4i) exists 
else_jump @DRIV2_7838 
if 
0737:   actor 54@(119@,4i) lifting_object 38@(119@,4i) 
else_jump @DRIV2_7838 
070B: set_actor 54@(119@,4i) onbone_attached_object_operation 0 
0681: attach_object 38@(119@,4i) to_car 58@(119@,4i) with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@(119@,4i) = 164@ // (int) 

:DRIV2_7838
139@(119@,4i) = 0 

:DRIV2_7849
119@ += 1 
jump @DRIV2_7302 

:DRIV2_7863
return 

:DRIV2_7865
119@ = 0 

:DRIV2_7872
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_8107 
if and
   not Car.Wrecked(58@(119@,4i))
   not Actor.Dead(54@(119@,4i))
  147@(119@,4i) == 1 
else_jump @DRIV2_8093 
if 
  151@(119@,4i) == 1 
else_jump @DRIV2_8035 
if 
80F2:   not actor 54@(119@,4i) near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
else_jump @DRIV2_8028 
06E1: AS_actor 54@(119@,4i) using_car 58@(119@,4i) target_car -1 with_order 2 max_speed 62@(119@,4f) traffic_flag 2 
151@(119@,4i) = 0 

:DRIV2_8028
jump @DRIV2_8093 

:DRIV2_8035
if 
00F2:   actor 54@(119@,4i) near_actor $PLAYER_ACTOR radius 10.0 10.0 0 
else_jump @DRIV2_8093 
05E2: AS_actor 54@(119@,4i) kill_actor $PLAYER_ACTOR 
151@(119@,4i) = 1 

:DRIV2_8093
119@ += 1 
jump @DRIV2_7872 

:DRIV2_8107
return 

:DRIV2_8109
119@ = 0 

:DRIV2_8116
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_8278 
if and
   not Car.Wrecked(58@(119@,4i))
   not Actor.Dead(54@(119@,4i))
else_jump @DRIV2_8264 
if and
   Actor.InCar(54@(119@,4i), 58@(119@,4i))
803B:   not  130@(119@,4i) == 138@ // (int) 
   not 147@(119@,4i) == 1 
else_jump @DRIV2_8264 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 90@ 91@ 92@ speed 62@(119@,4f) 0 model #NULL 2 
0085: 130@(119@,4i) = 138@ // (int) 

:DRIV2_8264
119@ += 1 
jump @DRIV2_8116 

:DRIV2_8278
return 

:DRIV2_8280
119@ = 0 

:DRIV2_8287
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_8483 
if and
   not Car.Wrecked(58@(119@,4i))
   not Actor.Dead(54@(119@,4i))
else_jump @DRIV2_8469 
if and
   Actor.InCar(54@(119@,4i), 58@(119@,4i))
003B:   130@(119@,4i) == 137@ // (int) 
   not 147@(119@,4i) == 1 
0100:   actor 54@(119@,4i) in_sphere 78@(119@,4f) 82@(119@,4f) 86@(119@,4f) radius 3.0 3.0 3.0 sphere 0 in_car 
else_jump @DRIV2_8469 
05D2: AS_actor 54@(119@,4i) run_to_and_hijack_car 58@(119@,4i) max_search_radius 62@(119@,4f) traffic_behavior 2 
0085: 130@(119@,4i) = 135@ // (int) 

:DRIV2_8469
119@ += 1 
jump @DRIV2_8287 

:DRIV2_8483
return 

:DRIV2_8485
119@ = 0 

:DRIV2_8492
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_8652 
if and
03CA:   object 38@(119@,4i) exists 
   not Actor.Dead(54@(119@,4i))
   not Car.Wrecked(58@(119@,4i))
else_jump @DRIV2_8638 
if and
0685:   object 38@(119@,4i) attached 
   Actor.InCar(54@(119@,4i), 58@(119@,4i))
else_jump @DRIV2_8638 
if 
04E5:   object 38@(119@,4i) near_point 90@ 91@ radius 20.0 7.0 flag 0 
else_jump @DRIV2_8638 
156@ = 1 
0085: 120@ = 119@ // (int) 

:DRIV2_8638
119@ += 1 
jump @DRIV2_8492 

:DRIV2_8652
return 

:DRIV2_8654
Actor.StorePos($PLAYER_ACTOR, 96@, 97@, 98@)
119@ = 0 

:DRIV2_8675
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_9030 
if and
   not Car.Wrecked(58@(119@,4i))
   not Actor.Dead(54@(119@,4i))
else_jump @DRIV2_9016 
if and
   Actor.InCar(54@(119@,4i), 58@(119@,4i))
   not 147@(119@,4i) == 1 
else_jump @DRIV2_9016 
if and
003B:   130@(119@,4i) == 138@ // (int) 
01AD:   car 58@(119@,4i) sphere 0 near_point 90@ 91@ radius 25.0 25.0 
else_jump @DRIV2_8832 
62@(119@,4f) = 15.0 
jump @DRIV2_9000 

:DRIV2_8832
Car.StorePos(58@(119@,4i), 100@, 101@, 102@)
050A: 99@ = distance_between_XYZ 96@ 97@ 98@ and_XYZ 100@ 101@ 102@ 
if 
  0.0 > 99@ 
else_jump @DRIV2_8904 
99@ = 0.0 

:DRIV2_8904
if 
  50.0 >= 99@ 
else_jump @DRIV2_8986 
0087: 62@(119@,4f) = 99@ // (float) 
62@(119@,4f) *= 0.4 
62@(119@,4f) *= -1.0 
62@(119@,4f) += 40.0 
jump @DRIV2_9000 

:DRIV2_8986
62@(119@,4f) = 20.0 

:DRIV2_9000
Car.SetMaxSpeed(58@(119@,4i), 62@(119@,4f))

:DRIV2_9016
119@ += 1 
jump @DRIV2_8675 

:DRIV2_9030
return 

:DRIV2_9032
119@ = 0 

:DRIV2_9039
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_9119 
if 
03CA:   object 38@(119@,4i) exists 
else_jump @DRIV2_9105 
if 
04E7:   object 38@(119@,4i) in_water 
else_jump @DRIV2_9105 
157@ = 1 

:DRIV2_9105
119@ += 1 
jump @DRIV2_9039 

:DRIV2_9119
return 

:DRIV2_9121
119@ = 0 

:DRIV2_9128
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_9218 
if and
   Car.Wrecked(58@(119@,4i))
03CA:   object 38@(119@,4i) exists 
003B:   159@(119@,4i) == 164@ // (int) 
else_jump @DRIV2_9204 
Object.Destroy(38@(119@,4i))
158@ = 1 

:DRIV2_9204
119@ += 1 
jump @DRIV2_9128 

:DRIV2_9218
return 

:DRIV2_9220
0395: clear_area 0 at -1814.82 381.4 17.09 radius 100.0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV2_9301 
Actor.PutAt($PLAYER_ACTOR, -1771.94, 336.35, 8.94)
Actor.Angle($PLAYER_ACTOR) = 49.66

:DRIV2_9301
if 
  174@ == 1 
else_jump @DRIV2_9365 
if 
   not Car.Wrecked(36@)
else_jump @DRIV2_9365 
Car.PutAt(36@, -1766.6, 330.71, 8.23)
Car.Angle(36@) = 45.1

:DRIV2_9365
if 
   not Actor.Dead(54@)
else_jump @DRIV2_9411 
0337: set_actor 54@ visibility 1 
if 
03CA:   object 38@ exists 
else_jump @DRIV2_9411 
0750: set_object 38@ visibility 1 

:DRIV2_9411
119@ = 0 

:DRIV2_9418
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_9482 
if 
   not Car.Wrecked(58@(119@,4i))
else_jump @DRIV2_9468 
Car.LockInCurrentPosition(58@(119@,4i)) = False

:DRIV2_9468
119@ += 1 
jump @DRIV2_9418 

:DRIV2_9482
169@ = 1 
170@ = 0 
0707: start_scene_skip_to @DRIV2_10330 
Camera.SetPosition(-1808.39, 374.18, 17.98, 0.0, 0.0, 0.0)
Camera.PointAt(-1813.41, 376.31, 17.32, 2)
if and
   not Actor.Dead(54@)
   not Car.Wrecked(58@)
else_jump @DRIV2_9585 
05CB: AS_actor 54@ enter_car 58@ as_driver -1 ms 

:DRIV2_9585
194@ = 0 

:DRIV2_9592
if and
   not 194@ == 1 
   not Actor.Dead(54@)
else_jump @DRIV2_9673 
wait 0 
if and
   not Actor.Dead(54@)
   not Car.Wrecked(58@)
else_jump @DRIV2_9666 
if 
   Actor.InCar(54@, 58@)
else_jump @DRIV2_9666 
194@ = 1 

:DRIV2_9666
jump @DRIV2_9592 

:DRIV2_9673
wait 1000 
091D: remove_forbidden_for_boats_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
Camera.SetPosition(-1832.36, 380.48, 18.71, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked(58@)
else_jump @DRIV2_9860 
Camera.OnVehicle(58@, 15, 2)
if and
   not Actor.Dead(54@)
03CA:   object 38@ exists 
else_jump @DRIV2_9860 
if 
0737:   actor 54@ lifting_object 38@ 
else_jump @DRIV2_9814 
070B: set_actor 54@ onbone_attached_object_operation 0 

:DRIV2_9814
0681: attach_object 38@ to_car 58@ with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@ = 164@ // (int) 

:DRIV2_9860
if and
   not Car.Wrecked(59@)
   not Actor.Dead(55@)
else_jump @DRIV2_9913 
05D1: AS_actor 55@ drive_car 59@ to -1854.74 533.22 33.12 speed 63@ 0 model #NULL 2 

:DRIV2_9913
wait 150 
if and
   not Car.Wrecked(60@)
   not Actor.Dead(56@)
else_jump @DRIV2_9971 
05D1: AS_actor 56@ drive_car 60@ to -1854.74 533.22 33.12 speed 64@ 0 model #NULL 2 

:DRIV2_9971
wait 150 
if and
   not Car.Wrecked(58@)
   not Actor.Dead(54@)
else_jump @DRIV2_10029 
05D1: AS_actor 54@ drive_car 58@ to -1854.74 533.22 33.12 speed 62@ 0 model #NULL 2 

:DRIV2_10029
wait 100 
if and
   not Car.Wrecked(61@)
   not Actor.Dead(57@)
else_jump @DRIV2_10086 
05D1: AS_actor 57@ drive_car 61@ to -1854.74 533.22 33.12 speed 65@ 0 model #NULL 2 

:DRIV2_10086
wait 7000 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV2_10134 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1820.72 382.73 16.04 
jump @DRIV2_10154 

:DRIV2_10134
Actor.PutAt($PLAYER_ACTOR, -1820.72, 382.73, 16.04)

:DRIV2_10154
Actor.Angle($PLAYER_ACTOR) = 326.45
if 
   not Car.Wrecked(35@)
else_jump @DRIV2_10190 
05CB: AS_actor $PLAYER_ACTOR enter_car 35@ as_driver -1 ms 

:DRIV2_10190
Camera.SetPosition(-1818.1, 380.01, 16.8, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
33@ = 0 

:DRIV2_10238
if 
  4000 > 33@ 
else_jump @DRIV2_10316 
wait 0 
if and
  33@ > 0 
   not 170@ == 1 
else_jump @DRIV2_10309 
00BC: show_text_highpriority GXT 'DRV3_2' time 10000 flag 0  // ~s~Verfolge die Biker, und sammle alle ~r~Pckchen ~s~ein.
170@ = 1 

:DRIV2_10309
jump @DRIV2_10238 

:DRIV2_10316
gosub @DRIV2_4560 
169@ = 0 

:DRIV2_10330
0701: end_scene_skip 
if 
  169@ == 1 
else_jump @DRIV2_10799 
091D: remove_forbidden_for_boats_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
if and
   not Actor.Dead(54@)
   not Car.Wrecked(58@)
else_jump @DRIV2_10534 
if 
   not Actor.InCar(54@, 58@)
else_jump @DRIV2_10430 
036A: put_actor 54@ in_car 58@ 

:DRIV2_10430
if 
03CA:   object 38@ exists 
else_jump @DRIV2_10534 
if 
8685:   not object 38@ attached 
else_jump @DRIV2_10534 
if 
0737:   actor 54@ lifting_object 38@ 
else_jump @DRIV2_10488 
070B: set_actor 54@ onbone_attached_object_operation 0 

:DRIV2_10488
0681: attach_object 38@ to_car 58@ with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@ = 164@ // (int) 

:DRIV2_10534
if and
   not Car.Wrecked(58@)
   not Actor.Dead(54@)
else_jump @DRIV2_10575 
Car.PutAt(58@, -1894.59, 582.43, 34.56)

:DRIV2_10575
if and
   not Car.Wrecked(59@)
   not Actor.Dead(55@)
else_jump @DRIV2_10616 
Car.PutAt(59@, -1893.56, 574.34, 34.55)

:DRIV2_10616
if and
   not Car.Wrecked(60@)
   not Actor.Dead(56@)
else_jump @DRIV2_10657 
Car.PutAt(60@, -1899.96, 581.25, 34.56)

:DRIV2_10657
if and
   not Car.Wrecked(61@)
   not Actor.Dead(57@)
else_jump @DRIV2_10698 
Car.PutAt(61@, -1898.95, 574.08, 34.56)

:DRIV2_10698
if 
   not Car.Wrecked(35@)
else_jump @DRIV2_10758 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV2_10750 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1819.01 386.28 6.58 

:DRIV2_10750
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DRIV2_10758
gosub @DRIV2_4560 
if 
   not 170@ == 1 
else_jump @DRIV2_10799 
00BC: show_text_highpriority GXT 'DRV3_2' time 10000 flag 0  // ~s~Verfolge die Biker, und sammle alle ~r~Pckchen ~s~ein.

:DRIV2_10799
119@ = 0 

:DRIV2_10806
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_10886 
if 
03CA:   object 38@(119@,4i) exists 
else_jump @DRIV2_10872 
180@(119@,4i) = Marker.CreateAboveObject(38@(119@,4i))
Marker.SetColor(180@(119@,4i), 0)

:DRIV2_10872
119@ += 1 
jump @DRIV2_10806 

:DRIV2_10886
if 
   not Car.Wrecked(34@)
else_jump @DRIV2_10917 
Car.SetImmunities(34@, 0, 0, 0, 0, 0)

:DRIV2_10917
119@ = 0 

:DRIV2_10924
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_11035 
if 
   not Actor.Dead(54@(119@,4i))
else_jump @DRIV2_10982 
Actor.SetImmunities(54@(119@,4i), 0, 0, 0, 0, 0)

:DRIV2_10982
if 
   not Car.Wrecked(58@(119@,4i))
else_jump @DRIV2_11021 
Car.SetImmunities(58@(119@,4i), 0, 0, 0, 0, 0)

:DRIV2_11021
119@ += 1 
jump @DRIV2_10924 

:DRIV2_11035
if 
   not Car.Wrecked(35@)
else_jump @DRIV2_11066 
Car.SetImmunities(35@, 0, 0, 0, 0, 0)

:DRIV2_11066
119@ = 0 

:DRIV2_11073
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_11137 
if 
   not Car.Wrecked(58@(119@,4i))
else_jump @DRIV2_11123 
0587: enable_car 58@(119@,4i) validate_position 0 

:DRIV2_11123
119@ += 1 
jump @DRIV2_11073 

:DRIV2_11137
if 
   not Car.Wrecked(35@)
else_jump @DRIV2_11160 
0587: enable_car 35@ validate_position 0 

:DRIV2_11160
if 
   not Car.Wrecked(34@)
else_jump @DRIV2_11183 
0587: enable_car 34@ validate_position 0 

:DRIV2_11183
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
return 

:DRIV2_11200
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:DRIV2_11214
if 
fading 
else_jump @DRIV2_11238 
wait 0 
jump @DRIV2_11214 

:DRIV2_11238
0395: clear_area 0 at 93@ 94@ 95@ radius 50.0 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
02A3: enable_widescreen 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV2_11377 
35@ = Actor.Car($PLAYER_ACTOR)
Car.PutAt(35@, 93@, 94@, 95@)
Car.Angle(35@) = 340.37
0615: define_AS_pack_begin 195@ 
05CD: AS_actor -1 exit_car 35@ 
05D3: AS_actor -1 goto_point -2625.96 1417.82 6.15 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
jump @DRIV2_11430 

:DRIV2_11377
Car.Destroy(35@)
Actor.PutAt($PLAYER_ACTOR, 93@, 94@, 95@)
Actor.Angle($PLAYER_ACTOR) = 10.0
05D3: AS_actor $PLAYER_ACTOR goto_point -2625.96 1417.82 6.15 mode 4 -1 ms // versionA 

:DRIV2_11430
Camera.SetPosition(-2626.02, 1403.8, 6.95, 0.0, 0.0, 0.0)
Camera.PointAt(-2624.56, 1406.19, 7.03, 2)
fade 1 1000 

:DRIV2_11488
if 
fading 
else_jump @DRIV2_11512 
wait 0 
jump @DRIV2_11488 

:DRIV2_11512
169@ = 1 
0707: start_scene_skip_to @DRIV2_11538 
wait 2000 
169@ = 0 

:DRIV2_11538
0701: end_scene_skip 
if 
  169@ == 1 
else_jump @DRIV2_11558 

:DRIV2_11558
if 
   not 169@ == 1 
else_jump @DRIV2_11607 
fade 0 1000 

:DRIV2_11583
if 
fading 
else_jump @DRIV2_11607 
wait 0 
jump @DRIV2_11583 

:DRIV2_11607
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2624.28, 1410.93, 6.15)
Actor.Angle($PLAYER_ACTOR) = 194.52
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
   not 169@ == 1 
else_jump @DRIV2_11706 
fade 1 1000 

:DRIV2_11682
if 
fading 
else_jump @DRIV2_11706 
wait 0 
jump @DRIV2_11682 

:DRIV2_11706
Player.CanMove($PLAYER_CHAR) = True
return 

:DRIV2_11715
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:DRIV2_11729
if 
fading 
else_jump @DRIV2_11753 
wait 0 
jump @DRIV2_11729 

:DRIV2_11753
Car.RemoveReferences(35@)
0395: clear_area 0 at 90@ 91@ 92@ radius 100.0 
119@ = 0 

:DRIV2_11783
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_11921 
if 
803B:   not  119@ == 120@ // (int) 
else_jump @DRIV2_11907 
Actor.DestroyInstantly(54@(119@,4i))
if 
   not Car.Wrecked(58@(119@,4i))
else_jump @DRIV2_11889 
if 
   not Actor.InCar($PLAYER_ACTOR, 58@(119@,4i))
else_jump @DRIV2_11882 
Car.Destroy(58@(119@,4i))

:DRIV2_11882
jump @DRIV2_11898 

:DRIV2_11889
Car.Destroy(58@(119@,4i))

:DRIV2_11898
Object.Destroy(38@(119@,4i))

:DRIV2_11907
119@ += 1 
jump @DRIV2_11783 

:DRIV2_11921
077E: get_active_interior_to 121@ 
Actor.StorePos($PLAYER_ACTOR, 96@, 97@, 98@)
103@ = Actor.Angle($PLAYER_ACTOR)
092E: get_water_height_at 96@ 97@ flag 0 store_to 197@ 
02CE: 196@ = ground_z_at 96@ 97@ 98@ 
if 
0025:   197@ > 196@ // (float) 
else_jump @DRIV2_12002 
0087: 196@ = 197@ // (float) 

:DRIV2_12002
Actor.PutAt($PLAYER_ACTOR, -2762.82, 98.13, -100.0)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV2_12056 
35@ = Actor.Car($PLAYER_ACTOR)
Car.Angle(35@) = 354.04

:DRIV2_12056
select_interior 0 
04E4: unknown_refresh_game_renderer_at 90@ 91@ 
Camera.SetAtPos(90@, 91@, 92@)
03E6: remove_text_box 
02A3: enable_widescreen 1 
Camera.SetPosition(-2736.43, 87.02, 4.27, 0.0, 0.0, 0.0)
Camera.PointAt(-2735.57, 86.18, 4.27, 2)
Garage.Open('TBON')
if and
   not Actor.Dead(54@(120@,4i))
   not Car.Wrecked(58@(120@,4i))
else_jump @DRIV2_12368 
Car.PutAt(58@(120@,4i), -2720.92, 83.65, 3.69)
Car.Angle(58@(120@,4i)) = 85.84
if 
   not Actor.InCar(54@(120@,4i), 58@(120@,4i))
else_jump @DRIV2_12301 
if 
   Actor.Driving(54@(120@,4i))
else_jump @DRIV2_12285 
0362: remove_actor 54@(120@,4i) from_car_and_place_at -2720.92 83.65 -6.31 

:DRIV2_12285
036A: put_actor 54@(120@,4i) in_car 58@(120@,4i) 

:DRIV2_12301
04E0: car 58@(120@,4i) abandon_path_radius 2 
05D1: AS_actor 54@(120@,4i) drive_car 58@(120@,4i) to -2730.11 65.22 3.91 speed 10.0 0 model #NULL 2 
Car.SetSpeedInstantly(58@(120@,4i), 7.0)

:DRIV2_12368
Car.Destroy(34@)
fade 1 500 

:DRIV2_12380
if 
fading 
else_jump @DRIV2_12404 
wait 0 
jump @DRIV2_12380 

:DRIV2_12404
169@ = 1 
0707: start_scene_skip_to @DRIV2_12599 
if 
   not Actor.Dead(54@(120@,4i))
else_jump @DRIV2_12456 
Actor.StorePos(54@(120@,4i), 100@, 101@, 102@)

:DRIV2_12456
if 
  101@ > 71.36 
else_jump @DRIV2_12543 
wait 0 
if 
   not Actor.Dead(54@(120@,4i))
else_jump @DRIV2_12526 
Actor.StorePos(54@(120@,4i), 100@, 101@, 102@)
jump @DRIV2_12536 

:DRIV2_12526
101@ = 71.36 

:DRIV2_12536
jump @DRIV2_12456 

:DRIV2_12543
Garage.Close('TBON')

:DRIV2_12554
if 
   not Garage.IsClosed('TBON')
else_jump @DRIV2_12587 
wait 0 
jump @DRIV2_12554 

:DRIV2_12587
wait 1000 
169@ = 0 

:DRIV2_12599
0701: end_scene_skip 
fade 0 1000 

:DRIV2_12608
if 
fading 
else_jump @DRIV2_12632 
wait 0 
jump @DRIV2_12608 

:DRIV2_12632
Actor.DestroyInstantly(54@(120@,4i))
Car.Destroy(58@(120@,4i))
if 
  169@ == 1 
else_jump @DRIV2_12734 
if 
   not Garage.IsClosed('TBON')
else_jump @DRIV2_12734 
Garage.Close('TBON')

:DRIV2_12701
if 
   not Garage.IsClosed('TBON')
else_jump @DRIV2_12734 
wait 0 
jump @DRIV2_12701 

:DRIV2_12734
select_interior 121@ 
04E4: unknown_refresh_game_renderer_at 96@ 97@ 
Camera.SetAtPos(96@, 97@, 196@)
Actor.PutAt($PLAYER_ACTOR, 96@, 97@, 196@)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV2_12811 
35@ = Actor.Car($PLAYER_ACTOR)
Car.Angle(35@) = 103@
jump @DRIV2_12819 

:DRIV2_12811
Actor.Angle($PLAYER_ACTOR) = 103@

:DRIV2_12819
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 1000 

:DRIV2_12841
if 
fading 
else_jump @DRIV2_12865 
wait 0 
jump @DRIV2_12841 

:DRIV2_12865
return 

:DRIV2_12867
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:DRIV2_12885
$SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'FAR_2'  // T-Bone Mendez
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 5000
0998: add_respect 20 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:DRIV2_12949
Model.Destroy(#BOXVILLE)
Model.Destroy(#FCR900)
Model.Destroy(#KMB_PACKET)
Model.Destroy(#WMYCR)
Model.Destroy(#HMYCR)
Model.Destroy(#MICRO_UZI)
04EF: release_animation "BIKES" 
04EF: release_animation "MISC" 
119@ = 0 

:DRIV2_13001
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_13092 
Marker.Disable(180@(119@,4i))
if 
03CA:   object 38@(119@,4i) exists 
else_jump @DRIV2_13078 
if 
82CC:   not object 38@(119@,4i) bounding_sphere_visible 
else_jump @DRIV2_13078 
Object.Destroy(38@(119@,4i))

:DRIV2_13078
119@ += 1 
jump @DRIV2_13001 

:DRIV2_13092
Marker.Disable(184@)
Marker.Disable(185@)
if 
   not Car.Wrecked(34@)
else_jump @DRIV2_13133 
Car.SetImmunities(34@, 0, 0, 0, 0, 0)

:DRIV2_13133
119@ = 0 

:DRIV2_13140
if 
001D:   37@ > 119@ // (int) 
else_jump @DRIV2_13223 
if 
   not Car.Wrecked(58@(119@,4i))
else_jump @DRIV2_13209 
Car.SetImmunities(58@(119@,4i), 0, 0, 0, 0, 0)
Car.LockInCurrentPosition(58@(119@,4i)) = False

:DRIV2_13209
119@ += 1 
jump @DRIV2_13140 

:DRIV2_13223
if 
   not Car.Wrecked(35@)
else_jump @DRIV2_13254 
Car.SetImmunities(35@, 0, 0, 0, 0, 0)

:DRIV2_13254
065C: release_decision_maker 193@ 
061B: remove_references_to_AS_pack 195@ 
03E6: remove_text_box 
091D: remove_forbidden_for_boats_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DRIV2_13321 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:DRIV2_13321
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 66---------------
// Originally: Mike Toreno

:DRIV3
thread 'DRIV3' 
gosub @DRIV3_47 
if 
wasted_or_busted 
else_jump @DRIV3_38 
gosub @DRIV3_16007 

:DRIV3_38
gosub @DRIV3_16025 
end_thread 

:DRIV3_47
$ONMISSION = 1 
increment_mission_attempts 
wait 0 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 
0169: set_fade_color_RGB 0 0 0 

:DRIV3_82
if 
fading 
else_jump @DRIV3_106 
wait 0 
jump @DRIV3_82 

:DRIV3_106
054C: use_GXT_table 'FARLIE3' 
select_interior 3 
02E4: load_cutscene_data 'FARL_3A' 

:DRIV3_132
if 
86B9:   not cutscene_data_loaded 
else_jump @DRIV3_156 
wait 0 
jump @DRIV3_132 

:DRIV3_156
02E7: start_cutscene 
fade 1 1000 

:DRIV3_165
if 
82E9:   not cutscene_reached_end 
else_jump @DRIV3_189 
wait 0 
jump @DRIV3_165 

:DRIV3_189
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:DRIV3_204
if 
fading 
else_jump @DRIV3_228 
wait 0 
jump @DRIV3_204 

:DRIV3_228
02EA: end_cutscene 
select_interior 0 
018A: 127@ = create_checkpoint_at -2071.0 209.0 35.0 
Marker.Disable(127@)
80@ = -1906.656 
81@ = 283.016 
82@ = 41.0 
104@ = 0 
105@ = 0 
106@ = 0 
132@ = 0 
107@ = 0 
112@ = 0 
108@ = 0 
59@ = -2615.0 
60@ = 1397.0 
61@ = 6.0 
101@ = 0 
$1797 = 0 
$ONMISSION_MIKE_TORENO = 1 
103@ = 0 
71@ = -1550.416 
72@ = -436.4436 
73@ = 6.9871 
$1796 = 0 
74@ = 0.0 
75@ = -20.0 
76@ = 0.0 
100@ = 0 
102@ = 0 
109@ = 0 
110@ = 0 
89@ = 1 
90@ = 0 
91@ = 0 
92@ = 0 
93@ = 0 
$7321 = 0 
94@ = 0 
95@ = 0 
98@ = 0 
111@ = 0 
99@ = 0 
96@ = 0 
97@ = 0 
if 
075C:   marker $2653 enabled 
else_jump @DRIV3_603 
Marker.Disable($2653)

:DRIV3_603
032B: 55@ = create_weapon_pickup #DESERT_EAGLE group 15 ammo 30 at -1542.022 -437.7364 5.9258 
05A9: s$7322[0] = 'FAR3_CA'  // ~z~Er sagt, er hrt Mwen!
05A9: s$7322[1] = 'FAR3_CB'  // ~z~Mike hrt Mwen!
05A9: s$7322[2] = 'FAR3_DA'  // ~z~Mwen? Scheie, das knnte berall hier in der Stadt sein!
05A9: s$7322[3] = 'FAR3_CC'  // ~z~Er hrt schwere Maschinen!
05A9: s$7322[4] = 'FAR3_DB'  // ~z~Mwen und schwere Maschinen? Eine Baustelle, oder 'ne Mlldeponie?
05A9: s$7322[5] = 'FAR3_EA'  // ~z~In Dogpatch ist eine Baustelle!
04AF: 133@ = 15200 // @ = any 
04AF: 134@ = 15201 // @ = any 
04AF: 135@ = 15210 // @ = any 
04AF: 136@ = 15202 // @ = any 
04AF: 137@ = 15211 // @ = any 
04AF: 138@ = 15215 // @ = any 
05A9: s$7322[6] = 'FAR3_CF'  // ~z~Er sagt, er hrt einen Lastwagen zurcksetzen.
05A9: s$7322[7] = 'FAR3_CD'  // ~z~Er sagt, da ist ziemlich viel Betrieb, knnte ein Frachtdepot sein, oder so was.
05A9: s$7322[8] = 'FAR3_DC'  // ~z~Fracht? Sie mssen unten an den Docks sein!
05A9: s$7322[9] = 'FAR3_EB'  // ~z~Los, zu den Hunters Point Naval Shipyard Docks!
04AF: 139@ = 15205 // @ = any 
04AF: 140@ = 15203 // @ = any 
04AF: 141@ = 15212 // @ = any 
04AF: 142@ = 15216 // @ = any 
05A9: s$7322[10] = 'FAR3_CJ'  // ~z~Shit, er sagt, sie haben angehalten und dann hat er Schsse gehrt.
05A9: s$7322[11] = 'FAR3_CK'  // ~z~Er glaubt, sie haben sich gerade den Weg durch ein bewachtes Tor freigeschossen!
05A9: s$7322[12] = 'FAR3_DD'  // ~z~Bei den Docks haben sie keine schwer bewaffneten Wachen,
05A9: s$7322[13] = 'FAR3_DE'  // ~z~aber beim Frachtdepot vom Flughafen!
05A9: s$7322[14] = 'FAR3_EC'  // ~z~Zum Flughafen, schnell!
04AF: 143@ = 15208 // @ = any 
04AF: 144@ = 15209 // @ = any 
04AF: 145@ = 15213 // @ = any 
04AF: 146@ = 15214 // @ = any 
04AF: 147@ = 15217 // @ = any 
05A9: s$7322[15] = 'FAR3_HA'  // ~z~Da ist das Tor!
05A9: s$7322[16] = 'FAR3_HB'  // ~z~Und ein paar tote Security-Leute!
05A9: s$7322[17] = 'FAR3_HC'  // ~z~Hier sind wir richtig. Halte Ausschau nach dem Van!
04AF: 148@ = 15225 // @ = any 
04AF: 149@ = 15226 // @ = any 
04AF: 150@ = 15227 // @ = any 
05A9: s$7322[18] = 'FAR3_JA'  // ~z~Okay, der Piepser msste jetzt funktionieren.
05A9: s$7322[19] = 'FAR3_JB'  // ~z~Piepser? Was zur Hlle ist ein Piepser?
05A9: s$7322[20] = 'FAR3_JC'  // ~z~Nach dem Trouble neulich hat Mike einen Sender in dem Stoff versteckt.
05A9: s$7322[21] = 'FAR3_JD'  // ~z~Wir wollten so die Gang aufspren, aber irgendwas muss schief gelaufen sein,
05A9: s$7322[22] = 'FAR3_JE'  // ~z~und jetzt mssen wir damit den Van finden und Mike retten!
05A9: s$7322[23] = 'FAR3_JF'  // ~z~Wie funktioniert das?
05A9: s$7322[24] = 'FAR3_JG'  // ~z~Popeleinfach. Je nher wir kommen, umso strker wird das Signal.
04AF: 151@ = 15228 // @ = any 
04AF: 152@ = 15229 // @ = any 
04AF: 153@ = 15230 // @ = any 
04AF: 154@ = 15231 // @ = any 
04AF: 155@ = 15232 // @ = any 
04AF: 156@ = 15233 // @ = any 
04AF: 157@ = 15234 // @ = any 
05A9: s$7322[25] = 'FAR3_MA'  // ~z~Wie lange arbeitest du schon fr Jizzy? Dich hab ich noch nie gesehen.
05A9: s$7322[26] = 'FAR3_MB'  // ~z~Bin erst seit letzter Woche hier in der Stadt. Hab hier und da mal ein paar Jobs gemacht.
05A9: s$7322[27] = 'FAR3_MC'  // ~z~Erst seit letzter Woche in der Stadt, h? Und wo warst du vorher?
05A9: s$7322[28] = 'FAR3_MD'  // ~z~Was soll das?
05A9: s$7322[29] = 'FAR3_ME'  // ~z~Beantworte einfach die verdammte Frage!
05A9: s$7322[30] = 'FAR3_MF'  // ~z~Hr zu, okay? Ich war in Los Angeles, bei meiner Familie.
05A9: s$7322[31] = 'FAR3_MG'  // ~z~Gib mir seine Brieftasche.
05A9: s$7322[32] = 'FAR3_MH'  // ~z~Was? Hey, Finger weg!
05A9: s$7322[33] = 'FAR3_MJ'  // ~z~Hr auf, dich zu wehren und konzentrier dich auf die Strae!
05A9: s$7322[34] = 'FAR3_MK'  // ~z~Hier, Mike.
05A9: s$7322[35] = 'FAR3_ML'  // ~z~Carl Johnson, h?
05A9: s$7322[36] = 'FAR3_MM'  // ~z~Okay, ich wei Bescheid. Hier.
05A9: s$7322[37] = 'FAR3_MN'  // ~z~Da war 'n Zwanziger drin. Ich will blo hoffen, dass der noch da ist, Mann.
05A9: s$7322[38] = 'FAR3_MO'  // ~z~Halt dein verdammtes Maul!
04AF: 158@ = 15242 // @ = any 
04AF: 159@ = 15243 // @ = any 
04AF: 160@ = 15244 // @ = any 
04AF: 161@ = 15245 // @ = any 
04AF: 162@ = 15246 // @ = any 
04AF: 163@ = 15247 // @ = any 
04AF: 164@ = 15248 // @ = any 
04AF: 165@ = 15249 // @ = any 
04AF: 166@ = 15250 // @ = any 
04AF: 167@ = 15251 // @ = any 
04AF: 168@ = 15252 // @ = any 
04AF: 169@ = 15253 // @ = any 
04AF: 170@ = 15254 // @ = any 
04AF: 171@ = 15255 // @ = any 
060A: create_decision_maker_type 2 store_to 86@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 87@ // decision\allowed\m_.ped files 
Model.Load(#MICRO_UZI)
Model.Load(#BURRITO)
023C: load_special_actor 'TBONE' as 2 // models 290-299 
038B: load_requested_models 

:DRIV3_1527
if or
823D:   not special_actor 2 loaded 
   not Model.Available(#MICRO_UZI)
   not Model.Available(#BURRITO)
else_jump @DRIV3_1563 
wait 0 
jump @DRIV3_1527 

:DRIV3_1563
Actor.Angle($PLAYER_ACTOR) = 214.0
Camera.SetBehindPlayer

:DRIV3_1575
wait 0 
if 
  89@ == 1 
else_jump @DRIV3_1604 
gosub @DRIV3_1736 

:DRIV3_1604
if 
  90@ == 1 
else_jump @DRIV3_1629 
gosub @DRIV3_6822 

:DRIV3_1629
if 
  94@ == 1 
else_jump @DRIV3_1654 
gosub @DRIV3_8253 

:DRIV3_1654
if 
  91@ == 1 
else_jump @DRIV3_1679 
gosub @DRIV3_11222 

:DRIV3_1679
if 
  92@ == 1 
else_jump @DRIV3_1704 
jump @DRIV3_15909 

:DRIV3_1704
if 
  93@ == 1 
else_jump @DRIV3_1729 
jump @DRIV3_16007 

:DRIV3_1729
jump @DRIV3_1575 

:DRIV3_1736
0209: 54@ = random_int_in_ranges 1 4 
if 
  54@ == 1 
else_jump @DRIV3_1833 
56@ = -1303.76 
57@ = -615.4308 
58@ = 13.1485 
62@ = -1271.832 
63@ = -180.8179 
64@ = 13.1443 
84@ = 0.0 

:DRIV3_1833
if 
  54@ == 2 
else_jump @DRIV3_1921 
56@ = -1216.233 
57@ = 51.366 
58@ = 13.0 
62@ = -1288.832 
63@ = -159.8179 
64@ = 13.1443 
84@ = 120.0 

:DRIV3_1921
if 
  54@ == 3 
else_jump @DRIV3_2009 
56@ = -1125.319 
57@ = 368.3488 
58@ = 13.1329 
62@ = -1319.832 
63@ = -96.8179 
64@ = 13.8443 
84@ = 140.0 

:DRIV3_2009
Model.Load(#PREMIER)

:DRIV3_2014
if 
   not Model.Available(#PREMIER)
else_jump @DRIV3_2041 
wait 0 
jump @DRIV3_2014 

:DRIV3_2041
38@ = Car.Create(#PREMIER, -2620.0, 1398.0, 6.5)
Car.Angle(38@) = 204.0
114@ = Marker.CreateAboveCar(38@)
07E0: set_marker 114@ type_to 1 
Car.Health(38@) = 2500
0956: get_respect_to 113@ 
08F4: set_max_group_members 113@ 
09DD: unknown_player_group 2 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DRIV3_2134 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:DRIV3_2134
53@ = Actor.Create(Mission2, #SPECIAL02, -2623.64, 1403.9, 6.2)
09F6: set_actor 53@ unjackable_through_driver_seat 0 
0709: set_decision_maker 87@ on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
Actor.WeaponAccuracy(53@) = 95
0A20: unknown_player $PLAYER_CHAR flag 1 
0A09: set_actor 53@ muted 1 // versionB 
05CA: AS_actor 53@ enter_car 38@ passenger_seat 0 -1 ms 
04D8: set_actor 53@ drowns_in_water 1 
077A: set_actor 53@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor 53@ decision_maker_to 87@ 
01B2: give_actor 53@ weapon 28 ammo 1000 // Load the weapon model before using this 
0568: set_actor 53@ targetable 1 
02A9: set_actor 53@ immune_to_nonplayer 1 
0A0B: set_rendering_origin_at_3D_coord -2623.64 1403.9 6.2 angle 214.0 
fade 1 1000 

:DRIV3_2319
if 
fading 
else_jump @DRIV3_2343 
wait 0 
jump @DRIV3_2319 

:DRIV3_2343
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$1796 += 330000 
03C3: set_timer_to $1796 type 1 GXT 'DRI2_9' // global_variable  // AKKU
040D: unload_wav 1 
03CF: load_wav 15218 as 1 

:DRIV3_2391
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_2417 
wait 0 
jump @DRIV3_2391 

:DRIV3_2417
00BC: show_text_highpriority GXT 'FAR3_FA' time 10000 flag 1  // ~z~Es muss schnell gehen. Mikes Akku ist fast leer!
03D1: play_wav 1 

:DRIV3_2437
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_2463 
wait 0 
jump @DRIV3_2437 

:DRIV3_2463
03D5: remove_text 'FAR3_FA'  // ~z~Es muss schnell gehen. Mikes Akku ist fast leer!
00BC: show_text_highpriority GXT 'DRI2_1' time 5000 flag 1  // ~s~ Steig in das ~b~Auto~s~.
Model.Load(#DNB1)
Model.Load(#DNB2)
Model.Load(#DNB3)

:DRIV3_2502
if or
   not Model.Available(#DNB1)
   not Model.Available(#DNB2)
   not Model.Available(#DNB3)
else_jump @DRIV3_2536 
wait 0 
jump @DRIV3_2502 

:DRIV3_2536
if 
   not Car.Wrecked(38@)
else_jump @DRIV3_2857 

:DRIV3_2552
if 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @DRIV3_2857 
wait 0 
if 
   Actor.Dead(53@)
else_jump @DRIV3_2651 
89@ = 0 
90@ = 0 
94@ = 0 
91@ = 0 
92@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone ist tot!
return 

:DRIV3_2651
if 
   Car.Wrecked(38@)
else_jump @DRIV3_2674 
jump @DRIV3_2857 

:DRIV3_2674
if 
0735:   NOP_false 83 
else_jump @DRIV3_2733 
89@ = 0 
90@ = 0 
94@ = 0 
91@ = 0 
92@ = 1 
93@ = 0 
return 

:DRIV3_2733
if 
  0 >= $1796 
else_jump @DRIV3_2850 
89@ = 0 
93@ = 1 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_2776
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_2802 
wait 0 
jump @DRIV3_2776 

:DRIV3_2802
00BC: show_text_highpriority GXT 'FAR3_FD' time 10000 flag 1  // ~z~Scheie, Mikes Handy hat schlappgemacht!
03D1: play_wav 1 

:DRIV3_2822
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_2848 
wait 0 
jump @DRIV3_2822 

:DRIV3_2848
return 

:DRIV3_2850
jump @DRIV3_2552 

:DRIV3_2857
if 
   not Actor.Dead(53@)
else_jump @DRIV3_2911 
03D5: remove_text 'DRI2_1'  // ~s~ Steig in das ~b~Auto~s~.
if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
else_jump @DRIV3_2911 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_2911
Marker.Disable(114@)
Model.Destroy(#PREMIER)
33@ = 0 
116@ = Marker.CreateIconWithoutSphere(3, 71@, 72@, 73@)
Marker.Disable(116@)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DRIV3_4398 

:DRIV3_2965
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 71@ 72@ 73@ radius 35.0 35.0 35.0 
else_jump @DRIV3_4398 
wait 0 
gosub @DRIV3_14595 
if 
  93@ == 1 
else_jump @DRIV3_3038 
return 

:DRIV3_3038
if 
  109@ == 0 
else_jump @DRIV3_4391 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV3_3080 
38@ = Actor.Car($PLAYER_ACTOR)

:DRIV3_3080
if and
  $7321 >= 0 
  6 > $7321 
else_jump @DRIV3_3112 
gosub @DRIV3_15530 

:DRIV3_3112
if 
  $7321 == 6 
else_jump @DRIV3_3264 
if 
  32@ > 15000 
else_jump @DRIV3_3264 
040D: unload_wav 1 
03CF: load_wav 15224 as 1 

:DRIV3_3160
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_3186 
wait 0 
jump @DRIV3_3160 

:DRIV3_3186
00BC: show_text_highpriority GXT 'FAR3_GC' time 10000 flag 1  // ~z~Halt durch, Mike, es ist schon Hilfe unterwegs!
03D1: play_wav 1 

:DRIV3_3206
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_3232 
wait 0 
jump @DRIV3_3206 

:DRIV3_3232
03D5: remove_text 'FAR3_GC'  // ~z~Halt durch, Mike, es ist schon Hilfe unterwegs!
32@ = 0 
$7321 = 7 
102@ = 0 

:DRIV3_3264
if 
  $7321 == 7 
else_jump @DRIV3_3351 
if 
   not Actor.Dead(53@)
else_jump @DRIV3_3351 
if and
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Dogpatch
0154:   actor 53@ in_zone 'DOH'  // Dogpatch
else_jump @DRIV3_3351 
$7321 = 8 
132@ = 6 

:DRIV3_3351
if and
  $7321 >= 8 
  12 > $7321 
else_jump @DRIV3_3383 
gosub @DRIV3_15530 

:DRIV3_3383
if 
  $7321 == 12 
else_jump @DRIV3_3535 
if 
  32@ > 10000 
else_jump @DRIV3_3535 
040D: unload_wav 1 
03CF: load_wav 15223 as 1 

:DRIV3_3431
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_3457 
wait 0 
jump @DRIV3_3431 

:DRIV3_3457
00BC: show_text_highpriority GXT 'FAR3_GB' time 10000 flag 1  // ~z~Wir sind gleich bei dir, Mike!
03D1: play_wav 1 

:DRIV3_3477
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_3503 
wait 0 
jump @DRIV3_3477 

:DRIV3_3503
03D5: remove_text 'FAR3_GB'  // ~z~Wir sind gleich bei dir, Mike!
32@ = 0 
$7321 = 13 
102@ = 0 

:DRIV3_3535
if 
  $7321 == 13 
else_jump @DRIV3_3629 
if 
   not Actor.Dead(53@)
else_jump @DRIV3_3629 
if and
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // China Basin
0154:   actor 53@ in_zone 'EASB'  // China Basin
else_jump @DRIV3_3629 
$7321 = 14 
132@ = 10 
32@ = 0 

:DRIV3_3629
if and
  $7321 >= 14 
  19 > $7321 
else_jump @DRIV3_3661 
gosub @DRIV3_15530 

:DRIV3_3661
if 
  $7321 == 19 
else_jump @DRIV3_3806 
if 
  32@ > 8000 
else_jump @DRIV3_3806 
32@ = 0 
$7321 = 20 
040D: unload_wav 1 
03CF: load_wav 15207 as 1 

:DRIV3_3723
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_3749 
wait 0 
jump @DRIV3_3723 

:DRIV3_3749
00BC: show_text_highpriority GXT 'FAR3_CH' time 10000 flag 1  // ~z~Mike hrt startende und landende Flugzeuge.
03D1: play_wav 1 

:DRIV3_3769
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_3795 
wait 0 
jump @DRIV3_3769 

:DRIV3_3795
03D5: remove_text 'FAR3_CH'  // ~z~Mike hrt startende und landende Flugzeuge.

:DRIV3_3806
if 
  $7321 == 20 
else_jump @DRIV3_3958 
if 
  32@ > 8000 
else_jump @DRIV3_3958 
32@ = 0 
$7321 = 21 
040D: unload_wav 1 
03CF: load_wav 15222 as 1 

:DRIV3_3868
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_3894 
wait 0 
jump @DRIV3_3868 

:DRIV3_3894
00BC: show_text_highpriority GXT 'FAR3_GA' time 10000 flag 1  // ~z~Keine Sorge, Mike, wir sind gleich da!
03D1: play_wav 1 

:DRIV3_3914
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_3940 
wait 0 
jump @DRIV3_3914 

:DRIV3_3940
03D5: remove_text 'FAR3_GA'  // ~z~Keine Sorge, Mike, wir sind gleich da!
102@ = 0 

:DRIV3_3958
if 
  102@ == 0 
else_jump @DRIV3_4116 
if 
  103@ == 0 
else_jump @DRIV3_4116 
if 
  200000 >= $1796 
else_jump @DRIV3_4116 
040D: unload_wav 1 
03CF: load_wav 15219 as 1 

:DRIV3_4026
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_4052 
wait 0 
jump @DRIV3_4026 

:DRIV3_4052
00BC: show_text_highpriority GXT 'FAR3_FB' time 10000 flag 1  // ~z~Mikes Handyakku ist gleich leer!
03D1: play_wav 1 

:DRIV3_4072
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_4098 
wait 0 
jump @DRIV3_4072 

:DRIV3_4098
03D5: remove_text 'FAR3_FB'  // ~z~Mikes Handyakku ist gleich leer!
103@ = 1 

:DRIV3_4116
if 
  102@ == 0 
else_jump @DRIV3_4274 
if 
  103@ == 1 
else_jump @DRIV3_4274 
if 
  100000 >= $1796 
else_jump @DRIV3_4274 
040D: unload_wav 1 
03CF: load_wav 15220 as 1 

:DRIV3_4184
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_4210 
wait 0 
jump @DRIV3_4184 

:DRIV3_4210
00BC: show_text_highpriority GXT 'FAR3_FC' time 10000 flag 1  // ~z~Mikes Handy macht gleich schlapp!
03D1: play_wav 1 

:DRIV3_4230
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_4256 
wait 0 
jump @DRIV3_4230 

:DRIV3_4256
03D5: remove_text 'FAR3_FC'  // ~z~Mikes Handy macht gleich schlapp!
103@ = 2 

:DRIV3_4274
if 
  0 >= $1796 
else_jump @DRIV3_4391 
89@ = 0 
93@ = 1 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_4317
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_4343 
wait 0 
jump @DRIV3_4317 

:DRIV3_4343
00BC: show_text_highpriority GXT 'FAR3_FD' time 10000 flag 1  // ~z~Scheie, Mikes Handy hat schlappgemacht!
03D1: play_wav 1 

:DRIV3_4363
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_4389 
wait 0 
jump @DRIV3_4363 

:DRIV3_4389
return 

:DRIV3_4391
jump @DRIV3_2965 

:DRIV3_4398
03E6: remove_text_box 
Marker.Disable(116@)
Marker.Disable(127@)
Model.Load(#FREEWAY)

:DRIV3_4415
if 
   not Model.Available(#FREEWAY)
else_jump @DRIV3_4442 
wait 0 
jump @DRIV3_4415 

:DRIV3_4442
03C4: set_status_text $1797 type 1 GXT 'DRI2_17' // global_variable  // SIGNAL
35@ = Car.Create(#BURRITO, 56@, 57@, 58@)
0229: set_car 35@ primary_color_to 6 secondary_color_to 0 
115@ = Marker.CreateAboveCar(35@)
018B: set_marker 115@ radar_mode 1 
Car.Angle(35@) = 84@
0129: 41@ = create_actor_pedtype 24 model #DNB3 in_car 35@ driverseat 
Actor.SetImmunities(41@, 1, 0, 0, 0, 0)
0446: set_actor 41@ immune_to_headshots 0 
060B: set_actor 41@ decision_maker_to 86@ 
077A: set_actor 41@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 41@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
0709: set_decision_maker 86@ on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
Car.Health(35@) = 1000
Car.DoorStatus(35@) = 7
Car.ImmuneToNonPlayer(35@) = True
131@ = 0 

:DRIV3_4630
if 
  3 > 131@ 
else_jump @DRIV3_4812 
if or
  131@ == 0 
  131@ == 2 
else_jump @DRIV3_4692 
01C8: 42@(131@,9i) = create_actor_pedtype 24 model #DNB1 in_car 35@ passenger_seat 131@ 

:DRIV3_4692
if 
  131@ == 1 
else_jump @DRIV3_4729 
01C8: 42@(131@,9i) = create_actor_pedtype 24 model #DNB2 in_car 35@ passenger_seat 131@ 

:DRIV3_4729
01B2: give_actor 42@(131@,9i) weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 42@(131@,9i) armed_weapon_to 28 
if 
  131@ == 0 
else_jump @DRIV3_4798 
060B: set_actor 42@ decision_maker_to 86@ 
077A: set_actor 42@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 42@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 

:DRIV3_4798
131@ += 1 
jump @DRIV3_4630 

:DRIV3_4812
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_5062 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 2.0 -6.0 -0.3 
36@ = Car.Create(#FREEWAY, 77@, 78@, 79@)
Car.Angle(36@) = 84@
0129: 51@ = create_actor_pedtype 24 model #DNB2 in_car 36@ driverseat 
01B2: give_actor 51@ weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 51@ armed_weapon_to 28 
060B: set_actor 51@ decision_maker_to 86@ 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 51@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
04E0: car 36@ abandon_path_radius 255 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -2.0 -6.0 -0.3 
37@ = Car.Create(#FREEWAY, 77@, 78@, 79@)
Car.Angle(37@) = 84@
0129: 52@ = create_actor_pedtype 24 model #DNB1 in_car 37@ driverseat 
01B2: give_actor 52@ weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 52@ armed_weapon_to 28 
060B: set_actor 52@ decision_maker_to 86@ 
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 52@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
04E0: car 37@ abandon_path_radius 255 

:DRIV3_5062
if 
   not $7321 == 21 
else_jump @DRIV3_5094 
132@ = 18 
$7321 = 24 

:DRIV3_5094
if 
   not 98@ == 1 
else_jump @DRIV3_6806 
wait 0 
gosub @DRIV3_14595 
if 
  93@ == 1 
else_jump @DRIV3_5143 
return 

:DRIV3_5143
if and
  $7321 >= 21 
  24 > $7321 
else_jump @DRIV3_5182 
102@ = 1 
gosub @DRIV3_15530 

:DRIV3_5182
if and
  $7321 >= 24 
  30 >= $7321 
else_jump @DRIV3_5221 
gosub @DRIV3_15530 
102@ = 1 

:DRIV3_5221
if 
  95@ == 0 
else_jump @DRIV3_5294 
if 
  $7321 == 31 
else_jump @DRIV3_5287 
00BC: show_text_highpriority GXT 'DRI2_18' time 5000 flag 1  // ~s~Orientiere dich an der Balken-Anzeige von Mikes ~b~SIGNAL~s~, um den Van zu finden.
$7321 = 32 
32@ = 0 

:DRIV3_5287
jump @DRIV3_5301 

:DRIV3_5294
$7321 = 32 

:DRIV3_5301
if 
  $7321 == 32 
else_jump @DRIV3_5352 
if 
  32@ > 7000 
else_jump @DRIV3_5352 
102@ = 0 
$7321 = 33 

:DRIV3_5352
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_6767 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 65@ 66@ 67@ radius 30.0 30.0 30.0 
01AF:   car 35@ sphere 0 in_sphere 62@ 63@ 64@ radius 40.0 40.0 40.0 
else_jump @DRIV3_5448 
98@ = 1 

:DRIV3_5448
if 
  95@ == 0 
else_jump @DRIV3_5747 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 65@ 66@ 67@ radius 100.0 100.0 100.0 
02CA:   car 35@ bounding_sphere_visible 
else_jump @DRIV3_5747 
if 
   not Actor.Dead(41@)
else_jump @DRIV3_5557 
05D1: AS_actor 41@ drive_car 35@ to 62@ 63@ 64@ speed 25.0 1 model #NULL 3 

:DRIV3_5557
if 
   not Car.Wrecked(36@)
else_jump @DRIV3_5581 
05F2: set_car 36@ follow_car 35@ keep_3o_clock 

:DRIV3_5581
if 
   not Car.Wrecked(37@)
else_jump @DRIV3_5605 
05F1: set_car 37@ follow_car 35@ keep_9o_clock 

:DRIV3_5605
040D: unload_wav 1 
03CF: load_wav 15238 as 1 

:DRIV3_5616
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_5642 
wait 0 
jump @DRIV3_5616 

:DRIV3_5642
00BC: show_text_highpriority GXT 'FAR3_KD' time 10000 flag 1  // ~z~Shit, da sind sie!
03D1: play_wav 1 

:DRIV3_5662
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_5688 
wait 0 
jump @DRIV3_5662 

:DRIV3_5688
03D5: remove_text 'FAR3_KD'  // ~z~Shit, da sind sie!
018B: set_marker 115@ radar_mode 3 
014F: stop_timer $1796 
0151: remove_status_text $1797 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV3_5740 
38@ = Actor.Car($PLAYER_ACTOR)

:DRIV3_5740
95@ = 1 

:DRIV3_5747
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_6085 
if or
  95@ == 1 
  95@ == 2 
else_jump @DRIV3_5854 
if 
01AF:   car 35@ sphere 0 in_sphere 62@ 63@ 64@ radius 20.0 20.0 20.0 
else_jump @DRIV3_5854 
Car.SetMaxSpeed(35@, 0.0)
Car.SetDriverBehaviour(35@, 11)
95@ = 3 

:DRIV3_5854
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_5884 
Car.StorePos(35@, 65@, 66@, 67@)

:DRIV3_5884
Actor.StorePos($PLAYER_ACTOR, 68@, 69@, 70@)
050A: 88@ = distance_between_XYZ 68@ 69@ 70@ and_XYZ 65@ 66@ 67@ 
if or
  54@ == 3 
  54@ == 2 
else_jump @DRIV3_6019 
if 
  88@ > 1000.0 
else_jump @DRIV3_5984 
88@ = 1000.0 
jump @DRIV3_6012 

:DRIV3_5984
129@ = 1000.0 
0063: 129@ -= 88@ // (float) 
129@ /= 10.0 

:DRIV3_6012
jump @DRIV3_6085 

:DRIV3_6019
if 
  88@ > 500.0 
else_jump @DRIV3_6057 
88@ = 500.0 
jump @DRIV3_6085 

:DRIV3_6057
129@ = 500.0 
0063: 129@ -= 88@ // (float) 
129@ /= 5.0 

:DRIV3_6085
if 
  129@ > 0.0 
else_jump @DRIV3_6114 
0090: $1797 = float 129@ to_integer 

:DRIV3_6114
if 
   not 95@ == 1 
else_jump @DRIV3_6651 
if 
  109@ == 0 
else_jump @DRIV3_6583 
if 
  102@ == 0 
else_jump @DRIV3_6308 
if 
  103@ == 0 
else_jump @DRIV3_6308 
if 
  200000 >= $1796 
else_jump @DRIV3_6308 
040D: unload_wav 1 
03CF: load_wav 15219 as 1 

:DRIV3_6218
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_6244 
wait 0 
jump @DRIV3_6218 

:DRIV3_6244
00BC: show_text_highpriority GXT 'FAR3_FB' time 10000 flag 1  // ~z~Mikes Handyakku ist gleich leer!
03D1: play_wav 1 

:DRIV3_6264
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_6290 
wait 0 
jump @DRIV3_6264 

:DRIV3_6290
03D5: remove_text 'FAR3_FB'  // ~z~Mikes Handyakku ist gleich leer!
103@ = 1 

:DRIV3_6308
if 
  102@ == 0 
else_jump @DRIV3_6466 
if 
  103@ == 1 
else_jump @DRIV3_6466 
if 
  100000 >= $1796 
else_jump @DRIV3_6466 
040D: unload_wav 1 
03CF: load_wav 15220 as 1 

:DRIV3_6376
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_6402 
wait 0 
jump @DRIV3_6376 

:DRIV3_6402
00BC: show_text_highpriority GXT 'FAR3_FC' time 10000 flag 1  // ~z~Mikes Handy macht gleich schlapp!
03D1: play_wav 1 

:DRIV3_6422
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_6448 
wait 0 
jump @DRIV3_6422 

:DRIV3_6448
03D5: remove_text 'FAR3_FC'  // ~z~Mikes Handy macht gleich schlapp!
103@ = 2 

:DRIV3_6466
if 
  0 >= $1796 
else_jump @DRIV3_6583 
89@ = 0 
93@ = 1 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_6509
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_6535 
wait 0 
jump @DRIV3_6509 

:DRIV3_6535
00BC: show_text_highpriority GXT 'FAR3_FD' time 10000 flag 1  // ~z~Scheie, Mikes Handy hat schlappgemacht!
03D1: play_wav 1 

:DRIV3_6555
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_6581 
wait 0 
jump @DRIV3_6555 

:DRIV3_6581
return 

:DRIV3_6583
if 
  95@ == 0 
else_jump @DRIV3_6651 
if 
  0 >= $1796 
else_jump @DRIV3_6651 
89@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~Toreno ist tot
return 

:DRIV3_6651
if 
  95@ == 1 
else_jump @DRIV3_6760 
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_6760 
if 
8205:   not actor $PLAYER_ACTOR near_car 35@ radius 400.0 400.0 400.0 flag 0 
else_jump @DRIV3_6760 
90@ = 0 
89@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_26' time 5000 flag 1  // ~r~Du hast bei deiner Flucht Toreno zurckgelassen!
return 

:DRIV3_6760
jump @DRIV3_6799 

:DRIV3_6767
89@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~Toreno ist tot
return 

:DRIV3_6799
jump @DRIV3_5094 

:DRIV3_6806
89@ = 0 
90@ = 1 
return 

:DRIV3_6822
0615: define_AS_pack_begin 173@ 
05CD: AS_actor -1 exit_car 35@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 173@ 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV3_6870 
38@ = Actor.Car($PLAYER_ACTOR)

:DRIV3_6870
131@ = 0 

:DRIV3_6877
if 
  3 > 131@ 
else_jump @DRIV3_7089 
if 
   not Actor.Dead(42@(131@,9i))
else_jump @DRIV3_7043 
124@(131@,3i) = Marker.CreateAboveActor(42@(131@,9i))
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_7004 
0618: assign_actor 42@(131@,9i) to_AS_pack 173@ 
060B: set_actor 42@(131@,9i) decision_maker_to 86@ 
077A: set_actor 42@(131@,9i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 42@(131@,9i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
jump @DRIV3_7036 

:DRIV3_7004
90@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~Toreno ist tot
return 

:DRIV3_7036
jump @DRIV3_7075 

:DRIV3_7043
90@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~Toreno ist tot
return 

:DRIV3_7075
131@ += 1 
jump @DRIV3_6877 

:DRIV3_7089
if 
075C:   marker 115@ enabled 
else_jump @DRIV3_7112 
018B: set_marker 115@ radar_mode 2 

:DRIV3_7112
if 
   not Actor.Dead(41@)
else_jump @DRIV3_7166 
Actor.SetImmunities(41@, 0, 0, 0, 0, 0)
0446: set_actor 41@ immune_to_headshots 1 
117@ = Marker.CreateAboveActor(41@)
0618: assign_actor 41@ to_AS_pack 173@ 

:DRIV3_7166
061B: remove_references_to_AS_pack 173@ 
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_7539 
Car.LockInCurrentPosition(35@) = True
Car.DoorStatus(35@) = 2
if 
   not Actor.Dead(51@)
else_jump @DRIV3_7370 
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_7370 
if 
8205:   not actor 51@ near_car 35@ radius 40.0 40.0 40.0 flag 0 
else_jump @DRIV3_7309 
Actor.Health(51@) = 0
Actor.RemoveReferences(51@)
if 
   not Car.Wrecked(36@)
else_jump @DRIV3_7302 
Car.RemoveReferences(36@)

:DRIV3_7302
jump @DRIV3_7370 

:DRIV3_7309
if 
   not Car.Wrecked(36@)
else_jump @DRIV3_7370 
0615: define_AS_pack_begin 173@ 
05CD: AS_actor -1 exit_car 36@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 173@ 
0618: assign_actor 51@ to_AS_pack 173@ 
061B: remove_references_to_AS_pack 173@ 
118@ = Marker.CreateAboveActor(51@)

:DRIV3_7370
if 
   not Actor.Dead(52@)
else_jump @DRIV3_7539 
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_7539 
if 
8205:   not actor 52@ near_car 35@ radius 40.0 40.0 40.0 flag 0 
else_jump @DRIV3_7478 
Actor.Health(52@) = 0
Actor.RemoveReferences(52@)
if 
   not Car.Wrecked(37@)
else_jump @DRIV3_7471 
Car.RemoveReferences(37@)

:DRIV3_7471
jump @DRIV3_7539 

:DRIV3_7478
if 
   not Car.Wrecked(37@)
else_jump @DRIV3_7539 
0615: define_AS_pack_begin 173@ 
05CD: AS_actor -1 exit_car 37@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 173@ 
0618: assign_actor 52@ to_AS_pack 173@ 
061B: remove_references_to_AS_pack 173@ 
119@ = Marker.CreateAboveActor(52@)

:DRIV3_7539
00BC: show_text_highpriority GXT 'DRI2_12' time 5000 flag 1  // ~s~Rum diese ~r~Schlgertypen~s~ aus dem Weg!

:DRIV3_7555
if 
  $1796 > 0 
else_jump @DRIV3_8216 
wait 0 
gosub @DRIV3_14595 
if 
  93@ == 1 
else_jump @DRIV3_7604 
return 

:DRIV3_7604
if 
  109@ == 0 
else_jump @DRIV3_7832 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 62@ 63@ 64@ radius 100.0 100.0 100.0 
else_jump @DRIV3_7832 
if 
  105@ == 0 
else_jump @DRIV3_7705 
00BC: show_text_highpriority GXT 'DRI2_47' time 5000 flag 1  // ~s~Begib dich zurck zu Toreno und dem ~r~Van~s~!
105@ = 1 

:DRIV3_7705
if 
  105@ == 1 
else_jump @DRIV3_7832 
if 
  95@ == 1 
else_jump @DRIV3_7832 
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_7832 
if 
8205:   not actor $PLAYER_ACTOR near_car 35@ radius 400.0 400.0 400.0 flag 0 
else_jump @DRIV3_7832 
90@ = 0 
89@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_26' time 5000 flag 1  // ~r~Du hast bei deiner Flucht Toreno zurckgelassen!
return 

:DRIV3_7832
131@ = 0 

:DRIV3_7839
if 
  3 > 131@ 
else_jump @DRIV3_7920 
if 
   Actor.Dead(42@(131@,9i))
else_jump @DRIV3_7906 
if 
075C:   marker 124@(131@,3i) enabled 
else_jump @DRIV3_7906 
Marker.Disable(124@(131@,3i))

:DRIV3_7906
131@ += 1 
jump @DRIV3_7839 

:DRIV3_7920
131@ = 0 

:DRIV3_7927
if 
  2 > 131@ 
else_jump @DRIV3_8008 
if 
   Actor.Dead(51@(131@,2i))
else_jump @DRIV3_7994 
if 
075C:   marker 118@(131@,2i) enabled 
else_jump @DRIV3_7994 
Marker.Disable(118@(131@,2i))

:DRIV3_7994
131@ += 1 
jump @DRIV3_7927 

:DRIV3_8008
if 
   Actor.Dead(41@)
else_jump @DRIV3_8045 
if 
075C:   marker 117@ enabled 
else_jump @DRIV3_8045 
Marker.Disable(117@)

:DRIV3_8045
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_8177 
if and
   Actor.Dead(42@)
   Actor.Dead(43@)
   Actor.Dead(44@)
   Actor.Dead(41@)
else_jump @DRIV3_8170 
Marker.Disable(124@)
Marker.Disable(125@)
Marker.Disable(126@)
Marker.Disable(117@)
if 
   Actor.Dead(51@)
else_jump @DRIV3_8170 
Marker.Disable(118@)
if 
   Actor.Dead(52@)
else_jump @DRIV3_8170 
Marker.Disable(119@)
90@ = 0 
94@ = 1 
return 

:DRIV3_8170
jump @DRIV3_8209 

:DRIV3_8177
90@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~Toreno ist tot
return 

:DRIV3_8209
jump @DRIV3_7555 

:DRIV3_8216
90@ = 0 
93@ = 1 
020B: explode_car 35@ // versionA 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~Toreno ist tot
return 

:DRIV3_8253
if 
  99@ == 0 
else_jump @DRIV3_9964 
178@ = 0 
wait 2000 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
wait 2000 
fade 0 1000 

:DRIV3_8306
if 
fading 
else_jump @DRIV3_8330 
wait 0 
jump @DRIV3_8306 

:DRIV3_8330
Model.Load(#STRETCH)

:DRIV3_8335
if 
   not Model.Available(#STRETCH)
else_jump @DRIV3_8362 
wait 0 
jump @DRIV3_8335 

:DRIV3_8362
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_8454 
Car.PutAt(35@, -1321.8, -189.79, 13.46)
Car.Angle(35@) = 60.0
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 6.0 10.5 -0.2 
34@ = Car.Create(#STRETCH, 77@, 78@, 79@)

:DRIV3_8454
Model.Destroy(#STRETCH)
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_9073 
if 
075C:   marker 115@ enabled 
else_jump @DRIV3_8498 
018B: set_marker 115@ radar_mode 3 

:DRIV3_8498
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 6.0 -6.5 -0.5 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV3_8564 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 77@ 78@ 79@ 
jump @DRIV3_8578 

:DRIV3_8564
Actor.PutAt($PLAYER_ACTOR, 77@, 78@, 79@)

:DRIV3_8578
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -1.0 -3.5 -0.2 
if 
   not Car.Wrecked(36@)
else_jump @DRIV3_8666 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -8.0 -8.0 -0.9 
Car.PutAt(36@, 77@, 78@, 79@)

:DRIV3_8666
if 
   not Car.Wrecked(37@)
else_jump @DRIV3_8725 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 8.0 -8.0 -0.9 
Car.PutAt(37@, 77@, 78@, 79@)

:DRIV3_8725
if 
   not Car.Wrecked(38@)
else_jump @DRIV3_8784 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 15.0 -20.0 -0.9 
Car.PutAt(38@, 77@, 78@, 79@)

:DRIV3_8784
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -2.0 -6.5 -0.5 
Camera.SetPosition(77@, 78@, 79@, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
Car.DoorStatus(35@) = 1
023C: load_special_actor 'TORINO' as 1 // models 290-299 

:DRIV3_8868
if 
823D:   not special_actor 1 loaded 
else_jump @DRIV3_8894 
wait 0 
jump @DRIV3_8868 

:DRIV3_8894
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_9066 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -6.0 -20.0 0.0 
40@ = Actor.Create(Mission2, #SPECIAL01, 77@, 78@, 79@)
04D8: set_actor 40@ drowns_in_water 1 
0A09: set_actor 40@ muted 1 // versionB 
09F6: set_actor 40@ unjackable_through_driver_seat 0 
0350: set_actor 40@ maintain_position_when_attacked 1 
85@ = Actor.Angle(40@)
077A: set_actor 40@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 40@ decision_maker_to 87@ 
01B2: give_actor 40@ weapon 28 ammo 1000 // Load the weapon model before using this 
Actor.SetImmunities(40@, 0, 0, 1, 0, 0)
0568: set_actor 40@ targetable 1 
02A9: set_actor 40@ immune_to_nonplayer 1 
05CD: AS_actor 40@ exit_car 35@ 
Car.Health(35@) = 1000

:DRIV3_9066
jump @DRIV3_9105 

:DRIV3_9073
94@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno ist tot!
return 

:DRIV3_9105
Model.Destroy(#DNB1)
Model.Destroy(#DNB2)
Model.Destroy(#DNB3)
Model.Destroy(#MICRO_UZI)
if 
   not Actor.Dead(53@)
else_jump @DRIV3_9191 
if 
   not Actor.Dead(40@)
else_jump @DRIV3_9191 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DRIV3_9191 
0337: set_actor $PLAYER_ACTOR visibility 0 
0337: set_actor 53@ visibility 0 
0337: set_actor 40@ visibility 0 

:DRIV3_9191
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_9398 
if 
   not Actor.Dead(53@)
else_jump @DRIV3_9391 
if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
else_jump @DRIV3_9247 
06C9: remove_actor 53@ from_group 

:DRIV3_9247
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 6.0 -20.0 0.0 
if 
   Actor.Driving(53@)
else_jump @DRIV3_9313 
0362: remove_actor 53@ from_car_and_place_at 77@ 78@ 79@ 
jump @DRIV3_9327 

:DRIV3_9313
Actor.PutAt(53@, 77@, 78@, 79@)

:DRIV3_9327
0350: set_actor 53@ maintain_position_when_attacked 1 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 3.0 -20.0 0.0 
Actor.PutAt($PLAYER_ACTOR, 77@, 78@, 79@)
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 56@ 57@ 58@ 

:DRIV3_9391
jump @DRIV3_9430 

:DRIV3_9398
94@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno ist tot!
return 

:DRIV3_9430
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(41@)
Actor.DestroyInstantly(51@)
Actor.DestroyInstantly(52@)
Actor.DestroyInstantly(51@)
Actor.DestroyInstantly(52@)
Car.Destroy(36@)
Car.Destroy(37@)
0395: clear_area 1 at 56@ 57@ 58@ radius 1500.0 
02E4: load_cutscene_data 'FARL_3B' 

:DRIV3_9509
if 
86B9:   not cutscene_data_loaded 
else_jump @DRIV3_9533 
wait 0 
jump @DRIV3_9509 

:DRIV3_9533
fade 1 1000 
0395: clear_area 1 at 56@ 57@ 58@ radius 1500.0 
02E7: start_cutscene 

:DRIV3_9560
if 
82E9:   not cutscene_reached_end 
else_jump @DRIV3_9602 
wait 0 
0395: clear_area 1 at 56@ 57@ 58@ radius 1500.0 
jump @DRIV3_9560 

:DRIV3_9602
02EA: end_cutscene 
if 
   not Actor.Dead(53@)
else_jump @DRIV3_9627 
0337: set_actor 53@ visibility 1 

:DRIV3_9627
if 
   not Actor.Dead(40@)
else_jump @DRIV3_9650 
0337: set_actor 40@ visibility 1 

:DRIV3_9650
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DRIV3_9673 
0337: set_actor $PLAYER_ACTOR visibility 1 

:DRIV3_9673
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_9775 
Car.LockInCurrentPosition(35@) = False
Car.DoorStatus(35@) = 2
if 
   not Actor.Dead(40@)
else_jump @DRIV3_9727 
0672: AS_actor 40@ attack_car 35@ 

:DRIV3_9727
if 
   not Actor.Dead(53@)
else_jump @DRIV3_9775 
if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
else_jump @DRIV3_9767 
06C9: remove_actor 53@ from_group 

:DRIV3_9767
0672: AS_actor 53@ attack_car 35@ 

:DRIV3_9775
fade 0 0 
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_9865 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 6.0 -6.5 -0.5 
Car.StorePos(35@, 56@, 57@, 58@)
0604: get_Z_angle_for_point 56@ 57@ store_to 83@ 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 56@ 57@ 58@ 

:DRIV3_9865
0395: clear_area 1 at 56@ 57@ 58@ radius 1000.0 
wait 2000 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 1000 

:DRIV3_9899
if 
fading 
else_jump @DRIV3_9923 
wait 0 
jump @DRIV3_9899 

:DRIV3_9923
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00BC: show_text_highpriority GXT 'DRI2_33' time 10000 flag 1  // ~s~Zerstre den ~r~Van.
99@ = 1 

:DRIV3_9964
if 
   not Actor.Dead(40@)
else_jump @DRIV3_9987 
jump @DRIV3_10019 

:DRIV3_9987
94@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno ist tot!
return 

:DRIV3_10019
if 
   Actor.Dead(53@)
else_jump @DRIV3_10095 
89@ = 0 
90@ = 0 
94@ = 0 
91@ = 0 
92@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone ist tot!
return 

:DRIV3_10095
if 
  96@ == 0 
else_jump @DRIV3_10578 
if 
   Car.Wrecked(35@)
else_jump @DRIV3_10578 
96@ = 1 
Marker.Disable(115@)
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
33@ = 0 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
if 
   not Actor.Dead(40@)
else_jump @DRIV3_10237 
0350: set_actor 40@ maintain_position_when_attacked 0 
if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
else_jump @DRIV3_10215 
0631: put_actor 40@ in_group $PLAYER_GROUP 

:DRIV3_10215
Actor.SetImmunities(40@, 0, 0, 0, 0, 0)
jump @DRIV3_10269 

:DRIV3_10237
94@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno ist tot!
return 

:DRIV3_10269
if 
   not Actor.Dead(53@)
else_jump @DRIV3_10319 
0350: set_actor 53@ maintain_position_when_attacked 0 
if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
else_jump @DRIV3_10319 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_10319
if 
   not Actor.Dead(53@)
else_jump @DRIV3_10578 
if 
   not Actor.Dead(40@)
else_jump @DRIV3_10578 
if 
0104:   actor $PLAYER_ACTOR near_actor 40@ radius 30.0 30.0 30.0 sphere 0 
else_jump @DRIV3_10578 
if 
0104:   actor $PLAYER_ACTOR near_actor 53@ radius 30.0 30.0 30.0 sphere 0 
else_jump @DRIV3_10578 
00BC: show_text_highpriority GXT 'DRI2_4' time 5000 flag 1  // ~s~Verdnnisier dich, bevor die Cops kommen!
if 
02BF:   car 35@ sunk 
else_jump @DRIV3_10478 
00BB: show_text_lowpriority GXT 'DRI2_34' time 10000 flag 1  // ~s~Verlasse den Flughafen.
jump @DRIV3_10494 

:DRIV3_10478
00BB: show_text_lowpriority GXT 'DRI2_24' time 10000 flag 1  // ~s~Bring Toreno von dem brennenden Van weg, bevor die Polizei hier ist.

:DRIV3_10494
if 
  100@ == 0 
else_jump @DRIV3_10539 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 
jump @DRIV3_10578 

:DRIV3_10539
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
if 
  108@ == 0 
else_jump @DRIV3_10578 
108@ = 1 

:DRIV3_10578
if 
  107@ == 0 
else_jump @DRIV3_10690 
if 
   not Actor.Dead(40@)
else_jump @DRIV3_10690 
if 
   not Actor.Dead(53@)
else_jump @DRIV3_10690 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV3_10690 
if 
   Actor.Driving(40@)
else_jump @DRIV3_10690 
if 
   Actor.Driving(53@)
else_jump @DRIV3_10690 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
107@ = 1 

:DRIV3_10690
if 
  96@ == 1 
else_jump @DRIV3_10762 
gosub @DRIV3_14040 
if 
  93@ == 1 
else_jump @DRIV3_10735 
return 

:DRIV3_10735
gosub @DRIV3_14595 
if 
  93@ == 1 
else_jump @DRIV3_10762 
return 

:DRIV3_10762
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 56@ 57@ 58@ radius 150.0 150.0 150.0 
else_jump @DRIV3_10836 
if 
  97@ == 0 
else_jump @DRIV3_10829 
97@ = 1 

:DRIV3_10829
jump @DRIV3_10861 

:DRIV3_10836
if 
  97@ == 1 
else_jump @DRIV3_10861 
97@ = 0 

:DRIV3_10861
if 
   not Car.Wrecked(35@)
else_jump @DRIV3_10891 
Car.StorePos(35@, 56@, 57@, 58@)

:DRIV3_10891
if 
  96@ == 1 
else_jump @DRIV3_11220 
Marker.Disable(115@)
if 
0104:   actor $PLAYER_ACTOR near_actor 53@ radius 30.0 30.0 30.0 sphere 0 
else_jump @DRIV3_11184 
if 
  100@ == 0 
else_jump @DRIV3_11027 
if 
875C:   not marker 123@ enabled 
else_jump @DRIV3_11020 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 
00BC: show_text_highpriority GXT 'DRI2_34' time 5000 flag 1  // ~s~Verlasse den Flughafen.

:DRIV3_11020
jump @DRIV3_11098 

:DRIV3_11027
if 
875C:   not marker 120@ enabled 
else_jump @DRIV3_11098 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Begib dich wieder zum ~y~The Pleasure Domes~s~.
if 
  108@ == 0 
else_jump @DRIV3_11098 
108@ = 1 

:DRIV3_11098
if 
   not Actor.Dead(40@)
else_jump @DRIV3_11141 
if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
else_jump @DRIV3_11141 
0631: put_actor 40@ in_group $PLAYER_GROUP 

:DRIV3_11141
if 
   not Actor.Dead(53@)
else_jump @DRIV3_11184 
if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
else_jump @DRIV3_11184 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_11184
Car.RemoveReferences(34@)
Car.RemoveReferences(38@)
Model.Destroy(#BURRITO)
Model.Destroy(#STRETCH)
91@ = 1 
94@ = 0 
return 

:DRIV3_11220
return 

:DRIV3_11222
gosub @DRIV3_14040 
if 
  93@ == 1 
else_jump @DRIV3_11249 
return 

:DRIV3_11249
gosub @DRIV3_14595 
if 
  93@ == 1 
else_jump @DRIV3_11276 
return 

:DRIV3_11276
if 
  100@ == 1 
else_jump @DRIV3_11301 
gosub @DRIV3_13426 

:DRIV3_11301
if 
  107@ == 0 
else_jump @DRIV3_11413 
if 
   not Actor.Dead(40@)
else_jump @DRIV3_11413 
if 
   not Actor.Dead(53@)
else_jump @DRIV3_11413 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV3_11413 
if 
   Actor.Driving(40@)
else_jump @DRIV3_11413 
if 
   Actor.Driving(53@)
else_jump @DRIV3_11413 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
107@ = 1 

:DRIV3_11413
if 
   not Actor.Dead(40@)
else_jump @DRIV3_11896 
if 
  110@ == 0 
else_jump @DRIV3_11896 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV3_11889 
if 
  112@ == 0 
else_jump @DRIV3_11882 
38@ = Actor.Car($PLAYER_ACTOR)
01EA: 39@ = car 38@ max_passengers 
if 
  2 > 39@ 
else_jump @DRIV3_11875 
040D: unload_wav 1 
if 
  111@ == 0 
else_jump @DRIV3_11627 
03CF: load_wav 15241 as 1 

:DRIV3_11544
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_11570 
wait 0 
jump @DRIV3_11544 

:DRIV3_11570
00BC: show_text_highpriority GXT 'FAR3_LC' time 10000 flag 1  // ~z~Da passen wir nicht rein. Streng deinen Grips an, Kleiner!
03D1: play_wav 1 

:DRIV3_11590
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_11616 
wait 0 
jump @DRIV3_11590 

:DRIV3_11616
03D5: remove_text 'FAR3_LC'  // ~z~Da passen wir nicht rein. Streng deinen Grips an, Kleiner!

:DRIV3_11627
if 
  111@ == 1 
else_jump @DRIV3_11735 
03CF: load_wav 15239 as 1 

:DRIV3_11652
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_11678 
wait 0 
jump @DRIV3_11652 

:DRIV3_11678
00BC: show_text_highpriority GXT 'FAR3_LA' time 10000 flag 1  // ~z~Wir brauchen ein greres Auto. Los, Tempo!
03D1: play_wav 1 

:DRIV3_11698
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_11724 
wait 0 
jump @DRIV3_11698 

:DRIV3_11724
03D5: remove_text 'FAR3_LA'  // ~z~Wir brauchen ein greres Auto. Los, Tempo!

:DRIV3_11735
if 
  111@ == 2 
else_jump @DRIV3_11843 
03CF: load_wav 15240 as 1 

:DRIV3_11760
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_11786 
wait 0 
jump @DRIV3_11760 

:DRIV3_11786
00BC: show_text_highpriority GXT 'FAR3_LB' time 10000 flag 1  // ~z~Zu klein! Los, denk nach!
03D1: play_wav 1 

:DRIV3_11806
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_11832 
wait 0 
jump @DRIV3_11806 

:DRIV3_11832
03D5: remove_text 'FAR3_LB'  // ~z~Zu klein! Los, denk nach!

:DRIV3_11843
111@ += 1 
if 
  111@ >= 3 
else_jump @DRIV3_11875 
111@ = 0 

:DRIV3_11875
112@ = 1 

:DRIV3_11882
jump @DRIV3_11896 

:DRIV3_11889
112@ = 0 

:DRIV3_11896
if 
  100@ == 0 
else_jump @DRIV3_12039 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1734.05 -579.94 15.56 radius 20.0 20.0 20.0 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 62@ 63@ 64@ radius 600.0 600.0 600.0 
else_jump @DRIV3_12039 
100@ = 1 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 3
else_jump @DRIV3_12025 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)

:DRIV3_12025
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
107@ = 1 

:DRIV3_12039
if 
  110@ == 0 
else_jump @DRIV3_13424 
if 
  109@ == 0 
else_jump @DRIV3_13424 
if 
  100@ == 0 
else_jump @DRIV3_12349 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1734.05 -579.94 15.56 radius 20.0 20.0 20.0 
else_jump @DRIV3_12301 
if 
075C:   marker 123@ enabled 
else_jump @DRIV3_12301 
Marker.Disable(123@)
if 
   not Player.WantedLevel($PLAYER_CHAR) > 3
else_jump @DRIV3_12187 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)

:DRIV3_12187
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 
00BB: show_text_lowpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Schttle die Bullen ab! Fahr zum Pay 'n' Spray.
104@ = 1 
if 
   not Actor.Dead(40@)
else_jump @DRIV3_12260 
077B: clear_actor 40@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 40@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 

:DRIV3_12260
if 
   not Actor.Dead(53@)
else_jump @DRIV3_12294 
077B: clear_actor 53@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 

:DRIV3_12294
100@ = 1 

:DRIV3_12301
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1734.05 -579.94 15.56 radius 4.0 4.0 4.0 
else_jump @DRIV3_12349 

:DRIV3_12349
if 
  108@ == 1 
else_jump @DRIV3_13424 
if 
  100@ == 1 
else_jump @DRIV3_12555 
if and
  $7321 >= 33 
  47 > $7321 
else_jump @DRIV3_12555 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DRIV3_12555 
if 
   not Actor.Dead(40@)
else_jump @DRIV3_12555 
if 
   not Actor.Dead(53@)
else_jump @DRIV3_12555 
if 
   Actor.Driving(53@)
else_jump @DRIV3_12555 
if 
   Actor.Driving(40@)
else_jump @DRIV3_12555 
if 
  $7321 == 33 
else_jump @DRIV3_12548 
132@ = 25 
if 
  32@ > 10000 
else_jump @DRIV3_12541 
gosub @DRIV3_15530 

:DRIV3_12541
jump @DRIV3_12555 

:DRIV3_12548
gosub @DRIV3_15530 

:DRIV3_12555
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 59@ 60@ 61@ radius 4.0 4.0 4.0 
else_jump @DRIV3_13424 
91@ = 0 
92@ = 1 
178@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
32@ = 0 
33@ = 0 

:DRIV3_12643
if 
  8000 > 32@ 
else_jump @DRIV3_13394 
wait 0 
if 
  178@ == 0 
else_jump @DRIV3_12874 
04C4: store_coords_to 77@ 78@ 79@ from_actor $PLAYER_ACTOR with_offset 3.0 8.0 0.4 
Camera.SetPosition(77@, 78@, 79@, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
0395: clear_area 1 at 59@ 60@ 61@ radius 100.0 
040D: unload_wav 1 
03CF: load_wav 15257 as 1 

:DRIV3_12777
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_12803 
wait 0 
jump @DRIV3_12777 

:DRIV3_12803
00BC: show_text_highpriority GXT 'FAR3_NA' time 10000 flag 1  // ~z~Okay, Carl Johnson, du hast deine Sache heute gut gemacht.
03D1: play_wav 1 

:DRIV3_12823
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_12849 
wait 0 
jump @DRIV3_12823 

:DRIV3_12849
03D5: remove_text 'FAR3_NA'  // ~z~Okay, Carl Johnson, du hast deine Sache heute gut gemacht.
178@ = 1 
33@ = 0 

:DRIV3_12874
if 
  178@ == 1 
else_jump @DRIV3_13144 
if 
  33@ > 500 
else_jump @DRIV3_13144 
if 
   not Actor.Dead(40@)
else_jump @DRIV3_13144 
04C4: store_coords_to 77@ 78@ 79@ from_actor 40@ with_offset 3.0 -2.0 0.5 
Camera.SetPosition(77@, 78@, 79@, 0.0, 0.0, 0.0)
Camera.OnPed(40@, 15, 2)
if 
06EE:   actor 40@ in_group $PLAYER_GROUP 
else_jump @DRIV3_13015 
06C9: remove_actor 40@ from_group 

:DRIV3_13015
if 
   Actor.Driving(40@)
else_jump @DRIV3_13036 
0633: AS_actor 40@ exit_car 

:DRIV3_13036
040D: unload_wav 1 
03CF: load_wav 15258 as 1 

:DRIV3_13047
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_13073 
wait 0 
jump @DRIV3_13047 

:DRIV3_13073
00BC: show_text_highpriority GXT 'FAR3_NB' time 10000 flag 1  // ~z~Jetzt schwirr ab. Wir haben was zu besprechen.
03D1: play_wav 1 

:DRIV3_13093
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_13119 
wait 0 
jump @DRIV3_13093 

:DRIV3_13119
03D5: remove_text 'FAR3_NB'  // ~z~Jetzt schwirr ab. Wir haben was zu besprechen.
33@ = 0 
178@ = 2 

:DRIV3_13144
if 
  178@ == 2 
else_jump @DRIV3_13296 
if 
  33@ > 500 
else_jump @DRIV3_13296 
178@ = 3 
if 
   not Actor.Dead(40@)
else_jump @DRIV3_13228 
05D3: AS_actor 40@ goto_point -2624.57 1410.46 6.5 mode 4 -1 ms // versionA 

:DRIV3_13228
if 
   not Actor.Dead(53@)
else_jump @DRIV3_13296 
if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
else_jump @DRIV3_13268 
06C9: remove_actor 53@ from_group 

:DRIV3_13268
if 
   Actor.Driving(53@)
else_jump @DRIV3_13296 
0633: AS_actor 53@ exit_car 
33@ = 0 

:DRIV3_13296
if 
  178@ == 3 
else_jump @DRIV3_13387 
if 
  33@ > 200 
else_jump @DRIV3_13387 
178@ = 4 
if 
   not Actor.Dead(53@)
else_jump @DRIV3_13380 
05D3: AS_actor 53@ goto_point -2625.57 1409.46 6.5 mode 4 -1 ms // versionA 

:DRIV3_13380
33@ = 0 

:DRIV3_13387
jump @DRIV3_12643 

:DRIV3_13394
Actor.DestroyInstantly(40@)
Actor.DestroyInstantly(53@)
Car.RemoveReferences(38@)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 

:DRIV3_13424
return 

:DRIV3_13426
if 
  100@ == 1 
else_jump @DRIV3_14038 
if 
  104@ == 0 
else_jump @DRIV3_13704 
if and
  110@ == 0 
  109@ == 0 
else_jump @DRIV3_13704 
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @DRIV3_13704 
104@ = 1 
if 
875C:   not marker 128@ enabled 
else_jump @DRIV3_13560 
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 
00BB: show_text_lowpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Schttle die Bullen ab! Fahr zum Pay 'n' Spray.

:DRIV3_13560
if 
075C:   marker 123@ enabled 
else_jump @DRIV3_13581 
Marker.Disable(123@)

:DRIV3_13581
if 
075C:   marker 120@ enabled 
else_jump @DRIV3_13602 
Marker.Disable(120@)

:DRIV3_13602
0709: set_decision_maker 87@ on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
if 
   not Actor.Dead(40@)
else_jump @DRIV3_13670 
077A: set_actor 40@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor 40@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:DRIV3_13670
if 
   not Actor.Dead(53@)
else_jump @DRIV3_13704 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor 53@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:DRIV3_13704
if 
  104@ == 1 
else_jump @DRIV3_14038 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @DRIV3_14038 
if 
   not Actor.Dead(40@)
else_jump @DRIV3_13837 
077B: clear_actor 40@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
if 
06EE:   actor 40@ in_group $PLAYER_GROUP 
else_jump @DRIV3_13789 
06C9: remove_actor 40@ from_group 

:DRIV3_13789
0687: clear_actor 40@ task 
if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
else_jump @DRIV3_13828 
0631: put_actor 40@ in_group $PLAYER_GROUP 
0940: unknown_group $PLAYER_GROUP flag 1 

:DRIV3_13828
077A: set_actor 40@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:DRIV3_13837
if 
   not Actor.Dead(53@)
else_jump @DRIV3_13925 
077B: clear_actor 53@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
else_jump @DRIV3_13886 
06C9: remove_actor 53@ from_group 

:DRIV3_13886
0687: clear_actor 53@ task 
if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
else_jump @DRIV3_13925 
0631: put_actor 53@ in_group $PLAYER_GROUP 
0940: unknown_group $PLAYER_GROUP flag 1 

:DRIV3_13925
0708: reset_decision_maker 87@ event 36 
104@ = 0 
32@ = 0 
if 
875C:   not marker 120@ enabled 
else_jump @DRIV3_14017 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Begib dich wieder zum ~y~The Pleasure Domes~s~.
if 
  108@ == 0 
else_jump @DRIV3_14017 
108@ = 1 

:DRIV3_14017
if 
075C:   marker 128@ enabled 
else_jump @DRIV3_14038 
Marker.Disable(128@)

:DRIV3_14038
return 

:DRIV3_14040
if 
   not Actor.Dead(40@)
else_jump @DRIV3_14554 
if 
  110@ == 0 
else_jump @DRIV3_14194 
if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
else_jump @DRIV3_14194 
00BC: show_text_highpriority GXT 'DRI2_3' time 5000 flag 1  // ~s~Du hast ~b~Toreno~s~ zurckgelassen. Kehr um und hol ihn.
if 
075C:   marker 120@ enabled 
else_jump @DRIV3_14130 
Marker.Disable(120@)

:DRIV3_14130
if 
075C:   marker 123@ enabled 
else_jump @DRIV3_14151 
Marker.Disable(123@)

:DRIV3_14151
if 
075C:   marker 127@ enabled 
else_jump @DRIV3_14172 
Marker.Disable(127@)

:DRIV3_14172
121@ = Marker.CreateAboveActor(40@)
07E0: set_marker 121@ type_to 1 
110@ = 1 

:DRIV3_14194
if 
  110@ == 1 
else_jump @DRIV3_14547 
if 
0104:   actor $PLAYER_ACTOR near_actor 40@ radius 8.0 8.0 8.0 sphere 0 
else_jump @DRIV3_14547 
if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
else_jump @DRIV3_14275 
0631: put_actor 40@ in_group $PLAYER_GROUP 

:DRIV3_14275
110@ = 0 
Marker.Disable(121@)
if 
  109@ == 0 
else_jump @DRIV3_14547 
if 
  100@ == 1 
else_jump @DRIV3_14495 
if 
  104@ == 0 
else_jump @DRIV3_14419 
if 
875C:   not marker 120@ enabled 
else_jump @DRIV3_14412 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Begib dich wieder zum ~y~The Pleasure Domes~s~.
if 
  108@ == 0 
else_jump @DRIV3_14412 
108@ = 1 

:DRIV3_14412
jump @DRIV3_14488 

:DRIV3_14419
if 
875C:   not marker 128@ enabled 
else_jump @DRIV3_14451 
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 

:DRIV3_14451
00BC: show_text_highpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Schttle die Bullen ab! Fahr zum Pay 'n' Spray.
if 
075C:   marker 123@ enabled 
else_jump @DRIV3_14488 
Marker.Disable(123@)

:DRIV3_14488
jump @DRIV3_14547 

:DRIV3_14495
if 
875C:   not marker 123@ enabled 
else_jump @DRIV3_14531 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 

:DRIV3_14531
00BC: show_text_highpriority GXT 'DRI2_34' time 5000 flag 1  // ~s~Verlasse den Flughafen.

:DRIV3_14547
jump @DRIV3_14593 

:DRIV3_14554
94@ = 0 
94@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno ist tot!
return 

:DRIV3_14593
return 

:DRIV3_14595
if 
   not Actor.Dead(53@)
else_jump @DRIV3_15480 
if 
  109@ == 0 
else_jump @DRIV3_14770 
if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
else_jump @DRIV3_14770 
00BC: show_text_highpriority GXT 'DRI2_32' time 5000 flag 1  // ~s~Du hast ~b~T-Bone~s~ zurckgelassen. Kehr um und hol ihn.
if 
075C:   marker 120@ enabled 
else_jump @DRIV3_14685 
Marker.Disable(120@)

:DRIV3_14685
if 
075C:   marker 127@ enabled 
else_jump @DRIV3_14706 
Marker.Disable(127@)

:DRIV3_14706
if 
075C:   marker 123@ enabled 
else_jump @DRIV3_14727 
Marker.Disable(123@)

:DRIV3_14727
if 
075C:   marker 116@ enabled 
else_jump @DRIV3_14748 
Marker.Disable(116@)

:DRIV3_14748
122@ = Marker.CreateAboveActor(53@)
07E0: set_marker 122@ type_to 1 
109@ = 1 

:DRIV3_14770
if 
  109@ == 1 
else_jump @DRIV3_15473 
if 
   not Actor.Dead(53@)
else_jump @DRIV3_15427 
if 
0104:   actor $PLAYER_ACTOR near_actor 53@ radius 8.0 8.0 8.0 sphere 0 
else_jump @DRIV3_15420 
if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
else_jump @DRIV3_14867 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_14867
109@ = 0 
Marker.Disable(122@)
if 
  110@ == 0 
else_jump @DRIV3_15157 
if 
  91@ == 1 
else_jump @DRIV3_15157 
if 
  100@ == 1 
else_jump @DRIV3_15105 
if 
  104@ == 0 
else_jump @DRIV3_15029 
if 
875C:   not marker 120@ enabled 
else_jump @DRIV3_15022 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Begib dich wieder zum ~y~The Pleasure Domes~s~.
if 
  108@ == 0 
else_jump @DRIV3_15022 
108@ = 1 

:DRIV3_15022
jump @DRIV3_15098 

:DRIV3_15029
if 
875C:   not marker 128@ enabled 
else_jump @DRIV3_15061 
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 

:DRIV3_15061
00BC: show_text_highpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Schttle die Bullen ab! Fahr zum Pay 'n' Spray.
if 
075C:   marker 123@ enabled 
else_jump @DRIV3_15098 
Marker.Disable(123@)

:DRIV3_15098
jump @DRIV3_15157 

:DRIV3_15105
if 
875C:   not marker 123@ enabled 
else_jump @DRIV3_15141 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 

:DRIV3_15141
00BC: show_text_highpriority GXT 'DRI2_34' time 5000 flag 1  // ~s~Verlasse den Flughafen.

:DRIV3_15157
if 
  89@ == 1 
else_jump @DRIV3_15420 
if and
  $7321 >= 5 
  8 > $7321 
else_jump @DRIV3_15236 
if 
875C:   not marker 127@ enabled 
else_jump @DRIV3_15236 
018A: 127@ = create_checkpoint_at -2071.0 209.0 35.0 

:DRIV3_15236
if and
  $7321 >= 9 
  15 > $7321 
else_jump @DRIV3_15297 
if 
875C:   not marker 127@ enabled 
else_jump @DRIV3_15297 
018A: 127@ = create_checkpoint_at -1772.0 152.0 152.0 

:DRIV3_15297
if and
  $7321 >= 15 
  24 > $7321 
else_jump @DRIV3_15352 
if 
875C:   not marker 127@ enabled 
else_jump @DRIV3_15352 
018A: 116@ = create_checkpoint_at 71@ 72@ 73@ 

:DRIV3_15352
if 
  89@ == 1 
else_jump @DRIV3_15420 
if 
  0 >= $1796 
else_jump @DRIV3_15420 
89@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'FAR3_FD' time 5000 flag 1  // ~z~Scheie, Mikes Handy hat schlappgemacht!
return 

:DRIV3_15420
jump @DRIV3_15473 

:DRIV3_15427
90@ = 0 
89@ = 0 
94@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone ist tot!
return 

:DRIV3_15473
jump @DRIV3_15528 

:DRIV3_15480
90@ = 0 
89@ = 0 
94@ = 0 
93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone ist tot!
return 
return 

:DRIV3_15528
return 

:DRIV3_15530
if 
  106@ == 0 
else_jump @DRIV3_15570 
040D: unload_wav 1 
03CF: load_wav 133@(132@,40i) as 1 
106@ = 1 

:DRIV3_15570
if 
  106@ == 1 
else_jump @DRIV3_15837 
if 
03D0:   wav 1 loaded 
else_jump @DRIV3_15837 
03D1: play_wav 1 
00BC: show_text_highpriority GXT $7322(132@,40s) time 10000 flag 1 
if 
  $7321 == 0 
else_jump @DRIV3_15646 
102@ = 1 

:DRIV3_15646
if 
  $7321 == 5 
else_jump @DRIV3_15700 
if 
875C:   not marker 127@ enabled 
else_jump @DRIV3_15700 
018A: 127@ = create_checkpoint_at -2071.0 209.0 35.0 

:DRIV3_15700
if 
  $7321 == 8 
else_jump @DRIV3_15730 
Marker.Disable(127@)
102@ = 1 

:DRIV3_15730
if 
  $7321 == 11 
else_jump @DRIV3_15768 
018A: 127@ = create_checkpoint_at -1772.0 152.0 152.0 

:DRIV3_15768
if 
  $7321 == 14 
else_jump @DRIV3_15798 
102@ = 1 
Marker.Disable(127@)

:DRIV3_15798
if 
  $7321 == 18 
else_jump @DRIV3_15830 
018A: 116@ = create_checkpoint_at 71@ 72@ 73@ 

:DRIV3_15830
106@ = 2 

:DRIV3_15837
if 
  106@ == 2 
else_jump @DRIV3_15907 
if 
03D2:   wav 1 ended 
else_jump @DRIV3_15907 
32@ = 0 
106@ = 0 
03D5: remove_text $7322(132@,40s) 
132@ += 1 
$7321 += 1 

:DRIV3_15907
return 

:DRIV3_15909
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Marker.Disable($526)
01E3: show_text_1number_styled GXT 'M_PASSS' number 7000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 7000
0998: add_respect 25 
$SYNDICATE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'FAR_3'  // Mike Toreno
030C: progress_made += 1 
Marker.Disable($526)
$526 = Marker.CreateIconAndSphere($ICON_LOCOSYNDICATE, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
0629: change_integer_stat 311 to 1 
return 

:DRIV3_16007
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:DRIV3_16025
$ONMISSION = 0 
$ONMISSION_MIKE_TORENO = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DRIV3_16062 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:DRIV3_16062
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
Model.Destroy(#MICRO_UZI)
Model.Destroy(#BURRITO)
Model.Destroy(#DNB1)
Model.Destroy(#DNB2)
Model.Destroy(#DNB3)
Pickup.Destroy(55@)
Model.Destroy(#STRETCH)
131@ = 0 

:DRIV3_16108
if 
  3 > 131@ 
else_jump @DRIV3_16149 
Actor.RemoveReferences(42@(131@,9i))
131@ += 1 
jump @DRIV3_16108 

:DRIV3_16149
Actor.RemoveReferences(51@)
Actor.RemoveReferences(52@)
Actor.DestroyWithFade(40@)
Actor.DestroyWithFade(53@)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Car.RemoveReferences(35@)
Car.RemoveReferences(36@)
Car.RemoveReferences(37@)
Car.RemoveReferences(34@)
Model.Destroy(#FREEWAY)
Car.RemoveReferences(36@)
Car.RemoveReferences(37@)
Car.RemoveReferences(38@)
Marker.Disable(124@)
Marker.Disable(125@)
Marker.Disable(126@)
Marker.Disable(114@)
Marker.Disable(115@)
Marker.Disable(116@)
Marker.Disable(117@)
Marker.Disable(120@)
Marker.Disable(121@)
Marker.Disable(122@)
Marker.Disable(123@)
Marker.Disable(127@)
Marker.Disable(118@)
Marker.Disable(119@)
Marker.Disable(128@)
Car.RemoveReferences(38@)
Model.Destroy(#PREMIER)
014F: stop_timer $1796 
0151: remove_status_text $1797 
$2653 = Marker.CreateIconWithoutSphere(63, -1908.9, 292.3, 40.0)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 67---------------
// Originally: Zeroing In

:STEAL1
thread 'STEAL1' 
gosub @STEAL1_581 
if 
wasted_or_busted 
else_jump @STEAL1_38 
gosub @STEAL1_7641 

:STEAL1_38
gosub @STEAL1_7730 
end_thread 

:STEAL1_47
Model.Load(#URANUS)
Model.Load(#HFYST)
038B: load_requested_models 

:STEAL1_58
if or
   not Model.Available(#URANUS)
   not Model.Available(#HFYST)
else_jump @STEAL1_89 
wait 0 
jump @STEAL1_58 

:STEAL1_89
0732: random_car_generator_disable_model #URANUS 
438@ = -2027.335 
439@ = 326.0038 
440@ = 34.2344 
441@ = 88.2674 
445@ = -2025.443 
446@ = 323.5849 
447@ = 34.1015 
448@ = 77.8368 
0395: clear_area 1 at 438@ 439@ 440@ radius 5.0 
435@ = Car.Create(#URANUS, 438@, 439@, 440@)
Car.Angle(435@) = 441@
Car.DoorStatus(435@) = 3
Car.ImmuneToNonPlayer(435@) = True
443@ = Actor.Create(CivFemale, #HFYST, 445@, 446@, 447@)
Actor.Angle(443@) = 448@
0587: enable_car 435@ validate_position 0 
Marker.TieToCar(436@, 435@, 4, 1)
0229: set_car 435@ primary_color_to 5 secondary_color_to 1 
return 

:STEAL1_287
Model.Destroy(#URANUS)
return 
018A: $2588 = create_checkpoint_at 0.0 0.0 0.0 

:STEAL1_314
Model.Load(#ALPHA)

:STEAL1_319
if 
   not Model.Available(#ALPHA)
else_jump @STEAL1_346 
wait 0 
jump @STEAL1_319 

:STEAL1_346
450@ = -2043.911 
451@ = 179.1213 
452@ = 27.8507 
453@ = 270.0 
0395: clear_area 1 at 450@ 451@ 452@ radius 5.0 
449@ = Car.Create(#ALPHA, 450@, 451@, 452@)
Car.Angle(449@) = 453@
036A: put_actor $PLAYER_ACTOR in_car 449@ 
return 

:STEAL1_439
023C: load_special_actor 'ZERO' as 1 // models 290-299 
04ED: load_animation "CAR_CHAT" 

:STEAL1_464
if or
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @STEAL1_502 
wait 0 
jump @STEAL1_464 

:STEAL1_502
455@ = -2034.566 
456@ = 175.2188 
457@ = 27.8516 
458@ = 13.516 
0395: clear_area 1 at 455@ 456@ 457@ radius 5.0 
454@ = Actor.Create(CivMale, #SPECIAL01, 455@, 456@, 457@)
return 

:STEAL1_581
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
34@ = 0 
36@ = 0 
37@ = 0 
35@ = 0 
38@ = 1 
39@ = 1 
40@ = 0 
50@ = 0 
90@ = 500 
$7404 = 57 
$7402 = 2 
$7403 = 3 
$7405 = 35.0 
51@ = 0 
52@ = 0 
400@ = 0 
404@ = 1 
402@ = 1 
403@ = 2 
401@ = 0 
60@ = -16776961 
61@ = -8355496 
43@ = -16776961 
44@ = -12566358 
45@ = -8355496 
46@ = 0 
47@ = 0 
62@ = 255 
63@ = 0 
64@ = 0 
65@ = 255 
66@ = 0 
67@ = 0 
68@ = 0 
69@ = 0 
70@ = 16777216 
71@ = 65536 
72@ = 256 
73@ = 1 
119@ = -2711.3 
120@ = 118.81 
121@ = 3.99 
122@ = 2.07 
123@ = 178.25 
352@ = -2033.175 
353@ = 178.6755 
354@ = 27.8516 
102@ = -2708.79 
108@ = -9.59 
114@ = 3.98 
304@ = -2689.74 
310@ = 91.48 
316@ = 5.04 
305@ = -2692.04 
311@ = 91.71 
317@ = 4.39 
307@ = -2904.51 
313@ = 1181.56 
319@ = 13.71 
308@ = -2916.92 
314@ = 1182.06 
320@ = 13.59 
309@ = -2917.76 
315@ = 1176.93 
321@ = 13.67 
322@ = -2899.05 
324@ = 1170.08 
326@ = 13.03 
323@ = -2898.66 
325@ = 1166.74 
327@ = 13.21 
328@ = 0.0 
334@ = 0.0 
340@ = 0.0 
329@ = 0.0 
335@ = 0.0 
341@ = 0.0 
330@ = 0.0 
336@ = 0.0 
342@ = 0.0 
331@ = 0.0 
337@ = 0.0 
343@ = 0.0 
332@ = 0.0 
338@ = 0.0 
344@ = 0.0 
333@ = 0.0 
339@ = 0.0 
345@ = 0.0 
405@ = -2704.72 
415@ = 113.56 
425@ = 5.52 
406@ = -2701.12 
416@ = 100.21 
426@ = 5.47 
407@ = -2699.84 
417@ = 94.03 
427@ = 6.41 
408@ = -2710.6 
418@ = 126.88 
428@ = 5.13 
409@ = 0.0 
419@ = 0.0 
429@ = 0.0 
05AA: 372@s = 'STL1_AA'  // ~z~Hier, dieses Ding kann Handysignale orten.
05AA: 374@s = 'STL1_AB'  // ~z~Immer, wenn sie telefoniert, zeigt es dir ihren Standort an.
05AA: 376@s = 'STL1_AC'  // ~z~Du musst nahe dranbleiben, wenn du immer die aktuelle Position sehen willst.
05AA: 378@s = 'STL1_AD'  // ~z~Okay?
05AA: 380@s = 'STL1_AE'  // ~z~Klar, Mann. Danke, Zee.
04AF: 384@ = 36600 // @ = any 
04AF: 385@ = 36601 // @ = any 
04AF: 386@ = 36602 // @ = any 
04AF: 387@ = 36603 // @ = any 
04AF: 388@ = 36604 // @ = any 
054C: use_GXT_table 'STEAL1' 
85@ = 0 
86@ = 1 
48@ = 2 
set_weather 5 
select_interior 1 
02E4: load_cutscene_data 'STEAL_1' 

:STEAL1_1716
if 
86B9:   not cutscene_data_loaded 
else_jump @STEAL1_1740 
wait 0 
jump @STEAL1_1716 

:STEAL1_1740
02E7: start_cutscene 
fade 1 1000 

:STEAL1_1749
if 
82E9:   not cutscene_reached_end 
else_jump @STEAL1_1773 
wait 0 
jump @STEAL1_1749 

:STEAL1_1773
fade 0 0 

:STEAL1_1779
if 
fading 
else_jump @STEAL1_1803 
wait 0 
jump @STEAL1_1779 

:STEAL1_1803
02EA: end_cutscene 
select_interior 0 
Player.CanMove($PLAYER_CHAR) = False

:STEAL1_1816
wait 0 
if 
   not 400@ == 0 
else_jump @STEAL1_2159 
if 
  401@ == 0 
else_jump @STEAL1_1884 
if 
03D0:   wav 403@ loaded 
else_jump @STEAL1_1877 
040D: unload_wav 403@ 

:STEAL1_1877
401@ = 1 

:STEAL1_1884
if 
  401@ == 1 
else_jump @STEAL1_1921 
03CF: load_wav 383@(400@,17i) as 402@ 
401@ = 2 

:STEAL1_1921
if 
  401@ == 2 
else_jump @STEAL1_1981 
if 
03D0:   wav 402@ loaded 
else_jump @STEAL1_1981 
03D1: play_wav 402@ 
00BC: show_text_highpriority GXT 370@(400@,6s) time 10000 flag 1 
401@ = 3 

:STEAL1_1981
if 
  401@ == 3 
else_jump @STEAL1_2159 
if 
03D2:   wav 402@ ended 
else_jump @STEAL1_2098 
03D5: remove_text 370@(400@,6s) 
if 
  402@ == 1 
else_jump @STEAL1_2063 
402@ = 2 
403@ = 1 
jump @STEAL1_2077 

:STEAL1_2063
402@ = 1 
403@ = 2 

:STEAL1_2077
400@ = 0 
401@ = 0 
jump @STEAL1_2159 

:STEAL1_2098
if 
83D0:   not wav 403@ loaded 
else_jump @STEAL1_2159 
if 
  60 > 400@ 
else_jump @STEAL1_2159 
0085: 404@ = 400@ // (int) 
404@ += 1 
03CF: load_wav 383@(404@,17i) as 403@ 

:STEAL1_2159
if 
0735:   NOP_false 83 
else_jump @STEAL1_2181 
jump @STEAL1_7659 

:STEAL1_2181
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @STEAL1_2305 
if 
  3 > 34@ 
else_jump @STEAL1_2305 
if 
  35@ == 0 
else_jump @STEAL1_2264 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @STEAL1_2264 
449@ = Actor.Car($PLAYER_ACTOR)
35@ = 1 

:STEAL1_2264
if 
  35@ == 1 
else_jump @STEAL1_2305 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @STEAL1_2305 
35@ = 0 

:STEAL1_2305
if 
  34@ == 0 
else_jump @STEAL1_3948 
if 
  37@ == 0 
else_jump @STEAL1_2779 
0395: clear_area 1 at 352@ 353@ 354@ radius 25.0 
Garage.Open('HBGDSFS')
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2037.601, 183.5734, 30.4011, 0.0, 0.0, 0.0)
Camera.PointAt(-2037.017, 182.7901, 30.1884, 2)
gosub @STEAL1_314 
gosub @STEAL1_439 
gosub @STEAL1_47 
gosub @STEAL1_7974 
0A0B: set_rendering_origin_at_3D_coord -2029.904 179.7978 29.0075 angle 130.0 
fade 1 500 

:STEAL1_2489
if 
fading 
else_jump @STEAL1_2513 
wait 0 
jump @STEAL1_2489 

:STEAL1_2513
if and
   not Car.Wrecked(449@)
   not Actor.Dead(454@)
else_jump @STEAL1_2779 
if 
  401@ == 0 
else_jump @STEAL1_2779 
400@ = 1 
0615: define_AS_pack_begin 366@ 
05D3: AS_actor -1 goto_point -2032.55 176.89 28.95 mode 4 -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "CAR_TALKM_IN" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor -1 perform_animation_sequence "CAR_TALKM_LOOP" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor -1 perform_animation_sequence "CAR_TALKM_OUT" IFP_file "CAR_CHAT" 4.0 loop 0 0 0 0 time 0 // versionA 
0616: define_AS_pack_end 366@ 
0618: assign_actor 454@ to_AS_pack 366@ 
05D1: AS_actor $PLAYER_ACTOR drive_car 449@ to 352@ 353@ 354@ speed 12.0 1 model #NULL 2 
01BD: 80@ = current_time_in_ms 
37@ = 1 

:STEAL1_2779
if 
  37@ > 0 
else_jump @STEAL1_2869 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
if 
  82@ > 1000 
else_jump @STEAL1_2869 
if 
00E1:   player 0 pressed_key 16 
else_jump @STEAL1_2869 
80@ -= 10000 
37@ = 5 

:STEAL1_2869
if 
  37@ == 1 
else_jump @STEAL1_2964 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
if 
  82@ > 1000 
else_jump @STEAL1_2964 
if 
  401@ == 0 
else_jump @STEAL1_2964 
400@ = 2 
01BD: 80@ = current_time_in_ms 
37@ = 2 

:STEAL1_2964
if 
  37@ == 2 
else_jump @STEAL1_3110 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
if 
  82@ > 1000 
else_jump @STEAL1_3110 
if 
  401@ == 0 
else_jump @STEAL1_3110 
400@ = 3 
01BD: 80@ = current_time_in_ms 
Camera.SetPosition(-2031.242, 175.4691, 29.0587, 0.0, 0.0, 0.0)
Camera.PointAt(-2031.501, 176.4334, 29.007, 2)
37@ = 3 

:STEAL1_3110
if 
  37@ == 3 
else_jump @STEAL1_3392 
if and
   not Car.Wrecked(435@)
   not Actor.Dead(443@)
else_jump @STEAL1_3392 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
if 
  82@ > 1000 
else_jump @STEAL1_3392 
if 
  401@ == 0 
else_jump @STEAL1_3392 
00BE: text_clear_all 
fade 0 100 

:STEAL1_3215
if 
fading 
else_jump @STEAL1_3239 
wait 0 
jump @STEAL1_3215 

:STEAL1_3239
Camera.SetPosition(-2022.518, 322.6858, 34.6179, 0.0, 0.0, 0.0)
Camera.PointAt(-2023.382, 323.1579, 34.7936, 2)
0A0B: set_rendering_origin_at_3D_coord -2022.518 322.6858 34.6179 angle 50.0 
fade 1 100 

:STEAL1_3318
if 
fading 
else_jump @STEAL1_3342 
wait 0 
jump @STEAL1_3318 

:STEAL1_3342
400@ = 4 
if and
   not Car.Wrecked(435@)
   not Actor.Dead(443@)
else_jump @STEAL1_3392 
05CB: AS_actor 443@ enter_car 435@ as_driver -1 ms 
01BD: 80@ = current_time_in_ms 
37@ = 4 

:STEAL1_3392
if 
  37@ == 4 
else_jump @STEAL1_3570 
if 
   not Car.Wrecked(435@)
else_jump @STEAL1_3570 
if 
   not Actor.Dead(443@)
else_jump @STEAL1_3570 
if 
0448:   actor 443@ in_car 435@ 
else_jump @STEAL1_3570 
if 
  401@ == 0 
else_jump @STEAL1_3570 
400@ = 5 
01BD: 80@ = current_time_in_ms 
0615: define_AS_pack_begin 369@ 
05D1: AS_actor -1 drive_car 435@ to 125@ 185@ 245@ speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 435@ to 126@ 186@ 246@ speed 30.0 0 model #NULL 2 
0616: define_AS_pack_end 369@ 
0618: assign_actor 443@ to_AS_pack 369@ 
37@ = 5 

:STEAL1_3570
if 
  37@ == 5 
else_jump @STEAL1_3948 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
if 
  82@ > 1000 
else_jump @STEAL1_3948 
if 
  401@ == 0 
else_jump @STEAL1_3948 
00BE: text_clear_all 
fade 0 500 

:STEAL1_3655
if 
fading 
else_jump @STEAL1_3679 
wait 0 
jump @STEAL1_3655 

:STEAL1_3679
Garage.Close('HBGDSFS')
0687: clear_actor $PLAYER_ACTOR task 
if 
   not Car.Wrecked(449@)
else_jump @STEAL1_3786 
Camera.SetAtPos(-2028.827, 178.4434, 27.8516)
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2030.672 179.1596 28.9611 
Car.PutAt(449@, -2028.827, 178.4434, 27.8516)
Car.Angle(449@) = 266.8448
036A: put_actor $PLAYER_ACTOR in_car 449@ 

:STEAL1_3786
03CF: load_wav 45400 as 3 

:STEAL1_3795
if 
83D0:   not wav 3 loaded 
else_jump @STEAL1_3821 
wait 0 
jump @STEAL1_3795 

:STEAL1_3821
if and
   not Car.Wrecked(435@)
   not Actor.Dead(443@)
else_jump @STEAL1_3869 
if 
   not Actor.InCar(443@, 435@)
else_jump @STEAL1_3869 
036A: put_actor 443@ in_car 435@ 

:STEAL1_3869
04EF: release_animation "CAR_CHAT" 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Actor.DestroyInstantly(454@)
0296: unload_special_actor 1 
Model.Destroy(#ALPHA)
02A3: enable_widescreen 0 
fade 1 500 

:STEAL1_3910
if 
fading 
else_jump @STEAL1_3934 
wait 0 
jump @STEAL1_3910 

:STEAL1_3934
Player.CanMove($PLAYER_CHAR) = True
34@ = 1 

:STEAL1_3948
if 
  34@ == 1 
else_jump @STEAL1_4090 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(435@)
   not Actor.Dead(443@)
else_jump @STEAL1_4090 
if 
   Actor.InCar(443@, 435@)
else_jump @STEAL1_4090 
Player.CanMove($PLAYER_CHAR) = True
00BB: show_text_lowpriority GXT 'STL1_03' time 7000 flag 1  // ~s~Lass die ~r~Spur ~s~nicht kalt werden.
072F: enable_car 435@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 2 // extended 03CC 
05D1: AS_actor 443@ drive_car 435@ to 126@ 186@ 246@ speed 35.0 0 model #NULL 2 
34@ = 2 

:STEAL1_4090
if 
   Car.Wrecked(435@)
else_jump @STEAL1_4131 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STL1_07' time 5000 flag 1  // ~r~Du hast das Auto zerstrt!
jump @STEAL1_7641 

:STEAL1_4131
if 
  34@ == 2 
else_jump @STEAL1_5957 
if and
   not Car.Wrecked(435@)
   not Actor.Dead(443@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @STEAL1_5934 
if 
0735:   NOP_false 32 
else_jump @STEAL1_4207 
40@ = 3 
Car.SetAnimation(435@, 6, 2000)

:STEAL1_4207
if 
0104:   actor $PLAYER_ACTOR near_actor 443@ radius 50.0 50.0 50.0 sphere 0 
else_jump @STEAL1_4281 
if 
  45.0 > $7405 
else_jump @STEAL1_4274 
$7405 += 0.1 

:STEAL1_4274
jump @STEAL1_4312 

:STEAL1_4281
if 
  $7405 > 30.0 
else_jump @STEAL1_4312 
$7405 -= 0.1 

:STEAL1_4312
Car.SetMaxSpeed(435@, $7405)
02E3: 442@ = car 435@ speed 
Car.StorePos(435@, 438@, 439@, 440@)
if 
001C:   $7404 > $7402 // (int) 
else_jump @STEAL1_4474 
if 
0100:   actor 443@ in_sphere 124@($7402,60f) 184@($7402,60f) 244@($7402,60f) radius 10.0 10.0 10.0 sphere 0 in_car 
else_jump @STEAL1_4467 
$7402 += 1 
$7403 += 1 
05D1: AS_actor 443@ drive_car 435@ to 124@($7402,60f) 184@($7402,60f) 244@($7402,60f) speed $7405 0 model #NULL 2 

:STEAL1_4467
jump @STEAL1_4667 

:STEAL1_4474
if 
0100:   actor 443@ in_sphere 124@($7402,60f) 184@($7402,60f) 244@($7402,60f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @STEAL1_4557 
05D2: AS_actor 443@ run_to_and_hijack_car 435@ max_search_radius 35.0 traffic_behavior 2 
$7402 += 1 
$7403 += 1 

:STEAL1_4557
if 
001C:   $7402 > $7404 // (int) 
else_jump @STEAL1_4667 
if 
82CA:   not car 435@ bounding_sphere_visible 
else_jump @STEAL1_4667 
Actor.StorePos($PLAYER_ACTOR, 349@, 350@, 351@)
0509: 87@ = distance_between_XY 438@ 439@ and_XY 349@ 350@ 
if 
  87@ > 200.0 
else_jump @STEAL1_4667 
00BC: show_text_highpriority GXT 'STL1_09' time 5000 flag 1  // ~r~Du hast die Spur verloren!
jump @STEAL1_7641 

:STEAL1_4667
if and
  40@ == 2 
  49@ == 0 
else_jump @STEAL1_4760 
01BD: 95@ = current_time_in_ms 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 438@ 439@ 440@ radius 7.0 7.0 7.0 
else_jump @STEAL1_4753 
49@ = 1 
jump @STEAL1_4760 

:STEAL1_4753
49@ = 0 

:STEAL1_4760
if 
  49@ == 1 
else_jump @STEAL1_5055 
if 
  442@ > 10.0 
else_jump @STEAL1_5055 
06A2: get_car 435@ velocity_in_direction_XYZ 357@ 358@ 359@ 
0087: 364@ = 357@ // (float) 
006B: 364@ *= 357@ // (float) 
0087: 365@ = 358@ // (float) 
006B: 365@ *= 358@ // (float) 
0087: 361@ = 364@ // (float) 
005B: 361@ += 365@ // (float) 
01FB: 360@ = square_root 361@ 
02F8: get_car 435@ Z_angle_cosine_to 355@ 
02F9: get_car 435@ Z_angle_sine_to 356@ 
0087: 364@ = 357@ // (float) 
006B: 364@ *= 355@ // (float) 
0087: 365@ = 358@ // (float) 
006B: 365@ *= 356@ // (float) 
0087: 362@ = 364@ // (float) 
005B: 362@ += 365@ // (float) 
0087: 364@ = 362@ // (float) 
006B: 364@ *= 362@ // (float) 
0087: 365@ = 361@ // (float) 
0063: 365@ -= 364@ // (float) 
01FB: 363@ = square_root 365@ 
0087: 364@ = 363@ // (float) 
0073: 364@ /= 362@ // (float) 
if 
  364@ > 2.2 
else_jump @STEAL1_5041 
Car.SetAnimation(435@, 6, 2000)
40@ = 3 
49@ = 0 
jump @STEAL1_5055 

:STEAL1_5041
40@ = 2 
49@ = 0 

:STEAL1_5055
if 
  40@ == 3 
else_jump @STEAL1_5187 
if 
   not Car.Wrecked(435@)
else_jump @STEAL1_5187 
00BE: text_clear_all 
0687: clear_actor 443@ task 
Car.SetMaxSpeed(435@, 0.0)
00BC: show_text_highpriority GXT 'STL1_05' time 5000 flag 1  // ~s~Klau das ~b~Auto~s~.
03CD: disable_car 435@ stuck_check 
Marker.Disable(436@)
436@ = Marker.CreateAboveCar(435@)
07E0: set_marker 436@ type_to 1 
if 
01C1:   car 435@ stopped 
else_jump @STEAL1_5187 
05CF: AS_actor 443@ exit_car 435@ when_at 438@ 439@ 440@ 
34@ = 3 

:STEAL1_5187
if 
  40@ == 0 
else_jump @STEAL1_5338 
Marker.Disable(436@)
Car.StorePos(435@, 445@, 446@, 447@)
018A: 436@ = create_checkpoint_at 445@ 446@ 447@ 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 438@ 439@ 440@ radius 25.0 25.0 25.0 
else_jump @STEAL1_5284 
03D1: play_wav 3 

:STEAL1_5284
62@ = 255 
63@ = 0 
64@ = 0 
65@ = 255 
gosub @STEAL1_7793 
01BD: 80@ = current_time_in_ms 
01BD: 84@ = current_time_in_ms 
40@ = 1 

:STEAL1_5338
if 
  40@ == 1 
else_jump @STEAL1_5779 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
0085: 83@ = 81@ // (int) 
0062: 83@ -= 84@ // (int) 
if 
  83@ > 1000 
else_jump @STEAL1_5453 
if 
  52@ == 0 
else_jump @STEAL1_5453 
00BB: show_text_lowpriority GXT 'STL1_03' time 8000 flag 1  // ~s~Lass die ~r~Spur ~s~nicht kalt werden.
52@ = 1 

:STEAL1_5453
if 
  82@ > 30 
else_jump @STEAL1_5483 
gosub @STEAL1_7793 
01BD: 80@ = current_time_in_ms 

:STEAL1_5483
if 
   not Actor.Dead(443@)
else_jump @STEAL1_5703 
if or
00EC:   actor $PLAYER_ACTOR 0 near_point 445@ 446@ radius 20.0 20.0 
0106:   actor $PLAYER_ACTOR near_actor 443@ radius 50.0 50.0 50.0 0 in_car 
else_jump @STEAL1_5626 
if 
  51@ == 0 
else_jump @STEAL1_5594 
03E5: show_text_box 'STL1_04'  // Wende die Verfolgungsjagd-Technik, die du in der Fahrschule gelernt hast, an, um das Zielfahrzeug bei minimalem Schaden zu stoppen.
51@ = 1 

:STEAL1_5594
Marker.Disable(436@)
01BD: 80@ = current_time_in_ms 
436@ = Marker.CreateAboveCar(435@)
49@ = 0 
40@ = 2 

:STEAL1_5626
if 
0106:   actor $PLAYER_ACTOR near_actor 443@ radius 20.0 20.0 20.0 0 in_car 
else_jump @STEAL1_5703 
if 
  51@ == 1 
else_jump @STEAL1_5703 
00BC: show_text_highpriority GXT 'STL1_02' time 12000 flag 1  // ~s~Ramme ~r~es ~s~ leicht am Heck, damit ~r~es ~s~ ins Schleudern gert.
51@ = 2 

:STEAL1_5703
if 
  128 > 65@ 
else_jump @STEAL1_5737 
00BC: show_text_highpriority GXT 'STL1_10' time 100 flag 1  // ~s~Bleib dran! Die ~r~Spur~s~ wird kalt!

:STEAL1_5737
if 
003B:   65@ == 69@ // (int) 
else_jump @STEAL1_5779 
00BC: show_text_highpriority GXT 'STL1_09' time 7000 flag 1  // ~r~Du hast die Spur verloren!
jump @STEAL1_7641 

:STEAL1_5779
if 
  40@ == 2 
else_jump @STEAL1_5934 
if 
   not Car.Wrecked(435@)
else_jump @STEAL1_5934 
if 
  87@ > 200.0 
else_jump @STEAL1_5841 
40@ = 0 

:STEAL1_5841
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
if 
  82@ > 2000 
else_jump @STEAL1_5904 
if 
82CA:   not car 435@ bounding_sphere_visible 
else_jump @STEAL1_5904 
40@ = 0 

:STEAL1_5904
if 
82CA:   not car 435@ bounding_sphere_visible 
else_jump @STEAL1_5934 
40@ = 0 
jump @STEAL1_5934 

:STEAL1_5934
if 
   Actor.Dead(443@)
else_jump @STEAL1_5957 
34@ = 3 

:STEAL1_5957
if 
  34@ == 3 
else_jump @STEAL1_7409 
if and
   not Car.Wrecked(435@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @STEAL1_7409 
if 
  50@ == 0 
else_jump @STEAL1_6028 
Car.DoorStatus(435@) = 1
50@ = 1 

:STEAL1_6028
if 
  50@ == 1 
else_jump @STEAL1_6152 
if 
   Actor.InCar($PLAYER_ACTOR, 435@)
else_jump @STEAL1_6152 
Marker.Disable(436@)
00BC: show_text_highpriority GXT 'STL1_06' time 5000 flag 1  // ~s~Fahr zurck zu der ~y~Werkstatt ~s~in San Francisco.
018A: 53@ = create_checkpoint_at 352@ 353@ 354@ 
Garage.ChangeType('HBGDSFS', 19)
07C0: load_path 171 

:STEAL1_6118
if 
87C1:   not path 171 available 
else_jump @STEAL1_6145 
wait 0 
jump @STEAL1_6118 

:STEAL1_6145
50@ = 2 

:STEAL1_6152
if 
  50@ == 2 
else_jump @STEAL1_6437 
if 
   not Car.Wrecked(435@)
else_jump @STEAL1_6437 
if 
   Actor.InCar($PLAYER_ACTOR, 435@)
else_jump @STEAL1_6437 
if 
0100:   actor $PLAYER_ACTOR in_sphere 352@ 353@ 354@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @STEAL1_6437 
if 
0448:   actor $PLAYER_ACTOR in_car 435@ 
else_jump @STEAL1_6437 
0395: clear_area 1 at 352@ 353@ 354@ radius 25.0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2031.242, 175.4691, 29.0587, 0.0, 0.0, 0.0)
Camera.PointAt(-2031.501, 176.4334, 29.007, 2)
Garage.Open('HBGDSFS')
Marker.Disable(53@)
352@ = -2043.911 
353@ = 179.1213 
354@ = 27.8507 
437@ = Car.Health(435@)
437@ /= 10 
437@ *= 100 
90@ = 2000 
005A: 90@ += 437@ // (int) 
50@ = 21 

:STEAL1_6437
if 
  50@ == 21 
else_jump @STEAL1_6577 
if 
   not Car.Wrecked(435@)
else_jump @STEAL1_6577 
if 
   Garage.IsOpen('HBGDSFS')
else_jump @STEAL1_6577 
0395: clear_area 1 at 352@ 353@ 354@ radius 25.0 
05EB: assign_car 435@ to_path 171 
Camera.SetPosition(-2037.601, 183.5734, 30.4011, 0.0, 0.0, 0.0)
Camera.PointAt(-2037.017, 182.7901, 30.1884, 2)
50@ = 3 

:STEAL1_6577
if 
  50@ == 3 
else_jump @STEAL1_6692 
if 
   not Car.Wrecked(435@)
else_jump @STEAL1_6692 
if 
   Actor.InCar($PLAYER_ACTOR, 435@)
else_jump @STEAL1_6692 
if 
0103:   actor $PLAYER_ACTOR in_sphere 352@ 353@ 354@ radius 4.0 4.0 4.0 sphere 0 stopped_in_car 
else_jump @STEAL1_6692 
Garage.Close('HBGDSFS')
00BE: text_clear_all 
50@ = 32 

:STEAL1_6692
if 
  50@ == 31 
else_jump @STEAL1_6781 
if 
   not Car.Wrecked(435@)
else_jump @STEAL1_6781 
0615: define_AS_pack_begin 367@ 
05CD: AS_actor -1 exit_car 435@ 
05D3: AS_actor -1 goto_point -2035.471 176.6342 27.8359 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 367@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 367@ 
50@ = 32 

:STEAL1_6781
if 
  50@ == 32 
else_jump @STEAL1_6864 
if 
   not Car.Wrecked(435@)
else_jump @STEAL1_6864 
Garage.Close('HBGDSFS')
fade 0 1500 

:STEAL1_6833
if 
fading 
else_jump @STEAL1_6857 
wait 0 
jump @STEAL1_6833 

:STEAL1_6857
50@ = 41 

:STEAL1_6864
if 
  50@ == 41 
else_jump @STEAL1_7283 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0169: set_fade_color_RGB 0 0 1 
Actor.StorePos($PLAYER_ACTOR, 459@, 460@, 461@)
462@ = Actor.Angle($PLAYER_ACTOR)
fade 0 500 

:STEAL1_6930
if 
fading 
else_jump @STEAL1_6972 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @STEAL1_6965 
end_thread 

:STEAL1_6965
jump @STEAL1_6930 

:STEAL1_6972
0A0B: set_rendering_origin_at_3D_coord -2690.908 206.6429 7.2879 angle 88.2793 
Actor.PutAt($PLAYER_ACTOR, -2691.164, 206.6478, 3.3359)
Camera.SetPosition(-2689.916, 206.5855, 7.399, 0.0, 0.0, 0.0)
Camera.PointAt(-2690.908, 206.6429, 7.2879, 2)
fade 1 500 
00BC: show_text_highpriority GXT 'JAP_MOD' time 6000 flag 1  // In der Tuning-Werkstatt in Ocean Beach kannst du Autos fr Straenrennen umbauen.
wait 6000 
00BC: show_text_highpriority GXT 'WANG_C' time 6000 flag 1  // Die Autos, die du fr deine Werkstattkunden stiehlst, sind in Wang Cars' Showroom zu finden.
wait 6000 
fade 0 500 

:STEAL1_7121
if 
fading 
else_jump @STEAL1_7163 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @STEAL1_7156 
end_thread 

:STEAL1_7156
jump @STEAL1_7121 

:STEAL1_7163
0A0B: set_rendering_origin_at_3D_coord 459@ 460@ 461@ angle 462@ 
461@ -= 1.0 
Actor.PutAt($PLAYER_ACTOR, 459@, 460@, 461@)
Actor.Angle($PLAYER_ACTOR) = 462@
fade 1 500 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Garage.Activate('MDS1SFS')
Marker.Disable($2588)
$2588 = Marker.CreateIconWithoutSphere(27, -2728.5, 212.2, 3.4)
$1499 = 1 
50@ = 4 

:STEAL1_7283
if 
  50@ == 4 
else_jump @STEAL1_7409 
if 
   Garage.IsClosed('HBGDSFS')
else_jump @STEAL1_7409 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2032.471, 176.6342, 27.8359)
Car.Destroy(435@)
Actor.Angle($PLAYER_ACTOR) = 267.9
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 

:STEAL1_7378
if 
fading 
else_jump @STEAL1_7402 
wait 0 
jump @STEAL1_7378 

:STEAL1_7402
jump @STEAL1_7659 

:STEAL1_7409
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @STEAL1_7634 
if and
  50@ > 1 
  4 > 50@ 
else_jump @STEAL1_7634 
if 
   not Car.Wrecked(435@)
else_jump @STEAL1_7634 
if 
  35@ == 0 
else_jump @STEAL1_7565 
00BC: show_text_highpriority GXT 'STL1_11' time 100 flag 1  // ~s~Steig wieder ins ~b~Auto~s~!
if 
   Actor.InCar($PLAYER_ACTOR, 435@)
else_jump @STEAL1_7565 
Marker.Disable(436@)
Marker.Disable(53@)
00BC: show_text_highpriority GXT 'STL1_06' time 5000 flag 1  // ~s~Fahr zurck zu der ~y~Werkstatt ~s~in San Francisco.
018A: 53@ = create_checkpoint_at 352@ 353@ 354@ 
35@ = 1 

:STEAL1_7565
if 
  35@ == 1 
else_jump @STEAL1_7634 
if 
   not Actor.InCar($PLAYER_ACTOR, 435@)
else_jump @STEAL1_7634 
Marker.Disable(53@)
Marker.Disable(436@)
436@ = Marker.CreateAboveCar(435@)
07E0: set_marker 436@ type_to 1 
35@ = 0 

:STEAL1_7634
jump @STEAL1_1816 

:STEAL1_7641
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:STEAL1_7659
$STEAL_TOTAL_PASSED_MISSIONS += 1 
014C: set_parked_car_generator $2790 cars_to_generate_to 101 
0318: set_latest_mission_passed 'STEAL_1'  // Zeroing In
030C: progress_made += 1 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 5000
0998: add_respect 5 
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:STEAL1_7730
040D: unload_wav 3 
Marker.Disable(436@)
Marker.Disable(53@)
Marker.Disable(436@)
01B7: release_weather 
Actor.DestroyInstantly(443@)
Car.Destroy(435@)
gosub @STEAL1_287 
Model.Destroy(#ALPHA)
Model.Destroy(#HFYST)
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:STEAL1_7793
if 
  255 > 63@ 
else_jump @STEAL1_7826 
63@ += 1 
64@ += 1 

:STEAL1_7826
if 
  63@ == 255 
else_jump @STEAL1_7852 
65@ -= 1 

:STEAL1_7852
0085: 74@ = 62@ // (int) 
006A: 74@ *= 70@ // (int) 
0085: 75@ = 63@ // (int) 
006A: 75@ *= 71@ // (int) 
0085: 76@ = 64@ // (int) 
006A: 76@ *= 72@ // (int) 
0085: 77@ = 65@ // (int) 
006A: 77@ *= 73@ // (int) 
0085: 78@ = 74@ // (int) 
005A: 78@ += 75@ // (int) 
0085: 79@ = 76@ // (int) 
005A: 79@ += 77@ // (int) 
0085: 60@ = 78@ // (int) 
005A: 60@ += 79@ // (int) 
Marker.SetColor(436@, 60@)
return 

:STEAL1_7974
124@ = -2017.001 
184@ = 322.4644 
244@ = 34.7593 
125@ = -2036.439 
185@ = 322.4642 
245@ = 34.0156 
126@ = -2148.505 
186@ = 227.5995 
246@ = 34.8814 
127@ = -2244.575 
187@ = 211.4546 
247@ = 34.884 
128@ = -2252.426 
188@ = 110.4054 
248@ = 34.8813 
129@ = -2254.398 
189@ = 64.4779 
249@ = 34.8865 
130@ = -2333.194 
190@ = 52.1153 
250@ = 34.8895 
131@ = -2373.793 
191@ = -39.8936 
251@ = 34.8887 
132@ = -2411.406 
192@ = -71.5329 
252@ = 34.8695 
133@ = -2421.986 
193@ = -171.5927 
253@ = 34.8702 
134@ = -2514.487 
194@ = -209.5909 
254@ = 24.5432 
135@ = -2612.338 
195@ = -208.1451 
255@ = 3.8877 
136@ = -2700.542 
196@ = -205.7518 
256@ = 3.8928 
137@ = -2703.455 
197@ = -105.7246 
257@ = 3.8899 
138@ = -2704.933 
198@ = -88.0339 
258@ = 3.8934 
139@ = -2791.198 
199@ = -69.7781 
259@ = 6.7409 
140@ = -2807.242 
200@ = 29.8687 
260@ = 6.7487 
141@ = -2807.922 
201@ = 131.0431 
261@ = 6.7324 
142@ = -2807.247 
202@ = 232.0953 
262@ = 6.7535 
143@ = -2831.376 
203@ = 329.6273 
263@ = 4.0742 
144@ = -2851.84 
204@ = 427.8425 
264@ = 4.0745 
145@ = -2831.418 
205@ = 526.6416 
265@ = 4.6276 
146@ = -2821.271 
206@ = 626.4095 
266@ = 7.8679 
147@ = -2849.525 
207@ = 720.4027 
267@ = 28.129 
148@ = -2840.613 
208@ = 819.4821 
268@ = 40.6696 
149@ = -2816.873 
209@ = 897.241 
269@ = 43.6833 
150@ = -2776.396 
210@ = 809.4246 
270@ = 50.6937 
151@ = -2676.287 
211@ = 810.1769 
271@ = 49.5432 
152@ = -2575.558 
212@ = 807.5107 
272@ = 49.5239 
153@ = -2528.462 
213@ = 809.4405 
273@ = 49.5356 
154@ = -2526.564 
214@ = 908.4559 
274@ = 64.537 
155@ = -2525.089 
215@ = 999.8545 
275@ = 77.8166 
156@ = -2594.69 
216@ = 1006.409 
276@ = 77.8242 
157@ = -2587.474 
217@ = 1092.979 
277@ = 56.2406 
158@ = -2591.712 
218@ = 1135.302 
278@ = 55.135 
159@ = -2658.549 
219@ = 1209.768 
279@ = 55.1386 
160@ = -2669.474 
220@ = 1309.309 
280@ = 55.1228 
161@ = -2677.539 
221@ = 1409.63 
281@ = 55.1226 
162@ = -2669.294 
222@ = 1509.889 
282@ = 58.6901 
163@ = -2674.542 
223@ = 1610.948 
283@ = 64.4835 
164@ = -2675.343 
224@ = 1711.907 
284@ = 67.4134 
165@ = -2675.344 
225@ = 1812.691 
285@ = 67.4802 
166@ = -2675.333 
226@ = 1913.553 
286@ = 64.6734 
167@ = -2675.791 
227@ = 2013.889 
287@ = 59.035 
168@ = -2670.814 
228@ = 2114.105 
288@ = 55.1467 
169@ = -2679.106 
229@ = 2214.438 
289@ = 55.1239 
170@ = -2720.014 
230@ = 2305.998 
290@ = 63.1498 
171@ = -2720.744 
231@ = 2353.887 
291@ = 71.5011 
172@ = -2677.15 
232@ = 2440.762 
292@ = 47.2891 
173@ = -2593.738 
233@ = 2490.081 
293@ = 22.1514 
174@ = -2513.94 
234@ = 2429.612 
294@ = 16.4114 
175@ = -2413.627 
235@ = 2430.877 
295@ = 11.8649 
176@ = -2339.414 
236@ = 2395.623 
296@ = 5.5583 
177@ = -2422.839 
237@ = 2340.198 
297@ = 4.5444 
178@ = -2462.575 
238@ = 2334.265 
298@ = 4.5459 
179@ = -2467.327 
239@ = 2276.376 
299@ = 4.5468 
180@ = -2560.308 
240@ = 2313.566 
300@ = 4.5508 
181@ = -2560.286 
241@ = 2316.442 
301@ = 4.5491 
return 

//-------------Mission 68---------------
// Originally: Test Drive

:STEAL2
thread 'STEAL2' 
gosub @STEAL2_47 
if 
wasted_or_busted 
else_jump @STEAL2_38 
gosub @STEAL2_26013 

:STEAL2_38
gosub @STEAL2_26109 
end_thread 

:STEAL2_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'STEAL2' 
00BE: text_clear_all 
wait 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
162@ = 0.0 
163@ = 0.0 
164@ = 0.0 
165@ = 0.0 
166@ = 0.0 
167@ = 0.0 
168@ = 0.0 
112@ = 0 
113@ = 0 
114@ = 0 
154@ = 0 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 0 
160@ = 0 
161@ = 0 
108@ = 0 
109@ = 0 
08F5: save_player_group 
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
Camera.SetAtPos(-2031.0, 149.0, 29.0)
02E4: load_cutscene_data 'STEAL_2' 

:STEAL2_331
if 
86B9:   not cutscene_data_loaded 
else_jump @STEAL2_355 
wait 0 
jump @STEAL2_331 

:STEAL2_355
02E7: start_cutscene 
fade 1 1000 

:STEAL2_364
if 
82E9:   not cutscene_reached_end 
else_jump @STEAL2_388 
wait 0 
jump @STEAL2_364 

:STEAL2_388
fade 0 0 

:STEAL2_394
if 
fading 
else_jump @STEAL2_418 
wait 0 
jump @STEAL2_394 

:STEAL2_418
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
wait 0 
Model.Load(#SULTAN)
Model.Load(#ELEGY)
Model.Load(#WMYBU)
06E9: load_car_component #NTO_B_S 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: unknown_player $PLAYER_CHAR flag 1 
060A: create_decision_maker_type 2 store_to 169@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 170@ 
Camera.SetAtPos(-2032.4, 171.8, 27.8)
0395: clear_area 1 at -2032.4 171.8 27.8 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2032.4, 171.8, 27.8)
Actor.Angle($PLAYER_ACTOR) = 308.7
0395: clear_area 1 at -2032.3 161.9 28.0 radius 1.0 
$ACTOR_CESAR = Actor.Create(Mission1, #SPECIAL01, -2032.3, 161.9, 28.0)
0568: set_actor $ACTOR_CESAR targetable 1 
060B: set_actor $ACTOR_CESAR decision_maker_to 170@ 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 
07B3: set_group $PLAYER_GROUP give_command 1 
060B: set_actor $ACTOR_CESAR decision_maker_to 169@ 
104@ = 1 
0395: clear_area 1 at -1656.2 1210.2 12.3 radius 5.0 
04AF: 110@ = 562 // @ = any 
gosub @STEAL2_27694 
34@ = Car.Create(#ELEGY, -1656.2, 1210.2, 12.3)
03AB: unknown_car 34@ flag 1 
Car.Angle(34@) = 316.1
Car.DoorStatus(34@) = 3
00AE: set_car 34@ traffic_behaviour_to 2 
Car.Health(34@) = 2000
053F: set_car 34@ tires_vulnerability 0 
Car.LockInCurrentPosition(34@) = True
06E7: $TEMPVAR_ACTOR_CAR = add_car_component #NTO_B_S to_car 34@ 
0395: clear_area 1 at -1662.3 1211.0 12.3 radius 5.0 
04AF: 110@ = 560 // @ = any 
gosub @STEAL2_27694 
35@ = Car.Create(#SULTAN, -1662.3, 1211.0, 12.3)
Car.Angle(35@) = 316.1
Car.DoorStatus(35@) = 3
0229: set_car 35@ primary_color_to 59 secondary_color_to 12 
Car.Health(35@) = 2000
Car.LockInCurrentPosition(35@) = True
06E7: $TEMPVAR_ACTOR_CAR = add_car_component #NTO_B_S to_car 35@ 
06D7: enable_train_traffic 0 
018A: 98@ = create_checkpoint_at -1632.9 1207.4 6.1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 

:STEAL2_988
wait 0 
if 
0735:   NOP_false 83 
else_jump @STEAL2_1014 
jump @STEAL2_26031 

:STEAL2_1014
gosub @STEAL2_26289 
if 
  102@ == 1 
else_jump @STEAL2_1046 
jump @STEAL2_26013 

:STEAL2_1046
if 
  99@ == 0 
else_jump @STEAL2_6415 
if 
  100@ == 0 
else_jump @STEAL2_1619 
gosub @STEAL2_26414 
if 
  114@ == 0 
else_jump @STEAL2_1135 
112@ = 1 
113@ = 0 
gosub @STEAL2_30237 
114@ = 1 

:STEAL2_1135
if 
  114@ == 1 
else_jump @STEAL2_1215 
if 
  112@ == 0 
else_jump @STEAL2_1215 
00BB: show_text_lowpriority GXT 'STE2_01' time 7000 flag 1  // ~s~Holt euch die Autos aus dem ~y~Showroom~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
33@ = 0 
114@ = 2 

:STEAL2_1215
if 
  114@ == 2 
else_jump @STEAL2_1319 
if 
  33@ > 7000 
else_jump @STEAL2_1319 
if 
  112@ == 0 
else_jump @STEAL2_1319 
112@ = 2 
113@ = 0 
gosub @STEAL2_30237 
33@ = 0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
114@ = 3 

:STEAL2_1319
if 
  114@ == 3 
else_jump @STEAL2_1402 
if 
  33@ > 7000 
else_jump @STEAL2_1402 
if 
  112@ == 0 
else_jump @STEAL2_1402 
112@ = 3 
113@ = 0 
gosub @STEAL2_30237 
114@ = 4 

:STEAL2_1402
if 
  114@ == 4 
else_jump @STEAL2_1459 
if 
  112@ == 0 
else_jump @STEAL2_1459 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
114@ = 5 

:STEAL2_1459
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @STEAL2_1619 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1632.9 1207.4 6.1 radius 4.0 4.0 4.0 
else_jump @STEAL2_1619 
if 
00FE:   actor $ACTOR_CESAR sphere 1 in_sphere -1632.9 1207.4 6.1 radius 4.0 4.0 4.0 
else_jump @STEAL2_1619 
Player.CanMove($PLAYER_CHAR) = False
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
112@ = 0 
100@ = 1 

:STEAL2_1619
if 
  100@ == 1 
else_jump @STEAL2_2108 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -1662.3 1211.0 13.4 radius 15.0 
Car.DoorStatus(35@) = 1
Marker.Disable(98@)
0395: clear_area 1 at -1656.7 1213.8 12.7 radius 1.0 
96@ = Actor.Create(Mission1, #WMYBU, -1656.7, 1213.8, 12.7)
Actor.Angle(96@) = 132.3
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @STEAL2_1792 
06C9: remove_actor $ACTOR_CESAR from_group 
0687: clear_actor $ACTOR_CESAR task 

:STEAL2_1792
0615: define_AS_pack_begin 171@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1642.3 1204.1 6.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1651.2 1204.0 6.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1663.5 1204.2 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 171@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
0615: define_AS_pack_begin 171@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1640.3 1204.4 6.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1651.7 1205.0 6.2 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1662.3 1204.8 6.2 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 171@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
112@ = 4 
0209: 113@ = random_int_in_ranges 0 3 
0085: 159@ = 113@ // (int) 
159@ += 1 
gosub @STEAL2_30237 
Camera.SetPosition(-1624.5, 1201.5, 7.8, 0.0, 0.0, 0.0)
Camera.PointAt(-1664.6, 1207.1, 10.9, 2)
101@ = 1 
0707: start_scene_skip_to @STEAL2_2979 
32@ = 0 
114@ = 0 
100@ = 2 

:STEAL2_2108
if 
  100@ == 2 
else_jump @STEAL2_2684 
if 
  114@ == 0 
else_jump @STEAL2_2207 
if 
  112@ == 0 
else_jump @STEAL2_2207 
112@ = 4 
0209: 113@ = random_int_in_ranges 3 6 
0085: 159@ = 113@ // (int) 
159@ += 1 
gosub @STEAL2_30237 
114@ = 1 

:STEAL2_2207
if 
  114@ == 1 
else_jump @STEAL2_2288 
if 
  112@ == 0 
else_jump @STEAL2_2288 
112@ = 4 
0209: 113@ = random_int_in_ranges 6 9 
0085: 159@ = 113@ // (int) 
159@ += 1 
gosub @STEAL2_30237 
114@ = 2 

:STEAL2_2288
if 
  32@ > 8000 
else_jump @STEAL2_2684 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -1659.6 1203.3 11.4 radius 400.0 
Actor.PutAt($PLAYER_ACTOR, -1659.6, 1203.3, 11.4)
Actor.Angle($PLAYER_ACTOR) = 96.8
0792: disembark_instantly_actor $ACTOR_CESAR 
0395: clear_area 1 at -1659.8 1205.0 11.4 radius 1.0 
Actor.PutAt($ACTOR_CESAR, -1659.8, 1205.0, 11.4)
Actor.Angle($ACTOR_CESAR) = 91.3
0615: define_AS_pack_begin 171@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1662.6 1202.6 12.7 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1666.0 1208.8 12.7 mode 4 -1 ms // versionA 
05CB: AS_actor -1 enter_car 35@ as_driver -1 ms 
0616: define_AS_pack_end 171@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
0615: define_AS_pack_begin 171@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1662.7 1204.8 12.7 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1662.9 1206.5 12.7 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1660.3 1208.8 12.7 mode 4 -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
05CB: AS_actor -1 enter_car 34@ as_driver -1 ms 
0616: define_AS_pack_end 171@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
Camera.SetPosition(-1661.1, 1219.7, 15.15, 0.0, 0.0, 0.0)
Camera.PointAt(-1658.9, 1204.6, 13.85, 2)
32@ = 0 
100@ = 3 

:STEAL2_2684
if 
  100@ == 3 
else_jump @STEAL2_2785 
062E: unknown_get_actor $ACTOR_CESAR task 1560 status_store_to $416 // ret 7 if not found 
if 
84A3:   not  $416 == 7 // $ == any 
else_jump @STEAL2_2785 
0646: unknown_get_actor $ACTOR_CESAR task_1560_status_store_to 107@ // similar to 062E 
if 
  107@ == 2 
else_jump @STEAL2_2785 
112@ = 5 
113@ = 0 
gosub @STEAL2_30237 
100@ = 4 

:STEAL2_2785
if 
  100@ == 4 
else_jump @STEAL2_2936 
if 
  113@ == 2 
else_jump @STEAL2_2936 
if 
   not Actor.Dead(96@)
else_jump @STEAL2_2929 
0615: define_AS_pack_begin 171@ 
05D3: AS_actor -1 goto_point -1660.6 1210.1 12.7 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1664.0 1205.3 12.7 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1651.3 1203.2 6.2 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 171@ 
0618: assign_actor 96@ to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 

:STEAL2_2929
100@ = 5 

:STEAL2_2936
if 
  100@ == 5 
else_jump @STEAL2_5670 
if 
  112@ == 0 
else_jump @STEAL2_5670 
101@ = 0 

:STEAL2_2979
0701: end_scene_skip 
gosub @STEAL2_26289 
if 
  102@ == 1 
else_jump @STEAL2_3013 
jump @STEAL2_26013 

:STEAL2_3013
if 
  101@ == 1 
else_jump @STEAL2_3197 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
112@ = 0 
fade 0 500 

:STEAL2_3055
if 
fading 
else_jump @STEAL2_3079 
wait 0 
jump @STEAL2_3055 

:STEAL2_3079
gosub @STEAL2_26289 
if 
  102@ == 1 
else_jump @STEAL2_3111 
jump @STEAL2_26013 

:STEAL2_3111
if 
   not Actor.Dead(96@)
else_jump @STEAL2_3171 
0395: clear_area 1 at -1651.3 1203.2 6.2 radius 1.0 
Actor.PutAt(96@, -1651.3, 1203.2, 6.2)

:STEAL2_3171
0792: disembark_instantly_actor $ACTOR_CESAR 
036A: put_actor $ACTOR_CESAR in_car 34@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:STEAL2_3197
if 
   Actor.InCar($ACTOR_CESAR, 34@)
else_jump @STEAL2_5670 
if 
   Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @STEAL2_5670 
Car.LockInCurrentPosition(34@) = False
Car.LockInCurrentPosition(35@) = False
Actor.RemoveReferences(96@)
Model.Destroy(#WMYBU)
Model.Load(#MULE)
Model.Load(#CARDBOARDBOX)
Model.Load(#TRAM)
038B: load_requested_models 
0506: set_car_model #MULE next_variation 1 1 // first param is useless 
0395: clear_area 1 at -1580.1 938.2 6.8 radius 5.0 
04AF: 110@ = 414 // @ = any 
gosub @STEAL2_27694 
36@ = Car.Create(#MULE, -1580.1, 938.2, 6.8)
Car.Angle(36@) = 90.0
0587: enable_car 36@ validate_position 1 
0395: clear_area 1 at -1576.0 938.9 6.5 radius 5.0 
0376: 58@ = create_random_actor_at -1576.0 938.9 6.5 
Actor.Angle(58@) = 84.9
060B: set_actor 58@ decision_maker_to 170@ 
0395: clear_area 1 at -1575.1 940.7 6.4 radius 10.0 
80@ = Object.Create(#CARDBOARDBOX, -1575.1, 940.7, 6.4)
Object.CollisionDetection(80@) = True
Object.ToggleInMovingList(80@) = True
81@ = Object.Create(#CARDBOARDBOX, -1574.9, 941.7, 6.4)
Object.CollisionDetection(81@) = True
Object.ToggleInMovingList(81@) = True
82@ = Object.Create(#CARDBOARDBOX, -1573.1, 942.7, 6.4)
Object.CollisionDetection(82@) = True
Object.ToggleInMovingList(82@) = True
83@ = Object.Create(#CARDBOARDBOX, -1575.1, 940.7, 7.0)
Object.CollisionDetection(83@) = True
Object.ToggleInMovingList(83@) = True
84@ = Object.Create(#CARDBOARDBOX, -1573.1, 942.7, 7.0)
Object.CollisionDetection(84@) = True
Object.ToggleInMovingList(84@) = True
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_3764 
0395: clear_area 1 at -1626.9 1202.5 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
38@ = Car.Create(108@, -1626.9, 1202.5, 5.7)
Car.Angle(38@) = 222.7
Car.DoorStatus(38@) = 2
0560: create_random_actor_in_car 38@ handle_as 60@ 
0587: enable_car 38@ validate_position 1 
054A: set_actor 60@ immune_to_car_headshots 0 

:STEAL2_3764
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_3893 
0395: clear_area 1 at -1609.2 1160.4 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
39@ = Car.Create(108@, -1609.2, 1160.4, 5.7)
Car.Angle(39@) = 184.3
Car.DoorStatus(39@) = 2
0560: create_random_actor_in_car 39@ handle_as 61@ 
0587: enable_car 39@ validate_position 1 
054A: set_actor 61@ immune_to_car_headshots 0 

:STEAL2_3893
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_4022 
0395: clear_area 1 at -1600.9 1111.7 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
40@ = Car.Create(108@, -1600.9, 1111.7, 5.7)
Car.Angle(40@) = 183.3
Car.DoorStatus(40@) = 2
0560: create_random_actor_in_car 40@ handle_as 62@ 
0587: enable_car 40@ validate_position 1 
054A: set_actor 62@ immune_to_car_headshots 0 

:STEAL2_4022
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_4151 
0395: clear_area 1 at -1608.2 1094.0 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
41@ = Car.Create(108@, -1608.2, 1094.0, 5.7)
Car.Angle(41@) = 180.0
Car.DoorStatus(41@) = 2
0560: create_random_actor_in_car 41@ handle_as 63@ 
0587: enable_car 41@ validate_position 1 
054A: set_actor 63@ immune_to_car_headshots 0 

:STEAL2_4151
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_4280 
0395: clear_area 1 at -1608.2 1046.5 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
42@ = Car.Create(108@, -1608.2, 1046.5, 5.7)
Car.Angle(42@) = 183.5
Car.DoorStatus(42@) = 2
0560: create_random_actor_in_car 42@ handle_as 64@ 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ immune_to_car_headshots 0 

:STEAL2_4280
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_4409 
0395: clear_area 1 at -1595.7 1012.0 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
43@ = Car.Create(108@, -1595.7, 1012.0, 5.7)
Car.Angle(43@) = 207.3
Car.DoorStatus(43@) = 2
0560: create_random_actor_in_car 43@ handle_as 65@ 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ immune_to_car_headshots 0 

:STEAL2_4409
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_4538 
0395: clear_area 1 at -1540.5 959.8 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
44@ = Car.Create(108@, -1540.5, 959.8, 5.7)
Car.Angle(44@) = 24.3
Car.DoorStatus(44@) = 2
0560: create_random_actor_in_car 44@ handle_as 66@ 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ immune_to_car_headshots 0 

:STEAL2_4538
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_4667 
0395: clear_area 1 at -1556.0 995.6 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
45@ = Car.Create(108@, -1556.0, 995.6, 5.7)
Car.Angle(45@) = 41.0
Car.DoorStatus(45@) = 2
0560: create_random_actor_in_car 45@ handle_as 67@ 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ immune_to_car_headshots 0 

:STEAL2_4667
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_4796 
0395: clear_area 1 at -1587.6 1036.7 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
46@ = Car.Create(108@, -1587.6, 1036.7, 5.7)
Car.Angle(46@) = 3.3
Car.DoorStatus(46@) = 2
0560: create_random_actor_in_car 46@ handle_as 68@ 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ immune_to_car_headshots 0 

:STEAL2_4796
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_4925 
0395: clear_area 1 at -1579.6 1140.1 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
48@ = Car.Create(108@, -1579.6, 1140.1, 5.7)
Car.Angle(48@) = 2.0
Car.DoorStatus(48@) = 2
0560: create_random_actor_in_car 48@ handle_as 70@ 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ immune_to_car_headshots 0 

:STEAL2_4925
0395: clear_area 1 at -1542.9 974.0 5.3 radius 5.0 
06D8: 95@ = create_train_at -1542.9 974.0 5.3 type 9 direction 0 
06DC: set_train 95@ acc 0.0 
06DD: set_train 95@ speed 0.0 
Car.DoorStatus(95@) = 2
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_5129 
0395: clear_area 1 at -1592.8 934.7 6.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
49@ = Car.Create(108@, -1592.8, 934.7, 6.2)
Car.Angle(49@) = 91.3
Car.DoorStatus(49@) = 2
0560: create_random_actor_in_car 49@ handle_as 71@ 
0587: enable_car 49@ validate_position 1 
054A: set_actor 71@ immune_to_car_headshots 0 

:STEAL2_5129
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_5258 
0395: clear_area 1 at -1608.8 934.3 6.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
50@ = Car.Create(108@, -1608.8, 934.3, 6.2)
Car.Angle(50@) = 91.3
Car.DoorStatus(50@) = 2
0560: create_random_actor_in_car 50@ handle_as 72@ 
0587: enable_car 50@ validate_position 1 
054A: set_actor 72@ immune_to_car_headshots 0 

:STEAL2_5258
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_5387 
0395: clear_area 1 at -1704.4 916.0 23.4 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
51@ = Car.Create(108@, -1704.4, 916.0, 23.4)
Car.Angle(51@) = 269.1
Car.DoorStatus(51@) = 2
0560: create_random_actor_in_car 51@ handle_as 73@ 
0587: enable_car 51@ validate_position 1 
054A: set_actor 73@ immune_to_car_headshots 0 

:STEAL2_5387
0395: clear_area 1 at -1642.2 1210.5 6.2 radius 15.0 
0376: 97@ = create_random_actor_at -1642.2 1210.5 6.2 
060B: set_actor 97@ decision_maker_to 170@ 
0615: define_AS_pack_begin 171@ 
05D3: AS_actor -1 goto_point -1645.5 1214.0 6.2 mode 4 -1 ms // versionA 
0605: actor -1 perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 1 0 0 0 time 30000 // versionA 
0616: define_AS_pack_end 171@ 
0618: assign_actor 97@ to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
01EB: set_traffic_density_multiplier_to 0.0 
Camera.SetPosition(-1640.4, 1212.9, 6.6, 0.0, 0.0, 0.0)
Camera.PointAt(-1651.3, 1215.3, 10.6, 2)
if 
  101@ == 1 
else_jump @STEAL2_5656 
fade 1 500 

:STEAL2_5600
if 
fading 
else_jump @STEAL2_5624 
wait 0 
jump @STEAL2_5600 

:STEAL2_5624
gosub @STEAL2_26289 
if 
  102@ == 1 
else_jump @STEAL2_5656 
jump @STEAL2_26013 

:STEAL2_5656
32@ = 0 
100@ = 6 

:STEAL2_5670
if 
  100@ == 6 
else_jump @STEAL2_5924 
if 
   not Actor.Dead(97@)
else_jump @STEAL2_5924 
if 
00EC:   actor 97@ 0 near_point -1646.0 1214.4 radius 2.0 2.0 
else_jump @STEAL2_5924 
05EB: assign_car 34@ to_path 70 
if 
   not Car.Wrecked(38@)
else_jump @STEAL2_5772 
05EB: assign_car 38@ to_path 71 

:STEAL2_5772
if 
   not Car.Wrecked(39@)
else_jump @STEAL2_5795 
05EB: assign_car 39@ to_path 72 

:STEAL2_5795
if 
   not Car.Wrecked(40@)
else_jump @STEAL2_5818 
05EB: assign_car 40@ to_path 73 

:STEAL2_5818
if 
   not Car.Wrecked(41@)
else_jump @STEAL2_5841 
05EB: assign_car 41@ to_path 74 

:STEAL2_5841
if 
   not Car.Wrecked(42@)
else_jump @STEAL2_5864 
05EB: assign_car 42@ to_path 75 

:STEAL2_5864
if 
   not Car.Wrecked(43@)
else_jump @STEAL2_5887 
05EB: assign_car 43@ to_path 76 

:STEAL2_5887
if 
   not Car.Wrecked(95@)
else_jump @STEAL2_5910 
05EB: assign_car 95@ to_path 77 

:STEAL2_5910
32@ = 0 
100@ = 7 

:STEAL2_5924
if 
  100@ == 7 
else_jump @STEAL2_5989 
if 
  32@ > 500 
else_jump @STEAL2_5989 
112@ = 6 
113@ = 0 
gosub @STEAL2_30237 
100@ = 8 

:STEAL2_5989
if 
  100@ == 8 
else_jump @STEAL2_6325 
if 
  32@ > 2500 
else_jump @STEAL2_6325 
if 
   not Actor.Dead(97@)
else_jump @STEAL2_6060 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 200.0 timelimit 600000 

:STEAL2_6060
05ED: freeze_car 34@ while_on_path 
if 
   not Car.Wrecked(38@)
else_jump @STEAL2_6086 
05ED: freeze_car 38@ while_on_path 

:STEAL2_6086
if 
   not Car.Wrecked(39@)
else_jump @STEAL2_6107 
05ED: freeze_car 39@ while_on_path 

:STEAL2_6107
if 
   not Car.Wrecked(40@)
else_jump @STEAL2_6128 
05ED: freeze_car 40@ while_on_path 

:STEAL2_6128
if 
   not Car.Wrecked(41@)
else_jump @STEAL2_6149 
05ED: freeze_car 41@ while_on_path 

:STEAL2_6149
if 
   not Car.Wrecked(42@)
else_jump @STEAL2_6170 
05ED: freeze_car 42@ while_on_path 

:STEAL2_6170
if 
   not Car.Wrecked(43@)
else_jump @STEAL2_6191 
05ED: freeze_car 43@ while_on_path 

:STEAL2_6191
if 
   not Car.Wrecked(95@)
else_jump @STEAL2_6212 
05ED: freeze_car 95@ while_on_path 

:STEAL2_6212
03DE: set_pedestrians_density_multiplier_to 0.5 
09F5: disable_player_mutal_activities 0 
98@ = Marker.CreateAboveCar(34@)
07E0: set_marker 98@ type_to 1 
Actor.RemoveReferences(97@)
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BB: show_text_lowpriority GXT 'STE2_02' time 7000 flag 1  // ~s~Bleib auf deiner Rckkehr zum Unterschlupf in ~b~Cesars~s~ Nhe.
32@ = 0 
33@ = 0 
114@ = 0 
105@ = 1 
100@ = 0 
99@ = 1 

:STEAL2_6325
if 
  100@ == 0 
else_jump @STEAL2_6415 
if 
0735:   NOP_false 81 
else_jump @STEAL2_6415 
Camera.SetAtPos(-1638.7, 1199.4, 6.2)
Actor.PutAt($PLAYER_ACTOR, -1638.7, 1199.4, 6.2)
Actor.PutAt($ACTOR_CESAR, -1639.7, 1199.4, 6.2)

:STEAL2_6415
if 
  99@ == 1 
else_jump @STEAL2_7393 
if 
  114@ == 0 
else_jump @STEAL2_6530 
if 
  112@ == 0 
else_jump @STEAL2_6530 
if 
  33@ > 7000 
else_jump @STEAL2_6530 
112@ = 7 
113@ = 0 
gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
114@ = 1 

:STEAL2_6530
if 
  114@ == 1 
else_jump @STEAL2_6587 
if 
  112@ == 0 
else_jump @STEAL2_6587 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
114@ = 2 

:STEAL2_6587
if 
  103@ == 0 
else_jump @STEAL2_6605 

:STEAL2_6605
if 
  100@ == 0 
else_jump @STEAL2_6678 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1656.2 1210.2 12.3 radius 7.0 7.0 7.0 
else_jump @STEAL2_6678 
100@ = 1 

:STEAL2_6678
if 
  100@ == 1 
else_jump @STEAL2_6989 
05EE: unfreeze_car 34@ while_on_path 
if 
   not Car.Wrecked(38@)
else_jump @STEAL2_6722 
05EE: unfreeze_car 38@ while_on_path 

:STEAL2_6722
if 
   not Car.Wrecked(39@)
else_jump @STEAL2_6743 
05EE: unfreeze_car 39@ while_on_path 

:STEAL2_6743
if 
   not Car.Wrecked(40@)
else_jump @STEAL2_6764 
05EE: unfreeze_car 40@ while_on_path 

:STEAL2_6764
if 
   not Car.Wrecked(41@)
else_jump @STEAL2_6785 
05EE: unfreeze_car 41@ while_on_path 

:STEAL2_6785
if 
   not Car.Wrecked(42@)
else_jump @STEAL2_6806 
05EE: unfreeze_car 42@ while_on_path 

:STEAL2_6806
if 
   not Car.Wrecked(43@)
else_jump @STEAL2_6827 
05EE: unfreeze_car 43@ while_on_path 

:STEAL2_6827
if 
   not Car.Wrecked(95@)
else_jump @STEAL2_6848 
05EE: unfreeze_car 95@ while_on_path 

:STEAL2_6848
if 
   not Car.Wrecked(44@)
else_jump @STEAL2_6879 
Car.SetMaxSpeed(44@, 15.0)
Car.SetToPsychoDriver(44@)

:STEAL2_6879
if 
   not Car.Wrecked(45@)
else_jump @STEAL2_6910 
Car.SetMaxSpeed(45@, 15.0)
Car.SetToPsychoDriver(45@)

:STEAL2_6910
if 
   not Car.Wrecked(46@)
else_jump @STEAL2_6941 
Car.SetMaxSpeed(46@, 15.0)
Car.SetToPsychoDriver(46@)

:STEAL2_6941
if 
   not Car.Wrecked(48@)
else_jump @STEAL2_6972 
Car.SetMaxSpeed(48@, 15.0)
Car.SetToPsychoDriver(48@)

:STEAL2_6972
Model.Load(#COPCARSF)
Model.Load(#SFPD1)
100@ = 2 

:STEAL2_6989
if 
  100@ == 2 
else_jump @STEAL2_7393 
gosub @STEAL2_26853 
if 
860E:   not car 34@ assigned_to_path 
else_jump @STEAL2_7393 
05EB: assign_car 34@ to_path 79 
if 
   not Car.Wrecked(95@)
else_jump @STEAL2_7060 
05EB: assign_car 95@ to_path 78 

:STEAL2_7060
if 
   not Car.Wrecked(49@)
else_jump @STEAL2_7116 
Car.SetSpeedInstantly(49@, 15.0)
Car.SetMaxSpeed(49@, 15.0)
Car.DriveTo(49@, -1881.4, 1038.7, 44.8)

:STEAL2_7116
if 
   not Car.Wrecked(50@)
else_jump @STEAL2_7172 
Car.SetSpeedInstantly(50@, 15.0)
Car.SetMaxSpeed(50@, 15.0)
Car.DriveTo(50@, -1880.1, 1029.8, 44.8)

:STEAL2_7172
if 
   not Car.Wrecked(51@)
else_jump @STEAL2_7213 
Car.SetSpeedInstantly(51@, 15.0)
Car.SetMaxSpeed(51@, 15.0)
Car.SetToPsychoDriver(51@)

:STEAL2_7213
Actor.RemoveReferences(58@)
Actor.RemoveReferences(60@)
Actor.RemoveReferences(61@)
Actor.RemoveReferences(62@)
Actor.RemoveReferences(63@)
Actor.RemoveReferences(64@)
Actor.RemoveReferences(65@)
Actor.RemoveReferences(66@)
Actor.RemoveReferences(67@)
Actor.RemoveReferences(68@)
Actor.RemoveReferences(70@)
Car.RemoveReferences(36@)
Car.RemoveReferences(38@)
Car.RemoveReferences(39@)
Car.RemoveReferences(40@)
Car.RemoveReferences(41@)
Car.RemoveReferences(42@)
Car.RemoveReferences(43@)
Car.RemoveReferences(44@)
Car.RemoveReferences(45@)
Car.RemoveReferences(46@)
Car.RemoveReferences(48@)
Object.RemoveReferences(80@)
Object.RemoveReferences(81@)
Object.RemoveReferences(82@)
Object.RemoveReferences(83@)
Object.RemoveReferences(84@)
Model.Destroy(#MULE)
Model.Destroy(#CARDBOARDBOX)
33@ = 0 
114@ = 0 
103@ = 0 
100@ = 0 
99@ = 2 

:STEAL2_7393
if 
  99@ == 2 
else_jump @STEAL2_9654 
gosub @STEAL2_26853 
if 
  114@ == 0 
else_jump @STEAL2_7503 
if 
  112@ == 0 
else_jump @STEAL2_7503 
112@ = 8 
113@ = 0 
159@ = 1 
gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
114@ = 1 

:STEAL2_7503
if 
  114@ == 1 
else_jump @STEAL2_7612 
if 
01AD:   car 34@ sphere 0 near_point -1702.4 921.4 radius 3.0 3.0 
else_jump @STEAL2_7612 
if 
  112@ == 0 
else_jump @STEAL2_7612 
112@ = 8 
113@ = 1 
159@ = 2 
gosub @STEAL2_30237 
114@ = 2 

:STEAL2_7612
if 
  114@ == 2 
else_jump @STEAL2_7669 
if 
  112@ == 0 
else_jump @STEAL2_7669 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
114@ = 3 

:STEAL2_7669
if 
  103@ == 0 
else_jump @STEAL2_7687 

:STEAL2_7687
if 
  100@ == 0 
else_jump @STEAL2_7722 
Model.Load(#COPCARSF)
Model.Load(#SFPD1)
100@ = 1 

:STEAL2_7722
if 
  100@ == 1 
else_jump @STEAL2_9397 
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_7869 
0395: clear_area 1 at -1802.9 853.6 23.4 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
37@ = Car.Create(108@, -1802.9, 853.6, 23.4)
Car.Angle(37@) = 89.3
Car.DoorStatus(37@) = 2
0560: create_random_actor_in_car 37@ handle_as 59@ 
0587: enable_car 37@ validate_position 1 
054A: set_actor 59@ immune_to_car_headshots 0 

:STEAL2_7869
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_7998 
0395: clear_area 1 at -1852.2 836.7 33.8 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
39@ = Car.Create(108@, -1852.2, 836.7, 33.8)
Car.Angle(39@) = 270.9
Car.DoorStatus(39@) = 2
0560: create_random_actor_in_car 39@ handle_as 61@ 
0587: enable_car 39@ validate_position 1 
054A: set_actor 61@ immune_to_car_headshots 0 

:STEAL2_7998
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_8127 
0395: clear_area 1 at -1876.7 836.3 33.8 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
40@ = Car.Create(108@, -1876.7, 836.3, 33.8)
Car.Angle(40@) = 270.9
Car.DoorStatus(40@) = 2
0560: create_random_actor_in_car 40@ handle_as 62@ 
0587: enable_car 40@ validate_position 1 
054A: set_actor 62@ immune_to_car_headshots 0 

:STEAL2_8127
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_8256 
0395: clear_area 1 at -1903.1 826.2 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
42@ = Car.Create(108@, -1903.1, 826.2, 33.7)
Car.Angle(42@) = 178.0
Car.DoorStatus(42@) = 2
0560: create_random_actor_in_car 42@ handle_as 64@ 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ immune_to_car_headshots 0 

:STEAL2_8256
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_8385 
0395: clear_area 1 at -1915.7 836.6 34.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
43@ = Car.Create(108@, -1915.7, 836.6, 34.2)
Car.Angle(43@) = 272.0
Car.DoorStatus(43@) = 2
0560: create_random_actor_in_car 43@ handle_as 65@ 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ immune_to_car_headshots 0 

:STEAL2_8385
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_8514 
0395: clear_area 1 at -1902.8 866.4 34.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
44@ = Car.Create(108@, -1902.8, 866.4, 34.2)
Car.Angle(44@) = 179.4
Car.DoorStatus(44@) = 2
0560: create_random_actor_in_car 44@ handle_as 66@ 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ immune_to_car_headshots 0 

:STEAL2_8514
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_8643 
0395: clear_area 1 at -1902.7 882.1 34.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
45@ = Car.Create(108@, -1902.7, 882.1, 34.2)
Car.Angle(45@) = 179.4
Car.DoorStatus(45@) = 2
0560: create_random_actor_in_car 45@ handle_as 67@ 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ immune_to_car_headshots 0 

:STEAL2_8643
0395: clear_area 1 at -1805.5 900.3 23.9 radius 5.0 
0376: 68@ = create_random_actor_at -1805.5 900.3 23.9 
Actor.Angle(68@) = 352.4
0395: clear_area 1 at -1804.5 901.3 23.9 radius 5.0 
0376: 69@ = create_random_actor_at -1804.5 901.3 23.9 
Actor.Angle(69@) = 169.0
0677: AS_actor 68@ chat_with_actor 69@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 69@ chat_with_actor 68@ lead_speaker_flag 0 unknown_flag 1 
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_8904 
0395: clear_area 1 at -1988.1 933.5 43.9 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
57@ = Car.Create(108@, -1988.1, 933.5, 43.9)
Car.Angle(57@) = 85.7
Car.DoorStatus(57@) = 2
0560: create_random_actor_in_car 57@ handle_as 79@ 
0587: enable_car 57@ validate_position 1 
054A: set_actor 79@ immune_to_car_headshots 0 

:STEAL2_8904
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_9033 
0395: clear_area 1 at -2007.7 1039.2 55.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
52@ = Car.Create(108@, -2007.7, 1039.2, 55.2)
Car.Angle(52@) = 178.1
Car.DoorStatus(52@) = 2
0560: create_random_actor_in_car 52@ handle_as 74@ 
0587: enable_car 52@ validate_position 1 
054A: set_actor 74@ immune_to_car_headshots 0 

:STEAL2_9033
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_9162 
0395: clear_area 1 at -2009.2 962.6 44.1 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
53@ = Car.Create(108@, -2009.2, 962.6, 44.1)
Car.Angle(53@) = 179.8
Car.DoorStatus(53@) = 2
0560: create_random_actor_in_car 53@ handle_as 75@ 
0587: enable_car 53@ validate_position 1 
054A: set_actor 75@ immune_to_car_headshots 0 

:STEAL2_9162
if 
   Model.Available(#COPCARSF)
else_jump @STEAL2_9276 
0395: clear_area 1 at -1998.2 825.3 44.1 radius 5.0 
54@ = Car.Create(#COPCARSF, -1998.2, 825.3, 44.1)
Car.Angle(54@) = 6.4
0129: 76@ = create_actor_pedtype 24 model #SFPD1 in_car 54@ driverseat 
00AE: set_car 54@ traffic_behaviour_to 2 
Car.DoorStatus(54@) = 2
0587: enable_car 54@ validate_position 1 
054A: set_actor 76@ immune_to_car_headshots 0 

:STEAL2_9276
if 
   Model.Available(#COPCARSF)
else_jump @STEAL2_9390 
0395: clear_area 1 at -1997.5 815.6 44.1 radius 5.0 
55@ = Car.Create(#COPCARSF, -1997.5, 815.6, 44.1)
Car.Angle(55@) = 1.0
0129: 77@ = create_actor_pedtype 24 model #SFPD1 in_car 55@ driverseat 
00AE: set_car 55@ traffic_behaviour_to 2 
Car.DoorStatus(55@) = 2
0587: enable_car 55@ validate_position 1 
054A: set_actor 77@ immune_to_car_headshots 0 

:STEAL2_9390
100@ = 2 

:STEAL2_9397
if 
  100@ == 2 
else_jump @STEAL2_9654 
if 
860E:   not car 34@ assigned_to_path 
else_jump @STEAL2_9654 
Car.RemoveReferences(51@)
Actor.RemoveReferences(73@)
05EB: assign_car 34@ to_path 81 
if 
   not Car.Wrecked(95@)
else_jump @STEAL2_9471 
05EB: assign_car 95@ to_path 80 

:STEAL2_9471
if 
   not Car.Wrecked(37@)
else_jump @STEAL2_9527 
Car.SetSpeedInstantly(37@, 15.0)
Car.SetMaxSpeed(37@, 15.0)
Car.DriveTo(37@, -1881.4, 853.7, 35.7)

:STEAL2_9527
if 
   not Car.Wrecked(39@)
else_jump @STEAL2_9583 
Car.SetSpeedInstantly(39@, 15.0)
Car.SetMaxSpeed(39@, 15.0)
Car.DriveTo(39@, -1717.8, 755.3, 24.8)

:STEAL2_9583
if 
   not Car.Wrecked(40@)
else_jump @STEAL2_9619 
Car.SetSpeedInstantly(40@, 15.0)
Car.SetMaxSpeed(40@, 15.0)

:STEAL2_9619
33@ = 0 
114@ = 0 
103@ = 0 
100@ = 0 
99@ = 3 

:STEAL2_9654
if 
  99@ == 3 
else_jump @STEAL2_10099 
gosub @STEAL2_26853 
if 
  114@ == 0 
else_jump @STEAL2_9802 
if 
01AD:   car 34@ sphere 0 near_point -1855.2 916.9 radius 3.0 3.0 
else_jump @STEAL2_9802 
if 
  112@ == 0 
else_jump @STEAL2_9802 
112@ = 8 
113@ = 2 
159@ = 3 
gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
114@ = 1 

:STEAL2_9802
if 
  114@ == 1 
else_jump @STEAL2_9859 
if 
  112@ == 0 
else_jump @STEAL2_9859 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
114@ = 2 

:STEAL2_9859
if 
  103@ == 0 
else_jump @STEAL2_9877 

:STEAL2_9877
if 
  100@ == 0 
else_jump @STEAL2_9902 
100@ = 1 

:STEAL2_9902
if 
  100@ == 1 
else_jump @STEAL2_10099 
if 
860E:   not car 34@ assigned_to_path 
else_jump @STEAL2_10099 
Actor.RemoveReferences(59@)
Actor.RemoveReferences(61@)
Actor.RemoveReferences(62@)
Actor.RemoveReferences(64@)
Actor.RemoveReferences(65@)
Actor.RemoveReferences(66@)
Actor.RemoveReferences(67@)
Actor.RemoveReferences(68@)
Actor.RemoveReferences(69@)
Car.RemoveReferences(37@)
Car.RemoveReferences(39@)
Car.RemoveReferences(40@)
Car.RemoveReferences(42@)
Car.RemoveReferences(43@)
Car.RemoveReferences(44@)
Car.RemoveReferences(45@)
Object.Destroy(80@)
Object.Destroy(81@)
Object.Destroy(82@)
Object.Destroy(83@)
Object.Destroy(84@)
if 
   not Car.Wrecked(95@)
else_jump @STEAL2_10064 
05EB: assign_car 95@ to_path 83 

:STEAL2_10064
05EB: assign_car 34@ to_path 84 
114@ = 0 
103@ = 0 
100@ = 0 
99@ = 4 

:STEAL2_10099
if 
  99@ == 4 
else_jump @STEAL2_12834 
gosub @STEAL2_26853 
if 
  114@ == 0 
else_jump @STEAL2_10209 
if 
  112@ == 0 
else_jump @STEAL2_10209 
112@ = 8 
113@ = 3 
159@ = 4 
gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
114@ = 1 

:STEAL2_10209
if 
  114@ == 1 
else_jump @STEAL2_10259 
if 
  112@ == 0 
else_jump @STEAL2_10259 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
114@ = 2 

:STEAL2_10259
if 
  114@ == 2 
else_jump @STEAL2_10316 
if 
  112@ == 0 
else_jump @STEAL2_10316 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
114@ = 3 

:STEAL2_10316
if 
  103@ == 0 
else_jump @STEAL2_10334 

:STEAL2_10334
if 
  100@ == 0 
else_jump @STEAL2_11841 
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_10481 
0395: clear_area 1 at -2350.7 1091.2 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
36@ = Car.Create(108@, -2350.7, 1091.2, 54.2)
Car.Angle(36@) = 72.3
Car.DoorStatus(36@) = 2
0560: create_random_actor_in_car 36@ handle_as 58@ 
0587: enable_car 36@ validate_position 1 
054A: set_actor 58@ immune_to_car_headshots 0 

:STEAL2_10481
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_10610 
0395: clear_area 1 at -2347.8 1081.2 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
37@ = Car.Create(108@, -2347.8, 1081.2, 54.2)
Car.Angle(37@) = 73.7
Car.DoorStatus(37@) = 2
0560: create_random_actor_in_car 37@ handle_as 59@ 
0587: enable_car 37@ validate_position 1 
054A: set_actor 59@ immune_to_car_headshots 0 

:STEAL2_10610
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_10746 
0395: clear_area 1 at -2124.1 1080.8 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
38@ = Car.Create(108@, -2124.1, 1080.8, 54.2)
Car.Angle(38@) = 90.7
Car.DoorStatus(38@) = 2
0560: create_random_actor_in_car 38@ handle_as 60@ 
0714: unknown_car 38@ flag 1 
0587: enable_car 38@ validate_position 1 
054A: set_actor 60@ immune_to_car_headshots 0 

:STEAL2_10746
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_10882 
0395: clear_area 1 at -2132.0 1059.0 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
39@ = Car.Create(108@, -2132.0, 1059.0, 54.2)
Car.Angle(39@) = 269.2
Car.DoorStatus(39@) = 2
0560: create_random_actor_in_car 39@ handle_as 61@ 
0466: unknown_car 39@ flag 1 
0587: enable_car 39@ validate_position 1 
054A: set_actor 61@ immune_to_car_headshots 0 

:STEAL2_10882
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_11018 
0395: clear_area 1 at -2166.7 1050.8 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
40@ = Car.Create(108@, -2166.7, 1050.8, 54.2)
Car.Angle(40@) = 270.2
Car.DoorStatus(40@) = 2
0560: create_random_actor_in_car 40@ handle_as 62@ 
0714: unknown_car 40@ flag 1 
0587: enable_car 40@ validate_position 1 
054A: set_actor 62@ immune_to_car_headshots 0 

:STEAL2_11018
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_11154 
0395: clear_area 1 at -2231.0 1059.8 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
41@ = Car.Create(108@, -2231.0, 1059.8, 54.2)
Car.Angle(41@) = 268.2
Car.DoorStatus(41@) = 2
0560: create_random_actor_in_car 41@ handle_as 63@ 
0466: unknown_car 41@ flag 1 
0587: enable_car 41@ validate_position 1 
054A: set_actor 63@ immune_to_car_headshots 0 

:STEAL2_11154
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_11290 
0395: clear_area 1 at -2299.5 1052.1 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
42@ = Car.Create(108@, -2299.5, 1052.1, 54.2)
Car.Angle(42@) = 272.2
Car.DoorStatus(42@) = 2
0560: create_random_actor_in_car 42@ handle_as 64@ 
0714: unknown_car 42@ flag 1 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ immune_to_car_headshots 0 

:STEAL2_11290
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_11426 
0395: clear_area 1 at -2338.1 1066.2 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
43@ = Car.Create(108@, -2338.1, 1066.2, 54.2)
Car.Angle(43@) = 255.2
Car.DoorStatus(43@) = 2
0560: create_random_actor_in_car 43@ handle_as 65@ 
0466: unknown_car 43@ flag 1 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ immune_to_car_headshots 0 

:STEAL2_11426
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_11562 
0395: clear_area 1 at -2344.3 1058.8 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
44@ = Car.Create(108@, -2344.3, 1058.8, 54.2)
Car.Angle(44@) = 257.1
Car.DoorStatus(44@) = 2
0560: create_random_actor_in_car 44@ handle_as 66@ 
0714: unknown_car 44@ flag 1 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ immune_to_car_headshots 0 

:STEAL2_11562
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_11698 
0395: clear_area 1 at -2446.5 1097.0 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
45@ = Car.Create(108@, -2446.5, 1097.0, 54.2)
Car.Angle(45@) = 266.7
Car.DoorStatus(45@) = 2
0560: create_random_actor_in_car 45@ handle_as 67@ 
0466: unknown_car 45@ flag 1 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ immune_to_car_headshots 0 

:STEAL2_11698
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_11834 
0395: clear_area 1 at -2427.5 1087.2 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
46@ = Car.Create(108@, -2427.5, 1087.2, 54.2)
Car.Angle(46@) = 261.0
Car.DoorStatus(46@) = 2
0560: create_random_actor_in_car 46@ handle_as 68@ 
0714: unknown_car 46@ flag 1 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ immune_to_car_headshots 0 

:STEAL2_11834
100@ = 1 

:STEAL2_11841
if 
  100@ == 1 
else_jump @STEAL2_12183 
if 
01AD:   car 34@ sphere 0 near_point -1990.0 838.0 radius 3.0 3.0 
else_jump @STEAL2_12183 
if 
   not Car.Wrecked(51@)
else_jump @STEAL2_11920 
05EB: assign_car 51@ to_path 85 

:STEAL2_11920
if 
   not Car.Wrecked(52@)
else_jump @STEAL2_11976 
Car.SetSpeedInstantly(52@, 15.0)
Car.SetMaxSpeed(52@, 15.0)
Car.DriveTo(52@, -2008.2, 581.2, 35.3)

:STEAL2_11976
if 
   not Car.Wrecked(53@)
else_jump @STEAL2_12032 
Car.SetSpeedInstantly(53@, 15.0)
Car.SetMaxSpeed(53@, 15.0)
Car.DriveTo(53@, -2008.2, 571.2, 35.3)

:STEAL2_12032
if 
   not Car.Wrecked(54@)
else_jump @STEAL2_12104 
Car.SetSpeedInstantly(54@, 15.0)
Car.SetMaxSpeed(54@, 40.0)
if 
   not Car.Wrecked(34@)
else_jump @STEAL2_12104 
07F8: car 54@ follow_car 34@ radius 10.0 
0397: enable_car 54@ siren 1 

:STEAL2_12104
if 
   not Car.Wrecked(55@)
else_jump @STEAL2_12176 
Car.SetSpeedInstantly(55@, 15.0)
Car.SetMaxSpeed(55@, 40.0)
if 
   not Car.Wrecked(34@)
else_jump @STEAL2_12176 
07F8: car 55@ follow_car 34@ radius 20.0 
0397: enable_car 55@ siren 1 

:STEAL2_12176
100@ = 2 

:STEAL2_12183
if 
  100@ == 2 
else_jump @STEAL2_12834 
Model.Load(#COACH)
Model.Load(#PCJ600)
if 
860E:   not car 34@ assigned_to_path 
else_jump @STEAL2_12834 
Actor.RemoveReferences(79@)
Actor.RemoveReferences(74@)
Actor.RemoveReferences(75@)
Actor.RemoveReferences(76@)
Actor.RemoveReferences(77@)
Car.RemoveReferences(57@)
Car.RemoveReferences(52@)
Car.RemoveReferences(53@)
Car.RemoveReferences(54@)
Car.RemoveReferences(55@)
Car.RemoveReferences(95@)
Model.Destroy(#TRAM)
05EB: assign_car 34@ to_path 86 
if 
   not Car.Wrecked(38@)
else_jump @STEAL2_12317 
05EB: assign_car 38@ to_path 87 

:STEAL2_12317
if 
   not Car.Wrecked(51@)
else_jump @STEAL2_12354 
if 
860E:   not car 51@ assigned_to_path 
else_jump @STEAL2_12354 
05EC: release_car 51@ from_path 

:STEAL2_12354
0873: release_path 85 
if 
   not Car.Wrecked(39@)
else_jump @STEAL2_12414 
Car.SetSpeedInstantly(39@, 15.0)
Car.SetMaxSpeed(39@, 15.0)
Car.DriveTo(39@, -1896.9, 1060.1, 44.2)

:STEAL2_12414
if 
   not Car.Wrecked(40@)
else_jump @STEAL2_12470 
Car.SetSpeedInstantly(40@, 15.0)
Car.SetMaxSpeed(40@, 15.0)
Car.DriveTo(40@, -1896.9, 1050.1, 44.2)

:STEAL2_12470
if 
   not Car.Wrecked(41@)
else_jump @STEAL2_12526 
Car.SetSpeedInstantly(41@, 15.0)
Car.SetMaxSpeed(41@, 15.0)
Car.DriveTo(41@, -1906.9, 1060.1, 48.2)

:STEAL2_12526
if 
   not Car.Wrecked(42@)
else_jump @STEAL2_12582 
Car.SetSpeedInstantly(42@, 15.0)
Car.SetMaxSpeed(42@, 15.0)
Car.DriveTo(42@, -1906.9, 1050.1, 48.2)

:STEAL2_12582
if 
   not Car.Wrecked(43@)
else_jump @STEAL2_12638 
Car.SetSpeedInstantly(43@, 15.0)
Car.SetMaxSpeed(43@, 15.0)
Car.DriveTo(43@, -1916.9, 1060.1, 52.2)

:STEAL2_12638
if 
   not Car.Wrecked(44@)
else_jump @STEAL2_12694 
Car.SetSpeedInstantly(44@, 15.0)
Car.SetMaxSpeed(44@, 15.0)
Car.DriveTo(44@, -1916.9, 1050.1, 52.2)

:STEAL2_12694
if 
   not Car.Wrecked(45@)
else_jump @STEAL2_12750 
Car.SetSpeedInstantly(45@, 15.0)
Car.SetMaxSpeed(45@, 15.0)
Car.DriveTo(45@, -1926.9, 1060.1, 56.2)

:STEAL2_12750
if 
   not Car.Wrecked(46@)
else_jump @STEAL2_12806 
Car.SetSpeedInstantly(46@, 15.0)
Car.SetMaxSpeed(46@, 15.0)
Car.DriveTo(46@, -1926.9, 1050.1, 56.2)

:STEAL2_12806
114@ = 0 
103@ = 0 
100@ = 0 
99@ = 5 

:STEAL2_12834
if 
  99@ == 5 
else_jump @STEAL2_14364 
gosub @STEAL2_26853 
if 
  114@ == 0 
else_jump @STEAL2_12944 
if 
  112@ == 0 
else_jump @STEAL2_12944 
112@ = 8 
113@ = 4 
159@ = 5 
gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
114@ = 1 

:STEAL2_12944
if 
  114@ == 1 
else_jump @STEAL2_12985 
03E5: show_text_box 'STE2_03'  // Drcke ~k~~PED_FIREWEAPON~, um den Nitro-Boost zu aktivieren.
09E9: car 34@ add_single_nitro 
114@ = 2 

:STEAL2_12985
if 
  114@ == 2 
else_jump @STEAL2_13094 
if 
01AD:   car 34@ sphere 0 near_point -2319.8 1080.2 radius 3.0 3.0 
else_jump @STEAL2_13094 
if 
  112@ == 0 
else_jump @STEAL2_13094 
112@ = 8 
113@ = 5 
159@ = 6 
gosub @STEAL2_30237 
114@ = 3 

:STEAL2_13094
if 
  114@ == 3 
else_jump @STEAL2_13151 
if 
  112@ == 0 
else_jump @STEAL2_13151 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
114@ = 4 

:STEAL2_13151
if 
  103@ == 0 
else_jump @STEAL2_13169 

:STEAL2_13169
if 
  100@ == 0 
else_jump @STEAL2_14004 
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_13316 
0395: clear_area 1 at -2503.3 1237.0 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
47@ = Car.Create(108@, -2503.3, 1237.0, 33.7)
Car.Angle(47@) = 249.3
Car.DoorStatus(47@) = 2
0560: create_random_actor_in_car 47@ handle_as 69@ 
0587: enable_car 47@ validate_position 1 
054A: set_actor 69@ immune_to_car_headshots 0 

:STEAL2_13316
0395: clear_area 1 at -2741.5 1058.2 48.1 radius 5.0 
50@ = Car.Create(#PCJ600, -2741.5, 1058.2, 48.1)
Car.Angle(50@) = 337.2
0560: create_random_actor_in_car 50@ handle_as 72@ 
0587: enable_car 50@ validate_position 1 
054A: set_actor 72@ immune_to_car_headshots 0 
0395: clear_area 1 at -2513.7 1246.2 34.1 radius 5.0 
52@ = Car.Create(#COACH, -2513.7, 1246.2, 34.1)
Car.Angle(52@) = 82.5
0560: create_random_actor_in_car 52@ handle_as 74@ 
0587: enable_car 52@ validate_position 1 
Car.DoorStatus(52@) = 2
054A: set_actor 74@ immune_to_car_headshots 0 
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_13610 
0395: clear_area 1 at -2471.6 1219.7 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
53@ = Car.Create(108@, -2471.6, 1219.7, 33.7)
Car.Angle(53@) = 50.8
Car.DoorStatus(53@) = 2
0560: create_random_actor_in_car 53@ handle_as 75@ 
0587: enable_car 53@ validate_position 1 
054A: set_actor 75@ immune_to_car_headshots 0 

:STEAL2_13610
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_13739 
0395: clear_area 1 at -2459.1 1224.3 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
54@ = Car.Create(108@, -2459.1, 1224.3, 33.7)
Car.Angle(54@) = 163.8
Car.DoorStatus(54@) = 2
0560: create_random_actor_in_car 54@ handle_as 76@ 
0587: enable_car 54@ validate_position 1 
054A: set_actor 76@ immune_to_car_headshots 0 

:STEAL2_13739
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_13868 
0395: clear_area 1 at -2458.1 1234.3 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
55@ = Car.Create(108@, -2458.1, 1234.3, 33.7)
Car.Angle(55@) = 178.2
Car.DoorStatus(55@) = 2
0560: create_random_actor_in_car 55@ handle_as 77@ 
0587: enable_car 55@ validate_position 1 
054A: set_actor 77@ immune_to_car_headshots 0 

:STEAL2_13868
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_13997 
0395: clear_area 1 at -2474.5 1196.9 34.4 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
56@ = Car.Create(108@, -2474.5, 1196.9, 34.4)
Car.Angle(56@) = 310.3
Car.DoorStatus(56@) = 2
0560: create_random_actor_in_car 56@ handle_as 78@ 
0587: enable_car 56@ validate_position 1 
054A: set_actor 78@ immune_to_car_headshots 0 

:STEAL2_13997
100@ = 1 

:STEAL2_14004
if 
  100@ == 1 
else_jump @STEAL2_14364 
if 
860E:   not car 34@ assigned_to_path 
else_jump @STEAL2_14364 
Actor.RemoveReferences(58@)
Actor.RemoveReferences(59@)
Actor.RemoveReferences(60@)
Actor.RemoveReferences(61@)
Actor.RemoveReferences(62@)
Actor.RemoveReferences(63@)
Actor.RemoveReferences(64@)
Actor.RemoveReferences(65@)
Actor.RemoveReferences(66@)
Actor.RemoveReferences(67@)
Actor.RemoveReferences(68@)
Car.RemoveReferences(36@)
Car.RemoveReferences(37@)
Car.RemoveReferences(38@)
Car.RemoveReferences(39@)
Car.RemoveReferences(40@)
Car.RemoveReferences(41@)
Car.RemoveReferences(42@)
Car.RemoveReferences(43@)
Car.RemoveReferences(44@)
Car.RemoveReferences(45@)
Car.RemoveReferences(46@)
if 
   not Car.Wrecked(47@)
else_jump @STEAL2_14204 
Car.SetSpeedInstantly(47@, 15.0)
Car.SetMaxSpeed(47@, 15.0)
Car.DriveTo(47@, -2293.5, 1172.3, 54.8)

:STEAL2_14204
if 
   not Car.Wrecked(50@)
else_jump @STEAL2_14227 
05EB: assign_car 50@ to_path 91 

:STEAL2_14227
if 
   not Car.Wrecked(52@)
else_jump @STEAL2_14250 
05EB: assign_car 52@ to_path 90 

:STEAL2_14250
if 
   not Car.Wrecked(53@)
else_jump @STEAL2_14273 
05EB: assign_car 53@ to_path 89 

:STEAL2_14273
if 
   not Car.Wrecked(56@)
else_jump @STEAL2_14329 
Car.SetSpeedInstantly(56@, 15.0)
Car.SetMaxSpeed(56@, 15.0)
Car.DriveTo(56@, -2283.5, 1172.3, 54.8)

:STEAL2_14329
05EB: assign_car 34@ to_path 88 
114@ = 0 
103@ = 0 
100@ = 0 
99@ = 6 

:STEAL2_14364
if 
  99@ == 6 
else_jump @STEAL2_15242 
gosub @STEAL2_26853 
if 
  103@ == 0 
else_jump @STEAL2_14407 

:STEAL2_14407
if 
  100@ == 0 
else_jump @STEAL2_14931 
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_14554 
0395: clear_area 1 at -2533.8 1242.8 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
48@ = Car.Create(108@, -2533.8, 1242.8, 33.7)
Car.Angle(48@) = 288.3
Car.DoorStatus(48@) = 2
0560: create_random_actor_in_car 48@ handle_as 70@ 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ immune_to_car_headshots 0 

:STEAL2_14554
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_14683 
0395: clear_area 1 at -2594.0 1213.9 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
49@ = Car.Create(108@, -2594.0, 1213.9, 33.7)
Car.Angle(49@) = 317.3
Car.DoorStatus(49@) = 2
0560: create_random_actor_in_car 49@ handle_as 71@ 
0587: enable_car 49@ validate_position 1 
054A: set_actor 71@ immune_to_car_headshots 0 

:STEAL2_14683
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_14812 
0395: clear_area 1 at -2732.9 1098.0 45.0 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
51@ = Car.Create(108@, -2732.9, 1098.0, 45.0)
Car.Angle(51@) = 218.5
Car.DoorStatus(51@) = 2
0560: create_random_actor_in_car 51@ handle_as 73@ 
0587: enable_car 51@ validate_position 1 
054A: set_actor 73@ immune_to_car_headshots 0 

:STEAL2_14812
if 
   not Car.Wrecked(48@)
else_jump @STEAL2_14868 
Car.SetSpeedInstantly(48@, 15.0)
Car.SetMaxSpeed(48@, 15.0)
Car.DriveTo(48@, -2303.5, 1172.3, 54.8)

:STEAL2_14868
if 
   not Car.Wrecked(49@)
else_jump @STEAL2_14924 
Car.SetSpeedInstantly(49@, 15.0)
Car.SetMaxSpeed(49@, 15.0)
Car.DriveTo(49@, -2313.5, 1060.1, 44.2)

:STEAL2_14924
100@ = 1 

:STEAL2_14931
if 
  100@ == 1 
else_jump @STEAL2_15064 
if 
   not Car.Wrecked(50@)
else_jump @STEAL2_15057 
if 
01AD:   car 34@ sphere 0 near_point -2599.3 1206.5 radius 3.0 3.0 
else_jump @STEAL2_15050 
if 
060E:   car 50@ assigned_to_path 
else_jump @STEAL2_15043 
05EC: release_car 50@ from_path 
Car.RemoveReferences(50@)
100@ = 2 
jump @STEAL2_15050 

:STEAL2_15043
100@ = 2 

:STEAL2_15050
jump @STEAL2_15064 

:STEAL2_15057
100@ = 2 

:STEAL2_15064
if 
  100@ == 2 
else_jump @STEAL2_15242 
if 
860E:   not car 34@ assigned_to_path 
else_jump @STEAL2_15242 
Actor.RemoveReferences(69@)
Actor.RemoveReferences(70@)
Actor.RemoveReferences(71@)
Actor.RemoveReferences(72@)
Actor.RemoveReferences(73@)
Actor.RemoveReferences(74@)
Actor.RemoveReferences(75@)
Actor.RemoveReferences(76@)
Actor.RemoveReferences(77@)
Actor.RemoveReferences(78@)
Car.RemoveReferences(47@)
Car.RemoveReferences(48@)
Car.RemoveReferences(49@)
Car.RemoveReferences(50@)
Car.RemoveReferences(51@)
Car.RemoveReferences(52@)
Car.RemoveReferences(53@)
Car.RemoveReferences(54@)
Car.RemoveReferences(55@)
Car.RemoveReferences(56@)
0873: release_path 91 
05EB: assign_car 34@ to_path 92 
Model.Destroy(#PCJ600)
114@ = 0 
103@ = 0 
100@ = 0 
99@ = 7 

:STEAL2_15242
if 
  99@ == 7 
else_jump @STEAL2_18173 
gosub @STEAL2_26853 
if 
  114@ == 0 
else_jump @STEAL2_15345 
if 
  112@ == 0 
else_jump @STEAL2_15345 
112@ = 9 
113@ = 0 
gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
114@ = 1 

:STEAL2_15345
if 
  114@ == 1 
else_jump @STEAL2_15454 
if 
01AD:   car 34@ sphere 0 near_point -2622.2 999.7 radius 3.0 3.0 
else_jump @STEAL2_15454 
if 
  112@ == 0 
else_jump @STEAL2_15454 
112@ = 8 
113@ = 7 
159@ = 8 
gosub @STEAL2_30237 
114@ = 2 

:STEAL2_15454
if 
  114@ == 2 
else_jump @STEAL2_15563 
if 
01AD:   car 34@ sphere 0 near_point -2608.9 913.3 radius 3.0 3.0 
else_jump @STEAL2_15563 
if 
  112@ == 0 
else_jump @STEAL2_15563 
112@ = 8 
113@ = 8 
159@ = 9 
gosub @STEAL2_30237 
114@ = 3 

:STEAL2_15563
if 
  114@ == 3 
else_jump @STEAL2_15620 
if 
  112@ == 0 
else_jump @STEAL2_15620 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
114@ = 4 

:STEAL2_15620
if 
  103@ == 0 
else_jump @STEAL2_15638 

:STEAL2_15638
if 
  100@ == 0 
else_jump @STEAL2_17603 
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_15785 
0395: clear_area 1 at -2595.6 1006.4 76.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
36@ = Car.Create(108@, -2595.6, 1006.4, 76.7)
Car.Angle(36@) = 89.4
Car.DoorStatus(36@) = 2
0560: create_random_actor_in_car 36@ handle_as 58@ 
0587: enable_car 36@ validate_position 1 
054A: set_actor 58@ immune_to_car_headshots 0 

:STEAL2_15785
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_15914 
0395: clear_area 1 at -2595.6 1000.9 76.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
37@ = Car.Create(108@, -2595.6, 1000.9, 76.7)
Car.Angle(37@) = 274.4
Car.DoorStatus(37@) = 2
0560: create_random_actor_in_car 37@ handle_as 59@ 
0587: enable_car 37@ validate_position 1 
054A: set_actor 59@ immune_to_car_headshots 0 

:STEAL2_15914
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_16043 
0395: clear_area 1 at -2604.0 963.9 76.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
38@ = Car.Create(108@, -2604.0, 963.9, 76.7)
Car.Angle(38@) = 360.0
Car.DoorStatus(38@) = 2
0560: create_random_actor_in_car 38@ handle_as 60@ 
0587: enable_car 38@ validate_position 1 
054A: set_actor 60@ immune_to_car_headshots 0 

:STEAL2_16043
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_16172 
0395: clear_area 1 at -2616.4 905.6 64.5 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
39@ = Car.Create(108@, -2616.4, 905.6, 64.5)
Car.Angle(39@) = 269.5
Car.DoorStatus(39@) = 2
0560: create_random_actor_in_car 39@ handle_as 61@ 
0587: enable_car 39@ validate_position 1 
054A: set_actor 61@ immune_to_car_headshots 0 

:STEAL2_16172
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_16301 
0395: clear_area 1 at -2536.9 911.1 63.5 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
40@ = Car.Create(108@, -2536.9, 911.1, 63.5)
Car.Angle(40@) = 89.8
Car.DoorStatus(40@) = 2
0560: create_random_actor_in_car 40@ handle_as 62@ 
0587: enable_car 40@ validate_position 1 
054A: set_actor 62@ immune_to_car_headshots 0 

:STEAL2_16301
if 
   Model.Available(#COPCARSF)
else_jump @STEAL2_16415 
0395: clear_area 1 at -2609.3 1012.8 76.8 radius 5.0 
41@ = Car.Create(#COPCARSF, -2609.3, 1012.8, 76.8)
Car.Angle(41@) = 178.8
Car.DoorStatus(41@) = 2
0129: 63@ = create_actor_pedtype 24 model #SFPD1 in_car 41@ driverseat 
00AE: set_car 41@ traffic_behaviour_to 2 
0587: enable_car 41@ validate_position 1 
054A: set_actor 63@ immune_to_car_headshots 0 

:STEAL2_16415
if 
   Model.Available(#COPCARSF)
else_jump @STEAL2_16529 
0395: clear_area 1 at -2603.7 1011.2 76.8 radius 5.0 
42@ = Car.Create(#COPCARSF, -2603.7, 1011.2, 76.8)
Car.Angle(42@) = 179.1
Car.DoorStatus(42@) = 2
0129: 64@ = create_actor_pedtype 24 model #SFPD1 in_car 42@ driverseat 
00AE: set_car 42@ traffic_behaviour_to 2 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ immune_to_car_headshots 0 

:STEAL2_16529
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_16665 
0395: clear_area 1 at -2590.0 705.9 26.6 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
43@ = Car.Create(108@, -2590.0, 705.9, 26.6)
Car.Angle(43@) = 268.3
Car.DoorStatus(43@) = 2
0560: create_random_actor_in_car 43@ handle_as 65@ 
00AE: set_car 43@ traffic_behaviour_to 4 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ immune_to_car_headshots 0 

:STEAL2_16665
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_16801 
0395: clear_area 1 at -2463.0 710.6 33.9 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
44@ = Car.Create(108@, -2463.0, 710.6, 33.9)
Car.Angle(44@) = 90.3
Car.DoorStatus(44@) = 2
0560: create_random_actor_in_car 44@ handle_as 66@ 
00AE: set_car 44@ traffic_behaviour_to 4 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ immune_to_car_headshots 0 

:STEAL2_16801
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_16930 
0395: clear_area 1 at -2501.6 562.7 13.1 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
45@ = Car.Create(108@, -2501.6, 562.7, 13.1)
Car.Angle(45@) = 271.8
Car.DoorStatus(45@) = 2
0560: create_random_actor_in_car 45@ handle_as 67@ 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ immune_to_car_headshots 0 

:STEAL2_16930
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_17066 
0395: clear_area 1 at -2390.9 581.7 23.9 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
46@ = Car.Create(108@, -2390.9, 581.7, 23.9)
Car.Angle(46@) = 184.1
Car.DoorStatus(46@) = 2
0560: create_random_actor_in_car 46@ handle_as 68@ 
00AE: set_car 46@ traffic_behaviour_to 4 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ immune_to_car_headshots 0 

:STEAL2_17066
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_17195 
0395: clear_area 1 at -2361.7 510.9 27.9 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
47@ = Car.Create(108@, -2361.7, 510.9, 27.9)
Car.Angle(47@) = 100.0
Car.DoorStatus(47@) = 2
0560: create_random_actor_in_car 47@ handle_as 69@ 
0587: enable_car 47@ validate_position 1 
054A: set_actor 69@ immune_to_car_headshots 0 

:STEAL2_17195
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_17324 
0395: clear_area 1 at -2281.3 569.6 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
48@ = Car.Create(108@, -2281.3, 569.6, 33.7)
Car.Angle(48@) = 87.6
Car.DoorStatus(48@) = 2
0560: create_random_actor_in_car 48@ handle_as 70@ 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ immune_to_car_headshots 0 

:STEAL2_17324
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_17460 
0395: clear_area 1 at -2358.9 569.9 23.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
49@ = Car.Create(108@, -2358.9, 569.9, 23.7)
Car.Angle(49@) = 90.7
Car.DoorStatus(49@) = 2
0560: create_random_actor_in_car 49@ handle_as 71@ 
00AE: set_car 49@ traffic_behaviour_to 4 
0587: enable_car 49@ validate_position 1 
054A: set_actor 71@ immune_to_car_headshots 0 

:STEAL2_17460
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_17596 
0395: clear_area 1 at -2373.1 569.6 23.4 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
50@ = Car.Create(108@, -2373.1, 569.6, 23.4)
Car.Angle(50@) = 91.3
Car.DoorStatus(50@) = 2
0560: create_random_actor_in_car 50@ handle_as 72@ 
00AE: set_car 50@ traffic_behaviour_to 4 
0587: enable_car 50@ validate_position 1 
054A: set_actor 72@ immune_to_car_headshots 0 

:STEAL2_17596
100@ = 1 

:STEAL2_17603
if 
  100@ == 1 
else_jump @STEAL2_17866 
if 
01AD:   car 34@ sphere 0 near_point -2610.7 992.2 radius 3.0 3.0 
else_jump @STEAL2_17866 
if 
   not Car.Wrecked(38@)
else_jump @STEAL2_17715 
Car.SetSpeedInstantly(38@, 15.0)
Car.SetMaxSpeed(38@, 15.0)
Car.DriveTo(38@, -2736.4, 1006.9, 53.0)

:STEAL2_17715
if 
   not Car.Wrecked(41@)
else_jump @STEAL2_17787 
Car.SetSpeedInstantly(41@, 15.0)
Car.SetMaxSpeed(41@, 40.0)
if 
   not Car.Wrecked(34@)
else_jump @STEAL2_17787 
07F8: car 41@ follow_car 34@ radius 10.0 
0397: enable_car 41@ siren 1 

:STEAL2_17787
if 
   not Car.Wrecked(42@)
else_jump @STEAL2_17859 
Car.SetSpeedInstantly(42@, 15.0)
Car.SetMaxSpeed(42@, 40.0)
if 
   not Car.Wrecked(34@)
else_jump @STEAL2_17859 
07F8: car 42@ follow_car 34@ radius 20.0 
0397: enable_car 42@ siren 1 

:STEAL2_17859
100@ = 2 

:STEAL2_17866
if 
  100@ == 2 
else_jump @STEAL2_18008 
if 
01AD:   car 34@ sphere 0 near_point -2610.4 922.8 radius 3.0 3.0 
else_jump @STEAL2_18008 
if 
   not Car.Wrecked(39@)
else_jump @STEAL2_17945 
05EB: assign_car 39@ to_path 93 

:STEAL2_17945
if 
   not Car.Wrecked(40@)
else_jump @STEAL2_18001 
Car.SetSpeedInstantly(40@, 15.0)
Car.SetMaxSpeed(40@, 15.0)
Car.DriveTo(40@, -2604.0, 963.9, 76.7)

:STEAL2_18001
100@ = 3 

:STEAL2_18008
if 
  100@ == 3 
else_jump @STEAL2_18173 
if 
860E:   not car 34@ assigned_to_path 
else_jump @STEAL2_18173 
Actor.RemoveReferences(58@)
Actor.RemoveReferences(59@)
Actor.RemoveReferences(60@)
Actor.RemoveReferences(61@)
Actor.RemoveReferences(62@)
Car.RemoveReferences(36@)
Car.RemoveReferences(37@)
Car.RemoveReferences(38@)
Car.RemoveReferences(39@)
Car.RemoveReferences(40@)
if 
   not Car.Wrecked(43@)
else_jump @STEAL2_18115 
05EB: assign_car 43@ to_path 95 

:STEAL2_18115
if 
   not Car.Wrecked(44@)
else_jump @STEAL2_18138 
05EB: assign_car 44@ to_path 96 

:STEAL2_18138
05EB: assign_car 34@ to_path 94 
114@ = 0 
103@ = 0 
100@ = 0 
99@ = 8 

:STEAL2_18173
if 
  99@ == 8 
else_jump @STEAL2_18866 
gosub @STEAL2_26853 
if 
  114@ == 0 
else_jump @STEAL2_18321 
if 
01AD:   car 34@ sphere 0 near_point -2528.9 737.7 radius 3.0 3.0 
else_jump @STEAL2_18321 
if 
  112@ == 0 
else_jump @STEAL2_18321 
112@ = 8 
113@ = 9 
159@ = 10 
gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
114@ = 1 

:STEAL2_18321
if 
  114@ == 1 
else_jump @STEAL2_18378 
if 
  112@ == 0 
else_jump @STEAL2_18378 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
114@ = 2 

:STEAL2_18378
if 
  103@ == 0 
else_jump @STEAL2_18396 

:STEAL2_18396
if 
  100@ == 0 
else_jump @STEAL2_18421 
100@ = 1 

:STEAL2_18421
if 
  100@ == 1 
else_jump @STEAL2_18866 
if 
860E:   not car 34@ assigned_to_path 
else_jump @STEAL2_18866 
Actor.RemoveReferences(63@)
Actor.RemoveReferences(64@)
Car.RemoveReferences(41@)
Car.RemoveReferences(42@)
Actor.RemoveReferences(65@)
Actor.RemoveReferences(66@)
Car.RemoveReferences(43@)
Car.RemoveReferences(44@)
if 
   not Car.Wrecked(45@)
else_jump @STEAL2_18551 
Car.SetSpeedInstantly(45@, 15.0)
Car.SetMaxSpeed(45@, 15.0)
Car.DriveTo(45@, -2400.7, 562.2, 23.4)

:STEAL2_18551
if 
   not Car.Wrecked(46@)
else_jump @STEAL2_18607 
Car.SetSpeedInstantly(46@, 15.0)
Car.SetMaxSpeed(46@, 15.0)
Car.DriveTo(46@, -2319.5, 424.7, 33.6)

:STEAL2_18607
if 
   not Car.Wrecked(47@)
else_jump @STEAL2_18663 
Car.SetSpeedInstantly(47@, 15.0)
Car.SetMaxSpeed(47@, 15.0)
Car.DriveTo(47@, -2383.1, 551.4, 23.6)

:STEAL2_18663
if 
   not Car.Wrecked(48@)
else_jump @STEAL2_18719 
Car.SetSpeedInstantly(48@, 15.0)
Car.SetMaxSpeed(48@, 15.0)
Car.DriveTo(48@, -2372.9, 569.6, 23.4)

:STEAL2_18719
if 
   not Car.Wrecked(49@)
else_jump @STEAL2_18775 
Car.SetSpeedInstantly(49@, 15.0)
Car.SetMaxSpeed(49@, 15.0)
Car.DriveTo(49@, -2516.5, 569.9, 13.1)

:STEAL2_18775
if 
   not Car.Wrecked(50@)
else_jump @STEAL2_18831 
Car.SetSpeedInstantly(50@, 15.0)
Car.SetMaxSpeed(50@, 15.0)
Car.DriveTo(50@, -2383.9, 655.8, 33.6)

:STEAL2_18831
05EB: assign_car 34@ to_path 97 
114@ = 0 
103@ = 0 
100@ = 0 
99@ = 9 

:STEAL2_18866
if 
  99@ == 9 
else_jump @STEAL2_20783 
gosub @STEAL2_26853 
if 
  114@ == 0 
else_jump @STEAL2_18989 
if 
01AD:   car 34@ sphere 0 near_point -2528.6 656.4 radius 3.0 3.0 
else_jump @STEAL2_18989 
112@ = 10 
113@ = 0 
gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
114@ = 1 

:STEAL2_18989
if 
  114@ == 1 
else_jump @STEAL2_19098 
if 
01AD:   car 34@ sphere 0 near_point -2375.0 566.2 radius 3.0 3.0 
else_jump @STEAL2_19098 
if 
  112@ == 0 
else_jump @STEAL2_19098 
112@ = 8 
113@ = 10 
159@ = 11 
gosub @STEAL2_30237 
114@ = 2 

:STEAL2_19098
if 
  114@ == 2 
else_jump @STEAL2_19146 
if 
  112@ == 0 
else_jump @STEAL2_19146 
Player.ClearWantedLevel($PLAYER_CHAR)
114@ = 3 

:STEAL2_19146
if 
  114@ == 3 
else_jump @STEAL2_19203 
if 
  112@ == 0 
else_jump @STEAL2_19203 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
114@ = 4 

:STEAL2_19203
if 
  103@ == 0 
else_jump @STEAL2_19221 

:STEAL2_19221
if 
  100@ == 0 
else_jump @STEAL2_20329 
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_19368 
0395: clear_area 1 at -2269.1 5748.0 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
36@ = Car.Create(108@, -2269.1, 5748.0, 33.7)
Car.Angle(36@) = 182.3
Car.DoorStatus(36@) = 2
0560: create_random_actor_in_car 36@ handle_as 58@ 
0587: enable_car 36@ validate_position 1 
054A: set_actor 58@ immune_to_car_headshots 0 

:STEAL2_19368
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_19497 
0395: clear_area 1 at -2251.1 561.9 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
37@ = Car.Create(108@, -2251.1, 561.9, 33.7)
Car.Angle(37@) = 271.1
Car.DoorStatus(37@) = 2
0560: create_random_actor_in_car 37@ handle_as 59@ 
0587: enable_car 37@ validate_position 1 
054A: set_actor 59@ immune_to_car_headshots 0 

:STEAL2_19497
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_19626 
0395: clear_area 1 at -2212.5 569.9 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
38@ = Car.Create(108@, -2212.5, 569.9, 33.7)
Car.Angle(38@) = 91.3
Car.DoorStatus(38@) = 2
0560: create_random_actor_in_car 38@ handle_as 60@ 
0587: enable_car 38@ validate_position 1 
054A: set_actor 60@ immune_to_car_headshots 0 

:STEAL2_19626
0395: clear_area 1 at -2229.4 532.7 34.0 radius 5.0 
39@ = Car.Create(#COACH, -2229.4, 532.7, 34.0)
Car.Angle(39@) = 180.3
0560: create_random_actor_in_car 39@ handle_as 61@ 
0587: enable_car 39@ validate_position 1 
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_19827 
0395: clear_area 1 at -2342.8 505.3 28.3 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
41@ = Car.Create(108@, -2342.8, 505.3, 28.3)
Car.Angle(41@) = 269.2
Car.DoorStatus(41@) = 2
0560: create_random_actor_in_car 41@ handle_as 63@ 
0587: enable_car 41@ validate_position 1 
054A: set_actor 63@ immune_to_car_headshots 0 

:STEAL2_19827
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_19956 
0395: clear_area 1 at -2293.5 505.4 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
42@ = Car.Create(108@, -2293.5, 505.4, 33.7)
Car.Angle(42@) = 270.0
Car.DoorStatus(42@) = 2
0560: create_random_actor_in_car 42@ handle_as 64@ 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ immune_to_car_headshots 0 

:STEAL2_19956
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_20085 
0395: clear_area 1 at -2238.9 511.2 34.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
43@ = Car.Create(108@, -2238.9, 511.2, 34.7)
Car.Angle(43@) = 90.6
Car.DoorStatus(43@) = 2
0560: create_random_actor_in_car 43@ handle_as 65@ 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ immune_to_car_headshots 0 

:STEAL2_20085
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_20214 
0395: clear_area 1 at -2224.0 496.6 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
44@ = Car.Create(108@, -2224.0, 496.6, 33.7)
Car.Angle(44@) = 0.0
Car.DoorStatus(44@) = 2
0560: create_random_actor_in_car 44@ handle_as 66@ 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ immune_to_car_headshots 0 

:STEAL2_20214
0395: clear_area 1 at -2232.2 529.5 34.2 radius 5.0 
0376: 77@ = create_random_actor_at -2232.2 529.5 34.2 
Actor.Angle(77@) = 174.2
0395: clear_area 1 at -2232.5 531.0 34.2 radius 5.0 
0376: 78@ = create_random_actor_at -2232.5 531.0 34.2 
Actor.Angle(78@) = 174.2
100@ = 1 

:STEAL2_20329
if 
  100@ == 1 
else_jump @STEAL2_20783 
if 
860E:   not car 34@ assigned_to_path 
else_jump @STEAL2_20783 
Actor.RemoveReferences(67@)
Actor.RemoveReferences(68@)
Actor.RemoveReferences(69@)
Actor.RemoveReferences(70@)
Actor.RemoveReferences(71@)
Actor.RemoveReferences(72@)
Car.RemoveReferences(45@)
Car.RemoveReferences(46@)
Car.RemoveReferences(47@)
Car.RemoveReferences(48@)
Car.RemoveReferences(49@)
Car.RemoveReferences(50@)
if 
   not Car.Wrecked(36@)
else_jump @STEAL2_20479 
Car.SetSpeedInstantly(36@, 15.0)
Car.SetMaxSpeed(36@, 15.0)
Car.DriveTo(36@, -2174.9, 561.8, 33.6)

:STEAL2_20479
if 
   not Car.Wrecked(37@)
else_jump @STEAL2_20535 
Car.SetSpeedInstantly(37@, 15.0)
Car.SetMaxSpeed(37@, 15.0)
Car.DriveTo(37@, -2160.2, 561.9, 33.6)

:STEAL2_20535
if 
   not Car.Wrecked(41@)
else_jump @STEAL2_20591 
Car.SetSpeedInstantly(41@, 15.0)
Car.SetMaxSpeed(41@, 15.0)
Car.DriveTo(41@, -2252.6, 505.7, 33.7)

:STEAL2_20591
if 
   not Car.Wrecked(42@)
else_jump @STEAL2_20647 
Car.SetSpeedInstantly(42@, 15.0)
Car.SetMaxSpeed(42@, 15.0)
Car.DriveTo(42@, -2239.4, 505.7, 33.7)

:STEAL2_20647
if 
   not Car.Wrecked(43@)
else_jump @STEAL2_20703 
Car.SetSpeedInstantly(43@, 15.0)
Car.SetMaxSpeed(43@, 15.0)
Car.DriveTo(43@, -2361.2, 511.5, 27.9)

:STEAL2_20703
05EB: assign_car 34@ to_path 98 
Model.Destroy(#COACH)
Model.Destroy(#TRAM)
Model.Load(#DYN_ROADBARRIER_3)
Model.Load(#DYN_ROADBARRIER_4)
Model.Load(#KMB_SKIP)
Model.Load(#DYN_DUMPSTER)
Model.Load(#DOZER)
Model.Load(#CEMENT)
Model.Load(#DYN_RAMP)
114@ = 0 
103@ = 0 
100@ = 0 
99@ = 10 

:STEAL2_20783
if 
  99@ == 10 
else_jump @STEAL2_21758 
gosub @STEAL2_26853 
if 
  114@ == 0 
else_jump @STEAL2_20931 
if 
01AD:   car 34@ sphere 0 near_point -2264.5 546.1 radius 3.0 3.0 
else_jump @STEAL2_20931 
if 
  112@ == 0 
else_jump @STEAL2_20931 
112@ = 8 
113@ = 11 
159@ = 12 
gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
114@ = 1 

:STEAL2_20931
if 
  114@ == 1 
else_jump @STEAL2_21010 
if 
01AD:   car 34@ sphere 0 near_point -2224.1 454.8 radius 3.0 3.0 
else_jump @STEAL2_21010 
00BC: show_text_highpriority GXT 'STE2_04' time 4000 flag 1  // ~s~Folge ~b~Cesar~s~ in die schmale Gasse.
114@ = 2 

:STEAL2_21010
if 
  114@ == 2 
else_jump @STEAL2_21067 
if 
  112@ == 0 
else_jump @STEAL2_21067 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
114@ = 3 

:STEAL2_21067
if 
  103@ == 0 
else_jump @STEAL2_21085 

:STEAL2_21085
if 
  100@ == 0 
else_jump @STEAL2_21126 
if 
860E:   not car 34@ assigned_to_path 
else_jump @STEAL2_21126 
100@ = 1 

:STEAL2_21126
if 
  100@ == 1 
else_jump @STEAL2_21758 
if 
00EE:   actor $PLAYER_ACTOR 0 near_point -2213.9 453.0 radius 5.0 5.0 in_car 
else_jump @STEAL2_21758 
Actor.RemoveReferences(58@)
Actor.RemoveReferences(59@)
Actor.RemoveReferences(60@)
Actor.RemoveReferences(61@)
Actor.RemoveReferences(63@)
Actor.RemoveReferences(64@)
Actor.RemoveReferences(65@)
Actor.RemoveReferences(66@)
Actor.RemoveReferences(77@)
Actor.RemoveReferences(78@)
Car.RemoveReferences(36@)
Car.RemoveReferences(37@)
Car.RemoveReferences(38@)
Car.RemoveReferences(39@)
Car.RemoveReferences(41@)
Car.RemoveReferences(42@)
Car.RemoveReferences(43@)
Car.RemoveReferences(44@)
09B2: get_random_available_car_type 1 model_to 108@ doorlock_to 109@ 
if 
  108@ >= 0 
else_jump @STEAL2_21401 
0395: clear_area 1 at -2228.8 521.1 33.8 radius 5.0 
0085: 110@ = 108@ // (int) 
gosub @STEAL2_27694 
46@ = Car.Create(108@, -2228.8, 521.1, 33.8)
Car.Angle(46@) = 179.4
Car.DoorStatus(46@) = 2
0560: create_random_actor_in_car 46@ handle_as 68@ 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ immune_to_car_headshots 0 

:STEAL2_21401
if 
   Model.Available(#COPCARSF)
else_jump @STEAL2_21515 
0395: clear_area 1 at -2149.4 462.0 33.8 radius 5.0 
47@ = Car.Create(#COPCARSF, -2149.4, 462.0, 33.8)
Car.Angle(47@) = 174.8
Car.DoorStatus(47@) = 2
0129: 69@ = create_actor_pedtype 24 model #SFPD1 in_car 47@ driverseat 
00AE: set_car 47@ traffic_behaviour_to 2 
0587: enable_car 47@ validate_position 1 
054A: set_actor 69@ immune_to_car_headshots 0 

:STEAL2_21515
if 
   Model.Available(#COPCARSF)
else_jump @STEAL2_21629 
0395: clear_area 1 at -2148.8 444.0 33.8 radius 5.0 
48@ = Car.Create(#COPCARSF, -2148.8, 444.0, 33.8)
Car.Angle(48@) = 360.0
Car.DoorStatus(48@) = 2
0129: 70@ = create_actor_pedtype 24 model #SFPD1 in_car 48@ driverseat 
00AE: set_car 48@ traffic_behaviour_to 2 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ immune_to_car_headshots 0 

:STEAL2_21629
if 
   not Car.Wrecked(34@)
else_jump @STEAL2_21652 
05EB: assign_car 34@ to_path 65 

:STEAL2_21652
if 
   not Car.Wrecked(47@)
else_jump @STEAL2_21682 
05EB: assign_car 47@ to_path 66 
0397: enable_car 47@ siren 1 

:STEAL2_21682
if 
   not Car.Wrecked(48@)
else_jump @STEAL2_21712 
05EB: assign_car 48@ to_path 67 
0397: enable_car 48@ siren 1 

:STEAL2_21712
03D5: remove_text 'STE2_04'  // ~s~Folge ~b~Cesar~s~ in die schmale Gasse.
33@ = 0 
114@ = 0 
103@ = 0 
100@ = 0 
99@ = 11 

:STEAL2_21758
if 
  99@ == 11 
else_jump @STEAL2_22885 
if 
  114@ == 0 
else_jump @STEAL2_21855 
if 
  33@ > 1000 
else_jump @STEAL2_21855 
112@ = 11 
113@ = 0 
gosub @STEAL2_30237 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
114@ = 1 

:STEAL2_21855
if 
  114@ == 1 
else_jump @STEAL2_21905 
if 
  112@ == 0 
else_jump @STEAL2_21905 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
114@ = 2 

:STEAL2_21905
if 
  114@ == 2 
else_jump @STEAL2_21962 
if 
  112@ == 0 
else_jump @STEAL2_21962 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
114@ = 3 

:STEAL2_21962
if 
  103@ == 0 
else_jump @STEAL2_21980 

:STEAL2_21980
if 
  100@ == 0 
else_jump @STEAL2_22816 
0395: clear_area 1 at -2128.1 496.6 34.0 radius 100.0 
Actor.RemoveReferences(58@)
Actor.RemoveReferences(59@)
Actor.RemoveReferences(60@)
Actor.RemoveReferences(61@)
Actor.RemoveReferences(62@)
Actor.RemoveReferences(63@)
Actor.RemoveReferences(64@)
Actor.RemoveReferences(65@)
Actor.RemoveReferences(66@)
Actor.RemoveReferences(67@)
Actor.RemoveReferences(71@)
Actor.RemoveReferences(72@)
Actor.RemoveReferences(73@)
Actor.RemoveReferences(74@)
Actor.RemoveReferences(75@)
Actor.RemoveReferences(76@)
Actor.RemoveReferences(77@)
Actor.RemoveReferences(78@)
Actor.RemoveReferences(79@)
Car.RemoveReferences(36@)
Car.RemoveReferences(37@)
Car.RemoveReferences(38@)
Car.RemoveReferences(39@)
Car.RemoveReferences(40@)
Car.RemoveReferences(41@)
Car.RemoveReferences(42@)
Car.RemoveReferences(43@)
Car.RemoveReferences(44@)
Car.RemoveReferences(45@)
Car.RemoveReferences(49@)
Car.RemoveReferences(50@)
Car.RemoveReferences(51@)
Car.RemoveReferences(52@)
Car.RemoveReferences(53@)
Car.RemoveReferences(54@)
Car.RemoveReferences(55@)
Car.RemoveReferences(56@)
Car.RemoveReferences(57@)
80@ = Object.Create(#DYN_ROADBARRIER_3, -2128.1, 496.6, 34.0)
Object.Angle(80@) = 270.0
81@ = Object.Create(#DYN_ROADBARRIER_4, -2128.1, 501.6, 34.0)
Object.Angle(81@) = 270.0
82@ = Object.Create(#DYN_ROADBARRIER_3, -2128.1, 503.6, 34.0)
Object.Angle(82@) = 270.0
83@ = Object.Create(#DYN_ROADBARRIER_4, -2128.1, 506.8, 34.0)
Object.Angle(83@) = 270.0
84@ = Object.Create(#DYN_ROADBARRIER_3, -2128.1, 511.6, 34.0)
Object.Angle(84@) = 270.0
85@ = Object.Create(#DYN_ROADBARRIER_3, -2016.1, 496.6, 34.0)
Object.Angle(85@) = 90.0
86@ = Object.Create(#DYN_ROADBARRIER_4, -2016.1, 501.6, 34.0)
Object.Angle(86@) = 90.0
87@ = Object.Create(#DYN_ROADBARRIER_3, -2016.1, 503.6, 34.0)
Object.Angle(87@) = 90.0
88@ = Object.Create(#DYN_ROADBARRIER_4, -2016.1, 506.8, 34.0)
Object.Angle(88@) = 90.0
89@ = Object.Create(#DYN_ROADBARRIER_3, -2016.1, 511.6, 34.0)
Object.Angle(89@) = 90.0
90@ = Object.Create(#KMB_SKIP, -2096.1, 501.8, 34.0)
Object.Angle(90@) = 90.0
91@ = Object.Create(#DYN_DUMPSTER, -2096.1, 504.8, 34.0)
Object.Angle(91@) = 270.0
92@ = Object.Create(#DYN_RAMP, -2056.9, 503.8, 34.0)
Object.Angle(92@) = 270.0
if 
   Model.Available(#DOZER)
else_jump @STEAL2_22697 
36@ = Car.Create(#DOZER, -2084.6, 501.2, 34.4)
Car.Angle(36@) = 269.7
0587: enable_car 36@ validate_position 1 

:STEAL2_22697
if 
   Model.Available(#DOZER)
else_jump @STEAL2_22753 
37@ = Car.Create(#DOZER, -2045.1, 500.9, 34.3)
Car.Angle(37@) = 156.1
0587: enable_car 37@ validate_position 1 

:STEAL2_22753
if 
   Model.Available(#CEMENT)
else_jump @STEAL2_22809 
38@ = Car.Create(#CEMENT, -2048.3, 508.4, 35.0)
Car.Angle(38@) = 88.4
0587: enable_car 38@ validate_position 1 

:STEAL2_22809
100@ = 1 

:STEAL2_22816
if 
  100@ == 1 
else_jump @STEAL2_22885 
if 
860E:   not car 34@ assigned_to_path 
else_jump @STEAL2_22885 
05EB: assign_car 34@ to_path 99 
114@ = 0 
103@ = 0 
100@ = 0 
99@ = 12 

:STEAL2_22885
if 
  99@ == 12 
else_jump @STEAL2_23173 
gosub @STEAL2_26853 
if 
  114@ == 0 
else_jump @STEAL2_22928 

:STEAL2_22928
if 
  103@ == 0 
else_jump @STEAL2_22946 

:STEAL2_22946
if 
  100@ == 0 
else_jump @STEAL2_22971 
100@ = 1 

:STEAL2_22971
if 
  100@ == 1 
else_jump @STEAL2_23173 
if 
860E:   not car 34@ assigned_to_path 
else_jump @STEAL2_23173 
01EB: set_traffic_density_multiplier_to 1.0 
0615: define_AS_pack_begin 171@ 
05D1: AS_actor -1 drive_car 34@ to -2009.7 192.2 26.0 speed 45.0 1 model #CSPLAY 2 
05D1: AS_actor -1 drive_car 34@ to -2031.7 180.1 27.4 speed 10.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 171@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
if 
   Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @STEAL2_23145 
Marker.Disable(98@)
018A: 98@ = create_checkpoint_at -2024.7 179.4 27.4 

:STEAL2_23145
114@ = 0 
103@ = 0 
100@ = 0 
99@ = 13 

:STEAL2_23173
if 
  99@ == 13 
else_jump @STEAL2_23938 
if 
  114@ == 0 
else_jump @STEAL2_23368 
if 
  112@ == 0 
else_jump @STEAL2_23368 
112@ = 12 
113@ = 0 
gosub @STEAL2_30237 
if 
   not Car.Wrecked(47@)
else_jump @STEAL2_23347 
if 
   not Car.Wrecked(48@)
else_jump @STEAL2_23347 
if 
8202:   not actor $PLAYER_ACTOR near_car 47@ radius 30.0 30.0 flag 0 
else_jump @STEAL2_23347 
if 
8202:   not actor $PLAYER_ACTOR near_car 48@ radius 30.0 30.0 flag 0 
else_jump @STEAL2_23347 
Player.ClearWantedLevel($PLAYER_CHAR)

:STEAL2_23347
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
114@ = 1 

:STEAL2_23368
if 
  114@ == 1 
else_jump @STEAL2_23427 
if 
  112@ == 0 
else_jump @STEAL2_23427 
00BB: show_text_lowpriority GXT 'STE2_05' time 4000 flag 1  // ~s~Fahr zurck zum ~y~Unterschlupf~s~.
114@ = 2 

:STEAL2_23427
if 
  114@ == 2 
else_jump @STEAL2_23484 
if 
  112@ == 0 
else_jump @STEAL2_23484 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
114@ = 3 

:STEAL2_23484
if 
  100@ == 0 
else_jump @STEAL2_23845 
062E: unknown_get_actor $ACTOR_CESAR task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @STEAL2_23845 
03DE: set_pedestrians_density_multiplier_to 1.0 
Actor.RemoveReferences(58@)
Actor.RemoveReferences(59@)
Actor.RemoveReferences(60@)
Actor.RemoveReferences(61@)
Actor.RemoveReferences(62@)
Actor.RemoveReferences(63@)
Actor.RemoveReferences(64@)
Actor.RemoveReferences(65@)
Actor.RemoveReferences(66@)
Actor.RemoveReferences(67@)
Actor.RemoveReferences(68@)
Actor.RemoveReferences(69@)
Actor.RemoveReferences(70@)
Actor.RemoveReferences(71@)
Actor.RemoveReferences(72@)
Actor.RemoveReferences(73@)
Actor.RemoveReferences(74@)
Actor.RemoveReferences(75@)
Actor.RemoveReferences(76@)
Actor.RemoveReferences(77@)
Actor.RemoveReferences(78@)
Actor.RemoveReferences(79@)
Car.RemoveReferences(36@)
Car.RemoveReferences(37@)
Car.RemoveReferences(38@)
Car.RemoveReferences(39@)
Car.RemoveReferences(40@)
Car.RemoveReferences(41@)
Car.RemoveReferences(42@)
Car.RemoveReferences(43@)
Car.RemoveReferences(44@)
Car.RemoveReferences(45@)
Car.RemoveReferences(46@)
Car.RemoveReferences(47@)
Car.RemoveReferences(48@)
Car.RemoveReferences(49@)
Car.RemoveReferences(50@)
Car.RemoveReferences(51@)
Car.RemoveReferences(52@)
Car.RemoveReferences(53@)
Car.RemoveReferences(54@)
Car.RemoveReferences(55@)
Car.RemoveReferences(56@)
Car.RemoveReferences(57@)
Car.RemoveReferences(95@)
Object.RemoveReferences(80@)
Object.RemoveReferences(81@)
Object.RemoveReferences(82@)
Object.RemoveReferences(83@)
Object.RemoveReferences(84@)
Object.RemoveReferences(85@)
Object.RemoveReferences(86@)
Object.RemoveReferences(87@)
Object.RemoveReferences(88@)
Object.RemoveReferences(89@)
Object.RemoveReferences(90@)
Object.RemoveReferences(91@)
Object.RemoveReferences(92@)
Object.RemoveReferences(93@)
Object.RemoveReferences(94@)
100@ = 1 

:STEAL2_23845
if 
   Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @STEAL2_23938 
if 
0100:   actor $PLAYER_ACTOR in_sphere -2024.7 179.4 27.4 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @STEAL2_23938 
Player.ClearWantedLevel($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR) = False
100@ = 0 
99@ = 14 

:STEAL2_23938
if 
  99@ == 14 
else_jump @STEAL2_24933 
if 
  100@ == 0 
else_jump @STEAL2_24525 
fade 0 500 

:STEAL2_23981
if 
fading 
else_jump @STEAL2_24005 
wait 0 
jump @STEAL2_23981 

:STEAL2_24005
Garage.Open('HBGDSFS')

:STEAL2_24016
if 
   not Garage.IsOpen('HBGDSFS')
else_jump @STEAL2_24049 
wait 0 
jump @STEAL2_24016 

:STEAL2_24049
gosub @STEAL2_26289 
if 
  102@ == 1 
else_jump @STEAL2_24081 
jump @STEAL2_26013 

:STEAL2_24081
select_interior 1 
09F5: disable_player_mutal_activities 1 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
112@ = 0 
04ED: load_animation "PLAYIDLES" 
038B: load_requested_models 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0395: clear_area 1 at -2043.7 171.4 27.6 radius 100.0 
0840: link_car 34@ to_interior 1 
Car.PutAt(34@, -2043.7, 171.4, 27.6)
Car.Angle(34@) = 91.6
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
0860: link_actor $ACTOR_CESAR to_interior 1 
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, -2045.4, 173.1, 27.8)
Actor.Angle($ACTOR_CESAR) = 325.5
0840: link_car 35@ to_interior 1 
Car.PutAt(35@, -2033.8, 178.6, 27.6)
Car.Angle(35@) = 90.0
if 
   not Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @STEAL2_24337 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:STEAL2_24337
0615: define_AS_pack_begin 171@ 
05D1: AS_actor -1 drive_car 35@ to -2044.4 177.6 27.6 speed 5.0 1 model #CSPLAY 2 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $ACTOR_CESAR 
0616: define_AS_pack_end 171@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
Camera.SetPosition(-2049.3, 172.8, 28.78, 0.0, 0.0, 0.0)
Camera.PointAt(-2034.7, 177.4, 29.8, 2)
fade 1 1000 

:STEAL2_24462
if 
fading 
else_jump @STEAL2_24486 
wait 0 
jump @STEAL2_24462 

:STEAL2_24486
gosub @STEAL2_26289 
if 
  102@ == 1 
else_jump @STEAL2_24518 
jump @STEAL2_26013 

:STEAL2_24518
100@ = 1 

:STEAL2_24525
if 
  100@ == 1 
else_jump @STEAL2_24628 
if 
00B0:   car 35@ sphere 0 in_rectangle_cornerA -2039.3 175.1 cornerB -2041.9 181.6 
else_jump @STEAL2_24628 
0605: actor $ACTOR_CESAR perform_animation_sequence "STRETCH" IFP_file "PLAYIDLES" 1000.0 loop 0 0 0 0 time -1 // versionA 
100@ = 2 

:STEAL2_24628
if 
  100@ == 2 
else_jump @STEAL2_24933 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @STEAL2_24933 
fade 0 500 

:STEAL2_24682
if 
fading 
else_jump @STEAL2_24706 
wait 0 
jump @STEAL2_24682 

:STEAL2_24706
Garage.Close('HBGDSFS')

:STEAL2_24717
if 
   not Garage.IsClosed('HBGDSFS')
else_jump @STEAL2_24750 
wait 0 
jump @STEAL2_24717 

:STEAL2_24750
gosub @STEAL2_26289 
if 
  102@ == 1 
else_jump @STEAL2_24782 
jump @STEAL2_26013 

:STEAL2_24782
09F5: disable_player_mutal_activities 0 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Camera.SetAtPos(-2045.4, 173.1, 27.8)
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2027.2, 179.5, 27.8)
Actor.Angle($PLAYER_ACTOR) = 277.5
fade 1 500 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:STEAL2_24902
if 
fading 
else_jump @STEAL2_24926 
wait 0 
jump @STEAL2_24902 

:STEAL2_24926
jump @STEAL2_26031 

:STEAL2_24933
if 
  99@ == 0 
else_jump @STEAL2_25141 
if 
87C1:   not path 70 available 
else_jump @STEAL2_24970 
07C0: load_path 70 

:STEAL2_24970
if 
87C1:   not path 71 available 
else_jump @STEAL2_24989 
07C0: load_path 71 

:STEAL2_24989
if 
87C1:   not path 72 available 
else_jump @STEAL2_25008 
07C0: load_path 72 

:STEAL2_25008
if 
87C1:   not path 73 available 
else_jump @STEAL2_25027 
07C0: load_path 73 

:STEAL2_25027
if 
87C1:   not path 74 available 
else_jump @STEAL2_25046 
07C0: load_path 74 

:STEAL2_25046
if 
87C1:   not path 75 available 
else_jump @STEAL2_25065 
07C0: load_path 75 

:STEAL2_25065
if 
87C1:   not path 76 available 
else_jump @STEAL2_25084 
07C0: load_path 76 

:STEAL2_25084
if 
87C1:   not path 77 available 
else_jump @STEAL2_25103 
07C0: load_path 77 

:STEAL2_25103
if 
87C1:   not path 78 available 
else_jump @STEAL2_25122 
07C0: load_path 78 

:STEAL2_25122
if 
87C1:   not path 79 available 
else_jump @STEAL2_25141 
07C0: load_path 79 

:STEAL2_25141
if 
  99@ == 2 
else_jump @STEAL2_25254 
if 
87C1:   not path 80 available 
else_jump @STEAL2_25178 
07C0: load_path 80 

:STEAL2_25178
if 
87C1:   not path 81 available 
else_jump @STEAL2_25197 
07C0: load_path 81 

:STEAL2_25197
if 
87C1:   not path 83 available 
else_jump @STEAL2_25216 
07C0: load_path 83 

:STEAL2_25216
if 
87C1:   not path 84 available 
else_jump @STEAL2_25235 
07C0: load_path 84 

:STEAL2_25235
if 
87C1:   not path 85 available 
else_jump @STEAL2_25254 
07C0: load_path 85 

:STEAL2_25254
if 
  99@ == 4 
else_jump @STEAL2_25310 
if 
87C1:   not path 86 available 
else_jump @STEAL2_25291 
07C0: load_path 86 

:STEAL2_25291
if 
87C1:   not path 87 available 
else_jump @STEAL2_25310 
07C0: load_path 87 

:STEAL2_25310
if 
  99@ == 5 
else_jump @STEAL2_25404 
if 
87C1:   not path 88 available 
else_jump @STEAL2_25347 
07C0: load_path 88 

:STEAL2_25347
if 
87C1:   not path 89 available 
else_jump @STEAL2_25366 
07C0: load_path 89 

:STEAL2_25366
if 
87C1:   not path 90 available 
else_jump @STEAL2_25385 
07C0: load_path 90 

:STEAL2_25385
if 
87C1:   not path 91 available 
else_jump @STEAL2_25404 
07C0: load_path 91 

:STEAL2_25404
if 
  99@ == 6 
else_jump @STEAL2_25460 
if 
87C1:   not path 92 available 
else_jump @STEAL2_25441 
07C0: load_path 92 

:STEAL2_25441
if 
87C1:   not path 93 available 
else_jump @STEAL2_25460 
07C0: load_path 93 

:STEAL2_25460
if 
  99@ == 7 
else_jump @STEAL2_25554 
if 
87C1:   not path 94 available 
else_jump @STEAL2_25497 
07C0: load_path 94 

:STEAL2_25497
if 
87C1:   not path 95 available 
else_jump @STEAL2_25516 
07C0: load_path 95 

:STEAL2_25516
if 
87C1:   not path 96 available 
else_jump @STEAL2_25535 
07C0: load_path 96 

:STEAL2_25535
if 
87C1:   not path 97 available 
else_jump @STEAL2_25554 
07C0: load_path 97 

:STEAL2_25554
if 
  99@ == 8 
else_jump @STEAL2_25648 
if 
87C1:   not path 98 available 
else_jump @STEAL2_25591 
07C0: load_path 98 

:STEAL2_25591
if 
87C1:   not path 65 available 
else_jump @STEAL2_25610 
07C0: load_path 65 

:STEAL2_25610
if 
87C1:   not path 66 available 
else_jump @STEAL2_25629 
07C0: load_path 66 

:STEAL2_25629
if 
87C1:   not path 67 available 
else_jump @STEAL2_25648 
07C0: load_path 67 

:STEAL2_25648
if 
  99@ == 11 
else_jump @STEAL2_25685 
if 
87C1:   not path 99 available 
else_jump @STEAL2_25685 
07C0: load_path 99 

:STEAL2_25685
if 
  99@ > 0 
else_jump @STEAL2_25956 
if 
  13 > 99@ 
else_jump @STEAL2_25956 
if 
8202:   not actor $PLAYER_ACTOR near_car 34@ radius 150.0 150.0 flag 0 
else_jump @STEAL2_25793 
if 
82CA:   not car 34@ bounding_sphere_visible 
else_jump @STEAL2_25793 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_06' time 4000 flag 1  // ~r~Du hast Cesar aus den Augen verloren!
jump @STEAL2_26013 

:STEAL2_25793
if 
8202:   not actor $PLAYER_ACTOR near_car 35@ radius 120.0 120.0 flag 0 
else_jump @STEAL2_25865 
if 
82CA:   not car 35@ bounding_sphere_visible 
else_jump @STEAL2_25865 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_09' time 4000 flag 1  // ~r~Die Polizei hat eines der Autos sichergestellt!
jump @STEAL2_26013 

:STEAL2_25865
if 
   not Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @STEAL2_25956 
if 
8202:   not actor $PLAYER_ACTOR near_car 35@ radius 160.0 160.0 flag 0 
else_jump @STEAL2_25956 
if 
82CA:   not car 35@ bounding_sphere_visible 
else_jump @STEAL2_25956 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_08' time 4000 flag 1  // ~r~Das Zielauto wurde zerstrt!
jump @STEAL2_26013 

:STEAL2_25956
if 
  99@ > 0 
else_jump @STEAL2_25999 
if 
  14 > 99@ 
else_jump @STEAL2_25999 
gosub @STEAL2_26597 

:STEAL2_25999
gosub @STEAL2_28925 
jump @STEAL2_988 

:STEAL2_26013
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:STEAL2_26031
$STEAL_TOTAL_PASSED_MISSIONS += 1 
014C: set_parked_car_generator $2791 cars_to_generate_to 101 
014C: set_parked_car_generator $2792 cars_to_generate_to 101 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 5000
0998: add_respect 5 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'STEAL_2'  // Test Drive
030C: progress_made += 1 
return 

:STEAL2_26109
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @STEAL2_26127 
Camera.Restore_WithJumpCut

:STEAL2_26127
Actor.DestroyWithFade($ACTOR_CESAR)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @STEAL2_26155 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:STEAL2_26155
09F5: disable_player_mutal_activities 0 
Model.Destroy(#SULTAN)
Model.Destroy(#ELEGY)
Model.Destroy(#WMYBU)
Model.Destroy(#MULE)
Model.Destroy(#CARDBOARDBOX)
Model.Destroy(#TRAM)
Model.Destroy(#COPCARSF)
Model.Destroy(#SFPD1)
Model.Destroy(#COACH)
Model.Destroy(#PCJ600)
06EB: release_car_component #NTO_B_S 
Model.Destroy(#DOZER)
Model.Destroy(#CEMENT)
Model.Destroy(#DYN_ROADBARRIER_3)
Model.Destroy(#DYN_ROADBARRIER_4)
Model.Destroy(#KMB_SKIP)
Model.Destroy(#DYN_DUMPSTER)
Model.Destroy(#DYN_RAMP)
0734: reset_random_car_generator_models 
04EF: release_animation "PLAYIDLES" 
Marker.Disable(98@)
0296: unload_special_actor 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:STEAL2_26289
if 
   Actor.Dead($ACTOR_CESAR)
else_jump @STEAL2_26330 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_07' time 4000 flag 1  // ~r~Cesar wurde gettet.
102@ = 1 

:STEAL2_26330
if 
   Car.Wrecked(35@)
else_jump @STEAL2_26371 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_08' time 4000 flag 1  // ~r~Das Zielauto wurde zerstrt!
102@ = 1 

:STEAL2_26371
if 
   Car.Wrecked(34@)
else_jump @STEAL2_26412 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_08' time 4000 flag 1  // ~r~Das Zielauto wurde zerstrt!
102@ = 1 

:STEAL2_26412
return 

:STEAL2_26414
if 
  104@ == 1 
else_jump @STEAL2_26478 
if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @STEAL2_26478 
Marker.Disable(98@)
98@ = Marker.CreateAboveActor($ACTOR_CESAR)
07E0: set_marker 98@ type_to 1 
104@ = 0 

:STEAL2_26478
if 
  104@ == 0 
else_jump @STEAL2_26595 
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 8.0 8.0 8.0 sphere 0 
else_jump @STEAL2_26595 
if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @STEAL2_26563 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 

:STEAL2_26563
Marker.Disable(98@)
018A: 98@ = create_checkpoint_at -1632.9 1207.4 6.1 
104@ = 1 

:STEAL2_26595
return 

:STEAL2_26597
if 
  105@ == 0 
else_jump @STEAL2_26749 
if 
   Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @STEAL2_26749 
03D5: remove_text 'IN_VEH'  // ~s~Hey! Zurck ins ~b~Fahrzeug~s~!
Marker.Disable(98@)
if 
  99@ == 13 
else_jump @STEAL2_26711 
018A: 98@ = create_checkpoint_at -2024.7 179.4 27.4 
00BB: show_text_lowpriority GXT 'STE2_05' time 4000 flag 1  // ~s~Fahr zurck zum ~y~Unterschlupf~s~.
jump @STEAL2_26742 

:STEAL2_26711
98@ = Marker.CreateAboveCar(34@)
07E0: set_marker 98@ type_to 1 
00BB: show_text_lowpriority GXT 'STE2_02' time 7000 flag 1  // ~s~Bleib auf deiner Rckkehr zum Unterschlupf in ~b~Cesars~s~ Nhe.

:STEAL2_26742
105@ = 1 

:STEAL2_26749
if 
  105@ == 1 
else_jump @STEAL2_26851 
if 
   not Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @STEAL2_26851 
03D5: remove_text 'STE2_05'  // ~s~Fahr zurck zum ~y~Unterschlupf~s~.
03D5: remove_text 'STE2_02'  // ~s~Bleib auf deiner Rckkehr zum Unterschlupf in ~b~Cesars~s~ Nhe.
00BB: show_text_lowpriority GXT 'STE2_11' time 7000 flag 1  // ~s~Steig wieder in den ~b~Wagen~s~.
Marker.Disable(98@)
98@ = Marker.CreateAboveCar(35@)
07E0: set_marker 98@ type_to 1 
105@ = 0 

:STEAL2_26851
return 

:STEAL2_26853
Actor.StorePos($PLAYER_ACTOR, 162@, 163@, $TEMPVAR_FLOAT_3)
Car.StorePos(34@, 164@, 165@, $TEMPVAR_FLOAT_3)
0509: 166@ = distance_between_XY 162@ 163@ and_XY 164@ 165@ 
if 
  21.0 > 166@ 
else_jump @STEAL2_26962 
166@ /= 20.0 
0087: 167@ = 166@ // (float) 
166@ = 2.0 
0063: 166@ -= 167@ // (float) 
jump @STEAL2_27008 

:STEAL2_26962
166@ -= 20.0 
166@ /= 90.0 
0087: 167@ = 166@ // (float) 
166@ = 1.0 
0063: 166@ -= 167@ // (float) 

:STEAL2_27008
166@ += 0.3 
0087: 168@ = 166@ // (float) 
if 
  168@ > 2.0 
else_jump @STEAL2_27057 
168@ = 2.0 

:STEAL2_27057
if 
  0.5 > 168@ 
else_jump @STEAL2_27088 
168@ = 0.5 

:STEAL2_27088
if 
060E:   car 34@ assigned_to_path 
else_jump @STEAL2_27112 
06FD: set_car 34@ speed_on_path_to 168@ 

:STEAL2_27112
if 
   not Car.Wrecked(95@)
else_jump @STEAL2_27152 
if 
060E:   car 95@ assigned_to_path 
else_jump @STEAL2_27152 
06FD: set_car 95@ speed_on_path_to 168@ 

:STEAL2_27152
if 
  99@ == 1 
else_jump @STEAL2_27410 
if 
   not Car.Wrecked(38@)
else_jump @STEAL2_27210 
if 
060E:   car 38@ assigned_to_path 
else_jump @STEAL2_27210 
06FD: set_car 38@ speed_on_path_to 168@ 

:STEAL2_27210
if 
   not Car.Wrecked(39@)
else_jump @STEAL2_27250 
if 
060E:   car 39@ assigned_to_path 
else_jump @STEAL2_27250 
06FD: set_car 39@ speed_on_path_to 168@ 

:STEAL2_27250
if 
   not Car.Wrecked(40@)
else_jump @STEAL2_27290 
if 
060E:   car 40@ assigned_to_path 
else_jump @STEAL2_27290 
06FD: set_car 40@ speed_on_path_to 168@ 

:STEAL2_27290
if 
   not Car.Wrecked(41@)
else_jump @STEAL2_27330 
if 
060E:   car 41@ assigned_to_path 
else_jump @STEAL2_27330 
06FD: set_car 41@ speed_on_path_to 168@ 

:STEAL2_27330
if 
   not Car.Wrecked(42@)
else_jump @STEAL2_27370 
if 
060E:   car 42@ assigned_to_path 
else_jump @STEAL2_27370 
06FD: set_car 42@ speed_on_path_to 168@ 

:STEAL2_27370
if 
   not Car.Wrecked(43@)
else_jump @STEAL2_27410 
if 
060E:   car 43@ assigned_to_path 
else_jump @STEAL2_27410 
06FD: set_car 43@ speed_on_path_to 168@ 

:STEAL2_27410
if 
  99@ == 4 
else_jump @STEAL2_27452 
if 
   not Car.Wrecked(51@)
else_jump @STEAL2_27452 
06FD: set_car 51@ speed_on_path_to 168@ 

:STEAL2_27452
if 
  99@ == 5 
else_jump @STEAL2_27494 
if 
   not Car.Wrecked(38@)
else_jump @STEAL2_27494 
06FD: set_car 38@ speed_on_path_to 168@ 

:STEAL2_27494
if 
  99@ == 6 
else_jump @STEAL2_27584 
if 
   not Car.Wrecked(50@)
else_jump @STEAL2_27536 
06FD: set_car 50@ speed_on_path_to 168@ 

:STEAL2_27536
if 
   not Car.Wrecked(52@)
else_jump @STEAL2_27560 
06FD: set_car 52@ speed_on_path_to 168@ 

:STEAL2_27560
if 
   not Car.Wrecked(53@)
else_jump @STEAL2_27584 
06FD: set_car 53@ speed_on_path_to 168@ 

:STEAL2_27584
if 
  99@ == 7 
else_jump @STEAL2_27626 
if 
   not Car.Wrecked(39@)
else_jump @STEAL2_27626 
06FD: set_car 39@ speed_on_path_to 168@ 

:STEAL2_27626
if 
  99@ == 8 
else_jump @STEAL2_27692 
if 
   not Car.Wrecked(43@)
else_jump @STEAL2_27668 
06FD: set_car 43@ speed_on_path_to 168@ 

:STEAL2_27668
if 
   not Car.Wrecked(44@)
else_jump @STEAL2_27692 
06FD: set_car 44@ speed_on_path_to 168@ 

:STEAL2_27692
return 

:STEAL2_27694
0209: 111@ = random_int_in_ranges 1 37 
if 
  111@ == 1 
else_jump @STEAL2_27736 
0674: set_car_model 110@ numberplate "GOT_M00_" 

:STEAL2_27736
if 
  111@ == 2 
else_jump @STEAL2_27769 
0674: set_car_model 110@ numberplate "M00TV_4U" 

:STEAL2_27769
if 
  111@ == 3 
else_jump @STEAL2_27802 
0674: set_car_model 110@ numberplate "MATHEW_2" 

:STEAL2_27802
if 
  111@ == 4 
else_jump @STEAL2_27835 
0674: set_car_model 110@ numberplate "D4_DEW0R" 

:STEAL2_27835
if 
  111@ == 5 
else_jump @STEAL2_27868 
0674: set_car_model 110@ numberplate "D0DE_777" 

:STEAL2_27868
if 
  111@ == 6 
else_jump @STEAL2_27901 
0674: set_car_model 110@ numberplate "DAM0_666" 

:STEAL2_27901
if 
  111@ == 7 
else_jump @STEAL2_27934 
0674: set_car_model 110@ numberplate "C0NEY_88" 

:STEAL2_27934
if 
  111@ == 8 
else_jump @STEAL2_27967 
0674: set_car_model 110@ numberplate "PRE4CHER" 

:STEAL2_27967
if 
  111@ == 9 
else_jump @STEAL2_28000 
0674: set_car_model 110@ numberplate "DBP_4NDY" 

:STEAL2_28000
if 
  111@ == 10 
else_jump @STEAL2_28033 
0674: set_car_model 110@ numberplate "EV1L_SLY" 

:STEAL2_28033
if 
  111@ == 11 
else_jump @STEAL2_28066 
0674: set_car_model 110@ numberplate "N1_R4V3N" 

:STEAL2_28066
if 
  111@ == 12 
else_jump @STEAL2_28099 
0674: set_car_model 110@ numberplate "D1VX_Z00" 

:STEAL2_28099
if 
  111@ == 13 
else_jump @STEAL2_28131 
0674: set_car_model 110@ numberplate "MR_B3NN" 

:STEAL2_28131
if 
  111@ == 14 
else_jump @STEAL2_28164 
0674: set_car_model 110@ numberplate "R3D_R4SP" 

:STEAL2_28164
if 
  111@ == 15 
else_jump @STEAL2_28197 
0674: set_car_model 110@ numberplate "LA_B0MBA" 

:STEAL2_28197
if 
  111@ == 16 
else_jump @STEAL2_28230 
0674: set_car_model 110@ numberplate "L3337_0G" 

:STEAL2_28230
if 
  111@ == 17 
else_jump @STEAL2_28263 
0674: set_car_model 110@ numberplate "BUDD4H_X" 

:STEAL2_28263
if 
  111@ == 18 
else_jump @STEAL2_28296 
0674: set_car_model 110@ numberplate "T3H_BUCK" 

:STEAL2_28296
if 
  111@ == 19 
else_jump @STEAL2_28329 
0674: set_car_model 110@ numberplate "CHUNKY_1" 

:STEAL2_28329
if 
  111@ == 20 
else_jump @STEAL2_28362 
0674: set_car_model 110@ numberplate "EV1L_BNZ" 

:STEAL2_28362
if 
  111@ == 21 
else_jump @STEAL2_28395 
0674: set_car_model 110@ numberplate "S4ND_M4N" 

:STEAL2_28395
if 
  111@ == 22 
else_jump @STEAL2_28428 
0674: set_car_model 110@ numberplate "RKK_DBP1" 

:STEAL2_28428
if 
  111@ == 23 
else_jump @STEAL2_28461 
0674: set_car_model 110@ numberplate "RE1_K0KU" 

:STEAL2_28461
if 
  111@ == 24 
else_jump @STEAL2_28494 
0674: set_car_model 110@ numberplate "S3XY_JUD" 

:STEAL2_28494
if 
  111@ == 25 
else_jump @STEAL2_28527 
0674: set_car_model 110@ numberplate "SUNRA_93" 

:STEAL2_28527
if 
  111@ == 26 
else_jump @STEAL2_28560 
0674: set_car_model 110@ numberplate "UG_FUX69" 

:STEAL2_28560
if 
  111@ == 27 
else_jump @STEAL2_28593 
0674: set_car_model 110@ numberplate "LI0N_CUM" 

:STEAL2_28593
if 
  111@ == 28 
else_jump @STEAL2_28626 
0674: set_car_model 110@ numberplate "RKK_PWND" 

:STEAL2_28626
if 
  111@ == 29 
else_jump @STEAL2_28659 
0674: set_car_model 110@ numberplate "HAZE_B0B" 

:STEAL2_28659
if 
  111@ == 30 
else_jump @STEAL2_28692 
0674: set_car_model 110@ numberplate "T3H_FLUF" 

:STEAL2_28692
if 
  111@ == 31 
else_jump @STEAL2_28725 
0674: set_car_model 110@ numberplate "BM_4NDY_" 

:STEAL2_28725
if 
  111@ == 32 
else_jump @STEAL2_28758 
0674: set_car_model 110@ numberplate "BM_D34N_" 

:STEAL2_28758
if 
  111@ == 33 
else_jump @STEAL2_28791 
0674: set_car_model 110@ numberplate "BM_L4C3Y" 

:STEAL2_28791
if 
  111@ == 34 
else_jump @STEAL2_28824 
0674: set_car_model 110@ numberplate "BM_D3V__" 

:STEAL2_28824
if 
  111@ == 35 
else_jump @STEAL2_28857 
0674: set_car_model 110@ numberplate "NU_SK00L" 

:STEAL2_28857
if 
  111@ == 36 
else_jump @STEAL2_28890 
0674: set_car_model 110@ numberplate "G4L_AVET" 

:STEAL2_28890
if 
  111@ == 37 
else_jump @STEAL2_28923 
0674: set_car_model 110@ numberplate "M0J0_J0J" 

:STEAL2_28923
return 

:STEAL2_28925
if 
  112@ == 1 
else_jump @STEAL2_29051 
if 
001D:   154@ > 113@ // (int) 
else_jump @STEAL2_29044 
gosub @STEAL2_32124 
gosub @STEAL2_32231 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @STEAL2_29006 
gosub @STEAL2_32385 
jump @STEAL2_29037 

:STEAL2_29006
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
155@ = 0 
156@ = 0 

:STEAL2_29037
jump @STEAL2_29051 

:STEAL2_29044
112@ = 0 

:STEAL2_29051
if or
  112@ == 4 
  112@ == 5 
  112@ == 6 
else_jump @STEAL2_29137 
if 
001D:   154@ > 113@ // (int) 
else_jump @STEAL2_29130 
gosub @STEAL2_32124 
gosub @STEAL2_32231 
gosub @STEAL2_32385 
jump @STEAL2_29137 

:STEAL2_29130
112@ = 0 

:STEAL2_29137
if or
  112@ == 7 
  112@ == 8 
  112@ == 9 
  112@ == 10 
  112@ == 11 
  112@ == 12 
else_jump @STEAL2_29298 
if 
001D:   154@ > 113@ // (int) 
else_jump @STEAL2_29291 
gosub @STEAL2_32124 
gosub @STEAL2_32231 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @STEAL2_29253 
gosub @STEAL2_32385 
jump @STEAL2_29284 

:STEAL2_29253
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
155@ = 0 
156@ = 0 

:STEAL2_29284
jump @STEAL2_29298 

:STEAL2_29291
112@ = 0 

:STEAL2_29298
if 
  99@ == 0 
else_jump @STEAL2_30235 
if 
  100@ == 0 
else_jump @STEAL2_30235 
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @STEAL2_29704 
if 
0104:   actor $ACTOR_CESAR near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @STEAL2_29697 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_CESAR on_foot 
else_jump @STEAL2_29543 
if or
  112@ == 2 
  112@ == 3 
else_jump @STEAL2_29543 
if 
001D:   154@ > 113@ // (int) 
else_jump @STEAL2_29536 
gosub @STEAL2_32124 
gosub @STEAL2_32231 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @STEAL2_29498 
gosub @STEAL2_32385 
jump @STEAL2_29529 

:STEAL2_29498
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
155@ = 0 
156@ = 0 

:STEAL2_29529
jump @STEAL2_29543 

:STEAL2_29536
112@ = 0 

:STEAL2_29543
if and
   Actor.Driving($PLAYER_ACTOR)
   Actor.Driving($ACTOR_CESAR)
else_jump @STEAL2_29697 
if or
  112@ == 2 
  112@ == 3 
else_jump @STEAL2_29697 
if 
001D:   154@ > 113@ // (int) 
else_jump @STEAL2_29690 
gosub @STEAL2_32124 
gosub @STEAL2_32231 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @STEAL2_29652 
gosub @STEAL2_32385 
jump @STEAL2_29683 

:STEAL2_29652
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
155@ = 0 
156@ = 0 

:STEAL2_29683
jump @STEAL2_29697 

:STEAL2_29690
112@ = 0 

:STEAL2_29697
jump @STEAL2_29821 

:STEAL2_29704
if 
  14 > 112@ 
else_jump @STEAL2_29821 
if 
001D:   154@ > 113@ // (int) 
else_jump @STEAL2_29748 
113@ += 1 

:STEAL2_29748
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
00BE: text_clear_all 
0085: 160@ = 112@ // (int) 
0085: 161@ = 113@ // (int) 
112@ = 14 
0209: 113@ = random_int_in_ranges 0 4 
0085: 159@ = 113@ // (int) 
159@ += 1 
gosub @STEAL2_30237 

:STEAL2_29821
if 
  112@ == 14 
else_jump @STEAL2_30012 
if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @STEAL2_29989 
if 
001D:   154@ > 113@ // (int) 
else_jump @STEAL2_29959 
gosub @STEAL2_32124 
gosub @STEAL2_32231 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @STEAL2_29921 
gosub @STEAL2_32385 
jump @STEAL2_29952 

:STEAL2_29921
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
155@ = 0 
156@ = 0 

:STEAL2_29952
jump @STEAL2_29982 

:STEAL2_29959
00BB: show_text_lowpriority GXT 'STE2_10' time 7000 flag 1  // ~s~Du hast ~b~Cesar~s~ zurckgelassen.
112@ = 15 

:STEAL2_29982
jump @STEAL2_30012 

:STEAL2_29989
00BB: show_text_lowpriority GXT 'STE2_10' time 7000 flag 1  // ~s~Du hast ~b~Cesar~s~ zurckgelassen.
112@ = 15 

:STEAL2_30012
if 
  112@ == 15 
else_jump @STEAL2_30065 
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @STEAL2_30065 
112@ = 16 
113@ = 0 
00BE: text_clear_all 

:STEAL2_30065
if 
  112@ == 16 
else_jump @STEAL2_30235 
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @STEAL2_30180 
33@ = 0 
0085: 112@ = 160@ // (int) 
0085: 113@ = 161@ // (int) 
gosub @STEAL2_30237 
if 
  160@ == 0 
else_jump @STEAL2_30173 
00BB: show_text_lowpriority GXT 'STE2_01' time 7000 flag 1  // ~s~Holt euch die Autos aus dem ~y~Showroom~s~.
33@ = 0 

:STEAL2_30173
jump @STEAL2_30235 

:STEAL2_30180
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
112@ = 14 
0209: 113@ = random_int_in_ranges 0 4 
0085: 159@ = 113@ // (int) 
159@ += 1 
gosub @STEAL2_30237 

:STEAL2_30235
return 

:STEAL2_30237
if 
  112@ == 1 
else_jump @STEAL2_30286 
05AA: 115@s = 'STL2_AA'  // ~z~Okay, gehen wir uns die Karren holen!
04AF: 141@ = 36800 // @ = any 
154@ = 1 

:STEAL2_30286
if 
  112@ == 2 
else_jump @STEAL2_30599 
05AA: 115@s = 'STL2_BA'  // ~z~Eigentlich gefllt's mir hier ganz gut.
05AA: 117@s = 'STL2_BB'  // ~z~Wo?
05AA: 119@s = 'STL2_BC'  // ~z~San Francisco, Mann.
05AA: 121@s = 'STL2_BD'  // ~z~Mein Zuhause werden zwar immer die Varrios und El Sereno sein,
05AA: 123@s = 'STL2_BE'  // ~z~aber diese Stadt hat so was Gemtliches.
05AA: 125@s = 'STL2_BF'  // ~z~Ja, ich wei, was du meinst.
05AA: 127@s = 'STL2_BG'  // ~z~Ich glaub', Kendl gefllt's hier auch.
05AA: 129@s = 'STL2_BH'  // ~z~Ja, sie hngt sich wirklich ziemlich rein in diese Geschftssache.
05AA: 131@s = 'STL2_BJ'  // ~z~Das ist gut, sie war immer der klgste Kopf der Familie.
05AA: 133@s = 'STL2_BK'  // ~z~Sie sollte aus dem Ghetto raus und was aus sich machen.
05AA: 135@s = 'STL2_BL'  // ~z~Ich glaube, sie will was aus uns ALLEN machen, hey!
05AA: 137@s = 'STL2_BM'  // ~z~Ja, sie ist jetzt die Chefin der Familie...
04AF: 141@ = 36801 // @ = any 
04AF: 142@ = 36802 // @ = any 
04AF: 143@ = 36803 // @ = any 
04AF: 144@ = 36804 // @ = any 
04AF: 145@ = 36805 // @ = any 
04AF: 146@ = 36806 // @ = any 
04AF: 147@ = 36807 // @ = any 
04AF: 148@ = 36808 // @ = any 
04AF: 149@ = 36809 // @ = any 
04AF: 150@ = 36810 // @ = any 
04AF: 151@ = 36811 // @ = any 
04AF: 152@ = 36812 // @ = any 
154@ = 12 

:STEAL2_30599
if 
  112@ == 3 
else_jump @STEAL2_30792 
05AA: 115@s = 'STL2_CA'  // ~z~Wer ist dieser 'Truth' berhaupt, Kumpel? Tickt der berhaupt richtig?
05AA: 117@s = 'STL2_CB'  // ~z~Er sieht die Dinge einfach aus einer ganz anderen Perspektive, das ist alles.
05AA: 119@s = 'STL2_CC'  // ~z~Am Anfang dachte ich, dass er nur eine von diesen LSD-Matschbirnen ist.
05AA: 121@s = 'STL2_CD'  // ~z~Aber manche Sachen, die er so von sich gibt,...
05AA: 123@s = 'STL2_CE'  // ~z~wei nicht, Mann, so ganz daneben ist das gar nicht...
05AA: 125@s = 'STL2_CF'  // ~z~Wirst du jetzt zum Alien-Jger, Kumpel?
05AA: 127@s = 'STL2_CG'  // ~z~Das verschieben wir lieber auf ein andermal.
04AF: 141@ = 36813 // @ = any 
04AF: 142@ = 36814 // @ = any 
04AF: 143@ = 36815 // @ = any 
04AF: 144@ = 36816 // @ = any 
04AF: 145@ = 36817 // @ = any 
04AF: 146@ = 36818 // @ = any 
04AF: 147@ = 36819 // @ = any 
154@ = 7 

:STEAL2_30792
if 
  112@ == 4 
else_jump @STEAL2_31034 
05AA: 115@s = 'STL2_DA'  // ~z~Da wren wir.
05AA: 117@s = 'STL2_DB'  // ~z~Also los, Kumpel.
05AA: 119@s = 'STL2_DC'  // ~z~Das ist es, CJ!
05AA: 121@s = 'STL2_DD'  // ~z~Die Autos sind oben!
05AA: 123@s = 'STL2_DE'  // ~z~Die Autos sind im ersten Stock.
05AA: 125@s = 'STL2_DF'  // ~z~Sie sind im Showroom im ersten Stock.
05AA: 127@s = 'STL2_DH'  // ~z~Was, wie sollen wir sie denn von da runter bringen?
05AA: 129@s = 'STL2_DJ'  // ~z~Im ersten Stock? Shit...
05AA: 131@s = 'STL2_DK'  // ~z~Na klasse, warum kann nicht einfach mal alles glatt gehen!
04AF: 141@ = 36820 // @ = any 
04AF: 142@ = 36821 // @ = any 
04AF: 143@ = 36822 // @ = any 
04AF: 144@ = 36823 // @ = any 
04AF: 145@ = 36824 // @ = any 
04AF: 146@ = 36825 // @ = any 
04AF: 147@ = 36826 // @ = any 
04AF: 148@ = 36827 // @ = any 
04AF: 149@ = 36828 // @ = any 
0085: 154@ = 159@ // (int) 

:STEAL2_31034
if 
  112@ == 5 
else_jump @STEAL2_31179 
05AA: 115@s = 'STL2_EA'  // ~z~Bentigen die beiden, hem, Gentlemen vielleicht Hilfe?
05AA: 117@s = 'STL2_EB'  // ~z~Ja, du hilfst uns am meisten, wenn du dich verpisst und einem anderen Motherfucker hilfst.
05AA: 119@s = 'STL2_EC'  // ~z~O-okay, das scheint mir eine gute Idee zu sein!
05AA: 121@s = 'STL2_ED'  // ~z~Okay, CJ, los jetzt!
05AA: 123@s = 'STL2_EE'  // ~z~Immer mir nach, du wirst mithalten mssen!
04AF: 141@ = 36829 // @ = any 
04AF: 142@ = 36830 // @ = any 
04AF: 143@ = 36831 // @ = any 
04AF: 144@ = 36832 // @ = any 
04AF: 145@ = 36833 // @ = any 
154@ = 5 

:STEAL2_31179
if 
  112@ == 6 
else_jump @STEAL2_31228 
05AA: 115@s = 'STL2_EF'  // ~z~Au, du bist ein Irrer!
04AF: 141@ = 36834 // @ = any 
154@ = 1 

:STEAL2_31228
if 
  112@ == 7 
else_jump @STEAL2_31325 
05AA: 115@s = 'STL2_FA'  // ~z~Hey, CJ, funktioniert das Walkie-Talkie?
05AA: 117@s = 'STL2_FB'  // ~z~Ja, ich hr dich klar und deutlich!
05AA: 119@s = 'STL2_FC'  // ~z~Los, CJ, versuch, mit Cesar Vialpando mitzuhalten.
04AF: 141@ = 36835 // @ = any 
04AF: 142@ = 36836 // @ = any 
04AF: 143@ = 36837 // @ = any 
154@ = 3 

:STEAL2_31325
if 
  112@ == 8 
else_jump @STEAL2_31615 
05AA: 115@s = 'STL2_FD'  // ~z~berhol die Tram am Berg!
05AA: 117@s = 'STL2_FE'  // ~z~Kinderspiel!
05AA: 119@s = 'STL2_FF'  // ~z~Der Tramfahrer scheit sich wahrscheinlich ein vor Angst!
05AA: 121@s = 'STL2_FG'  // ~z~Hi, Bullen, wo wart ihr so lange?
05AA: 123@s = 'STL2_FH'  // ~z~Hey, CJ, pass auf ... NITRO!
05AA: 125@s = 'STL2_FJ'  // ~z~Mir nach da runter, Kumpel!
05AA: 129@s = 'STL2_FO'  // ~z~Hi. Bullen, seid ihr Idioten schon wieder da?
05AA: 131@s = 'STL2_FP'  // ~z~Macht den verdammten Weg frei!
05AA: 133@s = 'STL2_FQ'  // ~z~Heilige Scheiiiiiie!
05AA: 135@s = 'STL2_HB'  // ~z~Ich glaub, wir haben sie abgehngt.
05AA: 137@s = 'STL2_HC'  // ~z~Hier gibt's 'ne Abkrzung!
04AF: 141@ = 36838 // @ = any 
04AF: 142@ = 36839 // @ = any 
04AF: 143@ = 36840 // @ = any 
04AF: 144@ = 36841 // @ = any 
04AF: 145@ = 36842 // @ = any 
04AF: 146@ = 36843 // @ = any 
04AF: 148@ = 36848 // @ = any 
04AF: 149@ = 36849 // @ = any 
04AF: 150@ = 36850 // @ = any 
04AF: 151@ = 36855 // @ = any 
04AF: 152@ = 36856 // @ = any 
0085: 154@ = 159@ // (int) 

:STEAL2_31615
if 
  112@ == 9 
else_jump @STEAL2_31712 
05AA: 115@s = 'STL2_FL'  // ~z~Okay, Cesar, genug Spa fr heute.
05AA: 117@s = 'STL2_FM'  // ~z~Schaffen wir die Karren in die Werkstatt!
05AA: 119@s = 'STL2_FN'  // ~z~Okay, CJ, ich kenn 'ne Abkrzung!
04AF: 141@ = 36845 // @ = any 
04AF: 142@ = 36846 // @ = any 
04AF: 143@ = 36847 // @ = any 
154@ = 3 

:STEAL2_31712
if 
  112@ == 10 
else_jump @STEAL2_31833 
05AA: 115@s = 'STL2_FR'  // ~z~Fuck, Kumpel, hast du das gesehen?
05AA: 117@s = 'STL2_GA'  // ~z~Vielleicht sollten wir uns langsam auf den Rckweg machen,
05AA: 119@s = 'STL2_GB'  // ~z~bevor ich hier in einem Autowrack gegrillt werde.
05AA: 121@s = 'STL2_HA'  // ~z~Ist gebongt, Kumpel.
04AF: 141@ = 36851 // @ = any 
04AF: 142@ = 36852 // @ = any 
04AF: 143@ = 36853 // @ = any 
04AF: 144@ = 36854 // @ = any 
154@ = 4 

:STEAL2_31833
if 
  112@ == 11 
else_jump @STEAL2_31906 
05AA: 115@s = 'STL2_HD'  // ~z~O-oh, noch mehr Bullen!
05AA: 117@s = 'STL2_HE'  // ~z~ZURCK, KUMPEL, ZURCK!
04AF: 141@ = 36857 // @ = any 
04AF: 142@ = 36858 // @ = any 
154@ = 2 

:STEAL2_31906
if 
  112@ == 12 
else_jump @STEAL2_31979 
05AA: 115@s = 'STL2_HF'  // ~z~Okay, geschafft.
05AA: 117@s = 'STL2_HG'  // ~z~Wir sehen uns in der Werkstatt, CJ!
04AF: 141@ = 36859 // @ = any 
04AF: 142@ = 36860 // @ = any 
154@ = 2 

:STEAL2_31979
if 
  112@ == 14 
else_jump @STEAL2_32093 
05AA: 115@s = 'CESX_BA'  // ~z~Warte, CJ!
05AA: 117@s = 'CESX_BB'  // ~z~Langsam, CJ!
05AA: 119@s = 'CESX_BC'  // ~z~Warte doch!
05AA: 121@s = 'CESX_BD'  // ~z~Langsamer, Carl!
04AF: 141@ = 10406 // @ = any 
04AF: 142@ = 10407 // @ = any 
04AF: 143@ = 10408 // @ = any 
04AF: 144@ = 10409 // @ = any 
0085: 154@ = 159@ // (int) 

:STEAL2_32093
0085: 157@ = 113@ // (int) 
155@ = 0 
156@ = 0 
158@ = 1 
return 

:STEAL2_32124
if 
001D:   154@ > 157@ // (int) 
else_jump @STEAL2_32229 
if 
  155@ == 0 
else_jump @STEAL2_32186 
03CF: load_wav 141@(157@,13i) as 1 
157@ += 1 
155@ = 1 

:STEAL2_32186
if 
  156@ == 0 
else_jump @STEAL2_32229 
03CF: load_wav 141@(157@,13i) as 2 
157@ += 1 
156@ = 1 

:STEAL2_32229
return 

:STEAL2_32231
if 
  158@ == 1 
else_jump @STEAL2_32307 
if 
  155@ == 1 
else_jump @STEAL2_32307 
if 
03D0:   wav 1 loaded 
else_jump @STEAL2_32307 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 115@(113@,13s) time 4500 flag 1 
155@ = 2 

:STEAL2_32307
if 
  158@ == 2 
else_jump @STEAL2_32383 
if 
  156@ == 1 
else_jump @STEAL2_32383 
if 
03D0:   wav 2 loaded 
else_jump @STEAL2_32383 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 115@(113@,13s) time 4500 flag 1 
156@ = 2 

:STEAL2_32383
return 

:STEAL2_32385
if 
  155@ == 2 
else_jump @STEAL2_32448 
if 
03D2:   wav 1 ended 
else_jump @STEAL2_32448 
03D5: remove_text 115@(113@,13s) 
113@ += 1 
158@ = 2 
155@ = 0 

:STEAL2_32448
if 
  156@ == 2 
else_jump @STEAL2_32511 
if 
03D2:   wav 2 ended 
else_jump @STEAL2_32511 
03D5: remove_text 115@(113@,13s) 
113@ += 1 
158@ = 1 
156@ = 0 

:STEAL2_32511
return 

//-------------Mission 69---------------
// Originally: Customs Fast Track

:STEAL4
thread 'STEAL4' 
gosub @STEAL4_47 
if 
wasted_or_busted 
else_jump @STEAL4_38 
gosub @STEAL4_29969 

:STEAL4_38
gosub @STEAL4_30816 
end_thread 

:STEAL4_47
$ONMISSION = 1 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 

:STEAL4_89
wait 0 
if 
0736:   NOP_false 83 
else_jump @STEAL4_115 
36@ = 1 

:STEAL4_115
39@ += 1 
if 
  39@ > 9 
else_jump @STEAL4_147 
39@ = 0 

:STEAL4_147
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 60@ += 42@ // (int) 
005A: 61@ += 42@ // (int) 
005A: 62@ += 42@ // (int) 
005A: 63@ += 42@ // (int) 
005A: 64@ += 42@ // (int) 
gosub @STEAL4_700 
if 
  67@ == 1 
else_jump @STEAL4_248 
jump @STEAL4_598 

:STEAL4_248
if 
0736:   NOP_false 138 
else_jump @STEAL4_302 
34@ = 10 
35@ = 0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @STEAL4_302 
86@ = Actor.Car($PLAYER_ACTOR)

:STEAL4_302
0871: init_jump_table 34@ total_jumps 11 default_jump 0 @STEAL4_584 jumps 0 @STEAL4_430 1 @STEAL4_444 2 @STEAL4_458 3 @STEAL4_472 4 @STEAL4_486 5 @STEAL4_500 6 @STEAL4_514 
0872: jump_table_jumps 7 @STEAL4_528 8 @STEAL4_542 9 @STEAL4_556 10 @STEAL4_570 -1 @STEAL4_584 -1 @STEAL4_584 -1 @STEAL4_584 -1 @STEAL4_584 -1 @STEAL4_584 

:STEAL4_430
gosub @STEAL4_1358 
jump @STEAL4_584 

:STEAL4_444
gosub @STEAL4_2503 
jump @STEAL4_584 

:STEAL4_458
gosub @STEAL4_3836 
jump @STEAL4_584 

:STEAL4_472
gosub @STEAL4_5024 
jump @STEAL4_584 

:STEAL4_486
gosub @STEAL4_7747 
jump @STEAL4_584 

:STEAL4_500
gosub @STEAL4_10598 
jump @STEAL4_584 

:STEAL4_514
gosub @STEAL4_12659 
jump @STEAL4_584 

:STEAL4_528
gosub @STEAL4_14739 
jump @STEAL4_584 

:STEAL4_542
gosub @STEAL4_19626 
jump @STEAL4_584 

:STEAL4_556
gosub @STEAL4_19628 
jump @STEAL4_584 

:STEAL4_570
gosub @STEAL4_22092 
jump @STEAL4_584 

:STEAL4_584
gosub @STEAL4_31331 
gosub @STEAL4_25745 

:STEAL4_598
if 
  38@ == 0 
else_jump @STEAL4_698 
if 
  37@ == 0 
else_jump @STEAL4_682 
if 
  36@ == 0 
else_jump @STEAL4_666 
jump @STEAL4_89 
jump @STEAL4_675 

:STEAL4_666
gosub @STEAL4_30732 
return 

:STEAL4_675
jump @STEAL4_691 

:STEAL4_682
gosub @STEAL4_29969 
return 

:STEAL4_691
jump @STEAL4_700 

:STEAL4_698
return 

:STEAL4_700
if 
0736:   NOP_false 88 
else_jump @STEAL4_791 
if 
  65@ == 0 
else_jump @STEAL4_765 
65@ = 1 
0662: NOP "LEVEL_DEBUG_ON" 
jump @STEAL4_791 

:STEAL4_765
65@ = 0 
0662: NOP "LEVEL_DEBUG_OFF" 

:STEAL4_791
if 
  65@ == 1 
else_jump @STEAL4_1356 
if 
0736:   NOP_false 32 
else_jump @STEAL4_858 
086A: NOP 
66@ += 1 
if 
  66@ > 2 
else_jump @STEAL4_858 
66@ = 0 

:STEAL4_858
if 
  66@ == 1 
else_jump @STEAL4_1110 
008A: $7406 = 34@ // (int) 
008A: $7407 = 35@ // (int) 
008A: $7408 = 124@ // (int) 
008A: $7409 = 155@ // (int) 
008A: $7410 = 153@ // (int) 
008A: $7411 = 154@ // (int) 
008A: $7412 = 132@ // (int) 
008A: $7413 = 61@ // (int) 
065D: NOP $7406 "M_STAGE" 
065D: NOP $7407 "M_GOALS" 
065D: NOP $7408 "PLAYER_ON_FOOT" 
065D: NOP $7409 "CONVERSATION_FLAG" 
065D: NOP $7410 "ACTIVE_CONVERSATION" 
065D: NOP $7411 "CONVERSATION_STATUS" 
065D: NOP $7412 "CRANE_HELP_FLAG" 
065D: NOP $7413 "CRANE_HELP_TIMER" 

:STEAL4_1110
if 
  66@ == 2 
else_jump @STEAL4_1253 
065E: NOP $2738 "MAGNO_ARM_ROTATE_Y" 
065E: NOP $2736 "MAGNO_CABIN_H" 
065E: NOP $2737 "MAGNO_ARM_H" 
065E: NOP $2733 "MAGNO_BASE_X" 
065E: NOP $2734 "MAGNO_BASE_Y" 
065E: NOP $CRANE_ROPE_LENGTH "CRANE_ROPE_LENGTH" 

:STEAL4_1253
if 
  67@ == 0 
else_jump @STEAL4_1316 
if 
0736:   NOP_false 80 
else_jump @STEAL4_1309 
0662: NOP "LEVEL_PAUSED" 
67@ = 1 

:STEAL4_1309
jump @STEAL4_1356 

:STEAL4_1316
if 
0736:   NOP_false 80 
else_jump @STEAL4_1356 
0662: NOP "LEVEL_UNPAUSED" 
67@ = 0 

:STEAL4_1356
return 

:STEAL4_1358
if 
  35@ == -1 
else_jump @STEAL4_1608 
83@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
018A: 107@ = create_checkpoint_at 0.0 0.0 0.0 
104@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
018A: 118@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 109@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 119@ = create_checkpoint_at 0.0 0.0 0.0 
105@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
89@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
018A: 118@ = create_checkpoint_at 0.0 0.0 0.0 
106@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
018A: 108@ = create_checkpoint_at 0.0 0.0 0.0 

:STEAL4_1608
if 
  35@ == 0 
else_jump @STEAL4_2439 
$7415 = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
139@ = 0 
140@ = 0 
135@ = 0 
136@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:STEAL4_1787
if 
fading 
else_jump @STEAL4_1811 
wait 0 
jump @STEAL4_1787 

:STEAL4_1811
054C: use_GXT_table 'STEAL4' 
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
Camera.SetAtPos(-2031.0, 149.0, 29.0)
02E4: load_cutscene_data 'STEAL_4' 

:STEAL4_1861
if 
86B9:   not cutscene_data_loaded 
else_jump @STEAL4_1885 
wait 0 
jump @STEAL4_1861 

:STEAL4_1885
02E7: start_cutscene 
fade 1 1000 

:STEAL4_1894
if 
82E9:   not cutscene_reached_end 
else_jump @STEAL4_1918 
wait 0 
jump @STEAL4_1894 

:STEAL4_1918
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:STEAL4_1933
if 
fading 
else_jump @STEAL4_1957 
wait 0 
jump @STEAL4_1933 

:STEAL4_1957
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
0395: clear_area 1 at -2036.17 179.2839 27.8359 radius 10.0 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
Model.Load(#SAVANNA)

:STEAL4_2010
if or
823D:   not special_actor 1 loaded 
   not Model.Available(#SAVANNA)
else_jump @STEAL4_2041 
wait 0 
jump @STEAL4_2010 

:STEAL4_2041
0674: set_car_model #SAVANNA numberplate "LVA4L" 
82@ = Car.Create(#SAVANNA, -2034.706, 177.7413, 27.8359)
0229: set_car 82@ primary_color_to 3 secondary_color_to 3 
Car.Angle(82@) = 244.5958
Model.Destroy(#SAVANNA)
01C8: 68@ = create_actor_pedtype 25 model #SPECIAL01 in_car 82@ passenger_seat 0 
0568: set_actor 68@ targetable 1 
04D8: set_actor 68@ drowns_in_water 0 
Actor.Health(68@) = 400
08AF: set_actor 68@ max_health_to 400 
039E: set_actor 68@ locked 1 while_in_car 
0446: set_actor 68@ immune_to_headshots 0 
Actor.PutAt($PLAYER_ACTOR, -2035.53, 180.7482, 27.8359)
Actor.Angle($PLAYER_ACTOR) = 209.6339
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
06D7: enable_train_traffic 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0A20: unknown_player $PLAYER_CHAR flag 1 
060A: create_decision_maker_type 2 store_to 171@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 168@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 172@ // decision\allowed\m_.ped files 
if 
03CA:   object $2727 exists 
else_jump @STEAL4_2273 
Object.StorePos($2727, $2733, $2734, $2735)

:STEAL4_2273
$2738 = 15.0 
$2736 = 207.615 
$2737 = 207.615 
$2733 = -1586.7 
$2734 = 84.79579 
$CRANE_ROPE_LENGTH = 0.639 
gosub @STEAL4_28749 
43@ = 0 

:STEAL4_2347
if 
  10 > 43@ 
else_jump @STEAL4_2390 
141@(43@,10i) = 0 
43@ += 1 
jump @STEAL4_2347 

:STEAL4_2390
02A3: enable_widescreen 0 
03C7: set_sensitivity_to_crime 0.001 
fade 1 1000 

:STEAL4_2408
if 
fading 
else_jump @STEAL4_2432 
wait 0 
jump @STEAL4_2408 

:STEAL4_2432
35@ += 1 

:STEAL4_2439
if 
  35@ == 1 
else_jump @STEAL4_2501 
00BC: show_text_highpriority GXT 'ST4_05' time 5000 flag 1  // ~s~Steig zu ~b~Cesar~s~ ins Auto.
32@ = 0 
34@ += 1 
35@ = 0 
56@ = 0 

:STEAL4_2501
return 

:STEAL4_2503
if 
  35@ == 0 
else_jump @STEAL4_2774 
$1912 = 1 
92@ = Object.Init(#KMB_CONTAINER_BLUE, -1570.986, 55.2009, 17.746)
Object.Angle(92@) = 40.4082
93@ = Object.Init(#KMB_CONTAINER_BLUE, -1564.401, 62.1434, 17.7537)
Object.Angle(93@) = 235.0724
94@ = Object.Init(#KMB_CONTAINER_BLUE, -1582.202, 54.1735, 17.7537)
Object.Angle(94@) = 0.0
96@ = Object.Init(#KMB_CONTAINER_RED, -1658.85, 44.8514, 4.06)
Object.Angle(96@) = 315.2922
95@ = Object.Init(#KMB_CONTAINER_YEL, -1649.476, 9.1182, 4.06)
Object.Angle(95@) = 315.1249
43@ = 0 

:STEAL4_2700
if 
  4 > 43@ 
else_jump @STEAL4_2763 
if 
03CA:   object 92@(43@,9i) exists 
else_jump @STEAL4_2749 
Object.KeepInMemory(92@(43@,9i)) = True

:STEAL4_2749
43@ += 1 
jump @STEAL4_2700 

:STEAL4_2763
041E: set_radio_station 0 
35@ += 1 

:STEAL4_2774
if 
  35@ == 1 
else_jump @STEAL4_2923 
if 
  56@ == 0 
else_jump @STEAL4_2843 
if 
  32@ > 6000 
else_jump @STEAL4_2843 
153@ = 1 
56@ = 1 

:STEAL4_2843
if 
   not Car.Wrecked(82@)
else_jump @STEAL4_2923 
if 
   Actor.InCar($PLAYER_ACTOR, 82@)
else_jump @STEAL4_2923 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_2916 
0631: put_actor 68@ in_group $PLAYER_GROUP 
04D8: set_actor 68@ drowns_in_water 0 
126@ = 1 

:STEAL4_2916
35@ += 1 

:STEAL4_2923
if 
  35@ == 2 
else_jump @STEAL4_3072 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_3072 
if 
   not Car.Wrecked(82@)
else_jump @STEAL4_3072 
if 
   Actor.InCar(68@, 82@)
else_jump @STEAL4_3072 
if 
  153@ == 0 
else_jump @STEAL4_3072 
35@ += 1 
Marker.Disable(108@)
018A: 108@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: show_text_highpriority GXT 'ST4_43' time 7000 flag 1  // ~s~Fahr zu den ~y~Docks~w~.
56@ = 0 
32@ = 0 

:STEAL4_3072
if 
  35@ > 2 
else_jump @STEAL4_3141 
if 
  56@ == 0 
else_jump @STEAL4_3141 
if 
  32@ > 8000 
else_jump @STEAL4_3141 
153@ = 2 
56@ = 1 

:STEAL4_3141
if 
  35@ == 3 
else_jump @STEAL4_3498 
if 
   not Car.Wrecked(82@)
else_jump @STEAL4_3274 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_3274 
if 
   Actor.InCar(68@, 82@)
else_jump @STEAL4_3274 
if 
   Actor.InCar($PLAYER_ACTOR, 82@)
else_jump @STEAL4_3274 
if 
01AD:   car 82@ sphere 0 near_point -1585.63 90.3697 radius 100.0 100.0 
else_jump @STEAL4_3274 
35@ = 99 

:STEAL4_3274
if 
  65@ == 1 
else_jump @STEAL4_3399 
if 
00E1:   player 0 pressed_key 19 
else_jump @STEAL4_3399 
if 
   not Car.Wrecked(82@)
else_jump @STEAL4_3399 
if 
   Actor.InCar($PLAYER_ACTOR, 82@)
else_jump @STEAL4_3399 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_3399 
if 
   Actor.InCar(68@, 82@)
else_jump @STEAL4_3399 
Car.PutAt(82@, -1585.63, 90.3, 5.0)

:STEAL4_3399
if 
   not Actor.Dead(68@)
else_jump @STEAL4_3498 
if 
00ED:   actor 68@ 0 near_point -1585.63 90.3697 radius 70.0 70.0 on_foot 
else_jump @STEAL4_3498 
if 
00ED:   actor $PLAYER_ACTOR 0 near_point -1585.63 90.3697 radius 70.0 70.0 on_foot 
else_jump @STEAL4_3498 
35@ = 99 

:STEAL4_3498
if 
  35@ == 99 
else_jump @STEAL4_3530 
35@ = 0 
34@ += 1 

:STEAL4_3530
if 
   not Actor.Dead(68@)
else_jump @STEAL4_3729 
if 
   not Car.Wrecked(82@)
else_jump @STEAL4_3729 
if 
   Actor.InCar(68@, 82@)
else_jump @STEAL4_3678 
if 
   not Actor.InCar($PLAYER_ACTOR, 82@)
else_jump @STEAL4_3639 
if 
   not 133@ == 1 
else_jump @STEAL4_3632 
133@ = 1 
gosub @STEAL4_29801 

:STEAL4_3632
jump @STEAL4_3671 

:STEAL4_3639
if 
   not 133@ == 0 
else_jump @STEAL4_3671 
133@ = 0 
gosub @STEAL4_29801 

:STEAL4_3671
jump @STEAL4_3729 

:STEAL4_3678
if 
   not Actor.InCar($PLAYER_ACTOR, 82@)
else_jump @STEAL4_3729 
if 
   not 133@ == 1 
else_jump @STEAL4_3729 
133@ = 1 
gosub @STEAL4_29801 

:STEAL4_3729
gosub @STEAL4_28047 
if 
   not 126@ == 1 
else_jump @STEAL4_3782 
if 
075C:   marker 108@ enabled 
else_jump @STEAL4_3775 
Marker.Disable(108@)

:STEAL4_3775
jump @STEAL4_3834 

:STEAL4_3782
if 
875C:   not marker 108@ enabled 
else_jump @STEAL4_3834 
018A: 108@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: show_text_highpriority GXT 'ST4_43' time 7000 flag 1  // ~s~Fahr zu den ~y~Docks~w~.

:STEAL4_3834
return 

:STEAL4_3836
if 
  35@ == 0 
else_jump @STEAL4_3900 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'ST4_13' time 5000 flag 1  // ~s~Steig auf den ~y~Kran~s~.
$1912 = 0 
56@ = 0 
32@ = 0 
35@ += 1 

:STEAL4_3900
if 
  35@ == 1 
else_jump @STEAL4_4434 
138@ = 0 
if 
  56@ == 0 
else_jump @STEAL4_3976 
if 
  32@ > 5500 
else_jump @STEAL4_3976 
153@ = 3 
56@ += 1 

:STEAL4_3976
if 
   not 126@ == 1 
else_jump @STEAL4_4029 
if 
075C:   marker 108@ enabled 
else_jump @STEAL4_4022 
Marker.Disable(108@)
$1912 = 1 

:STEAL4_4022
jump @STEAL4_4088 

:STEAL4_4029
if 
875C:   not marker 108@ enabled 
else_jump @STEAL4_4088 
018A: 108@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: show_text_highpriority GXT 'ST4_13' time 7000 flag 1  // ~s~Steig auf den ~y~Kran~s~.
$1912 = 0 

:STEAL4_4088
if 
  $FLAG_PLAYER_IN_CRANE == 2 
else_jump @STEAL4_4427 
$1913 = 1 
$1916 = 1 
Marker.Disable(108@)
60@ = 30000 
61@ = 8000 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_4212 
06C9: remove_actor 68@ from_group 
0792: disembark_instantly_actor 68@ 
060B: set_actor 68@ decision_maker_to 168@ 
Actor.PutAt(68@, -1627.831, 63.8863, 2.9167)
Actor.Angle(68@) = 299.601
04D8: set_actor 68@ drowns_in_water 0 

:STEAL4_4212
156@ = -1620.938 
157@ = 75.4195 
158@ = 4.1 
159@ = 20.7795 
160@ = -1632.786 
161@ = 61.2888 
162@ = 4.1 
163@ = 6.6851 
164@ = -1644.017 
165@ = 50.9619 
166@ = 4.1 
167@ = 39.4583 
03E6: remove_text_box 
00BE: text_clear_all 
43@ = 0 

:STEAL4_4343
if 
  4 > 43@ 
else_jump @STEAL4_4406 
if 
03CA:   object 92@(43@,9i) exists 
else_jump @STEAL4_4392 
Object.KeepInMemory(92@(43@,9i)) = False

:STEAL4_4392
43@ += 1 
jump @STEAL4_4343 

:STEAL4_4406
gosub @STEAL4_28047 
35@ += 1 
jump @STEAL4_4434 

:STEAL4_4427
gosub @STEAL4_28047 

:STEAL4_4434
if 
  35@ == 2 
else_jump @STEAL4_4552 
gosub @STEAL4_35172 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
$1912 = 1 
02A3: enable_widescreen 1 
Camera.SetPosition(-1517.693, 60.1951, 57.7488, 0.0, 0.0, 0.0)
Camera.PointAt(-1518.545, 60.208, 57.2246, 2)
00BE: text_clear_all 
32@ = 0 
56@ = 0 
35@ += 1 

:STEAL4_4552
if and
  35@ > 2 
  6 > 35@ 
else_jump @STEAL4_4664 
if 
  138@ == 0 
else_jump @STEAL4_4640 
if 
00E1:   player 0 pressed_key 16 
else_jump @STEAL4_4633 
gosub @STEAL4_35172 
35@ = 6 
138@ = 1 

:STEAL4_4633
jump @STEAL4_4664 

:STEAL4_4640
if 
80E1:   not player 0 pressed_key 16 
else_jump @STEAL4_4664 
138@ = 0 

:STEAL4_4664
if 
  35@ == 3 
else_jump @STEAL4_4715 
if 
  32@ > 1000 
else_jump @STEAL4_4715 
153@ = 4 
35@ += 1 

:STEAL4_4715
if 
  35@ == 4 
else_jump @STEAL4_4759 
if 
  32@ > 2500 
else_jump @STEAL4_4759 
35@ += 1 

:STEAL4_4759
if 
  35@ == 5 
else_jump @STEAL4_4849 
Camera.SetPosition(-1631.997, 64.4568, 3.1424, 0.0, 0.0, 0.0)
Camera.PointAt(-1631.031, 64.5624, 3.3783, 2)
56@ = 0 
35@ += 1 
32@ = 0 

:STEAL4_4849
if 
  35@ == 6 
else_jump @STEAL4_4892 
if 
  153@ == 0 
else_jump @STEAL4_4892 
35@ += 1 

:STEAL4_4892
if 
  35@ == 7 
else_jump @STEAL4_4958 
$1919 = 1 
$1911 = 1 
0826: enable_hud 0 
0581: enable_radar 0 
02A3: enable_widescreen 0 
$1912 = 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
35@ = 99 

:STEAL4_4958
if 
  35@ == 99 
else_jump @STEAL4_5022 
Model.Load(#CLUB)

:STEAL4_4981
if 
   not Model.Available(#CLUB)
else_jump @STEAL4_5008 
wait 0 
jump @STEAL4_4981 

:STEAL4_5008
35@ = 0 
34@ += 1 

:STEAL4_5022
return 

:STEAL4_5024
if and
  35@ > 0 
  3 > 35@ 
else_jump @STEAL4_5143 
if 
  138@ == 0 
else_jump @STEAL4_5119 
if 
00E1:   player 0 pressed_key 16 
else_jump @STEAL4_5112 
$1919 = 1 
$1911 = 1 
138@ = 1 
35@ = 3 

:STEAL4_5112
jump @STEAL4_5143 

:STEAL4_5119
if 
80E1:   not player 0 pressed_key 16 
else_jump @STEAL4_5143 
138@ = 0 

:STEAL4_5143
0871: init_jump_table 35@ total_jumps 9 default_jump 0 @STEAL4_7590 jumps 0 @STEAL4_5271 1 @STEAL4_5528 2 @STEAL4_5582 3 @STEAL4_5638 4 @STEAL4_5781 5 @STEAL4_6011 6 @STEAL4_6462 
0872: jump_table_jumps 7 @STEAL4_7311 99 @STEAL4_7569 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 -1 @STEAL4_7590 

:STEAL4_5271
if 
  138@ == 0 
else_jump @STEAL4_5428 
if 
   not 133@ == 3 
else_jump @STEAL4_5321 
133@ = 3 
gosub @STEAL4_29801 

:STEAL4_5321
$1912 = 1 
$1919 = 0 
$1911 = 1 
32@ = 0 
0512: show_permanent_text_box 'ST4_H08'  // Mit ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ kannst du den Blickwinkel ndern.
if 
   not Actor.Dead(68@)
else_jump @STEAL4_5414 
060B: set_actor 68@ decision_maker_to 172@ 
Actor.PutAt(68@, -1626.981, 65.4201, 2.5495)
Actor.Angle(68@) = 306.9205

:STEAL4_5414
35@ += 1 
jump @STEAL4_5521 

:STEAL4_5428
if 
   not 133@ == 3 
else_jump @STEAL4_5460 
133@ = 3 
gosub @STEAL4_29801 

:STEAL4_5460
if 
   not Actor.Dead(68@)
else_jump @STEAL4_5514 
060B: set_actor 68@ decision_maker_to 172@ 
Actor.PutAt(68@, -1626.981, 65.4201, 2.5495)
Actor.Angle(68@) = 306.9205

:STEAL4_5514
35@ = 3 

:STEAL4_5521
jump @STEAL4_7590 

:STEAL4_5528
if 
  32@ > 3000 
else_jump @STEAL4_5575 
$1919 = 1 
$1911 = 1 
32@ = 0 
35@ += 1 

:STEAL4_5575
jump @STEAL4_7590 

:STEAL4_5582
if 
  32@ > 3000 
else_jump @STEAL4_5631 
03E6: remove_text_box 
$1919 = 1 
$1911 = 1 
32@ = 0 
35@ += 1 

:STEAL4_5631
jump @STEAL4_7590 

:STEAL4_5638
0826: enable_hud 1 
0581: enable_radar 1 
03E6: remove_text_box 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
$1919 = 1 
$1911 = 1 
$1912 = 0 
$1917 = 0 
$1918 = 0 
$1916 = 0 
128@ = 0 
00BC: show_text_highpriority GXT 'ST4_T01' time 5000 flag 1  // ~s~Heb mit dem Kran einen ~g~Container~s~ hoch.
109@ = Marker.CreateAboveObject(92@)
110@ = Marker.CreateAboveObject(93@)
111@ = Marker.CreateAboveObject(94@)
61@ = 10000 
132@ = 0 
32@ = 0 
35@ += 1 
jump @STEAL4_7590 

:STEAL4_5781
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
if or
003B:   91@ == 92@ // (int) 
003B:   91@ == 93@ // (int) 
003B:   91@ == 94@ // (int) 
else_jump @STEAL4_6004 
0085: 106@ = 91@ // (int) 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
128@ = 1 
if 
075C:   marker 109@ enabled 
else_jump @STEAL4_5874 
Marker.Disable(109@)

:STEAL4_5874
if 
075C:   marker 110@ enabled 
else_jump @STEAL4_5895 
Marker.Disable(110@)

:STEAL4_5895
if 
075C:   marker 111@ enabled 
else_jump @STEAL4_5916 
Marker.Disable(111@)

:STEAL4_5916
Marker.Disable(108@)
018A: 108@ = create_checkpoint_at 156@ 157@ 158@ 
$1917 = 0 
$1918 = 0 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'ST4_T02' time 5000 flag 1  // ~s~Bring den Container durch Schwenken des Kranarms in ~y~Position~s~.
132@ = 0 
61@ = 500 
32@ = 20000 
33@ = 0 
35@ += 1 

:STEAL4_6004
jump @STEAL4_7590 

:STEAL4_6011
if 
03CA:   object 106@ exists 
else_jump @STEAL4_6279 
04E6:   object 106@ near_point 156@ 157@ 158@ radius 5.0 5.0 3.0 flag 1 
if 
04E5:   object 106@ near_point 156@ 157@ radius 6.0 6.0 flag 0 
else_jump @STEAL4_6132 
if 
   not 128@ == 0 
else_jump @STEAL4_6125 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
128@ = 0 

:STEAL4_6125
jump @STEAL4_6165 

:STEAL4_6132
if 
   not 128@ == 1 
else_jump @STEAL4_6165 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
128@ = 1 

:STEAL4_6165
if 
04E6:   object 106@ near_point 156@ 157@ 158@ radius 6.0 6.0 6.0 flag 0 
else_jump @STEAL4_6252 
if 
   not 132@ == 4 
else_jump @STEAL4_6245 
03E6: remove_text_box 
0512: show_permanent_text_box 'ST4_H03'  // Benutze ~k~~PED_FIREWEAPON~, um den Container abzusetzen, wenn er in der richtigen Position ist.
132@ = 4 

:STEAL4_6245
jump @STEAL4_6279 

:STEAL4_6252
if 
  132@ == 4 
else_jump @STEAL4_6279 
03E6: remove_text_box 
132@ = 0 

:STEAL4_6279
if 
03CA:   object 106@ exists 
else_jump @STEAL4_6455 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
if 
803B:   not  91@ == 106@ // (int) 
else_jump @STEAL4_6455 
32@ = 0 
0085: 104@ = 106@ // (int) 
00BE: text_clear_all 
03E6: remove_text_box 
if 
075C:   marker 109@ enabled 
else_jump @STEAL4_6368 
Marker.Disable(109@)

:STEAL4_6368
if 
075C:   marker 110@ enabled 
else_jump @STEAL4_6389 
Marker.Disable(110@)

:STEAL4_6389
if 
075C:   marker 111@ enabled 
else_jump @STEAL4_6410 
Marker.Disable(111@)

:STEAL4_6410
if 
075C:   marker 108@ enabled 
else_jump @STEAL4_6431 
Marker.Disable(108@)

:STEAL4_6431
35@ += 1 
139@ = 0 
173@ = 0.0 

:STEAL4_6455
jump @STEAL4_7590 

:STEAL4_6462
if 
  139@ == 1 
else_jump @STEAL4_6681 
if 
04DA:   has_object 106@ collided 
else_jump @STEAL4_6681 
if 
  173@ > 14.0 
else_jump @STEAL4_6674 
Object.StorePos(106@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0674: set_car_model #CLUB numberplate "N13_LLF" 
84@ = Car.Create(#CLUB, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0229: set_car 84@ primary_color_to 11 secondary_color_to 0 
0939: attach_car 84@ to_object 106@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: unknown_object 106@ unknown_car 84@ 
0723: break_object 106@ intensity 1 
if 
   not Car.Wrecked(84@)
else_jump @STEAL4_6667 
0684: detach_car 84@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 84@ // versionA 

:STEAL4_6667
140@ = 1 

:STEAL4_6674
139@ = 2 

:STEAL4_6681
if 
03CA:   object 106@ exists 
else_jump @STEAL4_6758 
05A8: get_object 106@ speed_to 173@ 
if 
  173@ > 5.0 
else_jump @STEAL4_6758 
if 
  139@ == 0 
else_jump @STEAL4_6758 
04D9: object 106@ set_scripted_collision_check 1 
139@ = 1 

:STEAL4_6758
if 
  32@ > 1000 
else_jump @STEAL4_7304 
if 
   not 140@ == 1 
else_jump @STEAL4_7292 
if 
03CA:   object 106@ exists 
else_jump @STEAL4_7285 
if or
05A3:   object 106@ stopped 
  32@ > 2000 
else_jump @STEAL4_7285 
03E6: remove_text_box 
$1912 = 1 
fade 0 150 

:STEAL4_6851
if 
fading 
else_jump @STEAL4_6875 
wait 0 
jump @STEAL4_6851 

:STEAL4_6875
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @STEAL4_6901 
0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to 0.5 // float 

:STEAL4_6901
0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 
Object.Destroy(104@)
101@ = Object.Init(#KMB_CONTAINER_OPEN, 156@, 157@, 158@)
Object.Angle(101@) = 159@
0674: set_car_model #CLUB numberplate "N13_LLF" 
84@ = Car.Create(#CLUB, 0.0, 0.0, 0.0)
0229: set_car 84@ primary_color_to 11 secondary_color_to 0 
Model.Destroy(#CLUB)
0939: attach_car 84@ to_object 101@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: unknown_object 101@ unknown_car 84@ 
135@ = 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_7086 
Actor.PutAt(68@, -1619.436, 68.7884, 2.5495)
Actor.Angle(68@) = 0.0

:STEAL4_7086
02A3: enable_widescreen 1 
Camera.SetPosition(-1618.103, 66.5178, 4.5138, 0.0, 0.0, 0.0)
Camera.PointAt(-1618.392, 67.4668, 4.3861, 2)
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
Camera.SetAtPos(156@, 157@, 158@)
fade 1 150 

:STEAL4_7167
if 
fading 
else_jump @STEAL4_7191 
wait 0 
jump @STEAL4_7167 

:STEAL4_7191
if 
   not Actor.Dead(68@)
else_jump @STEAL4_7212 
05C8: AS_actor 68@ look_around 

:STEAL4_7212
040D: unload_wav 1 
03CF: load_wav 37012 as 1 

:STEAL4_7225
if 
83D0:   not wav 1 loaded 
else_jump @STEAL4_7251 
wait 0 
jump @STEAL4_7225 

:STEAL4_7251
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_FA' time 5000 flag 1  // ~z~DER IST ES NICHT, CJ!
32@ = 0 
35@ += 1 

:STEAL4_7285
jump @STEAL4_7304 

:STEAL4_7292
wait 2000 
37@ = 1 

:STEAL4_7304
jump @STEAL4_7590 

:STEAL4_7311
if or
  32@ > 5000 
00E1:   player 0 pressed_key 16 
else_jump @STEAL4_7562 
$1911 = 1 
$1912 = 0 
040D: unload_wav 1 
fade 1 0 
02A3: enable_widescreen 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
if 
03CA:   object 92@ exists 
else_jump @STEAL4_7396 
109@ = Marker.CreateAboveObject(92@)

:STEAL4_7396
if 
03CA:   object 93@ exists 
else_jump @STEAL4_7420 
110@ = Marker.CreateAboveObject(93@)

:STEAL4_7420
if 
03CA:   object 94@ exists 
else_jump @STEAL4_7444 
111@ = Marker.CreateAboveObject(94@)

:STEAL4_7444
if 
   not Actor.Dead(68@)
else_jump @STEAL4_7516 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1642.827 54.0446 2.5495 mode 6 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 306.0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_7516
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'ST4_T04' time 7000 flag 1  // ~s~Heb einen anderen ~g~Container~s~ mit dem Kran hoch.
32@ = 0 
33@ = 0 
132@ = 0 
35@ = 99 

:STEAL4_7562
jump @STEAL4_7590 

:STEAL4_7569
34@ += 1 
35@ = 0 
jump @STEAL4_7590 

:STEAL4_7590
if 
  35@ > 0 
else_jump @STEAL4_7745 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @STEAL4_7745 
if 
  141@ == 0 
else_jump @STEAL4_7666 
03E5: show_text_box 'ST4_H10'  // Benutze ~k~~PED_SPRINT~, um den Magnet herunterzulassen.~N~Benutze ~k~~PED_JUMPING~, um den Magnet heraufzuziehen.
141@ = 1 
jump @STEAL4_7745 

:STEAL4_7666
if 
  142@ == 0 
else_jump @STEAL4_7709 
03E5: show_text_box 'ST4_H05'  // Mit der Bewegungskontrolle bewegst du den Kran in die gewnschte Richtung.
142@ = 1 
jump @STEAL4_7745 

:STEAL4_7709
if 
  143@ == 0 
else_jump @STEAL4_7745 
03E5: show_text_box 'ST4_H07'  // Anhand des Magnetschattens kannst du abschtzen, wo ein Objekt aufkommen wird.
143@ = 1 

:STEAL4_7745
return 

:STEAL4_7747
if 
  35@ == 0 
else_jump @STEAL4_7903 
32@ = 0 
33@ = 0 
132@ = 0 
if 
03CA:   object 92@ exists 
else_jump @STEAL4_7809 
Object.KeepInMemory(92@) = True

:STEAL4_7809
if 
03CA:   object 93@ exists 
else_jump @STEAL4_7832 
Object.KeepInMemory(93@) = True

:STEAL4_7832
if 
03CA:   object 94@ exists 
else_jump @STEAL4_7855 
Object.KeepInMemory(94@) = True

:STEAL4_7855
if 
  $7414 == 0 
else_jump @STEAL4_7887 
151@ = 0 
jump @STEAL4_7896 

:STEAL4_7887
0209: 151@ = random_int_in_ranges 0 2 

:STEAL4_7896
35@ += 1 

:STEAL4_7903
if 
  35@ == 1 
else_jump @STEAL4_8145 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
if or
003B:   91@ == 92@ // (int) 
003B:   91@ == 93@ // (int) 
003B:   91@ == 94@ // (int) 
else_jump @STEAL4_8145 
Object.KeepInMemory(91@) = False
0085: 106@ = 91@ // (int) 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
$1917 = 0 
$1918 = 0 
128@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Bring den ~g~Container~s~ in ~y~Position~s~.
if 
075C:   marker 109@ enabled 
else_jump @STEAL4_8053 
Marker.Disable(109@)

:STEAL4_8053
if 
075C:   marker 110@ enabled 
else_jump @STEAL4_8074 
Marker.Disable(110@)

:STEAL4_8074
if 
075C:   marker 111@ enabled 
else_jump @STEAL4_8095 
Marker.Disable(111@)

:STEAL4_8095
Marker.Disable(108@)
018A: 108@ = create_checkpoint_at 160@ 161@ 162@ 
03E6: remove_text_box 
132@ = 0 
32@ = 20000 
33@ = 0 
35@ += 1 

:STEAL4_8145
if 
  35@ == 2 
else_jump @STEAL4_8292 
if 
  151@ == 0 
else_jump @STEAL4_8240 
Model.Load(#PEREN)
if 
   Model.Available(#PEREN)
else_jump @STEAL4_8233 
32@ = 20000 
35@ += 1 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Bring den ~g~Container~s~ in ~y~Position~s~.

:STEAL4_8233
jump @STEAL4_8292 

:STEAL4_8240
Model.Load(#JESTER)
if 
   Model.Available(#JESTER)
else_jump @STEAL4_8292 
32@ = 20000 
35@ += 1 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Bring den ~g~Container~s~ in ~y~Position~s~.

:STEAL4_8292
if 
  35@ == 3 
else_jump @STEAL4_8783 
if 
03CA:   object 106@ exists 
else_jump @STEAL4_8599 
04E6:   object 106@ near_point 160@ 161@ 162@ radius 5.0 5.0 3.0 flag 1 
if 
04E5:   object 106@ near_point 160@ 161@ radius 6.0 6.0 flag 0 
else_jump @STEAL4_8431 
if 
   not 128@ == 0 
else_jump @STEAL4_8424 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
128@ = 0 

:STEAL4_8424
jump @STEAL4_8464 

:STEAL4_8431
if 
   not 128@ == 1 
else_jump @STEAL4_8464 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
128@ = 1 

:STEAL4_8464
if 
04E6:   object 106@ near_point 160@ 161@ 162@ radius 6.0 6.0 6.0 flag 0 
else_jump @STEAL4_8551 
if 
   not 132@ == 2 
else_jump @STEAL4_8544 
03E6: remove_text_box 
0512: show_permanent_text_box 'ST4_H03'  // Benutze ~k~~PED_FIREWEAPON~, um den Container abzusetzen, wenn er in der richtigen Position ist.
132@ = 2 

:STEAL4_8544
jump @STEAL4_8599 

:STEAL4_8551
if 
  132@ == 2 
else_jump @STEAL4_8599 
if 
  61@ > 10000 
else_jump @STEAL4_8590 
00BE: text_clear_all 

:STEAL4_8590
03E6: remove_text_box 
132@ = 0 

:STEAL4_8599
if 
03CA:   object 106@ exists 
else_jump @STEAL4_8783 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
if 
803B:   not  91@ == 106@ // (int) 
else_jump @STEAL4_8783 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
128@ = 0 
0085: 104@ = 106@ // (int) 
if 
075C:   marker 109@ enabled 
else_jump @STEAL4_8692 
Marker.Disable(109@)

:STEAL4_8692
if 
075C:   marker 110@ enabled 
else_jump @STEAL4_8713 
Marker.Disable(110@)

:STEAL4_8713
if 
075C:   marker 111@ enabled 
else_jump @STEAL4_8734 
Marker.Disable(111@)

:STEAL4_8734
if 
075C:   marker 108@ enabled 
else_jump @STEAL4_8755 
Marker.Disable(108@)

:STEAL4_8755
32@ = 0 
139@ = 0 
140@ = 0 
35@ += 1 

:STEAL4_8783
if 
  35@ == 4 
else_jump @STEAL4_9254 
if 
  139@ == 1 
else_jump @STEAL4_9074 
if 
04DA:   has_object 106@ collided 
else_jump @STEAL4_9074 
if 
  173@ > 14.0 
else_jump @STEAL4_9067 
Object.StorePos(106@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  151@ == 0 
else_jump @STEAL4_8912 
86@ = Car.Create(#PEREN, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
jump @STEAL4_8929 

:STEAL4_8912
86@ = Car.Create(#JESTER, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:STEAL4_8929
0939: attach_car 86@ to_object 106@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: unknown_object 106@ unknown_car 86@ 
0723: break_object 106@ intensity 1 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_9025 
0684: detach_car 86@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 86@ // versionA 

:STEAL4_9025
if 
  151@ == 0 
else_jump @STEAL4_9055 
Model.Destroy(#PEREN)
jump @STEAL4_9060 

:STEAL4_9055
Model.Destroy(#JESTER)

:STEAL4_9060
140@ = 1 

:STEAL4_9067
139@ = 2 

:STEAL4_9074
if 
03CA:   object 106@ exists 
else_jump @STEAL4_9151 
05A8: get_object 106@ speed_to 173@ 
if 
  173@ > 5.0 
else_jump @STEAL4_9151 
if 
  139@ == 0 
else_jump @STEAL4_9151 
04D9: object 106@ set_scripted_collision_check 1 
139@ = 1 

:STEAL4_9151
if 
  32@ > 1000 
else_jump @STEAL4_9254 
if 
   not 140@ == 1 
else_jump @STEAL4_9242 
if 
03CA:   object 106@ exists 
else_jump @STEAL4_9235 
if or
05A3:   object 106@ stopped 
  32@ > 2000 
else_jump @STEAL4_9235 
35@ += 1 

:STEAL4_9235
jump @STEAL4_9254 

:STEAL4_9242
wait 2000 
37@ = 1 

:STEAL4_9254
if 
  35@ == 5 
else_jump @STEAL4_10327 
if 
  151@ == 0 
else_jump @STEAL4_9955 
03E6: remove_text_box 
00BE: text_clear_all 
fade 0 150 

:STEAL4_9301
if 
fading 
else_jump @STEAL4_9325 
wait 0 
jump @STEAL4_9301 

:STEAL4_9325
02A3: enable_widescreen 1 
$1912 = 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 
Object.Destroy(104@)
102@ = Object.Init(#KMB_CONTAINER_OPEN, 160@, 161@, 162@)
Object.Angle(102@) = 163@
85@ = Car.Create(#PEREN, -1632.786, 61.2888, 2.2888)
46@ = Object.Angle(102@)
46@ += 180.0 
Car.Angle(85@) = 46@
050E: unknown_object 102@ unknown_car 85@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_9482 
Actor.PutAt(68@, -1631.028, 54.3581, 2.5495)
Actor.Angle(68@) = 5.3011

:STEAL4_9482
Camera.SetPosition(-1632.001, 52.1951, 4.5485, 0.0, 0.0, 0.0)
Camera.PointAt(-1631.943, 53.181, 4.3914, 2)
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @STEAL4_9559 
0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to 0.5 // float 

:STEAL4_9559
fade 1 150 

:STEAL4_9566
if 
fading 
else_jump @STEAL4_9590 
wait 0 
jump @STEAL4_9566 

:STEAL4_9590
040D: unload_wav 1 
03CF: load_wav 37013 as 1 

:STEAL4_9603
if 
83D0:   not wav 1 loaded 
else_jump @STEAL4_9629 
wait 0 
jump @STEAL4_9603 

:STEAL4_9629
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_FB' time 5000 flag 1  // ~z~FEHLANZEIGE, CJ, VERSUCH'S MIT 'NEM ANDEREN!
if 
   not Car.Wrecked(85@)
else_jump @STEAL4_9839 
Car.StorePos(85@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Car.Angle(85@)
03A9: NOP 
05B6: 102 // OPEN_CONTAINER2_CAR = 
03A8: NOP $TEMPVAR_FLOAT_1 
03A8: NOP $TEMPVAR_FLOAT_2 
03A8: NOP $TEMPVAR_FLOAT_3 
03A8: NOP $TEMPVAR_ANGLE 

:STEAL4_9839
43@ = 0 
32@ = 0 

:STEAL4_9853
if 
  43@ == 0 
else_jump @STEAL4_9934 
if or
00E1:   player 0 pressed_key 16 
  32@ > 5000 
else_jump @STEAL4_9923 
fade 1 0 
35@ += 1 
43@ = 1 
jump @STEAL4_9927 

:STEAL4_9923
wait 0 

:STEAL4_9927
jump @STEAL4_9853 

:STEAL4_9934
35@ = 0 
34@ += 1 
jump @STEAL4_10327 

:STEAL4_9955
03E6: remove_text_box 
00BE: text_clear_all 
fade 0 150 

:STEAL4_9966
if 
fading 
else_jump @STEAL4_9990 
wait 0 
jump @STEAL4_9966 

:STEAL4_9990
02A3: enable_widescreen 1 
$1912 = 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 
Object.Destroy(104@)
102@ = Object.Init(#KMB_CONTAINER_OPEN, 160@, 161@, 162@)
Object.Angle(102@) = 163@
86@ = Car.Create(#JESTER, -1632.786, 61.2888, 2.2888)
46@ = Object.Angle(102@)
46@ += 180.0 
Car.Angle(86@) = 46@
050E: unknown_object 102@ unknown_car 86@ 
Camera.SetPosition(-1632.001, 52.1951, 4.5485, 0.0, 0.0, 0.0)
Camera.PointAt(-1631.943, 53.181, 4.3914, 2)
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @STEAL4_10178 
0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to 0.5 // float 

:STEAL4_10178
if 
03CA:   object $2727 exists 
else_jump @STEAL4_10208 
Object.StorePos($2727, $2733, $2734, $2735)

:STEAL4_10208
$2738 = 15.0 
$2736 = 133.5261 
$2737 = 133.5261 
$2733 = -1610.626 
$2734 = 60.87417 
$CRANE_ROPE_LENGTH = 0.639 
gosub @STEAL4_28749 
gosub @STEAL4_14506 
fade 1 150 

:STEAL4_10289
if 
fading 
else_jump @STEAL4_10313 
wait 0 
jump @STEAL4_10289 

:STEAL4_10313
32@ = 0 
35@ += 1 

:STEAL4_10327
if 
  35@ == 6 
else_jump @STEAL4_10441 
if 
  32@ > 1000 
else_jump @STEAL4_10441 
if or
876F:   not text_priority_displayed 
00E1:   player 0 pressed_key 16 
else_jump @STEAL4_10441 
fade 1 0 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_10427 
Car.PutAt(86@, 174@, 175@, 176@)
Car.Angle(86@) = 177@

:STEAL4_10427
35@ = 0 
34@ += 2 

:STEAL4_10441
if 
  35@ > 0 
else_jump @STEAL4_10596 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @STEAL4_10596 
if 
  141@ == 0 
else_jump @STEAL4_10517 
03E5: show_text_box 'ST4_H10'  // Benutze ~k~~PED_SPRINT~, um den Magnet herunterzulassen.~N~Benutze ~k~~PED_JUMPING~, um den Magnet heraufzuziehen.
141@ = 1 
jump @STEAL4_10596 

:STEAL4_10517
if 
  142@ == 0 
else_jump @STEAL4_10560 
03E5: show_text_box 'ST4_H05'  // Mit der Bewegungskontrolle bewegst du den Kran in die gewnschte Richtung.
142@ = 1 
jump @STEAL4_10596 

:STEAL4_10560
if 
  143@ == 0 
else_jump @STEAL4_10596 
03E5: show_text_box 'ST4_H07'  // Anhand des Magnetschattens kannst du abschtzen, wo ein Objekt aufkommen wird.
143@ = 1 

:STEAL4_10596
return 

:STEAL4_10598
if 
  35@ == 0 
else_jump @STEAL4_10977 
$1911 = 1 
$1912 = 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
040D: unload_wav 1 
02A3: enable_widescreen 0 
if 
03CA:   object 92@ exists 
else_jump @STEAL4_10670 
109@ = Marker.CreateAboveObject(92@)

:STEAL4_10670
if 
03CA:   object 93@ exists 
else_jump @STEAL4_10694 
110@ = Marker.CreateAboveObject(93@)

:STEAL4_10694
if 
03CA:   object 94@ exists 
else_jump @STEAL4_10718 
111@ = Marker.CreateAboveObject(94@)

:STEAL4_10718
if 
   not Actor.Dead(68@)
else_jump @STEAL4_10790 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1658.476 33.234 2.8213 mode 6 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 299.6011 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_10790
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'ST4_T04' time 7000 flag 1  // ~s~Heb einen anderen ~g~Container~s~ mit dem Kran hoch.
32@ = 0 
33@ = 0 
132@ = 0 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_10901 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1650.464 44.1144 2.5495 mode 6 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 317.7216 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_10901
if 
03CA:   object 92@ exists 
else_jump @STEAL4_10924 
Object.KeepInMemory(92@) = True

:STEAL4_10924
if 
03CA:   object 93@ exists 
else_jump @STEAL4_10947 
Object.KeepInMemory(93@) = True

:STEAL4_10947
if 
03CA:   object 94@ exists 
else_jump @STEAL4_10970 
Object.KeepInMemory(94@) = True

:STEAL4_10970
35@ += 1 

:STEAL4_10977
if 
  35@ == 1 
else_jump @STEAL4_11219 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
if or
003B:   91@ == 92@ // (int) 
003B:   91@ == 93@ // (int) 
003B:   91@ == 94@ // (int) 
else_jump @STEAL4_11219 
Object.KeepInMemory(91@) = False
0085: 106@ = 91@ // (int) 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
$1917 = 0 
$1918 = 0 
128@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Bring den ~g~Container~s~ in ~y~Position~s~.
if 
075C:   marker 109@ enabled 
else_jump @STEAL4_11127 
Marker.Disable(109@)

:STEAL4_11127
if 
075C:   marker 110@ enabled 
else_jump @STEAL4_11148 
Marker.Disable(110@)

:STEAL4_11148
if 
075C:   marker 111@ enabled 
else_jump @STEAL4_11169 
Marker.Disable(111@)

:STEAL4_11169
Marker.Disable(108@)
018A: 108@ = create_checkpoint_at 164@ 165@ 166@ 
03E6: remove_text_box 
132@ = 0 
32@ = 20000 
33@ = 0 
35@ += 1 

:STEAL4_11219
if 
  35@ == 2 
else_jump @STEAL4_11289 
Model.Load(#JESTER)
if 
   Model.Available(#JESTER)
else_jump @STEAL4_11289 
32@ = 20000 
35@ += 1 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Bring den ~g~Container~s~ in ~y~Position~s~.

:STEAL4_11289
if 
  35@ == 3 
else_jump @STEAL4_11780 
if 
03CA:   object 106@ exists 
else_jump @STEAL4_11596 
04E6:   object 106@ near_point 164@ 165@ 166@ radius 5.0 5.0 3.0 flag 1 
if 
04E5:   object 106@ near_point 164@ 165@ radius 6.0 6.0 flag 0 
else_jump @STEAL4_11428 
if 
   not 128@ == 0 
else_jump @STEAL4_11421 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
128@ = 0 

:STEAL4_11421
jump @STEAL4_11461 

:STEAL4_11428
if 
   not 128@ == 1 
else_jump @STEAL4_11461 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
128@ = 1 

:STEAL4_11461
if 
04E6:   object 106@ near_point 164@ 165@ 166@ radius 6.0 6.0 6.0 flag 0 
else_jump @STEAL4_11548 
if 
   not 132@ == 2 
else_jump @STEAL4_11541 
03E6: remove_text_box 
0512: show_permanent_text_box 'ST4_H03'  // Benutze ~k~~PED_FIREWEAPON~, um den Container abzusetzen, wenn er in der richtigen Position ist.
132@ = 2 

:STEAL4_11541
jump @STEAL4_11596 

:STEAL4_11548
if 
  132@ == 2 
else_jump @STEAL4_11596 
if 
  61@ > 10000 
else_jump @STEAL4_11587 
00BE: text_clear_all 

:STEAL4_11587
03E6: remove_text_box 
132@ = 0 

:STEAL4_11596
if 
03CA:   object 106@ exists 
else_jump @STEAL4_11780 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
if 
803B:   not  91@ == 106@ // (int) 
else_jump @STEAL4_11780 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
128@ = 0 
0085: 104@ = 106@ // (int) 
if 
075C:   marker 109@ enabled 
else_jump @STEAL4_11689 
Marker.Disable(109@)

:STEAL4_11689
if 
075C:   marker 110@ enabled 
else_jump @STEAL4_11710 
Marker.Disable(110@)

:STEAL4_11710
if 
075C:   marker 111@ enabled 
else_jump @STEAL4_11731 
Marker.Disable(111@)

:STEAL4_11731
if 
075C:   marker 108@ enabled 
else_jump @STEAL4_11752 
Marker.Disable(108@)

:STEAL4_11752
32@ = 0 
139@ = 0 
140@ = 0 
35@ += 1 

:STEAL4_11780
if 
  35@ == 4 
else_jump @STEAL4_12179 
if 
  139@ == 1 
else_jump @STEAL4_11999 
if 
04DA:   has_object 106@ collided 
else_jump @STEAL4_11999 
if 
  173@ > 14.0 
else_jump @STEAL4_11992 
Object.StorePos(106@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
86@ = Car.Create(#JESTER, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0939: attach_car 86@ to_object 106@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: unknown_object 106@ unknown_car 86@ 
0723: break_object 106@ intensity 1 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_11980 
0684: detach_car 86@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 86@ // versionA 

:STEAL4_11980
Model.Destroy(#JESTER)
140@ = 1 

:STEAL4_11992
139@ = 2 

:STEAL4_11999
if 
03CA:   object 106@ exists 
else_jump @STEAL4_12076 
05A8: get_object 106@ speed_to 173@ 
if 
  173@ > 5.0 
else_jump @STEAL4_12076 
if 
  139@ == 0 
else_jump @STEAL4_12076 
04D9: object 106@ set_scripted_collision_check 1 
139@ = 1 

:STEAL4_12076
if 
  32@ > 1000 
else_jump @STEAL4_12179 
if 
   not 140@ == 1 
else_jump @STEAL4_12167 
if 
03CA:   object 106@ exists 
else_jump @STEAL4_12160 
if or
05A3:   object 106@ stopped 
  32@ > 2000 
else_jump @STEAL4_12160 
35@ += 1 

:STEAL4_12160
jump @STEAL4_12179 

:STEAL4_12167
wait 2000 
37@ = 1 

:STEAL4_12179
if 
  35@ == 5 
else_jump @STEAL4_12543 
03E6: remove_text_box 
00BE: text_clear_all 
fade 0 150 

:STEAL4_12208
if 
fading 
else_jump @STEAL4_12232 
wait 0 
jump @STEAL4_12208 

:STEAL4_12232
02A3: enable_widescreen 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
$1912 = 1 
0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 
Object.Destroy(104@)
103@ = Object.Init(#KMB_CONTAINER_OPEN, 164@, 165@, 166@)
Object.Angle(103@) = 167@
86@ = Car.Create(#JESTER, -1644.017, 50.9619, 3.0354)
46@ = Object.Angle(103@)
46@ += 180.0 
Car.Angle(86@) = 46@
050E: unknown_object 103@ unknown_car 86@ 
Camera.SetPosition(-1637.048, 45.8035, 3.6546, 0.0, 0.0, 0.0)
Camera.PointAt(-1637.986, 46.1327, 3.5431, 2)
if 
03CA:   object $2727 exists 
else_jump @STEAL4_12424 
Object.StorePos($2727, $2733, $2734, $2735)

:STEAL4_12424
$2738 = 15.0 
$2736 = 133.5261 
$2737 = 133.5261 
$2733 = -1610.626 
$2734 = 60.87417 
$CRANE_ROPE_LENGTH = 0.4 
gosub @STEAL4_28749 
gosub @STEAL4_14506 
fade 1 150 

:STEAL4_12505
if 
fading 
else_jump @STEAL4_12529 
wait 0 
jump @STEAL4_12505 

:STEAL4_12529
32@ = 0 
35@ += 1 

:STEAL4_12543
if 
  35@ == 6 
else_jump @STEAL4_12657 
if 
  32@ > 1000 
else_jump @STEAL4_12657 
if or
876F:   not text_priority_displayed 
00E1:   player 0 pressed_key 16 
else_jump @STEAL4_12657 
fade 1 0 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_12643 
Car.PutAt(86@, 174@, 175@, 176@)
Car.Angle(86@) = 177@

:STEAL4_12643
35@ = 0 
34@ += 1 

:STEAL4_12657
return 

:STEAL4_12659
if 
  35@ == -1 
else_jump @STEAL4_12724 
70@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
87@ = Car.Create(#PONY, 0.0, 0.0, 0.0)

:STEAL4_12724
if 
  35@ == 0 
else_jump @STEAL4_12877 
if 
   not Car.Wrecked(87@)
else_jump @STEAL4_12863 
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 87@ to -1686.422 25.8359 2.7752 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 87@ to -1643.394 19.6494 3.6706 speed 15.0 0 model #NULL 3 
0616: define_AS_pack_end 49@ 
if 
   not Actor.Dead(70@)
else_jump @STEAL4_12858 
0618: assign_actor 70@ to_AS_pack 49@ 

:STEAL4_12858
061B: remove_references_to_AS_pack 49@ 

:STEAL4_12863
35@ += 1 
32@ = 0 

:STEAL4_12877
if 
  35@ > 0 
else_jump @STEAL4_12919 
if 
00E1:   player 0 pressed_key 16 
else_jump @STEAL4_12919 
35@ = 99 

:STEAL4_12919
if 
  35@ == 1 
else_jump @STEAL4_13042 
if 
  32@ > 500 
else_jump @STEAL4_13042 
if 
   not Car.Wrecked(87@)
else_jump @STEAL4_12986 
Car.StorePos(87@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:STEAL4_12986
Camera.SetAtPos($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_13035 
Car.PutAt(86@, 174@, 175@, 176@)
Car.Angle(86@) = 177@

:STEAL4_13035
35@ += 1 

:STEAL4_13042
if 
  35@ == 2 
else_jump @STEAL4_13215 
if 
  6000 > 32@ 
else_jump @STEAL4_13176 
if 
   not Car.Wrecked(87@)
else_jump @STEAL4_13124 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 87@ with_offset 2.0 -3.0 0.0 

:STEAL4_13124
Camera.SetPosition(-1680.086, 28.3067, 3.8465, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
jump @STEAL4_13215 

:STEAL4_13176
Camera.SetPosition(-1643.223, 13.6026, 4.1338, 0.0, 0.0, 0.0)
35@ += 1 

:STEAL4_13215
if 
  35@ == 3 
else_jump @STEAL4_13425 
if 
   not Car.Wrecked(87@)
else_jump @STEAL4_13278 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 87@ with_offset -6.0 1.0 1.0 

:STEAL4_13278
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
if 
  20000 > 32@ 
else_jump @STEAL4_13383 
if 
   not Actor.Dead(70@)
else_jump @STEAL4_13376 
062E: unknown_get_actor 70@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @STEAL4_13376 
56@ = 0 
194@ = 0 
35@ += 1 

:STEAL4_13376
jump @STEAL4_13425 

:STEAL4_13383
if 
   not Actor.Dead(70@)
else_jump @STEAL4_13404 
0687: clear_actor 70@ task 

:STEAL4_13404
35@ += 1 
56@ = 0 
194@ = 0 

:STEAL4_13425
if 
  35@ == 4 
else_jump @STEAL4_13842 
if 
   not Actor.Dead(70@)
else_jump @STEAL4_13567 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1800 ms 
if 
   not Car.Wrecked(87@)
else_jump @STEAL4_13494 
05CD: AS_actor -1 exit_car 87@ 

:STEAL4_13494
05D3: AS_actor -1 goto_point -1638.837 27.1035 2.8213 mode 6 999999 ms // versionA 
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_13549 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_13549
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_13567
if 
   not Actor.Dead(71@)
else_jump @STEAL4_13690 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 0 ms 
if 
   not Car.Wrecked(87@)
else_jump @STEAL4_13617 
05CD: AS_actor -1 exit_car 87@ 

:STEAL4_13617
05D3: AS_actor -1 goto_point -1639.676 29.1963 2.8213 mode 6 999999 ms // versionA 
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_13672 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_13672
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_13690
if 
   not Actor.Dead(72@)
else_jump @STEAL4_13814 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1000 ms 
if 
   not Car.Wrecked(87@)
else_jump @STEAL4_13741 
05CD: AS_actor -1 exit_car 87@ 

:STEAL4_13741
05D3: AS_actor -1 goto_point -1641.28 27.2014 2.8213 mode 6 999999 ms // versionA 
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_13796 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_13796
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_13814
56@ = 0 
194@ = 0 
35@ += 1 
32@ = 0 

:STEAL4_13842
if 
  35@ == 5 
else_jump @STEAL4_13995 
if 
   not Actor.Dead(70@)
else_jump @STEAL4_13995 
if 
   not Actor.Driving(70@)
else_jump @STEAL4_13995 
if 
  56@ == 0 
else_jump @STEAL4_13995 
05AA: 189@s = 'STL4_GA'  // ~z~HEY! Was soll denn das werden, wenn's fertig ist?
04AF: 191@ = 37015 // @ = any 
0085: 192@ = 70@ // (int) 
193@ = 0 
gosub @STEAL4_35611 
if 
  194@ == 4 
else_jump @STEAL4_13995 
194@ = 0 
56@ += 1 
35@ = 99 

:STEAL4_13995
if 
  35@ == 99 
else_jump @STEAL4_14504 
$2737 = 130.0 
if 
   not Car.Wrecked(87@)
else_jump @STEAL4_14069 
Car.PutAt(87@, -1642.876, 19.5037, 2.5547)
Car.Angle(87@) = 259.5122

:STEAL4_14069
if 
   not Actor.Dead(70@)
else_jump @STEAL4_14197 
0792: disembark_instantly_actor 70@ 
Actor.PutAt(70@, -1638.837, 27.1035, 2.8213)
Actor.Angle(70@) = 0.0
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_14156 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 25.0 

:STEAL4_14156
if 
   not Actor.Dead(68@)
else_jump @STEAL4_14179 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_14179
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_14197
if 
   not Actor.Dead(71@)
else_jump @STEAL4_14325 
0792: disembark_instantly_actor 71@ 
Actor.PutAt(71@, -1639.676, 29.1963, 2.8213)
Actor.Angle(71@) = 0.0
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_14284 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_14284
if 
   not Actor.Dead(68@)
else_jump @STEAL4_14307 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_14307
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_14325
if 
   not Actor.Dead(72@)
else_jump @STEAL4_14453 
0792: disembark_instantly_actor 72@ 
Actor.PutAt(72@, -1641.28, 27.2014, 2.8213)
Actor.Angle(72@) = 0.0
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_14412 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 18.0 

:STEAL4_14412
if 
   not Actor.Dead(68@)
else_jump @STEAL4_14435 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_14435
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_14453
00BE: text_clear_all 
03E6: remove_text_box 
$1911 = 1 
$1913 = 0 
02A3: enable_widescreen 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
$1912 = 0 
35@ = 0 
34@ += 1 

:STEAL4_14504
return 

:STEAL4_14506
if 
   not Actor.Dead(68@)
else_jump @STEAL4_14546 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_14546 
036A: put_actor 68@ in_car 86@ 

:STEAL4_14546
if 
   not Actor.Dead(68@)
else_jump @STEAL4_14572 
01B2: give_actor 68@ weapon 22 ammo 9999 // Load the weapon model before using this 

:STEAL4_14572
040D: unload_wav 1 
03CF: load_wav 37011 as 1 

:STEAL4_14585
if 
83D0:   not wav 1 loaded 
else_jump @STEAL4_14611 
wait 0 
jump @STEAL4_14585 

:STEAL4_14611
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_EA' time 5000 flag 1  // ~z~Okay, CJ, der ist es! GUTE ARBEIT!
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_14730 
Car.SetMaxSpeed(86@, 3.5)
Car.Health(86@) = 2000
053F: set_car 86@ tires_vulnerability 0 
0957: unknown_car 86@ flag 0 
0407: store_coords_to 174@ 175@ 176@ from_car 86@ with_offset 0.0 15.0 0.0 
177@ = Car.Angle(86@)
02C2: car 86@ drive_to 174@ 175@ 176@ 

:STEAL4_14730
gosub @STEAL4_28299 
return 

:STEAL4_14739
0871: init_jump_table 35@ total_jumps 8 default_jump 0 @STEAL4_18818 jumps 0 @STEAL4_14867 1 @STEAL4_14975 2 @STEAL4_15148 3 @STEAL4_16252 4 @STEAL4_16671 5 @STEAL4_16798 6 @STEAL4_17195 
0872: jump_table_jumps 99 @STEAL4_18797 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 -1 @STEAL4_18818 

:STEAL4_14867
00BE: text_clear_all 
if 
   not 133@ == 2 
else_jump @STEAL4_14901 
133@ = 2 
gosub @STEAL4_29801 

:STEAL4_14901
194@ = 0 
04F7: status_text $7415 type 1 line 1 GXT 'ST4_30' // global_variable  // Cesar
03E5: show_text_box 'ST4_H09'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um aus dem Kran auszusteigen.
if 
   not Actor.Dead(68@)
else_jump @STEAL4_14961 
060B: set_actor 68@ decision_maker_to 168@ 

:STEAL4_14961
35@ += 1 
jump @STEAL4_18818 

:STEAL4_14975
if 
   not Actor.Dead(68@)
else_jump @STEAL4_15127 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_15019 
05CD: AS_actor -1 exit_car 86@ 

:STEAL4_15019
if 
   not Actor.Dead(70@)
else_jump @STEAL4_15042 
05E2: AS_actor -1 kill_actor 70@ 

:STEAL4_15042
if 
   not Actor.Dead(71@)
else_jump @STEAL4_15065 
05E2: AS_actor -1 kill_actor 71@ 

:STEAL4_15065
if 
   not Actor.Dead(72@)
else_jump @STEAL4_15088 
05E2: AS_actor -1 kill_actor 72@ 

:STEAL4_15088
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
56@ = 0 
194@ = 0 
35@ += 1 

:STEAL4_15127
32@ = 0 
33@ = 0 
jump @STEAL4_18818 

:STEAL4_15148
if 
  56@ == 0 
else_jump @STEAL4_15251 
05AA: 189@s = 'STL4_HA'  // ~z~CJ, ich knnte ein bisschen Hilfe gebrauchen!
04AF: 191@ = 37018 // @ = any 
0085: 192@ = 68@ // (int) 
193@ = 0 
gosub @STEAL4_35611 
if 
  194@ == 4 
else_jump @STEAL4_15251 
194@ = 0 
56@ += 1 
32@ = 0 

:STEAL4_15251
if 
  32@ > 45000 
else_jump @STEAL4_15286 
35@ += 1 
jump @STEAL4_15319 

:STEAL4_15286
if and
   Actor.Dead(70@)
   Actor.Dead(71@)
   Actor.Dead(72@)
else_jump @STEAL4_15319 
35@ += 1 

:STEAL4_15319
if 
   not $FLAG_PLAYER_IN_CRANE == 2 
else_jump @STEAL4_15792 
if 
  124@ == 0 
else_jump @STEAL4_15785 
03E6: remove_text_box 
43@ = 0 

:STEAL4_15364
if 
  3 > 43@ 
else_jump @STEAL4_15513 
if 
   not Actor.Dead(70@(43@,6i))
else_jump @STEAL4_15499 
Actor.WeaponAccuracy(70@(43@,6i)) = 30
44@ = Actor.Health(70@(43@,6i))
if 
  200 > 44@ 
else_jump @STEAL4_15490 
44@ += 100 
if 
  44@ > 200 
else_jump @STEAL4_15478 
44@ = 200 

:STEAL4_15478
Actor.Health(70@(43@,6i)) = 44@

:STEAL4_15490
0687: clear_actor 70@(43@,6i) task 

:STEAL4_15499
43@ += 1 
jump @STEAL4_15364 

:STEAL4_15513
if 
   not Actor.Dead(70@)
else_jump @STEAL4_15596 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_15565 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_15565
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_15596
if 
   not Actor.Dead(71@)
else_jump @STEAL4_15679 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_15648 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_15648
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_15679
if 
   not Actor.Dead(72@)
else_jump @STEAL4_15778 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_15731 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 22.0 

:STEAL4_15731
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_15760 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_15760
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_15778
124@ = 1 

:STEAL4_15785
jump @STEAL4_16245 

:STEAL4_15792
if 
  124@ == 1 
else_jump @STEAL4_16245 
0512: show_permanent_text_box 'ST4_H09'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um aus dem Kran auszusteigen.
43@ = 0 

:STEAL4_15828
if 
  3 > 43@ 
else_jump @STEAL4_15941 
if 
   not Actor.Dead(70@(43@,6i))
else_jump @STEAL4_15927 
Actor.WeaponAccuracy(70@(43@,6i)) = 40
44@ = Actor.Health(70@(43@,6i))
if 
  44@ > 50 
else_jump @STEAL4_15918 
Actor.Health(70@(43@,6i)) = 50

:STEAL4_15918
0687: clear_actor 70@(43@,6i) task 

:STEAL4_15927
43@ += 1 
jump @STEAL4_15828 

:STEAL4_15941
if 
   not Actor.Dead(70@)
else_jump @STEAL4_16040 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_15993 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_15993
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_16022 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_16022
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_16040
if 
   not Actor.Dead(71@)
else_jump @STEAL4_16139 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_16092 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 22.0 

:STEAL4_16092
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_16121 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_16121
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_16139
if 
   not Actor.Dead(72@)
else_jump @STEAL4_16238 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_16191 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_16191
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_16220 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_16220
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_16238
124@ = 0 

:STEAL4_16245
jump @STEAL4_18818 

:STEAL4_16252
0395: clear_area 1 at -1711.59 44.8495 2.7813 radius 20.0 
88@ = Car.Create(#SENTINEL, -1711.59, 44.8495, 2.7813)
Car.Angle(88@) = 232.9281
04E0: car 88@ abandon_path_radius 50 
0129: 73@ = create_actor_pedtype 24 model #WBDYG1 in_car 88@ driverseat 
01C8: 74@ = create_actor_pedtype 24 model #WBDYG1 in_car 88@ passenger_seat 0 
01C8: 75@ = create_actor_pedtype 24 model #WBDYG1 in_car 88@ passenger_seat 1 
115@ = Marker.CreateAboveActor(73@)
116@ = Marker.CreateAboveActor(74@)
117@ = Marker.CreateAboveActor(75@)
0395: clear_area 1 at -1697.04 14.7378 2.7813 radius 5.0 
if 
   not Car.Wrecked(88@)
else_jump @STEAL4_16525 
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 88@ to -1686.422 25.8359 2.7752 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 88@ to -1647.938 27.2328 2.5408 speed 15.0 0 model #NULL 3 
0616: define_AS_pack_end 49@ 
if 
   not Actor.Dead(73@)
else_jump @STEAL4_16520 
0618: assign_actor 73@ to_AS_pack 49@ 

:STEAL4_16520
061B: remove_references_to_AS_pack 49@ 

:STEAL4_16525
43@ = 3 

:STEAL4_16532
if 
  6 > 43@ 
else_jump @STEAL4_16643 
if 
   not Actor.Dead(70@(43@,6i))
else_jump @STEAL4_16629 
01B2: give_actor 70@(43@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
060B: set_actor 70@(43@,6i) decision_maker_to 171@ 
Actor.WeaponAccuracy(70@(43@,6i)) = 40
Actor.Health(70@(43@,6i)) = 50
0446: set_actor 70@(43@,6i) immune_to_headshots 0 

:STEAL4_16629
43@ += 1 
jump @STEAL4_16532 

:STEAL4_16643
32@ = 0 
194@ = 0 
35@ += 1 
jump @STEAL4_18818 

:STEAL4_16671
if 
  15000 > 32@ 
else_jump @STEAL4_16763 
if 
   not Actor.Dead(73@)
else_jump @STEAL4_16749 
062E: unknown_get_actor 73@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @STEAL4_16742 
35@ += 1 

:STEAL4_16742
jump @STEAL4_16756 

:STEAL4_16749
35@ += 1 

:STEAL4_16756
jump @STEAL4_16791 

:STEAL4_16763
if 
   not Actor.Dead(73@)
else_jump @STEAL4_16784 
0687: clear_actor 73@ task 

:STEAL4_16784
35@ += 1 

:STEAL4_16791
jump @STEAL4_18818 

:STEAL4_16798
if 
   not Actor.Dead(73@)
else_jump @STEAL4_16914 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(88@)
else_jump @STEAL4_16842 
05CD: AS_actor -1 exit_car 88@ 

:STEAL4_16842
if 
   not Actor.Dead(68@)
else_jump @STEAL4_16873 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_16873
if 
   not Actor.Dead(68@)
else_jump @STEAL4_16896 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_16896
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_16914
if 
   not Actor.Dead(74@)
else_jump @STEAL4_17037 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1000 ms 
if 
   not Car.Wrecked(88@)
else_jump @STEAL4_16965 
05CD: AS_actor -1 exit_car 88@ 

:STEAL4_16965
if 
   not Actor.Dead(68@)
else_jump @STEAL4_16996 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 22.0 

:STEAL4_16996
if 
   not Actor.Dead(68@)
else_jump @STEAL4_17019 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_17019
0616: define_AS_pack_end 49@ 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_17037
if 
   not Actor.Dead(75@)
else_jump @STEAL4_17160 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1500 ms 
if 
   not Car.Wrecked(88@)
else_jump @STEAL4_17088 
05CD: AS_actor -1 exit_car 88@ 

:STEAL4_17088
if 
   not Actor.Dead(68@)
else_jump @STEAL4_17119 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_17119
if 
   not Actor.Dead(68@)
else_jump @STEAL4_17142 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_17142
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_17160
32@ = 0 
56@ = 0 
194@ = 0 
35@ += 1 
jump @STEAL4_18818 

:STEAL4_17195
if 
  56@ == 0 
else_jump @STEAL4_17291 
05AA: 189@s = 'STL4_GB'  // ~z~HEY, sofort aufhren damit!
04AF: 191@ = 37016 // @ = any 
0085: 192@ = 73@ // (int) 
193@ = 0 
gosub @STEAL4_35611 
if 
  194@ == 4 
else_jump @STEAL4_17291 
194@ = 0 
56@ += 1 

:STEAL4_17291
if 
  56@ == 1 
else_jump @STEAL4_17387 
05AA: 189@s = 'STL4_HC'  // ~z~Ich knnte ein wenig Hilfe gebrauchen, CJ!
04AF: 191@ = 37020 // @ = any 
0085: 192@ = 68@ // (int) 
193@ = 0 
gosub @STEAL4_35611 
if 
  194@ == 4 
else_jump @STEAL4_17387 
194@ = 0 
56@ += 1 

:STEAL4_17387
if and
   Actor.Dead(70@)
   Actor.Dead(71@)
   Actor.Dead(72@)
   Actor.Dead(73@)
   Actor.Dead(74@)
else_jump @STEAL4_17446 
if 
   Actor.Dead(75@)
else_jump @STEAL4_17446 
35@ = 99 

:STEAL4_17446
if 
   not $FLAG_PLAYER_IN_CRANE == 2 
else_jump @STEAL4_18058 
if 
  124@ == 0 
else_jump @STEAL4_18051 
03E6: remove_text_box 
43@ = 0 

:STEAL4_17491
if 
  6 > 43@ 
else_jump @STEAL4_17640 
if 
   not Actor.Dead(70@(43@,6i))
else_jump @STEAL4_17626 
Actor.WeaponAccuracy(70@(43@,6i)) = 30
44@ = Actor.Health(70@(43@,6i))
if 
  200 > 44@ 
else_jump @STEAL4_17617 
44@ += 100 
if 
  44@ > 200 
else_jump @STEAL4_17605 
44@ = 200 

:STEAL4_17605
Actor.Health(70@(43@,6i)) = 44@

:STEAL4_17617
0687: clear_actor 70@(43@,6i) task 

:STEAL4_17626
43@ += 1 
jump @STEAL4_17491 

:STEAL4_17640
if 
   not Actor.Dead(70@)
else_jump @STEAL4_17707 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 30.0 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_17707
if 
   not Actor.Dead(71@)
else_jump @STEAL4_17774 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 32.0 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_17774
if 
   not Actor.Dead(72@)
else_jump @STEAL4_17842 
0615: define_AS_pack_begin 49@ 
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_17824 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_17824
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_17842
if 
   not Actor.Dead(73@)
else_jump @STEAL4_17909 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 34.0 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_17909
if 
   not Actor.Dead(74@)
else_jump @STEAL4_17976 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 28.0 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_17976
if 
   not Actor.Dead(75@)
else_jump @STEAL4_18044 
0615: define_AS_pack_begin 49@ 
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_18026 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18026
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_18044
124@ = 1 

:STEAL4_18051
jump @STEAL4_18790 

:STEAL4_18058
if 
  124@ == 1 
else_jump @STEAL4_18790 
0512: show_permanent_text_box 'ST4_H09'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um aus dem Kran auszusteigen.
43@ = 0 

:STEAL4_18094
if 
  6 > 43@ 
else_jump @STEAL4_18207 
if 
   not Actor.Dead(70@(43@,6i))
else_jump @STEAL4_18193 
Actor.WeaponAccuracy(70@(43@,6i)) = 40
44@ = Actor.Health(70@(43@,6i))
if 
  44@ > 50 
else_jump @STEAL4_18184 
Actor.Health(70@(43@,6i)) = 50

:STEAL4_18184
0687: clear_actor 70@(43@,6i) task 

:STEAL4_18193
43@ += 1 
jump @STEAL4_18094 

:STEAL4_18207
if 
   not Actor.Dead(70@)
else_jump @STEAL4_18306 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_18259 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 28.0 

:STEAL4_18259
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_18288 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18288
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_18306
if 
   not Actor.Dead(71@)
else_jump @STEAL4_18399 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_18358 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 32.0 

:STEAL4_18358
if 
   not Actor.Dead(68@)
else_jump @STEAL4_18381 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18381
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_18399
if 
   not Actor.Dead(72@)
else_jump @STEAL4_18498 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_18451 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 26.0 

:STEAL4_18451
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_18480 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18480
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_18498
if 
   not Actor.Dead(73@)
else_jump @STEAL4_18591 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_18550 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 29.0 

:STEAL4_18550
if 
   not Actor.Dead(68@)
else_jump @STEAL4_18573 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18573
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_18591
if 
   not Actor.Dead(74@)
else_jump @STEAL4_18684 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_18643 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_18643
if 
   not Actor.Dead(68@)
else_jump @STEAL4_18666 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18666
0616: define_AS_pack_end 49@ 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_18684
if 
   not Actor.Dead(75@)
else_jump @STEAL4_18783 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_18736 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_18736
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_18765 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_18765
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_18783
124@ = 0 

:STEAL4_18790
jump @STEAL4_18818 

:STEAL4_18797
35@ = 0 
34@ += 2 
jump @STEAL4_18818 

:STEAL4_18818
if 
   not Actor.Dead(68@)
else_jump @STEAL4_19102 
062E: unknown_get_actor 68@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @STEAL4_19102 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(70@)
else_jump @STEAL4_18904 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor 70@ 
jump @STEAL4_19077 

:STEAL4_18904
if 
   not Actor.Dead(71@)
else_jump @STEAL4_18940 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor 71@ 
jump @STEAL4_19077 

:STEAL4_18940
if 
   not Actor.Dead(72@)
else_jump @STEAL4_18976 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor 72@ 
jump @STEAL4_19077 

:STEAL4_18976
if 
   not Actor.Dead(73@)
else_jump @STEAL4_19012 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor 73@ 
jump @STEAL4_19077 

:STEAL4_19012
if 
   not Actor.Dead(74@)
else_jump @STEAL4_19048 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor 74@ 
jump @STEAL4_19077 

:STEAL4_19048
if 
   not Actor.Dead(75@)
else_jump @STEAL4_19077 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor 75@ 

:STEAL4_19077
05B9: AS_actor -1 stay_idle 1000 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_19102
if 
  6 > 39@ 
else_jump @STEAL4_19356 
0085: 43@ = 39@ // (int) 
if 
   not Actor.Dead(70@(43@,6i))
else_jump @STEAL4_19356 
if 
03CA:   object 105@ exists 
else_jump @STEAL4_19356 
if 
85A3:   not object 105@ stopped 
else_jump @STEAL4_19356 
05A8: get_object 105@ speed_to 46@ 
if 
  46@ > 4.0 
else_jump @STEAL4_19274 
if 
023B:   actor 70@(43@,6i) colliding_with_object 105@ 
else_jump @STEAL4_19274 
062E: unknown_get_actor 70@(43@,6i) task 1470 status_store_to 45@ // ret 7 if not found 
if 
04A4:   45@ == 7 // @ == any 
else_jump @STEAL4_19274 
05BE: AS_kill_actor 70@(43@,6i) 

:STEAL4_19274
if 
0475:   actor 70@(43@,6i) near_object_in_cube 105@ radius 2.0 2.0 2.0 flag 0 on_foot 
else_jump @STEAL4_19356 
062E: unknown_get_actor 70@(43@,6i) task 1470 status_store_to 45@ // ret 7 if not found 
if 
04A4:   45@ == 7 // @ == any 
else_jump @STEAL4_19356 
05BE: AS_kill_actor 70@(43@,6i) 

:STEAL4_19356
if 
  39@ == 1 
else_jump @STEAL4_19518 
if 
056E:   car 87@ defined 
else_jump @STEAL4_19446 
if 
   not Car.Wrecked(87@)
else_jump @STEAL4_19446 
Car.StorePos(87@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  0.0 > $TEMPVAR_FLOAT_3 
else_jump @STEAL4_19446 
020B: explode_car 87@ // versionA 

:STEAL4_19446
if 
056E:   car 88@ defined 
else_jump @STEAL4_19518 
if 
   not Car.Wrecked(88@)
else_jump @STEAL4_19518 
Car.StorePos(88@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  0.0 > $TEMPVAR_FLOAT_3 
else_jump @STEAL4_19518 
020B: explode_car 88@ // versionA 

:STEAL4_19518
if 
  39@ == 2 
else_jump @STEAL4_19624 
43@ = 0 

:STEAL4_19543
if 
  6 > 43@ 
else_jump @STEAL4_19624 
if 
   Actor.Dead(70@(43@,6i))
else_jump @STEAL4_19610 
if 
075C:   marker 112@(43@,6i) enabled 
else_jump @STEAL4_19610 
Marker.Disable(112@(43@,6i))

:STEAL4_19610
43@ += 1 
jump @STEAL4_19543 

:STEAL4_19624
return 

:STEAL4_19626
return 

:STEAL4_19628
if 
   not $FLAG_PLAYER_IN_CRANE == 2 
else_jump @STEAL4_19680 
if 
  124@ == 0 
else_jump @STEAL4_19673 
03E6: remove_text_box 
124@ = 1 

:STEAL4_19673
jump @STEAL4_19716 

:STEAL4_19680
if 
  124@ == 1 
else_jump @STEAL4_19716 
0512: show_permanent_text_box 'ST4_H09'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um aus dem Kran auszusteigen.
124@ = 0 

:STEAL4_19716
0871: init_jump_table 35@ total_jumps 11 default_jump 0 @STEAL4_21959 jumps 0 @STEAL4_19844 1 @STEAL4_19865 2 @STEAL4_19898 3 @STEAL4_19958 4 @STEAL4_20344 5 @STEAL4_20373 6 @STEAL4_20854 
0872: jump_table_jumps 7 @STEAL4_21073 8 @STEAL4_21240 9 @STEAL4_21861 99 @STEAL4_21938 -1 @STEAL4_21959 -1 @STEAL4_21959 -1 @STEAL4_21959 -1 @STEAL4_21959 -1 @STEAL4_21959 

:STEAL4_19844
32@ = 0 
35@ += 1 
jump @STEAL4_21959 

:STEAL4_19865
if 
  32@ > 2000 
else_jump @STEAL4_19891 
35@ += 1 

:STEAL4_19891
jump @STEAL4_21959 

:STEAL4_19898
if 
   not $FLAG_PLAYER_IN_CRANE == 2 
else_jump @STEAL4_19930 
Player.CanMove($PLAYER_CHAR) = False
jump @STEAL4_19937 

:STEAL4_19930
$1912 = 1 

:STEAL4_19937
32@ = 0 
35@ += 1 
jump @STEAL4_21959 

:STEAL4_19958
if 
  32@ > 0 
else_jump @STEAL4_20337 
02A3: enable_widescreen 1 
$1912 = 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
Camera.SetPosition(-1675.598, 25.4341, 2.8434, 0.0, 0.0, 0.0)
Camera.PointAt(-1674.722, 25.8894, 3.0036, 2)
80@ = Actor.Create(Mission1, #WBDYG1, -1676.095, 26.8479, 2.5869)
Actor.Angle(80@) = 314.8203
120@ = Marker.CreateAboveActor(80@)
81@ = Actor.Create(Mission1, #WBDYG1, -1674.404, 23.8107, 2.6233)
Actor.Angle(81@) = 314.8204
121@ = Marker.CreateAboveActor(81@)
43@ = 0 

:STEAL4_20137
if 
  2 > 43@ 
else_jump @STEAL4_20217 
060B: set_actor 80@(43@,2i) decision_maker_to 172@ 
Actor.WeaponAccuracy(80@(43@,2i)) = 20
Actor.Health(80@(43@,2i)) = 100
01B2: give_actor 80@(43@,2i) weapon 22 ammo 9999 // Load the weapon model before using this 
43@ += 1 
jump @STEAL4_20137 

:STEAL4_20217
05D3: AS_actor 80@ goto_point -1664.113 34.4836 2.5869 mode 6 999999 ms // versionA 
05D3: AS_actor 81@ goto_point -1662.307 31.2954 2.5869 mode 6 999999 ms // versionA 
040D: unload_wav 1 
03CF: load_wav 37017 as 1 

:STEAL4_20284
if 
83D0:   not wav 1 loaded 
else_jump @STEAL4_20310 
wait 0 
jump @STEAL4_20284 

:STEAL4_20310
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_GC' time 5000 flag 1  // ~z~Rhr dich nicht von der Stelle, du diebischer Saukerl!
35@ += 1 

:STEAL4_20337
jump @STEAL4_21959 

:STEAL4_20344
if 
03D2:   wav 1 ended 
else_jump @STEAL4_20366 
35@ += 1 

:STEAL4_20366
jump @STEAL4_21959 

:STEAL4_20373
02A3: enable_widescreen 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
$1912 = 0 
if 
   not Actor.Dead(80@)
else_jump @STEAL4_20438 
Actor.PutAt(80@, -1657.398, 32.9707, 2.8213)
Actor.Angle(80@) = 320.0

:STEAL4_20438
if 
   not Actor.Dead(81@)
else_jump @STEAL4_20484 
Actor.PutAt(81@, -1655.264, 31.706, 2.8213)
Actor.Angle(81@) = 320.0

:STEAL4_20484
43@ = 0 

:STEAL4_20491
if 
  2 > 43@ 
else_jump @STEAL4_20653 
if 
   not Actor.Dead(80@(43@,2i))
else_jump @STEAL4_20639 
060B: set_actor 80@(43@,2i) decision_maker_to 171@ 
Actor.WeaponAccuracy(80@(43@,2i)) = 20
Actor.Health(80@(43@,2i)) = 100
01B2: give_actor 80@(43@,2i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor 80@(43@,2i) acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 80@(43@,2i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_20639 
05D9: AS_actor 80@(43@,2i) run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_20639
43@ += 1 
jump @STEAL4_20491 

:STEAL4_20653
if 
   not Actor.Dead(68@)
else_jump @STEAL4_20693 
if 
   not Actor.Dead(80@)
else_jump @STEAL4_20693 
05E2: AS_actor 68@ kill_actor 80@ 

:STEAL4_20693
if 
  $FLAG_PLAYER_IN_CRANE == 2 
else_jump @STEAL4_20732 
$1912 = 0 
$1911 = 1 
jump @STEAL4_20741 

:STEAL4_20732
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True

:STEAL4_20741
00BE: text_clear_all 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_20790 
if 
875C:   not marker 119@ enabled 
else_jump @STEAL4_20790 
119@ = Marker.CreateAboveCar(86@)
07E0: set_marker 119@ type_to 1 

:STEAL4_20790
if 
   not Actor.Dead(68@)
else_jump @STEAL4_20840 
0709: set_decision_maker 168@ on_event 12 taskID 603 unknown 0.0 100.0 chance 0.0 unknown 100.0 0 1 // see *.ped files 

:STEAL4_20840
35@ += 1 
jump @STEAL4_21959 

:STEAL4_20854
if 
   not Actor.Dead(68@)
else_jump @STEAL4_21066 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_21066 
if 
   Actor.InCar($PLAYER_ACTOR, 86@)
else_jump @STEAL4_21024 
if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 15.0 15.0 5.0 sphere 0 
else_jump @STEAL4_21024 
0615: define_AS_pack_begin 49@ 
0772: AS_actor -1 run_to_car 86@ 999999 ms stop_at_distance 10.0 
05CA: AS_actor -1 enter_car 86@ passenger_seat 0 999999 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
32@ = 30000 
56@ = 0 
194@ = 0 
35@ += 1 

:STEAL4_21024
if and
   Actor.Dead(80@)
   Actor.Dead(81@)
else_jump @STEAL4_21066 
35@ += 1 
56@ = 0 
194@ = 0 

:STEAL4_21066
jump @STEAL4_21959 

:STEAL4_21073
if 
   not Actor.Dead(68@)
else_jump @STEAL4_21233 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_21233 
if 
   not Actor.InCar(68@, 86@)
else_jump @STEAL4_21209 
0615: define_AS_pack_begin 49@ 
0772: AS_actor -1 run_to_car 86@ 999999 ms stop_at_distance 10.0 
05CA: AS_actor -1 enter_car 86@ passenger_seat 0 999999 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
32@ = 30000 
35@ += 1 
0209: 56@ = random_int_in_ranges 0 2 
jump @STEAL4_21233 

:STEAL4_21209
32@ = 30000 
35@ += 1 
0209: 56@ = random_int_in_ranges 0 2 

:STEAL4_21233
jump @STEAL4_21959 

:STEAL4_21240
if 
  56@ == 0 
else_jump @STEAL4_21336 
05AA: 189@s = 'STL4_JA'  // ~z~Schnappen wir uns den Schlitten und verschwinden wir!
04AF: 191@ = 37021 // @ = any 
0085: 192@ = 68@ // (int) 
193@ = 0 
gosub @STEAL4_35611 
if 
  194@ == 4 
else_jump @STEAL4_21336 
194@ = 0 
56@ = 2 

:STEAL4_21336
if 
  56@ == 1 
else_jump @STEAL4_21432 
05AA: 189@s = 'STL4_JB'  // ~z~Holen wir uns die Karre und hauen ab!
04AF: 191@ = 37022 // @ = any 
0085: 192@ = 68@ // (int) 
193@ = 0 
gosub @STEAL4_35611 
if 
  194@ == 4 
else_jump @STEAL4_21432 
194@ = 0 
56@ = 2 

:STEAL4_21432
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_21629 
if 
   Actor.InCar($PLAYER_ACTOR, 86@)
else_jump @STEAL4_21629 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_21629 
if 
   not Actor.InCar(68@, 86@)
else_jump @STEAL4_21629 
if 
  32@ > 35000 
else_jump @STEAL4_21546 
00BC: show_text_highpriority GXT 'ST4_29' time 5000 flag 1  // ~s~Warte auf Cesar!
32@ = 0 

:STEAL4_21546
062E: unknown_get_actor 68@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @STEAL4_21629 
0615: define_AS_pack_begin 49@ 
0772: AS_actor -1 run_to_car 86@ 999999 ms stop_at_distance 10.0 
05CA: AS_actor -1 enter_car 86@ passenger_seat 0 999999 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_21629
if 
  194@ == 0 
else_jump @STEAL4_21759 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_21759 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_21759 
if 
   Actor.InCar(68@, 86@)
else_jump @STEAL4_21759 
if 
   not Actor.InCar($PLAYER_ACTOR, 86@)
else_jump @STEAL4_21759 
if 
  32@ > 30000 
else_jump @STEAL4_21759 
00BC: show_text_highpriority GXT 'ST4_28' time 5000 flag 1  // ~s~Steig zu Cesar ins Auto.
32@ = 0 

:STEAL4_21759
if 
  194@ == 0 
else_jump @STEAL4_21854 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_21854 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_21854 
if 
   Actor.InCar(68@, 86@)
else_jump @STEAL4_21854 
if 
   Actor.InCar($PLAYER_ACTOR, 86@)
else_jump @STEAL4_21854 
35@ += 1 

:STEAL4_21854
jump @STEAL4_21959 

:STEAL4_21861
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_21919 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_21919 
if 
   Actor.InCar(68@, 86@)
else_jump @STEAL4_21919 
09F6: set_actor 68@ unjackable_through_driver_seat 0 

:STEAL4_21919
0151: remove_status_text $7415 
35@ = 99 
jump @STEAL4_21959 

:STEAL4_21938
35@ = 0 
34@ += 1 
jump @STEAL4_21959 

:STEAL4_21959
if 
  35@ > 3 
else_jump @STEAL4_22090 
if 
075C:   marker 119@ enabled 
else_jump @STEAL4_22040 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_22033 
if 
   Actor.InCar($PLAYER_ACTOR, 86@)
else_jump @STEAL4_22033 
Marker.Disable(119@)

:STEAL4_22033
jump @STEAL4_22090 

:STEAL4_22040
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_22090 
if 
   not Actor.InCar($PLAYER_ACTOR, 86@)
else_jump @STEAL4_22090 
119@ = Marker.CreateAboveCar(86@)
07E0: set_marker 119@ type_to 1 

:STEAL4_22090
return 

:STEAL4_22092
if 
   not $FLAG_PLAYER_IN_CRANE == 2 
else_jump @STEAL4_22144 
if 
  124@ == 0 
else_jump @STEAL4_22137 
03E6: remove_text_box 
124@ = 1 

:STEAL4_22137
jump @STEAL4_22180 

:STEAL4_22144
if 
  124@ == 1 
else_jump @STEAL4_22180 
0512: show_permanent_text_box 'ST4_H09'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um aus dem Kran auszusteigen.
124@ = 0 

:STEAL4_22180
if 
  35@ == -1 
else_jump @STEAL4_22218 
018A: 119@ = create_checkpoint_at 0.0 0.0 0.0 

:STEAL4_22218
if 
  35@ == 0 
else_jump @STEAL4_22362 
00BC: show_text_highpriority GXT 'ST4_26' time 5000 flag 1  // ~s~Bring Cesar und das Auto zurck in eure ~y~Werkstatt~s~.
Marker.Disable(108@)
018A: 108@ = create_checkpoint_at -2024.7 179.4 27.4 
if 
075C:   marker 120@ enabled 
else_jump @STEAL4_22298 
Marker.Disable(120@)

:STEAL4_22298
if 
075C:   marker 121@ enabled 
else_jump @STEAL4_22319 
Marker.Disable(121@)

:STEAL4_22319
32@ = 20000 
33@ = 0 
56@ = 0 
62@ = 0 
03C7: set_sensitivity_to_crime 1.0 
35@ += 1 

:STEAL4_22362
if 
  35@ == 1 
else_jump @STEAL4_23898 
if 
  56@ == 0 
else_jump @STEAL4_22438 
if 
  62@ > 5500 
else_jump @STEAL4_22431 
153@ = 5 
56@ += 1 

:STEAL4_22431
jump @STEAL4_22669 

:STEAL4_22438
if 
  56@ == 1 
else_jump @STEAL4_22512 
if 
  153@ == 0 
else_jump @STEAL4_22505 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_22498 
137@ = Car.Health(86@)

:STEAL4_22498
56@ += 1 

:STEAL4_22505
jump @STEAL4_22669 

:STEAL4_22512
if 
  56@ == 2 
else_jump @STEAL4_22587 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_22580 
43@ = Car.Health(86@)
if 
001D:   137@ > 43@ // (int) 
else_jump @STEAL4_22580 
56@ += 1 

:STEAL4_22580
jump @STEAL4_22669 

:STEAL4_22587
if 
  56@ == 3 
else_jump @STEAL4_22626 
153@ = 7 
56@ += 1 
jump @STEAL4_22669 

:STEAL4_22626
if 
  56@ == 4 
else_jump @STEAL4_22669 
if 
  153@ == 0 
else_jump @STEAL4_22669 
56@ += 1 

:STEAL4_22669
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_22859 
if 
   Actor.InCar($PLAYER_ACTOR, 86@)
else_jump @STEAL4_22859 
if 
01AF:   car 86@ sphere 1 in_sphere -2024.7 179.4 27.4 radius 4.0 4.0 4.0 
else_jump @STEAL4_22859 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_22859 
if 
   Actor.InCar(68@, 86@)
else_jump @STEAL4_22843 
if 
   Actor.InCar($PLAYER_ACTOR, 86@)
else_jump @STEAL4_22836 
if 
09D0:   car 86@ on_wheels 
else_jump @STEAL4_22836 
Player.CanMove($PLAYER_CHAR) = False
35@ += 1 

:STEAL4_22836
jump @STEAL4_22859 

:STEAL4_22843
00BC: show_text_highpriority GXT 'ST4_27' time 6000 flag 1  // ~s~Du hast Cesar zurckgelassen!!

:STEAL4_22859
if 
   not Actor.Dead(68@)
else_jump @STEAL4_22931 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_22931 
if 
   Actor.InCar(68@, 86@)
else_jump @STEAL4_22931 
if 
075C:   marker 107@ enabled 
else_jump @STEAL4_22931 
Marker.Disable(107@)

:STEAL4_22931
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_23612 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_23612 
if 
   Actor.InCar(68@, 86@)
else_jump @STEAL4_23612 
if 
   not Actor.InCar($PLAYER_ACTOR, 86@)
else_jump @STEAL4_23539 
if 
875C:   not marker 119@ enabled 
else_jump @STEAL4_23055 
119@ = Marker.CreateAboveCar(86@)
07E0: set_marker 119@ type_to 1 
00BC: show_text_highpriority GXT 'ST4_05' time 5000 flag 1  // ~s~Steig zu ~b~Cesar~s~ ins Auto.
jump @STEAL4_23055 

:STEAL4_23055
if 
075C:   marker 108@ enabled 
else_jump @STEAL4_23076 
Marker.Disable(108@)

:STEAL4_23076
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $AUDIO_LINE_IS_ACTIVE == 0 
  32@ > 30000 
else_jump @STEAL4_23532 
if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 20.0 20.0 5.0 sphere 0 
else_jump @STEAL4_23532 
178@ += 1 
if 
  178@ > 5 
else_jump @STEAL4_23174 
178@ = 0 

:STEAL4_23174
0871: init_jump_table 178@ total_jumps 6 default_jump 0 @STEAL4_23525 jumps 0 @STEAL4_23237 1 @STEAL4_23285 2 @STEAL4_23333 3 @STEAL4_23381 4 @STEAL4_23429 5 @STEAL4_23477 -1 @STEAL4_23525 

:STEAL4_23237
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AA'  // ~z~Steig ein, CJ, steig ein!
04AE: $ACTOR_SPEECH_WAV_FILE = 10400 // $ = any 
create_thread @AUDIOL 68@ 0 0 1 0 
jump @STEAL4_23525 

:STEAL4_23285
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AB'  // ~z~Spring rein, Kumpel!
04AE: $ACTOR_SPEECH_WAV_FILE = 10401 // $ = any 
create_thread @AUDIOL 68@ 0 0 1 0 
jump @STEAL4_23525 

:STEAL4_23333
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AC'  // ~z~Alle Mann an Bord!
04AE: $ACTOR_SPEECH_WAV_FILE = 10402 // $ = any 
create_thread @AUDIOL 68@ 0 0 1 0 
jump @STEAL4_23525 

:STEAL4_23381
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AD'  // ~z~Du bist Beifahrer, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 10403 // $ = any 
create_thread @AUDIOL 68@ 0 0 1 0 
jump @STEAL4_23525 

:STEAL4_23429
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AE'  // ~z~Steig in den Wagen, CJ!
04AE: $ACTOR_SPEECH_WAV_FILE = 10404 // $ = any 
create_thread @AUDIOL 68@ 0 0 1 0 
jump @STEAL4_23525 

:STEAL4_23477
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AF'  // ~z~Spring rein, CJ, schnell!
04AE: $ACTOR_SPEECH_WAV_FILE = 10405 // $ = any 
create_thread @AUDIOL 68@ 0 0 1 0 
jump @STEAL4_23525 

:STEAL4_23525
32@ = 0 

:STEAL4_23532
jump @STEAL4_23612 

:STEAL4_23539
if 
075C:   marker 119@ enabled 
else_jump @STEAL4_23560 
Marker.Disable(119@)

:STEAL4_23560
if 
875C:   not marker 108@ enabled 
else_jump @STEAL4_23612 
018A: 108@ = create_checkpoint_at -2024.7 179.4 27.4 
00BC: show_text_highpriority GXT 'ST4_26' time 7000 flag 1  // ~s~Bring Cesar und das Auto zurck in eure ~y~Werkstatt~s~.

:STEAL4_23612
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_23706 
if 
   Actor.InCar($PLAYER_ACTOR, 86@)
else_jump @STEAL4_23675 
if 
075C:   marker 119@ enabled 
else_jump @STEAL4_23668 
Marker.Disable(119@)

:STEAL4_23668
jump @STEAL4_23706 

:STEAL4_23675
if 
875C:   not marker 119@ enabled 
else_jump @STEAL4_23706 
119@ = Marker.CreateAboveCar(86@)
07E0: set_marker 119@ type_to 1 

:STEAL4_23706
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_23898 
if 
   Actor.InCar($PLAYER_ACTOR, 86@)
else_jump @STEAL4_23898 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_23898 
if 
   not Actor.InCar(68@, 86@)
else_jump @STEAL4_23846 
if 
  33@ > 20000 
else_jump @STEAL4_23818 
00BC: show_text_highpriority GXT 'ST4_27' time 7000 flag 1  // ~s~Du hast Cesar zurckgelassen!!
33@ = 0 

:STEAL4_23818
if 
075C:   marker 108@ enabled 
else_jump @STEAL4_23839 
Marker.Disable(108@)

:STEAL4_23839
jump @STEAL4_23898 

:STEAL4_23846
if 
875C:   not marker 108@ enabled 
else_jump @STEAL4_23898 
018A: 108@ = create_checkpoint_at -2024.7 179.4 27.4 
00BC: show_text_highpriority GXT 'ST4_26' time 7000 flag 1  // ~s~Bring Cesar und das Auto zurck in eure ~y~Werkstatt~s~.

:STEAL4_23898
if 
  35@ == 2 
else_jump @STEAL4_24971 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:STEAL4_23930
if 
fading 
else_jump @STEAL4_23954 
wait 0 
jump @STEAL4_23930 

:STEAL4_23954
Garage.Open('HBGDSFS')

:STEAL4_23965
if 
   not Garage.IsOpen('HBGDSFS')
else_jump @STEAL4_23998 
wait 0 
jump @STEAL4_23965 

:STEAL4_23998
select_interior 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STEAL4_24025 
0860: link_actor $PLAYER_ACTOR to_interior 1 

:STEAL4_24025
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Camera.SetPosition(-2045.2, 170.8, 29.4, 0.0, 0.0, 0.0)
Camera.PointAt(-2040.1, 181.6, 29.1, 2)
50@ = -2040.1 
50@ += 2045.2 
51@ = 181.6 
51@ -= 170.8 
52@ = 29.1 
52@ -= 29.4 
50@ *= 4.0 
51@ *= 4.0 
52@ *= 4.0 
$TEMPVAR_FLOAT_1 = -2045.2 
005F: $TEMPVAR_FLOAT_1 += 50@ // (float) 
$TEMPVAR_FLOAT_2 = 170.8 
005F: $TEMPVAR_FLOAT_2 += 51@ // (float) 
$TEMPVAR_FLOAT_3 = 29.4 
005F: $TEMPVAR_FLOAT_3 += 52@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $TEMPVAR_ANGLE 
0A0B: set_rendering_origin_at_3D_coord $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_24310 
0860: link_actor 68@ to_interior 1 

:STEAL4_24310
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_24333 
0840: link_car 86@ to_interior 1 

:STEAL4_24333
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_24376 
if 
   not Actor.InCar($PLAYER_ACTOR, 86@)
else_jump @STEAL4_24376 
036A: put_actor $PLAYER_ACTOR in_car 86@ 

:STEAL4_24376
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_24422 
Car.PutAt(86@, -2033.8, 178.6, 27.6)
Car.Angle(86@) = 90.0

:STEAL4_24422
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 86@ to -2044.4 177.6 27.6 speed 5.0 1 model #CSPLAY 2 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2034.731 177.1182 27.8359 mode 4 50000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
fade 1 500 

:STEAL4_24515
if 
fading 
else_jump @STEAL4_24539 
wait 0 
jump @STEAL4_24515 

:STEAL4_24539
0209: 43@ = random_int_in_ranges 0 2 
if 
  43@ == 0 
else_jump @STEAL4_24632 
040D: unload_wav 1 
03CF: load_wav 37034 as 1 

:STEAL4_24579
if 
83D0:   not wav 1 loaded 
else_jump @STEAL4_24605 
wait 0 
jump @STEAL4_24579 

:STEAL4_24605
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_NA' time 5000 flag 1  // ~z~Das war ein Kinderspiel!
jump @STEAL4_24691 

:STEAL4_24632
040D: unload_wav 1 
03CF: load_wav 37035 as 1 

:STEAL4_24645
if 
83D0:   not wav 1 loaded 
else_jump @STEAL4_24671 
wait 0 
jump @STEAL4_24645 

:STEAL4_24671
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_NB' time 5000 flag 1  // ~z~Hat Spa gemacht, Kumpel, das sollten wir noch mal machen!

:STEAL4_24691
32@ = 0 

:STEAL4_24698
if 
83D2:   not wav 1 ended 
else_jump @STEAL4_24876 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_24865 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_24865 
if 
   Actor.InCar(68@, 86@)
else_jump @STEAL4_24865 
if 
   not Actor.InCar($PLAYER_ACTOR, 86@)
else_jump @STEAL4_24865 
062E: unknown_get_actor 68@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @STEAL4_24865 
0615: define_AS_pack_begin 49@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2034.731 177.1182 27.8359 mode 4 50000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_24865
wait 0 
jump @STEAL4_24698 

:STEAL4_24876
if 
   not 32@ > 5000 
else_jump @STEAL4_24906 
wait 0 
jump @STEAL4_24876 

:STEAL4_24906
fade 0 1000 

:STEAL4_24913
if 
fading 
else_jump @STEAL4_24937 
wait 0 
jump @STEAL4_24913 

:STEAL4_24937
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STEAL4_24964 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:STEAL4_24964
35@ += 1 

:STEAL4_24971
if 
  35@ == 3 
else_jump @STEAL4_25743 
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_25049 
43@ = Car.Health(86@)
0093: 46@ = integer 43@ to_float 
46@ /= 1000.0 
46@ *= 5000.0 
0092: 152@ = float 46@ to_integer 

:STEAL4_25049
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.DestroyInstantly(68@)
Car.Destroy(86@)
00BE: text_clear_all 
Garage.Close('HBGDSFS')

:STEAL4_25077
if 
   not Garage.IsClosed('HBGDSFS')
else_jump @STEAL4_25110 
wait 0 
jump @STEAL4_25077 

:STEAL4_25110
Actor.PutAt($PLAYER_ACTOR, -1569.625, 122.3311, 2.5469)
Camera.SetPosition(-1571.141, 131.4032, 3.3235, 0.0, 0.0, 0.0)
Camera.PointAt(-1571.685, 132.226, 3.4872, 2)
0A0B: set_rendering_origin_at_3D_coord -1571.685 132.226 3.4872 angle 0.0 
0395: clear_area 1 at -1570.718 131.0493 3.3547 radius 50.0 
02A3: enable_widescreen 1 
$1185 = 1 
create_thread @IMPEXPM 
$1909 = 1 

:STEAL4_25253
if 
   not Model.Available(#NF_BLACKBOARD)
else_jump @STEAL4_25279 
wait 0 
jump @STEAL4_25253 

:STEAL4_25279
03E6: remove_text_box 
fade 1 1500 

:STEAL4_25288
if 
fading 
else_jump @STEAL4_25312 
wait 0 
jump @STEAL4_25288 

:STEAL4_25312
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'ST4_45' time 5000 flag 1  // ~s~Auto-Export und -Import wurde freigeschaltet.
wait 5000 
00BC: show_text_highpriority GXT 'ST4_46' time 5000 flag 1  // ~s~Sieh auf der Bedarfsliste bei den Hunters Point Naval Shipyard Docks nach, welche Fahrzeuge fr den Export gesucht werden.
wait 5000 
fade 0 500 

:STEAL4_25363
if 
fading 
else_jump @STEAL4_25387 
wait 0 
jump @STEAL4_25363 

:STEAL4_25387
Camera.SetPosition(-1554.593, -60.4267, 75.7247, 0.0, 0.0, 0.0)
Camera.PointAt(-1554.782, -59.6013, 75.193, 2)
0A0B: set_rendering_origin_at_3D_coord -1554.782 -59.6013 75.193 angle 0.0 
fade 1 500 

:STEAL4_25467
if 
fading 
else_jump @STEAL4_25491 
wait 0 
jump @STEAL4_25467 

:STEAL4_25491
00BC: show_text_highpriority GXT 'ST4_47' time 5000 flag 1  // ~s~Liefere gewnschte Fahrzeuge beim Schiff ab.
wait 5000 
00BC: show_text_highpriority GXT 'ST4_48' time 5000 flag 1  // ~s~An bestimmten Tagen werden auch Fahrzeuge importiert.
wait 5000 
fade 0 500 

:STEAL4_25540
if 
fading 
else_jump @STEAL4_25564 
wait 0 
jump @STEAL4_25540 

:STEAL4_25564
Actor.PutAt($PLAYER_ACTOR, -2027.2, 179.5, 27.3)
Actor.Angle($PLAYER_ACTOR) = 277.5
Camera.SetAtPos(-2045.4, 173.1, 27.8)
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 

:STEAL4_25633
if 
04F0:   unknown_actor_check $PLAYER_ACTOR 
else_jump @STEAL4_25660 
wait 0 
jump @STEAL4_25633 

:STEAL4_25660
Actor.PutAt($PLAYER_ACTOR, -2027.2, 179.5, 27.3)
Actor.Angle($PLAYER_ACTOR) = 277.5
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
fade 1 1000 

:STEAL4_25705
if 
fading 
else_jump @STEAL4_25729 
wait 0 
jump @STEAL4_25705 

:STEAL4_25729
Player.CanMove($PLAYER_CHAR) = True
36@ = 1 

:STEAL4_25743
return 

:STEAL4_25745
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @STEAL4_25820 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
if 
   not 91@ == -1 
else_jump @STEAL4_25820 
if 
803B:   not  105@ == 91@ // (int) 
else_jump @STEAL4_25820 
0085: 105@ = 91@ // (int) 

:STEAL4_25820
if 
   not Actor.Dead(68@)
else_jump @STEAL4_25950 
if 
03CA:   object 105@ exists 
else_jump @STEAL4_25950 
if 
85A3:   not object 105@ stopped 
else_jump @STEAL4_25950 
05A8: get_object 105@ speed_to 46@ 
if 
  46@ > 4.0 
else_jump @STEAL4_25950 
if 
023B:   actor 68@ colliding_with_object 105@ 
else_jump @STEAL4_25950 
062E: unknown_get_actor 68@ task 1470 status_store_to 45@ // ret 7 if not found 
if 
04A4:   45@ == 7 // @ == any 
else_jump @STEAL4_25950 
05BE: AS_kill_actor 68@ 

:STEAL4_25950
if 
  39@ == 8 
else_jump @STEAL4_26336 
if 
  135@ == 1 
else_jump @STEAL4_26336 
if 
03CA:   object 101@ exists 
else_jump @STEAL4_26336 
if 
056E:   car 84@ defined 
else_jump @STEAL4_26336 
if 
   not Car.Wrecked(84@)
else_jump @STEAL4_26336 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 101@ with_offset 0.0 -1.0 0.0 
Object.StorePos(101@, 57@, 58@, 59@)
50@ = 1.0 
0089: 51@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 51@ -= 59@ // (float) 
53@ = 0.0 
54@ = 1.0 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 46@ 
if and
0027:   59@ > $TEMPVAR_FLOAT_3 // (float) 
  46@ > 120.0 
else_jump @STEAL4_26336 
Car.StorePos(84@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0407: store_coords_to 57@ 58@ 59@ from_car 84@ with_offset 0.0 1.0 0.0 
0087: 179@ = 57@ // (float) 
0065: 179@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 180@ = 58@ // (float) 
0065: 180@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 181@ = 59@ // (float) 
0065: 181@ -= $TEMPVAR_FLOAT_3 // (float) 
181@ += 0.1 
179@ *= 0.05 
180@ *= 0.05 
181@ *= 0.05 
0684: detach_car 84@ 0.0 0.0 0.0 collision_detection 0 
64@ = 0 
135@ += 1 

:STEAL4_26336
if 
  135@ == 2 
else_jump @STEAL4_26432 
if 
  300 > 64@ 
else_jump @STEAL4_26425 
if 
   not Car.Wrecked(84@)
else_jump @STEAL4_26418 
07D5: set_car 84@ velocity_in_direction_XYZ 179@ 180@ 181@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:STEAL4_26418
jump @STEAL4_26432 

:STEAL4_26425
135@ += 1 

:STEAL4_26432
if 
  39@ == 9 
else_jump @STEAL4_26818 
if 
  136@ == 1 
else_jump @STEAL4_26818 
if 
03CA:   object 102@ exists 
else_jump @STEAL4_26818 
if 
056E:   car 85@ defined 
else_jump @STEAL4_26818 
if 
   not Car.Wrecked(85@)
else_jump @STEAL4_26818 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 102@ with_offset 0.0 -1.0 0.0 
Object.StorePos(102@, 57@, 58@, 59@)
50@ = 1.0 
0089: 51@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 51@ -= 59@ // (float) 
53@ = 0.0 
54@ = 1.0 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 46@ 
if and
0027:   59@ > $TEMPVAR_FLOAT_3 // (float) 
  46@ > 120.0 
else_jump @STEAL4_26818 
Car.StorePos(85@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0407: store_coords_to 57@ 58@ 59@ from_car 85@ with_offset 0.0 1.0 0.0 
0087: 179@ = 57@ // (float) 
0065: 179@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 180@ = 58@ // (float) 
0065: 180@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 181@ = 59@ // (float) 
0065: 181@ -= $TEMPVAR_FLOAT_3 // (float) 
181@ += 0.1 
179@ *= 0.05 
180@ *= 0.05 
181@ *= 0.05 
0684: detach_car 85@ 0.0 0.0 0.0 collision_detection 0 
64@ = 0 
136@ += 1 

:STEAL4_26818
if 
  135@ == 2 
else_jump @STEAL4_26914 
if 
  300 > 64@ 
else_jump @STEAL4_26907 
if 
   not Car.Wrecked(85@)
else_jump @STEAL4_26900 
07D5: set_car 85@ velocity_in_direction_XYZ 179@ 180@ 181@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:STEAL4_26900
jump @STEAL4_26914 

:STEAL4_26907
136@ += 1 

:STEAL4_26914
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @STEAL4_27263 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
if 
  91@ == -1 
else_jump @STEAL4_27263 
if 
03CA:   object 105@ exists 
else_jump @STEAL4_27263 
if 
  182@ > 15.0 
else_jump @STEAL4_27255 
if 
   not Car.Wrecked(82@)
else_jump @STEAL4_27039 
if 
0897:   car 82@ collided_with_object 105@ 
else_jump @STEAL4_27039 
020B: explode_car 82@ // versionA 

:STEAL4_27039
if 
   not Car.Wrecked(84@)
else_jump @STEAL4_27095 
if 
8686:   not car 84@ attached 
else_jump @STEAL4_27095 
if 
0897:   car 84@ collided_with_object 105@ 
else_jump @STEAL4_27095 
020B: explode_car 84@ // versionA 

:STEAL4_27095
if 
   not Car.Wrecked(86@)
else_jump @STEAL4_27135 
if 
0897:   car 86@ collided_with_object 105@ 
else_jump @STEAL4_27135 
020B: explode_car 86@ // versionA 

:STEAL4_27135
if 
   not Car.Wrecked(87@)
else_jump @STEAL4_27175 
if 
0897:   car 87@ collided_with_object 105@ 
else_jump @STEAL4_27175 
020B: explode_car 87@ // versionA 

:STEAL4_27175
if 
   not Car.Wrecked(88@)
else_jump @STEAL4_27215 
if 
0897:   car 88@ collided_with_object 105@ 
else_jump @STEAL4_27215 
020B: explode_car 88@ // versionA 

:STEAL4_27215
if 
   not Car.Wrecked(89@)
else_jump @STEAL4_27255 
if 
0897:   car 89@ collided_with_object 105@ 
else_jump @STEAL4_27255 
020B: explode_car 89@ // versionA 

:STEAL4_27255
05A8: get_object 105@ speed_to 182@ 

:STEAL4_27263
if 
  39@ == 4 
else_jump @STEAL4_27392 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @STEAL4_27392 
if 
   not Car.Wrecked(82@)
else_jump @STEAL4_27379 
if 
   not Actor.InCar($PLAYER_ACTOR, 82@)
else_jump @STEAL4_27372 
03C0: 43@ = actor $PLAYER_ACTOR car 
if 
803B:   not  43@ == 86@ // (int) 
else_jump @STEAL4_27372 
Car.RemoveReferences(82@)
82@ = Actor.Car($PLAYER_ACTOR)

:STEAL4_27372
jump @STEAL4_27392 

:STEAL4_27379
Car.RemoveReferences(82@)
82@ = Actor.Car($PLAYER_ACTOR)

:STEAL4_27392
if 
  39@ == 5 
else_jump @STEAL4_27517 
if 
056D:   actor 68@ defined 
else_jump @STEAL4_27517 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_27517 
43@ = Actor.Health(68@)
0093: 46@ = integer 43@ to_float 
46@ /= 500.0 
46@ *= 100.0 
if 
  46@ > 100.0 
else_jump @STEAL4_27509 
46@ = 100.0 

:STEAL4_27509
0090: $7415 = float 46@ to_integer 

:STEAL4_27517
if 
  39@ == 6 
else_jump @STEAL4_27588 
if 
056E:   car 89@ defined 
else_jump @STEAL4_27588 
if 
   Car.Wrecked(89@)
else_jump @STEAL4_27588 
if 
075C:   marker 118@ enabled 
else_jump @STEAL4_27588 
Marker.Disable(118@)

:STEAL4_27588
if 
  39@ == 8 
else_jump @STEAL4_27768 
43@ = 0 

:STEAL4_27613
if 
  6 > 43@ 
else_jump @STEAL4_27694 
if 
075C:   marker 112@(43@,6i) enabled 
else_jump @STEAL4_27680 
if 
   Actor.Dead(70@(43@,6i))
else_jump @STEAL4_27680 
Marker.Disable(112@(43@,6i))

:STEAL4_27680
43@ += 1 
jump @STEAL4_27613 

:STEAL4_27694
if 
075C:   marker 120@ enabled 
else_jump @STEAL4_27731 
if 
   Actor.Dead(80@)
else_jump @STEAL4_27731 
Marker.Disable(120@)

:STEAL4_27731
if 
075C:   marker 121@ enabled 
else_jump @STEAL4_27768 
if 
   Actor.Dead(81@)
else_jump @STEAL4_27768 
Marker.Disable(121@)

:STEAL4_27768
if 
  128@ == 1 
else_jump @STEAL4_27849 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @STEAL4_27849 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
if 
   not 83@ == -1 
else_jump @STEAL4_27849 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
128@ = 2 

:STEAL4_27849
if 
  128@ == 2 
else_jump @STEAL4_27930 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @STEAL4_27930 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
if 
  83@ == -1 
else_jump @STEAL4_27930 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
128@ = 1 

:STEAL4_27930
if 
  39@ == 7 
else_jump @STEAL4_28045 
if 
056E:   car 86@ defined 
else_jump @STEAL4_27999 
if 
   Car.Wrecked(86@)
else_jump @STEAL4_27999 
wait 2000 
37@ = 1 
140@ = 2 

:STEAL4_27999
if 
056D:   actor 68@ defined 
else_jump @STEAL4_28045 
if 
   Actor.Dead(68@)
else_jump @STEAL4_28045 
37@ = 1 
140@ = 3 

:STEAL4_28045
return 

:STEAL4_28047
if 
  126@ == 1 
else_jump @STEAL4_28173 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_28173 
if 
86EE:   not actor 68@ in_group $PLAYER_GROUP 
else_jump @STEAL4_28173 
if 
   not $FLAG_PLAYER_IN_CRANE == 2 
else_jump @STEAL4_28134 
00BC: show_text_highpriority GXT 'ST4_42' time 5000 flag 1  // ~s~Du hast ~b~Cesar~s~ zurckgelassen.

:STEAL4_28134
126@ += 1 
if 
   not 133@ == 1 
else_jump @STEAL4_28173 
133@ = 1 
gosub @STEAL4_29801 

:STEAL4_28173
if 
  126@ == 2 
else_jump @STEAL4_28297 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_28297 
if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 15.0 15.0 5.0 sphere 0 
else_jump @STEAL4_28297 
0631: put_actor 68@ in_group $PLAYER_GROUP 
04D8: set_actor 68@ drowns_in_water 0 
126@ = 1 
if 
   not 133@ == 3 
else_jump @STEAL4_28297 
133@ = 3 
gosub @STEAL4_29801 

:STEAL4_28297
return 

:STEAL4_28299
Model.Load(#SENTINEL)
Model.Load(#COLT45)
Model.Load(#WBDYG1)

:STEAL4_28313
if or
   not Model.Available(#JESTER)
   not Model.Available(#SENTINEL)
   not Model.Available(#COLT45)
   not Model.Available(#WBDYG1)
else_jump @STEAL4_28354 
wait 0 
jump @STEAL4_28313 

:STEAL4_28354
0395: clear_area 1 at -1711.59 44.8495 2.7813 radius 20.0 
87@ = Car.Create(#SENTINEL, -1711.59, 44.8495, 2.7813)
Car.Angle(87@) = 232.9281
04E0: car 87@ abandon_path_radius 100 
0129: 70@ = create_actor_pedtype 24 model #WBDYG1 in_car 87@ driverseat 
01C8: 71@ = create_actor_pedtype 24 model #WBDYG1 in_car 87@ passenger_seat 0 
01C8: 72@ = create_actor_pedtype 24 model #WBDYG1 in_car 87@ passenger_seat 1 
112@ = Marker.CreateAboveActor(70@)
113@ = Marker.CreateAboveActor(71@)
114@ = Marker.CreateAboveActor(72@)
43@ = 0 

:STEAL4_28489
if 
  3 > 43@ 
else_jump @STEAL4_28600 
if 
   not Actor.Dead(70@(43@,6i))
else_jump @STEAL4_28586 
01B2: give_actor 70@(43@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
060B: set_actor 70@(43@,6i) decision_maker_to 171@ 
Actor.WeaponAccuracy(70@(43@,6i)) = 40
Actor.Health(70@(43@,6i)) = 70
0446: set_actor 70@(43@,6i) immune_to_headshots 0 

:STEAL4_28586
43@ += 1 
jump @STEAL4_28489 

:STEAL4_28600
0395: clear_area 1 at -1697.04 14.7378 2.7813 radius 5.0 
return 
if 
   not Car.Wrecked(87@)
else_jump @STEAL4_28747 
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 87@ to -1686.422 25.8359 2.7752 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 87@ to -1643.394 19.6494 3.6706 speed 15.0 0 model #NULL 3 
0616: define_AS_pack_end 49@ 
if 
   not Actor.Dead(70@)
else_jump @STEAL4_28742 
0618: assign_actor 70@ to_AS_pack 49@ 

:STEAL4_28742
061B: remove_references_to_AS_pack 49@ 

:STEAL4_28747
return 

:STEAL4_28749
if 
03CA:   object $2727 exists 
else_jump @STEAL4_28779 
0815: put_object $2727 at $2733 $2734 $2735 and_keep_rotation 

:STEAL4_28779
if 
03CA:   object $2730 exists 
else_jump @STEAL4_28809 
0815: put_object $2730 at $2733 $2734 $2735 and_keep_rotation 

:STEAL4_28809
if 
03CA:   object $2727 exists 
else_jump @STEAL4_28930 
if 
03CA:   object $2728 exists 
else_jump @STEAL4_28930 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 with_offset 0.0 0.0 0.0 
Object.Angle($2728) = $2736
0815: put_object $2728 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
if 
03CA:   object $2731 exists 
else_jump @STEAL4_28930 
Object.Angle($2731) = $2736
0815: put_object $2731 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 

:STEAL4_28930
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @STEAL4_29075 
if 
03CA:   object $2728 exists 
else_jump @STEAL4_29075 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2728 with_offset 0.0 -2.185 8.51 
$2737 = Object.Angle($2728)
0815: put_object $CRANE_MAGNET at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0453: set_object $CRANE_MAGNET XY_rotation $2738 0.0 angle $2737 
if 
03CA:   object $2732 exists 
else_jump @STEAL4_29075 
0815: put_object $2732 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0453: set_object $2732 XY_rotation $2738 0.0 angle $2737 

:STEAL4_29075
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @STEAL4_29107 
0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to $CRANE_ROPE_LENGTH // float 
0796: get_crane_magnet $CRANE_MAGNET magnet_lane_length_to $CRANE_ROPE_LENGTH // float 

:STEAL4_29107
0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @STEAL4_29136 
0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to $CRANE_ROPE_LENGTH // float 

:STEAL4_29136
return 
if 
   not Actor.Dead(70@)
else_jump @STEAL4_29267 
0792: disembark_instantly_actor 70@ 
Actor.PutAt(70@, -1638.942, 26.9517, 3.0869)
Actor.Angle(70@) = 339.6872
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1638.837 27.1035 2.8213 mode 6 999999 ms // versionA 
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_29249 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_29249
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_29267
if 
   not Actor.Dead(71@)
else_jump @STEAL4_29396 
0792: disembark_instantly_actor 71@ 
Actor.PutAt(71@, -1639.896, 21.6694, 3.0869)
Actor.Angle(71@) = 359.1165
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1639.896 21.6694 3.5869 mode 6 999999 ms // versionA 
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_29378 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_29378
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_29396
if 
   not Actor.Dead(72@)
else_jump @STEAL4_29525 
0792: disembark_instantly_actor 72@ 
Actor.PutAt(72@, -1641.346, 27.048, 3.0869)
Actor.Angle(72@) = 331.6584
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1641.346 27.048 3.5869 mode 6 999999 ms // versionA 
085B: unknown_actor -1 flag 1 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_29507 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_29507
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_29525
if 
   not Car.Wrecked(87@)
else_jump @STEAL4_29571 
Car.PutAt(87@, -1642.706, 19.5606, 3.4189)
Car.Angle(87@) = 263.1502

:STEAL4_29571
43@ = 0 

:STEAL4_29578
if 
  3 > 43@ 
else_jump @STEAL4_29642 
if 
   not Actor.Dead(70@(43@,6i))
else_jump @STEAL4_29628 
060B: set_actor 70@(43@,6i) decision_maker_to 171@ 

:STEAL4_29628
43@ += 1 
jump @STEAL4_29578 

:STEAL4_29642
return 
0871: init_jump_table 131@ total_jumps 2 default_jump 1 @STEAL4_29767 jumps 0 @STEAL4_29707 1 @STEAL4_29737 -1 @STEAL4_29767 -1 @STEAL4_29767 -1 @STEAL4_29767 -1 @STEAL4_29767 -1 @STEAL4_29767 

:STEAL4_29707
00BC: show_text_highpriority GXT 'ST4_11' time 6000 flag 1 
131@ += 1 
jump @STEAL4_29767 

:STEAL4_29737
00BC: show_text_highpriority GXT 'ST4_12' time 6000 flag 1 
131@ += 1 
jump @STEAL4_29767 

:STEAL4_29767
if 
  131@ > 1 
else_jump @STEAL4_29792 
131@ = 0 

:STEAL4_29792
60@ = 0 
return 

:STEAL4_29801
if 
056D:   actor 68@ defined 
else_jump @STEAL4_29967 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_29967 
if 
075C:   marker 107@ enabled 
else_jump @STEAL4_29854 
Marker.Disable(107@)

:STEAL4_29854
if 
  133@ == 1 
else_jump @STEAL4_29887 
107@ = Marker.CreateAboveActor(68@)
07E0: set_marker 107@ type_to 1 

:STEAL4_29887
if 
  133@ == 2 
else_jump @STEAL4_29927 
107@ = Marker.CreateAboveActor(68@)
07E0: set_marker 107@ type_to 1 
018B: set_marker 107@ radar_mode 2 

:STEAL4_29927
if 
  133@ == 3 
else_jump @STEAL4_29967 
107@ = Marker.CreateAboveActor(68@)
07E0: set_marker 107@ type_to 1 
018B: set_marker 107@ radar_mode 0 

:STEAL4_29967
return 

:STEAL4_29969
00BE: text_clear_all 
if 
  $FLAG_PLAYER_IN_CRANE == 2 
else_jump @STEAL4_30575 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:STEAL4_30003
if 
fading 
else_jump @STEAL4_30027 
wait 0 
jump @STEAL4_30003 

:STEAL4_30027
0151: remove_status_text $7415 
$1915 = 1 
0871: init_jump_table 140@ total_jumps 3 default_jump 0 @STEAL4_30488 jumps 1 @STEAL4_30102 2 @STEAL4_30232 3 @STEAL4_30362 -1 @STEAL4_30488 -1 @STEAL4_30488 -1 @STEAL4_30488 -1 @STEAL4_30488 

:STEAL4_30102
if 
   not Car.Wrecked(82@)
else_jump @STEAL4_30225 
0423: set_car 82@ improved_handling_to 2.0 // (float) 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_30152 
036A: put_actor 68@ in_car 82@ 

:STEAL4_30152
Car.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
02C1: store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 car_path_coords_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Car.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(82@) = 130.0
05D2: AS_actor 68@ run_to_and_hijack_car 82@ max_search_radius 40.0 traffic_behavior 2 

:STEAL4_30225
jump @STEAL4_30488 

:STEAL4_30232
if 
   not Car.Wrecked(82@)
else_jump @STEAL4_30355 
0423: set_car 82@ improved_handling_to 2.0 // (float) 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_30282 
036A: put_actor 68@ in_car 82@ 

:STEAL4_30282
Car.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
02C1: store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 car_path_coords_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Car.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(82@) = 130.0
05D2: AS_actor 68@ run_to_and_hijack_car 82@ max_search_radius 40.0 traffic_behavior 2 

:STEAL4_30355
jump @STEAL4_30488 

:STEAL4_30362
43@ = 0 

:STEAL4_30369
if 
  6 > 43@ 
else_jump @STEAL4_30433 
if 
   not Actor.Dead(70@(43@,6i))
else_jump @STEAL4_30419 
05E2: AS_actor 70@(43@,6i) kill_actor $PLAYER_ACTOR 

:STEAL4_30419
43@ += 1 
jump @STEAL4_30369 

:STEAL4_30433
if 
   not Actor.Dead(80@)
else_jump @STEAL4_30457 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 

:STEAL4_30457
if 
   not Actor.Dead(81@)
else_jump @STEAL4_30481 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 

:STEAL4_30481
jump @STEAL4_30488 

:STEAL4_30488
if 
056E:   car 86@ defined 
else_jump @STEAL4_30509 
Car.Destroy(86@)

:STEAL4_30509
if 
   not Car.Wrecked(84@)
else_jump @STEAL4_30530 
Car.Destroy(84@)

:STEAL4_30530
fade 1 1000 

:STEAL4_30537
if 
fading 
else_jump @STEAL4_30561 
wait 0 
jump @STEAL4_30537 

:STEAL4_30561
$7414 += 1 
Player.CanMove($PLAYER_CHAR) = True

:STEAL4_30575
0871: init_jump_table 140@ total_jumps 3 default_jump 0 @STEAL4_30707 jumps 1 @STEAL4_30638 2 @STEAL4_30661 3 @STEAL4_30684 -1 @STEAL4_30707 -1 @STEAL4_30707 -1 @STEAL4_30707 -1 @STEAL4_30707 

:STEAL4_30638
00BC: show_text_highpriority GXT 'ST4_44' time 5000 flag 1  // ~r~Das Auto in dem Container ist zerstrt worden!!
jump @STEAL4_30707 

:STEAL4_30661
00BC: show_text_highpriority GXT 'ST4_03' time 5000 flag 1  // ~r~Das Auto, das du klauen solltest, ist hin.
jump @STEAL4_30707 

:STEAL4_30684
00BC: show_text_highpriority GXT 'ST4_02' time 5000 flag 1  // ~r~Cesar hat den Lffel abgegeben.
jump @STEAL4_30707 

:STEAL4_30707
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
$1912 = 1 
return 

:STEAL4_30732
00BE: text_clear_all 
select_interior 0 
01E3: show_text_1number_styled GXT 'M_PASSS' number 152@ time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 152@
0998: add_respect 5 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
$STEAL_TOTAL_PASSED_MISSIONS += 1 
030C: progress_made += 1 
$1912 = 0 
014C: set_parked_car_generator $2793 cars_to_generate_to 101 
0318: set_latest_mission_passed 'STEAL_4'  // Customs Fast Track
return 

:STEAL4_30816
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STEAL4_30839 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:STEAL4_30839
select_interior 0 
create_thread @CLEANAU 
03E6: remove_text_box 
0826: enable_hud 1 
0581: enable_radar 1 
$1185 = 0 
$FLAG_PLAYER_IN_CRANE = 0 
$1911 = 0 
$1913 = 0 
$1914 = 0 
$1916 = 0 
0151: remove_status_text $7415 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STEAL4_30979 
0A20: unknown_player $PLAYER_CHAR flag 0 
if 
   not Actor.Dead(80@)
else_jump @STEAL4_30955 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 

:STEAL4_30955
if 
   not Actor.Dead(81@)
else_jump @STEAL4_30979 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 

:STEAL4_30979
08F4: set_max_group_members 99 
Actor.RemoveReferences(68@)
Actor.RemoveReferences(69@)
43@ = 0 

:STEAL4_31000
if 
  6 > 43@ 
else_jump @STEAL4_31089 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STEAL4_31066 
if 
   not Actor.Dead(70@(43@,6i))
else_jump @STEAL4_31066 
05E2: AS_actor 70@(43@,6i) kill_actor $PLAYER_ACTOR 

:STEAL4_31066
Actor.RemoveReferences(70@(43@,6i))
43@ += 1 
jump @STEAL4_31000 

:STEAL4_31089
Actor.RemoveReferences(80@)
Actor.RemoveReferences(81@)
Car.RemoveReferences(82@)
Car.RemoveReferences(83@)
Car.RemoveReferences(84@)
Car.RemoveReferences(86@)
Car.RemoveReferences(87@)
Car.RemoveReferences(88@)
Car.RemoveReferences(89@)
06D7: enable_train_traffic 1 
0296: unload_special_actor 1 
Model.Destroy(#CLUB)
Model.Destroy(#SAVANNA)
Model.Destroy(#JESTER)
Model.Destroy(#SOLAIR)
Model.Destroy(#COLT45)
Model.Destroy(#SENTINEL)
Model.Destroy(#FREIGHT)
Model.Destroy(#FREIFLAT)
Model.Destroy(#WBDYG1)
Model.Destroy(#PEREN)
Marker.Disable(107@)
Marker.Disable(118@)
Marker.Disable(108@)
43@ = 0 

:STEAL4_31213
if 
  6 > 43@ 
else_jump @STEAL4_31254 
Marker.Disable(112@(43@,6i))
43@ += 1 
jump @STEAL4_31213 

:STEAL4_31254
Marker.Disable(119@)
Marker.Disable(109@)
Marker.Disable(110@)
Marker.Disable(120@)
Marker.Disable(121@)
065C: release_decision_maker 168@ 
065C: release_decision_maker 171@ 
065C: release_decision_maker 172@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:STEAL4_31331
0871: init_jump_table 153@ total_jumps 7 default_jump 1 @STEAL4_31492 jumps 1 @STEAL4_31394 2 @STEAL4_31408 3 @STEAL4_31422 4 @STEAL4_31436 5 @STEAL4_31450 6 @STEAL4_31464 7 @STEAL4_31478 

:STEAL4_31394
gosub @STEAL4_31526 
jump @STEAL4_31524 

:STEAL4_31408
gosub @STEAL4_32020 
jump @STEAL4_31524 

:STEAL4_31422
gosub @STEAL4_32630 
jump @STEAL4_31524 

:STEAL4_31436
gosub @STEAL4_33046 
jump @STEAL4_31524 

:STEAL4_31450
gosub @STEAL4_33409 
jump @STEAL4_31524 

:STEAL4_31464
gosub @STEAL4_34047 
jump @STEAL4_31524 

:STEAL4_31478
gosub @STEAL4_34596 
jump @STEAL4_31524 

:STEAL4_31492
if 
   not 154@ == 0 
else_jump @STEAL4_31517 
154@ = 0 

:STEAL4_31517
jump @STEAL4_31524 

:STEAL4_31524
return 

:STEAL4_31526
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_31828 jumps 0 @STEAL4_31589 1 @STEAL4_31610 2 @STEAL4_31694 3 @STEAL4_31778 4 @STEAL4_31792 -1 @STEAL4_31828 -1 @STEAL4_31828 

:STEAL4_31589
188@ = 0 
154@ = 1 
jump @STEAL4_31828 

:STEAL4_31610
if 
   not Actor.Dead(68@)
else_jump @STEAL4_31664 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 68@ radius 15.0 15.0 0 
else_jump @STEAL4_31664 
154@ = 2 

:STEAL4_31664
if 
   Actor.Dead(68@)
else_jump @STEAL4_31687 
154@ = 3 

:STEAL4_31687
jump @STEAL4_31828 

:STEAL4_31694
if 
   not Actor.Dead(68@)
else_jump @STEAL4_31748 
if 
00F2:   actor $PLAYER_ACTOR near_actor 68@ radius 10.0 10.0 0 
else_jump @STEAL4_31748 
154@ = 1 

:STEAL4_31748
if 
   Actor.Dead(68@)
else_jump @STEAL4_31771 
154@ = 3 

:STEAL4_31771
jump @STEAL4_31828 

:STEAL4_31778
153@ = 0 
jump @STEAL4_31828 

:STEAL4_31792
if 
03D2:   wav 1 ended 
else_jump @STEAL4_31821 
154@ = 3 
153@ = 0 

:STEAL4_31821
jump @STEAL4_31828 

:STEAL4_31828
0871: init_jump_table 155@ total_jumps 2 default_jump 1 @STEAL4_31997 jumps 0 @STEAL4_31891 1 @STEAL4_31944 -1 @STEAL4_32018 -1 @STEAL4_32018 -1 @STEAL4_32018 -1 @STEAL4_32018 -1 @STEAL4_32018 

:STEAL4_31891
05AA: 183@s = 'STL4_AA'  // ~z~Komm, Alter, du darfst fahren!
04AF: 185@ = 37000 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_32018 

:STEAL4_31944
05AA: 183@s = 'STL4_AB'  // ~z~Fahr ich nicht immer?
04AF: 185@ = 37001 // @ = any 
008B: 186@ = $PLAYER_ACTOR // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_32018 

:STEAL4_31997
154@ = 3 
gosub @STEAL4_35199 
jump @STEAL4_32018 

:STEAL4_32018
return 

:STEAL4_32020
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_32332 jumps 0 @STEAL4_32083 1 @STEAL4_32104 2 @STEAL4_32193 3 @STEAL4_32282 4 @STEAL4_32296 -1 @STEAL4_32332 -1 @STEAL4_32332 

:STEAL4_32083
188@ = 0 
154@ = 1 
jump @STEAL4_32332 

:STEAL4_32104
if 
   not Actor.Dead(68@)
else_jump @STEAL4_32163 
if 
8104:   not actor 68@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
else_jump @STEAL4_32163 
154@ = 2 

:STEAL4_32163
if 
   Actor.Dead(68@)
else_jump @STEAL4_32186 
154@ = 3 

:STEAL4_32186
jump @STEAL4_32332 

:STEAL4_32193
if 
   not Actor.Dead(68@)
else_jump @STEAL4_32252 
if 
0104:   actor 68@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
else_jump @STEAL4_32252 
154@ = 1 

:STEAL4_32252
if 
   Actor.Dead(68@)
else_jump @STEAL4_32275 
154@ = 3 

:STEAL4_32275
jump @STEAL4_32332 

:STEAL4_32282
153@ = 0 
jump @STEAL4_32332 

:STEAL4_32296
if 
03D2:   wav 1 ended 
else_jump @STEAL4_32325 
154@ = 3 
153@ = 0 

:STEAL4_32325
jump @STEAL4_32332 

:STEAL4_32332
0871: init_jump_table 155@ total_jumps 4 default_jump 1 @STEAL4_32607 jumps 0 @STEAL4_32395 1 @STEAL4_32448 2 @STEAL4_32501 3 @STEAL4_32554 -1 @STEAL4_32628 -1 @STEAL4_32628 -1 @STEAL4_32628 

:STEAL4_32395
05AA: 183@s = 'STL4_BA'  // ~z~Wie wollen wir eine Karre von einem Containerschiff stehlen, Kumpel?
04AF: 185@ = 37002 // @ = any 
008B: 186@ = $PLAYER_ACTOR // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_32628 

:STEAL4_32448
05AA: 183@s = 'STL4_BB'  // ~z~Genau so wie sie auf das Schiff hinauf gekommen ist, mit einem Verladekran!
04AF: 185@ = 37003 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_32628 

:STEAL4_32501
05AA: 183@s = 'STL4_BC'  // ~z~Oh, Mann, die Dinger sind verdammt hoch. Ich hab's nicht so mit Leitern!
04AF: 185@ = 37004 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_32628 

:STEAL4_32554
05AA: 183@s = 'STL4_BD'  // ~z~Okay, ich steuere den Kran und du hltst dich bereit, um den Container zu knacken.
04AF: 185@ = 37005 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_32628 

:STEAL4_32607
154@ = 3 
gosub @STEAL4_35199 
jump @STEAL4_32628 

:STEAL4_32628
return 

:STEAL4_32630
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_32801 jumps 0 @STEAL4_32693 1 @STEAL4_32714 2 @STEAL4_32744 3 @STEAL4_32751 4 @STEAL4_32765 -1 @STEAL4_32801 -1 @STEAL4_32801 

:STEAL4_32693
188@ = 0 
154@ = 1 
jump @STEAL4_32801 

:STEAL4_32714
if 
   Actor.Dead(68@)
else_jump @STEAL4_32737 
154@ = 3 

:STEAL4_32737
jump @STEAL4_32801 

:STEAL4_32744
jump @STEAL4_32801 

:STEAL4_32751
153@ = 0 
jump @STEAL4_32801 

:STEAL4_32765
if 
03D2:   wav 1 ended 
else_jump @STEAL4_32794 
154@ = 3 
153@ = 0 

:STEAL4_32794
jump @STEAL4_32801 

:STEAL4_32801
0871: init_jump_table 155@ total_jumps 3 default_jump 1 @STEAL4_33023 jumps 0 @STEAL4_32864 1 @STEAL4_32917 2 @STEAL4_32970 -1 @STEAL4_33044 -1 @STEAL4_33044 -1 @STEAL4_33044 -1 @STEAL4_33044 

:STEAL4_32864
05AA: 183@s = 'STL4_CA'  // ~z~Das ist das Schiff, CJ!
04AF: 185@ = 37006 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_33044 

:STEAL4_32917
05AA: 183@s = 'STL4_CB'  // ~z~Ok, ich klr das mit dem Kran. Gib mir 'ne Sekunde.
04AF: 185@ = 37007 // @ = any 
008B: 186@ = $PLAYER_ACTOR // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_33044 

:STEAL4_32970
05AA: 183@s = 'STL4_CC'  // ~z~Mach schnell, ich fhl mich hier wie auf dem Prsentierteller.
04AF: 185@ = 37008 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_33044 

:STEAL4_33023
154@ = 3 
gosub @STEAL4_35199 
jump @STEAL4_33044 

:STEAL4_33044
return 

:STEAL4_33046
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_33217 jumps 0 @STEAL4_33109 1 @STEAL4_33130 2 @STEAL4_33160 3 @STEAL4_33167 4 @STEAL4_33181 -1 @STEAL4_33217 -1 @STEAL4_33217 

:STEAL4_33109
188@ = 0 
154@ = 1 
jump @STEAL4_33217 

:STEAL4_33130
if 
   Actor.Dead(68@)
else_jump @STEAL4_33153 
154@ = 3 

:STEAL4_33153
jump @STEAL4_33217 

:STEAL4_33160
jump @STEAL4_33217 

:STEAL4_33167
153@ = 0 
jump @STEAL4_33217 

:STEAL4_33181
if 
03D2:   wav 1 ended 
else_jump @STEAL4_33210 
154@ = 3 
153@ = 0 

:STEAL4_33210
jump @STEAL4_33217 

:STEAL4_33217
0871: init_jump_table 155@ total_jumps 2 default_jump 1 @STEAL4_33386 jumps 0 @STEAL4_33280 1 @STEAL4_33333 -1 @STEAL4_33407 -1 @STEAL4_33407 -1 @STEAL4_33407 -1 @STEAL4_33407 -1 @STEAL4_33407 

:STEAL4_33280
05AA: 183@s = 'STL4_DA'  // ~z~CESAR! KEINER DAVON IST MIT FARBE MARKIERT!
04AF: 185@ = 37009 // @ = any 
008B: 186@ = $PLAYER_ACTOR // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_33407 

:STEAL4_33333
05AA: 183@s = 'STL4_DB'  // ~z~DANN MSSEN WIR'S AUF GUT GLCK VERSUCHEN!
04AF: 185@ = 37010 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_33407 

:STEAL4_33386
154@ = 3 
gosub @STEAL4_35199 
jump @STEAL4_33407 

:STEAL4_33407
return 

:STEAL4_33409
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_33749 jumps 0 @STEAL4_33472 1 @STEAL4_33493 2 @STEAL4_33603 3 @STEAL4_33699 4 @STEAL4_33713 -1 @STEAL4_33749 -1 @STEAL4_33749 

:STEAL4_33472
188@ = 0 
154@ = 1 
jump @STEAL4_33749 

:STEAL4_33493
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @STEAL4_33523 
154@ = 2 
jump @STEAL4_33573 

:STEAL4_33523
if 
   not Actor.Dead(68@)
else_jump @STEAL4_33573 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   not Actor.InCar(68@, $TEMPVAR_ACTOR_CAR)
else_jump @STEAL4_33573 
154@ = 2 

:STEAL4_33573
if 
   Actor.Dead(68@)
else_jump @STEAL4_33596 
154@ = 3 

:STEAL4_33596
jump @STEAL4_33749 

:STEAL4_33603
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @STEAL4_33669 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   not Actor.Dead(68@)
else_jump @STEAL4_33669 
if 
   Actor.InCar(68@, $TEMPVAR_ACTOR_CAR)
else_jump @STEAL4_33669 
154@ = 1 

:STEAL4_33669
if 
   Actor.Dead(68@)
else_jump @STEAL4_33692 
154@ = 3 

:STEAL4_33692
jump @STEAL4_33749 

:STEAL4_33699
153@ = 0 
jump @STEAL4_33749 

:STEAL4_33713
if 
03D2:   wav 1 ended 
else_jump @STEAL4_33742 
154@ = 3 
153@ = 0 

:STEAL4_33742
jump @STEAL4_33749 

:STEAL4_33749
0871: init_jump_table 155@ total_jumps 4 default_jump 1 @STEAL4_34024 jumps 0 @STEAL4_33812 1 @STEAL4_33865 2 @STEAL4_33918 3 @STEAL4_33971 -1 @STEAL4_34045 -1 @STEAL4_34045 -1 @STEAL4_34045 

:STEAL4_33812
05AA: 183@s = 'STL4_LA'  // ~z~Es muss 'nen einfacheren Weg geben, sich seine Brtchen zu verdienen.
04AF: 185@ = 37025 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_34045 

:STEAL4_33865
05AA: 183@s = 'STL4_LB'  // ~z~Klar, Kumpel,
04AF: 185@ = 37026 // @ = any 
008B: 186@ = $PLAYER_ACTOR // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_34045 

:STEAL4_33918
05AA: 183@s = 'STL4_LC'  // ~z~aber was kannst du sonst noch so?
04AF: 185@ = 37027 // @ = any 
008B: 186@ = $PLAYER_ACTOR // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_34045 

:STEAL4_33971
05AA: 183@s = 'STL4_LD'  // ~z~Schlagendes Argument, Kumpel!
04AF: 185@ = 37028 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_34045 

:STEAL4_34024
154@ = 3 
gosub @STEAL4_35199 
jump @STEAL4_34045 

:STEAL4_34045
return 

:STEAL4_34047
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_34298 jumps 0 @STEAL4_34110 1 @STEAL4_34131 2 @STEAL4_34241 3 @STEAL4_34248 4 @STEAL4_34262 -1 @STEAL4_34298 -1 @STEAL4_34298 

:STEAL4_34110
188@ = 0 
154@ = 1 
jump @STEAL4_34298 

:STEAL4_34131
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @STEAL4_34161 
154@ = 3 
jump @STEAL4_34211 

:STEAL4_34161
if 
   not Actor.Dead(68@)
else_jump @STEAL4_34211 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   not Actor.InCar(68@, $TEMPVAR_ACTOR_CAR)
else_jump @STEAL4_34211 
154@ = 3 

:STEAL4_34211
if 
   Actor.Dead(68@)
else_jump @STEAL4_34234 
154@ = 3 

:STEAL4_34234
jump @STEAL4_34298 

:STEAL4_34241
jump @STEAL4_34298 

:STEAL4_34248
153@ = 0 
jump @STEAL4_34298 

:STEAL4_34262
if 
03D2:   wav 1 ended 
else_jump @STEAL4_34291 
154@ = 3 
153@ = 0 

:STEAL4_34291
jump @STEAL4_34298 

:STEAL4_34298
0871: init_jump_table 155@ total_jumps 4 default_jump 1 @STEAL4_34573 jumps 0 @STEAL4_34361 1 @STEAL4_34414 2 @STEAL4_34467 3 @STEAL4_34520 -1 @STEAL4_34594 -1 @STEAL4_34594 -1 @STEAL4_34594 

:STEAL4_34361
05AA: 183@s = 'STL4_LA'  // ~z~Es muss 'nen einfacheren Weg geben, sich seine Brtchen zu verdienen.
04AF: 185@ = 37025 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_34594 

:STEAL4_34414
05AA: 183@s = 'STL4_LB'  // ~z~Klar, Kumpel,
04AF: 185@ = 37026 // @ = any 
008B: 186@ = $PLAYER_ACTOR // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_34594 

:STEAL4_34467
05AA: 183@s = 'STL4_LC'  // ~z~aber was kannst du sonst noch so?
04AF: 185@ = 37027 // @ = any 
008B: 186@ = $PLAYER_ACTOR // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_34594 

:STEAL4_34520
05AA: 183@s = 'STL4_LD'  // ~z~Schlagendes Argument, Kumpel!
04AF: 185@ = 37028 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_34594 

:STEAL4_34573
154@ = 3 
gosub @STEAL4_35199 
jump @STEAL4_34594 

:STEAL4_34594
return 

:STEAL4_34596
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_34847 jumps 0 @STEAL4_34659 1 @STEAL4_34680 2 @STEAL4_34790 3 @STEAL4_34797 4 @STEAL4_34811 -1 @STEAL4_34847 -1 @STEAL4_34847 

:STEAL4_34659
188@ = 0 
154@ = 1 
jump @STEAL4_34847 

:STEAL4_34680
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @STEAL4_34710 
154@ = 3 
jump @STEAL4_34760 

:STEAL4_34710
if 
   not Actor.Dead(68@)
else_jump @STEAL4_34760 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   not Actor.InCar(68@, $TEMPVAR_ACTOR_CAR)
else_jump @STEAL4_34760 
154@ = 3 

:STEAL4_34760
if 
   Actor.Dead(68@)
else_jump @STEAL4_34783 
154@ = 3 

:STEAL4_34783
jump @STEAL4_34847 

:STEAL4_34790
jump @STEAL4_34847 

:STEAL4_34797
153@ = 0 
jump @STEAL4_34847 

:STEAL4_34811
if 
03D2:   wav 1 ended 
else_jump @STEAL4_34840 
154@ = 3 
153@ = 0 

:STEAL4_34840
jump @STEAL4_34847 

:STEAL4_34847
0871: init_jump_table 155@ total_jumps 4 default_jump 1 @STEAL4_35122 jumps 0 @STEAL4_34910 1 @STEAL4_34963 2 @STEAL4_35016 3 @STEAL4_35069 -1 @STEAL4_35143 -1 @STEAL4_35143 -1 @STEAL4_35143 

:STEAL4_34910
05AA: 183@s = 'STL4_MA'  // ~z~Hey, CJ!
04AF: 185@ = 37030 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_35143 

:STEAL4_34963
05AA: 183@s = 'STL4_MB'  // ~z~Wir werden je nach Zustand der Karre bezahlt, Kumpel!
04AF: 185@ = 37031 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_35143 

:STEAL4_35016
05AA: 183@s = 'STL4_MC'  // ~z~Pass 'n bisschen besser auf!
04AF: 185@ = 37032 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_35143 

:STEAL4_35069
05AA: 183@s = 'STL4_MD'  // ~z~Yo, wer fhrt hier? Du oder ich?
04AF: 185@ = 37033 // @ = any 
0085: 186@ = 68@ // (int) 
187@ = 0 
gosub @STEAL4_35199 
jump @STEAL4_35143 

:STEAL4_35122
154@ = 3 
gosub @STEAL4_35199 
jump @STEAL4_35143 

:STEAL4_35143
return 
if 
   not 153@ == 0 
else_jump @STEAL4_35170 
154@ = 4 

:STEAL4_35170
return 

:STEAL4_35172
if 
   not 153@ == 0 
else_jump @STEAL4_35197 
154@ = 3 

:STEAL4_35197
return 

:STEAL4_35199
if 
   not 154@ == 3 
else_jump @STEAL4_35552 
0871: init_jump_table 188@ total_jumps 6 default_jump 0 @STEAL4_35545 jumps -1 @STEAL4_35280 0 @STEAL4_35311 1 @STEAL4_35352 2 @STEAL4_35395 3 @STEAL4_35470 4 @STEAL4_35506 -1 @STEAL4_35545 

:STEAL4_35280
186@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
jump @STEAL4_35545 

:STEAL4_35311
040D: unload_wav 1 
03CF: load_wav 185@ as 1 
if 
   not Actor.Dead(186@)
else_jump @STEAL4_35338 

:STEAL4_35338
188@ += 1 
jump @STEAL4_35545 

:STEAL4_35352
if 
03D0:   wav 1 loaded 
else_jump @STEAL4_35388 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 183@s time 3000 flag 1 
188@ += 1 

:STEAL4_35388
jump @STEAL4_35545 

:STEAL4_35395
if 
03D2:   wav 1 ended 
else_jump @STEAL4_35424 
188@ += 1 
jump @STEAL4_35463 

:STEAL4_35424
if 
056D:   actor 186@ defined 
else_jump @STEAL4_35463 
if 
   Actor.Dead(186@)
else_jump @STEAL4_35463 
188@ += 1 

:STEAL4_35463
jump @STEAL4_35545 

:STEAL4_35470
040D: unload_wav 1 
00BE: text_clear_all 
if 
   not Actor.Dead(186@)
else_jump @STEAL4_35492 

:STEAL4_35492
188@ += 1 
jump @STEAL4_35545 

:STEAL4_35506
if 
   not 154@ == 2 
else_jump @STEAL4_35538 
155@ += 1 
188@ = 0 

:STEAL4_35538
jump @STEAL4_35545 

:STEAL4_35545
jump @STEAL4_35609 

:STEAL4_35552
if 
   not 188@ == 0 
else_jump @STEAL4_35574 
040D: unload_wav 1 

:STEAL4_35574
if 
   not Actor.Dead(186@)
else_jump @STEAL4_35590 

:STEAL4_35590
03D5: remove_text 183@s 
188@ = 0 
155@ = 0 

:STEAL4_35609
return 

:STEAL4_35611
0871: init_jump_table 194@ total_jumps 5 default_jump 0 @STEAL4_35969 jumps -1 @STEAL4_35674 0 @STEAL4_35705 1 @STEAL4_35753 2 @STEAL4_35853 3 @STEAL4_35928 -1 @STEAL4_35969 -1 @STEAL4_35969 

:STEAL4_35674
192@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
jump @STEAL4_35969 

:STEAL4_35705
040D: unload_wav 1 
03CF: load_wav 191@ as 1 
if 
   not Actor.Dead(192@)
else_jump @STEAL4_35739 
094E: set_actor 192@ unknown_flag 0 

:STEAL4_35739
194@ += 1 
jump @STEAL4_35969 

:STEAL4_35753
if 
03D0:   wav 1 loaded 
else_jump @STEAL4_35846 
if 
   not Actor.Dead(192@)
else_jump @STEAL4_35825 
if 
894D:   not actor 192@ mutally_active 
else_jump @STEAL4_35825 
if 
  193@ == 1 
else_jump @STEAL4_35825 
0949: link_wav 1 to_actor 192@ 

:STEAL4_35825
03D1: play_wav 1 
00BC: show_text_highpriority GXT 189@s time 10000 flag 1 
194@ += 1 

:STEAL4_35846
jump @STEAL4_35969 

:STEAL4_35853
if 
03D2:   wav 1 ended 
else_jump @STEAL4_35882 
194@ += 1 
jump @STEAL4_35921 

:STEAL4_35882
if 
056D:   actor 192@ defined 
else_jump @STEAL4_35921 
if 
   Actor.Dead(192@)
else_jump @STEAL4_35921 
194@ += 1 

:STEAL4_35921
jump @STEAL4_35969 

:STEAL4_35928
040D: unload_wav 1 
00BE: text_clear_all 
if 
   not Actor.Dead(192@)
else_jump @STEAL4_35955 
094F: unknown_actor 192@ 

:STEAL4_35955
194@ += 1 
jump @STEAL4_35969 

:STEAL4_35969
return 

//-------------Mission 70---------------
// Originally: Puncture Wounds

:STEAL5
thread 'STEAL5' 
gosub @STEAL5_47 
if 
wasted_or_busted 
else_jump @STEAL5_38 
gosub @STEAL5_5099 

:STEAL5_38
gosub @STEAL5_5195 
end_thread 

:STEAL5_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'STEAL5' 
if 
  $ONMISSION == 0 
else_jump @STEAL5_128 
36@ = Object.Create(#TEMP_STINGER2, -2025.8, 169.2, 27.7)
018A: 40@ = create_checkpoint_at -2025.8 169.2 27.7 

:STEAL5_128
00BE: text_clear_all 
wait 0 
41@ = 0 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
$7416 = 3 
46@ = 0 
47@ = 0 
48@ = 0 
49@ = 0 
50@ = 0 
79@ = 0.0 
80@ = 0.0 
81@ = 0.0 
82@ = 0.0 
83@ = 0.0 
84@ = 0.0 
85@ = 0.0 
86@ = 0.0 
87@ = 0.0 
88@ = 0.0 
51@ = 0 
52@ = 0 
53@ = 0 
54@ = 0 
73@ = 0 
74@ = 0 
75@ = 0 
76@ = 0 
77@ = 0 
78@ = 0 
08F5: save_player_group 
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
Camera.SetAtPos(-2031.0, 149.0, 29.0)
02E4: load_cutscene_data 'STEAL_5' 

:STEAL5_422
if 
86B9:   not cutscene_data_loaded 
else_jump @STEAL5_446 
wait 0 
jump @STEAL5_422 

:STEAL5_446
02E7: start_cutscene 
fade 1 1000 

:STEAL5_455
if 
82E9:   not cutscene_reached_end 
else_jump @STEAL5_479 
wait 0 
jump @STEAL5_455 

:STEAL5_479
fade 0 0 

:STEAL5_485
if 
fading 
else_jump @STEAL5_509 
wait 0 
jump @STEAL5_485 

:STEAL5_509
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
wait 0 
Model.Load(#STRATUM)
Model.Load(#TAMPA)
Model.Load(#HFYRI)
Model.Load(#TEMP_STINGER2)
Model.Load(#CELLPHONE)
03CF: load_wav 1822 as 3 

:STEAL5_574
if 
83D0:   not wav 3 loaded 
else_jump @STEAL5_600 
wait 0 
jump @STEAL5_574 

:STEAL5_600
038B: load_requested_models 
0395: clear_area 1 at -2025.8 169.2 27.7 radius 5.0 
04AF: 49@ = 549 // @ = any 
gosub @STEAL5_7258 
39@ = Car.Create(#TAMPA, -2025.8, 169.2, 27.7)
0395: clear_area 1 at -1913.5 -593.8 36.9 radius 5.0 
04AF: 49@ = 561 // @ = any 
gosub @STEAL5_7258 
34@ = Car.Create(#STRATUM, -1913.5, -593.8, 36.9)
Car.Angle(34@) = 180.0
0294: set_car 34@ sprayable 0 
073B: unknown_car 34@ flag 1 
Car.DoorStatus(34@) = 3
0587: enable_car 34@ validate_position 0 
40@ = Marker.CreateAboveCar(34@)
07E0: set_marker 40@ type_to 0 
45@ = 1 
00AE: set_car 34@ traffic_behaviour_to 2 
Car.ImmuneToNonPlayer(34@) = True
072F: enable_car 34@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 7 // extended 03CC 
0129: 35@ = create_actor_pedtype 5 model #HFYRI in_car 34@ driverseat 
0588: unknown_actor 35@ flag 1 
054A: set_actor 35@ immune_to_car_headshots 0 
03C4: set_status_text $7416 type 0 GXT 'STE5_04' // global_variable  // Nagelmatten
00BC: show_text_highpriority GXT 'STE5_12' time 7000 flag 1  // ~s~Steig ins ~b~Auto~s~. Dieses ~b~Auto~s~ wurde so umgerstet, dass du Nagelmatten abwerfen kannst.
0395: clear_area 1 at -2028.6 162.9 27.8 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2028.6, 162.9, 27.8)
Actor.Angle($PLAYER_ACTOR) = 336.6
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
Garage.ChangeType('AMUMIS', 19)
fade 1 500 
33@ = 0 

:STEAL5_971
wait 0 
if 
0735:   NOP_false 83 
else_jump @STEAL5_997 
jump @STEAL5_5117 

:STEAL5_997
gosub @STEAL5_5303 
if 
  44@ == 1 
else_jump @STEAL5_1029 
jump @STEAL5_5099 

:STEAL5_1029
if 
  41@ == 0 
else_jump @STEAL5_1072 
if 
  47@ == 1 
else_jump @STEAL5_1072 
gosub @STEAL5_5405 

:STEAL5_1072
if 
  41@ == 0 
else_jump @STEAL5_1735 
if 
  45@ == 1 
else_jump @STEAL5_1191 
if 
   not Actor.InCar($PLAYER_ACTOR, 39@)
else_jump @STEAL5_1191 
Marker.Disable(40@)
40@ = Marker.CreateAboveCar(39@)
07E0: set_marker 40@ type_to 1 
if 
  33@ > 14000 
else_jump @STEAL5_1182 
00BC: show_text_highpriority GXT 'STE5_06' time 4000 flag 1  // ~s~Du musst dich in das ~b~Auto~s~ sezten, das fr die Nagelmatten umgerstet wurde.

:STEAL5_1182
03E6: remove_text_box 
45@ = 0 

:STEAL5_1191
if 
  45@ == 0 
else_jump @STEAL5_1290 
if 
   Actor.InCar($PLAYER_ACTOR, 39@)
else_jump @STEAL5_1290 
Marker.Disable(40@)
40@ = Marker.CreateAboveCar(34@)
07E0: set_marker 40@ type_to 0 
if 
  33@ > 14000 
else_jump @STEAL5_1283 
00BC: show_text_highpriority GXT 'STE5_07' time 4000 flag 1  // ~s~Durchlchere die Reifen des ~r~Zielautos~s~.

:STEAL5_1283
45@ = 1 

:STEAL5_1290
if 
  33@ > 14000 
else_jump @STEAL5_1395 
if 
  $7416 == 3 
else_jump @STEAL5_1393 
if 
   Actor.InCar($PLAYER_ACTOR, 39@)
else_jump @STEAL5_1377 
if 
89BE:   not unknown_check_09BD 
else_jump @STEAL5_1370 
0512: show_permanent_text_box 'STE5_03'  // Drcke ~k~~PED_FIREWEAPON~, um eine Nagelmatte abzuwerfen.

:STEAL5_1370
jump @STEAL5_1379 

:STEAL5_1377
03E6: remove_text_box 

:STEAL5_1379
47@ = 1 
jump @STEAL5_1395 

:STEAL5_1393
03E6: remove_text_box 

:STEAL5_1395
if 
  $7416 == 0 
else_jump @STEAL5_1457 
if 
  32@ > 5000 
else_jump @STEAL5_1457 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_05' time 4000 flag 1  // ~r~Du hast keine Nagelmatten mehr.
jump @STEAL5_5099 

:STEAL5_1457
gosub @STEAL5_6321 
gosub @STEAL5_6445 
gosub @STEAL5_6500 
if 
  42@ == 0 
else_jump @STEAL5_1563 
if 
   Actor.InCar($PLAYER_ACTOR, 39@)
else_jump @STEAL5_1563 
00BC: show_text_highpriority GXT 'STE5_01' time 7000 flag 1  // ~s~Durchlchere die Reifen des ~r~Zielautos~s~ mit Nagelmatten.
01E4: show_text_1number_lowpriority GXT 'STE5_02' number 3 time 7000 flag 1  // ~s~Du hast nur ~1~ Nagelmatten zur Verfgung.
33@ = 0 
42@ = 1 

:STEAL5_1563
if 
  42@ == 1 
else_jump @STEAL5_1735 
if 
0496:   tire 2 on_car 34@ deflated 
else_jump @STEAL5_1735 
Car.DoorStatus(34@) = 1
03CD: disable_car 34@ stuck_check 
if 
   not Actor.Dead(35@)
else_jump @STEAL5_1735 
0615: define_AS_pack_begin 89@ 
0633: AS_actor -1 exit_car 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 100000 
0616: define_AS_pack_end 89@ 
0618: assign_actor 35@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
Marker.Disable(40@)
40@ = Marker.CreateAboveCar(34@)
07E0: set_marker 40@ type_to 1 
039C: unknown_car 34@ flag 0 
00BC: show_text_highpriority GXT 'STE5_13' time 7000 flag 1  // ~s~Steig in den ~b~Wagen~s~.
32@ = 0 
42@ = 0 
41@ = 1 

:STEAL5_1735
if 
  41@ == 1 
else_jump @STEAL5_2832 
if 
  42@ == 0 
else_jump @STEAL5_1832 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @STEAL5_1825 
if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 5.0 5.0 flag 0 
else_jump @STEAL5_1825 
42@ = 1 

:STEAL5_1825
gosub @STEAL5_5405 

:STEAL5_1832
if 
  42@ == 1 
else_jump @STEAL5_1956 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
51@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
43@ = 1 
0707: start_scene_skip_to @STEAL5_2403 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03E6: remove_text_box 
0151: remove_status_text $7416 
51@ = 3 
53@ = 0 
gosub @STEAL5_8489 
32@ = 0 
42@ = 2 

:STEAL5_1956
if 
  42@ == 2 
else_jump @STEAL5_2039 
if 
  32@ > 2000 
else_jump @STEAL5_2039 
if 
  51@ == 0 
else_jump @STEAL5_2039 
51@ = 1 
53@ = 0 
gosub @STEAL5_8489 
42@ = 3 

:STEAL5_2039
if 
  42@ == 3 
else_jump @STEAL5_2089 
if 
  51@ == 0 
else_jump @STEAL5_2089 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
42@ = 4 

:STEAL5_2089
if 
  42@ == 4 
else_jump @STEAL5_2291 
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @STEAL5_2291 
0615: define_AS_pack_begin 89@ 
0772: AS_actor -1 run_to_car 34@ -2 ms stop_at_distance 1.0 
0616: define_AS_pack_end 89@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
043C: disable_sounds_after_fade 0 
0A2C: hide_priority_text_while_fading 0 
fade 0 700 

:STEAL5_2188
if 
fading 
else_jump @STEAL5_2212 
wait 0 
jump @STEAL5_2188 

:STEAL5_2212
03CF: load_wav 32000 as 3 

:STEAL5_2219
if 
83D0:   not wav 3 loaded 
else_jump @STEAL5_2245 
wait 0 
jump @STEAL5_2219 

:STEAL5_2245
gosub @STEAL5_5303 
if 
  44@ == 1 
else_jump @STEAL5_2277 
jump @STEAL5_5099 

:STEAL5_2277
32@ = 0 
42@ = 5 

:STEAL5_2291
if 
  42@ == 5 
else_jump @STEAL5_2360 
if 
  32@ > 1000 
else_jump @STEAL5_2360 
03D1: play_wav 3 
51@ = 2 
53@ = 0 
gosub @STEAL5_8489 
42@ = 6 

:STEAL5_2360
if 
  42@ == 6 
else_jump @STEAL5_2832 
if 
  51@ == 0 
else_jump @STEAL5_2832 
43@ = 0 

:STEAL5_2403
0701: end_scene_skip 
gosub @STEAL5_5303 
if 
  44@ == 1 
else_jump @STEAL5_2437 
jump @STEAL5_5099 

:STEAL5_2437
043C: disable_sounds_after_fade 1 
0A2C: hide_priority_text_while_fading 1 
if 
  43@ == 1 
else_jump @STEAL5_2545 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
51@ = 0 
fade 0 500 

:STEAL5_2487
if 
fading 
else_jump @STEAL5_2511 
wait 0 
jump @STEAL5_2487 

:STEAL5_2511
gosub @STEAL5_5303 
if 
  44@ == 1 
else_jump @STEAL5_2543 
jump @STEAL5_5099 

:STEAL5_2543
00BE: text_clear_all 

:STEAL5_2545
040D: unload_wav 3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.DestroyInstantly(35@)
if 
   not Car.Wrecked(34@)
else_jump @STEAL5_2618 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
Car.ImmuneToNonPlayer(34@) = False
0699: set_car 34@ repair_tire 2 
0699: set_car 34@ repair_tire 0 
0699: set_car 34@ repair_tire 1 
0699: set_car 34@ repair_tire 3 

:STEAL5_2618
Object.Destroy(36@)
Actor.StorePos($PLAYER_ACTOR, 83@, 84@, 85@)
Camera.SetAtPos(83@, 84@, 85@)
Car.RemoveReferences(39@)
Actor.RemoveReferences(35@)
Model.Destroy(#TAMPA)
Model.Destroy(#HFYRI)
Model.Destroy(#TEMP_STINGER2)
Car.ImmuneToNonPlayer(34@) = False
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
Marker.Disable(40@)
018A: 40@ = create_checkpoint_at -2026.9 179.1 27.5 
45@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_11' time 7000 flag 1  // ~s~Bring das Auto zurck in die ~y~Werkstatt~s~.
fade 1 500 

:STEAL5_2762
if 
fading 
else_jump @STEAL5_2786 
wait 0 
jump @STEAL5_2762 

:STEAL5_2786
gosub @STEAL5_5303 
if 
  44@ == 1 
else_jump @STEAL5_2818 
jump @STEAL5_5099 

:STEAL5_2818
42@ = 0 
41@ = 2 

:STEAL5_2832
if 
  41@ == 2 
else_jump @STEAL5_4228 
if 
0735:   NOP_false 81 
else_jump @STEAL5_2911 
if 
   not Car.Wrecked(34@)
else_jump @STEAL5_2911 
Car.PutAt(34@, -2011.8, 176.5, 26.6)
Car.Angle(34@) = 97.7

:STEAL5_2911
if 
  42@ == 0 
else_jump @STEAL5_3383 
if 
   not Car.Wrecked(34@)
else_jump @STEAL5_3383 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @STEAL5_3383 
if 
0100:   actor $PLAYER_ACTOR in_sphere -2033.1 178.6 27.8 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @STEAL5_3383 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:STEAL5_3026
if 
fading 
else_jump @STEAL5_3050 
wait 0 
jump @STEAL5_3026 

:STEAL5_3050
select_interior 1 
Marker.Disable(40@)
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
51@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0395: clear_area 1 at -2033.3 179.1 27.4 radius 25.0 
if 
   not Car.Wrecked(34@)
else_jump @STEAL5_3178 
0840: link_car 34@ to_interior 1 
Car.PutAt(34@, -2033.3, 179.1, 27.4)
Car.Angle(34@) = 90.8

:STEAL5_3178
0A0B: set_rendering_origin_at_3D_coord -2048.1 178.0 28.8 angle 270.0 
Camera.SetPosition(-2048.1, 178.0, 28.8, 0.0, 0.0, 0.0)
Camera.PointAt(-2037.9, 178.8, 27.4, 2)
fade 1 1000 

:STEAL5_3258
if 
fading 
else_jump @STEAL5_3282 
wait 0 
jump @STEAL5_3258 

:STEAL5_3282
Garage.Open('HBGDSFS')

:STEAL5_3293
if 
   not Garage.IsOpen('HBGDSFS')
else_jump @STEAL5_3326 
wait 0 
jump @STEAL5_3293 

:STEAL5_3326
if 
   not Car.Wrecked(34@)
else_jump @STEAL5_3376 
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to -2045.4 178.3 27.6 speed 10.0 0 model #NULL 3 

:STEAL5_3376
42@ = 1 

:STEAL5_3383
if 
  42@ == 1 
else_jump @STEAL5_3510 
if 
   not Car.Wrecked(34@)
else_jump @STEAL5_3510 
062E: unknown_get_actor $PLAYER_ACTOR task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @STEAL5_3510 
0615: define_AS_pack_begin 89@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2035.471 176.6342 27.8359 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 89@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
32@ = 0 
42@ = 2 

:STEAL5_3510
if 
  42@ == 2 
else_jump @STEAL5_4041 
if 
  32@ > 2000 
else_jump @STEAL5_4041 
fade 0 500 

:STEAL5_3554
if 
fading 
else_jump @STEAL5_3578 
wait 0 
jump @STEAL5_3554 

:STEAL5_3578
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Camera.SetAtPos(-2045.4, 173.1, 27.8)
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
00BE: text_clear_all 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Car.Destroy(34@)
0395: clear_area 1 at -2027.2 179.5 27.8 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -2027.2, 179.5, 27.8)
Actor.Angle($PLAYER_ACTOR) = 275.9
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
Garage.Close('HBGDSFS')

:STEAL5_3727
if 
   not Garage.IsClosed('HBGDSFS')
else_jump @STEAL5_3760 
wait 0 
jump @STEAL5_3727 

:STEAL5_3760
04A6: $1938 = create_asset_money_pickup_at -1969.463 289.5335 34.6719 money $1937 $1937 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetAtPos(-1980.301, 288.1622, 38.2246)
Camera.SetPosition(-1980.301, 288.1622, 38.2246, 0.0, 0.0, 0.0)
Camera.PointAt(-1979.313, 288.0155, 38.1743, 2)
fade 1 500 

:STEAL5_3872
if 
fading 
else_jump @STEAL5_3896 
wait 0 
jump @STEAL5_3872 

:STEAL5_3896
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Unternehmen erworben!
wait 5000 
Camera.SetPosition(-1972.185, 291.1454, 35.7724, 0.0, 0.0, 0.0)
Camera.PointAt(-1971.343, 290.6249, 35.6284, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1937 time 6000 flag 1  // Dieses Objekt generiert ab jetzt Einknfte von bis zu $~1~. Hol dir das Geld regelmig ab!
wait 6000 
fade 0 500 

:STEAL5_4003
if 
fading 
else_jump @STEAL5_4027 
wait 0 
jump @STEAL5_4003 

:STEAL5_4027
fade 1 500 
jump @STEAL5_5117 

:STEAL5_4041
if 
  45@ == 1 
else_jump @STEAL5_4123 
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @STEAL5_4123 
Marker.Disable(40@)
40@ = Marker.CreateAboveCar(34@)
07E0: set_marker 40@ type_to 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_08' time 4000 flag 1  // ~s~Steig wieder ins ~b~Auto~s~.
45@ = 0 

:STEAL5_4123
if 
  45@ == 0 
else_jump @STEAL5_4228 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @STEAL5_4228 
Marker.Disable(40@)
if 
  42@ == 0 
else_jump @STEAL5_4203 
018A: 40@ = create_checkpoint_at -2033.1 178.6 27.8 

:STEAL5_4203
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_11' time 7000 flag 1  // ~s~Bring das Auto zurck in die ~y~Werkstatt~s~.
45@ = 1 

:STEAL5_4228
if 
  41@ == 10 
else_jump @STEAL5_5085 
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @STEAL5_4788 
if 
  50@ == 0 
else_jump @STEAL5_4788 
00BE: text_clear_all 
fade 0 500 

:STEAL5_4298
if 
fading 
else_jump @STEAL5_4322 
wait 0 
jump @STEAL5_4298 

:STEAL5_4322
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
51@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 1 at -2125.5 -2467.5 29.6 radius 1.0 
Actor.StorePos($PLAYER_ACTOR, 86@, 87@, 88@)
04E4: unknown_refresh_game_renderer_at -2125.5 -2467.5 
Camera.SetAtPos(-2125.5, -2467.5, 29.6)
Actor.PutAt($PLAYER_ACTOR, -2125.5, -2467.5, 29.6)
if 
   not Actor.Dead(35@)
else_jump @STEAL5_4467 
0687: clear_actor 35@ task 

:STEAL5_4467
04E4: unknown_refresh_game_renderer_at -2117.8 -2456.8 
Camera.SetAtPos(-2115.6, -2456.5, 30.6)
038B: load_requested_models 
if 
   not Car.Wrecked(34@)
else_jump @STEAL5_4573 
03CD: disable_car 34@ stuck_check 
0395: clear_area 1 at -2117.8 -2456.8 29.3 radius 30.0 
Car.PutAt(34@, -2117.8, -2456.8, 29.3)
Car.Angle(34@) = 233.8

:STEAL5_4573
Camera.SetPosition(-2106.0, -2465.7, 30.8, 0.0, 0.0, 0.0)
Camera.PointAt(-2112.2, -2461.1, 29.6, 2)
00BC: show_text_highpriority GXT 'STE5_14' time 5000 flag 1  // ~r~Du hast den Wagen verpasst!
fade 1 500 

:STEAL5_4647
if 
fading 
else_jump @STEAL5_4671 
wait 0 
jump @STEAL5_4647 

:STEAL5_4671
Garage.Open('AMUMIS')

:STEAL5_4682
if 
   not Garage.IsOpen('AMUMIS')
else_jump @STEAL5_4715 
wait 0 
jump @STEAL5_4682 

:STEAL5_4715
if 
   not Actor.Dead(35@)
else_jump @STEAL5_4781 
if 
   not Car.Wrecked(34@)
else_jump @STEAL5_4781 
05D1: AS_actor 35@ drive_car 34@ to -2108.0 -2464.2 29.6 speed 10.0 0 model #NULL 3 

:STEAL5_4781
50@ = 1 

:STEAL5_4788
if 
  50@ == 1 
else_jump @STEAL5_5085 
if 
   not Actor.Dead(35@)
else_jump @STEAL5_5085 
062E: unknown_get_actor 35@ task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @STEAL5_5085 
Garage.Close('AMUMIS')

:STEAL5_4862
if 
   not Garage.IsClosed('AMUMIS')
else_jump @STEAL5_4895 
wait 0 
jump @STEAL5_4862 

:STEAL5_4895
fade 0 500 

:STEAL5_4902
if 
fading 
else_jump @STEAL5_4926 
wait 0 
jump @STEAL5_4902 

:STEAL5_4926
04E4: unknown_refresh_game_renderer_at 86@ 87@ 
88@ -= 1.0 
Camera.SetAtPos(86@, 87@, 88@)
038B: load_requested_models 
0395: clear_area 1 at 86@ 87@ 88@ radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 86@, 87@, 88@)
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
00BC: show_text_highpriority GXT 'STE5_14' time 5500 flag 1  // ~r~Du hast den Wagen verpasst!
fade 1 500 

:STEAL5_5054
if 
fading 
else_jump @STEAL5_5078 
wait 0 
jump @STEAL5_5054 

:STEAL5_5078
jump @STEAL5_5099 

:STEAL5_5085
gosub @STEAL5_8785 
jump @STEAL5_971 

:STEAL5_5099
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:STEAL5_5117
$STEAL_TOTAL_PASSED_MISSIONS += 1 
Marker.Disable($525)
014C: set_parked_car_generator $2794 cars_to_generate_to 101 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 5000
0998: add_respect 5 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'STEAL_5'  // Puncture Wounds
030C: progress_made += 1 
return 

:STEAL5_5195
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @STEAL5_5213 
Camera.Restore_WithJumpCut

:STEAL5_5213
043C: disable_sounds_after_fade 1 
Marker.Disable(40@)
040D: unload_wav 3 
0151: remove_status_text $7416 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @STEAL5_5254 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:STEAL5_5254
09F5: disable_player_mutal_activities 0 
Object.Destroy(36@)
Model.Destroy(#CELLPHONE)
Model.Destroy(#STRATUM)
Model.Destroy(#TAMPA)
Model.Destroy(#HFYRI)
Model.Destroy(#TEMP_STINGER2)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:STEAL5_5303
if 
   Car.Wrecked(34@)
else_jump @STEAL5_5344 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_09' time 4000 flag 1  // ~r~Das Zielauto wurde zerstrt!
44@ = 1 

:STEAL5_5344
if 
  41@ == 0 
else_jump @STEAL5_5403 
if 
   Car.Wrecked(39@)
else_jump @STEAL5_5403 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_10' time 7000 flag 1  // ~r~Das Auto mit den Nagelmatten wurde vernichtet!
44@ = 1 

:STEAL5_5403
return 

:STEAL5_5405
if 
   not Car.Wrecked(39@)
else_jump @STEAL5_5652 
if 
   Actor.InCar($PLAYER_ACTOR, 39@)
else_jump @STEAL5_5652 
if 
  32@ > 5000 
else_jump @STEAL5_5632 
if 
  $7416 > 0 
else_jump @STEAL5_5627 
if 
00E1:   player 0 pressed_key 17 
else_jump @STEAL5_5620 
Object.Destroy(36@)
0407: store_coords_to 83@ 84@ 85@ from_car 39@ with_offset 0.0 -3.0 -0.5 
$TEMPVAR_ANGLE = Car.Angle(39@)
$TEMPVAR_ANGLE += 90.0 
02CE: 85@ = ground_z_at 83@ 84@ 85@ 
36@ = Object.Create(#TEMP_STINGER2, 83@, 84@, 85@)
Object.Angle(36@) = $TEMPVAR_ANGLE
097A: play_audio_at 83@ 84@ 85@ event 1125 
78@ = 1 
$7416 -= 1 
32@ = 0 

:STEAL5_5620
jump @STEAL5_5632 

:STEAL5_5627
0151: remove_status_text $7416 

:STEAL5_5632
if 
   not $7416 == 3 
else_jump @STEAL5_5652 
03E6: remove_text_box 

:STEAL5_5652
if 
  78@ == 1 
else_jump @STEAL5_5735 
if 
03D2:   wav 3 ended 
else_jump @STEAL5_5735 
0407: store_coords_to 83@ 84@ 85@ from_car 39@ with_offset 0.0 -3.0 -0.5 
097A: play_audio_at 83@ 84@ 85@ event 1104 
78@ = 2 

:STEAL5_5735
if 
03CA:   object 36@ exists 
else_jump @STEAL5_6297 
0400: store_coords_to 79@ 81@ 85@ from_object 36@ with_offset -0.5 2.5 0.0 
0400: store_coords_to 80@ 82@ 85@ from_object 36@ with_offset -0.5 -2.5 0.0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @STEAL5_5968 
03C0: 38@ = actor $PLAYER_ACTOR car 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 79@ 81@ lr_corner_at 80@ 82@ height 1.0 flag 0 in_car 
else_jump @STEAL5_5968 
if 
8496:   not tire 2 on_car 38@ deflated 
else_jump @STEAL5_5893 
04FE: deflate_tire 2 on_car 38@ 

:STEAL5_5893
if 
8496:   not tire 0 on_car 38@ deflated 
else_jump @STEAL5_5918 
04FE: deflate_tire 0 on_car 38@ 

:STEAL5_5918
if 
8496:   not tire 1 on_car 38@ deflated 
else_jump @STEAL5_5943 
04FE: deflate_tire 1 on_car 38@ 

:STEAL5_5943
if 
8496:   not tire 3 on_car 38@ deflated 
else_jump @STEAL5_5968 
04FE: deflate_tire 3 on_car 38@ 

:STEAL5_5968
if 
   not Actor.Dead(35@)
else_jump @STEAL5_6119 
if 
05F8:   actor 35@ in_rectangle_ll_corner_at 79@ 81@ lr_corner_at 80@ 82@ height 1.0 flag 0 in_car 
else_jump @STEAL5_6119 
if 
8496:   not tire 2 on_car 34@ deflated 
else_jump @STEAL5_6044 
04FE: deflate_tire 2 on_car 34@ 

:STEAL5_6044
if 
8496:   not tire 0 on_car 34@ deflated 
else_jump @STEAL5_6069 
04FE: deflate_tire 0 on_car 34@ 

:STEAL5_6069
if 
8496:   not tire 1 on_car 34@ deflated 
else_jump @STEAL5_6094 
04FE: deflate_tire 1 on_car 34@ 

:STEAL5_6094
if 
8496:   not tire 3 on_car 34@ deflated 
else_jump @STEAL5_6119 
04FE: deflate_tire 3 on_car 34@ 

:STEAL5_6119
09C0: 37@ = get_random_car_in_area 79@ 81@ 80@ 82@ 1.0 with_actors -1 
if 
   not Car.Wrecked(37@)
else_jump @STEAL5_6297 
if 
803B:   not  37@ == 34@ // (int) 
else_jump @STEAL5_6297 
if 
803B:   not  37@ == 39@ // (int) 
else_jump @STEAL5_6297 
if 
8496:   not tire 2 on_car 37@ deflated 
else_jump @STEAL5_6222 
04FE: deflate_tire 2 on_car 37@ 

:STEAL5_6222
if 
8496:   not tire 0 on_car 37@ deflated 
else_jump @STEAL5_6247 
04FE: deflate_tire 0 on_car 37@ 

:STEAL5_6247
if 
8496:   not tire 1 on_car 37@ deflated 
else_jump @STEAL5_6272 
04FE: deflate_tire 1 on_car 37@ 

:STEAL5_6272
if 
8496:   not tire 3 on_car 37@ deflated 
else_jump @STEAL5_6297 
04FE: deflate_tire 3 on_car 37@ 

:STEAL5_6297
if 
0735:   NOP_false 81 
else_jump @STEAL5_6319 
04FE: deflate_tire 2 on_car 34@ 

:STEAL5_6319
return 

:STEAL5_6321
if 
   not Car.Wrecked(34@)
else_jump @STEAL5_6443 
if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 60.0 60.0 flag 0 
else_jump @STEAL5_6385 
Car.SetMaxSpeed(34@, 50.0)
jump @STEAL5_6443 

:STEAL5_6385
if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 100.0 100.0 flag 0 
else_jump @STEAL5_6433 
Car.SetMaxSpeed(34@, 20.0)
jump @STEAL5_6443 

:STEAL5_6433
Car.SetMaxSpeed(34@, 15.0)

:STEAL5_6443
return 

:STEAL5_6445
if 
   not Car.Wrecked(34@)
else_jump @STEAL5_6498 
if 
02CA:   car 34@ bounding_sphere_visible 
else_jump @STEAL5_6491 
039C: unknown_car 34@ flag 0 
jump @STEAL5_6498 

:STEAL5_6491
039C: unknown_car 34@ flag 1 

:STEAL5_6498
return 

:STEAL5_6500
if 
   not Actor.Dead(35@)
else_jump @STEAL5_7256 
if 
   Actor.InCar(35@, 34@)
else_jump @STEAL5_7256 
if 
  46@ == 0 
else_jump @STEAL5_6847 
0615: define_AS_pack_begin 89@ 
05D1: AS_actor -1 drive_car 34@ to -1913.1 -593.8 38.3 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1912.6 -744.7 44.7 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1914.2 -894.9 45.0 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1914.3 -1045.0 38.3 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1907.9 -1195.2 39.5 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1910.7 -1345.3 40.4 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1795.1 -1442.4 35.5 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1658.5 -1506.1 35.7 speed 20.0 0 model #NULL 2 
0616: define_AS_pack_end 89@ 
0618: assign_actor 35@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
46@ = 1 

:STEAL5_6847
if 
  46@ == 1 
else_jump @STEAL5_7188 
062E: unknown_get_actor 35@ task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @STEAL5_7188 
0615: define_AS_pack_begin 89@ 
05D1: AS_actor -1 drive_car 34@ to -1704.1 -1649.1 36.3 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1832.4 -1727.6 29.2 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1954.5 -1815.3 34.4 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2046.9 -1932.7 52.4 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2106.8 -2070.0 63.5 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2213.2 -2175.1 42.2 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2160.4 -2315.1 30.5 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2120.2 -2456.7 29.6 speed 20.0 0 model #NULL 2 
0616: define_AS_pack_end 89@ 
0618: assign_actor 35@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
46@ = 2 

:STEAL5_7188
if 
  46@ == 2 
else_jump @STEAL5_7256 
062E: unknown_get_actor 35@ task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @STEAL5_7256 
50@ = 0 
41@ = 10 
46@ = 3 

:STEAL5_7256
return 

:STEAL5_7258
0209: 48@ = random_int_in_ranges 1 37 
if 
  48@ == 1 
else_jump @STEAL5_7300 
0674: set_car_model 49@ numberplate "GOT_M00_" 

:STEAL5_7300
if 
  48@ == 2 
else_jump @STEAL5_7333 
0674: set_car_model 49@ numberplate "M00TV_4U" 

:STEAL5_7333
if 
  48@ == 3 
else_jump @STEAL5_7366 
0674: set_car_model 49@ numberplate "MATHEW_2" 

:STEAL5_7366
if 
  48@ == 4 
else_jump @STEAL5_7399 
0674: set_car_model 49@ numberplate "D4_DEW0R" 

:STEAL5_7399
if 
  48@ == 5 
else_jump @STEAL5_7432 
0674: set_car_model 49@ numberplate "D0DE_777" 

:STEAL5_7432
if 
  48@ == 6 
else_jump @STEAL5_7465 
0674: set_car_model 49@ numberplate "DAM0_666" 

:STEAL5_7465
if 
  48@ == 7 
else_jump @STEAL5_7498 
0674: set_car_model 49@ numberplate "C0NEY_88" 

:STEAL5_7498
if 
  48@ == 8 
else_jump @STEAL5_7531 
0674: set_car_model 49@ numberplate "PRE4CHER" 

:STEAL5_7531
if 
  48@ == 9 
else_jump @STEAL5_7564 
0674: set_car_model 49@ numberplate "DBP_4NDY" 

:STEAL5_7564
if 
  48@ == 10 
else_jump @STEAL5_7597 
0674: set_car_model 49@ numberplate "EV1L_SLY" 

:STEAL5_7597
if 
  48@ == 11 
else_jump @STEAL5_7630 
0674: set_car_model 49@ numberplate "N1_R4V3N" 

:STEAL5_7630
if 
  48@ == 12 
else_jump @STEAL5_7663 
0674: set_car_model 49@ numberplate "D1VX_Z00" 

:STEAL5_7663
if 
  48@ == 13 
else_jump @STEAL5_7695 
0674: set_car_model 49@ numberplate "MR_B3NN" 

:STEAL5_7695
if 
  48@ == 14 
else_jump @STEAL5_7728 
0674: set_car_model 49@ numberplate "R3D_R4SP" 

:STEAL5_7728
if 
  48@ == 15 
else_jump @STEAL5_7761 
0674: set_car_model 49@ numberplate "LA_B0MBA" 

:STEAL5_7761
if 
  48@ == 16 
else_jump @STEAL5_7794 
0674: set_car_model 49@ numberplate "L3337_0G" 

:STEAL5_7794
if 
  48@ == 17 
else_jump @STEAL5_7827 
0674: set_car_model 49@ numberplate "BUDD4H_X" 

:STEAL5_7827
if 
  48@ == 18 
else_jump @STEAL5_7860 
0674: set_car_model 49@ numberplate "T3H_BUCK" 

:STEAL5_7860
if 
  48@ == 19 
else_jump @STEAL5_7893 
0674: set_car_model 49@ numberplate "CHUNKY_1" 

:STEAL5_7893
if 
  48@ == 20 
else_jump @STEAL5_7926 
0674: set_car_model 49@ numberplate "EV1L_BNZ" 

:STEAL5_7926
if 
  48@ == 21 
else_jump @STEAL5_7959 
0674: set_car_model 49@ numberplate "S4ND_M4N" 

:STEAL5_7959
if 
  48@ == 22 
else_jump @STEAL5_7992 
0674: set_car_model 49@ numberplate "RKK_DBP1" 

:STEAL5_7992
if 
  48@ == 23 
else_jump @STEAL5_8025 
0674: set_car_model 49@ numberplate "RE1_K0KU" 

:STEAL5_8025
if 
  48@ == 24 
else_jump @STEAL5_8058 
0674: set_car_model 49@ numberplate "S3XY_JUD" 

:STEAL5_8058
if 
  48@ == 25 
else_jump @STEAL5_8091 
0674: set_car_model 49@ numberplate "SUNRA_93" 

:STEAL5_8091
if 
  48@ == 26 
else_jump @STEAL5_8124 
0674: set_car_model 49@ numberplate "UG_FUX69" 

:STEAL5_8124
if 
  48@ == 27 
else_jump @STEAL5_8157 
0674: set_car_model 49@ numberplate "LI0N_CUM" 

:STEAL5_8157
if 
  48@ == 28 
else_jump @STEAL5_8190 
0674: set_car_model 49@ numberplate "RKK_PWND" 

:STEAL5_8190
if 
  48@ == 29 
else_jump @STEAL5_8223 
0674: set_car_model 49@ numberplate "HAZE_B0B" 

:STEAL5_8223
if 
  48@ == 30 
else_jump @STEAL5_8256 
0674: set_car_model 49@ numberplate "T3H_FLUF" 

:STEAL5_8256
if 
  48@ == 31 
else_jump @STEAL5_8289 
0674: set_car_model 49@ numberplate "BM_4NDY_" 

:STEAL5_8289
if 
  48@ == 32 
else_jump @STEAL5_8322 
0674: set_car_model 49@ numberplate "BM_D34N_" 

:STEAL5_8322
if 
  48@ == 33 
else_jump @STEAL5_8355 
0674: set_car_model 49@ numberplate "BM_L4C3Y" 

:STEAL5_8355
if 
  48@ == 34 
else_jump @STEAL5_8388 
0674: set_car_model 49@ numberplate "BM_D3V__" 

:STEAL5_8388
if 
  48@ == 35 
else_jump @STEAL5_8421 
0674: set_car_model 49@ numberplate "NU_SK00L" 

:STEAL5_8421
if 
  48@ == 36 
else_jump @STEAL5_8454 
0674: set_car_model 49@ numberplate "G4L_AVET" 

:STEAL5_8454
if 
  48@ == 37 
else_jump @STEAL5_8487 
0674: set_car_model 49@ numberplate "M0J0_J0J" 

:STEAL5_8487
return 

:STEAL5_8489
if 
  51@ == 1 
else_jump @STEAL5_8634 
05AA: 55@s = 'STL5_AA'  // ~z~Hey, CJ, wie luft's mit dieser durchgeknallten Braut?
05AA: 57@s = 'STL5_AB'  // ~z~Hab sie abserviert!
05AA: 59@s = 'STL5_AC'  // ~z~Ich will gerade die Reifen flicken, msste gleich zurck sein.
05AA: 61@s = 'STL5_AD'  // ~z~Okay, sei vorsichtig mit dem Reifenkleber, CJ, das ist ziemlich bles Zeug.
05AA: 63@s = 'STL5_AE'  // ~z~Klar, Mann. Bis spter, Kumpel.
04AF: 67@ = 37200 // @ = any 
04AF: 68@ = 37201 // @ = any 
04AF: 69@ = 37202 // @ = any 
04AF: 70@ = 37203 // @ = any 
04AF: 71@ = 37204 // @ = any 
73@ = 5 

:STEAL5_8634
if 
  51@ == 2 
else_jump @STEAL5_8707 
05AA: 55@s = 'STL5_AF'  // ~z~Mann, dieses Zeug ist widerlich.
05AA: 57@s = 'STL5_AG'  // ~z~Ah, Scheie, voll ber meine Klamotten.
04AF: 67@ = 37205 // @ = any 
04AF: 68@ = 37206 // @ = any 
73@ = 2 

:STEAL5_8707
if 
  51@ == 3 
else_jump @STEAL5_8754 
05AA: 55@s = 'MOBRING'  // ~z~(Telefon klingelt)
04AF: 67@ = 23000 // @ = any 
73@ = 1 

:STEAL5_8754
0085: 76@ = 53@ // (int) 
74@ = 0 
75@ = 0 
77@ = 1 
return 

:STEAL5_8785
if or
  51@ == 1 
  51@ == 2 
  51@ == 3 
else_jump @STEAL5_8871 
if 
001D:   73@ > 53@ // (int) 
else_jump @STEAL5_8864 
gosub @STEAL5_8873 
gosub @STEAL5_8980 
gosub @STEAL5_9134 
jump @STEAL5_8871 

:STEAL5_8864
51@ = 0 

:STEAL5_8871
return 

:STEAL5_8873
if 
001D:   73@ > 76@ // (int) 
else_jump @STEAL5_8978 
if 
  74@ == 0 
else_jump @STEAL5_8935 
03CF: load_wav 67@(76@,6i) as 1 
76@ += 1 
74@ = 1 

:STEAL5_8935
if 
  75@ == 0 
else_jump @STEAL5_8978 
03CF: load_wav 67@(76@,6i) as 2 
76@ += 1 
75@ = 1 

:STEAL5_8978
return 

:STEAL5_8980
if 
  77@ == 1 
else_jump @STEAL5_9056 
if 
  74@ == 1 
else_jump @STEAL5_9056 
if 
03D0:   wav 1 loaded 
else_jump @STEAL5_9056 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 55@(53@,6s) time 4500 flag 1 
74@ = 2 

:STEAL5_9056
if 
  77@ == 2 
else_jump @STEAL5_9132 
if 
  75@ == 1 
else_jump @STEAL5_9132 
if 
03D0:   wav 2 loaded 
else_jump @STEAL5_9132 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 55@(53@,6s) time 4500 flag 1 
75@ = 2 

:STEAL5_9132
return 

:STEAL5_9134
if 
  74@ == 2 
else_jump @STEAL5_9197 
if 
03D2:   wav 1 ended 
else_jump @STEAL5_9197 
03D5: remove_text 55@(53@,6s) 
53@ += 1 
77@ = 2 
74@ = 0 

:STEAL5_9197
if 
  75@ == 2 
else_jump @STEAL5_9260 
if 
03D2:   wav 2 ended 
else_jump @STEAL5_9260 
03D5: remove_text 55@(53@,6s) 
53@ += 1 
77@ = 1 
75@ = 0 

:STEAL5_9260
return 

//-------------Mission 71---------------
// Originally: Back to School

:DSKOOL
thread 'DSKOOL' 
gosub @DSKOOL_47 
if 
wasted_or_busted 
else_jump @DSKOOL_38 
gosub @DSKOOL_24457 

:DSKOOL_38
gosub @DSKOOL_24618 
end_thread 

:DSKOOL_47
$ONMISSION = 1 
if 
  $MISSION_BACK_TO_SCHOOL_PASSED == 0 
else_jump @DSKOOL_74 
increment_mission_attempts 

:DSKOOL_74
054C: use_GXT_table 'DS' 
if 
  $ONMISSION == 0 
else_jump @DSKOOL_291 
$198 = Car.Create(#BANSHEE, $277, $278, $257)
$196 = Car.Create(#BANSHEE, $277, $278, $257)
$197 = Car.Create(#BANSHEE, $277, $278, $257)
$201[20] = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$201[30] = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
57@ = Object.Create(#AD_JUMP, $277, $278, $257)
58@ = Object.Create(#AD_JUMP, $277, $278, $257)
59@ = Object.Create(#AD_JUMP, $277, $278, $257)
0376: 55@ = create_random_actor_at 0.0 0.0 100.0 
0376: 56@ = create_random_actor_at 0.0 0.0 100.0 

:DSKOOL_291
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
0A0E: unknown_text_stuff 1 
wait 0 
fade 0 500 

:DSKOOL_316
if 
fading 
else_jump @DSKOOL_340 
wait 0 
jump @DSKOOL_316 

:DSKOOL_340
34@ = 0 
39@ = 0 
43@ = 0 
44@ = 0 
54@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
48@ = 0 
$247 = 1 
50@ = 1 
$307 = -2050.6 
$308 = -130.0 
$327 = -2031.2 
$328 = -118.0 
$329 = 1034.2 
61@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
86@ = 0 
87@ = 0 
88@ = 0 
89@ = 0 
90@ = 0 
60@ = 0 
07E5: copy_decision_maker 65542 to 49@ 
Model.Load(#INFERNUS)
Model.Load(#BLISTAC)
Model.Load(#BANSHEE)
Model.Load(#COPCARSF)
Model.Load(#SFPD1)
Model.Load(#TRAFFICCONE)
Model.Load(#TEMP_STINGER2)
Model.Load(#GARYS_LUV_RAMP)
Model.Load(#AD_JUMP)
Model.Load(#AD_ROADMARK1)
Model.Load(#AD_ROADMARK2)
Model.Load(#AD_FINISH)
Model.Load(#TAXI)
Model.Load(#SUPERGT)
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
038F: load_texture "NAWTXT" as 10 // Load dictionary with 0390 first 
038B: load_requested_models 
Camera.SetAtPos(-2031.1, -118.2, 1034.2)
03D6: remove_styled_text 'FAR_1'  // Back to School
09D2: unknown_flag 0 
01E8: create_forbidden_for_cars_cube_cornerA -2015.37 -76.08 10.0 cornerB -2078.3 -66.75 50.0 
Player.ClearWantedLevel($PLAYER_CHAR)
Garage.Deactivate('BODLAWN')
Garage.Deactivate('MODLAST')
Garage.Deactivate('MDSSFSE')
if 
  $1499 == 1 
else_jump @DSKOOL_887 
Garage.Deactivate('MDS1SFS')
Garage.Deactivate('VECMOD')

:DSKOOL_887
0A14: disable_respray_garages 1 
if 
  $5187 == 0 
else_jump @DSKOOL_1425 

:DSKOOL_909
if 
  $5187 == 0 
else_jump @DSKOOL_1425 
wait 0 
if 
  39@ == 0 
else_jump @DSKOOL_1228 
$53 = 1 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Actor.PutAt($PLAYER_ACTOR, -2031.7, -116.4, 1034.2)
Actor.Angle($PLAYER_ACTOR) = 86.9
Model.Load(#WMYMECH)
038B: load_requested_models 
0395: clear_area 1 at -2033.2 -116.5 1034.2 radius 30.0 
91@ = Actor.Create(Mission1, #WMYMECH, -2033.2, -116.5, 1034.2)
0A09: set_actor 91@ muted 1 // versionB 
060B: set_actor 91@ decision_maker_to 49@ 
Actor.Angle(91@) = 270.0
0568: set_actor 91@ targetable 1 
0961: unknown_actor 91@ flag 1 
05BA: AS_actor 91@ move_mouth -2 ms 
Camera.SetPosition(-2030.7, -115.8, 1035.8, 0.0, 0.0, 0.0)
Camera.PointAt(-2033.9, -116.1, 1035.7, 2)
61@ = 1 
62@ = 0 
gosub @DSKOOL_46093 
if 
   not Actor.Dead(91@)
else_jump @DSKOOL_1200 
0967: actor 91@ move_mouth 20000 ms 

:DSKOOL_1200
fade 1 1000 
0707: start_scene_skip_to @DSKOOL_1264 
32@ = 0 
39@ = 1 

:DSKOOL_1228
if 
  39@ == 1 
else_jump @DSKOOL_1411 
if 
  61@ == 0 
else_jump @DSKOOL_1411 

:DSKOOL_1264
0701: end_scene_skip 
if 
   not Actor.Dead(91@)
else_jump @DSKOOL_1287 
0968: actor 91@ stop_mouth 

:DSKOOL_1287
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
61@ = 0 
fade 0 500 

:DSKOOL_1311
if 
fading 
else_jump @DSKOOL_1335 
wait 0 
jump @DSKOOL_1311 

:DSKOOL_1335
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
39@ = 0 
$5187 = 1 
fade 1 500 

:DSKOOL_1380
if 
fading 
else_jump @DSKOOL_1404 
wait 0 
jump @DSKOOL_1380 

:DSKOOL_1404
jump @DSKOOL_24457 

:DSKOOL_1411
gosub @DSKOOL_45998 
jump @DSKOOL_909 

:DSKOOL_1425
Player.CanMove($PLAYER_CHAR) = False
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
gosub @DSKOOL_30329 
34@ = 0 
39@ = 0 
03F0: enable_text_draw 1 
44@ = 255 
43@ = 2 
if 
  17 > $53 
else_jump @DSKOOL_1516 
008A: $247 = 50@ // (int) 

:DSKOOL_1516
if 
  $247 == 3 
else_jump @DSKOOL_1541 
$247 = 4 

:DSKOOL_1541
if 
  $247 == 6 
else_jump @DSKOOL_1566 
$247 = 7 

:DSKOOL_1566
if 
  $247 == 8 
else_jump @DSKOOL_1591 
$247 = 9 

:DSKOOL_1591
if 
  $247 == 12 
else_jump @DSKOOL_1616 
$247 = 13 

:DSKOOL_1616
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($PLAYER_ACTOR, -2035.4, -119.1, 33.2)
Camera.SetAtPos(-2035.4, -119.1, 33.2)
03CF: load_wav 3800 as 3 

:DSKOOL_1671
if 
83D0:   not wav 3 loaded 
else_jump @DSKOOL_1697 
wait 0 
jump @DSKOOL_1671 

:DSKOOL_1697
03D1: play_wav 3 
04FA: reset_interior 0 colors 
0826: enable_hud 0 
0581: enable_radar 0 
fade 1 500 
gosub @DSKOOL_25654 

:DSKOOL_1727
if 
fading 
else_jump @DSKOOL_1758 
wait 0 
gosub @DSKOOL_25654 
jump @DSKOOL_1727 

:DSKOOL_1758
gosub @DSKOOL_25654 

:DSKOOL_1765
wait 0 
if 
0735:   NOP_false 83 
else_jump @DSKOOL_1791 
jump @DSKOOL_24495 

:DSKOOL_1791
gosub @DSKOOL_25654 
if 
  39@ == 0 
else_jump @DSKOOL_2755 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @DSKOOL_2113 
50@ -= 1 
$247 -= 1 
if 
  50@ == 3 
else_jump @DSKOOL_1895 
50@ = 2 

:DSKOOL_1895
if 
  50@ == 6 
else_jump @DSKOOL_1920 
50@ = 5 

:DSKOOL_1920
if 
  50@ == 8 
else_jump @DSKOOL_1945 
50@ = 7 

:DSKOOL_1945
if 
  50@ == 12 
else_jump @DSKOOL_1970 
50@ = 11 

:DSKOOL_1970
if 
  $247 == 3 
else_jump @DSKOOL_1995 
$247 = 2 

:DSKOOL_1995
if 
  $247 == 6 
else_jump @DSKOOL_2020 
$247 = 5 

:DSKOOL_2020
if 
  $247 == 8 
else_jump @DSKOOL_2045 
$247 = 7 

:DSKOOL_2045
if 
  $247 == 12 
else_jump @DSKOOL_2070 
$247 = 11 

:DSKOOL_2070
if 
  $53 > 1 
else_jump @DSKOOL_2113 
if 
  4 > 34@ 
else_jump @DSKOOL_2113 
34@ = 3 

:DSKOOL_2113
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @DSKOOL_2394 
50@ += 1 
$247 += 1 
if 
  50@ == 3 
else_jump @DSKOOL_2176 
50@ = 4 

:DSKOOL_2176
if 
  50@ == 6 
else_jump @DSKOOL_2201 
50@ = 7 

:DSKOOL_2201
if 
  50@ == 8 
else_jump @DSKOOL_2226 
50@ = 9 

:DSKOOL_2226
if 
  50@ == 12 
else_jump @DSKOOL_2251 
50@ = 13 

:DSKOOL_2251
if 
  $247 == 3 
else_jump @DSKOOL_2276 
$247 = 4 

:DSKOOL_2276
if 
  $247 == 6 
else_jump @DSKOOL_2301 
$247 = 7 

:DSKOOL_2301
if 
  $247 == 8 
else_jump @DSKOOL_2326 
$247 = 9 

:DSKOOL_2326
if 
  $247 == 12 
else_jump @DSKOOL_2351 
$247 = 13 

:DSKOOL_2351
if 
  $53 > 1 
else_jump @DSKOOL_2394 
if 
  4 > 34@ 
else_jump @DSKOOL_2394 
34@ = 3 

:DSKOOL_2394
if 
  1 > $247 
else_jump @DSKOOL_2428 
0084: $247 = $53 // (int) 
008B: 50@ = $53 // (int) 

:DSKOOL_2428
if 
001C:   $247 > $53 // (int) 
else_jump @DSKOOL_2461 
$247 = 1 
50@ = 1 

:DSKOOL_2461
if 
  $53 > 1 
else_jump @DSKOOL_2583 

:DSKOOL_2479
if 
  -100 > $MOVE_AXIS_X 
else_jump @DSKOOL_2531 
wait 0 
gosub @DSKOOL_25654 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
jump @DSKOOL_2479 

:DSKOOL_2531
if 
  $MOVE_AXIS_X > 100 
else_jump @DSKOOL_2583 
wait 0 
gosub @DSKOOL_25654 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
jump @DSKOOL_2531 

:DSKOOL_2583
if 
00E1:   player 0 pressed_key 10 
else_jump @DSKOOL_2618 
wait 0 
gosub @DSKOOL_25654 
jump @DSKOOL_2583 

:DSKOOL_2618
if 
00E1:   player 0 pressed_key 11 
else_jump @DSKOOL_2653 
wait 0 
gosub @DSKOOL_25654 
jump @DSKOOL_2618 

:DSKOOL_2653
if 
00E1:   player 0 pressed_key 16 
else_jump @DSKOOL_2755 
if or
  $247 == 4 
  $247 == 7 
  $247 == 9 
  $247 == 13 
else_jump @DSKOOL_2723 
39@ = 1 
jump @DSKOOL_2755 

:DSKOOL_2723
if 
  4 > 34@ 
else_jump @DSKOOL_2748 
34@ = 3 

:DSKOOL_2748
jump @DSKOOL_3661 

:DSKOOL_2755
if 
  39@ == 1 
else_jump @DSKOOL_3135 
if 
  4 > 34@ 
else_jump @DSKOOL_2798 
34@ = 3 

:DSKOOL_2798
if 
  34@ == 0 
else_jump @DSKOOL_2823 
34@ = 5 

:DSKOOL_2823
gosub @DSKOOL_30100 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 160.0 GXT 'DS1_59'  // Welcher Kurs?
gosub @DSKOOL_30100 
0342: enable_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 100.0 205.0 GXT 'DS1_60'  // ~k~~GO_LEFT~ Gegen Uhrzeigersinn
gosub @DSKOOL_30100 
0342: enable_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 101.0 231.0 GXT 'DS1_61'  // ~k~~GO_RIGHT~ Uhrzeigersinn
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @DSKOOL_3004 
jump @DSKOOL_3661 

:DSKOOL_3004
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @DSKOOL_3135 
if 
  $247 == 4 
else_jump @DSKOOL_3053 
$247 = 3 

:DSKOOL_3053
if 
  $247 == 7 
else_jump @DSKOOL_3078 
$247 = 6 

:DSKOOL_3078
if 
  $247 == 9 
else_jump @DSKOOL_3103 
$247 = 8 

:DSKOOL_3103
if 
  $247 == 13 
else_jump @DSKOOL_3128 
$247 = 12 

:DSKOOL_3128
jump @DSKOOL_3661 

:DSKOOL_3135
if 
0735:   NOP_false 81 
else_jump @DSKOOL_3280 
if 
  $MISSION_BACK_TO_SCHOOL_PASSED == 0 
else_jump @DSKOOL_3273 
$107 = 100 
$105 = 100 
$98 = 100 
$96 = 100 
$94 = 100 
$103 = 100 
$91 = 100 
$101 = 100 
$92 = 100 
$102 = 100 
$100 = 100 
$97 = 100 
014C: set_parked_car_generator $5185 cars_to_generate_to 101 
014C: set_parked_car_generator $5186 cars_to_generate_to 101 
$MISSION_BACK_TO_SCHOOL_PASSED = 1 

:DSKOOL_3273
$53 = 16 

:DSKOOL_3280
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_3647 
gosub @DSKOOL_25654 
fade 0 500 

:DSKOOL_3311
if 
fading 
else_jump @DSKOOL_3349 
gosub @DSKOOL_25654 
wait 0 
gosub @DSKOOL_25654 
jump @DSKOOL_3311 

:DSKOOL_3349
gosub @DSKOOL_25654 
040D: unload_wav 3 
00BE: text_clear_all 
04FA: reset_interior 1 colors 
0860: link_actor $PLAYER_ACTOR to_interior 3 
select_interior 3 
04E4: unknown_refresh_game_renderer_at -2031.1 -118.2 
Camera.SetAtPos(-2031.1, -118.2, 1034.2)
Actor.PutAt($PLAYER_ACTOR, -2029.7, -115.5, 1034.2)
Actor.Angle($PLAYER_ACTOR) = 0.0
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_3473 
if 
060E:   car $198 assigned_to_path 
else_jump @DSKOOL_3473 
05EC: release_car $198 from_path 

:DSKOOL_3473
Car.Destroy($198)
0395: clear_area 1 at -2051.0 -174.0 34.0 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
Actor.DestroyInstantly(55@)
Actor.DestroyInstantly(56@)
Car.Destroy($196)
Car.Destroy($197)
Object.Destroy(57@)
Object.Destroy(58@)
Object.Destroy(59@)
0873: release_path 1 
0873: release_path 2 
0873: release_path 3 
0873: release_path 4 
0873: release_path 5 
0873: release_path 7 
0873: release_path 9 
0873: release_path 10 
0873: release_path 11 
0873: release_path 13 
0873: release_path 14 
0873: release_path 15 
0873: release_path 16 
gosub @DSKOOL_35436 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 

:DSKOOL_3616
if 
fading 
else_jump @DSKOOL_3640 
wait 0 
jump @DSKOOL_3616 

:DSKOOL_3640
jump @DSKOOL_24457 

:DSKOOL_3647
gosub @DSKOOL_29081 
jump @DSKOOL_1765 

:DSKOOL_3661
fade 0 500 

:DSKOOL_3668
if 
fading 
else_jump @DSKOOL_3699 
wait 0 
gosub @DSKOOL_25654 
jump @DSKOOL_3668 

:DSKOOL_3699
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_3720 
05EC: release_car $198 from_path 

:DSKOOL_3720
040D: unload_wav 3 
Car.Destroy($198)
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
Actor.DestroyInstantly(55@)
Actor.DestroyInstantly(56@)
Car.Destroy($196)
Car.Destroy($197)
Car.Destroy($198)
Object.Destroy(57@)
Object.Destroy(58@)
Object.Destroy(59@)
gosub @DSKOOL_35436 
34@ = 5 
0826: enable_hud 1 
0581: enable_radar 1 
if 
  $247 == 1 
else_jump @DSKOOL_5391 

:DSKOOL_3836
gosub @DSKOOL_30220 

:DSKOOL_3843
$258 = 180.0 
$253 = 11000 
gosub @DSKOOL_30329 
$198 = Car.Create(#INFERNUS, $255, $256, $257)
Car.Angle($198) = 180.0
gosub @DSKOOL_35490 
if 
  34@ == 0 
else_jump @DSKOOL_3997 
Camera.SetPosition(-2028.3, -143.0, 38.4, 0.0, 0.0, 0.0)
Camera.PointAt(-2052.3, -129.9, 34.2, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_3995 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_3995
return 

:DSKOOL_3997
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DS1_88' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ und ~k~~VEHICLE_BRAKE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_44' time 5000 flag 4  // ~s~Benutze den Wagen mit Hinterradantrieb, um einen kreisfrmigen Burnout zu vollfhren.
gosub @DSKOOL_31041 

:DSKOOL_4067
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_4102 
$325 = 2 
jump @DSKOOL_5329 

:DSKOOL_4102
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_4134 
jump @DSKOOL_24457 

:DSKOOL_4134
if 
  $249 == 0 
else_jump @DSKOOL_4216 
if 
   not $325 == 2 
else_jump @DSKOOL_4202 
00BA: show_text_styled GXT 'DS1_88' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ und ~k~~VEHICLE_BRAKE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_44' time 5000 flag 4  // ~s~Benutze den Wagen mit Hinterradantrieb, um einen kreisfrmigen Burnout zu vollfhren.

:DSKOOL_4202
gosub @DSKOOL_31215 
jump @DSKOOL_5384 

:DSKOOL_4216
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_5384 
gosub @DSKOOL_31535 
$258 = Car.Angle($198)
if 
  $274 == 0 
else_jump @DSKOOL_4321 
if 
  $258 > 80.0 
else_jump @DSKOOL_4321 
if 
  90.0 > $258 
else_jump @DSKOOL_4321 
$274 = 1 
40@ = 1 

:DSKOOL_4321
if 
  40@ == 1 
else_jump @DSKOOL_4540 
if 
  $274 == 1 
else_jump @DSKOOL_4406 
if 
  $258 > 350.0 
else_jump @DSKOOL_4406 
if 
  360.0 > $258 
else_jump @DSKOOL_4406 
$274 = 2 

:DSKOOL_4406
if 
  $274 == 2 
else_jump @DSKOOL_4473 
if 
  $258 > 270.0 
else_jump @DSKOOL_4473 
if 
  280.0 > $258 
else_jump @DSKOOL_4473 
$274 = 3 

:DSKOOL_4473
if 
  $274 == 3 
else_jump @DSKOOL_4540 
if 
  $258 > 170.0 
else_jump @DSKOOL_4540 
if 
  180.0 > $258 
else_jump @DSKOOL_4540 
$274 = 4 

:DSKOOL_4540
if 
  $274 == 0 
else_jump @DSKOOL_4614 
if 
  $258 > 270.0 
else_jump @DSKOOL_4614 
if 
  280.0 > $258 
else_jump @DSKOOL_4614 
40@ = 2 
$274 = 1 

:DSKOOL_4614
if 
  40@ == 2 
else_jump @DSKOOL_4833 
if 
  $274 == 1 
else_jump @DSKOOL_4699 
if 
  $258 > 350.0 
else_jump @DSKOOL_4699 
if 
  360.0 > $258 
else_jump @DSKOOL_4699 
$274 = 2 

:DSKOOL_4699
if 
  $274 == 2 
else_jump @DSKOOL_4766 
if 
  $258 > 80.0 
else_jump @DSKOOL_4766 
if 
  90.0 > $258 
else_jump @DSKOOL_4766 
$274 = 3 

:DSKOOL_4766
if 
  $274 == 3 
else_jump @DSKOOL_4833 
if 
  $258 > 170.0 
else_jump @DSKOOL_4833 
if 
  180.0 > $258 
else_jump @DSKOOL_4833 
$274 = 4 

:DSKOOL_4833
if or
80E1:   not player 0 pressed_key 16 
80E1:   not player 0 pressed_key 14 
  $253 == 0 
else_jump @DSKOOL_5384 
gosub @DSKOOL_31569 
gosub @DSKOOL_31609 
if 
  $274 == 4 
else_jump @DSKOOL_4902 
$266 = 100 

:DSKOOL_4902
if 
  $274 == 3 
else_jump @DSKOOL_4927 
$266 = 75 

:DSKOOL_4927
if 
  $274 == 2 
else_jump @DSKOOL_4952 
$266 = 50 

:DSKOOL_4952
if 
  $274 == 1 
else_jump @DSKOOL_4977 
$266 = 25 

:DSKOOL_4977
if 
  $274 == 0 
else_jump @DSKOOL_5002 
$266 = 0 

:DSKOOL_5002
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_5050 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_5050
if 
  $274 == 0 
else_jump @DSKOOL_5075 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_5075
gosub @DSKOOL_31853 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $107 // (int) 
else_jump @DSKOOL_5145 
008B: 47@ = $107 // (int) 
0084: $107 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_5152 

:DSKOOL_5145
45@ = 0 

:DSKOOL_5152
if 
  $53 == 1 
else_jump @DSKOOL_5216 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_5216 
41@ = 2 
$53 = 2 
$325 = 2 
50@ = 2 

:DSKOOL_5216
32@ = 0 

:DSKOOL_5223
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_5283 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_5283 
$325 = 2 
jump @DSKOOL_5329 

:DSKOOL_5283
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_5322 
jump @DSKOOL_5329 

:DSKOOL_5322
jump @DSKOOL_5223 

:DSKOOL_5329
gosub @DSKOOL_35152 
gosub @DSKOOL_35436 
if 
  $325 == 2 
else_jump @DSKOOL_5377 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_5384 

:DSKOOL_5377
jump @DSKOOL_3836 

:DSKOOL_5384
jump @DSKOOL_4067 

:DSKOOL_5391
if 
  $247 == 2 
else_jump @DSKOOL_6710 

:DSKOOL_5409
gosub @DSKOOL_30220 

:DSKOOL_5416
$258 = 0.0 
$253 = 11000 
gosub @DSKOOL_30329 
$198 = Car.Create(#BLISTAC, $255, $256, $257)
Car.Angle($198) = 180.0
gosub @DSKOOL_35490 
if 
  34@ == 0 
else_jump @DSKOOL_5570 
Camera.SetPosition(-2060.2, -227.3, 36.6, 0.0, 0.0, 0.0)
Camera.PointAt(-2049.5, -210.6, 34.0, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_5568 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_5568
return 

:DSKOOL_5570
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset -2.0 82.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 2.0 88.0 0.0 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_45' time 5000 flag 4  // ~s~Um einen 180er auszufhren, beschleunige auf Hchstgeschwindigkeit, drcke ~k~~VEHICLE_HANDBRAKE~, um mit der Handbremse um den Pylon zu schleudern und kehre dann zurck.
gosub @DSKOOL_31041 

:DSKOOL_5698
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_5733 
$325 = 2 
jump @DSKOOL_6648 

:DSKOOL_5733
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_5765 
jump @DSKOOL_24457 

:DSKOOL_5765
if 
  $249 == 0 
else_jump @DSKOOL_5847 
if 
   not $325 == 2 
else_jump @DSKOOL_5833 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_45' time 5000 flag 4  // ~s~Um einen 180er auszufhren, beschleunige auf Hchstgeschwindigkeit, drcke ~k~~VEHICLE_HANDBRAKE~, um mit der Handbremse um den Pylon zu schleudern und kehre dann zurck.

:DSKOOL_5833
gosub @DSKOOL_31215 
jump @DSKOOL_6703 

:DSKOOL_5847
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_6703 
gosub @DSKOOL_31535 
if 
  $274 == 0 
else_jump @DSKOOL_5925 
if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @DSKOOL_5925 
$274 = 1 

:DSKOOL_5925
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_6703 
gosub @DSKOOL_31569 
gosub @DSKOOL_31609 
if 
  $274 == 0 
else_jump @DSKOOL_5980 
$267 = 0 

:DSKOOL_5980
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_6028 
$266 = 100 
jump @DSKOOL_6321 

:DSKOOL_6028
if 
  $252 == 360 
else_jump @DSKOOL_6061 
$266 = 100 
jump @DSKOOL_6321 

:DSKOOL_6061
if 
  $252 > 0 
else_jump @DSKOOL_6104 
if 
  21 > $252 
else_jump @DSKOOL_6104 
$266 = 100 

:DSKOOL_6104
if 
  $252 > 179 
else_jump @DSKOOL_6191 
if 
  340 > $252 
else_jump @DSKOOL_6191 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 0.62 
008C: $266 = float $276 to_integer 
jump @DSKOOL_6321 

:DSKOOL_6191
if 
  $252 > 339 
else_jump @DSKOOL_6236 
if 
  360 > $252 
else_jump @DSKOOL_6236 
$266 = 100 

:DSKOOL_6236
if 
  $252 > 20 
else_jump @DSKOOL_6321 
if 
  180 > $252 
else_jump @DSKOOL_6321 
008D: $276 = integer $252 to_float 
$276 *= 0.62 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_6321 

:DSKOOL_6321
if 
  1 > $266 
else_jump @DSKOOL_6346 
$266 = 0 

:DSKOOL_6346
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_6394 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_6394
gosub @DSKOOL_31853 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $105 // (int) 
else_jump @DSKOOL_6464 
008B: 47@ = $105 // (int) 
0084: $105 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_6471 

:DSKOOL_6464
45@ = 0 

:DSKOOL_6471
if 
  $53 == 2 
else_jump @DSKOOL_6535 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_6535 
41@ = 2 
$53 = 4 
$325 = 2 
50@ = 4 

:DSKOOL_6535
32@ = 0 

:DSKOOL_6542
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_6602 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_6602 
$325 = 2 
jump @DSKOOL_6648 

:DSKOOL_6602
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_6641 
jump @DSKOOL_6648 

:DSKOOL_6641
jump @DSKOOL_6542 

:DSKOOL_6648
gosub @DSKOOL_35152 
gosub @DSKOOL_35436 
if 
  $325 == 2 
else_jump @DSKOOL_6696 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_6703 

:DSKOOL_6696
jump @DSKOOL_5409 

:DSKOOL_6703
jump @DSKOOL_5698 

:DSKOOL_6710
if or
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_8322 

:DSKOOL_6735
gosub @DSKOOL_30220 

:DSKOOL_6742
$258 = 180.0 
$253 = 6000 
gosub @DSKOOL_30329 
if 
  $247 == 3 
else_jump @DSKOOL_6795 
$255 += 20.0 

:DSKOOL_6795
if 
  $247 == 4 
else_jump @DSKOOL_6823 
$255 -= 20.0 

:DSKOOL_6823
$198 = Car.Create(#BANSHEE, $255, $256, $257)
Car.Angle($198) = $258
gosub @DSKOOL_35490 
if 
  34@ == 0 
else_jump @DSKOOL_6950 
Camera.SetPosition(-2022.6, -173.4, 36.2, 0.0, 0.0, 0.0)
Camera.PointAt(-2034.2, -165.4, 34.5, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_6948 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_6948
return 

:DSKOOL_6950
if 
  $247 == 3 
else_jump @DSKOOL_7004 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 40.0 37.0 0.0 
jump @DSKOOL_7033 

:DSKOOL_7004
0407: store_coords_to $303 $304 $257 from_car $198 with_offset -40.0 37.0 0.0 

:DSKOOL_7033
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_32' time 5000 flag 4  // ~s~Mache einen Powerslide um eine enge Kurve und halte in dem markierten Bereich.
gosub @DSKOOL_31041 

:DSKOOL_7074
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_7109 
$325 = 2 
jump @DSKOOL_8260 

:DSKOOL_7109
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_7141 
jump @DSKOOL_24457 

:DSKOOL_7141
if 
  $249 == 0 
else_jump @DSKOOL_7223 
if 
   not $325 == 2 
else_jump @DSKOOL_7209 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_32' time 5000 flag 4  // ~s~Mache einen Powerslide um eine enge Kurve und halte in dem markierten Bereich.

:DSKOOL_7209
gosub @DSKOOL_31215 
jump @DSKOOL_8315 

:DSKOOL_7223
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_8315 
gosub @DSKOOL_31535 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_8315 
gosub @DSKOOL_31569 
if 
  $247 == 3 
else_jump @DSKOOL_7310 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
jump @DSKOOL_7326 

:DSKOOL_7310
0086: $255 = $303 // (float) 
0086: $256 = $304 // (float) 

:DSKOOL_7326
gosub @DSKOOL_31609 
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_7381 
$266 = 0 
jump @DSKOOL_7933 

:DSKOOL_7381
if 
  $252 == 360 
else_jump @DSKOOL_7414 
$266 = 0 
jump @DSKOOL_7933 

:DSKOOL_7414
if 
  $247 == 3 
else_jump @DSKOOL_7683 
if 
  $252 == 90 
else_jump @DSKOOL_7464 
$266 = 100 
jump @DSKOOL_7933 

:DSKOOL_7464
if 
  $252 > 0 
else_jump @DSKOOL_7533 
if 
  85 > $252 
else_jump @DSKOOL_7533 
008D: $276 = integer $252 to_float 
$276 *= 1.16 
008C: $266 = float $276 to_integer 
jump @DSKOOL_7933 

:DSKOOL_7533
if 
  $252 > 84 
else_jump @DSKOOL_7576 
if 
  96 > $252 
else_jump @DSKOOL_7576 
$266 = 100 

:DSKOOL_7576
if 
  $252 > 95 
else_jump @DSKOOL_7676 
if 
  360 > $252 
else_jump @DSKOOL_7676 
0084: $273 = $252 // (int) 
$273 -= 90 
008D: $276 = integer $273 to_float 
$276 *= 1.16 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_7933 

:DSKOOL_7676
jump @DSKOOL_7933 

:DSKOOL_7683
if 
  $252 == 270 
else_jump @DSKOOL_7716 
$266 = 100 
jump @DSKOOL_7933 

:DSKOOL_7716
if 
  $252 > 0 
else_jump @DSKOOL_7786 
if 
  265 > $252 
else_jump @DSKOOL_7786 
008D: $276 = integer $252 to_float 
$276 *= 0.37 
008C: $266 = float $276 to_integer 
jump @DSKOOL_7933 

:DSKOOL_7786
if 
  $252 > 264 
else_jump @DSKOOL_7831 
if 
  276 > $252 
else_jump @DSKOOL_7831 
$266 = 100 

:DSKOOL_7831
if 
  $252 > 275 
else_jump @DSKOOL_7933 
if 
  360 > $252 
else_jump @DSKOOL_7933 
0084: $273 = $252 // (int) 
$273 -= 270 
008D: $276 = integer $273 to_float 
$276 *= 1.16 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_7933 

:DSKOOL_7933
if 
  1 > $266 
else_jump @DSKOOL_7958 
$266 = 0 

:DSKOOL_7958
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_8006 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_8006
gosub @DSKOOL_31853 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $98 // (int) 
else_jump @DSKOOL_8076 
008B: 47@ = $98 // (int) 
0084: $98 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_8083 

:DSKOOL_8076
45@ = 0 

:DSKOOL_8083
if 
  $53 == 4 
else_jump @DSKOOL_8147 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_8147 
41@ = 2 
$53 = 5 
$325 = 2 
50@ = 5 

:DSKOOL_8147
32@ = 0 

:DSKOOL_8154
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_8214 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_8214 
$325 = 2 
jump @DSKOOL_8260 

:DSKOOL_8214
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_8253 
jump @DSKOOL_8260 

:DSKOOL_8253
jump @DSKOOL_8154 

:DSKOOL_8260
gosub @DSKOOL_35152 
gosub @DSKOOL_35436 
if 
  $325 == 2 
else_jump @DSKOOL_8308 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_8315 

:DSKOOL_8308
jump @DSKOOL_6735 

:DSKOOL_8315
jump @DSKOOL_7074 

:DSKOOL_8322
if 
  $247 == 5 
else_jump @DSKOOL_9825 

:DSKOOL_8340
gosub @DSKOOL_30220 

:DSKOOL_8347
$258 = 180.0 
$253 = 6000 
gosub @DSKOOL_30329 
$198 = Car.Create(#COPCARSF, $255, $256, $257)
Car.Angle($198) = $258
0407: store_coords_to $255 $256 $257 from_car $198 with_offset 2.0 38.0 -0.5 
0407: store_coords_to $277 $278 $257 from_car $198 with_offset -2.0 40.0 -0.5 
59@ = Object.Create(#TEMP_STINGER2, -2050.8, -167.0, 34.6)
Object.Angle(59@) = 90.0
gosub @DSKOOL_35490 
if 
  34@ == 0 
else_jump @DSKOOL_8595 
Camera.SetPosition(-2047.7, -243.3, 37.0, 0.0, 0.0, 0.0)
Camera.PointAt(-2049.7, -227.4, 34.1, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_8593 
0129: 55@ = create_actor_pedtype 24 model #SFPD1 in_car $198 driverseat 

:DSKOOL_8593
return 

:DSKOOL_8595
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 104.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_30' time 5000 flag 4  // ~s~Fahre zum Ende der Strecke. Auf halbem Weg wird ein Reifen platzen.~n~Um mehr Kontrolle ber das Fahrzeug zu bekommen, geh vom Gas.
gosub @DSKOOL_31041 

:DSKOOL_8665
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_8700 
$325 = 2 
jump @DSKOOL_9758 

:DSKOOL_8700
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_8732 
jump @DSKOOL_24457 

:DSKOOL_8732
if 
  $249 == 0 
else_jump @DSKOOL_8814 
if 
   not $325 == 2 
else_jump @DSKOOL_8800 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_30' time 5000 flag 4  // ~s~Fahre zum Ende der Strecke. Auf halbem Weg wird ein Reifen platzen.~n~Um mehr Kontrolle ber das Fahrzeug zu bekommen, geh vom Gas.

:DSKOOL_8800
gosub @DSKOOL_31215 
jump @DSKOOL_9818 

:DSKOOL_8814
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_9818 
gosub @DSKOOL_31535 
if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $255 $256 cornerB $277 $278 
else_jump @DSKOOL_8892 
if 
8496:   not tire 3 on_car $198 deflated 
else_jump @DSKOOL_8892 
04FE: deflate_tire 3 on_car $198 

:DSKOOL_8892
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_9818 
gosub @DSKOOL_31569 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
Car.StorePos($198, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
if 
  $259 > 1.0 
else_jump @DSKOOL_9068 
if 
  10.0 > $259 
else_jump @DSKOOL_9054 
$259 -= 1.0 
$259 *= 11.0 
008C: $273 = float $259 to_integer 
$267 = 100 
0060: $267 -= $273 // (int) 
jump @DSKOOL_9061 

:DSKOOL_9054
$267 = 0 

:DSKOOL_9061
jump @DSKOOL_9075 

:DSKOOL_9068
$267 = 100 

:DSKOOL_9075
if 
8496:   not tire 3 on_car $198 deflated 
else_jump @DSKOOL_9100 
$267 = 0 

:DSKOOL_9100
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_9148 
$266 = 0 
jump @DSKOOL_9431 

:DSKOOL_9148
if 
  $252 == 180 
else_jump @DSKOOL_9181 
$266 = 100 
jump @DSKOOL_9431 

:DSKOOL_9181
if 
  $252 == 360 
else_jump @DSKOOL_9214 
$266 = 0 
jump @DSKOOL_9431 

:DSKOOL_9214
if 
  $252 > 0 
else_jump @DSKOOL_9284 
if 
  175 > $252 
else_jump @DSKOOL_9284 
008D: $276 = integer $252 to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @DSKOOL_9431 

:DSKOOL_9284
if 
  $252 > 174 
else_jump @DSKOOL_9329 
if 
  186 > $252 
else_jump @DSKOOL_9329 
$266 = 100 

:DSKOOL_9329
if 
  $252 > 185 
else_jump @DSKOOL_9431 
if 
  360 > $252 
else_jump @DSKOOL_9431 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_9431 

:DSKOOL_9431
if 
  1 > $266 
else_jump @DSKOOL_9456 
$266 = 0 

:DSKOOL_9456
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_9504 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_9504
gosub @DSKOOL_31853 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $96 // (int) 
else_jump @DSKOOL_9574 
008B: 47@ = $96 // (int) 
0084: $96 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_9581 

:DSKOOL_9574
45@ = 0 

:DSKOOL_9581
if 
  $53 == 5 
else_jump @DSKOOL_9645 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_9645 
41@ = 2 
$53 = 7 
$325 = 2 
50@ = 7 

:DSKOOL_9645
32@ = 0 

:DSKOOL_9652
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_9712 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_9712 
$325 = 2 
jump @DSKOOL_9758 

:DSKOOL_9712
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_9751 
jump @DSKOOL_9758 

:DSKOOL_9751
jump @DSKOOL_9652 

:DSKOOL_9758
gosub @DSKOOL_35152 
Object.Destroy(59@)
gosub @DSKOOL_35436 
if 
  $325 == 2 
else_jump @DSKOOL_9811 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_9818 

:DSKOOL_9811
jump @DSKOOL_8340 

:DSKOOL_9818
jump @DSKOOL_8665 

:DSKOOL_9825
if or
  $247 == 6 
  $247 == 7 
else_jump @DSKOOL_11927 

:DSKOOL_9850
gosub @DSKOOL_30220 

:DSKOOL_9857
$258 = 180.0 
$253 = 0 
gosub @DSKOOL_30329 
$198 = Car.Create(#BANSHEE, $255, $256, $257)
Car.Angle($198) = $258
gosub @DSKOOL_35490 
if 
  $247 == 6 
else_jump @DSKOOL_10186 
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset -4.0 50.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $313 $314 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 38.0 0.0 
0407: store_coords_to $315 $316 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $317 $318 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $319 $320 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 -4.0 0.0 
0407: store_coords_to $321 $322 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $323 $324 $TEMPVAR_Z_COORD from_car $198 with_offset -4.0 8.0 0.0 
59@ = Object.Create(#AD_FINISH, -2050.5, -135.5, 34.35)

:DSKOOL_10186
if 
  $247 == 7 
else_jump @DSKOOL_10510 
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 50.0 0.0 
0407: store_coords_to $313 $314 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $315 $316 $TEMPVAR_Z_COORD from_car $198 with_offset -4.0 38.0 0.0 
0407: store_coords_to $317 $318 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $319 $320 $TEMPVAR_Z_COORD from_car $198 with_offset -4.0 -4.0 0.0 
0407: store_coords_to $321 $322 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $323 $324 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 8.0 0.0 
0407: store_coords_to $277 $278 $TEMPVAR_Z_COORD from_car $198 with_offset 8.0 0.0 0.0 
59@ = Object.Create(#AD_FINISH, -2058.5, -135.5, 34.35)
Car.PutAt($198, $277, $278, $TEMPVAR_Z_COORD)
Car.Angle($198) = $258

:DSKOOL_10510
if 
  34@ == 0 
else_jump @DSKOOL_10605 
Camera.SetPosition(-2054.6, -109.1, 36.4, 0.0, 0.0, 0.0)
Camera.PointAt(-2054.6, -122.0, 34.2, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_10603 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_10603
return 

:DSKOOL_10605
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_29' time 5000 flag 4  // ~s~Fahre so schnell wie mglich 5 Runden.~n~Ziel ist es, unter 40 Sekunden zu bleiben.
gosub @DSKOOL_31041 

:DSKOOL_10646
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_10681 
$325 = 2 
jump @DSKOOL_11860 

:DSKOOL_10681
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_10713 
jump @DSKOOL_24457 

:DSKOOL_10713
if 
  $249 == 0 
else_jump @DSKOOL_10795 
if 
   not $325 == 2 
else_jump @DSKOOL_10781 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_29' time 5000 flag 4  // ~s~Fahre so schnell wie mglich 5 Runden.~n~Ziel ist es, unter 40 Sekunden zu bleiben.

:DSKOOL_10781
gosub @DSKOOL_31215 
jump @DSKOOL_11920 

:DSKOOL_10795
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_11920 
if 
  $253 > 90000 
else_jump @DSKOOL_10839 
Player.CanMove($PLAYER_CHAR) = False

:DSKOOL_10839
if 
  $273 == 0 
else_jump @DSKOOL_10894 
if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @DSKOOL_10894 
$273 = 1 

:DSKOOL_10894
if 
  $273 == 1 
else_jump @DSKOOL_10949 
if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $313 $314 cornerB $315 $316 
else_jump @DSKOOL_10949 
$273 = 2 

:DSKOOL_10949
if 
  $273 == 2 
else_jump @DSKOOL_11004 
if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $317 $318 cornerB $319 $320 
else_jump @DSKOOL_11004 
$273 = 3 

:DSKOOL_11004
if 
  $273 == 3 
else_jump @DSKOOL_11066 
if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $321 $322 cornerB $323 $324 
else_jump @DSKOOL_11066 
$254 += 1 
$273 = 0 

:DSKOOL_11066
00BE: text_clear_all 
if 
  4 > $254 
else_jump @DSKOOL_11127 
0084: $275 = $254 // (int) 
$275 += 1 
01E5: show_text_1number_highpriority GXT 'DS1_73' number $275 time 5000 flag 4  // Runde ~1~ von 5
jump @DSKOOL_11143 

:DSKOOL_11127
00BC: show_text_highpriority GXT 'DS1_74' time 5000 flag 4  // Letzte Runde

:DSKOOL_11143
if or
01C1:   car $198 stopped 
  $254 == 5 
else_jump @DSKOOL_11920 
gosub @DSKOOL_31569 
0084: $273 = $253 // (int) 
0084: $301 = $273 // (int) 
$301 /= 1000 
0084: $302 = $301 // (int) 
$302 *= 1000 
0084: $274 = $273 // (int) 
0060: $274 -= $302 // (int) 
0084: $302 = $274 // (int) 
$302 /= 10 
$270 = 0 
if 
  5 > $254 
else_jump @DSKOOL_11283 
$270 = 0 
jump @DSKOOL_11541 

:DSKOOL_11283
if 
  36000 > $273 
else_jump @DSKOOL_11311 
$270 = 100 

:DSKOOL_11311
if 
  $273 >= 36000 
else_jump @DSKOOL_11412 
if 
  40000 > $273 
else_jump @DSKOOL_11412 
0084: $274 = $273 // (int) 
$274 -= 35999 
008D: $276 = integer $274 to_float 
$276 *= 0.0075 
008C: $273 = float $276 to_integer 
$270 = 100 
0060: $270 -= $273 // (int) 

:DSKOOL_11412
if 
  $273 >= 40000 
else_jump @DSKOOL_11513 
if 
  45000 > $273 
else_jump @DSKOOL_11513 
0084: $274 = $273 // (int) 
$274 -= 39999 
008D: $276 = integer $274 to_float 
$276 *= 0.0138 
008C: $273 = float $276 to_integer 
$270 = 70 
0060: $270 -= $273 // (int) 

:DSKOOL_11513
if 
  $273 >= 45000 
else_jump @DSKOOL_11541 
$270 = 0 

:DSKOOL_11541
if 
  1 > $270 
else_jump @DSKOOL_11566 
$270 = 0 

:DSKOOL_11566
if 
  $270 > 99 
else_jump @DSKOOL_11591 
$270 = 100 

:DSKOOL_11591
0084: $CURRENT_FLIGHT_RECORD = $270 // (int) 
gosub @DSKOOL_31853 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $94 // (int) 
else_jump @DSKOOL_11669 
008B: 47@ = $94 // (int) 
0084: $94 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_11676 

:DSKOOL_11669
45@ = 0 

:DSKOOL_11676
if 
  $53 == 7 
else_jump @DSKOOL_11740 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_11740 
41@ = 2 
$53 = 9 
$325 = 2 
50@ = 9 

:DSKOOL_11740
$254 = 6 
32@ = 0 

:DSKOOL_11754
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_11814 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_11814 
$325 = 2 
jump @DSKOOL_11860 

:DSKOOL_11814
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_11853 
jump @DSKOOL_11860 

:DSKOOL_11853
jump @DSKOOL_11754 

:DSKOOL_11860
gosub @DSKOOL_35152 
Object.Destroy(59@)
gosub @DSKOOL_35436 
if 
  $325 == 2 
else_jump @DSKOOL_11913 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_11920 

:DSKOOL_11913
jump @DSKOOL_9850 

:DSKOOL_11920
jump @DSKOOL_10646 

:DSKOOL_11927
if or
  $247 == 8 
  $247 == 9 
else_jump @DSKOOL_13423 

:DSKOOL_11952
gosub @DSKOOL_30220 

:DSKOOL_11959
Model.Load(#BANSHEE)

:DSKOOL_11964
if 
   not Model.Available(#BANSHEE)
else_jump @DSKOOL_11991 
wait 0 
jump @DSKOOL_11964 

:DSKOOL_11991
$258 = 180.0 
$253 = 11000 
gosub @DSKOOL_30329 
$198 = Car.Create(#BANSHEE, $255, $256, $257)
Car.Angle($198) = $258
59@ = Object.Create(#AD_ROADMARK1, -2050.0, -172.5, 34.35)
Object.Angle(59@) = 180.0
gosub @DSKOOL_35490 
if 
  34@ == 0 
else_jump @DSKOOL_12176 
Camera.SetPosition(-2042.1, -223.4, 36.3, 0.0, 0.0, 0.0)
Camera.PointAt(-2049.1, -210.0, 34.8, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_12174 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_12174
return 

:DSKOOL_12176
0400: store_coords_to $282 $283 $284 from_object $201[15] with_offset 0.0 5.0 0.0 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_36' time 5000 flag 4  // ~s~Schlngle dich rasch durch die Pylone und begib dich wieder in Startposition.
gosub @DSKOOL_31041 

:DSKOOL_12275
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_12310 
$325 = 2 
jump @DSKOOL_13356 

:DSKOOL_12310
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_12342 
jump @DSKOOL_24457 

:DSKOOL_12342
if 
  $249 == 0 
else_jump @DSKOOL_12424 
if 
   not $325 == 2 
else_jump @DSKOOL_12410 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_36' time 5000 flag 4  // ~s~Schlngle dich rasch durch die Pylone und begib dich wieder in Startposition.

:DSKOOL_12410
gosub @DSKOOL_31215 
jump @DSKOOL_13416 

:DSKOOL_12424
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_13416 
if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2042.0 -126.0 cornerB -2058.0 -220.0 
else_jump @DSKOOL_12485 
Player.CanMove($PLAYER_CHAR) = False

:DSKOOL_12485
if 
  $254 == 0 
else_jump @DSKOOL_12552 
if 
01AF:   car $198 sphere 1 in_sphere $282 $283 $284 radius 4.0 4.0 4.0 
else_jump @DSKOOL_12552 
$254 = 1 

:DSKOOL_12552
if 
  $254 == 1 
else_jump @DSKOOL_12619 
if 
01B0:   car $198 sphere 1 in_sphere $255 $256 $257 radius 4.0 4.0 4.0 stopped 
else_jump @DSKOOL_12619 
$254 = 2 

:DSKOOL_12619
gosub @DSKOOL_31535 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_13416 
gosub @DSKOOL_31569 
if 
  $254 > 0 
else_jump @DSKOOL_12681 
gosub @DSKOOL_31609 
jump @DSKOOL_12688 

:DSKOOL_12681
$267 = 0 

:DSKOOL_12688
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_12736 
$266 = 100 
jump @DSKOOL_13029 

:DSKOOL_12736
if 
  $252 == 360 
else_jump @DSKOOL_12769 
$266 = 100 
jump @DSKOOL_13029 

:DSKOOL_12769
if 
  $252 > 0 
else_jump @DSKOOL_12812 
if 
  21 > $252 
else_jump @DSKOOL_12812 
$266 = 100 

:DSKOOL_12812
if 
  $252 > 179 
else_jump @DSKOOL_12899 
if 
  340 > $252 
else_jump @DSKOOL_12899 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 0.62 
008C: $266 = float $276 to_integer 
jump @DSKOOL_13029 

:DSKOOL_12899
if 
  $252 > 339 
else_jump @DSKOOL_12944 
if 
  360 > $252 
else_jump @DSKOOL_12944 
$266 = 100 

:DSKOOL_12944
if 
  $252 > 20 
else_jump @DSKOOL_13029 
if 
  180 > $252 
else_jump @DSKOOL_13029 
008D: $276 = integer $252 to_float 
$276 *= 0.62 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_13029 

:DSKOOL_13029
if 
  1 > $266 
else_jump @DSKOOL_13054 
$266 = 0 

:DSKOOL_13054
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_13102 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_13102
gosub @DSKOOL_31853 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $103 // (int) 
else_jump @DSKOOL_13172 
008B: 47@ = $103 // (int) 
0084: $103 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_13179 

:DSKOOL_13172
45@ = 0 

:DSKOOL_13179
if 
  $53 == 9 
else_jump @DSKOOL_13243 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_13243 
41@ = 2 
$53 = 10 
$325 = 2 
50@ = 10 

:DSKOOL_13243
32@ = 0 

:DSKOOL_13250
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_13310 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_13310 
$325 = 2 
jump @DSKOOL_13356 

:DSKOOL_13310
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_13349 
jump @DSKOOL_13356 

:DSKOOL_13349
jump @DSKOOL_13250 

:DSKOOL_13356
gosub @DSKOOL_35152 
Object.Destroy(59@)
gosub @DSKOOL_35436 
if 
  $325 == 2 
else_jump @DSKOOL_13409 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_13416 

:DSKOOL_13409
jump @DSKOOL_11952 

:DSKOOL_13416
jump @DSKOOL_12275 

:DSKOOL_13423
if 
  $247 == 10 
else_jump @DSKOOL_15321 

:DSKOOL_13441
gosub @DSKOOL_30220 

:DSKOOL_13448
$258 = 270.0 
$253 = 6000 
gosub @DSKOOL_30329 
0086: $277 = $255 // (float) 
$277 += 6.0 
0086: $278 = $256 // (float) 
$278 -= 75.0 
$196 = Car.Create(#BANSHEE, $277, $278, $257)
Car.Angle($196) = $258
Car.LockInCurrentPosition($196) = True
0086: $277 = $255 // (float) 
$277 -= 6.0 
0086: $278 = $256 // (float) 
$278 -= 75.0 
$197 = Car.Create(#BANSHEE, $277, $278, $257)
Car.Angle($197) = $258
Car.LockInCurrentPosition($197) = True
0086: $277 = $255 // (float) 
0086: $278 = $256 // (float) 
$198 = Car.Create(#BANSHEE, $277, $278, $257)
Car.Angle($198) = 180.0
if 
  34@ == 0 
else_jump @DSKOOL_13747 
Camera.SetPosition(-2045.8, -210.5, 35.3, 0.0, 0.0, 0.0)
Camera.PointAt(-2053.5, -198.1, 34.2, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_13745 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_13745
return 

:DSKOOL_13747
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_1' time 5000 flag 4  // ~s~Um einen 90er auszufhren, lass den Wagen innerhalb von fnf Sekunden in den Parkplatz schleudern.
gosub @DSKOOL_31041 

:DSKOOL_13788
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_13823 
$325 = 2 
jump @DSKOOL_15256 

:DSKOOL_13823
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_13855 
jump @DSKOOL_24457 

:DSKOOL_13855
if 
  $249 == 0 
else_jump @DSKOOL_13937 
if 
   not $325 == 2 
else_jump @DSKOOL_13923 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_1' time 5000 flag 4  // ~s~Um einen 90er auszufhren, lass den Wagen innerhalb von fnf Sekunden in den Parkplatz schleudern.

:DSKOOL_13923
gosub @DSKOOL_31215 
jump @DSKOOL_15314 

:DSKOOL_13937
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_15314 
gosub @DSKOOL_31535 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_15314 
gosub @DSKOOL_31569 
$256 -= 75.0 
Car.StorePos($198, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
if 
  $259 > 0.5 
else_jump @DSKOOL_14130 
if 
  5.0 > $259 
else_jump @DSKOOL_14116 
$259 -= 0.5 
$259 *= 22.0 
008C: $273 = float $259 to_integer 
$267 = 100 
0060: $267 -= $273 // (int) 
jump @DSKOOL_14123 

:DSKOOL_14116
$267 = 0 

:DSKOOL_14123
jump @DSKOOL_14137 

:DSKOOL_14130
$267 = 100 

:DSKOOL_14137
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_14193 
$266 = 0 
jump @DSKOOL_14737 

:DSKOOL_14193
if 
  $252 == 90 
else_jump @DSKOOL_14225 
$266 = 100 
jump @DSKOOL_14737 

:DSKOOL_14225
if 
  $252 == 180 
else_jump @DSKOOL_14258 
$266 = 0 
jump @DSKOOL_14737 

:DSKOOL_14258
if 
  $252 == 270 
else_jump @DSKOOL_14291 
$266 = 100 
jump @DSKOOL_14737 

:DSKOOL_14291
if 
  $252 > 0 
else_jump @DSKOOL_14360 
if 
  85 > $252 
else_jump @DSKOOL_14360 
008D: $276 = integer $252 to_float 
$276 *= 1.16 
008C: $266 = float $276 to_integer 
jump @DSKOOL_14737 

:DSKOOL_14360
if 
  $252 > 84 
else_jump @DSKOOL_14403 
if 
  96 > $252 
else_jump @DSKOOL_14403 
$266 = 100 

:DSKOOL_14403
if 
  $252 > 95 
else_jump @DSKOOL_14503 
if 
  180 > $252 
else_jump @DSKOOL_14503 
0084: $273 = $252 // (int) 
$273 -= 90 
008D: $276 = integer $273 to_float 
$276 *= 1.16 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_14737 

:DSKOOL_14503
if 
  $252 > 180 
else_jump @DSKOOL_14590 
if 
  265 > $252 
else_jump @DSKOOL_14590 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 1.16 
008C: $266 = float $276 to_integer 
jump @DSKOOL_14737 

:DSKOOL_14590
if 
  $252 > 264 
else_jump @DSKOOL_14635 
if 
  276 > $252 
else_jump @DSKOOL_14635 
$266 = 100 

:DSKOOL_14635
if 
  $252 > 275 
else_jump @DSKOOL_14737 
if 
  360 > $252 
else_jump @DSKOOL_14737 
0084: $273 = $252 // (int) 
$273 -= 270 
008D: $276 = integer $273 to_float 
$276 *= 1.16 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_14737 

:DSKOOL_14737
if 
  1 > $266 
else_jump @DSKOOL_14762 
$266 = 0 

:DSKOOL_14762
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_14810 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_14810
gosub @DSKOOL_31763 
$269 = 200 
if 
   not Car.Wrecked($196)
else_jump @DSKOOL_14897 
$261 = Car.Health($196)
$264 = 1000 
0060: $264 -= $261 // (int) 
$264 /= 10 
if 
  $264 > 100 
else_jump @DSKOOL_14897 
$264 = 100 

:DSKOOL_14897
if 
   not Car.Wrecked($197)
else_jump @DSKOOL_14969 
$262 = Car.Health($197)
$265 = 1000 
0060: $265 -= $262 // (int) 
$265 /= 10 
if 
  $265 > 100 
else_jump @DSKOOL_14969 
$265 = 100 

:DSKOOL_14969
0084: $269 = $264 // (int) 
0058: $269 += $265 // (int) 
0084: $272 = $268 // (int) 
0058: $272 += $269 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $91 // (int) 
else_jump @DSKOOL_15072 
008B: 47@ = $91 // (int) 
0084: $91 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_15079 

:DSKOOL_15072
45@ = 0 

:DSKOOL_15079
if 
  $53 == 10 
else_jump @DSKOOL_15143 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_15143 
41@ = 2 
$53 = 11 
$325 = 2 
50@ = 11 

:DSKOOL_15143
32@ = 0 

:DSKOOL_15150
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_15210 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_15210 
$325 = 2 
jump @DSKOOL_15256 

:DSKOOL_15210
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_15249 
jump @DSKOOL_15256 

:DSKOOL_15249
jump @DSKOOL_15150 

:DSKOOL_15256
gosub @DSKOOL_35152 
Car.Destroy($196)
Car.Destroy($197)
if 
  $325 == 2 
else_jump @DSKOOL_15307 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_15314 

:DSKOOL_15307
jump @DSKOOL_13441 

:DSKOOL_15314
jump @DSKOOL_13788 

:DSKOOL_15321
if 
  $247 == 11 
else_jump @DSKOOL_16925 

:DSKOOL_15339
gosub @DSKOOL_30220 

:DSKOOL_15346
$258 = 180.0 
$253 = 0 
gosub @DSKOOL_30329 
$198 = Car.Create(#BANSHEE, $255, $256, $257)
Car.Angle($198) = $258
0086: $277 = $255 // (float) 
$277 += 1.0 
0086: $278 = $256 // (float) 
$278 -= 25.0 
$258 = 90.0 
58@ = Object.Create(#GARYS_LUV_RAMP, $277, $278, $257)
Object.Angle(58@) = 270.0
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset -50.0 30.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 50.0 200.0 0.0 
if 
  34@ == 0 
else_jump @DSKOOL_15621 
Camera.SetPosition(-2052.6, -138.4, 34.9, 0.0, 0.0, 0.0)
Camera.PointAt(-2044.2, -208.2, 37.1, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_15619 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_15619
return 

:DSKOOL_15621
00BE: text_clear_all 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 100.0 0.0 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_34' time 5000 flag 4  // ~s~Halte den Wagen bis Ende der Strecke auf zwei Reifen.
gosub @DSKOOL_31041 

:DSKOOL_15691
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_15726 
$325 = 2 
jump @DSKOOL_16865 

:DSKOOL_15726
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_15758 
jump @DSKOOL_24457 

:DSKOOL_15758
if 
  $249 == 0 
else_jump @DSKOOL_15840 
if 
   not $325 == 2 
else_jump @DSKOOL_15826 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_34' time 5000 flag 4  // ~s~Halte den Wagen bis Ende der Strecke auf zwei Reifen.

:DSKOOL_15826
gosub @DSKOOL_31215 
jump @DSKOOL_16918 

:DSKOOL_15840
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_16918 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $305 $306 $257 radius 4.0 4.0 4.0 
else_jump @DSKOOL_15898 

:DSKOOL_15898
if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @DSKOOL_15985 
06BE: $276 = car $198 y_angle 
if 
  4.0 > $276 
else_jump @DSKOOL_15985 
if 
  $276 > -4.0 
else_jump @DSKOOL_15985 
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:DSKOOL_15985
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_16918 
gosub @DSKOOL_31569 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_16918 
gosub @DSKOOL_31569 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
Car.StorePos($198, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
if 
  $259 > 1.0 
else_jump @DSKOOL_16184 
if 
  10.0 > $259 
else_jump @DSKOOL_16170 
$259 -= 1.0 
$259 *= 11.0 
008C: $273 = float $259 to_integer 
$267 = 100 
0060: $267 -= $273 // (int) 
jump @DSKOOL_16177 

:DSKOOL_16170
$267 = 0 

:DSKOOL_16177
jump @DSKOOL_16191 

:DSKOOL_16184
$267 = 100 

:DSKOOL_16191
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_16239 
$266 = 0 
jump @DSKOOL_16522 

:DSKOOL_16239
if 
  $252 == 180 
else_jump @DSKOOL_16272 
$266 = 100 
jump @DSKOOL_16522 

:DSKOOL_16272
if 
  $252 == 360 
else_jump @DSKOOL_16305 
$266 = 0 
jump @DSKOOL_16522 

:DSKOOL_16305
if 
  $252 > 0 
else_jump @DSKOOL_16375 
if 
  175 > $252 
else_jump @DSKOOL_16375 
008D: $276 = integer $252 to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @DSKOOL_16522 

:DSKOOL_16375
if 
  $252 > 174 
else_jump @DSKOOL_16420 
if 
  186 > $252 
else_jump @DSKOOL_16420 
$266 = 100 

:DSKOOL_16420
if 
  $252 > 185 
else_jump @DSKOOL_16522 
if 
  360 > $252 
else_jump @DSKOOL_16522 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_16522 

:DSKOOL_16522
if 
  1 > $266 
else_jump @DSKOOL_16547 
$266 = 0 

:DSKOOL_16547
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_16595 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_16595
gosub @DSKOOL_31763 
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $101 // (int) 
else_jump @DSKOOL_16681 
008B: 47@ = $101 // (int) 
0084: $101 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_16688 

:DSKOOL_16681
45@ = 0 

:DSKOOL_16688
if 
  $53 == 11 
else_jump @DSKOOL_16752 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_16752 
41@ = 2 
$53 = 13 
$325 = 2 
50@ = 13 

:DSKOOL_16752
32@ = 0 

:DSKOOL_16759
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_16819 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_16819 
$325 = 2 
jump @DSKOOL_16865 

:DSKOOL_16819
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_16858 
jump @DSKOOL_16865 

:DSKOOL_16858
jump @DSKOOL_16759 

:DSKOOL_16865
gosub @DSKOOL_35152 
Object.Destroy(58@)
if 
  $325 == 2 
else_jump @DSKOOL_16911 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_16918 

:DSKOOL_16911
jump @DSKOOL_15339 

:DSKOOL_16918
jump @DSKOOL_15691 

:DSKOOL_16925
if or
  $247 == 12 
  $247 == 13 
else_jump @DSKOOL_18334 

:DSKOOL_16950
gosub @DSKOOL_30220 

:DSKOOL_16957
$258 = 0.0 
$253 = 6000 
gosub @DSKOOL_30329 
$198 = Car.Create(#TAXI, $255, $256, $257)
Car.Angle($198) = $258
08F3: unknown_car $198 flag 0 
gosub @DSKOOL_35490 
if 
  34@ == 0 
else_jump @DSKOOL_17116 
Camera.SetPosition(-2051.9, -185.5, 37.8, 0.0, 0.0, 0.0)
Camera.PointAt(-2052.2, -152.9, 34.3, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_17114 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_17114
return 

:DSKOOL_17116
if 
  $247 == 12 
else_jump @DSKOOL_17170 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 6.5 -40.0 0.0 
jump @DSKOOL_17199 

:DSKOOL_17170
0407: store_coords_to $303 $304 $257 from_car $198 with_offset -6.5 -40.0 0.0 

:DSKOOL_17199
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSREVE' time 5000 style 4  // Drcke ~k~~VEHICLE_BRAKE~, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_28' time 5000 flag 4  // ~s~Das Auto hat Vorderradantrieb. Fahr rckwrts und dreh dich schnell um 180 Grad.~n~Drcke ~k~~VEHICLE_LOOKLEFT~ und ~k~~VEHICLE_LOOKRIGHT~, um nach hinten zu sehen.
gosub @DSKOOL_31041 

:DSKOOL_17240
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_17275 
$325 = 2 
jump @DSKOOL_18272 

:DSKOOL_17275
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_17307 
jump @DSKOOL_24457 

:DSKOOL_17307
if 
  $249 == 0 
else_jump @DSKOOL_17389 
if 
   not $325 == 2 
else_jump @DSKOOL_17375 
00BA: show_text_styled GXT 'DSREVE' time 5000 style 4  // Drcke ~k~~VEHICLE_BRAKE~, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_28' time 5000 flag 4  // ~s~Das Auto hat Vorderradantrieb. Fahr rckwrts und dreh dich schnell um 180 Grad.~n~Drcke ~k~~VEHICLE_LOOKLEFT~ und ~k~~VEHICLE_LOOKRIGHT~, um nach hinten zu sehen.

:DSKOOL_17375
gosub @DSKOOL_31215 
jump @DSKOOL_18327 

:DSKOOL_17389
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_18327 
gosub @DSKOOL_31535 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_18327 
gosub @DSKOOL_31569 
if 
  $247 == 12 
else_jump @DSKOOL_17476 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
jump @DSKOOL_17492 

:DSKOOL_17476
0086: $255 = $303 // (float) 
0086: $256 = $304 // (float) 

:DSKOOL_17492
gosub @DSKOOL_31609 
if 
  $247 == 12 
else_jump @DSKOOL_17569 
if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2046.9 -161.4 cornerB -2041.2 -174.5 
else_jump @DSKOOL_17562 
$267 = 0 

:DSKOOL_17562
jump @DSKOOL_17614 

:DSKOOL_17569
if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2054.2 -161.4 cornerB -2060.0 -174.5 
else_jump @DSKOOL_17614 
$267 = 0 

:DSKOOL_17614
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_17662 
$266 = 0 
jump @DSKOOL_17945 

:DSKOOL_17662
if 
  $252 == 180 
else_jump @DSKOOL_17695 
$266 = 100 
jump @DSKOOL_17945 

:DSKOOL_17695
if 
  $252 == 360 
else_jump @DSKOOL_17728 
$266 = 0 
jump @DSKOOL_17945 

:DSKOOL_17728
if 
  $252 > 0 
else_jump @DSKOOL_17798 
if 
  175 > $252 
else_jump @DSKOOL_17798 
008D: $276 = integer $252 to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @DSKOOL_17945 

:DSKOOL_17798
if 
  $252 > 174 
else_jump @DSKOOL_17843 
if 
  186 > $252 
else_jump @DSKOOL_17843 
$266 = 100 

:DSKOOL_17843
if 
  $252 > 185 
else_jump @DSKOOL_17945 
if 
  360 > $252 
else_jump @DSKOOL_17945 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_17945 

:DSKOOL_17945
if 
  1 > $266 
else_jump @DSKOOL_17970 
$266 = 0 

:DSKOOL_17970
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_18018 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_18018
gosub @DSKOOL_31853 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $92 // (int) 
else_jump @DSKOOL_18088 
008B: 47@ = $92 // (int) 
0084: $92 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_18095 

:DSKOOL_18088
45@ = 0 

:DSKOOL_18095
if 
  $53 == 13 
else_jump @DSKOOL_18159 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_18159 
41@ = 2 
$53 = 14 
$325 = 2 
50@ = 14 

:DSKOOL_18159
32@ = 0 

:DSKOOL_18166
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_18226 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_18226 
$325 = 2 
jump @DSKOOL_18272 

:DSKOOL_18226
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_18265 
jump @DSKOOL_18272 

:DSKOOL_18265
jump @DSKOOL_18166 

:DSKOOL_18272
gosub @DSKOOL_35152 
gosub @DSKOOL_35436 
if 
  $325 == 2 
else_jump @DSKOOL_18320 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_18327 

:DSKOOL_18320
jump @DSKOOL_16950 

:DSKOOL_18327
jump @DSKOOL_17240 

:DSKOOL_18334
if 
  $247 == 14 
else_jump @DSKOOL_20041 

:DSKOOL_18352
gosub @DSKOOL_30220 

:DSKOOL_18359
$258 = 180.0 
$253 = 0 
gosub @DSKOOL_30329 
$198 = Car.Create(#COPCARSF, $255, $256, $257)
Car.Angle($198) = $258
08F3: unknown_car $198 flag 0 
0086: $277 = $255 // (float) 
0086: $278 = $256 // (float) 
$278 -= 10.0 
$196 = Car.Create(#COPCARSF, $277, $278, $257)
Car.Angle($196) = $258
0560: create_random_actor_in_car $196 handle_as 56@ 
Car.SetMaxSpeed($196, 0.0)
59@ = Object.Create(#AD_ROADMARK2, -2045.0, -177.5, 34.35)
Object.Angle(59@) = 180.0
57@ = Object.Create(#AD_ROADMARK2, -2057.0, -177.5, 34.35)
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset -12.0 -4.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 100.0 0.0 
if 
  34@ == 0 
else_jump @DSKOOL_18698 
Camera.SetPosition(-2047.0, -220.2, 36.0, 0.0, 0.0, 0.0)
Camera.PointAt(-2050.2, -193.9, 32.5, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_18696 
0129: 55@ = create_actor_pedtype 24 model #SFPD1 in_car $198 driverseat 

:DSKOOL_18696
return 

:DSKOOL_18698
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_35' time 5000 flag 4  // ~s~Bring das andere Auto ins Schleudern, ohne dass du greren Schaden nimmst.~n~Fahre so nah wie mglich an dem anderen Auto durchs Ziel.
gosub @DSKOOL_31041 

:DSKOOL_18739
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_18774 
$325 = 2 
jump @DSKOOL_19966 

:DSKOOL_18774
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_18806 
jump @DSKOOL_24457 

:DSKOOL_18806
if 
  $249 == 0 
else_jump @DSKOOL_18888 
if 
   not $325 == 2 
else_jump @DSKOOL_18874 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_35' time 5000 flag 4  // ~s~Bring das andere Auto ins Schleudern, ohne dass du greren Schaden nimmst.~n~Fahre so nah wie mglich an dem anderen Auto durchs Ziel.

:DSKOOL_18874
gosub @DSKOOL_31215 
jump @DSKOOL_20034 

:DSKOOL_18888
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_20034 
if 
   not Car.Wrecked($196)
else_jump @DSKOOL_20034 
if 
80B0:   not car $196 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @DSKOOL_18964 
Car.LockInCurrentPosition($196) = True
Player.CanMove($PLAYER_CHAR) = False

:DSKOOL_18964
if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @DSKOOL_19008 
Car.LockInCurrentPosition($196) = True
Player.CanMove($PLAYER_CHAR) = False

:DSKOOL_19008
$251 = Car.Angle($196)
if or
  $251 > 340.0 
  20.0 > $251 
else_jump @DSKOOL_19061 
Car.LockInCurrentPosition($196) = True
Player.CanMove($PLAYER_CHAR) = False

:DSKOOL_19061
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_20034 
Car.LockInCurrentPosition($196) = True
gosub @DSKOOL_31569 
Car.StorePos($196, $255, $256, $257)
Car.StorePos($198, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
if 
  $259 > 4.0 
else_jump @DSKOOL_19242 
if 
  11.0 > $259 
else_jump @DSKOOL_19228 
$259 -= 4.0 
$259 *= 14.14 
008C: $273 = float $259 to_integer 
$267 = 100 
0060: $267 -= $273 // (int) 
jump @DSKOOL_19235 

:DSKOOL_19228
$267 = 0 

:DSKOOL_19235
jump @DSKOOL_19249 

:DSKOOL_19242
$267 = 100 

:DSKOOL_19249
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
$251 = Car.Angle($196)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_19305 
$266 = 100 
jump @DSKOOL_19598 

:DSKOOL_19305
if 
  $252 == 360 
else_jump @DSKOOL_19338 
$266 = 100 
jump @DSKOOL_19598 

:DSKOOL_19338
if 
  $252 > 0 
else_jump @DSKOOL_19381 
if 
  21 > $252 
else_jump @DSKOOL_19381 
$266 = 100 

:DSKOOL_19381
if 
  $252 > 179 
else_jump @DSKOOL_19468 
if 
  340 > $252 
else_jump @DSKOOL_19468 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 0.62 
008C: $266 = float $276 to_integer 
jump @DSKOOL_19598 

:DSKOOL_19468
if 
  $252 > 339 
else_jump @DSKOOL_19513 
if 
  360 > $252 
else_jump @DSKOOL_19513 
$266 = 100 

:DSKOOL_19513
if 
  $252 > 20 
else_jump @DSKOOL_19598 
if 
  180 > $252 
else_jump @DSKOOL_19598 
008D: $276 = integer $252 to_float 
$276 *= 0.62 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_19598 

:DSKOOL_19598
if 
  1 > $266 
else_jump @DSKOOL_19623 
$266 = 0 

:DSKOOL_19623
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_19671 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_19671
gosub @DSKOOL_31763 
if 
  3 > $268 
else_jump @DSKOOL_19703 
$268 = 0 

:DSKOOL_19703
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $102 // (int) 
else_jump @DSKOOL_19782 
008B: 47@ = $102 // (int) 
0084: $102 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_19789 

:DSKOOL_19782
45@ = 0 

:DSKOOL_19789
if 
  $53 == 14 
else_jump @DSKOOL_19853 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_19853 
41@ = 2 
$53 = 15 
$325 = 2 
50@ = 15 

:DSKOOL_19853
32@ = 0 

:DSKOOL_19860
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_19920 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_19920 
$325 = 2 
jump @DSKOOL_19966 

:DSKOOL_19920
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_19959 
jump @DSKOOL_19966 

:DSKOOL_19959
jump @DSKOOL_19860 

:DSKOOL_19966
gosub @DSKOOL_35152 
Car.Destroy($196)
Object.Destroy(59@)
Object.Destroy(57@)
Actor.DestroyInstantly(56@)
if 
  $325 == 2 
else_jump @DSKOOL_20027 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_20034 

:DSKOOL_20027
jump @DSKOOL_18352 

:DSKOOL_20034
jump @DSKOOL_18739 

:DSKOOL_20041
if 
  $247 == 15 
else_jump @DSKOOL_22693 

:DSKOOL_20059
gosub @DSKOOL_30220 

:DSKOOL_20066
$258 = 180.0 
$253 = 6000 
gosub @DSKOOL_30329 
0086: $278 = $256 // (float) 
$278 += 20.0 
$198 = Car.Create(#BANSHEE, $255, $278, $257)
Car.Angle($198) = $258
0852: set_car $198 damages_visible 0 
0086: $277 = $255 // (float) 
0086: $278 = $256 // (float) 
$278 -= 55.0 
$258 = 90.0 
57@ = Object.Create(#AD_JUMP, $277, $278, $257)
Object.Angle(57@) = 180.0
0086: $278 = $256 // (float) 
$278 -= 75.0 
$196 = Car.Create(#INFERNUS, $277, $278, $257)
Car.Angle($196) = $258
Car.LockInCurrentPosition($196) = True
0086: $278 = $256 // (float) 
$278 -= 80.0 
$197 = Car.Create(#INFERNUS, $277, $278, $257)
Car.Angle($197) = $258
Car.LockInCurrentPosition($197) = True
if 
  34@ == 0 
else_jump @DSKOOL_20399 
Camera.SetPosition(-2061.2, -158.9, 37.5, 0.0, 0.0, 0.0)
Camera.PointAt(-2040.3, -197.0, 35.1, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_20397 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_20397
return 

:DSKOOL_20399
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_33' time 5000 flag 4  // ~s~Vollfhre eine perfekte Landung nach einer Fassrolle. Geh in der Luft vom Gas und verwende ~k~~VEHICLE_STEERUP~ und ~k~~VEHICLE_STEERDOWN~, um die Neigung des Autos zu verndern.
gosub @DSKOOL_31041 

:DSKOOL_20440
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_20475 
$325 = 2 
jump @DSKOOL_22623 

:DSKOOL_20475
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_20507 
jump @DSKOOL_24457 

:DSKOOL_20507
if 
  $249 == 0 
else_jump @DSKOOL_20589 
if 
   not $325 == 2 
else_jump @DSKOOL_20575 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_33' time 5000 flag 4  // ~s~Vollfhre eine perfekte Landung nach einer Fassrolle. Geh in der Luft vom Gas und verwende ~k~~VEHICLE_STEERUP~ und ~k~~VEHICLE_STEERDOWN~, um die Neigung des Autos zu verndern.

:DSKOOL_20575
gosub @DSKOOL_31215 
jump @DSKOOL_22686 

:DSKOOL_20589
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_22686 
gosub @DSKOOL_31535 
if 
  $254 == 0 
else_jump @DSKOOL_20685 
if 
00B1:   car $198 sphere 0 in_cube_cornerA -2047.0 -186.0 37.2 cornerB -2054.0 -190.0 39.0 
else_jump @DSKOOL_20685 
$254 = 1 

:DSKOOL_20685
if 
  $254 == 1 
else_jump @DSKOOL_20765 
Car.Health($198) = 1000
if 
81F3:   not car $198 in_air 
else_jump @DSKOOL_20765 
if 
01F4:   car $198 flipped 
else_jump @DSKOOL_20765 
Car.Health($198) = 700
0852: set_car $198 damages_visible 1 
$254 = 2 

:DSKOOL_20765
if 
81F3:   not car $198 in_air 
else_jump @DSKOOL_20804 
if 
01F4:   car $198 flipped 
else_jump @DSKOOL_20804 
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:DSKOOL_20804
if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2042.0 -100.0 cornerB -2058.0 -280.0 
else_jump @DSKOOL_20849 
Player.CanMove($PLAYER_CHAR) = False

:DSKOOL_20849
$251 = Car.Angle($198)
if or
  $251 > 200.0 
  160.0 > $251 
else_jump @DSKOOL_20898 
$276 = 1.0 

:DSKOOL_20898
06BE: 36@ = car $198 y_angle 
if 
  37@ == 0 
else_jump @DSKOOL_20980 
if 
  36@ > 5.0 
else_jump @DSKOOL_20952 
38@ = 1 

:DSKOOL_20952
if 
  -5.0 > 36@ 
else_jump @DSKOOL_20980 
38@ = 2 

:DSKOOL_20980
if 
  38@ == 1 
else_jump @DSKOOL_21319 
if 
  37@ == 0 
else_jump @DSKOOL_21044 
if 
  36@ > 90.0 
else_jump @DSKOOL_21044 
37@ = 1 

:DSKOOL_21044
if 
  37@ == 1 
else_jump @DSKOOL_21090 
if 
  36@ > 170.0 
else_jump @DSKOOL_21090 
37@ = 2 

:DSKOOL_21090
if 
  37@ == 2 
else_jump @DSKOOL_21157 
if 
  0.0 > 36@ 
else_jump @DSKOOL_21157 
if 
  36@ > -170.0 
else_jump @DSKOOL_21157 
37@ = 3 

:DSKOOL_21157
if 
  37@ == 3 
else_jump @DSKOOL_21252 
if 
  0.0 > 36@ 
else_jump @DSKOOL_21224 
if 
  36@ > -90.0 
else_jump @DSKOOL_21224 
37@ = 4 

:DSKOOL_21224
if 
  36@ > 10.0 
else_jump @DSKOOL_21252 
37@ = 0 

:DSKOOL_21252
if 
  37@ == 4 
else_jump @DSKOOL_21319 
if 
  0.0 > 36@ 
else_jump @DSKOOL_21319 
if 
  36@ > -5.0 
else_jump @DSKOOL_21319 
37@ = 5 

:DSKOOL_21319
if 
  38@ == 2 
else_jump @DSKOOL_21658 
if 
  37@ == 0 
else_jump @DSKOOL_21383 
if 
  -90.0 > 36@ 
else_jump @DSKOOL_21383 
37@ = 1 

:DSKOOL_21383
if 
  37@ == 1 
else_jump @DSKOOL_21429 
if 
  -170.0 > 36@ 
else_jump @DSKOOL_21429 
37@ = 2 

:DSKOOL_21429
if 
  37@ == 2 
else_jump @DSKOOL_21496 
if 
  36@ > 0.0 
else_jump @DSKOOL_21496 
if 
  170.0 > 36@ 
else_jump @DSKOOL_21496 
37@ = 3 

:DSKOOL_21496
if 
  37@ == 3 
else_jump @DSKOOL_21591 
if 
  36@ > 0.0 
else_jump @DSKOOL_21563 
if 
  90.0 > 36@ 
else_jump @DSKOOL_21563 
37@ = 4 

:DSKOOL_21563
if 
  -10.0 > 36@ 
else_jump @DSKOOL_21591 
37@ = 0 

:DSKOOL_21591
if 
  37@ == 4 
else_jump @DSKOOL_21658 
if 
  36@ > 0.0 
else_jump @DSKOOL_21658 
if 
  5.0 > 36@ 
else_jump @DSKOOL_21658 
37@ = 5 

:DSKOOL_21658
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_22686 
gosub @DSKOOL_31569 
if 
  37@ == 5 
else_jump @DSKOOL_21706 
$267 = 100 

:DSKOOL_21706
if 
  37@ == 4 
else_jump @DSKOOL_21731 
$267 = 80 

:DSKOOL_21731
if 
  37@ == 3 
else_jump @DSKOOL_21756 
$267 = 60 

:DSKOOL_21756
if 
  37@ == 2 
else_jump @DSKOOL_21781 
$267 = 40 

:DSKOOL_21781
if 
  37@ == 1 
else_jump @DSKOOL_21806 
$267 = 20 

:DSKOOL_21806
if 
  37@ == 0 
else_jump @DSKOOL_21831 
$267 = 0 

:DSKOOL_21831
if 
  $254 == 0 
else_jump @DSKOOL_21856 
$267 = 0 

:DSKOOL_21856
if 
01F4:   car $198 flipped 
else_jump @DSKOOL_21879 
$267 = 0 

:DSKOOL_21879
if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2042.0 -215.0 cornerB -2058.0 -280.0 
else_jump @DSKOOL_21924 
$267 = 0 

:DSKOOL_21924
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_21972 
$266 = 0 
jump @DSKOOL_22255 

:DSKOOL_21972
if 
  $252 == 180 
else_jump @DSKOOL_22005 
$266 = 100 
jump @DSKOOL_22255 

:DSKOOL_22005
if 
  $252 == 360 
else_jump @DSKOOL_22038 
$266 = 0 
jump @DSKOOL_22255 

:DSKOOL_22038
if 
  $252 > 0 
else_jump @DSKOOL_22108 
if 
  175 > $252 
else_jump @DSKOOL_22108 
008D: $276 = integer $252 to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @DSKOOL_22255 

:DSKOOL_22108
if 
  $252 > 174 
else_jump @DSKOOL_22153 
if 
  186 > $252 
else_jump @DSKOOL_22153 
$266 = 100 

:DSKOOL_22153
if 
  $252 > 185 
else_jump @DSKOOL_22255 
if 
  360 > $252 
else_jump @DSKOOL_22255 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_22255 

:DSKOOL_22255
if 
  1 > $266 
else_jump @DSKOOL_22280 
$266 = 0 

:DSKOOL_22280
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_22328 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_22328
gosub @DSKOOL_31763 
if 
  2 > $268 
else_jump @DSKOOL_22360 
$268 = 0 

:DSKOOL_22360
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $100 // (int) 
else_jump @DSKOOL_22439 
008B: 47@ = $100 // (int) 
0084: $100 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_22446 

:DSKOOL_22439
45@ = 0 

:DSKOOL_22446
if 
  $53 == 15 
else_jump @DSKOOL_22510 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_22510 
41@ = 2 
$53 = 16 
$325 = 2 
50@ = 16 

:DSKOOL_22510
32@ = 0 

:DSKOOL_22517
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_22577 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_22577 
$325 = 2 
jump @DSKOOL_22623 

:DSKOOL_22577
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_22616 
jump @DSKOOL_22623 

:DSKOOL_22616
jump @DSKOOL_22517 

:DSKOOL_22623
gosub @DSKOOL_35152 
Car.Destroy($196)
Car.Destroy($197)
Object.Destroy(57@)
if 
  $325 == 2 
else_jump @DSKOOL_22679 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_22686 

:DSKOOL_22679
jump @DSKOOL_20059 

:DSKOOL_22686
jump @DSKOOL_20440 

:DSKOOL_22693
if 
  $247 == 16 
else_jump @DSKOOL_24457 

:DSKOOL_22711
gosub @DSKOOL_30220 

:DSKOOL_22718
$258 = 180.0 
$253 = 0 
gosub @DSKOOL_30329 
$255 = -2046.7 
$256 = -90.2 
$257 = 33.9 
$282 = -1724.3 
$283 = 1294.0 
$284 = 6.0 
$198 = Car.Create(#SUPERGT, $255, $256, $257)
Car.Angle($198) = 0.0
039C: unknown_car $198 flag 1 
if 
  34@ == 0 
else_jump @DSKOOL_22931 
Camera.SetPosition(-2017.3, -45.0, 34.41, 0.0, 0.0, 0.0)
Camera.PointAt(-2039.0, -100.3, 37.4, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_22929 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_22929
return 

:DSKOOL_22931
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.5 
Camera.SetAtPos($255, $256, $257)
018A: 35@ = create_checkpoint_at $282 $283 $284 
06D5: 42@ = create_racing_checkpoint_at $282 $283 $284 point_to $255 $256 $257 type 0 radius 5.0 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_31' time 5000 flag 4  // ~s~Fahr auf die andere Seite der Stadt und wieder zurck, ohne den Wagen zu beschdigen.~n~Ziel ist es, unter 120 Sekunden zu bleiben.
gosub @DSKOOL_31041 

:DSKOOL_23034
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_23069 
$325 = 2 
jump @DSKOOL_24136 

:DSKOOL_23069
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_23101 
jump @DSKOOL_24457 

:DSKOOL_23101
if 
  $325 == 2 
else_jump @DSKOOL_23126 
jump @DSKOOL_24136 

:DSKOOL_23126
if 
  $249 == 0 
else_jump @DSKOOL_23208 
if 
   not $325 == 2 
else_jump @DSKOOL_23194 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um zu beginnen.
00BC: show_text_highpriority GXT 'DS1_31' time 5000 flag 4  // ~s~Fahr auf die andere Seite der Stadt und wieder zurck, ohne den Wagen zu beschdigen.~n~Ziel ist es, unter 120 Sekunden zu bleiben.

:DSKOOL_23194
gosub @DSKOOL_31215 
jump @DSKOOL_24450 

:DSKOOL_23208
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_24450 
if 
  $253 > 260000 
else_jump @DSKOOL_23252 
Player.CanMove($PLAYER_CHAR) = False

:DSKOOL_23252
if 
  $254 == 0 
else_jump @DSKOOL_23373 
if 
01AF:   car $198 sphere 0 in_sphere $282 $283 $284 radius 4.0 4.0 4.0 
else_jump @DSKOOL_23373 
Marker.Disable(35@)
018A: 35@ = create_checkpoint_at $255 $256 $257 
06D6: disable_racing_checkpoint 42@ 
06D5: 42@ = create_racing_checkpoint_at $255 $256 $257 point_to $255 $256 $257 type 1 radius 5.0 
$254 = 1 

:DSKOOL_23373
if 
  $254 == 1 
else_jump @DSKOOL_23445 
if 
01AF:   car $198 sphere 0 in_sphere $255 $256 $257 radius 4.0 4.0 4.0 
else_jump @DSKOOL_23445 
Marker.Disable(35@)
$254 = 2 

:DSKOOL_23445
00BE: text_clear_all 
if or
01C1:   car $198 stopped 
  $254 == 2 
02BF:   car $198 sunk 
  $253 >= 140000 
else_jump @DSKOOL_24450 
gosub @DSKOOL_31569 
06D6: disable_racing_checkpoint 42@ 
0084: $273 = $253 // (int) 
0084: $301 = $273 // (int) 
$301 /= 1000 
0084: $302 = $301 // (int) 
$302 *= 1000 
0084: $274 = $273 // (int) 
0060: $274 -= $302 // (int) 
0084: $302 = $274 // (int) 
$302 /= 10 
$270 = 0 
if 
  2 > $254 
else_jump @DSKOOL_23607 
$270 = 0 
jump @DSKOOL_23865 

:DSKOOL_23607
if 
  100000 > $273 
else_jump @DSKOOL_23635 
$270 = 100 

:DSKOOL_23635
if 
  $273 >= 100000 
else_jump @DSKOOL_23736 
if 
  120000 > $273 
else_jump @DSKOOL_23736 
0084: $274 = $273 // (int) 
$274 -= 99999 
008D: $276 = integer $274 to_float 
$276 *= 0.0015 
008C: $273 = float $276 to_integer 
$270 = 100 
0060: $270 -= $273 // (int) 

:DSKOOL_23736
if 
  $273 >= 120000 
else_jump @DSKOOL_23837 
if 
  140000 > $273 
else_jump @DSKOOL_23837 
0084: $274 = $273 // (int) 
$274 -= 119999 
008D: $276 = integer $274 to_float 
$276 *= 0.0035 
008C: $273 = float $276 to_integer 
$270 = 70 
0060: $270 -= $273 // (int) 

:DSKOOL_23837
if 
  $273 >= 140000 
else_jump @DSKOOL_23865 
$270 = 0 

:DSKOOL_23865
if 
  1 > $270 
else_jump @DSKOOL_23890 
$270 = 0 

:DSKOOL_23890
if 
  $270 > 99 
else_jump @DSKOOL_23915 
$270 = 100 

:DSKOOL_23915
0084: $CURRENT_FLIGHT_RECORD = $270 // (int) 
gosub @DSKOOL_31763 
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $97 // (int) 
else_jump @DSKOOL_24009 
008B: 47@ = $97 // (int) 
0084: $97 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_24016 

:DSKOOL_24009
45@ = 0 

:DSKOOL_24016
$254 = 5 
32@ = 0 

:DSKOOL_24030
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_24090 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_24090 
$325 = 2 
jump @DSKOOL_24136 

:DSKOOL_24090
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_24129 
jump @DSKOOL_24136 

:DSKOOL_24129
jump @DSKOOL_24030 

:DSKOOL_24136
if 
  $MISSION_BACK_TO_SCHOOL_PASSED == 0 
else_jump @DSKOOL_24385 
if 
  $53 == 16 
else_jump @DSKOOL_24385 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_24385 
fade 0 500 

:DSKOOL_24197
if 
fading 
else_jump @DSKOOL_24221 
wait 0 
jump @DSKOOL_24197 

:DSKOOL_24221
select_interior 3 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04FA: reset_interior 1 colors 
04E4: unknown_refresh_game_renderer_at -2031.1 -118.2 
Camera.SetAtPos(-2031.1, -118.2, 1034.2)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2029.7, -115.5, 1034.2)
Actor.Angle($PLAYER_ACTOR) = 0.0
0792: disembark_instantly_actor $PLAYER_ACTOR 
Car.Destroy($198)
0395: clear_area 1 at -2051.0 -174.0 34.0 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 

:DSKOOL_24354
if 
fading 
else_jump @DSKOOL_24378 
wait 0 
jump @DSKOOL_24354 

:DSKOOL_24378
jump @DSKOOL_24495 

:DSKOOL_24385
gosub @DSKOOL_35152 
Marker.Disable(35@)
06D6: disable_racing_checkpoint 42@ 
01EB: set_traffic_density_multiplier_to 1.0 
if 
  $325 == 2 
else_jump @DSKOOL_24443 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_24450 

:DSKOOL_24443
jump @DSKOOL_22711 

:DSKOOL_24450
jump @DSKOOL_23034 

:DSKOOL_24457
00BE: text_clear_all 
if 
  $325 == 1 
else_jump @DSKOOL_24493 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!

:DSKOOL_24493
return 

:DSKOOL_24495
if 
  $MISSION_BACK_TO_SCHOOL_PASSED == 0 
else_jump @DSKOOL_24616 
Marker.Disable($596)
0570: $596 = create_asset_radar_marker_with_icon 36 at $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL 
018B: set_marker $596 radar_mode 2 
014C: set_parked_car_generator $5185 cars_to_generate_to 101 
014C: set_parked_car_generator $5186 cars_to_generate_to 101 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'DS_PASS' number 15 time 5000 style 1  // MISSION ERFLLT!~n~~w~FAHRER-SKILL +
0624: add 40.0 to_float_stat 160 
0394: play_music 2 
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'FAR_1'  // Back to School
030C: progress_made += 1 
$MISSION_BACK_TO_SCHOOL_PASSED = 1 

:DSKOOL_24616
return 

:DSKOOL_24618
if 
  $7417 == 0 
else_jump @DSKOOL_24866 
if 
  $107 >= 70 
else_jump @DSKOOL_24866 
if 
  $105 >= 70 
else_jump @DSKOOL_24866 
if 
  $98 >= 70 
else_jump @DSKOOL_24866 
if 
  $96 >= 70 
else_jump @DSKOOL_24866 
if 
  $94 >= 70 
else_jump @DSKOOL_24866 
if 
  $103 >= 70 
else_jump @DSKOOL_24866 
if 
  $91 >= 70 
else_jump @DSKOOL_24866 
if 
  $101 >= 70 
else_jump @DSKOOL_24866 
if 
  $92 >= 70 
else_jump @DSKOOL_24866 
if 
  $102 >= 70 
else_jump @DSKOOL_24866 
if 
  $100 >= 70 
else_jump @DSKOOL_24866 
if 
  $97 >= 70 
else_jump @DSKOOL_24866 
014C: set_parked_car_generator $5178 cars_to_generate_to 101 
$7417 = 1 

:DSKOOL_24866
if 
  $7418 == 0 
else_jump @DSKOOL_25114 
if 
  $107 >= 85 
else_jump @DSKOOL_25114 
if 
  $105 >= 85 
else_jump @DSKOOL_25114 
if 
  $98 >= 85 
else_jump @DSKOOL_25114 
if 
  $96 >= 85 
else_jump @DSKOOL_25114 
if 
  $94 >= 85 
else_jump @DSKOOL_25114 
if 
  $103 >= 85 
else_jump @DSKOOL_25114 
if 
  $91 >= 85 
else_jump @DSKOOL_25114 
if 
  $101 >= 85 
else_jump @DSKOOL_25114 
if 
  $92 >= 85 
else_jump @DSKOOL_25114 
if 
  $102 >= 85 
else_jump @DSKOOL_25114 
if 
  $100 >= 85 
else_jump @DSKOOL_25114 
if 
  $97 >= 85 
else_jump @DSKOOL_25114 
014C: set_parked_car_generator $5183 cars_to_generate_to 101 
$7418 = 1 

:DSKOOL_25114
if 
  $7419 == 0 
else_jump @DSKOOL_25362 
if 
  $107 == 100 
else_jump @DSKOOL_25362 
if 
  $105 == 100 
else_jump @DSKOOL_25362 
if 
  $98 == 100 
else_jump @DSKOOL_25362 
if 
  $96 == 100 
else_jump @DSKOOL_25362 
if 
  $94 == 100 
else_jump @DSKOOL_25362 
if 
  $103 == 100 
else_jump @DSKOOL_25362 
if 
  $91 == 100 
else_jump @DSKOOL_25362 
if 
  $101 == 100 
else_jump @DSKOOL_25362 
if 
  $92 == 100 
else_jump @DSKOOL_25362 
if 
  $102 == 100 
else_jump @DSKOOL_25362 
if 
  $100 == 100 
else_jump @DSKOOL_25362 
if 
  $97 == 100 
else_jump @DSKOOL_25362 
014C: set_parked_car_generator $5184 cars_to_generate_to 101 
$7419 = 1 

:DSKOOL_25362
014F: stop_timer $253 
03F0: enable_text_draw 0 
01B7: release_weather 
Model.Destroy(#BANSHEE)
Model.Destroy(#TAXI)
Model.Destroy(#TRAFFICCONE)
Model.Destroy(#WMYMECH)
Model.Destroy(#BLISTAC)
Model.Destroy(#INFERNUS)
Model.Destroy(#SUPERGT)
Model.Destroy(#COPCARSF)
Model.Destroy(#SFPD1)
Model.Destroy(#TEMP_STINGER2)
Model.Destroy(#GARYS_LUV_RAMP)
Model.Destroy(#AD_JUMP)
Model.Destroy(#AD_ROADMARK1)
Model.Destroy(#AD_ROADMARK2)
Model.Destroy(#AD_FINISH)
091D: remove_forbidden_for_boats_cube_cornerA -2015.37 -76.08 10.0 cornerB -2078.3 -66.75 50.0 
09EC: unknown_flag 0 
097A: play_audio_at 0.0 0.0 0.0 event 1184 
Garage.Activate('BODLAWN')
Garage.Activate('MODLAST')
Garage.Activate('MDSSFSE')
if 
  $1499 == 1 
else_jump @DSKOOL_25576 
Garage.Activate('MDS1SFS')
Garage.Activate('VECMOD')

:DSKOOL_25576
0A14: disable_respray_garages 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DSKOOL_25603 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:DSKOOL_25603
09F5: disable_player_mutal_activities 0 
0391: release_txd_dictionary 
01EB: set_traffic_density_multiplier_to 1.0 
0826: enable_hud 1 
0581: enable_radar 1 
Marker.Disable(35@)
06D6: disable_racing_checkpoint 42@ 
09D2: unknown_flag 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:DSKOOL_25654
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 44@ 
if 
  43@ == 1 
else_jump @DSKOOL_25776 
if 
  255 > 44@ 
else_jump @DSKOOL_25769 
44@ += 5 
if 
  44@ > 255 
else_jump @DSKOOL_25762 
44@ = 255 

:DSKOOL_25762
jump @DSKOOL_25776 

:DSKOOL_25769
43@ = 2 

:DSKOOL_25776
if 
  43@ == 3 
else_jump @DSKOOL_25858 
if 
  44@ > 0 
else_jump @DSKOOL_25851 
44@ -= 5 
if 
  0 > 44@ 
else_jump @DSKOOL_25844 
44@ = 0 

:DSKOOL_25844
jump @DSKOOL_25858 

:DSKOOL_25851
43@ = 0 

:DSKOOL_25858
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
gosub @DSKOOL_30158 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $247 == 1 
else_jump @DSKOOL_25970 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_P'  // Der 360er
008B: 46@ = $107 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_25970
if 
  $247 == 2 
else_jump @DSKOOL_26024 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_O'  // Der 180er
008B: 46@ = $105 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26024
if 
  $247 == 3 
else_jump @DSKOOL_26078 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_I'  // Kontrolliertes Schleudern
008B: 46@ = $98 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26078
if 
  $247 == 4 
else_jump @DSKOOL_26132 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_I'  // Kontrolliertes Schleudern
008B: 46@ = $98 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26132
if 
  $247 == 5 
else_jump @DSKOOL_26186 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_F'  // Reifenplatzer
008B: 46@ = $96 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26186
if 
  $247 == 6 
else_jump @DSKOOL_26240 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_E'  // Fnf Runden Vollgas
008B: 46@ = $94 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26240
if 
  $247 == 7 
else_jump @DSKOOL_26294 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_E'  // Fnf Runden Vollgas
008B: 46@ = $94 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26294
if 
  $247 == 8 
else_jump @DSKOOL_26348 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_N'  // Pylonen-Slalom
008B: 46@ = $103 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26348
if 
  $247 == 9 
else_jump @DSKOOL_26402 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_N'  // Pylonen-Slalom
008B: 46@ = $103 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26402
if 
  $247 == 10 
else_jump @DSKOOL_26456 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_A'  // Der 90er
008B: 46@ = $91 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26456
if 
  $247 == 11 
else_jump @DSKOOL_26510 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_K'  // Wheelie Slalom
008B: 46@ = $101 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26510
if 
  $247 == 12 
else_jump @DSKOOL_26564 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_C'  // Die Schleuderwende
008B: 46@ = $92 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26564
if 
  $247 == 13 
else_jump @DSKOOL_26618 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_C'  // Die Schleuderwende
008B: 46@ = $92 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26618
if 
  $247 == 14 
else_jump @DSKOOL_26672 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_L'  // Abdrng-Manver
008B: 46@ = $102 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26672
if 
  $247 == 15 
else_jump @DSKOOL_26726 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_J'  // Allez Hop
008B: 46@ = $100 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26726
if 
  $247 == 16 
else_jump @DSKOOL_26780 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_G'  // Voll Stoff durch die City
008B: 46@ = $97 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26780
gosub @DSKOOL_29980 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @DSKOOL_26875 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'DS1_53'  // Verlassen
jump @DSKOOL_26908 

:DSKOOL_26875
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'DS1_53'  // Verlassen

:DSKOOL_26908
if 
   not 39@ == 1 
else_jump @DSKOOL_27335 
gosub @DSKOOL_29980 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @DSKOOL_27021 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'DS1_54'  // Start
jump @DSKOOL_27054 

:DSKOOL_27021
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'DS1_54'  // Start

:DSKOOL_27054
if 
   not $53 == 1 
else_jump @DSKOOL_27207 
gosub @DSKOOL_29980 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @DSKOOL_27167 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigieren
jump @DSKOOL_27200 

:DSKOOL_27167
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigieren

:DSKOOL_27200
jump @DSKOOL_27335 

:DSKOOL_27207
gosub @DSKOOL_29980 
0904: get_interface 8 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @DSKOOL_27302 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigieren
jump @DSKOOL_27335 

:DSKOOL_27302
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigieren

:DSKOOL_27335
gosub @DSKOOL_29980 
033F: set_text_draw_letter_size 0.32 1.25 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 150.0 360.0 GXT 'DS1_63'  // ~k~~VEHICLE_ENTER_EXIT~
if 
   not 39@ == 1 
else_jump @DSKOOL_27669 
gosub @DSKOOL_29980 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
if 
   not $53 == 1 
else_jump @DSKOOL_27581 
gosub @DSKOOL_29980 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'DS1_62'  // ~<~~>~

:DSKOOL_27581
if 
  $53 == 1 
else_jump @DSKOOL_27669 
gosub @DSKOOL_29980 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'DS1_62'  // ~<~~>~

:DSKOOL_27669
033F: set_text_draw_letter_size 0.52 1.45 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
return 

:DSKOOL_27923
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
if 
  70 > 46@ 
else_jump @DSKOOL_27985 
45@ = 1 

:DSKOOL_27985
if 
  46@ > 69 
else_jump @DSKOOL_28028 
if 
  85 > 46@ 
else_jump @DSKOOL_28028 
45@ = 2 

:DSKOOL_28028
if 
  46@ > 84 
else_jump @DSKOOL_28071 
if 
  100 > 46@ 
else_jump @DSKOOL_28071 
45@ = 3 

:DSKOOL_28071
if 
  46@ == 100 
else_jump @DSKOOL_28096 
45@ = 4 

:DSKOOL_28096
gosub @DSKOOL_29980 
03E4: enable_text_draw_align_right 0 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
if 
  45@ > 1 
else_jump @DSKOOL_28186 
045A: draw_text_1number 217.0 75.0 GXT 'DS1_58' number 46@  // Rekord-Punktzahl ~1~%
jump @DSKOOL_28381 

:DSKOOL_28186
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @DSKOOL_28225 
033E: set_draw_text_position 175.0 75.0 GXT 'DS1_67'  // Erreiche 70% oder mehr, um zu bestehen

:DSKOOL_28225
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @DSKOOL_28264 
033E: set_draw_text_position 83.0 75.0 GXT 'DS1_67'  // Erreiche 70% oder mehr, um zu bestehen

:DSKOOL_28264
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @DSKOOL_28303 
033E: set_draw_text_position 89.0 75.0 GXT 'DS1_67'  // Erreiche 70% oder mehr, um zu bestehen

:DSKOOL_28303
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @DSKOOL_28342 
033E: set_draw_text_position 147.0 75.0 GXT 'DS1_67'  // Erreiche 70% oder mehr, um zu bestehen

:DSKOOL_28342
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @DSKOOL_28381 
033E: set_draw_text_position 65.0 75.0 GXT 'DS1_67'  // Erreiche 70% oder mehr, um zu bestehen

:DSKOOL_28381
if 
  45@ > 1 
else_jump @DSKOOL_28486 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
jump @DSKOOL_28566 

:DSKOOL_28486
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:DSKOOL_28566
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  45@ == 1 
else_jump @DSKOOL_28743 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @DSKOOL_28649 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
jump @DSKOOL_28685 

:DSKOOL_28649
038D: draw_texture 10 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_28685
gosub @DSKOOL_29980 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 266.0 375.0 GXT 'DS1_68'  // KEIN ZERTIFIKAT

:DSKOOL_28743
if 
  45@ == 2 
else_jump @DSKOOL_28855 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DSKOOL_29980 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 280.0 375.0 GXT 'DS1_57'  // BRONZE

:DSKOOL_28855
if 
  45@ == 3 
else_jump @DSKOOL_28967 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DSKOOL_29980 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 283.0 375.0 GXT 'DS1_56'  // SILBER

:DSKOOL_28967
if 
  45@ == 4 
else_jump @DSKOOL_29079 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DSKOOL_29980 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 294.0 375.0 GXT 'DS1_55'  // GOLD

:DSKOOL_29079
return 

:DSKOOL_29081
if 
  34@ == 0 
else_jump @DSKOOL_29406 
if 
  $247 == 1 
else_jump @DSKOOL_29124 
gosub @DSKOOL_3843 

:DSKOOL_29124
if 
  $247 == 2 
else_jump @DSKOOL_29149 
gosub @DSKOOL_5416 

:DSKOOL_29149
if 
  $247 == 4 
else_jump @DSKOOL_29174 
gosub @DSKOOL_6742 

:DSKOOL_29174
if 
  $247 == 5 
else_jump @DSKOOL_29199 
gosub @DSKOOL_8347 

:DSKOOL_29199
if 
  $247 == 7 
else_jump @DSKOOL_29224 
gosub @DSKOOL_9857 

:DSKOOL_29224
if 
  $247 == 9 
else_jump @DSKOOL_29249 
gosub @DSKOOL_11959 

:DSKOOL_29249
if 
  $247 == 10 
else_jump @DSKOOL_29274 
gosub @DSKOOL_13448 

:DSKOOL_29274
if 
  $247 == 11 
else_jump @DSKOOL_29299 
gosub @DSKOOL_15346 

:DSKOOL_29299
if 
  $247 == 13 
else_jump @DSKOOL_29324 
gosub @DSKOOL_16957 

:DSKOOL_29324
if 
  $247 == 14 
else_jump @DSKOOL_29349 
gosub @DSKOOL_18359 

:DSKOOL_29349
if 
  $247 == 15 
else_jump @DSKOOL_29374 
gosub @DSKOOL_20066 

:DSKOOL_29374
if 
  $247 == 16 
else_jump @DSKOOL_29399 
gosub @DSKOOL_22718 

:DSKOOL_29399
34@ = 1 

:DSKOOL_29406
if 
  34@ == 1 
else_jump @DSKOOL_29643 
if 
  $247 == 14 
else_jump @DSKOOL_29577 
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_29570 
if 
87C1:   not path 14 available 
else_jump @DSKOOL_29477 
07C0: load_path 14 

:DSKOOL_29477
if 
87C1:   not path 3 available 
else_jump @DSKOOL_29496 
07C0: load_path 3 

:DSKOOL_29496
if 
07C1:   path 14 available 
else_jump @DSKOOL_29570 
if 
07C1:   path 3 available 
else_jump @DSKOOL_29570 
05EB: assign_car $198 to_path 14 
if 
   not Car.Wrecked($196)
else_jump @DSKOOL_29556 
05EB: assign_car $196 to_path 3 

:DSKOOL_29556
43@ = 3 
34@ = 2 

:DSKOOL_29570
jump @DSKOOL_29643 

:DSKOOL_29577
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_29643 
if 
87C1:   not path $247 available 
else_jump @DSKOOL_29621 
07C0: load_path $247 
jump @DSKOOL_29643 

:DSKOOL_29621
05EB: assign_car $198 to_path $247 
43@ = 3 
34@ = 2 

:DSKOOL_29643
if 
  34@ == 2 
else_jump @DSKOOL_29728 
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_29714 
if 
860E:   not car $198 assigned_to_path 
else_jump @DSKOOL_29707 
43@ = 1 
34@ = 4 

:DSKOOL_29707
jump @DSKOOL_29728 

:DSKOOL_29714
43@ = 1 
34@ = 4 

:DSKOOL_29728
if 
  34@ == 3 
else_jump @DSKOOL_29760 
43@ = 1 
34@ = 4 

:DSKOOL_29760
if 
  34@ == 4 
else_jump @DSKOOL_29978 
if 
  43@ == 2 
else_jump @DSKOOL_29978 
if 
  $247 == 14 
else_jump @DSKOOL_29835 
if 
   not Car.Wrecked($196)
else_jump @DSKOOL_29835 
05EC: release_car $196 from_path 

:DSKOOL_29835
05EC: release_car $198 from_path 
Car.Destroy($198)
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
Actor.DestroyInstantly(55@)
Actor.DestroyInstantly(56@)
Car.Destroy($196)
Car.Destroy($197)
Car.Destroy($198)
Object.Destroy(57@)
Object.Destroy(58@)
Object.Destroy(59@)
0873: release_path 1 
0873: release_path 2 
0873: release_path 3 
0873: release_path 4 
0873: release_path 5 
0873: release_path 7 
0873: release_path 9 
0873: release_path 10 
0873: release_path 11 
0873: release_path 13 
0873: release_path 14 
0873: release_path 15 
0873: release_path 16 
gosub @DSKOOL_35436 
34@ = 0 

:DSKOOL_29978
return 

:DSKOOL_29980
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:DSKOOL_30042
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:DSKOOL_30100
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
return 

:DSKOOL_30158
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 color_RGBA 0 0 0 255 
0349: set_text_draw_font 3 
return 

:DSKOOL_30220
fade 0 500 

:DSKOOL_30227
if 
fading 
else_jump @DSKOOL_30251 
wait 0 
jump @DSKOOL_30227 

:DSKOOL_30251
if 
  $247 == 16 
else_jump @DSKOOL_30290 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
jump @DSKOOL_30304 

:DSKOOL_30290
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:DSKOOL_30304
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
set_weather 6 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04FA: reset_interior 0 colors 
return 

:DSKOOL_30329
$309 = 0.0 
$310 = 0.0 
$311 = 0.0 
$312 = 0.0 
$313 = 0.0 
$314 = 0.0 
$315 = 0.0 
$316 = 0.0 
$317 = 0.0 
$318 = 0.0 
$319 = 0.0 
$320 = 0.0 
$321 = 0.0 
$322 = 0.0 
$323 = 0.0 
$324 = 0.0 
$12 = 0 
$277 = 0.0 
$278 = 0.0 
$282 = 0.0 
$283 = 0.0 
$284 = 0.0 
$285 = 10.0 
$249 = 0 
$280 = 0.0 
$281 = 0.0 
$330 = 0.0 
$331 = 0.0 
$332 = 0.0 
$333 = 0 
$261 = 0 
$262 = 0 
$303 = 0.0 
$304 = 0.0 
$305 = 0.0 
$306 = 0.0 
$326 = 0 
$266 = 0 
$250 = 0.0 
$251 = 0.0 
$252 = 0 
$260 = 0 
$325 = 0 
$254 = 0 
$286 = 0 
$287 = 0 
$289 = 0 
$290 = 0 
$292 = 0 
$293 = 0 
$295 = 0 
$296 = 0 
$298 = 0 
$299 = 0 
$288 = 0 
$291 = 0 
$294 = 0 
$297 = 0 
$300 = 0 
$301 = 0 
$302 = 0 
$CURRENT_FLIGHT_RECORD = 0 
$269 = 0 
0086: $255 = $307 // (float) 
0086: $256 = $308 // (float) 
02CE: $257 = ground_z_at $255 $256 50.0 
$268 = 0 
$259 = 0.0 
$267 = 0 
$270 = 0 
$263 = 0 
$264 = 0 
$265 = 0 
$272 = 0 
$273 = 0 
$276 = 0.0 
$274 = 0 
$275 = 0 
$279 = 0.0 
36@ = 0.0 
37@ = 0 
38@ = 0 
41@ = 0 
40@ = 0 
return 

:DSKOOL_31041
036A: put_actor $PLAYER_ACTOR in_car $198 
Car.DoorStatus($198) = 4
wait 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.ClearWantedLevel($PLAYER_CHAR)
fade 1 500 

:DSKOOL_31076
if 
fading 
else_jump @DSKOOL_31100 
wait 0 
jump @DSKOOL_31076 

:DSKOOL_31100
Player.CanMove($PLAYER_CHAR) = True
return 

:DSKOOL_31109
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_31176 
if 
  $249 == 1 
else_jump @DSKOOL_31169 
if 
   not Actor.InCar($PLAYER_ACTOR, $198)
else_jump @DSKOOL_31169 
$325 = 1 

:DSKOOL_31169
jump @DSKOOL_31213 

:DSKOOL_31176
if 
02BF:   car $198 sunk 
else_jump @DSKOOL_31206 
$325 = 2 
jump @DSKOOL_31213 

:DSKOOL_31206
$325 = 1 

:DSKOOL_31213
return 

:DSKOOL_31215
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_31258 
if 
   Actor.InCar($PLAYER_ACTOR, $198)
else_jump @DSKOOL_31258 
02E3: $250 = car $198 speed 

:DSKOOL_31258
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @DSKOOL_31533 
if 
  $250 > 0.5 
else_jump @DSKOOL_31533 
00BE: text_clear_all 
if or
  $247 == 10 
  $247 == 12 
  $247 == 13 
  $247 == 5 
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_31371 
014E: set_timer_to $253 type 1 // global_variable 
0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 

:DSKOOL_31371
if or
  $247 == 15 
  $247 == 8 
  $247 == 9 
  $247 == 2 
  $247 == 1 
else_jump @DSKOOL_31431 
014E: set_timer_to $253 type 1 // global_variable 
0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 

:DSKOOL_31431
if or
  $247 == 6 
  $247 == 7 
  $247 == 16 
else_jump @DSKOOL_31470 
014E: set_timer_to $253 type 0 // global_variable 

:DSKOOL_31470
if 
  $247 == 14 
else_jump @DSKOOL_31526 
if 
   not Car.Wrecked($196)
else_jump @DSKOOL_31526 
Car.SetSpeedInstantly($196, 6.0)
Car.SetAnimation($196, 9, 864000000)

:DSKOOL_31526
$249 = 1 

:DSKOOL_31533
return 

:DSKOOL_31535
if 
  $253 == 0 
else_jump @DSKOOL_31567 
Player.CanMove($PLAYER_CHAR) = False
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:DSKOOL_31567
return 

:DSKOOL_31569
Player.CanMove($PLAYER_CHAR) = False
Car.LockInCurrentPosition($198) = True
0396: pause_timer 1 
097A: play_audio_at 0.0 0.0 0.0 event 1183 
return 

:DSKOOL_31609
Car.StorePos($198, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
if 
  $259 > 0.5 
else_jump @DSKOOL_31746 
if 
  10.0 > $259 
else_jump @DSKOOL_31732 
$259 -= 0.5 
$259 *= 10.42 
008C: $273 = float $259 to_integer 
$267 = 100 
0060: $267 -= $273 // (int) 
jump @DSKOOL_31739 

:DSKOOL_31732
$267 = 0 

:DSKOOL_31739
jump @DSKOOL_31753 

:DSKOOL_31746
$267 = 100 

:DSKOOL_31753
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
return 

:DSKOOL_31763
$260 = Car.Health($198)
$268 = 1000 
0060: $268 -= $260 // (int) 
if 
  $247 == 16 
else_jump @DSKOOL_31819 
$268 /= 10 
jump @DSKOOL_31826 

:DSKOOL_31819
$268 /= 2 

:DSKOOL_31826
if 
  $268 > 100 
else_jump @DSKOOL_31851 
$268 = 100 

:DSKOOL_31851
return 

:DSKOOL_31853
$272 = 0 
$200 = 0 
if 
  $247 == 1 
else_jump @DSKOOL_31944 

:DSKOOL_31885
if 
  15 > $200 
else_jump @DSKOOL_31944 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_31930 
$272 += 10 

:DSKOOL_31930
$200 += 1 
jump @DSKOOL_31885 

:DSKOOL_31944
if 
  $247 == 2 
else_jump @DSKOOL_32021 

:DSKOOL_31962
if 
  25 > $200 
else_jump @DSKOOL_32021 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32007 
$272 += 10 

:DSKOOL_32007
$200 += 1 
jump @DSKOOL_31962 

:DSKOOL_32021
if or
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_32105 

:DSKOOL_32046
if 
  46 > $200 
else_jump @DSKOOL_32105 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32091 
$272 += 10 

:DSKOOL_32091
$200 += 1 
jump @DSKOOL_32046 

:DSKOOL_32105
if 
  $247 == 5 
else_jump @DSKOOL_32182 

:DSKOOL_32123
if 
  37 > $200 
else_jump @DSKOOL_32182 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32168 
$272 += 10 

:DSKOOL_32168
$200 += 1 
jump @DSKOOL_32123 

:DSKOOL_32182
if or
  $247 == 6 
  $247 == 7 
else_jump @DSKOOL_32266 

:DSKOOL_32207
if 
  42 > $200 
else_jump @DSKOOL_32266 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32252 
$272 += 10 

:DSKOOL_32252
$200 += 1 
jump @DSKOOL_32207 

:DSKOOL_32266
if or
  $247 == 8 
  $247 == 9 
else_jump @DSKOOL_32350 

:DSKOOL_32291
if 
  30 > $200 
else_jump @DSKOOL_32350 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32336 
$272 += 10 

:DSKOOL_32336
$200 += 1 
jump @DSKOOL_32291 

:DSKOOL_32350
if or
  $247 == 12 
  $247 == 13 
else_jump @DSKOOL_32434 

:DSKOOL_32375
if 
  31 > $200 
else_jump @DSKOOL_32434 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32420 
$272 += 10 

:DSKOOL_32420
$200 += 1 
jump @DSKOOL_32375 

:DSKOOL_32434
$272 *= 2 
if 
  $272 > 90 
else_jump @DSKOOL_32466 
$272 = 100 

:DSKOOL_32466
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
return 

:DSKOOL_32476
if 
  1 > $CURRENT_FLIGHT_RECORD 
else_jump @DSKOOL_32501 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_32501
00BE: text_clear_all 
return 

:DSKOOL_32505
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_32956 
if 
  $333 == 0 
else_jump @DSKOOL_32701 
Car.StorePos($198, $330, $331, $332)
$332 += 5.0 
0407: store_coords_to $330 $331 $TEMPVAR_FLOAT_3 from_car $198 with_offset 15.0 0.0 5.0 
Camera.SetPosition($330, $331, $332, 0.0, 0.0, 0.0)
0A39: get_vehicle_camera_mode_to 60@ 
if or
  60@ == 1 
  60@ == 2 
  60@ == 3 
else_jump @DSKOOL_32671 
Camera.OnVehicle($198, 15, 1)
jump @DSKOOL_32680 

:DSKOOL_32671
Camera.OnVehicle($198, 15, 2)

:DSKOOL_32680
0460: set_camera_transverse_delay 50.0 time 2000 
09EC: unknown_flag 1 
$333 = 1 

:DSKOOL_32701
if 
  32@ > 3000 
else_jump @DSKOOL_32838 
if 
  6000 > 32@ 
else_jump @DSKOOL_32838 
if 
  $333 == 1 
else_jump @DSKOOL_32838 
0407: store_coords_to $330 $331 $TEMPVAR_FLOAT_3 from_car $198 with_offset 0.0 15.0 5.0 
Camera.SetPosition($330, $331, $332, 0.0, 0.0, 0.0)
Camera.OnVehicle($198, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
$333 = 2 

:DSKOOL_32838
if 
  32@ > 6000 
else_jump @DSKOOL_32956 
if 
  $333 == 2 
else_jump @DSKOOL_32956 
0407: store_coords_to $330 $331 $TEMPVAR_FLOAT_3 from_car $198 with_offset -15.0 0.0 5.0 
Camera.SetPosition($330, $331, $332, 0.0, 0.0, 0.0)
Camera.OnVehicle($198, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
$333 = 3 

:DSKOOL_32956
return 

:DSKOOL_32958
45@ = 0 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_33067 
if 
  85 > $CURRENT_FLIGHT_RECORD 
else_jump @DSKOOL_33067 
if and
  47@ > 69 
  85 > 47@ 
else_jump @DSKOOL_33040 
45@ = 0 
jump @DSKOOL_33067 

:DSKOOL_33040
097A: play_audio_at 0.0 0.0 0.0 event 1058 
45@ = 2 

:DSKOOL_33067
if 
  $CURRENT_FLIGHT_RECORD > 84 
else_jump @DSKOOL_33169 
if 
  100 > $CURRENT_FLIGHT_RECORD 
else_jump @DSKOOL_33169 
if and
  47@ > 84 
  100 > 47@ 
else_jump @DSKOOL_33142 
45@ = 0 
jump @DSKOOL_33169 

:DSKOOL_33142
097A: play_audio_at 0.0 0.0 0.0 event 1058 
45@ = 3 

:DSKOOL_33169
if 
  $CURRENT_FLIGHT_RECORD == 100 
else_jump @DSKOOL_33256 
if 
  47@ == 100 
else_jump @DSKOOL_33219 
45@ = 0 
jump @DSKOOL_33256 

:DSKOOL_33219
0624: add 30.0 to_float_stat 160 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
45@ = 4 

:DSKOOL_33256
return 

:DSKOOL_33258
0826: enable_hud 0 
0581: enable_radar 0 
00BE: text_clear_all 
014F: stop_timer $253 
if 
  2 > 45@ 
else_jump @DSKOOL_33331 
0937: text_draw_box_cornerA 160.0 220.0 cornerB 490.0 400.0 GXT_reference 'DS1_65' style 3  // Ergebnisse
jump @DSKOOL_33364 

:DSKOOL_33331
0937: text_draw_box_cornerA 160.0 200.0 cornerB 490.0 400.0 GXT_reference 'DUMMY' style 3 

:DSKOOL_33364
if or
  $247 == 6 
  $247 == 7 
  $247 == 16 
else_jump @DSKOOL_33672 
gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 255.0 GXT 'DS1_72'  // Gesamtzeit:
gosub @DSKOOL_30042 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $302 > 9 
else_jump @DSKOOL_33531 
045B: draw_text_2numbers 450.0 255.0 GXT 'DS1_21' numbers $301 $302  // ~1~,~1~s
jump @DSKOOL_33558 

:DSKOOL_33531
045B: draw_text_2numbers 450.0 255.0 GXT 'DS1_22' numbers $301 $302  // ~1~,0~1~s

:DSKOOL_33558
gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 275.0 GXT 'DS1_23'  // Gesamtzeit:
gosub @DSKOOL_30042 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 275.0 GXT 'DS1_69' number $270  // ~1~%
jump @DSKOOL_33886 

:DSKOOL_33672
gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 255.0 GXT 'DS1_5'  // Endrichtung:
gosub @DSKOOL_30042 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 255.0 GXT 'DS1_69' number $266  // ~1~%
gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 275.0 GXT 'DS1_6'  // Endposition:
gosub @DSKOOL_30042 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 275.0 GXT 'DS1_69' number $267  // ~1~%

:DSKOOL_33886
gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 295.0 GXT 'DS1_7'  // Schaden:
gosub @DSKOOL_30042 
03E4: enable_text_draw_align_right 1 
0904: get_interface 0 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
045A: draw_text_1number 450.0 295.0 GXT 'DS1_70' number $272  // -~1~%
gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 315.0 GXT 'DS1_10'  // Gesamtergebnis:
gosub @DSKOOL_30042 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 315.0 GXT 'DS1_69' number $CURRENT_FLIGHT_RECORD  // ~1~%
if or
  41@ == 1 
  41@ == 2 
else_jump @DSKOOL_34476 
if 
  45@ > 0 
else_jump @DSKOOL_34476 
038D: draw_texture 4 position 250.0 199.0 size -60.0 60.0 RGBA 180 180 180 255 
038D: draw_texture 4 position 392.0 199.0 size 60.0 60.0 RGBA 180 180 180 255 
if 
  45@ == 2 
else_jump @DSKOOL_34285 
038D: draw_texture 1 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_34285
if 
  45@ == 3 
else_jump @DSKOOL_34339 
038D: draw_texture 2 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_34339
if 
  45@ == 4 
else_jump @DSKOOL_34393 
038D: draw_texture 3 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_34393
gosub @DSKOOL_30158 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 323.0 65.0 GXT 'DS1_47'  // NEUES ZERTIFIKAT ERHALTEN

:DSKOOL_34476
if or
  41@ == 1 
  41@ == 2 
else_jump @DSKOOL_34568 
gosub @DSKOOL_30158 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'DS1_46'  // NEUER REKORD

:DSKOOL_34568
if 
   not 41@ == 2 
else_jump @DSKOOL_34873 
gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 340.0 345.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 345.0 GXT 'DS1_66'  // Weiter
gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 340.0 365.0 GXT 'DS1_63'  // ~k~~VEHICLE_ENTER_EXIT~
gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 365.0 GXT 'DS1_53'  // Verlassen
jump @DSKOOL_35067 

:DSKOOL_34873
gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 180.0 345.0 GXT 'DS1_71'  // NEUER TEST VERFGBAR
gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 340.0 365.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 365.0 GXT 'DS1_66'  // Weiter

:DSKOOL_35067
return 

:DSKOOL_35069
if 
00E1:   player 0 pressed_key 16 
else_jump @DSKOOL_35125 
if 
  $12 == 1 
else_jump @DSKOOL_35118 
$12 = 0 
$326 = 1 

:DSKOOL_35118
jump @DSKOOL_35150 

:DSKOOL_35125
if 
  $12 == 0 
else_jump @DSKOOL_35150 
$12 = 1 

:DSKOOL_35150
return 

:DSKOOL_35152
097A: play_audio_at 0.0 0.0 0.0 event 1184 
00BE: text_clear_all 
fade 0 500 

:DSKOOL_35181
if 
fading 
else_jump @DSKOOL_35205 
wait 0 
jump @DSKOOL_35181 

:DSKOOL_35205
00BE: text_clear_all 
03D6: remove_styled_text 'DS1_46'  // NEUER REKORD
03D6: remove_styled_text 'DS1_47'  // NEUES ZERTIFIKAT ERHALTEN
09EC: unknown_flag 0 
0221: set_player $PLAYER_CHAR trapped_in_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
  $325 == 2 
else_jump @DSKOOL_35323 
00BE: text_clear_all 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DSKOOL_35302 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $327 $328 $329 
jump @DSKOOL_35316 

:DSKOOL_35302
Actor.PutAt($PLAYER_ACTOR, $327, $328, $329)

:DSKOOL_35316
jump @DSKOOL_35374 

:DSKOOL_35323
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DSKOOL_35360 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $327 $328 $329 
jump @DSKOOL_35374 

:DSKOOL_35360
Actor.PutAt($PLAYER_ACTOR, $327, $328, $329)

:DSKOOL_35374
00BE: text_clear_all 
wait 0 
00BE: text_clear_all 
Car.Destroy($198)
0395: clear_area 1 at $327 $328 $329 radius 300.0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BE: text_clear_all 
wait 0 
00BE: text_clear_all 
014F: stop_timer $253 
0396: pause_timer 0 
0826: enable_hud 1 
0581: enable_radar 1 
return 

:DSKOOL_35436
00BE: text_clear_all 
$200 = 0 

:DSKOOL_35445
if 
  46 > $200 
else_jump @DSKOOL_35488 
00BE: text_clear_all 
Object.Destroy($201($200,46i))
$200 += 1 
jump @DSKOOL_35445 

:DSKOOL_35488
return 

:DSKOOL_35490
$200 = 0 
if 
  $247 == 1 
else_jump @DSKOOL_35574 

:DSKOOL_35515
if 
  15 > $200 
else_jump @DSKOOL_35574 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35515 

:DSKOOL_35574
if 
  $247 == 2 
else_jump @DSKOOL_35651 

:DSKOOL_35592
if 
  25 > $200 
else_jump @DSKOOL_35651 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35592 

:DSKOOL_35651
if or
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_35735 

:DSKOOL_35676
if 
  46 > $200 
else_jump @DSKOOL_35735 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35676 

:DSKOOL_35735
if 
  $247 == 5 
else_jump @DSKOOL_35812 

:DSKOOL_35753
if 
  37 > $200 
else_jump @DSKOOL_35812 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35753 

:DSKOOL_35812
if or
  $247 == 6 
  $247 == 7 
else_jump @DSKOOL_35896 

:DSKOOL_35837
if 
  42 > $200 
else_jump @DSKOOL_35896 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35837 

:DSKOOL_35896
if or
  $247 == 8 
  $247 == 9 
else_jump @DSKOOL_35980 

:DSKOOL_35921
if 
  30 > $200 
else_jump @DSKOOL_35980 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35921 

:DSKOOL_35980
if or
  $247 == 12 
  $247 == 13 
else_jump @DSKOOL_36064 

:DSKOOL_36005
if 
  31 > $200 
else_jump @DSKOOL_36064 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_36005 

:DSKOOL_36064
if 
  $247 == 1 
else_jump @DSKOOL_36768 
$285 = 6.0 
$279 = 0.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 0.0 1.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
$284 += 0.4 

:DSKOOL_36157
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 0.0 
else_jump @DSKOOL_36240 
Object.PutAt($201[0], $282, $283, $284)

:DSKOOL_36240
if 
  $279 == 24.0 
else_jump @DSKOOL_36275 
Object.PutAt($201[1], $282, $283, $284)

:DSKOOL_36275
if 
  $279 == 48.0 
else_jump @DSKOOL_36310 
Object.PutAt($201[2], $282, $283, $284)

:DSKOOL_36310
if 
  $279 == 72.0 
else_jump @DSKOOL_36345 
Object.PutAt($201[3], $282, $283, $284)

:DSKOOL_36345
if 
  $279 == 96.0 
else_jump @DSKOOL_36380 
Object.PutAt($201[4], $282, $283, $284)

:DSKOOL_36380
if 
  $279 == 120.0 
else_jump @DSKOOL_36415 
Object.PutAt($201[5], $282, $283, $284)

:DSKOOL_36415
if 
  $279 == 144.0 
else_jump @DSKOOL_36450 
Object.PutAt($201[6], $282, $283, $284)

:DSKOOL_36450
if 
  $279 == 168.0 
else_jump @DSKOOL_36485 
Object.PutAt($201[7], $282, $283, $284)

:DSKOOL_36485
if 
  $279 == 192.0 
else_jump @DSKOOL_36520 
Object.PutAt($201[8], $282, $283, $284)

:DSKOOL_36520
if 
  $279 == 216.0 
else_jump @DSKOOL_36555 
Object.PutAt($201[9], $282, $283, $284)

:DSKOOL_36555
if 
  $279 == 240.0 
else_jump @DSKOOL_36590 
Object.PutAt($201[10], $282, $283, $284)

:DSKOOL_36590
if 
  $279 == 264.0 
else_jump @DSKOOL_36625 
Object.PutAt($201[11], $282, $283, $284)

:DSKOOL_36625
if 
  $279 == 288.0 
else_jump @DSKOOL_36660 
Object.PutAt($201[12], $282, $283, $284)

:DSKOOL_36660
if 
  $279 == 312.0 
else_jump @DSKOOL_36695 
Object.PutAt($201[13], $282, $283, $284)

:DSKOOL_36695
if 
  $279 == 336.0 
else_jump @DSKOOL_36730 
Object.PutAt($201[14], $282, $283, $284)

:DSKOOL_36730
$279 += 24.0 
if 
  360.0 > $279 
else_jump @DSKOOL_36768 
jump @DSKOOL_36157 

:DSKOOL_36768
if 
  $247 == 2 
else_jump @DSKOOL_37657 
$285 = 6.0 
$279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 0.0 86.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
$284 += 0.4 

:DSKOOL_36861
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 120.0 
else_jump @DSKOOL_36944 
Object.PutAt($201[0], $282, $283, $284)

:DSKOOL_36944
if 
  $279 == 150.0 
else_jump @DSKOOL_36979 
Object.PutAt($201[1], $282, $283, $284)

:DSKOOL_36979
if 
  $279 == 180.0 
else_jump @DSKOOL_37014 
Object.PutAt($201[2], $282, $283, $284)

:DSKOOL_37014
if 
  $279 == 210.0 
else_jump @DSKOOL_37049 
Object.PutAt($201[3], $282, $283, $284)

:DSKOOL_37049
if 
  $279 == 240.0 
else_jump @DSKOOL_37084 
Object.PutAt($201[4], $282, $283, $284)

:DSKOOL_37084
$279 += 30.0 
if 
  271.0 > $279 
else_jump @DSKOOL_37122 
jump @DSKOOL_36861 

:DSKOOL_37122
035C: place_object $201[7] relative_to_car $198 with_offset -7.0 74.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 7.0 74.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -7.0 78.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 7.0 78.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -7.0 82.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 7.0 82.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -7.0 86.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 7.0 86.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset 0.0 82.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset -3.0 4.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 3.0 4.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset -3.0 0.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 3.0 0.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset -3.0 -4.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 3.0 -4.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 0.0 -4.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset 0.0 74.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset 0.0 78.0 -0.5 
$200 = 7 

:DSKOOL_37543
if 
  25 > $200 
else_jump @DSKOOL_37657 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_37643 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_37643
$200 += 1 
jump @DSKOOL_37543 

:DSKOOL_37657
if or
  $247 == 12 
  $247 == 13 
else_jump @DSKOOL_38148 
035C: place_object $201[0] relative_to_car $198 with_offset 0.0 4.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset -3.0 4.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset 3.0 4.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset -3.0 0.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset 3.0 0.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -3.0 -4.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 3.0 -4.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -3.0 -8.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 3.0 -8.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -3.0 -12.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 3.0 -12.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -3.0 -16.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 3.0 -16.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -3.0 -20.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 3.0 -20.0 -0.5 
$200 = 0 

:DSKOOL_38034
if 
  15 > $200 
else_jump @DSKOOL_38148 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_38134 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_38134
$200 += 1 
jump @DSKOOL_38034 

:DSKOOL_38148
if 
  $247 == 12 
else_jump @DSKOOL_38655 
035C: place_object $201[15] relative_to_car $198 with_offset -3.0 -24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 6.0 -22.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 0.0 -28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset 8.0 -24.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 3.0 -30.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset 10.0 -26.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 4.0 -32.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 10.0 -30.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset 9.0 -32.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset 4.0 -36.0 -0.5 
035C: place_object $201[25] relative_to_car $198 with_offset 9.0 -36.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 4.0 -40.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset 9.0 -40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 4.0 -44.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset 9.0 -44.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 6.5 -44.0 -0.5 
$200 = 15 

:DSKOOL_38541
if 
  31 > $200 
else_jump @DSKOOL_38655 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_38641 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_38641
$200 += 1 
jump @DSKOOL_38541 

:DSKOOL_38655
if 
  $247 == 13 
else_jump @DSKOOL_39162 
035C: place_object $201[15] relative_to_car $198 with_offset 3.0 -24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset -6.0 -22.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 0.0 -28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset -8.0 -24.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset -3.0 -30.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset -10.0 -26.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset -4.0 -32.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset -10.0 -30.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset -9.0 -32.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset -4.0 -36.0 -0.5 
035C: place_object $201[25] relative_to_car $198 with_offset -9.0 -36.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset -4.0 -40.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset -9.0 -40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset -4.0 -44.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset -9.0 -44.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset -6.5 -44.0 -0.5 
$200 = 15 

:DSKOOL_39048
if 
  31 > $200 
else_jump @DSKOOL_39162 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_39148 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_39148
$200 += 1 
jump @DSKOOL_39048 

:DSKOOL_39162
if or
  $247 == 6 
  $247 == 7 
else_jump @DSKOOL_40865 
035C: place_object $201[0] relative_to_car $198 with_offset -4.0 8.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset 4.0 8.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset -4.0 2.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset 4.0 2.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset -4.0 -4.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -4.0 14.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 4.0 14.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -4.0 20.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 4.0 20.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -4.0 26.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 4.0 26.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -4.0 32.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 4.0 32.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -4.0 38.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 4.0 38.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset -4.0 44.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 4.0 44.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset -4.0 50.0 -0.5 
$200 = 0 

:DSKOOL_39608
if 
  18 > $200 
else_jump @DSKOOL_39722 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_39708 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_39708
$200 += 1 
jump @DSKOOL_39608 

:DSKOOL_39722
$279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 4.0 50.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
$284 += 0.4 

:DSKOOL_39787
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 126.0 
else_jump @DSKOOL_39870 
Object.PutAt($201[18], $282, $283, $284)

:DSKOOL_39870
if 
  $279 == 144.0 
else_jump @DSKOOL_39905 
Object.PutAt($201[19], $282, $283, $284)

:DSKOOL_39905
if 
  $279 == 162.0 
else_jump @DSKOOL_39940 
Object.PutAt($201[20], $282, $283, $284)

:DSKOOL_39940
if 
  $279 == 180.0 
else_jump @DSKOOL_39975 
Object.PutAt($201[21], $282, $283, $284)

:DSKOOL_39975
if 
  $279 == 198.0 
else_jump @DSKOOL_40010 
Object.PutAt($201[22], $282, $283, $284)

:DSKOOL_40010
if 
  $279 == 216.0 
else_jump @DSKOOL_40045 
Object.PutAt($201[23], $282, $283, $284)

:DSKOOL_40045
if 
  $279 == 234.0 
else_jump @DSKOOL_40080 
Object.PutAt($201[24], $282, $283, $284)

:DSKOOL_40080
$279 += 18.0 
if 
  271.0 > $279 
else_jump @DSKOOL_40118 
jump @DSKOOL_39787 

:DSKOOL_40118
035C: place_object $201[25] relative_to_car $198 with_offset 12.0 8.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 12.0 2.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset 12.0 -4.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 12.0 14.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset 12.0 20.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 12.0 26.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset 12.0 32.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset 12.0 38.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset 12.0 44.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset 12.0 50.0 -0.5 
$200 = 25 

:DSKOOL_40355
if 
  35 > $200 
else_jump @DSKOOL_40469 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_40455 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_40455
$200 += 1 
jump @DSKOOL_40355 

:DSKOOL_40469
$279 = 270.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 4.0 -4.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
$284 += 0.4 

:DSKOOL_40534
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 306.0 
else_jump @DSKOOL_40617 
Object.PutAt($201[35], $282, $283, $284)

:DSKOOL_40617
if 
  $279 == 324.0 
else_jump @DSKOOL_40652 
Object.PutAt($201[36], $282, $283, $284)

:DSKOOL_40652
if 
  $279 == 342.0 
else_jump @DSKOOL_40687 
Object.PutAt($201[37], $282, $283, $284)

:DSKOOL_40687
if 
  $279 == 360.0 
else_jump @DSKOOL_40722 
Object.PutAt($201[38], $282, $283, $284)

:DSKOOL_40722
if 
  $279 == 378.0 
else_jump @DSKOOL_40757 
Object.PutAt($201[39], $282, $283, $284)

:DSKOOL_40757
if 
  $279 == 396.0 
else_jump @DSKOOL_40792 
Object.PutAt($201[40], $282, $283, $284)

:DSKOOL_40792
if 
  $279 == 414.0 
else_jump @DSKOOL_40827 
Object.PutAt($201[41], $282, $283, $284)

:DSKOOL_40827
$279 += 18.0 
if 
  451.0 > $279 
else_jump @DSKOOL_40865 
jump @DSKOOL_40534 

:DSKOOL_40865
if 
  $247 == 5 
else_jump @DSKOOL_41855 
035C: place_object $201[0] relative_to_car $198 with_offset 2.0 40.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset -2.0 40.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset 3.0 44.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset -3.0 44.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset 3.0 48.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -3.0 48.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 3.0 52.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -3.0 52.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 3.0 56.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -3.0 56.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 4.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -2.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 5.0 64.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -1.0 64.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 6.0 68.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset 0.0 68.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 6.0 72.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 0.0 72.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset 6.0 76.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 0.0 76.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset 6.0 80.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 0.0 80.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 5.0 84.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset -1.0 84.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset 4.0 88.0 -0.5 
035C: place_object $201[25] relative_to_car $198 with_offset -2.0 88.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 3.0 92.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset -3.0 92.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 3.0 96.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset -3.0 96.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 3.0 100.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset -3.0 100.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset 3.0 104.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset -3.0 104.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset 3.0 108.0 -0.5 
035C: place_object $201[35] relative_to_car $198 with_offset -3.0 108.0 -0.5 
035C: place_object $201[36] relative_to_car $198 with_offset 0.0 108.0 -0.5 
$200 = 0 

:DSKOOL_41741
if 
  37 > $200 
else_jump @DSKOOL_41855 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_41841 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_41841
$200 += 1 
jump @DSKOOL_41741 

:DSKOOL_41855
if or
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_42651 
035C: place_object $201[0] relative_to_car $198 with_offset -4.0 4.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset 4.0 4.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset -4.0 0.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset 4.0 0.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset -4.0 -4.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset 4.0 -4.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 0.0 -4.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -4.0 8.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 4.0 8.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -4.0 12.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 4.0 12.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -4.0 16.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 4.0 16.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -4.0 20.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 4.0 20.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset -4.0 24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 4.0 24.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset -4.0 28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset 4.0 28.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset -4.0 32.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset 4.0 32.0 -0.5 
$200 = 0 

:DSKOOL_42370
if 
  21 > $200 
else_jump @DSKOOL_42484 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_42470 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_42470
$200 += 1 
jump @DSKOOL_42370 

:DSKOOL_42484
$279 = 90.0 
if 
  $247 == 3 
else_jump @DSKOOL_42548 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 4.0 30.0 -0.5 
jump @DSKOOL_42577 

:DSKOOL_42548
0407: store_coords_to $280 $281 $284 from_car $198 with_offset -4.0 30.0 -0.5 

:DSKOOL_42577
02CE: $284 = ground_z_at $280 $281 40.0 
$284 += 0.4 

:DSKOOL_42603
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 

:DSKOOL_42651
if 
  $247 == 3 
else_jump @DSKOOL_42774 
if 
  $279 == 126.0 
else_jump @DSKOOL_42704 
Object.PutAt($201[21], $282, $283, $284)

:DSKOOL_42704
if 
  $279 == 144.0 
else_jump @DSKOOL_42739 
Object.PutAt($201[22], $282, $283, $284)

:DSKOOL_42739
if 
  $279 == 162.0 
else_jump @DSKOOL_42774 
Object.PutAt($201[23], $282, $283, $284)

:DSKOOL_42774
if 
  $247 == 4 
else_jump @DSKOOL_42897 
if 
  $279 == 198.0 
else_jump @DSKOOL_42827 
Object.PutAt($201[21], $282, $283, $284)

:DSKOOL_42827
if 
  $279 == 216.0 
else_jump @DSKOOL_42862 
Object.PutAt($201[22], $282, $283, $284)

:DSKOOL_42862
if 
  $279 == 234.0 
else_jump @DSKOOL_42897 
Object.PutAt($201[23], $282, $283, $284)

:DSKOOL_42897
if or
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_43048 
if 
  $279 == 180.0 
else_jump @DSKOOL_42957 
Object.PutAt($201[24], $282, $283, $284)

:DSKOOL_42957
$279 += 18.0 
if 
  $247 == 3 
else_jump @DSKOOL_43020 
if 
  181.0 > $279 
else_jump @DSKOOL_43013 
jump @DSKOOL_42603 

:DSKOOL_43013
jump @DSKOOL_43048 

:DSKOOL_43020
if 
  235.0 > $279 
else_jump @DSKOOL_43048 
jump @DSKOOL_42603 

:DSKOOL_43048
if 
  $247 == 3 
else_jump @DSKOOL_43670 
035C: place_object $201[25] relative_to_car $198 with_offset 8.0 40.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 8.0 32.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset 12.0 40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 12.0 32.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset 16.0 40.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 16.0 32.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset 20.0 40.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset 20.0 33.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset 24.0 40.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset 24.0 33.0 -0.5 
035C: place_object $201[35] relative_to_car $198 with_offset 28.0 40.0 -0.5 
035C: place_object $201[36] relative_to_car $198 with_offset 28.0 34.0 -0.5 
035C: place_object $201[37] relative_to_car $198 with_offset 32.0 40.0 -0.5 
035C: place_object $201[38] relative_to_car $198 with_offset 32.0 34.0 -0.5 
035C: place_object $201[39] relative_to_car $198 with_offset 36.0 39.0 -0.5 
035C: place_object $201[40] relative_to_car $198 with_offset 36.0 35.0 -0.5 
035C: place_object $201[41] relative_to_car $198 with_offset 40.0 39.0 -0.5 
035C: place_object $201[42] relative_to_car $198 with_offset 40.0 35.0 -0.5 
035C: place_object $201[43] relative_to_car $198 with_offset 44.0 39.0 -0.5 
035C: place_object $201[44] relative_to_car $198 with_offset 44.0 35.0 -0.5 
035C: place_object $201[45] relative_to_car $198 with_offset 44.0 37.0 -0.5 
$200 = 25 

:DSKOOL_43556
if 
  46 > $200 
else_jump @DSKOOL_43670 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_43656 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_43656
$200 += 1 
jump @DSKOOL_43556 

:DSKOOL_43670
if 
  $247 == 4 
else_jump @DSKOOL_44292 
035C: place_object $201[25] relative_to_car $198 with_offset -8.0 40.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset -8.0 32.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset -12.0 40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset -12.0 32.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset -16.0 40.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset -16.0 32.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset -20.0 40.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset -20.0 33.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset -24.0 40.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset -24.0 33.0 -0.5 
035C: place_object $201[35] relative_to_car $198 with_offset -28.0 40.0 -0.5 
035C: place_object $201[36] relative_to_car $198 with_offset -28.0 34.0 -0.5 
035C: place_object $201[37] relative_to_car $198 with_offset -32.0 40.0 -0.5 
035C: place_object $201[38] relative_to_car $198 with_offset -32.0 34.0 -0.5 
035C: place_object $201[39] relative_to_car $198 with_offset -36.0 39.0 -0.5 
035C: place_object $201[40] relative_to_car $198 with_offset -36.0 35.0 -0.5 
035C: place_object $201[41] relative_to_car $198 with_offset -40.0 39.0 -0.5 
035C: place_object $201[42] relative_to_car $198 with_offset -40.0 35.0 -0.5 
035C: place_object $201[43] relative_to_car $198 with_offset -44.0 39.0 -0.5 
035C: place_object $201[44] relative_to_car $198 with_offset -44.0 35.0 -0.5 
035C: place_object $201[45] relative_to_car $198 with_offset -44.0 37.0 -0.5 
$200 = 25 

:DSKOOL_44178
if 
  46 > $200 
else_jump @DSKOOL_44292 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_44278 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_44278
$200 += 1 
jump @DSKOOL_44178 

:DSKOOL_44292
if 
  $247 == 8 
else_jump @DSKOOL_44776 
035C: place_object $201[0] relative_to_car $198 with_offset -8.0 20.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset -6.0 20.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset -4.0 20.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset -2.0 20.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset 0.0 20.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset 7.0 40.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 5.0 40.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset 3.0 40.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 1.0 40.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -1.0 40.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset -8.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -6.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset -4.0 60.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -2.0 60.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 0.0 60.0 -0.5 
$200 = 0 

:DSKOOL_44662
if 
  15 > $200 
else_jump @DSKOOL_44776 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_44762 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_44762
$200 += 1 
jump @DSKOOL_44662 

:DSKOOL_44776
if 
  $247 == 9 
else_jump @DSKOOL_45260 
035C: place_object $201[0] relative_to_car $198 with_offset 7.0 20.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset 5.0 20.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset 3.0 20.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset 1.0 20.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset -1.0 20.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -8.0 40.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset -6.0 40.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -4.0 40.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset -2.0 40.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset 0.0 40.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 7.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset 5.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 3.0 60.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset 1.0 60.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset -1.0 60.0 -0.5 
$200 = 0 

:DSKOOL_45146
if 
  15 > $200 
else_jump @DSKOOL_45260 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_45246 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_45246
$200 += 1 
jump @DSKOOL_45146 

:DSKOOL_45260
if or
  $247 == 8 
  $247 == 9 
else_jump @DSKOOL_45996 
$285 = 8.0 
$279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset -0.5 81.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
$284 += 0.4 

:DSKOOL_45360
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 90.0 
else_jump @DSKOOL_45443 
Object.PutAt($201[23], $282, $283, $284)

:DSKOOL_45443
if 
  $279 == 120.0 
else_jump @DSKOOL_45478 
Object.PutAt($201[24], $282, $283, $284)

:DSKOOL_45478
if 
  $279 == 150.0 
else_jump @DSKOOL_45513 
Object.PutAt($201[25], $282, $283, $284)

:DSKOOL_45513
if 
  $279 == 180.0 
else_jump @DSKOOL_45548 
Object.PutAt($201[26], $282, $283, $284)

:DSKOOL_45548
if 
  $279 == 210.0 
else_jump @DSKOOL_45583 
Object.PutAt($201[27], $282, $283, $284)

:DSKOOL_45583
if 
  $279 == 240.0 
else_jump @DSKOOL_45618 
Object.PutAt($201[28], $282, $283, $284)

:DSKOOL_45618
if 
  $279 == 270.0 
else_jump @DSKOOL_45653 
Object.PutAt($201[29], $282, $283, $284)

:DSKOOL_45653
$279 += 30.0 
if 
  271.0 > $279 
else_jump @DSKOOL_45691 
jump @DSKOOL_45360 

:DSKOOL_45691
035C: place_object $201[15] relative_to_car $198 with_offset 0.0 80.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset -3.0 4.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 3.0 4.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset -3.0 0.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 3.0 0.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset -3.0 -4.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 3.0 -4.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 0.0 -4.0 -0.5 
$200 = 15 

:DSKOOL_45882
if 
  23 > $200 
else_jump @DSKOOL_45996 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_45982 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_45982
$200 += 1 
jump @DSKOOL_45882 

:DSKOOL_45996
return 

:DSKOOL_45998
if 
  61@ == 1 
else_jump @DSKOOL_46091 
if 
001D:   86@ > 62@ // (int) 
else_jump @DSKOOL_46063 
gosub @DSKOOL_46259 
gosub @DSKOOL_46366 
gosub @DSKOOL_46520 
jump @DSKOOL_46091 

:DSKOOL_46063
if 
   not Actor.Dead(91@)
else_jump @DSKOOL_46084 
0968: actor 91@ stop_mouth 

:DSKOOL_46084
61@ = 0 

:DSKOOL_46091
return 

:DSKOOL_46093
if 
  61@ == 1 
else_jump @DSKOOL_46228 
05AA: 65@s = 'MEC_D1'  // ~z~Willkommen bei der Fahrschule fr Fortgeschrittene.
05AA: 67@s = 'MEC_D2'  // ~z~Um das Trainingsprogramm zu bestehen, musst du bei allen 12 Tests mindestens BRONZE erreichen.
05AA: 69@s = 'MEC_D3'  // ~z~Auf dem Fernseher da drben kannst du dir eine Vorschau von jedem der Tests ansehen.
05AA: 71@s = 'MEC_D4'  // ~z~Bestehst du einen Test, wird ein neuer Test des Trainingsprogramms freigeschaltet.
05AA: 73@s = 'MEC_D5'  // ~z~Du kannst jederzeit wiederkommen, um dir deine Ergebnisse anzusehen oder neue Tests zu absolvieren.
04AF: 79@ = 26002 // @ = any 
04AF: 80@ = 26003 // @ = any 
04AF: 81@ = 26004 // @ = any 
04AF: 82@ = 26005 // @ = any 
04AF: 83@ = 26006 // @ = any 
86@ = 5 

:DSKOOL_46228
0085: 89@ = 62@ // (int) 
87@ = 0 
88@ = 0 
90@ = 1 
return 

:DSKOOL_46259
if 
001D:   86@ > 89@ // (int) 
else_jump @DSKOOL_46364 
if 
  87@ == 0 
else_jump @DSKOOL_46321 
03CF: load_wav 79@(89@,7i) as 1 
89@ += 1 
87@ = 1 

:DSKOOL_46321
if 
  88@ == 0 
else_jump @DSKOOL_46364 
03CF: load_wav 79@(89@,7i) as 2 
89@ += 1 
88@ = 1 

:DSKOOL_46364
return 

:DSKOOL_46366
if 
  90@ == 1 
else_jump @DSKOOL_46442 
if 
  87@ == 1 
else_jump @DSKOOL_46442 
if 
03D0:   wav 1 loaded 
else_jump @DSKOOL_46442 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 65@(62@,7s) time 4500 flag 1 
87@ = 2 

:DSKOOL_46442
if 
  90@ == 2 
else_jump @DSKOOL_46518 
if 
  88@ == 1 
else_jump @DSKOOL_46518 
if 
03D0:   wav 2 loaded 
else_jump @DSKOOL_46518 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 65@(62@,7s) time 4500 flag 1 
88@ = 2 

:DSKOOL_46518
return 

:DSKOOL_46520
if 
  87@ == 2 
else_jump @DSKOOL_46583 
if 
03D2:   wav 1 ended 
else_jump @DSKOOL_46583 
03D5: remove_text 65@(62@,7s) 
62@ += 1 
90@ = 2 
87@ = 0 

:DSKOOL_46583
if 
  88@ == 2 
else_jump @DSKOOL_46646 
if 
03D2:   wav 2 ended 
else_jump @DSKOOL_46646 
03D5: remove_text 65@(62@,7s) 
62@ += 1 
90@ = 1 
88@ = 0 

:DSKOOL_46646
return 

//-------------Mission 72---------------
// Originally: Air Raid

:ZERO1
gosub @ZERO1_36 
if 
wasted_or_busted 
else_jump @ZERO1_27 
gosub @ZERO1_17267 

:ZERO1_27
gosub @ZERO1_17506 
end_thread 

:ZERO1_36
$ONMISSION = 1 
08E7: disable_entrance_markers 1 
08F4: set_max_group_members 0 
increment_mission_attempts 
thread 'ZERO1' 
Player.CanMove($PLAYER_CHAR) = False
054C: use_GXT_table 'ZERO1' 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO1_97
if 
fading 
else_jump @ZERO1_121 
wait 0 
jump @ZERO1_97 

:ZERO1_121
select_interior 6 
Actor.PutAt($PLAYER_ACTOR, -2214.436, 123.9208, 56.4219)
00BF: 359@ = current_time_hours, 360@ = current_time_minutes 
if or
  359@ > 21 
  4 > 359@ 
else_jump @ZERO1_193 
359@ = 5 
00C0: set_current_time_hours_to 359@ minutes_to 360@ 

:ZERO1_193
02E4: load_cutscene_data 'ZERO_1' 
Model.Load(#FIRE_EX)

:ZERO1_209
if 
86B9:   not cutscene_data_loaded 
else_jump @ZERO1_233 
wait 0 
jump @ZERO1_209 

:ZERO1_233
02E7: start_cutscene 
wait 200 
fade 1 1000 

:ZERO1_247
if 
82E9:   not cutscene_reached_end 
else_jump @ZERO1_271 
wait 0 
jump @ZERO1_247 

:ZERO1_271
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:ZERO1_292
if 
fading 
else_jump @ZERO1_316 
wait 0 
jump @ZERO1_292 

:ZERO1_316
02EA: end_cutscene 
select_interior 0 
set_weather 5 
361@ = 0 
363@ = 0 
362@ = 0 
364@ = 0 
166@ = 0 
147@ = 1 
148@ = 0 
149@ = 0 
150@ = 0 
165@ = 0 
177@ = 0 
$7420 = 0 
160@ = 0 
161@ = 0 
162@ = 0 
163@ = 0 
164@ = 0 
$7422 = 210000 
57@ = -2239.453 
58@ = 120.4904 
59@ = 56.6585 
143@ = 97.5 
144@ = 160.0 
145@ = 14.0 
146@ = 280.0 
60@ = -2321.496 
68@ = 211.349 
61@ = -2252.581 
69@ = 235.0999 
62@ = -2122.693 
70@ = 65.552 
63@ = -2233.54 
71@ = 16.5174 
64@ = -2508.457 
72@ = 181.6713 
65@ = -2502.908 
73@ = 184.0278 
66@ = -2508.368 
74@ = 183.8913 
67@ = -2504.021 
75@ = 187.1988 
330@ = 0 
331@ = 25 
332@ = 25 
333@ = 25 
334@ = 25 
77@ = -2237.24 
81@ = 143.33 
85@ = 57.0 
78@ = -2219.5 
82@ = 128.68 
86@ = 56.72 
79@ = -2224.5 
83@ = 149.05 
87@ = 59.01 
80@ = -2226.7 
84@ = 94.8 
88@ = 50.87 
008A: $7421 = 331@ // (int) 
005E: $7421 += 332@ // (int) 
005E: $7421 += 333@ // (int) 
005E: $7421 += 334@ // (int) 
01BD: 340@ = current_time_in_ms 
$7421 = 100 
151@ = 0 
152@ = 1 
153@ = 1 
154@ = 1 
155@ = 1 
156@ = 1 
157@ = 1 
158@ = 1 
159@ = 1 
329@ = 0 
32@ = 0 
328@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
34@ = Object.Create(#MINIGUN_BASE, 57@, 58@, 59@)
Object.CollisionDetection(34@) = False
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Player.CanMove($PLAYER_CHAR) = False
Actor.PutAt($PLAYER_ACTOR, -2214.436, 123.9208, 56.4219)
Object.Angle(34@) = 90.0
03C3: set_timer_to $7422 type 1 GXT 'ZER1_26' // global_variable  // ZEIT:
03C4: set_status_text $7421 type 1 GXT 'ZER1_20' // global_variable  // SIGNAL:
01BD: 357@ = current_time_in_ms 
328@ = 0 

:ZERO1_1087
if 
  4 > 328@ 
else_jump @ZERO1_1152 
45@(328@,10i) = Object.Create(#WONGS_ERECTION, 77@(328@,4f), 81@(328@,4f), 85@(328@,4f))
328@ += 1 
jump @ZERO1_1087 

:ZERO1_1152
if 
   not Model.Available(#FIRE_EX)
else_jump @ZERO1_1179 
wait 0 
jump @ZERO1_1152 

:ZERO1_1179
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:ZERO1_1192
if 
823D:   not special_actor 1 loaded 
else_jump @ZERO1_1218 
wait 0 
jump @ZERO1_1192 

:ZERO1_1218
02A3: enable_widescreen 1 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2261.838 118.3496 55.8344 position_to -2248.469 121.3517 60.4838 time 6800 drop_mode 1 
0920: point_camera -2261.123 118.8753 55.3739 transverse_to -2247.61 121.8521 60.3731 time 6800 mode 1 
04ED: load_animation "ON_LOOKERS" 
0A0B: set_rendering_origin_at_3D_coord -2259.838 122.3496 40.8344 angle 290.0 

:ZERO1_1342
if 
84EE:   not animation "ON_LOOKERS" loaded 
else_jump @ZERO1_1378 
wait 0 
jump @ZERO1_1342 

:ZERO1_1378
wait 1000 
fade 1 500 
0169: set_fade_color_RGB 0 0 0 

:ZERO1_1398
if 
fading 
else_jump @ZERO1_1422 
wait 0 
jump @ZERO1_1398 

:ZERO1_1422
55@ = Actor.Create(CivMale, #SPECIAL01, -2214.29, 125.49, 56.5985)
Actor.Health(55@) = 1000
Actor.SetImmunities(55@, 0, 1, 1, 0, 0)
060A: create_decision_maker_type 0 store_to 335@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 335@ event 46 
0708: reset_decision_maker 335@ event 59 
0709: set_decision_maker 335@ on_event 59 taskID 604 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
060B: set_actor 55@ decision_maker_to 335@ 
if 
   not Actor.Dead(55@)
else_jump @ZERO1_1646 
0615: define_AS_pack_begin 369@ 
05D3: AS_actor -1 goto_point -2231.323 129.7854 56.5985 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0605: actor -1 perform_animation_sequence "LKUP_LOOP" IFP_file "ON_LOOKERS" 4.0 loop 1 0 0 1 time 0 // versionA 
0616: define_AS_pack_end 369@ 
0618: assign_actor 55@ to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 

:ZERO1_1646
0615: define_AS_pack_begin 369@ 
05D3: AS_actor -1 goto_point -2239.703 119.9904 56.5985 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 369@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 
03CF: load_wav 44600 as 1 

:ZERO1_1710
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_1736 
wait 0 
jump @ZERO1_1710 

:ZERO1_1736
00BC: show_text_highpriority GXT 'ZER1_AA' time 10000 flag 1  // ~z~Berkley hat einen Groangriff gestartet!
03D1: play_wav 1 

:ZERO1_1756
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_1782 
wait 0 
jump @ZERO1_1756 

:ZERO1_1782
03D5: remove_text 'ZER1_AA'  // ~z~Berkley hat einen Groangriff gestartet!
Model.Load(#WONGS_ERECTION2)
Model.Load(#RCBARON)
Model.Load(#MINIGUN)
Model.Load(#RCBOMB)

:ZERO1_1813
if or
   not Model.Available(#WONGS_ERECTION2)
   not Model.Available(#RCBARON)
   not Model.Available(#RCBOMB)
   not Model.Available(#MINIGUN)
else_jump @ZERO1_1855 
wait 0 
jump @ZERO1_1813 

:ZERO1_1855
328@ = 0 

:ZERO1_1862
if 
  8 > 328@ 
else_jump @ZERO1_1927 
018A: 178@(328@,10i) = create_checkpoint_at 0.0 0.0 0.0 
Marker.Disable(178@(328@,10i))
328@ += 1 
jump @ZERO1_1862 

:ZERO1_1927
wait 0 
if 
  147@ == 1 
else_jump @ZERO1_1956 
gosub @ZERO1_3231 

:ZERO1_1956
if 
  148@ == 1 
else_jump @ZERO1_1981 
gosub @ZERO1_5321 

:ZERO1_1981
if 
  149@ == 1 
else_jump @ZERO1_2006 
jump @ZERO1_17199 

:ZERO1_2006
if 
  150@ == 1 
else_jump @ZERO1_2031 
jump @ZERO1_17267 

:ZERO1_2031
jump @ZERO1_1927 

:ZERO1_2038
0395: clear_area 1 at -2208.1 175.86 40.46 radius 25.0 
if 
  4 > 328@ 
else_jump @ZERO1_2594 
35@(328@,10i) = Car.Create(#RCBARON, 60@(330@,8f), 68@(330@,8f), 70.0)
039F: set_car 35@(328@,10i) race_to 77@(329@,4f) 81@(329@,4f) 
Car.Health(35@(328@,10i)) = 260
03CC: enable_car 35@(328@,10i) stuck_check_distance_to 3.0 time_to 3000 
Car.SetImmunities(35@(328@,10i), 0, 0, 1, 0, 0)
0745: set_hydra 35@(328@,10i) thrust_to_horizontal 
Car.SetSpeedInstantly(35@(328@,10i), 14.0)
if 
875C:   not marker 178@(328@,10i) enabled 
else_jump @ZERO1_2259 
178@(328@,10i) = Marker.CreateAboveCar(35@(328@,10i))
018B: set_marker 178@(328@,10i) radar_mode 2 
jump @ZERO1_2295 

:ZERO1_2259
Marker.Disable(178@(328@,10i))
178@(328@,10i) = Marker.CreateAboveCar(35@(328@,10i))
018B: set_marker 178@(328@,10i) radar_mode 2 

:ZERO1_2295
03A2: set_car 35@(328@,10i) action 3 
188@(328@,10i) = Object.Create(#RCBOMB, 60@(328@,8f), 68@(328@,8f), 130.0)
0681: attach_object 188@(328@,10i) to_car 35@(328@,10i) with_offset 0.0 0.0 -0.3 rotation 0.0 0.0 0.0 
035C: place_object 188@(328@,10i) relative_to_car 35@(328@,10i) with_offset 0.0 0.0 258@(328@,10f) 
Object.CollisionDetection(188@(328@,10i)) = False
Object.ToggleInMovingList(188@(328@,10i)) = False
0087: 76@ = 85@(329@,4f) // (float) 
76@ += 10.5 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 13.5 
0742: unknown_plane 35@(328@,10i) unknown_set -0.8 
152@(328@,8i) = 0 
167@(328@,10i) = 0 
151@ = 1 
01BD: 336@(328@,10i) = current_time_in_ms 
330@ += 1 
if 
  330@ > 3 
else_jump @ZERO1_2580 
330@ = 0 

:ZERO1_2580
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03C7: set_sensitivity_to_crime 0.001 

:ZERO1_2594
return 

:ZERO1_2596
if or
  328@ > 4 
  328@ == 4 
else_jump @ZERO1_3229 
35@(328@,10i) = Car.Create(#RCBARON, 60@(328@,8f), 68@(328@,8f), 85.0)
039F: set_car 35@(328@,10i) race_to 77@(329@,4f) 81@(329@,4f) 
Car.SetImmunities(35@(328@,10i), 0, 1, 1, 0, 0)
Car.Health(35@(328@,10i)) = 260
03CC: enable_car 35@(328@,10i) stuck_check_distance_to 3.0 time_to 10000 
if 
875C:   not marker 178@(328@,10i) enabled 
else_jump @ZERO1_2777 
178@(328@,10i) = Marker.CreateAboveCar(35@(328@,10i))
018B: set_marker 178@(328@,10i) radar_mode 2 
jump @ZERO1_2813 

:ZERO1_2777
Marker.Disable(178@(328@,10i))
178@(328@,10i) = Marker.CreateAboveCar(35@(328@,10i))
018B: set_marker 178@(328@,10i) radar_mode 2 

:ZERO1_2813
03A2: set_car 35@(328@,10i) action 3 
Car.Angle(35@(328@,10i)) = 258.0
0745: set_hydra 35@(328@,10i) thrust_to_horizontal 
Car.SetSpeedInstantly(35@(328@,10i), 14.0)
167@(328@,10i) = 0 
152@(328@,8i) = 0 
188@(328@,10i) = Object.Create(#RCBOMB, 60@(328@,8f), 68@(328@,8f), 120.0)
0681: attach_object 188@(328@,10i) to_car 35@(328@,10i) with_offset 0.0 0.0 -0.3 rotation 0.0 0.0 0.0 
035C: place_object 188@(328@,10i) relative_to_car 35@(328@,10i) with_offset 0.0 0.0 258@(328@,10f) 
Object.CollisionDetection(188@(328@,10i)) = False
Object.ToggleInMovingList(188@(328@,10i)) = False
01BD: 336@(328@,10i) = current_time_in_ms 
0087: 76@ = 85@(329@,4f) // (float) 
76@ += 10.5 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 69.5 
0742: unknown_plane 35@(328@,10i) unknown_set -0.8 
if 
   not Actor.Dead(55@)
else_jump @ZERO1_3229 
if 
  361@ == 0 
else_jump @ZERO1_3229 
03CF: load_wav 44608 as 1 

:ZERO1_3139
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_3165 
wait 0 
jump @ZERO1_3139 

:ZERO1_3165
00BC: show_text_highpriority GXT 'ZER1_BD' time 10000 flag 1  // ~z~Ferngesteuerte Barone, 9 Uhr, hoch!
03D1: play_wav 1 

:ZERO1_3185
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_3211 
wait 0 
jump @ZERO1_3185 

:ZERO1_3211
03D5: remove_text 'ZER1_BD'  // ~z~Ferngesteuerte Barone, 9 Uhr, hoch!
361@ = 1 

:ZERO1_3229
return 

:ZERO1_3231
32@ = 0 
if 
  $7420 == 0 
else_jump @ZERO1_5075 
177@ = 0 
33@ = 0 

:ZERO1_3270
if 
   not 177@ == 10 
else_jump @ZERO1_4640 
wait 0 
if 
  177@ == 0 
else_jump @ZERO1_3501 
03CF: load_wav 44601 as 1 

:ZERO1_3319
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_3345 
wait 0 
jump @ZERO1_3319 

:ZERO1_3345
00BC: show_text_highpriority GXT 'ZER1_AB' time 10000 flag 1  // ~z~Das ist Wahnsinn!
03D1: play_wav 1 

:ZERO1_3365
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_3391 
wait 0 
jump @ZERO1_3365 

:ZERO1_3391
03D5: remove_text 'ZER1_AC'  // ~z~Alle Batterien erffnen das Feuer!
03CF: load_wav 44602 as 1 

:ZERO1_3411
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_3437 
wait 0 
jump @ZERO1_3411 

:ZERO1_3437
00BC: show_text_highpriority GXT 'ZER1_AC' time 10000 flag 1  // ~z~Alle Batterien erffnen das Feuer!
03D1: play_wav 1 

:ZERO1_3457
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_3483 
wait 0 
jump @ZERO1_3457 

:ZERO1_3483
03D5: remove_text 'ZER1_AC'  // ~z~Alle Batterien erffnen das Feuer!
177@ = 1 

:ZERO1_3501
if 
  33@ > 4500 
else_jump @ZERO1_3708 
if 
  177@ == 1 
else_jump @ZERO1_3708 
177@ = 2 
0925: restore_camera_to_user_defined 
Camera.SetPosition(-2240.485, 119.5912, 58.4997, 0.0, 0.0, 0.0)
Camera.PointAt(-2239.875, 120.376, 58.6143, 2)
0395: clear_area 1 at 57@ 58@ 59@ radius 1000.0 
03CF: load_wav 44605 as 1 

:ZERO1_3625
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_3651 
wait 0 
jump @ZERO1_3625 

:ZERO1_3651
00BC: show_text_highpriority GXT 'ZER1_BA' time 10000 flag 1  // ~z~Er hat's auf meine Sender abgesehen!
03D1: play_wav 1 

:ZERO1_3671
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_3697 
wait 0 
jump @ZERO1_3671 

:ZERO1_3697
03D5: remove_text 'ZER1_BA'  // ~z~Er hat's auf meine Sender abgesehen!

:ZERO1_3708
if 
  33@ > 7500 
else_jump @ZERO1_4023 
if 
  177@ == 2 
else_jump @ZERO1_4023 
177@ = 3 
Camera.SetPosition(-2231.676, 127.7127, 57.9036, 0.0, 0.0, 0.0)
Camera.PointAt(-2231.965, 128.6361, 58.1563, 2)
if 
   not Actor.Dead(55@)
else_jump @ZERO1_3863 
0605: actor 55@ perform_animation_sequence "POINTUP_IN" IFP_file "ON_LOOKERS" 4.0 loop 0 0 0 1 time 0 // versionA 

:ZERO1_3863
03CF: load_wav 44606 as 1 
if 
  151@ == 0 
else_jump @ZERO1_3940 
328@ = 0 

:ZERO1_3897
if 
  2 > 328@ 
else_jump @ZERO1_3940 
wait 0 
gosub @ZERO1_2038 
328@ += 1 
jump @ZERO1_3897 

:ZERO1_3940
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_3966 
wait 0 
jump @ZERO1_3940 

:ZERO1_3966
00BC: show_text_highpriority GXT 'ZER1_BB' time 10000 flag 1  // ~z~Wenn er sie zerstrt, kann ich niemals einen Gegenangriff starten!
03D1: play_wav 1 

:ZERO1_3986
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_4012 
wait 0 
jump @ZERO1_3986 

:ZERO1_4012
03D5: remove_text 'ZER1_BB'  // ~z~Wenn er sie zerstrt, kann ich niemals einen Gegenangriff starten!

:ZERO1_4023
if 
  33@ > 12000 
else_jump @ZERO1_4347 
if 
  177@ == 3 
else_jump @ZERO1_4347 
if 
   not Car.Wrecked(36@)
else_jump @ZERO1_4347 
0407: store_coords_to 92@ 93@ 94@ from_car 36@ with_offset 2.0 1.5 -1.0 
Camera.SetPosition(92@, 93@, 94@, 0.0, 0.0, 0.0)
if 
   not Actor.Dead(55@)
else_jump @ZERO1_4156 
Camera.OnPed(55@, 15, 2)

:ZERO1_4156
03CF: load_wav 44603 as 1 

:ZERO1_4165
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_4191 
wait 0 
jump @ZERO1_4165 

:ZERO1_4191
00BC: show_text_highpriority GXT 'ZER1_AD' time 10000 flag 1  // ~z~Kein Problem, aber das ist nur Spielzeug!
03D1: play_wav 1 

:ZERO1_4211
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_4237 
wait 0 
jump @ZERO1_4211 

:ZERO1_4237
03D5: remove_text 'ZER1_AD'  // ~z~Kein Problem, aber das ist nur Spielzeug!
03CF: load_wav 44604 as 1 

:ZERO1_4257
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_4283 
wait 0 
jump @ZERO1_4257 

:ZERO1_4283
00BC: show_text_highpriority GXT 'ZER1_AE' time 10000 flag 1  // ~z~Das ist kein Spielzeug! Die sind nur kleiner!
03D1: play_wav 1 

:ZERO1_4303
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_4329 
wait 0 
jump @ZERO1_4303 

:ZERO1_4329
03D5: remove_text 'ZER1_AE'  // ~z~Das ist kein Spielzeug! Die sind nur kleiner!
177@ = 4 

:ZERO1_4347
if 
  33@ > 17000 
else_jump @ZERO1_4515 
if 
  177@ == 4 
else_jump @ZERO1_4515 
177@ = 5 
Actor.PutAt($PLAYER_ACTOR, -2239.703, 119.9904, 56.5985)
Actor.Angle($PLAYER_ACTOR) = 0.0
if 
03CA:   object 34@ exists 
else_jump @ZERO1_4448 
0655: AS_actor $PLAYER_ACTOR look_at_object 34@ 3000 ms 

:ZERO1_4448
Camera.SetPosition(-2239.688, 122.1658, 57.6384, 0.0, 0.0, 0.0)
Camera.PointAt(-2239.237, 121.2862, 57.7886, 2)
00BC: show_text_highpriority GXT 'ZER1_22' time 5000 flag 1  // ~s~Benutze die Minigun, um die feindliche Bedrohung zu eliminieren.

:ZERO1_4515
if 
08D0:   cutscene_skipped 
else_jump @ZERO1_4607 
177@ = 10 
040D: unload_wav 1 
if 
  151@ == 0 
else_jump @ZERO1_4607 
328@ = 0 

:ZERO1_4564
if 
  2 > 328@ 
else_jump @ZERO1_4607 
wait 0 
gosub @ZERO1_2038 
328@ += 1 
jump @ZERO1_4564 

:ZERO1_4607
if 
  33@ > 20000 
else_jump @ZERO1_4633 
177@ = 10 

:ZERO1_4633
jump @ZERO1_3270 

:ZERO1_4640
if 
   not Car.Wrecked(35@)
else_jump @ZERO1_4701 
Car.PutAt(35@, 60@, 68@, 95.0)
039F: set_car 35@ race_to 77@(329@,4f) 81@(329@,4f) 
Car.SetSpeedInstantly(35@, 10.0)

:ZERO1_4701
if 
   not Car.Wrecked(36@)
else_jump @ZERO1_4762 
Car.PutAt(36@, 61@, 69@, 95.0)
039F: set_car 36@ race_to 77@(329@,4f) 81@(329@,4f) 
Car.SetSpeedInstantly(36@, 10.0)

:ZERO1_4762
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 34@ offset_from_object_origin -0.25 -0.5 1.25 orientation 2 both_side_angle_limit 360.0 lock_weapon 38 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 38 
Actor.SetCarWeapon($PLAYER_ACTOR, 38, 200000)
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 270.0 rotation_speed 300.0 
0687: clear_actor $PLAYER_ACTOR task 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Player.WantedLevel($PLAYER_CHAR) = 0
0925: restore_camera_to_user_defined 
Camera.Restore
if 
03CA:   object 34@ exists 
else_jump @ZERO1_4885 
0750: set_object 34@ visibility 0 

:ZERO1_4885
if 
   not Actor.Dead(55@)
else_jump @ZERO1_4911 
01B2: give_actor 55@ weapon 42 ammo 1000 // Load the weapon model before using this 

:ZERO1_4911
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
03E5: show_text_box 'ZER1_24'  // Drcke ~k~~PED_FIREWEAPON~, um die Minigun abzufeuern
if 
   not Actor.Dead(55@)
else_jump @ZERO1_5045 
03CF: load_wav 44609 as 1 

:ZERO1_4962
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_4988 
wait 0 
jump @ZERO1_4962 

:ZERO1_4988
00BC: show_text_highpriority GXT 'ZER1_BE' time 10000 flag 1  // ~z~CJ, Feinde auf 12 Uhr!
03D1: play_wav 1 

:ZERO1_5008
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_5034 
wait 0 
jump @ZERO1_5008 

:ZERO1_5034
03D5: remove_text 'ZER1_BE'  // ~z~CJ, Feinde auf 12 Uhr!

:ZERO1_5045
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03C7: set_sensitivity_to_crime 0.001 
147@ = 0 
148@ = 1 
return 

:ZERO1_5075
if 
  $7420 == 1 
else_jump @ZERO1_5298 
if 
  151@ == 0 
else_jump @ZERO1_5275 
328@ = 0 

:ZERO1_5118
if 
  4 > 328@ 
else_jump @ZERO1_5268 
wait 0 
if 
   not Car.Wrecked(35@(328@,10i))
else_jump @ZERO1_5200 
Car.Health(35@(328@,10i)) = 20
if 
82CA:   not car 35@(328@,10i) bounding_sphere_visible 
else_jump @ZERO1_5200 
Car.Destroy(35@(328@,10i))

:ZERO1_5200
Car.RemoveReferences(35@(328@,10i))
if 
075C:   marker 178@(328@,10i) enabled 
else_jump @ZERO1_5238 
Marker.Disable(178@(328@,10i))

:ZERO1_5238
03CD: disable_car 35@(328@,10i) stuck_check 
gosub @ZERO1_2038 
328@ += 1 
jump @ZERO1_5118 

:ZERO1_5268
151@ = 1 

:ZERO1_5275
147@ = 0 
148@ = 1 
32@ = 0 
return 

:ZERO1_5298
147@ = 0 
148@ = 1 
32@ = 0 
return 

:ZERO1_5321
wait 0 
if 
0735:   NOP_false 83 
else_jump @ZERO1_5370 
147@ = 0 
148@ = 0 
149@ = 1 
150@ = 0 
return 

:ZERO1_5370
gosub @ZERO1_13662 
if 
  150@ == 1 
else_jump @ZERO1_5425 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 1 
return 

:ZERO1_5425
if 
   Actor.Dead(55@)
else_jump @ZERO1_5477 
148@ = 0 
150@ = 1 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'ZER1_25' time 5000 flag 1  // ~r~Zero ist tot
return 

:ZERO1_5477
328@ = 0 

:ZERO1_5484
if 
  8 > 328@ 
else_jump @ZERO1_8884 
wait 0 
if 
   not Car.Wrecked(35@(328@,10i))
else_jump @ZERO1_8859 
if 
   not Actor.Dead(55@)
else_jump @ZERO1_6048 
if 
  165@ == 0 
else_jump @ZERO1_5721 
if 
874F:   not actor 55@ ped_event == 59 
else_jump @ZERO1_5721 
0615: define_AS_pack_begin 369@ 
0605: actor -1 perform_animation_sequence "SHOUT_01" IFP_file "ON_LOOKERS" 4.0 loop 0 0 0 1 time 0 // versionA 
06BA: AS_actor -1 turn_to_and_look_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
0605: actor -1 perform_animation_sequence "LKUP_POINT" IFP_file "ON_LOOKERS" 4.0 loop 0 0 0 1 time 0 // versionA 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 369@ 
0618: assign_actor 55@ to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 
165@ = 1 

:ZERO1_5721
if 
  165@ == 1 
else_jump @ZERO1_5775 
062E: unknown_get_actor 55@ task 1560 status_store_to 56@ // ret 7 if not found 
if 
04A4:   56@ == 7 // @ == any 
else_jump @ZERO1_5775 
165@ = 0 

:ZERO1_5775
if 
  364@ == 1 
else_jump @ZERO1_5882 
if 
031D:   actor 55@ hit_by_weapon 38 
else_jump @ZERO1_5882 
0467: clear_actor 55@ last_weapon_damage 
040D: unload_wav 1 
03CF: load_wav 44620 as 1 

:ZERO1_5829
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_5855 
wait 0 
jump @ZERO1_5829 

:ZERO1_5855
00BC: show_text_highpriority GXT 'ZER1_DB' time 5000 flag 1  // ~z~Hey! Pass auf, du dmlicher Wirrkopf!
03D1: play_wav 1 
364@ = 0 

:ZERO1_5882
if 
  364@ == 0 
else_jump @ZERO1_6041 
if 
031D:   actor 55@ hit_by_weapon 38 
else_jump @ZERO1_6041 
0467: clear_actor 55@ last_weapon_damage 
040D: unload_wav 1 
03CF: load_wav 44619 as 1 

:ZERO1_5936
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_6014 
wait 0 
if 
   Actor.Dead(55@)
else_jump @ZERO1_6007 
148@ = 0 
150@ = 1 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'ZER1_25' time 5000 flag 1  // ~r~Zero ist tot
return 

:ZERO1_6007
jump @ZERO1_5936 

:ZERO1_6014
00BC: show_text_highpriority GXT 'ZER1_DA' time 5000 flag 1  // ~z~FRIENDLY FIRE! FRIENDLY FIRE!
03D1: play_wav 1 
364@ = 1 

:ZERO1_6041
jump @ZERO1_6084 

:ZERO1_6048
148@ = 0 
150@ = 1 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'ZER1_25' time 5000 flag 1  // ~r~Zero ist tot
return 

:ZERO1_6084
if 
   not Car.Wrecked(35@(328@,10i))
else_jump @ZERO1_8841 
if 
  152@(328@,8i) == 0 
else_jump @ZERO1_6244 
01BD: 356@ = current_time_in_ms 
0085: 346@(328@,10i) = 356@ // (int) 
0062: 346@(328@,10i) -= 336@(328@,10i) // (int) 
if 
  346@(328@,10i) > 45000 
else_jump @ZERO1_6244 
020B: explode_car 35@(328@,10i) // versionA 
152@(328@,8i) = 1 
167@(328@,10i) = 0 
if 
03CA:   object 188@(328@,10i) exists 
else_jump @ZERO1_6244 
Object.Destroy(188@(328@,10i))

:ZERO1_6244
if 
  152@(328@,8i) == 0 
else_jump @ZERO1_6366 
if 
06FC:   car 35@(328@,10i) stuck_check_enabled 
else_jump @ZERO1_6366 
if 
03CE:   car 35@(328@,10i) stuck 
else_jump @ZERO1_6366 
020B: explode_car 35@(328@,10i) // versionA 
if 
03CA:   object 188@(328@,10i) exists 
else_jump @ZERO1_6344 
Object.Destroy(188@(328@,10i))

:ZERO1_6344
152@(328@,8i) = 1 
167@(328@,10i) = 0 

:ZERO1_6366
if 
  152@(328@,8i) == 0 
else_jump @ZERO1_6468 
if 
81F3:   not car 35@(328@,10i) in_air 
else_jump @ZERO1_6468 
020B: explode_car 35@(328@,10i) // versionA 
if 
03CA:   object 188@(328@,10i) exists 
else_jump @ZERO1_6446 
Object.Destroy(188@(328@,10i))

:ZERO1_6446
152@(328@,8i) = 1 
167@(328@,10i) = 0 

:ZERO1_6468
if 
  152@(328@,8i) == 0 
else_jump @ZERO1_6574 
if 
031E:   car 35@(328@,10i) hit_by_weapon 38 
else_jump @ZERO1_6574 
if 
03CA:   object 188@(328@,10i) exists 
else_jump @ZERO1_6541 
Object.Destroy(188@(328@,10i))

:ZERO1_6541
Car.Health(35@(328@,10i)) = 20
152@(328@,8i) = 1 
167@(328@,10i) = 0 

:ZERO1_6574
if 
  152@(328@,8i) == 0 
else_jump @ZERO1_6714 
if 
  167@(328@,10i) == 0 
else_jump @ZERO1_6714 
if 
   not Car.Wrecked(35@(328@,10i))
else_jump @ZERO1_6707 
if 
01AF:   car 35@(328@,10i) sphere 0 in_sphere 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) radius 18.0 18.0 40.0 
else_jump @ZERO1_6707 
167@(328@,10i) = 1 

:ZERO1_6707
jump @ZERO1_6714 

:ZERO1_6714
if 
  167@(328@,10i) == 1 
else_jump @ZERO1_6791 
gosub @ZERO1_10905 
if 
  150@ == 1 
else_jump @ZERO1_6791 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 1 
return 

:ZERO1_6791
if 
  150@ == 1 
else_jump @ZERO1_6839 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 1 
return 

:ZERO1_6839
if 
  167@(328@,10i) > 2 
else_jump @ZERO1_6989 
if 
   not Car.Wrecked(35@(328@,10i))
else_jump @ZERO1_6989 
if 
01AD:   car 35@(328@,10i) sphere 0 near_point 60@(328@,8f) 68@(328@,8f) radius 30.0 30.0 
else_jump @ZERO1_6989 
Car.Destroy(35@(328@,10i))
if 
03CA:   object 188@(328@,10i) exists 
else_jump @ZERO1_6965 
Object.Destroy(188@(328@,10i))

:ZERO1_6965
152@(328@,8i) = 1 
167@(328@,10i) = 0 
return 

:ZERO1_6989
if 
  167@(328@,10i) == 2 
else_jump @ZERO1_7142 
if 
   not Car.Wrecked(35@(328@,10i))
else_jump @ZERO1_7142 
if 
01AD:   car 35@(328@,10i) sphere 0 near_point 95@(328@,8f) 103@(328@,8f) radius 7.0 7.0 
else_jump @ZERO1_7142 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 119@(328@,8f) 127@(328@,8f) 135@(328@,8f) altitude_between 5.0 and 0.5 
0742: unknown_plane 35@(328@,10i) unknown_set -1.1 
167@(328@,10i) = 3 

:ZERO1_7142
if 
  167@(328@,10i) == 3 
else_jump @ZERO1_7291 
if 
   not Car.Wrecked(35@(328@,10i))
else_jump @ZERO1_7291 
if 
01AD:   car 35@(328@,10i) sphere 0 near_point 119@(328@,8f) 127@(328@,8f) radius 7.0 7.0 
else_jump @ZERO1_7291 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between 3.0 and 0.0 
0742: unknown_plane 35@(328@,10i) unknown_set -0.9 
167@(328@,10i) = 4 

:ZERO1_7291
if 
   not Car.Wrecked(35@(328@,10i))
else_jump @ZERO1_8823 
if 
01AF:   car 35@(328@,10i) sphere 0 in_sphere 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) radius 4.0 4.0 11.0 
else_jump @ZERO1_8816 
Car.StorePos(35@(328@,10i), 89@, 90@, 91@)
020B: explode_car 35@(328@,10i) // versionA 
Car.Destroy(35@(328@,10i))
020C: create_explosion_with_radius 0 at 89@ 90@ 91@ 
if 
03CA:   object 188@(328@,10i) exists 
else_jump @ZERO1_7447 
Object.Destroy(188@(328@,10i))

:ZERO1_7447
if 
   not Actor.Dead(55@)
else_jump @ZERO1_7580 
if 
  362@ == 0 
else_jump @ZERO1_7580 
03CF: load_wav 44617 as 1 

:ZERO1_7490
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_7516 
wait 0 
jump @ZERO1_7490 

:ZERO1_7516
00BC: show_text_highpriority GXT 'ZER1_BN' time 10000 flag 1  // ~z~Hast du nicht gesagt, du kannst schieen?
03D1: play_wav 1 

:ZERO1_7536
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_7562 
wait 0 
jump @ZERO1_7536 

:ZERO1_7562
03D5: remove_text 'ZER1_BN'  // ~z~Hast du nicht gesagt, du kannst schieen?
362@ = 1 

:ZERO1_7580
152@(328@,8i) = 1 
167@(328@,10i) = 0 
if 
  329@ == 3 
else_jump @ZERO1_7956 
if 
  334@ > 5 
else_jump @ZERO1_7652 
334@ -= 5 
jump @ZERO1_7956 

:ZERO1_7652
163@ = 1 
Object.Destroy(45@(329@,10i))
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
020C: create_explosion_with_radius 9 at 77@(329@,4f) 81@(329@,4f) 61.5 
45@(329@,10i) = Object.Create(#WONGS_ERECTION2, 77@(329@,4f), 81@(329@,4f), 85@(329@,4f))
Object.Angle(45@(329@,10i)) = 143@(329@,4f)
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) propagation 5 size 3 
147@ = 0 
148@ = 0 
150@ = 1 
if 
   not Actor.Dead(55@)
else_jump @ZERO1_7928 
03CF: load_wav 44621 as 1 

:ZERO1_7845
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_7871 
wait 0 
jump @ZERO1_7845 

:ZERO1_7871
00BC: show_text_highpriority GXT 'ZER1_EA' time 10000 flag 1  // ~z~Verflucht seist du, Berkley, VERFLUUUUUCHT!
03D1: play_wav 1 

:ZERO1_7891
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_7917 
wait 0 
jump @ZERO1_7891 

:ZERO1_7917
03D5: remove_text 'ZER1_EA'  // ~z~Verflucht seist du, Berkley, VERFLUUUUUCHT!

:ZERO1_7928
0151: remove_status_text $7421 
014F: stop_timer $7422 
00BC: show_text_highpriority GXT 'ZER1_19' time 5000 flag 1  // ~r~Alle Sender wurden zerstrt.
return 

:ZERO1_7956
if 
  329@ == 2 
else_jump @ZERO1_8376 
if 
  333@ > 5 
else_jump @ZERO1_8006 
333@ -= 5 
jump @ZERO1_8376 

:ZERO1_8006
162@ = 1 
if 
   not Actor.Dead(55@)
else_jump @ZERO1_8376 
gosub @ZERO1_14045 
if 
  150@ == 1 
else_jump @ZERO1_8084 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 1 
return 

:ZERO1_8084
if 
   not Actor.Dead(55@)
else_jump @ZERO1_8376 
03CF: load_wav 44614 as 1 

:ZERO1_8109
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_8135 
wait 0 
jump @ZERO1_8109 

:ZERO1_8135
00BC: show_text_highpriority GXT 'ZER1_BK' time 10000 flag 1  // ~z~Wir drfen keinen Sender mehr verlieren!
03D1: play_wav 1 

:ZERO1_8155
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_8181 
wait 0 
jump @ZERO1_8155 

:ZERO1_8181
03D5: remove_text 'ZER1_BK'  // ~z~Wir drfen keinen Sender mehr verlieren!
03CF: load_wav 44615 as 1 

:ZERO1_8201
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_8227 
wait 0 
jump @ZERO1_8201 

:ZERO1_8227
00BC: show_text_highpriority GXT 'ZER1_BL' time 10000 flag 1  // ~z~Berkley geht auf den letzten Sender los,
03D1: play_wav 1 

:ZERO1_8247
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_8273 
wait 0 
jump @ZERO1_8247 

:ZERO1_8273
03D5: remove_text 'ZER1_BL'  // ~z~Berkley geht auf den letzten Sender los,
03CF: load_wav 44616 as 1 

:ZERO1_8293
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_8319 
wait 0 
jump @ZERO1_8293 

:ZERO1_8319
00BC: show_text_highpriority GXT 'ZER1_BM' time 10000 flag 1  // ~z~du musst diese Flugzeuge stoppen, Carl!
03D1: play_wav 1 

:ZERO1_8339
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_8365 
wait 0 
jump @ZERO1_8339 

:ZERO1_8365
03D5: remove_text 'ZER1_BM'  // ~z~du musst diese Flugzeuge stoppen, Carl!

:ZERO1_8376
if 
  329@ == 1 
else_jump @ZERO1_8596 
if 
  332@ > 5 
else_jump @ZERO1_8426 
332@ -= 5 
jump @ZERO1_8596 

:ZERO1_8426
161@ = 1 
if 
   not Actor.Dead(55@)
else_jump @ZERO1_8596 
gosub @ZERO1_14045 
if 
  150@ == 1 
else_jump @ZERO1_8504 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 1 
return 

:ZERO1_8504
03CF: load_wav 44613 as 1 

:ZERO1_8513
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_8539 
wait 0 
jump @ZERO1_8513 

:ZERO1_8539
00BC: show_text_highpriority GXT 'ZER1_BJ' time 10000 flag 1  // ~z~Ein weiterer Schlag gegen unsere Kriegseinrichtungen!
03D1: play_wav 1 

:ZERO1_8559
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_8585 
wait 0 
jump @ZERO1_8559 

:ZERO1_8585
03D5: remove_text 'ZER1_BJ'  // ~z~Ein weiterer Schlag gegen unsere Kriegseinrichtungen!

:ZERO1_8596
if 
  329@ == 0 
else_jump @ZERO1_8816 
if 
  331@ > 5 
else_jump @ZERO1_8646 
331@ -= 5 
jump @ZERO1_8816 

:ZERO1_8646
160@ = 1 
if 
   not Actor.Dead(55@)
else_jump @ZERO1_8816 
gosub @ZERO1_14045 
if 
  150@ == 1 
else_jump @ZERO1_8724 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 1 
return 

:ZERO1_8724
03CF: load_wav 44611 as 1 

:ZERO1_8733
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_8759 
wait 0 
jump @ZERO1_8733 

:ZERO1_8759
00BC: show_text_highpriority GXT 'ZER1_BG' time 10000 flag 1  // ~z~Wir haben einen Sender verloren!
03D1: play_wav 1 

:ZERO1_8779
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_8805 
wait 0 
jump @ZERO1_8779 

:ZERO1_8805
03D5: remove_text 'ZER1_BG'  // ~z~Wir haben einen Sender verloren!

:ZERO1_8816
jump @ZERO1_8834 

:ZERO1_8823
152@(328@,8i) = 1 

:ZERO1_8834
jump @ZERO1_8852 

:ZERO1_8841
152@(328@,8i) = 1 

:ZERO1_8852
jump @ZERO1_8870 

:ZERO1_8859
152@(328@,8i) = 1 

:ZERO1_8870
328@ += 1 
jump @ZERO1_5484 

:ZERO1_8884
if 
  1 > $7420 
else_jump @ZERO1_9398 
328@ = 0 

:ZERO1_8909
if 
  4 > 328@ 
else_jump @ZERO1_9111 
if 
  152@(328@,8i) == 1 
else_jump @ZERO1_9097 
if 
075C:   marker 178@(328@,10i) enabled 
else_jump @ZERO1_8978 
Marker.Disable(178@(328@,10i))

:ZERO1_8978
if 
03CA:   object 188@(328@,10i) exists 
else_jump @ZERO1_9007 
Object.Destroy(188@(328@,10i))

:ZERO1_9007
03CD: disable_car 35@(328@,10i) stuck_check 
if 
   not Car.Wrecked(35@(328@,10i))
else_jump @ZERO1_9081 
if 
02CA:   car 35@(328@,10i) bounding_sphere_visible 
else_jump @ZERO1_9072 
Car.RemoveReferences(35@(328@,10i))
jump @ZERO1_9081 

:ZERO1_9072
Car.Destroy(35@(328@,10i))

:ZERO1_9081
Car.RemoveReferences(35@(328@,10i))
$7420 += 1 

:ZERO1_9097
328@ += 1 
jump @ZERO1_8909 

:ZERO1_9111
if 
  152@ == 1 
else_jump @ZERO1_9391 
if 
  153@ == 1 
else_jump @ZERO1_9391 
if 
  154@ == 1 
else_jump @ZERO1_9391 
if 
  155@ == 1 
else_jump @ZERO1_9391 
$7420 += 1 
148@ = 0 
147@ = 1 
151@ = 0 
$7420 += 1 
Marker.Disable(178@)
Marker.Disable(179@)
Marker.Disable(180@)
Marker.Disable(181@)
328@ = 0 

:ZERO1_9245
if 
  4 > 328@ 
else_jump @ZERO1_9391 
if 
   not Car.Wrecked(35@(328@,10i))
else_jump @ZERO1_9294 
Car.Health(35@(328@,10i)) = 20

:ZERO1_9294
if 
   not Car.Wrecked(35@(328@,10i))
else_jump @ZERO1_9359 
if 
02CA:   car 35@(328@,10i) bounding_sphere_visible 
else_jump @ZERO1_9350 
Car.RemoveReferences(35@(328@,10i))
jump @ZERO1_9359 

:ZERO1_9350
Car.Destroy(35@(328@,10i))

:ZERO1_9359
Car.RemoveReferences(35@(328@,10i))
03CD: disable_car 35@(328@,10i) stuck_check 
328@ += 1 
jump @ZERO1_9245 

:ZERO1_9391
jump @ZERO1_10087 

:ZERO1_9398
328@ = 0 

:ZERO1_9405
if 
  4 > 328@ 
else_jump @ZERO1_10101 
if 
  152@(328@,8i) == 1 
else_jump @ZERO1_10087 
if 
075C:   marker 178@(328@,10i) enabled 
else_jump @ZERO1_9474 
Marker.Disable(178@(328@,10i))

:ZERO1_9474
if 
03CA:   object 188@(328@,10i) exists 
else_jump @ZERO1_9503 
Object.Destroy(188@(328@,10i))

:ZERO1_9503
03CD: disable_car 35@(328@,10i) stuck_check 
if 
   not Car.Wrecked(35@(328@,10i))
else_jump @ZERO1_9577 
if 
02CA:   car 35@(328@,10i) bounding_sphere_visible 
else_jump @ZERO1_9568 
Car.RemoveReferences(35@(328@,10i))
jump @ZERO1_9577 

:ZERO1_9568
Car.Destroy(35@(328@,10i))

:ZERO1_9577
Car.RemoveReferences(35@(328@,10i))
01BD: 356@ = current_time_in_ms 
0085: 358@ = 356@ // (int) 
0062: 358@ -= 357@ // (int) 
if and
  210000 > $7422 
  $7422 > 190000 
else_jump @ZERO1_9671 
if 
  33@ > 12000 
else_jump @ZERO1_9671 
gosub @ZERO1_2038 
33@ = 0 

:ZERO1_9671
if and
  190000 > $7422 
  $7422 > 120000 
else_jump @ZERO1_9735 
if 
  33@ > 6000 
else_jump @ZERO1_9735 
gosub @ZERO1_2038 
33@ = 0 

:ZERO1_9735
if and
  120000 > $7422 
  $7422 > 0 
else_jump @ZERO1_9796 
if 
  33@ > 3500 
else_jump @ZERO1_9796 
gosub @ZERO1_2038 
33@ = 0 

:ZERO1_9796
if 
  152@ == 1 
else_jump @ZERO1_10087 
if 
  153@ == 1 
else_jump @ZERO1_10087 
if 
  154@ == 1 
else_jump @ZERO1_10087 
if 
  155@ == 1 
else_jump @ZERO1_10087 
if 
  156@ == 1 
else_jump @ZERO1_10087 
if 
  157@ == 1 
else_jump @ZERO1_10087 
if 
  158@ == 1 
else_jump @ZERO1_10087 
if 
  159@ == 1 
else_jump @ZERO1_10087 
gosub @ZERO1_2038 
if 
  363@ == 0 
else_jump @ZERO1_10080 
if 
   not Actor.Dead(55@)
else_jump @ZERO1_10080 
03CF: load_wav 44618 as 1 

:ZERO1_9990
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_10016 
wait 0 
jump @ZERO1_9990 

:ZERO1_10016
00BC: show_text_highpriority GXT 'ZER1_CA' time 10000 flag 1  // ~z~Ganz toll, Jungchen, nur nicht frech werden!
03D1: play_wav 1 

:ZERO1_10036
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_10062 
wait 0 
jump @ZERO1_10036 

:ZERO1_10062
03D5: remove_text 'ZER1_CA'  // ~z~Ganz toll, Jungchen, nur nicht frech werden!
363@ = 1 

:ZERO1_10080
33@ = 0 

:ZERO1_10087
328@ += 1 
jump @ZERO1_9405 

:ZERO1_10101
if 
  210000 > $7422 
else_jump @ZERO1_10778 
if 
  156@ == 1 
else_jump @ZERO1_10778 
if 
  157@ == 1 
else_jump @ZERO1_10778 
if 
  158@ == 1 
else_jump @ZERO1_10778 
if 
  159@ == 1 
else_jump @ZERO1_10778 
if 
075C:   marker 182@ enabled 
else_jump @ZERO1_10215 
Marker.Disable(182@)

:ZERO1_10215
if 
075C:   marker 183@ enabled 
else_jump @ZERO1_10236 
Marker.Disable(183@)

:ZERO1_10236
if 
075C:   marker 184@ enabled 
else_jump @ZERO1_10257 
Marker.Disable(184@)

:ZERO1_10257
if 
075C:   marker 185@ enabled 
else_jump @ZERO1_10278 
Marker.Disable(185@)

:ZERO1_10278
if 
   not Car.Wrecked(39@)
else_jump @ZERO1_10301 
Car.Health(39@) = 10

:ZERO1_10301
if 
   not Car.Wrecked(40@)
else_jump @ZERO1_10324 
Car.Health(40@) = 10

:ZERO1_10324
if 
   not Car.Wrecked(41@)
else_jump @ZERO1_10347 
Car.Health(41@) = 10

:ZERO1_10347
if 
   not Car.Wrecked(42@)
else_jump @ZERO1_10370 
Car.Health(42@) = 10

:ZERO1_10370
if 
03CA:   object 192@ exists 
else_jump @ZERO1_10391 
Object.Destroy(192@)

:ZERO1_10391
if 
03CA:   object 193@ exists 
else_jump @ZERO1_10412 
Object.Destroy(193@)

:ZERO1_10412
if 
03CA:   object 194@ exists 
else_jump @ZERO1_10433 
Object.Destroy(194@)

:ZERO1_10433
if 
03CA:   object 195@ exists 
else_jump @ZERO1_10454 
Object.Destroy(195@)

:ZERO1_10454
if 
   not Car.Wrecked(39@)
else_jump @ZERO1_10503 
if 
02CA:   car 39@ bounding_sphere_visible 
else_jump @ZERO1_10498 
Car.RemoveReferences(39@)
jump @ZERO1_10503 

:ZERO1_10498
Car.Destroy(39@)

:ZERO1_10503
Car.RemoveReferences(39@)
if 
   not Car.Wrecked(40@)
else_jump @ZERO1_10557 
if 
02CA:   car 40@ bounding_sphere_visible 
else_jump @ZERO1_10552 
Car.RemoveReferences(40@)
jump @ZERO1_10557 

:ZERO1_10552
Car.Destroy(40@)

:ZERO1_10557
Car.RemoveReferences(40@)
if 
   not Car.Wrecked(41@)
else_jump @ZERO1_10611 
if 
02CA:   car 41@ bounding_sphere_visible 
else_jump @ZERO1_10606 
Car.RemoveReferences(41@)
jump @ZERO1_10611 

:ZERO1_10606
Car.Destroy(41@)

:ZERO1_10611
Car.RemoveReferences(41@)
if 
   not Car.Wrecked(42@)
else_jump @ZERO1_10665 
if 
02CA:   car 42@ bounding_sphere_visible 
else_jump @ZERO1_10660 
Car.RemoveReferences(42@)
jump @ZERO1_10665 

:ZERO1_10660
Car.Destroy(42@)

:ZERO1_10665
Car.RemoveReferences(42@)
03CD: disable_car 39@ stuck_check 
03CD: disable_car 40@ stuck_check 
03CD: disable_car 41@ stuck_check 
03CD: disable_car 42@ stuck_check 
01BD: 356@ = current_time_in_ms 
0085: 350@ = 356@ // (int) 
0062: 350@ -= 340@ // (int) 
if 
  350@ > 45000 
else_jump @ZERO1_10778 
328@ = 4 

:ZERO1_10739
if 
  8 > 328@ 
else_jump @ZERO1_10778 
gosub @ZERO1_2596 
328@ += 1 
jump @ZERO1_10739 

:ZERO1_10778
if 
  1 >= $7422 
else_jump @ZERO1_10903 
328@ = 0 

:ZERO1_10803
if 
  8 > 328@ 
else_jump @ZERO1_10873 
if 
   not Car.Wrecked(35@(328@,10i))
else_jump @ZERO1_10859 
020B: explode_car 35@(328@,10i) // versionA 
Car.RemoveReferences(35@(328@,10i))

:ZERO1_10859
328@ += 1 
jump @ZERO1_10803 

:ZERO1_10873
147@ = 0 
148@ = 0 
149@ = 1 
150@ = 0 
return 

:ZERO1_10903
return 

:ZERO1_10905
248@(328@,10i) = 0 
Car.StorePos(35@(328@,10i), 268@(328@,10f), 278@(328@,10f), 288@(328@,10f))
02CE: 318@(328@,10f) = ground_z_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
if 
03CA:   object 188@(328@,10i) exists 
else_jump @ZERO1_11273 
0087: 238@(328@,10f) = 288@(328@,10f) // (float) 
0063: 238@(328@,10f) -= 318@(328@,10f) // (float) 
if 
  238@(328@,10f) > 0.5 
else_jump @ZERO1_11157 
0363: create_object_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 10.0 model #RCBOMB visibility 1 
007F: 258@(328@,10f) -= unknown_float * 0.05 // (float) 
if 
  -0.5 > 258@(328@,10f) 
else_jump @ZERO1_11150 
258@(328@,10f) = -0.5 
248@(328@,10i) = 1 

:ZERO1_11150
jump @ZERO1_11273 

:ZERO1_11157
0087: 258@(328@,10f) = 238@(328@,10f) // (float) 
258@(328@,10f) -= 1.0 
258@(328@,10f) *= -1.0 
if 
  258@(328@,10f) > 0.0 
else_jump @ZERO1_11273 
258@(328@,10f) = 0.0 
0363: create_object_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 10.0 model #RCBOMB visibility 0 

:ZERO1_11273
if 
  167@(328@,10i) == 1 
else_jump @ZERO1_11661 
01BD: 218@(328@,10i) = current_time_in_ms 
if 
001D:   218@(328@,10i) > 228@(328@,10i) // (int) 
else_jump @ZERO1_11661 
if 
  208@(328@,10i) == 0 
else_jump @ZERO1_11601 
if 
  248@(328@,10i) == 1 
else_jump @ZERO1_11594 
258@(328@,10f) -= 0.5 
0682: detach_object 188@(328@,10i) 0.0 0.0 0.0 collision_detection 0 
Object.ToggleInMovingList(188@(328@,10i)) = True
Object.CollisionDetection(188@(328@,10i)) = True
038C: object 188@(328@,10i) scatter 0.0 0.0 0.0 
0085: 228@(328@,10i) = 218@(328@,10i) // (int) 
228@(328@,10i) += 2500 
0085: 198@(328@,10i) = 188@(328@,10i) // (int) 
188@(328@,10i) = -1 
04D9: object 198@(328@,10i) set_scripted_collision_check 1 
0085: 298@(328@,10i) = 218@(328@,10i) // (int) 
298@(328@,10i) += 250 
0085: 308@(328@,10i) = 218@(328@,10i) // (int) 
308@(328@,10i) += 3000 
208@(328@,10i) = 1 

:ZERO1_11594
jump @ZERO1_11661 

:ZERO1_11601
if 
  208@(328@,10i) == 2 
else_jump @ZERO1_11661 
if 
001D:   218@(328@,10i) > 298@(328@,10i) // (int) 
else_jump @ZERO1_11661 
208@(328@,10i) = 0 

:ZERO1_11661
if 
  208@(328@,10i) == 1 
else_jump @ZERO1_13660 
if 
03CA:   object 198@(328@,10i) exists 
else_jump @ZERO1_13660 
Object.StorePos(198@(328@,10i), 268@(328@,10f), 278@(328@,10f), 288@(328@,10f))
02CE: 318@(328@,10f) = ground_z_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
318@(328@,10f) += 0.5 
if 
  6.0 > 318@(328@,10f) 
else_jump @ZERO1_11816 
318@(328@,10f) = 6.0 

:ZERO1_11816
if or
04DA:   has_object 198@(328@,10i) collided 
001D:   218@(328@,10i) > 308@(328@,10i) // (int) 
04E7:   object 198@(328@,10i) in_water 
else_jump @ZERO1_13660 
04D9: object 198@(328@,10i) set_scripted_collision_check 0 
020C: create_explosion_with_radius 0 at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
Object.RemoveReferences(198@(328@,10i))
Object.Destroy(198@(328@,10i))
198@(328@,10i) = -1 
208@(328@,10i) = 2 
167@(328@,10i) = 2 
if 
   not Actor.Dead(55@)
else_jump @ZERO1_12081 
if 
  166@ == 0 
else_jump @ZERO1_12081 
03CF: load_wav 44607 as 1 

:ZERO1_11991
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_12017 
wait 0 
jump @ZERO1_11991 

:ZERO1_12017
00BC: show_text_highpriority GXT 'ZER1_BC' time 10000 flag 1  // ~z~Kamikaze auf 6 Uhr!
03D1: play_wav 1 

:ZERO1_12037
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_12063 
wait 0 
jump @ZERO1_12037 

:ZERO1_12063
03D5: remove_text 'ZER1_BC'  // ~z~Kamikaze auf 6 Uhr!
166@ = 1 

:ZERO1_12081
if 
   not Car.Wrecked(35@(328@,10i))
else_jump @ZERO1_12361 
0087: 76@ = 85@(329@,4f) // (float) 
76@ += 4.0 
if 
01AD:   car 35@(328@,10i) sphere 0 near_point -2235.66 182.43 radius 50.0 50.0 
else_jump @ZERO1_12217 
0407: store_coords_to 119@(328@,8f) 127@(328@,8f) 135@(328@,8f) from_car 35@(328@,10i) with_offset -25.0 0.0 5.0 
jump @ZERO1_12262 

:ZERO1_12217
0407: store_coords_to 119@(328@,8f) 127@(328@,8f) 135@(328@,8f) from_car 35@(328@,10i) with_offset 25.0 0.0 5.0 

:ZERO1_12262
0407: store_coords_to 95@(328@,8f) 103@(328@,8f) 111@(328@,8f) from_car 35@(328@,10i) with_offset 0.0 20.0 4.0 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 95@(328@,8f) 103@(328@,8f) 111@(328@,8f) altitude_between -1.0 and 0.5 
0742: unknown_plane 35@(328@,10i) unknown_set -0.9 

:ZERO1_12361
if 
  160@ == 0 
else_jump @ZERO1_12658 
if 
03CA:   object 45@ exists 
else_jump @ZERO1_12658 
if 
04E6:   object 45@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 flag 0 
else_jump @ZERO1_12658 
if 
  331@ > 5 
else_jump @ZERO1_12481 
331@ -= 5 
jump @ZERO1_12658 

:ZERO1_12481
160@ = 1 
gosub @ZERO1_14045 
if 
  150@ == 1 
else_jump @ZERO1_12543 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 1 
return 

:ZERO1_12543
if 
   not Actor.Dead(55@)
else_jump @ZERO1_12658 
03CF: load_wav 44611 as 1 

:ZERO1_12568
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_12594 
wait 0 
jump @ZERO1_12568 

:ZERO1_12594
00BC: show_text_highpriority GXT 'ZER1_BG' time 10000 flag 1  // ~z~Wir haben einen Sender verloren!
03D1: play_wav 1 

:ZERO1_12614
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_12640 
wait 0 
jump @ZERO1_12614 

:ZERO1_12640
03D5: remove_text 'ZER1_BG'  // ~z~Wir haben einen Sender verloren!
331@ = 0 

:ZERO1_12658
if 
  161@ == 0 
else_jump @ZERO1_12955 
if 
03CA:   object 46@ exists 
else_jump @ZERO1_12955 
if 
04E6:   object 46@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 flag 0 
else_jump @ZERO1_12955 
if 
  332@ > 5 
else_jump @ZERO1_12778 
332@ -= 5 
jump @ZERO1_12955 

:ZERO1_12778
161@ = 1 
gosub @ZERO1_14045 
if 
  150@ == 1 
else_jump @ZERO1_12840 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 1 
return 

:ZERO1_12840
if 
   not Actor.Dead(55@)
else_jump @ZERO1_12955 
03CF: load_wav 44613 as 1 

:ZERO1_12865
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_12891 
wait 0 
jump @ZERO1_12865 

:ZERO1_12891
00BC: show_text_highpriority GXT 'ZER1_BJ' time 10000 flag 1  // ~z~Ein weiterer Schlag gegen unsere Kriegseinrichtungen!
03D1: play_wav 1 

:ZERO1_12911
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_12937 
wait 0 
jump @ZERO1_12911 

:ZERO1_12937
03D5: remove_text 'ZER1_BJ'  // ~z~Ein weiterer Schlag gegen unsere Kriegseinrichtungen!
332@ = 0 

:ZERO1_12955
if 
  162@ == 0 
else_jump @ZERO1_13252 
if 
03CA:   object 47@ exists 
else_jump @ZERO1_13252 
if 
04E6:   object 47@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 flag 0 
else_jump @ZERO1_13252 
if 
  333@ > 5 
else_jump @ZERO1_13075 
333@ -= 5 
jump @ZERO1_13252 

:ZERO1_13075
162@ = 1 
gosub @ZERO1_14045 
if 
  150@ == 1 
else_jump @ZERO1_13137 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 1 
return 

:ZERO1_13137
if 
   not Actor.Dead(55@)
else_jump @ZERO1_13252 
03CF: load_wav 44614 as 1 

:ZERO1_13162
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_13188 
wait 0 
jump @ZERO1_13162 

:ZERO1_13188
00BC: show_text_highpriority GXT 'ZER1_BK' time 10000 flag 1  // ~z~Wir drfen keinen Sender mehr verlieren!
03D1: play_wav 1 

:ZERO1_13208
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_13234 
wait 0 
jump @ZERO1_13208 

:ZERO1_13234
03D5: remove_text 'ZER1_BK'  // ~z~Wir drfen keinen Sender mehr verlieren!
333@ = 0 

:ZERO1_13252
if 
  163@ == 0 
else_jump @ZERO1_13660 
if 
03CA:   object 48@ exists 
else_jump @ZERO1_13660 
if 
04E6:   object 48@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 flag 0 
else_jump @ZERO1_13660 
if 
  334@ > 5 
else_jump @ZERO1_13372 
334@ -= 5 
jump @ZERO1_13660 

:ZERO1_13372
163@ = 1 
Object.Destroy(45@(329@,10i))
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
45@(329@,10i) = Object.Create(#WONGS_ERECTION2, 77@(329@,4f), 81@(329@,4f), 85@(329@,4f))
Object.Angle(45@(329@,10i)) = 143@(329@,4f)
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) propagation 5 size 3 
334@ = 0 
147@ = 0 
148@ = 0 
150@ = 1 
if 
   not Actor.Dead(55@)
else_jump @ZERO1_13632 
03CF: load_wav 44621 as 1 

:ZERO1_13549
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_13575 
wait 0 
jump @ZERO1_13549 

:ZERO1_13575
00BC: show_text_highpriority GXT 'ZER1_EA' time 10000 flag 1  // ~z~Verflucht seist du, Berkley, VERFLUUUUUCHT!
03D1: play_wav 1 

:ZERO1_13595
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_13621 
wait 0 
jump @ZERO1_13595 

:ZERO1_13621
03D5: remove_text 'ZER1_EA'  // ~z~Verflucht seist du, Berkley, VERFLUUUUUCHT!

:ZERO1_13632
0151: remove_status_text $7421 
014F: stop_timer $7422 
00BC: show_text_highpriority GXT 'ZER1_19' time 5000 flag 1  // ~r~Alle Sender wurden zerstrt.
return 

:ZERO1_13660
return 

:ZERO1_13662
if or
  329@ > 3 
  5 >= $7421 
else_jump @ZERO1_14011 
147@ = 0 
148@ = 0 
150@ = 1 
if 
03CA:   object 45@(329@,10i) exists 
else_jump @ZERO1_13868 
Object.Destroy(45@(329@,10i))
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
020C: create_explosion_with_radius 9 at 77@(329@,4f) 81@(329@,4f) 61.5 
45@(329@,10i) = Object.Create(#WONGS_ERECTION2, 77@(329@,4f), 81@(329@,4f), 85@(329@,4f))
Object.Angle(45@(329@,10i)) = 143@(329@,4f)
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) propagation 5 size 3 

:ZERO1_13868
if 
   not Actor.Dead(55@)
else_jump @ZERO1_13976 
03CF: load_wav 44621 as 1 

:ZERO1_13893
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_13919 
wait 0 
jump @ZERO1_13893 

:ZERO1_13919
00BC: show_text_highpriority GXT 'ZER1_EA' time 10000 flag 1  // ~z~Verflucht seist du, Berkley, VERFLUUUUUCHT!
03D1: play_wav 1 

:ZERO1_13939
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_13965 
wait 0 
jump @ZERO1_13939 

:ZERO1_13965
03D5: remove_text 'ZER1_EA'  // ~z~Verflucht seist du, Berkley, VERFLUUUUUCHT!

:ZERO1_13976
0151: remove_status_text $7421 
014F: stop_timer $7422 
00BC: show_text_highpriority GXT 'ZER1_19' time 5000 flag 1  // ~r~Alle Sender wurden zerstrt.
return 
jump @ZERO1_14043 

:ZERO1_14011
008A: $7421 = 331@ // (int) 
005E: $7421 += 332@ // (int) 
005E: $7421 += 333@ // (int) 
005E: $7421 += 334@ // (int) 

:ZERO1_14043
return 

:ZERO1_14045
Object.Destroy(45@(329@,10i))
020C: create_explosion_with_radius 9 at 77@(329@,4f) 81@(329@,4f) 61.5 
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
45@(329@,10i) = Object.Create(#WONGS_ERECTION2, 77@(329@,4f), 81@(329@,4f), 85@(329@,4f))
Object.Angle(45@(329@,10i)) = 143@(329@,4f)
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) propagation 5 size 3 
if and
  4 > 329@ 
  329@ >= 0 
else_jump @ZERO1_15204 
329@ += 1 
if 
  329@ == 1 
else_jump @ZERO1_14395 
60@ = -2308.496 
68@ = 131.349 
61@ = -2080.581 
69@ = 122.0999 
62@ = -2308.693 
70@ = 190.552 
63@ = -2124.54 
71@ = 63.5174 
64@ = -2112.457 
72@ = 143.6713 
65@ = -2111.908 
73@ = 149.0278 
66@ = -2110.368 
74@ = 126.8913 
67@ = -2110.021 
75@ = 120.1988 

:ZERO1_14395
if 
  329@ == 2 
else_jump @ZERO1_14573 
60@ = -2308.496 
68@ = 131.349 
61@ = -2080.581 
69@ = 122.0999 
62@ = -2308.693 
70@ = 190.552 
63@ = -2124.54 
71@ = 63.5174 
64@ = -2112.457 
72@ = 143.6713 
65@ = -2111.908 
73@ = 149.0278 
66@ = -2110.368 
74@ = 126.8913 
67@ = -2110.021 
75@ = 120.1988 

:ZERO1_14573
if 
  329@ == 3 
else_jump @ZERO1_14758 
0708: reset_decision_maker 335@ event 59 
60@ = -2119.496 
68@ = 91.349 
61@ = -2258.581 
69@ = 169.0999 
62@ = -2278.693 
70@ = 66.552 
63@ = -2248.54 
71@ = 181.5174 
64@ = -2180.457 
72@ = 22.6713 
65@ = -2181.908 
73@ = 25.0278 
66@ = -2181.368 
74@ = 18.8913 
67@ = -2180.021 
75@ = 18.1988 

:ZERO1_14758
0087: 76@ = 85@(329@,4f) // (float) 
76@ += 10.0 
if 
   not Car.Wrecked(35@)
else_jump @ZERO1_14833 
04D2: set_plane 35@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 336@ = current_time_in_ms 

:ZERO1_14833
if 
   not Car.Wrecked(36@)
else_jump @ZERO1_14886 
04D2: set_plane 36@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 337@ = current_time_in_ms 

:ZERO1_14886
if 
   not Car.Wrecked(37@)
else_jump @ZERO1_14939 
04D2: set_plane 37@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 338@ = current_time_in_ms 

:ZERO1_14939
if 
   not Car.Wrecked(38@)
else_jump @ZERO1_14992 
04D2: set_plane 38@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 339@ = current_time_in_ms 

:ZERO1_14992
if 
   not Car.Wrecked(39@)
else_jump @ZERO1_15045 
04D2: set_plane 39@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 340@ = current_time_in_ms 

:ZERO1_15045
if 
   not Car.Wrecked(40@)
else_jump @ZERO1_15098 
04D2: set_plane 40@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 341@ = current_time_in_ms 

:ZERO1_15098
if 
   not Car.Wrecked(41@)
else_jump @ZERO1_15151 
04D2: set_plane 41@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 342@ = current_time_in_ms 

:ZERO1_15151
if 
   not Car.Wrecked(42@)
else_jump @ZERO1_15204 
04D2: set_plane 42@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 343@ = current_time_in_ms 

:ZERO1_15204
return 
178@(328@,10i) = Marker.CreateAboveCar(35@(328@,10i))
018B: set_marker 178@(328@,10i) radar_mode 2 
return 

:ZERO1_15235
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
Player.ClearWantedLevel($PLAYER_CHAR)

:ZERO1_15255
if 
fading 
else_jump @ZERO1_15279 
wait 0 
jump @ZERO1_15255 

:ZERO1_15279
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 270.0 rotation_speed 270.0 
04ED: load_animation "CASINO" 

:ZERO1_15315
if 
84EE:   not animation "CASINO" loaded 
else_jump @ZERO1_15347 
wait 0 
jump @ZERO1_15315 

:ZERO1_15347
04EF: release_animation "ON_LOOKERS" 
0708: reset_decision_maker 335@ event 59 
0668: AS_actor $PLAYER_ACTOR rotate_and_shoot_at -2237.22 170.55 58.45 3000 ms 
if 
   Actor.Dead(55@)
else_jump @ZERO1_15450 
55@ = Actor.Create(CivMale, #SPECIAL01, -2235.0, 123.0, 57.1)
Actor.Health(55@) = 1000
Actor.Angle(55@) = 160.0

:ZERO1_15450
if 
   not Actor.Dead(55@)
else_jump @ZERO1_15659 
0687: clear_actor 55@ task 
Actor.PutAt(55@, -2235.0, 123.0, 57.1)
Actor.Angle(55@) = 160.0
0615: define_AS_pack_begin 369@ 
05D3: AS_actor -1 goto_point -2237.93 121.4 57.0 mode 6 -1 ms // versionA 
0605: actor -1 perform_animation_sequence "MANWIND" IFP_file "CASINO" 4.0 loop 1 0 0 0 time 2000 // versionA 
05D4: AS_actor -1 rotate_angle 100.0 
05C8: AS_actor -1 look_around 
0677: AS_actor -1 chat_with_actor $PLAYER_ACTOR lead_speaker_flag 1 unknown_flag 1 
0616: define_AS_pack_end 369@ 
0618: assign_actor 55@ to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 
Camera.SetPosition(-2242.837, 130.3954, 60.7181, 0.0, 0.0, 0.0)
Camera.PointAt(-2242.324, 129.5807, 60.4482, 2)

:ZERO1_15659
fade 1 1000 
0169: set_fade_color_RGB 0 0 0 

:ZERO1_15674
if 
fading 
else_jump @ZERO1_15698 
wait 0 
jump @ZERO1_15674 

:ZERO1_15698
03CF: load_wav 44624 as 1 

:ZERO1_15707
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_15733 
wait 0 
jump @ZERO1_15707 

:ZERO1_15733
00BC: show_text_highpriority GXT 'ZER1_FA' time 10000 flag 1  // ~z~Hahaha, Berkley!
03D1: play_wav 1 

:ZERO1_15753
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_15779 
wait 0 
jump @ZERO1_15753 

:ZERO1_15779
03D5: remove_text 'ZER1_FA'  // ~z~Hahaha, Berkley!
03CF: load_wav 44625 as 1 

:ZERO1_15799
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_15825 
wait 0 
jump @ZERO1_15799 

:ZERO1_15825
00BC: show_text_highpriority GXT 'ZER1_FB' time 10000 flag 1  // ~z~Solange wir Hnde haben, WERDEN WIR GEGEN DICH KMPFEN!
03D1: play_wav 1 

:ZERO1_15845
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_15871 
wait 0 
jump @ZERO1_15845 

:ZERO1_15871
03D5: remove_text 'ZER1_FB'  // ~z~Solange wir Hnde haben, WERDEN WIR GEGEN DICH KMPFEN!
177@ = 0 
33@ = 0 
32@ = 0 

:ZERO1_15903
if 
   not 177@ == 10 
else_jump @ZERO1_17016 
wait 0 
if 
  177@ == 0 
else_jump @ZERO1_16328 
if 
  32@ > 2000 
else_jump @ZERO1_16328 
177@ = 1 
Camera.SetPosition(-2238.853, 124.0934, 57.5797, 0.0, 0.0, 0.0)
Camera.PointAt(-2238.476, 123.2044, 57.8399, 2)
32@ = 0 
if 
   not Actor.Dead(55@)
else_jump @ZERO1_16054 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 55@ 3500 ms 

:ZERO1_16054
03CF: load_wav 44626 as 1 

:ZERO1_16063
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_16089 
wait 0 
jump @ZERO1_16063 

:ZERO1_16089
if 
   not Actor.Dead(55@)
else_jump @ZERO1_16113 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_16113
00BC: show_text_highpriority GXT 'ZER1_FC' time 10000 flag 1  // ~z~Gut gemacht, Carl.
03D1: play_wav 1 

:ZERO1_16133
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_16159 
wait 0 
jump @ZERO1_16133 

:ZERO1_16159
03D5: remove_text 'ZER1_FC'  // ~z~Gut gemacht, Carl.
if 
   not Actor.Dead(55@)
else_jump @ZERO1_16191 
0968: actor 55@ stop_mouth 

:ZERO1_16191
03CF: load_wav 44627 as 1 

:ZERO1_16200
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_16226 
wait 0 
jump @ZERO1_16200 

:ZERO1_16226
if 
   not Actor.Dead(55@)
else_jump @ZERO1_16250 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_16250
00BC: show_text_highpriority GXT 'ZER1_FD' time 10000 flag 1  // ~z~Geh jetzt. Ich muss mich auf die nchsten Schlachten vorbereiten!
03D1: play_wav 1 

:ZERO1_16270
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_16296 
wait 0 
jump @ZERO1_16270 

:ZERO1_16296
03D5: remove_text 'ZER1_FD'  // ~z~Geh jetzt. Ich muss mich auf die nchsten Schlachten vorbereiten!
if 
   not Actor.Dead(55@)
else_jump @ZERO1_16328 
0968: actor 55@ stop_mouth 

:ZERO1_16328
if 
  177@ == 1 
else_jump @ZERO1_16434 
if 
  32@ > 100 
else_jump @ZERO1_16434 
177@ = 2 
32@ = 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Camera.SetPosition(-2237.975, 122.7383, 58.3408, 0.0, 0.0, 0.0)
Camera.PointAt(-2238.193, 121.7735, 58.4879, 2)

:ZERO1_16434
if 
  177@ == 2 
else_jump @ZERO1_16983 
if 
  32@ > 200 
else_jump @ZERO1_16983 
177@ = 3 
32@ = 0 
0615: define_AS_pack_begin 369@ 
05D4: AS_actor -1 rotate_angle 270.0 
if 
   not Actor.Dead(55@)
else_jump @ZERO1_16526 
0677: AS_actor -1 chat_with_actor 55@ lead_speaker_flag 0 unknown_flag 1 

:ZERO1_16526
0616: define_AS_pack_end 369@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 
03CF: load_wav 44628 as 1 

:ZERO1_16553
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_16579 
wait 0 
jump @ZERO1_16553 

:ZERO1_16579
00BC: show_text_highpriority GXT 'ZER1_FE' time 10000 flag 1  // ~z~'Niemals verdankten so wenige so vielen', nein, warte...
if 
   not Actor.Dead(55@)
else_jump @ZERO1_16619 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_16619
03D1: play_wav 1 

:ZERO1_16623
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_16649 
wait 0 
jump @ZERO1_16623 

:ZERO1_16649
03D5: remove_text 'ZER1_FE'  // ~z~'Niemals verdankten so wenige so vielen', nein, warte...
if 
   not Actor.Dead(55@)
else_jump @ZERO1_16681 
0968: actor 55@ stop_mouth 

:ZERO1_16681
03CF: load_wav 44630 as 1 

:ZERO1_16690
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_16716 
wait 0 
jump @ZERO1_16690 

:ZERO1_16716
00BC: show_text_highpriority GXT 'ZER1_FG' time 10000 flag 1  // ~z~zu wenige, drei... Nein, das stimmt nicht. Wie war das?
if 
   not Actor.Dead(55@)
else_jump @ZERO1_16756 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_16756
03D1: play_wav 1 

:ZERO1_16760
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_16786 
wait 0 
jump @ZERO1_16760 

:ZERO1_16786
03D5: remove_text 'ZER1_FG'  // ~z~zu wenige, drei... Nein, das stimmt nicht. Wie war das?
if 
   not Actor.Dead(55@)
else_jump @ZERO1_16818 
0968: actor 55@ stop_mouth 

:ZERO1_16818
if 
   not Actor.Dead(55@)
else_jump @ZERO1_16839 
05C8: AS_actor 55@ look_around 

:ZERO1_16839
03CF: load_wav 44629 as 1 

:ZERO1_16848
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_16874 
wait 0 
jump @ZERO1_16848 

:ZERO1_16874
if 
   not Actor.Dead(55@)
else_jump @ZERO1_16898 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_16898
00BC: show_text_highpriority GXT 'ZER1_FF' time 10000 flag 1  // ~z~'Wir bekmpfen ihn an den Ksten', na ja, auf den Dchern...
03D1: play_wav 1 

:ZERO1_16918
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_16944 
wait 0 
jump @ZERO1_16918 

:ZERO1_16944
03D5: remove_text 'ZER1_FF'  // ~z~'Wir bekmpfen ihn an den Ksten', na ja, auf den Dchern...
if 
   not Actor.Dead(55@)
else_jump @ZERO1_16976 
0968: actor 55@ stop_mouth 

:ZERO1_16976
177@ = 10 

:ZERO1_16983
if 
  33@ > 14000 
else_jump @ZERO1_17009 
177@ = 10 

:ZERO1_17009
jump @ZERO1_15903 

:ZERO1_17016
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:ZERO1_17031
if 
fading 
else_jump @ZERO1_17055 
wait 0 
jump @ZERO1_17031 

:ZERO1_17055
02A3: enable_widescreen 0 
0151: remove_status_text $7421 
014F: stop_timer $7422 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @ZERO1_17135 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Actor.PutAt($PLAYER_ACTOR, -2244.444, 136.8633, 34.3203)
05D4: AS_actor $PLAYER_ACTOR rotate_angle 90.0 

:ZERO1_17135
wait 500 
Camera.Restore_WithJumpCut
0395: clear_area 1 at -2246.026 134.895 34.3047 radius 1000.0 
fade 1 1000 

:ZERO1_17173
if 
fading 
else_jump @ZERO1_17197 
wait 0 
jump @ZERO1_17173 

:ZERO1_17197
return 

:ZERO1_17199
gosub @ZERO1_15235 
Player.CanMove($PLAYER_CHAR) = True
01E3: show_text_1number_styled GXT 'M_PASS' number 3000 time 100 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 3000
0394: play_music 1 
030C: progress_made += 1 
0318: set_latest_mission_passed 'ZERO_1'  // Air Raid
$ZERO_TOTAL_PASSED_MISSIONS += 1 
return 

:ZERO1_17267
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
wait 5000 
fade 0 500 
0169: set_fade_color_RGB 0 0 0 

:ZERO1_17303
if 
fading 
else_jump @ZERO1_17327 
wait 0 
jump @ZERO1_17303 

:ZERO1_17327
0151: remove_status_text $7421 
014F: stop_timer $7422 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02A3: enable_widescreen 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @ZERO1_17407 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Actor.PutAt($PLAYER_ACTOR, -2244.444, 136.8633, 34.3203)
05D4: AS_actor $PLAYER_ACTOR rotate_angle 90.0 

:ZERO1_17407
Camera.SetAtPos(-2246.026, 134.895, 34.3047)
Camera.Restore_WithJumpCut
0395: clear_area 1 at -2246.026 134.895 34.3047 radius 1000.0 
fade 1 1000 

:ZERO1_17457
if 
fading 
else_jump @ZERO1_17481 
wait 0 
jump @ZERO1_17457 

:ZERO1_17481
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @ZERO1_17504 
Player.CanMove($PLAYER_CHAR) = True

:ZERO1_17504
return 

:ZERO1_17506
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B7: release_weather 
0169: set_fade_color_RGB 0 0 0 
031A: remove_all_fires 
$ONMISSION = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03C7: set_sensitivity_to_crime 1.0 
04DB: exit_RC_mode // on foot version 
01EB: set_traffic_density_multiplier_to 1.0 
Model.Destroy(#RCBARON)
Model.Destroy(#RCRAIDER)
Model.Destroy(#MINIGUN)
Model.Destroy(#WONGS_ERECTION)
Model.Destroy(#RCBOMB)
Model.Destroy(#WONGS_ERECTION2)
Model.Destroy(#MINIGUN_BASE)
Model.Destroy(#FIRE_EX)
0296: unload_special_actor 1 
0151: remove_status_text $7421 
014F: stop_timer $7422 
Car.Destroy(35@)
Car.Destroy(36@)
Car.Destroy(37@)
Car.Destroy(38@)
Car.Destroy(39@)
Car.Destroy(40@)
Car.Destroy(41@)
Car.Destroy(42@)
Car.Destroy(43@)
Car.Destroy(44@)
03EB: clear_small_messages_only 
0925: restore_camera_to_user_defined 
08E7: disable_entrance_markers 0 
Object.Destroy(45@)
Object.Destroy(46@)
Object.Destroy(47@)
Object.Destroy(48@)
Object.Destroy(49@)
Object.Destroy(50@)
Object.Destroy(51@)
Object.Destroy(52@)
Object.Destroy(53@)
Object.Destroy(54@)
Object.Destroy(188@)
Object.Destroy(189@)
Object.Destroy(190@)
Object.Destroy(191@)
Object.Destroy(192@)
Object.Destroy(193@)
Object.Destroy(194@)
Object.Destroy(195@)
Object.Destroy(196@)
Object.Destroy(197@)
Object.Destroy(198@)
Object.Destroy(199@)
Object.Destroy(200@)
Object.Destroy(201@)
Object.Destroy(202@)
Object.Destroy(203@)
Object.Destroy(204@)
Object.Destroy(205@)
Object.Destroy(206@)
Object.Destroy(207@)
Marker.Disable(178@)
Marker.Disable(179@)
Marker.Disable(180@)
Marker.Disable(181@)
Marker.Disable(182@)
Marker.Disable(183@)
Marker.Disable(184@)
Marker.Disable(185@)
Marker.Disable(186@)
Marker.Disable(187@)
03CD: disable_car 35@ stuck_check 
03CD: disable_car 36@ stuck_check 
03CD: disable_car 37@ stuck_check 
03CD: disable_car 38@ stuck_check 
03CD: disable_car 39@ stuck_check 
03CD: disable_car 40@ stuck_check 
03CD: disable_car 41@ stuck_check 
03CD: disable_car 42@ stuck_check 
03CD: disable_car 43@ stuck_check 
03CD: disable_car 44@ stuck_check 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Actor.DestroyWithFade(55@)
Object.RemoveReferences(34@)
04EF: release_animation "CASINO" 
04EF: release_animation "ON_LOOKERS" 
mission_cleanup 
return 

//-------------Mission 73---------------
// Originally: Supply Lines...

:ZERO2
gosub @ZERO2_36 
if 
wasted_or_busted 
else_jump @ZERO2_27 
gosub @ZERO2_9413 

:ZERO2_27
gosub @ZERO2_9415 
end_thread 

:ZERO2_36
119@ = 0 
$ONMISSION = 1 
increment_mission_attempts 
thread 'ZERO2' 
Player.CanMove($PLAYER_CHAR) = False
054C: use_GXT_table 'ZERO2' 
09B9: show_entered_car_name 0 
0169: set_fade_color_RGB 0 0 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
select_interior 6 
Player.CanMove($PLAYER_CHAR) = False
set_weather 5 
02E4: load_cutscene_data 'ZERO_2' 

:ZERO2_126
if 
86B9:   not cutscene_data_loaded 
else_jump @ZERO2_150 
wait 0 
jump @ZERO2_126 

:ZERO2_150
02E7: start_cutscene 
fade 1 1000 
Player.CanMove($PLAYER_CHAR) = False

:ZERO2_166
if 
82E9:   not cutscene_reached_end 
else_jump @ZERO2_190 
wait 0 
jump @ZERO2_166 

:ZERO2_190
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:ZERO2_213
if 
fading 
else_jump @ZERO2_237 
wait 0 
jump @ZERO2_213 

:ZERO2_237
02EA: end_cutscene 
select_interior 0 
Player.CanMove($PLAYER_CHAR) = False
96@ = 1 
97@ = 0 
98@ = 0 
99@ = 0 
110@ = 0 
108@ = 0 
109@ = 0 
116@ = 0 
117@ = 0 
100@ = 0 
101@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
121@ = 0 
59@ = 390000.0 
0087: 60@ = 59@ // (float) 
63@ = -2006.77 
68@ = 365.69 
73@ = 34.35 
78@ = 0.0 
64@ = -2250.573 
69@ = 22.8303 
74@ = 34.4634 
79@ = 180.0 
65@ = -2266.27 
70@ = 53.1194 
75@ = 34.38 
80@ = 90.0 
66@ = -2441.424 
71@ = 41.963 
76@ = 33.004 
81@ = 90.0 
67@ = -1728.08 
72@ = 850.89 
77@ = 23.73 
82@ = 270.0 
103@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
122@ = 0 
83@ = -2205.44 
84@ = 128.99 
85@ = 57.33 
86@ = 90.0 
87@ = -2227.0 
88@ = 113.0 
89@ = 35.5 
61@ = 100.0 
$7423 = 100 
32@ = 0 
129@ = 0 
08E7: disable_entrance_markers 1 
Model.Load(#RCBARON)
Model.Load(#TOPFUN)
Model.Load(#MICRO_UZI)
Model.Load(#MTBIKE)
Model.Load(#SANCHEZ)
023C: load_special_actor 'ZERO' as 1 // models 290-299 
038B: load_requested_models 

:ZERO2_760
if or
   not Model.Available(#RCBARON)
   not Model.Available(#TOPFUN)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#MTBIKE)
   not Model.Available(#SANCHEZ)
else_jump @ZERO2_807 
wait 0 
jump @ZERO2_760 

:ZERO2_807
if 
823D:   not special_actor 1 loaded 
else_jump @ZERO2_833 
wait 0 
jump @ZERO2_807 

:ZERO2_833
060A: create_decision_maker_type 0 store_to 56@ // decision\allowed\m_.ped files 

:ZERO2_840
wait 0 
if 
  96@ == 1 
else_jump @ZERO2_869 
gosub @ZERO2_951 

:ZERO2_869
if 
  116@ == 1 
else_jump @ZERO2_894 
gosub @ZERO2_7177 

:ZERO2_894
if 
  100@ == 1 
else_jump @ZERO2_919 
jump @ZERO2_9384 

:ZERO2_919
if 
  101@ == 1 
else_jump @ZERO2_944 
jump @ZERO2_9413 

:ZERO2_944
jump @ZERO2_840 

:ZERO2_951
0395: clear_area 1 at 87@ 88@ 89@ radius 1000.0 
35@ = Car.Create(#TOPFUN, -2250.9, 124.6, 28.48)
0587: enable_car 35@ validate_position 0 
Car.LockInCurrentPosition(35@) = True
0657: car 35@ open_componentA 4 
0657: car 35@ open_componentA 5 
036A: put_actor $PLAYER_ACTOR in_car 35@ 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if 
   not Car.Wrecked(35@)
else_jump @ZERO2_1086 
01C8: 57@ = create_actor_pedtype 4 model #SPECIAL01 in_car 35@ passenger_seat 0 
Car.Health(35@) = 1000
Car.SetImmunities(35@, 1, 1, 1, 1, 1)

:ZERO2_1086
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
046E: put_player $PLAYER_CHAR in_RC_mode_at 83@ 84@ 85@ angle 40.09 RC_model #RCBARON 
34@ = Player.RC_car($PLAYER_CHAR)
Car.Angle(34@) = 90.0
04D6: enable_RC_car_detonation 0 // or opcode 048A 
048A: set_RC_car_detonation 0 // or opcode 04D6 
Car.Health(34@) = 1100
Car.SetImmunities(34@, 0, 1, 1, 0, 0)
129@ = 0 

:ZERO2_1171
if 
  5 > 129@ 
else_jump @ZERO2_1776 
wait 0 
0395: clear_area 1 at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) radius 1000.0 
if 
  129@ == 0 
else_jump @ZERO2_1286 
46@(129@,5i) = Car.Create(#SANCHEZ, 63@(129@,5f), 68@(129@,5f), 73@(129@,5f))
Car.Health(46@(129@,5i)) = 1000

:ZERO2_1286
if 
  129@ == 1 
else_jump @ZERO2_1349 
46@(129@,5i) = Car.Create(#MTBIKE, 63@(129@,5f), 68@(129@,5f), 73@(129@,5f))
Car.Health(46@(129@,5i)) = 1500

:ZERO2_1349
if 
  129@ == 2 
else_jump @ZERO2_1412 
46@(129@,5i) = Car.Create(#TOPFUN, 63@(129@,5f), 68@(129@,5f), 73@(129@,5f))
Car.Health(46@(129@,5i)) = 1500

:ZERO2_1412
if 
  129@ == 3 
else_jump @ZERO2_1475 
46@(129@,5i) = Car.Create(#TOPFUN, 63@(129@,5f), 68@(129@,5f), 73@(129@,5f))
Car.Health(46@(129@,5i)) = 1500

:ZERO2_1475
if 
  129@ == 4 
else_jump @ZERO2_1549 
46@(129@,5i) = Car.Create(#TOPFUN, 63@(129@,5f), 68@(129@,5f), 73@(129@,5f))
Car.Health(46@(129@,5i)) = 1500
Car.DoorStatus(46@(129@,5i)) = 7

:ZERO2_1549
Car.Angle(46@(129@,5i)) = 78@(129@,5f)
Car.SetImmunities(46@(129@,5i), 0, 1, 1, 0, 0)
0560: create_random_actor_in_car 46@(129@,5i) handle_as 36@(129@,5i) 
01B2: give_actor 36@(129@,5i) weapon 28 ammo 500 // Load the weapon model before using this 
Actor.WeaponAccuracy(36@(129@,5i)) = 60
0587: enable_car 46@(129@,5i) validate_position 0 
if or
  129@ == 3 
  129@ == 0 
else_jump @ZERO2_1728 
0561: 51@(129@,5i) = create_passenger_in_car 46@(129@,5i) seat 0 
01B2: give_actor 51@(129@,5i) weapon 28 ammo 500 // Load the weapon model before using this 
Actor.WeaponAccuracy(51@(129@,5i)) = 60
060B: set_actor 51@(129@,5i) decision_maker_to 56@ 
060B: set_actor 36@(129@,5i) decision_maker_to 56@ 

:ZERO2_1728
05D2: AS_actor 36@(129@,5i) run_to_and_hijack_car 46@(129@,5i) max_search_radius 3.0 traffic_behavior 0 
103@(129@,5i) = 0 
129@ += 1 
jump @ZERO2_1171 

:ZERO2_1776
33@ = 0 
Camera.SetPosition(-2273.841, 45.5794, 37.0987, 0.0, 0.0, 0.0)
Camera.PointAt(-2273.297, 46.4174, 37.1385, 2)
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2285.54 41.31 35.01 radius 1000.0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2273.841 45.5794 37.0987 position_to -2280.653 50.3058 35.7357 time 5000 drop_mode 1 
0920: point_camera -2273.297 46.4174 37.1385 transverse_to -2280.054 51.104 35.6677 time 5000 mode 1 
02A3: enable_widescreen 1 
32@ = 0 
33@ = 0 
0A0B: set_rendering_origin_at_3D_coord -2273.841 45.5794 37.0987 angle 310.0 
0169: set_fade_color_RGB 0 0 0 
wait 1000 
fade 1 1000 
120@ = 0 

:ZERO2_2023
if 
   not 120@ == 10 
else_jump @ZERO2_2460 
wait 0 
if 
  120@ == 0 
else_jump @ZERO2_2169 
120@ = 1 
0707: start_scene_skip_to @ZERO2_2460 
03CF: load_wav 44801 as 1 

:ZERO2_2086
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_2112 
wait 0 
jump @ZERO2_2086 

:ZERO2_2112
00BC: show_text_highpriority GXT 'ZER2_AB' time 10000 flag 1  // ~z~Berkley hat seine kriecherischen Lakaien, die alle Lieferungen fr ihn machen.
03D1: play_wav 1 

:ZERO2_2132
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_2158 
wait 0 
jump @ZERO2_2132 

:ZERO2_2158
03D5: remove_text 'ZER2_AB'  // ~z~Berkley hat seine kriecherischen Lakaien, die alle Lieferungen fr ihn machen.

:ZERO2_2169
if 
  120@ == 1 
else_jump @ZERO2_2286 
120@ = 2 
03CF: load_wav 44802 as 1 

:ZERO2_2203
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_2229 
wait 0 
jump @ZERO2_2203 

:ZERO2_2229
00BC: show_text_highpriority GXT 'ZER2_AC' time 10000 flag 1  // ~z~Wir werden ihn dort treffen, wo es ihm am meisten wehtut!
03D1: play_wav 1 

:ZERO2_2249
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_2275 
wait 0 
jump @ZERO2_2249 

:ZERO2_2275
03D5: remove_text 'ZER2_AC'  // ~z~Wir werden ihn dort treffen, wo es ihm am meisten wehtut!

:ZERO2_2286
if 
  120@ == 2 
else_jump @ZERO2_2403 
120@ = 3 
03CF: load_wav 44803 as 1 

:ZERO2_2320
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_2346 
wait 0 
jump @ZERO2_2320 

:ZERO2_2346
00BC: show_text_highpriority GXT 'ZER2_AD' time 10000 flag 1  // ~z~Wir zwingen seinen Modellbau-Versand in die Knie!
03D1: play_wav 1 

:ZERO2_2366
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_2392 
wait 0 
jump @ZERO2_2366 

:ZERO2_2392
03D5: remove_text 'ZER2_AD'  // ~z~Wir zwingen seinen Modellbau-Versand in die Knie!

:ZERO2_2403
if 
08D0:   cutscene_skipped 
else_jump @ZERO2_2427 
040D: unload_wav 1 
120@ = 10 

:ZERO2_2427
if 
  32@ > 5000 
else_jump @ZERO2_2453 
120@ = 10 

:ZERO2_2453
jump @ZERO2_2023 

:ZERO2_2460
0701: end_scene_skip 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_2477
if 
fading 
else_jump @ZERO2_2501 
wait 0 
jump @ZERO2_2477 

:ZERO2_2501
0925: restore_camera_to_user_defined 
if 
   not Car.Wrecked(35@)
else_jump @ZERO2_2556 
Car.PutAt(35@, -2233.9, 122.6, 700.48)
Car.Angle(35@) = 90.0
Car.LockInCurrentPosition(35@) = True

:ZERO2_2556
041E: set_radio_station 6 
if 
   not Car.Wrecked(35@)
else_jump @ZERO2_2581 
0508: car 35@ close_all_doors 

:ZERO2_2581
02A3: enable_widescreen 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
Camera.Restore_WithJumpCut
if 
   not Car.Wrecked(34@)
else_jump @ZERO2_2641 
Camera.OnVehicle(34@, 18, 2)
Car.LockInCurrentPosition(34@) = False
wait 0 
032A: set_behind_camera_mode_to 1 

:ZERO2_2641
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:ZERO2_2656
if 
fading 
else_jump @ZERO2_2680 
wait 0 
jump @ZERO2_2656 

:ZERO2_2680
Player.CanMove($PLAYER_CHAR) = True
129@ = 0 

:ZERO2_2694
if 
  5 > 129@ 
else_jump @ZERO2_2762 
if 
   not Actor.Dead(36@(129@,5i))
else_jump @ZERO2_2748 
123@(129@,5i) = Marker.CreateAboveActor(36@(129@,5i))

:ZERO2_2748
129@ += 1 
jump @ZERO2_2694 

:ZERO2_2762
03C4: set_status_text $7423 type 1 GXT 'ZER2_28' // global_variable  // BENZIN ~1~
040D: unload_wav 1 
03CF: load_wav 44800 as 1 

:ZERO2_2791
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_2817 
wait 0 
jump @ZERO2_2791 

:ZERO2_2817
00BC: show_text_highpriority GXT 'ZER2_AA' time 10000 flag 1  // ~z~Starte den Roten Baron!
03D1: play_wav 1 

:ZERO2_2837
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_2863 
wait 0 
jump @ZERO2_2837 

:ZERO2_2863
03D5: remove_text 'ZER2_AA'  // ~z~Starte den Roten Baron!
if 
   not Car.Wrecked(34@)
else_jump @ZERO2_7019 

:ZERO2_2890
if 
   not 110@ == 1 
else_jump @ZERO2_7019 
wait 0 
if 
   not Car.Wrecked(34@)
else_jump @ZERO2_3017 
if 
00E1:   player 0 pressed_key 16 
else_jump @ZERO2_2989 
007F: 59@ -= unknown_float * 20.0 // (float) 
0087: 61@ = 59@ // (float) 
0073: 61@ /= 60@ // (float) 
61@ *= 100.0 
0090: $7423 = float 61@ to_integer 

:ZERO2_2989
Car.StorePos(34@, 83@, 84@, 85@)
07EF: get_town_number_from_point 83@ 84@ 85@ store_to 58@ 

:ZERO2_3017
if or
04A4:   58@ == 1 // @ == any 
04A4:   58@ == 3 // @ == any 
else_jump @ZERO2_3052 
020B: explode_car 34@ // versionA 
020B: explode_car 34@ // versionA 

:ZERO2_3052
if 
  119@ == 0 
else_jump @ZERO2_3095 
03E5: show_text_box 'ZER2_1'  // Drcke ~k~~VEHICLE_ACCELERATE~, um mehr Gas zu geben. Drcke ~k~~VEHICLE_BRAKE~, um Gas wegzunehmen.
119@ = 1 
32@ = 0 

:ZERO2_3095
if 
  119@ == 1 
else_jump @ZERO2_3159 
if 
  32@ > 8000 
else_jump @ZERO2_3159 
03E6: remove_text_box 
03E5: show_text_box 'ZER2_2'  // Drcke ~k~~VEHICLE_LOOKLEFT~, um mittels Seitenruder nach links zu fliegen. Mit ~k~~VEHICLE_LOOKRIGHT~ fliegst du nach rechts.
119@ = 2 
32@ = 0 

:ZERO2_3159
if 
  119@ == 2 
else_jump @ZERO2_3223 
if 
  32@ > 8000 
else_jump @ZERO2_3223 
03E6: remove_text_box 
03E5: show_text_box 'ZER2_30'  // Drcke ~k~~VEHICLE_FIREWEAPON_ALT~, um die Maschinengewehre abzufeuern
119@ = 3 
32@ = 0 

:ZERO2_3223
if 
  119@ == 3 
else_jump @ZERO2_3285 
if 
  32@ > 8000 
else_jump @ZERO2_3285 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'ZER2_14' time 10000 flag 1  // ~s~Schalte die ~r~Kuriere~s~ aus, bevor sie ihre Lieferungen abgeschlossen haben.
119@ = 4 

:ZERO2_3285
if 
0735:   NOP_false 83 
else_jump @ZERO2_3353 
wait 0 
wait 0 
wait 0 
wait 0 
96@ = 0 
97@ = 0 
98@ = 0 
100@ = 1 
101@ = 0 
return 

:ZERO2_3353
if 
  122@ == 0 
else_jump @ZERO2_3488 
if 
  50 >= $7423 
else_jump @ZERO2_3488 
122@ = 1 
03CF: load_wav 44811 as 1 

:ZERO2_3405
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_3431 
wait 0 
jump @ZERO2_3405 

:ZERO2_3431
00BC: show_text_highpriority GXT 'ZER2_DA' time 10000 flag 1  // ~z~Achte auf den Sprit, Carl, der Tank ist nur noch halb voll!
03D1: play_wav 1 

:ZERO2_3451
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_3477 
wait 0 
jump @ZERO2_3451 

:ZERO2_3477
03D5: remove_text 'ZER2_DA'  // ~z~Achte auf den Sprit, Carl, der Tank ist nur noch halb voll!

:ZERO2_3488
if 
  122@ == 1 
else_jump @ZERO2_3623 
if 
  10 >= $7423 
else_jump @ZERO2_3623 
122@ = 2 
03CF: load_wav 44812 as 1 

:ZERO2_3540
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_3566 
wait 0 
jump @ZERO2_3540 

:ZERO2_3566
00BC: show_text_highpriority GXT 'ZER2_DB' time 10000 flag 1  // ~z~Du hast fast keinen Sprit mehr. Beeil dich!
03D1: play_wav 1 

:ZERO2_3586
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_3612 
wait 0 
jump @ZERO2_3586 

:ZERO2_3612
03D5: remove_text 'ZER2_DB'  // ~z~Du hast fast keinen Sprit mehr. Beeil dich!

:ZERO2_3623
if 
  0 >= $7423 
else_jump @ZERO2_4040 
if 
   not Car.Wrecked(34@)
else_jump @ZERO2_3671 
0918: unknown_car 34@ driver_flag 0 
01EC: make_car 34@ very_heavy 1 

:ZERO2_3671
0151: remove_status_text $7423 
32@ = 0 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 1 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'ZER2_42' time 5000 flag 1  // ~r~Du hast kein Benzin mehr!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
03CF: load_wav 44623 as 1 

:ZERO2_3773
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_3799 
wait 0 
jump @ZERO2_3773 

:ZERO2_3799
03D1: play_wav 1 

:ZERO2_3803
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_3855 
wait 0 
if 
   not Car.Wrecked(34@)
else_jump @ZERO2_3848 
Car.SetSpeedInstantly(34@, 0.0)

:ZERO2_3848
jump @ZERO2_3803 

:ZERO2_3855
04DB: exit_RC_mode // on foot version 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @ZERO2_3946 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ZERO2_3916 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_3936 

:ZERO2_3916
Actor.PutAt($PLAYER_ACTOR, -2244.444, 136.8633, 34.3203)

:ZERO2_3936
Actor.Angle($PLAYER_ACTOR) = 90.0

:ZERO2_3946
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_3961
if 
fading 
else_jump @ZERO2_3985 
wait 0 
jump @ZERO2_3961 

:ZERO2_3985
Camera.SetAtPos(-2245.026, 126.895, 34.3047)
wait 1000 
fade 1 1000 

:ZERO2_4014
if 
fading 
else_jump @ZERO2_4038 
wait 0 
jump @ZERO2_4014 

:ZERO2_4038
return 

:ZERO2_4040
if 
   Car.Wrecked(34@)
else_jump @ZERO2_4390 
0151: remove_status_text $7423 
101@ = 1 
Player.CanMove($PLAYER_CHAR) = False
96@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~Das Flugzeug ist zerstrt!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
03CF: load_wav 44622 as 1 

:ZERO2_4123
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_4149 
wait 0 
jump @ZERO2_4123 

:ZERO2_4149
03D1: play_wav 1 

:ZERO2_4153
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_4205 
wait 0 
if 
   not Car.Wrecked(34@)
else_jump @ZERO2_4198 
Car.SetSpeedInstantly(34@, 0.0)

:ZERO2_4198
jump @ZERO2_4153 

:ZERO2_4205
04DB: exit_RC_mode // on foot version 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @ZERO2_4296 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ZERO2_4266 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_4286 

:ZERO2_4266
Actor.PutAt($PLAYER_ACTOR, -2244.444, 136.8633, 34.3203)

:ZERO2_4286
Actor.Angle($PLAYER_ACTOR) = 90.0

:ZERO2_4296
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_4311
if 
fading 
else_jump @ZERO2_4335 
wait 0 
jump @ZERO2_4311 

:ZERO2_4335
Camera.SetAtPos(-2245.026, 126.895, 34.3047)
wait 1000 
fade 1 1000 

:ZERO2_4364
if 
fading 
else_jump @ZERO2_4388 
wait 0 
jump @ZERO2_4364 

:ZERO2_4388
return 

:ZERO2_4390
129@ = 0 

:ZERO2_4397
if 
  5 > 129@ 
else_jump @ZERO2_6915 
if 
   not Car.Wrecked(34@)
else_jump @ZERO2_5037 
Car.StorePos(34@, 83@, 84@, 85@)
if 
  111@(129@,5i) == 0 
else_jump @ZERO2_5037 
if 
   not Actor.Dead(36@(129@,5i))
else_jump @ZERO2_4516 
if 
  103@(129@,5i) == 1 
else_jump @ZERO2_4509 

:ZERO2_4509
jump @ZERO2_5037 

:ZERO2_4516
111@(129@,5i) = 1 
Marker.Disable(123@(129@,5i))
Car.RemoveReferences(46@(129@,5i))
if or
  129@ == 3 
  129@ == 0 
else_jump @ZERO2_4579 
Actor.RemoveReferences(51@(129@,5i))

:ZERO2_4579
121@ += 1 
111@(129@,5i) = 1 
if 
  121@ == 1 
else_jump @ZERO2_4707 
03CF: load_wav 44806 as 1 

:ZERO2_4624
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_4650 
wait 0 
jump @ZERO2_4624 

:ZERO2_4650
00BC: show_text_highpriority GXT 'ZER2_CA' time 10000 flag 1  // ~z~Einer ist weg, bleiben noch vier!
03D1: play_wav 1 

:ZERO2_4670
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_4696 
wait 0 
jump @ZERO2_4670 

:ZERO2_4696
03D5: remove_text 'ZER2_CA'  // ~z~Einer ist weg, bleiben noch vier!

:ZERO2_4707
if 
  121@ == 2 
else_jump @ZERO2_4817 
03CF: load_wav 44808 as 1 

:ZERO2_4734
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_4760 
wait 0 
jump @ZERO2_4734 

:ZERO2_4760
00BC: show_text_highpriority GXT 'ZER2_CC' time 10000 flag 1  // ~z~Nur noch drei Lieferanten sind brig!
03D1: play_wav 1 

:ZERO2_4780
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_4806 
wait 0 
jump @ZERO2_4780 

:ZERO2_4806
03D5: remove_text 'ZER2_CC'  // ~z~Nur noch drei Lieferanten sind brig!

:ZERO2_4817
if 
  121@ == 3 
else_jump @ZERO2_4927 
03CF: load_wav 44809 as 1 

:ZERO2_4844
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_4870 
wait 0 
jump @ZERO2_4844 

:ZERO2_4870
00BC: show_text_highpriority GXT 'ZER2_CD' time 10000 flag 1  // ~z~Jetzt sind nur noch zwei brig, Carl - BRING SIE ZUR STRECKE!
03D1: play_wav 1 

:ZERO2_4890
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_4916 
wait 0 
jump @ZERO2_4890 

:ZERO2_4916
03D5: remove_text 'ZER2_CD'  // ~z~Jetzt sind nur noch zwei brig, Carl - BRING SIE ZUR STRECKE!

:ZERO2_4927
if 
  121@ == 4 
else_jump @ZERO2_5037 
03CF: load_wav 44810 as 1 

:ZERO2_4954
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_4980 
wait 0 
jump @ZERO2_4954 

:ZERO2_4980
00BC: show_text_highpriority GXT 'ZER2_CE' time 10000 flag 1  // ~z~Einer noch, dann ist Berkleys Versand erledigt!
03D1: play_wav 1 

:ZERO2_5000
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_5026 
wait 0 
jump @ZERO2_5000 

:ZERO2_5026
03D5: remove_text 'ZER2_CE'  // ~z~Einer noch, dann ist Berkleys Versand erledigt!

:ZERO2_5037
if 
   not Car.Wrecked(34@)
else_jump @ZERO2_6567 
01BD: 95@ = current_time_in_ms 
if 
81AF:   not car 34@ sphere 0 in_sphere 91@ 92@ 93@ radius 1.5 1.5 1.5 
else_jump @ZERO2_5137 
Car.StorePos(34@, 91@, 92@, 93@)
0085: 94@ = 95@ // (int) 
94@ += 4000 
117@ = 0 

:ZERO2_5137
if 
01AF:   car 34@ sphere 0 in_sphere 91@ 92@ 93@ radius 1.5 1.5 1.5 
else_jump @ZERO2_5625 
if 
001D:   95@ > 94@ // (int) 
else_jump @ZERO2_5625 
if 
  119@ > 3 
else_jump @ZERO2_5625 
if 
  117@ == 0 
else_jump @ZERO2_5252 
03E5: show_text_box 'ZER2_4'  // Drcke ~k~~PED_FIREWEAPON~, um die Selbstzerstrung auszulsen.
117@ = 1 

:ZERO2_5252
if 
00E1:   player 0 pressed_key 17 
else_jump @ZERO2_5625 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 1 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~Das Flugzeug ist zerstrt!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
Car.Health(34@) = 1
0151: remove_status_text $7423 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @ZERO2_5451 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ZERO2_5421 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_5441 

:ZERO2_5421
Actor.PutAt($PLAYER_ACTOR, -2244.444, 136.8633, 34.3203)

:ZERO2_5441
Actor.Angle($PLAYER_ACTOR) = 90.0

:ZERO2_5451
020C: create_explosion_with_radius 0 at 91@ 92@ 93@ 
03CF: load_wav 44623 as 1 

:ZERO2_5473
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_5499 
wait 0 
jump @ZERO2_5473 

:ZERO2_5499
03D1: play_wav 1 

:ZERO2_5503
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_5529 
wait 0 
jump @ZERO2_5503 

:ZERO2_5529
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_5546
if 
fading 
else_jump @ZERO2_5570 
wait 0 
jump @ZERO2_5546 

:ZERO2_5570
Camera.SetAtPos(-2245.026, 126.895, 34.3047)
wait 1000 
fade 1 1000 

:ZERO2_5599
if 
fading 
else_jump @ZERO2_5623 
wait 0 
jump @ZERO2_5599 

:ZERO2_5623
return 

:ZERO2_5625
if 
   not Car.Wrecked(46@(129@,5i))
else_jump @ZERO2_6560 
if 
  103@(129@,5i) == 0 
else_jump @ZERO2_6313 
if or
051D:   car 46@(129@,5i) damaged_by_car 34@ 
031E:   car 46@(129@,5i) hit_by_weapon 31 
else_jump @ZERO2_6313 
103@(129@,5i) = 1 
if or
  129@ == 2 
  129@ == 1 
else_jump @ZERO2_6021 
if 
   not Actor.Dead(36@(129@,5i))
else_jump @ZERO2_6014 
05CF: AS_actor 36@(129@,5i) exit_car 46@(129@,5i) when_at 83@ 84@ 85@ 
0672: AS_actor 36@(129@,5i) attack_car 34@ 
if 
  129@ == 1 
else_jump @ZERO2_5904 
03CF: load_wav 44805 as 1 

:ZERO2_5821
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_5847 
wait 0 
jump @ZERO2_5821 

:ZERO2_5847
00BC: show_text_highpriority GXT 'ZER2_BB' time 10000 flag 1  // ~z~Er hat seine Lieutenants bewaffnet. Sei vorsichtig, Carl!
03D1: play_wav 1 

:ZERO2_5867
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_5893 
wait 0 
jump @ZERO2_5867 

:ZERO2_5893
03D5: remove_text 'ZER2_BB'  // ~z~Er hat seine Lieutenants bewaffnet. Sei vorsichtig, Carl!

:ZERO2_5904
if 
  129@ == 2 
else_jump @ZERO2_6014 
03CF: load_wav 44804 as 1 

:ZERO2_5931
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_5957 
wait 0 
jump @ZERO2_5931 

:ZERO2_5957
00BC: show_text_highpriority GXT 'ZER2_BA' time 10000 flag 1  // ~z~Lass ihn nicht entkommen. Bestrafe ihn fr seine Kriegsverbrechen!
03D1: play_wav 1 

:ZERO2_5977
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_6003 
wait 0 
jump @ZERO2_5977 

:ZERO2_6003
03D5: remove_text 'ZER2_BA'  // ~z~Lass ihn nicht entkommen. Bestrafe ihn fr seine Kriegsverbrechen!

:ZERO2_6014
jump @ZERO2_6102 

:ZERO2_6021
if 
   not Car.Wrecked(46@(129@,5i))
else_jump @ZERO2_6102 
if 
   not Actor.Dead(36@(129@,5i))
else_jump @ZERO2_6102 
if 
   not 129@ == 4 
else_jump @ZERO2_6102 
05D2: AS_actor 36@(129@,5i) run_to_and_hijack_car 46@(129@,5i) max_search_radius 12.0 traffic_behavior 3 

:ZERO2_6102
if or
  129@ == 3 
  129@ == 0 
else_jump @ZERO2_6203 
if 
   not Car.Wrecked(34@)
else_jump @ZERO2_6203 
if 
   not Actor.Dead(51@(129@,5i))
else_jump @ZERO2_6203 
0713: actor 51@(129@,5i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 100 

:ZERO2_6203
if 
  129@ == 0 
else_jump @ZERO2_6313 
03CF: load_wav 44631 as 1 

:ZERO2_6230
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_6256 
wait 0 
jump @ZERO2_6230 

:ZERO2_6256
00BC: show_text_highpriority GXT 'ZER1_FH' time 10000 flag 1  // ~z~Kmpfen oder sterben, Carl, das ist unsere einzige Wahl.
03D1: play_wav 1 

:ZERO2_6276
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_6302 
wait 0 
jump @ZERO2_6276 

:ZERO2_6302
03D5: remove_text 'ZER1_FH'  // ~z~Kmpfen oder sterben, Carl, das ist unsere einzige Wahl.

:ZERO2_6313
if 
  119@ == 4 
else_jump @ZERO2_6560 
if 
   not Car.Wrecked(46@(129@,5i))
else_jump @ZERO2_6560 
if 
01AF:   car 46@(129@,5i) sphere 0 in_sphere 83@ 84@ 85@ radius 50.0 50.0 50.0 
else_jump @ZERO2_6458 
if 
02CA:   car 46@(129@,5i) bounding_sphere_visible 
else_jump @ZERO2_6458 
if 
  98@ == 0 
else_jump @ZERO2_6458 
00BB: show_text_lowpriority GXT 'ZER2_7' time 5000 flag 1  // ~s~Fliege den ferngesteuerten Baron hinter den ~r~Kurier~s~.
98@ = 1 

:ZERO2_6458
if 
01AF:   car 46@(129@,5i) sphere 0 in_sphere 83@ 84@ 85@ radius 30.0 30.0 30.0 
else_jump @ZERO2_6560 
if 
02CA:   car 46@(129@,5i) bounding_sphere_visible 
else_jump @ZERO2_6560 
if 
  98@ == 1 
else_jump @ZERO2_6560 
03E5: show_text_box 'ZER2_30'  // Drcke ~k~~VEHICLE_FIREWEAPON_ALT~, um die Maschinengewehre abzufeuern
98@ = 2 

:ZERO2_6560
jump @ZERO2_6901 

:ZERO2_6567
101@ = 1 
Player.CanMove($PLAYER_CHAR) = False
96@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~Das Flugzeug ist zerstrt!
0151: remove_status_text $7423 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @ZERO2_6698 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ZERO2_6668 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_6688 

:ZERO2_6668
Actor.PutAt($PLAYER_ACTOR, -2244.444, 136.8633, 34.3203)

:ZERO2_6688
Actor.Angle($PLAYER_ACTOR) = 90.0

:ZERO2_6698
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
03CF: load_wav 44622 as 1 

:ZERO2_6723
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_6749 
wait 0 
jump @ZERO2_6723 

:ZERO2_6749
03D1: play_wav 1 

:ZERO2_6753
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_6805 
wait 0 
if 
   not Car.Wrecked(34@)
else_jump @ZERO2_6798 
Car.SetSpeedInstantly(34@, 0.0)

:ZERO2_6798
jump @ZERO2_6753 

:ZERO2_6805
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_6822
if 
fading 
else_jump @ZERO2_6846 
wait 0 
jump @ZERO2_6822 

:ZERO2_6846
Camera.SetAtPos(-2245.026, 126.895, 34.3047)
wait 1000 
fade 1 1000 

:ZERO2_6875
if 
fading 
else_jump @ZERO2_6899 
wait 0 
jump @ZERO2_6875 

:ZERO2_6899
return 

:ZERO2_6901
129@ += 1 
jump @ZERO2_4397 

:ZERO2_6915
if 
  111@ == 1 
else_jump @ZERO2_7012 
if 
  112@ == 1 
else_jump @ZERO2_7012 
if 
  113@ == 1 
else_jump @ZERO2_7012 
if 
  114@ == 1 
else_jump @ZERO2_7012 
if 
  115@ == 1 
else_jump @ZERO2_7012 
110@ = 1 

:ZERO2_7012
jump @ZERO2_2890 

:ZERO2_7019
96@ = 0 
100@ = 0 
116@ = 1 
108@ = 0 
018A: 128@ = create_checkpoint_at -2237.31 140.08 57.23 
03CF: load_wav 44816 as 1 

:ZERO2_7076
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_7102 
wait 0 
jump @ZERO2_7076 

:ZERO2_7102
00BC: show_text_highpriority GXT 'ZER2_EB' time 10000 flag 1  // ~z~Und jetzt bring die Kiste heil nach Hause, bevor dir der Sprit ausgeht!
03D1: play_wav 1 

:ZERO2_7122
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_7148 
wait 0 
jump @ZERO2_7122 

:ZERO2_7148
03D5: remove_text 'ZER2_EB'  // ~z~Und jetzt bring die Kiste heil nach Hause, bevor dir der Sprit ausgeht!
00BC: show_text_highpriority GXT 'ZER2_41' time 5000 flag 1  // ~s~Flieg zurck zu ~y~Zeros Dach.
return 

:ZERO2_7177
if 
   not Car.Wrecked(34@)
else_jump @ZERO2_8352 
02E3: 62@ = car 34@ speed 
if 
00E1:   player 0 pressed_key 16 
else_jump @ZERO2_7262 
007F: 59@ -= unknown_float * 20.0 // (float) 
0087: 61@ = 59@ // (float) 
0073: 61@ /= 60@ // (float) 
61@ *= 100.0 
0090: $7423 = float 61@ to_integer 

:ZERO2_7262
if or
04A4:   58@ == 1 // @ == any 
04A4:   58@ == 3 // @ == any 
else_jump @ZERO2_7297 
020B: explode_car 34@ // versionA 
020B: explode_car 34@ // versionA 

:ZERO2_7297
01BD: 95@ = current_time_in_ms 
if 
81AF:   not car 34@ sphere 0 in_sphere 91@ 92@ 93@ radius 1.5 1.5 1.5 
else_jump @ZERO2_7381 
Car.StorePos(34@, 91@, 92@, 93@)
0085: 94@ = 95@ // (int) 
94@ += 4000 
117@ = 0 

:ZERO2_7381
if 
01AF:   car 34@ sphere 0 in_sphere 91@ 92@ 93@ radius 1.5 1.5 1.5 
else_jump @ZERO2_7889 
if 
001D:   95@ > 94@ // (int) 
else_jump @ZERO2_7889 
if 
  119@ > 3 
else_jump @ZERO2_7889 
if 
  117@ == 0 
else_jump @ZERO2_7496 
03E5: show_text_box 'ZER2_4'  // Drcke ~k~~PED_FIREWEAPON~, um die Selbstzerstrung auszulsen.
117@ = 1 

:ZERO2_7496
if 
00E1:   player 0 pressed_key 17 
else_jump @ZERO2_7889 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 1 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~Das Flugzeug ist zerstrt!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
Car.Health(34@) = 1
0151: remove_status_text $7423 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @ZERO2_7695 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ZERO2_7665 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_7685 

:ZERO2_7665
Actor.PutAt($PLAYER_ACTOR, -2244.444, 136.8633, 34.3203)

:ZERO2_7685
Actor.Angle($PLAYER_ACTOR) = 90.0

:ZERO2_7695
020C: create_explosion_with_radius 0 at 91@ 92@ 93@ 
020B: explode_car 34@ // versionA 
020B: explode_car 34@ // versionA 
020B: explode_car 34@ // versionA 
020B: explode_car 34@ // versionA 
03CF: load_wav 44623 as 1 

:ZERO2_7737
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_7763 
wait 0 
jump @ZERO2_7737 

:ZERO2_7763
03D1: play_wav 1 

:ZERO2_7767
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_7793 
wait 0 
jump @ZERO2_7767 

:ZERO2_7793
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_7810
if 
fading 
else_jump @ZERO2_7834 
wait 0 
jump @ZERO2_7810 

:ZERO2_7834
Camera.SetAtPos(-2245.026, 126.895, 34.3047)
wait 1000 
fade 1 1000 

:ZERO2_7863
if 
fading 
else_jump @ZERO2_7887 
wait 0 
jump @ZERO2_7863 

:ZERO2_7887
return 

:ZERO2_7889
if 
01AF:   car 34@ sphere 1 in_sphere -2237.31 140.08 57.23 radius 4.0 4.0 4.0 
else_jump @ZERO2_8345 
Player.CanMove($PLAYER_CHAR) = False
96@ = 0 
100@ = 1 
116@ = 0 
108@ = 0 
0918: unknown_car 34@ driver_flag 0 
01EC: make_car 34@ very_heavy 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 5000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 5000
0394: play_music 1 
03CF: load_wav 44818 as 1 

:ZERO2_8026
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_8052 
wait 0 
jump @ZERO2_8026 

:ZERO2_8052
00BC: show_text_highpriority GXT 'ZER2_FB' time 10000 flag 1  // ~z~Dieser Geruch, weit du, dieser Ozon-Geruch,
03D1: play_wav 1 

:ZERO2_8072
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_8098 
wait 0 
jump @ZERO2_8072 

:ZERO2_8098
03D5: remove_text 'ZER2_FB'  // ~z~Dieser Geruch, weit du, dieser Ozon-Geruch,
03CF: load_wav 44819 as 1 

:ZERO2_8118
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_8144 
wait 0 
jump @ZERO2_8118 

:ZERO2_8144
00BC: show_text_highpriority GXT 'ZER2_FC' time 10000 flag 1  // ~z~das riecht nach...Sieg!
03D1: play_wav 1 

:ZERO2_8164
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_8190 
wait 0 
jump @ZERO2_8164 

:ZERO2_8190
03D5: remove_text 'ZER2_FC'  // ~z~das riecht nach...Sieg!
04DB: exit_RC_mode // on foot version 
0151: remove_status_text $7423 
Camera.SetAtPos(-2245.026, 126.895, 34.3047)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @ZERO2_8314 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ZERO2_8284 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_8304 

:ZERO2_8284
Actor.PutAt($PLAYER_ACTOR, -2244.444, 136.8633, 34.3203)

:ZERO2_8304
Actor.Angle($PLAYER_ACTOR) = 90.0

:ZERO2_8314
wait 1200 

:ZERO2_8319
if 
fading 
else_jump @ZERO2_8343 
wait 0 
jump @ZERO2_8319 

:ZERO2_8343
return 

:ZERO2_8345
jump @ZERO2_8688 

:ZERO2_8352
101@ = 1 
Player.CanMove($PLAYER_CHAR) = False
96@ = 0 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
32@ = 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @ZERO2_8485 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ZERO2_8455 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_8475 

:ZERO2_8455
Actor.PutAt($PLAYER_ACTOR, -2244.444, 136.8633, 34.3203)

:ZERO2_8475
Actor.Angle($PLAYER_ACTOR) = 90.0

:ZERO2_8485
03CF: load_wav 44622 as 1 

:ZERO2_8494
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_8520 
wait 0 
jump @ZERO2_8494 

:ZERO2_8520
03D1: play_wav 1 

:ZERO2_8524
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_8576 
wait 0 
if 
   not Car.Wrecked(34@)
else_jump @ZERO2_8569 
Car.SetSpeedInstantly(34@, 0.0)

:ZERO2_8569
jump @ZERO2_8524 

:ZERO2_8576
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_8593
if 
fading 
else_jump @ZERO2_8617 
wait 0 
jump @ZERO2_8593 

:ZERO2_8617
Camera.SetAtPos(-2245.026, 126.895, 34.3047)
wait 1000 
fade 1 1000 

:ZERO2_8646
if 
fading 
else_jump @ZERO2_8670 
wait 0 
jump @ZERO2_8646 

:ZERO2_8670
00BC: show_text_highpriority GXT 'ZER2_8' time 10000 flag 1  // ~r~Das Flugzeug ist zerstrt!
return 

:ZERO2_8688
if 
  122@ == 0 
else_jump @ZERO2_8823 
if 
  50 >= $7423 
else_jump @ZERO2_8823 
122@ = 1 
03CF: load_wav 44811 as 1 

:ZERO2_8740
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_8766 
wait 0 
jump @ZERO2_8740 

:ZERO2_8766
00BC: show_text_highpriority GXT 'ZER2_DA' time 10000 flag 1  // ~z~Achte auf den Sprit, Carl, der Tank ist nur noch halb voll!
03D1: play_wav 1 

:ZERO2_8786
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_8812 
wait 0 
jump @ZERO2_8786 

:ZERO2_8812
03D5: remove_text 'ZER2_DA'  // ~z~Achte auf den Sprit, Carl, der Tank ist nur noch halb voll!

:ZERO2_8823
if 
  122@ == 1 
else_jump @ZERO2_8958 
if 
  20 >= $7423 
else_jump @ZERO2_8958 
122@ = 2 
03CF: load_wav 44812 as 1 

:ZERO2_8875
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_8901 
wait 0 
jump @ZERO2_8875 

:ZERO2_8901
00BC: show_text_highpriority GXT 'ZER2_DB' time 10000 flag 1  // ~z~Du hast fast keinen Sprit mehr. Beeil dich!
03D1: play_wav 1 

:ZERO2_8921
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_8947 
wait 0 
jump @ZERO2_8921 

:ZERO2_8947
03D5: remove_text 'ZER2_DB'  // ~z~Du hast fast keinen Sprit mehr. Beeil dich!

:ZERO2_8958
if 
  0 >= $7423 
else_jump @ZERO2_9382 
if 
   not Car.Wrecked(34@)
else_jump @ZERO2_9006 
0918: unknown_car 34@ driver_flag 0 
01EC: make_car 34@ very_heavy 1 

:ZERO2_9006
32@ = 0 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 1 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'ZER2_42' time 5000 flag 1  // ~r~Du hast kein Benzin mehr!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
32@ = 0 
0151: remove_status_text $7423 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @ZERO2_9195 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ZERO2_9165 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_9185 

:ZERO2_9165
Actor.PutAt($PLAYER_ACTOR, -2244.444, 136.8633, 34.3203)

:ZERO2_9185
Actor.Angle($PLAYER_ACTOR) = 90.0

:ZERO2_9195
03CF: load_wav 44623 as 1 

:ZERO2_9204
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_9230 
wait 0 
jump @ZERO2_9204 

:ZERO2_9230
03D1: play_wav 1 

:ZERO2_9234
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_9286 
wait 0 
if 
   not Car.Wrecked(34@)
else_jump @ZERO2_9279 
Car.SetSpeedInstantly(34@, 0.0)

:ZERO2_9279
jump @ZERO2_9234 

:ZERO2_9286
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_9303
if 
fading 
else_jump @ZERO2_9327 
wait 0 
jump @ZERO2_9303 

:ZERO2_9327
Camera.SetAtPos(-2245.026, 126.895, 34.3047)
wait 1000 
fade 1 1000 

:ZERO2_9356
if 
fading 
else_jump @ZERO2_9380 
wait 0 
jump @ZERO2_9356 

:ZERO2_9380
return 

:ZERO2_9382
return 

:ZERO2_9384
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'ZERO_2'  // Supply Lines...
030C: progress_made += 1 
$ZERO_TOTAL_PASSED_MISSIONS += 1 
return 

:ZERO2_9413
return 

:ZERO2_9415
08E7: disable_entrance_markers 0 
0925: restore_camera_to_user_defined 
09B9: show_entered_car_name 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ZERO2_9494 
Player.CanMove($PLAYER_CHAR) = True
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ZERO2_9494 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
Actor.Angle($PLAYER_ACTOR) = 90.0

:ZERO2_9494
$ONMISSION = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
if 
   not Car.Wrecked(35@)
else_jump @ZERO2_9554 
Car.Health(35@) = 300
0587: enable_car 35@ validate_position 1 
Car.SetImmunities(35@, 0, 0, 0, 0, 0)

:ZERO2_9554
Car.RemoveReferences(35@)
01B7: release_weather 
Marker.Disable(128@)
Car.Destroy(46@)
Car.Destroy(47@)
Car.Destroy(48@)
Car.Destroy(49@)
Car.Destroy(50@)
Actor.DestroyInstantly(51@)
Actor.DestroyInstantly(54@)
Marker.Disable(123@)
Marker.Disable(124@)
Marker.Disable(125@)
Marker.Disable(126@)
Marker.Disable(127@)
04DB: exit_RC_mode // on foot version 
Model.Destroy(#TOPFUN)
Model.Destroy(#RCBARON)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#MTBIKE)
Model.Destroy(#SANCHEZ)
0296: unload_special_actor 1 
Actor.DestroyWithFade(57@)
0151: remove_status_text $7423 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
00BE: text_clear_all 
mission_cleanup 
return 

//-------------Mission 74---------------
// Originally: New Model Army

:ZERO4
thread 'ZERO4' 
gosub @ZERO4_47 
if 
wasted_or_busted 
else_jump @ZERO4_38 
gosub @ZERO4_26437 

:ZERO4_38
gosub @ZERO4_26462 
end_thread 

:ZERO4_47
increment_mission_attempts 
$ONMISSION = 1 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
32@ = 0 
33@ = 0 

:ZERO4_133
wait 0 
if 
0736:   NOP_false 32 
else_jump @ZERO4_186 
66@ += 1 
if 
  66@ > 8 
else_jump @ZERO4_184 
66@ = 0 

:ZERO4_184
086A: NOP 

:ZERO4_186
if 
  66@ == 1 
else_jump @ZERO4_396 
008A: $7424 = 34@ // (int) 
008A: $7425 = 35@ // (int) 
008A: $7426 = 62@ // (int) 
008A: $7427 = 64@ // (int) 
008A: $7428 = 63@ // (int) 
008A: $7429 = 65@ // (int) 
008A: $7430 = 32@ // (int) 
008A: $7431 = 33@ // (int) 
065D: NOP $7424 "M_STAGE" 
065D: NOP $7425 "M_GOALS" 
065D: NOP $7426 "DIALOGUE_FLAG" 
065D: NOP $7427 "DIALOGUE_TIMER" 
065D: NOP $7428 "HELP_FLAG" 
065D: NOP $7429 "HELP_TIMER" 
065D: NOP $7430 "TIMERA" 
065D: NOP $7431 "TIMERB" 

:ZERO4_396
if 
  66@ == 2 
else_jump @ZERO4_659 
008A: $7424 = 110@ // (int) 
008A: $7425 = 111@ // (int) 
008A: $7426 = 112@ // (int) 
008A: $7427 = 113@ // (int) 
008A: $7428 = 115@ // (int) 
008A: $7429 = 116@ // (int) 
008A: $7430 = 117@ // (int) 
008A: $7431 = 118@ // (int) 
065D: NOP $7424 "PCAR_PROGRESS" 
065D: NOP $7425 "PCAR_LIVES_LEFT" 
065D: NOP $7426 "FIRST_BRIDGE" 
065D: NOP $7427 "SECOND_BRIDGE" 
065D: NOP $7428 "FIRST_BRIDGE_LAID" 
065D: NOP $7429 "SECOND_BRIDGE_LAID" 
065D: NOP $7430 "FIRST_BRIDGE_PLANK" 
065D: NOP $7431 "SECOND_BRIDGE_PLANK" 

:ZERO4_659
if 
  66@ == 3 
else_jump @ZERO4_916 
008A: $7424 = 119@ // (int) 
008A: $7425 = 120@ // (int) 
008A: $7426 = 121@ // (int) 
008A: $7427 = 122@ // (int) 
008A: $7428 = 123@ // (int) 
008A: $7429 = 102@ // (int) 
008A: $7430 = 103@ // (int) 
008A: $7431 = 124@ // (int) 
065D: NOP $7424 "PCAR_IS_PAUSED" 
065D: NOP $7425 "PCAR_IS_OBSTRUCTED" 
065D: NOP $7426 "BOMB_IS_ARMED" 
065D: NOP $7427 "HELI_IS_CARRYING" 
065D: NOP $7428 "CIRCLE_IS_PRESSED" 
065D: NOP $7429 "RC_BOMB_TIMER" 
065D: NOP $7430 "PHELI_PICKUP_TIMER" 
065D: NOP $7431 "OHELI_FLAG" 

:ZERO4_916
if 
  66@ == 4 
else_jump @ZERO4_1153 
008A: $7424 = 125@ // (int) 
008A: $7425 = 126@ // (int) 
008A: $7426 = 127@ // (int) 
008A: $7427 = 128@ // (int) 
008A: $7428 = 129@ // (int) 
008A: $7429 = 130@ // (int) 
008A: $7430 = 134@ // (int) 
0084: $7431 = $ZERO4_CAR_HEALTH // (int) 
065D: NOP $7424 "OHELI_ROCK" 
065D: NOP $7425 "OHELI_GOTO" 
065D: NOP $7426 "PHELI_LIVES" 
065D: NOP $7427 "OTANK_FLAG[0]" 
065D: NOP $7428 "OTANK_FLAG[1]" 
065D: NOP $7429 "OTANK_FLAG[2]" 
065D: NOP $7430 "RESPAWNED_TANKS" 
065D: NOP $7431 "Z4_PCAR_HEALTH" 

:ZERO4_1153
if 
  66@ == 5 
else_jump @ZERO4_1397 
008A: $7424 = 131@ // (int) 
008A: $7425 = 132@ // (int) 
008A: $7426 = 133@ // (int) 
008A: $7427 = 135@ // (int) 
008A: $7428 = 136@ // (int) 
008A: $7429 = 107@ // (int) 
008A: $7430 = 137@ // (int) 
008A: $7431 = 138@ // (int) 
065D: NOP $7424 "OTANK_GOTO[0]" 
065D: NOP $7425 "OTANK_GOTO[1]" 
065D: NOP $7426 "OTANK_GOTO[2]" 
065D: NOP $7427 "LAST_HEALTH" 
065D: NOP $7428 "BANDIT_TAKING_DAMAGE" 
065D: NOP $7429 "PCAR_TIMER" 
065D: NOP $7430 "PCAR_HALTED" 
065D: NOP $7431 "PCAR_R3_PRESSED" 

:ZERO4_1397
if 
  66@ == 6 
else_jump @ZERO4_1610 
008A: $7424 = 139@ // (int) 
008A: $7425 = 140@ // (int) 
008A: $7426 = 141@ // (int) 
008A: $7427 = 142@ // (int) 
0084: $7428 = $ZERO4_TIME // (int) 
008A: $7429 = 155@ // (int) 
008A: $7430 = 156@ // (int) 
065D: NOP $7424 "OTANK_TARGET[0]" 
065D: NOP $7425 "OTANK_TARGET[1]" 
065D: NOP $7426 "OTANK_TARGET[2]" 
065D: NOP $7427 "CARRIED_OBJECT" 
065D: NOP $7428 "ZERO4_TIMER" 
065D: NOP $7429 "GET_PLANK1" 
065D: NOP $7430 "GET_PLANK2" 

:ZERO4_1610
if 
  66@ == 7 
else_jump @ZERO4_1891 
008A: $7424 = 159@ // (int) 
008A: $7425 = 160@ // (int) 
008A: $7426 = 161@ // (int) 
008A: $7427 = 162@ // (int) 
008A: $7428 = 163@ // (int) 
008A: $7429 = 164@ // (int) 
008A: $7430 = 165@ // (int) 
008A: $7431 = 166@ // (int) 
065D: NOP $7424 "FIRST_PICKUP_HELP" 
065D: NOP $7425 "FIRST_TIME_STUCK_AT_RIVER" 
065D: NOP $7426 "PLANK_BLIP" 
065D: NOP $7427 "STUCK_AT_RIVER_DIALOGUE" 
065D: NOP $7428 "OBSTRUCT_AUDIO1" 
065D: NOP $7429 "OBSTRUCT_AUDIO2" 
065D: NOP $7430 "PLAY_FIRST_TIME_BLOCKED_AUDIO" 
065D: NOP $7431 "BOMB_BLIP" 

:ZERO4_1891
if 
  66@ == 8 
else_jump @ZERO4_2083 
008A: $7424 = 167@ // (int) 
008A: $7425 = 168@ // (int) 
008A: $7426 = 169@ // (int) 
008A: $7427 = 170@ // (int) 
008A: $7428 = 171@ // (int) 
065D: NOP $7424 "FIRST_TIME_TAKING_DAMAGE_FROM_TANK" 
065D: NOP $7425 "BOMB_TANK_DIALOGUE" 
065D: NOP $7426 "DEAD_DIALOGUE" 
065D: NOP $7427 "NEARLY_DEAD_DIALOGUE" 
065D: NOP $7428 "STUCK_AT_RIVER" 

:ZERO4_2083
if 
0736:   NOP_false 98 
else_jump @ZERO4_2105 
38@ = 1 

:ZERO4_2105
if 
0736:   NOP_false 83 
else_jump @ZERO4_2134 
gosub @ZERO4_24198 
36@ = 1 

:ZERO4_2134
if 
0736:   NOP_false 80 
else_jump @ZERO4_2222 
if 
  67@ == 0 
else_jump @ZERO4_2197 
67@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @ZERO4_2222 

:ZERO4_2197
67@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:ZERO4_2222
if 
  67@ == 1 
else_jump @ZERO4_2247 
jump @ZERO4_23828 

:ZERO4_2247
39@ += 1 
if 
  39@ > 9 
else_jump @ZERO4_2279 
39@ = 0 

:ZERO4_2279
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 64@ += 42@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 102@ += 42@ // (int) 
005A: 103@ += 42@ // (int) 
005A: 104@ += 42@ // (int) 
005A: 105@ += 42@ // (int) 
005A: 106@ += 42@ // (int) 
005A: 107@ += 42@ // (int) 
005A: 108@ += 42@ // (int) 
005A: 109@ += 42@ // (int) 
if 
  34@ == 0 
else_jump @ZERO4_6793 
if 
  35@ == -1 
else_jump @ZERO4_2701 
68@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
69@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
70@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
75@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
77@ = Object.Create(#BARREL2, 0.0, 0.0, 0.0)
87@ = Object.Create(#BARREL2, 0.0, 0.0, 0.0)
92@ = Object.Create(#BARREL2, 0.0, 0.0, 0.0)
142@ = Object.Create(#BARREL2, 0.0, 0.0, 0.0)
93@ = Object.Create(#BARREL2, 0.0, 0.0, 0.0)
96@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
76@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
543@ = Car.Create(#PONY, 0.0, 0.0, 0.0)

:ZERO4_2701
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
115@ = 0 
116@ = 0 
117@ = -1 
118@ = -1 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
128@ = 99 
129@ = 99 
130@ = 99 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
$ZERO4_CAR_HEALTH = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
155@ = 0 
156@ = 0 
43@ = 0 

:ZERO4_2953
if 
  12 > 43@ 
else_jump @ZERO4_2996 
143@(43@,12i) = 0 
43@ += 1 
jump @ZERO4_2953 

:ZERO4_2996
157@ = 0 
158@ = 0 
76@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
171@ = 0 
542@ = 0 
172@ = 0 
173@ = -1115.122 
175@ = 1029.26 
177@ = 1342.483 
174@ = -1106.916 
176@ = 1056.403 
178@ = 1342.053 
179@ = -1115.122 
181@ = 1029.26 
183@ = 1342.483 
180@ = -1098.931 
182@ = 1070.193 
184@ = 1341.467 
185@ = -1115.122 
187@ = 1029.26 
189@ = 342.4828 
186@ = -1098.257 
188@ = 1063.368 
190@ = 1341.791 
191@ = -975.6996 
308@ = 1061.162 
425@ = 1344.8 
192@ = -978.6938 
309@ = 1061.163 
426@ = 1344.554 
193@ = -981.6267 
310@ = 1061.594 
427@ = 1343.677 
194@ = -984.4323 
311@ = 1062.194 
428@ = 1342.66 
195@ = -987.3215 
312@ = 1063.042 
429@ = 1341.941 
196@ = -990.1523 
313@ = 1064.209 
430@ = 1341.847 
197@ = -992.064 
314@ = 1066.628 
431@ = 1341.692 
198@ = -994.1041 
315@ = 1068.89 
432@ = 1341.474 
199@ = -996.1589 
316@ = 1071.105 
433@ = 1341.261 
200@ = -998.0826 
317@ = 1073.413 
434@ = 1341.215 
201@ = -1000.138 
318@ = 1075.662 
435@ = 1341.332 
202@ = -1002.858 
319@ = 1076.918 
436@ = 1341.709 
203@ = -1005.518 
320@ = 1078.249 
437@ = 1342.229 
204@ = -1008.56 
321@ = 1078.889 
438@ = 1342.339 
205@ = -1011.59 
322@ = 1079.111 
439@ = 1342.346 
206@ = -1014.66 
323@ = 1079.339 
440@ = 1342.318 
207@ = -1017.696 
324@ = 1079.674 
441@ = 1342.458 
208@ = -1020.666 
325@ = 1080.433 
442@ = 1342.718 
209@ = -1023.609 
326@ = 1081.364 
443@ = 1342.59 
210@ = -1026.497 
327@ = 1082.288 
444@ = 1342.452 
211@ = -1029.534 
328@ = 1082.446 
445@ = 1342.314 
212@ = -1031.727 
329@ = 1080.38 
446@ = 1342.169 
213@ = -1031.45 
330@ = 1077.383 
447@ = 1342.259 
214@ = -1030.556 
331@ = 1074.519 
448@ = 1342.367 
215@ = -1028.476 
332@ = 1072.276 
449@ = 1342.547 
216@ = -1026.12 
333@ = 1070.452 
450@ = 1342.934 
217@ = -1023.345 
334@ = 1069.297 
451@ = 1342.862 
218@ = -1020.924 
335@ = 1067.455 
452@ = 1342.679 
219@ = -1019.808 
336@ = 1064.636 
453@ = 1342.367 
220@ = -1019.498 
337@ = 1061.604 
454@ = 1342.15 
221@ = -1020.352 
338@ = 1058.707 
455@ = 1342.003 
222@ = -1022.205 
339@ = 1056.248 
456@ = 1341.946 
223@ = -1024.654 
340@ = 1054.396 
457@ = 1342.029 
224@ = -1026.949 
341@ = 1052.463 
458@ = 1341.672 
225@ = -1029.535 
342@ = 1050.962 
459@ = 1341.421 
226@ = -1032.204 
343@ = 1049.539 
460@ = 1341.398 
227@ = -1035.146 
344@ = 1048.822 
461@ = 1341.167 
228@ = -1038.131 
345@ = 1048.269 
462@ = 1340.837 
229@ = -1040.29 
346@ = 1046.164 
463@ = 1340.975 
230@ = -1042.149 
347@ = 1043.761 
464@ = 1341.278 
231@ = -1043.827 
348@ = 1041.252 
465@ = 1341.398 
232@ = -1045.285 
349@ = 1038.573 
466@ = 1341.563 
233@ = -1047.242 
350@ = 1036.283 
467@ = 1341.951 
234@ = -1049.558 
351@ = 1034.348 
468@ = 1342.022 
235@ = -1052.581 
352@ = 1034.296 
469@ = 1342.218 
236@ = -1054.624 
353@ = 1036.551 
470@ = 1342.324 
237@ = -1055.726 
354@ = 1039.338 
471@ = 1342.655 
238@ = -1056.591 
355@ = 1042.222 
472@ = 1343.016 
239@ = -1057.64 
356@ = 1045.126 
473@ = 1343.071 
240@ = -1058.867 
357@ = 1047.883 
474@ = 1343.278 
241@ = -1059.966 
358@ = 1050.707 
475@ = 1343.335 
242@ = -1062.282 
359@ = 1052.656 
476@ = 1342.973 
243@ = -1065.312 
360@ = 1052.257 
477@ = 1342.987 
244@ = -1067.413 
361@ = 1050.103 
478@ = 1343.338 
245@ = -1069.68 
362@ = 1048.061 
479@ = 1343.303 
246@ = -1072.397 
363@ = 1046.49 
480@ = 1343.299 
247@ = -1074.844 
364@ = 1044.621 
481@ = 1343.278 
248@ = -1077.279 
365@ = 1042.863 
482@ = 1343.309 
249@ = -1080.09 
366@ = 1041.396 
483@ = 1343.312 
250@ = -1082.901 
367@ = 1039.968 
484@ = 1343.159 
251@ = -1085.723 
368@ = 1038.973 
485@ = 1342.747 
252@ = -1088.693 
369@ = 1038.244 
486@ = 1342.491 
253@ = -1091.744 
370@ = 1038.05 
487@ = 1342.389 
254@ = -1094.634 
371@ = 1038.856 
488@ = 1342.213 
255@ = -1096.468 
372@ = 1041.286 
489@ = 1342.353 
256@ = -1095.897 
373@ = 1044.239 
490@ = 1342.386 
257@ = -1094.407 
374@ = 1046.863 
491@ = 1342.303 
258@ = -1092.616 
375@ = 1049.353 
492@ = 1342.144 
259@ = -1090.795 
376@ = 1051.852 
493@ = 1342.036 
260@ = -1089.037 
377@ = 1054.289 
494@ = 1341.924 
261@ = -1087.131 
378@ = 1056.68 
495@ = 1341.963 
262@ = -1084.63 
379@ = 1058.476 
496@ = 1342.046 
263@ = -1082.026 
380@ = 1060.059 
497@ = 1342.07 
264@ = -1079.68 
381@ = 1061.984 
498@ = 1342.161 
265@ = -1077.382 
382@ = 1064.059 
499@ = 1342.054 
266@ = -1075.023 
383@ = 1066.061 
500@ = 1341.956 
267@ = -1072.544 
384@ = 1067.771 
501@ = 1341.676 
268@ = -1069.934 
385@ = 1069.4 
502@ = 1341.464 
269@ = -1067.392 
386@ = 1071.067 
503@ = 1340.94 
270@ = -1065.172 
387@ = 1073.217 
504@ = 1340.98 
271@ = -1063.084 
388@ = 1075.436 
505@ = 1341.265 
272@ = -1061.741 
389@ = 1078.158 
506@ = 1341.507 
273@ = -1060.928 
390@ = 1081.111 
507@ = 1341.705 
274@ = -1059.851 
391@ = 1083.965 
508@ = 1341.717 
275@ = -1059.096 
392@ = 1086.929 
509@ = 1341.773 
276@ = -1059.464 
393@ = 1089.908 
510@ = 1341.888 
277@ = -1061.656 
394@ = 1092.006 
511@ = 1342.118 
278@ = -1064.414 
395@ = 1093.172 
512@ = 1342.378 
279@ = -1067.396 
396@ = 1093.724 
513@ = 1342.255 
280@ = -1070.372 
397@ = 1094.422 
514@ = 1342.176 
281@ = -1073.385 
398@ = 1094.066 
515@ = 1342.039 
282@ = -1075.899 
399@ = 1092.264 
516@ = 1342.026 
283@ = -1078.33 
400@ = 1090.476 
517@ = 1341.883 
284@ = -1080.692 
401@ = 1088.514 
518@ = 1341.762 
285@ = -1082.786 
402@ = 1086.317 
519@ = 1341.725 
286@ = -1084.715 
403@ = 1083.926 
520@ = 1341.718 
287@ = -1086.711 
404@ = 1081.678 
521@ = 1341.657 
288@ = -1088.739 
405@ = 1079.458 
522@ = 1341.739 
289@ = -1090.599 
406@ = 1077.074 
523@ = 1341.737 
290@ = -1091.925 
407@ = 1074.311 
524@ = 1341.754 
291@ = -1093.073 
408@ = 1071.465 
525@ = 1341.751 
292@ = -1094.317 
409@ = 1068.679 
526@ = 1341.752 
293@ = -1095.859 
410@ = 1066.073 
527@ = 1341.752 
294@ = -1097.911 
411@ = 1063.855 
528@ = 1341.739 
295@ = -1100.731 
412@ = 1062.77 
529@ = 1341.786 
296@ = -1103.847 
413@ = 1062.781 
530@ = 1341.79 
297@ = -1106.772 
414@ = 1061.895 
531@ = 1341.79 
298@ = -1109.576 
415@ = 1060.658 
532@ = 1341.825 
299@ = -1112.578 
416@ = 1060.848 
533@ = 1341.9 
300@ = -1116.12 
417@ = 1059.64 
534@ = 1342.25 
0087: 301@ = 300@ // (float) 
0087: 418@ = 417@ // (float) 
0087: 535@ = 534@ // (float) 
0087: 302@ = 300@ // (float) 
0087: 419@ = 417@ // (float) 
0087: 536@ = 534@ // (float) 
0087: 303@ = 300@ // (float) 
0087: 420@ = 417@ // (float) 
0087: 537@ = 534@ // (float) 
0087: 304@ = 300@ // (float) 
0087: 421@ = 417@ // (float) 
0087: 538@ = 534@ // (float) 
0087: 305@ = 300@ // (float) 
0087: 422@ = 417@ // (float) 
0087: 539@ = 534@ // (float) 
0087: 306@ = 300@ // (float) 
0087: 423@ = 417@ // (float) 
0087: 540@ = 534@ // (float) 
0087: 307@ = 300@ // (float) 
0087: 424@ = 417@ // (float) 
0087: 541@ = 534@ // (float) 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
gosub @ZERO4_26379 

:ZERO4_6793
if 
  34@ == 1 
else_jump @ZERO4_9245 
if 
  35@ == 0 
else_jump @ZERO4_8237 
054C: use_GXT_table 'ZERO4' 
select_interior 6 
02E4: load_cutscene_data 'ZERO_4' 

:ZERO4_6855
if 
86B9:   not cutscene_data_loaded 
else_jump @ZERO4_6879 
wait 0 
jump @ZERO4_6855 

:ZERO4_6879
02E7: start_cutscene 
fade 1 1000 

:ZERO4_6888
if 
82E9:   not cutscene_reached_end 
else_jump @ZERO4_6912 
wait 0 
jump @ZERO4_6888 

:ZERO4_6912
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:ZERO4_6927
if 
fading 
else_jump @ZERO4_6951 
wait 0 
jump @ZERO4_6927 

:ZERO4_6951
select_interior 0 
Player.CanMove($PLAYER_CHAR) = False
09AC: disable_map_icons 1 
09AD: set_vehicle_camera_mode 2 
0253: save_current_time 
set_weather 6 
Player.ClearWantedLevel($PLAYER_CHAR)
03C7: set_sensitivity_to_crime 0.1 
Model.Load(#RCBANDIT)
Model.Load(#RCGOBLIN)
Model.Load(#BMX)
Model.Load(#RCTIGER)
038B: load_requested_models 

:ZERO4_7010
if or
   not Model.Available(#RCBANDIT)
   not Model.Available(#RCGOBLIN)
   not Model.Available(#BMX)
   not Model.Available(#RCTIGER)
else_jump @ZERO4_7052 
wait 0 
jump @ZERO4_7010 

:ZERO4_7052
0860: link_actor $PLAYER_ACTOR to_interior 10 
0395: clear_area 1 at -1004.097 1000.789 1349.749 radius 300.0 
69@ = Car.Create(#BMX, -1004.097, 1000.789, 1349.749)
Car.LockInCurrentPosition(69@) = True
036A: put_actor $PLAYER_ACTOR in_car 69@ 
Car.DoorStatus(69@) = 4
0840: link_car 69@ to_interior 10 
68@ = Car.Create(#RCBANDIT, -975.6997, 1061.162, 1344.8)
Car.Angle(68@) = 90.0
0840: link_car 68@ to_interior 10 
Car.SetImmunities(68@, 0, 1, 1, 0, 0)
Car.Health(68@) = 2000
70@ = Car.Create(#RCGOBLIN, -973.759, 1077.152, 1350.399)
Car.Angle(70@) = 90.0
0840: link_car 70@ to_interior 10 
94@ = Object.Create(#MINI_MAGNET, -973.759, 1077.152, 1344.399)
0681: attach_object 94@ to_car 70@ with_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
Object.CollisionDetection(94@) = True
Car.LockInCurrentPosition(70@) = True
Car.PutAt(70@, -973.759, 1077.152, 1346.399)
0825: set_helicopter 70@ instant_rotor_start 
04A2: set_heli 70@ fly_to -973.759 1077.152 1344.399 altitude_between 344.0 and 3.0 
71@ = Car.Create(#RCGOBLIN, -1131.694, 1041.791, 1350.141)
Car.Angle(71@) = 270.0
0840: link_car 71@ to_interior 10 
98@ = Marker.CreateAboveCar(71@)
07E0: set_marker 98@ type_to 0 
018B: set_marker 98@ radar_mode 2 
Marker.SetIconSize(98@, 2)
95@ = Object.Create(#MINI_MAGNET, -973.759, 1077.152, 1344.399)
0681: attach_object 95@ to_car 71@ with_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
Object.CollisionDetection(95@) = True
0825: set_helicopter 71@ instant_rotor_start 
04A2: set_heli 71@ fly_to -1131.694 1041.791 1344.141 altitude_between 344.0 and 3.0 
77@ = Object.Init(#BARREL2, -1007.213, 1078.535, 1342.682)
78@ = Object.Init(#BARREL2, -1093.137, 1037.856, 1342.732)
79@ = Object.Init(#BARREL2, -1073.466, 1094.407, 1342.322)
0453: set_object 77@ XY_rotation 0.0 90.0 angle 0.0 
0453: set_object 78@ XY_rotation 0.0 90.0 angle 0.0 
0453: set_object 79@ XY_rotation 0.0 90.0 angle 0.0 
87@ = Object.Init(#KMB_PLANK, -973.0, 1064.0, 1344.147)
88@ = Object.Init(#KMB_PLANK, -973.0, 1065.0, 1344.146)
89@ = Object.Init(#KMB_PLANK, -973.0, 1066.0, 1344.144)
90@ = Object.Init(#KMB_PLANK, -973.0, 1067.0, 1344.143)
91@ = Object.Init(#KMB_PLANK, -973.0, 1068.0, 1344.142)
Object.Angle(87@) = 270.0
Object.Angle(88@) = 270.0
Object.Angle(89@) = 270.0
Object.Angle(90@) = 270.0
Object.Angle(91@) = 270.0
92@ = Object.Init(#RCBOMB, -974.5125, 1072.045, 1344.298)
Object.Angle(92@) = 90.0
72@ = Car.Create(#RCTIGER, -1076.873, 1046.542, 1343.365)
73@ = Car.Create(#RCTIGER, -1073.193, 1070.426, 1341.375)
74@ = Car.Create(#RCTIGER, -1106.479, 1060.975, 1341.864)
Car.Angle(72@) = 286.4071
Car.Angle(73@) = 145.4881
Car.Angle(74@) = 278.5302
99@ = Marker.CreateAboveCar(72@)
100@ = Marker.CreateAboveCar(73@)
101@ = Marker.CreateAboveCar(74@)
018B: set_marker 99@ radar_mode 2 
018B: set_marker 100@ radar_mode 2 
018B: set_marker 101@ radar_mode 2 
0840: link_car 72@ to_interior 10 
0840: link_car 73@ to_interior 10 
0840: link_car 74@ to_interior 10 
Marker.SetIconSize(99@, 2)
Marker.SetIconSize(100@, 2)
Marker.SetIconSize(101@, 2)
select_interior 10 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0826: enable_hud 0 
0581: enable_radar 1 
075B: zoom_radar 100 
Camera.SetAtPos(-975.6997, 1061.162, 344.7998)
02A3: enable_widescreen 1 
Camera.SetPosition(-987.9526, 1099.303, 1352.45, 0.0, 0.0, 0.0)
Camera.PointAt(-987.5282, 1098.519, 1351.997, 2)
fade 1 500 

:ZERO4_8170
if 
fading 
else_jump @ZERO4_8194 
wait 0 
jump @ZERO4_8170 

:ZERO4_8194
32@ = 0 
33@ = 0 
62@ = 0 
040D: unload_wav 1 
040D: unload_wav 2 
$AUDIO_LINE_IS_ACTIVE = 0 
35@ += 1 

:ZERO4_8237
if 
  35@ > 0 
else_jump @ZERO4_8728 
if 
  33@ > 1000 
else_jump @ZERO4_8728 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @ZERO4_8728 
0871: init_jump_table 62@ total_jumps 6 default_jump 0 @ZERO4_8714 jumps 0 @ZERO4_8355 1 @ZERO4_8417 2 @ZERO4_8479 3 @ZERO4_8541 4 @ZERO4_8603 5 @ZERO4_8665 -1 @ZERO4_8714 

:ZERO4_8355
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AA'  // ~z~Da, Niemandsland!
04AE: $ACTOR_SPEECH_WAV_FILE = 45200 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 45201 as 2 
jump @ZERO4_8714 

:ZERO4_8417
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AB'  // ~z~Mann, ihr zwei nehmt diese Scheie aber ernst!
04AE: $ACTOR_SPEECH_WAV_FILE = 45201 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 45202 as 1 
jump @ZERO4_8714 

:ZERO4_8479
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AC'  // ~z~Berkleys Hauptquartier liegt jenseits des Niemandslandes.
04AE: $ACTOR_SPEECH_WAV_FILE = 45202 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 45203 as 2 
jump @ZERO4_8714 

:ZERO4_8541
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AD'  // ~z~Ich fahre den Bandit, du fliegst den Goblin und hilfst mir, so gut du kannst!
04AE: $ACTOR_SPEECH_WAV_FILE = 45203 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 45204 as 1 
jump @ZERO4_8714 

:ZERO4_8603
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AE'  // ~z~Wenn ich mit dem Bandit in Berkleys Basis komme, muss er San Francisco fr immer verlassen!
04AE: $ACTOR_SPEECH_WAV_FILE = 45204 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 45205 as 2 
jump @ZERO4_8714 

:ZERO4_8665
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AF'  // ~z~LASST DIE SCHLACHT BEGINNEN!
04AE: $ACTOR_SPEECH_WAV_FILE = 45205 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
jump @ZERO4_8714 

:ZERO4_8714
62@ += 1 
33@ = 0 

:ZERO4_8728
if 
  35@ == 1 
else_jump @ZERO4_8840 
if 
  32@ > 4000 
else_jump @ZERO4_8840 
0460: set_camera_transverse_delay 0.0 time 7000 
Camera.SetPosition(-982.6354, 1055.88, 1348.926, 0.0, 0.0, 0.0)
Camera.PointAt(-981.919, 1056.504, 1348.614, 2)
32@ = 0 
35@ += 1 

:ZERO4_8840
if 
  35@ == 2 
else_jump @ZERO4_8952 
if 
  32@ > 2000 
else_jump @ZERO4_8952 
0460: set_camera_transverse_delay 0.0 time 10000 
Camera.SetPosition(-1137.938, 1058.032, 1355.257, 0.0, 0.0, 0.0)
Camera.PointAt(-1136.989, 1058.099, 1354.947, 1)
32@ = 0 
35@ += 1 

:ZERO4_8952
if 
  35@ == 3 
else_jump @ZERO4_9002 
if and
  62@ > 6 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @ZERO4_9002 
35@ = 99 

:ZERO4_9002
if 
  35@ > 0 
else_jump @ZERO4_9044 
if 
00E1:   player 0 pressed_key 16 
else_jump @ZERO4_9044 
35@ = 99 

:ZERO4_9044
if 
  35@ == 99 
else_jump @ZERO4_9245 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
0460: set_camera_transverse_delay 50.0 time 500 
00BE: text_clear_all 
Camera.SetPosition(-968.2972, 1077.413, 1346.686, 0.0, 0.0, 0.0)
Camera.PointAt(-969.2341, 1077.368, 1346.339, 2)
02A3: enable_widescreen 0 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
if 
   not Car.Wrecked(70@)
else_jump @ZERO4_9207 
Car.LockInCurrentPosition(70@) = False
Car.PutAt(70@, -973.759, 1077.152, 1349.399)
Car.Angle(70@) = 90.0

:ZERO4_9207
if 
   not Car.Wrecked(71@)
else_jump @ZERO4_9230 
Car.LockInCurrentPosition(71@) = False

:ZERO4_9230
wait 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
gosub @ZERO4_26379 

:ZERO4_9245
if 
  34@ == 2 
else_jump @ZERO4_23828 
if 
  35@ == 0 
else_jump @ZERO4_9505 
if 
   not Car.Wrecked(68@)
else_jump @ZERO4_9319 
97@ = Marker.CreateAboveCar(68@)
07E0: set_marker 97@ type_to 1 
Marker.SetIconSize(97@, 2)

:ZERO4_9319
if 
   not Car.Wrecked(70@)
else_jump @ZERO4_9343 
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 70@ // on foot version 

:ZERO4_9343
048A: set_RC_car_detonation 0 // or opcode 04D6 
04D6: enable_RC_car_detonation 0 // or opcode 048A 
07C0: load_path 521 

:ZERO4_9356
if 
87C1:   not path 521 available 
else_jump @ZERO4_9383 
wait 0 
jump @ZERO4_9356 

:ZERO4_9383
if 
   not Car.Wrecked(68@)
else_jump @ZERO4_9417 
05EB: assign_car 68@ to_path 521 
06FD: set_car 68@ speed_on_path_to 0.5 

:ZERO4_9417
110@ = 0 
111@ = 3 
127@ = 3 
$ZERO4_TIME = 480000 
03C3: set_timer_to $ZERO4_TIME type 1 GXT 'Z4_M11' // global_variable  // Timer
04F7: status_text $ZERO4_CAR_HEALTH type 1 line 1 GXT 'Z4_M06' // global_variable  // Bandit
65@ = -1000 
64@ = 10000 
35@ += 1 

:ZERO4_9505
if 
  35@ == 1 
else_jump @ZERO4_23803 
07DF: unknown_rectangle_cornerA -963.0789 1006.747 cornerB -1152.824 1105.155 
if 
87C1:   not path 521 available 
else_jump @ZERO4_9573 
07C0: load_path 521 
jump @ZERO4_23803 

:ZERO4_9573
00C0: set_current_time_hours_to 0 minutes_to 30 
43@ = 0 

:ZERO4_9586
if 
  10 > 43@ 
else_jump @ZERO4_9686 
if 
03CA:   object 77@(43@,10i) exists 
else_jump @ZERO4_9672 
Object.StorePos(77@(43@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  1335.0 > $TEMPVAR_FLOAT_3 
else_jump @ZERO4_9672 
Object.Destroy(77@(43@,10i))

:ZERO4_9672
43@ += 1 
jump @ZERO4_9586 

:ZERO4_9686
43@ = 0 

:ZERO4_9693
if 
  5 > 43@ 
else_jump @ZERO4_9822 
if 
03CA:   object 87@(43@,5i) exists 
else_jump @ZERO4_9808 
Object.StorePos(87@(43@,5i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  1335.0 > $TEMPVAR_FLOAT_3 
else_jump @ZERO4_9808 
Object.PutAt(87@(43@,5i), -973.0, 1064.0, 1345.147)
Object.Angle(87@(43@,5i)) = 270.0

:ZERO4_9808
43@ += 1 
jump @ZERO4_9693 

:ZERO4_9822
43@ = 0 

:ZERO4_9829
if 
  3 > 43@ 
else_jump @ZERO4_9949 
if 
056E:   car 72@(43@,3i) defined 
else_jump @ZERO4_9935 
if 
   not Car.Wrecked(72@(43@,3i))
else_jump @ZERO4_9935 
Car.StorePos(72@(43@,3i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  1335.0 > $TEMPVAR_FLOAT_3 
else_jump @ZERO4_9935 
020B: explode_car 72@(43@,3i) // versionA 

:ZERO4_9935
43@ += 1 
jump @ZERO4_9829 

:ZERO4_9949
if 
03CA:   object 92@ exists 
else_jump @ZERO4_10005 
Object.StorePos(92@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  1335.0 > $TEMPVAR_FLOAT_3 
else_jump @ZERO4_10005 
Object.Destroy(92@)

:ZERO4_10005
if and
  159@ == 0 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @ZERO4_10450 
if 
   not Car.Wrecked(70@)
else_jump @ZERO4_10450 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 70@ with_offset 0.0 0.0 -1.0 
43@ = 0 

:ZERO4_10079
if 
  10 > 43@ 
else_jump @ZERO4_10204 
if 
03CA:   object 77@(43@,10i) exists 
else_jump @ZERO4_10190 
if 
04E6:   object 77@(43@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_10190 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H13'  // Drcke ~k~~PED_FIREWEAPON~, um das Objekt hochzuheben.
159@ += 1 
43@ = 10 

:ZERO4_10190
43@ += 1 
jump @ZERO4_10079 

:ZERO4_10204
if 
  159@ == 0 
else_jump @ZERO4_10354 
43@ = 0 

:ZERO4_10229
if 
  5 > 43@ 
else_jump @ZERO4_10354 
if 
03CA:   object 87@(43@,5i) exists 
else_jump @ZERO4_10340 
if 
04E6:   object 87@(43@,5i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_10340 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H13'  // Drcke ~k~~PED_FIREWEAPON~, um das Objekt hochzuheben.
159@ += 1 
43@ = 5 

:ZERO4_10340
43@ += 1 
jump @ZERO4_10229 

:ZERO4_10354
if 
  159@ == 0 
else_jump @ZERO4_10450 
if 
03CA:   object 92@ exists 
else_jump @ZERO4_10450 
if 
04E6:   object 92@ near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_10450 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H13'  // Drcke ~k~~PED_FIREWEAPON~, um das Objekt hochzuheben.
159@ += 1 

:ZERO4_10450
if and
  159@ == 1 
876F:   not text_priority_displayed 
else_jump @ZERO4_10506 
if 
   not 142@ == 0 
else_jump @ZERO4_10506 
159@ += 1 
03E5: show_text_box 'Z4_H14'  // Drcke ~k~~PED_FIREWEAPON~, um das Objekt abzuwerfen.

:ZERO4_10506
if and
  143@ == 0 
  65@ > 1000 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @ZERO4_10561 
03E5: show_text_box 'Z4_H1'  // Dein Goblin Helikopter verfgt ber einen Magneten, der Objekte anheben kann.
65@ = 0 
143@ += 1 

:ZERO4_10561
if and
  143@ == 1 
  65@ > 1000 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  110@ > 18 
else_jump @ZERO4_10623 
03E5: show_text_box 'Z4_H4'  // Berkleys ~r~Goblin~w~ wird stndig versuchen, deinem ~b~Bandit~w~ den Weg zu versperren.
65@ = 0 
143@ += 1 

:ZERO4_10623
if and
  65@ > 1000 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @ZERO4_10901 
0871: init_jump_table 542@ total_jumps 6 default_jump 0 @ZERO4_10901 jumps 0 @ZERO4_10709 1 @ZERO4_10741 2 @ZERO4_10773 3 @ZERO4_10805 4 @ZERO4_10837 5 @ZERO4_10869 -1 @ZERO4_10901 

:ZERO4_10709
03E5: show_text_box 'Z4_H17'  // Drcke ~k~~VEHICLE_ACCELERATE~, um die Rotor-Drehzahl des Helikopters zu erhhen. Dies bewirkt, dass er steigt.
65@ = 0 
542@ += 1 
jump @ZERO4_10901 

:ZERO4_10741
03E5: show_text_box 'Z4_H18'  // Benutze die Steuerkontrolle, um den Helikopter in die Richtung zu neigen, in die du fliegen willst.
65@ = 0 
542@ += 1 
jump @ZERO4_10901 

:ZERO4_10773
03E5: show_text_box 'Z4_H19'  // Drcke ~k~~VEHICLE_LOOKLEFT~, um den Helikopter gegen den Uhrzeigersinn zu drehen.
65@ = 0 
542@ += 1 
jump @ZERO4_10901 

:ZERO4_10805
03E5: show_text_box 'Z4_H20'  // Drcke ~k~~VEHICLE_LOOKRIGHT~, um den Helikopter im Uhrzeigersinn zu drehen.
65@ = 0 
542@ += 1 
jump @ZERO4_10901 

:ZERO4_10837
03E5: show_text_box 'Z4_H21'  // Drcke ~k~~VEHICLE_BRAKE~, um die Rotor-Drehzahl des Helikopters zu verringern. Dies bewirkt, dass er sinkt.
65@ = 0 
542@ += 1 
jump @ZERO4_10901 

:ZERO4_10869
03E5: show_text_box 'Z4_H22'  // Benutze die Kamerakontrolle, um um den Helikopter herumzusehen
65@ = 0 
542@ += 1 
jump @ZERO4_10901 

:ZERO4_10901
if 
   not 120@ == 0 
else_jump @ZERO4_10962 
if 
  157@ == 1 
else_jump @ZERO4_10962 
if 
  165@ == 0 
else_jump @ZERO4_10962 
165@ += 1 

:ZERO4_10962
if and
  165@ == 1 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @ZERO4_11406 
if 
  165@ == 0 
else_jump @ZERO4_11204 
if 
  64@ > 1000 
else_jump @ZERO4_11204 
0209: 163@ = random_int_in_ranges 0 3 
0209: 164@ = random_int_in_ranges 0 3 
if 
  163@ == 0 
else_jump @ZERO4_11088 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_BA'  // ~z~Berkley versucht, meinen Vormarsch durch Hindernisse zu stoppen!
04AE: $ACTOR_SPEECH_WAV_FILE = 45206 // $ = any 

:ZERO4_11088
if 
  163@ == 1 
else_jump @ZERO4_11130 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_BB'  // ~z~Verflucht seist du mit deiner Blockadetaktik, Berkley!
04AE: $ACTOR_SPEECH_WAV_FILE = 45207 // $ = any 

:ZERO4_11130
if 
  163@ == 2 
else_jump @ZERO4_11172 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_BC'  // ~z~Mir ist der Weg versperrt! Alles wird verloren sein!
04AE: $ACTOR_SPEECH_WAV_FILE = 45208 // $ = any 

:ZERO4_11172
create_thread @AUDIOL -1 0 1 1 0 
64@ = 0 
165@ += 1 

:ZERO4_11204
if 
  165@ == 1 
else_jump @ZERO4_11406 
if 
  64@ > 1000 
else_jump @ZERO4_11406 
if 
  163@ == 0 
else_jump @ZERO4_11283 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_CA'  // ~z~Carl, sei kein Idiot und rum das Fass mit dem Goblin weg!
04AE: $ACTOR_SPEECH_WAV_FILE = 45209 // $ = any 

:ZERO4_11283
if 
  163@ == 1 
else_jump @ZERO4_11325 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_CB'  // ~z~Rum das Fass mit dem Magneten des Goblins weg, Carl.
04AE: $ACTOR_SPEECH_WAV_FILE = 45210 // $ = any 

:ZERO4_11325
if 
  163@ == 2 
else_jump @ZERO4_11367 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_CC'  // ~z~Rum das Hindernis mit dem Goblin aus dem Weg!
04AE: $ACTOR_SPEECH_WAV_FILE = 45211 // $ = any 

:ZERO4_11367
create_thread @AUDIOL -1 0 1 1 0 
64@ = 0 
165@ += 1 
163@ = 0 

:ZERO4_11406
if and
  165@ == 2 
   not 120@ == 0 
else_jump @ZERO4_11490 
if 
  64@ > 1000 
else_jump @ZERO4_11490 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @ZERO4_11490 
03E5: show_text_box 'Z4_H5'  // Du musst alle Hindernisse beseitigen, bevor dein ~b~Bandit ~w~weiter kann.
165@ += 1 
64@ = 0 

:ZERO4_11490
if 
  165@ == 3 
else_jump @ZERO4_11838 
if and
  120@ == 1 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  64@ > 10000 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @ZERO4_11838 
if 
  157@ == 1 
else_jump @ZERO4_11838 
163@ += 1 
if 
  163@ > 4 
else_jump @ZERO4_11595 
163@ = 0 

:ZERO4_11595
0871: init_jump_table 163@ total_jumps 5 default_jump 0 @ZERO4_11813 jumps 0 @ZERO4_11658 1 @ZERO4_11689 2 @ZERO4_11720 3 @ZERO4_11751 4 @ZERO4_11782 -1 @ZERO4_11813 -1 @ZERO4_11813 

:ZERO4_11658
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DA'  // ~z~Carl, rum dieses Hindernis weg!
04AE: $ACTOR_SPEECH_WAV_FILE = 45212 // $ = any 
jump @ZERO4_11813 

:ZERO4_11689
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DB'  // ~z~Carl, ich bin blockiert!
04AE: $ACTOR_SPEECH_WAV_FILE = 45213 // $ = any 
jump @ZERO4_11813 

:ZERO4_11720
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DC'  // ~z~Mir steht noch so ein verdammtes Fass im Weg!
04AE: $ACTOR_SPEECH_WAV_FILE = 45214 // $ = any 
jump @ZERO4_11813 

:ZERO4_11751
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DD'  // ~z~Schnell, Carl, Berkley hat mich schon wieder blockiert!
04AE: $ACTOR_SPEECH_WAV_FILE = 45215 // $ = any 
jump @ZERO4_11813 

:ZERO4_11782
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DE'  // ~z~Verflucht seist du, Berkley! Carl, rum das Fass weg!
04AE: $ACTOR_SPEECH_WAV_FILE = 45216 // $ = any 
jump @ZERO4_11813 

:ZERO4_11813
create_thread @AUDIOL -1 0 1 1 0 
64@ = 0 

:ZERO4_11838
if 
  172@ == 0 
else_jump @ZERO4_11889 
if and
   Car.Wrecked(72@)
   Car.Wrecked(73@)
   Car.Wrecked(74@)
else_jump @ZERO4_11889 
172@ = 1 

:ZERO4_11889
if 
  172@ == 0 
else_jump @ZERO4_12930 
if 
  110@ > 42 
else_jump @ZERO4_12040 
if 
  167@ == 0 
else_jump @ZERO4_12040 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @ZERO4_12040 
if 
  64@ > 1000 
else_jump @ZERO4_12040 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_EA'  // ~z~Berkley setzt Panzer ein!
04AE: $ACTOR_SPEECH_WAV_FILE = 45217 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 
167@ += 1 
64@ = 0 

:ZERO4_12040
if 
  167@ == 1 
else_jump @ZERO4_12155 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @ZERO4_12155 
if 
  64@ > 1000 
else_jump @ZERO4_12155 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_EB'  // ~z~Carl, schnapp dir eine Bombe und schalte alle Panzer aus, die unseren Vormarsch gefhrden!
04AE: $ACTOR_SPEECH_WAV_FILE = 45218 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 
167@ += 1 
64@ = 0 

:ZERO4_12155
if 
  167@ == 2 
else_jump @ZERO4_12296 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $AUDIO_LINE_IS_ACTIVE == 0 
  64@ > 1000 
else_jump @ZERO4_12296 
if 
  549@ == 0 
else_jump @ZERO4_12289 
00BC: show_text_highpriority GXT 'Z4_M26' time 7000 flag 1  // ~s~Hole eine ~g~Bombe~s~ aus der Basis.
if 
03CA:   object 92@ exists 
else_jump @ZERO4_12282 
166@ = Marker.CreateAboveObject(92@)
07E0: set_marker 166@ type_to 1 
167@ += 1 
64@ = 0 

:ZERO4_12282
jump @ZERO4_12296 

:ZERO4_12289
167@ += 1 

:ZERO4_12296
if 
  167@ == 3 
else_jump @ZERO4_12406 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $AUDIO_LINE_IS_ACTIVE == 0 
  64@ > 1000 
else_jump @ZERO4_12406 
if 
   not 549@ == 0 
else_jump @ZERO4_12406 
if 
075C:   marker 166@ enabled 
else_jump @ZERO4_12383 
Marker.Disable(166@)

:ZERO4_12383
00BC: show_text_highpriority GXT 'Z4_M27' time 7000 flag 1  // ~s~Wirf die Bombe jetzt auf ~r~Berkleys Tigers~s~!
167@ += 1 

:ZERO4_12406
if 
  167@ == 4 
else_jump @ZERO4_12471 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  549@ == 0 
else_jump @ZERO4_12471 
03E5: show_text_box 'Z4_H11'  // Es knnen auch andere Objekte auf die ~r~Tigers ~w~abgeworfen werden, um sie zu beschdigen.
167@ += 1 
64@ = 0 

:ZERO4_12471
if 
  167@ == 5 
else_jump @ZERO4_12923 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  64@ > 10000 
  $AUDIO_LINE_IS_ACTIVE == 0 
  545@ == 1 
else_jump @ZERO4_12923 
168@ += 1 
if 
  168@ > 5 
else_jump @ZERO4_12558 
168@ = 0 

:ZERO4_12558
43@ = 0 

:ZERO4_12565
if 
  3 > 43@ 
else_jump @ZERO4_12624 
if 
   not Car.Wrecked(72@(43@,3i))
else_jump @ZERO4_12610 
43@ = 99 

:ZERO4_12610
43@ += 1 
jump @ZERO4_12565 

:ZERO4_12624
if 
  43@ == 99 
else_jump @ZERO4_12916 
0871: init_jump_table 168@ total_jumps 6 default_jump 0 @ZERO4_12891 jumps 0 @ZERO4_12705 1 @ZERO4_12736 2 @ZERO4_12767 3 @ZERO4_12798 4 @ZERO4_12829 5 @ZERO4_12860 -1 @ZERO4_12891 

:ZERO4_12705
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FA'  // ~z~Ich werde getroffen, Carl! Bombardiere Berkleys Panzer!
04AE: $ACTOR_SPEECH_WAV_FILE = 45219 // $ = any 
jump @ZERO4_12891 

:ZERO4_12736
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FB'  // ~z~Bombardiere den Panzer, Carl!
04AE: $ACTOR_SPEECH_WAV_FILE = 45220 // $ = any 
jump @ZERO4_12891 

:ZERO4_12767
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FC'  // ~z~Carl, Berkleys Panzer zerfetzen den Bandit!
04AE: $ACTOR_SPEECH_WAV_FILE = 45221 // $ = any 
jump @ZERO4_12891 

:ZERO4_12798
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FD'  // ~z~Argh! Wo bleibt meine Verstrkung, Carl?
04AE: $ACTOR_SPEECH_WAV_FILE = 45222 // $ = any 
jump @ZERO4_12891 

:ZERO4_12829
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FE'  // ~z~Beschtze den Bandit, Carl, er wird zerschossen!
04AE: $ACTOR_SPEECH_WAV_FILE = 45223 // $ = any 
jump @ZERO4_12891 

:ZERO4_12860
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FF'  // ~z~Bombardiere die Panzer! Bombardiere sie, Carl!
04AE: $ACTOR_SPEECH_WAV_FILE = 45224 // $ = any 
jump @ZERO4_12891 

:ZERO4_12891
create_thread @AUDIOL -1 0 1 1 0 
64@ = 0 

:ZERO4_12916
545@ = 0 

:ZERO4_12923
jump @ZERO4_12951 

:ZERO4_12930
if 
075C:   marker 166@ enabled 
else_jump @ZERO4_12951 
Marker.Disable(166@)

:ZERO4_12951
if 
075C:   marker 166@ enabled 
else_jump @ZERO4_12988 
if 
0685:   object 92@ attached 
else_jump @ZERO4_12988 
Marker.Disable(166@)

:ZERO4_12988
if 
  171@ == 1 
else_jump @ZERO4_13110 
if 
  160@ == 0 
else_jump @ZERO4_13110 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $AUDIO_LINE_IS_ACTIVE == 0 
  64@ > 1000 
else_jump @ZERO4_13110 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_GA'  // ~z~Hol eine Planke aus unserer Basis und berbrcke diesen Spalt!
04AE: $ACTOR_SPEECH_WAV_FILE = 45225 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 
160@ += 1 
64@ = 0 

:ZERO4_13110
if 
  160@ == 1 
else_jump @ZERO4_13248 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $AUDIO_LINE_IS_ACTIVE == 0 
  64@ > 1000 
else_jump @ZERO4_13248 
if 
  171@ == 1 
else_jump @ZERO4_13234 
if 
   not 548@ == 1 
else_jump @ZERO4_13234 
00BC: show_text_highpriority GXT 'Z4_M28' time 7000 flag 1  // ~s~Hole eine ~g~Planke~s~ aus der Basis.
if 
03CA:   object 89@ exists 
else_jump @ZERO4_13234 
161@ = Marker.CreateAboveObject(89@)

:ZERO4_13234
160@ += 1 
64@ = 0 

:ZERO4_13248
if 
  160@ == 2 
else_jump @ZERO4_13372 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $AUDIO_LINE_IS_ACTIVE == 0 
  64@ > 1000 
  548@ == 1 
else_jump @ZERO4_13372 
if 
  171@ == 1 
else_jump @ZERO4_13337 
00BC: show_text_highpriority GXT 'Z4_M29' time 7000 flag 1  // ~s~Wirf die Planke beim Fluss ab, um die Kluft zu berbrcken.

:ZERO4_13337
if 
075C:   marker 161@ enabled 
else_jump @ZERO4_13358 
Marker.Disable(161@)

:ZERO4_13358
160@ += 1 
64@ = 0 

:ZERO4_13372
if and
  160@ == 3 
  171@ == 1 
  $AUDIO_LINE_IS_ACTIVE == 0 
  64@ > 10000 
else_jump @ZERO4_13640 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @ZERO4_13640 
162@ += 1 
if 
  162@ > 2 
else_jump @ZERO4_13459 
162@ = 0 

:ZERO4_13459
0871: init_jump_table 162@ total_jumps 3 default_jump 0 @ZERO4_13615 jumps 0 @ZERO4_13522 1 @ZERO4_13553 2 @ZERO4_13584 -1 @ZERO4_13615 -1 @ZERO4_13615 -1 @ZERO4_13615 -1 @ZERO4_13615 

:ZERO4_13522
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_HA'  // ~z~Carl, ich brauche eine Brcke! Jetzt sofort!
04AE: $ACTOR_SPEECH_WAV_FILE = 45226 // $ = any 
jump @ZERO4_13615 

:ZERO4_13553
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_HB'  // ~z~Hol mir eine Planke, damit ich ber den Fluss komme!
04AE: $ACTOR_SPEECH_WAV_FILE = 45227 // $ = any 
jump @ZERO4_13615 

:ZERO4_13584
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_HC'  // ~z~Carl, da ist keine Brcke, da ist keine Brcke!
04AE: $ACTOR_SPEECH_WAV_FILE = 45228 // $ = any 
jump @ZERO4_13615 

:ZERO4_13615
create_thread @AUDIOL -1 0 1 1 0 
64@ = 0 

:ZERO4_13640
if 
   not Car.Wrecked(68@)
else_jump @ZERO4_14137 
43@ = Car.Health(68@)
if 
  1400 > 43@ 
else_jump @ZERO4_14137 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  64@ > 10000 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @ZERO4_14137 
Car.StorePos(68@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 56@ = $TEMPVAR_FLOAT_1 // (float) 
56@ -= 5.0 
0089: 57@ = $TEMPVAR_FLOAT_2 // (float) 
57@ -= 5.0 
0089: 58@ = $TEMPVAR_FLOAT_3 // (float) 
58@ -= 5.0 
0089: 59@ = $TEMPVAR_FLOAT_1 // (float) 
59@ += 5.0 
0089: 60@ = $TEMPVAR_FLOAT_2 // (float) 
60@ += 5.0 
0089: 61@ = $TEMPVAR_FLOAT_3 // (float) 
61@ += 5.0 
if 
8356:   not explosion_type 11 in_cube_cornerA 56@ 57@ 58@ cornerB 59@ 60@ 61@ 
else_jump @ZERO4_14088 
170@ += 1 
if 
  170@ > 2 
else_jump @ZERO4_13900 
170@ = 0 

:ZERO4_13900
0871: init_jump_table 170@ total_jumps 3 default_jump 0 @ZERO4_14056 jumps 0 @ZERO4_13963 1 @ZERO4_13994 2 @ZERO4_14025 -1 @ZERO4_14056 -1 @ZERO4_14056 -1 @ZERO4_14056 -1 @ZERO4_14056 

:ZERO4_13963
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_KA'  // ~z~Scheie, Carl, dieser Bandit ist fast hinber!
04AE: $ACTOR_SPEECH_WAV_FILE = 45235 // $ = any 
jump @ZERO4_14056 

:ZERO4_13994
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_KB'  // ~z~Dieser Bandit ist gleich am Ende!
04AE: $ACTOR_SPEECH_WAV_FILE = 45236 // $ = any 
jump @ZERO4_14056 

:ZERO4_14025
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_KC'  // ~z~Oh mein Gott, Berkley hat diesen Bandit ziemlich zerschossen!
04AE: $ACTOR_SPEECH_WAV_FILE = 45237 // $ = any 
jump @ZERO4_14056 

:ZERO4_14056
create_thread @AUDIOL -1 0 1 1 0 
64@ = 0 
jump @ZERO4_14137 

:ZERO4_14088
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LC'  // ~z~Carl, auf wessen Seite stehst du eigentlich?
04AE: $ACTOR_SPEECH_WAV_FILE = 45240 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 
64@ = 0 

:ZERO4_14137
if and
  149@ == 99 
  150@ == 0 
else_jump @ZERO4_14207 
if 
  111@ == 3 
else_jump @ZERO4_14207 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H12'  // Wird der ~b~Bandit ~w~zerstrt, so startet ein weiterer aus deiner Basis. Doch Vorsicht, du hast nur 3 ~b~Bandits~w~.
150@ += 1 
65@ = 0 

:ZERO4_14207
if 
  150@ == 1 
else_jump @ZERO4_14232 
150@ = 99 

:ZERO4_14232
if 
   Car.Wrecked(70@)
else_jump @ZERO4_14546 
if 
  122@ == 1 
else_jump @ZERO4_14445 
if 
03CA:   object 142@ exists 
else_jump @ZERO4_14379 
0682: detach_object 142@ 0.0 0.0 0.0 collision_detection 0 
Object.CollisionDetection(94@) = True
122@ = 0 
103@ = 0 
if 
003B:   142@ == 92@ // (int) 
else_jump @ZERO4_14365 
121@ = 1 
04D9: object 92@ set_scripted_collision_check 1 
102@ = 0 

:ZERO4_14365
142@ = 0 
jump @ZERO4_14445 

:ZERO4_14379
if 
056E:   car 76@ defined 
else_jump @ZERO4_14445 
0684: detach_car 76@ 0.0 0.0 0.0 collision_detection 0 
Object.CollisionDetection(94@) = True
122@ = 0 
103@ = 0 
76@ = 0 

:ZERO4_14445
wait 1000 
0085: 543@ = 70@ // (int) 
Car.RemoveReferences(70@)
127@ -= 1 
if 
  127@ > 0 
else_jump @ZERO4_14539 
Camera.SetPosition(-968.2972, 1077.413, 1346.686, 0.0, 0.0, 0.0)
Camera.PointAt(-969.2341, 1077.368, 1346.339, 2)

:ZERO4_14539
70@ = 0 

:ZERO4_14546
if 
   not Car.Wrecked(70@)
else_jump @ZERO4_14621 
if 
  544@ == 1 
else_jump @ZERO4_14621 
if 
  109@ > 10000 
else_jump @ZERO4_14621 
Car.SetImmunities(70@, 0, 0, 0, 0, 0)
544@ = 0 

:ZERO4_14621
if 
  70@ == 0 
else_jump @ZERO4_14968 
if 
   not 127@ == 0 
else_jump @ZERO4_14968 
Camera.Restore
0980: extinguish_all_fires_at -973.759 1077.152 1350.399 radius 200.0 
70@ = Car.Create(#RCGOBLIN, -973.759, 1077.152, 1350.399)
Car.SetImmunities(70@, 1, 1, 1, 1, 1)
544@ = 1 
109@ = 0 
Car.Angle(70@) = 90.0
0825: set_helicopter 70@ instant_rotor_start 
0840: link_car 70@ to_interior 10 
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 70@ // on foot version 
if 
  127@ == 2 
else_jump @ZERO4_14797 
00BC: show_text_highpriority GXT 'Z4_M14' time 5000 flag 1  // ~s~Du hast noch 2 Goblins.

:ZERO4_14797
if 
  127@ == 1 
else_jump @ZERO4_14831 
00BC: show_text_highpriority GXT 'Z4_M23' time 5000 flag 1  // ~s~Dies ist dein letzter Goblin.

:ZERO4_14831
if 
83CA:   not object 94@ exists 
else_jump @ZERO4_14870 
94@ = Object.Create(#MINI_MAGNET, -973.759, 1077.152, 1344.399)

:ZERO4_14870
0681: attach_object 94@ to_car 70@ with_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
Object.CollisionDetection(94@) = True
if 
  127@ == 0 
else_jump @ZERO4_14947 
0338: set_car 70@ visibility 0 
0750: set_object 94@ visibility 0 

:ZERO4_14947
if 
056E:   car 543@ defined 
else_jump @ZERO4_14968 
Car.Destroy(543@)

:ZERO4_14968
if 
  68@ == 0 
else_jump @ZERO4_15361 
68@ = Car.Create(#RCBANDIT, -975.6997, 1061.162, 1344.8)
Car.Angle(68@) = 90.0
0840: link_car 68@ to_interior 10 
Car.SetImmunities(68@, 0, 1, 1, 0, 0)
05EB: assign_car 68@ to_path 521 
06FD: set_car 68@ speed_on_path_to 0.5 
97@ = Marker.CreateAboveCar(68@)
07E0: set_marker 97@ type_to 1 
Car.Health(68@) = 2000
Marker.SetIconSize(97@, 2)
if 
  111@ == 2 
else_jump @ZERO4_15225 
0209: 43@ = random_int_in_ranges 0 2 
if 
  43@ == 0 
else_jump @ZERO4_15183 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MA'  // ~z~Ha, Berkley, ha! Ich hab immer noch zwei Bandits!
04AE: $ACTOR_SPEECH_WAV_FILE = 45242 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 
jump @ZERO4_15225 

:ZERO4_15183
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MB'  // ~z~Zum Glck haben wir noch zwei Bandits brig!
04AE: $ACTOR_SPEECH_WAV_FILE = 45243 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 

:ZERO4_15225
if 
  111@ == 1 
else_jump @ZERO4_15361 
0209: 43@ = random_int_in_ranges 0 2 
if 
  43@ == 0 
else_jump @ZERO4_15319 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MC'  // ~z~Wir haben nur noch einen Bandit, Carl!
04AE: $ACTOR_SPEECH_WAV_FILE = 45244 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 
jump @ZERO4_15361 

:ZERO4_15319
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MD'  // ~z~Nur ein Bandit ist brig, Carl! Beschtze ihn um jeden Preis!
04AE: $ACTOR_SPEECH_WAV_FILE = 45245 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 

:ZERO4_15361
if 
   not Car.Wrecked(68@)
else_jump @ZERO4_15928 
43@ = Car.Health(68@)
if 
  1000 > 43@ 
else_jump @ZERO4_15928 
Car.StorePos(68@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 56@ = $TEMPVAR_FLOAT_1 // (float) 
56@ -= 5.0 
0089: 57@ = $TEMPVAR_FLOAT_2 // (float) 
57@ -= 5.0 
0089: 58@ = $TEMPVAR_FLOAT_3 // (float) 
58@ -= 5.0 
0089: 59@ = $TEMPVAR_FLOAT_1 // (float) 
59@ += 5.0 
0089: 60@ = $TEMPVAR_FLOAT_2 // (float) 
60@ += 5.0 
0089: 61@ = $TEMPVAR_FLOAT_3 // (float) 
61@ += 5.0 
020B: explode_car 68@ // versionA 
if 
8356:   not explosion_type 11 in_cube_cornerA 56@ 57@ 58@ cornerB 59@ 60@ 61@ 
else_jump @ZERO4_15810 
169@ += 1 
if 
  169@ > 2 
else_jump @ZERO4_15596 
169@ = 0 

:ZERO4_15596
0871: init_jump_table 169@ total_jumps 3 default_jump 0 @ZERO4_15752 jumps 0 @ZERO4_15659 1 @ZERO4_15690 2 @ZERO4_15721 -1 @ZERO4_15752 -1 @ZERO4_15752 -1 @ZERO4_15752 -1 @ZERO4_15752 

:ZERO4_15659
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LA'  // ~z~Er hat mich erwischt, er hat mich erledigt!
04AE: $ACTOR_SPEECH_WAV_FILE = 45238 // $ = any 
jump @ZERO4_15752 

:ZERO4_15690
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LB'  // ~z~Du hast zugelassen, dass Berkley meinen Bandit in die Luft jagt!
04AE: $ACTOR_SPEECH_WAV_FILE = 45239 // $ = any 
jump @ZERO4_15752 

:ZERO4_15721
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LD'  // ~z~Verdammter Berkley! Zur Hlle mit dir!
04AE: $ACTOR_SPEECH_WAV_FILE = 45241 // $ = any 
jump @ZERO4_15752 

:ZERO4_15752
create_thread @AUDIOL -1 0 1 1 0 
wait 100 

:ZERO4_15774
if 
  $AUDIO_LINE_IS_ACTIVE == 1 
else_jump @ZERO4_15803 
wait 0 
jump @ZERO4_15774 

:ZERO4_15803
jump @ZERO4_15885 

:ZERO4_15810
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LC'  // ~z~Carl, auf wessen Seite stehst du eigentlich?
04AE: $ACTOR_SPEECH_WAV_FILE = 45240 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 
wait 100 

:ZERO4_15856
if 
  $AUDIO_LINE_IS_ACTIVE == 1 
else_jump @ZERO4_15885 
wait 0 
jump @ZERO4_15856 

:ZERO4_15885
Car.RemoveReferences(68@)
05EC: release_car 68@ from_path 
Marker.Disable(97@)
68@ = 0 
111@ -= 1 
110@ = 0 
137@ = 0 

:ZERO4_15928
if 
056E:   car 71@ defined 
else_jump @ZERO4_16155 
if 
   Car.Wrecked(71@)
else_jump @ZERO4_16155 
if 
03CA:   object 95@ exists 
else_jump @ZERO4_15981 
Object.Destroy(95@)

:ZERO4_15981
if 
03CA:   object 77@(125@,10i) exists 
else_jump @ZERO4_16148 
if 
0685:   object 77@(125@,10i) attached 
else_jump @ZERO4_16148 
0682: detach_object 77@(125@,10i) 0.0 0.0 0.0 collision_detection 0 
Object.CollisionDetection(77@(125@,10i)) = True
if 
09FC:   unknown_object_check 77@(125@,10i) 
else_jump @ZERO4_16148 
Object.StorePos(77@(125@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(77@(125@,10i))
$TEMPVAR_FLOAT_3 += 1.0 
Object.PutAt(77@(125@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(77@(125@,10i)) = $TEMPVAR_ANGLE

:ZERO4_16148
71@ = 0 

:ZERO4_16155
if 
  115@ == 0 
else_jump @ZERO4_16397 
43@ = 0 

:ZERO4_16180
if 
  5 > 43@ 
else_jump @ZERO4_16397 
if 
03CA:   object 87@(43@,5i) exists 
else_jump @ZERO4_16383 
if 
8685:   not object 87@(43@,5i) attached 
else_jump @ZERO4_16383 
if 
04E6:   object 87@(43@,5i) near_point -1043.508 1041.38 1341.294 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_16383 
Object.PutAt(87@(43@,5i), -1043.508, 1041.38, 1341.294)
0453: set_object 87@(43@,5i) XY_rotation -2.77 -2.13 angle -38.12 
Object.KeepInMemory(87@(43@,5i)) = True
097B: play_audio_at_object 87@(43@,5i) event 1009 
115@ = 1 
0085: 117@ = 43@ // (int) 
43@ = 5 

:ZERO4_16383
43@ += 1 
jump @ZERO4_16180 

:ZERO4_16397
if 
  115@ == 1 
else_jump @ZERO4_16480 
if 
03CA:   object 87@(117@,5i) exists 
else_jump @ZERO4_16480 
if 
0685:   object 87@(117@,5i) attached 
else_jump @ZERO4_16480 
Object.KeepInMemory(87@(117@,5i)) = False
115@ = 0 
117@ = -1 

:ZERO4_16480
if 
   not Car.Wrecked(68@)
else_jump @ZERO4_16698 
if 
  119@ == 0 
else_jump @ZERO4_16613 
if 
  115@ == 0 
else_jump @ZERO4_16606 
if 
01AF:   car 68@ sphere 0 in_sphere -1041.83 1044.25 1341.42 radius 1.5 1.5 1.5 
else_jump @ZERO4_16606 
05ED: freeze_car 68@ while_on_path 
119@ = 1 
155@ = 1 
171@ = 1 

:ZERO4_16606
jump @ZERO4_16698 

:ZERO4_16613
if 
  115@ == 1 
else_jump @ZERO4_16698 
if 
01AF:   car 68@ sphere 0 in_sphere -1041.83 1044.25 1341.42 radius 1.5 1.5 1.5 
else_jump @ZERO4_16698 
05EE: unfreeze_car 68@ while_on_path 
119@ = 0 
171@ = 0 

:ZERO4_16698
if 
  155@ == 1 
else_jump @ZERO4_16757 
if 
  147@ == 99 
else_jump @ZERO4_16757 
00BC: show_text_highpriority GXT 'Z4_M20' time 7000 flag 1  // ~s~Hol eine Planke aus deiner Basis.
155@ += 1 

:ZERO4_16757
if 
  155@ == 2 
else_jump @ZERO4_16935 
if 
03CA:   object 142@ exists 
else_jump @ZERO4_16935 
43@ = 0 
44@ = 0 

:ZERO4_16805
if 
  5 > 43@ 
else_jump @ZERO4_16894 
if 
03CA:   object 87@(43@,5i) exists 
else_jump @ZERO4_16880 
if 
003B:   87@(43@,5i) == 142@ // (int) 
else_jump @ZERO4_16880 
44@ = 1 
43@ = 5 

:ZERO4_16880
43@ += 1 
jump @ZERO4_16805 

:ZERO4_16894
if 
  44@ == 1 
else_jump @ZERO4_16935 
00BC: show_text_highpriority GXT 'Z4_M21' time 7000 flag 1  // ~s~Wirf die Planke bei der Flusskreuzung ab.
155@ += 1 

:ZERO4_16935
if 
  155@ == 3 
else_jump @ZERO4_16980 
if 
  115@ == 1 
else_jump @ZERO4_16980 
00BE: text_clear_all 
155@ = 99 

:ZERO4_16980
if 
  116@ == 0 
else_jump @ZERO4_17222 
43@ = 0 

:ZERO4_17005
if 
  5 > 43@ 
else_jump @ZERO4_17222 
if 
03CA:   object 87@(43@,5i) exists 
else_jump @ZERO4_17208 
if 
8685:   not object 87@(43@,5i) attached 
else_jump @ZERO4_17208 
if 
04E6:   object 87@(43@,5i) near_point -1062.833 1076.628 1341.23 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_17208 
Object.PutAt(87@(43@,5i), -1062.833, 1076.628, 1341.23)
0453: set_object 87@(43@,5i) XY_rotation 4.7 -4.77 angle -31.58 
Object.KeepInMemory(87@(43@,5i)) = True
097B: play_audio_at_object 87@(43@,5i) event 1009 
116@ = 1 
0085: 118@ = 43@ // (int) 
43@ = 5 

:ZERO4_17208
43@ += 1 
jump @ZERO4_17005 

:ZERO4_17222
if 
  116@ == 1 
else_jump @ZERO4_17305 
if 
03CA:   object 87@(118@,5i) exists 
else_jump @ZERO4_17305 
if 
0685:   object 87@(118@,5i) attached 
else_jump @ZERO4_17305 
Object.KeepInMemory(87@(118@,5i)) = False
116@ = 0 
118@ = -1 

:ZERO4_17305
if 
   not Car.Wrecked(68@)
else_jump @ZERO4_17523 
if 
  119@ == 0 
else_jump @ZERO4_17438 
if 
  116@ == 0 
else_jump @ZERO4_17431 
if 
01AF:   car 68@ sphere 0 in_sphere -1064.09 1074.37 1341.32 radius 1.5 1.5 1.5 
else_jump @ZERO4_17431 
05ED: freeze_car 68@ while_on_path 
171@ = 1 
119@ = 1 
156@ = 1 

:ZERO4_17431
jump @ZERO4_17523 

:ZERO4_17438
if 
  116@ == 1 
else_jump @ZERO4_17523 
if 
01AF:   car 68@ sphere 0 in_sphere -1064.09 1074.37 1341.32 radius 1.5 1.5 1.5 
else_jump @ZERO4_17523 
05EE: unfreeze_car 68@ while_on_path 
171@ = 0 
119@ = 0 

:ZERO4_17523
if 
  156@ == 1 
else_jump @ZERO4_17564 
00BC: show_text_highpriority GXT 'Z4_M20' time 7000 flag 1  // ~s~Hol eine Planke aus deiner Basis.
156@ += 1 

:ZERO4_17564
if 
  156@ == 2 
else_jump @ZERO4_17742 
if 
03CA:   object 142@ exists 
else_jump @ZERO4_17742 
43@ = 0 
44@ = 0 

:ZERO4_17612
if 
  5 > 43@ 
else_jump @ZERO4_17701 
if 
03CA:   object 87@(43@,5i) exists 
else_jump @ZERO4_17687 
if 
003B:   87@(43@,5i) == 142@ // (int) 
else_jump @ZERO4_17687 
44@ = 1 
43@ = 5 

:ZERO4_17687
43@ += 1 
jump @ZERO4_17612 

:ZERO4_17701
if 
  44@ == 1 
else_jump @ZERO4_17742 
00BC: show_text_highpriority GXT 'Z4_M21' time 7000 flag 1  // ~s~Wirf die Planke bei der Flusskreuzung ab.
156@ += 1 

:ZERO4_17742
if 
  156@ == 3 
else_jump @ZERO4_17787 
if 
  116@ == 1 
else_jump @ZERO4_17787 
00BE: text_clear_all 
156@ = 99 

:ZERO4_17787
if 
  137@ == 0 
else_jump @ZERO4_19148 
if 
  119@ == 0 
else_jump @ZERO4_18441 
if 
  120@ == 0 
else_jump @ZERO4_18434 
if 
   not Car.Wrecked(68@)
else_jump @ZERO4_18434 
108@ = 0 
157@ = 0 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 68@ with_offset 0.0 2.0 0.0 
43@ = 0 

:ZERO4_17907
if 
  10 > 43@ 
else_jump @ZERO4_18094 
if 
03CA:   object 77@(43@,10i) exists 
else_jump @ZERO4_18080 
if 
04E6:   object 77@(43@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_18080 
Object.StorePos(77@(43@,10i), 56@, 57@, 58@)
0509: 46@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 56@ 57@ 
if 
  0.8 > 46@ 
else_jump @ZERO4_18080 
05ED: freeze_car 68@ while_on_path 
119@ = 1 
120@ = 1 
157@ = 1 
jump @ZERO4_18434 

:ZERO4_18080
43@ += 1 
jump @ZERO4_17907 

:ZERO4_18094
43@ = 0 

:ZERO4_18101
if 
  3 > 43@ 
else_jump @ZERO4_18324 
if 
056E:   car 72@(43@,3i) defined 
else_jump @ZERO4_18310 
if 
   not Car.Wrecked(72@(43@,3i))
else_jump @ZERO4_18310 
if 
01AF:   car 72@(43@,3i) sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 2.0 2.0 
else_jump @ZERO4_18310 
Car.StorePos(72@(43@,3i), 56@, 57@, 58@)
0509: 46@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 56@ 57@ 
if 
  0.9 > 46@ 
else_jump @ZERO4_18310 
05ED: freeze_car 68@ while_on_path 
119@ = 1 
120@ = 1 
157@ = 2 
00BC: show_text_highpriority GXT 'Z4_M18' time 5000 flag 1  // ~s~Dein ~b~Bandit~s~ wird von einem lfass blockiert. Hebe das Fass hoch, damit der ~b~Bandit~s~ weiter kann.
jump @ZERO4_18434 

:ZERO4_18310
43@ += 1 
jump @ZERO4_18101 

:ZERO4_18324
if 
   not Car.Wrecked(70@)
else_jump @ZERO4_18408 
if 
01AF:   car 70@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 
else_jump @ZERO4_18408 
05ED: freeze_car 68@ while_on_path 
119@ = 1 
120@ = 1 
jump @ZERO4_18434 

:ZERO4_18408
if 
  120@ == 1 
else_jump @ZERO4_18434 
108@ = 30000 

:ZERO4_18434
jump @ZERO4_19148 

:ZERO4_18441
if 
  120@ == 1 
else_jump @ZERO4_19148 
if 
   not Car.Wrecked(68@)
else_jump @ZERO4_19148 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 68@ with_offset 0.0 2.0 0.0 
120@ = 0 
43@ = 0 

:ZERO4_18518
if 
  10 > 43@ 
else_jump @ZERO4_18693 
if 
03CA:   object 77@(43@,10i) exists 
else_jump @ZERO4_18679 
if 
04E6:   object 77@(43@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 2.0 2.0 flag 0 
else_jump @ZERO4_18679 
Object.StorePos(77@(43@,10i), 56@, 57@, 58@)
0509: 46@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 56@ 57@ 
if 
  0.9 > 46@ 
else_jump @ZERO4_18679 
120@ = 1 
157@ = 1 
jump @ZERO4_19148 

:ZERO4_18679
43@ += 1 
jump @ZERO4_18518 

:ZERO4_18693
43@ = 0 

:ZERO4_18700
if 
  3 > 43@ 
else_jump @ZERO4_18895 
if 
056E:   car 72@(43@,3i) defined 
else_jump @ZERO4_18881 
if 
   not Car.Wrecked(72@(43@,3i))
else_jump @ZERO4_18881 
if 
01AF:   car 72@(43@,3i) sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 
else_jump @ZERO4_18881 
Car.StorePos(72@(43@,3i), 56@, 57@, 58@)
0509: 46@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 56@ 57@ 
if 
  0.8 > 46@ 
else_jump @ZERO4_18881 
120@ = 1 
157@ = 2 
jump @ZERO4_19148 

:ZERO4_18881
43@ += 1 
jump @ZERO4_18700 

:ZERO4_18895
if 
   not Car.Wrecked(70@)
else_jump @ZERO4_18967 
if 
01AF:   car 70@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 
else_jump @ZERO4_18967 
120@ = 1 
jump @ZERO4_19148 

:ZERO4_18967
if and
  120@ == 1 
  108@ > 30000 
  3 > 158@ 
else_jump @ZERO4_19075 
if 
  157@ == 1 
else_jump @ZERO4_19034 
00BB: show_text_lowpriority GXT 'Z4_M18' time 5000 flag 1  // ~s~Dein ~b~Bandit~s~ wird von einem lfass blockiert. Hebe das Fass hoch, damit der ~b~Bandit~s~ weiter kann.

:ZERO4_19034
if 
  157@ == 2 
else_jump @ZERO4_19068 
00BB: show_text_lowpriority GXT 'Z4_M25' time 5000 flag 1  // ~s~Ein ~r~ferngesteuerter TIGER~s~ behindert deinen Bandit. Zerstre den Panzer oder hebe ihn an, damit der Bandit weiter kann.

:ZERO4_19068
108@ = 0 

:ZERO4_19075
if 
  120@ == 0 
else_jump @ZERO4_19148 
05EE: unfreeze_car 68@ while_on_path 
119@ = 0 
157@ = 0 
00BE: text_clear_all 
if and
  108@ > 1000 
  30000 > 108@ 
else_jump @ZERO4_19148 
158@ += 1 

:ZERO4_19148
if 
  137@ == 0 
else_jump @ZERO4_19568 
if 
   not Car.Wrecked(68@)
else_jump @ZERO4_19568 
if 
031E:   car 68@ hit_by_weapon 28 
else_jump @ZERO4_19212 
545@ = 1 
0468: clear_car 68@ last_weapon_damage 

:ZERO4_19212
$ZERO4_CAR_HEALTH = Car.Health(68@)
$ZERO4_CAR_HEALTH += -1000 
008F: 46@ = integer $ZERO4_CAR_HEALTH to_float 
46@ /= 1000.0 
46@ *= 100.0 
0090: $ZERO4_CAR_HEALTH = float 46@ to_integer 
if 
001F:   135@ > $ZERO4_CAR_HEALTH // (int) 
else_jump @ZERO4_19297 
136@ = 1 
107@ = 0 

:ZERO4_19297
008B: 135@ = $ZERO4_CAR_HEALTH // (int) 
if 
  136@ == 1 
else_jump @ZERO4_19393 
if 
  119@ == 1 
else_jump @ZERO4_19353 
05EE: unfreeze_car 68@ while_on_path 
119@ = 0 

:ZERO4_19353
if 
060E:   car 68@ assigned_to_path 
else_jump @ZERO4_19393 
06FD: set_car 68@ speed_on_path_to -0.2 
136@ += 1 
107@ = 0 

:ZERO4_19393
if 
  136@ == 2 
else_jump @ZERO4_19444 
if 
  107@ > 4000 
else_jump @ZERO4_19444 
136@ += 1 
107@ = 0 

:ZERO4_19444
if 
  136@ == 3 
else_jump @ZERO4_19498 
06FD: set_car 68@ speed_on_path_to 0.5 
05ED: freeze_car 68@ while_on_path 
119@ = 1 
107@ = 0 
136@ += 1 

:ZERO4_19498
if 
  136@ == 4 
else_jump @ZERO4_19568 
if 
  107@ > 4000 
else_jump @ZERO4_19568 
05EE: unfreeze_car 68@ while_on_path 
119@ = 0 
136@ = 0 
107@ = 0 
120@ = 0 

:ZERO4_19568
if 
   not Car.Wrecked(70@)
else_jump @ZERO4_20518 
if 
  546@ == 1 
else_jump @ZERO4_20518 
if 
   not 122@ == 0 
else_jump @ZERO4_20511 
if 
  548@ == 1 
else_jump @ZERO4_20062 
Car.StorePos(70@, 56@, 57@, 58@)
02CE: 58@ = ground_z_at 56@ 57@ 58@ 
43@ = 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset 0.0 1.7 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
46@ += 0.5 
if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
else_jump @ZERO4_19746 
43@ = 1 

:ZERO4_19746
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset 0.0 -1.7 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
46@ += 0.5 
if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
else_jump @ZERO4_19819 
43@ = 1 

:ZERO4_19819
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset 0.2 0.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
46@ += 0.5 
if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
else_jump @ZERO4_19892 
43@ = 1 

:ZERO4_19892
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset -0.2 0.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
46@ += 0.5 
if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
else_jump @ZERO4_19965 
43@ = 1 

:ZERO4_19965
if 
  43@ == 1 
else_jump @ZERO4_20048 
Object.CollisionDetection(142@) = False
if 
   not Car.Wrecked(70@)
else_jump @ZERO4_20041 
07D5: set_car 70@ velocity_in_direction_XYZ 0.0 0.0 0.005 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:ZERO4_20041
jump @ZERO4_20062 

:ZERO4_20048
Object.CollisionDetection(142@) = True
546@ = 0 

:ZERO4_20062
if 
  547@ == 1 
else_jump @ZERO4_20504 
Car.StorePos(70@, 56@, 57@, 58@)
02CE: 58@ = ground_z_at 56@ 57@ 58@ 
43@ = 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset 0.0 1.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
46@ += 0.5 
if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
else_jump @ZERO4_20188 
43@ = 1 

:ZERO4_20188
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset 0.0 -1.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
46@ += 0.5 
if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
else_jump @ZERO4_20261 
43@ = 1 

:ZERO4_20261
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset 1.0 0.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
46@ += 0.5 
if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
else_jump @ZERO4_20334 
43@ = 1 

:ZERO4_20334
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 142@ with_offset -1.0 0.0 0.0 
0089: 46@ = $TEMPVAR_FLOAT_3 // (float) 
46@ += 0.5 
if 
0027:   58@ > $TEMPVAR_FLOAT_3 // (float) 
else_jump @ZERO4_20407 
43@ = 1 

:ZERO4_20407
if 
  43@ == 1 
else_jump @ZERO4_20490 
Object.CollisionDetection(142@) = False
if 
   not Car.Wrecked(70@)
else_jump @ZERO4_20483 
07D5: set_car 70@ velocity_in_direction_XYZ 0.0 0.0 0.005 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:ZERO4_20483
jump @ZERO4_20504 

:ZERO4_20490
Object.CollisionDetection(142@) = True
546@ = 0 

:ZERO4_20504
jump @ZERO4_20518 

:ZERO4_20511
546@ = 0 

:ZERO4_20518
if 
   not Car.Wrecked(70@)
else_jump @ZERO4_21716 
if 
  122@ == 0 
else_jump @ZERO4_21420 
if 
  123@ == 0 
else_jump @ZERO4_21389 
if and
00E1:   player 0 pressed_key 17 
  103@ > 1000 
else_jump @ZERO4_21375 
123@ = 1 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 70@ with_offset 0.0 0.0 -1.0 
43@ = 0 

:ZERO4_20638
if 
  10 > 43@ 
else_jump @ZERO4_20924 
if 
03CA:   object 77@(43@,10i) exists 
else_jump @ZERO4_20910 
if 
04E6:   object 77@(43@,10i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_20910 
44@ = 0 
if 
0685:   object 77@(43@,10i) attached 
else_jump @ZERO4_20756 
44@ = 1 

:ZERO4_20756
if 
  44@ == 0 
else_jump @ZERO4_20910 
0085: 142@ = 77@(43@,10i) // (int) 
46@ = Object.Angle(77@(43@,10i))
0681: attach_object 142@ to_car 70@ with_offset 0.0 0.0 -1.2 rotation 0.0 90.0 0.0 
if 
03CA:   object 142@ exists 
else_jump @ZERO4_20860 
097B: play_audio_at_object 142@ event 1009 

:ZERO4_20860
Object.CollisionDetection(94@) = True
050E: unknown_object 142@ unknown_car 70@ 
43@ = 10 
122@ = 1 
547@ = 1 
546@ = 1 
jump @ZERO4_21368 

:ZERO4_20910
43@ += 1 
jump @ZERO4_20638 

:ZERO4_20924
43@ = 0 

:ZERO4_20931
if 
  5 > 43@ 
else_jump @ZERO4_21153 
if 
03CA:   object 87@(43@,5i) exists 
else_jump @ZERO4_21139 
if 
04E6:   object 87@(43@,5i) near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_21139 
0085: 142@ = 87@(43@,5i) // (int) 
0681: attach_object 142@ to_car 70@ with_offset 0.0 0.0 -1.0 rotation 0.0 0.0 0.0 
if 
03CA:   object 142@ exists 
else_jump @ZERO4_21089 
097B: play_audio_at_object 142@ event 1009 

:ZERO4_21089
Object.CollisionDetection(94@) = True
050E: unknown_object 142@ unknown_car 70@ 
43@ = 6 
122@ = 1 
548@ = 1 
546@ = 1 
jump @ZERO4_21368 

:ZERO4_21139
43@ += 1 
jump @ZERO4_20931 

:ZERO4_21153
if 
03CA:   object 92@ exists 
else_jump @ZERO4_21368 
if 
04E6:   object 92@ near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_21368 
0085: 142@ = 92@ // (int) 
0681: attach_object 142@ to_car 70@ with_offset 0.0 0.0 -1.0 rotation 0.0 0.0 0.0 
if 
03CA:   object 142@ exists 
else_jump @ZERO4_21332 
if 
09FC:   unknown_object_check 142@ 
else_jump @ZERO4_21324 
07D5: set_car 70@ velocity_in_direction_XYZ 0.0 0.0 0.1 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:ZERO4_21324
097B: play_audio_at_object 142@ event 1009 

:ZERO4_21332
Object.CollisionDetection(94@) = True
050E: unknown_object 142@ unknown_car 70@ 
122@ = 1 
549@ = 1 
jump @ZERO4_21368 

:ZERO4_21368
jump @ZERO4_21382 

:ZERO4_21375
123@ = 0 

:ZERO4_21382
jump @ZERO4_21413 

:ZERO4_21389
if 
80E1:   not player 0 pressed_key 17 
else_jump @ZERO4_21413 
123@ = 0 

:ZERO4_21413
jump @ZERO4_21716 

:ZERO4_21420
if 
  123@ == 1 
else_jump @ZERO4_21469 
if 
80E1:   not player 0 pressed_key 17 
else_jump @ZERO4_21462 
123@ = 0 

:ZERO4_21462
jump @ZERO4_21716 

:ZERO4_21469
if 
00E1:   player 0 pressed_key 17 
else_jump @ZERO4_21716 
if 
03CA:   object 142@ exists 
else_jump @ZERO4_21643 
if 
89FC:   not unknown_object_check 142@ 
else_jump @ZERO4_21636 
0682: detach_object 142@ 0.0 0.0 0.0 collision_detection 0 
Object.CollisionDetection(94@) = True
122@ = 0 
103@ = 0 
if 
003B:   142@ == 92@ // (int) 
else_jump @ZERO4_21601 
121@ = 1 
04D9: object 92@ set_scripted_collision_check 1 
102@ = 0 

:ZERO4_21601
142@ = 0 
123@ = 1 
549@ = 0 
548@ = 0 
547@ = 0 

:ZERO4_21636
jump @ZERO4_21716 

:ZERO4_21643
if 
056E:   car 76@ defined 
else_jump @ZERO4_21716 
0684: detach_car 76@ 0.0 0.0 0.0 collision_detection 0 
Object.CollisionDetection(94@) = True
122@ = 0 
103@ = 0 
76@ = 0 
123@ = 1 

:ZERO4_21716
if 
03CA:   object 92@ exists 
else_jump @ZERO4_21839 
if 
  121@ == 1 
else_jump @ZERO4_21832 
if or
04DA:   has_object 92@ collided 
  102@ > 10000 
else_jump @ZERO4_21832 
if 
  102@ > 500 
else_jump @ZERO4_21832 
Object.StorePos(92@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
020C: create_explosion_with_radius 11 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Object.Destroy(92@)
121@ = 0 

:ZERO4_21832
jump @ZERO4_21879 

:ZERO4_21839
92@ = Object.Init(#RCBOMB, -974.5125, 1072.045, 1344.298)
Object.Angle(92@) = 90.0
121@ = 0 

:ZERO4_21879
if 
   not Car.Wrecked(68@)
else_jump @ZERO4_22061 
0085: 43@ = 110@ // (int) 

:ZERO4_21903
if 
  117 > 43@ 
else_jump @ZERO4_22036 
if 
   not Car.Wrecked(68@)
else_jump @ZERO4_22015 
if 
01AD:   car 68@ sphere 0 near_point 191@(43@,117f) 308@(43@,117f) radius 1.0 1.0 
else_jump @ZERO4_22001 
0085: 110@ = 43@ // (int) 
110@ += 1 
jump @ZERO4_22008 

:ZERO4_22001
43@ = 117 

:ZERO4_22008
jump @ZERO4_22022 

:ZERO4_22015
110@ = 0 

:ZERO4_22022
43@ += 1 
jump @ZERO4_21903 

:ZERO4_22036
if 
  110@ > 116 
else_jump @ZERO4_22061 
110@ = 116 

:ZERO4_22061
if 
   not Car.Wrecked(71@)
else_jump @ZERO4_23144 
if 
  124@ == 0 
else_jump @ZERO4_22423 
125@ = -1 
43@ = 3 

:ZERO4_22109
if 
  10 > 43@ 
else_jump @ZERO4_22176 
if 
83CA:   not object 77@(43@,10i) exists 
else_jump @ZERO4_22162 
0085: 125@ = 43@ // (int) 
43@ = 10 

:ZERO4_22162
43@ += 1 
jump @ZERO4_22109 

:ZERO4_22176
if 
  125@ > -1 
else_jump @ZERO4_22328 
77@(125@,10i) = Object.Create(#BARREL2, 0.0, 0.0, 0.0)
0681: attach_object 77@(125@,10i) to_car 71@ with_offset 0.0 0.0 -1.2 rotation 0.0 90.0 0.0 
if 
03CA:   object 77@(125@,10i) exists 
else_jump @ZERO4_22295 
097B: play_audio_at_object 77@(125@,10i) event 1009 

:ZERO4_22295
Object.CollisionDetection(95@) = False
050E: unknown_object 77@(125@,10i) unknown_car 71@ 
124@ += 1 
jump @ZERO4_22423 

:ZERO4_22328
43@ = 3 

:ZERO4_22335
if 
  10 > 43@ 
else_jump @ZERO4_22423 
if 
03CA:   object 77@(43@,10i) exists 
else_jump @ZERO4_22409 
if 
82CC:   not object 77@(43@,10i) bounding_sphere_visible 
else_jump @ZERO4_22409 
Object.Destroy(77@(43@,10i))
43@ = 10 

:ZERO4_22409
43@ += 1 
jump @ZERO4_22335 

:ZERO4_22423
if 
  124@ == 1 
else_jump @ZERO4_22538 
0085: 126@ = 110@ // (int) 
126@ += 30 
if 
  126@ > 114 
else_jump @ZERO4_22481 
126@ = 114 

:ZERO4_22481
04DF: set_heli 71@ lean_and_thrust_limiter 0 
0853: unknown_heli 71@ flag 0 
04A2: set_heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) altitude_between 5.0 and 352.0 
124@ += 1 

:ZERO4_22538
if 
  124@ == 2 
else_jump @ZERO4_22821 
if 
01AF:   car 71@ sphere 0 in_sphere 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) radius 5.0 5.0 15.0 
else_jump @ZERO4_22726 
if 
001D:   110@ > 126@ // (int) 
else_jump @ZERO4_22712 
0085: 126@ = 110@ // (int) 
126@ += 10 
if 
  126@ > 114 
else_jump @ZERO4_22669 
126@ = 114 

:ZERO4_22669
04A2: set_heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) altitude_between 5.0 and 352.0 
jump @ZERO4_22719 

:ZERO4_22712
124@ += 1 

:ZERO4_22719
jump @ZERO4_22821 

:ZERO4_22726
if 
001D:   110@ > 126@ // (int) 
else_jump @ZERO4_22821 
0085: 126@ = 110@ // (int) 
126@ += 10 
if 
  126@ > 114 
else_jump @ZERO4_22785 
126@ = 114 

:ZERO4_22785
04A2: set_heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) altitude_between 5.0 and 352.0 

:ZERO4_22821
if 
  124@ == 3 
else_jump @ZERO4_22882 
04A2: set_heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) altitude_between 1.0 and 343.0 
124@ += 1 

:ZERO4_22882
if 
  124@ == 4 
else_jump @ZERO4_22961 
if 
01AF:   car 71@ sphere 0 in_sphere 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) radius 1.5 1.5 5.0 
else_jump @ZERO4_22961 
124@ += 1 

:ZERO4_22961
if 
  124@ == 5 
else_jump @ZERO4_23019 
0682: detach_object 77@(125@,10i) 0.0 0.0 0.0 collision_detection 0 
Object.CollisionDetection(95@) = True
124@ += 1 

:ZERO4_23019
if 
  124@ == 6 
else_jump @ZERO4_23074 
04A2: set_heli 71@ fly_to -1131.694 1041.791 1345.141 altitude_between 5.0 and 350.0 
124@ += 1 

:ZERO4_23074
if 
  124@ == 7 
else_jump @ZERO4_23137 
if 
01AD:   car 71@ sphere 0 near_point -1131.694 1041.791 radius 4.0 4.0 
else_jump @ZERO4_23137 
124@ = 0 

:ZERO4_23137
jump @ZERO4_23179 

:ZERO4_23144
if 
   not 124@ == 99 
else_jump @ZERO4_23179 
Car.RemoveReferences(71@)
Marker.Disable(98@)
124@ = 99 

:ZERO4_23179
43@ = 0 

:ZERO4_23186
if 
  3 > 43@ 
else_jump @ZERO4_23498 
if 
   not Car.Wrecked(72@(43@,3i))
else_jump @ZERO4_23484 
44@ = 0 

:ZERO4_23231
if 
  10 > 44@ 
else_jump @ZERO4_23484 
if 
03CA:   object 77@(44@,10i) exists 
else_jump @ZERO4_23470 
if 
0897:   car 72@(43@,3i) collided_with_object 77@(44@,10i) 
else_jump @ZERO4_23470 
05A8: get_object 77@(44@,10i) speed_to 46@ 
if 
  46@ > 5.0 
else_jump @ZERO4_23386 
45@ = Car.Health(72@(43@,3i))
45@ += -200 
if 
  0 >= 45@ 
else_jump @ZERO4_23374 
45@ = 1 

:ZERO4_23374
Car.Health(72@(43@,3i)) = 45@

:ZERO4_23386
if 
  122@ == 1 
else_jump @ZERO4_23470 
if 
003B:   142@ == 77@(44@,10i) // (int) 
else_jump @ZERO4_23470 
0682: detach_object 142@ 0.0 0.0 0.0 collision_detection 0 
Object.CollisionDetection(94@) = True
122@ = 0 
103@ = 0 

:ZERO4_23470
44@ += 1 
jump @ZERO4_23231 

:ZERO4_23484
43@ += 1 
jump @ZERO4_23186 

:ZERO4_23498
44@ = 0 

:ZERO4_23505
if 
  3 > 44@ 
else_jump @ZERO4_23552 
0085: 551@ = 44@ // (int) 
gosub @ZERO4_24681 
44@ += 1 
jump @ZERO4_23505 

:ZERO4_23552
if 
   not Car.Wrecked(68@)
else_jump @ZERO4_23630 
if 
01AF:   car 68@ sphere 0 in_sphere -1131.6 1057.7 1345.7 radius 2.5 2.5 2.0 
else_jump @ZERO4_23630 
gosub @ZERO4_24198 
36@ = 1 

:ZERO4_23630
if 
0736:   NOP_false 70 
else_jump @ZERO4_23659 
gosub @ZERO4_23930 
37@ = 1 

:ZERO4_23659
if 
  111@ == 0 
else_jump @ZERO4_23707 
gosub @ZERO4_23930 
00BC: show_text_highpriority GXT 'Z4_M15' time 5000 flag 1  // ~r~All deine Bandits wurden zerstrt.
37@ = 1 

:ZERO4_23707
if 
  127@ == 0 
else_jump @ZERO4_23755 
gosub @ZERO4_23930 
00BC: show_text_highpriority GXT 'Z4_M13' time 5000 flag 1  // ~r~All deine Goblins sind zerstrt.
37@ = 1 

:ZERO4_23755
if 
  0 >= $ZERO4_TIME 
else_jump @ZERO4_23803 
gosub @ZERO4_23930 
00BC: show_text_highpriority GXT 'Z4_M12' time 5000 flag 1  // ~r~Die Zeit ist um.
37@ = 1 

:ZERO4_23803
if 
  35@ == 99 
else_jump @ZERO4_23828 
gosub @ZERO4_26379 

:ZERO4_23828
if 
  38@ == 0 
else_jump @ZERO4_23928 
if 
  37@ == 0 
else_jump @ZERO4_23912 
if 
  36@ == 0 
else_jump @ZERO4_23896 
jump @ZERO4_133 
jump @ZERO4_23905 

:ZERO4_23896
gosub @ZERO4_26460 
return 

:ZERO4_23905
jump @ZERO4_23921 

:ZERO4_23912
gosub @ZERO4_26437 
return 

:ZERO4_23921
jump @ZERO4_23930 

:ZERO4_23928
return 

:ZERO4_23930
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03E6: remove_text_box 
014F: stop_timer $ZERO4_TIME 
0151: remove_status_text $ZERO4_CAR_HEALTH 
wait 100 
0209: 62@ = random_int_in_ranges 0 3 
0871: init_jump_table 62@ total_jumps 3 default_jump 0 @ZERO4_24129 jumps 0 @ZERO4_24036 1 @ZERO4_24067 2 @ZERO4_24098 -1 @ZERO4_24129 -1 @ZERO4_24129 -1 @ZERO4_24129 -1 @ZERO4_24129 

:ZERO4_24036
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_NA'  // ~z~Versagt... Ich hoffe, du bist zufrieden, Carl...
04AE: $ACTOR_SPEECH_WAV_FILE = 45246 // $ = any 
jump @ZERO4_24129 

:ZERO4_24067
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_NB'  // ~z~Berkley, wir sind noch nicht fertig miteinander, HRST DU?
04AE: $ACTOR_SPEECH_WAV_FILE = 45247 // $ = any 
jump @ZERO4_24129 

:ZERO4_24098
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_NC'  // ~z~Es liegt immer an einem faulen Soldaten, der die ganze Seite im Stich lsst...oder Carl?
04AE: $ACTOR_SPEECH_WAV_FILE = 45248 // $ = any 
jump @ZERO4_24129 

:ZERO4_24129
create_thread @AUDIOL -1 0 1 1 0 
wait 100 

:ZERO4_24151
if 
  $AUDIO_LINE_IS_ACTIVE == 1 
else_jump @ZERO4_24180 
wait 0 
jump @ZERO4_24151 

:ZERO4_24180
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
return 

:ZERO4_24198
014F: stop_timer $ZERO4_TIME 
0151: remove_status_text $ZERO4_CAR_HEALTH 
62@ = 0 

:ZERO4_24215
if 
  550@ == 0 
else_jump @ZERO4_24679 
wait 0 
if and
  33@ > 1000 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @ZERO4_24672 
0871: init_jump_table 62@ total_jumps 8 default_jump 0 @ZERO4_24622 jumps 0 @ZERO4_24391 1 @ZERO4_24422 2 @ZERO4_24453 3 @ZERO4_24484 4 @ZERO4_24515 5 @ZERO4_24546 6 @ZERO4_24577 
0872: jump_table_jumps 7 @ZERO4_24608 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 -1 @ZERO4_24622 

:ZERO4_24391
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OA'  // ~z~Ha ha! HA!
04AE: $ACTOR_SPEECH_WAV_FILE = 45249 // $ = any 
jump @ZERO4_24622 

:ZERO4_24422
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OB'  // ~z~Berkley, du bist ein Loser, mein Freund!
04AE: $ACTOR_SPEECH_WAV_FILE = 45250 // $ = any 
jump @ZERO4_24622 

:ZERO4_24453
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OC'  // ~z~Krieche beschmt vom Schlachtfeld,
04AE: $ACTOR_SPEECH_WAV_FILE = 45251 // $ = any 
jump @ZERO4_24622 

:ZERO4_24484
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OD'  // ~z~sperr deinen miesen Modell-Versandhandel zu
04AE: $ACTOR_SPEECH_WAV_FILE = 45252 // $ = any 
jump @ZERO4_24622 

:ZERO4_24515
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OE'  // ~z~und VERSCHWINDE AUS MEINER STADT!
04AE: $ACTOR_SPEECH_WAV_FILE = 45253 // $ = any 
jump @ZERO4_24622 

:ZERO4_24546
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OF'  // ~z~Carl, du warst ein Sekundant, wie ihn sich ein Duellant wie ich nur wnschen kann.
04AE: $ACTOR_SPEECH_WAV_FILE = 45254 // $ = any 
jump @ZERO4_24622 

:ZERO4_24577
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OG'  // ~z~Sir, ich salutiere vor Ihnen!
04AE: $ACTOR_SPEECH_WAV_FILE = 45255 // $ = any 
jump @ZERO4_24622 

:ZERO4_24608
550@ = 1 
jump @ZERO4_24622 

:ZERO4_24622
if 
  550@ == 0 
else_jump @ZERO4_24672 
create_thread @AUDIOL -1 0 1 1 0 
33@ = 0 
62@ += 1 

:ZERO4_24672
jump @ZERO4_24215 

:ZERO4_24679
return 

:ZERO4_24681
if 
   not Car.Wrecked(72@(551@,3i))
else_jump @ZERO4_26328 
if 
  139@(551@,3i) == 0 
else_jump @ZERO4_25442 
if 
003B:   39@ == 551@ // (int) 
else_jump @ZERO4_25435 
if 
   not Car.Wrecked(68@)
else_jump @ZERO4_24830 
Car.StorePos(68@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 10.0 10.0 3.0 
else_jump @ZERO4_24830 
0085: 139@(551@,3i) = 68@ // (int) 

:ZERO4_24830
if 
   not 128@(551@,3i) == 99 
else_jump @ZERO4_25435 
if 
  139@(551@,3i) == 0 
else_jump @ZERO4_25435 
if 
  128@(551@,3i) == 0 
else_jump @ZERO4_25063 
0085: 43@ = 131@(551@,3i) // (int) 
if 
  551@ == 0 
else_jump @ZERO4_24956 
02C2: car 72@(551@,3i) drive_to 173@(43@,2f) 175@(43@,2f) 177@(43@,2f) 

:ZERO4_24956
if 
  551@ == 1 
else_jump @ZERO4_25004 
02C2: car 72@(551@,3i) drive_to 179@(43@,2f) 181@(43@,2f) 183@(43@,2f) 

:ZERO4_25004
if 
  551@ == 2 
else_jump @ZERO4_25052 
02C2: car 72@(551@,3i) drive_to 185@(43@,2f) 187@(43@,2f) 189@(43@,2f) 

:ZERO4_25052
128@(551@,3i) += 1 

:ZERO4_25063
if 
  128@(551@,3i) == 1 
else_jump @ZERO4_25435 
0085: 43@ = 131@(551@,3i) // (int) 
if 
  551@ == 0 
else_jump @ZERO4_25195 
if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere 173@(43@,2f) 175@(43@,2f) 177@(43@,2f) radius 2.0 2.0 1.0 
else_jump @ZERO4_25195 
131@(551@,3i) += 1 
128@(551@,3i) = 0 

:ZERO4_25195
if 
  551@ == 1 
else_jump @ZERO4_25293 
if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere 179@(43@,2f) 181@(43@,2f) 183@(43@,2f) radius 2.0 2.0 1.0 
else_jump @ZERO4_25293 
131@(551@,3i) += 1 
128@(551@,3i) = 0 

:ZERO4_25293
if 
  551@ == 2 
else_jump @ZERO4_25391 
if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere 185@(43@,2f) 187@(43@,2f) 189@(43@,2f) radius 2.0 2.0 1.0 
else_jump @ZERO4_25391 
131@(551@,3i) += 1 
128@(551@,3i) = 0 

:ZERO4_25391
if 
  131@(551@,3i) > 1 
else_jump @ZERO4_25435 
128@(551@,3i) = 99 
131@(551@,3i) = 0 

:ZERO4_25435
jump @ZERO4_26321 

:ZERO4_25442
if 
   not Car.Wrecked(139@(551@,3i))
else_jump @ZERO4_26310 
Car.StorePos(139@(551@,3i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 10.0 10.0 3.0 
else_jump @ZERO4_26292 
46@ = Car.Angle(72@(551@,3i))
Car.StorePos(72@(551@,3i), 56@, 57@, 58@)
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to 47@ 
0087: 48@ = 47@ // (float) 
0063: 48@ -= 46@ // (float) 
if 
  48@ > 180.0 
else_jump @ZERO4_25646 
48@ += -360.0 

:ZERO4_25646
if 
  -180.0 > 48@ 
else_jump @ZERO4_25677 
48@ += 360.0 

:ZERO4_25677
48@ *= 0.1 
005B: 46@ += 48@ // (float) 
Car.Angle(72@(551@,3i)) = 46@
if 
  104@(551@,3i) > 500 
else_jump @ZERO4_26285 
Car.StorePos(139@(551@,3i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.StorePos(72@(551@,3i), 56@, 57@, 58@)
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 72@(551@,3i) with_offset 0.0 1.0 0.0 
0089: 53@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 53@ -= 56@ // (float) 
0089: 54@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 54@ -= 57@ // (float) 
0089: 55@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 55@ -= 58@ // (float) 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 46@ 
if 
  5.0 > 46@ 
else_jump @ZERO4_26285 
05A4: get_angle_between_vectors_origin_to 1.0 52@ and_origin_to 1.0 0.0 store_to 46@ 
if 
  45.0 > 46@ 
else_jump @ZERO4_26285 
0407: store_coords_to 552@ 553@ 554@ from_car 72@(551@,3i) with_offset 0.0 1.5 0.35 
Car.StorePos(139@(551@,3i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 552@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 553@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 554@ // (float) 
050A: 46@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 552@ 553@ 554@ 
0073: 50@ /= 46@ // (float) 
0073: 51@ /= 46@ // (float) 
0073: 52@ /= 46@ // (float) 
50@ *= 10.0 
51@ *= 10.0 
52@ *= 10.0 
0087: 555@ = 552@ // (float) 
005B: 555@ += 50@ // (float) 
0087: 556@ = 553@ // (float) 
005B: 556@ += 51@ // (float) 
0087: 557@ = 554@ // (float) 
005B: 557@ += 52@ // (float) 
if 
003B:   139@(551@,3i) == 68@ // (int) 
else_jump @ZERO4_26240 
00BC: show_text_highpriority GXT 'Z4_M19' time 5000 flag 1  // ~s~Ein ~r~Panzer~s~ setzt deinem ~b~Bandit~s~ zu! Greife mit Bomben aus deiner Basis an.

:ZERO4_26240
09F7: play_audio_at_car 72@(551@,3i) event 1157 
06BC: create_M4_shoot_from 552@ 553@ 554@ target 555@ 556@ 557@ energy 50 
104@(551@,3i) = 0 

:ZERO4_26285
jump @ZERO4_26303 

:ZERO4_26292
139@(551@,3i) = 0 

:ZERO4_26303
jump @ZERO4_26321 

:ZERO4_26310
139@(551@,3i) = 0 

:ZERO4_26321
jump @ZERO4_26377 

:ZERO4_26328
if 
075C:   marker 99@(551@,3i) enabled 
else_jump @ZERO4_26368 
Marker.Disable(99@(551@,3i))
104@(551@,3i) = 0 

:ZERO4_26368
Car.RemoveReferences(72@(551@,3i))

:ZERO4_26377
return 

:ZERO4_26379
34@ += 1 
35@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
32@ = 0 
33@ = 0 
return 

:ZERO4_26437
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
wait 5000 
return 

:ZERO4_26460
return 

:ZERO4_26462
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:ZERO4_26476
if 
fading 
else_jump @ZERO4_26500 
wait 0 
jump @ZERO4_26476 

:ZERO4_26500
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
Camera.SetAtPos(-2246.983, 136.9301, 34.3125)
04E4: unknown_refresh_game_renderer_at -2246.983 136.9301 
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
Player.CanMove($PLAYER_CHAR) = True
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2244.669, 132.1672, 34.3203)
Actor.Angle($PLAYER_ACTOR) = 92.111

:ZERO4_26598
if 
04F0:   unknown_actor_check $PLAYER_ACTOR 
else_jump @ZERO4_26625 
wait 0 
jump @ZERO4_26598 

:ZERO4_26625
Actor.PutAt($PLAYER_ACTOR, -2244.669, 132.1672, 34.3203)
Actor.Angle($PLAYER_ACTOR) = 92.111
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Camera.SetAtPos(-2244.669, 132.1672, 34.3203)
057E: set_radar_grey 0 
09AC: disable_map_icons 0 
Car.Destroy(68@)
Car.Destroy(69@)
Car.Destroy(70@)
Car.Destroy(71@)
Car.Destroy(72@)
Car.Destroy(73@)
Car.Destroy(74@)
43@ = 0 

:ZERO4_26726
if 
  10 > 43@ 
else_jump @ZERO4_26767 
Object.Destroy(77@(43@,10i))
43@ += 1 
jump @ZERO4_26726 

:ZERO4_26767
43@ = 0 

:ZERO4_26774
if 
  5 > 43@ 
else_jump @ZERO4_26815 
Object.Destroy(87@(43@,5i))
43@ += 1 
jump @ZERO4_26774 

:ZERO4_26815
Object.Destroy(92@)
0826: enable_hud 1 
014F: stop_timer $ZERO4_TIME 
0151: remove_status_text $ZERO4_CAR_HEALTH 
Model.Destroy(#RCBANDIT)
Model.Destroy(#RCTIGER)
Model.Destroy(#RCGOBLIN)
Model.Destroy(#BMX)
Marker.Disable(97@)
Marker.Disable(98@)
Marker.Disable(99@)
Marker.Disable(100@)
Marker.Disable(101@)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
0254: restore_current_time 
01B7: release_weather 
if 
  36@ == 1 
else_jump @ZERO4_27224 
04A6: $1908 = create_asset_money_pickup_at -2243.007 136.9601 34.8203 money $1907 $1907 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
fade 0 500 

:ZERO4_26970
if 
fading 
else_jump @ZERO4_26994 
wait 0 
jump @ZERO4_26970 

:ZERO4_26994
Camera.SetAtPos(-2254.872, 133.2548, 38.7597)
Camera.SetPosition(-2254.872, 133.2548, 38.7597, 0.0, 0.0, 0.0)
Camera.PointAt(-2253.899, 133.2602, 38.527, 2)
fade 1 500 

:ZERO4_27069
if 
fading 
else_jump @ZERO4_27093 
wait 0 
jump @ZERO4_27069 

:ZERO4_27093
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Unternehmen erworben!
wait 5000 
Camera.SetPosition(-2246.787, 136.6037, 36.2636, 0.0, 0.0, 0.0)
Camera.PointAt(-2245.825, 136.601, 35.9893, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1907 time 6000 flag 1  // Dieses Objekt generiert ab jetzt Einknfte von bis zu $~1~. Hol dir das Geld regelmig ab!
wait 6000 
fade 0 500 

:ZERO4_27200
if 
fading 
else_jump @ZERO4_27224 
wait 0 
jump @ZERO4_27200 

:ZERO4_27224
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BE: text_clear_all 
04DB: exit_RC_mode // on foot version 
if 
  36@ == 1 
else_jump @ZERO4_27317 
01E3: show_text_1number_styled GXT 'M_PASS' number 7000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
0318: set_latest_mission_passed 'ZERO_4'  // New Model Army
030C: progress_made += 1 
Player.Money($PLAYER_CHAR) += 7000
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Marker.Disable($527)
$ZERO_TOTAL_PASSED_MISSIONS += 1 

:ZERO4_27317
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Player.CanMove($PLAYER_CHAR) = True
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 75---------------
// Originally: Monster

:TORENO1
thread 'TORENO1' 
gosub @TORENO1_47 
if 
wasted_or_busted 
else_jump @TORENO1_38 
gosub @TORENO1_14439 

:TORENO1_38
gosub @TORENO1_14529 
end_thread 

:TORENO1_47
$ONMISSION = 1 
increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
01B5: force_weather 14 
054C: use_GXT_table 'TORENO1' 
02E4: load_cutscene_data 'DESERT1' 

:TORENO1_90
if 
86B9:   not cutscene_data_loaded 
else_jump @TORENO1_114 
wait 0 
jump @TORENO1_90 

:TORENO1_114
0395: clear_area 1 at -694.4335 964.9288 11.2431 radius 100.0 
02E7: start_cutscene 
fade 1 1000 

:TORENO1_147
if 
82E9:   not cutscene_reached_end 
else_jump @TORENO1_171 
wait 0 
jump @TORENO1_147 

:TORENO1_171
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:TORENO1_184
if 
fading 
else_jump @TORENO1_208 
wait 0 
jump @TORENO1_184 

:TORENO1_208
02EA: end_cutscene 
01B7: release_weather 
wait 0 
34@ = 0 
41@ = 0 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
48@ = 0 
49@ = 0 
50@ = 0 
51@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
34@ = 0 
40@ = 0 
88@ = 0 
195@ = 33 
36@ = 35 
37@ = 0 
52@ = 582.7242 
59@ = 356.2812 
66@ = 60.2072 
73@ = 52.2072 
53@ = 581.7789 
60@ = 329.3647 
67@ = 0.5427 
74@ = 2.0841 
54@ = 569.0 
61@ = 323.5937 
68@ = 0.7585 
75@ = 3.8106 
55@ = 577.7526 
62@ = 335.6341 
69@ = 0.4929 
76@ = 1.8511 
56@ = 583.3384 
63@ = 355.0323 
70@ = 0.4993 
77@ = 2.637 
57@ = 582.7242 
64@ = 356.2812 
71@ = 64.2072 
78@ = 56.2072 
58@ = 582.7242 
65@ = 356.2812 
72@ = 66.2072 
79@ = 58.2072 
90@ = -824.7935 
125@ = 1078.275 
160@ = 34.9479 
91@ = -955.9566 
126@ = 1359.621 
161@ = 33.8826 
92@ = -1030.999 
127@ = 1446.298 
162@ = 38.34 
93@ = -1132.675 
128@ = 1759.152 
163@ = 35.3673 
94@ = -1088.92 
129@ = 1981.801 
164@ = 125.1471 
95@ = -990.0067 
130@ = 2014.025 
165@ = 113.5758 
96@ = -1028.137 
131@ = 2116.468 
166@ = 88.2456 
97@ = -1102.431 
132@ = 2369.945 
167@ = 84.0834 
98@ = -1130.04 
133@ = 2323.309 
168@ = 87.9125 
99@ = -1150.184 
134@ = 2261.943 
169@ = 96.1878 
100@ = -1293.377 
135@ = 2221.605 
170@ = 98.322 
101@ = -1349.91 
136@ = 2342.396 
171@ = 94.5565 
102@ = -1285.214 
137@ = 2441.422 
172@ = 88.557 
103@ = -1248.606 
138@ = 2596.99 
173@ = 89.817 
104@ = -1174.87 
139@ = 2304.589 
174@ = 113.1954 
105@ = -1094.353 
140@ = 2304.949 
175@ = 85.4543 
106@ = -1108.603 
141@ = 2491.693 
176@ = 79.8438 
107@ = -1224.763 
142@ = 2680.323 
177@ = 46.8193 
108@ = -1333.673 
143@ = 2660.205 
178@ = 49.0624 
109@ = -1622.432 
144@ = 2670.262 
179@ = 53.5027 
110@ = -1646.642 
145@ = 2478.291 
180@ = 85.833 
111@ = -1742.658 
146@ = 2458.663 
181@ = 71.4663 
112@ = -1687.3 
147@ = 2394.693 
182@ = 58.0739 
113@ = -1752.384 
148@ = 2299.294 
183@ = 37.9221 
114@ = -1687.584 
149@ = 2336.405 
184@ = 32.4859 
115@ = -1575.405 
150@ = 2275.412 
185@ = 55.2948 
116@ = -1508.816 
151@ = 1929.009 
186@ = 46.1035 
117@ = -1330.147 
152@ = 1888.01 
187@ = 46.2572 
118@ = -1147.85 
153@ = 1721.926 
188@ = 43.41 
119@ = -1036.475 
154@ = 1564.297 
189@ = 32.8195 
120@ = -995.6179 
155@ = 1395.26 
190@ = 40.9086 
121@ = -810.2653 
156@ = 1149.114 
191@ = 33.024 
122@ = -702.602 
157@ = 1118.19 
192@ = 35.5621 
123@ = -700.9643 
158@ = 955.246 
193@ = 12.7168 
34@ = 0 

:TORENO1_1670
if 
  34 > 34@ 
else_jump @TORENO1_1716 
160@(34@,35f) -= 1.0 
34@ += 1 
jump @TORENO1_1670 

:TORENO1_1716
34@ = 0 
224@ = 0 
225@ = 1 
226@ = 2 
227@ = 0 
228@ = 0 
229@ = 0 
230@ = 0 
231@ = 0 
232@ = 0 
233@ = 0 
05A9: s$7444[1] = 'DES1_BA'  // ~z~Hr zu, hier geht es um Schnelligkeit und Einsatz.
05A9: s$7444[2] = 'DES1_BB'  // ~z~Du hast GPS im Wagen. Fahre jeweils so schnell wie mglich zu den Koordinaten auf der Karte.
05A9: s$7444[3] = 'DES1_BC'  // ~z~Fahre alle Koordinaten ab und bring den Truck dann hierher.
05A9: s$7444[4] = 'DES1_BD'  // ~z~Wenn du den Truck verlierst, bist du gescheitert.
05A9: s$7444[5] = 'DES1_BE'  // ~z~Erstens, was ist ein GPS? Zweitens, wie 'gescheitert'?
05A9: s$7444[6] = 'DES1_BF'  // ~z~Sorry, das brauchst du nicht zu wissen!
05A9: s$7444[7] = 'DES1_BG'  // ~z~Ach, noch was: Dieses Baby hat eine Vierradlenkung statt einer Handbremse.
05A9: s$7444[8] = 'DES1_BH'  // ~z~Viel Glck!
05A9: s$7444[9] = 'DES1_CA'  // ~z~Okay, der Boss hat sich nicht in dir getuscht!
05A9: s$7444[10] = 'DES1_CB'  // ~z~Gar nicht bel. Hab 'nen halben Stnder.
05A9: s$7444[11] = 'DES1_CC'  // ~z~Junge, um Haaresbreite.
05A9: s$7444[12] = 'DES1_CD'  // ~z~Der Boss meldet sich bei dir.
05A9: s$7444[13] = 'DES1_CE'  // ~z~Sorry, Kumpel, du bist nicht das, was der Boss sucht.
05A9: s$7444[14] = 'DES1_CF'  // ~z~Glck.
05A9: s$7444[15] = 'DES1_CG'  // ~z~Ziemlich gut fr einen Ghetto Boy...
05A9: s$7444[16] = 'DES1_BJ'  // ~z~Und drittens, wer zum Teufel bist du?
04AF: 208@ = 12817 // @ = any 
04AF: 209@ = 12818 // @ = any 
04AF: 210@ = 12819 // @ = any 
04AF: 211@ = 12820 // @ = any 
04AF: 212@ = 12821 // @ = any 
04AF: 213@ = 12822 // @ = any 
04AF: 214@ = 12823 // @ = any 
04AF: 215@ = 12824 // @ = any 
04AF: 216@ = 12826 // @ = any 
04AF: 217@ = 12827 // @ = any 
04AF: 218@ = 12828 // @ = any 
04AF: 219@ = 12829 // @ = any 
04AF: 220@ = 12830 // @ = any 
04AF: 221@ = 12831 // @ = any 
04AF: 222@ = 12832 // @ = any 
04AF: 223@ = 12825 // @ = any 
05A9: s$7434 = 'DES1_45'  // BEDDOES
05A9: s$7436 = 'DES1_46'  // MCMAHON
05A9: s$7438 = 'DES1_47'  // BOLT
05A9: s$7440 = 'DES1_48'  // TAYLOR
05A9: s$7442 = 'DES1_49'  // WONG
200@ = 260 
201@ = 300 
202@ = 330 
203@ = 360 
204@ = 390 
205@ = 0 
0169: set_fade_color_RGB 0 0 0 
wait 0 
fade 0 1500 

:TORENO1_2281
if 
fading 
else_jump @TORENO1_2305 
wait 0 
jump @TORENO1_2281 

:TORENO1_2305
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Model.Load(#MONSTER)
Model.Load(#WBDYG2)
04ED: load_animation "GANGS" 

:TORENO1_2334
if or
   not Model.Available(#MONSTER)
   not Model.Available(#WBDYG2)
84EE:   not animation "GANGS" loaded 
else_jump @TORENO1_2374 
wait 0 
jump @TORENO1_2334 

:TORENO1_2374
0395: clear_area 1 at -694.4335 964.9288 11.2431 radius 50.0 
80@ = Car.Create(#MONSTER, -694.4335, 964.9288, 11.2431)
Car.Angle(80@) = 85.85
Car.LockInCurrentPosition(80@) = True
81@ = Actor.Create(Mission1, #WBDYG2, -698.2989, 963.026, 11.3035)
Actor.Angle(81@) = 211.0638
39@ = Car.Health(80@)
Actor.PutAt($PLAYER_ACTOR, -697.7833, 961.7714, 11.2955)
Actor.Angle($PLAYER_ACTOR) = 15.8778
Camera.SetPosition(-699.15, 961.41, 12.76, 0.0, 0.0, 0.0)
Camera.PointAt(-685.7, 971.97, 13.1, 2)
09B9: show_entered_car_name 0 
09BA: show_entered_zone_name 0 
fade 1 1500 

:TORENO1_2576
if 
fading 
else_jump @TORENO1_2600 
wait 0 
jump @TORENO1_2576 

:TORENO1_2600
if 
   not Actor.Dead(81@)
else_jump @TORENO1_2632 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 81@ 20000 ms 
0687: clear_actor 81@ task 

:TORENO1_2632
224@ = 0 
225@ = 1 
226@ = 2 
227@ = 0 
233@ = 0 
228@ = 0 
0707: start_scene_skip_to @TORENO1_4801 

:TORENO1_2681
wait 0 
if 
  228@ == 0 
else_jump @TORENO1_4801 
if 
   not 224@ == 0 
else_jump @TORENO1_3068 
if 
  227@ == 0 
else_jump @TORENO1_2767 
if 
03D0:   wav 226@ loaded 
else_jump @TORENO1_2760 
040D: unload_wav 226@ 

:TORENO1_2760
227@ = 1 

:TORENO1_2767
if 
  227@ == 1 
else_jump @TORENO1_2804 
03CF: load_wav 207@(224@,17i) as 225@ 
227@ = 2 

:TORENO1_2804
if 
  227@ == 2 
else_jump @TORENO1_2864 
if 
03D0:   wav 225@ loaded 
else_jump @TORENO1_2864 
03D1: play_wav 225@ 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
227@ = 3 

:TORENO1_2864
if 
  227@ == 3 
else_jump @TORENO1_3068 
if 
03D2:   wav 225@ ended 
else_jump @TORENO1_3007 
03D5: remove_text $7444(224@,17s) 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_2928 
0968: actor 81@ stop_mouth 

:TORENO1_2928
0968: actor $PLAYER_ACTOR stop_mouth 
if 
  225@ == 1 
else_jump @TORENO1_2972 
225@ = 2 
226@ = 1 
jump @TORENO1_2986 

:TORENO1_2972
225@ = 1 
226@ = 2 

:TORENO1_2986
224@ = 0 
227@ = 0 
jump @TORENO1_3068 

:TORENO1_3007
if 
83D0:   not wav 226@ loaded 
else_jump @TORENO1_3068 
if 
  8 > 224@ 
else_jump @TORENO1_3068 
0085: 233@ = 224@ // (int) 
233@ += 1 
03CF: load_wav 207@(233@,17i) as 226@ 

:TORENO1_3068
0871: init_jump_table 229@ total_jumps 9 default_jump 1 @TORENO1_4701 jumps 0 @TORENO1_3196 1 @TORENO1_3312 2 @TORENO1_3468 3 @TORENO1_3624 4 @TORENO1_3780 5 @TORENO1_4010 6 @TORENO1_4150 
0872: jump_table_jumps 7 @TORENO1_4311 8 @TORENO1_4531 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 -1 @TORENO1_4794 

:TORENO1_3196
if 
  227@ == 0 
else_jump @TORENO1_3305 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_3286 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 

:TORENO1_3286
224@ = 1 
229@ = 1 
01BD: 232@ = current_time_in_ms 

:TORENO1_3305
jump @TORENO1_4794 

:TORENO1_3312
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
if 
  230@ > 1000 
else_jump @TORENO1_3461 
if 
  227@ == 0 
else_jump @TORENO1_3461 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_3442 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 

:TORENO1_3442
224@ = 2 
229@ = 2 
01BD: 232@ = current_time_in_ms 

:TORENO1_3461
jump @TORENO1_4794 

:TORENO1_3468
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
if 
  230@ > 1000 
else_jump @TORENO1_3617 
if 
  227@ == 0 
else_jump @TORENO1_3617 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_3598 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation_sequence "PRTIAL_GNGTLKF" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 

:TORENO1_3598
224@ = 3 
229@ = 3 
01BD: 232@ = current_time_in_ms 

:TORENO1_3617
jump @TORENO1_4794 

:TORENO1_3624
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
if 
  230@ > 1000 
else_jump @TORENO1_3773 
if 
  227@ == 0 
else_jump @TORENO1_3773 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_3754 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 

:TORENO1_3754
224@ = 4 
229@ = 4 
01BD: 232@ = current_time_in_ms 

:TORENO1_3773
jump @TORENO1_4794 

:TORENO1_3780
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
if 
  230@ > 1000 
else_jump @TORENO1_4003 
if 
  227@ == 0 
else_jump @TORENO1_4003 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_3877 
0968: actor 81@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0687: clear_actor 81@ task 
0687: clear_actor 81@ task 

:TORENO1_3877
0615: define_AS_pack_begin 87@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKF" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 87@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 
224@ = 5 
229@ = 5 
01BD: 232@ = current_time_in_ms 

:TORENO1_4003
jump @TORENO1_4794 

:TORENO1_4010
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
if 
  230@ > 1000 
else_jump @TORENO1_4143 
if 
  227@ == 0 
else_jump @TORENO1_4143 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
224@ = 16 
229@ = 6 
01BD: 232@ = current_time_in_ms 

:TORENO1_4143
jump @TORENO1_4794 

:TORENO1_4150
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
if 
  230@ > 1000 
else_jump @TORENO1_4304 
if 
  227@ == 0 
else_jump @TORENO1_4304 
0687: clear_actor $PLAYER_ACTOR task 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_4285 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 

:TORENO1_4285
224@ = 6 
229@ = 7 
01BD: 232@ = current_time_in_ms 

:TORENO1_4304
jump @TORENO1_4794 

:TORENO1_4311
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
if 
  230@ > 1000 
else_jump @TORENO1_4524 
if 
  227@ == 0 
else_jump @TORENO1_4524 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_4505 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0615: define_AS_pack_begin 87@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 87@ 
0618: assign_actor 81@ to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 

:TORENO1_4505
224@ = 7 
229@ = 8 
01BD: 232@ = current_time_in_ms 

:TORENO1_4524
jump @TORENO1_4794 

:TORENO1_4531
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
if 
  230@ > 1000 
else_jump @TORENO1_4694 
if 
  227@ == 0 
else_jump @TORENO1_4694 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_4646 
0687: clear_actor 81@ task 
0605: actor 81@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 

:TORENO1_4646
if 
   not Actor.Dead(81@)
else_jump @TORENO1_4675 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 

:TORENO1_4675
224@ = 8 
229@ = 9 
01BD: 232@ = current_time_in_ms 

:TORENO1_4694
jump @TORENO1_4794 

:TORENO1_4701
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
if 
  230@ > 1000 
else_jump @TORENO1_4787 
if 
  227@ == 0 
else_jump @TORENO1_4787 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_4780 
0968: actor 81@ stop_mouth 

:TORENO1_4780
228@ = 1 

:TORENO1_4787
jump @TORENO1_4794 

:TORENO1_4794
jump @TORENO1_2681 

:TORENO1_4801
0701: end_scene_skip 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_4824 
0968: actor 81@ stop_mouth 

:TORENO1_4824
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 225@ 
040D: unload_wav 226@ 
0687: clear_actor $PLAYER_ACTOR task 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_4865 
0687: clear_actor 81@ task 

:TORENO1_4865
00BE: text_clear_all 
0085: 48@ = 204@ // (int) 
48@ /= 60 
0085: 35@ = 48@ // (int) 
35@ *= 60 
0085: 49@ = 204@ // (int) 
0062: 49@ -= 35@ // (int) 
0707: start_scene_skip_to @TORENO1_5013 
if 
  49@ > 9 
else_jump @TORENO1_4967 
02FD: show_text_2numbers_lowpriority GXT 'DES1_69' numbers 48@ 49@ time 4000 flag 1  // ~s~Du brauchst eine bessere Zeit als ~1~:~1~.
jump @TORENO1_4989 

:TORENO1_4967
02FD: show_text_2numbers_lowpriority GXT 'DES1_70' numbers 48@ 49@ time 4000 flag 1  // ~s~Du brauchst eine bessere Zeit als ~1~:0~1~.

:TORENO1_4989
if 
076F:   text_priority_displayed 
else_jump @TORENO1_5013 
wait 0 
jump @TORENO1_4989 

:TORENO1_5013
0701: end_scene_skip 
00BE: text_clear_all 
fade 0 1000 

:TORENO1_5024
if 
fading 
else_jump @TORENO1_5048 
wait 0 
jump @TORENO1_5024 

:TORENO1_5048
Actor.DestroyInstantly(81@)
Actor.PutAt($PLAYER_ACTOR, -691.7533, 960.2396, 11.209)
0707: start_scene_skip_to @TORENO1_5084 
03F0: enable_text_draw 1 

:TORENO1_5084
0701: end_scene_skip 
00BE: text_clear_all 
08DA: remove_panel 206@ 
04EF: release_animation "GANGS" 
0647: unknown_actor $PLAYER_ACTOR look_task 
Camera.Restore_WithJumpCut
0687: clear_actor $PLAYER_ACTOR task 
00BB: show_text_lowpriority GXT 'DES1_10' time 10000 flag 1  // ~s~Steig in den ~b~Monster Truck~s~.
if 
   not Car.Wrecked(80@)
else_jump @TORENO1_5173 
Car.LockInCurrentPosition(80@) = False
Actor.DestroyInstantly(81@)
82@ = Marker.CreateAboveCar(80@)
07E0: set_marker 82@ type_to 1 

:TORENO1_5173
Actor.PutAt($PLAYER_ACTOR, -697.7833, 961.7714, 11.2955)
Actor.Angle($PLAYER_ACTOR) = 15.8778
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
fade 1 1000 

:TORENO1_5216
if 
fading 
else_jump @TORENO1_5240 
wait 0 
jump @TORENO1_5216 

:TORENO1_5240
Player.CanMove($PLAYER_CHAR) = True

:TORENO1_5247
wait 0 
if 
  83@ == 0 
else_jump @TORENO1_5563 
if 
   not Car.Wrecked(80@)
else_jump @TORENO1_5538 
if 
0448:   actor $PLAYER_ACTOR in_car 80@ 
else_jump @TORENO1_5511 
00BE: text_clear_all 
Marker.Disable(82@)
018A: 82@ = create_checkpoint_at -719.5559 980.5707 11.1371 
08FB: set_checkpoint 82@ type_to 2 
06D5: 199@ = create_racing_checkpoint_at -719.5559 980.5707 11.1371 point_to 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) type 0 radius 6.0 
00BB: show_text_lowpriority GXT 'DES1_58' time 5000 flag 1  // ~s~Fahr zum ersten ~r~Checkpoint~s~.
0293: 38@ = zero // get_current_controls 
if 
  2 > 38@ 
else_jump @TORENO1_5443 
0512: show_permanent_text_box 'DES1_59'  // Halte ~k~~VEHICLE_HANDBRAKE~ gedrckt, um mit Vierradsteuerung zu fahren.
jump @TORENO1_5490 

:TORENO1_5443
if 
  38@ == 2 
else_jump @TORENO1_5479 
0512: show_permanent_text_box 'DES1_60'  // Halte ~k~~VEHICLE_HANDBRAKE~ gedrckt, um mit Vierradsteuerung zu fahren.
jump @TORENO1_5490 

:TORENO1_5479
0512: show_permanent_text_box 'DES1_61'  // Halte ~k~~VEHICLE_HANDBRAKE~ gedrckt, um mit Vierradsteuerung zu fahren.

:TORENO1_5490
85@ = 1 
83@ = 1 
jump @TORENO1_5531 

:TORENO1_5511
00BE: text_clear_all 
03E6: remove_text_box 
00BB: show_text_lowpriority GXT 'DES1_10' time 1000 flag 1  // ~s~Steig in den ~b~Monster Truck~s~.

:TORENO1_5531
jump @TORENO1_5563 

:TORENO1_5538
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_11' time 2000 flag 1  // ~r~Wie willst du ohne Truck ein Rennen fahren?
jump @TORENO1_14439 

:TORENO1_5563
if 
  83@ == 1 
else_jump @TORENO1_6129 
if 
   not Car.Wrecked(80@)
else_jump @TORENO1_6104 
if 
0448:   actor $PLAYER_ACTOR in_car 80@ 
else_jump @TORENO1_6027 
if 
  85@ == 0 
else_jump @TORENO1_5827 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_58' time 5000 flag 1  // ~s~Fahr zum ersten ~r~Checkpoint~s~.
Marker.Disable(82@)
018A: 82@ = create_checkpoint_at -719.5559 980.5707 11.1371 
06D5: 199@ = create_racing_checkpoint_at -719.5559 980.5707 11.1371 point_to 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) type 0 radius 6.0 
08FB: set_checkpoint 82@ type_to 2 
0293: 38@ = zero // get_current_controls 
if 
  2 > 38@ 
else_jump @TORENO1_5773 
0512: show_permanent_text_box 'DES1_59'  // Halte ~k~~VEHICLE_HANDBRAKE~ gedrckt, um mit Vierradsteuerung zu fahren.
jump @TORENO1_5820 

:TORENO1_5773
if 
  38@ == 2 
else_jump @TORENO1_5809 
0512: show_permanent_text_box 'DES1_60'  // Halte ~k~~VEHICLE_HANDBRAKE~ gedrckt, um mit Vierradsteuerung zu fahren.
jump @TORENO1_5820 

:TORENO1_5809
0512: show_permanent_text_box 'DES1_61'  // Halte ~k~~VEHICLE_HANDBRAKE~ gedrckt, um mit Vierradsteuerung zu fahren.

:TORENO1_5820
85@ = 1 

:TORENO1_5827
if 
0100:   actor $PLAYER_ACTOR in_sphere -719.5559 980.5707 11.1371 radius 8.0 8.0 8.5 sphere 0 in_car 
else_jump @TORENO1_6020 
00BE: text_clear_all 
018C: play_sound 1058 at -719.5559 980.5707 11.1371 
Marker.Disable(82@)
06D6: disable_racing_checkpoint 199@ 
01BD: 43@ = current_time_in_ms 
89@ = 1 
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(89@,35f) 125@(89@,35f) 160@(89@,35f) type 0 radius 6.0 
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_checkpoint 82@ type_to 2 
86@ = 1 
83@ = 2 

:TORENO1_6020
jump @TORENO1_6097 

:TORENO1_6027
if 
  85@ == 1 
else_jump @TORENO1_6081 
Marker.Disable(82@)
06D6: disable_racing_checkpoint 199@ 
82@ = Marker.CreateAboveCar(80@)
07E0: set_marker 82@ type_to 1 
85@ = 0 
03E6: remove_text_box 
00BE: text_clear_all 

:TORENO1_6081
00BB: show_text_lowpriority GXT 'DES1_10' time 4000 flag 1  // ~s~Steig in den ~b~Monster Truck~s~.

:TORENO1_6097
jump @TORENO1_6129 

:TORENO1_6104
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_11' time 2000 flag 1  // ~r~Wie willst du ohne Truck ein Rennen fahren?
jump @TORENO1_14439 

:TORENO1_6129
if 
  83@ == 2 
else_jump @TORENO1_7669 
038E: draw_box_position 58@ 65@ size 72@ 79@ RGBA 0 0 0 255 
038E: draw_box_position 57@ 64@ size 71@ 78@ RGBA 180 180 180 255 
038E: draw_box_position 52@ 59@ size 66@ 73@ RGBA 0 0 0 255 
0085: 37@ = 89@ // (int) 
gosub @TORENO1_14303 
033F: set_text_draw_letter_size 69@ 76@ 
0342: enable_text_draw_centered 1 
if 
  37@ == 11 
else_jump @TORENO1_6268 
0348: enable_text_draw_proportional 0 

:TORENO1_6268
045B: draw_text_2numbers 583.7526 62@ GXT 'DES1_67' numbers 37@ 36@  // ~1~/~1~
gosub @TORENO1_14303 
033F: set_text_draw_letter_size 69@ 76@ 
01BD: 44@ = current_time_in_ms 
0085: 47@ = 44@ // (int) 
0062: 47@ -= 43@ // (int) 
47@ /= 1000 
gosub @TORENO1_14303 
if 
001D:   47@ > 204@ // (int) 
else_jump @TORENO1_6375 
0340: set_text_draw_RGBA 180 0 0 255 

:TORENO1_6375
0085: 48@ = 47@ // (int) 
48@ /= 60 
0085: 35@ = 48@ // (int) 
35@ *= 60 
0085: 49@ = 47@ // (int) 
0062: 49@ -= 35@ // (int) 
0342: enable_text_draw_centered 1 
033F: set_text_draw_letter_size 70@ 77@ 
if or
  49@ == 11 
  48@ == 11 
else_jump @TORENO1_6462 
0348: enable_text_draw_proportional 0 

:TORENO1_6462
if 
  48@ > 99 
else_jump @TORENO1_6505 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_28' time 4000 flag 1  // ~r~Die Zeit ist um!
jump @TORENO1_14439 

:TORENO1_6505
if 
  49@ > 9 
else_jump @TORENO1_6553 
045B: draw_text_2numbers 56@ 63@ GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~
jump @TORENO1_6576 

:TORENO1_6553
045B: draw_text_2numbers 56@ 63@ GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~

:TORENO1_6576
if 
   not Car.Wrecked(80@)
else_jump @TORENO1_7066 
if 
   not Actor.InCar($PLAYER_ACTOR, 80@)
else_jump @TORENO1_6844 
if 
  86@ == 1 
else_jump @TORENO1_6673 
06D6: disable_racing_checkpoint 199@ 
Marker.Disable(82@)
82@ = Marker.CreateAboveCar(80@)
07E0: set_marker 82@ type_to 1 
01BD: 50@ = current_time_in_ms 
86@ = 0 
jump @TORENO1_6837 

:TORENO1_6673
01BD: 51@ = current_time_in_ms 
0085: 47@ = 51@ // (int) 
0062: 47@ -= 50@ // (int) 
49@ = 10000 
0062: 49@ -= 47@ // (int) 
49@ /= 1000 
if 
  49@ > 0 
else_jump @TORENO1_6812 
00BE: text_clear_all 
09C1: unknown_text_flag 0 
if 
  2 > 49@ 
else_jump @TORENO1_6786 
01E4: show_text_1number_lowpriority GXT 'DES1_26' number 49@ time 4000 flag 1  // ~s~Du hast ~1~ Sekunde, ~n~ um wieder in den ~b~Truck~s~ zu steigen.
jump @TORENO1_6805 

:TORENO1_6786
01E4: show_text_1number_lowpriority GXT 'DES1_25' number 49@ time 4000 flag 1  // ~s~Du hast ~1~ Sekunden, ~n~ um wieder in den ~b~Truck~s~ zu steigen.

:TORENO1_6805
jump @TORENO1_6837 

:TORENO1_6812
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_27' time 4000 flag 1  // ~r~Du warst zu lange auerhalb des Trucks!
jump @TORENO1_14439 

:TORENO1_6837
jump @TORENO1_7059 

:TORENO1_6844
if 
  86@ == 0 
else_jump @TORENO1_7059 
Marker.Disable(82@)
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_44' time 4000 flag 1  // ~s~Fahr zum nchsten ~r~Checkpoint~s~.
if 
002D:   195@ >= 89@ // (int) 
else_jump @TORENO1_6965 
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(89@,35f) 125@(89@,35f) 160@(89@,35f) type 0 radius 6.0 
jump @TORENO1_7019 

:TORENO1_6965
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(195@,35f) 125@(195@,35f) 160@(195@,35f) type 1 radius 6.0 

:TORENO1_7019
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_checkpoint 82@ type_to 2 
86@ = 1 

:TORENO1_7059
jump @TORENO1_7091 

:TORENO1_7066
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_43' time 4000 flag 1  // ~r~Du hast den Truck geschrottet!
jump @TORENO1_14439 

:TORENO1_7091
if 
  86@ == 1 
else_jump @TORENO1_7669 
if 
001D:   195@ > 88@ // (int) 
else_jump @TORENO1_7543 
if 
0100:   actor $PLAYER_ACTOR in_sphere 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @TORENO1_7536 
03E6: remove_text_box 
018C: play_sound 1058 at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
06D6: disable_racing_checkpoint 199@ 
Marker.Disable(82@)
88@ += 1 
0085: 89@ = 88@ // (int) 
89@ += 1 
if 
001D:   88@ > 195@ // (int) 
else_jump @TORENO1_7269 
0085: 88@ = 195@ // (int) 

:TORENO1_7269
if 
002D:   195@ >= 89@ // (int) 
else_jump @TORENO1_7382 
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(89@,35f) 125@(89@,35f) 160@(89@,35f) type 0 radius 6.0 
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_checkpoint 82@ type_to 2 
jump @TORENO1_7469 

:TORENO1_7382
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(195@,35f) 125@(195@,35f) 160@(195@,35f) type 1 radius 6.0 
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_checkpoint 82@ type_to 2 

:TORENO1_7469
if 
   not Car.Wrecked(80@)
else_jump @TORENO1_7536 
39@ = Car.Health(80@)
39@ += 200 
if 
  39@ > 1000 
else_jump @TORENO1_7528 
39@ = 1000 

:TORENO1_7528
Car.Health(80@) = 39@

:TORENO1_7536
jump @TORENO1_7669 

:TORENO1_7543
if 
0100:   actor $PLAYER_ACTOR in_sphere 90@(195@,35f) 125@(195@,35f) 160@(195@,35f) radius 4.0 4.0 8.0 sphere 0 in_car 
else_jump @TORENO1_7669 
06D6: disable_racing_checkpoint 199@ 
Marker.Disable(82@)
gosub @TORENO1_7811 
if 
  5 > 205@ 
else_jump @TORENO1_7646 
jump @TORENO1_14457 
jump @TORENO1_7669 

:TORENO1_7646
00BC: show_text_highpriority GXT 'DES1_68' time 5000 flag 1  // ~r~Du hast es nicht unter die ersten Fnf geschafft.
jump @TORENO1_14439 

:TORENO1_7669
if 
0735:   NOP_false 135 
else_jump @TORENO1_7693 
43@ -= 1000 

:TORENO1_7693
if 
0735:   NOP_false 97 
else_jump @TORENO1_7736 
Actor.StorePos($PLAYER_ACTOR, 196@, 197@, 198@)
Actor.PutAt($PLAYER_ACTOR, 196@, 197@, 198@)

:TORENO1_7736
if 
0735:   NOP_false 32 
else_jump @TORENO1_7782 
45@ = 360000 
43@ = 0 
gosub @TORENO1_7811 
jump @TORENO1_14457 

:TORENO1_7782
if 
0735:   NOP_false 83 
else_jump @TORENO1_7804 
jump @TORENO1_14457 

:TORENO1_7804
jump @TORENO1_5247 

:TORENO1_7811
01BD: 45@ = current_time_in_ms 
fade 0 1000 
Model.Load(#WBDYG2)
04ED: load_animation "GANGS" 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 

:TORENO1_7847
if 
fading 
else_jump @TORENO1_7871 
wait 0 
jump @TORENO1_7847 

:TORENO1_7871
if or
   not Model.Available(#WBDYG2)
84EE:   not animation "GANGS" loaded 
else_jump @TORENO1_7906 
wait 0 
jump @TORENO1_7871 

:TORENO1_7906
0395: clear_area 1 at -684.8021 948.1096 11.125 radius 100.0 
if 
   not Car.Wrecked(80@)
else_jump @TORENO1_7976 
Car.PutAt(80@, -680.7953, 953.2972, 11.125)
Car.Angle(80@) = 238.0439

:TORENO1_7976
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TORENO1_8019 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -684.8021 948.1096 11.125 
jump @TORENO1_8039 

:TORENO1_8019
Actor.PutAt($PLAYER_ACTOR, -684.8021, 948.1096, 11.125)

:TORENO1_8039
Actor.Angle($PLAYER_ACTOR) = 124.6699
81@ = Actor.Create(Mission3, #WBDYG2, -687.6009, 946.4823, 12.0389)
Actor.Angle(81@) = 293.1942
Camera.SetPosition(-688.32, 945.02, 14.13, 0.0, 0.0, 0.0)
Camera.PointAt(-680.57, 951.17, 10.63, 2)
0085: 46@ = 45@ // (int) 
0062: 46@ -= 43@ // (int) 
46@ /= 1000 
0085: 48@ = 46@ // (int) 
48@ /= 60 
0085: 35@ = 48@ // (int) 
35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
00BE: text_clear_all 
fade 1 1500 

:TORENO1_8213
if 
fading 
else_jump @TORENO1_8237 
wait 0 
jump @TORENO1_8213 

:TORENO1_8237
if 
  10 > 49@ 
else_jump @TORENO1_8284 
02FD: show_text_2numbers_lowpriority GXT 'DES1_32' numbers 48@ 49@ time 4000 flag 1  // ~1~:0~1~, mal sehen, wie du dich gegen unsere Jungs schlgst.
jump @TORENO1_8306 

:TORENO1_8284
02FD: show_text_2numbers_lowpriority GXT 'DES1_33' numbers 48@ 49@ time 4000 flag 1  // ~1~:~1~, mal sehen, wie du dich gegen unsere Jungs schlgst.

:TORENO1_8306
205@ = 5 
34@ = 0 

:TORENO1_8320
if 
  5 > 34@ 
else_jump @TORENO1_8382 
if 
001D:   200@(34@,5i) > 46@ // (int) 
else_jump @TORENO1_8368 
205@ -= 1 

:TORENO1_8368
34@ += 1 
jump @TORENO1_8320 

:TORENO1_8382
0871: init_jump_table 205@ total_jumps 5 default_jump 1 @TORENO1_12100 jumps 0 @TORENO1_8445 1 @TORENO1_9176 2 @TORENO1_9907 3 @TORENO1_10638 4 @TORENO1_11369 -1 @TORENO1_12744 -1 @TORENO1_12744 

:TORENO1_8445
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANG
08DB: set_panel 206@ column 1 header 'DES1_53' data 'DES1_50' s$7434 s$7436 s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ZEIT
34@ = 0 

:TORENO1_8837
if 
  5 > 34@ 
else_jump @TORENO1_8906 
0085: 35@ = 34@ // (int) 
35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
34@ += 1 
jump @TORENO1_8837 

:TORENO1_8906
40@ = 0 
34@ = 0 

:TORENO1_8920
if 
  5 > 34@ 
else_jump @TORENO1_9169 
if 
  34@ == 0 
else_jump @TORENO1_9009 
0085: 48@ = 46@ // (int) 
48@ /= 60 
0085: 35@ = 48@ // (int) 
35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
jump @TORENO1_9080 

:TORENO1_9009
0085: 48@ = 200@(40@,5i) // (int) 
48@ /= 60 
0085: 35@ = 48@ // (int) 
35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
40@ += 1 

:TORENO1_9080
if 
  10 > 49@ 
else_jump @TORENO1_9130 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
jump @TORENO1_9155 

:TORENO1_9130
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_9155
34@ += 1 
jump @TORENO1_8920 

:TORENO1_9169
jump @TORENO1_12744 

:TORENO1_9176
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANG
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 'DES1_50' s$7436 s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ZEIT
34@ = 0 

:TORENO1_9568
if 
  5 > 34@ 
else_jump @TORENO1_9637 
0085: 35@ = 34@ // (int) 
35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
34@ += 1 
jump @TORENO1_9568 

:TORENO1_9637
34@ = 0 
40@ = 0 

:TORENO1_9651
if 
  5 > 34@ 
else_jump @TORENO1_9900 
if 
  34@ == 1 
else_jump @TORENO1_9740 
0085: 48@ = 46@ // (int) 
48@ /= 60 
0085: 35@ = 48@ // (int) 
35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
jump @TORENO1_9811 

:TORENO1_9740
0085: 48@ = 200@(40@,5i) // (int) 
48@ /= 60 
0085: 35@ = 48@ // (int) 
35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
40@ += 1 

:TORENO1_9811
if 
  10 > 49@ 
else_jump @TORENO1_9861 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
jump @TORENO1_9886 

:TORENO1_9861
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_9886
34@ += 1 
jump @TORENO1_9651 

:TORENO1_9900
jump @TORENO1_12744 

:TORENO1_9907
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANG
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 'DES1_50' s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ZEIT
34@ = 0 

:TORENO1_10299
if 
  5 > 34@ 
else_jump @TORENO1_10368 
0085: 35@ = 34@ // (int) 
35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
34@ += 1 
jump @TORENO1_10299 

:TORENO1_10368
40@ = 0 
34@ = 0 

:TORENO1_10382
if 
  5 > 34@ 
else_jump @TORENO1_10631 
if 
  34@ == 2 
else_jump @TORENO1_10471 
0085: 48@ = 46@ // (int) 
48@ /= 60 
0085: 35@ = 48@ // (int) 
35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
jump @TORENO1_10542 

:TORENO1_10471
0085: 48@ = 200@(40@,5i) // (int) 
48@ /= 60 
0085: 35@ = 48@ // (int) 
35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
40@ += 1 

:TORENO1_10542
if 
  10 > 49@ 
else_jump @TORENO1_10592 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
jump @TORENO1_10617 

:TORENO1_10592
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_10617
34@ += 1 
jump @TORENO1_10382 

:TORENO1_10631
jump @TORENO1_12744 

:TORENO1_10638
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANG
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 s$7438 'DES1_50' s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ZEIT
34@ = 0 

:TORENO1_11030
if 
  5 > 34@ 
else_jump @TORENO1_11099 
0085: 35@ = 34@ // (int) 
35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
34@ += 1 
jump @TORENO1_11030 

:TORENO1_11099
34@ = 0 
40@ = 0 

:TORENO1_11113
if 
  5 > 34@ 
else_jump @TORENO1_11362 
if 
  34@ == 3 
else_jump @TORENO1_11202 
0085: 48@ = 46@ // (int) 
48@ /= 60 
0085: 35@ = 48@ // (int) 
35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
jump @TORENO1_11273 

:TORENO1_11202
0085: 48@ = 200@(40@,5i) // (int) 
48@ /= 60 
0085: 35@ = 48@ // (int) 
35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
40@ += 1 

:TORENO1_11273
if 
  10 > 49@ 
else_jump @TORENO1_11323 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
jump @TORENO1_11348 

:TORENO1_11323
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_11348
34@ += 1 
jump @TORENO1_11113 

:TORENO1_11362
jump @TORENO1_12744 

:TORENO1_11369
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANG
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 s$7438 s$7440 'DES1_50' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ZEIT
34@ = 0 

:TORENO1_11761
if 
  5 > 34@ 
else_jump @TORENO1_11830 
0085: 35@ = 34@ // (int) 
35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
34@ += 1 
jump @TORENO1_11761 

:TORENO1_11830
34@ = 0 
40@ = 0 

:TORENO1_11844
if 
  5 > 34@ 
else_jump @TORENO1_12093 
if 
  34@ == 4 
else_jump @TORENO1_11933 
0085: 48@ = 46@ // (int) 
48@ /= 60 
0085: 35@ = 48@ // (int) 
35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
jump @TORENO1_12004 

:TORENO1_11933
0085: 48@ = 200@(40@,5i) // (int) 
48@ /= 60 
0085: 35@ = 48@ // (int) 
35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
40@ += 1 

:TORENO1_12004
if 
  10 > 49@ 
else_jump @TORENO1_12054 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
jump @TORENO1_12079 

:TORENO1_12054
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_12079
34@ += 1 
jump @TORENO1_11844 

:TORENO1_12093
jump @TORENO1_12744 

:TORENO1_12100
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANG
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 s$7438 s$7440 s$7442 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // ZEIT
34@ = 0 

:TORENO1_12486
if 
  5 > 34@ 
else_jump @TORENO1_12555 
0085: 35@ = 34@ // (int) 
35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
34@ += 1 
jump @TORENO1_12486 

:TORENO1_12555
34@ = 0 
40@ = 0 

:TORENO1_12569
if 
  5 > 34@ 
else_jump @TORENO1_12737 
0085: 48@ = 200@(40@,5i) // (int) 
48@ /= 60 
0085: 35@ = 48@ // (int) 
35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
40@ += 1 
if 
  10 > 49@ 
else_jump @TORENO1_12698 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
jump @TORENO1_12723 

:TORENO1_12698
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_12723
34@ += 1 
jump @TORENO1_12569 

:TORENO1_12737
jump @TORENO1_12744 

:TORENO1_12744
if 
076F:   text_priority_displayed 
else_jump @TORENO1_12768 
wait 0 
jump @TORENO1_12744 

:TORENO1_12768
224@ = 0 
225@ = 1 
226@ = 2 
227@ = 0 
233@ = 0 
228@ = 0 
229@ = 0 

:TORENO1_12817
wait 0 
if 
  228@ == 0 
else_jump @TORENO1_13642 
if 
   not 224@ == 0 
else_jump @TORENO1_13117 
if 
  227@ == 0 
else_jump @TORENO1_12903 
if 
03D0:   wav 226@ loaded 
else_jump @TORENO1_12896 
040D: unload_wav 226@ 

:TORENO1_12896
227@ = 1 

:TORENO1_12903
if 
  227@ == 1 
else_jump @TORENO1_12940 
03CF: load_wav 207@(224@,17i) as 225@ 
227@ = 2 

:TORENO1_12940
if 
  227@ == 2 
else_jump @TORENO1_13000 
if 
03D0:   wav 225@ loaded 
else_jump @TORENO1_13000 
03D1: play_wav 225@ 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
227@ = 3 

:TORENO1_13000
if 
  227@ == 3 
else_jump @TORENO1_13117 
if 
03D2:   wav 225@ ended 
else_jump @TORENO1_13117 
03D5: remove_text $7444(224@,17s) 
if 
  225@ == 1 
else_jump @TORENO1_13082 
225@ = 2 
226@ = 1 
jump @TORENO1_13096 

:TORENO1_13082
225@ = 1 
226@ = 2 

:TORENO1_13096
224@ = 0 
227@ = 0 
228@ = 1 

:TORENO1_13117
if 
  229@ == 0 
else_jump @TORENO1_13635 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_13207 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation_sequence "PRTIAL_GNGTLKF" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 

:TORENO1_13207
0871: init_jump_table 205@ total_jumps 5 default_jump 1 @TORENO1_13575 jumps 0 @TORENO1_13270 1 @TORENO1_13331 2 @TORENO1_13392 3 @TORENO1_13453 4 @TORENO1_13514 -1 @TORENO1_13635 -1 @TORENO1_13635 

:TORENO1_13270
if 
  227@ == 0 
else_jump @TORENO1_13302 
224@ = 9 
229@ = 1 

:TORENO1_13302
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
42@ = 5000 
jump @TORENO1_13635 

:TORENO1_13331
if 
  227@ == 0 
else_jump @TORENO1_13363 
224@ = 15 
229@ = 1 

:TORENO1_13363
42@ = 4000 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
jump @TORENO1_13635 

:TORENO1_13392
if 
  227@ == 0 
else_jump @TORENO1_13424 
224@ = 10 
229@ = 1 

:TORENO1_13424
42@ = 3000 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
jump @TORENO1_13635 

:TORENO1_13453
if 
  227@ == 0 
else_jump @TORENO1_13485 
224@ = 14 
229@ = 1 

:TORENO1_13485
42@ = 2000 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
jump @TORENO1_13635 

:TORENO1_13514
if 
  227@ == 0 
else_jump @TORENO1_13546 
224@ = 11 
229@ = 1 

:TORENO1_13546
42@ = 1000 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
jump @TORENO1_13635 

:TORENO1_13575
if 
  227@ == 0 
else_jump @TORENO1_13607 
224@ = 13 
229@ = 1 

:TORENO1_13607
42@ = 0 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
jump @TORENO1_13635 

:TORENO1_13635
jump @TORENO1_12817 

:TORENO1_13642
08DA: remove_panel 206@ 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_13750 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 81@ 4000 ms 
0687: clear_actor 81@ task 
0615: define_AS_pack_begin 87@ 
05D3: AS_actor -1 goto_point -688.0 944.0 14.0 mode 4 20000 ms // versionA 
05D3: AS_actor -1 goto_point -688.0 938.0 14.0 mode 4 3000 ms // versionA 
0616: define_AS_pack_end 87@ 
0618: assign_actor 81@ to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 

:TORENO1_13750
Camera.SetPosition(-685.08, 949.38, 12.36, 0.0, 0.0, 0.0)
Camera.PointAt(-688.21, 938.04, 14.72, 2)
00BE: text_clear_all 
if 
  5 > 205@ 
else_jump @TORENO1_14171 
84@ = 0 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_13857 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 

:TORENO1_13857
224@ = 12 

:TORENO1_13864
if 
  84@ == 0 
else_jump @TORENO1_14171 
if 
   not 224@ == 0 
else_jump @TORENO1_14160 
if 
  227@ == 0 
else_jump @TORENO1_13946 
if 
03D0:   wav 226@ loaded 
else_jump @TORENO1_13939 
040D: unload_wav 226@ 

:TORENO1_13939
227@ = 1 

:TORENO1_13946
if 
  227@ == 1 
else_jump @TORENO1_13983 
03CF: load_wav 207@(224@,17i) as 225@ 
227@ = 2 

:TORENO1_13983
if 
  227@ == 2 
else_jump @TORENO1_14043 
if 
03D0:   wav 225@ loaded 
else_jump @TORENO1_14043 
03D1: play_wav 225@ 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
227@ = 3 

:TORENO1_14043
if 
  227@ == 3 
else_jump @TORENO1_14160 
if 
03D2:   wav 225@ ended 
else_jump @TORENO1_14160 
03D5: remove_text $7444(224@,17s) 
if 
  225@ == 1 
else_jump @TORENO1_14125 
225@ = 2 
226@ = 1 
jump @TORENO1_14139 

:TORENO1_14125
225@ = 1 
226@ = 2 

:TORENO1_14139
224@ = 0 
227@ = 0 
84@ = 1 

:TORENO1_14160
wait 0 
jump @TORENO1_13864 

:TORENO1_14171
84@ = 0 

:TORENO1_14178
if 
  84@ == 0 
else_jump @TORENO1_14273 
if 
   not Actor.Dead(81@)
else_jump @TORENO1_14255 
062E: unknown_get_actor 81@ task 1560 status_store_to 41@ // ret 7 if not found 
if 
04A4:   41@ == 7 // @ == any 
else_jump @TORENO1_14248 
84@ = 1 

:TORENO1_14248
jump @TORENO1_14262 

:TORENO1_14255
84@ = 1 

:TORENO1_14262
wait 0 
jump @TORENO1_14178 

:TORENO1_14273
0687: clear_actor $PLAYER_ACTOR task 
0647: unknown_actor $PLAYER_ACTOR look_task 
Actor.DestroyInstantly(81@)
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
return 

:TORENO1_14303
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 color_RGBA 0 0 0 180 
return 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 color_RGBA 0 0 0 180 
return 

:TORENO1_14439
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:TORENO1_14457
01E3: show_text_1number_styled GXT 'M_PASS' number 42@ time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 42@
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0629: change_integer_stat 320 to 1 
0318: set_latest_mission_passed 'DESERT1'  // Monster
030C: progress_made += 1 
Marker.Disable($580)
$TORENO_TOTAL_PASSED_MISSIONS += 1 
return 

:TORENO1_14529
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03F0: enable_text_draw 0 
Car.RemoveReferences(80@)
08DA: remove_panel 206@ 
Actor.DestroyWithFade(81@)
Actor.RemoveReferences(81@)
Marker.Disable(82@)
06D6: disable_racing_checkpoint 199@ 
Model.Destroy(#MONSTER)
Model.Destroy(#WBDYG2)
Model.Destroy(#DESERT_EAGLE)
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "GANGS" 
01EB: set_traffic_density_multiplier_to 1.0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 76---------------
// Originally: Highjack

:TORENO2
thread 'TORENO2' 
gosub @TORENO2_47 
if 
wasted_or_busted 
else_jump @TORENO2_38 
gosub @TORENO2_10697 

:TORENO2_38
gosub @TORENO2_10787 
end_thread 

:TORENO2_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'TORENO2' 
00BE: text_clear_all 
wait 0 
41@ = 0 
42@ = 0 
43@ = 0 
44@ = 0 
75@ = 0 
58@ = 0 
59@ = 0 
60@ = 0 
61@ = 0 
111@ = 0.0 
112@ = 0.0 
113@ = 0.0 
114@ = 0.0 
115@ = 0.0 
116@ = 0.0 
45@ = 0 
46@ = 0 
47@ = 0 
48@ = 0 
49@ = 0 
50@ = 0 
51@ = 0 
52@ = 0.0 
53@ = 0.0 
54@ = 0 
117@ = 0.0 
118@ = 0.0 
119@ = 0.0 
120@ = 0.0 
121@ = 0.0 
122@ = 0.0 
123@ = 0.0 
55@ = 0 
56@ = 0 
124@ = 0.0 
73@ = 0 
74@ = 0 
75@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
57@ = 0 
62@ = 0.0 
63@ = 0.0 
64@ = 0.0 
65@ = 0.0 
66@ = 0.0 
67@ = 0.0 
68@ = 0.0 
69@ = 0.0 
70@ = 0.0 
71@ = 0.0 
72@ = 0.0 
0395: clear_area 1 at -685.1 922.0 10.9 radius 180.0 
0395: clear_area 1 at -692.2 948.0 11.2 radius 100.0 
set_weather 11 
08F5: save_player_group 
02E4: load_cutscene_data 'DESERT2' 

:TORENO2_646
if 
86B9:   not cutscene_data_loaded 
else_jump @TORENO2_670 
wait 0 
jump @TORENO2_646 

:TORENO2_670
02E7: start_cutscene 
fade 1 1000 

:TORENO2_679
if 
82E9:   not cutscene_reached_end 
else_jump @TORENO2_703 
wait 0 
jump @TORENO2_679 

:TORENO2_703
fade 0 0 

:TORENO2_709
if 
fading 
else_jump @TORENO2_733 
wait 0 
jump @TORENO2_709 

:TORENO2_733
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
08F6: restore_player_group 
01B7: release_weather 
0169: set_fade_color_RGB 0 0 0 
wait 0 
Model.Load(#PETRO)
Model.Load(#PCJ600)
Model.Load(#PETROTR)
Model.Load(#SAVANNA)
04ED: load_animation "BIKELEAP" 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0606: unknown_create_at_rectangle_cornerA -1695.1 587.6 cornerB -1771.3 -1310.0 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: unknown_player $PLAYER_CHAR flag 1 
038B: load_requested_models 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Camera.SetPosition(-701.09, 917.26, 12.08, 0.0, 0.0, 0.0)
Camera.PointAt(-694.0, 938.7, 16.69, 2)
0732: random_car_generator_disable_model #LINERUN 
0732: random_car_generator_disable_model #STRETCH 
0732: random_car_generator_disable_model #PONY 
0732: random_car_generator_disable_model #MULE 
0732: random_car_generator_disable_model #MOONBEAM 
0732: random_car_generator_disable_model #MRWHOOP 
0732: random_car_generator_disable_model #SECURICA 
0732: random_car_generator_disable_model #BUS 
0732: random_car_generator_disable_model #COACH 
0732: random_car_generator_disable_model #RUMPO 
0732: random_car_generator_disable_model #FLATBED 
0732: random_car_generator_disable_model #YANKEE 
0732: random_car_generator_disable_model #SOLAIR 
0732: random_car_generator_disable_model #BURRITO 
0732: random_car_generator_disable_model #CAMPER 
0732: random_car_generator_disable_model #RANCHER 
0732: random_car_generator_disable_model #BOXVILLE 
0732: random_car_generator_disable_model #BENSON 
0732: random_car_generator_disable_model #JOURNEY 
0732: random_car_generator_disable_model #CEMENT 
0732: random_car_generator_disable_model #TOWTRUCK 
0732: random_car_generator_disable_model #CADRONA 
0732: random_car_generator_disable_model #UTILITY 
0732: random_car_generator_disable_model #NEWSVAN 
0732: random_car_generator_disable_model #HOTDOG 
0732: random_car_generator_disable_model #PCJ600 
0732: random_car_generator_disable_model #FAGGIO 
0732: random_car_generator_disable_model #FREEWAY 
0732: random_car_generator_disable_model #SANCHEZ 
0732: random_car_generator_disable_model #BIKE 
0732: random_car_generator_disable_model #MTBIKE 
0732: random_car_generator_disable_model #FCR900 
0732: random_car_generator_disable_model #NRG500 
0732: random_car_generator_disable_model #BF400 
0732: random_car_generator_disable_model #WAYFARER 
0395: clear_area 1 at -693.6 924.5 11.3 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -693.6, 924.5, 11.3)
Actor.Angle($PLAYER_ACTOR) = 71.2
0395: clear_area 1 at -685.1 922.0 10.9 radius 180.0 
0395: clear_area 1 at -692.2 948.0 11.2 radius 100.0 
0674: set_car_model #PCJ600 numberplate "PREACHER" 
36@ = Car.Create(#PCJ600, -712.5, 943.5, 10.8)
Car.Angle(36@) = 32.7
0395: clear_area 1 at -709.0 952.0 11.2 radius 5.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
39@ = Car.Create(#SAVANNA, -709.0, 952.0, 11.2)
Car.Angle(39@) = 240.7
0229: set_car 39@ primary_color_to 3 secondary_color_to 3 
$ACTOR_CESAR = Actor.Create(Mission1, #SPECIAL01, -703.7, 932.4, 11.4)
09F6: set_actor $ACTOR_CESAR unjackable_through_driver_seat 0 
Actor.Angle($ACTOR_CESAR) = 214.6
0568: set_actor $ACTOR_CESAR targetable 1 
02A9: set_actor $ACTOR_CESAR immune_to_nonplayer 1 
039E: set_actor $ACTOR_CESAR locked 1 while_in_car 
07E5: copy_decision_maker 65542 to 126@ 
060B: set_actor $ACTOR_CESAR decision_maker_to 126@ 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 125@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit 10000 approach_distance 3.0 approach_angle 0.0 
05B9: AS_actor -1 stay_idle 5300 ms 
05D3: AS_actor -1 goto_point -710.0 938.4 11.4 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 125@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 125@ 
06A8: AS_actor -1 run_to_and_look_at_actor $ACTOR_CESAR timelimit 10000 approach_distance 5.0 approach_angle 0.0 
05B9: AS_actor -1 stay_idle 5000 ms 
05D3: AS_actor -1 goto_point -708.0 937.9 11.4 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 125@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
09F5: disable_player_mutal_activities 1 
43@ = 1 
0707: start_scene_skip_to @TORENO2_1800 
03CF: load_wav 19400 as 3 

:TORENO2_1576
if 
83D0:   not wav 3 loaded 
else_jump @TORENO2_1602 
wait 0 
jump @TORENO2_1576 

:TORENO2_1602
33@ = 0 
fade 1 500 

:TORENO2_1616
wait 0 
if 
0735:   NOP_false 83 
else_jump @TORENO2_1642 
jump @TORENO2_10715 

:TORENO2_1642
gosub @TORENO2_10920 
if 
  44@ == 1 
else_jump @TORENO2_1674 
jump @TORENO2_10697 

:TORENO2_1674
if 
  41@ == 0 
else_jump @TORENO2_2182 
if 
  42@ == 0 
else_jump @TORENO2_1757 
if 
  33@ > 1000 
else_jump @TORENO2_1757 
73@ = 1 
74@ = 0 
gosub @TORENO2_15177 
42@ = 1 

:TORENO2_1757
if 
  42@ == 1 
else_jump @TORENO2_2182 
if 
  73@ == 0 
else_jump @TORENO2_2182 
43@ = 0 

:TORENO2_1800
0701: end_scene_skip 
gosub @TORENO2_10920 
if 
  44@ == 1 
else_jump @TORENO2_1834 
jump @TORENO2_10697 

:TORENO2_1834
if 
  43@ == 1 
else_jump @TORENO2_1932 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
73@ = 0 
fade 0 500 

:TORENO2_1876
if 
fading 
else_jump @TORENO2_1900 
wait 0 
jump @TORENO2_1876 

:TORENO2_1900
gosub @TORENO2_10920 
if 
  44@ == 1 
else_jump @TORENO2_1932 
jump @TORENO2_10697 

:TORENO2_1932
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -710.0, 938.4, 11.4)
Actor.Angle($PLAYER_ACTOR) = 47.9
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, -708.0, 937.9, 11.4)
Actor.Angle($ACTOR_CESAR) = 47.9
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 
46@ = 1 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07B3: set_group $PLAYER_GROUP give_command 1 
40@ = Marker.CreateAboveCar(36@)
07E0: set_marker 40@ type_to 1 
00BC: show_text_highpriority GXT 'TOR1_01' time 7000 flag 1  // ~s~Du musst dieses ~b~Motorrad~s~ benutzen, um Cesar nahe genug an den Truck zu bringen.
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
if 
  43@ == 1 
else_jump @TORENO2_2168 
fade 1 500 

:TORENO2_2112
if 
fading 
else_jump @TORENO2_2136 
wait 0 
jump @TORENO2_2112 

:TORENO2_2136
gosub @TORENO2_10920 
if 
  44@ == 1 
else_jump @TORENO2_2168 
jump @TORENO2_10697 

:TORENO2_2168
42@ = 0 
41@ = 1 

:TORENO2_2182
if 
  41@ == 1 
else_jump @TORENO2_2486 
if 
  42@ == 0 
else_jump @TORENO2_2472 
if 
  46@ == 1 
else_jump @TORENO2_2472 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @TORENO2_2472 
34@ = Car.Create(#PETRO, -1687.8, 537.7, 36.8)
Car.Angle(34@) = 137.0
37@ = Car.Create(#PETROTR, -1679.5, 545.9, 36.9)
Car.Angle(37@) = 137.0
0893: put_trailer 37@ on_cab 34@ 
053F: set_car 34@ tires_vulnerability 0 
Car.DoorStatus(34@) = 3
0560: create_random_actor_in_car 34@ handle_as 35@ 
Car.ImmuneToNonPlayer(34@) = True
054A: set_actor 35@ immune_to_car_headshots 0 
Car.SetMaxSpeed(34@, 0.0)
00AE: set_car 34@ traffic_behaviour_to 2 
0714: unknown_car 34@ flag 1 
Car.RemoveReferences(39@)
Model.Destroy(#SAVANNA)
00BE: text_clear_all 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
73@ = 2 
74@ = 0 
gosub @TORENO2_15177 
Marker.Disable(40@)
if 
   not Car.Wrecked(34@)
else_jump @TORENO2_2458 
40@ = Marker.CreateAboveCar(34@)

:TORENO2_2458
75@ = 0 
41@ = 2 

:TORENO2_2472
gosub @TORENO2_11832 
gosub @TORENO2_11512 

:TORENO2_2486
if 
  41@ == 2 
else_jump @TORENO2_5717 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TORENO2_2598 
if 
   Actor.Driving($ACTOR_CESAR)
else_jump @TORENO2_2598 
if 
0735:   NOP_false 81 
else_jump @TORENO2_2598 
Camera.SetAtPos(-1641.0, 586.5, 38.5)
Actor.PutAt($PLAYER_ACTOR, -1641.0, 586.5, 38.5)
Car.Angle(36@) = 136.9

:TORENO2_2598
if 
  75@ == 0 
else_jump @TORENO2_2657 
if 
  73@ == 0 
else_jump @TORENO2_2657 
00BC: show_text_highpriority GXT 'TOR1_04' time 7000 flag 1  // ~s~Der ~r~Truck~s~ kommt aus Las Vegas und fhrt ber die Oakland Bay Bridge nach Silicon Valley.
75@ = 1 

:TORENO2_2657
if 
  75@ == 1 
else_jump @TORENO2_3140 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @TORENO2_3140 
if 
   Actor.InCar($ACTOR_CESAR, 36@)
else_jump @TORENO2_3140 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1042.5 1016.4 15.3 fur_corner_at -810.5 1300.7 50.0 depth 250.0 flag 0 
else_jump @TORENO2_2837 
if 
  105@ == 0 
else_jump @TORENO2_2830 
if 
  73@ == 0 
else_jump @TORENO2_2830 
73@ = 3 
74@ = 0 
gosub @TORENO2_15177 
105@ = 1 

:TORENO2_2830
jump @TORENO2_2844 

:TORENO2_2837
105@ = 0 

:TORENO2_2844
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -881.0 1029.0 50.9 fur_corner_at -970.2 955.7 33.0 depth -20.0 flag 0 
else_jump @TORENO2_2985 
if 
  106@ == 0 
else_jump @TORENO2_2978 
if 
  73@ == 0 
else_jump @TORENO2_2978 
73@ = 4 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
108@ += 1 
gosub @TORENO2_15177 
106@ = 1 

:TORENO2_2978
jump @TORENO2_2992 

:TORENO2_2985
106@ = 0 

:TORENO2_2992
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -774.9 1445.6 10.0 fur_corner_at -1187.0 1275.6 50.0 depth -250.0 flag 0 
else_jump @TORENO2_3133 
if 
  107@ == 0 
else_jump @TORENO2_3126 
if 
  73@ == 0 
else_jump @TORENO2_3126 
73@ = 5 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
108@ += 1 
gosub @TORENO2_15177 
107@ = 1 

:TORENO2_3126
jump @TORENO2_3140 

:TORENO2_3133
107@ = 0 

:TORENO2_3140
if 
  2 > 75@ 
else_jump @TORENO2_3264 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1143.8 1041.0 50.9 fur_corner_at -1393.7 797.3 33.0 depth -60.0 flag 0 
else_jump @TORENO2_3264 
if 
  73@ == 0 
else_jump @TORENO2_3264 
73@ = 6 
74@ = 1 
108@ = 6 
gosub @TORENO2_15177 
75@ = 3 

:TORENO2_3264
if 
  75@ == 3 
else_jump @TORENO2_3411 
if 
  73@ == 0 
else_jump @TORENO2_3411 
if 
0204:   actor $PLAYER_ACTOR near_car 34@ radius 180.0 180.0 flag 0 in_car 
else_jump @TORENO2_3411 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @TORENO2_3411 
if 
   Actor.InCar($ACTOR_CESAR, 36@)
else_jump @TORENO2_3411 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
73@ = 6 
74@ = 0 
108@ = 1 
gosub @TORENO2_15177 
75@ = 4 

:TORENO2_3411
if 
  75@ == 4 
else_jump @TORENO2_3461 
if 
  73@ == 0 
else_jump @TORENO2_3461 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
75@ = 5 

:TORENO2_3461
if 
  42@ == 0 
else_jump @TORENO2_3616 
if 
0204:   actor $PLAYER_ACTOR near_car 34@ radius 180.0 180.0 flag 0 in_car 
else_jump @TORENO2_3606 
Car.SetSpeedInstantly(34@, 35.0)
if 
   not Actor.Dead(35@)
else_jump @TORENO2_3592 
0615: define_AS_pack_begin 125@ 
05D1: AS_actor -1 drive_car 34@ to -1914.6 -1187.7 30.0 speed 15.0 0 model #NULL 3 
0616: define_AS_pack_end 125@ 
0618: assign_actor 35@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 

:TORENO2_3592
42@ = 1 
jump @TORENO2_3616 

:TORENO2_3606
Car.Angle(34@) = 137.0

:TORENO2_3616
if 
  42@ == 1 
else_jump @TORENO2_3722 
if 
0207:   actor $PLAYER_ACTOR near_car 34@ radius 20.0 20.0 20.0 flag 0 in_car 
else_jump @TORENO2_3722 
if 
   Actor.InCar($ACTOR_CESAR, 36@)
else_jump @TORENO2_3722 
00BC: show_text_highpriority GXT 'TOR1_10' time 11000 flag 1  // ~s~Fahre links auf gleiche Hhe mit dem ~r~Truck~s~ und halte das Motorrad in Position, damit Cesar springen kann.
Car.SetMaxSpeed(34@, 37.0)
42@ = 2 

:TORENO2_3722
if 
  42@ == 2 
else_jump @TORENO2_5682 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @TORENO2_5682 
if 
   Actor.InCar($ACTOR_CESAR, 36@)
else_jump @TORENO2_5682 
0407: store_coords_to 111@ 112@ 113@ from_car 34@ with_offset -3.0 4.0 10.0 
0407: store_coords_to 114@ 115@ 116@ from_car 34@ with_offset -3.0 0.0 -10.0 
if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car 
else_jump @TORENO2_4178 
if 
  47@ == 0 
else_jump @TORENO2_3966 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_RDY_IN" IFP_file "BIKELEAP" 4.0 loop 0 0 0 1 time -1 // versionA 
51@ = 2 
00BC: show_text_highpriority GXT 'HOLD_1' time 7000 flag 1  // Halte diese Position!
47@ = 1 

:TORENO2_3966
if 
  47@ == 1 
else_jump @TORENO2_4171 
if 
  61@ == 0 
else_jump @TORENO2_4021 
01BD: 60@ = current_time_in_ms 
61@ = 1 
jump @TORENO2_4171 

:TORENO2_4021
01BD: 59@ = current_time_in_ms 
0085: 58@ = 59@ // (int) 
0062: 58@ -= 60@ // (int) 
if 
  58@ > 3500 
else_jump @TORENO2_4127 
Player.CanMove($PLAYER_CHAR) = False
0683: attach_car 36@ to_car 34@ with_offset -2.692 2.484 -1.0 rotation 0.0 0.0 0.0 
42@ = 0 
54@ = 0 
41@ = 3 

:TORENO2_4127
if 
  54@ == 0 
else_jump @TORENO2_4171 
if 
  58@ > 1000 
else_jump @TORENO2_4171 
54@ = 1 

:TORENO2_4171
jump @TORENO2_4203 

:TORENO2_4178
03D5: remove_text 'HOLD_1'  // Halte diese Position!
61@ = 0 
47@ = 0 

:TORENO2_4203
0407: store_coords_to 111@ 112@ 113@ from_car 34@ with_offset -3.0 12.0 10.0 
0407: store_coords_to 114@ 115@ 116@ from_car 34@ with_offset -3.0 4.0 -10.0 
if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car 
else_jump @TORENO2_4653 
if 
  48@ == 0 
else_jump @TORENO2_4646 
if 
  51@ == 0 
else_jump @TORENO2_4516 
if 
   Actor.Animation($ACTOR_CESAR) == "BK_BLNCE_IN"
else_jump @TORENO2_4466 
0613: 52@ = actor $ACTOR_CESAR animation "BK_BLNCE_IN" time 
if 
  52@ == 1.0 
else_jump @TORENO2_4459 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_BLNCE_IN" IFP_file "BIKELEAP" 4.0 loop 0 0 0 1 time -1 // versionA 
51@ = 1 

:TORENO2_4459
jump @TORENO2_4516 

:TORENO2_4466
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_BLNCE_IN" IFP_file "BIKELEAP" 4.0 loop 0 0 0 1 time -1 // versionA 
51@ = 1 

:TORENO2_4516
if 
  51@ == 2 
else_jump @TORENO2_4583 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_RDY_OUT" IFP_file "BIKELEAP" 4.0 loop 0 0 0 0 time -1 // versionA 
51@ = 1 

:TORENO2_4583
if 
  73@ == 0 
else_jump @TORENO2_4639 
73@ = 10 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
108@ += 1 
gosub @TORENO2_15177 

:TORENO2_4639
48@ = 1 

:TORENO2_4646
jump @TORENO2_4660 

:TORENO2_4653
48@ = 0 

:TORENO2_4660
0407: store_coords_to 111@ 112@ 113@ from_car 34@ with_offset -6.0 8.0 10.0 
0407: store_coords_to 114@ 115@ 116@ from_car 34@ with_offset -6.0 -8.0 -10.0 
if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car 
else_jump @TORENO2_5110 
if 
  49@ == 0 
else_jump @TORENO2_5103 
if 
  51@ == 0 
else_jump @TORENO2_4973 
if 
   Actor.Animation($ACTOR_CESAR) == "BK_BLNCE_IN"
else_jump @TORENO2_4923 
0613: 52@ = actor $ACTOR_CESAR animation "BK_BLNCE_IN" time 
if 
  52@ == 1.0 
else_jump @TORENO2_4916 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_BLNCE_IN" IFP_file "BIKELEAP" 4.0 loop 0 0 0 1 time -1 // versionA 
51@ = 1 

:TORENO2_4916
jump @TORENO2_4973 

:TORENO2_4923
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_BLNCE_IN" IFP_file "BIKELEAP" 4.0 loop 0 0 0 1 time -1 // versionA 
51@ = 1 

:TORENO2_4973
if 
  51@ == 2 
else_jump @TORENO2_5040 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_RDY_OUT" IFP_file "BIKELEAP" 4.0 loop 0 0 0 0 time -1 // versionA 
51@ = 1 

:TORENO2_5040
if 
  73@ == 0 
else_jump @TORENO2_5096 
73@ = 7 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
108@ += 1 
gosub @TORENO2_15177 

:TORENO2_5096
49@ = 1 

:TORENO2_5103
jump @TORENO2_5117 

:TORENO2_5110
49@ = 0 

:TORENO2_5117
0407: store_coords_to 111@ 112@ 113@ from_car 34@ with_offset -3.0 0.0 10.0 
0407: store_coords_to 114@ 115@ 116@ from_car 34@ with_offset -3.0 -8.0 -10.0 
if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car 
else_jump @TORENO2_5567 
if 
  50@ == 0 
else_jump @TORENO2_5560 
if 
  51@ == 0 
else_jump @TORENO2_5430 
if 
   Actor.Animation($ACTOR_CESAR) == "BK_BLNCE_IN"
else_jump @TORENO2_5380 
0613: 52@ = actor $ACTOR_CESAR animation "BK_BLNCE_IN" time 
if 
  52@ == 1.0 
else_jump @TORENO2_5373 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_BLNCE_IN" IFP_file "BIKELEAP" 4.0 loop 0 0 0 1 time -1 // versionA 
51@ = 1 

:TORENO2_5373
jump @TORENO2_5430 

:TORENO2_5380
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_BLNCE_IN" IFP_file "BIKELEAP" 4.0 loop 0 0 0 1 time -1 // versionA 
51@ = 1 

:TORENO2_5430
if 
  51@ == 2 
else_jump @TORENO2_5497 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_RDY_OUT" IFP_file "BIKELEAP" 4.0 loop 0 0 0 0 time -1 // versionA 
51@ = 1 

:TORENO2_5497
if 
  73@ == 0 
else_jump @TORENO2_5553 
73@ = 9 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
108@ += 1 
gosub @TORENO2_15177 

:TORENO2_5553
50@ = 1 

:TORENO2_5560
jump @TORENO2_5574 

:TORENO2_5567
50@ = 0 

:TORENO2_5574
if and
  47@ == 0 
  48@ == 0 
  49@ == 0 
  50@ == 0 
else_jump @TORENO2_5682 
if 
  51@ > 0 
else_jump @TORENO2_5682 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_BLNCE_OUT" IFP_file "BIKELEAP" 4.0 loop 0 0 0 0 time -1 // versionA 
51@ = 0 

:TORENO2_5682
gosub @TORENO2_12035 
gosub @TORENO2_11512 
gosub @TORENO2_11832 
gosub @TORENO2_12104 
gosub @TORENO2_12228 

:TORENO2_5717
if 
  41@ == 3 
else_jump @TORENO2_8119 
if 
  42@ == 0 
else_jump @TORENO2_5803 
06C9: remove_actor $ACTOR_CESAR from_group 
0605: actor $ACTOR_CESAR perform_animation_sequence "BK_JMP" IFP_file "BIKELEAP" 4.0 loop 0 0 0 1 time -1 // versionA 
42@ = 1 

:TORENO2_5803
if 
  42@ == 1 
else_jump @TORENO2_5889 
if 
   Actor.Animation($ACTOR_CESAR) == "BK_JMP"
else_jump @TORENO2_5889 
0613: 52@ = actor $ACTOR_CESAR animation "BK_JMP" time 
if 
  52@ == 1.0 
else_jump @TORENO2_5889 
42@ = 2 

:TORENO2_5889
if 
  42@ == 2 
else_jump @TORENO2_6058 
if 
   not Car.Wrecked(36@)
else_jump @TORENO2_5931 
09C9: disembark_actor $ACTOR_CESAR from_car 36@ and_freeze_actor_position 

:TORENO2_5931
0464: put_actor $ACTOR_CESAR into_turret_on_car 34@ at_car_offset -1.0 0.0 0.0 position 3 shooting_angle_limit 360.0 with_weapon 0 
0605: actor $ACTOR_CESAR perform_animation_sequence "TRUCK_GETIN" IFP_file "BIKELEAP" 1000.0 loop 0 0 0 1 time -1 // versionA 
if 
   not Car.Wrecked(36@)
else_jump @TORENO2_6044 
0684: detach_car 36@ 0.0 0.0 0.0 collision_detection 0 

:TORENO2_6044
Player.CanMove($PLAYER_CHAR) = True
42@ = 3 

:TORENO2_6058
if 
  42@ > 3 
else_jump @TORENO2_6092 
53@ = Car.Angle(34@)
Actor.Angle($ACTOR_CESAR) = 53@

:TORENO2_6092
if 
  42@ == 3 
else_jump @TORENO2_6195 
if 
   Actor.Animation($ACTOR_CESAR) == "TRUCK_GETIN"
else_jump @TORENO2_6195 
0613: 52@ = actor $ACTOR_CESAR animation "TRUCK_GETIN" time 
if 
  52@ > 0.41 
else_jump @TORENO2_6195 
56@ = 1 
42@ = 4 

:TORENO2_6195
if 
  42@ == 4 
else_jump @TORENO2_6358 
if 
   Actor.Animation($ACTOR_CESAR) == "TRUCK_GETIN"
else_jump @TORENO2_6358 
0613: 52@ = actor $ACTOR_CESAR animation "TRUCK_GETIN" time 
if 
  52@ > 0.66 
else_jump @TORENO2_6358 
if 
   not Actor.Dead(35@)
else_jump @TORENO2_6358 
0605: actor 35@ perform_animation_sequence "TRUCK_DRIVER" IFP_file "BIKELEAP" 4.0 loop 0 0 0 1 time -1 // versionA 
54@ = 1 
42@ = 5 

:TORENO2_6358
if 
  42@ == 5 
else_jump @TORENO2_6593 
if 
   Actor.Animation($ACTOR_CESAR) == "TRUCK_GETIN"
else_jump @TORENO2_6593 
0613: 52@ = actor $ACTOR_CESAR animation "TRUCK_GETIN" time 
if 
  52@ == 1.0 
else_jump @TORENO2_6593 
if 
   not Actor.Dead(35@)
else_jump @TORENO2_6540 
0362: remove_actor 35@ from_car_and_place_at 0.0 0.0 0.0 
0430: put_actor 35@ into_car 34@ passenger_seat -1 
0605: actor 35@ perform_animation_sequence "STRUGGLE_DRIVER" IFP_file "BIKELEAP" 1000.0 loop 1 0 0 1 time -1 // versionA 

:TORENO2_6540
0605: actor $ACTOR_CESAR perform_animation_sequence "STRUGGLE_CESAR" IFP_file "BIKELEAP" 1000.0 loop 1 0 0 1 time -1 // versionA 
42@ = 6 

:TORENO2_6593
if 
  42@ == 6 
else_jump @TORENO2_6692 
if 
  54@ == 16 
else_jump @TORENO2_6692 
if 
   not Actor.Dead(35@)
else_jump @TORENO2_6692 
0687: clear_actor $ACTOR_CESAR task 
0687: clear_actor 35@ task 
0615: define_AS_pack_begin 125@ 
0622: AS_actor -1 bail_car 34@ 
0616: define_AS_pack_end 125@ 
0618: assign_actor 35@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
42@ = 8 

:TORENO2_6692
if 
  42@ == 8 
else_jump @TORENO2_6884 
if 
   not Actor.Dead(35@)
else_jump @TORENO2_6884 
if 
   not Actor.Driving(35@)
else_jump @TORENO2_6884 
Car.SetAnimation(34@, 0, -1)
Car.ImmuneToNonPlayer(34@) = False
0762: AS_actor 35@ dies 
0465: remove_actor $ACTOR_CESAR from_turret_mode 
0430: put_actor $ACTOR_CESAR into_car 34@ passenger_seat -1 
45@ = 1 
Car.DoorStatus(34@) = 1
Model.Destroy(#PCJ600)
04EF: release_animation "BIKELEAP" 
0607: unknown_remove_0606 
00BE: text_clear_all 
Marker.Disable(40@)
40@ = Marker.CreateAboveCar(34@)
07E0: set_marker 40@ type_to 1 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
00BC: show_text_highpriority GXT 'TOR1_11' time 4000 flag 1  // ~s~Steig in den ~b~Truck~s~ und fahr ihn in die Werkstatt.
42@ = 0 
73@ = 0 
75@ = 0 
41@ = 4 

:TORENO2_6884
if 
  54@ == 1 
else_jump @TORENO2_6943 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 7, 200)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 2 

:TORENO2_6943
if 
  54@ == 2 
else_jump @TORENO2_7021 
if 
  32@ > 200 
else_jump @TORENO2_7021 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 9, 300)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 3 

:TORENO2_7021
if 
  54@ == 3 
else_jump @TORENO2_7099 
if 
  32@ > 300 
else_jump @TORENO2_7099 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 8, 200)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 4 

:TORENO2_7099
if 
  54@ == 4 
else_jump @TORENO2_7177 
if 
  32@ > 200 
else_jump @TORENO2_7177 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 9, 500)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 5 

:TORENO2_7177
if 
  54@ == 5 
else_jump @TORENO2_7255 
if 
  32@ > 500 
else_jump @TORENO2_7255 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 7, 500)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 6 

:TORENO2_7255
if 
  54@ == 6 
else_jump @TORENO2_7333 
if 
  32@ > 500 
else_jump @TORENO2_7333 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 9, 1000)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 7 

:TORENO2_7333
if 
  54@ == 7 
else_jump @TORENO2_7411 
if 
  32@ > 1000 
else_jump @TORENO2_7411 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 8, 500)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 8 

:TORENO2_7411
if 
  54@ == 8 
else_jump @TORENO2_7489 
if 
  32@ > 500 
else_jump @TORENO2_7489 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 9, 1000)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 9 

:TORENO2_7489
if 
  54@ == 9 
else_jump @TORENO2_7567 
if 
  32@ > 1000 
else_jump @TORENO2_7567 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 7, 500)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 10 

:TORENO2_7567
if 
  54@ == 10 
else_jump @TORENO2_7645 
if 
  32@ > 500 
else_jump @TORENO2_7645 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 9, 1000)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 11 

:TORENO2_7645
if 
  54@ == 11 
else_jump @TORENO2_7723 
if 
  32@ > 1000 
else_jump @TORENO2_7723 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 8, 500)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 12 

:TORENO2_7723
if 
  54@ == 12 
else_jump @TORENO2_7801 
if 
  32@ > 500 
else_jump @TORENO2_7801 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 9, 1000)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 13 

:TORENO2_7801
if 
  54@ == 13 
else_jump @TORENO2_7879 
if 
  32@ > 1000 
else_jump @TORENO2_7879 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 7, 500)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 14 

:TORENO2_7879
if 
  54@ == 14 
else_jump @TORENO2_7957 
if 
  32@ > 500 
else_jump @TORENO2_7957 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 9, 1000)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 15 

:TORENO2_7957
if 
  54@ == 15 
else_jump @TORENO2_8035 
if 
  32@ > 1000 
else_jump @TORENO2_8035 
03A2: set_car 34@ action 3 
Car.SetAnimation(34@, 6, 1000)
Car.SetMaxSpeed(34@, 35.0)
32@ = 0 
54@ = 16 

:TORENO2_8035
if 
  56@ == 1 
else_jump @TORENO2_8105 
if 
88A7:   not car 34@ componentA 2 opened_or_not_present 
else_jump @TORENO2_8098 
124@ += 0.1 
08A6: set_car 34@ componentA 2 rotation_to 124@ 
jump @TORENO2_8105 

:TORENO2_8098
56@ = 2 

:TORENO2_8105
gosub @TORENO2_12228 
gosub @TORENO2_12035 

:TORENO2_8119
if 
  41@ == 4 
else_jump @TORENO2_8617 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TORENO2_8198 
if 
   Actor.Driving($ACTOR_CESAR)
else_jump @TORENO2_8198 
if 
0735:   NOP_false 81 
else_jump @TORENO2_8198 
42@ = 0 
41@ = 5 

:TORENO2_8198
if 
  42@ == 0 
else_jump @TORENO2_8377 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TORENO2_8377 
if 
07AB:   trailer 37@ attached_to_cab 34@ 
else_jump @TORENO2_8309 
Marker.Disable(40@)
018A: 40@ = create_checkpoint_at -2016.5 157.7 26.7 
00BB: show_text_lowpriority GXT 'TOR1_06' time 7000 flag 1  // ~s~Fahr den Truck in die ~y~Werkstatt~s~.
55@ = 1 
jump @TORENO2_8352 

:TORENO2_8309
Marker.Disable(40@)
40@ = Marker.CreateAboveCar(37@)
07E0: set_marker 40@ type_to 1 
00BB: show_text_lowpriority GXT 'TOR1_21' time 7000 flag 1  // ~s~Kopple den ~b~Anhnger~s~ wieder ans Fhrerhaus an.
55@ = 0 

:TORENO2_8352
041E: set_radio_station 0 
45@ = 1 
42@ = 1 
33@ = 0 

:TORENO2_8377
if 
  42@ == 1 
else_jump @TORENO2_8617 
if 
  75@ == 0 
else_jump @TORENO2_8496 
if 
  33@ > 7000 
else_jump @TORENO2_8496 
if 
  55@ == 1 
else_jump @TORENO2_8496 
if 
  45@ == 1 
else_jump @TORENO2_8496 
73@ = 11 
74@ = 0 
gosub @TORENO2_15177 
75@ = 1 

:TORENO2_8496
if 
07AB:   trailer 37@ attached_to_cab 34@ 
else_jump @TORENO2_8603 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TORENO2_8603 
if 
01AF:   car 34@ sphere 1 in_sphere -2016.5 157.7 26.7 radius 4.0 4.0 4.0 
else_jump @TORENO2_8603 
Player.CanMove($PLAYER_CHAR) = False
42@ = 0 
41@ = 5 

:TORENO2_8603
gosub @TORENO2_11122 
gosub @TORENO2_11303 

:TORENO2_8617
if 
  41@ == 5 
else_jump @TORENO2_9737 
if 
  42@ == 0 
else_jump @TORENO2_8707 
Player.CanMove($PLAYER_CHAR) = False
0221: set_player $PLAYER_CHAR trapped_in_car 1 
00BE: text_clear_all 
fade 0 500 

:TORENO2_8676
if 
fading 
else_jump @TORENO2_8700 
wait 0 
jump @TORENO2_8676 

:TORENO2_8700
42@ = 1 

:TORENO2_8707
if 
  42@ == 1 
else_jump @TORENO2_9379 
04ED: load_animation "POLICE" 

:TORENO2_8735
if 
84EE:   not animation "POLICE" loaded 
else_jump @TORENO2_8767 
wait 0 
jump @TORENO2_8735 

:TORENO2_8767
Garage.Open('HBGDSFS')

:TORENO2_8778
if 
   not Garage.IsOpen('HBGDSFS')
else_jump @TORENO2_8811 
wait 0 
jump @TORENO2_8778 

:TORENO2_8811
gosub @TORENO2_10920 
if 
  44@ == 1 
else_jump @TORENO2_8843 
jump @TORENO2_10697 

:TORENO2_8843
04E4: unknown_refresh_game_renderer_at -1998.7 178.4 
0A0B: set_rendering_origin_at_3D_coord -1998.7 178.4 26.3 angle 270.0 
0395: clear_area 0 at -1998.7 178.4 26.3 radius 200.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
if 
   not Car.Wrecked(37@)
else_jump @TORENO2_8988 
if 
07AB:   trailer 37@ attached_to_cab 34@ 
else_jump @TORENO2_8988 
07AC: detach_trailer 37@ from_cab 34@ 
Car.PutAt(37@, -1998.7, 178.4, 26.3)
Car.Angle(37@) = 88.7

:TORENO2_8988
Car.PutAt(34@, -2006.7, 178.4, 26.3)
Car.Angle(34@) = 88.7
wait 0 
gosub @TORENO2_10920 
if 
  44@ == 1 
else_jump @TORENO2_9054 
jump @TORENO2_10697 

:TORENO2_9054
if 
   not Car.Wrecked(37@)
else_jump @TORENO2_9078 
0893: put_trailer 37@ on_cab 34@ 

:TORENO2_9078
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2035.3, 180.5, 27.8)
Actor.Angle($PLAYER_ACTOR) = 277.5
0615: define_AS_pack_begin 125@ 
0605: actor -1 perform_animation_sequence "COPTRAF_COME" IFP_file "POLICE" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 125@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
0792: disembark_instantly_actor $ACTOR_CESAR 
036A: put_actor $ACTOR_CESAR in_car 34@ 
05D1: AS_actor $ACTOR_CESAR drive_car 34@ to -2053.3 178.8 27.8 speed 10.0 0 model #NULL 3 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
73@ = 0 
09F5: disable_player_mutal_activities 1 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Camera.SetPosition(-2038.0, 182.8, 29.2, 0.0, 0.0, 0.0)
Camera.PointAt(-2001.0, 166.2, 31.2, 2)
fade 1 2000 

:TORENO2_9316
if 
fading 
else_jump @TORENO2_9340 
wait 0 
jump @TORENO2_9316 

:TORENO2_9340
gosub @TORENO2_10920 
if 
  44@ == 1 
else_jump @TORENO2_9372 
jump @TORENO2_10697 

:TORENO2_9372
42@ = 2 

:TORENO2_9379
if 
  42@ == 2 
else_jump @TORENO2_9545 
062E: unknown_get_actor $PLAYER_ACTOR task 1541 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @TORENO2_9545 
0615: define_AS_pack_begin 125@ 
0605: actor -1 perform_animation_sequence "COPTRAF_COME" IFP_file "POLICE" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "COPTRAF_LEFT" IFP_file "POLICE" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 125@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
32@ = 0 
42@ = 3 

:TORENO2_9545
if 
  42@ == 3 
else_jump @TORENO2_9737 
if 
  32@ > 5000 
else_jump @TORENO2_9737 
fade 0 500 

:TORENO2_9589
if 
fading 
else_jump @TORENO2_9613 
wait 0 
jump @TORENO2_9589 

:TORENO2_9613
0296: unload_special_actor 1 
Car.Destroy(34@)
Car.Destroy(37@)
Garage.Close('HBGDSFS')

:TORENO2_9638
if 
   not Garage.IsClosed('HBGDSFS')
else_jump @TORENO2_9671 
wait 0 
jump @TORENO2_9638 

:TORENO2_9671
09F5: disable_player_mutal_activities 0 
fade 1 500 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:TORENO2_9706
if 
fading 
else_jump @TORENO2_9730 
wait 0 
jump @TORENO2_9706 

:TORENO2_9730
jump @TORENO2_10715 

:TORENO2_9737
if 
  3 > 41@ 
else_jump @TORENO2_9823 
if 
   not Actor.Dead(35@)
else_jump @TORENO2_9823 
if 
01AD:   car 34@ sphere 0 near_point -1914.6 -1187.7 radius 5.0 5.0 
else_jump @TORENO2_9823 
42@ = 0 
41@ = 6 

:TORENO2_9823
if 
  41@ == 6 
else_jump @TORENO2_10683 
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @TORENO2_10561 
if 
  42@ == 0 
else_jump @TORENO2_10561 
00BE: text_clear_all 
fade 0 500 

:TORENO2_9893
if 
fading 
else_jump @TORENO2_9917 
wait 0 
jump @TORENO2_9893 

:TORENO2_9917
gosub @TORENO2_10920 
if 
  44@ == 1 
else_jump @TORENO2_9949 
jump @TORENO2_10697 

:TORENO2_9949
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
73@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Camera.SetPosition(-1932.8, -991.8, 31.3, 0.0, 0.0, 0.0)
Camera.PointAt(-1959.7, -1019.9, 43.1, 2)
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1915.0 -977.8 cornerB -2013.4 -1074.8 
else_jump @TORENO2_10095 
Actor.PutAt($PLAYER_ACTOR, -1984.5, -1072.9, 31.5)

:TORENO2_10095
if 
00A3:   actor $ACTOR_CESAR sphere 0 in_rectangle_cornerA -1915.0 -977.8 cornerB -2013.4 -1074.8 
else_jump @TORENO2_10153 
Actor.PutAt($ACTOR_CESAR, -1984.5, -1074.9, 31.5)

:TORENO2_10153
04E4: unknown_refresh_game_renderer_at -1984.3 -1045.7 
Camera.SetAtPos(-1984.3, -1045.7, 31.6)
0395: clear_area 1 at -1984.3 -1045.7 31.6 radius 25.0 
Car.PutAt(34@, -1984.3, -1045.7, 31.6)
Car.Angle(34@) = 0.0
if 
   not Car.Wrecked(37@)
else_jump @TORENO2_10290 
Car.PutAt(37@, -1984.3, -1055.7, 31.6)
Car.Angle(37@) = 0.0
0893: put_trailer 37@ on_cab 34@ 

:TORENO2_10290
if 
   not Actor.Dead(35@)
else_jump @TORENO2_10461 
0615: define_AS_pack_begin 125@ 
05D1: AS_actor -1 drive_car 34@ to -1984.8 -1022.1 31.6 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1954.4 -1007.4 31.6 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1943.6 -1040.1 31.6 speed 15.0 2 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1946.6 -1018.0 31.6 speed 15.0 2 model #NULL 3 
0616: define_AS_pack_end 125@ 
0618: assign_actor 35@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 

:TORENO2_10461
00BC: show_text_highpriority GXT 'TOR1_12' time 11000 flag 1  // ~r~Du hast es nicht geschafft, den Truck zu klauen!
fade 1 1000 

:TORENO2_10484
if 
fading 
else_jump @TORENO2_10515 
wait 0 
gosub @TORENO2_12035 
jump @TORENO2_10484 

:TORENO2_10515
gosub @TORENO2_10920 
if 
  44@ == 1 
else_jump @TORENO2_10547 
jump @TORENO2_10697 

:TORENO2_10547
0707: start_scene_skip_to @TORENO2_10624 
42@ = 1 

:TORENO2_10561
if 
  42@ == 1 
else_jump @TORENO2_10683 
gosub @TORENO2_12035 
if 
01AD:   car 34@ sphere 0 near_point -1943.6 -1040.1 radius 5.0 5.0 
else_jump @TORENO2_10683 

:TORENO2_10624
0701: end_scene_skip 
gosub @TORENO2_10920 
if 
  44@ == 1 
else_jump @TORENO2_10658 
jump @TORENO2_10697 

:TORENO2_10658
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_12' time 4000 flag 1  // ~r~Du hast es nicht geschafft, den Truck zu klauen!
jump @TORENO2_10697 

:TORENO2_10683
gosub @TORENO2_12933 
jump @TORENO2_1616 

:TORENO2_10697
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:TORENO2_10715
$TORENO_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 7000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 7000
0629: change_integer_stat 326 to 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'DESERT2'  // Highjack
Marker.Disable($580)
030C: progress_made += 1 
return 

:TORENO2_10787
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @TORENO2_10805 
Camera.Restore_WithJumpCut

:TORENO2_10805
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TORENO2_10828 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:TORENO2_10828
09F5: disable_player_mutal_activities 0 
0607: unknown_remove_0606 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
Model.Destroy(#PETRO)
Model.Destroy(#PCJ600)
Model.Destroy(#PETROTR)
Model.Destroy(#SAVANNA)
Actor.DestroyWithFade($ACTOR_CESAR)
0296: unload_special_actor 1 
04EF: release_animation "BIKELEAP" 
04EF: release_animation "POLICE" 
Marker.Disable(40@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:TORENO2_10920
if 
  3 > 41@ 
else_jump @TORENO2_10979 
if 
   Car.Wrecked(36@)
else_jump @TORENO2_10979 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_02' time 4000 flag 1  // ~r~Das Motorrad wurde zerstrt.
44@ = 1 

:TORENO2_10979
if 
  41@ > 1 
else_jump @TORENO2_11079 
if 
   Car.Wrecked(34@)
else_jump @TORENO2_11038 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_14' time 4000 flag 1  // ~r~Der Wagen wurde zerstrt.
44@ = 1 

:TORENO2_11038
if 
   Car.Wrecked(37@)
else_jump @TORENO2_11079 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_14' time 4000 flag 1  // ~r~Der Wagen wurde zerstrt.
44@ = 1 

:TORENO2_11079
if 
   Actor.Dead($ACTOR_CESAR)
else_jump @TORENO2_11120 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_03' time 4000 flag 1  // ~r~Cesar wurde gettet.
44@ = 1 

:TORENO2_11120
return 

:TORENO2_11122
if 
  45@ == 0 
else_jump @TORENO2_11237 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TORENO2_11237 
if 
87AB:   not trailer 37@ attached_to_cab 34@ 
else_jump @TORENO2_11205 
Marker.Disable(40@)
40@ = Marker.CreateAboveCar(37@)
07E0: set_marker 40@ type_to 1 
jump @TORENO2_11230 

:TORENO2_11205
Marker.Disable(40@)
018A: 40@ = create_checkpoint_at -2016.5 157.7 26.7 

:TORENO2_11230
45@ = 1 

:TORENO2_11237
if 
  45@ == 1 
else_jump @TORENO2_11301 
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TORENO2_11301 
Marker.Disable(40@)
40@ = Marker.CreateAboveCar(34@)
07E0: set_marker 40@ type_to 1 
45@ = 0 

:TORENO2_11301
return 

:TORENO2_11303
if 
  45@ == 1 
else_jump @TORENO2_11510 
if 
   not Car.Wrecked(37@)
else_jump @TORENO2_11510 
Car.Health(37@) = 1000
if 
  55@ == 1 
else_jump @TORENO2_11425 
if 
87AB:   not trailer 37@ attached_to_cab 34@ 
else_jump @TORENO2_11425 
Marker.Disable(40@)
40@ = Marker.CreateAboveCar(37@)
07E0: set_marker 40@ type_to 1 
00BC: show_text_highpriority GXT 'TOR1_21' time 4000 flag 1  // ~s~Kopple den ~b~Anhnger~s~ wieder ans Fhrerhaus an.
55@ = 0 

:TORENO2_11425
if 
  55@ == 0 
else_jump @TORENO2_11510 
if 
07AB:   trailer 37@ attached_to_cab 34@ 
else_jump @TORENO2_11510 
Marker.Disable(40@)
018A: 40@ = create_checkpoint_at -2016.5 157.7 26.7 
00BB: show_text_lowpriority GXT 'TOR1_06' time 4000 flag 1  // ~s~Fahr den Truck in die ~y~Werkstatt~s~.
55@ = 1 

:TORENO2_11510
return 

:TORENO2_11512
if 
  46@ == 1 
else_jump @TORENO2_11830 
if 
  45@ == 0 
else_jump @TORENO2_11700 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @TORENO2_11700 
03D5: remove_text 76@(74@,8s) 
03D5: remove_text 'TOR1_20'  // ~s~Steig auf das ~b~Motorrad~s~.
Marker.Disable(40@)
if 
   not Car.Wrecked(34@)
else_jump @TORENO2_11616 
40@ = Marker.CreateAboveCar(34@)

:TORENO2_11616
if 
  33@ > 8000 
else_jump @TORENO2_11693 
if 
   Actor.InCar($ACTOR_CESAR, 36@)
else_jump @TORENO2_11677 
00BC: show_text_highpriority GXT 'TOR1_05' time 4000 flag 1  // ~s~Hol den ~r~Truck~s~ ein.
jump @TORENO2_11693 

:TORENO2_11677
00BC: show_text_highpriority GXT 'TOR1_16' time 4000 flag 1  // ~s~Nimm Cesar mit und verfolge den ~r~Truck~s~.

:TORENO2_11693
45@ = 1 

:TORENO2_11700
if 
  45@ == 1 
else_jump @TORENO2_11830 
if 
   not Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @TORENO2_11830 
03D5: remove_text 76@(74@,8s) 
03D5: remove_text 'TOR1_10'  // ~s~Fahre links auf gleiche Hhe mit dem ~r~Truck~s~ und halte das Motorrad in Position, damit Cesar springen kann.
03D5: remove_text 'TOR1_16'  // ~s~Nimm Cesar mit und verfolge den ~r~Truck~s~.
Marker.Disable(40@)
40@ = Marker.CreateAboveCar(36@)
07E0: set_marker 40@ type_to 1 
if 
  33@ > 8000 
else_jump @TORENO2_11823 
00BC: show_text_highpriority GXT 'TOR1_20' time 4000 flag 1  // ~s~Steig auf das ~b~Motorrad~s~.

:TORENO2_11823
45@ = 0 

:TORENO2_11830
return 

:TORENO2_11832
if 
  46@ == 1 
else_jump @TORENO2_11896 
if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @TORENO2_11896 
Marker.Disable(40@)
40@ = Marker.CreateAboveActor($ACTOR_CESAR)
07E0: set_marker 40@ type_to 1 
46@ = 0 

:TORENO2_11896
if 
  46@ == 0 
else_jump @TORENO2_12033 
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 8.0 8.0 8.0 sphere 0 
else_jump @TORENO2_12033 
if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @TORENO2_11981 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 

:TORENO2_11981
Marker.Disable(40@)
if 
   not Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @TORENO2_12019 
45@ = 1 
jump @TORENO2_12026 

:TORENO2_12019
45@ = 0 

:TORENO2_12026
46@ = 1 

:TORENO2_12033
return 

:TORENO2_12035
if 
   not Car.Wrecked(34@)
else_jump @TORENO2_12102 
if 
   not Car.Wrecked(37@)
else_jump @TORENO2_12102 
Car.Health(37@) = 1000
if 
87AB:   not trailer 37@ attached_to_cab 34@ 
else_jump @TORENO2_12102 
0893: put_trailer 37@ on_cab 34@ 

:TORENO2_12102
return 

:TORENO2_12104
if 
   not Car.Wrecked(34@)
else_jump @TORENO2_12226 
if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 20.0 20.0 flag 0 
else_jump @TORENO2_12168 
Car.SetMaxSpeed(34@, 37.0)
jump @TORENO2_12226 

:TORENO2_12168
if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 40.0 40.0 flag 0 
else_jump @TORENO2_12216 
Car.SetMaxSpeed(34@, 20.0)
jump @TORENO2_12226 

:TORENO2_12216
Car.SetMaxSpeed(34@, 15.0)

:TORENO2_12226
return 

:TORENO2_12228
if 
   not Car.Wrecked(34@)
else_jump @TORENO2_12931 
0407: store_coords_to 120@ 121@ $TEMPVAR_FLOAT_3 from_car 34@ with_offset -3.0 2.0 0.0 
0407: store_coords_to 122@ 123@ $TEMPVAR_FLOAT_3 from_car 34@ with_offset 3.0 11.0 0.0 
053E: 38@ = get_random_car_with_model -1 in_rectangle_cornerA 120@ 121@ cornerB 122@ 123@ 
if 
   not Car.Wrecked(38@)
else_jump @TORENO2_12931 
if 
803B:   not  38@ == 36@ // (int) 
else_jump @TORENO2_12931 
57@ = Car.Health(38@)
if 
  57@ > 500 
else_jump @TORENO2_12931 
02E3: 69@ = car 34@ speed 
69@ *= 0.02 
02F8: get_car 34@ Z_angle_cosine_to 120@ 
02F9: get_car 34@ Z_angle_sine_to 121@ 
0087: 122@ = 121@ // (float) 
123@ = -1.0 
006B: 123@ *= 120@ // (float) 
Car.StorePos(38@, 65@, 66@, 67@)
Car.StorePos(34@, 62@, 63@, 64@)
0063: 65@ -= 62@ // (float) 
0063: 66@ -= 63@ // (float) 
0087: 70@ = 122@ // (float) 
006B: 70@ *= 65@ // (float) 
0087: 71@ = 123@ // (float) 
006B: 71@ *= 66@ // (float) 
0087: 68@ = 70@ // (float) 
005B: 68@ += 71@ // (float) 
if 
  2.5 > 68@ 
else_jump @TORENO2_12921 
if 
  68@ > -2.5 
else_jump @TORENO2_12921 
if 
  68@ > 0.0 
else_jump @TORENO2_12615 
68@ = 1.0 
jump @TORENO2_12625 

:TORENO2_12615
68@ = -1.0 

:TORENO2_12625
0087: 70@ = 120@ // (float) 
006B: 70@ *= 69@ // (float) 
0087: 71@ = 68@ // (float) 
006B: 71@ *= 122@ // (float) 
71@ *= 0.5 
0087: 72@ = 69@ // (float) 
006B: 72@ *= 71@ // (float) 
0087: 62@ = 70@ // (float) 
005B: 62@ += 72@ // (float) 
0087: 70@ = 121@ // (float) 
006B: 70@ *= 69@ // (float) 
0087: 71@ = 68@ // (float) 
006B: 71@ *= 123@ // (float) 
71@ *= 0.5 
0087: 72@ = 69@ // (float) 
006B: 72@ *= 71@ // (float) 
0087: 63@ = 70@ // (float) 
005B: 63@ += 72@ // (float) 
0087: 64@ = 69@ // (float) 
64@ += 0.008 
64@ *= 0.5 
65@ = -1.0 
006B: 65@ *= 68@ // (float) 
006B: 65@ *= 122@ // (float) 
006B: 65@ *= 69@ // (float) 
66@ = -1.0 
006B: 66@ *= 68@ // (float) 
006B: 66@ *= 123@ // (float) 
006B: 66@ *= 69@ // (float) 
67@ = 0.0 
03D1: play_wav 3 
03A2: set_car 38@ action 3 
07D5: set_car 38@ velocity_in_direction_XYZ 62@ 63@ 64@ rotation_velocitiesXY 65@ 66@ unk 67@ 
Car.Health(38@) = 499

:TORENO2_12921
054F: clear_car 38@ damage 
Car.RemoveReferences(38@)

:TORENO2_12931
return 

:TORENO2_12933
if 
  73@ == 1 
else_jump @TORENO2_13005 
if 
001D:   100@ > 74@ // (int) 
else_jump @TORENO2_12998 
gosub @TORENO2_16465 
gosub @TORENO2_16572 
gosub @TORENO2_16726 
jump @TORENO2_13005 

:TORENO2_12998
73@ = 0 

:TORENO2_13005
if or
  41@ == 1 
  41@ == 2 
else_jump @TORENO2_14376 
if or
  14 > 41@ 
  41@ == 16 
else_jump @TORENO2_14376 
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @TORENO2_13789 
if 
0104:   actor $ACTOR_CESAR near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @TORENO2_13782 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_CESAR on_foot 
else_jump @TORENO2_13285 
if or
  73@ == 2 
  73@ == 3 
  73@ == 4 
  73@ == 5 
  73@ == 6 
else_jump @TORENO2_13285 
if 
001D:   100@ > 74@ // (int) 
else_jump @TORENO2_13278 
gosub @TORENO2_16465 
gosub @TORENO2_16572 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @TORENO2_13240 
gosub @TORENO2_16726 
jump @TORENO2_13271 

:TORENO2_13240
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
101@ = 0 
102@ = 0 

:TORENO2_13271
jump @TORENO2_13285 

:TORENO2_13278
73@ = 0 

:TORENO2_13285
if and
   Actor.Driving($PLAYER_ACTOR)
   Actor.Driving($ACTOR_CESAR)
else_jump @TORENO2_13460 
if or
  73@ == 2 
  73@ == 3 
  73@ == 4 
  73@ == 5 
  73@ == 6 
else_jump @TORENO2_13460 
if 
001D:   100@ > 74@ // (int) 
else_jump @TORENO2_13453 
gosub @TORENO2_16465 
gosub @TORENO2_16572 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @TORENO2_13415 
gosub @TORENO2_16726 
jump @TORENO2_13446 

:TORENO2_13415
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
101@ = 0 
102@ = 0 

:TORENO2_13446
jump @TORENO2_13460 

:TORENO2_13453
73@ = 0 

:TORENO2_13460
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_CESAR on_foot 
else_jump @TORENO2_13621 
if or
  73@ == 7 
  73@ == 9 
  73@ == 10 
else_jump @TORENO2_13621 
if 
001D:   100@ > 74@ // (int) 
else_jump @TORENO2_13614 
gosub @TORENO2_16465 
gosub @TORENO2_16572 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @TORENO2_13576 
gosub @TORENO2_16726 
jump @TORENO2_13607 

:TORENO2_13576
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
101@ = 0 
102@ = 0 

:TORENO2_13607
jump @TORENO2_13621 

:TORENO2_13614
73@ = 0 

:TORENO2_13621
if and
   Actor.Driving($PLAYER_ACTOR)
   Actor.Driving($ACTOR_CESAR)
else_jump @TORENO2_13782 
if or
  73@ == 7 
  73@ == 9 
  73@ == 10 
else_jump @TORENO2_13782 
if 
001D:   100@ > 74@ // (int) 
else_jump @TORENO2_13775 
gosub @TORENO2_16465 
gosub @TORENO2_16572 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @TORENO2_13737 
gosub @TORENO2_16726 
jump @TORENO2_13768 

:TORENO2_13737
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
101@ = 0 
102@ = 0 

:TORENO2_13768
jump @TORENO2_13782 

:TORENO2_13775
73@ = 0 

:TORENO2_13782
jump @TORENO2_13906 

:TORENO2_13789
if 
  14 > 73@ 
else_jump @TORENO2_13906 
if 
001D:   100@ > 74@ // (int) 
else_jump @TORENO2_13833 
74@ += 1 

:TORENO2_13833
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
00BE: text_clear_all 
0085: 109@ = 73@ // (int) 
0085: 110@ = 74@ // (int) 
73@ = 14 
0209: 74@ = random_int_in_ranges 0 4 
0085: 108@ = 74@ // (int) 
108@ += 1 
gosub @TORENO2_15177 

:TORENO2_13906
if 
  73@ == 14 
else_jump @TORENO2_14097 
if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @TORENO2_14074 
if 
001D:   100@ > 74@ // (int) 
else_jump @TORENO2_14044 
gosub @TORENO2_16465 
gosub @TORENO2_16572 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @TORENO2_14006 
gosub @TORENO2_16726 
jump @TORENO2_14037 

:TORENO2_14006
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
101@ = 0 
102@ = 0 

:TORENO2_14037
jump @TORENO2_14067 

:TORENO2_14044
00BB: show_text_lowpriority GXT 'TOR1_13' time 4000 flag 1  // ~s~Du hast ~b~Cesar~s~ zurckgelassen.
73@ = 15 

:TORENO2_14067
jump @TORENO2_14097 

:TORENO2_14074
00BB: show_text_lowpriority GXT 'TOR1_13' time 4000 flag 1  // ~s~Du hast ~b~Cesar~s~ zurckgelassen.
73@ = 15 

:TORENO2_14097
if 
  73@ == 15 
else_jump @TORENO2_14150 
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @TORENO2_14150 
73@ = 16 
74@ = 0 
00BE: text_clear_all 

:TORENO2_14150
if 
  73@ == 16 
else_jump @TORENO2_14376 
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @TORENO2_14321 
33@ = 0 
0085: 73@ = 109@ // (int) 
0085: 74@ = 110@ // (int) 
gosub @TORENO2_15177 
if 
  109@ == 0 
else_jump @TORENO2_14314 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @TORENO2_14277 
00BB: show_text_lowpriority GXT 'TOR1_05' time 7000 flag 1  // ~s~Hol den ~r~Truck~s~ ein.
jump @TORENO2_14293 

:TORENO2_14277
00BB: show_text_lowpriority GXT 'TOR1_20' time 4000 flag 1  // ~s~Steig auf das ~b~Motorrad~s~.

:TORENO2_14293
33@ = 0 
74@ = 0 
73@ = 0 

:TORENO2_14314
jump @TORENO2_14376 

:TORENO2_14321
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
73@ = 14 
0209: 74@ = random_int_in_ranges 0 4 
0085: 108@ = 74@ // (int) 
108@ += 1 
gosub @TORENO2_15177 

:TORENO2_14376
if 
  41@ == 4 
else_jump @TORENO2_15175 
if 
  42@ == 1 
else_jump @TORENO2_15175 
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @TORENO2_14557 
if 
  73@ == 11 
else_jump @TORENO2_14557 
if 
001D:   100@ > 74@ // (int) 
else_jump @TORENO2_14550 
gosub @TORENO2_16465 
gosub @TORENO2_16572 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @TORENO2_14512 
gosub @TORENO2_16726 
jump @TORENO2_14543 

:TORENO2_14512
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
101@ = 0 
102@ = 0 

:TORENO2_14543
jump @TORENO2_14557 

:TORENO2_14550
73@ = 0 

:TORENO2_14557
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TORENO2_14693 
if 
  17 > 73@ 
else_jump @TORENO2_14693 
if 
001D:   100@ > 74@ // (int) 
else_jump @TORENO2_14620 
74@ += 1 

:TORENO2_14620
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 76@(74@,8s) 
0085: 109@ = 73@ // (int) 
0085: 110@ = 74@ // (int) 
73@ = 17 
0209: 74@ = random_int_in_ranges 0 6 
0085: 108@ = 74@ // (int) 
108@ += 1 
gosub @TORENO2_15177 

:TORENO2_14693
if 
  73@ == 17 
else_jump @TORENO2_14906 
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TORENO2_14854 
if 
001D:   100@ > 74@ // (int) 
else_jump @TORENO2_14831 
gosub @TORENO2_16465 
gosub @TORENO2_16572 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @TORENO2_14793 
gosub @TORENO2_16726 
jump @TORENO2_14824 

:TORENO2_14793
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
101@ = 0 
102@ = 0 

:TORENO2_14824
jump @TORENO2_14854 

:TORENO2_14831
00BB: show_text_lowpriority GXT 'TOR1_11' time 4000 flag 1  // ~s~Steig in den ~b~Truck~s~ und fahr ihn in die Werkstatt.
73@ = 18 

:TORENO2_14854
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @TORENO2_14906 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
73@ = 19 
74@ = 0 
00BE: text_clear_all 

:TORENO2_14906
if 
  73@ == 18 
else_jump @TORENO2_14959 
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @TORENO2_14959 
73@ = 19 
74@ = 0 
00BE: text_clear_all 

:TORENO2_14959
if 
  73@ == 19 
else_jump @TORENO2_15175 
if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
else_jump @TORENO2_15101 
33@ = 0 
0085: 73@ = 109@ // (int) 
0085: 74@ = 110@ // (int) 
gosub @TORENO2_15177 
if 
  109@ == 0 
else_jump @TORENO2_15101 
if 
  55@ == 1 
else_jump @TORENO2_15085 
00BB: show_text_lowpriority GXT 'TOR1_06' time 4000 flag 1  // ~s~Fahr den Truck in die ~y~Werkstatt~s~.
jump @TORENO2_15101 

:TORENO2_15085
00BB: show_text_lowpriority GXT 'TOR1_21' time 4000 flag 1  // ~s~Kopple den ~b~Anhnger~s~ wieder ans Fhrerhaus an.

:TORENO2_15101
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @TORENO2_15175 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
73@ = 17 
0209: 74@ = random_int_in_ranges 0 6 
0085: 108@ = 74@ // (int) 
108@ += 1 
gosub @TORENO2_15177 

:TORENO2_15175
return 

:TORENO2_15177
if 
  73@ == 1 
else_jump @TORENO2_15334 
05AA: 76@s = 'DES2_AA'  // ~z~Ich bin so schnell wie mglich hergekommen, CJ.
05AA: 78@s = 'DES2_AB'  // ~z~Kann man sagen... woher hast du gewusst, dass ich Hilfe brauche?
05AA: 80@s = 'DES2_AC'  // ~z~Mann, du wirst senil, Mann!
05AA: 82@s = 'DES2_AD'  // ~z~Du hast mich doch vor 'ner knappen halben Stunde angerufen, Mann!
05AA: 84@s = 'DES2_AE'  // ~z~Echt? Ich meine, oh ja, stimmt ja.
05AA: 86@s = 'DES2_AF'  // ~z~Tut mir Leid, Alter, hab viel um die Ohren.
04AF: 92@ = 13000 // @ = any 
04AF: 93@ = 13001 // @ = any 
04AF: 94@ = 13002 // @ = any 
04AF: 95@ = 13003 // @ = any 
04AF: 96@ = 13004 // @ = any 
04AF: 97@ = 13005 // @ = any 
100@ = 6 

:TORENO2_15334
if 
  73@ == 2 
else_jump @TORENO2_15403 
05AA: 76@s = 'DES2_BA'  // ~z~Wir mssen uns einen Truck auf dem Freeway schnappen.
05AA: 78@s = 'DES2_BB'  // ~z~Er fhrt Richtung San Francisco.
04AF: 92@ = 13006 // @ = any 
04AF: 93@ = 13007 // @ = any 
100@ = 2 

:TORENO2_15403
if 
  73@ == 3 
else_jump @TORENO2_15450 
05AA: 76@s = 'DES2_BC'  // ~z~Da kommen wir auf den Freeway, Kumpel.
04AF: 92@ = 13008 // @ = any 
100@ = 1 

:TORENO2_15450
if 
  73@ == 4 
else_jump @TORENO2_15542 
05AA: 76@s = 'DES2_CA'  // ~z~Spinnst du, Mann, das ist die Eisenbahnbrcke!
05AA: 78@s = 'DES2_CB'  // ~z~Die Straenbrcke ist da drben!
05AA: 80@s = 'DES2_CC'  // ~z~berfallen wir einen Zug, Kumpel?
04AF: 92@ = 13009 // @ = any 
04AF: 93@ = 13010 // @ = any 
04AF: 94@ = 13011 // @ = any 
0085: 100@ = 108@ // (int) 

:TORENO2_15542
if 
  73@ == 5 
else_jump @TORENO2_15634 
05AA: 76@s = 'DES2_DA'  // ~z~Du hast die Ausfahrt verpasst, Kumpel!
05AA: 78@s = 'DES2_DB'  // ~z~Der Freeway ist da hinten!
05AA: 80@s = 'DES2_DC'  // ~z~Alter, du hast die Abzweigung verpasst!
04AF: 92@ = 13012 // @ = any 
04AF: 93@ = 13013 // @ = any 
04AF: 94@ = 13014 // @ = any 
0085: 100@ = 108@ // (int) 

:TORENO2_15634
if 
  73@ == 6 
else_jump @TORENO2_15792 
05AA: 76@s = 'DES2_EA'  // ~z~Da vorne ist das Baby!
05AA: 78@s = 'DES2_EB'  // ~z~Wie sieht der Plan aus?
05AA: 80@s = 'DES2_EC'  // ~z~Ich fahre seitlich an ihn ran und du springst auf!
05AA: 82@s = 'DES2_ED'  // ~z~Oh Scheie, das hast du mir am Telefon aber nicht gesagt.
05AA: 84@s = 'DES2_EE'  // ~z~Ach, das wird ein Kinderspiel!
05AA: 86@s = 'DES2_EF'  // ~z~Sag Kendl, dass ich sie liebe!
04AF: 92@ = 13015 // @ = any 
04AF: 93@ = 13016 // @ = any 
04AF: 94@ = 13017 // @ = any 
04AF: 95@ = 13018 // @ = any 
04AF: 96@ = 13019 // @ = any 
04AF: 97@ = 13020 // @ = any 
0085: 100@ = 108@ // (int) 

:TORENO2_15792
if 
  73@ == 7 
else_jump @TORENO2_15884 
05AA: 76@s = 'DES2_FA'  // ~z~Nher ran, CJ, nher ran!
05AA: 78@s = 'DES2_FB'  // ~z~Noch ein bisschen nher!
05AA: 80@s = 'DES2_FC'  // ~z~Glaubst du, ich bin eine mexikanische Springbohne? Fahr nher ran!
04AF: 92@ = 13021 // @ = any 
04AF: 93@ = 13022 // @ = any 
04AF: 94@ = 13023 // @ = any 
0085: 100@ = 108@ // (int) 

:TORENO2_15884
if 
  73@ == 9 
else_jump @TORENO2_15976 
05AA: 76@s = 'DES2_HA'  // ~z~Gib Gas, CJ!
05AA: 78@s = 'DES2_HB'  // ~z~Fahr so schnell wie der Truck!
05AA: 80@s = 'DES2_HC'  // ~z~Bleib gleichauf, CJ, bleib gleichauf!
04AF: 92@ = 13027 // @ = any 
04AF: 93@ = 13028 // @ = any 
04AF: 94@ = 13029 // @ = any 
0085: 100@ = 108@ // (int) 

:TORENO2_15976
if 
  73@ == 10 
else_jump @TORENO2_16068 
05AA: 76@s = 'DES2_JA'  // ~z~Langsamer, CJ!
05AA: 78@s = 'DES2_JB'  // ~z~Noch ein bisschen langsamer!
05AA: 80@s = 'DES2_JC'  // ~z~Geh vom Gas, CJ, du bist zu schnell!
04AF: 92@ = 13030 // @ = any 
04AF: 93@ = 13031 // @ = any 
04AF: 94@ = 13032 // @ = any 
0085: 100@ = 108@ // (int) 

:TORENO2_16068
if 
  73@ == 11 
else_jump @TORENO2_16115 
05AA: 76@s = 'DES2_KA'  // ~z~Okay, CJ, bringen wir das Baby in die Werkstatt!
04AF: 92@ = 13033 // @ = any 
100@ = 1 

:TORENO2_16115
if 
  73@ == 12 
else_jump @TORENO2_16162 
05AA: 76@s = 'DES2_LA'  // ~z~Bis dann, Kumpel!
04AF: 92@ = 13038 // @ = any 
100@ = 1 

:TORENO2_16162
if 
  73@ == 14 
else_jump @TORENO2_16276 
05AA: 76@s = 'CESX_BA'  // ~z~Warte, CJ!
05AA: 78@s = 'CESX_BB'  // ~z~Langsam, CJ!
05AA: 80@s = 'CESX_BC'  // ~z~Warte doch!
05AA: 82@s = 'CESX_BD'  // ~z~Langsamer, Carl!
04AF: 92@ = 10406 // @ = any 
04AF: 93@ = 10407 // @ = any 
04AF: 94@ = 10408 // @ = any 
04AF: 95@ = 10409 // @ = any 
0085: 100@ = 108@ // (int) 

:TORENO2_16276
if 
  73@ == 17 
else_jump @TORENO2_16434 
05AA: 76@s = 'CESX_AA'  // ~z~Steig ein, CJ, steig ein!
05AA: 78@s = 'CESX_AB'  // ~z~Spring rein, Kumpel!
05AA: 80@s = 'CESX_AC'  // ~z~Alle Mann an Bord!
05AA: 82@s = 'CESX_AD'  // ~z~Du bist Beifahrer, CJ!
05AA: 84@s = 'CESX_AE'  // ~z~Steig in den Wagen, CJ!
05AA: 86@s = 'CESX_AF'  // ~z~Spring rein, CJ, schnell!
04AF: 92@ = 10400 // @ = any 
04AF: 93@ = 10401 // @ = any 
04AF: 94@ = 10402 // @ = any 
04AF: 95@ = 10403 // @ = any 
04AF: 96@ = 10404 // @ = any 
04AF: 97@ = 10405 // @ = any 
0085: 100@ = 108@ // (int) 

:TORENO2_16434
0085: 103@ = 74@ // (int) 
101@ = 0 
102@ = 0 
104@ = 1 
return 

:TORENO2_16465
if 
001D:   100@ > 103@ // (int) 
else_jump @TORENO2_16570 
if 
  101@ == 0 
else_jump @TORENO2_16527 
03CF: load_wav 92@(103@,8i) as 1 
103@ += 1 
101@ = 1 

:TORENO2_16527
if 
  102@ == 0 
else_jump @TORENO2_16570 
03CF: load_wav 92@(103@,8i) as 2 
103@ += 1 
102@ = 1 

:TORENO2_16570
return 

:TORENO2_16572
if 
  104@ == 1 
else_jump @TORENO2_16648 
if 
  101@ == 1 
else_jump @TORENO2_16648 
if 
03D0:   wav 1 loaded 
else_jump @TORENO2_16648 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 76@(74@,8s) time 4500 flag 1 
101@ = 2 

:TORENO2_16648
if 
  104@ == 2 
else_jump @TORENO2_16724 
if 
  102@ == 1 
else_jump @TORENO2_16724 
if 
03D0:   wav 2 loaded 
else_jump @TORENO2_16724 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 76@(74@,8s) time 4500 flag 1 
102@ = 2 

:TORENO2_16724
return 

:TORENO2_16726
if 
  101@ == 2 
else_jump @TORENO2_16789 
if 
03D2:   wav 1 ended 
else_jump @TORENO2_16789 
03D5: remove_text 76@(74@,8s) 
74@ += 1 
104@ = 2 
101@ = 0 

:TORENO2_16789
if 
  102@ == 2 
else_jump @TORENO2_16852 
if 
03D2:   wav 2 ended 
else_jump @TORENO2_16852 
03D5: remove_text 76@(74@,8s) 
74@ += 1 
104@ = 1 
102@ = 0 

:TORENO2_16852
return 

//-------------Mission 77---------------
// Originally: Interdiction

:DES3
thread 'DES3' 
gosub @DES3_47 
if 
wasted_or_busted 
else_jump @DES3_38 
gosub @DES3_26916 

:DES3_38
gosub @DES3_27032 
end_thread 

:DES3_47
increment_mission_attempts 
$ONMISSION = 1 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
32@ = 0 
33@ = 0 
060A: create_decision_maker_type 0 store_to 66@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 67@ // decision\allowed\m_.ped files 

:DES3_147
wait 0 
if 
0736:   NOP_false 83 
else_jump @DES3_173 
36@ = 1 

:DES3_173
39@ += 1 
if 
  39@ > 10 
else_jump @DES3_205 
39@ = 0 

:DES3_205
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 64@ += 42@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 135@ += 42@ // (int) 
005A: 136@ += 42@ // (int) 
005A: 137@ += 42@ // (int) 
005A: 138@ += 42@ // (int) 
0062: 224@ -= 42@ // (int) 
005A: 139@ += 42@ // (int) 
gosub @DES3_575 
0871: init_jump_table 34@ total_jumps 7 default_jump 0 @DES3_466 jumps 0 @DES3_368 1 @DES3_382 2 @DES3_396 3 @DES3_410 4 @DES3_424 5 @DES3_438 6 @DES3_452 

:DES3_368
gosub @DES3_2306 
jump @DES3_466 

:DES3_382
gosub @DES3_2848 
jump @DES3_466 

:DES3_396
gosub @DES3_5177 
jump @DES3_466 

:DES3_410
gosub @DES3_5992 
jump @DES3_466 

:DES3_424
gosub @DES3_10729 
jump @DES3_466 

:DES3_438
gosub @DES3_12361 
jump @DES3_466 

:DES3_452
gosub @DES3_14045 
jump @DES3_466 

:DES3_466
gosub @DES3_16382 

:DES3_473
if 
  38@ == 0 
else_jump @DES3_573 
if 
  37@ == 0 
else_jump @DES3_557 
if 
  36@ == 0 
else_jump @DES3_541 
jump @DES3_147 
jump @DES3_550 

:DES3_541
gosub @DES3_26934 
return 

:DES3_550
jump @DES3_566 

:DES3_557
gosub @DES3_26916 
return 

:DES3_566
jump @DES3_575 

:DES3_573
return 

:DES3_575
if 
0736:   NOP_false 88 
else_jump @DES3_666 
if 
  68@ == 0 
else_jump @DES3_640 
68@ = 1 
0662: NOP "LEVEL_DEBUG_ON" 
jump @DES3_666 

:DES3_640
68@ = 0 
0662: NOP "LEVEL_DEBUG_OFF" 

:DES3_666
if 
  68@ == 1 
else_jump @DES3_2304 
if 
0736:   NOP_false 32 
else_jump @DES3_733 
69@ += 1 
if 
  69@ > 6 
else_jump @DES3_731 
69@ = 0 

:DES3_731
086A: NOP 

:DES3_733
if 
  69@ == 1 
else_jump @DES3_943 
008A: $7479 = 34@ // (int) 
008A: $7480 = 35@ // (int) 
008A: $7481 = 62@ // (int) 
008A: $7482 = 64@ // (int) 
008A: $7483 = 63@ // (int) 
008A: $7484 = 65@ // (int) 
008A: $7485 = 32@ // (int) 
008A: $7486 = 33@ // (int) 
065D: NOP $7479 "M_STAGE" 
065D: NOP $7480 "M_GOALS" 
065D: NOP $7481 "DIALOGUE_FLAG" 
065D: NOP $7482 "DIALOGUE_TIMER" 
065D: NOP $7483 "HELP_FLAG" 
065D: NOP $7484 "HELP_TIMER" 
065D: NOP $7485 "TIMERA" 
065D: NOP $7486 "TIMERB" 

:DES3_943
if 
  69@ == 2 
else_jump @DES3_1217 
008A: $7479 = 108@ // (int) 
008A: $7480 = 119@ // (int) 
008A: $7481 = 120@ // (int) 
008A: $7482 = 121@ // (int) 
008A: $7483 = 122@ // (int) 
008A: $7484 = 127@ // (int) 
008A: $7485 = 128@ // (int) 
008A: $7486 = 131@ // (int) 
065D: NOP $7479 "PHELI_PROGRESS" 
065D: NOP $7480 "BRAVO_PED_FLAG[0]" 
065D: NOP $7481 "BRAVO_PED_FLAG[1]" 
065D: NOP $7482 "BRAVO_PED_FLAG[2]" 
065D: NOP $7483 "BRAVO_PED_FLAG[3]" 
065D: NOP $7484 "ALPHA_HELIS_FUCKED" 
065D: NOP $7485 "BRAVO_HELIS_FUCKED" 
065D: NOP $7486 "TOTAL_FUCKED_HELIS" 

:DES3_1217
if 
  69@ == 3 
else_jump @DES3_1455 
008A: $7479 = 109@ // (int) 
008A: $7480 = 112@ // (int) 
008A: $7481 = 115@ // (int) 
008A: $7482 = 116@ // (int) 
008A: $7483 = 117@ // (int) 
008A: $7484 = 118@ // (int) 
008A: $7485 = 129@ // (int) 
065D: NOP $7479 "ALPHA_HELI_AI" 
065D: NOP $7480 "ALPHA_HELI_GOALS" 
065D: NOP $7481 "ALPHA_PED_FLAG[0]" 
065D: NOP $7482 "ALPHA_PED_FLAG[1]" 
065D: NOP $7483 "ALPHA_PED_FLAG[2]" 
065D: NOP $7484 "ALPHA_PED_FLAG[3]" 
065D: NOP $7485 "ALPHA_HELI_CONTROL" 

:DES3_1455
if 
  69@ == 4 
else_jump @DES3_1668 
008A: $7479 = 123@ // (int) 
008A: $7480 = 124@ // (int) 
008A: $7481 = 125@ // (int) 
008A: $7482 = 126@ // (int) 
0088: $7491 = 140@ // (float) 
008A: $7484 = 137@ // (int) 
065D: NOP $7479 "ALPHA_PED_ATTACHED[0]" 
065D: NOP $7480 "ALPHA_PED_ATTACHED[1]" 
065D: NOP $7481 "ALPHA_PED_ATTACHED[2]" 
065D: NOP $7482 "ALPHA_PED_ATTACHED[3]" 
065E: NOP $7491 "FED_DISTANCE" 
065D: NOP $7484 "FED_TIMER" 

:DES3_1668
if 
  69@ == 5 
else_jump @DES3_1915 
0088: $7487 = 199@ // (float) 
0088: $7488 = 202@ // (float) 
0088: $7489 = 205@ // (float) 
0088: $7490 = 208@ // (float) 
0088: $7491 = 211@ // (float) 
0088: $7492 = 221@ // (float) 
0088: $7493 = 222@ // (float) 
0088: $7494 = 223@ // (float) 
065E: NOP $7487 "SWING_SPEED_X" 
065E: NOP $7488 "SWING_ACCEL_X" 
065E: NOP $7489 "SWING_ROT_X" 
065E: NOP $7490 "SWING_DEST_X" 
065E: NOP $7491 "SWING_DIST_X" 
065E: NOP $7492 "SWING_ANGLE_FOR_XY" 
065E: NOP $7493 "SWING_DIRECT_DIST" 
065E: NOP $7494 "SWING_2D_DIST" 

:DES3_1915
if 
  69@ == 6 
else_jump @DES3_2169 
0088: $7487 = 220@ // (float) 
0088: $7488 = 213@ // (float) 
008A: $7481 = 110@ // (int) 
008A: $7482 = 113@ // (int) 
008A: $7483 = 83@ // (int) 
008A: $7484 = 76@ // (int) 
008A: $7485 = 133@ // (int) 
008A: $7486 = 130@ // (int) 
065E: NOP $7487 "SWING_ANGLE_FOR_Z" 
065E: NOP $7488 "SWING_DIST_Z" 
065D: NOP $7481 "BRAVO_HELI_AI" 
065D: NOP $7482 "BRAVO_HELI_GOALS" 
065D: NOP $7483 "BRAVO_PILOT" 
065D: NOP $7484 "BRAVO_HELI" 
065D: NOP $7485 "TOTAL_CREATED_HELIS" 
065D: NOP $7486 "BRAVO_HELI_CONTROL" 

:DES3_2169
if 
0736:   NOP_false 98 
else_jump @DES3_2191 
38@ = 1 

:DES3_2191
if 
0736:   NOP_false 80 
else_jump @DES3_2279 
if 
  70@ == 0 
else_jump @DES3_2254 
70@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @DES3_2279 

:DES3_2254
70@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:DES3_2279
if 
  70@ == 1 
else_jump @DES3_2304 
jump @DES3_473 

:DES3_2304
return 

:DES3_2306
if 
  35@ == -1 
else_jump @DES3_2642 
74@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
75@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
76@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
285@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
286@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
78@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
81@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
82@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
83@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
84@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
88@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
018A: 102@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 103@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 107@ = create_checkpoint_at 0.0 0.0 0.0 

:DES3_2642
108@ = 0 
04AF: 109@ = 0 // @ = any 
04AF: 110@ = 0 // @ = any 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
43@ = 0 

:DES3_2698
if 
  4 > 43@ 
else_jump @DES3_2763 
115@(43@,4i) = 0 
119@(43@,4i) = 0 
123@(43@,4i) = 0 
43@ += 1 
jump @DES3_2698 

:DES3_2763
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
$7495 = 0 
131@ = 0 
132@ = 0 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
054C: use_GXT_table 'DSERT3' 
gosub @DES3_26858 
return 

:DES3_2848
if 
  35@ == 0 
else_jump @DES3_3481 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:DES3_2880
if 
fading 
else_jump @DES3_2904 
wait 0 
jump @DES3_2880 

:DES3_2904
0395: clear_area 1 at -691.0 941.0 13.0 radius 10.0 
02E4: load_cutscene_data 'DESERT3' 

:DES3_2939
if 
86B9:   not cutscene_data_loaded 
else_jump @DES3_2963 
wait 0 
jump @DES3_2939 

:DES3_2963
02E7: start_cutscene 
fade 1 1000 

:DES3_2972
if 
82E9:   not cutscene_reached_end 
else_jump @DES3_2996 
wait 0 
jump @DES3_2972 

:DES3_2996
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:DES3_3009
if 
fading 
else_jump @DES3_3033 
wait 0 
jump @DES3_3009 

:DES3_3033
02EA: end_cutscene 
0395: clear_area 1 at -701.5853 965.8546 11.3768 radius 5.0 
Model.Load(#BFINJECT)

:DES3_3064
if 
   not Model.Available(#BFINJECT)
else_jump @DES3_3091 
wait 0 
jump @DES3_3064 

:DES3_3091
$TEMPVAR_ACTOR_CAR = Car.Create(#BFINJECT, -701.5853, 965.8546, 11.3768)
Car.Angle($TEMPVAR_ACTOR_CAR) = 90.4785
Model.Destroy(#BFINJECT)
041E: set_radio_station 10 
if 
  $7478 > 0 
else_jump @DES3_3173 
0950: set_trip_skip -426.8536 2213.783 41.4297 angle 9.9101 // versionA 

:DES3_3173
Actor.PutAt($PLAYER_ACTOR, -688.7614, 946.5271, 12.0312)
Actor.Angle($PLAYER_ACTOR) = 94.6779
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
01B5: force_weather 17 
018A: 101@ = create_checkpoint_at -429.025 2226.223 41.4297 
00BB: show_text_lowpriority GXT 'AIR1_13' time 5000 flag 1  // ~s~Fahr zur ~y~Mojave Wste~s~.
Model.Load(#BANDITO)
Model.Load(#QUAD)
Model.Load(#SANCHEZ)
Model.Load(#HEATSEEK)
038B: load_requested_models 

:DES3_3269
if or
   not Model.Available(#BANDITO)
   not Model.Available(#QUAD)
   not Model.Available(#SANCHEZ)
   not Model.Available(#HEATSEEK)
else_jump @DES3_3311 
wait 0 
jump @DES3_3269 

:DES3_3311
fade 1 500 

:DES3_3318
if 
fading 
else_jump @DES3_3342 
wait 0 
jump @DES3_3318 

:DES3_3342
Player.CanMove($PLAYER_CHAR) = True
71@ = Car.Create(#QUAD, -434.5365, 2237.567, 41.869)
72@ = Car.Create(#SANCHEZ, -426.2288, 2240.41, 41.4297)
73@ = Car.Create(#BANDITO, -428.1476, 2235.207, 42.3505)
Car.Angle(71@) = 291.5598
Car.Angle(72@) = 179.3694
Car.Angle(73@) = 102.7597
Model.Destroy(#QUAD)
Model.Destroy(#SANCHEZ)
Model.Destroy(#BANDITO)
040D: unload_wav 1 
03CF: load_wav 13200 as 1 
35@ += 1 

:DES3_3481
if 
  35@ == 1 
else_jump @DES3_3767 
if 
  68@ == 1 
else_jump @DES3_3554 
if 
00E1:   player 0 pressed_key 19 
else_jump @DES3_3554 
Actor.PutAt($PLAYER_ACTOR, -424.6452, 2207.541, 41.4297)

:DES3_3554
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -429.025 2226.223 41.4297 radius 4.0 4.0 4.0 
else_jump @DES3_3767 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DES3_3705 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
   not Actor.DrivingPlane($PLAYER_ACTOR)
else_jump @DES3_3684 
if 
09D0:   car $TEMPVAR_ACTOR_CAR on_wheels 
else_jump @DES3_3677 
Player.CanMove($PLAYER_CHAR) = False
35@ += 1 

:DES3_3677
jump @DES3_3698 

:DES3_3684
Player.CanMove($PLAYER_CHAR) = False
35@ += 1 

:DES3_3698
jump @DES3_3767 

:DES3_3705
if 
0102:   actor $PLAYER_ACTOR in_sphere -429.025 2226.223 41.4297 radius 4.0 4.0 4.0 sphere 0 stopped_on_foot 
else_jump @DES3_3767 
Player.CanMove($PLAYER_CHAR) = False
35@ += 1 

:DES3_3767
if 
  35@ == 2 
else_jump @DES3_3956 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DES3_3949 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
   not Actor.DrivingPlane($PLAYER_ACTOR)
else_jump @DES3_3860 
if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
else_jump @DES3_3853 
35@ += 1 

:DES3_3853
jump @DES3_3942 

:DES3_3860
fade 0 500 

:DES3_3867
if 
fading 
else_jump @DES3_3891 
wait 0 
jump @DES3_3867 

:DES3_3891
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @DES3_3935 
Car.PutAt($TEMPVAR_ACTOR_CAR, -429.025, 2226.223, 41.4297)

:DES3_3935
35@ += 1 

:DES3_3942
jump @DES3_3956 

:DES3_3949
35@ += 1 

:DES3_3956
if 
  35@ == 3 
else_jump @DES3_4210 
if 
00E1:   player 0 pressed_key 16 
else_jump @DES3_4005 
134@ = 1 
jump @DES3_4012 

:DES3_4005
134@ = 0 

:DES3_4012
Marker.Disable(101@)
0951: disable_trip_skip 
0395: clear_area 1 at -432.3058 2234.375 41.4697 radius 5.0 
Camera.SetPosition(-433.342, 2232.176, 43.6323, 0.0, 0.0, 0.0)
Camera.PointAt(-432.7942, 2232.997, 43.4724, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -433.0047, 2230.246, 40.4297)
Actor.Angle($PLAYER_ACTOR) = 341.959
05D3: AS_actor $PLAYER_ACTOR goto_point -432.3058 2234.375 41.4697 mode 4 5000 ms // versionA 
fade 1 500 

:DES3_4172
if 
fading 
else_jump @DES3_4196 
wait 0 
jump @DES3_4172 

:DES3_4196
32@ = 0 
35@ += 1 

:DES3_4210
if 
  35@ > 3 
else_jump @DES3_4309 
if 
00E1:   player 0 pressed_key 16 
else_jump @DES3_4284 
if 
  134@ == 0 
else_jump @DES3_4277 
35@ = 99 
134@ = 1 

:DES3_4277
jump @DES3_4309 

:DES3_4284
if 
  134@ == 1 
else_jump @DES3_4309 
134@ = 0 

:DES3_4309
if 
  35@ == 4 
else_jump @DES3_4411 
if 
  32@ > 1000 
else_jump @DES3_4411 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AA'  // ~z~Wo warst du so lange?
04AE: $ACTOR_SPEECH_WAV_FILE = 13200 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13201 as 2 
33@ = 0 
35@ += 1 

:DES3_4411
if 
  35@ == 5 
else_jump @DES3_4591 
if 
  33@ > 1000 
else_jump @DES3_4591 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_4591 
Camera.SetPosition(-433.6039, 2235.21, 43.11, 0.0, 0.0, 0.0)
Camera.PointAt(-432.6751, 2234.851, 43.0197, 2)
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AB'  // ~z~Toreno!? Wo bist du?
04AE: $ACTOR_SPEECH_WAV_FILE = 13201 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13202 as 1 
05C9: AS_actor $PLAYER_ACTOR on_guard 2000 ms 
33@ = 0 
35@ += 1 

:DES3_4591
if 
  35@ == 6 
else_jump @DES3_4785 
if 
  33@ > 1000 
else_jump @DES3_4785 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_4785 
Camera.SetPosition(-430.2061, 2236.695, 42.8085, 0.0, 0.0, 0.0)
Camera.PointAt(-429.379, 2237.234, 42.9687, 2)
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AC'  // ~z~Viele Meilen entfernt. Keine Zeit fr Smalltalk, Jungchen.
04AE: $ACTOR_SPEECH_WAV_FILE = 13202 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13203 as 2 
0925: restore_camera_to_user_defined 
0931: lock_camera_zoom 1 
0922: set_camera_zoom_in_factor 70.0 out_factor 100.0 timelimit 10000 mode 1 
33@ = 0 
35@ += 1 

:DES3_4785
if 
  35@ == 7 
else_jump @DES3_4905 
if 
  33@ > 1000 
else_jump @DES3_4905 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_4905 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AD'  // ~z~Nimm dir ein Fahrzeug und schnapp dir die Ausrstung, die ich bereitgestellt habe.
04AE: $ACTOR_SPEECH_WAV_FILE = 13203 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13204 as 1 
33@ = 0 
35@ += 1 

:DES3_4905
if 
  35@ == 8 
else_jump @DES3_5014 
if 
  33@ > 1000 
else_jump @DES3_5014 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_5014 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AE'  // ~z~Begib dich zur Abwurfstelle und warte auf das Paket!
04AE: $ACTOR_SPEECH_WAV_FILE = 13204 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
33@ = 0 
35@ += 1 

:DES3_5014
if 
  35@ == 9 
else_jump @DES3_5076 
if 
  33@ > 1000 
else_jump @DES3_5076 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_5076 
35@ = 99 

:DES3_5076
if 
  35@ == 99 
else_jump @DES3_5175 
$7478 += 1 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -432.3058, 2234.375, 41.4697)
Actor.Angle($PLAYER_ACTOR) = 341.959
Car.RemoveReferences($TEMPVAR_ACTOR_CAR)
0925: restore_camera_to_user_defined 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
gosub @DES3_26858 

:DES3_5175
return 

:DES3_5177
if 
  35@ == 0 
else_jump @DES3_5260 
032B: 97@ = create_weapon_pickup #ROCKETLA group 3 ammo 40 at -431.3719 2240.132 42.6177 
03DC: 106@ = create_marker_above_pickup 97@ 
00BC: show_text_highpriority GXT 'AIR1_15' time 5000 flag 1  // ~s~Schnapp dir den ~g~Raketenwerfer~s~.
32@ = 0 
35@ += 1 

:DES3_5260
if 
  35@ == 1 
else_jump @DES3_5429 
if or
   Pickup.Picked_up(97@)
  32@ > 7000 
else_jump @DES3_5429 
Marker.Disable(106@)
Marker.Disable(101@)
018A: 101@ = create_checkpoint_at -804.5877 2377.843 151.7558 
00BC: show_text_highpriority GXT 'AIR1_16' time 7000 flag 1  // ~s~Beschaff dir ein geeignetes Transportmittel und sieh zu, dass du auf den ~y~Berggipfel~s~ kommst.
04ED: load_animation "BOMBER" 

:DES3_5358
if 
84EE:   not animation "BOMBER" loaded 
else_jump @DES3_5390 
wait 0 
jump @DES3_5358 

:DES3_5390
Model.Load(#TEARGAS)

:DES3_5395
if 
   not Model.Available(#TEARGAS)
else_jump @DES3_5422 
wait 0 
jump @DES3_5395 

:DES3_5422
35@ += 1 

:DES3_5429
if 
  35@ == 2 
else_jump @DES3_5715 
if 
  68@ == 1 
else_jump @DES3_5502 
if 
00E1:   player 0 pressed_key 19 
else_jump @DES3_5502 
Actor.PutAt($PLAYER_ACTOR, -798.1865, 2419.41, 155.9362)

:DES3_5502
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -804.5877 2377.843 151.7558 radius 4.0 4.0 4.0 
else_jump @DES3_5715 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DES3_5653 
03C0: 80@ = actor $PLAYER_ACTOR car 
if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
   not Actor.DrivingPlane($PLAYER_ACTOR)
else_jump @DES3_5632 
if 
09D0:   car 80@ on_wheels 
else_jump @DES3_5625 
Player.CanMove($PLAYER_CHAR) = False
35@ += 1 

:DES3_5625
jump @DES3_5646 

:DES3_5632
Player.CanMove($PLAYER_CHAR) = False
35@ += 1 

:DES3_5646
jump @DES3_5715 

:DES3_5653
if 
0102:   actor $PLAYER_ACTOR in_sphere -804.5877 2377.843 151.7558 radius 4.0 4.0 4.0 sphere 0 stopped_on_foot 
else_jump @DES3_5715 
Player.CanMove($PLAYER_CHAR) = False
35@ += 1 

:DES3_5715
if 
  35@ == 3 
else_jump @DES3_5904 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DES3_5897 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
   not Actor.DrivingPlane($PLAYER_ACTOR)
else_jump @DES3_5808 
if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
else_jump @DES3_5801 
35@ += 1 

:DES3_5801
jump @DES3_5890 

:DES3_5808
fade 0 500 

:DES3_5815
if 
fading 
else_jump @DES3_5839 
wait 0 
jump @DES3_5815 

:DES3_5839
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @DES3_5883 
Car.PutAt($TEMPVAR_ACTOR_CAR, -804.5877, 2377.843, 151.7558)

:DES3_5883
35@ += 1 

:DES3_5890
jump @DES3_5904 

:DES3_5897
35@ += 1 

:DES3_5904
if 
  35@ == 4 
else_jump @DES3_5965 
fade 0 500 

:DES3_5929
if 
fading 
else_jump @DES3_5953 
wait 0 
jump @DES3_5929 

:DES3_5953
Marker.Disable(101@)
35@ = 99 

:DES3_5965
if 
  35@ == 99 
else_jump @DES3_5990 
gosub @DES3_26858 

:DES3_5990
return 

:DES3_5992
if 
  35@ == 0 
else_jump @DES3_6261 
if 
00E1:   player 0 pressed_key 16 
else_jump @DES3_6034 
134@ = 1 

:DES3_6034
100@ = 0 
Player.CanMove($PLAYER_CHAR) = False
Model.Load(#MAVERICK)
Model.Load(#WMOMIB)
Model.Load(#BMYMIB)
Model.Load(#WMYPLT)
Model.Load(#AK47)
Model.Load(#LEVIATHN)
04ED: load_animation "BOMBER" 
038B: load_requested_models 

:DES3_6089
if or
   not Model.Available(#MAVERICK)
   not Model.Available(#WMOMIB)
   not Model.Available(#BMYMIB)
   not Model.Available(#WMYPLT)
   not Model.Available(#AK47)
   not Model.Available(#LEVIATHN)
else_jump @DES3_6140 
wait 0 
jump @DES3_6089 

:DES3_6140
if 
84EE:   not animation "BOMBER" loaded 
else_jump @DES3_6172 
wait 0 
jump @DES3_6140 

:DES3_6172
07C0: load_path 530 
07C0: load_path 531 
07C0: load_path 532 
07C0: load_path 533 
07C0: load_path 534 
07C0: load_path 535 

:DES3_6202
if or
87C1:   not path 530 available 
87C1:   not path 531 available 
87C1:   not path 532 available 
87C1:   not path 533 available 
87C1:   not path 534 available 
87C1:   not path 535 available 
else_jump @DES3_6254 
wait 0 
jump @DES3_6202 

:DES3_6254
35@ += 1 

:DES3_6261
if 
  35@ > 0 
else_jump @DES3_6360 
if 
00E1:   player 0 pressed_key 16 
else_jump @DES3_6335 
if 
  134@ == 0 
else_jump @DES3_6328 
35@ = 99 
134@ = 1 

:DES3_6328
jump @DES3_6360 

:DES3_6335
if 
  134@ == 1 
else_jump @DES3_6360 
134@ = 0 

:DES3_6360
if 
  35@ == 1 
else_jump @DES3_6593 
0792: disembark_instantly_actor $PLAYER_ACTOR 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 1 at -800.611 2404.788 155.168 radius 5.0 
0395: clear_area 1 at -800.8441 2408.354 155.4525 radius 5.0 
Actor.PutAt($PLAYER_ACTOR, -800.611, 2404.788, 155.168)
Actor.Angle($PLAYER_ACTOR) = 342.2393
05D3: AS_actor $PLAYER_ACTOR goto_point -800.8441 2408.354 155.4525 mode 4 10000 ms // versionA 
Camera.SetPosition(-797.7917, 2403.735, 157.1193, 0.0, 0.0, 0.0)
Camera.PointAt(-798.3541, 2404.542, 156.9353, 2)
02A3: enable_widescreen 1 
fade 1 500 

:DES3_6555
if 
fading 
else_jump @DES3_6579 
wait 0 
jump @DES3_6555 

:DES3_6579
35@ += 1 
32@ = 0 

:DES3_6593
if 
  35@ == 2 
else_jump @DES3_6674 
if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -800.8441 2408.354 155.4525 radius 1.0 1.0 2.0 on_foot 
  32@ > 5000 
else_jump @DES3_6674 
35@ += 1 

:DES3_6674
if 
  35@ == 3 
else_jump @DES3_6869 
94@ = Object.Create(#TEARGAS, 0.0, 0.0, 0.0)
0615: define_AS_pack_begin 49@ 
070A: AS_actor -1 attach_to_object 94@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0605: actor -1 perform_animation_sequence "BOM_PLANT_IN" IFP_file "BOMBER" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "BOM_PLANT_LOOP" IFP_file "BOMBER" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
35@ += 1 

:DES3_6869
if 
  35@ == 4 
else_jump @DES3_6977 
if 
   Actor.Animation($PLAYER_ACTOR) == "BOM_PLANT_LOOP"
else_jump @DES3_6977 
Camera.SetPosition(-789.7653, 2416.895, 163.5839, 0.0, 0.0, 0.0)
Camera.PointAt(-790.3218, 2416.124, 163.2729, 2)
35@ += 1 

:DES3_6977
if 
  35@ == 5 
else_jump @DES3_7178 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @DES3_7178 
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
Object.KeepInMemory(94@) = True
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += 0.05 
Object.PutAt(94@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ with_offset 0.0 0.0 0.1 flag 1 
064C: make_particle 100@ visible 
0687: clear_actor $PLAYER_ACTOR task 
32@ = 0 
040D: unload_wav 1 
03CF: load_wav 13205 as 1 
35@ += 1 

:DES3_7178
if 
  35@ == 6 
else_jump @DES3_7222 
if 
  32@ > 4000 
else_jump @DES3_7222 
35@ += 1 

:DES3_7222
if 
  35@ == 7 
else_jump @DES3_7388 
Camera.SetPosition(-779.9253, 2418.338, 157.8122, 0.0, 0.0, 0.0)
Camera.PointAt(-778.9708, 2418.629, 157.7476, 2)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -786.2731, 2416.113, 156.0893)
Actor.Angle($PLAYER_ACTOR) = 284.998
05D3: AS_actor $PLAYER_ACTOR goto_point -782.2095 2417.027 156.1289 mode 4 5000 ms // versionA 
0925: restore_camera_to_user_defined 
0931: lock_camera_zoom 1 
0922: set_camera_zoom_in_factor 70.0 out_factor 100.0 timelimit 10000 mode 1 
32@ = 0 
35@ += 1 

:DES3_7388
if 
  35@ == 8 
else_jump @DES3_7515 
if 
  32@ > 1000 
else_jump @DES3_7515 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BA'  // ~z~Da kommt unsere Lieferung!
04AE: $ACTOR_SPEECH_WAV_FILE = 13205 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13206 as 2 
06A9: AS_actor $PLAYER_ACTOR look_at_point -809.4514 2426.515 158.8622 99999 ms 
32@ = 0 
35@ += 1 

:DES3_7515
if 
  35@ == 9 
else_jump @DES3_7636 
if 
  32@ > 1000 
else_jump @DES3_7636 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_7636 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BB'  // ~z~Jesus! Hrst du bitte auf damit!
04AE: $ACTOR_SPEECH_WAV_FILE = 13206 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13207 as 1 
32@ = 0 
35@ += 1 

:DES3_7636
if 
  35@ == 10 
else_jump @DES3_7698 
if 
  32@ > 1000 
else_jump @DES3_7698 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_7698 
35@ += 1 

:DES3_7698
if 
  35@ == 11 
else_jump @DES3_8436 
fade 0 500 

:DES3_7723
if 
fading 
else_jump @DES3_7747 
wait 0 
jump @DES3_7723 

:DES3_7747
051E: 196@ = get_current_radio_station 
041E: set_radio_station 11 
if 
056E:   car 71@ defined 
else_jump @DES3_7824 
if 
   not Car.Wrecked(71@)
else_jump @DES3_7824 
if 
8202:   not actor $PLAYER_ACTOR near_car 71@ radius 100.0 100.0 flag 0 
else_jump @DES3_7824 
Car.RemoveReferences(71@)

:DES3_7824
if 
056E:   car 73@ defined 
else_jump @DES3_7892 
if 
   not Car.Wrecked(73@)
else_jump @DES3_7892 
if 
8202:   not actor $PLAYER_ACTOR near_car 73@ radius 100.0 100.0 flag 0 
else_jump @DES3_7892 
Car.RemoveReferences(73@)

:DES3_7892
if 
056E:   car 72@ defined 
else_jump @DES3_7960 
if 
   not Car.Wrecked(72@)
else_jump @DES3_7960 
if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 100.0 100.0 flag 0 
else_jump @DES3_7960 
Car.RemoveReferences(72@)

:DES3_7960
$TEMPVAR_FLOAT_1 = -778.9708 
$TEMPVAR_FLOAT_1 += 779.9253 
$TEMPVAR_FLOAT_2 = 2418.629 
$TEMPVAR_FLOAT_2 -= 2418.338 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ANGLE 
0A0B: set_rendering_origin_at_3D_coord -1373.0 2004.0 108.0 angle $TEMPVAR_ANGLE 
gosub @DES3_17557 
if 
   not Car.Wrecked(74@)
else_jump @DES3_8142 
05EB: assign_car 74@ to_path 530 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset 0.0 -20.0 0.0 
77@ = Car.Create(#LEVIATHN, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0825: set_helicopter 77@ instant_rotor_start 
05EB: assign_car 77@ to_path 531 
0338: set_car 77@ visibility 0 
02A3: enable_widescreen 1 
0430: put_actor $PLAYER_ACTOR into_car 74@ passenger_seat 0 

:DES3_8142
108@ = 0 
62@ = 0 
if 
   not Car.Wrecked(77@)
else_jump @DES3_8219 
0A1C: set_helicopter 77@ play_engine_sounds 1 
Car.StorePos(77@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)

:DES3_8219
if 
   not Car.Wrecked(74@)
else_jump @DES3_8277 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset 5.0 -10.0 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:DES3_8277
fade 1 500 

:DES3_8284
if 
fading 
else_jump @DES3_8422 
if 
   not Car.Wrecked(77@)
else_jump @DES3_8353 
Car.StorePos(77@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)

:DES3_8353
if 
   not Car.Wrecked(74@)
else_jump @DES3_8411 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset 5.0 -10.0 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:DES3_8411
wait 0 
jump @DES3_8284 

:DES3_8422
32@ = 0 
35@ += 1 

:DES3_8436
if 
  35@ == 12 
else_jump @DES3_8608 
if 
   not Car.Wrecked(77@)
else_jump @DES3_8510 
Car.StorePos(77@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)

:DES3_8510
if 
   not Car.Wrecked(74@)
else_jump @DES3_8568 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset 5.0 -10.0 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:DES3_8568
if 
  32@ > 11700 
else_jump @DES3_8608 
fade 0 300 
32@ = 0 
35@ += 1 

:DES3_8608
if 
  35@ == 13 
else_jump @DES3_8806 
if 
fading 
else_jump @DES3_8760 
if 
   not Car.Wrecked(77@)
else_jump @DES3_8695 
Car.StorePos(77@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)

:DES3_8695
if 
   not Car.Wrecked(74@)
else_jump @DES3_8753 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset 5.0 -10.0 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:DES3_8753
jump @DES3_8806 

:DES3_8760
Camera.SetPosition(-1047.62, 2164.925, 88.4215, 0.0, 0.0, 0.0)
32@ = 0 
35@ += 1 

:DES3_8806
if 
  35@ == 14 
else_jump @DES3_9254 
if 
   not Car.Wrecked(74@)
else_jump @DES3_8861 
if 
060E:   car 74@ assigned_to_path 
else_jump @DES3_8861 
05EC: release_car 74@ from_path 

:DES3_8861
gosub @DES3_18288 
gosub @DES3_23443 
if 
   not Car.Wrecked(75@)
else_jump @DES3_8904 
05EB: assign_car 75@ to_path 532 
05ED: freeze_car 75@ while_on_path 

:DES3_8904
if 
   not Car.Wrecked(76@)
else_jump @DES3_8933 
05EB: assign_car 76@ to_path 533 
05ED: freeze_car 76@ while_on_path 

:DES3_8933
if 
   not Car.Wrecked(74@)
else_jump @DES3_8962 
05EB: assign_car 74@ to_path 535 
05ED: freeze_car 74@ while_on_path 

:DES3_8962
Camera.SetPosition(-798.5942, 2436.184, 172.1772, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked(74@)
else_jump @DES3_9039 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_9039
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
0A0B: set_rendering_origin_at_3D_coord -778.0 2465.0 168.0 angle 45.0 
if 
   not Car.Wrecked(75@)
else_jump @DES3_9095 
05EE: unfreeze_car 75@ while_on_path 

:DES3_9095
if 
   not Car.Wrecked(76@)
else_jump @DES3_9116 
05EE: unfreeze_car 76@ while_on_path 

:DES3_9116
if 
   not Car.Wrecked(74@)
else_jump @DES3_9137 
05EE: unfreeze_car 74@ while_on_path 

:DES3_9137
fade 1 300 

:DES3_9144
if 
fading 
else_jump @DES3_9226 
if 
   not Car.Wrecked(74@)
else_jump @DES3_9202 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_9202
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
wait 0 
jump @DES3_9144 

:DES3_9226
62@ = 0 
33@ = 0 
32@ = 0 
35@ += 1 

:DES3_9254
if 
  35@ == 15 
else_jump @DES3_10273 
if 
   not 62@ == 7 
else_jump @DES3_10006 
if 
   not Car.Wrecked(74@)
else_jump @DES3_9335 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_9335
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
if 
  33@ > 1000 
else_jump @DES3_9999 
0871: init_jump_table 62@ total_jumps 7 default_jump 0 @DES3_9999 jumps 0 @DES3_9430 1 @DES3_9520 2 @DES3_9610 3 @DES3_9700 4 @DES3_9790 5 @DES3_9881 6 @DES3_9960 

:DES3_9430
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_9513 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BC'  // ~z~Warte.
04AE: $ACTOR_SPEECH_WAV_FILE = 13207 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13208 as 2 
33@ = 0 
62@ += 1 

:DES3_9513
jump @DES3_9999 

:DES3_9520
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_9603 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BD'  // ~z~Scheie, der Pilot sagt, es gibt Probleme,
04AE: $ACTOR_SPEECH_WAV_FILE = 13208 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13209 as 1 
33@ = 0 
62@ += 1 

:DES3_9603
jump @DES3_9999 

:DES3_9610
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_9693 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BE'  // ~z~zwei CIA-Helikopter kommen auf Abfangkurs angedonnert.
04AE: $ACTOR_SPEECH_WAV_FILE = 13209 // $ = any 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13210 as 2 
33@ = 0 
62@ += 1 

:DES3_9693
jump @DES3_9999 

:DES3_9700
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_9783 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BF'  // ~z~Kannst du sie sehen?
04AE: $ACTOR_SPEECH_WAV_FILE = 13210 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13211 as 1 
33@ = 0 
62@ += 1 

:DES3_9783
jump @DES3_9999 

:DES3_9790
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_9874 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BG'  // ~z~Ja.
04AE: $ACTOR_SPEECH_WAV_FILE = 13211 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13212 as 2 
33@ = 0 
62@ += 1 

:DES3_9874
jump @DES3_9999 

:DES3_9881
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_9953 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BH'  // ~z~Schie sie ab. Die Ladung muss um jeden Preis geschtzt werden!
04AE: $ACTOR_SPEECH_WAV_FILE = 13212 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
33@ = 0 
62@ += 1 

:DES3_9953
jump @DES3_9999 

:DES3_9960
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_9992 
33@ = 0 
62@ += 1 

:DES3_9992
jump @DES3_9999 

:DES3_9999
jump @DES3_10273 

:DES3_10006
if 
  33@ > 2000 
else_jump @DES3_10215 
if 
   not Car.Wrecked(74@)
else_jump @DES3_10070 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_10070
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
if 
   not Car.Wrecked(75@)
else_jump @DES3_10120 
if 
060E:   car 75@ assigned_to_path 
else_jump @DES3_10120 
05EC: release_car 75@ from_path 

:DES3_10120
if 
   not Car.Wrecked(76@)
else_jump @DES3_10157 
if 
060E:   car 76@ assigned_to_path 
else_jump @DES3_10157 
05EC: release_car 76@ from_path 

:DES3_10157
if 
   not Car.Wrecked(74@)
else_jump @DES3_10194 
if 
060E:   car 74@ assigned_to_path 
else_jump @DES3_10194 
05EC: release_car 74@ from_path 

:DES3_10194
fade 0 150 
35@ += 1 
jump @DES3_10273 

:DES3_10215
if 
   not Car.Wrecked(74@)
else_jump @DES3_10260 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_10260
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:DES3_10273
if 
  35@ == 16 
else_jump @DES3_10376 
if 
fading 
else_jump @DES3_10369 
if 
   not Car.Wrecked(74@)
else_jump @DES3_10349 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_10349
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
jump @DES3_10376 

:DES3_10369
35@ = 99 

:DES3_10376
if 
  35@ == 99 
else_jump @DES3_10727 
fade 0 0 
if 
03CA:   object 94@ exists 
else_jump @DES3_10510 
if 
0737:   actor $PLAYER_ACTOR lifting_object 94@ 
else_jump @DES3_10442 
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 1 

:DES3_10442
if 
  100@ == 0 
else_jump @DES3_10503 
066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ with_offset 0.0 0.0 0.1 flag 1 
064C: make_particle 100@ visible 

:DES3_10503
jump @DES3_10624 

:DES3_10510
$TEMPVAR_FLOAT_1 = -800.8441 
$TEMPVAR_FLOAT_2 = 2408.354 
$TEMPVAR_FLOAT_3 = 155.4525 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += 1.0 
94@ = Object.Create(#TEARGAS, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ with_offset 0.0 0.0 0.1 flag 1 
064C: make_particle 100@ visible 

:DES3_10624
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Camera.SetAtPos(-806.467, 2420.75, 155.9102)
Actor.PutAt($PLAYER_ACTOR, -806.467, 2420.75, 155.9102)
Actor.Angle($PLAYER_ACTOR) = 190.8497
if 
056E:   car 77@ defined 
else_jump @DES3_10699 
Car.Destroy(77@)

:DES3_10699
gosub @DES3_17660 
gosub @DES3_19147 
gosub @DES3_24422 
gosub @DES3_26858 

:DES3_10727
return 

:DES3_10729
if 
  35@ == 0 
else_jump @DES3_11344 
Model.Load(#MAVERICK)
Model.Load(#WMOMIB)
Model.Load(#BMYMIB)
Model.Load(#WMYPLT)
Model.Load(#AK47)
Model.Load(#LEVIATHN)

:DES3_10776
if or
   not Model.Available(#MAVERICK)
   not Model.Available(#WMOMIB)
   not Model.Available(#BMYMIB)
   not Model.Available(#WMYPLT)
   not Model.Available(#AK47)
   not Model.Available(#LEVIATHN)
else_jump @DES3_10827 
wait 0 
jump @DES3_10776 

:DES3_10827
133@ = 0 
231@ = -780.6791 
232@ = 2482.339 
233@ = 170.8723 
234@ = 151.9289 
gosub @DES3_18288 
259@ = -750.933 
260@ = 2465.285 
261@ = 180.7247 
262@ = 144.1498 
gosub @DES3_23443 
227@ = -772.2108 
228@ = 2419.843 
229@ = 174.0836 
230@ = 176.9396 
gosub @DES3_17557 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -789.7678, 2416.916, 156.022)
Actor.Angle($PLAYER_ACTOR) = 190.8497
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
32@ = 0 
111@ = 0 
114@ = 0 
04AF: 109@ = 5 // @ = any 
112@ = 0 
04AF: 110@ = 0 // @ = any 
113@ = 0 
set_weather 17 
$7495 = 100 
00BC: show_text_highpriority GXT 'AIR1_06' time 7000 flag 1  // ~s~Schtze den ~b~Schmuggel-Helikopter~s~ vor den ~r~CIA-Cops~s~.
03C4: set_status_text $7495 type 1 GXT 'AIR1_17' // global_variable  // Heli
if 
   not Car.Wrecked(71@)
else_jump @DES3_11140 
08F2: unknown_car 71@ flag 0 

:DES3_11140
if 
   not Car.Wrecked(72@)
else_jump @DES3_11163 
08F2: unknown_car 72@ flag 0 

:DES3_11163
if 
   not Car.Wrecked(73@)
else_jump @DES3_11186 
08F2: unknown_car 73@ flag 0 

:DES3_11186
if 
   not Car.Wrecked(74@)
else_jump @DES3_11209 
08F2: unknown_car 74@ flag 0 

:DES3_11209
98@ = Pickup.Create(#HEALTH, 3, -770.752, 2423.63, 157.0753)
032B: 99@ = create_weapon_pickup #ROCKETLA group 3 ammo 20 at -808.1523 2430.788 156.9872 
0828: unknown_fires_stuff 3 
03C7: set_sensitivity_to_crime 0.5 
01F0: set_max_wanted_level_to 2 
096A: enable_flying_helis 0 
197@ = 0 
129@ = 1 
130@ = 1 
041E: set_radio_station 196@ 
fade 1 150 

:DES3_11313
if 
fading 
else_jump @DES3_11337 
wait 0 
jump @DES3_11313 

:DES3_11337
35@ += 1 

:DES3_11344
if 
   not Car.Wrecked(74@)
else_jump @DES3_11704 
if 
  139@ > 50 
else_jump @DES3_11660 
43@ = Car.Health(74@)
if 
  43@ > 100 
else_jump @DES3_11653 
43@ = 0 
if 
   not Car.Wrecked(75@)
else_jump @DES3_11490 
Car.StorePos(75@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
01AF:   car 74@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 40.0 40.0 40.0 
else_jump @DES3_11490 
43@ = 1 

:DES3_11490
if 
  43@ == 0 
else_jump @DES3_11587 
if 
   not Car.Wrecked(76@)
else_jump @DES3_11587 
Car.StorePos(76@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
01AF:   car 74@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 40.0 40.0 40.0 
else_jump @DES3_11587 
43@ = 1 

:DES3_11587
if 
  43@ == 1 
else_jump @DES3_11653 
43@ = Car.Health(74@)
43@ += -5 
if 
  0 > 43@ 
else_jump @DES3_11645 
43@ = 1 

:DES3_11645
Car.Health(74@) = 43@

:DES3_11653
139@ = 0 

:DES3_11660
43@ = Car.Health(74@)
0093: 46@ = integer 43@ to_float 
46@ /= 5000.0 
46@ *= 100.0 
0090: $7495 = float 46@ to_integer 

:DES3_11704
if 
  35@ == 1 
else_jump @DES3_12253 
if 
  133@ == 5 
else_jump @DES3_11772 
if 
  197@ == 0 
else_jump @DES3_11772 
04AF: 109@ = 5 // @ = any 
197@ += 1 

:DES3_11772
if 
  5 > 133@ 
else_jump @DES3_11901 
if 
  75@ == 0 
else_jump @DES3_11901 
if 
  129@ == 0 
else_jump @DES3_11901 
231@ = -344.9471 
232@ = 2724.421 
233@ = 186.0 
234@ = 110.0 
gosub @DES3_18288 
04AF: 109@ = 0 // @ = any 
112@ = 0 
129@ += 1 
32@ = 0 

:DES3_11901
if 
  5 > 133@ 
else_jump @DES3_12030 
if 
  76@ == 0 
else_jump @DES3_12030 
if 
  130@ == 0 
else_jump @DES3_12030 
259@ = -324.9471 
260@ = 2704.421 
261@ = 186.0 
262@ = 110.0 
gosub @DES3_23443 
04AF: 110@ = 0 // @ = any 
113@ = 0 
130@ += 1 
33@ = 0 

:DES3_12030
if 
  129@ > 0 
else_jump @DES3_12094 
if 
  75@ == 0 
else_jump @DES3_12094 
127@ += 1 
131@ += 1 
129@ = 0 
32@ = 0 

:DES3_12094
if 
  130@ > 0 
else_jump @DES3_12158 
if 
  76@ == 0 
else_jump @DES3_12158 
128@ += 1 
131@ += 1 
130@ = 0 
33@ = 0 

:DES3_12158
if 
  68@ == 1 
else_jump @DES3_12200 
if 
00E1:   player 0 pressed_key 19 
else_jump @DES3_12200 
131@ = 5 

:DES3_12200
if 
  131@ == 5 
else_jump @DES3_12232 
32@ = 0 
35@ += 1 

:DES3_12232
gosub @DES3_17718 
gosub @DES3_19279 
gosub @DES3_24554 

:DES3_12253
if 
  35@ == 2 
else_jump @DES3_12297 
if 
  32@ > 2000 
else_jump @DES3_12297 
35@ = 99 

:DES3_12297
if 
  35@ == 99 
else_jump @DES3_12359 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
0151: remove_status_text $7495 
gosub @DES3_17660 
gosub @DES3_19147 
gosub @DES3_24422 
gosub @DES3_26858 

:DES3_12359
return 

:DES3_12361
if 
  35@ == 0 
else_jump @DES3_12673 
Model.Load(#LEVIATHN)
Model.Load(#WMYPLT)
Model.Load(#AK47)
Model.Load(#KMB_HOLDALL)
Model.Load(#KMB_PARACHUTE)
Model.Load(#JOURNEY)
Model.Load(#WMOPREA)
Model.Load(#SWFOPRO)
Model.Load(#BANDITO)

:DES3_12421
if or
   not Model.Available(#LEVIATHN)
   not Model.Available(#WMYPLT)
   not Model.Available(#AK47)
   not Model.Available(#KMB_HOLDALL)
   not Model.Available(#KMB_PARACHUTE)
else_jump @DES3_12467 
wait 0 
jump @DES3_12421 

:DES3_12467
if or
   not Model.Available(#JOURNEY)
   not Model.Available(#BANDITO)
else_jump @DES3_12499 
wait 0 
jump @DES3_12467 

:DES3_12499
07C0: load_path 536 
07C0: load_path 537 
07C0: load_path 538 

:DES3_12514
if or
87C1:   not path 536 available 
87C1:   not path 537 available 
87C1:   not path 538 available 
else_jump @DES3_12551 
wait 0 
jump @DES3_12514 

:DES3_12551
gosub @DES3_17557 
if 
   not Car.Wrecked(74@)
else_jump @DES3_12582 
05EB: assign_car 74@ to_path 536 

:DES3_12582
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
02A3: enable_widescreen 1 
Camera.SetPosition(-720.812, 2476.182, 171.2749, 0.0, 0.0, 0.0)
Camera.PointAt(-721.6284, 2475.607, 171.2184, 2)
32@ = 0 
35@ += 1 

:DES3_12673
if and
  35@ > 0 
  32@ > 3000 
else_jump @DES3_12723 
if 
00E1:   player 0 pressed_key 16 
else_jump @DES3_12723 
35@ = 99 

:DES3_12723
if 
  35@ == 1 
else_jump @DES3_12900 
if 
  5000 > 32@ 
else_jump @DES3_12825 
if 
   not Car.Wrecked(74@)
else_jump @DES3_12818 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset 3.0 -5.0 -2.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:DES3_12818
jump @DES3_12900 

:DES3_12825
fade 0 300 

:DES3_12832
if 
fading 
else_jump @DES3_12856 
wait 0 
jump @DES3_12832 

:DES3_12856
if 
   not Car.Wrecked(74@)
else_jump @DES3_12893 
if 
060E:   car 74@ assigned_to_path 
else_jump @DES3_12893 
05EC: release_car 74@ from_path 

:DES3_12893
35@ += 1 

:DES3_12900
if 
  35@ == 2 
else_jump @DES3_13189 
if 
   not Car.Wrecked(74@)
else_jump @DES3_13189 
fade 1 300 
085E: assign_car 74@ to_looped_path 538 
Camera.SetPosition(247.7597, 2515.937, 82.7789, 0.0, 0.0, 0.0)
Camera.PointAt(246.7721, 2515.894, 82.6276, 2)
0706: advance_car 74@ further_along_path 100.0 
96@ = Object.Create(#KMB_HOLDALL, 0.0, 0.0, 0.0)
0681: attach_object 96@ to_car 74@ with_offset 0.0 -2.0 -0.5 rotation 0.0 0.0 0.0 
0750: set_object 96@ visibility 0 
95@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
0681: attach_object 95@ to_car 74@ with_offset 0.0 0.0 -2.5 rotation 0.0 0.0 0.0 
0750: set_object 95@ visibility 0 
32@ = 0 
142@ = 2.0 
143@ = -7.0 
144@ = 1.0 
35@ += 1 

:DES3_13189
if 
  35@ == 3 
else_jump @DES3_13426 
if 
03CA:   object 95@ exists 
else_jump @DES3_13246 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 95@ with_offset 142@ 143@ 144@ 

:DES3_13246
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
if 
  32@ > 7000 
else_jump @DES3_13426 
Camera.SetPosition(296.2388, 2480.553, 97.5696, 0.0, 0.0, 0.0)
Camera.PointAt(295.5632, 2481.153, 97.141, 2)
if 
03CA:   object 96@ exists 
else_jump @DES3_13367 
0682: detach_object 96@ 0.0 0.0 0.0 collision_detection 0 

:DES3_13367
0750: set_object 96@ visibility 1 
if 
03CA:   object 95@ exists 
else_jump @DES3_13412 
0682: detach_object 95@ 0.0 0.0 0.0 collision_detection 0 

:DES3_13412
32@ = 0 
35@ += 1 

:DES3_13426
if 
  35@ == 4 
else_jump @DES3_13616 
if 
  32@ > 1200 
else_jump @DES3_13558 
208@ = 264.2501 
209@ = 2877.011 
210@ = 13.7096 
gosub @DES3_16532 
if 
03CA:   object 96@ exists 
else_jump @DES3_13544 
Object.StorePos(96@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1039 

:DES3_13544
32@ = 0 
35@ += 1 

:DES3_13558
if 
03CA:   object 95@ exists 
else_jump @DES3_13616 
059F: get_object 95@ velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 *= -0.1 
038C: object 95@ scatter 0.0 0.0 $TEMPVAR_FLOAT_3 

:DES3_13616
if 
  35@ == 5 
else_jump @DES3_13725 
gosub @DES3_16957 
if 
  32@ > 5000 
else_jump @DES3_13667 
35@ = 99 

:DES3_13667
if 
03CA:   object 95@ exists 
else_jump @DES3_13725 
059F: get_object 95@ velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 *= -0.5 
038C: object 95@ scatter 0.0 0.0 $TEMPVAR_FLOAT_3 

:DES3_13725
if 
  35@ == 99 
else_jump @DES3_14043 
fade 1 0 
if 
   not Car.Wrecked(80@)
else_jump @DES3_13780 
107@ = Marker.CreateAboveCar(80@)
jump @DES3_13840 

:DES3_13780
Car.RemoveReferences(80@)
0395: clear_area 1 at -804.5877 2377.843 151.7558 radius 5.0 
80@ = Car.Create(#BANDITO, -804.5877, 2377.843, 151.7558)
107@ = Marker.CreateAboveCar(80@)

:DES3_13840
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 20.0 
07E0: set_marker 107@ type_to 1 
Model.Destroy(#BANDITO)
79@ = Car.Create(#JOURNEY, -680.7584, 2466.081, 114.9057)
Car.Angle(79@) = 75.939
0129: 92@ = create_actor_pedtype 4 model #WMOPREA in_car 79@ driverseat 
01C8: 93@ = create_actor_pedtype 5 model #SWFOPRO in_car 79@ passenger_seat 0 
05D1: AS_actor 92@ drive_car 79@ to -726.9384 2357.388 125.5138 speed 10.0 0 model #CSPLAY 2 
Model.Destroy(#WMOPREA)
Model.Destroy(#SWFOPRO)
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
wait 0 
Object.Destroy(96@)
Object.Destroy(95@)
gosub @DES3_17660 
gosub @DES3_26858 

:DES3_14043
return 

:DES3_14045
if 
  35@ == 0 
else_jump @DES3_14308 
00BC: show_text_highpriority GXT 'AIR1_09' time 7000 flag 1  // ~s~Hol dir die ~g~Schmuggelware~s~.
Model.Load(#MAVERICK)
Model.Load(#WMYPLT)
Model.Load(#AK47)
Model.Load(#KMB_HOLDALL)
Model.Load(#KMB_PARACHUTE)
Model.Load(#WMOMIB)
Model.Load(#BMYMIB)

:DES3_14113
if or
   not Model.Available(#MAVERICK)
   not Model.Available(#WMYPLT)
   not Model.Available(#AK47)
   not Model.Available(#KMB_HOLDALL)
   not Model.Available(#WMOMIB)
   not Model.Available(#BMYMIB)
else_jump @DES3_14164 
wait 0 
jump @DES3_14113 

:DES3_14164
if 
   not Model.Available(#KMB_PARACHUTE)
else_jump @DES3_14191 
wait 0 
jump @DES3_14164 

:DES3_14191
214@ = 216.9669 
215@ = 2689.149 
216@ = 90.0 
208@ = 264.2501 
209@ = 2877.011 
210@ = 13.7096 
if 
03CA:   object 96@ exists 
else_jump @DES3_14272 
Object.Destroy(96@)

:DES3_14272
gosub @DES3_16532 
105@ = Marker.CreateAboveObject(96@)
08D2: object 96@ scale_model 0.3 
096A: enable_flying_helis 1 
35@ += 1 

:DES3_14308
if 
  35@ == 1 
else_jump @DES3_14516 
if 
  68@ == 1 
else_jump @DES3_14381 
if 
00E1:   player 0 pressed_key 19 
else_jump @DES3_14381 
Actor.PutAt($PLAYER_ACTOR, 417.0, 2493.0, 27.83)

:DES3_14381
if 
  226@ == 0 
else_jump @DES3_14516 
if 
03CA:   object 96@ exists 
else_jump @DES3_14516 
Object.StorePos(96@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 1.5 1.5 on_foot 
else_jump @DES3_14516 
if 
075C:   marker 107@ enabled 
else_jump @DES3_14492 
Marker.Disable(107@)

:DES3_14492
Object.Destroy(96@)
Marker.Disable(105@)
32@ = 0 
35@ += 1 

:DES3_14516
if 
  35@ == 2 
else_jump @DES3_14691 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(269.6016, 2868.464, 15.2584, 0.0, 0.0, 0.0)
Camera.PointAt(269.2238, 2869.373, 15.0806, 2)
Actor.PutAt($PLAYER_ACTOR, 265.7708, 2873.078, 13.4336)
Actor.Angle($PLAYER_ACTOR) = 266.1126
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CA'  // ~z~Okay, bring das Paket nach Bodie.
04AE: $ACTOR_SPEECH_WAV_FILE = 13213 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 13214 as 2 
33@ = 0 
35@ += 1 

:DES3_14691
if 
  35@ == 3 
else_jump @DES3_14812 
if 
  33@ > 1000 
else_jump @DES3_14812 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_14812 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CB'  // ~z~Wo bist du?
04AE: $ACTOR_SPEECH_WAV_FILE = 13214 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13215 as 1 
35@ += 1 
33@ = 0 

:DES3_14812
if 
  35@ == 4 
else_jump @DES3_14933 
if 
  33@ > 1000 
else_jump @DES3_14933 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_14933 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CC'  // ~z~Ich krieg hier noch Zustnde wegen dir!
04AE: $ACTOR_SPEECH_WAV_FILE = 13215 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13216 as 2 
35@ += 1 
33@ = 0 

:DES3_14933
if 
  35@ == 5 
else_jump @DES3_15042 
if 
  33@ > 1000 
else_jump @DES3_15042 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_15042 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CD'  // ~z~Carl, ich werde dich IMMER beobachten... oder belauschen... oder beides.
04AE: $ACTOR_SPEECH_WAV_FILE = 13216 // $ = any 
create_thread @AUDIOL -1 0 1 2 1 
35@ += 1 
33@ = 0 

:DES3_15042
if 
  35@ == 6 
else_jump @DES3_15127 
if 
  33@ > 1000 
else_jump @DES3_15127 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @DES3_15127 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
040D: unload_wav 1 
040D: unload_wav 2 
35@ += 1 

:DES3_15127
if 
  35@ == 7 
else_jump @DES3_15195 
00BC: show_text_highpriority GXT 'AIR1_10' time 7000 flag 1  // ~s~Liefere die Schmuggelware im ~y~Versteck ~s~ab.
018A: 101@ = create_checkpoint_at -394.8462 2226.622 41.4259 
198@ = 0 
35@ += 1 

:DES3_15195
if 
  35@ == 8 
else_jump @DES3_15594 
if 
  198@ == 0 
else_jump @DES3_15304 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -394.8462 2226.622 41.4259 radius 25.0 25.0 20.0 
else_jump @DES3_15297 
Garage.Open('GHOSTDR')
198@ = 1 

:DES3_15297
jump @DES3_15370 

:DES3_15304
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -394.8462 2226.622 41.4259 radius 40.0 40.0 20.0 
else_jump @DES3_15370 
Garage.Close('GHOSTDR')
198@ = 0 

:DES3_15370
if 
075C:   marker 101@ enabled 
else_jump @DES3_15550 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DES3_15488 
if 
0100:   actor $PLAYER_ACTOR in_sphere -394.8462 2226.622 41.4259 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @DES3_15481 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
09D0:   car $TEMPVAR_ACTOR_CAR on_wheels 
else_jump @DES3_15481 
35@ += 1 

:DES3_15481
jump @DES3_15543 

:DES3_15488
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -394.8462 2226.622 41.4259 radius 1.2 1.2 2.0 on_foot 
else_jump @DES3_15543 
35@ += 1 

:DES3_15543
jump @DES3_15594 

:DES3_15550
if 
  32@ > 60000 
else_jump @DES3_15594 
00BC: show_text_highpriority GXT 'AIR1_11' time 7000 flag 1  // ~s~Hng das ~r~FBI~s~ ab.
32@ = 0 

:DES3_15594
if 
  35@ == 9 
else_jump @DES3_15740 
Player.CanMove($PLAYER_CHAR) = False
Garage.Close('GHOSTDR')
fade 0 1000 

:DES3_15637
if 
fading 
else_jump @DES3_15661 
wait 0 
jump @DES3_15637 

:DES3_15661
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -389.8034, 2230.742, 41.4297)
Actor.Angle($PLAYER_ACTOR) = 270.0
03C8: rotate_player-180-degrees 
Camera.Restore_WithJumpCut

:DES3_15700
if 
   not Garage.IsClosed('GHOSTDR')
else_jump @DES3_15733 
wait 0 
jump @DES3_15700 

:DES3_15733
36@ = 1 

:DES3_15740
if 
  132@ == 0 
else_jump @DES3_15906 
if 
056E:   car 75@ defined 
else_jump @DES3_15906 
if 
   not Car.Wrecked(75@)
else_jump @DES3_15906 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
81AF:   not car 75@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 100.0 100.0 100.0 
else_jump @DES3_15860 
07BB: set_heli 75@ horizontal_thrust_power 10 
jump @DES3_15906 

:DES3_15860
$7496 = 100 
03C4: set_status_text $7496 type 1 GXT 'AIR1_12' // global_variable  // Cops
132@ = 1 
00BC: show_text_highpriority GXT 'AIR1_11' time 7000 flag 1  // ~s~Hng das ~r~FBI~s~ ab.

:DES3_15906
if 
  132@ == 1 
else_jump @DES3_16230 
if 
056E:   car 75@ defined 
else_jump @DES3_16230 
if 
   not Car.Wrecked(75@)
else_jump @DES3_16202 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.StorePos(75@, 56@, 57@, 58@)
050A: 140@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 56@ 57@ 58@ 
if 
  175.0 > 140@ 
else_jump @DES3_16085 
if 
  100 > $7496 
else_jump @DES3_16078 
if 
  137@ > 100 
else_jump @DES3_16078 
$7496 += 1 
137@ = 0 

:DES3_16078
jump @DES3_16135 

:DES3_16085
if 
  $7496 > 0 
else_jump @DES3_16135 
if 
  137@ > 100 
else_jump @DES3_16135 
$7496 += -1 
137@ = 0 

:DES3_16135
if 
  $7496 == 0 
else_jump @DES3_16195 
04AF: 109@ = 99 // @ = any 
112@ = 0 
00BC: show_text_highpriority GXT 'AIR1_10' time 7000 flag 1  // ~s~Liefere die Schmuggelware im ~y~Versteck ~s~ab.
132@ = 2 
0151: remove_status_text $7496 

:DES3_16195
jump @DES3_16230 

:DES3_16202
00BC: show_text_highpriority GXT 'AIR1_10' time 7000 flag 1  // ~s~Liefere die Schmuggelware im ~y~Versteck ~s~ab.
132@ = 2 
0151: remove_status_text $7496 

:DES3_16230
if 
  35@ > 1 
else_jump @DES3_16332 
if 
075C:   marker 101@ enabled 
else_jump @DES3_16294 
if 
  132@ == 1 
else_jump @DES3_16287 
Marker.Disable(101@)

:DES3_16287
jump @DES3_16332 

:DES3_16294
if 
  132@ == 2 
else_jump @DES3_16332 
018A: 101@ = create_checkpoint_at -450.9301 2238.45 43.4409 

:DES3_16332
if 
  39@ == 3 
else_jump @DES3_16373 
if 
056E:   car 75@ defined 
else_jump @DES3_16373 
gosub @DES3_19279 

:DES3_16373
gosub @DES3_16957 
return 

:DES3_16382
if 
075C:   marker 107@ enabled 
else_jump @DES3_16450 
if 
   not Car.Wrecked(80@)
else_jump @DES3_16445 
if 
   Actor.InCar($PLAYER_ACTOR, 80@)
else_jump @DES3_16438 
Marker.Disable(107@)

:DES3_16438
jump @DES3_16450 

:DES3_16445
Marker.Disable(107@)

:DES3_16450
if 
056E:   car 74@ defined 
else_jump @DES3_16505 
if 
   Car.Wrecked(74@)
else_jump @DES3_16505 
37@ = 1 
00BC: show_text_highpriority GXT 'AIR1_08' time 5000 flag 1  // ~r~Der Schmuggel-Helikopter ist hin.

:DES3_16505
if 
  39@ == 7 
else_jump @DES3_16530 
gosub @DES3_26440 

:DES3_16530
return 

:DES3_16532
if 
03CA:   object 96@ exists 
else_jump @DES3_16577 
Object.StorePos(96@, 214@, 215@, 216@)
216@ += 6.679 
Object.Destroy(96@)

:DES3_16577
96@ = Object.Init(#KMB_PARACHUTE, 214@, 215@, 216@)
Object.CollisionDetection(96@) = False
Object.ToggleInMovingList(96@) = False
199@ = 1.0 
200@ = 0.5 
201@ = 0.0 
205@ = 0.0 
206@ = 0.0 
207@ = 0.0 
224@ = 80000 
0093: 225@ = integer 224@ to_float 
050A: 222@ = distance_between_XYZ 214@ 215@ 216@ and_XYZ 208@ 209@ 210@ 
0509: 223@ = distance_between_XY 214@ 215@ and_XY 208@ 209@ 
0087: 211@ = 214@ // (float) 
0063: 211@ -= 208@ // (float) 
0087: 212@ = 215@ // (float) 
0063: 212@ -= 209@ // (float) 
0087: 213@ = 216@ // (float) 
0063: 213@ -= 210@ // (float) 
0087: 217@ = 208@ // (float) 
0063: 217@ -= 214@ // (float) 
0087: 218@ = 209@ // (float) 
0063: 218@ -= 215@ // (float) 
0087: 219@ = 210@ // (float) 
0063: 219@ -= 216@ // (float) 
0073: 217@ /= 222@ // (float) 
0073: 218@ /= 222@ // (float) 
0073: 219@ /= 222@ // (float) 
0087: 50@ = 223@ // (float) 
51@ = 0.0 
0087: 53@ = 223@ // (float) 
0087: 54@ = 213@ // (float) 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 220@ 
0087: 50@ = 211@ // (float) 
51@ = 0.0 
0087: 53@ = 211@ // (float) 
0087: 54@ = 212@ // (float) 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 221@ 
226@ = 1 
return 

:DES3_16957
if 
  226@ == 1 
else_jump @DES3_17555 
if 
  224@ > 1000 
else_jump @DES3_17424 
if 
03CA:   object 96@ exists 
else_jump @DES3_17417 
if 
  205@ > 180.0 
else_jump @DES3_17041 
205@ = -180.0 

:DES3_17041
if 
  -180.0 > 205@ 
else_jump @DES3_17072 
205@ = 180.0 

:DES3_17072
if 
  205@ >= 0.0 
else_jump @DES3_17110 
202@ = -0.01 
jump @DES3_17120 

:DES3_17110
202@ = 0.01 

:DES3_17120
007B: 199@ += unknown_float * 202@ // (float) 
if 
  199@ > 1.0 
else_jump @DES3_17159 
199@ = 1.0 

:DES3_17159
if 
  -1.0 > 199@ 
else_jump @DES3_17190 
199@ = -1.0 

:DES3_17190
007B: 205@ += unknown_float * 199@ // (float) 
0093: 46@ = integer 224@ to_float 
0087: 47@ = 225@ // (float) 
0063: 47@ -= 46@ // (float) 
0073: 47@ /= 225@ // (float) 
006B: 47@ *= 222@ // (float) 
0087: 50@ = 217@ // (float) 
006B: 50@ *= 47@ // (float) 
0087: 51@ = 218@ // (float) 
006B: 51@ *= 47@ // (float) 
0087: 52@ = 219@ // (float) 
006B: 52@ *= 47@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 214@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 50@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 215@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 51@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 216@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 52@ // (float) 
0089: 145@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 146@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 147@ = $TEMPVAR_FLOAT_3 // (float) 
if 
0025:   210@ > 147@ // (float) 
else_jump @DES3_17385 
0087: 147@ = 210@ // (float) 

:DES3_17385
Object.PutAt(96@, 145@, 146@, 147@)
0453: set_object 96@ XY_rotation 205@ 0.0 angle 90.0 

:DES3_17417
jump @DES3_17555 

:DES3_17424
Object.StorePos(96@, 145@, 146@, 147@)
02CE: 147@ = ground_z_at 145@ 146@ 147@ 
147@ += 0.5 
if 
0025:   210@ > 147@ // (float) 
else_jump @DES3_17489 
0087: 147@ = 210@ // (float) 

:DES3_17489
Object.Destroy(96@)
Marker.Disable(105@)
96@ = Object.Init(#KMB_HOLDALL, 145@, 146@, 147@)
08D2: object 96@ scale_model 0.3 
105@ = Marker.CreateAboveObject(96@)
Object.KeepInMemory(96@) = True
Object.CollisionDetection(96@) = False
226@ = 0 

:DES3_17555
return 

:DES3_17557
74@ = Car.Create(#LEVIATHN, 227@, 228@, 229@)
Car.Angle(74@) = 230@
0825: set_helicopter 74@ instant_rotor_start 
04DF: set_heli 74@ lean_and_thrust_limiter 1 
0129: 81@ = create_actor_pedtype 24 model #WMYPLT in_car 74@ driverseat 
Car.Health(74@) = 5000
Car.SetImmunities(74@, 0, 0, 0, 1, 0)
104@ = Marker.CreateAboveCar(74@)
07E0: set_marker 104@ type_to 1 
0587: enable_car 74@ validate_position 0 
Car.ImmuneToNonPlayer(74@) = True
return 

:DES3_17660
if 
056D:   actor 81@ defined 
else_jump @DES3_17681 
Actor.DestroyInstantly(81@)

:DES3_17681
if 
056E:   car 74@ defined 
else_jump @DES3_17702 
Car.Destroy(74@)

:DES3_17702
Model.Destroy(#LEVIATHN)
Model.Destroy(#WMYPLT)
Marker.Disable(104@)
return 

:DES3_17718
if 
   not Car.Wrecked(74@)
else_jump @DES3_18286 
if 
  111@ == 0 
else_jump @DES3_18286 
if 
  114@ == 0 
else_jump @DES3_18069 
151@ = -784.6607 
166@ = 2442.231 
181@ = 180.0 
152@ = -804.959 
167@ = 2425.576 
182@ = 180.0 
153@ = -787.8075 
168@ = 2405.689 
183@ = 180.0 
154@ = -772.5547 
169@ = 2413.223 
184@ = 180.0 
155@ = -772.9753 
170@ = 2432.284 
185@ = 180.0 
156@ = -789.0908 
171@ = 2424.852 
186@ = 180.0 
157@ = -802.8 
172@ = 2431.09 
187@ = 180.0 
158@ = -772.5547 
173@ = 2413.223 
188@ = 180.0 
108@ = 0 
04A2: set_heli 74@ fly_to 151@(108@,15f) 166@(108@,15f) 181@(108@,15f) altitude_between 15.0 and 181@(108@,15f) 
07BB: set_heli 74@ horizontal_thrust_power 1 
114@ += 1 

:DES3_18069
if 
01AF:   car 74@ sphere 0 in_sphere 151@(108@,15f) 166@(108@,15f) 181@(108@,15f) radius 10.0 10.0 10.0 
else_jump @DES3_18229 
0209: 43@ = random_int_in_ranges 0 8 
if 
003B:   43@ == 108@ // (int) 
else_jump @DES3_18183 
43@ += 1 
if 
  43@ > 7 
else_jump @DES3_18183 
43@ = 0 

:DES3_18183
0085: 108@ = 43@ // (int) 
04A2: set_heli 74@ fly_to 151@(108@,15f) 166@(108@,15f) 181@(108@,15f) altitude_between 15.0 and 181@(108@,15f) 

:DES3_18229
43@ = Car.Health(74@)
if 
  300 >= 43@ 
else_jump @DES3_18286 
if 
   not 111@ == 99 
else_jump @DES3_18286 
0564: heli 74@ simulate_crash_landing 
111@ = 99 

:DES3_18286
return 

:DES3_18288
if 
856E:   not car 75@ defined 
else_jump @DES3_18341 
75@ = Car.Create(#MAVERICK, 0.0, 0.0, 0.0)
08F2: unknown_car 75@ flag 1 
0587: enable_car 75@ validate_position 0 

:DES3_18341
if 
856D:   not actor 82@ defined 
else_jump @DES3_18370 
0129: 82@ = create_actor_pedtype 25 model #BMYMIB in_car 75@ driverseat 

:DES3_18370
if 
856D:   not actor 84@ defined 
else_jump @DES3_18411 
84@ = Actor.Create(Mission2, #WMOMIB, 0.0, 0.0, 0.0)

:DES3_18411
if 
856D:   not actor 85@ defined 
else_jump @DES3_18452 
85@ = Actor.Create(Mission2, #BMYMIB, 0.0, 0.0, 0.0)

:DES3_18452
if 
856D:   not actor 86@ defined 
else_jump @DES3_18493 
86@ = Actor.Create(Mission2, #WMOMIB, 0.0, 0.0, 0.0)

:DES3_18493
if 
856D:   not actor 87@ defined 
else_jump @DES3_18534 
87@ = Actor.Create(Mission2, #BMYMIB, 0.0, 0.0, 0.0)

:DES3_18534
if 
   not Car.Wrecked(75@)
else_jump @DES3_18607 
Car.PutAt(75@, 231@, 232@, 233@)
Car.Angle(75@) = 234@
0825: set_helicopter 75@ instant_rotor_start 
0229: set_car 75@ primary_color_to 0 secondary_color_to 0 
04DF: set_heli 75@ lean_and_thrust_limiter 1 
Car.ImmuneToNonPlayer(75@) = True
Car.DoorStatus(75@) = 2

:DES3_18607
if 
   not Actor.Dead(82@)
else_jump @DES3_18652 
054A: set_actor 82@ immune_to_car_headshots 0 
039E: set_actor 82@ locked 1 while_in_car 
054A: set_actor 82@ immune_to_car_headshots 0 
060B: set_actor 82@ decision_maker_to 66@ 

:DES3_18652
if 
   not Car.Wrecked(75@)
else_jump @DES3_19079 
if 
   not Actor.Dead(84@)
else_jump @DES3_18723 
0464: put_actor 84@ into_turret_on_car 75@ at_car_offset 1.0 1.25 -0.1 position 3 shooting_angle_limit 310.0 with_weapon 30 
123@ = 1 

:DES3_18723
if 
   not Actor.Dead(85@)
else_jump @DES3_18778 
0464: put_actor 85@ into_turret_on_car 75@ at_car_offset 1.1 -0.3 -0.1 position 3 shooting_angle_limit 310.0 with_weapon 30 
124@ = 1 

:DES3_18778
if 
   not Actor.Dead(86@)
else_jump @DES3_18833 
0464: put_actor 86@ into_turret_on_car 75@ at_car_offset -1.0 1.25 -0.1 position 1 shooting_angle_limit 50.0 with_weapon 30 
125@ = 1 

:DES3_18833
if 
   not Actor.Dead(87@)
else_jump @DES3_18888 
0464: put_actor 87@ into_turret_on_car 75@ at_car_offset -1.1 -0.3 -0.1 position 1 shooting_angle_limit 50.0 with_weapon 30 
126@ = 1 

:DES3_18888
43@ = 0 

:DES3_18895
if 
  4 > 43@ 
else_jump @DES3_19079 
if 
   not Actor.Dead(84@(43@,4i))
else_jump @DES3_19065 
07DD: set_actor 84@(43@,4i) temper_to 20 // see pedstats.dat 
Actor.WeaponAccuracy(84@(43@,4i)) = 27
if or
  43@ == 0 
  43@ == 2 
else_jump @DES3_19009 
08AF: set_actor 84@(43@,4i) max_health_to 125 
Actor.Health(84@(43@,4i)) = 125
jump @DES3_19031 

:DES3_19009
08AF: set_actor 84@(43@,4i) max_health_to 100 
Actor.Health(84@(43@,4i)) = 100

:DES3_19031
02A9: set_actor 84@(43@,4i) immune_to_nonplayer 1 
060B: set_actor 84@(43@,4i) decision_maker_to 66@ 
115@(43@,4i) = 0 

:DES3_19065
43@ += 1 
jump @DES3_18895 

:DES3_19079
if 
   not Car.Wrecked(75@)
else_jump @DES3_19124 
if 
075C:   marker 102@ enabled 
else_jump @DES3_19116 
Marker.Disable(102@)

:DES3_19116
102@ = Marker.CreateAboveCar(75@)

:DES3_19124
04AF: 109@ = 0 // @ = any 
112@ = 0 
133@ += 1 
return 

:DES3_19147
if 
056D:   actor 82@ defined 
else_jump @DES3_19168 
Actor.DestroyInstantly(82@)

:DES3_19168
43@ = 0 

:DES3_19175
if 
  4 > 43@ 
else_jump @DES3_19236 
if 
056D:   actor 84@(43@,4i) defined 
else_jump @DES3_19222 
Actor.DestroyInstantly(84@(43@,4i))

:DES3_19222
43@ += 1 
jump @DES3_19175 

:DES3_19236
if 
056E:   car 75@ defined 
else_jump @DES3_19257 
Car.Destroy(75@)

:DES3_19257
Model.Destroy(#MAVERICK)
Model.Destroy(#WMOMIB)
Model.Destroy(#BMYMIB)
Model.Destroy(#AK47)
return 

:DES3_19279
if 
  32@ > 240000 
else_jump @DES3_19333 
if 
   not Car.Wrecked(75@)
else_jump @DES3_19333 
020B: explode_car 75@ // versionA 
020B: explode_car 75@ // versionA 
32@ = 0 

:DES3_19333
0871: init_jump_table 109@ total_jumps 3 default_jump 0 @DES3_22132 jumps 0 @DES3_19396 4 @DES3_21962 5 @DES3_19903 -1 @DES3_22132 -1 @DES3_22132 -1 @DES3_22132 -1 @DES3_22132 

:DES3_19396
if 
   not Car.Wrecked(75@)
else_jump @DES3_19896 
if 
  112@ == 0 
else_jump @DES3_19475 
if 
   not Car.Wrecked(74@)
else_jump @DES3_19475 
0726: heli 75@ follow_actor -1 follow_car 74@ radius 20.0 
112@ += 1 
135@ = 0 

:DES3_19475
if 
  112@ == 1 
else_jump @DES3_19845 
if 
  10000 > 135@ 
else_jump @DES3_19816 
if 
   not Car.Wrecked(74@)
else_jump @DES3_19809 
Car.StorePos(74@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset 10.0 -10.0 5.0 
if 
81AF:   not car 75@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 50.0 50.0 
else_jump @DES3_19809 
Car.StorePos(75@, 56@, 57@, 58@)
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
050A: $DISTANCE_BETWEEN_POINTS = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 56@ 57@ 58@ 
if 
  $DISTANCE_BETWEEN_POINTS > 0.01 
else_jump @DES3_19802 
0077: 50@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 51@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 52@ /= $DISTANCE_BETWEEN_POINTS // (float) 
50@ *= 0.01 
51@ *= 0.01 
52@ *= 0.01 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_19802
jump @DES3_19809 

:DES3_19809
jump @DES3_19845 

:DES3_19816
0726: heli 75@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
112@ += 1 
135@ = 0 

:DES3_19845
if 
  112@ == 2 
else_jump @DES3_19896 
if 
  135@ > 25000 
else_jump @DES3_19896 
112@ = 0 
135@ = 0 

:DES3_19896
jump @DES3_22132 

:DES3_19903
if 
   not Car.Wrecked(75@)
else_jump @DES3_21550 
if 
  112@ == 0 
else_jump @DES3_19992 
0780: heli 75@ hover_above actor $PLAYER_ACTOR car -1 altitude 15.0 170.0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
112@ += 1 

:DES3_19992
if 
  112@ == 1 
else_jump @DES3_20206 
if 
  39@ == 10 
else_jump @DES3_20206 
Actor.StorePos($PLAYER_ACTOR, 56@, 57@, 58@)
if 
01AD:   car 75@ sphere 0 near_point 56@ 57@ radius 20.0 20.0 
else_jump @DES3_20206 
Car.StorePos(75@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
02CE: 46@ = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0087: 47@ = 58@ // (float) 
0063: 47@ -= 46@ // (float) 
if 
  5.0 > 47@ 
else_jump @DES3_20206 
0089: 148@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 149@ = $TEMPVAR_FLOAT_2 // (float) 
0087: 150@ = 46@ // (float) 
150@ += 10.0 
04A2: set_heli 75@ fly_to 148@ 149@ 150@ altitude_between 10.0 and 0.0 
112@ += 1 

:DES3_20206
if 
  112@ == 2 
else_jump @DES3_20621 
if 
01AF:   car 75@ sphere 0 in_sphere 148@ 149@ 150@ radius 4.0 4.0 8.0 
else_jump @DES3_20403 
02E3: 46@ = car 75@ speed 
if 
  46@ > 1.0 
else_jump @DES3_20375 
06A2: get_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ 
50@ *= -0.001 
51@ *= -0.001 
52@ *= -0.001 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 
jump @DES3_20396 

:DES3_20375
Car.LockInCurrentPosition(75@) = True
135@ = 0 
112@ += 1 

:DES3_20396
jump @DES3_20621 

:DES3_20403
02E3: 46@ = car 75@ speed 
if 
  10.0 > 46@ 
else_jump @DES3_20621 
Car.StorePos(75@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 148@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 149@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 52@ = 150@ // (float) 
0065: 52@ -= $TEMPVAR_FLOAT_3 // (float) 
050A: $DISTANCE_BETWEEN_POINTS = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 148@ 149@ 150@ 
if 
  $DISTANCE_BETWEEN_POINTS > 0.01 
else_jump @DES3_20621 
0077: 50@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 51@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 52@ /= $DISTANCE_BETWEEN_POINTS // (float) 
50@ *= 0.01 
51@ *= 0.01 
52@ *= 0.01 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_20621
if 
  112@ == 3 
else_jump @DES3_20825 
if 
  135@ > 1500 
else_jump @DES3_20825 
Car.LockInCurrentPosition(75@) = True
if 
   not Actor.Dead(84@)
else_jump @DES3_20811 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 75@ with_offset 1.0 1.25 -0.1 
Actor.DestroyInstantly(84@)
0503: create_actor_on_rope_with_pedtype 25 model #WMOMIB at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 handle_as 84@ 
07DD: set_actor 84@ temper_to 30 // see pedstats.dat 
Actor.WeaponAccuracy(84@) = 27
08AF: set_actor 84@ max_health_to 125 
Actor.Health(84@) = 125
02A9: set_actor 84@ immune_to_nonplayer 1 
060B: set_actor 84@ decision_maker_to 66@ 
01B2: give_actor 84@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 84@ task_set 2000.0 // float 
123@ = 0 
115@ = 1 

:DES3_20811
135@ = 0 
112@ += 1 

:DES3_20825
if 
  112@ == 4 
else_jump @DES3_21014 
if 
  135@ > 0 
else_jump @DES3_21014 
if 
   not Actor.Dead(85@)
else_jump @DES3_21000 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 75@ with_offset 1.1 -0.3 -0.1 
Actor.DestroyInstantly(85@)
0503: create_actor_on_rope_with_pedtype 25 model #BMYMIB at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 handle_as 85@ 
07DD: set_actor 85@ temper_to 30 // see pedstats.dat 
Actor.WeaponAccuracy(85@) = 27
Actor.Health(85@) = 100
02A9: set_actor 85@ immune_to_nonplayer 1 
060B: set_actor 85@ decision_maker_to 66@ 
01B2: give_actor 85@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 85@ task_set 2000.0 // float 
124@ = 0 
116@ = 1 

:DES3_21000
135@ = 0 
112@ += 1 

:DES3_21014
if 
  112@ == 5 
else_jump @DES3_21211 
if 
  135@ > 2000 
else_jump @DES3_21211 
if 
   not Actor.Dead(86@)
else_jump @DES3_21197 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 75@ with_offset -1.0 1.25 -0.1 
Actor.DestroyInstantly(86@)
0503: create_actor_on_rope_with_pedtype 25 model #WMOMIB at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 handle_as 86@ 
07DD: set_actor 86@ temper_to 30 // see pedstats.dat 
Actor.WeaponAccuracy(86@) = 27
08AF: set_actor 86@ max_health_to 125 
Actor.Health(86@) = 125
02A9: set_actor 86@ immune_to_nonplayer 1 
060B: set_actor 86@ decision_maker_to 66@ 
01B2: give_actor 86@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 86@ task_set 2000.0 // float 
125@ = 0 
117@ = 1 

:DES3_21197
135@ = 0 
112@ += 1 

:DES3_21211
if 
  112@ == 6 
else_jump @DES3_21401 
if 
  135@ > 500 
else_jump @DES3_21401 
if 
   not Actor.Dead(87@)
else_jump @DES3_21387 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 75@ with_offset -1.1 -0.3 -0.1 
Actor.DestroyInstantly(87@)
0503: create_actor_on_rope_with_pedtype 25 model #WMOMIB at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 handle_as 87@ 
07DD: set_actor 87@ temper_to 30 // see pedstats.dat 
Actor.WeaponAccuracy(87@) = 27
Actor.Health(87@) = 100
02A9: set_actor 87@ immune_to_nonplayer 1 
060B: set_actor 87@ decision_maker_to 66@ 
01B2: give_actor 87@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 87@ task_set 2000.0 // float 
126@ = 0 
118@ = 1 

:DES3_21387
135@ = 0 
112@ += 1 

:DES3_21401
if 
  112@ == 7 
else_jump @DES3_21525 
if or
  115@ == 2 
   Actor.Dead(84@)
else_jump @DES3_21525 
if or
  116@ == 2 
   Actor.Dead(85@)
else_jump @DES3_21525 
if or
  117@ == 2 
   Actor.Dead(86@)
else_jump @DES3_21525 
if or
  118@ == 2 
   Actor.Dead(87@)
else_jump @DES3_21525 
135@ = 0 
112@ += 1 

:DES3_21525
if 
  112@ == 8 
else_jump @DES3_21550 
109@ = 99 

:DES3_21550
0085: 43@ = 39@ // (int) 
43@ -= 5 
if and
  4 > 43@ 
  43@ > -1 
else_jump @DES3_21955 
if 
056D:   actor 84@(43@,4i) defined 
else_jump @DES3_21955 
if 
   not Actor.Dead(84@(43@,4i))
else_jump @DES3_21955 
if 
  123@(43@,4i) == 0 
else_jump @DES3_21955 
if 
  115@(43@,4i) == 0 
else_jump @DES3_21719 
062E: unknown_get_actor 84@(43@,4i) task 1506 status_store_to 44@ // ret 7 if not found 
if 
04A4:   44@ == 7 // @ == any 
else_jump @DES3_21719 
05E2: AS_actor 84@(43@,4i) kill_actor $PLAYER_ACTOR 

:DES3_21719
if 
  115@(43@,4i) == 1 
else_jump @DES3_21810 
062E: unknown_get_actor 84@(43@,4i) task 1283 status_store_to 44@ // ret 7 if not found 
if 
04A4:   44@ == 7 // @ == any 
else_jump @DES3_21810 
060B: set_actor 84@(43@,4i) decision_maker_to 67@ 
077A: set_actor 84@(43@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
115@(43@,4i) += 1 

:DES3_21810
if 
  115@(43@,4i) == 2 
else_jump @DES3_21892 
0687: clear_actor 84@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
115@(43@,4i) += 1 

:DES3_21892
if 
  115@(43@,4i) == 3 
else_jump @DES3_21955 
0085: 263@ = 84@(43@,4i) // (int) 
gosub @DES3_26311 
84@(43@,4i) = 0 
115@(43@,4i) = 0 

:DES3_21955
jump @DES3_22132 

:DES3_21962
if 
   not Car.Wrecked(75@)
else_jump @DES3_22125 
if 
  112@ == 0 
else_jump @DES3_22023 
0780: heli 75@ hover_above actor $PLAYER_ACTOR car -1 altitude 25.0 15.0 
112@ += 1 

:DES3_22023
02E3: 46@ = car 75@ speed 
if 
  5.0 > 46@ 
else_jump @DES3_22125 
06A2: get_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ 
50@ *= 0.0001 
51@ *= 0.0001 
52@ *= 0.0001 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_22125
jump @DES3_22132 

:DES3_22132
if 
  109@ == 99 
else_jump @DES3_22366 
if 
   not Car.Wrecked(75@)
else_jump @DES3_22366 
08F2: unknown_car 75@ flag 0 
Car.LockInCurrentPosition(75@) = False
43@ = Car.Health(75@)
if 
  300 >= 43@ 
else_jump @DES3_22267 
Actor.RemoveReferences(82@)
if 
   not Actor.Dead(82@)
else_jump @DES3_22236 
060B: set_actor 82@ decision_maker_to 66@ 

:DES3_22236
0564: heli 75@ simulate_crash_landing 
Car.RemoveReferences(75@)
75@ = 0 
82@ = 0 
jump @DES3_22345 

:DES3_22267
Actor.RemoveReferences(82@)
if 
   not Actor.Dead(82@)
else_jump @DES3_22296 
060B: set_actor 82@ decision_maker_to 66@ 

:DES3_22296
04A2: set_heli 75@ fly_to 204.0 2816.0 186.0 altitude_between 50.0 and 186.0 
Car.RemoveReferences(75@)
75@ = 0 
82@ = 0 

:DES3_22345
if 
075C:   marker 102@ enabled 
else_jump @DES3_22366 
Marker.Disable(102@)

:DES3_22366
if 
   not Car.Wrecked(75@)
else_jump @DES3_22481 
if and
  123@ == 1 
   Actor.Dead(84@)
else_jump @DES3_22481 
if and
  124@ == 1 
   Actor.Dead(85@)
else_jump @DES3_22481 
if and
  125@ == 1 
   Actor.Dead(86@)
else_jump @DES3_22481 
if and
  126@ == 1 
   Actor.Dead(87@)
else_jump @DES3_22481 
109@ = 99 

:DES3_22481
0085: 43@ = 39@ // (int) 
43@ -= 5 
if and
  4 > 43@ 
  43@ > -1 
else_jump @DES3_23063 
if 
056D:   actor 84@(43@,4i) defined 
else_jump @DES3_23063 
if 
   not Actor.Dead(84@(43@,4i))
else_jump @DES3_23063 
if 
  123@(43@,4i) == 1 
else_jump @DES3_23063 
if 
  115@(43@,4i) == 0 
else_jump @DES3_22705 
if 
   not Actor.Dead(81@)
else_jump @DES3_22694 
0687: clear_actor 84@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
115@(43@,4i) += 1 
jump @DES3_22705 

:DES3_22694
115@(43@,4i) += 1 

:DES3_22705
if 
  115@(43@,4i) == 1 
else_jump @DES3_22876 
if or
  43@ == 1 
  43@ == 3 
  109@ == 4 
else_jump @DES3_22876 
if 
0104:   actor 84@(43@,4i) near_actor $PLAYER_ACTOR radius 60.0 60.0 60.0 sphere 0 
else_jump @DES3_22876 
0687: clear_actor 84@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
07DD: set_actor 84@(43@,4i) temper_to 100 // see pedstats.dat 
115@(43@,4i) += 1 

:DES3_22876
if 
  115@(43@,4i) == 2 
else_jump @DES3_23063 
if or
  43@ == 1 
  43@ == 3 
  109@ == 4 
else_jump @DES3_23063 
if 
8104:   not actor 84@(43@,4i) near_actor $PLAYER_ACTOR radius 80.0 80.0 80.0 sphere 0 
else_jump @DES3_23063 
if 
   not Actor.Dead(81@)
else_jump @DES3_23063 
0687: clear_actor 84@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
07DD: set_actor 84@(43@,4i) temper_to 20 // see pedstats.dat 
115@(43@,4i) = 1 

:DES3_23063
if 
   not Car.Wrecked(75@)
else_jump @DES3_23131 
43@ = Car.Health(75@)
if 
  300 >= 43@ 
else_jump @DES3_23131 
if 
   not 109@ == 99 
else_jump @DES3_23131 
109@ = 99 

:DES3_23131
43@ = 0 

:DES3_23138
if 
  4 > 43@ 
else_jump @DES3_23260 
if 
056D:   actor 84@(43@,4i) defined 
else_jump @DES3_23246 
if 
   Actor.Dead(84@(43@,4i))
else_jump @DES3_23246 
0465: remove_actor 84@(43@,4i) from_turret_mode 
115@(43@,4i) = 0 
0085: 263@ = 84@(43@,4i) // (int) 
gosub @DES3_26311 
84@(43@,4i) = 0 

:DES3_23246
43@ += 1 
jump @DES3_23138 

:DES3_23260
if and
   Car.Wrecked(75@)
   not 75@ == 0 
else_jump @DES3_23441 
Actor.RemoveReferences(82@)
if 
   not Actor.Dead(82@)
else_jump @DES3_23312 
060B: set_actor 82@ decision_maker_to 66@ 

:DES3_23312
Car.RemoveReferences(75@)
75@ = 0 
82@ = 0 
43@ = 0 

:DES3_23338
if 
  4 > 43@ 
else_jump @DES3_23420 
if 
056D:   actor 84@(43@,4i) defined 
else_jump @DES3_23406 
0085: 263@ = 84@(43@,4i) // (int) 
gosub @DES3_26311 
84@(43@,4i) = 0 

:DES3_23406
43@ += 1 
jump @DES3_23338 

:DES3_23420
if 
075C:   marker 102@ enabled 
else_jump @DES3_23441 
Marker.Disable(102@)

:DES3_23441
return 

:DES3_23443
if 
056E:   car 76@ defined 
else_jump @DES3_23471 
Car.RemoveReferences(76@)
76@ = 0 

:DES3_23471
if 
856E:   not car 76@ defined 
else_jump @DES3_23524 
76@ = Car.Create(#MAVERICK, 0.0, 0.0, 0.0)
08F2: unknown_car 76@ flag 1 
0587: enable_car 76@ validate_position 0 

:DES3_23524
if 
056D:   actor 83@ defined 
else_jump @DES3_23576 
Actor.RemoveReferences(83@)
if 
   not Actor.Dead(83@)
else_jump @DES3_23569 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_23569
83@ = 0 

:DES3_23576
if 
856D:   not actor 83@ defined 
else_jump @DES3_23605 
0129: 83@ = create_actor_pedtype 25 model #BMYMIB in_car 76@ driverseat 

:DES3_23605
43@ = 0 

:DES3_23612
if 
  4 > 43@ 
else_jump @DES3_23684 
if 
056D:   actor 88@(43@,4i) defined 
else_jump @DES3_23670 
Actor.RemoveReferences(88@(43@,4i))
88@(43@,4i) = 0 

:DES3_23670
43@ += 1 
jump @DES3_23612 

:DES3_23684
if 
856D:   not actor 88@ defined 
else_jump @DES3_23725 
88@ = Actor.Create(Mission2, #WMOMIB, 0.0, 0.0, 0.0)

:DES3_23725
if 
856D:   not actor 89@ defined 
else_jump @DES3_23766 
89@ = Actor.Create(Mission2, #BMYMIB, 0.0, 0.0, 0.0)

:DES3_23766
if 
856D:   not actor 90@ defined 
else_jump @DES3_23807 
90@ = Actor.Create(Mission2, #WMOMIB, 0.0, 0.0, 0.0)

:DES3_23807
if 
856D:   not actor 91@ defined 
else_jump @DES3_23848 
91@ = Actor.Create(Mission2, #BMYMIB, 0.0, 0.0, 0.0)

:DES3_23848
if 
   not Car.Wrecked(76@)
else_jump @DES3_23921 
Car.PutAt(76@, 259@, 260@, 261@)
Car.Angle(76@) = 262@
0825: set_helicopter 76@ instant_rotor_start 
0229: set_car 76@ primary_color_to 0 secondary_color_to 0 
04DF: set_heli 76@ lean_and_thrust_limiter 1 
Car.ImmuneToNonPlayer(76@) = True
Car.DoorStatus(76@) = 2

:DES3_23921
if 
   not Actor.Dead(83@)
else_jump @DES3_23966 
054A: set_actor 83@ immune_to_car_headshots 0 
039E: set_actor 83@ locked 1 while_in_car 
054A: set_actor 83@ immune_to_car_headshots 0 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_23966
if 
   not Car.Wrecked(76@)
else_jump @DES3_24354 
if 
   not Actor.Dead(88@)
else_jump @DES3_24030 
0464: put_actor 88@ into_turret_on_car 76@ at_car_offset 1.0 1.25 0.2 position 3 shooting_angle_limit 310.0 with_weapon 30 

:DES3_24030
if 
   not Actor.Dead(89@)
else_jump @DES3_24078 
0464: put_actor 89@ into_turret_on_car 76@ at_car_offset 1.1 -0.3 0.2 position 3 shooting_angle_limit 310.0 with_weapon 30 

:DES3_24078
if 
   not Actor.Dead(90@)
else_jump @DES3_24126 
0464: put_actor 90@ into_turret_on_car 76@ at_car_offset -1.0 1.25 0.2 position 1 shooting_angle_limit 50.0 with_weapon 30 

:DES3_24126
if 
   not Actor.Dead(91@)
else_jump @DES3_24174 
0464: put_actor 91@ into_turret_on_car 76@ at_car_offset -1.1 -0.3 0.2 position 1 shooting_angle_limit 50.0 with_weapon 30 

:DES3_24174
43@ = 0 

:DES3_24181
if 
  4 > 43@ 
else_jump @DES3_24354 
if 
   not Actor.Dead(88@(43@,4i))
else_jump @DES3_24340 
07DD: set_actor 88@(43@,4i) temper_to 30 // see pedstats.dat 
Actor.WeaponAccuracy(88@(43@,4i)) = 27
if or
  43@ == 0 
  43@ == 2 
else_jump @DES3_24295 
08AF: set_actor 88@(43@,4i) max_health_to 125 
Actor.Health(88@(43@,4i)) = 125
jump @DES3_24306 

:DES3_24295
Actor.Health(88@(43@,4i)) = 100

:DES3_24306
02A9: set_actor 88@(43@,4i) immune_to_nonplayer 1 
060B: set_actor 88@(43@,4i) decision_maker_to 66@ 
119@(43@,4i) = 0 

:DES3_24340
43@ += 1 
jump @DES3_24181 

:DES3_24354
if 
   not Car.Wrecked(76@)
else_jump @DES3_24399 
if 
075C:   marker 103@ enabled 
else_jump @DES3_24391 
Marker.Disable(103@)

:DES3_24391
103@ = Marker.CreateAboveCar(76@)

:DES3_24399
110@ = 0 
113@ = 0 
133@ += 1 
return 

:DES3_24422
if 
056D:   actor 83@ defined 
else_jump @DES3_24443 
Actor.DestroyInstantly(83@)

:DES3_24443
43@ = 0 

:DES3_24450
if 
  4 > 43@ 
else_jump @DES3_24511 
if 
056D:   actor 88@(43@,4i) defined 
else_jump @DES3_24497 
Actor.DestroyInstantly(88@(43@,4i))

:DES3_24497
43@ += 1 
jump @DES3_24450 

:DES3_24511
if 
056E:   car 76@ defined 
else_jump @DES3_24532 
Car.Destroy(76@)

:DES3_24532
Model.Destroy(#MAVERICK)
Model.Destroy(#WMOMIB)
Model.Destroy(#BMYMIB)
Model.Destroy(#AK47)
return 

:DES3_24554
if 
  33@ > 240000 
else_jump @DES3_24608 
if 
   not Car.Wrecked(76@)
else_jump @DES3_24608 
020B: explode_car 76@ // versionA 
020B: explode_car 76@ // versionA 
33@ = 0 

:DES3_24608
if 
   not Car.Wrecked(76@)
else_jump @DES3_25318 
if 
  110@ == 0 
else_jump @DES3_25107 
if 
  113@ == 0 
else_jump @DES3_24705 
if 
   not Car.Wrecked(74@)
else_jump @DES3_24705 
0726: heli 76@ follow_actor -1 follow_car 74@ radius 20.0 
113@ += 1 
136@ = 0 

:DES3_24705
if 
  113@ == 1 
else_jump @DES3_25054 
if 
  15000 > 136@ 
else_jump @DES3_25025 
if 
   not Car.Wrecked(74@)
else_jump @DES3_25018 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 74@ with_offset -10.0 -10.0 0.0 
if 
81AF:   not car 76@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 50.0 50.0 
else_jump @DES3_25018 
Car.StorePos(76@, 56@, 57@, 58@)
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
050A: $DISTANCE_BETWEEN_POINTS = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 56@ 57@ 58@ 
if 
  $DISTANCE_BETWEEN_POINTS > 0.01 
else_jump @DES3_25018 
0077: 50@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 51@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 52@ /= $DISTANCE_BETWEEN_POINTS // (float) 
50@ *= 0.01 
51@ *= 0.01 
52@ *= 0.01 
07D5: set_car 76@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_25018
jump @DES3_25054 

:DES3_25025
0726: heli 76@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
113@ += 1 
136@ = 0 

:DES3_25054
if 
  113@ == 2 
else_jump @DES3_25107 
if 
  136@ > 35000 
else_jump @DES3_25107 
113@ = 0 
136@ = 0 

:DES3_25107
if 
  110@ == 99 
else_jump @DES3_25318 
Car.LockInCurrentPosition(76@) = False
43@ = Car.Health(76@)
if 
  300 >= 43@ 
else_jump @DES3_25219 
Actor.RemoveReferences(83@)
if 
   not Actor.Dead(83@)
else_jump @DES3_25188 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_25188
0564: heli 76@ simulate_crash_landing 
Car.RemoveReferences(76@)
76@ = 0 
83@ = 0 
jump @DES3_25297 

:DES3_25219
Actor.RemoveReferences(83@)
if 
   not Actor.Dead(83@)
else_jump @DES3_25248 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_25248
04A2: set_heli 76@ fly_to 204.0 2816.0 186.0 altitude_between 50.0 and 186.0 
Car.RemoveReferences(76@)
76@ = 0 
83@ = 0 

:DES3_25297
if 
075C:   marker 103@ enabled 
else_jump @DES3_25318 
Marker.Disable(103@)

:DES3_25318
0085: 43@ = 39@ // (int) 
if 
  4 > 43@ 
else_jump @DES3_25832 
if 
056D:   actor 88@(43@,4i) defined 
else_jump @DES3_25832 
if 
   not Actor.Dead(88@(43@,4i))
else_jump @DES3_25832 
if 
  119@(43@,4i) == 0 
else_jump @DES3_25488 
if 
   not Actor.Dead(81@)
else_jump @DES3_25488 
0687: clear_actor 88@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
119@(43@,4i) += 1 

:DES3_25488
if 
  119@(43@,4i) == 1 
else_jump @DES3_25652 
if or
  43@ == 1 
  43@ == 3 
else_jump @DES3_25652 
if 
0104:   actor 88@(43@,4i) near_actor $PLAYER_ACTOR radius 60.0 60.0 60.0 sphere 0 
else_jump @DES3_25652 
0687: clear_actor 88@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
07DD: set_actor 88@(43@,4i) temper_to 100 // see pedstats.dat 
119@(43@,4i) += 1 

:DES3_25652
if 
  119@(43@,4i) == 2 
else_jump @DES3_25832 
if or
  43@ == 1 
  43@ == 3 
else_jump @DES3_25832 
if 
8104:   not actor 88@(43@,4i) near_actor $PLAYER_ACTOR radius 80.0 80.0 80.0 sphere 0 
else_jump @DES3_25832 
if 
   not Actor.Dead(81@)
else_jump @DES3_25832 
0687: clear_actor 88@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
07DD: set_actor 88@(43@,4i) temper_to 30 // see pedstats.dat 
119@(43@,4i) = 1 

:DES3_25832
if 
  39@ == 4 
else_jump @DES3_25937 
if 
   not Car.Wrecked(76@)
else_jump @DES3_25937 
if 
   Actor.Dead(88@)
else_jump @DES3_25937 
if 
   Actor.Dead(89@)
else_jump @DES3_25937 
if 
   Actor.Dead(90@)
else_jump @DES3_25937 
if 
   Actor.Dead(91@)
else_jump @DES3_25937 
110@ = 99 

:DES3_25937
if 
   not Car.Wrecked(76@)
else_jump @DES3_26012 
43@ = Car.Health(76@)
if 
  300 >= 43@ 
else_jump @DES3_26012 
if 
   not 110@ == 99 
else_jump @DES3_26012 
110@ = 99 
08F2: unknown_car 76@ flag 0 

:DES3_26012
0085: 43@ = 39@ // (int) 
if 
  4 > 43@ 
else_jump @DES3_26128 
if 
056D:   actor 88@(43@,4i) defined 
else_jump @DES3_26128 
if 
   Actor.Dead(88@(43@,4i))
else_jump @DES3_26128 
0465: remove_actor 88@(43@,4i) from_turret_mode 
119@(43@,4i) = 0 
0085: 263@ = 88@(43@,4i) // (int) 
gosub @DES3_26311 
88@(43@,4i) = 0 

:DES3_26128
if and
   Car.Wrecked(76@)
   not 76@ == 0 
else_jump @DES3_26309 
Actor.RemoveReferences(83@)
if 
   not Actor.Dead(83@)
else_jump @DES3_26180 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_26180
Car.RemoveReferences(76@)
76@ = 0 
83@ = 0 
43@ = 0 

:DES3_26206
if 
  4 > 43@ 
else_jump @DES3_26288 
if 
056D:   actor 88@(43@,4i) defined 
else_jump @DES3_26274 
0085: 263@ = 88@(43@,4i) // (int) 
gosub @DES3_26311 
88@(43@,4i) = 0 

:DES3_26274
43@ += 1 
jump @DES3_26206 

:DES3_26288
if 
075C:   marker 103@ enabled 
else_jump @DES3_26309 
Marker.Disable(103@)

:DES3_26309
return 

:DES3_26311
264@ = 0 
if 
  264@ == -1 
else_jump @DES3_26360 
265@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)

:DES3_26360
if 
  20 > 264@ 
else_jump @DES3_26438 
if 
856D:   not actor 265@(264@,20i) defined 
else_jump @DES3_26424 
0085: 265@(264@,20i) = 263@ // (int) 
264@ = 20 
jump @DES3_26431 

:DES3_26424
264@ += 1 

:DES3_26431
jump @DES3_26360 

:DES3_26438
return 

:DES3_26440
264@ = 0 

:DES3_26447
if 
  20 > 264@ 
else_jump @DES3_26528 
if 
056D:   actor 265@(264@,20i) defined 
else_jump @DES3_26514 
if 
   Actor.Dead(265@(264@,20i))
else_jump @DES3_26514 
Actor.DestroyWithFade(265@(264@,20i))

:DES3_26514
264@ += 1 
jump @DES3_26447 

:DES3_26528
264@ = 0 

:DES3_26535
if 
  4 > 264@ 
else_jump @DES3_26687 
if 
056D:   actor 84@(264@,4i) defined 
else_jump @DES3_26613 
if 
   Actor.Dead(84@(264@,4i))
else_jump @DES3_26613 
Actor.DestroyWithFade(84@(264@,4i))
84@(264@,4i) = 0 

:DES3_26613
if 
056D:   actor 88@(264@,4i) defined 
else_jump @DES3_26673 
if 
   Actor.Dead(88@(264@,4i))
else_jump @DES3_26673 
Actor.DestroyWithFade(88@(264@,4i))
88@(264@,4i) = 0 

:DES3_26673
264@ += 1 
jump @DES3_26535 

:DES3_26687
return 
if 
   not Car.Wrecked(286@)
else_jump @DES3_26719 
Car.StorePos(286@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:DES3_26719
if 
   not Car.Wrecked(285@)
else_jump @DES3_26856 
Car.StorePos(285@, 56@, 57@, 58@)
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
50@ *= -0.0001 
51@ *= -0.0001 
52@ *= -0.0001 
07D5: set_car 285@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_26856
return 

:DES3_26858
34@ += 1 
35@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
32@ = 0 
33@ = 0 
return 

:DES3_26916
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:DES3_26934
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 1000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'DESERT3'  // Interdiction
030C: progress_made += 1 
$TORENO_TOTAL_PASSED_MISSIONS += 1 
0629: change_integer_stat 330 to 1 
fade 1 1000 

:DES3_27006
if 
fading 
else_jump @DES3_27030 
wait 0 
jump @DES3_27006 

:DES3_27030
return 

:DES3_27032
if 
   not Garage.IsClosed('GHOSTDR')
else_jump @DES3_27065 
Garage.Close('GHOSTDR')

:DES3_27065
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
Model.Destroy(#BANDITO)
Model.Destroy(#QUAD)
Model.Destroy(#SANCHEZ)
Model.Destroy(#TEARGAS)
Model.Destroy(#HEATSEEK)
Model.Destroy(#WMOMIB)
Model.Destroy(#BMYMIB)
Model.Destroy(#WMYPLT)
Model.Destroy(#AK47)
Model.Destroy(#MAVERICK)
Model.Destroy(#KMB_HOLDALL)
Model.Destroy(#LEVIATHN)
Model.Destroy(#JOURNEY)
Model.Destroy(#KMB_PARACHUTE)
Model.Destroy(#WMOPREA)
Model.Destroy(#SWFOPRO)
Marker.Disable(101@)
Marker.Disable(102@)
Marker.Disable(103@)
Marker.Disable(104@)
Marker.Disable(105@)
Marker.Disable(106@)
Marker.Disable(107@)
04EF: release_animation "BOMBER" 
01B7: release_weather 
0151: remove_status_text $7495 
0151: remove_status_text $7496 
Pickup.Destroy(97@)
Pickup.Destroy(98@)
Pickup.Destroy(99@)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DES3_27253 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:DES3_27253
065C: release_decision_maker 66@ 
065C: release_decision_maker 67@ 
0650: destroy_particle 100@ 
Player.CanMove($PLAYER_CHAR) = True
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
096A: enable_flying_helis 1 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 78---------------
// Originally: Verdant Meadows

:DESERT4
thread 'DESERT4' 
gosub @DESERT4_47 
if 
wasted_or_busted 
else_jump @DESERT4_38 
gosub @DESERT4_292 

:DESERT4_38
gosub @DESERT4_429 
end_thread 

:DESERT4_47
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'DSERT4' 
01B5: force_weather 17 
0395: clear_area 1 at -688.1717 937.9888 12.6328 radius 10.0 
02E4: load_cutscene_data 'DESERT4' 

:DESERT4_110
if 
86B9:   not cutscene_data_loaded 
else_jump @DESERT4_134 
wait 0 
jump @DESERT4_110 

:DESERT4_134
02E7: start_cutscene 
fade 1 1000 

:DESERT4_143
if 
82E9:   not cutscene_reached_end 
else_jump @DESERT4_167 
wait 0 
jump @DESERT4_143 

:DESERT4_167
fade 0 0 

:DESERT4_173
if 
fading 
else_jump @DESERT4_197 
wait 0 
jump @DESERT4_173 

:DESERT4_197
01B7: release_weather 
02EA: end_cutscene 
Actor.PutAt($PLAYER_ACTOR, -696.0359, 948.1198, 11.276)
Actor.Angle($PLAYER_ACTOR) = 33.1992
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
Camera.SetAtPos(-696.0359, 948.1198, 11.276)
fade 1 1000 
wait 1000 
00BC: show_text_highpriority GXT 'BUY_AIR' time 10000 flag 1  // ~s~Begib dich zu dem verlassenen Flugplatz und kaufe ihn.
jump @DESERT4_310 

:DESERT4_292
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:DESERT4_310
$TORENO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'DESERT4'  // Mojave Airport
Marker.Disable($580)
014C: set_parked_car_generator $5179 cars_to_generate_to 101 
014C: set_parked_car_generator $5180 cars_to_generate_to 101 
create_thread @BUY3 
Marker.Disable($55)
0570: $55 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2] 
018B: set_marker $55 radar_mode 2 
Marker.Disable($581)
$581 = Marker.CreateIconAndSphere($ICON_AIRYARD, $666, $667, $668)
018B: set_marker $581 radar_mode 2 
0629: change_integer_stat 325 to 1 
01F0: set_max_wanted_level_to 6 
030C: progress_made += 1 
return 

:DESERT4_429
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 79---------------
// Originally: N.O.E.

:DESERT6
thread 'DESERT6' 
gosub @DESERT6_47 
if 
wasted_or_busted 
else_jump @DESERT6_38 
gosub @DESERT6_10307 

:DESERT6_38
gosub @DESERT6_10519 
end_thread 

:DESERT6_47
increment_mission_attempts 
$ONMISSION = 1 
75@ = 0 
76@ = 0 
77@ = 0 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
39@ = 0 
40@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
32@ = 0 
33@ = 0 
78@ = 1 
79@ = 0 
80@ = 0 
81@ = 0 
82@ = -1 
83@ = 0 
84@ = 0 
86@ = 0 
85@ = 0 
48@ = 0 

:DESERT6_231
87@(48@,3i) = 0 
48@ += 1 
  48@ >= 3 
else_jump @DESERT6_231 
48@ = 0 

:DESERT6_270
184@(48@,2i) = 0 
48@ += 1 
  48@ >= 2 
else_jump @DESERT6_270 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
171@ = 0 
179@ = 0 
180@ = 0 
181@ = 0 
182@ = 0 
183@ = 0 
if 
  34@ == -99 
else_jump @DESERT6_694 
0662: NOP "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
125@ = Car.Create(#RUSTLER, 0.0, 0.0, 0.0)
48@ = 0 

:DESERT6_463
126@(48@,2i) = Car.Create(#HYDRA, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 2 
else_jump @DESERT6_463 
48@ = 0 

:DESERT6_518
123@(48@,2i) = Actor.Create(CivMale, #HMORI, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 2 
else_jump @DESERT6_518 
48@ = 0 

:DESERT6_574
128@(48@,4i) = Object.Create(#AMMO_CAPSULE, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 4 
else_jump @DESERT6_574 
133@ = Marker.CreateAboveCar(125@)
018A: 132@ = create_checkpoint_at 0.0 0.0 0.0 
48@ = 0 

:DESERT6_657
134@(48@,2i) = Marker.CreateAboveCar(126@(48@,2i))
48@ += 1 
  48@ >= 2 
else_jump @DESERT6_657 

:DESERT6_694
054C: use_GXT_table 'DSERT6' 
gosub @DESERT6_9725 
060A: create_decision_maker_type 0 store_to 136@ // decision\allowed\m_.ped files 
gosub @DESERT6_9939 

:DESERT6_726
wait 0 
if 
0735:   NOP_false 83 
else_jump @DESERT6_759 
36@ = 1 
jump @DESERT6_1014 

:DESERT6_759
gosub @DESERT6_9057 
gosub @DESERT6_9410 
if or
  38@ == 1 
  39@ == 1 
else_jump @DESERT6_805 
jump @DESERT6_1014 

:DESERT6_805
gosub @DESERT6_9622 
gosub @DESERT6_9656 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT6_849 
37@ = 1 
jump @DESERT6_1014 

:DESERT6_849
if 
  34@ == 0 
else_jump @DESERT6_907 
0662: NOP "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:DESERT6_907
if 
  34@ == 1 
else_jump @DESERT6_932 
gosub @DESERT6_1162 

:DESERT6_932
if 
  34@ == 2 
else_jump @DESERT6_957 
gosub @DESERT6_1336 

:DESERT6_957
if 
  34@ == 3 
else_jump @DESERT6_982 
gosub @DESERT6_2968 

:DESERT6_982
if 
  34@ == 4 
else_jump @DESERT6_1007 
36@ = 1 

:DESERT6_1007
gosub @DESERT6_6815 

:DESERT6_1014
if 
  38@ == 0 
else_jump @DESERT6_1114 
if 
  37@ == 0 
else_jump @DESERT6_1098 
if 
  36@ == 0 
else_jump @DESERT6_1082 
jump @DESERT6_726 
jump @DESERT6_1091 

:DESERT6_1082
gosub @DESERT6_10459 
return 

:DESERT6_1091
jump @DESERT6_1107 

:DESERT6_1098
gosub @DESERT6_10307 
return 

:DESERT6_1107
jump @DESERT6_1116 

:DESERT6_1114
return 

:DESERT6_1116
0662: NOP "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:DESERT6_1162
if 
  35@ == 0 
else_jump @DESERT6_1228 
00BC: show_text_highpriority GXT 'DES6_00' time 7000 flag 1  // ~s~Das ~b~Flugzeug~s~ ist beladen und startklar.
gosub @DESERT6_6258 
81@ = 1 
gosub @DESERT6_7633 
041E: set_radio_station 11 
35@ += 1 

:DESERT6_1228
if 
   Car.Wrecked(125@)
else_jump @DESERT6_1260 
37@ = 1 
45@ = 1 
return 

:DESERT6_1260
if 
  35@ == 1 
else_jump @DESERT6_1309 
if 
   Actor.InCar($PLAYER_ACTOR, 125@)
else_jump @DESERT6_1309 
Marker.Disable(133@)
35@ = 99 

:DESERT6_1309
if 
  35@ == 99 
else_jump @DESERT6_1334 
gosub @DESERT6_9695 

:DESERT6_1334
return 

:DESERT6_1336
if 
  35@ == 0 
else_jump @DESERT6_1620 
181@ = 0 
0085: 137@ = 46@ // (int) 
137@ += 2000 
159@ = -2135.59 
160@ = -2488.454 
161@ = 55.895 
018A: 132@ = create_checkpoint_at 159@ 160@ 161@ 
0087: 70@ = 160@ // (float) 
70@ += 1.0 
06D5: 152@ = create_racing_checkpoint_at 159@ 160@ 161@ point_to 159@ 70@ 161@ type 3 radius 25.0 
$7497 = 0 
138@ = 0 
163@ = 0 
165@ = 0 
166@ = 0 
172@ = 0 
$7499 = 10 
$7499 *= 60000 
03C3: set_timer_to $7499 type 1 GXT 'DES6_51' // global_variable  // Timer
0819: 162@ = actor $PLAYER_ACTOR distance_from_ground 
48@ = 0 

:DESERT6_1559
177@(48@,2i) = 0 
150@(48@,2i) = 0 
48@ += 1 
  48@ >= 2 
else_jump @DESERT6_1559 
03CF: load_wav 30600 as 3 
0A24: enable_military_zones_wanted_level 1 
35@ += 1 

:DESERT6_1620
if 
   Car.Wrecked(125@)
else_jump @DESERT6_1709 
48@ = 0 

:DESERT6_1643
if 
03CA:   object 128@(48@,4i) exists 
else_jump @DESERT6_1672 
Object.Destroy(128@(48@,4i))

:DESERT6_1672
48@ += 1 
  48@ >= 4 
else_jump @DESERT6_1643 
37@ = 1 
45@ = 1 
return 

:DESERT6_1709
gosub @DESERT6_4831 
if 
  37@ == 1 
else_jump @DESERT6_1736 
return 

:DESERT6_1736
if 
  $7499 == 0 
else_jump @DESERT6_1770 
37@ = 1 
45@ = 3 
return 

:DESERT6_1770
if 
  35@ == 1 
else_jump @DESERT6_1867 
if 
001D:   46@ > 137@ // (int) 
else_jump @DESERT6_1867 
0819: 70@ = actor $PLAYER_ACTOR distance_from_ground 
0063: 70@ -= 162@ // (float) 
if 
  70@ > 2.0 
else_jump @DESERT6_1867 
03C4: set_status_text $7497 type 1 GXT 'DES6_50' // global_variable  // Sichtbarkeit
35@ += 1 

:DESERT6_1867
if 
  35@ == 2 
else_jump @DESERT6_2061 
0087: 57@ = 159@ // (float) 
57@ -= 25.0 
0087: 58@ = 160@ // (float) 
58@ -= 2.0 
0087: 59@ = 161@ // (float) 
59@ -= 25.0 
0087: 60@ = 159@ // (float) 
60@ += 25.0 
0087: 61@ = 160@ // (float) 
61@ += 2.0 
0087: 62@ = 161@ // (float) 
62@ += 25.0 
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 57@ 58@ 59@ cornerB 60@ 61@ 62@ 
   Actor.InCar($PLAYER_ACTOR, 125@)
else_jump @DESERT6_2061 
Marker.Disable(132@)
06D6: disable_racing_checkpoint 152@ 
gosub @DESERT6_6561 
35@ = 99 

:DESERT6_2061
gosub @DESERT6_4188 
gosub @DESERT6_5173 
if 
  165@ == 1 
else_jump @DESERT6_2119 
if 
001D:   46@ > 140@ // (int) 
else_jump @DESERT6_2119 
166@ = 1 

:DESERT6_2119
if 
  166@ == 1 
else_jump @DESERT6_2175 
gosub @DESERT6_5600 
50@ = 30 
50@ *= 1000 
0085: 140@ = 46@ // (int) 
005A: 140@ += 50@ // (int) 

:DESERT6_2175
gosub @DESERT6_6031 
if 
  168@ == 0 
else_jump @DESERT6_2331 
Actor.StorePos($PLAYER_ACTOR, 57@, 58@, 59@)
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 159@ 160@ 161@ 
if 
  500.0 > 72@ 
else_jump @DESERT6_2331 
if 
00C2:   sphere_onscreen 159@ 160@ 161@ radius 5.0 
else_jump @DESERT6_2331 
00BC: show_text_highpriority GXT 'DES6_09' time 7000 flag 1  // ~s~Flieg in die ~y~Markierung~s~, um den Abwurf auszulsen.
168@ = 1 
169@ = 1 
0085: 144@ = 46@ // (int) 
144@ += 7000 

:DESERT6_2331
if 
  169@ == 1 
else_jump @DESERT6_2375 
if 
001D:   46@ > 144@ // (int) 
else_jump @DESERT6_2375 
169@ = 0 

:DESERT6_2375
if 
88B7:   not test 85@ bit 2 
else_jump @DESERT6_2471 
if and
08B7:   test 85@ bit 1 
  80@ == 0 
else_jump @DESERT6_2439 
81@ = 2 
gosub @DESERT6_7633 
jump @DESERT6_2471 

:DESERT6_2439
if and
  80@ == 1 
  $7497 >= 40 
else_jump @DESERT6_2471 
gosub @DESERT6_7857 

:DESERT6_2471
if and
  163@ == 1 
  165@ == 0 
  169@ == 0 
else_jump @DESERT6_2549 
if and
88B7:   not test 85@ bit 2 
  80@ == 2 
  79@ == 1 
  $7497 >= 40 
else_jump @DESERT6_2549 
gosub @DESERT6_7788 

:DESERT6_2549
if and
88B7:   not test 85@ bit 3 
08B7:   test 85@ bit 2 
  80@ == 0 
else_jump @DESERT6_2595 
81@ = 3 
gosub @DESERT6_7633 

:DESERT6_2595
if and
  165@ == 1 
88B7:   not test 85@ bit 3 
  80@ == 3 
  79@ == 1 
else_jump @DESERT6_2641 
gosub @DESERT6_7788 

:DESERT6_2641
if 
  167@ == 0 
else_jump @DESERT6_2707 
if and
08B7:   test 85@ bit 3 
   not 79@ == 2 
else_jump @DESERT6_2707 
00BC: show_text_highpriority GXT 'DES6_06' time 7000 flag 1  // ~s~Bleib fr kurze Zeit unter dem Radar, dann verlieren sie dich und geben die Verfolgung auf.
167@ = 1 

:DESERT6_2707
if 
  180@ == 0 
else_jump @DESERT6_2820 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -67.0004 1646.886 cornerB 423.298 2132.188 
else_jump @DESERT6_2820 
if or
   Actor.DrivingPlane($PLAYER_ACTOR)
04A9:   actor $PLAYER_ACTOR driving_heli 
else_jump @DESERT6_2820 
if 
876F:   not text_priority_displayed 
else_jump @DESERT6_2820 
00BC: show_text_highpriority GXT 'AREA51' time 7000 flag 1  // ~r~ACHTUNG!~s~ Gesperrter Luftraum!
180@ = 1 

:DESERT6_2820
if 
  181@ == 0 
else_jump @DESERT6_2887 
if 
001D:   46@ > 137@ // (int) 
else_jump @DESERT6_2887 
gosub @DESERT6_7788 
0085: 137@ = 46@ // (int) 
137@ += 5000 
181@ = 1 

:DESERT6_2887
if 
  183@ == 0 
else_jump @DESERT6_2941 
if 
08B7:   test 85@ bit 1 
else_jump @DESERT6_2941 
03E5: show_text_box 'DES6_12'  // ~s~Beobachte die 'Sichtbarkeitsanzeige', um unter dem Radar zu bleiben.
183@ = 1 

:DESERT6_2941
if 
  35@ == 99 
else_jump @DESERT6_2966 
gosub @DESERT6_9695 

:DESERT6_2966
return 

:DESERT6_2968
if 
  35@ == 0 
else_jump @DESERT6_3201 
00BC: show_text_highpriority GXT 'DES6_10' time 5000 flag 1  // ~s~Flieg zum ~y~Flugplatz~s~ zurck und lande.
0085: 137@ = 46@ // (int) 
137@ += 5000 
153@ = -76.4228 
154@ = 2478.64 
155@ = 14.2844 
156@ = 433.6483 
157@ = 2525.658 
158@ = 18.6279 
0087: 159@ = 156@ // (float) 
0063: 159@ -= 153@ // (float) 
159@ /= 2.0 
005B: 159@ += 153@ // (float) 
0087: 160@ = 157@ // (float) 
0063: 160@ -= 154@ // (float) 
160@ /= 2.0 
005B: 160@ += 154@ // (float) 
0087: 161@ = 158@ // (float) 
0063: 161@ -= 155@ // (float) 
161@ /= 2.0 
005B: 161@ += 155@ // (float) 
018A: 132@ = create_checkpoint_at 159@ 160@ 161@ 
35@ += 1 

:DESERT6_3201
if 
   Car.Wrecked(125@)
else_jump @DESERT6_3233 
37@ = 1 
45@ = 1 
return 

:DESERT6_3233
gosub @DESERT6_4831 
if 
  37@ == 1 
else_jump @DESERT6_3260 
return 

:DESERT6_3260
if 
  $7499 == 0 
else_jump @DESERT6_3294 
37@ = 1 
45@ = 3 
return 

:DESERT6_3294
if 
  35@ == 1 
else_jump @DESERT6_3437 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 159@ 160@ 161@ radius 10.0 10.0 10.0 
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 153@ 154@ 155@ cornerB 156@ 157@ 158@ 
   Actor.InCar($PLAYER_ACTOR, 125@)
01C1:   car 125@ stopped 
81F3:   not car 125@ in_air 
else_jump @DESERT6_3437 
Marker.Disable(132@)
gosub @DESERT6_7788 
Player.CanMove($PLAYER_CHAR) = False
165@ = 0 
141@ = 0 
35@ += 1 

:DESERT6_3437
if 
  35@ == 2 
else_jump @DESERT6_3487 
if 
08B7:   test 85@ bit 4 
else_jump @DESERT6_3487 
Player.CanMove($PLAYER_CHAR) = True
35@ = 99 

:DESERT6_3487
gosub @DESERT6_4188 
gosub @DESERT6_5173 
if 
  165@ == 1 
else_jump @DESERT6_3545 
if 
001D:   46@ > 140@ // (int) 
else_jump @DESERT6_3545 
166@ = 1 

:DESERT6_3545
if 
  166@ == 1 
else_jump @DESERT6_3601 
gosub @DESERT6_5600 
50@ = 30 
50@ *= 1000 
0085: 140@ = 46@ // (int) 
005A: 140@ += 50@ // (int) 

:DESERT6_3601
gosub @DESERT6_6031 
if 
  170@ == 0 
else_jump @DESERT6_3730 
Actor.StorePos($PLAYER_ACTOR, 57@, 58@, 59@)
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 159@ 160@ 161@ 
if 
  500.0 > 72@ 
else_jump @DESERT6_3730 
00BC: show_text_highpriority GXT 'DES6_11' time 7000 flag 1  // ~s~Bring die Maschine irgendwo auf der ~y~Landebahn~s~ zum Stehen.
170@ = 1 
171@ = 1 
0085: 145@ = 46@ // (int) 
145@ += 7000 

:DESERT6_3730
if 
  171@ == 1 
else_jump @DESERT6_3808 
if 
001D:   46@ > 145@ // (int) 
else_jump @DESERT6_3792 
171@ = 0 
03D5: remove_text 'DES6_11'  // ~s~Bring die Maschine irgendwo auf der ~y~Landebahn~s~ zum Stehen.
jump @DESERT6_3808 

:DESERT6_3792
00BC: show_text_highpriority GXT 'DES6_11' time 7000 flag 1  // ~s~Bring die Maschine irgendwo auf der ~y~Landebahn~s~ zum Stehen.

:DESERT6_3808
if 
  172@ == 0 
else_jump @DESERT6_3833 
gosub @DESERT6_6621 

:DESERT6_3833
if and
  170@ == 1 
   not 80@ == 4 
88B7:   not test 85@ bit 4 
else_jump @DESERT6_3963 
0871: init_jump_table 79@ total_jumps 2 default_jump 0 @DESERT6_3963 jumps 0 @DESERT6_3928 1 @DESERT6_3949 -1 @DESERT6_3963 -1 @DESERT6_3963 -1 @DESERT6_3963 -1 @DESERT6_3963 -1 @DESERT6_3963 

:DESERT6_3928
81@ = 4 
gosub @DESERT6_7633 
jump @DESERT6_3963 

:DESERT6_3949
gosub @DESERT6_7857 
jump @DESERT6_3963 

:DESERT6_3963
if 
  180@ == 0 
else_jump @DESERT6_4076 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -67.0004 1646.886 cornerB 423.298 2132.188 
else_jump @DESERT6_4076 
if or
   Actor.DrivingPlane($PLAYER_ACTOR)
04A9:   actor $PLAYER_ACTOR driving_heli 
else_jump @DESERT6_4076 
if 
876F:   not text_priority_displayed 
else_jump @DESERT6_4076 
00BC: show_text_highpriority GXT 'AREA51' time 7000 flag 1  // ~r~ACHTUNG!~s~ Gesperrter Luftraum!
180@ = 1 

:DESERT6_4076
if 
  35@ == 99 
else_jump @DESERT6_4101 
gosub @DESERT6_9695 

:DESERT6_4101
return 

:DESERT6_4103
57@ = 323.5454 
58@ = 2540.254 
59@ = 15.8085 
63@ = 180.0 
0395: clear_area 1 at 57@ 58@ 59@ radius 15.0 
125@ = Car.Create(#RUSTLER, 57@, 58@, 59@)
Car.Angle(125@) = 63@
return 

:DESERT6_4188
Car.StorePos(125@, 57@, 58@, 59@)
02CE: 70@ = ground_z_at 57@ 58@ 59@ 
092E: get_water_height_at 57@ 58@ flag 0 store_to 71@ 
if 
0025:   71@ > 70@ // (float) 
else_jump @DESERT6_4256 
0087: 70@ = 71@ // (float) 

:DESERT6_4256
0087: 71@ = 59@ // (float) 
0063: 71@ -= 70@ // (float) 
if 
  71@ > 40.0 
else_jump @DESERT6_4581 
if 
  163@ == 1 
else_jump @DESERT6_4527 
if 
001D:   46@ > 138@ // (int) 
else_jump @DESERT6_4454 
$7497 += 1 
if 
  $7497 > 100 
else_jump @DESERT6_4362 
$7497 = 100 

:DESERT6_4362
if and
  $7497 == 100 
  165@ == 0 
else_jump @DESERT6_4439 
165@ = 1 
166@ = 0 
182@ = 0 
50@ = 3 
50@ *= 1000 
0085: 140@ = 46@ // (int) 
005A: 140@ += 50@ // (int) 

:DESERT6_4439
0085: 138@ = 46@ // (int) 
138@ += 80 

:DESERT6_4454
if and
  165@ == 0 
  169@ == 0 
  179@ == 0 
else_jump @DESERT6_4520 
if 
   not 79@ == 2 
else_jump @DESERT6_4520 
00BC: show_text_highpriority GXT 'DES6_07' time 1000 flag 1  // ~s~ber Radargrenze!

:DESERT6_4520
jump @DESERT6_4574 

:DESERT6_4527
if 
  71@ > 41.0 
else_jump @DESERT6_4574 
163@ = 1 
0085: 138@ = 46@ // (int) 
138@ += 80 
03D1: play_wav 3 

:DESERT6_4574
jump @DESERT6_4829 

:DESERT6_4581
if 
  163@ == 1 
else_jump @DESERT6_4738 
163@ = 0 
if 
  $7497 > 0 
else_jump @DESERT6_4646 
0085: 138@ = 46@ // (int) 
138@ += 40 
jump @DESERT6_4653 

:DESERT6_4646
138@ = 0 

:DESERT6_4653
if 
  165@ == 1 
else_jump @DESERT6_4702 
50@ = 10 
50@ *= 1000 
0085: 141@ = 46@ // (int) 
005A: 141@ += 50@ // (int) 

:DESERT6_4702
165@ = 0 
140@ = 0 
03D5: remove_text 'DES6_07'  // ~s~ber Radargrenze!
040D: unload_wav 3 
jump @DESERT6_4829 

:DESERT6_4738
if 
  $7497 > 0 
else_jump @DESERT6_4829 
if 
001D:   46@ > 138@ // (int) 
else_jump @DESERT6_4829 
$7497 -= 1 
if 
  $7497 == 0 
else_jump @DESERT6_4814 
138@ = 0 
jump @DESERT6_4829 

:DESERT6_4814
0085: 138@ = 46@ // (int) 
138@ += 40 

:DESERT6_4829
return 

:DESERT6_4831
if 
   not Actor.InCar($PLAYER_ACTOR, 125@)
else_jump @DESERT6_5111 
if 
  164@ == 1 
else_jump @DESERT6_5027 
if 
001D:   46@ > 139@ // (int) 
else_jump @DESERT6_5020 
if 
  $7498 == 0 
else_jump @DESERT6_4928 
37@ = 1 
45@ = 2 
return 
jump @DESERT6_5020 

:DESERT6_4928
$7498 -= 1 
0085: 139@ = 46@ // (int) 
139@ += 1000 
03EB: clear_small_messages_only 
09C1: unknown_text_flag 0 
if 
  $7498 == 1 
else_jump @DESERT6_5001 
01E5: show_text_1number_highpriority GXT 'DES6_04' number $7498 time 1500 flag 1  // ~s~Du hast ~1~ Sekunde, um wieder in das ~b~Flugzeug~s~ zu steigen.
jump @DESERT6_5020 

:DESERT6_5001
01E5: show_text_1number_highpriority GXT 'DES6_03' number $7498 time 1500 flag 1  // ~s~Du hast ~1~ Sekunden, um wieder in das ~b~Flugzeug~s~ zu steigen.

:DESERT6_5020
jump @DESERT6_5104 

:DESERT6_5027
$7498 = 30 
0085: 139@ = 46@ // (int) 
139@ += 1000 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'DES6_03' number $7498 time 1500 flag 1  // ~s~Du hast ~1~ Sekunden, um wieder in das ~b~Flugzeug~s~ zu steigen.
Marker.Disable(132@)
133@ = Marker.CreateAboveCar(125@)
07E0: set_marker 133@ type_to 1 
040D: unload_wav 3 
164@ = 1 

:DESERT6_5104
jump @DESERT6_5171 

:DESERT6_5111
if 
  164@ == 1 
else_jump @DESERT6_5171 
164@ = 0 
Marker.Disable(133@)
018A: 132@ = create_checkpoint_at 159@ 160@ 161@ 
139@ = 0 
$7498 = 0 
03EB: clear_small_messages_only 

:DESERT6_5171
return 

:DESERT6_5173
179@ = 0 
48@ = 0 

:DESERT6_5187
73@ = 0 
if 
  184@(48@,2i) == 1 
else_jump @DESERT6_5577 
179@ = 1 
if or
   Car.Wrecked(126@(48@,2i))
   Actor.Dead(123@(48@,2i))
else_jump @DESERT6_5259 
73@ = 1 

:DESERT6_5259
if 
  73@ == 0 
else_jump @DESERT6_5304 
if 
02BF:   car 126@(48@,2i) sunk 
else_jump @DESERT6_5304 
73@ = 1 

:DESERT6_5304
if 
  73@ == 0 
else_jump @DESERT6_5485 
if 
  177@(48@,2i) == 1 
else_jump @DESERT6_5430 
if 
01F3:   car 126@(48@,2i) in_air 
else_jump @DESERT6_5393 
177@(48@,2i) = 0 
150@(48@,2i) = 0 
jump @DESERT6_5423 

:DESERT6_5393
if 
001D:   46@ > 150@(48@,2i) // (int) 
else_jump @DESERT6_5423 
73@ = 1 

:DESERT6_5423
jump @DESERT6_5485 

:DESERT6_5430
if 
81F3:   not car 126@(48@,2i) in_air 
else_jump @DESERT6_5485 
177@(48@,2i) = 1 
0085: 150@(48@,2i) = 46@ // (int) 
150@(48@,2i) += 5000 

:DESERT6_5485
if 
  73@ == 1 
else_jump @DESERT6_5577 
Car.RemoveReferences(126@(48@,2i))
Actor.RemoveReferences(123@(48@,2i))
Marker.Disable(134@(48@,2i))
184@(48@,2i) = 0 
if 
  165@ == 1 
else_jump @DESERT6_5575 
0085: 140@ = 46@ // (int) 
140@ += 2000 

:DESERT6_5575
return 

:DESERT6_5577
48@ += 1 
  48@ >= 2 
else_jump @DESERT6_5187 
return 

:DESERT6_5600
Actor.StorePos($PLAYER_ACTOR, 57@, 58@, 59@)
48@ = 0 

:DESERT6_5621
if 
  184@(48@,2i) == 0 
else_jump @DESERT6_6008 
0209: 50@ = random_int_in_ranges 150 200 
0093: 70@ = integer 50@ to_float 
0209: 51@ = random_int_in_ranges 0 2 
if 
  51@ == 0 
else_jump @DESERT6_5704 
005B: 57@ += 70@ // (float) 
jump @DESERT6_5712 

:DESERT6_5704
0063: 57@ -= 70@ // (float) 

:DESERT6_5712
0209: 50@ = random_int_in_ranges 150 200 
0093: 70@ = integer 50@ to_float 
0209: 51@ = random_int_in_ranges 0 2 
if 
  51@ == 0 
else_jump @DESERT6_5773 
005B: 58@ += 70@ // (float) 
jump @DESERT6_5781 

:DESERT6_5773
0063: 58@ -= 70@ // (float) 

:DESERT6_5781
02CE: 70@ = ground_z_at 57@ 58@ 59@ 
092E: get_water_height_at 57@ 58@ flag 0 store_to 71@ 
if 
0025:   71@ > 70@ // (float) 
else_jump @DESERT6_5835 
0087: 70@ = 71@ // (float) 

:DESERT6_5835
0087: 59@ = 70@ // (float) 
59@ += 200.0 
126@(48@,2i) = Car.Create(#HYDRA, 57@, 58@, 59@)
0745: set_hydra 126@(48@,2i) thrust_to_horizontal 
070E: hydra 126@(48@,2i) attack_player_car $PLAYER_CHAR radius 10.0 
134@(48@,2i) = Marker.CreateAboveCar(126@(48@,2i))
018B: set_marker 134@(48@,2i) radar_mode 2 
0129: 123@(48@,2i) = create_actor_pedtype 4 model #HMORI in_car 126@(48@,2i) driverseat 
060B: set_actor 123@(48@,2i) decision_maker_to 136@ 
177@(48@,2i) = 0 
150@(48@,2i) = 0 
184@(48@,2i) = 1 
166@ = 0 
182@ = 1 
return 

:DESERT6_6008
48@ += 1 
  48@ >= 2 
else_jump @DESERT6_5621 
return 

:DESERT6_6031
if 
  165@ == 1 
else_jump @DESERT6_6051 
return 

:DESERT6_6051
if 
001D:   141@ > 46@ // (int) 
else_jump @DESERT6_6072 
return 

:DESERT6_6072
if 
  182@ == 0 
else_jump @DESERT6_6092 
return 

:DESERT6_6092
Actor.StorePos($PLAYER_ACTOR, 60@, 61@, 62@)
48@ = 0 

:DESERT6_6113
if 
  184@(48@,2i) == 1 
else_jump @DESERT6_6235 
Car.StorePos(126@(48@,2i), 57@, 58@, 59@)
050A: 70@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
if 
  70@ > 250.0 
else_jump @DESERT6_6235 
Actor.DestroyWithFade(123@(48@,2i))
Car.Destroy(126@(48@,2i))
Marker.Disable(134@(48@,2i))
184@(48@,2i) = 0 

:DESERT6_6235
48@ += 1 
  48@ >= 2 
else_jump @DESERT6_6113 
return 

:DESERT6_6258
if 
   Car.Wrecked(125@)
else_jump @DESERT6_6276 
return 

:DESERT6_6276
128@ = Object.Create(#AMMO_CAPSULE, 370.5, 2498.75, 25.5)
129@ = Object.Create(#AMMO_CAPSULE, 371.25, 2498.35, 25.3)
130@ = Object.Create(#AMMO_CAPSULE, 371.25, 2499.15, 25.7)
131@ = Object.Create(#AMMO_CAPSULE, 372.0, 2498.35, 25.4)
0681: attach_object 128@ to_car 125@ with_offset -0.75 0.3 -1.05 rotation 88.0 0.0 0.0 
0681: attach_object 129@ to_car 125@ with_offset -0.25 0.3 -1.1 rotation 88.0 0.0 0.0 
0681: attach_object 130@ to_car 125@ with_offset 0.25 0.3 -1.1 rotation 88.0 0.0 0.0 
0681: attach_object 131@ to_car 125@ with_offset 0.75 0.3 -1.05 rotation 88.0 0.0 0.0 
48@ = 0 

:DESERT6_6527
Object.CollisionDetection(128@(48@,4i)) = False
48@ += 1 
  48@ >= 4 
else_jump @DESERT6_6527 
return 

:DESERT6_6561
172@ = 0 
48@ = 0 

:DESERT6_6575
0085: 146@(48@,4i) = 46@ // (int) 
173@(48@,4i) = 0 
48@ += 1 
  48@ >= 4 
else_jump @DESERT6_6575 
return 

:DESERT6_6621
48@ = 0 

:DESERT6_6628
if 
  173@(48@,4i) == 0 
else_jump @DESERT6_6733 
if 
001D:   46@ > 146@(48@,4i) // (int) 
else_jump @DESERT6_6733 
0682: detach_object 128@(48@,4i) 0.0 0.0 0.0 collision_detection 1 
Object.ToggleInMovingList(128@(48@,4i)) = True
097B: play_audio_at_object 128@(48@,4i) event 1009 
173@(48@,4i) = 1 

:DESERT6_6733
48@ += 1 
  48@ >= 4 
else_jump @DESERT6_6628 
48@ = 0 

:DESERT6_6761
if 
  173@(48@,4i) == 0 
else_jump @DESERT6_6785 
return 

:DESERT6_6785
48@ += 1 
  48@ >= 4 
else_jump @DESERT6_6761 
172@ = 1 
return 

:DESERT6_6815
0871: init_jump_table 79@ total_jumps 5 default_jump 1 @DESERT6_6899 jumps 0 @DESERT6_6878 1 @DESERT6_6878 2 @DESERT6_6885 3 @DESERT6_6878 4 @DESERT6_6878 -1 @DESERT6_6935 -1 @DESERT6_6935 

:DESERT6_6878
jump @DESERT6_6935 

:DESERT6_6885
gosub @DESERT6_7075 
jump @DESERT6_6935 

:DESERT6_6899
0662: NOP "UNKNOWN_CONVERSATION_STATUS_ID" 
return 

:DESERT6_6935
return 

:DESERT6_6937
if 
003B:   84@ == 83@ // (int) 
else_jump @DESERT6_6958 
return 

:DESERT6_6958
50@ = 1 
87@(50@,3i) = 1 
03CF: load_wav 90@(84@,11i) as 50@ 
84@ += 1 
if 
003B:   84@ == 83@ // (int) 
else_jump @DESERT6_7016 
return 

:DESERT6_7016
50@ += 1 
if 
  50@ > 2 
else_jump @DESERT6_7043 
return 

:DESERT6_7043
87@(50@,3i) = 1 
03CF: load_wav 90@(84@,11i) as 50@ 
84@ += 1 
return 

:DESERT6_7075
gosub @DESERT6_8047 
if 
  79@ == 3 
else_jump @DESERT6_7109 
gosub @DESERT6_7325 
return 

:DESERT6_7109
0871: init_jump_table 87@(78@,3i) total_jumps 4 default_jump 1 @DESERT6_7292 jumps 0 @DESERT6_7176 1 @DESERT6_7185 2 @DESERT6_7221 3 @DESERT6_7260 -1 @DESERT6_7323 -1 @DESERT6_7323 -1 @DESERT6_7323 

:DESERT6_7176
return 
jump @DESERT6_7323 

:DESERT6_7185
if 
83D0:   not wav 78@ loaded 
else_jump @DESERT6_7203 
return 

:DESERT6_7203
87@(78@,3i) = 2 
jump @DESERT6_7323 

:DESERT6_7221
03D1: play_wav 78@ 
00BC: show_text_highpriority GXT 101@(82@,11s) time 10000 flag 1 
87@(78@,3i) = 3 
return 
jump @DESERT6_7323 

:DESERT6_7260
if 
83D2:   not wav 78@ ended 
else_jump @DESERT6_7278 
return 

:DESERT6_7278
gosub @DESERT6_7378 
jump @DESERT6_7323 

:DESERT6_7292
0662: NOP "UNKNOWN_AUDIO_SLOT_STATUS" 
return 

:DESERT6_7323
return 

:DESERT6_7325
50@ = 1 

:DESERT6_7332
if 
  2 >= 50@ 
else_jump @DESERT6_7369 
040D: unload_wav 50@ 
50@ += 1 
jump @DESERT6_7332 

:DESERT6_7369
gosub @DESERT6_7507 
return 

:DESERT6_7378
87@(78@,3i) = 0 
82@ += 1 
if 
003B:   82@ == 83@ // (int) 
else_jump @DESERT6_7424 
gosub @DESERT6_7507 
return 

:DESERT6_7424
if 
001D:   83@ > 84@ // (int) 
else_jump @DESERT6_7473 
87@(78@,3i) = 1 
03CF: load_wav 90@(84@,11i) as 78@ 
84@ += 1 

:DESERT6_7473
78@ += 1 
if 
  78@ > 2 
else_jump @DESERT6_7505 
78@ = 1 

:DESERT6_7505
return 

:DESERT6_7507
08BF: set 85@ bit 80@ 
80@ = 0 
79@ = 0 
81@ = 0 
78@ = 1 
82@ = 0 
83@ = 0 
84@ = 0 
50@ = 1 

:DESERT6_7571
if 
  2 > 50@ 
else_jump @DESERT6_7614 
87@(50@,3i) = 0 
50@ += 1 
jump @DESERT6_7571 

:DESERT6_7614
03EB: clear_small_messages_only 
0085: 86@ = 46@ // (int) 
86@ += 120 
return 

:DESERT6_7633
if 
   not 79@ == 0 
else_jump @DESERT6_7658 
gosub @DESERT6_7857 

:DESERT6_7658
if 
001D:   86@ > 46@ // (int) 
else_jump @DESERT6_7679 
return 

:DESERT6_7679
86@ = 0 
0085: 80@ = 81@ // (int) 
81@ = 0 
78@ = 1 
82@ = 0 
83@ = 0 
84@ = 0 
50@ = 1 

:DESERT6_7736
if 
  2 > 50@ 
else_jump @DESERT6_7779 
87@(50@,3i) = 0 
50@ += 1 
jump @DESERT6_7736 

:DESERT6_7779
gosub @DESERT6_7886 
return 

:DESERT6_7788
if 
   not 79@ == 1 
else_jump @DESERT6_7848 
0662: NOP "A_CONVERSATION_HAS_NOT_BEEN_PREPARED" 
return 

:DESERT6_7848
79@ = 2 
return 

:DESERT6_7857
if 
  79@ == 0 
else_jump @DESERT6_7877 
return 

:DESERT6_7877
gosub @DESERT6_7325 
return 

:DESERT6_7886
0871: init_jump_table 80@ total_jumps 4 default_jump 1 @DESERT6_8005 jumps 1 @DESERT6_7949 2 @DESERT6_7963 3 @DESERT6_7977 4 @DESERT6_7991 -1 @DESERT6_8031 -1 @DESERT6_8031 -1 @DESERT6_8031 

:DESERT6_7949
gosub @DESERT6_8127 
jump @DESERT6_8031 

:DESERT6_7963
gosub @DESERT6_8600 
jump @DESERT6_8031 

:DESERT6_7977
gosub @DESERT6_8797 
jump @DESERT6_8031 

:DESERT6_7991
gosub @DESERT6_9011 
jump @DESERT6_8031 

:DESERT6_8005
0662: NOP "UNKNOWN_CONVERSATION" 
return 

:DESERT6_8031
gosub @DESERT6_6937 
79@ = 1 
return 

:DESERT6_8047
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT6_8072 
79@ = 3 
return 

:DESERT6_8072
if 
   Car.Wrecked(125@)
else_jump @DESERT6_8097 
79@ = 3 
return 

:DESERT6_8097
if 
   not Actor.InCar($PLAYER_ACTOR, 125@)
else_jump @DESERT6_8125 
79@ = 3 
return 

:DESERT6_8125
return 

:DESERT6_8127
50@ = 0 
04AF: 90@(50@,11i) = 13400 // @ = any 
05AA: 101@(50@,11s) = 'DES6_AA'  // ~z~Hey, Carl.
50@ += 1 
04AF: 90@(50@,11i) = 13401 // @ = any 
05AA: 101@(50@,11s) = 'DES6_AB'  // ~z~Beim Anflug musst du schn niedrig bleiben oder du tauchst am Radar auf.
50@ += 1 
04AF: 90@(50@,11i) = 13402 // @ = any 
05AA: 101@(50@,11s) = 'DES6_AD'  // ~z~Nutz den Canyon als Deckung.
50@ += 1 
04AF: 90@(50@,11i) = 13403 // @ = any 
05AA: 101@(50@,11s) = 'DES6_AE'  // ~z~Meinst du echt, dass das Ding hier sicher ist? Ich sehe Licht durch den Boden schimmern.
50@ += 1 
04AF: 90@(50@,11i) = 13404 // @ = any 
05AA: 101@(50@,11s) = 'DES6_AF'  // ~z~Mit dem Ding siehst du aus wie ein Hobbyflieger.
50@ += 1 
04AF: 90@(50@,11i) = 13405 // @ = any 
05AA: 101@(50@,11s) = 'DES6_AG'  // ~z~Die US Air Force wird dich nicht so schnell abschieen.
50@ += 1 
04AF: 90@(50@,11i) = 13406 // @ = any 
05AA: 101@(50@,11s) = 'DES6_AH'  // ~z~Cool, wo liegt dann das Problem?
50@ += 1 
04AF: 90@(50@,11i) = 13407 // @ = any 
05AA: 101@(50@,11s) = 'DES6_AJ'  // ~z~Ich hab gesagt "nicht so schnell".
50@ += 1 
04AF: 90@(50@,11i) = 13408 // @ = any 
05AA: 101@(50@,11s) = 'DES6_AK'  // ~z~Wenn du jede Woche so viele Amphetamine einschmeien wrdest wie die Typen, dann knntest du von Glck reden, wenn du nicht auf alles schiet, was sich bewegt.
50@ += 1 
04AF: 90@(50@,11i) = 13409 // @ = any 
05AA: 101@(50@,11s) = 'DES6_AM'  // ~z~Scheie.
50@ += 1 
04AF: 90@(50@,11i) = 13410 // @ = any 
05AA: 101@(50@,11s) = 'DES6_AN'  // ~z~Bleib einfach niedrig, dann passiert dir nichts.
50@ += 1 
if 
  50@ > 11 
else_jump @DESERT6_8590 
0662: NOP "TOO_MANY_CONVERSATION_LINES" 

:DESERT6_8590
0085: 83@ = 50@ // (int) 
return 

:DESERT6_8600
0209: 50@ = random_int_in_ranges 0 4 
0871: init_jump_table 50@ total_jumps 4 default_jump 0 @DESERT6_8788 jumps 0 @DESERT6_8672 1 @DESERT6_8701 2 @DESERT6_8730 3 @DESERT6_8759 -1 @DESERT6_8788 -1 @DESERT6_8788 -1 @DESERT6_8788 

:DESERT6_8672
04AF: 90@ = 13411 // @ = any 
05AA: 101@s = 'DES6_BA'  // ~z~Du fliegst zu hoch!
jump @DESERT6_8788 

:DESERT6_8701
04AF: 90@ = 13412 // @ = any 
05AA: 101@s = 'DES6_BB'  // ~z~Du musst unter dem Radar durchfliegen!
jump @DESERT6_8788 

:DESERT6_8730
04AF: 90@ = 13413 // @ = any 
05AA: 101@s = 'DES6_BC'  // ~z~Bleib unten, Carl!
jump @DESERT6_8788 

:DESERT6_8759
04AF: 90@ = 13414 // @ = any 
05AA: 101@s = 'DES6_BD'  // ~z~Tiefstflug, Carl, Tiefstflug!
jump @DESERT6_8788 

:DESERT6_8788
83@ = 1 
return 

:DESERT6_8797
50@ = 0 
04AF: 90@(50@,11i) = 13415 // @ = any 
05AA: 101@(50@,11s) = 'DES6_CA'  // ~z~Scheie, sie haben dich entdeckt!
50@ += 1 
04AF: 90@(50@,11i) = 13416 // @ = any 
05AA: 101@(50@,11s) = 'DES6_CB'  // ~z~Was heit das?
50@ += 1 
04AF: 90@(50@,11i) = 13417 // @ = any 
05AA: 101@(50@,11s) = 'DES6_CC'  // ~z~Das heit, sie werden etwas in die Gegend schicken, um dich abzuchecken!
50@ += 1 
04AF: 90@(50@,11i) = 13418 // @ = any 
05AA: 101@(50@,11s) = 'DES6_CD'  // ~z~Pass auf, was in deinem Rcken passiert!
50@ += 1 
if 
  50@ > 11 
else_jump @DESERT6_9001 
0662: NOP "TOO_MANY_CONVERSATION_LINES" 

:DESERT6_9001
0085: 83@ = 50@ // (int) 
return 

:DESERT6_9011
50@ = 0 
04AF: 90@(50@,11i) = 13419 // @ = any 
05AA: 101@(50@,11s) = 'DES6_DA'  // ~z~Gut gemacht, Carl, echt, das war gut.
83@ = 1 
return 

:DESERT6_9057
if 
0736:   NOP_false 32 
else_jump @DESERT6_9106 
47@ += 1 
if 
  47@ > 2 
else_jump @DESERT6_9104 
47@ = 0 

:DESERT6_9104
086A: NOP 

:DESERT6_9106
if 
  47@ == 1 
else_jump @DESERT6_9280 
008A: $7500 = 34@ // (int) 
008A: $7501 = 35@ // (int) 
008A: $7502 = 46@ // (int) 
008A: $7503 = 80@ // (int) 
008A: $7504 = 85@ // (int) 
$7505 = 0 
$7506 = 0 
$7507 = 0 
065D: NOP $7500 "M_STAGE" 
065D: NOP $7501 "M_GOALS" 
065D: NOP $7502 "M_MISSION_TIMER" 
065D: NOP $7503 "CONVERSATION" 
065D: NOP $7504 "CONVERSATIONSPLAYED" 

:DESERT6_9280
if 
  47@ == 2 
else_jump @DESERT6_9298 

:DESERT6_9298
if 
0736:   NOP_false 98 
else_jump @DESERT6_9320 
38@ = 1 

:DESERT6_9320
if 
0736:   NOP_false 80 
else_jump @DESERT6_9408 
if 
  39@ == 0 
else_jump @DESERT6_9383 
39@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @DESERT6_9408 

:DESERT6_9383
39@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:DESERT6_9408
return 

:DESERT6_9410
if 
8736:   not NOP_false 74 
else_jump @DESERT6_9427 
return 

:DESERT6_9427
if 
  34@ == 2 
else_jump @DESERT6_9548 
if 
  2 > 35@ 
else_jump @DESERT6_9531 
0395: clear_area 1 at -2246.706 -2539.1 30.7512 radius 25.0 
Actor.PutAt($PLAYER_ACTOR, -2246.706, -2539.1, 30.7512)
Actor.Angle($PLAYER_ACTOR) = 144.5365
35@ = 2 
jump @DESERT6_9548 

:DESERT6_9531
Marker.Disable(132@)
06D6: disable_racing_checkpoint 152@ 
35@ = 99 

:DESERT6_9548
if 
  34@ == 3 
else_jump @DESERT6_9620 
0395: clear_area 1 at 384.4035 2449.35 15.4921 radius 25.0 
Actor.PutAt($PLAYER_ACTOR, 384.4035, 2449.35, 15.4921)
Actor.Angle($PLAYER_ACTOR) = 7.1386

:DESERT6_9620
return 

:DESERT6_9622
41@ += 1 
if 
  41@ > 9 
else_jump @DESERT6_9654 
41@ = 0 

:DESERT6_9654
return 

:DESERT6_9656
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 46@ += 44@ // (int) 
return 

:DESERT6_9695
34@ += 1 
35@ = 0 
32@ = 0 
33@ = 0 
return 

:DESERT6_9725
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT6_9748 
Player.CanMove($PLAYER_CHAR) = False

:DESERT6_9748
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:DESERT6_9763
if 
fading 
else_jump @DESERT6_9787 
wait 0 
jump @DESERT6_9763 

:DESERT6_9787
0395: clear_area 1 at 335.0 2529.0 16.0 radius 20.0 
02E4: load_cutscene_data 'DESERT6' 

:DESERT6_9822
if 
86B9:   not cutscene_data_loaded 
else_jump @DESERT6_9846 
wait 0 
jump @DESERT6_9822 

:DESERT6_9846
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
01B5: force_weather 17 

:DESERT6_9867
if 
82E9:   not cutscene_reached_end 
else_jump @DESERT6_9891 
wait 0 
jump @DESERT6_9867 

:DESERT6_9891
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:DESERT6_9905
if 
fading 
else_jump @DESERT6_9929 
wait 0 
jump @DESERT6_9905 

:DESERT6_9929
02EA: end_cutscene 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
return 

:DESERT6_9939
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @DESERT6_9966 
wait 0 
jump @DESERT6_9939 

:DESERT6_9966
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 0 
0395: clear_area 0 at 368.1973 2519.421 15.5961 radius 300.0 
gosub @DESERT6_10197 
gosub @DESERT6_10305 
gosub @DESERT6_4103 
133@ = Marker.CreateAboveCar(125@)
07E0: set_marker 133@ type_to 1 
0395: clear_area 0 at 331.9908 2533.767 15.8044 radius 0.5 
Camera.SetAtPos(331.9908, 2533.767, 15.8044)
Actor.PutAt($PLAYER_ACTOR, 331.9908, 2533.767, 15.8044)
Actor.Angle($PLAYER_ACTOR) = 48.4743
Camera.SetBehindPlayer
set_weather 17 
0923: enable_air_traffic 0 
wait 500 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT6_10171 
Player.CanMove($PLAYER_CHAR) = True

:DESERT6_10171
09FF: set_restart_closest_to 322.8019 2530.124 15.8089 
gosub @DESERT6_9695 
return 

:DESERT6_10197
Model.Load(#RUSTLER)
Model.Load(#HYDRA)
Model.Load(#HMORI)
Model.Load(#AMMO_CAPSULE)
038B: load_requested_models 

:DESERT6_10218
if or
   not Model.Available(#RUSTLER)
   not Model.Available(#HYDRA)
else_jump @DESERT6_10250 
wait 0 
jump @DESERT6_10218 

:DESERT6_10250
if 
   not Model.Available(#HMORI)
else_jump @DESERT6_10276 
wait 0 
jump @DESERT6_10250 

:DESERT6_10276
if 
   not Model.Available(#AMMO_CAPSULE)
else_jump @DESERT6_10303 
wait 0 
jump @DESERT6_10276 

:DESERT6_10303
return 

:DESERT6_10305
return 

:DESERT6_10307
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 3 default_jump 0 @DESERT6_10457 jumps 1 @DESERT6_10388 2 @DESERT6_10411 3 @DESERT6_10434 -1 @DESERT6_10457 -1 @DESERT6_10457 -1 @DESERT6_10457 -1 @DESERT6_10457 

:DESERT6_10388
00BC: show_text_highpriority GXT 'DES6_99' time 5000 flag 1  // ~r~Das Flugzeug wurde zerstrt.
jump @DESERT6_10457 

:DESERT6_10411
00BC: show_text_highpriority GXT 'DES6_98' time 5000 flag 1  // ~r~Nicht in Flugzeug.
jump @DESERT6_10457 

:DESERT6_10434
00BC: show_text_highpriority GXT 'DES6_97' time 5000 flag 1  // ~r~Die Zeit ist um.
jump @DESERT6_10457 

:DESERT6_10457
return 

:DESERT6_10459
01E3: show_text_1number_styled GXT 'M_PASS' number 15000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 15000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'DESERT6'  // N.O.E.
030C: progress_made += 1 
$TORENO_TOTAL_PASSED_MISSIONS += 1 
return 

:DESERT6_10519
Car.RemoveReferences(125@)
48@ = 0 

:DESERT6_10531
Car.RemoveReferences(126@(48@,2i))
Actor.RemoveReferences(123@(48@,2i))
48@ += 1 
  48@ >= 2 
else_jump @DESERT6_10531 
48@ = 0 

:DESERT6_10577
Object.Destroy(128@(48@,4i))
48@ += 1 
  48@ >= 4 
else_jump @DESERT6_10577 
Marker.Disable(133@)
Marker.Disable(132@)
48@ = 0 

:DESERT6_10624
Marker.Disable(134@(48@,2i))
48@ += 1 
  48@ >= 2 
else_jump @DESERT6_10624 
0151: remove_status_text $7497 
014F: stop_timer $7499 
06D6: disable_racing_checkpoint 152@ 
040D: unload_wav 3 
Model.Destroy(#RUSTLER)
Model.Destroy(#HYDRA)
Model.Destroy(#HMORI)
Model.Destroy(#AMMO_CAPSULE)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
0923: enable_air_traffic 1 
01B7: release_weather 
0A24: enable_military_zones_wanted_level 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
if 
  $PARKED_RUSTLER_EXISTS == 1 
else_jump @DESERT6_10753 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 

:DESERT6_10753
if 
  $PARKED_STUNT_EXISTS == 1 
else_jump @DESERT6_10778 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 

:DESERT6_10778
if 
  $PARKED_HUNTER_EXISTS == 1 
else_jump @DESERT6_10803 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 

:DESERT6_10803
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 80---------------
// Originally: Stowaway

:DESERT9
thread 'DESERT9' 
gosub @DESERT9_49 

:DESERT9_18
if 
wasted_or_busted 
else_jump @DESERT9_38 
gosub @DESERT9_21846 

:DESERT9_38
gosub @DESERT9_21954 

:DESERT9_45
mission_cleanup 
end_thread 

:DESERT9_49
increment_mission_attempts 
054C: use_GXT_table 'DSERT9' 
03C7: set_sensitivity_to_crime 0.0 
08F4: set_max_group_members 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
$ONMISSION = 1 
07FB: set_interior 'DESHOUS' access 0  // Ausrangierter Flugplatztower
150@ = 100.0 
if 
  150@ == 0.0 
else_jump @DESERT9_372 
91@ = Object.Create(#BARREL1, 0.0, 0.0, 0.0)
225@ = Object.Create(#BARREL1, 0.0, 0.0, 0.0)
56@ = Object.Create(#KB_BARREL, 0.0, 0.0, 0.0)
35@ = Car.Create(#PCJ600, 426.6481, 2535.713, 15.5538)
Car.Angle(35@) = 107.0
018A: 152@ = create_checkpoint_at 74@ 75@ 76@ 
$PICKUP_PARACHUTE = Pickup.Create(#GUN_PARA, 3, 1797.602, -1308.881, 133.8128)
153@ = Marker.CreateAboveCar(35@)
49@ = Object.Create(#CR_GUNCRATE, 365.0146, 2500.676, 15.492)
50@ = Object.Create(#CR_CRATESTACK, 365.9573, 2502.763, 15.4921)
51@ = Object.Create(#CR_CRATESTACK, 365.5524, 2503.46, 15.492)
52@ = Object.Create(#CR_CRATESTACK, 364.5623, 2503.406, 15.4921)

:DESERT9_372
wait 0 
if 
0735:   NOP_false 83 
else_jump @DESERT9_398 
jump @DESERT9_21869 

:DESERT9_398
if 
0735:   NOP_false 68 
else_jump @DESERT9_468 

:DESERT9_413
if 
   not Model.Available(#GUN_PARA)
else_jump @DESERT9_445 
Model.Load(#GUN_PARA)
wait 0 
jump @DESERT9_413 

:DESERT9_445
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
68@ = 0 
71@ = 0 

:DESERT9_468
0871: init_jump_table 68@ total_jumps 12 default_jump 0 @DESERT9_764 jumps 0 @DESERT9_596 2 @DESERT9_652 3 @DESERT9_666 4 @DESERT9_680 5 @DESERT9_694 6 @DESERT9_708 7 @DESERT9_722 
0872: jump_table_jumps 8 @DESERT9_736 9 @DESERT9_750 20 @DESERT9_610 21 @DESERT9_624 22 @DESERT9_638 -1 @DESERT9_764 -1 @DESERT9_764 -1 @DESERT9_764 -1 @DESERT9_764 

:DESERT9_596
gosub @DESERT9_864 
jump @DESERT9_764 

:DESERT9_610
gosub @DESERT9_889 
jump @DESERT9_764 

:DESERT9_624
gosub @DESERT9_4350 
jump @DESERT9_764 

:DESERT9_638
gosub @DESERT9_4519 
jump @DESERT9_764 

:DESERT9_652
gosub @DESERT9_6284 
jump @DESERT9_764 

:DESERT9_666
gosub @DESERT9_7444 
jump @DESERT9_764 

:DESERT9_680
gosub @DESERT9_11098 
jump @DESERT9_764 

:DESERT9_694
gosub @DESERT9_12941 
jump @DESERT9_764 

:DESERT9_708
gosub @DESERT9_13168 
jump @DESERT9_764 

:DESERT9_722
gosub @DESERT9_13222 
jump @DESERT9_764 

:DESERT9_736
gosub @DESERT9_13784 
jump @DESERT9_764 

:DESERT9_750
gosub @DESERT9_14291 
jump @DESERT9_764 

:DESERT9_764
gosub @DESERT9_21693 
gosub @DESERT9_792 
gosub @DESERT9_20462 
jump @DESERT9_372 

:DESERT9_792
0871: init_jump_table 68@ total_jumps 1 default_jump 0 @DESERT9_862 jumps 2 @DESERT9_855 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 

:DESERT9_855
jump @DESERT9_862 

:DESERT9_862
return 

:DESERT9_864
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
68@ = 20 
return 

:DESERT9_889
0169: set_fade_color_RGB 0 0 0 
if 
  71@ == 0 
else_jump @DESERT9_936 
0860: link_actor $PLAYER_ACTOR to_interior 0 
fade 0 1000 
71@ = 1 

:DESERT9_936
if 
  71@ == 1 
else_jump @DESERT9_1110 
if 
   not fading 
else_jump @DESERT9_1110 
0792: disembark_instantly_actor $PLAYER_ACTOR 
03BA: clear_cars_from_cube_cornerA -120.5297 2593.665 69.1939 cornerB 502.5016 2365.418 -1.2447 
042B: clear_peds_from_cube_cornerA -120.5297 2593.665 69.1939 cornerB 502.5016 2365.418 -1.2447 
0972: put_actor $PLAYER_ACTOR at 222.7755 2508.972 15.5214 // versionC 
Model.Load(#ANDROM)
Model.Load(#BOBCAT)
Model.Load(#WMOMIB)
Model.Load(#MICRO_UZI)
Model.Load(#BMYMIB)
07C0: load_path 450 
07C0: load_path 168 
07C0: load_path 452 
07C0: load_path 453 
038B: load_requested_models 
71@ = 1 

:DESERT9_1110
if 
  71@ == 1 
else_jump @DESERT9_1607 
if and
   Model.Available(#ANDROM)
   Model.Available(#BOBCAT)
   Model.Available(#WMOMIB)
   Model.Available(#MICRO_UZI)
   Model.Available(#BMYMIB)
else_jump @DESERT9_1607 
if and
07C1:   path 450 available 
07C1:   path 168 available 
07C1:   path 452 available 
07C1:   path 453 available 
else_jump @DESERT9_1607 
34@ = Car.Create(#ANDROM, 339.9034, 2499.805, 15.4884)
36@ = Car.Create(#BOBCAT, -22.1321, 2504.942, 15.2566)
37@ = Car.Create(#BOBCAT, -15.9009, 2507.28, 15.2543)
38@ = Car.Create(#BOBCAT, -17.3227, 2501.011, 15.252)
0229: set_car 36@ primary_color_to 0 secondary_color_to 0 
0229: set_car 37@ primary_color_to 0 secondary_color_to 0 
0229: set_car 38@ primary_color_to 0 secondary_color_to 0 
Car.Angle(36@) = 270.0
Car.Angle(37@) = 270.0
Car.Angle(38@) = 270.0
0129: 40@ = create_actor_pedtype 24 model #BMYMIB in_car 36@ driverseat 
0129: 41@ = create_actor_pedtype 24 model #WMOMIB in_car 37@ driverseat 
0129: 42@ = create_actor_pedtype 24 model #WMOMIB in_car 38@ driverseat 
01C8: 43@ = create_actor_pedtype 24 model #WMOMIB in_car 36@ passenger_seat 0 
01C8: 44@ = create_actor_pedtype 24 model #BMYMIB in_car 37@ passenger_seat 0 
45@ = Actor.Create(Mission1, #WMOMIB, -28.1475, 2492.807, 15.2513)
46@ = Actor.Create(Mission1, #BMYMIB, -28.1475, 2493.807, 15.2513)
47@ = Actor.Create(Mission1, #BMYMIB, -28.1475, 2494.807, 15.2513)
0464: put_actor 45@ into_turret_on_car 36@ at_car_offset 0.5 -1.0 0.4 position 0 shooting_angle_limit 10.0 with_weapon 28 
0464: put_actor 46@ into_turret_on_car 37@ at_car_offset -0.5 -1.0 0.4 position 0 shooting_angle_limit 10.0 with_weapon 28 
0464: put_actor 47@ into_turret_on_car 37@ at_car_offset 0.5 -1.0 0.4 position 0 shooting_angle_limit 10.0 with_weapon 28 
0085: 86@ = 32@ // (int) 
86@ += 1500 
71@ = 2 

:DESERT9_1607
if 
  71@ == 2 
else_jump @DESERT9_1914 
if 
001D:   86@ > 32@ // (int) 
else_jump @DESERT9_1914 
if and
   not Car.Wrecked(36@)
   not Car.Wrecked(37@)
   not Car.Wrecked(38@)
   not Car.Wrecked(34@)
else_jump @DESERT9_1914 
if and
07C1:   path 450 available 
07C1:   path 168 available 
07C1:   path 452 available 
07C1:   path 453 available 
else_jump @DESERT9_1894 
05EB: assign_car 36@ to_path 450 
05EB: assign_car 37@ to_path 453 
05EB: assign_car 38@ to_path 452 
05EB: assign_car 34@ to_path 168 
0918: unknown_car 34@ driver_flag 1 
06FD: set_car 36@ speed_on_path_to 0.8 
06FD: set_car 37@ speed_on_path_to 0.9 
06FD: set_car 38@ speed_on_path_to 0.8 
Camera.SetPosition(-123.0824, 2533.057, 21.679, 0.0, 0.0, 0.0)
0A0B: set_rendering_origin_at_3D_coord -123.0824 2533.057 21.679 angle 100.0 
04E4: unknown_refresh_game_renderer_at -123.0824 2533.057 
fade 1 600 
0085: 86@ = 32@ // (int) 
86@ += 5000 
0085: 155@ = 32@ // (int) 
155@ += 1000 
71@ = 3 
jump @DESERT9_1914 

:DESERT9_1894
07C0: load_path 450 
07C0: load_path 168 
07C0: load_path 452 
07C0: load_path 453 

:DESERT9_1914
if 
  71@ == 3 
else_jump @DESERT9_2227 
if and
   not Car.Wrecked(36@)
   not Car.Wrecked(37@)
   not Car.Wrecked(38@)
   not Car.Wrecked(34@)
else_jump @DESERT9_2227 
148@ = 0.0 
149@ = 0.0 
150@ = 0.0 
Car.StorePos(36@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
005D: 148@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 149@ += $TEMPVAR_FLOAT_2 // (float) 
005D: 150@ += $TEMPVAR_FLOAT_3 // (float) 
Car.StorePos(37@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
005D: 148@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 149@ += $TEMPVAR_FLOAT_2 // (float) 
005D: 150@ += $TEMPVAR_FLOAT_3 // (float) 
Car.StorePos(38@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
005D: 148@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 149@ += $TEMPVAR_FLOAT_2 // (float) 
005D: 150@ += $TEMPVAR_FLOAT_3 // (float) 
148@ /= 3.0 
149@ /= 3.0 
150@ /= 3.0 
Camera.PointAt(148@, 149@, 150@, 2)
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_2176 
71@ = 4 

:DESERT9_2176
if 
   not 155@ == 0 
else_jump @DESERT9_2227 
if 
001D:   32@ > 155@ // (int) 
else_jump @DESERT9_2227 
626@ = 1 
155@ = 0 

:DESERT9_2227
if 
  71@ == 4 
else_jump @DESERT9_2700 
if and
   not Car.Wrecked(36@)
   not Car.Wrecked(37@)
   not Car.Wrecked(38@)
else_jump @DESERT9_2534 
if and
   not Actor.Dead(40@)
   not Actor.Dead(41@)
   not Actor.Dead(42@)
else_jump @DESERT9_2534 
05EC: release_car 36@ from_path 
05EC: release_car 37@ from_path 
05EC: release_car 38@ from_path 
Car.PutAt(36@, 90.1321, 2504.942, 15.4766)
Car.PutAt(37@, 83.9009, 2510.28, 15.4766)
Car.PutAt(38@, 85.3227, 2497.011, 15.4766)
05D1: AS_actor 40@ drive_car 36@ to 400.2219 2504.942 15.4766 speed 12.0 2 model #NULL 3 
05D1: AS_actor 41@ drive_car 37@ to 400.2219 2510.28 15.4766 speed 12.0 2 model #NULL 3 
05D1: AS_actor 42@ drive_car 38@ to 400.2219 2497.011 15.4766 speed 12.0 2 model #NULL 3 
Car.Angle(36@) = 270.0
Car.Angle(37@) = 270.0
Car.Angle(38@) = 270.0
Car.SetSpeedInstantly(36@, 12.0)
Car.SetSpeedInstantly(37@, 12.0)
Car.SetSpeedInstantly(38@, 12.0)

:DESERT9_2534
06FD: set_car 34@ speed_on_path_to 0.7 
Actor.Angle($PLAYER_ACTOR) = 270.0
0615: define_AS_pack_begin 66@ 
0605: actor -1 perform_animation_sequence "FLEE_LKAROUND_01" IFP_file "PED" 8.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 66@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 66@ 
061B: remove_references_to_AS_pack 66@ 
626@ = 2 
Camera.SetPosition(224.1743, 2508.426, 16.7184, 0.0, 0.0, 0.0)
Camera.PointAt(223.194, 2508.535, 16.8827, 2)
71@ = 5 
0085: 86@ = 32@ // (int) 
86@ += 1700 

:DESERT9_2700
if 
  71@ == 5 
else_jump @DESERT9_3194 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_3194 
if and
   not Car.Wrecked(36@)
   not Car.Wrecked(37@)
   not Car.Wrecked(38@)
else_jump @DESERT9_3011 
if and
   not Actor.Dead(40@)
   not Actor.Dead(41@)
   not Actor.Dead(42@)
else_jump @DESERT9_3011 
Car.PutAt(36@, 90.1321, 2504.942, 15.4766)
Car.PutAt(37@, 83.9009, 2510.28, 15.4766)
Car.PutAt(38@, 85.3227, 2497.011, 15.4766)
05D1: AS_actor 40@ drive_car 36@ to 400.2219 2504.942 15.4766 speed 30.0 2 model #NULL 3 
05D1: AS_actor 41@ drive_car 37@ to 400.2219 2510.28 15.4766 speed 30.0 2 model #NULL 3 
05D1: AS_actor 42@ drive_car 38@ to 400.2219 2497.011 15.4766 speed 30.0 2 model #NULL 3 
Car.Angle(36@) = 270.0
Car.Angle(37@) = 270.0
Car.Angle(38@) = 270.0
Car.SetSpeedInstantly(36@, 30.0)
Car.SetSpeedInstantly(37@, 30.0)
Car.SetSpeedInstantly(38@, 30.0)

:DESERT9_3011
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_3032 
05EC: release_car 34@ from_path 

:DESERT9_3032
Camera.SetPosition(125.3001, 2504.329, 15.5565, 0.0, 0.0, 0.0)
Camera.PointAt(124.312, 2504.361, 15.7067, 2)
0085: 86@ = 32@ // (int) 
86@ += 2700 
71@ = 6 
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_3134 
0918: unknown_car 34@ driver_flag 1 
0825: set_helicopter 34@ instant_rotor_start 

:DESERT9_3134
Actor.PutAt($PLAYER_ACTOR, 412.6561, 2530.908, 15.617)
Actor.Angle($PLAYER_ACTOR) = 136.0
74@ = 25.6646 
75@ = 2504.646 
76@ = 29.1834 

:DESERT9_3194
if 
  71@ == 6 
else_jump @DESERT9_3485 
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_3326 
0085: 115@ = 32@ // (int) 
0062: 115@ -= 86@ // (int) 
115@ += 2700 
0093: 156@ = integer 115@ to_float 
156@ /= 20.0 
0088: $TEMPVAR_FLOAT_1 = 74@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 156@ // (float) 
156@ /= 14.0 
0088: $TEMPVAR_FLOAT_3 = 76@ // (float) 
0067: $TEMPVAR_FLOAT_3 -= 156@ // (float) 
088C: put_car 34@ at $TEMPVAR_FLOAT_1 75@ $TEMPVAR_FLOAT_3 // versionB 

:DESERT9_3326
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_3485 
Actor.PutAt($PLAYER_ACTOR, 403.0466, 2522.19, 15.4843)
05D3: AS_actor $PLAYER_ACTOR goto_point 415.1068 2528.624 15.5375 mode 6 -2 ms // versionA 
0A0B: set_rendering_origin_at_3D_coord 404.7372 2524.857 15.5671 angle 300.0 
Camera.SetPosition(404.7372, 2524.857, 15.5671, 0.0, 0.0, 0.0)
Camera.PointAt(405.6275, 2525.301, 15.6661, 2)
0085: 86@ = 32@ // (int) 
86@ += 2500 
71@ = 8 

:DESERT9_3485
if 
  71@ == 7 
else_jump @DESERT9_3881 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_3881 
71@ = 8 
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_3881 
Car.PutAt(34@, 380.6384, 2503.927, 15.4884)
if and
   not Car.Wrecked(36@)
   not Car.Wrecked(37@)
   not Car.Wrecked(38@)
else_jump @DESERT9_3779 
if and
   not Actor.Dead(40@)
   not Actor.Dead(41@)
   not Actor.Dead(42@)
else_jump @DESERT9_3779 
Car.PutAt(36@, 331.2219, 2504.942, 15.4766)
Car.PutAt(37@, 338.2219, 2507.942, 15.4766)
Car.PutAt(38@, 325.2219, 2501.942, 15.4766)
05D1: AS_actor 40@ drive_car 36@ to 430.2219 2504.942 15.4766 speed 13.0 2 model #NULL 3 
05D1: AS_actor 41@ drive_car 37@ to 430.2219 2507.28 15.4766 speed 13.0 2 model #NULL 3 
05D1: AS_actor 42@ drive_car 38@ to 430.2219 2501.011 15.4766 speed 13.0 2 model #NULL 3 

:DESERT9_3779
Car.Angle(34@) = 270.0
Car.SetSpeedInstantly(34@, 7.0)
0825: set_helicopter 34@ instant_rotor_start 
Camera.SetPosition(413.1315, 2533.297, 15.8551, 0.0, 0.0, 0.0)
Camera.PointAt(412.508, 2532.519, 15.9255, 2)
81@ = 0.0 
0085: 86@ = 32@ // (int) 
86@ += 4000 

:DESERT9_3881
if 
  71@ == 8 
else_jump @DESERT9_3953 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_3953 
fade 0 800 
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_3953 
05EC: release_car 34@ from_path 
71@ = 9 

:DESERT9_3953
if 
  71@ == 9 
else_jump @DESERT9_4238 
if 
   not fading 
else_jump @DESERT9_4238 
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_4005 
05EC: release_car 34@ from_path 

:DESERT9_4005
if and
   not Car.Wrecked(36@)
   not Car.Wrecked(37@)
   not Car.Wrecked(38@)
else_jump @DESERT9_4046 
05EC: release_car 36@ from_path 
05EC: release_car 37@ from_path 
05EC: release_car 38@ from_path 

:DESERT9_4046
Model.Destroy(#ANDROM)
Model.Destroy(#BOBCAT)
Model.Destroy(#WMOMIB)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#BMYMIB)
0873: release_path 450 
0873: release_path 168 
0873: release_path 452 
0873: release_path 453 
Car.Destroy(36@)
Car.Destroy(37@)
Car.Destroy(38@)
Actor.DestroyInstantly(40@)
Actor.DestroyInstantly(41@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
Actor.DestroyInstantly(46@)
Actor.DestroyInstantly(47@)
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_4192 
Car.PutAt(34@, 394.6384, 2497.927, 15.4884)
Car.Angle(34@) = 90.0

:DESERT9_4192
71@ = 0 
if 
  157@ > 0 
else_jump @DESERT9_4231 
68@ = 22 
jump @DESERT9_4238 

:DESERT9_4231
68@ = 21 

:DESERT9_4238
if 
08D0:   cutscene_skipped 
else_jump @DESERT9_4296 
if 
   not fading 
else_jump @DESERT9_4296 
if 
  157@ == 0 
else_jump @DESERT9_4296 
fade 0 600 
157@ = 1 

:DESERT9_4296
if 
  157@ == 1 
else_jump @DESERT9_4348 
if 
   not fading 
else_jump @DESERT9_4348 
629@ = 5 
157@ = 2 
71@ = 9 

:DESERT9_4348
return 

:DESERT9_4350
02E4: load_cutscene_data 'DESERT9' 

:DESERT9_4361
if 
86B9:   not cutscene_data_loaded 
else_jump @DESERT9_4385 
wait 0 
jump @DESERT9_4361 

:DESERT9_4385
02E7: start_cutscene 
fade 1 1000 

:DESERT9_4394
if 
82E9:   not cutscene_reached_end 
else_jump @DESERT9_4418 
wait 0 
jump @DESERT9_4394 

:DESERT9_4418
if 
08D0:   cutscene_skipped 
else_jump @DESERT9_4456 
if 
  157@ == 0 
else_jump @DESERT9_4456 
157@ = 2 

:DESERT9_4456
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
fade 0 0 

:DESERT9_4473
if 
fading 
else_jump @DESERT9_4497 
wait 0 
jump @DESERT9_4473 

:DESERT9_4497
02EA: end_cutscene 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
68@ = 22 
return 

:DESERT9_4519
if 
  71@ == 0 
else_jump @DESERT9_4626 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Model.Load(#ANDROM)
Model.Load(#BOBCAT)
Model.Load(#WMOMIB)
Model.Load(#MICRO_UZI)
Model.Load(#BMYMIB)
Model.Load(#PCJ600)
Model.Load(#SATCHEL)
Model.Load(#BOMB)
04ED: load_animation "AIRPORT" 
04ED: load_animation "CARRY" 
07C0: load_path 149 
07C0: load_path 135 
07C0: load_path 134 
71@ = 1 

:DESERT9_4626
if 
  71@ == 1 
else_jump @DESERT9_4743 
if and
   Model.Available(#BOBCAT)
   Model.Available(#WMOMIB)
   Model.Available(#MICRO_UZI)
   Model.Available(#BMYMIB)
   Model.Available(#PCJ600)
07C1:   path 134 available 
else_jump @DESERT9_4743 
if and
   Model.Available(#SATCHEL)
   Model.Available(#BOMB)
04EE:   animation "AIRPORT" loaded 
04EE:   animation "CARRY" loaded 
07C1:   path 149 available 
07C1:   path 135 available 
else_jump @DESERT9_4743 
71@ = 2 

:DESERT9_4743
if 
  71@ == 2 
else_jump @DESERT9_5554 
36@ = Car.Create(#BOBCAT, 366.764, 2512.655, 15.5677)
37@ = Car.Create(#BOBCAT, 367.134, 2490.174, 15.4884)
38@ = Car.Create(#BOBCAT, 357.6567, 2509.594, 15.5221)
0229: set_car 36@ primary_color_to 0 secondary_color_to 0 
0229: set_car 37@ primary_color_to 0 secondary_color_to 0 
0229: set_car 38@ primary_color_to 0 secondary_color_to 0 
40@ = Actor.Create(Mission1, #BMYMIB, 359.7588, 2511.474, 15.5501)
41@ = Actor.Create(Mission1, #WMOMIB, 369.7111, 2505.838, 15.4921)
42@ = Actor.Create(Mission1, #WMOMIB, 363.5374, 2497.674, 15.4921)
01C8: 43@ = create_actor_pedtype 24 model #WMOMIB in_car 36@ passenger_seat 0 
01C8: 44@ = create_actor_pedtype 24 model #BMYMIB in_car 37@ passenger_seat 0 
45@ = Actor.Create(Mission1, #WMOMIB, 363.6662, 2500.094, 15.4921)
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_5013 
Car.Angle(34@) = 90.0

:DESERT9_5013
08A4: set_car 34@ extra_parts_angle_to 1.0 
01B2: give_actor 40@ weapon 28 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 41@ weapon 28 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 42@ weapon 28 ammo 9999 // Load the weapon model before using this 
0657: car 36@ open_componentA 2 
0657: car 36@ open_componentA 3 
49@ = Object.Create(#CR_GUNCRATE, 365.0146, 2500.676, 15.492)
50@ = Object.Create(#CR_CRATESTACK, 365.9573, 2502.763, 15.4921)
51@ = Object.Create(#CR_CRATESTACK, 365.5524, 2503.46, 15.492)
52@ = Object.Create(#CR_CRATESTACK, 364.5623, 2503.406, 15.4921)
Object.Angle(50@) = 245.0
0395: clear_area 0 at 435.2751 2527.523 15.871 radius 10.0 
35@ = Car.Create(#PCJ600, 435.2751, 2527.523, 15.871)
Car.Angle(35@) = 90.0
053F: set_car 35@ tires_vulnerability 0 
Actor.Angle(40@) = 340.9066
Actor.Angle(41@) = 309.4871
Actor.Angle(42@) = 175.4073
0605: actor 40@ perform_animation_sequence "IDLE_ARMED" IFP_file "PED" 4.0 loop 1 0 0 0 time 0 // versionA 
0605: actor 41@ perform_animation_sequence "IDLE_ARMED" IFP_file "PED" 4.0 loop 1 0 0 0 time 0 // versionA 
0605: actor 42@ perform_animation_sequence "IDLE_ARMED" IFP_file "PED" 4.0 loop 1 0 0 0 time 0 // versionA 
Actor.PutAt($PLAYER_ACTOR, 412.6561, 2530.908, 15.617)
Actor.Angle($PLAYER_ACTOR) = 136.0
Model.Destroy(#PCJ600)
Model.Destroy(#BOBCAT)
Model.Destroy(#WMOMIB)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#COLT45)
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_5463 
05EB: assign_car 34@ to_path 149 
06FD: set_car 34@ speed_on_path_to 0.0 

:DESERT9_5463
Camera.SetPosition(350.8692, 2488.932, 17.5906, 0.0, 0.0, 0.0)
Camera.PointAt(351.4443, 2489.747, 17.52, 2)
Camera.SetAtPos(367.134, 2490.174, 15.4884)
71@ = 3 
0085: 86@ = 32@ // (int) 
86@ += 1000 

:DESERT9_5554
if 
  71@ == 3 
else_jump @DESERT9_5745 
if 
001D:   86@ > 32@ // (int) 
else_jump @DESERT9_5745 
if and
   not Actor.Dead(45@)
03CA:   object 52@ exists 
else_jump @DESERT9_5665 
0615: define_AS_pack_begin 66@ 
07C9: AS_actor -1 walk_to_object 52@ then_lift_and_hold_in_hands 
05D3: AS_actor -1 goto_point 360.2195 2500.023 15.4921 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 66@ 
0618: assign_actor 45@ to_AS_pack 66@ 
061B: remove_references_to_AS_pack 66@ 

:DESERT9_5665
fade 1 1000 
if 
  157@ == 0 
else_jump @DESERT9_5713 
0085: 86@ = 32@ // (int) 
86@ += 4000 
jump @DESERT9_5720 

:DESERT9_5713
86@ = 0 

:DESERT9_5720
71@ = 4 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_3' time 4000 flag 1  // ~s~Du musst fr Toreno eine Bombe in dem Flugzeug platzieren. Heimlich geht das nicht, du musst also schnell machen.

:DESERT9_5745
if 
  71@ == 4 
else_jump @DESERT9_5954 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_5954 
02A3: enable_widescreen 1 
Camera.SetPosition(438.18, 2526.193, 17.1554, 0.0, 0.0, 0.0)
Camera.PointAt(437.2076, 2526.339, 16.9735, 2)
Actor.PutAt($PLAYER_ACTOR, 426.895, 2529.479, 15.6483)
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_5883 
05CB: AS_actor $PLAYER_ACTOR enter_car 35@ as_driver -2 ms 

:DESERT9_5883
00BB: show_text_lowpriority GXT 'DES9_4' time 3000 flag 1  // ~s~Fahre mit diesem Motorrad auf die Rampe des Flugzeugs und platziere die Bombe darin.
if 
  157@ == 0 
else_jump @DESERT9_5940 
0085: 86@ = 32@ // (int) 
86@ += 3000 
jump @DESERT9_5947 

:DESERT9_5940
86@ = 0 

:DESERT9_5947
71@ = 5 

:DESERT9_5954
if 
  71@ == 5 
else_jump @DESERT9_6209 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_6209 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_44' time 4000 flag 1  // ~s~Fahr das Motorrad die Rampe des Flugzeugs hinauf, bevor es startet.
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_6054 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @DESERT9_6054 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT9_6054
56@ = Object.Create(#KB_BARREL, 0.0, 0.0, 0.0)
Object.CollisionDetection(56@) = False
0750: set_object 56@ visibility 0 
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_6145 
0681: attach_object 56@ to_car 34@ with_offset 0.0 -15.223 -1.489 rotation 0.0 0.0 0.0 

:DESERT9_6145
041A: 158@ = actor $PLAYER_ACTOR weapon 39 ammo 
if 
  158@ == 0 
else_jump @DESERT9_6182 
01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 1 // Load the weapon model before using this 

:DESERT9_6182
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0085: 86@ = 32@ // (int) 
86@ += 3000 
71@ = 6 

:DESERT9_6209
if 
  71@ == 6 
else_jump @DESERT9_6282 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_6282 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_A4' time 4000 flag 1  // ~s~Los! Fahr sofort die ~y~Rampe~s~ des Flugzeugs hinauf!
68@ = 2 

:DESERT9_6282
return 

:DESERT9_6284
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
  73@ > 0 
else_jump @DESERT9_6407 
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_6407 
Car.StorePos(34@, 74@, 75@, 76@)
Marker.Disable(152@)
018A: 152@ = create_checkpoint_at 74@ 75@ 76@ 
018B: set_marker 152@ radar_mode 2 
if 
  -83.0 > 74@ 
else_jump @DESERT9_6407 
68@ = 8 
71@ = 0 

:DESERT9_6407
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_6687 
Car.StorePos(35@, 148@, 149@, 150@)
154@ = 2499.7 
0063: 154@ -= 149@ // (float) 
0097: make 154@ absolute_float 
154@ /= 10.0 
if 
  154@ > 2.0 
else_jump @DESERT9_6501 
154@ = 2.0 

:DESERT9_6501
if 
  0.2 > 154@ 
else_jump @DESERT9_6532 
154@ = 0.2 

:DESERT9_6532
088B: set_car 35@ form_drag_multiplier_to 154@ 
154@ -= 2.0 
0097: make 154@ absolute_float 
154@ *= 50.0 
0087: 159@ = 74@ // (float) 
0063: 159@ -= 148@ // (float) 
0097: make 159@ absolute_float 
0087: 160@ = 159@ // (float) 
160@ /= 100.0 
if 
  160@ > 1.0 
else_jump @DESERT9_6635 
160@ = 1.0 

:DESERT9_6635
159@ = 1.0 
0063: 159@ -= 160@ // (float) 
006B: 159@ *= 154@ // (float) 
0092: 88@ = float 159@ to_integer 
Camera.Shake(88@)
88@ -= 256 
0095: make 88@ absolute_integer 

:DESERT9_6687
if 
  73@ == 0 
else_jump @DESERT9_6792 
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_6792 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 412.6561 2530.908 15.617 radius 5.0 5.0 5.0 
else_jump @DESERT9_6792 
0085: 72@ = 32@ // (int) 
72@ += 8000 
73@ = 2 

:DESERT9_6792
if 
  73@ == 2 
else_jump @DESERT9_7010 
if or
   Actor.Driving($PLAYER_ACTOR)
001D:   32@ > 72@ // (int) 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 354.8564 2500.152 18.3701 radius 50.0 50.0 50.0 
else_jump @DESERT9_7010 
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_7010 
0085: 72@ = 32@ // (int) 
72@ += 1350 
73@ = 3 
if 
   not Actor.Dead(40@)
else_jump @DESERT9_6934 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 

:DESERT9_6934
if 
   not Actor.Dead(41@)
else_jump @DESERT9_6965 
04EB: AS_actor 41@ crouch 1 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:DESERT9_6965
if 
   not Actor.Dead(42@)
else_jump @DESERT9_6989 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:DESERT9_6989
if 
   not Actor.Dead(45@)
else_jump @DESERT9_7010 
0792: disembark_instantly_actor 45@ 

:DESERT9_7010
if 
  73@ == 3 
else_jump @DESERT9_7064 
if 
001D:   32@ > 72@ // (int) 
else_jump @DESERT9_7064 
06FD: set_car 34@ speed_on_path_to 1.0 
73@ = 4 

:DESERT9_7064
if 
  73@ == 4 
else_jump @DESERT9_7442 
Object.StorePos(56@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.StorePos($PLAYER_ACTOR, 148@, 149@, 150@)
0509: 146@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 148@ 149@ 
162@ = 200.0 
0073: 162@ /= 146@ // (float) 
if 
  162@ > 1.0 
else_jump @DESERT9_7176 
162@ = 1.0 

:DESERT9_7176
if 
  0.3 > 162@ 
else_jump @DESERT9_7207 
162@ = 0.3 

:DESERT9_7207
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_7231 
06FD: set_car 34@ speed_on_path_to 162@ 

:DESERT9_7231
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 15.0 15.0 5.0 
else_jump @DESERT9_7312 
if 
  2 > 163@ 
else_jump @DESERT9_7305 
gosub @DESERT9_16137 
163@ = 1 

:DESERT9_7305
jump @DESERT9_7337 

:DESERT9_7312
if 
  163@ == 1 
else_jump @DESERT9_7337 
163@ = 2 

:DESERT9_7337
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 56@ radius 4.0 1.0 1.0 flag 0 
else_jump @DESERT9_7442 
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_7442 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @DESERT9_7442 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 
Marker.Disable(152@)
Player.CanMove($PLAYER_CHAR) = False
71@ = 20 
68@ = 3 
041E: set_radio_station 11 

:DESERT9_7442
return 

:DESERT9_7444
439@ = 1 
if 
08D0:   cutscene_skipped 
else_jump @DESERT9_7542 
if 
  11 > 71@ 
else_jump @DESERT9_7496 
86@ = 0 
71@ = 11 

:DESERT9_7496
if and
  71@ > 19 
  23 > 71@ 
else_jump @DESERT9_7542 
86@ = 0 
71@ = 24 
65@ = 1 

:DESERT9_7542
if 
  71@ == 20 
else_jump @DESERT9_7691 
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_7691 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
if 
060E:   car 34@ assigned_to_path 
else_jump @DESERT9_7608 
05EC: release_car 34@ from_path 

:DESERT9_7608
05EB: assign_car 34@ to_path 135 
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_7646 
Car.LockInCurrentPosition(35@) = True
0338: set_car 35@ visibility 0 

:DESERT9_7646
0337: set_actor $PLAYER_ACTOR visibility 0 
Car.Destroy(36@)
Car.Destroy(37@)
Car.Destroy(38@)
Model.Destroy(#BOBCAT)
04ED: load_animation "AIRPORT" 
71@ = 21 

:DESERT9_7691
if 
  71@ == 21 
else_jump @DESERT9_7816 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 66.4737 2494.118 17.9816 position_to -43.8545 2492.902 19.8651 time 5500 drop_mode 1 
0920: point_camera 67.4593 2494.287 17.9942 transverse_to -44.3218 2493.184 20.7031 time 5500 mode 1 
71@ = 22 
0085: 86@ = 32@ // (int) 
86@ += 4500 

:DESERT9_7816
if 
  71@ == 22 
else_jump @DESERT9_7867 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_7867 
fade 0 1000 
71@ = 23 

:DESERT9_7867
if 
  71@ == 23 
else_jump @DESERT9_7905 
if 
   not fading 
else_jump @DESERT9_7905 
71@ = 0 

:DESERT9_7905
if 
  71@ == 24 
else_jump @DESERT9_7937 
fade 0 1000 
71@ = 25 

:DESERT9_7937
if 
  71@ == 25 
else_jump @DESERT9_7982 
if 
   not fading 
else_jump @DESERT9_7982 
71@ = 0 
65@ = 1 

:DESERT9_7982
if 
  71@ == 0 
else_jump @DESERT9_8581 
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_8030 
Car.LockInCurrentPosition(35@) = False
0338: set_car 35@ visibility 1 

:DESERT9_8030
select_interior 9 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT9_8057 
0860: link_actor $PLAYER_ACTOR to_interior 9 

:DESERT9_8057
Actor.DestroyInstantly(44@)
44@ = Actor.Create(Mission3, #WMOMIB, 316.0887, 983.9927, 1958.138)
Actor.Angle(44@) = 90.0
if 
   not Actor.Dead(44@)
else_jump @DESERT9_8120 
0860: link_actor 44@ to_interior 9 

:DESERT9_8120
if 
   not Actor.Dead(44@)
else_jump @DESERT9_8166 
Actor.PutAt(44@, 317.081, 979.907, 1960.108)
Actor.Angle(44@) = 90.0

:DESERT9_8166
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_8189 
0840: link_car 35@ to_interior 9 

:DESERT9_8189
0581: enable_radar 0 
85@ = Object.Create(#D9_RUNWAY, 305.191, 1030.752, 1938.134)
07C0: load_path 150 
07C0: load_path 152 

:DESERT9_8226
if or
87C1:   not path 150 available 
87C1:   not path 152 available 
else_jump @DESERT9_8258 
wait 0 
jump @DESERT9_8226 

:DESERT9_8258
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_8374 
Car.PutAt(35@, 331.8417, 1038.314, 1956.177)
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @DESERT9_8318 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT9_8318
00BE: text_clear_all 
0860: link_actor $PLAYER_ACTOR to_interior 9 
0337: set_actor $PLAYER_ACTOR visibility 1 
05EB: assign_car 35@ to_path 150 
06C5: release_car 35@ from_path 
if 
   not Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @DESERT9_8374 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT9_8374
Camera.SetAtPos(331.8417, 1038.314, 1956.177)
04E4: unknown_refresh_game_renderer_at 331.8417 1038.314 
wait 800 
0925: restore_camera_to_user_defined 
Camera.SetPosition(320.1115, 1035.373, 1948.154, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
0085: 168@ = 32@ // (int) 
wait 500 
0085: 86@ = 32@ // (int) 
86@ += 2200 
Model.Load(#GUN_PARA)

:DESERT9_8485
if 
   not Model.Available(#GUN_PARA)
else_jump @DESERT9_8512 
wait 0 
jump @DESERT9_8485 

:DESERT9_8512
fade 1 600 
00BB: show_text_lowpriority GXT 'DES9_A5' time 4000 flag 1  // ~S~Du sitzt im Flugzeug fest.
if 
  65@ == 1 
else_jump @DESERT9_8574 
71@ = 11 
86@ = 0 
jump @DESERT9_8581 

:DESERT9_8574
71@ = 1 

:DESERT9_8581
if and
  71@ > 0 
  20 > 71@ 
else_jump @DESERT9_8613 
gosub @DESERT9_17051 

:DESERT9_8613
if 
  435@ == 0 
else_jump @DESERT9_8657 
if 
001D:   32@ > 168@ // (int) 
else_jump @DESERT9_8657 
435@ = 1 

:DESERT9_8657
if 
03CA:   object 85@ exists 
else_jump @DESERT9_8697 
Object.StorePos(85@, 164@, 165@, 166@)
165@ += 0.05 

:DESERT9_8697
if 
  71@ == 1 
else_jump @DESERT9_8762 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_8762 
0633: AS_actor $PLAYER_ACTOR exit_car 
71@ = 2 
0085: 86@ = 32@ // (int) 
86@ += 300 

:DESERT9_8762
if 
  71@ == 2 
else_jump @DESERT9_8894 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_8894 
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_8820 
Car.Destroy(34@)

:DESERT9_8820
Camera.SetPosition(317.7203, 1027.301, 1949.071, 0.0, 0.0, 0.0)
Camera.PointAt(316.9413, 1026.675, 1949.027, 2)
0085: 86@ = 32@ // (int) 
86@ += 1000 
71@ = 3 

:DESERT9_8894
if 
  71@ == 3 
else_jump @DESERT9_9043 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_9043 
Object.Destroy(85@)
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 317.7203 1027.301 1949.071 position_to 317.7203 1027.301 1949.071 time 1000 drop_mode 1 
0920: point_camera 316.9413 1026.675 1949.027 transverse_to 317.3408 1026.377 1949.13 time 1000 mode 1 
71@ = 4 
0085: 86@ = 32@ // (int) 
86@ += 1500 

:DESERT9_9043
if 
  71@ == 4 
else_jump @DESERT9_9402 
0085: 169@ = 86@ // (int) 
0062: 169@ -= 32@ // (int) 
0093: 170@ = integer 169@ to_float 
170@ /= 2000.0 
170@ -= 1.0 
0097: make 170@ absolute_float 
Object.StorePos(96@, 292@, 312@, 332@)
if 
  312@ > 1020.214 
else_jump @DESERT9_9294 
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_9169 
05EB: assign_car 35@ to_path 152 

:DESERT9_9169
0673: AS_actor $PLAYER_ACTOR dive_to_offset 1.0 0.0 time_on_ground 1000 ms 
71@ = 6 
0085: 86@ = 32@ // (int) 
86@ += 2000 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 317.7203 1027.301 1949.071 position_to 317.7203 1027.301 1949.071 time 2000 drop_mode 1 
0920: point_camera 317.3408 1026.377 1949.13 transverse_to 317.1811 1027.991 1948.589 time 2000 mode 1 

:DESERT9_9294
0087: 148@ = 292@ // (float) 
148@ -= 317.5107 
0087: 149@ = 312@ // (float) 
149@ -= 1024.815 
0087: 150@ = 332@ // (float) 
150@ -= 1949.35 
006B: 148@ *= 170@ // (float) 
006B: 149@ *= 170@ // (float) 
006B: 150@ *= 170@ // (float) 
148@ += 317.5107 
149@ += 1024.815 
150@ += 1949.35 

:DESERT9_9402
if 
  71@ == 5 
else_jump @DESERT9_9434 
Object.StorePos(96@, 292@, 312@, 332@)

:DESERT9_9434
if 
  71@ == 6 
else_jump @DESERT9_9494 
Object.StorePos(96@, 292@, 312@, 332@)
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_9494 
71@ = 11 
00BE: text_clear_all 

:DESERT9_9494
if 
  71@ == 7 
else_jump @DESERT9_9667 
0925: restore_camera_to_user_defined 
Camera.SetPosition(316.0625, 988.6853, 1957.741, 0.0, 0.0, 0.0)
Camera.PointAt(316.0338, 987.7417, 1958.07, 2)
71@ = 8 
0085: 86@ = 32@ // (int) 
86@ += 2000 
if 
   not Actor.Dead(44@)
else_jump @DESERT9_9667 
Actor.PutAt(44@, 315.7535, 983.4348, 1958.265)
Actor.Angle(44@) = 0.0
0605: actor 44@ perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 0 time 3000 // versionA 

:DESERT9_9667
if 
  71@ == 8 
else_jump @DESERT9_9891 
if 
   Model.Available(#GUN_PARA)
else_jump @DESERT9_9886 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_9879 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_45' time 4000 flag 1  // ~s~Benutze eine Rucksackbombe, um das Flugzeug zu zerstren.
Camera.SetPosition(317.5727, 1024.791, 1949.854, 0.0, 0.0, 0.0)
Camera.PointAt(317.4102, 1023.809, 1949.95, 2)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 317.9964, 1023.477, 1949.033)
Actor.Angle($PLAYER_ACTOR) = 121.0
if 
   not Actor.Dead(44@)
else_jump @DESERT9_9856 
01B2: give_actor 44@ weapon 46 ammo 1 // Load the weapon model before using this 
0A27: unknown_actor 44@ flag 1 

:DESERT9_9856
71@ = 9 
0085: 86@ = 32@ // (int) 
86@ += 4000 

:DESERT9_9879
jump @DESERT9_9891 

:DESERT9_9886
Model.Load(#GUN_PARA)

:DESERT9_9891
if 
  71@ == 9 
else_jump @DESERT9_10153 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_10153 
Camera.SetPosition(318.8293, 975.9706, 1960.759, 0.0, 0.0, 0.0)
Camera.PointAt(318.3584, 976.8294, 1960.557, 2)
if 
   not Actor.Dead(44@)
else_jump @DESERT9_10114 
Actor.PutAt(44@, 317.4929, 981.1245, 1958.806)
Actor.Angle(44@) = 90.0

:DESERT9_10025
if 
84EE:   not animation "AIRPORT" loaded 
else_jump @DESERT9_10069 
04ED: load_animation "AIRPORT" 
wait 0 
jump @DESERT9_10025 

:DESERT9_10069
0605: actor 44@ perform_animation_sequence "THRW_BARL_THRW" IFP_file "AIRPORT" 4.0 loop 0 0 0 0 time -1 // versionA 

:DESERT9_10114
00BB: show_text_lowpriority GXT 'DES9_46' time 4000 flag 1  // ~s~Spring mit dem Fallschirm dieses Wachmanns ab, nachdem du die Bombe gezndet hast.
71@ = 10 
0085: 86@ = 32@ // (int) 
86@ += 1100 

:DESERT9_10153
if 
  71@ == 10 
else_jump @DESERT9_10220 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_10220 
435@ = 2 
71@ = 11 
0085: 86@ = 32@ // (int) 
86@ += 2900 

:DESERT9_10220
if 
  71@ == 11 
else_jump @DESERT9_11096 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_11096 
Model.Load(#GUN_PARA)

:DESERT9_10262
if 
   not Model.Available(#GUN_PARA)
else_jump @DESERT9_10289 
wait 0 
jump @DESERT9_10262 

:DESERT9_10289
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DESERT9_10339 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 318.1163 1024.791 1948.729 
jump @DESERT9_10359 

:DESERT9_10339
Actor.PutAt($PLAYER_ACTOR, 318.1163, 1024.791, 1948.729)

:DESERT9_10359
Actor.Angle($PLAYER_ACTOR) = 121.0
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_10416 
if 
060E:   car 35@ assigned_to_path 
else_jump @DESERT9_10406 
05EC: release_car 35@ from_path 

:DESERT9_10406
Car.Destroy(35@)
Model.Destroy(#PCJ600)

:DESERT9_10416
Actor.Angle($PLAYER_ACTOR) = 225.0
if 
   not Actor.Dead(44@)
else_jump @DESERT9_10462 
Actor.PutAt(44@, 317.4565, 980.5405, 1958.935)

:DESERT9_10462
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_10499 
if 
060E:   car 35@ assigned_to_path 
else_jump @DESERT9_10499 
05EC: release_car 35@ from_path 

:DESERT9_10499
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Object.Destroy(85@)
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_10540 
Car.Destroy(34@)

:DESERT9_10540
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DESERT9_10563 
Player.SprintMode($PLAYER_CHAR) = True

:DESERT9_10563
064B: 174@ = create_particle "CLOUDFAST" at 315.2994 1028.151 1936.464 type 1 
064C: make_particle 174@ visible 
Actor.DestroyInstantly(40@)
Actor.DestroyInstantly(41@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
40@ = Actor.Create(Mission3, #WMOMIB, 313.4011, 1012.37, 1951.588)
41@ = Actor.Create(Mission3, #BMYMIB, 312.5008, 1004.962, 1953.297)
42@ = Actor.Create(Mission3, #WMOMIB, 318.7976, 988.7245, 1957.044)
43@ = Actor.Create(Mission3, #BMYMIB, 313.1324, 991.6313, 1956.374)
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_10751 
Car.LockInCurrentPosition(35@) = False
0338: set_car 35@ visibility 1 

:DESERT9_10751
0337: set_actor $PLAYER_ACTOR visibility 1 
07DD: set_actor 40@ temper_to 100 // see pedstats.dat 
07DD: set_actor 41@ temper_to 100 // see pedstats.dat 
07DD: set_actor 42@ temper_to 100 // see pedstats.dat 
07DD: set_actor 43@ temper_to 100 // see pedstats.dat 
081A: set_actor 40@ weapon_skill_to 2 
081A: set_actor 41@ weapon_skill_to 2 
081A: set_actor 42@ weapon_skill_to 2 
081A: set_actor 43@ weapon_skill_to 2 
081A: set_actor 44@ weapon_skill_to 2 
Actor.Angle(40@) = 288.4161
Actor.Angle(41@) = 298.9878
Actor.Angle(42@) = 85.3329
Actor.Angle(43@) = 308.2083
if 
   not Actor.Dead(40@)
else_jump @DESERT9_10884 
0860: link_actor 40@ to_interior 9 

:DESERT9_10884
if 
   not Actor.Dead(41@)
else_jump @DESERT9_10907 
0860: link_actor 41@ to_interior 9 

:DESERT9_10907
if 
   not Actor.Dead(42@)
else_jump @DESERT9_10930 
0860: link_actor 42@ to_interior 9 

:DESERT9_10930
if 
   not Actor.Dead(43@)
else_jump @DESERT9_10953 
0860: link_actor 43@ to_interior 9 

:DESERT9_10953
if 
   not Actor.Dead(44@)
else_jump @DESERT9_11030 
Actor.PutAt(44@, 317.881, 979.907, 1960.108)
if 
   not Actor.HasWeapon(44@, 46)
else_jump @DESERT9_11030 
01B2: give_actor 44@ weapon 46 ammo 1 // Load the weapon model before using this 
0A27: unknown_actor 44@ flag 1 
07DD: set_actor 44@ temper_to 100 // see pedstats.dat 

:DESERT9_11030
68@ = 4 
178@ = 0 
439@ = 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT9_11082 
Actor.SetImmunities($PLAYER_ACTOR, 0, 1, 1, 0, 0)

:DESERT9_11082
171@ = 1 
$1511 = 1 

:DESERT9_11096
return 

:DESERT9_11098
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
0735:   NOP_false 49 
else_jump @DESERT9_11151 
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_11151 
05E9: NOP 35@ 152 

:DESERT9_11151
if 
0735:   NOP_false 50 
else_jump @DESERT9_11203 
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_11203 
if 
06AA:   NOP_false 35@ 
else_jump @DESERT9_11203 
0752: NOP 35@ 

:DESERT9_11203
if 
  178@ == 0 
else_jump @DESERT9_11495 
if or
0A3A:   player $PLAYER_CHAR last_model_shot #CARGO_TEST 
0A3A:   player $PLAYER_CHAR last_model_shot #CARGO_STUFF 
0A3A:   player $PLAYER_CHAR last_model_shot #CARGO_STORE 
else_jump @DESERT9_11280 
0A3B: clear_player $PLAYER_CHAR last_model_shot 
020C: create_explosion_with_radius 7 at 316.0 1000.0 1954.6 

:DESERT9_11280
if 
0356:   explosion_type -1 in_cube_cornerA 325.0714 967.935 1971.838 cornerB 310.7184 1047.574 1939.683 
else_jump @DESERT9_11495 
178@ = 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT9_11363 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)

:DESERT9_11363
159@ = 972.5745 
88@ = 0 

:DESERT9_11380
if 
  1050.574 >= 159@ 
else_jump @DESERT9_11495 
0087: 160@ = 159@ // (float) 
160@ -= 5.0 
if 
0356:   explosion_type -1 in_cube_cornerA 325.0714 159@ 1971.838 cornerB 310.7184 160@ 1939.683 
else_jump @DESERT9_11471 
462@(88@,15i) = 1 

:DESERT9_11471
88@ += 1 
159@ += 5.0 
jump @DESERT9_11380 

:DESERT9_11495
if 
  178@ == 1 
else_jump @DESERT9_11520 
gosub @DESERT9_19937 

:DESERT9_11520
if 
  173@ == 0 
else_jump @DESERT9_11577 
if 
   Actor.Dead(44@)
else_jump @DESERT9_11577 
00BB: show_text_lowpriority GXT 'DES9_27' time 4000 flag 1  // ~s~Nimm dir den Fallschirm.
173@ = 1 

:DESERT9_11577
if 
  173@ == 1 
else_jump @DESERT9_11702 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 46)
else_jump @DESERT9_11702 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
00BE: text_clear_all 
if 
  178@ == 0 
else_jump @DESERT9_11679 
00BB: show_text_lowpriority GXT 'DES9_A1' time 4000 flag 1  // ~s~Du hast den Fallschirm.
00BB: show_text_lowpriority GXT 'DES9_A2' time 4000 flag 1  // ~s~Platziere eine Rucksackbombe, dann springe aus dem Heck des Flugzeugs ab.
jump @DESERT9_11695 

:DESERT9_11679
00BB: show_text_lowpriority GXT 'DES9_26' time 4000 flag 1  // ~s~Du hast den Fallschirm. Jetzt nichts wie raus hier!

:DESERT9_11695
173@ = 2 

:DESERT9_11702
if 
  180@ == 0 
else_jump @DESERT9_11781 
if 
  1942.27 > $TEMPVAR_Z_COORD 
else_jump @DESERT9_11781 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT9_11772 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)

:DESERT9_11772
180@ = 1 
09D9: unknown_set_car_bomb_armed 

:DESERT9_11781
if 
  173@ == 2 
else_jump @DESERT9_11946 
if 
  1940.27 > $TEMPVAR_Z_COORD 
else_jump @DESERT9_11946 
if 
  178@ == 1 
else_jump @DESERT9_11894 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT9_11887 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0650: destroy_particle 174@ 
68@ = 9 
71@ = 0 
$1902 = 1 

:DESERT9_11887
jump @DESERT9_11946 

:DESERT9_11894
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_39' time 4000 flag 1  // ~r~Du solltest das Flugzeug zerstren!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
gosub @DESERT9_21954 
select_interior 0 
jump @DESERT9_45 

:DESERT9_11946
if 
   not Actor.Dead(44@)
else_jump @DESERT9_12166 
Actor.StorePos(44@, 148@, 149@, 150@)
if and
  1940.0 > 150@ 
8818:   not actor $PLAYER_ACTOR in_air 
else_jump @DESERT9_12166 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_29' time 5000 flag 1  // ~r~Der Wachmann mit dem Fallschirm ist aus dem Flugzeug gefallen!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
Pickup.Destroy($PICKUP_PARACHUTE)
wait 1000 
fade 0 1000 

:DESERT9_12053
if 
fading 
else_jump @DESERT9_12077 
wait 0 
jump @DESERT9_12053 

:DESERT9_12077
select_interior 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 408.6996, 2538.272, 15.6057)
Actor.Angle($PLAYER_ACTOR) = 139.0
gosub @DESERT9_21954 
wait 1500 
fade 1 1000 

:DESERT9_12135
if 
fading 
else_jump @DESERT9_12159 
wait 0 
jump @DESERT9_12135 

:DESERT9_12159
jump @DESERT9_45 

:DESERT9_12166
if and
  1938.0 > $TEMPVAR_Z_COORD 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT9_12896 
00BE: text_clear_all 
if 
  2 > 173@ 
else_jump @DESERT9_12896 
fade 0 1000 

:DESERT9_12219
if 
fading 
else_jump @DESERT9_12243 
wait 0 
jump @DESERT9_12219 

:DESERT9_12243
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Camera.SetAtPos(125.1739, 1074.067, 12.0)
Model.Load(#ADMIRAL)
Model.Load(#WFYRI)
04ED: load_animation "PARACHUTE" 

:DESERT9_12293
if or
   not Model.Available(#ADMIRAL)
   not Model.Available(#WFYRI)
84EE:   not animation "PARACHUTE" loaded 
else_jump @DESERT9_12337 
wait 0 
jump @DESERT9_12293 

:DESERT9_12337
Camera.SetPosition(125.1739, 1074.067, 12.8138, 0.0, 0.0, 0.0)
Camera.PointAt(124.591, 1073.27, 12.9688, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 122.3556, 1069.892, 99.6832)
181@ = Car.Create(#ADMIRAL, 119.3556, 1069.892, 13.665)
01C8: 182@ = create_actor_pedtype 4 model #WFYRI in_car 181@ passenger_seat 0 
Model.Destroy(#WFYRI)
Model.Destroy(#ADMIRAL)
Model.Destroy(#SATCHEL)
Model.Destroy(#BOMB)
Car.Angle(181@) = 180.0
Actor.PutAt($PLAYER_ACTOR, 119.3, 1070.47, 189.3266)
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 
fade 1 1000 

:DESERT9_12537
if 
fading 
else_jump @DESERT9_12561 
wait 0 
jump @DESERT9_12537 

:DESERT9_12561
Actor.PutAt($PLAYER_ACTOR, 119.3, 1070.47, 80.3266)
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 

:DESERT9_12601
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT9_12883 
0819: 184@ = actor $PLAYER_ACTOR distance_from_ground 
if and
  4.8 > 184@ 
  183@ == 0 
else_jump @DESERT9_12872 
183@ = 1 
0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
if 
   not Car.Wrecked(181@)
else_jump @DESERT9_12872 
0689: set_car 181@ remove_componentA 2 visible_effect_flag 1 
0689: set_car 181@ remove_componentA 4 visible_effect_flag 1 
0689: set_car 181@ remove_componentA 3 visible_effect_flag 1 
04FE: deflate_tire 0 on_car 181@ 
04FE: deflate_tire 2 on_car 181@ 
04FE: deflate_tire 1 on_car 181@ 
0730: car 181@ damage_component 4 // versionA 
0730: car 181@ damage_component 0 // versionA 
0730: car 181@ damage_component 6 // versionA 
0730: car 181@ damage_component 6 // versionA 
07D5: set_car 181@ velocity_in_direction_XYZ 0.0 0.0 -0.15 rotation_velocitiesXY 0.0 0.0 unk 0.0 
if 
   not Actor.Dead(182@)
else_jump @DESERT9_12872 
0687: clear_actor 182@ task 
05CF: AS_actor 182@ exit_car 181@ when_at 119.3556 1069.892 13.665 

:DESERT9_12872
wait 0 
jump @DESERT9_12601 

:DESERT9_12883
04EF: release_animation "PARACHUTE" 

:DESERT9_12896
if 
  $TEMPVAR_Y_COORD > 1033.0 
else_jump @DESERT9_12928 
Camera.Shake(40)
jump @DESERT9_12932 

:DESERT9_12928
Camera.Shake(10)

:DESERT9_12932
gosub @DESERT9_17051 
return 

:DESERT9_12941
02A3: enable_widescreen 1 
$1511 = 1 

:DESERT9_12952
if 
  185@ == 0 
else_jump @DESERT9_13101 
select_interior 0 
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_12995 
Car.Destroy(34@)

:DESERT9_12995
34@ = Car.Create(#ANDROM, 316.212, 1003.495, 1957.529)
05EB: assign_car 34@ to_path 134 
Car.Angle(34@) = 180.0
067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 2.0 -2.0 rotation 0.0 0.0 0.0 0.0 2 
0085: 86@ = 32@ // (int) 
86@ += 4000 
185@ = 1 

:DESERT9_13101
if 
  185@ == 1 
else_jump @DESERT9_13155 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_13155 
$1511 = 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DESERT9_13155
wait 0 
jump @DESERT9_12952 
return 

:DESERT9_13168
select_interior 0 

:DESERT9_13172
wait 0 
if 
0735:   NOP_false 83 
else_jump @DESERT9_13198 
jump @DESERT9_21869 

:DESERT9_13198
if 
0735:   NOP_false 84 
else_jump @DESERT9_13213 

:DESERT9_13213
jump @DESERT9_13172 
return 

:DESERT9_13222
if 
  71@ == 0 
else_jump @DESERT9_13304 
186@ = Car.Create(#ANDROM, 339.9034, 2499.805, 15.4884)
05EB: assign_car 186@ to_path 134 
06FD: set_car 186@ speed_on_path_to 1.0 
0085: 86@ = 32@ // (int) 
86@ += 1000 
71@ = 1 

:DESERT9_13304
if 
  71@ == 1 
else_jump @DESERT9_13528 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_13528 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_42' time 5000 flag 1  // ~r~Du bist im Flugzeug in die Luft geflogen.
0337: set_actor $PLAYER_ACTOR visibility 0 
select_interior 0 
34@ = Car.Create(#ANDROM, 339.9034, 2499.805, 15.4884)
Car.SetImmunities(34@, 1, 1, 1, 1, 1)
05EB: assign_car 34@ to_path 134 
Car.Health(34@) = 350
if 
   not Car.Wrecked(186@)
else_jump @DESERT9_13487 
06FD: set_car 186@ speed_on_path_to 0.5 
067A: put_camera_on_car 186@ with_offset 15.0 15.0 10.0 point_to_car 34@ tilt 15.0 2 
0338: set_car 186@ visibility 0 

:DESERT9_13487
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
203@ = 1 
71@ = 3 
0085: 86@ = 32@ // (int) 
86@ += 5000 

:DESERT9_13528
if 
  203@ == 1 
else_jump @DESERT9_13671 
if 
001D:   32@ > 204@ // (int) 
else_jump @DESERT9_13671 
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_13671 
Car.StorePos(34@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  6 > 206@ 
else_jump @DESERT9_13633 
020C: create_explosion_with_radius 7 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
jump @DESERT9_13646 

:DESERT9_13633
0565: create_soundless_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 7 

:DESERT9_13646
206@ += 1 
0209: 204@ = random_int_in_ranges 100 250 
005A: 204@ += 32@ // (int) 

:DESERT9_13671
if 
  71@ == 3 
else_jump @DESERT9_13738 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_13738 
71@ = 4 
fade 0 1000 
0085: 86@ = 32@ // (int) 
86@ += 1000 

:DESERT9_13738
if 
  71@ == 4 
else_jump @DESERT9_13782 
if 
   not fading 
else_jump @DESERT9_13782 
0970: teleport_in_override_restart // 016Eh 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
jump @DESERT9_18 

:DESERT9_13782
return 

:DESERT9_13784
if 
  71@ == 0 
else_jump @DESERT9_14198 
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_14198 
Camera.SetPosition(-158.5012, 2492.161, 31.0353, 0.0, 0.0, 0.0)
Camera.PointAt(-157.5606, 2492.445, 31.2209, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
06FD: set_car 34@ speed_on_path_to 1.0 
if 
   not Car.Wrecked(36@)
else_jump @DESERT9_13930 
if 
   not Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @DESERT9_13930 
Car.Destroy(36@)

:DESERT9_13930
if 
   not Car.Wrecked(186@)
else_jump @DESERT9_13951 
Car.Destroy(186@)

:DESERT9_13951
if 
   not Car.Wrecked(37@)
else_jump @DESERT9_13991 
if 
   not Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @DESERT9_13991 
Car.Destroy(37@)

:DESERT9_13991
if 
   not Car.Wrecked(38@)
else_jump @DESERT9_14031 
if 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @DESERT9_14031 
Car.Destroy(38@)

:DESERT9_14031
414@ = 0 

:DESERT9_14038
if 
  8 > 414@ 
else_jump @DESERT9_14079 
Actor.DestroyInstantly(40@(414@,8i))
414@ += 1 
jump @DESERT9_14038 

:DESERT9_14079
414@ = 0 

:DESERT9_14086
if 
  15 > 414@ 
else_jump @DESERT9_14127 
Object.Destroy(225@(414@,15i))
414@ += 1 
jump @DESERT9_14086 

:DESERT9_14127
414@ = 0 

:DESERT9_14134
if 
  5 > 414@ 
else_jump @DESERT9_14175 
Object.Destroy(49@(414@,6i))
414@ += 1 
jump @DESERT9_14134 

:DESERT9_14175
71@ = 1 
0085: 86@ = 32@ // (int) 
86@ += 3000 

:DESERT9_14198
if 
  71@ == 1 
else_jump @DESERT9_14289 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_14289 
00BB: show_text_lowpriority GXT 'DES9_32' time 4000 flag 1  // ~r~Du hast das Flugzeug nicht erreicht.
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
jump @DESERT9_18 

:DESERT9_14289
return 

:DESERT9_14291
008A: $7508 = 32@ // (int) 
0060: $7508 -= $7509 // (int) 
if 
  71@ == 0 
else_jump @DESERT9_14671 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT9_14356 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)

:DESERT9_14356
008A: $7509 = 32@ // (int) 
008A: $7508 = 32@ // (int) 
0060: $7508 -= $7509 // (int) 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
186@ = Car.Create(#ANDROM, 339.9034, 2499.805, 15.4884)
05EB: assign_car 186@ to_path 134 
06FD: set_car 186@ speed_on_path_to 0.5 
Actor.PutAt($PLAYER_ACTOR, 177.9967, 1099.621, 1977.491)
Actor.Angle($PLAYER_ACTOR) = 180.0
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 -30.0 $TEMPVAR_FLOAT_3 
0338: set_car 186@ visibility 1 
08A4: set_car 186@ extra_parts_angle_to 1.0 
select_interior 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
0085: 86@ = 32@ // (int) 
86@ += 5300 
197@ = 175.5399 
198@ = 1097.84 
199@ = 1978.912 
200@ = 185.4931 
201@ = 1028.03 
202@ = 1763.16 
190@ = 175.0676 
191@ = 1097.025 
192@ = 1979.246 
193@ = 185.4931 
194@ = 1028.03 
195@ = 1763.16 
71@ = 999 
203@ = 1 

:DESERT9_14671
if 
  203@ == 1 
else_jump @DESERT9_14814 
if 
001D:   32@ > 204@ // (int) 
else_jump @DESERT9_14814 
if 
   not Car.Wrecked(186@)
else_jump @DESERT9_14814 
Car.StorePos(186@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  6 > 206@ 
else_jump @DESERT9_14776 
020C: create_explosion_with_radius 7 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
jump @DESERT9_14789 

:DESERT9_14776
0565: create_soundless_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 7 

:DESERT9_14789
206@ += 1 
0209: 204@ = random_int_in_ranges 100 250 
005A: 204@ += 32@ // (int) 

:DESERT9_14814
if 
   not 69@ == 1 
else_jump @DESERT9_14883 
if 
  205@ == 0 
else_jump @DESERT9_14883 
if 
  $7508 > 4070 
else_jump @DESERT9_14883 
gosub @DESERT9_21869 
205@ = 1 

:DESERT9_14883
if 
  $7508 > 8070 
else_jump @DESERT9_14924 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
jump @DESERT9_18 

:DESERT9_14924
if 
  71@ == 999 
else_jump @DESERT9_15196 
Actor.Angle($PLAYER_ACTOR) = 180.0
008F: 196@ = integer $7508 to_float 
196@ /= 8070.0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 187@ = $TEMPVAR_FLOAT_1 // (float) 
0087: 189@ = 196@ // (float) 
189@ *= 7.5 
005D: 189@ += $TEMPVAR_FLOAT_3 // (float) 
189@ -= 2.5 
0089: 188@ = $TEMPVAR_FLOAT_2 // (float) 
188@ -= 5.0 
Camera.SetPosition(187@, 188@, 189@, 0.0, 0.0, 0.0)
0087: 187@ = 200@ // (float) 
0063: 187@ -= 197@ // (float) 
0087: 188@ = 201@ // (float) 
0063: 188@ -= 198@ // (float) 
0087: 189@ = 202@ // (float) 
0063: 189@ -= 199@ // (float) 
008F: 196@ = integer $7508 to_float 
196@ /= 8070.0 
006B: 187@ *= 196@ // (float) 
006B: 188@ *= 196@ // (float) 
006B: 189@ *= 196@ // (float) 
005B: 187@ += 197@ // (float) 
005B: 188@ += 198@ // (float) 
005B: 189@ += 199@ // (float) 
Camera.OnPed($PLAYER_ACTOR, 15, 2)

:DESERT9_15196
if 
  71@ == 40 
else_jump @DESERT9_15229 
0085: 88@ = 32@ // (int) 
71@ = 41 

:DESERT9_15229
if 
   not 69@ == 1 
else_jump @DESERT9_15336 
if 
  71@ == 41 
else_jump @DESERT9_15336 
008A: $7510 = 32@ // (int) 
0066: $7510 -= 88@ // (int) 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_15336 
71@ = 42 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
gosub @DESERT9_21869 
jump @DESERT9_18 

:DESERT9_15336
if 
  71@ == 1 
else_jump @DESERT9_15571 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_15571 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_42' time 5000 flag 1  // ~r~Du bist im Flugzeug in die Luft geflogen.
0337: set_actor $PLAYER_ACTOR visibility 0 
select_interior 0 
34@ = Car.Create(#ANDROM, 339.9034, 2499.805, 15.4884)
Car.SetImmunities(34@, 1, 1, 1, 1, 1)
05EB: assign_car 34@ to_path 134 
Car.Health(34@) = 350
if 
   not Car.Wrecked(186@)
else_jump @DESERT9_15519 
06FD: set_car 186@ speed_on_path_to 0.5 
067A: put_camera_on_car 186@ with_offset 15.0 15.0 10.0 point_to_car 34@ tilt 15.0 2 
0338: set_car 186@ visibility 0 

:DESERT9_15519
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
020C: create_explosion_with_radius 7 at 179.0872 1127.109 1959.805 
71@ = 10 
0085: 86@ = 32@ // (int) 
86@ += 80 

:DESERT9_15571
if 
  71@ == 10 
else_jump @DESERT9_15630 
020C: create_explosion_with_radius 7 at 178.0018 1120.319 1963.485 
0085: 86@ = 32@ // (int) 
86@ += 80 
71@ = 11 

:DESERT9_15630
if 
  71@ == 11 
else_jump @DESERT9_15689 
020C: create_explosion_with_radius 7 at 177.9817 1114.131 1967.356 
0085: 86@ = 32@ // (int) 
86@ += 80 
71@ = 12 

:DESERT9_15689
if 
  71@ == 12 
else_jump @DESERT9_15749 
020C: create_explosion_with_radius 7 at 179.386 1109.919 1972.504 
0085: 86@ = 32@ // (int) 
86@ += 3760 
71@ = 3 

:DESERT9_15749
if 
  71@ == 2 
else_jump @DESERT9_15767 

:DESERT9_15767
if 
  71@ == 3 
else_jump @DESERT9_15827 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_15827 
71@ = 4 
0085: 86@ = 32@ // (int) 
86@ += 6000 

:DESERT9_15827
if 
  71@ == 4 
else_jump @DESERT9_15873 
if 
001D:   32@ > 86@ // (int) 
else_jump @DESERT9_15873 
0970: teleport_in_override_restart // 016Eh 
jump @DESERT9_18 

:DESERT9_15873
return 
Camera.SetPosition(-189.0987, 2493.957, 66.7341, 0.0, 0.0, 0.0)
Camera.PointAt(-188.1982, 2494.105, 66.3252, 2)
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_15953 

:DESERT9_15953
0085: 57@ = 32@ // (int) 
57@ += 4000 

:DESERT9_15969
wait 0 
if 
  58@ == 0 
else_jump @DESERT9_16040 
if 
001D:   32@ > 57@ // (int) 
else_jump @DESERT9_16040 
fade 0 1000 
0085: 57@ = 32@ // (int) 
57@ += 1000 
58@ = 1 

:DESERT9_16040
if 
  58@ == 1 
else_jump @DESERT9_16128 
if 
001D:   32@ > 57@ // (int) 
else_jump @DESERT9_16128 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 0 
00BB: show_text_lowpriority GXT 'DES9_32' time 5000 flag 1  // ~r~Du hast das Flugzeug nicht erreicht.
gosub @DESERT9_21846 
jump @DESERT9_18 

:DESERT9_16128
jump @DESERT9_15969 
return 

:DESERT9_16137
if 
  207@ == 0 
else_jump @DESERT9_16523 
208@ = 2000 
209@ = 2300 
210@ = 2600 
211@ = 4000 
212@ = 4300 
213@ = 4600 
214@ = 6000 
215@ = 6300 
216@ = 6600 
217@ = 8000 
218@ = 8300 
219@ = 8600 
220@ = 10000 
221@ = 10300 
222@ = 10600 
240@ = 1 
241@ = 1 
242@ = 1 
243@ = 1 
244@ = 1 
245@ = 1 
246@ = 1 
247@ = 1 
248@ = 0 
249@ = 1 
250@ = 1 
251@ = 1 
252@ = 1 
253@ = 1 
254@ = 1 
255@ = 0 

:DESERT9_16387
if 
  15 > 255@ 
else_jump @DESERT9_16516 
0209: 223@ = random_int_in_ranges -500 500 
005A: 208@(255@,15i) += 32@ // (int) 
005A: 208@(255@,15i) += 223@ // (int) 
255@ += 1 
005A: 208@(255@,15i) += 32@ // (int) 
005A: 208@(255@,15i) += 223@ // (int) 
255@ += 1 
005A: 208@(255@,15i) += 32@ // (int) 
005A: 208@(255@,15i) += 223@ // (int) 
255@ += 1 
jump @DESERT9_16387 

:DESERT9_16516
207@ = 1 

:DESERT9_16523
if 
  207@ == 1 
else_jump @DESERT9_17049 
if 
  15 > 224@ 
else_jump @DESERT9_17049 
if 
001D:   32@ > 208@(224@,15i) // (int) 
else_jump @DESERT9_17049 
277@ = 0 

:DESERT9_16589
if 
  15 > 277@ 
else_jump @DESERT9_16707 
if 
03CA:   object 225@(277@,15i) exists 
else_jump @DESERT9_16693 
if 
82CC:   not object 225@(277@,15i) bounding_sphere_visible 
else_jump @DESERT9_16693 
Object.StorePos(225@(277@,15i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
0024:   $TEMPVAR_FLOAT_1 > $TEMPVAR_X_COORD // (float) 
else_jump @DESERT9_16693 
Object.Destroy(225@(277@,15i))

:DESERT9_16693
277@ += 1 
jump @DESERT9_16589 

:DESERT9_16707
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_16731 
02E3: 259@ = car 34@ speed 

:DESERT9_16731
0087: 257@ = 74@ // (float) 
257@ += 18.538 
258@ = 15.61 
0087: 260@ = 259@ // (float) 
260@ -= 18.0 
260@ *= -1.0 
if 
  240@(224@,15i) == 1 
else_jump @DESERT9_16965 
0208: 261@ = random_float_in_ranges -10.0 10.0 
225@(224@,15i) = Object.Create(#KB_BARREL, 257@, 75@, 258@)
Object.Angle(225@(224@,15i)) = 90.0
Object.ToggleInMovingList(225@(224@,15i)) = False
Object.ToggleInMovingList(225@(224@,15i)) = True
Object.Throw(225@(224@,15i), 260@, 261@, 0.0)
0453: set_object 225@(224@,15i) XY_rotation 0.0 0.0 angle 0.0 
0087: 151@ = 260@ // (float) 
151@ *= 2.0 
05A1: set_object 225@(224@,15i) rotation_velocity_about_an_axis 0.0 151@ 0.0 through_center_of_body 

:DESERT9_16965
if 
  240@(224@,15i) == 2 
else_jump @DESERT9_17042 
256@ = Car.Create(#BOBCAT, 257@, 75@, 258@)
Car.Angle(256@) = 270.0
Car.SetSpeedInstantly(256@, 260@)
07DB: set_car 256@ rotation_velocity_XYZ 0.0 23.0 0.0 through_center_of_mass 

:DESERT9_17042
224@ += 1 

:DESERT9_17049
return 

:DESERT9_17051
if 
  111@ == 0 
else_jump @DESERT9_17517 
111@ = 1 
0085: 112@ = 32@ // (int) 
112@ += 1000 
278@ = 316.465 
282@ = 981.694 
286@ = 1958.96 
279@ = 315.248 
283@ = 981.694 
287@ = 1958.96 
280@ = 316.465 
284@ = 981.909 
288@ = 1959.92 
281@ = 315.248 
285@ = 981.909 
289@ = 1959.92 
290@ = -0.996 
291@ = 0.232 
352@ = 3 
353@ = 4 
354@ = 4 
355@ = 5 
356@ = 6 
357@ = 1 
358@ = 3 
359@ = 3 
360@ = 4 
361@ = 5 
362@ = 2 
363@ = 2 
364@ = 6 
365@ = 6 
366@ = 7 
367@ = 6 
368@ = 6 
369@ = 7 
370@ = 7 
371@ = 8 
372@ = 0 
373@ = 0 
374@ = 300 
375@ = 0 
376@ = 0 
377@ = 0 
378@ = 0 
379@ = 0 
380@ = 0 
381@ = 0 
382@ = 0 
383@ = 0 
384@ = 300 
385@ = 0 
386@ = 300 
387@ = 0 
388@ = 300 
389@ = 0 
390@ = 300 
391@ = 0 

:DESERT9_17517
if 
  111@ == 1 
else_jump @DESERT9_17837 
393@ = 0 
392@ = 0 

:DESERT9_17549
if 
  4 > 392@ 
else_jump @DESERT9_17830 
440@ = 0.0 

:DESERT9_17577
if 
  5.0 > 440@ 
else_jump @DESERT9_17816 
0087: 292@(393@,20f) = 278@(392@,4f) // (float) 
0087: 312@(393@,20f) = 440@ // (float) 
006B: 312@(393@,20f) *= 290@ // (float) 
005B: 312@(393@,20f) += 282@(392@,4f) // (float) 
0087: 332@(393@,20f) = 440@ // (float) 
006B: 332@(393@,20f) *= 291@ // (float) 
005B: 332@(393@,20f) += 286@(392@,4f) // (float) 
91@(393@,20i) = Object.Create(#KB_BARREL, 292@(393@,20f), 312@(393@,20f), 332@(393@,20f))
0085: 114@ = 32@ // (int) 
0453: set_object 91@(393@,20i) XY_rotation 0.0 13.0 angle 90.0 
Object.ToggleInMovingList(91@(393@,20i)) = False
Object.ToggleInMovingList(91@(393@,20i)) = True
Object.KeepInMemory(91@(393@,20i)) = True
393@ += 1 
440@ += 1.0 
jump @DESERT9_17577 

:DESERT9_17816
392@ += 1 
jump @DESERT9_17549 

:DESERT9_17830
111@ = 2 

:DESERT9_17837
if 
  111@ == 2 
else_jump @DESERT9_19935 
414@ = 0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
  439@ == 0 
else_jump @DESERT9_17947 
if 
  990.0 >= $TEMPVAR_Y_COORD 
else_jump @DESERT9_17947 
439@ = 1 
if 
   not Actor.Dead(44@)
else_jump @DESERT9_17947 
077A: set_actor 44@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:DESERT9_17947
if 
  60@ == 0 
else_jump @DESERT9_18018 
if 
  1021.0 > $TEMPVAR_Y_COORD 
else_jump @DESERT9_18018 
if 
   not Actor.Dead(40@)
else_jump @DESERT9_18018 
077A: set_actor 40@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
60@ = 1 

:DESERT9_18018
if 
  61@ == 0 
else_jump @DESERT9_18089 
if 
  1011.0 > $TEMPVAR_Y_COORD 
else_jump @DESERT9_18089 
if 
   not Actor.Dead(41@)
else_jump @DESERT9_18089 
077A: set_actor 41@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
61@ = 1 

:DESERT9_18089
if 
  62@ == 0 
else_jump @DESERT9_18160 
if 
  1000.0 > $TEMPVAR_Y_COORD 
else_jump @DESERT9_18160 
if 
   not Actor.Dead(42@)
else_jump @DESERT9_18160 
077A: set_actor 42@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
62@ = 1 

:DESERT9_18160
if 
  63@ == 0 
else_jump @DESERT9_18231 
if 
  1000.0 > $TEMPVAR_Y_COORD 
else_jump @DESERT9_18231 
if 
   not Actor.Dead(43@)
else_jump @DESERT9_18231 
077A: set_actor 43@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
63@ = 1 

:DESERT9_18231
if 
  439@ == 0 
else_jump @DESERT9_18429 
if or
  1021.0 > $TEMPVAR_Y_COORD 
  435@ == 1 
else_jump @DESERT9_18429 
if 
001D:   32@ > 436@ // (int) 
else_jump @DESERT9_18429 
0085: 436@ = 32@ // (int) 
436@ += 6500 
0085: 437@ = 32@ // (int) 
435@ += 1 
if 
   not Actor.Dead(44@)
else_jump @DESERT9_18429 
if 
04EE:   animation "AIRPORT" loaded 
else_jump @DESERT9_18418 
0605: actor 44@ perform_animation_sequence "THRW_BARL_THRW" IFP_file "AIRPORT" 4.0 loop 0 0 0 0 time 3000 // versionA 
jump @DESERT9_18429 

:DESERT9_18418
04ED: load_animation "AIRPORT" 

:DESERT9_18429
if 
  20 > 414@ 
else_jump @DESERT9_19935 
if 
002D:   435@ >= 352@(414@,20i) // (int) 
else_jump @DESERT9_19921 
if 
  415@(414@,20i) == 0 
else_jump @DESERT9_18591 
0085: 438@ = 437@ // (int) 
005A: 438@ += 372@(414@,20i) // (int) 
if 
001D:   32@ > 438@ // (int) 
else_jump @DESERT9_18591 
415@(414@,20i) = 1 
if 
  414@ == 5 
else_jump @DESERT9_18591 
Object.PutAt(96@, 315.1264, 986.6496, 1957.926)
415@(414@,20i) = 6 

:DESERT9_18591
if 
  415@(414@,20i) == 1 
else_jump @DESERT9_18671 
if 
  10 > 414@ 
else_jump @DESERT9_18649 
415@(414@,20i) = 2 
jump @DESERT9_18660 

:DESERT9_18649
415@(414@,20i) = 3 

:DESERT9_18660
Object.CollisionDetection(91@(414@,20i)) = False

:DESERT9_18671
if 
  415@(414@,20i) == 2 
else_jump @DESERT9_18758 
if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 981.691 1959.418 speed 0.0 0.183 0.0412 flag 0 
else_jump @DESERT9_18758 
415@(414@,20i) = 4 

:DESERT9_18758
if 
  415@(414@,20i) == 3 
else_jump @DESERT9_18845 
if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 981.909 1960.339 speed 0.0 0.183 0.0412 flag 0 
else_jump @DESERT9_18845 
415@(414@,20i) = 5 

:DESERT9_18845
if 
  415@(414@,20i) == 4 
else_jump @DESERT9_18932 
if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 984.242 1958.532 speed 0.0 0.287 0.1 flag 0 
else_jump @DESERT9_18932 
415@(414@,20i) = 5 

:DESERT9_18932
if 
  415@(414@,20i) == 5 
else_jump @DESERT9_19019 
if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 984.242 1958.532 speed 0.0 0.21 0.162 flag 0 
else_jump @DESERT9_19019 
415@(414@,20i) = 6 

:DESERT9_19019
if 
  415@(414@,20i) == 6 
else_jump @DESERT9_19106 
if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 1027.961 1948.424 speed 0.0 0.244 0.0564 flag 0 
else_jump @DESERT9_19106 
415@(414@,20i) = 7 

:DESERT9_19106
if 
  415@(414@,20i) == 7 
else_jump @DESERT9_19193 
if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 1039.494 1942.693 speed 0.0 0.432 0.2145 flag 0 
else_jump @DESERT9_19193 
415@(414@,20i) = 8 

:DESERT9_19193
if 
  415@(414@,20i) == 8 
else_jump @DESERT9_19280 
if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 1086.909 1908.631 speed 0.0 0.882 0.6645 flag 0 
else_jump @DESERT9_19280 
415@(414@,20i) = 9 

:DESERT9_19280
if 
  415@(414@,20i) == 9 
else_jump @DESERT9_19324 
0750: set_object 91@(414@,20i) visibility 0 
415@(414@,20i) = 10 

:DESERT9_19324
if 
001D:   32@ > 113@ // (int) 
else_jump @DESERT9_19558 
if and
   not 2 > 415@(414@,20i) 
   not 415@(414@,20i) >= 8 
else_jump @DESERT9_19558 
Object.StorePos(91@(414@,20i), 292@(414@,20f), 144@, 145@)
0089: 148@ = $TEMPVAR_X_COORD // (float) 
0063: 148@ -= 292@(414@,20f) // (float) 
0089: 149@ = $TEMPVAR_Y_COORD // (float) 
0063: 149@ -= 144@ // (float) 
0089: 150@ = $TEMPVAR_Z_COORD // (float) 
0063: 150@ -= 145@ // (float) 
0097: make 148@ absolute_float 
if 
  0.6 > 148@ 
else_jump @DESERT9_19558 
if and
  0.5 > 149@ 
  149@ > 0.0 
else_jump @DESERT9_19558 
if 
  0.6 > 150@ 
else_jump @DESERT9_19558 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05BB: AS_actor $PLAYER_ACTOR fall_down 0 time_on_ground 0 
0085: 113@ = 32@ // (int) 
113@ += 1500 

:DESERT9_19558
444@ = 0 

:DESERT9_19565
if 
  4 > 444@ 
else_jump @DESERT9_19842 
if 
   not Actor.Dead(40@(444@,8i))
else_jump @DESERT9_19828 
if and
   not 2 > 415@(414@,20i) 
   not 415@(414@,20i) >= 8 
else_jump @DESERT9_19828 
Actor.StorePos(40@(444@,8i), 441@, 442@, 443@)
Object.StorePos(91@(414@,20i), 292@(414@,20f), 144@, 145@)
0087: 148@ = 441@ // (float) 
0063: 148@ -= 292@(414@,20f) // (float) 
0087: 149@ = 442@ // (float) 
0063: 149@ -= 144@ // (float) 
0087: 150@ = 443@ // (float) 
0063: 150@ -= 145@ // (float) 
0097: make 148@ absolute_float 
if 
  0.6 > 148@ 
else_jump @DESERT9_19828 
if and
  0.5 > 149@ 
  149@ > 0.0 
else_jump @DESERT9_19828 
if 
  0.6 > 150@ 
else_jump @DESERT9_19828 
0792: disembark_instantly_actor 40@(444@,8i) 
05BB: AS_actor 40@(444@,8i) fall_down 0 time_on_ground 0 

:DESERT9_19828
444@ += 1 
jump @DESERT9_19565 

:DESERT9_19842
116@(414@,20f) += 20.0 
0453: set_object 91@(414@,20i) XY_rotation 0.0 116@(414@,20f) angle 90.0 
if 
  116@(414@,20f) == 360.0 
else_jump @DESERT9_19921 
116@(414@,20f) = 0.0 

:DESERT9_19921
414@ += 1 
jump @DESERT9_18429 

:DESERT9_19935
return 

:DESERT9_19937
88@ = 0 

:DESERT9_19944
if 
  15 > 88@ 
else_jump @DESERT9_20401 
if 
  462@(88@,15i) == 1 
else_jump @DESERT9_20018 
0085: 447@(88@,15i) = 32@ // (int) 
447@(88@,15i) += 120 
462@(88@,15i) = 2 

:DESERT9_20018
if 
  462@(88@,15i) == 2 
else_jump @DESERT9_20387 
if 
001D:   32@ > 447@(88@,15i) // (int) 
else_jump @DESERT9_20387 
462@(88@,15i) = 3 
0085: 89@ = 88@ // (int) 
89@ -= 1 
0085: 90@ = 88@ // (int) 
90@ += 1 
if 
  0 > 89@ 
else_jump @DESERT9_20129 
89@ = 0 

:DESERT9_20129
if 
  90@ > 14 
else_jump @DESERT9_20154 
90@ = 14 

:DESERT9_20154
if 
  462@(89@,15i) == 0 
else_jump @DESERT9_20187 
462@(89@,15i) = 1 

:DESERT9_20187
if 
  462@(90@,15i) == 0 
else_jump @DESERT9_20220 
462@(90@,15i) = 1 

:DESERT9_20220
0093: 161@ = integer 88@ to_float 
160@ = 5.0 
006B: 160@ *= 161@ // (float) 
159@ = 967.5745 
005B: 159@ += 160@ // (float) 
0087: 160@ = 159@ // (float) 
160@ += 5.0 
if and
0027:   160@ > $TEMPVAR_Y_COORD // (float) 
0026:   $TEMPVAR_Y_COORD > 159@ // (float) 
else_jump @DESERT9_20334 
if 
  $FREEFALL_STAGE == 0 
else_jump @DESERT9_20334 
69@ = 1 

:DESERT9_20334
159@ += 2.25 
0087: 160@ = 161@ // (float) 
160@ *= -1.19 
160@ += 1962.38 
020C: create_explosion_with_radius 7 at 315.8258 159@ 160@ 

:DESERT9_20387
88@ += 1 
jump @DESERT9_19944 

:DESERT9_20401
if 
  69@ == 1 
else_jump @DESERT9_20460 
05BB: AS_actor $PLAYER_ACTOR fall_down 0 time_on_ground 0 
68@ = 7 
71@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_42' time 4000 flag 1  // ~r~Du bist im Flugzeug in die Luft geflogen.

:DESERT9_20460
return 

:DESERT9_20462
if 
   not 477@ == 0 
else_jump @DESERT9_20662 
if 
  478@ == 0 
else_jump @DESERT9_20540 
478@ = 1 
0085: 479@ = 32@ // (int) 
480@ = 0 
0085: 682@ = 479@ // (int) 
005A: 682@ += 481@(480@,10i) // (int) 

:DESERT9_20540
if 
  478@ == 1 
else_jump @DESERT9_20662 
if 
001D:   32@ > 682@ // (int) 
else_jump @DESERT9_20662 
0085: 626@ = 491@(480@,10i) // (int) 
480@ += 1 
501@ -= 1 
if 
  501@ == 0 
else_jump @DESERT9_20642 
477@ = 0 
478@ = 0 
jump @DESERT9_20662 

:DESERT9_20642
0085: 682@ = 479@ // (int) 
005A: 682@ += 481@(480@,10i) // (int) 

:DESERT9_20662
0871: init_jump_table 629@ total_jumps 6 default_jump 0 @DESERT9_21691 jumps 0 @DESERT9_20725 1 @DESERT9_20833 2 @DESERT9_21362 3 @DESERT9_21438 4 @DESERT9_21496 5 @DESERT9_21610 -1 @DESERT9_21691 

:DESERT9_20725
05AA: 504@s = 'DES9_BA'  // ~z~Was hat Toreno jetzt wieder vor?
05AA: 506@s = 'DES9_BB'  // ~z~Ich fhle mich ein wenig ungedeckt!
04AF: 583@ = 13802 // @ = any 
04AF: 584@ = 13803 // @ = any 
632@ = 0 
633@ = 0 
008B: 672@ = $PLAYER_ACTOR // (int) 
629@ = 1 
03CF: load_wav 583@ as 1 
03CF: load_wav 584@ as 2 
623@ = 1 
624@ = 2 
jump @DESERT9_21691 

:DESERT9_20833
if 
   not 626@ == 0 
else_jump @DESERT9_21355 
if 
001D:   32@ > 630@ // (int) 
else_jump @DESERT9_21355 
if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
else_jump @DESERT9_21355 
if 
003B:   623@ == 626@ // (int) 
else_jump @DESERT9_20922 
625@ = 1 
jump @DESERT9_20985 

:DESERT9_20922
if 
003B:   624@ == 626@ // (int) 
else_jump @DESERT9_20955 
625@ = 2 
jump @DESERT9_20985 

:DESERT9_20955
625@ = 1 
0085: 623@ = 626@ // (int) 
040D: unload_wav 1 
03CF: load_wav 582@(626@,40i) as 1 

:DESERT9_20985
if 
03D0:   wav 625@ loaded 
else_jump @DESERT9_21343 
if 
   not 631@(626@,40i) == 0 
else_jump @DESERT9_21116 
0085: 679@ = 631@(626@,40i) // (int) 
0085: 680@ = 671@(679@,7i) // (int) 
if 
   not Actor.Dead(680@)
else_jump @DESERT9_21116 
0949: link_wav 625@ to_actor 680@ 
if 
894D:   not actor 680@ mutally_active 
else_jump @DESERT9_21109 
678@ = 1 
0967: actor 680@ move_mouth 15000 ms 
jump @DESERT9_21116 

:DESERT9_21109
094E: set_actor 680@ unknown_flag 0 

:DESERT9_21116
if 
  631@(626@,40i) == 0 
else_jump @DESERT9_21145 
678@ = 1 

:DESERT9_21145
if 
  678@ == 1 
else_jump @DESERT9_21336 
03D1: play_wav 625@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 502@(626@,40s) time 10000 flag 1 
629@ += 1 
678@ = 0 
626@ += 1 
0085: 627@ = 626@ // (int) 
if 
   not 582@(626@,40i) == 0 
else_jump @DESERT9_21336 
if 
  625@ == 1 
else_jump @DESERT9_21298 
if 
803B:   not  624@ == 626@ // (int) 
else_jump @DESERT9_21291 
03CF: load_wav 582@(626@,40i) as 2 
0085: 624@ = 626@ // (int) 

:DESERT9_21291
jump @DESERT9_21336 

:DESERT9_21298
if 
803B:   not  623@ == 626@ // (int) 
else_jump @DESERT9_21336 
03CF: load_wav 582@(626@,40i) as 1 
0085: 623@ = 626@ // (int) 

:DESERT9_21336
jump @DESERT9_21355 

:DESERT9_21343
03CF: load_wav 582@(626@,40i) as 625@ 

:DESERT9_21355
jump @DESERT9_21691 

:DESERT9_21362
if 
03D2:   wav 625@ ended 
else_jump @DESERT9_21392 
629@ += 1 
jump @DESERT9_21431 

:DESERT9_21392
if 
056D:   actor 680@ defined 
else_jump @DESERT9_21431 
if 
   Actor.Dead(680@)
else_jump @DESERT9_21431 
629@ += 1 

:DESERT9_21431
jump @DESERT9_21691 

:DESERT9_21438
040D: unload_wav 625@ 
622@(625@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(680@)
else_jump @DESERT9_21482 
0968: actor 680@ stop_mouth 
094F: unknown_actor 680@ 

:DESERT9_21482
629@ += 1 
jump @DESERT9_21691 

:DESERT9_21496
626@ += 1 
if 
   not 582@(626@,40i) == 0 
else_jump @DESERT9_21549 
03CF: load_wav 582@(626@,40i) as 625@ 
0085: 622@(625@,3i) = 626@ // (int) 

:DESERT9_21549
628@ -= 1 
if 
   not 628@ > 0 
else_jump @DESERT9_21588 
626@ = 0 
jump @DESERT9_21596 

:DESERT9_21588
0085: 626@ = 627@ // (int) 

:DESERT9_21596
629@ = 1 
jump @DESERT9_21691 

:DESERT9_21610
629@ = 1 
626@ = 0 
628@ = 0 
477@ = 0 
501@ = 0 
040D: unload_wav 625@ 
622@(625@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(680@)
else_jump @DESERT9_21684 
094F: unknown_actor 680@ 

:DESERT9_21684
jump @DESERT9_21691 

:DESERT9_21691
return 

:DESERT9_21693
if 
  171@ == 1 
else_jump @DESERT9_21844 
if 
  684@ == 0 
else_jump @DESERT9_21768 
0085: 683@ = 32@ // (int) 
683@ += 5000 
00BB: show_text_lowpriority GXT 'DES9_A9' time 4000 flag 1  // ~s~Dieses Flugzeug ist voll mit Sprengstoff beladen! Setze Schusswaffen nur mit Bedacht ein!
684@ = 1 

:DESERT9_21768
if 
  684@ == 1 
else_jump @DESERT9_21844 
if 
001D:   32@ > 683@ // (int) 
else_jump @DESERT9_21844 
0085: 683@ = 32@ // (int) 
683@ += 4500 
00BB: show_text_lowpriority GXT 'DES9_A6' time 4500 flag 1  // ~S~Du brauchst einen Fallschirm, um aus dem Flugzeug zu entkommen. Eines der Crew-Mitglieder muss einen haben.
684@ = 2 

:DESERT9_21844
return 

:DESERT9_21846
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
Pickup.Destroy($PICKUP_PARACHUTE)
return 

:DESERT9_21869
if 
   Actor.HasWeapon($PLAYER_ACTOR, 40)
else_jump @DESERT9_21894 
0555: remove_weapon 40 from_actor $PLAYER_ACTOR 

:DESERT9_21894
$TORENO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'DESERT9'  // Stowaway
01E3: show_text_1number_styled GXT 'M_PASS' number 20000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 20000
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:DESERT9_21954
$1902 = 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT9_21992 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)

:DESERT9_21992
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT9_22033 
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
0337: set_actor $PLAYER_ACTOR visibility 1 

:DESERT9_22033
0925: restore_camera_to_user_defined 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DESERT9_22080 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Player.SprintMode($PLAYER_CHAR) = False

:DESERT9_22080
07FB: set_interior 'DESHOUS' access 1  // Ausrangierter Flugplatztower
Model.Destroy(#ADMIRAL)
Model.Destroy(#WFYRI)
Model.Destroy(#PCJ600)
Model.Destroy(#ANDROM)
Model.Destroy(#BOBCAT)
Model.Destroy(#WMOMIB)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#COLT45)
Model.Destroy(#BMYMIB)
Model.Destroy(#BOMB)
Model.Destroy(#SATCHEL)
Model.Destroy(#GUN_PARA)
04EF: release_animation "AIRPORT" 
04EF: release_animation "CARRY" 
Model.Destroy(#KNIFECUR)
0873: release_path 150 
0873: release_path 152 
0873: release_path 149 
0873: release_path 167 
0873: release_path 168 
0296: unload_special_actor 1 
0873: release_path 149 
414@ = 0 

:DESERT9_22218
if 
  8 > 414@ 
else_jump @DESERT9_22279 
if 
   not Actor.Dead(40@(414@,8i))
else_jump @DESERT9_22265 
Actor.DestroyInstantly(40@(414@,8i))

:DESERT9_22265
414@ += 1 
jump @DESERT9_22218 

:DESERT9_22279
414@ = 0 

:DESERT9_22286
if 
  15 > 414@ 
else_jump @DESERT9_22327 
Object.Destroy(225@(414@,15i))
414@ += 1 
jump @DESERT9_22286 

:DESERT9_22327
031A: remove_all_fires 
if 
   not Car.Wrecked(36@)
else_jump @DESERT9_22369 
if 
   not Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @DESERT9_22369 
Car.Destroy(36@)

:DESERT9_22369
if 
   not Car.Wrecked(186@)
else_jump @DESERT9_22390 
Car.Destroy(186@)

:DESERT9_22390
if 
   not Car.Wrecked(37@)
else_jump @DESERT9_22430 
if 
   not Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @DESERT9_22430 
Car.Destroy(37@)

:DESERT9_22430
if 
   not Car.Wrecked(38@)
else_jump @DESERT9_22470 
if 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @DESERT9_22470 
Car.Destroy(38@)

:DESERT9_22470
if 
   not Car.Wrecked(34@)
else_jump @DESERT9_22491 
Car.Destroy(34@)

:DESERT9_22491
if 
   not Car.Wrecked(35@)
else_jump @DESERT9_22545 
if 
   not Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @DESERT9_22545 
0840: link_car 35@ to_interior 0 
0338: set_car 35@ visibility 1 
Car.RemoveReferences(35@)

:DESERT9_22545
if 
   not 68@ == 9 
else_jump @DESERT9_22591 
if 
   not Car.Wrecked(186@)
else_jump @DESERT9_22584 
Car.Destroy(186@)

:DESERT9_22584
jump @DESERT9_22612 

:DESERT9_22591
if 
   not Car.Wrecked(186@)
else_jump @DESERT9_22612 
Car.RemoveReferences(186@)

:DESERT9_22612
0650: destroy_particle 174@ 
Marker.Disable(152@)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DESERT9_22645 
Player.SprintMode($PLAYER_CHAR) = False

:DESERT9_22645
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
Marker.Disable(152@)
Marker.Disable(153@)
0581: enable_radar 1 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$1511 = 0 
return 
return 

//-------------Mission 81---------------
// Originally: Black Project

:MAF4
thread 'MAF4' 
gosub @MAF4_47 
if 
wasted_or_busted 
else_jump @MAF4_38 
gosub @MAF4_29854 

:MAF4_38
gosub @MAF4_30178 
end_thread 

:MAF4_47
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'DSERT8' 
set_weather 18 
0652: 34@ = integer_stat 21 
if 
  34@ > 600 
else_jump @MAF4_326 
02E4: load_cutscene_data 'D8_ALT' 

:MAF4_105
if 
86B9:   not cutscene_data_loaded 
else_jump @MAF4_129 
wait 0 
jump @MAF4_105 

:MAF4_129
0395: clear_area 0 at 405.2136 2525.9 16.4918 radius 7.5 
02E7: start_cutscene 
fade 1 1000 

:MAF4_162
if 
82E9:   not cutscene_reached_end 
else_jump @MAF4_186 
wait 0 
jump @MAF4_162 

:MAF4_186
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:MAF4_199
if 
fading 
else_jump @MAF4_223 
wait 0 
jump @MAF4_199 

:MAF4_223
02EA: end_cutscene 
0395: clear_area 0 at 419.4488 2529.914 15.6219 radius 0.5 
Camera.SetAtPos(419.4488, 2529.914, 15.6219)
Actor.PutAt($PLAYER_ACTOR, 419.4488, 2529.914, 15.6219)
Actor.Angle($PLAYER_ACTOR) = 180.0
Camera.SetBehindPlayer
fade 1 1500 
Player.CanMove($PLAYER_CHAR) = True
jump @MAF4_30178 
jump @MAF4_451 

:MAF4_326
0395: clear_area 0 at $X_OLD_AIRPORT $Y_OLD_AIRPORT $Z_OLD_AIRPORT radius 100.0 
02E4: load_cutscene_data 'DESERT8' 

:MAF4_355
if 
86B9:   not cutscene_data_loaded 
else_jump @MAF4_379 
wait 0 
jump @MAF4_355 

:MAF4_379
02E7: start_cutscene 
fade 1 1000 

:MAF4_388
if 
82E9:   not cutscene_reached_end 
else_jump @MAF4_412 
wait 0 
jump @MAF4_388 

:MAF4_412
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:MAF4_427
if 
fading 
else_jump @MAF4_451 
wait 0 
jump @MAF4_427 

:MAF4_451
49@ = 108.51 
56@ = 1917.268 
63@ = 17.63 
70@ = 135.323 
77@ = 1917.776 
84@ = 18.71 
50@ = 180.018 
57@ = 1904.214 
64@ = 17.255 
71@ = 243.707 
78@ = 1903.543 
85@ = 18.639 
51@ = 239.0798 
58@ = 1904.087 
65@ = 16.899 
72@ = 188.371 
79@ = 1905.376 
86@ = 16.825 
52@ = 166.119 
59@ = 1857.384 
66@ = 16.764 
73@ = 276.669 
80@ = 1856.339 
87@ = 16.671 
53@ = 191.28 
60@ = 1822.46 
67@ = 16.83 
74@ = 252.37 
81@ = 1821.89 
88@ = 17.04 
54@ = 138.07 
61@ = 1823.01 
68@ = 16.88 
75@ = 105.1 
82@ = 1867.21 
89@ = 16.97 
55@ = 192.9 
62@ = 1809.56 
69@ = 16.8 
76@ = 144.2 
83@ = 1812.52 
90@ = 16.78 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 

:MAF4_899
if 
  7 > 165@ 
else_jump @MAF4_942 
167@(165@,7i) = 0 
165@ += 1 
jump @MAF4_899 

:MAF4_942
174@ = 0 
175@ = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
178@ = 0 
179@ = 0 
180@ = 0 
181@ = 0 
182@ = 0 
183@ = 0 
184@ = 0 
185@ = 0 
186@ = 0 
187@ = 0 
188@ = 0 
189@ = 0 
190@ = 0 
191@ = 0 
192@ = 0 
193@ = 0 
194@ = 0 
195@ = 0 
196@ = 0 
197@ = 0 
199@ = 0 
200@ = 0 
201@ = 0 
202@ = 0 
198@ = 0 
203@ = 0 
204@ = 0 
03C7: set_sensitivity_to_crime 0.0 
0169: set_fade_color_RGB 0 0 0 
wait 500 
Model.Load(#ARMY)
Model.Load(#M4)
Model.Load(#A51_SPOTBULB)
Model.Load(#A51_SPOTHOUSING)
Model.Load(#A51_SPOTBASE)
Model.Load(#CAMPER)
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
07C0: load_path 340 
07C0: load_path 341 
Model.Load(#KNIFECUR)
Model.Load(#SILENCED)
Model.Load(#SNIPER)
Model.Load(#IRGOGGLES)
03CF: load_wav 1809 as 3 
03CF: load_wav 41418 as 2 
03CF: load_wav 13642 as 1 
038B: load_requested_models 

:MAF4_1319
if or
   not Model.Available(#ARMY)
   not Model.Available(#M4)
   not Model.Available(#A51_SPOTBULB)
   not Model.Available(#A51_SPOTHOUSING)
   not Model.Available(#A51_SPOTBASE)
   not Model.Available(#CAMPER)
else_jump @MAF4_1371 
wait 0 
jump @MAF4_1319 

:MAF4_1371
if or
823D:   not special_actor 1 loaded 
87C1:   not path 340 available 
87C1:   not path 341 available 
   not Model.Available(#KNIFECUR)
   not Model.Available(#SILENCED)
   not Model.Available(#SNIPER)
else_jump @MAF4_1422 
wait 0 
jump @MAF4_1371 

:MAF4_1422
if or
83D0:   not wav 3 loaded 
83D0:   not wav 2 loaded 
   not Model.Available(#IRGOGGLES)
83D0:   not wav 1 loaded 
else_jump @MAF4_1461 
wait 0 
jump @MAF4_1422 

:MAF4_1461
0A24: enable_military_zones_wanted_level 1 
0A0B: set_rendering_origin_at_3D_coord 49.8744 1900.289 17.7833 angle 99.0 
060A: create_decision_maker_type 4 store_to 160@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 159@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 161@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 162@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 26 // see ped.dat 
107@ = Car.Create(#CAMPER, 22.4045, 1881.61, 16.6484)
Car.Angle(107@) = 306.3276
0229: set_car 107@ primary_color_to 1 secondary_color_to 1 
06ED: set_car 107@ paintjob 0 
01C8: 106@ = create_actor_pedtype 23 model #SPECIAL01 in_car 107@ passenger_seat 0 
060B: set_actor 106@ decision_maker_to 159@ 
036A: put_actor $PLAYER_ACTOR in_car 107@ 
Camera.SetPosition(49.8744, 1900.289, 17.7833, 0.0, 0.0, 0.0)
Camera.PointAt(48.9571, 1899.896, 17.8444, 2)
Actor.PutAt($PLAYER_ACTOR, 36.09, 1921.04, 18.93)
Actor.Angle($PLAYER_ACTOR) = 268.5112
Camera.SetAtPos(106.9, -1923.21, 18.35)
0395: clear_area 1 at 82.775 1917.325 17.733 radius 150.0 
01EB: set_traffic_density_multiplier_to 0.1 
03DE: set_pedestrians_density_multiplier_to 0.1 
075B: zoom_radar 75 
09D7: unknown_player $PLAYER_CHAR flag 1 
00C0: set_current_time_hours_to 23 minutes_to 30 
32@ = 0 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
0489: set_actor $PLAYER_ACTOR muted 1 
fade 1 1000 
146@ = Pickup.Create(#BODYARMOUR, 3, 108.48, 1919.29, 18.56)
147@ = Pickup.Create(#HEALTH, 3, 228.91, 1858.65, 14.8)
148@ = Pickup.Create(#BODYARMOUR, 3, 247.016, 1859.22, 14.08)
149@ = Pickup.Create(#HEALTH, 3, 273.61, 1816.32, 1.02)
150@ = Pickup.Create(#BODYARMOUR, 3, 255.36, 1802.007, 7.47)
151@ = Pickup.Create(#BODYARMOUR, 3, 292.46, 1817.89, 1.015)
09A6: unknown_radar_flag 1 
Object.Destroy($OBJECT_M_A51_VENTCOVERB)
0395: clear_area 0 at 22.4045 1881.61 400.0 radius 400.0 
Player.ClearWantedLevel($PLAYER_CHAR)

:MAF4_1996
wait 0 
if 
0735:   NOP_false 83 
else_jump @MAF4_2022 
jump @MAF4_29924 

:MAF4_2022
if 
  5 > 164@ 
else_jump @MAF4_13441 
if 
  164@ == 0 
else_jump @MAF4_2116 
if 
   not Car.Wrecked(107@)
else_jump @MAF4_2116 
if 
   not Actor.Dead(106@)
else_jump @MAF4_2116 
05EB: assign_car 107@ to_path 340 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 106@ 10000 ms 
164@ = 1 

:MAF4_2116
if 
  164@ == 1 
else_jump @MAF4_2217 
if 
   not Car.Wrecked(107@)
else_jump @MAF4_2217 
if 
   not Actor.Dead(106@)
else_jump @MAF4_2217 
if 
860E:   not car 107@ assigned_to_path 
else_jump @MAF4_2217 
176@ = 0 
177@ = 0 
0707: start_scene_skip_to @MAF4_8236 
32@ = 0 
164@ = 2 

:MAF4_2217
if 
  164@ == 2 
else_jump @MAF4_2442 
if 
  32@ > 1000 
else_jump @MAF4_2442 
if 
   not Car.Wrecked(107@)
else_jump @MAF4_2442 
if 
   not Actor.Dead(106@)
else_jump @MAF4_2442 
if 
0448:   actor $PLAYER_ACTOR in_car 107@ 
else_jump @MAF4_2442 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_LA' time 3000 flag 1  // ~z~Hey Truth, haben wir einen Plan?

:MAF4_2325
if 
83D2:   not wav 1 ended 
else_jump @MAF4_2351 
wait 0 
jump @MAF4_2325 

:MAF4_2351
03CF: load_wav 13643 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'TRUX_AS' time 2500 flag 1  // ~z~Los, los, los!

:MAF4_2378
if 
83D2:   not wav 2 ended 
else_jump @MAF4_2404 
wait 0 
jump @MAF4_2378 

:MAF4_2404
if 
   not Car.Wrecked(107@)
else_jump @MAF4_2428 
05CD: AS_actor $PLAYER_ACTOR exit_car 107@ 

:MAF4_2428
32@ = 0 
164@ = 3 

:MAF4_2442
if 
  164@ == 3 
else_jump @MAF4_2684 
if 
   not Car.Wrecked(107@)
else_jump @MAF4_2684 
if 
   not Actor.Dead(106@)
else_jump @MAF4_2684 
if 
   not Actor.InCar($PLAYER_ACTOR, 107@)
else_jump @MAF4_2684 
if 
03D2:   wav 2 ended 
else_jump @MAF4_2684 
if 
03D0:   wav 1 loaded 
else_jump @MAF4_2684 
if 
   Actor.InCar(106@, 107@)
else_jump @MAF4_2568 
0676: AS_actor 106@ in_car 107@ move_from_passengerseat_to_driverseat 

:MAF4_2568
if 
   not Car.Wrecked(107@)
else_jump @MAF4_2595 
05C0: AS_actor $PLAYER_ACTOR look_at_car 107@ 5000 ms 

:MAF4_2595
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_LC' time 2000 flag 1  // ~z~HEY! Warte mal, Kumpel!

:MAF4_2615
if 
83D2:   not wav 1 ended 
else_jump @MAF4_2641 
wait 0 
jump @MAF4_2615 

:MAF4_2641
wait 350 
if 
   not Car.Wrecked(107@)
else_jump @MAF4_2670 
05EB: assign_car 107@ to_path 341 

:MAF4_2670
32@ = 0 
164@ = 4 

:MAF4_2684
if 
  164@ == 4 
else_jump @MAF4_13441 
if 
  32@ > 4000 
else_jump @MAF4_13441 
06B1: 35@ = create_searchlight_at 161.513 1932.982 35.391 radius 0.5 target 49@ 56@ 63@ radius 12.5 
42@ = Object.Init(#A51_SPOTBULB, 103.946, 1901.047, 36.246)
92@ = Object.Init(#A51_SPOTHOUSING, 103.946, 1901.047, 36.246)
93@ = Object.Init(#A51_SPOTBASE, 103.946, 1901.047, 36.246)
06CA: attach_searchlight 35@ to_tower 93@ to_housing 92@ to_bulb 42@ with_offset 0.0 1.181 0.768 
071F: set_object 42@ health_to 5000 
0875: unknown_object 42@ flag 1 
066D: 136@ = attach_particle "SHOOTLIGHT" to_object 42@ with_offset 0.0 1.181 0.768 flag 1 
06B1: 36@ = create_searchlight_at 233.067 1934.892 33.139 radius 0.5 target 50@ 57@ 64@ radius 10.5 
43@ = Object.Init(#A51_SPOTBULB, 161.962, 1933.043, 36.246)
94@ = Object.Init(#A51_SPOTHOUSING, 161.962, 1933.043, 36.246)
95@ = Object.Init(#A51_SPOTBASE, 161.962, 1933.043, 36.246)
06CA: attach_searchlight 36@ to_tower 95@ to_housing 94@ to_bulb 43@ with_offset 0.0 1.181 0.768 
071F: set_object 43@ health_to 5000 
0875: unknown_object 43@ flag 1 
066D: 137@ = attach_particle "SHOOTLIGHT" to_object 43@ with_offset 0.0 1.181 0.768 flag 1 
06B1: 37@ = create_searchlight_at 266.713 1894.979 34.139 radius 0.5 target 51@ 58@ 65@ radius 10.5 
44@ = Object.Init(#A51_SPOTBULB, 233.486, 1934.789, 36.246)
96@ = Object.Init(#A51_SPOTHOUSING, 233.486, 1934.789, 36.246)
97@ = Object.Init(#A51_SPOTBASE, 233.486, 1934.789, 36.246)
06CA: attach_searchlight 37@ to_tower 97@ to_housing 96@ to_bulb 44@ with_offset 0.0 1.181 0.768 
071F: set_object 44@ health_to 5000 
0875: unknown_object 44@ flag 1 
066D: 138@ = attach_particle "SHOOTLIGHT" to_object 44@ with_offset 0.0 1.181 0.768 flag 1 
06B1: 38@ = create_searchlight_at 261.97 1808.07 34.05 radius 0.5 target 52@ 59@ 66@ radius 10.5 
45@ = Object.Init(#A51_SPOTBULB, 267.116, 1895.241, 36.246)
98@ = Object.Init(#A51_SPOTHOUSING, 267.116, 1895.241, 36.246)
99@ = Object.Init(#A51_SPOTBASE, 267.116, 1895.241, 36.246)
06CA: attach_searchlight 38@ to_tower 99@ to_housing 98@ to_bulb 45@ with_offset 0.0 1.181 0.768 
071F: set_object 45@ health_to 5000 
0875: unknown_object 45@ flag 1 
066D: 139@ = attach_particle "SHOOTLIGHT" to_object 45@ with_offset 0.0 1.181 0.768 flag 1 
06B1: 39@ = create_searchlight_at 164.228 1837.892 34.05 radius 0.5 target 53@ 60@ 67@ radius 10.5 
46@ = Object.Init(#A51_SPOTBULB, 262.145, 1807.62, 36.246)
100@ = Object.Init(#A51_SPOTHOUSING, 262.145, 1807.62, 36.246)
101@ = Object.Init(#A51_SPOTBASE, 262.145, 1807.62, 36.246)
06CA: attach_searchlight 39@ to_tower 101@ to_housing 100@ to_bulb 46@ with_offset 0.0 1.181 0.768 
071F: set_object 46@ health_to 5000 
0875: unknown_object 46@ flag 1 
066D: 140@ = attach_particle "SHOOTLIGHT" to_object 46@ with_offset 0.0 1.181 0.768 flag 1 
06B1: 40@ = create_searchlight_at 103.887 1901.057 35.723 radius 0.5 target 54@ 61@ 68@ radius 10.5 
47@ = Object.Init(#A51_SPOTBULB, 166.003, 1849.937, 36.246)
102@ = Object.Init(#A51_SPOTHOUSING, 166.003, 1849.937, 36.246)
103@ = Object.Init(#A51_SPOTBASE, 166.003, 1849.937, 36.246)
06CA: attach_searchlight 40@ to_tower 103@ to_housing 102@ to_bulb 47@ with_offset 0.0 1.181 0.768 
071F: set_object 47@ health_to 5000 
0875: unknown_object 47@ flag 1 
066D: 141@ = attach_particle "SHOOTLIGHT" to_object 47@ with_offset 0.0 1.181 0.768 flag 1 
06B1: 41@ = create_searchlight_at 261.97 1808.07 36.05 radius 0.5 target 55@ 62@ 69@ radius 10.5 
48@ = Object.Init(#A51_SPOTBULB, 113.439, 1814.405, 36.246)
104@ = Object.Init(#A51_SPOTHOUSING, 113.439, 1814.405, 36.246)
105@ = Object.Init(#A51_SPOTBASE, 113.439, 1814.405, 36.246)
06CA: attach_searchlight 41@ to_tower 105@ to_housing 104@ to_bulb 48@ with_offset 0.0 1.181 0.768 
071F: set_object 48@ health_to 5000 
0875: unknown_object 48@ flag 1 
066D: 142@ = attach_particle "SHOOTLIGHT" to_object 48@ with_offset 0.0 1.181 0.768 flag 1 
gosub @MAF4_29621 
178@ = 1 
109@ = Actor.Create(Mission1, #ARMY, 112.39, 1931.193, 17.77)
060B: set_actor 109@ decision_maker_to 160@ 
01B2: give_actor 109@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 109@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 114.51 1914.793 18.8 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 112.39 1931.193 18.77 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 109@ to_animation_path_with_walk_mode 4 route_mode 3 
205@ = Marker.CreateAboveActor(109@)
07BF: unknown_marker 205@ flag 1 
018B: set_marker 205@ radar_mode 2 
074E: unknown_actor 109@ unknown_set 20.0 unknown_flag 1 
110@ = Actor.Create(Mission1, #ARMY, 125.135, 1916.59, 17.9)
060B: set_actor 110@ decision_maker_to 160@ 
01B2: give_actor 110@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 110@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 124.716 1890.25 18.33 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 161.32 1914.42 18.6 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 125.135 1916.59 18.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 110@ to_animation_path_with_walk_mode 4 route_mode 3 
206@ = Marker.CreateAboveActor(110@)
07BF: unknown_marker 206@ flag 1 
018B: set_marker 206@ radar_mode 2 
Actor.WeaponAccuracy(110@) = 85
074E: unknown_actor 110@ unknown_set 30.0 unknown_flag 1 
111@ = Actor.Create(Mission1, #ARMY, 131.37, 1821.139, 16.6)
060B: set_actor 111@ decision_maker_to 160@ 
01B2: give_actor 111@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 111@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 130.62 1855.297 17.73 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 102.09 1858.6 17.7 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 102.94 1839.78 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 131.37 1821.139 17.6 animation "NONE" IFP_file "NONE" 
0817: assign_actor 111@ to_animation_path_with_walk_mode 4 route_mode 3 
207@ = Marker.CreateAboveActor(111@)
07BF: unknown_marker 207@ flag 1 
018B: set_marker 207@ radar_mode 2 
Actor.WeaponAccuracy(111@) = 80
074E: unknown_actor 111@ unknown_set 30.0 unknown_flag 1 
112@ = Actor.Create(Mission1, #ARMY, 163.458, 1824.58, 17.64)
Actor.Angle(112@) = 180.123
060B: set_actor 112@ decision_maker_to 160@ 
01B2: give_actor 112@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 112@ task_set 200.0 // float 
208@ = Marker.CreateAboveActor(112@)
07BF: unknown_marker 208@ flag 1 
018B: set_marker 208@ radar_mode 2 
Actor.WeaponAccuracy(112@) = 85
074E: unknown_actor 112@ unknown_set 30.0 unknown_flag 1 
113@ = Actor.Create(Mission1, #ARMY, 189.91, 1916.399, 16.64)
060B: set_actor 113@ decision_maker_to 160@ 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 113@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 168.0187 1916.279 18.37 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 189.91 1916.399 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 113@ to_animation_path_with_walk_mode 4 route_mode 3 
209@ = Marker.CreateAboveActor(113@)
07BF: unknown_marker 209@ flag 1 
018B: set_marker 209@ radar_mode 2 
Actor.WeaponAccuracy(113@) = 85
074E: unknown_actor 113@ unknown_set 30.0 unknown_flag 1 
114@ = Actor.Create(Mission1, #ARMY, 191.535, 1809.588, 16.641)
060B: set_actor 114@ decision_maker_to 160@ 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 114@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 131.24 1811.194 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 191.535 1809.588 17.641 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 114@ to_animation_path_with_walk_mode 4 route_mode 3 
210@ = Marker.CreateAboveActor(114@)
07BF: unknown_marker 210@ flag 1 
018B: set_marker 210@ radar_mode 2 
Actor.WeaponAccuracy(114@) = 85
074E: unknown_actor 114@ unknown_set 30.0 unknown_flag 1 
115@ = Actor.Create(Mission1, #ARMY, 195.36, 1872.92, 16.64)
060B: set_actor 115@ decision_maker_to 160@ 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 115@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 231.095 1872.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 195.36 1872.92 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 115@ to_animation_path_with_walk_mode 4 route_mode 3 
211@ = Marker.CreateAboveActor(115@)
07BF: unknown_marker 211@ flag 1 
018B: set_marker 211@ radar_mode 2 
Actor.WeaponAccuracy(115@) = 85
074E: unknown_actor 115@ unknown_set 20.0 unknown_flag 1 
116@ = Actor.Create(Mission1, #ARMY, 108.673, 1886.18, 17.04)
060B: set_actor 116@ decision_maker_to 160@ 
01B2: give_actor 116@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 116@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 107.065 1865.8 17.78 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 126.78 1864.25 17.8 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 127.842 1885.04 18.027 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 108.673 1886.18 18.04 animation "NONE" IFP_file "NONE" 
0817: assign_actor 116@ to_animation_path_with_walk_mode 4 route_mode 3 
212@ = Marker.CreateAboveActor(116@)
07BF: unknown_marker 212@ flag 1 
018B: set_marker 212@ radar_mode 2 
Actor.WeaponAccuracy(116@) = 85
074E: unknown_actor 116@ unknown_set 30.0 unknown_flag 1 
117@ = Actor.Create(Mission1, #ARMY, 173.671, 1886.841, 19.9)
060B: set_actor 117@ decision_maker_to 160@ 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 117@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 174.25 1866.51 20.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 173.671 1886.841 20.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 117@ to_animation_path_with_walk_mode 4 route_mode 3 
213@ = Marker.CreateAboveActor(117@)
07BF: unknown_marker 213@ flag 1 
018B: set_marker 213@ radar_mode 2 
Actor.WeaponAccuracy(117@) = 85
074E: unknown_actor 117@ unknown_set 30.0 unknown_flag 1 
118@ = Actor.Create(Mission1, #ARMY, 249.99, 1874.78, 19.6)
060B: set_actor 118@ decision_maker_to 160@ 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 118@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.99 1906.56 20.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.99 1874.78 20.6 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 118@ to_animation_path_with_walk_mode 4 route_mode 3 
214@ = Marker.CreateAboveActor(118@)
07BF: unknown_marker 214@ flag 1 
018B: set_marker 214@ radar_mode 2 
Actor.WeaponAccuracy(118@) = 85
074E: unknown_actor 118@ unknown_set 30.0 unknown_flag 1 
119@ = Actor.Create(Mission1, #ARMY, 224.26, 1916.79, 16.64)
060B: set_actor 119@ decision_maker_to 160@ 
01B2: give_actor 119@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 119@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 204.475 1915.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 204.628 1904.521 17.64 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 221.645 1905.13 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 224.26 1916.79 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 119@ to_animation_path_with_walk_mode 4 route_mode 3 
215@ = Marker.CreateAboveActor(119@)
07BF: unknown_marker 215@ flag 1 
018B: set_marker 215@ radar_mode 2 
Actor.WeaponAccuracy(119@) = 85
074E: unknown_actor 119@ unknown_set 30.0 unknown_flag 1 
120@ = Actor.Create(Mission1, #ARMY, 209.07, 1833.63, 16.64)
Actor.Angle(120@) = 346.579
060B: set_actor 120@ decision_maker_to 160@ 
01B2: give_actor 120@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 120@ task_set 200.0 // float 
216@ = Marker.CreateAboveActor(120@)
07BF: unknown_marker 216@ flag 1 
018B: set_marker 216@ radar_mode 2 
Actor.WeaponAccuracy(120@) = 85
074E: unknown_actor 120@ unknown_set 30.0 unknown_flag 1 
121@ = Actor.Create(Mission1, #ARMY, 268.027, 1862.269, 17.64)
060B: set_actor 121@ decision_maker_to 160@ 
01B2: give_actor 121@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 121@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 266.9 1822.3 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 268.027 1862.269 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 121@ to_animation_path_with_walk_mode 4 route_mode 3 
217@ = Marker.CreateAboveActor(121@)
07BF: unknown_marker 217@ flag 1 
018B: set_marker 217@ radar_mode 2 
Actor.WeaponAccuracy(121@) = 85
074E: unknown_actor 121@ unknown_set 30.0 unknown_flag 1 
122@ = Actor.Create(Mission1, #ARMY, 221.16, 1858.28, 20.63)
060B: set_actor 122@ decision_maker_to 160@ 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(122@) = 90
0648: unknown_actor 122@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 198.711 1857.64 19.633 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 221.16 1858.28 20.63 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 122@ to_animation_path_with_walk_mode 4 route_mode 3 
218@ = Marker.CreateAboveActor(122@)
07BF: unknown_marker 218@ flag 1 
018B: set_marker 218@ radar_mode 2 
Actor.WeaponAccuracy(122@) = 90
074E: unknown_actor 122@ unknown_set 30.0 unknown_flag 1 
123@ = Actor.Create(Mission1, #ARMY, 218.45, 1820.78, 16.64)
060B: set_actor 123@ decision_maker_to 160@ 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(123@) = 90
0648: unknown_actor 123@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.31 1821.924 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 218.45 1820.78 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 123@ to_animation_path_with_walk_mode 4 route_mode 3 
219@ = Marker.CreateAboveActor(123@)
07BF: unknown_marker 219@ flag 1 
018B: set_marker 219@ radar_mode 2 
Actor.WeaponAccuracy(123@) = 80
074E: unknown_actor 123@ unknown_set 30.0 unknown_flag 1 
fade 0 100 

:MAF4_6742
if 
fading 
else_jump @MAF4_6766 
wait 0 
jump @MAF4_6742 

:MAF4_6766
Camera.SetPosition(312.659, 1806.521, 26.272, 0.0, 0.0, 0.0)
Camera.PointAt(311.7959, 1807.022, 26.2183, 2)
0A0B: set_rendering_origin_at_3D_coord 312.659 1806.521 26.272 angle 60.2 
fade 1 100 
00BC: show_text_highpriority GXT 'DST8_1' time 7000 flag 1  // ~s~The Truth will, dass du dir Zutritt zum Area 51 Forschungslabor verschaffst und ihm das schwarze Projekt bringst, an dem dort gearbeitet wird.
Actor.PutAt($PLAYER_ACTOR, 69.91, 1916.007, 16.648)
Actor.Angle($PLAYER_ACTOR) = 273.363
32@ = 0 

:MAF4_6898
if 
  7000 > 32@ 
else_jump @MAF4_6928 
wait 0 
jump @MAF4_6898 

:MAF4_6928
00BC: show_text_highpriority GXT 'DST8_18' time 8000 flag 1  // ~s~Der einfachste Weg in den Area 51 Bunkerkomplex fhrt durch die gepanzerten Tren. Begib dich zum ~y~Kontrollturm~s~, um sie zu ffnen.
Camera.SetPosition(232.5476, 1911.022, 34.7955, 0.0, 0.0, 0.0)
Camera.PointAt(231.9904, 1910.261, 34.4617, 2)
32@ = 0 

:MAF4_7002
if 
  4000 > 32@ 
else_jump @MAF4_7032 
wait 0 
jump @MAF4_7002 

:MAF4_7032
Camera.SetPosition(183.9385, 1801.77, 29.0751, 0.0, 0.0, 0.0)
Camera.PointAt(184.8011, 1802.215, 28.8356, 2)
32@ = 0 

:MAF4_7090
if 
  4000 > 32@ 
else_jump @MAF4_7120 
wait 0 
jump @MAF4_7090 

:MAF4_7120
Camera.SetPosition(120.4534, 1943.522, 29.8174, 0.0, 0.0, 0.0)
Camera.PointAt(120.5729, 1942.533, 29.7278, 2)
00BC: show_text_highpriority GXT 'DST8_19' time 4000 flag 1  // ~s~Scheinwerfer suchen das Gelnde ab. Beobachte ihre Bewegungen und plane eine Route, um ihren Lichtkegeln auszuweichen.
00BB: show_text_lowpriority GXT 'DST8_47' time 4000 flag 1  // ~s~Wenn du zu lange im Scheinwerferlicht bleibst oder mehr als zwei Scheinwerfer ausschiet, wirst du entdeckt.
00BB: show_text_lowpriority GXT 'DST8_48' time 4000 flag 1  // ~s~Die Panzertren werden verriegelt, und du musst dir einen anderen Weg hinein suchen.
32@ = 0 

:MAF4_7226
if 
  12000 > 32@ 
else_jump @MAF4_7256 
wait 0 
jump @MAF4_7226 

:MAF4_7256
124@ = Actor.Create(Mission3, #ARMY, 103.9055, 1900.535, 24.4985)
060B: set_actor 124@ decision_maker_to 159@ 
Actor.Angle(124@) = 6.0802
01B2: give_actor 124@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 124@ stay_put 1 
Actor.Health(124@) = 10
220@ = Marker.CreateAboveActor(124@)
07BF: unknown_marker 220@ flag 1 
018B: set_marker 220@ radar_mode 2 
060B: set_actor 124@ decision_maker_to 162@ 
125@ = Actor.Create(Mission3, #ARMY, 113.3839, 1814.261, 24.4985)
060B: set_actor 125@ decision_maker_to 159@ 
Actor.Angle(125@) = 5.0273
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 125@ stay_put 1 
Actor.Health(125@) = 10
221@ = Marker.CreateAboveActor(125@)
07BF: unknown_marker 221@ flag 1 
018B: set_marker 221@ radar_mode 2 
060B: set_actor 125@ decision_maker_to 162@ 
126@ = Actor.Create(Mission3, #ARMY, 165.6023, 1850.07, 24.4985)
060B: set_actor 126@ decision_maker_to 159@ 
Actor.Angle(126@) = 5.0273
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 126@ stay_put 1 
Actor.Health(126@) = 10
222@ = Marker.CreateAboveActor(126@)
07BF: unknown_marker 222@ flag 1 
018B: set_marker 222@ radar_mode 2 
060B: set_actor 126@ decision_maker_to 162@ 
127@ = Actor.Create(Mission3, #ARMY, 261.8728, 1807.938, 24.4985)
060B: set_actor 127@ decision_maker_to 159@ 
Actor.Angle(127@) = 5.0273
01B2: give_actor 127@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 127@ stay_put 1 
Actor.Health(127@) = 10
223@ = Marker.CreateAboveActor(127@)
07BF: unknown_marker 223@ flag 1 
018B: set_marker 223@ radar_mode 2 
060B: set_actor 127@ decision_maker_to 162@ 
128@ = Actor.Create(Mission3, #ARMY, 267.1389, 1895.485, 24.4985)
060B: set_actor 128@ decision_maker_to 159@ 
Actor.Angle(128@) = 119.7683
01B2: give_actor 128@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 128@ stay_put 1 
Actor.Health(128@) = 10
224@ = Marker.CreateAboveActor(128@)
07BF: unknown_marker 224@ flag 1 
018B: set_marker 224@ radar_mode 2 
060B: set_actor 128@ decision_maker_to 162@ 
129@ = Actor.Create(Mission3, #ARMY, 161.9575, 1933.342, 24.4985)
060B: set_actor 129@ decision_maker_to 159@ 
Actor.Angle(129@) = 119.7683
01B2: give_actor 129@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 129@ stay_put 1 
Actor.Health(129@) = 10
225@ = Marker.CreateAboveActor(129@)
07BF: unknown_marker 225@ flag 1 
018B: set_marker 225@ radar_mode 2 
060B: set_actor 129@ decision_maker_to 162@ 
130@ = Actor.Create(Mission3, #ARMY, 233.6724, 1934.623, 24.4985)
060B: set_actor 130@ decision_maker_to 159@ 
Actor.Angle(130@) = 119.7683
01B2: give_actor 130@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 130@ stay_put 1 
Actor.Health(130@) = 10
226@ = Marker.CreateAboveActor(130@)
07BF: unknown_marker 226@ flag 1 
018B: set_marker 226@ radar_mode 2 
060B: set_actor 130@ decision_maker_to 162@ 
Camera.SetPosition(113.0058, 1934.089, 18.245, 0.0, 0.0, 0.0)
Camera.PointAt(113.0995, 1933.112, 18.4334, 2)
00BC: show_text_highpriority GXT 'DST8_21' time 5000 flag 1  // ~s~Es patrouillieren auch einige Soldaten auf dem Gelnde. Das Thermo-Sichtgert, das The Truth dir gegeben hat, hilft dir, sie im Dunkeln zu sehen.
32@ = 0 

:MAF4_8009
if 
  5000 > 32@ 
else_jump @MAF4_8039 
wait 0 
jump @MAF4_8009 

:MAF4_8039
Camera.SetPosition(112.0028, 1893.846, 19.5192, 0.0, 0.0, 0.0)
Camera.PointAt(111.2033, 1894.447, 19.5192, 2)
0925: restore_camera_to_user_defined 
0930: lock_camera_position 1 
0936: set_camera 112.0028 1893.846 19.5192 position_to 112.0028 1893.846 35.5192 time 6000 drop_mode 1 
00BC: show_text_highpriority GXT 'DST8_22' time 6500 flag 1  // Du kannst dich heimlich an den Patrouillen vorbeischleichen oder auf einen Kontrollturm steigen und sie mit dem Przisionsgewehr ausschalten.
32@ = 0 

:MAF4_8156
if 
  6500 > 32@ 
else_jump @MAF4_8186 
wait 0 
jump @MAF4_8156 

:MAF4_8186
177@ = 1 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 70 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 45 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 35 // Load the weapon model before using this 
176@ = 1 

:MAF4_8236
0701: end_scene_skip 
if 
  176@ == 0 
else_jump @MAF4_13283 
fade 0 250 
00BE: text_clear_all 

:MAF4_8265
if 
fading 
else_jump @MAF4_8289 
wait 0 
jump @MAF4_8265 

:MAF4_8289
if 
   not Car.Wrecked(107@)
else_jump @MAF4_8326 
if 
060E:   car 107@ assigned_to_path 
else_jump @MAF4_8326 
05EC: release_car 107@ from_path 

:MAF4_8326
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MAF4_8372 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 69.91 1916.007 16.648 
Actor.Angle($PLAYER_ACTOR) = 273.363

:MAF4_8372
Actor.PutAt($PLAYER_ACTOR, 69.91, 1916.007, 16.648)
Actor.Angle($PLAYER_ACTOR) = 273.363
Actor.DestroyInstantly(106@)
Car.Destroy(107@)
0296: unload_special_actor 1 
Model.Destroy(#CAMPER)
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BE: text_clear_all 
if 
  177@ == 0 
else_jump @MAF4_8492 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 70 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 45 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 35 // Load the weapon model before using this 

:MAF4_8492
if 
  178@ == 0 
else_jump @MAF4_9840 
06B1: 35@ = create_searchlight_at 161.513 1932.982 35.391 radius 0.5 target 49@ 56@ 63@ radius 12.5 
42@ = Object.Init(#A51_SPOTBULB, 103.946, 1901.047, 36.246)
92@ = Object.Init(#A51_SPOTHOUSING, 103.946, 1901.047, 36.246)
93@ = Object.Init(#A51_SPOTBASE, 103.946, 1901.047, 36.246)
06CA: attach_searchlight 35@ to_tower 93@ to_housing 92@ to_bulb 42@ with_offset 0.0 1.181 0.768 
071F: set_object 42@ health_to 5000 
0875: unknown_object 42@ flag 1 
066D: 136@ = attach_particle "SHOOTLIGHT" to_object 42@ with_offset 0.0 1.181 0.768 flag 1 
06B1: 36@ = create_searchlight_at 233.067 1934.892 33.139 radius 0.5 target 50@ 57@ 64@ radius 10.5 
43@ = Object.Init(#A51_SPOTBULB, 161.962, 1933.043, 36.246)
94@ = Object.Init(#A51_SPOTHOUSING, 161.962, 1933.043, 36.246)
95@ = Object.Init(#A51_SPOTBASE, 161.962, 1933.043, 36.246)
06CA: attach_searchlight 36@ to_tower 95@ to_housing 94@ to_bulb 43@ with_offset 0.0 1.181 0.768 
071F: set_object 43@ health_to 5000 
0875: unknown_object 43@ flag 1 
066D: 137@ = attach_particle "SHOOTLIGHT" to_object 43@ with_offset 0.0 1.181 0.768 flag 1 
06B1: 37@ = create_searchlight_at 266.713 1894.979 34.139 radius 0.5 target 51@ 58@ 65@ radius 10.5 
44@ = Object.Init(#A51_SPOTBULB, 233.486, 1934.789, 36.246)
96@ = Object.Init(#A51_SPOTHOUSING, 233.486, 1934.789, 36.246)
97@ = Object.Init(#A51_SPOTBASE, 233.486, 1934.789, 36.246)
06CA: attach_searchlight 37@ to_tower 97@ to_housing 96@ to_bulb 44@ with_offset 0.0 1.181 0.768 
071F: set_object 44@ health_to 5000 
0875: unknown_object 44@ flag 1 
066D: 138@ = attach_particle "SHOOTLIGHT" to_object 44@ with_offset 0.0 1.181 0.768 flag 1 
06B1: 38@ = create_searchlight_at 261.97 1808.07 34.05 radius 0.5 target 52@ 59@ 66@ radius 10.5 
45@ = Object.Init(#A51_SPOTBULB, 267.116, 1895.241, 36.246)
98@ = Object.Init(#A51_SPOTHOUSING, 267.116, 1895.241, 36.246)
99@ = Object.Init(#A51_SPOTBASE, 267.116, 1895.241, 36.246)
06CA: attach_searchlight 38@ to_tower 99@ to_housing 98@ to_bulb 45@ with_offset 0.0 1.181 0.768 
071F: set_object 45@ health_to 5000 
0875: unknown_object 45@ flag 1 
066D: 139@ = attach_particle "SHOOTLIGHT" to_object 45@ with_offset 0.0 1.181 0.768 flag 1 
06B1: 39@ = create_searchlight_at 164.228 1837.892 34.05 radius 0.5 target 53@ 60@ 67@ radius 10.5 
46@ = Object.Init(#A51_SPOTBULB, 262.145, 1807.62, 36.246)
100@ = Object.Init(#A51_SPOTHOUSING, 262.145, 1807.62, 36.246)
101@ = Object.Init(#A51_SPOTBASE, 262.145, 1807.62, 36.246)
06CA: attach_searchlight 39@ to_tower 101@ to_housing 100@ to_bulb 46@ with_offset 0.0 1.181 0.768 
071F: set_object 46@ health_to 5000 
0875: unknown_object 46@ flag 1 
066D: 140@ = attach_particle "SHOOTLIGHT" to_object 46@ with_offset 0.0 1.181 0.768 flag 1 
06B1: 40@ = create_searchlight_at 103.887 1901.057 35.723 radius 0.5 target 54@ 61@ 68@ radius 10.5 
47@ = Object.Init(#A51_SPOTBULB, 166.003, 1849.937, 36.246)
102@ = Object.Init(#A51_SPOTHOUSING, 166.003, 1849.937, 36.246)
103@ = Object.Init(#A51_SPOTBASE, 166.003, 1849.937, 36.246)
06CA: attach_searchlight 40@ to_tower 103@ to_housing 102@ to_bulb 47@ with_offset 0.0 1.181 0.768 
071F: set_object 47@ health_to 5000 
0875: unknown_object 47@ flag 1 
066D: 141@ = attach_particle "SHOOTLIGHT" to_object 47@ with_offset 0.0 1.181 0.768 flag 1 
06B1: 41@ = create_searchlight_at 261.97 1808.07 36.05 radius 0.5 target 55@ 62@ 69@ radius 10.5 
48@ = Object.Init(#A51_SPOTBULB, 113.439, 1814.405, 36.246)
104@ = Object.Init(#A51_SPOTHOUSING, 113.439, 1814.405, 36.246)
105@ = Object.Init(#A51_SPOTBASE, 113.439, 1814.405, 36.246)
06CA: attach_searchlight 41@ to_tower 105@ to_housing 104@ to_bulb 48@ with_offset 0.0 1.181 0.768 
071F: set_object 48@ health_to 5000 
0875: unknown_object 48@ flag 1 
066D: 142@ = attach_particle "SHOOTLIGHT" to_object 48@ with_offset 0.0 1.181 0.768 flag 1 
gosub @MAF4_29621 

:MAF4_9840
165@ = 0 

:MAF4_9847
if 
  22 > 165@ 
else_jump @MAF4_9897 
Actor.DestroyInstantly(109@(165@,22i))
Marker.Disable(205@(165@,22i))
165@ += 1 
jump @MAF4_9847 

:MAF4_9897
109@ = Actor.Create(Mission1, #ARMY, 112.39, 1931.193, 17.77)
060B: set_actor 109@ decision_maker_to 160@ 
01B2: give_actor 109@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 109@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 114.51 1914.793 18.8 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 112.39 1931.193 18.77 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 109@ to_animation_path_with_walk_mode 4 route_mode 3 
205@ = Marker.CreateAboveActor(109@)
07BF: unknown_marker 205@ flag 1 
018B: set_marker 205@ radar_mode 2 
074E: unknown_actor 109@ unknown_set 20.0 unknown_flag 1 
110@ = Actor.Create(Mission1, #ARMY, 125.135, 1916.59, 17.9)
060B: set_actor 110@ decision_maker_to 160@ 
01B2: give_actor 110@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 110@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 124.716 1890.25 18.33 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 161.32 1914.42 18.6 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 125.135 1916.59 18.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 110@ to_animation_path_with_walk_mode 4 route_mode 3 
206@ = Marker.CreateAboveActor(110@)
07BF: unknown_marker 206@ flag 1 
018B: set_marker 206@ radar_mode 2 
Actor.WeaponAccuracy(110@) = 80
074E: unknown_actor 110@ unknown_set 30.0 unknown_flag 1 
111@ = Actor.Create(Mission1, #ARMY, 131.37, 1821.139, 16.6)
060B: set_actor 111@ decision_maker_to 160@ 
01B2: give_actor 111@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 111@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 130.62 1855.297 17.73 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 102.09 1858.6 17.7 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 102.94 1839.78 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 131.37 1821.139 17.6 animation "NONE" IFP_file "NONE" 
0817: assign_actor 111@ to_animation_path_with_walk_mode 4 route_mode 3 
207@ = Marker.CreateAboveActor(111@)
07BF: unknown_marker 207@ flag 1 
018B: set_marker 207@ radar_mode 2 
Actor.WeaponAccuracy(111@) = 80
074E: unknown_actor 111@ unknown_set 30.0 unknown_flag 1 
112@ = Actor.Create(Mission1, #ARMY, 163.458, 1824.58, 17.64)
Actor.Angle(112@) = 180.123
060B: set_actor 112@ decision_maker_to 160@ 
01B2: give_actor 112@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 112@ task_set 200.0 // float 
208@ = Marker.CreateAboveActor(112@)
07BF: unknown_marker 208@ flag 1 
018B: set_marker 208@ radar_mode 2 
Actor.WeaponAccuracy(112@) = 85
074E: unknown_actor 112@ unknown_set 30.0 unknown_flag 1 
113@ = Actor.Create(Mission1, #ARMY, 189.91, 1916.399, 16.64)
060B: set_actor 113@ decision_maker_to 160@ 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 113@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 168.0187 1916.279 18.37 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 189.91 1916.399 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 113@ to_animation_path_with_walk_mode 4 route_mode 3 
209@ = Marker.CreateAboveActor(113@)
07BF: unknown_marker 209@ flag 1 
018B: set_marker 209@ radar_mode 2 
Actor.WeaponAccuracy(113@) = 85
074E: unknown_actor 113@ unknown_set 30.0 unknown_flag 1 
114@ = Actor.Create(Mission1, #ARMY, 191.535, 1809.588, 16.641)
060B: set_actor 114@ decision_maker_to 160@ 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 114@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 131.24 1811.194 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 191.535 1809.588 17.641 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 114@ to_animation_path_with_walk_mode 4 route_mode 3 
210@ = Marker.CreateAboveActor(114@)
07BF: unknown_marker 210@ flag 1 
018B: set_marker 210@ radar_mode 2 
Actor.WeaponAccuracy(114@) = 85
074E: unknown_actor 114@ unknown_set 30.0 unknown_flag 1 
115@ = Actor.Create(Mission1, #ARMY, 195.36, 1872.92, 16.64)
060B: set_actor 115@ decision_maker_to 160@ 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 115@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 231.095 1872.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 195.36 1872.92 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 115@ to_animation_path_with_walk_mode 4 route_mode 3 
211@ = Marker.CreateAboveActor(115@)
07BF: unknown_marker 211@ flag 1 
018B: set_marker 211@ radar_mode 2 
Actor.WeaponAccuracy(115@) = 85
074E: unknown_actor 115@ unknown_set 20.0 unknown_flag 1 
116@ = Actor.Create(Mission1, #ARMY, 108.673, 1886.18, 17.04)
060B: set_actor 116@ decision_maker_to 160@ 
01B2: give_actor 116@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 116@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 107.065 1865.8 17.78 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 126.78 1864.25 17.8 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 127.842 1885.04 18.027 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 108.673 1886.18 18.04 animation "NONE" IFP_file "NONE" 
0817: assign_actor 116@ to_animation_path_with_walk_mode 4 route_mode 3 
212@ = Marker.CreateAboveActor(116@)
07BF: unknown_marker 212@ flag 1 
018B: set_marker 212@ radar_mode 2 
Actor.WeaponAccuracy(116@) = 85
074E: unknown_actor 116@ unknown_set 30.0 unknown_flag 1 
117@ = Actor.Create(Mission1, #ARMY, 173.671, 1886.841, 19.9)
060B: set_actor 117@ decision_maker_to 160@ 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 117@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 174.25 1866.51 20.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 173.671 1886.841 20.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 117@ to_animation_path_with_walk_mode 4 route_mode 3 
213@ = Marker.CreateAboveActor(117@)
07BF: unknown_marker 213@ flag 1 
018B: set_marker 213@ radar_mode 2 
Actor.WeaponAccuracy(117@) = 85
074E: unknown_actor 117@ unknown_set 30.0 unknown_flag 1 
118@ = Actor.Create(Mission1, #ARMY, 249.99, 1874.78, 19.6)
060B: set_actor 118@ decision_maker_to 160@ 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 118@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.99 1906.56 20.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.99 1874.78 20.6 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 118@ to_animation_path_with_walk_mode 4 route_mode 3 
214@ = Marker.CreateAboveActor(118@)
07BF: unknown_marker 214@ flag 1 
018B: set_marker 214@ radar_mode 2 
Actor.WeaponAccuracy(118@) = 85
074E: unknown_actor 118@ unknown_set 30.0 unknown_flag 1 
119@ = Actor.Create(Mission1, #ARMY, 224.26, 1916.79, 16.64)
060B: set_actor 119@ decision_maker_to 160@ 
01B2: give_actor 119@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 119@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 204.475 1915.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 204.628 1904.521 17.64 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 221.645 1905.13 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 224.26 1916.79 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 119@ to_animation_path_with_walk_mode 4 route_mode 3 
215@ = Marker.CreateAboveActor(119@)
07BF: unknown_marker 215@ flag 1 
018B: set_marker 215@ radar_mode 2 
Actor.WeaponAccuracy(119@) = 85
074E: unknown_actor 119@ unknown_set 30.0 unknown_flag 1 
120@ = Actor.Create(Mission1, #ARMY, 209.07, 1833.63, 16.64)
Actor.Angle(120@) = 346.579
060B: set_actor 120@ decision_maker_to 160@ 
01B2: give_actor 120@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 120@ task_set 200.0 // float 
216@ = Marker.CreateAboveActor(120@)
07BF: unknown_marker 216@ flag 1 
018B: set_marker 216@ radar_mode 2 
Actor.WeaponAccuracy(120@) = 85
074E: unknown_actor 120@ unknown_set 30.0 unknown_flag 1 
121@ = Actor.Create(Mission1, #ARMY, 268.027, 1862.269, 17.64)
060B: set_actor 121@ decision_maker_to 160@ 
01B2: give_actor 121@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 121@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 266.9 1822.3 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 268.027 1862.269 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 121@ to_animation_path_with_walk_mode 4 route_mode 3 
217@ = Marker.CreateAboveActor(121@)
07BF: unknown_marker 217@ flag 1 
018B: set_marker 217@ radar_mode 2 
Actor.WeaponAccuracy(121@) = 85
074E: unknown_actor 121@ unknown_set 30.0 unknown_flag 1 
122@ = Actor.Create(Mission1, #ARMY, 221.16, 1858.28, 20.63)
060B: set_actor 122@ decision_maker_to 160@ 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(122@) = 90
0648: unknown_actor 122@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 198.711 1857.64 19.633 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 221.16 1858.28 20.63 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 122@ to_animation_path_with_walk_mode 4 route_mode 3 
218@ = Marker.CreateAboveActor(122@)
07BF: unknown_marker 218@ flag 1 
018B: set_marker 218@ radar_mode 2 
Actor.WeaponAccuracy(122@) = 90
074E: unknown_actor 122@ unknown_set 30.0 unknown_flag 1 
123@ = Actor.Create(Mission1, #ARMY, 218.45, 1820.78, 16.64)
060B: set_actor 123@ decision_maker_to 160@ 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(123@) = 90
0648: unknown_actor 123@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.31 1821.924 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 218.45 1820.78 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 123@ to_animation_path_with_walk_mode 4 route_mode 3 
219@ = Marker.CreateAboveActor(123@)
07BF: unknown_marker 219@ flag 1 
018B: set_marker 219@ radar_mode 2 
Actor.WeaponAccuracy(123@) = 80
074E: unknown_actor 123@ unknown_set 30.0 unknown_flag 1 
124@ = Actor.Create(Mission3, #ARMY, 103.9055, 1900.535, 24.4985)
060B: set_actor 124@ decision_maker_to 159@ 
Actor.Angle(124@) = 6.0802
01B2: give_actor 124@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 124@ stay_put 1 
Actor.Health(124@) = 10
220@ = Marker.CreateAboveActor(124@)
07BF: unknown_marker 220@ flag 1 
018B: set_marker 220@ radar_mode 2 
060B: set_actor 124@ decision_maker_to 162@ 
125@ = Actor.Create(Mission3, #ARMY, 113.3839, 1814.261, 24.4985)
060B: set_actor 125@ decision_maker_to 159@ 
Actor.Angle(125@) = 5.0273
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 125@ stay_put 1 
Actor.Health(125@) = 10
221@ = Marker.CreateAboveActor(125@)
07BF: unknown_marker 221@ flag 1 
018B: set_marker 221@ radar_mode 2 
060B: set_actor 125@ decision_maker_to 162@ 
126@ = Actor.Create(Mission3, #ARMY, 165.6023, 1850.07, 24.4985)
060B: set_actor 126@ decision_maker_to 159@ 
Actor.Angle(126@) = 5.0273
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 126@ stay_put 1 
Actor.Health(126@) = 10
222@ = Marker.CreateAboveActor(126@)
07BF: unknown_marker 222@ flag 1 
018B: set_marker 222@ radar_mode 2 
060B: set_actor 126@ decision_maker_to 162@ 
127@ = Actor.Create(Mission3, #ARMY, 261.8728, 1807.938, 24.4985)
060B: set_actor 127@ decision_maker_to 159@ 
Actor.Angle(127@) = 5.0273
01B2: give_actor 127@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 127@ stay_put 1 
Actor.Health(127@) = 10
223@ = Marker.CreateAboveActor(127@)
07BF: unknown_marker 223@ flag 1 
018B: set_marker 223@ radar_mode 2 
060B: set_actor 127@ decision_maker_to 162@ 
128@ = Actor.Create(Mission3, #ARMY, 267.1389, 1895.485, 24.4985)
060B: set_actor 128@ decision_maker_to 159@ 
Actor.Angle(128@) = 119.7683
01B2: give_actor 128@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 128@ stay_put 1 
Actor.Health(128@) = 10
224@ = Marker.CreateAboveActor(128@)
07BF: unknown_marker 224@ flag 1 
018B: set_marker 224@ radar_mode 2 
060B: set_actor 128@ decision_maker_to 162@ 
129@ = Actor.Create(Mission3, #ARMY, 161.9575, 1933.342, 24.4985)
060B: set_actor 129@ decision_maker_to 159@ 
Actor.Angle(129@) = 119.7683
01B2: give_actor 129@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 129@ stay_put 1 
Actor.Health(129@) = 10
225@ = Marker.CreateAboveActor(129@)
07BF: unknown_marker 225@ flag 1 
018B: set_marker 225@ radar_mode 2 
060B: set_actor 129@ decision_maker_to 162@ 
130@ = Actor.Create(Mission3, #ARMY, 233.6724, 1934.623, 24.4985)
060B: set_actor 130@ decision_maker_to 159@ 
Actor.Angle(130@) = 119.7683
01B2: give_actor 130@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 130@ stay_put 1 
Actor.Health(130@) = 10
226@ = Marker.CreateAboveActor(130@)
07BF: unknown_marker 226@ flag 1 
018B: set_marker 226@ radar_mode 2 
060B: set_actor 130@ decision_maker_to 162@ 
0A0B: set_rendering_origin_at_3D_coord 69.91 1916.007 16.648 angle 273.4 
fade 1 250 

:MAF4_13283
0792: disembark_instantly_actor $PLAYER_ACTOR 
00C0: set_current_time_hours_to 21 minutes_to 30 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BE: text_clear_all 
if 
   not Car.Wrecked(107@)
else_jump @MAF4_13352 
if 
060E:   car 107@ assigned_to_path 
else_jump @MAF4_13352 
05EC: release_car 107@ from_path 

:MAF4_13352
Actor.DestroyInstantly(106@)
Car.Destroy(107@)
0296: unload_special_actor 1 
Model.Destroy(#CAMPER)
018A: 227@ = create_checkpoint_at 211.604 1811.091 20.8 
00BC: show_text_highpriority GXT 'DST8_38' time 5000 flag 1  // ~s~Du musst vor Sonnenaufgang um 05:30 Uhr in die Forschungseinrichtung eingedrungen sein.
00BB: show_text_lowpriority GXT 'DST8_7' time 5000 flag 1  // ~s~ffne die gepanzerten Tren, indem du den Schalter im ~y~Kontrollturm~s~ bettigst.
040D: unload_wav 2 
03CF: load_wav 13600 as 2 
164@ = 5 

:MAF4_13441
if 
  164@ == 5 
else_jump @MAF4_19124 
if 
  192@ == 0 
else_jump @MAF4_13513 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 45 
else_jump @MAF4_13513 
03E5: show_text_box 'DST8_37'  // Ist das Sichtgert selektiert, drcke ~k~~PED_FIREWEAPON~, um die Thermo-Sicht an- oder abzuschalten.
192@ = 1 

:MAF4_13513
if 
  195@ == 0 
else_jump @MAF4_13706 
00BF: 134@ = current_time_hours, 135@ = current_time_minutes 
if 
  134@ == 5 
else_jump @MAF4_13706 
if 
  135@ > 29 
else_jump @MAF4_13706 
fade 0 500 
193@ = 1 

:MAF4_13589
if 
fading 
else_jump @MAF4_13613 
wait 0 
jump @MAF4_13589 

:MAF4_13613
Actor.PutAt($PLAYER_ACTOR, 296.348, 2474.277, 15.477)
Actor.Angle($PLAYER_ACTOR) = 359.722
Camera.SetBehindPlayer
fade 1 500 
00BC: show_text_highpriority GXT 'DST8_41' time 5000 flag 1  // ~r~Du solltest im Schutz der Dunkelheit in die Area 51 Forschungseinrichtung einbrechen. Mach nchstes Mal schneller!

:MAF4_13668
if 
fading 
else_jump @MAF4_13692 
wait 0 
jump @MAF4_13668 

:MAF4_13692
jump @MAF4_29854 
195@ = 1 

:MAF4_13706
if 
  193@ == 0 
else_jump @MAF4_14035 
if 
  194@ == 0 
else_jump @MAF4_13803 
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 52.5 1952.11 cornerB 295.92 1775.93 
else_jump @MAF4_13803 
00BC: show_text_highpriority GXT 'DST8_39' time 5000 flag 1  // ~s~Du wagst dich zu weit weg von Area 51. Noch weiter, und die Mission ist gescheitert!
194@ = 1 

:MAF4_13803
if 
  194@ == 1 
else_jump @MAF4_14035 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 52.5 1952.11 cornerB 295.92 1775.93 
else_jump @MAF4_13873 
194@ = 0 
jump @MAF4_14035 

:MAF4_13873
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 36.9 1961.82 cornerB 319.56 1760.29 
else_jump @MAF4_14035 
fade 0 500 

:MAF4_13918
if 
fading 
else_jump @MAF4_13942 
wait 0 
jump @MAF4_13918 

:MAF4_13942
Actor.PutAt($PLAYER_ACTOR, 296.348, 2474.277, 15.477)
Actor.Angle($PLAYER_ACTOR) = 359.722
Camera.SetBehindPlayer
fade 1 500 
00BC: show_text_highpriority GXT 'DST8_40' time 5000 flag 1  // ~r~Du bist zu weit von Area 51 entfernt!

:MAF4_13997
if 
fading 
else_jump @MAF4_14021 
wait 0 
jump @MAF4_13997 

:MAF4_14021
jump @MAF4_29854 
194@ = 2 

:MAF4_14035
if 
  3 > 175@ 
else_jump @MAF4_14878 
if 
  2 > 175@ 
else_jump @MAF4_14871 
if 
  182@ == 0 
else_jump @MAF4_14144 
if 
0102:   actor $PLAYER_ACTOR in_sphere 211.604 1811.091 20.8 radius 3.0 3.0 3.0 sphere 1 stopped_on_foot 
else_jump @MAF4_14144 
182@ = 1 

:MAF4_14144
if 
  182@ == 1 
else_jump @MAF4_14871 
if 
  179@ == 0 
else_jump @MAF4_14255 
Marker.Disable(227@)
018A: 227@ = create_checkpoint_at 214.0 1872.0 12.14 
00BC: show_text_highpriority GXT 'DST8_8' time 5000 flag 1  // ~s~Die ~y~gepanzerten Tren~s~ sollten jetzt geffnet sein. Du hast aber nur begrenzt Zeit, um durch sie hindurch zu gehen, bevor sie sich wieder schlieen!
33@ = 0 
097A: play_audio_at 213.85 1874.68 14.12 event 1007 
179@ = 1 

:MAF4_14255
if 
  179@ == 1 
else_jump @MAF4_14419 
if 
  180@ == 0 
else_jump @MAF4_14346 
if 
034E: move_object $OBJECT_M_A51_BLASTDOORR to 219.941 1874.571 13.903 speed 0.1 0.0 0.0 flag 0 
else_jump @MAF4_14346 
180@ = 1 

:MAF4_14346
if 
  181@ == 0 
else_jump @MAF4_14419 
if 
034E: move_object $OBJECT_M_A51_BLASTDOORL to 207.842 1874.571 13.903 speed 0.1 0.0 0.0 flag 0 
else_jump @MAF4_14419 
181@ = 1 

:MAF4_14419
if 
  179@ == 1 
else_jump @MAF4_14500 
if 
  180@ == 1 
else_jump @MAF4_14500 
if 
  181@ == 1 
else_jump @MAF4_14500 
097A: play_audio_at 213.85 1874.68 14.12 event 1008 
179@ = 2 

:MAF4_14500
if 
  179@ == 2 
else_jump @MAF4_14564 
if 
  33@ > 30000 
else_jump @MAF4_14564 
097A: play_audio_at 213.85 1874.68 14.12 event 1007 
179@ = 3 

:MAF4_14564
if 
  179@ == 3 
else_jump @MAF4_14728 
if 
  180@ == 1 
else_jump @MAF4_14655 
if 
034E: move_object $OBJECT_M_A51_BLASTDOORR to 215.941 1874.571 13.903 speed 0.1 0.0 0.0 flag 0 
else_jump @MAF4_14655 
180@ = 0 

:MAF4_14655
if 
  181@ == 1 
else_jump @MAF4_14728 
if 
034E: move_object $OBJECT_M_A51_BLASTDOORL to 211.842 1874.571 13.903 speed 0.1 0.0 0.0 flag 0 
else_jump @MAF4_14728 
181@ = 0 

:MAF4_14728
if 
  179@ == 3 
else_jump @MAF4_14871 
if 
  180@ == 0 
else_jump @MAF4_14871 
if 
  181@ == 0 
else_jump @MAF4_14871 
097A: play_audio_at 213.85 1874.68 14.12 event 1008 
Marker.Disable(227@)
018A: 227@ = create_checkpoint_at 211.604 1811.091 20.8 
00BC: show_text_highpriority GXT 'DST8_9' time 5000 flag 1  // ~s~Die gepanzerten Tren haben sich geschlossen. Begib dich zurck zum ~y~Kontrollturm~s~, um sie wieder zu ffnen.
179@ = 0 
180@ = 0 
180@ = 0 
182@ = 0 

:MAF4_14871
jump @MAF4_15024 

:MAF4_14878
if 
  180@ == 5 
else_jump @MAF4_14951 
if 
034E: move_object $OBJECT_M_A51_BLASTDOORR to 215.941 1874.571 13.903 speed 0.1 0.0 0.0 flag 0 
else_jump @MAF4_14951 
180@ = 6 

:MAF4_14951
if 
  181@ == 5 
else_jump @MAF4_15024 
if 
034E: move_object $OBJECT_M_A51_BLASTDOORL to 211.842 1874.571 13.903 speed 0.1 0.0 0.0 flag 0 
else_jump @MAF4_15024 
181@ = 6 

:MAF4_15024
if 
  191@ == 0 
else_jump @MAF4_15167 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 254.37 1850.1 21.7 cornerB 207.08 1873.36 10.0 
else_jump @MAF4_15167 
165@ = 0 

:MAF4_15097
if 
  7 > 165@ 
else_jump @MAF4_15160 
if 
06B3:   searchlight 35@(165@,7i) active 
else_jump @MAF4_15146 
0A02: set_searchlight 35@(165@,7i) lights_through_obstacles 0 

:MAF4_15146
165@ += 1 
jump @MAF4_15097 

:MAF4_15160
191@ = 1 

:MAF4_15167
if 
  191@ == 1 
else_jump @MAF4_15310 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 254.37 1850.1 21.7 cornerB 207.08 1873.36 10.0 
else_jump @MAF4_15310 
165@ = 0 

:MAF4_15240
if 
  7 > 165@ 
else_jump @MAF4_15303 
if 
06B3:   searchlight 35@(165@,7i) active 
else_jump @MAF4_15289 
0A02: set_searchlight 35@(165@,7i) lights_through_obstacles 1 

:MAF4_15289
165@ += 1 
jump @MAF4_15240 

:MAF4_15303
191@ = 0 

:MAF4_15310
165@ = 0 

:MAF4_15317
if 
  7 > 165@ 
else_jump @MAF4_15478 
if 
  167@(165@,7i) == 0 
else_jump @MAF4_15464 
if 
03CA:   object 42@(165@,7i) exists 
else_jump @MAF4_15464 
071E: get_object 42@(165@,7i) health_to 91@ 
if 
  5000 > 91@ 
else_jump @MAF4_15464 
if 
06B3:   searchlight 35@(165@,7i) active 
else_jump @MAF4_15464 
06B2: destroy_searchlight 35@(165@,7i) 
064F: remove_references_to_particle 136@(165@,7i) 
174@ += 1 
167@(165@,7i) = 1 

:MAF4_15464
165@ += 1 
jump @MAF4_15317 

:MAF4_15478
if 
  175@ == 0 
else_jump @MAF4_15620 
165@ = 0 

:MAF4_15503
if and
  7 > 165@ 
  175@ == 0 
else_jump @MAF4_15620 
if 
06B3:   searchlight 35@(165@,7i) active 
else_jump @MAF4_15606 
if 
06B7:   searchlight 35@(165@,7i) spotted_actor $PLAYER_ACTOR 
else_jump @MAF4_15606 
198@ = 1 
199@ = 0 
gosub @MAF4_29738 
32@ = 0 
175@ = 1 

:MAF4_15606
165@ += 1 
jump @MAF4_15503 

:MAF4_15620
if 
  175@ == 1 
else_jump @MAF4_15792 
if 
  32@ > 10000 
else_jump @MAF4_15792 
165@ = 0 
175@ = 0 

:MAF4_15671
if 
  7 > 165@ 
else_jump @MAF4_15753 
if 
06B3:   searchlight 35@(165@,7i) active 
else_jump @MAF4_15739 
if 
06B7:   searchlight 35@(165@,7i) spotted_actor $PLAYER_ACTOR 
else_jump @MAF4_15739 
175@ = 2 

:MAF4_15739
165@ += 1 
jump @MAF4_15671 

:MAF4_15753
if 
  175@ == 0 
else_jump @MAF4_15792 
198@ = 2 
201@ = 0 
gosub @MAF4_29621 

:MAF4_15792
if and
  174@ > 2 
  2 > 175@ 
else_jump @MAF4_15824 
175@ = 2 

:MAF4_15824
if 
  175@ == 2 
else_jump @MAF4_15987 
Marker.Disable(227@)
198@ = 3 
196@ = 0 
018A: 227@ = create_checkpoint_at 246.0 1862.64 19.89 
165@ = 15 

:MAF4_15888
if 
  22 > 165@ 
else_jump @MAF4_15959 
if 
   not Actor.Dead(109@(165@,22i))
else_jump @MAF4_15945 
0085: 153@ = 109@(165@,22i) // (int) 
gosub @MAF4_29816 

:MAF4_15945
165@ += 1 
jump @MAF4_15888 

:MAF4_15959
gosub @MAF4_29738 
180@ = 5 
181@ = 5 
175@ = 3 

:MAF4_15987
165@ = 0 

:MAF4_15994
if 
  22 > 165@ 
else_jump @MAF4_16084 
if 
   Actor.Dead(109@(165@,22i))
else_jump @MAF4_16070 
if 
075C:   marker 205@(165@,22i) enabled 
else_jump @MAF4_16070 
Marker.Disable(205@(165@,22i))
Actor.RemoveReferences(109@(165@,22i))

:MAF4_16070
165@ += 1 
jump @MAF4_15994 

:MAF4_16084
if 
  175@ == 3 
else_jump @MAF4_16183 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 246.0 1862.64 radius 5.0 5.0 
else_jump @MAF4_16183 
03E5: show_text_box 'DST8_10'  // Schie den ~y~Lftungsrost~w~ kaputt und spring in den Schacht, um dir Zutritt zu verschaffen.
Marker.Disable(227@)
018A: 227@ = create_checkpoint_at 224.99 1859.18 12.31 
175@ = 4 

:MAF4_16183
gosub @MAF4_29473 
if 
  198@ == 1 
else_jump @MAF4_16399 
if 
  199@ == 0 
else_jump @MAF4_16399 
if 
  197@ == 0 
else_jump @MAF4_16399 
if 
  200@ > 1 
else_jump @MAF4_16291 
04AF: 156@ = 13604 // @ = any 
05AA: 157@s = 'DES8_BD'  // ~z~Code Blau! Suchscheinwerfer auf Verfolgungsmodus gestellt!
gosub @MAF4_29431 

:MAF4_16291
if 
  200@ == 1 
else_jump @MAF4_16345 
04AF: 156@ = 13602 // @ = any 
05AA: 157@s = 'DES8_BB'  // ~z~Code Blau! Radius der Suchscheinwerfer auf Verfolgungsmodus stellen!
gosub @MAF4_29431 
200@ += 1 

:MAF4_16345
if 
  200@ == 0 
else_jump @MAF4_16399 
04AF: 156@ = 13601 // @ = any 
05AA: 157@s = 'DES8_BA'  // ~z~Mglicherweise Eindringling gesichtet. Code Blau! Suchscheinwerfer auf Verfolgungsmodus stellen!
gosub @MAF4_29431 
200@ += 1 

:MAF4_16399
if 
  198@ == 2 
else_jump @MAF4_16608 
if 
  201@ == 0 
else_jump @MAF4_16608 
if 
  197@ == 0 
else_jump @MAF4_16608 
if 
  202@ > 1 
else_jump @MAF4_16500 
04AF: 156@ = 13607 // @ = any 
05AA: 157@s = 'DES8_CC'  // ~z~Gelnde ist sicher. Code Blau wird aufgehoben!
gosub @MAF4_29431 

:MAF4_16500
if 
  202@ == 1 
else_jump @MAF4_16554 
04AF: 156@ = 13606 // @ = any 
05AA: 157@s = 'DES8_CB'  // ~z~Keine weiteren Anzeichen fr einen Eindringling. Entwarnung, ich wiederhole, Entwarnung!
gosub @MAF4_29431 
202@ += 1 

:MAF4_16554
if 
  202@ == 0 
else_jump @MAF4_16608 
04AF: 156@ = 13605 // @ = any 
05AA: 157@s = 'DES8_CA'  // ~z~Sichtung nicht besttigt. Alarmstufe Blau aufheben!
gosub @MAF4_29431 
202@ += 1 

:MAF4_16608
if 
  198@ == 3 
else_jump @MAF4_16862 
if 
  196@ == 0 
else_jump @MAF4_16691 
if 
  197@ == 0 
else_jump @MAF4_16691 
04AF: 156@ = 13611 // @ = any 
05AA: 157@s = 'DES8_DC'  // ~z~Es herrscht Code Rot! Gesamtes Personal Manahmen fr Eindringlingsalarm ergreifen!
gosub @MAF4_29431 

:MAF4_16691
if 
  196@ == 1 
else_jump @MAF4_16756 
if 
  197@ == 0 
else_jump @MAF4_16756 
04AF: 156@ = 13617 // @ = any 
05AA: 157@s = 'DES8_EE'  // ~z~Alle Trme haben Freigabe zur Anwendung tdlicher Gewalt, ich wiederhole, tdlicher Gewalt!
gosub @MAF4_29431 

:MAF4_16756
if 
  196@ == 2 
else_jump @MAF4_16821 
if 
  197@ == 0 
else_jump @MAF4_16821 
04AF: 156@ = 13616 // @ = any 
05AA: 157@s = 'DES8_ED'  // ~z~Abriegelungsmanahmen eingeleitet! Panzertren und Sicherheitsturm abgeschottet!
gosub @MAF4_29431 

:MAF4_16821
if 
  196@ == 3 
else_jump @MAF4_16862 
00BC: show_text_highpriority GXT 'DST8_14' time 7000 flag 1  // ~s~Der Kontrollturm wurde abgeschaltet. Du musst dir einen anderen Weg nach innen suchen. Ein ~y~Luftschacht~s~ fhrt ins Innere von Area 51.
196@ = 4 

:MAF4_16862
if 
  183@ == 0 
else_jump @MAF4_19124 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 207.917 1874.33 10.0 cornerB 2224.917 1868.78 14.6 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 224.99 1859.18 12.31 radius 8.0 8.0 2.0 on_foot 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 201.99 1874.7 12.3 cornerB 225.47 1851.43 14.31 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 226.38 1872.33 12.93 radius 4.0 4.0 3.5 on_foot 
else_jump @MAF4_19124 
fade 0 250 
040D: unload_wav 1 
00BE: text_clear_all 

:MAF4_17052
if 
fading 
else_jump @MAF4_17076 
wait 0 
jump @MAF4_17052 

:MAF4_17076
Object.Destroy($OBJECT_M_A51_VENTCOVERB)
$OBJECT_M_A51_VENTCOVERB = Object.Create(#A51_VENTCOVERB, 245.968, 1862.843, 19.49)
0453: set_object $OBJECT_M_A51_VENTCOVERB XY_rotation 0.0 0.0 angle -140.998 
Object.RemoveFromMissionCleanupList($OBJECT_M_A51_VENTCOVERB)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Model.Destroy(#A51_SPOTBULB)
Model.Destroy(#A51_SPOTHOUSING)
Model.Destroy(#A51_SPOTBASE)
Model.Destroy(#CAMPER)
0296: unload_special_actor 1 
0873: release_path 340 
0873: release_path 341 
Model.Destroy(#KNIFECUR)
Model.Destroy(#SILENCED)
Model.Load(#TUG)
Model.Load(#WMOSCI)
Model.Load(#SANCHEZ)
038B: load_requested_models 

:MAF4_17199
if or
   not Model.Available(#TUG)
   not Model.Available(#WMOSCI)
   not Model.Available(#SANCHEZ)
else_jump @MAF4_17235 
wait 0 
jump @MAF4_17199 

:MAF4_17235
00BE: text_clear_all 
165@ = 0 

:MAF4_17244
if 
  7 > 165@ 
else_jump @MAF4_17294 
06B2: destroy_searchlight 35@(165@,7i) 
Object.Destroy(42@(165@,7i))
165@ += 1 
jump @MAF4_17244 

:MAF4_17294
Object.Destroy(92@)
Object.Destroy(93@)
Object.Destroy(94@)
Object.Destroy(95@)
Object.Destroy(96@)
Object.Destroy(97@)
Object.Destroy(98@)
Object.Destroy(99@)
Object.Destroy(100@)
Object.Destroy(101@)
Object.Destroy(102@)
Object.Destroy(103@)
Object.Destroy(104@)
Object.Destroy(105@)
165@ = 0 

:MAF4_17371
if 
  22 > 165@ 
else_jump @MAF4_17421 
Actor.DestroyInstantly(109@(165@,22i))
Marker.Disable(205@(165@,22i))
165@ += 1 
jump @MAF4_17371 

:MAF4_17421
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 225.0 1859.0 radius 5.0 5.0 
else_jump @MAF4_17496 
Actor.PutAt($PLAYER_ACTOR, 224.44, 1859.34, 12.14)
Actor.Angle($PLAYER_ACTOR) = 6.82
jump @MAF4_17526 

:MAF4_17496
Actor.PutAt($PLAYER_ACTOR, 214.14, 1872.388, 12.14)
Actor.Angle($PLAYER_ACTOR) = 267.68

:MAF4_17526
Object.Destroy($OBJECT_M_A51_BLASTDOORR)
Object.Destroy($OBJECT_M_A51_BLASTDOORL)
$OBJECT_M_A51_BLASTDOORR = Object.Init(#A51_BLASTDOORR, 215.941, 1874.571, 13.903)
Object.Angle($OBJECT_M_A51_BLASTDOORR) = 0.0
$OBJECT_M_A51_BLASTDOORL = Object.Init(#A51_BLASTDOORL, 211.842, 1874.571, 13.903)
Object.Angle($OBJECT_M_A51_BLASTDOORL) = 0.0
Object.RemoveFromMissionCleanupList($OBJECT_M_A51_BLASTDOORR)
Object.RemoveFromMissionCleanupList($OBJECT_M_A51_BLASTDOORL)
Marker.Disable(227@)
110@ = Actor.Create(Mission1, #ARMY, 248.128, 1860.732, 8.76)
Actor.Angle(110@) = 266.82
060B: set_actor 110@ decision_maker_to 160@ 
01B2: give_actor 110@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 110@ task_set 5.0 // float 
206@ = Marker.CreateAboveActor(110@)
018B: set_marker 206@ radar_mode 2 
0605: actor 110@ perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
07BF: unknown_marker 206@ flag 1 
111@ = Actor.Create(Mission1, #ARMY, 245.1791, 1879.571, 10.4609)
Actor.Angle(111@) = 266.1505
060B: set_actor 111@ decision_maker_to 160@ 
01B2: give_actor 111@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 111@ task_set 5.0 // float 
Actor.WeaponAccuracy(111@) = 80
207@ = Marker.CreateAboveActor(111@)
018B: set_marker 207@ radar_mode 2 
0605: actor 111@ perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
07BF: unknown_marker 207@ flag 1 
112@ = Actor.Create(Mission1, #ARMY, 245.1999, 1863.952, 7.5618)
Actor.Angle(112@) = 175.5655
060B: set_actor 112@ decision_maker_to 160@ 
01B2: give_actor 112@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 112@ task_set 5.0 // float 
208@ = Marker.CreateAboveActor(112@)
018B: set_marker 208@ radar_mode 2 
07BF: unknown_marker 208@ flag 1 
113@ = Actor.Create(Mission1, #ARMY, 261.9116, 1870.728, 7.7578)
060B: set_actor 113@ decision_maker_to 160@ 
Actor.Angle(113@) = 186.0656
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 113@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 261.6897 1860.464 7.765 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 256.1913 1859.627 7.765 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 256.0048 1870.207 7.79 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 261.9116 1870.728 7.7578 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 113@ to_animation_path_with_walk_mode 4 route_mode 3 
209@ = Marker.CreateAboveActor(113@)
018B: set_marker 209@ radar_mode 2 
07BF: unknown_marker 209@ flag 1 
132@ = Car.Create(#TUG, 241.0877, 1843.951, 7.7578)
Car.Angle(132@) = 268.7216
114@ = Actor.Create(Mission1, #ARMY, 243.0288, 1846.451, 7.765)
060B: set_actor 114@ decision_maker_to 160@ 
Actor.Health(114@) = 10
Actor.Angle(114@) = 270.7867
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 114@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 255.3062 1846.276 7.7734 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 243.0288 1846.451 7.765 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 114@ to_animation_path_with_walk_mode 4 route_mode 3 
210@ = Marker.CreateAboveActor(114@)
018B: set_marker 210@ radar_mode 2 
07BF: unknown_marker 210@ flag 1 
018A: 228@ = create_checkpoint_at 267.015 1862.51 7.76 
07BF: unknown_marker 228@ flag 1 
09EB: unknown_player $PLAYER_CHAR flag 0 
Camera.SetAtPos(248.83, 1827.63, 7.46)
0A0B: set_rendering_origin_at_3D_coord 282.28 1814.04 7.54 angle 326.0 
fade 1 500 
075B: zoom_radar 100 
131@ = Actor.Create(Mission1, #ARMY, 248.925, 1832.315, 6.55)
Actor.Angle(131@) = 1.5
01B2: give_actor 131@ weapon 31 ammo 9999 // Load the weapon model before using this 
0605: actor 131@ perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 0 0 0 0 time 1000 // versionA 
0707: start_scene_skip_to @MAF4_19024 
Camera.SetPosition(278.6251, 1812.837, 4.8301, 0.0, 0.0, 0.0)
Camera.PointAt(279.2745, 1813.558, 5.0711, 2)
00BC: show_text_highpriority GXT 'DST8_42' time 5000 flag 1  // ~s~Durchquere Area 51 und begib dich zum Forschungslabor. Von dort erhltst du Zutritt zum schwarzen Projekt.
32@ = 0 

:MAF4_18632
if 
  5000 > 32@ 
else_jump @MAF4_18662 
wait 0 
jump @MAF4_18632 

:MAF4_18662
0A0B: set_rendering_origin_at_3D_coord 255.93 1838.05 7.73 angle 142.0 
Camera.SetPosition(252.5037, 1836.242, 8.5554, 0.0, 0.0, 0.0)
Camera.PointAt(252.0391, 1835.363, 8.4453, 2)
00BC: show_text_highpriority GXT 'DST8_43' time 8000 flag 1  // ~s~In der Anlage sind mehrere Militrpatrouillen unterwegs.
32@ = 0 

:MAF4_18758
if 
  4000 > 32@ 
else_jump @MAF4_18788 
wait 0 
jump @MAF4_18758 

:MAF4_18788
Camera.SetAtPos(249.6, 1869.03, 11.0)
Camera.SetPosition(262.0718, 1869.727, 13.162, 0.0, 0.0, 0.0)
Camera.PointAt(261.4835, 1868.997, 12.8154, 2)
32@ = 0 

:MAF4_18863
if 
  4000 > 32@ 
else_jump @MAF4_18893 
wait 0 
jump @MAF4_18863 

:MAF4_18893
0A0B: set_rendering_origin_at_3D_coord 223.75 1822.57 7.51 angle 68.0 
Camera.SetPosition(217.0121, 1822.658, 6.4205, 0.0, 0.0, 0.0)
Camera.PointAt(216.015, 1822.672, 6.4959, 2)
Actor.DestroyInstantly(131@)
00BC: show_text_highpriority GXT 'DST8_44' time 5000 flag 1  // ~s~Im Kontrollraum kannst du einige der externen Verteidigungsanlagen von Area 51 deaktivieren. Dies wird dir bei der Flucht helfen.
32@ = 0 

:MAF4_18994
if 
  5000 > 32@ 
else_jump @MAF4_19024 
wait 0 
jump @MAF4_18994 

:MAF4_19024
0701: end_scene_skip 
Actor.DestroyInstantly(131@)
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BC: show_text_highpriority GXT 'DST8_45' time 5000 flag 1  // ~s~Such das ~y~'schwarze Projekt'~s~.
097A: play_audio_at 0.0 0.0 0.0 event 1005 
33@ = 0 
203@ = 1 
196@ = 0 
197@ = 0 
164@ = 6 
183@ = 1 

:MAF4_19124
if 
  183@ == 1 
else_jump @MAF4_26649 
if 
  203@ == 1 
else_jump @MAF4_19186 
if 
  33@ > 5000 
else_jump @MAF4_19186 
203@ = 2 

:MAF4_19186
if 
  203@ == 2 
else_jump @MAF4_20716 
gosub @MAF4_29473 
if 
  3 > 184@ 
else_jump @MAF4_20549 
if 
  196@ == 0 
else_jump @MAF4_19294 
if 
  197@ == 0 
else_jump @MAF4_19294 
04AF: 156@ = 13620 // @ = any 
05AA: 157@s = 'DES8_FB'  // ~z~Alles Personal bitte beachten, dass Alarmstufe Rot herrscht. Dies ist keine bung!
gosub @MAF4_29431 

:MAF4_19294
if 
  196@ == 1 
else_jump @MAF4_19366 
if 
  197@ == 0 
else_jump @MAF4_19366 
04AF: 156@ = 13621 // @ = any 
05AA: 157@s = 'DES8_FC'  // ~z~Wir haben einen Eindringling im Bunkerkomplex. Alle Sicherheitskrfte sofort zu den Forschungslabors!
gosub @MAF4_29431 
33@ = 0 

:MAF4_19366
if 
  33@ > 10000 
else_jump @MAF4_19457 
if 
  196@ == 2 
else_jump @MAF4_19457 
if 
  197@ == 0 
else_jump @MAF4_19457 
04AF: 156@ = 13625 // @ = any 
05AA: 157@s = 'DUMMY' 
gosub @MAF4_29431 
33@ = 0 

:MAF4_19457
if 
  33@ > 7500 
else_jump @MAF4_19548 
if 
  196@ == 3 
else_jump @MAF4_19548 
if 
  197@ == 0 
else_jump @MAF4_19548 
04AF: 156@ = 13626 // @ = any 
05AA: 157@s = 'DUMMY' 
gosub @MAF4_29431 
33@ = 0 

:MAF4_19548
if 
  33@ > 5500 
else_jump @MAF4_19639 
if 
  196@ == 4 
else_jump @MAF4_19639 
if 
  197@ == 0 
else_jump @MAF4_19639 
04AF: 156@ = 13631 // @ = any 
05AA: 157@s = 'DUMMY' 
gosub @MAF4_29431 
33@ = 0 

:MAF4_19639
if 
  33@ > 8000 
else_jump @MAF4_19730 
if 
  196@ == 5 
else_jump @MAF4_19730 
if 
  197@ == 0 
else_jump @MAF4_19730 
04AF: 156@ = 13622 // @ = any 
05AA: 157@s = 'DUMMY' 
gosub @MAF4_29431 
33@ = 0 

:MAF4_19730
if 
  33@ > 12000 
else_jump @MAF4_19821 
if 
  196@ == 6 
else_jump @MAF4_19821 
if 
  197@ == 0 
else_jump @MAF4_19821 
04AF: 156@ = 13632 // @ = any 
05AA: 157@s = 'DUMMY' 
gosub @MAF4_29431 
33@ = 0 

:MAF4_19821
if 
  33@ > 12500 
else_jump @MAF4_19912 
if 
  196@ == 7 
else_jump @MAF4_19912 
if 
  197@ == 0 
else_jump @MAF4_19912 
04AF: 156@ = 13628 // @ = any 
05AA: 157@s = 'DUMMY' 
gosub @MAF4_29431 
33@ = 0 

:MAF4_19912
if 
  33@ > 12000 
else_jump @MAF4_20003 
if 
  196@ == 8 
else_jump @MAF4_20003 
if 
  197@ == 0 
else_jump @MAF4_20003 
04AF: 156@ = 13624 // @ = any 
05AA: 157@s = 'DUMMY' 
gosub @MAF4_29431 
33@ = 0 

:MAF4_20003
if 
  33@ > 25000 
else_jump @MAF4_20094 
if 
  196@ == 9 
else_jump @MAF4_20094 
if 
  197@ == 0 
else_jump @MAF4_20094 
04AF: 156@ = 13633 // @ = any 
05AA: 157@s = 'DUMMY' 
gosub @MAF4_29431 
33@ = 0 

:MAF4_20094
if 
  33@ > 15000 
else_jump @MAF4_20185 
if 
  196@ == 10 
else_jump @MAF4_20185 
if 
  197@ == 0 
else_jump @MAF4_20185 
04AF: 156@ = 13634 // @ = any 
05AA: 157@s = 'DUMMY' 
gosub @MAF4_29431 
33@ = 0 

:MAF4_20185
if 
  33@ > 20000 
else_jump @MAF4_20276 
if 
  196@ == 11 
else_jump @MAF4_20276 
if 
  197@ == 0 
else_jump @MAF4_20276 
04AF: 156@ = 13627 // @ = any 
05AA: 157@s = 'DUMMY' 
gosub @MAF4_29431 
33@ = 0 

:MAF4_20276
if 
  33@ > 15000 
else_jump @MAF4_20367 
if 
  196@ == 12 
else_jump @MAF4_20367 
if 
  197@ == 0 
else_jump @MAF4_20367 
04AF: 156@ = 13635 // @ = any 
05AA: 157@s = 'DUMMY' 
gosub @MAF4_29431 
33@ = 0 

:MAF4_20367
if 
  33@ > 10000 
else_jump @MAF4_20458 
if 
  196@ == 13 
else_jump @MAF4_20458 
if 
  197@ == 0 
else_jump @MAF4_20458 
04AF: 156@ = 13623 // @ = any 
05AA: 157@s = 'DUMMY' 
gosub @MAF4_29431 
33@ = 0 

:MAF4_20458
if 
  33@ > 12000 
else_jump @MAF4_20549 
if 
  196@ == 14 
else_jump @MAF4_20549 
if 
  197@ == 0 
else_jump @MAF4_20549 
04AF: 156@ = 13629 // @ = any 
05AA: 157@s = 'DUMMY' 
gosub @MAF4_29431 
33@ = 0 

:MAF4_20549
if 
  187@ == 2 
else_jump @MAF4_20716 
if 
  196@ == 0 
else_jump @MAF4_20651 
if 
  33@ > 2000 
else_jump @MAF4_20651 
if 
  197@ == 0 
else_jump @MAF4_20651 
04AF: 156@ = 13636 // @ = any 
05AA: 157@s = 'DST8_34'  // ~s~Das ~g~schwarze Projekt~s~ befindet sich auf den Boden des Raketenschachts.
gosub @MAF4_29431 

:MAF4_20651
if 
  196@ == 1 
else_jump @MAF4_20716 
if 
  197@ == 0 
else_jump @MAF4_20716 
04AF: 156@ = 13637 // @ = any 
05AA: 157@s = 'DES8_HB'  // ~z~Eindringling ist in das Projekt eingedrungen! Alle militrischen Krfte SOFORT zum Raketenschacht!
gosub @MAF4_29431 

:MAF4_20716
if 
  184@ == 0 
else_jump @MAF4_21878 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 266.53 1849.53 8.0 cornerB 237.01 1837.55 10.52 
else_jump @MAF4_21878 
115@ = Actor.Create(Mission1, #ARMY, 248.5208, 1806.681, 6.5619)
060B: set_actor 115@ decision_maker_to 160@ 
Actor.Angle(115@) = 359.2584
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 115@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 248.8298 1835.772 6.5471 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 248.5208 1809.681 6.5619 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 115@ to_animation_path_with_walk_mode 4 route_mode 3 
211@ = Marker.CreateAboveActor(115@)
018B: set_marker 211@ radar_mode 2 
Actor.WeaponAccuracy(115@) = 80
07BF: unknown_marker 211@ flag 1 
116@ = Actor.Create(Mission1, #ARMY, 254.1943, 1835.365, 3.7175)
Actor.Angle(116@) = 271.2598
060B: set_actor 116@ decision_maker_to 160@ 
01B2: give_actor 116@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 116@ task_set 5.0 // float 
212@ = Marker.CreateAboveActor(116@)
018B: set_marker 212@ radar_mode 2 
0605: actor 116@ perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 1 0 0 0 time 6000 // versionA 
07BF: unknown_marker 212@ flag 1 
Actor.WeaponAccuracy(116@) = 80
117@ = Actor.Create(Mission1, #ARMY, 249.41, 1825.84, 4.7)
060B: set_actor 117@ decision_maker_to 160@ 
Actor.Angle(117@) = 180.5658
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 117@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 249.63 1816.64 4.71 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.41 1825.84 4.7 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 117@ to_animation_path_with_walk_mode 4 route_mode 3 
213@ = Marker.CreateAboveActor(117@)
018B: set_marker 213@ radar_mode 2 
07BF: unknown_marker 213@ flag 1 
118@ = Actor.Create(Mission1, #ARMY, 236.5669, 1813.103, 6.4213)
060B: set_actor 118@ decision_maker_to 160@ 
Actor.Angle(118@) = 167.7513
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 118@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 236.0416 1803.519 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 243.165 1803.049 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 236.0416 1803.519 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 236.5669 1813.103 6.4213 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 118@ to_animation_path_with_walk_mode 4 route_mode 3 
214@ = Marker.CreateAboveActor(118@)
018B: set_marker 214@ radar_mode 2 
07BF: unknown_marker 214@ flag 1 
120@ = Actor.Create(Mission1, #ARMY, 284.416, 1816.59, 3.8)
060B: set_actor 120@ decision_maker_to 160@ 
Actor.Angle(120@) = 83.92
01B2: give_actor 120@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 120@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 265.829 1816.31 4.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 284.416 1816.59 4.72 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 120@ to_animation_path_with_walk_mode 4 route_mode 3 
216@ = Marker.CreateAboveActor(120@)
018B: set_marker 216@ radar_mode 2 
07BF: unknown_marker 216@ flag 1 
121@ = Actor.Create(Mission1, #WMOSCI, 245.3671, 1830.29, 6.5547)
Actor.Angle(121@) = 178.5107
060B: set_actor 121@ decision_maker_to 161@ 
Actor.Health(121@) = 10
0605: actor 121@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
122@ = Actor.Create(Mission1, #WMOSCI, 213.3669, 1825.511, 5.4141)
Actor.Angle(122@) = 67.6565
060B: set_actor 122@ decision_maker_to 161@ 
Actor.Health(122@) = 10
0605: actor 122@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
123@ = Actor.Create(Mission1, #WMOSCI, 214.1768, 1818.739, 5.4216)
Actor.Angle(123@) = 113.5239
060B: set_actor 123@ decision_maker_to 161@ 
Actor.Health(123@) = 10
0605: actor 123@ perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
184@ = 1 

:MAF4_21878
if 
  184@ == 1 
else_jump @MAF4_22763 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 301.6813 1821.801 7.1396 cornerB 272.5243 1826.948 10.3607 
else_jump @MAF4_22763 
124@ = Actor.Create(Mission1, #ARMY, 280.7216, 1840.162, 6.7266)
060B: set_actor 124@ decision_maker_to 160@ 
Actor.Angle(124@) = 262.0249
01B2: give_actor 124@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 124@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 292.8436 1839.781 6.7266 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 280.7216 1840.162 6.7266 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 124@ to_animation_path_with_walk_mode 4 route_mode 3 
220@ = Marker.CreateAboveActor(124@)
018B: set_marker 220@ radar_mode 2 
Actor.WeaponAccuracy(124@) = 80
07BF: unknown_marker 220@ flag 1 
125@ = Actor.Create(Mission1, #ARMY, 301.3004, 1839.902, 6.7266)
060B: set_actor 125@ decision_maker_to 160@ 
Actor.Angle(125@) = 91.0904
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 125@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 328.527 1839.673 6.8281 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 301.3004 1839.902 6.7266 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 125@ to_animation_path_with_walk_mode 4 route_mode 3 
221@ = Marker.CreateAboveActor(125@)
Actor.WeaponAccuracy(125@) = 80
018B: set_marker 221@ radar_mode 2 
07BF: unknown_marker 221@ flag 1 
126@ = Actor.Create(Mission1, #ARMY, 329.3857, 1855.295, 6.8357)
060B: set_actor 126@ decision_maker_to 160@ 
Actor.Angle(126@) = 272.6715
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 126@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 317.411 1855.274 6.7341 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 329.3857 1855.295 6.8357 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 126@ to_animation_path_with_walk_mode 4 route_mode 3 
222@ = Marker.CreateAboveActor(126@)
018B: set_marker 222@ radar_mode 2 
Actor.WeaponAccuracy(126@) = 80
07BF: unknown_marker 222@ flag 1 
127@ = Actor.Create(Mission1, #ARMY, 298.3582, 1856.054, 6.8281)
060B: set_actor 127@ decision_maker_to 160@ 
Actor.Angle(127@) = 167.8933
01B2: give_actor 127@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 127@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 297.3482 1868.002 7.7578 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 298.3582 1856.054 6.8281 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 127@ to_animation_path_with_walk_mode 4 route_mode 3 
223@ = Marker.CreateAboveActor(127@)
018B: set_marker 223@ radar_mode 2 
Actor.WeaponAccuracy(127@) = 80
07BF: unknown_marker 223@ flag 1 
128@ = Actor.Create(Mission1, #ARMY, 313.7065, 1845.551, 6.7341)
Actor.Angle(128@) = 2.8719
060B: set_actor 128@ decision_maker_to 160@ 
01B2: give_actor 128@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 128@ task_set 5.0 // float 
224@ = Marker.CreateAboveActor(128@)
018B: set_marker 224@ radar_mode 2 
Actor.WeaponAccuracy(128@) = 80
07BF: unknown_marker 224@ flag 1 
143@ = Object.Init(#A51_LABDOOR, 268.66, 1864.059, 7.5)
Object.RemoveFromMissionCleanupList(143@)
Object.SetImmunities(143@, 1, 1, 1, 1, 1)
184@ = 2 

:MAF4_22763
if 
  185@ == 0 
else_jump @MAF4_22891 
if 
0102:   actor $PLAYER_ACTOR in_sphere 212.93 1822.82 5.41 radius 1.0 1.0 3.0 sphere 1 stopped_on_foot 
else_jump @MAF4_22891 
32@ = 0 
Player.CanMove($PLAYER_CHAR) = False
Actor.Angle($PLAYER_ACTOR) = 92.24
0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 500 // versionA 
185@ = 1 

:MAF4_22891
if 
  185@ == 1 
else_jump @MAF4_22967 
if 
  32@ > 500 
else_jump @MAF4_22967 
0687: clear_actor $PLAYER_ACTOR task 
00BC: show_text_highpriority GXT 'DES8_21' time 4000 flag 1  // SAM-Abschussvorrichtung ausgeschaltet
07A8: enable_area69_sam 0 
Player.CanMove($PLAYER_CHAR) = True
185@ = 2 

:MAF4_22967
165@ = 0 

:MAF4_22974
if 
  22 > 165@ 
else_jump @MAF4_23064 
if 
   Actor.Dead(109@(165@,22i))
else_jump @MAF4_23050 
if 
075C:   marker 205@(165@,22i) enabled 
else_jump @MAF4_23050 
Marker.Disable(205@(165@,22i))
Actor.RemoveReferences(109@(165@,22i))

:MAF4_23050
165@ += 1 
jump @MAF4_22974 

:MAF4_23064
if 
  184@ == 2 
else_jump @MAF4_23247 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 287.0 1870.0 9.0 radius 6.0 6.0 6.0 
else_jump @MAF4_23247 
00BC: show_text_highpriority GXT 'DST8_46' time 5000 flag 1  // ~s~Die ~y~Tr~s~ zum Raketenschacht, wo das schwarze Projekt aufbewahrt wird, ist verschlossen. Besorg dir eine Keycard, um sie zu ffnen.
133@ = Actor.Create(Mission1, #WMOSCI, 276.57, 1854.53, 7.75)
Actor.Angle(133@) = 175.15
060B: set_actor 133@ decision_maker_to 159@ 
Actor.Health(133@) = 10
0638: AS_actor 133@ stay_put 1 
0605: actor 133@ perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 1 0 0 0 time 1000 // versionA 
186@ = 1 
184@ = 3 

:MAF4_23247
if 
  186@ == 1 
else_jump @MAF4_23537 
if 
   not Actor.Dead(133@)
else_jump @MAF4_23482 
if or
051A:   actor 133@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 133@ 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 282.25 1852.36 cornerB 264.28 1863.69 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 282.25 1852.36 cornerB 264.28 1863.69 
else_jump @MAF4_23475 
05C4: AS_actor 133@ hands_up 20000 ms 
if 
03D0:   wav 2 loaded 
else_jump @MAF4_23412 
0949: link_wav 2 to_actor 133@ 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'DES8_AA' time 2000 flag 1  // ~z~Bitte, keine Gewalt mehr! Nehmen Sie meine Magnetkarte und gehen Sie!

:MAF4_23412
145@ = Pickup.Create(#KEYCARD, 3, 276.57, 1854.53, 8.75)
060B: set_actor 133@ decision_maker_to 161@ 
03DC: 229@ = create_marker_above_pickup 145@ 
00BB: show_text_lowpriority GXT 'DST8_25' time 5000 flag 1  // ~s~Nimm dir die ~g~Keycard~s~ und ffne die ~y~Tr~s~ zum schwarzen Projekt.
186@ = 2 

:MAF4_23475
jump @MAF4_23537 

:MAF4_23482
145@ = Pickup.Create(#KEYCARD, 3, 276.57, 1854.53, 8.75)
03DC: 229@ = create_marker_above_pickup 145@ 
00BC: show_text_highpriority GXT 'DST8_25' time 5000 flag 1  // ~s~Nimm dir die ~g~Keycard~s~ und ffne die ~y~Tr~s~ zum schwarzen Projekt.
186@ = 2 

:MAF4_23537
if 
  186@ == 2 
else_jump @MAF4_23639 
if 
   Actor.Dead(133@)
else_jump @MAF4_23611 
if 
  204@ == 0 
else_jump @MAF4_23611 
040D: unload_wav 2 
03D5: remove_text 'DST8_25'  // ~s~Nimm dir die ~g~Keycard~s~ und ffne die ~y~Tr~s~ zum schwarzen Projekt.
204@ = 1 

:MAF4_23611
if 
   Pickup.Picked_up(145@)
else_jump @MAF4_23639 
Marker.Disable(229@)
186@ = 3 

:MAF4_23639
if 
  184@ == 3 
else_jump @MAF4_23808 
if 
0102:   actor $PLAYER_ACTOR in_sphere 267.015 1862.51 7.76 radius 1.0 1.0 5.0 sphere 1 stopped_on_foot 
else_jump @MAF4_23808 
if 
  186@ == 3 
else_jump @MAF4_23792 
Actor.Angle($PLAYER_ACTOR) = 6.3
32@ = 0 
Player.CanMove($PLAYER_CHAR) = False
0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 8.0 loop 0 0 0 0 time 500 // versionA 
184@ = 4 
jump @MAF4_23808 

:MAF4_23792
00BC: show_text_highpriority GXT 'DST8_24' time 5000 flag 1  // ~s~Du brauchst eine Keycard, um diese Tr zu ffnen.

:MAF4_23808
if 
  184@ == 4 
else_jump @MAF4_25042 
if 
03CA:   object 143@ exists 
else_jump @MAF4_25042 
if 
  32@ > 500 
else_jump @MAF4_25042 
187@ = 1 
if 
03CA:   object 143@ exists 
else_jump @MAF4_23892 
097B: play_audio_at_object 143@ event 1035 

:MAF4_23892
Actor.DestroyInstantly(115@)
Actor.DestroyInstantly(118@)
Actor.DestroyInstantly(121@)
Actor.DestroyInstantly(122@)
Actor.DestroyInstantly(123@)
Actor.DestroyInstantly(110@)
Actor.DestroyInstantly(111@)
Actor.DestroyInstantly(112@)
Actor.DestroyInstantly(113@)
Actor.DestroyInstantly(114@)
0687: clear_actor $PLAYER_ACTOR task 
Player.CanMove($PLAYER_CHAR) = True
115@ = Actor.Create(Mission1, #ARMY, 261.5664, 1891.85, 7.4446)
060B: set_actor 115@ decision_maker_to 159@ 
Actor.Angle(115@) = 212.7731
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 115@ stay_put 1 
Actor.Health(115@) = 150
Actor.WeaponAccuracy(115@) = 80
211@ = Marker.CreateAboveActor(115@)
018B: set_marker 211@ radar_mode 2 
07BF: unknown_marker 211@ flag 1 
0085: 153@ = 115@ // (int) 
gosub @MAF4_29816 
118@ = Actor.Create(Mission1, #ARMY, 268.4905, 1890.074, 4.875)
060B: set_actor 118@ decision_maker_to 159@ 
Actor.Angle(118@) = 176.3921
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 118@ stay_put 1 
Actor.Health(118@) = 150
Actor.WeaponAccuracy(118@) = 30
214@ = Marker.CreateAboveActor(118@)
018B: set_marker 214@ radar_mode 2 
07BF: unknown_marker 214@ flag 1 
0085: 153@ = 118@ // (int) 
gosub @MAF4_29816 
122@ = Actor.Create(Mission1, #ARMY, 274.3991, 1880.725, -1.3518)
060B: set_actor 122@ decision_maker_to 159@ 
Actor.Angle(122@) = 65.8577
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 122@ stay_put 1 
Actor.Health(122@) = 150
Actor.WeaponAccuracy(122@) = 80
218@ = Marker.CreateAboveActor(122@)
018B: set_marker 218@ radar_mode 2 
07BF: unknown_marker 218@ flag 1 
0085: 153@ = 122@ // (int) 
gosub @MAF4_29816 
123@ = Actor.Create(Mission1, #ARMY, 268.9641, 1878.019, -4.5078)
060B: set_actor 123@ decision_maker_to 159@ 
Actor.Angle(123@) = 352.3847
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 123@ stay_put 1 
Actor.Health(123@) = 150
Actor.WeaponAccuracy(123@) = 40
219@ = Marker.CreateAboveActor(123@)
018B: set_marker 219@ radar_mode 2 
07BF: unknown_marker 219@ flag 1 
0085: 153@ = 123@ // (int) 
gosub @MAF4_29816 
110@ = Actor.Create(Mission1, #ARMY, 262.9983, 1883.624, -9.2031)
060B: set_actor 110@ decision_maker_to 159@ 
Actor.Angle(110@) = 259.5976
01B2: give_actor 110@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 110@ stay_put 1 
Actor.Health(110@) = 100
Actor.WeaponAccuracy(110@) = 80
206@ = Marker.CreateAboveActor(110@)
018B: set_marker 206@ radar_mode 2 
07BF: unknown_marker 206@ flag 1 
0085: 153@ = 110@ // (int) 
gosub @MAF4_29816 
111@ = Actor.Create(Mission1, #ARMY, 268.0892, 1889.709, -13.8984)
060B: set_actor 111@ decision_maker_to 159@ 
Actor.Angle(111@) = 197.1955
01B2: give_actor 111@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 111@ stay_put 1 
Actor.Health(111@) = 150
Actor.WeaponAccuracy(111@) = 25
207@ = Marker.CreateAboveActor(111@)
018B: set_marker 207@ radar_mode 2 
07BF: unknown_marker 207@ flag 1 
0085: 153@ = 111@ // (int) 
gosub @MAF4_29816 
112@ = Actor.Create(Mission1, #ARMY, 274.8945, 1884.525, -18.5859)
060B: set_actor 112@ decision_maker_to 159@ 
Actor.Angle(112@) = 117.7696
01B2: give_actor 112@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 112@ stay_put 1 
Actor.Health(112@) = 120
Actor.WeaponAccuracy(112@) = 80
208@ = Marker.CreateAboveActor(112@)
018B: set_marker 208@ radar_mode 2 
07BF: unknown_marker 208@ flag 1 
0085: 153@ = 112@ // (int) 
gosub @MAF4_29816 
113@ = Actor.Create(Mission1, #ARMY, 270.4637, 1878.031, -22.7266)
060B: set_actor 113@ decision_maker_to 159@ 
Actor.Angle(113@) = 117.7696
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 113@ stay_put 1 
Actor.Health(113@) = 150
Actor.WeaponAccuracy(113@) = 85
209@ = Marker.CreateAboveActor(113@)
018B: set_marker 209@ radar_mode 2 
07BF: unknown_marker 209@ flag 1 
0085: 153@ = 113@ // (int) 
gosub @MAF4_29816 
114@ = Actor.Create(Mission1, #ARMY, 262.6877, 1883.484, -27.9766)
060B: set_actor 114@ decision_maker_to 159@ 
Actor.Angle(114@) = 117.7696
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 114@ stay_put 1 
Actor.Health(114@) = 150
Actor.WeaponAccuracy(114@) = 80
210@ = Marker.CreateAboveActor(114@)
018B: set_marker 210@ radar_mode 2 
07BF: unknown_marker 210@ flag 1 
0085: 153@ = 114@ // (int) 
gosub @MAF4_29816 
Car.RemoveReferences(132@)
Model.Destroy(#TUG)
032B: 144@ = create_weapon_pickup #JETPACK group 3 ammo 0 at 268.7 1884.1 -30.085 
Marker.Disable(228@)
03DC: 228@ = create_marker_above_pickup 144@ 
07BF: unknown_marker 228@ flag 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DST8_34' time 5000 flag 1  // ~s~Das ~g~schwarze Projekt~s~ befindet sich auf den Boden des Raketenschachts.
184@ = 5 

:MAF4_25042
if 
  187@ == 1 
else_jump @MAF4_25160 
if 
03CA:   object 143@ exists 
else_jump @MAF4_25160 
if 
034E: move_object 143@ to 268.66 1864.059 12.2 speed 0.0 0.0 0.08 flag 0 
else_jump @MAF4_25160 
097B: play_audio_at_object 143@ event 1036 
196@ = 0 
197@ = 0 
33@ = 0 
187@ = 2 

:MAF4_25160
if 
  184@ == 5 
else_jump @MAF4_26071 
if 
   Pickup.Picked_up(144@)
else_jump @MAF4_26071 
Marker.Disable(228@)
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
00C0: set_current_time_hours_to 9 minutes_to 0 
Actor.PutAt($PLAYER_ACTOR, 268.591, 1884.469, -31.0869)
Actor.Angle($PLAYER_ACTOR) = 180.99
07A7: put_jetpack_on_actor $PLAYER_ACTOR 
Camera.SetPosition(268.5177, 1886.297, -29.5611, 0.0, 0.0, 0.0)
Camera.PointAt(268.5393, 1885.316, -29.7523, 2)
0460: set_camera_transverse_delay 0.0 time 3000 
Model.Load(#MICRO_UZI)
Model.Load(#CAMPER)
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
00BC: show_text_highpriority GXT 'DST8_26' time 7000 flag 1  // ~s~Du hast gefunden, was The Truth haben wollte. Du musst jetzt fliehen, indem du mit dem Jet Pack durch den ~y~Raketenschacht~s~ direkt ber dir fliegst.

:MAF4_25351
if or
   not Model.Available(#MICRO_UZI)
   not Model.Available(#CAMPER)
823D:   not special_actor 1 loaded 
else_jump @MAF4_25387 
wait 0 
jump @MAF4_25351 

:MAF4_25387
Car.Destroy(132@)
Model.Destroy(#TUG)
165@ = 0 

:MAF4_25404
if 
  22 > 165@ 
else_jump @MAF4_25454 
Actor.DestroyInstantly(109@(165@,22i))
Marker.Disable(205@(165@,22i))
165@ += 1 
jump @MAF4_25404 

:MAF4_25454
112@ = Actor.Create(Mission1, #ARMY, 139.9523, 1929.079, 18.2062)
060B: set_actor 112@ decision_maker_to 159@ 
01B2: give_actor 112@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 112@ stay_put 1 
Actor.Health(112@) = 50
Actor.WeaponAccuracy(112@) = 30
113@ = Actor.Create(Mission1, #ARMY, 127.6658, 1885.153, 17.0346)
060B: set_actor 113@ decision_maker_to 159@ 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 113@ stay_put 1 
Actor.Health(113@) = 50
Actor.WeaponAccuracy(113@) = 30
114@ = Actor.Create(Mission1, #ARMY, 114.7912, 1830.386, 16.6406)
060B: set_actor 114@ decision_maker_to 159@ 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 114@ stay_put 1 
Actor.Health(114@) = 50
Actor.WeaponAccuracy(114@) = 40
115@ = Actor.Create(Mission1, #ARMY, 205.6079, 1860.557, 19.6406)
060B: set_actor 115@ decision_maker_to 159@ 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 115@ stay_put 1 
Actor.Health(115@) = 50
Actor.WeaponAccuracy(115@) = 30
116@ = Actor.Create(Mission1, #ARMY, 245.2025, 1881.998, 19.1052)
060B: set_actor 116@ decision_maker_to 159@ 
01B2: give_actor 116@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 116@ stay_put 1 
Actor.Health(116@) = 50
Actor.WeaponAccuracy(116@) = 40
117@ = Actor.Create(Mission1, #ARMY, 262.8257, 1807.669, 24.4985)
060B: set_actor 117@ decision_maker_to 159@ 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 117@ stay_put 1 
Actor.Health(117@) = 50
Actor.WeaponAccuracy(117@) = 30
118@ = Actor.Create(Mission1, #ARMY, 279.2588, 1863.757, 16.6406)
060B: set_actor 118@ decision_maker_to 159@ 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 118@ stay_put 1 
Actor.Health(118@) = 50
Actor.WeaponAccuracy(118@) = 30
119@ = Actor.Create(Mission1, #ARMY, 279.2344, 1901.905, 16.6406)
060B: set_actor 119@ decision_maker_to 159@ 
01B2: give_actor 119@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 119@ stay_put 1 
Actor.Health(119@) = 50
Actor.WeaponAccuracy(119@) = 40
120@ = Actor.Create(Mission1, #ARMY, 254.6844, 1907.714, 19.4742)
060B: set_actor 120@ decision_maker_to 159@ 
01B2: give_actor 120@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 120@ stay_put 1 
Actor.Health(120@) = 50
Actor.WeaponAccuracy(120@) = 30
Object.Destroy(143@)
143@ = Object.Init(#A51_LABDOOR, 268.66, 1864.059, 7.5)
32@ = 0 
184@ = 6 

:MAF4_26071
if 
  189@ == 1 
else_jump @MAF4_26160 
if 
03CA:   object $2670 exists 
else_jump @MAF4_26160 
if 
034E: move_object $2670 to 276.14 1884.06 15.924 speed 0.05 0.0 0.0 flag 0 
else_jump @MAF4_26160 
189@ = 2 

:MAF4_26160
if 
  184@ == 6 
else_jump @MAF4_26237 
if 
  32@ > 1000 
else_jump @MAF4_26237 
Camera.PointAt(268.5247, 1886.084, -28.5841, 1)
189@ = 1 
32@ = 0 
184@ = 7 

:MAF4_26237
if 
  184@ == 7 
else_jump @MAF4_26649 
if 
  32@ > 4000 
else_jump @MAF4_26649 
set_weather 18 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 200 // Load the weapon model before using this 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Object.PutAt($2670, 276.14, 1884.06, 15.924)
07CC: set_player $PLAYER_CHAR button_15 0 
00BE: text_clear_all 
Marker.Disable(228@)
075B: zoom_radar 0 
018A: 228@ = create_checkpoint_at 268.9 1884.33 19.91 
109@ = Actor.Create(Mission1, #ARMY, 271.62, 1878.08, -2.32)
060B: set_actor 109@ decision_maker_to 159@ 
Actor.Angle(109@) = 212.7731
01B2: give_actor 109@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 109@ stay_put 1 
Actor.Health(109@) = 50
Actor.WeaponAccuracy(109@) = 30
0085: 153@ = 109@ // (int) 
gosub @MAF4_29816 
110@ = Actor.Create(Mission1, #ARMY, 266.112, 1876.84, 7.44)
060B: set_actor 110@ decision_maker_to 159@ 
Actor.Angle(110@) = 328.04
01B2: give_actor 110@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 110@ stay_put 1 
Actor.Health(110@) = 50
Actor.WeaponAccuracy(110@) = 30
0085: 153@ = 110@ // (int) 
gosub @MAF4_29816 
111@ = Actor.Create(Mission1, #ARMY, 274.432, 1888.28, 3.21)
060B: set_actor 111@ decision_maker_to 159@ 
Actor.Angle(111@) = 328.0
01B2: give_actor 111@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 111@ stay_put 1 
Actor.Health(111@) = 50
Actor.WeaponAccuracy(111@) = 30
0085: 153@ = 111@ // (int) 
gosub @MAF4_29816 
183@ = 2 
188@ = 1 
184@ = 8 

:MAF4_26649
if 
  183@ == 2 
else_jump @MAF4_29424 
if 
  187@ == 3 
else_jump @MAF4_26887 
gosub @MAF4_29473 
if 
  196@ == 0 
else_jump @MAF4_26757 
if 
  197@ == 0 
else_jump @MAF4_26757 
04AF: 156@ = 13638 // @ = any 
05AA: 157@s = 'DST8_35'  // ~s~Liefere das Jet Pack bei der ~y~Landungszone~s~ tief in den Canyons ab.
gosub @MAF4_29431 

:MAF4_26757
if 
  196@ == 1 
else_jump @MAF4_26822 
if 
  197@ == 0 
else_jump @MAF4_26822 
04AF: 156@ = 13639 // @ = any 
05AA: 157@s = 'DES8_JB'  // ~z~Schaltet ihn aus! Das ist ein 60-Millionen-Dollar-Projekt!
gosub @MAF4_29431 

:MAF4_26822
if 
  196@ == 2 
else_jump @MAF4_26887 
if 
  197@ == 0 
else_jump @MAF4_26887 
04AF: 156@ = 13640 // @ = any 
05AA: 157@s = 'DES8_JC'  // ~z~Ruft General Mills!
gosub @MAF4_29431 

:MAF4_26887
if 
  8 > 188@ 
else_jump @MAF4_27309 
if 
  188@ == 1 
else_jump @MAF4_26948 
03E5: show_text_box 'DST8_27'  // Drcke ~k~~PED_SPRINT~, um den Schub zu erhhen. Dies bewirkt, dass du steigst.
33@ = 0 
188@ = 2 

:MAF4_26948
if 
  188@ == 2 
else_jump @MAF4_27010 
if 
  33@ > 6000 
else_jump @MAF4_27010 
03E5: show_text_box 'DST8_28'  // Um mit dem Jet Pack in der Luft die Richtung zu ndern, benutze die Bewegungskontrolle.
33@ = 0 
188@ = 3 

:MAF4_27010
if 
  188@ == 3 
else_jump @MAF4_27072 
if 
  33@ > 6000 
else_jump @MAF4_27072 
03E5: show_text_box 'DST8_29'  // Um schnell zu sinken, drcke ~k~~PED_JUMPING~.
33@ = 0 
188@ = 4 

:MAF4_27072
if 
  188@ == 4 
else_jump @MAF4_27134 
if 
  33@ > 6000 
else_jump @MAF4_27134 
03E5: show_text_box 'DST8_30'  // Um mit dem Jet Pack seitwrts nach rechts zu fliegen, drcke ~k~~GO_RIGHT~.
33@ = 0 
188@ = 5 

:MAF4_27134
if 
  188@ == 5 
else_jump @MAF4_27196 
if 
  33@ > 6000 
else_jump @MAF4_27196 
03E5: show_text_box 'DST8_31'  // Um mit dem Jet Pack seitwrts nach links zu fliegen, drcke ~k~~GO_LEFT~.
33@ = 0 
188@ = 6 

:MAF4_27196
if 
  188@ == 6 
else_jump @MAF4_27258 
if 
  33@ > 6000 
else_jump @MAF4_27258 
03E5: show_text_box 'DST8_33'  // Whrend du mit dem Jet Pack fliegst, kannst du mit einhndigen Waffen ganz normal feuern.
33@ = 0 
188@ = 7 

:MAF4_27258
if 
  188@ == 7 
else_jump @MAF4_27309 
if 
  33@ > 6000 
else_jump @MAF4_27309 
33@ = 0 
188@ = 8 

:MAF4_27309
if 
  184@ == 8 
else_jump @MAF4_28264 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 268.73 1883.96 17.85 radius 30.0 30.0 10.0 
else_jump @MAF4_28264 
097A: play_audio_at 0.0 0.0 0.0 event 1006 
187@ = 3 
196@ = 0 
197@ = 0 
097A: play_audio_at 268.73 1883.96 17.85 event 1005 
42@ = Object.Init(#A51_SPOTBULB, 103.946, 1901.047, 36.246)
92@ = Object.Init(#A51_SPOTHOUSING, 103.946, 1901.047, 36.246)
93@ = Object.Init(#A51_SPOTBASE, 103.946, 1901.047, 36.246)
071F: set_object 42@ health_to 5000 
0875: unknown_object 42@ flag 1 
43@ = Object.Init(#A51_SPOTBULB, 161.962, 1933.043, 36.246)
94@ = Object.Init(#A51_SPOTHOUSING, 161.962, 1933.043, 36.246)
95@ = Object.Init(#A51_SPOTBASE, 161.962, 1933.043, 36.246)
071F: set_object 43@ health_to 5000 
0875: unknown_object 43@ flag 1 
44@ = Object.Init(#A51_SPOTBULB, 233.486, 1934.789, 36.246)
96@ = Object.Init(#A51_SPOTHOUSING, 233.486, 1934.789, 36.246)
97@ = Object.Init(#A51_SPOTBASE, 233.486, 1934.789, 36.246)
071F: set_object 44@ health_to 5000 
0875: unknown_object 44@ flag 1 
45@ = Object.Init(#A51_SPOTBULB, 267.116, 1895.241, 36.246)
98@ = Object.Init(#A51_SPOTHOUSING, 267.116, 1895.241, 36.246)
99@ = Object.Init(#A51_SPOTBASE, 267.116, 1895.241, 36.246)
071F: set_object 45@ health_to 5000 
0875: unknown_object 45@ flag 1 
46@ = Object.Init(#A51_SPOTBULB, 262.145, 1807.62, 36.246)
100@ = Object.Init(#A51_SPOTHOUSING, 262.145, 1807.62, 36.246)
101@ = Object.Init(#A51_SPOTBASE, 262.145, 1807.62, 36.246)
071F: set_object 46@ health_to 5000 
0875: unknown_object 46@ flag 1 
47@ = Object.Init(#A51_SPOTBULB, 166.003, 1849.937, 36.246)
102@ = Object.Init(#A51_SPOTHOUSING, 166.003, 1849.937, 36.246)
103@ = Object.Init(#A51_SPOTBASE, 166.003, 1849.937, 36.246)
071F: set_object 47@ health_to 5000 
0875: unknown_object 47@ flag 1 
48@ = Object.Init(#A51_SPOTBULB, 113.439, 1814.405, 36.246)
104@ = Object.Init(#A51_SPOTHOUSING, 113.439, 1814.405, 36.246)
105@ = Object.Init(#A51_SPOTBASE, 113.439, 1814.405, 36.246)
071F: set_object 48@ health_to 5000 
0875: unknown_object 48@ flag 1 
165@ = 0 

:MAF4_28031
if 
  22 > 165@ 
else_jump @MAF4_28095 
if 
   not Actor.Dead(109@(165@,22i))
else_jump @MAF4_28081 
05E2: AS_actor 109@(165@,22i) kill_actor $PLAYER_ACTOR 

:MAF4_28081
165@ += 1 
jump @MAF4_28031 

:MAF4_28095
Marker.Disable(228@)
018A: 228@ = create_checkpoint_at -794.8 2425.184 156.124 
00BC: show_text_highpriority GXT 'DST8_35' time 7000 flag 1  // ~s~Liefere das Jet Pack bei der ~y~Landungszone~s~ tief in den Canyons ab.
107@ = Car.Create(#CAMPER, -783.169, 2430.03, 156.23)
0574: set_car 107@ keep_position 1 
Car.Angle(107@) = 171.04
0229: set_car 107@ primary_color_to 1 secondary_color_to 1 
06ED: set_car 107@ paintjob 0 
0129: 106@ = create_actor_pedtype 23 model #SPECIAL01 in_car 107@ driverseat 
060B: set_actor 106@ decision_maker_to 159@ 
Car.SetImmunities(107@, 1, 1, 1, 1, 1)
Actor.SetImmunities(106@, 1, 1, 1, 1, 1)
09B0: set_car 107@ accessible_for_player_using_controller 0 
190@ = 1 
184@ = 9 

:MAF4_28264
if 
  184@ == 9 
else_jump @MAF4_28385 
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 276.14 1884.06 radius 100.0 100.0 
else_jump @MAF4_28385 
165@ = 0 

:MAF4_28327
if 
  22 > 165@ 
else_jump @MAF4_28378 
Actor.RemoveReferences(109@(165@,22i))
Model.Destroy(#ARMY)
Model.Destroy(#M4)
165@ += 1 
jump @MAF4_28327 

:MAF4_28378
184@ = 10 

:MAF4_28385
if 
  190@ == 1 
else_jump @MAF4_28533 
if 
   not Actor.Dead(106@)
else_jump @MAF4_28533 
if 
00F2:   actor 106@ near_actor $PLAYER_ACTOR radius 200.0 200.0 0 
else_jump @MAF4_28533 
097A: play_audio_at 268.73 1883.96 17.85 event 1006 
if 
   not Car.Wrecked(107@)
else_jump @MAF4_28493 
0574: set_car 107@ keep_position 0 

:MAF4_28493
108@ = Car.Create(#SANCHEZ, -776.66, 2426.41, 156.11)
Car.Angle(108@) = 175.776
190@ = 2 

:MAF4_28533
if 
  190@ == 2 
else_jump @MAF4_28761 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -791.14 2425.33 156.2 radius 3.0 3.0 3.0 
else_jump @MAF4_28761 
0395: clear_area 1 at -810.94 2360.42 150.81 radius 200.0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
fade 0 500 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 41431 as 1 
03CF: load_wav 13644 as 2 

:MAF4_28665
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @MAF4_28695 
wait 0 
jump @MAF4_28665 

:MAF4_28695
if 
fading 
else_jump @MAF4_28719 
wait 0 
jump @MAF4_28695 

:MAF4_28719
Actor.PutAt($PLAYER_ACTOR, -791.178, 2425.34, 156.16)
Actor.Angle($PLAYER_ACTOR) = 256.615
0792: disembark_instantly_actor $PLAYER_ACTOR 
190@ = 3 

:MAF4_28761
if 
  190@ == 3 
else_jump @MAF4_29307 
Camera.SetPosition(-785.0004, 2435.679, 157.5931, 0.0, 0.0, 0.0)
Camera.PointAt(-784.9536, 2434.682, 157.5342, 2)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
fade 1 250 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'TRUX_BH' time 2000 flag 1  // ~z~Carl, hey Mann!

:MAF4_28864
if 
83D2:   not wav 1 ended 
else_jump @MAF4_28890 
wait 0 
jump @MAF4_28864 

:MAF4_28890
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 41432 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'DES8_MB' time 3000 flag 1  // ~z~Hier. Versteck es lieber schnell irgendwo.
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 

:MAF4_28961
if 
83D2:   not wav 2 ended 
else_jump @MAF4_28987 
wait 0 
jump @MAF4_28961 

:MAF4_28987
0792: disembark_instantly_actor $PLAYER_ACTOR 
040D: unload_wav 2 
03CF: load_wav 13645 as 2 

:MAF4_29003
if 
83D0:   not wav 1 loaded 
else_jump @MAF4_29029 
wait 0 
jump @MAF4_29003 

:MAF4_29029
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_MC' time 3000 flag 1  // ~z~Einfach irre. Gute Reise, Kumpel.

:MAF4_29049
if 
83D2:   not wav 1 ended 
else_jump @MAF4_29075 
wait 0 
jump @MAF4_29049 

:MAF4_29075
040D: unload_wav 1 
03CF: load_wav 13646 as 1 
if 
   not Car.Wrecked(107@)
else_jump @MAF4_29136 
Car.DriveTo(107@, -810.94, 2360.42, 150.81)
32@ = 0 
190@ = 4 

:MAF4_29136
if 
   not Car.Wrecked(107@)
else_jump @MAF4_29163 
05C0: AS_actor $PLAYER_ACTOR look_at_car 107@ 5000 ms 

:MAF4_29163
if 
83D0:   not wav 2 loaded 
else_jump @MAF4_29189 
wait 0 
jump @MAF4_29163 

:MAF4_29189
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'DES8_MD' time 2000 flag 1  // ~z~Hey, Moment ma...

:MAF4_29209
if 
83D2:   not wav 2 ended 
else_jump @MAF4_29235 
wait 0 
jump @MAF4_29209 

:MAF4_29235
if 
83D0:   not wav 1 loaded 
else_jump @MAF4_29261 
wait 0 
jump @MAF4_29235 

:MAF4_29261
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_ME' time 2000 flag 1  // ~z~War's zu viel verlangt, in die Stadt mitgenommen zu werden?

:MAF4_29281
if 
83D2:   not wav 1 ended 
else_jump @MAF4_29307 
wait 0 
jump @MAF4_29281 

:MAF4_29307
if 
  190@ == 4 
else_jump @MAF4_29424 
if 
  32@ > 2000 
else_jump @MAF4_29424 
fade 0 500 

:MAF4_29351
if 
fading 
else_jump @MAF4_29375 
wait 0 
jump @MAF4_29351 

:MAF4_29375
0792: disembark_instantly_actor $PLAYER_ACTOR 
Car.Destroy(107@)
Actor.DestroyInstantly(106@)
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
fade 1 500 
jump @MAF4_29924 
190@ = 5 

:MAF4_29424
jump @MAF4_1996 

:MAF4_29431
if 
  197@ == 0 
else_jump @MAF4_29471 
03CF: load_wav 156@ as 1 
05AA: 154@s = 157@s 
197@ = 1 

:MAF4_29471
return 

:MAF4_29473
if 
  197@ == 1 
else_jump @MAF4_29552 
if 
03D0:   wav 1 loaded 
else_jump @MAF4_29552 
if 
85AE:   not  154@s == 'DUMMY' 
else_jump @MAF4_29541 
00BC: show_text_highpriority GXT 154@s time 4000 flag 1 

:MAF4_29541
03D1: play_wav 1 
197@ = 2 

:MAF4_29552
if 
  197@ == 2 
else_jump @MAF4_29619 
if 
03D2:   wav 1 ended 
else_jump @MAF4_29619 
196@ += 1 
199@ += 1 
201@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
197@ = 0 

:MAF4_29619
return 

:MAF4_29621
165@ = 0 

:MAF4_29628
if 
  7 > 165@ 
else_jump @MAF4_29736 
if 
06B3:   searchlight 35@(165@,7i) active 
else_jump @MAF4_29722 
06B4: set_searchlight 35@(165@,7i) path_between 49@(165@,7f) 56@(165@,7f) 63@(165@,7f) and 70@(165@,7f) 77@(165@,7f) 84@(165@,7f) speed 0.3 

:MAF4_29722
165@ += 1 
jump @MAF4_29628 

:MAF4_29736
return 

:MAF4_29738
166@ = 0 

:MAF4_29745
if 
  7 > 166@ 
else_jump @MAF4_29814 
if 
06B3:   searchlight 35@(166@,7i) active 
else_jump @MAF4_29800 
06B6: set_searchlight 35@(166@,7i) follow_actor $PLAYER_ACTOR speed 0.125 

:MAF4_29800
166@ += 1 
jump @MAF4_29745 

:MAF4_29814
return 

:MAF4_29816
0615: define_AS_pack_begin 152@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 153@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
return 

:MAF4_29854
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
Object.Destroy($OBJECT_M_A51_VENTCOVERB)
$OBJECT_M_A51_VENTCOVERB = Object.Create(#A51_VENTCOVERB, 245.968, 1862.843, 19.49)
0453: set_object $OBJECT_M_A51_VENTCOVERB XY_rotation 0.0 0.0 angle -140.998 
Object.RemoveFromMissionCleanupList($OBJECT_M_A51_VENTCOVERB)
return 

:MAF4_29924
$TORENO_TOTAL_PASSED_MISSIONS += 1 
0629: change_integer_stat 332 to 1 
032B: $3242 = create_weapon_pickup #SHOTGSPA group 15 ammo 30 at 297.8289 1846.623 6.7266 
032B: $3243 = create_weapon_pickup #JETPACK group 15 ammo 0 at 268.7 1884.1 -30.085 
$3343 = Pickup.Create(#BODYARMOUR, 15, 266.2813, 1816.398, 1.594)
032B: $3249 = create_weapon_pickup #IRGOGGLES group 3 ammo 1 at 212.8813 1811.005 21.4187 
032B: $3250 = create_weapon_pickup #IRGOGGLES group 3 ammo 1 at 1270.52 -795.5929 1084.254 
032B: $3251 = create_weapon_pickup #IRGOGGLES group 3 ammo 1 at -350.499 1608.437 75.642 
032B: $3252 = create_weapon_pickup #IRGOGGLES group 3 ammo 1 at -2224.68 129.1278 1035.62 
Marker.Disable($581)
0318: set_latest_mission_passed 'DESERT8'  // Black Project
0394: play_music 1 
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSD' number 1 time 5000 style 1  // MISSION ERFLLT!
Player.ClearWantedLevel($PLAYER_CHAR)
Marker.Disable($581)
return 

:MAF4_30178
$ONMISSION = 0 
Model.Destroy(#ARMY)
Model.Destroy(#M4)
Model.Destroy(#A51_SPOTBULB)
Model.Destroy(#A51_SPOTHOUSING)
Model.Destroy(#A51_SPOTBASE)
Model.Destroy(#CAMPER)
Model.Destroy(#KNIFECUR)
Model.Destroy(#SILENCED)
Model.Destroy(#TUG)
Model.Destroy(#WMOSCI)
Model.Destroy(#SANCHEZ)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#SNIPER)
Model.Destroy(#IRGOGGLES)
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
075B: zoom_radar 0 
01B7: release_weather 
09D7: unknown_player $PLAYER_CHAR flag 0 
0A24: enable_military_zones_wanted_level 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAF4_30315 
0489: set_actor $PLAYER_ACTOR muted 0 
07CC: set_player $PLAYER_CHAR button_15 0 

:MAF4_30315
Actor.RemoveReferences(106@)
0296: unload_special_actor 1 
Object.Destroy(143@)
Pickup.Destroy(144@)
Pickup.Destroy(145@)
Pickup.Destroy(146@)
Pickup.Destroy(147@)
Pickup.Destroy(148@)
Pickup.Destroy(149@)
Pickup.Destroy(150@)
Pickup.Destroy(151@)
09A6: unknown_radar_flag 0 
if 
03CA:   object $2670 exists 
else_jump @MAF4_30409 
Object.PutAt($2670, 268.664, 1884.06, 15.925)

:MAF4_30409
Object.Destroy($OBJECT_M_A51_BLASTDOORR)
Object.Destroy($OBJECT_M_A51_BLASTDOORL)
$OBJECT_M_A51_BLASTDOORR = Object.Init(#A51_BLASTDOORR, 215.941, 1874.571, 13.903)
Object.Angle($OBJECT_M_A51_BLASTDOORR) = 0.0
$OBJECT_M_A51_BLASTDOORL = Object.Init(#A51_BLASTDOORL, 211.842, 1874.571, 13.903)
Object.Angle($OBJECT_M_A51_BLASTDOORL) = 0.0
Object.RemoveFromMissionCleanupList($OBJECT_M_A51_BLASTDOORR)
Object.RemoveFromMissionCleanupList($OBJECT_M_A51_BLASTDOORL)
165@ = 0 

:MAF4_30500
if 
  22 > 165@ 
else_jump @MAF4_30541 
Marker.Disable(205@(165@,22i))
165@ += 1 
jump @MAF4_30500 

:MAF4_30541
Marker.Disable(227@)
Marker.Disable(228@)
Marker.Disable(229@)
165@ = 0 

:MAF4_30563
if 
  7 > 165@ 
else_jump @MAF4_30613 
06B2: destroy_searchlight 35@(165@,7i) 
Object.Destroy(42@(165@,7i))
165@ += 1 
jump @MAF4_30563 

:MAF4_30613
Object.Destroy(92@)
Object.Destroy(93@)
Object.Destroy(94@)
Object.Destroy(95@)
Object.Destroy(96@)
Object.Destroy(97@)
Object.Destroy(98@)
Object.Destroy(99@)
Object.Destroy(100@)
Object.Destroy(101@)
Object.Destroy(102@)
Object.Destroy(103@)
Object.Destroy(104@)
Object.Destroy(105@)
01B7: release_weather 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
07A8: enable_area69_sam 1 
03C7: set_sensitivity_to_crime 1.0 
01B7: release_weather 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 82---------------
// Originally: Green Goo

:DES10
gosub @DES10_36 
if 
wasted_or_busted 
else_jump @DES10_27 
gosub @DES10_4112 

:DES10_27
gosub @DES10_4515 
end_thread 

:DES10_36
$ONMISSION = 1 
increment_mission_attempts 
thread 'DES10' 
wait 0 
054C: use_GXT_table 'DSERT10' 
set_weather 17 
08F5: save_player_group 
0652: 57@ = integer_stat 21 
if 
  57@ > 600 
else_jump @DES10_330 
02E4: load_cutscene_data 'D10_ALT' 

:DES10_114
if 
86B9:   not cutscene_data_loaded 
else_jump @DES10_138 
wait 0 
jump @DES10_114 

:DES10_138
0395: clear_area 0 at 405.2136 2525.9 16.4918 radius 7.5 
02E7: start_cutscene 
fade 1 1000 

:DES10_171
if 
82E9:   not cutscene_reached_end 
else_jump @DES10_195 
wait 0 
jump @DES10_171 

:DES10_195
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:DES10_208
if 
fading 
else_jump @DES10_232 
wait 0 
jump @DES10_208 

:DES10_232
02EA: end_cutscene 
0395: clear_area 0 at 419.4488 2529.914 15.6219 radius 0.5 
Camera.SetAtPos(419.4488, 2529.914, 15.6219)
Actor.PutAt($PLAYER_ACTOR, 419.4488, 2529.914, 15.6219)
Actor.Angle($PLAYER_ACTOR) = 180.0
Camera.SetBehindPlayer
fade 1 1500 
Player.CanMove($PLAYER_CHAR) = True
return 
jump @DES10_461 

:DES10_330
02E4: load_cutscene_data 'DES_10A' 

:DES10_341
if 
86B9:   not cutscene_data_loaded 
else_jump @DES10_365 
wait 0 
jump @DES10_341 

:DES10_365
0395: clear_area 0 at 419.6919 2529.914 16.6612 radius 6.86 
02E7: start_cutscene 
fade 1 1000 

:DES10_398
if 
82E9:   not cutscene_reached_end 
else_jump @DES10_422 
wait 0 
jump @DES10_398 

:DES10_422
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:DES10_435
if 
fading 
else_jump @DES10_459 
wait 0 
jump @DES10_435 

:DES10_459
02EA: end_cutscene 

:DES10_461
01B7: release_weather 
Model.Load(#MICRO_UZI)
Model.Load(#FREIGHT)
Model.Load(#FREIFLAT)
Model.Load(#MP5LNG)
Model.Load(#RHINO)
Model.Load(#ARMY)
Model.Load(#JETPACK)
038B: load_requested_models 

:DES10_500
if or
   not Model.Available(#MICRO_UZI)
   not Model.Available(#FREIGHT)
   not Model.Available(#FREIFLAT)
   not Model.Available(#MP5LNG)
   not Model.Available(#RHINO)
   not Model.Available(#ARMY)
else_jump @DES10_552 
wait 0 
jump @DES10_500 

:DES10_552
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @DES10_579 
wait 0 
jump @DES10_552 

:DES10_579
06D7: enable_train_traffic 0 
0395: clear_area 0 at 419.4488 2529.914 15.6219 radius 0.5 
Camera.SetAtPos(419.4488, 2529.914, 15.6219)
Actor.PutAt($PLAYER_ACTOR, 419.4488, 2529.914, 15.6219)
Actor.Angle($PLAYER_ACTOR) = 180.0
Camera.SetBehindPlayer
07CC: set_player $PLAYER_CHAR button_15 0 
07A7: put_jetpack_on_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 2000 // Load the weapon model before using this 

:DES10_678
if 
   not Model.Available(#JETPACK)
else_jump @DES10_705 
wait 0 
jump @DES10_678 

:DES10_705
08F6: restore_player_group 
fade 1 1500 
Player.CanMove($PLAYER_CHAR) = True
06D8: 58@ = create_train_at 2120.257 2694.058 9.8359 type 13 direction 0 
Car.DoorStatus(58@) = 2
06DC: set_train 58@ acc 5.0 
06DD: set_train 58@ speed 5.0 
00BC: show_text_highpriority GXT 'DE10_01' time 5000 flag 1  // ~s~Flieg das Jet Pack zum ~g~Zug~s~ und stehle das, was sie hten wie ihren Augapfel.
Car.StorePos(58@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += 10.0 
44@ = 0 

:DES10_819
if 
  12 > 44@ 
else_jump @DES10_960 
66@(44@,12i) = Actor.Create(CivMale, #ARMY, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0638: AS_actor 66@(44@,12i) stay_put 1 
02A9: set_actor 66@(44@,12i) immune_to_nonplayer 1 
01B2: give_actor 66@(44@,12i) weapon 29 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 66@(44@,12i) kill_actor $PLAYER_ACTOR 
077A: set_actor 66@(44@,12i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 66@(44@,12i) melee_accuracy_to 150.0 
0588: unknown_actor 66@(44@,12i) flag 0 
44@ += 1 
jump @DES10_819 

:DES10_960
0464: put_actor 66@ into_turret_on_car 58@ at_car_offset -0.0032 -8.3584 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 67@ into_turret_on_car 58@ at_car_offset 0.1129 6.521 1.9285 position 1 shooting_angle_limit 360.0 with_weapon 29 
078A: 59@ = get_train 58@ carriage 1 handle 
0464: put_actor 68@ into_turret_on_car 59@ at_car_offset -0.014 -7.179 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 69@ into_turret_on_car 59@ at_car_offset -1.0891 0.6968 -0.055 position 1 shooting_angle_limit 360.0 with_weapon 29 
78@ = Object.Init(#KMILITARY_CRATE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 78@ to_car 59@ with_offset -0.0485 5.578 -1.0661 rotation 0.0 0.0 90.1967 
035D: set_object 78@ targetable 1 
071F: set_object 78@ health_to 180 
81@ = Marker.CreateAboveObject(78@)
84@ = Object.Init(#KMILITARY_BASE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 84@ to_car 59@ with_offset -0.0485 5.578 -1.0661 rotation 0.0 0.0 90.1967 
85@ = Object.Init(#BLOCKPALLET, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 85@ to_car 59@ with_offset 0.2634 1.2508 -0.3321 rotation 0.0 0.0 90.1967 
86@ = Object.Init(#TEMP_CRATE1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 86@ to_car 59@ with_offset 1.1025 -7.3122 -1.0766 rotation 0.0 0.0 90.1967 
87@ = Object.Init(#TEMP_CRATE1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 87@ to_car 59@ with_offset 0.8835 -6.5365 -1.1047 rotation 0.0 0.0 93.7464 
88@ = Object.Init(#TEMP_CRATE1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 88@ to_car 59@ with_offset 1.1395 -5.6969 -1.0827 rotation 0.0 0.0 83.6459 
89@ = Object.Init(#K_SMASHBOXES, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 89@ to_car 59@ with_offset 0.4817 -1.5356 -1.0651 rotation 0.0 0.0 93.1856 
078A: 60@ = get_train 58@ carriage 2 handle 
0464: put_actor 70@ into_turret_on_car 60@ at_car_offset -0.014 -7.179 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 71@ into_turret_on_car 60@ at_car_offset -1.0891 0.6968 -0.055 position 1 shooting_angle_limit 360.0 with_weapon 29 
078A: 61@ = get_train 58@ carriage 3 handle 
0464: put_actor 72@ into_turret_on_car 61@ at_car_offset 0.3372 -1.3877 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 73@ into_turret_on_car 61@ at_car_offset -0.0956 2.1291 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
79@ = Object.Init(#KMILITARY_CRATE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 79@ to_car 61@ with_offset -0.0403 4.0293 -1.0661 rotation 0.0 0.0 90.1967 
035D: set_object 79@ targetable 1 
071F: set_object 79@ health_to 180 
82@ = Marker.CreateAboveObject(79@)
90@ = Object.Init(#KMILITARY_BASE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 90@ to_car 61@ with_offset -0.0403 4.0293 -1.0661 rotation 0.0 0.0 2.7605 
91@ = Object.Init(#K_CARGO1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 91@ to_car 61@ with_offset -0.0177 0.6971 -1.0662 rotation 0.0 0.0 91.0 
92@ = Object.Init(#K_SMASHBOXES, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 92@ to_car 61@ with_offset -0.0228 -2.9213 -1.0651 rotation 0.0 0.0 87.9095 
93@ = Object.Init(#K_SMASHBOXES, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 93@ to_car 61@ with_offset 0.1054 6.4364 -1.0651 rotation 0.0 0.0 89.7187 
96@ = Object.Init(#K_CARGO4, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 96@ to_car 61@ with_offset 0.4192 -6.0624 -1.0628 rotation 0.0 0.0 2.7605 
078A: 62@ = get_train 58@ carriage 4 handle 
0464: put_actor 74@ into_turret_on_car 62@ at_car_offset -0.516 7.4724 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
103@ = Car.Create(#RHINO, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.DoorStatus(103@) = 2
0683: attach_car 103@ to_car 62@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
078A: 63@ = get_train 58@ carriage 5 handle 
0464: put_actor 75@ into_turret_on_car 63@ at_car_offset 0.2861 -5.3712 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 76@ into_turret_on_car 63@ at_car_offset -0.2277 7.3808 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 77@ into_turret_on_car 63@ at_car_offset 0.6604 3.8015 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
80@ = Object.Init(#KMILITARY_CRATE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 80@ to_car 63@ with_offset 0.0853 5.9501 -1.0583 rotation 0.0 0.0 90.1967 
035D: set_object 80@ targetable 1 
071F: set_object 80@ health_to 180 
83@ = Marker.CreateAboveObject(80@)
97@ = Object.Init(#KMILITARY_BASE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 97@ to_car 63@ with_offset 0.0853 5.9501 -1.0583 rotation 0.0 0.0 92.239 
98@ = Object.Init(#K_CARGO4, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 98@ to_car 63@ with_offset -0.8464 -6.5879 -1.0628 rotation 0.0 0.0 0.12 
100@ = Object.Init(#K_CARGO1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 100@ to_car 63@ with_offset 0.8877 0.1707 -1.0564 rotation 0.0 0.0 177.5167 
101@ = Object.Init(#K_CARGO1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 101@ to_car 63@ with_offset -0.6907 0.205 -1.0662 rotation 0.0 0.0 179.6863 
102@ = Object.Init(#K_CARGO1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0681: attach_object 102@ to_car 63@ with_offset 0.0036 2.2326 -1.0644 rotation 0.0 0.0 267.6086 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 36@ = $CURRENT_TIME_IN_MS2 // (int) 
36@ += 600000 
35@ = 0 
109@ = 0 
03CF: load_wav 40600 as 3 

:DES10_2651
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
0735:   NOP_false 83 
else_jump @DES10_2682 
jump @DES10_4130 

:DES10_2682
if 
   not Car.Wrecked(58@)
else_jump @DES10_2708 
06DD: set_train 58@ speed 10.0 

:DES10_2708
if 
  109@ == 0 
else_jump @DES10_2780 
if 
0202:   actor $PLAYER_ACTOR near_car 58@ radius 150.0 150.0 flag 0 
else_jump @DES10_2780 
00BC: show_text_highpriority GXT 'DE10_06' time 5000 flag 1  // ~s~Zerschiee die ~g~Kisten~s~, um den Behlter mit dem grnen Glibber zu finden.
109@ += 1 

:DES10_2780
44@ = 0 

:DES10_2787
if 
  3 > 44@ 
else_jump @DES10_3998 
if 
  104@(44@,3i) == 0 
else_jump @DES10_2865 
if 
03CA:   object 78@(44@,3i) exists 
else_jump @DES10_2865 
107@ += 1 
104@(44@,3i) += 1 

:DES10_2865
if 
  104@(44@,3i) == 1 
else_jump @DES10_2934 
if 
0366:   object 78@(44@,3i) damaged 
else_jump @DES10_2934 
Marker.Disable(81@(44@,3i))
108@ += 1 
104@(44@,3i) += 1 

:DES10_2934
if 
  104@(44@,3i) == 2 
else_jump @DES10_3393 
if 
003B:   108@ == 107@ // (int) 
else_jump @DES10_3357 
Object.StorePos(78@(44@,3i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += 1.0 
Object.Destroy(78@(44@,3i))
78@(44@,3i) = Object.Init(#GREEN_GLOOP, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  44@ == 0 
else_jump @DES10_3116 
if 
   not Car.Wrecked(59@)
else_jump @DES10_3109 
0681: attach_object 78@(44@,3i) to_car 59@ with_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_3109
jump @DES10_3257 

:DES10_3116
if 
  44@ == 1 
else_jump @DES10_3199 
if 
   not Car.Wrecked(61@)
else_jump @DES10_3192 
0681: attach_object 78@(44@,3i) to_car 61@ with_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_3192
jump @DES10_3257 

:DES10_3199
if 
   not Car.Wrecked(63@)
else_jump @DES10_3257 
0681: attach_object 78@(44@,3i) to_car 63@ with_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_3257
Object.CollisionDetection(78@(44@,3i)) = False
81@(44@,3i) = Marker.CreateAboveObject(78@(44@,3i))
00BC: show_text_highpriority GXT 'DE10_02' time 5000 flag 1  // ~s~Das ist die richtige! Schnapp dir ~g~den Behlter mit dem grnen Glibber~s~.
03CF: load_wav 40600 as 3 
if 
03D0:   wav 3 loaded 
else_jump @DES10_3339 
097C: attach_wav 3 to_object 78@(44@,3i) 
03D1: play_wav 3 

:DES10_3339
104@(44@,3i) = 4 
jump @DES10_3393 

:DES10_3357
Object.RemoveReferences(78@(44@,3i))
00BC: show_text_highpriority GXT 'DE10_03' time 5000 flag 1  // ~s~Die ~g~Kiste~s~ ist leer. Versuch's mit einer anderen.
104@(44@,3i) += 1 

:DES10_3393
if 
  104@(44@,3i) == 4 
else_jump @DES10_3660 
Object.StorePos(78@(44@,3i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
005B: 110@ += 111@ // (float) 
if 
  110@ > 0.2 
else_jump @DES10_3472 
111@ = -0.01 

:DES10_3472
if 
  0.0 > 110@ 
else_jump @DES10_3513 
110@ = 0.0 
111@ = 0.01 

:DES10_3513
04D5: create_corona_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 110@ type 2 flare 2 RGB 0 255 0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 1.5 1.5 
else_jump @DES10_3660 
Object.Destroy(78@(44@,3i))
040D: unload_wav 3 
00BC: show_text_highpriority GXT 'DE10_04' time 5000 flag 1  // ~s~Du hast den Behlter mit dem grnen Glibber. Bring ihn zu ~y~The Truth~s~.
Marker.Disable(81@(44@,3i))
018A: 81@(44@,3i) = create_checkpoint_at 408.7383 2515.838 15.4918 
104@(44@,3i) += 1 
35@ += 1 

:DES10_3660
if 
  104@(44@,3i) == 5 
else_jump @DES10_3984 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 408.7383 2515.838 15.4918 radius 1.5 1.5 1.5 
else_jump @DES10_3984 
fade 0 1000 

:DES10_3737
if 
fading 
else_jump @DES10_3761 
wait 0 
jump @DES10_3737 

:DES10_3761
0792: disembark_instantly_actor $PLAYER_ACTOR 
02E4: load_cutscene_data 'DES_10B' 

:DES10_3777
if 
86B9:   not cutscene_data_loaded 
else_jump @DES10_3801 
wait 0 
jump @DES10_3777 

:DES10_3801
0395: clear_area 0 at 398.7038 2529.735 16.563 radius 7.35 
02E7: start_cutscene 
fade 1 1000 

:DES10_3834
if 
82E9:   not cutscene_reached_end 
else_jump @DES10_3858 
wait 0 
jump @DES10_3834 

:DES10_3858
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:DES10_3871
if 
fading 
else_jump @DES10_3895 
wait 0 
jump @DES10_3871 

:DES10_3895
02EA: end_cutscene 
0395: clear_area 0 at 402.8737 2531.582 15.5558 radius 0.5 
Camera.SetAtPos(402.8737, 2531.582, 15.5558)
Actor.PutAt($PLAYER_ACTOR, 402.8737, 2531.582, 15.5558)
Actor.Angle($PLAYER_ACTOR) = 224.0
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
jump @DES10_4130 

:DES10_3984
44@ += 1 
jump @DES10_2787 

:DES10_3998
if 
  35@ == 0 
else_jump @DES10_4105 
if 
   not Car.Wrecked(58@)
else_jump @DES10_4105 
if 
001E:   $CURRENT_TIME_IN_MS2 > 36@ // (int) 
else_jump @DES10_4105 
if 
8202:   not actor $PLAYER_ACTOR near_car 58@ radius 300.0 300.0 flag 0 
else_jump @DES10_4105 
00BC: show_text_highpriority GXT 'DE10_05' time 5000 flag 1  // ~r~Du hast den grnen Glibber nicht rechtzeitig in deinen Besitz gebracht.
jump @DES10_4112 

:DES10_4105
jump @DES10_2651 

:DES10_4112
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:DES10_4130
$7511 = 10000 
112@ = Pickup.Create(#JETPACK, 15, 431.045, 2537.78, 16.2463)
04A6: $7512 = create_asset_money_pickup_at 420.5204 2532.687 16.0869 money $7511 $7511 
Player.CanMove($PLAYER_CHAR) = False
wait 0 
02A3: enable_widescreen 1 
Camera.SetAtPos(407.8369, 2515.65, 18.9138)
Camera.SetPosition(407.8369, 2515.65, 18.9138, 0.0, 0.0, 0.0)
Camera.PointAt(408.3296, 2516.52, 18.9449, 2)
fade 1 500 

:DES10_4279
if 
fading 
else_jump @DES10_4303 
wait 0 
jump @DES10_4279 

:DES10_4303
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Unternehmen erworben!
wait 5000 
Camera.SetPosition(419.7284, 2526.546, 16.8, 0.0, 0.0, 0.0)
Camera.PointAt(419.897, 2527.531, 16.8356, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $7511 time 6000 flag 1  // Dieses Objekt generiert ab jetzt Einknfte von bis zu $~1~. Hol dir das Geld regelmig ab!
wait 6000 
fade 0 500 

:DES10_4410
if 
fading 
else_jump @DES10_4434 
wait 0 
jump @DES10_4410 

:DES10_4434
fade 1 500 
0629: change_integer_stat 333 to 1 
Camera.Restore_WithJumpCut
$TORENO_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 20000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 20000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'DESER10'  // Green Goo
030C: progress_made += 1 
Marker.Disable($581)
return 

:DES10_4515
if 
003B:   108@ == 107@ // (int) 
else_jump @DES10_4538 
040D: unload_wav 3 

:DES10_4538
Marker.Disable(81@)
Marker.Disable(82@)
Marker.Disable(83@)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#FREIGHT)
Model.Destroy(#FREIFLAT)
Model.Destroy(#MP5LNG)
Model.Destroy(#RHINO)
Model.Destroy(#ARMY)
Model.Destroy(#JETPACK)
06D7: enable_train_traffic 1 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 83---------------
// Originally: Learning to Fly

:DESERT5
thread 'DESERT5' 
gosub @DESERT5_47 
if 
wasted_or_busted 
else_jump @DESERT5_38 
gosub @DESERT5_29947 

:DESERT5_38
gosub @DESERT5_30139 
end_thread 

:DESERT5_47
03D5: remove_text 'M_FAIL'  // ~r~MISSION FEHLGESCHLAGEN!
$ONMISSION = 1 
if 
   not $MISSION_LEARNING_TO_FLY_PASSED == 1 
else_jump @DESERT5_85 
increment_mission_attempts 

:DESERT5_85
054C: use_GXT_table 'DSERT5' 
0169: set_fade_color_RGB 0 0 0 
wait 0 
fade 0 500 

:DESERT5_115
if 
fading 
else_jump @DESERT5_139 
wait 0 
jump @DESERT5_115 

:DESERT5_139
$327 = 415.55 
$328 = 2533.57 
$329 = 19.18 
230@ = 0 
226@ = 0 
227@ = 0 
229@ = 0 
228@ = 0 
231@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
237@ = 0 
238@ = 0 
44@ = -81.36 
45@ = 2476.0 
46@ = 435.92 
47@ = 2528.62 
0087: 48@ = 44@ // (float) 
005B: 48@ += 46@ // (float) 
48@ /= 2.0 
0087: 49@ = 45@ // (float) 
005B: 49@ += 47@ // (float) 
49@ /= 2.0 
50@ = 321.52 
0087: 51@ = 49@ // (float) 
52@ = 17.16 
73@ = -383.79 
0087: 76@ = 49@ // (float) 
79@ = 147.09 
0087: 74@ = 73@ // (float) 
74@ -= 300.0 
0087: 77@ = 76@ // (float) 
0087: 80@ = 79@ // (float) 
80@ -= 20.0 
0087: 75@ = 73@ // (float) 
75@ -= 650.0 
0087: 78@ = 76@ // (float) 
0087: 81@ = 79@ // (float) 
81@ += 10.0 
53@ = -383.79 
0087: 54@ = 49@ // (float) 
55@ = 85.09 
0087: 82@ = 44@ // (float) 
0087: 83@ = 49@ // (float) 
84@ = 33.3 
0087: 109@ = 50@ // (float) 
109@ -= 500.0 
0087: 110@ = 51@ // (float) 
0087: 111@ = 52@ // (float) 
111@ += 120.0 
56@ = 308.0 
0087: 57@ = 49@ // (float) 
58@ = 17.07 
63@ = 3 
66@ = 2 
0087: 112@ = 48@ // (float) 
0087: 113@ = 49@ // (float) 
114@ = 80.0 
0087: 115@ = 112@ // (float) 
115@ += 200.0 
129@ = 15.0 
0087: 136@ = 48@ // (float) 
0087: 137@ = 49@ // (float) 
138@ = 15.53 
0087: 139@ = 136@ // (float) 
139@ += 350.0 
0087: 140@ = 137@ // (float) 
141@ = 900.0 
$7523 = 0 
$7524 = 0 
$7525 = 0 
159@ = 0 
160@ = 0 
177@ = 0 
178@ = 0 
215@ = 0 
216@ = 0 
218@ = 0 
219@ = 0 
if 
  219@ == 1 
else_jump @DESERT5_954 
35@ = Car.Create(#RUSTLER, 0.0, 0.0, -100.0)
70@ = Actor.Create(Mission1, #NULL, 0.0, 0.0, -100.0)
156@ = 0 

:DESERT5_894
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_954 
60@(156@,3i) = Car.Create(#PETRO, 0.0, 0.0, -100.0)
156@ += 1 
jump @DESERT5_894 

:DESERT5_954
0A0E: unknown_text_stuff 1 
03BA: clear_cars_from_cube_cornerA 44@ 45@ 0.0 cornerB 46@ 47@ 50.0 
08F8: display_stat_update_box 0 
07A8: enable_area69_sam 0 
096A: enable_flying_helis 0 
050F: get_max_wanted_level_to 239@ 
01F0: set_max_wanted_level_to 0 
Model.Load(#RUSTLER)
Model.Load(#HUNTER)
Model.Load(#PETRO)
Model.Load(#LANDSTAL)
Model.Load(#STUNT)
08A9: load_external_script 1 (PARACHUTE) 
038B: load_requested_models 

:DESERT5_1034
if or
   not Model.Available(#RUSTLER)
   not Model.Available(#HUNTER)
   not Model.Available(#PETRO)
   not Model.Available(#LANDSTAL)
   not Model.Available(#STUNT)
else_jump @DESERT5_1081 
wait 0 
jump @DESERT5_1034 

:DESERT5_1081
if 
88AB:   not external_script 1 (PARACHUTE) loaded 
else_jump @DESERT5_1107 
wait 0 
jump @DESERT5_1081 

:DESERT5_1107
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRFLY" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILFLY" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLFLY" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
038F: load_texture "NAWTXT" as 10 // Load dictionary with 0390 first 
08A8: unknown_radar_flag 1 
if 
  $FLIGHT_SCHOOL_BRIEF_PLAYED == 0 
else_jump @DESERT5_2570 
0395: clear_area 0 at $327 $328 $329 radius 50.0 
Actor.PutAt($PLAYER_ACTOR, 414.8, 2534.2, 18.18)
Actor.Angle($PLAYER_ACTOR) = 200.0
05AA: 179@s = 'MTOR04A'  // ~z~Hey Carl, wie findest du unsere neue Operationsbasis?
05AA: 181@s = 'MTOR04B'  // ~z~Irgendwie fehlt noch was.
05AA: 183@s = 'MTOR04C'  // ~z~Ein Tennisplatz und ein Pool wren vielleicht 'ne Motivationshilfe fr mich.
05AA: 185@s = 'MTOR04D'  // ~z~Wahnsinnig witzig, Carl.
05AA: 187@s = 'MTOR04E'  // ~z~Jetzt hr zu, du wirst fliegen lernen mssen.
05AA: 189@s = 'MTOR04F'  // ~z~Nein, werd ich nicht.
05AA: 191@s = 'MTOR04G'  // ~z~Doch, das wirst du!
05AA: 193@s = 'MTOR04H'  // ~z~Ich hab 'ne Reihe von Tests fr dich vorbereitet. Auf dem Fernseher da kannst du sie dir ansehen.
05AA: 195@s = 'MTOR04J'  // ~z~Du wirst mir beweisen mssen, dass du fliegen kannst,
05AA: 197@s = 'MTOR04K'  // ~z~wenn dir weiter dran gelegen ist, dass dein Bruder freikommt.
05AA: 199@s = 'MTOR04L'  // ~z~Scheie. Wenn's sein muss, Mann...
05AA: 201@s = 'MTOR04M'  // ~z~Sehr schn.
04AF: 203@ = 29618 // @ = any 
04AF: 204@ = 29619 // @ = any 
04AF: 205@ = 29620 // @ = any 
04AF: 206@ = 29621 // @ = any 
04AF: 207@ = 29622 // @ = any 
04AF: 208@ = 29623 // @ = any 
04AF: 209@ = 29624 // @ = any 
04AF: 210@ = 29625 // @ = any 
04AF: 211@ = 29626 // @ = any 
04AF: 212@ = 29627 // @ = any 
04AF: 213@ = 29628 // @ = any 
04AF: 214@ = 29629 // @ = any 
217@ = 12 
215@ = 0 
218@ = 0 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 1 
Model.Load(#CELLPHONE)
03CF: load_wav 23000 as 3 

:DESERT5_1616
if or
   not Model.Available(#CELLPHONE)
83D0:   not wav 3 loaded 
else_jump @DESERT5_1647 
wait 0 
jump @DESERT5_1616 

:DESERT5_1647
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03D1: play_wav 3 
Camera.SetPosition(415.83, 2532.94, 19.5, 0.0, 0.0, 0.0)
Camera.PointAt(415.28, 2533.65, 19.5, 2)
fade 1 1000 

:DESERT5_1716
if 
fading 
else_jump @DESERT5_1740 
wait 0 
jump @DESERT5_1716 

:DESERT5_1740
240@ = 1 
0707: start_scene_skip_to @DESERT5_2377 
wait 600 
040D: unload_wav 3 
wait 1000 
216@ = 0 

:DESERT5_1775
if 
  1 > 216@ 
else_jump @DESERT5_1811 
wait 0 
gosub @DESERT5_29716 
jump @DESERT5_1775 

:DESERT5_1811
if 
  2 > 216@ 
else_jump @DESERT5_1887 
wait 0 
gosub @DESERT5_29716 
if and
  215@ == 2 
   not 218@ == 1 
else_jump @DESERT5_1880 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
218@ = 1 

:DESERT5_1880
jump @DESERT5_1811 

:DESERT5_1887
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_1892
if 
  3 > 216@ 
else_jump @DESERT5_1968 
wait 0 
gosub @DESERT5_29716 
if and
  215@ == 2 
   not 218@ == 1 
else_jump @DESERT5_1961 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
218@ = 1 

:DESERT5_1961
jump @DESERT5_1892 

:DESERT5_1968
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_1973
if 
  5 > 216@ 
else_jump @DESERT5_2009 
wait 0 
gosub @DESERT5_29716 
jump @DESERT5_1973 

:DESERT5_2009
if 
  6 > 216@ 
else_jump @DESERT5_2085 
wait 0 
gosub @DESERT5_29716 
if and
  215@ == 2 
   not 218@ == 1 
else_jump @DESERT5_2078 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
218@ = 1 

:DESERT5_2078
jump @DESERT5_2009 

:DESERT5_2085
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2090
if 
  8 > 216@ 
else_jump @DESERT5_2216 
wait 0 
gosub @DESERT5_29716 
if and
  215@ == 2 
  216@ == 7 
   not 218@ == 1 
else_jump @DESERT5_2209 
Camera.SetPosition(414.83, 2532.13, 19.43, 0.0, 0.0, 0.0)
Camera.PointAt(415.01, 2533.11, 19.42, 2)
218@ = 1 

:DESERT5_2209
jump @DESERT5_2090 

:DESERT5_2216
if 
  10 > 216@ 
else_jump @DESERT5_2252 
wait 0 
gosub @DESERT5_29716 
jump @DESERT5_2216 

:DESERT5_2252
if 
  11 > 216@ 
else_jump @DESERT5_2328 
wait 0 
gosub @DESERT5_29716 
if and
  215@ == 2 
   not 218@ == 1 
else_jump @DESERT5_2321 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
218@ = 1 

:DESERT5_2321
jump @DESERT5_2252 

:DESERT5_2328
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2333
if 
001D:   217@ > 216@ // (int) 
else_jump @DESERT5_2370 
wait 0 
gosub @DESERT5_29716 
jump @DESERT5_2333 

:DESERT5_2370
240@ = 0 

:DESERT5_2377
0701: end_scene_skip 
if 
   not 240@ == 1 
else_jump @DESERT5_2404 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:DESERT5_2404
fade 0 1000 

:DESERT5_2411
if 
fading 
else_jump @DESERT5_2435 
wait 0 
jump @DESERT5_2411 

:DESERT5_2435
if 
  240@ == 1 
else_jump @DESERT5_2460 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:DESERT5_2460
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 3 
040D: unload_wav 1 
00BE: text_clear_all 
Actor.PutAt($PLAYER_ACTOR, 413.94, $328, 18.18)
Actor.Angle($PLAYER_ACTOR) = 270.0
178@ = 1 
$FLIGHT_SCHOOL_BRIEF_PLAYED = 1 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 1000 

:DESERT5_2539
if 
fading 
else_jump @DESERT5_2563 
wait 0 
jump @DESERT5_2539 

:DESERT5_2563
jump @DESERT5_29947 

:DESERT5_2570
Actor.PutAt($PLAYER_ACTOR, 412.38, 2533.65, 18.18)
Actor.Angle($PLAYER_ACTOR) = 90.0

:DESERT5_2600
Player.CanMove($PLAYER_CHAR) = False
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
238@ = 0 
231@ = 0 
230@ = 0 
03F0: enable_text_draw 1 
227@ = 255 
226@ = 2 
008B: 34@ = $FLIGHT_SCHOOL_CURRENT_CONTEST // (int) 
if 
  34@ == 3 
else_jump @DESERT5_2726 
34@ = 4 

:DESERT5_2726
if 
  34@ == 5 
else_jump @DESERT5_2751 
34@ = 6 

:DESERT5_2751
0826: enable_hud 0 
0581: enable_radar 0 
03CF: load_wav 3800 as 3 

:DESERT5_2766
if 
83D0:   not wav 3 loaded 
else_jump @DESERT5_2792 
wait 0 
jump @DESERT5_2766 

:DESERT5_2792
fade 1 1000 
gosub @DESERT5_20476 

:DESERT5_2806
if 
fading 
else_jump @DESERT5_2837 
wait 0 
gosub @DESERT5_20476 
jump @DESERT5_2806 

:DESERT5_2837
wait 0 
if 
0735:   NOP_false 83 
else_jump @DESERT5_2863 
jump @DESERT5_29990 

:DESERT5_2863
gosub @DESERT5_20476 
if 
  230@ == 0 
else_jump @DESERT5_3392 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @DESERT5_3035 
34@ -= 1 
$FLIGHT_SCHOOL_CURRENT_CONTEST -= 1 
if 
  34@ == 3 
else_jump @DESERT5_2967 
34@ = 2 

:DESERT5_2967
if 
  34@ == 5 
else_jump @DESERT5_2992 
34@ = 4 

:DESERT5_2992
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED > 1 
else_jump @DESERT5_3035 
if 
  4 > 231@ 
else_jump @DESERT5_3035 
231@ = 3 

:DESERT5_3035
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @DESERT5_3166 
34@ += 1 
$FLIGHT_SCHOOL_CURRENT_CONTEST += 1 
if 
  34@ == 3 
else_jump @DESERT5_3098 
34@ = 4 

:DESERT5_3098
if 
  34@ == 5 
else_jump @DESERT5_3123 
34@ = 6 

:DESERT5_3123
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED > 1 
else_jump @DESERT5_3166 
if 
  4 > 231@ 
else_jump @DESERT5_3166 
231@ = 3 

:DESERT5_3166
if 
  1 > 34@ 
else_jump @DESERT5_3200 
008B: 34@ = $FLIGHT_SCHOOL_CONTESTS_PASSED // (int) 
0084: $FLIGHT_SCHOOL_CURRENT_CONTEST = $FLIGHT_SCHOOL_CONTESTS_PASSED // (int) 

:DESERT5_3200
if 
001F:   34@ > $FLIGHT_SCHOOL_CONTESTS_PASSED // (int) 
else_jump @DESERT5_3233 
34@ = 1 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 1 

:DESERT5_3233
if or
  -100 > $MOVE_AXIS_X 
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 11 
else_jump @DESERT5_3304 
wait 0 
gosub @DESERT5_20476 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
jump @DESERT5_3233 

:DESERT5_3304
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_3392 
if or
  34@ == 4 
  34@ == 6 
else_jump @DESERT5_3360 
230@ = 1 
jump @DESERT5_3392 

:DESERT5_3360
if 
  4 > 231@ 
else_jump @DESERT5_3385 
231@ = 3 

:DESERT5_3385
jump @DESERT5_3793 

:DESERT5_3392
if 
  230@ == 1 
else_jump @DESERT5_3722 
if 
  4 > 231@ 
else_jump @DESERT5_3435 
231@ = 3 

:DESERT5_3435
if 
  231@ == 0 
else_jump @DESERT5_3460 
231@ = 5 

:DESERT5_3460
gosub @DESERT5_24729 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 140.0 GXT 'DES5_FH'  // Welcher Kurs?
gosub @DESERT5_24729 
0342: enable_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 182.0 185.0 GXT 'DES5_FI'  // ~k~~GO_LEFT~ Gegen Uhrzeigersinn
gosub @DESERT5_24729 
0342: enable_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 182.0 211.0 GXT 'DES5_FJ'  // ~k~~GO_RIGHT~ Uhrzeigersinn
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @DESERT5_3641 
jump @DESERT5_3793 

:DESERT5_3641
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @DESERT5_3722 
if 
  34@ == 4 
else_jump @DESERT5_3690 
34@ = 3 

:DESERT5_3690
if 
  34@ == 6 
else_jump @DESERT5_3715 
34@ = 5 

:DESERT5_3715
jump @DESERT5_3793 

:DESERT5_3722
if 
0735:   NOP_false 81 
else_jump @DESERT5_3751 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 12 
$MISSION_LEARNING_TO_FLY_PASSED = 1 

:DESERT5_3751
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_3775 
jump @DESERT5_29947 

:DESERT5_3775
set_weather 17 
gosub @DESERT5_23134 
jump @DESERT5_2837 

:DESERT5_3793
fade 0 500 

:DESERT5_3800
if 
fading 
else_jump @DESERT5_3831 
wait 0 
gosub @DESERT5_20476 
jump @DESERT5_3800 

:DESERT5_3831
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_3852 
05EC: release_car 35@ from_path 

:DESERT5_3852
Car.Destroy(35@)
Camera.Restore_WithJumpCut
Actor.DestroyInstantly(70@)
156@ = 0 

:DESERT5_3871
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_3913 
Car.Destroy(60@(156@,3i))
156@ += 1 
jump @DESERT5_3871 

:DESERT5_3913
040D: unload_wav 3 
0395: clear_area 1 at $327 $328 $329 radius 500.0 
014F: stop_timer $253 
0396: pause_timer 0 
231@ = 5 
0826: enable_hud 1 
0581: enable_radar 1 
if 
  34@ == 1 
else_jump @DESERT5_5468 

:DESERT5_3977
gosub @DESERT5_24907 

:DESERT5_3984
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
$7523 = 0 
$7524 = 0 
157@ = 0 
35@ = Car.Create(#RUSTLER, 50@, 51@, 52@)
Car.Angle(35@) = 90.0
if 
  231@ == 0 
else_jump @DESERT5_4135 
Camera.SetPosition(172.6, 2466.14, 17.05, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_4135
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um auf der Rollbahn zu beschleunigen.
gosub @DESERT5_24944 

:DESERT5_4165
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_4204 
232@ = 2 
jump @DESERT5_5415 

:DESERT5_4204
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_4273 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_4266 
232@ = 2 
jump @DESERT5_5415 
jump @DESERT5_4273 

:DESERT5_4266
jump @DESERT5_29947 

:DESERT5_4273
if 
  233@ == 0 
else_jump @DESERT5_4355 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um auf der Rollbahn zu beschleunigen.
gosub @DESERT5_25173 
if 
  233@ == 1 
else_jump @DESERT5_4348 
00BC: show_text_highpriority GXT 'DES5_1B' time 10000 flag 4  // ~s~Hebt sich das Heck des Flugzeugs, drcke ~k~~VEHICLE_STEERDOWN~, um den Bug anzuheben und zu starten.

:DESERT5_4348
jump @DESERT5_5461 

:DESERT5_4355
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_5461 
if 
   not $7524 == 1 
else_jump @DESERT5_4561 
if 
   not $7523 == 1 
else_jump @DESERT5_4459 
077D: $7513 = car 35@ x_angle 
if 
  5.0 >= $7513 
else_jump @DESERT5_4459 
$7523 = 1 
00BC: show_text_highpriority GXT 'DES5_1C' time 10000 flag 4  // ~s~Drcke jetzt ~k~~VEHICLE_STEERDOWN~.

:DESERT5_4459
Car.StorePos(35@, 37@, 38@, 39@)
if 
  39@ >= 25.0 
else_jump @DESERT5_4524 
$7524 = 1 
00BC: show_text_highpriority GXT 'DES5_1I' time 10000 flag 4  // ~s~Drcke ~k~~TOGGLE_SUBMISSIONS~, um das Fahrgestell einzuholen.
jump @DESERT5_4561 

:DESERT5_4524
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
else_jump @DESERT5_4561 
236@ = 1 

:DESERT5_4561
if 
  $7524 == 1 
else_jump @DESERT5_4986 
if 
   not 157@ == 1 
else_jump @DESERT5_4725 
091F: get_plane 35@ landing_gear_status_to 151@ 
if 
  151@ > 0.0 
else_jump @DESERT5_4718 
157@ = 1 
018A: 220@ = create_checkpoint_at 73@ 76@ 79@ 
06D5: 118@ = create_racing_checkpoint_at 73@ 76@ 79@ point_to 0.0 76@ 79@ type 3 radius 129@ 
116@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1F' time 7000 flag 4  // ~s~Nimm Kurs auf die erste ~y~Markierung~s~.
00BB: show_text_lowpriority GXT 'DES5_1J' time 10000 flag 4  // ~s~Steigt oder fllt das Flugzeug, kannst du dies am Hhenmesser links vom Radar ablesen.

:DESERT5_4718
jump @DESERT5_4986 

:DESERT5_4725
if 
0100:   actor $PLAYER_ACTOR in_sphere 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_4986 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 118@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
116@ += 1 
if 
  3 > 116@ 
else_jump @DESERT5_4979 
018A: 220@ = create_checkpoint_at 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) 
06D5: 118@ = create_racing_checkpoint_at 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) point_to 0.0 76@(116@,3f) 79@(116@,3f) type 3 radius 129@ 
if 
  116@ == 1 
else_jump @DESERT5_4938 
00BC: show_text_highpriority GXT 'DES5_1G' time 10000 flag 4  // ~s~Drcke ~k~~VEHICLE_STEERUP~, um im Sinkflug die nchste ~y~Markierung~s~ zu erreichen.

:DESERT5_4938
if 
  116@ == 2 
else_jump @DESERT5_4972 
00BC: show_text_highpriority GXT 'DES5_1H' time 10000 flag 4  // ~s~Drcke ~k~~VEHICLE_STEERDOWN~ und halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um im Steigflug die letzte ~y~Markierung~s~ zu erreichen.

:DESERT5_4972
jump @DESERT5_4986 

:DESERT5_4979
235@ = 1 

:DESERT5_4986
if 
  $7524 == 1 
else_jump @DESERT5_5027 
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_5027 
236@ = 1 

:DESERT5_5027
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_5070 
236@ = 1 

:DESERT5_5070
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_5461 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_5169 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 30 
148@ = 45 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_5197 

:DESERT5_5169
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_5197
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[0] // (int) 
else_jump @DESERT5_5246 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[0] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[0] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_5246
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 1 
else_jump @DESERT5_5317 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_5317 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 2 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 2 
232@ = 2 

:DESERT5_5317
gosub @DESERT5_27620 

:DESERT5_5324
if 
  219@ == 0 
else_jump @DESERT5_5415 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_5384 
232@ = 2 
jump @DESERT5_5415 

:DESERT5_5384
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_5408 
jump @DESERT5_5415 

:DESERT5_5408
jump @DESERT5_5324 

:DESERT5_5415
gosub @DESERT5_27200 
if 
  232@ == 2 
else_jump @DESERT5_5454 
jump @DESERT5_2600 
jump @DESERT5_5461 

:DESERT5_5454
jump @DESERT5_3977 

:DESERT5_5461
jump @DESERT5_4165 

:DESERT5_5468
if 
  34@ == 2 
else_jump @DESERT5_6924 

:DESERT5_5486
gosub @DESERT5_24907 

:DESERT5_5493
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
159@ = 0 
160@ = 0 
158@ = 0 
35@ = Car.Create(#RUSTLER, 53@, 54@, 55@)
Car.Angle(35@) = 270.0
if 
  231@ == 0 
else_jump @DESERT5_5644 
Camera.SetPosition(27.29, 2466.31, 16.76, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_5644
08E6: set_plane 35@ landing_gear 1 
Car.LockInCurrentPosition(35@) = True
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_2J' time 5000 flag 4  // ~s~Drcke ~k~~TOGGLE_SUBMISSIONS~, um das Fahrgestell auszufahren.
gosub @DESERT5_24944 

:DESERT5_5688
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_5727 
232@ = 2 
jump @DESERT5_6871 

:DESERT5_5727
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_5796 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_5789 
232@ = 2 
jump @DESERT5_6871 
jump @DESERT5_5796 

:DESERT5_5789
jump @DESERT5_29947 

:DESERT5_5796
if 
  233@ == 0 
else_jump @DESERT5_5937 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_5930 
Car.LockInCurrentPosition(35@) = False
Car.SetSpeedInstantly(35@, 30.0)
018A: 220@ = create_checkpoint_at 82@ 83@ 84@ 
06D5: 118@ = create_racing_checkpoint_at 82@ 83@ 84@ point_to -200.0 83@ 84@ type 3 radius 129@ 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Zeit ~1~
00BC: show_text_highpriority GXT 'DES5_2J' time 5000 flag 4  // ~s~Drcke ~k~~TOGGLE_SUBMISSIONS~, um das Fahrgestell auszufahren.
233@ = 1 

:DESERT5_5930
jump @DESERT5_6917 

:DESERT5_5937
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_6917 
if 
  159@ == 0 
else_jump @DESERT5_6171 
if 
   not 158@ == 1 
else_jump @DESERT5_6041 
091F: get_plane 35@ landing_gear_status_to 151@ 
if 
  1.0 > 151@ 
else_jump @DESERT5_6041 
158@ = 1 
00BC: show_text_highpriority GXT 'DES5_2C' time 5000 flag 4  // ~s~Nimm Kurs auf die erste ~y~Markierung~s~.

:DESERT5_6041
if 
0100:   actor $PLAYER_ACTOR in_sphere 82@ 83@ 84@ radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_6164 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 118@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
159@ = 1 
018A: 220@ = create_checkpoint_at 308.0 49@ 52@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_2I' time 5000 flag 4  // ~s~Halte ~k~~VEHICLE_BRAKE~ gedrckt, um die Geschwindigkeit zu drosseln, bis das Flugzeug langsam sinkt.
00BB: show_text_lowpriority GXT 'DES5_2D' time 7000 flag 4  // ~s~Drcke ~k~~VEHICLE_STEERDOWN~, um die Sinkrate zu vermindern.

:DESERT5_6164
jump @DESERT5_6368 

:DESERT5_6171
01AC:   car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
if 
   not 160@ == 1 
else_jump @DESERT5_6321 
Car.StorePos(35@, 37@, 38@, 39@)
if 
  17.66 >= 39@ 
else_jump @DESERT5_6314 
160@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_2E' time 7000 flag 4  // ~s~Halte ~k~~VEHICLE_STEERUP~ gedrckt, um den Bug des Flugzeugs unten zu halten.
00BB: show_text_lowpriority GXT 'DES5_2F' time 7000 flag 4  // ~s~Roll die Piste entlang und halte in der ~y~Zielzone~s~, um Extrapunkte zu sammeln.
00BB: show_text_lowpriority GXT 'DES5_2G' time 7000 flag 4  // ~s~Drcke ~k~~VEHICLE_LOOKLEFT~, um mithilfe des Ruders eine Linkskurve zu fliegen, und ~k~~VEHICLE_LOOKRIGHT~, um eine Rechtskurve zu fliegen.

:DESERT5_6314
jump @DESERT5_6368 

:DESERT5_6321
if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
else_jump @DESERT5_6368 
235@ = 1 

:DESERT5_6368
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_6483 
if 
   not 159@ == 1 
else_jump @DESERT5_6416 
236@ = 1 
jump @DESERT5_6483 

:DESERT5_6416
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
else_jump @DESERT5_6460 
236@ = 1 
jump @DESERT5_6483 

:DESERT5_6460
if 
01F4:   car 35@ flipped 
else_jump @DESERT5_6483 
236@ = 1 

:DESERT5_6483
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_6526 
236@ = 1 

:DESERT5_6526
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_6917 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_6625 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 25 
148@ = 40 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_6653 

:DESERT5_6625
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_6653
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[1] // (int) 
else_jump @DESERT5_6702 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[1] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[1] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_6702
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 2 
else_jump @DESERT5_6773 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_6773 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 4 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 4 
232@ = 2 

:DESERT5_6773
gosub @DESERT5_27620 

:DESERT5_6780
if 
  219@ == 0 
else_jump @DESERT5_6871 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_6840 
232@ = 2 
jump @DESERT5_6871 

:DESERT5_6840
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_6864 
jump @DESERT5_6871 

:DESERT5_6864
jump @DESERT5_6780 

:DESERT5_6871
gosub @DESERT5_27200 
if 
  232@ == 2 
else_jump @DESERT5_6910 
jump @DESERT5_2600 
jump @DESERT5_6917 

:DESERT5_6910
jump @DESERT5_5486 

:DESERT5_6917
jump @DESERT5_5688 

:DESERT5_6924
if or
  34@ == 3 
  34@ == 4 
else_jump @DESERT5_8503 

:DESERT5_6949
gosub @DESERT5_24907 

:DESERT5_6956
gosub @DESERT5_19958 
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
$7524 = 0 
116@ = 0 
35@ = Car.Create(#RUSTLER, 50@, 51@, 52@)
Car.Angle(35@) = 90.0
if 
  231@ == 0 
else_jump @DESERT5_7114 
08E6: set_plane 35@ landing_gear 1 
Camera.SetPosition(-1251.02, 2301.32, 140.44, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_7114
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um auf der Rollbahn zu beschleunigen.
gosub @DESERT5_24944 

:DESERT5_7144
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_7183 
232@ = 2 
jump @DESERT5_8402 

:DESERT5_7183
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_7252 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_7245 
232@ = 2 
jump @DESERT5_8402 
jump @DESERT5_7252 

:DESERT5_7245
jump @DESERT5_29947 

:DESERT5_7252
if 
  233@ == 0 
else_jump @DESERT5_7445 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um auf der Rollbahn zu beschleunigen.
gosub @DESERT5_25173 
if 
  233@ == 1 
else_jump @DESERT5_7438 
116@ = 0 
018A: 220@ = create_checkpoint_at 85@ 93@ 101@ 
06D5: 119@ = create_racing_checkpoint_at 85@ 93@ 101@ point_to 0.0 93@ 101@ type 3 radius 129@ 
06D5: 120@ = create_racing_checkpoint_at 86@ 94@ 102@ point_to 85@ 93@ 101@ type 3 radius 129@ 
00BC: show_text_highpriority GXT 'DES5_3B' time 10000 flag 4  // ~s~Starte und geh in den Steigflug ber, bis du die erste ~y~Markierung ~s~erreichst.
00BB: show_text_lowpriority GXT 'DES5_3C' time 7000 flag 4  // ~s~Drcke ~k~~VEHICLE_LOOKLEFT~, um mithilfe des Ruders eine Linkskurve zu fliegen, und ~k~~VEHICLE_LOOKRIGHT~, um eine Rechtskurve zu fliegen.
00BB: show_text_lowpriority GXT 'DES5_3D' time 10000 flag 4  // ~s~Durch Einsatz des Ruders kannst du bei Querneigung des Flugzeugs schneller um die Kurve fliegen.

:DESERT5_7438
jump @DESERT5_8496 

:DESERT5_7445
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_8496 
if 
   not $7524 == 1 
else_jump @DESERT5_7521 
Car.StorePos(35@, 37@, 38@, 39@)
if 
  39@ >= 25.0 
else_jump @DESERT5_7521 
$7524 = 1 

:DESERT5_7521
if 
0100:   actor $PLAYER_ACTOR in_sphere 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_7973 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 119@(116@,8i) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
116@ += 1 
if 
  8 > 116@ 
else_jump @DESERT5_7966 
018A: 220@ = create_checkpoint_at 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) 
0085: 117@ = 116@ // (int) 
117@ += 1 
if 
  8 > 117@ 
else_jump @DESERT5_7743 
06D5: 119@(117@,8i) = create_racing_checkpoint_at 85@(117@,8f) 93@(117@,8f) 101@(117@,8f) point_to 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) type 3 radius 129@ 

:DESERT5_7743
if 
  116@ == 1 
else_jump @DESERT5_7818 
if 
  34@ == 4 
else_jump @DESERT5_7802 
00BC: show_text_highpriority GXT 'DES5_3F' time 10000 flag 4  // ~s~Halte ~k~~VEHICLE_STEERDOWN~ und ~k~~VEHICLE_STEERRIGHT~ gedrckt, um in Querneigung eine Kurve zu fliegen, und halte auf die nchste ~y~Markierung~s~ zu.
jump @DESERT5_7818 

:DESERT5_7802
00BC: show_text_highpriority GXT 'DES5_3E' time 10000 flag 4  // ~s~Halte ~k~~VEHICLE_STEERDOWN~ und ~k~~VEHICLE_STEERLEFT~ gedrckt, um in Querneigung eine Kurve zu fliegen, und halte auf die nchste ~y~Markierung~s~ zu.

:DESERT5_7818
if 
  116@ == 2 
else_jump @DESERT5_7893 
if 
  34@ == 4 
else_jump @DESERT5_7877 
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Neige die Maschine nach links und flieg durch die nchste ~y~Markierung~s~.
jump @DESERT5_7893 

:DESERT5_7877
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Neige die Maschine nach rechts und flieg durch die nchste ~y~Markierung~s~.

:DESERT5_7893
if 
  116@ == 3 
else_jump @DESERT5_7959 
00BC: show_text_highpriority GXT 'DES5_3K' time 10000 flag 4  // ~s~Neige die Maschine immer wieder nach links und rechts und folge den ~y~Markierungen~s~.
00BB: show_text_lowpriority GXT 'DES5_3L' time 7000 flag 4  // ~s~Der knstliche Horizont auf dem Radar zeigt das Verhalten des Flugzeugs an.
00BB: show_text_lowpriority GXT 'DES5_3M' time 10000 flag 4  // ~s~Geht das Flugzeug in Quer- oder Lngsneigung, verndert sich der knstliche Horizont entsprechend.

:DESERT5_7959
jump @DESERT5_7973 

:DESERT5_7966
235@ = 1 

:DESERT5_7973
if 
  $7524 == 1 
else_jump @DESERT5_8014 
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_8014 
236@ = 1 

:DESERT5_8014
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_8057 
236@ = 1 

:DESERT5_8057
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_8496 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_8156 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 60 
148@ = 75 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_8184 

:DESERT5_8156
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_8184
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[2] // (int) 
else_jump @DESERT5_8233 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[2] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[2] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_8233
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 4 
else_jump @DESERT5_8304 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_8304 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 6 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 6 
232@ = 2 

:DESERT5_8304
gosub @DESERT5_27620 

:DESERT5_8311
if 
  219@ == 0 
else_jump @DESERT5_8402 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_8371 
232@ = 2 
jump @DESERT5_8402 

:DESERT5_8371
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_8395 
jump @DESERT5_8402 

:DESERT5_8395
jump @DESERT5_8311 

:DESERT5_8402
gosub @DESERT5_27200 
156@ = 0 

:DESERT5_8416
if 
  8 > 156@ 
else_jump @DESERT5_8457 
06D6: disable_racing_checkpoint 119@(156@,8i) 
156@ += 1 
jump @DESERT5_8416 

:DESERT5_8457
if 
  232@ == 2 
else_jump @DESERT5_8489 
jump @DESERT5_2600 
jump @DESERT5_8496 

:DESERT5_8489
jump @DESERT5_6949 

:DESERT5_8496
jump @DESERT5_7144 

:DESERT5_8503
if or
  34@ == 5 
  34@ == 6 
else_jump @DESERT5_10300 

:DESERT5_8528
gosub @DESERT5_24907 

:DESERT5_8535
gosub @DESERT5_19958 
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
$7524 = 0 
116@ = 0 
161@ = 0 
35@ = Car.Create(#RUSTLER, 50@, 51@, 52@)
Car.Angle(35@) = 90.0
if 
  231@ == 0 
else_jump @DESERT5_8700 
08E6: set_plane 35@ landing_gear 1 
Camera.SetPosition(-394.09, 2601.47, 134.89, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_8700
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um auf der Rollbahn zu beschleunigen.
gosub @DESERT5_24944 

:DESERT5_8730
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_8769 
232@ = 2 
jump @DESERT5_10199 

:DESERT5_8769
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_8838 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_8831 
232@ = 2 
jump @DESERT5_10199 
jump @DESERT5_8838 

:DESERT5_8831
jump @DESERT5_29947 

:DESERT5_8838
if 
  233@ == 0 
else_jump @DESERT5_8999 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um auf der Rollbahn zu beschleunigen.
gosub @DESERT5_25173 
if 
  233@ == 1 
else_jump @DESERT5_8992 
116@ = 0 
018A: 220@ = create_checkpoint_at 85@ 93@ 101@ 
06D5: 119@ = create_racing_checkpoint_at 85@ 93@ 101@ point_to 0.0 93@ 101@ type 3 radius 129@ 
06D5: 120@ = create_racing_checkpoint_at 86@ 94@ 102@ point_to 85@ 93@ 101@ type 3 radius 129@ 
00BC: show_text_highpriority GXT 'DES5_3B' time 10000 flag 4  // ~s~Starte und geh in den Steigflug ber, bis du die erste ~y~Markierung ~s~erreichst.

:DESERT5_8992
jump @DESERT5_10293 

:DESERT5_8999
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_10293 
if 
   not $7524 == 1 
else_jump @DESERT5_9075 
Car.StorePos(35@, 37@, 38@, 39@)
if 
  39@ >= 25.0 
else_jump @DESERT5_9075 
$7524 = 1 

:DESERT5_9075
if 
   not 161@ == 1 
else_jump @DESERT5_9609 
if 
0100:   actor $PLAYER_ACTOR in_sphere 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_9602 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 119@(116@,8i) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
116@ += 1 
if 
  8 > 116@ 
else_jump @DESERT5_9506 
018A: 220@ = create_checkpoint_at 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) 
0085: 117@ = 116@ // (int) 
117@ += 1 
if 
  8 > 117@ 
else_jump @DESERT5_9315 
06D5: 119@(117@,8i) = create_racing_checkpoint_at 85@(117@,8f) 93@(117@,8f) 101@(117@,8f) point_to 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) type 3 radius 129@ 

:DESERT5_9315
if 
  116@ == 1 
else_jump @DESERT5_9390 
if 
  34@ == 6 
else_jump @DESERT5_9374 
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Neige die Maschine nach rechts und flieg durch die nchste ~y~Markierung~s~.
jump @DESERT5_9390 

:DESERT5_9374
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Neige die Maschine nach links und flieg durch die nchste ~y~Markierung~s~.

:DESERT5_9390
if 
  116@ == 2 
else_jump @DESERT5_9465 
if 
  34@ == 6 
else_jump @DESERT5_9449 
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Neige die Maschine nach links und flieg durch die nchste ~y~Markierung~s~.
jump @DESERT5_9465 

:DESERT5_9449
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Neige die Maschine nach rechts und flieg durch die nchste ~y~Markierung~s~.

:DESERT5_9465
if 
  116@ == 3 
else_jump @DESERT5_9499 
00BC: show_text_highpriority GXT 'DES5_3K' time 10000 flag 4  // ~s~Neige die Maschine immer wieder nach links und rechts und folge den ~y~Markierungen~s~.

:DESERT5_9499
jump @DESERT5_9602 

:DESERT5_9506
161@ = 1 
018A: 220@ = create_checkpoint_at 308.0 45@ 52@ 
if 
  34@ == 6 
else_jump @DESERT5_9570 
00BC: show_text_highpriority GXT 'DES5_5I' time 10000 flag 4  // ~s~Neige die Maschine nach rechts und lande auf der Piste.
jump @DESERT5_9586 

:DESERT5_9570
00BC: show_text_highpriority GXT 'DES5_5H' time 10000 flag 4  // ~s~Neige die Maschine nach links und lande auf der Piste.

:DESERT5_9586
00BB: show_text_lowpriority GXT 'DES5_5J' time 10000 flag 4  // ~s~Halte in der ~y~Zielzone ~s~, um Extrapunkte zu sammeln.

:DESERT5_9602
jump @DESERT5_9689 

:DESERT5_9609
01AC:   car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
else_jump @DESERT5_9689 
235@ = 1 

:DESERT5_9689
if and
  $7524 == 1 
81F3:   not car 35@ in_air 
else_jump @DESERT5_9811 
if 
   not 161@ == 1 
else_jump @DESERT5_9744 
236@ = 1 
jump @DESERT5_9811 

:DESERT5_9744
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
else_jump @DESERT5_9788 
236@ = 1 
jump @DESERT5_9811 

:DESERT5_9788
if 
01F4:   car 35@ flipped 
else_jump @DESERT5_9811 
236@ = 1 

:DESERT5_9811
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_9854 
236@ = 1 

:DESERT5_9854
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_10293 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_9953 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 80 
148@ = 95 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_9981 

:DESERT5_9953
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_9981
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[3] // (int) 
else_jump @DESERT5_10030 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[3] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[3] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_10030
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 6 
else_jump @DESERT5_10101 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_10101 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 7 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 7 
232@ = 2 

:DESERT5_10101
gosub @DESERT5_27620 

:DESERT5_10108
if 
  219@ == 0 
else_jump @DESERT5_10199 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_10168 
232@ = 2 
jump @DESERT5_10199 

:DESERT5_10168
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_10192 
jump @DESERT5_10199 

:DESERT5_10192
jump @DESERT5_10108 

:DESERT5_10199
gosub @DESERT5_27200 
156@ = 0 

:DESERT5_10213
if 
  8 > 156@ 
else_jump @DESERT5_10254 
06D6: disable_racing_checkpoint 119@(156@,8i) 
156@ += 1 
jump @DESERT5_10213 

:DESERT5_10254
if 
  232@ == 2 
else_jump @DESERT5_10286 
jump @DESERT5_2600 
jump @DESERT5_10293 

:DESERT5_10286
jump @DESERT5_8528 

:DESERT5_10293
jump @DESERT5_8730 

:DESERT5_10300
if 
  34@ == 7 
else_jump @DESERT5_11736 

:DESERT5_10318
gosub @DESERT5_24907 

:DESERT5_10325
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
$7524 = 0 
$7525 = 0 
0087: 132@ = 111@ // (float) 
234@ = 0 
35@ = Car.Create(#HUNTER, 50@, 51@, 15.07)
Car.Angle(35@) = 270.0
Car.SetToNormalDriver(35@)
if 
  231@ == 0 
else_jump @DESERT5_10491 
Camera.SetPosition(323.02, 2446.81, 117.65, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_10491
241@ = 1 

:DESERT5_10498
if 
  241@ == 1 
else_jump @DESERT5_10566 
wait 0 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_10559 
if 
01C1:   car 35@ stopped 
else_jump @DESERT5_10559 
241@ = 0 

:DESERT5_10559
jump @DESERT5_10498 

:DESERT5_10566
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_7A' time 5000 flag 4  // ~s~Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um schneller zu steigen.
gosub @DESERT5_24944 

:DESERT5_10596
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_10635 
232@ = 2 
jump @DESERT5_11683 

:DESERT5_10635
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_10704 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_10697 
232@ = 2 
jump @DESERT5_11683 
jump @DESERT5_10704 

:DESERT5_10697
jump @DESERT5_29947 

:DESERT5_10704
if 
  233@ == 0 
else_jump @DESERT5_10816 
00BC: show_text_highpriority GXT 'DES5_7A' time 10000 flag 4  // ~s~Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um schneller zu steigen.
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_10809 
if 
01F3:   car 35@ in_air 
else_jump @DESERT5_10809 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Zeit ~1~
00BC: show_text_highpriority GXT 'DES5_7B' time 10000 flag 4  // ~s~Steige kontinuierlich hher.
233@ = 1 

:DESERT5_10809
jump @DESERT5_11729 

:DESERT5_10816
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_11729 
if 
   not $7525 == 1 
else_jump @DESERT5_10922 
Car.StorePos(35@, 37@, 38@, 39@)
if 
0035:   39@ >= 132@ // (float) 
else_jump @DESERT5_10922 
$7525 = 1 
00BC: show_text_highpriority GXT 'DES5_7C' time 5000 flag 4  // ~s~Lass ~k~~VEHICLE_ACCELERATE~ los, um nicht mehr zu steigen und die Hhe zu halten.
00BB: show_text_lowpriority GXT 'DES5_7D' time 10000 flag 4  // ~s~Dreh den Hubschrauber jetzt um 180 Grad. Mithilfe von ~k~~VEHICLE_LOOKLEFT~ und ~k~~VEHICLE_LOOKRIGHT~ kannst du ihn nach links und rechts drehen.

:DESERT5_10922
if 
  $7525 == 1 
else_jump @DESERT5_11194 
if 
   not 234@ == 1 
else_jump @DESERT5_11121 
40@ = Car.Angle(35@)
if and
  40@ >= 80.0 
  100.0 >= 40@ 
else_jump @DESERT5_11114 
234@ = 1 
018A: 220@ = create_checkpoint_at 109@ 110@ 111@ 
06D5: 118@ = create_racing_checkpoint_at 109@ 110@ 111@ point_to 0.0 110@ 111@ type 3 radius 129@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_7F' time 10000 flag 4  // ~s~Halte ~k~~VEHICLE_STEERUP~ gedrckt, um den Hubschrauber um 45 Grad zu neigen.
00BB: show_text_lowpriority GXT 'DES5_7G' time 10000 flag 4  // ~s~Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um vorwrts auf die ~y~Markierung~s~ zuzufliegen.
00BB: show_text_lowpriority GXT 'DES5_7H' time 10000 flag 4  // ~s~Wenn du in Querneigung eine Kurve fliegen musst, halte ~k~~VEHICLE_STEERDOWN~ gedrckt und steuere nach links oder rechts.
00BB: show_text_lowpriority GXT 'DES5_7I' time 10000 flag 4  // ~s~Wenn du sinken musst, halte ~k~~VEHICLE_BRAKE~ gedrckt.

:DESERT5_11114
jump @DESERT5_11194 

:DESERT5_11121
if 
0100:   actor $PLAYER_ACTOR in_sphere 109@ 110@ 111@ radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_11194 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 118@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
235@ = 1 

:DESERT5_11194
if 
   not $7524 == 1 
else_jump @DESERT5_11254 
Car.StorePos(35@, 37@, 38@, 39@)
if 
  39@ >= 25.0 
else_jump @DESERT5_11254 
$7524 = 1 

:DESERT5_11254
if 
  $7524 == 1 
else_jump @DESERT5_11295 
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_11295 
236@ = 1 

:DESERT5_11295
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_11338 
236@ = 1 

:DESERT5_11338
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_11729 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_11437 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 45 
148@ = 60 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_11465 

:DESERT5_11437
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_11465
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[4] // (int) 
else_jump @DESERT5_11514 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[4] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[4] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_11514
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 7 
else_jump @DESERT5_11585 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_11585 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 8 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 8 
232@ = 2 

:DESERT5_11585
gosub @DESERT5_27620 

:DESERT5_11592
if 
  219@ == 0 
else_jump @DESERT5_11683 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_11652 
232@ = 2 
jump @DESERT5_11683 

:DESERT5_11652
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_11676 
jump @DESERT5_11683 

:DESERT5_11676
jump @DESERT5_11592 

:DESERT5_11683
gosub @DESERT5_27200 
if 
  232@ == 2 
else_jump @DESERT5_11722 
jump @DESERT5_2600 
jump @DESERT5_11729 

:DESERT5_11722
jump @DESERT5_10318 

:DESERT5_11729
jump @DESERT5_10596 

:DESERT5_11736
if 
  34@ == 8 
else_jump @DESERT5_12955 

:DESERT5_11754
gosub @DESERT5_24907 

:DESERT5_11761
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
162@ = 0 
35@ = Car.Create(#HUNTER, 53@, 54@, 55@)
Car.Angle(35@) = 270.0
0825: set_helicopter 35@ instant_rotor_start 
if 
  231@ == 0 
else_jump @DESERT5_11903 
Camera.SetPosition(301.56, 2455.21, 55.82, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_11903
Car.LockInCurrentPosition(35@) = True
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_8A' time 5000 flag 4  // ~s~Drcke ~k~~VEHICLE_STEERUP~ und ~k~~VEHICLE_ACCELERATE~, um deine Vorwrtsgeschwindigkeit beizubehalten.
gosub @DESERT5_24944 

:DESERT5_11940
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_11979 
232@ = 2 
jump @DESERT5_12902 

:DESERT5_11979
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_12048 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_12041 
232@ = 2 
jump @DESERT5_12902 
jump @DESERT5_12048 

:DESERT5_12041
jump @DESERT5_29947 

:DESERT5_12048
if 
  233@ == 0 
else_jump @DESERT5_12175 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_12168 
Car.LockInCurrentPosition(35@) = False
Car.SetSpeedInstantly(35@, 15.0)
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Zeit ~1~
00BC: show_text_highpriority GXT 'DES5_8A' time 10000 flag 4  // ~s~Drcke ~k~~VEHICLE_STEERUP~ und ~k~~VEHICLE_ACCELERATE~, um deine Vorwrtsgeschwindigkeit beizubehalten.
00BB: show_text_lowpriority GXT 'DES5_8B' time 10000 flag 4  // ~s~Nimm Kurs auf das andere Ende der Piste und behalte deine Hhe bei.
018A: 220@ = create_checkpoint_at 56@ 57@ 58@ 
233@ = 1 

:DESERT5_12168
jump @DESERT5_12948 

:DESERT5_12175
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_12948 
if 
   not 162@ == 1 
else_jump @DESERT5_12321 
if 
00EE:   actor $PLAYER_ACTOR 0 near_point 56@ 57@ radius 300.0 300.0 in_car 
else_jump @DESERT5_12314 
162@ = 1 
00BC: show_text_highpriority GXT 'DES5_8G' time 4000 flag 4  // ~s~Lass jetzt ~k~~VEHICLE_ACCELERATE~ los.
00BB: show_text_lowpriority GXT 'DES5_8C' time 10000 flag 4  // Halte ~k~~VEHICLE_HORN~~s~ gedrckt, um deinen Hubschrauber automatisch abzufangen, damit du langsamer wirst und ber dem ~y~Zielgebiet~s~ schweben kannst.
00BB: show_text_lowpriority GXT 'DES5_8D' time 10000 flag 4  // ~s~Halte ~k~~VEHICLE_BRAKE~ gedrckt, um langsam in den Sinkflug berzugehen und zu landen.~N~Lande im ~y~Zielgebiet~s~, um Extrapunkte zu sammeln.
00BB: show_text_lowpriority GXT 'DES5_8E' time 10000 flag 4  // ~s~Wenn du zu schnell sinkst, lass ~k~~VEHICLE_BRAKE~ los und halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um langsamer zu werden.

:DESERT5_12314
jump @DESERT5_12399 

:DESERT5_12321
01B0:   car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
else_jump @DESERT5_12399 
235@ = 1 

:DESERT5_12399
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_12514 
if 
   not 162@ == 1 
else_jump @DESERT5_12447 
236@ = 1 
jump @DESERT5_12514 

:DESERT5_12447
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
else_jump @DESERT5_12491 
236@ = 1 
jump @DESERT5_12514 

:DESERT5_12491
if 
01F4:   car 35@ flipped 
else_jump @DESERT5_12514 
236@ = 1 

:DESERT5_12514
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_12557 
236@ = 1 

:DESERT5_12557
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_12948 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_12656 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 30 
148@ = 45 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_12684 

:DESERT5_12656
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_12684
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[5] // (int) 
else_jump @DESERT5_12733 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[5] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[5] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_12733
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 8 
else_jump @DESERT5_12804 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_12804 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 9 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 9 
232@ = 2 

:DESERT5_12804
gosub @DESERT5_27620 

:DESERT5_12811
if 
  219@ == 0 
else_jump @DESERT5_12902 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_12871 
232@ = 2 
jump @DESERT5_12902 

:DESERT5_12871
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_12895 
jump @DESERT5_12902 

:DESERT5_12895
jump @DESERT5_12811 

:DESERT5_12902
gosub @DESERT5_27200 
if 
  232@ == 2 
else_jump @DESERT5_12941 
jump @DESERT5_2600 
jump @DESERT5_12948 

:DESERT5_12941
jump @DESERT5_11754 

:DESERT5_12948
jump @DESERT5_11940 

:DESERT5_12955
if 
  34@ == 9 
else_jump @DESERT5_15284 

:DESERT5_12973
gosub @DESERT5_24907 

:DESERT5_12980
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
169@ = 0 
35@ = Car.Create(#HUNTER, 53@, 54@, 55@)
Car.Angle(35@) = 270.0
0825: set_helicopter 35@ instant_rotor_start 
if 
  231@ == 0 
else_jump @DESERT5_13233 
Camera.SetPosition(365.5, 2339.25, 63.23, 0.0, 0.0, 0.0)
Camera.PointAt(363.09, 2473.76, 33.46, 2)
69@ = 418.5 
156@ = 0 

:DESERT5_13147
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_13224 
60@(156@,3i) = Car.Create(#PETRO, 69@, 49@, 17.1)
69@ -= 40.0 
170@(156@,3i) = 0 
156@ += 1 
jump @DESERT5_13147 

:DESERT5_13224
33@ = 0 
return 

:DESERT5_13233
Car.LockInCurrentPosition(35@) = True
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_9A' time 5000 flag 4  // ~s~Zerstre die drei ~r~Trucks ~s~am Ende der Piste.
gosub @DESERT5_24944 

:DESERT5_13270
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_13305 
232@ = 2 
jump @DESERT5_15096 

:DESERT5_13305
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_13374 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_13367 
232@ = 2 
jump @DESERT5_15096 
jump @DESERT5_13374 

:DESERT5_13367
jump @DESERT5_29947 

:DESERT5_13374
if 
  233@ == 0 
else_jump @DESERT5_13604 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_13597 
Car.LockInCurrentPosition(35@) = False
Car.SetSpeedInstantly(35@, 15.0)
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Zeit ~1~
00BC: show_text_highpriority GXT 'DES5_9A' time 10000 flag 4  // ~s~Zerstre die drei ~r~Trucks ~s~am Ende der Piste.
00BB: show_text_lowpriority GXT 'DES5_9B' time 10000 flag 4  // ~s~Drcke ~k~~VEHICLE_FIREWEAPON_ALT~, um die Waffen abzufeuern, und ~k~~PED_FIREWEAPON~, um Raketen abzufeuern.
69@ = 418.5 
156@ = 0 

:DESERT5_13490
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_13583 
60@(156@,3i) = Car.Create(#PETRO, 69@, 49@, 17.1)
221@(156@,3i) = Marker.CreateAboveCar(60@(156@,3i))
163@(156@,3i) = 1 
69@ -= 40.0 
156@ += 1 
jump @DESERT5_13490 

:DESERT5_13583
59@ = 0 
233@ = 1 

:DESERT5_13597
jump @DESERT5_15277 

:DESERT5_13604
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_15277 
if 
   not 169@ == 1 
else_jump @DESERT5_14515 
168@ = 1 
0871: init_jump_table 59@ total_jumps 2 default_jump 1 @DESERT5_14494 jumps 0 @DESERT5_13708 1 @DESERT5_14293 -1 @DESERT5_14508 -1 @DESERT5_14508 -1 @DESERT5_14508 -1 @DESERT5_14508 -1 @DESERT5_14508 

:DESERT5_13708
156@ = 0 

:DESERT5_13715
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_13824 
if 
   Car.Wrecked(60@(156@,3i))
else_jump @DESERT5_13803 
if 
  163@(156@,3i) == 1 
else_jump @DESERT5_13796 
Marker.Disable(221@(156@,3i))
163@(156@,3i) = 0 

:DESERT5_13796
jump @DESERT5_13810 

:DESERT5_13803
168@ = 0 

:DESERT5_13810
156@ += 1 
jump @DESERT5_13715 

:DESERT5_13824
if 
  168@ == 1 
else_jump @DESERT5_14286 
59@ = 1 
64@ = Car.Create(#LANDSTAL, 22.61, 2322.06, 22.35)
65@ = Car.Create(#LANDSTAL, 74.58, 2375.99, 16.52)
0129: 67@ = create_actor_pedtype 24 model #MALE01 in_car 64@ driverseat 
0129: 68@ = create_actor_pedtype 24 model #MALE01 in_car 65@ driverseat 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 76.44 2327.46 20.63 
05D7: add_point_to_scmpath 74.58 2375.99 16.52 
05D7: add_point_to_scmpath 19.12 2370.77 18.97 
05D7: add_point_to_scmpath 22.61 2322.06 22.35 
0615: define_AS_pack_begin 71@ 
06BB: set_actor -1 drive_car 64@ speed 10.0 along_SCM_path 
0643: set_AS_pack 71@ loop 1 
0616: define_AS_pack_end 71@ 
0618: assign_actor 67@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 19.12 2370.77 18.97 
05D7: add_point_to_scmpath 22.61 2322.06 22.35 
05D7: add_point_to_scmpath 76.44 2327.46 20.63 
05D7: add_point_to_scmpath 74.58 2375.99 16.52 
0615: define_AS_pack_begin 72@ 
06BB: set_actor -1 drive_car 65@ speed 10.0 along_SCM_path 
0643: set_AS_pack 72@ loop 1 
0616: define_AS_pack_end 72@ 
0618: assign_actor 68@ to_AS_pack 72@ 
061B: remove_references_to_AS_pack 72@ 
156@ = 0 

:DESERT5_14150
if 
001D:   66@ > 156@ // (int) 
else_jump @DESERT5_14221 
Car.DoorStatus(64@(156@,2i)) = 2
224@(156@,2i) = Marker.CreateAboveCar(64@(156@,2i))
166@(156@,2i) = 1 
156@ += 1 
jump @DESERT5_14150 

:DESERT5_14221
00BC: show_text_highpriority GXT 'DES5_9D' time 10000 flag 4  // ~s~Zerstre jetzt die beiden fahrenden ~r~Autos ~s~im Sdwesten der Piste.
156@ = 0 

:DESERT5_14244
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_14286 
Car.RemoveReferences(60@(156@,3i))
156@ += 1 
jump @DESERT5_14244 

:DESERT5_14286
jump @DESERT5_14508 

:DESERT5_14293
156@ = 0 

:DESERT5_14300
if 
001D:   66@ > 156@ // (int) 
else_jump @DESERT5_14409 
if 
   Car.Wrecked(64@(156@,2i))
else_jump @DESERT5_14388 
if 
  166@(156@,2i) == 1 
else_jump @DESERT5_14381 
Marker.Disable(224@(156@,2i))
166@(156@,2i) = 0 

:DESERT5_14381
jump @DESERT5_14395 

:DESERT5_14388
168@ = 0 

:DESERT5_14395
156@ += 1 
jump @DESERT5_14300 

:DESERT5_14409
if 
  168@ == 1 
else_jump @DESERT5_14487 
59@ = -1 
018A: 220@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: show_text_highpriority GXT 'DES5_9E' time 10000 flag 4  // ~s~Lande auf der Piste.
00BB: show_text_lowpriority GXT 'DES5_5J' time 10000 flag 4  // ~s~Halte in der ~y~Zielzone ~s~, um Extrapunkte zu sammeln.
169@ = 1 

:DESERT5_14487
jump @DESERT5_14508 

:DESERT5_14494
169@ = 1 
jump @DESERT5_14508 

:DESERT5_14508
jump @DESERT5_14593 

:DESERT5_14515
01B0:   car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
else_jump @DESERT5_14593 
235@ = 1 

:DESERT5_14593
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_14708 
if 
   not 169@ == 1 
else_jump @DESERT5_14641 
236@ = 1 
jump @DESERT5_14708 

:DESERT5_14641
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
else_jump @DESERT5_14685 
236@ = 1 
jump @DESERT5_14708 

:DESERT5_14685
if 
01F4:   car 35@ flipped 
else_jump @DESERT5_14708 
236@ = 1 

:DESERT5_14708
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_14751 
236@ = 1 

:DESERT5_14751
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_15277 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_14850 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 80 
148@ = 105 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_14878 

:DESERT5_14850
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_14878
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[6] // (int) 
else_jump @DESERT5_14927 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[6] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[6] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_14927
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 9 
else_jump @DESERT5_14998 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_14998 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 10 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 10 
232@ = 2 

:DESERT5_14998
gosub @DESERT5_27620 

:DESERT5_15005
if 
  219@ == 0 
else_jump @DESERT5_15096 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_15065 
232@ = 2 
jump @DESERT5_15096 

:DESERT5_15065
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_15089 
jump @DESERT5_15096 

:DESERT5_15089
jump @DESERT5_15005 

:DESERT5_15096
gosub @DESERT5_27200 
061B: remove_references_to_AS_pack 71@ 
061B: remove_references_to_AS_pack 72@ 
156@ = 0 

:DESERT5_15120
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_15171 
Car.Destroy(60@(156@,3i))
Marker.Disable(221@(156@,3i))
156@ += 1 
jump @DESERT5_15120 

:DESERT5_15171
156@ = 0 

:DESERT5_15178
if 
001D:   66@ > 156@ // (int) 
else_jump @DESERT5_15238 
Actor.DestroyInstantly(67@(156@,2i))
Car.Destroy(64@(156@,2i))
Marker.Disable(224@(156@,2i))
156@ += 1 
jump @DESERT5_15178 

:DESERT5_15238
if 
  232@ == 2 
else_jump @DESERT5_15270 
jump @DESERT5_2600 
jump @DESERT5_15277 

:DESERT5_15270
jump @DESERT5_12973 

:DESERT5_15277
jump @DESERT5_13270 

:DESERT5_15284
if 
  34@ == 10 
else_jump @DESERT5_16962 

:DESERT5_15302
gosub @DESERT5_24907 

:DESERT5_15309
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
173@ = 0 
174@ = 0 
35@ = Car.Create(#STUNT, 53@, 113@, 114@)
Car.Angle(35@) = 270.0
if 
  231@ == 0 
else_jump @DESERT5_15453 
Camera.SetPosition(269.53, 2445.3, 88.46, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_15453
Car.LockInCurrentPosition(35@) = True
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_AA' time 5000 flag 4  // ~s~Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um die Hhe zu halten. Halte die Maschine gerade und flieg auf die erste ~y~Markierung~s~ zu.
gosub @DESERT5_24944 

:DESERT5_15490
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_15529 
232@ = 2 
jump @DESERT5_16899 

:DESERT5_15529
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_15598 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_15591 
232@ = 2 
jump @DESERT5_16899 
jump @DESERT5_15598 

:DESERT5_15591
jump @DESERT5_29947 

:DESERT5_15598
if 
  233@ == 0 
else_jump @DESERT5_15785 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_15778 
Car.LockInCurrentPosition(35@) = False
Car.SetSpeedInstantly(35@, 20.0)
233@ = 1 
018A: 220@ = create_checkpoint_at 112@ 113@ 114@ 
06D5: 127@ = create_racing_checkpoint_at 112@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
06D5: 128@ = create_racing_checkpoint_at 115@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Zeit ~1~
00BC: show_text_highpriority GXT 'DES5_AA' time 7000 flag 4  // ~s~Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um die Hhe zu halten. Halte die Maschine gerade und flieg auf die erste ~y~Markierung~s~ zu.
00BB: show_text_lowpriority GXT 'DES5_AB' time 10000 flag 4  // ~s~Sobald du auf die Markierung triffst, verwende ~k~~VEHICLE_STEERDOWN~, um schnell nach oben zu steigen und einen Looping zu fliegen.

:DESERT5_15778
jump @DESERT5_16955 

:DESERT5_15785
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_16955 
if 
   not 173@ == 1 
else_jump @DESERT5_15943 
if 
0100:   actor $PLAYER_ACTOR in_sphere 112@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_15936 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 127@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
173@ = 1 
00BC: show_text_highpriority GXT 'DES5_AC' time 5000 flag 4  // ~s~Drcke jetzt ~k~~VEHICLE_STEERDOWN~.
077D: $7514 = car 35@ x_angle 
$7516 = 0.0 
$7521 = 0.0 

:DESERT5_15936
jump @DESERT5_16488 

:DESERT5_15943
if 
   not 174@ == 1 
else_jump @DESERT5_16415 
06BE: $7517 = car 35@ y_angle 
if 
  0.0 > $7517 
else_jump @DESERT5_16000 
$7517 += 360.0 

:DESERT5_16000
083F: get_car 35@ vertical_deviation_to $7522 
if 
  $7522 >= 0.0 
else_jump @DESERT5_16074 
if and
  $7517 >= 20.0 
  340.0 >= $7517 
else_jump @DESERT5_16067 
236@ = 1 

:DESERT5_16067
jump @DESERT5_16112 

:DESERT5_16074
if or
  160.0 >= $7517 
  $7517 >= 200.0 
else_jump @DESERT5_16112 
236@ = 1 

:DESERT5_16112
077D: $7513 = car 35@ x_angle 
0086: $7515 = $7513 // (float) 
0061: $7515 -= $7514 // (float) 
0086: $7514 = $7513 // (float) 
if 
  $7515 > 180.0 
else_jump @DESERT5_16175 
$7515 -= 360.0 

:DESERT5_16175
if 
  -180.0 > $7515 
else_jump @DESERT5_16206 
$7515 += 360.0 

:DESERT5_16206
if 
  0.0 > $7515 
else_jump @DESERT5_16242 
0059: $7521 += $7515 // (float) 
jump @DESERT5_16304 

:DESERT5_16242
if 
  0.0 > $7521 
else_jump @DESERT5_16278 
0059: $7521 += $7515 // (float) 
jump @DESERT5_16304 

:DESERT5_16278
0059: $7516 += $7521 // (float) 
$7521 = 0.0 
0059: $7516 += $7515 // (float) 

:DESERT5_16304
if 
  -20.0 > $7521 
else_jump @DESERT5_16332 
236@ = 1 

:DESERT5_16332
if 
   not 236@ == 1 
else_jump @DESERT5_16408 
if 
  $7516 >= 360.0 
else_jump @DESERT5_16408 
174@ = 1 
018A: 220@ = create_checkpoint_at 115@ 113@ 114@ 
00BC: show_text_highpriority GXT 'DES5_AD' time 10000 flag 4  // ~s~Flieg durch die letzte ~y~Markierung~s~.

:DESERT5_16408
jump @DESERT5_16488 

:DESERT5_16415
if 
0100:   actor $PLAYER_ACTOR in_sphere 115@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_16488 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 128@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
235@ = 1 

:DESERT5_16488
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_16511 
236@ = 1 

:DESERT5_16511
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_16554 
236@ = 1 

:DESERT5_16554
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_16955 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_16653 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 21 
148@ = 27 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_16681 

:DESERT5_16653
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_16681
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[7] // (int) 
else_jump @DESERT5_16730 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[7] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[7] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_16730
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 10 
else_jump @DESERT5_16801 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_16801 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 11 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 11 
232@ = 2 

:DESERT5_16801
gosub @DESERT5_27620 

:DESERT5_16808
if 
  219@ == 0 
else_jump @DESERT5_16899 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_16868 
232@ = 2 
jump @DESERT5_16899 

:DESERT5_16868
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_16892 
jump @DESERT5_16899 

:DESERT5_16892
jump @DESERT5_16808 

:DESERT5_16899
gosub @DESERT5_27200 
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 
if 
  232@ == 2 
else_jump @DESERT5_16948 
jump @DESERT5_2600 
jump @DESERT5_16955 

:DESERT5_16948
jump @DESERT5_15302 

:DESERT5_16955
jump @DESERT5_15490 

:DESERT5_16962
if 
  34@ == 11 
else_jump @DESERT5_18542 

:DESERT5_16980
gosub @DESERT5_24907 

:DESERT5_16987
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
173@ = 0 
174@ = 0 
35@ = Car.Create(#STUNT, 53@, 113@, 114@)
Car.Angle(35@) = 270.0
if 
  231@ == 0 
else_jump @DESERT5_17131 
Camera.SetPosition(292.95, 2445.3, 93.46, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_17131
Car.LockInCurrentPosition(35@) = True
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_AA' time 5000 flag 4  // ~s~Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um die Hhe zu halten. Halte die Maschine gerade und flieg auf die erste ~y~Markierung~s~ zu.
gosub @DESERT5_24944 

:DESERT5_17168
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_17207 
232@ = 2 
jump @DESERT5_18479 

:DESERT5_17207
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_17276 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_17269 
232@ = 2 
jump @DESERT5_18479 
jump @DESERT5_17276 

:DESERT5_17269
jump @DESERT5_29947 

:DESERT5_17276
if 
  233@ == 0 
else_jump @DESERT5_17463 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_17456 
Car.LockInCurrentPosition(35@) = False
Car.SetSpeedInstantly(35@, 20.0)
233@ = 1 
018A: 220@ = create_checkpoint_at 112@ 113@ 114@ 
06D5: 127@ = create_racing_checkpoint_at 112@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
06D5: 128@ = create_racing_checkpoint_at 115@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Zeit ~1~
00BC: show_text_highpriority GXT 'DES5_AA' time 7000 flag 4  // ~s~Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um die Hhe zu halten. Halte die Maschine gerade und flieg auf die erste ~y~Markierung~s~ zu.
00BB: show_text_lowpriority GXT 'DES5_BB' time 10000 flag 4  // ~s~Sobald du auf die Markierung triffst, halte ~k~~VEHICLE_STEERLEFT~ gedrckt, um eine Fassrolle auszufhren.

:DESERT5_17456
jump @DESERT5_18535 

:DESERT5_17463
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_18535 
if 
   not 173@ == 1 
else_jump @DESERT5_17654 
if 
0100:   actor $PLAYER_ACTOR in_sphere 112@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_17647 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 127@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
173@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_BC' time 5000 flag 4  // ~s~Halte ~k~~VEHICLE_STEERLEFT~ jetzt gedrckt.
06BE: $7518 = car 35@ y_angle 
if 
  0.0 > $7518 
else_jump @DESERT5_17627 
$7518 += 360.0 

:DESERT5_17627
$7520 = 0.0 
$7521 = 0.0 

:DESERT5_17647
jump @DESERT5_18068 

:DESERT5_17654
if 
   not 174@ == 1 
else_jump @DESERT5_17995 
06BE: $7517 = car 35@ y_angle 
if 
  0.0 > $7517 
else_jump @DESERT5_17711 
$7517 += 360.0 

:DESERT5_17711
0086: $7519 = $7517 // (float) 
0061: $7519 -= $7518 // (float) 
0086: $7518 = $7517 // (float) 
if 
  $7519 > 180.0 
else_jump @DESERT5_17766 
$7519 -= 360.0 

:DESERT5_17766
if 
  -180.0 > $7519 
else_jump @DESERT5_17797 
$7519 += 360.0 

:DESERT5_17797
if 
  0.0 > $7519 
else_jump @DESERT5_17833 
0059: $7521 += $7519 // (float) 
jump @DESERT5_17895 

:DESERT5_17833
if 
  0.0 > $7521 
else_jump @DESERT5_17869 
0059: $7521 += $7519 // (float) 
jump @DESERT5_17895 

:DESERT5_17869
0059: $7520 += $7521 // (float) 
$7521 = 0.0 
0059: $7520 += $7519 // (float) 

:DESERT5_17895
if 
  -20.0 > $7521 
else_jump @DESERT5_17930 
236@ = 1 
jump @DESERT5_17988 

:DESERT5_17930
if 
  $7520 >= 360.0 
else_jump @DESERT5_17988 
174@ = 1 
018A: 220@ = create_checkpoint_at 115@ 113@ 114@ 
00BC: show_text_highpriority GXT 'DES5_AD' time 10000 flag 4  // ~s~Flieg durch die letzte ~y~Markierung~s~.

:DESERT5_17988
jump @DESERT5_18068 

:DESERT5_17995
if 
0100:   actor $PLAYER_ACTOR in_sphere 115@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_18068 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 128@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
235@ = 1 

:DESERT5_18068
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_18091 
236@ = 1 

:DESERT5_18091
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_18134 
236@ = 1 

:DESERT5_18134
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_18535 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_18233 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 18 
148@ = 23 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_18261 

:DESERT5_18233
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_18261
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[8] // (int) 
else_jump @DESERT5_18310 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[8] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[8] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_18310
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 11 
else_jump @DESERT5_18381 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_18381 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 12 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 12 
232@ = 2 

:DESERT5_18381
gosub @DESERT5_27620 

:DESERT5_18388
if 
  219@ == 0 
else_jump @DESERT5_18479 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_18448 
232@ = 2 
jump @DESERT5_18479 

:DESERT5_18448
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_18472 
jump @DESERT5_18479 

:DESERT5_18472
jump @DESERT5_18388 

:DESERT5_18479
gosub @DESERT5_27200 
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 
if 
  232@ == 2 
else_jump @DESERT5_18528 
jump @DESERT5_2600 
jump @DESERT5_18535 

:DESERT5_18528
jump @DESERT5_16980 

:DESERT5_18535
jump @DESERT5_17168 

:DESERT5_18542
if 
  34@ == 12 
else_jump @DESERT5_19958 

:DESERT5_18560
gosub @DESERT5_24907 

:DESERT5_18567
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
175@ = 0 
176@ = 0 
if 
  231@ == 0 
else_jump @DESERT5_18780 
70@ = Actor.Create(Mission1, #NULL, 46@, 49@, 250.0)
Actor.Angle(70@) = 90.0
Actor.LockInCurrentPosition(70@) = True
0088: $8271 = 136@ // (float) 
0088: $8272 = 137@ // (float) 
0088: $8273 = 138@ // (float) 
0913: run_external_script 1 (PARACHUTE) -1 -10.0 10.0 -5.0 -2.0 10.0 12.0 1 70@  
08A9: load_external_script 1 (PARACHUTE) 
067E: put_camera_on_actor 70@ with_offset 0.0 -5.0 4.0 point_to_actor 70@ 0.0 mode 2 
return 

:DESERT5_18780
Actor.PutAt($PLAYER_ACTOR, 139@, 140@, 141@)
Actor.Angle($PLAYER_ACTOR) = 90.0
Model.Load(#GUN_PARA)

:DESERT5_18809
if 
   not Model.Available(#GUN_PARA)
else_jump @DESERT5_18836 
wait 0 
jump @DESERT5_18809 

:DESERT5_18836
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
$1500 = 5.0 
$1501 = -5.0 
$1502 = 8.5 
$1503 = -1.5 
$1504 = -30.0 
$1505 = 15.0 
$1510 = 0 

:DESERT5_18912
if 
  2 > $PARACHUTE_CREATION_STAGE 
else_jump @DESERT5_18941 
wait 0 
jump @DESERT5_18912 

:DESERT5_18941
135@ = Object.Create(#BASEJUMP_TARGET, 136@, 137@, 138@)
Object.Angle(135@) = 90.0
06D5: 143@ = create_racing_checkpoint_at 136@ 137@ 138@ point_to 136@ 137@ 900.0 type 3 radius 6.5 
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_CA' time 7000 flag 4  // ~s~Drcke im freien Fall ~k~~GO_FORWARD~, um nach vorne abzutauchen.
00BB: show_text_lowpriority GXT 'DES5_CI' time 10000 flag 4  // ~s~Verwende ~k~~GO_BACK~, um den Sinkflug zu verlangsamen, und drcke ~k~~GO_LEFT~ und ~k~~GO_RIGHT~, um zu rotieren.
gosub @DESERT5_24944 

:DESERT5_19046
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_19085 
232@ = 2 
jump @DESERT5_19842 

:DESERT5_19085
if 
  233@ == 0 
else_jump @DESERT5_19147 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Zeit ~1~
018A: 220@ = create_checkpoint_at 136@ 137@ 138@ 
233@ = 1 
jump @DESERT5_19951 

:DESERT5_19147
if 
   not 176@ == 1 
else_jump @DESERT5_19331 
if 
   not 175@ == 1 
else_jump @DESERT5_19241 
Actor.StorePos($PLAYER_ACTOR, 41@, 42@, 43@)
if 
  300.0 >= 43@ 
else_jump @DESERT5_19241 
175@ = 1 
00BC: show_text_highpriority GXT 'DES5_CC' time 10000 flag 4  // ~s~Drcke jetzt ~k~~PED_FIREWEAPON~, um den Fallschirm zu ffnen.

:DESERT5_19241
if 
00E1:   player 0 pressed_key 17 
else_jump @DESERT5_19331 
176@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_CD' time 7000 flag 4  // ~s~Lande auf dem ~y~Ziel~s~.~N~Lande weiter in der Mitte, um Extrapunkte zu sammeln.
00BB: show_text_lowpriority GXT 'DES5_CF' time 7000 flag 4  // ~s~Drcke ~k~~GO_BACK~, um deine Beine zu heben und vorwrts zu fliegen.
00BB: show_text_lowpriority GXT 'DES5_CH' time 7000 flag 4  // Fliegst du vorwrts, sinkst du auch langsamer.
00BB: show_text_lowpriority GXT 'DES5_CE' time 7000 flag 4  // ~s~Benutze ~k~~GO_LEFT~ und ~k~~GO_RIGHT~, um den Fallschirm nach links und rechts zu lenken.

:DESERT5_19331
if 
  176@ == 1 
else_jump @DESERT5_19440 
if 
  $1498 == 1 
else_jump @DESERT5_19440 
Actor.StorePos($PLAYER_ACTOR, 41@, 42@, 43@)
0509: 142@ = distance_between_XY 41@ 42@ and_XY 136@ 137@ 
if 
  10.0 >= 142@ 
else_jump @DESERT5_19433 
235@ = 1 
jump @DESERT5_19440 

:DESERT5_19433
236@ = 1 

:DESERT5_19440
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_19483 
236@ = 1 

:DESERT5_19483
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_19951 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_19582 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 55 
148@ = 70 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_19610 

:DESERT5_19582
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_19610
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[9] // (int) 
else_jump @DESERT5_19659 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[9] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[9] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_19659
if 
   not $MISSION_LEARNING_TO_FLY_PASSED == 1 
else_jump @DESERT5_19744 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_19744 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 12 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 12 
232@ = 2 
0623: add 60 to_integer_stat 223 
$MISSION_LEARNING_TO_FLY_PASSED = 1 
177@ = 1 

:DESERT5_19744
gosub @DESERT5_27620 

:DESERT5_19751
if 
  219@ == 0 
else_jump @DESERT5_19842 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_19811 
232@ = 2 
jump @DESERT5_19842 

:DESERT5_19811
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_19835 
jump @DESERT5_19842 

:DESERT5_19835
jump @DESERT5_19751 

:DESERT5_19842
gosub @DESERT5_27200 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
if 
  177@ == 1 
else_jump @DESERT5_19912 
fade 1 500 

:DESERT5_19881
if 
fading 
else_jump @DESERT5_19905 
wait 0 
jump @DESERT5_19881 

:DESERT5_19905
jump @DESERT5_29990 

:DESERT5_19912
if 
  232@ == 2 
else_jump @DESERT5_19944 
jump @DESERT5_2600 
jump @DESERT5_19951 

:DESERT5_19944
jump @DESERT5_18560 

:DESERT5_19951
jump @DESERT5_19046 

:DESERT5_19958
85@ = -383.79 
0087: 93@ = 49@ // (float) 
101@ = 147.09 
0087: 86@ = 85@ // (float) 
86@ -= 300.0 
0087: 91@ = 85@ // (float) 
91@ -= 300.0 
if or
  34@ == 3 
  34@ == 5 
else_jump @DESERT5_20090 
0087: 94@ = 93@ // (float) 
94@ -= 300.0 
0087: 99@ = 93@ // (float) 
99@ += 300.0 
jump @DESERT5_20126 

:DESERT5_20090
0087: 94@ = 93@ // (float) 
94@ += 300.0 
0087: 99@ = 93@ // (float) 
99@ -= 300.0 

:DESERT5_20126
0087: 102@ = 101@ // (float) 
0087: 107@ = 101@ // (float) 
130@ = 350.0 
if or
  34@ == 3 
  34@ == 5 
else_jump @DESERT5_20194 
131@ = 270.0 
jump @DESERT5_20204 

:DESERT5_20194
131@ = 90.0 

:DESERT5_20204
0087: 133@ = 85@ // (float) 
133@ -= 600.0 
0087: 134@ = 93@ // (float) 
156@ = 2 

:DESERT5_20237
if 
  5 >= 156@ 
else_jump @DESERT5_20405 
02F7: 85@(156@,8f) = sine 131@ // (float) 
02F6: 93@(156@,8f) = cosine 131@ // (float) 
006B: 85@(156@,8f) *= 130@ // (float) 
006B: 93@(156@,8f) *= 130@ // (float) 
005B: 85@(156@,8f) += 133@ // (float) 
005B: 93@(156@,8f) += 134@ // (float) 
0087: 101@(156@,8f) = 101@ // (float) 
if or
  34@ == 3 
  34@ == 5 
else_jump @DESERT5_20381 
131@ -= 60.0 
jump @DESERT5_20391 

:DESERT5_20381
131@ += 60.0 

:DESERT5_20391
156@ += 1 
jump @DESERT5_20237 

:DESERT5_20405
0087: 92@ = 85@ // (float) 
0087: 100@ = 93@ // (float) 
0087: 108@ = 101@ // (float) 
if or
  34@ == 5 
  34@ == 6 
else_jump @DESERT5_20474 
92@ += 20.0 
108@ -= 30.0 

:DESERT5_20474
return 

:DESERT5_20476
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 227@ 
if 
  226@ == 1 
else_jump @DESERT5_20598 
if 
  255 > 227@ 
else_jump @DESERT5_20591 
227@ += 5 
if 
  227@ > 255 
else_jump @DESERT5_20584 
227@ = 255 

:DESERT5_20584
jump @DESERT5_20598 

:DESERT5_20591
226@ = 2 

:DESERT5_20598
if 
  226@ == 3 
else_jump @DESERT5_20680 
if 
  227@ > 0 
else_jump @DESERT5_20673 
227@ -= 5 
if 
  0 > 227@ 
else_jump @DESERT5_20666 
227@ = 0 

:DESERT5_20666
jump @DESERT5_20680 

:DESERT5_20673
226@ = 0 

:DESERT5_20680
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
gosub @DESERT5_24787 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  34@ == 1 
else_jump @DESERT5_20792 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MA'  // Start
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[0] // (int) 
gosub @DESERT5_22125 

:DESERT5_20792
if 
  34@ == 2 
else_jump @DESERT5_20846 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MB'  // Flugzeug landen
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[1] // (int) 
gosub @DESERT5_22125 

:DESERT5_20846
if 
  34@ == 3 
else_jump @DESERT5_20900 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MC'  // Kreise ber dem Flugplatz
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[2] // (int) 
gosub @DESERT5_22125 

:DESERT5_20900
if 
  34@ == 4 
else_jump @DESERT5_20954 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MC'  // Kreise ber dem Flugplatz
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[2] // (int) 
gosub @DESERT5_22125 

:DESERT5_20954
if 
  34@ == 5 
else_jump @DESERT5_21008 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MD'  // Kreise und lande
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[3] // (int) 
gosub @DESERT5_22125 

:DESERT5_21008
if 
  34@ == 6 
else_jump @DESERT5_21062 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MD'  // Kreise und lande
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[3] // (int) 
gosub @DESERT5_22125 

:DESERT5_21062
if 
  34@ == 7 
else_jump @DESERT5_21116 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_ME'  // Hubschrauber-Start
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[4] // (int) 
gosub @DESERT5_22125 

:DESERT5_21116
if 
  34@ == 8 
else_jump @DESERT5_21170 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MF'  // Heli landen
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[5] // (int) 
gosub @DESERT5_22125 

:DESERT5_21170
if 
  34@ == 9 
else_jump @DESERT5_21224 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MG'  // Ziele zerstren
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[6] // (int) 
gosub @DESERT5_22125 

:DESERT5_21224
if 
  34@ == 10 
else_jump @DESERT5_21278 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MH'  // Looping ausfhren
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[7] // (int) 
gosub @DESERT5_22125 

:DESERT5_21278
if 
  34@ == 11 
else_jump @DESERT5_21332 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MI'  // Rolle
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[8] // (int) 
gosub @DESERT5_22125 

:DESERT5_21332
if 
  34@ == 12 
else_jump @DESERT5_21386 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MJ'  // Fallschirmlandung
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[9] // (int) 
gosub @DESERT5_22125 

:DESERT5_21386
gosub @DESERT5_24667 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'DES5_FO'  // Beenden
if 
   not 230@ == 1 
else_jump @DESERT5_21655 
gosub @DESERT5_24667 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'DES5_FP'  // Start
gosub @DESERT5_24667 
if 
   not $FLIGHT_SCHOOL_CONTESTS_PASSED == 1 
else_jump @DESERT5_21592 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
jump @DESERT5_21608 

:DESERT5_21592
0904: get_interface 8 color_RGBA_to 152@ 153@ 154@ 155@ 

:DESERT5_21608
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DES5_FN'  // Navigieren

:DESERT5_21655
gosub @DESERT5_24667 
0904: get_interface 4 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 360.0 GXT 'DES5_FL'  // ~k~~VEHICLE_ENTER_EXIT~
if 
   not 230@ == 1 
else_jump @DESERT5_21883 
gosub @DESERT5_24667 
0904: get_interface 4 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
gosub @DESERT5_24667 
0904: get_interface 4 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'DES5_FK'  // ~<~~>~

:DESERT5_21883
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
return 

:DESERT5_22125
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
if 
  70 > 228@ 
else_jump @DESERT5_22187 
229@ = 1 

:DESERT5_22187
if 
  228@ > 69 
else_jump @DESERT5_22230 
if 
  85 > 228@ 
else_jump @DESERT5_22230 
229@ = 2 

:DESERT5_22230
if 
  228@ > 84 
else_jump @DESERT5_22273 
if 
  100 > 228@ 
else_jump @DESERT5_22273 
229@ = 3 

:DESERT5_22273
if 
  228@ == 100 
else_jump @DESERT5_22298 
229@ = 4 

:DESERT5_22298
gosub @DESERT5_24667 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
if 
  229@ > 1 
else_jump @DESERT5_22392 
045A: draw_text_1number 320.0 75.0 GXT 'DES5_FQ' number 228@  // Rekord: ~1~%
jump @DESERT5_22413 

:DESERT5_22392
033E: set_draw_text_position 320.0 75.0 GXT 'DES5_FR'  // Du brauchst 70% oder mehr, um zu bestehen

:DESERT5_22413
if 
  229@ > 1 
else_jump @DESERT5_22518 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
jump @DESERT5_22598 

:DESERT5_22518
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:DESERT5_22598
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  229@ == 1 
else_jump @DESERT5_22784 
09FB: 242@ = current_language 
if 
04A4:   242@ == 0 // @ == any 
else_jump @DESERT5_22686 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
jump @DESERT5_22722 

:DESERT5_22686
038D: draw_texture 10 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 

:DESERT5_22722
gosub @DESERT5_24667 
0342: enable_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FS'  // Kein Zertifikat

:DESERT5_22784
if 
  229@ == 2 
else_jump @DESERT5_22900 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DESERT5_24667 
0342: enable_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FF'  // BRONZE

:DESERT5_22900
if 
  229@ == 3 
else_jump @DESERT5_23016 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DESERT5_24667 
0342: enable_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FE'  // SILBER

:DESERT5_23016
if 
  229@ == 4 
else_jump @DESERT5_23132 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DESERT5_24667 
0342: enable_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FD'  // GOLD

:DESERT5_23132
return 

:DESERT5_23134
if 
  231@ == 0 
else_jump @DESERT5_23413 
if 
  34@ == 1 
else_jump @DESERT5_23177 
gosub @DESERT5_3984 

:DESERT5_23177
if 
  34@ == 2 
else_jump @DESERT5_23202 
gosub @DESERT5_5493 

:DESERT5_23202
if 
  34@ == 4 
else_jump @DESERT5_23227 
gosub @DESERT5_6956 

:DESERT5_23227
if 
  34@ == 6 
else_jump @DESERT5_23252 
gosub @DESERT5_8535 

:DESERT5_23252
if 
  34@ == 7 
else_jump @DESERT5_23277 
gosub @DESERT5_10325 

:DESERT5_23277
if 
  34@ == 8 
else_jump @DESERT5_23302 
gosub @DESERT5_11761 

:DESERT5_23302
if 
  34@ == 9 
else_jump @DESERT5_23327 
gosub @DESERT5_12980 

:DESERT5_23327
if 
  34@ == 10 
else_jump @DESERT5_23352 
gosub @DESERT5_15309 

:DESERT5_23352
if 
  34@ == 11 
else_jump @DESERT5_23377 
gosub @DESERT5_16987 

:DESERT5_23377
if 
  34@ == 12 
else_jump @DESERT5_23402 
gosub @DESERT5_18567 

:DESERT5_23402
03D1: play_wav 3 
231@ = 1 

:DESERT5_23413
if 
  231@ == 1 
else_jump @DESERT5_23711 
if 
   not 34@ == 12 
else_jump @DESERT5_23616 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_23595 
150@ = 589 
005A: 150@ += 34@ // (int) 
if 
  34@ == 4 
else_jump @DESERT5_23506 
150@ -= 1 

:DESERT5_23506
if 
  34@ >= 6 
else_jump @DESERT5_23531 
150@ -= 2 

:DESERT5_23531
if 
87C1:   not path 150@ available 
else_jump @DESERT5_23559 
07C0: load_path 150@ 
jump @DESERT5_23588 

:DESERT5_23559
05EB: assign_car 35@ to_path 150@ 
gosub @DESERT5_24311 
226@ = 3 
231@ = 2 

:DESERT5_23588
jump @DESERT5_23609 

:DESERT5_23595
226@ = 3 
231@ = 2 

:DESERT5_23609
jump @DESERT5_23711 

:DESERT5_23616
if 
   not Actor.Dead(70@)
else_jump @DESERT5_23697 
if 
   Actor.Animation(70@) == "FALL_SKYDIVE"
else_jump @DESERT5_23690 
Actor.LockInCurrentPosition(70@) = False
33@ = 0 
226@ = 3 
231@ = 2 

:DESERT5_23690
jump @DESERT5_23711 

:DESERT5_23697
226@ = 3 
231@ = 2 

:DESERT5_23711
if 
  231@ == 2 
else_jump @DESERT5_24069 
if 
   not 34@ == 12 
else_jump @DESERT5_23992 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_23971 
if 
860E:   not car 35@ assigned_to_path 
else_jump @DESERT5_23807 
Car.LockInCurrentPosition(35@) = True
226@ = 1 
231@ = 4 
jump @DESERT5_23964 

:DESERT5_23807
0825: set_helicopter 35@ instant_rotor_start 
if 
  34@ == 9 
else_jump @DESERT5_23964 
0541: car 35@ enable_guns_sound 
if and
   not 172@ == 1 
   not Car.Wrecked(62@)
  33@ > 3000 
else_jump @DESERT5_23878 
070C: explode_car 62@ // versionB 
172@ = 1 

:DESERT5_23878
if and
   not 171@ == 1 
   not Car.Wrecked(61@)
  33@ > 4500 
else_jump @DESERT5_23921 
070C: explode_car 61@ // versionB 
171@ = 1 

:DESERT5_23921
if and
   not 170@ == 1 
   not Car.Wrecked(60@)
  33@ > 6000 
else_jump @DESERT5_23964 
070C: explode_car 60@ // versionB 
170@ = 1 

:DESERT5_23964
jump @DESERT5_23985 

:DESERT5_23971
226@ = 1 
231@ = 4 

:DESERT5_23985
jump @DESERT5_24069 

:DESERT5_23992
if 
   not Actor.Dead(70@)
else_jump @DESERT5_24055 
if 
  33@ > 15000 
else_jump @DESERT5_24048 
Actor.LockInCurrentPosition(70@) = True
226@ = 1 
231@ = 4 

:DESERT5_24048
jump @DESERT5_24069 

:DESERT5_24055
226@ = 1 
231@ = 4 

:DESERT5_24069
if 
  231@ == 3 
else_jump @DESERT5_24124 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_24110 
Car.LockInCurrentPosition(35@) = True

:DESERT5_24110
226@ = 1 
231@ = 4 

:DESERT5_24124
if 
  231@ == 4 
else_jump @DESERT5_24309 
if 
  226@ == 2 
else_jump @DESERT5_24309 
05EC: release_car 35@ from_path 
Camera.Restore_WithJumpCut
Actor.DestroyInstantly(70@)
Car.Destroy(35@)
156@ = 0 

:DESERT5_24184
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_24226 
Car.Destroy(60@(156@,3i))
156@ += 1 
jump @DESERT5_24184 

:DESERT5_24226
0873: release_path 590 
0873: release_path 591 
0873: release_path 592 
0873: release_path 593 
0873: release_path 594 
0873: release_path 595 
0873: release_path 596 
0873: release_path 597 
0873: release_path 598 
040D: unload_wav 3 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
231@ = 0 

:DESERT5_24309
return 

:DESERT5_24311
0871: init_jump_table 34@ total_jumps 10 default_jump 1 @DESERT5_24636 jumps 1 @DESERT5_24439 2 @DESERT5_24463 3 @DESERT5_24487 4 @DESERT5_24487 5 @DESERT5_24516 6 @DESERT5_24516 7 @DESERT5_24540 
0872: jump_table_jumps 9 @DESERT5_24564 10 @DESERT5_24588 11 @DESERT5_24612 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 

:DESERT5_24439
Camera.SetAtPos(172.6, 2466.14, 17.05)
jump @DESERT5_24643 

:DESERT5_24463
Camera.SetAtPos(27.29, 2466.31, 16.76)
jump @DESERT5_24643 

:DESERT5_24487
0A0B: set_rendering_origin_at_3D_coord -1251.02 2301.32 120.44 angle 60.0 
jump @DESERT5_24643 

:DESERT5_24516
Camera.SetAtPos(-394.09, 2601.47, 134.89)
jump @DESERT5_24643 

:DESERT5_24540
Camera.SetAtPos(323.02, 2446.81, 117.65)
jump @DESERT5_24643 

:DESERT5_24564
Camera.SetAtPos(365.5, 2339.25, 63.23)
jump @DESERT5_24643 

:DESERT5_24588
Camera.SetAtPos(269.53, 2445.3, 88.46)
jump @DESERT5_24643 

:DESERT5_24612
Camera.SetAtPos(292.95, 2445.3, 93.46)
jump @DESERT5_24643 

:DESERT5_24636
jump @DESERT5_24643 

:DESERT5_24643
0A0B: set_rendering_origin_at_3D_coord 412.38 2533.65 18.18 angle 90.0 
return 

:DESERT5_24667
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:DESERT5_24729
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
return 

:DESERT5_24787
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 color_RGBA 0 0 0 255 
0349: set_text_draw_font 3 
return 

:DESERT5_24849
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.4 
060D: draw_text_shadow 3 color_RGBA 0 0 0 255 
0349: set_text_draw_font 3 
return 

:DESERT5_24907
fade 0 500 

:DESERT5_24914
if 
fading 
else_jump @DESERT5_24938 
wait 0 
jump @DESERT5_24914 

:DESERT5_24938
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
return 

:DESERT5_24944
if 
   not 34@ == 12 
else_jump @DESERT5_24986 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_24986 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT5_24986
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
04E4: unknown_refresh_game_renderer_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
Camera.SetAtPos($TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
wait 0 
if 
   not 34@ == 9 
else_jump @DESERT5_25045 
set_weather 17 

:DESERT5_25045
0826: enable_hud 1 
0581: enable_radar 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 

:DESERT5_25064
if 
fading 
else_jump @DESERT5_25088 
wait 0 
jump @DESERT5_25064 

:DESERT5_25088
Player.CanMove($PLAYER_CHAR) = True
return 

:DESERT5_25097
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_25164 
if 
  233@ == 1 
else_jump @DESERT5_25157 
if 
   not Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @DESERT5_25157 
232@ = 1 

:DESERT5_25157
jump @DESERT5_25171 

:DESERT5_25164
232@ = 1 

:DESERT5_25171
return 

:DESERT5_25173
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_25216 
if 
   Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @DESERT5_25216 
02E3: $7526 = car 35@ speed 

:DESERT5_25216
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @DESERT5_25331 
if 
  $7526 > 0.1 
else_jump @DESERT5_25331 
00BE: text_clear_all 
if or
  34@ == 1 
  34@ == 3 
  34@ == 4 
  34@ == 5 
  34@ == 6 
else_jump @DESERT5_25324 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Zeit ~1~

:DESERT5_25324
233@ = 1 

:DESERT5_25331
return 
if 
  $253 == 0 
else_jump @DESERT5_25365 
Player.CanMove($PLAYER_CHAR) = False
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:DESERT5_25365
return 

:DESERT5_25367
Player.CanMove($PLAYER_CHAR) = False
if 
   not 34@ == 12 
else_jump @DESERT5_25399 
jump @DESERT5_25406 

:DESERT5_25399
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True

:DESERT5_25406
0396: pause_timer 1 
return 

:DESERT5_25412
229@ = 0 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_25501 
if 
  85 > $CURRENT_FLIGHT_RECORD 
else_jump @DESERT5_25501 
if and
  237@ > 69 
  85 > 237@ 
else_jump @DESERT5_25494 
229@ = 0 
jump @DESERT5_25501 

:DESERT5_25494
229@ = 2 

:DESERT5_25501
if 
  $CURRENT_FLIGHT_RECORD > 84 
else_jump @DESERT5_25583 
if 
  100 > $CURRENT_FLIGHT_RECORD 
else_jump @DESERT5_25583 
if and
  237@ > 84 
  100 > 237@ 
else_jump @DESERT5_25576 
229@ = 0 
jump @DESERT5_25583 

:DESERT5_25576
229@ = 3 

:DESERT5_25583
if 
  $CURRENT_FLIGHT_RECORD == 100 
else_jump @DESERT5_25640 
if 
  237@ == 100 
else_jump @DESERT5_25633 
229@ = 0 
jump @DESERT5_25640 

:DESERT5_25633
229@ = 4 

:DESERT5_25640
243@ = 1 
244@ = 1 
245@ = 1 
156@ = 0 

:DESERT5_25668
if 
  10 > 156@ 
else_jump @DESERT5_25862 
if 
   not $PARKED_RUSTLER_EXISTS == 1 
else_jump @DESERT5_25740 
if and
  70 > $FLIGHT_SCHOOL_RECORDS(156@,10i) 
  243@ == 1 
else_jump @DESERT5_25740 
243@ = 0 

:DESERT5_25740
if 
   not $PARKED_STUNT_EXISTS == 1 
else_jump @DESERT5_25794 
if and
  85 > $FLIGHT_SCHOOL_RECORDS(156@,10i) 
  244@ == 1 
else_jump @DESERT5_25794 
244@ = 0 

:DESERT5_25794
if 
   not $PARKED_HUNTER_EXISTS == 1 
else_jump @DESERT5_25848 
if and
  100 > $FLIGHT_SCHOOL_RECORDS(156@,10i) 
  245@ == 1 
else_jump @DESERT5_25848 
245@ = 0 

:DESERT5_25848
156@ += 1 
jump @DESERT5_25668 

:DESERT5_25862
if and
   not $PARKED_RUSTLER_EXISTS == 1 
  243@ == 1 
else_jump @DESERT5_25901 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 
$PARKED_RUSTLER_EXISTS = 1 

:DESERT5_25901
if and
   not $PARKED_STUNT_EXISTS == 1 
  244@ == 1 
else_jump @DESERT5_25940 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 
$PARKED_STUNT_EXISTS = 1 

:DESERT5_25940
if and
   not $PARKED_HUNTER_EXISTS == 1 
  245@ == 1 
else_jump @DESERT5_25986 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[25] cars_to_generate_to 101 
$PARKED_HUNTER_EXISTS = 1 

:DESERT5_25986
return 

:DESERT5_25988
if or
  34@ == 1 
  34@ == 3 
  34@ == 4 
  34@ == 7 
  34@ == 10 
  34@ == 11 
else_jump @DESERT5_26055 
$267 = 100 
jump @DESERT5_26669 

:DESERT5_26055
if 
   not 34@ == 12 
else_jump @DESERT5_26487 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_26473 
$267 = 100 
if 
  34@ == 2 
else_jump @DESERT5_26165 
if 
81AC:   not car 35@ sphere 0 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
else_jump @DESERT5_26165 
$267 -= 50 

:DESERT5_26165
if or
  34@ == 5 
  34@ == 6 
else_jump @DESERT5_26241 
if 
81AC:   not car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
else_jump @DESERT5_26241 
$267 -= 50 

:DESERT5_26241
if 
  34@ == 8 
else_jump @DESERT5_26308 
if 
81B0:   not car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
else_jump @DESERT5_26308 
$267 -= 50 

:DESERT5_26308
if 
  34@ == 9 
else_jump @DESERT5_26375 
if 
81B0:   not car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
else_jump @DESERT5_26375 
$267 -= 50 

:DESERT5_26375
40@ = Car.Angle(35@)
if or
   not 40@ >= 260.0 
   not 280.0 >= 40@ 
else_jump @DESERT5_26466 
if and
  40@ >= 181.0 
  359.0 >= 40@ 
else_jump @DESERT5_26459 
$267 -= 10 
jump @DESERT5_26466 

:DESERT5_26459
$267 -= 25 

:DESERT5_26466
jump @DESERT5_26480 

:DESERT5_26473
$267 = 0 

:DESERT5_26480
jump @DESERT5_26669 

:DESERT5_26487
if 
  0.8 >= 142@ 
else_jump @DESERT5_26522 
$267 = 100 
jump @DESERT5_26669 

:DESERT5_26522
if 
  2.1 >= 142@ 
else_jump @DESERT5_26557 
$267 = 85 
jump @DESERT5_26669 

:DESERT5_26557
if 
  4.0 >= 142@ 
else_jump @DESERT5_26592 
$267 = 75 
jump @DESERT5_26669 

:DESERT5_26592
if 
  6.0 >= 142@ 
else_jump @DESERT5_26627 
$267 = 70 
jump @DESERT5_26669 

:DESERT5_26627
if 
  10.0 >= 142@ 
else_jump @DESERT5_26662 
$267 = 35 
jump @DESERT5_26669 

:DESERT5_26662
$267 = 0 

:DESERT5_26669
if 
  0 > $267 
else_jump @DESERT5_26694 
$267 = 0 

:DESERT5_26694
if 
  $267 > 100 
else_jump @DESERT5_26719 
$267 = 100 

:DESERT5_26719
return 

:DESERT5_26721
if 
   not 34@ == 12 
else_jump @DESERT5_26873 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_26859 
36@ = Car.Health(35@)
$268 = 1000 
0060: $268 -= $260 // (int) 
145@ = 1000 
0062: 145@ -= 36@ // (int) 
145@ /= 10 
if 
  0 > 145@ 
else_jump @DESERT5_26827 
145@ = 0 

:DESERT5_26827
if 
  145@ > 100 
else_jump @DESERT5_26852 
145@ = 100 

:DESERT5_26852
jump @DESERT5_26866 

:DESERT5_26859
145@ = 100 

:DESERT5_26866
jump @DESERT5_26880 

:DESERT5_26873
145@ = 0 

:DESERT5_26880
return 

:DESERT5_26882
0084: $301 = $253 // (int) 
$301 /= 1000 
if 
002F:   147@ >= $301 // (int) 
else_jump @DESERT5_26931 
146@ = 100 
jump @DESERT5_27042 

:DESERT5_26931
008B: 146@ = $301 // (int) 
0062: 146@ -= 147@ // (int) 
146@ *= 30 
0085: 149@ = 148@ // (int) 
0062: 149@ -= 147@ // (int) 
0072: 146@ /= 149@ // (int) 
146@ *= -1 
146@ += 100 
if 
  0 > 146@ 
else_jump @DESERT5_27017 
146@ = 0 

:DESERT5_27017
if 
  146@ > 100 
else_jump @DESERT5_27042 
146@ = 100 

:DESERT5_27042
return 

:DESERT5_27044
008A: $CURRENT_FLIGHT_RECORD = 146@ // (int) 
if or
  34@ == 2 
  34@ == 5 
  34@ == 6 
  34@ == 8 
  34@ == 9 
  34@ == 12 
else_jump @DESERT5_27120 
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 

:DESERT5_27120
if 
   not 34@ == 12 
else_jump @DESERT5_27146 
0066: $CURRENT_FLIGHT_RECORD -= 145@ // (int) 

:DESERT5_27146
if 
  0 > $CURRENT_FLIGHT_RECORD 
else_jump @DESERT5_27171 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_27171
if 
  $CURRENT_FLIGHT_RECORD > 100 
else_jump @DESERT5_27196 
$CURRENT_FLIGHT_RECORD = 100 

:DESERT5_27196
00BE: text_clear_all 
return 

:DESERT5_27200
Player.CanMove($PLAYER_CHAR) = False
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1188 
fade 0 500 

:DESERT5_27234
if 
fading 
else_jump @DESERT5_27265 
wait 0 
gosub @DESERT5_29325 
jump @DESERT5_27234 

:DESERT5_27265
08DA: remove_panel 144@ 
03E6: remove_text_box 
00BE: text_clear_all 
03D6: remove_styled_text 'DES5_SA'  // Neues Zertifikat erhalten
03D6: remove_styled_text 'DES5_SB'  // Neuer Rekord
033F: set_text_draw_letter_size 1.0 1.0 
0221: set_player $PLAYER_CHAR trapped_in_car 0 
if 
  34@ == 12 
else_jump @DESERT5_27350 
Object.Destroy(135@)
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
Model.Destroy(#GUN_PARA)

:DESERT5_27350
Camera.Restore_WithJumpCut
Actor.DestroyInstantly(70@)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 118@ 
06D6: disable_racing_checkpoint 143@ 
if 
  232@ == 2 
else_jump @DESERT5_27397 
00BE: text_clear_all 

:DESERT5_27397
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_27439 
if 
   Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @DESERT5_27439 
Car.LockInCurrentPosition(35@) = True

:DESERT5_27439
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
wait 0 
04E4: unknown_refresh_game_renderer_at 412.38 2533.65 
Camera.SetAtPos(412.38, 2533.65, 18.18)
0395: clear_area 1 at $327 $328 $329 radius 300.0 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_27520 
Car.LockInCurrentPosition(35@) = False

:DESERT5_27520
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DESERT5_27570 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 412.38 2533.65 18.18 
jump @DESERT5_27590 

:DESERT5_27570
Actor.PutAt($PLAYER_ACTOR, 412.38, 2533.65, 18.18)

:DESERT5_27590
Actor.Angle($PLAYER_ACTOR) = 90.0
Car.Destroy(35@)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
014F: stop_timer $253 
0396: pause_timer 0 
return 

:DESERT5_27620
Player.CanMove($PLAYER_CHAR) = False
fade 0 200 

:DESERT5_27634
if 
fading 
else_jump @DESERT5_27658 
wait 0 
jump @DESERT5_27634 

:DESERT5_27658
03E6: remove_text_box 
00BE: text_clear_all 
014F: stop_timer $253 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 118@ 
if or
  34@ == 3 
  34@ == 4 
  34@ == 5 
  34@ == 6 
else_jump @DESERT5_27764 
156@ = 0 

:DESERT5_27723
if 
  8 > 156@ 
else_jump @DESERT5_27764 
06D6: disable_racing_checkpoint 119@(156@,8i) 
156@ += 1 
jump @DESERT5_27723 

:DESERT5_27764
if 
  34@ == 9 
else_jump @DESERT5_27880 
156@ = 0 

:DESERT5_27789
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_27831 
Marker.Disable(221@(156@,3i))
156@ += 1 
jump @DESERT5_27789 

:DESERT5_27831
156@ = 0 

:DESERT5_27838
if 
001D:   66@ > 156@ // (int) 
else_jump @DESERT5_27880 
Marker.Disable(224@(156@,2i))
156@ += 1 
jump @DESERT5_27838 

:DESERT5_27880
if or
  34@ == 10 
  34@ == 11 
else_jump @DESERT5_27915 
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 

:DESERT5_27915
if 
  34@ == 12 
else_jump @DESERT5_27960 
Object.Destroy(135@)
06D6: disable_racing_checkpoint 143@ 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
Model.Destroy(#GUN_PARA)
0792: disembark_instantly_actor $PLAYER_ACTOR 

:DESERT5_27960
Camera.Restore_WithJumpCut
Actor.DestroyInstantly(70@)
if 
  232@ == 2 
else_jump @DESERT5_27987 
00BE: text_clear_all 

:DESERT5_27987
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_28029 
if 
   Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @DESERT5_28029 
Car.LockInCurrentPosition(35@) = True

:DESERT5_28029
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
wait 0 
04E4: unknown_refresh_game_renderer_at 412.38 2533.65 
Camera.SetAtPos(300.0, 2501.94, 19.65)
0395: clear_area 1 at $327 $328 $329 radius 300.0 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_28110 
Car.LockInCurrentPosition(35@) = False

:DESERT5_28110
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DESERT5_28160 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 412.38 2533.65 18.18 
jump @DESERT5_28180 

:DESERT5_28160
Actor.PutAt($PLAYER_ACTOR, 412.38, 2533.65, 18.18)

:DESERT5_28180
Actor.Angle($PLAYER_ACTOR) = 90.0
Car.Destroy(35@)
0826: enable_hud 0 
0581: enable_radar 0 
Camera.SetPosition(370.0, 2501.94, 19.65, 0.0, 0.0, 0.0)
Camera.PointAt(320.0, 2501.94, 19.65, 2)
08D4: 144@ = create_panel_with_title 'DUMMY' position 184.0 200.0 width 128.0 columns 2 interactive 0 background 1 alignment 0 
08DB: set_panel 144@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: set_panel 144@ column 0 alignment 1 
08D6: set_panel 144@ column 1 alignment 0 
09DB: set_panel 144@ column 0 width 192 
09DB: set_panel 144@ column 1 width 64 
270@ = 0 
if and
  238@ > 0 
  229@ > 0 
else_jump @DESERT5_28509 
05AA: 246@(270@,12s) = 'DUMMY' 
270@ += 1 

:DESERT5_28509
05AA: 246@(270@,12s) = 'DES5_S3'  // Zeit:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SC' number $301  // ~1~s
270@ += 1 
if or
  34@ == 2 
  34@ == 5 
  34@ == 6 
  34@ == 8 
  34@ == 9 
  34@ == 12 
else_jump @DESERT5_28656 
05AA: 246@(270@,12s) = 'DES5_S5'  // Positionspunkte:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SD' number $267  // ~1~%
270@ += 1 

:DESERT5_28656
if 
   not 34@ == 12 
else_jump @DESERT5_28721 
05AA: 246@(270@,12s) = 'DES5_S6'  // Schaden:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SD' number 145@  // ~1~%
270@ += 1 

:DESERT5_28721
05AA: 246@(270@,12s) = 'DES5_S7'  // Gesamt:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SD' number $CURRENT_FLIGHT_RECORD  // ~1~%
270@ += 1 
if 
  238@ == 2 
else_jump @DESERT5_29045 
05AA: 246@(270@,12s) = 'DUMMY' 
270@ += 1 
05AA: 246@(270@,12s) = 'DES5_SF'  // Flug-Skills verbessert.
270@ += 1 
if 
   not $PILOT_LICENSE_OBTAINED == 1 
else_jump @DESERT5_29045 
0652: 271@ = integer_stat 223 
if 
  271@ >= 180 
else_jump @DESERT5_29045 
$PILOT_LICENSE_OBTAINED = 1 
156@ = 0 

:DESERT5_28895
if 
  24 >= 156@ 
else_jump @DESERT5_28963 
if and
   not 156@ == 8 
   not 156@ == 9 
else_jump @DESERT5_28949 
014C: set_parked_car_generator $PARKED_PLANES(156@,28i) cars_to_generate_to 101 

:DESERT5_28949
156@ += 1 
jump @DESERT5_28895 

:DESERT5_28963
014C: set_parked_car_generator $PARKED_PLANES[27] cars_to_generate_to 101 
156@ = 0 

:DESERT5_28977
if 
  11 >= 156@ 
else_jump @DESERT5_29020 
014C: set_parked_car_generator $PARKED_SF_PLANES(156@,12i) cars_to_generate_to 0 
156@ += 1 
jump @DESERT5_28977 

:DESERT5_29020
05AA: 246@(270@,12s) = 'DES5_SG'  // Pilotenschein erhalten!
270@ += 1 

:DESERT5_29045
05AA: 246@(270@,12s) = 'DUMMY' 
270@ += 1 
if 
  238@ == 2 
else_jump @DESERT5_29113 
05AA: 246@(270@,12s) = 'DES5_S8'  // ~k~~PED_SPRINT~ Fortfahren
jump @DESERT5_29131 

:DESERT5_29113
05AA: 246@(270@,12s) = 'DES5_SE'  // ~k~~PED_SPRINT~ Neuer Versuch

:DESERT5_29131
270@ += 1 
05AA: 246@(270@,12s) = 'DES5_S9'  // ~k~~VEHICLE_ENTER_EXIT~ Beenden
270@ += 1 

:DESERT5_29163
if 
  12 > 270@ 
else_jump @DESERT5_29213 
05AA: 246@(270@,12s) = 'DUMMY' 
270@ += 1 
jump @DESERT5_29163 

:DESERT5_29213
08DB: set_panel 144@ column 0 header 'DUMMY' data 246@s 248@s 250@s 252@s 254@s 256@s 258@s 260@s 262@s 264@s 266@s 268@s 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1187 
fade 1 500 

:DESERT5_29292
if 
fading 
else_jump @DESERT5_29323 
wait 0 
gosub @DESERT5_29325 
jump @DESERT5_29292 

:DESERT5_29323
return 

:DESERT5_29325
if or
  238@ == 1 
  238@ == 2 
else_jump @DESERT5_29714 
gosub @DESERT5_24849 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 120.0 GXT 'DES5_SB'  // Neuer Rekord
if 
  229@ > 0 
else_jump @DESERT5_29714 
gosub @DESERT5_24849 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 85.0 GXT 'DES5_SA'  // Neues Zertifikat erhalten
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 261.7 200.0 size -50.0 50.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 378.3 200.0 size 50.0 50.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  229@ == 2 
else_jump @DESERT5_29606 
038D: draw_texture 1 position 320.0 200.0 size 91.7 79.2 RGBA 160 160 160 255 

:DESERT5_29606
if 
  229@ == 3 
else_jump @DESERT5_29660 
038D: draw_texture 2 position 320.0 200.0 size 91.7 79.2 RGBA 160 160 160 255 

:DESERT5_29660
if 
  229@ == 4 
else_jump @DESERT5_29714 
038D: draw_texture 3 position 320.0 200.0 size 91.7 79.2 RGBA 160 160 160 255 

:DESERT5_29714
return 

:DESERT5_29716
if or
  215@ == 0 
  215@ == 1 
else_jump @DESERT5_29786 
if 
001D:   217@ > 216@ // (int) 
else_jump @DESERT5_29786 
if 
  33@ > 200 
else_jump @DESERT5_29786 
gosub @DESERT5_29851 

:DESERT5_29786
if 
  215@ == 2 
else_jump @DESERT5_29849 
if 
03D2:   wav 1 ended 
else_jump @DESERT5_29849 
215@ = 0 
216@ += 1 
218@ = 0 
00BE: text_clear_all 
33@ = 0 

:DESERT5_29849
return 

:DESERT5_29851
if 
  215@ == 0 
else_jump @DESERT5_29887 
03CF: load_wav 203@(216@,12i) as 1 
215@ = 1 

:DESERT5_29887
if 
  215@ == 1 
else_jump @DESERT5_29945 
if 
03D0:   wav 1 loaded 
else_jump @DESERT5_29945 
00BC: show_text_highpriority GXT 179@(216@,12s) time 10000 flag 1 
03D1: play_wav 1 
215@ = 2 

:DESERT5_29945
return 

:DESERT5_29947
00BE: text_clear_all 
if or
  232@ == 1 
   not Player.Defined($PLAYER_CHAR)
else_jump @DESERT5_29988 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!

:DESERT5_29988
return 

:DESERT5_29990
if 
   not $MISSION_LEARNING_TO_FLY_PASSED == 1 
else_jump @DESERT5_30015 
$MISSION_LEARNING_TO_FLY_PASSED = 1 

:DESERT5_30015
if 
  $MISSION_LEARNING_TO_FLY_PASSED == 1 
else_jump @DESERT5_30137 
0318: set_latest_mission_passed 'DESERT5'  // Learning to Fly
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0629: change_integer_stat 331 to 1 
0998: add_respect 5 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
Marker.Disable($MARKER_PILOT_SCHOOL)
0570: $MARKER_PILOT_SCHOOL = create_asset_radar_marker_with_icon $ICON_SCHOOL at $666 $667 $668 
Marker.Disable($581)
$581 = Marker.CreateIconAndSphere($ICON_AIRYARD, $X_OLD_AIRPORT, $Y_OLD_AIRPORT, $Z_OLD_AIRPORT)
$TORENO_TOTAL_PASSED_MISSIONS += 1 

:DESERT5_30137
return 

:DESERT5_30139
Model.Destroy(#RUSTLER)
Model.Destroy(#HUNTER)
Model.Destroy(#PETRO)
Model.Destroy(#LANDSTAL)
Model.Destroy(#STUNT)
Model.Destroy(#GUN_PARA)
Model.Destroy(#CELLPHONE)
090F: end_external_script 1 (PARACHUTE) 
0391: release_txd_dictionary 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 118@ 
156@ = 0 

:DESERT5_30197
if 
  8 > 156@ 
else_jump @DESERT5_30238 
06D6: disable_racing_checkpoint 119@(156@,8i) 
156@ += 1 
jump @DESERT5_30197 

:DESERT5_30238
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 
06D6: disable_racing_checkpoint 143@ 
156@ = 0 

:DESERT5_30260
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_30302 
Marker.Disable(221@(156@,3i))
156@ += 1 
jump @DESERT5_30260 

:DESERT5_30302
156@ = 0 

:DESERT5_30309
if 
001D:   66@ > 156@ // (int) 
else_jump @DESERT5_30351 
Marker.Disable(224@(156@,2i))
156@ += 1 
jump @DESERT5_30309 

:DESERT5_30351
03E6: remove_text_box 
03D6: remove_styled_text 'DES5_SA'  // Neues Zertifikat erhalten
03D6: remove_styled_text 'DES5_SB'  // Neuer Rekord
061B: remove_references_to_AS_pack 71@ 
061B: remove_references_to_AS_pack 72@ 
08A8: unknown_radar_flag 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03F0: enable_text_draw 0 
08DA: remove_panel 144@ 
Object.Destroy(135@)
$1510 = 1 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_30445 
05EC: release_car 35@ from_path 

:DESERT5_30445
Car.Destroy(35@)
156@ = 0 

:DESERT5_30457
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_30499 
Car.Destroy(60@(156@,3i))
156@ += 1 
jump @DESERT5_30457 

:DESERT5_30499
0873: release_path 590 
0873: release_path 591 
0873: release_path 592 
0873: release_path 593 
0873: release_path 594 
0873: release_path 595 
0873: release_path 596 
0873: release_path 597 
0873: release_path 598 
040D: unload_wav 3 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1188 
014F: stop_timer $253 
0396: pause_timer 0 
01B7: release_weather 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
07A8: enable_area69_sam 1 
096A: enable_flying_helis 1 
01F0: set_max_wanted_level_to 239@ 
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @DESERT5_30618 
Camera.Restore_WithJumpCut

:DESERT5_30618
Actor.DestroyInstantly(70@)
Camera.SetBehindPlayer
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 84---------------
// Originally: Fender Ketchup

:CASINO1
thread 'CASINO1' 
gosub @CASINO1_484 
if 
wasted_or_busted 
else_jump @CASINO1_38 
gosub @CASINO1_19524 

:CASINO1_38
gosub @CASINO1_19606 
end_thread 

:CASINO1_47
Camera.SetAtPos(326@, 327@, 328@)
023C: load_special_actor 'SINDACO' as 1 // models 290-299 
Model.Load(#FELTZER)
04ED: load_animation "CAR" 
038B: load_requested_models 

:CASINO1_85
if or
   not Model.Available(#FELTZER)
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR" loaded 
else_jump @CASINO1_123 
wait 0 
jump @CASINO1_85 

:CASINO1_123
return 

:CASINO1_125
326@ = 1903.857 
327@ = 974.1888 
328@ = 9.8127 
329@ = 177.4801 
041E: set_radio_station 1 
322@ = Car.Create(#FELTZER, 326@, 327@, 328@)
Car.Angle(322@) = 329@
053F: set_car 322@ tires_vulnerability 0 
324@ = Actor.Create(Special, #SPECIAL01, 0.0, 0.0, 0.0)
0464: put_actor 324@ into_turret_on_car 322@ at_car_offset 0.0 1.266 0.391 position 0 shooting_angle_limit 0.0 with_weapon 0 
Actor.Health(324@) = 300
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
060A: create_decision_maker_type 0 store_to 320@ // decision\allowed\m_.ped files 
060B: set_actor 324@ decision_maker_to 320@ 
0708: reset_decision_maker 320@ event 12 
0708: reset_decision_maker 320@ event 13 
0708: reset_decision_maker 320@ event 56 
Car.Health(322@) = 1000
return 
323@ = Marker.CreateAboveCar(322@)
018A: 50@ = create_checkpoint_at 79@ 80@ 81@ 

:CASINO1_372
Model.Destroy(#FELTZER)
return 

:CASINO1_379
Model.Load(#TRIADB)

:CASINO1_383
if 
   not Model.Available(#TRIADB)
else_jump @CASINO1_409 
wait 0 
jump @CASINO1_383 

:CASINO1_409
337@ = 1911.024 
338@ = 956.8084 
339@ = 9.8203 
340@ = 95.5462 
334@ = Actor.Create(CivMale, #TRIADB, 337@, 338@, 339@)
Actor.Angle(334@) = 340@
return 

:CASINO1_477
Actor.DestroyInstantly(334@)
return 

:CASINO1_484
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
34@ = -1 
35@ = 0 
36@ = 0 
98@ = 0 
$7529 = 0 
47@ = 0 
48@ = 0 
39@ = 0 
40@ = 0 
41@ = 0 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
95@ = 0 
38@ = 0 
49@ = 0 
$7528 = 0 
58@ = 0 
59@ = 0 
57@ = 0 
335@ = 1 
70@ = 0.1 
79@ = 1904.75 
80@ = 960.74 
81@ = 9.36 
308@ = 1427.4 
312@ = 2666.4 
316@ = 13.01 
303@ = 1 
304@ = 2 
305@ = 0 
306@ = 1 
307@ = 0 
05AA: 104@s = 'CAS1_AA'  // ~z~Du, du bist wahnsinnig! Du bist ein toter Mann, EIN TOTER MANN!
05AA: 106@s = 'CAS1_AB'  // ~z~Du bist nicht in der Position, um zu drohen!
05AA: 108@s = 'CAS1_AC'  // ~z~Wer bist du?
05AA: 110@s = 'CAS1_AD'  // ~z~Leck mich, Mann! Und du weit, wer ich bin!
05AA: 112@s = 'CAS1_AE'  // ~z~Wie du willst.
05AA: 114@s = 'CAS1_BA'  // ~z~Du legst dich mit den falschen Leuten an!
05AA: 116@s = 'CAS1_BB'  // ~z~Du bist so was von tot, hast du verstanden? TOT! T.O.T., Freundchen!
05AA: 118@s = 'CAS1_BC'  // ~z~Du hast dein eigenes Todesurteil unterschrieben!
05AA: 120@s = 'CAS1_BD'  // ~z~Glaubst du, du machst mir Angst, h?
05AA: 122@s = 'CAS1_BE'  // ~z~Da ist mehr ntig als 'ne kleine Spritztour, um MICH zum Reden zu bringen!
05AA: 124@s = 'CAS1_CA'  // ~z~H- Hr zu, wir knnen uns bestimmt einigen!
05AA: 126@s = 'CAS1_CB'  // ~z~Okay, ich hab kapiert, dass du's ernst meinst!
05AA: 128@s = 'CAS1_CC'  // ~z~Hr mal, Kumpel, das ist nicht mehr witzig!
05AA: 130@s = 'CAS1_CD'  // ~z~Hey! Hr auf, das ist ja Irrsinn! HR SOFORT AUF!
05AA: 132@s = 'CAS1_CE'  // ~z~Oh, mein Gott, du bist ja komplett wahnsinnig!
05AA: 134@s = 'CAS1_DA'  // ~z~Aargh! Ich will nicht sterben, ich will nicht sterben!
05AA: 136@s = 'CAS1_DB'  // ~z~DU WICHSER! DU WICHSAa-haa-ha!
05AA: 138@s = 'CAS1_DC'  // ~z~Oh, Gott, ich hab mir in die Hose geschissen!
05AA: 140@s = 'CAS1_DD'  // ~z~Oh, Mutter Maria, ich kann nicht mehr! Oh, Gott...
05AA: 142@s = 'CAS1_DE'  // ~z~Okay, okay, ich hab verstanden! Hr jetzt auf! AUFHREN!
05AA: 144@s = 'CAS1_EA'  // ~z~Oh, Mann, das ist zu schnell!
05AA: 146@s = 'CAS1_EB'  // ~z~Oh! Fahr langsamer, um Gottes Willen, fahr langsamer!
05AA: 148@s = 'CAS1_EC'  // ~z~Teufel, das ist zu schnell! ZU SCHNELL!
05AA: 150@s = 'CAS1_ED'  // ~z~Whooooa! Heilige Scheie!
05AA: 152@s = 'CAS1_EE'  // ~z~Whooooa! Bitte nicht!
05AA: 154@s = 'CAS1_EF'  // ~z~Oh, Jesus Christus! Oooooooh!
05AA: 156@s = 'CAS1_EG'  // ~z~Oh, mein Gott! Oh, mein Gott!
05AA: 158@s = 'CAS1_EH'  // ~z~Hey, was soll das?
05AA: 160@s = 'CAS1_EI'  // ~z~Du hltst dich wohl fr clever, ABER DAS BIST DU NICHT!
05AA: 162@s = 'CAS1_EJ'  // ~z~Mit so 'nem Schei jagst du mir keine Angst ein, du Arschloch!
05AA: 164@s = 'CAS1_EK'  // ~z~Was machst du denn jetzt?
05AA: 166@s = 'CAS1_EL'  // ~z~So hilf mir doch jemand! HILFE!
05AA: 168@s = 'CAS1_EM'  // ~z~Vorsicht, die Fugnger!
05AA: 170@s = 'CAS1_EN'  // ~z~Jesus Christus, war das knapp!
05AA: 172@s = 'CAS1_EO'  // ~z~Willst du uns alle beide in den Arsch machen?
05AA: 174@s = 'CAS1_EP'  // ~z~Heilige Mutter Maria, das war Glck!
05AA: 176@s = 'CAS1_EQ'  // ~z~Du wirst uns alle beide umbringen! Oh, Gott, ich lebe noch!
05AA: 180@s = 'CAS1_ES'  // ~z~Gott sei Dank! GOTT SEI DANK!
05AA: 182@s = 'CAS1_ET'  // ~z~Jesus! JESUS!
05AA: 184@s = 'CAS1_EU'  // ~z~Baust du ABSICHTLICH Karambolagen?! Du spinnst!
05AA: 186@s = 'CAS1_EV'  // ~z~Oh... Jesus... du Arschloch...
05AA: 190@s = 'CAS1_EX'  // ~z~Mama...hol mich hier raus! Ohhh.
05AA: 192@s = 'CAS1_EY'  // ~z~Heilige Scheie! Meine Beine! Die brennen!
05AA: 194@s = 'CAS1_EZ'  // ~z~Shit, meine Eier! MEINE EIER!
05AA: 196@s = 'CAS1_FA'  // ~z~Heilige Mutter, ich stehen in Flammen!
05AA: 198@s = 'CAS1_FB'  // ~z~FEUER! FEUER!
05AA: 200@s = 'CAS1_GA'  // ~z~Das wird dir die Familie heimzahlen!
05AA: 202@s = 'CAS1_GB'  // ~z~Welche Familie?
05AA: 204@s = 'CAS1_GC'  // ~z~Die Sindacco Familie, du Idiot!
05AA: 206@s = 'CAS1_GD'  // ~z~Mehr wollte ich gar nicht hren!
05AA: 208@s = 'CAS1_GE'  // ~z~Was zum-? Oh, Shit...
05AA: 210@s = 'CAS1_HA'  // ~z~Oh, Gott. Gott sei Dank.
05AA: 212@s = 'CAS1_HB'  // ~z~Und wandle ich auch in finsterem Tale...
05AA: 214@s = 'CAS1_HC'  // ~z~Mami... Mami...
05AA: 216@s = 'CAS1_HD'  // ~z~(Gewimmer)
05AA: 218@s = 'CAS1_HE'  // ~z~Ich habe so ein sndiges Leben gefhrt. Es tut mir Leid, es tut mir so Leid...
05AA: 220@s = 'CAS1_JA'  // ~z~CJ, ich glaube, er hat sich in die Hose gemacht!
05AA: 222@s = 'CAS1_JB'  // ~z~Ja, der drfte jetzt singen wie ein Vgelchen!
05AA: 224@s = 'CAS1B00'  // ~z~Verdammte Scheie, wer bist du? Mach mich los!
05AA: 226@s = 'CAS1B02'  // ~z~Weit du, was wir jetzt machen? Wir gehen mal auf eine kleine Spritztour.
05AA: 228@s = 'CAS1B03'  // ~z~Bist du bld oder was? Ich mein's ernst - bind mich los, Motherfucker!
05AA: 230@s = 'CAS1B04'  // ~z~Nein, ich glaube, ich lass dich genau, wo du bist.
05AA: 232@s = 'CAS1B05'  // ~z~Hey, HEY! Bist du echt so scheibld? Weit du nicht, wer ich bin?
05AA: 234@s = 'CAS1B06'  // ~z~Nein, aber das werde ich gleich rausfinden.
04AF: 237@ = 7007 // @ = any 
04AF: 238@ = 7008 // @ = any 
04AF: 239@ = 7009 // @ = any 
04AF: 240@ = 7010 // @ = any 
04AF: 241@ = 7011 // @ = any 
04AF: 242@ = 7012 // @ = any 
04AF: 243@ = 7013 // @ = any 
04AF: 244@ = 7014 // @ = any 
04AF: 245@ = 7015 // @ = any 
04AF: 246@ = 7016 // @ = any 
04AF: 247@ = 7017 // @ = any 
04AF: 248@ = 7018 // @ = any 
04AF: 249@ = 7019 // @ = any 
04AF: 250@ = 7020 // @ = any 
04AF: 251@ = 7021 // @ = any 
04AF: 252@ = 7022 // @ = any 
04AF: 253@ = 7023 // @ = any 
04AF: 254@ = 7024 // @ = any 
04AF: 255@ = 7025 // @ = any 
04AF: 256@ = 7026 // @ = any 
04AF: 257@ = 7027 // @ = any 
04AF: 258@ = 7028 // @ = any 
04AF: 259@ = 7029 // @ = any 
04AF: 260@ = 7030 // @ = any 
04AF: 261@ = 7031 // @ = any 
04AF: 262@ = 7032 // @ = any 
04AF: 263@ = 7033 // @ = any 
04AF: 264@ = 7034 // @ = any 
04AF: 265@ = 7035 // @ = any 
04AF: 266@ = 7036 // @ = any 
04AF: 267@ = 7037 // @ = any 
04AF: 268@ = 7038 // @ = any 
04AF: 269@ = 7039 // @ = any 
04AF: 270@ = 7040 // @ = any 
04AF: 271@ = 7041 // @ = any 
04AF: 272@ = 7042 // @ = any 
04AF: 273@ = 7043 // @ = any 
04AF: 275@ = 7044 // @ = any 
04AF: 276@ = 7045 // @ = any 
04AF: 277@ = 7046 // @ = any 
04AF: 278@ = 7047 // @ = any 
04AF: 280@ = 7049 // @ = any 
04AF: 281@ = 7050 // @ = any 
04AF: 282@ = 7051 // @ = any 
04AF: 283@ = 7052 // @ = any 
04AF: 284@ = 7053 // @ = any 
04AF: 285@ = 7055 // @ = any 
04AF: 286@ = 7056 // @ = any 
04AF: 287@ = 7057 // @ = any 
04AF: 288@ = 7058 // @ = any 
04AF: 289@ = 7059 // @ = any 
04AF: 290@ = 7060 // @ = any 
04AF: 291@ = 7061 // @ = any 
04AF: 292@ = 7062 // @ = any 
04AF: 293@ = 7063 // @ = any 
04AF: 294@ = 7064 // @ = any 
04AF: 295@ = 7065 // @ = any 
04AF: 296@ = 7066 // @ = any 
04AF: 297@ = 7000 // @ = any 
04AF: 298@ = 7002 // @ = any 
04AF: 299@ = 7003 // @ = any 
04AF: 300@ = 7004 // @ = any 
04AF: 301@ = 7005 // @ = any 
04AF: 302@ = 7006 // @ = any 
054C: use_GXT_table 'CASINO1' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
fade 0 500 

:CASINO1_2189
if 
fading 
else_jump @CASINO1_2213 
wait 0 
jump @CASINO1_2189 

:CASINO1_2213
select_interior 11 
02E4: load_cutscene_data 'CAS_1A' 

:CASINO1_2228
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO1_2252 
wait 0 
jump @CASINO1_2228 

:CASINO1_2252
02E7: start_cutscene 
fade 1 1000 

:CASINO1_2261
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO1_2285 
wait 0 
jump @CASINO1_2261 

:CASINO1_2285
fade 0 0 

:CASINO1_2291
if 
fading 
else_jump @CASINO1_2315 
wait 0 
jump @CASINO1_2291 

:CASINO1_2315
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
Player.WantedLevel($PLAYER_CHAR) = 0
select_interior 0 
08AD: put_actor $PLAYER_ACTOR at 2016.422 1017.102 radius 10.0 // interior version 
0822: (unknown) 0 
Camera.SetPosition(1908.156, 977.3071, 10.2294, 0.0, 0.0, 0.0)
Camera.PointAt(1907.488, 976.5921, 10.4377, 2)
0395: clear_area 1 at 1903.27 955.95 9.8203 radius 30.0 
Actor.PutAt($PLAYER_ACTOR, 1909.826, 977.4828, 9.8127)
Actor.Angle($PLAYER_ACTOR) = 136.9741
Model.Load(#TRDCSGRGDOOR_LVS)
038B: load_requested_models 

:CASINO1_2470
if 
   not Model.Available(#TRDCSGRGDOOR_LVS)
else_jump @CASINO1_2496 
wait 0 
jump @CASINO1_2470 

:CASINO1_2496
gosub @CASINO1_47 
gosub @CASINO1_125 
0A0B: set_rendering_origin_at_3D_coord 1908.156 977.3071 10.2294 angle 136.9741 
02A3: enable_widescreen 1 
wait 150 
fade 1 1500 

:CASINO1_2548
if 
fading 
else_jump @CASINO1_2572 
wait 0 
jump @CASINO1_2548 

:CASINO1_2572
if 
   not Actor.Dead(324@)
else_jump @CASINO1_2601 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 324@ 100000 ms 

:CASINO1_2601
wait 0 
if 
   not 305@ == 0 
else_jump @CASINO1_3234 
if 
  307@ == 0 
else_jump @CASINO1_2669 
if 
03D0:   wav 304@ loaded 
else_jump @CASINO1_2662 
040D: unload_wav 304@ 

:CASINO1_2662
307@ = 1 

:CASINO1_2669
if 
  307@ == 1 
else_jump @CASINO1_2706 
03CF: load_wav 236@(305@,67i) as 303@ 
307@ = 2 

:CASINO1_2706
if 
  307@ == 2 
else_jump @CASINO1_2864 
if 
03D0:   wav 303@ loaded 
else_jump @CASINO1_2864 
if or
  305@ == 61 
  305@ == 63 
else_jump @CASINO1_2789 
if 
   not Actor.Dead(324@)
else_jump @CASINO1_2789 
0967: actor 324@ move_mouth 10000 ms 

:CASINO1_2789
if or
  305@ == 62 
  305@ == 64 
else_jump @CASINO1_2838 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO1_2838 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:CASINO1_2838
03D1: play_wav 303@ 
00BC: show_text_highpriority GXT 102@(305@,67s) time 10000 flag 1 
307@ = 3 

:CASINO1_2864
if 
  307@ == 3 
else_jump @CASINO1_3234 
if 
03D2:   wav 303@ ended 
else_jump @CASINO1_3173 
03D5: remove_text 102@(305@,67s) 
if or
  305@ == 61 
  305@ == 63 
else_jump @CASINO1_2953 
if 
   not Actor.Dead(324@)
else_jump @CASINO1_2953 
0968: actor 324@ stop_mouth 

:CASINO1_2953
if or
  305@ == 62 
  305@ == 64 
else_jump @CASINO1_2999 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO1_2999 
0968: actor $PLAYER_ACTOR stop_mouth 

:CASINO1_2999
if 
  303@ == 1 
else_jump @CASINO1_3038 
303@ = 2 
304@ = 1 
jump @CASINO1_3052 

:CASINO1_3038
303@ = 1 
304@ = 2 

:CASINO1_3052
305@ = 0 
307@ = 0 
if 
  35@ == 0 
else_jump @CASINO1_3091 
35@ = 1 

:CASINO1_3091
if 
  35@ == 4 
else_jump @CASINO1_3116 
35@ = 5 

:CASINO1_3116
if 
  35@ == 3 
else_jump @CASINO1_3141 
35@ = 4 

:CASINO1_3141
if 
  35@ == 7 
else_jump @CASINO1_3166 
35@ = 8 

:CASINO1_3166
jump @CASINO1_3234 

:CASINO1_3173
if 
83D0:   not wav 304@ loaded 
else_jump @CASINO1_3234 
if 
  66 > 305@ 
else_jump @CASINO1_3234 
0085: 306@ = 305@ // (int) 
306@ += 1 
03CF: load_wav 236@(306@,67i) as 304@ 

:CASINO1_3234
if 
   not Actor.Dead(324@)
else_jump @CASINO1_3359 
if 
   Actor.Animation(324@) == "TYD2CAR_LOW"
else_jump @CASINO1_3359 
0613: 96@ = actor 324@ animation "TYD2CAR_LOW" time 
if 
  96@ == 1.0 
else_jump @CASINO1_3359 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_3359
if 
  35@ > 0 
else_jump @CASINO1_3401 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO1_3401 
35@ = 10 

:CASINO1_3401
if 
  35@ == 0 
else_jump @CASINO1_3451 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_3451 
305@ = 61 

:CASINO1_3451
if 
  35@ == 1 
else_jump @CASINO1_3500 
05D3: AS_actor $PLAYER_ACTOR goto_point 1905.45 973.9371 9.8127 mode 4 -2 ms // versionA 
35@ = 2 

:CASINO1_3500
if 
  35@ == 2 
else_jump @CASINO1_3629 
062E: unknown_get_actor $PLAYER_ACTOR task 1491 status_store_to 97@ // ret 7 if not found 
if 
04A4:   97@ == 7 // @ == any 
else_jump @CASINO1_3629 
if 
   not Actor.Dead(324@)
else_jump @CASINO1_3629 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 324@ 
Camera.SetPosition(1903.005, 974.7813, 11.1887, 0.0, 0.0, 0.0)
Camera.PointAt(1903.732, 974.0975, 11.2553, 2)
35@ = 3 

:CASINO1_3629
if 
  35@ == 3 
else_jump @CASINO1_3679 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_3679 
305@ = 62 

:CASINO1_3679
if or
  35@ == 4 
  35@ == 5 
else_jump @CASINO1_3741 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.1 flag 0 

:CASINO1_3741
if 
  35@ == 9 
else_jump @CASINO1_3796 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.05 flag 0 

:CASINO1_3796
if 
  35@ == 4 
else_jump @CASINO1_3846 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_3846 
305@ = 63 

:CASINO1_3846
if 
  35@ == 5 
else_jump @CASINO1_3897 
if 
   not Car.Wrecked(322@)
else_jump @CASINO1_3897 
05CB: AS_actor $PLAYER_ACTOR enter_car 322@ as_driver -2 ms 
35@ = 6 

:CASINO1_3897
if 
  35@ == 6 
else_jump @CASINO1_4039 
062E: unknown_get_actor $PLAYER_ACTOR task 1483 status_store_to 97@ // ret 7 if not found 
if 
04A4:   97@ == 7 // @ == any 
else_jump @CASINO1_4039 
Camera.SetPosition(1906.528, 970.1409, 10.433, 0.0, 0.0, 0.0)
Camera.PointAt(1905.823, 970.8365, 10.5694, 2)
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.1 flag 0 
35@ = 7 

:CASINO1_4039
if 
  35@ == 7 
else_jump @CASINO1_4089 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_4089 
305@ = 64 

:CASINO1_4089
if 
  35@ == 8 
else_jump @CASINO1_4164 
if 
   not Car.Wrecked(322@)
else_jump @CASINO1_4164 
05D1: AS_actor $PLAYER_ACTOR drive_car 322@ to 1903.27 955.95 9.8203 speed 10.0 1 model #NULL 2 
35@ = 9 

:CASINO1_4164
if 
  35@ == 9 
else_jump @CASINO1_4218 
062E: unknown_get_actor $PLAYER_ACTOR task 1489 status_store_to 97@ // ret 7 if not found 
if 
04A4:   97@ == 7 // @ == any 
else_jump @CASINO1_4218 
35@ = 10 

:CASINO1_4218
if 
   not 35@ == 10 
else_jump @CASINO1_4243 
jump @CASINO1_2601 

:CASINO1_4243
if 
   not Car.Wrecked(322@)
else_jump @CASINO1_4356 
Object.PutAt($2658, 1903.383, 967.82, 11.438)
Car.PutAt(322@, 1903.27, 955.95, 9.8203)
Car.Angle(322@) = 180.7793
if 
   Actor.InCar($PLAYER_ACTOR, 322@)
else_jump @CASINO1_4348 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1903.27 955.95 9.8203 

:CASINO1_4348
036A: put_actor $PLAYER_ACTOR in_car 322@ 

:CASINO1_4356
Model.Destroy(#TRDCSGRGDOOR_LVS)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0647: unknown_actor $PLAYER_ACTOR look_task 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
35@ = 0 

:CASINO1_4387
wait 0 
if 
0735:   NOP_false 83 
else_jump @CASINO1_4413 
jump @CASINO1_19542 

:CASINO1_4413
if 
0735:   NOP_false 32 
else_jump @CASINO1_4435 
$7528 = 100 

:CASINO1_4435
if 
   not 305@ == 0 
else_jump @CASINO1_4774 
if 
  307@ == 0 
else_jump @CASINO1_4499 
if 
03D0:   wav 304@ loaded 
else_jump @CASINO1_4492 
040D: unload_wav 304@ 

:CASINO1_4492
307@ = 1 

:CASINO1_4499
if 
  307@ == 1 
else_jump @CASINO1_4536 
03CF: load_wav 236@(305@,67i) as 303@ 
307@ = 2 

:CASINO1_4536
if 
  307@ == 2 
else_jump @CASINO1_4596 
if 
03D0:   wav 303@ loaded 
else_jump @CASINO1_4596 
03D1: play_wav 303@ 
00BC: show_text_highpriority GXT 102@(305@,67s) time 10000 flag 1 
307@ = 3 

:CASINO1_4596
if 
  307@ == 3 
else_jump @CASINO1_4774 
if 
03D2:   wav 303@ ended 
else_jump @CASINO1_4713 
03D5: remove_text 102@(305@,67s) 
if 
  303@ == 1 
else_jump @CASINO1_4678 
303@ = 2 
304@ = 1 
jump @CASINO1_4692 

:CASINO1_4678
303@ = 1 
304@ = 2 

:CASINO1_4692
305@ = 0 
307@ = 0 
jump @CASINO1_4774 

:CASINO1_4713
if 
83D0:   not wav 304@ loaded 
else_jump @CASINO1_4774 
if 
  66 > 305@ 
else_jump @CASINO1_4774 
0085: 306@ = 305@ // (int) 
306@ += 1 
03CF: load_wav 236@(306@,67i) as 304@ 

:CASINO1_4774
if or
0154:   actor $PLAYER_ACTOR in_zone 'PINT'  // Pilson-Kreuz
0154:   actor $PLAYER_ACTOR in_zone 'BINT'  // Blackfield Autobahnkreuz
0154:   actor $PLAYER_ACTOR in_zone 'JTN'  // Interstate 215
0154:   actor $PLAYER_ACTOR in_zone 'JTS'  // Interstate 215
0154:   actor $PLAYER_ACTOR in_zone 'JTW'  // Interstate 215
0154:   actor $PLAYER_ACTOR in_zone 'JTE'  // Interstate 215
else_jump @CASINO1_4967 
if and
  98@ == 0 
  38@ == 0 
else_jump @CASINO1_4924 
00BB: show_text_lowpriority GXT 'CAS1_10' time 5000 flag 1  // ~s~Bleib vom Freeway weg!
Player.SetMinWantedLevel($PLAYER_CHAR, 3)
38@ = 1 

:CASINO1_4924
if 
  38@ == 1 
else_jump @CASINO1_4967 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 2
else_jump @CASINO1_4967 
38@ = 0 

:CASINO1_4967
if 
  34@ == -1 
else_jump @CASINO1_5335 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.05 flag 0 
if 
  $2200 == 0 
else_jump @CASINO1_5308 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(322@)
else_jump @CASINO1_5301 
if 
   Actor.InCar($PLAYER_ACTOR, 322@)
else_jump @CASINO1_5301 
if 
  $7529 == 0 
else_jump @CASINO1_5187 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_5142 
305@ = 65 
$7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_5142
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_5187 
01BD: 101@ = current_time_in_ms 

:CASINO1_5187
if 
  $7529 == 1 
else_jump @CASINO1_5301 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_5256 
305@ = 66 
$7529 += 1 
34@ = 0 
01BD: 101@ = current_time_in_ms 

:CASINO1_5256
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_5301 
01BD: 101@ = current_time_in_ms 

:CASINO1_5301
jump @CASINO1_5335 

:CASINO1_5308
Object.PutAt($2658, 1903.383, 967.82, 11.438)
34@ = 0 

:CASINO1_5335
if 
  34@ == 0 
else_jump @CASINO1_5473 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(322@)
else_jump @CASINO1_5473 
if 
   Actor.InCar($PLAYER_ACTOR, 322@)
else_jump @CASINO1_5473 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_5473 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS1_11' time 5000 flag 1  // ~s~Schchtere ihn ein, aber denk daran: ein Frontalzusammensto wre tdlich fr ihn.
00BB: show_text_lowpriority GXT 'CAS1_12' time 5000 flag 1  // ~s~Und halte dich vom Highway fern, um nicht die Aufmerksamkeit der Polizei zu erregen.
98@ = 2 
34@ = 2 
36@ = 1 

:CASINO1_5473
if 
  5 > 34@ 
else_jump @CASINO1_5794 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(322@)
else_jump @CASINO1_5794 
if 
  36@ == 0 
else_jump @CASINO1_5655 
if 
0448:   actor $PLAYER_ACTOR in_car 322@ 
else_jump @CASINO1_5655 
00BE: text_clear_all 
0822: (unknown) 0 
01BD: 101@ = current_time_in_ms 
Marker.Disable(323@)
Marker.Disable(50@)
if and
  34@ > 0 
  4 > 34@ 
else_jump @CASINO1_5616 
0151: remove_status_text $7528 
03C4: set_status_text $7528 type 1 GXT 'CAS1_05' // global_variable  // Angst

:CASINO1_5616
if 
  34@ == 4 
else_jump @CASINO1_5648 
018A: 50@ = create_checkpoint_at 79@ 80@ 81@ 

:CASINO1_5648
36@ = 1 

:CASINO1_5655
if 
  36@ == 1 
else_jump @CASINO1_5794 
if 
8448:   not actor $PLAYER_ACTOR in_car 322@ 
else_jump @CASINO1_5794 
00BE: text_clear_all 
0822: (unknown) 1 
Marker.Disable(323@)
323@ = Marker.CreateAboveCar(322@)
07E0: set_marker 323@ type_to 1 
if and
  34@ > 0 
  4 > 34@ 
else_jump @CASINO1_5748 
0151: remove_status_text $7528 

:CASINO1_5748
if 
  34@ == 4 
else_jump @CASINO1_5771 
Marker.Disable(50@)

:CASINO1_5771
00BC: show_text_highpriority GXT 'CAS1_01' time 7500 flag 2  // ~s~Steig wieder in den ~b~Wagen~s~.
36@ = 0 

:CASINO1_5794
if 
  34@ == 2 
else_jump @CASINO1_6007 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(324@)
else_jump @CASINO1_6007 
03C4: set_status_text $7528 type 1 GXT 'CAS1_05' // global_variable  // Angst
0209: 37@ = random_int_in_ranges 0 4 
if 
  37@ == 0 
else_jump @CASINO1_5894 
03E5: show_text_box 'CAS1_06'  // Hohe Geschwindigkeiten machen ihm sicher Angst.
34@ = 3 

:CASINO1_5894
if 
  37@ == 1 
else_jump @CASINO1_5930 
03E5: show_text_box 'CAS1_07'  // Versuch's mal mit ein paar Schleuderwenden mit Handbremse.
34@ = 3 

:CASINO1_5930
if 
  37@ == 2 
else_jump @CASINO1_5966 
03E5: show_text_box 'CAS1_08'  // Irrsinns-Stunts werden ihm nervlich schwer zusetzen.
34@ = 3 

:CASINO1_5966
if 
  37@ == 3 
else_jump @CASINO1_6002 
03E5: show_text_box 'CAS1_09'  // Fahren auf der falschen Seite wird ihn zutiefst beunruhigen.
34@ = 3 

:CASINO1_6002
01BD: 74@ = current_time_in_ms 

:CASINO1_6007
if 
  34@ == 3 
else_jump @CASINO1_15346 
if and
   not Car.Wrecked(322@)
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(324@)
else_jump @CASINO1_15346 
if 
  335@ == 0 
else_jump @CASINO1_6163 
if 
   not Actor.Dead(334@)
else_jump @CASINO1_6163 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1910.75 960.74 10.86 radius 15.0 15.0 15.0 
else_jump @CASINO1_6163 
if 
82CB:   not actor 334@ bounding_sphere_visible 
else_jump @CASINO1_6163 
gosub @CASINO1_477 
335@ = 1 

:CASINO1_6163
if 
09BB:   car 322@ recieved_heavy_damage 0 
else_jump @CASINO1_6214 
05BE: AS_kill_actor 324@ 
0465: remove_actor 324@ from_turret_mode 
00BC: show_text_highpriority GXT 'CAS1_04' time 5000 flag 1  // ~r~Du hast ihn gettet!
jump @CASINO1_19524 

:CASINO1_6214
if 
   Actor.InCar($PLAYER_ACTOR, 322@)
else_jump @CASINO1_15346 
if 
  8 > 49@ 
else_jump @CASINO1_6443 
01BD: 73@ = current_time_in_ms 
0085: 72@ = 73@ // (int) 
0062: 72@ -= 74@ // (int) 
if 
  72@ > 30000 
else_jump @CASINO1_6443 
0209: 37@ = random_int_in_ranges 0 4 
if 
  37@ == 0 
else_jump @CASINO1_6334 
03E5: show_text_box 'CAS1_06'  // Hohe Geschwindigkeiten machen ihm sicher Angst.
01BD: 74@ = current_time_in_ms 

:CASINO1_6334
if 
  37@ == 1 
else_jump @CASINO1_6368 
03E5: show_text_box 'CAS1_07'  // Versuch's mal mit ein paar Schleuderwenden mit Handbremse.
01BD: 74@ = current_time_in_ms 

:CASINO1_6368
if 
  37@ == 2 
else_jump @CASINO1_6402 
03E5: show_text_box 'CAS1_08'  // Irrsinns-Stunts werden ihm nervlich schwer zusetzen.
01BD: 74@ = current_time_in_ms 

:CASINO1_6402
if 
  37@ == 3 
else_jump @CASINO1_6436 
03E5: show_text_box 'CAS1_09'  // Fahren auf der falschen Seite wird ihn zutiefst beunruhigen.
01BD: 74@ = current_time_in_ms 

:CASINO1_6436
49@ += 1 

:CASINO1_6443
if 
  $7528 > 100 
else_jump @CASINO1_6506 
$7528 = 100 
$7529 = 0 
0151: remove_status_text $7528 
018A: 50@ = create_checkpoint_at 79@ 80@ 81@ 
01BD: 62@ = current_time_in_ms 
34@ = 4 

:CASINO1_6506
if and
  39@ == 0 
  41@ == 0 
  40@ == 0 
else_jump @CASINO1_6601 
if 
  71@ > 15.0 
else_jump @CASINO1_6601 
if 
00E1:   player 0 pressed_key 6 
else_jump @CASINO1_6601 
331@ = Car.Angle(322@)
333@ = 0.0 
39@ = 1 

:CASINO1_6601
if 
  39@ == 1 
else_jump @CASINO1_6835 
if 
00E1:   player 0 pressed_key 6 
else_jump @CASINO1_6676 
332@ = Car.Angle(322@)
0087: 330@ = 332@ // (float) 
0063: 330@ -= 331@ // (float) 
005B: 333@ += 330@ // (float) 
331@ = Car.Angle(322@)

:CASINO1_6676
if 
80E1:   not player 0 pressed_key 6 
else_jump @CASINO1_6835 
if 
  0.0 > 333@ 
else_jump @CASINO1_6724 
333@ += 360.0 

:CASINO1_6724
if 
  333@ > 0.0 
else_jump @CASINO1_6828 
if and
  333@ > 14.0 
  210.0 > 333@ 
else_jump @CASINO1_6790 
$7528 += 7 
jump @CASINO1_6828 

:CASINO1_6790
if and
  333@ > 90.0 
  270.0 > 333@ 
else_jump @CASINO1_6828 
$7528 += 3 

:CASINO1_6828
39@ = 0 

:CASINO1_6835
if and
  40@ == 0 
  39@ == 0 
  41@ == 0 
else_jump @CASINO1_6895 
if 
01F3:   car 322@ in_air 
else_jump @CASINO1_6895 
01BD: 53@ = current_time_in_ms 
40@ = 1 

:CASINO1_6895
if 
  40@ == 1 
else_jump @CASINO1_6973 
if 
81F3:   not car 322@ in_air 
else_jump @CASINO1_6973 
01BD: 52@ = current_time_in_ms 
0085: 51@ = 52@ // (int) 
0062: 51@ -= 53@ // (int) 
51@ /= 250 
005E: $7528 += 51@ // (int) 
40@ = 0 

:CASINO1_6973
if and
  41@ == 0 
  39@ == 0 
  40@ == 0 
  20 > 59@ 
else_jump @CASINO1_7123 
if 
  1.0 > 71@ 
else_jump @CASINO1_7123 
if and
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @CASINO1_7123 
01BD: 52@ = current_time_in_ms 
0085: 51@ = 52@ // (int) 
0062: 51@ -= 53@ // (int) 
if 
  51@ > 3000 
else_jump @CASINO1_7123 
69@ = 0.0 
70@ = 0.15 
41@ = 1 

:CASINO1_7123
if 
  41@ == 1 
else_jump @CASINO1_7333 
0494: get_joystick 0 data_to 91@ 92@ 93@ 94@ 
if 
80E1:   not player 0 pressed_key 14 
else_jump @CASINO1_7181 
41@ = 0 

:CASINO1_7181
if 
80E1:   not player 0 pressed_key 16 
else_jump @CASINO1_7205 
41@ = 0 

:CASINO1_7205
if and
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @CASINO1_7333 
if 
803B:   not  91@ == 95@ // (int) 
else_jump @CASINO1_7333 
if and
  69@ >= 0.0 
  70@ >= 0.0 
else_jump @CASINO1_7333 
01BD: 53@ = current_time_in_ms 
005B: 69@ += 70@ // (float) 
70@ -= 0.025 
0092: 54@ = float 69@ to_integer 
005E: $7528 += 54@ // (int) 
005A: 59@ += 54@ // (int) 
0085: 95@ = 91@ // (int) 

:CASINO1_7333
02E3: 71@ = car 322@ speed 
if 
  42@ == 0 
else_jump @CASINO1_7410 
if 
  71@ > 30.0 
else_jump @CASINO1_7410 
if 
  40 > 58@ 
else_jump @CASINO1_7410 
01BD: 65@ = current_time_in_ms 
42@ = 1 

:CASINO1_7410
if 
  42@ == 1 
else_jump @CASINO1_7515 
01BD: 64@ = current_time_in_ms 
0085: 63@ = 64@ // (int) 
0062: 63@ -= 65@ // (int) 
if 
  63@ > 600 
else_jump @CASINO1_7487 
01BD: 65@ = current_time_in_ms 
58@ += 1 
$7528 += 1 

:CASINO1_7487
if 
  30.0 > 71@ 
else_jump @CASINO1_7515 
42@ = 0 

:CASINO1_7515
if 
  43@ == 0 
else_jump @CASINO1_7581 
if 
  $HJ_STUNT_BONUS_MULT > 0 
else_jump @CASINO1_7581 
008B: 55@ = $HJ_STUNT_BONUS // (int) 
55@ /= 5 
005E: $7528 += 55@ // (int) 
43@ = 1 

:CASINO1_7581
if 
  43@ == 1 
else_jump @CASINO1_7624 
if 
  $HJ_STUNT_BONUS_MULT == 0 
else_jump @CASINO1_7624 
43@ = 0 

:CASINO1_7624
if and
  44@ == 0 
  46@ == 0 
else_jump @CASINO1_8338 
if 
  71@ > 15.0 
else_jump @CASINO1_8324 
0494: get_joystick 0 data_to 91@ 92@ 93@ 94@ 
if 
   not 91@ == 0 
else_jump @CASINO1_8303 
56@ += 1 
if 
  56@ > 20 
else_jump @CASINO1_8296 
if or
  91@ > 96 
  -96 > 91@ 
else_jump @CASINO1_8296 
if 
  45@ == 0 
else_jump @CASINO1_8296 
if 
  20 > 57@ 
else_jump @CASINO1_7804 
$7528 += 1 
57@ += 1 

:CASINO1_7804
if 
  91@ > 0 
else_jump @CASINO1_8050 
if 
   Actor.Animation(324@) == "TYD2CAR_TURNL"
else_jump @CASINO1_7965 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
if 
  96@ == 1.0 
else_jump @CASINO1_7958 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNR" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$7527 = 1 
56@ = 0 
45@ = 1 

:CASINO1_7958
jump @CASINO1_8050 

:CASINO1_7965
if 
   not Actor.Animation(324@) == "TYD2CAR_TURNR"
else_jump @CASINO1_8050 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNR" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
56@ = 0 
45@ = 1 

:CASINO1_8050
if 
  0 > 91@ 
else_jump @CASINO1_8296 
if 
   Actor.Animation(324@) == "TYD2CAR_TURNR"
else_jump @CASINO1_8211 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
if 
  96@ == 1.0 
else_jump @CASINO1_8204 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNL" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$7527 = 1 
56@ = 0 
45@ = 1 

:CASINO1_8204
jump @CASINO1_8296 

:CASINO1_8211
if 
   not Actor.Animation(324@) == "TYD2CAR_TURNL"
else_jump @CASINO1_8296 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNL" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
56@ = 0 
45@ = 1 

:CASINO1_8296
jump @CASINO1_8317 

:CASINO1_8303
45@ = 0 
56@ = 0 

:CASINO1_8317
jump @CASINO1_8338 

:CASINO1_8324
45@ = 0 
56@ = 0 

:CASINO1_8338
if 
  46@ == 0 
else_jump @CASINO1_8424 
if 
  71@ > 15.0 
else_jump @CASINO1_8424 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CASINO1_8424 
if or
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 6 
else_jump @CASINO1_8424 
46@ = 1 

:CASINO1_8424
if 
  46@ == 1 
else_jump @CASINO1_8558 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CASINO1_8558 
if or
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 6 
else_jump @CASINO1_8558 
78@ += 1 
if 
  78@ > 12 
else_jump @CASINO1_8558 
0812: AS_actor 324@ perform_animation "TYD2CAR_BUMP" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
01BD: 77@ = current_time_in_ms 
46@ = 2 

:CASINO1_8558
if 
  46@ == 2 
else_jump @CASINO1_8710 
01BD: 76@ = current_time_in_ms 
0085: 75@ = 76@ // (int) 
0062: 75@ -= 77@ // (int) 
if 
  75@ > 1000 
else_jump @CASINO1_8710 
if 
   Actor.Animation(324@) == "TYD2CAR_BUMP"
else_jump @CASINO1_8710 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
if 
  96@ == 1.0 
else_jump @CASINO1_8710 
$7528 += 1 
78@ = 0 
46@ = 0 

:CASINO1_8710
if 
  71@ > 30.0 
else_jump @CASINO1_9065 
0407: store_coords_to 88@ 89@ 90@ from_car 322@ with_offset 0.0 4.0 0.0 
0087: 82@ = 88@ // (float) 
82@ -= 0.1 
0087: 83@ = 89@ // (float) 
83@ -= 0.1 
0087: 84@ = 90@ // (float) 
84@ -= 0.1 
0087: 85@ = 88@ // (float) 
85@ += 0.1 
0087: 86@ = 89@ // (float) 
86@ += 0.1 
0087: 87@ = 90@ // (float) 
87@ += 0.1 
if 
  48@ == 0 
else_jump @CASINO1_8939 
if 
0339:   anything_in_cube_cornerA 82@ 83@ 84@ cornerB 85@ 86@ 87@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @CASINO1_8939 
01BD: 68@ = current_time_in_ms 
48@ = 1 

:CASINO1_8939
if 
  48@ == 1 
else_jump @CASINO1_9065 
01BD: 67@ = current_time_in_ms 
0085: 66@ = 67@ // (int) 
0062: 66@ -= 68@ // (int) 
if 
  66@ > 50 
else_jump @CASINO1_9065 
if 
0339:   anything_in_cube_cornerA 82@ 83@ 84@ cornerB 85@ 86@ 87@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @CASINO1_9058 
$7528 += 1 
48@ = 0 
jump @CASINO1_9065 

:CASINO1_9058
48@ = 0 

:CASINO1_9065
if or
  40@ == 1 
  39@ == 1 
  41@ == 1 
  45@ == 1 
else_jump @CASINO1_9241 
if 
  98@ == 0 
else_jump @CASINO1_9241 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 5000 
else_jump @CASINO1_9241 
0209: $7529 = random_int_in_ranges 0 6 
01BD: 101@ = current_time_in_ms 
98@ = 1 
if 
003A:   $7529 == $7530 // (int) 
else_jump @CASINO1_9241 
if 
  6 > $7529 
else_jump @CASINO1_9234 
$7529 += 1 
jump @CASINO1_9241 

:CASINO1_9234
$7529 -= 1 

:CASINO1_9241
if 
  98@ == 1 
else_jump @CASINO1_13989 
if 
  $7529 == 0 
else_jump @CASINO1_9369 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_9309 
305@ = 27 

:CASINO1_9309
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_9369 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_9369
if 
  $7529 == 1 
else_jump @CASINO1_9479 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_9419 
305@ = 28 

:CASINO1_9419
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_9479 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_9479
if 
  $7529 == 2 
else_jump @CASINO1_9589 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_9529 
305@ = 29 

:CASINO1_9529
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_9589 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_9589
if 
  $7529 == 3 
else_jump @CASINO1_9699 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_9639 
305@ = 30 

:CASINO1_9639
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_9699 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_9699
if 
  $7529 == 4 
else_jump @CASINO1_9809 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_9749 
305@ = 31 

:CASINO1_9749
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_9809 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_9809
if 
  $7529 == 5 
else_jump @CASINO1_9919 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_9859 
305@ = 32 

:CASINO1_9859
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_9919 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_9919
if 
  $7529 == 6 
else_jump @CASINO1_10029 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_9969 
305@ = 33 

:CASINO1_9969
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_10029 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_10029
if 
  $7529 == 7 
else_jump @CASINO1_10139 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_10079 
305@ = 21 

:CASINO1_10079
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_10139 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_10139
if 
  $7529 == 8 
else_jump @CASINO1_10249 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_10189 
305@ = 22 

:CASINO1_10189
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_10249 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_10249
if 
  $7529 == 9 
else_jump @CASINO1_10359 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_10299 
305@ = 23 

:CASINO1_10299
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_10359 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_10359
if 
  $7529 == 10 
else_jump @CASINO1_10469 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_10409 
305@ = 45 

:CASINO1_10409
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_10469 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_10469
if 
  $7529 == 11 
else_jump @CASINO1_10579 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_10519 
305@ = 46 

:CASINO1_10519
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_10579 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_10579
if 
  $7529 == 12 
else_jump @CASINO1_10689 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_10629 
305@ = 47 

:CASINO1_10629
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_10689 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_10689
if 
  $7529 == 13 
else_jump @CASINO1_10799 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_10739 
305@ = 48 

:CASINO1_10739
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_10799 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_10799
if 
  $7529 == 14 
else_jump @CASINO1_10909 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_10849 
305@ = 24 

:CASINO1_10849
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_10909 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_10909
if 
  $7529 == 15 
else_jump @CASINO1_11019 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_10959 
305@ = 25 

:CASINO1_10959
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_11019 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_11019
if 
  $7529 == 16 
else_jump @CASINO1_11129 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_11069 
305@ = 26 

:CASINO1_11069
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_11129 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_11129
if 
  $7529 == 17 
else_jump @CASINO1_11239 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_11179 
305@ = 34 

:CASINO1_11179
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_11239 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_11239
if 
  $7529 == 18 
else_jump @CASINO1_11349 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_11289 
305@ = 35 

:CASINO1_11289
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_11349 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_11349
if 
  $7529 == 19 
else_jump @CASINO1_11459 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_11399 
305@ = 36 

:CASINO1_11399
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_11459 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_11459
if 
  $7529 == 20 
else_jump @CASINO1_11569 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_11509 
305@ = 37 

:CASINO1_11509
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_11569 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_11569
if 
  $7529 == 21 
else_jump @CASINO1_11679 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_11619 
305@ = 40 

:CASINO1_11619
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_11679 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_11679
if 
  $7529 == 22 
else_jump @CASINO1_11789 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_11729 
305@ = 39 

:CASINO1_11729
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_11789 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_11789
if 
  $7529 == 23 
else_jump @CASINO1_11899 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_11839 
305@ = 40 

:CASINO1_11839
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_11899 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_11899
if 
  $7529 == 24 
else_jump @CASINO1_12009 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_11949 
305@ = 41 

:CASINO1_11949
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_12009 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_12009
if 
  $7529 == 25 
else_jump @CASINO1_12119 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_12059 
305@ = 42 

:CASINO1_12059
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_12119 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_12119
if 
  $7529 == 26 
else_jump @CASINO1_12229 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_12169 
305@ = 44 

:CASINO1_12169
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_12229 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_12229
if 
  $7529 == 27 
else_jump @CASINO1_12339 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_12279 
305@ = 44 

:CASINO1_12279
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_12339 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_12339
if 
  $7529 == 28 
else_jump @CASINO1_12449 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_12389 
305@ = 6 

:CASINO1_12389
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_12449 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_12449
if 
  $7529 == 29 
else_jump @CASINO1_12559 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_12499 
305@ = 7 

:CASINO1_12499
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_12559 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_12559
if 
  $7529 == 30 
else_jump @CASINO1_12669 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_12609 
305@ = 8 

:CASINO1_12609
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_12669 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_12669
if 
  $7529 == 31 
else_jump @CASINO1_12779 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_12719 
305@ = 9 

:CASINO1_12719
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_12779 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_12779
if 
  $7529 == 32 
else_jump @CASINO1_12889 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_12829 
305@ = 10 

:CASINO1_12829
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_12889 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_12889
if 
  $7529 == 33 
else_jump @CASINO1_12999 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_12939 
305@ = 11 

:CASINO1_12939
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_12999 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_12999
if 
  $7529 == 34 
else_jump @CASINO1_13109 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_13049 
305@ = 12 

:CASINO1_13049
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_13109 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_13109
if 
  $7529 == 35 
else_jump @CASINO1_13219 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_13159 
305@ = 13 

:CASINO1_13159
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_13219 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_13219
if 
  $7529 == 36 
else_jump @CASINO1_13329 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_13269 
305@ = 14 

:CASINO1_13269
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_13329 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_13329
if 
  $7529 == 37 
else_jump @CASINO1_13439 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_13379 
305@ = 15 

:CASINO1_13379
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_13439 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_13439
if 
  $7529 == 38 
else_jump @CASINO1_13549 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_13489 
305@ = 16 

:CASINO1_13489
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_13549 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_13549
if 
  $7529 == 39 
else_jump @CASINO1_13659 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_13599 
305@ = 17 

:CASINO1_13599
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_13659 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_13659
if 
  $7529 == 40 
else_jump @CASINO1_13769 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_13709 
305@ = 18 

:CASINO1_13709
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_13769 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_13769
if 
  $7529 == 41 
else_jump @CASINO1_13879 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_13819 
305@ = 19 

:CASINO1_13819
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_13879 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_13879
if 
  $7529 == 42 
else_jump @CASINO1_13989 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_13929 
305@ = 20 

:CASINO1_13929
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_13989 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
98@ = 2 

:CASINO1_13989
if 
  98@ == 2 
else_jump @CASINO1_14054 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_14054 
98@ = 0 

:CASINO1_14054
if 
  98@ == 0 
else_jump @CASINO1_14478 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 10000 
else_jump @CASINO1_14478 
if and
  $7528 >= 0 
  34 > $7528 
else_jump @CASINO1_14234 
0209: $7529 = random_int_in_ranges 28 32 
01BD: 101@ = current_time_in_ms 
98@ = 1 
if 
003A:   $7529 == $7530 // (int) 
else_jump @CASINO1_14234 
if 
  32 > $7529 
else_jump @CASINO1_14209 
$7529 += 1 
jump @CASINO1_14234 

:CASINO1_14209
if 
  $7529 > 28 
else_jump @CASINO1_14234 
$7529 -= 1 

:CASINO1_14234
if and
  $7528 > 33 
  67 > $7528 
else_jump @CASINO1_14356 
0209: $7529 = random_int_in_ranges 33 37 
01BD: 101@ = current_time_in_ms 
98@ = 1 
if 
003A:   $7529 == $7530 // (int) 
else_jump @CASINO1_14356 
if 
  37 > $7529 
else_jump @CASINO1_14331 
$7529 += 1 
jump @CASINO1_14356 

:CASINO1_14331
if 
  $7529 > 33 
else_jump @CASINO1_14356 
$7529 -= 1 

:CASINO1_14356
if and
  $7528 > 66 
  100 > $7528 
else_jump @CASINO1_14478 
0209: $7529 = random_int_in_ranges 38 42 
01BD: 101@ = current_time_in_ms 
98@ = 1 
if 
003A:   $7529 == $7530 // (int) 
else_jump @CASINO1_14478 
if 
  42 > $7529 
else_jump @CASINO1_14453 
$7529 += 1 
jump @CASINO1_14478 

:CASINO1_14453
if 
  $7529 > 38 
else_jump @CASINO1_14478 
$7529 -= 1 

:CASINO1_14478
if 
  42@ == 1 
else_jump @CASINO1_14651 
if 
  98@ == 0 
else_jump @CASINO1_14651 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 5000 
else_jump @CASINO1_14651 
0209: $7529 = random_int_in_ranges 7 9 
01BD: 101@ = current_time_in_ms 
98@ = 1 
if 
003A:   $7529 == $7530 // (int) 
else_jump @CASINO1_14651 
if 
  9 > $7529 
else_jump @CASINO1_14626 
$7529 += 1 
jump @CASINO1_14651 

:CASINO1_14626
if 
  $7529 > 7 
else_jump @CASINO1_14651 
$7529 -= 1 

:CASINO1_14651
if 
  43@ == 1 
else_jump @CASINO1_14824 
if 
  98@ == 0 
else_jump @CASINO1_14824 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 5000 
else_jump @CASINO1_14824 
0209: $7529 = random_int_in_ranges 14 16 
01BD: 101@ = current_time_in_ms 
98@ = 1 
if 
003A:   $7529 == $7530 // (int) 
else_jump @CASINO1_14824 
if 
  16 > $7529 
else_jump @CASINO1_14799 
$7529 += 1 
jump @CASINO1_14824 

:CASINO1_14799
if 
  $7529 > 14 
else_jump @CASINO1_14824 
$7529 -= 1 

:CASINO1_14824
if or
  46@ == 2 
  48@ == 1 
else_jump @CASINO1_15004 
if 
  98@ == 0 
else_jump @CASINO1_15004 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 5000 
else_jump @CASINO1_15004 
0209: $7529 = random_int_in_ranges 17 24 
01BD: 101@ = current_time_in_ms 
98@ = 1 
if 
003A:   $7529 == $7530 // (int) 
else_jump @CASINO1_15004 
if 
  24 > $7529 
else_jump @CASINO1_14979 
$7529 += 1 
jump @CASINO1_15004 

:CASINO1_14979
if 
  $7529 > 17 
else_jump @CASINO1_15004 
$7529 -= 1 

:CASINO1_15004
if 
0495:   car 322@ burning 
else_jump @CASINO1_15175 
if 
  98@ == 0 
else_jump @CASINO1_15175 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 5000 
else_jump @CASINO1_15175 
0209: $7529 = random_int_in_ranges 10 13 
01BD: 101@ = current_time_in_ms 
98@ = 1 
if 
003A:   $7529 == $7530 // (int) 
else_jump @CASINO1_15175 
if 
  13 > $7529 
else_jump @CASINO1_15150 
$7529 += 1 
jump @CASINO1_15175 

:CASINO1_15150
if 
  $7529 > 10 
else_jump @CASINO1_15175 
$7529 -= 1 

:CASINO1_15175
if 
01F4:   car 322@ flipped 
else_jump @CASINO1_15346 
if 
  98@ == 0 
else_jump @CASINO1_15346 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 5000 
else_jump @CASINO1_15346 
0209: $7529 = random_int_in_ranges 25 27 
01BD: 101@ = current_time_in_ms 
98@ = 1 
if 
003A:   $7529 == $7530 // (int) 
else_jump @CASINO1_15346 
if 
  27 > $7529 
else_jump @CASINO1_15321 
$7529 += 1 
jump @CASINO1_15346 

:CASINO1_15321
if 
  $7529 > 25 
else_jump @CASINO1_15346 
$7529 -= 1 

:CASINO1_15346
if 
   not Actor.Dead(324@)
else_jump @CASINO1_17351 
if and
  $7528 >= 0 
  34 > $7528 
else_jump @CASINO1_15988 
if and
  45@ == 0 
  46@ == 0 
else_jump @CASINO1_15988 
if 
   Actor.Animation(324@) == "TYD2CAR_LOW"
else_jump @CASINO1_15535 
0613: 96@ = actor 324@ animation "TYD2CAR_LOW" time 
if 
  96@ == 1.0 
else_jump @CASINO1_15528 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$7527 = 1 

:CASINO1_15528
jump @CASINO1_15988 

:CASINO1_15535
if 
   Actor.Animation(324@) == "TYD2CAR_TURNR"
else_jump @CASINO1_15648 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
if 
  96@ == 1.0 
else_jump @CASINO1_15648 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_15648
if 
   Actor.Animation(324@) == "TYD2CAR_TURNL"
else_jump @CASINO1_15761 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
if 
  96@ == 1.0 
else_jump @CASINO1_15761 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_15761
if 
   Actor.Animation(324@) == "TYD2CAR_BUMP"
else_jump @CASINO1_15872 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
if 
  96@ == 1.0 
else_jump @CASINO1_15872 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_15872
if 
   Actor.Animation(324@) == "TYD2CAR_MED"
else_jump @CASINO1_15988 
0613: 96@ = actor 324@ animation "TYD2CAR_MED" time 
if 
  96@ == 1.0 
else_jump @CASINO1_15988 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$7527 = 2 

:CASINO1_15988
if and
  $7528 > 33 
  67 > $7528 
else_jump @CASINO1_16718 
if and
  45@ == 0 
  46@ == 0 
else_jump @CASINO1_16718 
if 
   Actor.Animation(324@) == "TYD2CAR_MED"
else_jump @CASINO1_16161 
0613: 96@ = actor 324@ animation "TYD2CAR_MED" time 
if 
  96@ == 1.0 
else_jump @CASINO1_16154 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$7527 = 2 

:CASINO1_16154
jump @CASINO1_16718 

:CASINO1_16161
if 
   Actor.Animation(324@) == "TYD2CAR_TURNR"
else_jump @CASINO1_16274 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
if 
  96@ == 1.0 
else_jump @CASINO1_16274 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16274
if 
   Actor.Animation(324@) == "TYD2CAR_TURNL"
else_jump @CASINO1_16387 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
if 
  96@ == 1.0 
else_jump @CASINO1_16387 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16387
if 
   Actor.Animation(324@) == "TYD2CAR_BUMP"
else_jump @CASINO1_16498 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
if 
  96@ == 1.0 
else_jump @CASINO1_16498 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16498
if 
   Actor.Animation(324@) == "TYD2CAR_HIGH"
else_jump @CASINO1_16609 
0613: 96@ = actor 324@ animation "TYD2CAR_HIGH" time 
if 
  96@ > 1.0 
else_jump @CASINO1_16609 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16609
if 
   Actor.Animation(324@) == "TYD2CAR_LOW"
else_jump @CASINO1_16718 
0613: 96@ = actor 324@ animation "TYD2CAR_LOW" time 
if 
  96@ == 1.0 
else_jump @CASINO1_16718 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16718
if and
  $7528 > 66 
  100 > $7528 
else_jump @CASINO1_17351 
if and
  45@ == 0 
  46@ == 0 
else_jump @CASINO1_17351 
if 
   Actor.Animation(324@) == "TYD2CAR_HIGH"
else_jump @CASINO1_16894 
0613: 96@ = actor 324@ animation "TYD2CAR_HIGH" time 
if 
  96@ == 1.0 
else_jump @CASINO1_16887 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$7527 = 3 

:CASINO1_16887
jump @CASINO1_17351 

:CASINO1_16894
if 
   Actor.Animation(324@) == "TYD2CAR_TURNR"
else_jump @CASINO1_17008 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
if 
  96@ == 1.0 
else_jump @CASINO1_17008 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_17008
if 
   Actor.Animation(324@) == "TYD2CAR_TURNL"
else_jump @CASINO1_17122 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
if 
  96@ == 1.0 
else_jump @CASINO1_17122 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_17122
if 
   Actor.Animation(324@) == "TYD2CAR_BUMP"
else_jump @CASINO1_17234 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
if 
  96@ == 1.0 
else_jump @CASINO1_17234 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_17234
if 
   Actor.Animation(324@) == "TYD2CAR_MED"
else_jump @CASINO1_17351 
0613: 96@ = actor 324@ animation "TYD2CAR_MED" time 
if 
  96@ == 1.0 
else_jump @CASINO1_17351 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$7527 = 2 

:CASINO1_17351
if 
  34@ > 3 
else_jump @CASINO1_17570 
if 
  47@ == 0 
else_jump @CASINO1_17433 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
47@ = 1 

:CASINO1_17433
if 
  47@ == 1 
else_jump @CASINO1_17570 
if 
   Actor.Animation(324@) == "TYD2CAR_HIGH"
else_jump @CASINO1_17570 
0613: 96@ = actor 324@ animation "TYD2CAR_HIGH" time 
if 
  96@ == 1.0 
else_jump @CASINO1_17570 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP_file "CAR" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$7527 = 2 

:CASINO1_17570
if 
  34@ == 4 
else_jump @CASINO1_18500 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(322@)
else_jump @CASINO1_18500 
if 
   Actor.InCar($PLAYER_ACTOR, 322@)
else_jump @CASINO1_18229 
if 
  $7529 == 0 
else_jump @CASINO1_17735 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_17690 
305@ = 49 
$7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_17690
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_17735 
01BD: 101@ = current_time_in_ms 

:CASINO1_17735
if 
  $7529 == 1 
else_jump @CASINO1_17842 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_17797 
305@ = 50 
$7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_17797
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_17842 
01BD: 101@ = current_time_in_ms 

:CASINO1_17842
if 
  $7529 == 2 
else_jump @CASINO1_17949 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_17904 
305@ = 51 
$7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_17904
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_17949 
01BD: 101@ = current_time_in_ms 

:CASINO1_17949
if 
  $7529 == 3 
else_jump @CASINO1_18056 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_18011 
305@ = 52 
$7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_18011
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_18056 
01BD: 101@ = current_time_in_ms 

:CASINO1_18056
if 
  $7529 == 4 
else_jump @CASINO1_18163 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_18118 
305@ = 53 
$7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_18118
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
if 
  100@ > 500 
else_jump @CASINO1_18163 
01BD: 101@ = current_time_in_ms 

:CASINO1_18163
if 
  $7529 == 5 
else_jump @CASINO1_18229 
if and
  307@ == 0 
  305@ == 0 
else_jump @CASINO1_18229 
00BB: show_text_lowpriority GXT 'CAS1_03' time 7000 flag 1  // ~s~Bring ihn wieder ins ~y~Casino~s~.
$7529 += 1 

:CASINO1_18229
if 
   Actor.InCar($PLAYER_ACTOR, 322@)
else_jump @CASINO1_18500 
if 
  335@ == 1 
else_jump @CASINO1_18321 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1910.75 960.74 10.86 radius 100.0 100.0 100.0 
else_jump @CASINO1_18321 
335@ = 2 

:CASINO1_18321
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 79@ 80@ 81@ radius 4.0 4.0 4.0 
else_jump @CASINO1_18500 
Player.CanMove($PLAYER_CHAR) = False
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO1_18500 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
if and
   not Actor.Dead(324@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO1_18500 
fade 0 300 

:CASINO1_18437
if 
fading 
else_jump @CASINO1_18461 
wait 0 
jump @CASINO1_18437 

:CASINO1_18461
0395: clear_area 1 at 79@ 80@ 81@ radius 35.0 
gosub @CASINO1_379 
34@ = 5 
35@ = 0 

:CASINO1_18500
if 
  34@ == 5 
else_jump @CASINO1_19367 
if and
  35@ > 0 
  3 > 35@ 
else_jump @CASINO1_18580 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.1 flag 0 

:CASINO1_18580
if 
  35@ == 0 
else_jump @CASINO1_18824 
if and
   not Car.Wrecked(322@)
   not Actor.Dead(334@)
else_jump @CASINO1_18824 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1907.11, 953.0226, 10.9148, 0.0, 0.0, 0.0)
Camera.PointAt(1906.713, 953.9378, 10.9839, 2)
07C0: load_path 179 

:CASINO1_18686
if 
87C1:   not path 179 available 
else_jump @CASINO1_18713 
wait 0 
jump @CASINO1_18686 

:CASINO1_18713
if and
   not Car.Wrecked(322@)
   not Actor.Dead(334@)
else_jump @CASINO1_18824 
05EB: assign_car 322@ to_path 179 
05ED: freeze_car 322@ while_on_path 
fade 1 300 

:CASINO1_18754
if 
fading 
else_jump @CASINO1_18778 
wait 0 
jump @CASINO1_18754 

:CASINO1_18778
if and
   not Car.Wrecked(322@)
   not Actor.Dead(334@)
else_jump @CASINO1_18824 
05CD: AS_actor $PLAYER_ACTOR exit_car 322@ 
05CB: AS_actor 334@ enter_car 322@ as_driver -1 ms 
35@ = 1 

:CASINO1_18824
if 
  35@ == 1 
else_jump @CASINO1_19131 
if 
834E:   not move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.05 flag 0 
else_jump @CASINO1_18890 

:CASINO1_18890
if and
   not Car.Wrecked(322@)
   not Actor.Dead(334@)
else_jump @CASINO1_19131 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CASINO1_18974 
062E: unknown_get_actor $PLAYER_ACTOR task 1593 status_store_to 97@ // ret 7 if not found 
if 
04A4:   97@ == 7 // @ == any 
else_jump @CASINO1_18974 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 334@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 334@ -2 ms 

:CASINO1_18974
if 
   Actor.InCar(334@, 322@)
else_jump @CASINO1_19092 
0647: unknown_actor $PLAYER_ACTOR look_task 
05D3: AS_actor $PLAYER_ACTOR goto_point 1900.727 951.1921 9.8203 mode 4 -2 ms // versionA 
Camera.SetPosition(1901.262, 961.8007, 11.2363, 0.0, 0.0, 0.0)
Camera.PointAt(1901.62, 960.8673, 11.2165, 2)
05EE: unfreeze_car 322@ while_on_path 
35@ = 2 
jump @CASINO1_19131 

:CASINO1_19092
062E: unknown_get_actor 334@ task 1483 status_store_to 336@ // ret 7 if not found 
if 
04A4:   336@ == 7 // @ == any 
else_jump @CASINO1_19131 
05CB: AS_actor 334@ enter_car 322@ as_driver -1 ms 

:CASINO1_19131
if 
  35@ == 2 
else_jump @CASINO1_19193 
if 
   not Car.Wrecked(322@)
else_jump @CASINO1_19193 
if 
860E:   not car 322@ assigned_to_path 
else_jump @CASINO1_19193 
01BD: 53@ = current_time_in_ms 
35@ = 3 

:CASINO1_19193
if 
  35@ == 3 
else_jump @CASINO1_19295 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.2 flag 0 
01BD: 52@ = current_time_in_ms 
0085: 51@ = 52@ // (int) 
0062: 51@ -= 53@ // (int) 
if 
  51@ > 1250 
else_jump @CASINO1_19295 
35@ = 4 

:CASINO1_19295
if 
  35@ == 4 
else_jump @CASINO1_19367 
Object.PutAt($2658, 1903.383, 967.82, 11.438)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
35@ = 5 
jump @CASINO1_19542 

:CASINO1_19367
if 
  34@ > -2 
else_jump @CASINO1_19517 
if 
   not Actor.Dead(324@)
else_jump @CASINO1_19460 
325@ = Actor.Health(324@)
if 
  325@ == 0 
else_jump @CASINO1_19460 
05BE: AS_kill_actor 324@ 
0465: remove_actor 324@ from_turret_mode 
00BC: show_text_highpriority GXT 'CAS1_04' time 5000 flag 1  // ~r~Du hast ihn gettet!
jump @CASINO1_19524 

:CASINO1_19460
if 
02BF:   car 322@ sunk 
else_jump @CASINO1_19517 
$7527 = 999 
05BE: AS_kill_actor 324@ 
0465: remove_actor 324@ from_turret_mode 
00BC: show_text_highpriority GXT 'CAS1_04' time 5000 flag 1  // ~r~Du hast ihn gettet!
jump @CASINO1_19524 

:CASINO1_19517
jump @CASINO1_4387 

:CASINO1_19524
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:CASINO1_19542
$CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASINO1'  // Fender Ketchup
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 5000
0998: add_respect 10 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:CASINO1_19606
gosub @CASINO1_372 
if 
   not Actor.Dead(324@)
else_jump @CASINO1_19637 
06A5: AS_actor 324@ jump_forward stay_on_ground 10000 ms and_stands_back 

:CASINO1_19637
Object.PutAt($2658, 1903.383, 967.62, 11.438)
Marker.Disable(323@)
Marker.Disable(50@)
if 
  34@ == 5 
else_jump @CASINO1_19700 
Actor.DestroyInstantly(334@)
Actor.DestroyInstantly(324@)
Car.Destroy(322@)

:CASINO1_19700
Model.Destroy(#FELTZER)
Model.Destroy(#TRIADB)
0296: unload_special_actor 1 
04EF: release_animation "CAR" 
065C: release_decision_maker 320@ 
0822: (unknown) 1 
0151: remove_status_text $7528 
if 
  $2200 == 0 
else_jump @CASINO1_19759 
$2200 = 1 

:CASINO1_19759
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 85---------------
// Originally: Explosive Situation

:CASINO2
thread 'CASINO2' 
gosub @CASINO2_47 
if 
wasted_or_busted 
else_jump @CASINO2_38 
gosub @CASINO2_16369 

:CASINO2_38
gosub @CASINO2_16536 
end_thread 

:CASINO2_47
054C: use_GXT_table 'CASINO2' 
$10493 = 1 
$7531 = 0 
$7532 = 0 
0169: set_fade_color_RGB 0 0 0 
138@ = 542.6064 
144@ = 880.7817 
150@ = -36.4105 
139@ = 585.3983 
145@ = 870.3217 
151@ = -38.6206 
140@ = 518.1696 
146@ = 814.9295 
152@ = -9.7489 
141@ = 484.6667 
147@ = 937.2839 
153@ = -16.6201 
142@ = 438.5849 
148@ = 870.4443 
154@ = -4.264 
143@ = 455.1732 
149@ = 803.1501 
155@ = 5.3843 
156@ = 561.1495 
162@ = 875.8472 
168@ = -37.2976 
157@ = 585.9339 
163@ = 851.1839 
169@ = -36.1799 
158@ = 464.2791 
164@ = 860.6772 
170@ = -17.3952 
159@ = 443.1031 
165@ = 902.137 
171@ = -7.5636 
160@ = 429.2553 
166@ = 923.7551 
172@ = 0.5245 
161@ = 476.2539 
167@ = 779.3841 
173@ = 8.0929 
increment_mission_attempts 
$ONMISSION = 1 
060A: create_decision_maker_type 3 store_to 53@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 127@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 252@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 78@ // decision\allowed\m_.ped files 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CASINO2_547
if 
fading 
else_jump @CASINO2_571 
wait 0 
jump @CASINO2_547 

:CASINO2_571
02E4: load_cutscene_data 'CAS_2' 

:CASINO2_582
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO2_606 
wait 0 
jump @CASINO2_582 

:CASINO2_606
select_interior 11 
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:CASINO2_627
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO2_651 
wait 0 
jump @CASINO2_627 

:CASINO2_651
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:CASINO2_665
if 
fading 
else_jump @CASINO2_689 
wait 0 
jump @CASINO2_665 

:CASINO2_689
02EA: end_cutscene 
select_interior 0 
0732: random_car_generator_disable_model #DUMPER 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_814 
08AD: put_actor $PLAYER_ACTOR at 2016.422 1017.102 radius 10.0 // interior version 
Camera.SetAtPos(2028.932, 1023.292, 9.8127)
0395: clear_area 1 at 2028.932 1023.292 9.8127 radius 20.0 
Actor.PutAt($PLAYER_ACTOR, 2028.932, 1023.292, 9.8127)
Actor.Angle($PLAYER_ACTOR) = 278.4092
Camera.SetBehindPlayer
wait 500 

:CASINO2_814
Model.Load(#BMYCON)

:CASINO2_819
if 
   not Model.Available(#BMYCON)
else_jump @CASINO2_846 
wait 0 
jump @CASINO2_819 

:CASINO2_846
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
Player.CanMove($PLAYER_CHAR) = True
182@ = Actor.Create(CivMale, #BMYCON, 819.707, 857.8054, 11.0547)
Actor.Angle(182@) = 204.1414
060B: set_actor 182@ decision_maker_to 53@ 
60@ = Object.Create(#DES_QUARRYGATE2, 806.5, 846.9, 8.6822)
Object.Angle(60@) = 0.0
61@ = Object.Create(#DES_QUARRYGATE, 810.3, 838.6, 8.6822)
Object.Angle(61@) = 45.0
018A: 186@ = create_checkpoint_at 811.1817 843.9733 8.9859 
00BC: show_text_highpriority GXT 'PD_16' time 8000 flag 1  // ~s~Begib dich zum ~y~Steinbruch~s~.
191@ = Object.Create(#GUNBOX, 600.8789, 826.5641, -44.2392)
Object.Angle(191@) = 131.8763
191@ = Object.Create(#GUNBOX, 599.4742, 827.0499, -44.2844)
Object.Angle(191@) = 129.5516
191@ = Object.Create(#GUNBOX, 600.8787, 828.1313, -44.271)
Object.Angle(191@) = 72.6773
191@ = Object.Create(#GUNBOX, 671.1311, 816.2497, -43.9456)
Object.Angle(191@) = 280.6081
191@ = Object.Create(#GUNBOX, 672.9714, 817.7601, -43.9456)
Object.Angle(191@) = 295.8181
191@ = Object.Create(#GUNBOX, 673.1854, 817.8634, -43.9456)
Object.Angle(191@) = 295.8181
03C7: set_sensitivity_to_crime 0.0 

:CASINO2_1218
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_1413 
wait 0 
gosub @CASINO2_18096 
if 
0735:   NOP_false 83 
else_jump @CASINO2_1267 
jump @CASINO2_16387 

:CASINO2_1267
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 811.1817 843.9733 8.9859 radius 4.0 4.0 4.0 
else_jump @CASINO2_1406 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:CASINO2_1329
if 
fading 
else_jump @CASINO2_1353 
wait 0 
jump @CASINO2_1329 

:CASINO2_1353
Marker.Disable(186@)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO2_1399 
83@ = Actor.Car($PLAYER_ACTOR)
03A2: set_car 83@ action 3 
Car.SetAnimation(83@, 5, 1500)

:CASINO2_1399
jump @CASINO2_1425 

:CASINO2_1406
jump @CASINO2_1218 

:CASINO2_1413
wait 1000 
jump @CASINO2_16369 

:CASINO2_1425
84@ = 662.1465 
88@ = 917.9582 
92@ = -41.8491 
96@ = 318.2808 
85@ = 583.0025 
89@ = 934.0627 
93@ = -43.9531 
97@ = 114.8609 
86@ = 552.9266 
90@ = 846.8138 
94@ = -42.8758 
98@ = 197.0568 
87@ = 640.8603 
91@ = 810.404 
95@ = -43.9531 
99@ = 250.0977 
246@ = 2 
262@ = 2 
Model.Load(#CELLPHONE)
Model.Load(#WMYCONB)
Model.Load(#WMYSGRD)
Model.Load(#BMYCON)
Model.Load(#COLT45)
Model.Load(#SHOVEL)
Model.Load(#FORKLIFT)
Model.Load(#DUMPER)

:CASINO2_1638
if 
   not Model.Available(#CELLPHONE)
else_jump @CASINO2_1665 
wait 0 
jump @CASINO2_1638 

:CASINO2_1665
if or
   not Model.Available(#WMYCONB)
   not Model.Available(#WMYSGRD)
   not Model.Available(#BMYCON)
   not Model.Available(#COLT45)
else_jump @CASINO2_1706 
wait 0 
jump @CASINO2_1665 

:CASINO2_1706
if or
   not Model.Available(#SHOVEL)
   not Model.Available(#FORKLIFT)
   not Model.Available(#DUMPER)
else_jump @CASINO2_1743 
wait 0 
jump @CASINO2_1706 

:CASINO2_1743
254@ = Car.Create(#DUMPER, 684.158, 899.4011, -41.382)
Car.Angle(254@) = 50.0
0615: define_AS_pack_begin 250@ 
0603: AS_actor -1 goto 661.397 917.1706 -41.4059 mode 4 timelimit -1 // versionC 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 1.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 250@ loop 1 
0616: define_AS_pack_end 250@ 
0615: define_AS_pack_begin 251@ 
0603: AS_actor -1 goto 662.605 916.313 -41.4059 mode 4 timelimit -1 // versionC 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 251@ loop 1 
0616: define_AS_pack_end 251@ 
0615: define_AS_pack_begin 215@ 
0603: AS_actor -1 goto 661.397 917.1706 -41.4059 mode 4 timelimit -1 // versionC 
0643: set_AS_pack 215@ loop 1 
0616: define_AS_pack_end 215@ 
0615: define_AS_pack_begin 212@ 
0603: AS_actor -1 goto 590.1505 875.5482 -43.4973 mode 4 timelimit -1 // versionC 
05C9: AS_actor -1 on_guard 40000 ms 
0643: set_AS_pack 212@ loop 1 
0616: define_AS_pack_end 212@ 
0615: define_AS_pack_begin 72@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 72@ 
0615: define_AS_pack_begin 59@ 
0603: AS_actor -1 goto 416.7344 894.5847 1.64 mode 6 timelimit -1 // versionC 
0616: define_AS_pack_end 59@ 
0615: define_AS_pack_begin 185@ 
0603: AS_actor -1 goto 811.1705 840.3314 8.8556 mode 4 timelimit -1 // versionC 
0603: AS_actor -1 goto 835.0692 854.228 11.5339 mode 4 timelimit -1 // versionC 
0603: AS_actor -1 goto 831.1895 869.6328 11.7659 mode 4 timelimit -1 // versionC 
0603: AS_actor -1 goto 812.9305 865.5474 11.2512 mode 4 timelimit -1 // versionC 
0616: define_AS_pack_end 185@ 
0615: define_AS_pack_begin 217@ 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0643: set_AS_pack 217@ loop 1 
0616: define_AS_pack_end 217@ 
0615: define_AS_pack_begin 206@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 652.6294 920.1244 -41.6245 
05D7: add_point_to_scmpath 643.2743 944.6199 -36.1984 
05D7: add_point_to_scmpath 650.2857 948.2803 -35.9383 
05D7: add_point_to_scmpath 676.3673 939.0834 -31.2018 
05D7: add_point_to_scmpath 695.1881 918.9306 -31.3478 
05D7: add_point_to_scmpath 709.0739 891.5104 -28.7325 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 728.9528 889.2318 -27.4689 
05D7: add_point_to_scmpath 718.7523 918.5203 -19.886 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 206@ 
0615: define_AS_pack_begin 55@ 
05BA: AS_actor -1 move_mouth 4000 ms 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 4000 ms 
0643: set_AS_pack 55@ loop 1 
0616: define_AS_pack_end 55@ 
0615: define_AS_pack_begin 56@ 
0603: AS_actor -1 goto 625.9337 831.7066 -43.9531 mode 4 timelimit -1 // versionC 
05C9: AS_actor -1 on_guard 2000 ms 
0603: AS_actor -1 goto 629.7086 863.9051 -43.9456 mode 4 timelimit -1 // versionC 
05C9: AS_actor -1 on_guard 2000 ms 
0603: AS_actor -1 goto 633.362 899.4764 -43.8397 mode 4 timelimit -1 // versionC 
05C9: AS_actor -1 on_guard 2000 ms 
0643: set_AS_pack 56@ loop 1 
0616: define_AS_pack_end 56@ 
0615: define_AS_pack_begin 57@ 
0603: AS_actor -1 goto 531.6239 860.3109 -43.6083 mode 4 timelimit -1 // versionC 
0603: AS_actor -1 goto 536.4184 852.4755 -43.4897 mode 4 timelimit -1 // versionC 
0603: AS_actor -1 goto 548.7656 858.6099 -43.83 mode 4 timelimit -1 // versionC 
0603: AS_actor -1 goto 544.7462 868.412 -43.0847 mode 4 timelimit -1 // versionC 
0643: set_AS_pack 57@ loop 1 
0616: define_AS_pack_end 57@ 
0615: define_AS_pack_begin 58@ 
0603: AS_actor -1 goto 580.5311 830.0402 -30.9456 mode 4 timelimit -1 // versionC 
05C9: AS_actor -1 on_guard 2000 ms 
0603: AS_actor -1 goto 570.5531 828.2956 -26.8808 mode 4 timelimit -1 // versionC 
0603: AS_actor -1 goto 561.6993 826.1243 -23.1406 mode 4 timelimit -1 // versionC 
05C9: AS_actor -1 on_guard 2000 ms 
0643: set_AS_pack 58@ loop 1 
0616: define_AS_pack_end 58@ 
0615: define_AS_pack_begin 205@ 
0603: AS_actor -1 goto 576.2826 880.9235 -44.6488 mode 4 timelimit -1 // versionC 
0603: AS_actor -1 goto 575.4687 871.9396 -44.6139 mode 4 timelimit -1 // versionC 
0603: AS_actor -1 goto 577.0265 862.7321 -44.0826 mode 4 timelimit -1 // versionC 
0603: AS_actor -1 goto 584.0759 844.0593 -43.4072 mode 4 timelimit -1 // versionC 
0643: set_AS_pack 205@ loop 1 
0616: define_AS_pack_end 205@ 
0615: define_AS_pack_begin 211@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 473.5352 916.5417 -19.6808 
05D7: add_point_to_scmpath 467.0137 925.6787 -19.4363 
05D7: add_point_to_scmpath 476.3217 939.0852 -17.1781 
05D7: add_point_to_scmpath 493.3413 945.0632 -16.4974 
05D7: add_point_to_scmpath 508.5752 956.9808 -15.2792 
05D7: add_point_to_scmpath 493.3413 945.0632 -16.4974 
05D7: add_point_to_scmpath 476.3217 939.0852 -17.1781 
05D7: add_point_to_scmpath 467.0137 925.6787 -19.4363 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0643: set_AS_pack 211@ loop 1 
0616: define_AS_pack_end 211@ 
0615: define_AS_pack_begin 221@ 
0603: AS_actor -1 goto 420.7673 866.2073 5.7531 mode 6 timelimit -1 // versionC 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 221@ 
0615: define_AS_pack_begin 222@ 
0603: AS_actor -1 goto 413.9022 863.8785 7.0415 mode 6 timelimit -1 // versionC 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 222@ 
198@ = Actor.Create(Mission1, #WMYCONB, 590.366, 876.7747, -43.4973)
Actor.Angle(198@) = 177.7406
060B: set_actor 198@ decision_maker_to 252@ 
01B2: give_actor 198@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 198@ armed_weapon_to 22 
Actor.Health(198@) = 200
08AF: set_actor 198@ max_health_to 200 
0638: AS_actor 198@ stay_put 1 
0729: AS_actor 198@ hold_cellphone 1 
197@ = Object.Create(#CJ_DYN_PLUNGE_1, 591.2704, 876.7986, -43.4973)
Object.Angle(197@) = 270.0
187@ = Car.Create(#FORKLIFT, 640.8603, 810.404, -43.9531)
Car.Angle(187@) = 250.0977
08A4: set_car 187@ extra_parts_angle_to 0.5 
0615: define_AS_pack_begin 190@ 
if 
   not Car.Wrecked(187@)
else_jump @CASINO2_3477 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 667.7962 819.8148 -43.9456 
05D7: add_point_to_scmpath 655.5785 831.1092 -43.9456 
05D7: add_point_to_scmpath 643.8084 819.2715 -43.9456 
05D7: add_point_to_scmpath 605.1934 820.2333 -44.0023 
07E7: AS_assign_scmpath_to_actor -1 in_car 187@ speed 10.0 flags 2 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 608.6918 819.8881 -43.9456 
05D7: add_point_to_scmpath 643.8084 819.2715 -43.9456 
05D7: add_point_to_scmpath 655.5785 831.1092 -43.9456 
05D7: add_point_to_scmpath 667.7962 819.8148 -43.9456 
07E7: AS_assign_scmpath_to_actor -1 in_car 187@ speed 10.0 flags 2 0 2 
05D6: clear_scmpath 
0643: set_AS_pack 190@ loop 1 

:CASINO2_3477
0616: define_AS_pack_end 190@ 
43@ = Actor.Create(Mission1, #BMYCON, 625.9337, 831.7066, -43.9531)
Actor.Angle(43@) = 156.9796
060B: set_actor 43@ decision_maker_to 53@ 
0618: assign_actor 43@ to_AS_pack 56@ 
44@ = Actor.Create(Mission2, #BMYCON, 531.6239, 860.3109, -43.6083)
Actor.Angle(44@) = 156.9796
060B: set_actor 44@ decision_maker_to 78@ 
01B2: give_actor 44@ weapon 6 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 44@ armed_weapon_to 6 
0618: assign_actor 44@ to_AS_pack 57@ 
45@ = Actor.Create(Mission1, #BMYCON, 637.8237, 825.2736, -41.2744)
Actor.Angle(45@) = 309.4228
060B: set_actor 45@ decision_maker_to 53@ 
46@ = Actor.Create(Mission1, #BMYCON, 638.5316, 826.1287, -41.2291)
Actor.Angle(46@) = 144.6359
060B: set_actor 46@ decision_maker_to 53@ 
47@ = Actor.Create(Mission1, #BMYCON, 583.0614, 849.4081, -43.5974)
Actor.Angle(47@) = 26.0656
060B: set_actor 47@ decision_maker_to 53@ 
0618: assign_actor 47@ to_AS_pack 205@ 
49@ = Actor.Create(Mission2, #WMYSGRD, 491.5784, 940.8132, -17.1478)
01B2: give_actor 49@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 49@ armed_weapon_to 22 
Actor.Angle(49@) = 279.9455
060B: set_actor 49@ decision_maker_to 78@ 
0618: assign_actor 49@ to_AS_pack 211@ 
50@ = Actor.Create(Mission2, #WMYSGRD, 590.1505, 875.5482, -43.4973)
Actor.Angle(50@) = 278.2997
060B: set_actor 50@ decision_maker_to 78@ 
01B2: give_actor 50@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 50@ armed_weapon_to 22 
0618: assign_actor 50@ to_AS_pack 212@ 
51@ = Actor.Create(Mission1, #BMYCON, 655.8689, 904.3282, -42.0397)
Actor.Angle(51@) = 330.4476
060B: set_actor 51@ decision_maker_to 53@ 
52@ = Actor.Create(Mission1, #BMYCON, 654.8843, 906.4748, -42.0822)
Actor.Angle(52@) = 324.192
01B2: give_actor 52@ weapon 6 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 52@ armed_weapon_to 6 
060B: set_actor 52@ decision_maker_to 53@ 
35@ = 0 

:CASINO2_3982
if 
   not Actor.Dead(43@(35@,10i))
else_jump @CASINO2_4016 
060F: set_actor 43@(35@,10i) melee_accuracy_to 15.0 

:CASINO2_4016
35@ += 1 
  35@ >= 10 
else_jump @CASINO2_3982 
if 
   not Car.Wrecked(187@)
else_jump @CASINO2_4082 
0129: 183@ = create_actor_pedtype 24 model #BMYCON in_car 187@ driverseat 
060B: set_actor 183@ decision_maker_to 53@ 
0618: assign_actor 183@ to_AS_pack 190@ 

:CASINO2_4082
Camera.SetBehindPlayer
35@ = 0 

:CASINO2_4091
109@(35@,4i) = Object.Init(#DYNAMITE, 84@(35@,4f), 88@(35@,4f), 92@(35@,4f))
Object.SetImmunities(109@(35@,4i), 0, 0, 0, 0, 0)
121@(35@,4i) = Object.Init(#DYNO_BOX_A, 84@(35@,4f), 88@(35@,4f), 92@(35@,4f))
Object.CollisionDetection(109@(35@,4i)) = False
Object.Angle(121@(35@,4i)) = 96@(35@,4f)
113@(35@,4i) = Object.Init(#DYNO_BOX_B, 84@(35@,4f), 88@(35@,4f), 92@(35@,4f))
Object.Angle(113@(35@,4i)) = 96@(35@,4f)
101@(35@,4i) = Marker.CreateAboveObject(109@(35@,4i))
018B: set_marker 101@(35@,4i) radar_mode 3 
035D: set_object 113@(35@,4i) targetable 0 
035D: set_object 109@(35@,4i) targetable 0 
035D: set_object 121@(35@,4i) targetable 0 
071F: set_object 113@(35@,4i) health_to 1000 
35@ += 1 
  35@ >= 4 
else_jump @CASINO2_4091 
069A: attach_object 112@ to_object 116@ with_offset 0.0 0.0 0.4 rotation 0.0 0.0 0.0 
069A: attach_object 124@ to_object 116@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0681: attach_object 116@ to_car 187@ with_offset 0.0 0.8 -0.3 rotation 0.0 0.0 0.0 
77@ = Object.Create(#PRIVATESIGN3, 470.3749, 965.7881, 4.5134)
Object.Angle(77@) = 311.2527
76@ = Object.Create(#PRIVATESIGN1, 546.1226, 879.7054, -42.1212)
Object.Angle(76@) = 76.924
018A: 132@ = create_checkpoint_at 542.6064 880.7817 -36.3928 
018B: set_marker 132@ radar_mode 0 
018A: 133@ = create_checkpoint_at 585.3983 870.3217 -39.4206 
018B: set_marker 133@ radar_mode 0 
018A: 134@ = create_checkpoint_at 518.1917 814.9812 -9.7609 
018B: set_marker 134@ radar_mode 0 
018A: 135@ = create_checkpoint_at 479.1757 930.0793 -16.6475 
018B: set_marker 135@ radar_mode 0 
018A: 136@ = create_checkpoint_at 437.9441 869.2394 -4.0196 
018B: set_marker 136@ radar_mode 0 
018A: 137@ = create_checkpoint_at 455.1732 803.1501 5.3872 
018B: set_marker 137@ radar_mode 0 
018A: 204@ = create_checkpoint_at 1030.157 744.3469 9.7922 
018B: set_marker 204@ radar_mode 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_4771 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO2_4771 
83@ = Actor.Car($PLAYER_ACTOR)
03A2: set_car 83@ action 3 
Car.SetAnimation(83@, 5, 1500)

:CASINO2_4771
gosub @CASINO2_17980 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_4921 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO2_4867 
Car.PutAt(83@, 777.9584, 838.6478, 4.861)
Car.Angle(83@) = 0.0
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 774.3173 835.658 4.8819 
jump @CASINO2_4887 

:CASINO2_4867
Actor.PutAt($PLAYER_ACTOR, 775.5965, 834.8624, 4.8713)

:CASINO2_4887
0603: AS_actor $PLAYER_ACTOR goto 771.6103 836.6703 4.8969 mode 4 timelimit -1 // versionC 
Actor.Angle($PLAYER_ACTOR) = 87.4579

:CASINO2_4921
0A0B: set_rendering_origin_at_3D_coord 773.9383 834.7843 4.8835 angle 74.4105 
Camera.SetPosition(776.3613, 837.3477, 7.3533, 0.0, 0.0, 0.0)
Camera.PointAt(775.4211, 837.4819, 7.0403, 2)
wait 500 
gosub @CASINO2_18063 
00BC: show_text_highpriority GXT 'PD_01' time 4500 flag 1  // Geh in den Steinbruch und klau das Dynamit.
32@ = 0 

:CASINO2_5029
if 
  4500 > 32@ 
else_jump @CASINO2_5083 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_5076 
jump @CASINO2_5639 

:CASINO2_5076
jump @CASINO2_5029 

:CASINO2_5083
0A0B: set_rendering_origin_at_3D_coord 610.9529 869.6495 -40.7211 angle 77.0 
Camera.SetPosition(610.9529, 869.6495, -40.7211, 0.0, 0.0, 0.0)
Camera.PointAt(610.0316, 870.0207, -40.8371, 2)
00BC: show_text_highpriority GXT 'PD_20' time 5000 flag 1  // Das Dynamit ist scharfgemacht!
32@ = 0 

:CASINO2_5179
if 
  2000 > 32@ 
else_jump @CASINO2_5233 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_5226 
jump @CASINO2_5639 

:CASINO2_5226
jump @CASINO2_5179 

:CASINO2_5233
if and
   not Actor.Dead(51@)
   not Actor.Dead(52@)
else_jump @CASINO2_5270 
0618: assign_actor 51@ to_AS_pack 251@ 
0618: assign_actor 52@ to_AS_pack 250@ 

:CASINO2_5270
32@ = 0 

:CASINO2_5277
if 
  3000 > 32@ 
else_jump @CASINO2_5331 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_5324 
jump @CASINO2_5639 

:CASINO2_5324
jump @CASINO2_5277 

:CASINO2_5331
Camera.SetPosition(664.9276, 918.5754, -40.8955, 0.0, 0.0, 0.0)
Camera.PointAt(663.9788, 918.2599, -40.9078, 2)
00BC: show_text_highpriority GXT 'PD_21' time 4000 flag 1  // Schnapp es dir, ehe die Arbeiter es znden.
if 
   not Actor.Dead(46@)
else_jump @CASINO2_5450 
0605: actor 46@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 1 0 0 0 time -1 // versionA 

:CASINO2_5450
32@ = 0 

:CASINO2_5457
if 
  4000 > 32@ 
else_jump @CASINO2_5511 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_5504 
jump @CASINO2_5639 

:CASINO2_5504
jump @CASINO2_5457 

:CASINO2_5511
Camera.SetPosition(661.5589, 921.2776, -40.5538, 0.0, 0.0, 0.0)
Camera.PointAt(661.9819, 920.3747, -40.6291, 2)
00BC: show_text_highpriority GXT 'PD_27' time 6000 flag 1  // Du brauchst etwas Schweres, um diese Kisten aufzubrechen.
32@ = 0 

:CASINO2_5585
if 
  6000 > 32@ 
else_jump @CASINO2_5639 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_5632 
jump @CASINO2_5639 

:CASINO2_5632
jump @CASINO2_5585 

:CASINO2_5639
if and
   not Actor.Dead(51@)
   not Actor.Dead(52@)
else_jump @CASINO2_5676 
0618: assign_actor 51@ to_AS_pack 251@ 
0618: assign_actor 52@ to_AS_pack 250@ 

:CASINO2_5676
if 
   not Actor.Dead(46@)
else_jump @CASINO2_5728 
0605: actor 46@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 1 0 0 0 time -1 // versionA 

:CASINO2_5728
gosub @CASINO2_18028 
gosub @CASINO2_18002 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_5793 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 775.4108, 834.5572, 4.8721)
Actor.Angle($PLAYER_ACTOR) = 93.2533

:CASINO2_5793
gosub @CASINO2_18063 
00BE: text_clear_all 
$7531 = 150000 
03C3: set_timer_to $7531 type 1 GXT 'PD_25' // global_variable  // Detonation
jump @CASINO2_8497 

:CASINO2_5835
Model.Load(#TRIADA)
Model.Load(#MANANA)
04ED: load_animation "CARRY" 

:CASINO2_5853
if or
   not Model.Available(#TRIADA)
   not Model.Available(#MANANA)
84EE:   not animation "CARRY" loaded 
else_jump @CASINO2_5893 
wait 0 
jump @CASINO2_5853 

:CASINO2_5893
48@ = Actor.Create(Mission2, #WMYSGRD, 580.5311, 830.0402, -30.9456)
Actor.Angle(48@) = 57.3299
060B: set_actor 48@ decision_maker_to 78@ 
01B2: give_actor 48@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 48@ armed_weapon_to 22 
0618: assign_actor 48@ to_AS_pack 58@ 
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
223@ = Car.Create(#MANANA, 1032.678, 741.7072, 9.8044)
Car.DoorStatus(223@) = 2
Car.LockInCurrentPosition(223@) = True
04E1: open_and_freeze_car_trunk 223@ 
Car.Angle(223@) = 292.6477
224@ = Actor.Create(CivMale, #TRIADA, 1029.173, 740.8435, 9.8018)
Actor.Angle(224@) = 63.6493
0446: set_actor 224@ immune_to_headshots 0 
0568: set_actor 224@ targetable 1 
02A9: set_actor 224@ immune_to_nonplayer 1 
060B: set_actor 224@ decision_maker_to 127@ 
Model.Load(#SECURICA)
Model.Load(#CHROMEGUN)

:CASINO2_6109
if or
   not Model.Available(#SECURICA)
   not Model.Available(#CHROMEGUN)
else_jump @CASINO2_6141 
wait 0 
jump @CASINO2_6109 

:CASINO2_6141
0395: clear_area 1 at 812.6123 845.2352 9.1419 radius 20.0 
73@ = Car.Create(#SECURICA, 812.6123, 845.2352, 9.1419)
Car.Angle(73@) = 101.1888
74@ = Car.Create(#SECURICA, 812.4752, 840.8808, 8.9765)
Car.Angle(74@) = 101.8471
75@ = Car.Create(#SECURICA, 422.5194, 856.283, 6.1078)
Car.Angle(75@) = 33.0215
0129: 62@ = create_actor_pedtype 25 model #WMYSGRD in_car 73@ driverseat 
01C8: 63@ = create_actor_pedtype 25 model #WMYSGRD in_car 73@ passenger_seat 0 
0129: 64@ = create_actor_pedtype 25 model #WMYSGRD in_car 74@ driverseat 
01C8: 65@ = create_actor_pedtype 25 model #WMYSGRD in_car 74@ passenger_seat 0 
35@ = 0 

:CASINO2_6323
01B2: give_actor 62@(35@,10i) weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 62@(35@,10i) armed_weapon_to 25 
060B: set_actor 62@(35@,10i) decision_maker_to 78@ 
35@ += 1 
  35@ >= 4 
else_jump @CASINO2_6323 
0395: clear_area 1 at 783.6387 841.395 4.8177 radius 20.0 
05D1: AS_actor 62@ drive_car 73@ to 783.6387 841.395 4.8177 speed 20.0 2 model #NULL 2 
05D1: AS_actor 64@ drive_car 74@ to 781.6849 833.6969 4.8296 speed 20.0 2 model #NULL 2 
131@ = 1 
00BE: text_clear_all 
gosub @CASINO2_18028 
35@ = 0 

:CASINO2_6496
if and
   not 35@ == 5 
   not 35@ == 6 
   not 35@ == 7 
else_jump @CASINO2_6557 
if 
   not Actor.Dead(43@(35@,10i))
else_jump @CASINO2_6557 
Actor.DestroyInstantly(43@(35@,10i))

:CASINO2_6557
if 
  35@ == 7 
else_jump @CASINO2_6616 
if 
   not Actor.Dead(43@(35@,10i))
else_jump @CASINO2_6616 
0792: disembark_instantly_actor 43@(35@,10i) 
05E2: AS_actor 43@(35@,10i) kill_actor $PLAYER_ACTOR 

:CASINO2_6616
35@ += 1 
  35@ >= 10 
else_jump @CASINO2_6496 
if 
   not Actor.Dead(182@)
else_jump @CASINO2_6658 
Actor.DestroyInstantly(182@)

:CASINO2_6658
if 
   not Actor.Dead(183@)
else_jump @CASINO2_6679 
Actor.DestroyInstantly(183@)

:CASINO2_6679
if 
   not Actor.Dead(198@)
else_jump @CASINO2_6700 
Actor.DestroyInstantly(198@)

:CASINO2_6700
Model.Load(#SANCHEZ)

:CASINO2_6705
if 
   not Model.Available(#SANCHEZ)
else_jump @CASINO2_6732 
wait 0 
jump @CASINO2_6705 

:CASINO2_6732
82@ = Car.Create(#SANCHEZ, 583.0051, 881.9482, -45.0648)
053F: set_car 82@ tires_vulnerability 0 
Car.Angle(82@) = 93.6785
0395: clear_area 1 at 583.0051 881.9482 -45.0648 radius 10.0 
0395: clear_area 1 at 583.0051 881.9482 -45.0648 radius 10.0 
192@ = Marker.CreateAboveCar(82@)
07E0: set_marker 192@ type_to 1 
gosub @CASINO2_17980 
set_weather 19 
Camera.SetPosition(772.3265, 828.7196, 5.8497, 0.0, 0.0, 0.0)
Camera.PointAt(773.1074, 829.3431, 5.8867, 2)
gosub @CASINO2_18063 
32@ = 0 

:CASINO2_6911
if 
  2000 > 32@ 
else_jump @CASINO2_6965 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_6958 
jump @CASINO2_7851 

:CASINO2_6958
jump @CASINO2_6911 

:CASINO2_6965
Camera.SetPosition(772.3265, 828.7196, 5.8497, 0.0, 0.0, 0.0)
Camera.PointAt(773.1074, 829.3431, 5.8867, 2)
00BC: show_text_highpriority GXT 'PD_10' time 3500 flag 1  // Die Security versperrt den Ausgang.
32@ = 0 

:CASINO2_7039
if 
  1000 > 32@ 
else_jump @CASINO2_7093 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_7086 
jump @CASINO2_7851 

:CASINO2_7086
jump @CASINO2_7039 

:CASINO2_7093
if 
   not Car.Wrecked(74@)
else_jump @CASINO2_7114 
068B: set_car 74@ all_disembark 

:CASINO2_7114
32@ = 0 

:CASINO2_7121
if 
  500 > 32@ 
else_jump @CASINO2_7175 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_7168 
jump @CASINO2_7851 

:CASINO2_7168
jump @CASINO2_7121 

:CASINO2_7175
if 
   not Car.Wrecked(73@)
else_jump @CASINO2_7196 
068B: set_car 73@ all_disembark 

:CASINO2_7196
32@ = 0 

:CASINO2_7203
if 
  2000 > 32@ 
else_jump @CASINO2_7257 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_7250 
jump @CASINO2_7851 

:CASINO2_7250
jump @CASINO2_7203 

:CASINO2_7257
Camera.SetPosition(587.0494, 883.9788, -44.1279, 0.0, 0.0, 0.0)
Camera.PointAt(586.0945, 883.6844, -44.1663, 2)
00BC: show_text_highpriority GXT 'PD_11' time 4000 flag 1  // ~s~Nimm das ~b~Gelndemotorrad ~s~und finde einen anderen Weg hinaus!
32@ = 0 

:CASINO2_7331
if 
  4000 > 32@ 
else_jump @CASINO2_7385 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_7378 
jump @CASINO2_7851 

:CASINO2_7378
jump @CASINO2_7331 

:CASINO2_7385
Camera.SetPosition(560.5041, 888.881, -42.2954, 0.0, 0.0, 0.0)
Camera.PointAt(559.5857, 888.5298, -42.1132, 2)
32@ = 0 

:CASINO2_7443
if 
  100 > 32@ 
else_jump @CASINO2_7496 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_7489 
jump @CASINO2_7851 

:CASINO2_7489
jump @CASINO2_7443 

:CASINO2_7496
0460: set_camera_transverse_delay 0.0 time 5000 
Camera.SetPosition(560.5041, 888.881, -42.2954, 0.0, 0.0, 0.0)
Camera.PointAt(561.1447, 888.1351, -42.1132, 1)
32@ = 0 

:CASINO2_7564
if 
  5000 > 32@ 
else_jump @CASINO2_7618 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_7611 
jump @CASINO2_7851 

:CASINO2_7611
jump @CASINO2_7564 

:CASINO2_7618
Camera.SetPosition(584.2947, 833.9013, -23.7385, 0.0, 0.0, 0.0)
Camera.PointAt(583.8419, 833.3374, -24.4291, 2)
32@ = 0 

:CASINO2_7676
if 
  100 > 32@ 
else_jump @CASINO2_7729 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_7722 
jump @CASINO2_7851 

:CASINO2_7722
jump @CASINO2_7676 

:CASINO2_7729
0460: set_camera_transverse_delay 0.0 time 4000 
Camera.SetPosition(584.2947, 833.9013, -23.7385, 0.0, 0.0, 0.0)
Camera.PointAt(583.3537, 833.6394, -23.5241, 1)
32@ = 0 

:CASINO2_7797
if 
  4000 > 32@ 
else_jump @CASINO2_7851 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_7844 
jump @CASINO2_7851 

:CASINO2_7844
jump @CASINO2_7797 

:CASINO2_7851
gosub @CASINO2_18028 
00BE: text_clear_all 
gosub @CASINO2_18002 
gosub @CASINO2_18063 
Object.Angle(60@) = 115.0
Object.Angle(61@) = -65.0
if 
   not Car.Wrecked(73@)
else_jump @CASINO2_7930 
Car.PutAt(73@, 783.6387, 841.395, 4.8177)

:CASINO2_7930
if 
   not Car.Wrecked(74@)
else_jump @CASINO2_7966 
Car.PutAt(74@, 781.6849, 833.6969, 4.8296)

:CASINO2_7966
131@ = 1 
125@ = Object.Init(#BARRIER_4ANDY, 783.3699, 847.4722, 4.8193)
Object.Angle(125@) = 10.654
125@ = Object.Init(#BARRIER_4ANDY, 778.0906, 847.8346, 4.8515)
Object.Angle(125@) = 10.5331
if 
   not Actor.Dead(62@)
else_jump @CASINO2_8138 
if 
   not Actor.Driving(62@)
else_jump @CASINO2_8108 
Actor.PutAt(62@, 781.9483, 848.7029, 4.828)
Actor.Angle(62@) = 20.7251
jump @CASINO2_8138 

:CASINO2_8108
0362: remove_actor 62@ from_car_and_place_at 781.9483 848.7029 4.828 
Actor.Angle(62@) = 20.7251

:CASINO2_8138
if 
   not Actor.Dead(63@)
else_jump @CASINO2_8237 
if 
   not Actor.Driving(63@)
else_jump @CASINO2_8207 
Actor.PutAt(63@, 777.5142, 849.4856, 4.8551)
Actor.Angle(63@) = 22.0536
jump @CASINO2_8237 

:CASINO2_8207
0362: remove_actor 63@ from_car_and_place_at 777.5142 849.4856 4.8551 
Actor.Angle(63@) = 22.0536

:CASINO2_8237
if 
   not Actor.Dead(64@)
else_jump @CASINO2_8336 
if 
   not Actor.Driving(64@)
else_jump @CASINO2_8306 
Actor.PutAt(64@, 773.2135, 821.8822, 4.3934)
Actor.Angle(64@) = 168.8133
jump @CASINO2_8336 

:CASINO2_8306
0362: remove_actor 64@ from_car_and_place_at 773.2135 821.8822 4.3934 
Actor.Angle(64@) = 168.8133

:CASINO2_8336
if 
   not Actor.Dead(65@)
else_jump @CASINO2_8435 
if 
   not Actor.Driving(65@)
else_jump @CASINO2_8405 
Actor.PutAt(65@, 778.8481, 819.9525, 4.3237)
Actor.Angle(65@) = 156.0701
jump @CASINO2_8435 

:CASINO2_8405
0362: remove_actor 65@ from_car_and_place_at 778.8481 819.9525 4.3237 
Actor.Angle(65@) = 156.0701

:CASINO2_8435
35@ = 0 

:CASINO2_8442
if 
   not Actor.Dead(62@(35@,10i))
else_jump @CASINO2_8474 
0618: assign_actor 62@(35@,10i) to_AS_pack 72@ 

:CASINO2_8474
35@ += 1 
  35@ >= 4 
else_jump @CASINO2_8442 
return 

:CASINO2_8497
33@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PD_26' time 7000 flag 1  // ~s~Hol dir das ~g~Dynamit~s~, ehe der Zeitznder abgelaufen ist und es explodiert.

:CASINO2_8522
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_15940 
wait 0 
256@ += 1 
if 
0736:   NOP_false 83 
else_jump @CASINO2_8571 
jump @CASINO2_16387 

:CASINO2_8571
gosub @CASINO2_18096 
gosub @CASINO2_20290 
gosub @CASINO2_20418 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_8622 
Actor.StorePos($PLAYER_ACTOR, 218@, 219@, 220@)

:CASINO2_8622
gosub @CASINO2_17840 
if and
  22000 >= $7531 
  234@ == 0 
else_jump @CASINO2_8680 
if 
  257@ == 1 
else_jump @CASINO2_8673 

:CASINO2_8673
234@ = 1 

:CASINO2_8680
if and
  20000 >= $7531 
  234@ == 1 
else_jump @CASINO2_8760 
if 
  257@ == 1 
else_jump @CASINO2_8753 
05AA: 264@s = 'CAS2_BA'  // ~z~RUMEN SIE DAS GELNDE!
04AF: 247@ = 7415 // @ = any 
gosub @CASINO2_20270 

:CASINO2_8753
234@ = 2 

:CASINO2_8760
if and
  6000 >= $7531 
  234@ == 2 
else_jump @CASINO2_8840 
if 
  257@ == 1 
else_jump @CASINO2_8833 
05AA: 264@s = 'CAS2_BB'  // ~z~NOCH FNF SEKUNDEN BIS ZUR SPRENGUNG!
04AF: 247@ = 7416 // @ = any 
gosub @CASINO2_20270 

:CASINO2_8833
234@ = 3 

:CASINO2_8840
if and
  3800 >= $7531 
  234@ == 3 
else_jump @CASINO2_8920 
if 
  257@ == 1 
else_jump @CASINO2_8913 
05AA: 264@s = 'CAS2_BC'  // ~z~DREI...
04AF: 247@ = 7417 // @ = any 
gosub @CASINO2_20270 

:CASINO2_8913
234@ = 4 

:CASINO2_8920
if and
  2800 >= $7531 
  234@ == 4 
else_jump @CASINO2_9000 
if 
  257@ == 1 
else_jump @CASINO2_8993 
05AA: 264@s = 'CAS2_BD'  // ~z~ZWEI...
04AF: 247@ = 7418 // @ = any 
gosub @CASINO2_20270 

:CASINO2_8993
234@ = 5 

:CASINO2_9000
if and
   Car.Wrecked(254@)
  81@ == 0 
else_jump @CASINO2_9046 
00BC: show_text_highpriority GXT 'PD_33' time 4000 flag 1  // ~r~Der Kipper wurde zerstrt! Nur mit ihm konnten die Kisten aufgebrochen werden!
jump @CASINO2_16369 

:CASINO2_9046
if and
   not Actor.Dead(198@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_9109 
if and
02E0:   actor 198@ aggressive 
  259@ == 0 
else_jump @CASINO2_9109 
0792: disembark_instantly_actor 198@ 
0729: AS_actor 198@ hold_cellphone 0 
259@ = 1 

:CASINO2_9109
if and
  1800 >= $7531 
   not Actor.Dead(198@)
else_jump @CASINO2_9535 
if 
  257@ == 1 
else_jump @CASINO2_9512 
gosub @CASINO2_17980 
03E6: remove_text_box 
00BE: text_clear_all 
Camera.SetPosition(586.0814, 876.6778, -41.6123, 0.0, 0.0, 0.0)
Camera.PointAt(587.0665, 876.6669, -41.7839, 2)
040D: unload_wav 1 
03CF: load_wav 7419 as 1 
04ED: load_animation "MISC" 

:CASINO2_9232
if or
83D0:   not wav 1 loaded 
84EE:   not animation "MISC" loaded 
else_jump @CASINO2_9266 
wait 0 
jump @CASINO2_9232 

:CASINO2_9266
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS2_BE' time 2000 flag 1  // ~z~EINS...
wait 1000 
32@ = 0 

:CASINO2_9298
if 
  1000 > 32@ 
else_jump @CASINO2_9352 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_9345 
jump @CASINO2_9490 

:CASINO2_9345
jump @CASINO2_9298 

:CASINO2_9352
if 
   not Actor.Dead(198@)
else_jump @CASINO2_9429 
0792: disembark_instantly_actor 198@ 
060B: set_actor 198@ decision_maker_to 53@ 
Actor.Angle(198@) = 270.0
0605: actor 198@ perform_animation_sequence "PLUNGER_01" IFP_file "MISC" 1.0 loop 1 0 0 0 time -1 // versionA 

:CASINO2_9429
32@ = 0 

:CASINO2_9436
if 
  2000 > 32@ 
else_jump @CASINO2_9490 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_9483 
jump @CASINO2_9490 

:CASINO2_9483
jump @CASINO2_9436 

:CASINO2_9490
04EF: release_animation "MISC" 
gosub @CASINO2_17015 
gosub @CASINO2_18002 

:CASINO2_9512
00BC: show_text_highpriority GXT 'PD_19' time 4000 flag 1  // ~r~Das Dynamit wurde zerstrt!
jump @CASINO2_16369 

:CASINO2_9535
if and
   Actor.Dead(198@)
  189@ == 0 
else_jump @CASINO2_9570 
014F: stop_timer $7531 
189@ = 1 

:CASINO2_9570
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_9610 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO2_9610 
193@ = Actor.Car($PLAYER_ACTOR)

:CASINO2_9610
if and
   not Car.Wrecked(193@)
   not Car.Wrecked(187@)
  196@ == 1 
else_jump @CASINO2_9966 
if and
051D:   car 187@ damaged_by_car 193@ 
  194@ == 0 
else_jump @CASINO2_9966 
194@ = 1 
if 
   not Car.Wrecked(187@)
else_jump @CASINO2_9801 
if 
03CA:   object 124@ exists 
else_jump @CASINO2_9710 
Object.CollisionDetection(124@) = False

:CASINO2_9710
if 
03CA:   object 112@ exists 
else_jump @CASINO2_9778 
Object.CollisionDetection(112@) = False
0682: detach_object 112@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 112@ relative_to_car 187@ with_offset 0.0 1.8 -0.4 

:CASINO2_9778
if 
03CA:   object 116@ exists 
else_jump @CASINO2_9801 
Object.CollisionDetection(116@) = False

:CASINO2_9801
0723: break_object 116@ intensity 1 
Object.Destroy(124@)
0087: 100@ = 95@ // (float) 
100@ += 0.3 
Marker.SetColor(104@, 0)
064B: 213@ = create_particle "EXPLOSION_CRATE" at 87@ 91@ 95@ type 1 
097B: play_audio_at_object 116@ event 1159 
064F: remove_references_to_particle 213@ 
120@ = 1 
36@ = 2 
126@ += 1 
if and
   not Actor.Dead(183@)
   not Car.Wrecked(187@)
else_jump @CASINO2_9966 
if and
   Actor.InCar(183@, 187@)
   not Car.Wrecked(187@)
else_jump @CASINO2_9966 
05CD: AS_actor 183@ exit_car 187@ 
05E2: AS_actor 183@ kill_actor $PLAYER_ACTOR 

:CASINO2_9966
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 429.469 916.0814 0.9027 radius 20.0 20.0 20.0 
  227@ == 0 
else_jump @CASINO2_10146 
66@ = Actor.Create(Mission2, #WMYSGRD, 416.5302, 862.1686, 6.7328)
Actor.Angle(66@) = 357.0781
01B2: give_actor 66@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 66@ armed_weapon_to 22 
0618: assign_actor 66@ to_AS_pack 217@ 
67@ = Actor.Create(Mission2, #WMYSGRD, 423.9201, 861.7891, 5.5413)
Actor.Angle(67@) = 352.4637
01B2: give_actor 67@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 67@ armed_weapon_to 22 
0618: assign_actor 67@ to_AS_pack 217@ 
227@ = 1 

:CASINO2_10146
if 
03CA:   object 112@ exists 
else_jump @CASINO2_10176 
Object.StorePos(112@, 87@, 91@, 95@)

:CASINO2_10176
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FORKLIFT)
   not 188@ == 2 
   not 120@ == 1 
else_jump @CASINO2_10283 
0512: show_permanent_text_box 'PD_17'  // ~s~Drcke ~k~~VEHICLE_TURRETUP~, um die Kiste abzustellen.
$TEMPVAR_ACTOR_CAR = Actor.Car($PLAYER_ACTOR)
if 
03CA:   object 124@ exists 
else_jump @CASINO2_10244 

:CASINO2_10244
if 
03CA:   object 112@ exists 
else_jump @CASINO2_10260 

:CASINO2_10260
if 
03CA:   object 116@ exists 
else_jump @CASINO2_10276 

:CASINO2_10276
jump @CASINO2_10351 

:CASINO2_10283
if 
03CA:   object 124@ exists 
else_jump @CASINO2_10299 

:CASINO2_10299
if 
03CA:   object 112@ exists 
else_jump @CASINO2_10315 

:CASINO2_10315
if 
03CA:   object 116@ exists 
else_jump @CASINO2_10331 

:CASINO2_10331
if 
   not 79@ == 4 
else_jump @CASINO2_10351 
03E6: remove_text_box 

:CASINO2_10351
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #DUMPER)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #DOZER)
else_jump @CASINO2_10482 
35@ = 0 

:CASINO2_10385
if 
03CA:   object 113@(35@,4i) exists 
else_jump @CASINO2_10416 
Object.CollisionDetection(113@(35@,4i)) = False

:CASINO2_10416
if 
03CA:   object 121@(35@,4i) exists 
else_jump @CASINO2_10447 
Object.CollisionDetection(121@(35@,4i)) = False

:CASINO2_10447
35@ += 1 
  35@ >= 4 
else_jump @CASINO2_10385 
196@ = 1 
jump @CASINO2_10579 

:CASINO2_10482
35@ = 0 

:CASINO2_10489
if 
03CA:   object 113@(35@,4i) exists 
else_jump @CASINO2_10520 
Object.CollisionDetection(113@(35@,4i)) = True

:CASINO2_10520
if 
03CA:   object 121@(35@,4i) exists 
else_jump @CASINO2_10551 
Object.CollisionDetection(121@(35@,4i)) = True

:CASINO2_10551
35@ += 1 
  35@ >= 4 
else_jump @CASINO2_10489 
196@ = 0 

:CASINO2_10579
35@ = 0 

:CASINO2_10586
if 
   not Actor.Dead(43@(35@,10i))
else_jump @CASINO2_11098 
Actor.StorePos(43@(35@,10i), 231@, 232@, 233@)
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 231@ 232@ 233@ radius 15.0 15.0 3.0 
else_jump @CASINO2_11098 
if and
  129@ == 0 
  256@ > 300 
  131@ == 0 
else_jump @CASINO2_11073 
if 
876F:   not text_priority_displayed 
else_jump @CASINO2_11073 
249@ = 0 

:CASINO2_10719
0209: 130@ = random_int_in_ranges 0 6 
if 
003B:   130@ == 248@ // (int) 
else_jump @CASINO2_10779 
249@ += 1 
if 
  5 > 249@ 
else_jump @CASINO2_10779 
jump @CASINO2_10719 

:CASINO2_10779
0871: init_jump_table 130@ total_jumps 6 default_jump 0 @CASINO2_11058 jumps 0 @CASINO2_10842 1 @CASINO2_10878 2 @CASINO2_10914 3 @CASINO2_10950 4 @CASINO2_10986 5 @CASINO2_11022 -1 @CASINO2_11058 

:CASINO2_10842
05AA: 264@s = 'CAS2_AA'  // ~z~Hey, du hast hier unten nichts verloren!
04AF: 247@ = 7400 // @ = any 
gosub @CASINO2_20270 
jump @CASINO2_11058 

:CASINO2_10878
05AA: 264@s = 'CAS2_AB'  // ~z~Wo ist deine Schutzkleidung?
04AF: 247@ = 7401 // @ = any 
gosub @CASINO2_20270 
jump @CASINO2_11058 

:CASINO2_10914
05AA: 264@s = 'CAS2_AC'  // ~z~Du bist nicht befugt, dieses Gelnde zu betreten.
04AF: 247@ = 7402 // @ = any 
gosub @CASINO2_20270 
jump @CASINO2_11058 

:CASINO2_10950
05AA: 264@s = 'CAS2_AJ'  // ~z~Wer ist das Arschloch?
04AF: 247@ = 7409 // @ = any 
gosub @CASINO2_20270 
jump @CASINO2_11058 

:CASINO2_10986
05AA: 264@s = 'CAS2_AK'  // ~z~Ruf einer den Sicherheitsdienst!
04AF: 247@ = 7410 // @ = any 
gosub @CASINO2_20270 
jump @CASINO2_11058 

:CASINO2_11022
05AA: 264@s = 'CAS2_AL'  // ~z~Was soll denn das werden?
04AF: 247@ = 7411 // @ = any 
gosub @CASINO2_20270 
jump @CASINO2_11058 

:CASINO2_11058
0085: 248@ = 130@ // (int) 
256@ = 0 

:CASINO2_11073
if 
  128@ == 0 
else_jump @CASINO2_11098 
128@ = 1 

:CASINO2_11098
35@ += 1 
  35@ >= 10 
else_jump @CASINO2_10586 
35@ = 0 

:CASINO2_11126
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 5.0 5.0 5.0 
  128@ == 1 
  36@ == 2 
else_jump @CASINO2_11371 
if 
876F:   not text_priority_displayed 
else_jump @CASINO2_11371 
0209: 130@ = random_int_in_ranges 0 3 
if 
  130@ == 0 
else_jump @CASINO2_11263 
05AA: 264@s = 'CAS2_AD'  // ~z~Geh von dem Dynamit weg!
04AF: 247@ = 7403 // @ = any 
gosub @CASINO2_20270 

:CASINO2_11263
if 
  130@ == 1 
else_jump @CASINO2_11310 
05AA: 264@s = 'CAS2_AE'  // ~z~Hey, das ist gefhrlich!
04AF: 247@ = 7404 // @ = any 
gosub @CASINO2_20270 

:CASINO2_11310
if 
  130@ == 2 
else_jump @CASINO2_11357 
05AA: 264@s = 'CAS2_AF'  // ~z~Bleib von dem Zeug weg!
04AF: 247@ = 7405 // @ = any 
gosub @CASINO2_20270 

:CASINO2_11357
128@ = 2 
33@ = 0 

:CASINO2_11371
if 
  117@(35@,4i) == 0 
else_jump @CASINO2_12001 
if 
03CA:   object 112@ exists 
else_jump @CASINO2_11423 
Object.StorePos(112@, 87@, 91@, 95@)

:CASINO2_11423
if and
0100:   actor $PLAYER_ACTOR in_sphere 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 3.0 3.0 3.0 sphere 0 in_car 
  117@(35@,4i) == 0 
else_jump @CASINO2_11890 
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #DUMPER)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #DOZER)
else_jump @CASINO2_11890 
if and
  35@ == 3 
   not Car.Wrecked(187@)
   not Actor.Dead(183@)
else_jump @CASINO2_11570 
if 
   Actor.InCar(183@, 187@)
else_jump @CASINO2_11570 
05CD: AS_actor 183@ exit_car 187@ 

:CASINO2_11570
if 
  35@ == 0 
else_jump @CASINO2_11656 
if and
   not Actor.Dead(51@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_11622 
0792: disembark_instantly_actor 51@ 
0618: assign_actor 51@ to_AS_pack 206@ 

:CASINO2_11622
if and
   not Actor.Dead(52@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_11656 
0792: disembark_instantly_actor 52@ 
0618: assign_actor 52@ to_AS_pack 206@ 

:CASINO2_11656
if 
  225@ == 0 
else_jump @CASINO2_11697 
00BC: show_text_highpriority GXT 'PD_29' time 4000 flag 1  // ~s~Nimm das ~r~Dynamit~s~.
225@ = 1 

:CASINO2_11697
015B: unknown_player 0 time 300 key 200 
0723: break_object 113@(35@,4i) intensity 1 
0087: 100@ = 92@(35@,4f) // (float) 
100@ += 0.3 
035D: set_object 113@(35@,4i) targetable 0 
Object.PutAt(109@(35@,4i), 84@(35@,4f), 88@(35@,4f), 100@)
Marker.SetColor(101@(35@,4i), 0)
064B: 37@(35@,4i) = create_particle "EXPLOSION_CRATE" at 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) type 1 
064F: remove_references_to_particle 37@(35@,4i) 
097B: play_audio_at_object 113@(35@,4i) event 1140 
117@(35@,4i) = 1 
36@ = 2 
126@ += 1 
gosub @CASINO2_16275 

:CASINO2_11890
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 2.0 2.0 2.0 
  36@ == 0 
else_jump @CASINO2_12001 
if and
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #DUMPER)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #DOZER)
else_jump @CASINO2_12001 
00BC: show_text_highpriority GXT 'PD_02' time 4000 flag 1  // Du brauchst etwas Schweres, um diese Dynamitkiste zu zertrmmern.
36@ = 1 

:CASINO2_12001
if and
  105@(35@,4i) == 0 
  117@(35@,4i) == 1 
else_jump @CASINO2_12232 
0087: 100@ = 92@(35@,4f) // (float) 
100@ += 0.3 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 1.5 1.5 1.5 
else_jump @CASINO2_12232 
80@ = 0 
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #DUMPER)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #DOZER)
else_jump @CASINO2_12151 
80@ = 1 

:CASINO2_12151
if 
  80@ == 0 
else_jump @CASINO2_12232 
Marker.Disable(101@(35@,4i))
105@(35@,4i) = 1 
Object.CollisionDetection(109@(35@,4i)) = False
Object.Destroy(109@(35@,4i))
015B: unknown_player 0 time 200 key 100 
gosub @CASINO2_16008 
126@ = 5 

:CASINO2_12232
35@ += 1 
  35@ >= 4 
else_jump @CASINO2_11126 
if 
  126@ == 4 
else_jump @CASINO2_12330 
if 
   not Actor.Dead(50@)
else_jump @CASINO2_12300 
0792: disembark_instantly_actor 50@ 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:CASINO2_12300
00BC: show_text_highpriority GXT 'PD_12' time 4000 flag 1  // ~s~Jetzt sammle das ~r~Dynamit~s~ auf!
81@ = 1 
126@ = 5 

:CASINO2_12330
if and
  79@ == 3 
  235@ == 0 
else_jump @CASINO2_13897 
if 
   not Car.Wrecked(82@)
else_jump @CASINO2_12457 
if and
   Actor.InCar($PLAYER_ACTOR, 82@)
  203@ == 0 
else_jump @CASINO2_12457 
018B: set_marker 132@ radar_mode 2 
06D5: 174@ = create_racing_checkpoint_at 138@ 144@ 150@ point_to 156@ 162@ 168@ type 0 radius 4.0 
00BC: show_text_highpriority GXT 'PD_23' time 4000 flag 1  // ~s~Folge den ~y~Pfeilen ~s~, um zu entkommen.
203@ = 1 

:CASINO2_12457
if 
   not Car.Wrecked(82@)
else_jump @CASINO2_12789 
if 
   Actor.InCar($PLAYER_ACTOR, 82@)
else_jump @CASINO2_12524 
if 
  255@ == 0 
else_jump @CASINO2_12517 
255@ = 1 

:CASINO2_12517
jump @CASINO2_12565 

:CASINO2_12524
if 
  255@ == 1 
else_jump @CASINO2_12565 
00BC: show_text_highpriority GXT 'PD_X' time 4000 flag 1  // ~s~Steig wieder auf das ~b~Motorrad~s~!
255@ = 0 

:CASINO2_12565
if 
   Actor.InCar($PLAYER_ACTOR, 82@)
else_jump @CASINO2_12719 
if 
  216@ == 0 
else_jump @CASINO2_12712 
if 
  6 > $7532 
else_jump @CASINO2_12698 
018B: set_marker 132@($7532,6i) radar_mode 2 
06D6: disable_racing_checkpoint 174@($7532,6i) 
06D5: 174@($7532,6i) = create_racing_checkpoint_at 138@($7532,6f) 144@($7532,6f) 150@($7532,6f) point_to 156@($7532,6f) 162@($7532,6f) 168@($7532,6f) type 0 radius 4.0 

:CASINO2_12698
018B: set_marker 192@ radar_mode 0 
216@ = 1 

:CASINO2_12712
jump @CASINO2_12789 

:CASINO2_12719
if 
  216@ == 1 
else_jump @CASINO2_12789 
if 
  6 > $7532 
else_jump @CASINO2_12775 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_12775
018B: set_marker 192@ radar_mode 3 
216@ = 0 

:CASINO2_12789
if 
  216@ == 1 
else_jump @CASINO2_13534 
if and
  -4.0 > 220@ 
  $7532 > 4 
else_jump @CASINO2_12924 
if 
  6 > $7532 
else_jump @CASINO2_12873 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_12873
018B: set_marker 136@ radar_mode 2 
06D5: 178@ = create_racing_checkpoint_at 142@ 148@ 154@ point_to 160@ 166@ 172@ type 0 radius 4.0 
018B: set_marker 204@ radar_mode 0 
$7532 = 4 

:CASINO2_12924
if and
  -16.0 > 220@ 
  $7532 > 3 
else_jump @CASINO2_13041 
if 
  6 > $7532 
else_jump @CASINO2_12990 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_12990
018B: set_marker 135@ radar_mode 2 
06D5: 177@ = create_racing_checkpoint_at 141@ 147@ 153@ point_to 159@ 165@ 171@ type 0 radius 4.0 
018B: set_marker 204@ radar_mode 0 
$7532 = 3 

:CASINO2_13041
if and
  -30.0 > 220@ 
  $7532 > 2 
else_jump @CASINO2_13158 
if 
  6 > $7532 
else_jump @CASINO2_13107 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_13107
018B: set_marker 134@ radar_mode 2 
06D5: 176@ = create_racing_checkpoint_at 140@ 146@ 152@ point_to 158@ 164@ 170@ type 0 radius 4.0 
018B: set_marker 204@ radar_mode 0 
$7532 = 2 

:CASINO2_13158
if and
  -40.0 > 220@ 
   not $7532 == 0 
else_jump @CASINO2_13275 
if 
  6 > $7532 
else_jump @CASINO2_13224 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_13224
018B: set_marker 132@ radar_mode 2 
06D5: 174@ = create_racing_checkpoint_at 138@ 144@ 150@ point_to 156@ 162@ 168@ type 0 radius 4.0 
018B: set_marker 204@ radar_mode 0 
$7532 = 0 

:CASINO2_13275
if 
  6 > $7532 
else_jump @CASINO2_13534 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 138@($7532,6f) 144@($7532,6f) 150@($7532,6f) radius 3.0 3.0 3.0 
  216@ == 1 
else_jump @CASINO2_13534 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 
$7532 += 1 
if 
  6 > $7532 
else_jump @CASINO2_13468 
06D5: 174@($7532,6i) = create_racing_checkpoint_at 138@($7532,6f) 144@($7532,6f) 150@($7532,6f) point_to 156@($7532,6f) 162@($7532,6f) 168@($7532,6f) type 0 radius 4.0 
018B: set_marker 132@($7532,6i) radar_mode 2 

:CASINO2_13468
if 
  $7532 == 6 
else_jump @CASINO2_13534 
018B: set_marker 204@ radar_mode 3 
if 
  226@ == 0 
else_jump @CASINO2_13534 
00BC: show_text_highpriority GXT 'PD_28' time 7000 flag 1  // ~s~Jetzt bring das Dynamit zum ~y~bergabeort~s~.
226@ = 1 

:CASINO2_13534
if and
   Car.Wrecked(82@)
  235@ == 0 
else_jump @CASINO2_13814 
Car.RemoveReferences(82@)
if 
075C:   marker 192@ enabled 
else_jump @CASINO2_13583 
Marker.Disable(192@)

:CASINO2_13583
if 
  260@ == 0 
else_jump @CASINO2_13694 
0395: clear_area 1 at 639.3412 850.4575 -43.9534 radius 15.0 
82@ = Car.Create(#SANCHEZ, 639.3412, 850.4575, -43.9534)
053F: set_car 82@ tires_vulnerability 0 
Car.Angle(82@) = 90.0
192@ = Marker.CreateAboveCar(82@)
07E0: set_marker 192@ type_to 1 
260@ = 1 
jump @CASINO2_13780 

:CASINO2_13694
0395: clear_area 1 at 583.0051 881.9482 -45.0648 radius 15.0 
82@ = Car.Create(#SANCHEZ, 583.0051, 881.9482, -45.0648)
053F: set_car 82@ tires_vulnerability 0 
Car.Angle(82@) = 93.6785
192@ = Marker.CreateAboveCar(82@)
07E0: set_marker 192@ type_to 1 
260@ = 0 

:CASINO2_13780
if 
  258@ == 0 
else_jump @CASINO2_13814 
00BC: show_text_highpriority GXT 'PD_34' time 4000 flag 1  // ~s~Such dir ein anderes ~b~Bike~s~ und flieh!

:CASINO2_13814
if and
   not Car.Wrecked(82@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_13897 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 266@)
266@ -= 6.0 
if 
0027:   266@ > $TEMPVAR_FLOAT_3 // (float) 
else_jump @CASINO2_13897 
020B: explode_car 82@ // versionA 

:CASINO2_13897
if 
  79@ > 0 
else_jump @CASINO2_15548 
if and
  32@ > 3000 
  79@ == 1 
else_jump @CASINO2_13964 
00BC: show_text_highpriority GXT 'PD_22' time 4000 flag 1  // ~s~Fahr mit dem Dynamit nach Hause.
79@ = 2 

:CASINO2_13964
if and
  32@ > 7000 
  79@ == 2 
else_jump @CASINO2_14004 
gosub @CASINO2_5835 
79@ = 3 

:CASINO2_14004
if 
  79@ == 3 
else_jump @CASINO2_14100 
if 
   Car.Wrecked(223@)
else_jump @CASINO2_14061 
00BC: show_text_highpriority GXT 'PD_30' time 4000 flag 1  // ~r~Du Idiot, du hast das Auto des Kuriers in die Luft gejagt!
jump @CASINO2_16369 

:CASINO2_14061
if 
   Actor.Dead(224@)
else_jump @CASINO2_14100 
00BC: show_text_highpriority GXT 'PD_31' time 4000 flag 1  // ~r~Du Idiot, du hast den Kurier kaltgemacht!
jump @CASINO2_16369 

:CASINO2_14100
if 
   not 79@ == 4 
else_jump @CASINO2_15548 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1030.157 744.3469 9.7922 radius 2.0 2.0 2.0 
else_jump @CASINO2_15548 
Player.CanMove($PLAYER_CHAR) = False
if 
075C:   marker 204@ enabled 
else_jump @CASINO2_14194 
Marker.Disable(204@)

:CASINO2_14194
35@ = 0 

:CASINO2_14201
if 
075C:   marker 132@(35@,6i) enabled 
else_jump @CASINO2_14230 
Marker.Disable(132@(35@,6i))

:CASINO2_14230
35@ += 1 
  35@ >= 5 
else_jump @CASINO2_14201 
00BE: text_clear_all 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_15523 
gosub @CASINO2_18028 
0395: clear_area 1 at 1023.937 738.5938 9.808 radius 30.0 
if 
   not Car.Wrecked(223@)
else_jump @CASINO2_14323 
Car.LockInCurrentPosition(223@) = False

:CASINO2_14323
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_14440 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO2_14420 
269@ = Actor.Car($PLAYER_ACTOR)
Car.PutAt(269@, 1025.296, 746.0016, 9.8302)
Car.Angle(269@) = 300.0064
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1028.168 741.3518 9.7989 
jump @CASINO2_14440 

:CASINO2_14420
Actor.PutAt($PLAYER_ACTOR, 1028.168, 741.3518, 9.7989)

:CASINO2_14440
if 
   not Actor.Dead(224@)
else_jump @CASINO2_14491 
0792: disembark_instantly_actor 224@ 
Actor.PutAt(224@, 1029.173, 740.8435, 9.8018)
Actor.Angle(224@) = 63.6493

:CASINO2_14491
Actor.Angle($PLAYER_ACTOR) = 232.6414
228@ = Object.Create(#DYNAMITE, 1028.935, 741.1799, 9.8005)
Object.Angle(228@) = 90.0
Object.CollisionDetection(228@) = False
229@ = Object.Create(#DYNAMITE, 1028.935, 741.0, 9.8005)
Object.CollisionDetection(229@) = False
230@ = Object.Create(#DYNAMITE, 1028.935, 741.0, 9.8005)
Object.CollisionDetection(230@) = False
069A: attach_object 229@ to_object 228@ with_offset 0.2 0.0 -0.2 rotation 0.0 90.0 40.0 
069A: attach_object 230@ to_object 228@ with_offset 0.3 0.0 0.0 rotation 0.0 45.0 60.0 
if 
   not Actor.Dead(224@)
else_jump @CASINO2_14701 
07C9: AS_actor 224@ walk_to_object 228@ then_lift_and_hold_in_hands 

:CASINO2_14701
gosub @CASINO2_17980 
Camera.SetAtPos(1028.935, 741.1799, 9.8005)
Camera.SetPosition(1026.36, 737.9733, 11.3745, 0.0, 0.0, 0.0)
Camera.PointAt(1026.991, 738.7281, 11.1933, 2)
gosub @CASINO2_18063 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_14835 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 0 0 0 0 time -1 // versionA 

:CASINO2_14835
00BC: show_text_highpriority GXT 'CAS2_CA' time 4000 flag 1  // ~z~Lieferung fr Woozie.
040D: unload_wav 1 
03CF: load_wav 7420 as 1 

:CASINO2_14862
if 
83D0:   not wav 1 loaded 
else_jump @CASINO2_14888 
wait 0 
jump @CASINO2_14862 

:CASINO2_14888
03D1: play_wav 1 
33@ = 0 

:CASINO2_14899
if 
83D2:   not wav 1 ended 
else_jump @CASINO2_14925 
wait 0 
jump @CASINO2_14899 

:CASINO2_14925
00BC: show_text_highpriority GXT 'CAS2_CB' time 4000 flag 1  // ~z~Sei vorsichtig damit...
040D: unload_wav 1 
03CF: load_wav 7421 as 1 

:CASINO2_14952
if 
83D0:   not wav 1 loaded 
else_jump @CASINO2_14978 
wait 0 
jump @CASINO2_14952 

:CASINO2_14978
03D1: play_wav 1 
33@ = 0 

:CASINO2_14989
if 
83D2:   not wav 1 ended 
else_jump @CASINO2_15015 
wait 0 
jump @CASINO2_14989 

:CASINO2_15015
32@ = 0 

:CASINO2_15022
if 
  2000 > 32@ 
else_jump @CASINO2_15076 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_15069 
jump @CASINO2_15390 

:CASINO2_15069
jump @CASINO2_15022 

:CASINO2_15076
gosub @CASINO2_18028 
if 
   not Car.Wrecked(223@)
else_jump @CASINO2_15104 
Car.Destroy(223@)

:CASINO2_15104
223@ = Car.Create(#MANANA, 1032.678, 741.7072, 9.8044)
Camera.SetPosition(1020.499, 740.7717, 14.7072, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked(223@)
else_jump @CASINO2_15184 
Camera.OnVehicle(223@, 15, 2)

:CASINO2_15184
if or
   not Actor.Dead(224@)
   not Car.Wrecked(223@)
else_jump @CASINO2_15262 
Object.Destroy(229@)
Object.Destroy(230@)
Object.Destroy(228@)
036A: put_actor 224@ in_car 223@ 
05D1: AS_actor 224@ drive_car 223@ to 1052.568 754.0004 9.8094 speed 25.0 2 model #NULL 3 

:CASINO2_15262
32@ = 0 

:CASINO2_15269
if 
  10 > 32@ 
else_jump @CASINO2_15322 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_15315 
jump @CASINO2_15390 

:CASINO2_15315
jump @CASINO2_15269 

:CASINO2_15322
gosub @CASINO2_18063 
32@ = 0 

:CASINO2_15336
if 
  3000 > 32@ 
else_jump @CASINO2_15390 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_15383 
jump @CASINO2_15390 

:CASINO2_15383
jump @CASINO2_15336 

:CASINO2_15390
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_15411 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:CASINO2_15411
if 
03CA:   object 228@ exists 
else_jump @CASINO2_15432 
Object.Destroy(228@)

:CASINO2_15432
if 
03CA:   object 229@ exists 
else_jump @CASINO2_15453 
Object.Destroy(229@)

:CASINO2_15453
if 
03CA:   object 230@ exists 
else_jump @CASINO2_15474 
Object.Destroy(230@)

:CASINO2_15474
if 
   not Actor.Dead(224@)
else_jump @CASINO2_15495 
Actor.DestroyInstantly(224@)

:CASINO2_15495
if 
   not Car.Wrecked(223@)
else_jump @CASINO2_15516 
Car.Destroy(223@)

:CASINO2_15516
gosub @CASINO2_18002 

:CASINO2_15523
03E5: show_text_box 'PD_32'  // Schau im Steinbruch vorbei, um die Steinbruch-Nebenmissionen anzunehmen.
79@ = 4 
32@ = 0 

:CASINO2_15548
if and
  79@ == 4 
  32@ > 4000 
else_jump @CASINO2_15581 
jump @CASINO2_16387 

:CASINO2_15581
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 454.5292 804.0931 5.3702 radius 2.0 2.0 2.0 
else_jump @CASINO2_15636 
258@ = 1 

:CASINO2_15636
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 447.3409 811.1259 5.4896 radius 2.0 2.0 2.0 
else_jump @CASINO2_15691 
258@ = 0 

:CASINO2_15691
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 562.4489 871.3499 -17.0245 radius 250.0 250.0 250.0 
else_jump @CASINO2_15753 
257@ = 0 
jump @CASINO2_15760 

:CASINO2_15753
257@ = 1 

:CASINO2_15760
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 562.4489 871.3499 -17.0245 radius 250.0 250.0 250.0 
  79@ == 3 
  6 > $7532 
else_jump @CASINO2_15933 
if 
  235@ == 0 
else_jump @CASINO2_15933 
018B: set_marker 132@($7532,6i) radar_mode 0 
018B: set_marker 192@($7532,1i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 
$7532 = 6 
018B: set_marker 204@ radar_mode 3 
if 
  226@ == 0 
else_jump @CASINO2_15926 
00BC: show_text_highpriority GXT 'PD_28' time 4000 flag 1  // ~s~Jetzt bring das Dynamit zum ~y~bergabeort~s~.
226@ = 1 

:CASINO2_15926
235@ = 1 

:CASINO2_15933
jump @CASINO2_8522 

:CASINO2_15940
jump @CASINO2_16369 

:CASINO2_15947
if 
  42@ == 0 
else_jump @CASINO2_15999 
if 
  41@ == 1 
else_jump @CASINO2_15999 
00BB: show_text_lowpriority GXT 'CAS4_AD' time 4000 flag 1 

:CASINO2_15999
42@ = 1 
return 

:CASINO2_16008
if 
  34@ == 0 
else_jump @CASINO2_16073 
gosub @CASINO2_15947 
00BB: show_text_lowpriority GXT 'PD_05' time 4000 flag 1  // 1 von 4 Stangen
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_16073 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_16073
if 
  34@ == 1 
else_jump @CASINO2_16131 
00BC: show_text_highpriority GXT 'PD_06' time 4000 flag 1  // 2 von 4 Stangen
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_16131 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_16131
if 
  34@ == 2 
else_jump @CASINO2_16189 
00BC: show_text_highpriority GXT 'PD_07' time 4000 flag 1  // 3 von 4 Stangen
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_16189 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_16189
if 
  34@ == 3 
else_jump @CASINO2_16266 
00BC: show_text_highpriority GXT 'PD_08' time 4000 flag 1  // 4 von 4 Stangen
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_16247 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_16247
32@ = 0 
79@ = 1 
014F: stop_timer $7531 

:CASINO2_16266
34@ += 1 
return 

:CASINO2_16275
if 
  54@ == 0 
else_jump @CASINO2_16301 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 

:CASINO2_16301
return 
if 
  41@ == 0 
else_jump @CASINO2_16328 
41@ = 1 

:CASINO2_16328
return 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
00BC: show_text_highpriority GXT 'PD_09' time 4000 flag 1  // ~r~Du hast das Dynamit in die Luft gejagt.
wait 4000 
return 

:CASINO2_16369
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:CASINO2_16387
create_thread @HEIST 
create_thread @QUARRYS 
Marker.Disable($595)
$595 = Marker.CreateIconAndSphere($ICON_CASH, $X_THE_FOUR_DRAGONS_CASINO_2, $Y_THE_FOUR_DRAGONS_CASINO_2, $Z_THE_FOUR_DRAGONS_CASINO_2)
08DC: create_interior_marker $595 at 2024.39 1008.62 radius 20.0 
$CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASEEN2'  // Explosive Situation
01E3: show_text_1number_styled GXT 'M_PASSS' number 7000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 7000
0998: add_respect 15 
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01B7: release_weather 
01B5: force_weather 1 
Marker.Disable($MARKER_QUARRY_MISSION)
0570: $MARKER_QUARRY_MISSION = create_asset_radar_marker_with_icon 11 at $2352 $2353 $2354 
return 

:CASINO2_16536
if 
  $FREEFALL_STAGE > 0 
else_jump @CASINO2_16561 
$FREEFALL_STAGE = 6 

:CASINO2_16561
$10493 = 0 
014F: stop_timer $7531 
35@ = 0 

:CASINO2_16580
if 
075C:   marker 101@(35@,4i) enabled 
else_jump @CASINO2_16609 
Marker.Disable(101@(35@,4i))

:CASINO2_16609
35@ += 1 
  35@ >= 4 
else_jump @CASINO2_16580 
35@ = 0 

:CASINO2_16637
if 
075C:   marker 132@(35@,6i) enabled 
else_jump @CASINO2_16666 
Marker.Disable(132@(35@,6i))

:CASINO2_16666
35@ += 1 
  35@ >= 5 
else_jump @CASINO2_16637 
if 
075C:   marker 204@ enabled 
else_jump @CASINO2_16708 
Marker.Disable(204@)

:CASINO2_16708
if 
075C:   marker 192@ enabled 
else_jump @CASINO2_16729 
Marker.Disable(192@)

:CASINO2_16729
if 
075C:   marker 186@ enabled 
else_jump @CASINO2_16750 
Marker.Disable(186@)

:CASINO2_16750
if 
   not Car.Wrecked(73@)
else_jump @CASINO2_16771 
Car.Destroy(73@)

:CASINO2_16771
if 
   not Car.Wrecked(74@)
else_jump @CASINO2_16792 
Car.Destroy(74@)

:CASINO2_16792
if 
   not Car.Wrecked(75@)
else_jump @CASINO2_16813 
Car.Destroy(75@)

:CASINO2_16813
if 
03CA:   object 60@ exists 
else_jump @CASINO2_16839 
Object.Angle(60@) = 0.0

:CASINO2_16839
if 
03CA:   object 61@ exists 
else_jump @CASINO2_16865 
Object.Angle(61@) = 15.0

:CASINO2_16865
if 
03CA:   object 77@ exists 
else_jump @CASINO2_16886 
Object.Destroy(77@)

:CASINO2_16886
if 
03CA:   object 76@ exists 
else_jump @CASINO2_16907 
Object.Destroy(76@)

:CASINO2_16907
Model.Destroy(#BMYCON)
Model.Destroy(#CELLPHONE)
Model.Destroy(#WMYCONB)
Model.Destroy(#WMYSGRD)
Model.Destroy(#COLT45)
Model.Destroy(#SHOVEL)
Model.Destroy(#FORKLIFT)
Model.Destroy(#TRIADA)
Model.Destroy(#MANANA)
Model.Destroy(#SECURICA)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#SANCHEZ)
Model.Destroy(#DUMPER)
04EF: release_animation "CARRY" 
04EF: release_animation "MISC" 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Player.ClearWantedLevel($PLAYER_CHAR)
0733: random_car_generator_enable_model #DUMPER 
01B7: release_weather 
mission_cleanup 
$ONMISSION = 0 
return 

:CASINO2_17015
35@ = 0 

:CASINO2_17022
if 
03CA:   object 109@(35@,4i) exists 
else_jump @CASINO2_17817 
0871: init_jump_table 35@ total_jumps 4 default_jump 0 @CASINO2_17648 jumps 0 @CASINO2_17105 1 @CASINO2_17205 2 @CASINO2_17263 3 @CASINO2_17321 -1 @CASINO2_17648 -1 @CASINO2_17648 -1 @CASINO2_17648 

:CASINO2_17105
if 
   not Actor.Dead(51@)
else_jump @CASINO2_17126 
Actor.DestroyInstantly(51@)

:CASINO2_17126
if 
   not Actor.Dead(52@)
else_jump @CASINO2_17147 
Actor.DestroyInstantly(52@)

:CASINO2_17147
Camera.SetPosition(656.9689, 914.2382, -38.7741, 0.0, 0.0, 0.0)
Camera.PointAt(657.7072, 914.8211, -39.1131, 2)
jump @CASINO2_17648 

:CASINO2_17205
Camera.SetPosition(578.0302, 926.3607, -39.6861, 0.0, 0.0, 0.0)
Camera.PointAt(578.5041, 927.1686, -40.0363, 2)
jump @CASINO2_17648 

:CASINO2_17263
Camera.SetPosition(543.1476, 853.9489, -38.0164, 0.0, 0.0, 0.0)
Camera.PointAt(543.9039, 853.3993, -38.3712, 2)
jump @CASINO2_17648 

:CASINO2_17321
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_17582 
if and
   not Car.Wrecked(187@)
  188@ == 0 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #FORKLIFT)
else_jump @CASINO2_17582 
if 
03CA:   object 124@ exists 
else_jump @CASINO2_17429 
0682: detach_object 124@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 124@ relative_to_car 187@ with_offset 0.0 1.8 -0.6 

:CASINO2_17429
if 
03CA:   object 112@ exists 
else_jump @CASINO2_17490 
0682: detach_object 112@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 112@ relative_to_car 187@ with_offset 0.0 1.8 -0.6 

:CASINO2_17490
if 
03CA:   object 116@ exists 
else_jump @CASINO2_17551 
0682: detach_object 116@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 116@ relative_to_car 187@ with_offset 0.0 1.8 -0.6 

:CASINO2_17551
if 
   not Actor.Dead(183@)
else_jump @CASINO2_17577 
0792: disembark_instantly_actor 183@ 
Actor.DestroyInstantly(183@)

:CASINO2_17577
Car.Destroy(187@)

:CASINO2_17582
Object.StorePos(112@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Camera.SetPosition(635.8651, 827.8486, -34.5451, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
jump @CASINO2_17648 

:CASINO2_17648
if 
03CA:   object 121@(35@,4i) exists 
else_jump @CASINO2_17679 
Object.KeepInMemory(121@(35@,4i)) = True

:CASINO2_17679
Object.StorePos(109@(35@,4i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 11 camera_shake 5.0 
064B: 199@(35@,4i) = create_particle "EXPLOSION_SMALL" at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 1 
064F: remove_references_to_particle 199@(35@,4i) 
Object.Destroy(109@(35@,4i))
if 
  117@(35@,4i) == 0 
else_jump @CASINO2_17803 
0723: break_object 113@(35@,4i) intensity 1 

:CASINO2_17803
wait 2000 
0650: destroy_particle 199@(35@,4i) 

:CASINO2_17817
35@ += 1 
  35@ >= 4 
else_jump @CASINO2_17022 
return 

:CASINO2_17840
if 
   not Actor.Dead(51@)
else_jump @CASINO2_17909 
if 
00FE:   actor 51@ sphere 0 in_sphere 718.7523 918.5203 -19.886 radius 3.0 3.0 3.0 
else_jump @CASINO2_17909 
Actor.DestroyWithFade(51@)

:CASINO2_17909
if 
   not Actor.Dead(52@)
else_jump @CASINO2_17978 
if 
00FE:   actor 52@ sphere 0 in_sphere 718.7523 918.5203 -19.886 radius 3.0 3.0 3.0 
else_jump @CASINO2_17978 
Actor.DestroyWithFade(52@)

:CASINO2_17978
return 

:CASINO2_17980
00BE: text_clear_all 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
return 

:CASINO2_18002
00BE: text_clear_all 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
return 

:CASINO2_18028
fade 0 500 

:CASINO2_18035
if 
fading 
else_jump @CASINO2_18059 
wait 0 
jump @CASINO2_18035 

:CASINO2_18059
00BE: text_clear_all 
return 

:CASINO2_18063
fade 1 500 

:CASINO2_18070
if 
fading 
else_jump @CASINO2_18094 
wait 0 
jump @CASINO2_18070 

:CASINO2_18094
return 

:CASINO2_18096
if 
0736:   NOP_false 81 
else_jump @CASINO2_18241 
if 
   not Car.Wrecked(187@)
else_jump @CASINO2_18241 
0681: attach_object 124@ to_car 187@ with_offset -0.4 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 112@ to_car 187@ with_offset 0.0 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 116@ to_car 187@ with_offset -0.4 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_18241
if 
0736:   NOP_false 66 
else_jump @CASINO2_18520 
Model.Load(#TRIADA)
Model.Load(#MANANA)
04ED: load_animation "CARRY" 

:CASINO2_18274
if or
   not Model.Available(#TRIADA)
   not Model.Available(#MANANA)
84EE:   not animation "CARRY" loaded 
else_jump @CASINO2_18314 
wait 0 
jump @CASINO2_18274 

:CASINO2_18314
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
223@ = Car.Create(#MANANA, 1032.678, 741.7072, 9.8044)
Car.DoorStatus(223@) = 2
Car.LockInCurrentPosition(223@) = True
04E1: open_and_freeze_car_trunk 223@ 
Car.Angle(223@) = 292.6477
224@ = Actor.Create(CivMale, #TRIADA, 1029.173, 740.8435, 9.8018)
Actor.Angle(224@) = 63.6493
0446: set_actor 224@ immune_to_headshots 0 
0568: set_actor 224@ targetable 1 
02A9: set_actor 224@ immune_to_nonplayer 1 
060B: set_actor 224@ decision_maker_to 127@ 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_18520 
Actor.PutAt($PLAYER_ACTOR, 1010.221, 736.1201, 9.8047)
Actor.Angle($PLAYER_ACTOR) = 275.6392
79@ = 3 
$7532 = 6 
235@ = 1 

:CASINO2_18520
if 
0736:   NOP_false 87 
else_jump @CASINO2_18665 
if 
   not Car.Wrecked(187@)
else_jump @CASINO2_18665 
0681: attach_object 124@ to_car 187@ with_offset -0.6 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 112@ to_car 187@ with_offset 0.0 0.5 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 116@ to_car 187@ with_offset -0.6 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_18665
if 
0736:   NOP_false 69 
else_jump @CASINO2_18810 
if 
   not Car.Wrecked(187@)
else_jump @CASINO2_18810 
0681: attach_object 124@ to_car 187@ with_offset -1.0 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 112@ to_car 187@ with_offset 0.0 -1.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 116@ to_car 187@ with_offset -1.0 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_18810
if 
0736:   NOP_false 80 
else_jump @CASINO2_18833 
$7531 = 25000 

:CASINO2_18833
if 
0736:   NOP_false 89 
else_jump @CASINO2_18898 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_18898 
00BE: text_clear_all 
Actor.PutAt($PLAYER_ACTOR, 820.8088, 847.8527, 10.0376)
Actor.Angle($PLAYER_ACTOR) = 114.6715
Camera.SetBehindPlayer

:CASINO2_18898
if 
0736:   NOP_false 68 
else_jump @CASINO2_18985 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_18985 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO2_18985 
270@ = Actor.Car($PLAYER_ACTOR)
Car.PutAt(270@, 495.8263, 820.5667, -9.8729)
Car.Angle(270@) = 30.4329
Camera.SetBehindPlayer

:CASINO2_18985
if 
0736:   NOP_false 70 
else_jump @CASINO2_19068 
75@ = Car.Create(#SECURICA, 428.4801, 840.5771, 5.5835)
Car.Angle(75@) = 28.5847
Model.Destroy(#SECURICA)
0129: 66@ = create_actor_pedtype 25 model #WMYSGRD in_car 75@ driverseat 
01C8: 67@ = create_actor_pedtype 25 model #WMYSGRD in_car 75@ passenger_seat 0 
Model.Destroy(#WMYSGRD)

:CASINO2_19068
if 
0736:   NOP_false 75 
else_jump @CASINO2_19153 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_19133 
00BE: text_clear_all 
Actor.PutAt($PLAYER_ACTOR, 658.134, 947.6506, -35.8939)
Actor.Angle($PLAYER_ACTOR) = 194.3468
Camera.SetBehindPlayer

:CASINO2_19133
018C: play_sound 1058 at 0.0 0.0 0.0 

:CASINO2_19153
if 
0736:   NOP_false 72 
else_jump @CASINO2_20268 
Model.Load(#TRIADA)
Model.Load(#MANANA)

:CASINO2_19177
if or
   not Model.Available(#TRIADA)
   not Model.Available(#MANANA)
else_jump @CASINO2_19208 
wait 0 
jump @CASINO2_19177 

:CASINO2_19208
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
223@ = Car.Create(#MANANA, 1032.678, 741.7072, 9.8044)
Car.DoorStatus(223@) = 2
04E1: open_and_freeze_car_trunk 223@ 
Car.Angle(223@) = 292.6477
224@ = Actor.Create(CivMale, #TRIADA, 1029.173, 740.8435, 9.8018)
Actor.Angle(224@) = 63.6493
gosub @CASINO2_18028 
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO2_19385 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1028.168 741.3518 9.7989 
jump @CASINO2_19405 

:CASINO2_19385
Actor.PutAt($PLAYER_ACTOR, 1028.168, 741.3518, 9.7989)

:CASINO2_19405
if 
   not Actor.Dead(224@)
else_jump @CASINO2_19451 
Actor.PutAt(224@, 1029.173, 740.8435, 9.8018)
Actor.Angle(224@) = 63.6493

:CASINO2_19451
Actor.Angle($PLAYER_ACTOR) = 232.6414
04ED: load_animation "CARRY" 

:CASINO2_19470
if 
84EE:   not animation "CARRY" loaded 
else_jump @CASINO2_19501 
wait 0 
jump @CASINO2_19470 

:CASINO2_19501
228@ = Object.Create(#DYNAMITE, 1028.935, 741.1799, 9.8005)
Object.Angle(228@) = 90.0
Object.CollisionDetection(228@) = False
229@ = Object.Create(#DYNAMITE, 1028.935, 741.0, 9.8005)
Object.CollisionDetection(229@) = False
230@ = Object.Create(#DYNAMITE, 1028.935, 741.0, 9.8005)
Object.CollisionDetection(230@) = False
069A: attach_object 229@ to_object 228@ with_offset 0.2 0.0 -0.2 rotation 0.0 90.0 40.0 
069A: attach_object 230@ to_object 228@ with_offset 0.3 0.0 0.0 rotation 0.0 45.0 60.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Actor.Dead(224@)
else_jump @CASINO2_19706 
07C9: AS_actor 224@ walk_to_object 228@ then_lift_and_hold_in_hands 

:CASINO2_19706
gosub @CASINO2_17980 
Camera.SetPosition(1026.36, 737.9733, 11.3745, 0.0, 0.0, 0.0)
Camera.PointAt(1026.991, 738.7281, 11.1933, 2)
gosub @CASINO2_18063 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO2_19823 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 0 0 0 0 time -1 // versionA 

:CASINO2_19823
00BC: show_text_highpriority GXT 'PD_32' time 4000 flag 1  // Schau im Steinbruch vorbei, um die Steinbruch-Nebenmissionen anzunehmen.
wait 1000 
32@ = 0 

:CASINO2_19851
if 
  3000 > 32@ 
else_jump @CASINO2_19905 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_19898 
jump @CASINO2_20219 

:CASINO2_19898
jump @CASINO2_19851 

:CASINO2_19905
gosub @CASINO2_18028 
if 
   not Car.Wrecked(223@)
else_jump @CASINO2_19933 
Car.Destroy(223@)

:CASINO2_19933
223@ = Car.Create(#MANANA, 1032.678, 741.7072, 9.8044)
Camera.SetPosition(1020.499, 740.7717, 14.7072, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked(223@)
else_jump @CASINO2_20013 
Camera.OnVehicle(223@, 15, 2)

:CASINO2_20013
if or
   not Actor.Dead(224@)
   not Car.Wrecked(223@)
else_jump @CASINO2_20091 
Object.Destroy(228@)
Object.Destroy(229@)
Object.Destroy(230@)
036A: put_actor 224@ in_car 223@ 
05D1: AS_actor 224@ drive_car 223@ to 1065.901 775.0016 9.8227 speed 25.0 2 model #NULL 3 

:CASINO2_20091
32@ = 0 

:CASINO2_20098
if 
  10 > 32@ 
else_jump @CASINO2_20151 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_20144 
jump @CASINO2_15390 

:CASINO2_20144
jump @CASINO2_20098 

:CASINO2_20151
gosub @CASINO2_18063 
32@ = 0 

:CASINO2_20165
if 
  2000 > 32@ 
else_jump @CASINO2_20219 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO2_20212 
jump @CASINO2_15390 

:CASINO2_20212
jump @CASINO2_20165 

:CASINO2_20219
if 
   not Actor.Dead(224@)
else_jump @CASINO2_20240 
Actor.DestroyInstantly(224@)

:CASINO2_20240
if 
   not Car.Wrecked(223@)
else_jump @CASINO2_20261 
Car.Destroy(223@)

:CASINO2_20261
gosub @CASINO2_18002 

:CASINO2_20268
return 

:CASINO2_20270
040D: unload_wav 1 
03CF: load_wav 247@ as 1 
246@ = 0 
return 

:CASINO2_20290
if and
03D0:   wav 1 loaded 
  246@ == 0 
else_jump @CASINO2_20358 
03D1: play_wav 1 
if 
85AE:   not  264@s == 'DUMMY' 
else_jump @CASINO2_20351 
00BC: show_text_highpriority GXT 264@s time 10000 flag 1 

:CASINO2_20351
246@ = 1 

:CASINO2_20358
if and
03D2:   wav 1 ended 
  246@ == 1 
else_jump @CASINO2_20396 
040D: unload_wav 1 
03D5: remove_text 264@s 
246@ = 2 

:CASINO2_20396
return 
040D: unload_wav 3 
03CF: load_wav 261@ as 3 
262@ = 0 
return 

:CASINO2_20418
if and
03D0:   wav 3 loaded 
  262@ == 0 
else_jump @CASINO2_20470 
03D7: set_wav 3 location 591.091 877.4084 -43.4973 
03D1: play_wav 3 
262@ = 1 

:CASINO2_20470
if and
03D2:   wav 3 ended 
  262@ == 1 
else_jump @CASINO2_20503 
040D: unload_wav 3 
262@ = 2 

:CASINO2_20503
return 

//-------------Mission 86---------------
// Originally: You've Had Your Chips

:CASINO3
thread 'CASINO3' 
gosub @CASINO3_47 
if 
wasted_or_busted 
else_jump @CASINO3_38 
gosub @CASINO3_14111 

:CASINO3_38
gosub @CASINO3_14221 
end_thread 

:CASINO3_47
increment_mission_attempts 
054C: use_GXT_table 'CASINO3' 
$ONMISSION = 1 
wait 0 
select_interior 11 
08AD: put_actor $PLAYER_ACTOR at 2016.422 1017.102 radius 10.0 // interior version 
Actor.PutAt($PLAYER_ACTOR, 2027.391, 1008.087, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 297.1696
02E4: load_cutscene_data 'CAS_3' 

:CASINO3_136
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO3_160 
wait 0 
jump @CASINO3_136 

:CASINO3_160
02E7: start_cutscene 
fade 1 1000 

:CASINO3_169
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO3_193 
wait 0 
jump @CASINO3_169 

:CASINO3_193
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CASINO3_206
if 
fading 
else_jump @CASINO3_230 
wait 0 
jump @CASINO3_206 

:CASINO3_230
02EA: end_cutscene 
select_interior 0 
060A: create_decision_maker_type 0 store_to 73@ // decision\allowed\m_.ped files 
wait 0 
0169: set_fade_color_RGB 0 0 0 
Model.Load(#BRAVURA)
Model.Load(#ADMIRAL)
Model.Load(#WMYMECH)
Model.Load(#WMYMECH)
Model.Load(#BAT)
Model.Load(#COLT45)
Model.Load(#SHOTGSPA)
Model.Load(#MICRO_UZI)
Model.Load(#VMAFF1)
Model.Load(#VMAFF2)
Model.Load(#VMAFF3)
Model.Load(#VMAFF4)
Model.Load(#FORKLIFT)
038B: load_requested_models 

:CASINO3_316
if or
   not Model.Available(#COLT45)
   not Model.Available(#BRAVURA)
else_jump @CASINO3_348 
wait 0 
jump @CASINO3_316 

:CASINO3_348
if or
   not Model.Available(#WMYMECH)
   not Model.Available(#VMAFF1)
   not Model.Available(#VMAFF2)
   not Model.Available(#SHOTGSPA)
   not Model.Available(#MICRO_UZI)
else_jump @CASINO3_392 
wait 0 
jump @CASINO3_348 

:CASINO3_392
if or
   not Model.Available(#FORKLIFT)
   not Model.Available(#VMAFF4)
   not Model.Available(#VMAFF4)
else_jump @CASINO3_427 
wait 0 
jump @CASINO3_392 

:CASINO3_427
if or
   not Model.Available(#WMYMECH)
   not Model.Available(#BAT)
   not Model.Available(#ADMIRAL)
else_jump @CASINO3_463 
wait 0 
jump @CASINO3_427 

:CASINO3_463
Camera.SetAtPos(2031.168, 1030.918, 9.813)
51@ = 99 
186@ = 0 
187@ = 0 
36@ = 0 
53@ = 5 
54@ = 0 
55@ = 0 
117@ = 0 
142@ = 0 
143@ = 0 
56@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 1 
141@ = 0 
91@ = 0 
93@ = 0 
94@ = 0 
118@ = 0 
149@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
155@ = 0 
154@ = 0 
156@ = 0 
36@ = 0 
157@ = 0 
122@ = 0 
124@ = 0 
169@ = 0 
170@ = 0 
247@ = 0 
171@ = 1 
238@ = 1 
239@ = 2 
240@ = 0 
241@ = 1 
242@ = 0 
243@ = 0 
05AA: 195@s = 'CAS3_AA'  // ~z~Hey, wer ist denn der Typ? Sieht mir nach 'nem Bullen aus.
05AA: 197@s = 'CAS3_AB'  // ~z~Wir gehen lieber mal den Boss warnen.
05AA: 199@s = 'CAS3_AC'  // ~z~Hey, gib Acht auf das Auto. Ich hab die Kiste gerade neu lackieren lassen!
05AA: 201@s = 'CAS3_AD'  // ~z~Was? Das muss ein FBI-Mann sein! Bereiten wir ihm einen gebhrenden Empfang nach Art der Sindaccos!
05AA: 203@s = 'CAS3_BA'  // ~z~Was ist da los?
05AA: 205@s = 'CAS3_BB'  // ~z~Verdammt, da ist jemand lebensmde, wenn er meint, hier rger machen zu mssen!
05AA: 207@s = 'CAS3_BC'  // ~z~Die Jungs sollen sich bereitmachen. Die Fertigung muss weiterlaufen!
05AA: 209@s = 'CAS3_BD'  // ~z~Hey, was ist denn das fr ein Arschloch?
05AA: 211@s = 'CAS3_BE'  // ~z~Kmmer sich mal einer um den Witzbold!
05AA: 213@s = 'CAS3_CA'  // ~z~Hey, Carl, wie ist es gelaufen?
05AA: 215@s = 'CAS3_CB'  // ~z~Sag Woozie, es wird keinen rger mit
05AA: 217@s = 'CAS3_CC'  // ~z~geflschten Chips mehr geben.
04AF: 224@ = 7600 // @ = any 
04AF: 225@ = 7601 // @ = any 
04AF: 226@ = 7602 // @ = any 
04AF: 227@ = 7603 // @ = any 
04AF: 228@ = 7604 // @ = any 
04AF: 229@ = 7605 // @ = any 
04AF: 230@ = 7606 // @ = any 
04AF: 231@ = 7607 // @ = any 
04AF: 232@ = 7608 // @ = any 
04AF: 233@ = 7609 // @ = any 
04AF: 234@ = 7610 // @ = any 
04AF: 235@ = 7611 // @ = any 
050F: get_max_wanted_level_to 34@ 
if 
  55@ == -13 
else_jump @CASINO3_1077 
179@ = Car.Create(#ADMIRAL, 1029.856, 2142.858, 9.813)

:CASINO3_1077
Object.CollisionDetection($2658) = True
57@ = Car.Create(#BRAVURA, 2014.72, 1035.238, 9.8127)
Car.Angle(57@) = 1.0755
0229: set_car 57@ primary_color_to 10 secondary_color_to 2 
58@ = Car.Create(#ADMIRAL, 1044.271, 2096.714, 9.813)
Car.SetImmunities(58@, 0, 0, 1, 0, 0)
Car.Angle(58@) = 27.1148
0229: set_car 58@ primary_color_to 2 secondary_color_to 1 
60@ = Car.Create(#FORKLIFT, 1063.887, 2134.724, 9.8203)
Car.Angle(60@) = 252.0755
61@ = Car.Create(#FORKLIFT, 1060.146, 2083.986, 9.8203)
Car.Angle(61@) = 233.609
0129: 76@ = create_actor_pedtype 4 model #WMYMECH in_car 61@ driverseat 
01B2: give_actor 76@ weapon 28 ammo 2000 // Load the weapon model before using this 
054A: set_actor 76@ immune_to_car_headshots 1 
Model.Destroy(#BRAVURA)
Model.Destroy(#FORKLIFT)
0129: 71@ = create_actor_pedtype 24 model #VMAFF1 in_car 58@ driverseat 
01B2: give_actor 71@ weapon 22 ammo 2000 // Load the weapon model before using this 
Actor.Angle(71@) = 56.724
060B: set_actor 71@ decision_maker_to 73@ 
054A: set_actor 71@ immune_to_car_headshots 0 
01C8: 72@ = create_actor_pedtype 24 model #VMAFF2 in_car 58@ passenger_seat 0 
01B2: give_actor 72@ weapon 22 ammo 2000 // Load the weapon model before using this 
Actor.Angle(72@) = 148.026
060B: set_actor 72@ decision_maker_to 73@ 
054A: set_actor 72@ immune_to_car_headshots 0 
81@ = Actor.Create(Mission1, #VMAFF4, 1064.213, 2140.694, 9.8203)
01B2: give_actor 81@ weapon 28 ammo 2000 // Load the weapon model before using this 
Actor.Angle(81@) = 156.0958
060B: set_actor 81@ decision_maker_to 73@ 
82@ = Actor.Create(Mission1, #VMAFF2, 1093.068, 2107.341, 9.8203)
01B2: give_actor 82@ weapon 22 ammo 2000 // Load the weapon model before using this 
Actor.Angle(82@) = 115.2591
060B: set_actor 82@ decision_maker_to 73@ 
83@ = Actor.Create(Mission1, #VMAFF1, 1092.082, 2116.792, 14.3504)
01B2: give_actor 83@ weapon 22 ammo 2000 // Load the weapon model before using this 
Actor.Angle(83@) = 115.409
060B: set_actor 83@ decision_maker_to 73@ 
80@ = Actor.Create(Mission1, #VMAFF3, 1083.688, 2121.599, 14.3504)
01B2: give_actor 80@ weapon 27 ammo 2000 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 73@ 
Actor.Armour(80@) = 50
Actor.Angle(80@) = 115.6952
74@ = Actor.Create(Mission1, #WMYMECH, 1056.655, 2108.551, 9.8203)
Actor.Angle(74@) = 186.9465
060B: set_actor 74@ decision_maker_to 73@ 
054A: set_actor 74@ immune_to_car_headshots 1 
75@ = Actor.Create(Mission1, #WMYMECH, 1092.607, 2116.912, 9.8203)
Actor.Angle(75@) = 116.0465
060B: set_actor 75@ decision_maker_to 73@ 
054A: set_actor 75@ immune_to_car_headshots 1 
257@ = Object.Init(#CJ_CHIP_MAKER_BITS, 1074.903, 2139.611, 10.7203)
Object.SetImmunities(257@, 1, 1, 1, 1, 1)
266@ = Object.Init(#CJ_CHIP_MAKER, 1074.903, 2139.611, 10.7203)
Object.CollisionDetection(257@) = True
0453: set_object 257@ XY_rotation 0.0 0.0 angle 180.0 
0453: set_object 266@ XY_rotation 0.0 0.0 angle 180.0 
258@ = Object.Init(#CJ_CHIP_MAKER_BITS, 1069.485, 2139.611, 10.7203)
Object.SetImmunities(258@, 1, 1, 1, 1, 1)
267@ = Object.Init(#CJ_CHIP_MAKER, 1069.485, 2139.611, 10.7203)
Object.CollisionDetection(258@) = True
0453: set_object 258@ XY_rotation 0.0 0.0 angle 180.0 
0453: set_object 267@ XY_rotation 0.0 0.0 angle 180.0 
259@ = Object.Init(#CJ_CHIP_MAKER_BITS, 1062.456, 2139.611, 10.7203)
Object.SetImmunities(259@, 1, 1, 1, 1, 1)
268@ = Object.Init(#CJ_CHIP_MAKER, 1062.456, 2139.611, 10.7203)
Object.CollisionDetection(259@) = True
0453: set_object 259@ XY_rotation 0.0 0.0 angle 180.0 
0453: set_object 268@ XY_rotation 0.0 0.0 angle 180.0 
260@ = Object.Init(#CJ_CHIP_MAKER_BITS, 1081.268, 2123.686, 10.7203)
Object.SetImmunities(260@, 1, 1, 1, 1, 1)
269@ = Object.Init(#CJ_CHIP_MAKER, 1081.268, 2123.686, 10.7203)
0453: set_object 260@ XY_rotation 0.0 0.0 angle 90.0 
0453: set_object 269@ XY_rotation 0.0 0.0 angle 90.0 
Object.CollisionDetection(260@) = True
261@ = Object.Init(#CJ_CHIP_MAKER_BITS, 1081.236, 2130.681, 10.7203)
Object.SetImmunities(261@, 1, 1, 1, 1, 1)
270@ = Object.Init(#CJ_CHIP_MAKER, 1081.236, 2130.681, 10.7203)
0453: set_object 261@ XY_rotation 0.0 0.0 angle 90.0 
0453: set_object 270@ XY_rotation 0.0 0.0 angle 90.0 
Object.CollisionDetection(261@) = True
262@ = Object.Init(#CJ_CHIP_MAKER_BITS, 1086.855, 2077.532, 10.7203)
Object.SetImmunities(262@, 1, 1, 1, 1, 1)
271@ = Object.Init(#CJ_CHIP_MAKER, 1086.855, 2077.532, 10.7203)
Object.CollisionDetection(262@) = True
263@ = Object.Init(#CJ_CHIP_MAKER_BITS, 1091.818, 2121.257, 10.7203)
Object.SetImmunities(263@, 1, 1, 1, 1, 1)
272@ = Object.Init(#CJ_CHIP_MAKER, 1091.818, 2121.257, 10.7203)
0453: set_object 263@ XY_rotation 0.0 0.0 angle 180.0 
0453: set_object 272@ XY_rotation 0.0 0.0 angle 180.0 
Object.CollisionDetection(263@) = True
264@ = Object.Init(#CJ_CHIP_MAKER_BITS, 1094.163, 2102.352, 10.7203)
Object.SetImmunities(264@, 1, 1, 1, 1, 1)
273@ = Object.Init(#CJ_CHIP_MAKER, 1094.163, 2102.352, 10.7203)
0453: set_object 264@ XY_rotation 0.0 0.0 angle 90.0 
0453: set_object 273@ XY_rotation 0.0 0.0 angle 90.0 
Object.CollisionDetection(264@) = True
265@ = Object.Init(#CJ_CHIP_MAKER_BITS, 1094.163, 2092.352, 10.7203)
Object.SetImmunities(265@, 1, 1, 1, 1, 1)
274@ = Object.Init(#CJ_CHIP_MAKER, 1094.163, 2092.352, 10.7203)
0453: set_object 265@ XY_rotation 0.0 0.0 angle 90.0 
0453: set_object 274@ XY_rotation 0.0 0.0 angle 90.0 
Object.CollisionDetection(265@) = True
284@ = 0 

:CASINO3_2636
if 
  9 > 284@ 
else_jump @CASINO3_2691 
275@(284@,9i) = 0 
071F: set_object 257@(284@,9i) health_to 1000 
284@ += 1 
jump @CASINO3_2636 

:CASINO3_2691
106@ = Object.Init(#KMB_CONTAINER_RED, 1023.181, 2106.604, 14.7301)
0453: set_object 106@ XY_rotation 0.0 0.0 angle 0.0 
107@ = Object.Init(#KMB_CONTAINER_RED, 1077.014, 2070.743, 14.7635)
0453: set_object 107@ XY_rotation 0.0 0.0 angle 0.0 
139@ = 0.0 
140@ = 0.0 
018A: 37@ = create_checkpoint_at 1057.636 2089.694 9.8203 
Camera.SetAtPos(2031.168, 1030.918, 9.813)
04E4: unknown_refresh_game_renderer_at 2031.168 1030.918 
09BA: show_entered_zone_name 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
wait 1000 
fade 1 1000 

:CASINO3_2866
if 
fading 
else_jump @CASINO3_2890 
wait 0 
jump @CASINO3_2866 

:CASINO3_2890
00BC: show_text_highpriority GXT 'CA3_1' time 10000 flag 1  // ~s~Begib dich zu der ~y~Fabrik~s~ am Stadtrand. Du musst ihnen einen Strich durch die Rechnung machen.
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
09BA: show_entered_zone_name 1 

:CASINO3_2921
wait 0 
if 
03CA:   object $2664 exists 
else_jump @CASINO3_2961 
Object.PutAt($2664, 1055.629, 2087.67, 0.299)

:CASINO3_2961
if 
   not 240@ == 0 
else_jump @CASINO3_3314 
if 
  242@ == 0 
else_jump @CASINO3_3032 
if 
03D0:   wav 239@ loaded 
else_jump @CASINO3_3018 
040D: unload_wav 239@ 

:CASINO3_3018
242@ = 1 
243@ = 1 

:CASINO3_3032
if 
  242@ == 1 
else_jump @CASINO3_3069 
03CF: load_wav 223@(240@,15i) as 238@ 
242@ = 2 

:CASINO3_3069
if 
  242@ == 2 
else_jump @CASINO3_3129 
if 
03D0:   wav 238@ loaded 
else_jump @CASINO3_3129 
03D1: play_wav 238@ 
00BC: show_text_highpriority GXT 193@(240@,15s) time 10000 flag 1 
242@ = 3 

:CASINO3_3129
if 
  242@ == 3 
else_jump @CASINO3_3314 
if 
03D2:   wav 238@ ended 
else_jump @CASINO3_3253 
03D5: remove_text 193@(240@,15s) 
if 
  238@ == 1 
else_jump @CASINO3_3211 
238@ = 2 
239@ = 1 
jump @CASINO3_3225 

:CASINO3_3211
238@ = 1 
239@ = 2 

:CASINO3_3225
240@ = 0 
242@ = 0 
243@ = 0 
jump @CASINO3_3314 

:CASINO3_3253
if 
83D0:   not wav 239@ loaded 
else_jump @CASINO3_3314 
if 
  10 > 240@ 
else_jump @CASINO3_3314 
0085: 241@ = 240@ // (int) 
241@ += 1 
03CF: load_wav 223@(241@,15i) as 239@ 

:CASINO3_3314
if 
0735:   NOP_false 83 
else_jump @CASINO3_3336 
jump @CASINO3_14129 

:CASINO3_3336
0453: set_object 106@ XY_rotation 0.0 0.0 angle 139@ 
if 
   not 36@ == 1 
else_jump @CASINO3_3382 
139@ += 0.2 

:CASINO3_3382
if 
  36@ == 1 
else_jump @CASINO3_3410 
139@ += 0.4 

:CASINO3_3410
if 
  139@ > 359.0 
else_jump @CASINO3_3441 
139@ = 0.0 

:CASINO3_3441
0453: set_object 107@ XY_rotation 0.0 0.0 angle 140@ 
140@ += 0.25 
if 
  140@ > 359.0 
else_jump @CASINO3_3500 
140@ = 0.0 

:CASINO3_3500
if 
  36@ == 1 
else_jump @CASINO3_3595 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO3_3595 

:CASINO3_3535
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO3_3563 
wait 0 
jump @CASINO3_3535 

:CASINO3_3563
if 
  150@ > 1 
else_jump @CASINO3_3595 
150@ = 10 
36@ = 0 

:CASINO3_3595
if 
0735:   NOP_false 87 
else_jump @CASINO3_3642 
Actor.PutAt($PLAYER_ACTOR, 1002.171, 2079.443, 9.8203)
Camera.SetBehindPlayer
01B2: give_actor $PLAYER_ACTOR weapon 27 ammo 2000 // Load the weapon model before using this 

:CASINO3_3642
if 
  155@ == 1 
else_jump @CASINO3_3719 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO3_3719 

:CASINO3_3677
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO3_3705 
wait 0 
jump @CASINO3_3677 

:CASINO3_3705
153@ = 5 
155@ = 0 

:CASINO3_3719
if 
  156@ == 1 
else_jump @CASINO3_3796 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO3_3796 

:CASINO3_3754
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO3_3782 
wait 0 
jump @CASINO3_3754 

:CASINO3_3782
154@ = 5 
156@ = 0 

:CASINO3_3796
if 
  157@ == 1 
else_jump @CASINO3_3873 
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO3_3873 

:CASINO3_3831
if 
00E1:   player 0 pressed_key 16 
else_jump @CASINO3_3859 
wait 0 
jump @CASINO3_3831 

:CASINO3_3859
55@ = 40 
157@ = 0 

:CASINO3_3873
if 
  171@ == 1 
else_jump @CASINO3_3938 
if 
  $2001 == 1 
else_jump @CASINO3_3938 
0950: set_trip_skip 1009.683 1987.64 9.6796 angle 1.816 // versionA 
171@ = 0 

:CASINO3_3938
if 
  53@ == 5 
else_jump @CASINO3_4110 
if 
   not Actor.Dead(71@)
else_jump @CASINO3_4053 
if 
00F2:   actor $PLAYER_ACTOR near_actor 71@ radius 100.0 100.0 0 
else_jump @CASINO3_4053 
0951: disable_trip_skip 
171@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CA3_2' time 6000 flag 1  // ~s~Die Mafiosi haben einige Wachen, die die Liefereinfahrt bewachen. Versuche, unbemerkt in die ~y~Fabrik~s~ zu gelangen.
53@ = 10 
050F: get_max_wanted_level_to 34@ 
01F0: set_max_wanted_level_to 0 
$2001 = 1 

:CASINO3_4053
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1009.683 1987.64 9.6796 radius 25.0 25.0 5.0 
else_jump @CASINO3_4110 
0951: disable_trip_skip 
171@ = 0 

:CASINO3_4110
if 
  53@ == 10 
else_jump @CASINO3_4358 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1048.428 2093.521 lr_corner_at 1048.822 2081.844 height 15.0 flag 0 
else_jump @CASINO3_4185 
55@ = 1 
53@ = 99 

:CASINO3_4185
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1055.174 2064.71 lr_corner_at 1054.835 21099.81 height 15.0 flag 0 
else_jump @CASINO3_4258 
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @CASINO3_4258 
170@ = 1 
33@ = 0 

:CASINO3_4258
if 
056D:   actor 76@ defined 
else_jump @CASINO3_4307 
if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO3_4307 
55@ = 1 
53@ = 99 

:CASINO3_4307
if 
  170@ == 1 
else_jump @CASINO3_4358 
if 
  33@ > 500 
else_jump @CASINO3_4358 
55@ = 1 
53@ = 99 

:CASINO3_4358
if 
  55@ == 0 
else_jump @CASINO3_4729 
if 
  0 > 53@ 
else_jump @CASINO3_4729 
if 
  151@ == 0 
else_jump @CASINO3_4485 
if 
   not Actor.Dead(76@)
else_jump @CASINO3_4485 
if 
   not Car.Wrecked(61@)
else_jump @CASINO3_4485 
05D1: AS_actor 76@ drive_car 61@ to 1030.442 2106.319 9.8203 speed 10.0 2 model #NULL 2 
151@ = 1 

:CASINO3_4485
if 
  151@ == 1 
else_jump @CASINO3_4624 
if 
   not Actor.Dead(76@)
else_jump @CASINO3_4624 
if 
   not Car.Wrecked(61@)
else_jump @CASINO3_4624 
if 
01AF:   car 61@ sphere 0 in_sphere 1030.442 2106.319 9.8203 radius 3.0 3.0 3.0 
else_jump @CASINO3_4624 
151@ = 2 
05D1: AS_actor 76@ drive_car 61@ to 1060.146 2084.986 9.8203 speed 10.0 2 model #NULL 2 

:CASINO3_4624
if 
  151@ == 2 
else_jump @CASINO3_4729 
if 
   not Actor.Dead(76@)
else_jump @CASINO3_4729 
if 
   not Car.Wrecked(61@)
else_jump @CASINO3_4729 
if 
01AF:   car 61@ sphere 0 in_sphere 1060.146 2084.986 9.8203 radius 5.0 5.0 3.0 
else_jump @CASINO3_4729 
151@ = 0 

:CASINO3_4729
if 
  55@ == 1 
else_jump @CASINO3_6971 
if 
  149@ == 0 
else_jump @CASINO3_5875 
if 
  153@ == 0 
else_jump @CASINO3_5210 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
fade 0 500 

:CASINO3_4804
if 
fading 
else_jump @CASINO3_4828 
wait 0 
jump @CASINO3_4804 

:CASINO3_4828
89@ = Actor.Create(Mission1, #VMAFF4, 1083.01, 2099.131, 14.3504)
Actor.Angle(89@) = 186.4201
01B2: give_actor 89@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 89@ decision_maker_to 73@ 
87@ = Actor.Create(Mission1, #VMAFF1, 1084.281, 2097.948, 14.3504)
Actor.Angle(87@) = 153.4201
01B2: give_actor 87@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 87@ decision_maker_to 73@ 
Actor.PutAt($PLAYER_ACTOR, 1050.532, 2087.933, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 282.0
02A3: enable_widescreen 1 
Camera.SetPosition(1088.848, 2094.239, 17.2308, 0.0, 0.0, 0.0)
Camera.PointAt(1087.869, 2094.222, 17.0277, 2)
fade 1 500 

:CASINO3_5024
if 
fading 
else_jump @CASINO3_5048 
wait 0 
jump @CASINO3_5024 

:CASINO3_5048
32@ = 0 
153@ = 1 
if 
   not Actor.Dead(89@)
else_jump @CASINO3_5106 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1083.361 2093.45 14.3504 
05D8: AS_assign_scmpath to_actor 89@ flags 4 0 

:CASINO3_5106
if 
   not Actor.Dead(87@)
else_jump @CASINO3_5150 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1084.752 2093.208 14.3504 
05D8: AS_assign_scmpath to_actor 87@ flags 4 0 

:CASINO3_5150
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO3_5210 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO3_5210 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1057.532 2087.933 9.8203 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 

:CASINO3_5210
if 
  153@ == 1 
else_jump @CASINO3_5360 
if 
  32@ > 1000 
else_jump @CASINO3_5254 
155@ = 1 

:CASINO3_5254
if 
  32@ > 3000 
else_jump @CASINO3_5360 
240@ = 8 
if 
   not Actor.Dead(89@)
else_jump @CASINO3_5309 
0687: clear_actor 89@ task 
0639: AS_actor 89@ rotate_to_actor $PLAYER_ACTOR 

:CASINO3_5309
if 
   not Actor.Dead(87@)
else_jump @CASINO3_5353 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1082.375 2090.25 14.35044 
05D8: AS_assign_scmpath to_actor 87@ flags 4 0 

:CASINO3_5353
153@ = 2 

:CASINO3_5360
if 
  153@ == 2 
else_jump @CASINO3_5565 
if 
  32@ > 6000 
else_jump @CASINO3_5565 
240@ = 9 
if 
   not Actor.Dead(89@)
else_jump @CASINO3_5453 
0687: clear_actor 89@ task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1088.526 2112.616 14.3504 
05D8: AS_assign_scmpath to_actor 89@ flags 6 0 

:CASINO3_5453
if 
   not Actor.Dead(76@)
else_jump @CASINO3_5519 
if 
   not Car.Wrecked(61@)
else_jump @CASINO3_5519 
05D1: AS_actor 76@ drive_car 61@ to 1076.809 2080.526 9.8203 speed 9.0 2 model #NULL 2 

:CASINO3_5519
if 
   not Actor.Dead(87@)
else_jump @CASINO3_5551 
0687: clear_actor 87@ task 
0635: AS_actor 87@ aim_at_actor $PLAYER_ACTOR 4000 ms 

:CASINO3_5551
153@ = 3 
32@ = 0 

:CASINO3_5565
if 
  153@ == 3 
else_jump @CASINO3_5687 
if 
  32@ > 2000 
else_jump @CASINO3_5687 
153@ = 5 
155@ = 0 
if 
   not Actor.Dead(76@)
else_jump @CASINO3_5687 
0687: clear_actor 76@ task 
0615: define_AS_pack_begin 167@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1088.783 2077.573 9.8203 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 167@ 
0618: assign_actor 76@ to_AS_pack 167@ 
061B: remove_references_to_AS_pack 167@ 

:CASINO3_5687
if 
  153@ == 5 
else_jump @CASINO3_5875 
02A3: enable_widescreen 0 
if 
   not Actor.Dead(76@)
else_jump @CASINO3_5761 
if 
0449:   actor 76@ in_a_car 
else_jump @CASINO3_5761 
0362: remove_actor 76@ from_car_and_place_at 1088.783 2077.573 9.8203 

:CASINO3_5761
if 
   not Car.Wrecked(61@)
else_jump @CASINO3_5807 
Car.PutAt(61@, 1076.809, 2080.526, 9.8203)
Car.Angle(61@) = 273.0

:CASINO3_5807
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
0687: clear_actor $PLAYER_ACTOR task 
if 
   not Car.Wrecked(58@)
else_jump @CASINO3_5847 
Car.SetImmunities(58@, 0, 0, 0, 0, 0)

:CASINO3_5847
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
55@ = 2 
141@ = 1 

:CASINO3_5875
if 
  149@ > 0 
else_jump @CASINO3_6971 
if 
  154@ == 0 
else_jump @CASINO3_6264 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:CASINO3_5932
if 
fading 
else_jump @CASINO3_5956 
wait 0 
jump @CASINO3_5932 

:CASINO3_5956
Actor.PutAt($PLAYER_ACTOR, 1050.532, 2087.933, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 282.0
89@ = Actor.Create(Mission1, #VMAFF4, 1086.869, 2078.61, 14.3504)
Actor.Angle(89@) = 86.4201
01B2: give_actor 89@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 89@ decision_maker_to 73@ 
87@ = Actor.Create(Mission1, #VMAFF1, 1086.42, 2077.292, 14.3504)
Actor.Angle(87@) = 74.4201
01B2: give_actor 87@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 87@ decision_maker_to 73@ 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1075.725, 2094.545, 18.0271, 0.0, 0.0, 0.0)
Camera.PointAt(1074.852, 2094.529, 17.5392, 2)
fade 1 500 

:CASINO3_6159
if 
fading 
else_jump @CASINO3_6183 
wait 0 
jump @CASINO3_6159 

:CASINO3_6183
32@ = 0 
154@ = 1 
240@ = 7 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CASINO3_6264 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO3_6264 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1057.532 2087.933 9.8203 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 

:CASINO3_6264
if 
  154@ == 1 
else_jump @CASINO3_6620 
if 
  32@ > 300 
else_jump @CASINO3_6580 
if 
  169@ == 0 
else_jump @CASINO3_6580 
if 
   not Actor.Dead(87@)
else_jump @CASINO3_6390 
0687: clear_actor 87@ task 
06C2: AS_actor 87@ goto 1079.871 2079.303 14.3516 mode 4 turn_radius 0.5 stop_radius 0.5 actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 

:CASINO3_6390
if 
   not Actor.Dead(76@)
else_jump @CASINO3_6456 
if 
   not Car.Wrecked(61@)
else_jump @CASINO3_6456 
05D1: AS_actor 76@ drive_car 61@ to 1076.809 2080.526 9.8203 speed 9.0 2 model #NULL 2 

:CASINO3_6456
if 
   not Actor.Dead(71@)
else_jump @CASINO3_6536 
0687: clear_actor 71@ task 
0615: define_AS_pack_begin 168@ 
05D3: AS_actor -1 goto_point 1064.677 2094.79 13.6896 mode 6 -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 168@ 
0618: assign_actor 71@ to_AS_pack 168@ 
061B: remove_references_to_AS_pack 168@ 
0638: AS_actor 71@ stay_put 1 

:CASINO3_6536
if 
   not Actor.Dead(72@)
else_jump @CASINO3_6566 
04EB: AS_actor 72@ crouch 1 
0638: AS_actor 72@ stay_put 1 

:CASINO3_6566
156@ = 1 
169@ = 1 

:CASINO3_6580
if 
  32@ > 4000 
else_jump @CASINO3_6620 
240@ = 6 
154@ = 3 
32@ = 0 

:CASINO3_6620
if 
  154@ == 3 
else_jump @CASINO3_6742 
if 
  32@ > 3000 
else_jump @CASINO3_6742 
154@ = 5 
156@ = 0 
if 
   not Actor.Dead(76@)
else_jump @CASINO3_6742 
0687: clear_actor 76@ task 
0615: define_AS_pack_begin 167@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1088.783 2077.573 9.8203 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 167@ 
0618: assign_actor 76@ to_AS_pack 167@ 
061B: remove_references_to_AS_pack 167@ 

:CASINO3_6742
if 
  154@ == 5 
else_jump @CASINO3_6971 
02A3: enable_widescreen 0 
if 
   not Actor.Dead(87@)
else_jump @CASINO3_6805 
0687: clear_actor 87@ task 
Actor.PutAt(87@, 1079.871, 2079.303, 14.3516)

:CASINO3_6805
if 
   not Actor.Dead(76@)
else_jump @CASINO3_6857 
if 
0449:   actor 76@ in_a_car 
else_jump @CASINO3_6857 
0362: remove_actor 76@ from_car_and_place_at 1088.783 2077.573 9.8203 

:CASINO3_6857
if 
   not Car.Wrecked(61@)
else_jump @CASINO3_6903 
Car.PutAt(61@, 1076.809, 2080.526, 9.8203)
Car.Angle(61@) = 273.0

:CASINO3_6903
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
0687: clear_actor $PLAYER_ACTOR task 
if 
   not Car.Wrecked(58@)
else_jump @CASINO3_6943 
Car.SetImmunities(58@, 0, 0, 0, 0, 0)

:CASINO3_6943
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
55@ = 2 
141@ = 1 

:CASINO3_6971
if 
  55@ == 2 
else_jump @CASINO3_7231 
Marker.Disable(37@)
284@ = 0 

:CASINO3_7001
if 
  9 > 284@ 
else_jump @CASINO3_7113 
275@(284@,9i) = 0 
40@(284@,11i) = Marker.CreateAboveObject(257@(284@,9i))
Object.SetImmunities(257@(284@,9i), 0, 0, 0, 0, 0)
Marker.SetIconSize(40@(284@,11i), 2)
071F: set_object 257@(284@,9i) health_to 1000 
035D: set_object 257@(284@,9i) targetable 1 
284@ += 1 
jump @CASINO3_7001 

:CASINO3_7113
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CA3_7' time 6000 flag 1  // ~s~Zerstre jetzt alle ~g~Druckguss-Maschinen~s~!
if 
   not Actor.Dead(76@)
else_jump @CASINO3_7160 
0687: clear_actor 76@ task 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 

:CASINO3_7160
if 
  149@ > 0 
else_jump @CASINO3_7192 
gosub @CASINO3_13413 
55@ = 4 

:CASINO3_7192
if 
  149@ == 0 
else_jump @CASINO3_7224 
gosub @CASINO3_12849 
55@ = 4 

:CASINO3_7224
gosub @CASINO3_14056 

:CASINO3_7231
if 
  55@ == 8 
else_jump @CASINO3_7360 
00BC: show_text_highpriority GXT 'CA3_23' time 6000 flag 1  // ~s~Sehr gute Arbeit, der Job ist erledigt! Sieh zu, dass du heil zu ~y~Woozies Casino~s~ kommst!
01F0: set_max_wanted_level_to 34@ 
018A: 39@ = create_checkpoint_at 1918.59 958.3391 9.8203 
Marker.SetColor(39@, 4)
Model.Destroy(#VMAFF3)
Model.Destroy(#WMYMECH)
Model.Load(#TRIADA)
Model.Load(#TRIADB)
Model.Load(#WASHING)
55@ = 9 

:CASINO3_7325
if or
   not Model.Available(#TRIADA)
   not Model.Available(#WASHING)
   not Model.Available(#TRIADB)
else_jump @CASINO3_7360 
wait 0 
jump @CASINO3_7325 

:CASINO3_7360
if 
  55@ == 9 
else_jump @CASINO3_7704 
077E: get_active_interior_to 35@ 
if 
  35@ == 0 
else_jump @CASINO3_7421 
if 
89BE:   not unknown_check_09BD 
else_jump @CASINO3_7421 
Player.CanMove($PLAYER_CHAR) = True

:CASINO3_7421
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1918.59 958.3391 9.8203 radius 4.0 4.0 2.0 
else_jump @CASINO3_7704 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO3_7606 
Player.CanMove($PLAYER_CHAR) = False
if 
   Actor.Stopped($PLAYER_ACTOR)
else_jump @CASINO3_7599 
69@ = Car.Create(#WASHING, 1902.168, 974.9742, 9.8203)
Car.Angle(69@) = 197.2609
0229: set_car 69@ primary_color_to 4 secondary_color_to 2 
if 
   not Car.Wrecked(69@)
else_jump @CASINO3_7592 
0129: 68@ = create_actor_pedtype 25 model #TRIADA in_car 69@ driverseat 
01C8: 67@ = create_actor_pedtype 25 model #TRIADB in_car 69@ passenger_seat 1 

:CASINO3_7592
55@ = 15 

:CASINO3_7599
jump @CASINO3_7704 

:CASINO3_7606
Player.CanMove($PLAYER_CHAR) = False
69@ = Car.Create(#WASHING, 1902.168, 974.9742, 9.8203)
Car.Angle(69@) = 197.2609
0229: set_car 69@ primary_color_to 4 secondary_color_to 2 
if 
   not Car.Wrecked(69@)
else_jump @CASINO3_7697 
0129: 68@ = create_actor_pedtype 25 model #TRIADA in_car 69@ driverseat 
01C8: 67@ = create_actor_pedtype 25 model #TRIADB in_car 69@ passenger_seat 1 

:CASINO3_7697
55@ = 15 

:CASINO3_7704
if 
  55@ == 15 
else_jump @CASINO3_7989 
Car.RemoveReferences(179@)
Car.RemoveReferences(58@)
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00BE: text_clear_all 
0395: clear_area 1 at 1913.682 962.0125 9.8203 radius 20.0 
0395: clear_area 1 at 1903.468 967.1692 9.8127 radius 20.0 
02A3: enable_widescreen 1 
Camera.SetPosition(1922.234, 951.8628, 12.2282, 0.0, 0.0, 0.0)
Camera.PointAt(1921.715, 952.7101, 12.1171, 2)
55@ = 17 
32@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO3_7943 
0615: define_AS_pack_begin 166@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 166@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 166@ 
061B: remove_references_to_AS_pack 166@ 
jump @CASINO3_7989 

:CASINO3_7943
0615: define_AS_pack_begin 166@ 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 166@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 166@ 
061B: remove_references_to_AS_pack 166@ 

:CASINO3_7989
if 
  55@ == 17 
else_jump @CASINO3_8053 
if 
  32@ > 1000 
else_jump @CASINO3_8053 
55@ = 20 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 

:CASINO3_8053
if 
  55@ == 20 
else_jump @CASINO3_8356 
if 
834E:   not move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 flag 0 
else_jump @CASINO3_8156 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 flag 0 

:CASINO3_8156
if 
  32@ > 4000 
else_jump @CASINO3_8356 
55@ = 30 
if 
   not Actor.Dead(68@)
else_jump @CASINO3_8356 
if 
   not Car.Wrecked(69@)
else_jump @CASINO3_8356 
05D1: AS_actor 68@ drive_car 69@ to 1909.04 959.7415 9.8203 speed 7.0 2 model #NULL 2 
Camera.SetPosition(1914.831, 962.6716, 11.3214, 0.0, 0.0, 0.0)
Camera.PointAt(1913.837, 962.5726, 11.2813, 2)
Actor.PutAt($PLAYER_ACTOR, 1913.682, 962.0125, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 100.3
32@ = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 

:CASINO3_8356
if 
  55@ == 30 
else_jump @CASINO3_8548 
if 
   not Car.Wrecked(69@)
else_jump @CASINO3_8548 
if 
01AD:   car 69@ sphere 0 near_point 1909.04 959.7415 radius 3.0 3.0 
else_jump @CASINO3_8495 
55@ = 35 
if 
   not Actor.Dead(67@)
else_jump @CASINO3_8461 
05BF: AS_actor 67@ look_at_actor $PLAYER_ACTOR -1 ms 

:CASINO3_8461
240@ = 10 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
32@ = 0 

:CASINO3_8495
if 
  32@ > 10000 
else_jump @CASINO3_8548 
55@ = 35 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
32@ = 0 

:CASINO3_8548
if 
  55@ == 35 
else_jump @CASINO3_8711 
if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 
else_jump @CASINO3_8651 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 

:CASINO3_8651
if 
  32@ > 3000 
else_jump @CASINO3_8711 
55@ = 36 
32@ = 0 
247@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 

:CASINO3_8711
if 
  247@ > 0 
else_jump @CASINO3_8852 
if 
  243@ == 0 
else_jump @CASINO3_8852 
0871: init_jump_table 247@ total_jumps 2 default_jump 0 @CASINO3_8852 jumps 1 @CASINO3_8810 2 @CASINO3_8831 -1 @CASINO3_8852 -1 @CASINO3_8852 -1 @CASINO3_8852 -1 @CASINO3_8852 -1 @CASINO3_8852 

:CASINO3_8810
240@ = 11 
247@ = 2 
jump @CASINO3_8852 

:CASINO3_8831
240@ = 12 
247@ = 0 
jump @CASINO3_8852 

:CASINO3_8852
if 
  55@ == 36 
else_jump @CASINO3_9104 
if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 
else_jump @CASINO3_8955 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 

:CASINO3_8955
if 
  32@ > 2000 
else_jump @CASINO3_9104 
if 
  32@ > 4000 
else_jump @CASINO3_9104 
if 
   not Car.Wrecked(69@)
else_jump @CASINO3_9104 
if 
   not Actor.Dead(68@)
else_jump @CASINO3_9104 
0687: clear_actor 68@ task 
55@ = 37 
05D1: AS_actor 68@ drive_car 69@ to 1915.04 940.7415 9.8203 speed 10.0 2 model #NULL 2 
32@ = 0 
if 
   not Actor.Dead(67@)
else_jump @CASINO3_9104 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ -1 ms 

:CASINO3_9104
if 
  55@ == 37 
else_jump @CASINO3_9233 
if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 
else_jump @CASINO3_9207 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 

:CASINO3_9207
if 
  32@ > 4000 
else_jump @CASINO3_9233 
55@ = 40 

:CASINO3_9233
if 
  55@ == 40 
else_jump @CASINO3_9473 
if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 
else_jump @CASINO3_9336 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 flag 0 

:CASINO3_9336
157@ = 0 
if 
   not Actor.Dead(67@)
else_jump @CASINO3_9369 
0792: disembark_instantly_actor 67@ 
Actor.DestroyInstantly(67@)

:CASINO3_9369
if 
   not Actor.Dead(68@)
else_jump @CASINO3_9395 
0792: disembark_instantly_actor 68@ 
Actor.DestroyInstantly(68@)

:CASINO3_9395
Car.Destroy(69@)
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
Object.PutAt($2658, 1903.383, 967.82, 11.438)
Object.Angle($2658) = 0.0
55@ = 45 
00BE: text_clear_all 
jump @CASINO3_14129 

:CASINO3_9473
if 
  1 > 55@ 
else_jump @CASINO3_10031 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1030.105 2095.715 lr_corner_at 1054.818 2098.778 height 30.0 flag 0 
else_jump @CASINO3_9668 
if 
  149@ == 0 
else_jump @CASINO3_9601 
if 
   not Actor.Dead(71@)
else_jump @CASINO3_9601 
if 
09ED:   actor 71@ is_within_field_of_view_actor $PLAYER_ACTOR 
else_jump @CASINO3_9601 
149@ = 1 
150@ = 1 

:CASINO3_9601
if 
  149@ == 0 
else_jump @CASINO3_9668 
if 
   not Actor.Dead(72@)
else_jump @CASINO3_9668 
if 
09ED:   actor 72@ is_within_field_of_view_actor $PLAYER_ACTOR 
else_jump @CASINO3_9668 
149@ = 1 
150@ = 1 

:CASINO3_9668
if 
  149@ == 0 
else_jump @CASINO3_9735 
if 
056D:   actor 71@ defined 
else_jump @CASINO3_9735 
if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO3_9735 
149@ = 1 
150@ = 1 

:CASINO3_9735
if 
  149@ == 0 
else_jump @CASINO3_9802 
if 
056D:   actor 72@ defined 
else_jump @CASINO3_9802 
if 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO3_9802 
149@ = 1 
150@ = 1 

:CASINO3_9802
if 
  149@ == 0 
else_jump @CASINO3_9869 
if 
   not Car.Wrecked(58@)
else_jump @CASINO3_9869 
if 
051C:   car 58@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO3_9869 
149@ = 1 
150@ = 1 

:CASINO3_9869
if 
  149@ == 3 
else_jump @CASINO3_9950 
if 
056D:   actor 71@ defined 
else_jump @CASINO3_9950 
if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO3_9950 
149@ = 4 
gosub @CASINO3_12691 
55@ = 1 
53@ = 99 

:CASINO3_9950
if 
  149@ == 3 
else_jump @CASINO3_10031 
if 
056D:   actor 72@ defined 
else_jump @CASINO3_10031 
if 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO3_10031 
149@ = 4 
gosub @CASINO3_12691 
55@ = 1 
53@ = 99 

:CASINO3_10031
if 
  150@ == 1 
else_jump @CASINO3_10247 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1039.3, 2100.435, 12.2503, 0.0, 0.0, 0.0)
Camera.PointAt(1040.13, 2099.906, 12.0705, 2)
240@ = 1 
if 
   not Actor.Dead(71@)
else_jump @CASINO3_10160 
if 
   not Actor.Dead(72@)
else_jump @CASINO3_10160 
05BF: AS_actor 71@ look_at_actor 72@ -1 ms 

:CASINO3_10160
240@ = 1 
33@ = 0 
150@ = 3 
if 
   not Actor.Dead(76@)
else_jump @CASINO3_10247 
if 
   not Car.Wrecked(61@)
else_jump @CASINO3_10247 
05D1: AS_actor 76@ drive_car 61@ to 1076.804 2080.491 9.8203 speed 9.0 2 model #NULL 2 

:CASINO3_10247
if 
  150@ == 3 
else_jump @CASINO3_10331 
if 
  33@ > 1000 
else_jump @CASINO3_10291 
36@ = 1 

:CASINO3_10291
if 
  33@ > 3000 
else_jump @CASINO3_10331 
150@ = 5 
240@ = 2 
33@ = 0 

:CASINO3_10331
if 
  150@ == 5 
else_jump @CASINO3_10451 
if 
   not Car.Wrecked(58@)
else_jump @CASINO3_10451 
if 
   not Actor.Dead(71@)
else_jump @CASINO3_10437 
0687: clear_actor 71@ task 
0615: define_AS_pack_begin 137@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1062.345 2087.318 9.8203 mode 6 10000 ms // versionA 
0616: define_AS_pack_end 137@ 
0618: assign_actor 71@ to_AS_pack 137@ 
061B: remove_references_to_AS_pack 137@ 

:CASINO3_10437
150@ = 6 
33@ = 0 

:CASINO3_10451
if 
  150@ == 6 
else_jump @CASINO3_10590 
if 
  33@ > 1000 
else_jump @CASINO3_10590 
if 
   not Car.Wrecked(58@)
else_jump @CASINO3_10590 
if 
   not Actor.Dead(72@)
else_jump @CASINO3_10576 
0687: clear_actor 72@ task 
0615: define_AS_pack_begin 138@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1056.874 2084.136 9.8203 mode 6 10000 ms // versionA 
0616: define_AS_pack_end 138@ 
0618: assign_actor 72@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 

:CASINO3_10576
33@ = 0 
150@ = 8 

:CASINO3_10590
if 
  150@ == 8 
else_jump @CASINO3_10634 
if 
  33@ > 3700 
else_jump @CASINO3_10634 
150@ = 10 

:CASINO3_10634
if 
  150@ == 10 
else_jump @CASINO3_10854 
02A3: enable_widescreen 0 
36@ = 0 
Actor.Angle($PLAYER_ACTOR) = 228.0
if 
   not Actor.Dead(71@)
else_jump @CASINO3_10724 
0792: disembark_instantly_actor 71@ 
Actor.PutAt(71@, 1073.558, 2094.413, 13.6896)
Actor.Angle(71@) = 83.0

:CASINO3_10724
if 
   not Actor.Dead(72@)
else_jump @CASINO3_10775 
0792: disembark_instantly_actor 72@ 
Actor.PutAt(72@, 1066.096, 2098.85, 13.7429)
Actor.Angle(72@) = 132.0

:CASINO3_10775
if 
   not Car.Wrecked(61@)
else_jump @CASINO3_10811 
Car.PutAt(61@, 1076.804, 2080.491, 9.8203)

:CASINO3_10811
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CA3_8' time 6000 flag 1  // ~s~Sie rechnen jetzt mit Besuch! Begib dich schnell in die ~y~Fabrik~s~!
Player.CanMove($PLAYER_CHAR) = True
150@ = 99 
149@ = 99 

:CASINO3_10854
if 
  141@ == 1 
else_jump @CASINO3_11401 
284@ = 0 

:CASINO3_10879
if 
  9 > 284@ 
else_jump @CASINO3_11232 
if 
  275@(284@,9i) == 0 
else_jump @CASINO3_11218 
071E: get_object 257@(284@,9i) health_to 52@ 
if 
08FF:   object 257@(284@,9i) received_damage_type 27 
else_jump @CASINO3_10960 
52@ = 0 

:CASINO3_10960
if 
08FF:   object 257@(284@,9i) received_damage_type 25 
else_jump @CASINO3_10989 
52@ = 0 

:CASINO3_10989
if 
08FF:   object 257@(284@,9i) received_damage_type 26 
else_jump @CASINO3_11018 
52@ = 0 

:CASINO3_11018
if 
  52@ == 0 
else_jump @CASINO3_11218 
Object.StorePos(257@(284@,9i), 125@, 126@, 127@)
064B: 248@(284@,9i) = create_particle "OVERHEAT_CAR_ELECTRIC" at 125@ 126@ 127@ type 1 
127@ += 1.0 
0948: create_explosion_at 125@ 126@ 127@ type 11 camera_shake 1.0 
0723: break_object 257@(284@,9i) intensity 1 
Marker.Disable(40@(284@,11i))
035D: set_object 257@(284@,9i) targetable 0 
if 
   not 51@ == 99 
else_jump @CASINO3_11183 
0650: destroy_particle 248@(51@,9i) 

:CASINO3_11183
064C: make_particle 248@(284@,9i) visible 
0085: 51@ = 284@ // (int) 
275@(284@,9i) += 1 
117@ += 1 

:CASINO3_11218
284@ += 1 
jump @CASINO3_10879 

:CASINO3_11232
if 
  148@ == 0 
else_jump @CASINO3_11369 
if 
   not Actor.Dead(81@)
else_jump @CASINO3_11369 
if 
00FE:   actor 81@ sphere 0 in_sphere 1067.581 2122.251 9.8203 radius 1.5 1.5 3.0 
else_jump @CASINO3_11369 
0687: clear_actor 81@ task 
0615: define_AS_pack_begin 129@ 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 5000 unknown 60 
0616: define_AS_pack_end 129@ 
0618: assign_actor 81@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
148@ = 1 

:CASINO3_11369
if 
  117@ == 9 
else_jump @CASINO3_11401 
55@ = 8 
141@ = 99 

:CASINO3_11401
if 
  186@ == 0 
else_jump @CASINO3_11846 
if 
  117@ == 3 
else_jump @CASINO3_11846 
172@ = Actor.Create(Mission1, #WMYMECH, 1020.017, 2082.9, 17.9296)
01B2: give_actor 172@ weapon 27 ammo 2000 // Load the weapon model before using this 
Actor.Angle(172@) = 269.9465
060B: set_actor 172@ decision_maker_to 73@ 
if 
   not Actor.Dead(172@)
else_jump @CASINO3_11575 
0687: clear_actor 172@ task 
0615: define_AS_pack_begin 175@ 
05D3: AS_actor -1 goto_point 1038.717 2082.798 13.9297 mode 6 -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 175@ 
0618: assign_actor 172@ to_AS_pack 175@ 
061B: remove_references_to_AS_pack 175@ 

:CASINO3_11575
173@ = Actor.Create(Mission1, #WMYMECH, 1020.263, 2097.185, 13.9297)
01B2: give_actor 173@ weapon 22 ammo 2000 // Load the weapon model before using this 
Actor.Angle(173@) = 274.9465
060B: set_actor 173@ decision_maker_to 73@ 
if 
   not Actor.Dead(173@)
else_jump @CASINO3_11701 
0687: clear_actor 173@ task 
0615: define_AS_pack_begin 176@ 
05D3: AS_actor -1 goto_point 1038.426 2098.644 9.8203 mode 6 -2 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 176@ 
0618: assign_actor 173@ to_AS_pack 176@ 
061B: remove_references_to_AS_pack 176@ 

:CASINO3_11701
174@ = Actor.Create(Mission1, #WMYMECH, 1019.671, 2078.126, 13.9297)
01B2: give_actor 174@ weapon 28 ammo 2000 // Load the weapon model before using this 
Actor.Angle(174@) = 267.9465
060B: set_actor 174@ decision_maker_to 73@ 
if 
   not Actor.Dead(174@)
else_jump @CASINO3_11839 
0687: clear_actor 174@ task 
0615: define_AS_pack_begin 177@ 
05D3: AS_actor -1 goto_point 1068.708 2085.24 9.8203 mode 6 -2 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 177@ 
0618: assign_actor 174@ to_AS_pack 177@ 
061B: remove_references_to_AS_pack 177@ 

:CASINO3_11839
186@ = 1 

:CASINO3_11846
if 
  187@ == 0 
else_jump @CASINO3_11982 
if 
  117@ > 5 
else_jump @CASINO3_11982 
0674: set_car_model #ADMIRAL numberplate "G1RUYHUN" 
179@ = Car.Create(#ADMIRAL, 1029.856, 2142.858, 9.813)
Car.Angle(179@) = 205.1437
0229: set_car 179@ primary_color_to 123 secondary_color_to 10 
Car.SetImmunities(179@, 1, 1, 1, 1, 1)
Car.DoorStatus(179@) = 3
Car.LockInCurrentPosition(179@) = True
053F: set_car 179@ tires_vulnerability 0 
187@ = 1 

:CASINO3_11982
if 
  187@ == 1 
else_jump @CASINO3_12269 
if 
  117@ > 5 
else_jump @CASINO3_12269 
if 
   not Car.Wrecked(179@)
else_jump @CASINO3_12269 
if 
8202:   not actor $PLAYER_ACTOR near_car 179@ radius 25.0 25.0 flag 0 
else_jump @CASINO3_12269 
0129: 178@ = create_actor_pedtype 24 model #VMAFF1 in_car 179@ driverseat 
060B: set_actor 178@ decision_maker_to 73@ 
01B2: give_actor 178@ weapon 28 ammo 2000 // Load the weapon model before using this 
01C8: 180@ = create_actor_pedtype 24 model #VMAFF2 in_car 179@ passenger_seat 1 
060B: set_actor 180@ decision_maker_to 73@ 
01B2: give_actor 180@ weapon 28 ammo 2000 // Load the weapon model before using this 
0713: actor 180@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
01C8: 181@ = create_actor_pedtype 24 model #VMAFF4 in_car 179@ passenger_seat 2 
060B: set_actor 181@ decision_maker_to 73@ 
01B2: give_actor 181@ weapon 28 ammo 2000 // Load the weapon model before using this 
0713: actor 181@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
Car.LockInCurrentPosition(179@) = False
Car.SetAnimation(179@, 9, 5500)
Car.DoorStatus(179@) = 1
187@ = 2 
33@ = 0 

:CASINO3_12269
if 
  187@ == 2 
else_jump @CASINO3_12422 
if 
  33@ > 6500 
else_jump @CASINO3_12422 
if 
   not Car.Wrecked(179@)
else_jump @CASINO3_12422 
if 
   not Actor.Dead(178@)
else_jump @CASINO3_12422 
if 
01C1:   car 179@ stopped 
else_jump @CASINO3_12422 
Car.SetImmunities(179@, 0, 0, 0, 0, 0)
0687: clear_actor 178@ task 
0615: define_AS_pack_begin 182@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 182@ 
0618: assign_actor 178@ to_AS_pack 182@ 
061B: remove_references_to_AS_pack 182@ 
187@ = 3 
33@ = 0 

:CASINO3_12422
if 
  187@ == 3 
else_jump @CASINO3_12553 
if 
  33@ > 15000 
else_jump @CASINO3_12553 
if 
   not Car.Wrecked(179@)
else_jump @CASINO3_12553 
if 
   not Actor.Dead(181@)
else_jump @CASINO3_12553 
if 
01C1:   car 179@ stopped 
else_jump @CASINO3_12553 
0687: clear_actor 181@ task 
0615: define_AS_pack_begin 184@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 184@ 
0618: assign_actor 181@ to_AS_pack 184@ 
061B: remove_references_to_AS_pack 184@ 
187@ = 4 

:CASINO3_12553
if 
  187@ == 4 
else_jump @CASINO3_12684 
if 
  33@ > 25000 
else_jump @CASINO3_12684 
if 
   not Car.Wrecked(179@)
else_jump @CASINO3_12684 
if 
   not Actor.Dead(180@)
else_jump @CASINO3_12684 
if 
01C1:   car 179@ stopped 
else_jump @CASINO3_12684 
0687: clear_actor 180@ task 
0615: define_AS_pack_begin 183@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 183@ 
0618: assign_actor 180@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 
187@ = 5 

:CASINO3_12684
jump @CASINO3_2921 

:CASINO3_12691
if 
   not Actor.Dead(71@)
else_jump @CASINO3_12715 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:CASINO3_12715
if 
   not Actor.Dead(72@)
else_jump @CASINO3_12739 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:CASINO3_12739
if 
   not Actor.Dead(74@)
else_jump @CASINO3_12795 
Actor.PutAt(74@, 1084.126, 2107.637, 14.3504)
Actor.Angle(74@) = 111.4468
01B2: give_actor 74@ weapon 22 ammo 2000 // Load the weapon model before using this 

:CASINO3_12795
88@ = Actor.Create(Mission1, #VMAFF1, 1084.71, 2116.736, 14.3504)
Actor.Angle(88@) = 94.4201
01B2: give_actor 88@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 88@ decision_maker_to 73@ 
return 

:CASINO3_12849
if 
  144@ == 0 
else_jump @CASINO3_13411 
if 
   not Actor.Dead(87@)
else_jump @CASINO3_12924 
0687: clear_actor 87@ task 
0615: define_AS_pack_begin 135@ 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 135@ 
0618: assign_actor 87@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 

:CASINO3_12924
if 
   not Actor.Dead(81@)
else_jump @CASINO3_12999 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 1067.581 2122.251 9.8203 mode 6 -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 129@ 
0618: assign_actor 81@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 

:CASINO3_12999
if 
   not Actor.Dead(82@)
else_jump @CASINO3_13085 
0615: define_AS_pack_begin 128@ 
0637: AS_actor -1 goto 1085.596 2106.83 9.8203 mode 6 turn_radius 100.0 stop_radius 2.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0618: assign_actor 82@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:CASINO3_13085
if 
   not Actor.Dead(83@)
else_jump @CASINO3_13178 
0615: define_AS_pack_begin 130@ 
0637: AS_actor -1 goto 1082.391 2091.13 14.3504 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 50 
0616: define_AS_pack_end 130@ 
0618: assign_actor 83@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:CASINO3_13178
if 
   not Actor.Dead(89@)
else_jump @CASINO3_13214 
0687: clear_actor 89@ task 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 89@ stay_put 1 

:CASINO3_13214
if 
   not Actor.Dead(74@)
else_jump @CASINO3_13253 
0687: clear_actor 74@ task 
01B2: give_actor 74@ weapon 22 ammo 2000 // Load the weapon model before using this 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 

:CASINO3_13253
if 
   not Actor.Dead(75@)
else_jump @CASINO3_13356 
0687: clear_actor 75@ task 
01B2: give_actor 75@ weapon 22 ammo 2000 // Load the weapon model before using this 
Actor.PutAt(75@, 1057.055, 2122.319, 13.6896)
Actor.Angle(75@) = 279.0
0615: define_AS_pack_begin 79@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
0618: assign_actor 75@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 

:CASINO3_13356
if 
   not Actor.Dead(71@)
else_jump @CASINO3_13380 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:CASINO3_13380
if 
   not Actor.Dead(72@)
else_jump @CASINO3_13404 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:CASINO3_13404
144@ = 1 

:CASINO3_13411
return 

:CASINO3_13413
if 
  144@ == 0 
else_jump @CASINO3_14054 
if 
   not Actor.Dead(87@)
else_jump @CASINO3_13488 
0687: clear_actor 87@ task 
0615: define_AS_pack_begin 135@ 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 135@ 
0618: assign_actor 87@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 

:CASINO3_13488
if 
   not Actor.Dead(88@)
else_jump @CASINO3_13545 
0687: clear_actor 88@ task 
0615: define_AS_pack_begin 136@ 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 136@ 
0618: assign_actor 88@ to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 

:CASINO3_13545
if 
   not Actor.Dead(74@)
else_jump @CASINO3_13612 
01B2: give_actor 74@ weapon 22 ammo 2000 // Load the weapon model before using this 
0687: clear_actor 74@ task 
0615: define_AS_pack_begin 78@ 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 78@ 
0618: assign_actor 74@ to_AS_pack 78@ 
061B: remove_references_to_AS_pack 78@ 

:CASINO3_13612
if 
   not Actor.Dead(75@)
else_jump @CASINO3_13715 
01B2: give_actor 75@ weapon 28 ammo 2000 // Load the weapon model before using this 
0687: clear_actor 75@ task 
Actor.PutAt(75@, 1057.055, 2122.319, 13.6896)
Actor.Angle(75@) = 279.0
0615: define_AS_pack_begin 79@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
0618: assign_actor 75@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 

:CASINO3_13715
if 
   not Actor.Dead(81@)
else_jump @CASINO3_13790 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 1067.581 2122.251 9.8203 mode 6 -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 129@ 
0618: assign_actor 81@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 

:CASINO3_13790
if 
   not Actor.Dead(82@)
else_jump @CASINO3_13870 
0615: define_AS_pack_begin 128@ 
0637: AS_actor -1 goto 1085.596 2106.83 9.8203 mode 6 turn_radius 100.0 stop_radius 2.0 look_at_actor $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0618: assign_actor 82@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:CASINO3_13870
if 
   not Actor.Dead(83@)
else_jump @CASINO3_13963 
0615: define_AS_pack_begin 130@ 
0637: AS_actor -1 goto 1082.391 2091.13 14.3504 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 50 
0616: define_AS_pack_end 130@ 
0618: assign_actor 83@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:CASINO3_13963
if 
   not Actor.Dead(89@)
else_jump @CASINO3_13999 
0687: clear_actor 89@ task 
0638: AS_actor 89@ stay_put 1 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 

:CASINO3_13999
if 
   not Actor.Dead(71@)
else_jump @CASINO3_14023 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:CASINO3_14023
if 
   not Actor.Dead(72@)
else_jump @CASINO3_14047 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:CASINO3_14047
144@ = 1 

:CASINO3_14054
return 

:CASINO3_14056
if 
   not Actor.Dead(80@)
else_jump @CASINO3_14109 
0615: define_AS_pack_begin 131@ 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 50 
0616: define_AS_pack_end 131@ 
0618: assign_actor 80@ to_AS_pack 131@ 
061B: remove_references_to_AS_pack 131@ 

:CASINO3_14109
return 

:CASINO3_14111
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:CASINO3_14129
$CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASINO3'  // You've had your Chips
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 10000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
0998: add_respect 20 
Player.Money($PLAYER_CHAR) += 10000
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Marker.Disable($582)
$582 = Marker.CreateIconAndSphere($ICON_TRIADS_CASINO, 2026.603, 1007.735, 9.8127)
return 

:CASINO3_14221
if 
   not Car.Wrecked(58@)
else_jump @CASINO3_14252 
Car.SetImmunities(58@, 0, 0, 0, 0, 0)

:CASINO3_14252
if 
   not Car.Wrecked(179@)
else_jump @CASINO3_14283 
Car.SetImmunities(179@, 0, 0, 0, 0, 0)

:CASINO3_14283
if 
03CA:   object $2658 exists 
else_jump @CASINO3_14329 
Object.PutAt($2658, 1903.383, 967.62, 11.438)
Object.Angle($2658) = 0.0

:CASINO3_14329
01F0: set_max_wanted_level_to 34@ 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
03CA:   object $2664 exists 
else_jump @CASINO3_14380 
Object.PutAt($2664, 1055.629, 2087.67, 12.469)

:CASINO3_14380
Marker.Disable(37@)
Marker.Disable(39@)
284@ = 0 

:CASINO3_14397
if 
  9 > 284@ 
else_jump @CASINO3_14438 
Marker.Disable(40@(284@,11i))
284@ += 1 
jump @CASINO3_14397 

:CASINO3_14438
if 
   not 51@ == 99 
else_jump @CASINO3_14465 
0650: destroy_particle 248@(51@,9i) 

:CASINO3_14465
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF2)
Model.Destroy(#VMAFF3)
Model.Destroy(#VMAFF4)
Model.Destroy(#TRIADA)
Model.Destroy(#TRIADB)
Model.Destroy(#WASHING)
Model.Destroy(#WMYMECH)
Model.Destroy(#SHOTGSPA)
Model.Destroy(#COLT45)
Model.Destroy(#BAT)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#ADMIRAL)
Model.Destroy(#BRAVURA)
Model.Destroy(#FORKLIFT)
031A: remove_all_fires 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 87---------------
// Originally: Fish in a Barrel

:CASINO7
thread 'CASINO7' 
gosub @CASINO7_47 
if 
wasted_or_busted 
else_jump @CASINO7_38 
gosub @CASINO7_301 

:CASINO7_38
gosub @CASINO7_360 
end_thread 

:CASINO7_47
054C: use_GXT_table 'CASINO7' 
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
select_interior 11 
02E4: load_cutscene_data 'CAS_7B' 

:CASINO7_86
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO7_110 
wait 0 
jump @CASINO7_86 

:CASINO7_110
02E7: start_cutscene 
fade 1 1000 

:CASINO7_119
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO7_143 
wait 0 
jump @CASINO7_119 

:CASINO7_143
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CASINO7_156
if 
fading 
else_jump @CASINO7_180 
wait 0 
jump @CASINO7_156 

:CASINO7_180
02EA: end_cutscene 
select_interior 0 
0169: set_fade_color_RGB 0 0 0 
08AD: put_actor $PLAYER_ACTOR at 2016.422 1017.102 radius 10.0 // interior version 
04E4: unknown_refresh_game_renderer_at 2025.8 1007.87 
0A0B: set_rendering_origin_at_3D_coord 2025.8 1007.87 9.81 angle 279.83 
Actor.PutAt($PLAYER_ACTOR, 2025.8, 1007.87, 9.81)
Actor.Angle($PLAYER_ACTOR) = 279.83
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 2000 
jump @CASINO7_319 

:CASINO7_301
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:CASINO7_319
Marker.Disable($582)
$CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASINO7'  // Fish in a Barrel
0629: change_integer_stat 306 to 1 
Player.ClearWantedLevel($PLAYER_CHAR)
030C: progress_made += 1 
return 

:CASINO7_360
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 88---------------
// Originally: Don Peyote

:CASINO4
thread 'CASINO4' 
gosub @CASINO4_86 
if 
wasted_or_busted 
else_jump @CASINO4_38 
gosub @CASINO4_45862 

:CASINO4_38
gosub @CASINO4_45947 
end_thread 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:CASINO4_62
if 
fading 
else_jump @CASINO4_86 
wait 0 
jump @CASINO4_62 

:CASINO4_86
increment_mission_attempts 
$ONMISSION = 1 
01B5: force_weather 10 
054C: use_GXT_table 'CASINO4' 
02E4: load_cutscene_data 'CAS_4A' 

:CASINO4_121
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO4_145 
wait 0 
jump @CASINO4_121 

:CASINO4_145
0395: clear_area 1 at 2027.359 1007.738 9.8127 radius 10.0 
Actor.Angle($PLAYER_ACTOR) = 265.5486
01BD: 294@ = current_time_in_ms 
295@ = 0 
if 
  295@ == 99 
else_jump @CASINO4_316 
289@ = Car.Create(291@, 2044.621, 1110.198, 9.6719)
0560: create_random_actor_in_car 289@ handle_as 290@ 
0560: create_random_actor_in_car 289@ handle_as 73@ 
0560: create_random_actor_in_car 289@ handle_as 75@ 
0560: create_random_actor_in_car 289@ handle_as 74@ 
0560: create_random_actor_in_car 289@ handle_as 76@ 
064B: 136@ = create_particle "PUKE" at 95@ 96@ 97@ type 1 
064B: 137@ = create_particle "PUKE" at 95@ 96@ 97@ type 1 

:CASINO4_316
08F5: save_player_group 
02E7: start_cutscene 
fade 1 1000 
32@ = 0 

:CASINO4_334
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO4_857 
01BD: 293@ = current_time_in_ms 
0085: 296@ = 293@ // (int) 
0062: 296@ -= 294@ // (int) 
if 
  296@ > 15000 
else_jump @CASINO4_846 
if 
  32@ > 2000 
else_jump @CASINO4_846 
0871: init_jump_table 295@ total_jumps 4 default_jump 1 @CASINO4_832 jumps 0 @CASINO4_469 1 @CASINO4_574 2 @CASINO4_647 3 @CASINO4_752 -1 @CASINO4_839 -1 @CASINO4_839 -1 @CASINO4_839 

:CASINO4_469
09B2: get_random_available_car_type 1 model_to 291@ doorlock_to 292@ 
if 
   not 291@ == -1 
else_jump @CASINO4_560 
289@ = Car.Create(291@, 2051.544, 1100.511, 9.6719)
0594: unknown_car 289@ flag 0 
Car.Angle(289@) = 183.2183
0560: create_random_actor_in_car 289@ handle_as 290@ 
Car.SetToPsychoDriver(289@)
Actor.RemoveReferences(290@)
Car.RemoveReferences(289@)

:CASINO4_560
295@ += 1 
jump @CASINO4_839 

:CASINO4_574
0376: 290@ = create_random_actor_at 2034.814 993.6725 9.813 
Actor.Angle(290@) = 357.2051
05F5: AS_actor 290@ goto_point 2033.856 1051.804 9.8203 mode 4 -2 ms // versionB 
Actor.RemoveReferences(290@)
295@ += 1 
jump @CASINO4_839 

:CASINO4_647
09B2: get_random_available_car_type 1 model_to 291@ doorlock_to 292@ 
if 
   not 291@ == -1 
else_jump @CASINO4_738 
289@ = Car.Create(291@, 2051.544, 1100.511, 9.6719)
0594: unknown_car 289@ flag 0 
Car.Angle(289@) = 183.2183
0560: create_random_actor_in_car 289@ handle_as 290@ 
Car.SetToPsychoDriver(289@)
Actor.RemoveReferences(290@)
Car.RemoveReferences(289@)

:CASINO4_738
295@ += 1 
jump @CASINO4_839 

:CASINO4_752
0376: 290@ = create_random_actor_at 2033.856 1041.804 9.8203 
Actor.Angle(290@) = 181.0345
05F5: AS_actor 290@ goto_point 2032.257 986.0109 9.813 mode 4 -2 ms // versionB 
Actor.RemoveReferences(290@)
295@ = 0 
jump @CASINO4_839 
295@ = 0 

:CASINO4_832
jump @CASINO4_839 

:CASINO4_839
32@ = 0 

:CASINO4_846
wait 0 
jump @CASINO4_334 

:CASINO4_857
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CASINO4_870
if 
fading 
else_jump @CASINO4_894 
wait 0 
jump @CASINO4_870 

:CASINO4_894
02EA: end_cutscene 
08F6: restore_player_group 
01B7: release_weather 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
06AE: create_group_decision_maker_type 0 store_to 39@ // decision\allowed\mission.grp 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 39@ 
060A: create_decision_maker_type 2 store_to 37@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 38@ // decision\allowed\m_.ped files 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1500 

:CASINO4_957
if 
fading 
else_jump @CASINO4_981 
wait 0 
jump @CASINO4_957 

:CASINO4_981
Actor.RemoveReferences(290@)
Car.RemoveReferences(289@)
wait 0 
023C: load_special_actor 'MACCER' as 1 // models 290-299 
023C: load_special_actor 'PAUL' as 2 // models 290-299 
038B: load_requested_models 

:CASINO4_1023
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
else_jump @CASINO4_1053 
wait 0 
jump @CASINO4_1023 

:CASINO4_1053
02A3: enable_widescreen 0 
44@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
48@ = 0 
49@ = 0 
50@ = 0 
51@ = 0 
52@ = 0 
53@ = 0 
55@ = 0 
54@ = 0 
56@ = 0 
57@ = 0 
58@ = 0 
59@ = 0 
60@ = 0 
61@ = 0 
62@ = 0 
98@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
91@ = 0.0 
92@ = 0.0 
93@ = 0.0 
95@ = 0.0 
96@ = 0.0 
97@ = 0.0 
99@ = 0 
100@ = 0 

:CASINO4_1292
if 
  4 > 99@ 
else_jump @CASINO4_1335 
101@(99@,4i) = 0 
99@ += 1 
jump @CASINO4_1292 

:CASINO4_1335
119@ = 0 
120@ = 0 
135@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
133@ = 0 
134@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
130@ = 0 
131@ = 0 
132@ = 99999 
94@ = 0.0 
262@ = 0 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 
272@ = 0 
273@ = 0 
274@ = 0 
275@ = 0 
276@ = 0 
277@ = 0 
282@ = 0 
278@ = 0 
279@ = 0 
280@ = 0 
281@ = 0 
127@ = 0 
128@ = 0 
05A9: s$7533[7] = 'CAS4_BA'  // ~z~Meine Beine sind im Arsch, und mein Scheischdel brummt!
05A9: s$7533[8] = 'CAS4_BB'  // ~z~Wir knnen nicht den ganzen Weg latschen, Kumpel. Schau uns mal an!
05A9: s$7533[9] = 'CAS4_CA'  // ~z~Du darfst in den Kofferraum, alter Freund!
05A9: s$7533[10] = 'CAS4_CB'  // ~z~Ooooh, sehr bequem!
05A9: s$7533[11] = 'CAS4_CC'  // ~z~Ich bin der Manager, ich darf vorne sitzen!
05A9: s$7533[12] = 'CAS4_CD'  // ~z~Hey, das ist mein Platz!
05A9: s$7533[13] = 'CAS4_CE'  // ~z~Lass ihn, der kommt schon durch!
05A9: s$7533[14] = 'CAS4_CF'  // ~z~Wir kommen zurck und holen dich, ich versprech's!
05A9: s$7533[15] = 'CAS4_CG'  // ~z~Nun mach mal halblang! Ich erinnere mich noch gut an die Preston Guild Hall!
05A9: s$7533[16] = 'CAS4_CH'  // ~z~Ich bin der Manager. Was ich sage, das gilt!
05A9: s$7533[17] = 'CAS4_CJ'  // ~z~Zwing mich nicht, dich zu schlagen, Sonnenscheinchen!
05A9: s$7533[18] = 'CAS4_CK'  // ~z~Zwing mich nicht, dich zu entlassen!
05A9: s$7533[19] = 'CAS4_CL'  // ~z~Du bist der Manager, und das ist alles deine Schuld!
05A9: s$7533[20] = 'CAS4_DA'  // ~z~Wo ist der Rest der Band, Jungs?
05A9: s$7533[21] = 'CAS4_DB'  // ~z~Maccer, wo sind die Jungs?
05A9: s$7533[22] = 'CAS4_DC'  // ~z~Das wei ich doch nicht, verdammt noch mal.
05A9: s$7533[23] = 'CAS4_DD'  // ~z~Ich erinnere mich an Schlangen, viele Schlangen...
05A9: s$7533[24] = 'CAS4_DE'  // ~z~Nicht weit von hier gibt's eine Schlangenzucht. Wir knnen ja dort nachsehen.
05A9: s$7533[25] = 'CAS4_EA'  // ~z~Diesen Teil von Manchester kenn ich gar nicht, alter Junge, sind wir in Charlton?
05A9: s$7533[26] = 'CAS4_EB'  // ~z~Wie oft soll ich dir noch sagen, dass wir in Amerika sind!
05A9: s$7533[27] = 'CAS4_EC'  // ~z~In Amerika? Wenn ich das meiner Mom erzhle!
05A9: s$7533[28] = 'CAS4_ED'  // ~z~Als htte er 'nen Sprung in der Platte. Als nchstes fragt er nach Las Vegas.
05A9: s$7533[29] = 'CAS4_EE'  // ~z~Las Vegas? Da wollt ich immer schon mal hin. Klasse Titten.
05A9: s$7533[30] = 'CAS4_EF'  // ~z~Fang jetzt nicht damit an, nicht in diesem engen Auto.
05A9: s$7533[31] = 'CAS4_EG'  // ~z~Hpfende, wogende, riesengroe Titten!
05A9: s$7533[32] = 'CAS4_EH'  // ~z~HR AUF, AN DIR RUMZUMACHEN!
05A9: s$7533[33] = 'CAS4_FA'  // ~z~Da wren wir. Kommt euch das bekannt vor?
05A9: s$7533[34] = 'CAS4_FB'  // ~z~Sieht fr mich aus wie Salford...
05A9: s$7533[35] = 'CAS4_FC'  // ~z~Was redest du da?
05A9: s$7533[36] = 'CAS4_GA'  // ~z~Lauf, verdammt noch mal!
05A9: s$7533[37] = 'CAS4_GB'  // ~z~Alle rein ins Auto!
05A9: s$7533[38] = 'CAS4_HA'  // ~z~Warte, alter Junge, warte!
05A9: s$7533[39] = 'CAS4_HB'  // ~z~Ich will auch mit!
05A9: s$7533[40] = 'CAS4_HC'  // ~z~Hey, warte auf mich, Sonnenscheinchen!
05A9: s$7533[41] = 'CAS4_HD'  // ~z~berlasst mich nicht diesen Monstern!
05A9: s$7533[42] = 'CAS4_JA'  // ~z~Ich glaube, wir haben sie abgehngt.
05A9: s$7533[43] = 'CAS4_JB'  // ~z~Ich seh die Schlangenzchter nicht mehr!
05A9: s$7533[44] = 'CAS4_JC'  // ~z~Klappe, ihr beiden!
05A9: s$7533[45] = 'CAS4_JD'  // ~z~Hrt auf zu streiten!
05A9: s$7533[46] = 'CAS4_KA'  // ~z~Sieht aus, als httet ihr euch ziemlich amsiert.
05A9: s$7533[47] = 'CAS4_KB'  // ~z~Was ist mit der Band?
05A9: s$7533[48] = 'CAS4_KC'  // ~z~Wir knnen nur beten, dass sie's zurck in die Zivilisation geschafft haben.
05A9: s$7533[49] = 'CAS4_KD'  // ~z~Keyboarder und Drummer gibt's doch sowieso wie Sand am Meer.
05A9: s$7533[50] = 'CAS4_KE'  // ~z~Ich muss dringend pissen, Mann!
05A9: s$7533[51] = 'CAS4_KF'  // ~z~Oh Scheie, wir sind geliefert!
05A9: s$7533[52] = 'CAS4_KG'  // ~z~Kann das nicht warten?
05A9: s$7533[53] = 'CAS4_KH'  // ~z~Ich platze gleich, Alter!
05A9: s$7533[54] = 'CAS4_KJ'  // ~z~Du musst anhalten, er ist krank. Der hat'n Dauerstnder. Der spritzt alles voll!
05A9: s$7533[55] = 'CAS4_LA'  // ~z~Ich kann's nicht mehr halten!
05A9: s$7533[56] = 'CAS4_LB'  // ~z~Oh Scheie! Das hat mich im Auge getroffen!
05A9: s$7533[57] = 'CAS4_LC'  // ~z~Hey, was soll denn der Schei?
05A9: s$7533[58] = 'CAS4_LD'  // ~z~Argh! Hr auf!
05A9: s$7533[59] = 'CAS4_LE'  // ~z~Halt ihn zum Fenster raus, Scheie!
05A9: s$7533[60] = 'CAS4_MA'  // ~z~Oh, Scheie, tut das guuuuut.
05A9: s$7533[61] = 'CAS4_NA'  // ~z~Oh Scheie, ich hab Schttelfrost!
05A9: s$7533[62] = 'CAS4_NB'  // ~z~Du bist ja blass wie ein ersoffenes Baby, Kumpel!
05A9: s$7533[63] = 'CAS4_NC'  // ~z~Oh Gott, ich glaub ich muss kotzen!
05A9: s$7533[64] = 'CAS4_ND'  // ~z~Du brauchst mal was zu essen!
05A9: s$7533[65] = 'CAS4_NE'  // ~z~Hrrrgh-
05A9: s$7533[66] = 'CAS4_NF'  // ~z~Ein Spiegelei und Majonse-Sandwich stellt dich wieder auf die Beine.
05A9: s$7533[67] = 'CAS4_NG'  // ~z~Hrrrgh...rrgh-
05A9: s$7533[68] = 'CAS4_NH'  // ~z~Oder ein sauer eingelegtes Ei!
05A9: s$7533[69] = 'CAS4_NJ'  // ~z~Halt an, LOS!
05A9: s$7533[70] = 'CAS4_OA'  // ~z~Schei- huuuurghhh -e!
05A9: s$7533[71] = 'CAS4_OB'  // ~z~Ich hab- huuurrrgghh!
05A9: s$7533[72] = 'CAS4_OC'  // ~z~Hab die- Hhhuurrgghh!
05A9: s$7533[73] = 'CAS4_OD'  // ~z~Trockene- hurgh!
05A9: s$7533[74] = 'CAS4_OE'  // ~z~Trockene- hurgh!
05A9: s$7533[75] = 'CAS4_OF'  // ~z~Trockene Kotzerei... Oh...
05A9: s$7533[76] = 'CAS4_OG'  // ~z~Oh, ich glau-glaube, es ist vorbei...
05A9: s$7533[77] = 'CAS4_OH'  // ~z~Oder wie wr's mit einem Schoppen Dorschlebertran. Das rckt die Gedrme wieder gerade!
05A9: s$7533[78] = 'CAS4_OJ'  // ~z~Huuuuurrrrrrrrgggggghhhhhhh!
05A9: s$7533[79] = 'CAS4_OK'  // ~z~Lass ihn in Ruhe, Mann.
05A9: s$7533[80] = 'CAS4_OL'  // ~z~Der gute Onkel Doktor will nur helfen!
05A9: s$7533[81] = 'CAS4_OM'  // ~z~Le-heh-Leck mich am Arsch!
05A9: s$7533[82] = 'CAS4_PA'  // ~z~Was fr Titten hat diese Rosie denn?
05A9: s$7533[83] = 'CAS4_PB'  // ~z~Groe, wurstfrmige Hngetitten?
05A9: s$7533[85] = 'CAS4_PD'  // ~z~Leere Satteltaschen? Oder Bienenstiche?
05A9: s$7533[86] = 'CAS4_PE'  // ~z~Rosie ist ein Mann!
05A9: s$7533[87] = 'CAS4_PF'  // ~z~Und hr auf, dich zu betatschen!
05A9: s$7533[88] = 'CAS4_PG'  // ~z~Ist nur, weil's beruhigt. Wir sind in 'ner Stresssituation.
05A9: s$7533[89] = 'CAS4_PH'  // ~z~Das musst verdammt noch mal ausgerechnet du sagen!
05A9: s$7533[90] = 'CAS4_PJ'  // ~z~Schluss jetzt, ihr beiden!
05A9: s$7533[91] = 'CAS4_PK'  // ~z~Er hat angefangen!
05A9: s$7533[92] = 'CAS4_QA'  // ~z~Wie heit dieses Casino?
05A9: s$7533[93] = 'CAS4_QB'  // ~z~Caesar's. Es liegt irgendwo auf dem Las Vegas Strip, glaub ich.
05A9: s$7533[94] = 'CAS4_RA'  // ~z~Scheie, da kommen diese Schlangenzchter!
05A9: s$7533[95] = 'CAS4_RB'  // ~z~So, jetzt reicht's mir.
05A9: s$7533[97] = 'CAS4_RD'  // ~z~Ich will endlich mit ein paar Riesentitten spielen!
05A9: s$7533[98] = 'CAS4_RE'  // ~z~Scheie, wenn schon, denn schon...
05A9: s$7533[99] = 'CAS4_SA'  // ~z~Kommt, gehen wir rein zu Rosie.
05A9: s$7533[100] = 'CAS4_TA'  // ~z~Hey Woozie,
05A9: s$7533[101] = 'CAS4_TB'  // ~z~ich glaube, ich wei jetzt, wie ich Caesar's Palace auskundschaften kann, ohne dass es allzu sehr auffllt.
05A9: s$7533[102] = 'CAS4_TC'  // ~z~Wir knnen spter drber reden.
05A9: s$7533[103] = 'CAS4_FD'  // ~z~Seht euch die Kerle an, sind sie das?
05A9: s$7533[104] = 'CAS4_FE'  // ~z~Der Stadtbubi da hat mit meiner preisgekrnten Sau rumgemacht!
05A9: s$7533[105] = 'CAS4_FF'  // ~z~Jetzt komm ich nicht mehr zum Schuss bei ihr!
05A9: s$7533[106] = 'CAS4_FG'  // ~z~Und der da hat meine Schwester flachgelegt.
05A9: s$7533[107] = 'CAS4_FH'  // ~z~Seitdem juckt's mich furchtbar im Schritt!
05A9: s$7533[108] = 'CAS4_FJ'  // ~z~Ich schlag dir die Zhne ein, dafr dass du mir und meinem Kumpel einen Ausschlag aufgehngt hast!
05A9: s$7533[109] = 'CAS4_FK'  // ~z~Gottverdammt noch mal!
05A9: s$7533[110] = 'CAS4_FL'  // ~z~Ich werd dir einheizen, fr das was du mit meinen Kleinen gemacht hast!
05A9: s$7533[111] = 'MACX_AF'  // ~z~Tja, jetzt weit du, wie's wirklich ist.
05A9: s$7533[112] = 'MACX_AG'  // ~z~Ja, so machen wir das in Salford.
05A9: s$7533[113] = 'MACX_AI'  // ~z~Er ist nur mausetot.
04AF: 145@ = 7800 // @ = any 
04AF: 146@ = 7801 // @ = any 
04AF: 147@ = 7802 // @ = any 
04AF: 148@ = 7803 // @ = any 
04AF: 149@ = 7804 // @ = any 
04AF: 150@ = 7805 // @ = any 
04AF: 151@ = 7806 // @ = any 
04AF: 152@ = 7807 // @ = any 
04AF: 153@ = 7808 // @ = any 
04AF: 154@ = 7809 // @ = any 
04AF: 155@ = 7810 // @ = any 
04AF: 156@ = 7811 // @ = any 
04AF: 157@ = 7812 // @ = any 
04AF: 158@ = 7813 // @ = any 
04AF: 159@ = 7814 // @ = any 
04AF: 160@ = 7815 // @ = any 
04AF: 161@ = 7816 // @ = any 
04AF: 162@ = 7817 // @ = any 
04AF: 163@ = 7818 // @ = any 
04AF: 164@ = 7819 // @ = any 
04AF: 165@ = 7820 // @ = any 
04AF: 166@ = 7821 // @ = any 
04AF: 167@ = 7822 // @ = any 
04AF: 168@ = 7823 // @ = any 
04AF: 169@ = 7824 // @ = any 
04AF: 170@ = 7825 // @ = any 
04AF: 171@ = 7826 // @ = any 
04AF: 172@ = 7827 // @ = any 
04AF: 173@ = 7828 // @ = any 
04AF: 174@ = 7837 // @ = any 
04AF: 175@ = 7838 // @ = any 
04AF: 176@ = 7839 // @ = any 
04AF: 177@ = 7840 // @ = any 
04AF: 178@ = 7841 // @ = any 
04AF: 179@ = 7842 // @ = any 
04AF: 180@ = 7843 // @ = any 
04AF: 181@ = 7844 // @ = any 
04AF: 182@ = 7845 // @ = any 
04AF: 183@ = 7846 // @ = any 
04AF: 184@ = 7847 // @ = any 
04AF: 185@ = 7848 // @ = any 
04AF: 186@ = 7849 // @ = any 
04AF: 187@ = 7850 // @ = any 
04AF: 188@ = 7851 // @ = any 
04AF: 189@ = 7852 // @ = any 
04AF: 190@ = 7853 // @ = any 
04AF: 191@ = 7854 // @ = any 
04AF: 192@ = 7855 // @ = any 
04AF: 193@ = 7856 // @ = any 
04AF: 194@ = 7857 // @ = any 
04AF: 195@ = 7858 // @ = any 
04AF: 196@ = 7859 // @ = any 
04AF: 197@ = 7860 // @ = any 
04AF: 198@ = 7861 // @ = any 
04AF: 199@ = 7862 // @ = any 
04AF: 200@ = 7863 // @ = any 
04AF: 201@ = 7864 // @ = any 
04AF: 202@ = 7865 // @ = any 
04AF: 203@ = 7866 // @ = any 
04AF: 204@ = 7867 // @ = any 
04AF: 205@ = 7868 // @ = any 
04AF: 206@ = 7869 // @ = any 
04AF: 207@ = 7870 // @ = any 
04AF: 208@ = 7871 // @ = any 
04AF: 209@ = 7872 // @ = any 
04AF: 210@ = 7873 // @ = any 
04AF: 211@ = 7874 // @ = any 
04AF: 212@ = 7875 // @ = any 
04AF: 213@ = 7876 // @ = any 
04AF: 214@ = 7877 // @ = any 
04AF: 215@ = 7878 // @ = any 
04AF: 216@ = 7879 // @ = any 
04AF: 217@ = 7880 // @ = any 
04AF: 218@ = 7881 // @ = any 
04AF: 219@ = 7882 // @ = any 
04AF: 220@ = 7883 // @ = any 
04AF: 221@ = 7884 // @ = any 
04AF: 223@ = 7885 // @ = any 
04AF: 224@ = 7886 // @ = any 
04AF: 225@ = 7887 // @ = any 
04AF: 226@ = 7888 // @ = any 
04AF: 227@ = 7889 // @ = any 
04AF: 228@ = 7890 // @ = any 
04AF: 229@ = 7891 // @ = any 
04AF: 230@ = 7892 // @ = any 
04AF: 231@ = 7893 // @ = any 
04AF: 232@ = 7894 // @ = any 
04AF: 233@ = 7895 // @ = any 
04AF: 235@ = 7896 // @ = any 
04AF: 236@ = 7897 // @ = any 
04AF: 237@ = 7898 // @ = any 
04AF: 238@ = 7900 // @ = any 
04AF: 239@ = 7901 // @ = any 
04AF: 240@ = 7902 // @ = any 
04AF: 241@ = 7829 // @ = any 
04AF: 242@ = 7830 // @ = any 
04AF: 243@ = 7831 // @ = any 
04AF: 244@ = 7832 // @ = any 
04AF: 245@ = 7833 // @ = any 
04AF: 246@ = 7834 // @ = any 
04AF: 247@ = 7835 // @ = any 
04AF: 248@ = 7836 // @ = any 
04AF: 249@ = 23205 // @ = any 
04AF: 250@ = 23206 // @ = any 
04AF: 251@ = 23208 // @ = any 
04AF: 286@ = 14200 // @ = any 
252@ = 0 
253@ = 1 
254@ = 2 
255@ = 0 
256@ = 0 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
287@ = 0 
288@ = 0 
283@ = 0 
284@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 1 
09DD: unknown_player_group 2 
wait 1000 

:CASINO4_4043
wait 0 
if 
0735:   NOP_false 49 
else_jump @CASINO4_4082 
Actor.PutAt($PLAYER_ACTOR, -725.0, 2392.69, 128.0)

:CASINO4_4082
if 
0735:   NOP_false 50 
else_jump @CASINO4_4117 
Actor.PutAt($PLAYER_ACTOR, -45.0, 2322.0, 23.0)

:CASINO4_4117
if 
0735:   NOP_false 51 
else_jump @CASINO4_4152 
Actor.PutAt($PLAYER_ACTOR, 2062.0, 1362.0, 10.7)

:CASINO4_4152
if 
0735:   NOP_false 71 
else_jump @CASINO4_4175 
32@ = 27000 

:CASINO4_4175
if 
0735:   NOP_false 99 
else_jump @CASINO4_4249 
122@ = 0 
123@ = 0 
134@ = 0 
133@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
94@ = 0.0 

:CASINO4_4249
if 
0735:   NOP_false 32 
else_jump @CASINO4_4821 
252@ = 103 
253@ = 1 
254@ = 2 
255@ = 0 
256@ = 0 
257@ = 0 
if 
  255@ == 0 
else_jump @CASINO4_4343 
252@ = 103 
257@ = 103 
01BD: 260@ = current_time_in_ms 

:CASINO4_4343
wait 0 
if 
  256@ == 0 
else_jump @CASINO4_4821 
if 
   not 252@ == 0 
else_jump @CASINO4_4704 
if 
  255@ == 0 
else_jump @CASINO4_4429 
if 
03D0:   wav 254@ loaded 
else_jump @CASINO4_4422 
040D: unload_wav 254@ 

:CASINO4_4422
255@ = 1 

:CASINO4_4429
if 
  255@ == 1 
else_jump @CASINO4_4466 
03CF: load_wav 138@(252@,114i) as 253@ 
255@ = 2 

:CASINO4_4466
if 
  255@ == 2 
else_jump @CASINO4_4526 
if 
03D0:   wav 253@ loaded 
else_jump @CASINO4_4526 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
255@ = 3 

:CASINO4_4526
if 
  255@ == 3 
else_jump @CASINO4_4704 
if 
03D2:   wav 253@ ended 
else_jump @CASINO4_4643 
03D5: remove_text $7533(252@,114s) 
if 
  253@ == 1 
else_jump @CASINO4_4608 
253@ = 2 
254@ = 1 
jump @CASINO4_4622 

:CASINO4_4608
253@ = 1 
254@ = 2 

:CASINO4_4622
252@ = 0 
255@ = 0 
jump @CASINO4_4704 

:CASINO4_4643
if 
83D0:   not wav 254@ loaded 
else_jump @CASINO4_4704 
if 
  102 > 252@ 
else_jump @CASINO4_4704 
0085: 261@ = 252@ // (int) 
261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_4704
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_4814 
if 
  255@ == 0 
else_jump @CASINO4_4814 
if 
  110 > 257@ 
else_jump @CASINO4_4807 
257@ += 1 
0085: 252@ = 257@ // (int) 
01BD: 260@ = current_time_in_ms 
jump @CASINO4_4814 

:CASINO4_4807
256@ = 1 

:CASINO4_4814
jump @CASINO4_4343 

:CASINO4_4821
if 
0735:   NOP_false 48 
else_jump @CASINO4_4852 
32@ = 27000 
33@ = 27000 

:CASINO4_4852
if 
0735:   NOP_false 83 
else_jump @CASINO4_4874 
jump @CASINO4_45880 

:CASINO4_4874
if and
  47@ == 0 
  48@ == 0 
else_jump @CASINO4_5063 

:CASINO4_4899
if 
fading 
else_jump @CASINO4_4923 
wait 0 
jump @CASINO4_4899 

:CASINO4_4923
018A: 66@ = create_checkpoint_at -735.0 2398.69 126.0 
08FB: set_checkpoint 66@ type_to 1 
Actor.Angle($PLAYER_ACTOR) = 265.5486
Camera.SetBehindPlayer
00BB: show_text_lowpriority GXT 'CAS4_01' time 10000 flag 1  // ~s~Such ~b~Paul ~s~und ~b~Maccer~s~.
48@ = 1 
fade 1 1500 

:CASINO4_4992
if 
fading 
else_jump @CASINO4_5016 
wait 0 
jump @CASINO4_4992 

:CASINO4_5016
Player.CanMove($PLAYER_CHAR) = True
if 
  $2878 == 1 
else_jump @CASINO4_5063 
0950: set_trip_skip -698.0 2398.0 131.0 angle 60.0 // versionA 

:CASINO4_5063
if and
  47@ == 0 
  48@ == 1 
else_jump @CASINO4_5645 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_5112 
77@ = Actor.Car($PLAYER_ACTOR)

:CASINO4_5112
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -735.0 2398.69 126.0 radius 4.0 4.0 2.0 
else_jump @CASINO4_5179 
Marker.Disable(66@)
47@ = 1 
jump @CASINO4_5645 

:CASINO4_5179
if 
  44@ == 0 
else_jump @CASINO4_5645 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -735.0 2398.69 126.0 radius 100.0 100.0 100.0 
else_jump @CASINO4_5645 
if 
  $2878 == 0 
else_jump @CASINO4_5270 
$2878 = 1 

:CASINO4_5270
04ED: load_animation "SUNBATHE" 

:CASINO4_5282
if 
84EE:   not animation "SUNBATHE" loaded 
else_jump @CASINO4_5316 
wait 0 
jump @CASINO4_5282 

:CASINO4_5316
71@ = Actor.Create(Special, #SPECIAL01, -751.1198, 2395.199, 128.2378)
Actor.Angle(71@) = 246.0
060B: set_actor 71@ decision_maker_to 38@ 
0568: set_actor 71@ targetable 1 
0446: set_actor 71@ immune_to_headshots 0 
72@ = Actor.Create(Special, #SPECIAL02, -752.2823, 2391.054, 127.8083)
Actor.Angle(72@) = 220.2451
060B: set_actor 72@ decision_maker_to 38@ 
Actor.SetImmunities(71@, 0, 0, 0, 0, 1)
Actor.SetImmunities(72@, 0, 0, 0, 0, 1)
0568: set_actor 72@ targetable 1 
0446: set_actor 72@ immune_to_headshots 0 
0615: define_AS_pack_begin 81@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0605: actor -1 perform_animation_sequence "SBATHE_F_LIEB2SIT" IFP_file "SUNBATHE" 60000.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 81@ 
0618: assign_actor 72@ to_AS_pack 81@ 
061B: remove_references_to_AS_pack 81@ 
0615: define_AS_pack_begin 80@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0605: actor -1 perform_animation_sequence "SBATHE_F_LIEB2SIT" IFP_file "SUNBATHE" 60000.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 80@ 
0618: assign_actor 71@ to_AS_pack 80@ 
061B: remove_references_to_AS_pack 80@ 
077A: set_actor 71@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 72@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
44@ = 1 

:CASINO4_5645
if and
  47@ == 1 
  49@ == 0 
else_jump @CASINO4_6625 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:CASINO4_5684
if 
fading 
else_jump @CASINO4_5708 
wait 0 
jump @CASINO4_5684 

:CASINO4_5708
02A3: enable_widescreen 1 
08F5: save_player_group 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
01B5: force_weather 18 
Actor.DestroyInstantly(71@)
Actor.DestroyInstantly(72@)
Actor.RemoveReferences(71@)
Actor.RemoveReferences(72@)
04EF: release_animation "SUNBATHE" 

:CASINO4_5765
if 
fading 
else_jump @CASINO4_5789 
wait 0 
jump @CASINO4_5765 

:CASINO4_5789
0395: clear_area 1 at -738.0978 2391.592 127.9015 radius 100.0 
if 
   not Car.Wrecked(77@)
else_jump @CASINO4_5897 
if 
01AF:   car 77@ sphere 0 in_sphere -738.0 2391.0 127.0 radius 10.0 10.0 5.0 
else_jump @CASINO4_5897 
Car.PutAt(77@, -735.0, 2398.69, 126.0)

:CASINO4_5897
Player.MakeSafe($PLAYER_CHAR)
02E4: load_cutscene_data 'CAS_4B' 

:CASINO4_5913
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO4_5937 
wait 0 
jump @CASINO4_5913 

:CASINO4_5937
02E7: start_cutscene 
fade 1 1000 

:CASINO4_5946
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO4_5970 
wait 0 
jump @CASINO4_5946 

:CASINO4_5970
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CASINO4_5985
if 
fading 
else_jump @CASINO4_6009 
wait 0 
jump @CASINO4_5985 

:CASINO4_6009
01B7: release_weather 
0709: set_decision_maker 38@ on_event 79 taskID 706 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 0 // see *.ped files 
71@ = Actor.Create(Special, #SPECIAL01, -751.1198, 2395.199, 128.2378)
060B: set_actor 71@ decision_maker_to 38@ 
0568: set_actor 71@ targetable 1 
0446: set_actor 71@ immune_to_headshots 0 
72@ = Actor.Create(Special, #SPECIAL02, -752.2823, 2391.054, 127.8083)
060B: set_actor 72@ decision_maker_to 38@ 
Actor.SetImmunities(71@, 0, 0, 0, 0, 1)
Actor.SetImmunities(72@, 0, 0, 0, 0, 1)
0568: set_actor 72@ targetable 1 
0446: set_actor 72@ immune_to_headshots 0 
077A: set_actor 71@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 72@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
08AF: set_actor 72@ max_health_to 200 
Actor.Health(72@) = 200
08AF: set_actor 71@ max_health_to 200 
Actor.Health(71@) = 200
if and
   not Actor.Dead(72@)
   not Actor.Dead(71@)
else_jump @CASINO4_6300 
Actor.PutAt(72@, -738.0978, 2385.592, 124.9015)
Actor.Angle(72@) = 0.0
Actor.PutAt(71@, -736.8244, 2385.102, 125.0871)
Actor.Angle(71@) = 0.0

:CASINO4_6300
Model.Load(#WALTON)
Model.Load(#DWMOLC1)
Model.Load(#DWMYLC1)
04ED: load_animation "SMOKING" 
Model.Load(#COLT45)
if and
   not Actor.Dead(71@)
   not Actor.Dead(72@)
else_jump @CASINO4_6395 
0687: clear_actor $PLAYER_ACTOR task 
0687: clear_actor 72@ task 
0687: clear_actor 71@ task 
68@ = Marker.CreateAboveActor(71@)
07E0: set_marker 68@ type_to 1 
67@ = Marker.CreateAboveActor(72@)
07E0: set_marker 67@ type_to 1 

:CASINO4_6395
if or
   not Model.Available(#WALTON)
   not Model.Available(#DWMOLC1)
   not Model.Available(#DWMYLC1)
84EE:   not animation "SMOKING" loaded 
84EE:   not animation "COLT45" loaded 
else_jump @CASINO4_6451 
wait 0 
jump @CASINO4_6395 

:CASINO4_6451
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_6494 
Actor.PutAt($PLAYER_ACTOR, -738.0603, 2388.346, 125.1527)
jump @CASINO4_6514 

:CASINO4_6494
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -738.0603 2388.346 125.1527 

:CASINO4_6514
Actor.Angle($PLAYER_ACTOR) = 176.0
04ED: load_animation "PAULNMAC" 

:CASINO4_6536
if 
84EE:   not animation "PAULNMAC" loaded 
else_jump @CASINO4_6570 
wait 0 
jump @CASINO4_6536 

:CASINO4_6570
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
08F6: restore_player_group 
fade 1 1500 

:CASINO4_6585
if 
fading 
else_jump @CASINO4_6609 
wait 0 
jump @CASINO4_6585 

:CASINO4_6609
Player.CanMove($PLAYER_CHAR) = True
00BE: text_clear_all 
49@ = 1 

:CASINO4_6625
if 
  44@ == 1 
else_jump @CASINO4_6772 
if or
   Actor.Dead(72@)
   Actor.Dead(71@)
else_jump @CASINO4_6772 
00BE: text_clear_all 
if and
   Actor.Dead(71@)
   Actor.Dead(72@)
else_jump @CASINO4_6710 
00BB: show_text_lowpriority GXT 'CAS4_47' time 3000 flag 1  // ~r~Paul und Maccer wurden gettet!
jump @CASINO4_6765 

:CASINO4_6710
if 
   Actor.Dead(71@)
else_jump @CASINO4_6749 
00BB: show_text_lowpriority GXT 'CAS4_05' time 3000 flag 1  // ~r~Maccer hat's hinter sich. Die Musikszene wird ohne ihn nicht mehr dieselbe sein.
jump @CASINO4_6765 

:CASINO4_6749
00BB: show_text_lowpriority GXT 'CAS4_04' time 3000 flag 1  // ~r~Paul ist entsorgt!

:CASINO4_6765
jump @CASINO4_45862 

:CASINO4_6772
if 
  51@ == 0 
else_jump @CASINO4_22506 
if 
  49@ == 1 
else_jump @CASINO4_22506 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @CASINO4_6897 
77@ = Actor.Car($PLAYER_ACTOR)
01EA: 135@ = car 77@ max_passengers 
if 
  119@ == 1 
else_jump @CASINO4_6865 
135@ -= 1 

:CASINO4_6865
if 
  120@ == 1 
else_jump @CASINO4_6890 
135@ -= 1 

:CASINO4_6890
jump @CASINO4_7234 

:CASINO4_6897
if 
   not Actor.Dead(72@)
else_jump @CASINO4_7063 
if 
   Actor.Driving(72@)
else_jump @CASINO4_7063 
if 
  119@ == 1 
else_jump @CASINO4_7006 
if 
   not Actor.Dead(72@)
else_jump @CASINO4_7006 
if 
   Actor.Driving(72@)
else_jump @CASINO4_6984 
0633: AS_actor 72@ exit_car 

:CASINO4_6984
67@ = Marker.CreateAboveActor(72@)
07E0: set_marker 67@ type_to 1 
119@ = 0 

:CASINO4_7006
if 
   Actor.Driving(72@)
else_jump @CASINO4_7063 
062E: unknown_get_actor 72@ task 1587 status_store_to 90@ // ret 7 if not found 
if and
84A4:   not  90@ == 1 // @ == any 
84A4:   not  90@ == 0 // @ == any 
else_jump @CASINO4_7063 
0633: AS_actor 72@ exit_car 

:CASINO4_7063
if 
   not Actor.Dead(71@)
else_jump @CASINO4_7213 
if 
  120@ == 1 
else_jump @CASINO4_7156 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_7156 
if 
   Actor.Driving(71@)
else_jump @CASINO4_7134 
0633: AS_actor 71@ exit_car 

:CASINO4_7134
68@ = Marker.CreateAboveActor(71@)
07E0: set_marker 68@ type_to 1 
120@ = 0 

:CASINO4_7156
if 
   Actor.Driving(71@)
else_jump @CASINO4_7213 
062E: unknown_get_actor 71@ task 1587 status_store_to 90@ // ret 7 if not found 
if and
84A4:   not  90@ == 1 // @ == any 
84A4:   not  90@ == 0 // @ == any 
else_jump @CASINO4_7213 
0633: AS_actor 71@ exit_car 

:CASINO4_7213
130@ = 0 
131@ = 0 
135@ = 0 

:CASINO4_7234
if 
  121@ > 0 
else_jump @CASINO4_7336 
if and
   not Actor.Dead(72@)
   not Actor.Dead(71@)
else_jump @CASINO4_7336 
if 
  135@ > 1 
else_jump @CASINO4_7336 
0687: clear_actor 72@ task 
0687: clear_actor 71@ task 
274@ = 0 
275@ = 0 
276@ = 0 
277@ = 0 
121@ = 0 

:CASINO4_7336
if 
  121@ == 0 
else_jump @CASINO4_8643 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_8636 
if 
   not Actor.Dead(72@)
else_jump @CASINO4_7994 
if 
  119@ == 0 
else_jump @CASINO4_7908 
if 
0106:   actor $PLAYER_ACTOR near_actor 72@ radius 8.0 8.0 5.0 0 in_car 
else_jump @CASINO4_7860 
if 
  135@ > 0 
else_jump @CASINO4_7616 
if 
   not Car.Wrecked(77@)
else_jump @CASINO4_7609 
if 
0448:   actor 72@ in_car 77@ 
else_jump @CASINO4_7519 
Marker.Disable(67@)
135@ -= 1 
119@ = 1 
jump @CASINO4_7609 

:CASINO4_7519
if 
  130@ == 0 
else_jump @CASINO4_7563 
05CA: AS_actor 72@ enter_car 77@ passenger_seat -1 -2 ms 
130@ = 1 
jump @CASINO4_7609 

:CASINO4_7563
062E: unknown_get_actor 72@ task 1482 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_7609 
0687: clear_actor 72@ task 
05CA: AS_actor 72@ enter_car 77@ passenger_seat -1 -2 ms 

:CASINO4_7609
jump @CASINO4_7853 

:CASINO4_7616
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @CASINO4_7853 
if 
  120@ == 1 
else_jump @CASINO4_7853 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_7688 
68@ = Marker.CreateAboveActor(71@)
07E0: set_marker 68@ type_to 1 
120@ = 0 

:CASINO4_7688
if 
  121@ == 0 
else_jump @CASINO4_7853 
0615: define_AS_pack_begin 89@ 
05D9: AS_actor -1 run_to_actor 71@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 71@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 72@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0615: define_AS_pack_begin 89@ 
if 
   Actor.Driving(71@)
else_jump @CASINO4_7775 
0633: AS_actor -1 exit_car 

:CASINO4_7775
05D9: AS_actor -1 run_to_actor 72@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 72@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 71@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_44' time 10000 flag 1  // ~s~Sie werden streiten, bis du einen Wagen findest, in dem beide Platz finden.
282@ = 1 
132@ = 6 
121@ = 1 

:CASINO4_7853
jump @CASINO4_7901 

:CASINO4_7860
062E: unknown_get_actor 72@ task 1482 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 1 // @ == any 
else_jump @CASINO4_7894 
0687: clear_actor 72@ task 

:CASINO4_7894
130@ = 0 

:CASINO4_7901
jump @CASINO4_7994 

:CASINO4_7908
if 
8106:   not actor $PLAYER_ACTOR near_actor 72@ radius 10.0 10.0 5.0 0 in_car 
else_jump @CASINO4_7994 
if 
   Actor.Driving(72@)
else_jump @CASINO4_7965 
0633: AS_actor 72@ exit_car 

:CASINO4_7965
67@ = Marker.CreateAboveActor(72@)
07E0: set_marker 67@ type_to 1 
130@ = 0 
119@ = 0 

:CASINO4_7994
if 
  121@ == 0 
else_jump @CASINO4_8636 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_8636 
if 
  120@ == 0 
else_jump @CASINO4_8550 
if 
0106:   actor $PLAYER_ACTOR near_actor 71@ radius 8.0 8.0 5.0 0 in_car 
else_jump @CASINO4_8502 
if 
  135@ > 0 
else_jump @CASINO4_8258 
if 
   not Car.Wrecked(77@)
else_jump @CASINO4_8251 
if 
0448:   actor 71@ in_car 77@ 
else_jump @CASINO4_8161 
Marker.Disable(68@)
135@ -= 1 
120@ = 1 
jump @CASINO4_8251 

:CASINO4_8161
if 
  131@ == 0 
else_jump @CASINO4_8205 
05CA: AS_actor 71@ enter_car 77@ passenger_seat -1 -2 ms 
131@ = 1 
jump @CASINO4_8251 

:CASINO4_8205
062E: unknown_get_actor 71@ task 1482 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_8251 
0687: clear_actor 71@ task 
05CA: AS_actor 71@ enter_car 77@ passenger_seat -1 -2 ms 

:CASINO4_8251
jump @CASINO4_8495 

:CASINO4_8258
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @CASINO4_8495 
if 
  119@ == 1 
else_jump @CASINO4_8495 
if 
   not Actor.Dead(72@)
else_jump @CASINO4_8330 
67@ = Marker.CreateAboveActor(72@)
07E0: set_marker 67@ type_to 1 
119@ = 0 

:CASINO4_8330
if 
  121@ == 0 
else_jump @CASINO4_8495 
0615: define_AS_pack_begin 89@ 
if 
   Actor.Driving(72@)
else_jump @CASINO4_8373 
0633: AS_actor -1 exit_car 

:CASINO4_8373
05D9: AS_actor -1 run_to_actor 71@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 71@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 72@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0615: define_AS_pack_begin 89@ 
05D9: AS_actor -1 run_to_actor 72@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 72@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 71@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_44' time 10000 flag 1  // ~s~Sie werden streiten, bis du einen Wagen findest, in dem beide Platz finden.
282@ = 2 
132@ = 6 
121@ = 1 

:CASINO4_8495
jump @CASINO4_8543 

:CASINO4_8502
062E: unknown_get_actor 71@ task 1482 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 1 // @ == any 
else_jump @CASINO4_8543 
0687: clear_actor 71@ task 
131@ = 0 

:CASINO4_8543
jump @CASINO4_8636 

:CASINO4_8550
if 
8106:   not actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 5.0 0 in_car 
else_jump @CASINO4_8636 
if 
   Actor.Driving(71@)
else_jump @CASINO4_8607 
0633: AS_actor 71@ exit_car 

:CASINO4_8607
68@ = Marker.CreateAboveActor(71@)
07E0: set_marker 68@ type_to 1 
131@ = 0 
120@ = 0 

:CASINO4_8636
jump @CASINO4_10220 

:CASINO4_8643
if 
  121@ == 1 
else_jump @CASINO4_8812 
if and
   not Actor.Dead(71@)
   not Actor.Dead(72@)
else_jump @CASINO4_8805 
062E: unknown_get_actor 71@ task 1560 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_8805 
062E: unknown_get_actor 72@ task 1560 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_8805 
04C4: store_coords_to 40@ 41@ 42@ from_actor 71@ with_offset 0.0 1.5 0.0 
07CD: AS_actor 72@ walk_to 40@ 41@ 42@ stop_with_angle 43@ within_radius 0.5 
gosub @CASINO4_38638 
121@ = 2 

:CASINO4_8805
jump @CASINO4_10220 

:CASINO4_8812
if 
  121@ == 2 
else_jump @CASINO4_10220 
if 
   not 252@ == 0 
else_jump @CASINO4_9169 
if 
  255@ == 0 
else_jump @CASINO4_8894 
if 
03D0:   wav 254@ loaded 
else_jump @CASINO4_8887 
040D: unload_wav 254@ 

:CASINO4_8887
255@ = 1 

:CASINO4_8894
if 
  255@ == 1 
else_jump @CASINO4_8931 
03CF: load_wav 138@(252@,114i) as 253@ 
255@ = 2 

:CASINO4_8931
if 
  255@ == 2 
else_jump @CASINO4_8991 
if 
03D0:   wav 253@ loaded 
else_jump @CASINO4_8991 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
255@ = 3 

:CASINO4_8991
if 
  255@ == 3 
else_jump @CASINO4_9169 
if 
03D2:   wav 253@ ended 
else_jump @CASINO4_9108 
03D5: remove_text $7533(252@,114s) 
if 
  253@ == 1 
else_jump @CASINO4_9073 
253@ = 2 
254@ = 1 
jump @CASINO4_9087 

:CASINO4_9073
253@ = 1 
254@ = 2 

:CASINO4_9087
252@ = 0 
255@ = 0 
jump @CASINO4_9169 

:CASINO4_9108
if 
83D0:   not wav 254@ loaded 
else_jump @CASINO4_9169 
if 
  110 > 252@ 
else_jump @CASINO4_9169 
0085: 261@ = 252@ // (int) 
261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_9169
if 
  282@ == 1 
else_jump @CASINO4_9740 
if 
  275@ == 0 
else_jump @CASINO4_9733 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_9733 
0871: init_jump_table 274@ total_jumps 5 default_jump 1 @CASINO4_9661 jumps 0 @CASINO4_9281 1 @CASINO4_9325 2 @CASINO4_9409 3 @CASINO4_9493 4 @CASINO4_9577 -1 @CASINO4_9733 -1 @CASINO4_9733 

:CASINO4_9281
if 
  255@ == 0 
else_jump @CASINO4_9318 
252@ = 9 
274@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_9318
jump @CASINO4_9733 

:CASINO4_9325
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_9402 
if 
  255@ == 0 
else_jump @CASINO4_9402 
252@ = 10 
274@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_9402
jump @CASINO4_9733 

:CASINO4_9409
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_9486 
if 
  255@ == 0 
else_jump @CASINO4_9486 
252@ = 11 
274@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_9486
jump @CASINO4_9733 

:CASINO4_9493
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_9570 
if 
  255@ == 0 
else_jump @CASINO4_9570 
252@ = 12 
274@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_9570
jump @CASINO4_9733 

:CASINO4_9577
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_9654 
if 
  255@ == 0 
else_jump @CASINO4_9654 
252@ = 19 
274@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_9654
jump @CASINO4_9733 

:CASINO4_9661
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_9726 
if 
  255@ == 0 
else_jump @CASINO4_9726 
275@ = 1 

:CASINO4_9726
jump @CASINO4_9733 

:CASINO4_9733
jump @CASINO4_10220 

:CASINO4_9740
if 
  282@ == 2 
else_jump @CASINO4_10220 
if 
  277@ == 0 
else_jump @CASINO4_10220 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_10220 
0871: init_jump_table 276@ total_jumps 4 default_jump 1 @CASINO4_10148 jumps 0 @CASINO4_9852 1 @CASINO4_9896 2 @CASINO4_9980 3 @CASINO4_10064 -1 @CASINO4_10220 -1 @CASINO4_10220 -1 @CASINO4_10220 

:CASINO4_9852
if 
  255@ == 0 
else_jump @CASINO4_9889 
252@ = 13 
276@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_9889
jump @CASINO4_10220 

:CASINO4_9896
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_9973 
if 
  255@ == 0 
else_jump @CASINO4_9973 
252@ = 14 
276@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_9973
jump @CASINO4_10220 

:CASINO4_9980
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_10057 
if 
  255@ == 0 
else_jump @CASINO4_10057 
252@ = 15 
276@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_10057
jump @CASINO4_10220 

:CASINO4_10064
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_10141 
if 
  255@ == 0 
else_jump @CASINO4_10141 
252@ = 16 
276@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_10141
jump @CASINO4_10220 

:CASINO4_10148
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_10213 
if 
  255@ == 0 
else_jump @CASINO4_10213 
277@ = 1 

:CASINO4_10213
jump @CASINO4_10220 

:CASINO4_10220
if or
   Actor.Dead(72@)
   Actor.Dead(71@)
else_jump @CASINO4_10349 
00BE: text_clear_all 
if and
   Actor.Dead(71@)
   Actor.Dead(72@)
else_jump @CASINO4_10287 
00BB: show_text_lowpriority GXT 'CAS4_47' time 3000 flag 1  // ~r~Paul und Maccer wurden gettet!
jump @CASINO4_10342 

:CASINO4_10287
if 
   Actor.Dead(71@)
else_jump @CASINO4_10326 
00BB: show_text_lowpriority GXT 'CAS4_05' time 3000 flag 1  // ~r~Maccer hat's hinter sich. Die Musikszene wird ohne ihn nicht mehr dieselbe sein.
jump @CASINO4_10342 

:CASINO4_10326
00BB: show_text_lowpriority GXT 'CAS4_04' time 3000 flag 1  // ~r~Paul ist entsorgt!

:CASINO4_10342
jump @CASINO4_45862 

:CASINO4_10349
if 
  121@ == 0 
else_jump @CASINO4_11039 
if and
  119@ == 0 
  120@ == 0 
else_jump @CASINO4_10591 
if 
  135@ > 1 
else_jump @CASINO4_10504 
if 
   not 132@ == 0 
else_jump @CASINO4_10497 
03D5: remove_text 'CAS4_19'  // ~s~Du musst dir ein Fahrzeug mit mindestens 2 Beifahrersitzen suchen.
03D5: remove_text 'CAS4_03'  // ~s~Kehr um und hole ~b~Maccer~s~ ab!
03D5: remove_text 'CAS4_02'  // ~s~Kehr um und hole ~b~Paul~s~!
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_10497 
00BB: show_text_lowpriority GXT 'CAS4_37' time 7000 flag 1  // ~s~Hol ~b~Paul ~s~und ~b~Maccer~s~ ab.
132@ = 0 

:CASINO4_10497
jump @CASINO4_10591 

:CASINO4_10504
if 
   not 132@ == 1 
else_jump @CASINO4_10591 
03D5: remove_text 'CAS4_37'  // ~s~Hol ~b~Paul ~s~und ~b~Maccer~s~ ab.
03D5: remove_text 'CAS4_03'  // ~s~Kehr um und hole ~b~Maccer~s~ ab!
03D5: remove_text 'CAS4_02'  // ~s~Kehr um und hole ~b~Paul~s~!
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_10591 
00BB: show_text_lowpriority GXT 'CAS4_19' time 7000 flag 1  // ~s~Du musst dir ein Fahrzeug mit mindestens 2 Beifahrersitzen suchen.
132@ = 1 

:CASINO4_10591
if and
  119@ == 1 
  120@ == 0 
else_jump @CASINO4_10815 
if 
  135@ > 0 
else_jump @CASINO4_10728 
if 
   not 132@ == 2 
else_jump @CASINO4_10721 
03D5: remove_text 'CAS4_19'  // ~s~Du musst dir ein Fahrzeug mit mindestens 2 Beifahrersitzen suchen.
03D5: remove_text 'CAS4_37'  // ~s~Hol ~b~Paul ~s~und ~b~Maccer~s~ ab.
03D5: remove_text 'CAS4_02'  // ~s~Kehr um und hole ~b~Paul~s~!
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_10721 
00BB: show_text_lowpriority GXT 'CAS4_03' time 7000 flag 1  // ~s~Kehr um und hole ~b~Maccer~s~ ab!
132@ = 2 

:CASINO4_10721
jump @CASINO4_10815 

:CASINO4_10728
if 
   not 132@ == 3 
else_jump @CASINO4_10815 
03D5: remove_text 'CAS4_37'  // ~s~Hol ~b~Paul ~s~und ~b~Maccer~s~ ab.
03D5: remove_text 'CAS4_03'  // ~s~Kehr um und hole ~b~Maccer~s~ ab!
03D5: remove_text 'CAS4_02'  // ~s~Kehr um und hole ~b~Paul~s~!
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_10815 
00BB: show_text_lowpriority GXT 'CAS4_19' time 7000 flag 1  // ~s~Du musst dir ein Fahrzeug mit mindestens 2 Beifahrersitzen suchen.
132@ = 3 

:CASINO4_10815
if and
  119@ == 0 
  120@ == 1 
else_jump @CASINO4_11039 
if 
  135@ > 0 
else_jump @CASINO4_10952 
if 
   not 132@ == 4 
else_jump @CASINO4_10945 
03D5: remove_text 'CAS4_19'  // ~s~Du musst dir ein Fahrzeug mit mindestens 2 Beifahrersitzen suchen.
03D5: remove_text 'CAS4_03'  // ~s~Kehr um und hole ~b~Maccer~s~ ab!
03D5: remove_text 'CAS4_37'  // ~s~Hol ~b~Paul ~s~und ~b~Maccer~s~ ab.
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_10945 
00BB: show_text_lowpriority GXT 'CAS4_02' time 7000 flag 1  // ~s~Kehr um und hole ~b~Paul~s~!
132@ = 4 

:CASINO4_10945
jump @CASINO4_11039 

:CASINO4_10952
if 
   not 132@ == 5 
else_jump @CASINO4_11039 
03D5: remove_text 'CAS4_37'  // ~s~Hol ~b~Paul ~s~und ~b~Maccer~s~ ab.
03D5: remove_text 'CAS4_03'  // ~s~Kehr um und hole ~b~Maccer~s~ ab!
03D5: remove_text 'CAS4_02'  // ~s~Kehr um und hole ~b~Paul~s~!
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_11039 
00BB: show_text_lowpriority GXT 'CAS4_19' time 7000 flag 1  // ~s~Du musst dir ein Fahrzeug mit mindestens 2 Beifahrersitzen suchen.
132@ = 5 

:CASINO4_11039
if 
  126@ == 0 
else_jump @CASINO4_18462 
if 
  129@ == 1 
else_jump @CASINO4_18271 
if 
  32@ > 30000 
else_jump @CASINO4_18264 
if 
   not 252@ == 0 
else_jump @CASINO4_11487 
if 
  255@ == 0 
else_jump @CASINO4_11158 
if 
03D0:   wav 254@ loaded 
else_jump @CASINO4_11151 
040D: unload_wav 254@ 

:CASINO4_11151
255@ = 1 

:CASINO4_11158
if 
  255@ == 1 
else_jump @CASINO4_11195 
03CF: load_wav 138@(252@,114i) as 253@ 
255@ = 2 

:CASINO4_11195
if 
  255@ == 2 
else_jump @CASINO4_11309 
if 
03D0:   wav 253@ loaded 
else_jump @CASINO4_11309 
03D1: play_wav 253@ 
if 
   not 252@ == 65 
else_jump @CASINO4_11302 
if 
   not 252@ == 67 
else_jump @CASINO4_11302 
if 
   not 252@ == 78 
else_jump @CASINO4_11302 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 

:CASINO4_11302
255@ = 3 

:CASINO4_11309
if 
  255@ == 3 
else_jump @CASINO4_11487 
if 
03D2:   wav 253@ ended 
else_jump @CASINO4_11426 
03D5: remove_text $7533(252@,114s) 
if 
  253@ == 1 
else_jump @CASINO4_11391 
253@ = 2 
254@ = 1 
jump @CASINO4_11405 

:CASINO4_11391
253@ = 1 
254@ = 2 

:CASINO4_11405
252@ = 0 
255@ = 0 
jump @CASINO4_11487 

:CASINO4_11426
if 
83D0:   not wav 254@ loaded 
else_jump @CASINO4_11487 
if 
  110 > 252@ 
else_jump @CASINO4_11487 
0085: 261@ = 252@ // (int) 
261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_11487
if 
   not 287@ == 0 
else_jump @CASINO4_11721 
if 
  288@ == 0 
else_jump @CASINO4_11549 
if 
03D0:   wav 3 loaded 
else_jump @CASINO4_11542 
040D: unload_wav 3 

:CASINO4_11542
288@ = 1 

:CASINO4_11549
if 
  288@ == 1 
else_jump @CASINO4_11585 
03CF: load_wav 285@(287@,2i) as 3 
288@ = 2 

:CASINO4_11585
if 
  288@ == 2 
else_jump @CASINO4_11670 
if 
03D0:   wav 3 loaded 
else_jump @CASINO4_11670 
if 
  287@ == 1 
else_jump @CASINO4_11659 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_11659 
0949: link_wav 3 to_actor 71@ 

:CASINO4_11659
03D1: play_wav 3 
288@ = 3 

:CASINO4_11670
if 
  288@ == 3 
else_jump @CASINO4_11721 
if 
03D2:   wav 3 ended 
else_jump @CASINO4_11721 
040D: unload_wav 3 
287@ = 0 
288@ = 0 

:CASINO4_11721
if 
  5 > 122@ 
else_jump @CASINO4_15662 
if and
   not Actor.Dead(72@)
   not Car.Wrecked(77@)
else_jump @CASINO4_15655 
if 
  122@ == 0 
else_jump @CASINO4_12691 
if 
  263@ == 1 
else_jump @CASINO4_12684 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_12684 
0871: init_jump_table 280@ total_jumps 8 default_jump 1 @CASINO4_12583 jumps 0 @CASINO4_11937 1 @CASINO4_11995 2 @CASINO4_12079 3 @CASINO4_12163 4 @CASINO4_12247 5 @CASINO4_12331 6 @CASINO4_12415 
0872: jump_table_jumps 7 @CASINO4_12499 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 -1 @CASINO4_12684 

:CASINO4_11937
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 
if 
  255@ == 0 
else_jump @CASINO4_11988 
252@ = 62 
280@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_11988
jump @CASINO4_12684 

:CASINO4_11995
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_12072 
if 
  255@ == 0 
else_jump @CASINO4_12072 
252@ = 63 
280@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_12072
jump @CASINO4_12684 

:CASINO4_12079
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_12156 
if 
  255@ == 0 
else_jump @CASINO4_12156 
252@ = 64 
280@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_12156
jump @CASINO4_12684 

:CASINO4_12163
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_12240 
if 
  255@ == 0 
else_jump @CASINO4_12240 
252@ = 65 
280@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_12240
jump @CASINO4_12684 

:CASINO4_12247
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_12324 
if 
  255@ == 0 
else_jump @CASINO4_12324 
252@ = 66 
280@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_12324
jump @CASINO4_12684 

:CASINO4_12331
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_12408 
if 
  255@ == 0 
else_jump @CASINO4_12408 
252@ = 67 
280@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_12408
jump @CASINO4_12684 

:CASINO4_12415
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_12492 
if 
  255@ == 0 
else_jump @CASINO4_12492 
252@ = 68 
280@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_12492
jump @CASINO4_12684 

:CASINO4_12499
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_12576 
if 
  255@ == 0 
else_jump @CASINO4_12576 
252@ = 69 
280@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_12576
jump @CASINO4_12684 

:CASINO4_12583
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_12677 
if 
  255@ == 0 
else_jump @CASINO4_12677 
132@ = 99 
04ED: load_animation "FOOD" 
33@ = 0 
280@ = 0 
122@ = 1 

:CASINO4_12677
jump @CASINO4_12684 

:CASINO4_12684
jump @CASINO4_15655 

:CASINO4_12691
if 
  122@ == 1 
else_jump @CASINO4_14093 
if 
  33@ > 5000 
else_jump @CASINO4_13925 
0871: init_jump_table 280@ total_jumps 12 default_jump 1 @CASINO4_13824 jumps 0 @CASINO4_12856 1 @CASINO4_12900 2 @CASINO4_12984 3 @CASINO4_13068 4 @CASINO4_13152 5 @CASINO4_13236 6 @CASINO4_13320 
0872: jump_table_jumps 7 @CASINO4_13404 8 @CASINO4_13488 9 @CASINO4_13572 10 @CASINO4_13656 11 @CASINO4_13740 -1 @CASINO4_13918 -1 @CASINO4_13918 -1 @CASINO4_13918 -1 @CASINO4_13918 

:CASINO4_12856
if 
  255@ == 0 
else_jump @CASINO4_12893 
252@ = 70 
280@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_12893
jump @CASINO4_13918 

:CASINO4_12900
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_12977 
if 
  255@ == 0 
else_jump @CASINO4_12977 
252@ = 71 
280@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_12977
jump @CASINO4_13918 

:CASINO4_12984
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_13061 
if 
  255@ == 0 
else_jump @CASINO4_13061 
252@ = 72 
280@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_13061
jump @CASINO4_13918 

:CASINO4_13068
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_13145 
if 
  255@ == 0 
else_jump @CASINO4_13145 
252@ = 73 
280@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_13145
jump @CASINO4_13918 

:CASINO4_13152
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_13229 
if 
  255@ == 0 
else_jump @CASINO4_13229 
252@ = 74 
280@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_13229
jump @CASINO4_13918 

:CASINO4_13236
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_13313 
if 
  255@ == 0 
else_jump @CASINO4_13313 
252@ = 75 
280@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_13313
jump @CASINO4_13918 

:CASINO4_13320
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_13397 
if 
  255@ == 0 
else_jump @CASINO4_13397 
252@ = 76 
280@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_13397
jump @CASINO4_13918 

:CASINO4_13404
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_13481 
if 
  255@ == 0 
else_jump @CASINO4_13481 
252@ = 77 
280@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_13481
jump @CASINO4_13918 

:CASINO4_13488
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_13565 
if 
  255@ == 0 
else_jump @CASINO4_13565 
252@ = 78 
280@ = 9 
01BD: 260@ = current_time_in_ms 

:CASINO4_13565
jump @CASINO4_13918 

:CASINO4_13572
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_13649 
if 
  255@ == 0 
else_jump @CASINO4_13649 
252@ = 79 
280@ = 10 
01BD: 260@ = current_time_in_ms 

:CASINO4_13649
jump @CASINO4_13918 

:CASINO4_13656
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_13733 
if 
  255@ == 0 
else_jump @CASINO4_13733 
252@ = 80 
280@ = 11 
01BD: 260@ = current_time_in_ms 

:CASINO4_13733
jump @CASINO4_13918 

:CASINO4_13740
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_13817 
if 
  255@ == 0 
else_jump @CASINO4_13817 
252@ = 81 
280@ = 12 
01BD: 260@ = current_time_in_ms 

:CASINO4_13817
jump @CASINO4_13918 

:CASINO4_13824
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_13911 
if 
  255@ == 0 
else_jump @CASINO4_13911 
32@ = 0 
124@ = 0 
128@ = 1 
122@ = 9999 

:CASINO4_13911
jump @CASINO4_13918 

:CASINO4_13918
jump @CASINO4_14086 

:CASINO4_13925
if and
04EE:   animation "FOOD" loaded 
01C1:   car 77@ stopped 
else_jump @CASINO4_14086 
0407: store_coords_to 95@ 96@ 97@ from_car 77@ with_offset 4.0 2.0 0.0 
0615: define_AS_pack_begin 89@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 95@ 96@ 97@ mode 7 5000 ms // versionA 
0605: actor -1 perform_animation_sequence "EAT_VOMIT_P" IFP_file "FOOD" 1004.0 loop 0 0 0 0 time -1 // versionA 
05CA: AS_actor -1 enter_car 77@ passenger_seat -1 -2 ms 
0616: define_AS_pack_end 89@ 
0618: assign_actor 72@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
122@ = 2 
124@ = 1 

:CASINO4_14086
jump @CASINO4_15655 

:CASINO4_14093
if 
   not 122@ == 3 
else_jump @CASINO4_14961 
if 
  3 > 122@ 
else_jump @CASINO4_14961 
0871: init_jump_table 280@ total_jumps 8 default_jump 1 @CASINO4_14889 jumps 0 @CASINO4_14257 1 @CASINO4_14301 2 @CASINO4_14385 3 @CASINO4_14469 4 @CASINO4_14553 5 @CASINO4_14637 6 @CASINO4_14721 
0872: jump_table_jumps 7 @CASINO4_14805 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 -1 @CASINO4_14961 

:CASINO4_14257
if 
  255@ == 0 
else_jump @CASINO4_14294 
252@ = 70 
280@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_14294
jump @CASINO4_14961 

:CASINO4_14301
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_14378 
if 
  255@ == 0 
else_jump @CASINO4_14378 
252@ = 71 
280@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_14378
jump @CASINO4_14961 

:CASINO4_14385
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_14462 
if 
  255@ == 0 
else_jump @CASINO4_14462 
252@ = 72 
280@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_14462
jump @CASINO4_14961 

:CASINO4_14469
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_14546 
if 
  255@ == 0 
else_jump @CASINO4_14546 
252@ = 73 
280@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_14546
jump @CASINO4_14961 

:CASINO4_14553
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_14630 
if 
  255@ == 0 
else_jump @CASINO4_14630 
252@ = 74 
280@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_14630
jump @CASINO4_14961 

:CASINO4_14637
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_14714 
if 
  255@ == 0 
else_jump @CASINO4_14714 
252@ = 75 
280@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_14714
jump @CASINO4_14961 

:CASINO4_14721
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_14798 
if 
  255@ == 0 
else_jump @CASINO4_14798 
252@ = 76 
280@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_14798
jump @CASINO4_14961 

:CASINO4_14805
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_14882 
if 
  255@ == 0 
else_jump @CASINO4_14882 
252@ = 77 
280@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_14882
jump @CASINO4_14961 

:CASINO4_14889
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_14954 
if 
  255@ == 0 
else_jump @CASINO4_14954 
281@ = 1 

:CASINO4_14954
jump @CASINO4_14961 

:CASINO4_14961
if 
  122@ == 2 
else_jump @CASINO4_15183 
062E: unknown_get_actor 72@ task 1560 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_15051 
04EF: release_animation "FOOD" 
122@ = 5 
128@ = 1 
124@ = 0 
32@ = 0 
jump @CASINO4_15176 

:CASINO4_15051
if 
   Actor.Animation(72@) == "EAT_VOMIT_P"
else_jump @CASINO4_15176 
04C4: store_coords_to 95@ 96@ 97@ from_actor 72@ with_offset 0.355 -0.116 0.048 
0613: 94@ = actor 72@ animation "EAT_VOMIT_P" time 
064B: 136@ = create_particle "PUKE" at 95@ 96@ 97@ type 1 
134@ = 0 
94@ = 0.0 
122@ = 3 

:CASINO4_15176
jump @CASINO4_15655 

:CASINO4_15183
if 
  122@ == 3 
else_jump @CASINO4_15555 
062E: unknown_get_actor 72@ task 1560 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_15301 
04EF: release_animation "FOOD" 
122@ = 5 
128@ = 1 
124@ = 0 
if 
  134@ == 1 
else_jump @CASINO4_15294 
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
134@ = 0 

:CASINO4_15294
32@ = 0 

:CASINO4_15301
if 
   not 94@ == 1.0 
else_jump @CASINO4_15510 
if 
  134@ == 0 
else_jump @CASINO4_15403 
if 
  94@ >= 0.42 
else_jump @CASINO4_15403 
064C: make_particle 136@ visible 
if 
  255@ == 0 
else_jump @CASINO4_15396 
252@ = 78 
01BD: 260@ = current_time_in_ms 

:CASINO4_15396
134@ = 1 

:CASINO4_15403
if 
   not Actor.Dead(72@)
else_jump @CASINO4_15493 
if 
   Actor.Animation(72@) == "EAT_VOMIT_P"
else_jump @CASINO4_15476 
0613: 94@ = actor 72@ animation "EAT_VOMIT_P" time 
jump @CASINO4_15486 

:CASINO4_15476
94@ = 1.0 

:CASINO4_15486
jump @CASINO4_15503 

:CASINO4_15493
94@ = 1.0 

:CASINO4_15503
jump @CASINO4_15548 

:CASINO4_15510
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
32@ = 0 
134@ = 0 
124@ = 0 
122@ = 4 

:CASINO4_15548
jump @CASINO4_15655 

:CASINO4_15555
062E: unknown_get_actor 72@ task 1560 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_15655 
04EF: release_animation "FOOD" 
122@ = 5 
128@ = 1 
124@ = 0 
32@ = 0 
if 
  134@ == 1 
else_jump @CASINO4_15655 
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
134@ = 0 

:CASINO4_15655
jump @CASINO4_18264 

:CASINO4_15662
if 
  5 > 123@ 
else_jump @CASINO4_18208 
if and
   not Actor.Dead(71@)
   not Car.Wrecked(77@)
else_jump @CASINO4_18201 
if 
  123@ == 0 
else_jump @CASINO4_16308 
if 
  265@ == 1 
else_jump @CASINO4_16294 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_16294 
0871: init_jump_table 278@ total_jumps 5 default_jump 1 @CASINO4_16193 jumps 0 @CASINO4_15813 1 @CASINO4_15857 2 @CASINO4_15941 3 @CASINO4_16025 4 @CASINO4_16109 -1 @CASINO4_16294 -1 @CASINO4_16294 

:CASINO4_15813
if 
  255@ == 0 
else_jump @CASINO4_15850 
252@ = 50 
278@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_15850
jump @CASINO4_16294 

:CASINO4_15857
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_15934 
if 
  255@ == 0 
else_jump @CASINO4_15934 
252@ = 51 
278@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_15934
jump @CASINO4_16294 

:CASINO4_15941
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_16018 
if 
  255@ == 0 
else_jump @CASINO4_16018 
252@ = 52 
278@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_16018
jump @CASINO4_16294 

:CASINO4_16025
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_16102 
if 
  255@ == 0 
else_jump @CASINO4_16102 
252@ = 53 
278@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_16102
jump @CASINO4_16294 

:CASINO4_16109
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_16186 
if 
  255@ == 0 
else_jump @CASINO4_16186 
252@ = 54 
278@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_16186
jump @CASINO4_16294 

:CASINO4_16193
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_16287 
if 
  255@ == 0 
else_jump @CASINO4_16287 
132@ = 99 
04ED: load_animation "FOOD" 
33@ = 0 
278@ = 0 
123@ = 1 

:CASINO4_16287
jump @CASINO4_16294 

:CASINO4_16294
279@ = 0 
jump @CASINO4_18201 

:CASINO4_16308
if 
  123@ == 1 
else_jump @CASINO4_17262 
if 
  33@ > 5000 
else_jump @CASINO4_17011 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_17004 
0871: init_jump_table 278@ total_jumps 6 default_jump 1 @CASINO4_16892 jumps 0 @CASINO4_16421 1 @CASINO4_16465 2 @CASINO4_16549 3 @CASINO4_16640 4 @CASINO4_16724 5 @CASINO4_16808 -1 @CASINO4_17004 

:CASINO4_16421
if 
  255@ == 0 
else_jump @CASINO4_16458 
252@ = 55 
278@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_16458
jump @CASINO4_17004 

:CASINO4_16465
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_16542 
if 
  255@ == 0 
else_jump @CASINO4_16542 
252@ = 56 
278@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_16542
jump @CASINO4_17004 

:CASINO4_16549
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_16633 
if 
  255@ == 0 
else_jump @CASINO4_16633 
252@ = 57 
278@ = 5 
287@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_16633
jump @CASINO4_17004 

:CASINO4_16640
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_16717 
if 
  255@ == 0 
else_jump @CASINO4_16717 
252@ = 58 
278@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_16717
jump @CASINO4_17004 

:CASINO4_16724
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_16801 
if 
  255@ == 0 
else_jump @CASINO4_16801 
252@ = 58 
278@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_16801
jump @CASINO4_17004 

:CASINO4_16808
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_16885 
if 
  255@ == 0 
else_jump @CASINO4_16885 
252@ = 59 
278@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_16885
jump @CASINO4_17004 

:CASINO4_16892
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_16997 
if 
  255@ == 0 
else_jump @CASINO4_16997 
132@ = 99 
32@ = 0 
040D: unload_wav 3 
287@ = 0 
288@ = 0 
125@ = 0 
123@ = 9999 

:CASINO4_16997
jump @CASINO4_17004 

:CASINO4_17004
jump @CASINO4_17255 

:CASINO4_17011
if and
04EE:   animation "PAULNMAC" loaded 
01C1:   car 77@ stopped 
else_jump @CASINO4_17255 
0407: store_coords_to 95@ 96@ 97@ from_car 77@ with_offset 4.0 2.0 0.0 
0615: define_AS_pack_begin 89@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 95@ 96@ 97@ mode 7 5000 ms // versionA 
0605: actor -1 perform_animation_sequence "PISS_IN" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PISS_LOOP" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PISS_OUT" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
05CA: AS_actor -1 enter_car 77@ passenger_seat -1 -2 ms 
0616: define_AS_pack_end 89@ 
0618: assign_actor 71@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
123@ = 2 
125@ = 1 

:CASINO4_17255
jump @CASINO4_18201 

:CASINO4_17262
if 
  123@ == 2 
else_jump @CASINO4_17570 
062E: unknown_get_actor 71@ task 1560 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_17330 
123@ = 5 
125@ = 0 
jump @CASINO4_17563 

:CASINO4_17330
if 
04A4:   90@ == 1 // @ == any 
else_jump @CASINO4_17413 
0646: unknown_get_actor 71@ task_1560_status_store_to 90@ // similar to 062E 
if 
  90@ > 4 
else_jump @CASINO4_17413 
if 
  133@ == 1 
else_jump @CASINO4_17413 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
133@ = 0 

:CASINO4_17413
if 
   Actor.Animation(71@) == "PISS_IN"
else_jump @CASINO4_17563 
04C4: store_coords_to 95@ 96@ 97@ from_actor 71@ with_offset 0.0 0.0 -0.2 
0613: 94@ = actor 71@ animation "PISS_IN" time 
066A: 137@ = attach_particle "PETROLCAN" to_actor 71@ with_offset 0.0 0.116 0.048 rotation 95@ 96@ 97@ flag 1 
0883: attach_particle 137@ to_actor 71@ mode 1 
94@ = 0.0 
123@ = 3 
133@ = 0 

:CASINO4_17563
jump @CASINO4_18201 

:CASINO4_17570
if 
  123@ == 3 
else_jump @CASINO4_17925 
062E: unknown_get_actor 71@ task 1560 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_17677 
123@ = 5 
125@ = 0 
if 
  133@ == 1 
else_jump @CASINO4_17670 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
133@ = 0 

:CASINO4_17670
jump @CASINO4_17760 

:CASINO4_17677
if 
04A4:   90@ == 1 // @ == any 
else_jump @CASINO4_17760 
0646: unknown_get_actor 71@ task_1560_status_store_to 90@ // similar to 062E 
if 
  90@ > 4 
else_jump @CASINO4_17760 
if 
  133@ == 1 
else_jump @CASINO4_17760 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
133@ = 0 

:CASINO4_17760
if 
   Actor.Animation(71@) == "PISS_IN"
else_jump @CASINO4_17918 
0613: 94@ = actor 71@ animation "PISS_IN" time 
if 
   not 94@ == 1.0 
else_jump @CASINO4_17918 
if 
  133@ == 0 
else_jump @CASINO4_17918 
if 
  94@ >= 0.6 
else_jump @CASINO4_17918 
if 
  255@ == 0 
else_jump @CASINO4_17892 
252@ = 60 
01BD: 260@ = current_time_in_ms 

:CASINO4_17892
064C: make_particle 137@ visible 
287@ = 1 
133@ = 1 
123@ = 4 

:CASINO4_17918
jump @CASINO4_18201 

:CASINO4_17925
062E: unknown_get_actor 71@ task 1560 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_18014 
123@ = 5 
125@ = 0 
if 
  133@ == 1 
else_jump @CASINO4_18007 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
133@ = 0 

:CASINO4_18007
jump @CASINO4_18097 

:CASINO4_18014
if 
04A4:   90@ == 1 // @ == any 
else_jump @CASINO4_18097 
0646: unknown_get_actor 71@ task_1560_status_store_to 90@ // similar to 062E 
if 
  90@ > 4 
else_jump @CASINO4_18097 
if 
  133@ == 1 
else_jump @CASINO4_18097 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
133@ = 0 

:CASINO4_18097
if 
   Actor.Animation(71@) == "PISS_OUT"
else_jump @CASINO4_18201 
0613: 94@ = actor 71@ animation "PISS_OUT" time 
if 
  133@ == 1 
else_jump @CASINO4_18201 
if 
  94@ >= 0.42 
else_jump @CASINO4_18201 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
133@ = 0 

:CASINO4_18201
jump @CASINO4_18264 

:CASINO4_18208
125@ = 0 
126@ = 1 
if and
   not Actor.Dead(71@)
   not Car.Wrecked(77@)
else_jump @CASINO4_18264 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 

:CASINO4_18264
jump @CASINO4_18455 

:CASINO4_18271
if 
  125@ == 1 
else_jump @CASINO4_18359 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_18317 
0687: clear_actor 71@ task 
0A09: set_actor 71@ muted 0 // versionB 

:CASINO4_18317
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
123@ = 5 
125@ = 0 
133@ = 0 
126@ = 1 

:CASINO4_18359
if 
  124@ == 1 
else_jump @CASINO4_18455 
if 
   not Actor.Dead(72@)
else_jump @CASINO4_18405 
0687: clear_actor 72@ task 
0A09: set_actor 72@ muted 0 // versionB 

:CASINO4_18405
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
040D: unload_wav 3 
04EF: release_animation "FOOD" 
122@ = 5 
128@ = 1 
124@ = 0 
134@ = 0 

:CASINO4_18455
jump @CASINO4_18532 

:CASINO4_18462
if 
  133@ == 1 
else_jump @CASINO4_18497 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
133@ = 0 

:CASINO4_18497
if 
  134@ == 1 
else_jump @CASINO4_18532 
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
134@ = 0 

:CASINO4_18532
if and
  120@ == 1 
  119@ == 1 
else_jump @CASINO4_18733 
129@ = 1 
if 
  52@ == 0 
else_jump @CASINO4_18726 
if and
  124@ == 0 
  125@ == 0 
else_jump @CASINO4_18726 
if and
   not Actor.Dead(72@)
   not Actor.Dead(71@)
   not Car.Wrecked(77@)
else_jump @CASINO4_18726 
if and
0448:   actor 72@ in_car 77@ 
0448:   actor 71@ in_car 77@ 
else_jump @CASINO4_18726 
32@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_16' time 8000 flag 1  // ~s~Bring Paul und Maccer zur ~y~Snake Farm~s~.
018A: 70@ = create_checkpoint_at -24.0 2331.0 24.0 
52@ = 1 
272@ = 0 
273@ = 0 

:CASINO4_18726
jump @CASINO4_20438 

:CASINO4_18733
129@ = 0 
if 
  52@ == 1 
else_jump @CASINO4_18770 
Marker.Disable(70@)
52@ = 0 

:CASINO4_18770
if 
  272@ == 0 
else_jump @CASINO4_19152 
if 
   not 252@ == 0 
else_jump @CASINO4_19152 
if 
  255@ == 0 
else_jump @CASINO4_18852 
if 
03D0:   wav 254@ loaded 
else_jump @CASINO4_18845 
040D: unload_wav 254@ 

:CASINO4_18845
255@ = 1 

:CASINO4_18852
if 
  255@ == 1 
else_jump @CASINO4_18889 
03CF: load_wav 138@(252@,114i) as 253@ 
255@ = 2 

:CASINO4_18889
if 
  255@ == 2 
else_jump @CASINO4_18974 
if 
03D0:   wav 253@ loaded 
else_jump @CASINO4_18974 
03D1: play_wav 253@ 
if or
  252@ == 7 
  252@ == 8 
else_jump @CASINO4_18967 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 

:CASINO4_18967
255@ = 3 

:CASINO4_18974
if 
  255@ == 3 
else_jump @CASINO4_19152 
if 
03D2:   wav 253@ ended 
else_jump @CASINO4_19091 
03D5: remove_text $7533(252@,114s) 
if 
  253@ == 1 
else_jump @CASINO4_19056 
253@ = 2 
254@ = 1 
jump @CASINO4_19070 

:CASINO4_19056
253@ = 1 
254@ = 2 

:CASINO4_19070
252@ = 0 
255@ = 0 
jump @CASINO4_19152 

:CASINO4_19091
if 
83D0:   not wav 254@ loaded 
else_jump @CASINO4_19152 
if 
  110 > 252@ 
else_jump @CASINO4_19152 
0085: 261@ = 252@ // (int) 
261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_19152
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_20438 
if and
   not Actor.Dead(72@)
   not Actor.Dead(71@)
else_jump @CASINO4_20438 
if or
0104:   actor $PLAYER_ACTOR near_actor 72@ radius 10.0 10.0 5.0 sphere 0 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 5.0 sphere 0 
else_jump @CASINO4_20410 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_20007 
284@ = 0 
283@ = 1 
if 
  272@ == 0 
else_jump @CASINO4_20000 
if and
  120@ == 1 
  119@ == 0 
else_jump @CASINO4_19542 
if 
0104:   actor $PLAYER_ACTOR near_actor 72@ radius 10.0 10.0 5.0 sphere 0 
else_jump @CASINO4_19542 
0871: init_jump_table 273@ total_jumps 1 default_jump 1 @CASINO4_19463 jumps 0 @CASINO4_19419 -1 @CASINO4_19542 -1 @CASINO4_19542 -1 @CASINO4_19542 -1 @CASINO4_19542 -1 @CASINO4_19542 -1 @CASINO4_19542 

:CASINO4_19419
if 
  255@ == 0 
else_jump @CASINO4_19456 
252@ = 40 
273@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_19456
jump @CASINO4_19542 

:CASINO4_19463
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_19535 
if 
  255@ == 0 
else_jump @CASINO4_19535 
273@ = 0 
272@ = 1 

:CASINO4_19535
jump @CASINO4_19542 

:CASINO4_19542
if and
  120@ == 0 
  119@ == 1 
else_jump @CASINO4_19789 
if 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 5.0 sphere 0 
else_jump @CASINO4_19789 
0871: init_jump_table 273@ total_jumps 1 default_jump 1 @CASINO4_19710 jumps 0 @CASINO4_19666 -1 @CASINO4_19789 -1 @CASINO4_19789 -1 @CASINO4_19789 -1 @CASINO4_19789 -1 @CASINO4_19789 -1 @CASINO4_19789 

:CASINO4_19666
if 
  255@ == 0 
else_jump @CASINO4_19703 
252@ = 39 
273@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_19703
jump @CASINO4_19789 

:CASINO4_19710
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_19782 
if 
  255@ == 0 
else_jump @CASINO4_19782 
273@ = 0 
272@ = 1 

:CASINO4_19782
jump @CASINO4_19789 

:CASINO4_19789
if and
  120@ == 0 
  119@ == 0 
else_jump @CASINO4_20000 
0871: init_jump_table 273@ total_jumps 1 default_jump 1 @CASINO4_19921 jumps 0 @CASINO4_19877 -1 @CASINO4_20000 -1 @CASINO4_20000 -1 @CASINO4_20000 -1 @CASINO4_20000 -1 @CASINO4_20000 -1 @CASINO4_20000 

:CASINO4_19877
if 
  255@ == 0 
else_jump @CASINO4_19914 
252@ = 38 
273@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_19914
jump @CASINO4_20000 

:CASINO4_19921
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_19993 
if 
  255@ == 0 
else_jump @CASINO4_19993 
273@ = 0 
272@ = 1 

:CASINO4_19993
jump @CASINO4_20000 

:CASINO4_20000
jump @CASINO4_20403 

:CASINO4_20007
272@ = 0 
273@ = 0 
if 
  284@ == 0 
else_jump @CASINO4_20403 
0871: init_jump_table 283@ total_jumps 2 default_jump 1 @CASINO4_20293 jumps 0 @CASINO4_20102 1 @CASINO4_20175 -1 @CASINO4_20403 -1 @CASINO4_20403 -1 @CASINO4_20403 -1 @CASINO4_20403 -1 @CASINO4_20403 

:CASINO4_20102
if 
  255@ == 0 
else_jump @CASINO4_20168 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_20149 
0968: actor 71@ stop_mouth 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_20149
252@ = 7 
283@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_20168
jump @CASINO4_20403 

:CASINO4_20175
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_20286 
if 
  255@ == 0 
else_jump @CASINO4_20286 
if and
   not Actor.Dead(72@)
   not Actor.Dead(71@)
else_jump @CASINO4_20267 
0968: actor 71@ stop_mouth 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_20267
252@ = 8 
283@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_20286
jump @CASINO4_20403 

:CASINO4_20293
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_20396 
if 
  255@ == 0 
else_jump @CASINO4_20396 
if and
   not Actor.Dead(72@)
   not Actor.Dead(71@)
else_jump @CASINO4_20382 
0968: actor 71@ stop_mouth 
0968: actor 72@ stop_mouth 

:CASINO4_20382
283@ = 0 
284@ = 1 

:CASINO4_20396
jump @CASINO4_20403 

:CASINO4_20403
jump @CASINO4_20438 

:CASINO4_20410
272@ = 0 
273@ = 0 
284@ = 0 
283@ = 1 

:CASINO4_20438
if 
  52@ == 1 
else_jump @CASINO4_22506 
if and
  124@ == 0 
  125@ == 0 
else_jump @CASINO4_22476 
if 
  265@ == 0 
else_jump @CASINO4_22469 
if 
   not 252@ == 0 
else_jump @CASINO4_20838 
if 
  255@ == 0 
else_jump @CASINO4_20563 
if 
03D0:   wav 254@ loaded 
else_jump @CASINO4_20556 
040D: unload_wav 254@ 

:CASINO4_20556
255@ = 1 

:CASINO4_20563
if 
  255@ == 1 
else_jump @CASINO4_20600 
03CF: load_wav 138@(252@,114i) as 253@ 
255@ = 2 

:CASINO4_20600
if 
  255@ == 2 
else_jump @CASINO4_20660 
if 
03D0:   wav 253@ loaded 
else_jump @CASINO4_20660 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
255@ = 3 

:CASINO4_20660
if 
  255@ == 3 
else_jump @CASINO4_20838 
if 
03D2:   wav 253@ ended 
else_jump @CASINO4_20777 
03D5: remove_text $7533(252@,114s) 
if 
  253@ == 1 
else_jump @CASINO4_20742 
253@ = 2 
254@ = 1 
jump @CASINO4_20756 

:CASINO4_20742
253@ = 1 
254@ = 2 

:CASINO4_20756
252@ = 0 
255@ = 0 
jump @CASINO4_20838 

:CASINO4_20777
if 
83D0:   not wav 254@ loaded 
else_jump @CASINO4_20838 
if 
  110 > 252@ 
else_jump @CASINO4_20838 
0085: 261@ = 252@ // (int) 
261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_20838
if 
  263@ == 0 
else_jump @CASINO4_21502 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_21495 
0871: init_jump_table 262@ total_jumps 5 default_jump 1 @CASINO4_21354 jumps 0 @CASINO4_20932 1 @CASINO4_21018 2 @CASINO4_21102 3 @CASINO4_21186 4 @CASINO4_21270 -1 @CASINO4_21495 -1 @CASINO4_21495 

:CASINO4_20932
if 
  255@ == 0 
else_jump @CASINO4_21011 
if and
   not Actor.Dead(71@)
   not Car.Wrecked(77@)
else_jump @CASINO4_20992 
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:CASINO4_20992
252@ = 20 
262@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_21011
jump @CASINO4_21495 

:CASINO4_21018
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_21095 
if 
  255@ == 0 
else_jump @CASINO4_21095 
252@ = 21 
262@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_21095
jump @CASINO4_21495 

:CASINO4_21102
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_21179 
if 
  255@ == 0 
else_jump @CASINO4_21179 
252@ = 22 
262@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_21179
jump @CASINO4_21495 

:CASINO4_21186
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_21263 
if 
  255@ == 0 
else_jump @CASINO4_21263 
252@ = 23 
262@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_21263
jump @CASINO4_21495 

:CASINO4_21270
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_21347 
if 
  255@ == 0 
else_jump @CASINO4_21347 
252@ = 24 
262@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_21347
jump @CASINO4_21495 

:CASINO4_21354
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_21488 
if 
  255@ == 0 
else_jump @CASINO4_21488 
if and
   not Actor.Dead(71@)
   not Car.Wrecked(77@)
else_jump @CASINO4_21454 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_21454
263@ = 1 
if 
  32@ > 25000 
else_jump @CASINO4_21488 
32@ = 25000 

:CASINO4_21488
jump @CASINO4_21495 

:CASINO4_21495
jump @CASINO4_22469 

:CASINO4_21502
if and
  265@ == 0 
  128@ == 1 
else_jump @CASINO4_22469 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_22469 
0871: init_jump_table 264@ total_jumps 8 default_jump 1 @CASINO4_22335 jumps 0 @CASINO4_21668 1 @CASINO4_21747 2 @CASINO4_21831 3 @CASINO4_21915 4 @CASINO4_21999 5 @CASINO4_22083 6 @CASINO4_22167 
0872: jump_table_jumps 7 @CASINO4_22251 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 -1 @CASINO4_22469 

:CASINO4_21668
if 
  255@ == 0 
else_jump @CASINO4_21740 
if and
   not Actor.Dead(71@)
   not Car.Wrecked(77@)
else_jump @CASINO4_21721 
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 

:CASINO4_21721
252@ = 25 
264@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_21740
jump @CASINO4_22469 

:CASINO4_21747
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_21824 
if 
  255@ == 0 
else_jump @CASINO4_21824 
252@ = 26 
264@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_21824
jump @CASINO4_22469 

:CASINO4_21831
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_21908 
if 
  255@ == 0 
else_jump @CASINO4_21908 
252@ = 27 
264@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_21908
jump @CASINO4_22469 

:CASINO4_21915
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_21992 
if 
  255@ == 0 
else_jump @CASINO4_21992 
252@ = 28 
264@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_21992
jump @CASINO4_22469 

:CASINO4_21999
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_22076 
if 
  255@ == 0 
else_jump @CASINO4_22076 
252@ = 29 
264@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_22076
jump @CASINO4_22469 

:CASINO4_22083
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_22160 
if 
  255@ == 0 
else_jump @CASINO4_22160 
252@ = 30 
264@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_22160
jump @CASINO4_22469 

:CASINO4_22167
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_22244 
if 
  255@ == 0 
else_jump @CASINO4_22244 
252@ = 31 
264@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_22244
jump @CASINO4_22469 

:CASINO4_22251
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_22328 
if 
  255@ == 0 
else_jump @CASINO4_22328 
252@ = 32 
264@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_22328
jump @CASINO4_22469 

:CASINO4_22335
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_22462 
if 
  255@ == 0 
else_jump @CASINO4_22462 
if and
   not Actor.Dead(71@)
   not Car.Wrecked(77@)
else_jump @CASINO4_22428 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 

:CASINO4_22428
265@ = 1 
if 
  32@ > 25000 
else_jump @CASINO4_22462 
32@ = 25000 

:CASINO4_22462
jump @CASINO4_22469 

:CASINO4_22469
jump @CASINO4_22506 

:CASINO4_22476
if 
  52@ == 1 
else_jump @CASINO4_22506 
Marker.Disable(70@)
52@ = 0 

:CASINO4_22506
if and
  49@ == 1 
  60@ == 0 
else_jump @CASINO4_22724 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -32.0 2337.0 24.0 radius 100.0 100.0 20.0 
else_jump @CASINO4_22724 
0674: set_car_model #WALTON numberplate "__TIM___" 
78@ = Car.Create(#WALTON, -50.0, 2358.0, 24.0)
Car.DoorStatus(78@) = 3
03F5: set_car 78@ apply_damage_rules 0 
Car.Angle(78@) = 188.0
Car.LockInCurrentPosition(78@) = True
0674: set_car_model #WALTON numberplate "_TAMMY__" 
79@ = Car.Create(#WALTON, -46.0, 2355.0, 24.0)
Car.DoorStatus(79@) = 3
Car.Angle(79@) = 188.0
Car.LockInCurrentPosition(79@) = True
03F5: set_car 79@ apply_damage_rules 0 
60@ = 1 

:CASINO4_22724
if and
  52@ == 1 
  51@ == 0 
  49@ == 1 
else_jump @CASINO4_29660 
if and
   not Actor.Dead(72@)
   not Actor.Dead(71@)
else_jump @CASINO4_29660 
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
00FE:   actor 72@ sphere 0 in_sphere -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
00FE:   actor 71@ sphere 0 in_sphere -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
else_jump @CASINO4_29660 
Marker.Disable(70@)
00BE: text_clear_all 
Camera.SetPosition(-21.46, 2335.33, 23.52, 0.0, 0.0, 0.0)
Camera.PointAt(-49.14, 2356.75, 26.09, 2)
08F5: save_player_group 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0395: clear_area 1 at -24.0 2331.0 24.0 radius 50.0 
04EF: release_animation "PAULNMAC" 
04EF: release_animation "FOOD" 
04ED: load_animation "SMOKING" 
Model.Load(#COLT45)

:CASINO4_23037
if or
84EE:   not animation "SMOKING" loaded 
   not Model.Available(#COLT45)
else_jump @CASINO4_23075 
wait 0 
jump @CASINO4_23037 

:CASINO4_23075
73@ = Actor.Create(Mission2, #DWMOLC1, -32.3702, 2348.239, 23.1328)
Actor.Angle(73@) = 180.1098
0770: unknown_actor 73@ flag 1 
01B2: give_actor 73@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 109@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "SMOKING" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 73@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
74@ = Actor.Create(Mission2, #DWMYLC1, -34.288, 2350.204, 23.1328)
Actor.Angle(74@) = 177.5823
0770: unknown_actor 74@ flag 1 
01B2: give_actor 74@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 109@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "SMOKING" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 74@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
Camera.SetPosition(-21.46, 2335.33, 23.52, 0.0, 0.0, 0.0)
Camera.PointAt(-49.14, 2356.75, 26.09, 2)
if and
   not Actor.Dead(72@)
   not Actor.Dead(71@)
else_jump @CASINO4_23661 
0395: clear_area 1 at -25.7433 2334.629 23.1328 radius 100.0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_23485 
77@ = Actor.Car($PLAYER_ACTOR)
Car.SetDriverBehaviour(77@, 10)
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -25.7433 2334.629 23.1328 
Car.PutAt(77@, -24.0, 2331.0, 24.0)
jump @CASINO4_23505 

:CASINO4_23485
Actor.PutAt($PLAYER_ACTOR, -25.7433, 2334.629, 23.1328)

:CASINO4_23505
Actor.Angle($PLAYER_ACTOR) = 35.8419
if 
   Actor.Driving(72@)
else_jump @CASINO4_23558 
0362: remove_actor 72@ from_car_and_place_at -23.6752 2335.531 23.1328 
jump @CASINO4_23578 

:CASINO4_23558
Actor.PutAt(72@, -23.6752, 2334.531, 23.1328)

:CASINO4_23578
Actor.Angle(72@) = 35.8419
if 
   Actor.Driving(71@)
else_jump @CASINO4_23631 
0362: remove_actor 71@ from_car_and_place_at -27.9403 2335.105 23.1328 
jump @CASINO4_23651 

:CASINO4_23631
Actor.PutAt(71@, -27.9403, 2334.105, 23.1328)

:CASINO4_23651
Actor.Angle(71@) = 35.8419

:CASINO4_23661
0615: define_AS_pack_begin 82@ 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_23686 
0633: AS_actor -1 exit_car 

:CASINO4_23686
05D3: AS_actor -1 goto_point -31.7411 2342.68 23.125 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 35.5196 
0616: define_AS_pack_end 82@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 
0708: reset_decision_maker 38@ event 13 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_23862 
Actor.SetImmunities(71@, 1, 1, 1, 1, 1)
06C9: remove_actor 71@ from_group 
0615: define_AS_pack_begin 80@ 
if 
   Actor.Driving(71@)
else_jump @CASINO4_23804 
0633: AS_actor -1 exit_car 

:CASINO4_23804
05D3: AS_actor -1 goto_point -33.0398 2342.354 23.125 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 37.553 
0616: define_AS_pack_end 80@ 
0618: assign_actor 71@ to_AS_pack 80@ 
061B: remove_references_to_AS_pack 80@ 
060B: set_actor 71@ decision_maker_to 38@ 

:CASINO4_23862
if 
   not Actor.Dead(72@)
else_jump @CASINO4_23981 
Actor.SetImmunities(72@, 1, 1, 1, 1, 1)
06C9: remove_actor 72@ from_group 
0615: define_AS_pack_begin 81@ 
if 
   Actor.Driving(72@)
else_jump @CASINO4_23923 
0633: AS_actor -1 exit_car 

:CASINO4_23923
05D3: AS_actor -1 goto_point -30.0669 2344.002 23.125 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 19.556 
0616: define_AS_pack_end 81@ 
0618: assign_actor 72@ to_AS_pack 81@ 
061B: remove_references_to_AS_pack 81@ 
060B: set_actor 72@ decision_maker_to 38@ 

:CASINO4_23981
252@ = 0 
253@ = 1 
254@ = 2 
255@ = 0 
256@ = 0 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
33@ = 0 

:CASINO4_24058
wait 0 
if 
  256@ == 0 
else_jump @CASINO4_24877 
if 
   not 252@ == 0 
else_jump @CASINO4_24419 
if 
  255@ == 0 
else_jump @CASINO4_24144 
if 
03D0:   wav 254@ loaded 
else_jump @CASINO4_24137 
040D: unload_wav 254@ 

:CASINO4_24137
255@ = 1 

:CASINO4_24144
if 
  255@ == 1 
else_jump @CASINO4_24181 
03CF: load_wav 138@(252@,114i) as 253@ 
255@ = 2 

:CASINO4_24181
if 
  255@ == 2 
else_jump @CASINO4_24241 
if 
03D0:   wav 253@ loaded 
else_jump @CASINO4_24241 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
255@ = 3 

:CASINO4_24241
if 
  255@ == 3 
else_jump @CASINO4_24419 
if 
03D2:   wav 253@ ended 
else_jump @CASINO4_24358 
03D5: remove_text $7533(252@,114s) 
if 
  253@ == 1 
else_jump @CASINO4_24323 
253@ = 2 
254@ = 1 
jump @CASINO4_24337 

:CASINO4_24323
253@ = 1 
254@ = 2 

:CASINO4_24337
252@ = 0 
255@ = 0 
jump @CASINO4_24419 

:CASINO4_24358
if 
83D0:   not wav 254@ loaded 
else_jump @CASINO4_24419 
if 
  110 > 252@ 
else_jump @CASINO4_24419 
0085: 261@ = 252@ // (int) 
261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_24419
0871: init_jump_table 257@ total_jumps 3 default_jump 1 @CASINO4_24777 jumps 0 @CASINO4_24482 1 @CASINO4_24539 2 @CASINO4_24659 -1 @CASINO4_24870 -1 @CASINO4_24870 -1 @CASINO4_24870 -1 @CASINO4_24870 

:CASINO4_24482
if 
  255@ == 0 
else_jump @CASINO4_24532 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
252@ = 33 
257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_24532
jump @CASINO4_24870 

:CASINO4_24539
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_24652 
if 
  255@ == 0 
else_jump @CASINO4_24652 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_24626 
0968: actor 71@ stop_mouth 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_24626
252@ = 34 
257@ = 2 
0707: start_scene_skip_to @CASINO4_27883 
01BD: 260@ = current_time_in_ms 

:CASINO4_24652
jump @CASINO4_24870 

:CASINO4_24659
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_24770 
if 
  255@ == 0 
else_jump @CASINO4_24770 
if and
   not Actor.Dead(72@)
   not Actor.Dead(71@)
else_jump @CASINO4_24751 
0968: actor 71@ stop_mouth 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_24751
252@ = 35 
257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_24770
jump @CASINO4_24870 

:CASINO4_24777
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_24863 
if 
  255@ == 0 
else_jump @CASINO4_24863 
if 
   not Actor.Dead(72@)
else_jump @CASINO4_24856 
0968: actor 72@ stop_mouth 

:CASINO4_24856
256@ = 1 

:CASINO4_24863
jump @CASINO4_24870 

:CASINO4_24870
jump @CASINO4_24058 

:CASINO4_24877
53@ = 0 

:CASINO4_24884
if 
  53@ == 0 
else_jump @CASINO4_24976 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -31.7411 2342.68 23.125 radius 3.0 3.0 3.0 
  33@ > 10000 
else_jump @CASINO4_24965 
53@ = 1 

:CASINO4_24965
wait 0 
jump @CASINO4_24884 

:CASINO4_24976
Actor.PutAt($PLAYER_ACTOR, -31.7411, 2342.68, 23.125)
Actor.Angle($PLAYER_ACTOR) = 37.553
if 
   not Actor.Dead(72@)
else_jump @CASINO4_25057 
0687: clear_actor 72@ task 
Actor.PutAt(72@, -30.0669, 2344.002, 23.125)
Actor.Angle(72@) = 19.556

:CASINO4_25057
if 
   not Actor.Dead(71@)
else_jump @CASINO4_25108 
0687: clear_actor 71@ task 
Actor.PutAt(71@, -33.0398, 2342.354, 23.125)
Actor.Angle(71@) = 37.553

:CASINO4_25108
Camera.SetPosition(-29.85, 2341.05, 23.81, 0.0, 0.0, 0.0)
Camera.PointAt(-48.53, 2366.47, 31.65, 2)
Model.Load(#DWFOLC)
Model.Load(#DWMOLC2)
04ED: load_animation "MISC" 
if and
   not Actor.Dead(73@)
   not Actor.Dead(74@)
else_jump @CASINO4_25239 
0615: define_AS_pack_begin 82@ 
05BF: AS_actor -1 look_at_actor 73@ 3000 ms 
05BF: AS_actor -1 look_at_actor 74@ 3000 ms 
0616: define_AS_pack_end 82@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 

:CASINO4_25239
252@ = 0 
253@ = 1 
254@ = 2 
255@ = 0 
256@ = 0 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 

:CASINO4_25309
wait 0 
if 
  256@ == 0 
else_jump @CASINO4_27883 
if 
   not 252@ == 0 
else_jump @CASINO4_25754 
if 
  255@ == 0 
else_jump @CASINO4_25395 
if 
03D0:   wav 254@ loaded 
else_jump @CASINO4_25388 
040D: unload_wav 254@ 

:CASINO4_25388
255@ = 1 

:CASINO4_25395
if 
  255@ == 1 
else_jump @CASINO4_25432 
03CF: load_wav 138@(252@,114i) as 253@ 
255@ = 2 

:CASINO4_25432
if 
  255@ == 2 
else_jump @CASINO4_25492 
if 
03D0:   wav 253@ loaded 
else_jump @CASINO4_25492 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
255@ = 3 

:CASINO4_25492
if 
  255@ == 3 
else_jump @CASINO4_25754 
if 
03D2:   wav 253@ ended 
else_jump @CASINO4_25693 
03D5: remove_text $7533(252@,114s) 
if 
  253@ == 1 
else_jump @CASINO4_25574 
253@ = 2 
254@ = 1 
jump @CASINO4_25588 

:CASINO4_25574
253@ = 1 
254@ = 2 

:CASINO4_25588
if 
   not Actor.Dead(75@)
else_jump @CASINO4_25609 
0968: actor 75@ stop_mouth 

:CASINO4_25609
if 
   not Actor.Dead(73@)
else_jump @CASINO4_25630 
0968: actor 73@ stop_mouth 

:CASINO4_25630
if 
   not Actor.Dead(76@)
else_jump @CASINO4_25651 
0968: actor 76@ stop_mouth 

:CASINO4_25651
if 
   not Actor.Dead(74@)
else_jump @CASINO4_25672 
0968: actor 74@ stop_mouth 

:CASINO4_25672
252@ = 0 
255@ = 0 
jump @CASINO4_25754 

:CASINO4_25693
if 
83D0:   not wav 254@ loaded 
else_jump @CASINO4_25754 
if 
  110 > 252@ 
else_jump @CASINO4_25754 
0085: 261@ = 252@ // (int) 
261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_25754
0871: init_jump_table 257@ total_jumps 8 default_jump 1 @CASINO4_27804 jumps 0 @CASINO4_25882 1 @CASINO4_25950 2 @CASINO4_26183 3 @CASINO4_26291 4 @CASINO4_26966 5 @CASINO4_27074 6 @CASINO4_27296 
0872: jump_table_jumps 7 @CASINO4_27570 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 -1 @CASINO4_27876 

:CASINO4_25882
if 
  255@ == 0 
else_jump @CASINO4_25943 
if 
   not Actor.Dead(73@)
else_jump @CASINO4_25924 
0967: actor 73@ move_mouth 10000 ms 

:CASINO4_25924
252@ = 103 
257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_25943
jump @CASINO4_27876 

:CASINO4_25950
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_26176 
if 
  255@ == 0 
else_jump @CASINO4_26176 
if 
04EE:   animation "MISC" loaded 
else_jump @CASINO4_26168 
0647: unknown_actor $PLAYER_ACTOR look_task 
if and
   not Actor.Dead(71@)
   not Actor.Dead(72@)
else_jump @CASINO4_26118 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 71@ 6000 ms 
05BF: AS_actor 72@ look_at_actor 71@ 6000 ms 
0615: define_AS_pack_begin 82@ 
05BF: AS_actor -1 look_at_actor 72@ 3000 ms 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 3000 ms 
0616: define_AS_pack_end 82@ 
0618: assign_actor 71@ to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 

:CASINO4_26118
if 
   not Actor.Dead(74@)
else_jump @CASINO4_26142 
0967: actor 74@ move_mouth 10000 ms 

:CASINO4_26142
252@ = 104 
257@ = 2 
01BD: 260@ = current_time_in_ms 
jump @CASINO4_26176 

:CASINO4_26168
04ED: load_animation "MISC" 

:CASINO4_26176
jump @CASINO4_27876 

:CASINO4_26183
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_26284 
if 
  255@ == 0 
else_jump @CASINO4_26284 
if 
   not Actor.Dead(74@)
else_jump @CASINO4_26265 
0967: actor 74@ move_mouth 10000 ms 

:CASINO4_26265
252@ = 105 
257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_26284
jump @CASINO4_27876 

:CASINO4_26291
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_26959 
if or
   not Model.Available(#DWFOLC)
   not Model.Available(#DWMOLC2)
else_jump @CASINO4_26365 
Model.Load(#DWFOLC)
Model.Load(#DWMOLC2)
jump @CASINO4_26959 

:CASINO4_26365
if 
  255@ == 0 
else_jump @CASINO4_26959 
if and
   not Actor.Dead(71@)
   not Actor.Dead(72@)
else_jump @CASINO4_26419 
0647: unknown_actor $PLAYER_ACTOR look_task 
0647: unknown_actor 72@ look_task 
0647: unknown_actor 71@ look_task 

:CASINO4_26419
if and
   not Actor.Dead(71@)
   not Actor.Dead(72@)
else_jump @CASINO4_26554 
0615: define_AS_pack_begin 82@ 
05BA: AS_actor -1 move_mouth 2000 ms 
0605: actor -1 perform_animation_sequence "PLYR_SHKHEAD" IFP_file "MISC" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 82@ 
0618: assign_actor 71@ to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 71@ 6000 ms 
0615: define_AS_pack_begin 82@ 
05BA: AS_actor -1 move_mouth 3000 ms 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 82@ 
0618: assign_actor 72@ to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 

:CASINO4_26554
0647: unknown_actor $PLAYER_ACTOR look_task 
76@ = Actor.Create(Mission2, #DWFOLC, -45.2021, 2350.32, 23.125)
Actor.Angle(76@) = 176.976
0245: set_actor 76@ walk_style_to "SEXYWOMAN" 
0770: unknown_actor 76@ flag 1 
060B: set_actor 76@ decision_maker_to 38@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -44.052 2348.615 23.125 
05D7: add_point_to_scmpath -39.8254 2346.733 23.125 
05D7: add_point_to_scmpath -36.6941 2346.5 23.125 
0615: define_AS_pack_begin 109@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 109@ 
0618: assign_actor 76@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
75@ = Actor.Create(Mission2, #DWMOLC2, -46.1256, 2351.387, 23.125)
Actor.Angle(75@) = 176.976
060B: set_actor 75@ decision_maker_to 38@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -44.052 2348.615 23.125 
05D7: add_point_to_scmpath -39.8254 2346.733 23.125 
05D7: add_point_to_scmpath -38.286 2346.675 23.125 
05D7: add_point_to_scmpath -36.1799 2348.412 23.125 
0615: define_AS_pack_begin 109@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 109@ 
0618: assign_actor 75@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
Camera.SetPosition(-36.34, 2345.19, 24.52, 0.0, 0.0, 0.0)
Camera.PointAt(-50.23, 2366.32, 23.72, 2)
if 
   not Actor.Dead(75@)
else_jump @CASINO4_26940 
0967: actor 75@ move_mouth 10000 ms 

:CASINO4_26940
252@ = 106 
257@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_26959
jump @CASINO4_27876 

:CASINO4_26966
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_27067 
if 
  255@ == 0 
else_jump @CASINO4_27067 
if 
   not Actor.Dead(75@)
else_jump @CASINO4_27048 
0967: actor 75@ move_mouth 10000 ms 

:CASINO4_27048
252@ = 107 
257@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_27067
jump @CASINO4_27876 

:CASINO4_27074
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_27289 
if 
  255@ == 0 
else_jump @CASINO4_27289 
if 
   not Actor.Dead(76@)
else_jump @CASINO4_27270 
062E: unknown_get_actor 76@ task 1560 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_27263 
0605: actor 76@ perform_animation_sequence "SCRATCHBALLS_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 
252@ = 108 
if 
   not Actor.Dead(76@)
else_jump @CASINO4_27251 
0967: actor 76@ move_mouth 10000 ms 

:CASINO4_27251
257@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_27263
jump @CASINO4_27289 

:CASINO4_27270
252@ = 108 
257@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_27289
jump @CASINO4_27876 

:CASINO4_27296
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_27563 
if 
  255@ == 0 
else_jump @CASINO4_27563 
Camera.SetPosition(-30.33, 2342.29, 24.71, 0.0, 0.0, 0.0)
Camera.PointAt(-41.67, 2352.5, 23.55, 2)
if 
   not Actor.Dead(75@)
else_jump @CASINO4_27464 
0605: actor 75@ perform_animation_sequence "SCRATCHBALLS_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 

:CASINO4_27464
if 
   not Actor.Dead(73@)
else_jump @CASINO4_27520 
0605: actor 73@ perform_animation_sequence "M_SMK_OUT" IFP_file "SMOKING" 4.0 loop 0 0 0 0 time -1 // versionA 

:CASINO4_27520
if 
   not Actor.Dead(73@)
else_jump @CASINO4_27544 
0967: actor 73@ move_mouth 10000 ms 

:CASINO4_27544
252@ = 109 
257@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_27563
jump @CASINO4_27876 

:CASINO4_27570
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_27797 
if 
  255@ == 0 
else_jump @CASINO4_27797 
if 
   not Actor.Dead(73@)
else_jump @CASINO4_27754 
0615: define_AS_pack_begin 109@ 
0605: actor -1 perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "COLT45_RELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 6000 ms 
0616: define_AS_pack_end 109@ 
0618: assign_actor 73@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_27754
if 
   not Actor.Dead(73@)
else_jump @CASINO4_27778 
0967: actor 73@ move_mouth 10000 ms 

:CASINO4_27778
252@ = 110 
257@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_27797
jump @CASINO4_27876 

:CASINO4_27804
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_27869 
if 
  255@ == 0 
else_jump @CASINO4_27869 
256@ = 1 

:CASINO4_27869
jump @CASINO4_27876 

:CASINO4_27876
jump @CASINO4_25309 

:CASINO4_27883
0701: end_scene_skip 
08F6: restore_player_group 
040D: unload_wav 253@ 
040D: unload_wav 254@ 
0709: set_decision_maker 38@ on_event 13 taskID 917 unknown 100.0 0.0 chance 0.0 unknown 100.0 1 0 // see *.ped files 

:CASINO4_27931
if or
   not Model.Available(#DWMOLC1)
   not Model.Available(#DWMYLC1)
   not Model.Available(#DWFOLC)
   not Model.Available(#DWMOLC2)
   not Model.Available(#COLT45)
else_jump @CASINO4_27991 
wait 0 
Model.Load(#DWMYLC1)
Model.Load(#DWFOLC)
Model.Load(#DWMOLC2)
Model.Load(#COLT45)
jump @CASINO4_27931 

:CASINO4_27991
Actor.DestroyInstantly(73@)
Actor.RemoveReferences(73@)
73@ = Actor.Create(Mission2, #DWMOLC1, -32.3702, 2348.239, 23.125)
Actor.Angle(73@) = 180.1098
0770: unknown_actor 73@ flag 1 
01B2: give_actor 73@ weapon 22 ammo 3000 // Load the weapon model before using this 
Actor.DestroyInstantly(74@)
Actor.RemoveReferences(74@)
74@ = Actor.Create(Mission2, #DWMYLC1, -34.288, 2350.204, 23.125)
Actor.Angle(74@) = 177.5823
0770: unknown_actor 74@ flag 1 
01B2: give_actor 74@ weapon 22 ammo 3000 // Load the weapon model before using this 
Actor.DestroyInstantly(76@)
Actor.RemoveReferences(76@)
76@ = Actor.Create(Mission2, #DWFOLC, -36.6941, 2346.5, 23.125)
Actor.Angle(76@) = 259.6481
0245: set_actor 76@ walk_style_to "SEXYWOMAN" 
0770: unknown_actor 76@ flag 1 
Actor.DestroyInstantly(75@)
Actor.RemoveReferences(75@)
75@ = Actor.Create(Mission2, #DWMOLC2, -36.1799, 2348.412, 23.125)
Actor.Angle(75@) = 265.8938
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_28267 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -31.7411 2342.68 23.125 
jump @CASINO4_28287 

:CASINO4_28267
Actor.PutAt($PLAYER_ACTOR, -31.7411, 2342.68, 23.125)

:CASINO4_28287
Actor.Angle($PLAYER_ACTOR) = 37.553
if 
   not Actor.Dead(72@)
else_jump @CASINO4_28391 
0687: clear_actor 72@ task 
if 
   Actor.Driving(72@)
else_jump @CASINO4_28361 
0362: remove_actor 72@ from_car_and_place_at -30.0669 2344.002 23.125 
jump @CASINO4_28381 

:CASINO4_28361
Actor.PutAt(72@, -30.0669, 2344.002, 23.125)

:CASINO4_28381
Actor.Angle(72@) = 19.556

:CASINO4_28391
if 
   not Actor.Dead(71@)
else_jump @CASINO4_28485 
0687: clear_actor 71@ task 
if 
   Actor.Driving(71@)
else_jump @CASINO4_28455 
0362: remove_actor 71@ from_car_and_place_at -33.0398 2342.354 23.125 
jump @CASINO4_28475 

:CASINO4_28455
Actor.PutAt(71@, -33.0398, 2342.354, 23.125)

:CASINO4_28475
Actor.Angle(71@) = 37.553

:CASINO4_28485
if and
   not Actor.Dead(72@)
   not Actor.Dead(71@)
else_jump @CASINO4_28520 
04EB: AS_actor 71@ crouch 1 
04EB: AS_actor 72@ crouch 1 

:CASINO4_28520
Actor.StorePos($PLAYER_ACTOR, 34@, 35@, 36@)
if and
   not Actor.Dead(73@)
   not Car.Wrecked(79@)
else_jump @CASINO4_28679 
Car.LockInCurrentPosition(79@) = False
0615: define_AS_pack_begin 83@ 
0668: AS_actor -1 rotate_and_shoot_at 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 goto_point -46.3592 2346.977 23.1348 mode 6 10000 ms // versionA 
05CA: AS_actor -1 enter_car 79@ passenger_seat 0 3000 ms 
0713: actor -1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 1 firing_rate 50 
0616: define_AS_pack_end 83@ 
0618: assign_actor 73@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 
jump @CASINO4_28724 

:CASINO4_28679
if or
   Car.Wrecked(79@)
   Actor.Dead(76@)
else_jump @CASINO4_28724 
if 
   not Actor.Dead(73@)
else_jump @CASINO4_28724 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 

:CASINO4_28724
if and
   not Actor.Dead(74@)
   not Car.Wrecked(78@)
else_jump @CASINO4_28869 
Car.LockInCurrentPosition(78@) = False
0615: define_AS_pack_begin 84@ 
0668: AS_actor -1 rotate_and_shoot_at 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 goto_point -44.9959 2346.381 23.1348 mode 6 10000 ms // versionA 
05CA: AS_actor -1 enter_car 78@ passenger_seat 0 3000 ms 
0713: actor -1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 1 firing_rate 50 
0616: define_AS_pack_end 84@ 
0618: assign_actor 74@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
jump @CASINO4_28914 

:CASINO4_28869
if or
   Car.Wrecked(78@)
   Actor.Dead(75@)
else_jump @CASINO4_28914 
if 
   not Actor.Dead(74@)
else_jump @CASINO4_28914 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 

:CASINO4_28914
if and
   not Actor.Dead(75@)
   not Car.Wrecked(78@)
else_jump @CASINO4_29022 
Car.LockInCurrentPosition(78@) = False
0615: define_AS_pack_begin 86@ 
0668: AS_actor -1 rotate_and_shoot_at 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 goto_point -44.9959 2346.381 23.1348 mode 6 10000 ms // versionA 
05CB: AS_actor -1 enter_car 78@ as_driver 3000 ms 
0616: define_AS_pack_end 86@ 
0618: assign_actor 75@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 
jump @CASINO4_29051 

:CASINO4_29022
if and
   Car.Wrecked(78@)
   not Actor.Dead(75@)
else_jump @CASINO4_29051 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 

:CASINO4_29051
if and
   not Actor.Dead(76@)
   not Car.Wrecked(79@)
else_jump @CASINO4_29159 
Car.LockInCurrentPosition(79@) = False
0615: define_AS_pack_begin 85@ 
0668: AS_actor -1 rotate_and_shoot_at 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 goto_point -46.3592 2346.977 23.1348 mode 6 10000 ms // versionA 
05CB: AS_actor -1 enter_car 79@ as_driver 3000 ms 
0616: define_AS_pack_end 85@ 
0618: assign_actor 76@ to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 
jump @CASINO4_29188 

:CASINO4_29159
if and
   Car.Wrecked(79@)
   not Actor.Dead(76@)
else_jump @CASINO4_29188 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 

:CASINO4_29188
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
if 
   not Car.Wrecked(78@)
else_jump @CASINO4_29225 
03F5: set_car 78@ apply_damage_rules 1 
Car.ImmuneToNonPlayer(78@) = True

:CASINO4_29225
if 
   not Car.Wrecked(79@)
else_jump @CASINO4_29255 
03F5: set_car 79@ apply_damage_rules 1 
Car.ImmuneToNonPlayer(79@) = True

:CASINO4_29255
if and
   not Actor.Dead(71@)
   not Actor.Dead(72@)
else_jump @CASINO4_29306 
0687: clear_actor $PLAYER_ACTOR task 
0687: clear_actor 72@ task 
0687: clear_actor 71@ task 
0647: unknown_actor $PLAYER_ACTOR look_task 
0647: unknown_actor 72@ look_task 
0647: unknown_actor 71@ look_task 

:CASINO4_29306
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
0708: reset_decision_maker 38@ event 49 
0708: reset_decision_maker 38@ event 15 
0709: set_decision_maker 38@ on_event 49 taskID 311 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 38@ on_event 15 taskID 415 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0749: reset_group_decision_maker 39@ event 9 
074A: set_group_decision_maker 39@ on_event 15 taskID 1510 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
if and
   not Actor.Dead(72@)
   not Actor.Dead(71@)
else_jump @CASINO4_29523 
if 
86EE:   not actor 72@ in_group $PLAYER_GROUP 
else_jump @CASINO4_29496 
0631: put_actor 72@ in_group $PLAYER_GROUP 

:CASINO4_29496
if 
86EE:   not actor 71@ in_group $PLAYER_GROUP 
else_jump @CASINO4_29523 
0631: put_actor 71@ in_group $PLAYER_GROUP 

:CASINO4_29523
0085: 113@ = 73@ // (int) 
0085: 114@ = 76@ // (int) 
0085: 115@ = 75@ // (int) 
0085: 116@ = 74@ // (int) 
272@ = 0 
273@ = 0 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
if 
  46@ == 0 
else_jump @CASINO4_29643 
018A: 69@ = create_checkpoint_at 2175.21 1679.37 9.85 
00BC: show_text_highpriority GXT 'CAS4_06' time 8000 flag 1  // ~s~Bring sie zu ~y~Rosies Casino~s~ in Las Vegas!
46@ = 1 

:CASINO4_29643
51@ = 1 
132@ = 9999999 

:CASINO4_29660
if 
  51@ > 0 
else_jump @CASINO4_33651 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_29916 
if 
  120@ == 1 
else_jump @CASINO4_29846 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 71@ radius 20.0 20.0 0 
else_jump @CASINO4_29839 
06C9: remove_actor 71@ from_group 
if 
   not Actor.Driving(71@)
else_jump @CASINO4_29781 
05BD: AS_actor 71@ tired 60000 ms 
jump @CASINO4_29817 

:CASINO4_29781
0615: define_AS_pack_begin 80@ 
0633: AS_actor -1 exit_car 
05BD: AS_actor -1 tired 60000 ms 
0616: define_AS_pack_end 80@ 
0618: assign_actor 71@ to_AS_pack 80@ 
061B: remove_references_to_AS_pack 80@ 

:CASINO4_29817
68@ = Marker.CreateAboveActor(71@)
07E0: set_marker 68@ type_to 1 
120@ = 0 

:CASINO4_29839
jump @CASINO4_29916 

:CASINO4_29846
if 
00F2:   actor $PLAYER_ACTOR near_actor 71@ radius 5.0 5.0 0 
else_jump @CASINO4_29916 
if 
86EE:   not actor 71@ in_group $PLAYER_GROUP 
else_jump @CASINO4_29904 
0631: put_actor 71@ in_group $PLAYER_GROUP 

:CASINO4_29904
Marker.Disable(68@)
120@ = 1 

:CASINO4_29916
if 
   not Actor.Dead(72@)
else_jump @CASINO4_30154 
if 
  119@ == 1 
else_jump @CASINO4_30084 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 72@ radius 20.0 20.0 0 
else_jump @CASINO4_30077 
06C9: remove_actor 72@ from_group 
if 
   not Actor.Driving(72@)
else_jump @CASINO4_30019 
05BD: AS_actor 72@ tired 60000 ms 
jump @CASINO4_30055 

:CASINO4_30019
0615: define_AS_pack_begin 80@ 
0633: AS_actor -1 exit_car 
05BD: AS_actor -1 tired 60000 ms 
0616: define_AS_pack_end 80@ 
0618: assign_actor 72@ to_AS_pack 80@ 
061B: remove_references_to_AS_pack 80@ 

:CASINO4_30055
67@ = Marker.CreateAboveActor(72@)
07E0: set_marker 67@ type_to 1 
119@ = 0 

:CASINO4_30077
jump @CASINO4_30154 

:CASINO4_30084
if 
00F2:   actor $PLAYER_ACTOR near_actor 72@ radius 5.0 5.0 0 
else_jump @CASINO4_30154 
if 
86EE:   not actor 72@ in_group $PLAYER_GROUP 
else_jump @CASINO4_30142 
0631: put_actor 72@ in_group $PLAYER_GROUP 

:CASINO4_30142
Marker.Disable(67@)
119@ = 1 

:CASINO4_30154
if and
  119@ == 1 
  120@ == 1 
else_jump @CASINO4_32764 
if 
  269@ == 0 
else_jump @CASINO4_32687 
if 
   not 252@ == 0 
else_jump @CASINO4_30536 
if 
  255@ == 0 
else_jump @CASINO4_30261 
if 
03D0:   wav 254@ loaded 
else_jump @CASINO4_30254 
040D: unload_wav 254@ 

:CASINO4_30254
255@ = 1 

:CASINO4_30261
if 
  255@ == 1 
else_jump @CASINO4_30298 
03CF: load_wav 138@(252@,114i) as 253@ 
255@ = 2 

:CASINO4_30298
if 
  255@ == 2 
else_jump @CASINO4_30358 
if 
03D0:   wav 253@ loaded 
else_jump @CASINO4_30358 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
255@ = 3 

:CASINO4_30358
if 
  255@ == 3 
else_jump @CASINO4_30536 
if 
03D2:   wav 253@ ended 
else_jump @CASINO4_30475 
03D5: remove_text $7533(252@,114s) 
if 
  253@ == 1 
else_jump @CASINO4_30440 
253@ = 2 
254@ = 1 
jump @CASINO4_30454 

:CASINO4_30440
253@ = 1 
254@ = 2 

:CASINO4_30454
252@ = 0 
255@ = 0 
jump @CASINO4_30536 

:CASINO4_30475
if 
83D0:   not wav 254@ loaded 
else_jump @CASINO4_30536 
if 
  110 > 252@ 
else_jump @CASINO4_30536 
0085: 261@ = 252@ // (int) 
261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_30536
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_32687 
if 
  267@ == 0 
else_jump @CASINO4_31607 
if 
  271@ == 0 
else_jump @CASINO4_30862 
0871: init_jump_table 270@ total_jumps 2 default_jump 1 @CASINO4_30776 jumps 0 @CASINO4_30648 1 @CASINO4_30692 -1 @CASINO4_30855 -1 @CASINO4_30855 -1 @CASINO4_30855 -1 @CASINO4_30855 -1 @CASINO4_30855 

:CASINO4_30648
if 
  255@ == 0 
else_jump @CASINO4_30685 
252@ = 36 
270@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_30685
jump @CASINO4_30855 

:CASINO4_30692
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_30769 
if 
  255@ == 0 
else_jump @CASINO4_30769 
252@ = 37 
270@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_30769
jump @CASINO4_30855 

:CASINO4_30776
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_30848 
if 
  255@ == 0 
else_jump @CASINO4_30848 
271@ = 1 
33@ = 0 

:CASINO4_30848
jump @CASINO4_30855 

:CASINO4_30855
jump @CASINO4_31600 

:CASINO4_30862
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_31600 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_31600 
if 
  33@ > 10000 
else_jump @CASINO4_31600 
0871: init_jump_table 266@ total_jumps 6 default_jump 1 @CASINO4_31479 jumps 0 @CASINO4_30973 1 @CASINO4_31059 2 @CASINO4_31143 3 @CASINO4_31227 4 @CASINO4_31311 5 @CASINO4_31395 -1 @CASINO4_31600 

:CASINO4_30973
if 
  255@ == 0 
else_jump @CASINO4_31052 
if and
   not Actor.Dead(71@)
   not Car.Wrecked(77@)
else_jump @CASINO4_31033 
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:CASINO4_31033
252@ = 46 
266@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_31052
jump @CASINO4_31600 

:CASINO4_31059
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_31136 
if 
  255@ == 0 
else_jump @CASINO4_31136 
252@ = 47 
266@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_31136
jump @CASINO4_31600 

:CASINO4_31143
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_31220 
if 
  255@ == 0 
else_jump @CASINO4_31220 
252@ = 48 
266@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_31220
jump @CASINO4_31600 

:CASINO4_31227
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_31304 
if 
  255@ == 0 
else_jump @CASINO4_31304 
252@ = 49 
266@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_31304
jump @CASINO4_31600 

:CASINO4_31311
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_31388 
if 
  255@ == 0 
else_jump @CASINO4_31388 
252@ = 92 
266@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_31388
jump @CASINO4_31600 

:CASINO4_31395
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_31472 
if 
  255@ == 0 
else_jump @CASINO4_31472 
252@ = 93 
266@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_31472
jump @CASINO4_31600 

:CASINO4_31479
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_31593 
if 
  255@ == 0 
else_jump @CASINO4_31593 
if and
   not Actor.Dead(71@)
   not Car.Wrecked(77@)
else_jump @CASINO4_31579 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_31579
267@ = 1 
33@ = 0 

:CASINO4_31593
jump @CASINO4_31600 

:CASINO4_31600
jump @CASINO4_32687 

:CASINO4_31607
if 
  269@ == 0 
else_jump @CASINO4_32687 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_32687 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_32687 
if 
  33@ > 10000 
else_jump @CASINO4_32687 
0871: init_jump_table 268@ total_jumps 10 default_jump 1 @CASINO4_32573 jumps 0 @CASINO4_31801 1 @CASINO4_31887 2 @CASINO4_31971 3 @CASINO4_31985 4 @CASINO4_32069 5 @CASINO4_32153 6 @CASINO4_32237 
0872: jump_table_jumps 7 @CASINO4_32321 8 @CASINO4_32405 9 @CASINO4_32489 -1 @CASINO4_32687 -1 @CASINO4_32687 -1 @CASINO4_32687 -1 @CASINO4_32687 -1 @CASINO4_32687 -1 @CASINO4_32687 

:CASINO4_31801
if 
  255@ == 0 
else_jump @CASINO4_31880 
if and
   not Actor.Dead(71@)
   not Car.Wrecked(77@)
else_jump @CASINO4_31861 
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:CASINO4_31861
252@ = 82 
268@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_31880
jump @CASINO4_32687 

:CASINO4_31887
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_31964 
if 
  255@ == 0 
else_jump @CASINO4_31964 
252@ = 83 
268@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_31964
jump @CASINO4_32687 

:CASINO4_31971
268@ = 3 
jump @CASINO4_32687 

:CASINO4_31985
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_32062 
if 
  255@ == 0 
else_jump @CASINO4_32062 
252@ = 85 
268@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_32062
jump @CASINO4_32687 

:CASINO4_32069
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_32146 
if 
  255@ == 0 
else_jump @CASINO4_32146 
252@ = 86 
268@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_32146
jump @CASINO4_32687 

:CASINO4_32153
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_32230 
if 
  255@ == 0 
else_jump @CASINO4_32230 
252@ = 87 
268@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_32230
jump @CASINO4_32687 

:CASINO4_32237
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_32314 
if 
  255@ == 0 
else_jump @CASINO4_32314 
252@ = 88 
268@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_32314
jump @CASINO4_32687 

:CASINO4_32321
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_32398 
if 
  255@ == 0 
else_jump @CASINO4_32398 
252@ = 89 
268@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_32398
jump @CASINO4_32687 

:CASINO4_32405
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_32482 
if 
  255@ == 0 
else_jump @CASINO4_32482 
252@ = 90 
268@ = 9 
01BD: 260@ = current_time_in_ms 

:CASINO4_32482
jump @CASINO4_32687 

:CASINO4_32489
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_32566 
if 
  255@ == 0 
else_jump @CASINO4_32566 
252@ = 91 
268@ = 10 
01BD: 260@ = current_time_in_ms 

:CASINO4_32566
jump @CASINO4_32687 

:CASINO4_32573
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_32680 
if 
  255@ == 0 
else_jump @CASINO4_32680 
if and
   not Actor.Dead(71@)
   not Car.Wrecked(77@)
else_jump @CASINO4_32673 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_32673
269@ = 1 

:CASINO4_32680
jump @CASINO4_32687 

:CASINO4_32687
if 
  46@ == 0 
else_jump @CASINO4_32757 
272@ = 0 
018A: 69@ = create_checkpoint_at 2175.21 1679.37 9.85 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_06' time 8000 flag 1  // ~s~Bring sie zu ~y~Rosies Casino~s~ in Las Vegas!
46@ = 1 

:CASINO4_32757
jump @CASINO4_33651 

:CASINO4_32764
if 
  46@ == 1 
else_jump @CASINO4_32794 
Marker.Disable(69@)
46@ = 0 

:CASINO4_32794
if and
  119@ == 0 
  120@ == 0 
else_jump @CASINO4_32862 
if 
   not 132@ == 0 
else_jump @CASINO4_32862 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_37' time 7000 flag 1  // ~s~Hol ~b~Paul ~s~und ~b~Maccer~s~ ab.
132@ = 0 

:CASINO4_32862
if and
  119@ == 1 
  120@ == 0 
else_jump @CASINO4_32930 
if 
   not 132@ == 1 
else_jump @CASINO4_32930 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_03' time 7000 flag 1  // ~s~Kehr um und hole ~b~Maccer~s~ ab!
132@ = 1 

:CASINO4_32930
if and
  119@ == 0 
  120@ == 1 
else_jump @CASINO4_32998 
if 
   not 132@ == 2 
else_jump @CASINO4_32998 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_02' time 7000 flag 1  // ~s~Kehr um und hole ~b~Paul~s~!
132@ = 2 

:CASINO4_32998
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_33651 
if 
  272@ == 0 
else_jump @CASINO4_33651 
if 
   not 252@ == 0 
else_jump @CASINO4_33368 
if 
  255@ == 0 
else_jump @CASINO4_33093 
if 
03D0:   wav 254@ loaded 
else_jump @CASINO4_33086 
040D: unload_wav 254@ 

:CASINO4_33086
255@ = 1 

:CASINO4_33093
if 
  255@ == 1 
else_jump @CASINO4_33130 
03CF: load_wav 138@(252@,114i) as 253@ 
255@ = 2 

:CASINO4_33130
if 
  255@ == 2 
else_jump @CASINO4_33190 
if 
03D0:   wav 253@ loaded 
else_jump @CASINO4_33190 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
255@ = 3 

:CASINO4_33190
if 
  255@ == 3 
else_jump @CASINO4_33368 
if 
03D2:   wav 253@ ended 
else_jump @CASINO4_33307 
03D5: remove_text $7533(252@,114s) 
if 
  253@ == 1 
else_jump @CASINO4_33272 
253@ = 2 
254@ = 1 
jump @CASINO4_33286 

:CASINO4_33272
253@ = 1 
254@ = 2 

:CASINO4_33286
252@ = 0 
255@ = 0 
jump @CASINO4_33368 

:CASINO4_33307
if 
83D0:   not wav 254@ loaded 
else_jump @CASINO4_33368 
if 
  110 > 252@ 
else_jump @CASINO4_33368 
0085: 261@ = 252@ // (int) 
261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_33368
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_33651 
0871: init_jump_table 273@ total_jumps 2 default_jump 1 @CASINO4_33572 jumps 0 @CASINO4_33444 1 @CASINO4_33488 -1 @CASINO4_33651 -1 @CASINO4_33651 -1 @CASINO4_33651 -1 @CASINO4_33651 -1 @CASINO4_33651 

:CASINO4_33444
if 
  255@ == 0 
else_jump @CASINO4_33481 
252@ = 40 
273@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_33481
jump @CASINO4_33651 

:CASINO4_33488
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_33565 
if 
  255@ == 0 
else_jump @CASINO4_33565 
252@ = 41 
273@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_33565
jump @CASINO4_33651 

:CASINO4_33572
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_33644 
if 
  255@ == 0 
else_jump @CASINO4_33644 
273@ = 0 
272@ = 1 

:CASINO4_33644
jump @CASINO4_33651 

:CASINO4_33651
if 
  51@ == 1 
else_jump @CASINO4_34178 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_33693 
77@ = Actor.Car($PLAYER_ACTOR)

:CASINO4_33693
if and
   not Actor.Dead(73@)
   not Car.Wrecked(79@)
else_jump @CASINO4_33747 
if 
   Actor.InCar(73@, 79@)
else_jump @CASINO4_33740 
55@ = 1 

:CASINO4_33740
jump @CASINO4_33754 

:CASINO4_33747
55@ = 1 

:CASINO4_33754
if and
  55@ == 1 
  64@ == 0 
else_jump @CASINO4_33887 
if and
   not Actor.Dead(76@)
   not Car.Wrecked(79@)
   not Car.Wrecked(77@)
else_jump @CASINO4_33887 
0615: define_AS_pack_begin 87@ 
05D1: AS_actor -1 drive_car 79@ to -44.86 2345.23 23.16 speed 30.0 2 model #NULL 3 
06E1: AS_actor -1 using_car 79@ target_car 77@ with_order 3 max_speed 35.0 traffic_flag 2 
0616: define_AS_pack_end 87@ 
0618: assign_actor 76@ to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 
64@ = 1 

:CASINO4_33887
if and
   not Actor.Dead(74@)
   not Car.Wrecked(78@)
else_jump @CASINO4_33941 
if 
   Actor.InCar(74@, 78@)
else_jump @CASINO4_33934 
54@ = 1 

:CASINO4_33934
jump @CASINO4_33948 

:CASINO4_33941
54@ = 1 

:CASINO4_33948
if and
  54@ == 1 
  65@ == 0 
else_jump @CASINO4_34081 
if and
   not Actor.Dead(75@)
   not Car.Wrecked(78@)
   not Car.Wrecked(77@)
else_jump @CASINO4_34081 
0615: define_AS_pack_begin 88@ 
05D1: AS_actor -1 drive_car 78@ to -50.86 2349.23 23.16 speed 30.0 2 model #NULL 3 
06E1: AS_actor -1 using_car 78@ target_car 77@ with_order 3 max_speed 35.0 traffic_flag 2 
0616: define_AS_pack_end 88@ 
0618: assign_actor 75@ to_AS_pack 88@ 
061B: remove_references_to_AS_pack 88@ 
65@ = 1 

:CASINO4_34081
if and
  54@ == 1 
  55@ == 1 
else_jump @CASINO4_34178 
if and
   not Actor.Dead(71@)
   not Actor.Dead(72@)
else_jump @CASINO4_34157 
Actor.SetImmunities(72@, 0, 0, 0, 0, 1)
Actor.SetImmunities(71@, 0, 0, 0, 0, 1)

:CASINO4_34157
0708: reset_decision_maker 38@ event 49 
0708: reset_decision_maker 38@ event 15 
51@ = 2 

:CASINO4_34178
if and
  51@ == 2 
  98@ == 0 
else_jump @CASINO4_35557 
if 
   Actor.Dead(76@)
else_jump @CASINO4_34233 
61@ = 0 
jump @CASINO4_34289 

:CASINO4_34233
if 
   not Car.Wrecked(79@)
else_jump @CASINO4_34289 
if 
   Actor.InCar(76@, 79@)
else_jump @CASINO4_34282 
61@ = 1 
jump @CASINO4_34289 

:CASINO4_34282
61@ = 0 

:CASINO4_34289
if 
   Actor.Dead(75@)
else_jump @CASINO4_34319 
62@ = 0 
jump @CASINO4_34389 

:CASINO4_34319
if 
   not Car.Wrecked(78@)
else_jump @CASINO4_34382 
if 
   Actor.InCar(75@, 78@)
else_jump @CASINO4_34368 
62@ = 1 
jump @CASINO4_34375 

:CASINO4_34368
62@ = 0 

:CASINO4_34375
jump @CASINO4_34389 

:CASINO4_34382
62@ = 0 

:CASINO4_34389
if 
   not Actor.Dead(73@)
else_jump @CASINO4_34563 
if or
   Car.Wrecked(79@)
   not Actor.Driving(73@)
  61@ == 0 
else_jump @CASINO4_34563 
062E: unknown_get_actor 73@ task 1560 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_34563 
062E: unknown_get_actor 73@ task 1506 status_store_to 90@ // ret 7 if not found 
if and
84A4:   not  90@ == 0 // @ == any 
84A4:   not  90@ == 1 // @ == any 
else_jump @CASINO4_34538 
if 
  56@ == 0 
else_jump @CASINO4_34531 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
56@ = 1 

:CASINO4_34531
jump @CASINO4_34563 

:CASINO4_34538
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_34563 
56@ = 0 

:CASINO4_34563
if 
   not Actor.Dead(76@)
else_jump @CASINO4_34732 
if or
   Car.Wrecked(79@)
  61@ == 0 
else_jump @CASINO4_34732 
062E: unknown_get_actor 76@ task 1560 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_34732 
062E: unknown_get_actor 76@ task 1506 status_store_to 90@ // ret 7 if not found 
if and
84A4:   not  90@ == 0 // @ == any 
84A4:   not  90@ == 1 // @ == any 
else_jump @CASINO4_34707 
if 
  58@ == 0 
else_jump @CASINO4_34700 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
58@ = 1 

:CASINO4_34700
jump @CASINO4_34732 

:CASINO4_34707
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_34732 
58@ = 0 

:CASINO4_34732
if 
   not Actor.Dead(74@)
else_jump @CASINO4_34906 
if or
   Car.Wrecked(78@)
   not Actor.Driving(74@)
  62@ == 0 
else_jump @CASINO4_34906 
062E: unknown_get_actor 74@ task 1560 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_34906 
062E: unknown_get_actor 74@ task 1506 status_store_to 90@ // ret 7 if not found 
if and
84A4:   not  90@ == 0 // @ == any 
84A4:   not  90@ == 1 // @ == any 
else_jump @CASINO4_34881 
if 
  59@ == 0 
else_jump @CASINO4_34874 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 
59@ = 1 

:CASINO4_34874
jump @CASINO4_34906 

:CASINO4_34881
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_34906 
59@ = 0 

:CASINO4_34906
if 
   not Actor.Dead(75@)
else_jump @CASINO4_35075 
if or
   Car.Wrecked(78@)
  62@ == 0 
else_jump @CASINO4_35075 
062E: unknown_get_actor 75@ task 1560 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_35075 
062E: unknown_get_actor 75@ task 1506 status_store_to 90@ // ret 7 if not found 
if and
84A4:   not  90@ == 0 // @ == any 
84A4:   not  90@ == 1 // @ == any 
else_jump @CASINO4_35050 
if 
  57@ == 0 
else_jump @CASINO4_35043 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
57@ = 1 

:CASINO4_35043
jump @CASINO4_35075 

:CASINO4_35050
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_35075 
57@ = 0 

:CASINO4_35075
if and
   not Actor.Dead(76@)
   not Car.Wrecked(79@)
else_jump @CASINO4_35316 
if 
   Actor.InCar(76@, 79@)
else_jump @CASINO4_35316 
Car.SetMaxSpeed(79@, 35.0)
if and
80F2:   not actor $PLAYER_ACTOR near_actor 76@ radius 100.0 100.0 0 
82CA:   not car 79@ bounding_sphere_visible 
else_jump @CASINO4_35316 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @CASINO4_35316 
Actor.StorePos($PLAYER_ACTOR, 91@, 92@, 93@)
04C4: store_coords_to 95@ 96@ 97@ from_actor $PLAYER_ACTOR with_offset -10.0 -10.0 0.0 
if 
838A:   not any_car_in_cube_cornerA 95@ 96@ 97@ cornerB 4.0 4.0 3.0 
else_jump @CASINO4_35316 
if 
80C2:   not sphere_onscreen 95@ 96@ 97@ radius 4.0 
else_jump @CASINO4_35316 
Car.PutAt(79@, 95@, 96@, 97@)
039F: set_car 79@ race_to 91@ 92@ 
Car.SetDriverBehaviour(79@, 3)

:CASINO4_35316
if and
   not Actor.Dead(75@)
   not Car.Wrecked(78@)
else_jump @CASINO4_35557 
if 
   Actor.InCar(75@, 78@)
else_jump @CASINO4_35557 
Car.SetMaxSpeed(78@, 35.0)
if and
80F2:   not actor $PLAYER_ACTOR near_actor 75@ radius 100.0 100.0 0 
82CA:   not car 78@ bounding_sphere_visible 
else_jump @CASINO4_35557 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @CASINO4_35557 
Actor.StorePos($PLAYER_ACTOR, 91@, 92@, 93@)
04C4: store_coords_to 95@ 96@ 97@ from_actor $PLAYER_ACTOR with_offset -13.0 -13.0 0.0 
if 
838A:   not any_car_in_cube_cornerA 95@ 96@ 97@ cornerB 4.0 4.0 3.0 
else_jump @CASINO4_35557 
if 
80C2:   not sphere_onscreen 95@ 96@ 97@ radius 4.0 
else_jump @CASINO4_35557 
Car.PutAt(78@, 95@, 96@, 97@)
039F: set_car 78@ race_to 91@ 92@ 
Car.SetDriverBehaviour(78@, 3)

:CASINO4_35557
99@ = 0 
100@ = 0 

:CASINO4_35571
if 
  4 > 99@ 
else_jump @CASINO4_35659 
if 
   Actor.Dead(113@(99@,4i))
else_jump @CASINO4_35627 
101@(99@,4i) = 1 
jump @CASINO4_35645 

:CASINO4_35627
101@(99@,4i) = 0 
100@ += 1 

:CASINO4_35645
99@ += 1 
jump @CASINO4_35571 

:CASINO4_35659
if or
  46@ == 1 
  45@ == 1 
else_jump @CASINO4_38631 
if and
   not Actor.Dead(72@)
   not Actor.Dead(71@)
else_jump @CASINO4_38631 
if 
  45@ == 0 
else_jump @CASINO4_35967 
if and
  100@ > 0 
  98@ == 0 
else_jump @CASINO4_35824 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2175.21 1679.37 9.85 radius 4.0 4.0 2.0 
else_jump @CASINO4_35817 
gosub @CASINO4_39181 
98@ = 1 
45@ = 1 

:CASINO4_35817
jump @CASINO4_35960 

:CASINO4_35824
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2175.21 1679.37 9.85 radius 4.0 4.0 2.0 
00FE:   actor 72@ sphere 0 in_sphere 2175.21 1679.37 9.85 radius 6.0 6.0 2.0 
00FE:   actor 71@ sphere 0 in_sphere 2175.21 1679.37 9.85 radius 6.0 6.0 2.0 
else_jump @CASINO4_35960 
Marker.Disable(69@)
45@ = 1 
00BE: text_clear_all 

:CASINO4_35960
jump @CASINO4_38631 

:CASINO4_35967
if and
   not Actor.Dead(71@)
   not Actor.Dead(72@)
else_jump @CASINO4_38631 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1500 

:CASINO4_36004
if 
fading 
else_jump @CASINO4_36028 
wait 0 
jump @CASINO4_36004 

:CASINO4_36028
Actor.RemoveReferences(75@)
Actor.RemoveReferences(73@)
Actor.RemoveReferences(76@)
Actor.RemoveReferences(74@)
Car.RemoveReferences(79@)
Car.RemoveReferences(78@)
02A3: enable_widescreen 1 
Camera.SetPosition(2188.26, 1678.0, 11.19, 0.0, 0.0, 0.0)
Camera.PointAt(2153.54, 1692.94, 12.04, 2)
if and
   not Actor.Dead(71@)
   not Actor.Dead(72@)
else_jump @CASINO4_36470 
if 
   Actor.Driving(71@)
else_jump @CASINO4_36177 
0362: remove_actor 71@ from_car_and_place_at 2179.708 1680.568 10.0469 
jump @CASINO4_36197 

:CASINO4_36177
Actor.PutAt(71@, 2179.708, 1680.568, 10.0469)

:CASINO4_36197
Actor.Angle(71@) = 266.3517
if 
   Actor.Driving(72@)
else_jump @CASINO4_36250 
0362: remove_actor 72@ from_car_and_place_at 2179.708 1677.568 10.0469 
jump @CASINO4_36270 

:CASINO4_36250
Actor.PutAt(72@, 2179.708, 1677.568, 10.0469)

:CASINO4_36270
Actor.Angle(72@) = 266.3517
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_36323 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2179.759 1678.957 10.0469 
jump @CASINO4_36343 

:CASINO4_36323
Actor.PutAt($PLAYER_ACTOR, 2179.759, 1678.957, 10.0469)

:CASINO4_36343
Actor.Angle($PLAYER_ACTOR) = 269.249
065C: release_decision_maker 38@ 
060A: create_decision_maker_type 0 store_to 38@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 38@ event 13 
060B: set_actor 71@ decision_maker_to 38@ 
060B: set_actor 72@ decision_maker_to 38@ 
05D3: AS_actor $PLAYER_ACTOR goto_point 2187.0 1680.0 11.4 mode 4 -1 ms // versionA 
06C9: remove_actor 71@ from_group 
05D3: AS_actor 71@ goto_point 2187.0 1680.0 11.4 mode 4 -1 ms // versionA 
06C9: remove_actor 72@ from_group 
05D3: AS_actor 72@ goto_point 2187.0 1680.0 11.4 mode 4 -1 ms // versionA 

:CASINO4_36470
fade 1 1000 

:CASINO4_36477
if 
fading 
else_jump @CASINO4_36501 
wait 0 
jump @CASINO4_36477 

:CASINO4_36501
32@ = 0 
252@ = 0 
253@ = 1 
254@ = 2 
255@ = 0 
256@ = 0 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 

:CASINO4_36578
wait 0 
if 
  256@ == 0 
else_jump @CASINO4_37175 
if 
   not 252@ == 0 
else_jump @CASINO4_36939 
if 
  255@ == 0 
else_jump @CASINO4_36664 
if 
03D0:   wav 254@ loaded 
else_jump @CASINO4_36657 
040D: unload_wav 254@ 

:CASINO4_36657
255@ = 1 

:CASINO4_36664
if 
  255@ == 1 
else_jump @CASINO4_36701 
03CF: load_wav 138@(252@,114i) as 253@ 
255@ = 2 

:CASINO4_36701
if 
  255@ == 2 
else_jump @CASINO4_36761 
if 
03D0:   wav 253@ loaded 
else_jump @CASINO4_36761 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
255@ = 3 

:CASINO4_36761
if 
  255@ == 3 
else_jump @CASINO4_36939 
if 
03D2:   wav 253@ ended 
else_jump @CASINO4_36878 
03D5: remove_text $7533(252@,114s) 
if 
  253@ == 1 
else_jump @CASINO4_36843 
253@ = 2 
254@ = 1 
jump @CASINO4_36857 

:CASINO4_36843
253@ = 1 
254@ = 2 

:CASINO4_36857
252@ = 0 
255@ = 0 
jump @CASINO4_36939 

:CASINO4_36878
if 
83D0:   not wav 254@ loaded 
else_jump @CASINO4_36939 
if 
  110 > 252@ 
else_jump @CASINO4_36939 
0085: 261@ = 252@ // (int) 
261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_36939
0871: init_jump_table 257@ total_jumps 1 default_jump 1 @CASINO4_37075 jumps 0 @CASINO4_37002 -1 @CASINO4_37168 -1 @CASINO4_37168 -1 @CASINO4_37168 -1 @CASINO4_37168 -1 @CASINO4_37168 -1 @CASINO4_37168 

:CASINO4_37002
if 
  255@ == 0 
else_jump @CASINO4_37068 
if 
   not Actor.Dead(72@)
else_jump @CASINO4_37049 
0968: actor 72@ stop_mouth 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_37049
252@ = 99 
257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_37068
jump @CASINO4_37168 

:CASINO4_37075
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_37161 
if 
  255@ == 0 
else_jump @CASINO4_37161 
if 
   not Actor.Dead(72@)
else_jump @CASINO4_37154 
0968: actor 72@ stop_mouth 

:CASINO4_37154
256@ = 1 

:CASINO4_37161
jump @CASINO4_37168 

:CASINO4_37168
jump @CASINO4_36578 

:CASINO4_37175
if 
  50@ == 0 
else_jump @CASINO4_37338 
wait 0 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2187.0 1680.0 radius 2.0 2.0 
else_jump @CASINO4_37242 
50@ = 1 

:CASINO4_37242
if 
  32@ > 15000 
else_jump @CASINO4_37331 
if 
838A:   not any_car_in_cube_cornerA 2195.35 1680.058 11.4 cornerB 1.5 1.5 3.0 
else_jump @CASINO4_37324 
Actor.PutAt($PLAYER_ACTOR, 2187.0, 1680.0, 11.4)

:CASINO4_37324
50@ = 1 

:CASINO4_37331
jump @CASINO4_37175 

:CASINO4_37338
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CASINO4_37353
if 
fading 
else_jump @CASINO4_37377 
wait 0 
jump @CASINO4_37353 

:CASINO4_37377
01B5: force_weather 10 
Car.RemoveReferences(77@)
Car.RemoveReferences(78@)
Car.RemoveReferences(79@)
Car.RemoveReferences(289@)
Actor.DestroyWithFade(72@)
Actor.DestroyWithFade(71@)
Actor.RemoveReferences(73@)
Actor.RemoveReferences(76@)
Actor.RemoveReferences(74@)
Actor.RemoveReferences(75@)
Model.Destroy(#WALTON)
Model.Destroy(#DWFOLC)
Model.Destroy(#DWMOLC1)
Model.Destroy(#DWMOLC2)
Model.Destroy(#DWMYLC1)
Model.Destroy(#DWMYLC1)
Model.Destroy(#COLT45)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Player.MakeSafe($PLAYER_CHAR)
select_interior 2 
02E4: load_cutscene_data 'CAS_4C' 

:CASINO4_37489
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO4_37513 
wait 0 
jump @CASINO4_37489 

:CASINO4_37513
02E7: start_cutscene 
fade 1 1000 

:CASINO4_37522
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO4_37546 
wait 0 
jump @CASINO4_37522 

:CASINO4_37546
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CASINO4_37561
if 
fading 
else_jump @CASINO4_37585 
wait 0 
jump @CASINO4_37561 

:CASINO4_37585
select_interior 0 
01B7: release_weather 
Camera.Restore_WithJumpCut
Actor.DestroyInstantly(72@)
Actor.RemoveReferences(72@)
Actor.DestroyInstantly(71@)
Actor.RemoveReferences(71@)
Actor.PutAt($PLAYER_ACTOR, 2187.0, 1680.0, 10.106)
Actor.Angle($PLAYER_ACTOR) = 90.0
Camera.SetAtPos(2187.0, 1680.0, 10.106)
Model.Load(#CELLPHONE)

:CASINO4_37665
if 
   not Model.Available(#CELLPHONE)
else_jump @CASINO4_37692 
wait 0 
jump @CASINO4_37665 

:CASINO4_37692
Camera.SetPosition(2186.524, 1679.363, 11.6094, 0.0, 0.0, 0.0)
Camera.PointAt(2186.983, 1680.246, 11.7063, 2)
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
fade 1 1500 

:CASINO4_37763
if 
fading 
else_jump @CASINO4_37787 
wait 0 
jump @CASINO4_37763 

:CASINO4_37787
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
wait 2000 
252@ = 0 
253@ = 1 
254@ = 2 
255@ = 0 
256@ = 0 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
0707: start_scene_skip_to @CASINO4_38542 

:CASINO4_37876
wait 0 
if 
  256@ == 0 
else_jump @CASINO4_38542 
if 
   not 252@ == 0 
else_jump @CASINO4_38237 
if 
  255@ == 0 
else_jump @CASINO4_37962 
if 
03D0:   wav 254@ loaded 
else_jump @CASINO4_37955 
040D: unload_wav 254@ 

:CASINO4_37955
255@ = 1 

:CASINO4_37962
if 
  255@ == 1 
else_jump @CASINO4_37999 
03CF: load_wav 138@(252@,114i) as 253@ 
255@ = 2 

:CASINO4_37999
if 
  255@ == 2 
else_jump @CASINO4_38059 
if 
03D0:   wav 253@ loaded 
else_jump @CASINO4_38059 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
255@ = 3 

:CASINO4_38059
if 
  255@ == 3 
else_jump @CASINO4_38237 
if 
03D2:   wav 253@ ended 
else_jump @CASINO4_38176 
03D5: remove_text $7533(252@,114s) 
if 
  253@ == 1 
else_jump @CASINO4_38141 
253@ = 2 
254@ = 1 
jump @CASINO4_38155 

:CASINO4_38141
253@ = 1 
254@ = 2 

:CASINO4_38155
252@ = 0 
255@ = 0 
jump @CASINO4_38237 

:CASINO4_38176
if 
83D0:   not wav 254@ loaded 
else_jump @CASINO4_38237 
if 
  110 > 252@ 
else_jump @CASINO4_38237 
0085: 261@ = 252@ // (int) 
261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_38237
0871: init_jump_table 257@ total_jumps 3 default_jump 1 @CASINO4_38458 jumps 0 @CASINO4_38300 1 @CASINO4_38357 2 @CASINO4_38414 -1 @CASINO4_38535 -1 @CASINO4_38535 -1 @CASINO4_38535 -1 @CASINO4_38535 

:CASINO4_38300
if 
  255@ == 0 
else_jump @CASINO4_38350 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
252@ = 100 
257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_38350
jump @CASINO4_38535 

:CASINO4_38357
if 
  255@ == 0 
else_jump @CASINO4_38407 
252@ = 101 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
257@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_38407
jump @CASINO4_38535 

:CASINO4_38414
if 
  255@ == 0 
else_jump @CASINO4_38451 
252@ = 102 
257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_38451
jump @CASINO4_38535 

:CASINO4_38458
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_38528 
if 
  255@ == 0 
else_jump @CASINO4_38528 
0968: actor $PLAYER_ACTOR stop_mouth 
256@ = 1 

:CASINO4_38528
jump @CASINO4_38535 

:CASINO4_38535
jump @CASINO4_37876 

:CASINO4_38542
0701: end_scene_skip 
08F6: restore_player_group 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 253@ 
040D: unload_wav 254@ 
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to 90@ // ret 7 if not found 
if 
84A4:   not  90@ == 7 // @ == any 
else_jump @CASINO4_38597 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:CASINO4_38597
Model.Destroy(#CELLPHONE)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
jump @CASINO4_45880 
49@ = 1 

:CASINO4_38631
jump @CASINO4_4043 

:CASINO4_38638
if and
   not Actor.Dead(71@)
   not Actor.Dead(72@)
else_jump @CASINO4_39179 
0615: define_AS_pack_begin 89@ 
05D9: AS_actor -1 run_to_actor 71@ timelimit -1 stop_within_radius 1.2 
0639: AS_actor -1 rotate_to_actor 71@ 
0605: actor -1 perform_animation_sequence "PNM_LOOP_A" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PNM_ARGUE2_A" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PNM_LOOP_A" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PNM_ARGUE1_A" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PNM_LOOP_A" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 89@ loop 1 
0616: define_AS_pack_end 89@ 
0618: assign_actor 72@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0615: define_AS_pack_begin 89@ 
05D9: AS_actor -1 run_to_actor 72@ timelimit -1 stop_within_radius 1.2 
0639: AS_actor -1 rotate_to_actor 72@ 
0605: actor -1 perform_animation_sequence "PNM_LOOP_B" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PNM_ARGUE2_B" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PNM_LOOP_B" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PNM_ARGUE1_B" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PNM_LOOP_B" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 89@ loop 1 
0616: define_AS_pack_end 89@ 
0618: assign_actor 71@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 

:CASINO4_39179
return 

:CASINO4_39181
06AD: set_group $PLAYER_GROUP group_decision_maker_to -1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03C7: set_sensitivity_to_crime 0.0 
0085: 113@ = 73@ // (int) 
0085: 114@ = 76@ // (int) 
0085: 115@ = 75@ // (int) 
0085: 116@ = 74@ // (int) 
99@ = 0 
100@ = 0 

:CASINO4_39248
if 
  4 > 99@ 
else_jump @CASINO4_39356 
if 
   Actor.Dead(113@(99@,4i))
else_jump @CASINO4_39304 
101@(99@,4i) = 1 
jump @CASINO4_39342 

:CASINO4_39304
0687: clear_actor 113@(99@,4i) task 
01B9: set_actor 113@(99@,4i) armed_weapon_to 0 
101@(99@,4i) = 0 
100@ += 1 

:CASINO4_39342
99@ += 1 
jump @CASINO4_39248 

:CASINO4_39356
if 
  100@ > 0 
else_jump @CASINO4_45860 
Marker.Disable(69@)
46@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0395: clear_area 1 at 2165.612 1680.619 9.8047 radius 50.0 
00BE: text_clear_all 
Camera.SetPosition(2171.91, 1669.08, 10.32, 0.0, 0.0, 0.0)
Camera.PointAt(2164.93, 1708.54, 16.85, 2)
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
if 
   not Car.Wrecked(78@)
else_jump @CASINO4_39620 
if 
   not Actor.Dead(75@)
else_jump @CASINO4_39620 
if 
   Actor.InCar(75@, 78@)
else_jump @CASINO4_39620 
Car.PutAt(78@, 2096.136, 1643.952, 9.7768)
Car.Angle(78@) = 270.9418
05D1: AS_actor 75@ drive_car 78@ to 2158.518 1681.402 9.8047 speed 30.0 1 model #NULL 1 

:CASINO4_39620
if 
   not Car.Wrecked(79@)
else_jump @CASINO4_39735 
if 
   not Actor.Dead(76@)
else_jump @CASINO4_39735 
if 
   Actor.InCar(76@, 79@)
else_jump @CASINO4_39735 
Car.PutAt(79@, 2080.934, 1643.649, 9.6757)
Car.Angle(79@) = 271.0448
05D1: AS_actor 76@ drive_car 79@ to 2154.275 1664.964 9.8125 speed 30.0 1 model #NULL 1 

:CASINO4_39735
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_40162 
77@ = Actor.Car($PLAYER_ACTOR)
if 
   not Car.Wrecked(77@)
else_jump @CASINO4_40155 
Car.SetDriverBehaviour(77@, 11)
53@ = 0 
33@ = 0 

:CASINO4_39796
if 
  53@ == 0 
else_jump @CASINO4_40155 
if 
  63@ == 0 
else_jump @CASINO4_40118 
if 
   not Car.Wrecked(77@)
else_jump @CASINO4_40118 
if 
01C1:   car 77@ stopped 
else_jump @CASINO4_40118 
0615: define_AS_pack_begin 109@ 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_39889 
0633: AS_actor -1 exit_car 

:CASINO4_39889
05D3: AS_actor -1 goto_point 2171.0 1671.0 11.0 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_40017 
06C9: remove_actor 71@ from_group 
0615: define_AS_pack_begin 109@ 
if 
   Actor.Driving(71@)
else_jump @CASINO4_39976 
0633: AS_actor -1 exit_car 

:CASINO4_39976
05D3: AS_actor -1 goto_point 2172.0 1669.0 10.8125 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 71@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_40017
if 
   not Actor.Dead(72@)
else_jump @CASINO4_40104 
06C9: remove_actor 72@ from_group 
0615: define_AS_pack_begin 109@ 
if 
   Actor.Driving(72@)
else_jump @CASINO4_40063 
0633: AS_actor -1 exit_car 

:CASINO4_40063
05D3: AS_actor -1 goto_point 2170.0 1673.0 10.8203 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 72@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_40104
53@ = 1 
63@ = 1 

:CASINO4_40118
if 
  33@ > 20000 
else_jump @CASINO4_40144 
53@ = 1 

:CASINO4_40144
wait 0 
jump @CASINO4_39796 

:CASINO4_40155
jump @CASINO4_40392 

:CASINO4_40162
0615: define_AS_pack_begin 109@ 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_40187 
0633: AS_actor -1 exit_car 

:CASINO4_40187
05D3: AS_actor -1 goto_point 2165.612 1680.619 9.8047 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_40310 
0615: define_AS_pack_begin 109@ 
if 
   Actor.Driving(71@)
else_jump @CASINO4_40269 
0633: AS_actor -1 exit_car 

:CASINO4_40269
05D3: AS_actor -1 goto_point 2166.443 1678.606 9.8125 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 71@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_40310
if 
   not Actor.Dead(72@)
else_jump @CASINO4_40392 
0615: define_AS_pack_begin 109@ 
if 
   Actor.Driving(72@)
else_jump @CASINO4_40351 
0633: AS_actor -1 exit_car 

:CASINO4_40351
05D3: AS_actor -1 goto_point 2166.706 1683.291 9.8203 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 72@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_40392
252@ = 0 
253@ = 1 
254@ = 2 
255@ = 0 
256@ = 0 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
53@ = 0 
300@ = 0 
301@ = 0 
302@ = 0 
33@ = 0 

:CASINO4_40497
wait 0 
if 
  256@ == 0 
else_jump @CASINO4_41575 
if 
   not 252@ == 0 
else_jump @CASINO4_40863 
if 
  255@ == 0 
else_jump @CASINO4_40583 
if 
03D0:   wav 254@ loaded 
else_jump @CASINO4_40576 
040D: unload_wav 254@ 

:CASINO4_40576
255@ = 1 

:CASINO4_40583
if 
  255@ == 1 
else_jump @CASINO4_40620 
03CF: load_wav 138@(252@,114i) as 253@ 
255@ = 2 

:CASINO4_40620
if 
  255@ == 2 
else_jump @CASINO4_40680 
if 
03D0:   wav 253@ loaded 
else_jump @CASINO4_40680 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
255@ = 3 

:CASINO4_40680
if 
  255@ == 3 
else_jump @CASINO4_40863 
if 
03D2:   wav 253@ ended 
else_jump @CASINO4_40802 
0968: actor $PLAYER_ACTOR stop_mouth 
03D5: remove_text $7533(252@,114s) 
if 
  253@ == 1 
else_jump @CASINO4_40767 
253@ = 2 
254@ = 1 
jump @CASINO4_40781 

:CASINO4_40767
253@ = 1 
254@ = 2 

:CASINO4_40781
252@ = 0 
255@ = 0 
jump @CASINO4_40863 

:CASINO4_40802
if 
83D0:   not wav 254@ loaded 
else_jump @CASINO4_40863 
if 
  110 > 252@ 
else_jump @CASINO4_40863 
0085: 261@ = 252@ // (int) 
261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_40863
0871: init_jump_table 257@ total_jumps 2 default_jump 1 @CASINO4_41070 jumps 0 @CASINO4_40926 1 @CASINO4_40978 -1 @CASINO4_41196 -1 @CASINO4_41196 -1 @CASINO4_41196 -1 @CASINO4_41196 -1 @CASINO4_41196 

:CASINO4_40926
if 
  255@ == 0 
else_jump @CASINO4_40971 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
252@ = 94 
257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_40971
jump @CASINO4_41196 

:CASINO4_40978
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_41063 
if 
  255@ == 0 
else_jump @CASINO4_41063 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
252@ = 95 
257@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_41063
jump @CASINO4_41196 

:CASINO4_41070
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_41189 
if 
  255@ == 0 
else_jump @CASINO4_41189 
if 
  300@ == 1 
else_jump @CASINO4_41189 
if 
  301@ == 1 
else_jump @CASINO4_41189 
if 
  302@ == 1 
else_jump @CASINO4_41189 
256@ = 1 

:CASINO4_41189
jump @CASINO4_41196 

:CASINO4_41196
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 90@ // ret 7 if not found 
if 
04A4:   90@ == 7 // @ == any 
else_jump @CASINO4_41232 
300@ = 1 

:CASINO4_41232
if 
  301@ == 0 
else_jump @CASINO4_41387 
if 
   not Car.Wrecked(79@)
else_jump @CASINO4_41380 
046C: 303@ = car 79@ driver 
if 
   not 303@ == -1 
else_jump @CASINO4_41366 
if 
01AF:   car 79@ sphere 0 in_sphere 2154.275 1664.964 9.8125 radius 4.0 4.0 3.0 
else_jump @CASINO4_41359 
Car.SetDriverBehaviour(79@, 11)
068B: set_car 79@ all_disembark 
301@ = 1 

:CASINO4_41359
jump @CASINO4_41373 

:CASINO4_41366
301@ = 1 

:CASINO4_41373
jump @CASINO4_41387 

:CASINO4_41380
301@ = 1 

:CASINO4_41387
if 
  302@ == 0 
else_jump @CASINO4_41542 
if 
   not Car.Wrecked(78@)
else_jump @CASINO4_41535 
046C: 303@ = car 78@ driver 
if 
   not 303@ == -1 
else_jump @CASINO4_41521 
if 
01AF:   car 78@ sphere 0 in_sphere 2158.518 1681.402 9.8047 radius 4.0 4.0 3.0 
else_jump @CASINO4_41514 
Car.SetDriverBehaviour(78@, 11)
068B: set_car 78@ all_disembark 
302@ = 1 

:CASINO4_41514
jump @CASINO4_41528 

:CASINO4_41521
300@ = 1 

:CASINO4_41528
jump @CASINO4_41542 

:CASINO4_41535
302@ = 1 

:CASINO4_41542
if 
  33@ > 20000 
else_jump @CASINO4_41568 
256@ = 1 

:CASINO4_41568
jump @CASINO4_40497 

:CASINO4_41575
Car.RemoveReferences(78@)
Car.RemoveReferences(79@)
Model.Destroy(#WALTON)

:CASINO4_41590
if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "MISC" loaded 
else_jump @CASINO4_41646 
04ED: load_animation "GANGS" 
04ED: load_animation "MISC" 
wait 0 
jump @CASINO4_41590 

:CASINO4_41646
0395: clear_area 1 at 2175.21 1679.37 9.85 radius 50.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO4_41718 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2171.0 1671.0 9.8125 
jump @CASINO4_41738 

:CASINO4_41718
Actor.PutAt($PLAYER_ACTOR, 2171.0, 1671.0, 9.8125)

:CASINO4_41738
Actor.Angle($PLAYER_ACTOR) = 109.2628
if 
   not Actor.Dead(72@)
else_jump @CASINO4_41857 
060B: set_actor 72@ decision_maker_to 37@ 
119@ = 0 
0792: disembark_instantly_actor 72@ 
if 
   Actor.Driving(72@)
else_jump @CASINO4_41827 
0362: remove_actor 72@ from_car_and_place_at 2170.0 1673.0 9.8125 
jump @CASINO4_41847 

:CASINO4_41827
Actor.PutAt(72@, 2170.0, 1673.0, 9.8125)

:CASINO4_41847
Actor.Angle(72@) = 153.2628

:CASINO4_41857
if 
   not Actor.Dead(71@)
else_jump @CASINO4_41966 
060B: set_actor 71@ decision_maker_to 38@ 
120@ = 0 
0792: disembark_instantly_actor 71@ 
if 
   Actor.Driving(71@)
else_jump @CASINO4_41936 
0362: remove_actor 71@ from_car_and_place_at 2172.0 1669.0 9.8125 
jump @CASINO4_41956 

:CASINO4_41936
Actor.PutAt(71@, 2172.0, 1669.0, 9.8125)

:CASINO4_41956
Actor.Angle(71@) = 133.2628

:CASINO4_41966
Actor.StorePos($PLAYER_ACTOR, 91@, 92@, 93@)
if 
   not Actor.Dead(113@)
else_jump @CASINO4_42141 
if 
   Actor.Driving(113@)
else_jump @CASINO4_42039 
0362: remove_actor 113@ from_car_and_place_at 2163.43 1660.721 9.8203 
jump @CASINO4_42059 

:CASINO4_42039
Actor.PutAt(113@, 2163.43, 1660.721, 9.8203)

:CASINO4_42059
Actor.Angle(113@) = 327.8448
0615: define_AS_pack_begin 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "SCRATCHBALLS_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 113@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_42141
if 
   not Actor.Dead(114@)
else_jump @CASINO4_42302 
if 
   Actor.Driving(114@)
else_jump @CASINO4_42200 
0362: remove_actor 114@ from_car_and_place_at 2162.691 1664.223 9.8203 
jump @CASINO4_42220 

:CASINO4_42200
Actor.PutAt(114@, 2162.691, 1664.223, 9.8203)

:CASINO4_42220
Actor.Angle(114@) = 355.144
0615: define_AS_pack_begin 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "SCRATCHBALLS_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 114@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_42302
if 
   not Actor.Dead(115@)
else_jump @CASINO4_42463 
if 
   Actor.Driving(115@)
else_jump @CASINO4_42361 
0362: remove_actor 115@ from_car_and_place_at 2166.566 1661.498 9.8203 
jump @CASINO4_42381 

:CASINO4_42361
Actor.PutAt(115@, 2166.566, 1661.498, 9.8203)

:CASINO4_42381
Actor.Angle(115@) = 343.0
0615: define_AS_pack_begin 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "SCRATCHBALLS_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 115@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_42463
if 
   not Actor.Dead(116@)
else_jump @CASINO4_42624 
if 
   Actor.Driving(116@)
else_jump @CASINO4_42522 
0362: remove_actor 116@ from_car_and_place_at 2160.908 1664.875 9.8047 
jump @CASINO4_42542 

:CASINO4_42522
Actor.PutAt(116@, 2160.908, 1664.875, 9.8047)

:CASINO4_42542
Actor.Angle(116@) = 315.7
0615: define_AS_pack_begin 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "SCRATCHBALLS_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 116@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_42624
Camera.SetPosition(2171.65, 1673.89, 11.12, 0.0, 0.0, 0.0)
Camera.PointAt(2158.4, 1649.68, 11.08, 2)
08F5: save_player_group 
252@ = 0 
253@ = 1 
254@ = 2 
255@ = 0 
256@ = 0 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
0707: start_scene_skip_to @CASINO4_43736 

:CASINO4_42754
wait 0 
if 
  256@ == 0 
else_jump @CASINO4_43736 
if 
   not 252@ == 0 
else_jump @CASINO4_43115 
if 
  255@ == 0 
else_jump @CASINO4_42840 
if 
03D0:   wav 254@ loaded 
else_jump @CASINO4_42833 
040D: unload_wav 254@ 

:CASINO4_42833
255@ = 1 

:CASINO4_42840
if 
  255@ == 1 
else_jump @CASINO4_42877 
03CF: load_wav 138@(252@,114i) as 253@ 
255@ = 2 

:CASINO4_42877
if 
  255@ == 2 
else_jump @CASINO4_42937 
if 
03D0:   wav 253@ loaded 
else_jump @CASINO4_42937 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
255@ = 3 

:CASINO4_42937
if 
  255@ == 3 
else_jump @CASINO4_43115 
if 
03D2:   wav 253@ ended 
else_jump @CASINO4_43054 
03D5: remove_text $7533(252@,114s) 
if 
  253@ == 1 
else_jump @CASINO4_43019 
253@ = 2 
254@ = 1 
jump @CASINO4_43033 

:CASINO4_43019
253@ = 1 
254@ = 2 

:CASINO4_43033
252@ = 0 
255@ = 0 
jump @CASINO4_43115 

:CASINO4_43054
if 
83D0:   not wav 254@ loaded 
else_jump @CASINO4_43115 
if 
  110 > 252@ 
else_jump @CASINO4_43115 
0085: 261@ = 252@ // (int) 
261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_43115
0871: init_jump_table 257@ total_jumps 3 default_jump 1 @CASINO4_43636 jumps 0 @CASINO4_43178 1 @CASINO4_43280 2 @CASINO4_43507 -1 @CASINO4_43729 -1 @CASINO4_43729 -1 @CASINO4_43729 -1 @CASINO4_43729 

:CASINO4_43178
if 
  255@ == 0 
else_jump @CASINO4_43273 
257@ = 1 
if 
   not Actor.Dead(72@)
else_jump @CASINO4_43257 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_43246 
05BF: AS_actor 71@ look_at_actor 72@ 10000 ms 

:CASINO4_43246
05BF: AS_actor $PLAYER_ACTOR look_at_actor 72@ 10000 ms 

:CASINO4_43257
if 
   not Actor.Dead(71@)
else_jump @CASINO4_43273 

:CASINO4_43273
jump @CASINO4_43729 

:CASINO4_43280
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_43500 
if 
  255@ == 0 
else_jump @CASINO4_43500 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_43362 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_43362
252@ = 97 
257@ = 2 
299@ = 0 

:CASINO4_43383
if 
  4 > 299@ 
else_jump @CASINO4_43463 
if 
   not Actor.Dead(113@(299@,4i))
else_jump @CASINO4_43449 
05D3: AS_actor 113@(299@,4i) goto_point 2167.999 1666.121 9.8203 mode 4 -1 ms // versionA 

:CASINO4_43449
299@ += 1 
jump @CASINO4_43383 

:CASINO4_43463
if 
   not Actor.Dead(72@)
else_jump @CASINO4_43479 

:CASINO4_43479
if 
   not Actor.Dead(71@)
else_jump @CASINO4_43495 

:CASINO4_43495
01BD: 260@ = current_time_in_ms 

:CASINO4_43500
jump @CASINO4_43729 

:CASINO4_43507
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_43629 
if 
  255@ == 0 
else_jump @CASINO4_43629 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_43586 
0968: actor 71@ stop_mouth 

:CASINO4_43586
if 
   not Actor.Dead(72@)
else_jump @CASINO4_43610 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_43610
252@ = 98 
257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_43629
jump @CASINO4_43729 

:CASINO4_43636
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_43722 
if 
  255@ == 0 
else_jump @CASINO4_43722 
if 
   not Actor.Dead(72@)
else_jump @CASINO4_43715 
0968: actor 72@ stop_mouth 

:CASINO4_43715
256@ = 1 

:CASINO4_43722
jump @CASINO4_43729 

:CASINO4_43729
jump @CASINO4_42754 

:CASINO4_43736
0701: end_scene_skip 
08F6: restore_player_group 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_43761 
0968: actor 71@ stop_mouth 

:CASINO4_43761
if 
   not Actor.Dead(72@)
else_jump @CASINO4_43782 
0968: actor 72@ stop_mouth 

:CASINO4_43782
040D: unload_wav 253@ 
040D: unload_wav 254@ 
99@ = 3 

:CASINO4_43799
if 
  99@ > -1 
else_jump @CASINO4_43934 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_43920 
if 
   not Actor.Dead(113@(99@,4i))
else_jump @CASINO4_43920 
0647: unknown_actor 71@ look_task 
05E2: AS_actor 71@ kill_actor 113@(99@,4i) 
0085: 298@ = 113@(99@,4i) // (int) 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
117@ = Marker.CreateAboveActor(71@)
07E0: set_marker 117@ type_to 1 
Marker.SetIconSize(117@, 2)
99@ = -1 

:CASINO4_43920
99@ -= 1 
jump @CASINO4_43799 

:CASINO4_43934
99@ = 0 

:CASINO4_43941
if 
  4 > 99@ 
else_jump @CASINO4_44076 
if 
   not Actor.Dead(72@)
else_jump @CASINO4_44062 
if 
   not Actor.Dead(113@(99@,4i))
else_jump @CASINO4_44062 
0647: unknown_actor 72@ look_task 
05E2: AS_actor 72@ kill_actor 113@(99@,4i) 
0085: 297@ = 113@(99@,4i) // (int) 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
118@ = Marker.CreateAboveActor(72@)
07E0: set_marker 118@ type_to 1 
Marker.SetIconSize(118@, 2)
99@ = 4 

:CASINO4_44062
99@ += 1 
jump @CASINO4_43941 

:CASINO4_44076
99@ = 0 

:CASINO4_44083
if 
  4 > 99@ 
else_jump @CASINO4_44280 
if 
   not Actor.Dead(113@(99@,4i))
else_jump @CASINO4_44266 
105@(99@,4i) = Marker.CreateAboveActor(113@(99@,4i))
018B: set_marker 105@(99@,4i) radar_mode 2 
Marker.SetIconSize(105@(99@,4i), 2)
077A: set_actor 113@(99@,4i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 113@(99@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
if 
  2 > 99@ 
else_jump @CASINO4_44238 
if 
   not Actor.Dead(72@)
else_jump @CASINO4_44231 
05E2: AS_actor 113@(99@,4i) kill_actor 72@ 

:CASINO4_44231
jump @CASINO4_44266 

:CASINO4_44238
if 
   not Actor.Dead(71@)
else_jump @CASINO4_44266 
05E2: AS_actor 113@(99@,4i) kill_actor 71@ 

:CASINO4_44266
99@ += 1 
jump @CASINO4_44083 

:CASINO4_44280
Camera.Restore_WithJumpCut
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0687: clear_actor $PLAYER_ACTOR task 
0647: unknown_actor $PLAYER_ACTOR look_task 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
252@ = 0 
253@ = 1 
254@ = 2 
255@ = 0 
256@ = 0 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
33@ = 0 
53@ = 0 

:CASINO4_44418
if 
  53@ == 0 
else_jump @CASINO4_45785 
if 
   not 252@ == 0 
else_jump @CASINO4_44831 
if 
  255@ == 0 
else_jump @CASINO4_44500 
if 
03D0:   wav 254@ loaded 
else_jump @CASINO4_44493 
040D: unload_wav 254@ 

:CASINO4_44493
255@ = 1 

:CASINO4_44500
if 
  255@ == 1 
else_jump @CASINO4_44537 
03CF: load_wav 138@(252@,114i) as 253@ 
255@ = 2 

:CASINO4_44537
if 
  255@ == 2 
else_jump @CASINO4_44597 
if 
03D0:   wav 253@ loaded 
else_jump @CASINO4_44597 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
255@ = 3 

:CASINO4_44597
if 
  255@ == 3 
else_jump @CASINO4_44831 
if 
03D2:   wav 253@ ended 
else_jump @CASINO4_44770 
03D5: remove_text $7533(252@,114s) 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_44668 
0968: actor 71@ stop_mouth 
0A09: set_actor 71@ muted 0 // versionB 

:CASINO4_44668
if 
   not Actor.Dead(72@)
else_jump @CASINO4_44696 
0968: actor 72@ stop_mouth 
0A09: set_actor 72@ muted 0 // versionB 

:CASINO4_44696
if 
  253@ == 1 
else_jump @CASINO4_44735 
253@ = 2 
254@ = 1 
jump @CASINO4_44749 

:CASINO4_44735
253@ = 1 
254@ = 2 

:CASINO4_44749
252@ = 0 
255@ = 0 
jump @CASINO4_44831 

:CASINO4_44770
if 
83D0:   not wav 254@ loaded 
else_jump @CASINO4_44831 
if 
  110 > 252@ 
else_jump @CASINO4_44831 
0085: 261@ = 252@ // (int) 
261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_44831
0871: init_jump_table 257@ total_jumps 3 default_jump 1 @CASINO4_45218 jumps 0 @CASINO4_44894 1 @CASINO4_44988 2 @CASINO4_45103 -1 @CASINO4_45290 -1 @CASINO4_45290 -1 @CASINO4_45290 -1 @CASINO4_45290 

:CASINO4_44894
if 
  33@ > 5000 
else_jump @CASINO4_44981 
if 
  255@ == 0 
else_jump @CASINO4_44981 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_44962 
0A09: set_actor 71@ muted 1 // versionB 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_44962
252@ = 112 
257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_44981
jump @CASINO4_45290 

:CASINO4_44988
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 7000 
else_jump @CASINO4_45096 
if 
  255@ == 0 
else_jump @CASINO4_45096 
252@ = 17 
if 
   not Actor.Dead(72@)
else_jump @CASINO4_45084 
0A09: set_actor 72@ muted 1 // versionB 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_45084
257@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_45096
jump @CASINO4_45290 

:CASINO4_45103
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 7000 
else_jump @CASINO4_45211 
if 
  255@ == 0 
else_jump @CASINO4_45211 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_45192 
0A09: set_actor 71@ muted 1 // versionB 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_45192
252@ = 111 
257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_45211
jump @CASINO4_45290 

:CASINO4_45218
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
if 
  258@ > 1000 
else_jump @CASINO4_45283 
if 
  255@ == 0 
else_jump @CASINO4_45283 
256@ = 1 

:CASINO4_45283
jump @CASINO4_45290 

:CASINO4_45290
99@ = 0 

:CASINO4_45297
if 
  4 > 99@ 
else_jump @CASINO4_45665 
if 
  101@(99@,4i) == 0 
else_jump @CASINO4_45651 
if 
   Actor.Dead(113@(99@,4i))
else_jump @CASINO4_45651 
if 
003B:   298@ == 113@(99@,4i) // (int) 
else_jump @CASINO4_45486 
299@ = 3 

:CASINO4_45387
if 
  299@ > -1 
else_jump @CASINO4_45486 
if 
   not Actor.Dead(71@)
else_jump @CASINO4_45472 
if 
   not Actor.Dead(113@(299@,4i))
else_jump @CASINO4_45472 
05E2: AS_actor 71@ kill_actor 113@(299@,4i) 
0085: 298@ = 113@(299@,4i) // (int) 
299@ = -1 

:CASINO4_45472
299@ -= 1 
jump @CASINO4_45387 

:CASINO4_45486
if 
003B:   297@ == 113@(99@,4i) // (int) 
else_jump @CASINO4_45615 
299@ = 0 

:CASINO4_45516
if 
  4 > 299@ 
else_jump @CASINO4_45615 
if 
   not Actor.Dead(72@)
else_jump @CASINO4_45601 
if 
   not Actor.Dead(113@(299@,4i))
else_jump @CASINO4_45601 
05E2: AS_actor 72@ kill_actor 113@(299@,4i) 
0085: 297@ = 113@(299@,4i) // (int) 
299@ = 4 

:CASINO4_45601
299@ += 1 
jump @CASINO4_45516 

:CASINO4_45615
Marker.Disable(105@(99@,4i))
Actor.RemoveReferences(113@(99@,4i))
101@(99@,4i) = 1 
100@ -= 1 

:CASINO4_45651
99@ += 1 
jump @CASINO4_45297 

:CASINO4_45665
if 
  1 > 100@ 
else_jump @CASINO4_45744 
53@ = 1 
if 
  46@ == 0 
else_jump @CASINO4_45744 
Car.RemoveReferences(77@)
0395: clear_area 1 at 2175.21 1679.37 9.85 radius 10.0 
46@ = 1 

:CASINO4_45744
if or
   Actor.Dead(72@)
   Actor.Dead(71@)
else_jump @CASINO4_45774 
00BE: text_clear_all 
53@ = 1 

:CASINO4_45774
wait 0 
jump @CASINO4_44418 

:CASINO4_45785
040D: unload_wav 254@ 
040D: unload_wav 253@ 
03C7: set_sensitivity_to_crime 1.0 
Marker.Disable(118@)
Marker.Disable(117@)
if and
   not Actor.Dead(72@)
   not Actor.Dead(71@)
else_jump @CASINO4_45860 
0968: actor 71@ stop_mouth 
0968: actor 72@ stop_mouth 
0792: disembark_instantly_actor 72@ 
0792: disembark_instantly_actor 71@ 
07B3: set_group $PLAYER_GROUP give_command 0 

:CASINO4_45860
return 

:CASINO4_45862
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:CASINO4_45880
$CASINO_TOTAL_PASSED_MISSIONS += 1 
0629: change_integer_stat 317 to 1 
0318: set_latest_mission_passed 'CASINO4'  // Don Peyote
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0394: play_music 1 
0998: add_respect 5 
Player.ClearWantedLevel($PLAYER_CHAR)
030C: progress_made += 1 
Marker.Disable($582)
return 

:CASINO4_45947
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CASINO4_45982 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_45982
0650: destroy_particle 136@ 
0650: destroy_particle 137@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
Marker.Disable(69@)
Marker.Disable(68@)
Marker.Disable(67@)
Marker.Disable(70@)
Marker.Disable(66@)
Marker.Disable(105@)
Marker.Disable(106@)
Marker.Disable(107@)
Marker.Disable(108@)
Marker.Disable(117@)
Marker.Disable(118@)
Car.RemoveReferences(77@)
Car.RemoveReferences(78@)
Car.RemoveReferences(79@)
Car.RemoveReferences(289@)
Actor.DestroyWithFade(72@)
Actor.DestroyWithFade(71@)
Actor.RemoveReferences(73@)
Actor.RemoveReferences(76@)
Actor.RemoveReferences(74@)
Actor.RemoveReferences(75@)
Actor.RemoveReferences(303@)
Actor.RemoveReferences(113@)
Actor.RemoveReferences(114@)
Actor.RemoveReferences(115@)
Actor.RemoveReferences(116@)
Actor.RemoveReferences(290@)
Model.Destroy(#WALTON)
Model.Destroy(#CELLPHONE)
Model.Destroy(#DWFOLC)
Model.Destroy(#DWMOLC1)
Model.Destroy(#DWMOLC2)
Model.Destroy(#DWMYLC1)
Model.Destroy(#DWMYLC1)
Model.Destroy(#COLT45)
04EF: release_animation "SUNBATHE" 
04EF: release_animation "PAULNMAC" 
04EF: release_animation "FOOD" 
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
065C: release_decision_maker 37@ 
065C: release_decision_maker 38@ 
065C: release_decision_maker 39@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 89---------------
// Originally: Intensive Care

:CASINO5
thread 'CASINO5' 
gosub @CASINO5_47 
if 
wasted_or_busted 
else_jump @CASINO5_38 
gosub @CASINO5_12932 

:CASINO5_38
gosub @CASINO5_12978 
end_thread 

:CASINO5_47
increment_mission_attempts 
$ONMISSION = 1 
054C: use_GXT_table 'CASINO5' 
Actor.PutAt($PLAYER_ACTOR, 2175.412, 1681.548, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 90.0
08AD: put_actor $PLAYER_ACTOR at 2233.5 1712.8 radius 9.8203 // interior version 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
$PLAYER_IN_INTERIOR = 1 
select_interior 2 
02E4: load_cutscene_data 'CAS_5A' 

:CASINO5_150
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO5_174 
wait 0 
jump @CASINO5_150 

:CASINO5_174
02E7: start_cutscene 
fade 1 1000 

:CASINO5_183
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO5_207 
wait 0 
jump @CASINO5_183 

:CASINO5_207
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CASINO5_222
if 
fading 
else_jump @CASINO5_246 
wait 0 
jump @CASINO5_222 

:CASINO5_246
select_interior 0 
08F4: set_max_group_members 99 
create_thread @A_CONT 
Camera.SetAtPos(2175.412, 1681.548, 9.8203)
Model.Load(#AMBULAN)
Model.Load(#PATRIOT)
Model.Load(#LVEMT1)
Model.Load(#VMAFF1)
Model.Load(#VMAFF2)
023C: load_special_actor 'SINDACO' as 1 // models 290-299 
Model.Load(#MP5LNG)
04ED: load_animation "GANGS" 

:CASINO5_329
if or
   not Model.Available(#AMBULAN)
   not Model.Available(#PATRIOT)
   not Model.Available(#LVEMT1)
   not Model.Available(#VMAFF1)
   not Model.Available(#VMAFF2)
else_jump @CASINO5_374 
wait 0 
jump @CASINO5_329 

:CASINO5_374
if or
823D:   not special_actor 1 loaded 
   not Model.Available(#MP5LNG)
84EE:   not animation "GANGS" loaded 
else_jump @CASINO5_414 
wait 0 
jump @CASINO5_374 

:CASINO5_414
060A: create_decision_maker_type 2 store_to 47@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 49@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 48@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
54@ = 0 
if 
  54@ == 1 
else_jump @CASINO5_547 
72@ = Actor.Create(Mission1, #VMAFF1, 0.0, 0.0, 0.0)
99@(40@,2i) = Actor.Create(Mission1, #VMAFF1, 0.0, 0.0, 0.0)
97@(40@,2i) = Car.Create(#AMBULAN, 0.0, 0.0, 0.0)

:CASINO5_547
0169: set_fade_color_RGB 0 0 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
fade 1 0 
00BC: show_text_highpriority GXT 'CAS5_00' time 8000 flag 1  // ~s~Such dir ein Gefhrt und hole Johnny Sindacco aus dem ~y~Krankenhaus~s~ ab.
018A: 44@ = create_checkpoint_at 1604.158 1838.765 9.828 
05AA: 140@s = 'CAS5_AA'  // ~z~Tja, hier bin ich und werde versuchen, einen Typ zu retten, den ich halb zu Tode erschreckt habe.
04AF: 124@ = 8000 // @ = any 
05AA: 142@s = 'CAS5_AB'  // ~z~Wenn er whrend der Aktion aufwacht, bin ich geliefert...
04AF: 125@ = 8001 // @ = any 
05AA: 144@s = 'CAS5_BA'  // ~z~Hallo, Sir, kann ich Ihnen helfen?
04AF: 126@ = 8002 // @ = any 
05AA: 146@s = 'CAS5_BB'  // ~z~Ja, ich bin hier, um Mr. Sindacco abzuholen.
04AF: 127@ = 8003 // @ = any 
05AA: 148@s = 'CAS5_BC'  // ~z~Mr. Sindacco? Das muss ein Irrtum sein.
04AF: 128@ = 8004 // @ = any 
05AA: 150@s = 'CAS5_BD'  // ~z~Ein Krankenwagen hat ihn gerade abgeholt.
04AF: 129@ = 8005 // @ = any 
05AA: 152@s = 'CAS5_BE'  // ~z~Ach so. Okay. Danke fr Ihre Hilfe.
04AF: 130@ = 8006 // @ = any 
05AA: 154@s = 'CAS5_CA'  // ~z~Mutter, Mutter, bist du das?
04AF: 131@ = 8007 // @ = any 
05AA: 156@s = 'CAS5_CB'  // ~z~Ich sehe ein Licht...
04AF: 132@ = 8008 // @ = any 
05AA: 158@s = 'CAS5_CC'  // ~z~Niemals... niemals werde ich reden...
04AF: 133@ = 8009 // @ = any 
05AA: 160@s = 'CAS5_CD'  // ~z~LECKT MICH! LECKT MICH! Leckt, leckt mich!
04AF: 134@ = 8010 // @ = any 
05AA: 162@s = 'CAS5_CE'  // ~z~Oh mein Gott, wo bin ich?
04AF: 135@ = 8011 // @ = any 
05AA: 164@s = 'CAS5_CF'  // ~z~Schwester? SCHWESTER?
04AF: 136@ = 8012 // @ = any 
05AA: 166@s = 'CAS5_CG'  // ~z~Mein Beutel muss geleert werden!
04AF: 137@ = 8013 // @ = any 
05AA: 168@s = 'CAS5_DA'  // ~z~Hey, das ist ja Johnny!
04AF: 138@ = 8014 // @ = any 
05AA: 170@s = 'CAS5_DB'  // ~z~Ich dachte, der wird erst morgen entlassen!
04AF: 139@ = 8015 // @ = any 
0085: 122@ = 123@ // (int) 
33@ = 0 

:CASINO5_979
wait 0 
if 
0735:   NOP_false 83 
else_jump @CASINO5_1005 
jump @CASINO5_12838 

:CASINO5_1005
if 
  56@ == 0 
else_jump @CASINO5_1186 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1604.158 1838.765 9.828 radius 120.0 120.0 120.0 
else_jump @CASINO5_1186 
0395: clear_area 1 at 1604.158 1838.765 9.828 radius 30.0 
0732: random_car_generator_disable_model #PATRIOT 
0674: set_car_model #PATRIOT numberplate "H_CARMAN" 
0395: clear_area 1 at 1624.598 1850.607 9.828 radius 8.0 
55@ = Car.Create(#PATRIOT, 1624.598, 1850.607, 9.828)
Car.Angle(55@) = 180.0
03AB: unknown_car 55@ flag 1 
56@ += 1 

:CASINO5_1186
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1604.158 1838.765 9.828 radius 4.0 4.0 4.0 
else_jump @CASINO5_1325 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO5_1309 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
fade 0 400 

:CASINO5_1266
if 
fading 
else_jump @CASINO5_1290 
wait 0 
jump @CASINO5_1266 

:CASINO5_1290
Marker.Disable(44@)
jump @CASINO5_1339 
jump @CASINO5_1325 

:CASINO5_1309
00BC: show_text_highpriority GXT 'CAS5_01' time 4000 flag 1  // ~s~Du brauchst ein Fahrzeug, um Johnny abzuholen.

:CASINO5_1325
gosub @CASINO5_10202 
jump @CASINO5_979 

:CASINO5_1339
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1595.199, 1838.316, 12.4095, 0.0, 0.0, 0.0)
Camera.PointAt(1596.18, 1838.252, 12.2269, 2)
if 
   not 0 > $1285[0] 
else_jump @CASINO5_1426 
$1285[0] = -2 

:CASINO5_1426
if 
   not 0 > $1285[0] 
else_jump @CASINO5_1451 
$1285[1] = -2 

:CASINO5_1451
50@ = Actor.Car($PLAYER_ACTOR)
Car.Health(50@) = 2000
0395: clear_area 1 at 1604.158 1838.765 9.828 radius 15.0 
fade 1 0 
0615: define_AS_pack_begin 42@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1606.106 1825.065 9.828 mode 6 -1 ms // versionA 
05BA: AS_actor -1 move_mouth 100 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
43@ = 0 
46@ = 0 

:CASINO5_1567
if 
  2 > 43@ 
else_jump @CASINO5_1604 
wait 0 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 43@ // similar to 062E 
jump @CASINO5_1567 

:CASINO5_1604
0707: start_scene_skip_to @CASINO5_1831 
123@ = 4 

:CASINO5_1618
if 
  7 > 122@ 
else_jump @CASINO5_1654 
wait 0 
gosub @CASINO5_10202 
jump @CASINO5_1618 

:CASINO5_1654
0615: define_AS_pack_begin 42@ 
05BA: AS_actor -1 move_mouth 3800 ms 
if 
   not Car.Wrecked(50@)
else_jump @CASINO5_1691 
05CB: AS_actor -1 enter_car 50@ as_driver -1 ms 

:CASINO5_1691
0616: define_AS_pack_end 42@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
40@ = 0 

:CASINO5_1716
if 
  40@ == 0 
else_jump @CASINO5_1787 
wait 0 
if 
   not Car.Wrecked(50@)
else_jump @CASINO5_1780 
if 
   Actor.InCar($PLAYER_ACTOR, 50@)
else_jump @CASINO5_1780 
40@ = 1 

:CASINO5_1780
jump @CASINO5_1716 

:CASINO5_1787
46@ = 1 
32@ = 0 

:CASINO5_1801
if 
  500 > 32@ 
else_jump @CASINO5_1831 
wait 0 
jump @CASINO5_1801 

:CASINO5_1831
0701: end_scene_skip 
00BE: text_clear_all 
if 
   not 0 > $1285[0] 
else_jump @CASINO5_1860 
$1285[0] = -2 

:CASINO5_1860
if 
   not 0 > $1285[0] 
else_jump @CASINO5_1885 
$1285[1] = -2 

:CASINO5_1885
if or
89DE:   not actor $PLAYER_ACTOR entering_car 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO5_1935 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Car.Wrecked(50@)
else_jump @CASINO5_1935 
036A: put_actor $PLAYER_ACTOR in_car 50@ 

:CASINO5_1935
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BC: show_text_highpriority GXT 'CAS5_03' time 8000 flag 1  // ~s~Die Mafia muss Johnny entfhrt haben. Such den ~r~Krankenwagen~s~, in dem Johnny sich befindet.
0994: unknown_create_escape_at 2066.25 956.0 9.125 
0994: unknown_create_escape_at 2048.625 953.8749 9.125 
0994: unknown_create_escape_at 2032.5 973.25 9.5 
0994: unknown_create_escape_at 2027.25 1093.125 9.625 
0994: unknown_create_escape_at 2030.125 1273.0 9.625 
0994: unknown_create_escape_at 2029.0 1453.25 9.625 
0994: unknown_create_escape_at 2033.75 1713.125 9.625 
0994: unknown_create_escape_at 2112.125 1863.125 9.75 
0994: unknown_create_escape_at 2104.0 1969.125 9.75 
0994: unknown_create_escape_at 2108.25 2022.0 9.625 
0994: unknown_create_escape_at 2107.625 2113.125 9.625 
0994: unknown_create_escape_at 2091.25 2283.125 9.625 
0994: unknown_create_escape_at 2005.625 2393.25 9.625 
0994: unknown_create_escape_at 1605.375 2589.75 9.625 
0994: unknown_create_escape_at 1477.375 2563.125 9.625 
0994: unknown_create_escape_at 1385.625 2575.0 9.625 
0994: unknown_create_escape_at 1293.875 2574.625 9.625 
0994: unknown_create_escape_at 1528.125 2773.125 9.625 
0994: unknown_create_escape_at 2127.375 2792.875 9.625 
0994: unknown_create_escape_at 2397.375 2713.125 9.625 
0994: unknown_create_escape_at 2404.625 2513.125 9.625 
0994: unknown_create_escape_at 2628.625 2301.75 9.625 
0994: unknown_create_escape_at 2787.25 2303.5 9.625 
0994: unknown_create_escape_at 2860.125 2293.0 9.625 
0994: unknown_create_escape_at 2796.125 2135.375 9.75 
0994: unknown_create_escape_at 2796.125 2090.875 9.625 
0994: unknown_create_escape_at 2638.375 2135.375 9.625 
0994: unknown_create_escape_at 2638.375 2090.875 9.75 
0994: unknown_create_escape_at 2621.625 1473.125 9.625 
0994: unknown_create_escape_at 2645.375 1313.125 9.75 
0994: unknown_create_escape_at 2547.25 923.125 9.625 
0994: unknown_create_escape_at 2287.25 957.8749 9.625 
0994: unknown_create_escape_at 2147.25 963.2499 9.625 
0395: clear_area 1 at 2152.029 1912.456 9.6797 radius 10.0 
57@ = Car.Create(#AMBULAN, 2152.029, 1912.456, 9.6797)
Car.Angle(57@) = 0.0
Car.Health(57@) = 2000
60@ = Marker.CreateAboveCar(57@)
Car.DoorStatus(57@) = 3
0587: enable_car 57@ validate_position 0 
0129: 66@ = create_actor_pedtype 24 model #LVEMT1 in_car 57@ driverseat 
039E: set_actor 66@ locked 1 while_in_car 
060B: set_actor 66@ decision_maker_to 48@ 
01C8: 69@ = create_actor_pedtype 24 model #LVEMT1 in_car 57@ passenger_seat 0 
039E: set_actor 69@ locked 1 while_in_car 
060B: set_actor 69@ decision_maker_to 48@ 
05D2: AS_actor 66@ run_to_and_hijack_car 57@ max_search_radius 15.0 traffic_behavior 0 
63@ = 0 
93@ = 0 
0395: clear_area 1 at 2050.291 1358.516 9.6719 radius 10.0 
58@ = Car.Create(#AMBULAN, 2050.291, 1358.516, 9.6719)
Car.Angle(58@) = 180.0
Car.Health(58@) = 2000
61@ = Marker.CreateAboveCar(58@)
Car.DoorStatus(58@) = 3
0587: enable_car 58@ validate_position 0 
0129: 67@ = create_actor_pedtype 24 model #LVEMT1 in_car 58@ driverseat 
039E: set_actor 67@ locked 1 while_in_car 
060B: set_actor 67@ decision_maker_to 48@ 
01C8: 70@ = create_actor_pedtype 24 model #LVEMT1 in_car 58@ passenger_seat 0 
039E: set_actor 70@ locked 1 while_in_car 
060B: set_actor 70@ decision_maker_to 48@ 
05D2: AS_actor 67@ run_to_and_hijack_car 58@ max_search_radius 15.0 traffic_behavior 0 
64@ = 0 
94@ = 0 
0395: clear_area 1 at 2544.98 1395.797 9.78 radius 10.0 
59@ = Car.Create(#AMBULAN, 2544.98, 1395.797, 9.78)
Car.Angle(59@) = 180.0
Car.Health(59@) = 2000
62@ = Marker.CreateAboveCar(59@)
Car.DoorStatus(59@) = 3
0587: enable_car 59@ validate_position 0 
0129: 68@ = create_actor_pedtype 24 model #LVEMT1 in_car 59@ driverseat 
039E: set_actor 68@ locked 1 while_in_car 
060B: set_actor 68@ decision_maker_to 48@ 
01C8: 71@ = create_actor_pedtype 24 model #LVEMT1 in_car 59@ passenger_seat 0 
039E: set_actor 71@ locked 1 while_in_car 
060B: set_actor 71@ decision_maker_to 48@ 
05D2: AS_actor 68@ run_to_and_hijack_car 59@ max_search_radius 15.0 traffic_behavior 0 
65@ = 0 
95@ = 0 
73@ = 0 
74@ = -1 
76@ = 0 
80@ = 0 

:CASINO5_3077
wait 0 
40@ = 0 

:CASINO5_3088
if 
  3 > 40@ 
else_jump @CASINO5_7042 
if and
   not Car.Wrecked(57@(40@,3i))
  6 > 63@(40@,3i) 
else_jump @CASINO5_7028 
0871: init_jump_table 63@(40@,3i) total_jumps 6 default_jump 0 @CASINO5_7028 jumps 0 @CASINO5_3204 1 @CASINO5_4019 2 @CASINO5_4588 3 @CASINO5_5080 4 @CASINO5_5177 5 @CASINO5_5731 -1 @CASINO5_7028 

:CASINO5_3204
if or
   Actor.Dead(66@(40@,3i))
   Actor.Dead(69@(40@,3i))
else_jump @CASINO5_3272 
77@ = 0 
if 
  76@ == 0 
else_jump @CASINO5_3265 
gosub @CASINO5_7432 

:CASINO5_3265
jump @CASINO5_3426 

:CASINO5_3272
if 
051C:   car 57@(40@,3i) damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO5_3334 
77@ = 1 
if 
  76@ == 0 
else_jump @CASINO5_3327 
gosub @CASINO5_7432 

:CASINO5_3327
jump @CASINO5_3426 

:CASINO5_3334
if 
  78@ == 0 
else_jump @CASINO5_3419 
if and
0202:   actor $PLAYER_ACTOR near_car 57@(40@,3i) radius 40.0 40.0 flag 0 
02CA:   car 57@(40@,3i) bounding_sphere_visible 
else_jump @CASINO5_3419 
00BC: show_text_highpriority GXT 'CAS5_04' time 8000 flag 1  // ~s~Ramm den ~r~Krankenwagen~s~ und achte darauf, wie der Fahrer reagiert.
78@ = 1 

:CASINO5_3419
jump @CASINO5_7028 

:CASINO5_3426
if 
  77@ == 0 
else_jump @CASINO5_3508 
if 
  76@ == 0 
else_jump @CASINO5_3485 
00BC: show_text_highpriority GXT 'CAS5_07' time 8000 flag 1  // ~s~Du hast soeben einen unschuldigen Sanitter erledigt. Johnny muss in einem der anderen ~r~Krankenwagen~s~ sein.
jump @CASINO5_3501 

:CASINO5_3485
00BC: show_text_highpriority GXT 'CAS5_08' time 8000 flag 1  // ~s~Du hast soeben einen unschuldigen Sanitter erledigt. Johnny muss in dem anderen ~r~Krankenwagen~s~ sein.

:CASINO5_3501
jump @CASINO5_3565 

:CASINO5_3508
if 
  76@ == 0 
else_jump @CASINO5_3549 
00BC: show_text_highpriority GXT 'CAS5_05' time 8000 flag 1  // ~s~Johnny muss in einem der anderen ~r~Krankenwagen~s~ sein. Der hier ist echt.
jump @CASINO5_3565 

:CASINO5_3549
00BC: show_text_highpriority GXT 'CAS5_06' time 8000 flag 1  // ~s~Johnny muss in dem anderen ~r~Krankenwagen~s~ sein. Der hier ist echt.

:CASINO5_3565
Marker.Disable(60@(40@,3i))
76@ += 1 
81@(40@,3i) = 0 
Car.SetAnimation(57@(40@,3i), 6, 5000)
if 
   not Actor.Dead(66@(40@,3i))
else_jump @CASINO5_3787 
0687: clear_actor 66@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1500 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKH" IFP_file "GANGS" 1000.0 loop 0 0 0 0 time 2000 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKG" IFP_file "GANGS" 1000.0 loop 0 0 0 0 time 2000 // versionA 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 66@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
81@(40@,3i) += 1 

:CASINO5_3787
if 
   not Actor.Dead(69@(40@,3i))
else_jump @CASINO5_3968 
0687: clear_actor 69@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1500 ms 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 1000.0 loop 0 0 0 0 time 2000 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 1000.0 loop 0 0 0 0 time 2000 // versionA 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
81@(40@,3i) += 2 

:CASINO5_3968
if 
  81@(40@,3i) == 0 
else_jump @CASINO5_4008 
63@(40@,3i) = 3 
jump @CASINO5_7028 

:CASINO5_4008
63@(40@,3i) += 1 

:CASINO5_4019
if or
  81@(40@,3i) == 1 
  81@(40@,3i) == 3 
else_jump @CASINO5_4202 
if 
   not Actor.Dead(66@(40@,3i))
else_jump @CASINO5_4158 
if 
   not Actor.Driving(66@(40@,3i))
else_jump @CASINO5_4151 
0646: unknown_get_actor 66@(40@,3i) task_1560_status_store_to 43@ // similar to 062E 
if 
  43@ == 5 
else_jump @CASINO5_4151 
05CB: AS_actor 66@(40@,3i) enter_car 57@(40@,3i) as_driver -2 ms 
81@(40@,3i) -= 1 

:CASINO5_4151
jump @CASINO5_4202 

:CASINO5_4158
if or
  81@(40@,3i) == 1 
  81@(40@,3i) == 3 
else_jump @CASINO5_4202 
81@(40@,3i) -= 1 

:CASINO5_4202
if or
  81@(40@,3i) == 2 
  81@(40@,3i) == 3 
else_jump @CASINO5_4432 
if 
   not Actor.Dead(69@(40@,3i))
else_jump @CASINO5_4388 
if 
   not Actor.Driving(69@(40@,3i))
else_jump @CASINO5_4381 
0646: unknown_get_actor 69@(40@,3i) task_1560_status_store_to 43@ // similar to 062E 
if 
  43@ == 5 
else_jump @CASINO5_4381 
if 
   Actor.Dead(66@(40@,3i))
else_jump @CASINO5_4350 
05CB: AS_actor 69@(40@,3i) enter_car 57@(40@,3i) as_driver -2 ms 
jump @CASINO5_4370 

:CASINO5_4350
05CA: AS_actor 69@(40@,3i) enter_car 57@(40@,3i) passenger_seat 0 -2 ms 

:CASINO5_4370
81@(40@,3i) -= 2 

:CASINO5_4381
jump @CASINO5_4432 

:CASINO5_4388
if or
  81@(40@,3i) == 2 
  81@(40@,3i) == 3 
else_jump @CASINO5_4432 
81@(40@,3i) -= 2 

:CASINO5_4432
if 
  81@(40@,3i) == 0 
else_jump @CASINO5_4581 
if 
   not Actor.Dead(66@(40@,3i))
else_jump @CASINO5_4485 
81@(40@,3i) += 1 

:CASINO5_4485
if 
   not Actor.Dead(69@(40@,3i))
else_jump @CASINO5_4516 
81@(40@,3i) += 2 

:CASINO5_4516
if 
  81@(40@,3i) == 0 
else_jump @CASINO5_4563 
63@(40@,3i) = 3 
jump @CASINO5_7028 
jump @CASINO5_4574 

:CASINO5_4563
63@(40@,3i) += 1 

:CASINO5_4574
jump @CASINO5_4588 

:CASINO5_4581
jump @CASINO5_7028 

:CASINO5_4588
if or
  81@(40@,3i) == 1 
  81@(40@,3i) == 3 
else_jump @CASINO5_4730 
if 
   not Actor.Dead(66@(40@,3i))
else_jump @CASINO5_4686 
if 
   Actor.InCar(66@(40@,3i), 57@(40@,3i))
else_jump @CASINO5_4679 
81@(40@,3i) -= 1 

:CASINO5_4679
jump @CASINO5_4730 

:CASINO5_4686
if or
  81@(40@,3i) == 1 
  81@(40@,3i) == 3 
else_jump @CASINO5_4730 
81@(40@,3i) -= 1 

:CASINO5_4730
if or
  81@(40@,3i) == 2 
  81@(40@,3i) == 3 
else_jump @CASINO5_4872 
if 
   not Actor.Dead(69@(40@,3i))
else_jump @CASINO5_4828 
if 
   Actor.InCar(69@(40@,3i), 57@(40@,3i))
else_jump @CASINO5_4821 
81@(40@,3i) -= 2 

:CASINO5_4821
jump @CASINO5_4872 

:CASINO5_4828
if or
  81@(40@,3i) == 2 
  81@(40@,3i) == 3 
else_jump @CASINO5_4872 
81@(40@,3i) -= 2 

:CASINO5_4872
if 
  81@(40@,3i) == 0 
else_jump @CASINO5_5073 
if 
   not Actor.Dead(66@(40@,3i))
else_jump @CASINO5_4944 
05D2: AS_actor 66@(40@,3i) run_to_and_hijack_car 57@(40@,3i) max_search_radius 15.0 traffic_behavior 0 
jump @CASINO5_5055 

:CASINO5_4944
if 
   not Actor.Dead(69@(40@,3i))
else_jump @CASINO5_5055 
046C: 87@ = car 57@(40@,3i) driver 
0615: define_AS_pack_begin 42@ 
if 
803B:   not  87@ == 69@(40@,3i) // (int) 
else_jump @CASINO5_5015 
0676: AS_actor -1 in_car 57@(40@,3i) move_from_passengerseat_to_driverseat 

:CASINO5_5015
05D2: AS_actor -1 run_to_and_hijack_car 57@(40@,3i) max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 

:CASINO5_5055
63@(40@,3i) += 1 
jump @CASINO5_5080 

:CASINO5_5073
jump @CASINO5_7028 

:CASINO5_5080
if or
0202:   actor $PLAYER_ACTOR near_car 57@(40@,3i) radius 50.0 50.0 flag 0 
02CA:   car 57@(40@,3i) bounding_sphere_visible 
else_jump @CASINO5_5131 
jump @CASINO5_7028 

:CASINO5_5131
Car.RemoveReferences(57@(40@,3i))
Actor.RemoveReferences(66@(40@,3i))
Actor.RemoveReferences(69@(40@,3i))
63@(40@,3i) = 10000 
jump @CASINO5_7028 

:CASINO5_5177
if 
   not Actor.Dead(72@)
else_jump @CASINO5_5703 
if or
   Actor.Dead(66@(40@,3i))
   Actor.Dead(69@(40@,3i))
else_jump @CASINO5_5256 
00BC: show_text_highpriority GXT 'CAS5_10' time 8000 flag 1  // ~s~Du hast die Mafiosi auf dich aufmerksam gemacht. Zerdelle den ~r~Krankenwagen~s~ ein wenig, um ihnen zu zeigen, dass du es ernst meinst.
63@(40@,3i) = 5 
jump @CASINO5_5696 

:CASINO5_5256
if 
051C:   car 57@(40@,3i) damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO5_5313 
00BC: show_text_highpriority GXT 'CAS5_09' time 8000 flag 1  // ~s~Das scheint der ~r~Krankenwagen~s~ zu sein, der Johnny abgeholt hat. Zerdelle ihn ein wenig, um den Mafiosi zu zeigen, dass du es ernst meinst.
63@(40@,3i) = 5 
jump @CASINO5_5696 

:CASINO5_5313
if 
  32@ > 120000 
else_jump @CASINO5_5574 
if or
0202:   actor $PLAYER_ACTOR near_car 57@(40@,3i) radius 60.0 60.0 flag 0 
02CA:   car 57@(40@,3i) bounding_sphere_visible 
else_jump @CASINO5_5422 
if 
   Actor.InCar($PLAYER_ACTOR, 57@(40@,3i))
else_jump @CASINO5_5408 
89@ = 1 

:CASINO5_5408
jump @CASINO5_7028 
jump @CASINO5_5567 

:CASINO5_5422
Marker.Disable(60@(40@,3i))
if 
056D:   actor 72@ defined 
else_jump @CASINO5_5452 
Actor.DestroyInstantly(72@)

:CASINO5_5452
if 
056D:   actor 66@(40@,3i) defined 
else_jump @CASINO5_5481 
Actor.DestroyInstantly(66@(40@,3i))

:CASINO5_5481
if 
056D:   actor 69@(40@,3i) defined 
else_jump @CASINO5_5510 
Actor.DestroyInstantly(69@(40@,3i))

:CASINO5_5510
if 
056E:   car 57@(40@,3i) defined 
else_jump @CASINO5_5539 
Car.Destroy(57@(40@,3i))

:CASINO5_5539
51@ = 1 
05AA: 52@s = 'CAS5_32'  // ~r~Die Mafiosi sind mit Johnny entkommen.
jump @CASINO5_12932 

:CASINO5_5567
jump @CASINO5_5696 

:CASINO5_5574
if 
  2 > 79@ 
else_jump @CASINO5_5689 
if 
  79@ == 0 
else_jump @CASINO5_5653 
if 
876F:   not text_priority_displayed 
else_jump @CASINO5_5646 
00BC: show_text_highpriority GXT 'CAS5_30' time 8000 flag 1  // ~s~Die Mafia wurde durch einen Notruf aus dem Krankenwagen alarmiert, den du eben gerammt hast.
79@ += 1 

:CASINO5_5646
jump @CASINO5_5689 

:CASINO5_5653
if 
876F:   not text_priority_displayed 
else_jump @CASINO5_5689 
00BC: show_text_highpriority GXT 'CAS5_31' time 8000 flag 1  // ~s~Finde den ~r~Krankenwagen~s~, den die Mafiosi wirklich genommen haben, bevor sie entkommen!
79@ += 1 

:CASINO5_5689
jump @CASINO5_7028 

:CASINO5_5696
jump @CASINO5_5731 

:CASINO5_5703
51@ = 1 
05AA: 52@s = 'CAS5_17'  // ~r~Johnny Sindacco wurde gettet.
jump @CASINO5_12932 

:CASINO5_5731
if 
   not Actor.Dead(72@)
else_jump @CASINO5_6993 
if 
  80@ == 0 
else_jump @CASINO5_6171 
41@ = 0 

:CASINO5_5772
if 
  3 > 41@ 
else_jump @CASINO5_5865 
if 
803B:   not  40@ == 41@ // (int) 
else_jump @CASINO5_5851 
Marker.Disable(60@(41@,3i))
if 
  3 > 63@(41@,3i) 
else_jump @CASINO5_5851 
63@(41@,3i) = 3 

:CASINO5_5851
41@ += 1 
jump @CASINO5_5772 

:CASINO5_5865
Model.Destroy(#LVEMT1)
04EF: release_animation "GANGS" 
Model.Load(#SENTINEL)
if 
  89@ == 0 
else_jump @CASINO5_6120 
if 
   not Actor.Dead(66@(40@,3i))
else_jump @CASINO5_6028 
0687: clear_actor 66@(40@,3i) task 
05D2: AS_actor 66@(40@,3i) run_to_and_hijack_car 57@(40@,3i) max_search_radius 25.0 traffic_behavior 2 
if 
   not Actor.Dead(69@(40@,3i))
else_jump @CASINO5_6014 
0713: actor 69@(40@,3i) driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 300.0 1 1 firing_rate 35 

:CASINO5_6014
88@ = 0 
jump @CASINO5_6120 

:CASINO5_6028
if 
   not Actor.Dead(69@(40@,3i))
else_jump @CASINO5_6120 
0687: clear_actor 69@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
0676: AS_actor -1 in_car 57@(40@,3i) move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_car 57@(40@,3i) max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
88@ = 1 

:CASINO5_6120
0397: enable_car 57@(40@,3i) siren 1 
Car.Health(57@(40@,3i)) = 96@
80@ = 1 
92@ = 0 
112@ = 0 
jump @CASINO5_6986 

:CASINO5_6171
90@ = Car.Health(57@(40@,3i))
if 
051C:   car 57@(40@,3i) damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO5_6298 
0085: 91@ = 96@ // (int) 
0062: 91@ -= 90@ // (int) 
if 
031E:   car 57@(40@,3i) hit_by_weapon 57 
else_jump @CASINO5_6283 
91@ /= 20 
if 
  91@ == 0 
else_jump @CASINO5_6276 
91@ = 1 

:CASINO5_6276
jump @CASINO5_6290 

:CASINO5_6283
91@ *= 2 

:CASINO5_6290
005A: 92@ += 91@ // (int) 

:CASINO5_6298
Car.Health(57@(40@,3i)) = 96@
054F: clear_car 57@(40@,3i) damage 
if 
  200 > 92@ 
else_jump @CASINO5_6526 
if 
   not Actor.InCar($PLAYER_ACTOR, 57@(40@,3i))
else_jump @CASINO5_6519 
if 
   Actor.Dead(66@(40@,3i))
else_jump @CASINO5_6505 
if 
   not Actor.Dead(69@(40@,3i))
else_jump @CASINO5_6498 
if 
  88@ == 0 
else_jump @CASINO5_6491 
0687: clear_actor 69@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
0676: AS_actor -1 in_car 57@(40@,3i) move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_car 57@(40@,3i) max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
88@ = 1 

:CASINO5_6491
jump @CASINO5_7028 

:CASINO5_6498
jump @CASINO5_6512 

:CASINO5_6505
jump @CASINO5_7028 

:CASINO5_6512
jump @CASINO5_6526 

:CASINO5_6519
89@ = 1 

:CASINO5_6526
Car.Health(57@(40@,3i)) = 3000
if 
  89@ == 0 
else_jump @CASINO5_6570 
Car.SetAnimation(57@(40@,3i), 6, 5000)

:CASINO5_6570
if 
   not Actor.Dead(66@(40@,3i))
else_jump @CASINO5_6657 
0687: clear_actor 66@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
05CD: AS_actor -1 exit_car 57@(40@,3i) 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 42@ 
0618: assign_actor 66@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
jump @CASINO5_6657 

:CASINO5_6657
if 
   not Actor.Dead(69@(40@,3i))
else_jump @CASINO5_6744 
0687: clear_actor 69@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
05CD: AS_actor -1 exit_car 57@(40@,3i) 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
jump @CASINO5_6744 

:CASINO5_6744
if 
  89@ == 0 
else_jump @CASINO5_6884 
Marker.Disable(60@(40@,3i))
60@(40@,3i) = Marker.CreateAboveCar(57@(40@,3i))
07E0: set_marker 60@(40@,3i) type_to 1 
Car.DoorStatus(57@(40@,3i)) = 1
if or
   not Actor.Dead(66@(40@,3i))
   not Actor.Dead(69@(40@,3i))
else_jump @CASINO5_6861 
00BC: show_text_highpriority GXT 'CAS5_11' time 8000 flag 1  // ~s~Steig schnell in den ~b~Krankenwagen~s~, bevor Verstrkung eintrifft.
jump @CASINO5_6877 

:CASINO5_6861
00BC: show_text_highpriority GXT 'CAS5_12' time 8000 flag 1  // ~s~Steig schnell in den ~b~Krankenwagen~s~. Der Fahrer knnte Verstrkung angefordert haben, bevor er starb.

:CASINO5_6877
jump @CASINO5_6893 

:CASINO5_6884
Marker.Disable(60@(40@,3i))

:CASINO5_6893
01EB: set_traffic_density_multiplier_to 0.6 
03DE: set_pedestrians_density_multiplier_to 0.6 
0995: unknown_remove_escapes 
109@ = 100.0 
106@ = 0 
101@ = -1 
102@ = -1 
107@ = -10.0 
108@ = -10.0 
77@ = 0 
Car.Health(57@(40@,3i)) = 1250
jump @CASINO5_8780 

:CASINO5_6986
jump @CASINO5_7021 

:CASINO5_6993
51@ = 1 
05AA: 52@s = 'CAS5_17'  // ~r~Johnny Sindacco wurde gettet.
jump @CASINO5_12932 

:CASINO5_7021
jump @CASINO5_7028 

:CASINO5_7028
40@ += 1 
jump @CASINO5_3088 

:CASINO5_7042
gosub @CASINO5_7056 
jump @CASINO5_3077 

:CASINO5_7056
if 
  33@ > 500 
else_jump @CASINO5_7430 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
40@ = 0 

:CASINO5_7096
if 
  3 > 40@ 
else_jump @CASINO5_7423 
if 
   not Car.Wrecked(57@(40@,3i))
else_jump @CASINO5_7409 
if 
  63@(40@,3i) == 0 
else_jump @CASINO5_7365 
Car.StorePos(57@(40@,3i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
0871: init_jump_table 93@(40@,3i) total_jumps 2 default_jump 0 @CASINO5_7358 jumps 0 @CASINO5_7258 1 @CASINO5_7308 -1 @CASINO5_7358 -1 @CASINO5_7358 -1 @CASINO5_7358 -1 @CASINO5_7358 -1 @CASINO5_7358 

:CASINO5_7258
if 
  120.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @CASINO5_7301 
0587: enable_car 57@(40@,3i) validate_position 1 
93@(40@,3i) += 1 

:CASINO5_7301
jump @CASINO5_7358 

:CASINO5_7308
if 
  $DISTANCE_BETWEEN_POINTS > 140.0 
else_jump @CASINO5_7351 
0587: enable_car 57@(40@,3i) validate_position 0 
93@(40@,3i) -= 1 

:CASINO5_7351
jump @CASINO5_7358 

:CASINO5_7358
jump @CASINO5_7409 

:CASINO5_7365
if 
  93@(40@,3i) == 0 
else_jump @CASINO5_7409 
0587: enable_car 57@(40@,3i) validate_position 1 
93@(40@,3i) = 1 

:CASINO5_7409
40@ += 1 
jump @CASINO5_7096 

:CASINO5_7423
33@ = 0 

:CASINO5_7430
return 

:CASINO5_7432
0209: 45@ = random_int_in_ranges 0 2 
0871: init_jump_table 40@ total_jumps 3 default_jump 0 @CASINO5_7642 jumps 0 @CASINO5_7504 1 @CASINO5_7550 2 @CASINO5_7596 -1 @CASINO5_7642 -1 @CASINO5_7642 -1 @CASINO5_7642 -1 @CASINO5_7642 

:CASINO5_7504
if 
  45@ == 0 
else_jump @CASINO5_7536 
74@ = 1 
jump @CASINO5_7543 

:CASINO5_7536
74@ = 2 

:CASINO5_7543
jump @CASINO5_7642 

:CASINO5_7550
if 
  45@ == 0 
else_jump @CASINO5_7582 
74@ = 0 
jump @CASINO5_7589 

:CASINO5_7582
74@ = 2 

:CASINO5_7589
jump @CASINO5_7642 

:CASINO5_7596
if 
  45@ == 0 
else_jump @CASINO5_7628 
74@ = 0 
jump @CASINO5_7635 

:CASINO5_7628
74@ = 1 

:CASINO5_7635
jump @CASINO5_7642 

:CASINO5_7642
if 
   not Car.Wrecked(57@(74@,3i))
else_jump @CASINO5_7980 
96@ = 5000 
Car.Health(57@(74@,3i)) = 96@
053F: set_car 57@(74@,3i) tires_vulnerability 0 
if 
   not Actor.Dead(66@(74@,3i))
else_jump @CASINO5_7731 
0687: clear_actor 66@(74@,3i) task 
Actor.DestroyInstantly(66@(74@,3i))

:CASINO5_7731
0129: 66@(74@,3i) = create_actor_pedtype 24 model #VMAFF1 in_car 57@(74@,3i) driverseat 
039E: set_actor 66@(74@,3i) locked 1 while_in_car 
01B2: give_actor 66@(74@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 66@(74@,3i) armed_weapon_to 29 
060B: set_actor 66@(74@,3i) decision_maker_to 47@ 
if 
   not Actor.Dead(69@(74@,3i))
else_jump @CASINO5_7837 
0687: clear_actor 69@(74@,3i) task 
Actor.DestroyInstantly(69@(74@,3i))

:CASINO5_7837
01C8: 69@(74@,3i) = create_actor_pedtype 24 model #VMAFF2 in_car 57@(74@,3i) passenger_seat 0 
039E: set_actor 69@(74@,3i) locked 1 while_in_car 
01B2: give_actor 69@(74@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 69@(74@,3i) armed_weapon_to 29 
060B: set_actor 69@(74@,3i) decision_maker_to 47@ 
01C8: 72@ = create_actor_pedtype 23 model #SPECIAL01 in_car 57@(74@,3i) passenger_seat 1 
0526: set_actor 72@ stay_in_car 1 
0982: unknown_actor 72@ flag 1 
060B: set_actor 72@ decision_maker_to 48@ 
09F6: set_actor 72@ unjackable_through_driver_seat 0 
32@ = 0 
79@ = 0 
63@(74@,3i) = 4 

:CASINO5_7980
return 

:CASINO5_7982
105@ = 0 

:CASINO5_7989
if 
  2 > 105@ 
else_jump @CASINO5_8778 
if and
   not Actor.Dead(99@(105@,2i))
   not Car.Wrecked(97@(105@,2i))
else_jump @CASINO5_8416 
0871: init_jump_table 101@(105@,2i) total_jumps 2 default_jump 0 @CASINO5_8409 jumps 1 @CASINO5_8103 2 @CASINO5_8332 -1 @CASINO5_8409 -1 @CASINO5_8409 -1 @CASINO5_8409 -1 @CASINO5_8409 -1 @CASINO5_8409 

:CASINO5_8103
if 
  106@ == 0 
else_jump @CASINO5_8135 
gosub @CASINO5_9852 
jump @CASINO5_8325 

:CASINO5_8135
Car.StorePos(97@(105@,2i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: $TEMPVAR_FLOAT_3 = distance_between_XY 1074.461 2392.227 and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 1010.673 1487.184 and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
0687: clear_actor 99@(105@,2i) task 
if 
0024:   $DISTANCE_BETWEEN_POINTS > $TEMPVAR_FLOAT_3 // (float) 
else_jump @CASINO5_8272 
05D1: AS_actor 99@(105@,2i) drive_car 97@(105@,2i) to 1074.461 2392.227 9.6796 speed 25.0 0 model #NULL 2 
jump @CASINO5_8314 

:CASINO5_8272
05D1: AS_actor 99@(105@,2i) drive_car 97@(105@,2i) to 1010.673 1487.184 9.6797 speed 25.0 0 model #NULL 2 

:CASINO5_8314
101@(105@,2i) = 2 

:CASINO5_8325
jump @CASINO5_8409 

:CASINO5_8332
if 
  106@ == 0 
else_jump @CASINO5_8402 
101@(105@,2i) = 1 
0687: clear_actor 99@(105@,2i) task 
06E1: AS_actor 99@(105@,2i) using_car 97@(105@,2i) target_car 57@(74@,3i) with_order 3 max_speed 32.0 traffic_flag 2 

:CASINO5_8402
jump @CASINO5_8409 

:CASINO5_8409
jump @CASINO5_8764 

:CASINO5_8416
0871: init_jump_table 101@(105@,2i) total_jumps 2 default_jump 1 @CASINO5_8483 jumps -1 @CASINO5_8519 0 @CASINO5_8526 -1 @CASINO5_8764 -1 @CASINO5_8764 -1 @CASINO5_8764 -1 @CASINO5_8764 -1 @CASINO5_8764 

:CASINO5_8483
Actor.RemoveReferences(99@(105@,2i))
Car.RemoveReferences(97@(105@,2i))
101@(105@,2i) = -1 
jump @CASINO5_8764 

:CASINO5_8519
jump @CASINO5_8764 

:CASINO5_8526
if 
  103@(105@,2i) > 9000 
else_jump @CASINO5_8757 
if 
   Model.Available(#SENTINEL)
else_jump @CASINO5_8757 
gosub @CASINO5_10001 
if 
  114@ == 1 
else_jump @CASINO5_8757 
97@(105@,2i) = Car.Create(#SENTINEL, 118@, 119@, 120@)
Car.Angle(97@(105@,2i)) = 121@
Car.DoorStatus(97@(105@,2i)) = 3
0852: set_car 97@(105@,2i) damages_visible 0 
Car.Health(97@(105@,2i)) = 5000
0129: 99@(105@,2i) = create_actor_pedtype 24 model #VMAFF2 in_car 97@(105@,2i) driverseat 
01B2: give_actor 99@(105@,2i) weapon 29 ammo 30000 // Load the weapon model before using this 
060B: set_actor 99@(105@,2i) decision_maker_to 48@ 
039E: set_actor 99@(105@,2i) locked 1 while_in_car 
06E1: AS_actor 99@(105@,2i) using_car 97@(105@,2i) target_car 57@(74@,3i) with_order 3 max_speed 32.0 traffic_flag 2 
101@(105@,2i) = 1 

:CASINO5_8757
jump @CASINO5_8764 

:CASINO5_8764
105@ += 1 
jump @CASINO5_7989 

:CASINO5_8778
return 

:CASINO5_8780
wait 0 
if 
   not Actor.Dead(72@)
else_jump @CASINO5_9817 
if 
   not Car.Wrecked(57@(74@,3i))
else_jump @CASINO5_9810 
if 
   Actor.InCar($PLAYER_ACTOR, 57@(74@,3i))
else_jump @CASINO5_9197 
if 
  110@ == 0 
else_jump @CASINO5_8999 
Marker.Disable(60@(74@,3i))
018A: 44@ = create_checkpoint_at 981.4241 2132.469 9.8203 
if 
  77@ == 0 
else_jump @CASINO5_8976 
00BC: show_text_highpriority GXT 'CAS5_13' time 8000 flag 1  // ~s~Fahre Johnny zu der ~y~Fleischfabrik~s~.
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
77@ = 1 
Car.RemoveReferences(55@)
Model.Destroy(#PATRIOT)
jump @CASINO5_8992 

:CASINO5_8976
00BC: show_text_highpriority GXT 'CAS5_14' time 8000 flag 1  // ~s~Bring Johnny zu der ~y~Fleischfabrik~s~.

:CASINO5_8992
110@ = 1 

:CASINO5_8999
if 
00EE:   actor $PLAYER_ACTOR 0 near_point 981.4241 2132.469 radius 109@ 109@ in_car 
else_jump @CASINO5_9130 
if 
0100:   actor $PLAYER_ACTOR in_sphere 981.4241 2132.469 9.8203 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @CASINO5_9088 
jump @CASINO5_10933 

:CASINO5_9088
if 
  106@ == 0 
else_jump @CASINO5_9123 
109@ = 120.0 
106@ = 1 

:CASINO5_9123
jump @CASINO5_9165 

:CASINO5_9130
if 
  106@ == 1 
else_jump @CASINO5_9165 
109@ = 100.0 
106@ = 0 

:CASINO5_9165
if 
  112@ == 1 
else_jump @CASINO5_9190 
gosub @CASINO5_10202 

:CASINO5_9190
jump @CASINO5_9550 

:CASINO5_9197
if 
  110@ == 1 
else_jump @CASINO5_9270 
Marker.Disable(44@)
60@(74@,3i) = Marker.CreateAboveCar(57@(74@,3i))
07E0: set_marker 60@(74@,3i) type_to 1 
00BC: show_text_highpriority GXT 'CAS5_15' time 8000 flag 1  // ~s~Steig wieder in den ~b~Krankenwagen~s~.
110@ = 0 

:CASINO5_9270
if 
  2 > 111@ 
else_jump @CASINO5_9550 
if 
  111@ == 0 
else_jump @CASINO5_9415 
if 
   not Actor.Dead(66@(74@,3i))
else_jump @CASINO5_9401 
if 
   not Actor.Driving(66@(74@,3i))
else_jump @CASINO5_9394 
04AE: $1276 = 8016 // $ = any 
05A9: s$1281 = 'CAS5_EA'  // ~z~Wer will sich hier mit den Forellis anlegen?
create_thread @A_ALAP 2 100 66@(74@,3i) 
111@ += 1 

:CASINO5_9394
jump @CASINO5_9408 

:CASINO5_9401
111@ += 1 

:CASINO5_9408
jump @CASINO5_9550 

:CASINO5_9415
if 
   not Actor.Dead(69@(74@,3i))
else_jump @CASINO5_9543 
if 
   not Actor.Driving(69@(74@,3i))
else_jump @CASINO5_9536 
if 
  $1285($1288,2i) == -3 
else_jump @CASINO5_9536 
$1285($1288,2i) = -4 
04AE: $1276 = 8017 // $ = any 
05A9: s$1281 = 'CAS5_EB'  // ~z~Ja, ist hier etwa jemand lebensmde?
create_thread @A_ALAP 2 100 69@(74@,3i) 
111@ += 1 

:CASINO5_9536
jump @CASINO5_9550 

:CASINO5_9543
111@ += 1 

:CASINO5_9550
if 
  112@ == 0 
else_jump @CASINO5_9758 
if 
   not Car.Wrecked(97@)
else_jump @CASINO5_9638 
if 
0202:   actor $PLAYER_ACTOR near_car 97@ radius 10.0 10.0 flag 0 
else_jump @CASINO5_9638 
00BC: show_text_highpriority GXT 'CAS5_16' time 8000 flag 1  // ~s~Sieht aus, als wre Verstrkung eingetroffen. Bring Johnny zu der ~y~Fleischfabrik~s~.
112@ = 1 

:CASINO5_9638
if 
  112@ == 0 
else_jump @CASINO5_9726 
if 
   not Car.Wrecked(98@)
else_jump @CASINO5_9726 
if 
0202:   actor $PLAYER_ACTOR near_car 98@ radius 10.0 10.0 flag 0 
else_jump @CASINO5_9726 
00BC: show_text_highpriority GXT 'CAS5_16' time 8000 flag 1  // ~s~Sieht aus, als wre Verstrkung eingetroffen. Bring Johnny zu der ~y~Fleischfabrik~s~.
112@ = 1 

:CASINO5_9726
if 
  112@ == 1 
else_jump @CASINO5_9758 
33@ = 0 
123@ = 7 

:CASINO5_9758
01BD: 37@ = current_time_in_ms 
0085: 39@ = 37@ // (int) 
0062: 39@ -= 38@ // (int) 
0085: 38@ = 37@ // (int) 
005A: 103@ += 39@ // (int) 
005A: 104@ += 39@ // (int) 
gosub @CASINO5_7982 

:CASINO5_9810
jump @CASINO5_9845 

:CASINO5_9817
51@ = 1 
05AA: 52@s = 'CAS5_17'  // ~r~Johnny Sindacco wurde gettet.
jump @CASINO5_12932 

:CASINO5_9845
jump @CASINO5_8780 

:CASINO5_9852
if 
  103@(105@,2i) > 500 
else_jump @CASINO5_9999 
if and
8202:   not actor $PLAYER_ACTOR near_car 97@(105@,2i) radius 75.0 75.0 flag 0 
82CA:   not car 97@(105@,2i) bounding_sphere_visible 
else_jump @CASINO5_9988 
gosub @CASINO5_10001 
if 
  114@ == 1 
else_jump @CASINO5_9988 
Car.PutAt(97@(105@,2i), 118@, 119@, 120@)
Car.Angle(97@(105@,2i)) = 121@
Car.SetSpeedInstantly(97@(105@,2i), 32.0)

:CASINO5_9988
103@(105@,2i) = 0 

:CASINO5_9999
return 

:CASINO5_10001
113@ = 1 
114@ = 0 

:CASINO5_10015
if and
  10 > 113@ 
  114@ == 0 
else_jump @CASINO5_10200 
04C4: store_coords_to 115@ 116@ 117@ from_actor $PLAYER_ACTOR with_offset 0.0 107@(105@,2f) 0.0 
06F8: get_nearest_route_for 115@ 116@ 117@ in_direction 113@ store_to 118@ 119@ 120@ Z_angle_to 121@ 
if 
838A:   not any_car_in_cube_cornerA 118@ 119@ 120@ cornerB 5.0 5.0 5.0 
else_jump @CASINO5_10186 
if 
80C2:   not sphere_onscreen 118@ 119@ 120@ radius 5.0 
else_jump @CASINO5_10186 
0395: clear_area 1 at 118@ 119@ 120@ radius 5.0 
114@ = 1 

:CASINO5_10186
113@ += 1 
jump @CASINO5_10015 

:CASINO5_10200
return 

:CASINO5_10202
0871: init_jump_table 123@ total_jumps 9 default_jump 0 @CASINO5_10931 jumps 0 @CASINO5_10330 1 @CASINO5_10363 2 @CASINO5_10452 4 @CASINO5_10499 5 @CASINO5_10588 7 @CASINO5_10635 8 @CASINO5_10677 
0872: jump_table_jumps 9 @CASINO5_10813 10 @CASINO5_10898 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 -1 @CASINO5_10931 

:CASINO5_10330
if 
  33@ > 8500 
else_jump @CASINO5_10356 
123@ += 1 

:CASINO5_10356
jump @CASINO5_10931 

:CASINO5_10363
if 
  2 > 122@ 
else_jump @CASINO5_10438 
008A: $1276 = 124@(122@,16i) // (int) 
05A9: s$1281 = 140@(122@,16s) 
create_thread @A_ALAP 0 100 
122@ += 1 
123@ += 1 
jump @CASINO5_10452 

:CASINO5_10438
123@ = 3 
jump @CASINO5_10931 

:CASINO5_10452
if 
  $1285($1288,2i) == -3 
else_jump @CASINO5_10492 
123@ = 1 
$1285($1288,2i) = -4 

:CASINO5_10492
jump @CASINO5_10931 

:CASINO5_10499
if 
  7 > 122@ 
else_jump @CASINO5_10574 
008A: $1276 = 124@(122@,16i) // (int) 
05A9: s$1281 = 140@(122@,16s) 
create_thread @A_ALAP 0 100 
122@ += 1 
123@ += 1 
jump @CASINO5_10588 

:CASINO5_10574
123@ = 6 
jump @CASINO5_10931 

:CASINO5_10588
if 
  $1285($1288,2i) == -3 
else_jump @CASINO5_10628 
123@ = 4 
$1285($1288,2i) = -4 

:CASINO5_10628
jump @CASINO5_10931 

:CASINO5_10635
if 
  33@ > 8500 
else_jump @CASINO5_10670 
0209: 122@ = random_int_in_ranges 7 14 
123@ += 1 

:CASINO5_10670
jump @CASINO5_10931 

:CASINO5_10677
if 
   not Car.Wrecked(97@)
else_jump @CASINO5_10728 
if 
051D:   car 57@(74@,3i) damaged_by_car 97@ 
else_jump @CASINO5_10723 
123@ = 9 

:CASINO5_10723
054F: clear_car 97@ damage 

:CASINO5_10728
if 
   not Car.Wrecked(98@)
else_jump @CASINO5_10797 
if 
   not 123@ == 9 
else_jump @CASINO5_10792 
if 
051D:   car 57@(74@,3i) damaged_by_car 98@ 
else_jump @CASINO5_10792 
123@ = 9 

:CASINO5_10792
054F: clear_car 98@ damage 

:CASINO5_10797
054F: clear_car 57@(74@,3i) damage 
jump @CASINO5_10931 

:CASINO5_10813
008A: $1276 = 124@(122@,16i) // (int) 
05A9: s$1281 = 140@(122@,16s) 
create_thread @A_ALAP 2 100 72@ 
123@ = 10 
122@ += 1 
if 
  122@ == 14 
else_jump @CASINO5_10891 
122@ = 7 

:CASINO5_10891
33@ = 0 

:CASINO5_10898
if 
  33@ > 10000 
else_jump @CASINO5_10924 
123@ = 8 

:CASINO5_10924
jump @CASINO5_10931 

:CASINO5_10931
return 

:CASINO5_10933
fade 0 0 

:CASINO5_10939
if 
fading 
else_jump @CASINO5_10963 
wait 0 
jump @CASINO5_10939 

:CASINO5_10963
00BE: text_clear_all 
0395: clear_area 1 at 979.7058 2137.247 9.8203 radius 200.0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
if 
   not Car.Wrecked(57@(74@,3i))
else_jump @CASINO5_11032 
Car.Health(57@(74@,3i)) = 3000

:CASINO5_11032
Model.Load(#VMAFF3)
Model.Load(#VMAFF4)
Model.Load(#CJ_WHEELCHAIR1)

:CASINO5_11045
if or
   not Model.Available(#VMAFF3)
   not Model.Available(#VMAFF4)
   not Model.Available(#CJ_WHEELCHAIR1)
else_jump @CASINO5_11080 
wait 0 
jump @CASINO5_11045 

:CASINO5_11080
if 
   not Car.Wrecked(57@(74@,3i))
else_jump @CASINO5_11182 
Car.PutAt(57@(74@,3i), 979.7058, 2137.247, 9.8203)
Car.Angle(57@(74@,3i)) = 237.8897
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 998.5278 2118.589 9.8203 
0129: 172@ = create_actor_pedtype 24 model #VMAFF3 in_car 57@(74@,3i) driverseat 
060B: set_actor 172@ decision_maker_to 48@ 

:CASINO5_11182
Camera.SetPosition(972.8329, 2141.334, 11.0496, 0.0, 0.0, 0.0)
Camera.PointAt(973.6994, 2140.839, 11.1103, 2)
fade 1 500 

:CASINO5_11240
if 
fading 
else_jump @CASINO5_11264 
wait 0 
jump @CASINO5_11240 

:CASINO5_11264
if and
   not Car.Wrecked(57@(74@,3i))
   not Actor.Dead(172@)
else_jump @CASINO5_11351 
0615: define_AS_pack_begin 42@ 
06C7: AS_actor -1 driver_of_car 57@(74@,3i) perform_action 22 timelimit 500 
06C7: AS_actor -1 driver_of_car 57@(74@,3i) perform_action 6 timelimit 300 
05BA: AS_actor -1 move_mouth 8000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 172@ to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 

:CASINO5_11351
46@ = 0 

:CASINO5_11358
if 
  46@ == 0 
else_jump @CASINO5_11436 
wait 0 
if 
   not Actor.Dead(172@)
else_jump @CASINO5_11429 
0646: unknown_get_actor 172@ task_1560_status_store_to 43@ // similar to 062E 
if 
  43@ > 0 
else_jump @CASINO5_11429 
46@ = 1 

:CASINO5_11429
jump @CASINO5_11358 

:CASINO5_11436
if and
   not Actor.Dead(172@)
   not Car.Wrecked(57@(74@,3i))
else_jump @CASINO5_11696 
0362: remove_actor 172@ from_car_and_place_at 971.7789 2137.288 9.8203 
Actor.Angle(172@) = 316.6316
0792: disembark_instantly_actor 172@ 
0615: define_AS_pack_begin 42@ 
05D3: AS_actor -1 goto_point 974.2065 2140.108 9.8203 mode 4 -2 ms // versionA 
05C0: AS_actor -1 look_at_car 57@(74@,3i) 8000 ms 
05BA: AS_actor -1 move_mouth 8000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 172@ to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO5_11591 
036A: put_actor $PLAYER_ACTOR in_car 57@(74@,3i) 

:CASINO5_11591
173@ = Actor.Create(Mission1, #VMAFF4, 975.8311, 2144.959, 9.8203)
Actor.Angle(173@) = 162.2693
060B: set_actor 173@ decision_maker_to 48@ 
0615: define_AS_pack_begin 42@ 
05D3: AS_actor -1 goto_point 975.0208 2141.366 9.8203 mode 4 -2 ms // versionA 
05BF: AS_actor -1 look_at_actor 173@ 8000 ms 
05BA: AS_actor -1 move_mouth 8000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 173@ to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 

:CASINO5_11696
46@ = 0 

:CASINO5_11703
if 
  46@ == 0 
else_jump @CASINO5_11781 
wait 0 
if 
   not Actor.Dead(172@)
else_jump @CASINO5_11774 
0646: unknown_get_actor 172@ task_1560_status_store_to 43@ // similar to 062E 
if 
  43@ > 0 
else_jump @CASINO5_11774 
46@ = 1 

:CASINO5_11774
jump @CASINO5_11703 

:CASINO5_11781
04AE: $1276 = 8014 // $ = any 
05A9: s$1281 = 'CAS5_DA'  // ~z~Hey, das ist ja Johnny!
create_thread @A_ALAP 2 200 172@ 
46@ = 0 

:CASINO5_11826
if 
  46@ == 0 
else_jump @CASINO5_11904 
wait 0 
if 
   not Actor.Dead(173@)
else_jump @CASINO5_11897 
0646: unknown_get_actor 173@ task_1560_status_store_to 43@ // similar to 062E 
if 
  43@ > 0 
else_jump @CASINO5_11897 
46@ = 1 

:CASINO5_11897
jump @CASINO5_11826 

:CASINO5_11904
if 
   not $1285($1288,2i) == -3 
else_jump @CASINO5_11937 
wait 0 
jump @CASINO5_11904 

:CASINO5_11937
04AE: $1276 = 8015 // $ = any 
05A9: s$1281 = 'CAS5_DB'  // ~z~Ich dachte, der wird erst morgen entlassen!
create_thread @A_ALAP 2 200 173@ 
32@ = 0 

:CASINO5_11982
if 
  4500 > 32@ 
else_jump @CASINO5_12012 
wait 0 
jump @CASINO5_11982 

:CASINO5_12012
fade 0 0 

:CASINO5_12018
if 
fading 
else_jump @CASINO5_12042 
wait 0 
jump @CASINO5_12018 

:CASINO5_12042
174@ = Object.Create(#CJ_WHEELCHAIR1, 971.5, 2140.5, 9.8203)
Object.Angle(174@) = 180.0
if 
   not Actor.Dead(72@)
else_jump @CASINO5_12179 
0362: remove_actor 72@ from_car_and_place_at 0.0 0.0 0.0 
04F4: put_actor 72@ into_turret_on_object 174@ offset_from_object_origin 0.0 -0.575 0.525 orientation 2 both_side_angle_limit 0.0 lock_weapon 0 
0605: actor 72@ perform_animation_sequence "SEAT_DOWN" IFP_file "PED" 9.0 loop 0 0 0 1 time -1 // versionA 

:CASINO5_12179
if 
   not Actor.Dead(172@)
else_jump @CASINO5_12225 
Actor.PutAt(172@, 972.5, 2140.5, 9.8203)
Actor.Angle(172@) = 0.0

:CASINO5_12225
if 
   not Actor.Dead(173@)
else_jump @CASINO5_12271 
Actor.PutAt(173@, 971.5, 2139.5, 9.8203)
Actor.Angle(173@) = 0.0

:CASINO5_12271
46@ = 0 

:CASINO5_12278
if 
  46@ == 0 
else_jump @CASINO5_12378 
wait 0 
if 
   not Actor.Dead(72@)
else_jump @CASINO5_12371 
if 
   Actor.Animation(72@) == "SEAT_DOWN"
else_jump @CASINO5_12371 
0614: set_actor 72@ animation "SEAT_DOWN" progress_to 1.0 // 0.0 to 1.0 
46@ = 1 

:CASINO5_12371
jump @CASINO5_12278 

:CASINO5_12378
Camera.SetPosition(971.4178, 2146.135, 14.0976, 0.0, 0.0, 0.0)
Camera.PointAt(971.5663, 2145.275, 13.6106, 2)
32@ = 0 

:CASINO5_12436
if 
  200 > 32@ 
else_jump @CASINO5_12466 
wait 0 
jump @CASINO5_12436 

:CASINO5_12466
if 
   not Actor.Dead(172@)
else_jump @CASINO5_12487 
0687: clear_actor 172@ task 

:CASINO5_12487
fade 1 500 

:CASINO5_12494
if 
fading 
else_jump @CASINO5_12518 
wait 0 
jump @CASINO5_12494 

:CASINO5_12518
if 
   not Actor.Dead(172@)
else_jump @CASINO5_12558 
05D3: AS_actor 172@ goto_point 972.8889 2148.039 9.8203 mode 4 -2 ms // versionA 

:CASINO5_12558
if 
   not Car.Wrecked(57@(74@,3i))
else_jump @CASINO5_12616 
05D1: AS_actor $PLAYER_ACTOR drive_car 57@(74@,3i) to 991.3741 2136.312 9.8203 speed 5.0 0 model #NULL 0 

:CASINO5_12616
32@ = 0 

:CASINO5_12623
if 
  1700 > 32@ 
else_jump @CASINO5_12653 
wait 0 
jump @CASINO5_12623 

:CASINO5_12653
fade 0 1000 

:CASINO5_12660
if 
fading 
else_jump @CASINO5_12684 
wait 0 
jump @CASINO5_12660 

:CASINO5_12684
if 
   not Car.Wrecked(57@(74@,3i))
else_jump @CASINO5_12750 
Car.SetSpeedInstantly(57@(74@,3i), 0.0)
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 
036A: put_actor $PLAYER_ACTOR in_car 57@(74@,3i) 

:CASINO5_12750
0465: remove_actor 72@ from_turret_mode 
Actor.DestroyInstantly(72@)
Actor.DestroyInstantly(172@)
Actor.DestroyInstantly(173@)
Object.Destroy(174@)
0687: clear_actor $PLAYER_ACTOR task 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 1 
32@ = 0 

:CASINO5_12802
if 
  200 > 32@ 
else_jump @CASINO5_12832 
wait 0 
jump @CASINO5_12802 

:CASINO5_12832
fade 1 0 

:CASINO5_12838
$CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASINO5'  // Intensive Care
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 5000
0998: add_respect 5 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
Marker.Disable($583)
$583 = Marker.CreateIconAndSphere($ICON_CRASH, $X_PRICKLE_PINE_LV, $Y_PRICKLE_PINE_LV, $Z_PRICKLE_PINE_LV)
create_thread @VCRASH 
return 

:CASINO5_12932
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if 
  51@ == 1 
else_jump @CASINO5_12976 
00BC: show_text_highpriority GXT 52@s time 5000 flag 1 

:CASINO5_12976
return 

:CASINO5_12978
create_thread @A_TERM 
0995: unknown_remove_escapes 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CASINO5_13015 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:CASINO5_13015
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
Marker.Disable(44@)
Marker.Disable(60@)
Marker.Disable(61@)
Marker.Disable(62@)
Actor.RemoveReferences(66@)
Actor.RemoveReferences(67@)
Actor.RemoveReferences(68@)
Actor.RemoveReferences(69@)
Actor.RemoveReferences(70@)
Actor.RemoveReferences(71@)
Actor.RemoveReferences(72@)
Actor.RemoveReferences(99@)
Actor.RemoveReferences(100@)
Car.RemoveReferences(55@)
Car.RemoveReferences(57@)
Car.RemoveReferences(58@)
Car.RemoveReferences(59@)
Car.RemoveReferences(97@)
Car.RemoveReferences(98@)
0733: random_car_generator_enable_model #PATRIOT 
0296: unload_special_actor 1 
Model.Destroy(#LVEMT1)
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF2)
Model.Destroy(#VMAFF3)
Model.Destroy(#VMAFF4)
Model.Destroy(#PATRIOT)
Model.Destroy(#AMBULAN)
Model.Destroy(#SENTINEL)
Model.Destroy(#MP5LNG)
Model.Destroy(#CJ_WHEELCHAIR1)
04EF: release_animation "GANGS" 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 90---------------
// Originally: The Meat Business

:CASINO6
thread 'CASINO6' 
gosub @CASINO6_47 
if 
wasted_or_busted 
else_jump @CASINO6_38 
gosub @CASINO6_31431 

:CASINO6_38
gosub @CASINO6_32179 
end_thread 

:CASINO6_47
increment_mission_attempts 
$ONMISSION = 1 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Schlachthof
054C: use_GXT_table 'CASINO6' 
Actor.PutAt($PLAYER_ACTOR, 2179.934, 1684.148, 10.0533)
Actor.Angle($PLAYER_ACTOR) = 108.0825
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Player.CanMove($PLAYER_CHAR) = False
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
$PLAYER_IN_INTERIOR = 1 
select_interior 2 
02E4: load_cutscene_data 'CAS_6A' 

:CASINO6_157
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO6_181 
wait 0 
jump @CASINO6_157 

:CASINO6_181
02E7: start_cutscene 
fade 1 1000 

:CASINO6_190
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO6_214 
wait 0 
jump @CASINO6_190 

:CASINO6_214
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CASINO6_227
if 
fading 
else_jump @CASINO6_251 
wait 0 
jump @CASINO6_227 

:CASINO6_251
02EA: end_cutscene 
select_interior 0 
08F4: set_max_group_members 99 
if 
  230@ == 1 
else_jump @CASINO6_342 
316@ = Car.Create(#SENTINEL, 0.0, 0.0, 0.0)
018A: 218@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 40@ = create_checkpoint_at 0.0 0.0 0.0 

:CASINO6_342
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
create_thread @A_CONT 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0A0B: set_rendering_origin_at_3D_coord 2179.934 1684.148 10.0533 angle 108.0825 
060A: create_decision_maker_type 0 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 35@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 23 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 23 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
07AF: 310@ = player $PLAYER_CHAR group 
07B3: set_group 310@ give_command 1 
023C: load_special_actor 'ROSE' as 1 // models 290-299 

:CASINO6_460
if 
823D:   not special_actor 1 loaded 
else_jump @CASINO6_486 
wait 0 
jump @CASINO6_460 

:CASINO6_486
39@ = Actor.Create(Special, #SPECIAL01, 2181.372, 1680.926, 10.0636)
Actor.Angle(39@) = 71.6745
0860: link_actor 39@ to_interior 0 
Marker.Disable(40@)
40@ = Marker.CreateAboveActor(39@)
018B: set_marker 40@ radar_mode 2 
07E0: set_marker 40@ type_to 1 
060B: set_actor 39@ decision_maker_to 34@ 
0568: set_actor 39@ targetable 1 
0446: set_actor 39@ immune_to_headshots 0 
Actor.Health(39@) = 300
087F: unknown_actor 39@ flag 1 
0631: put_actor 39@ in_group 310@ 
07DD: set_actor 39@ temper_to 100 // see pedstats.dat 
018A: 218@ = create_checkpoint_at 967.3132 2161.154 9.8203 
00BC: show_text_highpriority GXT 'CAS6_10' time 8000 flag 1  // ~s~Bring ~b~Rosenberg~s~ zu dem ~y~Schlachthof~s~.
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Player.CanMove($PLAYER_CHAR) = True
231@ = Pickup.Create(#HEALTH, 3, 958.9762, 2096.836, 1011.1)
fade 1 500 

:CASINO6_689
if 
fading 
else_jump @CASINO6_713 
wait 0 
jump @CASINO6_689 

:CASINO6_713
05AA: 366@s = 'CAS6_AA'  // ~z~Okay, Boss, wohin?
04AF: 320@ = 8200 // @ = any 
008B: 343@ = $PLAYER_ACTOR // (int) 
05AA: 368@s = 'CAS6_AB'  // ~z~Wir werden den Sindaccos mal einen Besuch abstatten.
04AF: 321@ = 8201 // @ = any 
0085: 344@ = 39@ // (int) 
05AA: 370@s = 'CAS6_AC'  // ~z~Mal sehen, wie's Johnny geht,
04AF: 322@ = 8202 // @ = any 
0085: 345@ = 39@ // (int) 
05AA: 372@s = 'CAS6_AD'  // ~z~und dann versuchen wir, ihn whrend seiner Genesung mit 'n paar (schnief) netten Worten fr uns zu gewinnen.
04AF: 323@ = 8203 // @ = any 
0085: 346@ = 39@ // (int) 
05AA: 374@s = 'CAS6_AE'  // ~z~Ja, klar, logisch, ich kann dich da absetzen.
04AF: 324@ = 8204 // @ = any 
008B: 347@ = $PLAYER_ACTOR // (int) 
05AA: 376@s = 'CAS6_AF'  // ~z~Okay, Klasse! (schnief) Wir brauchen 'nen Wagen!
04AF: 325@ = 8205 // @ = any 
0085: 348@ = 39@ // (int) 
05AA: 378@s = 'CAS6_BA'  // ~z~Ich muss echt den Absprung schaffen.
04AF: 326@ = 8206 // @ = any 
0085: 349@ = 39@ // (int) 
05AA: 380@s = 'CAS6_BB'  // ~z~Scheie, meine Nase luft wie ein Rennpferd (schnief).
04AF: 327@ = 8207 // @ = any 
0085: 350@ = 39@ // (int) 
05AA: 382@s = 'CAS6_BC'  // ~z~Das war ziemlich guter Stoff. Hey, fahr schneller, bitte. Komm schon, komm schon, bist du eine alte Frau oder was?
04AF: 328@ = 8208 // @ = any 
0085: 351@ = 39@ // (int) 
05AA: 384@s = 'CAS6_BD'  // ~z~Du willst also aussteigen?
04AF: 329@ = 8209 // @ = any 
008B: 352@ = $PLAYER_ACTOR // (int) 
05AA: 386@s = 'CAS6_BE'  // ~z~Ja, oh Gott, ja!
04AF: 330@ = 8210 // @ = any 
0085: 353@ = 39@ // (int) 
05AA: 388@s = 'CAS6_BF'  // ~z~Ich will was Sicheres, Legales und Langweiliges machen, mit Leuten, die mich mgen.
04AF: 331@ = 8211 // @ = any 
0085: 354@ = 39@ // (int) 
05AA: 390@s = 'CAS6_BH'  // ~z~Und dann heiraten, Kinder kriegen und mich scheiden lassen und um Besuchsrecht am Wochenende streiten, wie alle anderen.
04AF: 332@ = 8212 // @ = any 
0085: 355@ = 39@ // (int) 
05AA: 392@s = 'CAS6_BK'  // ~z~Ich werd sehn, was sich machen lsst.
04AF: 333@ = 8213 // @ = any 
008B: 356@ = $PLAYER_ACTOR // (int) 
05AA: 394@s = 'CAS6_BL'  // ~z~Danke. Ich hab diese ganze Auf-Leben-und-Tod-Scheie so was von satt.
04AF: 334@ = 8214 // @ = any 
0085: 357@ = 39@ // (int) 
05AA: 396@s = 'CAS6_BM'  // ~z~(schnief) Jetzt ist die Scheie berall (schnff) auf meinem verdammten Hemd!
04AF: 335@ = 8215 // @ = any 
0085: 358@ = 39@ // (int) 
05AA: 398@s = 'CAS6_BN'  // ~z~Ah, das ist auch mein bestes Hemd. Steht mir dieses Hemd nicht gut?
04AF: 336@ = 8216 // @ = any 
0085: 359@ = 39@ // (int) 
05AA: 400@s = 'CAS6_CA'  // ~z~Okay, bringen wir's hinter uns.
04AF: 337@ = 8217 // @ = any 
0085: 360@ = 39@ // (int) 
05AA: 402@s = 'CAS6_CB'  // ~z~Ich bin der Boss, ich bin der Boss! Ich bin der Boss, ich bin der Boss! (schnief) Yeah...
04AF: 338@ = 8218 // @ = any 
0085: 361@ = 39@ // (int) 
33@ = 0 

:CASINO6_1290
wait 0 
if 
   not Actor.Dead(39@)
else_jump @CASINO6_1739 
if 
0735:   NOP_false 83 
else_jump @CASINO6_1381 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Schlachthof
$1012 = 0 
$1013 = 0 
05A9: s$1014 = 'ABATOIR'  // Sindacco Schlachthof
create_thread @ENTEXT 
jump @CASINO6_31283 

:CASINO6_1381
077E: get_active_interior_to 286@ 
if 
   not 286@ == 0 
else_jump @CASINO6_1502 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 967.3132 2161.154 radius 5.0 5.0 
else_jump @CASINO6_1466 
jump @CASINO6_2758 
jump @CASINO6_1502 

:CASINO6_1466
Actor.LockInCurrentPosition(39@) = True
Marker.Disable(218@)
Marker.Disable(40@)
06C9: remove_actor 39@ from_group 
315@ = 0 
jump @CASINO6_1774 

:CASINO6_1502
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 967.3132 2161.154 radius 30.0 30.0 
else_jump @CASINO6_1711 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 39@ radius 30.0 30.0 0 
else_jump @CASINO6_1641 
if 
  2 > 317@ 
else_jump @CASINO6_1596 
317@ = 2 

:CASINO6_1596
if 
  232@ == 0 
else_jump @CASINO6_1634 
07FB: set_interior 'ABATOIR' access 0  // Sindacco Schlachthof
232@ = 1 

:CASINO6_1634
jump @CASINO6_1711 

:CASINO6_1641
if 
  5 > 319@ 
else_jump @CASINO6_1673 
318@ = 17 
319@ = 5 

:CASINO6_1673
if 
  232@ == 1 
else_jump @CASINO6_1711 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Schlachthof
232@ = 0 

:CASINO6_1711
gosub @CASINO6_29738 
gosub @CASINO6_2522 
gosub @CASINO6_1949 
jump @CASINO6_1767 

:CASINO6_1739
227@ = 1 
05AA: 228@s = 'CAS6_F0'  // ~r~Rosenberg wurde gettet.
jump @CASINO6_31431 

:CASINO6_1767
jump @CASINO6_1290 

:CASINO6_1774
wait 0 
if 
   not Actor.Dead(39@)
else_jump @CASINO6_1914 
077E: get_active_interior_to 286@ 
if 
  286@ == 0 
else_jump @CASINO6_1907 
Actor.LockInCurrentPosition(39@) = False
087F: unknown_actor 39@ flag 1 
0631: put_actor 39@ in_group 310@ 
Marker.Disable(40@)
40@ = Marker.CreateAboveActor(39@)
07E0: set_marker 40@ type_to 1 
018B: set_marker 40@ radar_mode 2 
018A: 218@ = create_checkpoint_at 967.3132 2161.154 9.8203 
32@ = 0 
317@ = 3 
jump @CASINO6_1290 

:CASINO6_1907
jump @CASINO6_1942 

:CASINO6_1914
227@ = 1 
05AA: 228@s = 'CAS6_F0'  // ~r~Rosenberg wurde gettet.
jump @CASINO6_31431 

:CASINO6_1942
jump @CASINO6_1774 

:CASINO6_1949
0871: init_jump_table 319@ total_jumps 7 default_jump 0 @CASINO6_2520 jumps 0 @CASINO6_2012 1 @CASINO6_2045 2 @CASINO6_2172 3 @CASINO6_2258 4 @CASINO6_2351 5 @CASINO6_2398 6 @CASINO6_2473 

:CASINO6_2012
if 
  33@ > 8000 
else_jump @CASINO6_2038 
319@ += 1 

:CASINO6_2038
jump @CASINO6_2520 

:CASINO6_2045
if 
  6 > 318@ 
else_jump @CASINO6_2158 
if 
00F2:   actor $PLAYER_ACTOR near_actor 39@ radius 20.0 20.0 0 
else_jump @CASINO6_2151 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) 
create_thread @A_ALAP 2 100 343@(318@,23i) 
318@ += 1 
319@ += 1 

:CASINO6_2151
jump @CASINO6_2172 

:CASINO6_2158
319@ = 3 
jump @CASINO6_2520 

:CASINO6_2172
if 
  $1285($1288,2i) == -3 
else_jump @CASINO6_2251 
if 
  315@ == 1 
else_jump @CASINO6_2233 
318@ = 6 
319@ = 3 
jump @CASINO6_2240 

:CASINO6_2233
319@ = 1 

:CASINO6_2240
$1285($1288,2i) = -4 

:CASINO6_2251
jump @CASINO6_2520 

:CASINO6_2258
if 
  315@ == 1 
else_jump @CASINO6_2351 
if 
  17 > 318@ 
else_jump @CASINO6_2351 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) 
create_thread @A_ALAP 1 100 343@(318@,23i) 
318@ += 1 
319@ += 1 

:CASINO6_2351
if 
  $1285($1288,2i) == -3 
else_jump @CASINO6_2391 
319@ = 3 
$1285($1288,2i) = -4 

:CASINO6_2391
jump @CASINO6_2520 

:CASINO6_2398
if 
  19 > 318@ 
else_jump @CASINO6_2473 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) 
create_thread @A_ALAP 2 100 343@(318@,23i) 
318@ += 1 
319@ += 1 

:CASINO6_2473
if 
  $1285($1288,2i) == -3 
else_jump @CASINO6_2513 
319@ = 5 
$1285($1288,2i) = -4 

:CASINO6_2513
jump @CASINO6_2520 

:CASINO6_2520
return 

:CASINO6_2522
0871: init_jump_table 317@ total_jumps 4 default_jump 0 @CASINO6_2756 jumps 0 @CASINO6_2585 1 @CASINO6_2653 2 @CASINO6_2686 3 @CASINO6_2723 -1 @CASINO6_2756 -1 @CASINO6_2756 -1 @CASINO6_2756 

:CASINO6_2585
if 
80F2:   not actor $PLAYER_ACTOR near_actor 39@ radius 60.0 60.0 0 
else_jump @CASINO6_2646 
00BC: show_text_highpriority GXT 'CAS6_11' time 8000 flag 1  // ~s~Du darfst ~b~Rosenberg~s~ nicht zurcklassen. Du musst ihn zum ~y~Schlachthof~s~ bringen.
32@ = 0 
317@ += 1 

:CASINO6_2646
jump @CASINO6_2756 

:CASINO6_2653
if 
  32@ > 20000 
else_jump @CASINO6_2679 
317@ -= 1 

:CASINO6_2679
jump @CASINO6_2756 

:CASINO6_2686
00BC: show_text_highpriority GXT 'CAS6_12' time 8000 flag 1  // ~s~Du musst ~b~Rosenberg~s~ zum ~y~Schlachthof~s~ bringen.
32@ = 0 
317@ += 1 
jump @CASINO6_2756 

:CASINO6_2723
if 
  32@ > 20000 
else_jump @CASINO6_2749 
317@ = 0 

:CASINO6_2749
jump @CASINO6_2756 

:CASINO6_2756
return 

:CASINO6_2758
Player.ClearWantedLevel($PLAYER_CHAR)
if 
   not Car.Wrecked(316@)
else_jump @CASINO6_3064 
if 
00B0:   car 316@ sphere 0 in_rectangle_cornerA 960.4431 2087.975 cornerB 996.5055 2182.153 
else_jump @CASINO6_3054 
if 
81F4:   not car 316@ flipped 
else_jump @CASINO6_3054 
233@ = 1 
Car.StorePos(316@, 241@, 242@, 243@)
244@ = Car.Angle(316@)
234@ = Car.Model(316@)
03F3: get_car 316@ primary_color_to 235@ secondary_color_to 236@ 
0A12: get_car 316@ tertiary_color_to 237@ quaternary_color_to 238@ 
216@ = 0 

:CASINO6_2899
if 
  4 > 216@ 
else_jump @CASINO6_2958 
if 
0496:   tire 216@ on_car 316@ deflated 
else_jump @CASINO6_2944 
08BF: set 239@ bit 216@ 

:CASINO6_2944
216@ += 1 
jump @CASINO6_2899 

:CASINO6_2958
if 
0A01:   model 234@ minimum_4wheels_vehicle 
else_jump @CASINO6_3047 
216@ = 0 

:CASINO6_2981
if 
  6 > 216@ 
else_jump @CASINO6_3040 
if 
09BB:   car 316@ recieved_heavy_damage 216@ 
else_jump @CASINO6_3026 
08BF: set 240@ bit 216@ 

:CASINO6_3026
216@ += 1 
jump @CASINO6_2981 

:CASINO6_3040
jump @CASINO6_3054 

:CASINO6_3047
240@ = -1 

:CASINO6_3054
0A30: repair_car 316@ 
Model.Destroy(234@)

:CASINO6_3064
286@ = 0 

:CASINO6_3071
if 
  286@ == 0 
else_jump @CASINO6_3108 
wait 0 
09E8: 286@ = actor $PLAYER_ACTOR active_interior 
jump @CASINO6_3071 

:CASINO6_3108
fade 0 0 

:CASINO6_3114
if 
fading 
else_jump @CASINO6_3138 
wait 0 
jump @CASINO6_3114 

:CASINO6_3138
08C7: put_actor $PLAYER_ACTOR at 963.7808 2165.35 1010.031 // versionB 
Player.CanMove($PLAYER_CHAR) = False
Player.SprintMode($PLAYER_CHAR) = True
if 
   not Actor.Dead(39@)
else_jump @CASINO6_3268 
if 
   not Actor.Driving(39@)
else_jump @CASINO6_3231 
Actor.PutAt(39@, 963.8596, 2162.615, 1010.031)
jump @CASINO6_3251 

:CASINO6_3231
0362: remove_actor 39@ from_car_and_place_at 963.8596 2162.615 1010.031 

:CASINO6_3251
Actor.LockInCurrentPosition(39@) = True
Marker.Disable(40@)
06C9: remove_actor 39@ from_group 

:CASINO6_3268
Marker.Disable(218@)
if 
   not Car.Wrecked(316@)
else_jump @CASINO6_3294 
Car.Destroy(316@)

:CASINO6_3294
319@ = 0 
318@ = 0 
042B: clear_peds_from_cube_cornerA 930.0 2178.0 1008.0 cornerB 964.0 2095.0 1014.0 
Player.MakeSafe($PLAYER_CHAR)
select_interior 1 
02E4: load_cutscene_data 'CAS6B_1' 

:CASINO6_3360
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO6_3384 
wait 0 
jump @CASINO6_3360 

:CASINO6_3384
02E7: start_cutscene 
fade 1 1000 

:CASINO6_3393
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO6_3417 
wait 0 
jump @CASINO6_3393 

:CASINO6_3417
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CASINO6_3432
if 
fading 
else_jump @CASINO6_3456 
wait 0 
jump @CASINO6_3432 

:CASINO6_3456
if 
856A:   not intro_skipped 
else_jump @CASINO6_3576 
02E4: load_cutscene_data 'CAS6B_2' 

:CASINO6_3480
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO6_3504 
wait 0 
jump @CASINO6_3480 

:CASINO6_3504
02E7: start_cutscene 
fade 1 1000 

:CASINO6_3513
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO6_3537 
wait 0 
jump @CASINO6_3513 

:CASINO6_3537
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CASINO6_3552
if 
fading 
else_jump @CASINO6_3576 
wait 0 
jump @CASINO6_3552 

:CASINO6_3576
02A3: enable_widescreen 1 
Camera.SetAtPos(942.8142, 2111.484, 1010.031)
04E4: unknown_refresh_game_renderer_at 942.8142 2111.484 
Actor.PutAt($PLAYER_ACTOR, 961.4175, 2111.39, 1010.03)
Actor.Angle($PLAYER_ACTOR) = 100.0
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
36@ = 0 
Model.Load(#VMAFF1)
Model.Load(#VMAFF2)
Model.Load(#VMAFF3)
Model.Load(#VMAFF4)
Model.Load(#MOLOTOV)
Model.Load(#MP5LNG)
Model.Load(#CHNSAW)
Model.Load(#BAT)
Model.Load(#FIRE_EX)
Model.Load(#BODYARMOUR)
Model.Load(#AB_CARCASS)
Model.Load(#AB_HOOK)
Model.Load(#FREEZER_DOOR)
Model.Load(#SEC_KEYPAD)
Model.Load(#CARDBOARDBOX2)
Model.Load(#CJ_MEAT_BAG_1)
Model.Load(#CJ_MEAT_1)
Model.Load(#CJ_MEAT_2)
03CF: load_wav 1812 as 3 

:CASINO6_3745
if or
   not Model.Available(#VMAFF1)
   not Model.Available(#VMAFF2)
   not Model.Available(#VMAFF3)
   not Model.Available(#VMAFF4)
   not Model.Available(#MOLOTOV)
else_jump @CASINO6_3788 
wait 0 
jump @CASINO6_3745 

:CASINO6_3788
if or
   not Model.Available(#MP5LNG)
   not Model.Available(#CHNSAW)
   not Model.Available(#BAT)
   not Model.Available(#FIRE_EX)
   not Model.Available(#BODYARMOUR)
else_jump @CASINO6_3834 
wait 0 
jump @CASINO6_3788 

:CASINO6_3834
if or
   not Model.Available(#AB_CARCASS)
   not Model.Available(#AB_HOOK)
   not Model.Available(#FREEZER_DOOR)
   not Model.Available(#SEC_KEYPAD)
   not Model.Available(#CARDBOARDBOX2)
   not Model.Available(#CJ_MEAT_BAG_1)
else_jump @CASINO6_3886 
wait 0 
jump @CASINO6_3834 

:CASINO6_3886
if or
   not Model.Available(#CJ_MEAT_1)
   not Model.Available(#CJ_MEAT_2)
83D0:   not wav 3 loaded 
else_jump @CASINO6_3922 
wait 0 
jump @CASINO6_3886 

:CASINO6_3922
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 2 weapon 220@ ammo 230@ model 230@ 
if 
04A4:   220@ == 9 // @ == any 
else_jump @CASINO6_3975 
04AF: 220@ = 5 // @ = any 
Model.Destroy(#CHNSAW)
jump @CASINO6_3982 

:CASINO6_3975
04AF: 220@ = 9 // @ = any 

:CASINO6_3982
0828: unknown_fires_stuff 0 
if 
   not Actor.Dead(39@)
else_jump @CASINO6_4109 
Actor.PutAt(39@, 959.7906, 2108.67, 1010.03)
Actor.Angle(39@) = 51.5
0860: link_actor 39@ to_interior 1 
Actor.LockInCurrentPosition(39@) = False
Marker.Disable(40@)
40@ = Marker.CreateAboveActor(39@)
018B: set_marker 40@ radar_mode 2 
08DC: create_interior_marker 40@ at 968.3954 2160.965 radius 1.0 
07E0: set_marker 40@ type_to 1 
060B: set_actor 39@ decision_maker_to 34@ 
Actor.Health(39@) = 300

:CASINO6_4109
03C4: set_status_text $7761 type 1 GXT 'CAS6_C0' // global_variable  // Rosenberg
41@ = 0 
42@ = 0 
44@ = 0 
51@ = 0 
37@ = Pickup.Create(#FIRE_EX, 3, 962.9547, 2101.918, 1011.0)
43@ = Object.Init(#FIRE_EX, 959.9, 2098.1, 1010.6)
0453: set_object 43@ XY_rotation 0.0 45.0 angle 90.0 
38@ = Pickup.Create(#BODYARMOUR, 3, 958.4733, 2144.251, 1011.0)
075B: zoom_radar 95 
287@ = 0 
227@ = 0 
309@ = 0 
305@ = 0 
306@ = 0 
180@ = 1.062 
0087: 178@ = 180@ // (float) 
178@ *= 2.0 
178@ *= 3.141593 
178@ /= 360.0 
176@ = 0.0 
177@ = -0.0001 
162@ = 1 
161@ = 0 
163@ = 0 
181@ = 945.725 
189@ = 2175.24 
182@ = 946.787 
190@ = 2174.185 
183@ = 946.787 
191@ = 2118.155 
184@ = 945.725 
192@ = 2117.069 
185@ = 938.357 
193@ = 2117.069 
186@ = 937.262 
194@ = 2118.155 
187@ = 937.262 
195@ = 2174.185 
188@ = 938.357 
196@ = 2175.24 
197@ = 1016.288 
160@ = Object.Init(#SEC_KEYPAD, 946.35, 2113.55, 1011.522)
Object.CollisionDetection(160@) = False
Object.KeepInMemory(160@) = True
154@ = Object.Init(#CARDBOARDBOX2, 937.262, 2126.155, 197@)
Object.ToggleInMovingList(154@) = False
Object.CollisionDetection(154@) = False
0750: set_object 154@ visibility 0 
148@ = 6 
164@ = 0.0 
170@ = 0.0 
142@ = Object.Init(#AB_CARCASS, 937.228, 2121.157, 197@)
069A: attach_object 142@ to_object 154@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
155@ = Object.Init(#CARDBOARDBOX2, 940.356, 2175.24, 197@)
Object.ToggleInMovingList(155@) = False
Object.CollisionDetection(155@) = False
0750: set_object 155@ visibility 0 
149@ = 0 
165@ = 90.0 
171@ = 0.0 
143@ = Object.Init(#AB_CARCASS, 940.356, 2175.264, 197@)
069A: attach_object 143@ to_object 155@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
156@ = Object.Init(#CARDBOARDBOX2, 946.846, 2135.264, 197@)
Object.ToggleInMovingList(156@) = False
Object.CollisionDetection(156@) = False
0750: set_object 156@ visibility 0 
150@ = 2 
166@ = 0.0 
172@ = 0.0 
144@ = Object.Init(#AB_CARCASS, 946.846, 2135.264, 197@)
069A: attach_object 144@ to_object 156@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
157@ = Object.Init(#AB_HOOK, 941.727, 2117.076, 197@)
151@ = 4 
167@ = 90.0 
173@ = 45.0 
0453: set_object 157@ XY_rotation 0.0 0.0 angle 173@ 
158@ = Object.Init(#AB_HOOK, 937.228, 2162.24, 197@)
152@ = 6 
168@ = 0.0 
174@ = -45.0 
0453: set_object 158@ XY_rotation 0.0 0.0 angle 174@ 
159@ = Object.Init(#AB_HOOK, 946.846, 2172.24, 197@)
153@ = 2 
169@ = 0.0 
175@ = 135.0 
0453: set_object 159@ XY_rotation 0.0 0.0 angle 175@ 
245@ = Object.Init(#CJ_MEAT_BAG_1, 933.6226, 2118.948, 1012.313)
Object.Angle(245@) = 65.0793
246@ = Object.Init(#CJ_MEAT_BAG_1, 933.1715, 2133.366, 1012.767)
Object.Angle(246@) = 65.0783
247@ = Object.Init(#CJ_MEAT_BAG_1, 942.9017, 2155.644, 1013.479)
Object.Angle(247@) = 64.6149
248@ = Object.Init(#CJ_MEAT_BAG_1, 950.8132, 2166.67, 1012.296)
Object.Angle(248@) = 88.701
249@ = Object.Init(#CJ_MEAT_2, 942.7145, 2154.633, 1011.213)
Object.Angle(249@) = 73.973
250@ = Object.Init(#CJ_MEAT_2, 950.4804, 2155.572, 1011.902)
Object.Angle(250@) = 131.2515
251@ = Object.Init(#CJ_MEAT_2, 942.3651, 2118.868, 1011.241)
Object.Angle(251@) = 64.6148
252@ = Object.Init(#CJ_MEAT_2, 950.6234, 2132.096, 1011.947)
Object.Angle(252@) = 24.2141
253@ = Object.Init(#CJ_MEAT_2, 934.5715, 2171.173, 1011.266)
Object.Angle(253@) = 354.6342
202@ = Object.Init(#FREEZER_DOOR, 951.859, 2121.648, 1012.094)
Object.SetImmunities(202@, 1, 1, 1, 1, 1)
203@ = Object.Init(#SEC_KEYPAD, 950.9305, 2114.348, 1011.522)
Object.Angle(203@) = 180.0
Object.KeepInMemory(203@) = True
Object.CollisionDetection(203@) = False
204@ = 0 
214@ = 0.0 
215@ = 0.001 
289@ = -1 
0615: define_AS_pack_begin 206@ 
05D4: AS_actor -1 rotate_angle 180.0 
05BA: AS_actor -1 move_mouth 800 ms 
0616: define_AS_pack_end 206@ 
208@ = Object.Init(#AB_CARCASS, 962.4035, 2119.817, 197@)
209@ = Object.Init(#AB_CARCASS, 962.4035, 2121.641, 197@)
210@ = Object.Init(#AB_CARCASS, 962.4035, 2124.842, 197@)
211@ = Object.Init(#AB_CARCASS, 955.9693, 2128.817, 197@)
212@ = Object.Init(#AB_CARCASS, 955.9693, 2131.641, 197@)
213@ = Object.Init(#AB_CARCASS, 955.9693, 2134.842, 197@)
140@ = 29 
141@ = 0 
216@ = 0 

:CASINO6_5751
if 
001D:   140@ > 216@ // (int) 
else_jump @CASINO6_5795 
111@(216@,29i) = -1 
216@ += 1 
jump @CASINO6_5751 

:CASINO6_5795
53@ = Actor.Create(Mission2, #VMAFF3, 937.3484, 2112.078, 1010.031)
Actor.Angle(53@) = 264.0
Actor.Health(53@) = 200
08AF: set_actor 53@ max_health_to 200 
82@ = Marker.CreateAboveActor(53@)
018B: set_marker 82@ radar_mode 2 
08DC: create_interior_marker 82@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 53@ stay_put 1 
01B2: give_actor 53@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 53@ armed_weapon_to 29 
Actor.WeaponAccuracy(53@) = 30
060B: set_actor 53@ decision_maker_to 34@ 
111@ = 0 
54@ = Actor.Create(Mission2, #VMAFF4, 937.135, 2108.94, 1010.031)
Actor.Angle(54@) = 271.5
Actor.Health(54@) = 200
08AF: set_actor 54@ max_health_to 200 
83@ = Marker.CreateAboveActor(54@)
018B: set_marker 83@ radar_mode 2 
08DC: create_interior_marker 83@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 54@ stay_put 1 
01B2: give_actor 54@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 54@ armed_weapon_to 29 
Actor.WeaponAccuracy(54@) = 30
060B: set_actor 54@ decision_maker_to 34@ 
112@ = 0 
55@ = Actor.Create(Mission2, #VMAFF1, 939.319, 2124.888, 1010.031)
Actor.Angle(55@) = 195.0
Actor.Health(53@) = 200
08AF: set_actor 53@ max_health_to 200 
84@ = Marker.CreateAboveActor(55@)
018B: set_marker 84@ radar_mode 2 
08DC: create_interior_marker 84@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 55@ weapon 220@ ammo 0 // Load the weapon model before using this 
01B9: set_actor 55@ armed_weapon_to 220@ 
113@ = 0 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 move_mouth 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 940.5833 2116.169 1010.031 mode 6 -1 ms // versionA 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor 39@ 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 55@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
56@ = Actor.Create(Mission2, #VMAFF2, 937.819, 2137.487, 1010.03)
Actor.Angle(56@) = 188.0
Actor.Health(53@) = 200
08AF: set_actor 53@ max_health_to 200 
85@ = Marker.CreateAboveActor(56@)
018B: set_marker 85@ radar_mode 2 
08DC: create_interior_marker 85@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 56@ weapon 5 ammo 0 // Load the weapon model before using this 
01B9: set_actor 56@ armed_weapon_to 5 
Actor.WeaponAccuracy(56@) = 35
114@ = 0 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 move_mouth 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 940.5833 2116.169 1010.031 mode 6 -1 ms // versionA 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor 39@ 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 56@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
57@ = Actor.Create(Mission2, #VMAFF4, 948.0, 2124.0, 1010.031)
Actor.Angle(57@) = 135.0
Actor.Health(57@) = 200
08AF: set_actor 57@ max_health_to 200 
86@ = Marker.CreateAboveActor(57@)
018B: set_marker 86@ radar_mode 2 
08DC: create_interior_marker 86@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 57@ stay_put 1 
Actor.WeaponAccuracy(57@) = 30
115@ = 0 
254@ = Object.Init(#MOLOTOV, 948.0, 2124.0, 1010.031)
Object.ToggleInMovingList(254@) = False
Object.CollisionDetection(254@) = False
070A: AS_actor 57@ attach_to_object 254@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
066D: 256@ = attach_particle "FIRE" to_object 254@ with_offset 0.0 0.0 0.6 flag 1 
0615: define_AS_pack_begin 290@ 
05BA: AS_actor -1 move_mouth 200 ms 
0605: actor -1 perform_animation_sequence "UZI_RELOAD" IFP_file "UZI" 4.0 loop 0 0 0 0 time 300 // versionA 
0605: actor -1 perform_animation_sequence "WEAPON_START_THROW" IFP_file "GRENADE" 10.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "WEAPON_THROW" IFP_file "GRENADE" 10.0 loop 0 0 0 0 time -1 // versionA 
05BA: AS_actor -1 move_mouth 500 ms 
0603: AS_actor -1 goto 944.032 2119.907 1010.031 mode 6 timelimit -1 // versionC 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 290@ 
0618: assign_actor 57@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
58@ = Actor.Create(Mission2, #VMAFF2, 940.7016, 2138.933, 1010.031)
Actor.Angle(58@) = 180.0
Actor.Health(58@) = 200
08AF: set_actor 58@ max_health_to 200 
87@ = Marker.CreateAboveActor(58@)
018B: set_marker 87@ radar_mode 2 
08DC: create_interior_marker 87@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 58@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 58@ armed_weapon_to 29 
Actor.WeaponAccuracy(58@) = 30
116@ = 0 
0085: 291@ = 58@ // (int) 
292@ = 0 
293@ = 1 
295@ = 940.8504 
296@ = 2120.21 
297@ = 1010.031 
298@ = 184.0 
gosub @CASINO6_21012 
59@ = Actor.Create(Mission2, #VMAFF1, 938.9517, 2132.403, 1010.031)
Actor.Angle(59@) = 170.0
Actor.Health(59@) = 200
08AF: set_actor 59@ max_health_to 200 
88@ = Marker.CreateAboveActor(59@)
018B: set_marker 88@ radar_mode 2 
08DC: create_interior_marker 88@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 59@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 59@ armed_weapon_to 29 
Actor.WeaponAccuracy(59@) = 30
117@ = 0 
0085: 291@ = 59@ // (int) 
292@ = 0 
293@ = 1 
295@ = 933.7762 
296@ = 2120.589 
297@ = 1010.031 
298@ = 230.0 
gosub @CASINO6_21012 
60@ = Actor.Create(Mission2, #VMAFF3, 942.4279, 2129.262, 1011.228)
Actor.Angle(60@) = 180.0
Actor.Health(60@) = 200
08AF: set_actor 60@ max_health_to 200 
89@ = Marker.CreateAboveActor(60@)
018B: set_marker 89@ radar_mode 2 
08DC: create_interior_marker 89@ at 968.3954 2160.965 radius 1.0 
04EB: AS_actor 60@ crouch 1 
0638: AS_actor 60@ stay_put 1 
01B2: give_actor 60@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 60@ armed_weapon_to 29 
Actor.WeaponAccuracy(60@) = 30
118@ = 0 
61@ = Actor.Create(Mission2, #VMAFF2, 941.8554, 2141.05, 1010.03)
Actor.Angle(61@) = 198.3264
Actor.Health(61@) = 200
08AF: set_actor 61@ max_health_to 200 
90@ = Marker.CreateAboveActor(61@)
018B: set_marker 90@ radar_mode 2 
08DC: create_interior_marker 90@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 61@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 61@ armed_weapon_to 29 
Actor.WeaponAccuracy(61@) = 30
119@ = 0 
0085: 291@ = 61@ // (int) 
292@ = 0 
293@ = 1 
295@ = 950.5577 
296@ = 2126.734 
297@ = 1010.031 
298@ = 150.0 
gosub @CASINO6_21012 
Camera.SetPosition(946.2746, 2122.199, 1011.263, 0.0, 0.0, 0.0)
Camera.PointAt(947.4866, 2124.386, 1011.263, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Player.ClearWantedLevel($PLAYER_CHAR)
01F0: set_max_wanted_level_to 0 
219@ = 0 
wait 0 
280@ = 0.2 
015D: set_gamespeed 280@ 
32@ = 0 

:CASINO6_7669
if 
  100 > 32@ 
else_jump @CASINO6_7698 
wait 0 
jump @CASINO6_7669 

:CASINO6_7698
fade 1 0 
0707: start_scene_skip_to @CASINO6_9497 
274@ = 0.25 
006B: 274@ *= 280@ // (float) 
276@ = -0.0001 
006B: 276@ *= 280@ // (float) 
278@ = 0.4 
006B: 278@ *= 280@ // (float) 
275@ = 0.2 
006B: 275@ *= 280@ // (float) 
277@ = -0.05 
006B: 277@ *= 280@ // (float) 
006B: 277@ *= 280@ // (float) 
279@ = 0.0 

:CASINO6_7819
if 
  281@ == 0 
else_jump @CASINO6_7913 
wait 0 
if 
   not Actor.Dead(57@)
else_jump @CASINO6_7899 
if 
   Actor.Animation(57@) == "UZI_RELOAD"
else_jump @CASINO6_7892 
281@ = 1 

:CASINO6_7892
jump @CASINO6_7906 

:CASINO6_7899
281@ = 1 

:CASINO6_7906
jump @CASINO6_7819 

:CASINO6_7913
064C: make_particle 256@ visible 

:CASINO6_7918
if 
  281@ == 0 
else_jump @CASINO6_8014 
wait 0 
if 
   not Actor.Dead(57@)
else_jump @CASINO6_8000 
if 
   Actor.Animation(57@) == "WEAPON_THROW"
else_jump @CASINO6_7993 
281@ = 1 

:CASINO6_7993
jump @CASINO6_8007 

:CASINO6_8000
281@ = 1 

:CASINO6_8007
jump @CASINO6_7918 

:CASINO6_8014
281@ = 0 

:CASINO6_8021
if 
  281@ == 0 
else_jump @CASINO6_8160 
wait 0 
if 
   not Actor.Dead(57@)
else_jump @CASINO6_8146 
if 
   Actor.Animation(57@) == "WEAPON_THROW"
else_jump @CASINO6_8139 
0613: 282@ = actor 57@ animation "WEAPON_THROW" time 
if 
  282@ >= 0.3 
else_jump @CASINO6_8139 
281@ = 1 

:CASINO6_8139
jump @CASINO6_8153 

:CASINO6_8146
281@ = 1 

:CASINO6_8153
jump @CASINO6_8021 

:CASINO6_8160
if 
   not Actor.Dead(57@)
else_jump @CASINO6_8297 
Object.StorePos(254@, 268@, 269@, 270@)
070B: set_actor 57@ onbone_attached_object_operation 0 
0650: destroy_particle 256@ 
Object.Destroy(254@)
219@ = 1 
255@ = Object.Init(#MOLOTOV, 268@, 269@, 270@)
066D: 257@ = attach_particle "FIRE" to_object 255@ with_offset 0.0 0.0 0.6 flag 1 
064C: make_particle 257@ visible 
271@ = 0.0 
272@ = 0.0 
273@ = 0.0 

:CASINO6_8297
02F7: 198@ = sine 241.0 // (float) 
02F6: 199@ = cosine 241.0 // (float) 
$TEMPVAR_FLOAT_3 = 5000.0 

:CASINO6_8327
if 
   not 1010.031 >= $TEMPVAR_FLOAT_3 
else_jump @CASINO6_8760 
wait 0 
005B: 274@ += 276@ // (float) 
005B: 278@ += 274@ // (float) 
0087: 200@ = 278@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 278@ // (float) 
006B: 201@ *= 199@ // (float) 
007B: 275@ += unknown_float * 277@ // (float) 
007B: 279@ += unknown_float * 275@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 268@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 269@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 270@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 279@ // (float) 
Object.PutAt(255@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0079: 271@ += unknown_float * 1.0 // (float) 
0079: 272@ += unknown_float * 1.0 // (float) 
0079: 273@ += unknown_float * 1.0 // (float) 
0453: set_object 255@ XY_rotation 271@ 272@ angle 273@ 
0087: 283@ = 278@ // (float) 
283@ += 1.5 
0087: 284@ = 278@ // (float) 
284@ -= 1.0 
0087: 200@ = 283@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 283@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 268@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 269@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 270@, 0.0, 0.0, 0.0)
0087: 200@ = 284@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 284@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 268@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 269@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 270@, 2)
if 
  1010.5 >= $TEMPVAR_FLOAT_3 
else_jump @CASINO6_8753 
Object.KeepInMemory(255@) = True

:CASINO6_8753
jump @CASINO6_8327 

:CASINO6_8760
0650: destroy_particle 257@ 
Object.Destroy(255@)
Model.Destroy(#MOLOTOV)
219@ = 2 
064B: 258@ = create_particle "EXPLOSION_MOLOTOV" at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 1010.0 type 1 
064F: remove_references_to_particle 258@ 
08FD: enable_heat_visuals 1 
02CF: 259@ = create_fire_at 940.35 2114.0 1010.03 propagation 0 size 2 
219@ = 3 
02CF: 260@ = create_fire_at 941.1 2114.0 1010.03 propagation 0 size 1 
219@ = 4 
02CF: 261@ = create_fire_at 941.5 2114.0 1010.03 propagation 0 size 1 
219@ = 5 
02CF: 262@ = create_fire_at 942.3 2114.0 1010.03 propagation 0 size 1 
219@ = 6 
02CF: 263@ = create_fire_at 942.9 2114.0 1010.03 propagation 0 size 1 
219@ = 7 
02CF: 264@ = create_fire_at 943.65 2114.0 1010.03 propagation 0 size 2 
219@ = 8 
32@ = 0 

:CASINO6_9021
if 
  220 > 32@ 
else_jump @CASINO6_9262 
wait 0 
005B: 278@ += 274@ // (float) 
0087: 283@ = 278@ // (float) 
283@ += 1.5 
0087: 284@ = 278@ // (float) 
284@ -= 1.0 
0087: 200@ = 283@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 283@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 268@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 269@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 270@, 0.0, 0.0, 0.0)
0087: 200@ = 284@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 284@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 268@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 269@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 270@, 2)
jump @CASINO6_9021 

:CASINO6_9262
285@ = 61.0 
068D: get_camera_position_to 224@ 225@ 226@ 
32@ = 0 

:CASINO6_9290
if 
  1000 > 32@ 
else_jump @CASINO6_9320 
wait 0 
jump @CASINO6_9290 

:CASINO6_9320
32@ = 0 

:CASINO6_9327
if 
  700 > 32@ 
else_jump @CASINO6_9460 
wait 0 
02F7: 198@ = sine 285@ // (float) 
02F6: 199@ = cosine 285@ // (float) 
0087: 200@ = 284@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 284@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 224@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 225@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 270@, 2)
285@ -= 0.25 
jump @CASINO6_9327 

:CASINO6_9460
32@ = 0 

:CASINO6_9467
if 
  1000 > 32@ 
else_jump @CASINO6_9497 
wait 0 
jump @CASINO6_9467 

:CASINO6_9497
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0871: init_jump_table 219@ total_jumps 8 default_jump 0 @CASINO6_9836 jumps 0 @CASINO6_9637 1 @CASINO6_9670 2 @CASINO6_9685 3 @CASINO6_9709 4 @CASINO6_9733 5 @CASINO6_9757 6 @CASINO6_9781 
0872: jump_table_jumps 7 @CASINO6_9805 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 

:CASINO6_9637
if 
   not Actor.Dead(57@)
else_jump @CASINO6_9660 
070B: set_actor 57@ onbone_attached_object_operation 0 

:CASINO6_9660
0650: destroy_particle 256@ 
Object.Destroy(254@)

:CASINO6_9670
0650: destroy_particle 257@ 
Object.Destroy(255@)
Model.Destroy(#MOLOTOV)

:CASINO6_9685
02CF: 259@ = create_fire_at 940.35 2114.0 1010.03 propagation 0 size 2 

:CASINO6_9709
02CF: 260@ = create_fire_at 941.1 2114.0 1010.03 propagation 0 size 1 

:CASINO6_9733
02CF: 261@ = create_fire_at 941.5 2114.0 1010.03 propagation 0 size 1 

:CASINO6_9757
02CF: 262@ = create_fire_at 942.3 2114.0 1010.03 propagation 0 size 1 

:CASINO6_9781
02CF: 263@ = create_fire_at 942.9 2114.0 1010.03 propagation 0 size 1 

:CASINO6_9805
02CF: 264@ = create_fire_at 943.65 2114.0 1010.03 propagation 0 size 2 
jump @CASINO6_9836 

:CASINO6_9836
0650: destroy_particle 258@ 
03E6: remove_text_box 
03E5: show_text_box 'CAS6_G0'  // ~s~Beschtze ~b~Rosenberg~s~ und beseitige alle ~r~Zeugen~s~.
32@ = 0 
08FD: enable_heat_visuals 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
07FB: set_interior 'ABATOIR' access 0  // Sindacco Schlachthof
265@ = 0 
266@ = 0 
267@ = 0 
015D: set_gamespeed 1.0 
if 
   not Actor.Dead(53@)
else_jump @CASINO6_10004 
111@ = 0 
0085: 291@ = 53@ // (int) 
292@ = 0 
295@ = 945.2795 
296@ = 2108.657 
297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21242 

:CASINO6_10004
if 
   not Actor.Dead(54@)
else_jump @CASINO6_10087 
112@ = 0 
0085: 291@ = 54@ // (int) 
292@ = 0 
295@ = 937.135 
296@ = 2108.94 
297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21242 

:CASINO6_10087
if 
   not Actor.Dead(55@)
else_jump @CASINO6_10162 
0687: clear_actor 55@ task 
Actor.PutAt(55@, 941.481, 2111.887, 1010.031)
Actor.Angle(55@) = 260.0
if 
   not Actor.Dead(39@)
else_jump @CASINO6_10162 
05E2: AS_actor 55@ kill_actor 39@ 

:CASINO6_10162
if 
   not Actor.Dead(56@)
else_jump @CASINO6_10321 
0687: clear_actor 56@ task 
Actor.PutAt(56@, 939.6515, 2123.306, 1010.031)
Actor.Angle(56@) = 187.5
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 move_mouth 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 940.5833 2116.169 1010.031 mode 6 -1 ms // versionA 
05BC: AS_actor -1 jump 1 
if 
   not Actor.Dead(39@)
else_jump @CASINO6_10296 
05E2: AS_actor -1 kill_actor 39@ 

:CASINO6_10296
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 56@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 

:CASINO6_10321
if 
   not Actor.Dead(57@)
else_jump @CASINO6_10411 
0687: clear_actor 57@ task 
Actor.PutAt(57@, 944.032, 2119.907, 1010.031)
Actor.Angle(57@) = 160.0
04EB: AS_actor 57@ crouch 1 
0638: AS_actor 57@ stay_put 1 
01B2: give_actor 57@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 57@ armed_weapon_to 29 
05E2: AS_actor 57@ kill_actor $PLAYER_ACTOR 

:CASINO6_10411
if 
   not Actor.Dead(60@)
else_jump @CASINO6_10435 
05E2: AS_actor 60@ kill_actor $PLAYER_ACTOR 

:CASINO6_10435
05AA: 366@s = 'CAS6_EP'  // ~z~Scheie, sie haben Feuer gelegt, um uns zurckzudrngen.
04AF: 320@ = 8235 // @ = any 
008B: 343@ = $PLAYER_ACTOR // (int) 
05AA: 368@s = 'CAS6_EQ'  // ~z~Hier muss irgendwo ein Feuerlscher sein - such ihn!
04AF: 321@ = 8236 // @ = any 
008B: 344@ = $PLAYER_ACTOR // (int) 
05AA: 370@s = 'CAS6_ED'  // ~z~Carl, es darf keine Zeugen geben, sonst sind wir im Arsch!
04AF: 322@ = 8224 // @ = any 
0085: 345@ = 39@ // (int) 
05AA: 372@s = 'CAS6_DA'  // ~z~Was hab ich gesagt? Was hab ich getan?
04AF: 323@ = 8219 // @ = any 
0085: 346@ = 39@ // (int) 
05AA: 374@s = 'CAS6_DB'  // ~z~Nichts, meine Schuld. Geh in Deckung!
04AF: 324@ = 8220 // @ = any 
008B: 347@ = $PLAYER_ACTOR // (int) 
05AA: 376@s = 'CAS6_ET'  // ~z~Das ist so aufregend, Tommy, wie in alten Zeiten!
04AF: 325@ = 8239 // @ = any 
0085: 348@ = 39@ // (int) 
05AA: 378@s = 'CAS6_EU'  // ~z~Wer ist Tommy?
04AF: 326@ = 8240 // @ = any 
008B: 349@ = $PLAYER_ACTOR // (int) 
05AA: 380@s = 'CAS6_EA'  // ~z~Heilige Scheie, warum hab ich immer nur Pech?
04AF: 327@ = 8221 // @ = any 
0085: 350@ = 39@ // (int) 
05AA: 382@s = 'CAS6_EB'  // ~z~Ich hab verschissen!
04AF: 328@ = 8222 // @ = any 
0085: 351@ = 39@ // (int) 
05AA: 384@s = 'CAS6_EC'  // ~z~Wir mssen was tun!
04AF: 329@ = 8223 // @ = any 
0085: 352@ = 39@ // (int) 
05AA: 386@s = 'CAS6_GH'  // ~z~Gut gemacht, CJ!
04AF: 330@ = 8250 // @ = any 
0085: 353@ = 39@ // (int) 
05AA: 388@s = 'CAS6_GJ'  // ~z~Scheie, das ist ja krank!
04AF: 331@ = 8251 // @ = any 
0085: 354@ = 39@ // (int) 
05AA: 390@s = 'CAS6_GK'  // ~z~Ich nehm nie wieder Drogen, nie wieder!
04AF: 332@ = 8252 // @ = any 
0085: 355@ = 39@ // (int) 
05AA: 392@s = 'CAS6_FM'  // ~z~Zum Ausgang geht's durch das Lagerhaus!
04AF: 333@ = 8245 // @ = any 
0085: 356@ = 39@ // (int) 
01BD: 222@ = current_time_in_ms 

:CASINO6_10860
wait 0 
if 
   not Actor.Dead(39@)
else_jump @CASINO6_11364 
if 
0735:   NOP_false 83 
else_jump @CASINO6_10951 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Schlachthof
$1012 = 0 
$1013 = 0 
05A9: s$1014 = 'ABATOIR'  // Sindacco Schlachthof
create_thread @ENTEXT 
jump @CASINO6_31283 

:CASINO6_10951
if 
  227@ == 2 
else_jump @CASINO6_10976 
jump @CASINO6_31431 

:CASINO6_10976
01BD: 221@ = current_time_in_ms 
0085: 223@ = 221@ // (int) 
0062: 223@ -= 222@ // (int) 
0085: 222@ = 221@ // (int) 
005A: 42@ += 223@ // (int) 
005A: 51@ += 223@ // (int) 
005A: 163@ += 223@ // (int) 
005A: 207@ += 223@ // (int) 
005A: 306@ += 223@ // (int) 
gosub @CASINO6_11417 
gosub @CASINO6_15444 
gosub @CASINO6_20395 
gosub @CASINO6_21452 
gosub @CASINO6_23635 
if 
   not 302@ == 2 
else_jump @CASINO6_11105 
gosub @CASINO6_25377 

:CASINO6_11105
216@ = Actor.Health(39@)
008A: $7761 = 216@ // (int) 
$7761 /= 3 
if 
803B:   not  141@ == 140@ // (int) 
else_jump @CASINO6_11299 
216@ = 0 

:CASINO6_11154
if 
001D:   140@ > 216@ // (int) 
else_jump @CASINO6_11292 
if 
   not 111@(216@,29i) == -1 
else_jump @CASINO6_11278 
if 
   Actor.Dead(53@(216@,29i))
else_jump @CASINO6_11278 
Actor.RemoveReferences(53@(216@,29i))
Marker.Disable(82@(216@,29i))
111@(216@,29i) = -1 
141@ += 1 
if 
003B:   141@ == 140@ // (int) 
else_jump @CASINO6_11278 
060B: set_actor 39@ decision_maker_to 34@ 

:CASINO6_11278
216@ += 1 
jump @CASINO6_11154 

:CASINO6_11292
jump @CASINO6_11336 

:CASINO6_11299
gosub @CASINO6_27225 
077E: get_active_interior_to 286@ 
if 
  286@ == 0 
else_jump @CASINO6_11336 
jump @CASINO6_28003 

:CASINO6_11336
gosub @CASINO6_25554 
gosub @CASINO6_25126 
gosub @CASINO6_26515 
jump @CASINO6_11410 

:CASINO6_11364
if 
  227@ == 0 
else_jump @CASINO6_11403 
227@ = 1 
05AA: 228@s = 'CAS6_F0'  // ~r~Rosenberg wurde gettet.

:CASINO6_11403
jump @CASINO6_31431 

:CASINO6_11410
jump @CASINO6_10860 

:CASINO6_11417
0871: init_jump_table 287@ total_jumps 5 default_jump 0 @CASINO6_15442 jumps 0 @CASINO6_11480 1 @CASINO6_12819 2 @CASINO6_13891 3 @CASINO6_15168 4 @CASINO6_15305 -1 @CASINO6_15442 -1 @CASINO6_15442 

:CASINO6_11480
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 935.0 2114.0 cornerB 947.0 2116.0 
else_jump @CASINO6_12812 
287@ += 1 
62@ = Actor.Create(Mission2, #VMAFF1, 944.947, 2146.821, 1010.03)
Actor.Angle(62@) = 180.0
Actor.Health(62@) = 200
08AF: set_actor 62@ max_health_to 200 
91@ = Marker.CreateAboveActor(62@)
018B: set_marker 91@ radar_mode 2 
08DC: create_interior_marker 91@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 62@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 62@ armed_weapon_to 29 
Actor.WeaponAccuracy(62@) = 35
120@ = 0 
0085: 291@ = 62@ // (int) 
292@ = 0 
293@ = 0 
295@ = 950.4513 
296@ = 2133.938 
297@ = 1010.03 
298@ = 156.0 
gosub @CASINO6_21012 
63@ = Actor.Create(Mission2, #VMAFF2, 938.7369, 2146.927, 1010.031)
Actor.Angle(63@) = 180.0
Actor.Health(63@) = 200
08AF: set_actor 63@ max_health_to 200 
92@ = Marker.CreateAboveActor(63@)
018B: set_marker 92@ radar_mode 2 
08DC: create_interior_marker 92@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 63@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 63@ armed_weapon_to 29 
Actor.WeaponAccuracy(63@) = 40
121@ = 0 
0085: 291@ = 63@ // (int) 
292@ = 0 
293@ = 0 
295@ = 935.2033 
296@ = 2135.923 
297@ = 1010.031 
298@ = 195.0 
gosub @CASINO6_21012 
64@ = Actor.Create(Mission2, #VMAFF3, 938.8906, 2150.719, 1010.031)
Actor.Angle(64@) = 222.0
Actor.Health(64@) = 200
08AF: set_actor 64@ max_health_to 200 
93@ = Marker.CreateAboveActor(64@)
018B: set_marker 93@ radar_mode 2 
08DC: create_interior_marker 93@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 64@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 64@ armed_weapon_to 29 
Actor.WeaponAccuracy(64@) = 35
122@ = 0 
0085: 291@ = 64@ // (int) 
292@ = 0 
295@ = 941.6102 
296@ = 2144.133 
297@ = 1010.03 
008B: 294@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21242 
65@ = Actor.Create(Mission2, #VMAFF2, 951.4207, 2146.367, 1010.03)
Actor.Angle(65@) = 148.0
94@ = Marker.CreateAboveActor(65@)
018B: set_marker 94@ radar_mode 2 
08DC: create_interior_marker 94@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 65@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 65@ armed_weapon_to 29 
Actor.WeaponAccuracy(65@) = 40
07DD: set_actor 65@ temper_to 60 // see pedstats.dat 
123@ = 0 
0085: 291@ = 65@ // (int) 
292@ = 0 
293@ = 0 
295@ = 946.5566 
296@ = 2141.394 
297@ = 1010.031 
298@ = 180.0 
gosub @CASINO6_21012 
66@ = Actor.Create(Mission2, #VMAFF3, 932.7236, 2146.784, 1010.031)
Actor.Angle(66@) = 220.0
Actor.Health(66@) = 150
08AF: set_actor 66@ max_health_to 150 
95@ = Marker.CreateAboveActor(66@)
018B: set_marker 95@ radar_mode 2 
08DC: create_interior_marker 95@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 66@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 66@ armed_weapon_to 29 
Actor.WeaponAccuracy(66@) = 35
124@ = 0 
0085: 291@ = 66@ // (int) 
292@ = 0 
293@ = 0 
295@ = 937.0684 
296@ = 2141.996 
297@ = 1010.031 
298@ = 180.0 
gosub @CASINO6_21012 
if 
   not Actor.Dead(53@)
else_jump @CASINO6_12587 
if 
  2 > 41@ 
else_jump @CASINO6_12513 
295@ = 940.4404 
296@ = 2111.781 
297@ = 1010.031 
298@ = 350.3034 
jump @CASINO6_12553 

:CASINO6_12513
295@ = 959.418 
296@ = 2104.867 
297@ = 1010.03 
298@ = 167.1333 

:CASINO6_12553
0085: 291@ = 53@ // (int) 
292@ = 0 
293@ = 1 
0687: clear_actor 53@ task 
gosub @CASINO6_21127 

:CASINO6_12587
if 
   not Actor.Dead(54@)
else_jump @CASINO6_12812 
if 
  2 > 41@ 
else_jump @CASINO6_12668 
295@ = 943.3311 
296@ = 2111.713 
297@ = 1010.031 
298@ = 0.2979 
jump @CASINO6_12812 

:CASINO6_12668
0085: 291@ = 54@ // (int) 
292@ = 0 
293@ = 1 
0687: clear_actor 54@ task 
if 
   not Actor.Dead(53@)
else_jump @CASINO6_12765 
295@ = 943.3311 
296@ = 2111.713 
297@ = 1010.031 
298@ = 0.2979 
gosub @CASINO6_21012 
jump @CASINO6_12812 

:CASINO6_12765
295@ = 959.418 
296@ = 2104.867 
297@ = 1010.03 
298@ = 167.1333 
gosub @CASINO6_21127 

:CASINO6_12812
jump @CASINO6_15442 

:CASINO6_12819
if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 930.0 2120.0 cornerB 952.25 2125.0 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 952.25 2140.0 cornerB 967.0 2147.0 
else_jump @CASINO6_13884 
287@ += 1 
67@ = Actor.Create(Mission2, #VMAFF1, 951.3571, 2143.16, 1010.031)
Actor.Angle(67@) = 90.0
Actor.Health(67@) = 200
08AF: set_actor 67@ max_health_to 200 
96@ = Marker.CreateAboveActor(67@)
018B: set_marker 96@ radar_mode 2 
08DC: create_interior_marker 96@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 67@ weapon 5 ammo 3000 // Load the weapon model before using this 
125@ = 0 
0085: 291@ = 67@ // (int) 
292@ = 0 
295@ = 943.5978 
296@ = 2138.572 
297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21242 
68@ = Actor.Create(Mission2, #VMAFF4, 932.6479, 2144.118, 1010.031)
Actor.Angle(68@) = 270.0
Actor.Health(68@) = 200
08AF: set_actor 68@ max_health_to 200 
97@ = Marker.CreateAboveActor(68@)
018B: set_marker 97@ radar_mode 2 
08DC: create_interior_marker 97@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 68@ weapon 5 ammo 3000 // Load the weapon model before using this 
126@ = 0 
0085: 291@ = 68@ // (int) 
292@ = 0 
295@ = 940.223 
296@ = 2139.419 
297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21242 
69@ = Actor.Create(Mission2, #VMAFF3, 950.7346, 2156.716, 1010.03)
Actor.Angle(69@) = 135.0
Actor.Health(69@) = 150
08AF: set_actor 69@ max_health_to 150 
98@ = Marker.CreateAboveActor(69@)
018B: set_marker 98@ radar_mode 2 
08DC: create_interior_marker 98@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 69@ stay_put 1 
01B2: give_actor 69@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 69@ armed_weapon_to 29 
Actor.WeaponAccuracy(69@) = 35
060B: set_actor 69@ decision_maker_to 35@ 
05E2: AS_actor 69@ kill_actor $PLAYER_ACTOR 
127@ = 0 
70@ = Actor.Create(Mission2, #VMAFF2, 933.3263, 2160.188, 1010.031)
Actor.Angle(70@) = 214.0
99@ = Marker.CreateAboveActor(70@)
018B: set_marker 99@ radar_mode 2 
08DC: create_interior_marker 99@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 70@ stay_put 1 
01B2: give_actor 70@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 70@ armed_weapon_to 29 
Actor.WeaponAccuracy(70@) = 40
060B: set_actor 70@ decision_maker_to 35@ 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 
128@ = 0 
71@ = Actor.Create(Mission2, #VMAFF1, 942.5138, 2165.1, 1011.228)
Actor.Angle(71@) = 180.0
Actor.Health(71@) = 150
08AF: set_actor 71@ max_health_to 150 
100@ = Marker.CreateAboveActor(71@)
018B: set_marker 100@ radar_mode 2 
08DC: create_interior_marker 100@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 71@ stay_put 1 
01B2: give_actor 71@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 71@ armed_weapon_to 29 
Actor.WeaponAccuracy(71@) = 35
07DD: set_actor 71@ temper_to 60 // see pedstats.dat 
04EB: AS_actor 71@ crouch 1 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
129@ = 0 
72@ = Actor.Create(Mission2, #VMAFF2, 950.2886, 2172.38, 1010.03)
Actor.Angle(72@) = 163.5
101@ = Marker.CreateAboveActor(72@)
018B: set_marker 101@ radar_mode 2 
08DC: create_interior_marker 101@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 72@ stay_put 1 
01B2: give_actor 72@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 72@ armed_weapon_to 29 
Actor.WeaponAccuracy(72@) = 40
060B: set_actor 72@ decision_maker_to 35@ 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
130@ = 0 
73@ = Actor.Create(Mission2, #VMAFF3, 934.5824, 2172.318, 1010.03)
Actor.Angle(73@) = 197.0
Actor.Health(73@) = 150
08AF: set_actor 73@ max_health_to 150 
102@ = Marker.CreateAboveActor(73@)
018B: set_marker 102@ radar_mode 2 
08DC: create_interior_marker 102@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 73@ stay_put 1 
01B2: give_actor 73@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 73@ armed_weapon_to 29 
Actor.WeaponAccuracy(73@) = 35
060B: set_actor 73@ decision_maker_to 35@ 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
131@ = 0 

:CASINO6_13884
jump @CASINO6_15442 

:CASINO6_13891
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 951.5627 2146.944 cornerB 932.642 2141.283 
else_jump @CASINO6_15161 
287@ += 1 
74@ = Actor.Create(Mission2, #VMAFF4, 954.0464, 2157.825, 1010.031)
Actor.Angle(74@) = 30.0
Actor.Health(74@) = 150
08AF: set_actor 74@ max_health_to 150 
103@ = Marker.CreateAboveActor(74@)
018B: set_marker 103@ radar_mode 2 
08DC: create_interior_marker 103@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 74@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 74@ armed_weapon_to 29 
Actor.WeaponAccuracy(74@) = 40
132@ = 0 
0085: 291@ = 74@ // (int) 
292@ = 0 
295@ = 944.0997 
296@ = 2173.731 
297@ = 1010.03 
008B: 294@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21242 
75@ = Actor.Create(Mission2, #VMAFF1, 952.8911, 2165.843, 1010.031)
Actor.Angle(75@) = 180.0
Actor.Health(75@) = 150
08AF: set_actor 75@ max_health_to 150 
104@ = Marker.CreateAboveActor(75@)
018B: set_marker 104@ radar_mode 2 
08DC: create_interior_marker 104@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 75@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 75@ armed_weapon_to 29 
Actor.WeaponAccuracy(75@) = 35
07DD: set_actor 75@ temper_to 70 // see pedstats.dat 
133@ = 0 
0085: 291@ = 75@ // (int) 
292@ = 0 
295@ = 949.5583 
296@ = 2159.848 
297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21242 
76@ = Actor.Create(Mission2, #VMAFF3, 953.709, 2167.353, 1010.031)
Actor.Angle(76@) = 180.0
Actor.Health(76@) = 150
08AF: set_actor 76@ max_health_to 150 
105@ = Marker.CreateAboveActor(76@)
018B: set_marker 105@ radar_mode 2 
08DC: create_interior_marker 105@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 76@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 76@ armed_weapon_to 29 
Actor.WeaponAccuracy(76@) = 40
134@ = 0 
0085: 291@ = 76@ // (int) 
292@ = 0 
295@ = 947.7441 
296@ = 2162.758 
297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21242 
77@ = Actor.Create(Mission2, #VMAFF4, 955.1686, 2155.968, 1013.643)
Actor.Angle(77@) = 25.0
Actor.Health(77@) = 150
08AF: set_actor 77@ max_health_to 150 
106@ = Marker.CreateAboveActor(77@)
018B: set_marker 106@ radar_mode 2 
08DC: create_interior_marker 106@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 77@ stay_put 1 
01B2: give_actor 77@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 77@ armed_weapon_to 29 
Actor.WeaponAccuracy(77@) = 35
04EB: AS_actor 77@ crouch 1 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
135@ = 0 
78@ = Actor.Create(Mission2, #VMAFF1, 957.3302, 2172.359, 1011.832)
Actor.Angle(78@) = 88.0
Actor.Health(78@) = 150
08AF: set_actor 78@ max_health_to 150 
107@ = Marker.CreateAboveActor(78@)
018B: set_marker 107@ radar_mode 2 
08DC: create_interior_marker 107@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 78@ stay_put 1 
01B2: give_actor 78@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 78@ armed_weapon_to 29 
Actor.WeaponAccuracy(78@) = 40
04EB: AS_actor 78@ crouch 1 
05E2: AS_actor 78@ kill_actor $PLAYER_ACTOR 
136@ = 0 
79@ = Actor.Create(Mission2, #VMAFF3, 955.526, 2175.984, 1010.031)
Actor.Angle(79@) = 169.0
Actor.Health(79@) = 150
08AF: set_actor 79@ max_health_to 150 
108@ = Marker.CreateAboveActor(79@)
018B: set_marker 108@ radar_mode 2 
08DC: create_interior_marker 108@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 79@ stay_put 1 
01B2: give_actor 79@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 79@ armed_weapon_to 29 
Actor.WeaponAccuracy(79@) = 35
04EB: AS_actor 79@ crouch 1 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
137@ = 0 
80@ = Actor.Create(Mission2, #VMAFF2, 959.0216, 2172.0, 1010.031)
Actor.Angle(80@) = 283.0
Actor.Health(80@) = 150
08AF: set_actor 80@ max_health_to 150 
109@ = Marker.CreateAboveActor(80@)
018B: set_marker 109@ radar_mode 2 
08DC: create_interior_marker 109@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 80@ stay_put 1 
01B2: give_actor 80@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 80@ armed_weapon_to 29 
Actor.WeaponAccuracy(80@) = 40
04EB: AS_actor 80@ crouch 1 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
138@ = 0 
81@ = Actor.Create(Mission2, #VMAFF3, 958.8845, 2152.117, 1011.832)
Actor.Angle(81@) = 0.0
Actor.Health(81@) = 150
08AF: set_actor 81@ max_health_to 150 
110@ = Marker.CreateAboveActor(81@)
018B: set_marker 110@ radar_mode 2 
08DC: create_interior_marker 110@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 81@ stay_put 1 
01B2: give_actor 81@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 81@ armed_weapon_to 29 
Actor.WeaponAccuracy(81@) = 35
04EB: AS_actor 81@ crouch 1 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
139@ = 0 

:CASINO6_15161
jump @CASINO6_15442 

:CASINO6_15168
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 952.7594 2156.425 cornerB 955.3043 2166.761 
else_jump @CASINO6_15298 
287@ += 1 
if 
   not Actor.Dead(79@)
else_jump @CASINO6_15298 
0085: 291@ = 79@ // (int) 
292@ = 0 
293@ = 0 
295@ = 960.9915 
296@ = 2177.387 
297@ = 1010.031 
298@ = 107.0 
gosub @CASINO6_21012 

:CASINO6_15298
jump @CASINO6_15442 

:CASINO6_15305
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 961.765 2174.899 cornerB 965.3094 2171.588 
else_jump @CASINO6_15435 
287@ += 1 
if 
   not Actor.Dead(80@)
else_jump @CASINO6_15435 
0085: 291@ = 80@ // (int) 
292@ = 0 
293@ = 0 
295@ = 958.909 
296@ = 2158.502 
297@ = 1010.031 
298@ = 0.0 
gosub @CASINO6_21012 

:CASINO6_15435
jump @CASINO6_15442 

:CASINO6_15442
return 

:CASINO6_15444
0871: init_jump_table 41@ total_jumps 23 default_jump 0 @CASINO6_20393 jumps 0 @CASINO6_15637 1 @CASINO6_15665 2 @CASINO6_16043 3 @CASINO6_16474 4 @CASINO6_16807 5 @CASINO6_17074 6 @CASINO6_17217 
0872: jump_table_jumps 7 @CASINO6_17502 8 @CASINO6_17552 9 @CASINO6_17671 10 @CASINO6_17721 11 @CASINO6_17811 12 @CASINO6_17872 13 @CASINO6_18328 14 @CASINO6_18447 15 @CASINO6_18634 
0872: jump_table_jumps 16 @CASINO6_18756 17 @CASINO6_18924 18 @CASINO6_19444 19 @CASINO6_19548 20 @CASINO6_19899 21 @CASINO6_20032 22 @CASINO6_20118 -1 @CASINO6_20393 -1 @CASINO6_20393 

:CASINO6_15637
0638: AS_actor 39@ stay_put 1 
04EB: AS_actor 39@ crouch 1 
41@ += 1 
jump @CASINO6_20393 

:CASINO6_15665
if and
   Actor.Dead(55@)
   Actor.Dead(56@)
else_jump @CASINO6_15793 
0615: define_AS_pack_begin 290@ 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto 959.2689 2098.59 1010.03 mode 6 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 255.0 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 move_mouth 300 ms 
05BA: AS_actor -1 move_mouth 300 ms 
04EB: AS_actor -1 crouch 0 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
41@ += 1 
jump @CASINO6_16036 

:CASINO6_15793
if 
  36@ == 1 
else_jump @CASINO6_15918 
0615: define_AS_pack_begin 290@ 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto 959.2689 2098.59 1010.03 mode 6 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 255.0 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 move_mouth 300 ms 
05BA: AS_actor -1 move_mouth 300 ms 
04EB: AS_actor -1 crouch 0 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
41@ += 1 
jump @CASINO6_16036 

:CASINO6_15918
if 
  45@ == 0 
else_jump @CASINO6_16036 
0209: 52@ = random_int_in_ranges 0 101 
if 
  50 > 52@ 
else_jump @CASINO6_15992 
04AE: $1276 = 8227 // $ = any 
05A9: s$1281 = 'CAS6_EG'  // ~z~Passendes Ende fr mich: erschossen, geschlagen und gegrillt!
jump @CASINO6_16014 

:CASINO6_15992
04AE: $1276 = 8225 // $ = any 
05A9: s$1281 = 'CAS6_EE'  // ~z~Falls mich jemand braucht - ich bin hier drin!

:CASINO6_16014
create_thread @A_ALAP 2 50 39@ 
45@ = 1 

:CASINO6_16036
jump @CASINO6_20393 

:CASINO6_16043
0646: unknown_get_actor 39@ task_1560_status_store_to 288@ // similar to 062E 
if 
  288@ == 6 
else_jump @CASINO6_16467 
01B2: give_actor 39@ weapon 42 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 39@ armed_weapon_to 42 
Object.Destroy(43@)
04AE: $1276 = 8228 // $ = any 
05A9: s$1281 = 'CAS6_EH'  // ~z~Ich hab den Feuerlscher!
create_thread @A_ALAP 2 100 39@ 
51@ = 0 
if and
   Actor.Dead(53@)
   Actor.Dead(54@)
else_jump @CASINO6_16268 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto 946.1957 2112.372 1010.031 mode 6 timelimit -1 // versionC 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
51@ = 0 
41@ = 4 
jump @CASINO6_16467 

:CASINO6_16268
if 
  36@ == 1 
else_jump @CASINO6_16391 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto 946.1957 2112.372 1010.031 mode 6 timelimit -1 // versionC 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
41@ = 4 
jump @CASINO6_16467 

:CASINO6_16391
0085: 291@ = 39@ // (int) 
292@ = 0 
293@ = 0 
295@ = 957.9808 
296@ = 2100.714 
297@ = 1010.031 
298@ = 346.0 
gosub @CASINO6_21344 
41@ += 1 

:CASINO6_16467
jump @CASINO6_20393 

:CASINO6_16474
if and
   Actor.Dead(53@)
   Actor.Dead(54@)
else_jump @CASINO6_16600 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto 945.1309 2112.711 1010.031 mode 6 timelimit -1 // versionC 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
41@ += 1 
jump @CASINO6_16800 

:CASINO6_16600
if 
  36@ == 1 
else_jump @CASINO6_16730 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto 945.1309 2112.711 1010.031 mode 6 timelimit -1 // versionC 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
41@ += 1 
51@ = 0 
jump @CASINO6_16800 

:CASINO6_16730
if and
  46@ == 0 
  51@ > 500 
else_jump @CASINO6_16800 
04AE: $1276 = 8226 // $ = any 
05A9: s$1281 = 'CAS6_EF'  // ~z~Ich komm erst wieder raus, wenn die Luft rein ist.
create_thread @A_ALAP 2 100 39@ 
46@ = 1 

:CASINO6_16800
jump @CASINO6_20393 

:CASINO6_16807
if 
00ED:   actor 39@ 0 near_point 945.1309 2112.711 radius 1.5 1.5 on_foot 
else_jump @CASINO6_16958 
if 
  161@ == 0 
else_jump @CASINO6_16877 
41@ = 21 
jump @CASINO6_16951 

:CASINO6_16877
if 
  287@ > 0 
else_jump @CASINO6_16909 
41@ = 6 
jump @CASINO6_16951 

:CASINO6_16909
if and
   Actor.Dead(57@)
   Actor.Dead(58@)
else_jump @CASINO6_16944 
41@ = 6 
jump @CASINO6_16951 

:CASINO6_16944
41@ += 1 

:CASINO6_16951
jump @CASINO6_17067 

:CASINO6_16958
if and
  47@ == 0 
  51@ > 2500 
else_jump @CASINO6_17067 
if 
  36@ == 0 
else_jump @CASINO6_17067 
if or
   not Actor.Dead(57@)
   not Actor.Dead(58@)
else_jump @CASINO6_17067 
04AE: $1276 = 8229 // $ = any 
05A9: s$1281 = 'CAS6_EJ'  // ~z~Mach die Typen fertig, und ich lsch das Feuer!
create_thread @A_ALAP 2 101 39@ 
47@ = 1 

:CASINO6_17067
jump @CASINO6_20393 

:CASINO6_17074
if 
  287@ > 0 
else_jump @CASINO6_17106 
41@ += 1 
jump @CASINO6_17210 

:CASINO6_17106
if and
   Actor.Dead(57@)
   Actor.Dead(58@)
else_jump @CASINO6_17210 
if 
80ED:   not actor 39@ 0 near_point 945.1309 2112.711 radius 1.5 1.5 on_foot 
else_jump @CASINO6_17203 
0603: AS_actor 39@ goto 945.1309 2112.711 1010.031 mode 6 timelimit -1 // versionC 
41@ -= 1 
jump @CASINO6_17210 

:CASINO6_17203
41@ += 1 

:CASINO6_17210
jump @CASINO6_20393 

:CASINO6_17217
if 
803B:   not  141@ == 140@ // (int) 
else_jump @CASINO6_17383 
if 
  36@ == 0 
else_jump @CASINO6_17383 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 930.0 2114.0 1010.0 cornerB 966.0 2095.0 1012.0 
else_jump @CASINO6_17346 
04AE: $1276 = 8230 // $ = any 
05A9: s$1281 = 'CAS6_EK'  // ~z~Zurck! Ich jag diese Flammen zum Teufel!
create_thread @A_ALAP 2 101 39@ 
jump @CASINO6_17383 

:CASINO6_17346
04AE: $1276 = 8231 // $ = any 
05A9: s$1281 = 'CAS6_EL'  // ~z~Hey, CJ, warte auf mich!
create_thread @A_ALAP 2 101 39@ 

:CASINO6_17383
0687: clear_actor 39@ task 
42@ = 0 
if or
82D0:   not fire 264@ extinguished 
82D0:   not fire 263@ extinguished 
else_jump @CASINO6_17480 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
0668: AS_actor -1 rotate_and_shoot_at 943.2 2114.0 1011.0 3000 ms 
05BA: AS_actor -1 move_mouth 500 ms 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
jump @CASINO6_17488 

:CASINO6_17480
42@ = 10000 

:CASINO6_17488
41@ += 1 
jump @CASINO6_20393 

:CASINO6_17502
if 
  42@ > 2850 
else_jump @CASINO6_17545 
02D1: remove_fire 264@ 
02D1: remove_fire 263@ 
265@ = 1 
41@ += 1 

:CASINO6_17545
jump @CASINO6_20393 

:CASINO6_17552
0687: clear_actor 39@ task 
42@ = 0 
if or
82D0:   not fire 262@ extinguished 
82D0:   not fire 261@ extinguished 
else_jump @CASINO6_17649 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
0668: AS_actor -1 rotate_and_shoot_at 941.9 2114.0 1011.0 2000 ms 
05BA: AS_actor -1 move_mouth 500 ms 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
jump @CASINO6_17657 

:CASINO6_17649
42@ = 10000 

:CASINO6_17657
41@ += 1 
jump @CASINO6_20393 

:CASINO6_17671
if 
  42@ > 1250 
else_jump @CASINO6_17714 
02D1: remove_fire 262@ 
02D1: remove_fire 261@ 
266@ = 1 
41@ += 1 

:CASINO6_17714
jump @CASINO6_20393 

:CASINO6_17721
0687: clear_actor 39@ task 
42@ = 0 
if or
82D0:   not fire 260@ extinguished 
82D0:   not fire 259@ extinguished 
else_jump @CASINO6_17789 
0687: clear_actor 39@ task 
0668: AS_actor 39@ rotate_and_shoot_at 940.7 2114.0 1011.0 3000 ms 
jump @CASINO6_17797 

:CASINO6_17789
42@ = 10000 

:CASINO6_17797
41@ += 1 
jump @CASINO6_20393 

:CASINO6_17811
if 
  42@ > 2850 
else_jump @CASINO6_17865 
02D1: remove_fire 260@ 
02D1: remove_fire 259@ 
267@ = 1 
302@ = 2 
08FD: enable_heat_visuals 0 
41@ += 1 

:CASINO6_17865
jump @CASINO6_20393 

:CASINO6_17872
if 
  287@ > 0 
else_jump @CASINO6_18196 
if 
  287@ == 1 
else_jump @CASINO6_17990 
if or
  204@ == 0 
  204@ == 3 
else_jump @CASINO6_17976 
0687: clear_actor 39@ task 
0603: AS_actor 39@ goto 960.0 2110.0 1010.031 mode 6 timelimit -1 // versionC 
41@ = 15 
jump @CASINO6_17983 

:CASINO6_17976
41@ = 13 

:CASINO6_17983
jump @CASINO6_18127 

:CASINO6_17990
if 
  287@ == 2 
else_jump @CASINO6_18090 
if or
  204@ == 0 
  204@ == 3 
else_jump @CASINO6_18076 
0687: clear_actor 39@ task 
0603: AS_actor 39@ goto 960.0 2110.0 1010.031 mode 6 timelimit -1 // versionC 
41@ = 15 
jump @CASINO6_18083 

:CASINO6_18076
41@ = 13 

:CASINO6_18083
jump @CASINO6_18127 

:CASINO6_18090
if 
  287@ > 2 
else_jump @CASINO6_18127 
0687: clear_actor 39@ task 
41@ = 19 
jump @CASINO6_20393 

:CASINO6_18127
if 
  36@ == 0 
else_jump @CASINO6_18189 
04AE: $1276 = 8241 // $ = any 
05A9: s$1281 = 'CAS6_FA'  // ~z~Schei drauf, ich versteck mich im Gefrierschrank!
create_thread @A_ALAP 2 100 39@ 
51@ = 0 

:CASINO6_18189
jump @CASINO6_18321 

:CASINO6_18196
if 
  48@ == 0 
else_jump @CASINO6_18321 
0209: 52@ = random_int_in_ranges 0 101 
if 
  50 > 52@ 
else_jump @CASINO6_18270 
04AE: $1276 = 8232 // $ = any 
05A9: s$1281 = 'CAS6_EM'  // ~z~Worauf wartest du denn noch?
jump @CASINO6_18292 

:CASINO6_18270
04AE: $1276 = 8233 // $ = any 
05A9: s$1281 = 'CAS6_EN'  // ~z~Ich geh nicht voraus!

:CASINO6_18292
create_thread @A_ALAP 2 100 39@ 
48@ = 1 
51@ = 0 

:CASINO6_18321
jump @CASINO6_20393 

:CASINO6_18328
061D: create_AS_origin_at 950.9462 2114.972 1011.5 Z_angle 180.0 unknown_angle 15.0 AS_pack 206@ handle_as 205@ 
0680: unknown_assign_AS_origin 205@ to_actors_pedtype 24 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0603: AS_actor -1 goto 950.2319 2115.927 1010.031 mode 6 timelimit -1 // versionC 
074C: AS_actor -1 goto_AS_origin 205@ 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
41@ += 1 
jump @CASINO6_20393 

:CASINO6_18447
if 
0642:   actor 39@ at_AS_origin 205@ 
else_jump @CASINO6_18627 
if or
  204@ == 1 
  204@ == 2 
else_jump @CASINO6_18518 
214@ = 0.0 
215@ = 0.0005 
204@ = 3 

:CASINO6_18518
if 
  36@ == 1 
else_jump @CASINO6_18543 
51@ = 0 

:CASINO6_18543
Actor.SetImmunities(39@, 0, 0, 0, 0, 0)
0603: AS_actor 39@ goto 963.4875 2119.283 1010.031 mode 6 timelimit -1 // versionC 
061E: remove_references_to_AS_origin 205@ 
if 
803B:   not  141@ == 140@ // (int) 
else_jump @CASINO6_18620 
41@ += 1 
jump @CASINO6_18627 

:CASINO6_18620
41@ = 19 

:CASINO6_18627
jump @CASINO6_20393 

:CASINO6_18634
if 
00A4:   actor 39@ sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
else_jump @CASINO6_18696 
41@ += 1 
jump @CASINO6_18749 

:CASINO6_18696
062E: unknown_get_actor 39@ task 1539 status_store_to 288@ // ret 7 if not found 
if 
04A4:   288@ == 7 // @ == any 
else_jump @CASINO6_18749 
0603: AS_actor 39@ goto 963.4875 2119.283 1010.031 mode 6 timelimit -1 // versionC 

:CASINO6_18749
jump @CASINO6_20393 

:CASINO6_18756
062E: unknown_get_actor 39@ task 1539 status_store_to 288@ // ret 7 if not found 
if 
04A4:   288@ == 7 // @ == any 
else_jump @CASINO6_18917 
if 
00ED:   actor 39@ 0 near_point 963.4875 2119.283 radius 1.2 1.2 on_foot 
else_jump @CASINO6_18893 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
05D4: AS_actor -1 rotate_angle 104.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
41@ += 1 
jump @CASINO6_18917 

:CASINO6_18893
0603: AS_actor 39@ goto 963.4875 2119.283 1010.031 mode 6 timelimit -1 // versionC 

:CASINO6_18917
jump @CASINO6_20393 

:CASINO6_18924
if or
  204@ == 0 
  204@ == 3 
else_jump @CASINO6_19430 
if 
  287@ >= 2 
else_jump @CASINO6_19423 
if or
   not Actor.Dead(67@)
   not Actor.Dead(68@)
else_jump @CASINO6_19002 
jump @CASINO6_20393 
jump @CASINO6_19423 

:CASINO6_19002
if or
   not Actor.Dead(57@)
   not Actor.Dead(58@)
   not Actor.Dead(59@)
   not Actor.Dead(60@)
   not Actor.Dead(61@)
   not Actor.Dead(62@)
else_jump @CASINO6_19057 
jump @CASINO6_20393 
jump @CASINO6_19423 

:CASINO6_19057
if or
   not Actor.Dead(63@)
   not Actor.Dead(64@)
   not Actor.Dead(54@)
else_jump @CASINO6_19097 
jump @CASINO6_20393 
jump @CASINO6_19423 

:CASINO6_19097
0085: 291@ = 39@ // (int) 
292@ = 0 
293@ = 1 
if or
   not Actor.Dead(65@)
   not Actor.Dead(66@)
else_jump @CASINO6_19194 
295@ = 942.1362 
296@ = 2116.977 
297@ = 1010.031 
298@ = 310.9558 
41@ = 18 
jump @CASINO6_19241 

:CASINO6_19194
295@ = 944.9211 
296@ = 2138.566 
297@ = 1010.031 
298@ = 49.7997 
41@ = 19 

:CASINO6_19241
gosub @CASINO6_21344 
if 
803B:   not  141@ == 140@ // (int) 
else_jump @CASINO6_19322 
if 
  300@ == 1 
else_jump @CASINO6_19322 
04AE: $1276 = 8238 // $ = any 
05A9: s$1281 = 'CAS6_ES'  // ~z~Okay, der Weg ist frei
create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:CASINO6_19322
if 
  49@ == 0 
else_jump @CASINO6_19416 
0209: 52@ = random_int_in_ranges 0 101 
if 
  50 > 52@ 
else_jump @CASINO6_19388 
319@ = 2 
318@ = 3 
jump @CASINO6_19402 

:CASINO6_19388
319@ = 4 
318@ = 5 

:CASINO6_19402
32@ = 0 
49@ = 1 

:CASINO6_19416
51@ = 0 

:CASINO6_19423
jump @CASINO6_19437 

:CASINO6_19430
gosub @CASINO6_26367 

:CASINO6_19437
jump @CASINO6_20393 

:CASINO6_19444
if and
   Actor.Dead(65@)
   Actor.Dead(66@)
else_jump @CASINO6_19541 
0085: 291@ = 39@ // (int) 
292@ = 0 
293@ = 1 
295@ = 944.9211 
296@ = 2138.566 
297@ = 1010.031 
298@ = 49.7997 
gosub @CASINO6_21344 
41@ += 1 

:CASINO6_19541
jump @CASINO6_20393 

:CASINO6_19548
if 
  287@ > 2 
else_jump @CASINO6_19892 
if or
   not Actor.Dead(69@)
   not Actor.Dead(70@)
   not Actor.Dead(71@)
   not Actor.Dead(72@)
   not Actor.Dead(73@)
   not Actor.Dead(74@)
else_jump @CASINO6_19621 
jump @CASINO6_20393 
jump @CASINO6_19892 

:CASINO6_19621
if or
   not Actor.Dead(75@)
   not Actor.Dead(76@)
else_jump @CASINO6_19656 
jump @CASINO6_20393 
jump @CASINO6_19892 

:CASINO6_19656
0085: 291@ = 39@ // (int) 
292@ = 0 
if or
   not Actor.Dead(77@)
   not Actor.Dead(78@)
   not Actor.Dead(79@)
   not Actor.Dead(80@)
   not Actor.Dead(81@)
else_jump @CASINO6_19768 
293@ = 1 
295@ = 949.2078 
296@ = 2153.648 
297@ = 1010.03 
298@ = 0.0 
41@ = 20 
jump @CASINO6_19822 

:CASINO6_19768
293@ = 0 
295@ = 965.2232 
296@ = 2156.294 
297@ = 1010.031 
298@ = 22.0 
41@ = 30 

:CASINO6_19822
gosub @CASINO6_21344 
if 
803B:   not  141@ == 140@ // (int) 
else_jump @CASINO6_19885 
04AE: $1276 = 8238 // $ = any 
05A9: s$1281 = 'CAS6_ES'  // ~z~Okay, der Weg ist frei
create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:CASINO6_19885
51@ = 0 

:CASINO6_19892
jump @CASINO6_20393 

:CASINO6_19899
if or
   not Actor.Dead(77@)
   not Actor.Dead(78@)
   not Actor.Dead(79@)
   not Actor.Dead(80@)
   not Actor.Dead(81@)
else_jump @CASINO6_19949 
jump @CASINO6_20393 
jump @CASINO6_20025 

:CASINO6_19949
0085: 291@ = 39@ // (int) 
292@ = 0 
293@ = 0 
295@ = 965.2232 
296@ = 2156.294 
297@ = 1010.031 
298@ = 22.0 
gosub @CASINO6_21344 
41@ = 30 

:CASINO6_20025
jump @CASINO6_20393 

:CASINO6_20032
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D4: AS_actor -1 rotate_angle 0.0 
05BA: AS_actor -1 move_mouth 500 ms 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
41@ += 1 
jump @CASINO6_20393 

:CASINO6_20118
0646: unknown_get_actor 39@ task_1560_status_store_to 288@ // similar to 062E 
if 
  288@ == 3 
else_jump @CASINO6_20386 
if 
  161@ == 0 
else_jump @CASINO6_20379 
177@ = 0.0001 
161@ = 1 
163@ = 0 
097A: play_audio_at 941.9891 2144.288 1016.206 event 1081 
if 
  36@ == 0 
else_jump @CASINO6_20379 
if 
803B:   not  141@ == 140@ // (int) 
else_jump @CASINO6_20372 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 930.0 2114.25 1010.0 cornerB 966.0 2095.0 1012.0 
else_jump @CASINO6_20335 
04AE: $1276 = 8234 // $ = any 
05A9: s$1281 = 'CAS6_EO'  // ~z~Ich werf das Fleischflieband an!
create_thread @A_ALAP 2 100 39@ 
jump @CASINO6_20372 

:CASINO6_20335
04AE: $1276 = 8237 // $ = any 
05A9: s$1281 = 'CAS6_ER'  // ~z~Was sollte das denn jetzt?
create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:CASINO6_20372
51@ = 0 

:CASINO6_20379
41@ = 4 

:CASINO6_20386
jump @CASINO6_20393 

:CASINO6_20393
return 

:CASINO6_20395
if 
   not 289@ == -2 
else_jump @CASINO6_20541 
if 
  287@ >= 2 
else_jump @CASINO6_20541 
if 
  204@ == 0 
else_jump @CASINO6_20541 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
00A4:   actor 39@ sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
else_jump @CASINO6_20541 
gosub @CASINO6_20543 

:CASINO6_20541
return 

:CASINO6_20543
if 
  289@ == -1 
else_jump @CASINO6_20798 
if 
   not Actor.Dead(67@)
else_jump @CASINO6_20591 
289@ = 14 
jump @CASINO6_20628 

:CASINO6_20591
if 
   not Actor.Dead(68@)
else_jump @CASINO6_20621 
289@ = 15 
jump @CASINO6_20628 

:CASINO6_20621
289@ = -2 

:CASINO6_20628
if 
   not 289@ == -2 
else_jump @CASINO6_20791 
if 
  204@ == 0 
else_jump @CASINO6_20784 
061D: create_AS_origin_at 950.9462 2114.972 1011.5 Z_angle 180.0 unknown_angle 15.0 AS_pack 206@ handle_as 205@ 
0680: unknown_assign_AS_origin 205@ to_actors_pedtype 25 
0687: clear_actor 53@(289@,29i) task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0603: AS_actor -1 goto 950.2319 2115.927 1010.031 mode 6 timelimit -1 // versionC 
074C: AS_actor -1 goto_AS_origin 205@ 
0616: define_AS_pack_end 290@ 
0618: assign_actor 53@(289@,29i) to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
jump @CASINO6_20791 

:CASINO6_20784
289@ = -1 

:CASINO6_20791
jump @CASINO6_21010 

:CASINO6_20798
if 
   Actor.Dead(53@(289@,29i))
else_jump @CASINO6_20837 
061E: remove_references_to_AS_origin 205@ 
289@ = -1 
jump @CASINO6_21010 

:CASINO6_20837
if 
0642:   actor 53@(289@,29i) at_AS_origin 205@ 
else_jump @CASINO6_20952 
if or
  204@ == 0 
  204@ == 3 
else_jump @CASINO6_20912 
214@ = 0.0 
215@ = -0.0005 
204@ = 1 

:CASINO6_20912
0687: clear_actor 53@(289@,29i) task 
060B: set_actor 53@(289@,29i) decision_maker_to 35@ 
061E: remove_references_to_AS_origin 205@ 
289@ = -1 
jump @CASINO6_21010 

:CASINO6_20952
if or
  204@ == 1 
  204@ == 2 
else_jump @CASINO6_21010 
0687: clear_actor 53@(289@,29i) task 
060B: set_actor 53@(289@,29i) decision_maker_to 35@ 
061E: remove_references_to_AS_origin 205@ 
289@ = -1 

:CASINO6_21010
return 

:CASINO6_21012
0687: clear_actor 291@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto 295@ 296@ 297@ mode 6 timelimit -1 // versionC 
04EB: AS_actor -1 crouch 293@ 
0638: AS_actor -1 stay_put 1 
if 
   not 298@ == -1.0 
else_jump @CASINO6_21093 
05D4: AS_actor -1 rotate_angle 298@ 

:CASINO6_21093
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 291@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
return 

:CASINO6_21127
0687: clear_actor 291@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto 295@ 296@ 297@ mode 6 timelimit -1 // versionC 
04EB: AS_actor -1 crouch 293@ 
0638: AS_actor -1 stay_put 1 
if 
   not 298@ == -1.0 
else_jump @CASINO6_21208 
05D4: AS_actor -1 rotate_angle 298@ 

:CASINO6_21208
05E2: AS_actor -1 kill_actor 39@ 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 291@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
return 

:CASINO6_21242
0687: clear_actor 291@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 292@ 
0638: AS_actor -1 stay_put 0 
if 
   not 295@ == -1.0 
else_jump @CASINO6_21310 
0603: AS_actor -1 goto 295@ 296@ 297@ mode 6 timelimit -1 // versionC 

:CASINO6_21310
05E2: AS_actor -1 kill_actor 294@ 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 291@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
return 

:CASINO6_21344
0687: clear_actor 291@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto 295@ 296@ 297@ mode 6 timelimit -1 // versionC 
04EB: AS_actor -1 crouch 293@ 
0638: AS_actor -1 stay_put 1 
if 
   not 298@ == -1.0 
else_jump @CASINO6_21425 
05D4: AS_actor -1 rotate_angle 298@ 

:CASINO6_21425
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 291@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
return 

:CASINO6_21452
if 
0735:   NOP_false 49 
else_jump @CASINO6_21484 
177@ = 0.0001 
jump @CASINO6_21509 

:CASINO6_21484
if 
0735:   NOP_false 50 
else_jump @CASINO6_21509 
177@ = -0.0001 

:CASINO6_21509
007B: 176@ += unknown_float * 177@ // (float) 
if 
  176@ > 0.06 
else_jump @CASINO6_21555 
176@ = 0.06 
jump @CASINO6_21586 

:CASINO6_21555
if 
  0.0 > 176@ 
else_jump @CASINO6_21586 
176@ = 0.0 

:CASINO6_21586
if or
  161@ == 1 
  176@ > 0.0 
else_jump @CASINO6_23453 
216@ = 0 

:CASINO6_21621
if 
  6 > 216@ 
else_jump @CASINO6_23453 
Object.StorePos(154@(216@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0085: 217@ = 148@(216@,6i) // (int) 
0871: init_jump_table 217@ total_jumps 8 default_jump 0 @CASINO6_23421 jumps 0 @CASINO6_21797 1 @CASINO6_21853 2 @CASINO6_22203 3 @CASINO6_22259 4 @CASINO6_22609 5 @CASINO6_22665 6 @CASINO6_23015 
0872: jump_table_jumps 7 @CASINO6_23071 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 -1 @CASINO6_23421 

:CASINO6_21797
if 
0036:   $TEMPVAR_FLOAT_1 >= 181@(217@,8f) // (float) 
else_jump @CASINO6_21838 
148@(216@,6i) += 1 
jump @CASINO6_21853 

:CASINO6_21838
005F: $TEMPVAR_FLOAT_1 += 176@ // (float) 
jump @CASINO6_23421 

:CASINO6_21853
if 
  164@(216@,6f) >= 180.0 
else_jump @CASINO6_21918 
164@(216@,6f) = 0.0 
0067: $TEMPVAR_FLOAT_2 -= 176@ // (float) 
148@(216@,6i) += 1 
jump @CASINO6_22196 

:CASINO6_21918
0087: 179@ = 176@ // (float) 
0073: 179@ /= 178@ // (float) 
005B: 164@(216@,6f) += 179@ // (float) 
if 
  164@(216@,6f) >= 180.0 
else_jump @CASINO6_21985 
164@(216@,6f) = 180.0 

:CASINO6_21985
0063: 170@(216@,6f) -= 179@ // (float) 
if 
  -180.0 >= 170@(216@,6f) 
else_jump @CASINO6_22043 
170@(216@,6f) += 360.0 
jump @CASINO6_22082 

:CASINO6_22043
if 
  170@(216@,6f) >= 180.0 
else_jump @CASINO6_22082 
170@(216@,6f) += -360.0 

:CASINO6_22082
0453: set_object 154@(216@,6i) XY_rotation 0.0 0.0 angle 170@(216@,6f) 
02F7: 198@ = sine 164@(216@,6f) // (float) 
02F6: 199@ = cosine 164@(216@,6f) // (float) 
0087: 200@ = 180@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 180@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 181@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 190@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 

:CASINO6_22196
jump @CASINO6_23421 

:CASINO6_22203
if 
0037:   189@(217@,8f) >= $TEMPVAR_FLOAT_2 // (float) 
else_jump @CASINO6_22244 
148@(216@,6i) += 1 
jump @CASINO6_22259 

:CASINO6_22244
0067: $TEMPVAR_FLOAT_2 -= 176@ // (float) 
jump @CASINO6_23421 

:CASINO6_22259
if 
  -90.0 >= 164@(216@,6f) 
else_jump @CASINO6_22324 
164@(216@,6f) = 90.0 
0067: $TEMPVAR_FLOAT_1 -= 176@ // (float) 
148@(216@,6i) += 1 
jump @CASINO6_22602 

:CASINO6_22324
0087: 179@ = 176@ // (float) 
0073: 179@ /= 178@ // (float) 
0063: 164@(216@,6f) -= 179@ // (float) 
if 
  -90.0 >= 164@(216@,6f) 
else_jump @CASINO6_22391 
164@(216@,6f) = -90.0 

:CASINO6_22391
0063: 170@(216@,6f) -= 179@ // (float) 
if 
  -180.0 >= 170@(216@,6f) 
else_jump @CASINO6_22449 
170@(216@,6f) += 360.0 
jump @CASINO6_22488 

:CASINO6_22449
if 
  170@(216@,6f) >= 180.0 
else_jump @CASINO6_22488 
170@(216@,6f) += -360.0 

:CASINO6_22488
0453: set_object 154@(216@,6i) XY_rotation 0.0 0.0 angle 170@(216@,6f) 
02F7: 198@ = sine 164@(216@,6f) // (float) 
02F6: 199@ = cosine 164@(216@,6f) // (float) 
0087: 200@ = 180@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 180@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 184@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 191@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 201@ // (float) 

:CASINO6_22602
jump @CASINO6_23421 

:CASINO6_22609
if 
0037:   181@(217@,8f) >= $TEMPVAR_FLOAT_1 // (float) 
else_jump @CASINO6_22650 
148@(216@,6i) += 1 
jump @CASINO6_22665 

:CASINO6_22650
0067: $TEMPVAR_FLOAT_1 -= 176@ // (float) 
jump @CASINO6_23421 

:CASINO6_22665
if 
  164@(216@,6f) >= 180.0 
else_jump @CASINO6_22730 
164@(216@,6f) = 0.0 
005F: $TEMPVAR_FLOAT_2 += 176@ // (float) 
148@(216@,6i) += 1 
jump @CASINO6_23008 

:CASINO6_22730
0087: 179@ = 176@ // (float) 
0073: 179@ /= 178@ // (float) 
005B: 164@(216@,6f) += 179@ // (float) 
if 
  164@(216@,6f) >= 180.0 
else_jump @CASINO6_22797 
164@(216@,6f) = 180.0 

:CASINO6_22797
0063: 170@(216@,6f) -= 179@ // (float) 
if 
  -180.0 >= 170@(216@,6f) 
else_jump @CASINO6_22855 
170@(216@,6f) += 360.0 
jump @CASINO6_22894 

:CASINO6_22855
if 
  170@(216@,6f) >= 180.0 
else_jump @CASINO6_22894 
170@(216@,6f) += -360.0 

:CASINO6_22894
0453: set_object 154@(216@,6i) XY_rotation 0.0 0.0 angle 170@(216@,6f) 
02F7: 198@ = sine 164@(216@,6f) // (float) 
02F6: 199@ = cosine 164@(216@,6f) // (float) 
0087: 200@ = 180@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 180@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 185@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 194@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 201@ // (float) 

:CASINO6_23008
jump @CASINO6_23421 

:CASINO6_23015
if 
0036:   $TEMPVAR_FLOAT_2 >= 189@(217@,8f) // (float) 
else_jump @CASINO6_23056 
148@(216@,6i) += 1 
jump @CASINO6_23071 

:CASINO6_23056
005F: $TEMPVAR_FLOAT_2 += 176@ // (float) 
jump @CASINO6_23421 

:CASINO6_23071
if 
  -90.0 >= 164@(216@,6f) 
else_jump @CASINO6_23136 
164@(216@,6f) = 90.0 
005F: $TEMPVAR_FLOAT_1 += 176@ // (float) 
148@(216@,6i) = 0 
jump @CASINO6_23414 

:CASINO6_23136
0087: 179@ = 176@ // (float) 
0073: 179@ /= 178@ // (float) 
0063: 164@(216@,6f) -= 179@ // (float) 
if 
  -90.0 >= 164@(216@,6f) 
else_jump @CASINO6_23203 
164@(216@,6f) = -90.0 

:CASINO6_23203
0063: 170@(216@,6f) -= 179@ // (float) 
if 
  -180.0 >= 170@(216@,6f) 
else_jump @CASINO6_23261 
170@(216@,6f) += 360.0 
jump @CASINO6_23300 

:CASINO6_23261
if 
  170@(216@,6f) >= 180.0 
else_jump @CASINO6_23300 
170@(216@,6f) += -360.0 

:CASINO6_23300
0453: set_object 154@(216@,6i) XY_rotation 0.0 0.0 angle 170@(216@,6f) 
02F7: 198@ = sine 164@(216@,6f) // (float) 
02F6: 199@ = cosine 164@(216@,6f) // (float) 
0087: 200@ = 180@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 180@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 188@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 200@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 195@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 201@ // (float) 

:CASINO6_23414
jump @CASINO6_23421 

:CASINO6_23421
0815: put_object 154@(216@,6i) at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
216@ += 1 
jump @CASINO6_21621 

:CASINO6_23453
if 
  163@ > 500 
else_jump @CASINO6_23633 
if 
00E1:   player 0 pressed_key 15 
else_jump @CASINO6_23633 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 945.7303 2113.197 cornerB 947.412 2112.319 
else_jump @CASINO6_23633 
if 
  161@ == 0 
else_jump @CASINO6_23589 
177@ = 0.0001 
161@ = 1 
097A: play_audio_at 941.9891 2144.288 1016.206 event 1081 
jump @CASINO6_23626 

:CASINO6_23589
177@ = -0.0001 
161@ = 0 
097A: play_audio_at 941.9891 2144.288 1016.206 event 1082 

:CASINO6_23626
163@ = 0 

:CASINO6_23633
return 

:CASINO6_23635
0871: init_jump_table 204@ total_jumps 4 default_jump 0 @CASINO6_25124 jumps 0 @CASINO6_23698 1 @CASINO6_23787 2 @CASINO6_24411 3 @CASINO6_24942 -1 @CASINO6_25124 -1 @CASINO6_25124 -1 @CASINO6_25124 

:CASINO6_23698
if 
00E1:   player 0 pressed_key 15 
else_jump @CASINO6_23780 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 951.954 2115.744 cornerB 949.9608 2114.699 
else_jump @CASINO6_23780 
214@ = 0.0 
215@ = -0.0005 
204@ += 1 

:CASINO6_23780
jump @CASINO6_25124 

:CASINO6_23787
if 
  299@ == 0 
else_jump @CASINO6_23820 
097B: play_audio_at_object 202@ event 1079 
299@ = 1 

:CASINO6_23820
Object.StorePos(202@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 301@ = $TEMPVAR_FLOAT_2 // (float) 
301@ -= 2.5 
if 
00ED:   actor $PLAYER_ACTOR 1 near_point $TEMPVAR_FLOAT_1 301@ radius 0.8 0.8 on_foot 
else_jump @CASINO6_23893 
jump @CASINO6_25124 

:CASINO6_23893
005B: 214@ += 215@ // (float) 
if 
  -0.4 > 214@ 
else_jump @CASINO6_23932 
214@ = -0.4 

:CASINO6_23932
005F: $TEMPVAR_FLOAT_2 += 214@ // (float) 
if 
  2117.448 >= $TEMPVAR_FLOAT_2 
else_jump @CASINO6_24390 
$TEMPVAR_FLOAT_2 = 2117.448 
204@ += 1 
097B: play_audio_at_object 202@ event 1080 
299@ = 0 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
else_jump @CASINO6_24062 
36@ = 1 
207@ = 0 
jump @CASINO6_24069 

:CASINO6_24062
36@ = 0 

:CASINO6_24069
if 
00A4:   actor 39@ sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
else_jump @CASINO6_24242 
44@ = 1 
207@ = 0 
if 
  36@ == 1 
else_jump @CASINO6_24177 
227@ = 2 
05AA: 228@s = 'CAS6_F2'  // ~r~Rosenberg und du wurden in der Khlkammer eingeschlossen.
jump @CASINO6_24235 

:CASINO6_24177
04AE: $1276 = 8242 // $ = any 
05A9: s$1281 = 'CAS6_FC'  // ~z~CJ, jemand hat mich im Gefrierschrank eingesperrt.
create_thread @A_ALAP 2 102 39@ 
51@ = 0 
303@ = 1 
33@ = 0 

:CASINO6_24235
jump @CASINO6_24383 

:CASINO6_24242
if 
  36@ == 1 
else_jump @CASINO6_24351 
04AE: $1276 = 8248 // $ = any 
05A9: s$1281 = 'CAS6_FP'  // ~z~Hol mich aus diesem Gefrierschrank raus, Rosie!
create_thread @A_ALAP 1 102 $PLAYER_ACTOR 
51@ = 0 
Actor.SetImmunities(39@, 1, 1, 1, 1, 1)
if 
  41@ >= 15 
else_jump @CASINO6_24344 
41@ = 13 

:CASINO6_24344
jump @CASINO6_24376 

:CASINO6_24351
if 
  41@ == 15 
else_jump @CASINO6_24376 
41@ = 13 

:CASINO6_24376
44@ = 0 

:CASINO6_24383
jump @CASINO6_24390 

:CASINO6_24390
0815: put_object 202@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
jump @CASINO6_25124 

:CASINO6_24411
if 
00E1:   player 0 pressed_key 15 
else_jump @CASINO6_24935 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 951.954 2115.744 cornerB 949.9608 2114.699 
else_jump @CASINO6_24935 
214@ = 0.0 
215@ = 0.0005 
204@ += 1 
if 
  44@ == 1 
else_jump @CASINO6_24921 
if or
   not Actor.Dead(67@)
   not Actor.Dead(68@)
else_jump @CASINO6_24590 
04AE: $1276 = 8278 // $ = any 
05A9: s$1281 = 'CAS6_LD'  // ~z~Okay. Bleib drin, whrend ich diese Arschlcher fertig mache!
create_thread @A_ALAP 1 102 $PLAYER_ACTOR 
300@ = 1 
51@ = 0 
jump @CASINO6_24921 

:CASINO6_24590
if or
   not Actor.Dead(57@)
   not Actor.Dead(58@)
   not Actor.Dead(59@)
   not Actor.Dead(60@)
   not Actor.Dead(61@)
   not Actor.Dead(62@)
else_jump @CASINO6_24689 
04AE: $1276 = 8278 // $ = any 
05A9: s$1281 = 'CAS6_LD'  // ~z~Okay. Bleib drin, whrend ich diese Arschlcher fertig mache!
create_thread @A_ALAP 1 102 $PLAYER_ACTOR 
300@ = 1 
51@ = 0 
jump @CASINO6_24921 

:CASINO6_24689
if or
   not Actor.Dead(63@)
   not Actor.Dead(64@)
   not Actor.Dead(54@)
else_jump @CASINO6_24773 
04AE: $1276 = 8278 // $ = any 
05A9: s$1281 = 'CAS6_LD'  // ~z~Okay. Bleib drin, whrend ich diese Arschlcher fertig mache!
create_thread @A_ALAP 1 102 $PLAYER_ACTOR 
300@ = 1 
51@ = 0 
jump @CASINO6_24921 

:CASINO6_24773
0209: 52@ = random_int_in_ranges 0 151 
if 
  50 > 52@ 
else_jump @CASINO6_24830 
04AE: $1276 = 8277 // $ = any 
05A9: s$1281 = 'CAS6_LC'  // ~z~Wie hast du's angestellt, dass du da drin eingeschlossen bist, Mann?
jump @CASINO6_24899 

:CASINO6_24830
if 
  52@ > 100 
else_jump @CASINO6_24877 
04AE: $1276 = 8244 // $ = any 
05A9: s$1281 = 'CAS6_FK'  // ~z~Danke, Mann, ich bin mir da drin vorgekommen wie ein Eis am Stiel...
jump @CASINO6_24899 

:CASINO6_24877
04AE: $1276 = 8276 // $ = any 
05A9: s$1281 = 'CAS6_LB'  // ~z~Rosenberg, bist du das da drin?

:CASINO6_24899
create_thread @A_ALAP 2 102 39@ 
51@ = 0 

:CASINO6_24921
36@ = 0 
44@ = 0 

:CASINO6_24935
jump @CASINO6_25124 

:CASINO6_24942
if 
  299@ == 0 
else_jump @CASINO6_24975 
097B: play_audio_at_object 202@ event 1079 
299@ = 1 

:CASINO6_24975
Object.StorePos(202@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
005B: 214@ += 215@ // (float) 
if 
  214@ > 0.4 
else_jump @CASINO6_25028 
214@ = 0.4 

:CASINO6_25028
005F: $TEMPVAR_FLOAT_2 += 214@ // (float) 
if 
  $TEMPVAR_FLOAT_2 >= 2121.648 
else_jump @CASINO6_25089 
$TEMPVAR_FLOAT_2 = 2121.648 
204@ = 0 
097B: play_audio_at_object 202@ event 1080 
299@ = 0 

:CASINO6_25089
0815: put_object 202@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
36@ = 0 
44@ = 0 
jump @CASINO6_25124 

:CASINO6_25124
return 

:CASINO6_25126
if 
  36@ == 1 
else_jump @CASINO6_25254 
if 
  207@ > 1500 
else_jump @CASINO6_25247 
216@ = Actor.Health($PLAYER_ACTOR)
216@ -= 3 
if 
  0 >= 216@ 
else_jump @CASINO6_25231 
227@ = 1 
05AA: 228@s = 'CAS6_F3' 
Actor.Health($PLAYER_ACTOR) = 0
jump @CASINO6_25240 

:CASINO6_25231
0851: set_actor $PLAYER_ACTOR decrease_health_by 3 flag 0 

:CASINO6_25240
207@ = 0 

:CASINO6_25247
jump @CASINO6_25375 

:CASINO6_25254
if 
  44@ == 1 
else_jump @CASINO6_25375 
if 
  207@ > 1500 
else_jump @CASINO6_25375 
216@ = Actor.Health(39@)
216@ -= 6 
if 
  0 >= 216@ 
else_jump @CASINO6_25359 
227@ = 1 
05AA: 228@s = 'CAS6_F1'  // ~r~Rosenberg ist erfroren.
Actor.Health(39@) = 0
jump @CASINO6_25368 

:CASINO6_25359
0851: set_actor 39@ decrease_health_by 6 flag 0 

:CASINO6_25368
207@ = 0 

:CASINO6_25375
return 

:CASINO6_25377
0871: init_jump_table 302@ total_jumps 2 default_jump 0 @CASINO6_25552 jumps 0 @CASINO6_25440 1 @CASINO6_25496 -1 @CASINO6_25552 -1 @CASINO6_25552 -1 @CASINO6_25552 -1 @CASINO6_25552 -1 @CASINO6_25552 

:CASINO6_25440
if 
00ED:   actor $PLAYER_ACTOR 0 near_point 941.5 2114.0 radius 9.0 9.0 on_foot 
else_jump @CASINO6_25489 
08FD: enable_heat_visuals 1 
302@ += 1 

:CASINO6_25489
jump @CASINO6_25552 

:CASINO6_25496
if 
80ED:   not actor $PLAYER_ACTOR 0 near_point 941.5 2114.0 radius 11.0 11.0 on_foot 
else_jump @CASINO6_25545 
08FD: enable_heat_visuals 0 
302@ -= 1 

:CASINO6_25545
jump @CASINO6_25552 

:CASINO6_25552
return 

:CASINO6_25554
0871: init_jump_table 319@ total_jumps 9 default_jump 0 @CASINO6_26365 jumps 0 @CASINO6_25682 1 @CASINO6_25757 2 @CASINO6_25804 3 @CASINO6_25926 4 @CASINO6_25973 5 @CASINO6_26095 6 @CASINO6_26142 
0872: jump_table_jumps 7 @CASINO6_26243 8 @CASINO6_26290 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 -1 @CASINO6_26365 

:CASINO6_25682
if 
  3 > 318@ 
else_jump @CASINO6_25757 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) 
create_thread @A_ALAP 2 70 343@(318@,23i) 
318@ += 1 
319@ += 1 

:CASINO6_25757
if 
  $1285($1288,2i) == -3 
else_jump @CASINO6_25797 
319@ = 0 
$1285($1288,2i) = -4 

:CASINO6_25797
jump @CASINO6_26365 

:CASINO6_25804
if 
  5 > 318@ 
else_jump @CASINO6_25905 
if 
  32@ > 2500 
else_jump @CASINO6_25898 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) 
create_thread @A_ALAP 2 70 343@(318@,23i) 
318@ += 1 
319@ += 1 

:CASINO6_25898
jump @CASINO6_25926 

:CASINO6_25905
32@ = 0 
319@ = 6 
318@ = 7 

:CASINO6_25926
if 
  $1285($1288,2i) == -3 
else_jump @CASINO6_25966 
319@ = 2 
$1285($1288,2i) = -4 

:CASINO6_25966
jump @CASINO6_26365 

:CASINO6_25973
if 
  7 > 318@ 
else_jump @CASINO6_26074 
if 
  32@ > 2500 
else_jump @CASINO6_26067 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) 
create_thread @A_ALAP 2 70 343@(318@,23i) 
318@ += 1 
319@ += 1 

:CASINO6_26067
jump @CASINO6_26095 

:CASINO6_26074
32@ = 0 
319@ = 6 
318@ = 7 

:CASINO6_26095
if 
  $1285($1288,2i) == -3 
else_jump @CASINO6_26135 
319@ = 4 
$1285($1288,2i) = -4 

:CASINO6_26135
jump @CASINO6_26365 

:CASINO6_26142
if 
  13 > 318@ 
else_jump @CASINO6_26243 
if 
  32@ > 7000 
else_jump @CASINO6_26243 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) 
create_thread @A_ALAP 2 70 343@(318@,23i) 
318@ += 1 
319@ += 1 
32@ = 0 

:CASINO6_26243
if 
  $1285($1288,2i) == -3 
else_jump @CASINO6_26283 
319@ = 6 
$1285($1288,2i) = -4 

:CASINO6_26283
jump @CASINO6_26365 

:CASINO6_26290
if 
  32@ > 9000 
else_jump @CASINO6_26365 
008A: $1276 = 333@ // (int) 
05A9: s$1281 = 392@s 
create_thread @A_ALAP 2 70 343@(318@,23i) 
318@ += 1 
319@ += 1 
32@ = 0 

:CASINO6_26365
return 

:CASINO6_26367
if and
  303@ == 1 
  33@ > 20000 
else_jump @CASINO6_26513 
if 
  304@ == 0 
else_jump @CASINO6_26462 
04AE: $1276 = 8243 // $ = any 
05A9: s$1281 = 'CAS6_FF'  // ~z~CJ? CJ! Hol mich hier raus!
create_thread @A_ALAP 2 75 39@ 
304@ = 1 
jump @CASINO6_26506 

:CASINO6_26462
04AE: $1276 = 8275 // $ = any 
05A9: s$1281 = 'CAS6_LA'  // ~z~Rosie, wo steckst du?
create_thread @A_ALAP 2 75 $PLAYER_ACTOR 
304@ = 0 

:CASINO6_26506
33@ = 0 

:CASINO6_26513
return 

:CASINO6_26515
0871: init_jump_table 305@ total_jumps 5 default_jump 0 @CASINO6_27223 jumps 0 @CASINO6_26578 1 @CASINO6_26662 2 @CASINO6_26738 3 @CASINO6_26913 4 @CASINO6_26994 -1 @CASINO6_27223 -1 @CASINO6_27223 

:CASINO6_26578
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 950.4901 2113.204 cornerB 940.3504 2103.84 
else_jump @CASINO6_26655 
0512: show_permanent_text_box 'CAS6_H0'  // Wenn du vor Schaltern stehst, drcke ~k~~VEHICLE_ENTER_EXIT~, um sie zu bettigen.
306@ = 0 
307@ = 0 
308@ = 0 
305@ += 1 

:CASINO6_26655
jump @CASINO6_27223 

:CASINO6_26662
if 
  306@ > 8000 
else_jump @CASINO6_26697 
03E6: remove_text_box 
305@ += 1 
jump @CASINO6_26731 

:CASINO6_26697
if or
  36@ == 1 
  44@ == 1 
else_jump @CASINO6_26731 
03E6: remove_text_box 
305@ += 1 

:CASINO6_26731
jump @CASINO6_27223 

:CASINO6_26738
if and
  36@ == 1 
  307@ == 0 
else_jump @CASINO6_26813 
if 
   not 44@ == 1 
else_jump @CASINO6_26806 
0512: show_permanent_text_box 'CAS6_H3'  // Du sitzt in der Khlkammer fest. Dein Gesundheitszustand wird sich langsam verschlechtern, bis Rosenberg dich rausholt.
306@ = 0 
305@ = 3 

:CASINO6_26806
jump @CASINO6_26906 

:CASINO6_26813
if 
  44@ == 1 
else_jump @CASINO6_26906 
if 
  308@ == 0 
else_jump @CASINO6_26881 
0512: show_permanent_text_box 'CAS6_H1'  // Wenn du vor dem Schalter neben der Khlkammer stehst, drcke ~k~~VEHICLE_ENTER_EXIT~, um die Tr zu bettigen.
306@ = 0 
305@ = 4 
jump @CASINO6_26906 

:CASINO6_26881
if 
  308@ == 1 
else_jump @CASINO6_26906 
305@ = 4 

:CASINO6_26906
jump @CASINO6_27223 

:CASINO6_26913
if or
  306@ > 8000 
  36@ == 0 
else_jump @CASINO6_26987 
03E6: remove_text_box 
307@ = 1 
if 
  308@ == 3 
else_jump @CASINO6_26980 
305@ = -1 
jump @CASINO6_26987 

:CASINO6_26980
305@ = 2 

:CASINO6_26987
jump @CASINO6_27223 

:CASINO6_26994
if 
  308@ == 0 
else_jump @CASINO6_27106 
if 
  306@ > 8000 
else_jump @CASINO6_27065 
03E6: remove_text_box 
0512: show_permanent_text_box 'CAS6_H2'  // Solang Rosenberg eingeschlossen ist, wird sich sein Gesundheitszustand langsam verschlechtern.
306@ = 0 
308@ = 2 
jump @CASINO6_27099 

:CASINO6_27065
if 
  44@ == 0 
else_jump @CASINO6_27099 
03E6: remove_text_box 
308@ = 1 
305@ = 2 

:CASINO6_27099
jump @CASINO6_27216 

:CASINO6_27106
if 
  308@ == 1 
else_jump @CASINO6_27156 
0512: show_permanent_text_box 'CAS6_H2'  // Solang Rosenberg eingeschlossen ist, wird sich sein Gesundheitszustand langsam verschlechtern.
306@ = 0 
308@ = 2 
jump @CASINO6_27216 

:CASINO6_27156
if 
  308@ == 2 
else_jump @CASINO6_27216 
if or
  306@ > 8000 
  44@ == 0 
else_jump @CASINO6_27216 
03E6: remove_text_box 
308@ = 3 
305@ = 2 

:CASINO6_27216
jump @CASINO6_27223 

:CASINO6_27223
return 

:CASINO6_27225
0871: init_jump_table 309@ total_jumps 4 default_jump 0 @CASINO6_27813 jumps 0 @CASINO6_27288 1 @CASINO6_27522 2 @CASINO6_27639 3 @CASINO6_27756 -1 @CASINO6_27813 -1 @CASINO6_27813 -1 @CASINO6_27813 

:CASINO6_27288
if 
  44@ == 1 
else_jump @CASINO6_27336 
00BC: show_text_highpriority GXT 'CAS6_G2' time 8000 flag 1  // ~s~Alle Zeugen sind tot, aber ~b~Rosenberg~s~ ist in der Khlkammer eingeschlossen. Du musst ihn rauslassen, bevor du abhauen kannst.
309@ = 1 
jump @CASINO6_27515 

:CASINO6_27336
if 
  36@ == 0 
else_jump @CASINO6_27492 
00BC: show_text_highpriority GXT 'CAS6_G1' time 8000 flag 1  // ~s~Alle Zeugen sind tot. Geh zum ~y~Ausgang~s~.
if 
875C:   not marker 218@ enabled 
else_jump @CASINO6_27426 
018A: 218@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: create_interior_marker 218@ at 964.788 2159.504 radius 4.0 

:CASINO6_27426
07FB: set_interior 'ABATOIR' access 1  // Sindacco Schlachthof
309@ = 3 
if 
  50@ == 0 
else_jump @CASINO6_27485 
319@ = 8 
32@ = 0 
50@ = 1 

:CASINO6_27485
jump @CASINO6_27515 

:CASINO6_27492
00BC: show_text_highpriority GXT 'CAS6_G3' time 8000 flag 1  // ~s~Alle Zeugen sind tot, aber du musst warten, bis ~b~Rosenberg~s~ dich rauslsst, bevor du abzwitschern kannst.
309@ = 2 

:CASINO6_27515
jump @CASINO6_27813 

:CASINO6_27522
if 
  44@ == 0 
else_jump @CASINO6_27632 
00BC: show_text_highpriority GXT 'CAS6_G4' time 8000 flag 1  // ~s~Geh zum ~y~Ausgang~s~.
if 
875C:   not marker 218@ enabled 
else_jump @CASINO6_27612 
018A: 218@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: create_interior_marker 218@ at 964.788 2159.504 radius 4.0 

:CASINO6_27612
07FB: set_interior 'ABATOIR' access 1  // Sindacco Schlachthof
309@ = 3 

:CASINO6_27632
jump @CASINO6_27813 

:CASINO6_27639
if 
  36@ == 0 
else_jump @CASINO6_27749 
00BC: show_text_highpriority GXT 'CAS6_G4' time 8000 flag 1  // ~s~Geh zum ~y~Ausgang~s~.
if 
875C:   not marker 218@ enabled 
else_jump @CASINO6_27729 
018A: 218@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: create_interior_marker 218@ at 964.788 2159.504 radius 4.0 

:CASINO6_27729
07FB: set_interior 'ABATOIR' access 1  // Sindacco Schlachthof
309@ = 3 

:CASINO6_27749
jump @CASINO6_27813 

:CASINO6_27756
if or
  36@ == 1 
  44@ == 1 
else_jump @CASINO6_27806 
Marker.Disable(218@)
07FB: set_interior 'ABATOIR' access 0  // Sindacco Schlachthof
309@ = 0 

:CASINO6_27806
jump @CASINO6_27813 

:CASINO6_27813
return 

:CASINO6_27815
216@ = 0 

:CASINO6_27822
if 
  6 > 216@ 
else_jump @CASINO6_27881 
Object.RemoveReferences(154@(216@,6i))
Object.RemoveReferences(142@(216@,6i))
Object.RemoveReferences(208@(216@,6i))
216@ += 1 
jump @CASINO6_27822 

:CASINO6_27881
Pickup.Destroy(37@)
Pickup.Destroy(38@)
Object.RemoveReferences(43@)
Object.RemoveReferences(160@)
Object.RemoveReferences(202@)
Object.RemoveReferences(203@)
Object.RemoveReferences(254@)
Object.RemoveReferences(255@)
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF2)
Model.Destroy(#VMAFF3)
Model.Destroy(#VMAFF4)
Model.Destroy(#AB_CARCASS)
Model.Destroy(#AB_HOOK)
Model.Destroy(#FREEZER_DOOR)
Model.Destroy(#SEC_KEYPAD)
Model.Destroy(#CARDBOARDBOX2)
Model.Destroy(#MP5LNG)
Model.Destroy(#BAT)
Model.Destroy(#CHNSAW)
Model.Destroy(#FIRE_EX)
Model.Destroy(#BODYARMOUR)
Model.Destroy(#CJ_MEAT_BAG_1)
Model.Destroy(#CJ_MEAT_1)
Model.Destroy(#CJ_MEAT_2)
return 

:CASINO6_28003
286@ = 1 

:CASINO6_28010
if 
  286@ == 1 
else_jump @CASINO6_28047 
wait 0 
09E8: 286@ = actor $PLAYER_ACTOR active_interior 
jump @CASINO6_28010 

:CASINO6_28047
fade 0 0 

:CASINO6_28053
if 
fading 
else_jump @CASINO6_28077 
wait 0 
jump @CASINO6_28053 

:CASINO6_28077
Player.SprintMode($PLAYER_CHAR) = False
0151: remove_status_text $7761 
Marker.Disable(40@)
03E6: remove_text_box 
075B: zoom_radar 0 
gosub @CASINO6_27815 
07FB: set_interior 'ABATOIR' access 0  // Sindacco Schlachthof
Marker.Disable(218@)
018A: 218@ = create_checkpoint_at 2165.185 1692.317 9.8203 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
   not Actor.Dead(39@)
else_jump @CASINO6_28248 
Actor.PutAt(39@, 970.7965, 2155.644, 9.8203)
Actor.Angle(39@) = 295.3334
0792: disembark_instantly_actor 39@ 
0860: link_actor 39@ to_interior 0 
087F: unknown_actor 39@ flag 1 
0631: put_actor 39@ in_group 310@ 
048F: actor 39@ remove_weapons 
Marker.Disable(40@)
40@ = Marker.CreateAboveActor(39@)
07E0: set_marker 40@ type_to 1 

:CASINO6_28248
if 
  233@ == 1 
else_jump @CASINO6_28503 
Model.Load(234@)

:CASINO6_28271
if 
   not Model.Available(234@)
else_jump @CASINO6_28298 
wait 0 
jump @CASINO6_28271 

:CASINO6_28298
316@ = Car.Create(234@, 977.1431, 2164.063, 9.8203)
Car.Angle(316@) = 194.2554
0229: set_car 316@ primary_color_to 235@ secondary_color_to 236@ 
0A11: set_car 316@ tertiary_color_to 237@ quaternary_color_to 238@ 
216@ = 0 

:CASINO6_28360
if 
  4 > 216@ 
else_jump @CASINO6_28419 
if 
08B9:   test 239@ bit 216@ 
else_jump @CASINO6_28405 
04FE: deflate_tire 216@ on_car 316@ 

:CASINO6_28405
216@ += 1 
jump @CASINO6_28360 

:CASINO6_28419
if 
   not 240@ == -1 
else_jump @CASINO6_28503 
216@ = 0 

:CASINO6_28444
if 
  6 > 216@ 
else_jump @CASINO6_28503 
if 
08B9:   test 240@ bit 216@ 
else_jump @CASINO6_28489 
073C: car 316@ damage_component 216@ // versionB 

:CASINO6_28489
216@ += 1 
jump @CASINO6_28444 

:CASINO6_28503
fade 1 500 
00BC: show_text_highpriority GXT 'CAS6_G5' time 8000 flag 1  // ~s~Fahre ~b~Rosenberg~s~ zurck zum ~y~Casino~s~.
317@ = 0 
Player.ClearWantedLevel($PLAYER_CHAR)
01F0: set_max_wanted_level_to 6 
if 
   not 0 > $1285[0] 
else_jump @CASINO6_28567 
$1285[0] = -2 

:CASINO6_28567
if 
   not 0 > $1285[0] 
else_jump @CASINO6_28592 
$1285[1] = -2 

:CASINO6_28592
05AA: 366@s = 'CAS6_HA'  // ~z~Scheie, wir mssen hier raus, verdammt noch mal!
04AF: 320@ = 8253 // @ = any 
0085: 343@ = 39@ // (int) 
05AA: 368@s = 'CAS6_HB'  // ~z~Wir brauchen ein Fahrzeug!
04AF: 321@ = 8254 // @ = any 
0085: 344@ = 39@ // (int) 
05AA: 370@s = 'CAS6_HC'  // ~z~Bringt mich wieder zum Caesar's!
04AF: 322@ = 8255 // @ = any 
0085: 345@ = 39@ // (int) 
05AA: 372@s = 'CAS6_HD'  // ~z~Beruhig dich und folge mir!
04AF: 323@ = 8256 // @ = any 
008B: 346@ = $PLAYER_ACTOR // (int) 
05AA: 374@s = 'CAS6_JA'  // ~z~Heilige Scheie, Mann, wir sind 'n verdammt gutes Team, oder, CJ?
04AF: 324@ = 8257 // @ = any 
0085: 347@ = 39@ // (int) 
05AA: 376@s = 'CAS6_JB'  // ~z~Du und ich, wir mischen diese Stadt auf.
04AF: 325@ = 8258 // @ = any 
0085: 348@ = 39@ // (int) 
05AA: 378@s = 'CAS6_JC'  // ~z~Niemand kann uns aufhalten!
04AF: 326@ = 8259 // @ = any 
0085: 349@ = 39@ // (int) 
05AA: 380@s = 'CAS6_JD'  // ~z~Johnny ist tot, und seine Gang auch.
04AF: 327@ = 8260 // @ = any 
008B: 350@ = $PLAYER_ACTOR // (int) 
05AA: 382@s = 'CAS6_JE'  // ~z~Ja, verdammt, die sind erledigt, diese verbldeten Weicheier!
04AF: 328@ = 8261 // @ = any 
0085: 351@ = 39@ // (int) 
05AA: 384@s = 'CAS6_JF'  // ~z~Oh, Fuck! Ich bin am Arsch! Ich bin verdammt am Arsch!
04AF: 329@ = 8262 // @ = any 
0085: 352@ = 39@ // (int) 
05AA: 386@s = 'CAS6_JG'  // ~z~Was soll ich blo tun, verdammt?
04AF: 330@ = 8263 // @ = any 
0085: 353@ = 39@ // (int) 
05AA: 388@s = 'CAS6_JJ'  // ~z~Du musst einfach durchhalten.
04AF: 331@ = 8264 // @ = any 
008B: 354@ = $PLAYER_ACTOR // (int) 
05AA: 390@s = 'CAS6_JK'  // ~z~Spiel den Dummen.
04AF: 332@ = 8265 // @ = any 
008B: 355@ = $PLAYER_ACTOR // (int) 
05AA: 392@s = 'CAS6_JL'  // ~z~Mir fllt schon was ein, wie ich dich da rauskriege.
04AF: 333@ = 8266 // @ = any 
008B: 356@ = $PLAYER_ACTOR // (int) 
05AA: 394@s = 'CAS6_JM'  // ~z~Setz mich einfach am Flughafen ab.
04AF: 334@ = 8267 // @ = any 
0085: 357@ = 39@ // (int) 
05AA: 396@s = 'CAS6_JN'  // ~z~Nein, Alter, sie mssen glauben, dass du tot bist.
04AF: 335@ = 8268 // @ = any 
008B: 358@ = $PLAYER_ACTOR // (int) 
05AA: 398@s = 'CAS6_JO'  // ~z~Ich berleg mir was, versprochen!
04AF: 336@ = 8269 // @ = any 
008B: 359@ = $PLAYER_ACTOR // (int) 
05AA: 400@s = 'CAS6_KA'  // ~z~Geh da rein und sei ganz cool, so, als kmst du gerade von 'ner netten kleinen Spritztour.
04AF: 337@ = 8270 // @ = any 
008B: 360@ = $PLAYER_ACTOR // (int) 
05AA: 402@s = 'CAS6_KB'  // ~z~Cool, schon klar, cool.
04AF: 338@ = 8271 // @ = any 
0085: 361@ = 39@ // (int) 
05AA: 404@s = 'CAS6_KC'  // ~z~Ich bin ganz cool.
04AF: 339@ = 8272 // @ = any 
0085: 362@ = 39@ // (int) 
05AA: 406@s = 'CAS6_KD'  // ~z~ABSOLUT VERDAMMT cool!
04AF: 340@ = 8273 // @ = any 
0085: 363@ = 39@ // (int) 
05AA: 408@s = 'CAS6_KE'  // ~z~Mann nennt mich auch Mr. Cool...
04AF: 341@ = 8274 // @ = any 
0085: 364@ = 39@ // (int) 
318@ = 0 
319@ = 0 
33@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:CASINO6_29280
wait 0 
if 
   not Actor.Dead(39@)
else_jump @CASINO6_29528 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2165.185 1692.317 9.8203 radius 4.0 4.0 4.0 
else_jump @CASINO6_29439 
if 
00F2:   actor $PLAYER_ACTOR near_actor 39@ radius 15.0 15.0 0 
else_jump @CASINO6_29393 
jump @CASINO6_30652 
jump @CASINO6_29432 

:CASINO6_29393
if 
  2 > 317@ 
else_jump @CASINO6_29418 
317@ = 2 

:CASINO6_29418
gosub @CASINO6_29922 
gosub @CASINO6_30158 

:CASINO6_29432
jump @CASINO6_29460 

:CASINO6_29439
gosub @CASINO6_29738 
gosub @CASINO6_29922 
gosub @CASINO6_30158 

:CASINO6_29460
077E: get_active_interior_to 286@ 
if 
   not 286@ == 0 
else_jump @CASINO6_29521 
00BE: text_clear_all 
Actor.LockInCurrentPosition(39@) = True
Marker.Disable(218@)
Marker.Disable(40@)
06C9: remove_actor 39@ from_group 
315@ = 0 
jump @CASINO6_29563 

:CASINO6_29521
jump @CASINO6_29556 

:CASINO6_29528
227@ = 1 
05AA: 228@s = 'CAS6_F0'  // ~r~Rosenberg wurde gettet.
jump @CASINO6_31431 

:CASINO6_29556
jump @CASINO6_29280 

:CASINO6_29563
wait 0 
if 
   not Actor.Dead(39@)
else_jump @CASINO6_29703 
077E: get_active_interior_to 286@ 
if 
  286@ == 0 
else_jump @CASINO6_29696 
Actor.LockInCurrentPosition(39@) = False
087F: unknown_actor 39@ flag 1 
0631: put_actor 39@ in_group 310@ 
Marker.Disable(40@)
40@ = Marker.CreateAboveActor(39@)
07E0: set_marker 40@ type_to 1 
018B: set_marker 40@ radar_mode 2 
018A: 218@ = create_checkpoint_at 2165.185 1692.317 9.8203 
32@ = 0 
317@ = 3 
jump @CASINO6_29280 

:CASINO6_29696
jump @CASINO6_29731 

:CASINO6_29703
227@ = 1 
05AA: 228@s = 'CAS6_F0'  // ~r~Rosenberg wurde gettet.
jump @CASINO6_31431 

:CASINO6_29731
jump @CASINO6_29563 

:CASINO6_29738
0871: init_jump_table 315@ total_jumps 2 default_jump 0 @CASINO6_29920 jumps 0 @CASINO6_29801 1 @CASINO6_29863 -1 @CASINO6_29920 -1 @CASINO6_29920 -1 @CASINO6_29920 -1 @CASINO6_29920 -1 @CASINO6_29920 

:CASINO6_29801
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO6_29856 
0811: 316@ = actor $PLAYER_ACTOR car // versionC 
if 
   Actor.InCar(39@, 316@)
else_jump @CASINO6_29856 
Marker.Disable(40@)
315@ += 1 

:CASINO6_29856
jump @CASINO6_29920 

:CASINO6_29863
if 
   not Actor.Driving(39@)
else_jump @CASINO6_29913 
Marker.Disable(40@)
40@ = Marker.CreateAboveActor(39@)
07E0: set_marker 40@ type_to 1 
018B: set_marker 40@ radar_mode 2 
315@ -= 1 

:CASINO6_29913
jump @CASINO6_29920 

:CASINO6_29920
return 

:CASINO6_29922
0871: init_jump_table 317@ total_jumps 4 default_jump 0 @CASINO6_30156 jumps 0 @CASINO6_29985 1 @CASINO6_30053 2 @CASINO6_30086 3 @CASINO6_30123 -1 @CASINO6_30156 -1 @CASINO6_30156 -1 @CASINO6_30156 

:CASINO6_29985
if 
80F2:   not actor $PLAYER_ACTOR near_actor 39@ radius 60.0 60.0 0 
else_jump @CASINO6_30046 
00BC: show_text_highpriority GXT 'CAS6_G6' time 8000 flag 1  // ~s~Nimm ~b~Rosenberg~s~ mit. Du musst ihn zum ~y~Casino~s~ bringen.
32@ = 0 
317@ += 1 

:CASINO6_30046
jump @CASINO6_30156 

:CASINO6_30053
if 
  32@ > 20000 
else_jump @CASINO6_30079 
317@ -= 1 

:CASINO6_30079
jump @CASINO6_30156 

:CASINO6_30086
00BC: show_text_highpriority GXT 'CAS6_G7' time 8000 flag 1  // ~s~Du musst ~b~Rosenberg~s~ zum ~y~Casino~s~ bringen.
32@ = 0 
317@ += 1 
jump @CASINO6_30156 

:CASINO6_30123
if 
  32@ > 20000 
else_jump @CASINO6_30149 
317@ = 0 

:CASINO6_30149
jump @CASINO6_30156 

:CASINO6_30156
return 

:CASINO6_30158
0871: init_jump_table 319@ total_jumps 5 default_jump 0 @CASINO6_30650 jumps 0 @CASINO6_30221 1 @CASINO6_30254 2 @CASINO6_30381 3 @CASINO6_30428 4 @CASINO6_30603 -1 @CASINO6_30650 -1 @CASINO6_30650 

:CASINO6_30221
if 
  33@ > 8000 
else_jump @CASINO6_30247 
319@ += 1 

:CASINO6_30247
jump @CASINO6_30650 

:CASINO6_30254
if 
  4 > 318@ 
else_jump @CASINO6_30367 
if 
00F2:   actor $PLAYER_ACTOR near_actor 39@ radius 15.0 15.0 0 
else_jump @CASINO6_30360 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) 
create_thread @A_ALAP 2 100 343@(318@,23i) 
318@ += 1 
319@ += 1 

:CASINO6_30360
jump @CASINO6_30381 

:CASINO6_30367
319@ = 3 
jump @CASINO6_30650 

:CASINO6_30381
if 
  $1285($1288,2i) == -3 
else_jump @CASINO6_30421 
319@ = 1 
$1285($1288,2i) = -4 

:CASINO6_30421
jump @CASINO6_30650 

:CASINO6_30428
if 
  315@ == 1 
else_jump @CASINO6_30528 
if 
  17 > 318@ 
else_jump @CASINO6_30521 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) 
create_thread @A_ALAP 1 100 343@(318@,23i) 
318@ += 1 
319@ += 1 

:CASINO6_30521
jump @CASINO6_30603 

:CASINO6_30528
if 
   not 318@ == 4 
else_jump @CASINO6_30596 
if 
   not 0 > $1285[0] 
else_jump @CASINO6_30571 
$1285[0] = -2 

:CASINO6_30571
if 
   not 0 > $1285[0] 
else_jump @CASINO6_30596 
$1285[1] = -2 

:CASINO6_30596
jump @CASINO6_30650 

:CASINO6_30603
if 
  $1285($1288,2i) == -3 
else_jump @CASINO6_30643 
319@ = 3 
$1285($1288,2i) = -4 

:CASINO6_30643
jump @CASINO6_30650 

:CASINO6_30650
return 

:CASINO6_30652
Player.CanMove($PLAYER_CHAR) = False
if 
   not 0 > $1285[0] 
else_jump @CASINO6_30684 
$1285[0] = -2 

:CASINO6_30684
if 
   not 0 > $1285[0] 
else_jump @CASINO6_30709 
$1285[1] = -2 

:CASINO6_30709
fade 0 500 

:CASINO6_30716
if 
fading 
else_jump @CASINO6_30740 
wait 0 
jump @CASINO6_30716 

:CASINO6_30740
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO6_30783 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2171.511 1687.368 9.8203 
jump @CASINO6_30803 

:CASINO6_30783
Actor.PutAt($PLAYER_ACTOR, 2171.511, 1687.368, 9.8203)

:CASINO6_30803
Actor.Angle($PLAYER_ACTOR) = 352.2379
if 
   not Actor.Dead(39@)
else_jump @CASINO6_30902 
if 
   Actor.Driving(39@)
else_jump @CASINO6_30872 
0362: remove_actor 39@ from_car_and_place_at 2171.519 1688.526 9.8203 
jump @CASINO6_30892 

:CASINO6_30872
Actor.PutAt(39@, 2171.519, 1688.526, 9.8203)

:CASINO6_30892
Actor.Angle(39@) = 194.051

:CASINO6_30902
Camera.SetPosition(2172.856, 1688.255, 11.0927, 0.0, 0.0, 0.0)
Camera.PointAt(2171.891, 1688.013, 11.1875, 2)
0395: clear_area 1 at 2171.511 1687.368 9.8203 radius 60.0 
Car.Destroy(316@)
318@ = 17 
02A3: enable_widescreen 1 
fade 1 500 
0707: start_scene_skip_to @CASINO6_31197 

:CASINO6_31007
if 
  22 > 318@ 
else_jump @CASINO6_31126 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) 
create_thread @A_ALAP 2 100 343@(318@,23i) 

:CASINO6_31068
if 
   not $1285($1288,2i) == -3 
else_jump @CASINO6_31101 
wait 0 
jump @CASINO6_31068 

:CASINO6_31101
$1285($1288,2i) = -4 
318@ += 1 
jump @CASINO6_31007 

:CASINO6_31126
if 
   not Actor.Dead(39@)
else_jump @CASINO6_31173 
05D3: AS_actor 39@ goto_point 2178.015 1689.698 9.8203 mode 4 -2 ms // versionA 
fade 0 2500 

:CASINO6_31173
if 
fading 
else_jump @CASINO6_31197 
wait 0 
jump @CASINO6_31173 

:CASINO6_31197
0701: end_scene_skip 
fade 0 0 

:CASINO6_31205
if 
fading 
else_jump @CASINO6_31229 
wait 0 
jump @CASINO6_31205 

:CASINO6_31229
00BE: text_clear_all 
Actor.Angle($PLAYER_ACTOR) = 95.0
if 
   not Actor.Dead(39@)
else_jump @CASINO6_31262 
Actor.DestroyInstantly(39@)

:CASINO6_31262
fade 1 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:CASINO6_31283
$CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASINO6'  // The Meat Business
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 8000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 8000
0998: add_respect 25 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0629: change_integer_stat 328 to 1 
create_thread @DOC 
Marker.Disable($584)
$584 = Marker.CreateIconAndSphere($ICON_MADDOG, $X_ROYAL_CASINO, $Y_ROYAL_CASINO, $Z_ROYAL_CASINO)
Marker.Disable($585)
Marker.Disable($582)
$582 = Marker.CreateIconAndSphere($ICON_TRIADS_CASINO, $X_THE_FOUR_DRAGONS_CASINO, $Y_THE_FOUR_DRAGONS_CASINO, $Z_THE_FOUR_DRAGONS_CASINO)
08DC: create_interior_marker $582 at 2026.603 1007.735 radius 20.0 
return 

:CASINO6_31431
0871: init_jump_table 227@ total_jumps 3 default_jump 0 @CASINO6_32141 jumps 0 @CASINO6_31542 1 @CASINO6_31494 2 @CASINO6_31565 -1 @CASINO6_32141 -1 @CASINO6_32141 -1 @CASINO6_32141 -1 @CASINO6_32141 

:CASINO6_31494
00BC: show_text_highpriority GXT 228@s time 5000 flag 1 
if 
  36@ == 1 
else_jump @CASINO6_31542 
Object.PutAt(202@, 951.859, 2121.648, 1012.094)

:CASINO6_31542
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
jump @CASINO6_32141 

:CASINO6_31565
fade 0 0 

:CASINO6_31571
if 
fading 
else_jump @CASINO6_31595 
wait 0 
jump @CASINO6_31571 

:CASINO6_31595
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(963.9219, 2124.63, 1013.85, 0.0, 0.0, 0.0)
Camera.PointAt(963.0831, 2124.185, 1013.536, 2)
Actor.PutAt($PLAYER_ACTOR, 955.6613, 2116.203, 1010.03)
Actor.Angle($PLAYER_ACTOR) = 72.8077
if 
   not Actor.Dead(39@)
else_jump @CASINO6_31753 
0792: disembark_instantly_actor 39@ 
04EB: AS_actor 39@ crouch 0 
060B: set_actor 39@ decision_maker_to 34@ 
Actor.PutAt(39@, 955.32, 2119.472, 1010.031)
Actor.Angle(39@) = 113.9337

:CASINO6_31753
216@ = 0 

:CASINO6_31760
if 
001D:   140@ > 216@ // (int) 
else_jump @CASINO6_31874 
if 
   not Actor.Dead(53@(216@,29i))
else_jump @CASINO6_31860 
if 
00A4:   actor 53@(216@,29i) sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
else_jump @CASINO6_31860 
Actor.DestroyInstantly(53@(216@,29i))

:CASINO6_31860
216@ += 1 
jump @CASINO6_31760 

:CASINO6_31874
32@ = 0 

:CASINO6_31881
if 
  400 > 32@ 
else_jump @CASINO6_31911 
wait 0 
jump @CASINO6_31881 

:CASINO6_31911
fade 1 1000 

:CASINO6_31918
if 
fading 
else_jump @CASINO6_31942 
wait 0 
jump @CASINO6_31918 

:CASINO6_31942
00BA: show_text_styled GXT 'M_FAIL' time 4000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
00BC: show_text_highpriority GXT 228@s time 4000 flag 1 
32@ = 0 

:CASINO6_31975
if 
  4000 > 32@ 
else_jump @CASINO6_32005 
wait 0 
jump @CASINO6_31975 

:CASINO6_32005
fade 0 500 

:CASINO6_32012
if 
fading 
else_jump @CASINO6_32036 
wait 0 
jump @CASINO6_32012 

:CASINO6_32036
Camera.SetAtPos(1578.446, 1770.682, 9.828)
04E4: unknown_refresh_game_renderer_at 1578.446 1770.682 
0972: put_actor $PLAYER_ACTOR at 1578.446 1770.682 9.828 // versionC 
Actor.Angle($PLAYER_ACTOR) = 99.7567
0974: unknown_emulate_wasted // +12 hours and clear weapons 
32@ = 0 

:CASINO6_32104
if 
  400 > 32@ 
else_jump @CASINO6_32134 
wait 0 
jump @CASINO6_32104 

:CASINO6_32134
jump @CASINO6_32141 

:CASINO6_32141
077E: get_active_interior_to 286@ 
if 
   not 286@ == 0 
else_jump @CASINO6_32177 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Schlachthof

:CASINO6_32177
return 

:CASINO6_32179
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CASINO6_32206 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:CASINO6_32206
create_thread @A_TERM 
$1012 = 0 
$1013 = 0 
05A9: s$1014 = 'ABATOIR'  // Sindacco Schlachthof
create_thread @ENTEXT 
01F0: set_max_wanted_level_to 6 
0151: remove_status_text $7761 
Marker.Disable(218@)
03E6: remove_text_box 
08FD: enable_heat_visuals 0 
075B: zoom_radar 0 
if 
  265@ == 0 
else_jump @CASINO6_32302 
02D1: remove_fire 264@ 
02D1: remove_fire 263@ 

:CASINO6_32302
if 
  266@ == 0 
else_jump @CASINO6_32330 
02D1: remove_fire 262@ 
02D1: remove_fire 261@ 

:CASINO6_32330
if 
  267@ == 0 
else_jump @CASINO6_32358 
02D1: remove_fire 260@ 
02D1: remove_fire 259@ 

:CASINO6_32358
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CASINO6_32485 
Player.SprintMode($PLAYER_CHAR) = False
216@ = 0 

:CASINO6_32388
if 
001D:   140@ > 216@ // (int) 
else_jump @CASINO6_32485 
if 
   not Actor.Dead(53@(216@,29i))
else_jump @CASINO6_32462 
060B: set_actor 53@(216@,29i) decision_maker_to 34@ 
05E2: AS_actor 53@(216@,29i) kill_actor $PLAYER_ACTOR 
0961: unknown_actor 53@(216@,29i) flag 1 

:CASINO6_32462
Marker.Disable(82@(216@,29i))
216@ += 1 
jump @CASINO6_32388 

:CASINO6_32485
Actor.RemoveReferences(39@)
Marker.Disable(40@)
216@ = 0 

:CASINO6_32502
if 
  6 > 216@ 
else_jump @CASINO6_32561 
Object.RemoveReferences(154@(216@,6i))
Object.RemoveReferences(142@(216@,6i))
Object.RemoveReferences(208@(216@,6i))
216@ += 1 
jump @CASINO6_32502 

:CASINO6_32561
216@ = 0 

:CASINO6_32568
if 
  6 > 216@ 
else_jump @CASINO6_32609 
Object.RemoveReferences(245@(216@,9i))
216@ += 1 
jump @CASINO6_32568 

:CASINO6_32609
Pickup.Destroy(37@)
Pickup.Destroy(38@)
Car.RemoveReferences(316@)
Object.RemoveReferences(43@)
Object.RemoveReferences(160@)
Object.RemoveReferences(202@)
Object.RemoveReferences(203@)
Object.RemoveReferences(254@)
Object.RemoveReferences(255@)
0650: destroy_particle 256@ 
0650: destroy_particle 257@ 
0296: unload_special_actor 1 
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF2)
Model.Destroy(#VMAFF3)
Model.Destroy(#VMAFF4)
Model.Destroy(#MOLOTOV)
Model.Destroy(#MP5LNG)
Model.Destroy(#CHNSAW)
Model.Destroy(#BAT)
Model.Destroy(#FIRE_EX)
Model.Destroy(#BODYARMOUR)
Model.Destroy(#AB_CARCASS)
Model.Destroy(#AB_HOOK)
Model.Destroy(#FREEZER_DOOR)
Model.Destroy(#SEC_KEYPAD)
Model.Destroy(#CARDBOARDBOX2)
Model.Destroy(#CJ_MEAT_BAG_1)
Model.Destroy(#CJ_MEAT_1)
Model.Destroy(#CJ_MEAT_2)
Model.Destroy(234@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
if 
  227@ == 2 
else_jump @CASINO6_32792 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 1000 

:CASINO6_32792
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 91---------------
// Originally: Freefall

:CASINO9
thread 'CASINO9' 
gosub @CASINO9_47 
if 
wasted_or_busted 
else_jump @CASINO9_38 
gosub @CASINO9_12205 

:CASINO9_38
gosub @CASINO9_12509 
end_thread 

:CASINO9_47
increment_mission_attempts 
$ONMISSION = 1 
054C: use_GXT_table 'CASINO9' 
Actor.PutAt($PLAYER_ACTOR, 2175.412, 1681.548, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 90.0
08AD: put_actor $PLAYER_ACTOR at 2233.5 1712.8 radius 10.0 // interior version 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
$PLAYER_IN_INTERIOR = 1 
select_interior 2 
02E4: load_cutscene_data 'CAS_9A1' 

:CASINO9_150
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO9_174 
wait 0 
jump @CASINO9_150 

:CASINO9_174
02E7: start_cutscene 
fade 1 1000 

:CASINO9_183
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO9_207 
wait 0 
jump @CASINO9_183 

:CASINO9_207
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CASINO9_222
if 
fading 
else_jump @CASINO9_246 
wait 0 
jump @CASINO9_222 

:CASINO9_246
if 
856A:   not intro_skipped 
else_jump @CASINO9_366 
02E4: load_cutscene_data 'CAS_9A2' 

:CASINO9_270
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO9_294 
wait 0 
jump @CASINO9_270 

:CASINO9_294
02E7: start_cutscene 
fade 1 1000 

:CASINO9_303
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO9_327 
wait 0 
jump @CASINO9_303 

:CASINO9_327
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CASINO9_342
if 
fading 
else_jump @CASINO9_366 
wait 0 
jump @CASINO9_342 

:CASINO9_366
select_interior 0 
08F4: set_max_group_members 99 
create_thread @A_CONT 
Camera.SetAtPos(2175.412, 1681.548, 9.8203)
Model.Load(#DODO)
Model.Load(#FCR900)

:CASINO9_409
if or
   not Model.Available(#DODO)
   not Model.Available(#FCR900)
else_jump @CASINO9_441 
wait 0 
jump @CASINO9_409 

:CASINO9_441
set_weather 10 
68@ = 0 
if 
  68@ == 1 
else_jump @CASINO9_501 
34@ = Car.Create(#DODO, 0.0, 0.0, 0.0)
35@ = Marker.CreateAboveCar(34@)

:CASINO9_501
36@ = 0 
Camera.SetBehindPlayer
0923: enable_air_traffic 0 
37@ = Car.Create(#FCR900, 2163.249, 1679.976, 9.8125)
Car.Angle(37@) = 350.0
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
09FF: set_restart_closest_to 1581.374 1768.996 9.8203 
fade 1 500 
00BC: show_text_highpriority GXT 'CAS9_08' time 8500 flag 1  // ~s~Begib dich zum ~y~Flughafen~s~.
018A: 43@ = create_checkpoint_at 1707.828 1606.639 9.055 
50@ = 0 
36@ = 0 
39@ = 0 
47@ = 0 
53@ = 1465.0 
54@ = 5200.0 
55@ = 200.0 
59@ = 1465.0 
60@ = 5220.0 
61@ = 215.0 

:CASINO9_710
wait 0 
if 
0735:   NOP_false 83 
else_jump @CASINO9_736 
jump @CASINO9_12440 

:CASINO9_736
if 
  47@ == 0 
else_jump @CASINO9_875 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1707.828 1606.639 radius 4.0 4.0 
else_jump @CASINO9_868 
Marker.Disable(43@)
34@ = Car.Create(#DODO, 1279.625, 1361.605, 9.8203)
Car.Angle(34@) = 270.0
35@ = Marker.CreateAboveCar(34@)
07E0: set_marker 35@ type_to 1 
00BC: show_text_highpriority GXT 'CAS9_09' time 6000 flag 1  // ~s~Klau das ~b~Flugzeug~s~ im Hangar.
47@ += 1 

:CASINO9_868
jump @CASINO9_1739 

:CASINO9_875
if 
   not Car.Wrecked(34@)
else_jump @CASINO9_1711 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @CASINO9_1652 
if 
075C:   marker 35@ enabled 
else_jump @CASINO9_988 
Marker.Disable(35@)
018A: 43@ = create_checkpoint_at 53@ 54@ 55@ 
00BE: text_clear_all 
if 
  36@ == 0 
else_jump @CASINO9_988 
00BC: show_text_highpriority GXT 'CAS9_50' time 8000 flag 1  // ~s~Die Maschine mit den Killern soll bald landen. Fang das ~y~Flugzeug~s~ ab, bevor es in Las Vegas ankommt.
36@ += 1 

:CASINO9_988
Car.StorePos(34@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 53@ 54@ 
0871: init_jump_table 39@ total_jumps 4 default_jump 0 @CASINO9_1645 jumps 0 @CASINO9_1082 1 @CASINO9_1136 2 @CASINO9_1260 3 @CASINO9_1377 -1 @CASINO9_1645 -1 @CASINO9_1645 -1 @CASINO9_1645 

:CASINO9_1082
if 
  $DISTANCE_BETWEEN_POINTS > 4400.0 
else_jump @CASINO9_1110 
jump @CASINO9_1645 

:CASINO9_1110
Model.Load(#SHAMAL)
Model.Load(#WMYPLT)
Model.Destroy(#FCR900)
Car.RemoveReferences(37@)
39@ += 1 

:CASINO9_1136
if or
  $DISTANCE_BETWEEN_POINTS > 600.0 
   not Model.Available(#SHAMAL)
   not Model.Available(#WMYPLT)
else_jump @CASINO9_1173 
jump @CASINO9_1645 

:CASINO9_1173
Marker.Disable(43@)
38@ = Car.Create(#SHAMAL, 53@, 54@, 55@)
Car.Angle(38@) = 180.0
08E6: set_plane 38@ landing_gear 1 
Car.LockInCurrentPosition(38@) = True
0129: 40@ = create_actor_pedtype 24 model #WMYPLT in_car 38@ driverseat 
43@ = Marker.CreateAboveCar(38@)
018B: set_marker 43@ radar_mode 2 
Marker.SetColor(43@, 4)
39@ += 1 

:CASINO9_1260
if 
  $DISTANCE_BETWEEN_POINTS > 300.0 
else_jump @CASINO9_1288 
jump @CASINO9_1645 

:CASINO9_1288
0087: 60@ = 54@ // (float) 
60@ += 20.0 
0088: $TEMPVAR_FLOAT_2 = 60@ // (float) 
$TEMPVAR_FLOAT_2 -= 1.0 
06D5: 48@ = create_racing_checkpoint_at 59@ 60@ 61@ point_to 59@ $TEMPVAR_FLOAT_2 61@ type 3 radius 3.0 
00BC: show_text_highpriority GXT 'CAS9_51' time 8000 flag 1  // ~s~Bring deine Maschine hinter das ~y~Flugzeug~s~ und flieg in die ~r~Markierung~s~.
39@ += 1 

:CASINO9_1377
if 
   not Car.Wrecked(38@)
else_jump @CASINO9_1638 
007F: 54@ -= unknown_float * 0.75 // (float) 
088C: put_car 38@ at 53@ 54@ 55@ // versionB 
0087: 60@ = 54@ // (float) 
60@ += 20.0 
07F3: move_racing_checkpoint 48@ to 59@ 60@ 61@ 
0088: $TEMPVAR_FLOAT_3 = 61@ // (float) 
$TEMPVAR_FLOAT_3 -= 3.0 
if 
0100:   actor $PLAYER_ACTOR in_sphere 59@ 60@ $TEMPVAR_FLOAT_3 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @CASINO9_1562 
$TEMPVAR_ANGLE = Car.Angle(34@)
if and
  240.0 > $TEMPVAR_ANGLE 
  $TEMPVAR_ANGLE > 120.0 
else_jump @CASINO9_1555 
jump @CASINO9_1746 

:CASINO9_1555
jump @CASINO9_1569 

:CASINO9_1562
32@ = 0 

:CASINO9_1569
if 
  3000.0 >= 54@ 
else_jump @CASINO9_1638 
070F: plane 38@ fly_direction 180.0 altitude_between 200.0 and 200.0 
50@ = 1 
05AA: 51@s = 'CAS9_52'  // ~r~Die Maschine der Killer hat Las Vegas erreicht.
jump @CASINO9_12205 

:CASINO9_1638
jump @CASINO9_1645 

:CASINO9_1645
jump @CASINO9_1704 

:CASINO9_1652
if 
875C:   not marker 35@ enabled 
else_jump @CASINO9_1704 
00BC: show_text_highpriority GXT 'CAS9_04' time 8000 flag 1  // ~s~Steig wieder in die ~b~Maschine~s~. Du musst die Killer einholen.
35@ = Marker.CreateAboveCar(34@)
07E0: set_marker 35@ type_to 1 
Marker.Disable(43@)

:CASINO9_1704
jump @CASINO9_1739 

:CASINO9_1711
50@ = 1 
05AA: 51@s = 'CAS9_F1'  // ~r~Du hast das Flugzeug zerstrt.
jump @CASINO9_12205 

:CASINO9_1739
jump @CASINO9_710 

:CASINO9_1746
fade 0 0 

:CASINO9_1752
if 
fading 
else_jump @CASINO9_1776 
wait 0 
jump @CASINO9_1752 

:CASINO9_1776
09BA: show_entered_zone_name 0 
72@ = 1 
03CF: load_wav 16200 as 3 
Player.CanMove($PLAYER_CHAR) = False
if 
   not Car.Wrecked(38@)
else_jump @CASINO9_1834 
Car.Angle(38@) = 0.0
08E6: set_plane 38@ landing_gear 1 

:CASINO9_1834
if 
   not Car.Wrecked(34@)
else_jump @CASINO9_1960 
0087: 56@ = 53@ // (float) 
0087: 57@ = 54@ // (float) 
57@ -= 25.0 
0087: 58@ = 55@ // (float) 
58@ += 20.0 
Car.PutAt(34@, 56@, 57@, 58@)
Car.Angle(34@) = 0.0
Car.LockInCurrentPosition(34@) = True
Car.Health(34@) = 4000
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @CASINO9_1960 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:CASINO9_1960
06D6: disable_racing_checkpoint 48@ 
04ED: load_animation "MISC" 

:CASINO9_1973
if 
84EE:   not animation "MISC" loaded 
else_jump @CASINO9_2003 
wait 0 
jump @CASINO9_1973 

:CASINO9_2003
62@ = -3.0 
63@ = -4.0 
64@ = 0.0 
65@ = -1.0 
66@ = 0.0 
67@ = 0.0 
if 
   not Car.Wrecked(34@)
else_jump @CASINO9_2109 
0679: put_camera_on_car 34@ with_offset 62@ 63@ 64@ rotation 65@ 66@ 67@ 2.0 2 

:CASINO9_2109
71@ = 0 
fade 1 400 
02A3: enable_widescreen 1 
32@ = 0 
33@ = 0 
Player.ClearWantedLevel($PLAYER_CHAR)
01F0: set_max_wanted_level_to 0 
0707: start_scene_skip_to @CASINO9_2970 

:CASINO9_2157
wait 0 
if and
   not Car.Wrecked(38@)
   not Car.Wrecked(34@)
else_jump @CASINO9_3841 
Camera.Shake(20)
0079: 57@ += unknown_float * 1.0 // (float) 
Car.PutAt(34@, 56@, 57@, 58@)
0079: 54@ += unknown_float * 1.0 // (float) 
Car.PutAt(38@, 53@, 54@, 55@)
0871: init_jump_table 71@ total_jumps 6 default_jump 0 @CASINO9_3841 jumps 0 @CASINO9_2297 1 @CASINO9_2623 2 @CASINO9_2703 3 @CASINO9_2757 4 @CASINO9_2858 5 @CASINO9_3535 -1 @CASINO9_3841 

:CASINO9_2297
if 
  1000 > 33@ 
else_jump @CASINO9_2323 
jump @CASINO9_3841 

:CASINO9_2323
0464: put_actor $PLAYER_ACTOR into_turret_on_car 34@ at_car_offset 0.0 0.0 0.0 position 0 shooting_angle_limit 0.0 with_weapon 0 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLANE_EXIT" IFP_file "MISC" 1000.0 loop 0 0 0 0 time 0 // versionA 
75@ = 741 
90@ = 0.0 
76@ = 794 
91@ = 0.33 
77@ = 847 
92@ = 0.71 
78@ = 953 
93@ = 1.0 
79@ = 1006 
94@ = 0.87 
80@ = 1059 
95@ = 0.83 
81@ = 1165 
96@ = 0.81 
82@ = 2118 
97@ = 0.81 
83@ = 2277 
98@ = 0.78 
84@ = 3336 
99@ = 0.78 
85@ = 4000 
100@ = 0.78 
88@ = 0 
101@ = 0.0 
0085: 89@ = 34@ // (int) 
71@ += 1 

:CASINO9_2623
if 
  1000 > 33@ 
else_jump @CASINO9_2649 
jump @CASINO9_3841 

:CASINO9_2649
if 
  1500 > 33@ 
else_jump @CASINO9_2689 
gosub @CASINO9_3848 
jump @CASINO9_3841 
jump @CASINO9_2703 

:CASINO9_2689
32@ = 0 
71@ += 1 

:CASINO9_2703
gosub @CASINO9_3848 
if 
03D0:   wav 3 loaded 
else_jump @CASINO9_2750 
0A16: link_wav 3 to_car 34@ 
03D1: play_wav 3 
71@ += 1 
jump @CASINO9_2757 

:CASINO9_2750
jump @CASINO9_3841 

:CASINO9_2757
if 
  5000 > 33@ 
else_jump @CASINO9_2851 
if 
  -1.4 > 63@ 
else_jump @CASINO9_2837 
0079: 63@ += unknown_float * 0.1 // (float) 
0679: put_camera_on_car 34@ with_offset 62@ 63@ 64@ rotation 65@ 66@ 67@ 2.0 2 

:CASINO9_2837
gosub @CASINO9_3848 
jump @CASINO9_3841 

:CASINO9_2851
71@ += 1 

:CASINO9_2858
if 
  62@ > -7.0 
else_jump @CASINO9_2929 
007F: 62@ -= unknown_float * 0.1 // (float) 
007F: 64@ -= unknown_float * 0.045 // (float) 
0679: put_camera_on_car 34@ with_offset 62@ 63@ 64@ rotation 65@ 66@ 67@ 2.0 2 

:CASINO9_2929
0613: 74@ = actor $PLAYER_ACTOR animation "PLANE_EXIT" time 
if 
  74@ > 0.95 
else_jump @CASINO9_3521 

:CASINO9_2970
0701: end_scene_skip 
fade 0 0 

:CASINO9_2978
if 
fading 
else_jump @CASINO9_3002 
wait 0 
jump @CASINO9_2978 

:CASINO9_3002
0792: disembark_instantly_actor $PLAYER_ACTOR 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True

:CASINO9_3019
if 
   Actor.Animation($PLAYER_ACTOR) == "PLANE_EXIT"
else_jump @CASINO9_3058 
wait 0 
jump @CASINO9_3019 

:CASINO9_3058
if 
   not Car.Wrecked(38@)
else_jump @CASINO9_3106 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 38@ at_car_offset 0.0 0.0 0.0 position 0 shooting_angle_limit 360.0 with_weapon 0 

:CASINO9_3106
wait 0 
fade 1 50 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLANE_HIJACK" IFP_file "MISC" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
75@ = 3229 
90@ = 0.0 
76@ = 3282 
91@ = 0.04 
77@ = 3335 
92@ = 0.09 
78@ = 3388 
93@ = 0.14 
79@ = 3440 
94@ = 0.19 
80@ = 3493 
95@ = 0.22 
81@ = 5028 
96@ = 0.22 
82@ = 5081 
97@ = 0.15 
83@ = 5134 
98@ = 0.08 
84@ = 5187 
99@ = 0.01 
85@ = 5240 
100@ = 0.0 
88@ = 0 
101@ = 0.0 
0085: 89@ = 38@ // (int) 
62@ = -3.0 
63@ = 6.0 
64@ = -0.5 
65@ = -2.0 
66@ = -8.0 
67@ = 1.0 
099C: jiggle_camera type 1 timelimit 20000.0 intensity 3.0 
32@ = 0 
33@ = 0 
if 
   not Car.Wrecked(34@)
else_jump @CASINO9_3490 
Car.LockInCurrentPosition(34@) = False

:CASINO9_3490
73@ = 0.0 
0707: start_scene_skip_to @CASINO9_3653 
71@ = 5 
jump @CASINO9_3535 

:CASINO9_3521
gosub @CASINO9_3848 
jump @CASINO9_3841 

:CASINO9_3535
if 
  7000 > 33@ 
else_jump @CASINO9_3653 
if 
   not Car.Wrecked(34@)
else_jump @CASINO9_3632 
007F: 73@ -= unknown_float * 3.0 // (float) 
007F: 56@ -= unknown_float * 0.3 // (float) 
0079: 57@ += unknown_float * 0.3 // (float) 
007F: 58@ -= unknown_float * 0.3 // (float) 
Car.PutAt(34@, 56@, 57@, 58@)
0731: set_car 34@ y_angle_to 73@ 

:CASINO9_3632
gosub @CASINO9_3848 
gosub @CASINO9_4222 
jump @CASINO9_3841 

:CASINO9_3653
0701: end_scene_skip 
fade 0 0 

:CASINO9_3661
if 
fading 
else_jump @CASINO9_3685 
wait 0 
jump @CASINO9_3661 

:CASINO9_3685
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True

:CASINO9_3704
if 
   Actor.Animation($PLAYER_ACTOR) == "PLANE_HIJACK"
else_jump @CASINO9_3745 
wait 0 
jump @CASINO9_3704 

:CASINO9_3745
Actor.RemoveReferences(40@)
Car.RemoveReferences(34@)
Car.RemoveReferences(38@)
Model.Destroy(#WMYPLT)
Model.Destroy(#DODO)
Model.Destroy(#SHAMAL)
04EF: release_animation "MISC" 
select_interior 1 
Actor.PutAt($PLAYER_ACTOR, 1.6127, 34.7411, 1199.0)
Actor.Angle($PLAYER_ACTOR) = 180.0
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0860: link_actor $PLAYER_ACTOR to_interior 1 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
jump @CASINO9_4375 

:CASINO9_3841
jump @CASINO9_2157 

:CASINO9_3848
if 
  11 > 88@ 
else_jump @CASINO9_4194 
if 
001D:   75@(88@,11i) > 32@ // (int) 
else_jump @CASINO9_4071 
005B: 102@ += 101@ // (float) 
if 
  0.0 > 102@ 
else_jump @CASINO9_3935 
102@ = 0.0 
jump @CASINO9_3966 

:CASINO9_3935
if 
  102@ > 1.0 
else_jump @CASINO9_3966 
102@ = 1.0 

:CASINO9_3966
if 
  101@ >= 0.0 
else_jump @CASINO9_4029 
if 
0025:   102@ > 90@(88@,11f) // (float) 
else_jump @CASINO9_4022 
0087: 102@ = 90@(88@,11f) // (float) 

:CASINO9_4022
jump @CASINO9_4064 

:CASINO9_4029
if 
0025:   90@(88@,11f) > 102@ // (float) 
else_jump @CASINO9_4064 
0087: 102@ = 90@(88@,11f) // (float) 

:CASINO9_4064
jump @CASINO9_4194 

:CASINO9_4071
0093: 103@ = integer 75@(88@,11i) to_float 
0087: 105@ = 90@(88@,11f) // (float) 
88@ += 1 
if 
  88@ > 10 
else_jump @CASINO9_4122 
return 

:CASINO9_4122
0093: 104@ = integer 75@(88@,11i) to_float 
0087: 106@ = 90@(88@,11f) // (float) 
0063: 104@ -= 103@ // (float) 
0063: 106@ -= 105@ // (float) 
0073: 106@ /= 104@ // (float) 
0087: 101@ = 106@ // (float) 
006B: 101@ *= 104@ // (float) 
005B: 102@ += 101@ // (float) 

:CASINO9_4194
if 
   not Car.Wrecked(89@)
else_jump @CASINO9_4220 
08A6: set_car 89@ componentA 2 rotation_to 102@ 

:CASINO9_4220
return 

:CASINO9_4222
if 
   not Car.Wrecked(38@)
else_jump @CASINO9_4373 
if 
  107@ == 0 
else_jump @CASINO9_4373 
if 
  -4.0 >= 62@ 
else_jump @CASINO9_4293 
107@ = 1 
return 
jump @CASINO9_4343 

:CASINO9_4293
0079: 62@ += unknown_float * -0.02 // (float) 
0079: 63@ += unknown_float * 0.02 // (float) 
0079: 64@ += unknown_float * -0.01 // (float) 
0079: 66@ += unknown_float * 0.23 // (float) 
0079: 67@ += unknown_float * -0.02 // (float) 

:CASINO9_4343
0679: put_camera_on_car 38@ with_offset 62@ 63@ 64@ rotation 65@ 66@ 67@ 0.0 2 

:CASINO9_4373
return 

:CASINO9_4375
72@ = 0 
Model.Load(#VMAFF1)
Model.Load(#VMAFF2)
Model.Load(#VMAFF3)
Model.Load(#VMAFF4)
Model.Load(#COLT45)
Model.Load(#JET_BAGGAGE_DOOR)
Model.Load(#CARDBOARDBOX2)
Model.Load(#JET_INTERIOR)

:CASINO9_4418
if or
   not Model.Available(#VMAFF1)
   not Model.Available(#VMAFF2)
   not Model.Available(#VMAFF3)
   not Model.Available(#VMAFF4)
   not Model.Available(#COLT45)
   not Model.Available(#JET_BAGGAGE_DOOR)
else_jump @CASINO9_4466 
wait 0 
jump @CASINO9_4418 

:CASINO9_4466
if or
   not Model.Available(#CARDBOARDBOX2)
   not Model.Available(#JET_INTERIOR)
else_jump @CASINO9_4498 
wait 0 
jump @CASINO9_4466 

:CASINO9_4498
060A: create_decision_maker_type 0 store_to 49@ // decision\allowed\m_.ped files 
0A0B: set_rendering_origin_at_3D_coord 2.3947 32.9835 1198.594 angle 155.9863 
165@ = 2.9 
166@ = 32.4 
167@ = 1198.75 
163@ = 0 
164@ = Object.Create(#CARDBOARDBOX2, 165@, 166@, 167@)
0566: link_object 164@ to_interior 1 
Object.ToggleInMovingList(164@) = False
Object.CollisionDetection(164@) = False
0750: set_object 164@ visibility 0 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 164@ offset_from_object_origin 0.0 0.0 0.5 orientation 2 both_side_angle_limit 85.0 lock_weapon 22 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 30.0 rotation_speed 30.0 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
0581: enable_radar 0 
108@ = Actor.Create(Mission1, #VMAFF1, 2.9739, 28.7207, 1198.594)
0860: link_actor 108@ to_interior 1 
Actor.Angle(108@) = 0.0
Actor.Health(108@) = 150
01B2: give_actor 108@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 108@ armed_weapon_to 22 
060B: set_actor 108@ decision_maker_to 49@ 
0568: set_actor 108@ targetable 1 
0638: AS_actor 108@ stay_put 1 
06B0: AS_actor 108@ sit_down 80000 ms 
087E: set_actor 108@ weapon_droppable 0 
07DD: set_actor 108@ temper_to 90 // see pedstats.dat 
Actor.WeaponAccuracy(108@) = 0
132@ = 2 
146@ = 197.6 
150@ = 214.0 
154@ = 1199.851 
158@ = 1200.366 
109@ = Actor.Create(Mission1, #VMAFF2, 0.5102, 27.6804, 1198.594)
0860: link_actor 109@ to_interior 1 
Actor.Angle(109@) = 0.0
Actor.Health(109@) = 150
01B2: give_actor 109@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 109@ armed_weapon_to 22 
060B: set_actor 109@ decision_maker_to 49@ 
0568: set_actor 109@ targetable 1 
0638: AS_actor 109@ stay_put 1 
06B0: AS_actor 109@ sit_down 80000 ms 
087E: set_actor 109@ weapon_droppable 0 
07DD: set_actor 109@ temper_to 90 // see pedstats.dat 
Actor.WeaponAccuracy(109@) = 0
133@ = 3 
147@ = 158.7 
151@ = 170.2 
155@ = 1199.972 
159@ = 1200.34 
110@ = Actor.Create(Mission1, #VMAFF3, 2.8831, 26.4404, 1198.601)
0860: link_actor 110@ to_interior 1 
Actor.Angle(110@) = 0.0
Actor.Health(110@) = 150
01B2: give_actor 110@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 110@ armed_weapon_to 22 
060B: set_actor 110@ decision_maker_to 49@ 
0568: set_actor 110@ targetable 1 
0638: AS_actor 110@ stay_put 1 
06B0: AS_actor 110@ sit_down 80000 ms 
087E: set_actor 110@ weapon_droppable 0 
07DD: set_actor 110@ temper_to 90 // see pedstats.dat 
Actor.WeaponAccuracy(110@) = 0
134@ = 0 
148@ = 189.4 
152@ = 196.9 
156@ = 200.1145 
160@ = 200.3232 
111@ = Actor.Create(Mission1, #VMAFF4, 0.5068, 25.3824, 1198.601)
0860: link_actor 111@ to_interior 1 
Actor.Angle(111@) = 0.0
Actor.Health(111@) = 150
01B2: give_actor 111@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 111@ armed_weapon_to 22 
060B: set_actor 111@ decision_maker_to 49@ 
0568: set_actor 111@ targetable 1 
0638: AS_actor 111@ stay_put 1 
06B0: AS_actor 111@ sit_down 80000 ms 
087E: set_actor 111@ weapon_droppable 0 
07DD: set_actor 111@ temper_to 90 // see pedstats.dat 
Actor.WeaponAccuracy(111@) = 0
135@ = 1 
149@ = 167.51 
153@ = 174.11 
157@ = 1200.148 
161@ = 1200.328 
05AA: 208@s = 'CAS9_AA'  // ~z~Hey, was ist hier los?
04AF: 184@ = 8400 // @ = any 
0085: 188@ = 108@ // (int) 
05AA: 210@s = 'CAS9_AB'  // ~z~Shit, wie ist denn DER hier rein gekommen, verdammt?
04AF: 185@ = 8401 // @ = any 
0085: 189@ = 109@ // (int) 
05AA: 212@s = 'CAS9_AC'  // ~z~Wen juckt's?
04AF: 186@ = 8402 // @ = any 
0085: 190@ = 110@ // (int) 
05AA: 214@s = 'CAS9_AD'  // ~z~Mach ihn fertig!
04AF: 187@ = 8403 // @ = any 
0085: 191@ = 110@ // (int) 
05AA: 216@s = 'CAS9_BA'  // ~z~Du hast dir das falsche Flugzeug zum Entfhren ausgesucht!
04AF: 192@ = 8404 // @ = any 
05AA: 218@s = 'CAS9_BB'  // ~z~Dir geb ich den vollen Bordservice, du Arschloch!
04AF: 193@ = 8405 // @ = any 
05AA: 220@s = 'CAS9_BC'  // ~z~Deine Leiche werfen wir ber der Wste ab!
04AF: 194@ = 8406 // @ = any 
05AA: 222@s = 'CAS9_BD'  // ~z~Wer ist der Irre berhaupt?
04AF: 195@ = 8407 // @ = any 
05AA: 224@s = 'CAS9_CA'  // ~z~Komm raus, du feiges kleines Arschloch!
04AF: 196@ = 8408 // @ = any 
05AA: 226@s = 'CAS9_CB'  // ~z~Was ist los, machst du dir in die Hose?
04AF: 197@ = 8409 // @ = any 
05AA: 228@s = 'CAS9_CC'  // ~z~Oh, der arme kleine Bubi hat sich versteckt, ist das nicht s?
04AF: 198@ = 8410 // @ = any 
05AA: 230@s = 'CAS9_CD'  // ~z~Hey, komm raus, ich will mit dir spielen, du Arschloch!
04AF: 199@ = 8411 // @ = any 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
162@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
138@ = 4 
139@ = -1 
137@ = -1 
168@ = Object.Init(#JET_BAGGAGE_DOOR, 0.752, 25.518, 1201.15)
169@ = Object.Init(#JET_BAGGAGE_DOOR, 0.752, 28.024, 1201.15)
170@ = Object.Init(#JET_BAGGAGE_DOOR, 0.752, 30.403, 1201.15)
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 1 
32@ = 0 

:CASINO9_5784
if 
  500 > 32@ 
else_jump @CASINO9_5814 
wait 0 
jump @CASINO9_5784 

:CASINO9_5814
fade 1 500 
if 
0A4B:   controls_set_to_joystick 
else_jump @CASINO9_5852 
0512: show_permanent_text_box 'CAS9_H2'  // Benutze ~k~~PED_CYCLE_WEAPON_LEFT~ und ~k~~PED_CYCLE_WEAPON_RIGHT~, um in Deckung zu gehen.
jump @CASINO9_5863 

:CASINO9_5852
0512: show_permanent_text_box 'CAS9_H4'  // Bewege dich nach links oder nach rechts, um in Deckung zu gehen.

:CASINO9_5863
if 
fading 
else_jump @CASINO9_5887 
wait 0 
jump @CASINO9_5863 

:CASINO9_5887
32@ = 0 

:CASINO9_5894
if 
  2000 > 32@ 
else_jump @CASINO9_5924 
wait 0 
jump @CASINO9_5894 

:CASINO9_5924
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
02A3: enable_widescreen 0 
178@ = 0 
01BD: 172@ = current_time_in_ms 

:CASINO9_5947
wait 0 
01BD: 171@ = current_time_in_ms 
0085: 173@ = 171@ // (int) 
0062: 173@ -= 172@ // (int) 
0085: 172@ = 171@ // (int) 
005A: 120@ += 173@ // (int) 
005A: 121@ += 173@ // (int) 
005A: 122@ += 173@ // (int) 
005A: 123@ += 173@ // (int) 
005A: 178@ += 173@ // (int) 
gosub @CASINO9_9113 
gosub @CASINO9_10095 
if 
  175@ == 0 
else_jump @CASINO9_6315 
if or
  162@ == 0 
00E1:   player 0 pressed_key 17 
00E1:   player 0 pressed_key 4 
else_jump @CASINO9_6308 
if and
   not Actor.Dead(108@)
   not Actor.Dead(109@)
   not Actor.Dead(110@)
   not Actor.Dead(111@)
else_jump @CASINO9_6308 
0687: clear_actor 108@ task 
0637: AS_actor 108@ goto 3.0228 29.7474 1198.594 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
112@ = -1 
0687: clear_actor 109@ task 
0637: AS_actor 109@ goto 0.739 28.6978 1198.594 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
113@ = -1 
0687: clear_actor 110@ task 
0637: AS_actor 110@ goto 2.9224 27.2966 1198.601 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
114@ = -1 
0687: clear_actor 111@ task 
0637: AS_actor 111@ goto 0.5596 26.2475 1198.601 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
115@ = -1 
175@ = 1 

:CASINO9_6308
jump @CASINO9_7421 

:CASINO9_6315
if 
   not 181@ == 2 
else_jump @CASINO9_6340 
gosub @CASINO9_10327 

:CASINO9_6340
if 
   not 138@ == 0 
else_jump @CASINO9_7414 
0209: 174@ = random_int_in_ranges 0 24 
0871: init_jump_table 174@ total_jumps 24 default_jump 0 @CASINO9_7400 jumps 0 @CASINO9_6560 1 @CASINO9_6595 2 @CASINO9_6630 3 @CASINO9_6665 4 @CASINO9_6700 5 @CASINO9_6735 6 @CASINO9_6770 
0872: jump_table_jumps 7 @CASINO9_6805 8 @CASINO9_6840 9 @CASINO9_6875 10 @CASINO9_6910 11 @CASINO9_6945 12 @CASINO9_6980 13 @CASINO9_7015 14 @CASINO9_7050 15 @CASINO9_7085 
0872: jump_table_jumps 16 @CASINO9_7120 17 @CASINO9_7155 18 @CASINO9_7190 19 @CASINO9_7225 20 @CASINO9_7260 21 @CASINO9_7295 22 @CASINO9_7330 23 @CASINO9_7365 -1 @CASINO9_7400 

:CASINO9_6560
141@ = 0 
142@ = 1 
143@ = 2 
144@ = 3 
jump @CASINO9_7400 

:CASINO9_6595
141@ = 0 
142@ = 1 
143@ = 3 
144@ = 2 
jump @CASINO9_7400 

:CASINO9_6630
141@ = 0 
142@ = 2 
143@ = 1 
144@ = 3 
jump @CASINO9_7400 

:CASINO9_6665
141@ = 0 
142@ = 2 
143@ = 3 
144@ = 1 
jump @CASINO9_7400 

:CASINO9_6700
141@ = 0 
142@ = 3 
143@ = 1 
144@ = 2 
jump @CASINO9_7400 

:CASINO9_6735
141@ = 0 
142@ = 3 
143@ = 2 
144@ = 1 
jump @CASINO9_7400 

:CASINO9_6770
141@ = 1 
142@ = 0 
143@ = 2 
144@ = 3 
jump @CASINO9_7400 

:CASINO9_6805
141@ = 1 
142@ = 0 
143@ = 3 
144@ = 2 
jump @CASINO9_7400 

:CASINO9_6840
141@ = 1 
142@ = 2 
143@ = 0 
144@ = 3 
jump @CASINO9_7400 

:CASINO9_6875
141@ = 1 
142@ = 2 
143@ = 3 
144@ = 0 
jump @CASINO9_7400 

:CASINO9_6910
141@ = 1 
142@ = 3 
143@ = 0 
144@ = 2 
jump @CASINO9_7400 

:CASINO9_6945
141@ = 1 
142@ = 3 
143@ = 2 
144@ = 0 
jump @CASINO9_7400 

:CASINO9_6980
141@ = 2 
142@ = 0 
143@ = 1 
144@ = 3 
jump @CASINO9_7400 

:CASINO9_7015
141@ = 2 
142@ = 0 
143@ = 3 
144@ = 1 
jump @CASINO9_7400 

:CASINO9_7050
141@ = 2 
142@ = 1 
143@ = 0 
144@ = 3 
jump @CASINO9_7400 

:CASINO9_7085
141@ = 2 
142@ = 1 
143@ = 3 
144@ = 0 
jump @CASINO9_7400 

:CASINO9_7120
141@ = 2 
142@ = 3 
143@ = 0 
144@ = 1 
jump @CASINO9_7400 

:CASINO9_7155
141@ = 2 
142@ = 3 
143@ = 1 
144@ = 0 
jump @CASINO9_7400 

:CASINO9_7190
141@ = 3 
142@ = 0 
143@ = 1 
144@ = 2 
jump @CASINO9_7400 

:CASINO9_7225
141@ = 3 
142@ = 0 
143@ = 2 
144@ = 1 
jump @CASINO9_7400 

:CASINO9_7260
141@ = 3 
142@ = 1 
143@ = 0 
144@ = 2 
jump @CASINO9_7400 

:CASINO9_7295
141@ = 3 
142@ = 1 
143@ = 2 
144@ = 0 
jump @CASINO9_7400 

:CASINO9_7330
141@ = 3 
142@ = 2 
143@ = 0 
144@ = 1 
jump @CASINO9_7400 

:CASINO9_7365
141@ = 3 
142@ = 2 
143@ = 1 
144@ = 0 
jump @CASINO9_7400 

:CASINO9_7400
gosub @CASINO9_7428 
jump @CASINO9_7421 

:CASINO9_7414
jump @CASINO9_10542 

:CASINO9_7421
jump @CASINO9_5947 

:CASINO9_7428
41@ = 0 

:CASINO9_7435
if 
  4 > 41@ 
else_jump @CASINO9_9111 
0085: 145@ = 141@(41@,4i) // (int) 
if 
   not Actor.Dead(108@(145@,4i))
else_jump @CASINO9_9023 
0871: init_jump_table 112@(145@,4i) total_jumps 6 default_jump 0 @CASINO9_9016 jumps -1 @CASINO9_7552 0 @CASINO9_7629 1 @CASINO9_8007 2 @CASINO9_8597 3 @CASINO9_8893 4 @CASINO9_8964 -1 @CASINO9_9016 

:CASINO9_7552
062E: unknown_get_actor 108@(145@,4i) task 1591 status_store_to 46@ // ret 7 if not found 
if 
04A4:   46@ == 7 // @ == any 
else_jump @CASINO9_7629 
Actor.LockInCurrentPosition(108@(145@,4i)) = True
04EB: AS_actor 108@(145@,4i) crouch 1 
Actor.WeaponAccuracy(108@(145@,4i)) = 65
112@(145@,4i) = 0 

:CASINO9_7629
if 
  137@ == -1 
else_jump @CASINO9_8000 
062E: unknown_get_actor 108@(145@,4i) task 1259 status_store_to 46@ // ret 7 if not found 
if 
04A4:   46@ == 7 // @ == any 
else_jump @CASINO9_7805 
0085: 42@ = 132@(145@,4i) // (int) 
if 
803B:   not  139@ == 42@ // (int) 
else_jump @CASINO9_7726 
0085: 137@ = 145@ // (int) 
jump @CASINO9_7805 

:CASINO9_7726
if 
  138@ == 1 
else_jump @CASINO9_7759 
0085: 137@ = 145@ // (int) 
jump @CASINO9_7805 

:CASINO9_7759
if 
  138@ == 2 
else_jump @CASINO9_7805 
if 
   not Actor.Dead(108@(42@,4i))
else_jump @CASINO9_7805 
0085: 137@ = 145@ // (int) 

:CASINO9_7805
if 
003B:   137@ == 145@ // (int) 
else_jump @CASINO9_8000 
112@(145@,4i) = 4 
116@(145@,4i) = 0 
120@(145@,4i) = 0 
140@ = Actor.Health(108@(145@,4i))
0085: 124@(145@,4i) = 140@ // (int) 
124@(145@,4i) *= 15 
if 
  2000 > 124@(145@,4i) 
else_jump @CASINO9_7934 
124@(145@,4i) = 2000 
jump @CASINO9_7969 

:CASINO9_7934
if 
  124@(145@,4i) > 5000 
else_jump @CASINO9_7969 
124@(145@,4i) = 5000 

:CASINO9_7969
0687: clear_actor 108@(145@,4i) task 
04EB: AS_actor 108@(145@,4i) crouch 0 
0856: unknown_actor 108@(145@,4i) driving_flag 0 

:CASINO9_8000
jump @CASINO9_9016 

:CASINO9_8007
if 
003B:   137@ == 145@ // (int) 
else_jump @CASINO9_8590 
if 
   not 138@ == 1 
else_jump @CASINO9_8249 
if 
002D:   120@(145@,4i) >= 124@(145@,4i) // (int) 
else_jump @CASINO9_8119 
112@(145@,4i) = 2 
120@(145@,4i) = 0 
124@(145@,4i) = 500 
jump @CASINO9_9016 
jump @CASINO9_8249 

:CASINO9_8119
$TEMPVAR_ANGLE = Actor.Angle($PLAYER_ACTOR)
if and
0036:   $TEMPVAR_ANGLE >= 146@(145@,4f) // (float) 
0037:   150@(145@,4f) >= $TEMPVAR_ANGLE // (float) 
else_jump @CASINO9_8249 
068E: get_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if and
0036:   $TEMPVAR_FLOAT_3 >= 154@(145@,4f) // (float) 
0037:   158@(145@,4f) >= $TEMPVAR_FLOAT_3 // (float) 
else_jump @CASINO9_8249 
112@(145@,4i) = 2 
120@(145@,4i) = 0 
124@(145@,4i) = 700 
jump @CASINO9_9016 

:CASINO9_8249
if 
  162@ == 0 
else_jump @CASINO9_8425 
if 
   not 116@(145@,4i) == 1 
else_jump @CASINO9_8321 
116@(145@,4i) = 1 
0687: clear_actor 108@(145@,4i) task 
05E2: AS_actor 108@(145@,4i) kill_actor $PLAYER_ACTOR 

:CASINO9_8321
if and
  183@ == 1 
  200@(145@,4i) == 0 
else_jump @CASINO9_8418 
008A: $1276 = 192@(145@,4i) // (int) 
05A9: s$1281 = 216@(145@,4s) 
create_thread @A_ALAP 2 100 108@(145@,4i) 
183@ = 0 
33@ = 0 
200@(145@,4i) += 1 

:CASINO9_8418
jump @CASINO9_8590 

:CASINO9_8425
if and
  183@ == 2 
  204@(145@,4i) == 0 
else_jump @CASINO9_8522 
008A: $1276 = 196@(145@,4i) // (int) 
05A9: s$1281 = 224@(145@,4s) 
create_thread @A_ALAP 2 100 108@(145@,4i) 
183@ = 0 
33@ = 0 
204@(145@,4i) += 1 

:CASINO9_8522
if 
   not 116@(145@,4i) == 2 
else_jump @CASINO9_8590 
116@(145@,4i) = 2 
0687: clear_actor 108@(145@,4i) task 
0668: AS_actor 108@(145@,4i) rotate_and_shoot_at 1.8121 37.2617 1200.396 -1 ms 

:CASINO9_8590
jump @CASINO9_9016 

:CASINO9_8597
if 
002D:   120@(145@,4i) >= 124@(145@,4i) // (int) 
else_jump @CASINO9_8739 
112@(145@,4i) = 0 
0687: clear_actor 108@(145@,4i) task 
0856: unknown_actor 108@(145@,4i) driving_flag 1 
062E: unknown_get_actor 108@(145@,4i) task 1259 status_store_to 46@ // ret 7 if not found 
if 
04A4:   46@ == 7 // @ == any 
else_jump @CASINO9_8706 
04EB: AS_actor 108@(145@,4i) crouch 1 
jump @CASINO9_8717 

:CASINO9_8706
112@(145@,4i) = 3 

:CASINO9_8717
0085: 139@ = 145@ // (int) 
137@ = -1 
jump @CASINO9_8886 

:CASINO9_8739
if 
  162@ == 0 
else_jump @CASINO9_8818 
if 
   not 116@(145@,4i) == 1 
else_jump @CASINO9_8811 
116@(145@,4i) = 1 
0687: clear_actor 108@(145@,4i) task 
05E2: AS_actor 108@(145@,4i) kill_actor $PLAYER_ACTOR 

:CASINO9_8811
jump @CASINO9_8886 

:CASINO9_8818
if 
   not 116@(145@,4i) == 2 
else_jump @CASINO9_8886 
116@(145@,4i) = 2 
0687: clear_actor 108@(145@,4i) task 
0668: AS_actor 108@(145@,4i) rotate_and_shoot_at 1.8121 37.2617 1200.396 -1 ms 

:CASINO9_8886
jump @CASINO9_9016 

:CASINO9_8893
062E: unknown_get_actor 108@(145@,4i) task 1259 status_store_to 46@ // ret 7 if not found 
if 
04A4:   46@ == 7 // @ == any 
else_jump @CASINO9_8957 
0687: clear_actor 108@(145@,4i) task 
04EB: AS_actor 108@(145@,4i) crouch 1 
112@(145@,4i) = 0 

:CASINO9_8957
jump @CASINO9_9016 

:CASINO9_8964
if 
  120@(145@,4i) >= 200 
else_jump @CASINO9_9009 
120@(145@,4i) = 0 
112@(145@,4i) = 1 

:CASINO9_9009
jump @CASINO9_9016 

:CASINO9_9016
jump @CASINO9_9097 

:CASINO9_9023
if 
   not 112@(145@,4i) == -2 
else_jump @CASINO9_9097 
112@(145@,4i) = -2 
138@ -= 1 
if 
003B:   137@ == 145@ // (int) 
else_jump @CASINO9_9097 
0085: 139@ = 145@ // (int) 
137@ = -1 

:CASINO9_9097
41@ += 1 
jump @CASINO9_7435 

:CASINO9_9111
return 

:CASINO9_9113
Object.StorePos(164@, 165@, 166@, 167@)
if or
  165@ > 2.6 
  0.2 > 165@ 
else_jump @CASINO9_9248 
if 
  162@ == 0 
else_jump @CASINO9_9197 
162@ = 1 
33@ = 0 
jump @CASINO9_9241 

:CASINO9_9197
if 
  33@ > 9000 
else_jump @CASINO9_9241 
if 
  181@ == 2 
else_jump @CASINO9_9241 
183@ = 2 

:CASINO9_9241
jump @CASINO9_9331 

:CASINO9_9248
if 
  162@ == 1 
else_jump @CASINO9_9287 
162@ = 0 
33@ = 0 
jump @CASINO9_9331 

:CASINO9_9287
if 
  33@ > 9000 
else_jump @CASINO9_9331 
if 
  181@ == 2 
else_jump @CASINO9_9331 
183@ = 1 

:CASINO9_9331
if or
00E1:   player 0 pressed_key 2 
00E1:   player 0 pressed_key 3 
else_jump @CASINO9_9368 
180@ = 1 
jump @CASINO9_9375 

:CASINO9_9368
180@ = 0 

:CASINO9_9375
if 
0A4B:   controls_set_to_joystick 
else_jump @CASINO9_9800 
if and
80E1:   not player 0 pressed_key 5 
80E1:   not player 0 pressed_key 7 
else_jump @CASINO9_9494 
034E: move_object 164@ to 1.7 166@ 167@ speed 0.09 0.0 0.0 flag 0 
if and
   not 165@ == 1.7 
  180@ == 0 
else_jump @CASINO9_9487 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 9.0 

:CASINO9_9487
jump @CASINO9_9793 

:CASINO9_9494
if and
00E1:   player 0 pressed_key 5 
00E1:   player 0 pressed_key 7 
else_jump @CASINO9_9600 
034E: move_object 164@ to 1.7 166@ 167@ speed 0.09 0.0 0.0 flag 0 
if and
   not 165@ == 1.7 
  180@ == 0 
else_jump @CASINO9_9593 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 9.0 

:CASINO9_9593
jump @CASINO9_9793 

:CASINO9_9600
if 
00E1:   player 0 pressed_key 5 
else_jump @CASINO9_9700 
034E: move_object 164@ to 2.9 166@ 167@ speed 0.09 0.0 0.0 flag 0 
if and
  2.9 > 165@ 
  180@ == 0 
else_jump @CASINO9_9693 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 30.0 rotation_speed 9.0 

:CASINO9_9693
jump @CASINO9_9793 

:CASINO9_9700
if 
00E1:   player 0 pressed_key 7 
else_jump @CASINO9_9793 
034E: move_object 164@ to 0.5 166@ 167@ speed 0.09 0.0 0.0 flag 0 
if and
  165@ > 0.5 
  180@ == 0 
else_jump @CASINO9_9793 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 150.0 rotation_speed 9.0 

:CASINO9_9793
jump @CASINO9_10093 

:CASINO9_9800
if 
80E1:   not player 0 pressed_key 0 
else_jump @CASINO9_9900 
034E: move_object 164@ to 1.7 166@ 167@ speed 0.09 0.0 0.0 flag 0 
if and
   not 165@ == 1.7 
  180@ == 0 
else_jump @CASINO9_9893 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 9.0 

:CASINO9_9893
jump @CASINO9_10093 

:CASINO9_9900
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if 
  0 > $MOVE_AXIS_X 
else_jump @CASINO9_10017 
034E: move_object 164@ to 2.9 166@ 167@ speed 0.09 0.0 0.0 flag 0 
if and
  2.9 > 165@ 
  180@ == 0 
else_jump @CASINO9_10010 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 30.0 rotation_speed 9.0 

:CASINO9_10010
jump @CASINO9_10093 

:CASINO9_10017
034E: move_object 164@ to 0.5 166@ 167@ speed 0.09 0.0 0.0 flag 0 
if and
  165@ > 0.5 
  180@ == 0 
else_jump @CASINO9_10093 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 150.0 rotation_speed 9.0 

:CASINO9_10093
return 

:CASINO9_10095
0871: init_jump_table 179@ total_jumps 3 default_jump 0 @CASINO9_10325 jumps 0 @CASINO9_10158 1 @CASINO9_10200 2 @CASINO9_10283 -1 @CASINO9_10325 -1 @CASINO9_10325 -1 @CASINO9_10325 -1 @CASINO9_10325 

:CASINO9_10158
if 
  178@ >= 6000 
else_jump @CASINO9_10193 
03E6: remove_text_box 
179@ += 1 
178@ = 0 

:CASINO9_10193
jump @CASINO9_10325 

:CASINO9_10200
if 
  162@ == 0 
else_jump @CASINO9_10269 
if 
  178@ > 20000 
else_jump @CASINO9_10262 
0512: show_permanent_text_box 'CAS9_H2'  // Benutze ~k~~PED_CYCLE_WEAPON_LEFT~ und ~k~~PED_CYCLE_WEAPON_RIGHT~, um in Deckung zu gehen.
179@ += 1 
178@ = 0 

:CASINO9_10262
jump @CASINO9_10276 

:CASINO9_10269
178@ = 0 

:CASINO9_10276
jump @CASINO9_10325 

:CASINO9_10283
if 
  178@ > 6000 
else_jump @CASINO9_10318 
03E6: remove_text_box 
179@ -= 1 
178@ = 0 

:CASINO9_10318
jump @CASINO9_10325 

:CASINO9_10325
return 

:CASINO9_10327
0871: init_jump_table 181@ total_jumps 2 default_jump 0 @CASINO9_10540 jumps 0 @CASINO9_10390 1 @CASINO9_10493 -1 @CASINO9_10540 -1 @CASINO9_10540 -1 @CASINO9_10540 -1 @CASINO9_10540 -1 @CASINO9_10540 

:CASINO9_10390
if 
  4 > 182@ 
else_jump @CASINO9_10472 
008A: $1276 = 184@(182@,4i) // (int) 
05A9: s$1281 = 208@(182@,4s) 
create_thread @A_ALAP 2 100 188@(182@,4i) 
182@ += 1 
181@ += 1 
jump @CASINO9_10493 

:CASINO9_10472
33@ = 0 
181@ = 2 
jump @CASINO9_10540 

:CASINO9_10493
if 
  $1285($1288,2i) == -3 
else_jump @CASINO9_10533 
181@ -= 1 
$1285($1288,2i) = -4 

:CASINO9_10533
jump @CASINO9_10540 

:CASINO9_10540
return 

:CASINO9_10542
if 
   not 0 > $1285[0] 
else_jump @CASINO9_10567 
$1285[0] = -2 

:CASINO9_10567
if 
   not 0 > $1285[0] 
else_jump @CASINO9_10592 
$1285[1] = -2 

:CASINO9_10592
00BE: text_clear_all 
03E6: remove_text_box 
Model.Load(#WMYPLT)

:CASINO9_10600
if 
   not Model.Available(#WMYPLT)
else_jump @CASINO9_10626 
wait 0 
jump @CASINO9_10600 

:CASINO9_10626
32@ = 0 

:CASINO9_10633
if 
  1000 > 32@ 
else_jump @CASINO9_10663 
wait 0 
jump @CASINO9_10633 

:CASINO9_10663
fade 0 500 

:CASINO9_10670
if 
fading 
else_jump @CASINO9_10694 
wait 0 
jump @CASINO9_10670 

:CASINO9_10694
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Camera.SetPosition(2.7271, 24.965, 1201.535, 0.0, 0.0, 0.0)
Camera.PointAt(2.422, 25.7162, 1200.95, 2)
Actor.PutAt($PLAYER_ACTOR, 1.8227, 31.0635, 1198.609)
Actor.Angle($PLAYER_ACTOR) = 180.0
Object.PutAt(164@, 1.7, 26.8, 1198.75)
0615: define_AS_pack_begin 44@ 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 move_mouth 1000 ms 
05D3: AS_actor -1 goto_point 1.7221 26.7679 1198.602 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 44@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 44@ 
061B: remove_references_to_AS_pack 44@ 
fade 1 500 
32@ = 0 

:CASINO9_10891
if 
  3000 > 32@ 
else_jump @CASINO9_10921 
wait 0 
jump @CASINO9_10891 

:CASINO9_10921
40@ = Actor.Create(Mission1, #WMYPLT, 1.881, 34.9202, 1198.602)
Actor.Angle(40@) = 180.0
01B2: give_actor 40@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 40@ armed_weapon_to 22 
087E: set_actor 40@ weapon_droppable 0 
07DD: set_actor 40@ temper_to 70 // see pedstats.dat 
Actor.WeaponAccuracy(40@) = 65
060B: set_actor 40@ decision_maker_to 49@ 
0568: set_actor 40@ targetable 1 
0638: AS_actor 40@ stay_put 1 
0603: AS_actor 40@ goto 1.7462 32.3896 1198.602 mode 4 timelimit -1 // versionC 
32@ = 0 

:CASINO9_11046
if 
  3000 > 32@ 
else_jump @CASINO9_11076 
wait 0 
jump @CASINO9_11046 

:CASINO9_11076
fade 0 500 

:CASINO9_11083
if 
fading 
else_jump @CASINO9_11107 
wait 0 
jump @CASINO9_11083 

:CASINO9_11107
Camera.Restore
04EB: AS_actor $PLAYER_ACTOR crouch 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 164@ offset_from_object_origin 0.0 0.0 0.5 orientation 0 both_side_angle_limit 85.0 lock_weapon 22 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 270.0 rotation_speed 270.0 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
fade 1 0 
232@ = 0 
04AE: $1276 = 8412 // $ = any 
05A9: s$1281 = 'CAS9_DA'  // ~z~Kampflos geh ich nicht unter!
create_thread @A_ALAP 2 100 40@ 
if 
   not Actor.Dead(40@)
else_jump @CASINO9_11260 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 

:CASINO9_11260
wait 0 
if 
   Actor.Dead(40@)
else_jump @CASINO9_11287 
jump @CASINO9_11294 

:CASINO9_11287
jump @CASINO9_11260 

:CASINO9_11294
Model.Load(#SHAMAL)

:CASINO9_11299
if 
   not Model.Available(#SHAMAL)
else_jump @CASINO9_11326 
wait 0 
jump @CASINO9_11299 

:CASINO9_11326
32@ = 0 

:CASINO9_11333
if 
  1000 > 32@ 
else_jump @CASINO9_11363 
wait 0 
jump @CASINO9_11333 

:CASINO9_11363
fade 0 500 

:CASINO9_11370
if 
fading 
else_jump @CASINO9_11394 
wait 0 
jump @CASINO9_11370 

:CASINO9_11394
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0581: enable_radar 1 
Camera.SetPosition(3.0968, 36.596, 1200.369, 0.0, 0.0, 0.0)
Camera.PointAt(2.4708, 35.9141, 1199.991, 2)
Actor.PutAt($PLAYER_ACTOR, 1.7462, 32.3896, 1198.602)
Actor.Angle($PLAYER_ACTOR) = 0.0
0615: define_AS_pack_begin 44@ 
05BA: AS_actor -1 move_mouth 550 ms 
0603: AS_actor -1 goto 1.7037 34.9246 1198.602 mode 4 timelimit -1 // versionC 
0616: define_AS_pack_end 44@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 44@ 
061B: remove_references_to_AS_pack 44@ 
fade 1 500 
32@ = 0 

:CASINO9_11569
if 
  2500 > 32@ 
else_jump @CASINO9_11599 
wait 0 
jump @CASINO9_11569 

:CASINO9_11599
fade 0 500 

:CASINO9_11606
if 
fading 
else_jump @CASINO9_11630 
wait 0 
jump @CASINO9_11606 

:CASINO9_11630
Actor.RemoveReferences(108@)
Actor.RemoveReferences(109@)
Actor.RemoveReferences(110@)
Actor.RemoveReferences(111@)
Actor.RemoveReferences(40@)
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF2)
Model.Destroy(#VMAFF3)
Model.Destroy(#VMAFF4)
Model.Destroy(#WMYPLT)
Model.Destroy(#JET_INTERIOR)
Object.Destroy(164@)
Object.Destroy(168@)
Object.Destroy(169@)
Object.Destroy(170@)
Model.Destroy(#JET_BAGGAGE_DOOR)
Model.Destroy(#CARDBOARDBOX2)
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Camera.SetAtPos(1405.0, 6000.0, 210.0)
04E4: unknown_refresh_game_renderer_at 1405.0 6000.0 
38@ = Car.Create(#SHAMAL, 1405.0, 6000.0, 210.0)
Car.Angle(38@) = 210.0
0840: link_car 38@ to_interior 0 
036A: put_actor $PLAYER_ACTOR in_car 38@ 
Car.SetSpeedInstantly(38@, 45.0)
08E6: set_plane 38@ landing_gear 1 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
09BA: show_entered_zone_name 1 
fade 1 100 
018A: 43@ = create_checkpoint_at 1476.219 1463.623 9.8203 
233@ = 1 
234@ = 1 
01F0: set_max_wanted_level_to 6 
00BC: show_text_highpriority GXT 'CAS9_41' time 8000 flag 1  // ~s~Flieg das Flugzeug zurck zum ~y~Flughafen~s~.

:CASINO9_11894
wait 0 
if 
   not Car.Wrecked(38@)
else_jump @CASINO9_12170 
if 
   Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @CASINO9_12008 
if 
  233@ == 0 
else_jump @CASINO9_12001 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAS9_41' time 8000 flag 1  // ~s~Flieg das Flugzeug zurck zum ~y~Flughafen~s~.
Marker.Disable(43@)
018A: 43@ = create_checkpoint_at 1476.219 1463.623 9.8203 
233@ = 1 

:CASINO9_12001
jump @CASINO9_12071 

:CASINO9_12008
if 
  233@ == 1 
else_jump @CASINO9_12071 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'IN_VEH' time 8000 flag 1  // ~s~Hey! Zurck ins ~b~Fahrzeug~s~!
Marker.Disable(43@)
43@ = Marker.CreateAboveCar(38@)
07E0: set_marker 43@ type_to 1 
233@ = 0 

:CASINO9_12071
if and
01AC:   car 38@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 
else_jump @CASINO9_12163 
jump @CASINO9_12440 

:CASINO9_12163
jump @CASINO9_12198 

:CASINO9_12170
50@ = 1 
05AA: 51@s = 'CAS9_F1'  // ~r~Du hast das Flugzeug zerstrt.
jump @CASINO9_12205 

:CASINO9_12198
jump @CASINO9_11894 

:CASINO9_12205
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if 
  50@ == 1 
else_jump @CASINO9_12261 
00BC: show_text_highpriority GXT 51@s time 6000 flag 1 

:CASINO9_12261
236@ = 0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASINO9_12322 
03C0: 235@ = actor $PLAYER_ACTOR car 
if 
02BF:   car 235@ sunk 
else_jump @CASINO9_12315 
236@ = 1 

:CASINO9_12315
jump @CASINO9_12398 

:CASINO9_12322
if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @CASINO9_12398 
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @CASINO9_12368 
236@ = 1 
jump @CASINO9_12398 

:CASINO9_12368
if and
0818:   actor $PLAYER_ACTOR in_air 
  0 >= $FREEFALL_STAGE 
else_jump @CASINO9_12398 
236@ = 1 

:CASINO9_12398
if 
  236@ == 1 
else_jump @CASINO9_12438 
09AF: set_trip_skip 2097.009 1728.285 9.8203 angle 169.1748 // versionB 

:CASINO9_12438
return 

:CASINO9_12440
$CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASINO9'  // Freefall
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 15000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 15000
0998: add_respect 30 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
Marker.Disable($582)
return 

:CASINO9_12509
if 
  72@ == 1 
else_jump @CASINO9_12534 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Camera.Restore_WithJumpCut

:CASINO9_12534
09BA: show_entered_zone_name 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CASINO9_12565 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:CASINO9_12565
create_thread @A_TERM 
04EF: release_animation "MISC" 
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF2)
Model.Destroy(#VMAFF3)
Model.Destroy(#VMAFF4)
Model.Destroy(#WMYPLT)
Model.Destroy(#FCR900)
Model.Destroy(#DODO)
Model.Destroy(#SHAMAL)
Model.Destroy(#COLT45)
Model.Destroy(#SMLPLANE_DOOR)
Model.Destroy(#JET_DOOR)
Model.Destroy(#JET_BAGGAGE_DOOR)
Model.Destroy(#CARDBOARDBOX2)
Model.Destroy(#JET_INTERIOR)
Actor.RemoveReferences(108@)
Actor.RemoveReferences(109@)
Actor.RemoveReferences(110@)
Actor.RemoveReferences(111@)
Actor.RemoveReferences(40@)
Car.RemoveReferences(34@)
Car.RemoveReferences(38@)
Object.RemoveReferences(168@)
Object.RemoveReferences(169@)
Object.RemoveReferences(170@)
Object.RemoveReferences(164@)
01F0: set_max_wanted_level_to 6 
0923: enable_air_traffic 1 
Marker.Disable(35@)
Marker.Disable(43@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 92---------------
// Originally: Saint Mark's Bistro

:CASIN10
thread 'CASIN10' 
gosub @CASIN10_294 
if 
wasted_or_busted 
else_jump @CASIN10_38 
gosub @CASIN10_15190 

:CASIN10_38
gosub @CASIN10_15491 
end_thread 

:CASIN10_47
0871: init_jump_table 134@ total_jumps 2 default_jump 0 @CASIN10_292 jumps 0 @CASIN10_110 1 @CASIN10_212 -1 @CASIN10_292 -1 @CASIN10_292 -1 @CASIN10_292 -1 @CASIN10_292 -1 @CASIN10_292 

:CASIN10_110
05A9: s$7762[0] = 'CAS11BA'  // ~z~Hier Privatflug CJ101 im Anflug auf New York. Ende.
05A9: s$7762[1] = 'CAS11BB'  // ~z~Flug CJ101, wir haben Sie auf dem Radar.
05A9: s$7762[2] = 'CAS11BC'  // ~z~Halten Sie Ihren momentanen Kurs und warten Sie letzte Anweisungen zur Landung ab.
05A9: s$7762[3] = 'CAS11CA'  // ~z~Willkommen in New York, CJ101...
04AF: 135@ = 7204 // @ = any 
04AF: 136@ = 7205 // @ = any 
04AF: 137@ = 7206 // @ = any 
04AF: 138@ = 7207 // @ = any 
$DIALOG_ARRAY_SIZE = 3 
jump @CASIN10_292 

:CASIN10_212
05A9: s$7762[0] = 'CAS11GA'  // ~z~Hier Flug CJ101 aus New York,
05A9: s$7762[1] = 'CAS11GB'  // ~z~erbitte Landeerlaubnis fr McCarran International Airport. Ende.
05A9: s$7762[2] = 'CAS11GC'  // ~z~Flug CJ101, Sie haben Landeerlaubnis auf Rollbahn 3.
04AF: 135@ = 7218 // @ = any 
04AF: 136@ = 7219 // @ = any 
04AF: 137@ = 7220 // @ = any 
$DIALOG_ARRAY_SIZE = 2 
jump @CASIN10_292 

:CASIN10_292
return 

:CASIN10_294
increment_mission_attempts 
$ONMISSION = 1 
36@ = 0 
43@ = 0 
42@ = 0 
44@ = 0 
45@ = 0 
46@ = 1000 
48@ = 0 
49@ = 0 
51@ = 0 
52@ = 0 
54@ = 0 
55@ = 0 
57@ = 0 
58@ = 0 
60@ = 0 
61@ = 0 
63@ = 0 
64@ = 0 
66@ = 0 
68@ = 0 
70@ = 0 
72@ = 0 
99@ = 0.0 
83@ = 0 
83@ = 0 
88@ = 0 
89@ = 0 
91@ = 0 
92@ = 0 
94@ = 0 
95@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
76@ = 0 
74@ = 0 
80@ = 0 
78@ = 0 
82@ = 0 
85@ = 0 
152@ = 0 
153@ = 0 
155@ = 0 
157@ = 0 
154@ = 0 
156@ = 0 
158@ = 0 
159@ = 0 
054C: use_GXT_table 'CASIN10' 
wait 0 
0395: clear_area 1 at 2163.589 1682.247 9.86 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 2163.589, 1682.247, 9.86)
Actor.Angle($PLAYER_ACTOR) = 80.0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
$PLAYER_IN_INTERIOR = 1 
select_interior 2 
02E4: load_cutscene_data 'CAS_11A' 

:CASIN10_783
if 
86B9:   not cutscene_data_loaded 
else_jump @CASIN10_807 
wait 0 
jump @CASIN10_783 

:CASIN10_807
02E7: start_cutscene 
fade 1 1000 

:CASIN10_816
if 
82E9:   not cutscene_reached_end 
else_jump @CASIN10_840 
wait 0 
jump @CASIN10_816 

:CASIN10_840
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:CASIN10_853
if 
fading 
else_jump @CASIN10_877 
wait 0 
jump @CASIN10_853 

:CASIN10_877
02EA: end_cutscene 
select_interior 0 
$PLAYER_IN_INTERIOR = 0 
03C7: set_sensitivity_to_crime 0.5 
Player.CanMove($PLAYER_CHAR) = False
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
08AD: put_actor $PLAYER_ACTOR at 2233.5 1712.8 radius 10.0 // interior version 
wait 1000 
Model.Load(#SHAMAL)
Model.Load(#SENTINEL)
023C: load_special_actor 'MACCER' as 1 // models 290-299 
023C: load_special_actor 'PAUL' as 2 // models 290-299 
023C: load_special_actor 'ROSE' as 3 // models 290-299 
03CF: load_wav 7200 as 1 
03CF: load_wav 7201 as 2 
jump @CASIN10_1146 
0615: define_AS_pack_begin 96@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 96@ 
0615: define_AS_pack_begin 97@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 97@ 
0615: define_AS_pack_begin 98@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 98@ 
0615: define_AS_pack_begin 38@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 38@ 
0615: define_AS_pack_begin 39@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 39@ 
123@ = Car.Create(#SENTINEL, 0.0, 0.0, 0.0)
Car.Destroy(123@)
018A: 113@ = create_checkpoint_at 0.0 0.0 0.0 
Marker.Disable(113@)

:CASIN10_1146
060A: create_decision_maker_type 2 store_to 105@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 106@ // decision\allowed\m_.ped files 
0709: set_decision_maker 106@ on_event 49 taskID 311 unknown 0.0 100.0 chance 100.0 unknown 100.0 0 1 // see *.ped files 
060A: create_decision_maker_type 0 store_to 110@ // decision\allowed\m_.ped files 
038B: load_requested_models 

:CASIN10_1203
if or
   not Model.Available(#SHAMAL)
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#SENTINEL)
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @CASIN10_1251 
wait 0 
jump @CASIN10_1203 

:CASIN10_1251
if 
823D:   not special_actor 3 loaded 
else_jump @CASIN10_1277 
wait 0 
jump @CASIN10_1251 

:CASIN10_1277
0395: clear_area 1 at 2163.589 1682.247 9.86 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 2163.589, 1682.247, 9.86)
Actor.Angle($PLAYER_ACTOR) = 80.0
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
Camera.SetAtPos(2163.589, 1682.247, 9.86)
01E8: create_forbidden_for_cars_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
022B: create_forbidden_for_peds_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
107@ = Actor.Create(Mission1, #SPECIAL01, 2162.213, 1682.752, 9.86)
060B: set_actor 107@ decision_maker_to 110@ 
Actor.Angle(107@) = 280.0
02A9: set_actor 107@ immune_to_nonplayer 1 
0639: AS_actor 107@ rotate_to_actor $PLAYER_ACTOR 
Actor.SetImmunities(107@, 1, 1, 1, 1, 1)
0A09: set_actor 107@ muted 1 // versionB 
0395: clear_area 1 at 2160.582 1682.103 9.735 radius 4.0 
111@ = Car.Create(#SENTINEL, 2160.582, 1682.103, 9.735)
Car.Angle(111@) = 0.0
Car.ImmuneToNonPlayer(111@) = True
Car.SetImmunities(111@, 1, 1, 1, 1, 1)
01C8: 109@ = create_actor_pedtype 24 model #SPECIAL03 in_car 111@ passenger_seat 1 
060B: set_actor 109@ decision_maker_to 110@ 
02A9: set_actor 109@ immune_to_nonplayer 1 
Actor.SetImmunities(109@, 1, 1, 1, 1, 1)
0A09: set_actor 109@ muted 1 // versionB 
0129: 108@ = create_actor_pedtype 24 model #SPECIAL02 in_car 111@ driverseat 
060B: set_actor 108@ decision_maker_to 110@ 
02A9: set_actor 108@ immune_to_nonplayer 1 
Actor.SetImmunities(108@, 1, 1, 1, 1, 1)
0A09: set_actor 108@ muted 1 // versionB 
Car.SetToNormalDriver(111@)
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2165.228 1680.256 9.9643 position_to 2164.975 1684.109 11.4927 time 14500 drop_mode 1 
0920: point_camera 2162.274 1682.247 11.86 transverse_to 2160.582 1682.103 11.0 time 14500 mode 1 
0169: set_fade_color_RGB 0 0 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
fade 1 2000 
0395: clear_area 1 at 2162.274 1682.247 9.86 radius 120.0 

:CASIN10_1814
if 
fading 
else_jump @CASIN10_1838 
wait 0 
jump @CASIN10_1814 

:CASIN10_1838
0707: start_scene_skip_to @CASIN10_3929 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CASIN10_1934 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS11AA' time 10000 flag 1  // ~z~Okay, Jungs, ihr verschwindet besser aus Las Vegas, schnell!
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @CASIN10_1953 

:CASIN10_1934
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AA'  // ~z~Okay, Jungs, ihr verschwindet besser aus Las Vegas, schnell!

:CASIN10_1953
if 
83D2:   not wav 1 ended 
else_jump @CASIN10_2182 
wait 0 
if 
   Actor.Dead(107@)
else_jump @CASIN10_2018 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer ist tot!
jump @CASIN10_15190 
jump @CASIN10_2023 

:CASIN10_2018
0687: clear_actor 107@ task 

:CASIN10_2023
if 
   Actor.Dead(108@)
else_jump @CASIN10_2062 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul ist tot!
jump @CASIN10_15190 

:CASIN10_2062
if 
   Actor.Dead(109@)
else_jump @CASIN10_2101 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg ist tot!
jump @CASIN10_15190 

:CASIN10_2101
if 
   Car.Wrecked(111@)
else_jump @CASIN10_2140 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~Das Auto wurde zerstrt!
jump @CASIN10_15190 

:CASIN10_2140
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @CASIN10_2175 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AA'  // ~z~Okay, Jungs, ihr verschwindet besser aus Las Vegas, schnell!

:CASIN10_2175
jump @CASIN10_1953 

:CASIN10_2182
040D: unload_wav 1 
03D5: remove_text 'CAS11AA'  // ~z~Okay, Jungs, ihr verschwindet besser aus Las Vegas, schnell!
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 7202 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CAS11AB' time 10000 flag 1  // ~z~Ich meld mich.
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 

:CASIN10_2239
if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
else_jump @CASIN10_2472 
wait 0 
if 
   Actor.Dead(107@)
else_jump @CASIN10_2308 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer ist tot!
jump @CASIN10_15190 
jump @CASIN10_2313 

:CASIN10_2308
0687: clear_actor 107@ task 

:CASIN10_2313
if 
   Actor.Dead(108@)
else_jump @CASIN10_2352 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul ist tot!
jump @CASIN10_15190 

:CASIN10_2352
if 
   Actor.Dead(109@)
else_jump @CASIN10_2391 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg ist tot!
jump @CASIN10_15190 

:CASIN10_2391
if 
   Car.Wrecked(111@)
else_jump @CASIN10_2430 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~Das Auto wurde zerstrt!
jump @CASIN10_15190 

:CASIN10_2430
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @CASIN10_2465 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AB'  // ~z~Ich meld mich.

:CASIN10_2465
jump @CASIN10_2239 

:CASIN10_2472
0687: clear_actor $PLAYER_ACTOR task 
040D: unload_wav 2 
03D5: remove_text 'CAS11AB'  // ~z~Ich meld mich.
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 7203 as 2 
if 
   not Actor.Dead(107@)
else_jump @CASIN10_2593 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS11AC' time 10000 flag 1  // ~z~Und was ist mit deiner Verstrkung, alter Kumpel, kommst du ohne uns zurecht?
0967: actor 107@ move_mouth 999999 ms 
0812: AS_actor 107@ perform_animation "IDLE_CHAT" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @CASIN10_2616 

:CASIN10_2593
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer ist tot!
jump @CASIN10_15190 

:CASIN10_2616
if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
else_jump @CASIN10_2821 
wait 0 
if 
   Actor.Dead(107@)
else_jump @CASIN10_2697 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AC'  // ~z~Und was ist mit deiner Verstrkung, alter Kumpel, kommst du ohne uns zurecht?
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer ist tot!
jump @CASIN10_15190 

:CASIN10_2697
if 
   Actor.Dead(108@)
else_jump @CASIN10_2736 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul ist tot!
jump @CASIN10_15190 

:CASIN10_2736
if 
   Actor.Dead(109@)
else_jump @CASIN10_2775 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg ist tot!
jump @CASIN10_15190 

:CASIN10_2775
if 
   Car.Wrecked(111@)
else_jump @CASIN10_2814 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~Das Auto wurde zerstrt!
jump @CASIN10_15190 

:CASIN10_2814
jump @CASIN10_2616 

:CASIN10_2821
040D: unload_wav 1 
03D5: remove_text 'CAS11AC'  // ~z~Und was ist mit deiner Verstrkung, alter Kumpel, kommst du ohne uns zurecht?
if 
   not Actor.Dead(107@)
else_jump @CASIN10_2869 
0968: actor 107@ stop_mouth 
0687: clear_actor 107@ task 
jump @CASIN10_2892 

:CASIN10_2869
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer ist tot!
jump @CASIN10_15190 

:CASIN10_2892
if 
   not Actor.Dead(109@)
else_jump @CASIN10_2955 
05BF: AS_actor 109@ look_at_actor $PLAYER_ACTOR -2 ms 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CAS11AD' time 10000 flag 1  // ~z~Natrlich kommt er ohne uns zurecht, du verdammter Vollidiot, los jetzt!
0967: actor 109@ move_mouth 999999 ms 
jump @CASIN10_2997 

:CASIN10_2955
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg ist tot!
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AD'  // ~z~Natrlich kommt er ohne uns zurecht, du verdammter Vollidiot, los jetzt!
jump @CASIN10_15190 

:CASIN10_2997
if 
83D2:   not wav 2 ended 
else_jump @CASIN10_3198 
wait 0 
if 
   Actor.Dead(107@)
else_jump @CASIN10_3055 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer ist tot!
jump @CASIN10_15190 

:CASIN10_3055
if 
   Actor.Dead(108@)
else_jump @CASIN10_3094 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul ist tot!
jump @CASIN10_15190 

:CASIN10_3094
if 
   Actor.Dead(109@)
else_jump @CASIN10_3152 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AC'  // ~z~Und was ist mit deiner Verstrkung, alter Kumpel, kommst du ohne uns zurecht?
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg ist tot!
jump @CASIN10_15190 

:CASIN10_3152
if 
   Car.Wrecked(111@)
else_jump @CASIN10_3191 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~Das Auto wurde zerstrt!
jump @CASIN10_15190 

:CASIN10_3191
jump @CASIN10_2997 

:CASIN10_3198
040D: unload_wav 2 
03D5: remove_text 'CAS11AD'  // ~z~Natrlich kommt er ohne uns zurecht, du verdammter Vollidiot, los jetzt!
if 
   not Actor.Dead(109@)
else_jump @CASIN10_3246 
0968: actor 109@ stop_mouth 
0647: unknown_actor 109@ look_task 
jump @CASIN10_3269 

:CASIN10_3246
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg ist tot!
jump @CASIN10_15190 

:CASIN10_3269
if 
   not Car.Wrecked(111@)
else_jump @CASIN10_3468 
if 
   not Actor.Dead(107@)
else_jump @CASIN10_3321 
05CA: AS_actor 107@ enter_car 111@ passenger_seat 0 10000 ms 
jump @CASIN10_3344 

:CASIN10_3321
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer ist tot!
jump @CASIN10_15190 

:CASIN10_3344
if 
   Actor.Dead(107@)
else_jump @CASIN10_3383 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer ist tot!
jump @CASIN10_15190 

:CASIN10_3383
if 
   Actor.Dead(109@)
else_jump @CASIN10_3422 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg ist tot!
jump @CASIN10_15190 

:CASIN10_3422
if 
   Actor.Dead(108@)
else_jump @CASIN10_3461 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul ist tot!
jump @CASIN10_15190 

:CASIN10_3461
jump @CASIN10_3491 

:CASIN10_3468
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~Das Auto wurde zerstrt!
jump @CASIN10_15190 

:CASIN10_3491
if or
   not Actor.InCar(107@, 111@)
   not Actor.InCar(108@, 111@)
   not Actor.InCar(109@, 111@)
else_jump @CASIN10_3693 
wait 0 
if 
   Actor.Dead(107@)
else_jump @CASIN10_3569 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer ist tot!
jump @CASIN10_15190 

:CASIN10_3569
if 
   Actor.Dead(108@)
else_jump @CASIN10_3608 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul ist tot!
jump @CASIN10_15190 

:CASIN10_3608
if 
   Actor.Dead(109@)
else_jump @CASIN10_3647 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg ist tot!
jump @CASIN10_15190 

:CASIN10_3647
if 
   Car.Wrecked(111@)
else_jump @CASIN10_3686 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~Das Auto wurde zerstrt!
jump @CASIN10_15190 

:CASIN10_3686
jump @CASIN10_3491 

:CASIN10_3693
if 
   not Car.Wrecked(111@)
else_jump @CASIN10_3753 
Car.DriveTo(111@, 2148.048, 1703.466, 9.727)
00AE: set_car 111@ traffic_behaviour_to 2 
Car.SetMaxSpeed(111@, 30.0)
jump @CASIN10_3776 

:CASIN10_3753
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~Das Auto wurde zerstrt!
jump @CASIN10_15190 

:CASIN10_3776
wait 2000 
Actor.DestroyInstantly(107@)
Actor.DestroyInstantly(108@)
Actor.DestroyInstantly(109@)
Car.Destroy(111@)
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
Model.Destroy(#SENTINEL)
02A3: enable_widescreen 0 
08F6: restore_player_group 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
091D: remove_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
091E: create_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
114@ = 1 

:CASIN10_3929
0701: end_scene_skip 
if 
  114@ == 0 
else_jump @CASIN10_4237 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CASIN10_3974
if 
fading 
else_jump @CASIN10_3998 
wait 0 
jump @CASIN10_3974 

:CASIN10_3998
08F6: restore_player_group 
0395: clear_area 1 at 2163.589 1682.247 9.86 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 2163.589, 1682.247, 9.86)
Actor.Angle($PLAYER_ACTOR) = 80.0
Actor.DestroyInstantly(107@)
Actor.DestroyInstantly(108@)
Actor.DestroyInstantly(109@)
Car.Destroy(111@)
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
Model.Destroy(#SENTINEL)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
02A3: enable_widescreen 0 
0925: restore_camera_to_user_defined 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color_RGB 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
091D: remove_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
091E: create_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
fade 1 1000 

:CASIN10_4192
if 
fading 
else_jump @CASIN10_4216 
wait 0 
jump @CASIN10_4192 

:CASIN10_4216
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 

:CASIN10_4237
00BC: show_text_highpriority GXT 'CM10_1' time 10000 flag 1  // ~s~Mach dich auf zum ~y~Flughafen~s~.
018A: 35@ = create_checkpoint_at 1707.828 1606.639 9.055 
0395: clear_area 0 at 1707.828 1606.639 9.055 radius 2.0 

:CASIN10_4297
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1707.828 1606.639 9.055 radius 4.0 4.0 3.0 
else_jump @CASIN10_4378 
wait 0 
if 
0735:   NOP_false 83 
else_jump @CASIN10_4371 
jump @CASIN10_15339 

:CASIN10_4371
jump @CASIN10_4297 

:CASIN10_4378
Marker.Disable(35@)
00BC: show_text_highpriority GXT 'CM10_10' time 10000 flag 1  // ~s~Der ~b~Jet ~s~steht am Ende der Rollbahn. Steig ein und flieg nach New York.
0395: clear_area 1 at 1479.714 1758.306 12.098 radius 2.0 
112@ = Car.Create(#SHAMAL, 1479.714, 1758.306, 12.098)
Car.ImmuneToNonPlayer(112@) = True
Car.Angle(112@) = 180.0
34@ = Marker.CreateAboveCar(112@)
07E0: set_marker 34@ type_to 1 

:CASIN10_4478
if 
   not Actor.InCar($PLAYER_ACTOR, 112@)
else_jump @CASIN10_4552 
wait 0 
if 
   Car.Wrecked(112@)
else_jump @CASIN10_4545 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~Du hast den Jet zerstrt!
Marker.Disable(34@)
jump @CASIN10_15190 

:CASIN10_4545
jump @CASIN10_4478 

:CASIN10_4552
if 
   not Car.Wrecked(112@)
else_jump @CASIN10_4582 
Car.ImmuneToNonPlayer(112@) = False
jump @CASIN10_4610 

:CASIN10_4582
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~Du hast den Jet zerstrt!
Marker.Disable(34@)
jump @CASIN10_15190 

:CASIN10_4610
Marker.Disable(34@)
00BC: show_text_highpriority GXT 'CM10_18' time 8000 flag 1  // ~s~Flieg nach ~y~New York~s~.
018A: 126@ = create_checkpoint_at 7500.0 2478.34 200.0 
32@ = 0 

:CASIN10_4658
if or
8100:   not actor $PLAYER_ACTOR in_sphere 7500.0 2478.34 200.0 radius 100.0 100.0 200.0 sphere 0 in_car 
8448:   not actor $PLAYER_ACTOR in_car 112@ 
else_jump @CASIN10_4995 
wait 0 
if 
   Car.Wrecked(112@)
else_jump @CASIN10_4764 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~Du hast den Jet zerstrt!
jump @CASIN10_15190 
jump @CASIN10_4988 

:CASIN10_4764
if 
   Actor.InCar($PLAYER_ACTOR, 112@)
else_jump @CASIN10_4920 
if 
  159@ == 0 
else_jump @CASIN10_4840 
if 
  32@ > 40000 
else_jump @CASIN10_4840 
03E5: show_text_box 'CM10_99'  // Drcke ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~, um die Kamera-Modi zu wechseln.
159@ = 1 

:CASIN10_4840
if 
  129@ == 1 
else_jump @CASIN10_4913 
00BC: show_text_highpriority GXT 'CM10_18' time 8000 flag 1  // ~s~Flieg nach ~y~New York~s~.
018A: 126@ = create_checkpoint_at 7500.0 2478.34 200.0 
Marker.Disable(34@)
$127 = 1 
129@ = 0 

:CASIN10_4913
jump @CASIN10_4988 

:CASIN10_4920
if 
  129@ == 0 
else_jump @CASIN10_4988 
Marker.Disable(126@)
34@ = Marker.CreateAboveCar(112@)
07E0: set_marker 34@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Zurck ins ~b~Fahrzeug~s~!
$127 = 0 
129@ = 1 

:CASIN10_4988
jump @CASIN10_4658 

:CASIN10_4995
Marker.Disable(126@)
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:CASIN10_5015
if 
fading 
else_jump @CASIN10_5039 
wait 0 
jump @CASIN10_5015 

:CASIN10_5039
0A19: display_zone_text 'MARKS'  // Saint Mark's
08F5: save_player_group 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01F0: set_max_wanted_level_to 0 
09FF: set_restart_closest_to 1578.446 1770.682 9.8358 
set_weather 5 
Model.Load(#VMAFF1)
Model.Load(#COLT45)
Model.Load(#TAXI)
Model.Load(#SENTINEL)
07C0: load_path 602 
07C0: load_path 603 
Model.Load(#BMYBU)
Model.Load(#WFYBU)
038B: load_requested_models 

:CASIN10_5143
if or
   not Model.Available(#VMAFF1)
   not Model.Available(#COLT45)
   not Model.Available(#TAXI)
   not Model.Available(#SENTINEL)
87C1:   not path 602 available 
87C1:   not path 603 available 
else_jump @CASIN10_5194 
wait 0 
jump @CASIN10_5143 

:CASIN10_5194
if or
   not Model.Available(#BMYBU)
   not Model.Available(#WFYBU)
else_jump @CASIN10_5225 
wait 0 
jump @CASIN10_5194 

:CASIN10_5225
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
04E4: unknown_refresh_game_renderer_at -811.999 457.027 
0A0B: set_rendering_origin_at_3D_coord -811.999 457.027 1356.622 angle 82.0 
038B: load_requested_models 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASIN10_5335 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -813.833 459.11 998.989 
0792: disembark_instantly_actor $PLAYER_ACTOR 
jump @CASIN10_5375 

:CASIN10_5335
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -813.833, 459.11, 998.989)

:CASIN10_5375
Camera.SetBehindPlayer
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
Car.Destroy(112@)
Model.Destroy(#SHAMAL)
161@ = Car.Create(#TAXI, -811.999, 457.027, 1356.622)
Car.Angle(161@) = 270.0
0840: link_car 161@ to_interior 1 
Car.ImmuneToNonPlayer(161@) = True
0129: 160@ = create_actor_pedtype 4 model #VMAFF1 in_car 161@ driverseat 
0860: link_actor 160@ to_interior 1 
Car.SetToNormalDriver(161@)
0430: put_actor $PLAYER_ACTOR into_car 161@ passenger_seat 1 
163@ = Car.Create(#SENTINEL, -729.2895, 514.4813, 1370.969)
Car.Angle(163@) = 161.5196
0840: link_car 163@ to_interior 1 
Car.ImmuneToNonPlayer(163@) = True
0129: 164@ = create_actor_pedtype 4 model #VMAFF1 in_car 163@ driverseat 
0860: link_actor 164@ to_interior 1 
Car.SetToNormalDriver(163@)

:CASIN10_5553
if 
84F1:   not unknown_car_check 161@ 
else_jump @CASIN10_5612 
wait 0 
if 
   Car.Wrecked(161@)
else_jump @CASIN10_5589 

:CASIN10_5589
if 
   Car.Wrecked(163@)
else_jump @CASIN10_5605 

:CASIN10_5605
jump @CASIN10_5553 

:CASIN10_5612
165@ = Actor.Create(CivMale, #BMYBU, -864.653, 451.569, 1348.584)
05DE: AS_actor 165@ walk_around_ped_path 
166@ = Actor.Create(CivFemale, #WFYBU, -884.251, 466.693, 1346.577)
05DE: AS_actor 166@ walk_around_ped_path 
167@ = Actor.Create(CivMale, #BMYBU, -857.588, 467.419, 1349.29)
05DE: AS_actor 167@ walk_around_ped_path 
168@ = Actor.Create(CivFemale, #WFYBU, -814.46, 466.873, 1356.137)
05DE: AS_actor 168@ walk_around_ped_path 
169@ = Actor.Create(CivMale, #BMYBU, -781.615, 468.628, 1363.266)
05DE: AS_actor 169@ walk_around_ped_path 
170@ = Actor.Create(CivFemale, #WFYBU, -737.431, 503.6, 1370.968)
05DE: AS_actor 170@ walk_around_ped_path 
171@ = Actor.Create(CivMale, #BMYBU, -738.769, 476.826, 1370.306)
05DE: AS_actor 171@ walk_around_ped_path 
172@ = Actor.Create(CivFemale, #WFYBU, -771.993, 456.237, 1364.445)
05DE: AS_actor 172@ walk_around_ped_path 
173@ = Actor.Create(CivMale, #BMYBU, -799.539, 453.03, 1359.074)
05DE: AS_actor 173@ walk_around_ped_path 
174@ = Actor.Create(CivFemale, #WFYBU, -753.076, 484.357, 1369.885)
05DE: AS_actor 174@ walk_around_ped_path 
Camera.SetPosition(-751.2452, 449.8578, 1370.5, 0.0, 0.0, 0.0)
Camera.PointAt(-752.1519, 450.2614, 1370.378, 2)
if 
   not Car.Wrecked(161@)
else_jump @CASIN10_5992 
05EB: assign_car 161@ to_path 602 
06FD: set_car 161@ speed_on_path_to 1.1 

:CASIN10_5992
if 
   not Car.Wrecked(163@)
else_jump @CASIN10_6026 
05EB: assign_car 163@ to_path 603 
06FD: set_car 163@ speed_on_path_to 1.1 

:CASIN10_6026
wait 800 
if 
   Car.Wrecked(161@)
else_jump @CASIN10_6052 
05EC: release_car 161@ from_path 

:CASIN10_6052
if 
   Car.Wrecked(163@)
else_jump @CASIN10_6073 
05EC: release_car 163@ from_path 

:CASIN10_6073
0169: set_fade_color_RGB 0 0 0 
02A3: enable_widescreen 1 
fade 1 2000 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -751.2452 449.8578 1370.5 position_to -730.0718 483.3791 1373.472 time 8600 drop_mode 1 
0920: point_camera -752.1519 450.2614 1370.378 transverse_to -730.9146 483.9166 1373.496 time 8600 mode 1 

:CASIN10_6176
if 
fading 
else_jump @CASIN10_6200 
wait 0 
jump @CASIN10_6176 

:CASIN10_6200
057E: set_radar_grey 1 
09AC: disable_map_icons 1 
if 
   Car.Wrecked(161@)
else_jump @CASIN10_6229 
05EC: release_car 161@ from_path 

:CASIN10_6229
if 
   Car.Wrecked(163@)
else_jump @CASIN10_6250 
05EC: release_car 163@ from_path 

:CASIN10_6250
0707: start_scene_skip_to @CASIN10_6465 

:CASIN10_6257
if 
060E:   car 161@ assigned_to_path 
else_jump @CASIN10_6326 
wait 0 
if 
   Car.Wrecked(161@)
else_jump @CASIN10_6298 
05EC: release_car 161@ from_path 

:CASIN10_6298
if 
   Car.Wrecked(163@)
else_jump @CASIN10_6319 
05EC: release_car 163@ from_path 

:CASIN10_6319
jump @CASIN10_6257 

:CASIN10_6326
0615: define_AS_pack_begin 162@ 
if 
   not Car.Wrecked(161@)
else_jump @CASIN10_6354 
05CD: AS_actor -1 exit_car 161@ 

:CASIN10_6354
05D3: AS_actor -1 goto_point -760.2046 492.1819 1370.677 mode 4 10000 ms // versionA 
0616: define_AS_pack_end 162@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 162@ 
061B: remove_references_to_AS_pack 162@ 
32@ = 0 

:CASIN10_6403
if 
  3000 > 32@ 
else_jump @CASIN10_6465 
wait 0 
if 
   Car.Wrecked(161@)
else_jump @CASIN10_6442 

:CASIN10_6442
if 
   Car.Wrecked(163@)
else_jump @CASIN10_6458 

:CASIN10_6458
jump @CASIN10_6403 

:CASIN10_6465
0701: end_scene_skip 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CASIN10_6482
if 
fading 
else_jump @CASIN10_6506 
wait 0 
jump @CASIN10_6482 

:CASIN10_6506
0915: unknown_release_weather 
0792: disembark_instantly_actor $PLAYER_ACTOR 
061B: remove_references_to_AS_pack 162@ 
if 
   not Car.Wrecked(161@)
else_jump @CASIN10_6669 
05EC: release_car 161@ from_path 
if 
   Actor.InCar($PLAYER_ACTOR, 161@)
else_jump @CASIN10_6669 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -760.2046 492.1819 1370.677 

:CASIN10_6578
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CASIN10_6669 
wait 0 
if 
   Car.Wrecked(161@)
else_jump @CASIN10_6614 

:CASIN10_6614
if 
   Car.Wrecked(163@)
else_jump @CASIN10_6630 

:CASIN10_6630
if 
   Actor.Dead(160@)
else_jump @CASIN10_6646 

:CASIN10_6646
if 
   Actor.Dead(164@)
else_jump @CASIN10_6662 

:CASIN10_6662
jump @CASIN10_6578 

:CASIN10_6669
if 
   not Car.Wrecked(163@)
else_jump @CASIN10_6690 
05EC: release_car 163@ from_path 

:CASIN10_6690
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 22)
else_jump @CASIN10_6731 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 60 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 
jump @CASIN10_6738 

:CASIN10_6731
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 

:CASIN10_6738
0873: release_path 602 
0873: release_path 603 
0925: restore_camera_to_user_defined 
Car.Destroy(161@)
Actor.DestroyInstantly(160@)
Car.Destroy(163@)
Actor.DestroyInstantly(164@)
Actor.DestroyInstantly(165@)
Actor.DestroyInstantly(166@)
Actor.DestroyInstantly(167@)
Actor.DestroyInstantly(168@)
Actor.DestroyInstantly(169@)
Actor.DestroyInstantly(170@)
Actor.DestroyInstantly(171@)
Actor.DestroyInstantly(172@)
Actor.DestroyInstantly(173@)
Actor.DestroyInstantly(174@)
Model.Destroy(#BMYBU)
Model.Destroy(#WFYBU)
Model.Destroy(#TAXI)
Model.Load(#VMAFF1)
Model.Load(#VMAFF2)
Model.Load(#VMAFF3)
Model.Load(#CHROMEGUN)
Model.Load(#MICRO_UZI)
Model.Load(#COLT45)
04ED: load_animation "SWAT" 
Model.Load(#SENTINEL)
023C: load_special_actor 'FORELLI' as 1 // models 290-299 
03CF: load_wav 7208 as 1 
03CF: load_wav 7209 as 2 
038B: load_requested_models 

:CASIN10_6903
if or
   not Model.Available(#VMAFF1)
   not Model.Available(#VMAFF2)
84EE:   not animation "SWAT" loaded 
   not Model.Available(#CHROMEGUN)
   not Model.Available(#MICRO_UZI)
823D:   not special_actor 1 loaded 
else_jump @CASIN10_6955 
wait 0 
jump @CASIN10_6903 

:CASIN10_6955
if or
   not Model.Available(#COLT45)
   not Model.Available(#VMAFF3)
   not Model.Available(#SENTINEL)
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @CASIN10_6999 
wait 0 
jump @CASIN10_6955 

:CASIN10_6999
40@ = Actor.Create(Mission1, #SPECIAL01, -783.62, 505.055, 1370.788)
0856: unknown_actor 40@ driving_flag 0 
01B2: give_actor 40@ weapon 28 ammo 30000 // Load the weapon model before using this 
081A: set_actor 40@ weapon_skill_to 2 
0946: set_actor 40@ actions_uninterupted_by_weapon_fire 1 
Actor.Angle(40@) = 348.44
41@ = Marker.CreateAboveActor(40@)
060B: set_actor 40@ decision_maker_to 110@ 
0446: set_actor 40@ immune_to_headshots 0 
08AF: set_actor 40@ max_health_to 1000 
Actor.Health(40@) = 1000
Actor.WeaponAccuracy(40@) = 80
07DD: set_actor 40@ temper_to 50 // see pedstats.dat 
47@ = Actor.Create(Mission1, #VMAFF1, -783.223, 497.549, 1370.78)
0856: unknown_actor 47@ driving_flag 0 
01B2: give_actor 47@ weapon 25 ammo 30000 // Load the weapon model before using this 
Actor.Angle(47@) = 348.44
060B: set_actor 47@ decision_maker_to 106@ 
Actor.WeaponAccuracy(47@) = 65
07DD: set_actor 47@ temper_to 40 // see pedstats.dat 
50@ = Actor.Create(Mission1, #VMAFF2, -788.965, 497.522, 1370.78)
0856: unknown_actor 50@ driving_flag 0 
01B2: give_actor 50@ weapon 25 ammo 30000 // Load the weapon model before using this 
Actor.Angle(50@) = 348.44
060B: set_actor 50@ decision_maker_to 106@ 
Actor.WeaponAccuracy(50@) = 65
07DD: set_actor 50@ temper_to 45 // see pedstats.dat 
53@ = Actor.Create(Mission1, #VMAFF3, -791.034, 500.973, 1370.78)
0856: unknown_actor 53@ driving_flag 0 
01B2: give_actor 53@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(53@) = 5.1
060B: set_actor 53@ decision_maker_to 105@ 
Actor.WeaponAccuracy(53@) = 70
07DD: set_actor 53@ temper_to 50 // see pedstats.dat 
56@ = Actor.Create(Mission1, #VMAFF1, -780.395, 500.947, 1370.78)
0856: unknown_actor 56@ driving_flag 0 
01B2: give_actor 56@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(56@) = 5.1
060B: set_actor 56@ decision_maker_to 105@ 
Actor.WeaponAccuracy(56@) = 40
07DD: set_actor 56@ temper_to 60 // see pedstats.dat 
59@ = Actor.Create(Mission1, #VMAFF2, -794.945, 507.819, 1370.788)
0856: unknown_actor 59@ driving_flag 0 
01B2: give_actor 59@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(59@) = 174.837
060B: set_actor 59@ decision_maker_to 105@ 
Actor.WeaponAccuracy(59@) = 70
07DD: set_actor 59@ temper_to 45 // see pedstats.dat 
62@ = Actor.Create(Mission1, #VMAFF3, -793.0, 506.434, 1370.788)
0856: unknown_actor 62@ driving_flag 0 
01B2: give_actor 62@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(62@) = 113.867
060B: set_actor 62@ decision_maker_to 105@ 
Actor.WeaponAccuracy(62@) = 65
07DD: set_actor 62@ temper_to 40 // see pedstats.dat 
65@ = Actor.Create(Mission1, #VMAFF2, -785.853, 508.372, 1370.774)
0856: unknown_actor 65@ driving_flag 0 
01B2: give_actor 65@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(65@) = 212.0
060B: set_actor 65@ decision_maker_to 105@ 
Actor.WeaponAccuracy(65@) = 65
07DD: set_actor 65@ temper_to 40 // see pedstats.dat 
69@ = Actor.Create(Mission1, #VMAFF1, -792.191, 508.908, 1370.788)
0856: unknown_actor 69@ driving_flag 0 
01B2: give_actor 69@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(69@) = 188.0
060B: set_actor 69@ decision_maker_to 105@ 
Actor.WeaponAccuracy(69@) = 70
07DD: set_actor 69@ temper_to 40 // see pedstats.dat 
73@ = Actor.Create(Mission1, #VMAFF3, -783.975, 498.564, 1375.195)
0856: unknown_actor 73@ driving_flag 0 
01B2: give_actor 73@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(73@) = 172.352
060B: set_actor 73@ decision_maker_to 105@ 
Actor.WeaponAccuracy(73@) = 65
07DD: set_actor 73@ temper_to 40 // see pedstats.dat 
77@ = Actor.Create(Mission1, #VMAFF1, -792.542, 494.229, 1375.235)
0856: unknown_actor 77@ driving_flag 0 
01B2: give_actor 77@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(77@) = 279.542
060B: set_actor 77@ decision_maker_to 105@ 
Actor.WeaponAccuracy(77@) = 70
07DD: set_actor 77@ temper_to 50 // see pedstats.dat 
81@ = Actor.Create(Mission1, #VMAFF2, -786.142, 491.815, 1375.235)
0856: unknown_actor 81@ driving_flag 0 
01B2: give_actor 81@ weapon 25 ammo 30000 // Load the weapon model before using this 
Actor.Angle(81@) = 270.0
060B: set_actor 81@ decision_maker_to 110@ 
Actor.WeaponAccuracy(81@) = 75
07DD: set_actor 81@ temper_to 40 // see pedstats.dat 
84@ = Actor.Create(Mission1, #VMAFF1, -793.7, 494.999, 1375.243)
0856: unknown_actor 84@ driving_flag 0 
01B2: give_actor 84@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(84@) = 270.0
060B: set_actor 84@ decision_maker_to 110@ 
Actor.WeaponAccuracy(84@) = 65
07DD: set_actor 84@ temper_to 40 // see pedstats.dat 
87@ = Actor.Create(Mission1, #VMAFF1, -781.141, 494.625, 1367.571)
0856: unknown_actor 87@ driving_flag 0 
01B2: give_actor 87@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(87@) = 90.0
060B: set_actor 87@ decision_maker_to 105@ 
Actor.WeaponAccuracy(87@) = 65
07DD: set_actor 87@ temper_to 40 // see pedstats.dat 
90@ = Actor.Create(Mission1, #VMAFF3, -786.705, 501.671, 1366.414)
0856: unknown_actor 90@ driving_flag 0 
01B2: give_actor 90@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(90@) = 270.0
060B: set_actor 90@ decision_maker_to 105@ 
Actor.WeaponAccuracy(90@) = 65
07DD: set_actor 90@ temper_to 40 // see pedstats.dat 
93@ = Actor.Create(Mission1, #VMAFF2, -790.646, 505.521, 1366.414)
0856: unknown_actor 93@ driving_flag 0 
01B2: give_actor 93@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(93@) = 231.0
060B: set_actor 93@ decision_maker_to 106@ 
Actor.WeaponAccuracy(93@) = 65
07DD: set_actor 93@ temper_to 50 // see pedstats.dat 
jump @CASIN10_8307 
120@ = Actor.Create(Mission1, #VMAFF3, -816.005, 493.329, 1358.293)
Actor.DestroyInstantly(120@)
121@ = Actor.Create(Mission1, #VMAFF1, -821.268, 508.167, 1358.273)
Actor.DestroyInstantly(121@)
122@ = Actor.Create(Mission1, #VMAFF2, -828.77, 510.594, 1357.307)
Actor.DestroyInstantly(122@)

:CASIN10_8307
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -783.104, 490.814, 1375.235)
Actor.Angle($PLAYER_ACTOR) = 8.832
0A0B: set_rendering_origin_at_3D_coord -783.104 490.814 1375.235 angle 8.832 
Camera.SetPosition(-787.9748, 493.9206, 1375.796, 0.0, 0.0, 0.0)
Camera.PointAt(-787.056, 494.3102, 1375.859, 2)
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:CASIN10_8430
if 
fading 
else_jump @CASIN10_8454 
wait 0 
jump @CASIN10_8430 

:CASIN10_8454
116@ = 1 
0707: start_scene_skip_to @CASIN10_9952 
05D3: AS_actor $PLAYER_ACTOR goto_point -783.153 495.215 1375.227 mode 4 -1 ms // versionA 
if 
   not Actor.Dead(73@)
else_jump @CASIN10_8525 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 73@ -1 ms 
jump @CASIN10_8557 

:CASIN10_8525
if 
  74@ == 0 
else_jump @CASIN10_8557 
152@ += 1 
74@ = 1 

:CASIN10_8557
if 
   not Actor.Dead(77@)
else_jump @CASIN10_8590 
05BF: AS_actor 77@ look_at_actor $PLAYER_ACTOR -1 ms 
jump @CASIN10_8622 

:CASIN10_8590
if 
  78@ == 0 
else_jump @CASIN10_8622 
152@ += 1 
78@ = 1 

:CASIN10_8622
0615: define_AS_pack_begin 75@ 
05F5: AS_actor -1 goto_point -783.336 496.837 1375.235 mode 4 -1 ms // versionB 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 15000 ms 
0616: define_AS_pack_end 75@ 
if 
   not Actor.Dead(73@)
else_jump @CASIN10_8717 
0618: assign_actor 73@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
jump @CASIN10_8749 

:CASIN10_8717
if 
  74@ == 0 
else_jump @CASIN10_8749 
152@ += 1 
74@ = 1 

:CASIN10_8749
if 
   not Actor.Dead(73@)
else_jump @CASIN10_8809 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS11DA' time 10000 flag 1  // ~z~Private Feier. Zutritt nur mit Einladung!
0967: actor 73@ move_mouth 999999 ms 
0A09: set_actor 73@ muted 1 // versionB 
jump @CASIN10_8845 

:CASIN10_8809
040D: unload_wav 1 
if 
  74@ == 0 
else_jump @CASIN10_8845 
152@ += 1 
74@ = 1 

:CASIN10_8845
if 
83D2:   not wav 1 ended 
else_jump @CASIN10_8930 
wait 0 
gosub @CASIN10_15776 
if 
  74@ == 0 
else_jump @CASIN10_8923 
if 
   Actor.Dead(73@)
else_jump @CASIN10_8923 
040D: unload_wav 1 
152@ += 1 
74@ = 1 

:CASIN10_8923
jump @CASIN10_8845 

:CASIN10_8930
03D5: remove_text 'CAS11DA'  // ~z~Private Feier. Zutritt nur mit Einladung!
if 
   not Actor.Dead(73@)
else_jump @CASIN10_8983 
0968: actor 73@ stop_mouth 
0A09: set_actor 73@ muted 0 // versionB 
0638: AS_actor $PLAYER_ACTOR stay_put 1 
jump @CASIN10_9015 

:CASIN10_8983
if 
  74@ == 0 
else_jump @CASIN10_9015 
152@ += 1 
74@ = 1 

:CASIN10_9015
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CAS11DB' time 4000 flag 1  // ~z~Ach ja? Nun, Mr. Leone sagt was anderes!
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
Camera.SetPosition(-785.9136, 497.3071, 1375.579, 0.0, 0.0, 0.0)
Camera.PointAt(-785.0042, 496.9065, 1375.69, 2)
if 
   not Actor.Dead(73@)
else_jump @CASIN10_9170 
04EB: AS_actor 73@ crouch 1 
Actor.WeaponAccuracy(73@) = 5
0668: AS_actor 73@ rotate_and_shoot_at -781.079 495.708 1376.195 10000 ms 
07DD: set_actor 73@ temper_to 80 // see pedstats.dat 
jump @CASIN10_9202 

:CASIN10_9170
if 
  74@ == 0 
else_jump @CASIN10_9202 
152@ += 1 
74@ = 1 

:CASIN10_9202
0615: define_AS_pack_begin 37@ 
05D4: AS_actor -1 rotate_angle 270.0 
0812: AS_actor -1 perform_animation "JMP_WALL1M_180" IFP_file "SWAT" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
99@ = 0.0 
0616: define_AS_pack_end 37@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 37@ 
if 
   Actor.Animation($PLAYER_ACTOR) == "JMP_WALL1M_180"
else_jump @CASIN10_9336 
0613: 99@ = actor $PLAYER_ACTOR animation "JMP_WALL1M_180" time 

:CASIN10_9336
if 
   not 99@ == 1.0 
else_jump @CASIN10_9431 
wait 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "JMP_WALL1M_180"
else_jump @CASIN10_9417 
0613: 99@ = actor $PLAYER_ACTOR animation "JMP_WALL1M_180" time 

:CASIN10_9417
gosub @CASIN10_15776 
jump @CASIN10_9336 

:CASIN10_9431
0615: define_AS_pack_begin 67@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point -781.563 505.346 1370.782 mode 6 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 67@ 
if 
   not Actor.Dead(65@)
else_jump @CASIN10_9519 
0618: assign_actor 65@ to_AS_pack 67@ 
061B: remove_references_to_AS_pack 67@ 
jump @CASIN10_9551 

:CASIN10_9519
if 
  66@ == 0 
else_jump @CASIN10_9551 
152@ += 1 
66@ = 1 

:CASIN10_9551
0615: define_AS_pack_begin 71@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point -786.511 505.073 1370.782 mode 6 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 71@ 
if 
   not Actor.Dead(69@)
else_jump @CASIN10_9639 
0618: assign_actor 69@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
jump @CASIN10_9671 

:CASIN10_9639
if 
  70@ == 0 
else_jump @CASIN10_9671 
152@ += 1 
70@ = 1 

:CASIN10_9671
if 
83D2:   not wav 2 ended 
else_jump @CASIN10_9724 
wait 0 
gosub @CASIN10_15776 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @CASIN10_9717 
040D: unload_wav 2 

:CASIN10_9717
jump @CASIN10_9671 

:CASIN10_9724
03D5: remove_text 'CAS11DB'  // ~z~Ach ja? Nun, Mr. Leone sagt was anderes!
0968: actor $PLAYER_ACTOR stop_mouth 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0615: define_AS_pack_begin 79@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
if 
   not Actor.Dead(77@)
else_jump @CASIN10_9812 
0618: assign_actor 77@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 
jump @CASIN10_9844 

:CASIN10_9812
if 
  78@ == 0 
else_jump @CASIN10_9844 
152@ += 1 
78@ = 1 

:CASIN10_9844
040D: unload_wav 1 
040D: unload_wav 2 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -780.806, 495.717, 1375.0)
Actor.Angle($PLAYER_ACTOR) = 100.0
04EB: AS_actor $PLAYER_ACTOR crouch 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" IFP_file "PED" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
Camera.Restore_WithJumpCut
061B: remove_references_to_AS_pack 37@ 
36@ = 1 

:CASIN10_9952
0701: end_scene_skip 
if 
  36@ == 0 
else_jump @CASIN10_10266 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0615: define_AS_pack_begin 67@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point -781.563 505.346 1370.782 mode 6 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 67@ 
if 
   not Actor.Dead(65@)
else_jump @CASIN10_10077 
0618: assign_actor 65@ to_AS_pack 67@ 
061B: remove_references_to_AS_pack 67@ 
jump @CASIN10_10109 

:CASIN10_10077
if 
  66@ == 0 
else_jump @CASIN10_10109 
152@ += 1 
66@ = 1 

:CASIN10_10109
0615: define_AS_pack_begin 71@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point -786.511 505.073 1370.782 mode 6 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 71@ 
if 
   not Actor.Dead(69@)
else_jump @CASIN10_10197 
0618: assign_actor 69@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
jump @CASIN10_10229 

:CASIN10_10197
if 
  70@ == 0 
else_jump @CASIN10_10229 
152@ += 1 
70@ = 1 

:CASIN10_10229
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -780.806, 495.717, 1375.0)
Actor.Angle($PLAYER_ACTOR) = 100.0
Camera.Restore_WithJumpCut

:CASIN10_10266
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
if 
   not Actor.Dead(73@)
else_jump @CASIN10_10387 
Actor.WeaponAccuracy(73@) = 40
if 
  76@ == 0 
else_jump @CASIN10_10380 
07DD: set_actor 73@ temper_to 40 // see pedstats.dat 
0638: AS_actor 73@ stay_put 0 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
76@ = 1 

:CASIN10_10380
jump @CASIN10_10419 

:CASIN10_10387
if 
  74@ == 0 
else_jump @CASIN10_10419 
152@ += 1 
74@ = 1 

:CASIN10_10419
08F6: restore_player_group 
if 
  116@ == 1 
else_jump @CASIN10_10884 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
else_jump @CASIN10_10684 
if 
   not Actor.Dead(59@)
else_jump @CASIN10_10550 
if 
  61@ == 0 
else_jump @CASIN10_10543 
0085: 101@ = 59@ // (int) 
gosub @CASIN10_18943 
61@ = 1 

:CASIN10_10543
jump @CASIN10_10582 

:CASIN10_10550
if 
  60@ == 0 
else_jump @CASIN10_10582 
152@ += 1 
60@ = 1 

:CASIN10_10582
if 
   not Actor.Dead(62@)
else_jump @CASIN10_10645 
if 
  64@ == 0 
else_jump @CASIN10_10638 
0085: 102@ = 62@ // (int) 
gosub @CASIN10_19026 
64@ = 1 

:CASIN10_10638
jump @CASIN10_10677 

:CASIN10_10645
if 
  63@ == 0 
else_jump @CASIN10_10677 
152@ += 1 
63@ = 1 

:CASIN10_10677
jump @CASIN10_10884 

:CASIN10_10684
if 
   not Actor.Dead(59@)
else_jump @CASIN10_10752 
if 
  61@ == 0 
else_jump @CASIN10_10745 
0687: clear_actor 59@ task 
0638: AS_actor 59@ stay_put 0 
05E2: AS_actor 59@ kill_actor $PLAYER_ACTOR 
61@ = 1 

:CASIN10_10745
jump @CASIN10_10784 

:CASIN10_10752
if 
  60@ == 0 
else_jump @CASIN10_10784 
152@ += 1 
60@ = 1 

:CASIN10_10784
if 
   not Actor.Dead(62@)
else_jump @CASIN10_10852 
if 
  64@ == 0 
else_jump @CASIN10_10845 
0687: clear_actor 62@ task 
0638: AS_actor 62@ stay_put 0 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
64@ = 1 

:CASIN10_10845
jump @CASIN10_10884 

:CASIN10_10852
if 
  63@ == 0 
else_jump @CASIN10_10884 
152@ += 1 
63@ = 1 

:CASIN10_10884
00BC: show_text_highpriority GXT 'CM10_2' time 10000 flag 1  // ~s~Erledige ~r~Forelli~s~ und all seine Leibwchter.

:CASIN10_10900
if 
   not 152@ == 19 
else_jump @CASIN10_13775 
wait 0 
if 
  118@ == 0 
else_jump @CASIN10_11020 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.097 501.709 1365.0 cornerB -784.992 497.66 1370.0 
else_jump @CASIN10_11020 
gosub @CASIN10_19307 
if 
  119@ == 0 
else_jump @CASIN10_11020 
gosub @CASIN10_19952 

:CASIN10_11020
if 
  119@ == 1 
else_jump @CASIN10_11045 
gosub @CASIN10_20515 

:CASIN10_11045
gosub @CASIN10_15776 
if 
  55@ == 0 
else_jump @CASIN10_11302 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
else_jump @CASIN10_11220 
if 
  60@ == 1 
else_jump @CASIN10_11213 
if 
   not Actor.Dead(53@)
else_jump @CASIN10_11181 
0085: 101@ = 53@ // (int) 
gosub @CASIN10_18943 
55@ = 1 
jump @CASIN10_11213 

:CASIN10_11181
if 
  54@ == 0 
else_jump @CASIN10_11213 
152@ += 1 
54@ = 1 

:CASIN10_11213
jump @CASIN10_11302 

:CASIN10_11220
if 
   not Actor.Dead(53@)
else_jump @CASIN10_11270 
0687: clear_actor 53@ task 
0638: AS_actor 53@ stay_put 0 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
55@ = 2 
jump @CASIN10_11302 

:CASIN10_11270
if 
  54@ == 0 
else_jump @CASIN10_11302 
152@ += 1 
54@ = 1 

:CASIN10_11302
if 
  58@ == 0 
else_jump @CASIN10_11552 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
else_jump @CASIN10_11470 
if 
  63@ == 1 
else_jump @CASIN10_11463 
if 
   not Actor.Dead(56@)
else_jump @CASIN10_11431 
0085: 102@ = 56@ // (int) 
gosub @CASIN10_19026 
58@ = 1 
jump @CASIN10_11463 

:CASIN10_11431
if 
  57@ == 0 
else_jump @CASIN10_11463 
152@ += 1 
57@ = 1 

:CASIN10_11463
jump @CASIN10_11552 

:CASIN10_11470
if 
   not Actor.Dead(56@)
else_jump @CASIN10_11520 
0687: clear_actor 56@ task 
0638: AS_actor 56@ stay_put 0 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 
58@ = 2 
jump @CASIN10_11552 

:CASIN10_11520
if 
  57@ == 0 
else_jump @CASIN10_11552 
152@ += 1 
57@ = 1 

:CASIN10_11552
if 
  89@ == 0 
else_jump @CASIN10_11695 
if 
   not Actor.Dead(87@)
else_jump @CASIN10_11663 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -792.344 489.644 1370.782 cornerB -783.436 493.662 1366.0 
else_jump @CASIN10_11656 
0085: 103@ = 87@ // (int) 
gosub @CASIN10_19109 
89@ = 1 

:CASIN10_11656
jump @CASIN10_11695 

:CASIN10_11663
if 
  88@ == 0 
else_jump @CASIN10_11695 
152@ += 1 
88@ = 1 

:CASIN10_11695
if 
  92@ == 0 
else_jump @CASIN10_11838 
if 
   not Actor.Dead(90@)
else_jump @CASIN10_11806 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.097 501.709 1365.0 cornerB -784.992 497.66 1370.0 
else_jump @CASIN10_11799 
0085: 104@ = 90@ // (int) 
gosub @CASIN10_19208 
92@ = 1 

:CASIN10_11799
jump @CASIN10_11838 

:CASIN10_11806
if 
  91@ == 0 
else_jump @CASIN10_11838 
152@ += 1 
91@ = 1 

:CASIN10_11838
if 
  95@ == 0 
else_jump @CASIN10_11986 
if 
   not Actor.Dead(93@)
else_jump @CASIN10_11954 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.097 501.709 1365.0 cornerB -784.992 497.66 1370.0 
else_jump @CASIN10_11947 
0687: clear_actor 93@ task 
0638: AS_actor 93@ stay_put 1 
05E2: AS_actor 93@ kill_actor $PLAYER_ACTOR 
95@ = 1 

:CASIN10_11947
jump @CASIN10_11986 

:CASIN10_11954
if 
  94@ == 0 
else_jump @CASIN10_11986 
152@ += 1 
94@ = 1 

:CASIN10_11986
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CASIN10_12016 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)

:CASIN10_12016
if 
  42@ == 0 
else_jump @CASIN10_13768 
if 
   Actor.Dead(40@)
else_jump @CASIN10_12076 
Marker.Disable(41@)
152@ += 1 
42@ = 1 
jump @CASIN10_13768 

:CASIN10_12076
46@ = Actor.Health(40@)
if 
  43@ == 0 
else_jump @CASIN10_12148 
077B: clear_actor 40@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0792: disembark_instantly_actor 40@ 
05F5: AS_actor 40@ goto_point -781.09 497.79 1370.782 mode 6 10000 ms // versionB 
43@ = 1 

:CASIN10_12148
if 
  43@ == 1 
else_jump @CASIN10_12246 
if 
00FF:   actor 40@ sphere 0 in_sphere -781.09 497.79 1370.782 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_12246 
05F5: AS_actor 40@ goto_point -791.749 491.447 1370.782 mode 6 10000 ms // versionB 
43@ = 2 

:CASIN10_12246
if 
  43@ == 2 
else_jump @CASIN10_12531 
if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.827 510.0 1369.0 cornerB -797.0 494.0 1373.0 on_foot 
else_jump @CASIN10_12319 
117@ = 1 

:CASIN10_12319
if 
00FF:   actor 40@ sphere 0 in_sphere -791.749 491.447 1370.782 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_12531 
if 
  44@ == 0 
else_jump @CASIN10_12424 
Actor.Angle(40@) = 0.0
0638: AS_actor 40@ stay_put 1 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 
33@ = 0 
44@ = 1 

:CASIN10_12424
if 
  117@ == 1 
else_jump @CASIN10_12531 
if 
  44@ == 1 
else_jump @CASIN10_12531 
if or
  33@ >= 6000 
  800 >= 46@ 
else_jump @CASIN10_12531 
0687: clear_actor 40@ task 
0638: AS_actor 40@ stay_put 0 
05F5: AS_actor 40@ goto_point -779.844 492.67 1367.616 mode 6 10000 ms // versionB 
43@ = 3 

:CASIN10_12531
if 
  43@ == 3 
else_jump @CASIN10_12629 
if 
00FF:   actor 40@ sphere 0 in_sphere -779.844 492.67 1367.616 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_12629 
05F5: AS_actor 40@ goto_point -779.844 499.811 1367.571 mode 6 10000 ms // versionB 
43@ = 4 

:CASIN10_12629
if 
  43@ == 4 
else_jump @CASIN10_12752 
if 
00FF:   actor 40@ sphere 0 in_sphere -779.844 499.811 1367.571 radius 0.75 0.75 2.0 on_foot 
else_jump @CASIN10_12752 
if 
  46@ > 99 
else_jump @CASIN10_12720 
Actor.Health(40@) = 100

:CASIN10_12720
05F5: AS_actor 40@ goto_point -787.237 499.939 1366.414 mode 6 10000 ms // versionB 
43@ = 5 

:CASIN10_12752
if 
  43@ == 5 
else_jump @CASIN10_12850 
if 
00FF:   actor 40@ sphere 0 in_sphere -787.237 499.939 1366.414 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_12850 
05F5: AS_actor 40@ goto_point -787.543 508.034 1366.414 mode 6 10000 ms // versionB 
43@ = 6 

:CASIN10_12850
if 
  43@ == 6 
else_jump @CASIN10_12948 
if 
00FF:   actor 40@ sphere 0 in_sphere -787.543 508.034 1366.414 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_12948 
05F5: AS_actor 40@ goto_point -791.552 507.859 1366.414 mode 6 10000 ms // versionB 
43@ = 7 

:CASIN10_12948
if 
  43@ == 7 
else_jump @CASIN10_13046 
if 
00FF:   actor 40@ sphere 0 in_sphere -791.552 507.859 1366.414 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_13046 
05F5: AS_actor 40@ goto_point -791.045 498.883 1366.414 mode 6 10000 ms // versionB 
43@ = 8 

:CASIN10_13046
if 
  43@ == 8 
else_jump @CASIN10_13144 
if 
00FF:   actor 40@ sphere 0 in_sphere -791.045 498.883 1366.414 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_13144 
05F5: AS_actor 40@ goto_point -791.81 492.473 1366.414 mode 6 10000 ms // versionB 
43@ = 9 

:CASIN10_13144
if 
  43@ == 9 
else_jump @CASIN10_13242 
if 
00FF:   actor 40@ sphere 0 in_sphere -791.81 492.473 1366.414 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_13242 
05F5: AS_actor 40@ goto_point -798.194 492.462 1366.274 mode 6 10000 ms // versionB 
43@ = 10 

:CASIN10_13242
if 
  43@ == 10 
else_jump @CASIN10_13340 
if 
00FF:   actor 40@ sphere 0 in_sphere -798.194 492.462 1366.274 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_13340 
05F5: AS_actor 40@ goto_point -799.081 503.71 1361.913 mode 6 10000 ms // versionB 
43@ = 11 

:CASIN10_13340
if 
  43@ == 11 
else_jump @CASIN10_13438 
if 
00FF:   actor 40@ sphere 0 in_sphere -799.081 503.71 1361.913 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_13438 
05F5: AS_actor 40@ goto_point -821.412 504.901 1357.35 mode 6 10000 ms // versionB 
43@ = 12 

:CASIN10_13438
if 
  43@ == 12 
else_jump @CASIN10_13631 
if 
00FF:   actor 40@ sphere 0 in_sphere -821.412 504.901 1357.358 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_13631 
0615: define_AS_pack_begin 124@ 
05F5: AS_actor -1 goto_point -830.889 501.107 1357.374 mode 6 -1 ms // versionB 
05F5: AS_actor -1 goto_point -830.711 498.369 1357.385 mode 6 -1 ms // versionB 
05D4: AS_actor -1 rotate_angle 260.984 
0616: define_AS_pack_end 124@ 
if 
   not Actor.Dead(40@)
else_jump @CASIN10_13612 
0618: assign_actor 40@ to_AS_pack 124@ 
061B: remove_references_to_AS_pack 124@ 
43@ = 13 
jump @CASIN10_13631 

:CASIN10_13612
Marker.Disable(41@)
152@ += 1 
42@ = 1 

:CASIN10_13631
if 
  43@ == 13 
else_jump @CASIN10_13768 
if 
00FF:   actor 40@ sphere 0 in_sphere -830.711 498.369 1357.385 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_13768 
if 
   not Actor.Dead(40@)
else_jump @CASIN10_13749 
0638: AS_actor 40@ stay_put 1 
04EB: AS_actor 40@ crouch 1 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 
43@ = 14 
jump @CASIN10_13768 

:CASIN10_13749
Marker.Disable(41@)
152@ += 1 
42@ = 1 

:CASIN10_13768
jump @CASIN10_10900 

:CASIN10_13775
wait 3000 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CASIN10_13816
if 
fading 
else_jump @CASIN10_13840 
wait 0 
jump @CASIN10_13816 

:CASIN10_13840
08F5: save_player_group 
if 
  118@ == 0 
else_jump @CASIN10_13867 
gosub @CASIN10_19307 

:CASIN10_13867
Actor.DestroyInstantly(87@)
Actor.DestroyInstantly(90@)
Actor.DestroyInstantly(93@)
Actor.DestroyInstantly(120@)
Actor.DestroyInstantly(121@)
Actor.DestroyInstantly(122@)
Car.Destroy(123@)
Model.Destroy(#SENTINEL)
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF2)
Model.Destroy(#VMAFF3)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#COLT45)
Model.Destroy(#TAXI)
Model.Destroy(#BMYBU)
Model.Destroy(#WFYBU)
04EF: release_animation "SWAT" 
Actor.DestroyWithFade(40@)
0296: unload_special_actor 1 
Model.Load(#SHAMAL)
07C0: load_path 601 
038B: load_requested_models 

:CASIN10_13977
if or
   not Model.Available(#SHAMAL)
87C1:   not path 601 available 
else_jump @CASIN10_14009 
wait 0 
jump @CASIN10_13977 

:CASIN10_14009
select_interior 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03E6: remove_text_box 
00BE: text_clear_all 
112@ = Car.Create(#SHAMAL, 7500.0, 2478.34, 200.0)
0745: set_hydra 112@ thrust_to_horizontal 
Car.ImmuneToNonPlayer(112@) = True
Car.SetImmunities(112@, 1, 1, 1, 1, 1)
Car.Angle(112@) = 110.0
08E6: set_plane 112@ landing_gear 1 
036A: put_actor $PLAYER_ACTOR in_car 112@ 
05EB: assign_car 112@ to_path 601 
Camera.SetPosition(8867.637, 1581.89, 193.188, 0.0, 0.0, 0.0)
Camera.PointAt(8867.605, 1582.883, 193.0727, 2)
02A3: enable_widescreen 1 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:CASIN10_14181
if 
fading 
else_jump @CASIN10_14205 
wait 0 
jump @CASIN10_14181 

:CASIN10_14205
0707: start_scene_skip_to @CASIN10_14288 
32@ = 0 

:CASIN10_14219
if 
  2800 > 32@ 
else_jump @CASIN10_14288 
wait 0 
if 
   Car.Wrecked(112@)
else_jump @CASIN10_14281 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~Du hast den Jet zerstrt!
jump @CASIN10_15190 

:CASIN10_14281
jump @CASIN10_14219 

:CASIN10_14288
0701: end_scene_skip 
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:CASIN10_14305
if 
fading 
else_jump @CASIN10_14329 
wait 0 
jump @CASIN10_14305 

:CASIN10_14329
if 
   not Car.Wrecked(112@)
else_jump @CASIN10_14366 
if 
060E:   car 112@ assigned_to_path 
else_jump @CASIN10_14366 
05EC: release_car 112@ from_path 

:CASIN10_14366
0873: release_path 601 
if 
   not Car.Wrecked(112@)
else_jump @CASIN10_14458 
Car.PutAt(112@, 7500.0, 2478.34, 200.0)
Car.LockInCurrentPosition(112@) = True
0745: set_hydra 112@ thrust_to_horizontal 
Car.ImmuneToNonPlayer(112@) = False
Car.SetImmunities(112@, 0, 0, 0, 0, 0)
Car.Angle(112@) = 110.0
08E6: set_plane 112@ landing_gear 1 

:CASIN10_14458
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
09AC: disable_map_icons 0 
01F0: set_max_wanted_level_to 6 
fade 1 500 
02A3: enable_widescreen 0 

:CASIN10_14491
if 
fading 
else_jump @CASIN10_14515 
wait 0 
jump @CASIN10_14491 

:CASIN10_14515
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
if 
   not Car.Wrecked(112@)
else_jump @CASIN10_14576 
Car.LockInCurrentPosition(112@) = False
Car.SetSpeedInstantly(112@, 30.0)
jump @CASIN10_14599 

:CASIN10_14576
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~Du hast den Jet zerstrt!
jump @CASIN10_15190 

:CASIN10_14599
00BC: show_text_highpriority GXT 'CM10_19' time 8000 flag 1  // ~s~Flieg zurck zum ~y~Flughafen in Las Vegas~s~.
018A: 130@ = create_checkpoint_at 1477.225 1640.364 9.86 
08A8: unknown_radar_flag 1 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 1 
gosub @CASIN10_47 
129@ = 0 

:CASIN10_14681
if or
81AC:   not car 112@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 
else_jump @CASIN10_15159 
wait 0 
if 
   Car.Wrecked(112@)
else_jump @CASIN10_14826 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~Du hast den Jet zerstrt!
jump @CASIN10_15190 
jump @CASIN10_15152 

:CASIN10_14826
if 
   Actor.InCar($PLAYER_ACTOR, 112@)
else_jump @CASIN10_15028 
if 
0100:   actor $PLAYER_ACTOR in_sphere 1477.225 1640.364 9.86 radius 350.0 350.0 500.0 sphere 0 in_car 
else_jump @CASIN10_14900 
gosub @CASIN10_20310 

:CASIN10_14900
if 
81AC:   not car 112@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
else_jump @CASIN10_15021 
if 
  129@ == 1 
else_jump @CASIN10_15021 
00BC: show_text_highpriority GXT 'CM10_19' time 8000 flag 1  // ~s~Flieg zurck zum ~y~Flughafen in Las Vegas~s~.
018A: 130@ = create_checkpoint_at 1477.225 1640.364 9.86 
Marker.Disable(113@)
$127 = 1 
129@ = 0 

:CASIN10_15021
jump @CASIN10_15152 

:CASIN10_15028
040D: unload_wav 1 
040D: unload_wav 2 
if 
81AC:   not car 112@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
else_jump @CASIN10_15152 
if 
  129@ == 0 
else_jump @CASIN10_15152 
Marker.Disable(130@)
113@ = Marker.CreateAboveCar(112@)
07E0: set_marker 34@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Zurck ins ~b~Fahrzeug~s~!
$127 = 0 
129@ = 1 

:CASIN10_15152
jump @CASIN10_14681 

:CASIN10_15159
Marker.Disable(130@)
Marker.Disable(113@)
08A8: unknown_radar_flag 0 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
jump @CASIN10_15339 

:CASIN10_15190
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if or
04AD:   actor $PLAYER_ACTOR in_water 
02BF:   car 112@ sunk 
else_jump @CASIN10_15249 
09AF: set_trip_skip 2149.609 1681.117 9.82 angle 90.0 // versionB 

:CASIN10_15249
if 
0818:   actor $PLAYER_ACTOR in_air 
else_jump @CASIN10_15337 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @CASIN10_15337 
if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @CASIN10_15337 
if 
   not $FREEFALL_STAGE > 0 
else_jump @CASIN10_15337 
09AF: set_trip_skip 2149.609 1681.117 9.82 angle 90.0 // versionB 

:CASIN10_15337
return 

:CASIN10_15339
$CASINO_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'CASIN10'  // Saint Mark's Bistro
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 20000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 20000
0998: add_respect 35 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
Marker.Disable($585)
0629: change_integer_stat 181 to 3 
create_thread @MANSION 
Marker.Disable($582)
$582 = Marker.CreateIconAndSphere($ICON_TRIADS_CASINO, $X_THE_FOUR_DRAGONS_CASINO, $Y_THE_FOUR_DRAGONS_CASINO, $Z_THE_FOUR_DRAGONS_CASINO)
08DC: create_interior_marker $582 at 2026.603 1007.735 radius 20.0 
end_thread_named 'MOBLA2' 
create_thread @MOB_LA2 
0629: change_integer_stat 329 to 1 
return 

:CASIN10_15491
01F0: set_max_wanted_level_to 6 
03C7: set_sensitivity_to_crime 1.0 
Actor.DestroyWithFade(40@)
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
091D: remove_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
091E: create_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
061B: remove_references_to_AS_pack 75@ 
061B: remove_references_to_AS_pack 79@ 
061B: remove_references_to_AS_pack 97@ 
061B: remove_references_to_AS_pack 98@ 
061B: remove_references_to_AS_pack 96@ 
061B: remove_references_to_AS_pack 162@ 
061B: remove_references_to_AS_pack 67@ 
061B: remove_references_to_AS_pack 71@ 
061B: remove_references_to_AS_pack 38@ 
061B: remove_references_to_AS_pack 39@ 
061B: remove_references_to_AS_pack 124@ 
Marker.Disable(41@)
Marker.Disable(34@)
Marker.Disable(35@)
Marker.Disable(126@)
Marker.Disable(113@)
Marker.Disable(130@)
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF2)
Model.Destroy(#VMAFF3)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#COLT45)
Model.Destroy(#SHAMAL)
Model.Destroy(#SENTINEL)
Model.Destroy(#TAXI)
Model.Destroy(#BMYBU)
Model.Destroy(#WFYBU)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
065C: release_decision_maker 105@ 
065C: release_decision_maker 110@ 
0873: release_path 601 
0873: release_path 602 
0873: release_path 603 
04EF: release_animation "SWAT" 
08A8: unknown_radar_flag 0 
057E: set_radar_grey 0 
mission_cleanup 
return 

:CASIN10_15776
if 
  42@ == 0 
else_jump @CASIN10_15829 
if 
   Actor.Dead(40@)
else_jump @CASIN10_15829 
Marker.Disable(41@)
152@ += 1 
42@ = 1 

:CASIN10_15829
if 
  48@ == 0 
else_jump @CASIN10_16104 
if 
   Actor.Dead(47@)
else_jump @CASIN10_15884 
152@ += 1 
48@ = 1 
jump @CASIN10_16104 

:CASIN10_15884
if 
  116@ == 1 
else_jump @CASIN10_16104 
if 
  42@ == 0 
else_jump @CASIN10_16020 
if 
  49@ == 0 
else_jump @CASIN10_16013 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -796.172 488.58 1370.0 cornerB -777.902 498.668 1378.235 
else_jump @CASIN10_16013 
0687: clear_actor 47@ task 
0638: AS_actor 47@ stay_put 1 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 
49@ = 1 

:CASIN10_16013
jump @CASIN10_16104 

:CASIN10_16020
if 
  49@ == 1 
else_jump @CASIN10_16059 
0638: AS_actor 47@ stay_put 0 
49@ = 2 
jump @CASIN10_16104 

:CASIN10_16059
if 
   not 49@ == 2 
else_jump @CASIN10_16104 
0687: clear_actor 47@ task 
0638: AS_actor 47@ stay_put 0 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 
49@ = 2 

:CASIN10_16104
if 
  51@ == 0 
else_jump @CASIN10_16379 
if 
   Actor.Dead(50@)
else_jump @CASIN10_16159 
152@ += 1 
51@ = 1 
jump @CASIN10_16379 

:CASIN10_16159
if 
  116@ == 1 
else_jump @CASIN10_16379 
if 
  42@ == 0 
else_jump @CASIN10_16295 
if 
  52@ == 0 
else_jump @CASIN10_16288 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -796.172 488.58 1370.0 cornerB -777.902 498.668 1378.235 
else_jump @CASIN10_16288 
0687: clear_actor 50@ task 
0638: AS_actor 50@ stay_put 1 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
52@ = 1 

:CASIN10_16288
jump @CASIN10_16379 

:CASIN10_16295
if 
  52@ == 1 
else_jump @CASIN10_16334 
0638: AS_actor 50@ stay_put 0 
52@ = 2 
jump @CASIN10_16379 

:CASIN10_16334
if 
   not 52@ == 2 
else_jump @CASIN10_16379 
0687: clear_actor 50@ task 
0638: AS_actor 50@ stay_put 0 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
52@ = 2 

:CASIN10_16379
if 
  54@ == 0 
else_jump @CASIN10_16484 
if 
   Actor.Dead(53@)
else_jump @CASIN10_16434 
152@ += 1 
54@ = 1 
jump @CASIN10_16484 

:CASIN10_16434
if 
  42@ == 1 
else_jump @CASIN10_16484 
if 
  2 > 55@ 
else_jump @CASIN10_16484 
0638: AS_actor 53@ stay_put 0 
55@ = 2 

:CASIN10_16484
if 
  57@ == 0 
else_jump @CASIN10_16589 
if 
   Actor.Dead(56@)
else_jump @CASIN10_16539 
152@ += 1 
57@ = 1 
jump @CASIN10_16589 

:CASIN10_16539
if 
  42@ == 1 
else_jump @CASIN10_16589 
if 
  2 > 58@ 
else_jump @CASIN10_16589 
0638: AS_actor 56@ stay_put 0 
58@ = 2 

:CASIN10_16589
if 
  60@ == 0 
else_jump @CASIN10_16746 
if 
   Actor.Dead(59@)
else_jump @CASIN10_16644 
152@ += 1 
60@ = 1 
jump @CASIN10_16746 

:CASIN10_16644
if 
  42@ == 1 
else_jump @CASIN10_16746 
if 
  61@ == 0 
else_jump @CASIN10_16714 
0687: clear_actor 59@ task 
0638: AS_actor 59@ stay_put 0 
05E2: AS_actor 59@ kill_actor $PLAYER_ACTOR 
61@ = 1 
jump @CASIN10_16746 

:CASIN10_16714
if 
  2 > 61@ 
else_jump @CASIN10_16746 
0638: AS_actor 59@ stay_put 0 
61@ = 2 

:CASIN10_16746
if 
  63@ == 0 
else_jump @CASIN10_16903 
if 
   Actor.Dead(62@)
else_jump @CASIN10_16801 
152@ += 1 
63@ = 1 
jump @CASIN10_16903 

:CASIN10_16801
if 
  42@ == 1 
else_jump @CASIN10_16903 
if 
  64@ == 0 
else_jump @CASIN10_16871 
0687: clear_actor 62@ task 
0638: AS_actor 62@ stay_put 0 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
64@ = 1 
jump @CASIN10_16903 

:CASIN10_16871
if 
  2 > 64@ 
else_jump @CASIN10_16903 
0638: AS_actor 62@ stay_put 0 
64@ = 2 

:CASIN10_16903
if 
  66@ == 0 
else_jump @CASIN10_17008 
if 
   Actor.Dead(65@)
else_jump @CASIN10_16958 
152@ += 1 
66@ = 1 
jump @CASIN10_17008 

:CASIN10_16958
if 
  42@ == 1 
else_jump @CASIN10_17008 
if 
  68@ == 0 
else_jump @CASIN10_17008 
0638: AS_actor 65@ stay_put 0 
68@ = 1 

:CASIN10_17008
if 
  70@ == 0 
else_jump @CASIN10_17113 
if 
   Actor.Dead(69@)
else_jump @CASIN10_17063 
152@ += 1 
70@ = 1 
jump @CASIN10_17113 

:CASIN10_17063
if 
  42@ == 1 
else_jump @CASIN10_17113 
if 
  72@ == 0 
else_jump @CASIN10_17113 
0638: AS_actor 69@ stay_put 0 
72@ = 1 

:CASIN10_17113
if 
  74@ == 0 
else_jump @CASIN10_17231 
if 
   Actor.Dead(73@)
else_jump @CASIN10_17168 
152@ += 1 
74@ = 1 
jump @CASIN10_17231 

:CASIN10_17168
if 
  42@ == 1 
else_jump @CASIN10_17231 
if 
  76@ == 0 
else_jump @CASIN10_17231 
0687: clear_actor 73@ task 
0638: AS_actor 73@ stay_put 0 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
76@ = 1 

:CASIN10_17231
if 
  78@ == 0 
else_jump @CASIN10_17467 
if 
   Actor.Dead(77@)
else_jump @CASIN10_17286 
152@ += 1 
78@ = 1 
jump @CASIN10_17467 

:CASIN10_17286
if 
  116@ == 1 
else_jump @CASIN10_17467 
if 
  42@ == 0 
else_jump @CASIN10_17422 
if 
  80@ == 0 
else_jump @CASIN10_17415 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
else_jump @CASIN10_17415 
0687: clear_actor 77@ task 
0638: AS_actor 77@ stay_put 0 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
80@ = 1 

:CASIN10_17415
jump @CASIN10_17467 

:CASIN10_17422
if 
  80@ == 0 
else_jump @CASIN10_17467 
0687: clear_actor 77@ task 
0638: AS_actor 77@ stay_put 0 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
80@ = 1 

:CASIN10_17467
if 
  82@ == 0 
else_jump @CASIN10_17831 
if 
   Actor.Dead(81@)
else_jump @CASIN10_17522 
152@ += 1 
82@ = 1 
jump @CASIN10_17831 

:CASIN10_17522
if 
  116@ == 1 
else_jump @CASIN10_17831 
if 
  42@ == 0 
else_jump @CASIN10_17786 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -781.646 498.659 1374.0 cornerB -780.146 487.315 1378.0 
else_jump @CASIN10_17734 
if 
  83@ == 0 
else_jump @CASIN10_17646 
0085: 100@ = 81@ // (int) 
gosub @CASIN10_18719 
83@ = 1 

:CASIN10_17646
if 
  83@ == 1 
else_jump @CASIN10_17727 
if 
031D:   actor 81@ hit_by_weapon 57 
else_jump @CASIN10_17727 
if 
  83@ == 1 
else_jump @CASIN10_17727 
0687: clear_actor 81@ task 
0638: AS_actor 81@ stay_put 0 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
83@ = 2 

:CASIN10_17727
jump @CASIN10_17779 

:CASIN10_17734
if 
  83@ == 1 
else_jump @CASIN10_17779 
0687: clear_actor 81@ task 
0638: AS_actor 81@ stay_put 0 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
83@ = 2 

:CASIN10_17779
jump @CASIN10_17831 

:CASIN10_17786
if 
   not 83@ == 2 
else_jump @CASIN10_17831 
0687: clear_actor 81@ task 
0638: AS_actor 81@ stay_put 0 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
83@ = 2 

:CASIN10_17831
if 
  85@ == 0 
else_jump @CASIN10_18246 
if 
   Actor.Dead(84@)
else_jump @CASIN10_17886 
152@ += 1 
85@ = 1 
jump @CASIN10_18246 

:CASIN10_17886
if 
  116@ == 1 
else_jump @CASIN10_18246 
if 
  42@ == 0 
else_jump @CASIN10_18201 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -781.646 498.659 1374.0 cornerB -780.146 487.315 1378.0 
else_jump @CASIN10_18149 
if 
  86@ == 0 
else_jump @CASIN10_18002 
32@ = 0 
86@ = 1 

:CASIN10_18002
if 
  86@ == 1 
else_jump @CASIN10_18061 
if 
  32@ >= 800 
else_jump @CASIN10_18061 
0085: 100@ = 84@ // (int) 
gosub @CASIN10_18719 
86@ = 2 

:CASIN10_18061
if 
  86@ == 1 
else_jump @CASIN10_18142 
if 
031D:   actor 84@ hit_by_weapon 57 
else_jump @CASIN10_18142 
if 
  3 > 86@ 
else_jump @CASIN10_18142 
0687: clear_actor 84@ task 
0638: AS_actor 84@ stay_put 0 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
86@ = 3 

:CASIN10_18142
jump @CASIN10_18194 

:CASIN10_18149
if 
  86@ == 2 
else_jump @CASIN10_18194 
0687: clear_actor 84@ task 
0638: AS_actor 84@ stay_put 0 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
86@ = 3 

:CASIN10_18194
jump @CASIN10_18246 

:CASIN10_18201
if 
  3 > 86@ 
else_jump @CASIN10_18246 
0687: clear_actor 84@ task 
0638: AS_actor 84@ stay_put 0 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
86@ = 3 

:CASIN10_18246
if 
  88@ == 0 
else_jump @CASIN10_18403 
if 
   Actor.Dead(87@)
else_jump @CASIN10_18301 
152@ += 1 
88@ = 1 
jump @CASIN10_18403 

:CASIN10_18301
if 
  42@ == 1 
else_jump @CASIN10_18403 
if 
  89@ == 0 
else_jump @CASIN10_18371 
0687: clear_actor 87@ task 
0638: AS_actor 87@ stay_put 0 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
89@ = 1 
jump @CASIN10_18403 

:CASIN10_18371
if 
  2 > 89@ 
else_jump @CASIN10_18403 
0638: AS_actor 87@ stay_put 0 
89@ = 2 

:CASIN10_18403
if 
  91@ == 0 
else_jump @CASIN10_18560 
if 
   Actor.Dead(90@)
else_jump @CASIN10_18458 
152@ += 1 
91@ = 1 
jump @CASIN10_18560 

:CASIN10_18458
if 
  42@ == 1 
else_jump @CASIN10_18560 
if 
  92@ == 0 
else_jump @CASIN10_18528 
0687: clear_actor 90@ task 
0638: AS_actor 90@ stay_put 0 
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 
92@ = 1 
jump @CASIN10_18560 

:CASIN10_18528
if 
  2 > 92@ 
else_jump @CASIN10_18560 
0638: AS_actor 90@ stay_put 0 
92@ = 2 

:CASIN10_18560
if 
  94@ == 0 
else_jump @CASIN10_18717 
if 
   Actor.Dead(93@)
else_jump @CASIN10_18615 
152@ += 1 
94@ = 1 
jump @CASIN10_18717 

:CASIN10_18615
if 
  42@ == 1 
else_jump @CASIN10_18717 
if 
  95@ == 0 
else_jump @CASIN10_18685 
0687: clear_actor 93@ task 
0638: AS_actor 93@ stay_put 0 
05E2: AS_actor 93@ kill_actor $PLAYER_ACTOR 
95@ = 1 
jump @CASIN10_18717 

:CASIN10_18685
if 
  2 > 95@ 
else_jump @CASIN10_18717 
0638: AS_actor 93@ stay_put 0 
95@ = 2 

:CASIN10_18717
return 

:CASIN10_18719
0615: define_AS_pack_begin 96@ 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_R" IFP_file "SWAT" 8.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_IN_R" IFP_file "SWAT" 8.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 loop 0 1 1 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_R_BACK" IFP_file "SWAT" 8.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 96@ loop 1 
0616: define_AS_pack_end 96@ 
0618: assign_actor 100@ to_AS_pack 96@ 
061B: remove_references_to_AS_pack 96@ 
return 

:CASIN10_18943
0615: define_AS_pack_begin 97@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point -788.611 497.731 1375.227 mode 6 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 97@ 
if 
   not Actor.Dead(101@)
else_jump @CASIN10_19019 
0618: assign_actor 101@ to_AS_pack 97@ 

:CASIN10_19019
061B: remove_references_to_AS_pack 97@ 
return 

:CASIN10_19026
0615: define_AS_pack_begin 98@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point -789.542 495.862 1376.235 mode 6 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 98@ 
if 
   not Actor.Dead(102@)
else_jump @CASIN10_19102 
0618: assign_actor 102@ to_AS_pack 98@ 

:CASIN10_19102
061B: remove_references_to_AS_pack 98@ 
return 

:CASIN10_19109
0615: define_AS_pack_begin 38@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_L" IFP_file "PED" 8.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 38@ 
if 
   not Actor.Dead(103@)
else_jump @CASIN10_19201 
0618: assign_actor 103@ to_AS_pack 38@ 

:CASIN10_19201
061B: remove_references_to_AS_pack 38@ 
return 

:CASIN10_19208
0615: define_AS_pack_begin 39@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" IFP_file "PED" 8.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 39@ 
if 
   not Actor.Dead(104@)
else_jump @CASIN10_19300 
0618: assign_actor 104@ to_AS_pack 39@ 

:CASIN10_19300
061B: remove_references_to_AS_pack 39@ 
return 

:CASIN10_19307
if 
  48@ == 0 
else_jump @CASIN10_19360 
if 
   not Actor.Dead(47@)
else_jump @CASIN10_19360 
Actor.DestroyInstantly(47@)
152@ += 1 
48@ = 1 

:CASIN10_19360
if 
  51@ == 0 
else_jump @CASIN10_19413 
if 
   not Actor.Dead(50@)
else_jump @CASIN10_19413 
Actor.DestroyInstantly(50@)
152@ += 1 
51@ = 1 

:CASIN10_19413
if 
  54@ == 0 
else_jump @CASIN10_19466 
if 
   not Actor.Dead(53@)
else_jump @CASIN10_19466 
Actor.DestroyInstantly(53@)
152@ += 1 
54@ = 1 

:CASIN10_19466
if 
  57@ == 0 
else_jump @CASIN10_19519 
if 
   not Actor.Dead(56@)
else_jump @CASIN10_19519 
Actor.DestroyInstantly(56@)
152@ += 1 
57@ = 1 

:CASIN10_19519
if 
  60@ == 0 
else_jump @CASIN10_19572 
if 
   not Actor.Dead(59@)
else_jump @CASIN10_19572 
Actor.DestroyInstantly(59@)
152@ += 1 
60@ = 1 

:CASIN10_19572
if 
  63@ == 0 
else_jump @CASIN10_19625 
if 
   not Actor.Dead(62@)
else_jump @CASIN10_19625 
Actor.DestroyInstantly(62@)
152@ += 1 
63@ = 1 

:CASIN10_19625
if 
  66@ == 0 
else_jump @CASIN10_19678 
if 
   not Actor.Dead(65@)
else_jump @CASIN10_19678 
Actor.DestroyInstantly(65@)
152@ += 1 
66@ = 1 

:CASIN10_19678
if 
  70@ == 0 
else_jump @CASIN10_19731 
if 
   not Actor.Dead(69@)
else_jump @CASIN10_19731 
Actor.DestroyInstantly(69@)
152@ += 1 
70@ = 1 

:CASIN10_19731
if 
  74@ == 0 
else_jump @CASIN10_19784 
if 
   not Actor.Dead(73@)
else_jump @CASIN10_19784 
Actor.DestroyInstantly(73@)
152@ += 1 
74@ = 1 

:CASIN10_19784
if 
  78@ == 0 
else_jump @CASIN10_19837 
if 
   not Actor.Dead(77@)
else_jump @CASIN10_19837 
Actor.DestroyInstantly(77@)
152@ += 1 
78@ = 1 

:CASIN10_19837
if 
  82@ == 0 
else_jump @CASIN10_19890 
if 
   not Actor.Dead(81@)
else_jump @CASIN10_19890 
Actor.DestroyInstantly(81@)
152@ += 1 
82@ = 0 

:CASIN10_19890
if 
  85@ == 0 
else_jump @CASIN10_19943 
if 
   not Actor.Dead(84@)
else_jump @CASIN10_19943 
Actor.DestroyInstantly(84@)
152@ += 1 
85@ = 1 

:CASIN10_19943
118@ = 1 
return 

:CASIN10_19952
0674: set_car_model #SENTINEL numberplate "_4GEDIT_" 
123@ = Car.Create(#SENTINEL, -831.107, 503.678, 1357.348)
0229: set_car 123@ primary_color_to 24 secondary_color_to 24 
Car.Angle(123@) = 292.606
Car.DoorStatus(123@) = 2
0840: link_car 123@ to_interior 1 
120@ = Actor.Create(Mission1, #VMAFF3, -816.005, 493.329, 1358.293)
0856: unknown_actor 120@ driving_flag 0 
01B2: give_actor 120@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(120@) = 302.139
060B: set_actor 120@ decision_maker_to 106@ 
0638: AS_actor 120@ stay_put 1 
05E2: AS_actor 120@ kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(120@) = 80
07DD: set_actor 120@ temper_to 50 // see pedstats.dat 
121@ = Actor.Create(Mission1, #VMAFF1, -821.268, 508.167, 1358.273)
0856: unknown_actor 121@ driving_flag 0 
01B2: give_actor 121@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(121@) = 234.012
060B: set_actor 121@ decision_maker_to 106@ 
04EB: AS_actor 121@ crouch 1 
0638: AS_actor 121@ stay_put 1 
05E2: AS_actor 121@ kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(121@) = 50
07DD: set_actor 121@ temper_to 80 // see pedstats.dat 
122@ = Actor.Create(Mission1, #VMAFF2, -828.77, 510.594, 1357.307)
0856: unknown_actor 122@ driving_flag 0 
01B2: give_actor 122@ weapon 28 ammo 30000 // Load the weapon model before using this 
Actor.Angle(122@) = 241.767
060B: set_actor 122@ decision_maker_to 106@ 
04EB: AS_actor 122@ crouch 1 
0638: AS_actor 122@ stay_put 1 
05E2: AS_actor 122@ kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(122@) = 75
07DD: set_actor 122@ temper_to 50 // see pedstats.dat 
119@ = 1 
return 

:CASIN10_20310
if or
  132@ == 0 
  132@ == 1 
else_jump @CASIN10_20361 
if 
002E:   $DIALOG_ARRAY_SIZE >= 131@ // (int) 
else_jump @CASIN10_20361 
gosub @CASIN10_20419 

:CASIN10_20361
if 
  132@ == 2 
else_jump @CASIN10_20417 
if 
03D2:   wav 1 ended 
else_jump @CASIN10_20417 
132@ = 0 
131@ += 1 
133@ = 0 
00BE: text_clear_all 

:CASIN10_20417
return 

:CASIN10_20419
if 
  132@ == 0 
else_jump @CASIN10_20455 
03CF: load_wav 135@(131@,17i) as 1 
132@ = 1 

:CASIN10_20455
if 
  132@ == 1 
else_jump @CASIN10_20513 
if 
03D0:   wav 1 loaded 
else_jump @CASIN10_20513 
00BC: show_text_highpriority GXT $7762(131@,17s) time 4000 flag 1 
03D1: play_wav 1 
132@ = 2 

:CASIN10_20513
return 

:CASIN10_20515
if 
  153@ == 0 
else_jump @CASIN10_20620 
if 
   Actor.Dead(120@)
else_jump @CASIN10_20570 
152@ += 1 
153@ = 1 
jump @CASIN10_20620 

:CASIN10_20570
if 
  42@ == 1 
else_jump @CASIN10_20620 
if 
  154@ == 0 
else_jump @CASIN10_20620 
0350: set_actor 120@ maintain_position_when_attacked 0 
154@ = 1 

:CASIN10_20620
if 
  155@ == 0 
else_jump @CASIN10_20725 
if 
   Actor.Dead(121@)
else_jump @CASIN10_20675 
152@ += 1 
155@ = 1 
jump @CASIN10_20725 

:CASIN10_20675
if 
  42@ == 1 
else_jump @CASIN10_20725 
if 
  156@ == 0 
else_jump @CASIN10_20725 
0350: set_actor 121@ maintain_position_when_attacked 0 
156@ = 1 

:CASIN10_20725
if 
  157@ == 0 
else_jump @CASIN10_20830 
if 
   Actor.Dead(122@)
else_jump @CASIN10_20780 
152@ += 1 
157@ = 1 
jump @CASIN10_20830 

:CASIN10_20780
if 
  42@ == 1 
else_jump @CASIN10_20830 
if 
  158@ == 0 
else_jump @CASIN10_20830 
0350: set_actor 122@ maintain_position_when_attacked 0 
158@ = 1 

:CASIN10_20830
return 

//-------------Mission 93---------------
// Originally: Misappropriation

:VCRASH1
gosub @VCRASH1_36 
if 
wasted_or_busted 
else_jump @VCRASH1_27 
gosub @VCRASH1_7873 

:VCRASH1_27
gosub @VCRASH1_8041 
end_thread 

:VCRASH1_36
$ONMISSION = 1 
increment_mission_attempts 
thread 'VCRASH1' 
wait 0 
054C: use_GXT_table 'VCR1' 
08F5: save_player_group 
02E4: load_cutscene_data 'CRASHV1' 

:VCRASH1_84
if 
86B9:   not cutscene_data_loaded 
else_jump @VCRASH1_108 
wait 0 
jump @VCRASH1_84 

:VCRASH1_108
set_weather 11 
02E7: start_cutscene 
0395: clear_area 0 at 1653.347 2668.373 10.8203 radius 10.0 
fade 1 1000 

:VCRASH1_145
if 
82E9:   not cutscene_reached_end 
else_jump @VCRASH1_169 
wait 0 
jump @VCRASH1_145 

:VCRASH1_169
fade 0 0 

:VCRASH1_175
if 
fading 
else_jump @VCRASH1_199 
wait 0 
jump @VCRASH1_175 

:VCRASH1_199
02EA: end_cutscene 

:VCRASH1_201
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @VCRASH1_228 
wait 0 
jump @VCRASH1_201 

:VCRASH1_228
0395: clear_area 0 at 1599.09 2667.725 9.8203 radius 0.5 
Camera.SetAtPos(1599.09, 2667.725, 9.8203)
Actor.PutAt($PLAYER_ACTOR, 1599.09, 2667.725, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 90.0
Camera.SetBehindPlayer
01B7: release_weather 
08F6: restore_player_group 
fade 1 1000 

:VCRASH1_312
if 
fading 
else_jump @VCRASH1_336 
wait 0 
jump @VCRASH1_312 

:VCRASH1_336
09FF: set_restart_closest_to 1599.09 2667.725 9.8203 
00BC: show_text_highpriority GXT 'VCR1__1' time 15000 flag 1  // ~s~Erledige die ~r~Zielperson~s~ und schnapp dir das Beweis-Dossier.
018A: 34@ = create_checkpoint_at -1306.191 2532.48 86.7332 
Marker.SetColor(34@, 0)
59@ = 0 
60@ = 0 
61@ = 0 
49@ = 0 

:VCRASH1_424
if 
  10 > 49@ 
else_jump @VCRASH1_467 
62@(49@,10i) = 0 
49@ += 1 
jump @VCRASH1_424 

:VCRASH1_467
36@ = 0 
72@ = 0 
73@ = 0 
if 
  36@ == 1 
else_jump @VCRASH1_525 
106@ = Pickup.Create(#BRIEFCASE, 3, 103@, 104@, 105@)

:VCRASH1_525
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
if 
  $2879 == 1 
else_jump @VCRASH1_574 
0950: set_trip_skip -1346.614 2304.482 93.539 angle 4.8156 // versionA 

:VCRASH1_574
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @VCRASH1_601 
jump @VCRASH1_574 

:VCRASH1_601
if 
0735:   NOP_false 83 
else_jump @VCRASH1_623 
jump @VCRASH1_7980 

:VCRASH1_623
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2511.364 2388.914 6.2421 radius 38.6 26.4 3.4 
00EC:   actor $PLAYER_ACTOR 0 near_point -1306.191 2532.48 radius 200.0 200.0 
else_jump @VCRASH1_710 
Player.WantedLevel($PLAYER_CHAR) = 0

:VCRASH1_710
if 
  36@ == 0 
else_jump @VCRASH1_3167 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -1306.191 2532.48 radius 250.0 250.0 
else_jump @VCRASH1_3167 
44@ = 0 
if 
   not Model.Available(#MAVERICK)
else_jump @VCRASH1_801 
Model.Load(#MAVERICK)
jump @VCRASH1_808 

:VCRASH1_801
44@ += 1 

:VCRASH1_808
if 
   not Model.Available(#MESA)
else_jump @VCRASH1_836 
Model.Load(#MESA)
jump @VCRASH1_843 

:VCRASH1_836
44@ += 1 

:VCRASH1_843
if 
   not Model.Available(#FBIRANCH)
else_jump @VCRASH1_871 
Model.Load(#FBIRANCH)
jump @VCRASH1_878 

:VCRASH1_871
44@ += 1 

:VCRASH1_878
if 
   not Model.Available(#SANCHEZ)
else_jump @VCRASH1_906 
Model.Load(#SANCHEZ)
jump @VCRASH1_913 

:VCRASH1_906
44@ += 1 

:VCRASH1_913
if 
   not Model.Available(#BUFFALO)
else_jump @VCRASH1_941 
Model.Load(#BUFFALO)
jump @VCRASH1_948 

:VCRASH1_941
44@ += 1 

:VCRASH1_948
if 
   not Model.Available(#AK47)
else_jump @VCRASH1_976 
Model.Load(#AK47)
jump @VCRASH1_983 

:VCRASH1_976
44@ += 1 

:VCRASH1_983
if 
   not Model.Available(#FBI)
else_jump @VCRASH1_1011 
Model.Load(#FBI)
jump @VCRASH1_1018 

:VCRASH1_1011
44@ += 1 

:VCRASH1_1018
if 
   not Model.Available(#WMYBU)
else_jump @VCRASH1_1046 
Model.Load(#WMYBU)
jump @VCRASH1_1053 

:VCRASH1_1046
44@ += 1 

:VCRASH1_1053
if 
   not Model.Available(#MICRO_UZI)
else_jump @VCRASH1_1081 
Model.Load(#MICRO_UZI)
jump @VCRASH1_1088 

:VCRASH1_1081
44@ += 1 

:VCRASH1_1088
if 
87C1:   not path 114 available 
else_jump @VCRASH1_1114 
07C0: load_path 114 
jump @VCRASH1_1121 

:VCRASH1_1114
44@ += 1 

:VCRASH1_1121
if 
87C1:   not path 109 available 
else_jump @VCRASH1_1147 
07C0: load_path 109 
jump @VCRASH1_1154 

:VCRASH1_1147
44@ += 1 

:VCRASH1_1154
if 
  44@ == 11 
else_jump @VCRASH1_3167 
$2879 = 1 
74@ = Car.Create(#MAVERICK, -1325.514, 2559.87, 87.6329)
Car.Angle(74@) = 90.0
Car.DoorStatus(74@) = 3
Car.Health(74@) = 50000
Car.SetImmunities(74@, 1, 1, 1, 1, 1)
05EB: assign_car 74@ to_path 114 
06FD: set_car 74@ speed_on_path_to 0.0 
0825: set_helicopter 74@ instant_rotor_start 
75@ = Car.Create(#MAVERICK, -1343.22, 2538.337, 87.0107)
Car.Angle(75@) = 10.304
Car.SetImmunities(75@, 1, 1, 1, 1, 1)
Model.Destroy(#MAVERICK)
76@ = Car.Create(#MESA, -1304.416, 2498.821, 87.0571)
Model.Destroy(#MESA)
Car.Angle(76@) = 240.0877
77@ = Car.Create(#FBIRANCH, -1291.948, 2497.782, 87.1105)
Model.Destroy(#FBIRANCH)
Car.Angle(77@) = 107.4866
78@ = Car.Create(#SANCHEZ, -1311.13, 2512.169, 86.7085)
Car.Angle(78@) = 177.3181
79@ = Car.Create(#SANCHEZ, -1308.107, 2542.577, 87.4072)
Model.Destroy(#SANCHEZ)
Car.Angle(79@) = 179.8761
80@ = Actor.Create(Mission1, #WMYBU, -1312.009, 2549.6, 86.7332)
Actor.Angle(80@) = 259.3965
01B2: give_actor 80@ weapon 28 ammo 9999 // Load the weapon model before using this 
074E: unknown_actor 80@ unknown_set 30.0 unknown_flag 5 
Marker.Disable(34@)
34@ = Marker.CreateAboveActor(80@)
02A9: set_actor 80@ immune_to_nonplayer 1 
Actor.Health(80@) = 200
07E5: copy_decision_maker -1 to 90@ 
0708: reset_decision_maker 90@ event 31 
060B: set_actor 80@ decision_maker_to 90@ 
91@ = 0 
81@ = Actor.Create(Mission1, #FBI, -1302.715, 2534.374, 86.7332)
Actor.Angle(81@) = 183.0002
01B2: give_actor 81@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_actor 81@ flags 0 0 1 
074E: unknown_actor 81@ unknown_set 30.0 unknown_flag 8 
077A: set_actor 81@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 81@ melee_accuracy_to 70.0 
0961: unknown_actor 81@ flag 1 
82@ = Actor.Create(Mission1, #FBI, -1325.868, 2525.353, 89.2044)
Actor.Angle(82@) = 226.106
01B2: give_actor 82@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_actor 82@ flags 0 0 1 
074E: unknown_actor 82@ unknown_set 30.0 unknown_flag 8 
077A: set_actor 82@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 82@ melee_accuracy_to 70.0 
0961: unknown_actor 82@ flag 1 
83@ = Actor.Create(Mission1, #FBI, -1303.204, 2530.197, 86.6889)
Actor.Angle(83@) = 4.8042
01B2: give_actor 83@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_actor 83@ flags 0 0 1 
074E: unknown_actor 83@ unknown_set 30.0 unknown_flag 8 
077A: set_actor 83@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 83@ melee_accuracy_to 70.0 
0961: unknown_actor 83@ flag 1 
84@ = Actor.Create(Mission1, #FBI, -1315.783, 2502.167, 88.8673)
Actor.Angle(84@) = 242.7848
01B2: give_actor 84@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_actor 84@ flags 0 0 1 
074E: unknown_actor 84@ unknown_set 30.0 unknown_flag 8 
077A: set_actor 84@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 84@ melee_accuracy_to 70.0 
0961: unknown_actor 84@ flag 1 
85@ = Actor.Create(Mission1, #FBI, -1299.54, 2555.919, 86.5877)
01B2: give_actor 85@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_actor 85@ flags 0 0 1 
074E: unknown_actor 85@ unknown_set 30.0 unknown_flag 8 
077A: set_actor 85@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 85@ melee_accuracy_to 70.0 
0961: unknown_actor 85@ flag 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1299.54 2555.919 86.5877 
05D7: add_point_to_scmpath -1310.96 2556.232 86.7332 
05D7: add_point_to_scmpath -1311.968 2538.963 86.7332 
05D7: add_point_to_scmpath -1321.357 2531.076 86.6104 
05D7: add_point_to_scmpath -1321.043 2522.5 86.285 
05D7: add_point_to_scmpath -1314.539 2513.364 86.0349 
05D7: add_point_to_scmpath -1309.208 2508.24 86.0349 
05D7: add_point_to_scmpath -1296.686 2524.012 86.4456 
05D8: AS_assign_scmpath to_actor 85@ flags 4 3 
86@ = Actor.Create(Mission1, #FBI, -1328.974, 2533.529, 86.409)
01B2: give_actor 86@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_actor 86@ flags 0 0 1 
074E: unknown_actor 86@ unknown_set 30.0 unknown_flag 8 
077A: set_actor 86@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 86@ melee_accuracy_to 70.0 
0961: unknown_actor 86@ flag 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1328.974 2533.529 86.409 
05D7: add_point_to_scmpath -1329.293 2521.88 86.0349 
05D7: add_point_to_scmpath -1309.195 2521.418 86.3435 
05D7: add_point_to_scmpath -1308.755 2535.446 86.7332 
05D8: AS_assign_scmpath to_actor 86@ flags 4 3 
87@ = Actor.Create(Mission1, #FBI, -1288.024, 2516.431, 86.1473)
01B2: give_actor 87@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_actor 87@ flags 0 0 1 
074E: unknown_actor 87@ unknown_set 30.0 unknown_flag 8 
077A: set_actor 87@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 87@ melee_accuracy_to 70.0 
0961: unknown_actor 87@ flag 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1288.024 2516.431 86.1473 
05D7: add_point_to_scmpath -1287.43 2508.769 86.0176 
05D7: add_point_to_scmpath -1295.208 2506.548 85.9726 
05D7: add_point_to_scmpath -1310.584 2517.543 86.191 
05D7: add_point_to_scmpath -1311.336 2524.432 86.4621 
05D7: add_point_to_scmpath -1305.55 2521.813 86.359 
05D7: add_point_to_scmpath -1300.198 2521.183 86.3342 
05D7: add_point_to_scmpath -1296.416 2525.185 86.4917 
05D8: AS_assign_scmpath to_actor 87@ flags 4 2 
88@ = Actor.Create(Mission1, #FBI, -1294.97, 2499.619, 85.9347)
Actor.Angle(88@) = 102.9169
01B2: give_actor 88@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_actor 88@ flags 0 0 1 
074E: unknown_actor 88@ unknown_set 30.0 unknown_flag 8 
077A: set_actor 88@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 88@ melee_accuracy_to 70.0 
0961: unknown_actor 88@ flag 1 
89@ = Actor.Create(Mission1, #FBI, -1296.548, 2499.436, 85.9413)
Actor.Angle(89@) = 281.057
01B2: give_actor 89@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: unknown_actor 89@ flags 0 0 1 
0677: AS_actor 88@ chat_with_actor 89@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 89@ chat_with_actor 88@ lead_speaker_flag 0 unknown_flag 1 
074E: unknown_actor 89@ unknown_set 30.0 unknown_flag 12 
077A: set_actor 89@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 89@ melee_accuracy_to 70.0 
0961: unknown_actor 89@ flag 1 
92@ = Car.Create(#BUFFALO, 2077.761, 2420.901, 48.5234)
Car.Angle(92@) = 90.0
05EB: assign_car 92@ to_path 109 
06FD: set_car 92@ speed_on_path_to 0.0 
Car.SetImmunities(92@, 1, 1, 1, 1, 1)
Car.Health(92@) = 50000
Car.DoorStatus(92@) = 3
93@ = Car.Create(#BUFFALO, 2077.761, 2416.901, 48.5234)
Car.Angle(93@) = 90.0
Car.Health(93@) = 1750
Car.DoorStatus(93@) = 3
0615: define_AS_pack_begin 94@ 
05D3: AS_actor -1 goto_point -1324.902 2554.654 87.8548 mode 7 -2 ms // versionA 
05CB: AS_actor -1 enter_car 74@ as_driver 20000 ms 
0616: define_AS_pack_end 94@ 
0615: define_AS_pack_begin 95@ 
0633: AS_actor -1 exit_car 
0637: AS_actor -1 goto 2112.607 2422.873 59.8223 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2097.288 2436.618 59.8223 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2096.757 2440.394 59.8151 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2074.036 2440.098 48.5176 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2078.0 2427.004 48.5244 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
05CB: AS_actor -1 enter_car 92@ as_driver 20000 ms 
0616: define_AS_pack_end 95@ 
36@ += 1 

:VCRASH1_3167
if 
  72@ == 0 
else_jump @VCRASH1_3253 
if 
  62@(91@,10i) == 2 
else_jump @VCRASH1_3253 
00BC: show_text_highpriority GXT 'VCR1__7' time 8000 flag 1  // ~s~Die ~r~Zielperson~s~ flieht in einem Helikopter.
014C: set_parked_car_generator $PARKED_PLANES[7] cars_to_generate_to 0 
008B: 37@ = $CURRENT_TIME_IN_MS2 // (int) 
37@ += 8000 
72@ += 1 

:VCRASH1_3253
if 
  72@ == 1 
else_jump @VCRASH1_3401 
if 
  1 > 61@ 
else_jump @VCRASH1_3401 
if 
001E:   $CURRENT_TIME_IN_MS2 > 37@ // (int) 
else_jump @VCRASH1_3401 
if 
   not Car.Wrecked(75@)
else_jump @VCRASH1_3378 
if 
84A9:   not actor $PLAYER_ACTOR driving_heli 
else_jump @VCRASH1_3378 
00BC: show_text_highpriority GXT 'VCR1__9' time 6000 flag 1  // ~s~Folge der Zielperson mit dem verbliebenen ~b~Helikopter
35@ = Marker.CreateAboveCar(75@)
07E0: set_marker 35@ type_to 1 
018B: set_marker 34@ radar_mode 1 

:VCRASH1_3378
008B: 37@ = $CURRENT_TIME_IN_MS2 // (int) 
37@ += 6000 
72@ += 1 

:VCRASH1_3401
if 
  72@ == 2 
else_jump @VCRASH1_3583 
if 
001E:   $CURRENT_TIME_IN_MS2 > 37@ // (int) 
else_jump @VCRASH1_3583 
if 
04A9:   actor $PLAYER_ACTOR driving_heli 
else_jump @VCRASH1_3551 
00BC: show_text_highpriority GXT 'VCR1_10' time 5000 flag 1  // ~s~Lass die ~r~Zielperson~s~ nicht entkommen!
if 
   not Car.Wrecked(74@)
else_jump @VCRASH1_3501 
Car.SetImmunities(74@, 0, 0, 0, 0, 0)

:VCRASH1_3501
if 
   not Car.Wrecked(75@)
else_jump @VCRASH1_3532 
Car.SetImmunities(75@, 0, 0, 0, 0, 0)

:VCRASH1_3532
018B: set_marker 34@ radar_mode 3 
Marker.Disable(35@)
72@ += 1 

:VCRASH1_3551
if 
   Actor.Dead(80@(91@,10i))
else_jump @VCRASH1_3583 
Marker.Disable(35@)
72@ += 1 

:VCRASH1_3583
if 
  36@ > 0 
else_jump @VCRASH1_6883 
49@ = 0 

:VCRASH1_3608
if 
  10 > 49@ 
else_jump @VCRASH1_6883 
if 
003B:   49@ == 91@ // (int) 
else_jump @VCRASH1_6189 
if 
   not Actor.Dead(80@(49@,10i))
else_jump @VCRASH1_5884 
if 
  62@(91@,10i) == 0 
else_jump @VCRASH1_3732 
if 
  59@ > 0 
else_jump @VCRASH1_3732 
0618: assign_actor 80@(91@,10i) to_AS_pack 94@ 
07A8: enable_area69_sam 0 
62@(91@,10i) += 1 

:VCRASH1_3732
if 
   not Car.Wrecked(74@)
else_jump @VCRASH1_4114 
if 
  62@(91@,10i) == 1 
else_jump @VCRASH1_3827 
if 
   Actor.InCar(80@(91@,10i), 74@)
else_jump @VCRASH1_3827 
Car.Health(74@) = 1750
Car.SetImmunities(74@, 0, 0, 0, 0, 0)
62@(91@,10i) += 1 

:VCRASH1_3827
if 
  62@(91@,10i) == 2 
else_jump @VCRASH1_4114 
Car.StorePos(74@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.StorePos($PLAYER_ACTOR, 51@, 52@, 53@)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 51@ 52@ 
96@ = 7000.0 
0077: 96@ /= $DISTANCE_BETWEEN_POINTS // (float) 
96@ /= 100.0 
if 
  96@ > 2.0 
else_jump @VCRASH1_3953 
96@ = 2.0 

:VCRASH1_3953
if 
  0.3 > 96@ 
else_jump @VCRASH1_3984 
96@ = 0.3 

:VCRASH1_3984
06FD: set_car 74@ speed_on_path_to 96@ 
if 
860E:   not car 74@ assigned_to_path 
else_jump @VCRASH1_4114 
if 
   not Car.Wrecked(93@)
else_jump @VCRASH1_4031 
Car.DoorStatus(93@) = 1

:VCRASH1_4031
0618: assign_actor 80@(91@,10i) to_AS_pack 95@ 
00BC: show_text_highpriority GXT 'VCR1__8' time 5000 flag 1  // ~s~Die ~r~Zielperson~s~ hat den Helikopter verlassen.
Marker.Disable(35@)
018B: set_marker 34@ radar_mode 3 
01E8: create_forbidden_for_cars_cube_cornerA 2475.428 2345.007 2.7255 cornerB 2517.416 2398.874 12.369 
62@(91@,10i) += 1 

:VCRASH1_4114
if 
   not Car.Wrecked(92@)
else_jump @VCRASH1_4555 
if 
  62@(91@,10i) == 3 
else_jump @VCRASH1_4306 
if 
   Actor.InCar(80@(91@,10i), 92@)
else_jump @VCRASH1_4306 
Car.Health(92@) = 1750
Car.SetImmunities(92@, 0, 0, 0, 0, 0)
Car.RemoveReferences(74@)
Car.RemoveReferences(75@)
Car.RemoveReferences(76@)
Car.RemoveReferences(77@)
Car.RemoveReferences(78@)
Car.RemoveReferences(79@)
42@ = 0 

:VCRASH1_4235
if 
  10 > 42@ 
else_jump @VCRASH1_4295 
if 
803B:   not  42@ == 91@ // (int) 
else_jump @VCRASH1_4281 
Actor.RemoveReferences(80@(42@,10i))

:VCRASH1_4281
42@ += 1 
jump @VCRASH1_4235 

:VCRASH1_4295
62@(91@,10i) += 1 

:VCRASH1_4306
if 
  62@(91@,10i) == 4 
else_jump @VCRASH1_4555 
if 
060E:   car 92@ assigned_to_path 
else_jump @VCRASH1_4500 
Car.StorePos(92@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.StorePos($PLAYER_ACTOR, 51@, 52@, 53@)
050A: $DISTANCE_BETWEEN_POINTS = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 51@ 52@ 53@ 
96@ = 5000.0 
0077: 96@ /= $DISTANCE_BETWEEN_POINTS // (float) 
96@ /= 100.0 
if 
  96@ > 1.1 
else_jump @VCRASH1_4454 
96@ = 1.1 

:VCRASH1_4454
if 
  0.6 > 96@ 
else_jump @VCRASH1_4485 
96@ = 0.6 

:VCRASH1_4485
06FD: set_car 92@ speed_on_path_to 96@ 
jump @VCRASH1_4555 

:VCRASH1_4500
05D1: AS_actor 80@(91@,10i) drive_car -1 to 2538.067 2389.819 3.22 speed 100.0 0 model #CSPLAY 2 
04E0: car 92@ abandon_path_radius 1 
62@(91@,10i) += 1 

:VCRASH1_4555
if 
  62@(91@,10i) == 5 
else_jump @VCRASH1_5588 
if 
   Actor.Driving(80@(91@,10i))
else_jump @VCRASH1_5577 
03C0: 97@ = actor 80@(91@,10i) car 
00AE: set_car 97@ traffic_behaviour_to 2 
04E0: car 97@ abandon_path_radius 1 
Car.StorePos(97@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.StorePos($PLAYER_ACTOR, 51@, 52@, 53@)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 51@ 52@ 
57@ = 3000.0 
0077: 57@ /= $DISTANCE_BETWEEN_POINTS // (float) 
if 
0100:   actor 80@(91@,10i) in_sphere 2506.65 2355.857 10.8203 radius 29.9399 15.57 2.0 sphere 0 in_car 
else_jump @VCRASH1_4748 
57@ = 20.0 

:VCRASH1_4748
if 
  57@ > 100.0 
else_jump @VCRASH1_4779 
57@ = 100.0 

:VCRASH1_4779
if 
  15.0 > 57@ 
else_jump @VCRASH1_4810 
57@ = 15.0 

:VCRASH1_4810
Car.SetMaxSpeed(97@, 57@)
40@ = Car.Health(97@)
if 
  251 > 40@ 
else_jump @VCRASH1_4910 
Car.SetAnimation(97@, 4, 5000)
Actor.StorePos(80@(91@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 80@(91@,10i) run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 
62@(91@,10i) += 1 

:VCRASH1_4910
if and
01F4:   car 97@ flipped 
01C1:   car 97@ stopped 
else_jump @VCRASH1_5170 
if 
0202:   actor $PLAYER_ACTOR near_car 97@ radius 90.0 90.0 flag 0 
else_jump @VCRASH1_5031 
03ED: unknown_car 97@ flag 0 
Actor.StorePos(80@(91@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 80@(91@,10i) run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 
62@(91@,10i) += 1 
jump @VCRASH1_5170 

:VCRASH1_5031
if 
838A:   not any_car_in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB 4.0 4.0 4.0 
else_jump @VCRASH1_5170 
if 
82CA:   not car 97@ bounding_sphere_visible 
else_jump @VCRASH1_5170 
Car.StorePos(97@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
03D3: get_route_nearest_for $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to $TEMPVAR_ANGLE 
if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 
else_jump @VCRASH1_5170 
Car.PutAt(97@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(97@) = $TEMPVAR_ANGLE

:VCRASH1_5170
if 
01AF:   car 97@ sphere 0 in_sphere 98@ 99@ 100@ radius 4.0 4.0 4.0 
else_jump @VCRASH1_5477 
if 
001E:   $CURRENT_TIME_IN_MS2 > 101@ // (int) 
else_jump @VCRASH1_5470 
if 
0202:   actor $PLAYER_ACTOR near_car 97@ radius 90.0 90.0 flag 0 
else_jump @VCRASH1_5331 
03ED: unknown_car 97@ flag 0 
Actor.StorePos(80@(91@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 80@(91@,10i) run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 500 
62@(91@,10i) += 1 
jump @VCRASH1_5470 

:VCRASH1_5331
if 
82CA:   not car 97@ bounding_sphere_visible 
else_jump @VCRASH1_5470 
Car.StorePos(97@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
03D3: get_route_nearest_for $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to $TEMPVAR_ANGLE 
if 
838A:   not any_car_in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB 4.0 4.0 4.0 
else_jump @VCRASH1_5470 
if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 
else_jump @VCRASH1_5470 
Car.PutAt(97@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(97@) = $TEMPVAR_ANGLE

:VCRASH1_5470
jump @VCRASH1_5507 

:VCRASH1_5477
Car.StorePos(97@, 98@, 99@, 100@)
008B: 101@ = $CURRENT_TIME_IN_MS2 // (int) 
101@ += 5000 

:VCRASH1_5507
if 
0100:   actor 80@(91@,10i) in_sphere 2538.067 2389.819 3.22 radius 5.0 5.0 2.0 sphere 0 in_car 
else_jump @VCRASH1_5570 
62@(91@,10i) = 7 

:VCRASH1_5570
jump @VCRASH1_5588 

:VCRASH1_5577
62@(91@,10i) += 1 

:VCRASH1_5588
if 
  62@(91@,10i) == 6 
else_jump @VCRASH1_5733 
062E: unknown_get_actor 80@(91@,10i) task 1498 status_store_to $416 // ret 7 if not found 
062E: unknown_get_actor 80@(91@,10i) task 1489 status_store_to 102@ // ret 7 if not found 
if or
04A3:   $416 == 7 // $ == any 
   Actor.Driving(80@(91@,10i))
else_jump @VCRASH1_5733 
if 
04A4:   102@ == 7 // @ == any 
else_jump @VCRASH1_5733 
05D1: AS_actor 80@(91@,10i) drive_car -1 to 2538.067 2389.819 3.22 speed 100.0 0 model #CSPLAY 2 
62@(91@,10i) -= 1 

:VCRASH1_5733
if 
   Actor.Driving(80@(91@,10i))
else_jump @VCRASH1_5785 
if 
  60@ == 0 
else_jump @VCRASH1_5778 
60@ = 1 

:VCRASH1_5778
jump @VCRASH1_5810 

:VCRASH1_5785
if 
  60@ == 1 
else_jump @VCRASH1_5810 
60@ = 0 

:VCRASH1_5810
if 
  62@(91@,10i) == 7 
else_jump @VCRASH1_5877 
062E: unknown_get_actor 80@(91@,10i) task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @VCRASH1_5877 
05E2: AS_actor 80@(91@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_5877
jump @VCRASH1_6182 

:VCRASH1_5884
if 
  62@(91@,10i) == 2 
else_jump @VCRASH1_5959 
if 
   not Car.Wrecked(74@)
else_jump @VCRASH1_5959 
if 
060E:   car 74@ assigned_to_path 
else_jump @VCRASH1_5943 
05EC: release_car 74@ from_path 

:VCRASH1_5943
0564: heli 74@ simulate_crash_landing 
62@(91@,10i) = 90 

:VCRASH1_5959
if 
056D:   actor 80@(91@,10i) defined 
else_jump @VCRASH1_6134 
if 
84AD:   not actor 80@(91@,10i) in_water 
else_jump @VCRASH1_6104 
if 
  61@ == 0 
else_jump @VCRASH1_6097 
Marker.Disable(34@)
Actor.StoreDeadActorPos(80@(91@,10i), 103@, 104@, 105@)
106@ = Pickup.Create(#BRIEFCASE, 3, 103@, 104@, 105@)
03DC: 34@ = create_marker_above_pickup 106@ 
00BC: show_text_highpriority GXT 'VCR1__3' time 5000 flag 1  // ~s~Die Zielperson ist tot und hat das ~g~Beweis-Dossier~s~ fallen lassen. Schnapp es dir, bevor's ein anderer tut.
60@ = 2 
61@ = 1 

:VCRASH1_6097
jump @VCRASH1_6127 

:VCRASH1_6104
00BC: show_text_highpriority GXT 'VCR1__4' time 5000 flag 1  // ~r~Das Beweis-Dossier liegt auf dem Meeresgrund!
jump @VCRASH1_7873 

:VCRASH1_6127
jump @VCRASH1_6157 

:VCRASH1_6134
00BC: show_text_highpriority GXT 'VCR1__5' time 5000 flag 1  // ~s~Du hast bei der Explosion das Beweis-Dossier vernichtet!
jump @VCRASH1_7873 

:VCRASH1_6157
if 
  59@ == 0 
else_jump @VCRASH1_6182 
59@ = 1 

:VCRASH1_6182
jump @VCRASH1_6765 

:VCRASH1_6189
if 
   not Actor.Dead(80@(49@,10i))
else_jump @VCRASH1_6729 
if 
  3 > 62@(91@,10i) 
else_jump @VCRASH1_6722 
if 
  62@(49@,10i) == 0 
else_jump @VCRASH1_6463 
if 
  73@ == 1 
else_jump @VCRASH1_6316 
062E: unknown_get_actor 80@(49@,10i) task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @VCRASH1_6316 
05E2: AS_actor 80@(49@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_6316
if 
  2 > 62@(49@,10i) 
else_jump @VCRASH1_6463 
if 
  61@ == 1 
else_jump @VCRASH1_6463 
if 
00ED:   actor 80@(49@,10i) 0 near_point 103@ 104@ radius 65.0 65.0 on_foot 
else_jump @VCRASH1_6463 
01B2: give_actor 80@(49@,10i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 80@(49@,10i) armed_weapon_to 28 
0637: AS_actor 80@(49@,10i) goto 103@ 104@ 105@ mode 6 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
62@(49@,10i) += 1 

:VCRASH1_6463
if 
  62@(49@,10i) == 1 
else_jump @VCRASH1_6722 
if 
  61@ == 1 
else_jump @VCRASH1_6711 
062E: unknown_get_actor 80@(49@,10i) task 1591 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @VCRASH1_6704 
if 
00ED:   actor 80@(49@,10i) 0 near_point 103@ 104@ radius 2.0 2.0 on_foot 
else_jump @VCRASH1_6704 
Actor.RemoveReferences(80@(91@,10i))
80@(91@,10i) = -1 
0085: 91@ = 49@ // (int) 
Marker.Disable(34@)
Pickup.Destroy(106@)
34@ = Marker.CreateAboveActor(80@(91@,10i))
02A9: set_actor 80@(91@,10i) immune_to_nonplayer 1 
if 
8457:   not player $PLAYER_CHAR aiming_at_actor 80@(91@,10i) 
else_jump @VCRASH1_6670 
Actor.Health(80@(91@,10i)) = 200

:VCRASH1_6670
62@(91@,10i) = 0 
00BC: show_text_highpriority GXT 'VCR1__2' time 5000 flag 1  // ~s~Du warst zu langsam. Einer der Wachmnner hat sich das Zeug geschnappt.
61@ = 0 

:VCRASH1_6704
jump @VCRASH1_6722 

:VCRASH1_6711
62@(49@,10i) -= 1 

:VCRASH1_6722
jump @VCRASH1_6765 

:VCRASH1_6729
Actor.RemoveReferences(80@(49@,10i))
if 
  59@ == 0 
else_jump @VCRASH1_6765 
0951: disable_trip_skip 
59@ = 1 

:VCRASH1_6765
if 
  59@ == 0 
else_jump @VCRASH1_6869 
if or
074F:   actor 80@(49@,10i) ped_event == 36 
074F:   actor 80@(49@,10i) ped_event == 12 
074F:   actor 80@(49@,10i) ped_event == 15 
074F:   actor 80@(49@,10i) ped_event == 11 
074F:   actor 80@(49@,10i) ped_event == 49 
074F:   actor 80@(49@,10i) ped_event == 30 
else_jump @VCRASH1_6869 
0951: disable_trip_skip 
59@ = 1 

:VCRASH1_6869
49@ += 1 
jump @VCRASH1_3608 

:VCRASH1_6883
if 
  73@ == 0 
else_jump @VCRASH1_6958 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1308.928 2527.466 92.816 radius 26.85 38.6399 8.9 
else_jump @VCRASH1_6958 
0951: disable_trip_skip 
73@ += 1 

:VCRASH1_6958
if 
  59@ == 1 
else_jump @VCRASH1_7001 
00BC: show_text_highpriority GXT 'VCR1_11' time 5000 flag 1  // ~s~Sie haben dich entdeckt! Die ~r~Zielperson~s~ wird versuchen zu fliehen. Lass sie nicht entwischen.
0951: disable_trip_skip 
59@ += 1 

:VCRASH1_7001
if 
  36@ == 1 
else_jump @VCRASH1_7541 
if 
  62@(91@,10i) > 2 
else_jump @VCRASH1_7541 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2511.364 2388.914 6.2421 radius 38.6 26.4 3.4 
else_jump @VCRASH1_7541 
107@ = Car.Create(#BUFFALO, 2522.211, 2383.629, 4.0162)
Car.Angle(107@) = 339.2576
108@ = Car.Create(#BUFFALO, 2518.511, 2393.821, 4.0104)
Car.Angle(108@) = 168.2849
109@ = Car.Create(#BUFFALO, 2510.336, 2380.583, 4.0139)
Car.Angle(109@) = 110.7153
110@ = 2524.221 
120@ = 2385.007 
111@ = 2520.053 
121@ = 2392.282 
112@ = 2513.938 
122@ = 2381.334 
113@ = 2513.91 
123@ = 2385.471 
114@ = 2511.99 
124@ = 2392.347 
115@ = 2519.308 
125@ = 2399.535 
116@ = 2530.169 
126@ = 2388.519 
117@ = 2504.144 
127@ = 2382.468 
118@ = 2504.832 
128@ = 2397.616 
119@ = 2506.832 
129@ = 2397.616 
43@ = 0 

:VCRASH1_7395
if 
  10 > 43@ 
else_jump @VCRASH1_7518 
if 
803B:   not  43@ == 91@ // (int) 
else_jump @VCRASH1_7504 
80@(43@,10i) = Actor.Create(Mission1, #FBI, 110@(43@,10f), 120@(43@,10f), 3.2262)
Actor.Angle(80@(43@,10i)) = 91.4967
01B2: give_actor 80@(43@,10i) weapon 28 ammo 9999 // Load the weapon model before using this 
0961: unknown_actor 80@(43@,10i) flag 1 

:VCRASH1_7504
43@ += 1 
jump @VCRASH1_7395 

:VCRASH1_7518
008B: 37@ = $CURRENT_TIME_IN_MS2 // (int) 
37@ += 3000 
36@ += 1 

:VCRASH1_7541
if 
  36@ == 2 
else_jump @VCRASH1_7689 
if 
001E:   $CURRENT_TIME_IN_MS2 > 37@ // (int) 
else_jump @VCRASH1_7689 
43@ = 0 

:VCRASH1_7585
if 
  10 > 43@ 
else_jump @VCRASH1_7666 
if 
   not Actor.Dead(80@(43@,10i))
else_jump @VCRASH1_7652 
074E: unknown_actor 80@(43@,10i) unknown_set 50.0 unknown_flag 8 
077A: set_actor 80@(43@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:VCRASH1_7652
43@ += 1 
jump @VCRASH1_7585 

:VCRASH1_7666
008B: 37@ = $CURRENT_TIME_IN_MS2 // (int) 
37@ += 3000 
36@ += 1 

:VCRASH1_7689
if 
  36@ == 3 
else_jump @VCRASH1_7804 
if 
001E:   $CURRENT_TIME_IN_MS2 > 37@ // (int) 
else_jump @VCRASH1_7804 
43@ = 0 

:VCRASH1_7733
if 
  10 > 43@ 
else_jump @VCRASH1_7797 
if 
   not Actor.Dead(80@(43@,10i))
else_jump @VCRASH1_7783 
05E2: AS_actor 80@(43@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_7783
43@ += 1 
jump @VCRASH1_7733 

:VCRASH1_7797
36@ += 1 

:VCRASH1_7804
if 
  61@ == 1 
else_jump @VCRASH1_7866 
if 
   Pickup.Picked_up(106@)
else_jump @VCRASH1_7866 
Marker.Disable(34@)
00BC: show_text_highpriority GXT 'VCR1__6' time 5000 flag 1  // ~s~Gratulation! Du hast das Beweis-Dossier.
jump @VCRASH1_7980 

:VCRASH1_7866
jump @VCRASH1_574 

:VCRASH1_7873
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if 
   not Actor.Dead(80@(91@,10i))
else_jump @VCRASH1_7978 
if 
   not Car.Wrecked(74@)
else_jump @VCRASH1_7978 
if 
   Actor.InCar(80@(91@,10i), 74@)
else_jump @VCRASH1_7978 
04A2: set_heli 74@ fly_to 0.0 0.0 0.0 altitude_between 20.0 and 40.0 

:VCRASH1_7978
return 

:VCRASH1_7980
$598 += 1 
00BA: show_text_styled GXT 'M_PASSD' time 5000 style 1  // MISSION ERFLLT!
Player.Money($PLAYER_CHAR) += 0
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'VCRASH1'  // Misappropriation
030C: progress_made += 1 
Marker.Disable($583)
return 

:VCRASH1_8041
Marker.Disable(34@)
Marker.Disable(35@)
07A8: enable_area69_sam 1 
Pickup.Destroy(106@)
if 
   not Car.Wrecked(75@)
else_jump @VCRASH1_8091 
Car.SetImmunities(75@, 0, 0, 0, 0, 0)

:VCRASH1_8091
01E7: remove_forbidden_for_cars_cube_cornerA 2475.428 2345.007 2.7255 cornerB 2517.416 2398.874 12.369 
if 
  $PILOT_LICENSE_OBTAINED == 1 
else_jump @VCRASH1_8148 
014C: set_parked_car_generator $PARKED_PLANES[7] cars_to_generate_to 101 

:VCRASH1_8148
Model.Destroy(#MAVERICK)
Model.Destroy(#MESA)
Model.Destroy(#FBIRANCH)
Model.Destroy(#SANCHEZ)
Model.Destroy(#BUFFALO)
Model.Destroy(#AK47)
Model.Destroy(#FBI)
Model.Destroy(#WMYBU)
Model.Destroy(#MICRO_UZI)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VCRASH1_8218 
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 

:VCRASH1_8218
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 94---------------
// Originally: High Noon

:VCR2
gosub @VCR2_36 
if 
wasted_or_busted 
else_jump @VCR2_27 
gosub @VCR2_5040 

:VCR2_27
gosub @VCR2_5126 
end_thread 

:VCR2_36
$ONMISSION = 1 
increment_mission_attempts 
thread 'VCR2' 
wait 0 
054C: use_GXT_table 'VCR2' 
08F5: save_player_group 
02E4: load_cutscene_data 'CRASV2A' 

:VCR2_84
if 
86B9:   not cutscene_data_loaded 
else_jump @VCR2_108 
wait 0 
jump @VCR2_84 

:VCR2_108
set_weather 17 
0395: clear_area 0 at -359.5421 2225.525 42.4562 radius 30.9 
02E7: start_cutscene 
fade 1 1000 

:VCR2_145
if 
82E9:   not cutscene_reached_end 
else_jump @VCR2_169 
wait 0 
jump @VCR2_145 

:VCR2_169
fade 0 0 

:VCR2_175
if 
fading 
else_jump @VCR2_199 
wait 0 
jump @VCR2_175 

:VCR2_199
02EA: end_cutscene 
if 
856A:   not intro_skipped 
else_jump @VCR2_342 
02E4: load_cutscene_data 'CRASV2B' 

:VCR2_225
if 
86B9:   not cutscene_data_loaded 
else_jump @VCR2_249 
wait 0 
jump @VCR2_225 

:VCR2_249
set_weather 17 
0395: clear_area 0 at -359.5421 2225.525 42.4562 radius 30.9 
02E7: start_cutscene 
fade 1 1000 

:VCR2_286
if 
82E9:   not cutscene_reached_end 
else_jump @VCR2_310 
wait 0 
jump @VCR2_286 

:VCR2_310
fade 0 0 

:VCR2_316
if 
fading 
else_jump @VCR2_340 
wait 0 
jump @VCR2_316 

:VCR2_340
02EA: end_cutscene 

:VCR2_342
023C: load_special_actor 'PULASKI' as 1 // models 290-299 
Model.Load(#BANDITO)
Model.Load(#BUFFALO)
Model.Load(#DESERT_EAGLE)
038B: load_requested_models 

:VCR2_372
if or
   not Model.Available(#BANDITO)
   not Model.Available(#BUFFALO)
   not Model.Available(#DESERT_EAGLE)
823D:   not special_actor 1 loaded 
else_jump @VCR2_413 
wait 0 
jump @VCR2_372 

:VCR2_413
05AA: 48@s = 'VCR2_AA'  // ~z~Yo, Eddie, du weit, Tenpenny wird dich fertigmachen!
05AA: 50@s = 'VCR2_AB'  // ~z~Carl, da liegst du vllig falsch, Kumpel.
05AA: 52@s = 'VCR2_AC'  // ~z~Tenpenny war es, der dir den Arsch gerettet hat.
05AA: 54@s = 'VCR2_AD'  // ~z~Jedes Mal, wenn ich dich loswerden wollte, ist ihm was eingefallen, wieso wir dich leben lassen sollten.
05AA: 56@s = 'VCR2_AE'  // ~z~Tja, jetzt liegt's bei mir, und ich bin kein so ein verschissenes Weichei!
05AA: 58@s = 'VCR2_BA'  // ~z~Also, wie geht's deiner Schwester?
05AA: 60@s = 'VCR2_BB'  // ~z~Auf die war ich ja schon immer scharf.
05AA: 62@s = 'VCR2_BC'  // ~z~Tenpenny und ich haben ein paar tolle Fotos von ihr und ihrem Varrio-Freund. Die gehen zur Sache wie zwei geile Chihuahuas.
05AA: 64@s = 'VCR2_BE'  // ~z~Mann, die poppt wie ein Profi!
05AA: 66@s = 'VCR2_BF'  // ~z~Leck mich, Pulaski!
05AA: 68@s = 'VCR2_BG'  // ~z~Ich wei, was du willst, aber du provozierst mich nicht!
05AA: 70@s = 'VCR2_BH'  // ~z~Nein, im Ernst!
05AA: 72@s = 'VCR2_BJ'  // ~z~Die beste berwachungsaktion, bei der ich je dabei war.
05AA: 74@s = 'VCR2_CA'  // ~z~Carl, du httest deine Mom sehen sollen, bevor sie beerdigt wurde.
05AA: 76@s = 'VCR2_CB'  // ~z~War echt bel zugerichtet - ihr Gesicht hing praktisch in Fetzen weg!
05AA: 78@s = 'VCR2_CC'  // ~z~Lass verdammt noch mal meine Mom aus dem Spiel!
05AA: 80@s = 'VCR2_CD'  // ~z~Die Jungs haben am Tatort ein bisschen an ihr rumgespielt.
05AA: 82@s = 'VCR2_CE'  // ~z~Weit schon, haben sie betatscht und Witze gemacht und so'n Schei.
05AA: 84@s = 'VCR2_CF'  // ~z~Leck mich, Pulaski, LECK MICH!
05AA: 86@s = 'VCR2_CG'  // ~z~HEH heh heh!
04AF: 88@ = 42400 // @ = any 
04AF: 89@ = 42401 // @ = any 
04AF: 90@ = 42402 // @ = any 
04AF: 91@ = 42403 // @ = any 
04AF: 92@ = 42404 // @ = any 
04AF: 93@ = 42405 // @ = any 
04AF: 94@ = 42406 // @ = any 
04AF: 95@ = 42407 // @ = any 
04AF: 96@ = 42408 // @ = any 
04AF: 97@ = 42409 // @ = any 
04AF: 98@ = 42410 // @ = any 
04AF: 99@ = 42411 // @ = any 
04AF: 100@ = 42412 // @ = any 
04AF: 101@ = 42413 // @ = any 
04AF: 102@ = 42414 // @ = any 
04AF: 103@ = 42415 // @ = any 
04AF: 104@ = 42416 // @ = any 
04AF: 105@ = 42417 // @ = any 
04AF: 106@ = 42418 // @ = any 
04AF: 107@ = 42419 // @ = any 
109@ = 0 
110@ = 1 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 111@ = $CURRENT_TIME_IN_MS2 // (int) 
111@ += 6000 
0674: set_car_model #BUFFALO numberplate "PULASKI" 
112@ = Car.Create(#BUFFALO, -371.0292, 2209.82, 41.4921)
Car.Angle(112@) = 159.2268
0229: set_car 112@ primary_color_to 8 secondary_color_to 0 
09C4: set_car 112@ gas_tank_explosion_enabled 0 
Car.ImmuneToNonPlayer(112@) = True
073B: unknown_car 112@ flag 1 
Car.SetImmunities(112@, 1, 1, 1, 1, 1)
Car.Health(112@) = 2250
113@ = Actor.Create(Mission1, #SPECIAL01, -335.4141, 2218.942, 41.4921)
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
Actor.Angle(113@) = 104.108
02A9: set_actor 113@ immune_to_nonplayer 1 
08AF: set_actor 113@ max_health_to 500 
Actor.Health(113@) = 500
0446: set_actor 113@ immune_to_headshots 0 
0946: set_actor 113@ actions_uninterupted_by_weapon_fire 1 
Actor.WeaponAccuracy(113@) = 80
Actor.SetImmunities(113@, 1, 1, 1, 0, 0)
0615: define_AS_pack_begin 37@ 
05D3: AS_actor -1 goto_point -346.4254 2216.427 41.4921 mode 6 -2 ms // versionA 
05CB: AS_actor -1 enter_car 112@ as_driver -2 ms 
05D1: AS_actor -1 drive_car 112@ to -472.778 1958.194 83.5515 speed 40.0 0 model #CSPLAY 2 
0616: define_AS_pack_end 37@ 
0618: assign_actor 113@ to_AS_pack 37@ 
061B: remove_references_to_AS_pack 37@ 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
wait 0 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
Camera.SetPosition(-341.3325, 2213.11, 42.837, 0.0, 0.0, 0.0)
Camera.PointAt(-340.718, 2213.898, 42.8258, 2)
0A0B: set_rendering_origin_at_3D_coord -341.3325 2213.11 42.837 angle 327.4725 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 0 at -334.1724 2214.62 40.4911 radius 30.0 
Camera.SetAtPos(-334.1724, 2214.62, 40.4911)
Actor.PutAt($PLAYER_ACTOR, -334.1724, 2214.62, 40.4911)
Actor.Angle($PLAYER_ACTOR) = 232.082
Camera.SetBehindPlayer
114@ = Car.Create(#BANDITO, -342.2552, 2221.39, 41.4911)
Car.Angle(114@) = 168.7771
fade 1 500 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 1500 
47@ = 0 
115@ = 0 
01B7: release_weather 

:VCR2_1480
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
0735:   NOP_false 83 
else_jump @VCR2_1511 
jump @VCR2_5058 

:VCR2_1511
if 
   Actor.Dead(113@)
else_jump @VCR2_1568 
if 
  9 > 47@ 
else_jump @VCR2_1568 
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 2000 
47@ = 9 

:VCR2_1568
if 
  47@ == 0 
else_jump @VCR2_1653 
if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
else_jump @VCR2_1653 
05D3: AS_actor $PLAYER_ACTOR goto_point -337.9653 2218.594 41.4911 mode 6 2000 ms // versionA 
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 1500 
47@ += 1 

:VCR2_1653
if 
  47@ == 1 
else_jump @VCR2_1832 
if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
else_jump @VCR2_1832 
Actor.PutAt($PLAYER_ACTOR, -337.9653, 2218.594, 41.4911)
Actor.Angle($PLAYER_ACTOR) = 90.0
Actor.PutAt(113@, -359.3949, 2213.404, 41.4911)
Actor.Angle(113@) = 90.0
Player.CanMove($PLAYER_CHAR) = True
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
34@ = Marker.CreateAboveActor(113@)
00BC: show_text_highpriority GXT 'VCR2__1' time 15000 flag 1  // ~s~Erledige ~r~Pulaski~s~!
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 26000 
47@ += 1 

:VCR2_1832
if 
  47@ == 2 
else_jump @VCR2_2019 
if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
else_jump @VCR2_2019 
05D2: AS_actor 113@ run_to_and_hijack_car -1 max_search_radius 40.0 traffic_behavior 2 
01B2: give_actor 113@ weapon 24 ammo 9999 // Load the weapon model before using this 
077A: set_actor 113@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.SetImmunities(113@, 0, 1, 1, 0, 0)
if 
  115@ == 0 
else_jump @VCR2_1994 
if 
   not Car.Wrecked(112@)
else_jump @VCR2_1987 
Car.SetImmunities(112@, 0, 0, 0, 0, 0)
072F: enable_car 112@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unknown 0 to_path -1 // extended 03CC 

:VCR2_1987
115@ = 1 

:VCR2_1994
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 240000 
47@ += 1 

:VCR2_2019
if 
  47@ == 3 
else_jump @VCR2_2782 
if 
00EC:   actor 113@ 0 near_point 184.0797 1715.949 radius 40.6 1108.668 
else_jump @VCR2_2160 
062E: unknown_get_actor 113@ task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @VCR2_2160 
05D1: AS_actor 113@ drive_car -1 to -2466.309 2244.328 3.8078 speed 40.0 0 model #CSPLAY 2 
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 10000 
47@ = 2 

:VCR2_2160
if 
00EC:   actor 113@ 0 near_point -2747.482 2334.301 radius 36.34 5.86 
else_jump @VCR2_2283 
062E: unknown_get_actor 113@ task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @VCR2_2283 
05D1: AS_actor 113@ drive_car -1 to -1446.225 2670.991 54.9682 speed 40.0 0 model #CSPLAY 2 
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 10000 
47@ = 2 

:VCR2_2283
if 
00F2:   actor $PLAYER_ACTOR near_actor 113@ radius 200.0 200.0 0 
else_jump @VCR2_2375 
008B: 116@ = $CURRENT_TIME_IN_MS2 // (int) 
116@ += 8000 
if 
875C:   not marker 34@ enabled 
else_jump @VCR2_2368 
05D2: AS_actor 113@ run_to_and_hijack_car -1 max_search_radius 50.0 traffic_behavior 2 
34@ = Marker.CreateAboveActor(113@)

:VCR2_2368
jump @VCR2_2468 

:VCR2_2375
if 
075C:   marker 34@ enabled 
else_jump @VCR2_2426 
05D2: AS_actor 113@ run_to_and_hijack_car -1 max_search_radius 28.0 traffic_behavior 2 
00BC: show_text_highpriority GXT 'VCR2__2' time 5000 flag 1  // ~r~Pulaski flieht!
Marker.Disable(34@)

:VCR2_2426
if 
001E:   $CURRENT_TIME_IN_MS2 > 116@ // (int) 
else_jump @VCR2_2468 
00BC: show_text_highpriority GXT 'VCR2__3' time 5000 flag 1  // ~r~Pulaski ist entkommen!
jump @VCR2_5040 

:VCR2_2468
if 
  20 > 109@ 
else_jump @VCR2_2695 
if 
00F2:   actor $PLAYER_ACTOR near_actor 113@ radius 30.0 30.0 0 
else_jump @VCR2_2695 
if 
001E:   $CURRENT_TIME_IN_MS2 > 111@ // (int) 
else_jump @VCR2_2695 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @VCR2_2695 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 48@(109@,20s) 
008A: $ACTOR_SPEECH_WAV_FILE = 88@(109@,21i) // (int) 
create_thread @AUDIOL -1 0 1 110@ 109@ 
if 
  110@ == 1 
else_jump @VCR2_2630 
110@ = 2 
jump @VCR2_2637 

:VCR2_2630
110@ = 1 

:VCR2_2637
008B: 111@ = $CURRENT_TIME_IN_MS2 // (int) 
111@ += 500 
109@ += 1 
if 
  20 > 109@ 
else_jump @VCR2_2695 
040D: unload_wav 110@ 
03CF: load_wav 88@(109@,21i) as 110@ 

:VCR2_2695
if 
   not Actor.Driving(113@)
else_jump @VCR2_2782 
if 
00F2:   actor $PLAYER_ACTOR near_actor 113@ radius 20.0 20.0 0 
else_jump @VCR2_2782 
062E: unknown_get_actor 113@ task 1957 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @VCR2_2782 
07A5: AS_actor 113@ attack_actor $PLAYER_ACTOR 4000 ms 

:VCR2_2782
if 
  47@ == 9 
else_jump @VCR2_2863 
if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
else_jump @VCR2_2863 
if 
04AD:   actor 113@ in_water 
else_jump @VCR2_2849 
jump @VCR2_5058 
jump @VCR2_2863 

:VCR2_2849
fade 0 500 
47@ += 1 

:VCR2_2863
if 
  47@ == 10 
else_jump @VCR2_3045 
04ED: load_animation "SWAT" 
if 
   not fading 
else_jump @VCR2_3045 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Car.Destroy(112@)
0889: store_actor 113@ center_of_body_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Actor.DestroyInstantly(113@)
02C1: store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 car_path_coords_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 100.0 
0674: set_car_model #BUFFALO numberplate "PULASKI" 
112@ = Car.Create(#BUFFALO, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0229: set_car 112@ primary_color_to 8 secondary_color_to 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 100 
47@ += 1 

:VCR2_3045
if 
  47@ == 11 
else_jump @VCR2_3649 
if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
else_jump @VCR2_3649 
if 
04EE:   animation "SWAT" loaded 
else_jump @VCR2_3649 
if 
   Car.Wrecked(112@)
else_jump @VCR2_3131 
fade 1 500 
jump @VCR2_5058 

:VCR2_3131
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 1.6 -1.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
117@ = Actor.Create(Mission1, #SPECIAL01, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Car.Angle(112@)
$TEMPVAR_ANGLE += -90.0 
Actor.Angle(117@) = $TEMPVAR_ANGLE
0332: set_actor 117@ bleeding 1 
0812: AS_actor 117@ perform_animation "GNSTWALL_INJURD" IFP_file "SWAT" 9999.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 3.0 -1.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Car.Angle(112@)
$TEMPVAR_ANGLE += 90.0 
Actor.Angle($PLAYER_ACTOR) = $TEMPVAR_ANGLE
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 3.3455 -1.6234 1.1443 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 2.5461 -1.3539 0.6073 
Camera.OnPed(117@, 15, 2)
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 
040D: unload_wav 1 
03CF: load_wav 42420 as 1 
fade 1 500 
if 
   not Car.Wrecked(114@)
else_jump @VCR2_3621 
Car.StorePos(112@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
01AD:   car 114@ sphere 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 6.0 6.0 
else_jump @VCR2_3614 
Car.Destroy(114@)

:VCR2_3614
jump @VCR2_3626 

:VCR2_3621
Car.Destroy(114@)

:VCR2_3626
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 400 
47@ += 1 

:VCR2_3649
if 
  47@ == 12 
else_jump @VCR2_3839 
if 
   not fading 
else_jump @VCR2_3839 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @VCR2_3839 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DA'  // ~z~Jetzt ist dir deine Scheiarroganz vergangen, hah?
04AE: $ACTOR_SPEECH_WAV_FILE = 42420 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 42421 as 2 
if 
   not Car.Wrecked(112@)
else_jump @VCR2_3816 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 

:VCR2_3816
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 500 
47@ += 1 

:VCR2_3839
if 
  47@ == 13 
else_jump @VCR2_4035 
if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
else_jump @VCR2_4035 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @VCR2_4035 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DB'  // ~z~Tja...so geht's im Leben... Scheie...
04AE: $ACTOR_SPEECH_WAV_FILE = 42421 // $ = any 
create_thread @AUDIOL 117@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 42422 as 1 
if 
   not Car.Wrecked(112@)
else_jump @VCR2_4012 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 

:VCR2_4012
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 500 
47@ += 1 

:VCR2_4035
if 
  47@ == 14 
else_jump @VCR2_4231 
if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
else_jump @VCR2_4231 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @VCR2_4231 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DC'  // ~z~Noch einen letzten Wunsch?
04AE: $ACTOR_SPEECH_WAV_FILE = 42422 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 42423 as 2 
if 
   not Car.Wrecked(112@)
else_jump @VCR2_4208 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 

:VCR2_4208
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 500 
47@ += 1 

:VCR2_4231
if 
  47@ == 15 
else_jump @VCR2_4427 
if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
else_jump @VCR2_4427 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @VCR2_4427 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DD'  // ~z~Ja, ich wrd... Ich wrd gern deine Schwester schnden.
04AE: $ACTOR_SPEECH_WAV_FILE = 42423 // $ = any 
create_thread @AUDIOL 117@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 42424 as 1 
if 
   not Car.Wrecked(112@)
else_jump @VCR2_4404 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 

:VCR2_4404
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 500 
47@ += 1 

:VCR2_4427
if 
  47@ == 16 
else_jump @VCR2_4685 
if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
else_jump @VCR2_4685 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @VCR2_4685 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DE'  // ~z~Du bist ein Arschloch bis zuletzt. Elender Motherfucker...
04AE: $ACTOR_SPEECH_WAV_FILE = 42424 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
041D: set_camera_near_clip 0.1 
if 
   not Car.Wrecked(112@)
else_jump @VCR2_4662 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 20000 ms 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 112@ with_offset 2.1414 -0.908 0.2244 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:VCR2_4662
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 500 
47@ += 1 

:VCR2_4685
if 
  47@ == 17 
else_jump @VCR2_4782 
if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
else_jump @VCR2_4782 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @VCR2_4782 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FIGHTA_G" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
47@ += 1 

:VCR2_4782
if 
  47@ == 18 
else_jump @VCR2_4939 
if 
   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_G"
else_jump @VCR2_4939 
0613: 118@ = actor $PLAYER_ACTOR animation "FIGHTA_G" time 
if 
  118@ > 0.351 
else_jump @VCR2_4939 
097A: play_audio_at 0.0 0.0 0.0 event 1136 
043C: disable_sounds_after_fade 0 
fade 0 0 
if 
   not Actor.Dead(117@)
else_jump @VCR2_4916 
05BE: AS_kill_actor 117@ 

:VCR2_4916
008B: 35@ = $CURRENT_TIME_IN_MS2 // (int) 
35@ += 1000 
47@ += 1 

:VCR2_4939
if 
  47@ == 19 
else_jump @VCR2_5033 
if 
001E:   $CURRENT_TIME_IN_MS2 > 35@ // (int) 
else_jump @VCR2_5033 
fade 1 500 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
Player.CanMove($PLAYER_CHAR) = True
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
jump @VCR2_5058 

:VCR2_5033
jump @VCR2_1480 

:VCR2_5040
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:VCR2_5058
00BA: show_text_styled GXT 'M_PASSD' time 5000 style 1  // MISSION ERFLLT!
Player.Money($PLAYER_CHAR) += 0
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'VCRASH2'  // High Noon
030C: progress_made += 1 
Marker.Disable($583)
0629: change_integer_stat 339 to 1 
$598 += 1 
return 

:VCR2_5126
Marker.Disable(34@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0296: unload_special_actor 1 
Model.Destroy(#BANDITO)
Model.Destroy(#BUFFALO)
Model.Destroy(#DESERT_EAGLE)
043C: disable_sounds_after_fade 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VCR2_5184 
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 

:VCR2_5184
04EF: release_animation "SWAT" 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 95---------------
// Originally: Madd Dogg

:DOC2
thread 'DOC2' 
gosub @DOC2_47 
if 
wasted_or_busted 
else_jump @DOC2_38 
gosub @DOC2_13046 

:DOC2_38
gosub @DOC2_13757 
end_thread 

:DOC2_47
131@ = 0 
$7799 = 40 
$7800 = 0 
$7796 = 0 
$7797 = 0 
$7798 = 0 
060A: create_decision_maker_type 3 store_to 99@ // decision\allowed\m_.ped files 
0169: set_fade_color_RGB 0 0 0 
increment_mission_attempts 
$ONMISSION = 1 
054C: use_GXT_table 'DOC2' 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:DOC2_137
if 
fading 
else_jump @DOC2_161 
wait 0 
jump @DOC2_137 

:DOC2_161
02E4: load_cutscene_data 'DOC_2' 

:DOC2_172
if 
86B9:   not cutscene_data_loaded 
else_jump @DOC2_196 
wait 0 
jump @DOC2_172 

:DOC2_196
0395: clear_area 1 at 2159.899 1443.042 9.8203 radius 40.0 
02E7: start_cutscene 
fade 1 1000 

:DOC2_229
if 
82E9:   not cutscene_reached_end 
else_jump @DOC2_253 
wait 0 
jump @DOC2_229 

:DOC2_253
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:DOC2_274
if 
fading 
else_jump @DOC2_298 
wait 0 
jump @DOC2_274 

:DOC2_298
02EA: end_cutscene 
Model.Load(#VBMYELV)
Model.Load(#VWFYPRO)
Model.Load(#WMOTR1)
Model.Load(#WMOPREA)
Model.Load(#CELLPHONE)
Model.Load(#HECK1)
Model.Load(#HECK2)
04ED: load_animation "ON_LOOKERS" 
023C: load_special_actor 'MADDOGG' as 1 // models 290-299 

:DOC2_358
if or
   not Model.Available(#VBMYELV)
   not Model.Available(#VWFYPRO)
   not Model.Available(#WMOTR1)
else_jump @DOC2_392 
wait 0 
jump @DOC2_358 

:DOC2_392
if or
   not Model.Available(#WMOPREA)
   not Model.Available(#CELLPHONE)
   not Model.Available(#HECK1)
else_jump @DOC2_428 
wait 0 
jump @DOC2_392 

:DOC2_428
if or
   not Model.Available(#HECK2)
84EE:   not animation "ON_LOOKERS" loaded 
823D:   not special_actor 1 loaded 
else_jump @DOC2_473 
wait 0 
jump @DOC2_428 

:DOC2_473
01E8: create_forbidden_for_cars_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
022B: create_forbidden_for_peds_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
105@ = 2163.638 
106@ = 1443.663 
107@ = 9.8203 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at 2161.34 1442.504 9.8203 radius 20.0 
0395: clear_area 1 at 2107.19 1409.153 9.8203 radius 10.0 
95@ = Actor.Create(CivMale, #SPECIAL01, 2162.62, 1451.475, 23.1719)
0245: set_actor 95@ walk_style_to "DRUNKMAN" 
Actor.Angle(95@) = 180.0
Actor.Health(95@) = 1
0615: define_AS_pack_begin 73@ 
05D3: AS_actor -1 goto_point 2154.192 1437.948 9.8203 mode 4 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation_sequence "LKAROUND_IN" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "LKAROUND_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "LKAROUND_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "LKAROUND_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "LKAROUND_OUT" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 73@ loop 1 
0616: define_AS_pack_end 73@ 
0615: define_AS_pack_begin 74@ 
05D3: AS_actor -1 goto_point 2164.596 1435.169 9.8203 mode 4 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation_sequence "POINTUP_IN" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_SHOUT" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 74@ loop 1 
0616: define_AS_pack_end 74@ 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 2160.696 1435.38 9.8203 mode 4 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: AS_actor -1 stay_idle 100 ms 
0605: actor -1 perform_animation_sequence "POINTUP_IN" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_SHOUT" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_OUT" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 75@ loop 1 
0616: define_AS_pack_end 75@ 
0615: define_AS_pack_begin 76@ 
05D3: AS_actor -1 goto_point 2169.263 1435.927 9.8203 mode 4 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SHOUT_02" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SHOUT_01" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 76@ loop 1 
0616: define_AS_pack_end 76@ 
0615: define_AS_pack_begin 77@ 
05D3: AS_actor -1 goto_point 2155.42 1436.42 9.8203 mode 4 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SHOUT_01" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SHOUT_01" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 77@ loop 1 
0616: define_AS_pack_end 77@ 
0615: define_AS_pack_begin 78@ 
05D3: AS_actor -1 goto_point 2168.29 1436.191 9.8203 mode 4 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SHOUT_02" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SHOUT_01" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 78@ loop 1 
0616: define_AS_pack_end 78@ 
0615: define_AS_pack_begin 79@ 
05D3: AS_actor -1 goto_point 2159.253 1435.312 9.8203 mode 4 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation_sequence "LKUP_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "LKUP_POINT" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "LKUP_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "LKUP_POINT" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "LKUP_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 79@ loop 1 
0616: define_AS_pack_end 79@ 
0615: define_AS_pack_begin 96@ 
05D3: AS_actor -1 goto_point 2165.651 1452.0 23.1721 mode 4 8000 ms // versionA 
05D3: AS_actor -1 goto_point 2160.56 1452.0 23.1719 mode 4 8000 ms // versionA 
0643: set_AS_pack 96@ loop 1 
0616: define_AS_pack_end 96@ 
0615: define_AS_pack_begin 97@ 
05BC: AS_actor -1 jump 0 
0616: define_AS_pack_end 97@ 
0615: define_AS_pack_begin 98@ 
05C5: AS_actor -1 cower -1 ms 
0643: set_AS_pack 98@ loop 1 
0616: define_AS_pack_end 98@ 
0615: define_AS_pack_begin 116@ 
0605: actor -1 perform_animation_sequence "LKAROUND_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 116@ loop 1 
0616: define_AS_pack_end 116@ 
0615: define_AS_pack_begin 110@ 
0605: actor -1 perform_animation_sequence "WAVE_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 110@ 
0615: define_AS_pack_begin 111@ 
0605: actor -1 perform_animation_sequence "SHOUT_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 111@ 
100@ = Object.Init(#SMASH_BOX_STAY, 2156.719, 1482.352, 19.1794)
101@ = Object.Init(#SMASH_BOX_BRK, 2156.719, 1482.352, 19.1794)
$7796 = 100 
0568: set_actor 95@ targetable 1 
018A: 92@ = create_checkpoint_at 105@ 106@ 107@ 
018A: 93@ = create_checkpoint_at 1878.546 2240.82 9.813 
018B: set_marker 92@ radar_mode 0 
018B: set_marker 93@ radar_mode 0 
0209: $7797 = random_int_in_ranges 0 5 
0871: init_jump_table $7797 total_jumps 5 default_jump 0 @DOC2_3089 jumps 0 @DOC2_3014 1 @DOC2_3029 2 @DOC2_3044 3 @DOC2_3059 4 @DOC2_3074 -1 @DOC2_3089 -1 @DOC2_3089 

:DOC2_3014
$7797 = 16000 
jump @DOC2_3089 

:DOC2_3029
$7797 = 18000 
jump @DOC2_3089 

:DOC2_3044
$7797 = 20000 
jump @DOC2_3089 

:DOC2_3059
$7797 = 22000 
jump @DOC2_3089 

:DOC2_3074
$7797 = 24000 
jump @DOC2_3089 

:DOC2_3089
0615: define_AS_pack_begin 88@ 
0639: AS_actor -1 rotate_to_actor 95@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 4000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 88@ loop 1 
0616: define_AS_pack_end 88@ 
39@ = 0 
$7798 = 0 
43@ = Actor.Create(CivMale, #WMOTR1, 2154.192, 1437.948, 9.8203)
Actor.Angle(43@) = 341.9008
060B: set_actor 43@ decision_maker_to 99@ 
0618: assign_actor 43@ to_AS_pack 73@ 
44@ = Actor.Create(CivMale, #VBMYELV, 2164.596, 1435.169, 9.8203)
Actor.Angle(44@) = 8.2163
060B: set_actor 44@ decision_maker_to 99@ 
0618: assign_actor 44@ to_AS_pack 74@ 
45@ = Actor.Create(CivMale, #HECK2, 2160.696, 1435.38, 9.8203)
Actor.Angle(45@) = 8.2163
060B: set_actor 45@ decision_maker_to 99@ 
0618: assign_actor 45@ to_AS_pack 75@ 
46@ = Actor.Create(CivMale, #WMOTR1, 2169.263, 1435.927, 9.8203)
Actor.Angle(46@) = 8.2163
060B: set_actor 46@ decision_maker_to 99@ 
0618: assign_actor 46@ to_AS_pack 76@ 
47@ = Actor.Create(CivMale, #VWFYPRO, 2155.42, 1436.42, 9.8203)
Actor.Angle(47@) = 8.2163
060B: set_actor 47@ decision_maker_to 99@ 
0618: assign_actor 47@ to_AS_pack 77@ 
48@ = Actor.Create(CivMale, #WMOPREA, 2168.29, 1436.191, 9.8203)
Actor.Angle(48@) = 8.2163
060B: set_actor 48@ decision_maker_to 99@ 
0618: assign_actor 48@ to_AS_pack 78@ 
49@ = Actor.Create(CivMale, #HECK1, 2159.253, 1435.312, 9.8203)
Actor.Angle(49@) = 2.018
060B: set_actor 49@ decision_maker_to 99@ 
0618: assign_actor 49@ to_AS_pack 79@ 
Model.Load(#WALTON)
Model.Load(#WMYMECH)
Model.Load(#SMASHBOXPILE)

:DOC2_3511
if or
   not Model.Available(#WALTON)
   not Model.Available(#WMYMECH)
   not Model.Available(#SMASHBOXPILE)
else_jump @DOC2_3547 
wait 0 
jump @DOC2_3511 

:DOC2_3547
102@ = Object.Create(#SMASHBOXPILE, 2112.753, 1403.973, 10.1484)
Object.Angle(102@) = 86.7997
Model.Destroy(#SMASHBOXPILE)
0506: set_car_model #WALTON next_variation 4 4 // first param is useless 
34@ = Car.Create(#WALTON, 2107.19, 1409.153, 9.8203)
Model.Destroy(#WALTON)
Car.Angle(34@) = 180.0
0229: set_car 34@ primary_color_to 1 secondary_color_to 1 
35@ = Marker.CreateAboveCar(34@)
07E0: set_marker 35@ type_to 1 
018B: set_marker 35@ radar_mode 3 
109@ = 0.0 
if 
   not Car.Wrecked(34@)
else_jump @DOC2_3761 
0681: attach_object 100@ to_car 34@ with_offset -0.3 -1.0 109@ rotation 0.0 0.0 0.0 
0681: attach_object 101@ to_car 34@ with_offset -0.3 -1.0 109@ rotation 0.0 0.0 0.0 

:DOC2_3761
114@ = Actor.Create(CivMale, #WMYMECH, 2109.793, 1407.857, 9.8203)
Model.Destroy(#WMYMECH)
Actor.Angle(114@) = 180.0
0729: AS_actor 114@ hold_cellphone 1 
gosub @DOC2_14005 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DOC2_3864 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2162.498, 1434.396, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 358.0

:DOC2_3864
if 
   not Actor.Dead(95@)
else_jump @DOC2_3893 
0792: disembark_instantly_actor 95@ 
0618: assign_actor 95@ to_AS_pack 116@ 

:DOC2_3893
0395: clear_area 1 at 2162.705 1430.309 9.8203 radius 10.0 
Camera.SetPosition(2162.541, 1423.84, 9.9728, 0.0, 0.0, 0.0)
Camera.PointAt(2162.558, 1424.803, 10.2424, 2)
0169: set_fade_color_RGB 0 0 0 
fade 1 0 
130@ = 2 
135@ = 2 
wait 1000 
00BC: show_text_highpriority GXT 'DOC2_X' time 5000 flag 1  // ~s~Suche einen Weg, Madd Dogg zu retten, bevor er springt!
33@ = 0 

:DOC2_4024
if 
  2000 > 33@ 
else_jump @DOC2_4078 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_4071 
jump @DOC2_4170 

:DOC2_4071
jump @DOC2_4024 

:DOC2_4078
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DOC2_4109 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 172.0 

:DOC2_4109
33@ = 0 

:DOC2_4116
if 
  2000 > 33@ 
else_jump @DOC2_4170 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_4163 
jump @DOC2_4170 

:DOC2_4163
jump @DOC2_4116 

:DOC2_4170
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DOC2_4201 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.Angle($PLAYER_ACTOR) = 172.0

:DOC2_4201
00BE: text_clear_all 
gosub @DOC2_14020 
Camera.SetBehindPlayer
00BC: show_text_highpriority GXT 'DOC2_01' time 7000 flag 1  // ~s~Nimm den ~b~Van~s~, der um die Ecke steht, um Madd Dogg zu retten!

:DOC2_4228
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(34@)
   not Actor.Dead(95@)
else_jump @DOC2_13032 
wait 0 
if 
0736:   NOP_false 83 
else_jump @DOC2_4280 
jump @DOC2_13233 

:DOC2_4280
131@ += 1 
gosub @DOC2_14105 
gosub @DOC2_14907 
if 
  4 > 91@ 
else_jump @DOC2_5044 
if and
  131@ > 200 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2154.192 1437.948 9.8203 radius 20.0 20.0 20.0 
876F:   not text_priority_displayed 
else_jump @DOC2_5044 

:DOC2_4377
0209: $7798 = random_int_in_ranges 0 9 
if and
003C:   $7798 == 132@ // (int) 
  3 > 133@ 
else_jump @DOC2_4426 
jump @DOC2_4377 
133@ += 1 

:DOC2_4426
008B: 132@ = $7798 // (int) 
133@ = 0 
if 
   not Actor.Dead(43@)
else_jump @DOC2_4685 
if and
00FE:   actor 43@ sphere 0 in_sphere 2154.192 1437.948 9.8203 radius 2.0 2.0 2.0 
876F:   not text_priority_displayed 
  126@ == 0 
else_jump @DOC2_4685 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_4685 jumps 0 @DOC2_4577 1 @DOC2_4613 2 @DOC2_4649 -1 @DOC2_4685 -1 @DOC2_4685 -1 @DOC2_4685 -1 @DOC2_4685 

:DOC2_4577
05AA: 127@s = 'DC2_AA'  // ~z~Kann ich deine Trainers haben?
04AF: 129@ = 12400 // @ = any 
gosub @DOC2_14887 
jump @DOC2_4685 

:DOC2_4613
05AA: 127@s = 'DC2_AB'  // ~z~Du brauchst doch die schicken Klamotten gar nicht mehr.
04AF: 129@ = 12401 // @ = any 
gosub @DOC2_14887 
jump @DOC2_4685 

:DOC2_4649
05AA: 127@s = 'DC2_AC'  // ~z~Du wirst doch deine Klamotten nicht mit ins Grab nehmen!
04AF: 129@ = 12402 // @ = any 
gosub @DOC2_14887 
jump @DOC2_4685 

:DOC2_4685
if 
   not Actor.Dead(44@)
else_jump @DOC2_5037 
if and
00FE:   actor 44@ sphere 0 in_sphere 2164.596 1435.169 9.8203 radius 2.0 2.0 2.0 
876F:   not text_priority_displayed 
  126@ == 0 
else_jump @DOC2_5037 
0871: init_jump_table $7798 total_jumps 6 default_jump 0 @DOC2_5037 jumps 3 @DOC2_4821 4 @DOC2_4857 5 @DOC2_4893 6 @DOC2_4929 7 @DOC2_4965 8 @DOC2_5001 -1 @DOC2_5037 

:DOC2_4821
05AA: 127@s = 'DC2_AD'  // ~z~Ein bisschen mehr Action!
04AF: 129@ = 12403 // @ = any 
gosub @DOC2_14887 
jump @DOC2_5037 

:DOC2_4857
05AA: 127@s = 'DC2_AE'  // ~z~Die Show muss weitergehen!
04AF: 129@ = 12404 // @ = any 
gosub @DOC2_14887 
jump @DOC2_5037 

:DOC2_4893
05AA: 127@s = 'DC2_AF'  // ~z~Der ist gleich platt wie ein Pfannkuchen!
04AF: 129@ = 12405 // @ = any 
gosub @DOC2_14887 
jump @DOC2_5037 

:DOC2_4929
05AA: 127@s = 'DC2_AJ'  // ~z~Spring! Sieh dir an, wie sich der Tod auf meine Karriere ausgewirkt hat!
04AF: 129@ = 12409 // @ = any 
gosub @DOC2_14887 
jump @DOC2_5037 

:DOC2_4965
05AA: 127@s = 'DC2_AK'  // ~z~SPRING! Du Idiot!
04AF: 129@ = 12410 // @ = any 
gosub @DOC2_14887 
jump @DOC2_5037 

:DOC2_5001
05AA: 127@s = 'DC2_AL'  // ~z~Spring! Es wird deine Karriere retten!
04AF: 129@ = 12411 // @ = any 
gosub @DOC2_14887 
jump @DOC2_5037 

:DOC2_5037
131@ = 0 

:DOC2_5044
if and
   not Car.Wrecked(34@)
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(95@)
else_jump @DOC2_6975 
39@ = 0 

:DOC2_5077
if 
   not Actor.Dead(43@(39@,15i))
else_jump @DOC2_5272 
if and
051A:   actor 43@(39@,15i) damaged_by_actor $PLAYER_ACTOR 
  58@(39@,15i) == 0 
else_jump @DOC2_5180 
0687: clear_actor 43@(39@,15i) task 
05D3: AS_actor 43@(39@,15i) goto_point 2082.005 1415.909 9.8047 mode 7 20000 ms // versionA 
58@(39@,15i) = 1 

:DOC2_5180
if and
00FE:   actor 43@(39@,15i) sphere 0 in_sphere 2082.381 1416.636 9.8047 radius 10.0 10.0 10.0 
   not 58@(39@,15i) == 3 
else_jump @DOC2_5272 
0687: clear_actor 43@(39@,15i) task 
05DE: AS_actor 43@(39@,15i) walk_around_ped_path 
58@(39@,15i) = 3 

:DOC2_5272
39@ += 1 
  39@ >= 7 
else_jump @DOC2_5077 
if or
  91@ == 1 
  91@ == 0 
else_jump @DOC2_5748 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @DOC2_5588 
if and
   not Actor.Dead(114@)
  113@ == 0 
else_jump @DOC2_5560 
0792: disembark_instantly_actor 114@ 
05E2: AS_actor 114@ kill_actor $PLAYER_ACTOR 
0209: $7798 = random_int_in_ranges 0 2 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_5553 jumps 0 @DOC2_5445 1 @DOC2_5481 2 @DOC2_5517 -1 @DOC2_5553 -1 @DOC2_5553 -1 @DOC2_5553 -1 @DOC2_5553 

:DOC2_5445
05AA: 127@s = 'DOGG_GA'  // ~z~Hey, das ist mein Truck!
04AF: 129@ = 14039 // @ = any 
gosub @DOC2_14887 
jump @DOC2_5553 

:DOC2_5481
05AA: 127@s = 'DOGG_GB'  // ~z~Fuck, was soll das?
04AF: 129@ = 14040 // @ = any 
gosub @DOC2_14887 
jump @DOC2_5553 

:DOC2_5517
05AA: 127@s = 'DOGG_GC'  // ~z~Hey! HEY!
04AF: 129@ = 14041 // @ = any 
gosub @DOC2_14887 
jump @DOC2_5553 

:DOC2_5553
113@ = 1 

:DOC2_5560
018B: set_marker 35@ radar_mode 0 
018B: set_marker 92@ radar_mode 3 
91@ = 1 
jump @DOC2_5609 

:DOC2_5588
018B: set_marker 35@ radar_mode 3 
018B: set_marker 92@ radar_mode 0 
91@ = 0 

:DOC2_5609
if 
  91@ == 1 
else_jump @DOC2_5748 
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 105@ 106@ 107@ radius 4.0 4.0 4.0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DOC2_5748 
Player.CanMove($PLAYER_CHAR) = False
91@ = 2 
108@ = Actor.Angle($PLAYER_ACTOR)
if and
  108@ > 45.0 
  145.0 > 108@ 
else_jump @DOC2_5741 
125@ = 0 
jump @DOC2_5748 

:DOC2_5741
125@ = 1 

:DOC2_5748
if 
  91@ == 2 
else_jump @DOC2_6975 
gosub @DOC2_14005 
if 
   not Actor.Dead(95@)
else_jump @DOC2_5830 
0792: disembark_instantly_actor 95@ 
0605: actor 95@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 0 0 0 0 time -1 // versionA 

:DOC2_5830
Camera.SetPosition(2162.62, 1450.208, 25.1198, 0.0, 0.0, 0.0)
Camera.PointAt(2162.62, 1451.192, 24.9414, 2)
0209: $7798 = random_int_in_ranges 0 3 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_6217 jumps 0 @DOC2_5953 1 @DOC2_6041 2 @DOC2_6129 -1 @DOC2_6217 -1 @DOC2_6217 -1 @DOC2_6217 -1 @DOC2_6217 

:DOC2_5953
040D: unload_wav 1 
03CF: load_wav 14000 as 1 

:DOC2_5964
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_5990 
wait 0 
jump @DOC2_5964 

:DOC2_5990
if 
   not Actor.Dead(95@)
else_jump @DOC2_6014 
0967: actor 95@ move_mouth 2000 ms 

:DOC2_6014
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_AA' time 3000 flag 1  // ~z~Bleibt von mir weg!
jump @DOC2_6217 

:DOC2_6041
040D: unload_wav 1 
03CF: load_wav 14002 as 1 

:DOC2_6052
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_6078 
wait 0 
jump @DOC2_6052 

:DOC2_6078
if 
   not Actor.Dead(95@)
else_jump @DOC2_6102 
0967: actor 95@ move_mouth 2000 ms 

:DOC2_6102
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_AC' time 3000 flag 1  // ~z~Ich warne euch, ich springe!
jump @DOC2_6217 

:DOC2_6129
040D: unload_wav 1 
03CF: load_wav 14006 as 1 

:DOC2_6140
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_6166 
wait 0 
jump @DOC2_6140 

:DOC2_6166
if 
   not Actor.Dead(95@)
else_jump @DOC2_6190 
0967: actor 95@ move_mouth 2000 ms 

:DOC2_6190
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_AG' time 3000 flag 1  // ~z~Brandy, Gottverdammt, gebt den Brandy her!
jump @DOC2_6217 

:DOC2_6217
if 
   not Actor.Dead(114@)
else_jump @DOC2_6238 
Actor.DestroyWithFade(114@)

:DOC2_6238
Model.Destroy(#CELLPHONE)
Model.Destroy(#WMYMECH)
wait 1000 
33@ = 0 

:DOC2_6259
if 
83D2:   not wav 1 ended 
else_jump @DOC2_6316 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_6309 
134@ = 1 
jump @DOC2_6747 

:DOC2_6309
jump @DOC2_6259 

:DOC2_6316
if 
   not Actor.Dead(95@)
else_jump @DOC2_6337 
0968: actor 95@ stop_mouth 

:DOC2_6337
33@ = 0 

:DOC2_6344
if 
  2000 > 33@ 
else_jump @DOC2_6405 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_6398 
134@ = 1 
jump @DOC2_6747 

:DOC2_6398
jump @DOC2_6344 

:DOC2_6405
0460: set_camera_transverse_delay 0.0 time 2000 
Camera.SetPosition(2162.62, 1450.208, 25.1198, 0.0, 0.0, 0.0)
Camera.PointAt(2162.62, 1450.499, 24.1631, 1)
33@ = 0 

:DOC2_6473
if 
  2000 > 33@ 
else_jump @DOC2_6534 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_6527 
134@ = 1 
jump @DOC2_6747 

:DOC2_6527
jump @DOC2_6473 

:DOC2_6534
0460: set_camera_transverse_delay 0.0 time 2000 
Camera.SetPosition(2162.62, 1445.077, 13.6736, 0.0, 0.0, 0.0)
Camera.PointAt(2162.62, 1445.815, 14.7476, 1)
33@ = 0 

:DOC2_6602
if 
  1000 > 33@ 
else_jump @DOC2_6663 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_6656 
134@ = 1 
jump @DOC2_6747 

:DOC2_6656
jump @DOC2_6602 

:DOC2_6663
00BC: show_text_highpriority GXT 'DOC2_05' time 3000 flag 1  // ~s~Fang ~b~Madd Dogg ~s~auf, wenn er springt.
33@ = 0 

:DOC2_6686
if 
  3000 > 33@ 
else_jump @DOC2_6747 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_6740 
134@ = 1 
jump @DOC2_6747 

:DOC2_6740
jump @DOC2_6686 

:DOC2_6747
if 
  134@ == 1 
else_jump @DOC2_6781 
00BC: show_text_highpriority GXT 'DOC2_05' time 3000 flag 1  // ~s~Fang ~b~Madd Dogg ~s~auf, wenn er springt.

:DOC2_6781
00BE: text_clear_all 
if 
   not Actor.Dead(95@)
else_jump @DOC2_6807 
0618: assign_actor 95@ to_AS_pack 96@ 

:DOC2_6807
if 
  125@ == 0 
else_jump @DOC2_6878 
if 
   not Car.Wrecked(34@)
else_jump @DOC2_6871 
Car.PutAt(34@, 2163.888, 1444.0, 9.8203)
Car.Angle(34@) = 90.0

:DOC2_6871
jump @DOC2_6924 

:DOC2_6878
if 
   not Car.Wrecked(34@)
else_jump @DOC2_6924 
Car.PutAt(34@, 2163.888, 1444.0, 9.8203)
Car.Angle(34@) = 270.0

:DOC2_6924
0221: set_player $PLAYER_CHAR trapped_in_car 0 
if 
075C:   marker 92@ enabled 
else_jump @DOC2_6954 
08FB: set_checkpoint 92@ type_to 1 

:DOC2_6954
gosub @DOC2_14020 
91@ = 3 
32@ = 0 

:DOC2_6975
if and
   not Car.Wrecked(34@)
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(95@)
else_jump @DOC2_12980 
if 
  91@ == 3 
else_jump @DOC2_9058 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2149.407 1431.497 9.8203 radius 100.0 100.0 100.0 
else_jump @DOC2_7090 
00BC: show_text_highpriority GXT 'DOC2_10' time 4000 flag 1  // ~r~Du hast Madd Dogg sterben lassen.
jump @DOC2_13046 

:DOC2_7090
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @DOC2_7155 
if 
  89@ == 0 
else_jump @DOC2_7148 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 92@ radar_mode 3 
89@ = 1 

:DOC2_7148
jump @DOC2_7210 

:DOC2_7155
if 
  89@ == 1 
else_jump @DOC2_7210 
00BC: show_text_highpriority GXT 'DOC2_19' time 4000 flag 1  // ~s~Steig wieder in den ~b~Truck~s~!
018B: set_marker 35@ radar_mode 3 
018B: set_marker 92@ radar_mode 0 
89@ = 0 

:DOC2_7210
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 105@ 106@ 107@ radius 12.0 12.0 12.0 
  112@ == 1 
else_jump @DOC2_7275 
33@ = 0 
Camera.Restore_WithJumpCut
112@ = 2 

:DOC2_7275
if and
  33@ > 1000 
  112@ == 2 
else_jump @DOC2_7324 
00BC: show_text_highpriority GXT 'DOC2_11' time 4000 flag 1  // ~s~Du musst zurck, ~b~Madd Dogg~s~ retten!
112@ = 0 

:DOC2_7324
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 105@ 106@ 107@ radius 12.0 12.0 12.0 
else_jump @DOC2_9058 
112@ = 1 
if 
  40000 > 32@ 
else_jump @DOC2_7445 
Camera.SetPosition(2163.702, 1435.87, 37.0031, 0.0, 0.0, 0.0)
Camera.PointAt(2163.699, 1436.447, 36.1861, 2)

:DOC2_7445
if and
  32@ > 10000 
  11000 > 32@ 
else_jump @DOC2_7761 
if 
  126@ == 0 
else_jump @DOC2_7761 
0209: $7798 = random_int_in_ranges 0 3 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_7754 jumps 0 @DOC2_7562 1 @DOC2_7626 2 @DOC2_7690 -1 @DOC2_7754 -1 @DOC2_7754 -1 @DOC2_7754 -1 @DOC2_7754 

:DOC2_7562
040D: unload_wav 1 
03CF: load_wav 14010 as 1 

:DOC2_7573
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_7599 
wait 0 
jump @DOC2_7573 

:DOC2_7599
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_BA' time 4000 flag 1  // ~z~Das war's! Das ist das Ende!
jump @DOC2_7754 

:DOC2_7626
040D: unload_wav 1 
03CF: load_wav 14011 as 1 

:DOC2_7637
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_7663 
wait 0 
jump @DOC2_7637 

:DOC2_7663
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_BB' time 4000 flag 1  // ~z~Es ist soweit, ich mach es!
jump @DOC2_7754 

:DOC2_7690
040D: unload_wav 1 
03CF: load_wav 14012 as 1 

:DOC2_7701
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_7727 
wait 0 
jump @DOC2_7701 

:DOC2_7727
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_BC' time 4000 flag 1  // ~z~Leb wohl, grausame Welt!
jump @DOC2_7754 

:DOC2_7754
126@ = 1 

:DOC2_7761
if 
001F:   32@ > $7797 // (int) 
else_jump @DOC2_9058 
Player.CanMove($PLAYER_CHAR) = True
if 
   not Actor.Dead(95@)
else_jump @DOC2_7818 
0792: disembark_instantly_actor 95@ 
Actor.Angle(95@) = 177.7059

:DOC2_7818
015D: set_gamespeed 0.4 
Camera.SetPosition(2163.22, 1454.533, 35.0248, 0.0, 0.0, 0.0)
Camera.PointAt(2163.227, 1454.063, 34.1425, 2)
wait 500 
Object.CollisionDetection(100@) = False
Object.CollisionDetection(101@) = False
if 
   not Actor.Dead(95@)
else_jump @DOC2_7919 
0618: assign_actor 95@ to_AS_pack 97@ 

:DOC2_7919
33@ = 0 
91@ = 4 
040D: unload_wav 3 
03CF: load_wav 23400 as 3 

:DOC2_7944
if 
   not 33@ > 2000 
else_jump @DOC2_8558 
wait 0 
if and
  33@ > 500 
  103@ == 0 
else_jump @DOC2_8021 
if 
   not Actor.Dead(95@)
else_jump @DOC2_8014 
0687: clear_actor 95@ task 

:DOC2_8014
103@ = 1 

:DOC2_8021
if 
   not Actor.Dead(95@)
else_jump @DOC2_8117 
Actor.StorePos(95@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if and
  12.0 > $TEMPVAR_FLOAT_3 
  32@ > 10 
else_jump @DOC2_8117 
32@ = 0 
09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_offset 0.0 0.0 2.0 density 40 on_actor 95@ 

:DOC2_8117
if 
  33@ > 1000 
else_jump @DOC2_8201 
gosub @DOC2_14005 
Camera.SetPosition(2172.002, 1441.702, 10.2111, 0.0, 0.0, 0.0)
Camera.PointAt(2171.076, 1442.003, 10.4368, 2)
Player.CanMove($PLAYER_CHAR) = False

:DOC2_8201
if 
   not Car.Wrecked(34@)
else_jump @DOC2_8551 
if 
   not Actor.Dead(95@)
else_jump @DOC2_8551 
if 
   not 91@ == 5 
else_jump @DOC2_8551 
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset 0.0 -1.5 0.5 
if 
00FE:   actor 95@ sphere 0 in_sphere 40@ 41@ 42@ radius 1.3 1.3 1.0 
else_jump @DOC2_8551 
if 
03D0:   wav 3 loaded 
else_jump @DOC2_8341 
03D1: play_wav 3 

:DOC2_8341
109@ = -0.1 
0723: break_object 101@ intensity 1 
0619: enable_actor 95@ collision_detection 0 
Actor.Health(95@) = 100
0792: disembark_instantly_actor 95@ 
0812: AS_actor 95@ perform_animation "KO_SHOT_FRONT" IFP_file "PED" 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 95@ into_turret_on_car 34@ at_car_offset 0.0 -2.0 1.0 position 0 shooting_angle_limit 0.0 with_weapon 0 
91@ = 5 
if and
   not Actor.Dead(95@)
   not Car.Wrecked(34@)
else_jump @DOC2_8551 
064B: 90@ = create_particle "EXPLOSION_BARREL" at 40@ 41@ 42@ type 1 
064F: remove_references_to_particle 90@ 
015B: unknown_player 0 time 500 key 200 
01EB: set_traffic_density_multiplier_to 2.0 
Actor.Health(95@) = 100
0826: enable_hud 1 
gosub @DOC2_13316 

:DOC2_8551
jump @DOC2_7944 

:DOC2_8558
32@ = 0 
if 
03D2:   wav 3 ended 
else_jump @DOC2_8584 
040D: unload_wav 3 

:DOC2_8584
015D: set_gamespeed 1.0 
gosub @DOC2_14020 
if and
   not Actor.Dead(95@)
   not Car.Wrecked(34@)
else_jump @DOC2_8656 
0465: remove_actor 95@ from_turret_mode 
0464: put_actor 95@ into_turret_on_car 34@ at_car_offset 0.0 -2.5 1.0 position 0 shooting_angle_limit 0.0 with_weapon 0 

:DOC2_8656
if 
  91@ == 4 
else_jump @DOC2_8747 
if 
   not Actor.Dead(95@)
else_jump @DOC2_8740 
Actor.StorePos(95@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_offset 0.0 0.0 10.0 density 100 on_actor 95@ 
05BE: AS_kill_actor 95@ 

:DOC2_8740
jump @DOC2_9058 

:DOC2_8747
if 
   not Car.Wrecked(34@)
else_jump @DOC2_8793 
01EB: set_traffic_density_multiplier_to 2.0 
36@ = Car.Health(34@)
Car.SetImmunities(34@, 1, 0, 0, 0, 1)

:DOC2_8793
0085: 37@ = 36@ // (int) 
03C4: set_status_text $7799 type 1 GXT 'DOC2_07' // global_variable  // Madd Dogg
018B: set_marker 93@ radar_mode 3 
018B: set_marker 92@ radar_mode 0 
39@ = 0 

:DOC2_8838
if 
   not Actor.Dead(43@(39@,15i))
else_jump @DOC2_8995 
0792: disembark_instantly_actor 43@(39@,15i) 
0209: $7798 = random_int_in_ranges 0 2 
if 
  $7798 == 0 
else_jump @DOC2_8948 
0209: $7798 = random_int_in_ranges 10 200 
wait $7798 
if 
   not Actor.Dead(43@(39@,15i))
else_jump @DOC2_8941 
0618: assign_actor 43@(39@,15i) to_AS_pack 110@ 

:DOC2_8941
jump @DOC2_8995 

:DOC2_8948
0209: $7798 = random_int_in_ranges 10 200 
wait $7798 
if 
   not Actor.Dead(43@(39@,15i))
else_jump @DOC2_8995 
0618: assign_actor 43@(39@,15i) to_AS_pack 111@ 

:DOC2_8995
39@ += 1 
  39@ >= 7 
else_jump @DOC2_8838 
04EF: release_animation "ON_LOOKERS" 
wait 1000 
00BC: show_text_highpriority GXT 'DOC2_06' time 5000 flag 1  // ~s~Fahre Madd Dogg VORSICHTIG in die ~y~Klinik~s~. Jede Erschtterung mindert seine berlebenschancen.
32@ = 0 

:DOC2_9058
if and
   not Car.Wrecked(34@)
   not Actor.Dead(95@)
else_jump @DOC2_12980 
if 
  91@ == 5 
else_jump @DOC2_12980 
if 
  32@ > 5000 
else_jump @DOC2_9482 
if and
  130@ == 2 
  124@ == 0 
else_jump @DOC2_9177 
05AA: 127@s = 'DOGG_CA'  // ~z~Zeit, dass wir deine Schnapsleiche in die Entzugsklinik schaffen, du versoffener Idiot!
04AF: 129@ = 14013 // @ = any 
gosub @DOC2_14887 
124@ = 1 

:DOC2_9177
if and
  130@ == 2 
  124@ == 1 
else_jump @DOC2_9238 
05AA: 127@s = 'DOGG_CB'  // ~z~Bin ich noch der Meister-Rapper, Alter?
04AF: 129@ = 14014 // @ = any 
gosub @DOC2_14887 
124@ = 2 

:DOC2_9238
if and
  130@ == 2 
  124@ == 2 
else_jump @DOC2_9299 
05AA: 127@s = 'DOGG_CC'  // ~z~Hat nie 'nen besseren gegeben.
04AF: 129@ = 14015 // @ = any 
gosub @DOC2_14887 
124@ = 3 

:DOC2_9299
if and
  130@ == 2 
  124@ == 3 
else_jump @DOC2_9360 
05AA: 127@s = 'DOGG_CD'  // ~z~Allein an der Spitze, Homeboy.
04AF: 129@ = 14016 // @ = any 
gosub @DOC2_14887 
124@ = 4 

:DOC2_9360
if and
  130@ == 2 
  124@ == 4 
else_jump @DOC2_9421 
05AA: 127@s = 'DOGG_CE'  // ~z~Carl hei ich brigens.
04AF: 129@ = 14017 // @ = any 
gosub @DOC2_14887 
124@ = 5 

:DOC2_9421
if and
  130@ == 2 
  124@ == 5 
else_jump @DOC2_9482 
05AA: 127@s = 'DOGG_CF'  // ~z~Danke, Carl...
04AF: 129@ = 14018 // @ = any 
gosub @DOC2_14887 
124@ = 6 

:DOC2_9482
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(34@)
else_jump @DOC2_9618 
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @DOC2_9577 
if 
  117@ == 0 
else_jump @DOC2_9570 
124@ = 6 
00BC: show_text_highpriority GXT 'DOC2_19' time 4000 flag 1  // ~s~Steig wieder in den ~b~Truck~s~!
117@ = 1 

:DOC2_9570
jump @DOC2_9618 

:DOC2_9577
if 
  117@ == 1 
else_jump @DOC2_9618 
00BC: show_text_highpriority GXT 'DOC2_20' time 4000 flag 1  // ~s~Fahr Madd Dogg ins ~y~Krankenhaus~s~!
117@ = 0 

:DOC2_9618
0085: 37@ = 36@ // (int) 
36@ = Car.Health(34@)
if and
   not Actor.Dead(95@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DOC2_9700 
if 
051A:   actor 95@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DOC2_9700 
if 
003B:   36@ == 37@ // (int) 
else_jump @DOC2_9700 
36@ -= 50 

:DOC2_9700
if 
001D:   37@ > 36@ // (int) 
else_jump @DOC2_10835 
0085: 38@ = 37@ // (int) 
0062: 38@ -= 36@ // (int) 
0066: $7799 -= 38@ // (int) 
if 
  0 > $7799 
else_jump @DOC2_10022 
$7799 = 0 
00BE: text_clear_all 
0209: $7798 = random_int_in_ranges 0 3 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_9950 jumps 0 @DOC2_9842 1 @DOC2_9878 2 @DOC2_9914 -1 @DOC2_9950 -1 @DOC2_9950 -1 @DOC2_9950 -1 @DOC2_9950 

:DOC2_9842
05AA: 127@s = 'DOGG_EA'  // ~z~Das ist das Ende! Oh, du verschissenes Arschloch...Huuuaaargh...
04AF: 129@ = 14029 // @ = any 
gosub @DOC2_14887 
jump @DOC2_9950 

:DOC2_9878
05AA: 127@s = 'DOGG_EB'  // ~z~Uuuaaagh, Du hast es versucht, Mann, ooh..uugh...aber es war nicht gut genug...Ich bin raus!
04AF: 129@ = 14030 // @ = any 
gosub @DOC2_14887 
jump @DOC2_9950 

:DOC2_9914
05AA: 127@s = 'DOGG_EC'  // ~z~Mama, bist du das? Uh!
04AF: 129@ = 14031 // @ = any 
gosub @DOC2_14887 
jump @DOC2_9950 

:DOC2_9950
if 
   not Car.Wrecked(34@)
else_jump @DOC2_9980 
91@ = 6 
jump @DOC2_9992 

:DOC2_9980
Actor.DestroyWithFade(95@)
jump @DOC2_13046 

:DOC2_9992
if 
   not Actor.Dead(95@)
else_jump @DOC2_10015 
0332: set_actor 95@ bleeding 0 

:DOC2_10015
33@ = 0 

:DOC2_10022
if and
  94@ == 0 
   not 91@ == 6 
else_jump @DOC2_10835 
00BE: text_clear_all 
124@ = 4 
94@ = 1 
33@ = 0 
0332: set_actor 95@ bleeding 1 
if or
  137@ == 0 
  137@ == 1 
else_jump @DOC2_10118 
0209: $7798 = random_int_in_ranges 0 3 
jump @DOC2_10127 

:DOC2_10118
0209: $7798 = random_int_in_ranges 0 2 

:DOC2_10127
0871: init_jump_table 137@ total_jumps 4 default_jump 0 @DOC2_10796 jumps 0 @DOC2_10190 1 @DOC2_10338 2 @DOC2_10486 3 @DOC2_10641 -1 @DOC2_10796 -1 @DOC2_10796 -1 @DOC2_10796 

:DOC2_10190
if 
  $7798 == 0 
else_jump @DOC2_10237 
05AA: 127@s = 'DOGG_DC'  // ~z~Mama, bist du das?
04AF: 129@ = 14021 // @ = any 
gosub @DOC2_14887 

:DOC2_10237
if 
  $7798 == 1 
else_jump @DOC2_10284 
05AA: 127@s = 'DOGG_DD'  // ~z~Brandy! Noch Brandy!
04AF: 129@ = 14022 // @ = any 
gosub @DOC2_14887 

:DOC2_10284
if 
  $7798 == 2 
else_jump @DOC2_10331 
05AA: 127@s = 'DOGG_DI'  // ~z~OG Loc, du bist ein toter Mann, ein toter Mann!
04AF: 129@ = 14027 // @ = any 
gosub @DOC2_14887 

:DOC2_10331
jump @DOC2_10796 

:DOC2_10338
if 
  $7798 == 0 
else_jump @DOC2_10385 
05AA: 127@s = 'DOGG_DJ'  // ~z~Wo sind meine Weiber... meine Weiber...?
04AF: 129@ = 14028 // @ = any 
gosub @DOC2_14887 

:DOC2_10385
if 
  $7798 == 1 
else_jump @DOC2_10432 
05AA: 127@s = 'DOGG_DE'  // ~z~Ich bin ein Ghetto-Superstar!
04AF: 129@ = 14023 // @ = any 
gosub @DOC2_14887 

:DOC2_10432
if 
  $7798 == 2 
else_jump @DOC2_10479 
05AA: 127@s = 'DOGG_DF'  // ~z~Loc! LOC! Ich bring dich um!
04AF: 129@ = 14024 // @ = any 
gosub @DOC2_14887 

:DOC2_10479
jump @DOC2_10796 

:DOC2_10486
if 
  $7798 == 0 
else_jump @DOC2_10533 
05AA: 127@s = 'DOGG_DG'  // ~z~Wa-? Wo bin ich? Wieso ist es so dunkel?
04AF: 129@ = 14025 // @ = any 
gosub @DOC2_14887 

:DOC2_10533
if 
  $7798 == 1 
else_jump @DOC2_10634 
if 
  124@ == 6 
else_jump @DOC2_10605 
05AA: 127@s = 'DOGG_DH'  // ~z~Mir ist kalt, Carl, so kalt!
04AF: 129@ = 14026 // @ = any 
gosub @DOC2_14887 
jump @DOC2_10634 

:DOC2_10605
05AA: 127@s = 'DOGG_DG'  // ~z~Wa-? Wo bin ich? Wieso ist es so dunkel?
04AF: 129@ = 14025 // @ = any 
gosub @DOC2_14887 

:DOC2_10634
jump @DOC2_10796 

:DOC2_10641
if 
  $7798 == 0 
else_jump @DOC2_10688 
05AA: 127@s = 'DOGG_DA'  // ~z~Oh, Mann, ich sterbe!
04AF: 129@ = 14019 // @ = any 
gosub @DOC2_14887 

:DOC2_10688
if 
  $7798 == 1 
else_jump @DOC2_10789 
if 
  124@ == 6 
else_jump @DOC2_10760 
05AA: 127@s = 'DOGG_DB'  // ~z~Mit mir geht's zuende, Carl!
04AF: 129@ = 14020 // @ = any 
gosub @DOC2_14887 
jump @DOC2_10789 

:DOC2_10760
05AA: 127@s = 'DOGG_DA'  // ~z~Oh, Mann, ich sterbe!
04AF: 129@ = 14019 // @ = any 
gosub @DOC2_14887 

:DOC2_10789
jump @DOC2_10796 

:DOC2_10796
137@ += 1 
if 
  137@ == 4 
else_jump @DOC2_10828 
137@ = 0 

:DOC2_10828
124@ = 6 

:DOC2_10835
if and
  94@ == 1 
  33@ > 4000 
else_jump @DOC2_10875 
0332: set_actor 95@ bleeding 0 
94@ = 0 

:DOC2_10875
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @DOC2_10915 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 93@ radar_mode 3 
jump @DOC2_10929 

:DOC2_10915
018B: set_marker 35@ radar_mode 3 
018B: set_marker 93@ radar_mode 0 

:DOC2_10929
if 
   not Car.Wrecked(34@)
else_jump @DOC2_12980 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @DOC2_12980 
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1878.546 2240.82 9.813 radius 4.0 4.0 4.0 
   not Car.Wrecked(34@)
else_jump @DOC2_12980 
Player.CanMove($PLAYER_CHAR) = False
if 
   not Actor.Dead(95@)
else_jump @DOC2_12947 
0221: set_player $PLAYER_CHAR trapped_in_car 1 
gosub @DOC2_14005 
108@ = Actor.Angle($PLAYER_ACTOR)
if and
  108@ > 0.0 
  180.0 > 108@ 
else_jump @DOC2_11107 
115@ = 0 
jump @DOC2_11114 

:DOC2_11107
115@ = 1 

:DOC2_11114
0395: clear_area 1 at 1878.546 2240.82 9.813 radius 10.0 
0465: remove_actor 95@ from_turret_mode 
if 
   not Actor.Dead(95@)
else_jump @DOC2_11189 
Actor.PutAt(95@, 1876.335, 2236.9, 10.125)
Actor.Angle(95@) = 242.5344

:DOC2_11189
if 
   not Car.Wrecked(34@)
else_jump @DOC2_11270 
Car.PutAt(34@, 1878.546, 2240.82, 9.813)
if 
  115@ == 0 
else_jump @DOC2_11260 
Car.Angle(34@) = 90.0
jump @DOC2_11270 

:DOC2_11260
Car.Angle(34@) = 270.0

:DOC2_11270
Camera.SetPosition(1854.521, 2272.75, 11.9889, 0.0, 0.0, 0.0)
Camera.PointAt(1854.83, 2271.8, 11.9363, 2)
wait 1000 
33@ = 0 

:DOC2_11333
if 
  2000 > 33@ 
else_jump @DOC2_11387 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_11380 
jump @DOC2_12813 

:DOC2_11380
jump @DOC2_11333 

:DOC2_11387
if 
   not Actor.Dead(95@)
else_jump @DOC2_11456 
0615: define_AS_pack_begin 139@ 
0603: AS_actor -1 goto 1878.493 2235.108 10.125 mode 6 timelimit -1 // versionC 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: AS_actor -1 stay_idle 2000 ms 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 139@ 

:DOC2_11456
120@ = Actor.Create(CivMale, #LAEMT1, 1875.337, 2235.227, 10.125)
Actor.Angle(120@) = 329.5542
04EB: AS_actor 120@ crouch 1 
121@ = Actor.Create(CivMale, #LAEMT1, 1886.007, 2235.067, 10.125)
Actor.Angle(121@) = 84.1029
0618: assign_actor 121@ to_AS_pack 139@ 
Camera.SetPosition(1872.495, 2243.844, 14.0672, 0.0, 0.0, 0.0)
Camera.PointAt(1873.321, 2243.282, 14.1094, 2)
wait 100 
040D: unload_wav 1 
03CF: load_wav 14032 as 1 

:DOC2_11607
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_11633 
wait 0 
jump @DOC2_11607 

:DOC2_11633
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FA' time 3000 flag 1  // ~z~Du lsst dich jetzt mal trockenlegen,
0460: set_camera_transverse_delay 0.0 time 6000 
Camera.SetPosition(1872.495, 2243.844, 14.0672, 0.0, 0.0, 0.0)
Camera.PointAt(1872.971, 2243.143, 13.5352, 1)
33@ = 0 

:DOC2_11721
if 
83D2:   not wav 1 ended 
else_jump @DOC2_11771 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_11764 
jump @DOC2_12813 

:DOC2_11764
jump @DOC2_11721 

:DOC2_11771
040D: unload_wav 1 
03CF: load_wav 14033 as 1 

:DOC2_11782
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_11808 
wait 0 
jump @DOC2_11782 

:DOC2_11808
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FB' time 3000 flag 1  // ~z~und dann knnen wir dich wieder ins Studio stellen.
33@ = 0 

:DOC2_11835
if 
83D2:   not wav 1 ended 
else_jump @DOC2_11885 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_11878 
jump @DOC2_12813 

:DOC2_11878
jump @DOC2_11835 

:DOC2_11885
33@ = 0 

:DOC2_11892
if 
  1000 > 33@ 
else_jump @DOC2_11946 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_11939 
jump @DOC2_12813 

:DOC2_11939
jump @DOC2_11892 

:DOC2_11946
040D: unload_wav 1 
03CF: load_wav 14034 as 1 

:DOC2_11957
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_11983 
wait 0 
jump @DOC2_11957 

:DOC2_11983
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FC' time 3000 flag 1  // ~z~Carl.
33@ = 0 

:DOC2_12010
if 
83D2:   not wav 1 ended 
else_jump @DOC2_12060 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_12053 
jump @DOC2_12813 

:DOC2_12053
jump @DOC2_12010 

:DOC2_12060
040D: unload_wav 1 
03CF: load_wav 14035 as 1 

:DOC2_12071
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_12097 
wait 0 
jump @DOC2_12071 

:DOC2_12097
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FD' time 3000 flag 1  // ~z~Was?
33@ = 0 

:DOC2_12124
if 
83D2:   not wav 1 ended 
else_jump @DOC2_12174 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_12167 
jump @DOC2_12813 

:DOC2_12167
jump @DOC2_12124 

:DOC2_12174
33@ = 0 

:DOC2_12181
if 
  1000 > 33@ 
else_jump @DOC2_12235 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_12228 
jump @DOC2_12813 

:DOC2_12228
jump @DOC2_12181 

:DOC2_12235
040D: unload_wav 1 
03CF: load_wav 14036 as 1 

:DOC2_12246
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_12272 
wait 0 
jump @DOC2_12246 

:DOC2_12272
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FE' time 3000 flag 1  // ~z~Wenn ich trocken bin, werd ich einen neuen Manager brauchen.
33@ = 0 

:DOC2_12299
if 
83D2:   not wav 1 ended 
else_jump @DOC2_12349 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_12342 
jump @DOC2_12813 

:DOC2_12342
jump @DOC2_12299 

:DOC2_12349
040D: unload_wav 1 
03CF: load_wav 14037 as 1 

:DOC2_12360
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_12386 
wait 0 
jump @DOC2_12360 

:DOC2_12386
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FF' time 2000 flag 1  // ~z~Ich dachte, dann klopf ich vielleicht mal bei dir an.
33@ = 0 

:DOC2_12413
if 
83D2:   not wav 1 ended 
else_jump @DOC2_12463 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_12456 
jump @DOC2_12813 

:DOC2_12456
jump @DOC2_12413 

:DOC2_12463
33@ = 0 

:DOC2_12470
if 
  1000 > 33@ 
else_jump @DOC2_12524 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_12517 
jump @DOC2_12813 

:DOC2_12517
jump @DOC2_12470 

:DOC2_12524
if and
   not Car.Wrecked(34@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DOC2_12638 
if 
  115@ == 0 
else_jump @DOC2_12604 
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to 1853.302 2239.55 9.8203 speed 10.0 2 model #NULL 2 
jump @DOC2_12638 

:DOC2_12604
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to 1902.168 2238.136 9.8203 speed 10.0 2 model #NULL 2 

:DOC2_12638
040D: unload_wav 1 
03CF: load_wav 14038 as 1 

:DOC2_12649
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_12675 
wait 0 
jump @DOC2_12649 

:DOC2_12675
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FG' time 3000 flag 1  // ~z~Das machst du, Homie.
33@ = 0 

:DOC2_12702
if 
83D2:   not wav 1 ended 
else_jump @DOC2_12752 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_12745 
jump @DOC2_12813 

:DOC2_12745
jump @DOC2_12702 

:DOC2_12752
33@ = 0 

:DOC2_12759
if 
  1000 > 33@ 
else_jump @DOC2_12813 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @DOC2_12806 
jump @DOC2_12813 

:DOC2_12806
jump @DOC2_12759 

:DOC2_12813
gosub @DOC2_13671 
if 
   not Car.Wrecked(34@)
else_jump @DOC2_12928 
03A2: set_car 34@ action 0 
if 
  115@ == 1 
else_jump @DOC2_12898 
Car.PutAt(34@, 1913.238, 2240.401, 9.8203)
Car.Angle(34@) = 270.0
jump @DOC2_12928 

:DOC2_12898
Car.PutAt(34@, 1867.3, 2260.574, 9.8203)
Car.Angle(34@) = 0.0

:DOC2_12928
0151: remove_status_text $7796 
gosub @DOC2_14020 
0221: set_player $PLAYER_CHAR trapped_in_car 0 

:DOC2_12947
Actor.DestroyInstantly(95@)
if 
075C:   marker 93@ enabled 
else_jump @DOC2_12973 
Marker.Disable(93@)

:DOC2_12973
jump @DOC2_13233 

:DOC2_12980
if and
  91@ == 6 
  33@ > 3000 
else_jump @DOC2_13025 
0332: set_actor 95@ bleeding 0 
Actor.DestroyWithFade(95@)
jump @DOC2_13046 

:DOC2_13025
jump @DOC2_4228 

:DOC2_13032
gosub @DOC2_14020 
jump @DOC2_13046 

:DOC2_13046
if 
  104@ == 0 
else_jump @DOC2_13231 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if 
  91@ == 5 
else_jump @DOC2_13103 
0151: remove_status_text $7799 

:DOC2_13103
if 
   Car.Wrecked(34@)
else_jump @DOC2_13192 
if 
  5 > 91@ 
else_jump @DOC2_13160 
00BC: show_text_highpriority GXT 'DOC2_09' time 4000 flag 1  // ~r~Jetzt wirst du Madd Dogg nicht mehr auffangen knnen.
jump @DOC2_13176 

:DOC2_13160
00BC: show_text_highpriority GXT 'DOC2_10' time 4000 flag 1  // ~r~Du hast Madd Dogg sterben lassen.

:DOC2_13176
if 
   not Actor.Dead(95@)
else_jump @DOC2_13192 

:DOC2_13192
if or
   Actor.Dead(95@)
  $7799 == 0 
else_jump @DOC2_13231 
00BC: show_text_highpriority GXT 'DOC2_10' time 4000 flag 1  // ~r~Du hast Madd Dogg sterben lassen.

:DOC2_13231
return 

:DOC2_13233
104@ = 1 
if 
075C:   marker $584 enabled 
else_jump @DOC2_13261 
Marker.Disable($584)

:DOC2_13261
$599 += 1 
0318: set_latest_mission_passed 'DOC_2'  // Madd Dogg
030C: progress_made += 1 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 10 
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:DOC2_13316
Model.Load(#LAEMT1)
Model.Load(#AMBULAN)

:DOC2_13326
if or
   not Model.Available(#LAEMT1)
   not Model.Available(#AMBULAN)
else_jump @DOC2_13358 
wait 0 
jump @DOC2_13326 

:DOC2_13358
118@ = Actor.Create(CivMale, #LAEMT1, 1853.996, 2264.554, 9.9245)
Actor.Angle(118@) = 261.1915
119@ = Actor.Create(CivMale, #LAEMT1, 1855.156, 2264.286, 9.8885)
Actor.Angle(119@) = 62.9217
122@ = Car.Create(#AMBULAN, 1889.046, 2256.128, 9.8203)
Car.Angle(122@) = 359.5048
123@ = Car.Create(#AMBULAN, 1896.493, 2256.069, 9.8203)
Car.Angle(123@) = 2.7445
0615: define_AS_pack_begin 142@ 
0603: AS_actor -1 goto 1853.996 2264.554 9.9245 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 242.922 
if 
   not Actor.Dead(119@)
else_jump @DOC2_13582 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 1 0 0 0 time -1 // versionA 

:DOC2_13582
0643: set_AS_pack 142@ loop 1 
0616: define_AS_pack_end 142@ 
0618: assign_actor 118@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
0615: define_AS_pack_begin 142@ 
0603: AS_actor -1 goto 1855.156 2264.286 9.8885 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 62.9217 
0643: set_AS_pack 142@ loop 1 
0616: define_AS_pack_end 142@ 
0618: assign_actor 119@ to_AS_pack 142@ 
Model.Destroy(#AMBULAN)
return 

:DOC2_13671
if 
   not Actor.Dead(118@)
else_jump @DOC2_13692 
Actor.DestroyWithFade(118@)

:DOC2_13692
if 
   not Actor.Dead(119@)
else_jump @DOC2_13713 
Actor.DestroyWithFade(119@)

:DOC2_13713
if 
   not Actor.Dead(120@)
else_jump @DOC2_13734 
Actor.DestroyWithFade(120@)

:DOC2_13734
if 
   not Actor.Dead(121@)
else_jump @DOC2_13755 
Actor.DestroyWithFade(121@)

:DOC2_13755
return 

:DOC2_13757
$ONMISSION = 0 
if 
   not Actor.Dead(95@)
else_jump @DOC2_13785 
Actor.DestroyWithFade(95@)

:DOC2_13785
if 
075C:   marker 92@ enabled 
else_jump @DOC2_13806 
Marker.Disable(92@)

:DOC2_13806
if 
075C:   marker 93@ enabled 
else_jump @DOC2_13827 
Marker.Disable(93@)

:DOC2_13827
if 
075C:   marker 35@ enabled 
else_jump @DOC2_13848 
Marker.Disable(35@)

:DOC2_13848
0151: remove_status_text $7799 
0650: destroy_particle 90@ 
091D: remove_forbidden_for_boats_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
091E: create_forbidden_for_boats_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
Model.Destroy(#WALTON)
Model.Destroy(#WMYCON)
Model.Destroy(#VBMYELV)
Model.Destroy(#VWFYPRO)
Model.Destroy(#WMOTR1)
Model.Destroy(#LAEMT1)
Model.Destroy(#AMBULAN)
Model.Destroy(#HECK1)
Model.Destroy(#HECK2)
Model.Destroy(#WMOPREA)
Model.Destroy(#WMYMECH)
Model.Destroy(#CELLPHONE)
0296: unload_special_actor 1 
04EF: release_animation "ON_LOOKERS" 
01B7: release_weather 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:DOC2_14005
00BE: text_clear_all 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
return 

:DOC2_14020
00BE: text_clear_all 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
return 
fade 0 500 

:DOC2_14046
if 
fading 
else_jump @DOC2_14070 
wait 0 
jump @DOC2_14046 

:DOC2_14070
return 
fade 1 500 

:DOC2_14079
if 
fading 
else_jump @DOC2_14103 
wait 0 
jump @DOC2_14079 

:DOC2_14103
return 

:DOC2_14105
if 
0736:   NOP_false 87 
else_jump @DOC2_14175 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DOC2_14175 
0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SHOT_FACE" IFP_file "PED" 2.0 loop 0 0 0 1 time -1 // versionA 

:DOC2_14175
if 
0736:   NOP_false 67 
else_jump @DOC2_14246 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DOC2_14246 
0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SHOT_FRONT" IFP_file "PED" 2.0 loop 0 0 0 1 time -1 // versionA 

:DOC2_14246
if 
0736:   NOP_false 69 
else_jump @DOC2_14316 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DOC2_14316 
0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SHOT_STOM" IFP_file "PED" 2.0 loop 0 0 0 1 time -1 // versionA 

:DOC2_14316
if 
0736:   NOP_false 68 
else_jump @DOC2_14401 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DOC2_14401 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DOC2_14401 
143@ = Actor.Car($PLAYER_ACTOR)
Car.PutAt(143@, 1893.958, 2240.108, 9.8203)
Car.Angle(143@) = 77.6686

:DOC2_14401
if 
0736:   NOP_false 70 
else_jump @DOC2_14431 
065D: NOP $7797 "DOC2_RND" 

:DOC2_14431
if 
0736:   NOP_false 66 
else_jump @DOC2_14530 
if 
   not Car.Wrecked(34@)
else_jump @DOC2_14491 
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset 0.0 -1.5 0.5 

:DOC2_14491
064B: 90@ = create_particle "EXPLOSION_BARREL" at 40@ 41@ 42@ type 1 
064C: make_particle 90@ visible 

:DOC2_14530
if 
0736:   NOP_false 75 
else_jump @DOC2_14566 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DOC2_14566 
05BE: AS_kill_actor $PLAYER_ACTOR 

:DOC2_14566
if 
0736:   NOP_false 81 
else_jump @DOC2_14642 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DOC2_14642 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_offset 0.0 0.0 2.0 density 40 on_actor $PLAYER_ACTOR 

:DOC2_14642
if 
0736:   NOP_false 72 
else_jump @DOC2_14687 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DOC2_14687 
Actor.Armour($PLAYER_ACTOR) = 100
055E: set_player $PLAYER_CHAR max_health += 100 

:DOC2_14687
if 
0736:   NOP_false 80 
else_jump @DOC2_14851 
if and
   not Actor.Dead(95@)
   not Car.Wrecked(34@)
   not 91@ == 5 
else_jump @DOC2_14851 
0723: break_object 101@ intensity 1 
0792: disembark_instantly_actor 95@ 
0812: AS_actor 95@ perform_animation "KO_SHOT_FRONT" IFP_file "PED" 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 95@ into_turret_on_car 34@ at_car_offset 0.0 -2.5 1.0 position 0 shooting_angle_limit 0.0 with_weapon 0 
91@ = 5 
03C4: set_status_text $7796 type 1 GXT 'DOC2_07' // global_variable  // Madd Dogg
018B: set_marker 93@ radar_mode 3 
018B: set_marker 92@ radar_mode 0 

:DOC2_14851
if 
0736:   NOP_false 90 
else_jump @DOC2_14870 
set_weather 16 

:DOC2_14870
if 
0736:   NOP_false 85 
else_jump @DOC2_14885 

:DOC2_14885
return 

:DOC2_14887
040D: unload_wav 1 
03CF: load_wav 129@ as 1 
130@ = 0 
return 

:DOC2_14907
if and
03D0:   wav 1 loaded 
  130@ == 0 
else_jump @DOC2_14950 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 127@s time 10000 flag 1 
130@ = 1 

:DOC2_14950
if and
03D2:   wav 1 ended 
  130@ == 1 
else_jump @DOC2_14988 
040D: unload_wav 1 
03D5: remove_text 127@s 
130@ = 2 

:DOC2_14988
return 

//-------------Mission 96---------------
// Originally: Architectural Espionage

:HEIST1
thread 'HEIST1' 
gosub @HEIST1_47 
if 
wasted_or_busted 
else_jump @HEIST1_38 
gosub @HEIST1_23658 

:HEIST1_38
gosub @HEIST1_23756 
end_thread 

:HEIST1_47
increment_mission_attempts 
054C: use_GXT_table 'HEIST1' 
$ONMISSION = 1 
$CARMOD_DISABLED_FLAG = 1 
318@ = 0 
wait 0 
select_interior 10 
08AD: put_actor $PLAYER_ACTOR at 2016.422 1017.102 radius 10.0 // interior version 
Actor.PutAt($PLAYER_ACTOR, 2026.225, 1007.423, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 307.0
00BF: 322@ = current_time_hours, 323@ = current_time_minutes 
00C0: set_current_time_hours_to 0 minutes_to 0 
0924: enable_screen_darkness 1 with_value -1 
318@ = 0 
02E4: load_cutscene_data 'HEIST1A' 

:HEIST1_177
if 
86B9:   not cutscene_data_loaded 
else_jump @HEIST1_201 
wait 0 
jump @HEIST1_177 

:HEIST1_201
$129 = 0 
set_weather 16 
02E7: start_cutscene 
fade 1 1000 

:HEIST1_221
if 
82E9:   not cutscene_reached_end 
else_jump @HEIST1_372 
wait 0 
02E8: $129 = cutscenetime 
if 
  318@ == 0 
else_jump @HEIST1_303 
if 
  $129 > 12666 
else_jump @HEIST1_303 
318@ = 1 
set_weather 11 
00C0: set_current_time_hours_to 12 minutes_to 0 
0924: enable_screen_darkness 0 with_value -1 

:HEIST1_303
if 
  318@ == 1 
else_jump @HEIST1_365 
if 
  $129 > 46000 
else_jump @HEIST1_365 
318@ = 99 
set_weather 16 
00C0: set_current_time_hours_to 0 minutes_to 0 
0924: enable_screen_darkness 1 with_value -1 

:HEIST1_365
jump @HEIST1_221 

:HEIST1_372
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:HEIST1_385
if 
fading 
else_jump @HEIST1_409 
wait 0 
jump @HEIST1_385 

:HEIST1_409
02EA: end_cutscene 
set_weather 12 
01B7: release_weather 
0924: enable_screen_darkness 0 with_value -1 
select_interior 0 
Camera.SetAtPos(2031.168, 1030.918, 9.813)
wait 0 
0169: set_fade_color_RGB 0 0 0 
00C0: set_current_time_hours_to 322@ minutes_to 323@ 
0924: enable_screen_darkness 0 with_value -1 
01B7: release_weather 
Model.Load(#CAMERA)
Model.Load(#COLT45)
Model.Load(#CHROMEGUN)
Model.Load(#OMYRI)
Model.Load(#BFYRI)
Model.Load(#OFOST)
Model.Load(#WMOSCI)
Model.Load(#WMYBU)
Model.Load(#BMYBU)
Model.Load(#WMYSGRD)
Model.Load(#OMORI)
Model.Load(#OMOST)
04ED: load_animation "CAMERA" 
038B: load_requested_models 

:HEIST1_536
if or
   not Model.Available(#OMYRI)
   not Model.Available(#BFYRI)
   not Model.Available(#OFOST)
else_jump @HEIST1_570 
wait 0 
jump @HEIST1_536 

:HEIST1_570
if or
   not Model.Available(#COLT45)
   not Model.Available(#CHROMEGUN)
   not Model.Available(#CAMERA)
else_jump @HEIST1_607 
wait 0 
jump @HEIST1_570 

:HEIST1_607
if or
   not Model.Available(#WMOSCI)
   not Model.Available(#WMYBU)
   not Model.Available(#BMYBU)
   not Model.Available(#WMYSGRD)
else_jump @HEIST1_646 
wait 0 
jump @HEIST1_607 

:HEIST1_646
if or
   not Model.Available(#OMOST)
   not Model.Available(#OMORI)
84EE:   not animation "CAMERA" loaded 
else_jump @HEIST1_686 
wait 0 
jump @HEIST1_646 

:HEIST1_686
060A: create_decision_maker_type 3 store_to 102@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 103@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 104@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 105@ // decision\allowed\m_.ped files 
Camera.SetAtPos(2031.168, 1030.918, 9.813)
04E4: unknown_refresh_game_renderer_at 2031.168 1030.918 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
wait 2000 
fade 1 1000 

:HEIST1_759
if 
fading 
else_jump @HEIST1_783 
wait 0 
jump @HEIST1_759 

:HEIST1_783
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
41@ = 0 
226@ = 0 
227@ = 0 
228@ = 0 
113@ = 0 
177@ = 0 
175@ = 0 
174@ = 0 
180@ = 0 
179@ = 0 
181@ = 0 
182@ = 0 
183@ = 0 
184@ = 0 
185@ = 0 
186@ = 0 
188@ = 0 
189@ = 0 
190@ = 0 
191@ = 0 
192@ = 0 
193@ = 0 
194@ = 0 
195@ = 0 
196@ = 0 
197@ = 0 
198@ = 0 
176@ = 0 
173@ = 0 
199@ = 0 
211@ = 0 
216@ = 0 
215@ = 0 
218@ = 0 
219@ = 0 
151@ = 0 
220@ = 0 
222@ = 0 
223@ = 0 
224@ = 0 
225@ = 0 
221@ = 0 
324@ = 0 
306@ = 1 
307@ = 2 
308@ = 0 
309@ = 1 
310@ = 0 
311@ = 0 
315@ = 0 
316@ = 0 
05AA: 236@s = 'HE1_AG'  // ~z~Was ist mit dir los, Mann?
05AA: 238@s = 'HE1_AH'  // ~z~Wieso verfolgst du uns?
05AA: 240@s = 'HE1_AI'  // ~z~Bist du wahnsinnig geworden oder was?
05AA: 242@s = 'HE1_AJ'  // ~z~Mal sehen, was die Polizei dazu sagt!
05AA: 244@s = 'HE1_AK'  // ~z~Ich gehe schnurstracks zur Polizei!
05AA: 246@s = 'HE1_AL'  // ~z~Die Polizei wird dir das nicht durchgehen lassen!
05AA: 248@s = 'HE1_ZA'  // ~z~Stecken Sie die Waffe weg, Sir! Dies ist ein ffentliches Gebude!
05AA: 250@s = 'HE1_ZB'  // ~z~Danke fr Ihre Einsicht, Sir.
05AA: 252@s = 'HE1_ZC'  // ~z~Dies ist die letzte Warnung, Sir. Stecken Sie die Waffe weg!
05AA: 254@s = 'HE1_ZD'  // ~z~Bedaure, Sir, Kameras sind hier verboten.
05AA: 256@s = 'HE1_ZE'  // ~z~Sie drfen keine Kopien von Plnen anfertigen, Sir!
05AA: 258@s = 'HEX2B'  // ~z~Verstehen Sie, Sir?
05AA: 260@s = 'HE1_ZG'  // ~z~Alle raus hier! Dies ist keine bung!
05AA: 262@s = 'HE1_ZH'  // ~z~Das gilt auch fr Sie, Sir!
05AA: 264@s = 'HE1_ZJ'  // ~z~Wo bleibt die verdammte Feuerwehr?
05AA: 266@s = 'HE1_ZK'  // ~z~Hey, Sie! Bleiben Sie stehen!
05AA: 268@s = 'HE1_ZL'  // ~z~Hier spricht die Security! Zwingen Sie mich nicht zu schieen!
05AA: 270@s = 'HE1_ZM'  // ~z~Ich habe Sichtkontakt zu dem Verdchtigen. Kommt zu mir her!
05AA: 272@s = 'HE1_XA'  // ~z~Lass diesen Film fr Woozie entwickeln.
05AA: 274@s = 'HE1_XB'  // ~z~Wird gemacht, CJ! Gute Arbeit!
05AA: 276@s = 'HEX3'  // ~z~Da Sie gehen, Sir, nehme ich an, Sie betrachten unser Gesprch als beendet.
04AF: 283@ = 18006 // @ = any 
04AF: 284@ = 18007 // @ = any 
04AF: 285@ = 18008 // @ = any 
04AF: 286@ = 18009 // @ = any 
04AF: 287@ = 18010 // @ = any 
04AF: 288@ = 18011 // @ = any 
04AF: 289@ = 18014 // @ = any 
04AF: 290@ = 18015 // @ = any 
04AF: 291@ = 18016 // @ = any 
04AF: 292@ = 18017 // @ = any 
04AF: 293@ = 18018 // @ = any 
04AF: 294@ = 19216 // @ = any 
04AF: 295@ = 18020 // @ = any 
04AF: 296@ = 18021 // @ = any 
04AF: 297@ = 18022 // @ = any 
04AF: 298@ = 18023 // @ = any 
04AF: 299@ = 18024 // @ = any 
04AF: 300@ = 18025 // @ = any 
04AF: 301@ = 18012 // @ = any 
04AF: 302@ = 18013 // @ = any 
04AF: 303@ = 19219 // @ = any 
107@ = Object.Create(#ST_ARCH_PLAN, 346.7, 164.98, 1026.8)
0453: set_object 107@ XY_rotation 90.0 0.0 angle 0.0 
Object.CollisionDetection($2658) = True
35@ = Actor.Create(Mission1, #OMOST, 2024.26, 1525.787, 9.8203)
060B: set_actor 35@ decision_maker_to 102@ 
0708: reset_decision_maker 102@ event 9 
Actor.Angle(35@) = 287.789
if 
   not Actor.Dead(35@)
else_jump @HEIST1_1728 

:HEIST1_1728
36@ = Actor.Create(Mission1, #OMORI, 2022.34, 1529.559, 9.8196)
060B: set_actor 36@ decision_maker_to 102@ 
Actor.Angle(36@) = 223.9212
37@ = Actor.Create(Mission1, #OMYRI, 2026.092, 1530.428, 9.8203)
060B: set_actor 37@ decision_maker_to 102@ 
0856: unknown_actor 37@ driving_flag 0 
Actor.Angle(37@) = 129.789
if 
   not Actor.Dead(37@)
else_jump @HEIST1_1867 
01B2: give_actor 37@ weapon 43 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 37@ kill_actor 35@ 
087E: set_actor 37@ weapon_droppable 0 
04D8: set_actor 37@ drowns_in_water 0 

:HEIST1_1867
38@ = Actor.Create(Mission1, #OMORI, 2017.924, 1536.108, 9.8228)
060B: set_actor 38@ decision_maker_to 102@ 
0856: unknown_actor 37@ driving_flag 0 
Actor.Angle(38@) = 170.9212
39@ = Actor.Create(Mission1, #OMYRI, 2017.708, 1535.127, 9.825)
060B: set_actor 39@ decision_maker_to 102@ 
Actor.Angle(39@) = 11.9212
if 
   not Actor.Dead(38@)
else_jump @HEIST1_2028 
if 
   not Actor.Dead(39@)
else_jump @HEIST1_2028 
094E: set_actor 38@ unknown_flag 0 
094E: set_actor 39@ unknown_flag 0 
0677: AS_actor 38@ chat_with_actor 39@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 39@ chat_with_actor 38@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_2028
Model.Destroy(#OMOST)
Model.Destroy(#OMYRI)
Model.Destroy(#OMORI)
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 43)
else_jump @HEIST1_2126 
168@ = Marker.CreateAboveActor(35@)
Marker.SetIconSize(168@, 1)
169@ = Marker.CreateAboveActor(36@)
Marker.SetIconSize(169@, 1)
170@ = Marker.CreateAboveActor(37@)
171@ = Marker.CreateAboveActor(38@)
Marker.SetIconSize(171@, 1)
172@ = Marker.CreateAboveActor(39@)
Marker.SetIconSize(172@, 1)

:HEIST1_2126
151@ = 1 
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 43)
else_jump @HEIST1_2167 
00BC: show_text_highpriority GXT 'HEI1_41' time 10000 flag 1  // ~s~Du brauchst eine Kamera, um die Casino-Plne zu fotografieren. Schnapp dir eine von einem ~r~Touristen~s~ auf dem Las Vegas Strip.

:HEIST1_2167
109@ = Object.Init(#GEN_DOORINT01, 371.2516, 166.6324, 1007.359)
0453: set_object 109@ XY_rotation 0.0 0.0 angle 0.0 
Object.KeepInMemory(109@) = True
110@ = Object.Create(#KMB_LOCKEDDOOR, 370.8048, 179.0889, 1018.958)
Object.Angle(110@) = 88.5679
111@ = Object.Create(#GEN_DOORINT01, 368.8954, 161.5299, 1013.274)
0453: set_object 111@ XY_rotation 0.0 0.0 angle 90.0 
0905: set_door 111@ openable 1 
0828: unknown_fires_stuff 1 
177@ = 1 

:HEIST1_2311
wait 0 
if 
  316@ == 1 
else_jump @HEIST1_2351 
040D: unload_wav 3 
03CF: load_wav 3401 as 3 
316@ = 2 

:HEIST1_2351
if 
  316@ == 2 
else_jump @HEIST1_2395 
if 
03D0:   wav 3 loaded 
else_jump @HEIST1_2395 
03D1: play_wav 3 
316@ = 3 

:HEIST1_2395
if 
   not 308@ == 0 
else_jump @HEIST1_2748 
if 
  310@ == 0 
else_jump @HEIST1_2466 
if 
03D0:   wav 307@ loaded 
else_jump @HEIST1_2452 
040D: unload_wav 307@ 

:HEIST1_2452
310@ = 1 
311@ = 1 

:HEIST1_2466
if 
  310@ == 1 
else_jump @HEIST1_2503 
03CF: load_wav 282@(308@,24i) as 306@ 
310@ = 2 

:HEIST1_2503
if 
  310@ == 2 
else_jump @HEIST1_2563 
if 
03D0:   wav 306@ loaded 
else_jump @HEIST1_2563 
03D1: play_wav 306@ 
00BC: show_text_highpriority GXT 234@(308@,24s) time 10000 flag 1 
310@ = 3 

:HEIST1_2563
if 
  310@ == 3 
else_jump @HEIST1_2748 
if 
03D2:   wav 306@ ended 
else_jump @HEIST1_2687 
03D5: remove_text 234@(308@,24s) 
if 
  306@ == 1 
else_jump @HEIST1_2645 
306@ = 2 
307@ = 1 
jump @HEIST1_2659 

:HEIST1_2645
306@ = 1 
307@ = 2 

:HEIST1_2659
308@ = 0 
310@ = 0 
311@ = 0 
jump @HEIST1_2748 

:HEIST1_2687
if 
83D0:   not wav 307@ loaded 
else_jump @HEIST1_2748 
if 
  18 > 308@ 
else_jump @HEIST1_2748 
0085: 309@ = 308@ // (int) 
309@ += 1 
03CF: load_wav 282@(309@,24i) as 307@ 

:HEIST1_2748
if 
  35 > 177@ 
else_jump @HEIST1_2790 
0395: clear_area 0 at 362.2167 174.5354 1007.398 radius 1000.0 

:HEIST1_2790
if 
0735:   NOP_false 83 
else_jump @HEIST1_2812 
jump @HEIST1_23694 

:HEIST1_2812
if 
0735:   NOP_false 67 
else_jump @HEIST1_2862 
216@ = 9 
184@ = 11 
177@ = -13 
180@ = -13 
179@ = -13 

:HEIST1_2862
if 
0735:   NOP_false 79 
else_jump @HEIST1_2950 
0395: clear_area 0 at 2419.827 1120.785 9.8203 radius 0.5 
Camera.SetAtPos(2419.827, 1120.785, 9.8203)
Actor.PutAt($PLAYER_ACTOR, 2419.827, 1120.785, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.SetBehindPlayer

:HEIST1_2950
if 
  185@ == 1 
else_jump @HEIST1_2992 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST1_2992 
177@ = 55 

:HEIST1_2992
if 
  186@ == 1 
else_jump @HEIST1_3034 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST1_3034 
184@ = 5 

:HEIST1_3034
if 
  187@ == 1 
else_jump @HEIST1_3076 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST1_3076 
188@ = 4 

:HEIST1_3076
if 
  215@ == 1 
else_jump @HEIST1_3153 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST1_3153 

:HEIST1_3111
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST1_3139 
wait 0 
jump @HEIST1_3111 

:HEIST1_3139
216@ = 40 
215@ = 0 

:HEIST1_3153
if 
  177@ == 1 
else_jump @HEIST1_5293 
if 
  175@ == 0 
else_jump @HEIST1_4029 
if 
   Actor.Dead(35@)
else_jump @HEIST1_3210 
Marker.Disable(168@)

:HEIST1_3210
if 
   Actor.Dead(36@)
else_jump @HEIST1_3231 
Marker.Disable(172@)

:HEIST1_3231
if 
   Actor.Dead(39@)
else_jump @HEIST1_3252 
Marker.Disable(172@)

:HEIST1_3252
if 
  40@ == 0 
else_jump @HEIST1_3377 
if 
  32@ > 2000 
else_jump @HEIST1_3377 
if 
   not Actor.Dead(35@)
else_jump @HEIST1_3377 
if 
   not Actor.Dead(37@)
else_jump @HEIST1_3377 
if 
84AD:   not actor 37@ in_water 
else_jump @HEIST1_3377 
0687: clear_actor 37@ task 
0687: clear_actor 35@ task 
0639: AS_actor 37@ rotate_to_actor 35@ 
0639: AS_actor 35@ rotate_to_actor 37@ 
32@ = 0 
40@ = 1 

:HEIST1_3377
if 
  40@ == 1 
else_jump @HEIST1_3535 
if 
  32@ > 2000 
else_jump @HEIST1_3535 
if 
   not Actor.Dead(37@)
else_jump @HEIST1_3535 
if 
84AD:   not actor 37@ in_water 
else_jump @HEIST1_3535 
0687: clear_actor 37@ task 
0605: actor 37@ perform_animation_sequence "PICSTND_TAKE" IFP_file "CAMERA" 8.0 loop 0 0 0 1 time -1 // versionA 
Actor.StorePos(37@, 42@, 43@, 44@)
097A: play_audio_at 42@ 43@ 44@ event 1132 
32@ = 0 
40@ = 2 

:HEIST1_3535
if 
  40@ == 2 
else_jump @HEIST1_3660 
if 
  32@ > 1000 
else_jump @HEIST1_3660 
if 
   not Actor.Dead(36@)
else_jump @HEIST1_3660 
if 
   not Actor.Dead(37@)
else_jump @HEIST1_3660 
if 
84AD:   not actor 37@ in_water 
else_jump @HEIST1_3660 
0687: clear_actor 37@ task 
0687: clear_actor 36@ task 
0639: AS_actor 36@ rotate_to_actor 37@ 
0639: AS_actor 37@ rotate_to_actor 36@ 
32@ = 0 
40@ = 3 

:HEIST1_3660
if 
  40@ == 3 
else_jump @HEIST1_3818 
if 
  32@ > 1000 
else_jump @HEIST1_3818 
if 
   not Actor.Dead(37@)
else_jump @HEIST1_3818 
if 
84AD:   not actor 37@ in_water 
else_jump @HEIST1_3818 
0687: clear_actor 37@ task 
0605: actor 37@ perform_animation_sequence "PICCRCH_TAKE" IFP_file "CAMERA" 8.0 loop 0 0 0 1 time -1 // versionA 
Actor.StorePos(37@, 42@, 43@, 44@)
097A: play_audio_at 42@ 43@ 44@ event 1132 
32@ = 0 
40@ = 0 

:HEIST1_3818
if 
   not Actor.Dead(38@)
else_jump @HEIST1_3942 
if 
   not Actor.Dead(39@)
else_jump @HEIST1_3942 
062E: unknown_get_actor 38@ task 1655 status_store_to 206@ // ret 7 if not found 
if 
04A4:   206@ == 7 // @ == any 
else_jump @HEIST1_3942 
062E: unknown_get_actor 39@ task 1655 status_store_to 206@ // ret 7 if not found 
if 
04A4:   206@ == 7 // @ == any 
else_jump @HEIST1_3942 
0687: clear_actor 38@ task 
0687: clear_actor 39@ task 
0677: AS_actor 38@ chat_with_actor 39@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 39@ chat_with_actor 38@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_3942
if 
  33@ > 4000 
else_jump @HEIST1_4029 
if 
   not Actor.Dead(36@)
else_jump @HEIST1_4029 
if 
   not Actor.Dead(37@)
else_jump @HEIST1_4029 
if 
   not Actor.Dead(38@)
else_jump @HEIST1_4029 
0687: clear_actor 36@ task 
0639: AS_actor 36@ rotate_to_actor 37@ 
33@ = 0 

:HEIST1_4029
if 
  174@ == 0 
else_jump @HEIST1_4132 
if 
   not Actor.Dead(37@)
else_jump @HEIST1_4132 
if 
00F2:   actor $PLAYER_ACTOR near_actor 37@ radius 5.0 5.0 0 
else_jump @HEIST1_4132 
if 
   not Actor.Dead(36@)
else_jump @HEIST1_4132 
0687: clear_actor 36@ task 
05BF: AS_actor 36@ look_at_actor $PLAYER_ACTOR 5 ms 
174@ = 99 

:HEIST1_4132
if 
  220@ == 0 
else_jump @HEIST1_4206 
if 
   not Actor.Dead(37@)
else_jump @HEIST1_4206 
if 
00F2:   actor $PLAYER_ACTOR near_actor 37@ radius 35.0 35.0 0 
else_jump @HEIST1_4206 
00BE: text_clear_all 
220@ = 99 

:HEIST1_4206
if 
  175@ == 0 
else_jump @HEIST1_4275 
if 
056D:   actor 37@ defined 
else_jump @HEIST1_4275 
if 
051A:   actor 37@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_4275 
00BE: text_clear_all 
308@ = 1 
175@ = 1 

:HEIST1_4275
if 
  175@ == 0 
else_jump @HEIST1_4342 
if 
056D:   actor 36@ defined 
else_jump @HEIST1_4342 
if 
051A:   actor 36@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_4342 
308@ = 2 
175@ = 1 

:HEIST1_4342
if 
  175@ == 0 
else_jump @HEIST1_4411 
if 
056D:   actor 35@ defined 
else_jump @HEIST1_4411 
if 
051A:   actor 35@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_4411 
00BE: text_clear_all 
308@ = 3 
175@ = 1 

:HEIST1_4411
if 
  175@ == 0 
else_jump @HEIST1_4480 
if 
056D:   actor 38@ defined 
else_jump @HEIST1_4480 
if 
051A:   actor 38@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_4480 
00BE: text_clear_all 
308@ = 4 
175@ = 1 

:HEIST1_4480
if 
  175@ == 0 
else_jump @HEIST1_4549 
if 
056D:   actor 39@ defined 
else_jump @HEIST1_4549 
if 
051A:   actor 39@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_4549 
00BE: text_clear_all 
308@ = 6 
175@ = 1 

:HEIST1_4549
if 
  175@ == 1 
else_jump @HEIST1_4876 
174@ = 99 
if 
   Actor.Dead(35@)
else_jump @HEIST1_4595 
Marker.Disable(168@)

:HEIST1_4595
if 
   Actor.Dead(36@)
else_jump @HEIST1_4616 
Marker.Disable(169@)

:HEIST1_4616
if 
   Actor.Dead(38@)
else_jump @HEIST1_4637 
Marker.Disable(171@)

:HEIST1_4637
if 
   Actor.Dead(39@)
else_jump @HEIST1_4658 
Marker.Disable(172@)

:HEIST1_4658
if 
   not Actor.Dead(37@)
else_jump @HEIST1_4701 
0687: clear_actor 37@ task 
0638: AS_actor 37@ stay_put 0 
05DD: AS_actor 37@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4701
if 
   not Actor.Dead(36@)
else_jump @HEIST1_4737 
0687: clear_actor 36@ task 
05DD: AS_actor 36@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4737
if 
   not Actor.Dead(35@)
else_jump @HEIST1_4773 
0687: clear_actor 35@ task 
05DD: AS_actor 35@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4773
if 
   not Actor.Dead(38@)
else_jump @HEIST1_4816 
0687: clear_actor 38@ task 
094E: set_actor 38@ unknown_flag 1 
05DD: AS_actor 38@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4816
if 
   not Actor.Dead(39@)
else_jump @HEIST1_4859 
0687: clear_actor 39@ task 
094E: set_actor 39@ unknown_flag 1 
05DD: AS_actor 39@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4859
04EF: release_animation "CAMERA" 
175@ = 2 

:HEIST1_4876
if 
  175@ == 2 
else_jump @HEIST1_5168 
if 
   Actor.Dead(35@)
else_jump @HEIST1_4915 
Marker.Disable(168@)

:HEIST1_4915
if 
   Actor.Dead(36@)
else_jump @HEIST1_4936 
Marker.Disable(169@)

:HEIST1_4936
if 
   Actor.Dead(39@)
else_jump @HEIST1_4957 
Marker.Disable(172@)

:HEIST1_4957
if 
   Actor.Dead(38@)
else_jump @HEIST1_4978 
Marker.Disable(171@)

:HEIST1_4978
if 
   Actor.Dead(37@)
else_jump @HEIST1_5168 
if 
  311@ == 0 
else_jump @HEIST1_5168 
151@ = 1 

:HEIST1_5019
if 
  6 > 151@ 
else_jump @HEIST1_5060 
Marker.Disable(167@(151@,6i))
151@ += 1 
jump @HEIST1_5019 

:HEIST1_5060
00BE: text_clear_all 
Actor.StoreDeadActorPos(37@, 202@, 203@, 204@)
032B: 154@ = create_weapon_pickup #CAMERA group 3 ammo 20 at 202@ 203@ 204@ 
03DC: 155@ = create_marker_above_pickup 154@ 
Marker.SetColor(155@, 1)
308@ = 0 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
311@ = 0 
310@ = 0 
00BC: show_text_highpriority GXT 'HEI1_39' time 6000 flag 1  // ~s~Gut! Nimm dir die ~g~Kamera~s~.
175@ = 3 

:HEIST1_5168
if 
   Pickup.Picked_up(154@)
else_jump @HEIST1_5293 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 43)
else_jump @HEIST1_5293 
Marker.Disable(155@)
199@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_40' time 6000 flag 1  // ~s~Du hast eine Kamera. Begib dich jetzt zum Gebude der ~y~Planungsbehrde~s~.
177@ = 5 
205@ = 1 
33@ = 0 
018A: 156@ = create_checkpoint_at 2414.812 1124.435 9.813 
Marker.SetColor(156@, 4)
07FB: set_interior 'PAPER' access 1  // Planungsbehrde

:HEIST1_5293
if 
  205@ == 1 
else_jump @HEIST1_5355 
if 
  33@ > 12000 
else_jump @HEIST1_5355 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI1_1' time 6000 flag 1  // ~s~In der ~y~Planungsbehrde~s~ herrschen strenge Sicherheitsvorschriften. Mach keinen rger!
205@ = 2 

:HEIST1_5355
if 
  199@ == 1 
else_jump @HEIST1_5525 
if 
  184@ == 0 
else_jump @HEIST1_5525 
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 43)
else_jump @HEIST1_5525 
00BC: show_text_highpriority GXT 'HEI1_11' time 6000 flag 1  // ~s~Falls du noch eine ~r~Kamera~s~ oder einen Film brauchst, begib dich wieder Richtung Casino und berrede einen Touristen, seine Ausrstung herauszurcken.
82@(201@,20i) = Actor.Create(CivMale, #OMYRI, 2030.703, 1489.388, 9.8203)
05DE: AS_actor 82@(201@,20i) walk_around_ped_path 
164@ = Marker.CreateAboveActor(82@(201@,20i))
Marker.SetColor(164@, 0)
01B2: give_actor 82@(201@,20i) weapon 43 ammo 30000 // Load the weapon model before using this 
087E: set_actor 82@(201@,20i) weapon_droppable 0 
060B: set_actor 82@(201@,20i) decision_maker_to 102@ 
199@ = 2 

:HEIST1_5525
if 
  199@ == 2 
else_jump @HEIST1_5797 
if 
  184@ == 0 
else_jump @HEIST1_5797 
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 43)
else_jump @HEIST1_5706 
if 
   Actor.Dead(82@(201@,20i))
else_jump @HEIST1_5706 
Marker.Disable(164@)
Actor.StoreDeadActorPos(82@(201@,20i), 202@, 203@, 204@)
032B: 154@ = create_weapon_pickup #CAMERA group 3 ammo 60 at 202@ 203@ 204@ 
03DC: 164@ = create_marker_above_pickup 154@ 
Marker.SetColor(164@, 1)
Actor.RemoveReferences(82@(201@,20i))
if 
  19 > 201@ 
else_jump @HEIST1_5699 
201@ += 1 
227@ = 0 

:HEIST1_5699
199@ = 3 

:HEIST1_5706
if 
   Actor.HasWeapon($PLAYER_ACTOR, 43)
else_jump @HEIST1_5797 
if 
056D:   actor 82@(201@,20i) defined 
else_jump @HEIST1_5785 
Actor.RemoveReferences(82@(201@,20i))
if 
  19 > 201@ 
else_jump @HEIST1_5785 
201@ += 1 
227@ = 0 

:HEIST1_5785
Marker.Disable(164@)
199@ = 1 

:HEIST1_5797
if 
  199@ == 3 
else_jump @HEIST1_5861 
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 43)
else_jump @HEIST1_5861 
if 
   Pickup.Picked_up(154@)
else_jump @HEIST1_5861 
Marker.Disable(164@)
199@ = 1 

:HEIST1_5861
if 
  227@ == 0 
else_jump @HEIST1_5957 
if 
056D:   actor 82@(201@,20i) defined 
else_jump @HEIST1_5957 
if 
051A:   actor 82@(201@,20i) damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_5957 
0687: clear_actor 82@(201@,20i) task 
05DD: AS_actor 82@(201@,20i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
227@ = 1 

:HEIST1_5957
if 
  199@ > 0 
else_jump @HEIST1_6053 
if 
  184@ == 0 
else_jump @HEIST1_6053 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 43)
else_jump @HEIST1_6053 
041A: 200@ = actor $PLAYER_ACTOR weapon 43 ammo 
if 
  200@ == 0 
else_jump @HEIST1_6053 
0555: remove_weapon 43 from_actor $PLAYER_ACTOR 
199@ = 1 

:HEIST1_6053
if 
  177@ == 5 
else_jump @HEIST1_7852 
if 
  218@ == 0 
else_jump @HEIST1_7663 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2414.812 1124.435 9.813 radius 50.0 50.0 20.0 
else_jump @HEIST1_7663 
65@ = Actor.Create(CivMale, #WMYBU, 366.2195, 178.2328, 1007.398)
094E: set_actor 65@ unknown_flag 0 
060B: set_actor 65@ decision_maker_to 102@ 
Actor.Angle(65@) = 256.0
08AD: put_actor 65@ at 2415.348 1123.942 radius 10.0 // interior version 
66@ = Actor.Create(CivMale, #BMYBU, 367.4051, 178.2571, 1007.397)
060B: set_actor 66@ decision_maker_to 102@ 
094E: set_actor 66@ unknown_flag 0 
Actor.Angle(66@) = 75.0
08AD: put_actor 66@ at 2415.348 1123.942 radius 10.0 // interior version 
67@ = Actor.Create(CivMale, #BMYBU, 336.205, 173.5649, 1018.984)
060B: set_actor 67@ decision_maker_to 102@ 
094E: set_actor 67@ unknown_flag 0 
Actor.Angle(67@) = 21.0
08AD: put_actor 67@ at 2415.348 1123.942 radius 10.0 // interior version 
68@ = Actor.Create(CivMale, #WMYBU, 335.1483, 175.8309, 1018.984)
060B: set_actor 68@ decision_maker_to 102@ 
094E: set_actor 68@ unknown_flag 0 
Actor.Angle(68@) = 200.0
08AD: put_actor 68@ at 2415.348 1123.942 radius 10.0 // interior version 
69@ = Actor.Create(CivMale, #BMYBU, 347.6199, 171.2935, 1018.991)
060B: set_actor 69@ decision_maker_to 102@ 
094E: set_actor 69@ unknown_flag 0 
Actor.Angle(69@) = 89.0
08AD: put_actor 69@ at 2415.348 1123.942 radius 10.0 // interior version 
70@ = Actor.Create(CivMale, #WMYBU, 347.7367, 172.3383, 1018.991)
060B: set_actor 70@ decision_maker_to 102@ 
094E: set_actor 70@ unknown_flag 0 
Actor.Angle(70@) = 270.0
08AD: put_actor 70@ at 2415.348 1123.942 radius 10.0 // interior version 
71@ = Actor.Create(CivMale, #WMYBU, 360.7583, 175.1333, 1018.984)
060B: set_actor 71@ decision_maker_to 102@ 
094E: set_actor 71@ unknown_flag 0 
Actor.Angle(71@) = 162.0
08AD: put_actor 71@ at 2415.348 1123.942 radius 10.0 // interior version 
72@ = Actor.Create(CivFemale, #BFYRI, 361.4531, 176.2417, 1018.984)
060B: set_actor 72@ decision_maker_to 102@ 
Actor.Angle(72@) = 0.0
094E: set_actor 72@ unknown_flag 0 
08AD: put_actor 72@ at 2415.348 1123.942 radius 10.0 // interior version 
73@ = Actor.Create(CivMale, #BMYBU, 359.5063, 177.6107, 1018.984)
060B: set_actor 73@ decision_maker_to 102@ 
Actor.Angle(73@) = 184.0
094E: set_actor 73@ unknown_flag 0 
08AD: put_actor 73@ at 2415.348 1123.942 radius 10.0 // interior version 
06B0: AS_actor 73@ sit_down 500000 ms 
45@ = Actor.Create(CivFemale, #BFYRI, 359.7724, 173.5793, 1007.389)
08AD: put_actor 45@ at 2415.348 1123.942 radius 10.0 // interior version 
Actor.Angle(45@) = 261.0
060B: set_actor 45@ decision_maker_to 103@ 
0568: set_actor 45@ targetable 1 
52@ = Actor.Create(Mission1, #WMYSGRD, 365.3421, 188.8672, 1007.391)
Actor.Angle(52@) = 172.9746
060B: set_actor 52@ decision_maker_to 103@ 
01B2: give_actor 52@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: put_actor 52@ at 2415.348 1123.942 radius 10.0 // interior version 
53@ = Actor.Create(Mission1, #WMYSGRD, 376.3221, 170.1705, 1007.398)
Actor.Angle(53@) = 314.7879
060B: set_actor 53@ decision_maker_to 103@ 
01B2: give_actor 53@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: put_actor 53@ at 2415.348 1123.942 radius 10.0 // interior version 
54@ = Actor.Create(Mission1, #WMYSGRD, 351.8366, 163.8015, 1024.786)
Actor.Angle(54@) = 239.6
060B: set_actor 54@ decision_maker_to 103@ 
01B2: give_actor 54@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: put_actor 54@ at 2415.348 1123.942 radius 10.0 // interior version 
47@ = Actor.Create(Mission1, #WMYBU, 355.1732, 172.5407, 1024.781)
Actor.Angle(47@) = 259.56
060B: set_actor 47@ decision_maker_to 102@ 
08AD: put_actor 47@ at 2415.348 1123.942 radius 10.0 // interior version 
48@ = Actor.Create(Mission1, #BMYBU, 355.8736, 172.4779, 1024.781)
Actor.Angle(48@) = 80.67
060B: set_actor 48@ decision_maker_to 102@ 
08AD: put_actor 48@ at 2415.348 1123.942 radius 10.0 // interior version 
49@ = Actor.Create(Mission1, #WMYBU, 362.339, 155.2859, 1024.781)
Actor.Angle(49@) = 178.989
060B: set_actor 49@ decision_maker_to 102@ 
05C8: AS_actor 49@ look_around 
08AD: put_actor 49@ at 2415.348 1123.942 radius 10.0 // interior version 
50@ = Actor.Create(Mission1, #BMYBU, 362.7949, 156.2016, 1024.781)
Actor.Angle(50@) = 20.989
060B: set_actor 50@ decision_maker_to 102@ 
05C8: AS_actor 50@ look_around 
08AD: put_actor 50@ at 2415.348 1123.942 radius 10.0 // interior version 
if 
   not Actor.Dead(65@)
else_jump @HEIST1_7383 
if 
   not Actor.Dead(66@)
else_jump @HEIST1_7383 
0687: clear_actor 65@ task 
0687: clear_actor 66@ task 
0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7383
if 
   not Actor.Dead(67@)
else_jump @HEIST1_7449 
if 
   not Actor.Dead(68@)
else_jump @HEIST1_7449 
0687: clear_actor 67@ task 
0687: clear_actor 68@ task 
0677: AS_actor 67@ chat_with_actor 68@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 68@ chat_with_actor 67@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7449
if 
   not Actor.Dead(69@)
else_jump @HEIST1_7515 
if 
   not Actor.Dead(70@)
else_jump @HEIST1_7515 
0687: clear_actor 69@ task 
0687: clear_actor 70@ task 
0677: AS_actor 69@ chat_with_actor 70@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 70@ chat_with_actor 69@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7515
if 
   not Actor.Dead(47@)
else_jump @HEIST1_7581 
if 
   not Actor.Dead(48@)
else_jump @HEIST1_7581 
0687: clear_actor 47@ task 
0687: clear_actor 48@ task 
0677: AS_actor 47@ chat_with_actor 48@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 48@ chat_with_actor 47@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7581
if 
   not Actor.Dead(49@)
else_jump @HEIST1_7647 
if 
   not Actor.Dead(50@)
else_jump @HEIST1_7647 
0687: clear_actor 49@ task 
0687: clear_actor 50@ task 
0677: AS_actor 49@ chat_with_actor 50@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 50@ chat_with_actor 49@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7647
Model.Destroy(#WMYBU)
Model.Destroy(#BMYBU)
218@ = 1 

:HEIST1_7663
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 387.278 173.576 1007.391 radius 5.0 5.0 2.0 
else_jump @HEIST1_7852 
177@ = 10 
32@ = 0 
33@ = 0 
00BC: show_text_highpriority GXT 'HEI1_9' time 4000 flag 1  // ~s~Dies ist eine Behrde. Keine offen getragenen Waffen, sonst wirft man dich vom Gelnde.
180@ = 1 
179@ = 1 
08AD: put_actor $PLAYER_ACTOR at 2415.348 1123.942 radius 10.0 // interior version 
075B: zoom_radar 95 
if 
   not Actor.Dead(45@)
else_jump @HEIST1_7852 
08AD: put_actor 45@ at 2415.348 1123.942 radius 10.0 // interior version 
06B0: AS_actor 45@ sit_down 500000 ms 
Marker.Disable(156@)
157@ = Marker.CreateAboveActor(45@)
Marker.SetColor(157@, 2)

:HEIST1_7852
if 
  177@ > 5 
else_jump @HEIST1_8237 
if 
  179@ == 0 
else_jump @HEIST1_8070 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 387.278 173.576 1007.391 radius 5.0 5.0 2.0 
else_jump @HEIST1_8070 
0395: clear_area 0 at 362.2167 174.5354 1007.398 radius 1000.0 
179@ = 1 
075B: zoom_radar 95 
if 
  316@ > 1 
else_jump @HEIST1_7996 
316@ = 1 

:HEIST1_7996
if 
  25 > 177@ 
else_jump @HEIST1_8070 
Marker.Disable(156@)
if 
   not Actor.Dead(45@)
else_jump @HEIST1_8070 
08AD: put_actor 45@ at 2415.348 1123.942 radius 10.0 // interior version 
157@ = Marker.CreateAboveActor(45@)
Marker.SetColor(157@, 2)

:HEIST1_8070
if 
  179@ == 1 
else_jump @HEIST1_8237 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2415.6 1123.24 9.813 radius 5.0 5.0 2.0 
else_jump @HEIST1_8237 
181@ = 0 
00BE: text_clear_all 
179@ = 0 
075B: zoom_radar 0 
if 
  25 > 177@ 
else_jump @HEIST1_8215 
if 
   not Actor.Dead(45@)
else_jump @HEIST1_8215 
Marker.Disable(157@)
018A: 156@ = create_checkpoint_at 2414.812 1124.435 9.813 

:HEIST1_8215
if 
  316@ > 1 
else_jump @HEIST1_8237 
040D: unload_wav 3 

:HEIST1_8237
if 
  177@ == 10 
else_jump @HEIST1_8499 
if 
   not Actor.Dead(45@)
else_jump @HEIST1_8499 
if 
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 4.0 4.0 0 
else_jump @HEIST1_8499 
0687: clear_actor 45@ task 
0639: AS_actor 45@ rotate_to_actor $PLAYER_ACTOR 
0717: assign_actor 45@ to_dialogue_mode 
0A18: set_dialogue_classA_question_GXT 'HEQ1' answer_yes_GXT 'HEQ2' answer_no_GXT 'HEX1B' question_WAV 19200 answer_yes_WAV 19202 answer_no_WAV 19201  // ~z~Kann ich Ihnen helfen, Sir? // ~z~Gut, Sir. Ist Ihnen klar, dass die Reproduktion solcher Plne verboten ist? // ~z~Wenden Sie sich an mich, wenn Sie es sich anders berlegt haben.
0A3C: set_dialogue_classA_end_GXT 'HEX1B' WAV 19214  // ~z~Wenden Sie sich an mich, wenn Sie es sich anders berlegt haben.
0A18: set_dialogue_classA_question_GXT 'HEQ2' answer_yes_GXT 'HEQ4' answer_no_GXT 'HEX2' question_WAV 19203 answer_yes_WAV 19205 answer_no_WAV 19204  // ~z~Gut, Sir. Ist Ihnen klar, dass die Reproduktion solcher Plne verboten ist? // ~z~Sie finden die Plne im obersten Stockwerk. // ~z~Nun, wir wollen uns nicht an der Planung eines dreisten berfalls auf den Geldzhlraum beteiligen!
0A3C: set_dialogue_classA_end_GXT 'HEQ4' WAV 19207  // ~z~Sie finden die Plne im obersten Stockwerk.
0A18: set_dialogue_classA_question_GXT 'HEX2' answer_yes_GXT 'HEQ4C' answer_no_GXT 'HEQ5' question_WAV 19215 answer_yes_WAV 19218 answer_no_WAV 19217  // ~z~Nun, wir wollen uns nicht an der Planung eines dreisten berfalls auf den Geldzhlraum beteiligen! // ~z~Ich drcke den Trffner fr Sie. Die Tr ist direkt neben dem Haupteingang... // ~z~Bedaure, Sir, deutlicher kann ich nicht werden.
0A3C: set_dialogue_classA_end_GXT 'HEQ4C' WAV 19209  // ~z~Ich drcke den Trffner fr Sie. Die Tr ist direkt neben dem Haupteingang...
0A3C: set_dialogue_classA_end_GXT 'HEQ5' WAV 19210  // ~z~Bedaure, Sir, deutlicher kann ich nicht werden.
0719: enable_dialogue_mode 
177@ = 15 

:HEIST1_8499
if 
  177@ == 15 
else_jump @HEIST1_8583 
if 
   not Actor.Dead(45@)
else_jump @HEIST1_8583 
if 
071A:   actor 45@ current_dialogue_text == 'HEQ1'  // ~z~Kann ich Ihnen helfen, Sir?
else_jump @HEIST1_8583 
03E6: remove_text_box 
Marker.Disable(157@)
0512: show_permanent_text_box 'TALK_1'  // Um verneinend zu antworten, drcke ~k~~CONVERSATION_NO~~n~Um bejahend zu antworten, drcke ~k~~CONVERSATION_YES~
177@ = 20 

:HEIST1_8583
if 
  177@ == 20 
else_jump @HEIST1_9272 
if or
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 11 
else_jump @HEIST1_8626 
03E6: remove_text_box 

:HEIST1_8626
if 
   not Actor.Dead(45@)
else_jump @HEIST1_9272 
if 
071A:   actor 45@ current_dialogue_text == 'HEQ4'  // ~z~Sie finden die Plne im obersten Stockwerk.
else_jump @HEIST1_8693 
03E6: remove_text_box 
Marker.Disable(157@)
Marker.Disable(156@)
177@ = 24 
228@ = 0 

:HEIST1_8693
if 
071A:   actor 45@ current_dialogue_text == 'HEQ4C'  // ~z~Ich drcke den Trffner fr Sie. Die Tr ist direkt neben dem Haupteingang...
else_jump @HEIST1_8744 
03E6: remove_text_box 
Marker.Disable(157@)
Marker.Disable(156@)
228@ = 0 
177@ = 24 

:HEIST1_8744
if 
071A:   actor 45@ current_dialogue_text == 'HEX1B'  // ~z~Wenden Sie sich an mich, wenn Sie es sich anders berlegt haben.
else_jump @HEIST1_8845 
0512: show_permanent_text_box 'HEIH9'  // Tritt nah an die Empfangsdame heran und drcke ~k~~PED_ANSWER_PHONE~, um das Gesprch erneut zu beginnen.
183@ = 1 
177@ = 22 
228@ = 0 
if 
   not Actor.Dead(45@)
else_jump @HEIST1_8845 
0687: clear_actor 45@ task 
06B0: AS_actor 45@ sit_down 10000 ms 
157@ = Marker.CreateAboveActor(45@)
Marker.SetColor(157@, 2)

:HEIST1_8845
if 
071A:   actor 45@ current_dialogue_text == 'HEQ5'  // ~z~Bedaure, Sir, deutlicher kann ich nicht werden.
else_jump @HEIST1_8946 
0512: show_permanent_text_box 'HEIH9'  // Tritt nah an die Empfangsdame heran und drcke ~k~~PED_ANSWER_PHONE~, um das Gesprch erneut zu beginnen.
183@ = 1 
177@ = 22 
228@ = 0 
if 
   not Actor.Dead(45@)
else_jump @HEIST1_8946 
0687: clear_actor 45@ task 
06B0: AS_actor 45@ sit_down 10000 ms 
157@ = Marker.CreateAboveActor(45@)
Marker.SetColor(157@, 2)

:HEIST1_8946
if 
071A:   actor 45@ current_dialogue_text == 'HEX1'  // ~z~Ich bin ziemlich beschftigt, Sir.
else_jump @HEIST1_9047 
0512: show_permanent_text_box 'HEIH9'  // Tritt nah an die Empfangsdame heran und drcke ~k~~PED_ANSWER_PHONE~, um das Gesprch erneut zu beginnen.
183@ = 1 
177@ = 22 
228@ = 0 
if 
   not Actor.Dead(45@)
else_jump @HEIST1_9047 
0687: clear_actor 45@ task 
06B0: AS_actor 45@ sit_down 10000 ms 
157@ = Marker.CreateAboveActor(45@)
Marker.SetColor(157@, 2)

:HEIST1_9047
if 
  228@ == 0 
else_jump @HEIST1_9104 
if 
071A:   actor 45@ current_dialogue_text == 'HEX2'  // ~z~Nun, wir wollen uns nicht an der Planung eines dreisten berfalls auf den Geldzhlraum beteiligen!
else_jump @HEIST1_9104 
32@ = 0 
228@ = 1 

:HEIST1_9104
if 
  228@ == 1 
else_jump @HEIST1_9157 
if 
  32@ > 4000 
else_jump @HEIST1_9157 
00BE: text_clear_all 
308@ = 12 
228@ = 2 

:HEIST1_9157
if 
80F2:   not actor $PLAYER_ACTOR near_actor 45@ radius 5.0 5.0 0 
else_jump @HEIST1_9272 
183@ = 1 
177@ = 22 
if 
   not Actor.Dead(45@)
else_jump @HEIST1_9272 
0687: clear_actor 45@ task 
06B0: AS_actor 45@ sit_down 10000 ms 
00BE: text_clear_all 
03E6: remove_text_box 
040D: unload_wav 1 
040D: unload_wav 2 
308@ = 21 
157@ = Marker.CreateAboveActor(45@)
Marker.SetColor(157@, 2)
228@ = 0 

:HEIST1_9272
if 
  177@ == 22 
else_jump @HEIST1_9325 
if 
   not Actor.Dead(45@)
else_jump @HEIST1_9311 
08ED: remove_actor 45@ from_dialogue_mode 

:HEIST1_9311
228@ = 0 
177@ = 23 

:HEIST1_9325
if 
  177@ == 23 
else_jump @HEIST1_9483 
if 
   not Actor.Dead(45@)
else_jump @HEIST1_9483 
if 
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 10.0 10.0 0 
else_jump @HEIST1_9450 
0512: show_permanent_text_box 'HEIH9'  // Tritt nah an die Empfangsdame heran und drcke ~k~~PED_ANSWER_PHONE~, um das Gesprch erneut zu beginnen.
if 
  183@ == 1 
else_jump @HEIST1_9450 
if 
00E1:   player 0 pressed_key 4 
else_jump @HEIST1_9450 
177@ = 10 
183@ = 0 

:HEIST1_9450
if 
80F2:   not actor $PLAYER_ACTOR near_actor 45@ radius 10.0 10.0 0 
else_jump @HEIST1_9483 
03E6: remove_text_box 

:HEIST1_9483
if 
  177@ == 24 
else_jump @HEIST1_9583 
if 
   not Actor.Dead(45@)
else_jump @HEIST1_9529 
228@ = 0 
08ED: remove_actor 45@ from_dialogue_mode 

:HEIST1_9529
018A: 166@ = create_checkpoint_at 372.253 164.4298 1007.398 
08DC: create_interior_marker 166@ at 2415.348 1123.942 radius 10.0 
177@ = 25 
183@ = 0 

:HEIST1_9583
if 
  177@ == 25 
else_jump @HEIST1_9781 
03E6: remove_text_box 
189@ = 1 
Object.KeepInMemory(109@) = False
114@ = Object.Create(#DYN_AIRCON, 349.3042, 189.4448, 1018.984)
0453: set_object 114@ XY_rotation 0.0 0.0 angle 90.0 
071F: set_object 114@ health_to 450 
116@ = Object.Create(#DYN_AIRCON, 349.3042, 189.4448, 1019.784)
035D: set_object 116@ targetable 1 
0453: set_object 116@ XY_rotation 0.0 0.0 angle 90.0 
071F: set_object 116@ health_to 450 
071E: get_object 116@ health_to 117@ 
0907: get_object 116@ mass_to 118@ // float 
177@ = 27 
173@ = 1 
32@ = 0 
040D: unload_wav 3 
03CF: load_wav 3400 as 3 
315@ = 1 

:HEIST1_9781
if 
  315@ == 1 
else_jump @HEIST1_9848 
if 
03D0:   wav 3 loaded 
else_jump @HEIST1_9848 
if 
03CA:   object 116@ exists 
else_jump @HEIST1_9848 
097C: attach_wav 3 to_object 116@ 
03D1: play_wav 3 
315@ = 2 

:HEIST1_9848
if 
  177@ == 27 
else_jump @HEIST1_10060 
if 
  32@ > 3000 
else_jump @HEIST1_9928 
if 
  173@ == 1 
else_jump @HEIST1_9928 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_33' time 4000 flag 1  // ~s~Das ~y~Treppenhaus~s~ ist jetzt zugnglich. Klettere in das Stockwerk hinauf, wo die Plne aufbewahrt werden.
173@ = 0 

:HEIST1_9928
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 372.253 164.4298 1007.398 radius 1.0 1.0 1.5 
else_jump @HEIST1_10060 
Marker.Disable(166@)
173@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_34' time 6000 flag 1  // ~s~Die ~y~Plne~s~, die du fotografieren sollst, sind in dem hinteren Raum im obersten Stockwerk.
018A: 158@ = create_checkpoint_at 346.9205 165.9382 1024.781 
08DC: create_interior_marker 158@ at 2415.348 1123.942 radius 10.0 
Marker.SetColor(158@, 4)
177@ = 30 

:HEIST1_10060
if 
  180@ == 1 
else_jump @HEIST1_14667 
if 
  179@ == 1 
else_jump @HEIST1_14667 
if 
  178@ == 0 
else_jump @HEIST1_14667 
if 
   not Actor.Dead(52@)
else_jump @HEIST1_10680 
if 
  40 > 177@ 
else_jump @HEIST1_10306 
if 
  173@ == 0 
else_jump @HEIST1_10306 
if 
  228@ == 0 
else_jump @HEIST1_10306 
if 
  32@ > 2000 
else_jump @HEIST1_10306 
if 
  207@ == 0 
else_jump @HEIST1_10306 
0792: disembark_instantly_actor 52@ 
0639: AS_actor 52@ rotate_to_actor $PLAYER_ACTOR 
if 
   not Actor.Dead(53@)
else_jump @HEIST1_10306 
if 
   not Actor.Dead(54@)
else_jump @HEIST1_10306 
0792: disembark_instantly_actor 53@ 
0792: disembark_instantly_actor 54@ 
0639: AS_actor 53@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 54@ rotate_to_actor $PLAYER_ACTOR 
32@ = 0 
113@ = 1 

:HEIST1_10306
if 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_10368 
0687: clear_actor 52@ task 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_10368
if 
  181@ == 0 
else_jump @HEIST1_10614 
if 
0364:   actor 52@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST1_10614 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @HEIST1_10614 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
else_jump @HEIST1_10614 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
else_jump @HEIST1_10614 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 14 
else_jump @HEIST1_10614 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 10 
else_jump @HEIST1_10614 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 11 
else_jump @HEIST1_10614 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 12 
else_jump @HEIST1_10614 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 13 
else_jump @HEIST1_10614 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 46 
else_jump @HEIST1_10614 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
311@ = 0 
310@ = 0 
308@ = 7 
33@ = 0 
181@ = 1 

:HEIST1_10614
if 
  207@ == 1 
else_jump @HEIST1_10680 
if 
  208@ == 0 
else_jump @HEIST1_10680 
0792: disembark_instantly_actor 52@ 
0638: AS_actor 52@ stay_put 1 
0635: AS_actor 52@ aim_at_actor $PLAYER_ACTOR 5000 ms 
208@ = 1 

:HEIST1_10680
if 
   not Actor.Dead(53@)
else_jump @HEIST1_11070 
if 
051A:   actor 53@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_10758 
0687: clear_actor 53@ task 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_10758
if 
  181@ == 0 
else_jump @HEIST1_11004 
if 
0364:   actor 53@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST1_11004 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @HEIST1_11004 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
else_jump @HEIST1_11004 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
else_jump @HEIST1_11004 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 14 
else_jump @HEIST1_11004 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 10 
else_jump @HEIST1_11004 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 11 
else_jump @HEIST1_11004 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 12 
else_jump @HEIST1_11004 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 13 
else_jump @HEIST1_11004 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 46 
else_jump @HEIST1_11004 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
311@ = 0 
310@ = 0 
308@ = 7 
33@ = 0 
181@ = 1 

:HEIST1_11004
if 
  207@ == 1 
else_jump @HEIST1_11070 
if 
  209@ == 0 
else_jump @HEIST1_11070 
0792: disembark_instantly_actor 53@ 
0638: AS_actor 53@ stay_put 1 
0635: AS_actor 53@ aim_at_actor $PLAYER_ACTOR 5000 ms 
209@ = 1 

:HEIST1_11070
if 
   not Actor.Dead(54@)
else_jump @HEIST1_12142 
if 
051A:   actor 54@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_11148 
0687: clear_actor 54@ task 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_11148
if 
  189@ == 1 
else_jump @HEIST1_11257 
if 
  188@ == 0 
else_jump @HEIST1_11257 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 367.6113 162.3746 1024.781 radius 3.5 3.5 1.5 
else_jump @HEIST1_11257 
if 
  181@ == 0 
else_jump @HEIST1_11257 
188@ = 1 

:HEIST1_11257
if 
0833:   object 107@ photographed 
else_jump @HEIST1_11305 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_52' time 4000 flag 1  // ~r~Na, wunderbar! Du httest vor dem Fotografieren den Wachmann ablenken sollen.
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_11305
if 
  181@ == 0 
else_jump @HEIST1_11589 
if 
0104:   actor $PLAYER_ACTOR near_actor 54@ radius 10.0 10.0 2.0 sphere 0 
else_jump @HEIST1_11589 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @HEIST1_11589 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
else_jump @HEIST1_11589 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 14 
else_jump @HEIST1_11589 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 10 
else_jump @HEIST1_11589 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 11 
else_jump @HEIST1_11589 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 12 
else_jump @HEIST1_11589 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 13 
else_jump @HEIST1_11589 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 46 
else_jump @HEIST1_11589 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
311@ = 0 
310@ = 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 43 
else_jump @HEIST1_11561 
308@ = 10 
jump @HEIST1_11568 

:HEIST1_11561
308@ = 7 

:HEIST1_11568
33@ = 0 
181@ = 1 
211@ = 1 

:HEIST1_11589
if 
  207@ == 1 
else_jump @HEIST1_11655 
if 
  210@ == 0 
else_jump @HEIST1_11655 
0792: disembark_instantly_actor 54@ 
0638: AS_actor 54@ stay_put 1 
0635: AS_actor 54@ aim_at_actor $PLAYER_ACTOR 5000 ms 
210@ = 1 

:HEIST1_11655
if 
  189@ == 1 
else_jump @HEIST1_12142 
if 
  188@ == 1 
else_jump @HEIST1_11878 
Player.CanMove($PLAYER_CHAR) = False
040D: unload_wav 307@ 
040D: unload_wav 306@ 
311@ = 0 
310@ = 0 
308@ = 0 
fade 0 500 

:HEIST1_11736
if 
fading 
else_jump @HEIST1_11760 
wait 0 
jump @HEIST1_11736 

:HEIST1_11760
00BE: text_clear_all 
02A3: enable_widescreen 1 
Camera.SetPosition(345.0205, 163.0617, 1026.826, 0.0, 0.0, 0.0)
Camera.PointAt(345.8946, 163.5473, 1026.817, 2)
fade 1 500 

:HEIST1_11824
if 
fading 
else_jump @HEIST1_11848 
wait 0 
jump @HEIST1_11824 

:HEIST1_11848
188@ = 2 
00BC: show_text_highpriority GXT 'HEI1_6' time 4000 flag 1  // ~s~Du kannst die Casino-Plne nicht fotografieren, wenn der Wachmann in der Nhe ist! Du musst ihn ablenken.
33@ = 0 

:HEIST1_11878
if 
  188@ == 2 
else_jump @HEIST1_11957 
if 
  33@ > 1000 
else_jump @HEIST1_11922 
187@ = 1 

:HEIST1_11922
if 
  33@ > 4000 
else_jump @HEIST1_11957 
00BE: text_clear_all 
188@ = 4 
33@ = 0 

:HEIST1_11957
if 
  188@ == 4 
else_jump @HEIST1_12142 
187@ = 0 
fade 0 500 
00BE: text_clear_all 

:HEIST1_11991
if 
fading 
else_jump @HEIST1_12015 
wait 0 
jump @HEIST1_11991 

:HEIST1_12015
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
fade 1 500 

:HEIST1_12030
if 
fading 
else_jump @HEIST1_12054 
wait 0 
jump @HEIST1_12030 

:HEIST1_12054
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BE: text_clear_all 
Marker.Disable(158@)
018A: 160@ = create_checkpoint_at 357.3549 193.415 1018.984 
08DC: create_interior_marker 160@ at 2415.348 1123.942 radius 10.0 
Marker.SetColor(160@, 4)
188@ = 99 
00BC: show_text_highpriority GXT 'HEI1_7' time 6000 flag 1  // ~s~Unten ist ein ~y~Dokumentenarchiv~s~. Geh runter und sieh zu, ob du ein Ablenkungsmanver starten kannst.

:HEIST1_12142
if 
  181@ == 1 
else_jump @HEIST1_13225 
if 
  33@ > 6000 
else_jump @HEIST1_12273 
if 
  207@ == 0 
else_jump @HEIST1_12273 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @HEIST1_12273 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
311@ = 0 
310@ = 0 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
else_jump @HEIST1_12266 
308@ = 9 

:HEIST1_12266
207@ = 1 

:HEIST1_12273
if 
  33@ > 12000 
else_jump @HEIST1_12324 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_50' time 6000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_12324
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 0 
else_jump @HEIST1_12417 
181@ = 0 
207@ = 0 
208@ = 0 
209@ = 0 
210@ = 0 
211@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
311@ = 0 
310@ = 0 
308@ = 8 

:HEIST1_12417
if 
   not 211@ == 1 
else_jump @HEIST1_12528 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 43 
else_jump @HEIST1_12528 
181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
311@ = 0 
310@ = 0 
308@ = 8 
207@ = 0 
208@ = 0 
209@ = 0 
210@ = 0 
211@ = 0 

:HEIST1_12528
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 1 
else_jump @HEIST1_12621 
181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
311@ = 0 
310@ = 0 
308@ = 8 
207@ = 0 
208@ = 0 
209@ = 0 
210@ = 0 
211@ = 0 

:HEIST1_12621
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 14 
else_jump @HEIST1_12714 
181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
311@ = 0 
310@ = 0 
308@ = 8 
207@ = 0 
208@ = 0 
209@ = 0 
210@ = 0 
211@ = 0 

:HEIST1_12714
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 10 
else_jump @HEIST1_12807 
181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
311@ = 0 
310@ = 0 
308@ = 8 
207@ = 0 
208@ = 0 
209@ = 0 
210@ = 0 
211@ = 0 

:HEIST1_12807
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 11 
else_jump @HEIST1_12900 
181@ = 0 
207@ = 0 
208@ = 0 
209@ = 0 
210@ = 0 
211@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
311@ = 0 
310@ = 0 
308@ = 8 

:HEIST1_12900
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 12 
else_jump @HEIST1_12993 
181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
311@ = 0 
310@ = 0 
308@ = 8 
207@ = 0 
208@ = 0 
209@ = 0 
210@ = 0 
211@ = 0 

:HEIST1_12993
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 13 
else_jump @HEIST1_13086 
181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
311@ = 0 
310@ = 0 
308@ = 8 
207@ = 0 
208@ = 0 
209@ = 0 
210@ = 0 
211@ = 0 

:HEIST1_13086
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 46 
else_jump @HEIST1_13179 
181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
311@ = 0 
310@ = 0 
308@ = 8 
207@ = 0 
208@ = 0 
209@ = 0 
210@ = 0 
211@ = 0 

:HEIST1_13179
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @HEIST1_13225 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_13225
if 
056D:   actor 65@ defined 
else_jump @HEIST1_13326 
if 
051A:   actor 65@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_13326 
if 
   not Actor.Dead(65@)
else_jump @HEIST1_13326 
0687: clear_actor 65@ task 
05DD: AS_actor 65@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_13326
if 
056D:   actor 66@ defined 
else_jump @HEIST1_13427 
if 
051A:   actor 66@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_13427 
if 
   not Actor.Dead(66@)
else_jump @HEIST1_13427 
0687: clear_actor 66@ task 
05DD: AS_actor 66@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_13427
if 
056D:   actor 67@ defined 
else_jump @HEIST1_13528 
if 
051A:   actor 67@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_13528 
if 
   not Actor.Dead(67@)
else_jump @HEIST1_13528 
0687: clear_actor 67@ task 
05DD: AS_actor 67@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_13528
if 
056D:   actor 68@ defined 
else_jump @HEIST1_13629 
if 
051A:   actor 68@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_13629 
if 
   not Actor.Dead(68@)
else_jump @HEIST1_13629 
0687: clear_actor 68@ task 
05DD: AS_actor 68@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_13629
if 
056D:   actor 69@ defined 
else_jump @HEIST1_13730 
if 
051A:   actor 69@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_13730 
if 
   not Actor.Dead(69@)
else_jump @HEIST1_13730 
0687: clear_actor 69@ task 
05DD: AS_actor 69@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_13730
if 
056D:   actor 70@ defined 
else_jump @HEIST1_13831 
if 
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_13831 
if 
   not Actor.Dead(70@)
else_jump @HEIST1_13831 
0687: clear_actor 70@ task 
05DD: AS_actor 70@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_13831
if 
056D:   actor 71@ defined 
else_jump @HEIST1_13932 
if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_13932 
if 
   not Actor.Dead(71@)
else_jump @HEIST1_13932 
0687: clear_actor 71@ task 
05DD: AS_actor 71@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_13932
if 
056D:   actor 72@ defined 
else_jump @HEIST1_14033 
if 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_14033 
if 
   not Actor.Dead(72@)
else_jump @HEIST1_14033 
0687: clear_actor 72@ task 
05DD: AS_actor 72@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_14033
if 
056D:   actor 73@ defined 
else_jump @HEIST1_14134 
if 
051A:   actor 73@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_14134 
if 
   not Actor.Dead(73@)
else_jump @HEIST1_14134 
0687: clear_actor 73@ task 
05DD: AS_actor 73@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_14134
if 
056D:   actor 45@ defined 
else_jump @HEIST1_14235 
if 
051A:   actor 45@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_14235 
if 
   not Actor.Dead(45@)
else_jump @HEIST1_14235 
0687: clear_actor 45@ task 
05DD: AS_actor 45@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_14235
if 
056D:   actor 47@ defined 
else_jump @HEIST1_14343 
if 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_14343 
if 
   not Actor.Dead(47@)
else_jump @HEIST1_14343 
0687: clear_actor 47@ task 
05DD: AS_actor 47@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
gosub @HEIST1_23595 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_14343
if 
056D:   actor 48@ defined 
else_jump @HEIST1_14451 
if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_14451 
if 
   not Actor.Dead(48@)
else_jump @HEIST1_14451 
0687: clear_actor 48@ task 
05DD: AS_actor 48@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
gosub @HEIST1_23595 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_14451
if 
056D:   actor 49@ defined 
else_jump @HEIST1_14559 
if 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_14559 
if 
   not Actor.Dead(49@)
else_jump @HEIST1_14559 
0687: clear_actor 49@ task 
05DD: AS_actor 49@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
gosub @HEIST1_23595 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_14559
if 
056D:   actor 50@ defined 
else_jump @HEIST1_14667 
if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_14667 
if 
   not Actor.Dead(50@)
else_jump @HEIST1_14667 
0687: clear_actor 50@ task 
05DD: AS_actor 50@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
gosub @HEIST1_23595 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~Du solltest dich unauffllig verhalten, und du hast mit deinen Waffen rumgefuchtelt!
gosub @HEIST1_23626 
jump @HEIST1_23658 

:HEIST1_14667
if 
  177@ == 30 
else_jump @HEIST1_15261 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 364.4255 188.2647 1018.984 radius 2.0 2.0 2.0 
else_jump @HEIST1_14827 
if 
  188@ > 1 
else_jump @HEIST1_14827 
if 
  221@ == 0 
else_jump @HEIST1_14827 
Marker.Disable(160@)
163@ = Marker.CreateAboveObject(114@)
08DC: create_interior_marker 163@ at 2415.348 1123.942 radius 10.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_10' time 6000 flag 1  // ~s~Diese ~g~Klimaanlagen~s~ sind ziemlich altersschwach. Zerstre sie irgendwie.
221@ = 1 

:HEIST1_14827
if 
  191@ == 0 
else_jump @HEIST1_14910 
if 
0366:   object 114@ damaged 
else_jump @HEIST1_14910 
0209: 151@ = random_int_in_ranges 1 4 
0723: break_object 114@ intensity 1 
Marker.Disable(163@)
190@ += 1 
191@ = 1 
190@ = 2 
035D: set_object 114@ targetable 0 

:HEIST1_14910
if 
  192@ == 0 
else_jump @HEIST1_15018 
if 
  2 > 190@ 
else_jump @HEIST1_15018 
if 
0366:   object 116@ damaged 
else_jump @HEIST1_15018 
0209: 151@ = random_int_in_ranges 1 4 
0723: break_object 116@ intensity 1 
Marker.Disable(163@)
190@ += 1 
192@ = 1 
190@ = 2 
035D: set_object 116@ targetable 0 
32@ = 0 

:HEIST1_15018
if 
  190@ == 2 
else_jump @HEIST1_15098 
040D: unload_wav 3 
315@ = 99 
if 
  32@ > 1000 
else_jump @HEIST1_15098 
02CF: 148@ = create_fire_at 350.8387 190.3284 1019.0 propagation 1 size 151@ 
190@ = 3 

:HEIST1_15098
if 
  190@ == 3 
else_jump @HEIST1_15261 
177@ = 40 
064B: 141@ = create_particle "TEARGAS" at 350.6574 189.2716 1019.0 type 1 
064B: 142@ = create_particle "TEARGAS" at 350.6574 189.2716 1020.0 type 1 
064B: 143@ = create_particle "TEARGAS" at 350.8387 190.3284 1019.0 type 1 
064C: make_particle 141@ visible 
064C: make_particle 142@ visible 
064C: make_particle 143@ visible 
32@ = 0 
00BC: show_text_highpriority GXT 'HEI1_20' time 4000 flag 1  // ~s~Das war's! Der Feueralarm drfte die Wachmnner beschftigen.
316@ = 1 

:HEIST1_15261
if 
  177@ == 40 
else_jump @HEIST1_15319 
if 
  32@ > 3000 
else_jump @HEIST1_15319 
180@ = 0 
178@ = 1 
177@ = 45 

:HEIST1_15319
if 
  177@ > 9 
else_jump @HEIST1_15876 
if 
  113@ == 1 
else_jump @HEIST1_15876 
if 
  45 > 177@ 
else_jump @HEIST1_15876 
if 
   not Actor.Dead(65@)
else_jump @HEIST1_15497 
if 
   not Actor.Dead(66@)
else_jump @HEIST1_15497 
062E: unknown_get_actor 65@ task 1655 status_store_to 206@ // ret 7 if not found 
if 
04A4:   206@ == 7 // @ == any 
else_jump @HEIST1_15497 
062E: unknown_get_actor 66@ task 1655 status_store_to 206@ // ret 7 if not found 
if 
04A4:   206@ == 7 // @ == any 
else_jump @HEIST1_15497 
0687: clear_actor 65@ task 
0687: clear_actor 66@ task 
0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_15497
if 
   not Actor.Dead(67@)
else_jump @HEIST1_15621 
if 
   not Actor.Dead(68@)
else_jump @HEIST1_15621 
062E: unknown_get_actor 67@ task 1655 status_store_to 206@ // ret 7 if not found 
if 
04A4:   206@ == 7 // @ == any 
else_jump @HEIST1_15621 
062E: unknown_get_actor 68@ task 1655 status_store_to 206@ // ret 7 if not found 
if 
04A4:   206@ == 7 // @ == any 
else_jump @HEIST1_15621 
0687: clear_actor 67@ task 
0687: clear_actor 68@ task 
0677: AS_actor 67@ chat_with_actor 68@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 68@ chat_with_actor 67@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_15621
if 
   not Actor.Dead(69@)
else_jump @HEIST1_15745 
if 
   not Actor.Dead(70@)
else_jump @HEIST1_15745 
062E: unknown_get_actor 69@ task 1655 status_store_to 206@ // ret 7 if not found 
if 
04A4:   206@ == 7 // @ == any 
else_jump @HEIST1_15745 
062E: unknown_get_actor 70@ task 1655 status_store_to 206@ // ret 7 if not found 
if 
04A4:   206@ == 7 // @ == any 
else_jump @HEIST1_15745 
0687: clear_actor 69@ task 
0687: clear_actor 70@ task 
0677: AS_actor 69@ chat_with_actor 70@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 70@ chat_with_actor 69@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_15745
if 
   not Actor.Dead(71@)
else_jump @HEIST1_15869 
if 
   not Actor.Dead(72@)
else_jump @HEIST1_15869 
062E: unknown_get_actor 71@ task 1655 status_store_to 206@ // ret 7 if not found 
if 
04A4:   206@ == 7 // @ == any 
else_jump @HEIST1_15869 
062E: unknown_get_actor 72@ task 1655 status_store_to 206@ // ret 7 if not found 
if 
04A4:   206@ == 7 // @ == any 
else_jump @HEIST1_15869 
0687: clear_actor 71@ task 
0687: clear_actor 72@ task 
0677: AS_actor 71@ chat_with_actor 72@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 72@ chat_with_actor 71@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_15869
113@ = 0 

:HEIST1_15876
if 
  177@ == 45 
else_jump @HEIST1_16917 
if 
   not Actor.Dead(67@)
else_jump @HEIST1_15939 
0687: clear_actor 67@ task 
05F5: AS_actor 67@ goto_point 370.877 171.6468 1007.397 mode 4 -2 ms // versionB 

:HEIST1_15939
if 
   not Actor.Dead(69@)
else_jump @HEIST1_15984 
0687: clear_actor 69@ task 
05F5: AS_actor 69@ goto_point 370.877 171.6468 1007.397 mode 4 -2 ms // versionB 

:HEIST1_15984
if 
   not Actor.Dead(68@)
else_jump @HEIST1_16029 
0687: clear_actor 68@ task 
05F5: AS_actor 68@ goto_point 370.877 171.6468 1007.397 mode 4 -2 ms // versionB 

:HEIST1_16029
if 
   not Actor.Dead(70@)
else_jump @HEIST1_16074 
0687: clear_actor 70@ task 
05F5: AS_actor 70@ goto_point 370.877 171.6468 1007.397 mode 4 -2 ms // versionB 

:HEIST1_16074
if 
   not Actor.Dead(71@)
else_jump @HEIST1_16119 
0687: clear_actor 71@ task 
05F5: AS_actor 71@ goto_point 370.877 171.6468 1007.397 mode 4 -2 ms // versionB 

:HEIST1_16119
if 
   not Actor.Dead(72@)
else_jump @HEIST1_16164 
0687: clear_actor 72@ task 
05F5: AS_actor 72@ goto_point 370.877 171.6468 1007.397 mode 4 -2 ms // versionB 

:HEIST1_16164
if 
   not Actor.Dead(73@)
else_jump @HEIST1_16209 
0687: clear_actor 73@ task 
05F5: AS_actor 73@ goto_point 370.877 171.6468 1007.397 mode 4 -2 ms // versionB 

:HEIST1_16209
if 
   not Actor.Dead(50@)
else_jump @HEIST1_16258 
0687: clear_actor 50@ task 
060B: set_actor 50@ decision_maker_to 103@ 
Actor.PutAt(50@, 377.7027, 153.2545, 1022.774)

:HEIST1_16258
fade 0 500 

:HEIST1_16265
if 
fading 
else_jump @HEIST1_16289 
wait 0 
jump @HEIST1_16265 

:HEIST1_16289
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
02D1: remove_fire 148@ 
Camera.SetPosition(350.4867, 162.1073, 1026.989, 0.0, 0.0, 0.0)
Camera.PointAt(351.4692, 162.1195, 1026.804, 2)
if 
   not Actor.Dead(54@)
else_jump @HEIST1_16424 
0638: AS_actor 54@ stay_put 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 353.4759 161.9657 1024.781 
05D7: add_point_to_scmpath 365.8191 162.2179 1024.781 
05D8: AS_assign_scmpath to_actor 54@ flags 4 0 

:HEIST1_16424
if 
   not Actor.Dead(47@)
else_jump @HEIST1_16565 
060B: set_actor 47@ decision_maker_to 103@ 
0687: clear_actor 47@ task 
Actor.PutAt(47@, 353.9879, 164.0512, 1024.781)
Actor.Angle(47@) = 224.0
0687: clear_actor 47@ task 
060B: set_actor 47@ decision_maker_to 103@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 355.5494 162.7226 1024.774 
05D7: add_point_to_scmpath 368.749 162.4855 1024.774 
05D7: add_point_to_scmpath 378.824 162.5327 1024.774 
05D8: AS_assign_scmpath to_actor 47@ flags 4 0 
194@ = 1 

:HEIST1_16565
if 
   not Actor.Dead(48@)
else_jump @HEIST1_16706 
060B: set_actor 48@ decision_maker_to 103@ 
0687: clear_actor 48@ task 
Actor.PutAt(48@, 354.1077, 160.163, 1024.781)
Actor.Angle(48@) = 302.0
0687: clear_actor 48@ task 
060B: set_actor 48@ decision_maker_to 103@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 355.5494 162.7226 1024.774 
05D7: add_point_to_scmpath 368.749 162.4855 1024.774 
05D7: add_point_to_scmpath 378.824 162.5327 1024.774 
05D8: AS_assign_scmpath to_actor 48@ flags 4 0 
195@ = 2 

:HEIST1_16706
if 
   not Actor.Dead(49@)
else_jump @HEIST1_16830 
060B: set_actor 49@ decision_maker_to 103@ 
0687: clear_actor 49@ task 
Actor.PutAt(49@, 364.2849, 160.2124, 1024.789)
Actor.Angle(49@) = 294.5
0687: clear_actor 49@ task 
060B: set_actor 49@ decision_maker_to 103@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 369.2587 162.4347 1024.774 
05D7: add_point_to_scmpath 377.2099 163.5096 1024.781 
05D8: AS_assign_scmpath to_actor 49@ flags 4 0 
196@ = 1 

:HEIST1_16830
00BE: text_clear_all 
fade 1 500 

:HEIST1_16839
if 
fading 
else_jump @HEIST1_16863 
wait 0 
jump @HEIST1_16839 

:HEIST1_16863
177@ = 50 
33@ = 0 
185@ = 1 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
311@ = 0 
310@ = 0 
308@ = 13 

:HEIST1_16917
if 
  177@ == 50 
else_jump @HEIST1_16961 
if 
  33@ > 4000 
else_jump @HEIST1_16961 
177@ = 55 

:HEIST1_16961
if 
  177@ == 55 
else_jump @HEIST1_17606 
185@ = 0 
fade 0 500 

:HEIST1_16993
if 
fading 
else_jump @HEIST1_17017 
wait 0 
jump @HEIST1_16993 

:HEIST1_17017
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0687: clear_actor $PLAYER_ACTOR task 
02A3: enable_widescreen 0 
fade 1 500 
0687: clear_actor $PLAYER_ACTOR task 
Player.CanMove($PLAYER_CHAR) = True
151@ = 3 
02CF: 147@ = create_fire_at 350.6574 189.5716 1019.0 propagation 1 size 151@ 
02CF: 148@ = create_fire_at 350.8387 190.3284 1019.0 propagation 1 size 2 
177@ = 60 
if 
   not Actor.Dead(54@)
else_jump @HEIST1_17156 
060B: set_actor 54@ decision_maker_to 104@ 
Actor.PutAt(54@, 2419.994, 1153.71, 9.8047)

:HEIST1_17156
if 
   not Actor.Dead(53@)
else_jump @HEIST1_17200 
060B: set_actor 53@ decision_maker_to 104@ 
Actor.PutAt(53@, 2419.994, 1145.71, 9.8047)

:HEIST1_17200
if 
   not Actor.Dead(52@)
else_jump @HEIST1_17244 
060B: set_actor 52@ decision_maker_to 104@ 
Actor.PutAt(52@, 2417.655, 1154.085, 9.8047)

:HEIST1_17244
if 
   not Actor.Dead(45@)
else_jump @HEIST1_17290 
Actor.PutAt(45@, 2419.363, 1132.672, 9.8047)
Actor.Angle(45@) = 135.0

:HEIST1_17290
if 
   not Actor.Dead(65@)
else_jump @HEIST1_17311 
Actor.DestroyInstantly(65@)

:HEIST1_17311
if 
   not Actor.Dead(66@)
else_jump @HEIST1_17332 
Actor.DestroyInstantly(66@)

:HEIST1_17332
if 
   not Actor.Dead(47@)
else_jump @HEIST1_17383 
0687: clear_actor 47@ task 
Actor.PutAt(47@, 372.0212, 163.0494, 1024.773)
Actor.Angle(47@) = 276.1

:HEIST1_17383
if 
   not Actor.Dead(48@)
else_jump @HEIST1_17434 
0687: clear_actor 48@ task 
Actor.PutAt(48@, 375.6833, 163.8624, 1024.773)
Actor.Angle(48@) = 266.1

:HEIST1_17434
if 
   not Actor.Dead(49@)
else_jump @HEIST1_17485 
0687: clear_actor 49@ task 
Actor.PutAt(49@, 378.0436, 162.5748, 1024.775)
Actor.Angle(49@) = 168.1

:HEIST1_17485
if 
   not Actor.Dead(50@)
else_jump @HEIST1_17536 
0687: clear_actor 50@ task 
Actor.PutAt(50@, 377.7027, 153.2545, 1022.774)
Actor.Angle(50@) = 101.1

:HEIST1_17536
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_22' time 6000 flag 1  // ~s~Okay! Sie sind jetzt mit der Evakuierung beschftigt. Geh nach oben und fotografiere die ~y~Plne~s~ an der Wand.
Marker.Disable(158@)
018A: 158@ = create_checkpoint_at 346.9205 165.9382 1024.781 
08DC: create_interior_marker 158@ at 2415.348 1123.942 radius 10.0 
Marker.SetColor(158@, 4)

:HEIST1_17606
if 
  177@ == 60 
else_jump @HEIST1_18682 
if 
  219@ == 0 
else_jump @HEIST1_17877 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 371.0459 161.5409 1018.984 radius 1.5 1.5 2.0 
else_jump @HEIST1_17877 
if 
   not Actor.Dead(50@)
else_jump @HEIST1_17735 
0687: clear_actor 50@ task 
05F5: AS_actor 50@ goto_point 370.877 171.6468 1007.397 mode 4 -2 ms // versionB 

:HEIST1_17735
if 
   not Actor.Dead(49@)
else_jump @HEIST1_17780 
0687: clear_actor 49@ task 
05F5: AS_actor 49@ goto_point 379.2716 173.4771 1007.397 mode 4 -2 ms // versionB 

:HEIST1_17780
if 
   not Actor.Dead(48@)
else_jump @HEIST1_17825 
0687: clear_actor 48@ task 
05F5: AS_actor 48@ goto_point 370.9119 175.3713 1007.397 mode 4 -2 ms // versionB 

:HEIST1_17825
if 
   not Actor.Dead(47@)
else_jump @HEIST1_17870 
0687: clear_actor 47@ task 
05F5: AS_actor 47@ goto_point 370.877 171.6468 1007.397 mode 4 -2 ms // versionB 

:HEIST1_17870
219@ = 1 

:HEIST1_17877
if 
  219@ == 1 
else_jump @HEIST1_18215 
if 
  225@ == 0 
else_jump @HEIST1_17975 
if 
   not Actor.Dead(50@)
else_jump @HEIST1_17975 
if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_17975 
0687: clear_actor 50@ task 
05DD: AS_actor 50@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
225@ = 1 

:HEIST1_17975
if 
  224@ == 0 
else_jump @HEIST1_18055 
if 
   not Actor.Dead(49@)
else_jump @HEIST1_18055 
if 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_18055 
0687: clear_actor 49@ task 
05DD: AS_actor 49@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
224@ = 1 

:HEIST1_18055
if 
  223@ == 0 
else_jump @HEIST1_18135 
if 
   not Actor.Dead(48@)
else_jump @HEIST1_18135 
if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_18135 
0687: clear_actor 48@ task 
05DD: AS_actor 48@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
223@ = 1 

:HEIST1_18135
if 
  222@ == 0 
else_jump @HEIST1_18215 
if 
   not Actor.Dead(47@)
else_jump @HEIST1_18215 
if 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_18215 
0687: clear_actor 47@ task 
05DD: AS_actor 47@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
222@ = 1 

:HEIST1_18215
if 
0833:   object 107@ photographed 
else_jump @HEIST1_18682 
184@ = 1 
Marker.Disable(158@)
00BE: text_clear_all 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'HEI1_25' time 6000 flag 1  // ~s~Sehr gut! Du hast die Casino-Plne fotografiert! Verlass jetzt das ~y~Gebude~s~, bevor man dich erwischt.
018A: 161@ = create_checkpoint_at 2418.682 1123.352 9.8047 
Marker.SetColor(161@, 4)
0650: destroy_particle 141@ 
0650: destroy_particle 142@ 
0650: destroy_particle 143@ 
064B: 138@ = create_particle "TEARGAS" at 369.2483 162.346 1026.774 type 1 
064B: 139@ = create_particle "TEARGAS" at 373.3976 162.6828 1026.774 type 1 
064B: 140@ = create_particle "TEARGAS" at 378.9187 163.1306 1026.774 type 1 
064C: make_particle 138@ visible 
064C: make_particle 139@ visible 
064C: make_particle 140@ visible 
if 
   not Actor.Dead(47@)
else_jump @HEIST1_18434 
Actor.DestroyInstantly(47@)

:HEIST1_18434
if 
   not Actor.Dead(48@)
else_jump @HEIST1_18455 
Actor.DestroyInstantly(48@)

:HEIST1_18455
if 
   not Actor.Dead(49@)
else_jump @HEIST1_18476 
Actor.DestroyInstantly(49@)

:HEIST1_18476
if 
   not Actor.Dead(50@)
else_jump @HEIST1_18497 
Actor.DestroyInstantly(50@)

:HEIST1_18497
if 
   not Actor.Dead(67@)
else_jump @HEIST1_18518 
Actor.DestroyInstantly(67@)

:HEIST1_18518
if 
   not Actor.Dead(68@)
else_jump @HEIST1_18539 
Actor.DestroyInstantly(68@)

:HEIST1_18539
if 
   not Actor.Dead(69@)
else_jump @HEIST1_18560 
Actor.DestroyInstantly(69@)

:HEIST1_18560
if 
   not Actor.Dead(70@)
else_jump @HEIST1_18581 
Actor.DestroyInstantly(70@)

:HEIST1_18581
if 
   not Actor.Dead(71@)
else_jump @HEIST1_18602 
Actor.DestroyInstantly(71@)

:HEIST1_18602
if 
   not Actor.Dead(72@)
else_jump @HEIST1_18623 
Actor.DestroyInstantly(72@)

:HEIST1_18623
if 
   not Actor.Dead(73@)
else_jump @HEIST1_18644 
Actor.DestroyInstantly(73@)

:HEIST1_18644
198@ = 1 
32@ = 0 
177@ = 99 
Camera.SetAtPos(376.9717, 192.0647, 1013.18)

:HEIST1_18682
if 
  184@ == 1 
else_jump @HEIST1_18990 
if 
  32@ > 2500 
else_jump @HEIST1_18990 
Model.Load(#LVEMT1)
Model.Load(#LVPD1)
Model.Load(#WMYBU)

:HEIST1_18734
if or
   not Model.Available(#LVEMT1)
   not Model.Available(#LVPD1)
   not Model.Available(#WMYBU)
else_jump @HEIST1_18771 
wait 0 
jump @HEIST1_18734 

:HEIST1_18771
78@ = Actor.Create(Mission1, #WMYBU, 376.9717, 192.0647, 1013.18)
Actor.Angle(78@) = 266.7879
060B: set_actor 78@ decision_maker_to 105@ 
08AD: put_actor 78@ at 2415.348 1123.942 radius 10.0 // interior version 
79@ = Actor.Create(Mission1, #LVPD1, 377.2169, 190.7318, 1013.18)
Actor.Angle(79@) = 5.7879
060B: set_actor 79@ decision_maker_to 105@ 
01B2: give_actor 79@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: put_actor 79@ at 2415.348 1123.942 radius 10.0 // interior version 
0639: AS_actor 78@ rotate_to_actor 79@ 
80@ = Actor.Create(Mission1, #LVPD1, 377.9352, 192.4556, 1013.18)
Actor.Angle(80@) = 124.31
060B: set_actor 80@ decision_maker_to 105@ 
08AD: put_actor 80@ at 2415.348 1123.942 radius 10.0 // interior version 
Model.Destroy(#LVEMT1)
184@ = 2 

:HEIST1_18990
if 
  184@ == 2 
else_jump @HEIST1_19174 
00BE: text_clear_all 
fade 0 1000 
Player.CanMove($PLAYER_CHAR) = False

:HEIST1_19024
if 
fading 
else_jump @HEIST1_19048 
wait 0 
jump @HEIST1_19024 

:HEIST1_19048
00BE: text_clear_all 
02A3: enable_widescreen 1 
Camera.SetAtPos(376.9717, 192.0647, 1013.18)
Camera.SetPosition(374.0174, 190.0682, 1014.494, 0.0, 0.0, 0.0)
Camera.PointAt(374.8688, 190.5916, 1014.458, 2)
fade 1 2000 

:HEIST1_19129
if 
fading 
else_jump @HEIST1_19153 
wait 0 
jump @HEIST1_19129 

:HEIST1_19153
184@ = 3 
186@ = 1 
32@ = 0 

:HEIST1_19174
if 
  184@ == 3 
else_jump @HEIST1_19268 
00BE: text_clear_all 
308@ = 15 
if 
   not Actor.Dead(78@)
else_jump @HEIST1_19254 
0605: actor 78@ perform_animation_sequence "ENDCHAT_01" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 

:HEIST1_19254
184@ = 4 
32@ = 0 

:HEIST1_19268
if 
  184@ == 4 
else_jump @HEIST1_19319 
if 
  32@ > 2000 
else_jump @HEIST1_19319 
184@ = 5 
32@ = 0 

:HEIST1_19319
if 
  184@ == 5 
else_jump @HEIST1_20904 
186@ = 0 
if 
   not Actor.Dead(78@)
else_jump @HEIST1_19386 
if 
   not Actor.Dead(79@)
else_jump @HEIST1_19386 
0687: clear_actor 78@ task 
0687: clear_actor 79@ task 

:HEIST1_19386
fade 0 500 

:HEIST1_19393
if 
fading 
else_jump @HEIST1_19417 
wait 0 
jump @HEIST1_19393 

:HEIST1_19417
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
fade 1 500 

:HEIST1_19439
if 
fading 
else_jump @HEIST1_19463 
wait 0 
jump @HEIST1_19439 

:HEIST1_19463
184@ = 10 
Actor.DestroyInstantly(78@)
if 
   not Actor.Dead(54@)
else_jump @HEIST1_19562 
Actor.PutAt(54@, 378.2106, 154.386, 1022.782)
Actor.Angle(54@) = 312.89
0687: clear_actor 54@ task 
0615: define_AS_pack_begin 76@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 54@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 

:HEIST1_19562
56@ = Actor.Create(Mission1, #LVPD1, 371.6575, 153.1287, 1020.796)
Actor.Angle(56@) = 264.7879
07DD: set_actor 56@ temper_to 60 // see pedstats.dat 
060B: set_actor 56@ decision_maker_to 103@ 
01B2: give_actor 56@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: put_actor 56@ at 2415.348 1123.942 radius 10.0 // interior version 
0615: define_AS_pack_begin 76@ 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 56@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
57@ = Actor.Create(Mission1, #LVPD1, 378.6946, 163.6932, 1018.984)
Actor.Angle(57@) = 91.89
060B: set_actor 57@ decision_maker_to 103@ 
01B2: give_actor 57@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: put_actor 57@ at 2415.348 1123.942 radius 10.0 // interior version 
0615: define_AS_pack_begin 76@ 
085B: unknown_actor -1 flag 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 57@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
58@ = Actor.Create(Mission1, #LVPD1, 371.9029, 164.5795, 1013.18)
Actor.Angle(58@) = 195.89
060B: set_actor 58@ decision_maker_to 103@ 
01B2: give_actor 58@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: put_actor 58@ at 2415.348 1123.942 radius 10.0 // interior version 
0615: define_AS_pack_begin 76@ 
085B: unknown_actor -1 flag 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 50 
0616: define_AS_pack_end 76@ 
0618: assign_actor 58@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
59@ = Actor.Create(Mission1, #LVPD1, 371.2767, 154.0267, 1014.984)
Actor.Angle(59@) = 195.89
07DD: set_actor 59@ temper_to 60 // see pedstats.dat 
060B: set_actor 59@ decision_maker_to 103@ 
01B2: give_actor 59@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: put_actor 59@ at 2415.348 1123.942 radius 10.0 // interior version 
0615: define_AS_pack_begin 76@ 
085B: unknown_actor -1 flag 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 50 
0616: define_AS_pack_end 76@ 
0618: assign_actor 59@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
60@ = Actor.Create(Mission1, #LVPD1, 378.0627, 152.9613, 1011.195)
Actor.Angle(60@) = 285.89
060B: set_actor 60@ decision_maker_to 103@ 
01B2: give_actor 60@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: put_actor 60@ at 2415.348 1123.942 radius 10.0 // interior version 
0615: define_AS_pack_begin 76@ 
085B: unknown_actor -1 flag 0 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 50 
0616: define_AS_pack_end 76@ 
0618: assign_actor 60@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
61@ = Actor.Create(Mission1, #LVPD1, 372.2917, 162.8527, 1007.389)
Actor.Angle(61@) = 195.89
060B: set_actor 61@ decision_maker_to 103@ 
01B2: give_actor 61@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: put_actor 61@ at 2415.348 1123.942 radius 10.0 // interior version 
0615: define_AS_pack_begin 76@ 
085B: unknown_actor -1 flag 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 50 
0616: define_AS_pack_end 76@ 
0618: assign_actor 61@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
64@ = Actor.Create(Mission1, #LVPD1, 379.1144, 153.0811, 1011.195)
Actor.Angle(64@) = 4.89
060B: set_actor 64@ decision_maker_to 103@ 
04EB: AS_actor 64@ crouch 1 
07DD: set_actor 64@ temper_to 50 // see pedstats.dat 
Actor.Health(64@) = 120
01B2: give_actor 64@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: put_actor 64@ at 2415.348 1123.942 radius 10.0 // interior version 
0615: define_AS_pack_begin 76@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 64@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
63@ = Actor.Create(Mission1, #LVPD1, 369.8178, 162.4074, 1018.977)
Actor.Angle(63@) = 217.89
07DD: set_actor 63@ temper_to 50 // see pedstats.dat 
Actor.Health(63@) = 120
060B: set_actor 63@ decision_maker_to 103@ 
01B2: give_actor 63@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: put_actor 63@ at 2415.348 1123.942 radius 10.0 // interior version 
0615: define_AS_pack_begin 76@ 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 70 
0616: define_AS_pack_end 76@ 
0618: assign_actor 63@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
62@ = Actor.Create(Mission1, #LVPD1, 370.1607, 179.6097, 1007.391)
Actor.Angle(62@) = 170.89
07DD: set_actor 62@ temper_to 50 // see pedstats.dat 
Actor.Health(62@) = 120
060B: set_actor 62@ decision_maker_to 103@ 
04EB: AS_actor 62@ crouch 1 
01B2: give_actor 62@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: put_actor 62@ at 2415.348 1123.942 radius 10.0 // interior version 
0615: define_AS_pack_begin 76@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 62@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
if 
   not Actor.Dead(53@)
else_jump @HEIST1_20714 
0687: clear_actor 53@ task 
Actor.PutAt(53@, 375.0372, 177.4968, 1007.391)
Actor.Angle(53@) = 193.0
0638: AS_actor 53@ stay_put 1 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 

:HEIST1_20714
if 
   not Actor.Dead(52@)
else_jump @HEIST1_20780 
0687: clear_actor 52@ task 
Actor.PutAt(52@, 385.5123, 174.311, 1007.389)
Actor.Angle(52@) = 82.0
085B: unknown_actor 52@ flag 1 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:HEIST1_20780
if 
   not Actor.Dead(79@)
else_jump @HEIST1_20809 
0687: clear_actor 79@ task 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 

:HEIST1_20809
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_46' time 6000 flag 1  // ~s~Die Cops knnen wegen des Feuers die unteren Tren nicht schlieen! Mach wenn ntig von deinen Waffen Gebrauch.
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
Model.Load(#BRAVURA)

:HEIST1_20839
if 
   not Model.Available(#BRAVURA)
else_jump @HEIST1_20866 
wait 0 
jump @HEIST1_20839 

:HEIST1_20866
106@ = Car.Create(#BRAVURA, 2423.733, 1120.273, 9.6719)
Car.Angle(106@) = 179.4729
Model.Destroy(#BRAVURA)

:HEIST1_20904
if 
  198@ == 1 
else_jump @HEIST1_21347 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 369.2483 162.346 1024.774 radius 2.0 2.0 2.0 
else_jump @HEIST1_21347 
0669: 129@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.0 flag 1 
0669: 130@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 1.8 flag 1 
0669: 131@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 -2.0 2.0 flag 1 
0669: 132@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 1.0 5.0 1.5 flag 1 
0669: 133@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -1.0 8.0 1.8 flag 1 
0669: 134@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 0.0 1.5 flag 1 
0669: 135@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 0.0 1.5 flag 1 
0669: 136@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 2.0 1.5 flag 1 
0669: 137@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 2.0 1.5 flag 1 
08FD: enable_heat_visuals 1 
064C: make_particle 129@ visible 
064C: make_particle 130@ visible 
064C: make_particle 131@ visible 
064C: make_particle 132@ visible 
064C: make_particle 133@ visible 
064C: make_particle 134@ visible 
064C: make_particle 135@ visible 
064C: make_particle 136@ visible 
064C: make_particle 137@ visible 
0650: destroy_particle 138@ 
0650: destroy_particle 139@ 
0650: destroy_particle 140@ 
198@ = 2 

:HEIST1_21347
if 
  184@ == 10 
else_jump @HEIST1_21556 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2418.682 1123.352 9.8047 radius 5.0 5.0 5.0 
else_jump @HEIST1_21556 
08FD: enable_heat_visuals 0 
0650: destroy_particle 138@ 
0650: destroy_particle 139@ 
0650: destroy_particle 140@ 
0650: destroy_particle 129@ 
0650: destroy_particle 130@ 
0650: destroy_particle 131@ 
0650: destroy_particle 132@ 
0650: destroy_particle 133@ 
0650: destroy_particle 134@ 
0650: destroy_particle 135@ 
0650: destroy_particle 136@ 
0650: destroy_particle 137@ 
184@ = 11 
Marker.Disable(161@)
018A: 165@ = create_checkpoint_at 1918.59 958.3391 9.8203 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_29' time 6000 flag 1  // ~s~Bring den Film zum Hintertr von dem ~y~Imperial Palace Casino~s~.
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
324@ = 1 
33@ = 0 
Model.Destroy(#WMYSGRD)
Model.Destroy(#OFOST)

:HEIST1_21556
if 
  324@ == 1 
else_jump @HEIST1_21607 
if 
  33@ > 4000 
else_jump @HEIST1_21607 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)
324@ = 2 

:HEIST1_21607
if 
  184@ == 11 
else_jump @HEIST1_21687 
Model.Load(#TRIADA)
Model.Load(#WASHING)
Model.Load(#TRIADB)

:HEIST1_21638
if or
   not Model.Available(#TRIADB)
   not Model.Available(#TRIADA)
   not Model.Available(#WASHING)
else_jump @HEIST1_21673 
wait 0 
jump @HEIST1_21638 

:HEIST1_21673
184@ = 13 
216@ = 9 

:HEIST1_21687
if 
  216@ == 9 
else_jump @HEIST1_22031 
077E: get_active_interior_to 34@ 
if 
  34@ == 0 
else_jump @HEIST1_21748 
if 
89BE:   not unknown_check_09BD 
else_jump @HEIST1_21748 
Player.CanMove($PLAYER_CHAR) = True

:HEIST1_21748
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1918.59 958.3391 9.8203 radius 4.0 4.0 2.0 
else_jump @HEIST1_22031 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HEIST1_21933 
Player.CanMove($PLAYER_CHAR) = False
if 
   Actor.Stopped($PLAYER_ACTOR)
else_jump @HEIST1_21926 
213@ = Car.Create(#WASHING, 1902.168, 974.9742, 9.8203)
Car.Angle(213@) = 197.2609
0229: set_car 213@ primary_color_to 4 secondary_color_to 2 
if 
   not Car.Wrecked(213@)
else_jump @HEIST1_21919 
0129: 214@ = create_actor_pedtype 25 model #TRIADA in_car 213@ driverseat 
01C8: 212@ = create_actor_pedtype 25 model #TRIADB in_car 213@ passenger_seat 1 

:HEIST1_21919
216@ = 15 

:HEIST1_21926
jump @HEIST1_22031 

:HEIST1_21933
Player.CanMove($PLAYER_CHAR) = False
213@ = Car.Create(#WASHING, 1902.168, 974.9742, 9.8203)
Car.Angle(213@) = 197.2609
0229: set_car 213@ primary_color_to 4 secondary_color_to 2 
if 
   not Car.Wrecked(213@)
else_jump @HEIST1_22024 
0129: 214@ = create_actor_pedtype 25 model #TRIADA in_car 213@ driverseat 
01C8: 212@ = create_actor_pedtype 25 model #TRIADB in_car 213@ passenger_seat 1 

:HEIST1_22024
216@ = 15 

:HEIST1_22031
if 
  216@ == 15 
else_jump @HEIST1_22373 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
fade 0 1000 

:HEIST1_22070
if 
fading 
else_jump @HEIST1_22094 
wait 0 
jump @HEIST1_22070 

:HEIST1_22094
00BE: text_clear_all 
Car.RemoveReferences(106@)
0395: clear_area 1 at 1913.682 962.0125 9.8203 radius 60.0 
0395: clear_area 1 at 1903.468 967.1692 9.8127 radius 60.0 
02A3: enable_widescreen 1 
Camera.SetPosition(1922.234, 951.8628, 12.2282, 0.0, 0.0, 0.0)
Camera.PointAt(1921.715, 952.7101, 12.1171, 2)
fade 1 1000 

:HEIST1_22211
if 
fading 
else_jump @HEIST1_22235 
wait 0 
jump @HEIST1_22211 

:HEIST1_22235
216@ = 17 
32@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HEIST1_22327 
0615: define_AS_pack_begin 217@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 217@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 217@ 
061B: remove_references_to_AS_pack 217@ 
jump @HEIST1_22373 

:HEIST1_22327
0615: define_AS_pack_begin 217@ 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 217@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 217@ 
061B: remove_references_to_AS_pack 217@ 

:HEIST1_22373
if 
  216@ == 17 
else_jump @HEIST1_22437 
if 
  32@ > 1000 
else_jump @HEIST1_22437 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
216@ = 20 

:HEIST1_22437
if 
  216@ == 20 
else_jump @HEIST1_22769 
if 
834E:   not move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 flag 0 
else_jump @HEIST1_22540 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 flag 0 

:HEIST1_22540
if 
  32@ > 4000 
else_jump @HEIST1_22769 
216@ = 30 
if 
   not Actor.Dead(214@)
else_jump @HEIST1_22769 
if 
   not Car.Wrecked(213@)
else_jump @HEIST1_22769 
05D1: AS_actor 214@ drive_car 213@ to 1909.04 959.7415 9.8203 speed 7.0 2 model #NULL 2 
Camera.SetPosition(1901.587, 965.5023, 11.8636, 0.0, 0.0, 0.0)
Camera.PointAt(1902.538, 965.246, 11.6931, 2)
Actor.PutAt($PLAYER_ACTOR, 1913.682, 962.0125, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 100.3
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point 1909.887 962.3391 9.8203 mode 4 -1 ms // versionA 
32@ = 0 

:HEIST1_22769
if 
  216@ == 30 
else_jump @HEIST1_22929 
if 
   not Car.Wrecked(213@)
else_jump @HEIST1_22929 
if 
01AD:   car 213@ sphere 0 near_point 1909.04 959.7415 radius 3.0 3.0 
else_jump @HEIST1_22888 
216@ = 35 
if 
   not Actor.Dead(212@)
else_jump @HEIST1_22874 
05BF: AS_actor 212@ look_at_actor $PLAYER_ACTOR -1 ms 

:HEIST1_22874
308@ = 19 
32@ = 0 

:HEIST1_22888
if 
  32@ > 10000 
else_jump @HEIST1_22929 
216@ = 35 
0662: NOP "TEST" 
32@ = 0 

:HEIST1_22929
if 
  216@ == 35 
else_jump @HEIST1_22987 
if 
  32@ > 3000 
else_jump @HEIST1_22987 
308@ = 20 
216@ = 36 
32@ = 0 

:HEIST1_22987
if 
  216@ == 36 
else_jump @HEIST1_23135 
if 
  32@ > 1000 
else_jump @HEIST1_23135 
if 
   not Car.Wrecked(213@)
else_jump @HEIST1_23135 
if 
   not Actor.Dead(214@)
else_jump @HEIST1_23135 
0687: clear_actor 214@ task 
216@ = 37 
05D1: AS_actor 214@ drive_car 213@ to 1905.279 934.162 9.8352 speed 10.0 2 model #NULL 2 
32@ = 0 
if 
   not Actor.Dead(212@)
else_jump @HEIST1_23135 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 212@ -1 ms 

:HEIST1_23135
if 
  216@ == 37 
else_jump @HEIST1_23328 
if 
  32@ > 1000 
else_jump @HEIST1_23302 
if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 flag 0 
else_jump @HEIST1_23257 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 flag 0 

:HEIST1_23257
if 
  41@ == 0 
else_jump @HEIST1_23302 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
41@ = 1 

:HEIST1_23302
if 
  32@ > 3000 
else_jump @HEIST1_23328 
216@ = 40 

:HEIST1_23328
if 
  216@ == 40 
else_jump @HEIST1_23588 
if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 flag 0 
else_jump @HEIST1_23431 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 flag 0 

:HEIST1_23431
215@ = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 
if 
   not Actor.Dead(212@)
else_jump @HEIST1_23484 
0792: disembark_instantly_actor 212@ 
Actor.DestroyInstantly(212@)

:HEIST1_23484
if 
   not Actor.Dead(214@)
else_jump @HEIST1_23510 
0792: disembark_instantly_actor 214@ 
Actor.DestroyInstantly(214@)

:HEIST1_23510
Car.Destroy(213@)
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
Object.PutAt($2658, 1903.383, 967.82, 11.438)
Object.Angle($2658) = 0.0
216@ = 45 
00BE: text_clear_all 
jump @HEIST1_23694 

:HEIST1_23588
jump @HEIST1_2311 

:HEIST1_23595
if 
   not Actor.Dead(54@)
else_jump @HEIST1_23624 
0687: clear_actor 54@ task 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:HEIST1_23624
return 

:HEIST1_23626
226@ = 1 
00BA: show_text_styled GXT 'M_FAIL' time 8000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
33@ = 0 
return 

:HEIST1_23658
if 
   not 226@ == 1 
else_jump @HEIST1_23692 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!

:HEIST1_23692
return 

:HEIST1_23694
$HEIST_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 10 
0318: set_latest_mission_passed 'HEIST_1'  // Architectural Espionage
030C: progress_made += 1 
0629: change_integer_stat 312 to 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:HEIST1_23756
07FB: set_interior 'PAPER' access 0  // Planungsbehrde
$CARMOD_DISABLED_FLAG = 0 
040D: unload_wav 3 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST1_23801 
0687: clear_actor $PLAYER_ACTOR task 

:HEIST1_23801
Player.ClearWantedLevel($PLAYER_CHAR)
if 
03CA:   object $2658 exists 
else_jump @HEIST1_23852 
Object.PutAt($2658, 1903.383, 967.62, 11.438)
Object.Angle($2658) = 0.0

:HEIST1_23852
075B: zoom_radar 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST1_23872 

:HEIST1_23872
Marker.Disable(155@)
Marker.Disable(156@)
Marker.Disable(157@)
Marker.Disable(158@)
Marker.Disable(160@)
Marker.Disable(163@)
Marker.Disable(161@)
Marker.Disable(164@)
Marker.Disable(165@)
Marker.Disable(166@)
151@ = 1 

:HEIST1_23929
if 
  6 > 151@ 
else_jump @HEIST1_23970 
Marker.Disable(167@(151@,6i))
151@ += 1 
jump @HEIST1_23929 

:HEIST1_23970
Pickup.Destroy(154@)
031A: remove_all_fires 
0650: destroy_particle 138@ 
0650: destroy_particle 139@ 
0650: destroy_particle 140@ 
0650: destroy_particle 141@ 
0650: destroy_particle 142@ 
0650: destroy_particle 143@ 
0650: destroy_particle 129@ 
0650: destroy_particle 130@ 
0650: destroy_particle 131@ 
0650: destroy_particle 132@ 
0650: destroy_particle 133@ 
0650: destroy_particle 134@ 
0650: destroy_particle 135@ 
0650: destroy_particle 136@ 
0650: destroy_particle 137@ 
08FD: enable_heat_visuals 0 
Model.Destroy(#OMORI)
Model.Destroy(#OMOST)
Model.Destroy(#CAMERA)
Model.Destroy(#COLT45)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#BFYRI)
Model.Destroy(#OMYRI)
Model.Destroy(#OFOST)
Model.Destroy(#BRAVURA)
Model.Destroy(#WMYSGRD)
Model.Destroy(#WMOSCI)
Model.Destroy(#WMYBU)
Model.Destroy(#BMYBU)
Model.Destroy(#LVPD1)
Model.Destroy(#LVEMT1)
Model.Destroy(#TRIADA)
Model.Destroy(#TRIADB)
Model.Destroy(#WASHING)
04EF: release_animation "CAMERA" 
if 
  226@ == 1 
else_jump @HEIST1_24188 
016E: override_restart at 2337.083 2453.802 13.9765 angle 90.7643 
0970: teleport_in_override_restart // 016Eh 

:HEIST1_24188
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 97---------------
// Originally: Key To Her Heart

:HEIST3
thread 'HEIST3' 
gosub @HEIST3_47 
if 
wasted_or_busted 
else_jump @HEIST3_38 
gosub @HEIST3_22985 

:HEIST3_38
gosub @HEIST3_23065 
end_thread 

:HEIST3_47
increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
fade 0 2000 

:HEIST3_71
if 
fading 
else_jump @HEIST3_95 
wait 0 
jump @HEIST3_71 

:HEIST3_95
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_138 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:HEIST3_138
0793: save_player_clothes 
01B5: force_weather 10 
select_interior 10 
054C: use_GXT_table 'HEIST3' 
02E4: load_cutscene_data 'HEIST2A' 

:HEIST3_170
if 
86B9:   not cutscene_data_loaded 
else_jump @HEIST3_194 
wait 0 
jump @HEIST3_170 

:HEIST3_194
02E7: start_cutscene 
fade 1 1000 

:HEIST3_203
if 
82E9:   not cutscene_reached_end 
else_jump @HEIST3_227 
wait 0 
jump @HEIST3_203 

:HEIST3_227
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:HEIST3_240
if 
fading 
else_jump @HEIST3_264 
wait 0 
jump @HEIST3_240 

:HEIST3_264
02EA: end_cutscene 
select_interior 0 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:HEIST3_284
if 
fading 
else_jump @HEIST3_308 
wait 0 
jump @HEIST3_284 

:HEIST3_308
01B7: release_weather 
Camera.SetAtPos(2030.103, 1020.79, 9.8203)
wait 0 
04E4: unknown_refresh_game_renderer_at 2030.103 1020.79 
Camera.SetAtPos(2030.103, 1020.79, 9.8203)
Actor.PutAt($PLAYER_ACTOR, 2030.103, 1020.79, 9.813)
Actor.Angle($PLAYER_ACTOR) = 277.5123
select_interior 0 
08AD: put_actor $PLAYER_ACTOR at 2016.422 1017.102 radius 10.0 // interior version 
060A: create_decision_maker_type 0 store_to 42@ // decision\allowed\m_.ped files 
47@ = 0 
48@ = 0 
49@ = 0 
50@ = 0 
51@ = 0 
52@ = 0 
53@ = 0 
54@ = 0 
55@ = 0 
44@ = 0.0 
46@ = 0.0 
36@ = 0 
$7801 = 0 
37@ = 0 
38@ = 0 
39@ = 0 
77@ = 2090.0 
78@ = 2074.0 
79@ = 11.0 
86@ = 2036.929 
87@ = 2721.449 
88@ = 10.5469 
133@ = 0 
134@ = 1 
135@ = 2 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
05A9: s$7802[1] = 'HE3_AA'  // ~z~Zum Glck gibt's in allen Sicherheitsvorkehrungen eine garantierte Schwachstelle.
05A9: s$7802[2] = 'HE3_BA'  // ~z~Wieder eine Schicht vorbei. Wir sehen uns morgen!
05A9: s$7802[3] = 'HE3_BB'  // ~z~Das war 'ne lange Schicht. Bis morgen.
05A9: s$7802[4] = 'HE3_CA'  // ~z~Hey, schn eng.
05A9: s$7802[5] = 'HE3_CB'  // ~z~Wenn du dich ein bisschen anstrengst, kommst du bestimmt rein!
05A9: s$7802[6] = 'HE3_CC'  // ~z~Lass mal sehen.
05A9: s$7802[7] = 'HE3_CD'  // ~z~Perfekt.
05A9: s$7802[8] = 'HE3_CE'  // ~z~Oh, hi, Benny...
05A9: s$7802[9] = 'HE3_CF'  // ~z~Ja, Meister, ich probiere es gerade an.
05A9: s$7802[10] = 'HE3_CG'  // ~z~Hast du deins?
05A9: s$7802[11] = 'HE3_CH'  // ~z~Cool, wir sehen uns dann gleich bei mir.
05A9: s$7802[12] = 'HE3_DA'  // ~z~Die Tr ist offen, Meister!
05A9: s$7802[13] = 'HE3_DB'  // ~z~Komm rein, ich bin bereit fr dich.
05A9: s$7802[14] = 'HE3_DC'  // ~z~Du warst ein bses Mdchen!
05A9: s$7802[15] = 'HE3_DD'  // ~z~Oh, ich wei, ich wei!
05A9: s$7802[16] = 'HE3_DE'  // ~z~Hey Se, ich bruchte deine Zugangskarte und den Code fr Caesar's!
05A9: s$7802[17] = 'HE3_DF'  // ~z~Oh, Benny, du kleiner Schlingel!
05A9: s$7802[18] = 'HE3_DG'  // ~z~Den werde ich dir nie verraten, du bser Junge, nie, NIEMALS!
05A9: s$7802[19] = 'HE3_EA'  // ~z~Wo ist die Karte?
05A9: s$7802[20] = 'HE3_EB'  // ~z~Sag es mir!
05A9: s$7802[21] = 'HE3_EC'  // ~z~Du kannst mich nicht brechen!
05A9: s$7802[22] = 'HE3_FA'  // ~z~Genug, Meister!
05A9: s$7802[23] = 'HE3_FB'  // ~z~Die Karte ist drauen in meinem Auto!
05A9: s$7802[24] = 'HE3_FC'  // ~z~Und jetzt gib mir den Code!
05A9: s$7802[25] = 'HE3_FD'  // ~z~Spuck ihn aus, du dreckiger Wurm!
05A9: s$7802[26] = 'HE3_FE'  // ~z~Wenn du brav bist, bestraf ich dich noch ein bisschen mehr!
05A9: s$7802[27] = 'HE3_FF'  // ~z~Das halt ich aus!
05A9: s$7802[28] = 'HE3_FG'  // ~z~Gib's mir!
05A9: s$7802[29] = 'HE3_GA'  // ~z~Hr auf! Du hast mich gebrochen!
05A9: s$7802[30] = 'HE3_GB'  // ~z~Den Code, du wertloses Stck Dreck!
05A9: s$7802[31] = 'HE3_GC'  // ~z~Oh, Gott, du machst das so gut!
05A9: s$7802[32] = 'HE3_GD'  // ~z~Ich wei, dass du nicht Benny bist!
05A9: s$7802[33] = 'HE3_GE'  // ~z~Gib mir deine Nummer, ich muss dich wieder sehen.
05A9: s$7802[34] = 'HE3_HA'  // ~z~DEN ZUGANGSCODE!
05A9: s$7802[35] = 'HE3_HB'  // ~z~Oh, der ist...
05A9: s$7802[36] = 'HE3_HC'  // ~z~A.
05A9: s$7802[37] = 'HE3_HD'  // ~z~B.
05A9: s$7802[38] = 'HE3_HE'  // ~z~C.
05A9: s$7802[39] = 'HE3_HF'  // ~z~D.
05A9: s$7802[40] = 'HE3_HG'  // ~z~E.
05A9: s$7802[41] = 'HE3_HH'  // ~z~F.
05A9: s$7802[42] = 'HE3_HJ'  // ~z~Ich ruf dich an, Meister, versprochen!
05A9: s$7802[43] = 'HE3_AB'  // ~z~Das menschliche Herz.
04AF: 90@ = 18400 // @ = any 
04AF: 91@ = 18402 // @ = any 
04AF: 92@ = 18403 // @ = any 
04AF: 93@ = 18404 // @ = any 
04AF: 94@ = 18405 // @ = any 
04AF: 95@ = 18406 // @ = any 
04AF: 96@ = 18407 // @ = any 
04AF: 97@ = 18408 // @ = any 
04AF: 98@ = 18409 // @ = any 
04AF: 99@ = 18410 // @ = any 
04AF: 100@ = 18411 // @ = any 
04AF: 101@ = 18412 // @ = any 
04AF: 102@ = 18413 // @ = any 
04AF: 103@ = 18414 // @ = any 
04AF: 104@ = 18415 // @ = any 
04AF: 105@ = 18416 // @ = any 
04AF: 106@ = 18417 // @ = any 
04AF: 107@ = 18418 // @ = any 
04AF: 108@ = 18419 // @ = any 
04AF: 109@ = 18420 // @ = any 
04AF: 110@ = 18421 // @ = any 
04AF: 111@ = 18422 // @ = any 
04AF: 112@ = 18423 // @ = any 
04AF: 113@ = 18424 // @ = any 
04AF: 114@ = 18425 // @ = any 
04AF: 115@ = 18426 // @ = any 
04AF: 116@ = 18427 // @ = any 
04AF: 117@ = 18428 // @ = any 
04AF: 118@ = 18429 // @ = any 
04AF: 119@ = 18430 // @ = any 
04AF: 120@ = 18431 // @ = any 
04AF: 121@ = 18432 // @ = any 
04AF: 122@ = 18433 // @ = any 
04AF: 123@ = 18434 // @ = any 
04AF: 124@ = 65535 // @ = any 
04AF: 125@ = 65535 // @ = any 
04AF: 126@ = 65535 // @ = any 
04AF: 127@ = 65535 // @ = any 
04AF: 128@ = 65535 // @ = any 
04AF: 129@ = 65535 // @ = any 
04AF: 130@ = 65535 // @ = any 
04AF: 131@ = 65535 // @ = any 
04AF: 132@ = 18401 // @ = any 
04AF: 144@ = 20803 // @ = any 
04AF: 145@ = 20801 // @ = any 
04AF: 146@ = 20802 // @ = any 
04AF: 147@ = 20804 // @ = any 
148@ = 0 
149@ = 0 
150@ = 0 
018A: 72@ = create_checkpoint_at 2169.0 1662.0 11.0 
Camera.SetBehindPlayer
02A3: enable_widescreen 1 
Camera.SetAtPos(2030.103, 1020.79, 9.8203)
fade 1 1000 

:HEIST3_1734
if 
fading 
else_jump @HEIST3_1758 
wait 0 
jump @HEIST3_1734 

:HEIST3_1758
0707: start_scene_skip_to @HEIST3_2328 

:HEIST3_1765
wait 0 
if 
  137@ == 0 
else_jump @HEIST3_2328 
if 
   not 133@ == 0 
else_jump @HEIST3_2058 
if 
  136@ == 0 
else_jump @HEIST3_1851 
if 
03D0:   wav 135@ loaded 
else_jump @HEIST3_1844 
040D: unload_wav 135@ 

:HEIST3_1844
136@ = 1 

:HEIST3_1851
if 
  136@ == 1 
else_jump @HEIST3_1888 
03CF: load_wav 89@(133@,44i) as 134@ 
136@ = 2 

:HEIST3_1888
if 
  136@ == 2 
else_jump @HEIST3_1948 
if 
03D0:   wav 134@ loaded 
else_jump @HEIST3_1948 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
136@ = 3 

:HEIST3_1948
if 
  136@ == 3 
else_jump @HEIST3_2058 
if 
03D2:   wav 134@ ended 
else_jump @HEIST3_2058 
03D5: remove_text $7802(133@,44s) 
if 
  134@ == 1 
else_jump @HEIST3_2030 
134@ = 2 
135@ = 1 
jump @HEIST3_2044 

:HEIST3_2030
134@ = 1 
135@ = 2 

:HEIST3_2044
133@ = 0 
136@ = 0 

:HEIST3_2058
0871: init_jump_table 138@ total_jumps 2 default_jump 1 @HEIST3_2249 jumps 0 @HEIST3_2121 1 @HEIST3_2165 -1 @HEIST3_2321 -1 @HEIST3_2321 -1 @HEIST3_2321 -1 @HEIST3_2321 -1 @HEIST3_2321 

:HEIST3_2121
if 
  136@ == 0 
else_jump @HEIST3_2158 
133@ = 1 
138@ = 1 
01BD: 141@ = current_time_in_ms 

:HEIST3_2158
jump @HEIST3_2321 

:HEIST3_2165
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_2242 
if 
  136@ == 0 
else_jump @HEIST3_2242 
133@ = 43 
138@ = 2 
01BD: 141@ = current_time_in_ms 

:HEIST3_2242
jump @HEIST3_2321 

:HEIST3_2249
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_2314 
if 
  136@ == 0 
else_jump @HEIST3_2314 
137@ = 1 

:HEIST3_2314
jump @HEIST3_2321 

:HEIST3_2321
jump @HEIST3_1765 

:HEIST3_2328
0701: end_scene_skip 
if 
03D0:   wav 134@ loaded 
else_jump @HEIST3_2351 
040D: unload_wav 134@ 

:HEIST3_2351
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI3_33' time 5000 flag 1  // ~s~Begib dich zu ~y~Caesar's Palace~s~.

:HEIST3_2380
wait 0 
if 
  48@ == 99999 
else_jump @HEIST3_2606 
018A: 68@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 71@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 69@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 70@ = create_checkpoint_at 0.0 0.0 0.0 
56@ = Actor.Create(Mission1, #CROGRL3, 2191.0, 1679.0, 11.0)
65@ = Car.Create(#CLUB, 2175.181, 1695.522, 9.8203)
57@ = Actor.Create(Mission1, #CROGRL3, 2191.0, 1679.0, 11.0)
66@ = Car.Create(#FELTZER, 2175.181, 1695.522, 9.8203)
58@ = Actor.Create(Mission1, #CROGRL3, 2191.0, 1679.0, 11.0)

:HEIST3_2606
if 
0735:   NOP_false 83 
else_jump @HEIST3_2635 
08BA: set $GIRLS_GIFTS_BITMASK bit 5 
jump @HEIST3_23003 

:HEIST3_2635
if 
0735:   NOP_false 32 
else_jump @HEIST3_2739 

:HEIST3_2650
if or
   not Model.Available(#WINDSOR)
   not Model.Available(#CROGRL3)
   not Model.Available(#CLUB)
else_jump @HEIST3_2732 
Model.Load(#CLUB)
Model.Load(#CROGRL3)
Model.Load(#WINDSOR)
Player.SetClothes($PLAYER_CHAR, "GIMPLEG", "GIMPLEG", Special)
Player.Build($PLAYER_CHAR)
wait 0 
jump @HEIST3_2650 

:HEIST3_2732
47@ = 5 

:HEIST3_2739
if 
0735:   NOP_false 49 
else_jump @HEIST3_2774 
Actor.PutAt($PLAYER_ACTOR, 2152.774, 1653.351, 10.0469)

:HEIST3_2774
if 
0735:   NOP_false 57 
else_jump @HEIST3_2896 
Model.Load(#GUN_DILDO1)

:HEIST3_2794
if 
   not Model.Available(#GUN_DILDO1)
else_jump @HEIST3_2821 
wait 0 
jump @HEIST3_2794 

:HEIST3_2821
Marker.Disable(72@)
Marker.Disable(69@)
Marker.Disable(68@)
Actor.DestroyInstantly(57@)
Car.Destroy(66@)
Actor.DestroyInstantly(56@)
Car.Destroy(65@)
Actor.PutAt($PLAYER_ACTOR, 86@, 87@, 88@)
Marker.Disable(71@)
018A: 71@ = create_checkpoint_at 86@ 87@ 88@ 
47@ = 9 

:HEIST3_2896
if 
  47@ == 0 
else_jump @HEIST3_3476 
if 
0101:   actor $PLAYER_ACTOR in_sphere 2169.0 1662.0 11.0 radius 4.0 4.0 4.0 sphere 1 stopped 
else_jump @HEIST3_3476 
Marker.Disable(72@)
Player.CanMove($PLAYER_CHAR) = False
fade 0 1500 

:HEIST3_2981
if 
fading 
else_jump @HEIST3_3005 
wait 0 
jump @HEIST3_2981 

:HEIST3_3005
022B: create_forbidden_for_peds_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
01E8: create_forbidden_for_cars_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
Model.Load(#CROGRL3)
Model.Load(#CLUB)
Model.Load(#MAFFA)

:HEIST3_3083
if or
   not Model.Available(#CROGRL3)
   not Model.Available(#MAFFA)
   not Model.Available(#CLUB)
else_jump @HEIST3_3119 
wait 0 
jump @HEIST3_3083 

:HEIST3_3119
0395: clear_area 1 at 2175.181 1695.522 9.8203 radius 30.0 
0674: set_car_model #CLUB numberplate "_SPANK__" 
65@ = Car.Create(#CLUB, 2175.181, 1695.522, 9.8203)
0229: set_car 65@ primary_color_to 126 secondary_color_to 126 
053F: set_car 65@ tires_vulnerability 0 
Car.DoorStatus(65@) = 3
Car.Angle(65@) = 66.1016
56@ = Actor.Create(Mission1, #CROGRL3, 2191.0, 1679.0, 11.0)
060B: set_actor 56@ decision_maker_to 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
68@ = Marker.CreateAboveActor(56@)
Actor.Angle(56@) = 76.0
58@ = Actor.Create(Mission2, #MAFFA, 2188.1, 1686.4, 10.0)
Actor.Angle(58@) = 78.0
060B: set_actor 58@ decision_maker_to 42@ 
02A3: enable_widescreen 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HEIST3_3388 
67@ = Actor.Car($PLAYER_ACTOR)
Car.PutAt(67@, 2174.0, 1662.0, 9.8203)
Car.Angle(67@) = 27.0
jump @HEIST3_3418 

:HEIST3_3388
Actor.PutAt($PLAYER_ACTOR, 2174.0, 1662.0, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 27.0

:HEIST3_3418
Camera.SetPosition(2191.4, 1677.08, 12.48, 0.0, 0.0, 0.0)
Camera.PointAt(2182.17, 1688.45, 8.05, 2)
47@ = 1 

:HEIST3_3476
if 
  47@ == 1 
else_jump @HEIST3_5104 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_5104 
if 
   not Car.Wrecked(65@)
else_jump @HEIST3_5104 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2336.219 1891.09 9.7792 
05D7: add_point_to_scmpath 2355.281 2114.817 9.6719 
05D7: add_point_to_scmpath 2171.746 2149.146 9.6794 
05D7: add_point_to_scmpath 2123.564 2134.417 9.6797 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 2175.093 1692.705 9.8203 mode 4 30000 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 65@ as_driver 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 65@ speed 20.0 flags 0 0 5 
05D1: AS_actor -1 drive_car 65@ to 2130.536 2061.717 9.6875 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2116.264 2044.594 9.8125 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2101.0 2040.0 9.8203 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2096.0 2073.0 9.8203 speed 20.0 2 model #NULL 5 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
fade 1 1500 

:HEIST3_3814
if 
fading 
else_jump @HEIST3_3838 
wait 0 
jump @HEIST3_3814 

:HEIST3_3838
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_01' time 7000 flag 1  // ~s~Die ~r~Croupire~s~ hat eine Keycard und kennt den Code. Folge ihr.
133@ = 0 
134@ = 1 
135@ = 2 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
48@ = 0 
35@ = 0 
32@ = 0 

:HEIST3_3947
if 
  48@ == 0 
else_jump @HEIST3_5033 
if 
  137@ == 0 
else_jump @HEIST3_4357 
if 
   not 133@ == 0 
else_jump @HEIST3_4290 
if 
  136@ == 0 
else_jump @HEIST3_4047 
if 
03D0:   wav 135@ loaded 
else_jump @HEIST3_4040 
040D: unload_wav 135@ 

:HEIST3_4040
136@ = 1 

:HEIST3_4047
if 
  136@ == 1 
else_jump @HEIST3_4084 
03CF: load_wav 89@(133@,44i) as 134@ 
136@ = 2 

:HEIST3_4084
if 
  136@ == 2 
else_jump @HEIST3_4144 
if 
03D0:   wav 134@ loaded 
else_jump @HEIST3_4144 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
136@ = 3 

:HEIST3_4144
if 
  136@ == 3 
else_jump @HEIST3_4290 
if 
03D2:   wav 134@ ended 
else_jump @HEIST3_4290 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_4207 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_4207
03D5: remove_text $7802(133@,44s) 
if 
  134@ == 1 
else_jump @HEIST3_4255 
134@ = 2 
135@ = 1 
jump @HEIST3_4269 

:HEIST3_4255
134@ = 1 
135@ = 2 

:HEIST3_4269
133@ = 0 
136@ = 0 
137@ = 1 

:HEIST3_4290
if 
876F:   not text_priority_displayed 
else_jump @HEIST3_4357 
if 
  136@ == 0 
else_jump @HEIST3_4357 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_4350 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_4350
133@ = 2 

:HEIST3_4357
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST3_4701 
48@ = 1 
if and
   not Actor.Dead(56@)
   not Car.Wrecked(65@)
else_jump @HEIST3_4701 
if 
   not Actor.InCar(56@, 65@)
else_jump @HEIST3_4429 
036A: put_actor 56@ in_car 65@ 

:HEIST3_4429
0508: car 65@ close_all_doors 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2336.219 1891.09 9.7792 
05D7: add_point_to_scmpath 2355.281 2114.817 9.6719 
05D7: add_point_to_scmpath 2171.746 2149.146 9.6794 
05D7: add_point_to_scmpath 2128.564 2134.417 9.6797 
0615: define_AS_pack_begin 75@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 65@ speed 20.0 flags 0 0 5 
05D1: AS_actor -1 drive_car 65@ to 2130.536 2061.717 9.6875 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2116.264 2044.594 9.8125 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2101.0 2040.0 9.8203 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2096.0 2073.0 9.8203 speed 20.0 2 model #NULL 5 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
0395: clear_area 1 at 2175.181 1695.522 9.8203 radius 30.0 

:HEIST3_4701
if and
   not Actor.Dead(56@)
   not Car.Wrecked(65@)
else_jump @HEIST3_5015 
062E: unknown_get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 1 // @ == any 
else_jump @HEIST3_5008 
0646: unknown_get_actor 56@ task_1560_status_store_to 34@ // similar to 062E 
if 
0205:   actor 56@ near_car 65@ radius 7.0 7.0 5.0 flag 0 
else_jump @HEIST3_4933 
if 
  35@ == 0 
else_jump @HEIST3_4933 
00BB: show_text_lowpriority GXT 'HEI3_02' time 5000 flag 1  // ~s~Wenn du ihr zu nahe kommst, erschrickt sie, doch wenn ihr Vorsprung zu gro wird, verlierst du sie.
Camera.SetPosition(2182.17, 1694.54, 11.72, 0.0, 0.0, 0.0)
Camera.PointAt(2108.69, 1674.08, -4.6, 2)
if 
   not Actor.Dead(58@)
else_jump @HEIST3_4926 
0687: clear_actor 58@ task 
05D3: AS_actor 58@ goto_point 2196.62 1684.18 12.41 mode 4 30000 ms // versionA 

:HEIST3_4926
35@ = 1 

:HEIST3_4933
if 
  34@ == 2 
else_jump @HEIST3_5008 
wait 1000 
0395: clear_area 1 at 2175.181 1695.522 9.8203 radius 30.0 
if 
   not Car.Wrecked(65@)
else_jump @HEIST3_5001 
0508: car 65@ close_all_doors 

:HEIST3_5001
48@ = 1 

:HEIST3_5008
jump @HEIST3_5022 

:HEIST3_5015
48@ = 1 

:HEIST3_5022
wait 0 
jump @HEIST3_3947 

:HEIST3_5033
00BE: text_clear_all 
Actor.RemoveReferences(58@)
Actor.DestroyWithFade(58@)
Model.Destroy(#MAFFA)
Car.RemoveReferences(67@)
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
03C4: set_status_text $7801 type 1 GXT 'HEI3_94' // global_variable  // SCHRECK
33@ = 0 
32@ = 0 
47@ = 2 

:HEIST3_5104
if 
  47@ == 2 
else_jump @HEIST3_6977 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_6847 
if 
   not Car.Wrecked(65@)
else_jump @HEIST3_6710 
062E: unknown_get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HEIST3_5739 
0395: clear_area 1 at 2096.0 2073.0 9.8203 radius 20.0 
0151: remove_status_text $7801 
gosub @ENTEXT_63 
if 
  $38 == 1 
else_jump @HEIST3_5609 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
00BE: text_clear_all 
Car.PutAt(65@, 2095.913, 2074.081, 9.8203)
Car.Angle(65@) = 4.4441
Camera.SetPosition(2098.45, 2081.99, 9.88, 0.0, 0.0, 0.0)
Camera.PointAt(2056.37, 2043.26, 26.3, 2)
0707: start_scene_skip_to @HEIST3_5607 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HEIST3_5432 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2088.0 2076.0 11.0 radius 5.0 5.0 3.0 
else_jump @HEIST3_5432 
Actor.PutAt($PLAYER_ACTOR, 2092.0, 2063.0, 11.0)
Actor.Angle($PLAYER_ACTOR) = 0.0

:HEIST3_5432
0615: define_AS_pack_begin 75@ 
if 
   Actor.Driving(56@)
else_jump @HEIST3_5457 
0633: AS_actor -1 exit_car 

:HEIST3_5457
05D3: AS_actor -1 goto_point 2085.721 2074.76 10.0579 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
48@ = 0 
32@ = 0 

:HEIST3_5512
if 
  48@ == 0 
else_jump @HEIST3_5607 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_5589 
062E: unknown_get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HEIST3_5582 
48@ = 1 

:HEIST3_5582
jump @HEIST3_5596 

:HEIST3_5589
48@ = 1 

:HEIST3_5596
wait 0 
jump @HEIST3_5512 

:HEIST3_5607
0701: end_scene_skip 

:HEIST3_5609
if 
   not Car.Wrecked(65@)
else_jump @HEIST3_5660 
Car.PutAt(65@, 2095.913, 2074.081, 9.8203)
Car.Angle(65@) = 4.4441
0508: car 65@ close_all_doors 

:HEIST3_5660
Camera.Restore_WithJumpCut
Marker.Disable(68@)
018A: 70@ = create_checkpoint_at 77@ 78@ 79@ 
Actor.DestroyInstantly(56@)
Actor.RemoveReferences(56@)
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI3_03' time 5000 flag 1  // ~s~Sie ist in den ~y~Sex Shop~s~ gegangen, folge ihr hinein.
35@ = 0 
47@ = 3 
jump @HEIST3_6703 

:HEIST3_5739
Actor.StorePos($PLAYER_ACTOR, 80@, 81@, 82@)
Actor.StorePos(56@, 83@, 84@, 85@)
050A: 46@ = distance_between_XYZ 80@ 81@ 82@ and_XYZ 83@ 84@ 85@ 
0092: 36@ = float 46@ to_integer 
if 
04A4:   34@ == 1 // @ == any 
else_jump @HEIST3_6703 
0646: unknown_get_actor 56@ task_1560_status_store_to 34@ // similar to 062E 
if 
  5 > 34@ 
else_jump @HEIST3_6703 
if 
  51@ == 1 
else_jump @HEIST3_6223 
if 
  36@ > 140 
else_jump @HEIST3_6090 
00BE: text_clear_all 
if 
  36@ > 168 
else_jump @HEIST3_6074 
if 
82CB:   not actor 56@ bounding_sphere_visible 
else_jump @HEIST3_6051 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_6021 
fade 0 1000 

:HEIST3_5950
if 
fading 
else_jump @HEIST3_5974 
wait 0 
jump @HEIST3_5950 

:HEIST3_5974
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_5997
if 
fading 
else_jump @HEIST3_6021 
wait 0 
jump @HEIST3_5997 

:HEIST3_6021
00BB: show_text_lowpriority GXT 'HEI3_16' time 5000 flag 1  // ~r~Du hast sie verloren!
jump @HEIST3_22985 
jump @HEIST3_6067 

:HEIST3_6051
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~Die ~r~Croupire~s~ ist fast auer Sichtweite. Du musst nher ran!

:HEIST3_6067
jump @HEIST3_6090 

:HEIST3_6074
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~Die ~r~Croupire~s~ ist fast auer Sichtweite. Du musst nher ran!

:HEIST3_6090
if 
0104:   actor $PLAYER_ACTOR near_actor 56@ radius 22.5 22.5 20.0 sphere 0 
else_jump @HEIST3_6165 
if 
  32@ > 64 
else_jump @HEIST3_6158 
$7801 += 1 
32@ = 0 

:HEIST3_6158
jump @HEIST3_6216 

:HEIST3_6165
if 
  32@ > 150 
else_jump @HEIST3_6216 
if 
  $7801 > 0 
else_jump @HEIST3_6209 
$7801 -= 1 

:HEIST3_6209
32@ = 0 

:HEIST3_6216
jump @HEIST3_6267 

:HEIST3_6223
if 
  51@ == 0 
else_jump @HEIST3_6267 
if 
  33@ > 4000 
else_jump @HEIST3_6267 
51@ = 1 

:HEIST3_6267
if 
  0 > $7801 
else_jump @HEIST3_6299 
$7801 = 0 
jump @HEIST3_6324 

:HEIST3_6299
if 
  $7801 > 100 
else_jump @HEIST3_6324 
$7801 = 100 

:HEIST3_6324
if 
  $7801 > 10 
else_jump @HEIST3_6383 
if 
  52@ == 0 
else_jump @HEIST3_6383 
00BC: show_text_highpriority GXT 'HEI3_11' time 5000 flag 1  // ~s~Du bist zu nah dran. Geh auf Abstand, sonst erschrickt sie!
52@ = 1 

:HEIST3_6383
if 
  $7801 == 100 
else_jump @HEIST3_6531 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_6508 
00BE: text_clear_all 
fade 0 1000 

:HEIST3_6437
if 
fading 
else_jump @HEIST3_6461 
wait 0 
jump @HEIST3_6437 

:HEIST3_6461
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_6484
if 
fading 
else_jump @HEIST3_6508 
wait 0 
jump @HEIST3_6484 

:HEIST3_6508
00BC: show_text_highpriority GXT 'HEI3_17' time 5000 flag 1  // ~r~Du warst zu nah an ihr dran!
jump @HEIST3_22985 

:HEIST3_6531
if or
   not Actor.InCar(56@, 65@)
0547:   actor $PLAYER_ACTOR colliding_with_car 65@ 
051C:   car 65@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST3_6703 
$7801 = 100 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_6680 
00BE: text_clear_all 
fade 0 1000 

:HEIST3_6609
if 
fading 
else_jump @HEIST3_6633 
wait 0 
jump @HEIST3_6609 

:HEIST3_6633
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_6656
if 
fading 
else_jump @HEIST3_6680 
wait 0 
jump @HEIST3_6656 

:HEIST3_6680
00BC: show_text_highpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Etwas hat die Croupire erschreckt!
jump @HEIST3_22985 

:HEIST3_6703
jump @HEIST3_6840 

:HEIST3_6710
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_6817 
fade 0 1000 

:HEIST3_6746
if 
fading 
else_jump @HEIST3_6770 
wait 0 
jump @HEIST3_6746 

:HEIST3_6770
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_6793
if 
fading 
else_jump @HEIST3_6817 
wait 0 
jump @HEIST3_6793 

:HEIST3_6817
00BB: show_text_lowpriority GXT 'HEI3_18' time 5000 flag 1  // ~r~Du hast ihr Auto zerstrt. Jetzt wird sie dir nicht helfen!
jump @HEIST3_22985 

:HEIST3_6840
jump @HEIST3_6977 

:HEIST3_6847
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_6954 
fade 0 1000 

:HEIST3_6883
if 
fading 
else_jump @HEIST3_6907 
wait 0 
jump @HEIST3_6883 

:HEIST3_6907
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_6930
if 
fading 
else_jump @HEIST3_6954 
wait 0 
jump @HEIST3_6930 

:HEIST3_6954
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~Du hast die Croupire gettet!
jump @HEIST3_22985 

:HEIST3_6977
if 
  47@ == 3 
else_jump @HEIST3_13413 
if 
   Car.Wrecked(65@)
else_jump @HEIST3_7141 
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_7118 
fade 0 1000 

:HEIST3_7047
if 
fading 
else_jump @HEIST3_7071 
wait 0 
jump @HEIST3_7047 

:HEIST3_7071
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_7094
if 
fading 
else_jump @HEIST3_7118 
wait 0 
jump @HEIST3_7094 

:HEIST3_7118
00BB: show_text_lowpriority GXT 'HEI3_18' time 5000 flag 1  // ~r~Du hast ihr Auto zerstrt. Jetzt wird sie dir nicht helfen!
jump @HEIST3_22985 

:HEIST3_7141
if 
  35@ == 0 
else_jump @HEIST3_7926 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2086.726 2074.352 10.0579 radius 2.0 2.0 3.0 on_foot 
else_jump @HEIST3_7926 
35@ = 1 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:HEIST3_7228
if 
fading 
else_jump @HEIST3_7252 
wait 0 
jump @HEIST3_7228 

:HEIST3_7252
00BE: text_clear_all 
08AD: put_actor $PLAYER_ACTOR at 2086.726 2074.352 radius 5.0579 // interior version 
select_interior 3 
04E4: unknown_refresh_game_renderer_at -100.432 -23.1933 
Camera.SetAtPos(-100.432, -23.1933, 999.7261)
Actor.PutAt($PLAYER_ACTOR, -100.432, -23.1933, 999.7261)
Actor.Angle($PLAYER_ACTOR) = 0.0
023C: load_special_actor 'CROGRL2' as 1 // models 290-299 
Model.Load(#CELLPHONE)
Model.Load(#BMYPIMP)
Model.Load(#WFYSEX)
Model.Load(#BMOCHIL)
Model.Load(#WMYST)

:HEIST3_7374
if or
   not Model.Available(#CELLPHONE)
823D:   not special_actor 1 loaded 
else_jump @HEIST3_7405 
wait 0 
jump @HEIST3_7374 

:HEIST3_7405
if or
   not Model.Available(#BMYPIMP)
   not Model.Available(#WFYSEX)
   not Model.Available(#BMOCHIL)
   not Model.Available(#WMYST)
else_jump @HEIST3_7446 
wait 0 
jump @HEIST3_7405 

:HEIST3_7446
59@ = Actor.Create(Mission1, #BMOCHIL, -100.6538, -17.633, 999.7188)
Actor.Angle(59@) = 93.7683
60@ = Actor.Create(Mission1, #WMYST, -108.0798, -18.0669, 999.7261)
Actor.Angle(60@) = 89.3157
61@ = Actor.Create(Mission1, #BMYPIMP, -105.6009, -13.6508, 999.7261)
Actor.Angle(61@) = 176.841
62@ = Actor.Create(Mission1, #WFYSEX, -103.7278, -24.3711, 999.7261)
Actor.Angle(62@) = 349.7995
63@ = Actor.Create(Mission1, #WFYSEX, -104.715, -8.9155, 999.7188)
Actor.Angle(63@) = 179.3188
56@ = Actor.Create(Special, #SPECIAL01, -113.9837, -8.3695, 999.7812)
0568: set_actor 56@ targetable 1 
Actor.Health(56@) = 200
0446: set_actor 56@ immune_to_headshots 0 
060B: set_actor 56@ decision_maker_to 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
Actor.Angle(56@) = 183.0375
if 
04EE:   animation "CLOTHES" loaded 
else_jump @HEIST3_7768 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_TORSO" IFP_file "CLOTHES" 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:HEIST3_7768
Marker.Disable(70@)
Marker.Disable(68@)
58@ = Actor.Create(Mission1, #WFYSEX, -115.8863, -12.0374, 999.7886)
0245: set_actor 58@ walk_style_to "SEXYWOMAN" 
060B: set_actor 58@ decision_maker_to 42@ 
Actor.Angle(58@) = 297.3894
Actor.PutAt($PLAYER_ACTOR, -100.432, -23.1933, 999.7261)
Actor.Angle($PLAYER_ACTOR) = 0.0
wait 1000 
fade 1 1000 

:HEIST3_7879
if 
fading 
else_jump @HEIST3_7903 
wait 0 
jump @HEIST3_7879 

:HEIST3_7903
Player.CanMove($PLAYER_CHAR) = True
00BB: show_text_lowpriority GXT 'HEI3_29' time 5000 flag 1  // ~s~Die Croupire ist irgendwo hier drin. Suche sie.

:HEIST3_7926
if 
  35@ == 1 
else_jump @HEIST3_13413 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -107.1254 -12.2446 1000.821 radius 15.2999 15.0999 35.2997 
else_jump @HEIST3_13283 
if 
   not Actor.Dead(62@)
else_jump @HEIST3_8060 
if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 3.0 3.0 3.0 sphere 0 
else_jump @HEIST3_8060 
09D5: unknown_get_actor 62@ unknown 88 flags 1 0 0 store_to 43@ // extended 0947 

:HEIST3_8060
if 
   not Actor.Dead(63@)
else_jump @HEIST3_8128 
if 
0104:   actor $PLAYER_ACTOR near_actor 63@ radius 3.0 3.0 3.0 sphere 0 
else_jump @HEIST3_8128 
09D5: unknown_get_actor 63@ unknown 109 flags 1 0 0 store_to 43@ // extended 0947 

:HEIST3_8128
if 
   not Actor.Dead(56@)
else_jump @HEIST3_13146 
if 
   not Actor.Dead(58@)
else_jump @HEIST3_13009 
if or
051A:   actor 56@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 58@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST3_8410 
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_8294 
fade 0 1000 

:HEIST3_8223
if 
fading 
else_jump @HEIST3_8247 
wait 0 
jump @HEIST3_8223 

:HEIST3_8247
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_8270
if 
fading 
else_jump @HEIST3_8294 
wait 0 
jump @HEIST3_8270 

:HEIST3_8294
if and
   not Actor.Dead(56@)
89A8:   not actor 56@ headshoted 
else_jump @HEIST3_8387 
35@ = Actor.Health(56@)
if 
  35@ > 0 
else_jump @HEIST3_8364 
00BB: show_text_lowpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Etwas hat die Croupire erschreckt!
jump @HEIST3_8380 

:HEIST3_8364
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~Du hast die Croupire gettet!

:HEIST3_8380
jump @HEIST3_8403 

:HEIST3_8387
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~Du hast die Croupire gettet!

:HEIST3_8403
jump @HEIST3_22985 

:HEIST3_8410
if 
0101:   actor $PLAYER_ACTOR in_sphere -109.7757 -12.6704 999.7188 radius 1.2 1.2 3.1 sphere 1 stopped 
else_jump @HEIST3_13002 
0395: clear_area 1 at -107.7856 -12.4046 999.7812 radius 50.0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
00BE: text_clear_all 
Camera.SetPosition(-113.08, -12.39, 1000.76, 0.0, 0.0, 0.0)
Camera.PointAt(-119.54, -8.15, 1001.83, 2)
Actor.PutAt($PLAYER_ACTOR, -109.7757, -12.6704, 999.7188)
Actor.Angle($PLAYER_ACTOR) = 59.7399
0707: start_scene_skip_to @HEIST3_12821 
133@ = 0 
134@ = 1 
135@ = 2 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 

:HEIST3_8653
wait 0 
if 
  137@ == 0 
else_jump @HEIST3_9463 
if 
   not 133@ == 0 
else_jump @HEIST3_9014 
if 
  136@ == 0 
else_jump @HEIST3_8739 
if 
03D0:   wav 135@ loaded 
else_jump @HEIST3_8732 
040D: unload_wav 135@ 

:HEIST3_8732
136@ = 1 

:HEIST3_8739
if 
  136@ == 1 
else_jump @HEIST3_8776 
03CF: load_wav 89@(133@,44i) as 134@ 
136@ = 2 

:HEIST3_8776
if 
  136@ == 2 
else_jump @HEIST3_8836 
if 
03D0:   wav 134@ loaded 
else_jump @HEIST3_8836 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
136@ = 3 

:HEIST3_8836
if 
  136@ == 3 
else_jump @HEIST3_9014 
if 
03D2:   wav 134@ ended 
else_jump @HEIST3_8953 
03D5: remove_text $7802(133@,44s) 
if 
  134@ == 1 
else_jump @HEIST3_8918 
134@ = 2 
135@ = 1 
jump @HEIST3_8932 

:HEIST3_8918
134@ = 1 
135@ = 2 

:HEIST3_8932
133@ = 0 
136@ = 0 
jump @HEIST3_9014 

:HEIST3_8953
if 
83D0:   not wav 135@ loaded 
else_jump @HEIST3_9014 
if 
  8 > 133@ 
else_jump @HEIST3_9014 
0085: 142@ = 133@ // (int) 
142@ += 1 
03CF: load_wav 89@(142@,44i) as 135@ 

:HEIST3_9014
0871: init_jump_table 138@ total_jumps 3 default_jump 1 @HEIST3_9363 jumps 0 @HEIST3_9077 1 @HEIST3_9150 2 @HEIST3_9279 -1 @HEIST3_9456 -1 @HEIST3_9456 -1 @HEIST3_9456 -1 @HEIST3_9456 

:HEIST3_9077
if 
  136@ == 0 
else_jump @HEIST3_9143 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_9124 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_9124
133@ = 4 
138@ = 1 
01BD: 141@ = current_time_in_ms 

:HEIST3_9143
jump @HEIST3_9456 

:HEIST3_9150
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_9272 
if 
  136@ == 0 
else_jump @HEIST3_9272 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_9229 
0968: actor 56@ stop_mouth 

:HEIST3_9229
if 
   not Actor.Dead(58@)
else_jump @HEIST3_9253 
0967: actor 58@ move_mouth 3000 ms 

:HEIST3_9253
133@ = 5 
138@ = 2 
01BD: 141@ = current_time_in_ms 

:HEIST3_9272
jump @HEIST3_9456 

:HEIST3_9279
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_9356 
if 
  136@ == 0 
else_jump @HEIST3_9356 
133@ = 6 
138@ = 3 
01BD: 141@ = current_time_in_ms 

:HEIST3_9356
jump @HEIST3_9456 

:HEIST3_9363
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_9449 
if 
  136@ == 0 
else_jump @HEIST3_9449 
if 
   not Actor.Dead(58@)
else_jump @HEIST3_9442 
0968: actor 58@ stop_mouth 

:HEIST3_9442
137@ = 1 

:HEIST3_9449
jump @HEIST3_9456 

:HEIST3_9456
jump @HEIST3_8653 

:HEIST3_9463
if 
   not Actor.Dead(56@)
else_jump @HEIST3_9571 
if 
   not Actor.Dead(58@)
else_jump @HEIST3_9571 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point -113.8582 -9.7549 999.7812 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -114.2882 -11.5372 999.7886 mode 4 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 58@ 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_9571
133@ = 0 
134@ = 1 
135@ = 2 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
48@ = 0 
35@ = 0 
32@ = 0 

:HEIST3_9662
if 
  48@ == 0 
else_jump @HEIST3_10222 
if 
  137@ == 0 
else_jump @HEIST3_9997 
if 
   not 133@ == 0 
else_jump @HEIST3_9997 
if 
  136@ == 0 
else_jump @HEIST3_9762 
if 
03D0:   wav 135@ loaded 
else_jump @HEIST3_9755 
040D: unload_wav 135@ 

:HEIST3_9755
136@ = 1 

:HEIST3_9762
if 
  136@ == 1 
else_jump @HEIST3_9799 
03CF: load_wav 89@(133@,44i) as 134@ 
136@ = 2 

:HEIST3_9799
if 
  136@ == 2 
else_jump @HEIST3_9859 
if 
03D0:   wav 134@ loaded 
else_jump @HEIST3_9859 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
136@ = 3 

:HEIST3_9859
if 
  136@ == 3 
else_jump @HEIST3_9997 
if 
03D2:   wav 134@ ended 
else_jump @HEIST3_9997 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_9914 
0968: actor 56@ stop_mouth 

:HEIST3_9914
03D5: remove_text $7802(133@,44s) 
if 
  134@ == 1 
else_jump @HEIST3_9962 
134@ = 2 
135@ = 1 
jump @HEIST3_9976 

:HEIST3_9962
134@ = 1 
135@ = 2 

:HEIST3_9976
133@ = 0 
136@ = 0 
137@ = 1 

:HEIST3_9997
if 
   not Actor.Dead(56@)
else_jump @HEIST3_10204 
062E: unknown_get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HEIST3_10074 
if 
  136@ == 0 
else_jump @HEIST3_10067 
48@ = 1 

:HEIST3_10067
jump @HEIST3_10197 

:HEIST3_10074
if 
  35@ == 0 
else_jump @HEIST3_10197 
if 
04A4:   34@ == 1 // @ == any 
else_jump @HEIST3_10197 
0646: unknown_get_actor 56@ task_1560_status_store_to 34@ // similar to 062E 
if 
  34@ == 2 
else_jump @HEIST3_10197 
if 
  136@ == 0 
else_jump @HEIST3_10197 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_10183 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 2000 ms 

:HEIST3_10183
133@ = 7 
35@ = 1 

:HEIST3_10197
jump @HEIST3_10211 

:HEIST3_10204
48@ = 1 

:HEIST3_10211
wait 0 
jump @HEIST3_9662 

:HEIST3_10222
if 
076F:   text_priority_displayed 
else_jump @HEIST3_10246 
wait 0 
jump @HEIST3_10222 

:HEIST3_10246
if 
   not Actor.Dead(56@)
else_jump @HEIST3_10317 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point -112.6415 -12.4015 999.7812 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 247.0 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_10317
Camera.SetPosition(-112.15, -11.94, 1001.16, 0.0, 0.0, 0.0)
Camera.PointAt(-123.84, -14.32, 1002.43, 2)
48@ = 0 
35@ = 0 
32@ = 0 

:HEIST3_10389
if 
  48@ == 0 
else_jump @HEIST3_10724 
if 
   not 148@ == 0 
else_jump @HEIST3_10603 
if 
  149@ == 0 
else_jump @HEIST3_10469 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_10462 
040D: unload_wav 3 

:HEIST3_10462
149@ = 1 

:HEIST3_10469
if 
  149@ == 1 
else_jump @HEIST3_10505 
03CF: load_wav 143@(148@,5i) as 3 
149@ = 2 

:HEIST3_10505
if 
  149@ == 2 
else_jump @HEIST3_10549 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_10549 
03D1: play_wav 3 
149@ = 3 

:HEIST3_10549
if 
  149@ == 3 
else_jump @HEIST3_10603 
if 
03D2:   wav 3 ended 
else_jump @HEIST3_10603 
148@ = 0 
149@ = 0 
32@ = 0 

:HEIST3_10603
if 
  149@ == 0 
else_jump @HEIST3_10647 
if 
  2000 > 32@ 
else_jump @HEIST3_10647 
148@ = 4 

:HEIST3_10647
if 
   not Actor.Dead(56@)
else_jump @HEIST3_10706 
062E: unknown_get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HEIST3_10699 
48@ = 1 

:HEIST3_10699
jump @HEIST3_10713 

:HEIST3_10706
48@ = 1 

:HEIST3_10713
wait 0 
jump @HEIST3_10389 

:HEIST3_10724
if 
   not Actor.Dead(56@)
else_jump @HEIST3_10756 
040D: unload_wav 3 
0729: AS_actor 56@ hold_cellphone 1 
wait 2000 

:HEIST3_10756
133@ = 0 
134@ = 1 
135@ = 2 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 

:HEIST3_10826
wait 0 
if 
  137@ == 0 
else_jump @HEIST3_11747 
if 
   not 133@ == 0 
else_jump @HEIST3_11208 
if 
  136@ == 0 
else_jump @HEIST3_10912 
if 
03D0:   wav 135@ loaded 
else_jump @HEIST3_10905 
040D: unload_wav 135@ 

:HEIST3_10905
136@ = 1 

:HEIST3_10912
if 
  136@ == 1 
else_jump @HEIST3_10949 
03CF: load_wav 89@(133@,44i) as 134@ 
136@ = 2 

:HEIST3_10949
if 
  136@ == 2 
else_jump @HEIST3_11009 
if 
03D0:   wav 134@ loaded 
else_jump @HEIST3_11009 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
136@ = 3 

:HEIST3_11009
if 
  136@ == 3 
else_jump @HEIST3_11208 
if 
03D2:   wav 134@ ended 
else_jump @HEIST3_11147 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_11064 
0968: actor 56@ stop_mouth 

:HEIST3_11064
03D5: remove_text $7802(133@,44s) 
if 
  134@ == 1 
else_jump @HEIST3_11112 
134@ = 2 
135@ = 1 
jump @HEIST3_11126 

:HEIST3_11112
134@ = 1 
135@ = 2 

:HEIST3_11126
133@ = 0 
136@ = 0 
jump @HEIST3_11208 

:HEIST3_11147
if 
83D0:   not wav 135@ loaded 
else_jump @HEIST3_11208 
if 
  8 > 133@ 
else_jump @HEIST3_11208 
0085: 142@ = 133@ // (int) 
142@ += 1 
03CF: load_wav 89@(142@,44i) as 135@ 

:HEIST3_11208
0871: init_jump_table 138@ total_jumps 4 default_jump 1 @HEIST3_11668 jumps 0 @HEIST3_11271 1 @HEIST3_11344 2 @HEIST3_11452 3 @HEIST3_11560 -1 @HEIST3_11740 -1 @HEIST3_11740 -1 @HEIST3_11740 

:HEIST3_11271
if 
  136@ == 0 
else_jump @HEIST3_11337 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_11318 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_11318
133@ = 8 
138@ = 1 
01BD: 141@ = current_time_in_ms 

:HEIST3_11337
jump @HEIST3_11740 

:HEIST3_11344
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_11445 
if 
  136@ == 0 
else_jump @HEIST3_11445 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_11426 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_11426
133@ = 9 
138@ = 2 
01BD: 141@ = current_time_in_ms 

:HEIST3_11445
jump @HEIST3_11740 

:HEIST3_11452
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_11553 
if 
  136@ == 0 
else_jump @HEIST3_11553 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_11534 
0967: actor 56@ move_mouth 2000 ms 

:HEIST3_11534
133@ = 10 
138@ = 3 
01BD: 141@ = current_time_in_ms 

:HEIST3_11553
jump @HEIST3_11740 

:HEIST3_11560
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_11661 
if 
  136@ == 0 
else_jump @HEIST3_11661 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_11642 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_11642
133@ = 11 
138@ = 4 
01BD: 141@ = current_time_in_ms 

:HEIST3_11661
jump @HEIST3_11740 

:HEIST3_11668
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_11733 
if 
  136@ == 0 
else_jump @HEIST3_11733 
137@ = 1 

:HEIST3_11733
jump @HEIST3_11740 

:HEIST3_11740
jump @HEIST3_10826 

:HEIST3_11747
if 
   not Actor.Dead(56@)
else_jump @HEIST3_11804 
062E: unknown_get_actor 56@ task 1833 status_store_to 34@ // ret 7 if not found 
if 
84A4:   not  34@ == 7 // @ == any 
else_jump @HEIST3_11799 
0729: AS_actor 56@ hold_cellphone 0 

:HEIST3_11799
Model.Destroy(#CELLPHONE)

:HEIST3_11804
if 
   not Actor.Dead(56@)
else_jump @HEIST3_11921 
0615: define_AS_pack_begin 75@ 
05D4: AS_actor -1 rotate_angle 87.0 
05D3: AS_actor -1 goto_point -114.2882 -11.5372 999.7886 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -113.8582 -9.7549 999.7812 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -113.9837 -8.3695 999.7812 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_11921
if 
   not Actor.Dead(58@)
else_jump @HEIST3_11990 
0615: define_AS_pack_begin 75@ 
05BA: AS_actor -1 move_mouth 3000 ms 
05D3: AS_actor -1 goto_point -102.0 -12.0 1001.0 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 58@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_11990
Camera.SetPosition(-106.63, -11.88, 1001.28, 0.0, 0.0, 0.0)
Camera.PointAt(-120.22, -11.77, 1000.71, 2)
48@ = 0 
35@ = 0 
32@ = 0 

:HEIST3_12062
if 
  48@ == 0 
else_jump @HEIST3_12215 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_12197 
062E: unknown_get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HEIST3_12139 
48@ = 1 
jump @HEIST3_12190 

:HEIST3_12139
if 
04A4:   34@ == 1 // @ == any 
else_jump @HEIST3_12190 
0646: unknown_get_actor 56@ task_1560_status_store_to 34@ // similar to 062E 
if 
  34@ == 3 
else_jump @HEIST3_12190 
48@ = 1 

:HEIST3_12190
jump @HEIST3_12204 

:HEIST3_12197
48@ = 1 

:HEIST3_12204
wait 0 
jump @HEIST3_12062 

:HEIST3_12215
48@ = 0 
148@ = 3 
149@ = 0 

:HEIST3_12236
if 
  48@ == 0 
else_jump @HEIST3_12461 
if 
   not 148@ == 0 
else_jump @HEIST3_12450 
if 
  149@ == 0 
else_jump @HEIST3_12316 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_12309 
040D: unload_wav 3 

:HEIST3_12309
149@ = 1 

:HEIST3_12316
if 
  149@ == 1 
else_jump @HEIST3_12352 
03CF: load_wav 143@(148@,5i) as 3 
149@ = 2 

:HEIST3_12352
if 
  149@ == 2 
else_jump @HEIST3_12396 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_12396 
03D1: play_wav 3 
149@ = 3 

:HEIST3_12396
if 
  149@ == 3 
else_jump @HEIST3_12450 
if 
03D2:   wav 3 ended 
else_jump @HEIST3_12450 
148@ = 0 
149@ = 0 
48@ = 1 

:HEIST3_12450
wait 0 
jump @HEIST3_12236 

:HEIST3_12461
fade 0 1500 

:HEIST3_12468
if 
fading 
else_jump @HEIST3_12492 
wait 0 
jump @HEIST3_12468 

:HEIST3_12492
Actor.DestroyInstantly(56@)
Actor.RemoveReferences(56@)
56@ = Actor.Create(Mission1, #CROGRL3, -100.3376, -20.1905, 999.7812)
060B: set_actor 56@ decision_maker_to 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
Actor.Angle(56@) = 183.4416
Camera.SetPosition(-101.69, -20.2, 1000.67, 0.0, 0.0, 0.0)
Camera.PointAt(-84.83, -44.52, 1005.63, 2)
fade 1 1500 

:HEIST3_12619
if 
fading 
else_jump @HEIST3_12643 
wait 0 
jump @HEIST3_12619 

:HEIST3_12643
if 
   not Actor.Dead(56@)
else_jump @HEIST3_12705 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point -100.2427 -24.2149 999.7886 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_12705
48@ = 0 
35@ = 0 
32@ = 0 

:HEIST3_12726
if 
  48@ == 0 
else_jump @HEIST3_12821 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_12803 
062E: unknown_get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HEIST3_12796 
48@ = 1 

:HEIST3_12796
jump @HEIST3_12810 

:HEIST3_12803
48@ = 1 

:HEIST3_12810
wait 0 
jump @HEIST3_12726 

:HEIST3_12821
0701: end_scene_skip 
040D: unload_wav 134@ 
040D: unload_wav 135@ 
00BE: text_clear_all 
040D: unload_wav 3 
fade 1 500 

:HEIST3_12846
if 
fading 
else_jump @HEIST3_12870 
wait 0 
jump @HEIST3_12846 

:HEIST3_12870
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
64@ = Pickup.Create(#CLOTHESP, 3, -114.6156, -8.6308, 1000.713)
03DC: 73@ = create_marker_above_pickup 64@ 
08DC: create_interior_marker 73@ at 2090.0 2074.0 radius 10.0 
00BB: show_text_lowpriority GXT 'HEI3_04' time 5000 flag 1  // ~s~Besorg dir einen ~g~S&M-Anzug~s~.
Actor.RemoveReferences(56@)
Actor.RemoveReferences(58@)
Model.Destroy(#CELLPHONE)
0296: unload_special_actor 1 
Actor.DestroyInstantly(58@)
Actor.DestroyInstantly(56@)
Model.Load(#WINDSOR)
35@ = 0 
47@ = 4 

:HEIST3_13002
jump @HEIST3_13139 

:HEIST3_13009
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_13116 
fade 0 1000 

:HEIST3_13045
if 
fading 
else_jump @HEIST3_13069 
wait 0 
jump @HEIST3_13045 

:HEIST3_13069
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_13092
if 
fading 
else_jump @HEIST3_13116 
wait 0 
jump @HEIST3_13092 

:HEIST3_13116
00BB: show_text_lowpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Etwas hat die Croupire erschreckt!
jump @HEIST3_22985 

:HEIST3_13139
jump @HEIST3_13276 

:HEIST3_13146
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_13253 
fade 0 1000 

:HEIST3_13182
if 
fading 
else_jump @HEIST3_13206 
wait 0 
jump @HEIST3_13182 

:HEIST3_13206
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_13229
if 
fading 
else_jump @HEIST3_13253 
wait 0 
jump @HEIST3_13229 

:HEIST3_13253
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~Du hast die Croupire gettet!
jump @HEIST3_22985 

:HEIST3_13276
jump @HEIST3_13413 

:HEIST3_13283
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_13390 
fade 0 1000 

:HEIST3_13319
if 
fading 
else_jump @HEIST3_13343 
wait 0 
jump @HEIST3_13319 

:HEIST3_13343
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_13366
if 
fading 
else_jump @HEIST3_13390 
wait 0 
jump @HEIST3_13366 

:HEIST3_13390
00BB: show_text_lowpriority GXT 'HEI3_16' time 5000 flag 1  // ~r~Du hast sie verloren!
jump @HEIST3_22985 

:HEIST3_13413
if 
  47@ == 4 
else_jump @HEIST3_14396 
if 
  50@ == 0 
else_jump @HEIST3_14311 
if 
  35@ == 0 
else_jump @HEIST3_13478 
08E7: disable_entrance_markers 1 
35@ = 1 

:HEIST3_13478
if 
   Pickup.Picked_up(64@)
else_jump @HEIST3_14304 
Pickup.Destroy(64@)
00BE: text_clear_all 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
  $SHOPS_PLAYER_CASH >= 200 
else_jump @HEIST3_13543 
Player.Money($PLAYER_CHAR) += -200
jump @HEIST3_13576 

:HEIST3_13543
if 
  $SHOPS_PLAYER_CASH > 0 
else_jump @HEIST3_13576 
$SHOPS_PLAYER_CASH *= -1 
Player.Money($PLAYER_CHAR) += $SHOPS_PLAYER_CASH

:HEIST3_13576
Player.CanMove($PLAYER_CHAR) = False
043C: disable_sounds_after_fade 0 
fade 0 1500 

:HEIST3_13594
if 
fading 
else_jump @HEIST3_13618 
wait 0 
jump @HEIST3_13594 

:HEIST3_13618
02A3: enable_widescreen 1 
Marker.Disable(73@)
0793: save_player_clothes 
53@ = 1 
Player.SetClothes($PLAYER_CHAR, "GIMPLEG", "GIMPLEG", Special)
Player.Build($PLAYER_CHAR)
48@ = 0 
148@ = 1 
149@ = 0 

:HEIST3_13687
if 
  48@ == 0 
else_jump @HEIST3_13912 
if 
   not 148@ == 0 
else_jump @HEIST3_13901 
if 
  149@ == 0 
else_jump @HEIST3_13767 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_13760 
040D: unload_wav 3 

:HEIST3_13760
149@ = 1 

:HEIST3_13767
if 
  149@ == 1 
else_jump @HEIST3_13803 
03CF: load_wav 143@(148@,5i) as 3 
149@ = 2 

:HEIST3_13803
if 
  149@ == 2 
else_jump @HEIST3_13847 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_13847 
03D1: play_wav 3 
149@ = 3 

:HEIST3_13847
if 
  149@ == 3 
else_jump @HEIST3_13901 
if 
03D2:   wav 3 ended 
else_jump @HEIST3_13901 
148@ = 0 
149@ = 0 
48@ = 1 

:HEIST3_13901
wait 0 
jump @HEIST3_13687 

:HEIST3_13912
Camera.SetPosition(-111.19, -12.67, 1002.69, 0.0, 0.0, 0.0)
Camera.PointAt(-124.89, -3.78, 997.61, 2)
0395: clear_area 1 at -113.9837 -8.3695 999.7812 radius 20.0 
Actor.PutAt($PLAYER_ACTOR, -113.9837, -8.3695, 999.7812)
Actor.Angle($PLAYER_ACTOR) = 183.0
fade 1 1000 

:HEIST3_14024
if 
fading 
else_jump @HEIST3_14048 
wait 0 
jump @HEIST3_14024 

:HEIST3_14048
043C: disable_sounds_after_fade 1 
0615: define_AS_pack_begin 74@ 
05BA: AS_actor -1 move_mouth 1000 ms 
05D3: AS_actor -1 goto_point -113.8582 -9.7549 999.7812 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -114.2882 -11.5372 999.7886 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 252.0 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
48@ = 0 

:HEIST3_14148
if 
  48@ == 0 
else_jump @HEIST3_14243 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST3_14225 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HEIST3_14218 
48@ = 1 

:HEIST3_14218
jump @HEIST3_14232 

:HEIST3_14225
48@ = 1 

:HEIST3_14232
wait 0 
jump @HEIST3_14148 

:HEIST3_14243
08E7: disable_entrance_markers 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI3_30' time 5000 flag 1  // ~s~Verlasse den Shop und folge der Croupire.
Marker.Disable(70@)
018A: 70@ = create_checkpoint_at 77@ 78@ 79@ 
50@ = 1 

:HEIST3_14304
jump @HEIST3_14396 

:HEIST3_14311
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -100.5496 -24.1101 999.7886 radius 1.3 1.3 50.0 
else_jump @HEIST3_14366 
47@ = 5 

:HEIST3_14366
077E: get_active_interior_to 35@ 
if 
  35@ == 0 
else_jump @HEIST3_14396 
47@ = 5 

:HEIST3_14396
if 
  47@ == 5 
else_jump @HEIST3_16063 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:HEIST3_14428
if 
fading 
else_jump @HEIST3_14452 
wait 0 
jump @HEIST3_14428 

:HEIST3_14452
Marker.Disable(70@)
Actor.RemoveReferences(58@)
Actor.RemoveReferences(59@)
Actor.RemoveReferences(60@)
Actor.RemoveReferences(61@)
Actor.RemoveReferences(62@)
Actor.RemoveReferences(63@)
Model.Destroy(#BMYPIMP)
Model.Destroy(#WFYSEX)
Model.Destroy(#BMOCHIL)
Model.Destroy(#WMYST)
select_interior 0 
Model.Load(#CWMYHB1)
Model.Load(#GUN_DILDO1)
Model.Load(#WINDSOR)

:HEIST3_14525
if or
   not Model.Available(#CWMYHB1)
   not Model.Available(#GUN_DILDO1)
   not Model.Available(#WINDSOR)
else_jump @HEIST3_14562 
wait 0 
jump @HEIST3_14525 

:HEIST3_14562
Camera.SetAtPos(2085.12, 2077.086, 15.8434)
0395: clear_area 1 at 2105.957 2039.186 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2047.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2055.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2060.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2065.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2070.081 9.8203 radius 6.0 
0395: clear_area 1 at 2088.827 2076.001 9.8203 radius 12.0 
67@ = Car.Create(#WINDSOR, 2103.957, 2073.186, 9.8203)
Car.Angle(67@) = 270.8618
Car.RemoveReferences(67@)
Model.Destroy(#WINDSOR)
08AD: put_actor $PLAYER_ACTOR at -100.3132 -25.1503 radius 20.0 // interior version 
Actor.PutAt($PLAYER_ACTOR, 2085.12, 2077.086, 15.8434)
Actor.Angle($PLAYER_ACTOR) = 268.8011
select_interior 0 
56@ = Actor.Create(Mission1, #CROGRL3, 2085.721, 2074.76, 10.0579)
060B: set_actor 56@ decision_maker_to 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
68@ = Marker.CreateAboveActor(56@)
Actor.Angle(56@) = 271.0
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2037.671 2743.196 9.6875 
Car.Destroy(65@)
Car.RemoveReferences(65@)
0674: set_car_model #CLUB numberplate "_SPANK__" 
65@ = Car.Create(#CLUB, 2095.913, 2074.081, 9.8203)
0229: set_car 65@ primary_color_to 126 secondary_color_to 126 
053F: set_car 65@ tires_vulnerability 0 
Car.DoorStatus(65@) = 3
if 
   not Car.Wrecked(65@)
else_jump @HEIST3_15115 
Car.PutAt(65@, 2095.913, 2074.081, 9.8203)
Car.Angle(65@) = 4.444
Car.Health(65@) = 1000
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 2093.418 2073.646 9.8203 mode 4 -1 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 65@ as_driver 20000 ms 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_15115
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_09' time 5000 flag 1  // ~s~Die ~r~Croupire~s~ hat den Shop verlassen. Folge ihr, aber geh nicht zu dicht ran.
Camera.SetPosition(2098.5, 2076.12, 11.8, 0.0, 0.0, 0.0)
Camera.PointAt(2075.2, 2067.39, 7.26, 2)
02A3: enable_widescreen 1 
fade 1 1500 

:HEIST3_15195
if 
fading 
else_jump @HEIST3_15219 
wait 0 
jump @HEIST3_15195 

:HEIST3_15219
49@ = 0 
48@ = 0 
35@ = 0 
32@ = 0 

:HEIST3_15247
if 
  48@ == 0 
else_jump @HEIST3_15378 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST3_15296 
48@ = 1 
49@ = 1 

:HEIST3_15296
if and
   not Actor.Dead(56@)
   not Car.Wrecked(65@)
else_jump @HEIST3_15360 
062E: unknown_get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HEIST3_15353 
48@ = 1 

:HEIST3_15353
jump @HEIST3_15367 

:HEIST3_15360
48@ = 1 

:HEIST3_15367
wait 0 
jump @HEIST3_15247 

:HEIST3_15378
if 
  49@ == 0 
else_jump @HEIST3_15631 
07C0: load_path 803 

:HEIST3_15401
if 
87C1:   not path 803 available 
else_jump @HEIST3_15428 
wait 0 
jump @HEIST3_15401 

:HEIST3_15428
if 
   not Car.Wrecked(65@)
else_jump @HEIST3_15452 
05EB: assign_car 65@ to_path 803 

:HEIST3_15452
0A0B: set_rendering_origin_at_3D_coord 2084.08 2068.62 11.22 angle 206.8418 
Camera.SetPosition(2088.506, 2079.985, 10.6126, 0.0, 0.0, 0.0)
Camera.PointAt(2088.675, 2079.0, 10.5742, 2)
48@ = 0 

:HEIST3_15532
if 
  48@ == 0 
else_jump @HEIST3_15631 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST3_15581 
49@ = 1 
48@ = 1 

:HEIST3_15581
if 
   not Car.Wrecked(65@)
else_jump @HEIST3_15620 
if 
860E:   not car 65@ assigned_to_path 
else_jump @HEIST3_15620 
48@ = 1 

:HEIST3_15620
wait 0 
jump @HEIST3_15532 

:HEIST3_15631
0873: release_path 803 
00BE: text_clear_all 
if 
  49@ == 1 
else_jump @HEIST3_15734 
if and
   not Car.Wrecked(65@)
   not Actor.Dead(56@)
else_jump @HEIST3_15734 
if 
   not Actor.InCar(56@, 65@)
else_jump @HEIST3_15704 
036A: put_actor 56@ in_car 65@ 

:HEIST3_15704
Car.PutAt(65@, 2109.004, 2039.756, 9.8125)
Car.Angle(65@) = 269.4456

:HEIST3_15734
if 
   not Car.Wrecked(65@)
else_jump @HEIST3_15769 
0508: car 65@ close_all_doors 
Car.DoorStatus(65@) = 6
Car.DoorStatus(65@) = 3

:HEIST3_15769
Actor.PutAt($PLAYER_ACTOR, 2089.653, 2083.562, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 223.4858
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
$7801 = 0 
03C4: set_status_text $7801 type 1 GXT 'HEI3_94' // global_variable  // SCHRECK
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2123.365 2030.273 9.6719 
05D7: add_point_to_scmpath 2038.803 2023.952 9.6875 
05D7: add_point_to_scmpath 1929.384 2175.129 9.7972 
05D7: add_point_to_scmpath 1931.512 2385.797 9.6719 
05D7: add_point_to_scmpath 2029.426 2417.225 9.7143 
05D7: add_point_to_scmpath 2045.03 2745.491 9.6719 
05D7: add_point_to_scmpath 2035.317 2737.322 9.6719 
05D7: add_point_to_scmpath 2035.338 2726.573 9.8281 
if and
   not Car.Wrecked(65@)
   not Actor.Dead(56@)
else_jump @HEIST3_16035 
0615: define_AS_pack_begin 75@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 65@ speed 20.0 flags 0 0 5 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_16035
32@ = 0 
33@ = 0 
51@ = 0 
47@ = 6 

:HEIST3_16063
if 
  47@ == 6 
else_jump @HEIST3_18150 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_18020 
if 
   not Car.Wrecked(65@)
else_jump @HEIST3_17883 
062E: unknown_get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
if 
  55@ == 0 
else_jump @HEIST3_17229 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2037.891 2749.534 9.8125 radius 40.0 40.0 4.0 
else_jump @HEIST3_16227 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2037.891 2749.534 9.8125 radius 4.0 4.0 4.0 

:HEIST3_16227
if 
04A4:   34@ == 7 // @ == any 
else_jump @HEIST3_16302 
Marker.Disable(68@)
018A: 68@ = create_checkpoint_at 2038.836 2749.803 9.8203 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_96' time 5000 flag 1  // ~s~Parke vor dem ~y~Haus der Croupire~s~.
55@ = 1 
jump @HEIST3_17222 

:HEIST3_16302
Actor.StorePos($PLAYER_ACTOR, 80@, 81@, 82@)
Actor.StorePos(56@, 83@, 84@, 85@)
050A: 46@ = distance_between_XYZ 80@ 81@ 82@ and_XYZ 83@ 84@ 85@ 
0092: 36@ = float 46@ to_integer 
if 
  36@ > 140 
else_jump @HEIST3_16591 
00BE: text_clear_all 
if 
  36@ > 168 
else_jump @HEIST3_16575 
if 
82CB:   not actor 56@ bounding_sphere_visible 
else_jump @HEIST3_16552 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_16522 
fade 0 1000 

:HEIST3_16451
if 
fading 
else_jump @HEIST3_16475 
wait 0 
jump @HEIST3_16451 

:HEIST3_16475
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_16498
if 
fading 
else_jump @HEIST3_16522 
wait 0 
jump @HEIST3_16498 

:HEIST3_16522
00BB: show_text_lowpriority GXT 'HEI3_16' time 5000 flag 1  // ~r~Du hast sie verloren!
jump @HEIST3_22985 
jump @HEIST3_16568 

:HEIST3_16552
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~Die ~r~Croupire~s~ ist fast auer Sichtweite. Du musst nher ran!

:HEIST3_16568
jump @HEIST3_16591 

:HEIST3_16575
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~Die ~r~Croupire~s~ ist fast auer Sichtweite. Du musst nher ran!

:HEIST3_16591
if 
  51@ == 1 
else_jump @HEIST3_16742 
if 
0104:   actor $PLAYER_ACTOR near_actor 56@ radius 22.5 22.5 2.0 sphere 0 
else_jump @HEIST3_16684 
if 
  32@ > 64 
else_jump @HEIST3_16677 
$7801 += 1 
32@ = 0 

:HEIST3_16677
jump @HEIST3_16735 

:HEIST3_16684
if 
  32@ > 150 
else_jump @HEIST3_16735 
if 
  $7801 > 0 
else_jump @HEIST3_16728 
$7801 -= 1 

:HEIST3_16728
32@ = 0 

:HEIST3_16735
jump @HEIST3_16786 

:HEIST3_16742
if 
  51@ == 0 
else_jump @HEIST3_16786 
if 
  33@ > 4000 
else_jump @HEIST3_16786 
51@ = 1 

:HEIST3_16786
if 
  0 > $7801 
else_jump @HEIST3_16818 
$7801 = 0 
jump @HEIST3_16843 

:HEIST3_16818
if 
  $7801 > 100 
else_jump @HEIST3_16843 
$7801 = 100 

:HEIST3_16843
if 
  $7801 > 10 
else_jump @HEIST3_16902 
if 
  52@ == 0 
else_jump @HEIST3_16902 
00BC: show_text_highpriority GXT 'HEI3_11' time 5000 flag 1  // ~s~Du bist zu nah dran. Geh auf Abstand, sonst erschrickt sie!
52@ = 1 

:HEIST3_16902
if 
  $7801 == 100 
else_jump @HEIST3_17050 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_17027 
00BE: text_clear_all 
fade 0 1000 

:HEIST3_16956
if 
fading 
else_jump @HEIST3_16980 
wait 0 
jump @HEIST3_16956 

:HEIST3_16980
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_17003
if 
fading 
else_jump @HEIST3_17027 
wait 0 
jump @HEIST3_17003 

:HEIST3_17027
00BC: show_text_highpriority GXT 'HEI3_17' time 5000 flag 1  // ~r~Du warst zu nah an ihr dran!
jump @HEIST3_22985 

:HEIST3_17050
if or
   not Actor.InCar(56@, 65@)
0547:   actor $PLAYER_ACTOR colliding_with_car 65@ 
051C:   car 65@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST3_17222 
$7801 = 100 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_17199 
00BE: text_clear_all 
fade 0 1000 

:HEIST3_17128
if 
fading 
else_jump @HEIST3_17152 
wait 0 
jump @HEIST3_17128 

:HEIST3_17152
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_17175
if 
fading 
else_jump @HEIST3_17199 
wait 0 
jump @HEIST3_17175 

:HEIST3_17199
00BC: show_text_highpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Etwas hat die Croupire erschreckt!
jump @HEIST3_22985 

:HEIST3_17222
jump @HEIST3_17876 

:HEIST3_17229
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2037.891 2749.534 9.8125 radius 4.0 4.0 4.0 
else_jump @HEIST3_17876 
Marker.Disable(68@)
0395: clear_area 1 at 2034.794 2724.465 9.8281 radius 20.0 
0151: remove_status_text $7801 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
00BE: text_clear_all 
Car.PutAt(65@, 2035.01, 2725.36, 9.8281)
Car.Angle(65@) = 184.0343
Camera.SetPosition(2041.206, 2753.339, 11.9601, 0.0, 0.0, 0.0)
Camera.PointAt(2040.648, 2752.515, 11.8569, 2)
0707: start_scene_skip_to @HEIST3_17626 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_17517 
0615: define_AS_pack_begin 75@ 
if 
   Actor.Driving(56@)
else_jump @HEIST3_17453 
0633: AS_actor -1 exit_car 

:HEIST3_17453
05D3: AS_actor -1 goto_point 2037.468 2724.142 9.8281 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 2037.378 2721.449 10.5469 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_17517
48@ = 0 
32@ = 0 

:HEIST3_17531
if 
  48@ == 0 
else_jump @HEIST3_17626 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_17608 
062E: unknown_get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HEIST3_17601 
48@ = 1 

:HEIST3_17601
jump @HEIST3_17615 

:HEIST3_17608
48@ = 1 

:HEIST3_17615
wait 0 
jump @HEIST3_17531 

:HEIST3_17626
0701: end_scene_skip 
0395: clear_area 1 at 1936.196 2734.011 9.8203 radius 2.0 
57@ = Actor.Create(Mission2, #CWMYHB1, 1999.788, 2733.692, 9.8203)
Actor.Angle(57@) = 354.8084
01B2: give_actor 57@ weapon 10 ammo 0 // Load the weapon model before using this 
01B9: set_actor 57@ armed_weapon_to 10 
0615: define_AS_pack_begin 76@ 
05D3: AS_actor -1 goto_point 2021.594 2734.576 9.8203 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point 2029.786 2730.539 9.8281 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point 2038.505 2729.846 9.8281 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point 2037.28 2722.567 9.8281 mode 4 -2 ms // versionA 
0616: define_AS_pack_end 76@ 
0618: assign_actor 57@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
Camera.Restore_WithJumpCut
Actor.DestroyInstantly(56@)
Actor.RemoveReferences(56@)
Model.Destroy(#CROGRL3)
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_08' time 8000 flag 1  // ~s~Der Sexsklave wird gleich kommen. Warte in der Nhe und sorge dafr, dass er das Haus der Croupire nicht erreicht.
01BD: 37@ = current_time_in_ms 
47@ = 8 

:HEIST3_17876
jump @HEIST3_18013 

:HEIST3_17883
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_17990 
fade 0 1000 

:HEIST3_17919
if 
fading 
else_jump @HEIST3_17943 
wait 0 
jump @HEIST3_17919 

:HEIST3_17943
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_17966
if 
fading 
else_jump @HEIST3_17990 
wait 0 
jump @HEIST3_17966 

:HEIST3_17990
00BB: show_text_lowpriority GXT 'HEI3_18' time 5000 flag 1  // ~r~Du hast ihr Auto zerstrt. Jetzt wird sie dir nicht helfen!
jump @HEIST3_22985 

:HEIST3_18013
jump @HEIST3_18150 

:HEIST3_18020
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_18127 
fade 0 1000 

:HEIST3_18056
if 
fading 
else_jump @HEIST3_18080 
wait 0 
jump @HEIST3_18056 

:HEIST3_18080
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_18103
if 
fading 
else_jump @HEIST3_18127 
wait 0 
jump @HEIST3_18103 

:HEIST3_18127
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~Du hast die Croupire gettet!
jump @HEIST3_22985 

:HEIST3_18150
if 
  47@ == 8 
else_jump @HEIST3_18675 
if 
   not Actor.Dead(57@)
else_jump @HEIST3_18631 
if 
00FE:   actor 57@ sphere 0 in_sphere 2037.312 2722.288 10.8281 radius 1.2 1.6 3.0 
else_jump @HEIST3_18367 
00BE: text_clear_all 
Actor.DestroyWithFade(57@)
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_18344 
fade 0 1000 

:HEIST3_18273
if 
fading 
else_jump @HEIST3_18297 
wait 0 
jump @HEIST3_18273 

:HEIST3_18297
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_18320
if 
fading 
else_jump @HEIST3_18344 
wait 0 
jump @HEIST3_18320 

:HEIST3_18344
00BB: show_text_lowpriority GXT 'HEI3_92' time 5000 flag 1  // ~r~Der Sexsklave hat das Haus erreicht!
jump @HEIST3_22985 

:HEIST3_18367
062E: unknown_get_actor 57@ task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 1 // @ == any 
else_jump @HEIST3_18447 
0646: unknown_get_actor 57@ task_1560_status_store_to 34@ // similar to 062E 
if 
  34@ == 2 
else_jump @HEIST3_18440 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_93' time 5000 flag 1  // ~s~Der Sexsklave hat das Haus fast erreicht!

:HEIST3_18440
jump @HEIST3_18624 

:HEIST3_18447
if 
04A4:   34@ == 7 // @ == any 
else_jump @HEIST3_18624 
if 
8104:   not actor $PLAYER_ACTOR near_actor 57@ radius 100.0 100.0 20.0 sphere 0 
else_jump @HEIST3_18624 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_18624 
fade 0 1000 

:HEIST3_18535
if 
fading 
else_jump @HEIST3_18559 
wait 0 
jump @HEIST3_18535 

:HEIST3_18559
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_18582
if 
fading 
else_jump @HEIST3_18606 
wait 0 
jump @HEIST3_18582 

:HEIST3_18606
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_15' time 5000 flag 1  // ~r~Der Sexsklave ist entkommen!

:HEIST3_18624
jump @HEIST3_18675 

:HEIST3_18631
Marker.Disable(69@)
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_22' time 5000 flag 1  // ~s~Der Sexsklave ist ausgeschaltet. Geh und bettige die ~y~Klingel~s~.
018A: 71@ = create_checkpoint_at 86@ 87@ 88@ 
47@ = 9 

:HEIST3_18675
if 
  47@ == 9 
else_jump @HEIST3_19967 
if 
0102:   actor $PLAYER_ACTOR in_sphere 2037.307 2722.106 10.2989 radius 1.2 1.2 3.0 sphere 1 stopped_on_foot 
else_jump @HEIST3_19967 
00BE: text_clear_all 
Marker.Disable(71@)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Actor.PutAt($PLAYER_ACTOR, 2037.165, 2721.895, 10.2989)
Actor.Angle($PLAYER_ACTOR) = 174.4355
Camera.SetPosition(2035.66, 2722.75, 11.84, 0.0, 0.0, 0.0)
Camera.PointAt(2039.39, 2717.31, 12.2, 2)
133@ = 0 
134@ = 1 
135@ = 2 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
148@ = 2 
149@ = 0 
150@ = 0 

:HEIST3_18931
wait 0 
if 
  137@ == 0 
else_jump @HEIST3_19534 
if 
   not 148@ == 0 
else_jump @HEIST3_19156 
if 
  149@ == 0 
else_jump @HEIST3_19015 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_19008 
040D: unload_wav 3 

:HEIST3_19008
149@ = 1 

:HEIST3_19015
if 
  149@ == 1 
else_jump @HEIST3_19051 
03CF: load_wav 143@(148@,5i) as 3 
149@ = 2 

:HEIST3_19051
if 
  149@ == 2 
else_jump @HEIST3_19095 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_19095 
03D1: play_wav 3 
149@ = 3 

:HEIST3_19095
if 
  149@ == 3 
else_jump @HEIST3_19156 
if 
03D2:   wav 3 ended 
else_jump @HEIST3_19156 
148@ = 0 
149@ = 0 
48@ = 1 
32@ = 0 

:HEIST3_19156
if 
   not 133@ == 0 
else_jump @HEIST3_19455 
if 
  136@ == 0 
else_jump @HEIST3_19220 
if 
03D0:   wav 135@ loaded 
else_jump @HEIST3_19213 
040D: unload_wav 135@ 

:HEIST3_19213
136@ = 1 

:HEIST3_19220
if 
  136@ == 1 
else_jump @HEIST3_19257 
03CF: load_wav 89@(133@,44i) as 134@ 
136@ = 2 

:HEIST3_19257
if 
  136@ == 2 
else_jump @HEIST3_19317 
if 
03D0:   wav 134@ loaded 
else_jump @HEIST3_19317 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
136@ = 3 

:HEIST3_19317
if 
  136@ == 3 
else_jump @HEIST3_19455 
if 
03D2:   wav 134@ ended 
else_jump @HEIST3_19455 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_19372 
0968: actor 56@ stop_mouth 

:HEIST3_19372
03D5: remove_text $7802(133@,44s) 
if 
  134@ == 1 
else_jump @HEIST3_19420 
134@ = 2 
135@ = 1 
jump @HEIST3_19434 

:HEIST3_19420
134@ = 1 
135@ = 2 

:HEIST3_19434
133@ = 0 
136@ = 0 
137@ = 1 

:HEIST3_19455
if 
  136@ == 0 
else_jump @HEIST3_19527 
if 
  149@ == 0 
else_jump @HEIST3_19527 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_19520 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_19520
133@ = 12 

:HEIST3_19527
jump @HEIST3_18931 

:HEIST3_19534
if 
076F:   text_priority_displayed 
else_jump @HEIST3_19558 
wait 0 
jump @HEIST3_19534 

:HEIST3_19558
fade 0 1000 

:HEIST3_19565
if 
fading 
else_jump @HEIST3_19589 
wait 0 
jump @HEIST3_19565 

:HEIST3_19589
select_interior 6 
023C: load_special_actor 'CROGRL2' as 1 // models 290-299 

:HEIST3_19606
if 
823D:   not special_actor 1 loaded 
else_jump @HEIST3_19632 
wait 0 
jump @HEIST3_19606 

:HEIST3_19632
04E4: unknown_refresh_game_renderer_at 344.8872 305.4298 
Camera.SetAtPos(344.8872, 305.4298, 998.2638)
0581: enable_radar 0 
Actor.PutAt($PLAYER_ACTOR, 344.412, 305.033, 998.1484)
Actor.Angle($PLAYER_ACTOR) = 296.283
Actor.RemoveReferences(57@)
Car.RemoveReferences(66@)
Car.RemoveReferences(65@)
Model.Destroy(#CWMYHB1)
Model.Destroy(#ELEGANT)
Model.Destroy(#CLUB)
0687: clear_actor $PLAYER_ACTOR task 
00BE: text_clear_all 
56@ = Actor.Create(Special, #SPECIAL01, 349.1921, 308.5705, 998.1484)
060B: set_actor 56@ decision_maker_to 42@ 
0860: link_actor 56@ to_interior 6 
0860: link_actor $PLAYER_ACTOR to_interior 6 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
Actor.Angle(56@) = 147.245
Camera.SetPosition(348.8104, 310.0784, 999.4993, 0.0, 0.0, 0.0)
Camera.PointAt(348.6377, 309.0935, 999.5004, 2)
Actor.PutAt($PLAYER_ACTOR, 344.412, 305.033, 998.1484)
Actor.Angle($PLAYER_ACTOR) = 296.283
Actor.PutAt(56@, 349.1921, 308.5705, 998.1484)
Actor.Angle(56@) = 147.245
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 56@ 
wait 1000 
fade 1 1000 

:HEIST3_19936
if 
fading 
else_jump @HEIST3_19960 
wait 0 
jump @HEIST3_19936 

:HEIST3_19960
47@ = 10 

:HEIST3_19967
if and
  47@ >= 5 
  9 > 47@ 
else_jump @HEIST3_20065 
077E: get_active_interior_to 35@ 
if 
  35@ == 0 
else_jump @HEIST3_20065 
if 
8500:   not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_20065 
00BB: show_text_lowpriority GXT 'HEI3_34' time 5000 flag 1  // ~r~Du hast den S&M-Anzug nicht mehr.
jump @HEIST3_22985 

:HEIST3_20065
if 
  47@ == 10 
else_jump @HEIST3_22141 
0707: start_scene_skip_to @HEIST3_22078 
00BE: text_clear_all 
133@ = 0 
134@ = 1 
135@ = 2 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 

:HEIST3_20162
wait 0 
if 
  137@ == 0 
else_jump @HEIST3_22078 
if 
   not 133@ == 0 
else_jump @HEIST3_20523 
if 
  136@ == 0 
else_jump @HEIST3_20248 
if 
03D0:   wav 135@ loaded 
else_jump @HEIST3_20241 
040D: unload_wav 135@ 

:HEIST3_20241
136@ = 1 

:HEIST3_20248
if 
  136@ == 1 
else_jump @HEIST3_20285 
03CF: load_wav 89@(133@,44i) as 134@ 
136@ = 2 

:HEIST3_20285
if 
  136@ == 2 
else_jump @HEIST3_20345 
if 
03D0:   wav 134@ loaded 
else_jump @HEIST3_20345 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
136@ = 3 

:HEIST3_20345
if 
  136@ == 3 
else_jump @HEIST3_20523 
if 
03D2:   wav 134@ ended 
else_jump @HEIST3_20462 
03D5: remove_text $7802(133@,44s) 
if 
  134@ == 1 
else_jump @HEIST3_20427 
134@ = 2 
135@ = 1 
jump @HEIST3_20441 

:HEIST3_20427
134@ = 1 
135@ = 2 

:HEIST3_20441
133@ = 0 
136@ = 0 
jump @HEIST3_20523 

:HEIST3_20462
if 
83D0:   not wav 135@ loaded 
else_jump @HEIST3_20523 
if 
  8 > 133@ 
else_jump @HEIST3_20523 
0085: 142@ = 133@ // (int) 
142@ += 1 
03CF: load_wav 89@(142@,44i) as 135@ 

:HEIST3_20523
0871: init_jump_table 138@ total_jumps 7 default_jump 1 @HEIST3_21978 jumps 0 @HEIST3_20586 1 @HEIST3_20659 2 @HEIST3_20874 3 @HEIST3_20987 4 @HEIST3_21229 5 @HEIST3_21413 6 @HEIST3_21789 

:HEIST3_20586
if 
  136@ == 0 
else_jump @HEIST3_20652 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_20633 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_20633
133@ = 13 
138@ = 1 
01BD: 141@ = current_time_in_ms 

:HEIST3_20652
jump @HEIST3_22071 

:HEIST3_20659
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_20867 
if 
  136@ == 0 
else_jump @HEIST3_20867 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_20819 
0615: define_AS_pack_begin 74@ 
05BF: AS_actor -1 look_at_actor 56@ 20000 ms 
05D3: AS_actor -1 goto_point 347.0207 306.2751 998.2088 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 348.2744 307.7908 998.204 mode 4 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 56@ 
0616: define_AS_pack_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 

:HEIST3_20819
if 
   not Actor.Dead(56@)
else_jump @HEIST3_20848 
0968: actor 56@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:HEIST3_20848
133@ = 14 
138@ = 2 
01BD: 141@ = current_time_in_ms 

:HEIST3_20867
jump @HEIST3_22071 

:HEIST3_20874
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_20980 
if 
  136@ == 0 
else_jump @HEIST3_20980 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_20961 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_20961
133@ = 15 
138@ = 3 
01BD: 141@ = current_time_in_ms 

:HEIST3_20980
jump @HEIST3_22071 

:HEIST3_20987
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_21222 
if 
  136@ == 0 
else_jump @HEIST3_21222 
48@ = 0 
35@ = 0 
32@ = 0 

:HEIST3_21066
if 
  48@ == 0 
else_jump @HEIST3_21174 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_21156 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HEIST3_21149 
if 
876F:   not text_priority_displayed 
else_jump @HEIST3_21149 
48@ = 1 

:HEIST3_21149
jump @HEIST3_21163 

:HEIST3_21156
48@ = 1 

:HEIST3_21163
wait 0 
jump @HEIST3_21066 

:HEIST3_21174
if 
   not Actor.Dead(56@)
else_jump @HEIST3_21203 
0968: actor 56@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:HEIST3_21203
133@ = 25 
138@ = 4 
01BD: 141@ = current_time_in_ms 

:HEIST3_21222
jump @HEIST3_22071 

:HEIST3_21229
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_21406 
if 
  136@ == 0 
else_jump @HEIST3_21406 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_21316 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_21316
133@ = 21 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_21394 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 344.6502 307.6453 998.1963 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 245.3258 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_21394
138@ = 5 
01BD: 141@ = current_time_in_ms 

:HEIST3_21406
jump @HEIST3_22071 

:HEIST3_21413
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_21782 
if 
  136@ == 0 
else_jump @HEIST3_21782 
48@ = 0 
35@ = 0 

:HEIST3_21485
if 
  48@ == 0 
else_jump @HEIST3_21734 
wait 0 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_21720 
062E: unknown_get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // @ == any 
else_jump @HEIST3_21577 
05BF: AS_actor 56@ look_at_actor $PLAYER_ACTOR 10000 ms 
48@ = 1 
jump @HEIST3_21713 

:HEIST3_21577
if 
  35@ == 0 
else_jump @HEIST3_21713 
Camera.SetPosition(347.32, 308.43, 999.52, 0.0, 0.0, 0.0)
Camera.PointAt(339.91, 301.08, 998.31, 2)
0615: define_AS_pack_begin 74@ 
0639: AS_actor -1 rotate_to_actor 56@ 
05D3: AS_actor -1 goto_point 345.7446 304.2489 998.1641 mode 4 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 56@ 
0616: define_AS_pack_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
35@ = 1 

:HEIST3_21713
jump @HEIST3_21727 

:HEIST3_21720
48@ = 1 

:HEIST3_21727
jump @HEIST3_21485 

:HEIST3_21734
if 
   not Actor.Dead(56@)
else_jump @HEIST3_21763 
0968: actor 56@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:HEIST3_21763
133@ = 26 
138@ = 6 
01BD: 141@ = current_time_in_ms 

:HEIST3_21782
jump @HEIST3_22071 

:HEIST3_21789
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_21971 
if 
  136@ == 0 
else_jump @HEIST3_21971 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_21923 
0615: define_AS_pack_begin 75@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor -1 goto_point 345.3145 305.0605 998.1641 mode 4 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_21923
if 
   not Actor.Dead(56@)
else_jump @HEIST3_21952 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_21952
133@ = 17 
138@ = 7 
01BD: 141@ = current_time_in_ms 

:HEIST3_21971
jump @HEIST3_22071 

:HEIST3_21978
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
if 
  139@ > 1000 
else_jump @HEIST3_22064 
if 
  136@ == 0 
else_jump @HEIST3_22064 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_22057 
0968: actor 56@ stop_mouth 

:HEIST3_22057
137@ = 1 

:HEIST3_22064
jump @HEIST3_22071 

:HEIST3_22071
jump @HEIST3_20162 

:HEIST3_22078
0701: end_scene_skip 
if 
   not Actor.Dead(56@)
else_jump @HEIST3_22106 
0968: actor 56@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST3_22106
00BE: text_clear_all 
0647: unknown_actor $PLAYER_ACTOR look_task 
49@ = 0 
40@ = 5 
41@ = 1 
47@ = 11 

:HEIST3_22141
if 
  47@ == 11 
else_jump @HEIST3_22363 
if 
  49@ == 0 
else_jump @HEIST3_22295 
0926: $SCRIPT_STATUS = external_script_status 26 (GF_SEX) 
if 
  $SCRIPT_STATUS == 0 
else_jump @HEIST3_22295 
08A9: load_external_script 26 (GF_SEX) 
if 
08AB:   external_script 26 (GF_SEX) loaded 
else_jump @HEIST3_22295 
$390 = 0 
08BA: set $390 bit 5 
08E7: disable_entrance_markers 1 
0913: run_external_script 26 (GF_SEX) 40@ 41@ 0 2037.651 2723.871 9.8352 0.0702  
fade 0 0 
Actor.DestroyInstantly(56@)
Actor.RemoveReferences(56@)
49@ = 1 

:HEIST3_22295
if 
  49@ == 1 
else_jump @HEIST3_22363 
if 
08B4:   test $390 bit 4 
else_jump @HEIST3_22338 
54@ = 1 

:HEIST3_22338
if 
88B4:   not test $390 bit 5 
else_jump @HEIST3_22363 
47@ = 12 

:HEIST3_22363
if 
  47@ == 12 
else_jump @HEIST3_22978 
Camera.SetPosition(2033.274, 2719.888, 10.2275, 0.0, 0.0, 0.0)
Camera.PointAt(2033.727, 2720.774, 10.3282, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
08E7: disable_entrance_markers 0 
0707: start_scene_skip_to @HEIST3_22757 
0615: define_AS_pack_begin 74@ 
05D3: AS_actor -1 goto_point 2036.875 2734.282 9.8203 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 2029.545 2735.628 9.8203 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
if 
  54@ == 1 
else_jump @HEIST3_22624 
03E6: remove_text_box 
0512: show_permanent_text_box 'HEI3_95'  // Du hast eine Freundin mehr. Du musst sie zum Essen ausfhren, bevor sie dir die Keycard gibt.
133@ = 0 
134@ = 1 
135@ = 2 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 

:HEIST3_22624
48@ = 0 
32@ = 0 

:HEIST3_22638
if 
  48@ == 0 
else_jump @HEIST3_22757 
if 
  54@ == 1 
else_jump @HEIST3_22720 
if 
876F:   not text_priority_displayed 
else_jump @HEIST3_22713 
if 
  32@ > 5000 
else_jump @HEIST3_22713 
48@ = 1 

:HEIST3_22713
jump @HEIST3_22746 

:HEIST3_22720
if 
  32@ > 7000 
else_jump @HEIST3_22746 
48@ = 1 

:HEIST3_22746
wait 0 
jump @HEIST3_22638 

:HEIST3_22757
0701: end_scene_skip 
0687: clear_actor $PLAYER_ACTOR task 
Actor.PutAt($PLAYER_ACTOR, 2029.545, 2735.628, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 68.4474
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
03E6: remove_text_box 
if 
  54@ == 1 
else_jump @HEIST3_22848 
08BA: set $GIRLS_GIFTS_BITMASK bit 5 
jump @HEIST3_23003 
jump @HEIST3_22978 

:HEIST3_22848
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_22955 
fade 0 1000 

:HEIST3_22884
if 
fading 
else_jump @HEIST3_22908 
wait 0 
jump @HEIST3_22884 

:HEIST3_22908
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:HEIST3_22931
if 
fading 
else_jump @HEIST3_22955 
wait 0 
jump @HEIST3_22931 

:HEIST3_22955
00BB: show_text_lowpriority GXT 'HEI3_24' time 5000 flag 1  // ~r~Du hast sie nicht erregt.
jump @HEIST3_22985 

:HEIST3_22978
jump @HEIST3_2380 

:HEIST3_22985
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:HEIST3_23003
$HEIST_TOTAL_PASSED_MISSIONS += 1 
$GIMP_SUIT_AVAILABLE = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 15 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'HEIST_3'  // Key to her Heart
030C: progress_made += 1 
return 

:HEIST3_23065
091E: create_forbidden_for_boats_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
091D: remove_forbidden_for_boats_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
090F: end_external_script 26 (GF_SEX) 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0151: remove_status_text $7801 
0581: enable_radar 1 
08E7: disable_entrance_markers 0 
Model.Destroy(#BMYPIMP)
Model.Destroy(#WFYSEX)
Model.Destroy(#BMOCHIL)
Model.Destroy(#WMYST)
Model.Destroy(#CROGRL3)
Model.Destroy(#CLUB)
Model.Destroy(#CWMYHB1)
Model.Destroy(#MAFFA)
Model.Destroy(#WINDSOR)
Model.Destroy(#CELLPHONE)
Model.Destroy(#GUN_DILDO1)
if 
   not Car.Wrecked(65@)
else_jump @HEIST3_23227 
Car.DoorStatus(65@) = 1

:HEIST3_23227
Car.RemoveReferences(65@)
Car.RemoveReferences(67@)
Actor.RemoveReferences(59@)
Actor.RemoveReferences(60@)
Actor.RemoveReferences(61@)
Actor.RemoveReferences(62@)
Actor.RemoveReferences(63@)
Actor.DestroyWithFade(56@)
Actor.RemoveReferences(56@)
Actor.RemoveReferences(58@)
Pickup.Destroy(64@)
Marker.Disable(68@)
Marker.Disable(70@)
Marker.Disable(72@)
Marker.Disable(73@)
0873: release_path 803 
0296: unload_special_actor 1 
065C: release_decision_maker 42@ 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 98---------------
// Originally: Dam And Blast

:HEIST2
thread 'HEIST2' 
gosub @HEIST2_47 
if 
wasted_or_busted 
else_jump @HEIST2_38 
gosub @HEIST2_18795 

:HEIST2_38
gosub @HEIST2_18863 
end_thread 

:HEIST2_47
054C: use_GXT_table 'HEIST2' 
increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
fade 0 2000 

:HEIST2_82
if 
fading 
else_jump @HEIST2_106 
wait 0 
jump @HEIST2_82 

:HEIST2_106
select_interior 10 
01B5: force_weather 10 
02E4: load_cutscene_data 'HEIST4A' 

:HEIST2_125
if 
86B9:   not cutscene_data_loaded 
else_jump @HEIST2_149 
wait 0 
jump @HEIST2_125 

:HEIST2_149
02E7: start_cutscene 
fade 1 1000 

:HEIST2_158
if 
82E9:   not cutscene_reached_end 
else_jump @HEIST2_182 
wait 0 
jump @HEIST2_158 

:HEIST2_182
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 
Camera.SetAtPos(2030.103, 1020.79, 9.8203)

:HEIST2_212
if 
fading 
else_jump @HEIST2_236 
wait 0 
jump @HEIST2_212 

:HEIST2_236
02EA: end_cutscene 
01B7: release_weather 
select_interior 0 
wait 0 
04E4: unknown_refresh_game_renderer_at 2030.103 1020.79 
Camera.SetAtPos(2030.103, 1020.79, 9.8203)
Actor.PutAt($PLAYER_ACTOR, 2030.103, 1020.79, 9.813)
Actor.Angle($PLAYER_ACTOR) = 277.5123
08AD: put_actor $PLAYER_ACTOR at 2016.422 1017.102 radius 10.0 // interior version 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
018A: 152@ = create_checkpoint_at 1717.017 1602.497 9.3368 
07E0: set_marker 152@ type_to 1 
04ED: load_animation "BOMBER" 

:HEIST2_368
if 
84EE:   not animation "BOMBER" loaded 
else_jump @HEIST2_400 
wait 0 
jump @HEIST2_368 

:HEIST2_400
0169: set_fade_color_RGB 0 0 0 
02A3: enable_widescreen 0 
060A: create_decision_maker_type 4 store_to 38@ // decision\allowed\m_.ped files 
Camera.SetAtPos(2030.103, 1020.79, 9.8203)
fade 1 1500 

:HEIST2_443
if 
fading 
else_jump @HEIST2_467 
wait 0 
jump @HEIST2_443 

:HEIST2_467
Player.CanMove($PLAYER_CHAR) = True
00BB: show_text_lowpriority GXT 'HEI2_90' time 10000 flag 1  // ~s~Begib dich zum ~y~Flughafen~s~. Du brauchst ein Flugzeug, um mit dem Fallschirm ber dem Damm-Kai abzuspringen.
105@ = 0 
107@ = 0 
106@ = 0 
119@ = 0 
121@ = 0 
122@ = 0 
124@ = 0 
132@ = 0 
125@ = 0 
133@ = 0 
137@ = 0 
138@ = 0 
136@ = 0 
139@ = 0 
123@ = 0 
36@ = 0 

:HEIST2_602
if 
  6 > 36@ 
else_jump @HEIST2_674 
113@(36@,6i) = 0 
if 
  5 > 36@ 
else_jump @HEIST2_660 
108@(36@,5i) = 0 

:HEIST2_660
36@ += 1 
jump @HEIST2_602 

:HEIST2_674
34@ = 0 
120@ = 0 
35@ = 1 
36@ = 0 
37@ = 0 
47@ = -955.7253 
53@ = 1920.637 
59@ = 8.0078 
65@ = 294.0869 
48@ = -959.8978 
54@ = 1861.884 
60@ = 8.0078 
66@ = 87.9045 
49@ = -945.822 
55@ = 1868.03 
61@ = 4.0051 
67@ = 177.415 
50@ = -945.5732 
56@ = 1911.255 
62@ = 4.0 
68@ = 183.0188 
51@ = -959.6175 
57@ = 1858.156 
63@ = 8.0078 
69@ = 180.4759 
52@ = -959.7453 
58@ = 1914.674 
64@ = 8.0078 
70@ = 185.4313 
71@ = -955.7253 
77@ = 1920.637 
83@ = 8.0078 
72@ = -959.8978 
78@ = 1861.884 
84@ = 8.0078 
73@ = -943.7589 
79@ = 1888.943 
85@ = 4.0051 
74@ = -943.0214 
80@ = 1932.352 
86@ = 4.0 
75@ = -959.4366 
81@ = 1900.022 
87@ = 8.0078 
76@ = -959.496 
82@ = 1936.925 
88@ = 8.0061 
89@ = -952.56 
94@ = 1943.52 
99@ = 8.0 
90@ = -952.56 
95@ = 1922.07 
100@ = 8.0 
91@ = -952.56 
96@ = 1900.44 
101@ = 8.0 
92@ = -952.56 
97@ = 1878.16 
102@ = 8.0 
93@ = -952.56 
98@ = 1857.7 
103@ = 8.0 
185@ = 0 
209@ = 0 
210@ = 1 
211@ = 2 
212@ = 0 
213@ = 0 
214@ = 0 
215@ = 0 
216@ = 0 
217@ = 0 
218@ = 0 
42@ = 0 
04AF: 221@ = 11200 // @ = any 
222@ = 0 
223@ = 0 
224@ = 0 
05A9: s$7891[1] = 'HE2_AA'  // ~z~Hey, ich hab ihn gefunden! Er ist hier drben!
05A9: s$7891[2] = 'HE2_AB'  // ~z~Er ist irgendwo da drin. Sucht ihn!
05A9: s$7891[3] = 'HE2_AC'  // ~z~Die Cops sind unterwegs. Dieser Desperado entkommt uns nicht!
05A9: s$7891[4] = 'HE2_AD'  // ~z~Eine Signallampe meldet einen Einbruch!
05A9: s$7891[5] = 'HE2_AE'  // ~z~Das ist der Kerl! Nehmt ihn fest!
05A9: s$7891[6] = 'HE2_AF'  // ~z~Wir brauchen hier mehr Leute!
05A9: s$7891[7] = 'HE2_AG'  // ~z~Haltet ihn auf, um Gottes willen!
05A9: s$7891[8] = 'HE2_AH'  // ~z~Die Spinner tauchen immer nur whrend meiner Schicht auf!
05A9: s$7891[9] = 'HE2_AJ'  // ~z~Ich glaub, ich hab Visionen. Hab mir gleich gedacht, dass der Kaffee ein bisschen komisch schmeckt.
05A9: s$7891[10] = 'HE2_AK'  // ~z~Endlich ist hier mal was los!
05A9: s$7891[11] = 'HE2_AL'  // ~z~Wo zum Teufel ist er hin?
05A9: s$7891[12] = 'HE2_BA'  // ~z~Gibt's schon eine Spur von ihm?
05A9: s$7891[13] = 'HE2_BB'  // ~z~Noch nicht, aber wir haben den Zugang zum Kai gesperrt, und die Cops sind unterwegs.
05A9: s$7891[14] = 'HE2_CA'  // ~z~Was zum... Jemand hat die Luke verschlossen!
05A9: s$7891[15] = 'HE2_CB'  // ~z~Shit, die Luke hat sich hinter mir geschlossen!
05A9: s$7891[16] = 'HE2_DA'  // ~z~Scheie, sie mssen irgendwo falsch abgebogen sein!
05A9: s$7891[17] = 'HE2_DB'  // ~z~Er sitzt in der Falle. Von diesem Vorsprung fhrt kein Weg herunter!
04AF: 192@ = 18200 // @ = any 
04AF: 193@ = 18201 // @ = any 
04AF: 194@ = 18202 // @ = any 
04AF: 195@ = 18203 // @ = any 
04AF: 196@ = 18204 // @ = any 
04AF: 197@ = 18205 // @ = any 
04AF: 198@ = 18206 // @ = any 
04AF: 199@ = 18207 // @ = any 
04AF: 200@ = 18208 // @ = any 
04AF: 201@ = 18209 // @ = any 
04AF: 202@ = 18210 // @ = any 
04AF: 203@ = 18211 // @ = any 
04AF: 204@ = 18212 // @ = any 
04AF: 205@ = 18213 // @ = any 
04AF: 206@ = 18214 // @ = any 
04AF: 207@ = 18215 // @ = any 
04AF: 208@ = 18216 // @ = any 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 // see ped.dat 
07FB: set_interior 'DAMIN' access 0  // Generatorenhalle
07FB: set_interior 'DAMOUT' access 0 
wait 1000 

:HEIST2_1813
wait 0 
if 
0735:   NOP_false 49 
else_jump @HEIST2_1852 
Actor.PutAt($PLAYER_ACTOR, -585.0, 2026.0, 60.0)

:HEIST2_1852
if 
0735:   NOP_false 50 
else_jump @HEIST2_1887 
Actor.PutAt($PLAYER_ACTOR, 1423.657, 1643.182, 9.8359)

:HEIST2_1887
if 
0735:   NOP_false 51 
else_jump @HEIST2_1922 
Actor.PutAt($PLAYER_ACTOR, -828.64, 1971.644, 6.0)

:HEIST2_1922
if 
0735:   NOP_false 52 
else_jump @HEIST2_1957 
Actor.PutAt($PLAYER_ACTOR, -693.98, 1806.81, 800.0)

:HEIST2_1957
if 
0735:   NOP_false 97 
else_jump @HEIST2_1993 
119@ = 0 
125@ = 0 
gosub @HEIST2_14813 

:HEIST2_1993
if 
0735:   NOP_false 54 
else_jump @HEIST2_2015 
107@ = 6 

:HEIST2_2015
if 
0735:   NOP_false 55 
else_jump @HEIST2_2037 
123@ = 6 

:HEIST2_2037
if 
0735:   NOP_false 83 
else_jump @HEIST2_2059 
jump @HEIST2_18813 

:HEIST2_2059
if 
  107@ == 99999 
else_jump @HEIST2_2120 
018A: 154@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 155@ = create_checkpoint_at 0.0 0.0 0.0 

:HEIST2_2120
if 
  107@ == 0 
else_jump @HEIST2_2168 
00BB: show_text_lowpriority GXT 'HEI2_90' time 7000 flag 1  // ~s~Begib dich zum ~y~Flughafen~s~. Du brauchst ein Flugzeug, um mit dem Fallschirm ber dem Damm-Kai abzuspringen.
107@ = 1 
123@ = 1 

:HEIST2_2168
if 
  12 > 123@ 
else_jump @HEIST2_9195 
if 
  4 > 123@ 
else_jump @HEIST2_2907 
if 
  123@ == 1 
else_jump @HEIST2_2400 
if or
00EC:   actor $PLAYER_ACTOR 0 near_point 1477.401 1677.399 radius 250.0 250.0 
00EC:   actor $PLAYER_ACTOR 0 near_point 1717.017 1602.497 radius 20.0 20.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1477.178 1639.083 10.9203 radius 79.499 143.0963 4.9 
else_jump @HEIST2_2400 
Model.Load(#NEVADA)

:HEIST2_2329
if 
   not Model.Available(#NEVADA)
else_jump @HEIST2_2356 
wait 0 
jump @HEIST2_2329 

:HEIST2_2356
07A8: enable_area69_sam 0 
168@ = Car.Create(#NEVADA, 1477.401, 1677.399, 9.8425)
Car.Angle(168@) = 180.049
123@ = 2 

:HEIST2_2400
if 
  136@ == 0 
else_jump @HEIST2_2554 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1477.178 1639.083 10.9203 radius 79.499 143.0963 4.9 
00EC:   actor $PLAYER_ACTOR 0 near_point 1717.017 1602.497 radius 20.0 20.0 
else_jump @HEIST2_2554 
if 
   not Car.Wrecked(168@)
else_jump @HEIST2_2554 
Marker.Disable(152@)
152@ = Marker.CreateAboveCar(168@)
07E0: set_marker 152@ type_to 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_57' time 7000 flag 1  // ~s~Steig in das ~b~Flugzeug~s~ am Ende der Rollbahn.
136@ = 1 

:HEIST2_2554
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1717.017 1602.497 9.3368 radius 10.0 10.0 5.0 
else_jump @HEIST2_2602 

:HEIST2_2602
if 
  123@ > 1 
else_jump @HEIST2_2679 
if 
  4 > 123@ 
else_jump @HEIST2_2679 
if 
   Car.Wrecked(168@)
else_jump @HEIST2_2679 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_25' time 5000 flag 1  // ~r~Das Flugzeug wurde zerstrt!
jump @HEIST2_18795 

:HEIST2_2679
if 
  123@ == 2 
else_jump @HEIST2_2900 
if 
   not Car.Wrecked(168@)
else_jump @HEIST2_2900 
if 
0448:   actor $PLAYER_ACTOR in_car 168@ 
else_jump @HEIST2_2900 
Car.DoorStatus(168@) = 4
137@ = 1 
Camera.SetBehindPlayer
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_26' time 10000 flag 1  // Flieg die Maschine zum ~y~Absprungort~s~ ber dem Damm.
Marker.Disable(152@)
018A: 152@ = create_checkpoint_at -592.42 1555.88 750.0 
06D5: 153@ = create_racing_checkpoint_at -592.42 1555.88 750.0 point_to -592.42 1555.88 750.0 type 3 radius 25.0 
Model.Load(#GUN_PARA)

:HEIST2_2838
if 
   not Model.Available(#GUN_PARA)
else_jump @HEIST2_2870 
Model.Load(#GUN_PARA)
wait 0 
jump @HEIST2_2838 

:HEIST2_2870
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
$1510 = 0 
123@ = 3 

:HEIST2_2900
jump @HEIST2_2907 

:HEIST2_2907
if 
  123@ == 3 
else_jump @HEIST2_4819 
if 
   not Car.Wrecked(168@)
else_jump @HEIST2_4819 
if or
0448:   actor $PLAYER_ACTOR in_car 168@ 
  138@ == 1 
else_jump @HEIST2_4639 
if 
  132@ == 1 
else_jump @HEIST2_3075 
Marker.Disable(152@)
018A: 152@ = create_checkpoint_at -592.42 1555.88 750.0 
06D5: 153@ = create_racing_checkpoint_at -592.42 1555.88 750.0 point_to -592.42 1555.88 750.0 type 3 radius 25.0 
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
132@ = 0 

:HEIST2_3075
if 
0100:   actor $PLAYER_ACTOR in_sphere -592.42 1555.88 750.0 radius 50.0 50.0 25.0 sphere 0 in_car 
else_jump @HEIST2_4458 
if 
  137@ == 1 
else_jump @HEIST2_3186 
Car.DoorStatus(168@) = 1
03E6: remove_text_box 
0512: show_permanent_text_box 'HEI2_50'  // ~s~Drcke ~k~~VEHICLE_ENTER_EXIT~, um aus der Maschine abzuspringen.
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_15' time 10000 flag 1  // ~s~GO!
137@ = 0 

:HEIST2_3186
if 
  138@ == 1 
else_jump @HEIST2_4451 
03E6: remove_text_box 
00BE: text_clear_all 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
00BE: text_clear_all 
06D6: disable_racing_checkpoint 153@ 
Car.LockInCurrentPosition(168@) = True
Car.PutAt(168@, -592.42, 1555.88, 750.0)
Car.Angle(168@) = 180.0
0825: set_helicopter 168@ instant_rotor_start 
32@ = 0 
$1511 = 1 
07C0: load_path 805 
32@ = 0 
106@ = 0 

:HEIST2_3301
if 
  106@ == 0 
else_jump @HEIST2_3366 
if and
07C1:   path 805 available 
  32@ > 3000 
else_jump @HEIST2_3355 
106@ = 1 
07C0: load_path 805 

:HEIST2_3355
wait 0 
jump @HEIST2_3301 

:HEIST2_3366
if 
   not Car.Wrecked(168@)
else_jump @HEIST2_3453 
05EB: assign_car 168@ to_path 805 
Camera.SetPosition(-590.9276, 1546.75, 735.8972, 0.0, 0.0, 0.0)
Camera.PointAt(-591.0876, 1546.227, 735.0595, 2)
0337: set_actor $PLAYER_ACTOR visibility 0 
01BD: 186@ = current_time_in_ms 

:HEIST2_3453
if 
   not Car.Wrecked(168@)
else_jump @HEIST2_3476 
Car.LockInCurrentPosition(168@) = False

:HEIST2_3476
0707: start_scene_skip_to @HEIST2_4313 
$1504 = 0.0 
106@ = 0 
41@ = 0 

:HEIST2_3507
if 
  106@ == 0 
else_jump @HEIST2_3900 
$1504 = 0.0 
if 
   not Car.Wrecked(168@)
else_jump @HEIST2_3889 
if 
860E:   not car 168@ assigned_to_path 
else_jump @HEIST2_3581 
106@ = 1 
jump @HEIST2_3889 

:HEIST2_3581
01BD: 187@ = current_time_in_ms 
0085: 188@ = 187@ // (int) 
0062: 188@ -= 186@ // (int) 
if 
  41@ == 0 
else_jump @HEIST2_3889 
if 
  188@ > 6000 
else_jump @HEIST2_3889 
fade 0 1000 

:HEIST2_3646
if 
fading 
else_jump @HEIST2_3670 
wait 0 
jump @HEIST2_3646 

:HEIST2_3670
Model.Load(#SW_BIT_09)

:HEIST2_3675
if 
   not Model.Available(#SW_BIT_09)
else_jump @HEIST2_3702 
wait 0 
jump @HEIST2_3675 

:HEIST2_3702
Camera.SetPosition(-781.9676, 1163.64, 28.421, 0.0, 0.0, 0.0)
Camera.PointAt(-781.364, 1164.077, 29.0876, 2)
Camera.SetAtPos(-781.364, 1164.077, 29.0876)
04E4: unknown_refresh_game_renderer_at -781.364 1164.077 
if 
   not Car.Wrecked(168@)
else_jump @HEIST2_3829 
if 
060E:   car 168@ assigned_to_path 
else_jump @HEIST2_3824 
0706: advance_car 168@ further_along_path 80.0 

:HEIST2_3824
0825: set_helicopter 168@ instant_rotor_start 

:HEIST2_3829
0A0B: set_rendering_origin_at_3D_coord -781.364 1164.077 29.0876 angle 270.0 
fade 1 1000 

:HEIST2_3858
if 
fading 
else_jump @HEIST2_3882 
wait 0 
jump @HEIST2_3858 

:HEIST2_3882
41@ = 1 

:HEIST2_3889
wait 0 
jump @HEIST2_3507 

:HEIST2_3900
if 
   not Car.Wrecked(168@)
else_jump @HEIST2_3921 
0825: set_helicopter 168@ instant_rotor_start 

:HEIST2_3921
064B: 189@ = create_particle "SMOKE50LIT" at -761.2061 1174.616 39.0387 type 1 
064B: 190@ = create_particle "EXPLOSION_SMALL" at -761.2061 1174.616 38.5387 type 1 
if 
  189@ == -1 
else_jump @HEIST2_4019 
jump @HEIST2_4034 

:HEIST2_4019
wait 300 
064C: make_particle 190@ visible 
064C: make_particle 189@ visible 

:HEIST2_4034
020C: create_explosion_with_radius 1 at -761.2062 1175.616 39.5387 
020C: create_explosion_with_radius 1 at -761.206 1173.616 39.5387 
020C: create_explosion_with_radius 1 at -761.2061 1174.616 39.5387 
if 
   not Car.Wrecked(168@)
else_jump @HEIST2_4112 
020B: explode_car 168@ // versionA 

:HEIST2_4112
32@ = 0 

:HEIST2_4119
if 
  2000 > 32@ 
else_jump @HEIST2_4313 
if 
  500 > 32@ 
else_jump @HEIST2_4183 
020C: create_explosion_with_radius 2 at -761.2062 1175.616 39.5387 
jump @HEIST2_4273 

:HEIST2_4183
if 
  1000 > 32@ 
else_jump @HEIST2_4209 
jump @HEIST2_4273 

:HEIST2_4209
if 
  1500 > 32@ 
else_jump @HEIST2_4254 
020C: create_explosion_with_radius 0 at -761.206 1173.616 39.5387 
jump @HEIST2_4273 

:HEIST2_4254
020C: create_explosion_with_radius 7 at -761.2061 1174.616 39.5387 

:HEIST2_4273
if or
   Actor.Dead($PLAYER_ACTOR)
   Car.Wrecked(168@)
else_jump @HEIST2_4302 
32@ = 2000 

:HEIST2_4302
wait 0 
jump @HEIST2_4119 

:HEIST2_4313
0701: end_scene_skip 
Model.Destroy(#SW_BIT_09)
fade 1 500 

:HEIST2_4327
if 
fading 
else_jump @HEIST2_4351 
wait 0 
jump @HEIST2_4327 

:HEIST2_4351
0873: release_path 805 
0650: destroy_particle 189@ 
0650: destroy_particle 190@ 
0337: set_actor $PLAYER_ACTOR visibility 1 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
$1511 = 0 
$1504 = -30.0 
Camera.Restore_WithJumpCut
if 
   not Car.Wrecked(168@)
else_jump @HEIST2_4439 
Car.PutAt(168@, -761.2061, 1174.616, 39.5387)

:HEIST2_4439
Car.RemoveReferences(168@)
123@ = 4 

:HEIST2_4451
jump @HEIST2_4632 

:HEIST2_4458
03E6: remove_text_box 
03D5: remove_text 'HEI2_15'  // ~s~GO!
0819: $7890 = actor $PLAYER_ACTOR distance_from_ground 
if 
  5.0 > $7890 
else_jump @HEIST2_4539 
if 
  137@ == 1 
else_jump @HEIST2_4532 
Car.DoorStatus(168@) = 1
137@ = 0 

:HEIST2_4532
jump @HEIST2_4571 

:HEIST2_4539
if 
  137@ == 0 
else_jump @HEIST2_4571 
Car.DoorStatus(168@) = 4
137@ = 1 

:HEIST2_4571
if 
0100:   actor $PLAYER_ACTOR in_sphere -592.42 1555.88 750.0 radius 400.0 400.0 300.0 sphere 0 in_car 
else_jump @HEIST2_4632 
0512: show_permanent_text_box 'HEI2_88'  // Wenn du die Markierung erreichst, drcke ~k~~VEHICLE_ENTER_EXIT~, um aus dem Flugzeug zu springen.
00BE: text_clear_all 

:HEIST2_4632
jump @HEIST2_4819 

:HEIST2_4639
if 
  138@ == 0 
else_jump @HEIST2_4819 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -592.42 1555.88 750.0 radius 100.0 100.0 100.0 
else_jump @HEIST2_4719 
138@ = 1 
jump @HEIST2_4819 

:HEIST2_4719
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_28' time 1000 flag 1  // ~s~Steig wieder in das ~b~Flugzeug~s~!
if 
  132@ == 0 
else_jump @HEIST2_4787 
Marker.Disable(152@)
06D6: disable_racing_checkpoint 153@ 
152@ = Marker.CreateAboveCar(168@)
07E0: set_marker 152@ type_to 1 
132@ = 1 

:HEIST2_4787
if 
  137@ == 1 
else_jump @HEIST2_4819 
Car.DoorStatus(168@) = 1
137@ = 0 

:HEIST2_4819
if 
  123@ == 4 
else_jump @HEIST2_5584 
06D5: 153@ = create_racing_checkpoint_at -811.07 1816.08 7.0 point_to -811.07 1816.08 200.0 type 2 radius 6.0 
Marker.Disable(152@)
018A: 152@ = create_checkpoint_at -811.07 1816.08 7.0 
Car.RemoveReferences(168@)
Model.Destroy(#NEVADA)
Model.Load(#SMASHBOXPILE)
Model.Load(#K_CARGO1)
Model.Load(#KMB_CONTAINER_RED)
Model.Load(#K_CARGO4)
Model.Load(#WMYSGRD)
Model.Load(#NITESTICK)
038B: load_requested_models 

:HEIST2_4945
if or
   not Model.Available(#K_CARGO4)
   not Model.Available(#SMASHBOXPILE)
   not Model.Available(#K_CARGO1)
   not Model.Available(#KMB_CONTAINER_RED)
   not Model.Available(#WMYSGRD)
   not Model.Available(#NITESTICK)
else_jump @HEIST2_4996 
wait 0 
jump @HEIST2_4945 

:HEIST2_4996
174@ = Object.Init(#SMASHBOXPILE, -829.8794, 1957.827, 6.4364)
Object.Angle(174@) = 7.1004
175@ = Object.Init(#SMASHBOXPILE, -824.9033, 1958.443, 6.5048)
Object.Angle(175@) = 9.1604
176@ = Object.Init(#K_CARGO1, -828.3333, 1952.527, 5.9651)
Object.Angle(176@) = 102.0394
177@ = Object.Init(#K_CARGO1, -825.9227, 1953.171, 5.9651)
Object.Angle(177@) = 100.9489
178@ = Object.Init(#K_CARGO4, -827.6044, 1958.276, 5.9873)
Object.Angle(178@) = 101.9089
179@ = Object.Init(#KMB_CONTAINER_RED, -820.3694, 1933.666, 7.3952)
Object.Angle(179@) = 11.8154
180@ = Object.Init(#KMB_CONTAINER_RED, -822.3879, 1945.519, 7.4836)
Object.Angle(180@) = 11.8154
163@ = Actor.Create(Mission1, #WMYSGRD, -826.3729, 1946.988, 6.0692)
01B2: give_actor 163@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 163@ weapon_droppable 0 
Actor.Angle(163@) = 0.0
060F: set_actor 163@ melee_accuracy_to 10.0 
164@ = Actor.Create(Mission1, #WMYSGRD, -823.3655, 1956.276, 6.04)
01B2: give_actor 164@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 164@ weapon_droppable 0 
Actor.Angle(164@) = 301.2606
060F: set_actor 164@ melee_accuracy_to 10.0 
060B: set_actor 163@ decision_maker_to 38@ 
060B: set_actor 164@ decision_maker_to 38@ 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -825.4943 1938.904 6.0 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord -823.3667 1933.54 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -825.4943 1938.904 6.0 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord -826.9571 1947.569 6.0 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 163@ to_animation_path_with_walk_mode 4 route_mode 2 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -828.9601 1955.366 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -823.2458 1957.016 6.007 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 164@ to_animation_path_with_walk_mode 4 route_mode 2 
123@ = 5 

:HEIST2_5584
if and
  123@ > 4 
  12 > 123@ 
else_jump @HEIST2_7025 
if 
   not Car.Wrecked(168@)
else_jump @HEIST2_5656 
if 
82CA:   not car 168@ bounding_sphere_visible 
else_jump @HEIST2_5656 
Car.RemoveReferences(168@)
Model.Destroy(#NEVADA)
Car.Destroy(168@)

:HEIST2_5656
if 
   not 209@ == 0 
else_jump @HEIST2_5927 
if 
  212@ == 0 
else_jump @HEIST2_5720 
if 
03D0:   wav 211@ loaded 
else_jump @HEIST2_5713 
040D: unload_wav 211@ 

:HEIST2_5713
212@ = 1 

:HEIST2_5720
if 
  212@ == 1 
else_jump @HEIST2_5757 
03CF: load_wav 191@(209@,18i) as 210@ 
212@ = 2 

:HEIST2_5757
if 
  212@ == 2 
else_jump @HEIST2_5817 
if 
03D0:   wav 210@ loaded 
else_jump @HEIST2_5817 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
212@ = 3 

:HEIST2_5817
if 
  212@ == 3 
else_jump @HEIST2_5927 
if 
03D2:   wav 210@ ended 
else_jump @HEIST2_5927 
03D5: remove_text $7891(209@,18s) 
if 
  210@ == 1 
else_jump @HEIST2_5899 
210@ = 2 
211@ = 1 
jump @HEIST2_5913 

:HEIST2_5899
210@ = 1 
211@ = 2 

:HEIST2_5913
209@ = 0 
212@ = 0 

:HEIST2_5927
36@ = 0 

:HEIST2_5934
if 
  2 > 36@ 
else_jump @HEIST2_6966 
if 
   not Actor.Dead(163@(36@,2i))
else_jump @HEIST2_6910 
if 
  126@(36@,6i) == 0 
else_jump @HEIST2_6173 
if or
074F:   actor 163@(36@,2i) ped_event == 62 
074F:   actor 163@(36@,2i) ped_event == 63 
else_jump @HEIST2_6173 
if 
874F:   not actor 163@(36@,2i) ped_event == 36 
else_jump @HEIST2_6173 
if 
  212@ == 0 
else_jump @HEIST2_6147 
0209: 41@ = random_int_in_ranges 0 4 
if 
  41@ == 0 
else_jump @HEIST2_6108 
209@ = 1 
jump @HEIST2_6147 

:HEIST2_6108
if 
  41@ == 1 
else_jump @HEIST2_6140 
209@ = 8 
jump @HEIST2_6147 

:HEIST2_6140
209@ = 12 

:HEIST2_6147
126@(36@,6i) = 1 
0947: unknown_actor 163@(36@,2i) play_audio_event 204 store_to 219@ 

:HEIST2_6173
if 
  126@(36@,6i) == 1 
else_jump @HEIST2_6395 
if and
874F:   not actor 163@(36@,2i) ped_event == 62 
874F:   not actor 163@(36@,2i) ped_event == 63 
874F:   not actor 163@(36@,2i) ped_event == 36 
874F:   not actor 163@(36@,2i) ped_event == 15 
874F:   not actor 163@(36@,2i) ped_event == 9 
874F:   not actor 163@(36@,2i) ped_event == 31 
else_jump @HEIST2_6395 
if 
  212@ == 0 
else_jump @HEIST2_6370 
0209: 41@ = random_int_in_ranges 0 3 
if 
  41@ == 0 
else_jump @HEIST2_6331 
209@ = 6 
jump @HEIST2_6370 

:HEIST2_6331
if 
  41@ == 1 
else_jump @HEIST2_6363 
209@ = 3 
jump @HEIST2_6370 

:HEIST2_6363
209@ = 2 

:HEIST2_6370
0947: unknown_actor 163@(36@,2i) play_audio_event 13 store_to 219@ 
126@(36@,6i) = 0 

:HEIST2_6395
if or
  126@(36@,6i) == 0 
  126@(36@,6i) == 1 
else_jump @HEIST2_6712 
if or
074F:   actor 163@(36@,2i) ped_event == 36 
074F:   actor 163@(36@,2i) ped_event == 15 
074F:   actor 163@(36@,2i) ped_event == 9 
074F:   actor 163@(36@,2i) ped_event == 31 
else_jump @HEIST2_6712 
if 
  212@ == 0 
else_jump @HEIST2_6613 
0209: 41@ = random_int_in_ranges 0 4 
if 
  41@ == 0 
else_jump @HEIST2_6542 
209@ = 1 
jump @HEIST2_6613 

:HEIST2_6542
if 
  41@ == 5 
else_jump @HEIST2_6574 
209@ = 8 
jump @HEIST2_6613 

:HEIST2_6574
if 
  41@ == 2 
else_jump @HEIST2_6606 
209@ = 7 
jump @HEIST2_6613 

:HEIST2_6606
209@ = 10 

:HEIST2_6613
if 
  105@ == 0 
else_jump @HEIST2_6686 
if 
   not Actor.Dead(163@)
else_jump @HEIST2_6655 
05E2: AS_actor 163@ kill_actor $PLAYER_ACTOR 

:HEIST2_6655
if 
   not Actor.Dead(164@)
else_jump @HEIST2_6679 
05E2: AS_actor 164@ kill_actor $PLAYER_ACTOR 

:HEIST2_6679
105@ = 1 

:HEIST2_6686
0947: unknown_actor 163@(36@,2i) play_audio_event 205 store_to 219@ 
126@(36@,6i) = 2 

:HEIST2_6712
if 
  126@(36@,6i) == 2 
else_jump @HEIST2_6903 
if and
874F:   not actor 163@(36@,2i) ped_event == 62 
874F:   not actor 163@(36@,2i) ped_event == 63 
874F:   not actor 163@(36@,2i) ped_event == 36 
874F:   not actor 163@(36@,2i) ped_event == 15 
874F:   not actor 163@(36@,2i) ped_event == 9 
874F:   not actor 163@(36@,2i) ped_event == 31 
else_jump @HEIST2_6903 
if 
  212@ == 0 
else_jump @HEIST2_6877 
0209: 41@ = random_int_in_ranges 0 2 
if 
  41@ == 0 
else_jump @HEIST2_6870 
209@ = 11 
jump @HEIST2_6877 

:HEIST2_6870
209@ = 9 

:HEIST2_6877
0947: unknown_actor 163@(36@,2i) play_audio_event 206 store_to 219@ 
126@(36@,6i) = 0 

:HEIST2_6903
jump @HEIST2_6952 

:HEIST2_6910
if 
  113@(36@,6i) == 1 
else_jump @HEIST2_6952 
Marker.Disable(154@(36@,2i))
113@(36@,6i) = 0 

:HEIST2_6952
36@ += 1 
jump @HEIST2_5934 

:HEIST2_6966
if 
  212@ == 0 
else_jump @HEIST2_7025 
if 
803B:   not  42@ == 209@ // (int) 
else_jump @HEIST2_7018 
0085: 42@ = 209@ // (int) 
jump @HEIST2_7025 

:HEIST2_7018
209@ = 0 

:HEIST2_7025
if 
  123@ == 5 
else_jump @HEIST2_8465 
if or
   Actor.Animation($PLAYER_ACTOR) == "PARA_OPEN"
   Actor.Animation($PLAYER_ACTOR) == "PARA_FLOAT"
else_jump @HEIST2_7089 
03E6: remove_text_box 

:HEIST2_7089
if or
  $1498 == 2 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -811.07 1816.08 7.0 radius 6.0 6.0 3.0 
else_jump @HEIST2_8399 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06D6: disable_racing_checkpoint 153@ 
Marker.Disable(152@)
00BE: text_clear_all 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1500 

:HEIST2_7195
if 
fading 
else_jump @HEIST2_7219 
wait 0 
jump @HEIST2_7195 

:HEIST2_7219
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HEIST2_7240 
0633: AS_actor $PLAYER_ACTOR exit_car 

:HEIST2_7240
Model.Destroy(#GUN_PARA)
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -828.4104 1945.76 7.04 radius 13.1 19.2998 4.5 
else_jump @HEIST2_7323 
Actor.PutAt($PLAYER_ACTOR, -820.3474, 1939.728, 6.0)
Actor.Angle($PLAYER_ACTOR) = 295.9757

:HEIST2_7323
02A3: enable_widescreen 1 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at -830.94 1983.23 9.0 
end_thread_named 'PARACH' 
$1498 = 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Camera.Restore_WithJumpCut
075B: zoom_radar 90 
Model.Load(#KNIFECUR)

:HEIST2_7381
if 
   not Model.Available(#KNIFECUR)
else_jump @HEIST2_7408 
wait 0 
jump @HEIST2_7381 

:HEIST2_7408
104@ = Pickup.Create(#KNIFECUR, 3, -819.0, 1929.0, 7.0)
03DC: 156@ = create_marker_above_pickup 104@ 
018B: set_marker 156@ radar_mode 2 
Actor.DestroyInstantly(163@)
Actor.RemoveReferences(163@)
Actor.DestroyInstantly(164@)
Actor.RemoveReferences(164@)
163@ = Actor.Create(Mission1, #WMYSGRD, -826.3729, 1946.988, 6.0692)
01B2: give_actor 163@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 163@ weapon_droppable 0 
Actor.Angle(163@) = 0.0
060F: set_actor 163@ melee_accuracy_to 10.0 
164@ = Actor.Create(Mission1, #WMYSGRD, -823.3655, 1956.276, 6.04)
01B2: give_actor 164@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 164@ weapon_droppable 0 
Actor.Angle(164@) = 301.2606
060F: set_actor 164@ melee_accuracy_to 10.0 
060B: set_actor 163@ decision_maker_to 38@ 
060B: set_actor 164@ decision_maker_to 38@ 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -823.3667 1933.54 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -825.4943 1938.904 6.0 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord -826.9571 1947.569 6.0 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 163@ to_animation_path_with_walk_mode 4 route_mode 2 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -828.9601 1955.366 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -823.2458 1957.016 6.007 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 164@ to_animation_path_with_walk_mode 4 route_mode 2 
Camera.SetPosition(-794.19, 1856.16, 8.89, 0.0, 0.0, 0.0)
Camera.PointAt(-833.48, 1914.18, 3.2, 2)
fade 1 1500 

:HEIST2_7847
if 
fading 
else_jump @HEIST2_7871 
wait 0 
jump @HEIST2_7847 

:HEIST2_7871
00BB: show_text_lowpriority GXT 'HEI2_52' time 6000 flag 1  // ~s~Begib dich zum Ende des Damm-Kais.
0707: start_scene_skip_to @HEIST2_8191 

:HEIST2_7894
if 
076F:   text_priority_displayed 
else_jump @HEIST2_7918 
wait 0 
jump @HEIST2_7894 

:HEIST2_7918
Camera.SetPosition(-821.12, 1953.34, 7.52, 0.0, 0.0, 0.0)
Camera.PointAt(-842.66, 1973.89, 3.84, 2)
00BB: show_text_lowpriority GXT 'HEI2_52' time 6000 flag 1  // ~s~Begib dich zum Ende des Damm-Kais.

:HEIST2_7985
if 
076F:   text_priority_displayed 
else_jump @HEIST2_8009 
wait 0 
jump @HEIST2_7985 

:HEIST2_8009
Camera.SetPosition(-828.18, 1949.82, 6.79, 0.0, 0.0, 0.0)
Camera.PointAt(-807.1, 1918.51, 8.91, 2)
00BB: show_text_lowpriority GXT 'HEI2_53' time 6000 flag 1  // ~s~Gib Acht, dass dich die Wachen nicht entdecken, die in der Gegend patrouillieren.

:HEIST2_8076
if 
076F:   text_priority_displayed 
else_jump @HEIST2_8100 
wait 0 
jump @HEIST2_8076 

:HEIST2_8100
00BB: show_text_lowpriority GXT 'HEI2_46' time 6000 flag 1  // ~s~In der Nhe eines der Container ist ein ~g~Messer~s~ versteckt. Es knnte dir ntzlich sein.
Camera.SetPosition(-823.48, 1924.82, 6.71, 0.0, 0.0, 0.0)
Camera.PointAt(-808.71, 1959.51, 9.43, 2)

:HEIST2_8167
if 
076F:   text_priority_displayed 
else_jump @HEIST2_8191 
wait 0 
jump @HEIST2_8167 

:HEIST2_8191
0701: end_scene_skip 
00BE: text_clear_all 
if 
   not Actor.Dead(163@)
else_jump @HEIST2_8233 
154@ = Marker.CreateAboveActor(163@)
018B: set_marker 154@ radar_mode 2 
113@ = 1 

:HEIST2_8233
if 
   not Actor.Dead(164@)
else_jump @HEIST2_8271 
155@ = Marker.CreateAboveActor(164@)
018B: set_marker 155@ radar_mode 2 
114@ = 1 

:HEIST2_8271
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI2_60' time 5000 flag 1  // ~s~Hol dir das ~g~Messer~s~.
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
if 
   not Actor.Dead(163@)
else_jump @HEIST2_8337 
077A: set_actor 163@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
074E: unknown_actor 163@ unknown_set 30.0 unknown_flag 10 

:HEIST2_8337
if 
   not Actor.Dead(164@)
else_jump @HEIST2_8374 
077A: set_actor 164@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
074E: unknown_actor 164@ unknown_set 30.0 unknown_flag 10 

:HEIST2_8374
03E5: show_text_box 'HEI2_89'  // Denk daran, geduckt zu gehen, um weniger Lrm zu verursachen.
123@ = 7 
jump @HEIST2_8465 

:HEIST2_8399
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 46)
else_jump @HEIST2_8465 
if 
  139@ == 0 
else_jump @HEIST2_8465 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
139@ = 1 

:HEIST2_8465
if 
  123@ == 7 
else_jump @HEIST2_8696 
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @HEIST2_8578 
if 
  124@ == 0 
else_jump @HEIST2_8571 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_40' time 7000 flag 1  // ~s~Begib dich wieder auf den Damm-Kai.
Marker.Disable(152@)
018A: 152@ = create_checkpoint_at -799.5823 1813.156 2.0061 
075B: zoom_radar 0 
124@ = 1 

:HEIST2_8571
jump @HEIST2_8630 

:HEIST2_8578
if 
  124@ == 1 
else_jump @HEIST2_8630 
Marker.Disable(152@)
124@ = 0 
00BE: text_clear_all 
075B: zoom_radar 90 
00BB: show_text_lowpriority GXT 'HEI2_60' time 5000 flag 1  // ~s~Hol dir das ~g~Messer~s~.

:HEIST2_8630
if 
   Pickup.Picked_up(104@)
else_jump @HEIST2_8696 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_34' time 7000 flag 1  // ~s~Du musst an den ~r~Wachen~s~ vorbei und den ~y~Eingang~s~ zum Generatorraum finden.
Marker.Disable(152@)
018A: 152@ = create_checkpoint_at -830.94 1983.23 9.0 
123@ = 8 

:HEIST2_8696
if 
  123@ == 8 
else_jump @HEIST2_9195 
if 
   Actor.Dead(163@)
else_jump @HEIST2_8735 
Marker.Disable(154@)

:HEIST2_8735
if 
   Actor.Dead(164@)
else_jump @HEIST2_8756 
Marker.Disable(155@)

:HEIST2_8756
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @HEIST2_8851 
if 
  124@ == 0 
else_jump @HEIST2_8844 
00BE: text_clear_all 
Marker.Disable(152@)
00BB: show_text_lowpriority GXT 'HEI2_40' time 7000 flag 1  // ~s~Begib dich wieder auf den Damm-Kai.
018A: 152@ = create_checkpoint_at -799.5823 1813.156 2.0061 
075B: zoom_radar 0 
124@ = 1 

:HEIST2_8844
jump @HEIST2_9195 

:HEIST2_8851
if 
  124@ == 1 
else_jump @HEIST2_8923 
124@ = 0 
00BE: text_clear_all 
Marker.Disable(152@)
018A: 152@ = create_checkpoint_at -830.94 1983.23 9.0 
075B: zoom_radar 90 
00BB: show_text_lowpriority GXT 'HEI2_34' time 7000 flag 1  // ~s~Du musst an den ~r~Wachen~s~ vorbei und den ~y~Eingang~s~ zum Generatorraum finden.

:HEIST2_8923
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -830.2665 1982.124 8.25 radius 1.2 1.2 3.0 on_foot 
else_jump @HEIST2_9195 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:HEIST2_8987
if 
fading 
else_jump @HEIST2_9011 
wait 0 
jump @HEIST2_8987 

:HEIST2_9011
Actor.PutAt($PLAYER_ACTOR, -942.0, 1847.0, 4.0)
select_interior 17 
Camera.SetAtPos(-942.0, 1847.0, 4.0)
04E4: unknown_refresh_game_renderer_at -942.0 1847.0 
04F9: set_interior 1 color_to 0 
00BE: text_clear_all 
Marker.Disable(152@)
Actor.RemoveReferences(163@)
Actor.RemoveReferences(164@)
Object.RemoveReferences(174@)
Object.RemoveReferences(175@)
Object.RemoveReferences(176@)
Object.RemoveReferences(177@)
Object.RemoveReferences(178@)
Object.RemoveReferences(179@)
Object.RemoveReferences(180@)
Marker.Disable(154@)
Marker.Disable(155@)
Model.Destroy(#SMASHBOXPILE)
Model.Destroy(#K_CARGO1)
Model.Destroy(#KMB_CONTAINER_RED)
Model.Destroy(#K_CARGO4)
Model.Destroy(#KNIFECUR)
Pickup.Destroy(104@)
Marker.Disable(156@)
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
107@ = 2 
123@ = 12 

:HEIST2_9195
if 
  123@ > 11 
else_jump @HEIST2_14806 
if 
  107@ == 2 
else_jump @HEIST2_10118 
Model.Load(#SATCHEL)
Model.Load(#WMYMECH)
Model.Load(#COLT45)
Model.Load(#CELLPHONE)

:HEIST2_9250
if or
   not Model.Available(#SATCHEL)
   not Model.Available(#WMYMECH)
   not Model.Available(#COLT45)
   not Model.Available(#CELLPHONE)
else_jump @HEIST2_9291 
wait 0 
jump @HEIST2_9250 

:HEIST2_9291
104@ = Pickup.Create(#KNIFECUR, 15, -938.3901, 1901.649, 4.3)
166@ = Actor.Create(Mission2, #WMYSGRD, -960.0, 1927.0, 8.04)
Actor.Angle(166@) = 81.0
0729: AS_actor 166@ hold_cellphone 1 
113@ = 0 
114@ = 0 
105@ = 0 
36@ = 0 

:HEIST2_9385
if 
  6 > 36@ 
else_jump @HEIST2_10111 
if 
  36@ > 1 
else_jump @HEIST2_9790 
157@(36@,6i) = Actor.Create(Mission2, #WMYSGRD, 47@(36@,6f), 53@(36@,6f), 59@(36@,6f))
0648: unknown_actor 157@(36@,6i) task_set 1.0 // float 
060F: set_actor 157@(36@,6i) melee_accuracy_to 10.0 
Actor.WeaponAccuracy(157@(36@,6i)) = 85
074E: unknown_actor 157@(36@,6i) unknown_set 20.0 unknown_flag 1 
if or
  36@ == 2 
  36@ == 4 
else_jump @HEIST2_9578 
01B2: give_actor 157@(36@,6i) weapon 3 ammo 3000 // Load the weapon model before using this 
07DD: set_actor 157@(36@,6i) temper_to 70 // see pedstats.dat 
081A: set_actor 157@(36@,6i) weapon_skill_to 2 
jump @HEIST2_9614 

:HEIST2_9578
01B2: give_actor 157@(36@,6i) weapon 22 ammo 3000 // Load the weapon model before using this 
07DD: set_actor 157@(36@,6i) temper_to 60 // see pedstats.dat 
081A: set_actor 157@(36@,6i) weapon_skill_to 1 

:HEIST2_9614
087E: set_actor 157@(36@,6i) weapon_droppable 0 
Actor.Angle(157@(36@,6i)) = 65@(36@,6f)
146@(36@,6i) = Marker.CreateAboveActor(157@(36@,6i))
018B: set_marker 146@(36@,6i) radar_mode 2 
113@(36@,6i) = 1 
126@(36@,6i) = 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 71@(36@,6f) 77@(36@,6f) 83@(36@,6f) animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 47@(36@,6f) 53@(36@,6f) 59@(36@,6f) animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 157@(36@,6i) to_animation_path_with_walk_mode 4 route_mode 2 
jump @HEIST2_10097 

:HEIST2_9790
157@(36@,6i) = Actor.Create(Mission2, #WMYMECH, 47@(36@,6f), 53@(36@,6f), 59@(36@,6f))
0648: unknown_actor 157@(36@,6i) task_set 1.0 // float 
060F: set_actor 157@(36@,6i) melee_accuracy_to 10.0 
Actor.WeaponAccuracy(157@(36@,6i)) = 85
074E: unknown_actor 157@(36@,6i) unknown_set 20.0 unknown_flag 1 
Actor.Angle(157@(36@,6i)) = 65@(36@,6f)
if 
  36@ == 0 
else_jump @HEIST2_9924 
05C5: AS_actor 157@(36@,6i) cower -2 ms 

:HEIST2_9924
146@(36@,6i) = Marker.CreateAboveActor(157@(36@,6i))
018B: set_marker 146@(36@,6i) radar_mode 2 
113@(36@,6i) = 1 
126@(36@,6i) = 0 
0615: define_AS_pack_begin 184@ 
05F5: AS_actor -1 goto_point 47@(36@,6f) 53@(36@,6f) 59@(36@,6f) mode 4 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 65@(36@,6f) 
05C5: AS_actor -1 cower 5000 ms 
05C8: AS_actor -1 look_around 
0605: actor -1 perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05C7: AS_actor -1 use_atm 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 184@ loop 1 
0616: define_AS_pack_end 184@ 
0618: assign_actor 157@(36@,6i) to_AS_pack 184@ 
061B: remove_references_to_AS_pack 184@ 

:HEIST2_10097
36@ += 1 
jump @HEIST2_9385 

:HEIST2_10111
107@ = 3 

:HEIST2_10118
if 
  107@ == 3 
else_jump @HEIST2_11565 
120@ = 1 
if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -942.0 1847.0 5.0 radius 2.0 2.0 2.0 on_foot 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -960.0 1952.0 9.0 radius 2.0 2.0 2.0 on_foot 
else_jump @HEIST2_11565 
Camera.SetPosition(-940.3428, 1845.949, 5.4312, 0.0, 0.0, 0.0)
Camera.PointAt(-940.8073, 1846.819, 5.5962, 2)
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
fade 1 1500 

:HEIST2_10294
if 
fading 
else_jump @HEIST2_10318 
wait 0 
jump @HEIST2_10294 

:HEIST2_10318
00BB: show_text_lowpriority GXT 'HEI2_20' time 6000 flag 1  // ~s~Du musst unbemerkt bleiben. Wirst du entdeckt oder machst zu viel Lrm, wird das ganze Gebude alarmiert.
0707: start_scene_skip_to @HEIST2_11281 

:HEIST2_10341
if 
076F:   text_priority_displayed 
else_jump @HEIST2_10365 
wait 0 
jump @HEIST2_10341 

:HEIST2_10365
Camera.SetPosition(-959.851, 1925.822, 8.6787, 0.0, 0.0, 0.0)
Camera.PointAt(-959.1008, 1925.218, 8.9476, 2)
if 
   not Actor.Dead(162@)
else_jump @HEIST2_10439 
Actor.LockInCurrentPosition(162@) = True

:HEIST2_10439
00BB: show_text_lowpriority GXT 'HEI2_2' time 6000 flag 1  // ~s~Drcke in der Nhe eines ~y~Generators~s~ ~k~~VEHICLE_ENTER_EXIT~, um die Ladungen zu platzieren. Du brauchst eine Ladung fr jeden Generator.

:HEIST2_10455
if 
076F:   text_priority_displayed 
else_jump @HEIST2_10479 
wait 0 
jump @HEIST2_10455 

:HEIST2_10479
Camera.SetPosition(-960.33, 1925.24, 9.12, 0.0, 0.0, 0.0)
Camera.PointAt(-938.79, 1959.11, 15.19, 2)
209@ = 0 
210@ = 1 
211@ = 2 
212@ = 0 
213@ = 0 
214@ = 0 
215@ = 0 
216@ = 0 
217@ = 0 
218@ = 0 

:HEIST2_10600
wait 0 
if 
  213@ == 0 
else_jump @HEIST2_11281 
if 
   not 209@ == 0 
else_jump @HEIST2_10961 
if 
  212@ == 0 
else_jump @HEIST2_10686 
if 
03D0:   wav 211@ loaded 
else_jump @HEIST2_10679 
040D: unload_wav 211@ 

:HEIST2_10679
212@ = 1 

:HEIST2_10686
if 
  212@ == 1 
else_jump @HEIST2_10723 
03CF: load_wav 191@(209@,18i) as 210@ 
212@ = 2 

:HEIST2_10723
if 
  212@ == 2 
else_jump @HEIST2_10783 
if 
03D0:   wav 210@ loaded 
else_jump @HEIST2_10783 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
212@ = 3 

:HEIST2_10783
if 
  212@ == 3 
else_jump @HEIST2_10961 
if 
03D2:   wav 210@ ended 
else_jump @HEIST2_10900 
03D5: remove_text $7891(209@,18s) 
if 
  210@ == 1 
else_jump @HEIST2_10865 
210@ = 2 
211@ = 1 
jump @HEIST2_10879 

:HEIST2_10865
210@ = 1 
211@ = 2 

:HEIST2_10879
209@ = 0 
212@ = 0 
jump @HEIST2_10961 

:HEIST2_10900
if 
83D0:   not wav 211@ loaded 
else_jump @HEIST2_10961 
if 
  8 > 209@ 
else_jump @HEIST2_10961 
0085: 218@ = 209@ // (int) 
218@ += 1 
03CF: load_wav 191@(218@,18i) as 211@ 

:HEIST2_10961
0871: init_jump_table 214@ total_jumps 2 default_jump 1 @HEIST2_11202 jumps 0 @HEIST2_11024 1 @HEIST2_11097 -1 @HEIST2_11274 -1 @HEIST2_11274 -1 @HEIST2_11274 -1 @HEIST2_11274 -1 @HEIST2_11274 

:HEIST2_11024
if 
  212@ == 0 
else_jump @HEIST2_11090 
if 
   not Actor.Dead(166@)
else_jump @HEIST2_11071 
0968: actor 166@ stop_mouth 
0967: actor 166@ move_mouth 4000 ms 

:HEIST2_11071
209@ = 12 
214@ = 1 
01BD: 217@ = current_time_in_ms 

:HEIST2_11090
jump @HEIST2_11274 

:HEIST2_11097
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // (int) 
0062: 215@ -= 217@ // (int) 
if 
  215@ > 1000 
else_jump @HEIST2_11195 
if 
  212@ == 0 
else_jump @HEIST2_11195 
if 
   not Actor.Dead(166@)
else_jump @HEIST2_11176 
0968: actor 166@ stop_mouth 

:HEIST2_11176
209@ = 13 
214@ = 2 
01BD: 217@ = current_time_in_ms 

:HEIST2_11195
jump @HEIST2_11274 

:HEIST2_11202
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // (int) 
0062: 215@ -= 217@ // (int) 
if 
  215@ > 1000 
else_jump @HEIST2_11267 
if 
  212@ == 0 
else_jump @HEIST2_11267 
213@ = 1 

:HEIST2_11267
jump @HEIST2_11274 

:HEIST2_11274
jump @HEIST2_10600 

:HEIST2_11281
0701: end_scene_skip 
if 
   not Actor.Dead(162@)
else_jump @HEIST2_11306 
Actor.LockInCurrentPosition(162@) = False

:HEIST2_11306
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_2' time 4000 flag 1  // ~s~Drcke in der Nhe eines ~y~Generators~s~ ~k~~VEHICLE_ENTER_EXIT~, um die Ladungen zu platzieren. Du brauchst eine Ladung fr jeden Generator.
Camera.Restore_WithJumpCut
if 
   not Actor.Dead(166@)
else_jump @HEIST2_11383 
062E: unknown_get_actor 166@ task 1833 status_store_to 39@ // ret 7 if not found 
if 
84A4:   not  39@ == 7 // @ == any 
else_jump @HEIST2_11378 
0729: AS_actor 166@ hold_cellphone 0 

:HEIST2_11378
Model.Destroy(#CELLPHONE)

:HEIST2_11383
Actor.DestroyInstantly(166@)
Actor.RemoveReferences(166@)
075B: zoom_radar 90 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
37@ = 0 

:HEIST2_11417
if 
  6 > 37@ 
else_jump @HEIST2_11558 
if 
  5 > 37@ 
else_jump @HEIST2_11483 
018A: 140@(37@,5i) = create_checkpoint_at 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) 

:HEIST2_11483
if 
   not Actor.Dead(157@(37@,6i))
else_jump @HEIST2_11544 
077A: set_actor 157@(37@,6i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 157@(37@,6i) decision_maker_to 38@ 
074E: unknown_actor 157@(37@,6i) unknown_set 40.0 unknown_flag 10 

:HEIST2_11544
37@ += 1 
jump @HEIST2_11417 

:HEIST2_11558
107@ = 4 

:HEIST2_11565
if 
  6 > 107@ 
else_jump @HEIST2_11709 
if 
  120@ == 1 
else_jump @HEIST2_11702 
36@ = 0 

:HEIST2_11608
if 
  6 > 36@ 
else_jump @HEIST2_11702 
if 
   Actor.Dead(157@(36@,6i))
else_jump @HEIST2_11688 
if 
  113@(36@,6i) == 1 
else_jump @HEIST2_11688 
Marker.Disable(146@(36@,6i))
113@(36@,6i) = 0 

:HEIST2_11688
36@ += 1 
jump @HEIST2_11608 

:HEIST2_11702
jump @HEIST2_11808 

:HEIST2_11709
if 
  107@ == 6 
else_jump @HEIST2_11808 
36@ = 0 

:HEIST2_11734
if 
  6 > 36@ 
else_jump @HEIST2_11808 
if 
  113@(36@,6i) == 1 
else_jump @HEIST2_11794 
Marker.Disable(146@(36@,6i))
113@(36@,6i) = 0 

:HEIST2_11794
36@ += 1 
jump @HEIST2_11734 

:HEIST2_11808
if and
  107@ > 2 
  185@ == 0 
else_jump @HEIST2_13330 
if 
   not Car.Wrecked(168@)
else_jump @HEIST2_11880 
if 
82CA:   not car 168@ bounding_sphere_visible 
else_jump @HEIST2_11880 
Car.RemoveReferences(168@)
Model.Destroy(#NEVADA)
Car.Destroy(168@)

:HEIST2_11880
if 
   not 209@ == 0 
else_jump @HEIST2_12151 
if 
  212@ == 0 
else_jump @HEIST2_11944 
if 
03D0:   wav 211@ loaded 
else_jump @HEIST2_11937 
040D: unload_wav 211@ 

:HEIST2_11937
212@ = 1 

:HEIST2_11944
if 
  212@ == 1 
else_jump @HEIST2_11981 
03CF: load_wav 191@(209@,18i) as 210@ 
212@ = 2 

:HEIST2_11981
if 
  212@ == 2 
else_jump @HEIST2_12041 
if 
03D0:   wav 210@ loaded 
else_jump @HEIST2_12041 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
212@ = 3 

:HEIST2_12041
if 
  212@ == 3 
else_jump @HEIST2_12151 
if 
03D2:   wav 210@ ended 
else_jump @HEIST2_12151 
03D5: remove_text $7891(209@,18s) 
if 
  210@ == 1 
else_jump @HEIST2_12123 
210@ = 2 
211@ = 1 
jump @HEIST2_12137 

:HEIST2_12123
210@ = 1 
211@ = 2 

:HEIST2_12137
209@ = 0 
212@ = 0 

:HEIST2_12151
36@ = 0 

:HEIST2_12158
if 
  6 > 36@ 
else_jump @HEIST2_13203 
if 
   not Actor.Dead(157@(36@,6i))
else_jump @HEIST2_13189 
if 
  126@(36@,6i) == 0 
else_jump @HEIST2_12421 
if or
074F:   actor 157@(36@,6i) ped_event == 62 
074F:   actor 157@(36@,6i) ped_event == 63 
else_jump @HEIST2_12421 
if 
874F:   not actor 157@(36@,6i) ped_event == 36 
else_jump @HEIST2_12421 
if 
  212@ == 0 
else_jump @HEIST2_12389 
if 
  36@ > 1 
else_jump @HEIST2_12389 
0209: 41@ = random_int_in_ranges 0 3 
if 
  41@ == 0 
else_jump @HEIST2_12350 
209@ = 6 
jump @HEIST2_12389 

:HEIST2_12350
if 
  41@ == 1 
else_jump @HEIST2_12382 
209@ = 3 
jump @HEIST2_12389 

:HEIST2_12382
209@ = 2 

:HEIST2_12389
09D5: unknown_get_actor 157@(36@,6i) unknown 204 flags 1 0 0 store_to 219@ // extended 0947 
126@(36@,6i) = 1 

:HEIST2_12421
if 
  126@(36@,6i) == 1 
else_jump @HEIST2_12635 
if and
874F:   not actor 157@(36@,6i) ped_event == 62 
874F:   not actor 157@(36@,6i) ped_event == 63 
874F:   not actor 157@(36@,6i) ped_event == 36 
874F:   not actor 157@(36@,6i) ped_event == 15 
874F:   not actor 157@(36@,6i) ped_event == 9 
874F:   not actor 157@(36@,6i) ped_event == 31 
else_jump @HEIST2_12635 
if 
  212@ == 0 
else_jump @HEIST2_12604 
if 
  36@ > 1 
else_jump @HEIST2_12604 
0209: 41@ = random_int_in_ranges 0 2 
if 
  41@ == 0 
else_jump @HEIST2_12597 
209@ = 11 
jump @HEIST2_12604 

:HEIST2_12597
209@ = 9 

:HEIST2_12604
09D5: unknown_get_actor 157@(36@,6i) unknown 13 flags 1 0 0 store_to 219@ // extended 0947 
126@(36@,6i) = 0 

:HEIST2_12635
if or
  126@(36@,6i) == 0 
  126@(36@,6i) == 1 
else_jump @HEIST2_12910 
if or
074F:   actor 157@(36@,6i) ped_event == 36 
074F:   actor 157@(36@,6i) ped_event == 15 
074F:   actor 157@(36@,6i) ped_event == 9 
074F:   actor 157@(36@,6i) ped_event == 31 
else_jump @HEIST2_12910 
if 
  212@ == 0 
else_jump @HEIST2_12871 
if 
  36@ > 1 
else_jump @HEIST2_12871 
0209: 41@ = random_int_in_ranges 0 4 
if 
  41@ == 0 
else_jump @HEIST2_12800 
209@ = 1 
jump @HEIST2_12871 

:HEIST2_12800
if 
  41@ == 1 
else_jump @HEIST2_12832 
209@ = 8 
jump @HEIST2_12871 

:HEIST2_12832
if 
  41@ == 2 
else_jump @HEIST2_12864 
209@ = 4 
jump @HEIST2_12871 

:HEIST2_12864
209@ = 12 

:HEIST2_12871
09D5: unknown_get_actor 157@(36@,6i) unknown 205 flags 1 0 0 store_to 219@ // extended 0947 
105@ = 1 
126@(36@,6i) = 2 

:HEIST2_12910
if 
  126@(36@,6i) == 2 
else_jump @HEIST2_13189 
if and
874F:   not actor 157@(36@,6i) ped_event == 62 
874F:   not actor 157@(36@,6i) ped_event == 63 
874F:   not actor 157@(36@,6i) ped_event == 36 
874F:   not actor 157@(36@,6i) ped_event == 15 
874F:   not actor 157@(36@,6i) ped_event == 9 
874F:   not actor 157@(36@,6i) ped_event == 31 
else_jump @HEIST2_13189 
if 
  212@ == 0 
else_jump @HEIST2_13157 
if 
  36@ > 1 
else_jump @HEIST2_13157 
0209: 41@ = random_int_in_ranges 0 4 
if 
  41@ == 0 
else_jump @HEIST2_13086 
209@ = 1 
jump @HEIST2_13157 

:HEIST2_13086
if 
  41@ == 5 
else_jump @HEIST2_13118 
209@ = 8 
jump @HEIST2_13157 

:HEIST2_13118
if 
  41@ == 2 
else_jump @HEIST2_13150 
209@ = 7 
jump @HEIST2_13157 

:HEIST2_13150
209@ = 10 

:HEIST2_13157
09D5: unknown_get_actor 157@(36@,6i) unknown 206 flags 1 0 0 store_to 219@ // extended 0947 
126@(36@,6i) = 0 

:HEIST2_13189
36@ += 1 
jump @HEIST2_12158 

:HEIST2_13203
if 
  133@ == 0 
else_jump @HEIST2_13271 
if 
  105@ == 1 
else_jump @HEIST2_13271 
if 
  212@ == 0 
else_jump @HEIST2_13271 
133@ = 1 
209@ = 4 

:HEIST2_13271
if 
  212@ == 0 
else_jump @HEIST2_13330 
if 
803B:   not  42@ == 209@ // (int) 
else_jump @HEIST2_13323 
0085: 42@ = 209@ // (int) 
jump @HEIST2_13330 

:HEIST2_13323
209@ = 0 

:HEIST2_13330
if 
  107@ == 4 
else_jump @HEIST2_14449 
if 
  5 > 34@ 
else_jump @HEIST2_14386 
122@ = 0 
37@ = 0 

:HEIST2_13380
if 
  5 > 37@ 
else_jump @HEIST2_14359 
if 
  108@(37@,5i) == 0 
else_jump @HEIST2_14345 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) radius 4.0 4.0 3.0 on_foot 
else_jump @HEIST2_14345 
122@ = 1 
if 
  121@ == 0 
else_jump @HEIST2_13517 
121@ = 1 
03E5: show_text_box 'HEI2_6'  // ~k~~VEHICLE_ENTER_EXIT~ - Sprengladungen platzieren

:HEIST2_13517
if 
00E1:   player 0 pressed_key 15 
else_jump @HEIST2_14345 
03E6: remove_text_box 
121@ = 0 
34@ += 1 
Marker.Disable(140@(37@,5i))
if 
0597:   actor $PLAYER_ACTOR crouching 
else_jump @HEIST2_13589 
134@ = 1 
jump @HEIST2_13596 

:HEIST2_13589
134@ = 0 

:HEIST2_13596
Player.CanMove($PLAYER_CHAR) = False
0615: define_AS_pack_begin 182@ 
if 
  134@ == 0 
else_jump @HEIST2_13699 
06BA: AS_actor -1 turn_to_and_look_at 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) 
0605: actor -1 perform_animation_sequence "BOM_PLANT_IN" IFP_file "BOMBER" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @HEIST2_13747 

:HEIST2_13699
0605: actor -1 perform_animation_sequence "BOM_PLANT_CROUCH_IN" IFP_file "BOMBER" 4.0 loop 0 0 0 0 time -1 // versionA 

:HEIST2_13747
0605: actor -1 perform_animation_sequence "BOM_PLANT_LOOP" IFP_file "BOMBER" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "BOM_PLANT_LOOP" IFP_file "BOMBER" 4.0 loop 0 0 0 0 time -1 // versionA 
if 
  134@ == 1 
else_jump @HEIST2_13913 
0605: actor -1 perform_animation_sequence "BOM_PLANT_CROUCH_OUT" IFP_file "BOMBER" 4.0 loop 0 0 0 0 time -1 // versionA 
04EB: AS_actor -1 crouch 1 
jump @HEIST2_13957 

:HEIST2_13913
0605: actor -1 perform_animation_sequence "BOM_PLANT_2IDLE" IFP_file "BOMBER" 4.0 loop 0 0 0 0 time -1 // versionA 

:HEIST2_13957
0616: define_AS_pack_end 182@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 182@ 
061B: remove_references_to_AS_pack 182@ 
32@ = 0 
106@ = 0 

:HEIST2_13989
if 
  106@ == 0 
else_jump @HEIST2_14311 
if 
  134@ == 0 
else_jump @HEIST2_14168 
if or
   Actor.Animation($PLAYER_ACTOR) == "BOM_PLANT_2IDLE"
  32@ > 6000 
else_jump @HEIST2_14161 
04C4: store_coords_to 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
169@(37@,5i) = Object.Create(#SATCHEL, 89@(37@,5f), 94@(37@,5f), 99@(37@,5f))
Object.Angle(169@(37@,5i)) = 100.0
106@ = 1 

:HEIST2_14161
jump @HEIST2_14300 

:HEIST2_14168
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 39@ // ret 7 if not found 
if or
04A4:   39@ == 7 // @ == any 
  32@ > 6000 
else_jump @HEIST2_14300 
04C4: store_coords_to 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
169@(37@,5i) = Object.Create(#SATCHEL, 89@(37@,5f), 94@(37@,5f), 99@(37@,5f))
Object.Angle(169@(37@,5i)) = 100.0
106@ = 1 

:HEIST2_14300
wait 0 
jump @HEIST2_13989 

:HEIST2_14311
00BC: show_text_highpriority GXT 'HEI2_58' time 4000 flag 1  // ~s~Sprengladung platziert.
Player.CanMove($PLAYER_CHAR) = True
108@(37@,5i) = 1 

:HEIST2_14345
37@ += 1 
jump @HEIST2_13380 

:HEIST2_14359
if 
  122@ == 0 
else_jump @HEIST2_14386 
03E6: remove_text_box 
121@ = 0 

:HEIST2_14386
if 
  34@ == 5 
else_jump @HEIST2_14449 
00BE: text_clear_all 
018A: 145@ = create_checkpoint_at -959.5947 1953.122 8.0078 
00BB: show_text_lowpriority GXT 'HEI2_5' time 10000 flag 1  // ~s~Alle Generatoren sind mit Sprengladungen versehen. Geh zum ~y~Ausgang~s~.
107@ = 5 

:HEIST2_14449
if 
  107@ == 5 
else_jump @HEIST2_14806 
if 
00FF:   actor $PLAYER_ACTOR sphere 35@ in_sphere -959.5947 1953.122 8.0078 radius 2.0 2.0 2.0 on_foot 
else_jump @HEIST2_14799 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
fade 0 1500 

:HEIST2_14534
if 
fading 
else_jump @HEIST2_14558 
wait 0 
jump @HEIST2_14534 

:HEIST2_14558
185@ = 1 
35@ = 0 
Marker.Disable(145@)
Pickup.Destroy(104@)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
Object.Destroy(169@)
Object.Destroy(170@)
Object.Destroy(171@)
Object.Destroy(172@)
Object.Destroy(173@)
Actor.DestroyInstantly(157@)
Actor.DestroyInstantly(158@)
Actor.DestroyInstantly(159@)
Actor.DestroyInstantly(160@)
Actor.DestroyInstantly(161@)
Actor.DestroyInstantly(162@)
Object.RemoveReferences(169@)
Object.RemoveReferences(170@)
Object.RemoveReferences(171@)
Object.RemoveReferences(172@)
Object.RemoveReferences(173@)
Actor.RemoveReferences(157@)
Actor.RemoveReferences(158@)
Actor.RemoveReferences(159@)
Actor.RemoveReferences(160@)
Actor.RemoveReferences(161@)
Actor.RemoveReferences(162@)
Model.Destroy(#SATCHEL)
Model.Load(#REEFER)

:HEIST2_14716
if 
   not Model.Available(#REEFER)
else_jump @HEIST2_14743 
wait 0 
jump @HEIST2_14716 

:HEIST2_14743
167@ = Car.Create(#REEFER, -638.0, 1955.0, 1.0)
Car.Angle(167@) = 180.0
gosub @HEIST2_14813 
00BE: text_clear_all 
jump @HEIST2_18813 
jump @HEIST2_14806 

:HEIST2_14799
35@ = 1 

:HEIST2_14806
jump @HEIST2_1813 

:HEIST2_14813
if 
  119@ == 0 
else_jump @HEIST2_18793 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 46)
else_jump @HEIST2_14869 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 

:HEIST2_14869
04ED: load_animation "DAM_JUMP" 
04ED: load_animation "BD_FIRE" 
04ED: load_animation "BOMBER" 
Model.Load(#ENFORCER)
Model.Load(#COPCARRU)
select_interior 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 

:HEIST2_14930
if or
84EE:   not animation "DAM_JUMP" loaded 
84EE:   not animation "BD_FIRE" loaded 
84EE:   not animation "BOMBER" loaded 
   not Model.Available(#COPCARRU)
   not Model.Available(#ENFORCER)
else_jump @HEIST2_14995 
wait 0 
jump @HEIST2_14930 

:HEIST2_14995
04FA: reset_interior 0 colors 
Actor.PutAt($PLAYER_ACTOR, -596.3235, 2015.608, 75.9845)
Actor.Angle($PLAYER_ACTOR) = 330.0
Camera.SetAtPos(-594.9886, 2018.639, 76.8829)
04E4: unknown_refresh_game_renderer_at -594.9886 2018.639 
Camera.SetPosition(-595.73, 2001.92, 78.66, 0.0, 0.0, 0.0)
Camera.PointAt(-601.02, 2033.63, 73.91, 2)
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at -683.0 2053.0 59.1719 radius 50.0 
0395: clear_area 1 at -488.0 2001.0 59.4028 radius 50.0 
225@ = Car.Create(#COPCARRU, -683.0, 2053.0, 59.1719)
Car.Angle(225@) = 268.7848
073B: unknown_car 225@ flag 1 
0397: enable_car 225@ siren 1 
226@ = Car.Create(#COPCARRU, -486.0, 2006.0, 59.4028)
Car.Angle(226@) = 130.7071
073B: unknown_car 226@ flag 1 
0397: enable_car 226@ siren 1 
227@ = Car.Create(#ENFORCER, -694.0, 2055.0, 59.1719)
Car.Angle(227@) = 268.7848
073B: unknown_car 227@ flag 1 
0397: enable_car 227@ siren 1 
228@ = Car.Create(#ENFORCER, -491.0, 1997.0, 59.4028)
Car.Angle(228@) = 126.7071
073B: unknown_car 228@ flag 1 
0397: enable_car 228@ siren 1 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
fade 1 1500 

:HEIST2_15373
if 
fading 
else_jump @HEIST2_15397 
wait 0 
jump @HEIST2_15373 

:HEIST2_15397
33@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
0707: start_scene_skip_to @HEIST2_18583 
209@ = 0 
210@ = 1 
211@ = 2 
212@ = 0 
213@ = 0 
214@ = 0 
215@ = 0 
216@ = 0 
217@ = 0 
218@ = 0 
222@ = 0 
224@ = 0 
223@ = 0 

:HEIST2_15507
wait 0 
if 
   not 209@ == 0 
else_jump @HEIST2_15782 
if 
  212@ == 0 
else_jump @HEIST2_15575 
if 
03D0:   wav 211@ loaded 
else_jump @HEIST2_15568 
040D: unload_wav 211@ 

:HEIST2_15568
212@ = 1 

:HEIST2_15575
if 
  212@ == 1 
else_jump @HEIST2_15612 
03CF: load_wav 191@(209@,18i) as 210@ 
212@ = 2 

:HEIST2_15612
if 
  212@ == 2 
else_jump @HEIST2_15672 
if 
03D0:   wav 210@ loaded 
else_jump @HEIST2_15672 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
212@ = 3 

:HEIST2_15672
if 
  212@ == 3 
else_jump @HEIST2_15782 
if 
03D2:   wav 210@ ended 
else_jump @HEIST2_15782 
03D5: remove_text $7891(209@,18s) 
if 
  210@ == 1 
else_jump @HEIST2_15754 
210@ = 2 
211@ = 1 
jump @HEIST2_15768 

:HEIST2_15754
210@ = 1 
211@ = 2 

:HEIST2_15768
209@ = 0 
212@ = 0 

:HEIST2_15782
if 
   not 222@ == 0 
else_jump @HEIST2_15971 
if 
  223@ == 0 
else_jump @HEIST2_15844 
if 
03D0:   wav 3 loaded 
else_jump @HEIST2_15837 
040D: unload_wav 3 

:HEIST2_15837
223@ = 1 

:HEIST2_15844
if 
  223@ == 1 
else_jump @HEIST2_15880 
03CF: load_wav 220@(222@,2i) as 3 
223@ = 2 

:HEIST2_15880
if 
  223@ == 2 
else_jump @HEIST2_15924 
if 
03D0:   wav 3 loaded 
else_jump @HEIST2_15924 
03D1: play_wav 3 
223@ = 3 

:HEIST2_15924
if 
  223@ == 3 
else_jump @HEIST2_15971 
if 
03D2:   wav 3 ended 
else_jump @HEIST2_15971 
222@ = 0 
223@ = 0 

:HEIST2_15971
0871: init_jump_table 214@ total_jumps 2 default_jump 1 @HEIST2_16475 jumps 0 @HEIST2_16034 1 @HEIST2_16096 -1 @HEIST2_16560 -1 @HEIST2_16560 -1 @HEIST2_16560 -1 @HEIST2_16560 -1 @HEIST2_16560 

:HEIST2_16034
if 
  212@ == 0 
else_jump @HEIST2_16089 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
209@ = 16 
05C8: AS_actor $PLAYER_ACTOR look_around 
214@ = 1 
01BD: 217@ = current_time_in_ms 

:HEIST2_16089
jump @HEIST2_16560 

:HEIST2_16096
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // (int) 
0062: 215@ -= 217@ // (int) 
if 
  215@ > 2000 
else_jump @HEIST2_16468 
if 
  212@ == 0 
else_jump @HEIST2_16468 
if 
  224@ == 1 
else_jump @HEIST2_16436 
if 
  223@ == 0 
else_jump @HEIST2_16429 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
209@ = 14 
214@ = 2 
01BD: 217@ = current_time_in_ms 
Camera.SetPosition(-596.53, 2013.11, 76.53, 0.0, 0.0, 0.0)
Camera.PointAt(-598.08, 2045.39, 79.93, 2)
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation_sequence "BOM_PLANT_IN" IFP_file "BOMBER" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "BOM_PLANT_LOOP" IFP_file "BOMBER" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "BOM_PLANT_2IDLE" IFP_file "BOMBER" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 183@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:HEIST2_16429
jump @HEIST2_16468 

:HEIST2_16436
if 
  224@ == 0 
else_jump @HEIST2_16468 
222@ = 1 
224@ = 1 

:HEIST2_16468
jump @HEIST2_16560 

:HEIST2_16475
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // (int) 
0062: 215@ -= 217@ // (int) 
if 
  215@ > 1000 
else_jump @HEIST2_16553 
if 
  212@ == 0 
else_jump @HEIST2_16553 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
213@ = 1 

:HEIST2_16553
jump @HEIST2_16560 

:HEIST2_16560
if 
  213@ == 0 
else_jump @HEIST2_16585 
jump @HEIST2_15507 

:HEIST2_16585
106@ = 0 
32@ = 0 

:HEIST2_16599
if 
  106@ == 0 
else_jump @HEIST2_16664 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 39@ // ret 7 if not found 
if 
04A4:   39@ == 7 // @ == any 
else_jump @HEIST2_16653 
106@ = 1 

:HEIST2_16653
wait 0 
jump @HEIST2_16599 

:HEIST2_16664
0687: clear_actor $PLAYER_ACTOR task 
0647: unknown_actor $PLAYER_ACTOR look_task 
0615: define_AS_pack_begin 183@ 
0603: AS_actor -1 goto -598.5344 2017.53 75.9845 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 70.0 
0812: AS_actor -1 perform_animation "BD_PANIC_02" IFP_file "BD_FIRE" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 183@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 
209@ = 17 
210@ = 1 
211@ = 2 
212@ = 0 
213@ = 0 
214@ = 0 
215@ = 0 
216@ = 0 
217@ = 0 
218@ = 0 
106@ = 0 
32@ = 0 

:HEIST2_16854
if 
  106@ == 0 
else_jump @HEIST2_17404 
if 
   not 209@ == 0 
else_jump @HEIST2_17143 
if 
  212@ == 0 
else_jump @HEIST2_16936 
if 
03D0:   wav 211@ loaded 
else_jump @HEIST2_16929 
040D: unload_wav 211@ 

:HEIST2_16929
212@ = 1 

:HEIST2_16936
if 
  212@ == 1 
else_jump @HEIST2_16973 
03CF: load_wav 191@(209@,18i) as 210@ 
212@ = 2 

:HEIST2_16973
if 
  212@ == 2 
else_jump @HEIST2_17033 
if 
03D0:   wav 210@ loaded 
else_jump @HEIST2_17033 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
212@ = 3 

:HEIST2_17033
if 
  212@ == 3 
else_jump @HEIST2_17143 
if 
03D2:   wav 210@ ended 
else_jump @HEIST2_17143 
03D5: remove_text $7891(209@,18s) 
if 
  210@ == 1 
else_jump @HEIST2_17115 
210@ = 2 
211@ = 1 
jump @HEIST2_17129 

:HEIST2_17115
210@ = 1 
211@ = 2 

:HEIST2_17129
209@ = 0 
212@ = 0 

:HEIST2_17143
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 39@ // ret 7 if not found 
if 
04A4:   39@ == 7 // @ == any 
else_jump @HEIST2_17186 
106@ = 1 
jump @HEIST2_17393 

:HEIST2_17186
if 
04A4:   39@ == 1 // @ == any 
else_jump @HEIST2_17393 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 39@ // similar to 062E 
if 
  39@ == 1 
else_jump @HEIST2_17393 
if 
   not Car.Wrecked(225@)
else_jump @HEIST2_17286 
Car.SetSpeedInstantly(225@, 20.0)
Car.SetMaxSpeed(225@, 40.0)
Car.DriveTo(225@, -591.4136, 2024.863, 59.1719)

:HEIST2_17286
if 
   not Car.Wrecked(227@)
else_jump @HEIST2_17342 
Car.SetSpeedInstantly(227@, 20.0)
Car.SetMaxSpeed(227@, 40.0)
Car.DriveTo(227@, -591.4136, 2024.863, 59.1719)

:HEIST2_17342
Camera.SetPosition(-597.14, 2017.04, 78.03, 0.0, 0.0, 0.0)
Camera.PointAt(-637.05, 2036.76, 64.61, 2)

:HEIST2_17393
wait 0 
jump @HEIST2_16854 

:HEIST2_17404
Actor.PutAt($PLAYER_ACTOR, -598.5344, 2017.53, 75.9845)
Actor.Angle($PLAYER_ACTOR) = 70.0
Camera.SetPosition(-601.69, 2017.41, 78.85, 0.0, 0.0, 0.0)
Camera.PointAt(-576.19, 2014.02, 68.86, 2)
0615: define_AS_pack_begin 183@ 
0812: AS_actor -1 perform_animation "BD_PANIC_04" IFP_file "BD_FIRE" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0603: AS_actor -1 goto -596.3235 2015.608 75.9845 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 148.5634 
0616: define_AS_pack_end 183@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 
106@ = 0 
32@ = 0 

:HEIST2_17595
if 
  106@ == 0 
else_jump @HEIST2_17823 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 39@ // ret 7 if not found 
if 
04A4:   39@ == 7 // @ == any 
else_jump @HEIST2_17656 
106@ = 1 
jump @HEIST2_17812 

:HEIST2_17656
if 
04A4:   39@ == 1 // @ == any 
else_jump @HEIST2_17812 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 39@ // similar to 062E 
if 
  39@ == 0 
else_jump @HEIST2_17812 
if 
   not Car.Wrecked(226@)
else_jump @HEIST2_17756 
Car.SetSpeedInstantly(226@, 20.0)
Car.SetMaxSpeed(226@, 40.0)
Car.DriveTo(226@, -587.4136, 2036.863, 59.1719)

:HEIST2_17756
if 
   not Car.Wrecked(228@)
else_jump @HEIST2_17812 
Car.SetSpeedInstantly(228@, 20.0)
Car.SetMaxSpeed(228@, 40.0)
Car.DriveTo(228@, -587.4136, 2036.863, 59.1719)

:HEIST2_17812
wait 0 
jump @HEIST2_17595 

:HEIST2_17823
Camera.SetPosition(-596.51, 2000.5, 79.7, 0.0, 0.0, 0.0)
Camera.PointAt(-600.79, 2009.02, 75.31, 2)
0647: unknown_actor $PLAYER_ACTOR look_task 
0687: clear_actor $PLAYER_ACTOR task 
Actor.PutAt($PLAYER_ACTOR, -596.3235, 2015.608, 75.9845)
Actor.Angle($PLAYER_ACTOR) = 148.5634
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_LAUNCH" IFP_file "DAM_JUMP" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
106@ = 0 

:HEIST2_17963
if 
  106@ == 0 
else_jump @HEIST2_18053 
062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to 39@ // ret 7 if not found 
if 
04A4:   39@ == 7 // @ == any 
else_jump @HEIST2_18042 
Actor.PutAt($PLAYER_ACTOR, -613.74, 1980.77, 52.13)
wait 200 
106@ = 1 

:HEIST2_18042
wait 0 
jump @HEIST2_17963 

:HEIST2_18053
Camera.SetPosition(-607.52, 1963.5, 41.26, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
Car.Destroy(225@)
Car.Destroy(226@)
Car.Destroy(227@)
Car.Destroy(228@)
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_DIVE_LOOP" IFP_file "DAM_JUMP" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
106@ = 0 

:HEIST2_18166
if 
  106@ == 0 
else_jump @HEIST2_18250 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -613.74 1980.77 10.824 radius 50.0 50.0 1.0 
else_jump @HEIST2_18239 
106@ = 1 

:HEIST2_18239
wait 0 
jump @HEIST2_18166 

:HEIST2_18250
Camera.SetPosition(-620.95, 1970.46, 4.58, 0.0, 0.0, 0.0)
Camera.PointAt(-610.92, 1984.83, -2.79, 2)
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_LAND" IFP_file "DAM_JUMP" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
106@ = 0 
125@ = 0 

:HEIST2_18355
if 
  106@ == 0 
else_jump @HEIST2_18583 
062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to 39@ // ret 7 if not found 
if 
04A4:   39@ == 7 // @ == any 
else_jump @HEIST2_18416 
106@ = 1 
jump @HEIST2_18572 

:HEIST2_18416
if 
  125@ == 0 
else_jump @HEIST2_18572 
if 
   Actor.Animation($PLAYER_ACTOR) == "DAM_LAND"
else_jump @HEIST2_18572 
0613: 46@ = actor $PLAYER_ACTOR animation "DAM_LAND" time 
if 
  46@ > 0.115 
else_jump @HEIST2_18572 
064B: 40@ = create_particle "WATER_SPLASH" at -613.74 1980.77 -0.8 type 1 
if 
  40@ == -1 
else_jump @HEIST2_18560 
jump @HEIST2_18572 

:HEIST2_18560
064F: remove_references_to_particle 40@ 
125@ = 1 

:HEIST2_18572
wait 0 
jump @HEIST2_18355 

:HEIST2_18583
0701: end_scene_skip 
040D: unload_wav 210@ 
040D: unload_wav 211@ 
00BE: text_clear_all 
fade 0 1000 

:HEIST2_18604
if 
fading 
else_jump @HEIST2_18628 
wait 0 
jump @HEIST2_18604 

:HEIST2_18628
0972: put_actor $PLAYER_ACTOR at -613.74 1980.77 -0.5 // versionC 
Actor.Angle($PLAYER_ACTOR) = 148.5634
04EF: release_animation "DAM_JUMP" 
04EF: release_animation "BOMBER" 
04EF: release_animation "BD_FIRE" 
Car.RemoveReferences(225@)
Car.RemoveReferences(226@)
Car.RemoveReferences(227@)
Car.RemoveReferences(228@)
Model.Destroy(#COPCARRU)
Model.Destroy(#ENFORCER)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
Camera.Restore_WithJumpCut
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
fade 1 1500 

:HEIST2_18755
if 
fading 
else_jump @HEIST2_18779 
wait 0 
jump @HEIST2_18755 

:HEIST2_18779
Player.CanMove($PLAYER_CHAR) = True
119@ = 1 

:HEIST2_18793
return 

:HEIST2_18795
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:HEIST2_18813
$HEIST_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'HEIST_2'  // Dam and Blast
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0394: play_music 1 
0998: add_respect 5 
return 

:HEIST2_18863
$1510 = 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0581: enable_radar 1 
01B7: release_weather 
075B: zoom_radar 0 
07FB: set_interior 'DAMIN' access 1  // Generatorenhalle
07FB: set_interior 'DAMOUT' access 1 
0873: release_path 805 
if 
  135@ == 1 
else_jump @HEIST2_18957 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HEIST2_18957 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:HEIST2_18957
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
07A8: enable_area69_sam 1 
Marker.Disable(140@)
Marker.Disable(141@)
Marker.Disable(142@)
Marker.Disable(143@)
Marker.Disable(144@)
Marker.Disable(154@)
Marker.Disable(155@)
Marker.Disable(145@)
Marker.Disable(152@)
Marker.Disable(156@)
36@ = 0 

:HEIST2_19032
if 
  6 > 36@ 
else_jump @HEIST2_19073 
Marker.Disable(146@(36@,6i))
36@ += 1 
jump @HEIST2_19032 

:HEIST2_19073
06D6: disable_racing_checkpoint 153@ 
Object.RemoveReferences(169@)
Object.RemoveReferences(170@)
Object.RemoveReferences(171@)
Object.RemoveReferences(172@)
Object.RemoveReferences(173@)
Object.RemoveReferences(174@)
Object.RemoveReferences(175@)
Object.RemoveReferences(176@)
Object.RemoveReferences(177@)
Object.RemoveReferences(178@)
Object.RemoveReferences(179@)
Object.RemoveReferences(180@)
Actor.RemoveReferences(163@)
Actor.RemoveReferences(164@)
Actor.RemoveReferences(157@)
Actor.RemoveReferences(158@)
Actor.RemoveReferences(159@)
Actor.RemoveReferences(160@)
Actor.RemoveReferences(161@)
Actor.RemoveReferences(162@)
Actor.RemoveReferences(165@)
Actor.RemoveReferences(165@)
Car.RemoveReferences(167@)
Car.RemoveReferences(225@)
Car.RemoveReferences(226@)
Car.RemoveReferences(227@)
Car.RemoveReferences(228@)
Model.Destroy(#ENFORCER)
Model.Destroy(#COPCARRU)
Model.Destroy(#SMASHBOXPILE)
Model.Destroy(#K_CARGO1)
Model.Destroy(#KMB_CONTAINER_RED)
Model.Destroy(#K_CARGO4)
Model.Destroy(#GUN_PARA)
Model.Destroy(#WMYSGRD)
Model.Destroy(#WMYMECH)
Model.Destroy(#NITESTICK)
Model.Destroy(#COLT45)
Model.Destroy(#KNIFECUR)
Model.Destroy(#SATCHEL)
Model.Destroy(#REEFER)
Model.Destroy(#KNIFECUR)
Car.DoorStatus(168@) = 1
Car.RemoveReferences(168@)
Model.Destroy(#NEVADA)
Model.Destroy(#SW_BIT_09)
Pickup.Destroy(104@)
04EF: release_animation "BOMBER" 
04EF: release_animation "DAM_JUMP" 
04EF: release_animation "BD_FIRE" 
065C: release_decision_maker 38@ 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 99---------------
// Originally: Cop Wheels

:HEIST4
thread 'HEIST4' 
gosub @HEIST4_47 
if 
wasted_or_busted 
else_jump @HEIST4_38 
gosub @HEIST4_13162 

:HEIST4_38
gosub @HEIST4_13235 
end_thread 

:HEIST4_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'HEIST4' 
wait 0 
select_interior 10 
08AD: put_actor $PLAYER_ACTOR at 2016.422 1017.102 radius 10.0 // interior version 
Actor.PutAt($PLAYER_ACTOR, 2033.974, 1017.29, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 288.0
07AF: 34@ = player $PLAYER_CHAR group 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0940: unknown_group 34@ flag 0 
0A31: unknown_set_player $PLAYER_CHAR group_flag 1 
02E4: load_cutscene_data 'HEIST5A' 

:HEIST4_165
if 
86B9:   not cutscene_data_loaded 
else_jump @HEIST4_189 
wait 0 
jump @HEIST4_165 

:HEIST4_189
02E7: start_cutscene 
fade 1 1000 

:HEIST4_198
if 
82E9:   not cutscene_reached_end 
else_jump @HEIST4_222 
wait 0 
jump @HEIST4_198 

:HEIST4_222
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:HEIST4_235
if 
fading 
else_jump @HEIST4_259 
wait 0 
jump @HEIST4_235 

:HEIST4_259
02EA: end_cutscene 
072C: generate_police_bikes 0 
Camera.SetAtPos(2031.168, 1030.918, 9.813)
04E4: unknown_refresh_game_renderer_at 2031.168 1030.918 
select_interior 0 
wait 0 
Player.CanMove($PLAYER_CHAR) = False
104@ = 0 
194@ = 1 
195@ = 2 
196@ = 0 
197@ = 1 
198@ = 0 
199@ = 0 
05AA: 139@s = 'HE4_AA'  // ~z~Das sollte reichen!
05AA: 141@s = 'HE4_AB'  // ~z~Pass gut auf die Motorrder auf.
05AA: 143@s = 'HE4_AC'  // ~z~Und jetzt verschwinde!
05AA: 145@s = 'HE4_BA'  // ~z~Kommen, Zentrale; Ich hab mich gerade bei dem Pizza-Lokal Nhe Linden Station um einen Betrunkenen gekmmert,
05AA: 147@s = 'HE4_BB'  // ~z~da hat mir jemand mein Motorrad gestohlen!
05AA: 149@s = 'HE4_BC'  // ~z~Larry, irgend so ein Arsch testet gerade dein Motorrad an!
05AA: 151@s = 'HE4_BD'  // ~z~Schnapp ihn dir!
05AA: 153@s = 'HE4_BE'  // ~z~Zentrale, hier spricht Officer Jordan.
05AA: 155@s = 'HE4_BF'  // ~z~Ich bin hier beim Krankenhaus und, na ja, irgendein Witzbold hat mir mein Motorrad gestohlen!
05AA: 157@s = 'HE4_BG'  // ~z~An alle Einheiten, Personenfahndung nach einem Serien-Dienstmotorrad-Dieb.
05AA: 159@s = 'HE4_BH'  // ~z~Der Verdchtige ist schwarz, mnnlich, zirka 1,80 gro
05AA: 161@s = 'HE4_BJ'  // ~z~Der Verdchtige ist schwarz, mnnlich, zirka 1,80 gro und schlank.
05AA: 163@s = 'HE4_BK'  // ~z~Der Verdchtige ist schwarz, mnnlich, zirka 1,80 gro und von mittlerer Statur.
05AA: 165@s = 'HE4_BL'  // ~z~Der Verdchtige ist schwarz, mnnlich, zirka 1,80 gro und fllig.
05AA: 167@s = 'HE4_BM'  // ~z~Oh, und hat eine sehr alberne Frisur!
05AA: 169@s = 'HE4_CA'  // ~z~Okay, du holst den Packer. Fahr auf die Interstate und kurv dort rum.
05AA: 171@s = 'HE4_CB'  // ~z~Ich klaue die Motorrder und bringe sie dir.
04AF: 176@ = 18600 // @ = any 
04AF: 177@ = 18601 // @ = any 
04AF: 178@ = 18602 // @ = any 
04AF: 179@ = 18603 // @ = any 
04AF: 180@ = 18604 // @ = any 
04AF: 181@ = 18605 // @ = any 
04AF: 182@ = 18606 // @ = any 
04AF: 183@ = 18607 // @ = any 
04AF: 184@ = 18608 // @ = any 
04AF: 185@ = 18609 // @ = any 
04AF: 186@ = 18610 // @ = any 
04AF: 187@ = 18611 // @ = any 
04AF: 188@ = 18612 // @ = any 
04AF: 189@ = 18613 // @ = any 
04AF: 190@ = 18614 // @ = any 
04AF: 191@ = 18615 // @ = any 
04AF: 192@ = 18616 // @ = any 
Model.Load(#PACKER)
Model.Load(#COPBIKE)
Model.Load(#LAPDM1)
Model.Load(#COLT45)
Model.Load(#COPCARVG)
Model.Load(#DWMOLC1)
Model.Load(#FREEWAY)
Model.Load(#DWMYLC1)
Model.Load(#DWMOLC2)
Model.Load(#WMYMECH)
Model.Load(#TRIADA)
04ED: load_animation "SMOKING" 
04ED: load_animation "MISC" 
Actor.Angle($PLAYER_ACTOR) = 342.8127
038B: load_requested_models 

:HEIST4_813
if or
   not Model.Available(#PACKER)
   not Model.Available(#COPBIKE)
   not Model.Available(#LAPDM1)
   not Model.Available(#COLT45)
   not Model.Available(#DWMOLC1)
else_jump @HEIST4_859 
wait 0 
jump @HEIST4_813 

:HEIST4_859
if or
84EE:   not animation "SMOKING" loaded 
   not Model.Available(#COPCARVG)
84EE:   not animation "MISC" loaded 
   not Model.Available(#FREEWAY)
else_jump @HEIST4_910 
wait 0 
jump @HEIST4_859 

:HEIST4_910
if or
   not Model.Available(#WMYMECH)
   not Model.Available(#DWMOLC2)
   not Model.Available(#DWMYLC1)
   not Model.Available(#TRIADA)
else_jump @HEIST4_948 
wait 0 
jump @HEIST4_910 

:HEIST4_948
Camera.SetAtPos(2031.168, 1030.918, 9.813)
060A: create_decision_maker_type 0 store_to 61@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 62@ // decision\allowed\m_.ped files 
Actor.StorePos($PLAYER_ACTOR, 111@, 112@, 113@)
0395: clear_area 0 at 111@ 112@ 113@ radius 1000.0 

:HEIST4_1011
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @HEIST4_1038 
wait 0 
jump @HEIST4_1011 

:HEIST4_1038
204@ = 2710.623 
224@ = 1397.883 
205@ = 2711.071 
225@ = 1175.003 
206@ = 2590.812 
226@ = 898.2437 
207@ = 2203.896 
227@ = 849.0437 
208@ = 1833.473 
228@ = 850.4182 
209@ = 1541.602 
229@ = 848.788 
210@ = 1288.89 
230@ = 901.789 
211@ = 1224.975 
231@ = 1240.59 
212@ = 1224.064 
232@ = 1744.703 
213@ = 1224.173 
233@ = 2071.703 
214@ = 1279.245 
234@ = 2398.683 
215@ = 1566.816 
235@ = 2457.233 
216@ = 1931.45 
236@ = 2521.858 
217@ = 2442.573 
237@ = 2609.429 
218@ = 2704.658 
238@ = 2343.654 
219@ = 2710.891 
239@ = 2065.317 
220@ = 2711.892 
240@ = 1830.5 
0395: clear_area 0 at 2710.525 1567.009 100.0 radius 100.0 
0674: set_car_model #PACKER numberplate "CFC_1888" 
244@ = Car.Create(#PACKER, 2711.326, 1567.045, 6.2)
Car.Angle(244@) = 175.1379
0229: set_car 244@ primary_color_to 16 secondary_color_to 16 
03ED: unknown_car 244@ flag 1 
Car.Health(244@) = 2500
0190: add_car 244@ to_flipped_check // 6 max 
03CC: enable_car 244@ stuck_check_distance_to 4.0 time_to 3000 
0657: car 244@ open_componentA 3 
0466: unknown_car 244@ flag 1 
Car.ImmuneToNonPlayer(244@) = True
Car.DoorStatus(244@) = 2
073B: unknown_car 244@ flag 0 
0129: 245@ = create_actor_pedtype 24 model #TRIADA in_car 244@ driverseat 
115@ = Actor.Create(Mission1, #WMYMECH, 2715.326, 1569.045, 7.2)
Actor.SetImmunities(115@, 1, 1, 1, 1, 1)
0568: set_actor 115@ targetable 1 
0464: put_actor 115@ into_turret_on_car 244@ at_car_offset 1.0 3.1 0.4 position 2 shooting_angle_limit 0.0 with_weapon 0 
0588: unknown_actor 115@ flag 0 
060B: set_actor 245@ decision_maker_to 61@ 
060B: set_actor 115@ decision_maker_to 61@ 
0588: unknown_actor 245@ flag 0 
054A: set_actor 245@ immune_to_car_headshots 0 
039E: set_actor 245@ locked 1 while_in_car 
0526: set_actor 245@ stay_in_car 1 
0446: set_actor 245@ immune_to_headshots 0 
09F6: set_actor 245@ unjackable_through_driver_seat 0 
0587: enable_car 244@ validate_position 0 
Model.Destroy(#PACKER)
246@ = 2770.213 
250@ = 1433.86 
254@ = 9.3804 
258@ = 257.0 
247@ = 2620.683 
251@ = 2333.686 
255@ = 9.8203 
259@ = 174.5638 
248@ = 2316.935 
252@ = 2457.006 
256@ = 9.8203 
260@ = 140.3 
249@ = 1610.588 
253@ = 1845.602 
257@ = 9.828 
261@ = 235.7296 
60@ = 99 
$7927 = 720000 
66@ = 0 
72@ = 0 
80@ = 0 
85@ = 0 
88@ = 0 
67@ = 0 
73@ = 0 
89@ = 0 
90@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
114@ = 0 
131@ = 0 
48@ = 0 
if 
  48@ == -1 
else_jump @HEIST4_2102 
279@(48@,4i) = Car.Create(#COPBIKE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
018A: 35@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
63@ = Actor.Create(Mission1, #LAPDM1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
70@ = Actor.Create(Mission1, #LAPDM1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:HEIST4_2102
if 
  4 > 48@ 
else_jump @HEIST4_2197 
018A: 283@(48@,4i) = create_checkpoint_at 246@(48@,4f) 250@(48@,4f) 254@(48@,4f) 
Marker.SetColor(283@(48@,4i), 1)
262@(48@,4i) = 0 
266@(48@,4i) = 0 
48@ += 1 
jump @HEIST4_2102 

:HEIST4_2197
270@ = 0.6 
271@ = 0.0 
272@ = 1.9 
273@ = 0 
274@ = 15.0 
47@ = 0 
275@ = 0 
76@ = Actor.Create(Mission1, #LAPDM1, 2311.019, 2438.368, 9.8203)
060B: set_actor 76@ decision_maker_to 61@ 
Actor.Angle(76@) = 297.0
01B2: give_actor 76@ weapon 22 ammo 2000 // Load the weapon model before using this 
77@ = Actor.Create(Mission1, #LAPDM1, 2311.85, 2439.375, 9.8203)
060B: set_actor 77@ decision_maker_to 61@ 
Actor.Angle(77@) = 115.0
01B2: give_actor 77@ weapon 22 ammo 2000 // Load the weapon model before using this 
82@ = Actor.Create(Mission1, #LAPDM1, 1612.244, 1845.855, 9.828)
060B: set_actor 82@ decision_maker_to 61@ 
Actor.Angle(82@) = 110.0
01B2: give_actor 82@ weapon 22 ammo 2000 // Load the weapon model before using this 
08C6: set_actor 82@ stay_on_bike 3 
63@ = Actor.Create(Mission1, #LAPDM1, 2768.797, 1431.239, 9.487)
01B2: give_actor 63@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 63@ decision_maker_to 61@ 
Actor.Angle(63@) = 111.0
Model.Destroy(#LAPDM1)
68@ = Actor.Create(Mission1, #DWMYLC1, 2767.537, 1424.877, 9.2195)
0245: set_actor 68@ walk_style_to "DRUNKMAN" 
060B: set_actor 68@ decision_maker_to 61@ 
Actor.Angle(68@) = 347.0
70@ = Actor.Create(Mission1, #LAPDM1, 2619.858, 2339.256, 10.0081)
08C6: set_actor 70@ stay_on_bike 3 
01B2: give_actor 70@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 61@ 
Actor.Angle(70@) = 300.0
92@ = Car.Create(#FREEWAY, 2634.011, 2343.212, 9.6797)
Car.Angle(92@) = 120.0386
0587: enable_car 92@ validate_position 0 
93@ = Car.Create(#FREEWAY, 2625.69, 2336.85, 9.6875)
Car.Angle(93@) = 183.0386
0587: enable_car 93@ validate_position 0 
94@ = Car.Create(#FREEWAY, 2637.847, 2347.576, 9.6797)
Car.Angle(94@) = 126.0963
0587: enable_car 94@ validate_position 0 
0129: 95@ = create_actor_pedtype 24 model #DWMYLC1 in_car 92@ driverseat 
060B: set_actor 95@ decision_maker_to 61@ 
0129: 96@ = create_actor_pedtype 24 model #DWMOLC1 in_car 93@ driverseat 
060B: set_actor 96@ decision_maker_to 61@ 
0129: 97@ = create_actor_pedtype 24 model #DWMOLC2 in_car 94@ driverseat 
060B: set_actor 97@ decision_maker_to 61@ 
Model.Destroy(#DWMYLC1)
Model.Destroy(#DWMOLC1)
Model.Destroy(#DWMOLC2)
Model.Destroy(#FREEWAY)
0677: AS_actor 77@ chat_with_actor 76@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 76@ chat_with_actor 77@ lead_speaker_flag 0 unknown_flag 1 
0605: actor 82@ perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "SMOKING" 4.0 loop 1 0 0 0 time -1 // versionA 
072C: generate_police_bikes 0 
32@ = 0 
33@ = 0 
01EB: set_traffic_density_multiplier_to 1.5 
if 
   not Actor.Dead(245@)
else_jump @HEIST4_2996 
if 
   not Car.Wrecked(244@)
else_jump @HEIST4_2996 
0687: clear_actor 245@ task 
0395: clear_area 0 at 2710.525 1731.009 100.0 radius 100.0 
47@ = 0 
05D1: AS_actor 245@ drive_car 244@ to 204@(47@,20f) 224@(47@,20f) 6.0 speed 15.0 0 model #NULL 1 

:HEIST4_2996
116@ = 0 
203@ = 0 
276@ = Actor.Create(Mission1, #TRIADA, 2029.561, 1006.041, 9.8203)
Actor.Angle(276@) = 280.0
060B: set_actor 276@ decision_maker_to 61@ 
Model.Destroy(#TRIADA)
Model.Destroy(#WMYMECH)
Actor.PutAt($PLAYER_ACTOR, 2028.875, 1006.87, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 265.0
0395: clear_area 0 at 2033.974 1017.29 9.8203 radius 1000.0 
wait 1000 
02A3: enable_widescreen 1 
Camera.SetPosition(2025.905, 1003.544, 12.1278, 0.0, 0.0, 0.0)
Camera.PointAt(2026.726, 1004.074, 11.9155, 2)
if 
   not Actor.Dead(276@)
else_jump @HEIST4_3206 
0639: AS_actor 276@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 276@ 

:HEIST4_3206
fade 1 1000 

:HEIST4_3213
if 
fading 
else_jump @HEIST4_3237 
wait 0 
jump @HEIST4_3213 

:HEIST4_3237
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
275@ = 1 
32@ = 0 

:HEIST4_3287
if 
  104@ == 1 
else_jump @HEIST4_3392 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST4_3392 

:HEIST4_3322
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST4_3350 
wait 0 
jump @HEIST4_3322 

:HEIST4_3350
if 
  275@ > 1 
else_jump @HEIST4_3392 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
275@ = 5 
104@ = 0 

:HEIST4_3392
if 
  275@ == 1 
else_jump @HEIST4_3431 
196@ = 16 
275@ = 2 
32@ = 0 

:HEIST4_3431
if 
  275@ == 2 
else_jump @HEIST4_3591 
if 
  32@ > 3000 
else_jump @HEIST4_3591 
104@ = 1 
196@ = 17 
275@ = 3 
32@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $PLAYER_ACTOR perform_animation_sequence "ENDCHAT_01" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
if 
   not Actor.Dead(276@)
else_jump @HEIST4_3591 
0605: actor 276@ perform_animation_sequence "ENDCHAT_03" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 

:HEIST4_3591
if 
  275@ == 3 
else_jump @HEIST4_3692 
if 
  32@ > 2000 
else_jump @HEIST4_3692 
if 
   not Actor.Dead(276@)
else_jump @HEIST4_3692 
0687: clear_actor $PLAYER_ACTOR task 
0687: clear_actor 276@ task 
05D3: AS_actor 276@ goto_point 2030.431 984.6912 9.8131 mode 6 -2 ms // versionA 
275@ = 4 
32@ = 0 

:HEIST4_3692
if 
  275@ == 4 
else_jump @HEIST4_3736 
if 
  32@ > 2000 
else_jump @HEIST4_3736 
275@ = 5 

:HEIST4_3736
if 
  275@ == 5 
else_jump @HEIST4_3857 
104@ = 0 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0687: clear_actor $PLAYER_ACTOR task 
Actor.Angle($PLAYER_ACTOR) = 305.0
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
094F: unknown_actor $PLAYER_ACTOR 
Actor.DestroyInstantly(276@)
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_01' time 8000 flag 1  // ~s~Wir mssen vier ~g~Polizei-Motorrder~s~ klauen und heil auf der Ladeflche des Packer Trucks verstauen.
32@ = 0 
33@ = 0 
60@ = 2 
275@ = -99 

:HEIST4_3857
if 
  203@ == 0 
else_jump @HEIST4_3889 
03CF: load_wav 1096 as 3 
203@ = 1 

:HEIST4_3889
if 
  203@ == 1 
else_jump @HEIST4_3929 
if 
03D0:   wav 3 loaded 
else_jump @HEIST4_3929 
203@ = 2 

:HEIST4_3929
if 
   not 196@ == 0 
else_jump @HEIST4_4282 
if 
  198@ == 0 
else_jump @HEIST4_4000 
if 
03D0:   wav 195@ loaded 
else_jump @HEIST4_3986 
040D: unload_wav 195@ 

:HEIST4_3986
198@ = 1 
199@ = 1 

:HEIST4_4000
if 
  198@ == 1 
else_jump @HEIST4_4037 
03CF: load_wav 175@(196@,19i) as 194@ 
198@ = 2 

:HEIST4_4037
if 
  198@ == 2 
else_jump @HEIST4_4097 
if 
03D0:   wav 194@ loaded 
else_jump @HEIST4_4097 
03D1: play_wav 194@ 
00BB: show_text_lowpriority GXT 137@(196@,19s) time 10000 flag 1 
198@ = 3 

:HEIST4_4097
if 
  198@ == 3 
else_jump @HEIST4_4282 
if 
03D2:   wav 194@ ended 
else_jump @HEIST4_4221 
03D5: remove_text 137@(196@,19s) 
if 
  194@ == 1 
else_jump @HEIST4_4179 
194@ = 2 
195@ = 1 
jump @HEIST4_4193 

:HEIST4_4179
194@ = 1 
195@ = 2 

:HEIST4_4193
196@ = 0 
198@ = 0 
199@ = 0 
jump @HEIST4_4282 

:HEIST4_4221
if 
83D0:   not wav 195@ loaded 
else_jump @HEIST4_4282 
if 
  15 > 196@ 
else_jump @HEIST4_4282 
0085: 197@ = 196@ // (int) 
197@ += 1 
03CF: load_wav 175@(197@,19i) as 195@ 

:HEIST4_4282
if 
   not Car.Wrecked(244@)
else_jump @HEIST4_4383 
0407: store_coords_to 121@ 122@ 123@ from_car 244@ with_offset -1.3 -40.0 -2.0 
0407: store_coords_to 124@ 125@ 126@ from_car 244@ with_offset 1.3 0.0 2.0 
053E: 129@ = get_random_car_with_model -1 in_rectangle_cornerA 121@ 122@ cornerB 124@ 125@ 
02E3: 127@ = car 244@ speed 

:HEIST4_4383
if 
   not Car.Wrecked(129@)
else_jump @HEIST4_4425 
0087: 128@ = 127@ // (float) 
128@ -= 4.0 
Car.SetMaxSpeed(129@, 128@)

:HEIST4_4425
if 
   not Car.Wrecked(244@)
else_jump @HEIST4_4504 
if 
   not Actor.Dead(245@)
else_jump @HEIST4_4504 
if 
   not Actor.InCar(245@, 244@)
else_jump @HEIST4_4504 
if 
   not Actor.Dead(115@)
else_jump @HEIST4_4497 
0465: remove_actor 115@ from_turret_mode 

:HEIST4_4497
jump @HEIST4_13162 

:HEIST4_4504
if 
  114@ == 1 
else_jump @HEIST4_4598 
if 
  33@ > 1000 
else_jump @HEIST4_4598 
if 
   not Car.Wrecked(244@)
else_jump @HEIST4_4598 
Car.StorePos(244@, 118@, 119@, 120@)
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1095 
114@ = 2 

:HEIST4_4598
if 
  114@ == 2 
else_jump @HEIST4_4728 
if 
  33@ > 1500 
else_jump @HEIST4_4728 
if 
   not Actor.Dead(115@)
else_jump @HEIST4_4721 
if 
   not Actor.Animation(115@) == "HIKER_POSE_L"
else_jump @HEIST4_4721 
0605: actor 115@ perform_animation_sequence "HIKER_POSE_L" IFP_file "MISC" 4.0 loop 0 0 0 1 time -1 // versionA 

:HEIST4_4721
114@ = 3 

:HEIST4_4728
if 
  114@ == 3 
else_jump @HEIST4_4772 
if 
  33@ > 2000 
else_jump @HEIST4_4772 
114@ = 4 

:HEIST4_4772
if 
  114@ == 4 
else_jump @HEIST4_4988 
if 
  33@ > 4000 
else_jump @HEIST4_4988 
0687: clear_actor $PLAYER_ACTOR task 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
if 
  273@ == 4 
else_jump @HEIST4_4845 
00BE: text_clear_all 

:HEIST4_4845
if 
  273@ == 1 
else_jump @HEIST4_4881 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_06' time 5000 flag 1  // ~s~Besorge ein weiteres ~g~Polizei-Motorrad~s~ fr den Job.

:HEIST4_4881
if 
  273@ == 2 
else_jump @HEIST4_4917 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_08' time 5000 flag 1  // ~s~Noch zwei ~g~Motorrder~s~.

:HEIST4_4917
if 
  273@ == 3 
else_jump @HEIST4_4960 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_09' time 5000 flag 1  // ~s~Noch ein ~g~Motorrad~s~.
32@ = 0 

:HEIST4_4960
if 
   not Actor.Dead(115@)
else_jump @HEIST4_4981 
0687: clear_actor 115@ task 

:HEIST4_4981
114@ = 0 

:HEIST4_4988
if 
0735:   NOP_false 83 
else_jump @HEIST4_5010 
jump @HEIST4_13180 

:HEIST4_5010
if 
0735:   NOP_false 87 
else_jump @HEIST4_5035 
$7927 += 60000 

:HEIST4_5035
if 
0735:   NOP_false 80 
else_jump @HEIST4_5057 
Player.WantedLevel($PLAYER_CHAR) = 2

:HEIST4_5057
if 
0735:   NOP_false 79 
else_jump @HEIST4_5079 
Player.WantedLevel($PLAYER_CHAR) = 0

:HEIST4_5079
if 
0735:   NOP_false 81 
else_jump @HEIST4_5124 
Actor.PutAt($PLAYER_ACTOR, 2608.193, 2315.54, 9.6719)
Actor.Angle($PLAYER_ACTOR) = 354.7109

:HEIST4_5124
if 
  103@ == 1 
else_jump @HEIST4_5201 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST4_5201 

:HEIST4_5159
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST4_5187 
wait 0 
jump @HEIST4_5159 

:HEIST4_5187
102@ = 50 
103@ = 0 

:HEIST4_5201
wait 0 
if 
  101@ == 0 
else_jump @HEIST4_5272 
if 
   not Car.Wrecked(280@)
else_jump @HEIST4_5272 
if 
0448:   actor $PLAYER_ACTOR in_car 280@ 
else_jump @HEIST4_5272 
0397: enable_car 280@ siren 0 
101@ = 1 

:HEIST4_5272
if 
  89@ == 0 
else_jump @HEIST4_5423 
if 
  33@ > 5000 
else_jump @HEIST4_5423 
Model.Destroy(#COPCARVG)
Model.Load(#POLMAV)

:HEIST4_5319
if 
   not Model.Available(#POLMAV)
else_jump @HEIST4_5346 
wait 0 
jump @HEIST4_5319 

:HEIST4_5346
86@ = Car.Create(#POLMAV, 1589.198, 1850.619, 9.8358)
Car.Angle(86@) = 51.0
0657: car 86@ open_componentA 2 
0129: 87@ = create_actor_pedtype 24 model #LAPDM1 in_car 86@ driverseat 
0588: unknown_actor 87@ flag 0 
0825: set_helicopter 86@ instant_rotor_start 
Model.Destroy(#POLMAV)
89@ = 1 

:HEIST4_5423
if 
  60@ == 2 
else_jump @HEIST4_5544 
if 
  32@ > 12000 
else_jump @HEIST4_5544 
if 
  131@ == 0 
else_jump @HEIST4_5544 
00BE: text_clear_all 
03D5: remove_text 'HEI4_01'  // ~s~Wir mssen vier ~g~Polizei-Motorrder~s~ klauen und heil auf der Ladeflche des Packer Trucks verstauen.
00BC: show_text_highpriority GXT 'HEI4_11' time 8000 flag 1  // ~s~Der Packer fhrt am Stadtrand herum. Aber du musst dich beeilen, er ist bald weg.
03C3: set_timer_to $7927 type 1 GXT 'HEI4_12' // global_variable  // Zeit
131@ = 1 
60@ = 3 
32@ = 0 

:HEIST4_5544
if 
  60@ == 3 
else_jump @HEIST4_5588 
if 
  32@ > 10000 
else_jump @HEIST4_5588 
60@ = 4 

:HEIST4_5588
if 
  1 > $7927 
else_jump @HEIST4_5631 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_10' time 8000 flag 1  // ~r~Die Zeit ist um! Der Packer Truck ist weg!
jump @HEIST4_13162 

:HEIST4_5631
if 
  102@ == 0 
else_jump @HEIST4_7632 
if 
   not Car.Wrecked(244@)
else_jump @HEIST4_7588 
if 
01AD:   car 244@ sphere 0 near_point 204@(47@,20f) 224@(47@,20f) radius 15.0 15.0 
else_jump @HEIST4_5798 
47@ += 1 
if 
  47@ == 17 
else_jump @HEIST4_5739 
47@ = 0 

:HEIST4_5739
if 
   not Actor.Dead(245@)
else_jump @HEIST4_5798 
0687: clear_actor 245@ task 
05D1: AS_actor 245@ drive_car 244@ to 204@(47@,20f) 224@(47@,20f) 8.0 speed 15.0 0 model #NULL 1 

:HEIST4_5798
48@ = 0 

:HEIST4_5805
if 
  4 > 48@ 
else_jump @HEIST4_7391 
if 
  2 > 266@(48@,4i) 
else_jump @HEIST4_7377 
if 
   not Car.Wrecked(279@(48@,4i))
else_jump @HEIST4_7119 
if 
   Actor.InCar($PLAYER_ACTOR, 279@(48@,4i))
else_jump @HEIST4_6819 
if 
  266@(48@,4i) == 0 
else_jump @HEIST4_6030 
43@ = 0 

:HEIST4_5917
if 
  4 > 43@ 
else_jump @HEIST4_5958 
Marker.Disable(283@(43@,4i))
43@ += 1 
jump @HEIST4_5917 

:HEIST4_5958
Marker.Disable(35@)
35@ = Marker.CreateAboveCar(244@)
07E0: set_marker 35@ type_to 1 
if 
   not 273@ == 4 
else_jump @HEIST4_6012 
00BC: show_text_highpriority GXT 'HEI4_02' time 8000 flag 1  // ~s~Fahre das Motorrad auf den ~b~Packer~s~ Truck.

:HEIST4_6012
266@(48@,4i) = 1 
gosub @HEIST4_11600 

:HEIST4_6030
if 
  266@(48@,4i) == 1 
else_jump @HEIST4_6812 
if 
  2 > 273@ 
else_jump @HEIST4_6128 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset -1.3 -3.2 -0.8 
0407: store_coords_to 52@ 53@ 54@ from_car 244@ with_offset 1.3 -3.2 2.6 

:HEIST4_6128
if 
  273@ > 1 
else_jump @HEIST4_6204 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 244@ with_offset -1.3 -8.2 -0.8 
0407: store_coords_to 52@ 53@ 54@ from_car 244@ with_offset 1.3 -8.2 2.6 

:HEIST4_6204
if 
0204:   actor $PLAYER_ACTOR near_car 244@ radius 30.0 30.0 flag 0 in_car 
else_jump @HEIST4_6251 
00BC: show_text_highpriority GXT 'HEI4_13' time 8000 flag 1  // ~s~Vor dir fhrt ein ~b~Packer~s~. Fahre mit gleichmiger Geschwindigkeit die Rampe hinauf, damit es festgemacht werden kann.

:HEIST4_6251
if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 fur_corner_at 52@ 53@ 54@ depth 4.8 flag 0 in_car 
else_jump @HEIST4_6812 
02E3: 277@ = car 244@ speed 
02E3: 278@ = car 279@(48@,4i) speed 
277@ += 10.0 
if 
0025:   277@ > 278@ // (float) 
else_jump @HEIST4_6812 
277@ -= 10.0 
if 
0025:   278@ > 277@ // (float) 
else_jump @HEIST4_6812 
0683: attach_car 279@(48@,4i) to_car 244@ with_offset 270@ 271@ 272@ rotation 16.0 0.0 0.0 
Car.LockInCurrentPosition(279@(48@,4i)) = True
if or
  273@ == 1 
  273@ == 3 
else_jump @HEIST4_6462 
271@ -= 2.5 
272@ -= 0.7 

:HEIST4_6462
if 
  270@ == 0.6 
else_jump @HEIST4_6500 
270@ = -0.6 
jump @HEIST4_6510 

:HEIST4_6500
270@ = 0.6 

:HEIST4_6510
273@ += 1 
if 
  4 > 273@ 
else_jump @HEIST4_6588 
067A: put_camera_on_car 244@ with_offset 3.0 5.0 2.2 point_to_car 244@ tilt 0.0 2 
114@ = 1 
Player.CanMove($PLAYER_CHAR) = False
00BE: text_clear_all 
33@ = 0 

:HEIST4_6588
274@ += 10.0 
266@(48@,4i) = 2 
Marker.Disable(35@)
03D5: remove_text 'HEI4_02'  // ~s~Fahre das Motorrad auf den ~b~Packer~s~ Truck.
43@ = 0 

:HEIST4_6632
if 
  4 > 43@ 
else_jump @HEIST4_6812 
if 
  2 > 266@(43@,4i) 
else_jump @HEIST4_6798 
if 
  262@(43@,4i) == 1 
else_jump @HEIST4_6757 
Marker.Disable(283@(43@,4i))
if 
   not Car.Wrecked(279@(43@,4i))
else_jump @HEIST4_6750 
283@(43@,4i) = Marker.CreateAboveCar(279@(43@,4i))
Marker.SetColor(283@(43@,4i), 1)

:HEIST4_6750
jump @HEIST4_6787 

:HEIST4_6757
018A: 283@(43@,4i) = create_checkpoint_at 246@(43@,4f) 250@(43@,4f) 254@(43@,4f) 

:HEIST4_6787
Marker.SetColor(283@(43@,4i), 1)

:HEIST4_6798
43@ += 1 
jump @HEIST4_6632 

:HEIST4_6812
jump @HEIST4_7112 

:HEIST4_6819
if 
  266@(48@,4i) == 1 
else_jump @HEIST4_7112 
43@ = 0 

:HEIST4_6848
if 
  4 > 43@ 
else_jump @HEIST4_7112 
if 
  266@(43@,4i) == 1 
else_jump @HEIST4_6899 
266@(43@,4i) = 0 

:HEIST4_6899
if 
  2 > 266@(43@,4i) 
else_jump @HEIST4_7098 
Marker.Disable(283@(43@,4i))
if 
  262@(43@,4i) == 1 
else_jump @HEIST4_7036 
if 
   not Car.Wrecked(279@(43@,4i))
else_jump @HEIST4_7006 
283@(43@,4i) = Marker.CreateAboveCar(279@(43@,4i))
Marker.SetColor(283@(43@,4i), 1)
jump @HEIST4_7029 

:HEIST4_7006
00BC: show_text_highpriority GXT 'HEI4_04' time 8000 flag 1  // ~r~Wir brauchen alle Motorrder in gutem, funktionstchtigem Zustand!
jump @HEIST4_13162 

:HEIST4_7029
jump @HEIST4_7066 

:HEIST4_7036
018A: 283@(43@,4i) = create_checkpoint_at 246@(43@,4f) 250@(43@,4f) 254@(43@,4f) 

:HEIST4_7066
Marker.Disable(35@)
Marker.SetColor(283@(43@,4i), 1)
00BC: show_text_highpriority GXT 'HEI4_03' time 5000 flag 1  // ~s~Steig wieder auf das ~g~Motorrad~s~.

:HEIST4_7098
43@ += 1 
jump @HEIST4_6848 

:HEIST4_7112
jump @HEIST4_7377 

:HEIST4_7119
if 
  262@(48@,4i) == 0 
else_jump @HEIST4_7354 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 246@(48@,4f) 250@(48@,4f) radius 200.0 200.0 
else_jump @HEIST4_7347 
0395: clear_area 0 at 246@(48@,4f) 250@(48@,4f) 254@(48@,4f) radius 40.0 
279@(48@,4i) = Car.Create(#COPBIKE, 246@(48@,4f), 250@(48@,4f), 254@(48@,4f))
Car.Angle(279@(48@,4i)) = 258@(48@,4f)
053F: set_car 279@(48@,4i) tires_vulnerability 0 
0587: enable_car 279@(48@,4i) validate_position 0 
if 
875C:   not marker 35@ enabled 
else_jump @HEIST4_7336 
Marker.Disable(283@(48@,4i))
283@(48@,4i) = Marker.CreateAboveCar(279@(48@,4i))
Marker.SetColor(283@(48@,4i), 1)

:HEIST4_7336
262@(48@,4i) = 1 

:HEIST4_7347
jump @HEIST4_7377 

:HEIST4_7354
00BC: show_text_highpriority GXT 'HEI4_04' time 5000 flag 1  // ~r~Wir brauchen alle Motorrder in gutem, funktionstchtigem Zustand!
jump @HEIST4_13162 

:HEIST4_7377
48@ += 1 
jump @HEIST4_5805 

:HEIST4_7391
if 
0202:   actor $PLAYER_ACTOR near_car 244@ radius 120.0 120.0 flag 0 
else_jump @HEIST4_7437 
Car.SetMaxSpeed(244@, 274@)
jump @HEIST4_7447 

:HEIST4_7437
Car.SetMaxSpeed(244@, 15.0)

:HEIST4_7447
if or
018F:   car 244@ flipped_for_2_seconds 
03CE:   car 244@ stuck 
else_jump @HEIST4_7581 
if 
82CA:   not car 244@ bounding_sphere_visible 
else_jump @HEIST4_7581 
if 
80C2:   not sphere_onscreen 204@(47@,20f) 224@(47@,20f) 6.0 radius 4.0 
else_jump @HEIST4_7581 
0395: clear_area 0 at 204@(47@,20f) 224@(47@,20f) 7.0 radius 10.0 
Car.PutAt(244@, 204@(47@,20f), 224@(47@,20f), 10.0)
Car.Angle(244@) = $TEMPVAR_ANGLE

:HEIST4_7581
jump @HEIST4_7632 

:HEIST4_7588
00BC: show_text_highpriority GXT 'HEI4_05' time 5000 flag 1  // ~r~Der Packer ist zerstrt! Wie sollen wir jetzt die Motorrder abliefern?
if 
   not Actor.Dead(115@)
else_jump @HEIST4_7625 
Actor.DestroyInstantly(115@)

:HEIST4_7625
jump @HEIST4_13162 

:HEIST4_7632
if 
  102@ == 0 
else_jump @HEIST4_7680 
if 
  273@ == 4 
else_jump @HEIST4_7680 
014F: stop_timer $7927 
102@ = 1 

:HEIST4_7680
if 
  102@ == 1 
else_jump @HEIST4_8118 
fade 0 1000 
00BE: text_clear_all 
014F: stop_timer $7927 
Player.CanMove($PLAYER_CHAR) = False
Player.ClearWantedLevel($PLAYER_CHAR)

:HEIST4_7724
if 
fading 
else_jump @HEIST4_7748 
wait 0 
jump @HEIST4_7724 

:HEIST4_7748
05BC: AS_actor $PLAYER_ACTOR jump 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0A0B: set_rendering_origin_at_3D_coord 1009.781 1929.377 9.6719 angle 122.0 
wait 0 
02A3: enable_widescreen 1 
102@ = 10 
Camera.SetPosition(1022.831, 1899.513, 18.6192, 0.0, 0.0, 0.0)
Camera.PointAt(1021.961, 1899.518, 18.126, 2)
if 
   not Actor.Dead(245@)
else_jump @HEIST4_8015 
if 
   not Car.Wrecked(244@)
else_jump @HEIST4_8015 
0687: clear_actor 245@ task 
0395: clear_area 0 at 1009.994 1880.02 150.0 radius 150.0 
Car.PutAt(244@, 1009.994, 1870.02, 9.6797)
Car.Angle(244@) = 2.3
0464: put_actor $PLAYER_ACTOR into_turret_on_car 244@ at_car_offset 0.5 -10.0 -0.3 position 2 shooting_angle_limit 10.0 with_weapon 0 
Actor.Angle($PLAYER_ACTOR) = 300.0
05D1: AS_actor 245@ drive_car 244@ to 1009.781 1900.377 9.6719 speed 15.0 0 model #NULL 1 

:HEIST4_8015
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
fade 1 500 

:HEIST4_8046
if 
fading 
else_jump @HEIST4_8094 
wait 0 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
jump @HEIST4_8046 

:HEIST4_8094
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 

:HEIST4_8118
if 
  102@ == 10 
else_jump @HEIST4_8294 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
if 
   not Car.Wrecked(244@)
else_jump @HEIST4_8294 
if 
   not Actor.Dead(245@)
else_jump @HEIST4_8294 
if 
01C1:   car 244@ stopped 
else_jump @HEIST4_8294 
102@ = 20 
103@ = 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0615: define_AS_pack_begin 105@ 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point 1014.013 1902.325 9.8125 mode 6 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 245@ 
0616: define_AS_pack_end 105@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
32@ = 0 

:HEIST4_8294
if 
  201@ > 0 
else_jump @HEIST4_8477 
if 
  199@ == 0 
else_jump @HEIST4_8477 
0871: init_jump_table 201@ total_jumps 4 default_jump 0 @HEIST4_8477 jumps 1 @HEIST4_8393 2 @HEIST4_8414 3 @HEIST4_8435 4 @HEIST4_8456 -1 @HEIST4_8477 -1 @HEIST4_8477 -1 @HEIST4_8477 

:HEIST4_8393
196@ = 1 
201@ = 2 
jump @HEIST4_8477 

:HEIST4_8414
196@ = 2 
201@ = 3 
jump @HEIST4_8477 

:HEIST4_8435
196@ = 3 
201@ = 4 
jump @HEIST4_8477 

:HEIST4_8456
196@ = 0 
201@ = 0 
jump @HEIST4_8477 

:HEIST4_8477
if 
  102@ == 20 
else_jump @HEIST4_8559 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
if 
  32@ > 3000 
else_jump @HEIST4_8559 
201@ = 1 
102@ = 30 
32@ = 0 

:HEIST4_8559
if 
  102@ == 30 
else_jump @HEIST4_8700 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
if 
  32@ > 3000 
else_jump @HEIST4_8700 
if 
   not Actor.Dead(245@)
else_jump @HEIST4_8700 
if 
   not Car.Wrecked(244@)
else_jump @HEIST4_8700 
102@ = 40 
05D1: AS_actor 245@ drive_car 244@ to 1009.781 2000.377 9.6719 speed 15.0 0 model #NULL 1 
32@ = 0 

:HEIST4_8700
if 
  102@ == 40 
else_jump @HEIST4_8801 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
if 
  32@ > 500 
else_jump @HEIST4_8801 
if 
   not Actor.Dead(245@)
else_jump @HEIST4_8801 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 245@ -2 ms 
102@ = 45 
32@ = 0 

:HEIST4_8801
if 
  102@ == 45 
else_jump @HEIST4_8869 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
if 
  32@ > 3000 
else_jump @HEIST4_8869 
102@ = 50 

:HEIST4_8869
if 
  102@ == 50 
else_jump @HEIST4_8988 
103@ = 0 
Car.Destroy(279@)
Car.Destroy(280@)
Car.Destroy(281@)
Car.Destroy(282@)
Car.Destroy(244@)
Actor.DestroyInstantly(245@)
Actor.DestroyInstantly(115@)
02A3: enable_widescreen 0 
0687: clear_actor $PLAYER_ACTOR task 
Actor.PutAt($PLAYER_ACTOR, 1014.013, 1902.325, 9.8125)
Actor.Angle($PLAYER_ACTOR) = 59.0
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
00BE: text_clear_all 
jump @HEIST4_13180 

:HEIST4_8988
if 
  102@ == 0 
else_jump @HEIST4_9110 
90@ = 0 

:HEIST4_9013
if 
  4 > 90@ 
else_jump @HEIST4_9110 
if 
  266@(90@,4i) == 2 
else_jump @HEIST4_9096 
if 
   Car.Wrecked(279@(90@,4i))
else_jump @HEIST4_9096 
00BC: show_text_highpriority GXT 'HEI4_04' time 5000 flag 1  // ~r~Wir brauchen alle Motorrder in gutem, funktionstchtigem Zustand!
jump @HEIST4_13162 

:HEIST4_9096
90@ += 1 
jump @HEIST4_9013 

:HEIST4_9110
if 
  66@ == 0 
else_jump @HEIST4_9397 
if 
056D:   actor 63@ defined 
else_jump @HEIST4_9288 
if 
051A:   actor 63@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_9234 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
gosub @HEIST4_12511 
if 
   not Actor.Dead(63@)
else_jump @HEIST4_9213 
66@ = 1 
0687: clear_actor 63@ task 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:HEIST4_9213
if 
   not Actor.Dead(68@)
else_jump @HEIST4_9234 
Actor.RemoveReferences(68@)

:HEIST4_9234
if 
   not Actor.Dead(63@)
else_jump @HEIST4_9288 
if 
00F2:   actor $PLAYER_ACTOR near_actor 63@ radius 25.0 25.0 0 
else_jump @HEIST4_9288 
gosub @HEIST4_12511 

:HEIST4_9288
if 
056D:   actor 68@ defined 
else_jump @HEIST4_9397 
if 
051A:   actor 68@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_9397 
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
if 
   not Actor.Dead(68@)
else_jump @HEIST4_9361 
05DD: AS_actor 68@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST4_9361
if 
   not Actor.Dead(63@)
else_jump @HEIST4_9397 
66@ = 1 
0687: clear_actor 63@ task 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:HEIST4_9397
if 
  72@ == 0 
else_jump @HEIST4_10019 
if 
056D:   actor 70@ defined 
else_jump @HEIST4_9617 
if 
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_9563 
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
gosub @HEIST4_12657 
if 
   not Actor.Dead(70@)
else_jump @HEIST4_9500 
72@ = 1 
0687: clear_actor 70@ task 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_9500
if 
   not Actor.Dead(95@)
else_jump @HEIST4_9521 
Actor.RemoveReferences(95@)

:HEIST4_9521
if 
   not Actor.Dead(96@)
else_jump @HEIST4_9542 
Actor.RemoveReferences(96@)

:HEIST4_9542
if 
   not Actor.Dead(97@)
else_jump @HEIST4_9563 
Actor.RemoveReferences(97@)

:HEIST4_9563
if 
   not Actor.Dead(70@)
else_jump @HEIST4_9617 
if 
00F2:   actor $PLAYER_ACTOR near_actor 70@ radius 30.0 30.0 0 
else_jump @HEIST4_9617 
gosub @HEIST4_12657 

:HEIST4_9617
if 
056D:   actor 95@ defined 
else_jump @HEIST4_9751 
if 
051A:   actor 95@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_9751 
if 
   not Actor.Dead(70@)
else_jump @HEIST4_9688 
72@ = 1 
0687: clear_actor 70@ task 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_9688
if 
   not Actor.Dead(95@)
else_jump @HEIST4_9709 
Actor.RemoveReferences(95@)

:HEIST4_9709
if 
   not Actor.Dead(96@)
else_jump @HEIST4_9730 
Actor.RemoveReferences(96@)

:HEIST4_9730
if 
   not Actor.Dead(97@)
else_jump @HEIST4_9751 
Actor.RemoveReferences(97@)

:HEIST4_9751
if 
056D:   actor 96@ defined 
else_jump @HEIST4_9885 
if 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_9885 
if 
   not Actor.Dead(70@)
else_jump @HEIST4_9822 
72@ = 1 
0687: clear_actor 70@ task 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_9822
if 
   not Actor.Dead(95@)
else_jump @HEIST4_9843 
Actor.RemoveReferences(95@)

:HEIST4_9843
if 
   not Actor.Dead(96@)
else_jump @HEIST4_9864 
Actor.RemoveReferences(96@)

:HEIST4_9864
if 
   not Actor.Dead(97@)
else_jump @HEIST4_9885 
Actor.RemoveReferences(97@)

:HEIST4_9885
if 
056D:   actor 97@ defined 
else_jump @HEIST4_10019 
if 
051A:   actor 97@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10019 
if 
   not Actor.Dead(70@)
else_jump @HEIST4_9956 
72@ = 1 
0687: clear_actor 70@ task 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_9956
if 
   not Actor.Dead(95@)
else_jump @HEIST4_9977 
Actor.RemoveReferences(95@)

:HEIST4_9977
if 
   not Actor.Dead(96@)
else_jump @HEIST4_9998 
Actor.RemoveReferences(96@)

:HEIST4_9998
if 
   not Actor.Dead(97@)
else_jump @HEIST4_10019 
Actor.RemoveReferences(97@)

:HEIST4_10019
if 
  80@ == 0 
else_jump @HEIST4_10135 
if 
056D:   actor 77@ defined 
else_jump @HEIST4_10086 
if 
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10086 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
gosub @HEIST4_12209 

:HEIST4_10086
if 
056D:   actor 76@ defined 
else_jump @HEIST4_10135 
if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10135 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
gosub @HEIST4_12209 

:HEIST4_10135
if 
  85@ == 0 
else_jump @HEIST4_10292 
if 
056D:   actor 82@ defined 
else_jump @HEIST4_10292 
if 
051A:   actor 82@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10238 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
gosub @HEIST4_12283 
if 
   not Actor.Dead(82@)
else_jump @HEIST4_10238 
85@ = 1 
0687: clear_actor 82@ task 
05E2: AS_actor 82@ kill_actor $PLAYER_ACTOR 

:HEIST4_10238
if 
   not Actor.Dead(82@)
else_jump @HEIST4_10292 
if 
00F2:   actor $PLAYER_ACTOR near_actor 82@ radius 35.0 35.0 0 
else_jump @HEIST4_10292 
gosub @HEIST4_12283 

:HEIST4_10292
if 
  106@ == 0 
else_jump @HEIST4_10359 
if 
056D:   actor 82@ defined 
else_jump @HEIST4_10359 
if 
051A:   actor 82@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10359 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
106@ = 1 

:HEIST4_10359
if 
  107@ == 0 
else_jump @HEIST4_10426 
if 
056D:   actor 70@ defined 
else_jump @HEIST4_10426 
if 
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10426 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
107@ = 1 

:HEIST4_10426
if 
  108@ == 0 
else_jump @HEIST4_10493 
if 
056D:   actor 63@ defined 
else_jump @HEIST4_10493 
if 
051A:   actor 63@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10493 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
108@ = 1 

:HEIST4_10493
if 
  109@ == 0 
else_jump @HEIST4_10560 
if 
056D:   actor 76@ defined 
else_jump @HEIST4_10560 
if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10560 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
109@ = 1 

:HEIST4_10560
if 
  110@ == 0 
else_jump @HEIST4_10627 
if 
056D:   actor 77@ defined 
else_jump @HEIST4_10627 
if 
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10627 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
110@ = 1 

:HEIST4_10627
if 
  88@ == 1 
else_jump @HEIST4_10714 
if 
   not Car.Wrecked(86@)
else_jump @HEIST4_10714 
if 
8205:   not actor $PLAYER_ACTOR near_car 86@ radius 200.0 200.0 200.0 flag 0 
else_jump @HEIST4_10714 
88@ = 2 
Actor.RemoveReferences(87@)
Car.RemoveReferences(86@)

:HEIST4_10714
if 
   not Actor.Dead(82@)
else_jump @HEIST4_10787 
if 
0104:   actor $PLAYER_ACTOR near_actor 82@ radius 120.0 120.0 120.0 sphere 0 
else_jump @HEIST4_10780 
0575: set_actor 82@ pinned_position 0 
jump @HEIST4_10787 

:HEIST4_10780
0575: set_actor 82@ pinned_position 1 

:HEIST4_10787
if 
   not Actor.Dead(70@)
else_jump @HEIST4_10860 
if 
0104:   actor $PLAYER_ACTOR near_actor 70@ radius 120.0 120.0 120.0 sphere 0 
else_jump @HEIST4_10853 
0575: set_actor 70@ pinned_position 0 
jump @HEIST4_10860 

:HEIST4_10853
0575: set_actor 70@ pinned_position 1 

:HEIST4_10860
if 
  73@ == 0 
else_jump @HEIST4_11097 
if 
   not Actor.Dead(95@)
else_jump @HEIST4_10951 
if 
0104:   actor $PLAYER_ACTOR near_actor 95@ radius 150.0 150.0 150.0 sphere 0 
else_jump @HEIST4_10944 
0575: set_actor 95@ pinned_position 0 
jump @HEIST4_10951 

:HEIST4_10944
0575: set_actor 95@ pinned_position 1 

:HEIST4_10951
if 
   not Actor.Dead(96@)
else_jump @HEIST4_11024 
if 
0104:   actor $PLAYER_ACTOR near_actor 96@ radius 150.0 150.0 150.0 sphere 0 
else_jump @HEIST4_11017 
0575: set_actor 96@ pinned_position 0 
jump @HEIST4_11024 

:HEIST4_11017
0575: set_actor 96@ pinned_position 1 

:HEIST4_11024
if 
   not Actor.Dead(97@)
else_jump @HEIST4_11097 
if 
0104:   actor $PLAYER_ACTOR near_actor 97@ radius 150.0 150.0 150.0 sphere 0 
else_jump @HEIST4_11090 
0575: set_actor 97@ pinned_position 0 
jump @HEIST4_11097 

:HEIST4_11090
0575: set_actor 97@ pinned_position 1 

:HEIST4_11097
if 
  73@ == 1 
else_jump @HEIST4_11301 
if 
   not Actor.Dead(95@)
else_jump @HEIST4_11177 
if 
8104:   not actor $PLAYER_ACTOR near_actor 95@ radius 120.0 120.0 150.0 sphere 0 
else_jump @HEIST4_11177 
Actor.RemoveReferences(95@)
Car.RemoveReferences(92@)

:HEIST4_11177
if 
   not Actor.Dead(96@)
else_jump @HEIST4_11239 
if 
8104:   not actor $PLAYER_ACTOR near_actor 96@ radius 120.0 120.0 150.0 sphere 0 
else_jump @HEIST4_11239 
Actor.RemoveReferences(96@)
Car.RemoveReferences(93@)

:HEIST4_11239
if 
   not Actor.Dead(97@)
else_jump @HEIST4_11301 
if 
8104:   not actor $PLAYER_ACTOR near_actor 97@ radius 120.0 120.0 150.0 sphere 0 
else_jump @HEIST4_11301 
Actor.RemoveReferences(97@)
Car.RemoveReferences(94@)

:HEIST4_11301
if 
   not Actor.Dead(77@)
else_jump @HEIST4_11374 
if 
0104:   actor $PLAYER_ACTOR near_actor 77@ radius 120.0 120.0 120.0 sphere 0 
else_jump @HEIST4_11367 
0575: set_actor 77@ pinned_position 0 
jump @HEIST4_11374 

:HEIST4_11367
0575: set_actor 77@ pinned_position 1 

:HEIST4_11374
if 
   not Actor.Dead(76@)
else_jump @HEIST4_11447 
if 
0104:   actor $PLAYER_ACTOR near_actor 76@ radius 120.0 120.0 120.0 sphere 0 
else_jump @HEIST4_11440 
0575: set_actor 76@ pinned_position 0 
jump @HEIST4_11447 

:HEIST4_11440
0575: set_actor 76@ pinned_position 1 

:HEIST4_11447
if 
   not Actor.Dead(63@)
else_jump @HEIST4_11520 
if 
0104:   actor $PLAYER_ACTOR near_actor 63@ radius 120.0 120.0 120.0 sphere 0 
else_jump @HEIST4_11513 
0575: set_actor 63@ pinned_position 0 
jump @HEIST4_11520 

:HEIST4_11513
0575: set_actor 63@ pinned_position 1 

:HEIST4_11520
if 
   not Actor.Dead(68@)
else_jump @HEIST4_11593 
if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 120.0 120.0 120.0 sphere 0 
else_jump @HEIST4_11586 
0575: set_actor 68@ pinned_position 0 
jump @HEIST4_11593 

:HEIST4_11586
0575: set_actor 68@ pinned_position 1 

:HEIST4_11593
jump @HEIST4_3287 

:HEIST4_11600
if 
  48@ == 0 
else_jump @HEIST4_11766 
if 
  66@ == 0 
else_jump @HEIST4_11766 
if 
   not Actor.Dead(63@)
else_jump @HEIST4_11711 
0687: clear_actor 63@ task 
0615: define_AS_pack_begin 65@ 
05D3: AS_actor -1 goto_point 2785.789 1439.454 9.5579 mode 6 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 65@ 
0618: assign_actor 63@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 

:HEIST4_11711
if 
   not Actor.Dead(68@)
else_jump @HEIST4_11752 
0687: clear_actor 68@ task 
Actor.RemoveReferences(68@)
05DD: AS_actor 68@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST4_11752
66@ = 1 
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:HEIST4_11766
if 
  48@ == 1 
else_jump @HEIST4_11906 
if 
  72@ == 0 
else_jump @HEIST4_11906 
if 
   not Actor.Dead(70@)
else_jump @HEIST4_11877 
0687: clear_actor 70@ task 
0615: define_AS_pack_begin 71@ 
05D3: AS_actor -1 goto_point 2646.582 2348.17 9.6797 mode 6 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 71@ 
0618: assign_actor 70@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 

:HEIST4_11877
72@ = 1 
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
Car.RemoveReferences(92@)
Car.RemoveReferences(93@)
Car.RemoveReferences(94@)

:HEIST4_11906
if 
  48@ == 2 
else_jump @HEIST4_12082 
if 
  80@ == 0 
else_jump @HEIST4_12082 
if 
   not Actor.Dead(77@)
else_jump @HEIST4_11993 
0687: clear_actor 77@ task 
0615: define_AS_pack_begin 79@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
0618: assign_actor 77@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 

:HEIST4_11993
if 
   not Actor.Dead(76@)
else_jump @HEIST4_12068 
0687: clear_actor 76@ task 
0615: define_AS_pack_begin 78@ 
05D3: AS_actor -1 goto_point 2311.004 2436.764 9.8203 mode 6 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 78@ 
0618: assign_actor 76@ to_AS_pack 78@ 
061B: remove_references_to_AS_pack 78@ 

:HEIST4_12068
80@ = 1 
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:HEIST4_12082
if 
  48@ == 3 
else_jump @HEIST4_12207 
if 
  85@ == 0 
else_jump @HEIST4_12207 
if 
   not Actor.Dead(82@)
else_jump @HEIST4_12193 
0687: clear_actor 82@ task 
0615: define_AS_pack_begin 83@ 
05D3: AS_actor -1 goto_point 1593.289 1836.808 9.8281 mode 6 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 83@ 
0618: assign_actor 82@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:HEIST4_12193
85@ = 1 
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:HEIST4_12207
return 

:HEIST4_12209
if 
   not Actor.Dead(77@)
else_jump @HEIST4_12238 
0687: clear_actor 77@ task 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 

:HEIST4_12238
if 
   not Actor.Dead(76@)
else_jump @HEIST4_12267 
0687: clear_actor 76@ task 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 

:HEIST4_12267
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
80@ = 1 
return 

:HEIST4_12283
if 
  88@ == 0 
else_jump @HEIST4_12509 
if 
   not Actor.Dead(87@)
else_jump @HEIST4_12378 
if 
   not Car.Wrecked(86@)
else_jump @HEIST4_12378 
Car.SetMaxSpeed(86@, 100.0)
0508: car 86@ close_all_doors 
04A2: set_heli 86@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 

:HEIST4_12378
if 
   not Car.Wrecked(282@)
else_jump @HEIST4_12502 
if 
   not Actor.Dead(82@)
else_jump @HEIST4_12502 
0687: clear_actor 82@ task 
0615: define_AS_pack_begin 84@ 
05CB: AS_actor -1 enter_car 282@ as_driver 6000 ms 
05D1: AS_actor -1 drive_car 282@ to 1570.712 1834.135 9.6969 speed 15.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 282@ max_search_radius 15.0 traffic_behavior 2 
0616: define_AS_pack_end 84@ 
0618: assign_actor 82@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
08C6: set_actor 82@ stay_on_bike 3 

:HEIST4_12502
88@ = 1 

:HEIST4_12509
return 

:HEIST4_12511
if 
  67@ == 0 
else_jump @HEIST4_12655 
if 
   not Actor.Dead(63@)
else_jump @HEIST4_12648 
if 
   not Actor.Dead(68@)
else_jump @HEIST4_12648 
0687: clear_actor 68@ task 
0615: define_AS_pack_begin 69@ 
0643: set_AS_pack 69@ loop 1 
05D3: AS_actor -1 goto_point 2762.117 1432.399 9.5325 mode 4 30000 ms // versionA 
05BB: AS_actor -1 fall_down 0 time_on_ground 3000 
05D3: AS_actor -1 goto_point 2767.537 1424.877 9.2195 mode 4 30000 ms // versionA 
0616: define_AS_pack_end 69@ 
0618: assign_actor 68@ to_AS_pack 69@ 

:HEIST4_12648
67@ = 1 

:HEIST4_12655
return 

:HEIST4_12657
if 
  73@ == 0 
else_jump @HEIST4_13160 
if 
  203@ == 2 
else_jump @HEIST4_12697 
03D1: play_wav 3 

:HEIST4_12697
if 
   not Car.Wrecked(92@)
else_jump @HEIST4_12804 
if 
   not Actor.Dead(95@)
else_jump @HEIST4_12804 
0687: clear_actor 95@ task 
0615: define_AS_pack_begin 98@ 
05D1: AS_actor -1 drive_car 92@ to 2648.744 2293.42 9.6875 speed 25.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 92@ max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 98@ 
0618: assign_actor 95@ to_AS_pack 98@ 
061B: remove_references_to_AS_pack 98@ 

:HEIST4_12804
if 
   not Car.Wrecked(93@)
else_jump @HEIST4_12911 
if 
   not Actor.Dead(96@)
else_jump @HEIST4_12911 
0687: clear_actor 96@ task 
0615: define_AS_pack_begin 99@ 
05D1: AS_actor -1 drive_car 93@ to 2650.566 2290.315 9.6875 speed 26.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 93@ max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 99@ 
0618: assign_actor 96@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 

:HEIST4_12911
if 
   not Car.Wrecked(94@)
else_jump @HEIST4_13018 
if 
   not Actor.Dead(97@)
else_jump @HEIST4_13018 
0687: clear_actor 97@ task 
0615: define_AS_pack_begin 100@ 
05D1: AS_actor -1 drive_car 94@ to 2651.681 2294.87 9.6875 speed 25.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 94@ max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 100@ 
0618: assign_actor 97@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 

:HEIST4_13018
if 
   not Car.Wrecked(280@)
else_jump @HEIST4_13153 
if 
   not Actor.Dead(70@)
else_jump @HEIST4_13142 
0687: clear_actor 70@ task 
0615: define_AS_pack_begin 71@ 
05CB: AS_actor -1 enter_car 280@ as_driver 10000 ms 
05D1: AS_actor -1 drive_car 280@ to 2647.941 2293.222 9.6875 speed 21.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 280@ max_search_radius 17.0 traffic_behavior 2 
0616: define_AS_pack_end 71@ 
0618: assign_actor 70@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
08C6: set_actor 70@ stay_on_bike 3 

:HEIST4_13142
0397: enable_car 280@ siren 1 
040D: unload_wav 3 

:HEIST4_13153
73@ = 1 

:HEIST4_13160
return 

:HEIST4_13162
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:HEIST4_13180
$HEIST_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 20 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 20 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'HEIST_4'  // Cop Wheels
030C: progress_made += 1 
return 

:HEIST4_13235
Player.CanMove($PLAYER_CHAR) = True
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
0940: unknown_group 34@ flag 1 
0A31: unknown_set_player $PLAYER_CHAR group_flag 0 
01EB: set_traffic_density_multiplier_to 1.0 
040D: unload_wav 3 
01B7: release_weather 
072C: generate_police_bikes 1 
Marker.Disable(35@)
Marker.Disable(283@)
Marker.Disable(284@)
Marker.Disable(285@)
Marker.Disable(286@)
Model.Destroy(#PACKER)
Model.Destroy(#COPBIKE)
Model.Destroy(#COLT45)
Model.Destroy(#LAPDM1)
Model.Destroy(#COPCARVG)
Model.Destroy(#POLMAV)
Model.Destroy(#FREEWAY)
Model.Destroy(#DWMOLC2)
Model.Destroy(#DWMYLC1)
Model.Destroy(#WMYMECH)
Model.Destroy(#TRIADA)
Model.Destroy(#DWMOLC1)
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
014F: stop_timer $7927 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 100---------------
// Originally: Up, Up and Away!

:HEIST5
thread 'HEIST5' 
gosub @HEIST5_47 
if 
wasted_or_busted 
else_jump @HEIST5_38 
gosub @HEIST5_13717 

:HEIST5_38
gosub @HEIST5_13820 
end_thread 

:HEIST5_47
increment_mission_attempts 
$ONMISSION = 1 
39@ = 406.989 
40@ = 2516.901 
41@ = 15.4918 
36@ = 0 
104@ = 0 
100@ = 0 
99@ = 0 
89@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
62@ = 0 
64@ = 0 
66@ = 0 
49@ = 0 
50@ = 0 
51@ = 0 
52@ = 0 
53@ = 0 
54@ = 0 
55@ = 0 
68@ = 0 
70@ = 0 
72@ = 0 
74@ = 0 
76@ = 0 
78@ = 0 
80@ = 0 
98@ = 0 
82@ = 0 
84@ = 0 
86@ = 0 
88@ = 0 
112@ = 0 
113@ = 0 
133@ = 0.0 
134@ = 0.0 
135@ = 0.0 
136@ = 0.0 
137@ = 0.0 
138@ = 0.0 
111@ = 0 
125@ = 0 
$7928 = 1000 
124@ = 0 
126@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
139@ = 0 
$7929 = 0.0 
108@ = 0.0 
140@ = 0 
141@ = 0 
142@ = 0 
90@ = 0 
143@ = 0 
145@ = 365.356 
146@ = 2538.113 
147@ = 15.712 
$7932 = 0 
150@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
159@ = 0 
160@ = 0.0 
161@ = 0.0 
162@ = 0.0 
163@ = 0 
164@ = 0 
054C: use_GXT_table 'HEIST5' 
wait 0 
0395: clear_area 0 at 2030.108 1007.929 9.852 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 2030.108, 1007.929, 9.852)
Actor.Angle($PLAYER_ACTOR) = 270.0
$PLAYER_IN_INTERIOR = 1 
select_interior 10 
02E4: load_cutscene_data 'HEIST6A' 

:HEIST5_710
if 
86B9:   not cutscene_data_loaded 
else_jump @HEIST5_734 
wait 0 
jump @HEIST5_710 

:HEIST5_734
02E7: start_cutscene 
fade 1 1000 

:HEIST5_743
if 
82E9:   not cutscene_reached_end 
else_jump @HEIST5_767 
wait 0 
jump @HEIST5_743 

:HEIST5_767
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:HEIST5_780
if 
fading 
else_jump @HEIST5_804 
wait 0 
jump @HEIST5_780 

:HEIST5_804
02EA: end_cutscene 
select_interior 0 
$PLAYER_IN_INTERIOR = 0 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 0 
0923: enable_air_traffic 0 
096A: enable_flying_helis 0 
041A: 155@ = actor $PLAYER_ACTOR weapon 16 ammo 
if 
  5 > 155@ 
else_jump @HEIST5_899 
156@ = Pickup.Create(#GRENADE, 3, 2550.967, 2824.343, 10.6)

:HEIST5_899
157@ = Pickup.Create(#BODYARMOUR, 3, 2557.337, 2817.809, 10.82)
158@ = Pickup.Create(#HEALTH, 3, 2573.734, 2814.91, 10.82)
08AD: put_actor $PLAYER_ACTOR at 2016.422 1017.102 radius 10.0 // interior version 
Camera.SetAtPos(2030.108, 1007.929, 9.852)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0615: define_AS_pack_begin 59@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 59@ 
0615: define_AS_pack_begin 60@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 60@ 
0615: define_AS_pack_begin 91@ 
05F5: AS_actor -1 goto_point 2604.0 2837.0 9.86 mode 6 10000 ms // versionB 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 91@ 
0615: define_AS_pack_begin 92@ 
05F5: AS_actor -1 goto_point 2608.0 2827.0 9.86 mode 6 10000 ms // versionB 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 92@ 
0615: define_AS_pack_begin 93@ 
05F5: AS_actor -1 goto_point 2585.0 2815.0 18.999 mode 6 10000 ms // versionB 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 93@ 
0615: define_AS_pack_begin 94@ 
05F5: AS_actor -1 goto_point 2593.0 2835.0 18.999 mode 6 10000 ms // versionB 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 94@ 
0615: define_AS_pack_begin 95@ 
05F5: AS_actor -1 goto_point 2585.0 2809.0 18.999 mode 6 10000 ms // versionB 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 95@ 
0615: define_AS_pack_begin 96@ 
05F5: AS_actor -1 goto_point 2575.0 2833.0 18.999 mode 6 10000 ms // versionB 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 96@ 
060A: create_decision_maker_type 2 store_to 57@ // decision\allowed\m_.ped files 
0709: set_decision_maker 57@ on_event 49 taskID 311 unknown 0.0 100.0 chance 100.0 unknown 100.0 0 1 // see *.ped files 
060A: create_decision_maker_type 2 store_to 58@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 56@ // decision\allowed\m_.ped files 
Model.Load(#LEVIATHN)
Model.Load(#ARMY)
Model.Load(#M4)
Model.Load(#ROCKETLA)
Model.Load(#HUNTER)
Model.Load(#MINIGUN_BASE)
Model.Load(#MINIGUN)
Model.Load(#SECURICA)
Model.Load(#PATRIOT)
03CF: load_wav 41800 as 3 
038B: load_requested_models 

:HEIST5_1422
if or
   not Model.Available(#LEVIATHN)
   not Model.Available(#ARMY)
   not Model.Available(#M4)
   not Model.Available(#ROCKETLA)
   not Model.Available(#PATRIOT)
else_jump @HEIST5_1469 
wait 0 
jump @HEIST5_1422 

:HEIST5_1469
if or
   not Model.Available(#HUNTER)
   not Model.Available(#MINIGUN_BASE)
   not Model.Available(#MINIGUN)
   not Model.Available(#SECURICA)
83D0:   not wav 3 loaded 
else_jump @HEIST5_1515 
wait 0 
jump @HEIST5_1469 

:HEIST5_1515
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 

:HEIST5_1530
if 
fading 
else_jump @HEIST5_1554 
wait 0 
jump @HEIST5_1530 

:HEIST5_1554
Player.CanMove($PLAYER_CHAR) = True
00BC: show_text_highpriority GXT 'HM5_1' time 5000 flag 1  // ~s~Klau den Helikopter aus dem ~y~Treibstoffdepot des Militrs~s~. Die Tore ffnen sich fr Militrfahrzeuge.
018A: 38@ = create_checkpoint_at 2616.408 2721.367 35.563 
07E0: set_marker 38@ type_to 1 
109@ = Object.Create(#MINIGUN_BASE, 2595.549, 2758.04, 22.832)
Object.Angle(109@) = 180.0
03CF: load_wav 18804 as 1 
03CF: load_wav 18807 as 2 

:HEIST5_1651
if or
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2502.702 2778.55 9.868 radius 200.0 200.0 400.0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @HEIST5_1740 
wait 0 
if 
0735:   NOP_false 83 
else_jump @HEIST5_1733 
jump @HEIST5_13735 

:HEIST5_1733
jump @HEIST5_1651 

:HEIST5_1740
34@ = Car.Create(#LEVIATHN, 2614.603, 2720.745, 35.563)
Car.Angle(34@) = 90.0
0788: enable_heli 34@ magnet 1 
Car.DoorStatus(34@) = 2
Car.SetImmunities(34@, 1, 1, 1, 1, 0)
Car.LockInCurrentPosition(34@) = True
104@ = 1 
97@ = Actor.Create(Mission1, #ARMY, 2502.702, 2778.55, 9.868)
01B2: give_actor 97@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(97@) = 90.0
Actor.WeaponAccuracy(97@) = 70
07DD: set_actor 97@ temper_to 40 // see pedstats.dat 
060B: set_actor 97@ decision_maker_to 56@ 
67@ = Actor.Create(Mission1, #ARMY, 2615.0, 2835.0, 9.86)
01B2: give_actor 67@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(67@) = 105.0
060B: set_actor 67@ decision_maker_to 57@ 
077C: clear_actor 67@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 67@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.WeaponAccuracy(67@) = 70
07DD: set_actor 67@ temper_to 40 // see pedstats.dat 
69@ = Actor.Create(Mission1, #ARMY, 2615.0, 2817.0, 9.86)
01B2: give_actor 69@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(69@) = 105.0
060B: set_actor 69@ decision_maker_to 57@ 
077C: clear_actor 69@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 69@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.WeaponAccuracy(69@) = 70
07DD: set_actor 69@ temper_to 40 // see pedstats.dat 
71@ = Actor.Create(Mission1, #ARMY, 2585.927, 2837.06, 9.82)
01B2: give_actor 71@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(71@) = 127.0
060B: set_actor 71@ decision_maker_to 57@ 
077C: clear_actor 71@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.WeaponAccuracy(71@) = 70
07DD: set_actor 71@ temper_to 50 // see pedstats.dat 
0605: actor 71@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
73@ = Actor.Create(Mission1, #ARMY, 2568.0, 2821.0, 9.86)
01B2: give_actor 73@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(73@) = 80.0
060B: set_actor 73@ decision_maker_to 57@ 
077C: clear_actor 73@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.WeaponAccuracy(73@) = 70
07DD: set_actor 73@ temper_to 40 // see pedstats.dat 
75@ = Actor.Create(Mission1, #ARMY, 2562.0, 2818.0, 9.86)
01B2: give_actor 75@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(75@) = 96.0
060B: set_actor 75@ decision_maker_to 57@ 
077C: clear_actor 75@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 75@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.WeaponAccuracy(75@) = 70
07DD: set_actor 75@ temper_to 45 // see pedstats.dat 
0605: actor 75@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
77@ = Actor.Create(Mission1, #ARMY, 2571.933, 2831.912, 9.82)
01B2: give_actor 77@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(77@) = 70.0
060B: set_actor 77@ decision_maker_to 57@ 
077C: clear_actor 77@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 77@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.WeaponAccuracy(77@) = 70
07DD: set_actor 77@ temper_to 40 // see pedstats.dat 
0605: actor 77@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
79@ = Actor.Create(Mission1, #ARMY, 2595.0, 2840.0, 9.86)
01B2: give_actor 79@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(79@) = 96.0
060B: set_actor 79@ decision_maker_to 57@ 
077C: clear_actor 79@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 79@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.WeaponAccuracy(79@) = 70
07DD: set_actor 79@ temper_to 50 // see pedstats.dat 
81@ = Actor.Create(Mission1, #ARMY, 2613.0, 2806.0, 18.999)
01B2: give_actor 81@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(81@) = 96.0
Actor.Health(81@) = 100
060B: set_actor 81@ decision_maker_to 58@ 
077C: clear_actor 81@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 81@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.WeaponAccuracy(81@) = 70
07DD: set_actor 81@ temper_to 45 // see pedstats.dat 
83@ = Actor.Create(Mission1, #ARMY, 2614.0, 2848.0, 18.999)
01B2: give_actor 83@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(83@) = 96.0
Actor.Health(83@) = 100
060B: set_actor 83@ decision_maker_to 58@ 
077C: clear_actor 83@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 83@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.WeaponAccuracy(83@) = 70
07DD: set_actor 83@ temper_to 40 // see pedstats.dat 
85@ = Actor.Create(Mission1, #ARMY, 2545.0, 2806.0, 18.999)
01B2: give_actor 85@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(85@) = 274.0
Actor.Health(85@) = 100
060B: set_actor 85@ decision_maker_to 58@ 
077C: clear_actor 85@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 85@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.WeaponAccuracy(85@) = 70
07DD: set_actor 85@ temper_to 45 // see pedstats.dat 
87@ = Actor.Create(Mission1, #ARMY, 2563.0, 2848.0, 18.999)
01B2: give_actor 87@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(87@) = 274.0
Actor.Health(87@) = 100
060B: set_actor 87@ decision_maker_to 58@ 
077C: clear_actor 87@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 87@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.WeaponAccuracy(87@) = 70
07DD: set_actor 87@ temper_to 40 // see pedstats.dat 
42@ = Actor.Create(Mission1, #ARMY, 2621.0, 2804.0, 9.86)
060B: set_actor 42@ decision_maker_to 58@ 
01B2: give_actor 42@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy(42@) = 70
07DD: set_actor 42@ temper_to 50 // see pedstats.dat 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2629.0 2795.0 9.86 
05D7: add_point_to_scmpath 2642.0 2788.0 9.86 
05D7: add_point_to_scmpath 2659.0 2786.0 9.86 
05D7: add_point_to_scmpath 2621.0 2804.0 9.86 
05D8: AS_assign_scmpath to_actor 42@ flags 4 3 
43@ = Actor.Create(Mission1, #ARMY, 2649.0, 2768.0, 18.375)
060B: set_actor 43@ decision_maker_to 58@ 
01B2: give_actor 43@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 43@ maintain_position_when_attacked 1 
Actor.Angle(43@) = 330.0
Actor.WeaponAccuracy(43@) = 70
07DD: set_actor 43@ temper_to 40 // see pedstats.dat 
0605: actor 43@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
44@ = Actor.Create(Mission1, #ARMY, 2626.37, 2800.007, 9.82)
060B: set_actor 44@ decision_maker_to 58@ 
Actor.Angle(44@) = 14.7
01B2: give_actor 44@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy(44@) = 70
07DD: set_actor 44@ temper_to 45 // see pedstats.dat 
04EB: AS_actor 44@ crouch 1 
0350: set_actor 44@ maintain_position_when_attacked 1 
61@ = Actor.Create(Mission1, #ARMY, 2504.0, 2763.0, 9.86)
01B2: give_actor 61@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(61@) = 364.0
060B: set_actor 61@ decision_maker_to 58@ 
Actor.WeaponAccuracy(61@) = 70
07DD: set_actor 61@ temper_to 45 // see pedstats.dat 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2504.0 2753.0 9.86 
05D7: add_point_to_scmpath 2504.0 2737.0 9.86 
05D7: add_point_to_scmpath 2505.0 2711.0 9.86 
05D7: add_point_to_scmpath 2504.0 2737.0 9.86 
05D7: add_point_to_scmpath 2504.0 2753.0 9.86 
05D7: add_point_to_scmpath 2504.0 2763.0 9.86 
05D8: AS_assign_scmpath to_actor 61@ flags 4 3 
63@ = Actor.Create(Mission1, #ARMY, 2509.0, 2791.0, 9.86)
01B2: give_actor 63@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(63@) = 90.0
060B: set_actor 63@ decision_maker_to 58@ 
Actor.WeaponAccuracy(63@) = 70
07DD: set_actor 63@ temper_to 40 // see pedstats.dat 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2511.0 2809.0 9.86 
05D7: add_point_to_scmpath 2511.0 2833.0 9.86 
05D7: add_point_to_scmpath 2511.0 2844.0 9.86 
05D7: add_point_to_scmpath 2527.0 2844.0 9.86 
05D7: add_point_to_scmpath 2511.0 2844.0 9.86 
05D7: add_point_to_scmpath 2511.0 2833.0 9.86 
05D7: add_point_to_scmpath 2511.0 2809.0 9.86 
05D7: add_point_to_scmpath 2509.0 2791.0 9.86 
05D8: AS_assign_scmpath to_actor 63@ flags 4 3 
65@ = Actor.Create(Mission1, #ARMY, 2583.0, 2801.0, 9.86)
01B2: give_actor 65@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.Angle(65@) = 184.0
060B: set_actor 65@ decision_maker_to 58@ 
Actor.WeaponAccuracy(65@) = 70
07DD: set_actor 65@ temper_to 50 // see pedstats.dat 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2568.0 2801.0 9.86 
05D7: add_point_to_scmpath 2551.0 2801.0 9.86 
05D7: add_point_to_scmpath 2538.0 2801.0 9.845 
05D7: add_point_to_scmpath 2551.0 2801.0 9.845 
05D7: add_point_to_scmpath 2568.0 2801.0 9.855 
05D7: add_point_to_scmpath 2583.0 2801.0 9.845 
05D8: AS_assign_scmpath to_actor 65@ flags 4 3 
45@ = Actor.Create(Mission1, #ARMY, 2606.119, 2733.683, 35.563)
060B: set_actor 45@ decision_maker_to 58@ 
01B2: give_actor 45@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 45@ maintain_position_when_attacked 1 
Actor.WeaponAccuracy(45@) = 70
07DD: set_actor 45@ temper_to 50 // see pedstats.dat 
46@ = Actor.Create(Mission1, #ARMY, 2628.508, 2733.41, 35.564)
060B: set_actor 46@ decision_maker_to 58@ 
01B2: give_actor 46@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 46@ maintain_position_when_attacked 1 
Actor.WeaponAccuracy(46@) = 70
07DD: set_actor 46@ temper_to 40 // see pedstats.dat 
47@ = Actor.Create(Mission1, #ARMY, 2595.279, 2755.393, 22.822)
Actor.Angle(47@) = 80.0
060B: set_actor 47@ decision_maker_to 58@ 
01B2: give_actor 47@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 47@ maintain_position_when_attacked 1 
Actor.WeaponAccuracy(47@) = 70
07DD: set_actor 47@ temper_to 45 // see pedstats.dat 
48@ = Actor.Create(Mission1, #ARMY, 2658.506, 2784.133, 14.93)
Actor.Angle(48@) = 54.818
060B: set_actor 48@ decision_maker_to 58@ 
01B2: give_actor 48@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 48@ maintain_position_when_attacked 1 
Actor.WeaponAccuracy(48@) = 70
07DD: set_actor 48@ temper_to 50 // see pedstats.dat 
$7931 = Car.Create(#PATRIOT, 2520.737, 2769.963, 9.816)
Car.Angle($7931) = 0.563
0129: $7930 = create_actor_pedtype 24 model #ARMY in_car $7931 driverseat 
060B: set_actor $7930 decision_maker_to 56@ 
01B2: give_actor $7930 weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy($7930) = 70
07DD: set_actor $7930 temper_to 40 // see pedstats.dat 
Car.SetToNormalDriver($7931)

:HEIST5_4208
if 
   not 112@ == 2 
else_jump @HEIST5_7625 
wait 0 
if 
  100@ >= 1 
else_jump @HEIST5_4347 
if 
  159@ == 0 
else_jump @HEIST5_4296 
03D7: set_wav 3 location 2502.943 2778.928 10.82 
03D1: play_wav 3 
159@ = 1 

:HEIST5_4296
if 
  103@ == 1 
else_jump @HEIST5_4347 
if 
03D2:   wav 2 ended 
else_jump @HEIST5_4347 
03D5: remove_text 'HE5_BD'  // ~z~ICH WERDE das Feuer erffnen!
103@ = 2 

:HEIST5_4347
if 
  154@ == 0 
else_jump @HEIST5_5816 
if 
  $7932 == 0 
else_jump @HEIST5_4684 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2502.702 2778.55 9.868 radius 80.0 80.0 80.0 
  99@ == 1 
  100@ == 1 
else_jump @HEIST5_4684 
if 
   not Car.Wrecked($7931)
else_jump @HEIST5_4684 
if 
   not Actor.Dead($7930)
else_jump @HEIST5_4684 
if 
   Actor.InCar($7930, $7931)
else_jump @HEIST5_4644 
if 
  100@ >= 1 
else_jump @HEIST5_4554 
if 
  154@ == 0 
else_jump @HEIST5_4554 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
$1521 = 0 
154@ = 1 

:HEIST5_4554
if 
  154@ == 0 
else_jump @HEIST5_4637 
05D1: AS_actor $7930 drive_car $7931 to 2506.34 2772.69 9.8203 speed 10.0 1 model #NULL 3 
0395: clear_area 0 at 2501.494 2775.199 9.8203 radius 3.0 
$7932 = 1 

:HEIST5_4637
jump @HEIST5_4684 

:HEIST5_4644
if 
  154@ == 0 
else_jump @HEIST5_4684 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
$1521 = 0 
154@ = 1 

:HEIST5_4684
if 
  $7932 == 1 
else_jump @HEIST5_4945 
if 
   not Car.Wrecked($7931)
else_jump @HEIST5_4945 
if 
   not Actor.Dead($7930)
else_jump @HEIST5_4945 
if 
   Actor.InCar($7930, $7931)
else_jump @HEIST5_4905 
if 
  100@ >= 1 
else_jump @HEIST5_4811 
if 
  154@ == 0 
else_jump @HEIST5_4811 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
$1521 = 0 
154@ = 1 

:HEIST5_4811
if 
  154@ == 0 
else_jump @HEIST5_4898 
if 
01AF:   car $7931 sphere 0 in_sphere 2506.34 2772.69 9.8203 radius 2.0 2.0 2.0 
else_jump @HEIST5_4898 
$709 = 1 
$1521 = 1 
$7932 = 2 

:HEIST5_4898
jump @HEIST5_4945 

:HEIST5_4905
if 
  154@ == 0 
else_jump @HEIST5_4945 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
$1521 = 0 
154@ = 1 

:HEIST5_4945
if 
  $7932 == 2 
else_jump @HEIST5_5344 
if 
   not Car.Wrecked($7931)
else_jump @HEIST5_5313 
if 
80B1:   not car $7931 sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
else_jump @HEIST5_5058 
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
$1521 = 0 

:HEIST5_5058
if 
   not Actor.Dead($7930)
else_jump @HEIST5_5306 
if 
   Actor.InCar($7930, $7931)
else_jump @HEIST5_5266 
if 
  $709 == 3 
else_jump @HEIST5_5201 
if 
  154@ == 0 
else_jump @HEIST5_5194 
05D1: AS_actor $7930 drive_car $7931 to 2472.188 2775.916 9.7097 speed 20.0 1 model #NULL 2 
0395: clear_area 0 at 2472.188 2775.916 9.7097 radius 3.0 
$7932 = 3 

:HEIST5_5194
jump @HEIST5_5259 

:HEIST5_5201
if 
  100@ >= 1 
else_jump @HEIST5_5259 
if 
  154@ == 0 
else_jump @HEIST5_5259 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
$1521 = 0 
154@ = 1 

:HEIST5_5259
jump @HEIST5_5306 

:HEIST5_5266
if 
  154@ == 0 
else_jump @HEIST5_5306 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
$1521 = 0 
154@ = 1 

:HEIST5_5306
jump @HEIST5_5344 

:HEIST5_5313
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
$1521 = 0 

:HEIST5_5344
if 
  $7932 == 3 
else_jump @HEIST5_5647 
if 
   not Car.Wrecked($7931)
else_jump @HEIST5_5616 
if 
80B1:   not car $7931 sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
else_jump @HEIST5_5457 
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
$1521 = 0 

:HEIST5_5457
if 
   not Actor.Dead($7930)
else_jump @HEIST5_5609 
if 
   Actor.InCar($7930, $7931)
else_jump @HEIST5_5569 
if 
01AF:   car $7931 sphere 0 in_sphere 2472.188 2775.916 9.7097 radius 2.0 2.0 2.0 
else_jump @HEIST5_5562 
05D2: AS_actor $7930 run_to_and_hijack_car $7931 max_search_radius 30.0 traffic_behavior 2 
$7932 = 4 

:HEIST5_5562
jump @HEIST5_5609 

:HEIST5_5569
if 
  154@ == 0 
else_jump @HEIST5_5609 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
$1521 = 0 
154@ = 1 

:HEIST5_5609
jump @HEIST5_5647 

:HEIST5_5616
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
$1521 = 0 

:HEIST5_5647
if 
  $1521 == 1 
else_jump @HEIST5_5816 
if 
  4 >= $7932 
else_jump @HEIST5_5816 
if 
   not Car.Wrecked($7931)
else_jump @HEIST5_5785 
if 
80B1:   not car $7931 sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
else_jump @HEIST5_5778 
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
$1521 = 0 

:HEIST5_5778
jump @HEIST5_5816 

:HEIST5_5785
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
$1521 = 0 

:HEIST5_5816
if 
  99@ == 0 
else_jump @HEIST5_5977 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 100.0 
else_jump @HEIST5_5977 
Marker.Disable(38@)
if 
   not Car.Wrecked(34@)
else_jump @HEIST5_5925 
35@ = Marker.CreateAboveCar(34@)
07E0: set_marker 35@ type_to 1 
jump @HEIST5_5958 

:HEIST5_5925
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 

:HEIST5_5958
Player.ClearWantedLevel($PLAYER_CHAR)
03C7: set_sensitivity_to_crime 0.0 
99@ = 1 

:HEIST5_5977
gosub @HEIST5_19771 
gosub @HEIST5_16767 
if 
  99@ == 1 
else_jump @HEIST5_6080 
gosub @HEIST5_15416 
gosub @HEIST5_14162 
if 
  100@ == 1 
else_jump @HEIST5_6080 
if 
  89@ == 0 
else_jump @HEIST5_6073 
gosub @HEIST5_14491 
jump @HEIST5_6080 

:HEIST5_6073
gosub @HEIST5_14889 

:HEIST5_6080
if 
   Car.Wrecked(34@)
else_jump @HEIST5_6119 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 

:HEIST5_6119
if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2656.523 2782.107 17.0 cornerB 2594.178 2695.773 60.0 on_foot 
else_jump @HEIST5_6199 
if 
  113@ == 0 
else_jump @HEIST5_6199 
gosub @HEIST5_20271 
113@ = 1 

:HEIST5_6199
if 
  113@ == 1 
else_jump @HEIST5_6272 
if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2646.055 2782.106 21.0 cornerB 2594.268 2724.261 60.0 on_foot 
else_jump @HEIST5_6272 
113@ = 2 

:HEIST5_6272
if 
  113@ == 2 
else_jump @HEIST5_7137 
if 
  111@ == 0 
else_jump @HEIST5_6580 
114@ = Car.Create(#HUNTER, 2253.509, 2806.941, 15.0)
115@ = Marker.CreateAboveCar(114@)
Car.Health(114@) = 4000
0129: 117@ = create_actor_pedtype 24 model #ARMY in_car 114@ driverseat 
Car.SetSpeedInstantly(114@, 20.0)
0841: flying_vehicle 114@ use_secondary_gun 1 
0724: heli 114@ follow_and_attack_player $PLAYER_CHAR radius 50.0 
03CC: enable_car 114@ stuck_check_distance_to 2.0 time_to 5000 
118@ = Car.Create(#HUNTER, 2306.756, 2806.941, 15.0)
119@ = Marker.CreateAboveCar(118@)
Car.Health(118@) = 4000
0129: 121@ = create_actor_pedtype 24 model #ARMY in_car 118@ driverseat 
Car.SetSpeedInstantly(118@, 20.0)
0841: flying_vehicle 118@ use_secondary_gun 1 
0724: heli 118@ follow_and_attack_player $PLAYER_CHAR radius 50.0 
03CC: enable_car 118@ stuck_check_distance_to 2.0 time_to 5000 
00BC: show_text_highpriority GXT 'HM5_6' time 12000 flag 1  // ~s~Man hat zwei ~r~Kampfhubschrauber~s~ geschickt, um dich abzufangen. Nutze die ~y~Kanonenstellung~s~, um sie zu zerstren.
018A: 110@ = create_checkpoint_at 2595.549 2758.04 22.832 
03BC: 149@ = create_sphere_at 2596.589 2758.158 22.862 radius 1.0 
33@ = 0 
153@ = 1 
111@ = 1 

:HEIST5_6580
if 
  111@ == 1 
else_jump @HEIST5_6809 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2596.589 2758.158 22.862 radius 1.0 1.0 3.0 on_foot 
else_jump @HEIST5_6800 
if 
  151@ == 0 
else_jump @HEIST5_6682 
03E5: show_text_box 'HM5_20'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um die Waffe zu benutzen.
151@ = 1 

:HEIST5_6682
if 
00E1:   player 0 pressed_key 15 
else_jump @HEIST5_6793 
if 
  152@ == 0 
else_jump @HEIST5_6793 
03D5: remove_text 'HM5_20'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um die Waffe zu benutzen.
03E6: remove_text_box 
Marker.Disable(110@)
03BD: destroy_sphere 149@ 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 109@ offset_from_object_origin 0.0 0.0 2.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 38 
0750: set_object 109@ visibility 0 
111@ = 2 
152@ = 1 

:HEIST5_6793
jump @HEIST5_6809 

:HEIST5_6800
03E6: remove_text_box 
151@ = 0 

:HEIST5_6809
if 
  111@ == 2 
else_jump @HEIST5_6851 
if 
80E1:   not player 0 pressed_key 15 
else_jump @HEIST5_6851 
111@ = 3 

:HEIST5_6851
if 
  111@ == 3 
else_jump @HEIST5_6929 
if 
  150@ == 0 
else_jump @HEIST5_6905 
03E5: show_text_box 'HM5_21'  // Bewege das Fadenkreuz mit der Kamerakontrolle.~n~Drcke ~k~~PED_FIREWEAPON~, um zu feuern.~n~Drcke ~k~~VEHICLE_ENTER_EXIT~, um die Waffe nicht mehr zu benutzen.
150@ = 1 

:HEIST5_6905
if 
00E1:   player 0 pressed_key 15 
else_jump @HEIST5_6929 
111@ = 4 

:HEIST5_6929
if 
  111@ == 4 
else_jump @HEIST5_7137 
if 
80E1:   not player 0 pressed_key 15 
else_jump @HEIST5_7137 
if 
  152@ == 1 
else_jump @HEIST5_7137 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 0 at 2596.129 2757.112 22.862 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 2596.129, 2757.112, 22.862)
Actor.Angle($PLAYER_ACTOR) = 217.0
0750: set_object 109@ visibility 1 
03D5: remove_text 'HM5_21'  // Bewege das Fadenkreuz mit der Kamerakontrolle.~n~Drcke ~k~~PED_FIREWEAPON~, um zu feuern.~n~Drcke ~k~~VEHICLE_ENTER_EXIT~, um die Waffe nicht mehr zu benutzen.
03E6: remove_text_box 
Marker.Disable(110@)
03BD: destroy_sphere 149@ 
018A: 110@ = create_checkpoint_at 2595.549 2758.04 22.832 
03BC: 149@ = create_sphere_at 2596.589 2758.158 22.862 radius 1.0 
150@ = 0 
111@ = 1 
152@ = 0 

:HEIST5_7137
if 
  153@ == 1 
else_jump @HEIST5_7471 
if 
  116@ == 0 
else_jump @HEIST5_7313 
if 
   Car.Wrecked(114@)
else_jump @HEIST5_7215 
Marker.Disable(115@)
112@ += 1 
116@ = 1 
jump @HEIST5_7313 

:HEIST5_7215
if 
03CE:   car 114@ stuck 
else_jump @HEIST5_7313 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0089: 133@ = $TEMPVAR_X_COORD // (float) 
133@ += 80.0 
0089: 134@ = $TEMPVAR_Y_COORD // (float) 
134@ += 80.0 
0089: 135@ = $TEMPVAR_Z_COORD // (float) 
135@ += 50.0 
Car.PutAt(114@, 133@, 134@, 135@)

:HEIST5_7313
if 
  120@ == 0 
else_jump @HEIST5_7471 
if 
   Car.Wrecked(118@)
else_jump @HEIST5_7373 
Marker.Disable(119@)
112@ += 1 
120@ = 1 
jump @HEIST5_7471 

:HEIST5_7373
if 
03CE:   car 118@ stuck 
else_jump @HEIST5_7471 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0089: 136@ = $TEMPVAR_X_COORD // (float) 
136@ += 90.0 
0089: 137@ = $TEMPVAR_Y_COORD // (float) 
137@ += 90.0 
0089: 138@ = $TEMPVAR_Z_COORD // (float) 
138@ += 60.0 
Car.PutAt(118@, 136@, 137@, 138@)

:HEIST5_7471
if 
  33@ > 240000 
else_jump @HEIST5_7618 
if 
  116@ == 0 
else_jump @HEIST5_7555 
if 
   not Car.Wrecked(114@)
else_jump @HEIST5_7555 
020B: explode_car 114@ // versionA 
020B: explode_car 114@ // versionA 
Marker.Disable(115@)
112@ += 1 
116@ = 1 

:HEIST5_7555
if 
  120@ == 0 
else_jump @HEIST5_7618 
if 
   not Car.Wrecked(118@)
else_jump @HEIST5_7618 
020B: explode_car 118@ // versionA 
020B: explode_car 118@ // versionA 
Marker.Disable(119@)
112@ += 1 
120@ = 1 

:HEIST5_7618
jump @HEIST5_4208 

:HEIST5_7625
$1521 = 0 
03D5: remove_text 'HM5_20'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um die Waffe zu benutzen.
03D5: remove_text 'HM5_21'  // Bewege das Fadenkreuz mit der Kamerakontrolle.~n~Drcke ~k~~PED_FIREWEAPON~, um zu feuern.~n~Drcke ~k~~VEHICLE_ENTER_EXIT~, um die Waffe nicht mehr zu benutzen.
03E6: remove_text_box 
03BD: destroy_sphere 149@ 
Marker.Disable(38@)
Marker.Disable(110@)
Marker.Disable(115@)
Marker.Disable(119@)
Model.Destroy(#HUNTER)
Model.Destroy(#MINIGUN)
if 
  152@ == 1 
else_jump @HEIST5_7768 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 0 at 2596.129 2757.112 22.862 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 2596.129, 2757.112, 22.862)
Actor.Angle($PLAYER_ACTOR) = 217.0

:HEIST5_7768
if 
03CA:   object 109@ exists 
else_jump @HEIST5_7791 
0750: set_object 109@ visibility 1 

:HEIST5_7791
if 
   not Car.Wrecked(34@)
else_jump @HEIST5_7843 
Car.DoorStatus(34@) = 1
Car.SetImmunities(34@, 0, 0, 0, 0, 0)
Car.LockInCurrentPosition(34@) = False
jump @HEIST5_7866 

:HEIST5_7843
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 

:HEIST5_7866
00BC: show_text_highpriority GXT 'HM5_7' time 8000 flag 1  // ~s~Die Kampfhubschrauber sind zerstrt. Geh zum ~b~Heli~s~ und verdrck dich.

:HEIST5_7882
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @HEIST5_8124 
wait 0 
gosub @HEIST5_19771 
gosub @HEIST5_16767 
if 
  99@ == 1 
else_jump @HEIST5_7994 
if 
  100@ == 1 
else_jump @HEIST5_7994 
if 
  89@ == 0 
else_jump @HEIST5_7987 
gosub @HEIST5_14491 
jump @HEIST5_7994 

:HEIST5_7987
gosub @HEIST5_14889 

:HEIST5_7994
if 
   Car.Wrecked(34@)
else_jump @HEIST5_8040 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 
jump @HEIST5_8117 

:HEIST5_8040
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2614.603 2720.745 35.563 radius 4.0 4.0 4.0 on_foot 
else_jump @HEIST5_8117 
Car.DoorStatus(34@) = 1
Car.SetImmunities(34@, 0, 0, 0, 0, 0)
Car.LockInCurrentPosition(34@) = False

:HEIST5_8117
jump @HEIST5_7882 

:HEIST5_8124
if 
  159@ == 1 
else_jump @HEIST5_8153 
040D: unload_wav 3 
159@ = 0 

:HEIST5_8153
Player.ClearWantedLevel($PLAYER_CHAR)
Marker.Disable(35@)
Model.Destroy(#ROCKETLA)
122@ = Car.Create(#SECURICA, 2847.391, 904.2733, 9.75)
03ED: unknown_car 122@ flag 1 
Car.DoorStatus(122@) = 2
Car.Angle(122@) = 353.511
123@ = Marker.CreateAboveCar(122@)
07E0: set_marker 123@ type_to 1 
083F: get_car 122@ vertical_deviation_to $7929 
129@ = 1 
00BC: show_text_highpriority GXT 'HM5_8' time 8000 flag 1  // ~s~Begib dich zum Depot und hebe den ~b~Bank-Van~s~ heraus. Benutze dazu die Winde des Helikopters.
32@ = 0 

:HEIST5_8268
if 
  125@ == 0 
else_jump @HEIST5_8921 
wait 0 
if 
  124@ == 0 
else_jump @HEIST5_8414 
if 
   Car.Wrecked(122@)
else_jump @HEIST5_8391 
if 
  129@ == 1 
else_jump @HEIST5_8354 
Marker.Disable(123@)
129@ = 0 

:HEIST5_8354
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~Du hast den Van zerstrt.
jump @HEIST5_13717 
124@ = 1 
jump @HEIST5_8414 

:HEIST5_8391
$7928 = Car.Health(122@)
$7928 /= 10 
083F: get_car 122@ vertical_deviation_to $7929 

:HEIST5_8414
if 
   Car.Wrecked(34@)
else_jump @HEIST5_8460 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 
jump @HEIST5_8914 

:HEIST5_8460
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @HEIST5_8805 
if 
  163@ == 0 
else_jump @HEIST5_8545 
if 
  32@ >= 5000 
else_jump @HEIST5_8545 
03D5: remove_text 'HM5_8'  // ~s~Begib dich zum Depot und hebe den ~b~Bank-Van~s~ heraus. Benutze dazu die Winde des Helikopters.
03E5: show_text_box 'WINCH_V'  // Benutze ~k~~VEHICLE_TURRETUP~ und ~k~~VEHICLE_TURRETDOWN~, um die Winde nahe an ein Fahrzeug heran zu bewegen.~N~Drcke ~k~~PED_FIREWEAPON~, um loszulassen.
163@ = 1 

:HEIST5_8545
if 
  90@ == 0 
else_jump @HEIST5_8618 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 80.0 
else_jump @HEIST5_8618 
gosub @HEIST5_20964 

:HEIST5_8618
078B: 126@ = get_heli 34@ attached_car_handle actor_handle_to 127@ object_handle_to 128@ 
if 
   not Car.Wrecked(122@)
else_jump @HEIST5_8689 
if 
003B:   126@ == 122@ // (int) 
else_jump @HEIST5_8689 
$7928 = Car.Health(122@)
$7928 /= 10 
125@ = 1 

:HEIST5_8689
if 
  36@ == 1 
else_jump @HEIST5_8798 
$127 = 1 
Marker.Disable(35@)
if 
   not Car.Wrecked(122@)
else_jump @HEIST5_8791 
if 
  129@ == 0 
else_jump @HEIST5_8791 
123@ = Marker.CreateAboveCar(122@)
07E0: set_marker 123@ type_to 1 
00BC: show_text_highpriority GXT 'HM5_10' time 8000 flag 1  // ~s~Heb den ~b~Bank-Van~s~ an.
129@ = 1 

:HEIST5_8791
36@ = 0 

:HEIST5_8798
jump @HEIST5_8914 

:HEIST5_8805
if 
  36@ == 0 
else_jump @HEIST5_8914 
$127 = 0 
if 
   not Car.Wrecked(122@)
else_jump @HEIST5_8876 
if 
  129@ == 1 
else_jump @HEIST5_8876 
Marker.Disable(123@)
129@ = 0 

:HEIST5_8876
35@ = Marker.CreateAboveCar(34@)
07E0: set_marker 35@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Zurck ins ~b~Fahrzeug~s~!
36@ = 1 

:HEIST5_8914
jump @HEIST5_8268 

:HEIST5_8921
if 
   not Car.Wrecked(122@)
else_jump @HEIST5_8989 
if 
  129@ == 1 
else_jump @HEIST5_8982 
Marker.Disable(123@)
Car.SetImmunities(122@, 0, 0, 0, 0, 0)
129@ = 0 

:HEIST5_8982
jump @HEIST5_9049 

:HEIST5_8989
if 
  129@ == 1 
else_jump @HEIST5_9019 
Marker.Disable(123@)
129@ = 0 

:HEIST5_9019
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~Du hast den Van zerstrt.
jump @HEIST5_13717 
124@ = 1 

:HEIST5_9049
Model.Destroy(#ARMY)
Model.Load(#TRIADA)
00BC: show_text_highpriority GXT 'HM5_2' time 5000 flag 1  // ~s~Bring den Bank-Van zu dem ~y~Flugzeugfriedhof~s~ in der Wste.
018A: 37@ = create_checkpoint_at 39@ 40@ 41@ 
139@ = 1 
36@ = 0 
129@ = 0 
$127 = 1 

:HEIST5_9116
if or
   not 142@ == 1 
81B0:   not car 122@ sphere $127 in_sphere 39@ 40@ 41@ radius 6.0 6.0 5.0 stopped 
   not Model.Available(#TRIADA)
else_jump @HEIST5_10600 
wait 0 
if 
  124@ == 0 
else_jump @HEIST5_9538 
if 
   Car.Wrecked(122@)
else_jump @HEIST5_9275 
if 
  129@ == 1 
else_jump @HEIST5_9238 
Marker.Disable(123@)
129@ = 0 

:HEIST5_9238
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~Du hast den Van zerstrt.
jump @HEIST5_13717 
124@ = 1 
jump @HEIST5_9538 

:HEIST5_9275
$7928 = Car.Health(122@)
$7928 /= 10 
083F: get_car 122@ vertical_deviation_to $7929 
if 
01B0:   car 122@ sphere 0 in_sphere 39@ 40@ 41@ radius 6.0 6.0 5.0 stopped 
else_jump @HEIST5_9531 
if 
  140@ == 0 
else_jump @HEIST5_9495 
if and
  1.0 >= $7929 
  $7929 > 0.8 
else_jump @HEIST5_9440 
if 
81F3:   not car 122@ in_air 
else_jump @HEIST5_9426 
08A5: set_car 122@ attractive_to_magnet 0 
142@ = 1 
jump @HEIST5_9433 

:HEIST5_9426
142@ = 0 

:HEIST5_9433
jump @HEIST5_9447 

:HEIST5_9440
142@ = 0 

:HEIST5_9447
if 
  142@ == 0 
else_jump @HEIST5_9488 
00BC: show_text_highpriority GXT 'HM5_12' time 8000 flag 1  // ~s~Der Van muss auf seinen Rdern stehen!
140@ = 1 

:HEIST5_9488
jump @HEIST5_9524 

:HEIST5_9495
if 
  142@ == 1 
else_jump @HEIST5_9524 
03D5: remove_text 'HM5_12'  // ~s~Der Van muss auf seinen Rdern stehen!

:HEIST5_9524
jump @HEIST5_9538 

:HEIST5_9531
140@ = 0 

:HEIST5_9538
if 
   Car.Wrecked(34@)
else_jump @HEIST5_9584 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 
jump @HEIST5_10593 

:HEIST5_9584
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @HEIST5_10465 
078B: 126@ = get_heli 34@ attached_car_handle actor_handle_to 127@ object_handle_to 128@ 
if 
   not Car.Wrecked(122@)
else_jump @HEIST5_10078 
if 
003B:   126@ == 122@ // (int) 
else_jump @HEIST5_9785 
if 
  129@ == 1 
else_jump @HEIST5_9697 
Marker.Disable(123@)
$7928 = Car.Health(122@)
$7928 /= 10 
129@ = 0 

:HEIST5_9697
if 
  139@ == 0 
else_jump @HEIST5_9764 
Marker.Disable(37@)
018A: 37@ = create_checkpoint_at 39@ 40@ 41@ 
00BC: show_text_highpriority GXT 'HM5_2' time 5000 flag 1  // ~s~Bring den Bank-Van zu dem ~y~Flugzeugfriedhof~s~ in der Wste.
$127 = 1 
139@ = 1 

:HEIST5_9764
141@ = 0 
125@ = 1 
jump @HEIST5_10078 

:HEIST5_9785
Car.StorePos(122@, 130@, 131@, 132@)
Car.StorePos(34@, 105@, 106@, 107@)
0509: 108@ = distance_between_XY 105@ 106@ and_XY 130@ 131@ 
if 
  10.0 > 108@ 
else_jump @HEIST5_9973 
if 
86BD:   not no_obstacles_between 105@ 106@ 107@ and 130@ 131@ 132@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @HEIST5_9973 
if 
  141@ == 0 
else_jump @HEIST5_9931 
32@ = 0 
141@ = 1 
jump @HEIST5_9973 

:HEIST5_9931
if 
  32@ >= 10000 
else_jump @HEIST5_9973 
00BC: show_text_highpriority GXT 'HM5_14' time 8000 flag 1  // ~r~Der Van steckt an einem Punkt fest, wo die Winde nicht herankommt!
jump @HEIST5_13717 

:HEIST5_9973
125@ = 0 
if 
  139@ == 1 
else_jump @HEIST5_10010 
Marker.Disable(37@)
139@ = 0 

:HEIST5_10010
if 
  129@ == 0 
else_jump @HEIST5_10078 
Marker.Disable(123@)
123@ = Marker.CreateAboveCar(122@)
07E0: set_marker 123@ type_to 1 
00BC: show_text_highpriority GXT 'HM5_10' time 8000 flag 1  // ~s~Heb den ~b~Bank-Van~s~ an.
$127 = 0 
129@ = 1 

:HEIST5_10078
if 
  36@ == 1 
else_jump @HEIST5_10458 
Marker.Disable(35@)
if 
  125@ == 1 
else_jump @HEIST5_10200 
if 
  139@ == 0 
else_jump @HEIST5_10163 
Marker.Disable(37@)
018A: 37@ = create_checkpoint_at 39@ 40@ 41@ 
139@ = 1 

:HEIST5_10163
00BC: show_text_highpriority GXT 'HM5_2' time 5000 flag 1  // ~s~Bring den Bank-Van zu dem ~y~Flugzeugfriedhof~s~ in der Wste.
$127 = 1 
36@ = 0 
jump @HEIST5_10458 

:HEIST5_10200
if 
   not Car.Wrecked(122@)
else_jump @HEIST5_10451 
if 
  129@ == 0 
else_jump @HEIST5_10451 
Marker.Disable(123@)
123@ = Marker.CreateAboveCar(122@)
07E0: set_marker 123@ type_to 1 
00BC: show_text_highpriority GXT 'HM5_10' time 8000 flag 1  // ~s~Heb den ~b~Bank-Van~s~ an.
$127 = 0 
Car.StorePos(122@, 130@, 131@, 132@)
Car.StorePos(34@, 105@, 106@, 107@)
0509: 108@ = distance_between_XY 105@ 106@ and_XY 130@ 131@ 
if 
86BD:   not no_obstacles_between 105@ 106@ 107@ and 130@ 131@ 132@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @HEIST5_10444 
if 
  141@ == 0 
else_jump @HEIST5_10402 
32@ = 0 
141@ = 1 
jump @HEIST5_10444 

:HEIST5_10402
if 
  32@ >= 10000 
else_jump @HEIST5_10444 
00BC: show_text_highpriority GXT 'HM5_14' time 8000 flag 1  // ~r~Der Van steckt an einem Punkt fest, wo die Winde nicht herankommt!
jump @HEIST5_13717 

:HEIST5_10444
129@ = 1 

:HEIST5_10451
36@ = 0 

:HEIST5_10458
jump @HEIST5_10593 

:HEIST5_10465
if 
  36@ == 0 
else_jump @HEIST5_10593 
$127 = 0 
if 
  139@ == 1 
else_jump @HEIST5_10520 
Marker.Disable(37@)
139@ = 0 

:HEIST5_10520
if 
  129@ == 1 
else_jump @HEIST5_10550 
Marker.Disable(123@)
129@ = 0 

:HEIST5_10550
Marker.Disable(35@)
35@ = Marker.CreateAboveCar(34@)
07E0: set_marker 35@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Zurck ins ~b~Fahrzeug~s~!
36@ = 1 

:HEIST5_10593
jump @HEIST5_9116 

:HEIST5_10600
03D5: remove_text 'HM5_12'  // ~s~Der Van muss auf seinen Rdern stehen!
Marker.Disable(37@)
if 
   not Car.Wrecked(122@)
else_jump @HEIST5_10695 
Marker.Disable(123@)
if 
   not Car.Wrecked(34@)
else_jump @HEIST5_10665 
0789: set_heli 34@ release_stuff_from_magnet 
jump @HEIST5_10688 

:HEIST5_10665
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 

:HEIST5_10688
jump @HEIST5_10723 

:HEIST5_10695
Marker.Disable(123@)
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~Du hast den Van zerstrt.
jump @HEIST5_13717 

:HEIST5_10723
00BC: show_text_highpriority GXT 'HM5_13' time 8000 flag 1  // ~s~Lande den Helikopter in der ~y~markierten Zone~s~.
018A: 144@ = create_checkpoint_at 145@ 146@ 147@ 
36@ = 0 
$127 = 1 
03CF: load_wav 18800 as 1 
03CF: load_wav 18801 as 2 

:HEIST5_10781
if or
81B0:   not car 34@ sphere $127 in_sphere 145@ 146@ 147@ radius 20.0 20.0 4.0 stopped 
8448:   not actor $PLAYER_ACTOR in_car 34@ 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @HEIST5_11102 
wait 0 
if 
   Car.Wrecked(122@)
else_jump @HEIST5_10888 
Marker.Disable(123@)
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~Du hast den Van zerstrt.
jump @HEIST5_13717 

:HEIST5_10888
if 
   Car.Wrecked(34@)
else_jump @HEIST5_10934 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 
jump @HEIST5_11095 

:HEIST5_10934
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @HEIST5_11027 
if 
  36@ == 1 
else_jump @HEIST5_11020 
Marker.Disable(35@)
00BC: show_text_highpriority GXT 'HM5_13' time 8000 flag 1  // ~s~Lande den Helikopter in der ~y~markierten Zone~s~.
018A: 144@ = create_checkpoint_at 145@ 146@ 147@ 
$127 = 1 
36@ = 0 

:HEIST5_11020
jump @HEIST5_11095 

:HEIST5_11027
if 
  36@ == 0 
else_jump @HEIST5_11095 
Marker.Disable(144@)
35@ = Marker.CreateAboveCar(34@)
07E0: set_marker 35@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Zurck ins ~b~Fahrzeug~s~!
$127 = 0 
36@ = 1 

:HEIST5_11095
jump @HEIST5_10781 

:HEIST5_11102
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Marker.Disable(144@)
Marker.Disable(35@)
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
Car.Destroy(122@)
Model.Destroy(#SECURICA)
08F5: save_player_group 
145@ = 365.87 
146@ = 2537.868 
if 
   not Car.Wrecked(34@)
else_jump @HEIST5_11231 
Car.PutAt(34@, 145@, 146@, 147@)
Car.Angle(34@) = 214.0
Car.SetImmunities(34@, 1, 1, 1, 1, 1)
jump @HEIST5_11254 

:HEIST5_11231
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 

:HEIST5_11254
Camera.SetPosition(371.7336, 2544.856, 16.6086, 0.0, 0.0, 0.0)
Camera.PointAt(371.3514, 2543.944, 16.7564, 2)
wait 2000 
0707: start_scene_skip_to @HEIST5_13377 
if 
   not Car.Wrecked(34@)
else_jump @HEIST5_11362 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
05CD: AS_actor $PLAYER_ACTOR exit_car 34@ 
jump @HEIST5_11385 

:HEIST5_11362
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 

:HEIST5_11385
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HEIST5_11451 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @HEIST5_11444 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 

:HEIST5_11444
jump @HEIST5_11385 

:HEIST5_11451
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
148@ = Actor.Create(CivMale, #TRIADA, 375.081, 2535.866, 15.64)
060B: set_actor 148@ decision_maker_to 56@ 
02A9: set_actor 148@ immune_to_nonplayer 1 
Actor.SetImmunities(148@, 1, 1, 1, 1, 1)
0A09: set_actor 148@ muted 1 // versionB 
05D3: AS_actor $PLAYER_ACTOR goto_point 370.364 2538.753 15.643 mode 4 -1 ms // versionA 

:HEIST5_11543
if 
8102:   not actor $PLAYER_ACTOR in_sphere 370.364 2538.753 15.643 radius 1.0 1.0 2.0 sphere 0 stopped_on_foot 
else_jump @HEIST5_11680 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @HEIST5_11634 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 

:HEIST5_11634
if 
   Actor.Dead(148@)
else_jump @HEIST5_11673 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~Das Triaden-Mitglied ist tot!
jump @HEIST5_13717 

:HEIST5_11673
jump @HEIST5_11543 

:HEIST5_11680
if 
   not Actor.Dead(148@)
else_jump @HEIST5_11792 
05D9: AS_actor 148@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 1.3 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'HE5_AA' time 10000 flag 1  // ~z~Heeey, CJ, du erstaunst mich immer wieder!
0967: actor 148@ move_mouth 999999 ms 
0812: AS_actor 148@ perform_animation "IDLE_CHAT" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 148@ 
jump @HEIST5_11815 

:HEIST5_11792
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~Das Triaden-Mitglied ist tot!
jump @HEIST5_13717 

:HEIST5_11815
32@ = 0 

:HEIST5_11822
if or
8105:   not actor 148@ near_actor $PLAYER_ACTOR radius 1.2 1.2 2.0 sphere 0 on_foot 
83D2:   not wav 1 ended 
else_jump @HEIST5_12016 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @HEIST5_11924 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AA'  // ~z~Heeey, CJ, du erstaunst mich immer wieder!
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 

:HEIST5_11924
if 
   Actor.Dead(148@)
else_jump @HEIST5_11970 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~Das Triaden-Mitglied ist tot!
jump @HEIST5_13717 
jump @HEIST5_12009 

:HEIST5_11970
if 
  32@ >= 15000 
else_jump @HEIST5_12009 
Actor.PutAt(148@, 371.364, 2538.753, 15.643)

:HEIST5_12009
jump @HEIST5_11822 

:HEIST5_12016
if 
   not Actor.Dead(148@)
else_jump @HEIST5_12044 
0687: clear_actor 148@ task 
jump @HEIST5_12067 

:HEIST5_12044
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~Das Triaden-Mitglied ist tot!
jump @HEIST5_13717 

:HEIST5_12067
040D: unload_wav 1 
03D5: remove_text 'HE5_AA'  // ~z~Heeey, CJ, du erstaunst mich immer wieder!
if 
   not Actor.Dead(148@)
else_jump @HEIST5_12110 
0968: actor 148@ stop_mouth 
jump @HEIST5_12133 

:HEIST5_12110
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~Das Triaden-Mitglied ist tot!
jump @HEIST5_13717 

:HEIST5_12133
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HEIST5_12276 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'HE5_AB' time 10000 flag 1  // ~z~He, he. Wo ist Woozie?
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
if 
   not Actor.Dead(148@)
else_jump @HEIST5_12246 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 148@ 
jump @HEIST5_12269 

:HEIST5_12246
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~Das Triaden-Mitglied ist tot!
jump @HEIST5_13717 

:HEIST5_12269
jump @HEIST5_12295 

:HEIST5_12276
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // ~z~He, he. Wo ist Woozie?

:HEIST5_12295
03CF: load_wav 18802 as 1 

:HEIST5_12302
if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
else_jump @HEIST5_12445 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @HEIST5_12364 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 

:HEIST5_12364
if 
   Actor.Dead(148@)
else_jump @HEIST5_12403 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~Das Triaden-Mitglied ist tot!
jump @HEIST5_13717 

:HEIST5_12403
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @HEIST5_12438 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // ~z~He, he. Wo ist Woozie?

:HEIST5_12438
jump @HEIST5_12302 

:HEIST5_12445
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // ~z~He, he. Wo ist Woozie?
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
if 
   not Actor.Dead(148@)
else_jump @HEIST5_12559 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'HE5_AC' time 10000 flag 1  // ~z~Wei nicht. Er hat drauf bestanden, selbst hierher zu fahren. Der kann berall sein.
0967: actor 148@ move_mouth 999999 ms 
0812: AS_actor 148@ perform_animation "IDLE_CHAT" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @HEIST5_12601 

:HEIST5_12559
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AC'  // ~z~Wei nicht. Er hat drauf bestanden, selbst hierher zu fahren. Der kann berall sein.
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~Das Triaden-Mitglied ist tot!
jump @HEIST5_13717 

:HEIST5_12601
03CF: load_wav 18803 as 2 

:HEIST5_12608
if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
else_jump @HEIST5_12735 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @HEIST5_12670 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 

:HEIST5_12670
if 
   Actor.Dead(148@)
else_jump @HEIST5_12728 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AC'  // ~z~Wei nicht. Er hat drauf bestanden, selbst hierher zu fahren. Der kann berall sein.
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~Das Triaden-Mitglied ist tot!
jump @HEIST5_13717 

:HEIST5_12728
jump @HEIST5_12608 

:HEIST5_12735
040D: unload_wav 1 
03D5: remove_text 'HE5_AC'  // ~z~Wei nicht. Er hat drauf bestanden, selbst hierher zu fahren. Der kann berall sein.
if 
   not Actor.Dead(148@)
else_jump @HEIST5_12778 
0968: actor 148@ stop_mouth 
jump @HEIST5_12801 

:HEIST5_12778
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~Das Triaden-Mitglied ist tot!
jump @HEIST5_13717 

:HEIST5_12801
if 
   not Actor.Dead(148@)
else_jump @HEIST5_12829 
0687: clear_actor 148@ task 
jump @HEIST5_12852 

:HEIST5_12829
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~Das Triaden-Mitglied ist tot!
jump @HEIST5_13717 

:HEIST5_12852
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HEIST5_12941 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'HE5_AD' time 10000 flag 1  // ~z~Ha ha, stimmt. Okay, Mann, ich verschwinde. Wir sehen uns spter.
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
jump @HEIST5_12960 

:HEIST5_12941
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // ~z~Ha ha, stimmt. Okay, Mann, ich verschwinde. Wir sehen uns spter.

:HEIST5_12960
if 
83D2:   not wav 2 ended 
else_jump @HEIST5_13099 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @HEIST5_13018 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 

:HEIST5_13018
if 
   Actor.Dead(148@)
else_jump @HEIST5_13057 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~Das Triaden-Mitglied ist tot!
jump @HEIST5_13717 

:HEIST5_13057
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @HEIST5_13092 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // ~z~Ha ha, stimmt. Okay, Mann, ich verschwinde. Wir sehen uns spter.

:HEIST5_13092
jump @HEIST5_12960 

:HEIST5_13099
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // ~z~Ha ha, stimmt. Okay, Mann, ich verschwinde. Wir sehen uns spter.
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
if 
   not Actor.Dead(148@)
else_jump @HEIST5_13171 
05D3: AS_actor 148@ goto_point 378.998 2534.098 15.624 mode 4 -1 ms // versionA 
jump @HEIST5_13194 

:HEIST5_13171
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~Das Triaden-Mitglied ist tot!
jump @HEIST5_13717 

:HEIST5_13194
wait 1200 
05D3: AS_actor $PLAYER_ACTOR goto_point 379.998 2534.098 15.624 mode 4 -1 ms // versionA 
32@ = 0 

:HEIST5_13230
if 
  3000 >= 32@ 
else_jump @HEIST5_13338 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @HEIST5_13292 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~Du hast den Heli zerstrt!
jump @HEIST5_13717 

:HEIST5_13292
if 
   Actor.Dead(148@)
else_jump @HEIST5_13331 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~Das Triaden-Mitglied ist tot!
jump @HEIST5_13717 

:HEIST5_13331
jump @HEIST5_13230 

:HEIST5_13338
Car.Destroy(34@)
Actor.DestroyInstantly(148@)
Actor.PutAt($PLAYER_ACTOR, 388.007, 2532.546, 15.594)
Camera.SetBehindPlayer
164@ = 1 

:HEIST5_13377
0701: end_scene_skip 
if 
  164@ == 0 
else_jump @HEIST5_13679 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:HEIST5_13412
if 
fading 
else_jump @HEIST5_13436 
wait 0 
jump @HEIST5_13412 

:HEIST5_13436
040D: unload_wav 1 
040D: unload_wav 2 
03E6: remove_text_box 
00BE: text_clear_all 
02A3: enable_widescreen 0 
0395: clear_area 1 at 388.007 2532.546 15.594 radius 5.0 
if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @HEIST5_13596 
165@ = Actor.Car($PLAYER_ACTOR)
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 388.007 2532.546 15.594 

:HEIST5_13520
if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @HEIST5_13579 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @HEIST5_13556 

:HEIST5_13556
if 
   Actor.Dead(148@)
else_jump @HEIST5_13572 

:HEIST5_13572
jump @HEIST5_13520 

:HEIST5_13579
Actor.Angle($PLAYER_ACTOR) = 270.0
jump @HEIST5_13626 

:HEIST5_13596
Actor.PutAt($PLAYER_ACTOR, 388.007, 2532.546, 15.594)
Actor.Angle($PLAYER_ACTOR) = 270.0

:HEIST5_13626
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Car.Destroy(34@)
Actor.DestroyInstantly(148@)
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:HEIST5_13655
if 
fading 
else_jump @HEIST5_13679 
wait 0 
jump @HEIST5_13655 

:HEIST5_13679
08F6: restore_player_group 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
jump @HEIST5_13735 

:HEIST5_13717
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:HEIST5_13735
$HEIST_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'HEIST_5'  // Up, Up and Away!
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 0 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 25 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $1384 == 0 
else_jump @HEIST5_13807 
Marker.Disable($595)

:HEIST5_13807
014C: set_parked_car_generator $LEVIATHAN_PARKED cars_to_generate_to 101 
0394: play_music 1 
return 

:HEIST5_13820
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
03C7: set_sensitivity_to_crime 1.0 
if 
  $PARKED_RUSTLER_EXISTS == 1 
else_jump @HEIST5_13857 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 

:HEIST5_13857
if 
  $PARKED_STUNT_EXISTS == 1 
else_jump @HEIST5_13882 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 

:HEIST5_13882
if 
  $PARKED_HUNTER_EXISTS == 1 
else_jump @HEIST5_13907 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 

:HEIST5_13907
if 
   not Pickup.Picked_up(156@)
else_jump @HEIST5_13928 
Pickup.Destroy(156@)

:HEIST5_13928
if 
   not Pickup.Picked_up(157@)
else_jump @HEIST5_13949 
Pickup.Destroy(157@)

:HEIST5_13949
if 
   not Pickup.Picked_up(158@)
else_jump @HEIST5_13970 
Pickup.Destroy(158@)

:HEIST5_13970
$1521 = 0 
0923: enable_air_traffic 1 
096A: enable_flying_helis 1 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03BD: destroy_sphere 149@ 
Model.Destroy(#LEVIATHN)
Model.Destroy(#ARMY)
Model.Destroy(#M4)
Model.Destroy(#ROCKETLA)
Model.Destroy(#HUNTER)
Model.Destroy(#MINIGUN_BASE)
Model.Destroy(#MINIGUN)
Model.Destroy(#SECURICA)
Model.Destroy(#PATRIOT)
Model.Destroy(#TRIADA)
065C: release_decision_maker 57@ 
065C: release_decision_maker 58@ 
065C: release_decision_maker 56@ 
Marker.Disable(35@)
Marker.Disable(37@)
Marker.Disable(38@)
Marker.Disable(144@)
Marker.Disable(110@)
Marker.Disable(115@)
Marker.Disable(119@)
Marker.Disable(123@)
061B: remove_references_to_AS_pack 59@ 
061B: remove_references_to_AS_pack 60@ 
061B: remove_references_to_AS_pack 91@ 
061B: remove_references_to_AS_pack 92@ 
061B: remove_references_to_AS_pack 93@ 
061B: remove_references_to_AS_pack 94@ 
061B: remove_references_to_AS_pack 95@ 
061B: remove_references_to_AS_pack 96@ 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
mission_cleanup 
return 

:HEIST5_14162
if 
   not Actor.Dead(45@)
else_jump @HEIST5_14271 
if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
  $FREEFALL_STAGE > 0 
else_jump @HEIST5_14242 
048F: actor 45@ remove_weapons 
01B2: give_actor 45@ weapon 35 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy(45@) = 85
07DD: set_actor 45@ temper_to 40 // see pedstats.dat 
jump @HEIST5_14271 

:HEIST5_14242
048F: actor 45@ remove_weapons 
01B2: give_actor 45@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy(45@) = 70
07DD: set_actor 45@ temper_to 40 // see pedstats.dat 

:HEIST5_14271
if 
   not Actor.Dead(46@)
else_jump @HEIST5_14380 
if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
  $FREEFALL_STAGE > 0 
else_jump @HEIST5_14351 
048F: actor 46@ remove_weapons 
01B2: give_actor 46@ weapon 35 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy(46@) = 85
07DD: set_actor 46@ temper_to 40 // see pedstats.dat 
jump @HEIST5_14380 

:HEIST5_14351
048F: actor 46@ remove_weapons 
01B2: give_actor 46@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy(46@) = 70
07DD: set_actor 46@ temper_to 45 // see pedstats.dat 

:HEIST5_14380
if 
   not Actor.Dead(47@)
else_jump @HEIST5_14489 
if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
  $FREEFALL_STAGE > 0 
else_jump @HEIST5_14460 
048F: actor 47@ remove_weapons 
01B2: give_actor 47@ weapon 35 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy(47@) = 85
07DD: set_actor 47@ temper_to 40 // see pedstats.dat 
jump @HEIST5_14489 

:HEIST5_14460
048F: actor 47@ remove_weapons 
01B2: give_actor 47@ weapon 31 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy(47@) = 70
07DD: set_actor 47@ temper_to 50 // see pedstats.dat 

:HEIST5_14489
return 

:HEIST5_14491
if 
  89@ == 0 
else_jump @HEIST5_14887 
if 
   not Actor.Dead(61@)
else_jump @HEIST5_14533 
05E2: AS_actor 61@ kill_actor $PLAYER_ACTOR 

:HEIST5_14533
if 
   not Actor.Dead(63@)
else_jump @HEIST5_14557 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:HEIST5_14557
if 
   not Actor.Dead(65@)
else_jump @HEIST5_14581 
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 

:HEIST5_14581
if 
   not Actor.Dead(67@)
else_jump @HEIST5_14605 
0618: assign_actor 67@ to_AS_pack 91@ 

:HEIST5_14605
if 
   not Actor.Dead(69@)
else_jump @HEIST5_14629 
0618: assign_actor 69@ to_AS_pack 92@ 

:HEIST5_14629
if 
   not Actor.Dead(71@)
else_jump @HEIST5_14660 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
0350: set_actor 71@ maintain_position_when_attacked 1 

:HEIST5_14660
if 
   not Actor.Dead(73@)
else_jump @HEIST5_14691 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0350: set_actor 73@ maintain_position_when_attacked 1 

:HEIST5_14691
if 
   not Actor.Dead(75@)
else_jump @HEIST5_14722 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0350: set_actor 75@ maintain_position_when_attacked 1 

:HEIST5_14722
if 
   not Actor.Dead(77@)
else_jump @HEIST5_14753 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0350: set_actor 77@ maintain_position_when_attacked 1 

:HEIST5_14753
if 
   not Actor.Dead(79@)
else_jump @HEIST5_14784 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
0350: set_actor 79@ maintain_position_when_attacked 1 

:HEIST5_14784
if 
   not Actor.Dead(81@)
else_jump @HEIST5_14808 
0618: assign_actor 81@ to_AS_pack 93@ 

:HEIST5_14808
if 
   not Actor.Dead(83@)
else_jump @HEIST5_14832 
0618: assign_actor 83@ to_AS_pack 94@ 

:HEIST5_14832
if 
   not Actor.Dead(85@)
else_jump @HEIST5_14856 
0618: assign_actor 85@ to_AS_pack 95@ 

:HEIST5_14856
if 
   not Actor.Dead(87@)
else_jump @HEIST5_14880 
0618: assign_actor 87@ to_AS_pack 96@ 

:HEIST5_14880
89@ = 1 

:HEIST5_14887
return 

:HEIST5_14889
if 
   not Actor.Dead(67@)
else_jump @HEIST5_14964 
if 
0105:   actor $PLAYER_ACTOR near_actor 67@ radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @HEIST5_14956 
060B: set_actor 67@ decision_maker_to 58@ 
jump @HEIST5_14964 

:HEIST5_14956
060B: set_actor 67@ decision_maker_to 57@ 

:HEIST5_14964
if 
   not Actor.Dead(69@)
else_jump @HEIST5_15039 
if 
0105:   actor $PLAYER_ACTOR near_actor 69@ radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @HEIST5_15031 
060B: set_actor 69@ decision_maker_to 58@ 
jump @HEIST5_15039 

:HEIST5_15031
060B: set_actor 69@ decision_maker_to 57@ 

:HEIST5_15039
if 
   not Actor.Dead(71@)
else_jump @HEIST5_15114 
if 
0105:   actor $PLAYER_ACTOR near_actor 71@ radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @HEIST5_15106 
060B: set_actor 71@ decision_maker_to 58@ 
jump @HEIST5_15114 

:HEIST5_15106
060B: set_actor 71@ decision_maker_to 57@ 

:HEIST5_15114
if 
   not Actor.Dead(73@)
else_jump @HEIST5_15189 
if 
0105:   actor $PLAYER_ACTOR near_actor 73@ radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @HEIST5_15181 
060B: set_actor 73@ decision_maker_to 58@ 
jump @HEIST5_15189 

:HEIST5_15181
060B: set_actor 73@ decision_maker_to 57@ 

:HEIST5_15189
if 
   not Actor.Dead(75@)
else_jump @HEIST5_15264 
if 
0105:   actor $PLAYER_ACTOR near_actor 75@ radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @HEIST5_15256 
060B: set_actor 75@ decision_maker_to 58@ 
jump @HEIST5_15264 

:HEIST5_15256
060B: set_actor 75@ decision_maker_to 57@ 

:HEIST5_15264
if 
   not Actor.Dead(77@)
else_jump @HEIST5_15339 
if 
0105:   actor $PLAYER_ACTOR near_actor 77@ radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @HEIST5_15331 
060B: set_actor 77@ decision_maker_to 58@ 
jump @HEIST5_15339 

:HEIST5_15331
060B: set_actor 77@ decision_maker_to 57@ 

:HEIST5_15339
if 
   not Actor.Dead(79@)
else_jump @HEIST5_15414 
if 
0105:   actor $PLAYER_ACTOR near_actor 79@ radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @HEIST5_15406 
060B: set_actor 79@ decision_maker_to 58@ 
jump @HEIST5_15414 

:HEIST5_15406
060B: set_actor 79@ decision_maker_to 57@ 

:HEIST5_15414
return 

:HEIST5_15416
if 
   not Actor.Dead(97@)
else_jump @HEIST5_16703 
if 
  100@ == 0 
else_jump @HEIST5_16546 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 97@ 
031D:   actor 97@ hit_by_weapon 57 
else_jump @HEIST5_15483 
100@ = 1 

:HEIST5_15483
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @HEIST5_16532 
if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @HEIST5_16518 
if 
  $FREEFALL_STAGE == 0 
else_jump @HEIST5_16504 
if or
0364:   actor 97@ spotted_actor $PLAYER_ACTOR 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
else_jump @HEIST5_16497 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
  101@ == 0 
else_jump @HEIST5_15750 
if 
0105:   actor $PLAYER_ACTOR near_actor 97@ radius 8.0 8.0 8.0 sphere 0 on_foot 
else_jump @HEIST5_15673 
00BC: show_text_highpriority GXT 'HE5_BA' time 8000 flag 1  // ~z~Das ist hier Sperrgebiet!

:HEIST5_15673
Actor.StorePos(97@, 160@, 161@, 162@)
03D7: set_wav 1 location 160@ 161@ 162@ 
03D1: play_wav 1 
0967: actor 97@ move_mouth 999999 ms 
0A09: set_actor 97@ muted 1 // versionB 
33@ = 0 
05D9: AS_actor 97@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 2.0 
101@ = 1 

:HEIST5_15750
if 
  101@ == 1 
else_jump @HEIST5_15804 
062E: unknown_get_actor 97@ task 1497 status_store_to 102@ // ret 7 if not found 
if 
04A4:   102@ == 7 // @ == any 
else_jump @HEIST5_15804 
101@ = 2 

:HEIST5_15804
if 
  101@ >= 1 
else_jump @HEIST5_16497 

:HEIST5_15822
if 
  3000 > 33@ 
else_jump @HEIST5_16190 
wait 0 
if 
03D2:   wav 1 ended 
else_jump @HEIST5_15913 
03D5: remove_text 'HE5_BA'  // ~z~Das ist hier Sperrgebiet!
if 
   not Actor.Dead(97@)
else_jump @HEIST5_15906 
0968: actor 97@ stop_mouth 
0A09: set_actor 97@ muted 0 // versionB 
jump @HEIST5_15913 

:HEIST5_15906
98@ = 1 

:HEIST5_15913
if 
  100@ == 1 
else_jump @HEIST5_16065 
if 
   not Actor.Dead(97@)
else_jump @HEIST5_16003 
if 
  103@ == 0 
else_jump @HEIST5_15996 
077C: clear_actor 97@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 97@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
103@ = 1 

:HEIST5_15996
jump @HEIST5_16058 

:HEIST5_16003
if 
  98@ == 0 
else_jump @HEIST5_16058 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~Das ist hier Sperrgebiet!
03D5: remove_text 'HE5_BB'  // ~z~Bitte gehen Sie sofort!
98@ = 1 

:HEIST5_16058
jump @HEIST5_16183 

:HEIST5_16065
if 
  98@ == 0 
else_jump @HEIST5_16183 
if 
   Actor.Dead(97@)
else_jump @HEIST5_16150 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~Das ist hier Sperrgebiet!
03D5: remove_text 'HE5_BB'  // ~z~Bitte gehen Sie sofort!
100@ = 1 
98@ = 1 
jump @HEIST5_16183 

:HEIST5_16150
if or
0457:   player $PLAYER_CHAR aiming_at_actor 97@ 
031D:   actor 97@ hit_by_weapon 57 
else_jump @HEIST5_16183 
100@ = 1 

:HEIST5_16183
jump @HEIST5_15822 

:HEIST5_16190
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
else_jump @HEIST5_16497 
if 
   not Actor.Dead(97@)
else_jump @HEIST5_16435 
if 
  100@ >= 0 
else_jump @HEIST5_16372 
if 
0105:   actor $PLAYER_ACTOR near_actor 97@ radius 8.0 8.0 8.0 sphere 0 on_foot 
else_jump @HEIST5_16324 
00BC: show_text_highpriority GXT 'HE5_BD' time 8000 flag 1  // ~z~ICH WERDE das Feuer erffnen!

:HEIST5_16324
0967: actor 97@ move_mouth 999999 ms 
0A09: set_actor 97@ muted 1 // versionB 
Actor.StorePos(97@, 160@, 161@, 162@)
03D7: set_wav 2 location 160@ 161@ 162@ 
03D1: play_wav 2 

:HEIST5_16372
if 
  103@ == 0 
else_jump @HEIST5_16421 
077C: clear_actor 97@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 97@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
103@ = 1 

:HEIST5_16421
100@ = 1 
jump @HEIST5_16497 

:HEIST5_16435
if 
  98@ == 0 
else_jump @HEIST5_16490 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~Das ist hier Sperrgebiet!
03D5: remove_text 'HE5_BB'  // ~z~Bitte gehen Sie sofort!
98@ = 1 

:HEIST5_16490
100@ = 1 

:HEIST5_16497
jump @HEIST5_16511 

:HEIST5_16504
100@ = 1 

:HEIST5_16511
jump @HEIST5_16525 

:HEIST5_16518
100@ = 1 

:HEIST5_16525
jump @HEIST5_16539 

:HEIST5_16532
100@ = 1 

:HEIST5_16539
jump @HEIST5_16696 

:HEIST5_16546
if 
   not Actor.Dead(97@)
else_jump @HEIST5_16634 
if 
  103@ == 0 
else_jump @HEIST5_16627 
077C: clear_actor 97@ acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 97@ acquaintance 1 to_all_pedtypes // see ped.dat 
077A: set_actor 97@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 97@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
103@ = 1 

:HEIST5_16627
jump @HEIST5_16696 

:HEIST5_16634
if 
  98@ == 0 
else_jump @HEIST5_16689 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~Das ist hier Sperrgebiet!
03D5: remove_text 'HE5_BB'  // ~z~Bitte gehen Sie sofort!
98@ = 1 

:HEIST5_16689
100@ = 1 

:HEIST5_16696
jump @HEIST5_16765 

:HEIST5_16703
if 
  98@ == 0 
else_jump @HEIST5_16758 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~Das ist hier Sperrgebiet!
03D5: remove_text 'HE5_BB'  // ~z~Bitte gehen Sie sofort!
98@ = 1 

:HEIST5_16758
100@ = 1 

:HEIST5_16765
return 

:HEIST5_16767
if 
  62@ == 0 
else_jump @HEIST5_16954 
if 
   Actor.Dead(61@)
else_jump @HEIST5_16822 
100@ = 1 
62@ = 1 
jump @HEIST5_16954 

:HEIST5_16822
if 
  99@ == 1 
else_jump @HEIST5_16954 
if 
  100@ == 0 
else_jump @HEIST5_16954 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 61@ 
031D:   actor 61@ hit_by_weapon 57 
else_jump @HEIST5_16891 
100@ = 1 

:HEIST5_16891
if 
  101@ > 1 
else_jump @HEIST5_16954 
if 
  33@ > 3000 
else_jump @HEIST5_16954 
if 
0364:   actor 61@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_16954 
100@ = 1 

:HEIST5_16954
if 
  64@ == 0 
else_jump @HEIST5_17141 
if 
   Actor.Dead(63@)
else_jump @HEIST5_17009 
100@ = 1 
64@ = 1 
jump @HEIST5_17141 

:HEIST5_17009
if 
  99@ == 1 
else_jump @HEIST5_17141 
if 
  100@ == 0 
else_jump @HEIST5_17141 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 63@ 
031D:   actor 63@ hit_by_weapon 57 
else_jump @HEIST5_17078 
100@ = 1 

:HEIST5_17078
if 
  101@ > 1 
else_jump @HEIST5_17141 
if 
  33@ > 3000 
else_jump @HEIST5_17141 
if 
0364:   actor 63@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_17141 
100@ = 1 

:HEIST5_17141
if 
  66@ == 0 
else_jump @HEIST5_17328 
if 
   Actor.Dead(65@)
else_jump @HEIST5_17196 
100@ = 1 
66@ = 1 
jump @HEIST5_17328 

:HEIST5_17196
if 
  99@ == 1 
else_jump @HEIST5_17328 
if 
  100@ == 0 
else_jump @HEIST5_17328 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 65@ 
031D:   actor 65@ hit_by_weapon 57 
else_jump @HEIST5_17265 
100@ = 1 

:HEIST5_17265
if 
  101@ > 1 
else_jump @HEIST5_17328 
if 
  33@ > 3000 
else_jump @HEIST5_17328 
if 
0364:   actor 65@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_17328 
100@ = 1 

:HEIST5_17328
if 
  68@ == 0 
else_jump @HEIST5_17515 
if 
   Actor.Dead(67@)
else_jump @HEIST5_17383 
100@ = 1 
68@ = 1 
jump @HEIST5_17515 

:HEIST5_17383
if 
  99@ == 1 
else_jump @HEIST5_17515 
if 
  100@ == 0 
else_jump @HEIST5_17515 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 67@ 
031D:   actor 67@ hit_by_weapon 57 
else_jump @HEIST5_17452 
100@ = 1 

:HEIST5_17452
if 
  101@ > 1 
else_jump @HEIST5_17515 
if 
  33@ > 3000 
else_jump @HEIST5_17515 
if 
0364:   actor 67@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_17515 
100@ = 1 

:HEIST5_17515
if 
  70@ == 0 
else_jump @HEIST5_17702 
if 
   Actor.Dead(69@)
else_jump @HEIST5_17570 
100@ = 1 
70@ = 1 
jump @HEIST5_17702 

:HEIST5_17570
if 
  99@ == 1 
else_jump @HEIST5_17702 
if 
  100@ == 0 
else_jump @HEIST5_17702 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 69@ 
031D:   actor 69@ hit_by_weapon 57 
else_jump @HEIST5_17639 
100@ = 1 

:HEIST5_17639
if 
  101@ > 1 
else_jump @HEIST5_17702 
if 
  33@ > 3000 
else_jump @HEIST5_17702 
if 
0364:   actor 69@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_17702 
100@ = 1 

:HEIST5_17702
if 
  72@ == 0 
else_jump @HEIST5_17889 
if 
   Actor.Dead(71@)
else_jump @HEIST5_17757 
100@ = 1 
72@ = 1 
jump @HEIST5_17889 

:HEIST5_17757
if 
  99@ == 1 
else_jump @HEIST5_17889 
if 
  100@ == 0 
else_jump @HEIST5_17889 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 71@ 
031D:   actor 71@ hit_by_weapon 57 
else_jump @HEIST5_17826 
100@ = 1 

:HEIST5_17826
if 
  101@ > 1 
else_jump @HEIST5_17889 
if 
  33@ > 3000 
else_jump @HEIST5_17889 
if 
0364:   actor 71@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_17889 
100@ = 1 

:HEIST5_17889
if 
  74@ == 0 
else_jump @HEIST5_18076 
if 
   Actor.Dead(73@)
else_jump @HEIST5_17944 
100@ = 1 
74@ = 1 
jump @HEIST5_18076 

:HEIST5_17944
if 
  99@ == 1 
else_jump @HEIST5_18076 
if 
  100@ == 0 
else_jump @HEIST5_18076 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 73@ 
031D:   actor 73@ hit_by_weapon 57 
else_jump @HEIST5_18013 
100@ = 1 

:HEIST5_18013
if 
  101@ > 1 
else_jump @HEIST5_18076 
if 
  33@ > 3000 
else_jump @HEIST5_18076 
if 
0364:   actor 73@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_18076 
100@ = 1 

:HEIST5_18076
if 
  76@ == 0 
else_jump @HEIST5_18263 
if 
   Actor.Dead(75@)
else_jump @HEIST5_18131 
100@ = 1 
76@ = 1 
jump @HEIST5_18263 

:HEIST5_18131
if 
  99@ == 1 
else_jump @HEIST5_18263 
if 
  100@ == 0 
else_jump @HEIST5_18263 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 75@ 
031D:   actor 75@ hit_by_weapon 57 
else_jump @HEIST5_18200 
100@ = 1 

:HEIST5_18200
if 
  101@ > 1 
else_jump @HEIST5_18263 
if 
  33@ > 3000 
else_jump @HEIST5_18263 
if 
0364:   actor 75@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_18263 
100@ = 1 

:HEIST5_18263
if 
  78@ == 0 
else_jump @HEIST5_18450 
if 
   Actor.Dead(77@)
else_jump @HEIST5_18318 
100@ = 1 
78@ = 1 
jump @HEIST5_18450 

:HEIST5_18318
if 
  99@ == 1 
else_jump @HEIST5_18450 
if 
  100@ == 0 
else_jump @HEIST5_18450 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 77@ 
031D:   actor 77@ hit_by_weapon 57 
else_jump @HEIST5_18387 
100@ = 1 

:HEIST5_18387
if 
  101@ > 1 
else_jump @HEIST5_18450 
if 
  33@ > 3000 
else_jump @HEIST5_18450 
if 
0364:   actor 77@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_18450 
100@ = 1 

:HEIST5_18450
if 
  80@ == 0 
else_jump @HEIST5_18637 
if 
   Actor.Dead(79@)
else_jump @HEIST5_18505 
100@ = 1 
80@ = 1 
jump @HEIST5_18637 

:HEIST5_18505
if 
  99@ == 1 
else_jump @HEIST5_18637 
if 
  100@ == 0 
else_jump @HEIST5_18637 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 79@ 
031D:   actor 79@ hit_by_weapon 57 
else_jump @HEIST5_18574 
100@ = 1 

:HEIST5_18574
if 
  101@ > 1 
else_jump @HEIST5_18637 
if 
  33@ > 3000 
else_jump @HEIST5_18637 
if 
0364:   actor 79@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_18637 
100@ = 1 

:HEIST5_18637
if 
  82@ == 0 
else_jump @HEIST5_18824 
if 
   Actor.Dead(81@)
else_jump @HEIST5_18692 
100@ = 1 
82@ = 1 
jump @HEIST5_18824 

:HEIST5_18692
if 
  99@ == 1 
else_jump @HEIST5_18824 
if 
  100@ == 0 
else_jump @HEIST5_18824 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 81@ 
031D:   actor 81@ hit_by_weapon 57 
else_jump @HEIST5_18761 
100@ = 1 

:HEIST5_18761
if 
  101@ > 1 
else_jump @HEIST5_18824 
if 
  33@ > 3000 
else_jump @HEIST5_18824 
if 
0364:   actor 81@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_18824 
100@ = 1 

:HEIST5_18824
if 
  84@ == 0 
else_jump @HEIST5_19011 
if 
   Actor.Dead(83@)
else_jump @HEIST5_18879 
100@ = 1 
84@ = 1 
jump @HEIST5_19011 

:HEIST5_18879
if 
  99@ == 1 
else_jump @HEIST5_19011 
if 
  100@ == 0 
else_jump @HEIST5_19011 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 83@ 
031D:   actor 83@ hit_by_weapon 57 
else_jump @HEIST5_18948 
100@ = 1 

:HEIST5_18948
if 
  101@ > 1 
else_jump @HEIST5_19011 
if 
  33@ > 3000 
else_jump @HEIST5_19011 
if 
0364:   actor 83@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_19011 
100@ = 1 

:HEIST5_19011
if 
  86@ == 0 
else_jump @HEIST5_19198 
if 
   Actor.Dead(85@)
else_jump @HEIST5_19066 
100@ = 1 
86@ = 1 
jump @HEIST5_19198 

:HEIST5_19066
if 
  99@ == 1 
else_jump @HEIST5_19198 
if 
  100@ == 0 
else_jump @HEIST5_19198 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 85@ 
031D:   actor 85@ hit_by_weapon 57 
else_jump @HEIST5_19135 
100@ = 1 

:HEIST5_19135
if 
  101@ > 1 
else_jump @HEIST5_19198 
if 
  33@ > 3000 
else_jump @HEIST5_19198 
if 
0364:   actor 85@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_19198 
100@ = 1 

:HEIST5_19198
if 
  88@ == 0 
else_jump @HEIST5_19385 
if 
   Actor.Dead(87@)
else_jump @HEIST5_19253 
100@ = 1 
88@ = 1 
jump @HEIST5_19385 

:HEIST5_19253
if 
  99@ == 1 
else_jump @HEIST5_19385 
if 
  100@ == 0 
else_jump @HEIST5_19385 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 87@ 
031D:   actor 87@ hit_by_weapon 57 
else_jump @HEIST5_19322 
100@ = 1 

:HEIST5_19322
if 
  101@ > 1 
else_jump @HEIST5_19385 
if 
  33@ > 3000 
else_jump @HEIST5_19385 
if 
0364:   actor 87@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_19385 
100@ = 1 

:HEIST5_19385
if 
  98@ == 0 
else_jump @HEIST5_19433 
if 
   Actor.Dead(97@)
else_jump @HEIST5_19433 
100@ = 1 
98@ = 1 

:HEIST5_19433
if 
  49@ == 0 
else_jump @HEIST5_19481 
if 
   Actor.Dead(42@)
else_jump @HEIST5_19481 
100@ = 1 
49@ = 1 

:HEIST5_19481
if 
  50@ == 0 
else_jump @HEIST5_19529 
if 
   Actor.Dead(43@)
else_jump @HEIST5_19529 
100@ = 1 
50@ = 1 

:HEIST5_19529
if 
  51@ == 0 
else_jump @HEIST5_19577 
if 
   Actor.Dead(44@)
else_jump @HEIST5_19577 
100@ = 1 
51@ = 1 

:HEIST5_19577
if 
  52@ == 0 
else_jump @HEIST5_19625 
if 
   Actor.Dead(45@)
else_jump @HEIST5_19625 
100@ = 1 
52@ = 1 

:HEIST5_19625
if 
  53@ == 0 
else_jump @HEIST5_19673 
if 
   Actor.Dead(46@)
else_jump @HEIST5_19673 
100@ = 1 
53@ = 1 

:HEIST5_19673
if 
  54@ == 0 
else_jump @HEIST5_19721 
if 
   Actor.Dead(47@)
else_jump @HEIST5_19721 
100@ = 1 
54@ = 1 

:HEIST5_19721
if 
  55@ == 0 
else_jump @HEIST5_19769 
if 
   Actor.Dead(48@)
else_jump @HEIST5_19769 
100@ = 1 
55@ = 1 

:HEIST5_19769
return 

:HEIST5_19771
166@ = 0 

:HEIST5_19778
if 
  7 > 166@ 
else_jump @HEIST5_20269 
wait 0 
gosub @HEIST5_16767 
if 
  99@ == 1 
else_jump @HEIST5_20025 
gosub @HEIST5_15416 
gosub @HEIST5_14162 
if 
  100@ == 1 
else_jump @HEIST5_19896 
if 
  89@ == 0 
else_jump @HEIST5_19889 
gosub @HEIST5_14491 
jump @HEIST5_19896 

:HEIST5_19889
gosub @HEIST5_14889 

:HEIST5_19896
if 
  100@ >= 1 
else_jump @HEIST5_20025 
if 
  103@ == 1 
else_jump @HEIST5_20025 
if 
03D2:   wav 2 ended 
else_jump @HEIST5_20025 
03D5: remove_text 'HE5_BD'  // ~z~ICH WERDE das Feuer erffnen!
if 
  98@ == 0 
else_jump @HEIST5_20018 
if 
   not Actor.Dead(97@)
else_jump @HEIST5_20011 
0968: actor 97@ stop_mouth 
0A09: set_actor 97@ muted 0 // versionB 
jump @HEIST5_20018 

:HEIST5_20011
98@ = 1 

:HEIST5_20018
103@ = 2 

:HEIST5_20025
if 
   not Actor.Dead(42@(166@,7i))
else_jump @HEIST5_20248 
062E: unknown_get_actor 42@(166@,7i) task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @HEIST5_20241 
if 
  99@ == 1 
else_jump @HEIST5_20241 
if 
  100@ == 0 
else_jump @HEIST5_20229 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 42@(166@,7i) 
031D:   actor 42@(166@,7i) hit_by_weapon 57 
else_jump @HEIST5_20155 
100@ = 1 

:HEIST5_20155
if 
  101@ > 1 
else_jump @HEIST5_20222 
if 
  33@ > 3000 
else_jump @HEIST5_20222 
if 
0364:   actor 42@(166@,7i) spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_20222 
100@ = 1 

:HEIST5_20222
jump @HEIST5_20241 

:HEIST5_20229
05E2: AS_actor 42@(166@,7i) kill_actor $PLAYER_ACTOR 

:HEIST5_20241
jump @HEIST5_20255 

:HEIST5_20248
100@ = 1 

:HEIST5_20255
166@ += 1 
jump @HEIST5_19778 

:HEIST5_20269
return 

:HEIST5_20271
if 
  62@ == 0 
else_jump @HEIST5_20317 
if 
   not Actor.Dead(61@)
else_jump @HEIST5_20317 
Actor.DestroyInstantly(61@)
62@ = 1 

:HEIST5_20317
if 
  64@ == 0 
else_jump @HEIST5_20363 
if 
   not Actor.Dead(63@)
else_jump @HEIST5_20363 
Actor.DestroyInstantly(63@)
64@ = 1 

:HEIST5_20363
if 
  66@ == 0 
else_jump @HEIST5_20409 
if 
   not Actor.Dead(65@)
else_jump @HEIST5_20409 
Actor.DestroyInstantly(65@)
66@ = 1 

:HEIST5_20409
if 
  68@ == 0 
else_jump @HEIST5_20455 
if 
   not Actor.Dead(67@)
else_jump @HEIST5_20455 
Actor.DestroyInstantly(67@)
68@ = 1 

:HEIST5_20455
if 
  70@ == 0 
else_jump @HEIST5_20501 
if 
   not Actor.Dead(69@)
else_jump @HEIST5_20501 
Actor.DestroyInstantly(69@)
70@ = 1 

:HEIST5_20501
if 
  72@ == 0 
else_jump @HEIST5_20547 
if 
   not Actor.Dead(71@)
else_jump @HEIST5_20547 
Actor.DestroyInstantly(71@)
72@ = 1 

:HEIST5_20547
if 
  74@ == 0 
else_jump @HEIST5_20593 
if 
   not Actor.Dead(73@)
else_jump @HEIST5_20593 
Actor.DestroyInstantly(73@)
74@ = 1 

:HEIST5_20593
if 
  76@ == 0 
else_jump @HEIST5_20639 
if 
   not Actor.Dead(75@)
else_jump @HEIST5_20639 
Actor.DestroyInstantly(75@)
76@ = 1 

:HEIST5_20639
if 
  78@ == 0 
else_jump @HEIST5_20685 
if 
   not Actor.Dead(77@)
else_jump @HEIST5_20685 
Actor.DestroyInstantly(77@)
78@ = 1 

:HEIST5_20685
if 
  80@ == 0 
else_jump @HEIST5_20731 
if 
   not Actor.Dead(79@)
else_jump @HEIST5_20731 
Actor.DestroyInstantly(79@)
80@ = 1 

:HEIST5_20731
if 
  82@ == 0 
else_jump @HEIST5_20777 
if 
   not Actor.Dead(81@)
else_jump @HEIST5_20777 
Actor.DestroyInstantly(81@)
82@ = 1 

:HEIST5_20777
if 
  84@ == 0 
else_jump @HEIST5_20823 
if 
   not Actor.Dead(83@)
else_jump @HEIST5_20823 
Actor.DestroyInstantly(83@)
84@ = 1 

:HEIST5_20823
if 
  86@ == 0 
else_jump @HEIST5_20869 
if 
   not Actor.Dead(85@)
else_jump @HEIST5_20869 
Actor.DestroyInstantly(85@)
86@ = 1 

:HEIST5_20869
if 
  88@ == 0 
else_jump @HEIST5_20915 
if 
   not Actor.Dead(87@)
else_jump @HEIST5_20915 
Actor.DestroyInstantly(87@)
88@ = 1 

:HEIST5_20915
if 
   not Actor.Dead($7930)
else_jump @HEIST5_20936 
Actor.DestroyInstantly($7930)

:HEIST5_20936
if 
   not Car.Wrecked($7931)
else_jump @HEIST5_20957 
Car.Destroy($7931)

:HEIST5_20957
Model.Destroy(#PATRIOT)
return 

:HEIST5_20964
if 
  98@ == 0 
else_jump @HEIST5_21010 
if 
   not Actor.Dead(97@)
else_jump @HEIST5_21010 
Actor.DestroyInstantly(97@)
98@ = 1 

:HEIST5_21010
if 
  49@ == 0 
else_jump @HEIST5_21056 
if 
   not Actor.Dead(42@)
else_jump @HEIST5_21056 
Actor.DestroyInstantly(42@)
49@ = 1 

:HEIST5_21056
if 
  50@ == 0 
else_jump @HEIST5_21102 
if 
   not Actor.Dead(43@)
else_jump @HEIST5_21102 
Actor.DestroyInstantly(43@)
50@ = 1 

:HEIST5_21102
if 
  51@ == 0 
else_jump @HEIST5_21148 
if 
   not Actor.Dead(44@)
else_jump @HEIST5_21148 
Actor.DestroyInstantly(44@)
51@ = 1 

:HEIST5_21148
if 
  52@ == 0 
else_jump @HEIST5_21194 
if 
   not Actor.Dead(45@)
else_jump @HEIST5_21194 
Actor.DestroyInstantly(45@)
52@ = 1 

:HEIST5_21194
if 
  53@ == 0 
else_jump @HEIST5_21240 
if 
   not Actor.Dead(46@)
else_jump @HEIST5_21240 
Actor.DestroyInstantly(46@)
53@ = 1 

:HEIST5_21240
if 
  54@ == 0 
else_jump @HEIST5_21286 
if 
   not Actor.Dead(47@)
else_jump @HEIST5_21286 
Actor.DestroyInstantly(47@)
54@ = 1 

:HEIST5_21286
if 
  55@ == 0 
else_jump @HEIST5_21332 
if 
   not Actor.Dead(48@)
else_jump @HEIST5_21332 
Actor.DestroyInstantly(48@)
55@ = 1 

:HEIST5_21332
90@ = 1 
return 

//-------------Mission 101---------------
// Originally: Breaking the Bank at Caligula's

:HEIST9
thread 'HEIST9' 
gosub @HEIST9_47 
if 
wasted_or_busted 
else_jump @HEIST9_38 
gosub @HEIST9_44468 

:HEIST9_38
gosub @HEIST9_44948 
end_thread 

:HEIST9_47
if 
  $PARKED_RUSTLER_EXISTS == 1 
else_jump @HEIST9_72 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 0 

:HEIST9_72
if 
  $PARKED_STUNT_EXISTS == 1 
else_jump @HEIST9_97 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 0 

:HEIST9_97
if 
  $PARKED_HUNTER_EXISTS == 1 
else_jump @HEIST9_122 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 0 

:HEIST9_122
09B7: unknown_zone 'MEAD' unknown_set 1  // Mojave Airport
054C: use_GXT_table 'HEIST9' 
$7933 = 0 
$7937 = 0.0 
$7936 = 0.0 
$7938 = 0.0 
$7939 = 0.0 
$7940 = 0 
$7941 = 0 
0169: set_fade_color_RGB 0 0 0 
increment_mission_attempts 
$ONMISSION = 1 
$9470 = 0 
231@ = 2 
$CARMOD_DISABLED_FLAG = 1 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_340 
0793: save_player_clothes 
Player.SetClothes($PLAYER_CHAR, "CROUPIER", "VALET", Special)
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 1 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 13 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 15 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16 
Player.Build($PLAYER_CHAR)

:HEIST9_340
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:HEIST9_355
if 
fading 
else_jump @HEIST9_379 
wait 0 
jump @HEIST9_355 

:HEIST9_379
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_490 
select_interior 0 
08AD: put_actor $PLAYER_ACTOR at 2016.422 1017.102 radius 10.0 // interior version 
Camera.SetAtPos(2028.932, 1023.292, 9.813)
0395: clear_area 1 at 2028.932 1023.292 9.813 radius 20.0 
08C7: put_actor $PLAYER_ACTOR at 2028.932 1023.292 9.813 // versionB 
Actor.Angle($PLAYER_ACTOR) = 278.4092

:HEIST9_490
select_interior 0 
02E4: load_cutscene_data 'HEIST8A' 

:HEIST9_505
if 
86B9:   not cutscene_data_loaded 
else_jump @HEIST9_529 
wait 0 
jump @HEIST9_505 

:HEIST9_529
0395: clear_area 1 at 1908.433 957.3687 9.8203 radius 40.0 
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:HEIST9_570
if 
82E9:   not cutscene_reached_end 
else_jump @HEIST9_594 
wait 0 
jump @HEIST9_570 

:HEIST9_594
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:HEIST9_608
if 
fading 
else_jump @HEIST9_632 
wait 0 
jump @HEIST9_608 

:HEIST9_632
02EA: end_cutscene 
018A: 39@ = create_checkpoint_at 2196.715 1677.198 11.375 
060A: create_decision_maker_type 3 store_to 217@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 89@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 120@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 245@ // decision\allowed\m_.ped files 
0746: set_acquaintance 1 of_actors_pedtype 26 to_actors_pedtype 26 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker 89@ on_event 37 taskID 300 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker 245@ on_event 37 taskID 300 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
Model.Load(#SILENCED)
Model.Load(#TEARGAS)
Model.Load(#NVGOGGLES)
Model.Load(#BODYARMOUR)
Model.Load(#MP5LNG)
Model.Load(#KNIFECUR)
Model.Load(#COLT45)
04ED: load_animation "HEIST9" 

:HEIST9_834
if or
   not Model.Available(#SILENCED)
   not Model.Available(#TEARGAS)
   not Model.Available(#NVGOGGLES)
   not Model.Available(#BODYARMOUR)
else_jump @HEIST9_875 
wait 0 
jump @HEIST9_834 

:HEIST9_875
if or
   not Model.Available(#MP5LNG)
   not Model.Available(#KNIFECUR)
84EE:   not animation "HEIST9" loaded 
   not Model.Available(#COLT45)
else_jump @HEIST9_922 
wait 0 
jump @HEIST9_875 

:HEIST9_922
$7934 = 240000 
Player.ClearWantedLevel($PLAYER_CHAR)
03C7: set_sensitivity_to_crime 0.0 
Player.CanMove($PLAYER_CHAR) = True
171@ = Object.Create(#GENERATOR_BIG, 2145.05, 1613.49, 999.9764)
0566: link_object 171@ to_interior 1 
Object.Angle(171@) = 1.2043
172@ = Object.Create(#GENERATOR_BIG, 2148.8, 1613.49, 999.9764)
0566: link_object 172@ to_interior 1 
Object.Angle(172@) = 354.0372
0615: define_AS_pack_begin 212@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP_file "HEIST9" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP_file "HEIST9" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 2000 ms 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP_file "HEIST9" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP_file "HEIST9" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 212@ loop 1 
0616: define_AS_pack_end 212@ 
0615: define_AS_pack_begin 213@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP_file "HEIST9" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP_file "HEIST9" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 2000 ms 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP_file "HEIST9" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP_file "HEIST9" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 213@ loop 1 
0616: define_AS_pack_end 213@ 
06F0: set_group $PLAYER_GROUP distance_limit_to 300.0 
07B3: set_group $PLAYER_GROUP give_command 0 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 300 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 17 ammo 10 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 300 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 44 ammo 300 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 300 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 
Model.Destroy(#KNIFECUR)
Model.Destroy(#SILENCED)
Model.Destroy(#NVGOGGLES)
Model.Destroy(#TEARGAS)
41@ = Object.Init(#AB_CASDORLOK, 2148.56, 1604.609, 1006.5)
0566: link_object 41@ to_interior 1 
Object.Angle(41@) = 180.0
48@ = Object.Init(#AB_CASDORLOK, 2177.16, 1594.322, 1000.4)
0566: link_object 48@ to_interior 1 
Object.Angle(48@) = 180.0
49@ = Object.Init(#WAREHOUSE_DOOR2B, 2220.188, 1571.763, 1001.6)
0566: link_object 49@ to_interior 1 
Object.Angle(49@) = 270.0
Object.Indestructibility(49@) = False
196@ = Object.Init(#WAREHOUSE_DOOR2B, 2220.188, 1571.7, 1005.8)
0566: link_object 196@ to_interior 1 
Object.Angle(196@) = 270.0
Object.CollisionDetection(196@) = False
Object.Indestructibility(49@) = False
42@ = Object.Init(#WAREHOUSE_DOOR2B, 2203.2, 1551.743, 1009.0)
0566: link_object 42@ to_interior 1 
Object.Angle(42@) = 0.0
Object.Indestructibility(42@) = False
34@ = 1001.4 
60@ = Object.Init(#AB_VAULTDOOR, 2144.18, 1626.947, 994.28)
Object.Angle(60@) = 180.0
0566: link_object 60@ to_interior 1 
96@ = Object.Init(#SEC_KEYPAD, 2168.5, 1617.335, 1000.4)
0566: link_object 96@ to_interior 1 
Object.Angle(96@) = 270.0
Object.CollisionDetection(96@) = False
$7933 = Pickup.Create(#BODYARMOUR, 3, 2176.471, 1597.394, 1000.0)
285@ = Pickup.Create(#BODYARMOUR, 3, 2144.339, 1640.666, 993.5)
jump @HEIST9_2362 

:HEIST9_1936
Model.Load(#TRIADA)
Model.Load(#SECURICA)
023C: load_special_actor 'WUZIMU' as 2 // models 290-299 
023C: load_special_actor 'JANITOR' as 3 // models 290-299 

:HEIST9_1971
if or
   not Model.Available(#TRIADA)
   not Model.Available(#SECURICA)
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
else_jump @HEIST9_2010 
wait 0 
jump @HEIST9_1971 

:HEIST9_2010
51@ = Car.Create(#SECURICA, 2220.344, 1551.767, 1003.719)
0840: link_car 51@ to_interior 1 
Car.Angle(51@) = 176.7739
07EE: car 51@ enable_tire_marks 0 
Car.DoorStatus(51@) = 3
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
0129: 54@ = create_actor_pedtype 25 model #SPECIAL02 in_car 51@ driverseat 
0860: link_actor 54@ to_interior 1 
01C8: 55@ = create_actor_pedtype 25 model #TRIADA in_car 51@ passenger_seat 2 
0860: link_actor 55@ to_interior 1 
01C8: 56@ = create_actor_pedtype 25 model #TRIADA in_car 51@ passenger_seat 1 
0860: link_actor 56@ to_interior 1 
01C8: 57@ = create_actor_pedtype 25 model #SPECIAL03 in_car 51@ passenger_seat 0 
0860: link_actor 57@ to_interior 1 
0245: set_actor 54@ walk_style_to "BLINDMAN" 
58@ = 0 

:HEIST9_2194
0648: unknown_actor 54@(58@,4i) task_set 2.0 // float 
01B2: give_actor 54@(58@,4i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 54@(58@,4i) armed_weapon_to 29 
060B: set_actor 54@(58@,4i) decision_maker_to 120@ 
0568: set_actor 54@(58@,4i) targetable 1 
Actor.SetImmunities(54@(58@,4i), 0, 0, 0, 1, 0)
0446: set_actor 54@(58@,4i) immune_to_headshots 0 
08AF: set_actor 54@(58@,4i) max_health_to 500 
Actor.Health(54@(58@,4i)) = 500
Actor.WeaponAccuracy(54@(58@,4i)) = 60
09B5: unknown_actor 54@(58@,4i) flag 0 
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_2194 
250@ = 1 
return 

:HEIST9_2362
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_2390 
Actor.Angle($PLAYER_ACTOR) = 270.0
Camera.SetBehindPlayer

:HEIST9_2390
gosub @HEIST9_46358 
215@ = 1 
231@ = 2 
38@ = 1 
107@ = 0 
33@ = 0 
07FB: set_interior 'JUMP1' access 0  // Dach des Caesar's
07FB: set_interior 'JUMP2' access 0  // Dach des Caligula
07FB: set_interior 'MAFCAS2' access 0  // Penthouse Suite
290@ = 1 
308@ = Object.Init(#TMP_BIN, 2188.845, 1619.136, 999.3)
0566: link_object 308@ to_interior 1 
Object.Angle(308@) = 270.0
310@ = Object.Init(#K_SMASHBOXES, 2139.343, 1617.604, 992.5)
0566: link_object 310@ to_interior 1 
Object.Angle(310@) = 0.1132
311@ = Object.Init(#K_SMASHBOXES, 2148.0, 1622.107, 992.5)
0566: link_object 311@ to_interior 1 
Object.Angle(311@) = 179.6736

:HEIST9_2598
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_43649 
wait 0 
gosub @HEIST9_46391 
gosub @HEIST9_50668 
077E: get_active_interior_to $7942 
if 
  0 >= $7934 
else_jump @HEIST9_2690 
gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_1B' time 4000 flag 1  // ~r~Die Zeit ist um.
jump @HEIST9_44468 
014F: stop_timer $7934 

:HEIST9_2690
if 
   not 290@ == 0 
else_jump @HEIST9_3136 
if and
  231@ == 2 
  290@ == 1 
else_jump @HEIST9_2792 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_2756 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_2756
05AA: 288@s = 'HE8_AA'  // ~z~Okay, Carl, hrst du mich?
04AF: 232@ = 19000 // @ = any 
gosub @HEIST9_50648 
290@ = 2 

:HEIST9_2792
if and
  231@ == 2 
  290@ == 2 
else_jump @HEIST9_2877 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_2841 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_2841
05AA: 288@s = 'HE8_AB'  // ~z~Laut und deutlich!
04AF: 232@ = 19001 // @ = any 
gosub @HEIST9_50648 
290@ = 3 

:HEIST9_2877
if and
  231@ == 2 
  290@ == 3 
else_jump @HEIST9_2959 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_2923 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_2923
05AA: 288@s = 'HE8_AC'  // ~z~Okay, wir sind im Panzerwagen unterwegs.
04AF: 232@ = 19002 // @ = any 
gosub @HEIST9_50648 
290@ = 4 

:HEIST9_2959
if and
  231@ == 2 
  290@ == 4 
else_jump @HEIST9_3044 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_3008 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_3008
05AA: 288@s = 'HE8_AD'  // ~z~Okay, ich beeil mich.
04AF: 232@ = 19003 // @ = any 
gosub @HEIST9_50648 
290@ = 5 

:HEIST9_3044
if and
  231@ == 2 
  290@ == 5 
else_jump @HEIST9_3136 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_3090 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_3090
00BC: show_text_highpriority GXT 'HM9_28' time 9000 flag 1  // ~s~Geh in das ~y~Mafia-Casino~s~!
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_3129 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_3129
290@ = 6 

:HEIST9_3136
077E: get_active_interior_to $7941 
if 
  $7941 == 0 
else_jump @HEIST9_3207 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_3200 
Player.SprintMode($PLAYER_CHAR) = False
$9470 = 0 
$7935 = 0 
075B: zoom_radar 0 

:HEIST9_3200
jump @HEIST9_3234 

:HEIST9_3207
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_3234 
Player.SprintMode($PLAYER_CHAR) = True
075B: zoom_radar 100 

:HEIST9_3234
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2233.91 1712.599 1010.877 radius 50.0 50.0 50.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2265.79 1619.58 1089.445 radius 50.0 50.0 50.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2267.056 1675.385 1089.445 radius 50.0 50.0 50.0 
else_jump @HEIST9_3367 
075B: zoom_radar 100 
$7935 = 1 

:HEIST9_3367
if and
  303@ == 0 
  $7935 == 1 
else_jump @HEIST9_3506 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_3506 
if and
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
82D8:   not actor $PLAYER_ACTOR current_weapon == 44 
82D8:   not actor $PLAYER_ACTOR current_weapon == 17 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
82D8:   not actor $PLAYER_ACTOR current_weapon == 4 
else_jump @HEIST9_3491 
0746: set_acquaintance 4 of_actors_pedtype 4 to_actors_pedtype 0 // see ped.dat 
00BC: show_text_highpriority GXT 'HM9_99' time 100 flag 1  // ~s~Steck deine Waffe weg, bis du die Personaltr passiert hast!
300@ = 1 
jump @HEIST9_3506 

:HEIST9_3491
0746: set_acquaintance 1 of_actors_pedtype 4 to_actors_pedtype 0 // see ped.dat 
300@ = 0 

:HEIST9_3506
if 
8500:   not player $PLAYER_CHAR skin == "CROUPIER" on_bodypart 17 
else_jump @HEIST9_3557 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~Deine Tarnung ist aufgeflogen. Die Mission kannst du vergessen!
jump @HEIST9_44468 

:HEIST9_3557
if and
  $9470 == 1 
  106@ == 0 
  $7935 == 1 
else_jump @HEIST9_3619 
gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~Deine Tarnung ist aufgeflogen. Die Mission kannst du vergessen!
jump @HEIST9_44468 

:HEIST9_3619
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_3713 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2180.981 1677.813 10.0609 radius 30.0 30.0 30.0 
  243@ == 0 
else_jump @HEIST9_3713 
00BC: show_text_highpriority GXT 'HM9_54' time 7000 flag 1  // Vermeide jedes Aufsehen im Casino, sonst fliegst du auf.
243@ = 1 

:HEIST9_3713
if 
0736:   NOP_false 83 
else_jump @HEIST9_3735 
jump @HEIST9_44516 

:HEIST9_3735
if and
  2 >= 38@ 
   not Actor.Dead($PLAYER_ACTOR)
  284@ == 0 
else_jump @HEIST9_3814 
041A: 175@ = actor $PLAYER_ACTOR weapon 17 ammo 
if and
  0 >= 175@ 
  2 >= 38@ 
else_jump @HEIST9_3814 
284@ = 1 
32@ = 0 

:HEIST9_3814
if and
  32@ > 2000 
  284@ == 1 
  173@ == 0 
else_jump @HEIST9_3934 
if or
  $7935 == 1 
  $7941 == 0 
else_jump @HEIST9_3934 
if 
  $7935 == 1 
else_jump @HEIST9_3904 
gosub @HEIST9_50388 
jump @HEIST9_3911 

:HEIST9_3904
gosub @HEIST9_50602 

:HEIST9_3911
00BC: show_text_highpriority GXT 'HM9_48' time 4000 flag 1  // ~r~Du Idiot, du hast alle Granaten verschwendet!
jump @HEIST9_44468 

:HEIST9_3934
if and
   Car.Wrecked(51@)
  174@ == 0 
  250@ == 1 
else_jump @HEIST9_3994 
gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_15' time 4000 flag 1  // ~r~Der Van ist weg. Jetzt gibt es keine Mglichkeit mehr, das Geld abzutransportieren.
jump @HEIST9_44468 

:HEIST9_3994
$7940 += 1 
if 
  38@ == 1 
else_jump @HEIST9_4398 
if 
  $7935 == 1 
else_jump @HEIST9_4398 
if 
075C:   marker 39@ enabled 
else_jump @HEIST9_4058 
Marker.Disable(39@)

:HEIST9_4058
00BE: text_clear_all 
38@ = 2 
215@ = 1 
33@ = 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
018A: 44@ = create_checkpoint_at 2148.995 1605.08 1005.172 
08DC: create_interior_marker 44@ at 2196.635 1676.841 radius 10.0 
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)

:HEIST9_4138
if or
   not Model.Available(#BMYBOUN)
   not Model.Available(#WMYBOUN)
else_jump @HEIST9_4170 
wait 0 
jump @HEIST9_4138 

:HEIST9_4170
109@ = Actor.Create(Mission1, #BMYBOUN, 2146.58, 1622.228, 992.6882)
0860: link_actor 109@ to_interior 1 
Actor.Angle(109@) = 83.607
110@ = Actor.Create(Mission1, #BMYBOUN, 2141.41, 1626.068, 992.6882)
0860: link_actor 110@ to_interior 1 
Actor.Angle(110@) = 188.011
111@ = Actor.Create(CivMale, #WMYBOUN, 2151.187, 1605.832, 1005.188)
0860: link_actor 111@ to_interior 1 
Actor.Angle(111@) = 359.346
060B: set_actor 111@ decision_maker_to 120@ 
0638: AS_actor 111@ stay_put 1 
58@ = 0 

:HEIST9_4318
01B2: give_actor 109@(58@,5i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 109@(58@,5i) armed_weapon_to 29 
Actor.Armour(109@(58@,5i)) = 200
0638: AS_actor 109@(58@,5i) stay_put 1 
0568: set_actor 109@(58@,5i) targetable 1 
58@ += 1 
  58@ >= 2 
else_jump @HEIST9_4318 

:HEIST9_4398
if 
  38@ == 2 
else_jump @HEIST9_10444 
if 
   not Actor.Dead(111@)
else_jump @HEIST9_4481 
if 
051A:   actor 111@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST9_4481 
gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~Deine Tarnung ist aufgeflogen. Die Mission kannst du vergessen!
jump @HEIST9_44468 

:HEIST9_4481
if and
   Actor.Dead(111@)
  106@ == 0 
else_jump @HEIST9_4534 
gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~Deine Tarnung ist aufgeflogen. Die Mission kannst du vergessen!
jump @HEIST9_44468 

:HEIST9_4534
if 
   not 215@ == 0 
else_jump @HEIST9_5179 
if 
  215@ == 1 
else_jump @HEIST9_4628 
$7934 = 240000 
03C3: set_timer_to $7934 type 1 GXT 'HM9_1A' // global_variable  // ZEIT
01E5: show_text_1number_highpriority GXT 'HM9_1D' number 4 time 5000 flag 1  // ~s~Du hast ~1~ Minuten, um das Team hineinzubringen!
33@ = 0 
215@ = 2 

:HEIST9_4628
if and
  33@ > 4000 
  215@ == 2 
else_jump @HEIST9_4713 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_4677 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_4677
05AA: 288@s = 'HE8_BA'  // ~z~Okay, da wren wir. Ganz cool bleiben, Carl, ganz cool.
04AF: 232@ = 19004 // @ = any 
gosub @HEIST9_50648 
215@ = 3 

:HEIST9_4713
if and
  231@ == 2 
  215@ == 3 
else_jump @HEIST9_4798 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_4762 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_4762
05AA: 288@s = 'HE8_BB'  // ~z~Hey, ich bin cool!
04AF: 232@ = 19005 // @ = any 
gosub @HEIST9_50648 
215@ = 4 

:HEIST9_4798
if and
  231@ == 2 
  215@ == 4 
else_jump @HEIST9_4880 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_4844 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_4844
05AA: 288@s = 'HE8_BC'  // ~z~Sicher? Du klingst irgendwie nervs!
04AF: 232@ = 19006 // @ = any 
gosub @HEIST9_50648 
215@ = 5 

:HEIST9_4880
if and
  231@ == 2 
  215@ == 5 
else_jump @HEIST9_4965 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_4929 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_4929
05AA: 288@s = 'HE8_BD'  // ~z~Ich bin absolut cool, okay?
04AF: 232@ = 19007 // @ = any 
gosub @HEIST9_50648 
215@ = 6 

:HEIST9_4965
if and
  231@ == 2 
  215@ == 6 
else_jump @HEIST9_5047 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_5011 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_5011
05AA: 288@s = 'HE8_BE'  // ~z~Okay, okay!
04AF: 232@ = 19008 // @ = any 
gosub @HEIST9_50648 
215@ = 7 

:HEIST9_5047
if and
  231@ == 2 
  215@ == 7 
else_jump @HEIST9_5108 
05AA: 288@s = 'HE8_BF'  // ~z~Jetzt los, Richtung Personaleingang.
04AF: 232@ = 19009 // @ = any 
gosub @HEIST9_50648 
215@ = 8 

:HEIST9_5108
if and
  231@ == 2 
  215@ == 8 
else_jump @HEIST9_5179 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_5156 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_5156
00BC: show_text_highpriority GXT 'HM9_2' time 7000 flag 1  // ~s~Finde die mit der ~y~Zugangskarte zu ffnende Tr~s~ und ffne sie!
215@ = 0 

:HEIST9_5179
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2147.756 1605.401 1005.17 radius 3.0 3.0 3.0 
  216@ == 0 
else_jump @HEIST9_6325 
if 
  300@ == 1 
else_jump @HEIST9_5282 
gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~Deine Tarnung ist aufgeflogen. Die Mission kannst du vergessen!
jump @HEIST9_44468 

:HEIST9_5282
gosub @HEIST9_46289 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(111@)
else_jump @HEIST9_5363 
08C7: put_actor $PLAYER_ACTOR at 2147.675 1607.399 1005.188 // versionB 
Actor.Angle($PLAYER_ACTOR) = 188.6317
Player.CanMove($PLAYER_CHAR) = False
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 111@ 
0639: AS_actor 111@ rotate_to_actor $PLAYER_ACTOR 

:HEIST9_5363
if 
   not Actor.Dead(111@)
else_jump @HEIST9_5409 
08C7: put_actor 111@ at 2151.187 1605.832 1005.188 // versionB 
Actor.Angle(111@) = 359.346

:HEIST9_5409
Camera.SetPosition(2152.125, 1606.502, 1006.716, 0.0, 0.0, 0.0)
Camera.PointAt(2151.135, 1606.365, 1006.719, 2)
00BC: show_text_highpriority GXT 'HE8_CA' time 4000 flag 1  // ~z~Hab dich hier noch nie gesehen. Neu hier?
040D: unload_wav 1 
03CF: load_wav 19010 as 1 

:HEIST9_5487
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_5513 
wait 0 
jump @HEIST9_5487 

:HEIST9_5513
03D1: play_wav 1 
wait 1000 
33@ = 0 

:HEIST9_5529
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_5579 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_5572 
jump @HEIST9_6254 

:HEIST9_5572
jump @HEIST9_5529 

:HEIST9_5579
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_5631 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 0 0 0 0 time -1 // versionA 

:HEIST9_5631
00BC: show_text_highpriority GXT 'HE8_CB' time 4000 flag 1  // ~z~Ja, ich, hm, vertrete Jerry, er ist krank.
040D: unload_wav 1 
03CF: load_wav 19011 as 1 

:HEIST9_5658
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_5684 
wait 0 
jump @HEIST9_5658 

:HEIST9_5684
03D1: play_wav 1 
33@ = 0 

:HEIST9_5695
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_5745 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_5738 
jump @HEIST9_6254 

:HEIST9_5738
jump @HEIST9_5695 

:HEIST9_5745
00BC: show_text_highpriority GXT 'HE8_CC' time 4000 flag 1  // ~z~Wer ist Jerry?
040D: unload_wav 1 
03CF: load_wav 19012 as 1 

:HEIST9_5772
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_5798 
wait 0 
jump @HEIST9_5772 

:HEIST9_5798
03D1: play_wav 1 
33@ = 0 

:HEIST9_5809
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_5859 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_5852 
jump @HEIST9_6254 

:HEIST9_5852
jump @HEIST9_5809 

:HEIST9_5859
00BC: show_text_highpriority GXT 'HE8_CD' time 2000 flag 1  // ~z~Halt's Maul.
040D: unload_wav 1 
03CF: load_wav 19013 as 1 

:HEIST9_5886
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_5912 
wait 0 
jump @HEIST9_5886 

:HEIST9_5912
03D1: play_wav 1 
33@ = 0 

:HEIST9_5923
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_5973 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_5966 
jump @HEIST9_6254 

:HEIST9_5966
jump @HEIST9_5923 

:HEIST9_5973
00BC: show_text_highpriority GXT 'HE8_CE' time 2000 flag 1  // ~z~Was?
040D: unload_wav 1 
03CF: load_wav 19014 as 1 

:HEIST9_6000
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_6026 
wait 0 
jump @HEIST9_6000 

:HEIST9_6026
03D1: play_wav 1 
33@ = 0 

:HEIST9_6037
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_6087 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_6080 
jump @HEIST9_6254 

:HEIST9_6080
jump @HEIST9_6037 

:HEIST9_6087
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_6140 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_TIRED" IFP_file "PED" 1.0 loop 0 0 0 0 time -1 // versionA 

:HEIST9_6140
00BC: show_text_highpriority GXT 'HE8_CF' time 3000 flag 1  // ~z~Ich...Ich glaub, Jerry hat mich angesteckt!
040D: unload_wav 1 
03CF: load_wav 19015 as 1 

:HEIST9_6167
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_6193 
wait 0 
jump @HEIST9_6167 

:HEIST9_6193
03D1: play_wav 1 
33@ = 0 

:HEIST9_6204
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_6254 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_6247 
jump @HEIST9_6254 

:HEIST9_6247
jump @HEIST9_6204 

:HEIST9_6254
040D: unload_wav 1 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(111@)
else_jump @HEIST9_6304 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.Angle(111@) = 3.8184
Actor.Angle($PLAYER_ACTOR) = 207.6449

:HEIST9_6304
gosub @HEIST9_46306 
215@ = 0 
216@ = 1 

:HEIST9_6325
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2149.008 1605.299 1005.172 radius 2.0 2.0 2.0 
  36@ == 0 
else_jump @HEIST9_6642 
if 
88FE:   not text_box_displayed 
else_jump @HEIST9_6404 
0512: show_permanent_text_box 'HM9_29'  // ~k~~VEHICLE_ENTER_EXIT~: Zugangskarte benutzen.

:HEIST9_6404
if 
00E1:   player 0 pressed_key 15 
else_jump @HEIST9_6635 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Player.Wasted($PLAYER_CHAR)
else_jump @HEIST9_6527 
Player.CanMove($PLAYER_CHAR) = False
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 2149.008 1605.299 1005.172 // versionB 
Actor.Angle($PLAYER_ACTOR) = 188.7539
0605: actor $PLAYER_ACTOR perform_animation_sequence "USE_SWIPECARD" IFP_file "HEIST9" 2.0 loop 0 0 0 0 time -1 // versionA 

:HEIST9_6527
wait 500 
040D: unload_wav 3 
03CF: load_wav 6400 as 3 

:HEIST9_6543
if 
83D0:   not wav 3 loaded 
else_jump @HEIST9_6569 
wait 0 
jump @HEIST9_6543 

:HEIST9_6569
if 
03D0:   wav 3 loaded 
else_jump @HEIST9_6588 
03D1: play_wav 3 

:HEIST9_6588
wait 1000 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Player.Wasted($PLAYER_CHAR)
else_jump @HEIST9_6621 
Player.CanMove($PLAYER_CHAR) = True

:HEIST9_6621
303@ = 1 
36@ = 1 

:HEIST9_6635
jump @HEIST9_6644 

:HEIST9_6642
03E6: remove_text_box 

:HEIST9_6644
if and
  36@ == 1 
  107@ == 0 
else_jump @HEIST9_7355 
03E6: remove_text_box 
Model.Load(#VBFYCRP)
Model.Load(#VWFYCRP)

:HEIST9_6680
if or
   not Model.Available(#VWFYCRP)
   not Model.Available(#VBFYCRP)
else_jump @HEIST9_6711 
wait 0 
jump @HEIST9_6680 

:HEIST9_6711
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.01 1603.086 1000.968 
05D7: add_point_to_scmpath 2163.409 1602.779 998.9785 
05D7: add_point_to_scmpath 2158.457 1602.36 998.9719 
05D7: add_point_to_scmpath 2158.192 1597.875 998.9711 
05D7: add_point_to_scmpath 2157.961 1612.835 998.9677 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2158.395 1618.554 998.9647 
05D7: add_point_to_scmpath 2157.961 1612.835 998.9677 
05D7: add_point_to_scmpath 2158.192 1597.875 998.9711 
05D7: add_point_to_scmpath 2158.457 1602.36 998.9719 
05D7: add_point_to_scmpath 2163.409 1602.779 998.9785 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
218@ = Actor.Create(Mission3, #VWFYCRP, 2144.01, 1603.086, 1000.968)
0860: link_actor 218@ to_interior 1 
060B: set_actor 218@ decision_maker_to 89@ 
0618: assign_actor 218@ to_AS_pack 53@ 
219@ = Actor.Create(Mission3, #VBFYCRP, 2148.394, 1596.737, 998.768)
0860: link_actor 219@ to_interior 1 
060B: set_actor 219@ decision_maker_to 89@ 
220@ = Actor.Create(Mission3, #VWFYCRP, 2149.355, 1597.133, 998.768)
0860: link_actor 220@ to_interior 1 
060B: set_actor 220@ decision_maker_to 89@ 
222@ = Actor.Create(Mission3, #BMYBOUN, 2146.831, 1603.942, 1000.968)
Actor.Angle(222@) = 187.4626
0860: link_actor 222@ to_interior 1 
01B2: give_actor 222@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 222@ armed_weapon_to 22 
060B: set_actor 222@ decision_maker_to 245@ 
0638: AS_actor 222@ stay_put 1 
223@ = Actor.Create(Mission3, #VWFYCRP, 2170.674, 1603.371, 998.9696)
0860: link_actor 223@ to_interior 1 
060B: set_actor 223@ decision_maker_to 89@ 
224@ = Actor.Create(Mission3, #VWFYCRP, 2169.843, 1605.299, 998.9706)
0860: link_actor 224@ to_interior 1 
060B: set_actor 224@ decision_maker_to 89@ 
0677: AS_actor 219@ chat_with_actor 220@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 220@ chat_with_actor 219@ lead_speaker_flag 0 unknown_flag 1 
0677: AS_actor 223@ chat_with_actor 224@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 224@ chat_with_actor 223@ lead_speaker_flag 0 unknown_flag 1 
117@ = 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_7277 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:HEIST9_7277
061B: remove_references_to_AS_pack 53@ 
Marker.Disable(44@)
35@ = 1 
018A: 108@ = create_checkpoint_at 2143.046 1620.661 999.968 
08DC: create_interior_marker 108@ at 2196.635 1676.841 radius 10.0 
107@ = 1 
302@ = 2 
32@ = 0 

:HEIST9_7355
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2147.863 1599.649 1003.534 radius 2.0 2.0 2.0 
  106@ == 0 
else_jump @HEIST9_7460 
106@ = 1 
0395: clear_area 1 at 2192.605 1601.92 1004.063 radius 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Actor.DestroyInstantly(111@)
33@ = 0 

:HEIST9_7460
if and
  231@ == 2 
  302@ == 2 
  32@ > 1000 
else_jump @HEIST9_7552 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_7516 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_7516
05AA: 288@s = 'HE8_DB'  // ~z~Gut. Nchste Station - der Notstromgenerator-Raum
04AF: 232@ = 19017 // @ = any 
gosub @HEIST9_50648 
302@ = 3 

:HEIST9_7552
if and
  231@ == 2 
  302@ == 3 
else_jump @HEIST9_7613 
05AA: 288@s = 'HE8_DD'  // ~z~Eine Etage weiter unten.
04AF: 232@ = 19019 // @ = any 
gosub @HEIST9_50648 
302@ = 0 

:HEIST9_7613
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2148.252 1605.901 1000.114 radius 1.2 1.2 1.2 
  244@ == 0 
else_jump @HEIST9_7682 
244@ = 1 
302@ = 0 

:HEIST9_7682
if and
  231@ == 2 
  244@ == 1 
else_jump @HEIST9_7774 
303@ = 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_7738 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_7738
05AA: 288@s = 'HE8_EA'  // ~z~Okay, ich bin im Generatorraum.
04AF: 232@ = 19020 // @ = any 
gosub @HEIST9_50648 
244@ = 2 

:HEIST9_7774
if and
  231@ == 2 
  244@ == 2 
else_jump @HEIST9_7856 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_7820 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_7820
05AA: 288@s = 'HE8_EB'  // ~z~Okay, die Lftungsgitter sind an der Rckwand.
04AF: 232@ = 19021 // @ = any 
gosub @HEIST9_50648 
244@ = 3 

:HEIST9_7856
if and
  231@ == 2 
  244@ == 3 
else_jump @HEIST9_7917 
05AA: 288@s = 'HE8_EC'  // ~z~Wirf das Gas hinter eines der Gitter.
04AF: 232@ = 19022 // @ = any 
gosub @HEIST9_50648 
244@ = 4 

:HEIST9_7917
if and
  231@ == 2 
  244@ == 4 
else_jump @HEIST9_8001 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_7965 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_7965
05AA: 288@s = 'HE8_ED'  // ~z~Okay.
04AF: 232@ = 19023 // @ = any 
gosub @HEIST9_50648 
244@ = 5 

:HEIST9_8001
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2254.543 1706.5 1.1746 radius 1.2 1.2 1.2 
else_jump @HEIST9_8065 
00BC: show_text_highpriority GXT 'HM9_36' time 1000 flag 1  // Du musst zuerst die Wachen mit dem Gas auer Gefecht setzen!

:HEIST9_8065
if and
  45 > 106@ 
   not 106@ == 0 
else_jump @HEIST9_8114 
034D: rotate_object 41@ from_angle 180.0 to_angle 2.0 flag 0 
106@ += 1 

:HEIST9_8114
if and
  45 > 117@ 
   not 117@ == 0 
else_jump @HEIST9_8163 
034D: rotate_object 41@ from_angle 270.0 to_angle 2.0 flag 0 
117@ += 1 

:HEIST9_8163
58@ = 0 

:HEIST9_8170
if 
   not Actor.Dead(109@(58@,5i))
else_jump @HEIST9_8349 
if 
051A:   actor 109@(58@,5i) damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST9_8243 
gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~Deine Tarnung ist aufgeflogen. Die Mission kannst du vergessen!
jump @HEIST9_44468 

:HEIST9_8243
if 
051A:   actor $PLAYER_ACTOR damaged_by_actor 109@(58@,5i) 
else_jump @HEIST9_8296 
gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~Deine Tarnung ist aufgeflogen. Die Mission kannst du vergessen!
jump @HEIST9_44468 

:HEIST9_8296
if 
0364:   actor 109@(58@,5i) spotted_actor $PLAYER_ACTOR 
else_jump @HEIST9_8349 
gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_37' time 4000 flag 1  // ~r~Die Wachen haben dich gesehen und den Alarm ausgelst.
jump @HEIST9_44468 

:HEIST9_8349
58@ += 1 
  58@ >= 2 
else_jump @HEIST9_8170 
if and
02EE:   projectile_in_cube_cornerA 2144.464 1621.26 1002.136 cornerB 2136.209 1626.877 997.7474 
  173@ == 0 
else_jump @HEIST9_8475 
173@ = 1 
302@ = 0 
244@ = 0 
0A46: set_external_scripts_triggers_type 1 enabled 0 
$PLAYER_IN_INTERIOR = 1 
32@ = 0 
gosub @HEIST9_46325 
gosub @HEIST9_1936 

:HEIST9_8475
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2145.79 1613.851 999.968 radius 5.0 5.0 5.0 
  114@ == 0 
  173@ == 0 
else_jump @HEIST9_8625 
114@ = 1 
0395: clear_area 1 at 2144.323 1622.684 992.5681 radius 30.0 
58@ = 0 

:HEIST9_8575
if 
   not Actor.Dead(109@(58@,5i))
else_jump @HEIST9_8604 
0792: disembark_instantly_actor 109@(58@,5i) 

:HEIST9_8604
58@ += 1 
  58@ >= 2 
else_jump @HEIST9_8575 

:HEIST9_8625
if 
  173@ == 1 
else_jump @HEIST9_10412 
303@ = 1 
00BE: text_clear_all 
07FB: set_interior 'MAFCAS' access 0  // Caesar's Palace
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_8688 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_8688
gosub @HEIST9_46289 
Camera.SetPosition(2139.85, 1609.236, 995.7649, 0.0, 0.0, 0.0)
Camera.PointAt(2140.229, 1610.145, 995.5919, 2)
Model.Load(#TEARGAS)

:HEIST9_8751
if 
   not Model.Available(#TEARGAS)
else_jump @HEIST9_8778 
wait 0 
jump @HEIST9_8751 

:HEIST9_8778
0395: clear_area 1 at 2144.323 1622.684 997.0 radius 10.0 
0395: clear_area 1 at 2143.266 1618.145 999.9764 radius 10.0 
314@ = Object.Create(#TEARGAS, 2144.323, 1622.684, 997.0)
gosub @HEIST9_46358 
Object.StorePos(314@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 313@)

:HEIST9_8870
if 
  313@ > 992.6 
else_jump @HEIST9_8940 
wait 20 
Object.StorePos(314@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 313@)
313@ -= 0.3 
Object.PutAt(314@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 313@)
jump @HEIST9_8870 

:HEIST9_8940
064B: 139@ = create_particle "TEARGASAD" at 2144.323 1622.684 992.5681 type 1 
064C: make_particle 139@ visible 
wait 1500 
58@ = 0 

:HEIST9_8990
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_9014 
jump @HEIST9_10100 

:HEIST9_9014
if 
   not Actor.Dead(109@(58@,5i))
else_jump @HEIST9_9189 
if 
  58@ == 0 
else_jump @HEIST9_9112 
0792: disembark_instantly_actor 109@(58@,5i) 
0605: actor 109@(58@,5i) perform_animation_sequence "CAS_G2_GASKO" IFP_file "HEIST9" 1.0 loop 0 0 0 1 time -1 // versionA 
wait 200 

:HEIST9_9112
if 
  58@ == 1 
else_jump @HEIST9_9189 
0792: disembark_instantly_actor 109@(58@,5i) 
0605: actor 109@(58@,5i) perform_animation_sequence "CAS_G2_GASKO" IFP_file "HEIST9" 1.0 loop 0 0 0 1 time -1 // versionA 
wait 100 

:HEIST9_9189
if 
   not Actor.Dead(109@(58@,5i))
else_jump @HEIST9_9220 
0619: enable_actor 109@(58@,5i) collision_detection 0 

:HEIST9_9220
58@ += 1 
  58@ >= 2 
else_jump @HEIST9_8990 
33@ = 0 

:HEIST9_9248
if 
  1000 > 33@ 
else_jump @HEIST9_9302 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_9295 
jump @HEIST9_10100 

:HEIST9_9295
jump @HEIST9_9248 

:HEIST9_9302
040D: unload_wav 1 
03CF: load_wav 19024 as 1 

:HEIST9_9313
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_9339 
wait 0 
jump @HEIST9_9313 

:HEIST9_9339
03D1: play_wav 1 
33@ = 0 

:HEIST9_9350
if 
  1500 > 33@ 
else_jump @HEIST9_9404 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_9397 
jump @HEIST9_10100 

:HEIST9_9397
jump @HEIST9_9350 

:HEIST9_9404
if 
   not Actor.Dead(110@)
else_jump @HEIST9_9428 
09F1: play_audio_at_actor 110@ event 1163 

:HEIST9_9428
33@ = 0 

:HEIST9_9435
if 
  500 > 33@ 
else_jump @HEIST9_9489 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_9482 
jump @HEIST9_10100 

:HEIST9_9482
jump @HEIST9_9435 

:HEIST9_9489
00BC: show_text_highpriority GXT 'HE8_FB' time 2000 flag 1  // ~z~Wir wissen erst, ob's funktioniert hat, wenn wir da unten sind, schtz ich...
040D: unload_wav 1 
03CF: load_wav 19025 as 1 

:HEIST9_9516
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_9542 
wait 0 
jump @HEIST9_9516 

:HEIST9_9542
03D1: play_wav 1 
33@ = 0 

:HEIST9_9553
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_9603 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_9596 
jump @HEIST9_10100 

:HEIST9_9596
jump @HEIST9_9553 

:HEIST9_9603
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_9649 
08C7: put_actor $PLAYER_ACTOR at 2143.376 1619.655 999.9764 // versionB 
Actor.Angle($PLAYER_ACTOR) = 182.7419

:HEIST9_9649
064E: stop_particle 139@ 
0976: destroy_particle 139@ 
0395: clear_area 1 at 2144.323 1622.684 997.0 radius 10.0 
0395: clear_area 1 at 2143.266 1618.145 999.9764 radius 10.0 
Camera.SetPosition(2142.75, 1617.836, 1001.143, 0.0, 0.0, 0.0)
Camera.PointAt(2142.997, 1618.803, 1001.197, 2)
00BC: show_text_highpriority GXT 'HE8_FC' time 2000 flag 1  // ~z~Das ist jetzt unwichtig.
040D: unload_wav 1 
03CF: load_wav 19026 as 1 

:HEIST9_9785
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_9811 
wait 0 
jump @HEIST9_9785 

:HEIST9_9811
03D1: play_wav 1 
33@ = 0 

:HEIST9_9822
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_9872 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_9865 
jump @HEIST9_10100 

:HEIST9_9865
jump @HEIST9_9822 

:HEIST9_9872
00BC: show_text_highpriority GXT 'HE8_FD' time 2000 flag 1  // ~z~Erstmal mssen wir den Zeitplan einhalten!
040D: unload_wav 1 
03CF: load_wav 19027 as 1 

:HEIST9_9899
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_9925 
wait 0 
jump @HEIST9_9899 

:HEIST9_9925
03D1: play_wav 1 
33@ = 0 

:HEIST9_9936
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_9986 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_9979 
jump @HEIST9_10100 

:HEIST9_9979
jump @HEIST9_9936 

:HEIST9_9986
00BC: show_text_highpriority GXT 'HE8_FE' time 2000 flag 1  // ~z~Lauf zur Sicherheitstr und benutze Millies Zugangskarte!
040D: unload_wav 1 
03CF: load_wav 19028 as 1 

:HEIST9_10013
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_10039 
wait 0 
jump @HEIST9_10013 

:HEIST9_10039
03D1: play_wav 1 
33@ = 0 

:HEIST9_10050
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_10100 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_10093 
jump @HEIST9_10100 

:HEIST9_10093
jump @HEIST9_10050 

:HEIST9_10100
Object.Destroy(314@)
Model.Destroy(#TEARGAS)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_10156 
08C7: put_actor $PLAYER_ACTOR at 2143.22 1618.372 999.9688 // versionB 
Actor.Angle($PLAYER_ACTOR) = 175.5027

:HEIST9_10156
if 
   not Actor.Dead(109@)
else_jump @HEIST9_10238 
0792: disembark_instantly_actor 109@ 
0812: AS_actor 109@ perform_animation "CAS_G2_GASKO" IFP_file "HEIST9" 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0688: unknown_actor 109@ flags 0 0 0 
060B: set_actor 109@ decision_maker_to 120@ 

:HEIST9_10238
if 
   not Actor.Dead(110@)
else_jump @HEIST9_10320 
0792: disembark_instantly_actor 110@ 
0812: AS_actor 110@ perform_animation "CAS_G2_GASKO" IFP_file "HEIST9" 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0688: unknown_actor 110@ flags 0 0 0 
060B: set_actor 110@ decision_maker_to 120@ 

:HEIST9_10320
gosub @HEIST9_46306 
064E: stop_particle 139@ 
0976: destroy_particle 139@ 

:HEIST9_10337
00BC: show_text_highpriority GXT 'HM9_12' time 5000 flag 1  // ~s~Finde die mit der ~y~Zugangskarte zu ffnende Tr~s~ und ffne sie.
Marker.Disable(108@)
018A: 45@ = create_checkpoint_at 2168.173 1616.986 998.97 
08DC: create_interior_marker 45@ at 2196.635 1676.841 radius 10.0 
38@ = 3 
246@ = 1 

:HEIST9_10412
if 
  116@ == 4 
else_jump @HEIST9_10444 
116@ = 5 
jump @HEIST9_10337 

:HEIST9_10444
if and
876F:   not text_priority_displayed 
   not 246@ == 12 
   not 246@ == 0 
else_jump @HEIST9_11312 
if and
  231@ == 2 
  246@ == 1 
else_jump @HEIST9_10555 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_10519 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_10519
05AA: 288@s = 'HE8_GB'  // ~z~Okay, ich hab mich in das Notbeleuchtungsprogramm gehackt.
04AF: 232@ = 19030 // @ = any 
gosub @HEIST9_50648 
246@ = 2 

:HEIST9_10555
if and
  231@ == 2 
  246@ == 2 
else_jump @HEIST9_10616 
05AA: 288@s = 'HE8_GC'  // ~z~Ich znde jetzt die Sprengladungen, die du am Damm platziert hast.
04AF: 232@ = 19031 // @ = any 
gosub @HEIST9_50648 
246@ = 3 

:HEIST9_10616
if and
  231@ == 2 
  246@ == 3 
else_jump @HEIST9_10677 
05AA: 288@s = 'HE8_GD'  // ~z~Und los geht's...
04AF: 232@ = 19032 // @ = any 
gosub @HEIST9_50648 
246@ = 4 

:HEIST9_10677
if and
  231@ == 2 
  246@ == 4 
else_jump @HEIST9_10982 
0924: enable_screen_darkness 1 with_value 220 
040D: unload_wav 3 
03CF: load_wav 6402 as 3 

:HEIST9_10720
if 
83D0:   not wav 3 loaded 
else_jump @HEIST9_10746 
wait 0 
jump @HEIST9_10720 

:HEIST9_10746
if 
03D0:   wav 3 loaded 
else_jump @HEIST9_10765 
03D1: play_wav 3 

:HEIST9_10765
wait 100 
05AA: 288@s = 'HE8_GE'  // ~z~Wunderbar! Htte nicht geglaubt, dass es klappt!
04AF: 232@ = 19033 // @ = any 
gosub @HEIST9_50648 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point 2157.597 1597.863 998.9694 mode 6 -1 ms // versionB 
06A9: AS_actor -1 look_at_point 2155.781 1598.063 998.9686 -2 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 1 0 0 0 time -1 // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
58@ = 0 

:HEIST9_10908
if 
   not Actor.Dead(218@(58@,10i))
else_jump @HEIST9_10949 
0792: disembark_instantly_actor 218@(58@,10i) 
0618: assign_actor 218@(58@,10i) to_AS_pack 53@ 

:HEIST9_10949
58@ += 1 
  58@ >= 7 
else_jump @HEIST9_10908 
061B: remove_references_to_AS_pack 53@ 
246@ = 5 

:HEIST9_10982
if and
  231@ == 2 
  246@ == 5 
else_jump @HEIST9_11080 
if 
899D:   not night_vision_enabled 
else_jump @HEIST9_11073 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_11044 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_11044
05AA: 288@s = 'HE8_GF'  // ~z~Ich seh rein gar nichts mehr!
04AF: 232@ = 19034 // @ = any 
gosub @HEIST9_50648 

:HEIST9_11073
246@ = 9 

:HEIST9_11080
if and
  231@ == 2 
  246@ == 9 
else_jump @HEIST9_11156 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_11126 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_11126
00BC: show_text_highpriority GXT 'HM9_49' time 5000 flag 1  // ~s~Whle das Nachtsichtgert aus und drcke ~k~~PED_FIREWEAPON~, um es zu aktivieren.
246@ = 10 
33@ = 0 

:HEIST9_11156
if and
  33@ > 5000 
  249@ == 0 
else_jump @HEIST9_11312 
if and
  38@ == 5 
  231@ == 2 
  246@ == 10 
else_jump @HEIST9_11221 
246@ = 11 

:HEIST9_11221
if and
  38@ == 5 
  231@ == 2 
  246@ == 11 
else_jump @HEIST9_11312 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_11276 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_11276
05AA: 288@s = 'HE8_HB'  // ~z~Los, runter zum Ladebereich!
04AF: 232@ = 19038 // @ = any 
gosub @HEIST9_50648 
246@ = 12 

:HEIST9_11312
if 
  38@ == 3 
else_jump @HEIST9_11712 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2167.599 1617.412 998.9715 radius 2.0 2.0 2.0 
else_jump @HEIST9_11710 
if 
88FE:   not text_box_displayed 
else_jump @HEIST9_11402 
0512: show_permanent_text_box 'HM9_29'  // ~k~~VEHICLE_ENTER_EXIT~: Zugangskarte benutzen.

:HEIST9_11402
if 
00E1:   player 0 pressed_key 15 
else_jump @HEIST9_11703 
58@ = 0 

:HEIST9_11426
Actor.DestroyInstantly(218@(58@,10i))
58@ += 1 
  58@ >= 7 
else_jump @HEIST9_11426 
040D: unload_wav 3 
03CF: load_wav 6400 as 3 

:HEIST9_11467
if 
83D0:   not wav 3 loaded 
else_jump @HEIST9_11493 
wait 0 
jump @HEIST9_11467 

:HEIST9_11493
Model.Destroy(#VWFYCRP)
Model.Destroy(#WMYBOUN)
Model.Destroy(#VWFYWAI)
Marker.Disable(45@)
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 2167.599 1617.287 998.9715 // versionB 
Actor.Angle($PLAYER_ACTOR) = 270.0
0605: actor $PLAYER_ACTOR perform_animation_sequence "USE_SWIPECARD" IFP_file "HEIST9" 2.0 loop 0 0 0 0 time -1 // versionA 
wait 500 
if 
03D0:   wav 3 loaded 
else_jump @HEIST9_11615 
03D1: play_wav 3 

:HEIST9_11615
wait 500 
58@ = 0 

:HEIST9_11627
if 
   not 58@ == 33 
else_jump @HEIST9_11680 
wait 0 
034D: rotate_object $2703 from_angle 180.0 to_angle 3.0 flag 0 
58@ += 1 
jump @HEIST9_11627 

:HEIST9_11680
38@ = 5 
03E6: remove_text_box 
215@ = 0 
32@ = 0 

:HEIST9_11703
jump @HEIST9_11712 

:HEIST9_11710
03E6: remove_text_box 

:HEIST9_11712
if 
  38@ == 5 
else_jump @HEIST9_12426 
if and
  231@ == 2 
  215@ == 0 
else_jump @HEIST9_11913 
Model.Load(#FORKLIFT)

:HEIST9_11760
if 
   not Model.Available(#FORKLIFT)
else_jump @HEIST9_11787 
wait 0 
jump @HEIST9_11760 

:HEIST9_11787
46@ = Car.Create(#FORKLIFT, 2173.621, 1585.964, 998.9722)
0840: link_car 46@ to_interior 1 
Car.Angle(46@) = 270.0
0229: set_car 46@ primary_color_to 6 secondary_color_to 6 
209@ = 1 
if 
   not Car.Wrecked(46@)
else_jump @HEIST9_11866 
0840: link_car 46@ to_interior 1 

:HEIST9_11866
018A: 90@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: create_interior_marker 90@ at 2196.635 1676.841 radius 10.0 
215@ = 1 

:HEIST9_11913
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2224.452 1595.435 998.9753 radius 1.2 1.2 1.2 
  249@ == 0 
else_jump @HEIST9_11975 
249@ = 1 

:HEIST9_11975
if and
  231@ == 2 
  249@ == 1 
else_jump @HEIST9_12036 
05AA: 288@s = 'HE8_JA'  // ~z~Okay, der Strom ist weg. Das heit, das Trschloss ist entriegelt.
04AF: 232@ = 19039 // @ = any 
gosub @HEIST9_50648 
249@ = 2 

:HEIST9_12036
if and
  231@ == 2 
  249@ == 2 
else_jump @HEIST9_12097 
05AA: 288@s = 'HE8_JB'  // ~z~Nur musst du es jetzt alleine anheben...
04AF: 232@ = 19040 // @ = any 
gosub @HEIST9_50648 
249@ = 3 

:HEIST9_12097
if and
  231@ == 2 
  249@ == 3 
else_jump @HEIST9_12201 
if 
075C:   marker 90@ enabled 
else_jump @HEIST9_12143 
Marker.Disable(90@)

:HEIST9_12143
if 
   not Car.Wrecked(46@)
else_jump @HEIST9_12194 
47@ = Marker.CreateAboveCar(46@)
08DC: create_interior_marker 47@ at 2196.635 1676.841 radius 10.0 
07E0: set_marker 47@ type_to 1 

:HEIST9_12194
249@ = 4 

:HEIST9_12201
if and
  231@ == 2 
  249@ == 4 
else_jump @HEIST9_12249 
00BC: show_text_highpriority GXT 'HM9_51' time 7000 flag 1  // ~s~Du brauchst etwas Groes, um dieses Tor anzuheben.
249@ = 5 

:HEIST9_12249
if 
  209@ == 1 
else_jump @HEIST9_12426 
if 
   not Car.Wrecked(46@)
else_jump @HEIST9_12426 
if 
   Actor.InCar($PLAYER_ACTOR, 46@)
else_jump @HEIST9_12426 
if and
  50@ == 0 
   Actor.InCar($PLAYER_ACTOR, 46@)
else_jump @HEIST9_12426 
00BC: show_text_highpriority GXT 'HM9_5' time 5000 flag 1  // ~s~Benutze den Gabelstapler, um das ~y~Rolltor~s~ zu ffnen.
50@ = 1 
38@ = 6 
211@ = 1 
if 
075C:   marker 90@ enabled 
else_jump @HEIST9_12386 
Marker.Disable(90@)

:HEIST9_12386
018A: 90@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: create_interior_marker 90@ at 2196.635 1676.841 radius 10.0 

:HEIST9_12426
if and
   Car.Wrecked(46@)
  7 > 38@ 
  209@ == 1 
else_jump @HEIST9_12486 
gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_13' time 4000 flag 1  // ~r~Du Idiot, du hast den Gabelstapler zerstrt - die einzige Mglichkeit, wie das Rolltor zu ffnen ist!
jump @HEIST9_44468 

:HEIST9_12486
if 
  38@ == 6 
else_jump @HEIST9_17984 
if 
   not Car.Wrecked(46@)
else_jump @HEIST9_12630 
if and
   Actor.InCar($PLAYER_ACTOR, 46@)
  95@ == 0 
else_jump @HEIST9_12567 
018B: set_marker 47@ radar_mode 0 
018B: set_marker 90@ radar_mode 3 
95@ = 1 

:HEIST9_12567
if and
   not Actor.InCar($PLAYER_ACTOR, 46@)
  95@ == 1 
else_jump @HEIST9_12630 
00BC: show_text_highpriority GXT 'HM9_23' time 3000 flag 1  // ~s~Steig wieder auf den ~b~Gabelstapler~s~!
018B: set_marker 47@ radar_mode 3 
018B: set_marker 90@ radar_mode 0 
95@ = 0 

:HEIST9_12630
if 
   not Car.Wrecked(46@)
else_jump @HEIST9_13014 
098D: get_car 46@ extra_parts_angle $7936 
if 
   Actor.InCar($PLAYER_ACTOR, 46@)
else_jump @HEIST9_13014 
if 
0101:   actor $PLAYER_ACTOR in_sphere 2220.543 1573.141 998.9672 radius 6.0 6.0 6.0 sphere 0 stopped 
else_jump @HEIST9_12739 
0512: show_permanent_text_box 'HM9_53'  // Drcke ~k~~VEHICLE_TURRETDOWN~, um die Tr anzuheben.
jump @HEIST9_12741 

:HEIST9_12739
03E6: remove_text_box 

:HEIST9_12741
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
287@ = Actor.Angle($PLAYER_ACTOR)
0086: $7938 = $7936 // (float) 
$7938 += 1001.6 
0059: $7936 += $TEMPVAR_FLOAT_3 // (float) 
if and
  287@ > 140.0 
  220.0 > 287@ 
else_jump @HEIST9_13014 
if and
  $TEMPVAR_FLOAT_2 > 1572.8 
  1573.8 > $TEMPVAR_FLOAT_2 
else_jump @HEIST9_13014 
if 
00E1:   player 0 pressed_key 3 
else_jump @HEIST9_12981 
Object.StorePos(49@, 177@, 178@, $7937)
$SPECIAL_AXIS_Y = 0 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
0086: $7937 = $7938 // (float) 
$7937 -= 0.1 
Object.PutAt(49@, 2220.188, 1571.763, $7937)
if 
  305@ == 0 
else_jump @HEIST9_12974 
097B: play_audio_at_object 49@ event 1165 
305@ = 1 

:HEIST9_12974
jump @HEIST9_13014 

:HEIST9_12981
if 
  305@ == 1 
else_jump @HEIST9_13014 
097B: play_audio_at_object 49@ event 1166 
305@ = 0 

:HEIST9_13014
if and
  $7937 >= 1002.8 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_17984 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FORKLIFT)
else_jump @HEIST9_17968 
032B: 214@ = create_weapon_pickup #SATCHEL group 3 ammo 10 at 2146.487 1622.805 993.5 
if 
   not Actor.Dead(225@)
else_jump @HEIST9_13107 
Actor.DestroyInstantly(225@)

:HEIST9_13107
if 
   not Actor.Dead(226@)
else_jump @HEIST9_13128 
Actor.DestroyInstantly(226@)

:HEIST9_13128
if 
   not Actor.Dead(227@)
else_jump @HEIST9_13149 
Actor.DestroyInstantly(227@)

:HEIST9_13149
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_13172 
Player.CanMove($PLAYER_CHAR) = False

:HEIST9_13172
Marker.Disable(90@)
03E6: remove_text_box 
07C0: load_path 499 
07C0: load_path 487 

:HEIST9_13189
if or
87C1:   not path 499 available 
87C1:   not path 487 available 
else_jump @HEIST9_13221 
wait 0 
jump @HEIST9_13189 

:HEIST9_13221
if 
   not Car.Wrecked(51@)
else_jump @HEIST9_13251 
0840: link_car 51@ to_interior 1 
0397: enable_car 51@ siren 1 

:HEIST9_13251
if 
   not Car.Wrecked(46@)
else_jump @HEIST9_13297 
Car.PutAt(46@, 2220.543, 1573.141, 998.9672)
Car.Angle(46@) = 180.0

:HEIST9_13297
gosub @HEIST9_46289 
Camera.SetPosition(2224.694, 1577.632, 1002.633, 0.0, 0.0, 0.0)
Camera.PointAt(2224.199, 1576.857, 1002.241, 2)
if and
07C1:   path 487 available 
   not Car.Wrecked(46@)
else_jump @HEIST9_13384 
05EB: assign_car 46@ to_path 487 

:HEIST9_13384
097B: play_audio_at_object 49@ event 1035 
if 
03CA:   object 49@ exists 
else_jump @HEIST9_13422 
Object.StorePos(49@, 177@, 178@, $7937)

:HEIST9_13422
if 
   not $7937 > 1005.4 
else_jump @HEIST9_13482 
wait 50 
$7937 += 0.1 
Object.PutAt(49@, 2220.188, 1571.763, $7937)
jump @HEIST9_13422 

:HEIST9_13482
097B: play_audio_at_object 49@ event 1036 
if and
07C1:   path 499 available 
   not Car.Wrecked(51@)
else_jump @HEIST9_13519 
05EB: assign_car 51@ to_path 499 

:HEIST9_13519
if 
   not Car.Wrecked(46@)
else_jump @HEIST9_13586 
if 
060E:   car 46@ assigned_to_path 
else_jump @HEIST9_13556 
05EC: release_car 46@ from_path 

:HEIST9_13556
Car.PutAt(46@, 2218.039, 1592.232, 998.9783)
Car.Angle(46@) = 26.1233

:HEIST9_13586
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_13675 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HEIST9_13645 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2217.115 1589.683 998.9709 
jump @HEIST9_13665 

:HEIST9_13645
08C7: put_actor $PLAYER_ACTOR at 2217.115 1589.683 998.9709 // versionB 

:HEIST9_13665
Actor.Angle($PLAYER_ACTOR) = 209.5064

:HEIST9_13675
58@ = 0 

:HEIST9_13682
if 
   not Actor.Dead(218@(58@,10i))
else_jump @HEIST9_13711 
Actor.DestroyInstantly(218@(58@,10i))

:HEIST9_13711
58@ += 1 
  58@ >= 7 
else_jump @HEIST9_13682 
Model.Load(#SATCHEL)
Model.Load(#BOMB)
Model.Load(#MP5LNG)
Model.Load(#WMYBOUN)

:HEIST9_13752
if or
   not Model.Available(#SATCHEL)
   not Model.Available(#BOMB)
   not Model.Available(#MP5LNG)
   not Model.Available(#WMYBOUN)
else_jump @HEIST9_13794 
wait 0 
jump @HEIST9_13752 

:HEIST9_13794
Camera.SetPosition(2217.37, 1580.595, 1000.582, 0.0, 0.0, 0.0)
Camera.PointAt(2217.663, 1579.639, 1000.559, 2)
33@ = 0 

:HEIST9_13852
if 
  3000 > 33@ 
else_jump @HEIST9_13906 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_13899 
jump @HEIST9_15911 

:HEIST9_13899
jump @HEIST9_13852 

:HEIST9_13906
Camera.SetPosition(2215.132, 1594.248, 1002.778, 0.0, 0.0, 0.0)
Camera.PointAt(2215.409, 1593.319, 1002.531, 2)
if 
   not Car.Wrecked(51@)
else_jump @HEIST9_13980 
Car.LockInCurrentPosition(51@) = True

:HEIST9_13980
00BC: show_text_highpriority GXT 'HE8_KA' time 4000 flag 1  // ~z~Gut gemacht, Carl.
040D: unload_wav 1 
03CF: load_wav 19042 as 1 

:HEIST9_14007
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_14033 
wait 0 
jump @HEIST9_14007 

:HEIST9_14033
03D1: play_wav 1 
33@ = 0 

:HEIST9_14044
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_14094 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_14087 
jump @HEIST9_15911 

:HEIST9_14087
jump @HEIST9_14044 

:HEIST9_14094
if 
   not Car.Wrecked(51@)
else_jump @HEIST9_14557 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.155 1579.691 998.9739 
05D7: add_point_to_scmpath 2223.636 1585.549 998.9675 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 53@ 
if 
   not Actor.Dead(54@)
else_jump @HEIST9_14239 
0618: assign_actor 54@ to_AS_pack 53@ 

:HEIST9_14239
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2220.033 1584.614 998.9719 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2216.44 1589.13 998.979 
0616: define_AS_pack_end 53@ 
if 
   not Actor.Dead(55@)
else_jump @HEIST9_14333 
0618: assign_actor 55@ to_AS_pack 53@ 

:HEIST9_14333
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2221.495 1584.948 998.9701 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2216.44 1589.13 998.979 
0616: define_AS_pack_end 53@ 
if 
   not Actor.Dead(56@)
else_jump @HEIST9_14434 
0618: assign_actor 56@ to_AS_pack 53@ 

:HEIST9_14434
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2216.699 1578.363 998.9761 
05D7: add_point_to_scmpath 2217.538 1583.64 998.9749 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2216.44 1589.13 998.979 
0616: define_AS_pack_end 53@ 
if 
   not Actor.Dead(57@)
else_jump @HEIST9_14552 
0618: assign_actor 57@ to_AS_pack 53@ 

:HEIST9_14552
061B: remove_references_to_AS_pack 53@ 

:HEIST9_14557
00BC: show_text_highpriority GXT 'HE8_KB' time 4000 flag 1  // ~z~Okay, jetzt sind wir an der Reihe.
040D: unload_wav 1 
03CF: load_wav 19043 as 1 

:HEIST9_14584
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_14610 
wait 0 
jump @HEIST9_14584 

:HEIST9_14610
03D1: play_wav 1 
33@ = 0 

:HEIST9_14621
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_14671 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_14664 
jump @HEIST9_15911 

:HEIST9_14664
jump @HEIST9_14621 

:HEIST9_14671
00BC: show_text_highpriority GXT 'HE8_KC' time 4000 flag 1  // ~z~Bleib dicht bei mir!
040D: unload_wav 1 
03CF: load_wav 19044 as 1 

:HEIST9_14698
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_14724 
wait 0 
jump @HEIST9_14698 

:HEIST9_14724
03D1: play_wav 1 
33@ = 0 

:HEIST9_14735
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_14785 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_14778 
jump @HEIST9_15911 

:HEIST9_14778
jump @HEIST9_14735 

:HEIST9_14785
00BC: show_text_highpriority GXT 'HE8_KD' time 4000 flag 1  // ~z~Okay, Team, ich hab mir die Plne der Bude so lange reingezogen, dass ich sie auswendig kenne.
040D: unload_wav 1 
03CF: load_wav 19045 as 1 

:HEIST9_14812
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_14838 
wait 0 
jump @HEIST9_14812 

:HEIST9_14838
03D1: play_wav 1 
33@ = 0 

:HEIST9_14849
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_14899 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_14892 
jump @HEIST9_15911 

:HEIST9_14892
jump @HEIST9_14849 

:HEIST9_14899
Camera.SetPosition(2219.653, 1584.915, 1001.211, 0.0, 0.0, 0.0)
Camera.PointAt(2220.18, 1585.746, 1001.034, 2)
00BC: show_text_highpriority GXT 'HE8_KE' time 4000 flag 1  // ~z~Alle Mann mir nach!
040D: unload_wav 1 
03CF: load_wav 19046 as 1 

:HEIST9_14977
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_15003 
wait 0 
jump @HEIST9_14977 

:HEIST9_15003
03D1: play_wav 1 
if 
   not Actor.Dead(54@)
else_jump @HEIST9_15151 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.192 1589.193 998.9668 
05D7: add_point_to_scmpath 2225.465 1592.997 998.9677 
05D7: add_point_to_scmpath 2226.739 1597.796 998.9755 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0605: actor -1 perform_animation_sequence "GETUP_FRONT" IFP_file "PED" 1.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 54@ 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_15151
33@ = 0 

:HEIST9_15158
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_15208 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_15201 
jump @HEIST9_15911 

:HEIST9_15201
jump @HEIST9_15158 

:HEIST9_15208
33@ = 0 

:HEIST9_15215
if 
  2500 > 33@ 
else_jump @HEIST9_15269 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_15262 
jump @HEIST9_15911 

:HEIST9_15262
jump @HEIST9_15215 

:HEIST9_15269
Camera.Shake(30)
33@ = 0 

:HEIST9_15280
if 
  1500 > 33@ 
else_jump @HEIST9_15334 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_15327 
jump @HEIST9_15911 

:HEIST9_15327
jump @HEIST9_15280 

:HEIST9_15334
if 
   not Actor.Dead(54@)
else_jump @HEIST9_15484 
if 
   not Actor.Dead(55@)
else_jump @HEIST9_15379 
0687: clear_actor 55@ task 
0639: AS_actor 55@ rotate_to_actor 54@ 

:HEIST9_15379
if 
   not Actor.Dead(56@)
else_jump @HEIST9_15408 
0687: clear_actor 56@ task 
0639: AS_actor 56@ rotate_to_actor 54@ 

:HEIST9_15408
wait 100 
if and
   not Actor.Dead(57@)
   not Actor.Dead(54@)
else_jump @HEIST9_15446 
0687: clear_actor 57@ task 
0639: AS_actor 57@ rotate_to_actor 54@ 

:HEIST9_15446
wait 100 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(54@)
else_jump @HEIST9_15484 
0687: clear_actor $PLAYER_ACTOR task 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 54@ 

:HEIST9_15484
00BC: show_text_highpriority GXT 'HE8_KF' time 4000 flag 1  // ~z~Verdammt! Die Mistsue haben die Bude umgebaut!
040D: unload_wav 1 
03CF: load_wav 19047 as 1 

:HEIST9_15511
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_15537 
wait 0 
jump @HEIST9_15511 

:HEIST9_15537
03D1: play_wav 1 
33@ = 0 

:HEIST9_15548
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_15598 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_15591 
jump @HEIST9_15911 

:HEIST9_15591
jump @HEIST9_15548 

:HEIST9_15598
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(54@)
else_jump @HEIST9_15632 
0687: clear_actor 54@ task 
0639: AS_actor 54@ rotate_to_actor $PLAYER_ACTOR 

:HEIST9_15632
Camera.SetPosition(2216.963, 1581.526, 1000.579, 0.0, 0.0, 0.0)
Camera.PointAt(2217.403, 1582.416, 1000.465, 2)
00BC: show_text_highpriority GXT 'HE8_KG' time 4000 flag 1  // ~z~Ich geh voran, Boss!
040D: unload_wav 1 
03CF: load_wav 19048 as 1 

:HEIST9_15710
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_15736 
wait 0 
jump @HEIST9_15710 

:HEIST9_15736
03D1: play_wav 1 
33@ = 0 

:HEIST9_15747
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_15797 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_15790 
jump @HEIST9_15911 

:HEIST9_15790
jump @HEIST9_15747 

:HEIST9_15797
00BC: show_text_highpriority GXT 'HE8_KH' time 4000 flag 1  // ~z~Gute Idee, alle ihm nach!
040D: unload_wav 1 
03CF: load_wav 19049 as 1 

:HEIST9_15824
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_15850 
wait 0 
jump @HEIST9_15824 

:HEIST9_15850
03D1: play_wav 1 
33@ = 0 

:HEIST9_15861
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_15911 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_15904 
jump @HEIST9_15911 

:HEIST9_15904
jump @HEIST9_15861 

:HEIST9_15911
315@ = Actor.Create(Mission1, #BMYBOUN, 2201.126, 1617.877, 998.9827)
0860: link_actor 315@ to_interior 1 
Actor.Angle(315@) = 267.4834
04EB: AS_actor 315@ crouch 1 
316@ = Actor.Create(Mission1, #WMYBOUN, 2196.083, 1618.684, 998.9766)
0860: link_actor 316@ to_interior 1 
Actor.Angle(316@) = 263.4616
317@ = Actor.Create(Mission1, #BMYBOUN, 2207.917, 1620.372, 998.9827)
0860: link_actor 317@ to_interior 1 
Actor.Angle(317@) = 267.4754
04EB: AS_actor 317@ crouch 1 
02A9: set_actor 317@ immune_to_nonplayer 1 
58@ = 0 

:HEIST9_16065
03FE: set_actor 315@(58@,5i) money 0 
if 
   not 58@ == 2 
else_jump @HEIST9_16118 
Actor.Health(315@(58@,5i)) = 200
08AF: set_actor 315@(58@,5i) max_health_to 200 

:HEIST9_16118
320@(58@,15i) = Marker.CreateAboveActor(315@(58@,5i))
08DC: create_interior_marker 320@(58@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 320@(58@,15i) radar_mode 2 
01B2: give_actor 315@(58@,5i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 315@(58@,5i) armed_weapon_to 29 
Actor.WeaponAccuracy(315@(58@,5i)) = 20
07DD: set_actor 315@(58@,5i) temper_to 20 // see pedstats.dat 
060B: set_actor 315@(58@,5i) decision_maker_to 245@ 
0638: AS_actor 315@(58@,5i) stay_put 1 
58@ += 1 
  58@ >= 3 
else_jump @HEIST9_16065 
335@ = Actor.Create(Mission1, #BMYBOUN, 2180.075, 1611.573, 998.9766)
0860: link_actor 335@ to_interior 1 
Actor.Angle(335@) = 273.7555
02A9: set_actor 335@ immune_to_nonplayer 1 
336@ = Actor.Create(Mission1, #WMYBOUN, 2186.142, 1612.398, 998.9777)
0860: link_actor 336@ to_interior 1 
Actor.Angle(336@) = 306.4445
04EB: AS_actor 336@ crouch 1 
337@ = Actor.Create(Mission1, #BMYBOUN, 2183.521, 1615.246, 998.9766)
0860: link_actor 337@ to_interior 1 
Actor.Angle(337@) = 294.2185
338@ = Actor.Create(Mission1, #WMYBOUN, 2182.612, 1623.697, 998.9742)
0860: link_actor 338@ to_interior 1 
Actor.Angle(338@) = 248.6147
04EB: AS_actor 338@ crouch 1 
339@ = Actor.Create(Mission1, #WMYBOUN, 2179.681, 1622.404, 998.9764)
0860: link_actor 339@ to_interior 1 
Actor.Angle(339@) = 268.7008
02A9: set_actor 339@ immune_to_nonplayer 1 
340@ = Actor.Create(Mission1, #BMYBOUN, 2178.853, 1625.603, 998.9709)
0860: link_actor 340@ to_interior 1 
Actor.Angle(340@) = 250.7106
341@ = Actor.Create(Mission1, #BMYBOUN, 2176.363, 1606.599, 998.9827)
0860: link_actor 341@ to_interior 1 
Actor.Angle(341@) = 0.8709
060F: set_actor 341@ melee_accuracy_to 5.0 
04EB: AS_actor 341@ crouch 1 
342@ = Actor.Create(Mission1, #WMYBOUN, 2176.491, 1600.897, 998.9827)
0860: link_actor 342@ to_interior 1 
060F: set_actor 342@ melee_accuracy_to 5.0 
Actor.Angle(342@) = 352.937
343@ = Actor.Create(Mission1, #BMYBOUN, 2169.117, 1618.626, 998.9766)
0860: link_actor 343@ to_interior 1 
Actor.Angle(343@) = 272.9878
344@ = Actor.Create(Mission1, #BMYBOUN, 2161.208, 1602.776, 998.9812)
0860: link_actor 344@ to_interior 1 
Actor.Angle(344@) = 4.2093
345@ = Actor.Create(Mission1, #WMYBOUN, 2156.54, 1605.252, 998.9725)
0860: link_actor 345@ to_interior 1 
Actor.Angle(345@) = 353.705
58@ = 0 

:HEIST9_16784
03FE: set_actor 335@(58@,15i) money 0 
if and
   not 58@ == 0 
   not 58@ == 4 
else_jump @HEIST9_16844 
Actor.Health(335@(58@,15i)) = 200
08AF: set_actor 335@(58@,15i) max_health_to 200 

:HEIST9_16844
350@(58@,15i) = Marker.CreateAboveActor(335@(58@,15i))
08DC: create_interior_marker 350@(58@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 350@(58@,15i) radar_mode 2 
01B2: give_actor 335@(58@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 
07DD: set_actor 335@(58@,15i) temper_to 20 // see pedstats.dat 
Actor.WeaponAccuracy(335@(58@,15i)) = 20
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
0638: AS_actor 335@(58@,15i) stay_put 1 
58@ += 1 
  58@ >= 11 
else_jump @HEIST9_16784 
$7934 = 420000 
014F: stop_timer $7934 
03C3: set_timer_to $7934 type 1 GXT 'HM9_1A' // global_variable  // ZEIT
gosub @HEIST9_46306 
Object.Destroy(49@)
if 
   not Car.Wrecked(51@)
else_jump @HEIST9_17101 
if 
060E:   car 51@ assigned_to_path 
else_jump @HEIST9_17066 
05EC: release_car 51@ from_path 

:HEIST9_17066
Car.PutAt(51@, 2220.39, 1577.623, 998.967)
Car.Angle(51@) = 179.9804
06C5: release_car 51@ from_path 

:HEIST9_17101
if 
   not Car.Wrecked(51@)
else_jump @HEIST9_17850 
if and
   not Actor.Dead(54@)
   not Actor.Dead(55@)
   not Actor.Dead(56@)
   not Actor.Dead(57@)
else_jump @HEIST9_17850 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 10 ms 
if 
   not Actor.Dead(315@)
else_jump @HEIST9_17182 
05E2: AS_actor -1 kill_actor 315@ 

:HEIST9_17182
if 
   not Actor.Dead(316@)
else_jump @HEIST9_17205 
05E2: AS_actor -1 kill_actor 316@ 

:HEIST9_17205
if 
   not Actor.Dead(317@)
else_jump @HEIST9_17228 
05E2: AS_actor -1 kill_actor 317@ 

:HEIST9_17228
0616: define_AS_pack_end 286@ 
0615: define_AS_pack_begin 365@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2221.952 1586.563 998.9695 
05D7: add_point_to_scmpath 2223.39 1591.61 998.9678 
05D7: add_point_to_scmpath 2224.253 1597.906 998.9766 
05D7: add_point_to_scmpath 2224.359 1599.682 998.983 
04EB: AS_actor -1 crouch 0 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 365@ 
0615: define_AS_pack_begin 366@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2224.593 1602.669 998.9816 
05D7: add_point_to_scmpath 2224.79 1609.521 998.975 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 366@ 
0615: define_AS_pack_begin 53@ 
if 
   Actor.InCar(55@, 51@)
else_jump @HEIST9_17422 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_17422
0618: assign_actor -1 to_AS_pack 365@ 
0618: assign_actor -1 to_AS_pack 366@ 
05F5: AS_actor -1 goto_point 2222.452 1617.022 998.9678 mode 6 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 55@ task 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
if 
   Actor.InCar(56@, 51@)
else_jump @HEIST9_17533 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_17533
0618: assign_actor -1 to_AS_pack 365@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0618: assign_actor -1 to_AS_pack 366@ 
05F5: AS_actor -1 goto_point 2222.943 1620.636 998.9709 mode 6 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 56@ task 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 1500 ms 
if 
   Actor.InCar(57@, 51@)
else_jump @HEIST9_17651 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_17651
0618: assign_actor -1 to_AS_pack 365@ 
05B9: AS_actor -1 stay_idle 3000 ms 
0618: assign_actor -1 to_AS_pack 366@ 
05F5: AS_actor -1 goto_point 2223.133 1610.966 998.9728 mode 4 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 53@ 
0687: clear_actor 57@ task 
0618: assign_actor 57@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 2000 ms 
if 
   Actor.InCar(54@, 51@)
else_jump @HEIST9_17762 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_17762
0618: assign_actor -1 to_AS_pack 365@ 
05B9: AS_actor -1 stay_idle 2500 ms 
0618: assign_actor -1 to_AS_pack 366@ 
05F5: AS_actor -1 goto_point 2223.133 1610.966 998.9728 mode 4 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 53@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
061B: remove_references_to_AS_pack 53@ 
061B: remove_references_to_AS_pack 365@ 
061B: remove_references_to_AS_pack 366@ 

:HEIST9_17850
58@ = 0 

:HEIST9_17857
if and
   not Actor.Dead(54@(58@,4i))
   not Car.Wrecked(51@)
else_jump @HEIST9_17933 
91@(58@,4i) = Marker.CreateAboveActor(54@(58@,4i))
08DC: create_interior_marker 91@(58@,4i) at 2196.635 1676.841 radius 10.0 
07E0: set_marker 91@(58@,4i) type_to 1 

:HEIST9_17933
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_17857 
38@ = 7 
jump @HEIST9_17984 

:HEIST9_17968
00BC: show_text_highpriority GXT 'HM9_14' time 5000 flag 1  // ~s~ffne das ~y~Rolltor~s~.

:HEIST9_17984
if 
  38@ == 7 
else_jump @HEIST9_18058 
04ED: load_animation "BOMBER" 

:HEIST9_18012
if 
84EE:   not animation "BOMBER" loaded 
else_jump @HEIST9_18044 
wait 0 
jump @HEIST9_18012 

:HEIST9_18044
38@ = 8 
32@ = 0 

:HEIST9_18058
if 
  38@ == 8 
else_jump @HEIST9_24146 
58@ = 0 

:HEIST9_18083
if and
   Actor.Dead(315@(58@,5i))
   not 320@(58@,15i) == 0 
else_jump @HEIST9_18163 
if 
075C:   marker 320@(58@,15i) enabled 
else_jump @HEIST9_18163 
Marker.Disable(320@(58@,15i))
320@(58@,15i) = 0 
Actor.RemoveReferences(315@(58@,5i))

:HEIST9_18163
58@ += 1 
  58@ >= 3 
else_jump @HEIST9_18083 
58@ = 0 

:HEIST9_18191
if and
   Actor.Dead(335@(58@,15i))
   not 350@(58@,15i) == 0 
else_jump @HEIST9_18271 
if 
075C:   marker 350@(58@,15i) enabled 
else_jump @HEIST9_18271 
Marker.Disable(350@(58@,15i))
350@(58@,15i) = 0 
Actor.RemoveReferences(335@(58@,15i))

:HEIST9_18271
58@ += 1 
  58@ >= 11 
else_jump @HEIST9_18191 
if and
   Actor.Dead(315@)
   Actor.Dead(316@)
   Actor.Dead(317@)
  257@ == 0 
else_jump @HEIST9_19157 
if and
   not Actor.Dead(54@)
   not Actor.Dead(55@)
   not Actor.Dead(56@)
   not Actor.Dead(57@)
else_jump @HEIST9_19150 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 1 ms 
if 
   not Actor.Dead(335@)
else_jump @HEIST9_18390 
05E2: AS_actor -1 kill_actor 335@ 

:HEIST9_18390
if 
   not Actor.Dead(337@)
else_jump @HEIST9_18413 
05E2: AS_actor -1 kill_actor 337@ 

:HEIST9_18413
if 
   not Actor.Dead(336@)
else_jump @HEIST9_18436 
05E2: AS_actor -1 kill_actor 336@ 

:HEIST9_18436
if 
   not Actor.Dead(341@)
else_jump @HEIST9_18459 
05E2: AS_actor -1 kill_actor 341@ 

:HEIST9_18459
if 
   not Actor.Dead(342@)
else_jump @HEIST9_18482 
05E2: AS_actor -1 kill_actor 342@ 

:HEIST9_18482
0616: define_AS_pack_end 286@ 
0615: define_AS_pack_begin 365@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2217.468 1619.031 998.9766 
05D7: add_point_to_scmpath 2209.887 1618.989 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2203.74 1619.167 998.9827 
05D7: add_point_to_scmpath 2199.119 1618.858 998.9827 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 365@ 
0615: define_AS_pack_begin 53@ 
0618: assign_actor -1 to_AS_pack 365@ 
05F5: AS_actor -1 goto_point 2196.144 1618.719 998.9766 mode 6 -1 ms // versionB 
05F5: AS_actor -1 goto_point 2192.726 1618.628 998.9766 mode 6 -1 ms // versionB 
05F5: AS_actor -1 goto_point 2190.531 1617.373 998.9766 mode 6 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 55@ task 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 1 ms 
if 
   not Actor.Dead(338@)
else_jump @HEIST9_18750 
05E2: AS_actor -1 kill_actor 338@ 

:HEIST9_18750
if 
   not Actor.Dead(339@)
else_jump @HEIST9_18773 
05E2: AS_actor -1 kill_actor 339@ 

:HEIST9_18773
if 
   not Actor.Dead(340@)
else_jump @HEIST9_18796 
05E2: AS_actor -1 kill_actor 340@ 

:HEIST9_18796
if 
   not Actor.Dead(341@)
else_jump @HEIST9_18819 
05E2: AS_actor -1 kill_actor 341@ 

:HEIST9_18819
if 
   not Actor.Dead(342@)
else_jump @HEIST9_18842 
05E2: AS_actor -1 kill_actor 342@ 

:HEIST9_18842
0616: define_AS_pack_end 286@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
0618: assign_actor -1 to_AS_pack 365@ 
05F5: AS_actor -1 goto_point 2196.144 1618.719 998.9766 mode 6 -1 ms // versionB 
05F5: AS_actor -1 goto_point 2191.214 1620.229 998.9802 mode 6 -1 ms // versionB 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 56@ task 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05F5: AS_actor -1 goto_point 2223.391 1619.15 998.9672 mode 6 -1 ms // versionB 
0618: assign_actor -1 to_AS_pack 365@ 
05F5: AS_actor -1 goto_point 2198.942 1617.974 998.9766 mode 6 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 53@ 
0687: clear_actor 57@ task 
0618: assign_actor 57@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05F5: AS_actor -1 goto_point 2223.391 1619.15 998.9672 mode 6 -1 ms // versionB 
0618: assign_actor -1 to_AS_pack 365@ 
05F5: AS_actor -1 goto_point 2197.816 1617.827 998.9766 mode 6 -1 ms // versionB 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 53@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
061B: remove_references_to_AS_pack 53@ 
061B: remove_references_to_AS_pack 365@ 

:HEIST9_19150
257@ = 1 

:HEIST9_19157
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2158.438 1618.74 998.965 radius 4.0 4.0 4.0 
  37@ == 0 
else_jump @HEIST9_19248 
if 
   not Actor.Dead(344@)
else_jump @HEIST9_19241 
0687: clear_actor 344@ task 
0618: assign_actor 344@ to_AS_pack 212@ 

:HEIST9_19241
37@ = 1 

:HEIST9_19248
if and
   Actor.Dead(335@)
   Actor.Dead(336@)
   Actor.Dead(337@)
   Actor.Dead(338@)
  258@ == 0 
else_jump @HEIST9_19839 
if and
   Actor.Dead(339@)
   Actor.Dead(340@)
  257@ == 1 
else_jump @HEIST9_19839 
if and
   not Actor.Dead(54@)
   not Actor.Dead(55@)
   not Actor.Dead(56@)
   not Actor.Dead(57@)
else_jump @HEIST9_19839 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 1 ms 
if 
   not Actor.Dead(343@)
else_jump @HEIST9_19379 
05E2: AS_actor -1 kill_actor 343@ 

:HEIST9_19379
if 
   not Actor.Dead(341@)
else_jump @HEIST9_19402 
05E2: AS_actor -1 kill_actor 341@ 

:HEIST9_19402
if 
   not Actor.Dead(342@)
else_jump @HEIST9_19425 
05E2: AS_actor -1 kill_actor 342@ 

:HEIST9_19425
0616: define_AS_pack_end 286@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2188.958 1615.043 998.9766 
05D7: add_point_to_scmpath 2184.968 1614.836 998.9766 
05D7: add_point_to_scmpath 2181.061 1612.783 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 55@ task 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2187.532 1623.486 998.9746 
05D7: add_point_to_scmpath 2182.643 1624.14 998.9734 
05D7: add_point_to_scmpath 2180.778 1624.237 998.9733 
05D7: add_point_to_scmpath 2178.494 1623.014 998.9754 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 56@ task 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2195.998 1618.965 998.9766 
05D7: add_point_to_scmpath 2190.157 1620.457 998.9797 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
0687: clear_actor 57@ task 
0618: assign_actor 57@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2195.998 1618.965 998.9766 
05D7: add_point_to_scmpath 2190.435 1616.811 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
258@ = 1 

:HEIST9_19839
if and
   Actor.Dead(341@)
   Actor.Dead(342@)
   Actor.Dead(343@)
  258@ == 1 
else_jump @HEIST9_20545 
if and
   not Actor.Dead(54@)
   not Actor.Dead(55@)
   not Actor.Dead(56@)
   not Actor.Dead(57@)
else_jump @HEIST9_20545 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 1 ms 
if 
   not Actor.Dead(345@)
else_jump @HEIST9_19937 
05E2: AS_actor -1 kill_actor 345@ 

:HEIST9_19937
if 
   not Actor.Dead(344@)
else_jump @HEIST9_19960 
05E2: AS_actor -1 kill_actor 344@ 

:HEIST9_19960
0616: define_AS_pack_end 286@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2177.684 1614.631 998.9766 
05D7: add_point_to_scmpath 2173.296 1618.374 998.9766 
05D7: add_point_to_scmpath 2169.075 1618.589 998.9766 
05D7: add_point_to_scmpath 2165.563 1618.568 998.9752 
05D7: add_point_to_scmpath 2159.532 1617.056 998.9662 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 55@ task 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2174.709 1621.068 998.978 
05D7: add_point_to_scmpath 2169.154 1618.646 998.9766 
05D7: add_point_to_scmpath 2161.401 1619.628 998.9706 
05D7: add_point_to_scmpath 2155.982 1619.06 998.9666 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 180.0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 56@ task 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2190.003 1622.425 998.9764 
05D7: add_point_to_scmpath 2186.135 1623.306 998.9749 
05D7: add_point_to_scmpath 2182.44 1624.333 998.9731 
05D7: add_point_to_scmpath 2178.639 1623.895 998.9739 
05D7: add_point_to_scmpath 2174.756 1622.692 998.976 
05D7: add_point_to_scmpath 2169.405 1620.61 998.9795 
05D4: AS_actor -1 rotate_angle 172.0 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
0687: clear_actor 57@ task 
0618: assign_actor 57@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2188.537 1615.527 998.9766 
05D7: add_point_to_scmpath 2184.411 1614.467 998.9766 
05D7: add_point_to_scmpath 2180.224 1614.09 998.9766 
05D7: add_point_to_scmpath 2175.855 1615.655 998.9766 
05D7: add_point_to_scmpath 2169.48 1617.185 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
258@ = 2 

:HEIST9_20545
if and
   Actor.Dead(344@)
   Actor.Dead(345@)
  258@ == 2 
else_jump @HEIST9_20730 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 0 
05F5: AS_actor -1 goto_point 2157.872 1603.249 998.973 mode 6 -1 ms // versionB 
05F5: AS_actor -1 goto_point 2144.301 1610.444 992.6882 mode 6 -1 ms // versionB 
0616: define_AS_pack_end 53@ 
58@ = 0 

:HEIST9_20642
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_20683 
0687: clear_actor 54@(58@,4i) task 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_20683
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_20642 
061B: remove_references_to_AS_pack 53@ 
367@ = 1 
33@ = 0 
258@ = 3 

:HEIST9_20730
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2195.041 1618.905 998.9766 radius 2.0 2.0 2.0 
else_jump @HEIST9_21072 
if and
   not Car.Wrecked(46@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_20828 
if 
   not Actor.InCar($PLAYER_ACTOR, 46@)
else_jump @HEIST9_20828 
Car.Destroy(46@)
Model.Destroy(#FORKLIFT)

:HEIST9_20828
if 
  304@ == 0 
else_jump @HEIST9_21072 
if 
   not Actor.Dead(341@)
else_jump @HEIST9_20953 
0615: define_AS_pack_begin 53@ 
0638: AS_actor -1 stay_put 0 
05B9: AS_actor -1 stay_idle 3000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2176.628 1610.473 998.9766 
05D7: add_point_to_scmpath 2173.56 1623.915 998.9739 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 53@ 
0618: assign_actor 341@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_20953
if 
   not Actor.Dead(342@)
else_jump @HEIST9_21065 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
0638: AS_actor -1 stay_put 0 
05B9: AS_actor -1 stay_idle 3000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2176.628 1610.473 998.9766 
05D7: add_point_to_scmpath 2175.972 1613.853 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 53@ 
0618: assign_actor 342@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_21065
304@ = 1 

:HEIST9_21072
if 
  251@ == 0 
else_jump @HEIST9_21252 
if and
  231@ == 2 
  105@ == 0 
else_jump @HEIST9_21147 
01E5: show_text_1number_highpriority GXT 'HM9_1C' number 7 time 5000 flag 1  // ~s~Du hast ~1~ Minuten, um das Geld zu holen und zurckzukehren!
105@ = 1 
33@ = 0 

:HEIST9_21147
if and
  33@ > 5000 
  105@ == 1 
else_jump @HEIST9_21203 
00BC: show_text_highpriority GXT 'HM9_21' time 6000 flag 1  // ~s~Rum die ~r~Security-Leute~s~ aus dem Weg, dass das Team hinunter zum Safe kann!
105@ = 2 
33@ = 0 

:HEIST9_21203
if and
  33@ > 6000 
  105@ == 2 
else_jump @HEIST9_21252 
00BC: show_text_highpriority GXT 'HM9_1G' time 7000 flag 1  // ~s~Denk daran, nahe beim Team zu bleiben.
105@ = 3 

:HEIST9_21252
if 
   not 367@ == 0 
else_jump @HEIST9_21722 
if 
  367@ == 1 
else_jump @HEIST9_21355 
58@ = 0 

:HEIST9_21295
Actor.DestroyInstantly(315@(58@,5i))
58@ += 1 
  58@ >= 3 
else_jump @HEIST9_21295 
00BC: show_text_highpriority GXT 'HM9_1E' time 5000 flag 1  // ~s~Folge dem ~b~Team~s~ runter zum Tresor.
367@ = 2 
32@ = 0 

:HEIST9_21355
if and
  32@ > 4000 
  367@ == 2 
else_jump @HEIST9_21417 
05AA: 288@s = 'HE8_LA'  // ~z~Nicht mehr weit, seid wachsam!
04AF: 232@ = 19050 // @ = any 
gosub @HEIST9_50648 
367@ = 3 

:HEIST9_21417
if and
  231@ == 2 
  367@ == 3 
else_jump @HEIST9_21478 
05AA: 288@s = 'HE8_LB'  // ~z~Hey, das wollte ich gerade sagen!
04AF: 232@ = 19051 // @ = any 
gosub @HEIST9_50648 
367@ = 4 

:HEIST9_21478
if and
  231@ == 2 
  367@ == 4 
else_jump @HEIST9_21539 
05AA: 288@s = 'HE8_LC'  // ~z~Sorry, Boss!
04AF: 232@ = 19052 // @ = any 
gosub @HEIST9_50648 
367@ = 5 

:HEIST9_21539
if and
  231@ == 2 
  367@ == 5 
else_jump @HEIST9_21600 
05AA: 288@s = 'HE8_LD'  // ~z~Nicht mehr weit, Leute!
04AF: 232@ = 19053 // @ = any 
gosub @HEIST9_50648 
367@ = 6 

:HEIST9_21600
if and
  231@ == 2 
  367@ == 6 
else_jump @HEIST9_21661 
05AA: 288@s = 'HE8_LE'  // ~z~Bleibt wachsam!
04AF: 232@ = 19054 // @ = any 
gosub @HEIST9_50648 
367@ = 7 

:HEIST9_21661
if and
  231@ == 2 
  367@ == 7 
else_jump @HEIST9_21722 
05AA: 288@s = 'HE8_LF'  // ~z~Ja, wachsam bleiben!
04AF: 232@ = 19055 // @ = any 
gosub @HEIST9_50648 
367@ = 0 

:HEIST9_21722
234@ = 0 
if and
  251@ > 1 
  252@ == 1 
else_jump @HEIST9_22816 
if and
  231@ == 2 
  105@ == 0 
else_jump @HEIST9_21899 
58@ = 0 

:HEIST9_21786
Actor.DestroyInstantly(335@(58@,15i))
58@ += 1 
  58@ >= 11 
else_jump @HEIST9_21786 
018A: 233@ = create_checkpoint_at 2144.101 1623.453 993.5677 
08DC: create_interior_marker 233@ at 2196.635 1676.841 radius 10.0 
018B: set_marker 233@ radar_mode 0 
05AA: 288@s = 'HE8_MA'  // ~z~Okay, wir bringen die Ladung an, und du behltst die Tr im Auge!
04AF: 232@ = 19056 // @ = any 
gosub @HEIST9_50648 
105@ = 1 

:HEIST9_21899
if and
  231@ == 2 
  105@ == 1 
else_jump @HEIST9_21960 
05AA: 288@s = 'HE8_MB'  // ~z~Okay, Boss!
04AF: 232@ = 19057 // @ = any 
gosub @HEIST9_50648 
105@ = 2 

:HEIST9_21960
if and
  231@ == 2 
  105@ == 2 
else_jump @HEIST9_22028 
05AA: 288@s = 'HE8_MC'  // ~z~Bin dabei!
04AF: 232@ = 19058 // @ = any 
gosub @HEIST9_50648 
105@ = 3 
32@ = 0 

:HEIST9_22028
if and
  231@ == 2 
  105@ == 3 
else_jump @HEIST9_22089 
05AA: 288@s = 'HE8_NA'  // ~z~Beeilung, meine Herren, sie wissen, dass was nicht stimmt!
04AF: 232@ = 19059 // @ = any 
gosub @HEIST9_50648 
105@ = 4 

:HEIST9_22089
if and
  231@ == 2 
  105@ == 4 
else_jump @HEIST9_22150 
05AA: 288@s = 'HE8_NB'  // ~z~Da ist jemand anders im System!
04AF: 232@ = 19060 // @ = any 
gosub @HEIST9_50648 
105@ = 5 

:HEIST9_22150
if and
  231@ == 2 
  105@ == 5 
else_jump @HEIST9_22218 
05AA: 288@s = 'HE8_NC'  // ~z~Und wo liegt das Problem?
04AF: 232@ = 19061 // @ = any 
gosub @HEIST9_50648 
105@ = 6 
32@ = 0 

:HEIST9_22218
if and
  231@ == 2 
  105@ == 6 
else_jump @HEIST9_22279 
05AA: 288@s = 'HE8_ND'  // ~z~Jemand versucht, die Notstromaggregate wieder anzuwerfen!
04AF: 232@ = 19062 // @ = any 
gosub @HEIST9_50648 
105@ = 7 

:HEIST9_22279
if and
  231@ == 2 
  105@ == 7 
else_jump @HEIST9_22347 
05AA: 288@s = 'HE8_NE'  // ~z~Ich geh zum Generatorraum zurck und mach sie endgltig platt!
04AF: 232@ = 19063 // @ = any 
gosub @HEIST9_50648 
105@ = 8 
32@ = 0 

:HEIST9_22347
if and
  231@ == 2 
  105@ == 8 
else_jump @HEIST9_22816 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 39)
else_jump @HEIST9_22758 
Model.Load(#BMYBOUN)

:HEIST9_22395
if 
   not Model.Available(#BMYBOUN)
else_jump @HEIST9_22422 
wait 0 
jump @HEIST9_22395 

:HEIST9_22422
295@ = Actor.Create(Mission1, #WMYBOUN, 2146.665, 1611.452, 999.9764)
0860: link_actor 295@ to_interior 1 
Actor.Angle(295@) = 189.8734
060B: set_actor 295@ decision_maker_to 89@ 
01B2: give_actor 295@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 295@ armed_weapon_to 29 
0638: AS_actor 295@ stay_put 1 
03FE: set_actor 295@ money 0 
296@ = Actor.Create(Mission1, #BMYBOUN, 2147.982, 1605.254, 1000.752)
0860: link_actor 296@ to_interior 1 
Actor.Angle(296@) = 191.7168
01B2: give_actor 296@ weapon 29 ammo 30000 // Load the weapon model before using this 
060B: set_actor 296@ decision_maker_to 89@ 
01B9: set_actor 296@ armed_weapon_to 29 
0638: AS_actor 296@ stay_put 1 
03FE: set_actor 296@ money 0 
if 
075C:   marker 233@ enabled 
else_jump @HEIST9_22605 
Marker.Disable(233@)

:HEIST9_22605
58@ = 0 

:HEIST9_22612
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_22651 
Actor.SetImmunities(54@(58@,4i), 0, 1, 1, 1, 0)

:HEIST9_22651
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_22612 
00BC: show_text_highpriority GXT 'HM9_22' time 4000 flag 1  // ~s~Zerstre die ~g~Notstromgeneratoren~s~!
38@ = 13 
228@ = Marker.CreateAboveObject(171@)
08DC: create_interior_marker 228@ at 2196.635 1676.841 radius 10.0 
229@ = Marker.CreateAboveObject(172@)
08DC: create_interior_marker 229@ at 2196.635 1676.841 radius 10.0 
jump @HEIST9_22802 

:HEIST9_22758
00BC: show_text_highpriority GXT 'HM9_PK' time 4000 flag 1  // ~s~Heb die ~g~Rucksackbombe~s~ auf!
03DC: 299@ = create_marker_above_pickup 214@ 
08DC: create_interior_marker 299@ at 2196.635 1676.841 radius 10.0 

:HEIST9_22802
105@ = 101 
32@ = 0 

:HEIST9_22816
if and
   Actor.HasWeapon($PLAYER_ACTOR, 39)
  105@ == 101 
   not 38@ == 13 
else_jump @HEIST9_23216 
Model.Load(#BMYBOUN)

:HEIST9_22853
if 
   not Model.Available(#BMYBOUN)
else_jump @HEIST9_22880 
wait 0 
jump @HEIST9_22853 

:HEIST9_22880
295@ = Actor.Create(Mission1, #WMYBOUN, 2146.665, 1611.452, 999.9764)
0860: link_actor 295@ to_interior 1 
Actor.Angle(295@) = 189.8734
060B: set_actor 295@ decision_maker_to 89@ 
01B2: give_actor 295@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 295@ armed_weapon_to 29 
0638: AS_actor 295@ stay_put 1 
296@ = Actor.Create(Mission1, #BMYBOUN, 2147.982, 1605.254, 1000.752)
0860: link_actor 296@ to_interior 1 
Actor.Angle(296@) = 191.7168
01B2: give_actor 296@ weapon 29 ammo 30000 // Load the weapon model before using this 
060B: set_actor 296@ decision_maker_to 89@ 
01B9: set_actor 296@ armed_weapon_to 29 
0638: AS_actor 296@ stay_put 1 
if 
075C:   marker 233@ enabled 
else_jump @HEIST9_23049 
Marker.Disable(233@)

:HEIST9_23049
58@ = 0 

:HEIST9_23056
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_23095 
Actor.SetImmunities(54@(58@,4i), 0, 1, 1, 1, 0)

:HEIST9_23095
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_23056 
if 
075C:   marker 299@ enabled 
else_jump @HEIST9_23137 
Marker.Disable(299@)

:HEIST9_23137
00BC: show_text_highpriority GXT 'HM9_22' time 4000 flag 1  // ~s~Zerstre die ~g~Notstromgeneratoren~s~!
38@ = 13 
228@ = Marker.CreateAboveObject(171@)
08DC: create_interior_marker 228@ at 2196.635 1676.841 radius 10.0 
229@ = Marker.CreateAboveObject(172@)
08DC: create_interior_marker 229@ at 2196.635 1676.841 radius 10.0 

:HEIST9_23216
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2144.393 1616.653 992.5681 radius 20.0 20.0 2.0 
else_jump @HEIST9_23333 
if and
   not 105@ == 0 
   not 105@ == 9 
  251@ > 1 
else_jump @HEIST9_23319 
if 
075C:   marker 233@ enabled 
else_jump @HEIST9_23319 
018B: set_marker 233@ radar_mode 0 

:HEIST9_23319
252@ = 1 
jump @HEIST9_23411 

:HEIST9_23333
if and
   not 105@ == 0 
   not 105@ == 9 
  251@ > 1 
else_jump @HEIST9_23404 
if 
075C:   marker 233@ enabled 
else_jump @HEIST9_23388 
018B: set_marker 233@ radar_mode 3 

:HEIST9_23388
00BC: show_text_highpriority GXT 'HM9_56' time 1000 flag 1  // ~s~Das Team braucht dich beim ~y~Safe~s~.

:HEIST9_23404
252@ = 0 

:HEIST9_23411
58@ = 0 

:HEIST9_23418
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_24125 
if and
00FE:   actor 54@(58@,4i) sphere 0 in_sphere 2143.693 1610.628 992.6882 radius 4.0 4.0 2.0 
  239@(58@,4i) == 0 
else_jump @HEIST9_24125 
if and
  58@ == 0 
   not Actor.Dead(54@)
else_jump @HEIST9_23669 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2143.036 1626.497 992.5681 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation_sequence "BOM_PLANT_LOOP" IFP_file "BOMBER" 1.0 loop 1 0 0 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 54@ to_AS_pack 53@ 

:HEIST9_23669
if and
  58@ == 1 
   not Actor.Dead(55@)
else_jump @HEIST9_23831 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2145.696 1626.496 992.5681 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation_sequence "BOM_PLANT_LOOP" IFP_file "BOMBER" 1.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 55@ to_AS_pack 53@ 

:HEIST9_23831
if and
  58@ == 2 
   not Actor.Dead(56@)
else_jump @HEIST9_23943 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2147.744 1620.447 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0616: define_AS_pack_end 53@ 
0618: assign_actor 56@ to_AS_pack 53@ 

:HEIST9_23943
if and
  58@ == 3 
   not Actor.Dead(57@)
else_jump @HEIST9_24055 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2136.254 1621.628 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0616: define_AS_pack_end 53@ 
0618: assign_actor 57@ to_AS_pack 53@ 

:HEIST9_24055
061B: remove_references_to_AS_pack 53@ 
02A9: set_actor 54@(58@,4i) immune_to_nonplayer 0 
018B: set_marker 91@(58@,4i) radar_mode 0 
239@(58@,4i) = 1 
if 
  251@ == 0 
else_jump @HEIST9_24118 
105@ = 0 

:HEIST9_24118
251@ += 1 

:HEIST9_24125
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_23418 

:HEIST9_24146
if and
  38@ == 13 
  32@ > 5000 
else_jump @HEIST9_31401 
if 
  119@ == 0 
else_jump @HEIST9_24617 
if and
  231@ == 2 
  105@ == 0 
else_jump @HEIST9_24251 
05AA: 288@s = 'HE8_OA'  // ~z~Augenblick, das ist Berkley! Er ist es, ich wei es!
04AF: 232@ = 19064 // @ = any 
gosub @HEIST9_50648 
105@ = 1 

:HEIST9_24251
if and
  231@ == 2 
  105@ == 1 
else_jump @HEIST9_24312 
05AA: 288@s = 'HE8_OB'  // ~z~Was?
04AF: 232@ = 19065 // @ = any 
gosub @HEIST9_50648 
105@ = 2 

:HEIST9_24312
if and
  231@ == 2 
  105@ == 2 
else_jump @HEIST9_24373 
05AA: 288@s = 'HE8_OC'  // ~z~Ich kenne die Taktiken meines Erzrivalen!
04AF: 232@ = 19066 // @ = any 
gosub @HEIST9_50648 
105@ = 3 

:HEIST9_24373
if and
  231@ == 2 
  105@ == 3 
else_jump @HEIST9_24434 
05AA: 288@s = 'HE8_OD'  // ~z~BERKLEY, DU BASTARD!
04AF: 232@ = 19067 // @ = any 
gosub @HEIST9_50648 
105@ = 4 

:HEIST9_24434
if and
  231@ == 2 
  105@ == 4 
else_jump @HEIST9_24495 
05AA: 288@s = 'HE8_OE'  // ~z~Schrei mir nicht ins Ohr!
04AF: 232@ = 19068 // @ = any 
gosub @HEIST9_50648 
105@ = 5 

:HEIST9_24495
if and
  231@ == 2 
  105@ == 5 
else_jump @HEIST9_24556 
05AA: 288@s = 'HE8_OF'  // ~z~Sorry!
04AF: 232@ = 19069 // @ = any 
gosub @HEIST9_50648 
105@ = 8 

:HEIST9_24556
if and
  231@ == 2 
  105@ == 8 
else_jump @HEIST9_24617 
05AA: 288@s = 'HE8_OJ'  // ~z~Ja, ja, passt schon. Schaff uns den Trottel einfach vom Hals.
04AF: 232@ = 19072 // @ = any 
gosub @HEIST9_50648 
105@ = 9 

:HEIST9_24617
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_24643 
041A: 175@ = actor $PLAYER_ACTOR weapon 39 ammo 

:HEIST9_24643
if 
848C:   not pickup_at 2146.487 1622.805 993.0 available_to_be_picked_up 
else_jump @HEIST9_24739 
if and
  0 >= 175@ 
  119@ == 0 
else_jump @HEIST9_24739 
if 
89D1:   not pickup 214@ created 
else_jump @HEIST9_24739 
032B: 214@ = create_weapon_pickup #SATCHEL group 3 ammo 5 at 2146.487 1622.805 993.0 

:HEIST9_24739
if or
0356:   explosion_type 0 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
0356:   explosion_type 1 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
0356:   explosion_type 3 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
0356:   explosion_type 2 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
else_jump @HEIST9_25621 
if 
  119@ == 0 
else_jump @HEIST9_25621 
312@ = Object.Init(#WAREHOUSE_DOOR2B, 2195.769, 1585.199, 1002.0)
0566: link_object 312@ to_interior 1 
Object.Angle(312@) = 180.0
Object.Indestructibility(312@) = False
gosub @HEIST9_46289 
Object.Indestructibility(60@) = True
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2146.146 1613.818 999.968 radius 7.0 7.0 2.0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_25023 
05BE: AS_kill_actor $PLAYER_ACTOR 

:HEIST9_25023
if 
075C:   marker 228@ enabled 
else_jump @HEIST9_25044 
Marker.Disable(228@)

:HEIST9_25044
if 
075C:   marker 229@ enabled 
else_jump @HEIST9_25065 
Marker.Disable(229@)

:HEIST9_25065
Camera.SetPosition(2141.361, 1619.829, 1000.669, 0.0, 0.0, 0.0)
Camera.PointAt(2141.925, 1619.005, 1000.723, 2)
gosub @HEIST9_43886 
Object.Destroy(171@)
Object.Destroy(172@)
Model.Destroy(#GENERATOR_BIG)
171@ = Object.Create(#GENERATOR_BIG_D, 2145.05, 1613.49, 999.9764)
Object.Angle(171@) = 1.2043
172@ = Object.Create(#GENERATOR_BIG_D, 2148.8, 1613.49, 999.9764)
Object.Angle(172@) = 354.0372
368@ = 0 

:HEIST9_25211
020C: create_explosion_with_radius 11 at 2143.107 1611.332 1000.5 
064B: 201@ = create_particle "EXPLOSION_SMALL" at 2143.107 1611.332 1000.5 type 1 
064C: make_particle 201@ visible 
wait 150 
020C: create_explosion_with_radius 11 at 2149.51 1614.586 1000.5 
064B: 202@ = create_particle "EXPLOSION_SMALL" at 2149.51 1614.586 1000.5 type 1 
064C: make_particle 202@ visible 
wait 10 
58@ = 0 

:HEIST9_25353
064E: stop_particle 201@(58@,6i) 
0650: destroy_particle 201@(58@,6i) 
58@ += 1 
  58@ >= 6 
else_jump @HEIST9_25353 
368@ += 1 
  368@ >= 3 
else_jump @HEIST9_25211 
wait 2000 
58@ = 0 

:HEIST9_25425
018B: set_marker 91@(58@,4i) radar_mode 3 
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_25486 
0638: AS_actor 54@(58@,4i) stay_put 0 
Actor.SetImmunities(54@(58@,4i), 0, 0, 0, 1, 0)

:HEIST9_25486
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_25425 
105@ = 6 
gosub @HEIST9_46306 
gosub @HEIST9_43955 
32@ = 0 
119@ = 1 
03E6: remove_text_box 
58@ = 0 

:HEIST9_25551
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_25551 
if 
048C:   pickup_at 2146.487 1622.805 993.0 available_to_be_picked_up 
else_jump @HEIST9_25605 
Pickup.Destroy(214@)

:HEIST9_25605
00BC: show_text_highpriority GXT 'HM9_40' time 5000 flag 1  // ~s~Geh hinunter und sieh nach dem ~b~Team~s~!

:HEIST9_25621
if 
  119@ == 1 
else_jump @HEIST9_25700 
if and
  231@ == 2 
  105@ == 0 
else_jump @HEIST9_25700 
05AA: 288@s = 'HE8_OK'  // ~z~Okay, ich geh zurck zum Tresorraum!
04AF: 232@ = 19073 // @ = any 
gosub @HEIST9_50648 
105@ = 10 

:HEIST9_25700
if and
  121@ == 0 
  119@ == 1 
else_jump @HEIST9_27722 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2143.975 1624.443 992.5681 radius 20.0 20.0 2.0 
else_jump @HEIST9_27722 
105@ = 10 
121@ = 1 
58@ = 0 

:HEIST9_25794
018B: set_marker 91@(58@,4i) radar_mode 0 
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_25794 
gosub @HEIST9_46289 
if 
   not Actor.Dead(56@)
else_jump @HEIST9_25879 
08C7: put_actor 56@ at 2147.744 1620.447 992.6882 // versionB 
Actor.Angle(56@) = 346.8824

:HEIST9_25879
if 
   not Actor.Dead(57@)
else_jump @HEIST9_25925 
08C7: put_actor 57@ at 2136.254 1621.628 992.6882 // versionB 
Actor.Angle(57@) = 358.8987

:HEIST9_25925
Camera.SetPosition(2140.489, 1617.689, 993.7817, 0.0, 0.0, 0.0)
Camera.PointAt(2140.831, 1618.629, 993.7844, 2)
wait 1000 
00BC: show_text_highpriority GXT 'HE8_QA' time 4000 flag 1  // ~z~Alle Mann in Deckung!
040D: unload_wav 1 
03CF: load_wav 19083 as 1 

:HEIST9_26008
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_26034 
wait 0 
jump @HEIST9_26008 

:HEIST9_26034
03D1: play_wav 1 
33@ = 0 

:HEIST9_26045
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_26088 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_26081 

:HEIST9_26081
jump @HEIST9_26045 

:HEIST9_26088
00BC: show_text_highpriority GXT 'HE8_QC' time 4000 flag 1  // ~z~Oh Scheie! Wo muss ich jetzt hin? Wo muss ich jetzt hin?
040D: unload_wav 1 
03CF: load_wav 19085 as 1 

:HEIST9_26115
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_26141 
wait 0 
jump @HEIST9_26115 

:HEIST9_26141
03D1: play_wav 1 
if 
   not Actor.Dead(54@)
else_jump @HEIST9_26211 
05B9: AS_actor 54@ stay_idle 1000 ms 
0792: disembark_instantly_actor 54@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2135.497 1625.518 992.5681 
04EB: AS_actor 54@ crouch 1 
05D8: AS_assign_scmpath to_actor 54@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_26211
if 
   not Actor.Dead(55@)
else_jump @HEIST9_26269 
0792: disembark_instantly_actor 55@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2152.954 1625.076 992.5681 
04EB: AS_actor 55@ crouch 1 
05D8: AS_assign_scmpath to_actor 55@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_26269
33@ = 0 

:HEIST9_26276
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_26319 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_26312 

:HEIST9_26312
jump @HEIST9_26276 

:HEIST9_26319
00BC: show_text_highpriority GXT 'HE8_QB' time 4000 flag 1  // ~z~Gleich wird's rumsen!
040D: unload_wav 1 
03CF: load_wav 19084 as 1 

:HEIST9_26346
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_26372 
wait 0 
jump @HEIST9_26346 

:HEIST9_26372
03D1: play_wav 1 
33@ = 0 

:HEIST9_26383
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_26426 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_26419 

:HEIST9_26419
jump @HEIST9_26383 

:HEIST9_26426
58@ = 0 

:HEIST9_26433
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_26473 
0792: disembark_instantly_actor 54@(58@,4i) 
04EB: AS_actor 54@(58@,4i) crouch 1 

:HEIST9_26473
018B: set_marker 91@(58@,4i) radar_mode 3 
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_26433 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 992.707 
064B: 369@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 992.707 type 1 
064F: remove_references_to_particle 369@ 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 994.0 
wait 500 
064B: 370@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 994.0 type 1 
064F: remove_references_to_particle 370@ 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 996.0 
Object.Destroy(60@)
wait 500 
064B: 371@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 996.0 type 1 
064F: remove_references_to_particle 371@ 
00BC: show_text_highpriority GXT 'HE8_RA' time 4000 flag 1  // ~z~Okay, laden wir die Kohle auf!
040D: unload_wav 1 
03CF: load_wav 19086 as 1 

:HEIST9_26736
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_26762 
wait 0 
jump @HEIST9_26736 

:HEIST9_26762
03D1: play_wav 1 
33@ = 0 

:HEIST9_26773
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_26816 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_26809 

:HEIST9_26809
jump @HEIST9_26773 

:HEIST9_26816
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_26862 
08C7: put_actor $PLAYER_ACTOR at 2144.266 1610.649 992.5681 // versionB 
Actor.Angle($PLAYER_ACTOR) = 359.3881

:HEIST9_26862
gosub @HEIST9_46306 
00BC: show_text_highpriority GXT 'HM9_58' time 7000 flag 1  // ~s~Geh in den ~y~Safe~s~.
61@ = Object.Create(#CJ_MONEY_BAG, 2146.27, 1636.314, 992.5683)
0566: link_object 61@ to_interior 1 
Object.Angle(61@) = 268.4277
Object.CollisionDetection(61@) = False
62@ = Object.Create(#CJ_MONEY_BAG, 2146.137, 1632.404, 992.5683)
0566: link_object 62@ to_interior 1 
Object.Angle(62@) = 89.5044
Object.CollisionDetection(62@) = False
63@ = Object.Create(#CJ_MONEY_BAG, 2142.148, 1632.426, 992.5683)
0566: link_object 63@ to_interior 1 
Object.Angle(63@) = 97.3067
Object.CollisionDetection(63@) = False
64@ = Object.Create(#CJ_MONEY_BAG, 2142.07, 1636.137, 992.5683)
0566: link_object 64@ to_interior 1 
Object.Angle(64@) = 51.5319
Object.CollisionDetection(64@) = False
if and
   not Actor.Dead(54@)
   not Actor.Dead(55@)
   not Actor.Dead(56@)
   not Actor.Dead(57@)
else_jump @HEIST9_27722 
0615: define_AS_pack_begin 373@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: AS_actor -1 stay_idle 500 ms 
0643: set_AS_pack 373@ loop 1 
0616: define_AS_pack_end 373@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 3000 ms 
05F5: AS_actor -1 goto_point 2146.27 1636.314 992.5683 mode 6 -1 ms // versionB 
070A: AS_actor -1 attach_to_object 61@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 373@ 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 54@ 
04EB: AS_actor 54@ crouch 0 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 100 ms 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point 2146.137 1632.404 992.5683 mode 6 -1 ms // versionB 
070A: AS_actor -1 attach_to_object 62@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 373@ 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 55@ 
04EB: AS_actor 55@ crouch 0 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 200 ms 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 2000 ms 
05F5: AS_actor -1 goto_point 2142.148 1632.426 992.5683 mode 6 -1 ms // versionB 
070A: AS_actor -1 attach_to_object 63@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 373@ 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 56@ 
04EB: AS_actor 56@ crouch 0 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 100 ms 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 3000 ms 
05F5: AS_actor -1 goto_point 2142.07 1636.137 992.5683 mode 6 -1 ms // versionB 
070A: AS_actor -1 attach_to_object 64@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 373@ 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 57@ 
04EB: AS_actor 57@ crouch 0 
0618: assign_actor 57@ to_AS_pack 53@ 
04EF: release_animation "BOMBER" 
018A: 372@ = create_checkpoint_at 2144.152 1636.462 992.5703 
08DC: create_interior_marker 372@ at 2196.635 1676.841 radius 10.0 
061B: remove_references_to_AS_pack 373@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_27722
if 
  121@ == 1 
else_jump @HEIST9_27915 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2144.152 1636.462 992.5703 radius 10.0 10.0 2.0 
075C:   marker 372@ enabled 
else_jump @HEIST9_27915 
if 
075C:   marker 372@ enabled 
else_jump @HEIST9_27814 
Marker.Disable(372@)

:HEIST9_27814
140@ = 1 
121@ = 2 
33@ = 0 
58@ = 0 

:HEIST9_27842
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_27894 
142@(58@,5i) = Actor.Health(54@(58@,4i))
0085: 148@(58@,5i) = 142@(58@,5i) // (int) 

:HEIST9_27894
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_27842 

:HEIST9_27915
if and
  231@ == 2 
  140@ == 1 
else_jump @HEIST9_27976 
05AA: 288@s = 'HE8_RB'  // ~z~Carl, ein paar Mafia-Gorillas sind auf dem Weg runter zum Tresorraum und -
04AF: 232@ = 19087 // @ = any 
gosub @HEIST9_50648 
140@ = 2 

:HEIST9_27976
if and
  231@ == 2 
  140@ == 2 
else_jump @HEIST9_28044 
05AA: 288@s = 'HE8_RC'  // ~z~SEI VERFLUCHT, BERKLEY!
04AF: 232@ = 19088 // @ = any 
gosub @HEIST9_50648 
32@ = 0 
140@ = 3 

:HEIST9_28044
if and
  231@ == 2 
  140@ == 3 
  32@ > 3000 
else_jump @HEIST9_29538 
gosub @HEIST9_46325 
gosub @HEIST9_46289 
131@ = 4 
58@ = 0 

:HEIST9_28105
if 
   not Actor.Dead(335@(58@,15i))
else_jump @HEIST9_28134 
Actor.DestroyInstantly(335@(58@,15i))

:HEIST9_28134
58@ += 1 
  58@ >= 11 
else_jump @HEIST9_28105 
58@ = 0 

:HEIST9_28162
Actor.DestroyInstantly(109@(58@,5i))
58@ += 1 
  58@ >= 3 
else_jump @HEIST9_28162 
Actor.DestroyInstantly(295@)
Actor.DestroyInstantly(296@)
Model.Destroy(#BMYBOUN)
Model.Destroy(#WMYBOUN)
Model.Load(#VMAFF1)
Model.Load(#VMAFF2)

:HEIST9_28220
if or
   not Model.Available(#VMAFF1)
   not Model.Available(#VMAFF2)
else_jump @HEIST9_28250 
wait 0 
jump @HEIST9_28220 

:HEIST9_28250
335@ = Actor.Create(Mission1, #VMAFF1, 2150.831, 1611.033, 992.6882)
0860: link_actor 335@ to_interior 1 
Actor.Angle(335@) = 353.2278
02A9: set_actor 335@ immune_to_nonplayer 1 
336@ = Actor.Create(Mission1, #VMAFF1, 2135.702, 1611.064, 992.6882)
0860: link_actor 336@ to_interior 1 
Actor.Angle(336@) = 354.2745
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.14 1610.015 992.6882 
05D7: add_point_to_scmpath 2146.085 1611.896 992.6882 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D4: AS_actor -1 rotate_angle 6.3138 
05BA: AS_actor -1 move_mouth 1 ms 
05D6: clear_scmpath 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_28434 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:HEIST9_28434
0616: define_AS_pack_end 374@ 
337@ = Actor.Create(Mission1, #VMAFF2, 2144.029, 1605.352, 992.5684)
0860: link_actor 337@ to_interior 1 
Actor.Angle(337@) = 356.695
0618: assign_actor 337@ to_AS_pack 374@ 
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.14 1610.015 992.6882 
05D7: add_point_to_scmpath 2139.815 1615.471 992.6882 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
04EB: AS_actor -1 crouch 0 
05D4: AS_actor -1 rotate_angle 335.8946 
05BA: AS_actor -1 move_mouth 1 ms 
05D6: clear_scmpath 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_28594 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:HEIST9_28594
0616: define_AS_pack_end 374@ 
338@ = Actor.Create(Mission1, #VMAFF1, 2144.22, 1601.963, 992.5684)
0860: link_actor 338@ to_interior 1 
Actor.Angle(338@) = 358.3628
0618: assign_actor 338@ to_AS_pack 374@ 
339@ = Actor.Create(Mission1, #VMAFF2, 2146.605, 1597.785, 994.5676)
0860: link_actor 339@ to_interior 1 
Actor.Angle(339@) = 89.7654
02A9: set_actor 339@ immune_to_nonplayer 1 
0638: AS_actor 339@ stay_put 1 
060F: set_actor 339@ melee_accuracy_to 5.0 
340@ = Actor.Create(Mission1, #VMAFF2, 2147.77, 1596.479, 994.5676)
0860: link_actor 340@ to_interior 1 
Actor.Angle(340@) = 78.7631
0638: AS_actor 340@ stay_put 1 
060F: set_actor 340@ melee_accuracy_to 5.0 
341@ = Actor.Create(Mission1, #VMAFF1, 2148.627, 1602.235, 996.7766)
0860: link_actor 341@ to_interior 1 
Actor.Angle(341@) = 170.4726
0638: AS_actor 341@ stay_put 1 
060F: set_actor 341@ melee_accuracy_to 5.0 
342@ = Actor.Create(Mission1, #VMAFF2, 2148.358, 1603.734, 996.7766)
0860: link_actor 342@ to_interior 1 
Actor.Angle(342@) = 158.879
0638: AS_actor 342@ stay_put 1 
060F: set_actor 342@ melee_accuracy_to 5.0 
061B: remove_references_to_AS_pack 374@ 
58@ = 0 

:HEIST9_28899
0961: unknown_actor 335@(58@,15i) flag 1 
03FE: set_actor 335@(58@,15i) money 0 
if and
   not 58@ == 0 
   not 58@ == 4 
else_jump @HEIST9_28970 
Actor.Health(335@(58@,15i)) = 200
08AF: set_actor 335@(58@,15i) max_health_to 200 

:HEIST9_28970
if or
  58@ == 3 
  58@ == 4 
  58@ == 7 
else_jump @HEIST9_29034 
081A: set_actor 335@(58@,15i) weapon_skill_to 2 
01B2: give_actor 335@(58@,15i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @HEIST9_29059 

:HEIST9_29034
01B2: give_actor 335@(58@,15i) weapon 29 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 

:HEIST9_29059
350@(58@,15i) = Marker.CreateAboveActor(335@(58@,15i))
08DC: create_interior_marker 350@(58@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 350@(58@,15i) radar_mode 2 
07DD: set_actor 335@(58@,15i) temper_to 30 // see pedstats.dat 
Actor.WeaponAccuracy(335@(58@,15i)) = 20
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
58@ += 1 
  58@ >= 8 
else_jump @HEIST9_28899 
Camera.SetPosition(2142.248, 1611.113, 993.2602, 0.0, 0.0, 0.0)
Camera.PointAt(2142.669, 1610.211, 993.3487, 2)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_29262 
08C7: put_actor $PLAYER_ACTOR at 2144.048 1627.986 992.5703 // versionB 
Actor.Angle($PLAYER_ACTOR) = 181.8141

:HEIST9_29262
gosub @HEIST9_46358 
00BC: show_text_highpriority GXT 'HM9_57' time 5000 flag 1  // ~s~Erledige die ~r~Mafiosi~s~, whrend das Team das Geld holt.
wait 2000 
Camera.SetPosition(2140.785, 1619.831, 993.4654, 0.0, 0.0, 0.0)
Camera.PointAt(2141.078, 1618.876, 993.4291, 2)
if 
   not Actor.Dead(338@)
else_jump @HEIST9_29399 
0687: clear_actor 338@ task 
04EB: AS_actor 338@ crouch 1 
08C7: put_actor 338@ at 2140.249 1615.12 992.6882 // versionB 
Actor.Angle(338@) = 340.6346

:HEIST9_29399
wait 3000 
if 
   not Actor.Dead(335@)
else_jump @HEIST9_29428 
0618: assign_actor 335@ to_AS_pack 212@ 

:HEIST9_29428
if 
   not Actor.Dead(336@)
else_jump @HEIST9_29452 
0618: assign_actor 336@ to_AS_pack 213@ 

:HEIST9_29452
if 
03CA:   object 308@ exists 
else_jump @HEIST9_29488 
Object.PutAt(308@, 2173.867, 1619.415, 999.3)

:HEIST9_29488
gosub @HEIST9_46306 
05AA: 288@s = 'HE8_RD'  // ~z~Okay, wir kriegen gleich Gesellschaft!
04AF: 232@ = 19089 // @ = any 
gosub @HEIST9_50648 
140@ = 4 
32@ = 0 

:HEIST9_29538
if 
  140@ == 4 
else_jump @HEIST9_30079 
if and
   Actor.Dead(335@)
   Actor.Dead(336@)
   Actor.Dead(337@)
   Actor.Dead(338@)
  375@ == 0 
else_jump @HEIST9_29760 
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2143.927 1597.674 994.5676 
05D7: add_point_to_scmpath 2144.14 1603.111 992.5684 
05D7: add_point_to_scmpath 2142.907 1614.151 992.6882 
05D7: add_point_to_scmpath 2143.105 1621.571 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 374@ 
if 
   not Actor.Dead(339@)
else_jump @HEIST9_29724 
0687: clear_actor 339@ task 
0618: assign_actor 339@ to_AS_pack 374@ 

:HEIST9_29724
if 
   not Actor.Dead(340@)
else_jump @HEIST9_29753 
0687: clear_actor 340@ task 
0618: assign_actor 340@ to_AS_pack 374@ 

:HEIST9_29753
375@ = 1 

:HEIST9_29760
if and
   Actor.Dead(339@)
   Actor.Dead(340@)
  375@ == 1 
else_jump @HEIST9_29971 
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2147.772 1597.552 994.5676 
05D7: add_point_to_scmpath 2144.127 1597.792 994.5676 
05D7: add_point_to_scmpath 2144.378 1603.689 992.5684 
05D7: add_point_to_scmpath 2143.987 1609.467 992.6882 
05D7: add_point_to_scmpath 2143.722 1618.05 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 374@ 
if 
   not Actor.Dead(341@)
else_jump @HEIST9_29935 
0687: clear_actor 341@ task 
0618: assign_actor 341@ to_AS_pack 374@ 

:HEIST9_29935
if 
   not Actor.Dead(342@)
else_jump @HEIST9_29964 
0687: clear_actor 342@ task 
0618: assign_actor 342@ to_AS_pack 374@ 

:HEIST9_29964
375@ = 2 

:HEIST9_29971
58@ = 0 

:HEIST9_29978
if and
   Actor.Dead(335@(58@,15i))
   not 350@(58@,15i) == 0 
else_jump @HEIST9_30058 
if 
075C:   marker 350@(58@,15i) enabled 
else_jump @HEIST9_30058 
Marker.Disable(350@(58@,15i))
350@(58@,15i) = 0 
Actor.RemoveReferences(335@(58@,15i))

:HEIST9_30058
58@ += 1 
  58@ >= 8 
else_jump @HEIST9_29978 

:HEIST9_30079
if and
  140@ > 3 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2144.245 1606.821 992.6882 radius 3.0 3.0 3.0 
  256@ == 0 
else_jump @HEIST9_30490 
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2143.927 1597.674 994.5676 
05D7: add_point_to_scmpath 2144.14 1603.111 992.5684 
05D7: add_point_to_scmpath 2142.907 1614.151 992.6882 
05D7: add_point_to_scmpath 2143.105 1621.571 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 374@ 
if 
   not Actor.Dead(339@)
else_jump @HEIST9_30271 
0687: clear_actor 339@ task 
0618: assign_actor 339@ to_AS_pack 374@ 

:HEIST9_30271
if 
   not Actor.Dead(340@)
else_jump @HEIST9_30300 
0687: clear_actor 340@ task 
0618: assign_actor 340@ to_AS_pack 374@ 

:HEIST9_30300
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2147.772 1597.552 994.5676 
05D7: add_point_to_scmpath 2144.127 1597.792 994.5676 
05D7: add_point_to_scmpath 2144.378 1603.689 992.5684 
05D7: add_point_to_scmpath 2143.987 1609.467 992.6882 
05D7: add_point_to_scmpath 2143.722 1618.05 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 374@ 
if 
   not Actor.Dead(341@)
else_jump @HEIST9_30447 
0687: clear_actor 341@ task 
0618: assign_actor 341@ to_AS_pack 374@ 

:HEIST9_30447
if 
   not Actor.Dead(342@)
else_jump @HEIST9_30476 
0687: clear_actor 342@ task 
0618: assign_actor 342@ to_AS_pack 374@ 

:HEIST9_30476
375@ = 2 
256@ = 1 

:HEIST9_30490
if 
  121@ == 2 
else_jump @HEIST9_30631 
58@ = 0 

:HEIST9_30515
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_30610 
0085: 148@(58@,5i) = 142@(58@,5i) // (int) 
142@(58@,5i) = Actor.Health(54@(58@,4i))
if 
803B:   not  148@(58@,5i) == 142@(58@,5i) // (int) 
else_jump @HEIST9_30610 
00BC: show_text_highpriority GXT 'HM9_44' time 4000 flag 1  // Das Team wird angegriffen. Du sollst es beschtzen!

:HEIST9_30610
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_30515 

:HEIST9_30631
if 
  121@ == 2 
else_jump @HEIST9_30681 
if and
  140@ == 4 
  52@ == 0 
else_jump @HEIST9_30681 
gosub @HEIST9_44024 

:HEIST9_30681
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2146.329 1597.409 998.7676 radius 4.0 4.0 4.0 
  52@ == 1 
else_jump @HEIST9_31401 
58@ = 0 

:HEIST9_30743
Actor.DestroyInstantly(335@(58@,15i))
58@ += 1 
  58@ >= 8 
else_jump @HEIST9_30743 
335@ = Actor.Create(Mission1, #VMAFF1, 2152.015, 1602.51, 1000.971)
0860: link_actor 335@ to_interior 1 
Actor.Angle(335@) = 270.0812
0638: AS_actor 335@ stay_put 1 
336@ = Actor.Create(Mission1, #VMAFF2, 2160.985, 1616.689, 998.9657)
0860: link_actor 336@ to_interior 1 
Actor.Angle(336@) = 178.5078
0618: assign_actor 336@ to_AS_pack 213@ 
337@ = Actor.Create(Mission1, #VMAFF1, 2181.32, 1625.335, 998.9714)
0860: link_actor 337@ to_interior 1 
Actor.Angle(337@) = 117.5403
0638: AS_actor 337@ stay_put 1 
04EB: AS_actor 337@ crouch 1 
338@ = Actor.Create(Mission1, #VMAFF1, 2183.653, 1623.66, 998.9743)
0860: link_actor 338@ to_interior 1 
Actor.Angle(338@) = 98.1814
0638: AS_actor 338@ stay_put 1 
339@ = Actor.Create(Mission1, #VMAFF2, 2182.494, 1611.846, 998.9766)
0860: link_actor 339@ to_interior 1 
Actor.Angle(339@) = 57.0007
0638: AS_actor 339@ stay_put 1 
340@ = Actor.Create(Mission1, #VMAFF2, 2191.278, 1619.051, 998.9766)
0860: link_actor 340@ to_interior 1 
Actor.Angle(340@) = 85.6714
341@ = Actor.Create(Mission1, #VMAFF1, 2222.654, 1616.012, 998.9688)
0860: link_actor 341@ to_interior 1 
Actor.Angle(341@) = 97.3112
0618: assign_actor 341@ to_AS_pack 213@ 
342@ = Actor.Create(Mission1, #VMAFF2, 2210.106, 1620.387, 998.9766)
0860: link_actor 342@ to_interior 1 
Actor.Angle(342@) = 90.3344
04EB: AS_actor 342@ crouch 1 
0638: AS_actor 342@ stay_put 1 
343@ = Actor.Create(Mission1, #VMAFF1, 2224.578, 1619.114, 998.9679)
0860: link_actor 343@ to_interior 1 
Actor.Angle(343@) = 86.7328
04EB: AS_actor 343@ crouch 1 
0638: AS_actor 343@ stay_put 1 
58@ = 0 

:HEIST9_31228
03FE: set_actor 335@(58@,15i) money 0 
350@(58@,15i) = Marker.CreateAboveActor(335@(58@,15i))
08DC: create_interior_marker 350@(58@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 350@(58@,15i) radar_mode 2 
Actor.Health(335@(58@,15i)) = 200
08AF: set_actor 335@(58@,15i) max_health_to 200 
01B2: give_actor 335@(58@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 
07DD: set_actor 335@(58@,15i) temper_to 30 // see pedstats.dat 
Actor.WeaponAccuracy(335@(58@,15i)) = 20
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
58@ += 1 
  58@ >= 9 
else_jump @HEIST9_31228 
38@ = 15 

:HEIST9_31401
if 
  38@ == 15 
else_jump @HEIST9_35092 
58@ = 0 

:HEIST9_31426
if and
   Actor.Dead(335@(58@,15i))
   not 350@(58@,15i) == 0 
else_jump @HEIST9_31506 
if 
075C:   marker 350@(58@,15i) enabled 
else_jump @HEIST9_31506 
Marker.Disable(350@(58@,15i))
350@(58@,15i) = 0 
Actor.RemoveReferences(335@(58@,15i))

:HEIST9_31506
58@ += 1 
  58@ >= 9 
else_jump @HEIST9_31426 
if and
  33@ > 7000 
  278@ == 1 
else_jump @HEIST9_31589 
05AA: 288@s = 'HE8_TA'  // ~z~Okay, Team, so wie wir's gebt haben, in Zweiergruppen.
04AF: 232@ = 19093 // @ = any 
gosub @HEIST9_50648 
278@ = 2 

:HEIST9_31589
if and
  231@ == 2 
  278@ == 2 
else_jump @HEIST9_31650 
05AA: 288@s = 'HE8_TB'  // ~z~Au, fuck!
04AF: 232@ = 19094 // @ = any 
gosub @HEIST9_50648 
278@ = 3 

:HEIST9_31650
if and
  231@ == 2 
  278@ == 3 
else_jump @HEIST9_31711 
05AA: 288@s = 'HE8_TC'  // ~z~Okay, das war wohl nichts! Alle Mann Carl nach!
04AF: 232@ = 19095 // @ = any 
gosub @HEIST9_50648 
278@ = 0 

:HEIST9_31711
if and
   Actor.Dead(335@)
  257@ == 0 
else_jump @HEIST9_31844 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point 2157.629 1602.604 998.9766 mode 6 -1 ms // versionB 
0616: define_AS_pack_end 53@ 
58@ = 0 

:HEIST9_31779
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_31811 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_31811
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_31779 
061B: remove_references_to_AS_pack 53@ 
257@ = 1 

:HEIST9_31844
if and
   Actor.Dead(336@)
  257@ == 1 
else_jump @HEIST9_31972 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point 2165.423 1618.386 998.9747 mode 6 -1 ms // versionB 
0616: define_AS_pack_end 53@ 
58@ = 0 

:HEIST9_31907
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_31939 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_31939
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_31907 
061B: remove_references_to_AS_pack 53@ 
257@ = 2 

:HEIST9_31972
if and
   Actor.Dead(337@)
   Actor.Dead(338@)
   Actor.Dead(339@)
   Actor.Dead(340@)
  257@ == 2 
else_jump @HEIST9_32388 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2169.045 1618.73 998.9766 
05D7: add_point_to_scmpath 2171.097 1618.622 998.9766 
05D7: add_point_to_scmpath 2172.748 1621.935 998.9772 
05D7: add_point_to_scmpath 2179.594 1623.489 998.9745 
05D7: add_point_to_scmpath 2184.2 1623.908 998.9739 
05D7: add_point_to_scmpath 2187.764 1622.788 998.9758 
05D7: add_point_to_scmpath 2190.13 1618.664 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
if 
   not Actor.Dead(54@)
else_jump @HEIST9_32175 
0618: assign_actor 54@ to_AS_pack 53@ 

:HEIST9_32175
if 
   not Actor.Dead(55@)
else_jump @HEIST9_32199 
0618: assign_actor 55@ to_AS_pack 53@ 

:HEIST9_32199
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2169.019 1618.764 998.9766 
05D7: add_point_to_scmpath 2171.71 1618.252 998.9766 
05D7: add_point_to_scmpath 2174.539 1615.005 998.9766 
05D7: add_point_to_scmpath 2180.379 1614.246 998.9766 
05D7: add_point_to_scmpath 2185.445 1614.739 998.9766 
05D7: add_point_to_scmpath 2190.13 1618.664 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
if 
   not Actor.Dead(56@)
else_jump @HEIST9_32352 
0618: assign_actor 56@ to_AS_pack 53@ 

:HEIST9_32352
if 
   not Actor.Dead(57@)
else_jump @HEIST9_32376 
0618: assign_actor 57@ to_AS_pack 53@ 

:HEIST9_32376
061B: remove_references_to_AS_pack 53@ 
257@ = 3 

:HEIST9_32388
if 
  257@ == 3 
else_jump @HEIST9_32698 
Model.Load(#COPBIKE)
Model.Load(#LAPDM1)
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_32429
if or
823D:   not special_actor 1 loaded 
   not Model.Available(#COPBIKE)
   not Model.Available(#LAPDM1)
else_jump @HEIST9_32465 
wait 0 
jump @HEIST9_32429 

:HEIST9_32465
07C0: load_path 494 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_32483
if 
87C1:   not path 494 available 
else_jump @HEIST9_32510 
wait 0 
jump @HEIST9_32483 

:HEIST9_32510
0395: clear_area 1 at 2220.34 1582.068 998.9764 radius 10.0 
97@ = Actor.Create(Mission2, #SPECIAL01, 2220.34, 1582.068, 998.9764)
0860: link_actor 97@ to_interior 1 
Actor.Angle(97@) = 350.4443
0568: set_actor 97@ targetable 1 
279@ = Car.Create(#COPBIKE, 2223.699, 1582.78, 998.0)
0840: link_car 279@ to_interior 1 
Car.Angle(279@) = 175.8434
Car.DoorStatus(279@) = 3
Car.LockInCurrentPosition(279@) = True
280@ = Car.Create(#COPBIKE, 2217.549, 1583.667, 998.0)
0840: link_car 280@ to_interior 1 
Car.Angle(280@) = 175.3717
Car.DoorStatus(280@) = 3
Car.LockInCurrentPosition(280@) = True
257@ = 4 

:HEIST9_32698
if and
   Actor.Dead(341@)
   Actor.Dead(342@)
   Actor.Dead(343@)
  257@ == 4 
else_jump @HEIST9_32859 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point 2222.995 1618.726 998.9672 mode 6 -1 ms // versionB 
05F5: AS_actor -1 goto_point 2220.908 1585.695 998.9708 mode 6 -1 ms // versionB 
0616: define_AS_pack_end 53@ 
58@ = 0 

:HEIST9_32794
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_32826 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_32826
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_32794 
061B: remove_references_to_AS_pack 53@ 
257@ = 5 

:HEIST9_32859
if 
  257@ >= 4 
else_jump @HEIST9_33015 
if 
   Actor.Dead(97@)
else_jump @HEIST9_32923 
gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_63' time 4000 flag 1  // ~r~Zero wurde gettet
jump @HEIST9_44468 

:HEIST9_32923
if 
   Car.Wrecked(279@)
else_jump @HEIST9_32969 
gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_60' time 4000 flag 1  // ~r~Du hast das Polizei-Motorrad zerstrt!
jump @HEIST9_44468 

:HEIST9_32969
if 
   Car.Wrecked(280@)
else_jump @HEIST9_33015 
gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_60' time 4000 flag 1  // ~r~Du hast das Polizei-Motorrad zerstrt!
jump @HEIST9_44468 

:HEIST9_33015
58@ = 0 

:HEIST9_33022
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_33117 
0085: 148@(58@,5i) = 142@(58@,5i) // (int) 
142@(58@,5i) = Actor.Health(54@(58@,4i))
if 
803B:   not  148@(58@,5i) == 142@(58@,5i) // (int) 
else_jump @HEIST9_33117 
00BC: show_text_highpriority GXT 'HM9_44' time 5000 flag 1  // Das Team wird angegriffen. Du sollst es beschtzen!

:HEIST9_33117
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_33022 
58@ = 0 

:HEIST9_33145
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_33246 
if and
00FE:   actor 54@(58@,4i) sphere 0 in_sphere 2220.205 1585.422 998.9717 radius 5.0 5.0 5.0 
  78@(58@,4i) == 0 
else_jump @HEIST9_33246 
82@ += 1 
78@(58@,4i) = 1 

:HEIST9_33246
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_33145 
if 
   not 257@ == 5 
else_jump @HEIST9_33349 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2220.205 1585.422 998.9717 radius 10.0 10.0 10.0 
else_jump @HEIST9_33349 
00BC: show_text_highpriority GXT 'HM9_1F' time 4000 flag 1  // ~s~Kehr um und schalte alle verbliebenen ~r~Sicherheitskrfte~s~ aus.

:HEIST9_33349
if and
  257@ == 5 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2220.205 1585.422 998.9717 radius 10.0 10.0 10.0 
else_jump @HEIST9_35092 
00BE: text_clear_all 
gosub @HEIST9_46325 
if 
075C:   marker 90@ enabled 
else_jump @HEIST9_33434 
Marker.Disable(90@)

:HEIST9_33434
if 
   not Actor.Dead(54@)
else_jump @HEIST9_33485 
0792: disembark_instantly_actor 54@ 
08C7: put_actor 54@ at 2224.042 1589.367 998.967 // versionB 
Actor.Angle(54@) = 165.2519

:HEIST9_33485
if 
   not Actor.Dead(55@)
else_jump @HEIST9_33536 
0792: disembark_instantly_actor 55@ 
08C7: put_actor 55@ at 2222.893 1589.583 998.9684 // versionB 
Actor.Angle(55@) = 173.9364

:HEIST9_33536
if 
   not Actor.Dead(56@)
else_jump @HEIST9_33587 
0792: disembark_instantly_actor 56@ 
08C7: put_actor 56@ at 2221.866 1589.245 998.9696 // versionB 
Actor.Angle(56@) = 177.0563

:HEIST9_33587
if 
   not Actor.Dead(57@)
else_jump @HEIST9_33638 
0792: disembark_instantly_actor 57@ 
08C7: put_actor 57@ at 2220.723 1589.224 998.971 // versionB 
Actor.Angle(57@) = 171.7417

:HEIST9_33638
if 
   not Actor.Dead(97@)
else_jump @HEIST9_33684 
08C7: put_actor 97@ at 2220.34 1582.068 998.9764 // versionB 
Actor.Angle(97@) = 350.4443

:HEIST9_33684
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_33773 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HEIST9_33743 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2225.541 1586.834 998.9651 
jump @HEIST9_33763 

:HEIST9_33743
08C7: put_actor $PLAYER_ACTOR at 2225.541 1586.834 998.9651 // versionB 

:HEIST9_33763
Actor.Angle($PLAYER_ACTOR) = 124.4066

:HEIST9_33773
if 
   not Car.Wrecked(279@)
else_jump @HEIST9_33796 
Car.LockInCurrentPosition(279@) = False

:HEIST9_33796
if 
   not Car.Wrecked(280@)
else_jump @HEIST9_33819 
Car.LockInCurrentPosition(280@) = False

:HEIST9_33819
014F: stop_timer $7934 
gosub @HEIST9_46289 
Camera.SetPosition(2216.721, 1579.81, 1000.833, 0.0, 0.0, 0.0)
Camera.PointAt(2217.382, 1580.538, 1000.654, 2)
gosub @HEIST9_46358 
if 
   not Actor.Dead(97@)
else_jump @HEIST9_33946 
0687: clear_actor 97@ task 
0605: actor 97@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 1 0 0 0 time -1 // versionA 

:HEIST9_33946
00BC: show_text_highpriority GXT 'HE8_UA' time 4000 flag 1  // ~z~Ich hab die Polizeimotorrder abgeladen!
040D: unload_wav 1 
03CF: load_wav 19104 as 1 

:HEIST9_33973
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_33999 
wait 0 
jump @HEIST9_33973 

:HEIST9_33999
03D1: play_wav 1 
33@ = 0 

:HEIST9_34010
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_34060 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_34053 
jump @HEIST9_34841 

:HEIST9_34053
jump @HEIST9_34010 

:HEIST9_34060
00BC: show_text_highpriority GXT 'HE8_UB' time 4000 flag 1  // ~z~Alle rein da! Ihr zwei, zieht eure Polizeiuniformen an!
040D: unload_wav 1 
03CF: load_wav 19105 as 1 

:HEIST9_34087
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_34113 
wait 0 
jump @HEIST9_34087 

:HEIST9_34113
03D1: play_wav 1 
33@ = 0 

:HEIST9_34124
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_34174 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_34167 
jump @HEIST9_34841 

:HEIST9_34167
jump @HEIST9_34124 

:HEIST9_34174
Actor.DestroyInstantly(97@)
Actor.DestroyInstantly(56@)
Actor.DestroyInstantly(57@)
Camera.SetPosition(2216.914, 1571.622, 999.7229, 0.0, 0.0, 0.0)
Camera.PointAt(2217.27, 1572.557, 999.7267, 2)
281@ = Actor.Create(Mission2, #LAPDM1, 2220.8, 1581.163, 998.9764)
Actor.Angle(281@) = 196.0524
0860: link_actor 281@ to_interior 1 
282@ = Actor.Create(Mission2, #LAPDM1, 2220.019, 1581.179, 998.9772)
Actor.Angle(282@) = 74.4668
0860: link_actor 282@ to_interior 1 
if and
   not Car.Wrecked(51@)
   not Actor.Dead(54@)
else_jump @HEIST9_34356 
05CB: AS_actor 54@ enter_car 51@ as_driver 8000 ms 

:HEIST9_34356
if and
   not Car.Wrecked(51@)
   not Actor.Dead(55@)
else_jump @HEIST9_34390 
05CA: AS_actor 55@ enter_car 51@ passenger_seat 0 8000 ms 

:HEIST9_34390
if and
   not Car.Wrecked(279@)
   not Actor.Dead(281@)
else_jump @HEIST9_34422 
05CB: AS_actor 281@ enter_car 279@ as_driver 8000 ms 

:HEIST9_34422
if and
   not Car.Wrecked(280@)
   not Actor.Dead(282@)
else_jump @HEIST9_34454 
05CB: AS_actor 282@ enter_car 280@ as_driver 8000 ms 

:HEIST9_34454
33@ = 0 

:HEIST9_34461
if 
  8000 > 33@ 
else_jump @HEIST9_34515 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_34508 
jump @HEIST9_34841 

:HEIST9_34508
jump @HEIST9_34461 

:HEIST9_34515
Camera.SetPosition(2223.85, 1572.014, 1001.623, 0.0, 0.0, 0.0)
Camera.PointAt(2223.371, 1572.844, 1001.336, 2)
if and
07C1:   path 494 available 
   not Car.Wrecked(51@)
else_jump @HEIST9_34595 
05EB: assign_car 51@ to_path 494 

:HEIST9_34595
33@ = 0 

:HEIST9_34602
if 
  500 > 33@ 
else_jump @HEIST9_34656 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_34649 
jump @HEIST9_34841 

:HEIST9_34649
jump @HEIST9_34602 

:HEIST9_34656
if and
   not Car.Wrecked(279@)
   not Actor.Dead(281@)
else_jump @HEIST9_34718 
0397: enable_car 279@ siren 1 
05D1: AS_actor 281@ drive_car 279@ to 2223.455 1564.892 1000.873 speed 10.0 2 model #NULL 3 

:HEIST9_34718
if and
   not Car.Wrecked(280@)
   not Actor.Dead(282@)
else_jump @HEIST9_34780 
0397: enable_car 280@ siren 1 
05D1: AS_actor 282@ drive_car 280@ to 2217.319 1566.6 1000.3 speed 10.0 2 model #NULL 3 

:HEIST9_34780
33@ = 0 

:HEIST9_34787
if 
  2000 > 33@ 
else_jump @HEIST9_34841 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_34834 
jump @HEIST9_34841 

:HEIST9_34834
jump @HEIST9_34787 

:HEIST9_34841
58@ = 0 

:HEIST9_34848
if 
075C:   marker 91@(58@,4i) enabled 
else_jump @HEIST9_34886 
Marker.Disable(91@(58@,4i))
Actor.DestroyInstantly(54@(58@,4i))

:HEIST9_34886
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_34848 
gosub @HEIST9_46306 
if 
   not Actor.Dead(97@)
else_jump @HEIST9_34935 
Actor.DestroyInstantly(97@)

:HEIST9_34935
if 
   not Actor.Dead(281@)
else_jump @HEIST9_34956 
Actor.DestroyInstantly(281@)

:HEIST9_34956
if 
   not Actor.Dead(282@)
else_jump @HEIST9_34977 
Actor.DestroyInstantly(282@)

:HEIST9_34977
if 
   not Car.Wrecked(279@)
else_jump @HEIST9_34998 
Car.Destroy(279@)

:HEIST9_34998
if 
   not Car.Wrecked(280@)
else_jump @HEIST9_35019 
Car.Destroy(280@)

:HEIST9_35019
if 
   not Car.Wrecked(51@)
else_jump @HEIST9_35040 
Car.Destroy(51@)

:HEIST9_35040
Model.Destroy(#TRIADA)
Model.Destroy(#LAPDM1)
Model.Destroy(#COPBIKE)
Model.Destroy(#SECURICA)
0296: unload_special_actor 3 
0296: unload_special_actor 2 
0296: unload_special_actor 1 
174@ = 1 
38@ = 16 
32@ = 0 

:HEIST9_35092
if 
  38@ == 16 
else_jump @HEIST9_35852 
58@ = 0 

:HEIST9_35117
Actor.DestroyInstantly(335@(58@,15i))
58@ += 1 
  58@ >= 9 
else_jump @HEIST9_35117 
Model.Destroy(#VMAFF2)
Model.Destroy(#VMAFF1)
Model.Load(#VMAFF3)
Model.Load(#VMAFF4)

:HEIST9_35163
if or
   not Model.Available(#VMAFF3)
   not Model.Available(#VMAFF4)
else_jump @HEIST9_35193 
wait 0 
jump @HEIST9_35163 

:HEIST9_35193
335@ = Actor.Create(Mission1, #VMAFF4, 2221.34, 1616.971, 998.9719)
0860: link_actor 335@ to_interior 1 
Actor.Angle(335@) = 173.3951
0638: AS_actor 335@ stay_put 1 
0618: assign_actor 335@ to_AS_pack 212@ 
336@ = Actor.Create(Mission1, #VMAFF3, 2204.911, 1615.991, 998.982)
0860: link_actor 336@ to_interior 1 
Actor.Angle(336@) = 266.9222
0638: AS_actor 336@ stay_put 1 
337@ = Actor.Create(Mission1, #VMAFF4, 2196.664, 1618.759, 998.9766)
0860: link_actor 337@ to_interior 1 
Actor.Angle(337@) = 266.9185
338@ = Actor.Create(Mission1, #VMAFF3, 2172.996, 1616.329, 998.9766)
0860: link_actor 338@ to_interior 1 
Actor.Angle(338@) = 263.6073
339@ = Actor.Create(Mission1, #VMAFF4, 2173.003, 1622.626, 998.9761)
0860: link_actor 339@ to_interior 1 
Actor.Angle(339@) = 261.2549
340@ = Actor.Create(Mission1, #VMAFF3, 2179.727, 1611.811, 998.9766)
0860: link_actor 340@ to_interior 1 
Actor.Angle(340@) = 263.1769
04EB: AS_actor 340@ crouch 1 
0638: AS_actor 340@ stay_put 1 
341@ = Actor.Create(Mission1, #VMAFF3, 2181.543, 1622.657, 998.976)
0860: link_actor 341@ to_interior 1 
Actor.Angle(341@) = 263.6053
04EB: AS_actor 341@ crouch 1 
0638: AS_actor 341@ stay_put 1 
342@ = Actor.Create(Mission1, #VMAFF3, 2151.578, 1602.322, 1000.971)
0860: link_actor 342@ to_interior 1 
Actor.Angle(342@) = 264.2166
0638: AS_actor 342@ stay_put 1 
58@ = 0 

:HEIST9_35585
350@(58@,15i) = 1 
03FE: set_actor 335@(58@,15i) money 0 
Actor.Health(335@(58@,15i)) = 200
08AF: set_actor 335@(58@,15i) max_health_to 200 
if or
  58@ == 3 
  58@ == 4 
  58@ == 7 
else_jump @HEIST9_35695 
081A: set_actor 335@(58@,15i) weapon_skill_to 2 
01B2: give_actor 335@(58@,15i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @HEIST9_35720 

:HEIST9_35695
01B2: give_actor 335@(58@,15i) weapon 29 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 

:HEIST9_35720
07DD: set_actor 335@(58@,15i) temper_to 30 // see pedstats.dat 
Actor.WeaponAccuracy(335@(58@,15i)) = 30
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
58@ += 1 
  58@ >= 8 
else_jump @HEIST9_35585 
00BC: show_text_highpriority GXT 'HM9_10' time 7000 flag 1  // ~s~Geh zu dem ~y~Dienstaufzug~s~. Denk dran, du bist der Kder.
018A: 84@ = create_checkpoint_at 2156.188 1597.98 998.9766 
08DC: create_interior_marker 84@ at 2196.635 1676.841 radius 10.0 
38@ = 17 
255@ = 1 
32@ = 0 

:HEIST9_35852
if 
  38@ == 17 
else_jump @HEIST9_37681 
58@ = 0 

:HEIST9_35877
if and
   Actor.Dead(335@(58@,15i))
   not 350@(58@,15i) == 0 
else_jump @HEIST9_35928 
350@(58@,15i) = 0 
Actor.RemoveReferences(335@(58@,15i))

:HEIST9_35928
58@ += 1 
  58@ >= 8 
else_jump @HEIST9_35877 
if and
   not Actor.Dead(336@)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2208.021 1619.125 998.9827 radius 5.0 5.0 5.0 
else_jump @HEIST9_36073 
if 
  351@ == 1 
else_jump @HEIST9_36073 
0792: disembark_instantly_actor 336@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 336@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
351@ = 2 

:HEIST9_36073
if and
   not Actor.Dead(337@)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2224.02 1618.927 998.9655 radius 5.0 5.0 5.0 
else_jump @HEIST9_36186 
if 
  352@ == 1 
else_jump @HEIST9_36186 
0792: disembark_instantly_actor 337@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.02 1618.927 998.9655 
05D8: AS_assign_scmpath to_actor 337@ flags 6 0 
05D6: clear_scmpath 
352@ = 2 

:HEIST9_36186
if and
   not Actor.Dead(340@)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2183.907 1613.572 998.9766 radius 5.0 5.0 5.0 
else_jump @HEIST9_36329 
if 
  355@ == 1 
else_jump @HEIST9_36329 
04EB: AS_actor 340@ crouch 0 
355@ = 2 
if 
   not Actor.Dead(338@)
else_jump @HEIST9_36329 
0792: disembark_instantly_actor 338@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2183.907 1613.572 998.9766 
04EB: AS_actor 338@ crouch 1 
05D8: AS_assign_scmpath to_actor 338@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_36329
if and
   not Actor.Dead(341@)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2185.579 1624.431 998.973 radius 5.0 5.0 5.0 
else_jump @HEIST9_36511 
if 
  356@ == 1 
else_jump @HEIST9_36511 
0792: disembark_instantly_actor 341@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 341@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
356@ = 2 
if 
   not Actor.Dead(339@)
else_jump @HEIST9_36511 
0792: disembark_instantly_actor 339@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2185.579 1624.431 998.973 
04EB: AS_actor 339@ crouch 1 
05D8: AS_assign_scmpath to_actor 339@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_36511
if and
   not Actor.Dead(342@)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2160.279 1618.668 998.9676 radius 5.0 5.0 5.0 
else_jump @HEIST9_36641 
if 
  357@ == 1 
else_jump @HEIST9_36641 
0792: disembark_instantly_actor 342@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2157.58 1601.944 998.9766 
05D7: add_point_to_scmpath 2157.832 1616.024 998.9669 
05D8: AS_assign_scmpath to_actor 342@ flags 6 0 
05D6: clear_scmpath 
357@ = 2 

:HEIST9_36641
if and
  32@ > 7000 
  255@ == 1 
else_jump @HEIST9_36703 
05AA: 288@s = 'HE8_VA'  // ~z~Okay, CJ, du bist jetzt auf dich allein gestellt!
04AF: 232@ = 19112 // @ = any 
gosub @HEIST9_50648 
255@ = 2 

:HEIST9_36703
if and
  231@ == 2 
  255@ == 2 
else_jump @HEIST9_36764 
05AA: 288@s = 'HE8_VB'  // ~z~Jetzt fhren wir die Motherfucker mal ein bisschen an der Nase herum!
04AF: 232@ = 19113 // @ = any 
gosub @HEIST9_50648 
255@ = 3 

:HEIST9_36764
if and
  231@ == 2 
  255@ == 3 
else_jump @HEIST9_36825 
05AA: 288@s = 'HE8_VC'  // ~z~Soll ich dir Anweisungen geben, wie du aufs Dach kommst?
04AF: 232@ = 19114 // @ = any 
gosub @HEIST9_50648 
255@ = 4 

:HEIST9_36825
if and
  231@ == 2 
  255@ == 4 
else_jump @HEIST9_36886 
05AA: 288@s = 'HE8_VD'  // ~z~Alles, was hilft, Alter!
04AF: 232@ = 19115 // @ = any 
gosub @HEIST9_50648 
255@ = 101 

:HEIST9_36886
if and
  255@ == 101 
  254@ == 0 
else_jump @HEIST9_36977 
0924: enable_screen_darkness 0 with_value 0 
07FB: set_interior 'JUMP1' access 1  // Dach des Caesar's
07FB: set_interior 'JUMP2' access 0  // Dach des Caligula
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_36966 
09EB: unknown_player $PLAYER_CHAR flag 1 

:HEIST9_36966
08B1: enable_night_vision 0 
254@ = 1 

:HEIST9_36977
if and
   not 254@ == 0 
   not 254@ == 7 
else_jump @HEIST9_37352 
if and
  231@ == 2 
  254@ == 1 
else_jump @HEIST9_37063 
05AA: 288@s = 'HE8_WA'  // ~z~Was ist passiert?
04AF: 232@ = 19116 // @ = any 
gosub @HEIST9_50648 
254@ = 2 

:HEIST9_37063
if and
  231@ == 2 
  254@ == 2 
else_jump @HEIST9_37124 
05AA: 288@s = 'HE8_WB'  // ~z~Sei verflucht, Berkley!
04AF: 232@ = 19117 // @ = any 
gosub @HEIST9_50648 
254@ = 3 

:HEIST9_37124
if and
  231@ == 2 
  254@ == 3 
else_jump @HEIST9_37209 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_37173 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_37173
05AA: 288@s = 'HE8_WC'  // ~z~Komm, Alter, rede mit mir!
04AF: 232@ = 19118 // @ = any 
gosub @HEIST9_50648 
254@ = 4 

:HEIST9_37209
if and
  231@ == 2 
  254@ == 4 
else_jump @HEIST9_37291 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_37255 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_37255
05AA: 288@s = 'HE8_WE'  // ~z~Jetzt geh durch das Casino zu den Aufzgen auf der anderen Seite!
04AF: 232@ = 19120 // @ = any 
gosub @HEIST9_50648 
254@ = 5 

:HEIST9_37291
if and
  231@ == 2 
  254@ == 5 
else_jump @HEIST9_37352 
05AA: 288@s = 'HE8_WF'  // ~z~Fahr mit dem Lift hoch bis zum Dach!
04AF: 232@ = 19121 // @ = any 
gosub @HEIST9_50648 
254@ = 7 

:HEIST9_37352
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2156.188 1597.98 998.9766 radius 1.2 1.2 2.0 
  153@ == 0 
else_jump @HEIST9_37681 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_37430 
Player.CanMove($PLAYER_CHAR) = False

:HEIST9_37430
gosub @HEIST9_46325 
if 
075C:   marker 84@ enabled 
else_jump @HEIST9_37458 
Marker.Disable(84@)

:HEIST9_37458
Camera.SetAtPos(2266.511, 1647.517, 1083.241)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_37525 
08C7: put_actor $PLAYER_ACTOR at 2266.511 1647.517 1083.241 // versionB 
Actor.Angle($PLAYER_ACTOR) = 268.927
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:HEIST9_37525
018A: 376@ = create_checkpoint_at 2266.225 1619.766 1089.445 
08DC: create_interior_marker 376@ at 2196.635 1676.841 radius 10.0 
gosub @HEIST9_44781 
040D: unload_wav 3 
03CF: load_wav 6401 as 3 

:HEIST9_37583
if 
83D0:   not wav 3 loaded 
else_jump @HEIST9_37609 
wait 0 
jump @HEIST9_37583 

:HEIST9_37609
if 
03D0:   wav 3 loaded 
else_jump @HEIST9_37628 
03D1: play_wav 3 

:HEIST9_37628
gosub @HEIST9_46358 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_37658 
Player.CanMove($PLAYER_CHAR) = True

:HEIST9_37658
00BC: show_text_highpriority GXT 'HM9_45' time 4000 flag 1  // ~s~Du musst aufs ~y~Dach~s~!
153@ = 1 

:HEIST9_37681
if or
  38@ == 17 
  38@ == 18 
else_jump @HEIST9_40679 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2266.598 1647.378 1083.241 radius 1.2 1.2 2.0 
  294@ == 0 
else_jump @HEIST9_38136 
58@ = 0 

:HEIST9_37768
Actor.DestroyInstantly(335@(58@,15i))
58@ += 1 
  58@ >= 8 
else_jump @HEIST9_37768 
Model.Load(#GUN_PARA)

:HEIST9_37803
if 
   not Model.Available(#GUN_PARA)
else_jump @HEIST9_37830 
wait 0 
jump @HEIST9_37803 

:HEIST9_37830
298@ = Pickup.Create(#GUN_PARA, 3, 2267.989, 1699.668, 101.4)
$1504 = -6.0 
$1505 = 35.0 
292@ = Actor.Create(Mission1, #VMAFF3, 2269.732, 1620.345, 1085.25)
0860: link_actor 292@ to_interior 1 
Actor.Angle(292@) = 0.7663
01B2: give_actor 292@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 292@ armed_weapon_to 29 
Actor.WeaponAccuracy(292@) = 80
060B: set_actor 292@ decision_maker_to 89@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2269.577 1624.246 1083.258 
05D7: add_point_to_scmpath 2269.986 1628.803 1083.245 
05D7: add_point_to_scmpath 2268.948 1641.64 1083.234 
05D8: AS_assign_scmpath to_actor 292@ flags 6 0 
05D6: clear_scmpath 
03FE: set_actor 292@ money 0 
293@ = Actor.Create(Mission1, #VMAFF4, 2265.832, 1624.938, 1087.448)
0860: link_actor 293@ to_interior 1 
Actor.Angle(293@) = 178.1353
01B2: give_actor 293@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 293@ armed_weapon_to 29 
Actor.WeaponAccuracy(293@) = 80
060B: set_actor 293@ decision_maker_to 89@ 
04EB: AS_actor 293@ crouch 1 
0638: AS_actor 293@ stay_put 1 
03FE: set_actor 293@ money 0 
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF2)
Model.Destroy(#VMAFF3)
Model.Destroy(#VMAFF4)
294@ = 1 

:HEIST9_38136
if 
  100@ == 0 
else_jump @HEIST9_39553 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2269.068 1624.648 93.922 radius 10.0 10.0 10.0 
  100@ == 0 
else_jump @HEIST9_39553 
075B: zoom_radar 0 
03C7: set_sensitivity_to_crime 1.0 
fade 0 0 
00C0: set_current_time_hours_to 0 minutes_to 0 
gosub @HEIST9_46289 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_38285 
08C7: put_actor $PLAYER_ACTOR at 2268.666 1620.91 93.922 // versionB 
Actor.Angle($PLAYER_ACTOR) = 270.0

:HEIST9_38285
Camera.SetAtPos(2269.811, 1625.442, 93.922)
0A0B: set_rendering_origin_at_3D_coord 2270.095 1692.939 101.2986 angle 129.3904 
Model.Load(#POLMAV)

:HEIST9_38329
if 
   not Model.Available(#POLMAV)
else_jump @HEIST9_38356 
wait 0 
jump @HEIST9_38329 

:HEIST9_38356
198@ = Car.Create(#POLMAV, 2295.622, 1839.804, 38.2713)
Car.Angle(198@) = 191.5123
Model.Load(#SWAT)
07C0: load_path 484 

:HEIST9_38399
if or
   not Model.Available(#SWAT)
87C1:   not path 484 available 
else_jump @HEIST9_38431 
wait 0 
jump @HEIST9_38399 

:HEIST9_38431
377@ = Car.Create(#POLMAV, 2253.068, 1626.562, 87.9584)
0129: 378@ = create_actor_pedtype 27 model #SWAT in_car 377@ driverseat 
054A: set_actor 378@ immune_to_car_headshots 0 
Car.DoorStatus(377@) = 2
039E: set_actor 378@ locked 1 while_in_car 
0825: set_helicopter 377@ instant_rotor_start 
Car.SetSpeedInstantly(377@, 10.0)
380@ = Actor.Create(Mission1, #SWAT, 2253.068, 1626.562, 87.9584)
060B: set_actor 380@ decision_maker_to 245@ 
381@ = Actor.Create(Mission1, #SWAT, 2253.068, 1626.562, 87.9584)
060B: set_actor 381@ decision_maker_to 245@ 
382@ = Actor.Create(Mission1, #SWAT, 2253.068, 1626.562, 87.9584)
060B: set_actor 382@ decision_maker_to 245@ 
383@ = Actor.Create(Mission1, #SWAT, 2253.068, 1626.562, 87.9584)
060B: set_actor 383@ decision_maker_to 245@ 
0464: put_actor 380@ into_turret_on_car 377@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 381@ into_turret_on_car 377@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 382@ into_turret_on_car 377@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 383@ into_turret_on_car 377@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
58@ = 0 

:HEIST9_38770
03FE: set_actor 380@(58@,4i) money 0 
Actor.Health(380@(58@,4i)) = 150
07DD: set_actor 380@(58@,4i) temper_to 40 // see pedstats.dat 
Actor.WeaponAccuracy(380@(58@,4i)) = 40
0638: AS_actor 380@(58@,4i) stay_put 1 
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_38770 
06C1: create_searchlight 379@ on_car 377@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2269.456 1625.442 93.922 radius 5.0 
06B6: set_searchlight 379@ follow_actor $PLAYER_ACTOR speed 10.0 
if 
   not Car.Wrecked(377@)
else_jump @HEIST9_38953 
if 
07C1:   path 484 available 
else_jump @HEIST9_38953 
05EB: assign_car 377@ to_path 484 
05ED: freeze_car 377@ while_on_path 

:HEIST9_38953
335@ = Actor.Create(Mission1, #SWAT, 2293.68, 1837.016, 38.2713)
Actor.Angle(335@) = 164.9221
05BA: AS_actor 335@ move_mouth 1 ms 
336@ = Actor.Create(Mission1, #SWAT, 2298.492, 1836.946, 38.2713)
Actor.Angle(336@) = 170.0207
05BA: AS_actor 336@ move_mouth 1 ms 
04EB: AS_actor 336@ crouch 1 
58@ = 0 

:HEIST9_39051
350@(58@,15i) = 1 
Actor.Health(335@(58@,15i)) = 200
08AF: set_actor 335@(58@,15i) max_health_to 200 
01B2: give_actor 335@(58@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 
07DD: set_actor 335@(58@,15i) temper_to 30 // see pedstats.dat 
Actor.WeaponAccuracy(335@(58@,15i)) = 20
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
58@ += 1 
  58@ >= 2 
else_jump @HEIST9_39051 
07FB: set_interior 'JUMP1' access 0  // Dach des Caesar's
07FB: set_interior 'JUMP2' access 0  // Dach des Caligula
0395: clear_area 1 at 2270.021 1623.486 93.922 radius 20.0 
if 
075C:   marker 84@ enabled 
else_jump @HEIST9_39237 
Marker.Disable(84@)

:HEIST9_39237
if 
075C:   marker 376@ enabled 
else_jump @HEIST9_39258 
Marker.Disable(376@)

:HEIST9_39258
03DC: 384@ = create_marker_above_pickup 298@ 
01EB: set_traffic_density_multiplier_to 1.0 
Camera.SetPosition(2305.338, 1721.1, 126.2864, 0.0, 0.0, 0.0)
Camera.PointAt(2304.813, 1720.407, 125.7915, 2)
gosub @HEIST9_46358 
0460: set_camera_transverse_delay 0.0 time 8000 
Camera.SetPosition(2307.409, 1599.532, 118.4341, 0.0, 0.0, 0.0)
Camera.PointAt(2306.749, 1600.164, 118.0293, 1)
00BC: show_text_highpriority GXT 'HM9_25' time 8000 flag 1  // ~s~Geh ber die Dcher und schnapp dir den ~g~Fallschirm~s~.
wait 3000 
if 
   not Car.Wrecked(377@)
else_jump @HEIST9_39450 
if 
07C1:   path 484 available 
else_jump @HEIST9_39450 
05EE: unfreeze_car 377@ while_on_path 

:HEIST9_39450
wait 5000 
gosub @HEIST9_46306 
385@ = Pickup.Create(#BODYARMOUR, 3, 2265.825, 1617.069, 94.5)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_39539 
0687: clear_actor $PLAYER_ACTOR task 
08C7: put_actor $PLAYER_ACTOR at 2269.139 1622.576 93.922 // versionB 
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.SetBehindPlayer

:HEIST9_39539
100@ = 1 
33@ = 0 

:HEIST9_39553
if 
   Car.Wrecked(377@)
else_jump @HEIST9_39590 
if 
06B3:   searchlight 379@ active 
else_jump @HEIST9_39590 
06B2: destroy_searchlight 379@ 

:HEIST9_39590
if and
  100@ == 1 
  33@ > 10800 
   not Car.Wrecked(377@)
else_jump @HEIST9_40122 
if 
060E:   car 377@ assigned_to_path 
else_jump @HEIST9_39642 
05ED: freeze_car 377@ while_on_path 

:HEIST9_39642
58@ = 0 

:HEIST9_39649
if 
   not Actor.Dead(380@(58@,4i))
else_jump @HEIST9_39778 
Actor.StorePos(380@(58@,4i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.DestroyInstantly(380@(58@,4i))
0503: create_actor_on_rope_with_pedtype 24 model #SWAT at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 handle_as 380@(58@,4i) 
07DD: set_actor 380@(58@,4i) temper_to 70 // see pedstats.dat 
060B: set_actor 380@(58@,4i) decision_maker_to 245@ 
01B2: give_actor 380@(58@,4i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 380@(58@,4i) armed_weapon_to 29 
0638: AS_actor 380@(58@,4i) stay_put 1 

:HEIST9_39778
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_39649 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
04EB: AS_actor -1 crouch 0 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 53@ 
if 
   not Actor.Dead(380@)
else_jump @HEIST9_39876 
0618: assign_actor 380@ to_AS_pack 53@ 

:HEIST9_39876
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 53@ 
if 
   not Actor.Dead(381@)
else_jump @HEIST9_39952 
0618: assign_actor 381@ to_AS_pack 53@ 

:HEIST9_39952
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
04EB: AS_actor -1 crouch 0 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 53@ 
if 
   not Actor.Dead(382@)
else_jump @HEIST9_40034 
0618: assign_actor 382@ to_AS_pack 53@ 

:HEIST9_40034
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 53@ 
if 
   not Actor.Dead(383@)
else_jump @HEIST9_40110 
0618: assign_actor 383@ to_AS_pack 53@ 

:HEIST9_40110
061B: remove_references_to_AS_pack 53@ 
100@ = 2 

:HEIST9_40122
if and
  100@ == 2 
  33@ > 18000 
   not Car.Wrecked(377@)
else_jump @HEIST9_40181 
if 
060E:   car 377@ assigned_to_path 
else_jump @HEIST9_40174 
05EE: unfreeze_car 377@ while_on_path 

:HEIST9_40174
100@ = 3 

:HEIST9_40181
if 
  294@ == 1 
else_jump @HEIST9_40540 
if 
   Pickup.Picked_up(298@)
else_jump @HEIST9_40540 
if 
075C:   marker 384@ enabled 
else_jump @HEIST9_40236 
Marker.Disable(384@)

:HEIST9_40236
if 
   not Car.Wrecked(198@)
else_jump @HEIST9_40267 
247@ = Marker.CreateAboveCar(198@)
07E0: set_marker 247@ type_to 1 

:HEIST9_40267
38@ = 18 
99@ = 2 
if 
   not Car.Wrecked(198@)
else_jump @HEIST9_40471 
gosub @HEIST9_46289 
Camera.SetPosition(2267.88, 1692.82, 111.0014, 0.0, 0.0, 0.0)
Camera.PointAt(2267.876, 1693.396, 110.1835, 2)
wait 100 
0460: set_camera_transverse_delay 0.0 time 6000 
Camera.SetPosition(2293.709, 1832.279, 41.1442, 0.0, 0.0, 0.0)
Camera.PointAt(2294.057, 1833.15, 40.7979, 1)
00BC: show_text_highpriority GXT 'HM9_24' time 6000 flag 1  // ~s~Drcke whrend des Sprungs ~k~~PED_FIREWEAPON~, um den Fallschirm zu ffnen.
wait 6000 
gosub @HEIST9_46306 
00BC: show_text_highpriority GXT 'HM9_1H' time 6000 flag 1  // ~s~Spring mit dem Fallschirm ab und flieh mit dem ~b~Hubschrauber~s~.
jump @HEIST9_40507 

:HEIST9_40471
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_X' time 6000 flag 1  // ~s~Spring mit dem Fallschirm ab und flieh zum ~y~Versteck~s~.

:HEIST9_40507
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_40533 
Actor.Angle($PLAYER_ACTOR) = 353.9519

:HEIST9_40533
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 

:HEIST9_40540
if and
   Car.Wrecked(198@)
075C:   marker 247@ enabled 
else_jump @HEIST9_40618 
if 
875C:   not marker 102@ enabled 
else_jump @HEIST9_40613 
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_1J' time 6000 flag 1  // ~s~Flieh zum ~y~Versteck~s~.

:HEIST9_40613
Marker.Disable(247@)

:HEIST9_40618
if 
   not Car.Wrecked(377@)
else_jump @HEIST9_40679 
if and
860E:   not car 377@ assigned_to_path 
  40@ == 0 
else_jump @HEIST9_40679 
0727: set_heli 377@ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
40@ = 1 

:HEIST9_40679
if 
  38@ == 18 
else_jump @HEIST9_43350 
if and
   Car.Wrecked(198@)
075C:   marker 247@ enabled 
else_jump @HEIST9_40723 
Marker.Disable(247@)

:HEIST9_40723
if and
   not Car.Wrecked(198@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_40825 
if and
075C:   marker 247@ enabled 
   Actor.InCar($PLAYER_ACTOR, 198@)
else_jump @HEIST9_40825 
if 
875C:   not marker 102@ enabled 
else_jump @HEIST9_40820 
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_1J' time 6000 flag 1  // ~s~Flieh zum ~y~Versteck~s~.

:HEIST9_40820
Marker.Disable(247@)

:HEIST9_40825
if and
   not Actor.Dead($PLAYER_ACTOR)
075C:   marker 384@ enabled 
else_jump @HEIST9_40909 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  90.0 > $TEMPVAR_FLOAT_3 
else_jump @HEIST9_40909 
if and
075C:   marker 384@ enabled 
  $7941 == 0 
else_jump @HEIST9_40909 
Marker.Disable(384@)

:HEIST9_40909
if and
   not Actor.Dead($PLAYER_ACTOR)
075C:   marker 247@ enabled 
else_jump @HEIST9_41059 
if 
   not Car.Wrecked(198@)
else_jump @HEIST9_41059 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  36.0 > $TEMPVAR_FLOAT_3 
else_jump @HEIST9_41059 
if and
075C:   marker 247@ enabled 
  $7941 == 0 
  307@ == 0 
else_jump @HEIST9_41059 
Marker.Disable(247@)
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_1J' time 6000 flag 1  // ~s~Flieh zum ~y~Versteck~s~.
307@ = 1 

:HEIST9_41059
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 365.5647 2536.76 15.6637 radius 4.0 4.0 4.0 
else_jump @HEIST9_43350 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_41130 
Player.CanMove($PLAYER_CHAR) = False

:HEIST9_41130
43@ = 1 
Marker.Disable(102@)
gosub @HEIST9_46325 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_41189 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HEIST9_41189 
$TEMPVAR_ACTOR_CAR = Actor.Car($PLAYER_ACTOR)

:HEIST9_41189
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_41278 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HEIST9_41248 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 345.389 2539.21 15.7622 
jump @HEIST9_41268 

:HEIST9_41248
08C7: put_actor $PLAYER_ACTOR at 345.389 2539.21 15.7622 // versionB 

:HEIST9_41268
Actor.Angle($PLAYER_ACTOR) = 300.8022

:HEIST9_41278
if 
   not Car.Wrecked(377@)
else_jump @HEIST9_41299 
Car.Destroy(377@)

:HEIST9_41299
if 
   not Car.Wrecked(198@)
else_jump @HEIST9_41320 
Car.Destroy(198@)

:HEIST9_41320
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @HEIST9_41341 
Car.Destroy($TEMPVAR_ACTOR_CAR)

:HEIST9_41341
Model.Load(#SECURICA)
Model.Load(#COPBIKE)
Model.Load(#LAPDM1)
023C: load_special_actor 'ZERO' as 1 // models 290-299 
023C: load_special_actor 'WUZIMU' as 2 // models 290-299 

:HEIST9_41382
if or
   not Model.Available(#SECURICA)
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
   not Model.Available(#COPBIKE)
   not Model.Available(#LAPDM1)
else_jump @HEIST9_41427 
wait 0 
jump @HEIST9_41382 

:HEIST9_41427
61@ = Object.Create(#CJ_MONEY_BAG, 344.9779, 2545.213, 15.7642)
62@ = Object.Create(#CJ_MONEY_BAG, 347.936, 2543.972, 15.7498)
63@ = Object.Create(#CJ_MONEY_BAG, 348.9375, 2545.841, 15.7383)
64@ = Object.Create(#CJ_MONEY_BAG, 343.8135, 2545.722, 15.7699)
0395: clear_area 1 at 345.2756 2546.824 15.7628 radius 50.0 
51@ = Car.Create(#SECURICA, 345.2756, 2546.824, 15.7628)
Car.Angle(51@) = 58.9413
Car.DoorStatus(51@) = 3
Car.LockInCurrentPosition(51@) = True
54@ = Actor.Create(Mission2, #SPECIAL02, 343.7633, 2545.022, 15.7702)
Actor.Angle(54@) = 202.9705
0245: set_actor 54@ walk_style_to "BLINDMAN" 
0638: AS_actor 54@ stay_put 1 
060B: set_actor 54@ decision_maker_to 120@ 
0568: set_actor 54@ targetable 1 
02A9: set_actor 54@ immune_to_nonplayer 1 
0395: clear_area 1 at 344.5244 2540.563 15.7743 radius 200.0 
0395: clear_area 1 at 346.5559 2548.027 15.7244 radius 2.0 
97@ = Actor.Create(Mission2, #SPECIAL01, 346.5559, 2548.027, 15.7244)
Actor.Angle(97@) = 242.1164
0568: set_actor 97@ targetable 1 
0638: AS_actor 97@ stay_put 1 
060B: set_actor 97@ decision_maker_to 120@ 
0568: set_actor 97@ targetable 1 
02A9: set_actor 97@ immune_to_nonplayer 1 
279@ = Car.Create(#COPBIKE, 360.2574, 2547.46, 15.5491)
Car.Angle(279@) = 107.4242
280@ = Car.Create(#COPBIKE, 362.587, 2542.715, 15.618)
Car.Angle(280@) = 95.499
0129: 281@ = create_actor_pedtype 25 model #LAPDM1 in_car 279@ driverseat 
0129: 282@ = create_actor_pedtype 25 model #LAPDM1 in_car 280@ driverseat 
Player.ClearWantedLevel($PLAYER_CHAR)
0A0B: set_rendering_origin_at_3D_coord 345.6064 2536.51 15.7612 angle 4.4301 
if 
   not Actor.Dead(54@)
else_jump @HEIST9_41953 
08C7: put_actor 54@ at 342.5135 2545.147 15.7763 // versionB 
Actor.Angle(54@) = 215.4312

:HEIST9_41953
gosub @HEIST9_46289 
04ED: load_animation "FIGHT_B" 

:HEIST9_41971
if 
84EE:   not animation "FIGHT_B" loaded 
else_jump @HEIST9_42004 
wait 0 
jump @HEIST9_41971 

:HEIST9_42004
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(97@)
   not Actor.Dead(54@)
else_jump @HEIST9_42154 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto 347.2988 2541.483 15.7529 mode 4 timelimit -1 // versionC 
0639: AS_actor -1 rotate_to_actor 97@ 
05B9: AS_actor -1 stay_idle 4500 ms 
0639: AS_actor -1 rotate_to_actor 97@ 
0605: actor -1 perform_animation_sequence "FIGHTB_M" IFP_file "FIGHT_B" 4.0 loop 0 0 0 0 time -1 // versionA 
05B9: AS_actor -1 stay_idle 3000 ms 
0639: AS_actor -1 rotate_to_actor 54@ 
0616: define_AS_pack_end 53@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_42154
Camera.SetPosition(346.245, 2537.94, 16.7555, 0.0, 0.0, 0.0)
Camera.PointAt(346.7908, 2538.778, 16.7555, 2)
if and
   not Car.Wrecked(279@)
   not Car.Wrecked(280@)
   not Actor.Dead(281@)
   not Actor.Dead(282@)
else_jump @HEIST9_42397 
0615: define_AS_pack_begin 53@ 
05D1: AS_actor -1 drive_car 279@ to 351.2343 2544.125 15.7337 speed 5.0 2 model #NULL 3 
05B9: AS_actor -1 stay_idle 2000 ms 
05CD: AS_actor -1 exit_car 279@ 
0397: enable_car 279@ siren 0 
0616: define_AS_pack_end 53@ 
0618: assign_actor 281@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D1: AS_actor -1 drive_car 280@ to 351.4331 2542.753 15.7337 speed 5.0 2 model #NULL 3 
05B9: AS_actor -1 stay_idle 2000 ms 
05CD: AS_actor -1 exit_car 280@ 
0397: enable_car 280@ siren 0 
0616: define_AS_pack_end 53@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0618: assign_actor 282@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_42397
if and
   not Car.Wrecked(279@)
   not Actor.Dead(281@)
else_jump @HEIST9_42425 
0397: enable_car 279@ siren 1 

:HEIST9_42425
if and
   not Car.Wrecked(280@)
   not Actor.Dead(282@)
else_jump @HEIST9_42453 
0397: enable_car 280@ siren 1 

:HEIST9_42453
gosub @HEIST9_46358 
00BC: show_text_highpriority GXT 'HE8_ZA' time 4000 flag 1  // ~z~Zero, wo bist du?
040D: unload_wav 1 
03CF: load_wav 19128 as 1 

:HEIST9_42487
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_42513 
wait 0 
jump @HEIST9_42487 

:HEIST9_42513
03D1: play_wav 1 
if 
   not Actor.Dead(97@)
else_jump @HEIST9_42597 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 350.6611 2546.735 15.6957 
05D7: add_point_to_scmpath 348.9894 2543.476 15.7446 
05D7: add_point_to_scmpath 347.4687 2541.793 15.7521 
05D8: AS_assign_scmpath to_actor 97@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_42597
33@ = 0 

:HEIST9_42604
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_42630 
wait 0 
jump @HEIST9_42604 

:HEIST9_42630
00BC: show_text_highpriority GXT 'HE8_ZB' time 4000 flag 1  // ~z~Ich wollte es Berkley nicht sagen, es ist mir irgendwie rausgerutscht!
040D: unload_wav 1 
03CF: load_wav 19129 as 1 

:HEIST9_42657
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_42683 
wait 0 
jump @HEIST9_42657 

:HEIST9_42683
03D1: play_wav 1 
33@ = 0 

:HEIST9_42694
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_42720 
wait 0 
jump @HEIST9_42694 

:HEIST9_42720
if 
   not Actor.Dead(97@)
else_jump @HEIST9_42775 
0605: actor 97@ perform_animation_sequence "KO_SHOT_FACE" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 

:HEIST9_42775
00BC: show_text_highpriority GXT 'ZER1_DB' time 4000 flag 1  // ~z~Hey! Pass auf, du dmlicher Wirrkopf!
040D: unload_wav 1 
03CF: load_wav 44620 as 1 

:HEIST9_42804
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_42830 
wait 0 
jump @HEIST9_42804 

:HEIST9_42830
03D1: play_wav 1 
33@ = 0 

:HEIST9_42841
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_42867 
wait 0 
jump @HEIST9_42841 

:HEIST9_42867
wait 500 
0460: set_camera_transverse_delay 0.0 time 3000 
Camera.SetPosition(348.9764, 2538.029, 16.6197, 0.0, 0.0, 0.0)
Camera.PointAt(348.743, 2539.001, 16.6362, 1)
00BC: show_text_highpriority GXT 'WUZX_BR' time 4000 flag 1  // ~z~Hey, CJ, beruhige dich!
040D: unload_wav 1 
03CF: load_wav 44443 as 1 

:HEIST9_42962
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_42988 
wait 0 
jump @HEIST9_42962 

:HEIST9_42988
03D1: play_wav 1 
33@ = 0 

:HEIST9_42999
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_43025 
wait 0 
jump @HEIST9_42999 

:HEIST9_43025
wait 1000 
00BC: show_text_highpriority GXT 'WUZX_AK' time 4000 flag 1  // ~z~Bring mich besser nach Hause, CJ!
040D: unload_wav 1 
03CF: load_wav 44410 as 1 

:HEIST9_43059
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_43085 
wait 0 
jump @HEIST9_43059 

:HEIST9_43085
03D1: play_wav 1 
33@ = 0 

:HEIST9_43096
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_43122 
wait 0 
jump @HEIST9_43096 

:HEIST9_43122
gosub @HEIST9_46325 
Actor.DestroyInstantly(54@)
Actor.DestroyInstantly(97@)
Actor.DestroyInstantly(281@)
Actor.DestroyInstantly(282@)
Car.Destroy(279@)
Car.Destroy(280@)
Car.Destroy(51@)
04EF: release_animation "FIGHT_B" 
Object.Destroy(61@)
Object.Destroy(62@)
Object.Destroy(63@)
Object.Destroy(64@)
230@ = 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_43225 
0794: restore_player_clothes 
Player.Build($PLAYER_CHAR)

:HEIST9_43225
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_43324 
Camera.SetAtPos(2023.783, 1007.845, 9.8203)
0395: clear_area 1 at 2023.783 1007.845 9.8203 radius 20.0 
04E4: unknown_refresh_game_renderer_at 2023.783 1007.845 
08C7: put_actor $PLAYER_ACTOR at 2023.783 1007.845 9.813 // versionB 
Actor.Angle($PLAYER_ACTOR) = 270.9639

:HEIST9_43324
gosub @HEIST9_46306 
wait 500 
gosub @HEIST9_46358 
jump @HEIST9_44516 

:HEIST9_43350
if and
  16 > 38@ 
  174@ == 0 
  250@ == 1 
else_jump @HEIST9_43642 
58@ = 0 

:HEIST9_43389
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_43439 
Actor.StorePos(54@(58@,4i), 180@(58@,4f), 184@(58@,4f), 188@(58@,4f))

:HEIST9_43439
if 
   Actor.Dead(54@(58@,4i))
else_jump @HEIST9_43621 
if 
075C:   marker 91@(58@,4i) enabled 
else_jump @HEIST9_43488 
Marker.Disable(91@(58@,4i))

:HEIST9_43488
gosub @HEIST9_46289 
188@(58@,4f) += 2.5 
Camera.SetPosition(180@(58@,4f), 184@(58@,4f), 188@(58@,4f), 0.0, 0.0, 0.0)
188@(58@,4f) -= 2.5 
Camera.PointAt(180@(58@,4f), 184@(58@,4f), 188@(58@,4f), 2)
wait 4000 
gosub @HEIST9_50388 
00BC: show_text_highpriority GXT 'HM9_9' time 4000 flag 1  // ~r~Du hast es nicht geschafft, die Jungs zu beschtzen!
jump @HEIST9_44468 

:HEIST9_43621
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_43389 

:HEIST9_43642
jump @HEIST9_2598 

:HEIST9_43649
jump @HEIST9_44468 
Car.Destroy(46@)
Model.Destroy(#FORKLIFT)
if 
   not Actor.Dead(54@)
else_jump @HEIST9_43724 
0792: disembark_instantly_actor 54@ 
08C7: put_actor 54@ at 2145.146 1626.464 992.5681 // versionB 
Actor.Angle(54@) = 11.1673
05C5: AS_actor 54@ cower -1 ms 

:HEIST9_43724
if 
   not Actor.Dead(55@)
else_jump @HEIST9_43782 
0792: disembark_instantly_actor 55@ 
08C7: put_actor 55@ at 2143.25 1626.482 992.5681 // versionB 
Actor.Angle(55@) = 3.4561
05C5: AS_actor 55@ cower -1 ms 

:HEIST9_43782
if 
   not Actor.Dead(56@)
else_jump @HEIST9_43833 
0792: disembark_instantly_actor 56@ 
08C7: put_actor 56@ at 2140.753 1616.249 992.5681 // versionB 
Actor.Angle(56@) = 342.9477

:HEIST9_43833
if 
   not Actor.Dead(57@)
else_jump @HEIST9_43884 
0792: disembark_instantly_actor 57@ 
08C7: put_actor 57@ at 2147.739 1616.703 992.5681 // versionB 
Actor.Angle(57@) = 33.9273

:HEIST9_43884
return 

:HEIST9_43886
58@ = 0 

:HEIST9_43893
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_43932 
Actor.SetImmunities(54@(58@,4i), 0, 0, 1, 1, 0)

:HEIST9_43932
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_43893 
return 

:HEIST9_43955
58@ = 0 

:HEIST9_43962
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_44001 
Actor.SetImmunities(54@(58@,4i), 0, 0, 0, 1, 0)

:HEIST9_44001
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_43962 
return 

:HEIST9_44024
if and
   Actor.Dead(335@)
   Actor.Dead(336@)
   Actor.Dead(337@)
   Actor.Dead(338@)
   Actor.Dead(339@)
else_jump @HEIST9_44466 
if and
   Actor.Dead(340@)
   Actor.Dead(341@)
   Actor.Dead(342@)
else_jump @HEIST9_44466 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point 2148.017 1597.457 998.7676 mode 6 -1 ms // versionB 
0616: define_AS_pack_end 53@ 
58@ = 0 

:HEIST9_44126
266@(58@,4i) = 0 
270@(58@,4i) = 0 
if and
   not Actor.Dead(54@(58@,4i))
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_44194 
0792: disembark_instantly_actor 54@(58@,4i) 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_44194
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_44289 
0085: 148@(58@,5i) = 142@(58@,5i) // (int) 
142@(58@,5i) = Actor.Health(54@(58@,4i))
if 
803B:   not  148@(58@,5i) == 142@(58@,5i) // (int) 
else_jump @HEIST9_44289 
00BC: show_text_highpriority GXT 'HM9_44' time 5000 flag 1  // Das Team wird angegriffen. Du sollst es beschtzen!

:HEIST9_44289
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_44126 
061B: remove_references_to_AS_pack 53@ 
257@ = 0 
258@ = 0 
278@ = 1 
33@ = 0 
58@ = 0 

:HEIST9_44350
018B: set_marker 91@(58@,4i) radar_mode 3 
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_44350 
if 
075C:   marker 90@ enabled 
else_jump @HEIST9_44403 
Marker.Disable(90@)

:HEIST9_44403
018A: 90@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: create_interior_marker 90@ at 2196.635 1676.841 radius 10.0 
00BC: show_text_highpriority GXT 'HM9_8' time 7000 flag 1  // ~s~Bring das ~b~Team~s~ heil zurck zum Van.
52@ = 1 

:HEIST9_44466
return 

:HEIST9_44468
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_44498 
Player.SprintMode($PLAYER_CHAR) = False
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_44498
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:HEIST9_44516
032B: $3253 = create_weapon_pickup #NVGOGGLES group 15 ammo 1 at 102.7728 1899.192 33.1572 
032B: $3254 = create_weapon_pickup #NVGOGGLES group 15 ammo 1 at 1274.301 -825.7809 1085.079 
032B: $3255 = create_weapon_pickup #NVGOGGLES group 15 ammo 1 at -948.3487 1858.023 8.3237 
032B: $3256 = create_weapon_pickup #NVGOGGLES group 15 ammo 1 at -1956.274 -853.7687 31.873 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_44654 
Player.SprintMode($PLAYER_CHAR) = False
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_44654
if 
075C:   marker $595 enabled 
else_jump @HEIST9_44675 
Marker.Disable($595)

:HEIST9_44675
$HEIST_TOTAL_PASSED_MISSIONS += 1 
030C: progress_made += 1 
0318: set_latest_mission_passed 'HEIST_9'  // Oceans Eleven
01E3: show_text_1number_styled GXT 'M_PASSS' number 100000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 100000
0998: add_respect 100 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0395: clear_area 1 at 2444.772 655.0391 10.3874 radius 30.0 
$CROUPIER_UNIFORM_AVAILABLE = 1 
0629: change_integer_stat 307 to 1 
return 

:HEIST9_44781
Model.Destroy(#FORKLIFT)
Model.Destroy(#SECURICA)
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF2)
Model.Destroy(#VMAFF3)
Model.Destroy(#VMAFF4)
Model.Destroy(#SILENCED)
Model.Destroy(#TEARGAS)
Model.Destroy(#BMYBOUN)
Model.Destroy(#GENERATOR_BIG)
Model.Destroy(#SATCHEL)
Model.Destroy(#NVGOGGLES)
Model.Destroy(#CJ_MONEY_BAG)
Model.Destroy(#GENERATOR_BIG_D)
Model.Destroy(#WMYBOUN)
Model.Destroy(#TRIADA)
Model.Destroy(#COPBIKE)
Model.Destroy(#LAPDM1)
Model.Destroy(#BODYARMOUR)
Model.Destroy(#BOMB)
Model.Destroy(#CELLPHONE)
Model.Destroy(#VBFYCRP)
Model.Destroy(#VWFYCRP)
Model.Destroy(#POLMAV)
Model.Destroy(#GUN_PARA)
Model.Destroy(#KNIFECUR)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "BOMBER" 
0873: release_path 499 
0873: release_path 487 
0873: release_path 494 
0873: release_path 484 
return 

:HEIST9_44948
$CARMOD_DISABLED_FLAG = 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_44976 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_44976
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
58@ = 0 

:HEIST9_44994
if 
075C:   marker 350@(58@,15i) enabled 
else_jump @HEIST9_45023 
Marker.Disable(350@(58@,15i))

:HEIST9_45023
if 
075C:   marker 320@(58@,15i) enabled 
else_jump @HEIST9_45052 
Marker.Disable(320@(58@,15i))

:HEIST9_45052
58@ += 1 
  58@ >= 11 
else_jump @HEIST9_44994 
if 
  $PARKED_RUSTLER_EXISTS == 1 
else_jump @HEIST9_45098 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 

:HEIST9_45098
if 
  $PARKED_STUNT_EXISTS == 1 
else_jump @HEIST9_45123 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 

:HEIST9_45123
if 
  $PARKED_HUNTER_EXISTS == 1 
else_jump @HEIST9_45148 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 

:HEIST9_45148
if 
   not Actor.Dead(97@)
else_jump @HEIST9_45169 
Actor.DestroyWithFade(97@)

:HEIST9_45169
if 
   not Actor.Dead(281@)
else_jump @HEIST9_45190 
Actor.DestroyWithFade(281@)

:HEIST9_45190
if 
   not Actor.Dead(282@)
else_jump @HEIST9_45211 
Actor.DestroyWithFade(282@)

:HEIST9_45211
09B7: unknown_zone 'MEAD' unknown_set 0  // Mojave Airport
014F: stop_timer $7934 
if 
  $FREEFALL_STAGE > 0 
else_jump @HEIST9_45254 
$FREEFALL_STAGE = 6 

:HEIST9_45254
$1500 = 5.0 
$1502 = 8.5 
$1504 = -30.0 
$1505 = 32.0 
$PLAYER_IN_INTERIOR = 0 
0A46: set_external_scripts_triggers_type 1 enabled 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_45337 
0555: remove_weapon 44 from_actor $PLAYER_ACTOR 
0555: remove_weapon 17 from_actor $PLAYER_ACTOR 

:HEIST9_45337
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_45367 
Player.SprintMode($PLAYER_CHAR) = False
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_45367
Object.Angle($2703) = 270.0
07FB: set_interior 'MAFCAS' access 1  // Caesar's Palace
07FB: set_interior 'MAFCAS2' access 1  // Penthouse Suite
07FB: set_interior 'JUMP1' access 1  // Dach des Caesar's
07FB: set_interior 'JUMP2' access 1  // Dach des Caligula
0924: enable_screen_darkness 0 with_value 0 
08B1: enable_night_vision 0 
$ONMISSION = 0 
Player.ClearWantedLevel($PLAYER_CHAR)
Object.Destroy(41@)
58@ = 0 

:HEIST9_45463
if 
   not Actor.Dead(54@(58@,4i))
else_jump @HEIST9_45492 
Actor.DestroyWithFade(54@(58@,4i))

:HEIST9_45492
if 
   not Actor.Dead(109@(58@,5i))
else_jump @HEIST9_45521 
Actor.RemoveReferences(109@(58@,5i))

:HEIST9_45521
if 
075C:   marker 91@(58@,4i) enabled 
else_jump @HEIST9_45550 
Marker.Disable(91@(58@,4i))

:HEIST9_45550
if 
03CA:   object 61@(58@,4i) exists 
else_jump @HEIST9_45579 
Object.Destroy(61@(58@,4i))

:HEIST9_45579
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_45463 
if 
075C:   marker 299@ enabled 
else_jump @HEIST9_45621 
Marker.Disable(299@)

:HEIST9_45621
if 
075C:   marker 233@ enabled 
else_jump @HEIST9_45642 
Marker.Disable(233@)

:HEIST9_45642
if 
075C:   marker 45@ enabled 
else_jump @HEIST9_45663 
Marker.Disable(45@)

:HEIST9_45663
if 
075C:   marker 108@ enabled 
else_jump @HEIST9_45684 
Marker.Disable(108@)

:HEIST9_45684
if 
075C:   marker 39@ enabled 
else_jump @HEIST9_45705 
Marker.Disable(39@)

:HEIST9_45705
if 
075C:   marker 44@ enabled 
else_jump @HEIST9_45726 
Marker.Disable(44@)

:HEIST9_45726
if 
075C:   marker 47@ enabled 
else_jump @HEIST9_45747 
Marker.Disable(47@)

:HEIST9_45747
if 
075C:   marker 90@ enabled 
else_jump @HEIST9_45768 
Marker.Disable(90@)

:HEIST9_45768
if 
075C:   marker 384@ enabled 
else_jump @HEIST9_45789 
Marker.Disable(384@)

:HEIST9_45789
if 
075C:   marker 376@ enabled 
else_jump @HEIST9_45810 
Marker.Disable(376@)

:HEIST9_45810
if 
075C:   marker 84@ enabled 
else_jump @HEIST9_45831 
Marker.Disable(84@)

:HEIST9_45831
if 
075C:   marker 102@ enabled 
else_jump @HEIST9_45852 
Marker.Disable(102@)

:HEIST9_45852
if 
075C:   marker 372@ enabled 
else_jump @HEIST9_45873 
Marker.Disable(372@)

:HEIST9_45873
if 
075C:   marker 228@ enabled 
else_jump @HEIST9_45894 
Marker.Disable(228@)

:HEIST9_45894
if 
075C:   marker 229@ enabled 
else_jump @HEIST9_45915 
Marker.Disable(229@)

:HEIST9_45915
if 
048C:   pickup_at 2176.471 1597.394 1000.0 available_to_be_picked_up 
else_jump @HEIST9_45948 
Pickup.Destroy($7933)

:HEIST9_45948
if 
048C:   pickup_at 2144.339 1640.666 993.5 available_to_be_picked_up 
else_jump @HEIST9_45981 
Pickup.Destroy(285@)

:HEIST9_45981
if 
048C:   pickup_at 2146.487 1622.805 993.0 available_to_be_picked_up 
else_jump @HEIST9_46014 
Pickup.Destroy(214@)

:HEIST9_46014
if 
048C:   pickup_at 2267.989 1699.668 101.4 available_to_be_picked_up 
else_jump @HEIST9_46047 
Pickup.Destroy(298@)

:HEIST9_46047
if 
048C:   pickup_at 2265.825 1617.069 94.5 available_to_be_picked_up 
else_jump @HEIST9_46080 
Pickup.Destroy(385@)

:HEIST9_46080
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
Model.Destroy(#FORKLIFT)
Model.Destroy(#SECURICA)
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF2)
Model.Destroy(#VMAFF3)
Model.Destroy(#VMAFF4)
Model.Destroy(#PARA_PACK)
Model.Destroy(#SILENCED)
Model.Destroy(#TEARGAS)
Model.Destroy(#WMYBOUN)
Model.Destroy(#BMYBOUN)
Model.Destroy(#GENERATOR_BIG)
Model.Destroy(#SATCHEL)
Model.Destroy(#NVGOGGLES)
Model.Destroy(#CJ_MONEY_BAG)
Model.Destroy(#POLMAV)
Model.Destroy(#GENERATOR_BIG_D)
Model.Destroy(#COLT45)
Model.Destroy(#TRIADA)
Model.Destroy(#COPBIKE)
Model.Destroy(#LAPDM1)
Model.Destroy(#BODYARMOUR)
Model.Destroy(#BOMB)
Model.Destroy(#CELLPHONE)
Model.Destroy(#VBFYCRP)
Model.Destroy(#VWFYCRP)
Model.Destroy(#MP5LNG)
Model.Destroy(#KNIFECUR)
Model.Destroy(#SWAT)
Model.Destroy(#GUN_PARA)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "HEIST9" 
04EF: release_animation "BOMBER" 
04EF: release_animation "FIGHT_B" 
mission_cleanup 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
return 

:HEIST9_46289
00BE: text_clear_all 
03E6: remove_text_box 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
return 

:HEIST9_46306
00BE: text_clear_all 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
return 

:HEIST9_46325
fade 0 500 

:HEIST9_46332
if 
fading 
else_jump @HEIST9_46356 
wait 0 
jump @HEIST9_46332 

:HEIST9_46356
return 

:HEIST9_46358
fade 1 500 

:HEIST9_46365
if 
fading 
else_jump @HEIST9_46389 
wait 0 
jump @HEIST9_46365 

:HEIST9_46389
return 

:HEIST9_46391
if 
0736:   NOP_false 89 
else_jump @HEIST9_46482 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_46482 
08C7: put_actor $PLAYER_ACTOR at 2179.354 1673.18 10.0469 // versionB 
Actor.Angle($PLAYER_ACTOR) = 285.6208
Camera.SetBehindPlayer
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_46475 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_46475
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_46482
if 
0736:   NOP_false 68 
else_jump @HEIST9_46543 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_46543 
08C7: put_actor $PLAYER_ACTOR at 2176.583 1600.462 998.9749 // versionB 
Actor.Angle($PLAYER_ACTOR) = 179.7799

:HEIST9_46543
if 
0736:   NOP_false 70 
else_jump @HEIST9_46746 
gosub @HEIST9_46289 
Camera.SetPosition(2144.677, 1614.061, 1001.469, 0.0, 0.0, 0.0)
Camera.PointAt(2144.413, 1615.016, 1001.331, 2)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_46710 
0792: disembark_instantly_actor $PLAYER_ACTOR 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 
08C7: put_actor $PLAYER_ACTOR at 2142.664 1617.397 999.968 // versionB 
Actor.Angle($PLAYER_ACTOR) = 352.2108
0668: AS_actor $PLAYER_ACTOR rotate_and_shoot_at 2142.664 1620.397 1003.0 1000 ms 

:HEIST9_46710
wait 4000 
0395: clear_area 1 at 2143.124 1618.427 999.968 radius 10.0 
gosub @HEIST9_46306 

:HEIST9_46746
if 
0736:   NOP_false 66 
else_jump @HEIST9_46830 
select_interior 1 
Camera.SetAtPos(2147.778, 1611.972, 1005.188)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_46830 
08C7: put_actor $PLAYER_ACTOR at 2147.778 1611.972 1005.188 // versionB 
Actor.Angle($PLAYER_ACTOR) = 182.1343
Camera.SetBehindPlayer

:HEIST9_46830
if 
0736:   NOP_false 75 
else_jump @HEIST9_47095 
gosub @HEIST9_46325 
gosub @HEIST9_46289 
Model.Load(#CELLPHONE)
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_46877
if or
823D:   not special_actor 1 loaded 
   not Model.Available(#CELLPHONE)
else_jump @HEIST9_46908 
wait 0 
jump @HEIST9_46877 

:HEIST9_46908
08B1: enable_night_vision 0 
0924: enable_screen_darkness 1 with_value 220 
Camera.SetPosition(2219.456, 1587.37, 999.1768, 0.0, 0.0, 0.0)
Camera.PointAt(2219.68, 1586.409, 999.3383, 2)
97@ = Actor.Create(Special, #SPECIAL01, 2221.122, 1582.974, 998.9675)
0860: link_actor 97@ to_interior 1 
Actor.Angle(97@) = 4.8671
0729: AS_actor 97@ hold_cellphone 1 
gosub @HEIST9_46358 
00BC: show_text_highpriority GXT 'HM9_46' time 4000 flag 1 
wait 2000 
0924: enable_screen_darkness 0 with_value 0 
wait 2000 
gosub @HEIST9_46306 
00BC: show_text_highpriority GXT 'HM9_8' time 5000 flag 1  // ~s~Bring das ~b~Team~s~ heil zurck zum Van.
105@ = 1 
200@ = 1 

:HEIST9_47095
if 
0736:   NOP_false 67 
else_jump @HEIST9_47156 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_47156 
08C7: put_actor $PLAYER_ACTOR at 2144.021 1612.867 992.5681 // versionB 
Actor.Angle($PLAYER_ACTOR) = 0.0

:HEIST9_47156
if 
0736:   NOP_false 69 
else_jump @HEIST9_47194 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_47194 
0794: restore_player_clothes 
Player.Build($PLAYER_CHAR)

:HEIST9_47194
if 
0736:   NOP_false 80 
else_jump @HEIST9_47367 
38@ = 6 
46@ = Car.Create(#FORKLIFT, 2173.621, 1585.964, 998.9722)
0840: link_car 46@ to_interior 1 
Car.Angle(46@) = 270.0
0229: set_car 46@ primary_color_to 6 secondary_color_to 6 
Model.Destroy(#FORKLIFT)
209@ = 1 
if 
   not Car.Wrecked(46@)
else_jump @HEIST9_47300 
0840: link_car 46@ to_interior 1 

:HEIST9_47300
select_interior 1 
Camera.SetAtPos(2256.551, 1704.762, 1.1747)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_47367 
08C7: put_actor $PLAYER_ACTOR at 2220.37 1574.484 998.9695 // versionB 
Actor.Angle($PLAYER_ACTOR) = 180.0

:HEIST9_47367
if 
0736:   NOP_false 76 
else_jump @HEIST9_47428 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_47428 
08C7: put_actor $PLAYER_ACTOR at 1962.841 1060.633 993.4688 // versionB 
Actor.Angle($PLAYER_ACTOR) = 346.1133

:HEIST9_47428
if 
0736:   NOP_false 85 
else_jump @HEIST9_47496 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_47489 
08C7: put_actor $PLAYER_ACTOR at 362.6579 2525.248 15.6336 // versionB 
Actor.Angle($PLAYER_ACTOR) = 11.8402

:HEIST9_47489
38@ = 18 

:HEIST9_47496
if 
0736:   NOP_false 90 
else_jump @HEIST9_48136 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_47557 
08C7: put_actor $PLAYER_ACTOR at 346.9504 2539.025 15.7546 // versionB 
Actor.Angle($PLAYER_ACTOR) = 2.8895

:HEIST9_47557
gosub @HEIST9_46289 
Camera.SetPosition(350.102, 2536.995, 16.9325, 0.0, 0.0, 0.0)
Camera.PointAt(349.5165, 2537.801, 16.844, 2)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_47667 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 0 0 0 0 time -1 // versionA 

:HEIST9_47667
00BC: show_text_highpriority GXT 'HE8_ZA' time 4000 flag 1  // ~z~Zero, wo bist du?
040D: unload_wav 1 
03CF: load_wav 19128 as 1 

:HEIST9_47694
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_47720 
wait 0 
jump @HEIST9_47694 

:HEIST9_47720
03D1: play_wav 1 
33@ = 0 

:HEIST9_47731
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_47757 
wait 0 
jump @HEIST9_47731 

:HEIST9_47757
00BC: show_text_highpriority GXT 'HE8_ZB' time 4000 flag 1  // ~z~Ich wollte es Berkley nicht sagen, es ist mir irgendwie rausgerutscht!
040D: unload_wav 1 
03CF: load_wav 19129 as 1 

:HEIST9_47784
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_47810 
wait 0 
jump @HEIST9_47784 

:HEIST9_47810
03D1: play_wav 1 
33@ = 0 

:HEIST9_47821
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_47847 
wait 0 
jump @HEIST9_47821 

:HEIST9_47847
00BC: show_text_highpriority GXT 'HE8_ZC' time 4000 flag 1  // ~z~Hey, macht nichts, wir haben's geschafft, wir haben das Caesar's ausgerumt!
040D: unload_wav 1 
03CF: load_wav 65535 as 1 

:HEIST9_47876
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_47902 
wait 0 
jump @HEIST9_47876 

:HEIST9_47902
03D1: play_wav 1 
33@ = 0 

:HEIST9_47913
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_47939 
wait 0 
jump @HEIST9_47913 

:HEIST9_47939
00BC: show_text_highpriority GXT 'HE8_ZD' time 4000 flag 1  // ~z~Scheie, darauf trink ich einen!
040D: unload_wav 1 
03CF: load_wav 19130 as 1 

:HEIST9_47966
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_47992 
wait 0 
jump @HEIST9_47966 

:HEIST9_47992
03D1: play_wav 1 
33@ = 0 

:HEIST9_48003
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_48029 
wait 0 
jump @HEIST9_48003 

:HEIST9_48029
gosub @HEIST9_46325 
Actor.DestroyInstantly(54@)
Actor.DestroyInstantly(97@)
Car.Destroy(51@)
Object.Destroy(61@)
Object.Destroy(62@)
Object.Destroy(63@)
Object.Destroy(64@)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_48122 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 347.167 2538.484 15.7535 // versionB 
Actor.Angle($PLAYER_ACTOR) = 191.987

:HEIST9_48122
gosub @HEIST9_46306 
gosub @HEIST9_46358 

:HEIST9_48136
if 
0736:   NOP_false 79 
else_jump @HEIST9_48155 
075B: zoom_radar 0 

:HEIST9_48155
if 
0736:   NOP_false 82 
else_jump @HEIST9_48174 
075B: zoom_radar 100 

:HEIST9_48174
if 
0736:   NOP_false 84 
else_jump @HEIST9_49689 
Model.Load(#TRIADA)
Model.Load(#TRIBOSS)
Model.Load(#SECURICA)
Model.Load(#COPBIKE)
Model.Load(#LAPDM1)
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_48225
if or
   not Model.Available(#TRIADA)
   not Model.Available(#TRIBOSS)
   not Model.Available(#SECURICA)
823D:   not special_actor 1 loaded 
   not Model.Available(#COPBIKE)
   not Model.Available(#LAPDM1)
else_jump @HEIST9_48274 
wait 0 
jump @HEIST9_48225 

:HEIST9_48274
07C0: load_path 494 

:HEIST9_48279
if 
87C1:   not path 494 available 
else_jump @HEIST9_48306 
wait 0 
jump @HEIST9_48279 

:HEIST9_48306
Object.Destroy(49@)
387@ = Car.Create(#SECURICA, 2220.389, 1577.623, 998.0)
0840: link_car 387@ to_interior 1 
Car.Angle(387@) = 179.9804
54@ = Actor.Create(Mission2, #TRIADA, 2224.042, 1589.367, 998.967)
0860: link_actor 54@ to_interior 1 
Actor.Angle(54@) = 165.2519
55@ = Actor.Create(Mission2, #TRIBOSS, 2222.893, 1589.583, 998.9684)
0860: link_actor 55@ to_interior 1 
Actor.Angle(55@) = 173.9364
56@ = Actor.Create(Mission2, #TRIBOSS, 2221.866, 1589.245, 998.9696)
0860: link_actor 56@ to_interior 1 
Actor.Angle(56@) = 177.0563
57@ = Actor.Create(Mission2, #TRIBOSS, 2220.723, 1589.224, 998.971)
0860: link_actor 57@ to_interior 1 
Actor.Angle(57@) = 171.7417
gosub @HEIST9_46289 
Camera.SetPosition(2216.721, 1579.81, 1000.833, 0.0, 0.0, 0.0)
Camera.PointAt(2217.382, 1580.538, 1000.654, 2)
00BC: show_text_highpriority GXT 'HE8_UA' time 4000 flag 1  // ~z~Ich hab die Polizeimotorrder abgeladen!
040D: unload_wav 1 
03CF: load_wav 19104 as 1 

:HEIST9_48600
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_48626 
wait 0 
jump @HEIST9_48600 

:HEIST9_48626
03D1: play_wav 1 
33@ = 0 

:HEIST9_48637
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_48687 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_48680 
jump @HEIST9_49515 

:HEIST9_48680
jump @HEIST9_48637 

:HEIST9_48687
00BC: show_text_highpriority GXT 'HE8_UB' time 4000 flag 1  // ~z~Alle rein da! Ihr zwei, zieht eure Polizeiuniformen an!
040D: unload_wav 1 
03CF: load_wav 19105 as 1 

:HEIST9_48714
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_48740 
wait 0 
jump @HEIST9_48714 

:HEIST9_48740
03D1: play_wav 1 
33@ = 0 

:HEIST9_48751
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_48801 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_48794 
jump @HEIST9_49515 

:HEIST9_48794
jump @HEIST9_48751 

:HEIST9_48801
Actor.DestroyInstantly(97@)
Actor.DestroyInstantly(56@)
Actor.DestroyInstantly(57@)
Camera.SetPosition(2216.914, 1571.622, 999.7229, 0.0, 0.0, 0.0)
Camera.PointAt(2217.27, 1572.557, 999.7267, 2)
281@ = Actor.Create(Mission2, #LAPDM1, 2220.8, 1581.163, 998.9764)
Actor.Angle(281@) = 196.0524
0860: link_actor 281@ to_interior 1 
282@ = Actor.Create(Mission2, #LAPDM1, 2220.019, 1581.179, 998.9772)
Actor.Angle(282@) = 74.4668
0860: link_actor 282@ to_interior 1 
if and
   not Car.Wrecked(387@)
   not Actor.Dead(54@)
else_jump @HEIST9_48983 
05CB: AS_actor 54@ enter_car 387@ as_driver 8000 ms 

:HEIST9_48983
if and
   not Car.Wrecked(387@)
   not Actor.Dead(55@)
else_jump @HEIST9_49017 
05CA: AS_actor 55@ enter_car 387@ passenger_seat 0 8000 ms 

:HEIST9_49017
33@ = 0 

:HEIST9_49024
if 
  4000 > 33@ 
else_jump @HEIST9_49078 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_49071 
jump @HEIST9_49515 

:HEIST9_49071
jump @HEIST9_49024 

:HEIST9_49078
if and
   not Car.Wrecked(279@)
   not Actor.Dead(281@)
else_jump @HEIST9_49110 
05CB: AS_actor 281@ enter_car 279@ as_driver 4000 ms 

:HEIST9_49110
if and
   not Car.Wrecked(280@)
   not Actor.Dead(282@)
else_jump @HEIST9_49142 
05CB: AS_actor 282@ enter_car 280@ as_driver 4000 ms 

:HEIST9_49142
33@ = 0 

:HEIST9_49149
if 
  4000 > 33@ 
else_jump @HEIST9_49203 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_49196 
jump @HEIST9_49515 

:HEIST9_49196
jump @HEIST9_49149 

:HEIST9_49203
Camera.SetPosition(2223.85, 1572.014, 1001.623, 0.0, 0.0, 0.0)
Camera.PointAt(2223.371, 1572.844, 1001.336, 2)
if and
07C1:   path 494 available 
   not Car.Wrecked(387@)
else_jump @HEIST9_49283 
05EB: assign_car 387@ to_path 494 

:HEIST9_49283
33@ = 0 

:HEIST9_49290
if 
  500 > 33@ 
else_jump @HEIST9_49344 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_49337 
jump @HEIST9_49515 

:HEIST9_49337
jump @HEIST9_49290 

:HEIST9_49344
if and
   not Car.Wrecked(279@)
   not Actor.Dead(281@)
else_jump @HEIST9_49399 
05D1: AS_actor 281@ drive_car 279@ to 2223.486 1564.463 1001.016 speed 10.0 2 model #NULL 3 

:HEIST9_49399
if and
   not Car.Wrecked(280@)
   not Actor.Dead(282@)
else_jump @HEIST9_49454 
05D1: AS_actor 282@ drive_car 280@ to 2217.319 1566.6 1000.3 speed 10.0 2 model #NULL 3 

:HEIST9_49454
33@ = 0 

:HEIST9_49461
if 
  2000 > 33@ 
else_jump @HEIST9_49515 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_49508 
jump @HEIST9_49515 

:HEIST9_49508
jump @HEIST9_49461 

:HEIST9_49515
58@ = 0 

:HEIST9_49522
if 
075C:   marker 91@(58@,4i) enabled 
else_jump @HEIST9_49560 
Marker.Disable(91@(58@,4i))
Actor.DestroyInstantly(54@(58@,4i))

:HEIST9_49560
58@ += 1 
  58@ >= 4 
else_jump @HEIST9_49522 
if 
   not Car.Wrecked(387@)
else_jump @HEIST9_49602 
Car.Destroy(387@)

:HEIST9_49602
if 
   not Car.Wrecked(279@)
else_jump @HEIST9_49623 
Car.Destroy(279@)

:HEIST9_49623
if 
   not Car.Wrecked(280@)
else_jump @HEIST9_49644 
Car.Destroy(280@)

:HEIST9_49644
if 
   not Actor.Dead(97@)
else_jump @HEIST9_49665 
Actor.DestroyInstantly(97@)

:HEIST9_49665
gosub @HEIST9_46306 
Model.Destroy(#TRIADA)
Model.Destroy(#TRIBOSS)
Model.Destroy(#SWAT)
0296: unload_special_actor 2 

:HEIST9_49689
if 
0736:   NOP_false 73 
else_jump @HEIST9_49727 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_49727 
09EB: unknown_player $PLAYER_CHAR flag 1 

:HEIST9_49727
if 
0736:   NOP_false 87 
else_jump @HEIST9_49785 
38@ = 18 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_49785 
08C7: put_actor $PLAYER_ACTOR at 338.0 2540.563 15.7743 // versionB 

:HEIST9_49785
if 
0736:   NOP_false 74 
else_jump @HEIST9_50386 
Model.Load(#COPBIKE)
Model.Load(#LAPDM1)
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_49823
if or
823D:   not special_actor 1 loaded 
   not Model.Available(#COPBIKE)
   not Model.Available(#LAPDM1)
   not Model.Available(#LAPDM1)
else_jump @HEIST9_49864 
wait 0 
jump @HEIST9_49823 

:HEIST9_49864
07C0: load_path 494 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_49882
if 
87C1:   not path 494 available 
else_jump @HEIST9_49909 
wait 0 
jump @HEIST9_49882 

:HEIST9_49909
07FB: set_interior 'JUMP1' access 1  // Dach des Caesar's
07FB: set_interior 'JUMP2' access 0  // Dach des Caligula
106@ = 1 
0395: clear_area 1 at 2220.34 1582.068 998.9764 radius 10.0 
97@ = Actor.Create(Mission2, #SPECIAL01, 2220.34, 1582.068, 998.9764)
0860: link_actor 97@ to_interior 1 
Actor.Angle(97@) = 350.4443
279@ = Car.Create(#COPBIKE, 2223.699, 1582.78, 998.0)
0840: link_car 279@ to_interior 1 
Car.Angle(279@) = 175.8434
Car.DoorStatus(279@) = 3
Car.LockInCurrentPosition(279@) = True
280@ = Car.Create(#COPBIKE, 2217.549, 1583.667, 998.0)
0840: link_car 280@ to_interior 1 
Car.Angle(280@) = 175.3717
Car.DoorStatus(280@) = 3
Car.LockInCurrentPosition(280@) = True
gosub @HEIST9_1936 
if 
   not Car.Wrecked(51@)
else_jump @HEIST9_50169 
Car.PutAt(51@, 2220.294, 1578.07, 998.9756)
Car.Angle(51@) = 177.9097

:HEIST9_50169
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_50215 
08C7: put_actor $PLAYER_ACTOR at 2216.031 1618.646 998.9766 // versionB 
Actor.Angle($PLAYER_ACTOR) = 269.4771

:HEIST9_50215
if 
   not Actor.Dead(54@)
else_jump @HEIST9_50256 
0362: remove_actor 54@ from_car_and_place_at 2219.758 1585.285 998.9722 
0792: disembark_instantly_actor 54@ 

:HEIST9_50256
if 
   not Actor.Dead(55@)
else_jump @HEIST9_50297 
0362: remove_actor 55@ from_car_and_place_at 2221.883 1584.261 998.9696 
0792: disembark_instantly_actor 55@ 

:HEIST9_50297
if 
   not Actor.Dead(56@)
else_jump @HEIST9_50338 
0362: remove_actor 56@ from_car_and_place_at 2222.705 1586.266 998.9686 
0792: disembark_instantly_actor 56@ 

:HEIST9_50338
if 
   not Actor.Dead(57@)
else_jump @HEIST9_50379 
0362: remove_actor 57@ from_car_and_place_at 2220.302 1586.568 998.9716 
0792: disembark_instantly_actor 57@ 

:HEIST9_50379
38@ = 14 

:HEIST9_50386
return 

:HEIST9_50388
077E: get_active_interior_to 388@ 
gosub @HEIST9_46325 
08B1: enable_night_vision 0 
if and
   not Actor.Dead($PLAYER_ACTOR)
89BE:   not unknown_check_09BD 
else_jump @HEIST9_50563 
select_interior 0 
Camera.SetAtPos(2185.739, 1677.396, 10.0946)
0395: clear_area 1 at 2185.739 1677.396 10.0946 radius 10.0 
04E4: unknown_refresh_game_renderer_at 2185.739 1677.396 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HEIST9_50522 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2185.739 1677.396 10.0946 
jump @HEIST9_50542 

:HEIST9_50522
08C7: put_actor $PLAYER_ACTOR at 2185.739 1677.396 10.0946 // versionB 

:HEIST9_50542
Actor.Angle($PLAYER_ACTOR) = 88.4776
0860: link_actor $PLAYER_ACTOR to_interior 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:HEIST9_50563
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_50593 
0794: restore_player_clothes 
Player.Build($PLAYER_CHAR)
230@ = 1 

:HEIST9_50593
gosub @HEIST9_46358 
return 

:HEIST9_50602
gosub @HEIST9_46325 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HEIST9_50639 
0794: restore_player_clothes 
Player.Build($PLAYER_CHAR)
230@ = 1 

:HEIST9_50639
gosub @HEIST9_46358 
return 

:HEIST9_50648
040D: unload_wav 1 
03CF: load_wav 232@ as 1 
231@ = 0 
return 

:HEIST9_50668
if and
03D0:   wav 1 loaded 
  231@ == 0 
else_jump @HEIST9_50711 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 288@s time 20000 flag 1 
231@ = 1 

:HEIST9_50711
if and
03D2:   wav 1 ended 
  231@ == 1 
else_jump @HEIST9_50749 
040D: unload_wav 1 
03D5: remove_text 288@s 
231@ = 2 

:HEIST9_50749
return 

//-------------Mission 102---------------
// Originally: A Home In The Hills

:MANSIO1
thread 'MANSIO1' 
gosub @MANSIO1_47 
if 
wasted_or_busted 
else_jump @MANSIO1_38 
gosub @MANSIO1_38488 

:MANSIO1_38
gosub @MANSIO1_39063 
end_thread 

:MANSIO1_47
increment_mission_attempts 
$ONMISSION = 1 
Actor.PutAt($PLAYER_ACTOR, 2175.412, 1681.548, 9.8203)
Actor.Angle($PLAYER_ACTOR) = 90.0
08AD: put_actor $PLAYER_ACTOR at 2233.5 1712.8 radius 10.0 // interior version 
054C: use_GXT_table 'MAN_1' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
$PLAYER_IN_INTERIOR = 1 
select_interior 11 
02E4: load_cutscene_data 'BHILL1' 

:MANSIO1_150
if 
86B9:   not cutscene_data_loaded 
else_jump @MANSIO1_174 
wait 0 
jump @MANSIO1_150 

:MANSIO1_174
02E7: start_cutscene 
fade 1 1000 

:MANSIO1_183
if 
82E9:   not cutscene_reached_end 
else_jump @MANSIO1_207 
wait 0 
jump @MANSIO1_183 

:MANSIO1_207
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:MANSIO1_222
if 
fading 
else_jump @MANSIO1_246 
wait 0 
jump @MANSIO1_222 

:MANSIO1_246
select_interior 0 
09BA: show_entered_zone_name 0 
08F4: set_max_group_members 99 
create_thread @A_CONT 
0A0B: set_rendering_origin_at_3D_coord 2171.137 1269.357 32.8078 angle 0.0 
Model.Load(#ANDROM)

:MANSIO1_293
if 
   not Model.Available(#ANDROM)
else_jump @MANSIO1_320 
wait 0 
jump @MANSIO1_293 

:MANSIO1_320
0860: link_actor $PLAYER_ACTOR to_interior 0 
96@ = Car.Create(#ANDROM, 2144.0, 1600.0, 50.0)
Car.Angle(96@) = 180.0
041E: set_radio_station 11 
08E6: set_plane 96@ landing_gear 1 
Car.LockInCurrentPosition(96@) = True
0840: link_car 96@ to_interior 0 
036A: put_actor $PLAYER_ACTOR in_car 96@ 
49@ = 0 
set_weather 17 
00C0: set_current_time_hours_to 6 minutes_to 0 
Camera.SetPosition(2171.137, 1269.357, 32.8078, 0.0, 0.0, 0.0)
Camera.PointAt(2170.998, 1270.331, 32.9838, 2)
09FF: set_restart_closest_to 1581.374 1768.996 9.8203 
02A3: enable_widescreen 1 
08FD: enable_heat_visuals 1 
32@ = 0 

:MANSIO1_493
if 
  1000 > 32@ 
else_jump @MANSIO1_523 
wait 0 
jump @MANSIO1_493 

:MANSIO1_523
0707: start_scene_skip_to @MANSIO1_703 
97@ = 1600.0 
fade 1 1000 

:MANSIO1_547
if 
fading 
else_jump @MANSIO1_615 
if 
   not Car.Wrecked(96@)
else_jump @MANSIO1_604 
97@ -= 1.5 
Car.PutAt(96@, 2144.0, 97@, 50.0)

:MANSIO1_604
wait 0 
jump @MANSIO1_547 

:MANSIO1_615
32@ = 0 

:MANSIO1_622
if 
  9000 > 32@ 
else_jump @MANSIO1_696 
if 
   not Car.Wrecked(96@)
else_jump @MANSIO1_685 
97@ -= 1.5 
Car.PutAt(96@, 2144.0, 97@, 50.0)

:MANSIO1_685
wait 0 
jump @MANSIO1_622 

:MANSIO1_696
49@ = 1 

:MANSIO1_703
0701: end_scene_skip 
fade 0 1000 

:MANSIO1_712
if 
fading 
else_jump @MANSIO1_780 
if 
   not Car.Wrecked(96@)
else_jump @MANSIO1_769 
97@ -= 1.5 
Car.PutAt(96@, 2144.0, 97@, 50.0)

:MANSIO1_769
wait 0 
jump @MANSIO1_712 

:MANSIO1_780
08FD: enable_heat_visuals 0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSIO1_827 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1598.951 -785.327 350.1654 
jump @MANSIO1_847 

:MANSIO1_827
Actor.PutAt($PLAYER_ACTOR, 1598.951, -785.327, 350.1654)

:MANSIO1_847
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Model.Destroy(#ANDROM)
Car.RemoveReferences(96@)
Model.Load(#TRIADA)
Model.Load(#TRIADB)
Model.Load(#LSV1)
Model.Load(#LSV2)
Model.Load(#M4)
Model.Load(#MP5LNG)
Model.Load(#CARGO_REAR)
Model.Load(#D9_RAMP)
Model.Load(#CELLPHONE)
Model.Load(#PARACHUTE)
Model.Load(#PARA_PACK)
04ED: load_animation "PARACHUTE" 
08A9: load_external_script 1 (PARACHUTE) 

:MANSIO1_932
if or
   not Model.Available(#TRIADA)
   not Model.Available(#TRIADB)
   not Model.Available(#LSV1)
   not Model.Available(#LSV2)
   not Model.Available(#M4)
   not Model.Available(#MP5LNG)
else_jump @MANSIO1_980 
wait 0 
jump @MANSIO1_932 

:MANSIO1_980
if or
   not Model.Available(#CARGO_REAR)
   not Model.Available(#D9_RAMP)
   not Model.Available(#CELLPHONE)
   not Model.Available(#PARACHUTE)
   not Model.Available(#PARA_PACK)
84EE:   not animation "PARACHUTE" loaded 
else_jump @MANSIO1_1040 
wait 0 
jump @MANSIO1_980 

:MANSIO1_1040
if 
88AB:   not external_script 1 (PARACHUTE) loaded 
else_jump @MANSIO1_1066 
wait 0 
jump @MANSIO1_1040 

:MANSIO1_1066
52@ = 0 
060A: create_decision_maker_type 0 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 35@ // decision\allowed\m_.ped files 
0709: set_decision_maker 35@ on_event 36 taskID 1024 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 35@ on_event 36 taskID 1700 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 35@ on_event 9 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
060A: create_decision_maker_type 0 store_to 36@ // decision\allowed\m_.ped files 
0709: set_decision_maker 36@ on_event 36 taskID 1024 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 36@ on_event 36 taskID 1700 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 36@ on_event 9 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 36@ on_event 15 taskID 300 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 36@ on_event 65 taskID 300 unknown 10.0 10.0 chance 10.0 unknown 10.0 0 1 // see *.ped files 
060A: create_decision_maker_type 0 store_to 37@ // decision\allowed\m_.ped files 
0709: set_decision_maker 37@ on_event 36 taskID 927 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 37@ on_event 37 taskID 927 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 37@ on_event 9 taskID 911 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
06AE: create_group_decision_maker_type 0 store_to 39@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 39@ event 9 
074A: set_group_decision_maker 39@ on_event 9 taskID 1502 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 25 // see ped.dat 
07AF: 44@ = player $PLAYER_CHAR group 
07B3: set_group 44@ give_command 0 
06AD: set_group 44@ group_decision_maker_to 39@ 
98@ = 0 
if 
  98@ == 1 
else_jump @MANSIO1_1842 
143@(431@,3i) = Actor.Create(CivMale, #TRIADA, 0.0, 0.0, 0.0)
159@ = Actor.Create(CivMale, #TRIADA, 0.0, 0.0, 0.0)
170@(43@,6i) = Actor.Create(CivMale, #TRIADA, 0.0, 0.0, 0.0)
286@(43@,10i) = Actor.Create(CivMale, #TRIADA, 0.0, 0.0, 0.0)
474@(43@,3i) = Actor.Create(CivMale, #TRIADA, 0.0, 0.0, 0.0)
316@(43@,4i) = Actor.Create(CivMale, #TRIADA, 0.0, 0.0, 0.0)
194@(43@,6i) = Object.Create(#CARDBOARDBOX2, 0.0, 0.0, 0.0)
146@(43@,3i) = Marker.CreateAboveActor(143@(43@,3i))

:MANSIO1_1842
0923: enable_air_traffic 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
set_weather 1 
00C0: set_current_time_hours_to 3 minutes_to 0 
127@ = Object.Init(#CARGO_REAR, 1595.0, -785.0, 350.0)
Object.Angle(127@) = 90.0
Object.KeepInMemory(127@) = True
128@ = Object.Init(#D9_RAMP, 1595.03, -784.98, 348.758)
Object.Angle(128@) = 90.0
Object.KeepInMemory(128@) = True
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Actor.PutAt($PLAYER_ACTOR, 1594.393, -784.7317, 349.0)
Actor.Angle($PLAYER_ACTOR) = 36.9506
131@ = Actor.Create(Mission1, #TRIADA, 1595.303, -783.4741, 349.0)
Actor.Angle(131@) = 205.0
0860: link_actor 131@ to_interior 0 
01B2: give_actor 131@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 131@ armed_weapon_to 31 
0568: set_actor 131@ targetable 1 
060B: set_actor 131@ decision_maker_to 34@ 
09B5: unknown_actor 131@ flag 0 
152@ = Object.Create(#PARA_PACK, 1595.303, -783.4741, 349.0)
070A: AS_actor 131@ attach_to_object 152@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
Actor.SetImmunities(131@, 1, 0, 0, 0, 0)
139@ = 0 
135@ = 0 
132@ = Actor.Create(Mission1, #TRIADB, 1596.97, -786.8875, 349.0)
Actor.Angle(132@) = 2.0
0860: link_actor 132@ to_interior 0 
01B2: give_actor 132@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 132@ armed_weapon_to 31 
0568: set_actor 132@ targetable 1 
060B: set_actor 132@ decision_maker_to 34@ 
09B5: unknown_actor 132@ flag 0 
153@ = Object.Create(#PARA_PACK, 1596.97, -786.8875, 349.0)
070A: AS_actor 132@ attach_to_object 153@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
Actor.SetImmunities(132@, 1, 0, 0, 0, 0)
140@ = 1500 
136@ = 0 
133@ = Actor.Create(Mission1, #TRIADB, 1598.448, -782.9297, 349.0)
Actor.Angle(133@) = 175.0
0860: link_actor 133@ to_interior 0 
01B2: give_actor 133@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 133@ armed_weapon_to 31 
0568: set_actor 133@ targetable 1 
060B: set_actor 133@ decision_maker_to 34@ 
09B5: unknown_actor 133@ flag 0 
154@ = Object.Create(#PARA_PACK, 1598.448, -782.9297, 349.0)
070A: AS_actor 133@ attach_to_object 154@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
Actor.SetImmunities(133@, 1, 0, 0, 0, 0)
141@ = 3000 
137@ = 0 
134@ = Actor.Create(Mission1, #TRIADA, 1599.034, -786.9792, 349.0)
Actor.Angle(134@) = 347.0
0860: link_actor 134@ to_interior 0 
01B2: give_actor 134@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 134@ armed_weapon_to 31 
0568: set_actor 134@ targetable 1 
060B: set_actor 134@ decision_maker_to 34@ 
09B5: unknown_actor 134@ flag 0 
155@ = Object.Create(#PARA_PACK, 1599.034, -786.9792, 349.0)
070A: AS_actor 134@ attach_to_object 155@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
Actor.SetImmunities(134@, 1, 0, 0, 0, 0)
142@ = 5000 
138@ = 0 
if 
  49@ == 0 
else_jump @MANSIO1_2700 
jump @MANSIO1_5657 

:MANSIO1_2700
49@ = 0 
Camera.SetAtPos(1597.615, -784.5765, 350.0)
Camera.SetPosition(1598.951, -785.327, 350.1654, 0.0, 0.0, 0.0)
Camera.PointAt(1598.351, -784.5302, 350.089, 2)
32@ = 0 

:MANSIO1_2782
if 
  500 > 32@ 
else_jump @MANSIO1_2812 
wait 0 
jump @MANSIO1_2782 

:MANSIO1_2812
099C: jiggle_camera type 1 timelimit 50000.0 intensity 3.0 
0470: 109@ = actor $PLAYER_ACTOR current_weapon 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 1)
else_jump @MANSIO1_2905 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
110@ = 1 
Model.Load(#BRASSKNUCKLE)

:MANSIO1_2871
if 
   not Model.Available(#BRASSKNUCKLE)
else_jump @MANSIO1_2898 
wait 0 
jump @MANSIO1_2871 

:MANSIO1_2898
jump @MANSIO1_2912 

:MANSIO1_2905
110@ = 0 

:MANSIO1_2912
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
fade 1 500 

:MANSIO1_2926
if 
fading 
else_jump @MANSIO1_2950 
wait 0 
jump @MANSIO1_2926 

:MANSIO1_2950
0707: start_scene_skip_to @MANSIO1_4063 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 1500 ms 
05D3: AS_actor -1 goto_point 1598.05 -784.5205 349.0 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 257.9061 
0638: AS_actor -1 stay_put 1 
0729: AS_actor -1 hold_cellphone 1 
0616: define_AS_pack_end 45@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
05AA: 76@s = 'MKND02A'  // ~z~Hallo.
04AF: 55@ = 27009 // @ = any 
008B: 65@ = $PLAYER_ACTOR // (int) 
05AA: 78@s = 'MKND02B'  // ~z~Hey, wie geht's, Carl?
04AF: 56@ = 27010 // @ = any 
66@ = -1 
05AA: 80@s = 'MKND02C'  // ~z~Hi, Kendl. Was luft?
04AF: 57@ = 27011 // @ = any 
008B: 67@ = $PLAYER_ACTOR // (int) 
05AA: 82@s = 'MKND02D'  // ~z~Nichts. Ich wollte dir nur viel Glck wnschen.
04AF: 58@ = 27012 // @ = any 
68@ = -1 
05AA: 84@s = 'MKND02E'  // ~z~Wir fahren noch an der Werkstatt in San Francisco vorbei.
04AF: 59@ = 27013 // @ = any 
69@ = -1 
05AA: 86@s = 'MKND02F'  // ~z~Sehen dort mal nach dem Rechten, bevor wir zu euch nach Los Angeles kommen.
04AF: 60@ = 27014 // @ = any 
70@ = -1 
05AA: 88@s = 'MKND02G'  // ~z~Okay, cool. Pass auf dich auf.
04AF: 61@ = 27015 // @ = any 
008B: 71@ = $PLAYER_ACTOR // (int) 
05AA: 90@s = 'MKND02H'  // ~z~Mir passiert schon nichts, ich hab ja Cesar und Madd Dogg.
04AF: 62@ = 27016 // @ = any 
72@ = -1 
05AA: 92@s = 'MKND02J'  // ~z~Aber pass du auf dich auf.
04AF: 63@ = 27017 // @ = any 
73@ = -1 
05AA: 94@s = 'MKND02K'  // ~z~Mach ich. Wir sehen uns in Los Angeles!
04AF: 64@ = 27018 // @ = any 
008B: 74@ = $PLAYER_ACTOR // (int) 
75@ = 0 

:MANSIO1_3332
if 
  46@ == 0 
else_jump @MANSIO1_3369 
wait 0 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 46@ // similar to 062E 
jump @MANSIO1_3332 

:MANSIO1_3369
04AE: $1276 = 20804 // $ = any 
05A9: s$1281 = 'MOBRING'  // ~z~(Telefon klingelt)
create_thread @A_ALAP 0 99 

:MANSIO1_3403
if 
   not $1285($1288,2i) == -3 
else_jump @MANSIO1_3436 
wait 0 
jump @MANSIO1_3403 

:MANSIO1_3436
$1285($1288,2i) = -4 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 46@ // similar to 062E 

:MANSIO1_3455
if 
   not 46@ == 4 
else_jump @MANSIO1_3492 
wait 0 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 46@ // similar to 062E 
jump @MANSIO1_3455 

:MANSIO1_3492
wait 2250 

:MANSIO1_3497
if 
  10 > 75@ 
else_jump @MANSIO1_3657 
008A: $1276 = 55@(75@,10i) // (int) 
05A9: s$1281 = 76@(75@,10s) 
if 
   not 65@(75@,10i) == -1 
else_jump @MANSIO1_3587 
create_thread @A_ALAP 2 100 65@(75@,10i) 
jump @MANSIO1_3599 

:MANSIO1_3587
create_thread @A_ALAP 0 100 

:MANSIO1_3599
if 
   not $1285($1288,2i) == -3 
else_jump @MANSIO1_3632 
wait 0 
jump @MANSIO1_3599 

:MANSIO1_3632
$1285($1288,2i) = -4 
75@ += 1 
jump @MANSIO1_3497 

:MANSIO1_3657
if or
   not $1285($1287,2i) == -4 
   not $1285($1288,2i) == -4 
else_jump @MANSIO1_3701 
wait 0 
jump @MANSIO1_3657 

:MANSIO1_3701
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
wait 2000 
if 
   not Actor.Dead(133@)
else_jump @MANSIO1_3745 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 133@ 
0639: AS_actor 133@ rotate_to_actor $PLAYER_ACTOR 

:MANSIO1_3745
04AE: $1276 = 23808 // $ = any 
05A9: s$1281 = 'MAN1_CA'  // ~z~Du und ich, wir gehen rein und subern die Bude.
create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:MANSIO1_3782
if 
   not $1285($1288,2i) == -3 
else_jump @MANSIO1_3815 
wait 0 
jump @MANSIO1_3782 

:MANSIO1_3815
$1285($1288,2i) = -4 
04AE: $1276 = 23809 // $ = any 
05A9: s$1281 = 'MAN1_CB'  // ~z~Gute Idee. Das berraschungsmoment.
create_thread @A_ALAP 2 100 133@ 

:MANSIO1_3863
if 
   not $1285($1288,2i) == -3 
else_jump @MANSIO1_3896 
wait 0 
jump @MANSIO1_3863 

:MANSIO1_3896
$1285($1288,2i) = -4 
04AE: $1276 = 23810 // $ = any 
05A9: s$1281 = 'MAN1_CC'  // ~z~Dann knnen die anderen in Ruhe vorgehen!
create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:MANSIO1_3944
if or
   not $1285($1287,2i) == -4 
   not $1285($1288,2i) == -4 
else_jump @MANSIO1_3988 
wait 0 
jump @MANSIO1_3944 

:MANSIO1_3988
32@ = 0 

:MANSIO1_3995
if 
  1000 > 32@ 
else_jump @MANSIO1_4025 
wait 0 
jump @MANSIO1_3995 

:MANSIO1_4025
fade 0 500 

:MANSIO1_4032
if 
fading 
else_jump @MANSIO1_4056 
wait 0 
jump @MANSIO1_4032 

:MANSIO1_4056
49@ = 1 

:MANSIO1_4063
0701: end_scene_skip 
00BE: text_clear_all 
fade 0 0 

:MANSIO1_4073
if 
fading 
else_jump @MANSIO1_4097 
wait 0 
jump @MANSIO1_4073 

:MANSIO1_4097
if 
  110@ == 1 
else_jump @MANSIO1_4129 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
Model.Destroy(#BRASSKNUCKLE)

:MANSIO1_4129
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 109@ 
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Model.Destroy(#CELLPHONE)
if 
  $1285[0] >= 0 
else_jump @MANSIO1_4174 
$1285[0] = -2 

:MANSIO1_4174
if 
  $1285[0] >= 0 
else_jump @MANSIO1_4199 
$1285[1] = -2 

:MANSIO1_4199
Actor.PutAt($PLAYER_ACTOR, 1096.562, -825.7372, 85.9453)
if 
  49@ == 0 
else_jump @MANSIO1_4244 
jump @MANSIO1_5657 

:MANSIO1_4244
49@ = 0 
$8271 = 1347.407 
$8272 = -811.7421 
$8273 = 96.9707 
Camera.SetPosition(1385.568, -810.5753, 78.1164, 0.0, 0.0, 0.0)
Camera.PointAt(1385.498, -809.579, 78.0669, 2)
103@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
Camera.SetAtPos(1385.568, -810.5753, 78.1164)
32@ = 0 

:MANSIO1_4398
if 
  800 > 32@ 
else_jump @MANSIO1_4428 
wait 0 
jump @MANSIO1_4398 

:MANSIO1_4428
fade 1 500 
99@ = Actor.Create(Mission1, #TRIADA, 1485.536, -818.0389, 130.0)
Actor.Angle(99@) = 90.0
0860: link_actor 99@ to_interior 0 
0913: run_external_script 1 (PARACHUTE) -1 -25.0 10.0 -3.0 -1.0 5.0 6.5 1 99@  
08A9: load_external_script 1 (PARACHUTE) 
0707: start_scene_skip_to @MANSIO1_4864 
32@ = 0 

:MANSIO1_4536
if 
  1000 > 32@ 
else_jump @MANSIO1_4572 
wait 0 
00C0: set_current_time_hours_to 3 minutes_to 0 
jump @MANSIO1_4536 

:MANSIO1_4572
32@ = 0 
111@ = 0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1385.568 -810.5753 78.1164 position_to 1368.495 -855.6013 75.1238 time 12000 drop_mode 1 
0920: point_camera 1385.498 -809.579 78.0669 transverse_to 1369.012 -854.7825 75.3725 time 12000 mode 1 

:MANSIO1_4670
if 
  14000 > 32@ 
else_jump @MANSIO1_4826 
wait 0 
if and
  111@ == 0 
  32@ > 3000 
else_jump @MANSIO1_4813 
100@ = Actor.Create(Mission1, #TRIADB, 1485.536, -818.0389, 130.0)
Actor.Angle(100@) = 90.0
0860: link_actor 100@ to_interior 0 
0913: run_external_script 1 (PARACHUTE) -1 -25.0 10.0 -3.0 -1.0 5.0 6.5 1 100@  
08A9: load_external_script 1 (PARACHUTE) 
111@ = 1 

:MANSIO1_4813
00C0: set_current_time_hours_to 3 minutes_to 0 
jump @MANSIO1_4670 

:MANSIO1_4826
fade 0 1000 

:MANSIO1_4833
if 
fading 
else_jump @MANSIO1_4857 
wait 0 
jump @MANSIO1_4833 

:MANSIO1_4857
49@ = 1 

:MANSIO1_4864
0701: end_scene_skip 
fade 0 0 

:MANSIO1_4872
if 
fading 
else_jump @MANSIO1_4896 
wait 0 
jump @MANSIO1_4872 

:MANSIO1_4896
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
if 
  49@ == 0 
else_jump @MANSIO1_4925 
jump @MANSIO1_5657 

:MANSIO1_4925
49@ = 0 
115@ = 35.0 
116@ = 20.0 
114@ = 100.2 
$8271 = 1291.266 
$8272 = -788.1172 
$8273 = 96.7736 
117@ = 1291.153 
118@ = -788.1339 
119@ = 95.0 
0A0B: set_rendering_origin_at_3D_coord 1291.266 -788.1172 96.7736 angle 122.0 
Model.Load(#OPMANS01_CUNTE)
Model.Load(#CEHOLLYHIL06)
Model.Load(#SUNSET22_LAWN)

:MANSIO1_5059
if or
   not Model.Available(#OPMANS01_CUNTE)
   not Model.Available(#CEHOLLYHIL06)
   not Model.Available(#SUNSET22_LAWN)
else_jump @MANSIO1_5096 
wait 0 
jump @MANSIO1_5059 

:MANSIO1_5096
167@ = 2 
32@ = 0 

:MANSIO1_5110
if 
  500 > 32@ 
else_jump @MANSIO1_5147 
wait 0 
gosub @MANSIO1_10537 
jump @MANSIO1_5110 

:MANSIO1_5147
064B: 124@ = create_particle "SMOKE_FLARE" at 1291.454 -775.3071 95.5 type 1 
064B: 125@ = create_particle "SMOKE_FLARE" at 1303.211 -788.2426 95.5 type 1 
064B: 126@ = create_particle "SMOKE_FLARE" at 1291.159 -800.4006 95.5 type 1 
101@ = Actor.Create(Mission1, #TRIADB, 1323.17, -783.7548, 117.0)
Actor.Angle(101@) = 90.0
0860: link_actor 101@ to_interior 0 
01B2: give_actor 101@ weapon 31 ammo 30000 // Load the weapon model before using this 
0913: run_external_script 1 (PARACHUTE) -1 -2.0 1.0 -3.0 -1.0 1.5 3.2 1 101@  
08A9: load_external_script 1 (PARACHUTE) 
083C: set_actor 101@ velocity_in_direction_XYZ 0.0 0.0 2.0 
060B: set_actor 101@ decision_maker_to 34@ 
102@ = Actor.Create(Mission1, #TRIADA, 1323.442, -798.6427, 120.0)
Actor.Angle(102@) = 90.0
0860: link_actor 102@ to_interior 0 
01B2: give_actor 102@ weapon 31 ammo 30000 // Load the weapon model before using this 
0913: run_external_script 1 (PARACHUTE) -1 -2.0 1.0 -3.0 -1.0 1.0 2.5 1 102@  
08A9: load_external_script 1 (PARACHUTE) 
083C: set_actor 102@ velocity_in_direction_XYZ 0.0 0.0 2.0 
060B: set_actor 102@ decision_maker_to 34@ 
fade 1 1000 

:MANSIO1_5509
if 
fading 
else_jump @MANSIO1_5547 
wait 0 
gosub @MANSIO1_10537 
gosub @MANSIO1_18623 
jump @MANSIO1_5509 

:MANSIO1_5547
0707: start_scene_skip_to @MANSIO1_5655 
32@ = 0 

:MANSIO1_5561
if 
  8 > 107@ 
else_jump @MANSIO1_5624 
wait 0 
gosub @MANSIO1_9333 
gosub @MANSIO1_10132 
00C0: set_current_time_hours_to 3 minutes_to 0 
gosub @MANSIO1_10537 
gosub @MANSIO1_18623 
jump @MANSIO1_5561 

:MANSIO1_5624
fade 0 500 

:MANSIO1_5631
if 
fading 
else_jump @MANSIO1_5655 
wait 0 
jump @MANSIO1_5631 

:MANSIO1_5655
0701: end_scene_skip 

:MANSIO1_5657
fade 0 0 

:MANSIO1_5663
if 
fading 
else_jump @MANSIO1_5687 
wait 0 
jump @MANSIO1_5663 

:MANSIO1_5687
Model.Destroy(#OPMANS01_CUNTE)
Model.Destroy(#CEHOLLYHIL06)
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
064C: make_particle 124@ visible 
064C: make_particle 125@ visible 
064C: make_particle 126@ visible 
$8271 = 1291.266 
$8272 = -788.1172 
$8273 = 96.7736 
Model.Load(#GUN_PARA)
Model.Load(#CARDBOARDBOX2)
03CF: load_wav 1818 as 3 

:MANSIO1_5763
if or
   not Model.Available(#GUN_PARA)
   not Model.Available(#CARDBOARDBOX2)
83D0:   not wav 3 loaded 
else_jump @MANSIO1_5813 
wait 0 
167@ = 4 
gosub @MANSIO1_10537 
jump @MANSIO1_5763 

:MANSIO1_5813
05AA: 76@s = 'MAN1_DA'  // ~z~Bist du schon mal gesprungen?
04AF: 55@ = 23811 // @ = any 
0085: 65@ = 131@ // (int) 
05AA: 78@s = 'MAN1_DB'  // ~z~Ne. Du?
04AF: 56@ = 23812 // @ = any 
0085: 66@ = 132@ // (int) 
05AA: 80@s = 'MAN1_DC'  // ~z~Ne.
04AF: 57@ = 23813 // @ = any 
0085: 67@ = 131@ // (int) 
05AA: 82@s = 'MAN1_DD'  // ~z~Wenn wir landen, werden wir uns unbesiegbar fhlen!
04AF: 58@ = 23814 // @ = any 
0085: 68@ = 132@ // (int) 
05AA: 84@s = 'MAN1_DE'  // ~z~ICH BIN UNBESIEGBAR!
04AF: 59@ = 23815 // @ = any 
0085: 69@ = 131@ // (int) 
05AA: 86@s = 'MAN1_DF'  // ~z~Hey, warte!
04AF: 60@ = 23816 // @ = any 
0085: 70@ = 132@ // (int) 
05AA: 88@s = 'MAN1_DG'  // ~z~WaaaHUUUUUUUU!
04AF: 61@ = 23817 // @ = any 
0085: 71@ = 132@ // (int) 
05AA: 90@s = 'MAN1_DH'  // ~z~WaHIIIIIIIIII!
04AF: 62@ = 23818 // @ = any 
0085: 72@ = 133@ // (int) 
05AA: 92@s = 'MAN1_DJ'  // ~z~WaaaHUUUUUUUU!
04AF: 63@ = 23819 // @ = any 
0085: 73@ = 134@ // (int) 
129@ = Object.Init(#CARDBOARDBOX2, 1601.759, -785.1198, 349.95)
Object.Angle(129@) = 90.0
Object.KeepInMemory(129@) = True
0750: set_object 129@ visibility 0 
Object.CollisionDetection(129@) = False
Camera.Restore_WithJumpCut
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 129@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 40.0 lock_weapon 0 
157@ = 0 
Camera.SetAtPos(1601.759, -785.1198, 351.0)
Actor.RemoveReferences(159@)
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
0901: enable_player $PLAYER_CHAR jump_key 0 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
02A3: enable_widescreen 0 
0581: enable_radar 0 
0826: enable_hud 0 
222@ = 2000 
221@ = 0 
220@ = 0.0 
32@ = 0 

:MANSIO1_6265
if 
  500 > 32@ 
else_jump @MANSIO1_6302 
wait 0 
gosub @MANSIO1_10537 
jump @MANSIO1_6265 

:MANSIO1_6302
set_weather 0 
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 

:MANSIO1_6320
if 
fading 
else_jump @MANSIO1_6351 
wait 0 
gosub @MANSIO1_10537 
jump @MANSIO1_6320 

:MANSIO1_6351
32@ = 0 
156@ = 0 
75@ = 0 

:MANSIO1_6372
if 
  5 > 75@ 
else_jump @MANSIO1_6627 
wait 0 
gosub @MANSIO1_10537 
if 
  32@ > 1000 
else_jump @MANSIO1_6427 
gosub @MANSIO1_18875 

:MANSIO1_6427
0871: init_jump_table 156@ total_jumps 3 default_jump 0 @MANSIO1_6620 jumps 0 @MANSIO1_6490 1 @MANSIO1_6516 2 @MANSIO1_6566 -1 @MANSIO1_6620 -1 @MANSIO1_6620 -1 @MANSIO1_6620 -1 @MANSIO1_6620 

:MANSIO1_6490
if 
   not 32@ > 800 
else_jump @MANSIO1_6516 
jump @MANSIO1_6620 

:MANSIO1_6516
008A: $1276 = 55@(75@,10i) // (int) 
05A9: s$1281 = 76@(75@,10s) 
create_thread @A_ALAP 2 100 65@(75@,10i) 
156@ = 2 

:MANSIO1_6566
if 
   not $1285($1288,2i) == -3 
else_jump @MANSIO1_6595 
jump @MANSIO1_6620 

:MANSIO1_6595
$1285($1288,2i) = -4 
75@ += 1 
156@ = 1 

:MANSIO1_6620
jump @MANSIO1_6372 

:MANSIO1_6627
32@ = 0 
01BD: 41@ = current_time_in_ms 

:MANSIO1_6639
wait 0 
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 158@ += 42@ // (int) 
43@ = 0 

:MANSIO1_6687
if 
  4 > 43@ 
else_jump @MANSIO1_6731 
005A: 160@(43@,4i) += 42@ // (int) 
43@ += 1 
jump @MANSIO1_6687 

:MANSIO1_6731
gosub @MANSIO1_7365 
gosub @MANSIO1_10822 
gosub @MANSIO1_10537 
if 
  4 > 157@ 
else_jump @MANSIO1_6783 
00C0: set_current_time_hours_to 3 minutes_to 0 
jump @MANSIO1_6847 

:MANSIO1_6783
157@ = 0 
07FB: set_interior 'MADDOGS' access 0  // Madd Doggs Bude
07FB: set_interior 'MDDOGS' access 0  // Madd Doggs Bude
51@ = Pickup.Create(#BODYARMOUR, 3, 1292.7, -769.0, 95.8)
jump @MANSIO1_6854 

:MANSIO1_6847
jump @MANSIO1_6639 

:MANSIO1_6854
168@ = 4 
04AF: 182@ = 108 // @ = any 
04AF: 183@ = 109 // @ = any 
04AF: 184@ = 108 // @ = any 
04AF: 185@ = 109 // @ = any 

:MANSIO1_6889
wait 0 
if 
0735:   NOP_false 83 
else_jump @MANSIO1_6915 
jump @MANSIO1_38560 

:MANSIO1_6915
if 
  52@ == 1 
else_jump @MANSIO1_6940 
jump @MANSIO1_38488 

:MANSIO1_6940
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 158@ += 42@ // (int) 
43@ = 0 

:MANSIO1_6984
if 
  3 > 43@ 
else_jump @MANSIO1_7040 
005A: 160@(43@,4i) += 42@ // (int) 
005A: 164@(43@,3i) += 42@ // (int) 
43@ += 1 
jump @MANSIO1_6984 

:MANSIO1_7040
005A: 163@ += 42@ // (int) 
43@ = 0 

:MANSIO1_7055
if 
  6 > 43@ 
else_jump @MANSIO1_7099 
005A: 188@(43@,6i) += 42@ // (int) 
43@ += 1 
jump @MANSIO1_7055 

:MANSIO1_7099
gosub @MANSIO1_7776 
gosub @MANSIO1_10822 
if 
  157@ > 5 
else_jump @MANSIO1_7138 
gosub @MANSIO1_12648 

:MANSIO1_7138
if 
  2 > 206@ 
else_jump @MANSIO1_7170 
gosub @MANSIO1_16769 
jump @MANSIO1_7177 

:MANSIO1_7170
gosub @MANSIO1_14197 

:MANSIO1_7177
211@ = 0 
077E: get_active_interior_to 48@ 
if 
   not 48@ == 0 
else_jump @MANSIO1_7358 
if 
00ED:   actor $PLAYER_ACTOR 0 near_point 1257.995 -785.4104 radius 5.0 5.0 on_foot 
else_jump @MANSIO1_7358 
48@ = 0 

:MANSIO1_7252
if 
  48@ == 0 
else_jump @MANSIO1_7289 
09E8: 48@ = actor $PLAYER_ACTOR active_interior 
wait 0 
jump @MANSIO1_7252 

:MANSIO1_7289
fade 0 0 

:MANSIO1_7295
if 
fading 
else_jump @MANSIO1_7319 
wait 0 
jump @MANSIO1_7295 

:MANSIO1_7319
042B: clear_peds_from_cube_cornerA 1288.0 -772.0 1080.0 cornerB 1260.5 -787.5 1100.0 
jump @MANSIO1_19435 

:MANSIO1_7358
jump @MANSIO1_6889 

:MANSIO1_7365
0871: init_jump_table 157@ total_jumps 4 default_jump 0 @MANSIO1_7774 jumps 0 @MANSIO1_7428 1 @MANSIO1_7538 2 @MANSIO1_7556 3 @MANSIO1_7633 -1 @MANSIO1_7774 -1 @MANSIO1_7774 -1 @MANSIO1_7774 

:MANSIO1_7428
if 
  32@ > 8300 
else_jump @MANSIO1_7531 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Player.CanMove($PLAYER_CHAR) = False
0603: AS_actor $PLAYER_ACTOR goto 1584.292 -784.9141 347.0 mode 7 timelimit -1 // versionC 
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 46)
else_jump @MANSIO1_7510 
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 

:MANSIO1_7510
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
221@ = 2 
157@ += 1 

:MANSIO1_7531
jump @MANSIO1_7774 

:MANSIO1_7538
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
157@ += 1 
jump @MANSIO1_7774 

:MANSIO1_7556
if 
00ED:   actor $PLAYER_ACTOR 0 near_point 1584.292 -784.9141 radius 2.75 2.75 on_foot 
else_jump @MANSIO1_7626 
05BC: AS_actor $PLAYER_ACTOR jump 1 
158@ = 0 
221@ = 3 
Camera.Shake(0)
157@ += 1 

:MANSIO1_7626
jump @MANSIO1_7774 

:MANSIO1_7633
if 
  158@ > 700 
else_jump @MANSIO1_7767 
158@ = 0 
09BA: show_entered_zone_name 1 
Object.Destroy(127@)
Object.Destroy(128@)
Object.Destroy(129@)
Model.Destroy(#CARGO_REAR)
Model.Destroy(#D9_RAMP)
Player.CanMove($PLAYER_CHAR) = True
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
0901: enable_player $PLAYER_CHAR jump_key 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
0581: enable_radar 1 
0826: enable_hud 1 
00BC: show_text_highpriority GXT 'MAN1_03' time 8000 flag 1  // ~s~Versuche auf dem ~y~Dach der Villa~s~ mit den Triaden zu landen.
018A: 47@ = create_checkpoint_at 1290.491 -788.3314 95.4531 
157@ += 1 

:MANSIO1_7767
jump @MANSIO1_7774 

:MANSIO1_7774
return 

:MANSIO1_7776
0871: init_jump_table 157@ total_jumps 11 default_jump 0 @MANSIO1_9331 jumps 0 @MANSIO1_7904 1 @MANSIO1_7968 2 @MANSIO1_7998 3 @MANSIO1_8216 4 @MANSIO1_8262 5 @MANSIO1_8315 6 @MANSIO1_8964 
0872: jump_table_jumps 7 @MANSIO1_9081 8 @MANSIO1_9150 9 @MANSIO1_9211 10 @MANSIO1_9271 -1 @MANSIO1_9331 -1 @MANSIO1_9331 -1 @MANSIO1_9331 -1 @MANSIO1_9331 -1 @MANSIO1_9331 

:MANSIO1_7904
if 
  $1498 == 2 
else_jump @MANSIO1_7936 
157@ = 2 
jump @MANSIO1_7961 

:MANSIO1_7936
if 
  $1498 == 3 
else_jump @MANSIO1_7961 
157@ += 1 

:MANSIO1_7961
jump @MANSIO1_9331 

:MANSIO1_7968
if 
8818:   not actor $PLAYER_ACTOR in_air 
else_jump @MANSIO1_7991 
157@ += 1 

:MANSIO1_7991
jump @MANSIO1_9331 

:MANSIO1_7998
208@ = 0 
gosub @MANSIO1_17063 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO1_8131 
if 
   not 210@ == -1 
else_jump @MANSIO1_8108 
if 
  6 > 210@ 
else_jump @MANSIO1_8078 
157@ = 5 
jump @MANSIO1_8101 

:MANSIO1_8078
00BC: show_text_highpriority GXT 'MAN1_04' time 8000 flag 1  // ~s~Begib dich auf das ~y~Dach der Villa~s~ und hilf den Triaden.
157@ = 4 

:MANSIO1_8101
jump @MANSIO1_8131 

:MANSIO1_8108
00BC: show_text_highpriority GXT 'MAN1_04' time 8000 flag 1  // ~s~Begib dich auf das ~y~Dach der Villa~s~ und hilf den Triaden.
157@ = 3 

:MANSIO1_8131
43@ = 0 

:MANSIO1_8138
if 
  4 > 43@ 
else_jump @MANSIO1_8209 
if 
   not Actor.Dead(170@(43@,6i))
else_jump @MANSIO1_8195 
Actor.SetImmunities(170@(43@,6i), 0, 0, 0, 0, 0)

:MANSIO1_8195
43@ += 1 
jump @MANSIO1_8138 

:MANSIO1_8209
jump @MANSIO1_9331 

:MANSIO1_8216
208@ = 0 
gosub @MANSIO1_17063 
if 
   not 210@ == -1 
else_jump @MANSIO1_8255 
157@ += 1 

:MANSIO1_8255
jump @MANSIO1_9331 

:MANSIO1_8262
208@ = 0 
gosub @MANSIO1_17063 
if and
   not 210@ == -1 
  6 > 210@ 
else_jump @MANSIO1_8308 
157@ += 1 

:MANSIO1_8308
jump @MANSIO1_9331 

:MANSIO1_8315
Marker.Disable(47@)
if 
  168@ == 0 
else_jump @MANSIO1_8361 
00BC: show_text_highpriority GXT 'MAN1_06' time 8000 flag 1  // ~s~Du musst das Dach sichern, bis die ~b~Triaden~s~ eintreffen.
jump @MANSIO1_8377 

:MANSIO1_8361
00BC: show_text_highpriority GXT 'MAN1_05' time 8000 flag 1  // ~s~Hilf mit, das Dach zu sichern, bis die ~b~Triaden~s~ eintreffen.

:MANSIO1_8377
Player.ClearWantedLevel($PLAYER_CHAR)
01F0: set_max_wanted_level_to 0 
143@ = Actor.Create(Mission1, #TRIADA, 1000.0, -785.0, 200.0)
Actor.Angle(143@) = 270.0
0860: link_actor 143@ to_interior 0 
146@ = Marker.CreateAboveActor(143@)
018B: set_marker 146@ radar_mode 2 
07E0: set_marker 146@ type_to 1 
01B2: give_actor 143@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 143@ armed_weapon_to 31 
0568: set_actor 143@ targetable 1 
060B: set_actor 143@ decision_maker_to 34@ 
149@ = 0 
164@ = 0 
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 143@  
08A9: load_external_script 1 (PARACHUTE) 
144@ = Actor.Create(Mission1, #TRIADB, 1000.0, -770.0, 200.0)
Actor.Angle(144@) = 270.0
0860: link_actor 144@ to_interior 0 
147@ = Marker.CreateAboveActor(144@)
018B: set_marker 147@ radar_mode 2 
07E0: set_marker 147@ type_to 1 
01B2: give_actor 144@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 144@ armed_weapon_to 31 
0568: set_actor 144@ targetable 1 
060B: set_actor 144@ decision_maker_to 34@ 
150@ = 0 
165@ = 0 
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 144@  
08A9: load_external_script 1 (PARACHUTE) 
145@ = Actor.Create(Mission1, #TRIADA, 1000.0, -800.0, 200.0)
Actor.Angle(145@) = 270.0
0860: link_actor 145@ to_interior 0 
148@ = Marker.CreateAboveActor(145@)
018B: set_marker 148@ radar_mode 2 
07E0: set_marker 148@ type_to 1 
01B2: give_actor 145@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 145@ armed_weapon_to 31 
0568: set_actor 145@ targetable 1 
060B: set_actor 145@ decision_maker_to 34@ 
151@ = 0 
166@ = 0 
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 145@  
08A9: load_external_script 1 (PARACHUTE) 
169@ = 0 
if 
   not Actor.Dead(131@)
else_jump @MANSIO1_8881 
Actor.Health(131@) = 20

:MANSIO1_8881
if 
   not Actor.Dead(132@)
else_jump @MANSIO1_8904 
Actor.Health(132@) = 40

:MANSIO1_8904
if 
   not Actor.Dead(133@)
else_jump @MANSIO1_8927 
Actor.Health(133@) = 30

:MANSIO1_8927
if 
   not Actor.Dead(134@)
else_jump @MANSIO1_8950 
Actor.Health(134@) = 25

:MANSIO1_8950
157@ += 1 
jump @MANSIO1_9331 

:MANSIO1_8964
if 
  169@ == 3 
else_jump @MANSIO1_9074 
208@ = 0 
gosub @MANSIO1_17063 
if and
  6 > 210@ 
   not 210@ == -1 
else_jump @MANSIO1_9051 
00BC: show_text_highpriority GXT 'MAN1_09' time 8000 flag 1  // ~s~Bring die ~b~Triaden~s~ in die ~y~Villa~s~.
157@ = 8 
jump @MANSIO1_9074 

:MANSIO1_9051
00BC: show_text_highpriority GXT 'MAN1_10' time 8000 flag 1  // ~s~Die ~b~Triaden~s~ sind angekommen. Begib dich aufs Dach und sammle sie.
157@ = 7 

:MANSIO1_9074
jump @MANSIO1_9331 

:MANSIO1_9081
208@ = 0 
gosub @MANSIO1_17063 
if and
  6 > 210@ 
   not 210@ == -1 
else_jump @MANSIO1_9143 
00BC: show_text_highpriority GXT 'MAN1_09' time 8000 flag 1  // ~s~Bring die ~b~Triaden~s~ in die ~y~Villa~s~.
157@ = 8 

:MANSIO1_9143
jump @MANSIO1_9331 

:MANSIO1_9150
gosub @MANSIO1_13336 
206@ = 3 
018A: 47@ = create_checkpoint_at 1257.995 -785.4104 91.0302 
07FB: set_interior 'MADDOGS' access 1  // Madd Doggs Bude
157@ += 1 
jump @MANSIO1_9331 

:MANSIO1_9211
208@ = 0 
gosub @MANSIO1_17063 
if or
  210@ == -1 
  210@ > 10 
else_jump @MANSIO1_9264 
gosub @MANSIO1_13440 
157@ += 1 

:MANSIO1_9264
jump @MANSIO1_9331 

:MANSIO1_9271
208@ = 0 
gosub @MANSIO1_17063 
if and
   not 210@ == -1 
  10 >= 210@ 
else_jump @MANSIO1_9324 
gosub @MANSIO1_13336 
157@ -= 1 

:MANSIO1_9324
jump @MANSIO1_9331 

:MANSIO1_9331
return 

:MANSIO1_9333
if 
   not Actor.Dead(101@)
else_jump @MANSIO1_10118 
0871: init_jump_table 107@ total_jumps 8 default_jump 0 @MANSIO1_10111 jumps 0 @MANSIO1_9477 1 @MANSIO1_9574 2 @MANSIO1_9713 3 @MANSIO1_9765 4 @MANSIO1_9887 5 @MANSIO1_9929 6 @MANSIO1_10025 
0872: jump_table_jumps 7 @MANSIO1_10078 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 

:MANSIO1_9477
if 
   Actor.Animation(101@) == "PARA_LAND"
else_jump @MANSIO1_9525 
105@ = 1 
107@ += 1 
jump @MANSIO1_9567 

:MANSIO1_9525
Actor.StorePos(101@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  99.0 > $TEMPVAR_FLOAT_3 
else_jump @MANSIO1_9567 
218@ = 1 

:MANSIO1_9567
jump @MANSIO1_10111 

:MANSIO1_9574
if 
   not Actor.Animation(101@) == "PARA_LAND"
else_jump @MANSIO1_9706 
0615: define_AS_pack_begin 45@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1291.519 -776.0716 95.4531 mode 6 -1 ms // versionA 
05BA: AS_actor -1 move_mouth 400 ms 
05BA: AS_actor -1 move_mouth 400 ms 
05D3: AS_actor -1 goto_point 1280.995 -780.3347 95.461 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_AS_pack_end 45@ 
0618: assign_actor 101@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
107@ += 1 

:MANSIO1_9706
jump @MANSIO1_10111 

:MANSIO1_9713
0646: unknown_get_actor 101@ task_1560_status_store_to 46@ // similar to 062E 
if 
  46@ == 4 
else_jump @MANSIO1_9758 
064C: make_particle 124@ visible 
32@ = 0 
107@ += 1 

:MANSIO1_9758
jump @MANSIO1_10111 

:MANSIO1_9765
if 
  32@ > 1500 
else_jump @MANSIO1_9880 
107@ += 1 
159@ = Actor.Create(Mission2, #LSV1, 1281.413, -785.8877, 91.0302)
Actor.Angle(159@) = 90.0
0860: link_actor 159@ to_interior 0 
05D3: AS_actor 159@ goto_point 1268.337 -785.9549 94.9688 mode 4 -1 ms // versionA 
060B: set_actor 159@ decision_maker_to 34@ 
01B2: give_actor 159@ weapon 29 ammo 1 // Load the weapon model before using this 
01B9: set_actor 159@ armed_weapon_to 29 

:MANSIO1_9880
jump @MANSIO1_10111 

:MANSIO1_9887
if 
  190.0 > 115@ 
else_jump @MANSIO1_9915 
jump @MANSIO1_10111 

:MANSIO1_9915
32@ = 0 
107@ += 1 

:MANSIO1_9929
if 
  32@ > 2000 
else_jump @MANSIO1_10018 
if 
   not Actor.Dead(159@)
else_jump @MANSIO1_9978 
Actor.StorePos(159@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:MANSIO1_9978
$TEMPVAR_FLOAT_3 += 1.0 
0668: AS_actor 101@ rotate_and_shoot_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 100 ms 
32@ = 0 
107@ += 1 

:MANSIO1_10018
jump @MANSIO1_10111 

:MANSIO1_10025
if 
  32@ > 50 
else_jump @MANSIO1_10071 
if 
   not Actor.Dead(159@)
else_jump @MANSIO1_10064 
0321: kill_actor 159@ 

:MANSIO1_10064
107@ += 1 

:MANSIO1_10071
jump @MANSIO1_10111 

:MANSIO1_10078
if 
  32@ > 2000 
else_jump @MANSIO1_10104 
107@ += 1 

:MANSIO1_10104
jump @MANSIO1_10111 

:MANSIO1_10111
jump @MANSIO1_10130 

:MANSIO1_10118
Actor.RemoveReferences(101@)
107@ = -1 

:MANSIO1_10130
return 

:MANSIO1_10132
if 
   not Actor.Dead(102@)
else_jump @MANSIO1_10523 
0871: init_jump_table 108@ total_jumps 4 default_jump 0 @MANSIO1_10516 jumps 0 @MANSIO1_10211 1 @MANSIO1_10259 2 @MANSIO1_10426 3 @MANSIO1_10471 -1 @MANSIO1_10516 -1 @MANSIO1_10516 -1 @MANSIO1_10516 

:MANSIO1_10211
if 
   Actor.Animation(102@) == "PARA_LAND"
else_jump @MANSIO1_10252 
106@ = 1 
108@ += 1 

:MANSIO1_10252
jump @MANSIO1_10516 

:MANSIO1_10259
if 
   not Actor.Animation(102@) == "PARA_LAND"
else_jump @MANSIO1_10419 
0615: define_AS_pack_begin 45@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1291.213 -799.4603 95.4531 mode 6 -1 ms // versionA 
05BA: AS_actor -1 move_mouth 400 ms 
05BA: AS_actor -1 move_mouth 400 ms 
05D3: AS_actor -1 goto_point 1302.196 -788.2992 95.4531 mode 6 -1 ms // versionA 
05BA: AS_actor -1 move_mouth 400 ms 
05BA: AS_actor -1 move_mouth 400 ms 
05D3: AS_actor -1 goto_point 1292.383 -787.4926 95.4476 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 102@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
108@ += 1 

:MANSIO1_10419
jump @MANSIO1_10516 

:MANSIO1_10426
0646: unknown_get_actor 102@ task_1560_status_store_to 46@ // similar to 062E 
if 
  46@ == 3 
else_jump @MANSIO1_10464 
064C: make_particle 126@ visible 
108@ += 1 

:MANSIO1_10464
jump @MANSIO1_10516 

:MANSIO1_10471
0646: unknown_get_actor 102@ task_1560_status_store_to 46@ // similar to 062E 
if 
  46@ == 6 
else_jump @MANSIO1_10509 
064C: make_particle 125@ visible 
108@ += 1 

:MANSIO1_10509
jump @MANSIO1_10516 

:MANSIO1_10516
jump @MANSIO1_10535 

:MANSIO1_10523
Actor.RemoveReferences(102@)
108@ = -1 

:MANSIO1_10535
return 

:MANSIO1_10537
43@ = 0 

:MANSIO1_10544
if 
001D:   167@ > 43@ // (int) 
else_jump @MANSIO1_10820 
if 
   not 103@(43@,4i) == -1 
else_jump @MANSIO1_10806 
if 
   not Actor.Dead(99@(43@,4i))
else_jump @MANSIO1_10786 
0871: init_jump_table 103@(43@,4i) total_jumps 2 default_jump 0 @MANSIO1_10779 jumps 0 @MANSIO1_10672 1 @MANSIO1_10721 -1 @MANSIO1_10779 -1 @MANSIO1_10779 -1 @MANSIO1_10779 -1 @MANSIO1_10779 -1 @MANSIO1_10779 

:MANSIO1_10672
if 
   Actor.Animation(99@(43@,4i)) == "PARA_LAND"
else_jump @MANSIO1_10714 
103@(43@,4i) += 1 

:MANSIO1_10714
jump @MANSIO1_10779 

:MANSIO1_10721
if 
   not Actor.Animation(99@(43@,4i)) == "PARA_LAND"
else_jump @MANSIO1_10772 
05BE: AS_kill_actor 99@(43@,4i) 
103@(43@,4i) += 1 

:MANSIO1_10772
jump @MANSIO1_10779 

:MANSIO1_10779
jump @MANSIO1_10806 

:MANSIO1_10786
Actor.RemoveReferences(99@(43@,4i))
103@(43@,4i) = -1 

:MANSIO1_10806
43@ += 1 
jump @MANSIO1_10544 

:MANSIO1_10820
return 

:MANSIO1_10822
43@ = 0 

:MANSIO1_10829
if 
  4 > 43@ 
else_jump @MANSIO1_11979 
if 
   not 135@(43@,4i) == -1 
else_jump @MANSIO1_11965 
if 
   not Actor.Dead(131@(43@,4i))
else_jump @MANSIO1_11938 
0871: init_jump_table 135@(43@,4i) total_jumps 11 default_jump 0 @MANSIO1_11931 jumps 0 @MANSIO1_11021 1 @MANSIO1_11209 2 @MANSIO1_11223 3 @MANSIO1_11293 4 @MANSIO1_11320 5 @MANSIO1_11388 6 @MANSIO1_11437 
0872: jump_table_jumps 7 @MANSIO1_11549 8 @MANSIO1_11648 9 @MANSIO1_11740 10 @MANSIO1_11839 -1 @MANSIO1_11931 -1 @MANSIO1_11931 -1 @MANSIO1_11931 -1 @MANSIO1_11931 -1 @MANSIO1_11931 

:MANSIO1_11021
if 
001D:   32@ > 139@(43@,4i) // (int) 
else_jump @MANSIO1_11202 
if or
  43@ == 0 
  43@ == 2 
else_jump @MANSIO1_11104 
0603: AS_actor 131@(43@,4i) goto 1585.293 -786.5728 347.0 mode 6 timelimit -1 // versionC 
jump @MANSIO1_11191 

:MANSIO1_11104
if 
  43@ == 1 
else_jump @MANSIO1_11163 
04AE: $1276 = 23816 // $ = any 
05A9: s$1281 = 'MAN1_DF'  // ~z~Hey, warte!
create_thread @A_ALAP 2 100 65@(75@,10i) 

:MANSIO1_11163
0603: AS_actor 131@(43@,4i) goto 1585.323 -783.2303 347.0 mode 6 timelimit -1 // versionC 

:MANSIO1_11191
135@(43@,4i) += 1 

:MANSIO1_11202
jump @MANSIO1_11931 

:MANSIO1_11209
gosub @MANSIO1_11981 
jump @MANSIO1_11931 

:MANSIO1_11223
if 
  160@(43@,4i) > 1200 
else_jump @MANSIO1_11286 
070B: set_actor 131@(43@,4i) onbone_attached_object_operation 0 
160@(43@,4i) = 0 
gosub @MANSIO1_12371 
135@(43@,4i) += 1 

:MANSIO1_11286
jump @MANSIO1_11931 

:MANSIO1_11293
Object.Destroy(152@(43@,4i))
135@(43@,4i) += 1 
jump @MANSIO1_11931 

:MANSIO1_11320
if 
  160@(43@,4i) >= 40000 
else_jump @MANSIO1_11381 
if 
  43@ == 0 
else_jump @MANSIO1_11370 
gosub @MANSIO1_13530 

:MANSIO1_11370
135@(43@,4i) += 1 

:MANSIO1_11381
jump @MANSIO1_11931 

:MANSIO1_11388
if 
   Actor.Animation(131@(43@,4i)) == "PARA_LAND"
else_jump @MANSIO1_11430 
135@(43@,4i) += 1 

:MANSIO1_11430
jump @MANSIO1_11931 

:MANSIO1_11437
if 
   not Actor.Animation(131@(43@,4i)) == "PARA_LAND"
else_jump @MANSIO1_11542 
if 
  2 > 206@ 
else_jump @MANSIO1_11500 
206@ = 2 
gosub @MANSIO1_14039 

:MANSIO1_11500
Actor.SetImmunities(131@(43@,4i), 0, 0, 0, 0, 0)
0085: 135@(43@,4i) = 43@ // (int) 
135@(43@,4i) += 7 

:MANSIO1_11542
jump @MANSIO1_11931 

:MANSIO1_11549
0856: unknown_actor 131@ driving_flag 0 
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto 1289.698 -771.6924 94.954 mode 6 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 100.0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 131@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
135@(43@,4i) = 11 
jump @MANSIO1_11931 

:MANSIO1_11648
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto 1285.824 -772.1167 94.953 mode 6 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 115.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 132@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
135@(43@,4i) = 11 
jump @MANSIO1_11931 

:MANSIO1_11740
0856: unknown_actor 133@ driving_flag 0 
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto 1277.87 -789.9062 95.4531 mode 6 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 133@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
135@(43@,4i) = 11 
jump @MANSIO1_11931 

:MANSIO1_11839
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto 1278.609 -783.3164 95.4531 mode 6 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 95.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 134@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
135@(43@,4i) = 11 
jump @MANSIO1_11931 

:MANSIO1_11931
jump @MANSIO1_11965 

:MANSIO1_11938
Actor.RemoveReferences(131@(43@,4i))
168@ -= 1 
135@(43@,4i) = -1 

:MANSIO1_11965
43@ += 1 
jump @MANSIO1_10829 

:MANSIO1_11979
return 

:MANSIO1_11981
0871: init_jump_table 43@ total_jumps 4 default_jump 0 @MANSIO1_12369 jumps 0 @MANSIO1_12044 1 @MANSIO1_12192 2 @MANSIO1_12044 3 @MANSIO1_12192 -1 @MANSIO1_12369 -1 @MANSIO1_12369 -1 @MANSIO1_12369 

:MANSIO1_12044
if 
80ED:   not actor 131@(43@,4i) 0 near_point 1585.293 -786.5728 radius 1.2 1.2 on_foot 
else_jump @MANSIO1_12093 
jump @MANSIO1_12369 

:MANSIO1_12093
if 
  43@ == 2 
else_jump @MANSIO1_12152 
04AE: $1276 = 23818 // $ = any 
05A9: s$1281 = 'MAN1_DH'  // ~z~WaHIIIIIIIIII!
create_thread @A_ALAP 2 100 131@(43@,4i) 

:MANSIO1_12152
05BC: AS_actor 131@(43@,4i) jump 1 
160@(43@,4i) = 0 
135@(43@,4i) += 1 
jump @MANSIO1_12369 

:MANSIO1_12192
if 
80ED:   not actor 131@(43@,4i) 0 near_point 1585.323 -783.2303 radius 1.2 1.2 on_foot 
else_jump @MANSIO1_12241 
jump @MANSIO1_12369 

:MANSIO1_12241
if 
  43@ == 1 
else_jump @MANSIO1_12288 
04AE: $1276 = 23817 // $ = any 
05A9: s$1281 = 'MAN1_DG'  // ~z~WaaaHUUUUUUUU!
jump @MANSIO1_12310 

:MANSIO1_12288
04AE: $1276 = 23819 // $ = any 
05A9: s$1281 = 'MAN1_DJ'  // ~z~WaaaHUUUUUUUU!

:MANSIO1_12310
create_thread @A_ALAP 2 100 131@(43@,4i) 
05BC: AS_actor 131@(43@,4i) jump 1 
160@(43@,4i) = 0 
135@(43@,4i) += 1 
jump @MANSIO1_12369 

:MANSIO1_12369
return 

:MANSIO1_12371
0871: init_jump_table 43@ total_jumps 4 default_jump 0 @MANSIO1_12646 jumps 0 @MANSIO1_12434 1 @MANSIO1_12487 2 @MANSIO1_12540 3 @MANSIO1_12593 -1 @MANSIO1_12646 -1 @MANSIO1_12646 -1 @MANSIO1_12646 

:MANSIO1_12434
0913: run_external_script 1 (PARACHUTE) -1 -29.0 14.0 -3.0 -1.0 5.25 6.75 1 131@  
08A9: load_external_script 1 (PARACHUTE) 
jump @MANSIO1_12646 

:MANSIO1_12487
0913: run_external_script 1 (PARACHUTE) -1 -28.0 14.0 -3.0 -1.0 5.25 6.75 1 132@  
08A9: load_external_script 1 (PARACHUTE) 
jump @MANSIO1_12646 

:MANSIO1_12540
0913: run_external_script 1 (PARACHUTE) -1 -27.0 14.0 -3.0 -1.0 5.25 6.75 1 133@  
08A9: load_external_script 1 (PARACHUTE) 
jump @MANSIO1_12646 

:MANSIO1_12593
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 134@  
08A9: load_external_script 1 (PARACHUTE) 
jump @MANSIO1_12646 

:MANSIO1_12646
return 

:MANSIO1_12648
43@ = 0 

:MANSIO1_12655
if 
  3 > 43@ 
else_jump @MANSIO1_13334 
if 
   not Actor.Dead(143@(43@,3i))
else_jump @MANSIO1_13299 
0871: init_jump_table 149@(43@,3i) total_jumps 6 default_jump 0 @MANSIO1_13292 jumps 0 @MANSIO1_12760 1 @MANSIO1_12899 2 @MANSIO1_12948 3 @MANSIO1_13016 4 @MANSIO1_13108 5 @MANSIO1_13200 -1 @MANSIO1_13292 

:MANSIO1_12760
if 
  164@(43@,3i) >= 35000 
else_jump @MANSIO1_12892 
if 
  43@ == 0 
else_jump @MANSIO1_12881 
208@ = 0 
gosub @MANSIO1_17063 
if and
  6 > 210@ 
   not 210@ == -1 
else_jump @MANSIO1_12865 
00BC: show_text_highpriority GXT 'MAN1_07' time 8000 flag 1  // ~s~Die ~b~Triaden~s~ sind fast da. Sieh zu, dass keiner von ihnen stirbt, sobald sie gelandet sind.
jump @MANSIO1_12881 

:MANSIO1_12865
00BC: show_text_highpriority GXT 'MAN1_08' time 8000 flag 1  // ~s~Begib dich wieder auf das Dach. Die ~b~Triaden~s~ sind fast da. Sieh zu, dass keiner von ihnen stirbt, sobald sie gelandet sind.

:MANSIO1_12881
149@(43@,3i) += 1 

:MANSIO1_12892
jump @MANSIO1_13292 

:MANSIO1_12899
if 
   Actor.Animation(143@(43@,3i)) == "PARA_LAND"
else_jump @MANSIO1_12941 
149@(43@,3i) += 1 

:MANSIO1_12941
jump @MANSIO1_13292 

:MANSIO1_12948
if 
   not Actor.Animation(143@(43@,3i)) == "PARA_LAND"
else_jump @MANSIO1_13009 
169@ += 1 
0085: 149@(43@,3i) = 43@ // (int) 
149@(43@,3i) += 3 

:MANSIO1_13009
jump @MANSIO1_13292 

:MANSIO1_13016
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto 1279.681 -786.5801 95.4531 mode 6 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 86.7391 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 143@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
149@(43@,3i) = 6 
jump @MANSIO1_13292 

:MANSIO1_13108
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto 1289.565 -775.1545 95.4476 mode 6 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 76.697 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 144@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
149@(43@,3i) = 6 
jump @MANSIO1_13292 

:MANSIO1_13200
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto 1281.683 -779.4835 95.4531 mode 6 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 84.4451 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 145@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
149@(43@,3i) = 6 
jump @MANSIO1_13292 

:MANSIO1_13292
jump @MANSIO1_13320 

:MANSIO1_13299
52@ = 1 
05AA: 53@s = 'MAN1_11'  // ~r~Du hast die Triaden nicht beschtzt.

:MANSIO1_13320
43@ += 1 
jump @MANSIO1_12655 

:MANSIO1_13334
return 

:MANSIO1_13336
43@ = 0 

:MANSIO1_13343
if 
  3 > 43@ 
else_jump @MANSIO1_13438 
if 
   not Actor.Dead(143@(43@,3i))
else_jump @MANSIO1_13424 
0792: disembark_instantly_actor 143@(43@,3i) 
0638: AS_actor 143@(43@,3i) stay_put 0 
0631: put_actor 143@(43@,3i) in_group 44@ 
087F: unknown_actor 143@(43@,3i) flag 1 

:MANSIO1_13424
43@ += 1 
jump @MANSIO1_13343 

:MANSIO1_13438
return 

:MANSIO1_13440
43@ = 0 

:MANSIO1_13447
if 
  3 > 43@ 
else_jump @MANSIO1_13528 
if 
   not Actor.Dead(143@(43@,3i))
else_jump @MANSIO1_13514 
0687: clear_actor 143@(43@,3i) task 
0638: AS_actor 143@(43@,3i) stay_put 0 
06C9: remove_actor 143@(43@,3i) from_group 

:MANSIO1_13514
43@ += 1 
jump @MANSIO1_13447 

:MANSIO1_13528
return 

:MANSIO1_13530
170@ = Actor.Create(Mission2, #LSV1, 1268.069, -783.494, 94.961)
Actor.Angle(170@) = 275.8136
Actor.Health(170@) = 200
08AF: set_actor 170@ max_health_to 200 
060B: set_actor 170@ decision_maker_to 34@ 
01B2: give_actor 170@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 170@ armed_weapon_to 29 
Actor.SetImmunities(170@, 1, 0, 0, 0, 0)
0770: unknown_actor 170@ flag 1 
09B5: unknown_actor 170@ flag 0 
176@ = -2 
171@ = Actor.Create(Mission2, #LSV2, 1271.156, -780.8453, 94.9663)
Actor.Angle(171@) = 254.8986
Actor.Health(171@) = 200
08AF: set_actor 171@ max_health_to 200 
060B: set_actor 171@ decision_maker_to 34@ 
01B2: give_actor 171@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 171@ armed_weapon_to 29 
Actor.SetImmunities(171@, 1, 0, 0, 0, 0)
0770: unknown_actor 171@ flag 1 
09B5: unknown_actor 171@ flag 0 
177@ = -2 
172@ = Actor.Create(Mission2, #LSV1, 1267.737, -777.1963, 94.9577)
Actor.Angle(172@) = 302.1641
Actor.Health(172@) = 200
08AF: set_actor 172@ max_health_to 200 
060B: set_actor 172@ decision_maker_to 34@ 
01B2: give_actor 172@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 172@ armed_weapon_to 29 
0770: unknown_actor 172@ flag 1 
09B5: unknown_actor 172@ flag 0 
178@ = -2 
173@ = Actor.Create(Mission2, #LSV2, 1272.534, -774.9141, 94.9466)
Actor.Angle(173@) = 249.014
Actor.Health(173@) = 200
08AF: set_actor 173@ max_health_to 200 
060B: set_actor 173@ decision_maker_to 34@ 
01B2: give_actor 173@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 173@ armed_weapon_to 29 
0770: unknown_actor 173@ flag 1 
09B5: unknown_actor 173@ flag 0 
179@ = -2 
if 
  2 > 157@ 
else_jump @MANSIO1_14022 
Actor.SetImmunities(170@, 1, 0, 0, 0, 0)
Actor.SetImmunities(171@, 1, 0, 0, 0, 0)
Actor.SetImmunities(172@, 1, 0, 0, 0, 0)
Actor.SetImmunities(173@, 1, 0, 0, 0, 0)

:MANSIO1_14022
33@ = 3000 
206@ = 1 
return 

:MANSIO1_14039
if 
   not Actor.Dead(170@)
else_jump @MANSIO1_14078 
060B: set_actor 170@ decision_maker_to 36@ 
Actor.SetImmunities(170@, 0, 0, 0, 0, 0)

:MANSIO1_14078
if 
   not Actor.Dead(171@)
else_jump @MANSIO1_14117 
060B: set_actor 171@ decision_maker_to 36@ 
Actor.SetImmunities(171@, 0, 0, 0, 0, 0)

:MANSIO1_14117
if 
   not Actor.Dead(172@)
else_jump @MANSIO1_14156 
060B: set_actor 172@ decision_maker_to 36@ 
Actor.SetImmunities(172@, 0, 0, 0, 0, 0)

:MANSIO1_14156
if 
   not Actor.Dead(173@)
else_jump @MANSIO1_14195 
060B: set_actor 173@ decision_maker_to 36@ 
Actor.SetImmunities(173@, 0, 0, 0, 0, 0)

:MANSIO1_14195
return 

:MANSIO1_14197
43@ = 0 

:MANSIO1_14204
if 
  4 > 43@ 
else_jump @MANSIO1_15096 
if 
   not Actor.Dead(170@(43@,6i))
else_jump @MANSIO1_14449 
0871: init_jump_table 176@(43@,6i) total_jumps 3 default_jump 0 @MANSIO1_14442 jumps 0 @MANSIO1_14309 1 @MANSIO1_14358 2 @MANSIO1_14406 -1 @MANSIO1_14442 -1 @MANSIO1_14442 -1 @MANSIO1_14442 -1 @MANSIO1_14442 

:MANSIO1_14309
if 
  188@(43@,6i) > 100 
else_jump @MANSIO1_14351 
Object.Destroy(194@(43@,6i))
176@(43@,6i) += 1 

:MANSIO1_14351
jump @MANSIO1_14442 

:MANSIO1_14358
0646: unknown_get_actor 170@(43@,6i) task_1560_status_store_to 46@ // similar to 062E 
if 
  46@ >= 2 
else_jump @MANSIO1_14399 
176@(43@,6i) += 1 

:MANSIO1_14399
jump @MANSIO1_14442 

:MANSIO1_14406
Actor.StorePos(170@(43@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
176@(43@,6i) += 1 
jump @MANSIO1_14442 

:MANSIO1_14442
jump @MANSIO1_15082 

:MANSIO1_14449
if 
   not 176@(43@,6i) == -1 
else_jump @MANSIO1_14500 
188@(43@,6i) = 0 
176@(43@,6i) = -1 
jump @MANSIO1_15082 

:MANSIO1_14500
if 
  188@(43@,6i) > 2000 
else_jump @MANSIO1_15082 
Actor.DestroyWithFade(170@(43@,6i))
if 
  3 > 206@ 
else_jump @MANSIO1_15082 
208@ = 0 
gosub @MANSIO1_17063 
if or
   not 210@ == -1 
   not 212@ == 0 
else_jump @MANSIO1_15082 
0085: 205@ = 43@ // (int) 
if 
  210@ == -1 
else_jump @MANSIO1_14647 
if 
   not 212@ == 0 
else_jump @MANSIO1_14640 
gosub @MANSIO1_15445 

:MANSIO1_14640
jump @MANSIO1_14654 

:MANSIO1_14647
gosub @MANSIO1_15098 

:MANSIO1_14654
194@(43@,6i) = Object.Create(#CARDBOARDBOX2, 200@, 201@, 93.0)
Object.ToggleInMovingList(194@(43@,6i)) = False
0750: set_object 194@(43@,6i) visibility 0 
Object.KeepInMemory(194@(43@,6i)) = True
170@(43@,6i) = Actor.Create(Mission2, 182@(43@,6i), 200@, 201@, 202@)
0770: unknown_actor 170@(43@,6i) flag 1 
Actor.Health(170@(43@,6i)) = 200
08AF: set_actor 170@(43@,6i) max_health_to 200 
Actor.Angle(170@(43@,6i)) = 203@
060B: set_actor 170@(43@,6i) decision_maker_to 34@ 
01B2: give_actor 170@(43@,6i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 170@(43@,6i) armed_weapon_to 29 
Actor.WeaponAccuracy(170@(43@,6i)) = 70
07DD: set_actor 170@(43@,6i) temper_to 55 // see pedstats.dat 
09B5: unknown_actor 170@(43@,6i) flag 0 
if 
  4 > 43@ 
else_jump @MANSIO1_15082 
if or
   not 210@ == -1 
  212@ > 0 
else_jump @MANSIO1_15030 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 170@(43@,6i) with_offset 0.0 3.5 0.0 
0615: define_AS_pack_begin 45@ 
078F: unknown_actor -1 flag 1 
04EB: AS_actor -1 crouch 1 
0603: AS_actor -1 goto $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 94.95 mode 6 timelimit -1 // versionC 
0638: AS_actor -1 stay_put 0 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 170@(43@,6i) to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
188@(43@,6i) = 0 
176@(43@,6i) = 0 
jump @MANSIO1_15075 

:MANSIO1_15030
0638: AS_actor 170@(43@,6i) stay_put 1 
07BC: set_actor 170@(43@,6i) decision_maker_to 36@ // AS_pack_version 
188@(43@,6i) = 0 
176@(43@,6i) = 3 

:MANSIO1_15075
jump @MANSIO1_15082 

:MANSIO1_15082
43@ += 1 
jump @MANSIO1_14204 

:MANSIO1_15096
return 

:MANSIO1_15098
0871: init_jump_table 210@ total_jumps 11 default_jump 1 @MANSIO1_15347 jumps 0 @MANSIO1_15226 1 @MANSIO1_15242 2 @MANSIO1_15258 3 @MANSIO1_15274 4 @MANSIO1_15290 5 @MANSIO1_15306 6 @MANSIO1_15274 
0872: jump_table_jumps 7 @MANSIO1_15290 8 @MANSIO1_15306 9 @MANSIO1_15258 10 @MANSIO1_15242 -1 @MANSIO1_15361 -1 @MANSIO1_15361 -1 @MANSIO1_15361 -1 @MANSIO1_15361 -1 @MANSIO1_15361 

:MANSIO1_15226
0209: 204@ = random_int_in_ranges 0 5 
jump @MANSIO1_15361 

:MANSIO1_15242
0209: 204@ = random_int_in_ranges 2 5 
jump @MANSIO1_15361 

:MANSIO1_15258
0209: 204@ = random_int_in_ranges 3 5 
jump @MANSIO1_15361 

:MANSIO1_15274
0209: 204@ = random_int_in_ranges 0 3 
jump @MANSIO1_15361 

:MANSIO1_15290
0209: 204@ = random_int_in_ranges 0 2 
jump @MANSIO1_15361 

:MANSIO1_15306
0209: 204@ = random_int_in_ranges 0 4 
if 
  204@ > 1 
else_jump @MANSIO1_15340 
204@ += 1 

:MANSIO1_15340
jump @MANSIO1_15361 

:MANSIO1_15347
204@ = 5 
jump @MANSIO1_15361 

:MANSIO1_15361
if 
  5 > 204@ 
else_jump @MANSIO1_15411 
205@ *= 5 
005A: 204@ += 205@ // (int) 
202@ = 94.0 
jump @MANSIO1_15436 

:MANSIO1_15411
204@ *= 4 
005A: 204@ += 205@ // (int) 
202@ = 95.0 

:MANSIO1_15436
gosub @MANSIO1_15686 
return 

:MANSIO1_15445
0871: init_jump_table 212@ total_jumps 6 default_jump 0 @MANSIO1_15602 jumps -1 @MANSIO1_15588 1 @MANSIO1_15508 2 @MANSIO1_15524 3 @MANSIO1_15540 4 @MANSIO1_15556 5 @MANSIO1_15572 -1 @MANSIO1_15602 

:MANSIO1_15508
0209: 204@ = random_int_in_ranges 0 5 
jump @MANSIO1_15602 

:MANSIO1_15524
0209: 204@ = random_int_in_ranges 3 5 
jump @MANSIO1_15602 

:MANSIO1_15540
0209: 204@ = random_int_in_ranges 2 5 
jump @MANSIO1_15602 

:MANSIO1_15556
0209: 204@ = random_int_in_ranges 0 2 
jump @MANSIO1_15602 

:MANSIO1_15572
0209: 204@ = random_int_in_ranges 0 3 
jump @MANSIO1_15602 

:MANSIO1_15588
204@ = 5 
jump @MANSIO1_15602 

:MANSIO1_15602
if 
  5 > 204@ 
else_jump @MANSIO1_15652 
205@ *= 5 
005A: 204@ += 205@ // (int) 
202@ = 94.0 
jump @MANSIO1_15677 

:MANSIO1_15652
204@ *= 4 
005A: 204@ += 205@ // (int) 
202@ = 95.0 

:MANSIO1_15677
gosub @MANSIO1_15686 
return 

:MANSIO1_15686
0871: init_jump_table 204@ total_jumps 24 default_jump 0 @MANSIO1_16767 jumps 0 @MANSIO1_15879 1 @MANSIO1_15916 2 @MANSIO1_15953 3 @MANSIO1_15990 4 @MANSIO1_16027 5 @MANSIO1_16064 6 @MANSIO1_16101 
0872: jump_table_jumps 7 @MANSIO1_16138 8 @MANSIO1_16175 9 @MANSIO1_16212 10 @MANSIO1_16249 11 @MANSIO1_16286 12 @MANSIO1_16323 13 @MANSIO1_16360 14 @MANSIO1_16397 15 @MANSIO1_16434 
0872: jump_table_jumps 16 @MANSIO1_16471 17 @MANSIO1_16508 18 @MANSIO1_16545 19 @MANSIO1_16582 20 @MANSIO1_16619 21 @MANSIO1_16656 22 @MANSIO1_16693 23 @MANSIO1_16730 -1 @MANSIO1_16767 

:MANSIO1_15879
200@ = 1262.0 
201@ = -770.5 
203@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_15916
200@ = 1266.0 
201@ = -770.5 
203@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_15953
200@ = 1257.0 
201@ = -784.0 
203@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_15990
200@ = 1269.0 
201@ = -789.5 
203@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16027
200@ = 1265.0 
201@ = -789.5 
203@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16064
200@ = 1267.0 
201@ = -770.5 
203@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_16101
200@ = 1263.0 
201@ = -770.5 
203@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_16138
200@ = 1257.0 
201@ = -781.0 
203@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_16175
200@ = 1264.0 
201@ = -789.5 
203@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16212
200@ = 1268.0 
201@ = -789.5 
203@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16249
200@ = 1264.0 
201@ = -770.5 
203@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_16286
200@ = 1268.0 
201@ = -770.5 
203@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_16323
200@ = 1257.0 
201@ = -778.0 
203@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_16360
200@ = 1267.0 
201@ = -789.5 
203@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16397
200@ = 1263.0 
201@ = -789.5 
203@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16434
200@ = 1269.0 
201@ = -770.5 
203@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_16471
200@ = 1265.0 
201@ = -770.5 
203@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_16508
200@ = 1257.0 
201@ = -775.0 
203@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_16545
200@ = 1262.0 
201@ = -789.5 
203@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16582
200@ = 1266.0 
201@ = -789.5 
203@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16619
200@ = 1268.069 
201@ = -783.494 
203@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_16656
200@ = 1271.156 
201@ = -780.8453 
203@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_16693
200@ = 1267.737 
201@ = -777.1963 
203@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_16730
200@ = 1272.534 
201@ = -774.9141 
203@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_16767
return 

:MANSIO1_16769
if 
  33@ > 700 
else_jump @MANSIO1_17061 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 1269.668 -778.8566 and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
if and
  $TEMPVAR_Z_COORD > 105.0 
  $DISTANCE_BETWEEN_POINTS > 65.0 
  130.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @MANSIO1_17043 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -6.0 6.1 
if 
  $TEMPVAR_FLOAT_1 > 0.0 
else_jump @MANSIO1_16917 
$TEMPVAR_FLOAT_1 += 1.5 
jump @MANSIO1_16927 

:MANSIO1_16917
$TEMPVAR_FLOAT_1 -= 1.5 

:MANSIO1_16927
0208: $TEMPVAR_FLOAT_3 = random_float_in_ranges -6.0 6.1 
if 
  $TEMPVAR_FLOAT_3 > 0.0 
else_jump @MANSIO1_16980 
$TEMPVAR_FLOAT_3 += 1.5 
jump @MANSIO1_16990 

:MANSIO1_16980
$TEMPVAR_FLOAT_3 -= 1.5 

:MANSIO1_16990
04C4: store_coords_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD from_actor $PLAYER_ACTOR with_offset $TEMPVAR_FLOAT_1 -10.0 $TEMPVAR_FLOAT_3 
06BC: create_M4_shoot_from 1269.668 -778.8566 94.9557 target $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD energy 0 

:MANSIO1_17043
0209: 204@ = random_int_in_ranges 100 401 
0085: 33@ = 204@ // (int) 

:MANSIO1_17061
return 

:MANSIO1_17063
if 
  208@ == 0 
else_jump @MANSIO1_17143 
if 
  211@ == 0 
else_jump @MANSIO1_17134 
210@ = -1 
212@ = 0 
Actor.StorePos($PLAYER_ACTOR, 215@, 216@, 217@)
jump @MANSIO1_17136 

:MANSIO1_17134
return 

:MANSIO1_17136
jump @MANSIO1_17168 

:MANSIO1_17143
213@ = -1 
Actor.StorePos(170@(214@,6i), 215@, 216@, 217@)

:MANSIO1_17168
if 
  217@ > 94.5 
else_jump @MANSIO1_17203 
209@ = 0 
jump @MANSIO1_17280 

:MANSIO1_17203
if 
  217@ > 90.5 
else_jump @MANSIO1_17238 
209@ = 1 
jump @MANSIO1_17280 

:MANSIO1_17238
if 
  217@ > 86.0 
else_jump @MANSIO1_17273 
209@ = 2 
jump @MANSIO1_17280 

:MANSIO1_17273
209@ = 3 

:MANSIO1_17280
0871: init_jump_table 209@ total_jumps 4 default_jump 0 @MANSIO1_18429 jumps 0 @MANSIO1_17343 1 @MANSIO1_17597 2 @MANSIO1_17816 3 @MANSIO1_18175 -1 @MANSIO1_18429 -1 @MANSIO1_18429 -1 @MANSIO1_18429 

:MANSIO1_17343
if and
  216@ > -802.2 
  -766.75 > 216@ 
  215@ > 1257.9 
  1304.4 > 215@ 
else_jump @MANSIO1_17583 
if 
  216@ > -774.2 
else_jump @MANSIO1_17464 
if 
  1262.7 > 215@ 
else_jump @MANSIO1_17450 
207@ = 2 
jump @MANSIO1_17457 

:MANSIO1_17450
207@ = 1 

:MANSIO1_17457
jump @MANSIO1_17576 

:MANSIO1_17464
if 
  -785.85 > 216@ 
else_jump @MANSIO1_17534 
if 
  1262.7 > 215@ 
else_jump @MANSIO1_17520 
207@ = 4 
jump @MANSIO1_17527 

:MANSIO1_17520
207@ = 3 

:MANSIO1_17527
jump @MANSIO1_17576 

:MANSIO1_17534
if 
  1262.7 > 215@ 
else_jump @MANSIO1_17569 
207@ = 5 
jump @MANSIO1_17576 

:MANSIO1_17569
207@ = 0 

:MANSIO1_17576
jump @MANSIO1_17590 

:MANSIO1_17583
207@ = -1 

:MANSIO1_17590
jump @MANSIO1_18429 

:MANSIO1_17597
if and
  216@ > -793.0 
  -767.6 > 216@ 
  215@ > 1251.4 
  1295.7 > 215@ 
else_jump @MANSIO1_17802 
if 
  216@ > -776.25 
else_jump @MANSIO1_17718 
if 
  1265.9 > 215@ 
else_jump @MANSIO1_17704 
207@ = 9 
jump @MANSIO1_17711 

:MANSIO1_17704
207@ = 10 

:MANSIO1_17711
jump @MANSIO1_17795 

:MANSIO1_17718
if 
  -783.5 > 216@ 
else_jump @MANSIO1_17788 
if 
  1265.9 > 215@ 
else_jump @MANSIO1_17774 
207@ = 7 
jump @MANSIO1_17781 

:MANSIO1_17774
207@ = 6 

:MANSIO1_17781
jump @MANSIO1_17795 

:MANSIO1_17788
207@ = 8 

:MANSIO1_17795
jump @MANSIO1_17809 

:MANSIO1_17802
207@ = -1 

:MANSIO1_17809
jump @MANSIO1_18429 

:MANSIO1_17816
if and
  216@ > -814.0 
  -785.0 > 216@ 
  215@ > 1251.8 
  1303.5 > 215@ 
else_jump @MANSIO1_18161 
if 
  216@ > -793.6 
else_jump @MANSIO1_17972 
if 
  215@ > 1298.8 
else_jump @MANSIO1_17923 
207@ = 13 
jump @MANSIO1_17965 

:MANSIO1_17923
if 
  215@ > 1259.4 
else_jump @MANSIO1_17958 
207@ = 12 
jump @MANSIO1_17965 

:MANSIO1_17958
207@ = 11 

:MANSIO1_17965
jump @MANSIO1_18154 

:MANSIO1_17972
if 
  216@ > -807.1 
else_jump @MANSIO1_18077 
if 
  215@ > 1298.8 
else_jump @MANSIO1_18028 
207@ = 16 
jump @MANSIO1_18070 

:MANSIO1_18028
if 
  215@ > 1259.4 
else_jump @MANSIO1_18063 
207@ = 15 
jump @MANSIO1_18070 

:MANSIO1_18063
207@ = 14 

:MANSIO1_18070
jump @MANSIO1_18154 

:MANSIO1_18077
if 
  215@ > 1298.8 
else_jump @MANSIO1_18112 
207@ = 19 
jump @MANSIO1_18154 

:MANSIO1_18112
if 
  215@ > 1259.4 
else_jump @MANSIO1_18147 
207@ = 18 
jump @MANSIO1_18154 

:MANSIO1_18147
207@ = 17 

:MANSIO1_18154
jump @MANSIO1_18168 

:MANSIO1_18161
207@ = -1 

:MANSIO1_18168
jump @MANSIO1_18429 

:MANSIO1_18175
if and
  216@ > -834.35 
  -787.3 > 216@ 
  215@ > 1239.9 
  1308.4 > 215@ 
else_jump @MANSIO1_18415 
if 
  -804.2511 > 216@ 
else_jump @MANSIO1_18331 
if 
  1254.75 > 215@ 
else_jump @MANSIO1_18282 
207@ = 23 
jump @MANSIO1_18324 

:MANSIO1_18282
if 
  1298.6 > 215@ 
else_jump @MANSIO1_18317 
207@ = 24 
jump @MANSIO1_18324 

:MANSIO1_18317
207@ = 25 

:MANSIO1_18324
jump @MANSIO1_18408 

:MANSIO1_18331
if 
  1254.75 > 215@ 
else_jump @MANSIO1_18366 
207@ = 20 
jump @MANSIO1_18408 

:MANSIO1_18366
if 
  1298.6 > 215@ 
else_jump @MANSIO1_18401 
207@ = 21 
jump @MANSIO1_18408 

:MANSIO1_18401
207@ = 22 

:MANSIO1_18408
jump @MANSIO1_18422 

:MANSIO1_18415
207@ = -1 

:MANSIO1_18422
jump @MANSIO1_18429 

:MANSIO1_18429
if 
  207@ == -1 
else_jump @MANSIO1_18573 
if 
  217@ > 91.5 
else_jump @MANSIO1_18566 
212@ = 0 
if 
  215@ > 1279.351 
else_jump @MANSIO1_18503 
212@ += 1 

:MANSIO1_18503
if 
  216@ > -766.75 
else_jump @MANSIO1_18531 
212@ += 2 

:MANSIO1_18531
if 
  -802.2 > 216@ 
else_jump @MANSIO1_18559 
212@ += 4 

:MANSIO1_18559
jump @MANSIO1_18573 

:MANSIO1_18566
212@ = -1 

:MANSIO1_18573
if 
  208@ == 0 
else_jump @MANSIO1_18613 
0085: 210@ = 207@ // (int) 
211@ = 1 
jump @MANSIO1_18621 

:MANSIO1_18613
0085: 213@ = 207@ // (int) 

:MANSIO1_18621
return 

:MANSIO1_18623
0871: init_jump_table 218@ total_jumps 1 default_jump 0 @MANSIO1_18754 jumps 1 @MANSIO1_18686 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 

:MANSIO1_18686
if 
  190.0 > 115@ 
else_jump @MANSIO1_18747 
115@ += 0.34 
114@ -= 0.006 
118@ += 0.01 
116@ += 0.01 

:MANSIO1_18747
jump @MANSIO1_18754 

:MANSIO1_18754
02F7: 122@ = sine 115@ // (float) 
02F6: 123@ = cosine 115@ // (float) 
0087: 120@ = 116@ // (float) 
006B: 120@ *= 122@ // (float) 
0087: 121@ = 116@ // (float) 
006B: 121@ *= 123@ // (float) 
0087: 112@ = 117@ // (float) 
005B: 112@ += 120@ // (float) 
0087: 113@ = 118@ // (float) 
005B: 113@ += 121@ // (float) 
Camera.SetPosition(112@, 113@, 114@, 0.0, 0.0, 0.0)
Camera.PointAt(117@, 118@, 119@, 2)
return 

:MANSIO1_18875
0871: init_jump_table 219@ total_jumps 2 default_jump 0 @MANSIO1_19024 jumps 0 @MANSIO1_18938 1 @MANSIO1_18953 -1 @MANSIO1_19024 -1 @MANSIO1_19024 -1 @MANSIO1_19024 -1 @MANSIO1_19024 -1 @MANSIO1_19024 

:MANSIO1_18938
097B: play_audio_at_object 128@ event 1108 
219@ += 1 

:MANSIO1_18953
if 
  220@ > -20.0 
else_jump @MANSIO1_19009 
220@ += -0.1 
0453: set_object 128@ XY_rotation 220@ 0.0 angle 90.0 
jump @MANSIO1_19024 

:MANSIO1_19009
097B: play_audio_at_object 128@ event 1109 
219@ += 1 

:MANSIO1_19024
return 
0871: init_jump_table 221@ total_jumps 3 default_jump 0 @MANSIO1_19272 jumps 0 @MANSIO1_19089 1 @MANSIO1_19152 2 @MANSIO1_19261 -1 @MANSIO1_19272 -1 @MANSIO1_19272 -1 @MANSIO1_19272 -1 @MANSIO1_19272 

:MANSIO1_19089
if 
002D:   33@ >= 222@ // (int) 
else_jump @MANSIO1_19140 
0209: 223@ = random_int_in_ranges 4000 6001 
33@ = 0 
221@ += 1 
jump @MANSIO1_19145 

:MANSIO1_19140
Camera.Shake(224@)

:MANSIO1_19145
jump @MANSIO1_19272 

:MANSIO1_19152
if 
002D:   33@ >= 223@ // (int) 
else_jump @MANSIO1_19250 
0209: 224@ = random_int_in_ranges 40 51 
Camera.Shake(224@)
0209: 222@ = random_int_in_ranges 2500 5001 
0085: 225@ = 224@ // (int) 
225@ *= 2 
225@ += 150 
015B: unknown_player 0 time 222@ key 225@ 
33@ = 0 
221@ -= 1 
jump @MANSIO1_19254 

:MANSIO1_19250
Camera.Shake(5)

:MANSIO1_19254
jump @MANSIO1_19272 

:MANSIO1_19261
Camera.Shake(20)
jump @MANSIO1_19272 

:MANSIO1_19272
return 

:MANSIO1_19274
0650: destroy_particle 124@ 
0650: destroy_particle 125@ 
0650: destroy_particle 126@ 
Marker.Disable(47@)
Marker.Disable(146@)
Marker.Disable(147@)
Marker.Disable(148@)
Pickup.Destroy(51@)
43@ = 0 

:MANSIO1_19321
if 
  4 > 43@ 
else_jump @MANSIO1_19380 
Actor.RemoveReferences(99@(43@,4i))
Actor.RemoveReferences(131@(43@,4i))
Actor.RemoveReferences(170@(43@,6i))
43@ += 1 
jump @MANSIO1_19321 

:MANSIO1_19380
Actor.RemoveReferences(159@)
Model.Destroy(#PARACHUTE)
Model.Destroy(#PARA_PACK)
Model.Destroy(#GUN_PARA)
04EF: release_animation "PARACHUTE" 
Model.Destroy(#CARGO_REAR)
Model.Destroy(#D9_RAMP)
Model.Destroy(#CARDBOARDBOX2)
Model.Destroy(#CELLPHONE)
return 

:MANSIO1_19435
gosub @MANSIO1_13440 
gosub @MANSIO1_19274 
065C: release_decision_maker 39@ 
08E7: disable_entrance_markers 1 
Camera.SetAtPos(1267.429, -781.5715, 1090.891)
060A: create_decision_maker_type 0 store_to 38@ // decision\allowed\m_.ped files 
0709: set_decision_maker 38@ on_event 9 taskID 911 unknown 0.0 100.0 chance 100.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 38@ on_event 15 taskID 415 unknown 0.0 100.0 chance 100.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 38@ on_event 31 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
Model.Load(#LSV3)
Model.Load(#BFYST)
Model.Load(#GANGRL3)

:MANSIO1_19597
if or
   not Model.Available(#LSV3)
   not Model.Available(#BFYST)
   not Model.Available(#GANGRL3)
else_jump @MANSIO1_19632 
wait 0 
jump @MANSIO1_19597 

:MANSIO1_19632
51@ = Pickup.Create(#HEALTH, 3, 1278.88, -810.5082, 1086.0)
Camera.SetPosition(1266.807, -782.0668, 1092.602, 0.0, 0.0, 0.0)
Camera.PointAt(1267.786, -781.8895, 1092.5, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Actor.PutAt($PLAYER_ACTOR, 1267.785, -781.2607, 1090.898)
Actor.Angle($PLAYER_ACTOR) = 185.363
157@ = 0 
if 
   not Actor.Dead(143@)
else_jump @MANSIO1_19804 
Actor.PutAt(143@, 1263.087, -782.9864, 1090.898)
Marker.Disable(146@)
jump @MANSIO1_19852 

:MANSIO1_19804
143@ = Actor.Create(Mission1, #TRIADA, 1263.087, -782.9864, 1090.898)
01B2: give_actor 143@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 143@ armed_weapon_to 31 
0568: set_actor 143@ targetable 1 

:MANSIO1_19852
Actor.Angle(143@) = 269.9343
Actor.Health(143@) = 300
0860: link_actor 143@ to_interior 5 
060B: set_actor 143@ decision_maker_to 34@ 
09B5: unknown_actor 143@ flag 0 
Actor.WeaponAccuracy(143@) = 75
07DD: set_actor 143@ temper_to 60 // see pedstats.dat 
04AF: 428@ = 117 // @ = any 
149@ = 0 
if 
   not Actor.Dead(144@)
else_jump @MANSIO1_19968 
Actor.PutAt(144@, 1261.967, -778.3527, 1090.898)
Marker.Disable(147@)
jump @MANSIO1_20016 

:MANSIO1_19968
144@ = Actor.Create(Mission1, #TRIADB, 1261.967, -778.3527, 1090.898)
01B2: give_actor 144@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 144@ armed_weapon_to 31 
0568: set_actor 144@ targetable 1 

:MANSIO1_20016
Actor.Angle(144@) = 258.1764
Actor.Health(144@) = 300
0860: link_actor 144@ to_interior 5 
060B: set_actor 144@ decision_maker_to 34@ 
09B5: unknown_actor 144@ flag 0 
Actor.WeaponAccuracy(144@) = 75
07DD: set_actor 144@ temper_to 60 // see pedstats.dat 
150@ = 1 
04AF: 429@ = 118 // @ = any 
if 
   not Actor.Dead(145@)
else_jump @MANSIO1_20132 
Actor.PutAt(145@, 1267.936, -782.3963, 1090.938)
Marker.Disable(148@)
jump @MANSIO1_20180 

:MANSIO1_20132
145@ = Actor.Create(Mission1, #TRIADB, 1267.936, -782.3963, 1090.938)
01B2: give_actor 145@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 145@ armed_weapon_to 31 
0568: set_actor 145@ targetable 1 

:MANSIO1_20180
Actor.Angle(145@) = 7.0205
Actor.Health(145@) = 300
0860: link_actor 145@ to_interior 5 
060B: set_actor 145@ decision_maker_to 34@ 
43@ = 0 

:MANSIO1_20220
if 
  20 > 43@ 
else_jump @MANSIO1_20263 
246@(43@,20i) = -2 
43@ += 1 
jump @MANSIO1_20220 

:MANSIO1_20263
43@ = 0 

:MANSIO1_20270
if 
  10 > 43@ 
else_jump @MANSIO1_20313 
296@(43@,10i) = -2 
43@ += 1 
jump @MANSIO1_20270 

:MANSIO1_20313
320@ = -2 
321@ = -2 
322@ = -2 
323@ = -2 
346@ = 1282.481 
362@ = -783.0235 
378@ = 1088.93 
394@ = 178.1922 
347@ = 1283.504 
363@ = -782.3303 
379@ = 1088.93 
395@ = 179.0122 
344@ = 2 
348@ = 1280.705 
364@ = -789.9243 
380@ = 1088.93 
396@ = 86.8595 
349@ = 1283.79 
365@ = -798.3011 
381@ = 1088.93 
397@ = 282.0571 
350@ = 1280.78 
366@ = -801.7443 
382@ = 1088.93 
398@ = 94.8903 
351@ = 1283.531 
367@ = -810.207 
383@ = 1088.93 
399@ = 277.6203 
352@ = 1280.724 
368@ = -813.7949 
384@ = 1088.93 
400@ = 92.4805 
353@ = 1283.641 
369@ = -822.3738 
385@ = 1088.93 
401@ = 281.8632 
345@ = 8 
354@ = 1283.491 
370@ = -785.184 
386@ = 1088.93 
402@ = 178.5884 
355@ = 1281.049 
371@ = -792.4401 
387@ = 1088.93 
403@ = 182.731 
356@ = 1283.697 
372@ = -799.8134 
388@ = 1088.93 
404@ = 177.1231 
357@ = 1280.901 
373@ = -804.8507 
389@ = 1088.93 
405@ = 184.0353 
358@ = 1283.5 
374@ = -812.0164 
390@ = 1088.93 
406@ = 175.55 
359@ = 1280.848 
375@ = -816.8154 
391@ = 1088.93 
407@ = 188.1912 
360@ = 1283.654 
376@ = -831.0235 
392@ = 1088.93 
408@ = 71.1923 
361@ = 1282.427 
377@ = -834.7235 
393@ = 1088.93 
409@ = 92.1225 
0209: 452@ = random_int_in_ranges 0 4 
04AF: 444@ = 23824 // @ = any 
05AA: 453@s = 'MAN1_FC'  // ~z~Raum sauber!
04AF: 445@ = 23825 // @ = any 
05AA: 455@s = 'MAN1_FD'  // ~z~Der hier ist sauber!
04AF: 446@ = 23826 // @ = any 
05AA: 457@s = 'MAN1_FE'  // ~z~SAUBER!
04AF: 447@ = 23827 // @ = any 
05AA: 459@s = 'MAN1_FF'  // ~z~Okay, alles sauber hier!
04AF: 448@ = 23831 // @ = any 
05AA: 461@s = 'MAN1_FK'  // ~z~Raum sauber!
04AF: 449@ = 23832 // @ = any 
05AA: 463@s = 'MAN1_FL'  // ~z~Der Raum hier ist sauber!
04AF: 450@ = 23833 // @ = any 
05AA: 465@s = 'MAN1_FM'  // ~z~Hier ist keiner drin!
04AF: 451@ = 23834 // @ = any 
05AA: 467@s = 'MAN1_FN'  // ~z~Hier ist keiner mehr!
226@ = Actor.Create(Mission2, #LSV1, 1275.64, -776.5879, 1089.711)
Actor.Angle(226@) = 127.9642
Actor.Health(226@) = 200
08AF: set_actor 226@ max_health_to 200 
0860: link_actor 226@ to_interior 5 
01B2: give_actor 226@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 226@ armed_weapon_to 29 
Actor.WeaponAccuracy(226@) = 35
07DD: set_actor 226@ temper_to 50 // see pedstats.dat 
04EB: AS_actor 226@ crouch 1 
060B: set_actor 226@ decision_maker_to 34@ 
246@ = 0 
227@ = Actor.Create(Mission2, #LSV3, 1281.108, -776.7111, 1089.704)
Actor.Angle(227@) = 99.357
Actor.Health(227@) = 200
08AF: set_actor 227@ max_health_to 200 
0860: link_actor 227@ to_interior 5 
01B2: give_actor 227@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 227@ armed_weapon_to 29 
Actor.WeaponAccuracy(227@) = 35
07DD: set_actor 227@ temper_to 60 // see pedstats.dat 
04EB: AS_actor 227@ crouch 1 
060B: set_actor 227@ decision_maker_to 34@ 
247@ = 0 
228@ = Actor.Create(Mission2, #LSV1, 1281.617, -784.6133, 1088.93)
Actor.Angle(228@) = 90.0
Actor.Health(228@) = 200
08AF: set_actor 228@ max_health_to 200 
0860: link_actor 228@ to_interior 5 
01B2: give_actor 228@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 228@ armed_weapon_to 29 
Actor.WeaponAccuracy(228@) = 35
07DD: set_actor 228@ temper_to 70 // see pedstats.dat 
060B: set_actor 228@ decision_maker_to 34@ 
248@ = 0 
229@ = Actor.Create(Mission2, #LSV3, 1283.19, -786.4687, 1088.93)
Actor.Angle(229@) = 0.0
Actor.Health(229@) = 200
08AF: set_actor 229@ max_health_to 200 
0860: link_actor 229@ to_interior 5 
01B2: give_actor 229@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 229@ armed_weapon_to 29 
Actor.WeaponAccuracy(229@) = 35
07DD: set_actor 229@ temper_to 50 // see pedstats.dat 
060B: set_actor 229@ decision_maker_to 34@ 
249@ = 0 
487@ = -1 
490@ = 1275.382 
496@ = -782.1158 
502@ = 1088.93 
508@ = 270.0 
491@ = 1290.621 
497@ = -797.5714 
503@ = 1088.93 
509@ = 90.0 
492@ = 1276.333 
498@ = -813.5852 
504@ = 1088.93 
510@ = 270.0 
493@ = 1274.861 
499@ = -825.8968 
505@ = 1088.93 
511@ = 270.0 
494@ = 1226.309 
500@ = -832.0841 
506@ = 1083.008 
512@ = 180.0 
495@ = 1288.024 
501@ = -821.6524 
507@ = 1088.93 
513@ = 90.0 
04AF: 331@ = 23800 // @ = any 
05AA: 336@s = 'MAN1_AA'  // ~z~Verreckt, ihr Motherfucker, keiner von euch kommt lebend hier raus!
04AF: 332@ = 23801 // @ = any 
05AA: 338@s = 'MAN1_AB'  // ~z~Was bildest du dir ein - hier einzubrechen, h?
04AF: 333@ = 23802 // @ = any 
05AA: 340@s = 'MAN1_AC'  // ~z~Ihr Hohlkpfe werdet hier verrecken!
04AF: 334@ = 23803 // @ = any 
05AA: 342@s = 'MAN1_AD'  // ~z~Von dir wird man nie mehr was hren!
335@ = 0 
330@ = 0 
0917: audio_zone 'MADDOGL' enable_sound 1 
0968: actor $PLAYER_ACTOR stop_mouth 
fade 1 1000 

:MANSIO1_21980
if 
fading 
else_jump @MANSIO1_22004 
wait 0 
jump @MANSIO1_21980 

:MANSIO1_22004
32@ = 0 
49@ = 0 
04AE: $1276 = 23820 // $ = any 
05A9: s$1281 = 'MAN1_EA'  // ~z~Wir sind schwer in der Unterzahl, aber wenn alle einen khlen Kopf bewahren, dann haben die keine Chance!
create_thread @A_ALAP 2 100 145@ 
0707: start_scene_skip_to @MANSIO1_22313 

:MANSIO1_22062
if 
  4000 > 32@ 
else_jump @MANSIO1_22092 
wait 0 
jump @MANSIO1_22062 

:MANSIO1_22092
if 
   not Actor.Dead(226@)
else_jump @MANSIO1_22122 
04EB: AS_actor 226@ crouch 0 
49@ = 1 

:MANSIO1_22122
if 
  4400 > 32@ 
else_jump @MANSIO1_22152 
wait 0 
jump @MANSIO1_22122 

:MANSIO1_22152
if 
   not Actor.Dead(226@)
else_jump @MANSIO1_22198 
0668: AS_actor 226@ rotate_and_shoot_at 1267.728 -782.9617 1092.689 300 ms 
49@ = 2 

:MANSIO1_22198
if 
  4700 > 32@ 
else_jump @MANSIO1_22228 
wait 0 
jump @MANSIO1_22198 

:MANSIO1_22228
if and
   not Actor.Dead(226@)
   not Actor.Dead(145@)
else_jump @MANSIO1_22273 
0687: clear_actor 226@ task 
04EB: AS_actor 226@ crouch 1 
0321: kill_actor 145@ 
49@ = 3 

:MANSIO1_22273
05D4: AS_actor $PLAYER_ACTOR rotate_angle 270.0 

:MANSIO1_22283
if 
  5400 > 32@ 
else_jump @MANSIO1_22313 
wait 0 
jump @MANSIO1_22283 

:MANSIO1_22313
0701: end_scene_skip 
0871: init_jump_table 49@ total_jumps 3 default_jump 0 @MANSIO1_22450 jumps 0 @MANSIO1_22422 1 @MANSIO1_22399 2 @MANSIO1_22378 -1 @MANSIO1_22450 -1 @MANSIO1_22450 -1 @MANSIO1_22450 -1 @MANSIO1_22450 

:MANSIO1_22378
if 
   not Actor.Dead(226@)
else_jump @MANSIO1_22399 
0687: clear_actor 226@ task 

:MANSIO1_22399
if 
   not Actor.Dead(226@)
else_jump @MANSIO1_22422 
04EB: AS_actor 226@ crouch 1 

:MANSIO1_22422
if 
   not Actor.Dead(145@)
else_jump @MANSIO1_22443 
0321: kill_actor 145@ 

:MANSIO1_22443
jump @MANSIO1_22450 

:MANSIO1_22450
Actor.Angle($PLAYER_ACTOR) = 270.0
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
04AE: $1276 = 23821 // $ = any 
05A9: s$1281 = 'MAN1_EB'  // ~z~Dreckskerle! LOS, AUF SIE!
create_thread @A_ALAP 2 101 143@ 
33@ = 0 
415@ = 1 
411@ = 1 
416@ = -1 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if 
   not Actor.Dead(143@)
else_jump @MANSIO1_22630 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1266.858 -782.4518 1090.898 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 270.5538 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 143@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 

:MANSIO1_22630
if 
   not Actor.Dead(144@)
else_jump @MANSIO1_22720 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1268.02 -779.9092 1090.898 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 267.5782 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 144@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 

:MANSIO1_22720
if 
   not Actor.Dead(226@)
else_jump @MANSIO1_22744 
060B: set_actor 226@ decision_maker_to 36@ 

:MANSIO1_22744
if 
   not Actor.Dead(227@)
else_jump @MANSIO1_22768 
060B: set_actor 227@ decision_maker_to 36@ 

:MANSIO1_22768
if 
   not Actor.Dead(228@)
else_jump @MANSIO1_22827 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 1000 ms 
06E3: AS_actor -1 roll_sideways 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 228@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 

:MANSIO1_22827
if 
   not Actor.Dead(229@)
else_jump @MANSIO1_22918 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 500 ms 
05D3: AS_actor -1 goto_point 1283.221 -779.912 1088.93 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 229@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 

:MANSIO1_22918
01BD: 41@ = current_time_in_ms 
157@ = 0 

:MANSIO1_22930
wait 0 
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 164@ += 42@ // (int) 
005A: 165@ += 42@ // (int) 
43@ = 0 

:MANSIO1_22986
if 
  20 > 43@ 
else_jump @MANSIO1_23030 
005A: 266@(43@,20i) += 42@ // (int) 
43@ += 1 
jump @MANSIO1_22986 

:MANSIO1_23030
43@ = 0 

:MANSIO1_23037
if 
  10 > 43@ 
else_jump @MANSIO1_23081 
005A: 306@(43@,10i) += 42@ // (int) 
43@ += 1 
jump @MANSIO1_23037 

:MANSIO1_23081
005A: 480@ += 42@ // (int) 
005A: 481@ += 42@ // (int) 
005A: 482@ += 42@ // (int) 
005A: 324@ += 42@ // (int) 
005A: 325@ += 42@ // (int) 
005A: 326@ += 42@ // (int) 
005A: 327@ += 42@ // (int) 
gosub @MANSIO1_23279 
gosub @MANSIO1_29184 
gosub @MANSIO1_32862 
gosub @MANSIO1_28155 
if 
  157@ > 0 
else_jump @MANSIO1_23190 
gosub @MANSIO1_34284 

:MANSIO1_23190
if 
  330@ == 1 
else_jump @MANSIO1_23215 
gosub @MANSIO1_35151 

:MANSIO1_23215
if 
   not 521@ == 0 
else_jump @MANSIO1_23240 
gosub @MANSIO1_35745 

:MANSIO1_23240
if 
  514@ == 2 
else_jump @MANSIO1_23265 
jump @MANSIO1_36517 

:MANSIO1_23265
471@ = 0 
jump @MANSIO1_22930 

:MANSIO1_23279
0871: init_jump_table 157@ total_jumps 12 default_jump 0 @MANSIO1_28153 jumps 0 @MANSIO1_23407 1 @MANSIO1_24472 2 @MANSIO1_24838 3 @MANSIO1_24986 4 @MANSIO1_25838 5 @MANSIO1_26532 6 @MANSIO1_26757 
0872: jump_table_jumps 7 @MANSIO1_26929 8 @MANSIO1_27158 9 @MANSIO1_27387 10 @MANSIO1_27654 11 @MANSIO1_27883 -1 @MANSIO1_28153 -1 @MANSIO1_28153 -1 @MANSIO1_28153 -1 @MANSIO1_28153 

:MANSIO1_23407
if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1285.937 -783.2331 cornerB 1279.36 -779.1484 
  149@ == 6 
  150@ == 7 
else_jump @MANSIO1_24465 
286@ = Actor.Create(Mission2, #LSV1, 1271.954, -786.6414, 1088.928)
Actor.Angle(286@) = 248.455
0860: link_actor 286@ to_interior 5 
01B2: give_actor 286@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 286@ armed_weapon_to 29 
Actor.WeaponAccuracy(286@) = 45
07DD: set_actor 286@ temper_to 35 // see pedstats.dat 
0638: AS_actor 286@ stay_put 1 
060B: set_actor 286@ decision_maker_to 36@ 
296@ = 0 
287@ = Actor.Create(Mission2, #LSV3, 1272.165, -790.5964, 1088.928)
Actor.Angle(287@) = 277.2843
0860: link_actor 287@ to_interior 5 
01B2: give_actor 287@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 287@ armed_weapon_to 29 
Actor.WeaponAccuracy(287@) = 45
07DD: set_actor 287@ temper_to 35 // see pedstats.dat 
0638: AS_actor 287@ stay_put 1 
060B: set_actor 287@ decision_maker_to 36@ 
297@ = 0 
288@ = Actor.Create(Mission2, #LSV3, 1287.489, -788.2037, 1088.93)
Actor.Angle(288@) = 176.3381
0860: link_actor 288@ to_interior 5 
01B2: give_actor 288@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 288@ armed_weapon_to 29 
Actor.WeaponAccuracy(288@) = 50
07DD: set_actor 288@ temper_to 35 // see pedstats.dat 
0638: AS_actor 288@ stay_put 1 
060B: set_actor 288@ decision_maker_to 36@ 
298@ = 0 
289@ = Actor.Create(Mission2, #LSV1, 1292.456, -788.2022, 1088.93)
Actor.Angle(289@) = 145.1614
0860: link_actor 289@ to_interior 5 
01B2: give_actor 289@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 289@ armed_weapon_to 29 
Actor.WeaponAccuracy(289@) = 50
07DD: set_actor 289@ temper_to 35 // see pedstats.dat 
0638: AS_actor 289@ stay_put 1 
060B: set_actor 289@ decision_maker_to 36@ 
299@ = 0 
290@ = Actor.Create(Mission2, #LSV1, 1271.389, -800.9039, 1088.927)
Actor.Angle(290@) = 263.9924
0860: link_actor 290@ to_interior 5 
01B2: give_actor 290@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 290@ armed_weapon_to 29 
Actor.WeaponAccuracy(290@) = 50
07DD: set_actor 290@ temper_to 35 // see pedstats.dat 
0638: AS_actor 290@ stay_put 1 
060B: set_actor 290@ decision_maker_to 36@ 
300@ = 0 
291@ = Actor.Create(Mission2, #LSV1, 1291.748, -810.5742, 1088.93)
Actor.Angle(291@) = 87.4676
0860: link_actor 291@ to_interior 5 
01B2: give_actor 291@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 291@ armed_weapon_to 29 
Actor.WeaponAccuracy(291@) = 50
07DD: set_actor 291@ temper_to 35 // see pedstats.dat 
0638: AS_actor 291@ stay_put 1 
060B: set_actor 291@ decision_maker_to 36@ 
301@ = 0 
292@ = Actor.Create(Mission2, #LSV3, 1289.562, -801.537, 1088.93)
Actor.Angle(292@) = 155.5354
0860: link_actor 292@ to_interior 5 
01B2: give_actor 292@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 292@ armed_weapon_to 29 
Actor.WeaponAccuracy(292@) = 50
07DD: set_actor 292@ temper_to 35 // see pedstats.dat 
0638: AS_actor 292@ stay_put 1 
060B: set_actor 292@ decision_maker_to 36@ 
302@ = 0 
293@ = Actor.Create(Mission2, #LSV3, 1272.797, -812.8729, 1088.93)
Actor.Angle(293@) = 263.3181
0860: link_actor 293@ to_interior 5 
01B2: give_actor 293@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 293@ armed_weapon_to 29 
Actor.WeaponAccuracy(293@) = 60
07DD: set_actor 293@ temper_to 45 // see pedstats.dat 
0638: AS_actor 293@ stay_put 1 
060B: set_actor 293@ decision_maker_to 36@ 
303@ = 0 
294@ = Actor.Create(Mission2, #LSV3, 1292.816, -821.3403, 1088.93)
Actor.Angle(294@) = 96.7033
0860: link_actor 294@ to_interior 5 
01B2: give_actor 294@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 294@ armed_weapon_to 29 
Actor.WeaponAccuracy(294@) = 60
07DD: set_actor 294@ temper_to 45 // see pedstats.dat 
0638: AS_actor 294@ stay_put 1 
060B: set_actor 294@ decision_maker_to 36@ 
304@ = 0 
295@ = Actor.Create(Mission2, #LSV1, 1292.17, -814.6696, 1088.93)
Actor.Angle(295@) = 136.5314
0860: link_actor 295@ to_interior 5 
01B2: give_actor 295@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 295@ armed_weapon_to 29 
Actor.WeaponAccuracy(295@) = 60
07DD: set_actor 295@ temper_to 45 // see pedstats.dat 
0638: AS_actor 295@ stay_put 1 
060B: set_actor 295@ decision_maker_to 36@ 
305@ = 0 
477@ = -1 
478@ = -1 
479@ = -1 
480@ = 8000 
481@ = 4000 
482@ = 0 
472@ = 1 
488@ = 8000 
157@ += 1 

:MANSIO1_24465
jump @MANSIO1_28153 

:MANSIO1_24472
418@ = 1280.15 
419@ = -791.93 
420@ = 1284.45 
421@ = -795.42 
gosub @MANSIO1_29026 
if 
  417@ == 0 
else_jump @MANSIO1_24544 
jump @MANSIO1_28153 

:MANSIO1_24544
Actor.RemoveReferences(145@)
0209: 410@ = random_int_in_ranges 0 2 
if 
  410@ == 0 
else_jump @MANSIO1_24632 
230@ = Actor.Create(Mission2, #LSV1, 1278.607, -801.3676, 1088.93)
316@ = Actor.Create(Mission3, #GANGRL3, 1286.281, -809.3582, 1088.93)
jump @MANSIO1_24681 

:MANSIO1_24632
230@ = Actor.Create(Mission2, #LSV1, 1286.281, -809.3582, 1088.93)
316@ = Actor.Create(Mission3, #GANGRL3, 1278.607, -801.3676, 1088.93)

:MANSIO1_24681
Actor.Angle(230@) = 0.0
Actor.Health(230@) = 200
08AF: set_actor 230@ max_health_to 200 
0860: link_actor 230@ to_interior 5 
01B2: give_actor 230@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 230@ armed_weapon_to 29 
Actor.WeaponAccuracy(230@) = 70
07DD: set_actor 230@ temper_to 60 // see pedstats.dat 
060B: set_actor 230@ decision_maker_to 36@ 
if 
  410@ == 0 
else_jump @MANSIO1_24785 
06E3: AS_actor 230@ roll_sideways 1 
jump @MANSIO1_24792 

:MANSIO1_24785
06E3: AS_actor 230@ roll_sideways 0 

:MANSIO1_24792
250@ = 0 
Actor.Angle(316@) = 0.0
0860: link_actor 316@ to_interior 5 
060B: set_actor 316@ decision_maker_to 37@ 
320@ = 0 
157@ += 1 

:MANSIO1_24838
418@ = 1284.939 
419@ = -799.527 
420@ = 1279.67 
421@ = -803.5135 
gosub @MANSIO1_29026 
if 
  417@ == 0 
else_jump @MANSIO1_24910 
jump @MANSIO1_28153 

:MANSIO1_24910
413@ = 1 
018A: 47@ = create_checkpoint_at 1227.226 -834.4195 1083.008 
08DC: create_interior_marker 47@ at 1258.338 -785.4264 radius 91.0313 
08FB: set_checkpoint 47@ type_to 2 
472@ = 0 
488@ = 10000 
157@ += 1 

:MANSIO1_24986
418@ = 1284.94 
419@ = -823.43 
420@ = 1280.15 
421@ = -818.35 
gosub @MANSIO1_29026 
if 
  417@ == 0 
else_jump @MANSIO1_25058 
jump @MANSIO1_28153 

:MANSIO1_25058
231@ = Actor.Create(Mission2, #LSV3, 1267.936, -836.5694, 1084.633)
Actor.Angle(231@) = 312.4274
Actor.Health(231@) = 200
08AF: set_actor 231@ max_health_to 200 
0860: link_actor 231@ to_interior 5 
01B2: give_actor 231@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 231@ armed_weapon_to 29 
Actor.WeaponAccuracy(231@) = 60
07DD: set_actor 231@ temper_to 60 // see pedstats.dat 
04EB: AS_actor 231@ crouch 1 
060B: set_actor 231@ decision_maker_to 36@ 
251@ = 0 
232@ = Actor.Create(Mission2, #LSV1, 1272.94, -837.6696, 1084.633)
Actor.Angle(232@) = 325.2802
Actor.Health(232@) = 200
08AF: set_actor 232@ max_health_to 200 
0860: link_actor 232@ to_interior 5 
01B2: give_actor 232@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 232@ armed_weapon_to 29 
Actor.WeaponAccuracy(232@) = 60
07DD: set_actor 232@ temper_to 60 // see pedstats.dat 
04EB: AS_actor 232@ crouch 1 
060B: set_actor 232@ decision_maker_to 36@ 
252@ = 0 
233@ = Actor.Create(Mission2, #LSV3, 1278.936, -837.8117, 1084.633)
Actor.Angle(233@) = 354.8666
Actor.Health(233@) = 200
08AF: set_actor 233@ max_health_to 200 
0860: link_actor 233@ to_interior 5 
01B2: give_actor 233@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 233@ armed_weapon_to 29 
Actor.WeaponAccuracy(233@) = 60
07DD: set_actor 233@ temper_to 60 // see pedstats.dat 
04EB: AS_actor 233@ crouch 1 
060B: set_actor 233@ decision_maker_to 36@ 
253@ = 0 
234@ = Actor.Create(Mission2, #LSV1, 1293.434, -837.4308, 1084.633)
Actor.Angle(234@) = 84.6034
Actor.Health(234@) = 200
08AF: set_actor 234@ max_health_to 200 
0860: link_actor 234@ to_interior 5 
01B2: give_actor 234@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 234@ armed_weapon_to 29 
Actor.WeaponAccuracy(234@) = 60
07DD: set_actor 234@ temper_to 60 // see pedstats.dat 
04EB: AS_actor 234@ crouch 1 
060B: set_actor 234@ decision_maker_to 36@ 
254@ = 0 
235@ = Actor.Create(Mission2, #LSV3, 1288.788, -832.1437, 1084.633)
Actor.Angle(235@) = 93.3971
Actor.Health(235@) = 200
08AF: set_actor 235@ max_health_to 200 
0860: link_actor 235@ to_interior 5 
01B2: give_actor 235@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 235@ armed_weapon_to 29 
Actor.WeaponAccuracy(235@) = 60
07DD: set_actor 235@ temper_to 60 // see pedstats.dat 
04EB: AS_actor 235@ crouch 1 
060B: set_actor 235@ decision_maker_to 36@ 
255@ = 0 
236@ = Actor.Create(Mission2, #LSV1, 1279.452, -818.7137, 1084.633)
Actor.Angle(236@) = 169.7489
Actor.Health(236@) = 200
08AF: set_actor 236@ max_health_to 200 
0860: link_actor 236@ to_interior 5 
01B2: give_actor 236@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 236@ armed_weapon_to 29 
Actor.WeaponAccuracy(236@) = 30
07DD: set_actor 236@ temper_to 50 // see pedstats.dat 
04EB: AS_actor 236@ crouch 1 
060B: set_actor 236@ decision_maker_to 36@ 
256@ = 0 
317@ = Actor.Create(Mission3, #BFYST, 1292.736, -832.9896, 1084.633)
Actor.Angle(317@) = 90.0
0860: link_actor 317@ to_interior 5 
060B: set_actor 317@ decision_maker_to 37@ 
321@ = 0 
318@ = Actor.Create(Mission3, #GANGRL3, 1277.984, -813.5414, 1084.64)
Actor.Angle(318@) = 180.0
0860: link_actor 318@ to_interior 5 
060B: set_actor 318@ decision_maker_to 37@ 
322@ = 0 
157@ += 1 

:MANSIO1_25838
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1266.533 -831.5337 cornerB 1261.282 -838.8454 
else_jump @MANSIO1_26532 
237@ = Actor.Create(Mission2, #LSV3, 1253.758, -826.5505, 1083.008)
Actor.Angle(237@) = 197.3586
Actor.Health(237@) = 200
08AF: set_actor 237@ max_health_to 200 
0860: link_actor 237@ to_interior 5 
01B2: give_actor 237@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 237@ armed_weapon_to 29 
Actor.WeaponAccuracy(237@) = 60
07DD: set_actor 237@ temper_to 70 // see pedstats.dat 
04EB: AS_actor 237@ crouch 1 
060B: set_actor 237@ decision_maker_to 36@ 
05D3: AS_actor 237@ goto_point 1255.499 -831.5446 1083.008 mode 6 -1 ms // versionA 
257@ = 0 
238@ = Actor.Create(Mission2, #LSV1, 1233.705, -827.7943, 1083.008)
Actor.Angle(238@) = 180.0
Actor.Health(238@) = 200
08AF: set_actor 238@ max_health_to 200 
0860: link_actor 238@ to_interior 5 
01B2: give_actor 238@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 238@ armed_weapon_to 29 
Actor.WeaponAccuracy(238@) = 60
07DD: set_actor 238@ temper_to 70 // see pedstats.dat 
060B: set_actor 238@ decision_maker_to 34@ 
258@ = 0 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1234.104 -832.2075 1083.008 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 1238.847 -833.2389 1083.008 mode 6 -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 238@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
328@ = Actor.Create(Mission2, #LSV2, 1227.226, -834.4195, 1083.008)
Actor.Angle(328@) = 270.0
Actor.SetImmunities(328@, 1, 1, 1, 1, 1)
060B: set_actor 328@ decision_maker_to 34@ 
0568: set_actor 328@ targetable 1 
Marker.Disable(47@)
329@ = Marker.CreateAboveActor(328@)
08DC: create_interior_marker 329@ at 1258.338 -785.4264 radius 91.0313 
018B: set_marker 329@ radar_mode 1 
516@ = 1227.315 
517@ = -831.5784 
0615: define_AS_pack_begin 45@ 
06E3: AS_actor -1 roll_sideways 1 
05BA: AS_actor -1 move_mouth 2000 ms 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.008 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
518@ = 1225.194 
519@ = -816.5573 
520@ = 270.0 
514@ = 0 
04AE: $1276 = 23804 // $ = any 
05A9: s$1281 = 'MAN1_BA'  // ~z~Du hast dir das falsche Haus fr einen Bruch ausgesucht!
create_thread @A_ALAP 2 200 328@ 
330@ = 1 
415@ = -1 
319@ = Actor.Create(Mission3, #BFYST, 1240.835, -826.6857, 1082.156)
Actor.Angle(319@) = 143.0862
0860: link_actor 319@ to_interior 5 
060B: set_actor 319@ decision_maker_to 37@ 
323@ = 0 
157@ += 1 

:MANSIO1_26532
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1229.934 -835.5339 1082.5 cornerB 1224.882 -838.8135 1085.5 
else_jump @MANSIO1_26750 
if 
  515@ == 0 
else_jump @MANSIO1_26621 
00BC: show_text_highpriority GXT 'MAN1_21' time 8000 flag 1  // ~r~Big Poppa~s~ will abhauen. Hinterher!
515@ = 1 

:MANSIO1_26621
if 
   not Actor.Dead(328@)
else_jump @MANSIO1_26743 
0792: disembark_instantly_actor 328@ 
Actor.PutAt(328@, 518@, 519@, 1083.01)
Actor.Angle(328@) = 520@
516@ = 1231.282 
517@ = -816.6354 
05D3: AS_actor 328@ goto_point 516@ 517@ 1083.015 mode 6 -1 ms // versionA 
518@ = 1256.583 
519@ = -812.8542 
520@ = 270.0 
514@ = 0 

:MANSIO1_26743
157@ += 1 

:MANSIO1_26750
jump @MANSIO1_28153 

:MANSIO1_26757
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1228.68 -829.9222 1082.5 cornerB 1224.883 -825.2996 1085.5 
else_jump @MANSIO1_26922 
239@ = Actor.Create(Mission2, #LSV1, 1228.808, -812.9333, 1083.008)
Actor.Angle(239@) = 180.0
Actor.Health(239@) = 200
08AF: set_actor 239@ max_health_to 200 
0860: link_actor 239@ to_interior 5 
01B2: give_actor 239@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 239@ armed_weapon_to 29 
Actor.WeaponAccuracy(239@) = 60
07DD: set_actor 239@ temper_to 70 // see pedstats.dat 
060B: set_actor 239@ decision_maker_to 36@ 
06E3: AS_actor 239@ roll_sideways 1 
259@ = 0 
157@ += 1 

:MANSIO1_26922
jump @MANSIO1_28153 

:MANSIO1_26929
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1229.799 -810.6401 1082.5 cornerB 1224.884 -819.0158 1085.5 
else_jump @MANSIO1_27151 
if 
   not Actor.Dead(328@)
else_jump @MANSIO1_27144 
0792: disembark_instantly_actor 328@ 
Actor.PutAt(328@, 518@, 519@, 1083.01)
Actor.Angle(328@) = 520@
516@ = 1262.628 
517@ = -805.6454 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1261.444 -812.2836 1083.015 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.015 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
518@ = 1266.928 
519@ = -801.9423 
520@ = 270.0 
514@ = 0 

:MANSIO1_27144
157@ += 1 

:MANSIO1_27151
jump @MANSIO1_28153 

:MANSIO1_27158
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1254.281 -810.6465 1082.5 cornerB 1264.045 -813.9205 1085.5 
else_jump @MANSIO1_27380 
if 
   not Actor.Dead(328@)
else_jump @MANSIO1_27366 
0792: disembark_instantly_actor 328@ 
Actor.PutAt(328@, 518@, 519@, 1083.01)
Actor.Angle(328@) = 520@
516@ = 1274.634 
517@ = -801.9045 
05D3: AS_actor 328@ goto_point 516@ 517@ 1083.015 mode 6 -1 ms // versionA 
518@ = 1257.388 
519@ = -789.8594 
520@ = 90.0 
514@ = 0 
04AE: $1276 = 23805 // $ = any 
05A9: s$1281 = 'MAN1_BB'  // ~z~Du weit wohl nicht, mit wem du dich angelegt hast!
create_thread @A_ALAP 2 200 328@ 

:MANSIO1_27366
157@ += 1 
gosub @MANSIO1_35546 

:MANSIO1_27380
jump @MANSIO1_28153 

:MANSIO1_27387
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1278.469 -791.9025 1082.5 cornerB 1285.187 -786.7327 1085.5 
else_jump @MANSIO1_27647 
if 
   not Actor.Dead(328@)
else_jump @MANSIO1_27640 
0792: disembark_instantly_actor 328@ 
Actor.PutAt(328@, 518@, 519@, 1083.01)
Actor.Angle(328@) = 520@
516@ = 1249.665 
517@ = -782.4513 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1250.071 -788.768 1083.015 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.015 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
518@ = 1265.614 
519@ = -769.7585 
520@ = 270.0 
514@ = 0 
04AE: $1276 = 23806 // $ = any 
05A9: s$1281 = 'MAN1_BC'  // ~z~Du vergreifst dich an meinen Sachen, in meinem Haus?!
create_thread @A_ALAP 2 200 328@ 

:MANSIO1_27640
157@ += 1 

:MANSIO1_27647
jump @MANSIO1_28153 

:MANSIO1_27654
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1251.285 -775.3042 1082.5 cornerB 1247.005 -765.7498 1085.5 
else_jump @MANSIO1_27876 
if 
   not Actor.Dead(328@)
else_jump @MANSIO1_27869 
0792: disembark_instantly_actor 328@ 
Actor.PutAt(328@, 518@, 519@, 1083.01)
Actor.Angle(328@) = 520@
516@ = 1269.674 
517@ = -774.7773 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1269.4 -769.4953 1083.015 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.015 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
518@ = 1280.115 
519@ = -781.6223 
520@ = 270.0 
514@ = 0 

:MANSIO1_27869
157@ += 1 

:MANSIO1_27876
jump @MANSIO1_28153 

:MANSIO1_27883
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1260.289 -765.4207 1082.5 cornerB 1267.524 -774.8633 1085.5 
else_jump @MANSIO1_28146 
if 
   not Actor.Dead(328@)
else_jump @MANSIO1_28139 
0792: disembark_instantly_actor 328@ 
Actor.PutAt(328@, 518@, 519@, 1083.01)
Actor.Angle(328@) = 520@
516@ = 1301.081 
517@ = -786.3077 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1288.806 -780.5795 1083.015 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 1300.839 -781.0582 1083.015 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.015 mode 6 -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
518@ = -1.0 
514@ = 0 
04AE: $1276 = 23807 // $ = any 
05A9: s$1281 = 'MAN1_BD'  // ~z~Dann vergreif ich mich an DIR!
create_thread @A_ALAP 2 200 328@ 

:MANSIO1_28139
157@ += 1 

:MANSIO1_28146
jump @MANSIO1_28153 

:MANSIO1_28153
return 

:MANSIO1_28155
if 
  415@ == 0 
else_jump @MANSIO1_28951 
43@ = 0 

:MANSIO1_28180
if 
  4 > 43@ 
else_jump @MANSIO1_28944 
if 
  411@(43@,4i) == 1 
else_jump @MANSIO1_28930 
0871: init_jump_table 43@ total_jumps 4 default_jump 0 @MANSIO1_28930 jumps 0 @MANSIO1_28283 1 @MANSIO1_28335 2 @MANSIO1_28610 3 @MANSIO1_28662 -1 @MANSIO1_28930 -1 @MANSIO1_28930 -1 @MANSIO1_28930 

:MANSIO1_28283
00BC: show_text_highpriority GXT 'MAN1_13' time 8000 flag 1  // ~s~Durchsuche die Villa nach Big Poppa und schalte jeden aus, der sich dir in den Weg stellt.
415@ = 1 
0085: 416@ = 43@ // (int) 
33@ = 0 
43@ = 4 
jump @MANSIO1_28930 

:MANSIO1_28335
if 
   not Actor.Dead(143@)
else_jump @MANSIO1_28483 
if 
0105:   actor $PLAYER_ACTOR near_actor 143@ radius 35.0 35.0 4.0 sphere 0 on_foot 
else_jump @MANSIO1_28469 
if 
   not Actor.Dead(144@)
else_jump @MANSIO1_28432 
04AE: $1276 = 23822 // $ = any 
05A9: s$1281 = 'MAN1_FA'  // ~z~CJ, du suberst den Korridor und wir die einzelnen Rume!
jump @MANSIO1_28454 

:MANSIO1_28432
04AE: $1276 = 23823 // $ = any 
05A9: s$1281 = 'MAN1_FB'  // ~z~CJ, du suberst den Korridor und ich checke die einzelnen Rume!

:MANSIO1_28454
create_thread @A_ALAP 2 100 143@ 

:MANSIO1_28469
415@ = 1 
jump @MANSIO1_28563 

:MANSIO1_28483
if 
0105:   actor $PLAYER_ACTOR near_actor 144@ radius 35.0 35.0 4.0 sphere 0 on_foot 
else_jump @MANSIO1_28556 
04AE: $1276 = 23830 // $ = any 
05A9: s$1281 = 'MAN1_FJ'  // ~z~Subere du den Korridor und ich bernehme die einzelnen Rume!
create_thread @A_ALAP 2 100 144@ 

:MANSIO1_28556
415@ = 1 

:MANSIO1_28563
if 
  415@ == 1 
else_jump @MANSIO1_28603 
0085: 416@ = 43@ // (int) 
33@ = 0 
43@ = 4 

:MANSIO1_28603
jump @MANSIO1_28930 

:MANSIO1_28610
00BC: show_text_highpriority GXT 'MAN1_20' time 8000 flag 1  // ~r~Big Poppa~s~ ist unten. Erledige ihn.
415@ = 1 
0085: 416@ = 43@ // (int) 
33@ = 0 
43@ = 4 
jump @MANSIO1_28930 

:MANSIO1_28662
if 
   not Actor.Dead(143@)
else_jump @MANSIO1_28810 
if 
0105:   actor $PLAYER_ACTOR near_actor 143@ radius 35.0 35.0 4.0 sphere 0 on_foot 
else_jump @MANSIO1_28796 
if 
   not Actor.Dead(144@)
else_jump @MANSIO1_28759 
04AE: $1276 = 23828 // $ = any 
05A9: s$1281 = 'MAN1_FG'  // ~z~Geh du weiter, CJ, wir halten den Balkon!
jump @MANSIO1_28781 

:MANSIO1_28759
04AE: $1276 = 23829 // $ = any 
05A9: s$1281 = 'MAN1_FH'  // ~z~Geh du weiter, CJ, ich bleib hier und halte den Balkon!

:MANSIO1_28781
create_thread @A_ALAP 2 100 143@ 

:MANSIO1_28796
415@ = 1 
jump @MANSIO1_28890 

:MANSIO1_28810
if 
0105:   actor $PLAYER_ACTOR near_actor 144@ radius 35.0 35.0 4.0 sphere 0 on_foot 
else_jump @MANSIO1_28883 
04AE: $1276 = 23835 // $ = any 
05A9: s$1281 = 'MAN1_FO'  // ~z~Geh du weiter, CJ, ich halte diesen Balkon!
create_thread @A_ALAP 2 100 144@ 

:MANSIO1_28883
415@ = 1 

:MANSIO1_28890
if 
  415@ == 1 
else_jump @MANSIO1_28930 
0085: 416@ = 43@ // (int) 
33@ = 0 
43@ = 4 

:MANSIO1_28930
43@ += 1 
jump @MANSIO1_28180 

:MANSIO1_28944
jump @MANSIO1_29024 

:MANSIO1_28951
if 
  415@ == 1 
else_jump @MANSIO1_29024 
if 
  33@ > 8000 
else_jump @MANSIO1_29024 
if 
   not 416@ == -1 
else_jump @MANSIO1_29017 
411@(416@,4i) = -1 

:MANSIO1_29017
415@ = 0 

:MANSIO1_29024
return 

:MANSIO1_29026
417@ = 0 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 418@ 419@ cornerB 420@ 421@ 
else_jump @MANSIO1_29072 
417@ = 1 
return 

:MANSIO1_29072
if 
   not Actor.Dead(143@)
else_jump @MANSIO1_29127 
if 
00A3:   actor 143@ sphere 0 in_rectangle_cornerA 418@ 419@ cornerB 420@ 421@ 
else_jump @MANSIO1_29127 
417@ = 1 
return 

:MANSIO1_29127
if 
   not Actor.Dead(144@)
else_jump @MANSIO1_29182 
if 
00A3:   actor 144@ sphere 0 in_rectangle_cornerA 418@ 419@ cornerB 420@ 421@ 
else_jump @MANSIO1_29182 
417@ = 1 
return 

:MANSIO1_29182
return 

:MANSIO1_29184
430@ = 0 
431@ = 1 

:MANSIO1_29198
if 
  2 > 430@ 
else_jump @MANSIO1_30961 
if 
   not Actor.Dead(143@(430@,3i))
else_jump @MANSIO1_30763 
0871: init_jump_table 149@(430@,3i) total_jumps 18 default_jump 0 @MANSIO1_30756 jumps 0 @MANSIO1_29433 1 @MANSIO1_29433 2 @MANSIO1_29497 3 @MANSIO1_29497 4 @MANSIO1_29559 5 @MANSIO1_29559 6 @MANSIO1_29684 
0872: jump_table_jumps 7 @MANSIO1_29684 8 @MANSIO1_29752 9 @MANSIO1_29854 10 @MANSIO1_29907 11 @MANSIO1_29983 12 @MANSIO1_30089 13 @MANSIO1_30199 14 @MANSIO1_30266 15 @MANSIO1_30361 
0872: jump_table_jumps 16 @MANSIO1_30550 17 @MANSIO1_30618 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 -1 @MANSIO1_30756 

:MANSIO1_29433
if or
   not 246@ == -1 
   not 247@ == -1 
   not 248@ == -1 
   not 249@ == -1 
else_jump @MANSIO1_29479 
jump @MANSIO1_30756 

:MANSIO1_29479
149@(430@,3i) += 2 
jump @MANSIO1_30756 

:MANSIO1_29497
0687: clear_actor 143@(430@,3i) task 
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
422@(430@,2i) = -1 
0085: 424@(430@,2i) = 430@ // (int) 
149@(430@,3i) += 2 
jump @MANSIO1_30756 

:MANSIO1_29559
if 
   not 422@(430@,2i) == 3 
else_jump @MANSIO1_29595 
gosub @MANSIO1_30963 
jump @MANSIO1_29677 

:MANSIO1_29595
0687: clear_actor 143@(430@,3i) task 
060B: set_actor 143@(430@,3i) decision_maker_to 36@ 
04EB: AS_actor 143@(430@,3i) crouch 1 
0085: 433@ = 424@(430@,2i) // (int) 
05D4: AS_actor 143@(430@,3i) rotate_angle 394@(433@,16f) 
422@(430@,2i) = -1 
149@(430@,3i) += 2 

:MANSIO1_29677
jump @MANSIO1_30756 

:MANSIO1_29684
if 
  157@ > 0 
else_jump @MANSIO1_29745 
149@(430@,3i) += 2 
if 
  432@ == 0 
else_jump @MANSIO1_29745 
412@ = 1 
432@ = 1 

:MANSIO1_29745
jump @MANSIO1_30756 

:MANSIO1_29752
if 
   not Actor.Dead(143@(431@,3i))
else_jump @MANSIO1_29801 
if 
   not 149@(431@,3i) == 13 
else_jump @MANSIO1_29801 
jump @MANSIO1_30756 

:MANSIO1_29801
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
422@(430@,2i) = -1 
0085: 424@(430@,2i) = 344@ // (int) 
149@(430@,3i) += 2 
jump @MANSIO1_30756 

:MANSIO1_29854
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
422@(430@,2i) = -1 
0085: 424@(430@,2i) = 345@ // (int) 
149@(430@,3i) += 2 
jump @MANSIO1_30756 

:MANSIO1_29907
if 
   not 422@(430@,2i) == 3 
else_jump @MANSIO1_29943 
gosub @MANSIO1_30963 
jump @MANSIO1_29976 

:MANSIO1_29943
426@(430@,2i) = 1 
422@(430@,2i) = -1 
149@(430@,3i) += 2 

:MANSIO1_29976
jump @MANSIO1_30756 

:MANSIO1_29983
if 
   not 422@(430@,2i) == 3 
else_jump @MANSIO1_30019 
gosub @MANSIO1_30963 
jump @MANSIO1_30082 

:MANSIO1_30019
060B: set_actor 143@(430@,3i) decision_maker_to 36@ 
0638: AS_actor 143@(430@,3i) stay_put 1 
04EB: AS_actor 143@(430@,3i) crouch 1 
422@(430@,2i) = -1 
345@ += 1 
149@(430@,3i) += 2 

:MANSIO1_30082
jump @MANSIO1_30756 

:MANSIO1_30089
if 
   not 422@(430@,2i) == 3 
else_jump @MANSIO1_30125 
gosub @MANSIO1_30963 
jump @MANSIO1_30192 

:MANSIO1_30125
060B: set_actor 143@(430@,3i) decision_maker_to 36@ 
0638: AS_actor 143@(430@,3i) stay_put 1 
04EB: AS_actor 143@(430@,3i) crouch 1 
422@(430@,2i) = -1 
437@(430@,2i) = -1 
149@(430@,3i) += 2 

:MANSIO1_30192
jump @MANSIO1_30756 

:MANSIO1_30199
if 
   not Actor.Dead(143@(431@,3i))
else_jump @MANSIO1_30248 
if 
   not 149@(431@,3i) == 11 
else_jump @MANSIO1_30248 
jump @MANSIO1_30756 

:MANSIO1_30248
149@(430@,3i) -= 5 
jump @MANSIO1_30756 

:MANSIO1_30266
gosub @MANSIO1_31608 
if 
  439@ == 1 
else_jump @MANSIO1_30354 
439@ = 0 
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
04EB: AS_actor 143@(430@,3i) crouch 0 
426@(430@,2i) = 0 
422@(430@,2i) = -1 
149@(430@,3i) += 1 

:MANSIO1_30354
jump @MANSIO1_30756 

:MANSIO1_30361
if 
   not 422@(430@,2i) == 3 
else_jump @MANSIO1_30397 
gosub @MANSIO1_30963 
jump @MANSIO1_30543 

:MANSIO1_30397
if 
  344@ == 8 
else_jump @MANSIO1_30471 
149@(430@,3i) = 16 
if 
   not Actor.Dead(143@(431@,3i))
else_jump @MANSIO1_30457 
149@(431@,3i) = 16 

:MANSIO1_30457
414@ = 1 
jump @MANSIO1_30543 

:MANSIO1_30471
422@(430@,2i) = -1 
if 
   not Actor.Dead(143@(431@,3i))
else_jump @MANSIO1_30532 
0085: 424@(430@,2i) = 345@ // (int) 
149@(430@,3i) -= 4 
jump @MANSIO1_30543 

:MANSIO1_30532
149@(430@,3i) -= 7 

:MANSIO1_30543
jump @MANSIO1_30756 

:MANSIO1_30550
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
422@(430@,2i) = -1 
433@ = 14 
005A: 433@ += 430@ // (int) 
0085: 424@(430@,2i) = 433@ // (int) 
149@(430@,3i) += 1 
jump @MANSIO1_30756 

:MANSIO1_30618
if 
   not 422@(430@,2i) == 3 
else_jump @MANSIO1_30654 
gosub @MANSIO1_30963 
jump @MANSIO1_30749 

:MANSIO1_30654
060B: set_actor 143@(430@,3i) decision_maker_to 36@ 
0638: AS_actor 143@(430@,3i) stay_put 1 
if 
  424@(430@,2i) == 14 
else_jump @MANSIO1_30710 
04EB: AS_actor 143@(430@,3i) crouch 1 

:MANSIO1_30710
0085: 433@ = 424@(430@,2i) // (int) 
05D4: AS_actor 143@(430@,3i) rotate_angle 394@(433@,16f) 
149@(430@,3i) += 1 

:MANSIO1_30749
jump @MANSIO1_30756 

:MANSIO1_30756
jump @MANSIO1_30940 

:MANSIO1_30763
if 
   not 149@(430@,3i) == -2 
else_jump @MANSIO1_30940 
0871: init_jump_table 149@(430@,3i) total_jumps 1 default_jump 1 @MANSIO1_30852 jumps -1 @MANSIO1_30881 -1 @MANSIO1_30940 -1 @MANSIO1_30940 -1 @MANSIO1_30940 -1 @MANSIO1_30940 -1 @MANSIO1_30940 -1 @MANSIO1_30940 

:MANSIO1_30852
164@(430@,3i) = 0 
149@(430@,3i) = -1 
jump @MANSIO1_30940 

:MANSIO1_30881
if 
  10000 > 164@(430@,3i) 
else_jump @MANSIO1_30911 
jump @MANSIO1_30940 

:MANSIO1_30911
Actor.DestroyWithFade(143@(430@,3i))
Model.Destroy(428@(430@,2i))
149@(430@,3i) -= 1 

:MANSIO1_30940
430@ += 1 
431@ -= 1 
jump @MANSIO1_29198 

:MANSIO1_30961
return 

:MANSIO1_30963
0085: 433@ = 424@(430@,2i) // (int) 
0087: 434@ = 346@(433@,16f) // (float) 
0087: 435@ = 362@(433@,16f) // (float) 
0087: 436@ = 378@(433@,16f) // (float) 
if 
  426@(430@,2i) == 1 
else_jump @MANSIO1_31130 
0871: init_jump_table 344@ total_jumps 6 default_jump 0 @MANSIO1_31130 jumps 2 @MANSIO1_31096 3 @MANSIO1_31113 4 @MANSIO1_31096 5 @MANSIO1_31113 6 @MANSIO1_31096 7 @MANSIO1_31113 -1 @MANSIO1_31130 

:MANSIO1_31096
434@ -= 3.5 
jump @MANSIO1_31130 

:MANSIO1_31113
434@ += 3.5 
jump @MANSIO1_31130 

:MANSIO1_31130
0871: init_jump_table 422@(430@,2i) total_jumps 4 default_jump 0 @MANSIO1_31606 jumps -1 @MANSIO1_31197 0 @MANSIO1_31310 1 @MANSIO1_31361 2 @MANSIO1_31525 -1 @MANSIO1_31606 -1 @MANSIO1_31606 -1 @MANSIO1_31606 

:MANSIO1_31197
if 
074F:   actor 143@(430@,3i) ped_event == -1 
else_jump @MANSIO1_31248 
0638: AS_actor 143@(430@,3i) stay_put 1 
422@(430@,2i) = 0 
jump @MANSIO1_31303 

:MANSIO1_31248
0638: AS_actor 143@(430@,3i) stay_put 0 
04EB: AS_actor 143@(430@,3i) crouch 0 
05D3: AS_actor 143@(430@,3i) goto_point 434@ 435@ 436@ mode 6 -2 ms // versionA 
422@(430@,2i) = 1 

:MANSIO1_31303
jump @MANSIO1_31606 

:MANSIO1_31310
if 
874F:   not actor 143@(430@,3i) ped_event == -1 
else_jump @MANSIO1_31354 
164@(430@,3i) = 0 
422@(430@,2i) = 2 

:MANSIO1_31354
jump @MANSIO1_31606 

:MANSIO1_31361
if 
074F:   actor 143@(430@,3i) ped_event == -1 
else_jump @MANSIO1_31401 
422@(430@,2i) = -1 
jump @MANSIO1_31518 

:MANSIO1_31401
if 
00FF:   actor 143@(430@,3i) sphere 0 in_sphere 434@ 435@ 436@ radius 1.2 1.2 1.5 on_foot 
else_jump @MANSIO1_31465 
422@(430@,2i) = 3 
jump @MANSIO1_31518 

:MANSIO1_31465
062E: unknown_get_actor 143@(430@,3i) task 1491 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // @ == any 
else_jump @MANSIO1_31518 
0687: clear_actor 143@(430@,3i) task 
422@(430@,2i) = -1 

:MANSIO1_31518
jump @MANSIO1_31606 

:MANSIO1_31525
if 
074F:   actor 143@(430@,3i) ped_event == -1 
else_jump @MANSIO1_31565 
422@(430@,2i) = 0 
jump @MANSIO1_31599 

:MANSIO1_31565
if 
  164@(430@,3i) > 500 
else_jump @MANSIO1_31599 
422@(430@,2i) = -1 

:MANSIO1_31599
jump @MANSIO1_31606 

:MANSIO1_31606
return 

:MANSIO1_31608
0871: init_jump_table 437@(430@,2i) total_jumps 3 default_jump 0 @MANSIO1_31862 jumps -1 @MANSIO1_31675 0 @MANSIO1_31726 1 @MANSIO1_31807 -1 @MANSIO1_31862 -1 @MANSIO1_31862 -1 @MANSIO1_31862 -1 @MANSIO1_31862 

:MANSIO1_31675
if 
874F:   not actor 143@(430@,3i) ped_event == -1 
else_jump @MANSIO1_31719 
164@(430@,3i) = 0 
437@(430@,2i) += 1 

:MANSIO1_31719
jump @MANSIO1_31862 

:MANSIO1_31726
if 
074F:   actor 143@(430@,3i) ped_event == -1 
else_jump @MANSIO1_31766 
437@(430@,2i) -= 1 
jump @MANSIO1_31800 

:MANSIO1_31766
if 
  164@(430@,3i) > 300 
else_jump @MANSIO1_31800 
437@(430@,2i) += 1 

:MANSIO1_31800
jump @MANSIO1_31862 

:MANSIO1_31807
gosub @MANSIO1_31864 
if 
  439@ == 0 
else_jump @MANSIO1_31855 
164@(430@,3i) = 150 
437@(430@,2i) -= 1 

:MANSIO1_31855
jump @MANSIO1_31862 

:MANSIO1_31862
return 

:MANSIO1_31864
439@ = 0 
0871: init_jump_table 344@ total_jumps 6 default_jump 0 @MANSIO1_32394 jumps 2 @MANSIO1_31934 3 @MANSIO1_32013 4 @MANSIO1_32092 5 @MANSIO1_32164 6 @MANSIO1_32243 7 @MANSIO1_32315 -1 @MANSIO1_32394 

:MANSIO1_31934
if and
  296@ == -1 
  297@ == -1 
else_jump @MANSIO1_32006 
439@ = 1 
440@ = 1271.341 
441@ = -785.5189 
442@ = 1278.642 
443@ = -798.1946 

:MANSIO1_32006
jump @MANSIO1_32394 

:MANSIO1_32013
if and
  298@ == -1 
  299@ == -1 
else_jump @MANSIO1_32085 
439@ = 1 
440@ = 1285.97 
441@ = -785.5347 
442@ = 1293.101 
443@ = -799.4673 

:MANSIO1_32085
jump @MANSIO1_32394 

:MANSIO1_32092
if 
  300@ == -1 
else_jump @MANSIO1_32157 
439@ = 1 
440@ = 1271.417 
441@ = -799.7592 
442@ = 1278.639 
443@ = -810.0243 

:MANSIO1_32157
jump @MANSIO1_32394 

:MANSIO1_32164
if and
  301@ == -1 
  302@ == -1 
else_jump @MANSIO1_32236 
439@ = 1 
440@ = 1285.959 
441@ = -800.8917 
442@ = 1293.121 
443@ = -811.5349 

:MANSIO1_32236
jump @MANSIO1_32394 

:MANSIO1_32243
if 
  303@ == -1 
else_jump @MANSIO1_32308 
439@ = 1 
440@ = 1271.434 
441@ = -811.7203 
442@ = 1278.597 
443@ = -822.8848 

:MANSIO1_32308
jump @MANSIO1_32394 

:MANSIO1_32315
if and
  304@ == -1 
  305@ == -1 
else_jump @MANSIO1_32387 
439@ = 1 
440@ = 1285.944 
441@ = -812.8881 
442@ = 1293.238 
443@ = -823.5223 

:MANSIO1_32387
jump @MANSIO1_32394 

:MANSIO1_32394
if 
  439@ == 1 
else_jump @MANSIO1_32519 
43@ = 0 

:MANSIO1_32419
if 
  20 > 43@ 
else_jump @MANSIO1_32519 
if 
   not Actor.Dead(226@(43@,20i))
else_jump @MANSIO1_32505 
if 
00A3:   actor 226@(43@,20i) sphere 0 in_rectangle_cornerA 440@ 441@ cornerB 442@ 443@ 
else_jump @MANSIO1_32505 
439@ = 0 
43@ = 20 

:MANSIO1_32505
43@ += 1 
jump @MANSIO1_32419 

:MANSIO1_32519
if 
  439@ == 1 
else_jump @MANSIO1_32644 
43@ = 0 

:MANSIO1_32544
if 
  3 > 43@ 
else_jump @MANSIO1_32644 
if 
   not Actor.Dead(474@(43@,3i))
else_jump @MANSIO1_32630 
if 
00A3:   actor 474@(43@,3i) sphere 0 in_rectangle_cornerA 440@ 441@ cornerB 442@ 443@ 
else_jump @MANSIO1_32630 
439@ = 0 
43@ = 2 

:MANSIO1_32630
43@ += 1 
jump @MANSIO1_32544 

:MANSIO1_32644
if 
  439@ == 1 
else_jump @MANSIO1_32860 
344@ += 1 
if 
876F:   not text_priority_displayed 
else_jump @MANSIO1_32860 
if 
0105:   actor $PLAYER_ACTOR near_actor 143@(430@,3i) radius 35.0 35.0 4.0 sphere 0 on_foot 
else_jump @MANSIO1_32860 
if 
  430@ == 0 
else_jump @MANSIO1_32771 
008A: $1276 = 444@(452@,8i) // (int) 
05A9: s$1281 = 453@(452@,8s) 
jump @MANSIO1_32809 

:MANSIO1_32771
452@ += 4 
008A: $1276 = 444@(452@,8i) // (int) 
05A9: s$1281 = 453@(452@,8s) 
452@ -= 4 

:MANSIO1_32809
create_thread @A_ALAP 2 100 143@(430@,3i) 
452@ += 1 
if 
  452@ == 4 
else_jump @MANSIO1_32860 
452@ = 0 

:MANSIO1_32860
return 

:MANSIO1_32862
43@ = 0 

:MANSIO1_32869
if 
  20 > 43@ 
else_jump @MANSIO1_33074 
0871: init_jump_table 246@(43@,20i) total_jumps 2 default_jump 0 @MANSIO1_33060 jumps 0 @MANSIO1_32954 1 @MANSIO1_33010 -1 @MANSIO1_33060 -1 @MANSIO1_33060 -1 @MANSIO1_33060 -1 @MANSIO1_33060 -1 @MANSIO1_33060 

:MANSIO1_32954
if 
   not Actor.Dead(226@(43@,20i))
else_jump @MANSIO1_32988 
jump @MANSIO1_33060 
jump @MANSIO1_33010 

:MANSIO1_32988
266@(43@,20i) = 0 
246@(43@,20i) = 1 

:MANSIO1_33010
if 
  266@(43@,20i) > 2500 
else_jump @MANSIO1_33053 
Actor.RemoveReferences(226@(43@,20i))
246@(43@,20i) = -1 

:MANSIO1_33053
jump @MANSIO1_33060 

:MANSIO1_33060
43@ += 1 
jump @MANSIO1_32869 

:MANSIO1_33074
43@ = 0 

:MANSIO1_33081
if 
  10 > 43@ 
else_jump @MANSIO1_33286 
0871: init_jump_table 296@(43@,10i) total_jumps 2 default_jump 0 @MANSIO1_33272 jumps 0 @MANSIO1_33166 1 @MANSIO1_33222 -1 @MANSIO1_33272 -1 @MANSIO1_33272 -1 @MANSIO1_33272 -1 @MANSIO1_33272 -1 @MANSIO1_33272 

:MANSIO1_33166
if 
   not Actor.Dead(286@(43@,10i))
else_jump @MANSIO1_33200 
jump @MANSIO1_33272 
jump @MANSIO1_33222 

:MANSIO1_33200
306@(43@,10i) = 0 
296@(43@,10i) = 1 

:MANSIO1_33222
if 
  306@(43@,10i) > 1800 
else_jump @MANSIO1_33265 
Actor.RemoveReferences(286@(43@,10i))
296@(43@,10i) = -1 

:MANSIO1_33265
jump @MANSIO1_33272 

:MANSIO1_33272
43@ += 1 
jump @MANSIO1_33081 

:MANSIO1_33286
43@ = 0 

:MANSIO1_33293
if 
  4 > 43@ 
else_jump @MANSIO1_33498 
0871: init_jump_table 320@(43@,4i) total_jumps 2 default_jump 0 @MANSIO1_33484 jumps 0 @MANSIO1_33378 1 @MANSIO1_33434 -1 @MANSIO1_33484 -1 @MANSIO1_33484 -1 @MANSIO1_33484 -1 @MANSIO1_33484 -1 @MANSIO1_33484 

:MANSIO1_33378
if 
   not Actor.Dead(316@(43@,4i))
else_jump @MANSIO1_33412 
jump @MANSIO1_33484 
jump @MANSIO1_33434 

:MANSIO1_33412
324@(43@,4i) = 0 
320@(43@,4i) = 1 

:MANSIO1_33434
if 
  324@(43@,4i) > 1800 
else_jump @MANSIO1_33477 
Actor.RemoveReferences(316@(43@,4i))
320@(43@,4i) = -1 

:MANSIO1_33477
jump @MANSIO1_33484 

:MANSIO1_33484
43@ += 1 
jump @MANSIO1_33293 

:MANSIO1_33498
return 

:MANSIO1_33500
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  $TEMPVAR_FLOAT_3 > 1089.0 
else_jump @MANSIO1_33909 
if 
  $TEMPVAR_FLOAT_2 > -784.0 
else_jump @MANSIO1_33570 
469@ = 0 
jump @MANSIO1_33902 

:MANSIO1_33570
if or
  1271.0 > $TEMPVAR_FLOAT_1 
  $TEMPVAR_FLOAT_1 > 1294.0 
else_jump @MANSIO1_33615 
469@ = 0 
jump @MANSIO1_33902 

:MANSIO1_33615
if 
  $TEMPVAR_FLOAT_2 > -824.0 
else_jump @MANSIO1_33895 
if 
  1279.0 > $TEMPVAR_FLOAT_1 
else_jump @MANSIO1_33741 
if 
  $TEMPVAR_FLOAT_2 > -799.0 
else_jump @MANSIO1_33692 
469@ = 1 
jump @MANSIO1_33734 

:MANSIO1_33692
if 
  $TEMPVAR_FLOAT_2 > -811.0 
else_jump @MANSIO1_33727 
469@ = 3 
jump @MANSIO1_33734 

:MANSIO1_33727
469@ = 5 

:MANSIO1_33734
jump @MANSIO1_33888 

:MANSIO1_33741
if 
  $TEMPVAR_FLOAT_1 > 1285.0 
else_jump @MANSIO1_33846 
if 
  $TEMPVAR_FLOAT_2 > -800.0 
else_jump @MANSIO1_33797 
469@ = 2 
jump @MANSIO1_33839 

:MANSIO1_33797
if 
  $TEMPVAR_FLOAT_2 > -812.0 
else_jump @MANSIO1_33832 
469@ = 4 
jump @MANSIO1_33839 

:MANSIO1_33832
469@ = 6 

:MANSIO1_33839
jump @MANSIO1_33888 

:MANSIO1_33846
if 
  $TEMPVAR_FLOAT_2 > -806.0 
else_jump @MANSIO1_33881 
469@ = 7 
jump @MANSIO1_33888 

:MANSIO1_33881
469@ = 8 

:MANSIO1_33888
jump @MANSIO1_33902 

:MANSIO1_33895
469@ = 9 

:MANSIO1_33902
jump @MANSIO1_33923 

:MANSIO1_33909
489@ = 1 
469@ = 10 

:MANSIO1_33923
if 
  472@ == 1 
else_jump @MANSIO1_33957 
0209: 473@ = random_int_in_ranges 0 2 
jump @MANSIO1_33964 

:MANSIO1_33957
473@ = 0 

:MANSIO1_33964
470@ = 0 
if 
   not 489@ == 1 
else_jump @MANSIO1_34275 
0871: init_jump_table 469@ total_jumps 11 default_jump 0 @MANSIO1_34275 jumps 0 @MANSIO1_34117 1 @MANSIO1_34138 2 @MANSIO1_34138 3 @MANSIO1_34138 4 @MANSIO1_34191 5 @MANSIO1_34191 6 @MANSIO1_34212 
0872: jump_table_jumps 7 @MANSIO1_34138 8 @MANSIO1_34233 9 @MANSIO1_34233 10 @MANSIO1_34254 -1 @MANSIO1_34275 -1 @MANSIO1_34275 -1 @MANSIO1_34275 -1 @MANSIO1_34275 -1 @MANSIO1_34275 

:MANSIO1_34117
08BD: set 470@ bit 1 
08BD: set 470@ bit 2 
jump @MANSIO1_34275 

:MANSIO1_34138
if 
  473@ == 0 
else_jump @MANSIO1_34170 
08BD: set 470@ bit 2 
jump @MANSIO1_34177 

:MANSIO1_34170
08BD: set 470@ bit 5 

:MANSIO1_34177
08BD: set 470@ bit 3 
jump @MANSIO1_34275 

:MANSIO1_34191
08BD: set 470@ bit 1 
08BD: set 470@ bit 3 
jump @MANSIO1_34275 

:MANSIO1_34212
08BD: set 470@ bit 1 
08BD: set 470@ bit 0 
jump @MANSIO1_34275 

:MANSIO1_34233
08BD: set 470@ bit 0 
08BD: set 470@ bit 4 
jump @MANSIO1_34275 

:MANSIO1_34254
08BD: set 470@ bit 2 
08BD: set 470@ bit 4 
jump @MANSIO1_34275 

:MANSIO1_34275
471@ = 1 
return 

:MANSIO1_34284
486@ = 0 

:MANSIO1_34291
if 
  3 > 486@ 
else_jump @MANSIO1_35149 
if 
   not Actor.Dead(474@(486@,3i))
else_jump @MANSIO1_34537 
0871: init_jump_table 477@(486@,3i) total_jumps 1 default_jump 0 @MANSIO1_34530 jumps 1 @MANSIO1_34396 -1 @MANSIO1_34530 -1 @MANSIO1_34530 -1 @MANSIO1_34530 -1 @MANSIO1_34530 -1 @MANSIO1_34530 -1 @MANSIO1_34530 

:MANSIO1_34396
if 
  4 > 335@ 
else_jump @MANSIO1_34523 
if 
876F:   not text_priority_displayed 
else_jump @MANSIO1_34523 
if 
00F2:   actor 474@(486@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
else_jump @MANSIO1_34523 
008A: $1276 = 331@(335@,4i) // (int) 
05A9: s$1281 = 336@(335@,4s) 
create_thread @A_ALAP 2 50 474@(486@,3i) 
477@(486@,3i) = 0 
335@ += 1 

:MANSIO1_34523
jump @MANSIO1_34530 

:MANSIO1_34530
jump @MANSIO1_35135 

:MANSIO1_34537
0871: init_jump_table 477@(486@,3i) total_jumps 2 default_jump 1 @MANSIO1_35113 jumps -2 @MANSIO1_34708 -1 @MANSIO1_34604 -1 @MANSIO1_35135 -1 @MANSIO1_35135 -1 @MANSIO1_35135 -1 @MANSIO1_35135 -1 @MANSIO1_35135 

:MANSIO1_34604
if 
001D:   488@ > 480@(486@,3i) // (int) 
else_jump @MANSIO1_34634 
jump @MANSIO1_35135 

:MANSIO1_34634
Actor.DestroyWithFade(474@(486@,3i))
if 
  486@ == 2 
else_jump @MANSIO1_34708 
if 
  472@ == 0 
else_jump @MANSIO1_34697 
477@(486@,3i) += 1 
jump @MANSIO1_34708 

:MANSIO1_34697
477@(486@,3i) -= 1 

:MANSIO1_34708
if 
   not 489@ == 1 
else_jump @MANSIO1_35092 
if 
  471@ == 0 
else_jump @MANSIO1_34751 
gosub @MANSIO1_33500 

:MANSIO1_34751
43@ = 0 

:MANSIO1_34758
if 
  6 > 43@ 
else_jump @MANSIO1_35106 
if 
08B9:   test 470@ bit 43@ 
else_jump @MANSIO1_35092 
if 
803B:   not  43@ == 487@ // (int) 
else_jump @MANSIO1_35092 
if 
838A:   not any_car_in_cube_cornerA 490@(43@,6f) 496@(43@,6f) 502@(43@,6f) cornerB 1.5 1.5 0.0 
else_jump @MANSIO1_35092 
474@(486@,3i) = Actor.Create(Mission2, #LSV1, 490@(43@,6f), 496@(43@,6f), 502@(43@,6f))
Actor.Health(474@(486@,3i)) = 200
08AF: set_actor 474@(486@,3i) max_health_to 200 
Actor.Angle(474@(486@,3i)) = 508@(43@,6f)
0860: link_actor 474@(486@,3i) to_interior 5 
01B2: give_actor 474@(486@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 474@(486@,3i) armed_weapon_to 29 
060B: set_actor 474@(486@,3i) decision_maker_to 36@ 
087E: set_actor 474@(486@,3i) weapon_droppable 0 
05E2: AS_actor 474@(486@,3i) kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(474@(486@,3i)) = 50
07DD: set_actor 474@(486@,3i) temper_to 60 // see pedstats.dat 
if 
  486@ == 0 
else_jump @MANSIO1_35066 
477@(486@,3i) = 1 
jump @MANSIO1_35077 

:MANSIO1_35066
477@(486@,3i) = 0 

:MANSIO1_35077
0085: 487@ = 43@ // (int) 
43@ = 5 

:MANSIO1_35092
43@ += 1 
jump @MANSIO1_34758 

:MANSIO1_35106
jump @MANSIO1_35135 

:MANSIO1_35113
480@(486@,3i) = 0 
477@(486@,3i) = -1 

:MANSIO1_35135
486@ += 1 
jump @MANSIO1_34291 

:MANSIO1_35149
return 

:MANSIO1_35151
if 
   not Actor.Dead(328@)
else_jump @MANSIO1_35544 
0871: init_jump_table 514@ total_jumps 2 default_jump 0 @MANSIO1_35544 jumps 0 @MANSIO1_35230 1 @MANSIO1_35514 -1 @MANSIO1_35544 -1 @MANSIO1_35544 -1 @MANSIO1_35544 -1 @MANSIO1_35544 -1 @MANSIO1_35544 

:MANSIO1_35230
if 
80ED:   not actor 328@ 0 near_point 516@ 517@ radius 1.0 1.0 on_foot 
else_jump @MANSIO1_35271 
jump @MANSIO1_35544 

:MANSIO1_35271
if 
   not 518@ == -1.0 
else_jump @MANSIO1_35369 
if 
  515@ == 0 
else_jump @MANSIO1_35333 
00BC: show_text_highpriority GXT 'MAN1_21' time 8000 flag 1  // ~r~Big Poppa~s~ will abhauen. Hinterher!
515@ = 1 

:MANSIO1_35333
0792: disembark_instantly_actor 328@ 
Actor.PutAt(328@, 518@, 519@, 1083.01)
Actor.Angle(328@) = 520@
jump @MANSIO1_35500 

:MANSIO1_35369
08E7: disable_entrance_markers 0 
07FB: set_interior 'MDDOGS' access 1  // Madd Doggs Bude
018A: 47@ = create_checkpoint_at 1298.74 -795.9946 1083.008 
08DC: create_interior_marker 47@ at 1258.338 -785.4264 radius 91.0313 
00BC: show_text_highpriority GXT 'MAN1_22' time 8000 flag 1  // ~r~Big Poppa~s~ hat die ~y~Villa~s~ verlassen. Folge ihm.
Actor.PutAt(328@, 1261.031, -815.666, 83.1484)
Actor.Angle(328@) = 65.0097
0860: link_actor 328@ to_interior 0 
0575: set_actor 328@ pinned_position 1 
514@ = 1 
jump @MANSIO1_35544 

:MANSIO1_35500
514@ = -1 
jump @MANSIO1_35544 

:MANSIO1_35514
077E: get_active_interior_to 48@ 
if 
  48@ == 0 
else_jump @MANSIO1_35544 
514@ = 2 

:MANSIO1_35544
return 

:MANSIO1_35546
Actor.DestroyInstantly(143@)
Actor.DestroyInstantly(144@)
Model.Destroy(#TRIADA)
Model.Destroy(#TRIADB)
Model.Destroy(#M4)
43@ = 0 

:MANSIO1_35576
if 
  10 > 43@ 
else_jump @MANSIO1_35617 
Actor.DestroyInstantly(286@(43@,10i))
43@ += 1 
jump @MANSIO1_35576 

:MANSIO1_35617
43@ = 0 

:MANSIO1_35624
if 
  13 > 43@ 
else_jump @MANSIO1_35665 
Actor.RemoveReferences(226@(43@,20i))
43@ += 1 
jump @MANSIO1_35624 

:MANSIO1_35665
Actor.RemoveReferences(474@)
Actor.RemoveReferences(475@)
Actor.RemoveReferences(476@)
Actor.RemoveReferences(316@)
Actor.RemoveReferences(317@)
Actor.RemoveReferences(318@)
Actor.RemoveReferences(319@)
Model.Destroy(#BFYST)
Model.Destroy(#GANGRL3)
065C: release_decision_maker 37@ 
065C: release_decision_maker 35@ 
Model.Load(#BMYBE)
Model.Load(#BMYDJ)
Model.Load(#BFYPRO)
Model.Load(#BFYBE)
521@ = 1 
return 

:MANSIO1_35745
0871: init_jump_table 521@ total_jumps 2 default_jump 0 @MANSIO1_36515 jumps 1 @MANSIO1_35808 2 @MANSIO1_36227 -1 @MANSIO1_36515 -1 @MANSIO1_36515 -1 @MANSIO1_36515 -1 @MANSIO1_36515 -1 @MANSIO1_36515 

:MANSIO1_35808
240@ = Actor.Create(Mission2, #LSV3, 1260.064, -793.2798, 1083.241)
Actor.Angle(240@) = 290.4863
Actor.Health(240@) = 200
08AF: set_actor 240@ max_health_to 200 
0860: link_actor 240@ to_interior 5 
01B2: give_actor 240@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 240@ armed_weapon_to 29 
Actor.WeaponAccuracy(240@) = 80
07DD: set_actor 240@ temper_to 60 // see pedstats.dat 
060B: set_actor 240@ decision_maker_to 36@ 
260@ = 0 
241@ = Actor.Create(Mission2, #LSV3, 1257.702, -767.9689, 1083.008)
Actor.Angle(241@) = 119.2357
Actor.Health(241@) = 200
08AF: set_actor 241@ max_health_to 200 
0860: link_actor 241@ to_interior 5 
01B2: give_actor 241@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 241@ armed_weapon_to 29 
Actor.WeaponAccuracy(241@) = 70
07DD: set_actor 241@ temper_to 50 // see pedstats.dat 
060B: set_actor 241@ decision_maker_to 36@ 
261@ = 0 
242@ = Actor.Create(Mission2, #LSV3, 1289.814, -778.2963, 1083.008)
Actor.Angle(242@) = 67.6874
Actor.Health(242@) = 200
08AF: set_actor 242@ max_health_to 200 
0860: link_actor 242@ to_interior 5 
01B2: give_actor 242@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 242@ armed_weapon_to 29 
Actor.WeaponAccuracy(242@) = 70
07DD: set_actor 242@ temper_to 60 // see pedstats.dat 
060B: set_actor 242@ decision_maker_to 36@ 
262@ = 0 
243@ = Actor.Create(Mission2, #LSV3, 1282.886, -779.3019, 1083.015)
Actor.Angle(243@) = 57.042
Actor.Health(243@) = 200
08AF: set_actor 243@ max_health_to 200 
0860: link_actor 243@ to_interior 5 
01B2: give_actor 243@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 243@ armed_weapon_to 29 
Actor.WeaponAccuracy(243@) = 70
07DD: set_actor 243@ temper_to 60 // see pedstats.dat 
060B: set_actor 243@ decision_maker_to 36@ 
263@ = 0 
521@ += 1 

:MANSIO1_36227
if or
   not Model.Available(#BMYBE)
   not Model.Available(#BMYDJ)
   not Model.Available(#BFYPRO)
   not Model.Available(#BFYBE)
else_jump @MANSIO1_36262 
jump @MANSIO1_36515 

:MANSIO1_36262
522@ = Actor.Create(Mission3, #BMYDJ, 1275.155, -788.5061, 1083.008)
Actor.Angle(522@) = 152.55
0860: link_actor 522@ to_interior 5 
060B: set_actor 522@ decision_maker_to 38@ 
523@ = Actor.Create(Mission3, #BFYPRO, 1274.54, -790.0915, 1083.008)
Actor.Angle(523@) = 349.0896
0860: link_actor 523@ to_interior 5 
060B: set_actor 523@ decision_maker_to 38@ 
524@ = Actor.Create(Mission3, #BMYBE, 1273.279, -788.6833, 1083.008)
Actor.Angle(524@) = 221.2157
0860: link_actor 524@ to_interior 5 
060B: set_actor 524@ decision_maker_to 38@ 
525@ = Actor.Create(Mission3, #BFYBE, 1261.499, -788.9477, 1083.015)
Actor.Angle(525@) = 154.0331
0860: link_actor 525@ to_interior 5 
060B: set_actor 525@ decision_maker_to 38@ 
526@ = Actor.Create(Mission3, #BMYBE, 1260.887, -790.43, 1083.015)
Actor.Angle(526@) = 332.9453
0860: link_actor 526@ to_interior 5 
060B: set_actor 526@ decision_maker_to 38@ 
521@ = 0 

:MANSIO1_36515
return 

:MANSIO1_36517
00BE: text_clear_all 
48@ = 5 

:MANSIO1_36526
if 
  48@ == 5 
else_jump @MANSIO1_36563 
wait 0 
09E8: 48@ = actor $PLAYER_ACTOR active_interior 
jump @MANSIO1_36526 

:MANSIO1_36563
0917: audio_zone 'MADDOGL' enable_sound 0 
fade 0 0 

:MANSIO1_36582
if 
fading 
else_jump @MANSIO1_36606 
wait 0 
jump @MANSIO1_36582 

:MANSIO1_36606
07FB: set_interior 'MADDOGS' access 0  // Madd Doggs Bude
07FB: set_interior 'MDDOGS' access 0  // Madd Doggs Bude
03BA: clear_cars_from_cube_cornerA 1239.904 -800.9069 80.0 cornerB 1261.751 -817.216 90.0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
gosub @MANSIO1_38446 
01EB: set_traffic_density_multiplier_to 0.5 
Model.Load(#PHOENIX)
Model.Load(#WINDSOR)
07C0: load_path 708 

:MANSIO1_36704
if or
   not Model.Available(#PHOENIX)
   not Model.Available(#WINDSOR)
87C1:   not path 708 available 
else_jump @MANSIO1_36741 
wait 0 
jump @MANSIO1_36704 

:MANSIO1_36741
Camera.SetAtPos(1265.009, -816.3813, 83.6305)
527@ = Car.Create(#PHOENIX, 1250.519, -812.1237, 83.1484)
Car.Angle(527@) = 162.4757
0674: set_car_model #WINDSOR numberplate "J_LOMAX" 
0506: set_car_model #WINDSOR next_variation 1 1 // first param is useless 
528@ = Car.Create(#WINDSOR, 1244.026, -808.5705, 83.1484)
Car.Angle(528@) = 177.4448
0229: set_car 528@ primary_color_to 126 secondary_color_to 0 
041E: set_radio_station 3 
if 
   not Actor.Dead(328@)
else_jump @MANSIO1_36938 
0792: disembark_instantly_actor 328@ 
060B: set_actor 328@ decision_maker_to 34@ 
0575: set_actor 328@ pinned_position 0 
0860: link_actor 328@ to_interior 0 
Actor.PutAt(328@, 1268.7, -813.0891, 83.1484)
Actor.Angle(328@) = 90.0
Marker.Disable(329@)

:MANSIO1_36938
Actor.PutAt($PLAYER_ACTOR, 1268.7, -813.0891, 83.1484)
Actor.Angle($PLAYER_ACTOR) = 90.0
0925: restore_camera_to_user_defined 
099C: jiggle_camera type 1 timelimit 50000.0 intensity 0.5 
Camera.SetPosition(1265.009, -816.3813, 83.6305, 0.0, 0.0, 0.0)
Camera.PointAt(1264.046, -816.1189, 83.6842, 2)
fade 1 500 

:MANSIO1_37042
if 
fading 
else_jump @MANSIO1_37066 
wait 0 
jump @MANSIO1_37042 

:MANSIO1_37066
if and
   not Actor.Dead(328@)
   not Car.Wrecked(527@)
else_jump @MANSIO1_37177 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 1500 ms 
05CB: AS_actor -1 enter_car 527@ as_driver 9999 ms 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 7000 ms 
05D3: AS_actor -1 goto_point 1251.697 -812.287 83.1484 mode 6 -2 ms // versionA 
05BF: AS_actor -1 look_at_actor 328@ 1500 ms 
0616: define_AS_pack_end 45@ 

:MANSIO1_37177
0618: assign_actor $PLAYER_ACTOR to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
32@ = 0 

:MANSIO1_37197
if 
  1500 > 32@ 
else_jump @MANSIO1_37227 
wait 0 
jump @MANSIO1_37197 

:MANSIO1_37227
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1265.009 -816.3813 83.6305 position_to 1253.448 -815.4342 83.4116 time 7500 drop_mode 1 
0920: point_camera 1264.046 -816.1189 83.6842 transverse_to 1252.86 -814.6353 83.5422 time 7500 mode 1 
49@ = 0 

:MANSIO1_37316
if 
  49@ == 0 
else_jump @MANSIO1_37384 
wait 0 
if 
   not Actor.Dead(328@)
else_jump @MANSIO1_37377 
if 
   Actor.Driving(328@)
else_jump @MANSIO1_37377 
49@ = 1 

:MANSIO1_37377
jump @MANSIO1_37316 

:MANSIO1_37384
if 
   not Car.Wrecked(527@)
else_jump @MANSIO1_37456 
05EB: assign_car 527@ to_path 708 
Car.SetSpeedInstantly(527@, 40.0)
Car.DoorStatus(527@) = 2
if 
   not Actor.Dead(328@)
else_jump @MANSIO1_37456 
Actor.SetImmunities(328@, 0, 0, 0, 0, 0)

:MANSIO1_37456
32@ = 0 

:MANSIO1_37463
if 
  5000 > 32@ 
else_jump @MANSIO1_37493 
wait 0 
jump @MANSIO1_37463 

:MANSIO1_37493
if 
   not Car.Wrecked(527@)
else_jump @MANSIO1_37517 
329@ = Marker.CreateAboveCar(527@)

:MANSIO1_37517
00BC: show_text_highpriority GXT 'MAN1_23' time 8000 flag 1  // ~s~Verfolge ~r~Big Poppa~s~ und drng ihn von der Strae!
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 0.5 

:MANSIO1_37561
wait 0 
if 
   not Actor.Dead(328@)
else_jump @MANSIO1_37678 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 328@ radius 250.0 250.0 0 
else_jump @MANSIO1_37640 
52@ = 1 
05AA: 53@s = 'MAN1_24'  // ~r~Du hast Big Poppa verloren.
jump @MANSIO1_38488 

:MANSIO1_37640
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSIO1_37664 
03C0: 530@ = actor $PLAYER_ACTOR car 

:MANSIO1_37664
gosub @MANSIO1_38303 
jump @MANSIO1_38296 

:MANSIO1_37678
Marker.Disable(329@)
32@ = 0 

:MANSIO1_37690
if 
  2000 > 32@ 
else_jump @MANSIO1_37720 
wait 0 
jump @MANSIO1_37690 

:MANSIO1_37720
fade 0 0 

:MANSIO1_37726
if 
fading 
else_jump @MANSIO1_37750 
wait 0 
jump @MANSIO1_37726 

:MANSIO1_37750
051E: 529@ = get_current_radio_station 
041E: set_radio_station 11 
Player.CanMove($PLAYER_CHAR) = False
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
Player.ClearWantedLevel($PLAYER_CHAR)
02A3: enable_widescreen 1 
if 
   not Car.Wrecked(530@)
else_jump @MANSIO1_37851 
531@ = Car.Health(530@)
if 
  500 > 531@ 
else_jump @MANSIO1_37841 
Car.Health(530@) = 500

:MANSIO1_37841
Car.SetSpeedInstantly(530@, 0.0)

:MANSIO1_37851
Model.Load(#DRG_NU_EXT)

:MANSIO1_37856
if 
   not Model.Available(#DRG_NU_EXT)
else_jump @MANSIO1_37883 
wait 0 
jump @MANSIO1_37856 

:MANSIO1_37883
Camera.SetPosition(1221.787, -856.6817, 99.5425, 0.0, 0.0, 0.0)
Camera.PointAt(1222.33, -855.9062, 99.2196, 2)
0A0B: set_rendering_origin_at_3D_coord 1248.908 -804.626 87.535 angle 297.0012 
32@ = 0 

:MANSIO1_37963
if 
  500 > 32@ 
else_jump @MANSIO1_37993 
wait 0 
jump @MANSIO1_37963 

:MANSIO1_37993
fade 1 500 

:MANSIO1_38000
if 
fading 
else_jump @MANSIO1_38024 
wait 0 
jump @MANSIO1_38000 

:MANSIO1_38024
0707: start_scene_skip_to @MANSIO1_38115 
00BC: show_text_highpriority GXT 'MAN1_30' time 7000 flag 1  // Du hast Madd Doggs Villa zurckerobert.
32@ = 0 

:MANSIO1_38054
if 
  7000 > 32@ 
else_jump @MANSIO1_38084 
wait 0 
jump @MANSIO1_38054 

:MANSIO1_38084
fade 0 500 

:MANSIO1_38091
if 
fading 
else_jump @MANSIO1_38115 
wait 0 
jump @MANSIO1_38091 

:MANSIO1_38115
0701: end_scene_skip 
fade 0 0 

:MANSIO1_38123
if 
fading 
else_jump @MANSIO1_38147 
wait 0 
jump @MANSIO1_38123 

:MANSIO1_38147
Model.Destroy(#DRG_NU_EXT)
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_ANGLE = Actor.Angle($PLAYER_ACTOR)
0A0B: set_rendering_origin_at_3D_coord $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD angle $TEMPVAR_ANGLE 
32@ = 0 

:MANSIO1_38208
if 
  500 > 32@ 
else_jump @MANSIO1_38238 
wait 0 
jump @MANSIO1_38208 

:MANSIO1_38238
041E: set_radio_station 529@ 
fade 1 500 

:MANSIO1_38250
if 
fading 
else_jump @MANSIO1_38274 
wait 0 
jump @MANSIO1_38250 

:MANSIO1_38274
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
jump @MANSIO1_38560 

:MANSIO1_38296
jump @MANSIO1_37561 

:MANSIO1_38303
if 
   not Car.Wrecked(527@)
else_jump @MANSIO1_38444 
0871: init_jump_table 532@ total_jumps 1 default_jump 0 @MANSIO1_38444 jumps 0 @MANSIO1_38382 -1 @MANSIO1_38444 -1 @MANSIO1_38444 -1 @MANSIO1_38444 -1 @MANSIO1_38444 -1 @MANSIO1_38444 -1 @MANSIO1_38444 

:MANSIO1_38382
if 
060E:   car 527@ assigned_to_path 
else_jump @MANSIO1_38405 
jump @MANSIO1_38444 

:MANSIO1_38405
Car.SetMaxSpeed(527@, 25.0)
05D2: AS_actor 328@ run_to_and_hijack_car 527@ max_search_radius 25.0 traffic_behavior 2 
532@ += 1 
jump @MANSIO1_38444 

:MANSIO1_38444
return 

:MANSIO1_38446
Marker.Disable(47@)
Model.Destroy(#LSV1)
Model.Destroy(#LSV3)
Model.Destroy(#BMYBE)
Model.Destroy(#BMYDJ)
Model.Destroy(#BFYPRO)
Model.Destroy(#BFYBE)
Model.Destroy(#MP5LNG)
065C: release_decision_maker 36@ 
return 

:MANSIO1_38488
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
07FB: set_interior 'MADDOGS' access 0  // Madd Doggs Bude
07FB: set_interior 'MDDOGS' access 0  // Madd Doggs Bude
if 
  52@ == 1 
else_jump @MANSIO1_38558 
00BC: show_text_highpriority GXT 53@s time 8000 flag 1 

:MANSIO1_38558
return 

:MANSIO1_38560
43@ = 0 

:MANSIO1_38567
if 
  16 > 43@ 
else_jump @MANSIO1_38700 
if 
   not Actor.Dead(226@(43@,20i))
else_jump @MANSIO1_38677 
0687: clear_actor 226@(43@,20i) task 
Actor.WeaponAccuracy(226@(43@,20i)) = 20
07DD: set_actor 226@(43@,20i) temper_to 25 // see pedstats.dat 
0638: AS_actor 226@(43@,20i) stay_put 1 
05E2: AS_actor 226@(43@,20i) kill_actor $PLAYER_ACTOR 
0961: unknown_actor 226@(43@,20i) flag 1 
jump @MANSIO1_38686 

:MANSIO1_38677
Actor.RemoveReferences(226@(43@,20i))

:MANSIO1_38686
43@ += 1 
jump @MANSIO1_38567 

:MANSIO1_38700
43@ = 0 

:MANSIO1_38707
if 
  10 > 43@ 
else_jump @MANSIO1_38840 
if 
   not Actor.Dead(286@(43@,10i))
else_jump @MANSIO1_38817 
0687: clear_actor 286@(43@,10i) task 
Actor.WeaponAccuracy(226@(43@,20i)) = 20
07DD: set_actor 226@(43@,20i) temper_to 25 // see pedstats.dat 
0638: AS_actor 286@(43@,10i) stay_put 1 
05E2: AS_actor 286@(43@,10i) kill_actor $PLAYER_ACTOR 
0961: unknown_actor 286@(43@,10i) flag 1 
jump @MANSIO1_38826 

:MANSIO1_38817
Actor.RemoveReferences(286@(43@,10i))

:MANSIO1_38826
43@ += 1 
jump @MANSIO1_38707 

:MANSIO1_38840
43@ = 0 

:MANSIO1_38847
if 
  2 > 43@ 
else_jump @MANSIO1_38947 
if 
   not Actor.Dead(474@(43@,3i))
else_jump @MANSIO1_38924 
0687: clear_actor 474@(43@,3i) task 
05E2: AS_actor 474@(43@,3i) kill_actor $PLAYER_ACTOR 
0961: unknown_actor 474@(43@,3i) flag 1 
jump @MANSIO1_38933 

:MANSIO1_38924
Actor.RemoveReferences(474@(43@,3i))

:MANSIO1_38933
43@ += 1 
jump @MANSIO1_38847 

:MANSIO1_38947
07FB: set_interior 'MADDOGS' access 1  // Madd Doggs Bude
07FB: set_interior 'MDDOGS' access 1  // Madd Doggs Bude
$MANSION_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'MAN_1'  // A Home In The Hills
030C: progress_made += 1 
014C: set_parked_car_generator $5269 cars_to_generate_to 101 
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 40 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
Marker.Disable($582)
0570: $1718 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[1] $SAVE_PICKUPS_Y[1] $SAVE_PICKUPS_Z[1] 
018B: set_marker $1718 radar_mode 2 
return 

:MANSIO1_39063
09BA: show_entered_zone_name 1 
0917: audio_zone 'MADDOGL' enable_sound 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MANSIO1_39107 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:MANSIO1_39107
create_thread @A_TERM 
Marker.Disable(47@)
Marker.Disable(329@)
08E7: disable_entrance_markers 0 
0923: enable_air_traffic 1 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
$1512 = 0 
0650: destroy_particle 124@ 
0650: destroy_particle 125@ 
0650: destroy_particle 126@ 
Marker.Disable(47@)
43@ = 0 

:MANSIO1_39178
if 
  4 > 43@ 
else_jump @MANSIO1_39237 
Actor.RemoveReferences(99@(43@,4i))
Actor.RemoveReferences(131@(43@,4i))
Actor.RemoveReferences(170@(43@,6i))
43@ += 1 
jump @MANSIO1_39178 

:MANSIO1_39237
43@ = 0 

:MANSIO1_39244
if 
  3 > 43@ 
else_jump @MANSIO1_39294 
Actor.RemoveReferences(143@(43@,3i))
Marker.Disable(146@(43@,3i))
43@ += 1 
jump @MANSIO1_39244 

:MANSIO1_39294
Actor.RemoveReferences(159@)
Actor.RemoveReferences(328@)
Car.RemoveReferences(527@)
Car.RemoveReferences(528@)
Model.Destroy(#TRIADA)
Model.Destroy(#TRIADB)
Model.Destroy(#LSV1)
Model.Destroy(#LSV2)
Model.Destroy(#LSV3)
Model.Destroy(#BFYST)
Model.Destroy(#GANGRL3)
Model.Destroy(#BMYBE)
Model.Destroy(#BMYDJ)
Model.Destroy(#BFYPRO)
Model.Destroy(#BFYBE)
Model.Destroy(#WINDSOR)
Model.Destroy(#PHOENIX)
Model.Destroy(#M4)
Model.Destroy(#MP5LNG)
Model.Destroy(#PARACHUTE)
Model.Destroy(#PARA_PACK)
Model.Destroy(#GUN_PARA)
Model.Destroy(#CARGO_REAR)
Model.Destroy(#D9_RAMP)
Model.Destroy(#CARDBOARDBOX2)
Model.Destroy(#CELLPHONE)
Model.Destroy(#DRG_NU_EXT)
090F: end_external_script 1 (PARACHUTE) 
04EF: release_animation "PARACHUTE" 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 103---------------
// Originally: Vertical Bird

:MANSIO2
thread 'MANSIO2' 
gosub @MANSIO2_47 
if 
wasted_or_busted 
else_jump @MANSIO2_38 
gosub @MANSIO2_52168 

:MANSIO2_38
gosub @MANSIO2_52634 
end_thread 

:MANSIO2_47
increment_mission_attempts 
$ONMISSION = 1 
75@ = 0 
76@ = 0 
77@ = 0 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
39@ = 0 
40@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
32@ = 0 
33@ = 0 
78@ = 1 
79@ = 0 
80@ = 0 
81@ = 0 
82@ = -1 
83@ = 0 
84@ = 0 
86@ = 0 
85@ = 0 
87@ = 1 
48@ = 0 

:MANSIO2_238
88@(48@,3i) = 0 
48@ += 1 
  48@ >= 3 
else_jump @MANSIO2_238 
223@ = 0 
224@ = 0 
225@ = 0 
226@ = 0 
227@ = 0 
228@ = 0 
229@ = 0 
230@ = 0 
231@ = 0 
232@ = 0 
233@ = 0 
234@ = 0 
235@ = 0 
236@ = 0 
237@ = 0 
238@ = 0 
246@ = 0 
247@ = 0 
248@ = 0 
249@ = 0 
250@ = 0 
251@ = 0 
256@ = 0 
257@ = 0 
261@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
262@ = 0 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
283@ = 0 
284@ = 0 
285@ = 0 
286@ = 0 
287@ = 0 
288@ = 0 
289@ = 0 
290@ = 0 
291@ = 0 
292@ = 0 
293@ = 0 
294@ = 0 
295@ = 0 
296@ = 0 
297@ = 0 
if 
  34@ == -99 
else_jump @MANSIO2_1399 
0662: NOP "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
139@ = Car.Create(#WASHING, 0.0, 0.0, 0.0)
140@ = Car.Create(#SQUALO, 0.0, 0.0, 0.0)
145@ = Car.Create(#HYDRA, 0.0, 0.0, 0.0)
153@ = Car.Create(#LAUNCH, 0.0, 0.0, 0.0)
48@ = 0 

:MANSIO2_780
141@(48@,4i) = Car.Create(#HYDRA, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 4 
else_jump @MANSIO2_780 
48@ = 0 

:MANSIO2_835
146@(48@,3i) = Car.Create(#HYDRA, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 3 
else_jump @MANSIO2_835 
48@ = 0 

:MANSIO2_890
149@(48@,4i) = Car.Create(#TROPIC, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 4 
else_jump @MANSIO2_890 
48@ = 0 

:MANSIO2_945
154@(48@,3i) = Car.Create(#FORKLIFT, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 3 
else_jump @MANSIO2_945 
130@ = Actor.Create(Mission1, #SPECIAL01, 0.0, 0.0, 0.0)
48@ = 0 

:MANSIO2_1025
131@(48@,6i) = Actor.Create(Mission2, #ARMY, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 6 
else_jump @MANSIO2_1025 
48@ = 0 

:MANSIO2_1082
137@(48@,2i) = Actor.Create(Mission1, #WMYMECH, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 2 
else_jump @MANSIO2_1082 
157@ = Object.Init(#CARRIER_LIFT1_SFSE, 0.0, 0.0, 0.0)
158@ = Object.Init(#CARRIER_LIFT2_SFSE, 0.0, 0.0, 0.0)
159@ = Object.Init(#CARRIER_DOOR_SFSE, 0.0, 0.0, 0.0)
160@ = Object.Create(#MISSILE_07_SFXR, 0.0, 0.0, 0.0)
48@ = 0 

:MANSIO2_1227
161@(48@,3i) = Object.Create(#KMB_KEYPAD, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 3 
else_jump @MANSIO2_1227 
164@ = Marker.CreateAboveCar(140@)
179@ = Marker.CreateAboveCar(145@)
018A: 165@ = create_checkpoint_at 0.0 0.0 0.0 
48@ = 0 

:MANSIO2_1318
166@(48@,3i) = Marker.CreateAboveCar(146@(48@,3i))
48@ += 1 
  48@ >= 3 
else_jump @MANSIO2_1318 
48@ = 0 

:MANSIO2_1362
169@(48@,4i) = Marker.CreateAboveCar(149@(48@,4i))
48@ += 1 
  48@ >= 4 
else_jump @MANSIO2_1362 

:MANSIO2_1399
054C: use_GXT_table 'MAN_2' 
set_weather 16 
gosub @MANSIO2_51244 
060A: create_decision_maker_type 0 store_to 180@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 4 store_to 181@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 182@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 181@ event 62 
gosub @MANSIO2_51416 

:MANSIO2_1456
wait 0 
if 
0735:   NOP_false 83 
else_jump @MANSIO2_1489 
36@ = 1 
jump @MANSIO2_1884 

:MANSIO2_1489
gosub @MANSIO2_50589 
gosub @MANSIO2_50895 
if or
  38@ == 1 
  39@ == 1 
else_jump @MANSIO2_1535 
jump @MANSIO2_1884 

:MANSIO2_1535
gosub @MANSIO2_51141 
gosub @MANSIO2_51175 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO2_1579 
37@ = 1 
jump @MANSIO2_1884 

:MANSIO2_1579
if 
  34@ == 0 
else_jump @MANSIO2_1637 
0662: NOP "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:MANSIO2_1637
0871: init_jump_table 34@ total_jumps 8 default_jump 0 @MANSIO2_1877 jumps 1 @MANSIO2_1765 2 @MANSIO2_1779 3 @MANSIO2_1793 4 @MANSIO2_1807 5 @MANSIO2_1821 6 @MANSIO2_1835 7 @MANSIO2_1849 
0872: jump_table_jumps 8 @MANSIO2_1863 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 

:MANSIO2_1765
gosub @MANSIO2_2032 
jump @MANSIO2_1877 

:MANSIO2_1779
gosub @MANSIO2_4061 
jump @MANSIO2_1877 

:MANSIO2_1793
gosub @MANSIO2_6174 
jump @MANSIO2_1877 

:MANSIO2_1807
gosub @MANSIO2_8624 
jump @MANSIO2_1877 

:MANSIO2_1821
gosub @MANSIO2_12006 
jump @MANSIO2_1877 

:MANSIO2_1835
gosub @MANSIO2_17063 
jump @MANSIO2_1877 

:MANSIO2_1849
gosub @MANSIO2_21732 
jump @MANSIO2_1877 

:MANSIO2_1863
36@ = 1 
jump @MANSIO2_1877 

:MANSIO2_1877
gosub @MANSIO2_47201 

:MANSIO2_1884
if 
  38@ == 0 
else_jump @MANSIO2_1984 
if 
  37@ == 0 
else_jump @MANSIO2_1968 
if 
  36@ == 0 
else_jump @MANSIO2_1952 
jump @MANSIO2_1456 
jump @MANSIO2_1961 

:MANSIO2_1952
gosub @MANSIO2_52419 
return 

:MANSIO2_1961
jump @MANSIO2_1977 

:MANSIO2_1968
gosub @MANSIO2_52168 
return 

:MANSIO2_1977
jump @MANSIO2_1986 

:MANSIO2_1984
return 

:MANSIO2_1986
0662: NOP "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:MANSIO2_2032
if 
  35@ == 0 
else_jump @MANSIO2_2334 
0674: set_car_model #WASHING numberplate "_OMEGA__" 
139@ = Car.Create(#WASHING, 1248.681, -815.9187, 83.1484)
0229: set_car 139@ primary_color_to 84 secondary_color_to 84 
Car.Angle(139@) = 180.0
041E: set_radio_station 1 
130@ = Actor.Create(Mission1, #SPECIAL01, 1250.896, -802.7902, 83.1484)
Actor.Angle(130@) = 180.0
07A1: set_walk_speed 4 
05CB: AS_actor 130@ enter_car 139@ as_driver 10000 ms 
07A1: set_walk_speed 4 
05CA: AS_actor $PLAYER_ACTOR enter_car 139@ passenger_seat 0 10000 ms 
Camera.SetPosition(1246.497, -822.7375, 84.7111, 0.0, 0.0, 0.0)
Camera.PointAt(1246.785, -821.78, 84.6972, 2)
81@ = 1 
gosub @MANSIO2_48037 
01EB: set_traffic_density_multiplier_to 0.0 
fade 1 1000 
223@ = 0 
292@ = 0 
293@ = 0 
294@ = 0 
295@ = 1 
207@ = 0 
208@ = 0 
75@ = 1 
76@ = 0 
77@ = 0 
35@ += 1 

:MANSIO2_2334
if 
   Car.Wrecked(139@)
else_jump @MANSIO2_2366 
37@ = 1 
45@ = 1 
return 

:MANSIO2_2366
if 
   Actor.Dead(130@)
else_jump @MANSIO2_2398 
37@ = 1 
45@ = 2 
return 

:MANSIO2_2398
if 
  35@ == 1 
else_jump @MANSIO2_2512 
if 
  77@ == 1 
else_jump @MANSIO2_2448 
35@ += 1 
jump @MANSIO2_2512 

:MANSIO2_2448
if 
   not 80@ == 1 
else_jump @MANSIO2_2480 
81@ = 1 
gosub @MANSIO2_48037 

:MANSIO2_2480
if 
  80@ == 1 
else_jump @MANSIO2_2512 
gosub @MANSIO2_48192 
35@ += 1 

:MANSIO2_2512
if 
  35@ == 2 
else_jump @MANSIO2_2781 
if 
  77@ == 1 
else_jump @MANSIO2_2562 
35@ += 1 
jump @MANSIO2_2781 

:MANSIO2_2562
if and
   Actor.InCar($PLAYER_ACTOR, 139@)
   Actor.InCar(130@, 139@)
else_jump @MANSIO2_2781 
05EB: assign_car 139@ to_path 208 
223@ = 1 
0A0B: set_rendering_origin_at_3D_coord 1239.286 -836.2535 83.1477 angle 27.7504 
Camera.SetPosition(1250.188, -849.5969, 93.6161, 0.0, 0.0, 0.0)
Camera.PointAt(1249.69, -848.7883, 93.3037, 2)
if 
  293@ == 1 
else_jump @MANSIO2_2714 
0647: unknown_actor $PLAYER_ACTOR look_task 
293@ = 0 
207@ = 0 

:MANSIO2_2714
if 
  294@ == 1 
else_jump @MANSIO2_2751 
0647: unknown_actor 130@ look_task 
294@ = 0 
208@ = 0 

:MANSIO2_2751
295@ = 0 
0085: 194@ = 46@ // (int) 
194@ += 1000 
35@ += 1 

:MANSIO2_2781
if 
  35@ == 3 
else_jump @MANSIO2_2880 
if 
  77@ == 1 
else_jump @MANSIO2_2831 
35@ += 1 
jump @MANSIO2_2880 

:MANSIO2_2831
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_2880 
fade 0 2000 
0085: 194@ = 46@ // (int) 
194@ += 2000 
35@ += 1 

:MANSIO2_2880
if 
  35@ == 4 
else_jump @MANSIO2_2977 
if 
  77@ == 1 
else_jump @MANSIO2_2930 
35@ = 50 
jump @MANSIO2_2977 

:MANSIO2_2930
if and
001D:   46@ > 194@ // (int) 
   not fading 
else_jump @MANSIO2_2977 
05EC: release_car 139@ from_path 
223@ = 0 
75@ = 0 
35@ += 1 

:MANSIO2_2977
if 
  35@ == 5 
else_jump @MANSIO2_3156 
0873: release_path 208 
0395: clear_area 0 at -610.7587 176.8072 18.946 radius 20.0 
Car.PutAt(139@, -610.7587, 176.8072, 18.946)
Car.Angle(139@) = 40.0
0A0B: set_rendering_origin_at_3D_coord -709.131 232.466 4.698 angle 250.0 
00C0: set_current_time_hours_to 20 minutes_to 0 
Camera.SetPosition(-710.0532, 232.8524, 4.6799, 0.0, 0.0, 0.0)
Camera.PointAt(-709.131, 232.466, 4.698, 2)
0085: 194@ = 46@ // (int) 
194@ += 1500 
35@ += 1 

:MANSIO2_3156
if 
  35@ == 6 
else_jump @MANSIO2_3200 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_3200 
35@ = 99 

:MANSIO2_3200
if and
  75@ == 1 
08D0:   cutscene_skipped 
  77@ == 0 
else_jump @MANSIO2_3234 
77@ = 1 

:MANSIO2_3234
if 
  35@ == 50 
else_jump @MANSIO2_3289 
fade 0 500 
0085: 194@ = 46@ // (int) 
194@ += 500 
76@ = 1 
35@ += 1 

:MANSIO2_3289
if 
  35@ == 51 
else_jump @MANSIO2_3534 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_3534 
if 
   not Actor.InCar($PLAYER_ACTOR, 139@)
else_jump @MANSIO2_3355 
0430: put_actor $PLAYER_ACTOR into_car 139@ passenger_seat 0 

:MANSIO2_3355
if 
   not Actor.InCar(130@, 139@)
else_jump @MANSIO2_3382 
072A: put_actor 130@ into_car 139@ driverseat 

:MANSIO2_3382
if 
  223@ == 1 
else_jump @MANSIO2_3405 
05EC: release_car 139@ from_path 

:MANSIO2_3405
if 
88B7:   not test 85@ bit 1 
else_jump @MANSIO2_3430 
gosub @MANSIO2_48221 

:MANSIO2_3430
if 
  293@ == 1 
else_jump @MANSIO2_3467 
0647: unknown_actor $PLAYER_ACTOR look_task 
293@ = 0 
207@ = 0 

:MANSIO2_3467
if 
  294@ == 1 
else_jump @MANSIO2_3504 
0647: unknown_actor 130@ look_task 
294@ = 0 
208@ = 0 

:MANSIO2_3504
295@ = 0 
0085: 194@ = 46@ // (int) 
194@ += 200 
35@ += 1 

:MANSIO2_3534
if 
  35@ == 52 
else_jump @MANSIO2_3599 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_3599 
76@ = 0 
77@ = 0 
75@ = 0 
35@ = 5 

:MANSIO2_3599
if 
  295@ == 1 
else_jump @MANSIO2_3980 
if 
  207@ == 0 
else_jump @MANSIO2_3669 
0209: 50@ = random_int_in_ranges 2000 3000 
0085: 207@ = 46@ // (int) 
005A: 207@ += 50@ // (int) 
jump @MANSIO2_3749 

:MANSIO2_3669
if 
001D:   46@ > 207@ // (int) 
else_jump @MANSIO2_3749 
if 
  293@ == 1 
else_jump @MANSIO2_3725 
0647: unknown_actor $PLAYER_ACTOR look_task 
293@ = 0 
jump @MANSIO2_3742 

:MANSIO2_3725
05BF: AS_actor $PLAYER_ACTOR look_at_actor 130@ -2 ms 
293@ = 1 

:MANSIO2_3742
207@ = 0 

:MANSIO2_3749
if 
  208@ == 0 
else_jump @MANSIO2_3801 
0209: 50@ = random_int_in_ranges 1000 4000 
0085: 208@ = 46@ // (int) 
005A: 208@ += 50@ // (int) 
jump @MANSIO2_3881 

:MANSIO2_3801
if 
001D:   46@ > 208@ // (int) 
else_jump @MANSIO2_3881 
if 
  294@ == 1 
else_jump @MANSIO2_3857 
0647: unknown_actor 130@ look_task 
294@ = 0 
jump @MANSIO2_3874 

:MANSIO2_3857
05BF: AS_actor 130@ look_at_actor $PLAYER_ACTOR -2 ms 
294@ = 1 

:MANSIO2_3874
208@ = 0 

:MANSIO2_3881
if 
08B7:   test 85@ bit 1 
else_jump @MANSIO2_3980 
if 
  293@ == 1 
else_jump @MANSIO2_3936 
0647: unknown_actor $PLAYER_ACTOR look_task 
293@ = 0 
207@ = 0 

:MANSIO2_3936
if 
  294@ == 1 
else_jump @MANSIO2_3973 
0647: unknown_actor 130@ look_task 
294@ = 0 
208@ = 0 

:MANSIO2_3973
295@ = 0 

:MANSIO2_3980
if 
   Actor.InCar($PLAYER_ACTOR, 139@)
else_jump @MANSIO2_4034 
if 
  293@ == 0 
else_jump @MANSIO2_4034 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 130@ -2 ms 
293@ = 1 

:MANSIO2_4034
if 
  35@ == 99 
else_jump @MANSIO2_4059 
gosub @MANSIO2_51214 

:MANSIO2_4059
return 

:MANSIO2_4061
if 
  292@ == 0 
else_jump @MANSIO2_4143 
if 
   Car.Wrecked(139@)
else_jump @MANSIO2_4111 
37@ = 1 
45@ = 1 
return 

:MANSIO2_4111
if 
   Actor.Dead(130@)
else_jump @MANSIO2_4143 
37@ = 1 
45@ = 2 
return 

:MANSIO2_4143
if 
  35@ == 0 
else_jump @MANSIO2_4360 
0395: clear_area 1 at -760.8 243.1655 -6.6249 radius 20.0 
140@ = Car.Create(#SQUALO, -759.4562, 240.346, -2.0951)
Car.Angle(140@) = 121.0
0323: unknown_boat 140@ flag 1 
05D1: AS_actor 130@ drive_car 139@ to -731.1018 223.2893 1.3815 speed 12.0 0 model #WASHING 3 
fade 1 1500 
81@ = 2 
gosub @MANSIO2_48037 
293@ = 0 
294@ = 0 
295@ = 0 
207@ = 0 
208@ = 0 
0085: 194@ = 46@ // (int) 
194@ += 5000 
75@ = 1 
76@ = 0 
77@ = 0 
35@ += 1 

:MANSIO2_4360
if 
  35@ == 1 
else_jump @MANSIO2_4498 
if 
  77@ == 1 
else_jump @MANSIO2_4410 
35@ += 1 
jump @MANSIO2_4498 

:MANSIO2_4410
if 
   not 80@ == 2 
else_jump @MANSIO2_4442 
81@ = 2 
gosub @MANSIO2_48037 

:MANSIO2_4442
if and
  80@ == 2 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_4498 
gosub @MANSIO2_48192 
0085: 194@ = 46@ // (int) 
194@ += 6200 
35@ += 1 

:MANSIO2_4498
if 
  35@ == 2 
else_jump @MANSIO2_4632 
if 
  77@ == 1 
else_jump @MANSIO2_4548 
35@ += 1 
jump @MANSIO2_4632 

:MANSIO2_4548
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_4632 
Camera.SetPosition(-738.98, 227.2293, 3.4204, 0.0, 0.0, 0.0)
Camera.PointAt(-738.0241, 226.939, 3.375, 2)
295@ = 1 
35@ += 1 

:MANSIO2_4632
if 
  35@ == 3 
else_jump @MANSIO2_4753 
if 
  77@ == 1 
else_jump @MANSIO2_4682 
35@ += 1 
jump @MANSIO2_4753 

:MANSIO2_4682
if 
01B0:   car 139@ sphere 0 in_sphere -731.1018 223.2893 1.3815 radius 5.0 5.0 5.0 stopped 
else_jump @MANSIO2_4753 
0085: 194@ = 46@ // (int) 
194@ += 4600 
35@ += 1 

:MANSIO2_4753
if 
  35@ == 4 
else_jump @MANSIO2_4880 
if 
  77@ == 1 
else_jump @MANSIO2_4803 
35@ += 1 
jump @MANSIO2_4880 

:MANSIO2_4803
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_4880 
Camera.SetPosition(-725.9466, 218.6036, 4.4433, 0.0, 0.0, 0.0)
Camera.PointAt(-726.7355, 219.1785, 4.2265, 2)
35@ += 1 

:MANSIO2_4880
if 
  35@ == 5 
else_jump @MANSIO2_5085 
if 
  77@ == 1 
else_jump @MANSIO2_4930 
35@ += 1 
jump @MANSIO2_5085 

:MANSIO2_4930
if 
08B7:   test 85@ bit 2 
else_jump @MANSIO2_5085 
if 
  293@ == 1 
else_jump @MANSIO2_4985 
0647: unknown_actor $PLAYER_ACTOR look_task 
293@ = 0 
207@ = 0 

:MANSIO2_4985
if 
  294@ == 1 
else_jump @MANSIO2_5022 
0647: unknown_actor 130@ look_task 
294@ = 0 
208@ = 0 

:MANSIO2_5022
295@ = 0 
05CD: AS_actor $PLAYER_ACTOR exit_car 139@ 
05D3: AS_actor $PLAYER_ACTOR goto_point -732.8385 225.4091 1.718 mode 4 10000 ms // versionA 
0085: 194@ = 46@ // (int) 
194@ += 1500 
35@ += 1 

:MANSIO2_5085
if 
  35@ == 6 
else_jump @MANSIO2_5212 
if 
  77@ == 1 
else_jump @MANSIO2_5135 
35@ += 1 
jump @MANSIO2_5212 

:MANSIO2_5135
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_5212 
05D1: AS_actor 130@ drive_car 139@ to -751.1168 113.9648 13.2849 speed 15.0 0 model #WASHING 3 
0085: 194@ = 46@ // (int) 
194@ += 500 
35@ += 1 

:MANSIO2_5212
if 
  35@ == 7 
else_jump @MANSIO2_5336 
if 
  77@ == 1 
else_jump @MANSIO2_5262 
35@ = 50 
jump @MANSIO2_5336 

:MANSIO2_5262
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_5336 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Actor.DestroyInstantly(130@)
Car.Destroy(139@)
0296: unload_special_actor 1 
Model.Destroy(#WASHING)
292@ = 1 
75@ = 0 
35@ += 1 

:MANSIO2_5336
if 
  35@ == 8 
else_jump @MANSIO2_5361 
35@ = 99 

:MANSIO2_5361
if and
  75@ == 1 
08D0:   cutscene_skipped 
  77@ == 0 
else_jump @MANSIO2_5395 
77@ = 1 

:MANSIO2_5395
if 
  35@ == 50 
else_jump @MANSIO2_5450 
fade 0 500 
0085: 194@ = 46@ // (int) 
194@ += 500 
76@ = 1 
35@ += 1 

:MANSIO2_5450
if 
  35@ == 51 
else_jump @MANSIO2_5733 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_5733 
if 
88B7:   not test 85@ bit 2 
else_jump @MANSIO2_5512 
gosub @MANSIO2_48221 

:MANSIO2_5512
if 
  293@ == 1 
else_jump @MANSIO2_5549 
0647: unknown_actor $PLAYER_ACTOR look_task 
293@ = 0 
207@ = 0 

:MANSIO2_5549
if 
  294@ == 1 
else_jump @MANSIO2_5586 
0647: unknown_actor 130@ look_task 
294@ = 0 
208@ = 0 

:MANSIO2_5586
295@ = 0 
if 
   Actor.InCar($PLAYER_ACTOR, 139@)
else_jump @MANSIO2_5639 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -732.8385 225.4091 1.718 
jump @MANSIO2_5659 

:MANSIO2_5639
Actor.PutAt($PLAYER_ACTOR, -732.8385, 225.4091, 1.718)

:MANSIO2_5659
Actor.Angle($PLAYER_ACTOR) = 83.9578
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Actor.DestroyInstantly(130@)
Car.Destroy(139@)
0296: unload_special_actor 1 
Model.Destroy(#WASHING)
292@ = 1 
0085: 194@ = 46@ // (int) 
194@ += 2000 
35@ += 1 

:MANSIO2_5733
if 
  35@ == 52 
else_jump @MANSIO2_5800 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_5800 
fade 1 1500 
0085: 194@ = 46@ // (int) 
194@ += 1500 
35@ += 1 

:MANSIO2_5800
if 
  35@ == 53 
else_jump @MANSIO2_5865 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_5865 
76@ = 0 
77@ = 0 
75@ = 0 
35@ = 8 

:MANSIO2_5865
if 
  295@ == 1 
else_jump @MANSIO2_6147 
if 
  207@ == 0 
else_jump @MANSIO2_5935 
0209: 50@ = random_int_in_ranges 2000 3000 
0085: 207@ = 46@ // (int) 
005A: 207@ += 50@ // (int) 
jump @MANSIO2_6015 

:MANSIO2_5935
if 
001D:   46@ > 207@ // (int) 
else_jump @MANSIO2_6015 
if 
  293@ == 1 
else_jump @MANSIO2_5991 
0647: unknown_actor $PLAYER_ACTOR look_task 
293@ = 0 
jump @MANSIO2_6008 

:MANSIO2_5991
05BF: AS_actor $PLAYER_ACTOR look_at_actor 130@ -2 ms 
293@ = 1 

:MANSIO2_6008
207@ = 0 

:MANSIO2_6015
if 
  208@ == 0 
else_jump @MANSIO2_6067 
0209: 50@ = random_int_in_ranges 1000 4000 
0085: 208@ = 46@ // (int) 
005A: 208@ += 50@ // (int) 
jump @MANSIO2_6147 

:MANSIO2_6067
if 
001D:   46@ > 208@ // (int) 
else_jump @MANSIO2_6147 
if 
  294@ == 1 
else_jump @MANSIO2_6123 
0647: unknown_actor 130@ look_task 
294@ = 0 
jump @MANSIO2_6140 

:MANSIO2_6123
05BF: AS_actor 130@ look_at_actor $PLAYER_ACTOR -2 ms 
294@ = 1 

:MANSIO2_6140
208@ = 0 

:MANSIO2_6147
if 
  35@ == 99 
else_jump @MANSIO2_6172 
gosub @MANSIO2_51214 

:MANSIO2_6172
return 

:MANSIO2_6174
224@ = 1 
if 
   Car.Wrecked(140@)
else_jump @MANSIO2_6204 
224@ = 0 

:MANSIO2_6204
if 
  35@ == 0 
else_jump @MANSIO2_6841 
157@ = Object.Init(#CARRIER_LIFT1_SFSE, -1456.719, 501.297, 9.914)
158@ = Object.Init(#CARRIER_LIFT2_SFSE, -1414.453, 516.453, 16.688)
159@ = Object.Init(#CARRIER_DOOR_SFSE, -1465.797, 501.289, 1.145)
164@ = Marker.CreateAboveCar(140@)
07E0: set_marker 164@ type_to 1 
0395: clear_area 1 at -1519.843 590.923 0.0 radius 20.0 
153@ = Car.Create(#LAUNCH, -1519.843, 590.923, 0.0)
Car.Angle(153@) = 202.1246
0323: unknown_boat 153@ flag 1 
50@ = 0 
0129: 131@(50@,6i) = create_actor_pedtype 25 model #ARMY in_car 153@ driverseat 
060B: set_actor 131@(50@,6i) decision_maker_to 180@ 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
0770: unknown_actor 131@(50@,6i) flag 1 
50@ = 1 
131@(50@,6i) = Actor.Create(Mission2, #ARMY, -1429.354, 497.0963, 2.039)
060B: set_actor 131@(50@,6i) decision_maker_to 180@ 
0464: put_actor 131@(50@,6i) into_turret_on_car 153@ at_car_offset 0.0 -3.5 1.3 position 0 shooting_angle_limit 0.0 with_weapon 31 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
0770: unknown_actor 131@(50@,6i) flag 1 
50@ = 2 
131@(50@,6i) = Actor.Create(Mission2, #ARMY, -1428.723, 500.472, 2.0391)
060B: set_actor 131@(50@,6i) decision_maker_to 180@ 
0464: put_actor 131@(50@,6i) into_turret_on_car 153@ at_car_offset 0.0 4.0 1.3 position 0 shooting_angle_limit 0.0 with_weapon 31 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
0770: unknown_actor 131@(50@,6i) flag 1 
191@ = 0 
220@ = -1459.143 
221@ = 501.0938 
222@ = 2.7322 
00BC: show_text_highpriority GXT 'MAN2_20' time 7000 flag 1  // ~s~Auf dem ~b~Schnellboot~s~ befinden sich eine Pistole mit Schalldmpfer und ein Messer.
01EB: set_traffic_density_multiplier_to 1.0 
243@ = 0 
03CF: load_wav 1824 as 3 
0A24: enable_military_zones_wanted_level 1 
225@ = 0 
226@ = 0 
227@ = 0 
228@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
195@ = 0 
75@ = 0 
76@ = 0 
77@ = 0 
35@ += 1 

:MANSIO2_6841
if 
  35@ == 1 
else_jump @MANSIO2_7052 
if or
  226@ == 1 
  227@ == 1 
else_jump @MANSIO2_7052 
81@ = 4 
gosub @MANSIO2_48037 
227@ = 1 
0395: clear_area 0 at -1357.0 502.0 10.0 radius 300.0 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(-1513.614, 559.4036, 22.2746, 0.0, 0.0, 0.0)
Camera.PointAt(-1513.076, 558.6777, 21.8463, 2)
258@ = 1 
if 
  286@ == 0 
else_jump @MANSIO2_7031 
097B: play_audio_at_object 159@ event 1128 
286@ = 1 

:MANSIO2_7031
183@ = 0 
75@ = 1 
35@ += 1 

:MANSIO2_7052
if 
  35@ == 2 
else_jump @MANSIO2_7182 
if 
  77@ == 1 
else_jump @MANSIO2_7102 
35@ += 1 
jump @MANSIO2_7182 

:MANSIO2_7102
if 
   not 80@ == 4 
else_jump @MANSIO2_7134 
81@ = 4 
gosub @MANSIO2_48037 

:MANSIO2_7134
if 
  80@ == 4 
else_jump @MANSIO2_7182 
gosub @MANSIO2_48192 
0085: 194@ = 46@ // (int) 
194@ += 6800 
35@ += 1 

:MANSIO2_7182
if 
  35@ == 3 
else_jump @MANSIO2_7325 
if 
  77@ == 1 
else_jump @MANSIO2_7232 
35@ += 1 
jump @MANSIO2_7325 

:MANSIO2_7232
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_7325 
Camera.SetPosition(-1474.739, 526.7202, 16.2159, 0.0, 0.0, 0.0)
Camera.PointAt(-1474.991, 525.8577, 15.7775, 2)
0085: 194@ = 46@ // (int) 
194@ += 3700 
35@ += 1 

:MANSIO2_7325
if 
  35@ == 4 
else_jump @MANSIO2_7441 
if 
  77@ == 1 
else_jump @MANSIO2_7375 
35@ = 50 
jump @MANSIO2_7441 

:MANSIO2_7375
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_7441 
if 
08B7:   test 85@ bit 4 
else_jump @MANSIO2_7441 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
75@ = 0 
35@ += 1 

:MANSIO2_7441
if 
  35@ == 5 
else_jump @MANSIO2_7482 
00BC: show_text_highpriority GXT 'MAN2_32' time 8000 flag 1  // ~s~Du musst in das ~y~Schiff~s~ hinein, bevor sich die hintere Luke schliet, Wenn du schwimmst, werden dich die Wachen nicht so leicht entdecken.
35@ = 99 

:MANSIO2_7482
if and
  75@ == 1 
08D0:   cutscene_skipped 
  77@ == 0 
else_jump @MANSIO2_7516 
77@ = 1 

:MANSIO2_7516
if 
  35@ == 50 
else_jump @MANSIO2_7571 
fade 0 500 
0085: 194@ = 46@ // (int) 
194@ += 500 
76@ = 1 
35@ += 1 

:MANSIO2_7571
if 
  35@ == 51 
else_jump @MANSIO2_7785 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_7785 
if 
88B7:   not test 85@ bit 4 
else_jump @MANSIO2_7633 
gosub @MANSIO2_48221 

:MANSIO2_7633
Object.PutAt(159@, -1468.492, 501.289, 11.109)
if 
   not Car.Wrecked(153@)
else_jump @MANSIO2_7699 
Car.PutAt(153@, -1446.218, 491.9281, 0.0)
Car.Angle(153@) = 270.0

:MANSIO2_7699
if 
   not Actor.Dead(131@)
else_jump @MANSIO2_7740 
if 
   not 183@ == 3 
else_jump @MANSIO2_7740 
183@ = 2 

:MANSIO2_7740
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 1500 
0085: 194@ = 46@ // (int) 
194@ += 1500 
35@ += 1 

:MANSIO2_7785
if 
  35@ == 52 
else_jump @MANSIO2_7850 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_7850 
76@ = 0 
77@ = 0 
75@ = 0 
35@ = 5 

:MANSIO2_7850
if 
  226@ == 0 
else_jump @MANSIO2_8147 
if 
  224@ == 1 
else_jump @MANSIO2_8112 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1397.0 552.0 17.0 radius 150.0 110.0 25.0 
else_jump @MANSIO2_8008 
if 
875C:   not marker 165@ enabled 
else_jump @MANSIO2_7964 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 

:MANSIO2_7964
Marker.Disable(164@)
if 
88B7:   not test 85@ bit 3 
else_jump @MANSIO2_7994 
08BD: set 85@ bit 3 

:MANSIO2_7994
226@ = 1 
jump @MANSIO2_8105 

:MANSIO2_8008
if 
   Actor.InCar($PLAYER_ACTOR, 140@)
else_jump @MANSIO2_8069 
if 
875C:   not marker 165@ enabled 
else_jump @MANSIO2_8057 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 

:MANSIO2_8057
Marker.Disable(164@)
jump @MANSIO2_8105 

:MANSIO2_8069
if 
875C:   not marker 164@ enabled 
else_jump @MANSIO2_8100 
164@ = Marker.CreateAboveCar(140@)
07E0: set_marker 164@ type_to 1 

:MANSIO2_8100
Marker.Disable(165@)

:MANSIO2_8105
jump @MANSIO2_8147 

:MANSIO2_8112
Marker.Disable(164@)
if 
875C:   not marker 165@ enabled 
else_jump @MANSIO2_8147 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 

:MANSIO2_8147
if 
  225@ == 0 
else_jump @MANSIO2_8255 
if 
  224@ == 1 
else_jump @MANSIO2_8255 
if 
   Actor.InCar($PLAYER_ACTOR, 140@)
else_jump @MANSIO2_8255 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 30 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 0 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 23 
81@ = 3 
gosub @MANSIO2_48037 
gosub @MANSIO2_48192 
225@ = 1 

:MANSIO2_8255
if 
  228@ == 0 
else_jump @MANSIO2_8348 
if 
  226@ == 0 
else_jump @MANSIO2_8348 
if 
075C:   marker 165@ enabled 
else_jump @MANSIO2_8348 
if 
08B7:   test 85@ bit 3 
else_jump @MANSIO2_8348 
00BC: show_text_highpriority GXT 'MAN2_21' time 7000 flag 1  // ~s~Du musst zu dem ~y~Schiff~s~.
228@ = 1 

:MANSIO2_8348
if 
  258@ == 1 
else_jump @MANSIO2_8454 
if 
034E: move_object 159@ to -1468.492 501.289 11.109 speed 0.04 0.04 0.05 flag 0 
else_jump @MANSIO2_8454 
258@ = 0 
if 
  286@ == 1 
else_jump @MANSIO2_8454 
097B: play_audio_at_object 159@ event 1129 
286@ = 0 

:MANSIO2_8454
if 
  227@ == 0 
else_jump @MANSIO2_8576 
if 
   Car.Wrecked(153@)
else_jump @MANSIO2_8495 
227@ = 1 

:MANSIO2_8495
if 
  227@ == 0 
else_jump @MANSIO2_8576 
Car.StorePos(153@, 57@, 58@, 59@)
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 57@ 58@ 59@ radius 100.0 100.0 30.0 
else_jump @MANSIO2_8576 
227@ = 1 

:MANSIO2_8576
gosub @MANSIO2_22723 
gosub @MANSIO2_36622 
gosub @MANSIO2_46199 
if 
  35@ == 99 
else_jump @MANSIO2_8622 
gosub @MANSIO2_51214 

:MANSIO2_8622
return 

:MANSIO2_8624
if 
  35@ == 0 
else_jump @MANSIO2_8719 
259@ = 0 
260@ = 0 
263@ = 0 
291@ = 0 
if 
   not Car.Wrecked(142@)
else_jump @MANSIO2_8691 
Car.Destroy(142@)

:MANSIO2_8691
75@ = 0 
76@ = 0 
77@ = 0 
35@ += 1 

:MANSIO2_8719
if 
  35@ == 1 
else_jump @MANSIO2_8916 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 220@ 221@ 222@ radius 4.0 13.5 5.0 
else_jump @MANSIO2_8916 
Marker.Disable(165@)
Marker.Disable(164@)
263@ = 1 
Player.CanMove($PLAYER_CHAR) = False
09D7: unknown_player $PLAYER_CHAR flag 1 
094E: set_actor $PLAYER_ACTOR unknown_flag 0 
195@ = 0 
259@ = 1 
260@ = 1 
if 
  286@ == 0 
else_jump @MANSIO2_8871 
097B: play_audio_at_object 159@ event 1128 
286@ = 1 

:MANSIO2_8871
246@ = 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 200 
0085: 194@ = 46@ // (int) 
194@ += 400 
35@ += 1 

:MANSIO2_8916
if 
  35@ == 2 
else_jump @MANSIO2_9244 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_9244 
Player.WantedLevel($PLAYER_CHAR) = 0
0A0B: set_rendering_origin_at_3D_coord -1439.546 489.3506 3.8546 angle 300.0 
075B: zoom_radar 90 
09A6: unknown_radar_flag 1 
220@ = -1288.084 
221@ = 490.5533 
222@ = 10.2026 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 
Actor.PutAt($PLAYER_ACTOR, -1327.957, 507.4273, 0.0)
Actor.Angle($PLAYER_ACTOR) = 84.8851
50@ = 0 
141@(50@,4i) = Car.Create(#HYDRA, -1423.62, 497.13, 10.19)
Car.Angle(141@(50@,4i)) = 62.12
242@(50@,4i) = 1 
50@ = 2 
141@(50@,4i) = Car.Create(#HYDRA, -1416.47, 518.36, 16.91)
Car.Angle(141@(50@,4i)) = 270.0
242@(50@,4i) = 1 
0129: 135@ = create_actor_pedtype 25 model #ARMY in_car 141@(50@,4i) driverseat 
060B: set_actor 135@ decision_maker_to 180@ 
0770: unknown_actor 135@ flag 1 
0085: 194@ = 46@ // (int) 
194@ += 2000 
75@ = 1 
35@ += 1 

:MANSIO2_9244
if 
  35@ == 3 
else_jump @MANSIO2_9414 
if 
  77@ == 1 
else_jump @MANSIO2_9294 
35@ += 1 
jump @MANSIO2_9414 

:MANSIO2_9294
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_9414 
02A3: enable_widescreen 1 
Camera.SetPosition(-1304.926, 489.9207, 11.6599, 0.0, 0.0, 0.0)
Camera.PointAt(-1304.047, 490.3978, 11.6435, 2)
00BC: show_text_highpriority GXT 'MAN2_22' time 6000 flag 1  // ~s~Finde den ~y~Kontrollraum~s~, um die SAM-Abschussvorrichtungen abzuschalten.
0085: 194@ = 46@ // (int) 
194@ += 4000 
fade 1 500 
35@ += 1 

:MANSIO2_9414
if 
  35@ == 4 
else_jump @MANSIO2_9577 
if 
  77@ == 1 
else_jump @MANSIO2_9464 
35@ += 1 
jump @MANSIO2_9577 

:MANSIO2_9464
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 1.0 1.0 2.0 on_foot 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_9577 
246@ = 1 
if 
  288@ == 0 
else_jump @MANSIO2_9554 
097B: play_audio_at_object 158@ event 1128 
288@ = 1 

:MANSIO2_9554
0085: 194@ = 46@ // (int) 
194@ += 1800 
35@ += 1 

:MANSIO2_9577
if 
  35@ == 5 
else_jump @MANSIO2_10017 
if 
  77@ == 1 
else_jump @MANSIO2_9627 
35@ += 1 
jump @MANSIO2_10017 

:MANSIO2_9627
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 1.0 1.0 2.0 on_foot 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_10017 
Camera.SetPosition(-1400.167, 517.7336, 11.9235, 0.0, 0.0, 0.0)
Camera.PointAt(-1401.079, 518.1353, 12.0041, 2)
00BC: show_text_highpriority GXT 'MAN2_25' time 5000 flag 1  // ~s~Klau einen der Militrjets.
0085: 194@ = 46@ // (int) 
194@ += 3800 
0085: 202@ = 46@ // (int) 
202@ += 2500 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSIO2_9867 
Actor.PutAt($PLAYER_ACTOR, -1446.333, 506.7063, -2.089)
Actor.Angle($PLAYER_ACTOR) = 256.1819
if 
04A7:   actor $PLAYER_ACTOR driving_boat 
else_jump @MANSIO2_9853 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0323: unknown_boat $TEMPVAR_ACTOR_CAR flag 1 

:MANSIO2_9853
291@ = 1 
jump @MANSIO2_10010 

:MANSIO2_9867
Actor.PutAt($PLAYER_ACTOR, -1455.558, 497.0678, -2.089)
Actor.Angle($PLAYER_ACTOR) = 256.1819
if 
   not Car.Wrecked(140@)
else_jump @MANSIO2_10010 
if 
00B1:   car 140@ sphere 0 in_cube_cornerA -1466.083 490.7395 -2.0 cornerB -1434.139 511.856 3.0 
else_jump @MANSIO2_10005 
Car.PutAt(140@, -1446.333, 506.7063, -2.089)
Car.Angle(140@) = 256.1819
291@ = 1 
jump @MANSIO2_10010 

:MANSIO2_10005
Car.Destroy(140@)

:MANSIO2_10010
35@ += 1 

:MANSIO2_10017
if 
  35@ == 6 
else_jump @MANSIO2_10229 
if 
  77@ == 1 
else_jump @MANSIO2_10067 
35@ += 1 
jump @MANSIO2_10229 

:MANSIO2_10067
if and
001D:   46@ > 202@ // (int) 
   not 202@ == 0 
else_jump @MANSIO2_10107 
187@ = 5 
202@ = 0 

:MANSIO2_10107
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_10229 
50@ = 1 
if 
   not 183@(50@,6i) == -2 
else_jump @MANSIO2_10166 
183@(50@,6i) = 6 

:MANSIO2_10166
50@ = 2 
if 
   not 183@(50@,6i) == -2 
else_jump @MANSIO2_10206 
183@(50@,6i) = 6 

:MANSIO2_10206
0085: 194@ = 46@ // (int) 
194@ += 1000 
35@ += 1 

:MANSIO2_10229
if 
  35@ == 7 
else_jump @MANSIO2_10392 
if 
  77@ == 1 
else_jump @MANSIO2_10279 
35@ += 1 
jump @MANSIO2_10392 

:MANSIO2_10279
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_10392 
Camera.SetPosition(-1395.611, 493.0729, 5.3645, 0.0, 0.0, 0.0)
Camera.PointAt(-1394.977, 493.8029, 5.109, 2)
set_weather 5 
00BC: show_text_highpriority GXT 'MAN2_23' time 6000 flag 1  // ~s~Versuche, die ~r~Wachen~s~ nicht zu alarmieren.
0085: 194@ = 46@ // (int) 
194@ += 5800 
35@ += 1 

:MANSIO2_10392
if 
  35@ == 8 
else_jump @MANSIO2_10500 
if 
  77@ == 1 
else_jump @MANSIO2_10442 
35@ = 50 
jump @MANSIO2_10500 

:MANSIO2_10442
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_10500 
Actor.Angle($PLAYER_ACTOR) = 256.1819
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
75@ = 0 
35@ += 1 

:MANSIO2_10500
if 
  35@ == 9 
else_jump @MANSIO2_10887 
188@ = 5 
274@ = 1 
48@ = 0 

:MANSIO2_10539
if and
   not 183@(48@,6i) == -2 
   not 183@(48@,6i) == -1 
   not Actor.Dead(131@(48@,6i))
else_jump @MANSIO2_10637 
if 
   not 48@ == 4 
else_jump @MANSIO2_10637 
173@(48@,6i) = Marker.CreateAboveActor(131@(48@,6i))
018B: set_marker 173@(48@,6i) radar_mode 2 
07BF: unknown_marker 173@(48@,6i) flag 1 

:MANSIO2_10637
48@ += 1 
  48@ >= 6 
else_jump @MANSIO2_10539 
187@ = 18 
if 
  291@ == 1 
else_jump @MANSIO2_10793 
213@ = 1 
50@ = 0 
if 
   not 183@(50@,6i) == -2 
else_jump @MANSIO2_10730 
183@(50@,6i) = 24 

:MANSIO2_10730
50@ = 1 
if 
   not 189@(50@,2i) == -2 
else_jump @MANSIO2_10770 
189@(50@,2i) = 12 

:MANSIO2_10770
00BC: show_text_highpriority GXT 'MAN2_46' time 5000 flag 1  // ~s~Du hast zu viel Lrm verursacht, als du den Flugzeugtrger betreten wolltest.
jump @MANSIO2_10873 

:MANSIO2_10793
50@ = 0 
if 
   not 183@(50@,6i) == -2 
else_jump @MANSIO2_10833 
183@(50@,6i) = 8 

:MANSIO2_10833
50@ = 1 
if 
   not 189@(50@,2i) == -2 
else_jump @MANSIO2_10873 
189@(50@,2i) = 6 

:MANSIO2_10873
283@ = 1 
35@ = 99 

:MANSIO2_10887
if and
  75@ == 1 
08D0:   cutscene_skipped 
  77@ == 0 
else_jump @MANSIO2_10921 
77@ = 1 

:MANSIO2_10921
if 
  35@ == 50 
else_jump @MANSIO2_10976 
fade 0 500 
0085: 194@ = 46@ // (int) 
194@ += 500 
76@ = 1 
35@ += 1 

:MANSIO2_10976
if 
  35@ == 51 
else_jump @MANSIO2_11441 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_11441 
246@ = 1 
if 
  288@ == 0 
else_jump @MANSIO2_11053 
097B: play_audio_at_object 158@ event 1128 
288@ = 1 

:MANSIO2_11053
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSIO2_11144 
Actor.PutAt($PLAYER_ACTOR, -1446.333, 506.7063, -2.089)
Actor.Angle($PLAYER_ACTOR) = 256.1819
if 
04A7:   actor $PLAYER_ACTOR driving_boat 
else_jump @MANSIO2_11130 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
0323: unknown_boat $TEMPVAR_ACTOR_CAR flag 1 

:MANSIO2_11130
291@ = 1 
jump @MANSIO2_11287 

:MANSIO2_11144
Actor.PutAt($PLAYER_ACTOR, -1455.558, 497.0678, -2.089)
Actor.Angle($PLAYER_ACTOR) = 256.1819
if 
   not Car.Wrecked(140@)
else_jump @MANSIO2_11287 
if 
00B1:   car 140@ sphere 0 in_cube_cornerA -1466.083 490.7395 -2.0 cornerB -1434.139 511.856 3.0 
else_jump @MANSIO2_11282 
Car.PutAt(140@, -1446.333, 506.7063, -2.089)
Car.Angle(140@) = 256.1819
291@ = 1 
jump @MANSIO2_11287 

:MANSIO2_11282
Car.Destroy(140@)

:MANSIO2_11287
50@ = 1 
if 
   not 183@(50@,6i) == -2 
else_jump @MANSIO2_11327 
183@(50@,6i) = 6 

:MANSIO2_11327
50@ = 2 
if 
   not 183@(50@,6i) == -2 
else_jump @MANSIO2_11367 
183@(50@,6i) = 6 

:MANSIO2_11367
if 
  187@ == -1 
else_jump @MANSIO2_11392 
187@ = 5 

:MANSIO2_11392
set_weather 5 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
fade 1 1500 
0085: 194@ = 46@ // (int) 
194@ += 1500 
35@ += 1 

:MANSIO2_11441
if 
  35@ == 52 
else_jump @MANSIO2_11506 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_11506 
76@ = 0 
77@ = 0 
75@ = 0 
35@ = 9 

:MANSIO2_11506
if 
  246@ == 1 
else_jump @MANSIO2_11612 
if 
034E: move_object 158@ to -1414.453 516.453 9.648 speed 0.05 0.05 0.05 flag 0 
else_jump @MANSIO2_11612 
246@ = 0 
if 
  288@ == 1 
else_jump @MANSIO2_11612 
097B: play_audio_at_object 158@ event 1129 
288@ = 0 

:MANSIO2_11612
if 
  259@ == 1 
else_jump @MANSIO2_11865 
if 
  260@ == 1 
else_jump @MANSIO2_11743 
if 
034E: move_object 159@ to -1465.797 501.289 1.145 speed 0.04 0.04 0.3 flag 0 
else_jump @MANSIO2_11736 
259@ = 0 
if 
  286@ == 1 
else_jump @MANSIO2_11736 
097B: play_audio_at_object 159@ event 1129 
286@ = 0 

:MANSIO2_11736
jump @MANSIO2_11865 

:MANSIO2_11743
if 
034E: move_object 159@ to -1465.797 501.289 1.145 speed 0.04 0.04 0.05 flag 0 
else_jump @MANSIO2_11865 
259@ = 0 
if 
  286@ == 1 
else_jump @MANSIO2_11831 
097B: play_audio_at_object 159@ event 1129 
286@ = 0 

:MANSIO2_11831
if 
  263@ == 0 
else_jump @MANSIO2_11865 
37@ = 1 
45@ = 5 
return 

:MANSIO2_11865
gosub @MANSIO2_22723 
gosub @MANSIO2_36622 
if 
   not 195@ == 0 
else_jump @MANSIO2_11979 
if 
001D:   46@ > 195@ // (int) 
else_jump @MANSIO2_11979 
195@ = 0 
259@ = 1 
if 
  286@ == 0 
else_jump @MANSIO2_11963 
097B: play_audio_at_object 159@ event 1128 
286@ = 1 

:MANSIO2_11963
00BC: show_text_highpriority GXT 'MAN2_31' time 7000 flag 1  // ~s~Die hintere Luke des Flugzeugtrgers schliet sich.

:MANSIO2_11979
if 
  35@ == 99 
else_jump @MANSIO2_12004 
gosub @MANSIO2_51214 

:MANSIO2_12004
return 

:MANSIO2_12006
if 
  35@ == 0 
else_jump @MANSIO2_12354 
238@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0923: enable_air_traffic 0 
50@ = 3 
141@(50@,4i) = Car.Create(#HYDRA, -1333.231, 507.6329, 17.2266)
Car.Angle(141@(50@,4i)) = 270.0
242@(50@,4i) = 1 
50@ = 0 
161@(50@,3i) = Object.Create(#KMB_KEYPAD, -1414.55, 514.4193, 2.9391)
Object.Angle(161@(50@,3i)) = 180.0
50@ = 1 
161@(50@,3i) = Object.Create(#KMB_KEYPAD, -1313.173, 488.3687, 11.1026)
50@ = 2 
161@(50@,3i) = Object.Create(#KMB_KEYPAD, -1412.198, 488.3644, 11.1026)
041E: set_radio_station 11 
230@ = 0 
231@ = 0 
229@ = 0 
248@ = 0 
249@ = 0 
250@ = 0 
261@ = 0 
264@ = 0 
265@ = 0 
284@ = 0 
285@ = 0 
296@ = 0 
192@ = -1 
193@ = -1 
75@ = 0 
76@ = 0 
77@ = 0 
35@ += 1 

:MANSIO2_12354
73@ = 0 
48@ = 0 

:MANSIO2_12368
if 
  242@(48@,4i) == 1 
else_jump @MANSIO2_12417 
if 
   not Car.Wrecked(141@(48@,4i))
else_jump @MANSIO2_12417 
73@ = 1 

:MANSIO2_12417
48@ += 1 
  48@ >= 4 
else_jump @MANSIO2_12368 
if 
  73@ == 0 
else_jump @MANSIO2_12472 
37@ = 1 
45@ = 3 
return 

:MANSIO2_12472
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)
else_jump @MANSIO2_12599 
Actor.StorePos($PLAYER_ACTOR, 57@, 58@, 59@)
if or
  484.0 > 58@ 
  58@ > 523.0 
else_jump @MANSIO2_12552 
37@ = 1 
45@ = 6 
return 

:MANSIO2_12552
if or
  -1471.0 > 57@ 
  57@ > -1246.0 
else_jump @MANSIO2_12599 
37@ = 1 
45@ = 6 
return 

:MANSIO2_12599
if 
  35@ == 1 
else_jump @MANSIO2_12822 
if 
  238@ == 1 
else_jump @MANSIO2_12797 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Camera.SetPosition(-1291.578, 491.3468, 13.2852, 0.0, 0.0, 0.0)
Camera.PointAt(-1290.686, 491.105, 12.9042, 2)
Actor.PutAt($PLAYER_ACTOR, 220@, 221@, 222@)
05D4: AS_actor $PLAYER_ACTOR rotate_angle 270.0 
0085: 194@ = 46@ // (int) 
194@ += 200 
Marker.Disable(165@)
018A: 165@ = create_checkpoint_at -1432.482 506.5725 10.1953 
229@ = 1 
75@ = 1 
35@ += 1 

:MANSIO2_12797
if 
  248@ == 1 
else_jump @MANSIO2_12822 
35@ = 6 

:MANSIO2_12822
if 
  35@ == 2 
else_jump @MANSIO2_12972 
if 
  77@ == 1 
else_jump @MANSIO2_12872 
35@ += 1 
jump @MANSIO2_12972 

:MANSIO2_12872
062E: unknown_get_actor $PLAYER_ACTOR task 1492 status_store_to 40@ // ret 7 if not found 
if and
84A4:   not  40@ == 1 // @ == any 
84A4:   not  40@ == 0 // @ == any 
else_jump @MANSIO2_12972 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SLOT_BET_02" IFP_file "CASINO" 4.0 loop 0 0 0 0 time 0 // versionA 
0085: 194@ = 46@ // (int) 
194@ += 250 
35@ += 1 

:MANSIO2_12972
if 
  35@ == 3 
else_jump @MANSIO2_13144 
if 
  77@ == 1 
else_jump @MANSIO2_13022 
35@ += 1 
jump @MANSIO2_13144 

:MANSIO2_13022
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_13144 
if 
   not Actor.Animation($PLAYER_ACTOR) == "SLOT_BET_02"
else_jump @MANSIO2_13144 
Camera.SetPosition(-1391.305, 490.2552, 18.2899, 0.0, 0.0, 0.0)
Camera.PointAt(-1392.138, 490.5674, 18.7452, 2)
0085: 194@ = 46@ // (int) 
194@ += 2000 
35@ += 1 

:MANSIO2_13144
if 
  35@ == 4 
else_jump @MANSIO2_13240 
if 
  77@ == 1 
else_jump @MANSIO2_13194 
35@ += 1 
jump @MANSIO2_13240 

:MANSIO2_13194
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_13240 
09E4: enable_aircraftcarrier_sam 0 
0085: 194@ = 46@ // (int) 
194@ += 1500 
35@ += 1 

:MANSIO2_13240
if 
  35@ == 5 
else_jump @MANSIO2_13361 
if 
  77@ == 1 
else_jump @MANSIO2_13290 
35@ = 50 
jump @MANSIO2_13361 

:MANSIO2_13290
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_13361 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BC: show_text_highpriority GXT 'MAN2_25' time 15000 flag 1  // ~s~Klau einen der Militrjets.
35@ += 1 

:MANSIO2_13361
if 
  35@ == 6 
else_jump @MANSIO2_13475 
if 
  248@ == 1 
else_jump @MANSIO2_13475 
if or
  249@ == 1 
  250@ == 1 
else_jump @MANSIO2_13426 
Camera.SetBehindPlayer
Camera.Restore

:MANSIO2_13426
Marker.Disable(165@)
48@ = 0 

:MANSIO2_13438
Marker.Disable(173@(48@,6i))
48@ += 1 
  48@ >= 6 
else_jump @MANSIO2_13438 
35@ = 99 

:MANSIO2_13475
if and
  75@ == 1 
08D0:   cutscene_skipped 
  77@ == 0 
else_jump @MANSIO2_13509 
77@ = 1 

:MANSIO2_13509
if 
  35@ == 50 
else_jump @MANSIO2_13564 
fade 0 500 
0085: 194@ = 46@ // (int) 
194@ += 500 
76@ = 1 
35@ += 1 

:MANSIO2_13564
if 
  35@ == 51 
else_jump @MANSIO2_13664 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_13664 
09E4: enable_aircraftcarrier_sam 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 1500 
0085: 194@ = 46@ // (int) 
194@ += 1500 
35@ += 1 

:MANSIO2_13664
if 
  35@ == 52 
else_jump @MANSIO2_13745 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_13745 
76@ = 0 
77@ = 0 
75@ = 0 
00BC: show_text_highpriority GXT 'MAN2_25' time 15000 flag 1  // ~s~Klau einen der Militrjets.
35@ = 6 

:MANSIO2_13745
if 
  238@ == 0 
else_jump @MANSIO2_13812 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 1.0 1.0 2.0 on_foot 
else_jump @MANSIO2_13812 
238@ = 1 

:MANSIO2_13812
if 
  229@ == 0 
else_jump @MANSIO2_13872 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)
else_jump @MANSIO2_13872 
00BC: show_text_highpriority GXT 'MAN2_24' time 5000 flag 1  // ~s~Die SAM-Abschussvorrichtungen sind immer noch aktiv.
229@ = 1 

:MANSIO2_13872
if 
  230@ == 0 
else_jump @MANSIO2_13950 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)
else_jump @MANSIO2_13950 
0512: show_permanent_text_box 'MAN2_70'  // Benutze ~k~~VEHICLE_TURRETUP~ und ~k~~VEHICLE_TURRETDOWN~, um die Ausrichtung der Schubdsen zu verndern (Vertikal fr Start und Landung, horizontal fr Vorwrtsschub.)
230@ = 1 
231@ = 0 
0085: 206@ = 46@ // (int) 
206@ += 15000 

:MANSIO2_13950
if 
  230@ == 1 
else_jump @MANSIO2_14041 
if 
  231@ == 0 
else_jump @MANSIO2_14041 
if 
001D:   46@ > 206@ // (int) 
else_jump @MANSIO2_14041 
03E6: remove_text_box 
0512: show_permanent_text_box 'MAN2_99'  // Mit ~k~~TOGGLE_SUBMISSIONS~ wird das Fahrgestell ein- und ausgefahren.
231@ = 1 
0085: 206@ = 46@ // (int) 
206@ += 10000 

:MANSIO2_14041
if 
  231@ == 1 
else_jump @MANSIO2_14105 
if 
   not 206@ == 0 
else_jump @MANSIO2_14105 
if 
001D:   46@ > 206@ // (int) 
else_jump @MANSIO2_14105 
206@ = 0 
03E6: remove_text_box 

:MANSIO2_14105
if 
  264@ == 0 
else_jump @MANSIO2_14322 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)
else_jump @MANSIO2_14204 
if 
   Actor.InCar($PLAYER_ACTOR, 144@)
else_jump @MANSIO2_14175 
264@ = 1 
jump @MANSIO2_14197 

:MANSIO2_14175
05EB: assign_car 144@ to_path 209 
192@ = 0 
264@ = 1 

:MANSIO2_14197
jump @MANSIO2_14322 

:MANSIO2_14204
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.692 499.5881 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_14281 
05EB: assign_car 144@ to_path 209 
192@ = 0 
264@ = 1 
jump @MANSIO2_14322 

:MANSIO2_14281
if 
0179:   actor $PLAYER_ACTOR colliding_with_object 158@ 
else_jump @MANSIO2_14322 
05EB: assign_car 144@ to_path 209 
192@ = 0 
264@ = 1 

:MANSIO2_14322
if 
  265@ == 0 
else_jump @MANSIO2_14427 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1368.303 496.5314 10.1854 radius 5.0 5.0 4.0 
else_jump @MANSIO2_14427 
193@ = 0 
265@ = 1 
if 
  279@ == 0 
else_jump @MANSIO2_14427 
187@ = 11 

:MANSIO2_14427
if 
   not Car.Wrecked(143@)
else_jump @MANSIO2_14677 
73@ = 0 
if 
   Actor.InCar($PLAYER_ACTOR, 143@)
else_jump @MANSIO2_14531 
if 
034E: move_object 158@ to -1414.453 516.453 16.688 speed 0.05 0.05 0.05 flag 0 
else_jump @MANSIO2_14524 
73@ = 1 

:MANSIO2_14524
jump @MANSIO2_14586 

:MANSIO2_14531
if 
034E: move_object 158@ to -1414.453 516.453 9.648 speed 0.05 0.05 0.05 flag 0 
else_jump @MANSIO2_14586 
73@ = 1 

:MANSIO2_14586
if 
  288@ == 0 
else_jump @MANSIO2_14644 
if 
  73@ == 0 
else_jump @MANSIO2_14637 
097B: play_audio_at_object 158@ event 1128 
288@ = 1 

:MANSIO2_14637
jump @MANSIO2_14677 

:MANSIO2_14644
if 
  73@ == 1 
else_jump @MANSIO2_14677 
097B: play_audio_at_object 158@ event 1129 
288@ = 0 

:MANSIO2_14677
if 
   not Car.Wrecked(142@)
else_jump @MANSIO2_14927 
73@ = 0 
if 
   Actor.InCar($PLAYER_ACTOR, 142@)
else_jump @MANSIO2_14781 
if 
034E: move_object 157@ to -1456.719 501.297 16.953 speed 0.05 0.05 0.05 flag 0 
else_jump @MANSIO2_14774 
73@ = 1 

:MANSIO2_14774
jump @MANSIO2_14836 

:MANSIO2_14781
if 
034E: move_object 157@ to -1456.719 501.297 9.914 speed 0.05 0.05 0.05 flag 0 
else_jump @MANSIO2_14836 
73@ = 1 

:MANSIO2_14836
if 
  287@ == 0 
else_jump @MANSIO2_14894 
if 
  73@ == 0 
else_jump @MANSIO2_14887 
097B: play_audio_at_object 157@ event 1128 
287@ = 1 

:MANSIO2_14887
jump @MANSIO2_14927 

:MANSIO2_14894
if 
  73@ == 1 
else_jump @MANSIO2_14927 
097B: play_audio_at_object 157@ event 1129 
287@ = 0 

:MANSIO2_14927
if 
  249@ == 0 
else_jump @MANSIO2_15120 
if 
   not Car.Wrecked(143@)
else_jump @MANSIO2_15113 
if 
   Actor.InCar($PLAYER_ACTOR, 143@)
else_jump @MANSIO2_15113 
Car.StorePos(143@, 57@, 58@, 59@)
Object.StorePos(158@, 60@, 61@, 62@)
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
if or
  70@ >= 0.0 
  3.0 >= 70@ 
else_jump @MANSIO2_15113 
Camera.SetPosition(-1427.408, 516.3539, 20.8899, 0.0, 0.0, 0.0)
Camera.PointAt(-1426.435, 516.2787, 20.6742, 1)
249@ = 1 

:MANSIO2_15113
jump @MANSIO2_15184 

:MANSIO2_15120
if 
   Car.Wrecked(143@)
else_jump @MANSIO2_15154 
Camera.SetBehindPlayer
Camera.Restore
249@ = 0 
jump @MANSIO2_15184 

:MANSIO2_15154
if 
   not Actor.InCar($PLAYER_ACTOR, 143@)
else_jump @MANSIO2_15184 
Camera.SetBehindPlayer
Camera.Restore
249@ = 0 

:MANSIO2_15184
if 
  250@ == 0 
else_jump @MANSIO2_15377 
if 
   not Car.Wrecked(142@)
else_jump @MANSIO2_15370 
if 
   Actor.InCar($PLAYER_ACTOR, 142@)
else_jump @MANSIO2_15370 
Car.StorePos(142@, 57@, 58@, 59@)
Object.StorePos(157@, 60@, 61@, 62@)
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
if or
  70@ >= 0.0 
  3.0 >= 70@ 
else_jump @MANSIO2_15370 
Camera.SetPosition(-1439.283, 507.3634, 28.9545, 0.0, 0.0, 0.0)
Camera.PointAt(-1440.069, 507.1481, 28.3752, 1)
250@ = 1 

:MANSIO2_15370
jump @MANSIO2_15441 

:MANSIO2_15377
if 
   Car.Wrecked(142@)
else_jump @MANSIO2_15411 
Camera.SetBehindPlayer
Camera.Restore
250@ = 0 
jump @MANSIO2_15441 

:MANSIO2_15411
if 
   not Actor.InCar($PLAYER_ACTOR, 142@)
else_jump @MANSIO2_15441 
Camera.SetBehindPlayer
Camera.Restore
250@ = 0 

:MANSIO2_15441
48@ = 0 

:MANSIO2_15448
if 
   not Car.Wrecked(141@(48@,4i))
else_jump @MANSIO2_15830 
if 
   Actor.InCar($PLAYER_ACTOR, 141@(48@,4i))
else_jump @MANSIO2_15830 
0871: init_jump_table 48@ total_jumps 3 default_jump 1 @MANSIO2_15803 jumps 0 @MANSIO2_15740 1 @MANSIO2_15647 2 @MANSIO2_15554 -1 @MANSIO2_15830 -1 @MANSIO2_15830 -1 @MANSIO2_15830 -1 @MANSIO2_15830 

:MANSIO2_15554
Car.StorePos(141@(48@,4i), 57@, 58@, 59@)
Object.StorePos(158@, 60@, 61@, 62@)
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
if or
  0.0 > 70@ 
  70@ > 3.0 
else_jump @MANSIO2_15640 
248@ = 1 

:MANSIO2_15640
jump @MANSIO2_15830 

:MANSIO2_15647
Car.StorePos(141@(48@,4i), 57@, 58@, 59@)
Object.StorePos(157@, 60@, 61@, 62@)
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
if or
  0.0 > 70@ 
  70@ > 3.0 
else_jump @MANSIO2_15733 
248@ = 1 

:MANSIO2_15733
jump @MANSIO2_15830 

:MANSIO2_15740
Car.StorePos(141@(48@,4i), 57@, 58@, 59@)
if or
  59@ > 20.0 
  5.0 > 59@ 
else_jump @MANSIO2_15796 
248@ = 1 

:MANSIO2_15796
jump @MANSIO2_15830 

:MANSIO2_15803
if 
01F3:   car 141@(48@,4i) in_air 
else_jump @MANSIO2_15830 
248@ = 1 

:MANSIO2_15830
48@ += 1 
  48@ >= 4 
else_jump @MANSIO2_15448 
if and
  248@ == 1 
  261@ == 0 
else_jump @MANSIO2_16281 
48@ = 0 

:MANSIO2_15883
239@(48@,3i) = 0 
48@ += 1 
  48@ >= 3 
else_jump @MANSIO2_15883 
50@ = 0 
48@ = 0 

:MANSIO2_15929
if 
  48@ == 3 
else_jump @MANSIO2_16028 
if 
   not Car.Wrecked(141@(48@,4i))
else_jump @MANSIO2_16028 
if 
060E:   car 141@(48@,4i) assigned_to_path 
else_jump @MANSIO2_15996 
05EC: release_car 141@(48@,4i) from_path 

:MANSIO2_15996
if 
   not Actor.InCar($PLAYER_ACTOR, 141@(48@,4i))
else_jump @MANSIO2_16028 
Car.Destroy(141@(48@,4i))

:MANSIO2_16028
if 
  48@ == 1 
else_jump @MANSIO2_16161 
if 
   not Car.Wrecked(141@(48@,4i))
else_jump @MANSIO2_16161 
if 
   not Actor.InCar($PLAYER_ACTOR, 141@(48@,4i))
else_jump @MANSIO2_16161 
if 
   not 193@ == -1 
else_jump @MANSIO2_16161 
05EC: release_car 141@(48@,4i) from_path 
Car.PutAt(141@(48@,4i), -1457.627, 502.2539, 9.0078)
Car.Angle(141@(48@,4i)) = 185.069
193@ = -1 

:MANSIO2_16161
if 
   not Car.Wrecked(141@(48@,4i))
else_jump @MANSIO2_16253 
if 
   Actor.InCar($PLAYER_ACTOR, 141@(48@,4i))
else_jump @MANSIO2_16219 
145@ = Actor.Car($PLAYER_ACTOR)
jump @MANSIO2_16253 

:MANSIO2_16219
0085: 146@(50@,3i) = 141@(48@,4i) // (int) 
239@(50@,3i) = 1 
50@ += 1 

:MANSIO2_16253
48@ += 1 
  48@ >= 4 
else_jump @MANSIO2_15929 
261@ = 1 

:MANSIO2_16281
gosub @MANSIO2_22639 
gosub @MANSIO2_22723 
gosub @MANSIO2_36622 
48@ = 0 

:MANSIO2_16309
if 
   not Actor.Dead(131@(48@,6i))
else_jump @MANSIO2_16338 
0467: clear_actor 131@(48@,6i) last_weapon_damage 

:MANSIO2_16338
48@ += 1 
  48@ >= 6 
else_jump @MANSIO2_16309 
48@ = 0 

:MANSIO2_16366
if 
   not Actor.Dead(137@(48@,2i))
else_jump @MANSIO2_16395 
0467: clear_actor 137@(48@,2i) last_weapon_damage 

:MANSIO2_16395
48@ += 1 
  48@ >= 2 
else_jump @MANSIO2_16366 
48@ = 0 

:MANSIO2_16423
if 
   not Car.Wrecked(154@(48@,3i))
else_jump @MANSIO2_16452 
0468: clear_car 154@(48@,3i) last_weapon_damage 

:MANSIO2_16452
48@ += 1 
  48@ >= 3 
else_jump @MANSIO2_16423 
gosub @MANSIO2_46556 
gosub @MANSIO2_46828 
if 
  268@ == 0 
else_jump @MANSIO2_16758 
if 
  267@ == 1 
else_jump @MANSIO2_16758 
0871: init_jump_table 213@ total_jumps 6 default_jump 0 @MANSIO2_16724 jumps 1 @MANSIO2_16586 2 @MANSIO2_16609 3 @MANSIO2_16632 4 @MANSIO2_16655 5 @MANSIO2_16678 6 @MANSIO2_16701 -1 @MANSIO2_16724 

:MANSIO2_16586
00BC: show_text_highpriority GXT 'MAN2_47' time 7000 flag 1  // ~s~Die ~r~Wachleute~s~ sind jetzt alarmiert.
jump @MANSIO2_16724 

:MANSIO2_16609
00BC: show_text_highpriority GXT 'MAN2_49' time 7000 flag 1  // ~s~Ein Mechaniker hat Alarm geschlagen. Der Flugzeugtrger befindet sich jetzt in Alarmzustand.
jump @MANSIO2_16724 

:MANSIO2_16632
00BC: show_text_highpriority GXT 'MAN2_40' time 7000 flag 1  // ~s~Du bist von den ~r~Wachen~s~ entdeckt worden. Der Flugzeugtrger ist in Alarmzustand versetzt worden.
jump @MANSIO2_16724 

:MANSIO2_16655
00BC: show_text_highpriority GXT 'MAN2_41' time 7000 flag 1  // ~s~Ein Mechaniker hat eine Leiche gefunden. Der Flugzeugtrger ist in Alarmzustand versetzt worden.
jump @MANSIO2_16724 

:MANSIO2_16678
00BC: show_text_highpriority GXT 'MAN2_42' time 7000 flag 1  // ~s~Die ~r~Wachen~s~ haben eine Leiche gefunden. Der Flugzeugtrger ist in Alarmzustand versetzt worden.
jump @MANSIO2_16724 

:MANSIO2_16701
00BC: show_text_highpriority GXT 'MAN2_43' time 7000 flag 1  // ~s~Es hat eine Explosion gegeben. Der Flugzeugtrger ist in Alarmzustand versetzt worden.
jump @MANSIO2_16724 

:MANSIO2_16724
097A: play_audio_at 0.0 0.0 0.0 event 1161 
289@ = 1 
268@ = 1 

:MANSIO2_16758
if 
  267@ == 0 
else_jump @MANSIO2_16843 
0786: get_number_of_fires_within_cube_cornerA -1471.0 484.0 0.0 cornerB -1246.0 523.0 40.0 store_to 50@ 
if 
  50@ > 0 
else_jump @MANSIO2_16843 
213@ = 6 
267@ = 1 

:MANSIO2_16843
if 
  238@ == 1 
else_jump @MANSIO2_16955 
if 
  296@ == 0 
else_jump @MANSIO2_16955 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1466.973 488.6672 7.1953 cornerB -1393.22 521.52 11.3953 
else_jump @MANSIO2_16955 
Marker.Disable(165@)
00BC: show_text_highpriority GXT 'MAN2_25' time 5000 flag 1  // ~s~Klau einen der Militrjets.
296@ = 1 

:MANSIO2_16955
if 
  297@ == 1 
else_jump @MANSIO2_17010 
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #FORKLIFT)
else_jump @MANSIO2_17003 
041E: set_radio_station 11 
297@ = 0 

:MANSIO2_17003
jump @MANSIO2_17036 

:MANSIO2_17010
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FORKLIFT)
else_jump @MANSIO2_17036 
297@ = 1 

:MANSIO2_17036
if 
  35@ == 99 
else_jump @MANSIO2_17061 
gosub @MANSIO2_51214 

:MANSIO2_17061
return 

:MANSIO2_17063
if 
   Car.Wrecked(145@)
else_jump @MANSIO2_17095 
37@ = 1 
45@ = 4 
return 

:MANSIO2_17095
if 
  35@ == 0 
else_jump @MANSIO2_17926 
50@ = 0 
0395: clear_area 1 at -1178.22 2775.04 40.0 radius 20.0 
149@(50@,4i) = Car.Create(#TROPIC, -1178.22, 2775.04, 40.0)
Car.Health(149@(50@,4i)) = 500
Car.Angle(149@(50@,4i)) = 327.1833
0323: unknown_boat 149@(50@,4i) flag 1 
0574: set_car 149@(50@,4i) keep_position 1 
169@(50@,4i) = Marker.CreateAboveCar(149@(50@,4i))
Marker.SetColor(169@(50@,4i), 4)
252@(50@,4i) = 1 
50@ += 1 
0395: clear_area 1 at -1168.919 2795.99 40.0 radius 20.0 
149@(50@,4i) = Car.Create(#TROPIC, -1168.919, 2795.99, 40.0)
Car.Health(149@(50@,4i)) = 500
Car.Angle(149@(50@,4i)) = 171.1833
0323: unknown_boat 149@(50@,4i) flag 1 
0574: set_car 149@(50@,4i) keep_position 1 
169@(50@,4i) = Marker.CreateAboveCar(149@(50@,4i))
Marker.SetColor(169@(50@,4i), 4)
252@(50@,4i) = 1 
50@ += 1 
0395: clear_area 1 at -930.1593 2641.605 40.0 radius 20.0 
149@(50@,4i) = Car.Create(#TROPIC, -930.1593, 2641.605, 40.0)
Car.Health(149@(50@,4i)) = 500
Car.Angle(149@(50@,4i)) = 124.0961
0323: unknown_boat 149@(50@,4i) flag 1 
0574: set_car 149@(50@,4i) keep_position 1 
169@(50@,4i) = Marker.CreateAboveCar(149@(50@,4i))
Marker.SetColor(169@(50@,4i), 4)
252@(50@,4i) = 1 
50@ += 1 
0395: clear_area 1 at -973.0267 2484.021 40.0 radius 20.0 
149@(50@,4i) = Car.Create(#TROPIC, -973.0267, 2484.021, 40.0)
Car.Health(149@(50@,4i)) = 500
Car.Angle(149@(50@,4i)) = 171.8058
0323: unknown_boat 149@(50@,4i) flag 1 
0574: set_car 149@(50@,4i) keep_position 1 
169@(50@,4i) = Marker.CreateAboveCar(149@(50@,4i))
Marker.SetColor(169@(50@,4i), 4)
252@(50@,4i) = 1 
247@ = 1 
251@ = 0 
256@ = 0 
257@ = 0 
290@ = 0 
232@ = 0 
233@ = 0 
234@ = 0 
235@ = 0 
236@ = 0 
236@ = 0 
if 
  288@ == 0 
else_jump @MANSIO2_17799 
097B: play_audio_at_object 158@ event 1128 
288@ = 1 

:MANSIO2_17799
if 
  287@ == 0 
else_jump @MANSIO2_17832 
097B: play_audio_at_object 157@ event 1128 
287@ = 1 

:MANSIO2_17832
if 
  289@ == 1 
else_jump @MANSIO2_17877 
097A: play_audio_at 0.0 0.0 0.0 event 1162 
289@ = 0 

:MANSIO2_17877
50@ = Car.Health(145@)
50@ += 1000 
Car.Health(145@) = 50@
81@ = 5 
gosub @MANSIO2_48037 
075B: zoom_radar 0 
35@ += 1 

:MANSIO2_17926
if 
  35@ == 1 
else_jump @MANSIO2_18098 
if 
   not 80@ == 5 
else_jump @MANSIO2_17976 
81@ = 5 
gosub @MANSIO2_48037 

:MANSIO2_17976
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1343.5 504.1 30.0 radius 250.0 250.0 200.0 
  80@ == 5 
else_jump @MANSIO2_18098 
if 
   Actor.InCar($PLAYER_ACTOR, 145@)
else_jump @MANSIO2_18082 
gosub @MANSIO2_48192 
290@ = 1 
0A24: enable_military_zones_wanted_level 0 
35@ += 1 
jump @MANSIO2_18098 

:MANSIO2_18082
37@ = 1 
45@ = 6 
return 

:MANSIO2_18098
if 
  35@ == 2 
else_jump @MANSIO2_18155 
if 
08B7:   test 85@ bit 5 
else_jump @MANSIO2_18155 
81@ = 6 
gosub @MANSIO2_48037 
35@ += 1 

:MANSIO2_18155
if 
  35@ == 3 
else_jump @MANSIO2_18916 
if 
   not 80@ == 6 
else_jump @MANSIO2_18205 
81@ = 6 
gosub @MANSIO2_48037 

:MANSIO2_18205
if 
  80@ == 6 
else_jump @MANSIO2_18916 
73@ = 0 
48@ = 0 

:MANSIO2_18237
if 
  73@ == 0 
else_jump @MANSIO2_18322 
if 
  239@(48@,3i) == 0 
else_jump @MANSIO2_18322 
146@(48@,3i) = Car.Create(#HYDRA, -1333.231, 507.6329, 17.2266)
239@(48@,3i) = 1 
73@ = 1 

:MANSIO2_18322
48@ += 1 
  48@ >= 3 
else_jump @MANSIO2_18237 
50@ = 0 
if 
  239@(50@,3i) == 1 
else_jump @MANSIO2_18524 
if 
   not Car.Wrecked(146@(50@,3i))
else_jump @MANSIO2_18524 
Car.PutAt(146@(50@,3i), -1293.86, 481.91, 81.18)
Car.Angle(146@(50@,3i)) = 0.0
03A2: set_car 146@(50@,3i) action 3 
Car.SetSpeedInstantly(146@(50@,3i), 30.0)
0742: unknown_plane 146@(50@,3i) unknown_set 1.5 
0745: set_hydra 146@(50@,3i) thrust_to_horizontal 
0710: plane 146@(50@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 
166@(50@,3i) = Marker.CreateAboveCar(146@(50@,3i))
018B: set_marker 166@(50@,3i) radar_mode 2 

:MANSIO2_18524
50@ += 1 
if 
  239@(50@,3i) == 1 
else_jump @MANSIO2_18705 
if 
   not Car.Wrecked(146@(50@,3i))
else_jump @MANSIO2_18705 
Car.PutAt(146@(50@,3i), -1273.86, 481.91, 81.18)
Car.Angle(146@(50@,3i)) = 0.0
03A2: set_car 146@(50@,3i) action 3 
Car.SetSpeedInstantly(146@(50@,3i), 30.0)
0742: unknown_plane 146@(50@,3i) unknown_set 1.5 
0745: set_hydra 146@(50@,3i) thrust_to_horizontal 
0710: plane 146@(50@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 
166@(50@,3i) = Marker.CreateAboveCar(146@(50@,3i))
018B: set_marker 166@(50@,3i) radar_mode 2 

:MANSIO2_18705
50@ += 1 
if 
  239@(50@,3i) == 1 
else_jump @MANSIO2_18886 
if 
   not Car.Wrecked(146@(50@,3i))
else_jump @MANSIO2_18886 
Car.PutAt(146@(50@,3i), -1253.86, 481.91, 81.18)
Car.Angle(146@(50@,3i)) = 0.0
03A2: set_car 146@(50@,3i) action 3 
Car.SetSpeedInstantly(146@(50@,3i), 30.0)
0742: unknown_plane 146@(50@,3i) unknown_set 1.5 
0745: set_hydra 146@(50@,3i) thrust_to_horizontal 
0710: plane 146@(50@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 
166@(50@,3i) = Marker.CreateAboveCar(146@(50@,3i))
018B: set_marker 166@(50@,3i) radar_mode 2 

:MANSIO2_18886
251@ = 1 
0085: 194@ = 46@ // (int) 
194@ += 1000 
35@ += 1 

:MANSIO2_18916
if 
  35@ == 4 
else_jump @MANSIO2_19174 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_19174 
50@ = -1 
if 
  239@ == 1 
else_jump @MANSIO2_19001 
if 
   not Car.Wrecked(146@)
else_jump @MANSIO2_19001 
50@ = 0 

:MANSIO2_19001
if 
  50@ == -1 
else_jump @MANSIO2_19060 
if 
  240@ == 1 
else_jump @MANSIO2_19060 
if 
   not Car.Wrecked(147@)
else_jump @MANSIO2_19060 
50@ = 1 

:MANSIO2_19060
if 
   not 50@ == -1 
else_jump @MANSIO2_19160 
Camera.SetPosition(-1297.633, 489.9132, 74.9315, 0.0, 0.0, 0.0)
Camera.OnVehicle(146@(50@,3i), 15, 2)
if 
   Actor.InCar($PLAYER_ACTOR, 145@)
else_jump @MANSIO2_19149 
Car.LockInCurrentPosition(145@) = True

:MANSIO2_19149
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False

:MANSIO2_19160
gosub @MANSIO2_48192 
35@ += 1 

:MANSIO2_19174
if 
  35@ == 5 
else_jump @MANSIO2_19231 
if 
08B7:   test 85@ bit 6 
else_jump @MANSIO2_19231 
81@ = 7 
gosub @MANSIO2_48037 
35@ += 1 

:MANSIO2_19231
if 
  35@ == 6 
else_jump @MANSIO2_19383 
if 
   not 80@ == 7 
else_jump @MANSIO2_19281 
81@ = 7 
gosub @MANSIO2_48037 

:MANSIO2_19281
if 
  80@ == 7 
else_jump @MANSIO2_19383 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if 
   Actor.InCar($PLAYER_ACTOR, 145@)
else_jump @MANSIO2_19360 
Car.LockInCurrentPosition(145@) = False
Car.SetSpeedInstantly(145@, 30.0)
0742: unknown_plane 145@ unknown_set 1.0 

:MANSIO2_19360
0085: 194@ = 46@ // (int) 
194@ += 500 
35@ += 1 

:MANSIO2_19383
if 
  35@ == 7 
else_jump @MANSIO2_19434 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_19434 
gosub @MANSIO2_48192 
35@ += 1 

:MANSIO2_19434
if 
  35@ == 8 
else_jump @MANSIO2_19527 
if 
08B7:   test 85@ bit 7 
else_jump @MANSIO2_19527 
0512: show_permanent_text_box 'MAN2_71'  // Drcke und halte ~k~~VEHICLE_HANDBRAKE~, um einen Feind anzuvisieren. Wenn sich das Fadenkreuz rot frbt ist es erfasst. Drcke ~k~~VEHICLE_FIREWEAPON_ALT~, um eine zielsuchende Rakete abzufeuern.
232@ = 1 
0085: 206@ = 46@ // (int) 
206@ += 15000 
0085: 194@ = 46@ // (int) 
194@ += 5000 
35@ += 1 

:MANSIO2_19527
if 
  35@ == 9 
else_jump @MANSIO2_19761 
if 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_19761 
50@ = 0 
48@ = 0 

:MANSIO2_19578
if 
  239@(48@,3i) == 1 
else_jump @MANSIO2_19658 
if 
   not Car.Wrecked(146@(48@,3i))
else_jump @MANSIO2_19658 
0742: unknown_plane 146@(48@,3i) unknown_set 0.5 
08A2: set_hydra 146@(48@,3i) attack_with_rockets_car_of_player $PLAYER_CHAR radius 30.0 
50@ += 1 

:MANSIO2_19658
48@ += 1 
  48@ >= 3 
else_jump @MANSIO2_19578 
if 
  50@ > 0 
else_jump @MANSIO2_19754 
if 
  50@ == 1 
else_jump @MANSIO2_19738 
00BC: show_text_highpriority GXT 'MAN2_36' time 7000 flag 1  // ~s~Ein ~r~Militrjet~s~ ist dir auf den Fersen. Schalte ihn aus!
jump @MANSIO2_19754 

:MANSIO2_19738
00BC: show_text_highpriority GXT 'MAN2_35' time 7000 flag 1  // ~s~Dir sitzen ~r~Militrjets~s~ im Nacken. Schalte sie aus!

:MANSIO2_19754
35@ += 1 

:MANSIO2_19761
if 
  35@ == 10 
else_jump @MANSIO2_19811 
if and
  256@ == 1 
  257@ == 1 
else_jump @MANSIO2_19811 
35@ = 99 

:MANSIO2_19811
73@ = 0 
50@ = 0 
48@ = 0 

:MANSIO2_19832
if 
  252@(48@,4i) == 1 
else_jump @MANSIO2_19915 
if 
   Car.Wrecked(149@(48@,4i))
else_jump @MANSIO2_19908 
252@(48@,4i) = 0 
Marker.Disable(169@(48@,4i))
73@ = 1 
jump @MANSIO2_19915 

:MANSIO2_19908
50@ += 1 

:MANSIO2_19915
48@ += 1 
  48@ >= 4 
else_jump @MANSIO2_19832 
if 
  73@ == 1 
else_jump @MANSIO2_20115 
if 
  50@ > 0 
else_jump @MANSIO2_20042 
if 
  50@ == 1 
else_jump @MANSIO2_20016 
01E5: show_text_1number_highpriority GXT 'MAN2_30' number 50@ time 5000 flag 1  // ~s~Spionageschiff zerstrt. ~1~ Schiff brig.
jump @MANSIO2_20035 

:MANSIO2_20016
01E5: show_text_1number_highpriority GXT 'MAN2_29' number 50@ time 5000 flag 1  // ~s~Spionageschiff zerstrt. ~1~ Schiffe brig.

:MANSIO2_20035
jump @MANSIO2_20076 

:MANSIO2_20042
if 
  257@ == 0 
else_jump @MANSIO2_20076 
00BC: show_text_highpriority GXT 'MAN2_44' time 5000 flag 1  // ~s~Alle Spionageschiffe zerstrt. Jetzt schalte die brigen ~r~Jets~s~ aus.

:MANSIO2_20076
if 
  235@ == 0 
else_jump @MANSIO2_20115 
235@ = 1 
236@ = 1 
236@ = 1 

:MANSIO2_20115
256@ = 1 
48@ = 0 

:MANSIO2_20129
if 
  252@(48@,4i) == 1 
else_jump @MANSIO2_20158 
256@ = 0 

:MANSIO2_20158
48@ += 1 
  48@ >= 4 
else_jump @MANSIO2_20129 
73@ = 0 
50@ = 0 
48@ = 0 

:MANSIO2_20200
if 
  239@(48@,3i) == 1 
else_jump @MANSIO2_20310 
if 
   Car.Wrecked(146@(48@,3i))
else_jump @MANSIO2_20303 
239@(48@,3i) = 0 
Car.RemoveReferences(146@(48@,3i))
Marker.Disable(166@(48@,3i))
if 
  251@ == 1 
else_jump @MANSIO2_20296 
73@ = 1 

:MANSIO2_20296
jump @MANSIO2_20310 

:MANSIO2_20303
50@ += 1 

:MANSIO2_20310
48@ += 1 
  48@ >= 3 
else_jump @MANSIO2_20200 
if 
  73@ == 1 
else_jump @MANSIO2_20441 
if 
  50@ > 0 
else_jump @MANSIO2_20393 
01E5: show_text_1number_highpriority GXT 'MAN2_27' number 50@ time 5000 flag 1  // ~s~Feindlicher Jet zerstrt. ~1~ immer noch aktiv.
jump @MANSIO2_20441 

:MANSIO2_20393
257@ = 1 
if 
  256@ == 0 
else_jump @MANSIO2_20441 
00BC: show_text_highpriority GXT 'MAN2_28' time 5000 flag 1  // ~s~Alle feindlichen Jets zerstrt. Jetzt zerstre die ~y~Spionageschiffe~s~.
234@ = 1 

:MANSIO2_20441
if 
  247@ == 1 
else_jump @MANSIO2_20617 
if and
034E: move_object 158@ to -1414.453 516.453 16.688 speed 0.05 0.05 0.05 flag 0 
034E: move_object 157@ to -1456.719 501.297 16.953 speed 0.05 0.05 0.05 flag 0 
else_jump @MANSIO2_20617 
247@ = 0 
if 
  288@ == 1 
else_jump @MANSIO2_20584 
097B: play_audio_at_object 158@ event 1129 
288@ = 0 

:MANSIO2_20584
if 
  287@ == 1 
else_jump @MANSIO2_20617 
097B: play_audio_at_object 157@ event 1129 
287@ = 0 

:MANSIO2_20617
if 
   not Actor.InCar($PLAYER_ACTOR, 145@)
else_jump @MANSIO2_20872 
if 
875C:   not marker 179@ enabled 
else_jump @MANSIO2_20690 
00BC: show_text_highpriority GXT 'MAN2_37' time 5000 flag 1  // ~s~Steig wieder in deinen ~b~Jet~s~.
179@ = Marker.CreateAboveCar(145@)
07E0: set_marker 179@ type_to 1 
jump @MANSIO2_20865 

:MANSIO2_20690
if 
  290@ == 0 
else_jump @MANSIO2_20865 
73@ = 0 
48@ = 0 

:MANSIO2_20722
if 
  239@(48@,3i) == 1 
else_jump @MANSIO2_20844 
if 
  73@ == 0 
else_jump @MANSIO2_20844 
if 
   not Car.Wrecked(146@(48@,3i))
else_jump @MANSIO2_20844 
if 
   Actor.InCar($PLAYER_ACTOR, 146@(48@,3i))
else_jump @MANSIO2_20844 
008A: $TEMPVAR_ACTOR_CAR = 146@(48@,3i) // (int) 
0085: 146@(48@,3i) = 145@ // (int) 
008B: 145@ = $TEMPVAR_ACTOR_CAR // (int) 
73@ = 1 

:MANSIO2_20844
48@ += 1 
  48@ >= 3 
else_jump @MANSIO2_20722 

:MANSIO2_20865
jump @MANSIO2_20904 

:MANSIO2_20872
if 
075C:   marker 179@ enabled 
else_jump @MANSIO2_20904 
Marker.Disable(179@)
03D5: remove_text 'MAN2_37'  // ~s~Steig wieder in deinen ~b~Jet~s~.

:MANSIO2_20904
if 
  231@ == 0 
else_jump @MANSIO2_20977 
if 
001D:   46@ > 206@ // (int) 
else_jump @MANSIO2_20977 
03E6: remove_text_box 
0512: show_permanent_text_box 'MAN2_99'  // Mit ~k~~TOGGLE_SUBMISSIONS~ wird das Fahrgestell ein- und ausgefahren.
231@ = 1 
0085: 206@ = 46@ // (int) 
206@ += 10000 

:MANSIO2_20977
if and
  231@ == 1 
  232@ == 0 
else_jump @MANSIO2_21048 
if 
   not 206@ == 0 
else_jump @MANSIO2_21048 
if 
001D:   46@ > 206@ // (int) 
else_jump @MANSIO2_21048 
206@ = 0 
03E6: remove_text_box 

:MANSIO2_21048
if 
  232@ == 1 
else_jump @MANSIO2_21139 
if 
  233@ == 0 
else_jump @MANSIO2_21139 
if 
001D:   46@ > 206@ // (int) 
else_jump @MANSIO2_21139 
03E6: remove_text_box 
0512: show_permanent_text_box 'MAN2_98'  // Drcke ~k~~PED_FIREWEAPON~, um Gegenmanahmen zu ergreifen.
233@ = 1 
0085: 206@ = 46@ // (int) 
206@ += 10000 

:MANSIO2_21139
if 
  233@ == 1 
else_jump @MANSIO2_21203 
if 
   not 206@ == 0 
else_jump @MANSIO2_21203 
if 
001D:   46@ > 206@ // (int) 
else_jump @MANSIO2_21203 
206@ = 0 
03E6: remove_text_box 

:MANSIO2_21203
if 
  234@ == 1 
else_jump @MANSIO2_21705 
if 
  235@ == 0 
else_jump @MANSIO2_21459 
if and
  233@ == 1 
  206@ == 0 
else_jump @MANSIO2_21459 
if 
   Actor.InCar($PLAYER_ACTOR, 145@)
else_jump @MANSIO2_21459 
73@ = 0 
48@ = 0 

:MANSIO2_21297
if 
  73@ == 0 
else_jump @MANSIO2_21384 
if 
  252@(48@,4i) == 1 
else_jump @MANSIO2_21384 
if 
0205:   actor $PLAYER_ACTOR near_car 149@(48@,4i) radius 300.0 300.0 300.0 flag 0 
else_jump @MANSIO2_21384 
73@ = 1 

:MANSIO2_21384
48@ += 1 
  48@ >= 4 
else_jump @MANSIO2_21297 
if 
  73@ == 1 
else_jump @MANSIO2_21459 
03E6: remove_text_box 
0512: show_permanent_text_box 'HYDHLP1'  // Benutze ~k~~VEHICLE_TURRETUP~ und ~k~~VEHICLE_TURRETDOWN~, um die Triebwerke in Schwebeflug-Position zu bringen.
235@ = 1 
0085: 206@ = 46@ // (int) 
206@ += 10000 

:MANSIO2_21459
if 
  235@ == 1 
else_jump @MANSIO2_21550 
if 
  236@ == 0 
else_jump @MANSIO2_21550 
if 
001D:   46@ > 206@ // (int) 
else_jump @MANSIO2_21550 
03E6: remove_text_box 
0512: show_permanent_text_box 'HYDHLP2'  // Halte ~k~~VEHICLE_HANDBRAKE~ gedrckt. So wird ~g~ein feindliches Schiff anvisiert~s~ und bald darauf ~r~als Ziel erfasst~s~.
236@ = 1 
0085: 206@ = 46@ // (int) 
206@ += 10000 

:MANSIO2_21550
if 
  236@ == 1 
else_jump @MANSIO2_21641 
if 
  237@ == 0 
else_jump @MANSIO2_21641 
if 
001D:   46@ > 206@ // (int) 
else_jump @MANSIO2_21641 
03E6: remove_text_box 
0512: show_permanent_text_box 'HYDHLP3'  // Halte ~k~~VEHICLE_HANDBRAKE~ gedrckt, um die ~r~Zielerfassung~s~ aufrechtzuerhalten, und drcke dann ~k~~VEHICLE_FIREWEAPON_ALT~, um zu feuern. Jedes Schiff muss einige Male getroffen werden, bis es zerstrt ist.
237@ = 1 
0085: 206@ = 46@ // (int) 
206@ += 10000 

:MANSIO2_21641
if 
  237@ == 1 
else_jump @MANSIO2_21705 
if 
   not 206@ == 0 
else_jump @MANSIO2_21705 
if 
001D:   46@ > 206@ // (int) 
else_jump @MANSIO2_21705 
206@ = 0 
03E6: remove_text_box 

:MANSIO2_21705
if 
  35@ == 99 
else_jump @MANSIO2_21730 
gosub @MANSIO2_51214 

:MANSIO2_21730
return 

:MANSIO2_21732
if 
   Car.Wrecked(145@)
else_jump @MANSIO2_21764 
37@ = 1 
45@ = 4 
return 

:MANSIO2_21764
if 
  35@ == 0 
else_jump @MANSIO2_22022 
214@ = -76.4228 
215@ = 2478.64 
216@ = 14.2844 
217@ = 433.6483 
218@ = 2525.658 
219@ = 18.6279 
0087: 220@ = 217@ // (float) 
0063: 220@ -= 214@ // (float) 
220@ /= 2.0 
005B: 220@ += 214@ // (float) 
0087: 221@ = 218@ // (float) 
0063: 221@ -= 215@ // (float) 
221@ /= 2.0 
005B: 221@ += 215@ // (float) 
0087: 222@ = 219@ // (float) 
0063: 222@ -= 216@ // (float) 
222@ /= 2.0 
005B: 222@ += 216@ // (float) 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 
81@ = 8 
gosub @MANSIO2_48037 
0085: 194@ = 46@ // (int) 
194@ += 1000 
266@ = 0 
Model.Load(#ROCKETLA)
Model.Load(#HEATSEEK)
Model.Load(#MINIGUN)
Model.Load(#FLAME)
35@ += 1 

:MANSIO2_22022
if 
  35@ == 1 
else_jump @MANSIO2_22112 
if 
   not 80@ == 8 
else_jump @MANSIO2_22072 
81@ = 8 
gosub @MANSIO2_48037 

:MANSIO2_22072
if and
  80@ == 8 
001D:   46@ > 194@ // (int) 
else_jump @MANSIO2_22112 
gosub @MANSIO2_48192 
35@ += 1 

:MANSIO2_22112
if 
  35@ == 2 
else_jump @MANSIO2_22171 
if 
08B7:   test 85@ bit 8 
else_jump @MANSIO2_22171 
00BC: show_text_highpriority GXT 'MAN2_26' time 10000 flag 1  // ~s~Flieg mit dem Jet zu dem Flugplatz in der Wste und lande irgendwo auf der ~y~Landebahn~s~.
35@ += 1 

:MANSIO2_22171
if 
  35@ == 3 
else_jump @MANSIO2_22420 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 10.0 10.0 10.0 
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 214@ 215@ 216@ cornerB 217@ 218@ 219@ 
   Actor.InCar($PLAYER_ACTOR, 145@)
else_jump @MANSIO2_22304 
if and
01C1:   car 145@ stopped 
81F3:   not car 145@ in_air 
else_jump @MANSIO2_22297 
Marker.Disable(165@)
35@ += 1 

:MANSIO2_22297
jump @MANSIO2_22420 

:MANSIO2_22304
0087: 70@ = 219@ // (float) 
70@ += 20.0 
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 214@ 215@ 216@ cornerB 217@ 218@ 70@ 
   Actor.InCar($PLAYER_ACTOR, 145@)
  266@ == 0 
else_jump @MANSIO2_22420 
091F: get_plane 145@ landing_gear_status_to 71@ 
if 
  71@ > 0.1 
else_jump @MANSIO2_22420 
03E5: show_text_box 'MAN2_72'  // Drcke ~k~~TOGGLE_SUBMISSIONS~, um dein Fahrgestell auszufahren.
266@ = 1 

:MANSIO2_22420
if 
  35@ == 4 
else_jump @MANSIO2_22505 
220@ = 291.3149 
221@ = 2535.249 
222@ = 15.8205 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 
00BC: show_text_highpriority GXT 'MAN2_33' time 5000 flag 1  // ~s~Steuere das Flugzeug in den Hangar.
35@ += 1 

:MANSIO2_22505
if 
  35@ == 5 
else_jump @MANSIO2_22612 
if 
   Actor.InCar($PLAYER_ACTOR, 145@)
else_jump @MANSIO2_22612 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 10.0 10.0 10.0 
else_jump @MANSIO2_22612 
if 
01C1:   car 145@ stopped 
else_jump @MANSIO2_22612 
Marker.Disable(165@)
35@ = 99 

:MANSIO2_22612
if 
  35@ == 99 
else_jump @MANSIO2_22637 
gosub @MANSIO2_51214 

:MANSIO2_22637
return 

:MANSIO2_22639
285@ = 0 
if 
  284@ == 1 
else_jump @MANSIO2_22666 
return 

:MANSIO2_22666
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @MANSIO2_22721 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 23 
else_jump @MANSIO2_22714 
285@ = 1 
jump @MANSIO2_22721 

:MANSIO2_22714
284@ = 1 

:MANSIO2_22721
return 

:MANSIO2_22723
52@ = 0 

:MANSIO2_22730
if and
   not 183@(52@,6i) == -1 
   not 183@(52@,6i) == -2 
else_jump @MANSIO2_22810 
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_22810 
183@(52@,6i) = -2 
Marker.Disable(173@(52@,6i))
gosub @MANSIO2_25486 

:MANSIO2_22810
52@ += 1 
  52@ >= 6 
else_jump @MANSIO2_22730 
52@ = 0 

:MANSIO2_22838
if 
  269@(52@,6i) == 1 
else_jump @MANSIO2_22867 
gosub @MANSIO2_23571 

:MANSIO2_22867
0871: init_jump_table 183@(52@,6i) total_jumps 30 default_jump 1 @MANSIO2_23521 jumps -2 @MANSIO2_23129 -1 @MANSIO2_23129 0 @MANSIO2_23136 1 @MANSIO2_23150 2 @MANSIO2_23164 3 @MANSIO2_23178 4 @MANSIO2_23192 
0872: jump_table_jumps 5 @MANSIO2_23206 6 @MANSIO2_23220 7 @MANSIO2_23234 8 @MANSIO2_23248 9 @MANSIO2_23262 10 @MANSIO2_23276 11 @MANSIO2_23290 12 @MANSIO2_23304 13 @MANSIO2_23318 
0872: jump_table_jumps 14 @MANSIO2_23332 15 @MANSIO2_23346 16 @MANSIO2_23360 17 @MANSIO2_23374 18 @MANSIO2_23388 19 @MANSIO2_23402 20 @MANSIO2_23416 21 @MANSIO2_23430 22 @MANSIO2_23444 
0872: jump_table_jumps 23 @MANSIO2_23458 24 @MANSIO2_23472 25 @MANSIO2_23486 26 @MANSIO2_23500 27 @MANSIO2_23514 -1 @MANSIO2_23548 -1 @MANSIO2_23548 -1 @MANSIO2_23548 -1 @MANSIO2_23548 

:MANSIO2_23129
jump @MANSIO2_23548 

:MANSIO2_23136
gosub @MANSIO2_26049 
jump @MANSIO2_23548 

:MANSIO2_23150
gosub @MANSIO2_26125 
jump @MANSIO2_23548 

:MANSIO2_23164
gosub @MANSIO2_26286 
jump @MANSIO2_23548 

:MANSIO2_23178
gosub @MANSIO2_26355 
jump @MANSIO2_23548 

:MANSIO2_23192
gosub @MANSIO2_26576 
jump @MANSIO2_23548 

:MANSIO2_23206
gosub @MANSIO2_27119 
jump @MANSIO2_23548 

:MANSIO2_23220
gosub @MANSIO2_27615 
jump @MANSIO2_23548 

:MANSIO2_23234
gosub @MANSIO2_27941 
jump @MANSIO2_23548 

:MANSIO2_23248
gosub @MANSIO2_28286 
jump @MANSIO2_23548 

:MANSIO2_23262
gosub @MANSIO2_28489 
jump @MANSIO2_23548 

:MANSIO2_23276
gosub @MANSIO2_28643 
jump @MANSIO2_23548 

:MANSIO2_23290
gosub @MANSIO2_28864 
jump @MANSIO2_23548 

:MANSIO2_23304
gosub @MANSIO2_29104 
jump @MANSIO2_23548 

:MANSIO2_23318
gosub @MANSIO2_29727 
jump @MANSIO2_23548 

:MANSIO2_23332
gosub @MANSIO2_29785 
jump @MANSIO2_23548 

:MANSIO2_23346
gosub @MANSIO2_29849 
jump @MANSIO2_23548 

:MANSIO2_23360
gosub @MANSIO2_30040 
jump @MANSIO2_23548 

:MANSIO2_23374
gosub @MANSIO2_30471 
jump @MANSIO2_23548 

:MANSIO2_23388
gosub @MANSIO2_30635 
jump @MANSIO2_23548 

:MANSIO2_23402
gosub @MANSIO2_30865 
jump @MANSIO2_23548 

:MANSIO2_23416
gosub @MANSIO2_31260 
jump @MANSIO2_23548 

:MANSIO2_23430
gosub @MANSIO2_31960 
jump @MANSIO2_23548 

:MANSIO2_23444
gosub @MANSIO2_32057 
jump @MANSIO2_23548 

:MANSIO2_23458
gosub @MANSIO2_32189 
jump @MANSIO2_23548 

:MANSIO2_23472
gosub @MANSIO2_32269 
jump @MANSIO2_23548 

:MANSIO2_23486
gosub @MANSIO2_32468 
jump @MANSIO2_23548 

:MANSIO2_23500
gosub @MANSIO2_32749 
jump @MANSIO2_23548 

:MANSIO2_23514
jump @MANSIO2_23548 

:MANSIO2_23521
0662: NOP "UNKNOWN_GUARD_AI_ACTION" 

:MANSIO2_23548
52@ += 1 
  52@ >= 6 
else_jump @MANSIO2_22838 
return 

:MANSIO2_23571
if 
  267@ == 1 
else_jump @MANSIO2_23667 
if 
  275@(52@,6i) == 0 
else_jump @MANSIO2_23665 
183@(52@,6i) = 19 
275@(52@,6i) = 1 
if 
   not Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_23665 
060B: set_actor 131@(52@,6i) decision_maker_to 182@ 

:MANSIO2_23665
return 

:MANSIO2_23667
if 
  275@(52@,6i) == 0 
else_jump @MANSIO2_23828 
if 
   not Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_23828 
if 
09ED:   actor 131@(52@,6i) is_within_field_of_view_actor $PLAYER_ACTOR 
else_jump @MANSIO2_23828 
Actor.StorePos(131@(52@,6i), 57@, 58@, 59@)
Actor.StorePos($PLAYER_ACTOR, 60@, 61@, 62@)
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
if 
  15.0 > 72@ 
else_jump @MANSIO2_23828 
183@(52@,6i) = 23 
gosub @MANSIO2_24878 
return 

:MANSIO2_23828
if 
  275@(52@,6i) == 0 
else_jump @MANSIO2_23937 
if 
   not Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_23937 
if or
0480:   actor 131@(52@,6i) looking_at_death_of_actor_pedtype 25 
0480:   actor 131@(52@,6i) looking_at_death_of_actor_pedtype 24 
else_jump @MANSIO2_23937 
267@ = 1 
if 
  213@ == 0 
else_jump @MANSIO2_23935 
213@ = 5 

:MANSIO2_23935
return 

:MANSIO2_23937
if 
  275@(52@,6i) == 0 
else_jump @MANSIO2_24207 
if 
   not Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_24207 
if 
  284@ == 1 
else_jump @MANSIO2_24031 
267@ = 1 
if 
  213@ == 0 
else_jump @MANSIO2_24029 
213@ = 3 

:MANSIO2_24029
return 

:MANSIO2_24031
if 
  285@ == 1 
else_jump @MANSIO2_24207 
Actor.StorePos($PLAYER_ACTOR, 57@, 58@, 59@)
Actor.StorePos(131@(52@,6i), 60@, 61@, 62@)
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
if 
  12.0 > 70@ 
else_jump @MANSIO2_24207 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
if 
  0.0 > 71@ 
else_jump @MANSIO2_24166 
71@ *= -1.0 

:MANSIO2_24166
if 
  5.0 > 71@ 
else_jump @MANSIO2_24207 
183@(52@,6i) = 23 
gosub @MANSIO2_24878 
return 

:MANSIO2_24207
if 
  275@(52@,6i) == 0 
else_jump @MANSIO2_24303 
if 
   not Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_24303 
if or
051A:   actor 131@(52@,6i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 131@(52@,6i) hit_by_weapon 23 
else_jump @MANSIO2_24303 
183@(52@,6i) = 23 
gosub @MANSIO2_24878 
return 

:MANSIO2_24303
return 

:MANSIO2_24305
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_24327 
return 

:MANSIO2_24327
73@ = 0 
if 
09ED:   actor 131@(52@,6i) is_within_field_of_view_actor $PLAYER_ACTOR 
else_jump @MANSIO2_24364 
73@ = 1 

:MANSIO2_24364
if 
  73@ == 0 
else_jump @MANSIO2_24545 
if 
  284@ == 1 
else_jump @MANSIO2_24545 
Actor.StorePos($PLAYER_ACTOR, 57@, 58@, 59@)
Actor.StorePos(131@(52@,6i), 60@, 61@, 62@)
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
if 
  75.0 > 70@ 
else_jump @MANSIO2_24545 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
if 
  0.0 > 71@ 
else_jump @MANSIO2_24517 
71@ *= -1.0 

:MANSIO2_24517
if 
  5.0 > 71@ 
else_jump @MANSIO2_24545 
73@ = 1 

:MANSIO2_24545
if 
  73@ == 0 
else_jump @MANSIO2_24726 
if 
  285@ == 1 
else_jump @MANSIO2_24726 
Actor.StorePos($PLAYER_ACTOR, 57@, 58@, 59@)
Actor.StorePos(131@(52@,6i), 60@, 61@, 62@)
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
if 
  12.0 > 70@ 
else_jump @MANSIO2_24726 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
if 
  0.0 > 71@ 
else_jump @MANSIO2_24698 
71@ *= -1.0 

:MANSIO2_24698
if 
  5.0 > 71@ 
else_jump @MANSIO2_24726 
73@ = 1 

:MANSIO2_24726
if 
  73@ == 0 
else_jump @MANSIO2_24785 
if or
051A:   actor 131@(52@,6i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 131@(52@,6i) hit_by_weapon 23 
else_jump @MANSIO2_24785 
73@ = 1 

:MANSIO2_24785
if 
  73@ == 1 
else_jump @MANSIO2_24876 
if and
   not 183@(52@,6i) == 23 
   not 183@(52@,6i) == 26 
   not 183@(52@,6i) == 24 
   not 183@(52@,6i) == 25 
else_jump @MANSIO2_24869 
183@(52@,6i) = 23 

:MANSIO2_24869
gosub @MANSIO2_24878 

:MANSIO2_24876
return 

:MANSIO2_24878
if 
   not Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_24923 
Actor.StorePos(131@(52@,6i), 57@, 58@, 59@)
jump @MANSIO2_24941 

:MANSIO2_24923
0889: store_actor 131@(52@,6i) center_of_body_position_to 57@ 58@ 59@ 

:MANSIO2_24941
48@ = 0 

:MANSIO2_24948
if and
   not Actor.Dead(131@(48@,6i))
803B:   not  52@ == 48@ // (int) 
else_jump @MANSIO2_25188 
Actor.StorePos(131@(48@,6i), 60@, 61@, 62@)
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
if 
  20.0 > 72@ 
else_jump @MANSIO2_25188 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
if 
  0.0 > 70@ 
else_jump @MANSIO2_25079 
70@ *= -1.0 

:MANSIO2_25079
if 
  6.0 > 70@ 
else_jump @MANSIO2_25188 
if 
  269@(48@,6i) == 1 
else_jump @MANSIO2_25188 
if and
   not 183@(48@,6i) == 23 
   not 183@(48@,6i) == 26 
   not 183@(48@,6i) == 24 
   not 183@(48@,6i) == 25 
else_jump @MANSIO2_25188 
183@(48@,6i) = 23 

:MANSIO2_25188
48@ += 1 
  48@ >= 6 
else_jump @MANSIO2_24948 
48@ = 0 

:MANSIO2_25216
if 
   not Actor.Dead(137@(48@,2i))
else_jump @MANSIO2_25463 
Actor.StorePos(137@(48@,2i), 60@, 61@, 62@)
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
if 
  20.0 > 72@ 
else_jump @MANSIO2_25463 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
if 
  0.0 > 70@ 
else_jump @MANSIO2_25339 
70@ *= -1.0 

:MANSIO2_25339
if 
  6.0 > 70@ 
else_jump @MANSIO2_25463 
if 
  267@ == 0 
else_jump @MANSIO2_25463 
if 
  281@(48@,2i) == 0 
else_jump @MANSIO2_25456 
189@(48@,2i) = 12 
if 
   not 213@ == 1 
else_jump @MANSIO2_25445 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~Ein Mechaniker hat dich entdeckt. Er luft los, um Alarm auszulsen.

:MANSIO2_25445
281@(48@,2i) = 1 

:MANSIO2_25456
jump @MANSIO2_25463 

:MANSIO2_25463
48@ += 1 
  48@ >= 2 
else_jump @MANSIO2_25216 
return 

:MANSIO2_25486
0889: store_actor 131@(52@,6i) center_of_body_position_to 57@ 58@ 59@ 
48@ = 0 

:MANSIO2_25511
if and
   not Actor.Dead(131@(48@,6i))
803B:   not  52@ == 48@ // (int) 
else_jump @MANSIO2_25751 
Actor.StorePos(131@(48@,6i), 60@, 61@, 62@)
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
if 
  10.0 > 72@ 
else_jump @MANSIO2_25751 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
if 
  0.0 > 70@ 
else_jump @MANSIO2_25642 
70@ *= -1.0 

:MANSIO2_25642
if 
  6.0 > 70@ 
else_jump @MANSIO2_25751 
if 
  269@(48@,6i) == 1 
else_jump @MANSIO2_25751 
if and
   not 183@(48@,6i) == 23 
   not 183@(48@,6i) == 26 
   not 183@(48@,6i) == 24 
   not 183@(48@,6i) == 25 
else_jump @MANSIO2_25751 
183@(48@,6i) = 23 

:MANSIO2_25751
48@ += 1 
  48@ >= 6 
else_jump @MANSIO2_25511 
48@ = 0 

:MANSIO2_25779
if 
   not Actor.Dead(137@(48@,2i))
else_jump @MANSIO2_26026 
Actor.StorePos(137@(48@,2i), 60@, 61@, 62@)
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
if 
  10.0 > 72@ 
else_jump @MANSIO2_26026 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
if 
  0.0 > 70@ 
else_jump @MANSIO2_25902 
70@ *= -1.0 

:MANSIO2_25902
if 
  6.0 > 70@ 
else_jump @MANSIO2_26026 
if 
  267@ == 0 
else_jump @MANSIO2_26026 
if 
  281@(48@,2i) == 0 
else_jump @MANSIO2_26019 
189@(48@,2i) = 12 
if 
   not 213@ == 1 
else_jump @MANSIO2_26008 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~Ein Mechaniker hat dich entdeckt. Er luft los, um Alarm auszulsen.

:MANSIO2_26008
281@(48@,2i) = 1 

:MANSIO2_26019
jump @MANSIO2_26026 

:MANSIO2_26026
48@ += 1 
  48@ >= 2 
else_jump @MANSIO2_25779 
return 

:MANSIO2_26049
if 
   Car.Wrecked(153@)
else_jump @MANSIO2_26067 
return 

:MANSIO2_26067
0323: unknown_boat 153@ flag 0 
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1493.44 506.8398 0.0 speed 20.0 2 model #NULL 3 
183@(52@,6i) = 1 
return 

:MANSIO2_26125
if 
   Car.Wrecked(153@)
else_jump @MANSIO2_26143 
return 

:MANSIO2_26143
if 
81AF:   not car 153@ sphere 0 in_sphere -1493.44 506.8398 0.0 radius 10.0 15.0 5.0 
else_jump @MANSIO2_26273 
062E: unknown_get_actor 131@(52@,6i) task 1489 status_store_to 40@ // ret 7 if not found 
if or
04A4:   40@ == 1 // @ == any 
04A4:   40@ == 0 // @ == any 
else_jump @MANSIO2_26233 
return 

:MANSIO2_26233
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1493.44 506.8398 0.0 speed 25.0 2 model #NULL 3 
return 

:MANSIO2_26273
183@(52@,6i) = 2 
return 

:MANSIO2_26286
if 
   Car.Wrecked(153@)
else_jump @MANSIO2_26304 
return 

:MANSIO2_26304
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1446.218 493.9281 0.0 speed 10.0 2 model #NULL 3 
183@(52@,6i) = 3 
return 

:MANSIO2_26355
if 
   Car.Wrecked(153@)
else_jump @MANSIO2_26373 
return 

:MANSIO2_26373
if 
81AF:   not car 153@ sphere 0 in_sphere -1446.218 493.9281 0.0 radius 3.0 6.0 5.0 
else_jump @MANSIO2_26503 
062E: unknown_get_actor 131@(52@,6i) task 1489 status_store_to 40@ // ret 7 if not found 
if or
04A4:   40@ == 1 // @ == any 
04A4:   40@ == 0 // @ == any 
else_jump @MANSIO2_26463 
return 

:MANSIO2_26463
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1446.218 493.9281 0.0 speed 10.0 2 model #NULL 3 
return 

:MANSIO2_26503
Car.PutAt(153@, -1446.218, 491.9281, 0.0)
Car.Angle(153@) = 270.0
0323: unknown_boat 153@ flag 1 
195@ = 60 
195@ *= 1000 
005A: 195@ += 46@ // (int) 
183@(52@,6i) = 4 
return 

:MANSIO2_26576
50@ = 0 
if 
   not 183@(50@,6i) == -2 
else_jump @MANSIO2_26616 
183@(50@,6i) = 5 

:MANSIO2_26616
50@ = 1 
if 
   not 183@(50@,6i) == -2 
else_jump @MANSIO2_26656 
183@(50@,6i) = 5 

:MANSIO2_26656
50@ = 2 
if 
   not 183@(50@,6i) == -2 
else_jump @MANSIO2_26696 
183@(50@,6i) = 5 

:MANSIO2_26696
50@ = 5 
131@(50@,6i) = Actor.Create(Mission2, #ARMY, -1401.786, 504.5374, 17.2266)
Actor.Angle(131@(50@,6i)) = 43.9825
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
Actor.WeaponAccuracy(131@(50@,6i)) = 70
07DD: set_actor 131@(50@,6i) temper_to 70 // see pedstats.dat 
060B: set_actor 131@(50@,6i) decision_maker_to 181@ 
0770: unknown_actor 131@(50@,6i) flag 1 
50@ = 1 
137@(50@,2i) = Actor.Create(Mission1, #WMYMECH, -1421.757, 496.6105, 2.0463)
189@(50@,2i) = 0 
50@ = 0 
137@(50@,2i) = Actor.Create(Mission1, #WMYMECH, -1346.219, 497.9554, 10.1953)
189@(50@,2i) = 0 
50@ = 0 
154@(50@,3i) = Car.Create(#FORKLIFT, -1415.933, 502.7617, 2.0391)
Car.Angle(154@(50@,3i)) = 250.5131
50@ = 1 
154@(50@,3i) = Car.Create(#FORKLIFT, -1312.89, 503.5017, 10.1953)
Car.Angle(154@(50@,3i)) = 265.6291
50@ = 2 
154@(50@,3i) = Car.Create(#FORKLIFT, -1405.751, 495.4972, 10.2026)
Car.Angle(154@(50@,3i)) = 81.1713
160@ = Object.Create(#MISSILE_07_SFXR, -1312.89, 503.5017, 10.1953)
0681: attach_object 160@ to_car 154@(50@,3i) with_offset 0.0 0.4 1.5 rotation 0.0 90.0 90.0 
return 

:MANSIO2_27119
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_27141 
return 

:MANSIO2_27141
0871: init_jump_table 52@ total_jumps 6 default_jump 1 @MANSIO2_27504 jumps 0 @MANSIO2_27204 1 @MANSIO2_27280 2 @MANSIO2_27365 3 @MANSIO2_27450 4 @MANSIO2_27486 5 @MANSIO2_27468 -1 @MANSIO2_27536 

:MANSIO2_27204
0792: disembark_instantly_actor 131@(52@,6i) 
Actor.PutAt(131@(52@,6i), -1423.138, 493.9279, 2.0391)
Actor.Angle(131@(52@,6i)) = 355.6815
183@(52@,6i) = 27 
269@(52@,6i) = 1 
jump @MANSIO2_27536 

:MANSIO2_27280
0465: remove_actor 131@(52@,6i) from_turret_mode 
0792: disembark_instantly_actor 131@(52@,6i) 
Actor.PutAt(131@(52@,6i), -1394.477, 500.653, 2.0463)
Actor.Angle(131@(52@,6i)) = 214.6545
183@(52@,6i) = 27 
269@(52@,6i) = 1 
jump @MANSIO2_27536 

:MANSIO2_27365
0465: remove_actor 131@(52@,6i) from_turret_mode 
0792: disembark_instantly_actor 131@(52@,6i) 
Actor.PutAt(131@(52@,6i), -1396.397, 500.5882, 2.0391)
Actor.Angle(131@(52@,6i)) = 233.6078
183@(52@,6i) = 27 
269@(52@,6i) = 1 
jump @MANSIO2_27536 

:MANSIO2_27450
183@(52@,6i) = 14 
jump @MANSIO2_27536 

:MANSIO2_27468
183@(52@,6i) = 6 
jump @MANSIO2_27536 

:MANSIO2_27486
183@(52@,6i) = 14 
jump @MANSIO2_27536 

:MANSIO2_27504
0662: NOP "UNKNOWN_GUARD_FOR_ACTIVATION" 

:MANSIO2_27536
if 
   not 52@ == 5 
else_jump @MANSIO2_27613 
01B2: give_actor 131@(52@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(52@,6i) armed_weapon_to 31 
Actor.WeaponAccuracy(131@(52@,6i)) = 70
07DD: set_actor 131@(52@,6i) temper_to 70 // see pedstats.dat 
060B: set_actor 131@(52@,6i) decision_maker_to 181@ 

:MANSIO2_27613
return 

:MANSIO2_27615
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_27637 
return 

:MANSIO2_27637
0871: init_jump_table 52@ total_jumps 4 default_jump 1 @MANSIO2_27908 jumps 0 @MANSIO2_27700 1 @MANSIO2_27746 2 @MANSIO2_27792 5 @MANSIO2_27862 -1 @MANSIO2_27939 -1 @MANSIO2_27939 -1 @MANSIO2_27939 

:MANSIO2_27700
05F5: AS_actor 131@(52@,6i) goto_point -1348.171 498.9987 10.1953 mode 4 -2 ms // versionB 
183@(52@,6i) = 7 
jump @MANSIO2_27939 

:MANSIO2_27746
05F5: AS_actor 131@(52@,6i) goto_point -1340.658 500.8229 17.2266 mode 4 -2 ms // versionB 
183@(52@,6i) = 7 
jump @MANSIO2_27939 

:MANSIO2_27792
05F5: AS_actor 131@(52@,6i) goto_point -1289.705 489.1904 10.2026 mode 4 -2 ms // versionB 
183@(52@,6i) = 12 
0085: 198@(52@,6i) = 46@ // (int) 
198@(52@,6i) += 5000 
jump @MANSIO2_27939 

:MANSIO2_27862
05D3: AS_actor 131@(52@,6i) goto_point -1445.235 501.5114 17.2266 mode 4 -2 ms // versionA 
183@(52@,6i) = 7 
jump @MANSIO2_27939 

:MANSIO2_27908
0662: NOP "UNKNOWN_GUARD_FOR_WALK_HOME" 

:MANSIO2_27939
return 

:MANSIO2_27941
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_27963 
return 

:MANSIO2_27963
0871: init_jump_table 52@ total_jumps 3 default_jump 1 @MANSIO2_28250 jumps 0 @MANSIO2_28026 1 @MANSIO2_28096 5 @MANSIO2_28180 -1 @MANSIO2_28284 -1 @MANSIO2_28284 -1 @MANSIO2_28284 -1 @MANSIO2_28284 

:MANSIO2_28026
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1348.171 498.9987 10.1953 radius 1.2 1.2 2.0 
else_jump @MANSIO2_28089 
183@(52@,6i) = 10 

:MANSIO2_28089
jump @MANSIO2_28284 

:MANSIO2_28096
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1340.658 500.8229 17.2266 radius 1.2 1.2 2.0 
else_jump @MANSIO2_28173 
05D4: AS_actor 131@(52@,6i) rotate_angle 303.0599 
183@(52@,6i) = 27 

:MANSIO2_28173
jump @MANSIO2_28284 

:MANSIO2_28180
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1435.72 501.0618 17.2266 radius 1.2 1.2 2.0 
else_jump @MANSIO2_28243 
183@(52@,6i) = 16 

:MANSIO2_28243
jump @MANSIO2_28284 

:MANSIO2_28250
0662: NOP "UNKNOWN_GUARD_FOR_WALKING_HOME" 

:MANSIO2_28284
return 

:MANSIO2_28286
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_28308 
return 

:MANSIO2_28308
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_28450 jumps 0 @MANSIO2_28371 -1 @MANSIO2_28476 -1 @MANSIO2_28476 -1 @MANSIO2_28476 -1 @MANSIO2_28476 -1 @MANSIO2_28476 -1 @MANSIO2_28476 

:MANSIO2_28371
if 
   not Actor.Dead(138@)
else_jump @MANSIO2_28419 
0677: AS_actor 131@(52@,6i) chat_with_actor 138@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 138@ chat_with_actor 131@(52@,6i) lead_speaker_flag 0 unknown_flag 1 

:MANSIO2_28419
0085: 198@(52@,6i) = 46@ // (int) 
198@(52@,6i) += 7000 
jump @MANSIO2_28476 

:MANSIO2_28450
0662: NOP "UNKNOWN_GUARD_FOR_CHAT" 

:MANSIO2_28476
183@(52@,6i) = 9 
return 

:MANSIO2_28489
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_28511 
return 

:MANSIO2_28511
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_28615 jumps 0 @MANSIO2_28574 -1 @MANSIO2_28641 -1 @MANSIO2_28641 -1 @MANSIO2_28641 -1 @MANSIO2_28641 -1 @MANSIO2_28641 -1 @MANSIO2_28641 

:MANSIO2_28574
if 
001D:   46@ > 198@(52@,6i) // (int) 
else_jump @MANSIO2_28608 
183@(52@,6i) = 6 

:MANSIO2_28608
jump @MANSIO2_28641 

:MANSIO2_28615
0662: NOP "UNKNOWN_GUARD_FOR_CHAT" 

:MANSIO2_28641
return 

:MANSIO2_28643
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_28665 
return 

:MANSIO2_28665
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_28837 jumps 0 @MANSIO2_28728 -1 @MANSIO2_28862 -1 @MANSIO2_28862 -1 @MANSIO2_28862 -1 @MANSIO2_28862 -1 @MANSIO2_28862 -1 @MANSIO2_28862 

:MANSIO2_28728
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point -1348.075 493.1958 10.1953 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point -1345.749 493.6958 10.2027 mode 4 -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
06B0: AS_actor -1 sit_down 99999999 ms 
0616: define_AS_pack_end 56@ 
0618: assign_actor 131@(52@,6i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
183@(52@,6i) = 27 
jump @MANSIO2_28862 

:MANSIO2_28837
0662: NOP "UNKNOWN_GUARD_FOR_SIT" 

:MANSIO2_28862
return 

:MANSIO2_28864
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_28886 
return 

:MANSIO2_28886
0871: init_jump_table 52@ total_jumps 5 default_jump 1 @MANSIO2_29074 jumps 1 @MANSIO2_28974 2 @MANSIO2_28949 3 @MANSIO2_28999 4 @MANSIO2_29049 5 @MANSIO2_29024 -1 @MANSIO2_29102 -1 @MANSIO2_29102 

:MANSIO2_28949
gosub @MANSIO2_32951 
183@(52@,6i) = 12 
jump @MANSIO2_29102 

:MANSIO2_28974
gosub @MANSIO2_33750 
183@(52@,6i) = 12 
jump @MANSIO2_29102 

:MANSIO2_28999
gosub @MANSIO2_34441 
183@(52@,6i) = 12 
jump @MANSIO2_29102 

:MANSIO2_29024
gosub @MANSIO2_35240 
183@(52@,6i) = 12 
jump @MANSIO2_29102 

:MANSIO2_29049
gosub @MANSIO2_35931 
183@(52@,6i) = 12 
jump @MANSIO2_29102 

:MANSIO2_29074
0662: NOP "UNKNOWN_GUARD_FOR_WANDER" 

:MANSIO2_29102
return 

:MANSIO2_29104
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_29126 
return 

:MANSIO2_29126
0871: init_jump_table 52@ total_jumps 5 default_jump 1 @MANSIO2_29694 jumps 1 @MANSIO2_29290 2 @MANSIO2_29189 3 @MANSIO2_29391 4 @MANSIO2_29593 5 @MANSIO2_29492 -1 @MANSIO2_29725 -1 @MANSIO2_29725 

:MANSIO2_29189
if 
001D:   46@ > 198@(52@,6i) // (int) 
else_jump @MANSIO2_29283 
gosub @MANSIO2_33281 
if 
  73@ == 1 
else_jump @MANSIO2_29283 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
183@(52@,6i) = 13 

:MANSIO2_29283
jump @MANSIO2_29725 

:MANSIO2_29290
if 
001D:   46@ > 198@(52@,6i) // (int) 
else_jump @MANSIO2_29384 
gosub @MANSIO2_34045 
if 
  73@ == 1 
else_jump @MANSIO2_29384 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
183@(52@,6i) = 13 

:MANSIO2_29384
jump @MANSIO2_29725 

:MANSIO2_29391
if 
001D:   46@ > 198@(52@,6i) // (int) 
else_jump @MANSIO2_29485 
gosub @MANSIO2_34771 
if 
  73@ == 1 
else_jump @MANSIO2_29485 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
183@(52@,6i) = 13 

:MANSIO2_29485
jump @MANSIO2_29725 

:MANSIO2_29492
if 
001D:   46@ > 198@(52@,6i) // (int) 
else_jump @MANSIO2_29586 
gosub @MANSIO2_35535 
if 
  73@ == 1 
else_jump @MANSIO2_29586 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
183@(52@,6i) = 13 

:MANSIO2_29586
jump @MANSIO2_29725 

:MANSIO2_29593
if 
001D:   46@ > 198@(52@,6i) // (int) 
else_jump @MANSIO2_29687 
gosub @MANSIO2_36226 
if 
  73@ == 1 
else_jump @MANSIO2_29687 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
183@(52@,6i) = 13 

:MANSIO2_29687
jump @MANSIO2_29725 

:MANSIO2_29694
0662: NOP "UNKNOWN_GUARD_FOR_WANDERING" 

:MANSIO2_29725
return 

:MANSIO2_29727
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_29749 
return 

:MANSIO2_29749
if 
001D:   46@ > 198@(52@,6i) // (int) 
else_jump @MANSIO2_29783 
183@(52@,6i) = 11 

:MANSIO2_29783
return 

:MANSIO2_29785
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_29807 
return 

:MANSIO2_29807
if 
   Actor.DrivingPlane(131@(52@,6i))
else_jump @MANSIO2_29836 
0633: AS_actor 131@(52@,6i) exit_car 

:MANSIO2_29836
183@(52@,6i) = 15 
return 

:MANSIO2_29849
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_29871 
return 

:MANSIO2_29871
if 
   Actor.DrivingPlane(131@(52@,6i))
else_jump @MANSIO2_29893 
return 

:MANSIO2_29893
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_30003 jumps 3 @MANSIO2_29956 4 @MANSIO2_29985 -1 @MANSIO2_30038 -1 @MANSIO2_30038 -1 @MANSIO2_30038 -1 @MANSIO2_30038 -1 @MANSIO2_30038 

:MANSIO2_29956
183@(52@,6i) = 11 
269@(52@,6i) = 1 
jump @MANSIO2_30038 

:MANSIO2_29985
183@(52@,6i) = 27 
jump @MANSIO2_30038 

:MANSIO2_30003
0662: NOP "UNKNOWN_GUARD_FOR_EXITING_PLANE" 

:MANSIO2_30038
return 

:MANSIO2_30040
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_30062 
return 

:MANSIO2_30062
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_30435 jumps 5 @MANSIO2_30125 -1 @MANSIO2_30469 -1 @MANSIO2_30469 -1 @MANSIO2_30469 -1 @MANSIO2_30469 -1 @MANSIO2_30469 -1 @MANSIO2_30469 

:MANSIO2_30125
if 
   Car.Wrecked(142@)
else_jump @MANSIO2_30168 
183@(52@,6i) = 11 
0647: unknown_actor 131@(52@,6i) look_task 
jump @MANSIO2_30428 

:MANSIO2_30168
if 
860E:   not car 142@ assigned_to_path 
else_jump @MANSIO2_30211 
183@(52@,6i) = 11 
0647: unknown_actor 131@(52@,6i) look_task 
jump @MANSIO2_30428 

:MANSIO2_30211
Actor.StorePos(131@(52@,6i), 57@, 58@, 59@)
0087: 67@ = 57@ // (float) 
0087: 68@ = 58@ // (float) 
Car.StorePos(142@, 57@, 58@, 59@)
0087: 64@ = 57@ // (float) 
0087: 65@ = 58@ // (float) 
0087: 57@ = 64@ // (float) 
0063: 57@ -= 67@ // (float) 
0087: 58@ = 65@ // (float) 
0063: 58@ -= 68@ // (float) 
0604: get_Z_angle_for_point 57@ 58@ store_to 63@ 
05D4: AS_actor 131@(52@,6i) rotate_angle 63@ 
062E: unknown_get_actor 131@(52@,6i) task 1471 status_store_to 40@ // ret 7 if not found 
if 
84A4:   not  40@ == 1 // @ == any 
else_jump @MANSIO2_30393 
if 
   not Actor.Dead(134@)
else_jump @MANSIO2_30393 
05BF: AS_actor 131@(52@,6i) look_at_actor 134@ -2 ms 

:MANSIO2_30393
0085: 198@(52@,6i) = 46@ // (int) 
198@(52@,6i) += 5000 
183@(52@,6i) = 17 

:MANSIO2_30428
jump @MANSIO2_30469 

:MANSIO2_30435
0662: NOP "UNKNOWN_GUARD_FOR_WATCH_PLANES" 

:MANSIO2_30469
return 

:MANSIO2_30471
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_30493 
return 

:MANSIO2_30493
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_30597 jumps 5 @MANSIO2_30556 -1 @MANSIO2_30633 -1 @MANSIO2_30633 -1 @MANSIO2_30633 -1 @MANSIO2_30633 -1 @MANSIO2_30633 -1 @MANSIO2_30633 

:MANSIO2_30556
if 
001D:   46@ > 198@(52@,6i) // (int) 
else_jump @MANSIO2_30590 
183@(52@,6i) = 16 

:MANSIO2_30590
jump @MANSIO2_30633 

:MANSIO2_30597
0662: NOP "UNKNOWN_GUARD_FOR_WATCHING_PLANE" 

:MANSIO2_30633
return 

:MANSIO2_30635
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_30657 
return 

:MANSIO2_30657
if 
   Actor.Driving(131@(52@,6i))
else_jump @MANSIO2_30679 
return 

:MANSIO2_30679
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_30833 jumps 4 @MANSIO2_30742 -1 @MANSIO2_30863 -1 @MANSIO2_30863 -1 @MANSIO2_30863 -1 @MANSIO2_30863 -1 @MANSIO2_30863 -1 @MANSIO2_30863 

:MANSIO2_30742
Actor.PutAt(131@(52@,6i), -1413.004, 508.974, 10.1953)
183@(52@,6i) = 27 
269@(52@,6i) = 1 
173@(52@,6i) = Marker.CreateAboveActor(131@(52@,6i))
018B: set_marker 173@(52@,6i) radar_mode 2 
07BF: unknown_marker 173@(52@,6i) flag 1 
jump @MANSIO2_30863 

:MANSIO2_30833
0662: NOP "UNKNOWN_GUARD_FOR_TELEPORT" 

:MANSIO2_30863
return 

:MANSIO2_30865
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_30887 
return 

:MANSIO2_30887
0871: init_jump_table 52@ total_jumps 6 default_jump 1 @MANSIO2_31226 jumps 0 @MANSIO2_30950 1 @MANSIO2_30996 2 @MANSIO2_31042 3 @MANSIO2_31088 4 @MANSIO2_31180 5 @MANSIO2_31134 -1 @MANSIO2_31258 

:MANSIO2_30950
05F5: AS_actor 131@(52@,6i) goto_point -1324.158 508.4572 10.1953 mode 6 -2 ms // versionB 
183@(52@,6i) = 20 
jump @MANSIO2_31258 

:MANSIO2_30996
05F5: AS_actor 131@(52@,6i) goto_point -1348.061 492.4249 10.1953 mode 6 -2 ms // versionB 
183@(52@,6i) = 20 
jump @MANSIO2_31258 

:MANSIO2_31042
05F5: AS_actor 131@(52@,6i) goto_point -1299.653 509.2915 10.1953 mode 6 -2 ms // versionB 
183@(52@,6i) = 20 
jump @MANSIO2_31258 

:MANSIO2_31088
05F5: AS_actor 131@(52@,6i) goto_point -1434.212 508.0886 10.1953 mode 6 -2 ms // versionB 
183@(52@,6i) = 20 
jump @MANSIO2_31258 

:MANSIO2_31134
05F5: AS_actor 131@(52@,6i) goto_point -1418.207 492.2773 17.2266 mode 6 -2 ms // versionB 
183@(52@,6i) = 20 
jump @MANSIO2_31258 

:MANSIO2_31180
05F5: AS_actor 131@(52@,6i) goto_point -1409.154 506.4637 10.1953 mode 6 -2 ms // versionB 
183@(52@,6i) = 20 
jump @MANSIO2_31258 

:MANSIO2_31226
0662: NOP "UNKNOWN_GUARD_FOR_GOTO_ALERT" 

:MANSIO2_31258
return 

:MANSIO2_31260
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_31282 
return 

:MANSIO2_31282
0871: init_jump_table 52@ total_jumps 6 default_jump 1 @MANSIO2_31915 jumps 0 @MANSIO2_31345 1 @MANSIO2_31440 2 @MANSIO2_31535 3 @MANSIO2_31630 4 @MANSIO2_31820 5 @MANSIO2_31725 -1 @MANSIO2_31951 

:MANSIO2_31345
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1324.158 508.4572 10.1953 radius 2.0 2.0 2.0 
else_jump @MANSIO2_31433 
05D4: AS_actor 131@(52@,6i) rotate_angle 98.0823 
183@(52@,6i) = 21 
198@(52@,6i) = 0 

:MANSIO2_31433
jump @MANSIO2_31951 

:MANSIO2_31440
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1348.061 492.4249 10.1953 radius 2.0 2.0 2.0 
else_jump @MANSIO2_31528 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
183@(52@,6i) = 21 
198@(52@,6i) = 0 

:MANSIO2_31528
jump @MANSIO2_31951 

:MANSIO2_31535
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1299.653 509.2915 10.1953 radius 2.0 2.0 2.0 
else_jump @MANSIO2_31623 
05D4: AS_actor 131@(52@,6i) rotate_angle 122.1536 
183@(52@,6i) = 21 
198@(52@,6i) = 0 

:MANSIO2_31623
jump @MANSIO2_31951 

:MANSIO2_31630
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1434.212 508.0886 10.1953 radius 2.0 2.0 2.0 
else_jump @MANSIO2_31718 
05D4: AS_actor 131@(52@,6i) rotate_angle 261.6837 
183@(52@,6i) = 21 
198@(52@,6i) = 0 

:MANSIO2_31718
jump @MANSIO2_31951 

:MANSIO2_31725
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1418.207 492.2773 17.2266 radius 2.0 2.0 2.0 
else_jump @MANSIO2_31813 
05D4: AS_actor 131@(52@,6i) rotate_angle 304.1052 
183@(52@,6i) = 21 
198@(52@,6i) = 0 

:MANSIO2_31813
jump @MANSIO2_31951 

:MANSIO2_31820
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1409.154 506.4637 10.1953 radius 2.0 2.0 2.0 
else_jump @MANSIO2_31908 
05D4: AS_actor 131@(52@,6i) rotate_angle 270.2725 
183@(52@,6i) = 21 
198@(52@,6i) = 0 

:MANSIO2_31908
jump @MANSIO2_31951 

:MANSIO2_31915
0662: NOP "UNKNOWN_GUARD_FOR_GOING_TO_ALERT" 

:MANSIO2_31951
gosub @MANSIO2_24305 
return 

:MANSIO2_31960
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_31982 
return 

:MANSIO2_31982
062E: unknown_get_actor 131@(52@,6i) task 1492 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @MANSIO2_32048 
0816: unknown_actor 131@(52@,6i) flag 1 
183@(52@,6i) = 22 
198@(52@,6i) = 0 

:MANSIO2_32048
gosub @MANSIO2_24305 
return 

:MANSIO2_32057
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_32079 
return 

:MANSIO2_32079
if 
001D:   198@(52@,6i) > 46@ // (int) 
else_jump @MANSIO2_32104 
return 

:MANSIO2_32104
062E: unknown_get_actor 131@(52@,6i) task 1588 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @MANSIO2_32180 
0634: AS_actor 131@(52@,6i) attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 60 
0085: 198@(52@,6i) = 46@ // (int) 
198@(52@,6i) += 1000 

:MANSIO2_32180
gosub @MANSIO2_24305 
return 

:MANSIO2_32189
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_32211 
return 

:MANSIO2_32211
060B: set_actor 131@(52@,6i) decision_maker_to 182@ 
0816: unknown_actor 131@(52@,6i) flag 0 
183@(52@,6i) = 26 
275@(52@,6i) = 1 
198@(52@,6i) = 0 
return 

:MANSIO2_32269
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_32291 
return 

:MANSIO2_32291
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_32389 jumps 0 @MANSIO2_32354 -1 @MANSIO2_32421 -1 @MANSIO2_32421 -1 @MANSIO2_32421 -1 @MANSIO2_32421 -1 @MANSIO2_32421 -1 @MANSIO2_32421 

:MANSIO2_32354
05D3: AS_actor 131@(52@,6i) goto_point -1431.944 500.2454 2.0391 mode 6 -2 ms // versionA 
jump @MANSIO2_32421 

:MANSIO2_32389
0662: NOP "UNKNOWN_GUARD_FOR_RUN_ATTACK" 

:MANSIO2_32421
060B: set_actor 131@(52@,6i) decision_maker_to 182@ 
183@(52@,6i) = 25 
275@(52@,6i) = 1 
198@(52@,6i) = 0 
return 

:MANSIO2_32468
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_32490 
return 

:MANSIO2_32490
if 
  267@ == 0 
else_jump @MANSIO2_32560 
if 
02E0:   actor 131@(52@,6i) aggressive 
else_jump @MANSIO2_32560 
267@ = 1 
if 
  213@ == 0 
else_jump @MANSIO2_32560 
213@ = 3 

:MANSIO2_32560
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_32704 jumps 0 @MANSIO2_32623 -1 @MANSIO2_32740 -1 @MANSIO2_32740 -1 @MANSIO2_32740 -1 @MANSIO2_32740 -1 @MANSIO2_32740 -1 @MANSIO2_32740 

:MANSIO2_32623
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1431.944 500.2454 2.0391 radius 1.2 1.2 2.0 
else_jump @MANSIO2_32697 
198@(52@,6i) = 0 
183@(52@,6i) = 26 

:MANSIO2_32697
jump @MANSIO2_32740 

:MANSIO2_32704
0662: NOP "UNKNOWN_GUARD_FOR_RUNNING_ATTACK" 

:MANSIO2_32740
gosub @MANSIO2_24305 
return 

:MANSIO2_32749
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_32771 
return 

:MANSIO2_32771
if 
  267@ == 0 
else_jump @MANSIO2_32841 
if 
02E0:   actor 131@(52@,6i) aggressive 
else_jump @MANSIO2_32841 
267@ = 1 
if 
  213@ == 0 
else_jump @MANSIO2_32841 
213@ = 3 

:MANSIO2_32841
if 
001D:   198@(52@,6i) > 46@ // (int) 
else_jump @MANSIO2_32866 
return 

:MANSIO2_32866
062E: unknown_get_actor 131@(52@,6i) task 1588 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @MANSIO2_32942 
0634: AS_actor 131@(52@,6i) attack_using_weapon_actor $PLAYER_ACTOR unknown 4 unknown 3000 unknown 60 
0085: 198@(52@,6i) = 46@ // (int) 
198@(52@,6i) += 1000 

:MANSIO2_32942
gosub @MANSIO2_24305 
return 

:MANSIO2_32951
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_32973 
return 

:MANSIO2_32973
0209: 50@ = random_int_in_ranges 0 6 
0871: init_jump_table 50@ total_jumps 6 default_jump 0 @MANSIO2_33255 jumps 0 @MANSIO2_33045 1 @MANSIO2_33080 2 @MANSIO2_33115 3 @MANSIO2_33150 4 @MANSIO2_33185 5 @MANSIO2_33220 -1 @MANSIO2_33255 

:MANSIO2_33045
05F5: AS_actor 131@(52@,6i) goto_point -1289.705 489.1904 10.2026 mode 4 -2 ms // versionB 
jump @MANSIO2_33255 

:MANSIO2_33080
05F5: AS_actor 131@(52@,6i) goto_point -1325.661 498.4251 10.2026 mode 4 -2 ms // versionB 
jump @MANSIO2_33255 

:MANSIO2_33115
05F5: AS_actor 131@(52@,6i) goto_point -1302.248 504.2907 10.1953 mode 4 -2 ms // versionB 
jump @MANSIO2_33255 

:MANSIO2_33150
05F5: AS_actor 131@(52@,6i) goto_point -1292.353 494.8264 10.1953 mode 4 -2 ms // versionB 
jump @MANSIO2_33255 

:MANSIO2_33185
05F5: AS_actor 131@(52@,6i) goto_point -1301.599 509.8161 10.1953 mode 4 -2 ms // versionB 
jump @MANSIO2_33255 

:MANSIO2_33220
05F5: AS_actor 131@(52@,6i) goto_point -1294.257 504.8536 10.1953 mode 4 -2 ms // versionB 
jump @MANSIO2_33255 

:MANSIO2_33255
0085: 198@(52@,6i) = 46@ // (int) 
198@(52@,6i) += 5000 
return 

:MANSIO2_33281
73@ = 0 
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_33310 
return 

:MANSIO2_33310
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1289.705 489.1904 10.2026 radius 1.2 1.2 1.2 
else_jump @MANSIO2_33383 
05D4: AS_actor 131@(52@,6i) rotate_angle 155.3066 
73@ = 1 

:MANSIO2_33383
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1325.661 498.4251 10.2026 radius 1.2 1.2 1.2 
else_jump @MANSIO2_33456 
05D4: AS_actor 131@(52@,6i) rotate_angle 77.7535 
73@ = 1 

:MANSIO2_33456
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1302.248 504.2907 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_33529 
05D4: AS_actor 131@(52@,6i) rotate_angle 275.9547 
73@ = 1 

:MANSIO2_33529
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1292.353 494.8264 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_33602 
05D4: AS_actor 131@(52@,6i) rotate_angle 248.83 
73@ = 1 

:MANSIO2_33602
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1301.599 509.8161 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_33675 
05D4: AS_actor 131@(52@,6i) rotate_angle 14.841 
73@ = 1 

:MANSIO2_33675
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1294.257 504.8536 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_33748 
05D4: AS_actor 131@(52@,6i) rotate_angle 157.6618 
73@ = 1 

:MANSIO2_33748
return 

:MANSIO2_33750
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_33772 
return 

:MANSIO2_33772
0209: 50@ = random_int_in_ranges 0 5 
0871: init_jump_table 50@ total_jumps 5 default_jump 0 @MANSIO2_34019 jumps 0 @MANSIO2_33844 1 @MANSIO2_33879 2 @MANSIO2_33914 3 @MANSIO2_33949 4 @MANSIO2_33984 -1 @MANSIO2_34019 -1 @MANSIO2_34019 

:MANSIO2_33844
05F5: AS_actor 131@(52@,6i) goto_point -1311.834 489.4401 17.2266 mode 4 -2 ms // versionB 
jump @MANSIO2_34019 

:MANSIO2_33879
05F5: AS_actor 131@(52@,6i) goto_point -1298.359 512.5721 17.2266 mode 4 -2 ms // versionB 
jump @MANSIO2_34019 

:MANSIO2_33914
05F5: AS_actor 131@(52@,6i) goto_point -1247.352 502.8824 17.2266 mode 4 -2 ms // versionB 
jump @MANSIO2_34019 

:MANSIO2_33949
05F5: AS_actor 131@(52@,6i) goto_point -1359.656 512.5123 17.2266 mode 4 -2 ms // versionB 
jump @MANSIO2_34019 

:MANSIO2_33984
05F5: AS_actor 131@(52@,6i) goto_point -1349.606 493.5821 17.2279 mode 4 -2 ms // versionB 
jump @MANSIO2_34019 

:MANSIO2_34019
0085: 198@(52@,6i) = 46@ // (int) 
198@(52@,6i) += 5000 
return 

:MANSIO2_34045
73@ = 0 
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_34074 
return 

:MANSIO2_34074
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1311.834 489.4401 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_34147 
05D4: AS_actor 131@(52@,6i) rotate_angle 180.0 
73@ = 1 

:MANSIO2_34147
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1298.359 512.5721 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_34220 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
73@ = 1 

:MANSIO2_34220
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1247.352 502.8824 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_34293 
05D4: AS_actor 131@(52@,6i) rotate_angle 270.0 
73@ = 1 

:MANSIO2_34293
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1359.656 512.5123 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_34366 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
73@ = 1 

:MANSIO2_34366
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1349.606 493.5821 17.2279 radius 1.2 1.2 1.2 
else_jump @MANSIO2_34439 
05D4: AS_actor 131@(52@,6i) rotate_angle 80.0 
73@ = 1 

:MANSIO2_34439
return 

:MANSIO2_34441
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_34463 
return 

:MANSIO2_34463
0209: 50@ = random_int_in_ranges 0 6 
0871: init_jump_table 50@ total_jumps 6 default_jump 0 @MANSIO2_34745 jumps 0 @MANSIO2_34535 1 @MANSIO2_34570 2 @MANSIO2_34605 3 @MANSIO2_34640 4 @MANSIO2_34675 5 @MANSIO2_34710 -1 @MANSIO2_34745 

:MANSIO2_34535
05F5: AS_actor 131@(52@,6i) goto_point -1444.29 496.4273 10.1953 mode 4 -2 ms // versionB 
jump @MANSIO2_34745 

:MANSIO2_34570
05F5: AS_actor 131@(52@,6i) goto_point -1449.621 506.0983 10.1953 mode 4 -2 ms // versionB 
jump @MANSIO2_34745 

:MANSIO2_34605
05F5: AS_actor 131@(52@,6i) goto_point -1424.253 511.1483 10.1953 mode 4 -2 ms // versionB 
jump @MANSIO2_34745 

:MANSIO2_34640
05F5: AS_actor 131@(52@,6i) goto_point -1411.083 511.8316 10.1953 mode 4 -2 ms // versionB 
jump @MANSIO2_34745 

:MANSIO2_34675
05F5: AS_actor 131@(52@,6i) goto_point -1417.342 505.5704 10.1953 mode 4 -2 ms // versionB 
jump @MANSIO2_34745 

:MANSIO2_34710
05F5: AS_actor 131@(52@,6i) goto_point -1431.498 501.8023 10.1953 mode 4 -2 ms // versionB 
jump @MANSIO2_34745 

:MANSIO2_34745
0085: 198@(52@,6i) = 46@ // (int) 
198@(52@,6i) += 5000 
return 

:MANSIO2_34771
73@ = 0 
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_34800 
return 

:MANSIO2_34800
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1444.29 496.4273 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_34873 
05D4: AS_actor 131@(52@,6i) rotate_angle 56.0502 
73@ = 1 

:MANSIO2_34873
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1449.621 506.0983 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_34946 
05D4: AS_actor 131@(52@,6i) rotate_angle 123.3438 
73@ = 1 

:MANSIO2_34946
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1424.253 511.1483 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35019 
05D4: AS_actor 131@(52@,6i) rotate_angle 318.9861 
73@ = 1 

:MANSIO2_35019
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1411.083 511.8316 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35092 
05D4: AS_actor 131@(52@,6i) rotate_angle 28.0647 
73@ = 1 

:MANSIO2_35092
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1417.342 505.5704 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35165 
05D4: AS_actor 131@(52@,6i) rotate_angle 139.4299 
73@ = 1 

:MANSIO2_35165
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1431.498 501.8023 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35238 
05D4: AS_actor 131@(52@,6i) rotate_angle 242.7025 
73@ = 1 

:MANSIO2_35238
return 

:MANSIO2_35240
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_35262 
return 

:MANSIO2_35262
0209: 50@ = random_int_in_ranges 0 5 
0871: init_jump_table 50@ total_jumps 5 default_jump 0 @MANSIO2_35509 jumps 0 @MANSIO2_35334 1 @MANSIO2_35369 2 @MANSIO2_35404 3 @MANSIO2_35439 4 @MANSIO2_35474 -1 @MANSIO2_35509 -1 @MANSIO2_35509 

:MANSIO2_35334
05D3: AS_actor 131@(52@,6i) goto_point -1445.235 501.5114 17.2266 mode 4 -2 ms // versionA 
jump @MANSIO2_35509 

:MANSIO2_35369
05D3: AS_actor 131@(52@,6i) goto_point -1419.48 510.346 17.2295 mode 4 -2 ms // versionA 
jump @MANSIO2_35509 

:MANSIO2_35404
05D3: AS_actor 131@(52@,6i) goto_point -1412.218 489.4574 17.2266 mode 4 -2 ms // versionA 
jump @MANSIO2_35509 

:MANSIO2_35439
05D3: AS_actor 131@(52@,6i) goto_point -1395.935 498.2455 17.2266 mode 4 -2 ms // versionA 
jump @MANSIO2_35509 

:MANSIO2_35474
05D3: AS_actor 131@(52@,6i) goto_point -1373.579 512.998 17.2295 mode 4 -2 ms // versionA 
jump @MANSIO2_35509 

:MANSIO2_35509
0085: 198@(52@,6i) = 46@ // (int) 
198@(52@,6i) += 5000 
return 

:MANSIO2_35535
73@ = 0 
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_35564 
return 

:MANSIO2_35564
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1445.235 501.5114 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35637 
05D4: AS_actor 131@(52@,6i) rotate_angle 90.0 
73@ = 1 

:MANSIO2_35637
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1419.48 510.346 17.2295 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35710 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
73@ = 1 

:MANSIO2_35710
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1412.218 489.4574 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35783 
05D4: AS_actor 131@(52@,6i) rotate_angle 180.0 
73@ = 1 

:MANSIO2_35783
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1395.935 498.2455 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35856 
05D4: AS_actor 131@(52@,6i) rotate_angle 194.6539 
73@ = 1 

:MANSIO2_35856
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1373.579 512.998 17.2295 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35929 
05D4: AS_actor 131@(52@,6i) rotate_angle 326.651 
73@ = 1 

:MANSIO2_35929
return 

:MANSIO2_35931
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_35953 
return 

:MANSIO2_35953
0209: 50@ = random_int_in_ranges 0 5 
0871: init_jump_table 50@ total_jumps 5 default_jump 0 @MANSIO2_36200 jumps 0 @MANSIO2_36025 1 @MANSIO2_36060 2 @MANSIO2_36095 3 @MANSIO2_36130 4 @MANSIO2_36165 -1 @MANSIO2_36200 -1 @MANSIO2_36200 

:MANSIO2_36025
05F5: AS_actor 131@(52@,6i) goto_point -1411.714 512.2815 10.1953 mode 4 -2 ms // versionB 
jump @MANSIO2_36200 

:MANSIO2_36060
05F5: AS_actor 131@(52@,6i) goto_point -1406.451 502.476 10.1953 mode 4 -2 ms // versionB 
jump @MANSIO2_36200 

:MANSIO2_36095
05F5: AS_actor 131@(52@,6i) goto_point -1366.03 505.7779 10.2026 mode 4 -2 ms // versionB 
jump @MANSIO2_36200 

:MANSIO2_36130
05F5: AS_actor 131@(52@,6i) goto_point -1366.484 516.8234 10.1797 mode 4 -2 ms // versionB 
jump @MANSIO2_36200 

:MANSIO2_36165
05F5: AS_actor 131@(52@,6i) goto_point -1344.821 499.0515 10.2027 mode 4 -2 ms // versionB 
jump @MANSIO2_36200 

:MANSIO2_36200
0085: 198@(52@,6i) = 46@ // (int) 
198@(52@,6i) += 5000 
return 

:MANSIO2_36226
73@ = 0 
if 
   Actor.Dead(131@(52@,6i))
else_jump @MANSIO2_36255 
return 

:MANSIO2_36255
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1411.714 512.2815 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_36328 
05D4: AS_actor 131@(52@,6i) rotate_angle 24.5074 
73@ = 1 

:MANSIO2_36328
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1406.451 502.476 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_36401 
05D4: AS_actor 131@(52@,6i) rotate_angle 236.3499 
73@ = 1 

:MANSIO2_36401
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1366.03 505.7779 10.2026 radius 1.2 1.2 1.2 
else_jump @MANSIO2_36474 
05D4: AS_actor 131@(52@,6i) rotate_angle 180.0 
73@ = 1 

:MANSIO2_36474
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1366.484 516.8234 10.1797 radius 1.2 1.2 1.2 
else_jump @MANSIO2_36547 
05D4: AS_actor 131@(52@,6i) rotate_angle 341.4966 
73@ = 1 

:MANSIO2_36547
if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1344.821 499.0515 10.2027 radius 1.2 1.2 1.2 
else_jump @MANSIO2_36620 
05D4: AS_actor 131@(52@,6i) rotate_angle 192.1196 
73@ = 1 

:MANSIO2_36620
return 

:MANSIO2_36622
52@ = 0 

:MANSIO2_36629
if and
   not 189@(52@,2i) == -1 
   not 189@(52@,2i) == -2 
else_jump @MANSIO2_36700 
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_36700 
189@(52@,2i) = -2 
gosub @MANSIO2_39380 

:MANSIO2_36700
52@ += 1 
  52@ >= 2 
else_jump @MANSIO2_36629 
52@ = 0 

:MANSIO2_36728
gosub @MANSIO2_37215 
0871: init_jump_table 189@(52@,2i) total_jumps 19 default_jump 1 @MANSIO2_37170 jumps -2 @MANSIO2_36932 -1 @MANSIO2_36932 0 @MANSIO2_36939 1 @MANSIO2_36981 2 @MANSIO2_36995 3 @MANSIO2_37009 4 @MANSIO2_37023 
0872: jump_table_jumps 5 @MANSIO2_37037 6 @MANSIO2_36953 7 @MANSIO2_36967 8 @MANSIO2_37051 9 @MANSIO2_37065 10 @MANSIO2_37079 11 @MANSIO2_37093 12 @MANSIO2_37107 13 @MANSIO2_37121 
0872: jump_table_jumps 14 @MANSIO2_37135 15 @MANSIO2_37149 16 @MANSIO2_37163 -1 @MANSIO2_37192 -1 @MANSIO2_37192 -1 @MANSIO2_37192 -1 @MANSIO2_37192 -1 @MANSIO2_37192 -1 @MANSIO2_37192 

:MANSIO2_36932
jump @MANSIO2_37192 

:MANSIO2_36939
gosub @MANSIO2_39943 
jump @MANSIO2_37192 

:MANSIO2_36953
gosub @MANSIO2_40174 
jump @MANSIO2_37192 

:MANSIO2_36967
gosub @MANSIO2_40332 
jump @MANSIO2_37192 

:MANSIO2_36981
gosub @MANSIO2_40493 
jump @MANSIO2_37192 

:MANSIO2_36995
gosub @MANSIO2_40703 
jump @MANSIO2_37192 

:MANSIO2_37009
gosub @MANSIO2_40973 
jump @MANSIO2_37192 

:MANSIO2_37023
gosub @MANSIO2_41141 
jump @MANSIO2_37192 

:MANSIO2_37037
gosub @MANSIO2_41464 
jump @MANSIO2_37192 

:MANSIO2_37051
gosub @MANSIO2_41522 
jump @MANSIO2_37192 

:MANSIO2_37065
gosub @MANSIO2_41905 
jump @MANSIO2_37192 

:MANSIO2_37079
gosub @MANSIO2_42419 
jump @MANSIO2_37192 

:MANSIO2_37093
gosub @MANSIO2_42614 
jump @MANSIO2_37192 

:MANSIO2_37107
gosub @MANSIO2_43052 
jump @MANSIO2_37192 

:MANSIO2_37121
gosub @MANSIO2_43413 
jump @MANSIO2_37192 

:MANSIO2_37135
gosub @MANSIO2_43865 
jump @MANSIO2_37192 

:MANSIO2_37149
gosub @MANSIO2_44343 
jump @MANSIO2_37192 

:MANSIO2_37163
jump @MANSIO2_37192 

:MANSIO2_37170
0662: NOP "UNKNOWN_MECHANICAI" 

:MANSIO2_37192
52@ += 1 
  52@ >= 2 
else_jump @MANSIO2_36728 
return 

:MANSIO2_37215
if 
  283@ == 0 
else_jump @MANSIO2_37235 
return 

:MANSIO2_37235
if 
  267@ == 1 
else_jump @MANSIO2_37299 
if 
  281@(52@,2i) == 0 
else_jump @MANSIO2_37297 
189@(52@,2i) = 8 
281@(52@,2i) = 1 

:MANSIO2_37297
return 

:MANSIO2_37299
if 
  281@(52@,2i) == 0 
else_jump @MANSIO2_37505 
if 
   not Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_37505 
if 
09ED:   actor 137@(52@,2i) is_within_field_of_view_actor $PLAYER_ACTOR 
else_jump @MANSIO2_37505 
Actor.StorePos(137@(52@,2i), 57@, 58@, 59@)
Actor.StorePos($PLAYER_ACTOR, 60@, 61@, 62@)
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
if 
  15.0 > 72@ 
else_jump @MANSIO2_37505 
189@(52@,2i) = 12 
if 
   not 213@ == 1 
else_jump @MANSIO2_37485 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~Ein Mechaniker hat dich entdeckt. Er luft los, um Alarm auszulsen.

:MANSIO2_37485
281@(52@,2i) = 1 
gosub @MANSIO2_38806 
return 

:MANSIO2_37505
if 
  281@(52@,2i) == 0 
else_jump @MANSIO2_37641 
if 
   not Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_37641 
if 
0480:   actor 137@(52@,2i) looking_at_death_of_actor_pedtype 25 
else_jump @MANSIO2_37641 
189@(52@,2i) = 12 
281@(52@,2i) = 1 
00BC: show_text_highpriority GXT 'MAN2_48' time 7000 flag 1  // ~s~Ein Mechaniker hat eine Leiche gefunden. Er luft los, um Alarm auszulsen.
gosub @MANSIO2_38806 
if 
  213@ == 0 
else_jump @MANSIO2_37639 
213@ = 4 

:MANSIO2_37639
return 

:MANSIO2_37641
if 
  281@(52@,2i) == 0 
else_jump @MANSIO2_38012 
if 
   not Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_38012 
if 
  284@ == 1 
else_jump @MANSIO2_37791 
189@(52@,2i) = 12 
if 
   not 213@ == 1 
else_jump @MANSIO2_37746 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~Ein Mechaniker hat dich entdeckt. Er luft los, um Alarm auszulsen.

:MANSIO2_37746
281@(52@,2i) = 1 
gosub @MANSIO2_38806 
if 
  213@ == 0 
else_jump @MANSIO2_37789 
213@ = 2 

:MANSIO2_37789
return 

:MANSIO2_37791
if 
  285@ == 1 
else_jump @MANSIO2_38012 
Actor.StorePos($PLAYER_ACTOR, 57@, 58@, 59@)
Actor.StorePos(137@(52@,2i), 60@, 61@, 62@)
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
if 
  12.0 > 70@ 
else_jump @MANSIO2_38012 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
if 
  0.0 > 71@ 
else_jump @MANSIO2_37926 
71@ *= -1.0 

:MANSIO2_37926
if 
  5.0 > 71@ 
else_jump @MANSIO2_38012 
189@(52@,2i) = 12 
if 
   not 213@ == 1 
else_jump @MANSIO2_37992 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~Ein Mechaniker hat dich entdeckt. Er luft los, um Alarm auszulsen.

:MANSIO2_37992
281@(52@,2i) = 1 
gosub @MANSIO2_38806 
return 

:MANSIO2_38012
if 
  281@(52@,2i) == 0 
else_jump @MANSIO2_38277 
if 
   not Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_38277 
if 
   Actor.Driving(137@(52@,2i))
else_jump @MANSIO2_38189 
03C0: $TEMPVAR_ACTOR_CAR = actor 137@(52@,2i) car 
if or
051C:   car $TEMPVAR_ACTOR_CAR damaged_by_actor $PLAYER_ACTOR 
051A:   actor 137@(52@,2i) damaged_by_actor $PLAYER_ACTOR 
else_jump @MANSIO2_38182 
189@(52@,2i) = 12 
if 
   not 213@ == 1 
else_jump @MANSIO2_38162 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~Ein Mechaniker hat dich entdeckt. Er luft los, um Alarm auszulsen.

:MANSIO2_38162
281@(52@,2i) = 1 
gosub @MANSIO2_38806 
return 

:MANSIO2_38182
jump @MANSIO2_38277 

:MANSIO2_38189
if 
051A:   actor 137@(52@,2i) damaged_by_actor $PLAYER_ACTOR 
else_jump @MANSIO2_38277 
189@(52@,2i) = 12 
if 
   not 213@ == 1 
else_jump @MANSIO2_38257 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~Ein Mechaniker hat dich entdeckt. Er luft los, um Alarm auszulsen.

:MANSIO2_38257
281@(52@,2i) = 1 
gosub @MANSIO2_38806 
return 

:MANSIO2_38277
return 

:MANSIO2_38279
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_38301 
return 

:MANSIO2_38301
if 
  283@ == 0 
else_jump @MANSIO2_38321 
return 

:MANSIO2_38321
73@ = 0 
if 
09ED:   actor 137@(52@,2i) is_within_field_of_view_actor $PLAYER_ACTOR 
else_jump @MANSIO2_38358 
73@ = 1 

:MANSIO2_38358
if 
  73@ == 0 
else_jump @MANSIO2_38539 
if 
  284@ == 1 
else_jump @MANSIO2_38539 
Actor.StorePos($PLAYER_ACTOR, 57@, 58@, 59@)
Actor.StorePos(137@(52@,2i), 60@, 61@, 62@)
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
if 
  75.0 > 70@ 
else_jump @MANSIO2_38539 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
if 
  0.0 > 71@ 
else_jump @MANSIO2_38511 
71@ *= -1.0 

:MANSIO2_38511
if 
  5.0 > 71@ 
else_jump @MANSIO2_38539 
73@ = 1 

:MANSIO2_38539
if 
  73@ == 0 
else_jump @MANSIO2_38720 
if 
  285@ == 1 
else_jump @MANSIO2_38720 
Actor.StorePos($PLAYER_ACTOR, 57@, 58@, 59@)
Actor.StorePos(137@(52@,2i), 60@, 61@, 62@)
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
if 
  12.0 > 70@ 
else_jump @MANSIO2_38720 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
if 
  0.0 > 71@ 
else_jump @MANSIO2_38692 
71@ *= -1.0 

:MANSIO2_38692
if 
  5.0 > 71@ 
else_jump @MANSIO2_38720 
73@ = 1 

:MANSIO2_38720
if 
  73@ == 0 
else_jump @MANSIO2_38779 
if or
051A:   actor 137@(52@,2i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 137@(52@,2i) hit_by_weapon 23 
else_jump @MANSIO2_38779 
73@ = 1 

:MANSIO2_38779
if 
  73@ == 1 
else_jump @MANSIO2_38804 
gosub @MANSIO2_38806 

:MANSIO2_38804
return 

:MANSIO2_38806
if 
   not Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_38851 
Actor.StorePos(137@(52@,2i), 57@, 58@, 59@)
jump @MANSIO2_38869 

:MANSIO2_38851
0889: store_actor 137@(52@,2i) center_of_body_position_to 57@ 58@ 59@ 

:MANSIO2_38869
48@ = 0 

:MANSIO2_38876
if 
   not Actor.Dead(131@(48@,6i))
else_jump @MANSIO2_39108 
Actor.StorePos(131@(48@,6i), 60@, 61@, 62@)
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
if 
  20.0 > 72@ 
else_jump @MANSIO2_39108 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
if 
  0.0 > 70@ 
else_jump @MANSIO2_38999 
70@ *= -1.0 

:MANSIO2_38999
if 
  6.0 > 70@ 
else_jump @MANSIO2_39108 
if 
  269@(48@,6i) == 1 
else_jump @MANSIO2_39108 
if and
   not 183@(48@,6i) == 23 
   not 183@(48@,6i) == 26 
   not 183@(48@,6i) == 24 
   not 183@(48@,6i) == 25 
else_jump @MANSIO2_39108 
183@(48@,6i) = 23 

:MANSIO2_39108
48@ += 1 
  48@ >= 6 
else_jump @MANSIO2_38876 
48@ = 0 

:MANSIO2_39136
if and
   not Actor.Dead(137@(48@,2i))
803B:   not  52@ == 48@ // (int) 
else_jump @MANSIO2_39357 
Actor.StorePos(137@(48@,2i), 60@, 61@, 62@)
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
if 
  20.0 > 72@ 
else_jump @MANSIO2_39357 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
if 
  0.0 > 70@ 
else_jump @MANSIO2_39267 
70@ *= -1.0 

:MANSIO2_39267
if 
  6.0 > 70@ 
else_jump @MANSIO2_39357 
if 
  267@ == 0 
else_jump @MANSIO2_39357 
if 
  281@(48@,2i) == 0 
else_jump @MANSIO2_39350 
189@(48@,2i) = 12 
281@(48@,2i) = 1 

:MANSIO2_39350
jump @MANSIO2_39357 

:MANSIO2_39357
48@ += 1 
  48@ >= 2 
else_jump @MANSIO2_39136 
return 

:MANSIO2_39380
0889: store_actor 137@(52@,2i) center_of_body_position_to 57@ 58@ 59@ 
48@ = 0 

:MANSIO2_39405
if and
   not Actor.Dead(131@(48@,6i))
803B:   not  52@ == 48@ // (int) 
else_jump @MANSIO2_39645 
Actor.StorePos(131@(48@,6i), 60@, 61@, 62@)
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
if 
  10.0 > 72@ 
else_jump @MANSIO2_39645 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
if 
  0.0 > 70@ 
else_jump @MANSIO2_39536 
70@ *= -1.0 

:MANSIO2_39536
if 
  6.0 > 70@ 
else_jump @MANSIO2_39645 
if 
  269@(48@,6i) == 1 
else_jump @MANSIO2_39645 
if and
   not 183@(48@,6i) == 23 
   not 183@(48@,6i) == 26 
   not 183@(48@,6i) == 24 
   not 183@(48@,6i) == 25 
else_jump @MANSIO2_39645 
183@(48@,6i) = 23 

:MANSIO2_39645
48@ += 1 
  48@ >= 6 
else_jump @MANSIO2_39405 
48@ = 0 

:MANSIO2_39673
if 
   not Actor.Dead(137@(48@,2i))
else_jump @MANSIO2_39920 
Actor.StorePos(137@(48@,2i), 60@, 61@, 62@)
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
if 
  10.0 > 72@ 
else_jump @MANSIO2_39920 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
if 
  0.0 > 70@ 
else_jump @MANSIO2_39796 
70@ *= -1.0 

:MANSIO2_39796
if 
  6.0 > 70@ 
else_jump @MANSIO2_39920 
if 
  267@ == 0 
else_jump @MANSIO2_39920 
if 
  281@(48@,2i) == 0 
else_jump @MANSIO2_39913 
189@(48@,2i) = 12 
if 
   not 213@ == 1 
else_jump @MANSIO2_39902 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~Ein Mechaniker hat dich entdeckt. Er luft los, um Alarm auszulsen.

:MANSIO2_39902
281@(48@,2i) = 1 

:MANSIO2_39913
jump @MANSIO2_39920 

:MANSIO2_39920
48@ += 1 
  48@ >= 2 
else_jump @MANSIO2_39673 
return 

:MANSIO2_39943
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_39965 
return 

:MANSIO2_39965
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_40140 jumps 0 @MANSIO2_40084 1 @MANSIO2_40028 -1 @MANSIO2_40160 -1 @MANSIO2_40160 -1 @MANSIO2_40160 -1 @MANSIO2_40160 -1 @MANSIO2_40160 

:MANSIO2_40028
Actor.PutAt(137@(52@,2i), -1421.757, 496.6105, 2.0463)
Actor.Angle(137@(52@,2i)) = 175.6815
189@(52@,2i) = 16 
jump @MANSIO2_40160 

:MANSIO2_40084
Actor.PutAt(137@(52@,2i), -1346.219, 497.9554, 10.1953)
Actor.Angle(137@(52@,2i)) = 270.0
189@(52@,2i) = 1 
jump @MANSIO2_40160 

:MANSIO2_40140
0662: NOP "UNKNOWN_MECHANIC" 

:MANSIO2_40160
060B: set_actor 137@(52@,2i) decision_maker_to 180@ 
return 

:MANSIO2_40174
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_40196 
return 

:MANSIO2_40196
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_40290 jumps 1 @MANSIO2_40259 -1 @MANSIO2_40319 -1 @MANSIO2_40319 -1 @MANSIO2_40319 -1 @MANSIO2_40319 -1 @MANSIO2_40319 -1 @MANSIO2_40319 

:MANSIO2_40259
0085: 204@(52@,2i) = 46@ // (int) 
204@(52@,2i) += 7000 
jump @MANSIO2_40319 

:MANSIO2_40290
0662: NOP "UNKNOWN_MECHANIC_FOR_CHAT" 

:MANSIO2_40319
189@(52@,2i) = 7 
return 

:MANSIO2_40332
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_40354 
return 

:MANSIO2_40354
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_40458 jumps 1 @MANSIO2_40417 -1 @MANSIO2_40491 -1 @MANSIO2_40491 -1 @MANSIO2_40491 -1 @MANSIO2_40491 -1 @MANSIO2_40491 -1 @MANSIO2_40491 

:MANSIO2_40417
if 
001D:   46@ > 204@(52@,2i) // (int) 
else_jump @MANSIO2_40451 
189@(52@,2i) = 1 

:MANSIO2_40451
jump @MANSIO2_40491 

:MANSIO2_40458
0662: NOP "UNKNOWN_MECHANIC_FOR_CHATTING" 

:MANSIO2_40491
return 

:MANSIO2_40493
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_40515 
return 

:MANSIO2_40515
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_40660 jumps 0 @MANSIO2_40619 1 @MANSIO2_40578 -1 @MANSIO2_40690 -1 @MANSIO2_40690 -1 @MANSIO2_40690 -1 @MANSIO2_40690 -1 @MANSIO2_40690 

:MANSIO2_40578
if 
   not Car.Wrecked(154@)
else_jump @MANSIO2_40612 
07A1: set_walk_speed 4 
05CB: AS_actor 137@(52@,2i) enter_car 154@ as_driver -2 ms 

:MANSIO2_40612
jump @MANSIO2_40690 

:MANSIO2_40619
if 
   not Car.Wrecked(155@)
else_jump @MANSIO2_40653 
07A1: set_walk_speed 4 
05CB: AS_actor 137@(52@,2i) enter_car 155@ as_driver -2 ms 

:MANSIO2_40653
jump @MANSIO2_40690 

:MANSIO2_40660
0662: NOP "UNKNOWN_MECHANIC_FOR_ENTER" 

:MANSIO2_40690
189@(52@,2i) = 2 
return 

:MANSIO2_40703
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_40725 
return 

:MANSIO2_40725
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_40938 jumps 0 @MANSIO2_40863 1 @MANSIO2_40788 -1 @MANSIO2_40971 -1 @MANSIO2_40971 -1 @MANSIO2_40971 -1 @MANSIO2_40971 -1 @MANSIO2_40971 

:MANSIO2_40788
if 
   Car.Wrecked(154@)
else_jump @MANSIO2_40822 
189@(52@,2i) = 16 
jump @MANSIO2_40856 

:MANSIO2_40822
if 
   Actor.InCar(137@(52@,2i), 154@)
else_jump @MANSIO2_40856 
189@(52@,2i) = 3 

:MANSIO2_40856
jump @MANSIO2_40971 

:MANSIO2_40863
if 
   Car.Wrecked(155@)
else_jump @MANSIO2_40897 
189@(52@,2i) = 16 
jump @MANSIO2_40931 

:MANSIO2_40897
if 
   Actor.InCar(137@(52@,2i), 155@)
else_jump @MANSIO2_40931 
189@(52@,2i) = 3 

:MANSIO2_40931
jump @MANSIO2_40971 

:MANSIO2_40938
0662: NOP "UNKNOWN_MECHANIC_FOR_ENTERING" 

:MANSIO2_40971
return 

:MANSIO2_40973
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_40995 
return 

:MANSIO2_40995
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_41108 jumps 0 @MANSIO2_41083 1 @MANSIO2_41058 -1 @MANSIO2_41139 -1 @MANSIO2_41139 -1 @MANSIO2_41139 -1 @MANSIO2_41139 -1 @MANSIO2_41139 

:MANSIO2_41058
gosub @MANSIO2_44624 
189@(52@,2i) = 4 
jump @MANSIO2_41139 

:MANSIO2_41083
gosub @MANSIO2_45356 
189@(52@,2i) = 4 
jump @MANSIO2_41139 

:MANSIO2_41108
0662: NOP "UNKNOWN_MECHANIC_FOR_WANDER" 

:MANSIO2_41139
return 

:MANSIO2_41141
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_41163 
return 

:MANSIO2_41163
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_41428 jumps 0 @MANSIO2_41327 1 @MANSIO2_41226 -1 @MANSIO2_41462 -1 @MANSIO2_41462 -1 @MANSIO2_41462 -1 @MANSIO2_41462 -1 @MANSIO2_41462 

:MANSIO2_41226
if 
001D:   46@ > 204@(52@,2i) // (int) 
else_jump @MANSIO2_41320 
gosub @MANSIO2_44965 
if 
  73@ == 1 
else_jump @MANSIO2_41320 
0209: 50@ = random_int_in_ranges 2000 4000 
0085: 204@(52@,2i) = 46@ // (int) 
005A: 204@(52@,2i) += 50@ // (int) 
189@(52@,2i) = 5 

:MANSIO2_41320
jump @MANSIO2_41462 

:MANSIO2_41327
if 
001D:   46@ > 204@(52@,2i) // (int) 
else_jump @MANSIO2_41421 
gosub @MANSIO2_45742 
if 
  73@ == 1 
else_jump @MANSIO2_41421 
0209: 50@ = random_int_in_ranges 2000 4000 
0085: 204@(52@,2i) = 46@ // (int) 
005A: 204@(52@,2i) += 50@ // (int) 
189@(52@,2i) = 5 

:MANSIO2_41421
jump @MANSIO2_41462 

:MANSIO2_41428
0662: NOP "UNKNOWN_MECHANIC_FOR_WANDERING" 

:MANSIO2_41462
return 

:MANSIO2_41464
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_41486 
return 

:MANSIO2_41486
if 
001D:   46@ > 204@(52@,2i) // (int) 
else_jump @MANSIO2_41520 
189@(52@,2i) = 3 

:MANSIO2_41520
return 

:MANSIO2_41522
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_41544 
return 

:MANSIO2_41544
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_41868 jumps 0 @MANSIO2_41690 1 @MANSIO2_41607 -1 @MANSIO2_41903 -1 @MANSIO2_41903 -1 @MANSIO2_41903 -1 @MANSIO2_41903 -1 @MANSIO2_41903 

:MANSIO2_41607
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point -1420.125 512.2188 2.0463 mode 6 -2 ms // versionB 
0616: define_AS_pack_end 56@ 
0618: assign_actor 137@(52@,2i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
189@(52@,2i) = 9 
204@(52@,2i) = 0 
jump @MANSIO2_41903 

:MANSIO2_41690
Actor.StorePos(137@(52@,2i), 57@, 58@, 59@)
Actor.StorePos($PLAYER_ACTOR, 60@, 61@, 62@)
if 
0025:   57@ > 60@ // (float) 
else_jump @MANSIO2_41785 
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point -1316.862 490.2876 10.2026 mode 6 -2 ms // versionB 
0616: define_AS_pack_end 56@ 
jump @MANSIO2_41822 

:MANSIO2_41785
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point -1394.846 491.5163 10.1953 mode 6 -2 ms // versionB 
0616: define_AS_pack_end 56@ 

:MANSIO2_41822
0618: assign_actor 137@(52@,2i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
189@(52@,2i) = 9 
204@(52@,2i) = 0 
jump @MANSIO2_41903 

:MANSIO2_41868
0662: NOP "UNKNOWN_MECHANIC_FOR_GOTO_COWER" 

:MANSIO2_41903
return 

:MANSIO2_41905
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_41927 
return 

:MANSIO2_41927
if 
001D:   204@(52@,2i) > 46@ // (int) 
else_jump @MANSIO2_41952 
return 

:MANSIO2_41952
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_42371 jumps 0 @MANSIO2_42193 1 @MANSIO2_42015 -1 @MANSIO2_42410 -1 @MANSIO2_42410 -1 @MANSIO2_42410 -1 @MANSIO2_42410 -1 @MANSIO2_42410 

:MANSIO2_42015
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1420.125 512.2188 2.0463 radius 2.0 2.0 2.0 
else_jump @MANSIO2_42096 
189@(52@,2i) = 10 
204@(52@,2i) = 0 
jump @MANSIO2_42170 

:MANSIO2_42096
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1389.81 491.263 2.0463 radius 2.0 2.0 2.0 
else_jump @MANSIO2_42170 
189@(52@,2i) = 10 
204@(52@,2i) = 0 

:MANSIO2_42170
211@(52@,2i) = Actor.Health(137@(52@,2i))
jump @MANSIO2_42410 

:MANSIO2_42193
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1394.846 491.5163 10.1953 radius 2.0 2.0 2.0 
else_jump @MANSIO2_42274 
189@(52@,2i) = 10 
204@(52@,2i) = 0 
jump @MANSIO2_42348 

:MANSIO2_42274
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1316.862 490.2876 10.2026 radius 2.0 2.0 2.0 
else_jump @MANSIO2_42348 
189@(52@,2i) = 10 
204@(52@,2i) = 0 

:MANSIO2_42348
211@(52@,2i) = Actor.Health(137@(52@,2i))
jump @MANSIO2_42410 

:MANSIO2_42371
0662: NOP "UNKNOWN_MECHANIC_FOR_GOING_TO_COWER" 

:MANSIO2_42410
gosub @MANSIO2_38279 
return 

:MANSIO2_42419
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_42441 
return 

:MANSIO2_42441
50@ = Actor.Health(137@(52@,2i))
if 
001D:   211@(52@,2i) > 50@ // (int) 
else_jump @MANSIO2_42512 
189@(52@,2i) = 11 
0085: 211@(52@,2i) = 50@ // (int) 
204@(52@,2i) = 0 
return 

:MANSIO2_42512
if 
001D:   204@(52@,2i) > 46@ // (int) 
else_jump @MANSIO2_42537 
return 

:MANSIO2_42537
062E: unknown_get_actor 137@(52@,2i) task 1477 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @MANSIO2_42605 
05C5: AS_actor 137@(52@,2i) cower -2 ms 
0085: 204@(52@,2i) = 46@ // (int) 
204@(52@,2i) += 1000 

:MANSIO2_42605
gosub @MANSIO2_38279 
return 

:MANSIO2_42614
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_42636 
return 

:MANSIO2_42636
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_43013 jumps 0 @MANSIO2_42856 1 @MANSIO2_42699 -1 @MANSIO2_43050 -1 @MANSIO2_43050 -1 @MANSIO2_43050 -1 @MANSIO2_43050 -1 @MANSIO2_43050 

:MANSIO2_42699
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1420.125 512.2188 2.0463 radius 2.0 2.0 2.0 
else_jump @MANSIO2_42786 
05F5: AS_actor 137@(52@,2i) goto_point -1389.81 491.263 2.0463 mode 6 -2 ms // versionB 
jump @MANSIO2_42814 

:MANSIO2_42786
05F5: AS_actor 137@(52@,2i) goto_point -1420.125 512.2188 2.0463 mode 6 -2 ms // versionB 

:MANSIO2_42814
189@(52@,2i) = 9 
0085: 204@(52@,2i) = 46@ // (int) 
204@(52@,2i) += 10000 
jump @MANSIO2_43050 

:MANSIO2_42856
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1394.846 491.5163 10.1953 radius 2.0 2.0 2.0 
else_jump @MANSIO2_42943 
05F5: AS_actor 137@(52@,2i) goto_point -1316.862 490.2876 10.2026 mode 6 -2 ms // versionB 
jump @MANSIO2_42971 

:MANSIO2_42943
05F5: AS_actor 137@(52@,2i) goto_point -1394.846 491.5163 10.1953 mode 6 -2 ms // versionB 

:MANSIO2_42971
189@(52@,2i) = 9 
0085: 204@(52@,2i) = 46@ // (int) 
204@(52@,2i) += 10000 
jump @MANSIO2_43050 

:MANSIO2_43013
0662: NOP "UNKNOWN_MECHANIC_FOR_CHANGE_COWER" 

:MANSIO2_43050
return 

:MANSIO2_43052
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_43074 
return 

:MANSIO2_43074
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_43376 jumps 0 @MANSIO2_43209 1 @MANSIO2_43137 -1 @MANSIO2_43411 -1 @MANSIO2_43411 -1 @MANSIO2_43411 -1 @MANSIO2_43411 -1 @MANSIO2_43411 

:MANSIO2_43137
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point -1414.349 514.0193 2.0391 mode 6 -2 ms // versionB 
0616: define_AS_pack_end 56@ 
0618: assign_actor 137@(52@,2i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
189@(52@,2i) = 13 
jump @MANSIO2_43411 

:MANSIO2_43209
Actor.StorePos(137@(52@,2i), 57@, 58@, 59@)
Actor.StorePos($PLAYER_ACTOR, 60@, 61@, 62@)
if 
0025:   57@ > 60@ // (float) 
else_jump @MANSIO2_43304 
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point -1313.373 488.6687 10.2026 mode 6 -2 ms // versionB 
0616: define_AS_pack_end 56@ 
jump @MANSIO2_43341 

:MANSIO2_43304
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point -1412.397 488.6644 10.2026 mode 6 -2 ms // versionB 
0616: define_AS_pack_end 56@ 

:MANSIO2_43341
0618: assign_actor 137@(52@,2i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
189@(52@,2i) = 13 
jump @MANSIO2_43411 

:MANSIO2_43376
0662: NOP "UNKNOWN_MECHANIC_FOR_GOTO_ALARM" 

:MANSIO2_43411
return 

:MANSIO2_43413
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_43435 
return 

:MANSIO2_43435
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_43817 jumps 0 @MANSIO2_43617 1 @MANSIO2_43498 -1 @MANSIO2_43856 -1 @MANSIO2_43856 -1 @MANSIO2_43856 -1 @MANSIO2_43856 -1 @MANSIO2_43856 

:MANSIO2_43498
if 
  267@ == 1 
else_jump @MANSIO2_43536 
189@(52@,2i) = 8 
return 
jump @MANSIO2_43610 

:MANSIO2_43536
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1414.349 514.8193 2.0391 radius 1.2 1.2 1.2 
else_jump @MANSIO2_43610 
189@(52@,2i) = 14 
204@(52@,2i) = 0 

:MANSIO2_43610
jump @MANSIO2_43856 

:MANSIO2_43617
if 
  267@ == 1 
else_jump @MANSIO2_43655 
189@(52@,2i) = 8 
return 
jump @MANSIO2_43810 

:MANSIO2_43655
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1313.373 487.8687 10.2026 radius 1.2 1.2 1.2 
else_jump @MANSIO2_43736 
189@(52@,2i) = 14 
204@(52@,2i) = 0 
jump @MANSIO2_43810 

:MANSIO2_43736
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1412.397 487.8644 10.2026 radius 1.2 1.2 1.2 
else_jump @MANSIO2_43810 
189@(52@,2i) = 14 
204@(52@,2i) = 0 

:MANSIO2_43810
jump @MANSIO2_43856 

:MANSIO2_43817
0662: NOP "UNKNOWN_MECHANIC_FOR_GOING_TO_ALARM" 

:MANSIO2_43856
gosub @MANSIO2_38279 
return 

:MANSIO2_43865
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_43887 
return 

:MANSIO2_43887
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_44303 jumps 0 @MANSIO2_44062 1 @MANSIO2_43950 -1 @MANSIO2_44341 -1 @MANSIO2_44341 -1 @MANSIO2_44341 -1 @MANSIO2_44341 -1 @MANSIO2_44341 

:MANSIO2_43950
0804: AS_actor 137@(52@,2i) walk_to -1414.349 513.4193 2.0391 angle 0.0 radius 0.2 animation "CARDS_RAISE" IFP_file "CASINO" 10.0 LA 0 LX 0 LY 0 LF 0 LT -1 
0085: 204@(52@,2i) = 46@ // (int) 
204@(52@,2i) += 2000 
189@(52@,2i) = 15 
jump @MANSIO2_44341 

:MANSIO2_44062
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1313.373 487.8687 10.2026 radius 1.2 1.2 1.2 
else_jump @MANSIO2_44191 
0804: AS_actor 137@(52@,2i) walk_to -1313.373 489.3687 10.2026 angle 180.0 radius 0.2 animation "CARDS_RAISE" IFP_file "CASINO" 10.0 LA 0 LX 0 LY 0 LF 0 LT -1 
jump @MANSIO2_44261 

:MANSIO2_44191
0804: AS_actor 137@(52@,2i) walk_to -1412.397 489.3644 10.2026 angle 180.0 radius 0.2 animation "CARDS_RAISE" IFP_file "CASINO" 10.0 LA 0 LX 0 LY 0 LF 0 LT -1 

:MANSIO2_44261
0085: 204@(52@,2i) = 46@ // (int) 
204@(52@,2i) += 2000 
189@(52@,2i) = 15 
jump @MANSIO2_44341 

:MANSIO2_44303
0662: NOP "UNKNOWN_MECHANIC_FOR_TRIGGER_ALARM" 

:MANSIO2_44341
return 

:MANSIO2_44343
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_44365 
return 

:MANSIO2_44365
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_44574 jumps 0 @MANSIO2_44501 1 @MANSIO2_44428 -1 @MANSIO2_44615 -1 @MANSIO2_44615 -1 @MANSIO2_44615 -1 @MANSIO2_44615 -1 @MANSIO2_44615 

:MANSIO2_44428
if 
001D:   46@ > 204@(52@,2i) // (int) 
else_jump @MANSIO2_44494 
189@(52@,2i) = 8 
267@ = 1 
if 
  213@ == 0 
else_jump @MANSIO2_44494 
213@ = 2 

:MANSIO2_44494
jump @MANSIO2_44615 

:MANSIO2_44501
if 
001D:   46@ > 204@(52@,2i) // (int) 
else_jump @MANSIO2_44567 
189@(52@,2i) = 8 
267@ = 1 
if 
  213@ == 0 
else_jump @MANSIO2_44567 
213@ = 2 

:MANSIO2_44567
jump @MANSIO2_44615 

:MANSIO2_44574
0662: NOP "UNKNOWN_MECHANIC_FOR_TRIGGERING_ALARM" 

:MANSIO2_44615
gosub @MANSIO2_38279 
return 

:MANSIO2_44624
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_44646 
return 

:MANSIO2_44646
if 
   Car.Wrecked(154@)
else_jump @MANSIO2_44675 
189@(52@,2i) = 16 
return 

:MANSIO2_44675
0209: 50@ = random_int_in_ranges 0 4 
0871: init_jump_table 50@ total_jumps 4 default_jump 0 @MANSIO2_44927 jumps 0 @MANSIO2_44747 1 @MANSIO2_44792 2 @MANSIO2_44837 3 @MANSIO2_44882 -1 @MANSIO2_44927 -1 @MANSIO2_44927 -1 @MANSIO2_44927 

:MANSIO2_44747
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1400.205 507.259 2.0463 speed 2.0 2 model #NULL 0 
jump @MANSIO2_44927 

:MANSIO2_44792
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1394.387 506.6834 2.0463 speed 2.0 2 model #NULL 0 
jump @MANSIO2_44927 

:MANSIO2_44837
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1399.348 501.5815 2.0463 speed 2.0 2 model #NULL 0 
jump @MANSIO2_44927 

:MANSIO2_44882
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1410.671 501.3295 2.0391 speed 2.0 2 model #NULL 0 
jump @MANSIO2_44927 

:MANSIO2_44927
0085: 209@(52@,2i) = 50@ // (int) 
0085: 204@(52@,2i) = 46@ // (int) 
204@(52@,2i) += 10000 
return 

:MANSIO2_44965
73@ = 0 
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_44994 
return 

:MANSIO2_44994
if 
   Car.Wrecked(154@)
else_jump @MANSIO2_45023 
189@(52@,2i) = 16 
return 

:MANSIO2_45023
0871: init_jump_table 209@(52@,2i) total_jumps 4 default_jump 0 @MANSIO2_45354 jumps 0 @MANSIO2_45090 1 @MANSIO2_45156 2 @MANSIO2_45222 3 @MANSIO2_45288 -1 @MANSIO2_45354 -1 @MANSIO2_45354 -1 @MANSIO2_45354 

:MANSIO2_45090
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1400.205 507.259 2.0463 radius 4.0 4.0 4.0 
else_jump @MANSIO2_45149 
73@ = 1 

:MANSIO2_45149
jump @MANSIO2_45354 

:MANSIO2_45156
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1394.387 506.6834 2.0463 radius 4.0 4.0 4.0 
else_jump @MANSIO2_45215 
73@ = 1 

:MANSIO2_45215
jump @MANSIO2_45354 

:MANSIO2_45222
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1399.348 501.5815 2.0463 radius 4.0 4.0 4.0 
else_jump @MANSIO2_45281 
73@ = 1 

:MANSIO2_45281
jump @MANSIO2_45354 

:MANSIO2_45288
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1410.671 501.3295 2.0391 radius 4.0 4.0 4.0 
else_jump @MANSIO2_45347 
73@ = 1 

:MANSIO2_45347
jump @MANSIO2_45354 

:MANSIO2_45354
return 

:MANSIO2_45356
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_45378 
return 

:MANSIO2_45378
if 
   Car.Wrecked(155@)
else_jump @MANSIO2_45407 
189@(52@,2i) = 16 
return 

:MANSIO2_45407
0209: 50@ = random_int_in_ranges 0 4 
0871: init_jump_table 50@ total_jumps 5 default_jump 0 @MANSIO2_45704 jumps 0 @MANSIO2_45479 1 @MANSIO2_45524 2 @MANSIO2_45569 3 @MANSIO2_45614 4 @MANSIO2_45659 -1 @MANSIO2_45704 -1 @MANSIO2_45704 

:MANSIO2_45479
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1321.422 495.9306 10.2026 speed 2.0 2 model #NULL 2 
jump @MANSIO2_45704 

:MANSIO2_45524
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1305.444 497.4329 10.2026 speed 2.0 2 model #NULL 2 
jump @MANSIO2_45704 

:MANSIO2_45569
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1307.425 503.4752 10.1953 speed 2.0 2 model #NULL 2 
jump @MANSIO2_45704 

:MANSIO2_45614
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1351.098 506.4217 10.1953 speed 2.0 2 model #NULL 2 
jump @MANSIO2_45704 

:MANSIO2_45659
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1390.884 507.6548 10.1953 speed 3.0 2 model #NULL 2 
jump @MANSIO2_45704 

:MANSIO2_45704
0085: 209@(52@,2i) = 50@ // (int) 
0085: 204@(52@,2i) = 46@ // (int) 
204@(52@,2i) += 10000 
return 

:MANSIO2_45742
73@ = 0 
if 
   Actor.Dead(137@(52@,2i))
else_jump @MANSIO2_45771 
return 

:MANSIO2_45771
if 
   Car.Wrecked(154@)
else_jump @MANSIO2_45800 
189@(52@,2i) = 16 
return 

:MANSIO2_45800
0871: init_jump_table 209@(52@,2i) total_jumps 5 default_jump 0 @MANSIO2_46197 jumps 0 @MANSIO2_45867 1 @MANSIO2_45933 2 @MANSIO2_45999 3 @MANSIO2_46065 4 @MANSIO2_46131 -1 @MANSIO2_46197 -1 @MANSIO2_46197 

:MANSIO2_45867
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1321.422 495.9306 10.2026 radius 4.0 4.0 4.0 
else_jump @MANSIO2_45926 
73@ = 1 

:MANSIO2_45926
jump @MANSIO2_46197 

:MANSIO2_45933
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1305.444 497.4329 10.2026 radius 4.0 4.0 4.0 
else_jump @MANSIO2_45992 
73@ = 1 

:MANSIO2_45992
jump @MANSIO2_46197 

:MANSIO2_45999
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1307.425 503.4752 10.1953 radius 4.0 4.0 4.0 
else_jump @MANSIO2_46058 
73@ = 1 

:MANSIO2_46058
jump @MANSIO2_46197 

:MANSIO2_46065
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1351.098 506.4217 10.1953 radius 4.0 4.0 4.0 
else_jump @MANSIO2_46124 
73@ = 1 

:MANSIO2_46124
jump @MANSIO2_46197 

:MANSIO2_46131
if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1390.884 507.6548 10.1953 radius 4.0 4.0 4.0 
else_jump @MANSIO2_46190 
73@ = 1 

:MANSIO2_46190
jump @MANSIO2_46197 

:MANSIO2_46197
return 

:MANSIO2_46199
if 
  191@ == -1 
else_jump @MANSIO2_46219 
return 

:MANSIO2_46219
50@ = 1 
if 
   not 191@ == 0 
else_jump @MANSIO2_46282 
if 
   Car.Wrecked(141@(50@,4i))
else_jump @MANSIO2_46282 
191@ = -1 
Car.RemoveReferences(141@(50@,4i))
return 

:MANSIO2_46282
0871: init_jump_table 191@ total_jumps 2 default_jump 0 @MANSIO2_46554 jumps 0 @MANSIO2_46345 1 @MANSIO2_46512 -1 @MANSIO2_46554 -1 @MANSIO2_46554 -1 @MANSIO2_46554 -1 @MANSIO2_46554 -1 @MANSIO2_46554 

:MANSIO2_46345
141@(50@,4i) = Car.Create(#HYDRA, -84.0771, 418.3652, 92.2066)
Car.PutAt(141@(50@,4i), -84.0771, 418.3652, 92.2066)
Car.Angle(141@(50@,4i)) = 91.2218
03A2: set_car 141@(50@,4i) action 3 
Car.SetSpeedInstantly(141@(50@,4i), 70.0)
0742: unknown_plane 141@(50@,4i) unknown_set 1.5 
0745: set_hydra 141@(50@,4i) thrust_to_horizontal 
070F: plane 141@(50@,4i) fly_direction 190.0 altitude_between 20.0 and 30.0 
0085: 196@ = 46@ // (int) 
196@ += 25000 
191@ += 1 
jump @MANSIO2_46554 

:MANSIO2_46512
if 
001D:   46@ > 196@ // (int) 
else_jump @MANSIO2_46547 
Car.Destroy(141@(50@,4i))
191@ = -1 

:MANSIO2_46547
jump @MANSIO2_46554 

:MANSIO2_46554
return 

:MANSIO2_46556
if 
  192@ == -1 
else_jump @MANSIO2_46576 
return 

:MANSIO2_46576
50@ = 3 
if 
   Car.Wrecked(141@(50@,4i))
else_jump @MANSIO2_46621 
192@ = -1 
Car.Destroy(141@(50@,4i))
return 

:MANSIO2_46621
0871: init_jump_table 192@ total_jumps 3 default_jump 0 @MANSIO2_46826 jumps 0 @MANSIO2_46684 1 @MANSIO2_46714 2 @MANSIO2_46783 -1 @MANSIO2_46826 -1 @MANSIO2_46826 -1 @MANSIO2_46826 -1 @MANSIO2_46826 

:MANSIO2_46684
0085: 197@ = 46@ // (int) 
197@ += 6000 
192@ += 1 
jump @MANSIO2_46826 

:MANSIO2_46714
if 
001D:   46@ > 197@ // (int) 
else_jump @MANSIO2_46776 
242@(50@,4i) = 0 
if 
  276@ == 0 
else_jump @MANSIO2_46769 
184@ = 11 

:MANSIO2_46769
192@ += 1 

:MANSIO2_46776
jump @MANSIO2_46826 

:MANSIO2_46783
if 
860E:   not car 141@(50@,4i) assigned_to_path 
else_jump @MANSIO2_46819 
Car.Destroy(141@(50@,4i))
192@ = -1 

:MANSIO2_46819
jump @MANSIO2_46826 

:MANSIO2_46826
return 

:MANSIO2_46828
if 
  193@ == -1 
else_jump @MANSIO2_46848 
return 

:MANSIO2_46848
50@ = 1 
if 
  193@ > 0 
else_jump @MANSIO2_46911 
if 
   Car.Wrecked(141@(50@,4i))
else_jump @MANSIO2_46911 
193@ = -1 
Car.Destroy(141@(50@,4i))
return 

:MANSIO2_46911
0871: init_jump_table 193@ total_jumps 3 default_jump 0 @MANSIO2_47199 jumps 0 @MANSIO2_46974 1 @MANSIO2_47059 2 @MANSIO2_47136 -1 @MANSIO2_47199 -1 @MANSIO2_47199 -1 @MANSIO2_47199 -1 @MANSIO2_47199 

:MANSIO2_46974
141@(50@,4i) = Car.Create(#HYDRA, -1354.587, 6.2662, 13.1485)
0129: 134@ = create_actor_pedtype 25 model #ARMY in_car 141@(50@,4i) driverseat 
060B: set_actor 134@ decision_maker_to 180@ 
0770: unknown_actor 134@ flag 1 
05EB: assign_car 141@(50@,4i) to_path 211 
193@ += 1 
jump @MANSIO2_47199 

:MANSIO2_47059
if 
01AF:   car 141@(50@,4i) sphere 0 in_sphere -1456.356 501.1173 9.0078 radius 10.0 15.0 20.0 
else_jump @MANSIO2_47129 
242@(50@,4i) = 1 
193@ += 1 

:MANSIO2_47129
jump @MANSIO2_47199 

:MANSIO2_47136
if 
860E:   not car 141@(50@,4i) assigned_to_path 
else_jump @MANSIO2_47192 
186@ = 5 
176@ = Marker.CreateAboveActor(134@)
018B: set_marker 176@ radar_mode 2 
07BF: unknown_marker 176@ flag 1 
193@ = -1 

:MANSIO2_47192
jump @MANSIO2_47199 

:MANSIO2_47199
return 

:MANSIO2_47201
0871: init_jump_table 79@ total_jumps 5 default_jump 1 @MANSIO2_47285 jumps 0 @MANSIO2_47264 1 @MANSIO2_47264 2 @MANSIO2_47271 3 @MANSIO2_47264 4 @MANSIO2_47264 -1 @MANSIO2_47321 -1 @MANSIO2_47321 

:MANSIO2_47264
jump @MANSIO2_47321 

:MANSIO2_47271
gosub @MANSIO2_47461 
jump @MANSIO2_47321 

:MANSIO2_47285
0662: NOP "UNKNOWN_CONVERSATION_STATUS_ID" 
return 

:MANSIO2_47321
return 

:MANSIO2_47323
if 
003B:   84@ == 83@ // (int) 
else_jump @MANSIO2_47344 
return 

:MANSIO2_47344
50@ = 1 
88@(50@,3i) = 1 
03CF: load_wav 91@(84@,13i) as 50@ 
84@ += 1 
if 
003B:   84@ == 83@ // (int) 
else_jump @MANSIO2_47402 
return 

:MANSIO2_47402
50@ += 1 
if 
  50@ > 2 
else_jump @MANSIO2_47429 
return 

:MANSIO2_47429
88@(50@,3i) = 1 
03CF: load_wav 91@(84@,13i) as 50@ 
84@ += 1 
return 

:MANSIO2_47461
gosub @MANSIO2_48532 
if 
  79@ == 3 
else_jump @MANSIO2_47495 
gosub @MANSIO2_47729 
return 

:MANSIO2_47495
0871: init_jump_table 88@(78@,3i) total_jumps 4 default_jump 1 @MANSIO2_47696 jumps 0 @MANSIO2_47562 1 @MANSIO2_47571 2 @MANSIO2_47607 3 @MANSIO2_47664 -1 @MANSIO2_47727 -1 @MANSIO2_47727 -1 @MANSIO2_47727 

:MANSIO2_47562
return 
jump @MANSIO2_47727 

:MANSIO2_47571
if 
83D0:   not wav 78@ loaded 
else_jump @MANSIO2_47589 
return 

:MANSIO2_47589
88@(78@,3i) = 2 
jump @MANSIO2_47727 

:MANSIO2_47607
03D1: play_wav 78@ 
if 
  87@ == 1 
else_jump @MANSIO2_47644 
00BC: show_text_highpriority GXT 104@(82@,13s) time 10000 flag 1 

:MANSIO2_47644
88@(78@,3i) = 3 
return 
jump @MANSIO2_47727 

:MANSIO2_47664
if 
83D2:   not wav 78@ ended 
else_jump @MANSIO2_47682 
return 

:MANSIO2_47682
gosub @MANSIO2_47782 
jump @MANSIO2_47727 

:MANSIO2_47696
0662: NOP "UNKNOWN_AUDIO_SLOT_STATUS" 
return 

:MANSIO2_47727
return 

:MANSIO2_47729
50@ = 1 

:MANSIO2_47736
if 
  2 >= 50@ 
else_jump @MANSIO2_47773 
040D: unload_wav 50@ 
50@ += 1 
jump @MANSIO2_47736 

:MANSIO2_47773
gosub @MANSIO2_47911 
return 

:MANSIO2_47782
88@(78@,3i) = 0 
82@ += 1 
if 
003B:   82@ == 83@ // (int) 
else_jump @MANSIO2_47828 
gosub @MANSIO2_47911 
return 

:MANSIO2_47828
if 
001D:   83@ > 84@ // (int) 
else_jump @MANSIO2_47877 
88@(78@,3i) = 1 
03CF: load_wav 91@(84@,13i) as 78@ 
84@ += 1 

:MANSIO2_47877
78@ += 1 
if 
  78@ > 2 
else_jump @MANSIO2_47909 
78@ = 1 

:MANSIO2_47909
return 

:MANSIO2_47911
08BF: set 85@ bit 80@ 
80@ = 0 
79@ = 0 
81@ = 0 
78@ = 1 
82@ = 0 
83@ = 0 
84@ = 0 
50@ = 1 

:MANSIO2_47975
if 
  2 > 50@ 
else_jump @MANSIO2_48018 
88@(50@,3i) = 0 
50@ += 1 
jump @MANSIO2_47975 

:MANSIO2_48018
03EB: clear_small_messages_only 
0085: 86@ = 46@ // (int) 
86@ += 120 
return 

:MANSIO2_48037
if 
   not 79@ == 0 
else_jump @MANSIO2_48062 
gosub @MANSIO2_48221 

:MANSIO2_48062
if 
001D:   86@ > 46@ // (int) 
else_jump @MANSIO2_48083 
return 

:MANSIO2_48083
86@ = 0 
0085: 80@ = 81@ // (int) 
81@ = 0 
78@ = 1 
82@ = 0 
83@ = 0 
84@ = 0 
50@ = 1 

:MANSIO2_48140
if 
  2 > 50@ 
else_jump @MANSIO2_48183 
88@(50@,3i) = 0 
50@ += 1 
jump @MANSIO2_48140 

:MANSIO2_48183
gosub @MANSIO2_48250 
return 

:MANSIO2_48192
if 
   not 79@ == 1 
else_jump @MANSIO2_48212 
return 

:MANSIO2_48212
79@ = 2 
return 

:MANSIO2_48221
if 
  79@ == 0 
else_jump @MANSIO2_48241 
return 

:MANSIO2_48241
gosub @MANSIO2_47729 
return 

:MANSIO2_48250
0871: init_jump_table 80@ total_jumps 8 default_jump 1 @MANSIO2_48490 jumps 1 @MANSIO2_48378 2 @MANSIO2_48392 3 @MANSIO2_48406 4 @MANSIO2_48420 5 @MANSIO2_48434 6 @MANSIO2_48448 7 @MANSIO2_48462 
0872: jump_table_jumps 8 @MANSIO2_48476 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 -1 @MANSIO2_48516 

:MANSIO2_48378
gosub @MANSIO2_48789 
jump @MANSIO2_48516 

:MANSIO2_48392
gosub @MANSIO2_49003 
jump @MANSIO2_48516 

:MANSIO2_48406
gosub @MANSIO2_49550 
jump @MANSIO2_48516 

:MANSIO2_48420
gosub @MANSIO2_49596 
jump @MANSIO2_48516 

:MANSIO2_48434
gosub @MANSIO2_50209 
jump @MANSIO2_48516 

:MANSIO2_48448
gosub @MANSIO2_50255 
jump @MANSIO2_48516 

:MANSIO2_48462
gosub @MANSIO2_50301 
jump @MANSIO2_48516 

:MANSIO2_48476
gosub @MANSIO2_49810 
jump @MANSIO2_48516 

:MANSIO2_48490
0662: NOP "UNKNOWN_CONVERSATION" 
return 

:MANSIO2_48516
gosub @MANSIO2_47323 
79@ = 1 
return 

:MANSIO2_48532
0871: init_jump_table 80@ total_jumps 8 default_jump 0 @MANSIO2_48692 jumps 1 @MANSIO2_48660 2 @MANSIO2_48660 3 @MANSIO2_48660 4 @MANSIO2_48660 5 @MANSIO2_48660 6 @MANSIO2_48660 7 @MANSIO2_48660 
0872: jump_table_jumps 8 @MANSIO2_48660 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 -1 @MANSIO2_48692 

:MANSIO2_48660
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO2_48685 
79@ = 3 
return 

:MANSIO2_48685
jump @MANSIO2_48692 

:MANSIO2_48692
0871: init_jump_table 80@ total_jumps 2 default_jump 0 @MANSIO2_48787 jumps 1 @MANSIO2_48755 2 @MANSIO2_48755 -1 @MANSIO2_48787 -1 @MANSIO2_48787 -1 @MANSIO2_48787 -1 @MANSIO2_48787 -1 @MANSIO2_48787 

:MANSIO2_48755
if 
   Actor.Dead(130@)
else_jump @MANSIO2_48780 
79@ = 3 
return 

:MANSIO2_48780
jump @MANSIO2_48787 

:MANSIO2_48787
return 

:MANSIO2_48789
50@ = 0 
04AF: 91@(50@,13i) = 24000 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_AA'  // ~z~Keine Einladung zur Hauseinweihung?
50@ += 1 
04AF: 91@(50@,13i) = 24001 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_AB'  // ~z~Ich wusste, dass du trotzdem kommen wrdest.
50@ += 1 
04AF: 91@(50@,13i) = 24002 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_AC'  // ~z~Ja, aber darum geht's jetzt nicht.
50@ += 1 
04AF: 91@(50@,13i) = 24003 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_AD'  // ~z~Ich sag dir unterwegs, was Sache ist, steig ein.
50@ += 1 
if 
  50@ > 13 
else_jump @MANSIO2_48993 
0662: NOP "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_48993
0085: 83@ = 50@ // (int) 
return 

:MANSIO2_49003
50@ = 0 
04AF: 91@(50@,13i) = 24004 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_BA'  // ~z~Wie lange wird das dauern?
50@ += 1 
04AF: 91@(50@,13i) = 24005 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_BB'  // ~z~Ich muss mich um meinen eigenen Schei kmmern.
50@ += 1 
04AF: 91@(50@,13i) = 24006 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_BC'  // ~z~Mchtest du deinen Bruder diese Woche sehen?
50@ += 1 
04AF: 91@(50@,13i) = 24007 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_BD'  // ~z~Okay, was muss ich machen?
50@ += 1 
04AF: 91@(50@,13i) = 24008 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_BE'  // ~z~Du sollst einfach einen Militrjet von einem amphibischen Mehrzweckangriffsschiff stehlen
50@ += 1 
04AF: 91@(50@,13i) = 24009 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_BF'  // ~z~und damit eine Flottille von Spionageschiffen zerstren. Sonst nichts.
50@ += 1 
04AF: 91@(50@,13i) = 24010 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_BG'  // ~z~Oh, Mann, du verarschst mich doch!
50@ += 1 
04AF: 91@(50@,13i) = 24011 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_BH'  // ~z~Wrde ich dich je verarschen, Carl?
50@ += 1 
04AF: 91@(50@,13i) = 24012 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_BJ'  // ~z~Da ist ein Boot.
50@ += 1 
04AF: 91@(50@,13i) = 24013 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_BK'  // ~z~Alles, was du an Ausrstung brauchst, ist an Bord. Anweisungen bekommst du unterwegs.
50@ += 1 
04AF: 91@(50@,13i) = 24014 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_BL'  // ~z~Diesmal komm ich nicht wieder zurck, oder?
50@ += 1 
04AF: 91@(50@,13i) = 24015 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_BM'  // ~z~Doch, wirst du. Sei nicht-- Nimm dieses Headset. Vertrau mir, wenn du alles so machst, wie ich es dir sage,
50@ += 1 
04AF: 91@(50@,13i) = 24016 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_BN'  // ~z~bist du gleich wieder zu Hause, und hast sogar Zeit, dir einen blasen zu lassen, bevor du ins Bettchen gehst.
50@ += 1 
if 
  50@ > 13 
else_jump @MANSIO2_49540 
0662: NOP "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_49540
0085: 83@ = 50@ // (int) 
return 

:MANSIO2_49550
50@ = 0 
04AF: 91@(50@,13i) = 24017 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_CA'  // ~z~Okay Carl, das Schiff liegt in der Hunters Point Naval Shipyard Base.
83@ = 1 
return 

:MANSIO2_49596
50@ = 0 
04AF: 91@(50@,13i) = 24018 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_DA'  // ~z~Du musst hintenrum rein, und niemand darf dich sehen.
50@ += 1 
04AF: 91@(50@,13i) = 24019 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_DB'  // ~z~Sobald du drin bist, kann ich dir nicht mehr helfen.
50@ += 1 
04AF: 91@(50@,13i) = 24020 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_DC'  // ~z~Kannst du mir jetzt helfen?
50@ += 1 
04AF: 91@(50@,13i) = 24021 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_DD'  // ~z~h, nein. Eigentlich nicht.
50@ += 1 
if 
  50@ > 13 
else_jump @MANSIO2_49800 
0662: NOP "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_49800
0085: 83@ = 50@ // (int) 
return 

:MANSIO2_49810
50@ = 0 
04AF: 91@(50@,13i) = 24030 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_FA'  // ~z~Siehst du? Pipifax!
50@ += 1 
04AF: 91@(50@,13i) = 24031 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_FB'  // ~z~Du Wichser, Toreno! So was will ich nie wieder durchmachen!
50@ += 1 
04AF: 91@(50@,13i) = 24032 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_FC'  // ~z~Ich glaub, ich kotz...
50@ += 1 
04AF: 91@(50@,13i) = 24033 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_FD'  // ~z~Fngst du gleich an zu weinen? Willst du noch Kse? Kse zur Wein...erei, mein ich? Vergiss es, du warst fantastisch!
50@ += 1 
04AF: 91@(50@,13i) = 24034 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_FE'  // ~z~Langsam hab ich sogar den Verdacht, dass der kleine Carl ein Doppelagent sein knnte. Oooh.
50@ += 1 
04AF: 91@(50@,13i) = 24035 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_FF'  // ~z~Halt's Maul, Toreno! Wohin mit dem Ding?
50@ += 1 
04AF: 91@(50@,13i) = 24036 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_FG'  // ~z~Welches Ding? Ich habe keine Ahnung - du hast es doch geklaut. Ich hab nichts damit zu tun, wei nicht mal wovon du redest. Man sieht sich.
50@ += 1 
04AF: 91@(50@,13i) = 24037 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_FK'  // ~z~Toreno? TORENO!
50@ += 1 
04AF: 91@(50@,13i) = 24038 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_FL'  // ~z~SCHEISSE!
50@ += 1 
if 
  50@ > 13 
else_jump @MANSIO2_50199 
0662: NOP "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_50199
0085: 83@ = 50@ // (int) 
return 

:MANSIO2_50209
50@ = 0 
04AF: 91@(50@,13i) = 24022 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_EA'  // ~z~Siehst du? Was hab ich dir gesagt? Es war ein Kinderspiel!
83@ = 1 
return 

:MANSIO2_50255
50@ = 0 
04AF: 91@(50@,13i) = 24023 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_EB'  // ~z~Gestohlenes Flugzeug - machen Sie sich darauf gefasst, atomisiert zu werden!
83@ = 1 
return 

:MANSIO2_50301
50@ = 0 
04AF: 91@(50@,13i) = 24024 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_EC'  // ~z~Hast du das gehrt?
50@ += 1 
04AF: 91@(50@,13i) = 24025 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_EE'  // ~z~'Atomisiert'? Bldsinn. Schei drauf. Wenn sie auf dich schieen, ist das ein internationaler Zwischenfall.
50@ += 1 
04AF: 91@(50@,13i) = 24026 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_EF'  // ~z~Du bist kein britischer Panzer, also sollte dir nichts passieren.
50@ += 1 
04AF: 91@(50@,13i) = 24027 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_EG'  // ~z~Wirklich?
50@ += 1 
04AF: 91@(50@,13i) = 24028 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_EH'  // ~z~Na ja, wahrscheinlich.
50@ += 1 
04AF: 91@(50@,13i) = 24029 // @ = any 
05AA: 104@(50@,13s) = 'MAN2_EJ'  // ~z~Jetzt los zu der Flottille, versenk die Wichser!
50@ += 1 
if 
  50@ > 13 
else_jump @MANSIO2_50579 
0662: NOP "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_50579
0085: 83@ = 50@ // (int) 
return 

:MANSIO2_50589
if 
0736:   NOP_false 32 
else_jump @MANSIO2_50638 
47@ += 1 
if 
  47@ > 2 
else_jump @MANSIO2_50636 
47@ = 0 

:MANSIO2_50636
086A: NOP 

:MANSIO2_50638
if 
  47@ == 1 
else_jump @MANSIO2_50765 
008A: $7943 = 34@ // (int) 
008A: $7944 = 35@ // (int) 
008A: $7945 = 46@ // (int) 
$7946 = 0 
$7947 = 0 
$7948 = 0 
$7949 = 0 
$7950 = 0 
065D: NOP $7943 "M_STAGE" 
065D: NOP $7944 "M_GOALS" 
065D: NOP $7945 "M_MISSION_TIMER" 

:MANSIO2_50765
if 
  47@ == 2 
else_jump @MANSIO2_50783 

:MANSIO2_50783
if 
0736:   NOP_false 98 
else_jump @MANSIO2_50805 
38@ = 1 

:MANSIO2_50805
if 
0736:   NOP_false 80 
else_jump @MANSIO2_50893 
if 
  39@ == 0 
else_jump @MANSIO2_50868 
39@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @MANSIO2_50893 

:MANSIO2_50868
39@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:MANSIO2_50893
return 

:MANSIO2_50895
if 
8736:   not NOP_false 74 
else_jump @MANSIO2_50912 
return 

:MANSIO2_50912
if 
  34@ == 3 
else_jump @MANSIO2_50987 
0395: clear_area 0 at 220@ 221@ 222@ radius 50.0 
Actor.PutAt($PLAYER_ACTOR, -1460.192, 513.4575, 2.003)
Actor.Angle($PLAYER_ACTOR) = 270.0
gosub @MANSIO2_51214 
return 

:MANSIO2_50987
if and
  34@ == 4 
  35@ > 1 
  8 > 35@ 
else_jump @MANSIO2_51028 
35@ = 8 
return 

:MANSIO2_51028
if and
  34@ == 5 
  35@ == 1 
else_jump @MANSIO2_51139 
0395: clear_area 0 at -1403.146 509.5356 17.2266 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, -1403.146, 509.5356, 17.2266)
Actor.Angle($PLAYER_ACTOR) = 78.0
09E4: enable_aircraftcarrier_sam 0 
238@ = 1 
229@ = 1 
Marker.Disable(165@)
35@ = 6 
return 

:MANSIO2_51139
return 

:MANSIO2_51141
41@ += 1 
if 
  41@ > 9 
else_jump @MANSIO2_51173 
41@ = 0 

:MANSIO2_51173
return 

:MANSIO2_51175
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 46@ += 44@ // (int) 
return 

:MANSIO2_51214
34@ += 1 
35@ = 0 
32@ = 0 
33@ = 0 
return 

:MANSIO2_51244
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:MANSIO2_51266
if 
fading 
else_jump @MANSIO2_51290 
wait 0 
jump @MANSIO2_51266 

:MANSIO2_51290
select_interior 5 
02E4: load_cutscene_data 'BHILL2' 

:MANSIO2_51305
if 
86B9:   not cutscene_data_loaded 
else_jump @MANSIO2_51329 
wait 0 
jump @MANSIO2_51305 

:MANSIO2_51329
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:MANSIO2_51346
if 
82E9:   not cutscene_reached_end 
else_jump @MANSIO2_51370 
wait 0 
jump @MANSIO2_51346 

:MANSIO2_51370
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:MANSIO2_51384
if 
fading 
else_jump @MANSIO2_51408 
wait 0 
jump @MANSIO2_51384 

:MANSIO2_51408
02EA: end_cutscene 
select_interior 0 
return 

:MANSIO2_51416
34@ = 0 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False

:MANSIO2_51434
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @MANSIO2_51461 
wait 0 
jump @MANSIO2_51434 

:MANSIO2_51461
gosub @MANSIO2_51787 
gosub @MANSIO2_52070 
gosub @MANSIO2_52114 
48@ = 0 

:MANSIO2_51489
183@(48@,6i) = -1 
269@(48@,6i) = 0 
275@(48@,6i) = 0 
48@ += 1 
  48@ >= 6 
else_jump @MANSIO2_51489 
48@ = 0 

:MANSIO2_51550
189@(48@,2i) = -1 
281@(48@,2i) = 0 
48@ += 1 
  48@ >= 2 
else_jump @MANSIO2_51550 
06D0: enable_emergency_traffic 0 
03C7: set_sensitivity_to_crime 0.0 
213@ = 0 
0395: clear_area 1 at 1248.681 -807.9187 83.1484 radius 100.0 
Camera.SetAtPos(1248.681, -807.9187, 83.1484)
Actor.PutAt($PLAYER_ACTOR, 1246.016, -803.2319, 83.1484)
Actor.Angle($PLAYER_ACTOR) = 180.0
Camera.SetBehindPlayer
00C0: set_current_time_hours_to 8 minutes_to 0 
wait 2000 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 // see ped.dat 
09E4: enable_aircraftcarrier_sam 1 
Object.Destroy($5290)
Object.Destroy($5291)
Object.Destroy($5292)
09FF: set_restart_closest_to 1250.65 -785.9349 89.2412 
gosub @MANSIO2_51214 
return 

:MANSIO2_51787
Model.Load(#WASHING)
Model.Load(#SQUALO)
Model.Load(#HYDRA)
Model.Load(#TROPIC)
Model.Load(#LAUNCH)
Model.Load(#FORKLIFT)
Model.Load(#ARMY)
Model.Load(#WMYMECH)
023C: load_special_actor 'TORINO' as 1 // models 290-299 
Model.Load(#SILENCED)
Model.Load(#KNIFECUR)
Model.Load(#M4)
Model.Load(#CARRIER_LIFT1_SFSE)
Model.Load(#CARRIER_LIFT2_SFSE)
Model.Load(#CARRIER_DOOR_SFSE)
Model.Load(#MISSILE_07_SFXR)
Model.Load(#KMB_KEYPAD)
038B: load_requested_models 

:MANSIO2_51878
if or
   not Model.Available(#WASHING)
   not Model.Available(#SQUALO)
   not Model.Available(#HYDRA)
   not Model.Available(#TROPIC)
   not Model.Available(#LAUNCH)
   not Model.Available(#FORKLIFT)
else_jump @MANSIO2_51930 
wait 0 
jump @MANSIO2_51878 

:MANSIO2_51930
if or
   not Model.Available(#ARMY)
   not Model.Available(#WMYMECH)
else_jump @MANSIO2_51961 
wait 0 
jump @MANSIO2_51930 

:MANSIO2_51961
if 
823D:   not special_actor 1 loaded 
else_jump @MANSIO2_51987 
wait 0 
jump @MANSIO2_51961 

:MANSIO2_51987
if or
   not Model.Available(#SILENCED)
   not Model.Available(#KNIFECUR)
   not Model.Available(#M4)
else_jump @MANSIO2_52024 
wait 0 
jump @MANSIO2_51987 

:MANSIO2_52024
if or
   not Model.Available(#CARRIER_LIFT1_SFSE)
   not Model.Available(#CARRIER_LIFT2_SFSE)
   not Model.Available(#CARRIER_DOOR_SFSE)
   not Model.Available(#MISSILE_07_SFXR)
   not Model.Available(#KMB_KEYPAD)
else_jump @MANSIO2_52068 
wait 0 
jump @MANSIO2_52024 

:MANSIO2_52068
return 

:MANSIO2_52070
04ED: load_animation "CASINO" 

:MANSIO2_52080
if 
84EE:   not animation "CASINO" loaded 
else_jump @MANSIO2_52112 
wait 0 
jump @MANSIO2_52080 

:MANSIO2_52112
return 

:MANSIO2_52114
07C0: load_path 208 
07C0: load_path 209 
07C0: load_path 211 

:MANSIO2_52129
if or
87C1:   not path 208 available 
87C1:   not path 209 available 
87C1:   not path 211 available 
else_jump @MANSIO2_52166 
wait 0 
jump @MANSIO2_52129 

:MANSIO2_52166
return 

:MANSIO2_52168
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 6 default_jump 0 @MANSIO2_52387 jumps 1 @MANSIO2_52249 2 @MANSIO2_52272 3 @MANSIO2_52295 4 @MANSIO2_52318 5 @MANSIO2_52341 6 @MANSIO2_52364 -1 @MANSIO2_52387 

:MANSIO2_52249
00BC: show_text_highpriority GXT 'MAN2_80' time 5000 flag 1  // ~r~Torenos Auto ist zerstrt.
jump @MANSIO2_52387 

:MANSIO2_52272
00BC: show_text_highpriority GXT 'MAN2_81' time 5000 flag 1  // ~r~Toreno ist tot.
jump @MANSIO2_52387 

:MANSIO2_52295
00BC: show_text_highpriority GXT 'MAN2_82' time 5000 flag 1  // ~r~Es sind keine Jets mehr auf dem Flugzeugtrger.
jump @MANSIO2_52387 

:MANSIO2_52318
00BC: show_text_highpriority GXT 'MAN2_83' time 5000 flag 1  // ~r~Jet zerstrt.
jump @MANSIO2_52387 

:MANSIO2_52341
00BC: show_text_highpriority GXT 'MAN2_84' time 5000 flag 1  // ~r~Du hast es nicht geschafft, in den Flugzeugtrger zu gelangen.
jump @MANSIO2_52387 

:MANSIO2_52364
00BC: show_text_highpriority GXT 'MAN2_ZZ' time 5000 flag 1  // ~r~Du hast es nicht geschafft, die Hydra zu klauen!
jump @MANSIO2_52387 

:MANSIO2_52387
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MANSIO2_52417 
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0555: remove_weapon 4 from_actor $PLAYER_ACTOR 

:MANSIO2_52417
return 

:MANSIO2_52419
01E3: show_text_1number_styled GXT 'M_PASS' number 50000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 50000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
0318: set_latest_mission_passed 'MAN_2'  // Vertical Bird
030C: progress_made += 1 
0629: change_integer_stat 308 to 1 
00BC: show_text_highpriority GXT 'MAN2_34' time 7000 flag 1  // ~s~Die Hydra wird nun immer in diesem Hangar verfgbar sein.
$MANSION_TOTAL_PASSED_MISSIONS += 1 
$2873 = Pickup.Create(#ROCKETLA, 15, -686.0, 934.0, 13.5)
$2874 = Pickup.Create(#HEATSEEK, 15, -690.0, 934.0, 13.5)
$2875 = Pickup.Create(#MINIGUN, 15, -690.0, 939.0, 13.5)
$2876 = Pickup.Create(#FLAME, 15, -686.0, 939.0, 13.5)
014C: set_parked_car_generator $PARKED_PLANES[8] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[9] cars_to_generate_to 101 
014C: set_parked_car_generator $5181 cars_to_generate_to 101 
014C: set_parked_car_generator $5182 cars_to_generate_to 101 
return 

:MANSIO2_52634
if 
  286@ == 1 
else_jump @MANSIO2_52667 
097B: play_audio_at_object 159@ event 1129 
286@ = 0 

:MANSIO2_52667
if 
  288@ == 1 
else_jump @MANSIO2_52700 
097B: play_audio_at_object 158@ event 1129 
288@ = 0 

:MANSIO2_52700
if 
  287@ == 1 
else_jump @MANSIO2_52733 
097B: play_audio_at_object 157@ event 1129 
287@ = 0 

:MANSIO2_52733
if 
  289@ == 1 
else_jump @MANSIO2_52778 
097A: play_audio_at 0.0 0.0 0.0 event 1162 
289@ = 0 

:MANSIO2_52778
Car.RemoveReferences(139@)
Car.RemoveReferences(140@)
Car.RemoveReferences(153@)
Actor.RemoveReferences(130@)
Object.RemoveReferences(157@)
Object.RemoveReferences(158@)
Object.RemoveReferences(159@)
Object.RemoveReferences(160@)
48@ = 0 

:MANSIO2_52825
Car.RemoveReferences(141@(48@,4i))
48@ += 1 
  48@ >= 4 
else_jump @MANSIO2_52825 
48@ = 0 

:MANSIO2_52862
Car.RemoveReferences(146@(48@,3i))
48@ += 1 
  48@ >= 3 
else_jump @MANSIO2_52862 
48@ = 0 

:MANSIO2_52899
Car.RemoveReferences(149@(48@,4i))
48@ += 1 
  48@ >= 4 
else_jump @MANSIO2_52899 
48@ = 0 

:MANSIO2_52936
Car.RemoveReferences(154@(48@,3i))
48@ += 1 
  48@ >= 3 
else_jump @MANSIO2_52936 
48@ = 0 

:MANSIO2_52973
Actor.RemoveReferences(131@(48@,6i))
48@ += 1 
  48@ >= 6 
else_jump @MANSIO2_52973 
Marker.Disable(164@)
Marker.Disable(165@)
Marker.Disable(179@)
48@ = 0 

:MANSIO2_53025
Marker.Disable(166@(48@,3i))
48@ += 1 
  48@ >= 3 
else_jump @MANSIO2_53025 
48@ = 0 

:MANSIO2_53062
Marker.Disable(169@(48@,4i))
48@ += 1 
  48@ >= 4 
else_jump @MANSIO2_53062 
48@ = 0 

:MANSIO2_53099
Marker.Disable(173@(48@,6i))
48@ += 1 
  48@ >= 6 
else_jump @MANSIO2_53099 
03E6: remove_text_box 
04EF: release_animation "CASINO" 
Model.Destroy(#WASHING)
Model.Destroy(#SQUALO)
Model.Destroy(#HYDRA)
Model.Destroy(#TROPIC)
Model.Destroy(#LAUNCH)
Model.Destroy(#FORKLIFT)
Model.Destroy(#ARMY)
Model.Destroy(#WMYMECH)
Model.Destroy(#SILENCED)
Model.Destroy(#KNIFECUR)
Model.Destroy(#M4)
Model.Destroy(#CARRIER_LIFT1_SFSE)
Model.Destroy(#CARRIER_LIFT2_SFSE)
Model.Destroy(#CARRIER_DOOR_SFSE)
Model.Destroy(#MISSILE_07_SFXR)
Model.Destroy(#KMB_KEYPAD)
Model.Destroy(#ROCKETLA)
Model.Destroy(#HEATSEEK)
Model.Destroy(#MINIGUN)
Model.Destroy(#FLAME)
0296: unload_special_actor 1 
0873: release_path 208 
0873: release_path 209 
0873: release_path 211 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
0923: enable_air_traffic 1 
01B7: release_weather 
0A24: enable_military_zones_wanted_level 0 
09E4: enable_aircraftcarrier_sam 1 
09D7: unknown_player $PLAYER_CHAR flag 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO2_53327 
094F: unknown_actor $PLAYER_ACTOR 

:MANSIO2_53327
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$5290 = Object.Init(#CARRIER_DOOR_SFSE, -1465.797, 501.289, 1.145)
Object.ToggleInMovingList($5290) = False
Object.Indestructibility($5290) = False
Object.SetImmunities($5290, 1, 1, 1, 1, 1)
Object.RemoveFromMissionCleanupList($5290)
$5291 = Object.Init(#CARRIER_LIFT2_SFSE, -1414.453, 516.453, 16.688)
Object.ToggleInMovingList($5291) = False
Object.Indestructibility($5291) = False
Object.SetImmunities($5291, 1, 1, 1, 1, 1)
Object.RemoveFromMissionCleanupList($5291)
$5292 = Object.Init(#CARRIER_LIFT1_SFSE, -1456.719, 501.297, 16.953)
Object.ToggleInMovingList($5292) = False
Object.Indestructibility($5292) = False
Object.SetImmunities($5292, 1, 1, 1, 1, 1)
Object.RemoveFromMissionCleanupList($5292)
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 104---------------
// Originally: Home Coming

:MANSIO3
thread 'MANSIO3' 
gosub @MANSIO3_47 
if 
wasted_or_busted 
else_jump @MANSIO3_38 
gosub @MANSIO3_6722 

:MANSIO3_38
gosub @MANSIO3_6948 
end_thread 

:MANSIO3_47
054C: use_GXT_table 'MAN_3' 
0A20: unknown_player $PLAYER_CHAR flag 1 
08A3: update_respect_while_on_mission 1 
0169: set_fade_color_RGB 0 0 0 
increment_mission_attempts 
$ONMISSION = 1 
82@ = 2 
wait 0 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:MANSIO3_125
if 
fading 
else_jump @MANSIO3_149 
wait 0 
jump @MANSIO3_125 

:MANSIO3_149
set_weather 1 
select_interior 5 
02E4: load_cutscene_data 'BHILL3A' 

:MANSIO3_168
if 
86B9:   not cutscene_data_loaded 
else_jump @MANSIO3_192 
wait 0 
jump @MANSIO3_168 

:MANSIO3_192
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:MANSIO3_209
if 
82E9:   not cutscene_reached_end 
else_jump @MANSIO3_233 
wait 0 
jump @MANSIO3_209 

:MANSIO3_233
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:MANSIO3_247
if 
fading 
else_jump @MANSIO3_271 
wait 0 
jump @MANSIO3_247 

:MANSIO3_271
02EA: end_cutscene 
select_interior 0 
01B7: release_weather 
Model.Load(#VINCENT)
Model.Load(#BMYDRUG)
Model.Load(#FAM2)
Model.Load(#AK47)
Model.Load(#WMYDRUG)
04ED: load_animation "GANGS" 
04ED: load_animation "CRACK" 
07C0: load_path 488 
08A9: load_external_script 19 (DEALER) 
038B: load_requested_models 

:MANSIO3_330
if or
   not Model.Available(#VINCENT)
823D:   not special_actor 1 loaded 
   not Model.Available(#FAM2)
else_jump @MANSIO3_365 
wait 0 
jump @MANSIO3_330 

:MANSIO3_365
if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CRACK" loaded 
   not Model.Available(#BMYDRUG)
else_jump @MANSIO3_409 
wait 0 
jump @MANSIO3_365 

:MANSIO3_409
if or
88AB:   not external_script 19 (DEALER) loaded 
87C1:   not path 488 available 
   not Model.Available(#AK47)
   not Model.Available(#WMYDRUG)
else_jump @MANSIO3_449 
wait 0 
jump @MANSIO3_409 

:MANSIO3_449
04E4: unknown_refresh_game_renderer_at 1251.541 -808.7633 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 0 density_to 40 
08A3: update_respect_while_on_mission 0 
52@ = Actor.Create(CivMale, #BMYDRUG, 2488.617, -1671.536, -10.0)
0913: run_external_script 19 (DEALER) 52@  
018A: 56@ = create_checkpoint_at 2514.461 -1674.104 12.6425 
018A: 57@ = create_checkpoint_at 1521.252 -1673.336 12.5607 
018B: set_marker 56@ radar_mode 0 
018B: set_marker 57@ radar_mode 3 
0395: clear_area 1 at 1245.049 -811.1318 83.1477 radius 10.0 
60@ = Car.Create(#VINCENT, 1245.049, -811.1318, 83.1477)
0229: set_car 60@ primary_color_to 0 secondary_color_to 0 
Car.Angle(60@) = 181.4888
0423: set_car 60@ improved_handling_to 2.0 // (float) 
Actor.PutAt($PLAYER_ACTOR, 1251.541, -808.7633, 83.1484)
Actor.Angle($PLAYER_ACTOR) = 109.0044
018A: 79@ = create_checkpoint_at 2485.527 -1668.528 12.3438 
018B: set_marker 79@ radar_mode 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0A0B: set_rendering_origin_at_3D_coord 1251.541 -808.7633 83.1484 angle 109.0044 
gosub @MANSIO3_7345 
00BC: show_text_highpriority GXT 'MAN3_01' time 7000 flag 1  // ~s~Hol Sweet vom ~y~Polizeirevier~s~ ab.

:MANSIO3_763
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO3_5468 
wait 0 
if 
0736:   NOP_false 83 
else_jump @MANSIO3_805 
jump @MANSIO3_6740 

:MANSIO3_805
gosub @MANSIO3_7378 
gosub @MANSIO3_7833 
if 
  64@ == 0 
else_jump @MANSIO3_1823 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSIO3_877 
61@ = Actor.Car($PLAYER_ACTOR)
01EA: 62@ = car 61@ max_passengers 
01E9: 84@ = car 61@ num_passengers 

:MANSIO3_877
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1521.194 -1671.913 12.5625 radius 3.0 3.0 3.0 
else_jump @MANSIO3_1823 
if 
  62@ == 0 
else_jump @MANSIO3_959 
00BC: show_text_highpriority GXT 'MAN3_19' time 3000 flag 1  // ~s~Besorg ein greres Fahrzeug!

:MANSIO3_959
if 
003B:   84@ == 62@ // (int) 
else_jump @MANSIO3_1043 
if or
04A9:   actor $PLAYER_ACTOR driving_heli 
   Actor.DrivingPlane($PLAYER_ACTOR)
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @MANSIO3_1027 
00BC: show_text_highpriority GXT 'MAN3_69' time 3000 flag 1  // Das Fahrzeug ist zu voll. Es ist kein Platz fr Sweet!
jump @MANSIO3_1043 

:MANSIO3_1027
00BC: show_text_highpriority GXT 'MAN3_34' time 3000 flag 1  // Das Auto ist zu voll, fr Sweet ist kein Platz mehr!

:MANSIO3_1043
if and
  62@ > 0 
803B:   not  84@ == 62@ // (int) 
else_jump @MANSIO3_1823 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSIO3_1807 
Player.CanMove($PLAYER_CHAR) = False
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSIO3_1131 
$TEMPVAR_ACTOR_CAR = Actor.Car($PLAYER_ACTOR)
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:MANSIO3_1131
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:MANSIO3_1153
if 
fading 
else_jump @MANSIO3_1177 
wait 0 
jump @MANSIO3_1153 

:MANSIO3_1177
Player.MakeSafe($PLAYER_CHAR)
if 
   not Car.Wrecked(60@)
else_jump @MANSIO3_1251 
if 
01AF:   car 60@ sphere 0 in_sphere 1542.73 -1675.697 12.5551 radius 15.0 15.0 15.0 
else_jump @MANSIO3_1251 
Car.Destroy(60@)

:MANSIO3_1251
0395: clear_area 1 at 1542.73 -1675.697 12.5551 radius 60.0 
02E4: load_cutscene_data 'BHILL3B' 

:MANSIO3_1286
if 
86B9:   not cutscene_data_loaded 
else_jump @MANSIO3_1310 
wait 0 
jump @MANSIO3_1286 

:MANSIO3_1310
02E7: start_cutscene 
fade 1 1000 

:MANSIO3_1319
if 
82E9:   not cutscene_reached_end 
else_jump @MANSIO3_1343 
wait 0 
jump @MANSIO3_1319 

:MANSIO3_1343
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:MANSIO3_1358
if 
fading 
else_jump @MANSIO3_1382 
wait 0 
jump @MANSIO3_1358 

:MANSIO3_1382
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSIO3_1434 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @MANSIO3_1434 
Car.PutAt($TEMPVAR_ACTOR_CAR, 1521.194, -1671.913, 12.5625)

:MANSIO3_1434
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @MANSIO3_1518 
09DD: unknown_player_group 1 
01C8: $ACTOR_SWEET = create_actor_pedtype 25 model #SPECIAL01 in_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
Actor.Health($ACTOR_SWEET) = 700
08AF: set_actor $ACTOR_SWEET max_health_to 700 
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
Actor.WeaponAccuracy($ACTOR_SWEET) = 90

:MANSIO3_1518
if and
   not Actor.Dead($ACTOR_SWEET)
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO3_1593 
if 
   not Actor.InCar($PLAYER_ACTOR, $TEMPVAR_ACTOR_CAR)
else_jump @MANSIO3_1571 
036A: put_actor $PLAYER_ACTOR in_car $TEMPVAR_ACTOR_CAR 

:MANSIO3_1571
58@ = Marker.CreateAboveActor($ACTOR_SWEET)
07E0: set_marker 58@ type_to 1 
018B: set_marker 58@ radar_mode 0 

:MANSIO3_1593
33@ = 0 
018B: set_marker 56@ radar_mode 3 
018B: set_marker 57@ radar_mode 0 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_1642 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:MANSIO3_1642
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
72@ = Actor.Angle($PLAYER_ACTOR)
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @MANSIO3_1779 
if and
  72@ > 90.0 
  270.0 > 72@ 
else_jump @MANSIO3_1747 
0A0B: set_rendering_origin_at_3D_coord 1521.194 -1671.913 12.5625 angle 180.0 
Car.Angle($TEMPVAR_ACTOR_CAR) = 180.0
jump @MANSIO3_1779 

:MANSIO3_1747
0A0B: set_rendering_origin_at_3D_coord 1521.194 -1671.913 12.5625 angle 0.0 
Car.Angle($TEMPVAR_ACTOR_CAR) = 0.0

:MANSIO3_1779
gosub @MANSIO3_7345 
59@ = 1 
64@ = 1 
jump @MANSIO3_1823 

:MANSIO3_1807
00BC: show_text_highpriority GXT 'MAN3_08' time 4000 flag 1  // Du brauchst ein Fahrzeug, um Sweet abzuholen.

:MANSIO3_1823
if 
   not 59@ == 0 
else_jump @MANSIO3_2226 
if and
  33@ > 1000 
  59@ == 1 
else_jump @MANSIO3_1949 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @MANSIO3_1890 
0A09: set_actor $ACTOR_RYDER muted 1 // versionB 

:MANSIO3_1890
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO3_1913 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:MANSIO3_1913
05AA: 86@s = 'MAN3_AA'  // ~z~Eines musst du verstehen, hier ist jetzt ganz schn die Scheie am Laufen, Alter.
04AF: 83@ = 24200 // @ = any 
gosub @MANSIO3_7813 
59@ = 2 

:MANSIO3_1949
if and
  82@ == 2 
  59@ == 2 
else_jump @MANSIO3_2010 
05AA: 86@s = 'MAN3_AB'  // ~z~Ja.
04AF: 83@ = 24201 // @ = any 
gosub @MANSIO3_7813 
59@ = 3 

:MANSIO3_2010
if and
  82@ == 2 
  59@ == 3 
else_jump @MANSIO3_2071 
05AA: 86@s = 'MAN3_AC'  // ~z~Das, wonach du dich gesehnt hast, gibt's hier nicht mehr.
04AF: 83@ = 24202 // @ = any 
gosub @MANSIO3_7813 
59@ = 4 

:MANSIO3_2071
if and
  82@ == 2 
  59@ == 4 
else_jump @MANSIO3_2132 
05AA: 86@s = 'MAN3_AD'  // ~z~Bring mich einfach zu Moms Haus.
04AF: 83@ = 24203 // @ = any 
gosub @MANSIO3_7813 
59@ = 5 

:MANSIO3_2132
if and
  82@ == 2 
  59@ == 5 
else_jump @MANSIO3_2226 
00BC: show_text_highpriority GXT 'MAN3_05' time 7000 flag 1  // ~s~Fahr Sweet zur ~y~Grove Street~s~.
59@ = 0 
if 
   not Actor.Dead($ACTOR_RYDER)
else_jump @MANSIO3_2203 
0A09: set_actor $ACTOR_RYDER muted 0 // versionB 

:MANSIO3_2203
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO3_2226 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:MANSIO3_2226
if or
  64@ == 1 
  64@ == 2 
else_jump @MANSIO3_3847 
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_2290 
00BC: show_text_highpriority GXT 'MAN3_11' time 4000 flag 1  // ~r~Sweet wurde gettet.
jump @MANSIO3_6722 

:MANSIO3_2290
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_2320 
Actor.StorePos($ACTOR_SWEET, 53@, 54@, 55@)

:MANSIO3_2320
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 53@ 54@ 55@ radius 30.0 30.0 30.0 
else_jump @MANSIO3_2421 
018B: set_marker 58@ radar_mode 0 
018B: set_marker 56@ radar_mode 3 
if 
86EE:   not actor $ACTOR_SWEET in_group $PLAYER_GROUP 
else_jump @MANSIO3_2407 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:MANSIO3_2407
64@ = 1 
jump @MANSIO3_2482 

:MANSIO3_2421
00BC: show_text_highpriority GXT 'MAN3_03' time 4000 flag 1  // ~s~Du hast ~b~Sweet~s~ verloren. Du musst zurck, ihn holen.
018B: set_marker 58@ radar_mode 3 
018B: set_marker 56@ radar_mode 0 
if 
06EE:   actor $ACTOR_SWEET in_group $PLAYER_GROUP 
else_jump @MANSIO3_2475 
06C9: remove_actor $ACTOR_SWEET from_group 

:MANSIO3_2475
64@ = 2 

:MANSIO3_2482
if 
  64@ == 1 
else_jump @MANSIO3_3847 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2514.461 -1674.104 12.6425 radius 4.0 4.0 4.0 
else_jump @MANSIO3_3847 
Player.CanMove($PLAYER_CHAR) = False
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSIO3_2594 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:MANSIO3_2594
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:MANSIO3_2609
if 
fading 
else_jump @MANSIO3_2633 
wait 0 
jump @MANSIO3_2609 

:MANSIO3_2633
Player.MakeSafe($PLAYER_CHAR)
if 
   not Car.Wrecked(60@)
else_jump @MANSIO3_2756 
if 
01AF:   car 60@ sphere 0 in_sphere 2492.889 -1666.564 12.3438 radius 15.0 15.0 15.0 
else_jump @MANSIO3_2756 
0395: clear_area 1 at 2482.994 -1653.609 12.461 radius 10.0 
Car.PutAt(60@, 2482.994, -1653.609, 12.461)
Car.Angle(60@) = 273.1021

:MANSIO3_2756
0395: clear_area 1 at 2492.889 -1666.564 12.3438 radius 60.0 
02E4: load_cutscene_data 'BHILL3C' 

:MANSIO3_2791
if 
86B9:   not cutscene_data_loaded 
else_jump @MANSIO3_2815 
wait 0 
jump @MANSIO3_2791 

:MANSIO3_2815
02E7: start_cutscene 
fade 1 1000 

:MANSIO3_2824
if 
82E9:   not cutscene_reached_end 
else_jump @MANSIO3_2848 
wait 0 
jump @MANSIO3_2824 

:MANSIO3_2848
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:MANSIO3_2863
if 
fading 
else_jump @MANSIO3_2887 
wait 0 
jump @MANSIO3_2863 

:MANSIO3_2887
0615: define_AS_pack_begin 88@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 88@ loop 1 
0616: define_AS_pack_end 88@ 
0615: define_AS_pack_begin 89@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 89@ loop 1 
0616: define_AS_pack_end 89@ 
018B: set_marker 56@ radar_mode 0 
64@ = 3 
40@ = Actor.Create(CivMale, #BMYDRUG, 2429.19, -1677.537, 12.7231)
Actor.Angle(40@) = 306.1672
0618: assign_actor 40@ to_AS_pack 88@ 
34@ = Marker.CreateAboveActor(40@)
47@ = Actor.Create(CivMale, #FAM2, 2430.586, -1677.075, 12.7135)
Actor.Angle(47@) = 80.528
0618: assign_actor 47@ to_AS_pack 89@ 
48@ = Actor.Create(CivMale, #FAM2, 2513.364, -1649.865, 13.5588)
Actor.Angle(48@) = 140.4164
0605: actor 48@ perform_animation_sequence "CRCKIDLE1" IFP_file "CRACK" 1.0 loop 1 0 0 0 time -1 // versionA 
0221: set_player $PLAYER_CHAR trapped_in_car 0 
gosub @MANSIO3_7280 
0A0B: set_rendering_origin_at_3D_coord 2424.184 -1679.58 12.7653 angle 322.7617 
Camera.SetPosition(2427.227, -1681.12, 13.891, 0.0, 0.0, 0.0)
Camera.PointAt(2427.808, -1680.306, 13.8707, 2)
00BC: show_text_highpriority GXT 'MAN3_20' time 5000 flag 1  // Erledige alle Crack-Dealer in deinem Viertel, damit deine Gang gesund bleibt.
gosub @MANSIO3_7345 
wait 1000 
33@ = 0 

:MANSIO3_3263
if 
  4000 > 33@ 
else_jump @MANSIO3_3324 
wait 0 
if and
00E1:   player 0 pressed_key 16 
  $7951 == 1 
else_jump @MANSIO3_3317 
jump @MANSIO3_3459 

:MANSIO3_3317
jump @MANSIO3_3263 

:MANSIO3_3324
Camera.SetPosition(2507.984, -1652.199, 15.6974, 0.0, 0.0, 0.0)
Camera.PointAt(2508.892, -1651.913, 15.3924, 2)
00BC: show_text_highpriority GXT 'MAN3_21' time 5000 flag 1  // Wenn ein Gang-Mitglied von Crack total abgefuckt ist, ist er keine Hilfe fr dich.
33@ = 0 

:MANSIO3_3398
if 
  5000 > 33@ 
else_jump @MANSIO3_3459 
wait 0 
if and
00E1:   player 0 pressed_key 16 
  $7951 == 1 
else_jump @MANSIO3_3452 
jump @MANSIO3_3459 

:MANSIO3_3452
jump @MANSIO3_3398 

:MANSIO3_3459
$7951 = 1 
85@ = 1 
08A3: update_respect_while_on_mission 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO3_3568 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSIO3_3536 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2506.059 -1671.968 12.379 
jump @MANSIO3_3556 

:MANSIO3_3536
Actor.PutAt($PLAYER_ACTOR, 2506.059, -1671.968, 12.379)

:MANSIO3_3556
Camera.SetBehindPlayer
Actor.Angle($PLAYER_ACTOR) = 62.4295

:MANSIO3_3568
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_3674 
if 
   Actor.Driving($ACTOR_SWEET)
else_jump @MANSIO3_3627 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2506.567 -1670.212 12.3822 
jump @MANSIO3_3647 

:MANSIO3_3627
Actor.PutAt($ACTOR_SWEET, 2506.567, -1670.212, 12.3822)

:MANSIO3_3647
01B2: give_actor $ACTOR_SWEET weapon 30 ammo 300 // Load the weapon model before using this 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 30 
Actor.Angle($ACTOR_SWEET) = 113.0677

:MANSIO3_3674
if 
86EE:   not actor $ACTOR_SWEET in_group $PLAYER_GROUP 
else_jump @MANSIO3_3705 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:MANSIO3_3705
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 0 density_to 40 
076C: set_zone 'GAN2' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 0 density_to 40 
Actor.DestroyInstantly(47@)
59@ = 0 
gosub @MANSIO3_7293 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_3824 
Actor.Health($ACTOR_SWEET) = 700
08AF: set_actor $ACTOR_SWEET max_health_to 700 
$7953 = Actor.Health($ACTOR_SWEET)

:MANSIO3_3824
$7953 /= 7 
03C4: set_status_text $7953 type 1 GXT 'MAN3_32' // global_variable  // Sweet

:MANSIO3_3847
if 
  64@ == 3 
else_jump @MANSIO3_4151 
00BC: show_text_highpriority GXT 'MAN3_22' time 7000 flag 1  // ~s~Erobere das Viertel von den Ballas zurck, und subere es von smtlichen ~r~Dealern~s~!
41@ = Actor.Create(Dealer, #WMYDRUG, 2482.087, -1696.119, 12.5267)
Actor.Angle(41@) = 0.095
35@ = Marker.CreateAboveActor(41@)
42@ = Actor.Create(Dealer, #BMYDRUG, 2451.681, -1644.083, 12.457)
Actor.Angle(42@) = 186.2393
36@ = Marker.CreateAboveActor(42@)
43@ = Actor.Create(Dealer, #WMYDRUG, 2415.79, -1631.143, 12.5114)
Actor.Angle(43@) = 287.5167
37@ = Marker.CreateAboveActor(43@)
44@ = Actor.Create(Dealer, #BMYDRUG, 2364.361, -1666.775, 12.5469)
Actor.Angle(44@) = 343.1245
38@ = Marker.CreateAboveActor(44@)
45@ = Actor.Create(Dealer, #BMYDRUG, 2370.333, -1637.42, 12.477)
Actor.Angle(45@) = 140.6299
39@ = Marker.CreateAboveActor(45@)
0913: run_external_script 19 (DEALER) 40@  
0913: run_external_script 19 (DEALER) 41@  
0913: run_external_script 19 (DEALER) 42@  
0913: run_external_script 19 (DEALER) 43@  
0913: run_external_script 19 (DEALER) 44@  
0913: run_external_script 19 (DEALER) 45@  
Actor.DestroyInstantly(52@)
64@ = 4 

:MANSIO3_4151
if 
  64@ == 4 
else_jump @MANSIO3_5461 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_4200 
$7953 = Actor.Health($ACTOR_SWEET)
$7953 /= 7 

:MANSIO3_4200
076D: get_zone 'GAN1' gang 0 density_to 75@ 
if 
  75@ == 0 
else_jump @MANSIO3_4511 
if 
  74@ == 0 
else_jump @MANSIO3_4511 
74@ = 1 
if 
  73@ == 0 
else_jump @MANSIO3_4504 
gosub @MANSIO3_7280 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO3_4350 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_4350
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_4416 
0792: disembark_instantly_actor $ACTOR_SWEET 
0812: AS_actor $ACTOR_SWEET perform_animation "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_4416
00BC: show_text_highpriority GXT 'MAN3_33' time 4000 flag 1  // Das Viertel gehrt dir!
wait 4000 
076C: set_zone 'GAN1' gang 1 density_to 40 
076C: set_zone 'GAN1' gang 0 density_to 0 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 // see ped.dat 
gosub @MANSIO3_7293 
33@ = 0 
jump @MANSIO3_4511 

:MANSIO3_4504
jump @MANSIO3_5475 

:MANSIO3_4511
if and
  74@ == 1 
  33@ > 4000 
  81@ == 0 
else_jump @MANSIO3_4567 
00BC: show_text_highpriority GXT 'MAN3_29' time 10000 flag 1  // ~s~Schalte jetzt die ~r~Dealer~s~ aus!
81@ = 1 

:MANSIO3_4567
if and
   Player.InZone($PLAYER_CHAR, 'GAN1')
  74@ == 0 
  85@ == 1 
else_jump @MANSIO3_4669 
if and
  78@ == 0 
887A:   not gang_war_in_progress 
else_jump @MANSIO3_4662 
08A3: update_respect_while_on_mission 1 
0879: enable_gang_wars 1 
if 
075C:   marker 79@ enabled 
else_jump @MANSIO3_4655 
Marker.Disable(79@)

:MANSIO3_4655
78@ = 1 

:MANSIO3_4662
$7952 = 1 

:MANSIO3_4669
if and
   not Player.InZone($PLAYER_CHAR, 'GAN1')
  74@ == 0 
  85@ == 1 
else_jump @MANSIO3_4802 
if and
  78@ == 1 
887A:   not gang_war_in_progress 
else_jump @MANSIO3_4795 
08A3: update_respect_while_on_mission 0 
0879: enable_gang_wars 0 
00BC: show_text_highpriority GXT 'MAN3_31' time 6000 flag 1  // ~s~Es wird Zeit, ~y~Grove Street~s~ zurckzuerobern.
if 
875C:   not marker 79@ enabled 
else_jump @MANSIO3_4788 
018A: 79@ = create_checkpoint_at 2485.527 -1668.528 12.3438 

:MANSIO3_4788
78@ = 0 

:MANSIO3_4795
$7952 = 0 

:MANSIO3_4802
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_4841 
00BC: show_text_highpriority GXT 'MAN3_11' time 4000 flag 1  // ~r~Sweet wurde gettet.
jump @MANSIO3_6722 

:MANSIO3_4841
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_4871 
Actor.StorePos($ACTOR_SWEET, 53@, 54@, 55@)

:MANSIO3_4871
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 53@ 54@ 55@ radius 35.0 35.0 35.0 
else_jump @MANSIO3_5022 
if 
  70@ == 1 
else_jump @MANSIO3_5015 
018B: set_marker 58@ radar_mode 0 
018B: set_marker 34@ radar_mode 3 
018B: set_marker 35@ radar_mode 3 
018B: set_marker 36@ radar_mode 3 
018B: set_marker 37@ radar_mode 3 
018B: set_marker 38@ radar_mode 3 
018B: set_marker 39@ radar_mode 3 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_5008 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:MANSIO3_5008
70@ = 0 

:MANSIO3_5015
jump @MANSIO3_5133 

:MANSIO3_5022
if 
  70@ == 0 
else_jump @MANSIO3_5133 
00BC: show_text_highpriority GXT 'MAN3_03' time 10000 flag 1  // ~s~Du hast ~b~Sweet~s~ verloren. Du musst zurck, ihn holen.
018B: set_marker 58@ radar_mode 3 
018B: set_marker 34@ radar_mode 0 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 36@ radar_mode 0 
018B: set_marker 37@ radar_mode 0 
018B: set_marker 38@ radar_mode 0 
018B: set_marker 39@ radar_mode 0 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_5126 
06C9: remove_actor $ACTOR_SWEET from_group 

:MANSIO3_5126
70@ = 1 

:MANSIO3_5133
if and
   Actor.Dead(40@)
075C:   marker 34@ enabled 
else_jump @MANSIO3_5159 
Marker.Disable(34@)

:MANSIO3_5159
if and
   Actor.Dead(41@)
075C:   marker 35@ enabled 
else_jump @MANSIO3_5185 
Marker.Disable(35@)

:MANSIO3_5185
if and
   Actor.Dead(42@)
075C:   marker 36@ enabled 
else_jump @MANSIO3_5211 
Marker.Disable(36@)

:MANSIO3_5211
if and
   Actor.Dead(43@)
075C:   marker 37@ enabled 
else_jump @MANSIO3_5237 
Marker.Disable(37@)

:MANSIO3_5237
if and
   Actor.Dead(44@)
075C:   marker 38@ enabled 
else_jump @MANSIO3_5263 
Marker.Disable(38@)

:MANSIO3_5263
if and
   Actor.Dead(45@)
075C:   marker 39@ enabled 
else_jump @MANSIO3_5289 
Marker.Disable(39@)

:MANSIO3_5289
if and
  77@ == 1 
  32@ > 4000 
else_jump @MANSIO3_5333 
03E5: show_text_box 'MAN3_30'  // ~s~Knall ein paar Ballas ab, um einen Bandenkrieg anzuzetteln!
77@ = 2 

:MANSIO3_5333
if and
   Actor.Dead(40@)
   Actor.Dead(41@)
   Actor.Dead(42@)
   Actor.Dead(43@)
   Actor.Dead(44@)
   Actor.Dead(45@)
else_jump @MANSIO3_5461 
if 
  73@ == 0 
else_jump @MANSIO3_5461 
73@ = 1 
if 
  74@ == 0 
else_jump @MANSIO3_5454 
00BC: show_text_highpriority GXT 'MAN3_28' time 10000 flag 1  // ~s~Erobere jetzt das Viertel zurck!
32@ = 0 
77@ = 1 
jump @MANSIO3_5461 

:MANSIO3_5454
jump @MANSIO3_5475 

:MANSIO3_5461
jump @MANSIO3_763 

:MANSIO3_5468
jump @MANSIO3_6722 

:MANSIO3_5475
gosub @MANSIO3_7312 
gosub @MANSIO3_7280 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_5723 
06C9: remove_actor $ACTOR_SWEET from_group 
0395: clear_area 1 at 2512.761 -1672.52 12.5034 radius 20.0 
Car.Destroy(60@)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSIO3_5607 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2512.761 -1672.52 12.5034 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2514.788 -1673.938 12.6861 
jump @MANSIO3_5647 

:MANSIO3_5607
Actor.PutAt($PLAYER_ACTOR, 2512.761, -1672.52, 12.5034)
Actor.PutAt($ACTOR_SWEET, 2514.788, -1673.938, 12.6861)

:MANSIO3_5647
Car.Destroy(60@)
Actor.Angle($PLAYER_ACTOR) = 240.2609
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_SWEET 
Actor.Angle($ACTOR_SWEET) = 73.5014
0639: AS_actor $ACTOR_SWEET rotate_to_actor $PLAYER_ACTOR 
0688: unknown_actor $ACTOR_SWEET flags 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SWEET 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 0 

:MANSIO3_5723
Camera.SetAtPos(2512.761, -1672.52, 12.5034)
0A0B: set_rendering_origin_at_3D_coord 2512.761 -1672.52 12.5034 angle 240.2609 
Camera.SetPosition(2509.798, -1672.175, 13.4192, 0.0, 0.0, 0.0)
Camera.PointAt(2510.752, -1672.457, 13.5178, 2)
gosub @MANSIO3_7345 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO3_5886 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
wait 500 

:MANSIO3_5886
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_5952 
0605: actor $ACTOR_SWEET perform_animation_sequence "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
wait 500 

:MANSIO3_5952
040D: unload_wav 1 
03CF: load_wav 24204 as 1 

:MANSIO3_5963
if 
83D0:   not wav 1 loaded 
else_jump @MANSIO3_5989 
wait 0 
jump @MANSIO3_5963 

:MANSIO3_5989
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BA' time 4000 flag 1  // ~z~Okay, verschwinden wir hier. Fahren wir zu Kendl.
33@ = 0 

:MANSIO3_6016
if 
  4000 > 33@ 
else_jump @MANSIO3_6070 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @MANSIO3_6063 
jump @MANSIO3_6701 

:MANSIO3_6063
jump @MANSIO3_6016 

:MANSIO3_6070
040D: unload_wav 1 
03CF: load_wav 24205 as 1 

:MANSIO3_6081
if 
83D0:   not wav 1 loaded 
else_jump @MANSIO3_6107 
wait 0 
jump @MANSIO3_6081 

:MANSIO3_6107
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BB' time 3000 flag 1  // ~z~Kendl kann geflligst zu mir kommen, in ihr Zuhause.
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_6184 
0792: disembark_instantly_actor $ACTOR_SWEET 
0605: actor $ACTOR_SWEET perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 

:MANSIO3_6184
33@ = 0 

:MANSIO3_6191
if 
  3000 > 33@ 
else_jump @MANSIO3_6245 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @MANSIO3_6238 
jump @MANSIO3_6701 

:MANSIO3_6238
jump @MANSIO3_6191 

:MANSIO3_6245
040D: unload_wav 1 
03CF: load_wav 24206 as 1 

:MANSIO3_6256
if 
83D0:   not wav 1 loaded 
else_jump @MANSIO3_6282 
wait 0 
jump @MANSIO3_6256 

:MANSIO3_6282
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BC' time 3000 flag 1  // ~z~Hier ist doch nichts mehr.
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO3_6359 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 

:MANSIO3_6359
33@ = 0 

:MANSIO3_6366
if 
  3000 > 33@ 
else_jump @MANSIO3_6420 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @MANSIO3_6413 
jump @MANSIO3_6701 

:MANSIO3_6413
jump @MANSIO3_6366 

:MANSIO3_6420
040D: unload_wav 1 
03CF: load_wav 24207 as 1 

:MANSIO3_6431
if 
83D0:   not wav 1 loaded 
else_jump @MANSIO3_6457 
wait 0 
jump @MANSIO3_6431 

:MANSIO3_6457
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BD' time 3000 flag 1  // ~z~Rom wurde auch nicht an einem Tag erbaut.
33@ = 0 

:MANSIO3_6484
if 
  3000 > 33@ 
else_jump @MANSIO3_6538 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @MANSIO3_6531 
jump @MANSIO3_6701 

:MANSIO3_6531
jump @MANSIO3_6484 

:MANSIO3_6538
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO3_6583 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0603: AS_actor $PLAYER_ACTOR goto 2507.793 -1668.927 12.3879 mode 4 timelimit -1 // versionC 

:MANSIO3_6583
040D: unload_wav 1 
03CF: load_wav 24208 as 1 

:MANSIO3_6594
if 
83D0:   not wav 1 loaded 
else_jump @MANSIO3_6620 
wait 0 
jump @MANSIO3_6594 

:MANSIO3_6620
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BE' time 2000 flag 1  // ~z~Mein Bruder ist 'ne Nervensge.
33@ = 0 

:MANSIO3_6647
if 
  2000 > 33@ 
else_jump @MANSIO3_6701 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @MANSIO3_6694 
jump @MANSIO3_6701 

:MANSIO3_6694
jump @MANSIO3_6647 

:MANSIO3_6701
gosub @MANSIO3_7293 
Camera.SetBehindPlayer
Actor.DestroyInstantly($ACTOR_SWEET)
jump @MANSIO3_6740 

:MANSIO3_6722
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:MANSIO3_6740
08A3: update_respect_while_on_mission 1 
0879: enable_gang_wars 1 
076C: set_zone 'GAN1' gang 1 density_to 40 
076C: set_zone 'GAN2' gang 1 density_to 40 
076C: set_zone 'GAN1' gang 0 density_to 0 
076C: set_zone 'GAN2' gang 0 density_to 0 
create_thread @GROVE 
Marker.Disable($623)
$623 = Marker.CreateIconAndSphere($ICON_SWEET_2, $X_JOHNSON_HOUSE, $Y_JOHNSON_HOUSE, $Z_JOHNSON_HOUSE)
$MANSION_TOTAL_PASSED_MISSIONS += 1 
030C: progress_made += 1 
0318: set_latest_mission_passed 'MAN_3'  // Home Coming
01E3: show_text_1number_styled GXT 'M_PASSR' number 40 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 40 
04A6: $GS_GANG_MONEY_PICKUP = create_asset_money_pickup_at 2502.1 -1686.38 13.0 money 10000 $GS_GANG_CASH 
create_thread @TCASH 
$GS_MONEY_PICKUP_EXISTS = 0 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0629: change_integer_stat 334 to 1 
65@ = 1 
return 

:MANSIO3_6948
if 
  65@ == 0 
else_jump @MANSIO3_7034 
08A3: update_respect_while_on_mission 0 
0879: enable_gang_wars 0 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 0 density_to 40 
076C: set_zone 'GAN2' gang 0 density_to 40 

:MANSIO3_7034
0151: remove_status_text $7953 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 // see ped.dat 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01BD: $10 = current_time_in_ms 
Model.Destroy(#VINCENT)
Model.Destroy(#COACH)
Model.Destroy(#BMYDRUG)
Model.Destroy(#FAM2)
Model.Destroy(#AK47)
Model.Destroy(#WMYDRUG)
090F: end_external_script 19 (DEALER) 
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_7146 
Actor.DestroyWithFade($ACTOR_SWEET)

:MANSIO3_7146
if 
075C:   marker 79@ enabled 
else_jump @MANSIO3_7167 
Marker.Disable(79@)

:MANSIO3_7167
if 
075C:   marker 34@ enabled 
else_jump @MANSIO3_7188 
Marker.Disable(34@)

:MANSIO3_7188
if 
075C:   marker 35@ enabled 
else_jump @MANSIO3_7209 
Marker.Disable(35@)

:MANSIO3_7209
if 
075C:   marker 57@ enabled 
else_jump @MANSIO3_7230 
Marker.Disable(57@)

:MANSIO3_7230
if 
075C:   marker 56@ enabled 
else_jump @MANSIO3_7251 
Marker.Disable(56@)

:MANSIO3_7251
if 
075C:   marker 58@ enabled 
else_jump @MANSIO3_7272 
Marker.Disable(58@)

:MANSIO3_7272
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
mission_cleanup 
return 

:MANSIO3_7280
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
return 

:MANSIO3_7293
00BE: text_clear_all 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
return 

:MANSIO3_7312
fade 0 500 

:MANSIO3_7319
if 
fading 
else_jump @MANSIO3_7343 
wait 0 
jump @MANSIO3_7319 

:MANSIO3_7343
return 

:MANSIO3_7345
fade 1 500 

:MANSIO3_7352
if 
fading 
else_jump @MANSIO3_7376 
wait 0 
jump @MANSIO3_7352 

:MANSIO3_7376
return 

:MANSIO3_7378
if 
0736:   NOP_false 87 
else_jump @MANSIO3_7441 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO3_7441 
Actor.PutAt($PLAYER_ACTOR, 1522.09, -1662.082, 12.5469)
Actor.Angle($PLAYER_ACTOR) = 175.5419
Camera.SetBehindPlayer

:MANSIO3_7441
if 
0736:   NOP_false 68 
else_jump @MANSIO3_7456 

:MANSIO3_7456
if 
0736:   NOP_false 70 
else_jump @MANSIO3_7519 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO3_7519 
Actor.PutAt($PLAYER_ACTOR, 2503.688, -1671.453, 12.3707)
Actor.Angle($PLAYER_ACTOR) = 255.1807
Camera.SetBehindPlayer

:MANSIO3_7519
if 
0736:   NOP_false 75 
else_jump @MANSIO3_7701 
gosub @MANSIO3_7280 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MANSIO3_7607 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_7607
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @MANSIO3_7673 
0792: disembark_instantly_actor $ACTOR_SWEET 
0812: AS_actor $ACTOR_SWEET perform_animation "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_7673
00BC: show_text_highpriority GXT 'MAN3_33' time 4000 flag 1  // Das Viertel gehrt dir!
wait 4000 
gosub @MANSIO3_7293 

:MANSIO3_7701
if 
0736:   NOP_false 72 
else_jump @MANSIO3_7723 
jump @MANSIO3_5475 

:MANSIO3_7723
if 
0736:   NOP_false 90 
else_jump @MANSIO3_7796 
if 
   not Car.Wrecked(61@)
else_jump @MANSIO3_7796 
01C8: 46@ = create_actor_pedtype 4 model #FAM2 in_car 61@ passenger_seat 0 
01C8: 47@ = create_actor_pedtype 4 model #FAM2 in_car 61@ passenger_seat 1 
01C8: 48@ = create_actor_pedtype 4 model #FAM2 in_car 61@ passenger_seat 2 

:MANSIO3_7796
if 
0736:   NOP_false 77 
else_jump @MANSIO3_7811 

:MANSIO3_7811
return 

:MANSIO3_7813
040D: unload_wav 1 
03CF: load_wav 83@ as 1 
82@ = 0 
return 

:MANSIO3_7833
if and
03D0:   wav 1 loaded 
  82@ == 0 
else_jump @MANSIO3_7876 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 86@s time 10000 flag 1 
82@ = 1 

:MANSIO3_7876
if and
03D2:   wav 1 ended 
  82@ == 1 
else_jump @MANSIO3_7914 
040D: unload_wav 1 
03D5: remove_text 86@s 
82@ = 2 

:MANSIO3_7914
return 

//-------------Mission 105---------------
// Originally: Cut Throat Business

:MANSON5
thread 'MANSON5' 
gosub @MANSON5_47 
if 
wasted_or_busted 
else_jump @MANSON5_38 
gosub @MANSON5_13113 

:MANSON5_38
gosub @MANSON5_13159 
end_thread 

:MANSON5_47
increment_mission_attempts 
$ONMISSION = 1 
054C: use_GXT_table 'MAN_5' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
select_interior 5 
02E4: load_cutscene_data 'BHILL5A' 

:MANSON5_93
if 
86B9:   not cutscene_data_loaded 
else_jump @MANSON5_117 
wait 0 
jump @MANSON5_93 

:MANSON5_117
02E7: start_cutscene 
fade 1 1000 

:MANSON5_126
if 
82E9:   not cutscene_reached_end 
else_jump @MANSON5_150 
wait 0 
jump @MANSON5_126 

:MANSON5_150
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:MANSON5_165
if 
fading 
else_jump @MANSON5_189 
wait 0 
jump @MANSON5_165 

:MANSON5_189
select_interior 0 
08F4: set_max_group_members 99 
create_thread @A_CONT 
set_weather 0 
060A: create_decision_maker_type 0 store_to 52@ // decision\allowed\m_.ped files 
023C: load_special_actor 'MADDOGG' as 1 // models 290-299 
Model.Load(#BFINJECT)

:MANSON5_234
if or
823D:   not special_actor 1 loaded 
   not Model.Available(#BFINJECT)
else_jump @MANSON5_265 
wait 0 
jump @MANSON5_234 

:MANSON5_265
0395: clear_area 1 at 1252.471 -805.5187 83.1484 radius 400.0 
Camera.SetAtPos(1252.471, -805.5187, 83.1484)
04E4: unknown_refresh_game_renderer_at 1252.471 -805.5187 
Actor.PutAt($PLAYER_ACTOR, 1252.471, -805.5187, 83.1484)
Actor.Angle($PLAYER_ACTOR) = 144.1434
07AF: 51@ = player $PLAYER_CHAR group 
07B3: set_group 51@ give_command 0 
34@ = Actor.Create(Special, #SPECIAL01, 1254.311, -810.8859, 83.1484)
Actor.Angle(34@) = 60.7435
087F: unknown_actor 34@ flag 1 
0631: put_actor 34@ in_group 51@ 
04D8: set_actor 34@ drowns_in_water 1 
060B: set_actor 34@ decision_maker_to 52@ 
0568: set_actor 34@ targetable 1 
039E: set_actor 34@ locked 1 while_in_car 
37@ = Marker.CreateAboveActor(34@)
07E0: set_marker 37@ type_to 1 
018B: set_marker 37@ radar_mode 2 
0674: set_car_model #BFINJECT numberplate "LA5H_L3Y" 
0771: unknown_model_numplate #BFINJECT flag 2 
45@ = Car.Create(#BFINJECT, 1248.907, -804.3519, 83.1484)
Car.Angle(45@) = 180.0
0229: set_car 45@ primary_color_to 0 secondary_color_to 3 
018A: 50@ = create_checkpoint_at -12.2064 -1117.876 7.0705 
118@ = 0 
119@ = 0 
05AA: 168@s = 'MAN5_AA'  // ~z~Lass uns mal bei OG Loc reinschauen,
04AF: 120@ = 24400 // @ = any 
008B: 144@ = $PLAYER_ACTOR // (int) 
05AA: 170@s = 'MAN5_AB'  // ~z~mal sehen, ob wir seinen Video-Dreh unterbrechen und uns ein paar Tantiemen zurckholen knnen!
04AF: 121@ = 24401 // @ = any 
008B: 145@ = $PLAYER_ACTOR // (int) 
05AA: 172@s = 'MAN5_AC'  // ~z~Und mein Versbuch!
04AF: 122@ = 24402 // @ = any 
0085: 146@ = 34@ // (int) 
05AA: 174@s = 'MAN5_BA'  // ~z~Wir fahren mit Stil, Baby! Du hast das Zeug zum groen Manager, Carl!
04AF: 123@ = 24403 // @ = any 
0085: 147@ = 34@ // (int) 
05AA: 176@s = 'MAN5_BB'  // ~z~Spar's dir, bis wir Locs Tantiemen verpulvern!
04AF: 124@ = 24404 // @ = any 
008B: 148@ = $PLAYER_ACTOR // (int) 
05AA: 178@s = 'MAN5_BC'  // ~z~Wie geht das, dass ein totaler Ausfall wie MC Loc in der Rap-Szene ankommt, CJ?
04AF: 125@ = 24405 // @ = any 
0085: 149@ = 34@ // (int) 
05AA: 180@s = 'MAN5_BD'  // ~z~Das Musik-Business verndert sich, Dogg.
04AF: 126@ = 24406 // @ = any 
008B: 150@ = $PLAYER_ACTOR // (int) 
05AA: 182@s = 'MAN5_BE'  // ~z~Heute kommt's auf Tanzeinlagen und effektvolle Darbietung an.
04AF: 127@ = 24407 // @ = any 
008B: 151@ = $PLAYER_ACTOR // (int) 
05AA: 184@s = 'MAN5_BF'  // ~z~Jeder Nichtsknner kann heute einen Plattenvertrag kriegen.
04AF: 128@ = 24408 // @ = any 
008B: 152@ = $PLAYER_ACTOR // (int) 
05AA: 186@s = 'MAN5_BG'  // ~z~Was soll ich denn tun?
04AF: 129@ = 24409 // @ = any 
0085: 153@ = 34@ // (int) 
05AA: 188@s = 'MAN5_BH'  // ~z~Dogg, du hast Herz.
04AF: 130@ = 24410 // @ = any 
008B: 154@ = $PLAYER_ACTOR // (int) 
05AA: 190@s = 'MAN5_BJ'  // ~z~Du kommst gut rber.
04AF: 131@ = 24411 // @ = any 
008B: 155@ = $PLAYER_ACTOR // (int) 
05AA: 192@s = 'MAN5_BK'  // ~z~Du hast eiskaltes Gangsta-Blut in den Adern!
04AF: 132@ = 24412 // @ = any 
008B: 156@ = $PLAYER_ACTOR // (int) 
05AA: 194@s = 'MAN5_BL'  // ~z~Jeder kriegt einen Platten-Deal,
04AF: 133@ = 24413 // @ = any 
008B: 157@ = $PLAYER_ACTOR // (int) 
05AA: 196@s = 'MAN5_BM'  // ~z~aber nur das Original bringt die Bude wirklich zum Wackeln!
04AF: 134@ = 24414 // @ = any 
008B: 158@ = $PLAYER_ACTOR // (int) 
05AA: 198@s = 'MAN5_BN'  // ~z~CJ, Mann, du bist der geborene Manager!
04AF: 135@ = 24415 // @ = any 
0085: 159@ = 34@ // (int) 
05AA: 200@s = 'MAN5_CA'  // ~z~Also wird er gerade interviewt?
04AF: 136@ = 24417 // @ = any 
008B: 160@ = $PLAYER_ACTOR // (int) 
05AA: 202@s = 'MAN5_CB'  // ~z~Dann wollen wir die Party mal aufmischen!
04AF: 137@ = 24418 // @ = any 
008B: 161@ = $PLAYER_ACTOR // (int) 
05AA: 204@s = 'MAN5_DA'  // ~z~Ihr verschissenen Pseudos!
04AF: 138@ = 24419 // @ = any 
0085: 162@ = 34@ // (int) 
05AA: 206@s = 'MAN5_DB'  // ~z~Gib mir mein Versbuch zurck!
04AF: 139@ = 24420 // @ = any 
0085: 163@ = 34@ // (int) 
05AA: 208@s = 'MAN5_DC'  // ~z~Gib mir meine Kette zurck!
04AF: 140@ = 24421 // @ = any 
0085: 164@ = 34@ // (int) 
05AA: 210@s = 'MAN5_DD'  // ~z~Gib mir meine Nutten zurck!
04AF: 141@ = 24422 // @ = any 
0085: 165@ = 34@ // (int) 
05AA: 212@s = 'MAN5_EA'  // ~z~Er macht sich aus dem Staub!
04AF: 142@ = 24423 // @ = any 
008B: 166@ = $PLAYER_ACTOR // (int) 
05AA: 214@s = 'MAN5_EB'  // ~z~Komm, Dogg, den schnappen wir uns!
04AF: 143@ = 24424 // @ = any 
008B: 167@ = $PLAYER_ACTOR // (int) 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
fade 1 0 
68@ = 0 
47@ = 0 
69@ = 0 
54@ = 0 
33@ = 0 
00BC: show_text_highpriority GXT 'MAN5_G0' time 7500 flag 1  // ~s~Bring ~b~Madd Dogg~s~ zu dem ~y~Video Dreh~s~.

:MANSON5_1350
wait 0 
if 
   not Actor.Dead(34@)
else_jump @MANSON5_1966 
if 
0735:   NOP_false 83 
else_jump @MANSON5_1399 
jump @MANSON5_12906 
jump @MANSON5_1477 

:MANSON5_1399
if 
0735:   NOP_false 87 
else_jump @MANSON5_1477 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSON5_1477 
0811: 67@ = actor $PLAYER_ACTOR car // versionC 
if 
   Actor.InCar(34@, 67@)
else_jump @MANSON5_1477 
Car.PutAt(67@, -127.1875, -1260.738, 2.0469)

:MANSON5_1477
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -12.2064 -1117.876 radius 60.0 60.0 
else_jump @MANSON5_1851 
Actor.StorePos(34@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY -12.2064 -1117.876 and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
if 
  75.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @MANSON5_1812 
040D: unload_wav 1 
Car.RemoveReferences(45@)
Model.Destroy(#BFINJECT)
Model.Destroy(#QUAD)
fade 0 0 

:MANSON5_1596
if 
fading 
else_jump @MANSON5_1620 
wait 0 
jump @MANSON5_1596 

:MANSON5_1620
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSON5_1674 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -13.4832 -1139.642 7.0664 
jump @MANSON5_1694 

:MANSON5_1674
Actor.PutAt($PLAYER_ACTOR, -13.4832, -1139.642, 7.0664)

:MANSON5_1694
Actor.Angle($PLAYER_ACTOR) = 347.9809
if 
   not Actor.Dead(34@)
else_jump @MANSON5_1798 
06C9: remove_actor 34@ from_group 
if 
   Actor.Driving(34@)
else_jump @MANSON5_1768 
0362: remove_actor 34@ from_car_and_place_at -11.4883 -1140.971 6.8764 
jump @MANSON5_1788 

:MANSON5_1768
Actor.PutAt(34@, -11.4883, -1140.971, 6.8764)

:MANSON5_1788
Actor.Angle(34@) = 359.6364

:MANSON5_1798
jump @MANSON5_3411 
jump @MANSON5_1844 

:MANSON5_1812
if 
  2 > 68@ 
else_jump @MANSON5_1837 
68@ = 2 

:MANSON5_1837
gosub @MANSON5_2222 

:MANSON5_1844
jump @MANSON5_1905 

:MANSON5_1851
gosub @MANSON5_2001 
gosub @MANSON5_2222 
gosub @MANSON5_2493 
gosub @MANSON5_2612 
if 
  33@ > 8000 
else_jump @MANSON5_1905 
gosub @MANSON5_11710 

:MANSON5_1905
077E: get_active_interior_to 65@ 
if 
   not 65@ == 0 
else_jump @MANSON5_1959 
00BE: text_clear_all 
Actor.LockInCurrentPosition(34@) = True
Marker.Disable(50@)
Marker.Disable(37@)
06C9: remove_actor 34@ from_group 
jump @MANSON5_3252 

:MANSON5_1959
jump @MANSON5_1994 

:MANSON5_1966
62@ = 1 
05AA: 63@s = 'MAN5_F0'  // ~r~Madd Dogg wurde gettet.
jump @MANSON5_13113 

:MANSON5_1994
jump @MANSON5_1350 

:MANSON5_2001
0871: init_jump_table 66@ total_jumps 2 default_jump 0 @MANSON5_2220 jumps 0 @MANSON5_2064 1 @MANSON5_2166 -1 @MANSON5_2220 -1 @MANSON5_2220 -1 @MANSON5_2220 -1 @MANSON5_2220 -1 @MANSON5_2220 

:MANSON5_2064
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSON5_2159 
0811: 67@ = actor $PLAYER_ACTOR car // versionC 
if 
   Actor.InCar(34@, 67@)
else_jump @MANSON5_2159 
if 
  $7954 == 1 
else_jump @MANSON5_2147 
0950: set_trip_skip -126.6673 -1260.804 2.0469 angle 280.0 // versionA 

:MANSON5_2147
Marker.Disable(37@)
66@ += 1 

:MANSON5_2159
jump @MANSON5_2220 

:MANSON5_2166
if 
   not Actor.Driving(34@)
else_jump @MANSON5_2213 
0951: disable_trip_skip 
37@ = Marker.CreateAboveActor(34@)
07E0: set_marker 37@ type_to 1 
018B: set_marker 37@ radar_mode 2 
66@ -= 1 

:MANSON5_2213
jump @MANSON5_2220 

:MANSON5_2220
return 

:MANSON5_2222
0871: init_jump_table 68@ total_jumps 4 default_jump 0 @MANSON5_2491 jumps 0 @MANSON5_2285 1 @MANSON5_2388 2 @MANSON5_2421 3 @MANSON5_2458 -1 @MANSON5_2491 -1 @MANSON5_2491 -1 @MANSON5_2491 

:MANSON5_2285
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Actor.StorePos(34@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
if 
  $DISTANCE_BETWEEN_POINTS > 75.0 
else_jump @MANSON5_2381 
00BC: show_text_highpriority GXT 'MAN5_G1' time 8000 flag 1  // ~s~Nimm ~b~Madd Dogg~s~ mit. Du musst ihn zu dem ~y~Video Dreh~s~ bringen.
32@ = 0 
68@ += 1 

:MANSON5_2381
jump @MANSON5_2491 

:MANSON5_2388
if 
  32@ > 20000 
else_jump @MANSON5_2414 
68@ -= 1 

:MANSON5_2414
jump @MANSON5_2491 

:MANSON5_2421
00BC: show_text_highpriority GXT 'MAN5_G2' time 8000 flag 1  // ~s~Du musst ~b~Madd Dogg~s~ zu dem ~y~Video Dreh~s~ bringen.
32@ = 0 
68@ += 1 
jump @MANSON5_2491 

:MANSON5_2458
if 
  32@ > 20000 
else_jump @MANSON5_2484 
68@ = 0 

:MANSON5_2484
jump @MANSON5_2491 

:MANSON5_2491
return 

:MANSON5_2493
if 
  47@ == 0 
else_jump @MANSON5_2610 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
   not Car.Wrecked(45@)
else_jump @MANSON5_2610 
Car.StorePos(45@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
if 
  $DISTANCE_BETWEEN_POINTS > 150.0 
else_jump @MANSON5_2610 
Car.RemoveReferences(45@)
Model.Destroy(#BFINJECT)
47@ += 1 

:MANSON5_2610
return 

:MANSON5_2612
0871: init_jump_table 69@ total_jumps 3 default_jump 0 @MANSON5_3250 jumps 0 @MANSON5_2675 1 @MANSON5_2755 2 @MANSON5_2806 -1 @MANSON5_3250 -1 @MANSON5_3250 -1 @MANSON5_3250 -1 @MANSON5_3250 

:MANSON5_2675
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -12.2064 -1117.876 radius 250.0 250.0 
else_jump @MANSON5_2748 
023C: load_special_actor 'OGLOC' as 2 // models 290-299 
Model.Load(#SBFYRI)
Model.Load(#NEWSVAN)
Model.Load(#VORTEX)
69@ += 1 

:MANSON5_2748
jump @MANSON5_3250 

:MANSON5_2755
if or
823D:   not special_actor 2 loaded 
   not Model.Available(#SBFYRI)
   not Model.Available(#NEWSVAN)
   not Model.Available(#VORTEX)
else_jump @MANSON5_2799 
jump @MANSON5_3250 
jump @MANSON5_2806 

:MANSON5_2799
69@ += 1 

:MANSON5_2806
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -12.2064 -1117.876 radius 150.0 150.0 
else_jump @MANSON5_3243 
35@ = Actor.Create(Special, #SPECIAL02, -6.499, -1109.111, 6.5441)
Actor.Angle(35@) = 333.1959
Actor.LockInCurrentPosition(35@) = True
Actor.SetImmunities(35@, 1, 1, 1, 1, 1)
060B: set_actor 35@ decision_maker_to 52@ 
0568: set_actor 35@ targetable 1 
039E: set_actor 35@ locked 1 while_in_car 
73@ = Actor.Create(Mission1, #SBFYRI, -7.174, -1108.2, 6.4475)
Actor.Angle(73@) = 210.4687
Actor.LockInCurrentPosition(73@) = True
Actor.SetImmunities(73@, 1, 1, 1, 1, 1)
74@ = Car.Create(#NEWSVAN, -12.3019, -1108.927, 6.837)
Car.Angle(74@) = 153.1079
Car.LockInCurrentPosition(74@) = True
0229: set_car 74@ primary_color_to 1 secondary_color_to 1 
Car.SetImmunities(74@, 1, 1, 1, 1, 1)
39@ = Car.Create(#VORTEX, -7.4398, -1116.85, 7.0583)
Car.Angle(39@) = 278.5895
Car.LockInCurrentPosition(39@) = True
0229: set_car 39@ primary_color_to 1 secondary_color_to 1 
Car.SetImmunities(39@, 1, 1, 1, 1, 1)
40@ = Car.Create(#VORTEX, -4.862, -1120.453, 7.0799)
Car.Angle(40@) = 266.0038
Car.LockInCurrentPosition(40@) = True
0229: set_car 40@ primary_color_to 1 secondary_color_to 1 
Car.SetImmunities(40@, 1, 1, 1, 1, 1)
41@ = Car.Create(#VORTEX, -7.0309, -1111.909, 6.726)
Car.Angle(41@) = 269.4002
Car.LockInCurrentPosition(41@) = True
0229: set_car 41@ primary_color_to 8 secondary_color_to 0 
Car.SetImmunities(41@, 1, 1, 1, 1, 1)
69@ += 1 

:MANSON5_3243
jump @MANSON5_3250 

:MANSON5_3250
return 

:MANSON5_3252
wait 0 
if 
   not Actor.Dead(34@)
else_jump @MANSON5_3376 
09E8: 65@ = actor $PLAYER_ACTOR active_interior 
if 
  65@ == 0 
else_jump @MANSON5_3369 
Actor.LockInCurrentPosition(34@) = False
087F: unknown_actor 34@ flag 1 
0631: put_actor 34@ in_group 51@ 
37@ = Marker.CreateAboveActor(34@)
07E0: set_marker 37@ type_to 1 
018B: set_marker 37@ radar_mode 2 
018A: 50@ = create_checkpoint_at -12.2064 -1117.876 7.0705 
jump @MANSON5_1350 

:MANSON5_3369
jump @MANSON5_3404 

:MANSON5_3376
62@ = 1 
05AA: 63@s = 'MAN5_F0'  // ~r~Madd Dogg wurde gettet.
jump @MANSON5_13113 

:MANSON5_3404
jump @MANSON5_3252 

:MANSON5_3411
if 
  3 > 69@ 
else_jump @MANSON5_3447 
wait 0 
gosub @MANSON5_2612 
jump @MANSON5_3411 

:MANSON5_3447
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
Car.Destroy(45@)
Model.Load(#MARQUIS)
Model.Load(#REEFER)
Model.Load(#WATERJUMPX2)
07C0: load_path 700 
07C0: load_path 701 

:MANSON5_3487
if or
   not Model.Available(#MARQUIS)
   not Model.Available(#REEFER)
   not Model.Available(#WATERJUMPX2)
87C1:   not path 700 available 
87C1:   not path 701 available 
else_jump @MANSON5_3534 
wait 0 
jump @MANSON5_3487 

:MANSON5_3534
if 
   not Actor.Dead(35@)
else_jump @MANSON5_3557 
Actor.LockInCurrentPosition(35@) = False

:MANSON5_3557
if 
   not Actor.Dead(73@)
else_jump @MANSON5_3580 
Actor.LockInCurrentPosition(73@) = False

:MANSON5_3580
if 
   not Car.Wrecked(74@)
else_jump @MANSON5_3603 
Car.LockInCurrentPosition(74@) = False

:MANSON5_3603
if 
   not Car.Wrecked(39@)
else_jump @MANSON5_3626 
Car.LockInCurrentPosition(39@) = False

:MANSON5_3626
if 
   not Car.Wrecked(40@)
else_jump @MANSON5_3649 
Car.LockInCurrentPosition(40@) = False

:MANSON5_3649
if 
   not Car.Wrecked(41@)
else_jump @MANSON5_3672 
Car.LockInCurrentPosition(41@) = False

:MANSON5_3672
if 
  $7954 == 0 
else_jump @MANSON5_3697 
$7954 += 1 

:MANSON5_3697
Camera.SetPosition(-5.0753, -1108.265, 7.9567, 0.0, 0.0, 0.0)
Camera.PointAt(-6.004, -1108.63, 7.8925, 2)
53@ = 0 
0395: clear_area 1 at -12.3019 -1108.927 6.837 radius 500.0 
0951: disable_trip_skip 
118@ = 6 
119@ = 18 
fade 1 0 
0707: start_scene_skip_to @MANSON5_4643 
32@ = 0 

:MANSON5_3815
if 
  2000 > 32@ 
else_jump @MANSON5_3852 
wait 0 
gosub @MANSON5_11710 
jump @MANSON5_3815 

:MANSON5_3852
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0920: point_camera -6.004 -1108.63 7.8925 transverse_to -5.5642 -1108.835 7.8925 time 2000 mode 1 
if and
   not Actor.Dead(35@)
   not Actor.Dead(34@)
   not Actor.Dead(73@)
else_jump @MANSON5_3937 
0639: AS_actor 35@ rotate_to_actor 34@ 
0639: AS_actor 73@ rotate_to_actor 34@ 

:MANSON5_3937
32@ = 0 

:MANSON5_3944
if 
  1800 > 32@ 
else_jump @MANSON5_3981 
wait 0 
gosub @MANSON5_11710 
jump @MANSON5_3944 

:MANSON5_3981
if 
   not Car.Wrecked(39@)
else_jump @MANSON5_4052 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -8.0333 -1118.52 7.0531 mode 6 -2 ms // versionA 
05CB: AS_actor -1 enter_car 39@ as_driver -2 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:MANSON5_4052
if and
   not Actor.Dead(34@)
   not Car.Wrecked(40@)
else_jump @MANSON5_4128 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -4.9313 -1122.054 7.0188 mode 6 -2 ms // versionA 
05CB: AS_actor -1 enter_car 40@ as_driver -2 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 34@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:MANSON5_4128
32@ = 0 

:MANSON5_4135
if 
  250 > 32@ 
else_jump @MANSON5_4172 
wait 0 
gosub @MANSON5_11710 
jump @MANSON5_4135 

:MANSON5_4172
if and
   not Actor.Dead(35@)
   not Car.Wrecked(41@)
else_jump @MANSON5_4203 
05CB: AS_actor 35@ enter_car 41@ as_driver -2 ms 

:MANSON5_4203
48@ = 0 

:MANSON5_4210
if 
  48@ == 0 
else_jump @MANSON5_4303 
wait 0 
if and
   not Actor.Dead(35@)
   not Car.Wrecked(41@)
else_jump @MANSON5_4289 
if 
   Actor.InCar(35@, 41@)
else_jump @MANSON5_4289 
48@ = 1 
Car.SetSpeedInstantly(41@, 8.0)

:MANSON5_4289
gosub @MANSON5_11710 
jump @MANSON5_4210 

:MANSON5_4303
068D: get_camera_position_to 55@ 56@ 57@ 
068E: get_camera_target_point_to 58@ 59@ 60@ 
0925: restore_camera_to_user_defined 
Camera.SetPosition(55@, 56@, 57@, 0.0, 0.0, 0.0)
Camera.PointAt(58@, 59@, 60@, 2)
32@ = 0 
33@ = 0 
48@ = 0 

:MANSON5_4387
if 
  4500 > 32@ 
else_jump @MANSON5_4592 
wait 0 
55@ += 0.0085 
56@ -= 0.05 
58@ += 0.0085 
59@ -= 0.05 
Camera.SetPosition(55@, 56@, 57@, 0.0, 0.0, 0.0)
Camera.PointAt(58@, 59@, 60@, 2)
if and
  33@ > 800 
  48@ == 0 
else_jump @MANSON5_4578 
if 
   not Car.Wrecked(41@)
else_jump @MANSON5_4578 
Car.SetSpeedInstantly(41@, 0.0)
Car.PutAt(41@, -15.191, -1107.97, 7.0385)
Car.Angle(41@) = 345.91
48@ += 1 

:MANSON5_4578
gosub @MANSON5_11710 
jump @MANSON5_4387 

:MANSON5_4592
32@ = 0 

:MANSON5_4599
if 
  1800 > 32@ 
else_jump @MANSON5_4636 
wait 0 
gosub @MANSON5_11710 
jump @MANSON5_4599 

:MANSON5_4636
53@ = 1 

:MANSON5_4643
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
05AA: 168@s = 'MAN5_FA'  // ~z~Bleibt mir vom Leib!
04AF: 120@ = 24425 // @ = any 
05AA: 170@s = 'MAN5_FB'  // ~z~Ich hab gedacht, wir sind Freunde!
04AF: 121@ = 24426 // @ = any 
05AA: 172@s = 'MAN5_FC'  // ~z~Du bist doch Schnee von gestern!
04AF: 122@ = 24427 // @ = any 
05AA: 174@s = 'MAN5_FD'  // ~z~Die Kids wollen Loc! LOC!
04AF: 123@ = 24428 // @ = any 
05AA: 176@s = 'MAN5_FE'  // ~z~Madd Dogg ist eine Null!
04AF: 124@ = 24429 // @ = any 
05AA: 178@s = 'MAN5_FF'  // ~z~Madd Dogg, du bist eine versoffene Niete!
04AF: 125@ = 24430 // @ = any 
05AA: 180@s = 'MAN5_FG'  // ~z~Die Kids wollen nichts mehr von dir wissen!
04AF: 126@ = 24431 // @ = any 
05AA: 182@s = 'MAN5_FH'  // ~z~Ihr seid erledigt, alle beide!
04AF: 127@ = 24432 // @ = any 
05AA: 184@s = 'MAN5_FJ'  // ~z~Smoke wird's euch zwei Pussies zeigen!
04AF: 128@ = 24433 // @ = any 
118@ = 8 
119@ = 0 
if 
  53@ == 0 
else_jump @MANSON5_5056 
fade 0 0 
if and
   not Actor.Dead(35@)
   not Car.Wrecked(41@)
else_jump @MANSON5_4942 
if 
   not Actor.InCar(35@, 41@)
else_jump @MANSON5_4942 
0687: clear_actor 35@ task 
036A: put_actor 35@ in_car 41@ 

:MANSON5_4942
if and
   not Actor.Dead(34@)
   not Car.Wrecked(40@)
else_jump @MANSON5_4995 
if 
   not Actor.InCar(34@, 40@)
else_jump @MANSON5_4995 
0687: clear_actor 34@ task 
036A: put_actor 34@ in_car 40@ 

:MANSON5_4995
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked(39@)
else_jump @MANSON5_5048 
if 
   not Actor.InCar($PLAYER_ACTOR, 39@)
else_jump @MANSON5_5048 
0687: clear_actor $PLAYER_ACTOR task 
036A: put_actor $PLAYER_ACTOR in_car 39@ 

:MANSON5_5048
0925: restore_camera_to_user_defined 
fade 1 0 

:MANSON5_5056
00BC: show_text_highpriority GXT 'MAN5_G4' time 8000 flag 1  // ~r~OG Loc~s~ versucht abzuhauen. Lass ihn nicht entkommen.
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if 
   not Actor.Dead(73@)
else_jump @MANSON5_5130 
Actor.LockInCurrentPosition(73@) = False
Actor.SetImmunities(73@, 0, 0, 0, 0, 0)
Actor.RemoveReferences(73@)

:MANSON5_5130
if 
   not Car.Wrecked(74@)
else_jump @MANSON5_5173 
Car.LockInCurrentPosition(74@) = False
Car.SetImmunities(74@, 0, 0, 0, 0, 0)
Car.RemoveReferences(74@)

:MANSON5_5173
Model.Destroy(#SBFYRI)
Model.Destroy(#NEWSVAN)
if and
   not Car.Wrecked(41@)
   not Car.Wrecked(40@)
else_jump @MANSON5_5285 
Car.SetImmunities(41@, 0, 0, 0, 1, 0)
Car.SetImmunities(40@, 0, 0, 0, 1, 0)
0971: unknown_set_to_current_time 
05EB: assign_car 41@ to_path 700 
05EB: assign_car 40@ to_path 701 
Marker.Disable(50@)
Marker.Disable(37@)
38@ = Marker.CreateAboveCar(41@)
37@ = Marker.CreateAboveCar(40@)
07E0: set_marker 37@ type_to 1 

:MANSON5_5285
if and
   not Actor.Dead(35@)
   not Actor.Dead(34@)
   not Car.Wrecked(39@)
else_jump @MANSON5_5356 
Actor.SetImmunities(35@, 0, 0, 0, 1, 0)
Actor.SetImmunities(34@, 0, 0, 0, 1, 0)
Car.SetImmunities(39@, 0, 0, 0, 0, 0)

:MANSON5_5356
75@ = Car.Create(#MARQUIS, 64.6248, -1577.02, 1.0)
Car.Angle(75@) = 120.3362
0323: unknown_boat 75@ flag 1 
76@ = Car.Create(#MARQUIS, 33.6099, -1568.462, 1.0)
Car.Angle(76@) = 284.2679
0323: unknown_boat 76@ flag 1 
77@ = Car.Create(#REEFER, 44.502, -1623.984, 1.0)
Car.Angle(77@) = 75.0
0323: unknown_boat 77@ flag 1 
78@ = Car.Create(#MARQUIS, 27.4441, -1654.804, 1.0)
Car.Angle(78@) = 60.0
0323: unknown_boat 78@ flag 1 
79@ = Car.Create(#MARQUIS, 65.1404, -1664.87, 1.0)
Car.Angle(79@) = 95.0
0323: unknown_boat 79@ flag 1 
80@ = Car.Create(#REEFER, 53.4007, -1694.957, 1.0)
Car.Angle(80@) = 231.9938
0323: unknown_boat 80@ flag 1 
81@ = Car.Create(#REEFER, 33.4799, -1697.462, 1.0)
Car.Angle(81@) = 106.8489
0323: unknown_boat 81@ flag 1 
82@ = Car.Create(#MARQUIS, 57.1376, -1767.301, 1.0)
Car.Angle(82@) = 286.5185
0323: unknown_boat 82@ flag 1 
83@ = Object.Init(#WATERJUMPX2, 137.9184, -1895.06, 0.9)
Object.Angle(83@) = 235.0
95@ = 0 
97@ = 0 
32@ = 0 

:MANSON5_5730
wait 0 
if 
   not Actor.Dead(34@)
else_jump @MANSON5_5978 
if 
   not Actor.Dead(35@)
else_jump @MANSON5_5943 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
gosub @MANSON5_8993 
gosub @MANSON5_9399 
Actor.StorePos(35@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
if 
  $DISTANCE_BETWEEN_POINTS >= 240.0 
else_jump @MANSON5_5874 
62@ = 1 
05AA: 63@s = 'MAN5_F2'  // ~r~Du hast OG Loc verloren.
jump @MANSON5_13113 

:MANSON5_5874
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 820.3243 -1918.42 11.8624 cornerB 852.5646 -1894.725 13.0 
else_jump @MANSON5_5929 
jump @MANSON5_6013 

:MANSON5_5929
gosub @MANSON5_11710 
jump @MANSON5_5971 

:MANSON5_5943
62@ = 1 
05AA: 63@s = 'MAN5_F3'  // ~r~Du hast OG Loc gettet.
jump @MANSON5_13113 

:MANSON5_5971
jump @MANSON5_6006 

:MANSON5_5978
62@ = 1 
05AA: 63@s = 'MAN5_F0'  // ~r~Madd Dogg wurde gettet.
jump @MANSON5_13113 

:MANSON5_6006
jump @MANSON5_5730 

:MANSON5_6013
fade 0 0 
041E: set_radio_station 11 
03DE: set_pedestrians_density_multiplier_to 0.3 
if 
   not Car.Wrecked(39@)
else_jump @MANSON5_6094 
Car.Health(39@) = 2000
Car.SetSpeedInstantly(39@, 0.0)
Car.PutAt(39@, 824.9831, -1843.146, 11.6654)
Car.Angle(39@) = 192.0245

:MANSON5_6094
if 
   not Car.Wrecked(40@)
else_jump @MANSON5_6176 
if 
060E:   car 40@ assigned_to_path 
else_jump @MANSON5_6131 
05EC: release_car 40@ from_path 

:MANSON5_6131
Car.SetSpeedInstantly(40@, 0.0)
Car.PutAt(40@, 846.0862, -1842.421, 11.6367)
Car.Angle(40@) = 170.999
Marker.Disable(37@)

:MANSON5_6176
if 
   not Car.Wrecked(41@)
else_jump @MANSON5_6258 
if 
060E:   car 41@ assigned_to_path 
else_jump @MANSON5_6213 
05EC: release_car 41@ from_path 

:MANSON5_6213
Car.SetSpeedInstantly(41@, 0.0)
Car.PutAt(41@, 832.5709, -2045.707, 11.8672)
Car.Angle(41@) = 180.0
Marker.Disable(38@)

:MANSON5_6258
Actor.RemoveReferences(73@)
48@ = 0 

:MANSON5_6270
if 
  8 > 48@ 
else_jump @MANSON5_6311 
Car.RemoveReferences(75@(48@,8i))
48@ += 1 
jump @MANSON5_6270 

:MANSON5_6311
Object.RemoveReferences(83@)
Model.Destroy(#MARQUIS)
Model.Destroy(#REEFER)
Model.Destroy(#WATERJUMPX2)
0873: release_path 700 
0873: release_path 701 
Model.Load(#KART)
07C0: load_path 702 
07C0: load_path 703 
07C0: load_path 704 
07C0: load_path 705 

:MANSON5_6366
if or
   not Model.Available(#KART)
87C1:   not path 702 available 
87C1:   not path 703 available 
87C1:   not path 704 available 
87C1:   not path 705 available 
else_jump @MANSON5_6413 
wait 0 
jump @MANSON5_6366 

:MANSON5_6413
42@ = Car.Create(#KART, 832.4061, -2046.025, 11.8672)
Car.Angle(42@) = 343.6256
43@ = Car.Create(#KART, 835.5082, -2047.978, 11.8672)
Car.Angle(43@) = 0.0
44@ = Car.Create(#KART, 839.2866, -2050.322, 11.8672)
Car.Angle(44@) = 21.8433
Car.LockInCurrentPosition(44@) = True
103@ = 15.0 
104@ = 10.0 
102@ = 15.0 
105@ = 835.5082 
106@ = -2047.978 
107@ = 11.8672 
gosub @MANSON5_10491 
if 
   not Car.Wrecked(41@)
else_jump @MANSON5_6626 
if 
860E:   not car 41@ assigned_to_path 
else_jump @MANSON5_6626 
05EB: assign_car 41@ to_path 702 

:MANSON5_6626
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
fade 1 0 
32@ = 0 

:MANSON5_6650
if 
  1000 > 32@ 
else_jump @MANSON5_6687 
wait 0 
gosub @MANSON5_10491 
jump @MANSON5_6650 

:MANSON5_6687
53@ = 0 
0707: start_scene_skip_to @MANSON5_7376 
32@ = 0 

:MANSON5_6708
if 
  3400 > 32@ 
else_jump @MANSON5_6745 
wait 0 
gosub @MANSON5_10491 
jump @MANSON5_6708 

:MANSON5_6745
if 
   not Car.Wrecked(39@)
else_jump @MANSON5_6791 
Car.PutAt(39@, 827.2987, -2036.851, 11.8672)
Car.Angle(39@) = 176.431

:MANSON5_6791
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSON5_6834 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 828.7999 -2036.757 11.8672 
jump @MANSON5_6854 

:MANSON5_6834
Actor.PutAt($PLAYER_ACTOR, 828.7999, -2036.757, 11.8672)

:MANSON5_6854
Actor.Angle($PLAYER_ACTOR) = 129.8786
if 
   not Car.Wrecked(40@)
else_jump @MANSON5_6910 
Car.PutAt(40@, 846.0646, -2039.737, 11.8672)
Car.Angle(40@) = 162.7406

:MANSON5_6910
if 
   not Actor.Dead(34@)
else_jump @MANSON5_6999 
if 
   Actor.Driving(34@)
else_jump @MANSON5_6969 
0362: remove_actor 34@ from_car_and_place_at 844.8756 -2038.455 11.8672 
jump @MANSON5_6989 

:MANSON5_6969
Actor.PutAt(34@, 844.8756, -2038.455, 11.8672)

:MANSON5_6989
Actor.Angle(34@) = 132.7607

:MANSON5_6999
48@ = 0 

:MANSON5_7006
if 
  48@ == 0 
else_jump @MANSON5_7081 
wait 0 
if 
   not Car.Wrecked(41@)
else_jump @MANSON5_7067 
if 
860E:   not car 41@ assigned_to_path 
else_jump @MANSON5_7067 
48@ = 1 

:MANSON5_7067
gosub @MANSON5_10491 
jump @MANSON5_7006 

:MANSON5_7081
if and
   not Actor.Dead(35@)
   not Car.Wrecked(44@)
else_jump @MANSON5_7138 
0615: define_AS_pack_begin 49@ 
0633: AS_actor -1 exit_car 
05CB: AS_actor -1 enter_car 44@ as_driver -2 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 35@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:MANSON5_7138
48@ = 0 

:MANSON5_7145
if 
  48@ == 0 
else_jump @MANSON5_7228 
wait 0 
if and
   not Actor.Dead(35@)
   not Car.Wrecked(44@)
else_jump @MANSON5_7214 
if 
   Actor.InCar(35@, 44@)
else_jump @MANSON5_7214 
48@ = 1 

:MANSON5_7214
gosub @MANSON5_10491 
jump @MANSON5_7145 

:MANSON5_7228
if 
   not Car.Wrecked(44@)
else_jump @MANSON5_7268 
if 
860E:   not car 44@ assigned_to_path 
else_jump @MANSON5_7268 
05EB: assign_car 44@ to_path 703 

:MANSON5_7268
if 
   not Car.Wrecked(42@)
else_jump @MANSON5_7294 
05CB: AS_actor $PLAYER_ACTOR enter_car 42@ as_driver -2 ms 

:MANSON5_7294
if and
   not Actor.Dead(34@)
   not Car.Wrecked(43@)
else_jump @MANSON5_7325 
05CB: AS_actor 34@ enter_car 43@ as_driver -2 ms 

:MANSON5_7325
32@ = 0 

:MANSON5_7332
if 
  4500 > 32@ 
else_jump @MANSON5_7369 
wait 0 
gosub @MANSON5_10491 
jump @MANSON5_7332 

:MANSON5_7369
53@ = 1 

:MANSON5_7376
0701: end_scene_skip 
if 
  53@ == 0 
else_jump @MANSON5_7402 
fade 0 0 

:MANSON5_7402
if 
   not Car.Wrecked(42@)
else_jump @MANSON5_7481 
if 
   not Actor.InCar($PLAYER_ACTOR, 42@)
else_jump @MANSON5_7481 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSON5_7473 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_7473
036A: put_actor $PLAYER_ACTOR in_car 42@ 

:MANSON5_7481
if 
   not Car.Wrecked(39@)
else_jump @MANSON5_7527 
Car.PutAt(39@, 827.2987, -2036.851, 11.8672)
Car.Angle(39@) = 176.431

:MANSON5_7527
if and
   not Actor.Dead(34@)
   not Car.Wrecked(43@)
else_jump @MANSON5_7611 
if 
   not Actor.InCar(34@, 43@)
else_jump @MANSON5_7611 
if 
   Actor.Driving(34@)
else_jump @MANSON5_7603 
0362: remove_actor 34@ from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_7603
036A: put_actor 34@ in_car 43@ 

:MANSON5_7611
if 
   not Car.Wrecked(40@)
else_jump @MANSON5_7657 
Car.PutAt(40@, 846.0646, -2039.737, 11.8672)
Car.Angle(40@) = 162.7406

:MANSON5_7657
if and
   not Actor.Dead(35@)
   not Car.Wrecked(44@)
else_jump @MANSON5_7748 
Car.LockInCurrentPosition(44@) = False
if 
   not Actor.InCar(35@, 44@)
else_jump @MANSON5_7748 
if 
   Actor.Driving(35@)
else_jump @MANSON5_7740 
0362: remove_actor 35@ from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_7740
036A: put_actor 35@ in_car 44@ 

:MANSON5_7748
if 
   not Car.Wrecked(41@)
else_jump @MANSON5_7785 
if 
060E:   car 41@ assigned_to_path 
else_jump @MANSON5_7785 
06C5: release_car 41@ from_path 

:MANSON5_7785
95@ = 0 
97@ = 0 
94@ = 0.0 
112@ = 0 
117@ = 0 
if 
   not Car.Wrecked(44@)
else_jump @MANSON5_7876 
if 
060E:   car 44@ assigned_to_path 
else_jump @MANSON5_7860 
05EC: release_car 44@ from_path 

:MANSON5_7860
05EB: assign_car 44@ to_path 704 
38@ = Marker.CreateAboveCar(44@)

:MANSON5_7876
if 
   not Car.Wrecked(43@)
else_jump @MANSON5_7931 
if 
860E:   not car 43@ assigned_to_path 
else_jump @MANSON5_7916 
05EB: assign_car 43@ to_path 705 

:MANSON5_7916
37@ = Marker.CreateAboveCar(43@)
07E0: set_marker 37@ type_to 1 

:MANSON5_7931
118@ = 10 
119@ = 4 
fade 1 0 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BC: show_text_highpriority GXT 'MAN5_G5' time 8000 flag 1  // ~s~Verfolge ~r~OG Loc~s~. Lass dich nicht abhngen.
32@ = 0 

:MANSON5_7989
wait 0 
if 
   not Actor.Dead(34@)
else_jump @MANSON5_8244 
if 
   not Actor.Dead(35@)
else_jump @MANSON5_8209 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
gosub @MANSON5_9742 
gosub @MANSON5_10148 
gosub @MANSON5_10713 
gosub @MANSON5_11446 
if 
  54@ == 1 
else_jump @MANSON5_8099 
jump @MANSON5_8279 
jump @MANSON5_8195 

:MANSON5_8099
if 
   not Actor.Dead(35@)
else_jump @MANSON5_8195 
Actor.StorePos(35@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
if 
  $DISTANCE_BETWEEN_POINTS >= 130.0 
else_jump @MANSON5_8195 
62@ = 1 
05AA: 63@s = 'MAN5_F2'  // ~r~Du hast OG Loc verloren.
jump @MANSON5_13113 

:MANSON5_8195
gosub @MANSON5_11710 
jump @MANSON5_8237 

:MANSON5_8209
62@ = 1 
05AA: 63@s = 'MAN5_F3'  // ~r~Du hast OG Loc gettet.
jump @MANSON5_13113 

:MANSON5_8237
jump @MANSON5_8272 

:MANSON5_8244
62@ = 1 
05AA: 63@s = 'MAN5_F0'  // ~r~Madd Dogg wurde gettet.
jump @MANSON5_13113 

:MANSON5_8272
jump @MANSON5_7989 

:MANSON5_8279
fade 0 0 
041E: set_radio_station 11 
Marker.Disable(37@)
Marker.Disable(38@)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSON5_8333 
0811: 84@ = actor $PLAYER_ACTOR car // versionC 
Car.SetSpeedInstantly(84@, 0.0)

:MANSON5_8333
if 
   not Actor.Dead(34@)
else_jump @MANSON5_8359 
Actor.RemoveReferences(34@)
Model.Destroy(#VBMYCR)

:MANSON5_8359
if 
   not Car.Wrecked(43@)
else_jump @MANSON5_8401 
if 
060E:   car 43@ assigned_to_path 
else_jump @MANSON5_8396 
05EC: release_car 43@ from_path 

:MANSON5_8396
Car.RemoveReferences(43@)

:MANSON5_8401
Camera.SetPosition(1045.371, -1221.84, 18.9362, 0.0, 0.0, 0.0)
Camera.PointAt(1046.241, -1221.447, 18.6378, 2)
03BA: clear_cars_from_cube_cornerA 1071.504 -1195.558 18.6451 cornerB 1044.942 -1242.477 14.9051 
if 
   not Car.Wrecked(44@)
else_jump @MANSON5_8531 
if 
060E:   car 44@ assigned_to_path 
else_jump @MANSON5_8531 
05EE: unfreeze_car 44@ while_on_path 
06FD: set_car 44@ speed_on_path_to 1.0 

:MANSON5_8531
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
fade 1 500 

:MANSON5_8549
if 
fading 
else_jump @MANSON5_8573 
wait 0 
jump @MANSON5_8549 

:MANSON5_8573
0707: start_scene_skip_to @MANSON5_8669 
48@ = 0 

:MANSON5_8587
if 
  48@ == 0 
else_jump @MANSON5_8669 
wait 0 
if 
   not Car.Wrecked(44@)
else_jump @MANSON5_8655 
if 
860E:   not car 44@ assigned_to_path 
else_jump @MANSON5_8648 
48@ = 1 

:MANSON5_8648
jump @MANSON5_8662 

:MANSON5_8655
48@ = 1 

:MANSON5_8662
jump @MANSON5_8587 

:MANSON5_8669
0701: end_scene_skip 
fade 0 0 

:MANSON5_8677
if 
fading 
else_jump @MANSON5_8701 
wait 0 
jump @MANSON5_8677 

:MANSON5_8701
select_interior 3 
Player.MakeSafe($PLAYER_CHAR)
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BHILL5B' 

:MANSON5_8725
if 
86B9:   not cutscene_data_loaded 
else_jump @MANSON5_8749 
wait 0 
jump @MANSON5_8725 

:MANSON5_8749
02E7: start_cutscene 
fade 1 1000 

:MANSON5_8758
if 
82E9:   not cutscene_reached_end 
else_jump @MANSON5_8782 
wait 0 
jump @MANSON5_8758 

:MANSON5_8782
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:MANSON5_8797
if 
fading 
else_jump @MANSON5_8821 
wait 0 
jump @MANSON5_8797 

:MANSON5_8821
select_interior 0 
Camera.SetAtPos(1180.732, -1159.114, 22.8578)
04E4: unknown_refresh_game_renderer_at 1180.732 -1159.114 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @MANSON5_8897 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1180.732 -1159.114 22.8578 
jump @MANSON5_8917 

:MANSON5_8897
0972: put_actor $PLAYER_ACTOR at 1180.732 -1159.114 22.8578 // versionC 

:MANSON5_8917
Actor.Angle($PLAYER_ACTOR) = 25.4307
32@ = 0 

:MANSON5_8934
if 
  400 > 32@ 
else_jump @MANSON5_8964 
wait 0 
jump @MANSON5_8934 

:MANSON5_8964
fade 1 500 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
jump @MANSON5_12906 

:MANSON5_8993
if and
   not Car.Wrecked(40@)
   not Actor.Dead(34@)
else_jump @MANSON5_9397 
if 
  95@ == 0 
else_jump @MANSON5_9397 
if 
060E:   car 40@ assigned_to_path 
else_jump @MANSON5_9380 
if 
00F4:   actor 34@ near_actor $PLAYER_ACTOR radius 6.0 6.0 0 in_car 
else_jump @MANSON5_9096 
96@ -= 0.2 
jump @MANSON5_9296 

:MANSON5_9096
0407: store_coords_to 85@ 86@ $TEMPVAR_FLOAT_3 from_car 40@ with_offset 0.0 4.0 0.0 
0407: store_coords_to 87@ 88@ $TEMPVAR_FLOAT_3 from_car 40@ with_offset 2.0 2.0 0.0 
0407: store_coords_to 89@ 90@ $TEMPVAR_FLOAT_3 from_car 40@ with_offset -2.0 2.0 0.0 
0509: 91@ = distance_between_XY 85@ 86@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
91@ *= 2.0 
0509: 92@ = distance_between_XY 87@ 88@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0509: 93@ = distance_between_XY 89@ 90@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0087: 61@ = 91@ // (float) 
0063: 61@ -= 92@ // (float) 
0063: 61@ -= 93@ // (float) 
61@ /= 300.0 
61@ *= -1.0 
005B: 96@ += 61@ // (float) 

:MANSON5_9296
if 
  96@ > 1.0 
else_jump @MANSON5_9334 
96@ = 1.0 
jump @MANSON5_9365 

:MANSON5_9334
if 
  0.0 > 96@ 
else_jump @MANSON5_9365 
96@ = 0.0 

:MANSON5_9365
06FD: set_car 40@ speed_on_path_to 96@ 
jump @MANSON5_9397 

:MANSON5_9380
Car.SetSpeedInstantly(40@, 0.0)
95@ = -1 

:MANSON5_9397
return 

:MANSON5_9399
if 
   not Car.Wrecked(41@)
else_jump @MANSON5_9740 
if 
  97@ == 0 
else_jump @MANSON5_9740 
if 
060E:   car 41@ assigned_to_path 
else_jump @MANSON5_9723 
0407: store_coords_to 85@ 86@ $TEMPVAR_FLOAT_3 from_car 41@ with_offset 0.0 -18.0 0.0 
0407: store_coords_to 87@ 88@ $TEMPVAR_FLOAT_3 from_car 41@ with_offset 2.0 -11.0 0.0 
0407: store_coords_to 89@ 90@ $TEMPVAR_FLOAT_3 from_car 41@ with_offset -2.0 -11.0 0.0 
0509: 91@ = distance_between_XY 85@ 86@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
91@ *= 2.0 
0509: 92@ = distance_between_XY 87@ 88@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0509: 93@ = distance_between_XY 89@ 90@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0087: 61@ = 91@ // (float) 
0063: 61@ -= 92@ // (float) 
0063: 61@ -= 93@ // (float) 
61@ /= 300.0 
005B: 98@ += 61@ // (float) 
if 
  98@ > 1.4 
else_jump @MANSON5_9677 
98@ = 1.4 
jump @MANSON5_9708 

:MANSON5_9677
if 
  0.9 > 98@ 
else_jump @MANSON5_9708 
98@ = 0.9 

:MANSON5_9708
06FD: set_car 41@ speed_on_path_to 98@ 
jump @MANSON5_9740 

:MANSON5_9723
Car.SetSpeedInstantly(41@, 0.0)
97@ = -1 

:MANSON5_9740
return 

:MANSON5_9742
if and
   not Car.Wrecked(43@)
   not Actor.Dead(34@)
else_jump @MANSON5_10146 
if 
  95@ == 0 
else_jump @MANSON5_10146 
if 
060E:   car 43@ assigned_to_path 
else_jump @MANSON5_10129 
if 
00F4:   actor 34@ near_actor $PLAYER_ACTOR radius 6.0 6.0 0 in_car 
else_jump @MANSON5_9845 
96@ -= 0.2 
jump @MANSON5_10045 

:MANSON5_9845
0407: store_coords_to 85@ 86@ $TEMPVAR_FLOAT_3 from_car 43@ with_offset 0.0 4.0 0.0 
0407: store_coords_to 87@ 88@ $TEMPVAR_FLOAT_3 from_car 43@ with_offset 2.0 2.0 0.0 
0407: store_coords_to 89@ 90@ $TEMPVAR_FLOAT_3 from_car 43@ with_offset -2.0 2.0 0.0 
0509: 91@ = distance_between_XY 85@ 86@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
91@ *= 2.0 
0509: 92@ = distance_between_XY 87@ 88@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0509: 93@ = distance_between_XY 89@ 90@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0087: 61@ = 91@ // (float) 
0063: 61@ -= 92@ // (float) 
0063: 61@ -= 93@ // (float) 
61@ /= 150.0 
61@ *= -1.0 
005B: 96@ += 61@ // (float) 

:MANSON5_10045
if 
  96@ > 1.05 
else_jump @MANSON5_10083 
96@ = 1.05 
jump @MANSON5_10114 

:MANSON5_10083
if 
  0.0 > 96@ 
else_jump @MANSON5_10114 
96@ = 0.0 

:MANSON5_10114
06FD: set_car 43@ speed_on_path_to 96@ 
jump @MANSON5_10146 

:MANSON5_10129
Car.SetSpeedInstantly(43@, 0.0)
95@ = -1 

:MANSON5_10146
return 

:MANSON5_10148
if 
   not Car.Wrecked(44@)
else_jump @MANSON5_10489 
if 
  97@ == 0 
else_jump @MANSON5_10489 
if 
060E:   car 44@ assigned_to_path 
else_jump @MANSON5_10472 
0407: store_coords_to 85@ 86@ $TEMPVAR_FLOAT_3 from_car 44@ with_offset 0.0 -18.0 0.0 
0407: store_coords_to 87@ 88@ $TEMPVAR_FLOAT_3 from_car 44@ with_offset 2.0 -11.0 0.0 
0407: store_coords_to 89@ 90@ $TEMPVAR_FLOAT_3 from_car 44@ with_offset -2.0 -11.0 0.0 
0509: 91@ = distance_between_XY 85@ 86@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
91@ *= 2.0 
0509: 92@ = distance_between_XY 87@ 88@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0509: 93@ = distance_between_XY 89@ 90@ and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
0087: 61@ = 91@ // (float) 
0063: 61@ -= 92@ // (float) 
0063: 61@ -= 93@ // (float) 
61@ /= 300.0 
005B: 98@ += 61@ // (float) 
if 
  98@ > 1.2 
else_jump @MANSON5_10426 
98@ = 1.2 
jump @MANSON5_10457 

:MANSON5_10426
if 
  0.6 > 98@ 
else_jump @MANSON5_10457 
98@ = 0.6 

:MANSON5_10457
06FD: set_car 44@ speed_on_path_to 98@ 
jump @MANSON5_10489 

:MANSON5_10472
Car.SetSpeedInstantly(44@, 0.0)
44@ = -1 

:MANSON5_10489
return 

:MANSON5_10491
0871: init_jump_table 99@ total_jumps 1 default_jump 0 @MANSON5_10592 jumps 0 @MANSON5_10554 -1 @MANSON5_10592 -1 @MANSON5_10592 -1 @MANSON5_10592 -1 @MANSON5_10592 -1 @MANSON5_10592 -1 @MANSON5_10592 

:MANSON5_10554
if 
  255.0 > 103@ 
else_jump @MANSON5_10585 
103@ += 0.35 

:MANSON5_10585
jump @MANSON5_10592 

:MANSON5_10592
02F7: 110@ = sine 103@ // (float) 
02F6: 111@ = cosine 103@ // (float) 
0087: 108@ = 104@ // (float) 
006B: 108@ *= 110@ // (float) 
0087: 109@ = 104@ // (float) 
006B: 109@ *= 111@ // (float) 
0087: 100@ = 105@ // (float) 
005B: 100@ += 108@ // (float) 
0087: 101@ = 106@ // (float) 
005B: 101@ += 109@ // (float) 
Camera.SetPosition(100@, 101@, 102@, 0.0, 0.0, 0.0)
Camera.PointAt(105@, 106@, 107@, 2)
return 

:MANSON5_10713
if 
   not Actor.Dead(35@)
else_jump @MANSON5_11444 
0871: init_jump_table 112@ total_jumps 5 default_jump 0 @MANSON5_11444 jumps 0 @MANSON5_10792 1 @MANSON5_10896 2 @MANSON5_11236 3 @MANSON5_11298 4 @MANSON5_11362 -1 @MANSON5_11444 -1 @MANSON5_11444 

:MANSON5_10792
if 
00EE:   actor 35@ 0 near_point 748.4916 -1812.361 radius 2.0 2.0 in_car 
else_jump @MANSON5_10889 
if 
86BD:   not no_obstacles_between $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD and 748.4916 -1812.361 12.0297 solid 1 car 0 actor 0 object 0 particle 0 
else_jump @MANSON5_10877 

:MANSON5_10877
Model.Load(#HOTDOG)
112@ += 1 

:MANSON5_10889
jump @MANSON5_11444 

:MANSON5_10896
if 
00EE:   actor 35@ 0 near_point 662.4983 -1791.844 radius 2.0 2.0 in_car 
else_jump @MANSON5_11229 
if 
   Model.Available(#HOTDOG)
else_jump @MANSON5_11030 
if 
86BD:   not no_obstacles_between $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD and 532.9616 -1768.656 4.698 solid 1 car 0 actor 0 object 0 particle 0 
else_jump @MANSON5_11030 
114@ = Car.Create(#HOTDOG, 532.9616, -1768.656, 4.698)
Car.Angle(114@) = 270.0

:MANSON5_11030
01E8: create_forbidden_for_cars_cube_cornerA 226.1833 -1631.007 40.0 cornerB 546.4532 -1423.991 12.0 
01E8: create_forbidden_for_cars_cube_cornerA 510.3661 -1431.656 10.0 cornerB 645.8312 -1387.312 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 646.6142 -1389.016 10.0 cornerB 620.9656 -1310.468 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 620.9656 -1310.468 10.0 cornerB 947.811 -1335.012 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 948.2631 -1335.406 10.0 cornerB 934.2357 -1229.939 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 804.0421 -1329.191 10.0 cornerB 789.3583 -1159.008 24.0 
112@ += 1 

:MANSON5_11229
jump @MANSON5_11444 

:MANSON5_11236
if 
00EE:   actor 35@ 0 near_point 394.1295 -1801.128 radius 2.0 2.0 in_car 
else_jump @MANSON5_11291 
Model.Destroy(#HOTDOG)
Car.RemoveReferences(114@)
112@ += 1 

:MANSON5_11291
jump @MANSON5_11444 

:MANSON5_11298
if 
00EE:   actor 35@ 0 near_point 1030.758 -1223.58 radius 2.0 2.0 in_car 
else_jump @MANSON5_11355 
05ED: freeze_car 44@ while_on_path 
112@ += 1 
jump @MANSON5_11362 

:MANSON5_11355
jump @MANSON5_11444 

:MANSON5_11362
if 
   not Actor.Dead(35@)
else_jump @MANSON5_11437 
Actor.StorePos(35@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
if 
  40.0 >= $DISTANCE_BETWEEN_POINTS 
else_jump @MANSON5_11437 
54@ = 1 

:MANSON5_11437
jump @MANSON5_11444 

:MANSON5_11444
return 

:MANSON5_11446
0871: init_jump_table 117@ total_jumps 2 default_jump 0 @MANSON5_11708 jumps 0 @MANSON5_11509 1 @MANSON5_11570 -1 @MANSON5_11708 -1 @MANSON5_11708 -1 @MANSON5_11708 -1 @MANSON5_11708 -1 @MANSON5_11708 

:MANSON5_11509
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY 1064.547 -1218.083 
if 
  250.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @MANSON5_11563 
Model.Load(#BURRITO)
117@ += 1 

:MANSON5_11563
jump @MANSON5_11708 

:MANSON5_11570
if 
   Model.Available(#BURRITO)
else_jump @MANSON5_11701 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY 1064.547 -1218.083 
if 
  80.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @MANSON5_11701 
115@ = Car.Create(#BURRITO, 1064.547, -1218.083, 15.928)
Car.Angle(115@) = 191.9481
116@ = Car.Create(#BURRITO, 1050.6, -1222.692, 15.8704)
Car.Angle(116@) = 111.6362
117@ += 1 

:MANSON5_11701
jump @MANSON5_11708 

:MANSON5_11708
return 

:MANSON5_11710
0871: init_jump_table 118@ total_jumps 12 default_jump 0 @MANSON5_12904 jumps 0 @MANSON5_11838 1 @MANSON5_11934 2 @MANSON5_11981 3 @MANSON5_12233 4 @MANSON5_12280 5 @MANSON5_12355 6 @MANSON5_12402 
0872: jump_table_jumps 7 @MANSON5_12477 8 @MANSON5_12524 9 @MANSON5_12667 10 @MANSON5_12714 11 @MANSON5_12857 -1 @MANSON5_12904 -1 @MANSON5_12904 -1 @MANSON5_12904 -1 @MANSON5_12904 

:MANSON5_11838
if 
  3 > 119@ 
else_jump @MANSON5_11920 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) 
create_thread @A_ALAP 2 100 144@(119@,24i) 
119@ += 1 
118@ += 1 
jump @MANSON5_11934 

:MANSON5_11920
118@ = 2 
jump @MANSON5_12904 

:MANSON5_11934
if 
  $1285($1288,2i) == -3 
else_jump @MANSON5_11974 
118@ = 0 
$1285($1288,2i) = -4 

:MANSON5_11974
jump @MANSON5_12904 

:MANSON5_11981
if 
  69@ == 3 
else_jump @MANSON5_12058 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -12.2064 -1117.876 radius 120.0 120.0 
else_jump @MANSON5_12058 
118@ += 2 
119@ = 16 
jump @MANSON5_12904 

:MANSON5_12058
if 
  66@ == 1 
else_jump @MANSON5_12158 
if 
  16 > 119@ 
else_jump @MANSON5_12151 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) 
create_thread @A_ALAP 2 100 144@(119@,24i) 
119@ += 1 
118@ += 1 

:MANSON5_12151
jump @MANSON5_12233 

:MANSON5_12158
if 
   not 119@ == 3 
else_jump @MANSON5_12226 
if 
   not 0 > $1285[0] 
else_jump @MANSON5_12201 
$1285[0] = -2 

:MANSON5_12201
if 
   not 0 > $1285[0] 
else_jump @MANSON5_12226 
$1285[1] = -2 

:MANSON5_12226
jump @MANSON5_12904 

:MANSON5_12233
if 
  $1285($1288,2i) == -3 
else_jump @MANSON5_12273 
118@ = 2 
$1285($1288,2i) = -4 

:MANSON5_12273
jump @MANSON5_12904 

:MANSON5_12280
if 
  18 > 119@ 
else_jump @MANSON5_12355 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) 
create_thread @A_ALAP 2 100 144@(119@,24i) 
119@ += 1 
118@ += 1 

:MANSON5_12355
if 
  $1285($1288,2i) == -3 
else_jump @MANSON5_12395 
118@ = 4 
$1285($1288,2i) = -4 

:MANSON5_12395
jump @MANSON5_12904 

:MANSON5_12402
if 
  24 > 119@ 
else_jump @MANSON5_12477 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) 
create_thread @A_ALAP 2 100 144@(119@,24i) 
119@ += 1 
118@ += 1 

:MANSON5_12477
if 
  $1285($1288,2i) == -3 
else_jump @MANSON5_12517 
118@ = 6 
$1285($1288,2i) = -4 

:MANSON5_12517
jump @MANSON5_12904 

:MANSON5_12524
if 
  4 > 119@ 
else_jump @MANSON5_12667 
if 
  32@ > 8000 
else_jump @MANSON5_12667 
if 
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 60.0 60.0 0 
else_jump @MANSON5_12659 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) 
create_thread @A_ALAP 2 100 35@ 
119@ += 1 
118@ += 1 
32@ = 0 
jump @MANSON5_12667 

:MANSON5_12659
32@ = 7000 

:MANSON5_12667
if 
  $1285($1288,2i) == -3 
else_jump @MANSON5_12707 
118@ = 8 
$1285($1288,2i) = -4 

:MANSON5_12707
jump @MANSON5_12904 

:MANSON5_12714
if 
  9 > 119@ 
else_jump @MANSON5_12857 
if 
  32@ > 8000 
else_jump @MANSON5_12857 
if 
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 50.0 50.0 0 
else_jump @MANSON5_12849 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) 
create_thread @A_ALAP 2 100 35@ 
119@ += 1 
118@ += 1 
32@ = 0 
jump @MANSON5_12857 

:MANSON5_12849
32@ = 7000 

:MANSON5_12857
if 
  $1285($1288,2i) == -3 
else_jump @MANSON5_12897 
118@ = 10 
$1285($1288,2i) = -4 

:MANSON5_12897
jump @MANSON5_12904 

:MANSON5_12904
return 

:MANSON5_12906
$MANSION_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'MAN_5'  // Cut Throat Business
030C: progress_made += 1 
014C: set_parked_car_generator $5248 cars_to_generate_to 101 
014C: set_parked_car_generator $5249 cars_to_generate_to 101 
014C: set_parked_car_generator $5250 cars_to_generate_to 101 
014C: set_parked_car_generator $5251 cars_to_generate_to 101 
014C: set_parked_car_generator $5252 cars_to_generate_to 101 
014C: set_parked_car_generator $5253 cars_to_generate_to 101 
014C: set_parked_car_generator $5254 cars_to_generate_to 101 
014C: set_parked_car_generator $5255 cars_to_generate_to 101 
014C: set_parked_car_generator $5256 cars_to_generate_to 101 
014C: set_parked_car_generator $5257 cars_to_generate_to 101 
014C: set_parked_car_generator $5258 cars_to_generate_to 101 
014C: set_parked_car_generator $5259 cars_to_generate_to 101 
014C: set_parked_car_generator $5260 cars_to_generate_to 101 
014C: set_parked_car_generator $5261 cars_to_generate_to 101 
014C: set_parked_car_generator $5262 cars_to_generate_to 101 
014C: set_parked_car_generator $5263 cars_to_generate_to 101 
014C: set_parked_car_generator $5264 cars_to_generate_to 101 
014C: set_parked_car_generator $5265 cars_to_generate_to 101 
014C: set_parked_car_generator $5266 cars_to_generate_to 101 
014C: set_parked_car_generator $5267 cars_to_generate_to 101 
014C: set_parked_car_generator $5268 cars_to_generate_to 101 
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 50 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
Marker.Disable($622)
return 

:MANSON5_13113
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if 
  62@ == 1 
else_jump @MANSON5_13157 
00BC: show_text_highpriority GXT 63@s time 5000 flag 1 

:MANSON5_13157
return 

:MANSON5_13159
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MANSON5_13186 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:MANSON5_13186
create_thread @A_TERM 
03DE: set_pedestrians_density_multiplier_to 1.0 
091D: remove_forbidden_for_boats_cube_cornerA 226.1833 -1631.007 40.0 cornerB 546.4532 -1423.991 12.0 
091D: remove_forbidden_for_boats_cube_cornerA 510.3661 -1431.656 10.0 cornerB 645.8312 -1387.312 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 646.6142 -1389.016 10.0 cornerB 620.9656 -1310.468 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 620.9656 -1310.468 10.0 cornerB 947.811 -1335.012 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 948.2631 -1335.406 10.0 cornerB 934.2357 -1229.939 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 804.0421 -1329.191 10.0 cornerB 789.3583 -1159.008 24.0 
Marker.Disable(50@)
Marker.Disable(37@)
Marker.Disable(38@)
if 
   not Actor.Dead(34@)
else_jump @MANSON5_13429 
06C9: remove_actor 34@ from_group 

:MANSON5_13429
Actor.DestroyWithFade(34@)
Actor.DestroyWithFade(35@)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Actor.RemoveReferences(73@)
if 
   not Actor.Dead(73@)
else_jump @MANSON5_13490 
Actor.LockInCurrentPosition(73@) = False
Actor.SetImmunities(73@, 0, 0, 0, 0, 0)

:MANSON5_13490
Car.RemoveReferences(74@)
if 
   not Car.Wrecked(74@)
else_jump @MANSON5_13533 
Car.LockInCurrentPosition(74@) = False
Car.SetImmunities(74@, 0, 0, 0, 0, 0)

:MANSON5_13533
Car.RemoveReferences(39@)
if 
   not Car.Wrecked(40@)
else_jump @MANSON5_13575 
if 
060E:   car 40@ assigned_to_path 
else_jump @MANSON5_13575 
05EC: release_car 40@ from_path 

:MANSON5_13575
Car.RemoveReferences(40@)
if 
   not Car.Wrecked(41@)
else_jump @MANSON5_13617 
if 
060E:   car 41@ assigned_to_path 
else_jump @MANSON5_13617 
05EC: release_car 41@ from_path 

:MANSON5_13617
Car.RemoveReferences(41@)
Car.RemoveReferences(42@)
if 
   not Car.Wrecked(43@)
else_jump @MANSON5_13664 
if 
060E:   car 43@ assigned_to_path 
else_jump @MANSON5_13664 
05EC: release_car 43@ from_path 

:MANSON5_13664
Car.RemoveReferences(43@)
if 
   not Car.Wrecked(44@)
else_jump @MANSON5_13706 
if 
060E:   car 44@ assigned_to_path 
else_jump @MANSON5_13706 
05EC: release_car 44@ from_path 

:MANSON5_13706
Car.RemoveReferences(44@)
Car.RemoveReferences(45@)
Car.RemoveReferences(114@)
Car.RemoveReferences(115@)
Car.RemoveReferences(116@)
48@ = 0 

:MANSON5_13738
if 
  8 > 48@ 
else_jump @MANSON5_13779 
Car.RemoveReferences(75@(48@,8i))
48@ += 1 
jump @MANSON5_13738 

:MANSON5_13779
Object.RemoveReferences(83@)
Model.Destroy(#SBFYRI)
Model.Destroy(#BFINJECT)
Model.Destroy(#VORTEX)
Model.Destroy(#KART)
Model.Destroy(#NEWSVAN)
Model.Destroy(#MARQUIS)
Model.Destroy(#REEFER)
Model.Destroy(#HOTDOG)
Model.Destroy(#BURRITO)
Model.Destroy(#WATERJUMPX2)
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 106---------------
// Originally: Beat Down on B Dup

:GROVE1
thread 'GROVE1' 
gosub @GROVE1_608 
if 
wasted_or_busted 
else_jump @GROVE1_38 
gosub @GROVE1_18797 

:GROVE1_38
gosub @GROVE1_18963 
end_thread 

:GROVE1_47
0871: init_jump_table 96@ total_jumps 4 default_jump 0 @GROVE1_606 jumps 0 @GROVE1_110 1 @GROVE1_322 2 @GROVE1_446 3 @GROVE1_548 -1 @GROVE1_606 -1 @GROVE1_606 -1 @GROVE1_606 

:GROVE1_110
05A9: s$7956[0] = 'GRO1_FA'  // ~z~Was hast du dir da gedacht, Bruder?
05A9: s$7956[1] = 'GRO1_FB'  // ~z~Ich hab's satt, Mann, absolut satt.
05A9: s$7956[2] = 'GRO1_FC'  // ~z~Ich hab satt, mir den Arsch aufzureien, und die Scheie hier wird trotzdem nicht besser.
05A9: s$7956[3] = 'GRO1_FD'  // ~z~Ich hab's satt zuzusehen, wie meine Familie auseinander bricht.
05A9: s$7956[4] = 'GRO1_FE'  // ~z~Sweet, Mann, du musst ein bisschen mehr Zuversicht haben.
05A9: s$7956[5] = 'GRO1_FF'  // ~z~Klar, zurzeit ist alles ziemlich abgefuckt, aber wir stehen vor einem Wendepunkt.
05A9: s$7956[6] = 'GRO1_FG'  // ~z~Der Tag wird kommen, an dem die Johnson-Familie ganz oben steht,
05A9: s$7956[7] = 'GRO1_FH'  // ~z~und zwar bald.
05A9: s$7956[8] = 'GRO1_FJ'  // ~z~Ja, ja, CJ, du bist fr uns da, ich wei schon.
04AF: 97@ = 17432 // @ = any 
04AF: 98@ = 17433 // @ = any 
04AF: 99@ = 17434 // @ = any 
04AF: 100@ = 17435 // @ = any 
04AF: 101@ = 17436 // @ = any 
04AF: 102@ = 17437 // @ = any 
04AF: 103@ = 17438 // @ = any 
04AF: 104@ = 17439 // @ = any 
04AF: 105@ = 17440 // @ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @GROVE1_606 

:GROVE1_322
05A9: s$7956[0] = 'GRO1_JA'  // ~z~Oh, Mann, MacArthur Park!
05A9: s$7956[1] = 'GRO1_JB'  // ~z~Im Herzen des Kilo-Trays-Reviers.
05A9: s$7956[2] = 'GRO1_JC'  // ~z~Schei drauf, ich bin dabei, dieser Typ hat es lange genug herausgefordert.
05A9: s$7956[3] = 'GRO1_JD'  // ~z~Wir nehmen das ganze Viertel auseinander!
05A9: s$7956[4] = 'GRO1_JE'  // ~z~Du sagst es. Los geht's!
04AF: 97@ = 17445 // @ = any 
04AF: 98@ = 17446 // @ = any 
04AF: 99@ = 17447 // @ = any 
04AF: 100@ = 17448 // @ = any 
04AF: 101@ = 17449 // @ = any 
$DIALOG_ARRAY_SIZE = 4 
jump @GROVE1_606 

:GROVE1_446
05A9: s$7956[0] = 'GRO1_LA'  // ~z~Dieses Viertel htten wir verarztet!!
05A9: s$7956[1] = 'GRO1_LB'  // ~z~Aber nirgends eine Spur von B Dup, Kumpel.
05A9: s$7956[2] = 'GRO1_LC'  // ~z~Schau dir die Bude da drben mal an.
05A9: s$7956[3] = 'GRO1_LD'  // ~z~Das ist es, ich wei es!
04AF: 97@ = 17452 // @ = any 
04AF: 98@ = 17453 // @ = any 
04AF: 99@ = 17454 // @ = any 
04AF: 100@ = 17455 // @ = any 
$DIALOG_ARRAY_SIZE = 3 
jump @GROVE1_606 

:GROVE1_548
05A9: s$7956[0] = 'GRO1_KA'  // ~z~Wir tun diesen Ballas richtig weh!
05A9: s$7956[1] = 'GRO1_KB'  // ~z~Die Johnson-Boys rumen auf!
04AF: 97@ = 17450 // @ = any 
04AF: 98@ = 17451 // @ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @GROVE1_606 

:GROVE1_606
return 

:GROVE1_608
$ONMISSION = 1 
77@ = 50 
78@ = 50 
79@ = 50 
80@ = 50 
81@ = 0 
$7955 = 1000 
37@ = 0 
41@ = 0 
44@ = 0 
47@ = 0 
50@ = 0 
53@ = 0 
56@ = 0 
60@ = 0 
64@ = 0 
68@ = 0 
70@ = 0 
71@ = 0 
73@ = 0 
74@ = 0 
82@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
87@ = 0 
88@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
91@ = 0 
92@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
increment_mission_attempts 
054C: use_GXT_table 'GROVE1' 
wait 0 
select_interior 3 
02E4: load_cutscene_data 'GROVE1A' 

:GROVE1_1005
if 
86B9:   not cutscene_data_loaded 
else_jump @GROVE1_1029 
wait 0 
jump @GROVE1_1005 

:GROVE1_1029
02E7: start_cutscene 
fade 1 1000 

:GROVE1_1038
if 
82E9:   not cutscene_reached_end 
else_jump @GROVE1_1062 
wait 0 
jump @GROVE1_1038 

:GROVE1_1062
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:GROVE1_1075
if 
fading 
else_jump @GROVE1_1099 
wait 0 
jump @GROVE1_1075 

:GROVE1_1099
02EA: end_cutscene 
select_interior 0 
08F4: set_max_group_members 5 
jump @GROVE1_1224 
018A: 39@ = create_checkpoint_at 0.0 0.0 0.0 
0615: define_AS_pack_begin 57@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 57@ 
0615: define_AS_pack_begin 61@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 61@ 
0615: define_AS_pack_begin 65@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 65@ 
0615: define_AS_pack_begin 69@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 69@ 

:GROVE1_1224
060A: create_decision_maker_type 2 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 35@ // decision\allowed\m_.ped files 
0709: set_decision_maker 35@ on_event 49 taskID 311 unknown 0.0 100.0 chance 100.0 unknown 100.0 0 1 // see *.ped files 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
Model.Load(#BALLAS3)
Model.Load(#BALLAS1)
Model.Load(#AK47)
Model.Load(#INFERNUS)
03CF: load_wav 17441 as 2 
038B: load_requested_models 

:GROVE1_1312
if or
823D:   not special_actor 1 loaded 
   not Model.Available(#AK47)
   not Model.Available(#BALLAS3)
   not Model.Available(#BALLAS1)
   not Model.Available(#INFERNUS)
83D0:   not wav 2 loaded 
else_jump @GROVE1_1360 
wait 0 
jump @GROVE1_1312 

:GROVE1_1360
Actor.PutAt($PLAYER_ACTOR, 2497.324, -1684.744, 12.44)
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Camera.SetAtPos(2497.324, -1684.744, 12.44)
38@ = Actor.Create(Mission1, #SPECIAL01, 2496.633, -1684.573, 12.435)
Actor.Angle(38@) = 0.0
060B: set_actor 38@ decision_maker_to 65542 
0245: set_actor 38@ walk_style_to "GANG2" 
01B2: give_actor 38@ weapon 30 ammo 30000 // Load the weapon model before using this 
0568: set_actor 38@ targetable 1 
0446: set_actor 38@ immune_to_headshots 0 
0940: unknown_group $PLAYER_GROUP flag 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
Actor.WeaponAccuracy(38@) = 90
Actor.Health(38@) = 1000
08AF: set_actor 38@ max_health_to 1000 
077A: set_actor 38@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
Actor.SetImmunities(38@, 1, 1, 1, 1, 1)
0A20: unknown_player $PLAYER_CHAR flag 1 
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:GROVE1_1580
if 
   not fading 
else_jump @GROVE1_1604 
wait 0 
jump @GROVE1_1580 

:GROVE1_1604
Player.CanMove($PLAYER_CHAR) = True
if 
   Actor.Dead(38@)
else_jump @GROVE1_1657 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 
jump @GROVE1_1672 

:GROVE1_1657
Actor.SetImmunities(38@, 0, 0, 0, 0, 0)

:GROVE1_1672
00BC: show_text_highpriority GXT 'GM1_18' time 8000 flag 1  // ~s~Begib dich zu ~y~B Dups~s~ Haus.
018A: 89@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
$127 = 1 
32@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 0 
gosub @GROVE1_47 
119@ = 0 
120@ = 0 

:GROVE1_1771
if or
80FE:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2293.032 -1795.767 12.5469 radius 4.0 4.0 4.0 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
   not 120@ == 1 
else_jump @GROVE1_3274 
wait 0 
if 
0735:   NOP_false 83 
else_jump @GROVE1_1861 
jump @GROVE1_18881 

:GROVE1_1861
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GROVE1_1945 
83@ = Actor.Car($PLAYER_ACTOR)
if 
   not Car.Wrecked(83@)
else_jump @GROVE1_1938 
if 
09D0:   car 83@ on_wheels 
else_jump @GROVE1_1931 
120@ = 1 
jump @GROVE1_1938 

:GROVE1_1931
120@ = 0 

:GROVE1_1938
jump @GROVE1_2047 

:GROVE1_1945
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2293.032 -1795.767 12.5469 radius 4.0 4.0 4.0 
else_jump @GROVE1_2040 
if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
else_jump @GROVE1_2026 
120@ = 1 
jump @GROVE1_2033 

:GROVE1_2026
120@ = 0 

:GROVE1_2033
jump @GROVE1_2047 

:GROVE1_2040
120@ = 0 

:GROVE1_2047
if 
  114@ == 0 
else_jump @GROVE1_2102 
if 
  32@ >= 5000 
else_jump @GROVE1_2102 
03D5: remove_text 'GM1_18'  // ~s~Begib dich zu ~y~B Dups~s~ Haus.
114@ = 1 

:GROVE1_2102
if 
  114@ == 1 
else_jump @GROVE1_2420 
if 
   not Actor.Dead(38@)
else_jump @GROVE1_2364 
if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
else_jump @GROVE1_2254 
if 
0104:   actor 38@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @GROVE1_2247 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor 38@ on_foot 
else_jump @GROVE1_2219 
gosub @GROVE1_19481 

:GROVE1_2219
if and
   Actor.Driving($PLAYER_ACTOR)
   Actor.Driving(38@)
else_jump @GROVE1_2247 
gosub @GROVE1_19481 

:GROVE1_2247
jump @GROVE1_2357 

:GROVE1_2254
040D: unload_wav 1 
03D5: remove_text 'GRO1_FA'  // ~z~Was hast du dir da gedacht, Bruder?
03D5: remove_text 'GRO1_FB'  // ~z~Ich hab's satt, Mann, absolut satt.
03D5: remove_text 'GRO1_FC'  // ~z~Ich hab satt, mir den Arsch aufzureien, und die Scheie hier wird trotzdem nicht besser.
03D5: remove_text 'GRO1_FD'  // ~z~Ich hab's satt zuzusehen, wie meine Familie auseinander bricht.
03D5: remove_text 'GRO1_FE'  // ~z~Sweet, Mann, du musst ein bisschen mehr Zuversicht haben.
03D5: remove_text 'GRO1_FF'  // ~z~Klar, zurzeit ist alles ziemlich abgefuckt, aber wir stehen vor einem Wendepunkt.
03D5: remove_text 'GRO1_FG'  // ~z~Der Tag wird kommen, an dem die Johnson-Familie ganz oben steht,
03D5: remove_text 'GRO1_FH'  // ~z~und zwar bald.
03D5: remove_text 'GRO1_FJ'  // ~z~Ja, ja, CJ, du bist fr uns da, ich wei schon.

:GROVE1_2357
jump @GROVE1_2420 

:GROVE1_2364
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
if 
  37@ == 1 
else_jump @GROVE1_2413 
Marker.Disable(39@)

:GROVE1_2413
jump @GROVE1_18797 

:GROVE1_2420
if 
   Actor.Dead(38@)
else_jump @GROVE1_2489 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
if 
  37@ == 1 
else_jump @GROVE1_2475 
Marker.Disable(39@)

:GROVE1_2475
jump @GROVE1_18797 
jump @GROVE1_3267 

:GROVE1_2489
$7955 = Actor.Health(38@)
$7955 /= 10 
if 
  117@ == 1 
else_jump @GROVE1_2555 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_2555 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
117@ = 0 

:GROVE1_2555
if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
  37@ == 0 
else_jump @GROVE1_2638 
Marker.Disable(89@)
39@ = Marker.CreateAboveActor(38@)
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~Du hast ~b~Sweet~s~ nicht dabei. Kehr um und hol ihn.
$127 = 0 
73@ = 0 
37@ = 1 

:GROVE1_2638
if 
  37@ == 1 
else_jump @GROVE1_3267 
if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
else_jump @GROVE1_3267 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @GROVE1_3106 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GROVE1_3029 
83@ = Actor.Car($PLAYER_ACTOR)
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
if 
  86@ >= 1 
else_jump @GROVE1_2861 
0940: unknown_group $PLAYER_GROUP flag 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
Marker.Disable(39@)
018A: 89@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
00BC: show_text_highpriority GXT 'GM1_18' time 8000 flag 1  // ~s~Begib dich zu ~y~B Dups~s~ Haus.
$127 = 1 
87@ = 0 
37@ = 0 
jump @GROVE1_3022 

:GROVE1_2861
if 
  87@ == 0 
else_jump @GROVE1_2959 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_2931 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_2931
119@ = 1 
117@ = 1 
87@ = 1 
jump @GROVE1_3022 

:GROVE1_2959
if 
  119@ == 1 
else_jump @GROVE1_3022 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_3022 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0A09: set_actor 38@ muted 0 // versionB 
119@ = 0 

:GROVE1_3022
jump @GROVE1_3099 

:GROVE1_3029
0940: unknown_group $PLAYER_GROUP flag 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
Marker.Disable(39@)
018A: 89@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
00BC: show_text_highpriority GXT 'GM1_18' time 8000 flag 1  // ~s~Begib dich zu ~y~B Dups~s~ Haus.
$127 = 1 
37@ = 0 

:GROVE1_3099
jump @GROVE1_3267 

:GROVE1_3106
if 
  73@ == 0 
else_jump @GROVE1_3204 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_3176 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_3176
119@ = 1 
117@ = 1 
73@ = 1 
jump @GROVE1_3267 

:GROVE1_3204
if 
  119@ == 1 
else_jump @GROVE1_3267 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_3267 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0A09: set_actor 38@ muted 0 // versionB 
119@ = 0 

:GROVE1_3267
jump @GROVE1_1771 

:GROVE1_3274
040D: unload_wav 1 
00BE: text_clear_all 
Marker.Disable(89@)
Player.CanMove($PLAYER_CHAR) = False
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
if 
   not Actor.Dead(38@)
else_jump @GROVE1_3344 
Actor.SetImmunities(38@, 1, 1, 1, 1, 1)
jump @GROVE1_3367 

:GROVE1_3344
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_3367
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GROVE1_3382
if 
fading 
else_jump @GROVE1_3445 
wait 0 
if 
   Actor.Dead(38@)
else_jump @GROVE1_3438 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_3438
jump @GROVE1_3382 

:GROVE1_3445
08F5: save_player_group 
0395: clear_area 1 at 2294.323 -1797.048 12.586 radius 7.0 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @GROVE1_3548 
0395: clear_area 1 at 2294.323 -1797.048 12.586 radius 3.0 
Actor.PutAt($PLAYER_ACTOR, 2294.323, -1797.048, 12.586)
Actor.Angle($PLAYER_ACTOR) = 270.0
jump @GROVE1_3652 

:GROVE1_3548
90@ = Actor.Car($PLAYER_ACTOR)
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2294.323 -1797.048 12.586 

:GROVE1_3576
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GROVE1_3642 
wait 0 
if 
   Actor.Dead(38@)
else_jump @GROVE1_3635 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_3635
jump @GROVE1_3576 

:GROVE1_3642
Actor.Angle($PLAYER_ACTOR) = 270.0

:GROVE1_3652
if 
   not Actor.Dead(38@)
else_jump @GROVE1_3861 
if 
   not Actor.Driving(38@)
else_jump @GROVE1_3750 
0395: clear_area 1 at 2294.323 -1794.911 12.586 radius 3.0 
0792: disembark_instantly_actor 38@ 
Actor.PutAt(38@, 2294.323, -1794.911, 12.586)
Actor.Angle(38@) = 270.0
jump @GROVE1_3854 

:GROVE1_3750
90@ = Actor.Car(38@)
0362: remove_actor 38@ from_car_and_place_at 2294.323 -1794.911 12.586 

:GROVE1_3778
if 
   Actor.Driving(38@)
else_jump @GROVE1_3844 
wait 0 
if 
   Actor.Dead(38@)
else_jump @GROVE1_3837 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_3837
jump @GROVE1_3778 

:GROVE1_3844
Actor.Angle(38@) = 270.0

:GROVE1_3854
jump @GROVE1_3884 

:GROVE1_3861
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_3884
0395: clear_area 1 at 2294.323 -1797.048 12.586 radius 6.0 
if 
056E:   car 90@ defined 
else_jump @GROVE1_3994 
if 
   not Car.Wrecked(90@)
else_jump @GROVE1_3994 
0395: clear_area 0 at 2299.243 -1784.565 12.591 radius 3.0 
Car.PutAt(90@, 2299.243, -1784.565, 12.591)
Car.Angle(90@) = 0.0

:GROVE1_3994
Player.MakeSafe($PLAYER_CHAR)
select_interior 3 
02E4: load_cutscene_data 'GROVE1B' 

:GROVE1_4014
if 
86B9:   not cutscene_data_loaded 
else_jump @GROVE1_4038 
wait 0 
jump @GROVE1_4014 

:GROVE1_4038
02E7: start_cutscene 
fade 1 1000 

:GROVE1_4047
if 
82E9:   not cutscene_reached_end 
else_jump @GROVE1_4071 
wait 0 
jump @GROVE1_4047 

:GROVE1_4071
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:GROVE1_4084
if 
fading 
else_jump @GROVE1_4108 
wait 0 
jump @GROVE1_4084 

:GROVE1_4108
02EA: end_cutscene 
select_interior 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
08F6: restore_player_group 
Camera.SetAtPos(2294.323, -1797.048, 12.586)
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 

:GROVE1_4156
if 
fading 
else_jump @GROVE1_4180 
wait 0 
jump @GROVE1_4156 

:GROVE1_4180
if 
   not Actor.Dead(38@)
else_jump @GROVE1_4218 
Actor.SetImmunities(38@, 0, 0, 0, 0, 0)
jump @GROVE1_4241 

:GROVE1_4218
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_4241
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00BC: show_text_highpriority GXT 'GM1_1' time 5000 flag 1  // ~s~Fahr nach ~y~MacArthur Park~s~.
02A8: 40@ = create_marker 62 at 1988.316 -1199.675 19.135 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076D: get_zone 'GLN1' gang 2 density_to 91@ 
076D: get_zone 'GLN1' gang 7 density_to 92@ 
076C: set_zone 'GLN1' gang 2 density_to 0 
076C: set_zone 'GLN1' gang 7 density_to 0 
090C: highlight_inactive_gang_zone 'GLN1' as_available_for_gangwars 
03C7: set_sensitivity_to_crime 0.5 
0879: enable_gang_wars 1 
08A3: update_respect_while_on_mission 1 
33@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 1 
gosub @GROVE1_47 
119@ = 0 

:GROVE1_4467
if or
   not 81@ == 1 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
else_jump @GROVE1_5650 
wait 0 
if 
  115@ == 0 
else_jump @GROVE1_4552 
if 
  33@ >= 5000 
else_jump @GROVE1_4552 
03D5: remove_text 'GM1_1'  // ~s~Fahr nach ~y~MacArthur Park~s~.
115@ = 1 

:GROVE1_4552
if 
  115@ == 1 
else_jump @GROVE1_4827 
if 
   not Actor.Dead(38@)
else_jump @GROVE1_4770 
if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
else_jump @GROVE1_4704 
if 
0104:   actor 38@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @GROVE1_4697 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor 38@ on_foot 
else_jump @GROVE1_4669 
gosub @GROVE1_19481 

:GROVE1_4669
if and
   Actor.Driving($PLAYER_ACTOR)
   Actor.Driving(38@)
else_jump @GROVE1_4697 
gosub @GROVE1_19481 

:GROVE1_4697
jump @GROVE1_4763 

:GROVE1_4704
040D: unload_wav 1 
03D5: remove_text 'GRO1_JA'  // ~z~Oh, Mann, MacArthur Park!
03D5: remove_text 'GRO1_JB'  // ~z~Im Herzen des Kilo-Trays-Reviers.
03D5: remove_text 'GRO1_JC'  // ~z~Schei drauf, ich bin dabei, dieser Typ hat es lange genug herausgefordert.
03D5: remove_text 'GRO1_JD'  // ~z~Wir nehmen das ganze Viertel auseinander!
03D5: remove_text 'GRO1_JE'  // ~z~Du sagst es. Los geht's!

:GROVE1_4763
jump @GROVE1_4827 

:GROVE1_4770
040D: unload_wav 1 
00BE: text_clear_all 
Marker.Disable(40@)
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
if 
  37@ == 1 
else_jump @GROVE1_4820 
Marker.Disable(39@)

:GROVE1_4820
jump @GROVE1_18797 

:GROVE1_4827
if 
   Player.InZone($PLAYER_CHAR, 'GLN1')
else_jump @GROVE1_4866 
81@ = 1 
jump @GROVE1_4873 

:GROVE1_4866
81@ = 0 

:GROVE1_4873
if 
   Actor.Dead(38@)
else_jump @GROVE1_4942 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
if 
  37@ == 1 
else_jump @GROVE1_4928 
Marker.Disable(39@)

:GROVE1_4928
jump @GROVE1_18797 
jump @GROVE1_5643 

:GROVE1_4942
$7955 = Actor.Health(38@)
$7955 /= 10 
if 
  117@ == 1 
else_jump @GROVE1_5008 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_5008 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
117@ = 0 

:GROVE1_5008
if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
  37@ == 0 
else_jump @GROVE1_5086 
39@ = Marker.CreateAboveActor(38@)
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~Du hast ~b~Sweet~s~ nicht dabei. Kehr um und hol ihn.
$127 = 0 
73@ = 0 
37@ = 1 

:GROVE1_5086
if 
  37@ == 1 
else_jump @GROVE1_5643 
if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
else_jump @GROVE1_5643 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @GROVE1_5482 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GROVE1_5441 
83@ = Actor.Car($PLAYER_ACTOR)
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
if 
  86@ >= 1 
else_jump @GROVE1_5273 
0940: unknown_group $PLAYER_GROUP flag 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
Marker.Disable(39@)
$127 = 1 
87@ = 0 
37@ = 0 
jump @GROVE1_5434 

:GROVE1_5273
if 
  87@ == 0 
else_jump @GROVE1_5371 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_5343 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_5343
119@ = 1 
117@ = 1 
87@ = 1 
jump @GROVE1_5434 

:GROVE1_5371
if 
  119@ == 1 
else_jump @GROVE1_5434 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_5434 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0A09: set_actor 38@ muted 0 // versionB 
119@ = 0 

:GROVE1_5434
jump @GROVE1_5475 

:GROVE1_5441
0940: unknown_group $PLAYER_GROUP flag 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
Marker.Disable(39@)
$127 = 1 
37@ = 0 

:GROVE1_5475
jump @GROVE1_5643 

:GROVE1_5482
if 
  73@ == 0 
else_jump @GROVE1_5580 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_5552 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_5552
119@ = 1 
117@ = 1 
73@ = 1 
jump @GROVE1_5643 

:GROVE1_5580
if 
  119@ == 1 
else_jump @GROVE1_5643 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_5643 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0A09: set_actor 38@ muted 0 // versionB 
119@ = 0 

:GROVE1_5643
jump @GROVE1_4467 

:GROVE1_5650
00BC: show_text_highpriority GXT 'GM1_3' time 8000 flag 1  // ~s~Greif die Ballas an und erobere ihr Gebiet.
33@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 3 
gosub @GROVE1_47 
if 
   not Actor.Dead(38@)
else_jump @GROVE1_5739 
$7955 = Actor.Health(38@)
jump @GROVE1_5796 

:GROVE1_5739
040D: unload_wav 1 
00BE: text_clear_all 
Marker.Disable(40@)
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
if 
  37@ == 1 
else_jump @GROVE1_5789 
Marker.Disable(39@)

:GROVE1_5789
jump @GROVE1_18797 

:GROVE1_5796
$7955 /= 10 
03C4: set_status_text $7955 type 1 GXT 'GM1_7' // global_variable  // SWEET
119@ = 0 

:GROVE1_5826
if or
   not 82@ == 1 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
else_jump @GROVE1_7131 
wait 0 
if 
  116@ == 0 
else_jump @GROVE1_5911 
if 
  33@ >= 5000 
else_jump @GROVE1_5911 
03D5: remove_text 'GM1_3'  // ~s~Greif die Ballas an und erobere ihr Gebiet.
116@ = 1 

:GROVE1_5911
if 
  116@ == 1 
else_jump @GROVE1_6153 
if 
   not Actor.Dead(38@)
else_jump @GROVE1_6096 
if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
else_jump @GROVE1_6063 
if 
0104:   actor 38@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @GROVE1_6056 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor 38@ on_foot 
else_jump @GROVE1_6028 
gosub @GROVE1_19481 

:GROVE1_6028
if and
   Actor.Driving($PLAYER_ACTOR)
   Actor.Driving(38@)
else_jump @GROVE1_6056 
gosub @GROVE1_19481 

:GROVE1_6056
jump @GROVE1_6089 

:GROVE1_6063
040D: unload_wav 1 
03D5: remove_text 'GRO1_KA'  // ~z~Wir tun diesen Ballas richtig weh!
03D5: remove_text 'GRO1_KB'  // ~z~Die Johnson-Boys rumen auf!

:GROVE1_6089
jump @GROVE1_6153 

:GROVE1_6096
040D: unload_wav 1 
00BE: text_clear_all 
Marker.Disable(40@)
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
if 
  37@ == 1 
else_jump @GROVE1_6146 
Marker.Disable(39@)

:GROVE1_6146
jump @GROVE1_18797 

:GROVE1_6153
076D: get_zone 'GLN1' gang 0 density_to 77@ 
076D: get_zone 'GLN1' gang 1 density_to 118@ 
if 
   Actor.Dead(38@)
else_jump @GROVE1_6254 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
if 
  37@ == 1 
else_jump @GROVE1_6240 
Marker.Disable(39@)

:GROVE1_6240
jump @GROVE1_18797 
jump @GROVE1_6955 

:GROVE1_6254
$7955 = Actor.Health(38@)
$7955 /= 10 
if 
  117@ == 1 
else_jump @GROVE1_6320 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_6320 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
117@ = 0 

:GROVE1_6320
if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
  37@ == 0 
else_jump @GROVE1_6398 
39@ = Marker.CreateAboveActor(38@)
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~Du hast ~b~Sweet~s~ nicht dabei. Kehr um und hol ihn.
$127 = 0 
73@ = 0 
37@ = 1 

:GROVE1_6398
if 
  37@ == 1 
else_jump @GROVE1_6955 
if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
else_jump @GROVE1_6955 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @GROVE1_6794 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GROVE1_6753 
83@ = Actor.Car($PLAYER_ACTOR)
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
if 
  86@ >= 1 
else_jump @GROVE1_6585 
0940: unknown_group $PLAYER_GROUP flag 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
Marker.Disable(39@)
$127 = 1 
87@ = 0 
37@ = 0 
jump @GROVE1_6746 

:GROVE1_6585
if 
  87@ == 0 
else_jump @GROVE1_6683 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_6655 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_6655
119@ = 1 
117@ = 1 
87@ = 1 
jump @GROVE1_6746 

:GROVE1_6683
if 
  119@ == 1 
else_jump @GROVE1_6746 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_6746 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0A09: set_actor 38@ muted 0 // versionB 
119@ = 0 

:GROVE1_6746
jump @GROVE1_6787 

:GROVE1_6753
0940: unknown_group $PLAYER_GROUP flag 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
Marker.Disable(39@)
$127 = 1 
37@ = 0 

:GROVE1_6787
jump @GROVE1_6955 

:GROVE1_6794
if 
  73@ == 0 
else_jump @GROVE1_6892 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_6864 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_6864
119@ = 1 
117@ = 1 
73@ = 1 
jump @GROVE1_6955 

:GROVE1_6892
if 
  119@ == 1 
else_jump @GROVE1_6955 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_6955 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0A09: set_actor 38@ muted 0 // versionB 
119@ = 0 

:GROVE1_6955
if 
  77@ == 0 
else_jump @GROVE1_6980 
82@ = 1 

:GROVE1_6980
if 
   Player.InZone($PLAYER_CHAR, 'GLN1')
else_jump @GROVE1_7019 
81@ = 1 
jump @GROVE1_7124 

:GROVE1_7019
if 
887A:   not gang_war_in_progress 
else_jump @GROVE1_7117 
if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
else_jump @GROVE1_7110 
if 
  118@ == 0 
else_jump @GROVE1_7110 
if 
  88@ == 0 
else_jump @GROVE1_7110 
00BC: show_text_highpriority GXT 'GM1_16' time 8000 flag 1  // ~s~Begib dich zurck zum ~y~MacArthur Park~s~ und bernimm das ~y~Gebiet~s~!
88@ = 1 

:GROVE1_7110
jump @GROVE1_7124 

:GROVE1_7117
88@ = 0 

:GROVE1_7124
jump @GROVE1_5826 

:GROVE1_7131
Marker.Disable(40@)
03D5: remove_text 'GM1_16'  // ~s~Begib dich zurck zum ~y~MacArthur Park~s~ und bernimm das ~y~Gebiet~s~!
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
03D5: remove_text 'GM1_2'  // ~s~Du hast ~b~Sweet~s~ nicht dabei. Kehr um und hol ihn.
03D5: remove_text 'GM1_4'  // ~r~Sweet ist tot!
03D5: remove_text 'GM1_3'  // ~s~Greif die Ballas an und erobere ihr Gebiet.
08A3: update_respect_while_on_mission 0 
wait 5000 
gosub @ENTEXT_63 

:GROVE1_7207
if 
   not $38 == 1 
else_jump @GROVE1_7287 
wait 0 
if 
   Actor.Dead(38@)
else_jump @GROVE1_7273 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
Marker.Disable(39@)
jump @GROVE1_18797 

:GROVE1_7273
gosub @ENTEXT_63 
jump @GROVE1_7207 

:GROVE1_7287
Player.CanMove($PLAYER_CHAR) = False
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
if 
   not Actor.Dead(38@)
else_jump @GROVE1_7346 
Actor.SetImmunities(38@, 1, 1, 1, 1, 1)
jump @GROVE1_7369 

:GROVE1_7346
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_7369
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GROVE1_7384
if 
fading 
else_jump @GROVE1_7408 
wait 0 
jump @GROVE1_7384 

:GROVE1_7408
08F5: save_player_group 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @GROVE1_7504 
Camera.SetAtPos(2038.184, -1143.772, 23.455)
0395: clear_area 1 at 2038.184 -1143.772 23.455 radius 3.0 
Actor.PutAt($PLAYER_ACTOR, 2038.184, -1143.772, 23.455)
Actor.Angle($PLAYER_ACTOR) = 56.5
jump @GROVE1_7601 

:GROVE1_7504
90@ = Actor.Car($PLAYER_ACTOR)
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2038.184 -1143.772 23.455 

:GROVE1_7532
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GROVE1_7591 
wait 0 
if 
   Actor.Dead(38@)
else_jump @GROVE1_7568 

:GROVE1_7568
if 
   Car.Wrecked(90@)
else_jump @GROVE1_7584 

:GROVE1_7584
jump @GROVE1_7532 

:GROVE1_7591
Actor.Angle($PLAYER_ACTOR) = 56.5

:GROVE1_7601
if 
   not Actor.Dead(38@)
else_jump @GROVE1_7791 
if 
   not Actor.Driving(38@)
else_jump @GROVE1_7694 
0395: clear_area 1 at 2037.048 -1144.896 23.487 radius 3.0 
Actor.PutAt($PLAYER_ACTOR, 2037.048, -1144.896, 23.487)
Actor.Angle(38@) = 56.5
jump @GROVE1_7791 

:GROVE1_7694
90@ = Actor.Car(38@)
0362: remove_actor 38@ from_car_and_place_at 2037.048 -1144.896 23.487 

:GROVE1_7722
if 
   Actor.Driving(38@)
else_jump @GROVE1_7781 
wait 0 
if 
   Actor.Dead(38@)
else_jump @GROVE1_7758 

:GROVE1_7758
if 
   Car.Wrecked(90@)
else_jump @GROVE1_7774 

:GROVE1_7774
jump @GROVE1_7722 

:GROVE1_7781
Actor.Angle(38@) = 56.5

:GROVE1_7791
0395: clear_area 1 at 2038.184 -1143.772 23.455 radius 6.0 
02A3: enable_widescreen 1 
0395: clear_area 1 at 2006.356 -1125.663 25.6347 radius 1.0 
Camera.SetPosition(2006.356, -1125.663, 25.6347, 0.0, 0.0, 0.0)
Camera.PointAt(2005.666, -1124.966, 25.8323, 2)
0395: clear_area 0 at 1992.437 -1120.185 25.813 radius 4.0 
76@ = Car.Create(#INFERNUS, 1992.437, -1120.185, 25.813)
Car.Angle(76@) = 260.0
Car.DoorStatus(76@) = 2
04E4: unknown_refresh_game_renderer_at 1994.668 -1119.022 
0A0B: set_rendering_origin_at_3D_coord 1994.668 -1119.022 25.813 angle 56.5 
0395: clear_area 0 at 1994.668 -1119.022 25.813 radius 2.0 
42@ = Actor.Create(Mission2, #BALLAS1, 1994.668, -1119.022, 25.813)
01B2: give_actor 42@ weapon 30 ammo 30000 // Load the weapon model before using this 
Actor.Angle(42@) = 207.71
060B: set_actor 42@ decision_maker_to 35@ 
0605: actor 42@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0350: set_actor 42@ maintain_position_when_attacked 1 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
0770: unknown_actor 42@ flag 1 
077A: set_actor 42@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 42@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2005.848 -1116.5 26.179 radius 2.0 
45@ = Actor.Create(Mission2, #BALLAS3, 2005.848, -1116.5, 26.179)
01B2: give_actor 45@ weapon 30 ammo 30000 // Load the weapon model before using this 
Actor.Angle(45@) = 185.395
060B: set_actor 45@ decision_maker_to 35@ 
0605: actor 45@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0350: set_actor 45@ maintain_position_when_attacked 1 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
0770: unknown_actor 45@ flag 1 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2002.672 -1116.134 26.172 radius 2.0 
48@ = Actor.Create(Mission2, #BALLAS1, 2002.672, -1116.134, 26.172)
01B2: give_actor 48@ weapon 30 ammo 30000 // Load the weapon model before using this 
Actor.Angle(48@) = 200.691
060B: set_actor 48@ decision_maker_to 35@ 
0605: actor 48@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0350: set_actor 48@ maintain_position_when_attacked 1 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
0770: unknown_actor 48@ flag 1 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 1988.934 -1120.135 25.813 radius 2.0 
51@ = Actor.Create(Mission2, #BALLAS3, 1988.934, -1120.135, 25.813)
01B2: give_actor 51@ weapon 30 ammo 30000 // Load the weapon model before using this 
Actor.Angle(51@) = 220.163
060B: set_actor 51@ decision_maker_to 35@ 
0350: set_actor 51@ maintain_position_when_attacked 1 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
0770: unknown_actor 51@ flag 1 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0605: actor 48@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0395: clear_area 0 at 1994.062 -1115.618 25.813 radius 2.0 
54@ = Actor.Create(Mission2, #BALLAS3, 1994.062, -1115.618, 25.813)
01B2: give_actor 54@ weapon 30 ammo 30000 // Load the weapon model before using this 
Actor.Angle(54@) = 235.0
060B: set_actor 54@ decision_maker_to 34@ 
0350: set_actor 54@ maintain_position_when_attacked 1 
0770: unknown_actor 54@ flag 1 
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 1997.48 -1114.998 25.813 radius 2.0 
58@ = Actor.Create(Mission2, #BALLAS1, 1997.48, -1118.998, 25.813)
01B2: give_actor 58@ weapon 30 ammo 30000 // Load the weapon model before using this 
Actor.Angle(58@) = 176.0
060B: set_actor 58@ decision_maker_to 34@ 
0350: set_actor 58@ maintain_position_when_attacked 1 
0770: unknown_actor 58@ flag 1 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2008.344 -1113.057 25.584 radius 2.0 
62@ = Actor.Create(Mission2, #BALLAS3, 2008.344, -1113.057, 25.584)
01B2: give_actor 62@ weapon 30 ammo 30000 // Load the weapon model before using this 
Actor.Angle(62@) = 177.195
060B: set_actor 62@ decision_maker_to 34@ 
0350: set_actor 62@ maintain_position_when_attacked 1 
0770: unknown_actor 62@ flag 1 
077A: set_actor 62@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 62@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2014.768 -1111.447 25.235 radius 2.0 
66@ = Actor.Create(Mission2, #BALLAS1, 2014.768, -1111.447, 25.235)
01B2: give_actor 66@ weapon 30 ammo 30000 // Load the weapon model before using this 
Actor.Angle(66@) = 164.89
060B: set_actor 66@ decision_maker_to 34@ 
0770: unknown_actor 66@ flag 1 
077A: set_actor 66@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 66@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 2 
gosub @GROVE1_47 
gosub @GROVE1_19481 

:GROVE1_9098
if 
fading 
else_jump @GROVE1_9122 
wait 0 
jump @GROVE1_9098 

:GROVE1_9122
if 
   not Actor.Dead(38@)
else_jump @GROVE1_9152 
gosub @GROVE1_19481 
jump @GROVE1_9213 

:GROVE1_9152
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
Marker.Disable(40@)
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
if 
  37@ == 1 
else_jump @GROVE1_9206 
Marker.Disable(39@)

:GROVE1_9206
jump @GROVE1_18797 

:GROVE1_9213
0707: start_scene_skip_to @GROVE1_9390 

:GROVE1_9220
if 
   not 93@ == 3 
else_jump @GROVE1_9390 
wait 0 
gosub @GROVE1_20521 
if 
   not Actor.Dead(38@)
else_jump @GROVE1_9279 
gosub @GROVE1_19481 
jump @GROVE1_9340 

:GROVE1_9279
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
Marker.Disable(40@)
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
if 
  37@ == 1 
else_jump @GROVE1_9333 
Marker.Disable(39@)

:GROVE1_9333
jump @GROVE1_18797 

:GROVE1_9340
if 
  93@ > 0 
else_jump @GROVE1_9383 
if 
  71@ == 0 
else_jump @GROVE1_9383 
gosub @GROVE1_19156 

:GROVE1_9383
jump @GROVE1_9220 

:GROVE1_9390
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GROVE1_9417
if 
fading 
else_jump @GROVE1_9441 
wait 0 
jump @GROVE1_9417 

:GROVE1_9441
08F6: restore_player_group 
if 
  44@ == 0 
else_jump @GROVE1_9511 
if 
   not Actor.Dead(42@)
else_jump @GROVE1_9492 
43@ = Marker.CreateAboveActor(42@)
jump @GROVE1_9511 

:GROVE1_9492
Marker.Disable(43@)
41@ += 1 
44@ = 1 

:GROVE1_9511
if 
  47@ == 0 
else_jump @GROVE1_9579 
if 
   not Actor.Dead(45@)
else_jump @GROVE1_9560 
46@ = Marker.CreateAboveActor(45@)
jump @GROVE1_9579 

:GROVE1_9560
Marker.Disable(46@)
41@ += 1 
47@ = 1 

:GROVE1_9579
if 
  50@ == 0 
else_jump @GROVE1_9647 
if 
   not Actor.Dead(48@)
else_jump @GROVE1_9628 
49@ = Marker.CreateAboveActor(48@)
jump @GROVE1_9647 

:GROVE1_9628
Marker.Disable(49@)
41@ += 1 
50@ = 1 

:GROVE1_9647
if 
  53@ == 0 
else_jump @GROVE1_9715 
if 
   not Actor.Dead(51@)
else_jump @GROVE1_9696 
52@ = Marker.CreateAboveActor(51@)
jump @GROVE1_9715 

:GROVE1_9696
Marker.Disable(52@)
41@ += 1 
53@ = 1 

:GROVE1_9715
if 
  56@ == 0 
else_jump @GROVE1_9783 
if 
   not Actor.Dead(54@)
else_jump @GROVE1_9764 
55@ = Marker.CreateAboveActor(54@)
jump @GROVE1_9783 

:GROVE1_9764
Marker.Disable(55@)
41@ += 1 
56@ = 1 

:GROVE1_9783
if 
  60@ == 0 
else_jump @GROVE1_9851 
if 
   not Actor.Dead(58@)
else_jump @GROVE1_9832 
59@ = Marker.CreateAboveActor(58@)
jump @GROVE1_9851 

:GROVE1_9832
Marker.Disable(59@)
41@ += 1 
60@ = 1 

:GROVE1_9851
if 
  64@ == 0 
else_jump @GROVE1_9919 
if 
   not Actor.Dead(62@)
else_jump @GROVE1_9900 
63@ = Marker.CreateAboveActor(62@)
jump @GROVE1_9919 

:GROVE1_9900
Marker.Disable(63@)
41@ += 1 
64@ = 1 

:GROVE1_9919
if 
  68@ == 0 
else_jump @GROVE1_9987 
if 
   not Actor.Dead(66@)
else_jump @GROVE1_9968 
67@ = Marker.CreateAboveActor(66@)
jump @GROVE1_9987 

:GROVE1_9968
Marker.Disable(67@)
41@ += 1 
68@ = 1 

:GROVE1_9987
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:GROVE1_10010
if 
fading 
else_jump @GROVE1_10034 
wait 0 
jump @GROVE1_10010 

:GROVE1_10034
Player.CanMove($PLAYER_CHAR) = True
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
if 
   not Actor.Dead(38@)
else_jump @GROVE1_10093 
Actor.SetImmunities(38@, 0, 0, 0, 0, 0)
jump @GROVE1_10116 

:GROVE1_10093
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_10116
00BC: show_text_highpriority GXT 'GM1_9' time 8000 flag 1  // ~s~Erledige B Dups ~r~Wachen~s~!
119@ = 0 

:GROVE1_10139
if or
   not 41@ == 8 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
else_jump @GROVE1_14451 
wait 0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
   Actor.Dead(38@)
else_jump @GROVE1_10252 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
if 
  37@ == 1 
else_jump @GROVE1_10238 
Marker.Disable(39@)

:GROVE1_10238
jump @GROVE1_18797 
jump @GROVE1_11505 

:GROVE1_10252
$7955 = Actor.Health(38@)
$7955 /= 10 
if 
  117@ == 1 
else_jump @GROVE1_10318 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_10318 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
117@ = 0 

:GROVE1_10318
if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
  37@ == 0 
else_jump @GROVE1_10564 
39@ = Marker.CreateAboveActor(38@)
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~Du hast ~b~Sweet~s~ nicht dabei. Kehr um und hol ihn.
$127 = 0 
73@ = 0 
if 
   not Actor.Dead(42@)
else_jump @GROVE1_10410 
Marker.Disable(43@)

:GROVE1_10410
if 
   not Actor.Dead(45@)
else_jump @GROVE1_10431 
Marker.Disable(46@)

:GROVE1_10431
if 
   not Actor.Dead(48@)
else_jump @GROVE1_10452 
Marker.Disable(49@)

:GROVE1_10452
if 
   not Actor.Dead(51@)
else_jump @GROVE1_10473 
Marker.Disable(52@)

:GROVE1_10473
if 
   not Actor.Dead(54@)
else_jump @GROVE1_10494 
Marker.Disable(55@)

:GROVE1_10494
if 
   not Actor.Dead(58@)
else_jump @GROVE1_10515 
Marker.Disable(59@)

:GROVE1_10515
if 
   not Actor.Dead(62@)
else_jump @GROVE1_10536 
Marker.Disable(63@)

:GROVE1_10536
if 
   not Actor.Dead(66@)
else_jump @GROVE1_10557 
Marker.Disable(67@)

:GROVE1_10557
37@ = 1 

:GROVE1_10564
if 
  37@ == 1 
else_jump @GROVE1_11505 
if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
else_jump @GROVE1_11505 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @GROVE1_11344 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GROVE1_11111 
83@ = Actor.Car($PLAYER_ACTOR)
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
if 
  86@ >= 1 
else_jump @GROVE1_10943 
0940: unknown_group $PLAYER_GROUP flag 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
Marker.Disable(39@)
if 
   not Actor.Dead(42@)
else_jump @GROVE1_10747 
43@ = Marker.CreateAboveActor(42@)

:GROVE1_10747
if 
   not Actor.Dead(45@)
else_jump @GROVE1_10771 
46@ = Marker.CreateAboveActor(45@)

:GROVE1_10771
if 
   not Actor.Dead(48@)
else_jump @GROVE1_10795 
49@ = Marker.CreateAboveActor(48@)

:GROVE1_10795
if 
   not Actor.Dead(51@)
else_jump @GROVE1_10819 
52@ = Marker.CreateAboveActor(51@)

:GROVE1_10819
if 
   not Actor.Dead(54@)
else_jump @GROVE1_10843 
55@ = Marker.CreateAboveActor(54@)

:GROVE1_10843
if 
   not Actor.Dead(58@)
else_jump @GROVE1_10867 
59@ = Marker.CreateAboveActor(58@)

:GROVE1_10867
if 
   not Actor.Dead(62@)
else_jump @GROVE1_10891 
63@ = Marker.CreateAboveActor(62@)

:GROVE1_10891
if 
   not Actor.Dead(66@)
else_jump @GROVE1_10915 
67@ = Marker.CreateAboveActor(66@)

:GROVE1_10915
$127 = 1 
87@ = 0 
37@ = 0 
jump @GROVE1_11104 

:GROVE1_10943
if 
  87@ == 0 
else_jump @GROVE1_11041 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_11013 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_11013
119@ = 1 
117@ = 1 
87@ = 1 
jump @GROVE1_11104 

:GROVE1_11041
if 
  119@ == 1 
else_jump @GROVE1_11104 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_11104 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0A09: set_actor 38@ muted 0 // versionB 
119@ = 0 

:GROVE1_11104
jump @GROVE1_11337 

:GROVE1_11111
0940: unknown_group $PLAYER_GROUP flag 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
Marker.Disable(39@)
$127 = 1 
if 
   not Actor.Dead(42@)
else_jump @GROVE1_11162 
43@ = Marker.CreateAboveActor(42@)

:GROVE1_11162
if 
   not Actor.Dead(45@)
else_jump @GROVE1_11186 
46@ = Marker.CreateAboveActor(45@)

:GROVE1_11186
if 
   not Actor.Dead(48@)
else_jump @GROVE1_11210 
49@ = Marker.CreateAboveActor(48@)

:GROVE1_11210
if 
   not Actor.Dead(51@)
else_jump @GROVE1_11234 
52@ = Marker.CreateAboveActor(51@)

:GROVE1_11234
if 
   not Actor.Dead(54@)
else_jump @GROVE1_11258 
55@ = Marker.CreateAboveActor(54@)

:GROVE1_11258
if 
   not Actor.Dead(58@)
else_jump @GROVE1_11282 
59@ = Marker.CreateAboveActor(58@)

:GROVE1_11282
if 
   not Actor.Dead(62@)
else_jump @GROVE1_11306 
63@ = Marker.CreateAboveActor(62@)

:GROVE1_11306
if 
   not Actor.Dead(66@)
else_jump @GROVE1_11330 
67@ = Marker.CreateAboveActor(66@)

:GROVE1_11330
37@ = 0 

:GROVE1_11337
jump @GROVE1_11505 

:GROVE1_11344
if 
  73@ == 0 
else_jump @GROVE1_11442 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_11414 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_11414
119@ = 1 
117@ = 1 
73@ = 1 
jump @GROVE1_11505 

:GROVE1_11442
if 
  119@ == 1 
else_jump @GROVE1_11505 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_11505 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0A09: set_actor 38@ muted 0 // versionB 
119@ = 0 

:GROVE1_11505
if 
  44@ == 0 
else_jump @GROVE1_11867 
if 
   Actor.Dead(42@)
else_jump @GROVE1_11565 
Marker.Disable(43@)
41@ += 1 
44@ = 1 
jump @GROVE1_11867 

:GROVE1_11565
if 
  70@ == 0 
else_jump @GROVE1_11631 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 42@ 
0364:   actor 42@ spotted_actor $PLAYER_ACTOR 
031D:   actor 42@ hit_by_weapon 57 
else_jump @GROVE1_11624 
70@ = 1 

:GROVE1_11624
jump @GROVE1_11867 

:GROVE1_11631
if 
0104:   actor $PLAYER_ACTOR near_actor 42@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_11816 
if 
0104:   actor $PLAYER_ACTOR near_actor 42@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_11755 
if 
  122@ == 0 
else_jump @GROVE1_11748 
0687: clear_actor 42@ task 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 42@ stay_put 1 
122@ = 1 

:GROVE1_11748
jump @GROVE1_11809 

:GROVE1_11755
if 
  121@ == 0 
else_jump @GROVE1_11809 
0687: clear_actor 42@ task 
0638: AS_actor 42@ stay_put 1 
099F: unknown_actor 42@ flag 1 
074D: AS_actor 42@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
121@ = 1 

:GROVE1_11809
jump @GROVE1_11867 

:GROVE1_11816
if or
  121@ == 1 
  122@ == 1 
else_jump @GROVE1_11867 
0687: clear_actor 42@ task 
0638: AS_actor 42@ stay_put 1 
122@ = 0 
121@ = 0 

:GROVE1_11867
if 
  47@ == 0 
else_jump @GROVE1_12229 
if 
   Actor.Dead(45@)
else_jump @GROVE1_11927 
Marker.Disable(46@)
41@ += 1 
47@ = 1 
jump @GROVE1_12229 

:GROVE1_11927
if 
  70@ == 0 
else_jump @GROVE1_11993 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 45@ 
0364:   actor 45@ spotted_actor $PLAYER_ACTOR 
031D:   actor 45@ hit_by_weapon 57 
else_jump @GROVE1_11986 
70@ = 1 

:GROVE1_11986
jump @GROVE1_12229 

:GROVE1_11993
if 
0104:   actor $PLAYER_ACTOR near_actor 45@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_12178 
if 
0104:   actor $PLAYER_ACTOR near_actor 45@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_12117 
if 
  124@ == 0 
else_jump @GROVE1_12110 
0687: clear_actor 45@ task 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 45@ stay_put 1 
124@ = 1 

:GROVE1_12110
jump @GROVE1_12171 

:GROVE1_12117
if 
  123@ == 0 
else_jump @GROVE1_12171 
0687: clear_actor 45@ task 
0638: AS_actor 45@ stay_put 1 
099F: unknown_actor 45@ flag 1 
074D: AS_actor 45@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
123@ = 1 

:GROVE1_12171
jump @GROVE1_12229 

:GROVE1_12178
if or
  123@ == 1 
  124@ == 1 
else_jump @GROVE1_12229 
0687: clear_actor 45@ task 
0638: AS_actor 45@ stay_put 1 
124@ = 0 
123@ = 0 

:GROVE1_12229
if 
  50@ == 0 
else_jump @GROVE1_12591 
if 
   Actor.Dead(48@)
else_jump @GROVE1_12289 
Marker.Disable(49@)
41@ += 1 
50@ = 1 
jump @GROVE1_12591 

:GROVE1_12289
if 
  70@ == 0 
else_jump @GROVE1_12355 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 48@ 
0364:   actor 48@ spotted_actor $PLAYER_ACTOR 
031D:   actor 48@ hit_by_weapon 57 
else_jump @GROVE1_12348 
70@ = 1 

:GROVE1_12348
jump @GROVE1_12591 

:GROVE1_12355
if 
0104:   actor $PLAYER_ACTOR near_actor 48@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_12540 
if 
0104:   actor $PLAYER_ACTOR near_actor 48@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_12479 
if 
  126@ == 0 
else_jump @GROVE1_12472 
0687: clear_actor 48@ task 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 48@ stay_put 1 
126@ = 1 

:GROVE1_12472
jump @GROVE1_12533 

:GROVE1_12479
if 
  125@ == 0 
else_jump @GROVE1_12533 
0687: clear_actor 48@ task 
0638: AS_actor 48@ stay_put 1 
099F: unknown_actor 48@ flag 1 
074D: AS_actor 48@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
125@ = 1 

:GROVE1_12533
jump @GROVE1_12591 

:GROVE1_12540
if or
  125@ == 1 
  126@ == 1 
else_jump @GROVE1_12591 
0687: clear_actor 48@ task 
0638: AS_actor 48@ stay_put 1 
126@ = 0 
125@ = 0 

:GROVE1_12591
if 
  53@ == 0 
else_jump @GROVE1_12953 
if 
   Actor.Dead(51@)
else_jump @GROVE1_12651 
Marker.Disable(52@)
41@ += 1 
53@ = 1 
jump @GROVE1_12953 

:GROVE1_12651
if 
  70@ == 0 
else_jump @GROVE1_12717 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 51@ 
0364:   actor 51@ spotted_actor $PLAYER_ACTOR 
031D:   actor 51@ hit_by_weapon 57 
else_jump @GROVE1_12710 
70@ = 1 

:GROVE1_12710
jump @GROVE1_12953 

:GROVE1_12717
if 
0104:   actor $PLAYER_ACTOR near_actor 51@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_12902 
if 
0104:   actor $PLAYER_ACTOR near_actor 51@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_12841 
if 
  128@ == 0 
else_jump @GROVE1_12834 
0687: clear_actor 51@ task 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 51@ stay_put 1 
128@ = 1 

:GROVE1_12834
jump @GROVE1_12895 

:GROVE1_12841
if 
  127@ == 0 
else_jump @GROVE1_12895 
0687: clear_actor 51@ task 
0638: AS_actor 51@ stay_put 1 
099F: unknown_actor 51@ flag 1 
074D: AS_actor 51@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
127@ = 1 

:GROVE1_12895
jump @GROVE1_12953 

:GROVE1_12902
if or
  127@ == 1 
  128@ == 1 
else_jump @GROVE1_12953 
0687: clear_actor 51@ task 
0638: AS_actor 51@ stay_put 1 
128@ = 0 
127@ = 0 

:GROVE1_12953
if 
  56@ == 0 
else_jump @GROVE1_13315 
if 
   Actor.Dead(54@)
else_jump @GROVE1_13013 
Marker.Disable(55@)
41@ += 1 
56@ = 1 
jump @GROVE1_13315 

:GROVE1_13013
if 
  70@ == 0 
else_jump @GROVE1_13079 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 54@ 
0364:   actor 54@ spotted_actor $PLAYER_ACTOR 
031D:   actor 54@ hit_by_weapon 57 
else_jump @GROVE1_13072 
70@ = 1 

:GROVE1_13072
jump @GROVE1_13315 

:GROVE1_13079
if 
0104:   actor $PLAYER_ACTOR near_actor 54@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_13264 
if 
0104:   actor $PLAYER_ACTOR near_actor 54@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_13203 
if 
  130@ == 0 
else_jump @GROVE1_13196 
0687: clear_actor 54@ task 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 54@ stay_put 1 
130@ = 1 

:GROVE1_13196
jump @GROVE1_13257 

:GROVE1_13203
if 
  129@ == 0 
else_jump @GROVE1_13257 
0687: clear_actor 54@ task 
0638: AS_actor 54@ stay_put 1 
099F: unknown_actor 54@ flag 1 
074D: AS_actor 54@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
129@ = 1 

:GROVE1_13257
jump @GROVE1_13315 

:GROVE1_13264
if or
  129@ == 1 
  130@ == 1 
else_jump @GROVE1_13315 
0687: clear_actor 54@ task 
0638: AS_actor 54@ stay_put 1 
130@ = 0 
129@ = 0 

:GROVE1_13315
if 
  60@ == 0 
else_jump @GROVE1_13677 
if 
   Actor.Dead(58@)
else_jump @GROVE1_13375 
Marker.Disable(59@)
41@ += 1 
60@ = 1 
jump @GROVE1_13677 

:GROVE1_13375
if 
  70@ == 0 
else_jump @GROVE1_13441 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 58@ 
0364:   actor 58@ spotted_actor $PLAYER_ACTOR 
031D:   actor 58@ hit_by_weapon 57 
else_jump @GROVE1_13434 
70@ = 1 

:GROVE1_13434
jump @GROVE1_13677 

:GROVE1_13441
if 
0104:   actor $PLAYER_ACTOR near_actor 58@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_13626 
if 
0104:   actor $PLAYER_ACTOR near_actor 58@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_13565 
if 
  132@ == 0 
else_jump @GROVE1_13558 
0687: clear_actor 58@ task 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 58@ stay_put 1 
132@ = 1 

:GROVE1_13558
jump @GROVE1_13619 

:GROVE1_13565
if 
  131@ == 0 
else_jump @GROVE1_13619 
0687: clear_actor 58@ task 
0638: AS_actor 58@ stay_put 1 
099F: unknown_actor 58@ flag 1 
074D: AS_actor 58@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
131@ = 1 

:GROVE1_13619
jump @GROVE1_13677 

:GROVE1_13626
if or
  131@ == 1 
  132@ == 1 
else_jump @GROVE1_13677 
0687: clear_actor 58@ task 
0638: AS_actor 58@ stay_put 1 
132@ = 0 
131@ = 0 

:GROVE1_13677
if 
  64@ == 0 
else_jump @GROVE1_14039 
if 
   Actor.Dead(62@)
else_jump @GROVE1_13737 
Marker.Disable(63@)
41@ += 1 
64@ = 1 
jump @GROVE1_14039 

:GROVE1_13737
if 
  70@ == 0 
else_jump @GROVE1_13803 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 62@ 
0364:   actor 62@ spotted_actor $PLAYER_ACTOR 
031D:   actor 62@ hit_by_weapon 57 
else_jump @GROVE1_13796 
70@ = 1 

:GROVE1_13796
jump @GROVE1_14039 

:GROVE1_13803
if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_13988 
if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_13927 
if 
  134@ == 0 
else_jump @GROVE1_13920 
0687: clear_actor 62@ task 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 62@ stay_put 1 
134@ = 1 

:GROVE1_13920
jump @GROVE1_13981 

:GROVE1_13927
if 
  133@ == 0 
else_jump @GROVE1_13981 
0687: clear_actor 62@ task 
0638: AS_actor 62@ stay_put 1 
099F: unknown_actor 62@ flag 1 
074D: AS_actor 62@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
133@ = 1 

:GROVE1_13981
jump @GROVE1_14039 

:GROVE1_13988
if or
  133@ == 1 
  134@ == 1 
else_jump @GROVE1_14039 
0687: clear_actor 62@ task 
0638: AS_actor 62@ stay_put 1 
134@ = 0 
133@ = 0 

:GROVE1_14039
if 
  68@ == 0 
else_jump @GROVE1_14401 
if 
   Actor.Dead(66@)
else_jump @GROVE1_14099 
Marker.Disable(67@)
41@ += 1 
68@ = 1 
jump @GROVE1_14401 

:GROVE1_14099
if 
  70@ == 0 
else_jump @GROVE1_14165 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 66@ 
0364:   actor 66@ spotted_actor $PLAYER_ACTOR 
031D:   actor 66@ hit_by_weapon 57 
else_jump @GROVE1_14158 
70@ = 1 

:GROVE1_14158
jump @GROVE1_14401 

:GROVE1_14165
if 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_14350 
if 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_14289 
if 
  136@ == 0 
else_jump @GROVE1_14282 
0687: clear_actor 66@ task 
05E2: AS_actor 66@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 66@ stay_put 1 
136@ = 1 

:GROVE1_14282
jump @GROVE1_14343 

:GROVE1_14289
if 
  135@ == 0 
else_jump @GROVE1_14343 
0687: clear_actor 66@ task 
0638: AS_actor 66@ stay_put 1 
099F: unknown_actor 66@ flag 1 
074D: AS_actor 66@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
135@ = 1 

:GROVE1_14343
jump @GROVE1_14401 

:GROVE1_14350
if or
  135@ == 1 
  136@ == 1 
else_jump @GROVE1_14401 
0687: clear_actor 66@ task 
0638: AS_actor 66@ stay_put 1 
136@ = 0 
135@ = 0 

:GROVE1_14401
if 
  70@ == 1 
else_jump @GROVE1_14444 
if 
  71@ == 0 
else_jump @GROVE1_14444 
gosub @GROVE1_19156 

:GROVE1_14444
jump @GROVE1_10139 

:GROVE1_14451
040D: unload_wav 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GM1_15' time 8000 flag 1  // ~s~Stell ~y~B Dup~s~ zur Rede.
018A: 36@ = create_checkpoint_at 2000.269 -1117.084 25.821 
$127 = 1 
119@ = 0 

:GROVE1_14507
if or
80FF:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2000.269 -1117.084 25.821 radius 2.0 2.0 2.0 on_foot 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
else_jump @GROVE1_15390 
wait 0 
if 
   Actor.Dead(38@)
else_jump @GROVE1_14637 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
if 
  37@ == 1 
else_jump @GROVE1_14623 
Marker.Disable(39@)

:GROVE1_14623
jump @GROVE1_18797 
jump @GROVE1_15383 

:GROVE1_14637
$7955 = Actor.Health(38@)
$7955 /= 10 
if 
  117@ == 1 
else_jump @GROVE1_14703 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_14703 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
117@ = 0 

:GROVE1_14703
if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
  37@ == 0 
else_jump @GROVE1_14786 
Marker.Disable(36@)
39@ = Marker.CreateAboveActor(38@)
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~Du hast ~b~Sweet~s~ nicht dabei. Kehr um und hol ihn.
$127 = 0 
73@ = 0 
37@ = 1 

:GROVE1_14786
if 
  37@ == 1 
else_jump @GROVE1_15383 
if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
else_jump @GROVE1_15383 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @GROVE1_15222 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GROVE1_15161 
83@ = Actor.Car($PLAYER_ACTOR)
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
if 
  86@ >= 1 
else_jump @GROVE1_14993 
0940: unknown_group $PLAYER_GROUP flag 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
Marker.Disable(39@)
018A: 36@ = create_checkpoint_at 2000.269 -1117.084 25.821 
$127 = 1 
87@ = 0 
37@ = 0 
jump @GROVE1_15154 

:GROVE1_14993
if 
  87@ == 0 
else_jump @GROVE1_15091 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_15063 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_15063
119@ = 1 
117@ = 1 
87@ = 1 
jump @GROVE1_15154 

:GROVE1_15091
if 
  119@ == 1 
else_jump @GROVE1_15154 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_15154 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0A09: set_actor 38@ muted 0 // versionB 
119@ = 0 

:GROVE1_15154
jump @GROVE1_15215 

:GROVE1_15161
0940: unknown_group $PLAYER_GROUP flag 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
Marker.Disable(39@)
018A: 36@ = create_checkpoint_at 2000.269 -1117.084 25.821 
$127 = 1 
37@ = 0 

:GROVE1_15215
jump @GROVE1_15383 

:GROVE1_15222
if 
  73@ == 0 
else_jump @GROVE1_15320 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_15292 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_15292
119@ = 1 
117@ = 1 
73@ = 1 
jump @GROVE1_15383 

:GROVE1_15320
if 
  119@ == 1 
else_jump @GROVE1_15383 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_15383 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Alter, rei dich zusammen, das Ding knnen wir nicht nehmen!
0A09: set_actor 38@ muted 0 // versionB 
119@ = 0 

:GROVE1_15383
jump @GROVE1_14507 

:GROVE1_15390
0151: remove_status_text $7955 
Marker.Disable(36@)
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
if 
   not Actor.Dead(38@)
else_jump @GROVE1_15461 
Actor.SetImmunities(38@, 1, 1, 1, 1, 1)
jump @GROVE1_15484 

:GROVE1_15461
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_15484
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GROVE1_15499
if 
fading 
else_jump @GROVE1_15523 
wait 0 
jump @GROVE1_15499 

:GROVE1_15523
08F5: save_player_group 
Actor.DestroyInstantly(38@)
Model.Destroy(#BALLAS3)
Model.Destroy(#BALLAS1)
Model.Destroy(#AK47)
select_interior 11 
Player.MakeSafe($PLAYER_CHAR)
Actor.PutAt($PLAYER_ACTOR, 1044.88, -1334.32, 12.55)
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GROVE1_15587
if 
fading 
else_jump @GROVE1_15611 
wait 0 
jump @GROVE1_15587 

:GROVE1_15611
select_interior 2 
02E4: load_cutscene_data 'GROVE1C' 

:GROVE1_15626
if 
86B9:   not cutscene_data_loaded 
else_jump @GROVE1_15650 
wait 0 
jump @GROVE1_15626 

:GROVE1_15650
02E7: start_cutscene 
fade 1 1000 

:GROVE1_15659
if 
82E9:   not cutscene_reached_end 
else_jump @GROVE1_15683 
wait 0 
jump @GROVE1_15659 

:GROVE1_15683
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:GROVE1_15696
if 
fading 
else_jump @GROVE1_15720 
wait 0 
jump @GROVE1_15696 

:GROVE1_15720
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
select_interior 0 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'BBTHIN' as 2 // models 290-299 
04ED: load_animation "GANGS" 
03CF: load_wav 17405 as 1 
03CF: load_wav 17406 as 2 

:GROVE1_15782
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @GROVE1_15829 
wait 0 
jump @GROVE1_15782 

:GROVE1_15829
02A3: enable_widescreen 1 
022B: create_forbidden_for_peds_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
0395: clear_area 0 at 2003.217 -1132.552 24.278 radius 2.0 
75@ = Car.Create(#INFERNUS, 2003.217, -1132.552, 24.278)
Car.SetImmunities(75@, 1, 1, 1, 1, 1)
Car.Angle(75@) = 90.0
01C8: 72@ = create_actor_pedtype 24 model #SPECIAL02 in_car 75@ passenger_seat 0 
Actor.SetImmunities(72@, 1, 1, 1, 1, 1)
0A09: set_actor 72@ muted 1 // versionB 
04E4: unknown_refresh_game_renderer_at 2002.105 -1129.403 
0395: clear_area 1 at 2002.105 -1129.403 24.484 radius 1.0 
Actor.PutAt($PLAYER_ACTOR, 2002.105, -1129.403, 24.484)
Actor.Angle($PLAYER_ACTOR) = 270.0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
Camera.SetAtPos(2002.105, -1129.403, 24.484)
0395: clear_area 1 at 2003.105 -1129.403 24.484 radius 1.0 
38@ = Actor.Create(Mission1, #SPECIAL01, 2003.105, -1129.403, 24.484)
Actor.SetImmunities(38@, 1, 1, 1, 1, 1)
Actor.Angle(38@) = 90.0
0A09: set_actor 38@ muted 1 // versionB 
0395: clear_area 1 at 2016.976 -1130.804 24.62 radius 60.0 
Camera.SetPosition(2006.711, -1126.867, 24.6168, 0.0, 0.0, 0.0)
Camera.PointAt(2006.004, -1127.551, 24.7956, 2)
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 

:GROVE1_16242
if 
fading 
else_jump @GROVE1_16266 
wait 0 
jump @GROVE1_16242 

:GROVE1_16266
0707: start_scene_skip_to @GROVE1_18557 
if 
   not Actor.Dead(38@)
else_jump @GROVE1_16363 
0605: actor 38@ perform_animation_sequence "HNDSHKFA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO1_BA' time 10000 flag 1  // ~z~Ich kmmer mich um Bear, Mann.
0967: actor 38@ move_mouth 999999 ms 
jump @GROVE1_16396 

:GROVE1_16363
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_16396
0605: actor $PLAYER_ACTOR perform_animation_sequence "HNDSHKFA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 

:GROVE1_16433
if 
83D2:   not wav 1 ended 
else_jump @GROVE1_16606 
wait 0 
if 
   Actor.Dead(38@)
else_jump @GROVE1_16501 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_16501
if 
   Actor.Dead(72@)
else_jump @GROVE1_16550 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_16550
if 
   Car.Wrecked(75@)
else_jump @GROVE1_16599 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_16599
jump @GROVE1_16433 

:GROVE1_16606
040D: unload_wav 1 
03D5: remove_text 'GRO1_BA'  // ~z~Ich kmmer mich um Bear, Mann.
if 
   not Actor.Dead(38@)
else_jump @GROVE1_16649 
0968: actor 38@ stop_mouth 
jump @GROVE1_16682 

:GROVE1_16649
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_16682
03CF: load_wav 17407 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_BB' time 10000 flag 1  // ~z~Okay, man sieht sich spter, Big Bear!
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 

:GROVE1_16719
if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
else_jump @GROVE1_16896 
wait 0 
if 
   Actor.Dead(38@)
else_jump @GROVE1_16791 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_16791
if 
   Actor.Dead(72@)
else_jump @GROVE1_16840 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_16840
if 
   Car.Wrecked(75@)
else_jump @GROVE1_16889 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_16889
jump @GROVE1_16719 

:GROVE1_16896
03D5: remove_text 'GRO1_BB'  // ~z~Okay, man sieht sich spter, Big Bear!
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 17408 as 2 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO1_BC' time 10000 flag 1  // ~z~Wohin gehen wir, Sweet?
if 
   not Actor.Dead(72@)
else_jump @GROVE1_16976 
0967: actor 72@ move_mouth 999999 ms 
jump @GROVE1_17009 

:GROVE1_16976
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_17009
05D4: AS_actor $PLAYER_ACTOR rotate_angle 180.0 
if 
   not Car.Wrecked(75@)
else_jump @GROVE1_17098 
if 
   not Actor.Dead(38@)
else_jump @GROVE1_17068 
05CB: AS_actor 38@ enter_car 75@ as_driver -1 ms 
jump @GROVE1_17091 

:GROVE1_17068
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_17091
jump @GROVE1_17121 

:GROVE1_17098
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_17121
if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
else_jump @GROVE1_17325 
wait 0 
if 
   Actor.Dead(38@)
else_jump @GROVE1_17193 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_17193
if 
   Actor.Dead(72@)
else_jump @GROVE1_17249 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 
jump @GROVE1_17269 

:GROVE1_17249
if 
03D2:   wav 1 ended 
else_jump @GROVE1_17269 
0968: actor 72@ stop_mouth 

:GROVE1_17269
if 
   Car.Wrecked(75@)
else_jump @GROVE1_17318 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_17318
jump @GROVE1_17121 

:GROVE1_17325
03D5: remove_text 'GRO1_BC'  // ~z~Wohin gehen wir, Sweet?
040D: unload_wav 1 
if 
   Actor.Dead(72@)
else_jump @GROVE1_17396 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 
jump @GROVE1_17401 

:GROVE1_17396
0968: actor 72@ stop_mouth 

:GROVE1_17401
03CF: load_wav 17409 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_BD' time 10000 flag 1  // ~z~Dorthin, wo wir den alten Bear wieder kriegen, Mann.
if 
   not Actor.Dead(38@)
else_jump @GROVE1_17461 
0967: actor 38@ move_mouth 999999 ms 
jump @GROVE1_17494 

:GROVE1_17461
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_17494
if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
else_jump @GROVE1_17698 
wait 0 
if 
   Actor.Dead(38@)
else_jump @GROVE1_17573 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 
jump @GROVE1_17593 

:GROVE1_17573
if 
03D2:   wav 2 ended 
else_jump @GROVE1_17593 
0968: actor 38@ stop_mouth 

:GROVE1_17593
if 
   Actor.Dead(72@)
else_jump @GROVE1_17642 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_17642
if 
   Car.Wrecked(75@)
else_jump @GROVE1_17691 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_17691
jump @GROVE1_17494 

:GROVE1_17698
03D5: remove_text 'GRO1_BD'  // ~z~Dorthin, wo wir den alten Bear wieder kriegen, Mann.
040D: unload_wav 2 
if 
   Actor.Dead(38@)
else_jump @GROVE1_17769 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 
jump @GROVE1_17774 

:GROVE1_17769
0968: actor 38@ stop_mouth 

:GROVE1_17774
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO1_BE' time 10000 flag 1  // ~z~Okay, da bin ich dabei...
if 
   not Actor.Dead(72@)
else_jump @GROVE1_17827 
0967: actor 72@ move_mouth 999999 ms 
jump @GROVE1_17860 

:GROVE1_17827
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_17860
if 
   not Actor.Driving(38@)
else_jump @GROVE1_18121 
wait 0 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_17967 
03D5: remove_text 'GRO1_BE'  // ~z~Okay, da bin ich dabei...
if 
   not Actor.Dead(72@)
else_jump @GROVE1_17934 
0968: actor 72@ stop_mouth 
jump @GROVE1_17967 

:GROVE1_17934
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_17967
if 
   Actor.Dead(38@)
else_jump @GROVE1_18016 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_18016
if 
   Actor.Dead(72@)
else_jump @GROVE1_18065 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_18065
if 
   Car.Wrecked(75@)
else_jump @GROVE1_18114 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_18114
jump @GROVE1_17860 

:GROVE1_18121
if 
   not Car.Wrecked(75@)
else_jump @GROVE1_18181 
00AE: set_car 75@ traffic_behaviour_to 2 
Car.SetMaxSpeed(75@, 30.0)
Car.DriveTo(75@, 1946.0, -1132.0, 25.0)
jump @GROVE1_18214 

:GROVE1_18181
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_18214
if 
83D2:   not wav 1 ended 
else_jump @GROVE1_18387 
wait 0 
if 
   Actor.Dead(38@)
else_jump @GROVE1_18282 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet ist tot!
jump @GROVE1_18797 

:GROVE1_18282
if 
   Actor.Dead(72@)
else_jump @GROVE1_18331 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_18331
if 
   Car.Wrecked(75@)
else_jump @GROVE1_18380 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_18380
jump @GROVE1_18214 

:GROVE1_18387
03D5: remove_text 'GRO1_BE'  // ~z~Okay, da bin ich dabei...
040D: unload_wav 1 
040D: unload_wav 2 
if 
   not Actor.Dead(72@)
else_jump @GROVE1_18434 
0968: actor 72@ stop_mouth 
jump @GROVE1_18467 

:GROVE1_18434
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear ist tot!
jump @GROVE1_18797 

:GROVE1_18467
wait 2000 
Actor.DestroyWithFade(72@)
Actor.DestroyWithFade(38@)
Car.Destroy(75@)
08F6: restore_player_group 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
091E: create_forbidden_for_boats_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
74@ = 1 

:GROVE1_18557
0701: end_scene_skip 
if 
  74@ == 0 
else_jump @GROVE1_18754 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GROVE1_18602
if 
fading 
else_jump @GROVE1_18626 
wait 0 
jump @GROVE1_18602 

:GROVE1_18626
08F6: restore_player_group 
02A3: enable_widescreen 0 
00BE: text_clear_all 
Actor.DestroyWithFade(72@)
Actor.DestroyWithFade(38@)
Car.Destroy(75@)
091E: create_forbidden_for_boats_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
Actor.PutAt($PLAYER_ACTOR, 2002.105, -1129.403, 24.484)
Actor.Angle($PLAYER_ACTOR) = 180.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:GROVE1_18730
if 
fading 
else_jump @GROVE1_18754 
wait 0 
jump @GROVE1_18730 

:GROVE1_18754
02A3: enable_widescreen 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
jump @GROVE1_18881 

:GROVE1_18797
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076C: set_zone 'GLN1' gang 2 density_to 91@ 
076C: set_zone 'GLN1' gang 7 density_to 92@ 
08A3: update_respect_while_on_mission 0 
return 

:GROVE1_18881
$GROVE_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'GROVE_1'  // Beat Down on B Dup
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 40 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
Marker.Disable($623)
Marker.Disable($439)
$623 = Marker.CreateIconAndSphere($ICON_SWEET_2, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)
return 

:GROVE1_18963
Actor.DestroyWithFade(38@)
$ONMISSION = 0 
091E: create_forbidden_for_boats_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
select_interior 0 
090D: highlight_all_inactive_gang_zones_as_available_for_gangwars 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0151: remove_status_text $7955 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#BALLAS3)
Model.Destroy(#BALLAS1)
Model.Destroy(#AK47)
Model.Destroy(#INFERNUS)
04EF: release_animation "GANGS" 
Marker.Disable(89@)
Marker.Disable(40@)
Marker.Disable(39@)
Marker.Disable(36@)
Marker.Disable(43@)
Marker.Disable(46@)
Marker.Disable(49@)
Marker.Disable(52@)
Marker.Disable(55@)
Marker.Disable(59@)
Marker.Disable(63@)
Marker.Disable(67@)
061B: remove_references_to_AS_pack 57@ 
061B: remove_references_to_AS_pack 61@ 
061B: remove_references_to_AS_pack 65@ 
061B: remove_references_to_AS_pack 69@ 
065C: release_decision_maker 35@ 
065C: release_decision_maker 34@ 
08A3: update_respect_while_on_mission 0 
mission_cleanup 
return 

:GROVE1_19156
if 
   not Actor.Dead(54@)
else_jump @GROVE1_19235 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 1996.934 -1122.258 25.76 mode 6 -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 57@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:GROVE1_19235
if 
   not Actor.Dead(58@)
else_jump @GROVE1_19314 
0615: define_AS_pack_begin 61@ 
05D3: AS_actor -1 goto_point 2004.069 -1122.884 25.584 mode 6 -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 61@ 
0687: clear_actor 58@ task 
0618: assign_actor 58@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:GROVE1_19314
if 
   not Actor.Dead(62@)
else_jump @GROVE1_19393 
0615: define_AS_pack_begin 65@ 
05D3: AS_actor -1 goto_point 2006.758 -1122.695 25.493 mode 6 -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 65@ 
0687: clear_actor 62@ task 
0618: assign_actor 62@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 

:GROVE1_19393
if 
   not Actor.Dead(66@)
else_jump @GROVE1_19472 
0615: define_AS_pack_begin 69@ 
05D3: AS_actor -1 goto_point 2015.458 -1121.923 25.243 mode 6 -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 69@ 
0687: clear_actor 66@ task 
0618: assign_actor 66@ to_AS_pack 69@ 
061B: remove_references_to_AS_pack 69@ 

:GROVE1_19472
71@ = 1 
return 

:GROVE1_19481
if or
  94@ == 0 
  94@ == 1 
else_jump @GROVE1_19532 
if 
002E:   $DIALOG_ARRAY_SIZE >= 93@ // (int) 
else_jump @GROVE1_19532 
gosub @GROVE1_19597 

:GROVE1_19532
if 
  94@ == 2 
else_jump @GROVE1_19595 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_19595 
gosub @GROVE1_20138 
94@ = 0 
93@ += 1 
95@ = 0 
00BE: text_clear_all 

:GROVE1_19595
return 

:GROVE1_19597
if 
  94@ == 0 
else_jump @GROVE1_19633 
03CF: load_wav 97@(93@,17i) as 1 
94@ = 1 

:GROVE1_19633
if 
  94@ == 1 
else_jump @GROVE1_19713 
if 
03D0:   wav 1 loaded 
else_jump @GROVE1_19713 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_19713 
00BC: show_text_highpriority GXT $7956(93@,17s) time 4000 flag 1 
03D1: play_wav 1 
gosub @GROVE1_19715 
94@ = 2 

:GROVE1_19713
return 

:GROVE1_19715
if 
  96@ == 0 
else_jump @GROVE1_19836 
if or
  93@ == 0 
  93@ == 4 
  93@ == 5 
  93@ == 6 
  93@ == 7 
else_jump @GROVE1_19803 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
jump @GROVE1_19836 

:GROVE1_19803
if 
   not Actor.Dead(38@)
else_jump @GROVE1_19836 
0A09: set_actor 38@ muted 1 // versionB 
0967: actor 38@ move_mouth 999999 ms 

:GROVE1_19836
if 
  96@ == 1 
else_jump @GROVE1_19943 
if or
  93@ == 0 
  93@ == 2 
  93@ == 3 
else_jump @GROVE1_19910 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
jump @GROVE1_19943 

:GROVE1_19910
if 
   not Actor.Dead(38@)
else_jump @GROVE1_19943 
0A09: set_actor 38@ muted 1 // versionB 
0967: actor 38@ move_mouth 999999 ms 

:GROVE1_19943
if 
  96@ == 2 
else_jump @GROVE1_20043 
if or
  93@ == 1 
  93@ == 3 
else_jump @GROVE1_20010 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
jump @GROVE1_20043 

:GROVE1_20010
if 
   not Actor.Dead(38@)
else_jump @GROVE1_20043 
0A09: set_actor 38@ muted 1 // versionB 
0967: actor 38@ move_mouth 999999 ms 

:GROVE1_20043
if 
  96@ == 3 
else_jump @GROVE1_20136 
if 
  93@ == 1 
else_jump @GROVE1_20103 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
jump @GROVE1_20136 

:GROVE1_20103
if 
   not Actor.Dead(38@)
else_jump @GROVE1_20136 
0A09: set_actor 38@ muted 1 // versionB 
0967: actor 38@ move_mouth 999999 ms 

:GROVE1_20136
return 

:GROVE1_20138
if 
  96@ == 0 
else_jump @GROVE1_20249 
if or
  93@ == 0 
  93@ == 4 
  93@ == 5 
  93@ == 6 
  93@ == 7 
else_jump @GROVE1_20221 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
jump @GROVE1_20249 

:GROVE1_20221
if 
   not Actor.Dead(38@)
else_jump @GROVE1_20249 
0A09: set_actor 38@ muted 0 // versionB 
0968: actor 38@ stop_mouth 

:GROVE1_20249
if 
  96@ == 1 
else_jump @GROVE1_20346 
if or
  93@ == 0 
  93@ == 2 
  93@ == 3 
else_jump @GROVE1_20318 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
jump @GROVE1_20346 

:GROVE1_20318
if 
   not Actor.Dead(38@)
else_jump @GROVE1_20346 
0A09: set_actor 38@ muted 0 // versionB 
0968: actor 38@ stop_mouth 

:GROVE1_20346
if 
  96@ == 2 
else_jump @GROVE1_20436 
if or
  93@ == 1 
  93@ == 3 
else_jump @GROVE1_20408 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
jump @GROVE1_20436 

:GROVE1_20408
if 
   not Actor.Dead(38@)
else_jump @GROVE1_20436 
0A09: set_actor 38@ muted 0 // versionB 
0968: actor 38@ stop_mouth 

:GROVE1_20436
if 
  96@ == 3 
else_jump @GROVE1_20519 
if 
  93@ == 1 
else_jump @GROVE1_20491 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
jump @GROVE1_20519 

:GROVE1_20491
if 
   not Actor.Dead(38@)
else_jump @GROVE1_20519 
0A09: set_actor 38@ muted 0 // versionB 
0968: actor 38@ stop_mouth 

:GROVE1_20519
return 

:GROVE1_20521
if 
  44@ == 0 
else_jump @GROVE1_20640 
if 
   Actor.Dead(42@)
else_jump @GROVE1_20581 
Marker.Disable(43@)
41@ += 1 
44@ = 1 
jump @GROVE1_20640 

:GROVE1_20581
if 
  70@ == 0 
else_jump @GROVE1_20640 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 42@ 
0364:   actor 42@ spotted_actor $PLAYER_ACTOR 
031D:   actor 42@ hit_by_weapon 57 
else_jump @GROVE1_20640 
70@ = 1 

:GROVE1_20640
if 
  47@ == 0 
else_jump @GROVE1_20759 
if 
   Actor.Dead(45@)
else_jump @GROVE1_20700 
Marker.Disable(46@)
41@ += 1 
47@ = 1 
jump @GROVE1_20759 

:GROVE1_20700
if 
  70@ == 0 
else_jump @GROVE1_20759 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 45@ 
0364:   actor 45@ spotted_actor $PLAYER_ACTOR 
031D:   actor 45@ hit_by_weapon 57 
else_jump @GROVE1_20759 
70@ = 1 

:GROVE1_20759
if 
  50@ == 0 
else_jump @GROVE1_20878 
if 
   Actor.Dead(48@)
else_jump @GROVE1_20819 
Marker.Disable(49@)
41@ += 1 
50@ = 1 
jump @GROVE1_20878 

:GROVE1_20819
if 
  70@ == 0 
else_jump @GROVE1_20878 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 48@ 
0364:   actor 48@ spotted_actor $PLAYER_ACTOR 
031D:   actor 48@ hit_by_weapon 57 
else_jump @GROVE1_20878 
70@ = 1 

:GROVE1_20878
if 
  53@ == 0 
else_jump @GROVE1_20997 
if 
   Actor.Dead(51@)
else_jump @GROVE1_20938 
Marker.Disable(52@)
41@ += 1 
53@ = 1 
jump @GROVE1_20997 

:GROVE1_20938
if 
  70@ == 0 
else_jump @GROVE1_20997 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 51@ 
0364:   actor 51@ spotted_actor $PLAYER_ACTOR 
031D:   actor 51@ hit_by_weapon 57 
else_jump @GROVE1_20997 
70@ = 1 

:GROVE1_20997
if 
  56@ == 0 
else_jump @GROVE1_21116 
if 
   Actor.Dead(54@)
else_jump @GROVE1_21057 
Marker.Disable(55@)
41@ += 1 
56@ = 1 
jump @GROVE1_21116 

:GROVE1_21057
if 
  70@ == 0 
else_jump @GROVE1_21116 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 54@ 
0364:   actor 54@ spotted_actor $PLAYER_ACTOR 
031D:   actor 54@ hit_by_weapon 57 
else_jump @GROVE1_21116 
70@ = 1 

:GROVE1_21116
if 
  60@ == 0 
else_jump @GROVE1_21235 
if 
   Actor.Dead(58@)
else_jump @GROVE1_21176 
Marker.Disable(59@)
41@ += 1 
60@ = 1 
jump @GROVE1_21235 

:GROVE1_21176
if 
  70@ == 0 
else_jump @GROVE1_21235 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 58@ 
0364:   actor 58@ spotted_actor $PLAYER_ACTOR 
031D:   actor 58@ hit_by_weapon 57 
else_jump @GROVE1_21235 
70@ = 1 

:GROVE1_21235
if 
  64@ == 0 
else_jump @GROVE1_21354 
if 
   Actor.Dead(62@)
else_jump @GROVE1_21295 
Marker.Disable(63@)
41@ += 1 
64@ = 1 
jump @GROVE1_21354 

:GROVE1_21295
if 
  70@ == 0 
else_jump @GROVE1_21354 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 62@ 
0364:   actor 62@ spotted_actor $PLAYER_ACTOR 
031D:   actor 62@ hit_by_weapon 57 
else_jump @GROVE1_21354 
70@ = 1 

:GROVE1_21354
if 
  68@ == 0 
else_jump @GROVE1_21473 
if 
   Actor.Dead(66@)
else_jump @GROVE1_21414 
Marker.Disable(67@)
41@ += 1 
68@ = 1 
jump @GROVE1_21473 

:GROVE1_21414
if 
  70@ == 0 
else_jump @GROVE1_21473 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 66@ 
0364:   actor 66@ spotted_actor $PLAYER_ACTOR 
031D:   actor 66@ hit_by_weapon 57 
else_jump @GROVE1_21473 
70@ = 1 

:GROVE1_21473
return 

//-------------Mission 107---------------
// Originally: Grove 4 Life

:GROVE2
thread 'GROVE2' 
gosub @GROVE2_47 
if 
wasted_or_busted 
else_jump @GROVE2_38 
gosub @GROVE2_3141 

:GROVE2_38
gosub @GROVE2_3228 
end_thread 

:GROVE2_47
09DD: unknown_player_group 1 
054C: use_GXT_table 'GROVE2' 
0169: set_fade_color_RGB 0 0 0 
increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GROVE2_87
if 
fading 
else_jump @GROVE2_111 
wait 0 
jump @GROVE2_87 

:GROVE2_111
set_weather 1 
select_interior 1 
02E4: load_cutscene_data 'GROVE2' 

:GROVE2_130
if 
86B9:   not cutscene_data_loaded 
else_jump @GROVE2_154 
wait 0 
jump @GROVE2_130 

:GROVE2_154
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:GROVE2_171
if 
82E9:   not cutscene_reached_end 
else_jump @GROVE2_195 
wait 0 
jump @GROVE2_171 

:GROVE2_195
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:GROVE2_209
if 
fading 
else_jump @GROVE2_233 
wait 0 
jump @GROVE2_209 

:GROVE2_233
02EA: end_cutscene 
01B7: release_weather 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
Model.Load(#AK47)
Model.Load(#GREENWOO)
038B: load_requested_models 

:GROVE2_262
if or
823D:   not special_actor 1 loaded 
   not Model.Available(#AK47)
   not Model.Available(#GREENWOO)
else_jump @GROVE2_298 
wait 0 
jump @GROVE2_262 

:GROVE2_298
select_interior 0 
02A3: enable_widescreen 0 
$7990 = 0 
$7991 = 0 
47@ = 2 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GROVE2_352 
Player.ClearWantedLevel($PLAYER_CHAR)

:GROVE2_352
0A20: unknown_player $PLAYER_CHAR flag 1 
0879: enable_gang_wars 1 
08A3: update_respect_while_on_mission 1 
Camera.SetAtPos(2497.324, -1684.744, 12.44)
Actor.PutAt($PLAYER_ACTOR, 2497.324, -1684.744, 12.44)
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
$ACTOR_SWEET = Actor.Create(Mission1, #SPECIAL01, 2496.633, -1684.573, 12.435)
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
39@ = Car.Create(#GREENWOO, 2507.699, -1671.716, 12.3823)
0229: set_car 39@ primary_color_to 59 secondary_color_to 34 
Car.Angle(39@) = 355.4549
Actor.Angle($ACTOR_SWEET) = 0.0
0245: set_actor $ACTOR_SWEET walk_style_to "GANG2" 
01B2: give_actor $ACTOR_SWEET weapon 30 ammo 30000 // Load the weapon model before using this 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 
Actor.WeaponAccuracy($ACTOR_SWEET) = 90
Actor.Health($ACTOR_SWEET) = 1000
08AF: set_actor $ACTOR_SWEET max_health_to 1000 
077A: set_actor $ACTOR_SWEET acquaintance 4 to_actors_pedtype 25 // see ped.dat 
$7990 = Actor.Health($ACTOR_SWEET)
$7990 /= 10 
03C4: set_status_text $7990 type 1 GXT 'GR2_01' // global_variable  // SWEET
34@ = Marker.CreateAboveActor($ACTOR_SWEET)
07E0: set_marker 34@ type_to 1 
018A: 36@ = create_checkpoint_at 2002.815 -1613.084 12.3828 
018A: 55@ = create_checkpoint_at 2507.184 -1672.906 12.3824 
018B: set_marker 34@ radar_mode 0 
018B: set_marker 55@ radar_mode 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 2.0 
32@ = 0 
076C: set_zone 'IWD3A' gang 1 density_to 0 
076C: set_zone 'IWD3A' gang 0 density_to 100 
076C: set_zone 'IWD3B' gang 1 density_to 0 
076C: set_zone 'IWD3B' gang 0 density_to 100 
076C: set_zone 'IWD1' gang 1 density_to 0 
076C: set_zone 'IWD1' gang 0 density_to 100 
076C: set_zone 'IWD4' gang 1 density_to 0 
076C: set_zone 'IWD4' gang 0 density_to 100 
090C: highlight_inactive_gang_zone 'IWD3A' as_available_for_gangwars 
090C: highlight_inactive_gang_zone 'IWD3B' as_available_for_gangwars 
090C: highlight_inactive_gang_zone 'IWD1' as_available_for_gangwars 
090C: highlight_inactive_gang_zone 'IWD4' as_available_for_gangwars 
09B7: unknown_zone 'IWD3A' unknown_set 1 
09B7: unknown_zone 'IWD3B' unknown_set 1 
09B7: unknown_zone 'IWD1' unknown_set 1 
09B7: unknown_zone 'IWD4' unknown_set 1 

:GROVE2_942
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GROVE2_2932 
wait 0 
gosub @GROVE2_3596 
gosub @GROVE2_5403 
if 
0736:   NOP_false 83 
else_jump @GROVE2_998 
jump @GROVE2_3159 

:GROVE2_998
if and
   not Car.Wrecked(39@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GROVE2_1067 
if 
   Actor.InCar($PLAYER_ACTOR, 39@)
else_jump @GROVE2_1067 
if 
  57@ == 0 
else_jump @GROVE2_1067 
041E: set_radio_station 3 
57@ = 1 

:GROVE2_1067
if and
  32@ > 4000 
  58@ == 1 
else_jump @GROVE2_1316 
0209: $7992 = random_int_in_ranges 0 4 
0871: init_jump_table $7992 total_jumps 4 default_jump 0 @GROVE2_1309 jumps 0 @GROVE2_1165 1 @GROVE2_1201 2 @GROVE2_1237 3 @GROVE2_1273 -1 @GROVE2_1309 -1 @GROVE2_1309 -1 @GROVE2_1309 

:GROVE2_1165
05AA: 59@s = 'GRO2_DA'  // ~z~Den rschen haben wir's gezeigt!
04AF: 46@ = 17611 // @ = any 
gosub @GROVE2_5383 
jump @GROVE2_1309 

:GROVE2_1201
05AA: 59@s = 'GRO2_DB'  // ~z~Die Grove Street Families sind zurck!
04AF: 46@ = 17612 // @ = any 
gosub @GROVE2_5383 
jump @GROVE2_1309 

:GROVE2_1237
05AA: 59@s = 'GRO2_DC'  // ~z~Grove Street, hrt ihr, ihr Weicheier?
04AF: 46@ = 17613 // @ = any 
gosub @GROVE2_5383 
jump @GROVE2_1309 

:GROVE2_1273
05AA: 59@s = 'GRO2_DD'  // ~z~Die Groves fr immer!
04AF: 46@ = 17614 // @ = any 
gosub @GROVE2_5383 
jump @GROVE2_1309 

:GROVE2_1309
58@ = 2 

:GROVE2_1316
if and
  47@ == 2 
  58@ == 2 
else_jump @GROVE2_1492 
0209: $7992 = random_int_in_ranges 0 2 
0871: init_jump_table $7992 total_jumps 2 default_jump 0 @GROVE2_1485 jumps 0 @GROVE2_1413 1 @GROVE2_1449 -1 @GROVE2_1485 -1 @GROVE2_1485 -1 @GROVE2_1485 -1 @GROVE2_1485 -1 @GROVE2_1485 

:GROVE2_1413
05AA: 59@s = 'GRO2_EA'  // ~z~Los, CJ, wir mssen uns noch ein Viertel holen!
04AF: 46@ = 17615 // @ = any 
gosub @GROVE2_5383 
jump @GROVE2_1485 

:GROVE2_1449
05AA: 59@s = 'GRO2_EB'  // ~z~Wir lassen die Ballas nicht mehr auf die Beine kommen!
04AF: 46@ = 17616 // @ = any 
gosub @GROVE2_5383 
jump @GROVE2_1485 

:GROVE2_1485
58@ = 3 

:GROVE2_1492
if and
  47@ == 2 
  58@ == 3 
else_jump @GROVE2_1540 
00BC: show_text_highpriority GXT 'GR2_10' time 7000 flag 1  // ~s~Erobere ein weiteres Viertel in Inglewood.
58@ = 4 

:GROVE2_1540
if 
  54@ == 0 
else_jump @GROVE2_2508 
076D: get_zone 'IWD3A' gang 0 density_to 40@ 
076D: get_zone 'IWD3B' gang 0 density_to 41@ 
076D: get_zone 'IWD1' gang 0 density_to 43@ 
076D: get_zone 'IWD4' gang 0 density_to 44@ 
if 
  38@ == 0 
else_jump @GROVE2_1676 
05AA: 59@s = 'GRO2_AA'  // ~z~Hast du 'nen Plan?
04AF: 46@ = 17600 // @ = any 
gosub @GROVE2_5383 
38@ = 1 

:GROVE2_1676
if and
  47@ == 2 
  38@ == 1 
else_jump @GROVE2_1737 
05AA: 59@s = 'GRO2_AB'  // ~z~Ja, ich hab 'nen Plan.
04AF: 46@ = 17601 // @ = any 
gosub @GROVE2_5383 
38@ = 2 

:GROVE2_1737
if and
  47@ == 2 
  38@ == 2 
else_jump @GROVE2_1798 
05AA: 59@s = 'GRO2_AC'  // ~z~Wir rollen ins Revier der Ballas und erobern es fr die Groves zurck.
04AF: 46@ = 17602 // @ = any 
gosub @GROVE2_5383 
38@ = 3 

:GROVE2_1798
if and
  47@ == 2 
  38@ == 3 
else_jump @GROVE2_1859 
05AA: 59@s = 'GRO2_AD'  // ~z~Nehmen wir uns die Motherfucker vor!
04AF: 46@ = 17603 // @ = any 
gosub @GROVE2_5383 
38@ = 4 

:GROVE2_1859
if and
  47@ == 2 
  38@ == 4 
else_jump @GROVE2_1907 
00BC: show_text_highpriority GXT 'GR2_09' time 7000 flag 1  // ~s~Los! ~y~Inglewood~s~ muss zurckerobert werden!
38@ = 5 

:GROVE2_1907
if 
  56@ == 1 
else_jump @GROVE2_2148 
0209: $7992 = random_int_in_ranges 0 4 
0871: init_jump_table $7992 total_jumps 4 default_jump 0 @GROVE2_2141 jumps 0 @GROVE2_1997 1 @GROVE2_2033 2 @GROVE2_2069 3 @GROVE2_2105 -1 @GROVE2_2141 -1 @GROVE2_2141 -1 @GROVE2_2141 

:GROVE2_1997
05AA: 59@s = 'GRO2_CA'  // ~z~Okay, dieses Viertel erobern wir fr die Groves!
04AF: 46@ = 17607 // @ = any 
gosub @GROVE2_5383 
jump @GROVE2_2141 

:GROVE2_2033
05AA: 59@s = 'GRO2_CB'  // ~z~An die Arbeit, CJ!
04AF: 46@ = 17608 // @ = any 
gosub @GROVE2_5383 
jump @GROVE2_2141 

:GROVE2_2069
05AA: 59@s = 'GRO2_CC'  // ~z~Diesen rschen zeigen wir's!
04AF: 46@ = 17609 // @ = any 
gosub @GROVE2_5383 
jump @GROVE2_2141 

:GROVE2_2105
05AA: 59@s = 'GRO2_CE'  // ~z~Denen geben wir's aber richtig, CJ!
04AF: 46@ = 17610 // @ = any 
gosub @GROVE2_5383 
jump @GROVE2_2141 

:GROVE2_2141
56@ = 2 

:GROVE2_2148
if and
  47@ == 2 
  56@ == 2 
else_jump @GROVE2_2196 
00BC: show_text_highpriority GXT 'GR2_05' time 4000 flag 1  // ~s~Knall ein paar Ballas ab, um einen Krieg anzuzetteln!
56@ = 3 

:GROVE2_2196
if or
   Player.InZone($PLAYER_CHAR, 'IWD3A')
   Player.InZone($PLAYER_CHAR, 'IWD3B')
   Player.InZone($PLAYER_CHAR, 'IWD1')
   Player.InZone($PLAYER_CHAR, 'IWD4')
else_jump @GROVE2_2327 
if 
  37@ == 0 
else_jump @GROVE2_2313 
37@ = 1 
if 
  56@ == 0 
else_jump @GROVE2_2313 
56@ = 1 

:GROVE2_2313
018B: set_marker 36@ radar_mode 0 
jump @GROVE2_2352 

:GROVE2_2327
if 
  35@ == 1 
else_jump @GROVE2_2352 
018B: set_marker 36@ radar_mode 3 

:GROVE2_2352
if and
  40@ == 0 
  48@ == 0 
else_jump @GROVE2_2391 
gosub @GROVE2_2939 
48@ = 1 

:GROVE2_2391
if and
  41@ == 0 
  49@ == 0 
else_jump @GROVE2_2430 
gosub @GROVE2_2939 
49@ = 1 

:GROVE2_2430
if and
  43@ == 0 
  50@ == 0 
else_jump @GROVE2_2469 
gosub @GROVE2_2939 
50@ = 1 

:GROVE2_2469
if and
  44@ == 0 
  51@ == 0 
else_jump @GROVE2_2508 
gosub @GROVE2_2939 
51@ = 1 

:GROVE2_2508
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @GROVE2_2781 
$7990 = Actor.Health($ACTOR_SWEET)
$7990 /= 10 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
else_jump @GROVE2_2683 
if 
  35@ == 0 
else_jump @GROVE2_2676 
if 
86EE:   not actor $ACTOR_SWEET in_group $PLAYER_GROUP 
else_jump @GROVE2_2619 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_SWEET in_group $PLAYER_GROUP 

:GROVE2_2619
018B: set_marker 34@ radar_mode 0 
if 
  54@ == 0 
else_jump @GROVE2_2644 

:GROVE2_2644
if 
  54@ == 1 
else_jump @GROVE2_2662 

:GROVE2_2662
$7991 = 0 
35@ = 1 

:GROVE2_2676
jump @GROVE2_2774 

:GROVE2_2683
if 
  35@ == 1 
else_jump @GROVE2_2774 
00BC: show_text_highpriority GXT 'GR2_02' time 4000 flag 1  // ~s~Du hast ~b~Sweet~s~ zurckgelassen. Du musst zurck, ihn holen.
018B: set_marker 34@ radar_mode 3 
if 
  54@ == 0 
else_jump @GROVE2_2742 

:GROVE2_2742
if 
  54@ == 1 
else_jump @GROVE2_2760 

:GROVE2_2760
$7991 = 1 
35@ = 0 

:GROVE2_2774
jump @GROVE2_2804 

:GROVE2_2781
00BC: show_text_highpriority GXT 'GR2_03' time 4000 flag 1  // ~r~Sweet ist tot!
jump @GROVE2_3141 

:GROVE2_2804
if 
  54@ == 1 
else_jump @GROVE2_2925 
if and
  53@ == 1 
  47@ == 2 
else_jump @GROVE2_2870 
00BC: show_text_highpriority GXT 'GR2_11' time 7000 flag 1  // ~s~Bring Sweet zurck in die ~y~Grove Street~s~.
53@ = 2 

:GROVE2_2870
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2507.184 -1672.906 12.3824 radius 4.0 4.0 4.0 
else_jump @GROVE2_2925 
jump @GROVE2_3791 

:GROVE2_2925
jump @GROVE2_942 

:GROVE2_2932
jump @GROVE2_3141 

:GROVE2_2939
52@ += 1 
if 
  58@ == 0 
else_jump @GROVE2_2978 
32@ = 0 
58@ = 1 

:GROVE2_2978
if 
  52@ == 2 
else_jump @GROVE2_3139 
05AA: 59@s = 'GRO2_FA'  // ~z~Wir haben's geschafft, CJ! Zeit, nach Grove Street zurckzukehren.
04AF: 46@ = 17617 // @ = any 
gosub @GROVE2_5383 
54@ = 1 
018B: set_marker 55@ radar_mode 3 
018B: set_marker 36@ radar_mode 0 
0395: clear_area 1 at 2507.184 -1672.906 12.3824 radius 10.0 
if 
   not Car.Wrecked(39@)
else_jump @GROVE2_3139 
if 
01AF:   car 39@ sphere 0 in_sphere 2507.184 -1672.906 12.3824 radius 4.0 4.0 4.0 
else_jump @GROVE2_3139 
Car.Destroy(39@)

:GROVE2_3139
return 

:GROVE2_3141
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:GROVE2_3159
Marker.Disable($623)
$GROVE_TOTAL_PASSED_MISSIONS += 1 
030C: progress_made += 1 
0318: set_latest_mission_passed 'GROVE_2'  // Grove 4 Life
01E3: show_text_1number_styled GXT 'M_PASSS' number 10000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~~n~~w~RESPEKT: +
Player.Money($PLAYER_CHAR) += 10000
0998: add_respect 40 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:GROVE2_3228
09B7: unknown_zone 'IWD3A' unknown_set 0 
09B7: unknown_zone 'IWD3B' unknown_set 0 
09B7: unknown_zone 'IWD1' unknown_set 0 
09B7: unknown_zone 'IWD4' unknown_set 0 
090D: highlight_all_inactive_gang_zones_as_available_for_gangwars 
08A3: update_respect_while_on_mission 0 
0879: enable_gang_wars 1 
$ONMISSION = 0 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @GROVE2_3318 
Actor.DestroyWithFade($ACTOR_SWEET)

:GROVE2_3318
if 
075C:   marker 34@ enabled 
else_jump @GROVE2_3339 
Marker.Disable(34@)

:GROVE2_3339
if 
075C:   marker 36@ enabled 
else_jump @GROVE2_3360 
Marker.Disable(36@)

:GROVE2_3360
if 
075C:   marker 55@ enabled 
else_jump @GROVE2_3381 
Marker.Disable(55@)

:GROVE2_3381
0151: remove_status_text $7990 
0296: unload_special_actor 1 
Model.Destroy(#AK47)
Model.Destroy(#GREENWOO)
04EF: release_animation "GANGS" 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
mission_cleanup 
return 

:GROVE2_3432
00BE: text_clear_all 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
return 

:GROVE2_3447
00BE: text_clear_all 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
return 

:GROVE2_3466
fade 0 500 

:GROVE2_3473
if 
fading 
else_jump @GROVE2_3497 
wait 0 
jump @GROVE2_3473 

:GROVE2_3497
return 

:GROVE2_3499
fade 1 500 

:GROVE2_3506
if 
fading 
else_jump @GROVE2_3530 
wait 0 
jump @GROVE2_3506 

:GROVE2_3530
return 
fade 0 500 

:GROVE2_3539
if 
fading 
else_jump @GROVE2_3563 
wait 0 
jump @GROVE2_3539 

:GROVE2_3563
fade 1 500 

:GROVE2_3570
if 
fading 
else_jump @GROVE2_3594 
wait 0 
jump @GROVE2_3570 

:GROVE2_3594
return 

:GROVE2_3596
if 
0736:   NOP_false 65 
else_jump @GROVE2_3618 
41@ = 0 

:GROVE2_3618
if 
0736:   NOP_false 68 
else_jump @GROVE2_3640 
40@ = 0 

:GROVE2_3640
if 
0736:   NOP_false 70 
else_jump @GROVE2_3662 
jump @GROVE2_3791 

:GROVE2_3662
if 
0736:   NOP_false 71 
else_jump @GROVE2_3752 
Actor.PutAt($PLAYER_ACTOR, 2487.645, -1668.204, 12.3438)
Actor.Angle($PLAYER_ACTOR) = 265.0722
52@ = 2 
54@ = 1 
018B: set_marker 55@ radar_mode 3 
0395: clear_area 1 at 2507.184 -1672.906 12.3824 radius 10.0 

:GROVE2_3752
if 
0736:   NOP_false 75 
else_jump @GROVE2_3774 
gosub @GROVE2_2939 

:GROVE2_3774
if 
0736:   NOP_false 72 
else_jump @GROVE2_3789 

:GROVE2_3789
return 

:GROVE2_3791
gosub @GROVE2_3466 
gosub @GROVE2_3432 
00BE: text_clear_all 
04ED: load_animation "GANGS" 

:GROVE2_3816
if 
84EE:   not animation "GANGS" loaded 
else_jump @GROVE2_3847 
wait 0 
jump @GROVE2_3816 

:GROVE2_3847
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead($ACTOR_SWEET)
else_jump @GROVE2_4145 
06C9: remove_actor $ACTOR_SWEET from_group 
0395: clear_area 1 at 2512.761 -1672.52 12.5034 radius 50.0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GROVE2_3970 
Actor.PutAt($PLAYER_ACTOR, 2496.552, -1682.439, 12.3542)
Actor.Angle($PLAYER_ACTOR) = 270.6489
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2512.761 -1672.52 12.5034 
jump @GROVE2_3990 

:GROVE2_3970
Actor.PutAt($PLAYER_ACTOR, 2512.761, -1672.52, 12.5034)

:GROVE2_3990
if 
   not Car.Wrecked(39@)
else_jump @GROVE2_4011 
Car.Destroy(39@)

:GROVE2_4011
Actor.Angle($PLAYER_ACTOR) = 240.2609
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_SWEET 
if 
   Actor.Driving($ACTOR_SWEET)
else_jump @GROVE2_4072 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at 2514.788 -1673.938 12.6861 
jump @GROVE2_4092 

:GROVE2_4072
Actor.PutAt($ACTOR_SWEET, 2514.788, -1673.938, 12.6861)

:GROVE2_4092
Actor.Angle($ACTOR_SWEET) = 73.5014
0639: AS_actor $ACTOR_SWEET rotate_to_actor $PLAYER_ACTOR 
0688: unknown_actor $ACTOR_SWEET flags 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $ACTOR_SWEET 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $ACTOR_SWEET armed_weapon_to 0 

:GROVE2_4145
03DE: set_pedestrians_density_multiplier_to 0.0 
Camera.SetPosition(2509.798, -1672.175, 13.4192, 0.0, 0.0, 0.0)
Camera.PointAt(2510.752, -1672.457, 13.5178, 2)
00BE: text_clear_all 
gosub @GROVE2_3499 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GROVE2_4278 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
wait 500 

:GROVE2_4278
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @GROVE2_4344 
0605: actor $ACTOR_SWEET perform_animation_sequence "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
wait 500 

:GROVE2_4344
040D: unload_wav 1 
03CF: load_wav 17618 as 1 

:GROVE2_4355
if 
83D0:   not wav 1 loaded 
else_jump @GROVE2_4381 
wait 0 
jump @GROVE2_4355 

:GROVE2_4381
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GA' time 4000 flag 1  // ~z~Du hast den Grove Street Families geholfen, den Ballas-Idioten schwer eins zu verpassen!
33@ = 0 

:GROVE2_4408
if 
83D2:   not wav 1 ended 
else_jump @GROVE2_4458 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GROVE2_4451 
jump @GROVE2_5293 

:GROVE2_4451
jump @GROVE2_4408 

:GROVE2_4458
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @GROVE2_4517 
0605: actor $ACTOR_SWEET perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 

:GROVE2_4517
040D: unload_wav 1 
03CF: load_wav 17619 as 1 

:GROVE2_4528
if 
83D0:   not wav 1 loaded 
else_jump @GROVE2_4554 
wait 0 
jump @GROVE2_4528 

:GROVE2_4554
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GB' time 4000 flag 1  // ~z~Die Johnson-Boys haben sie umgemht!
33@ = 0 

:GROVE2_4581
if 
83D2:   not wav 1 ended 
else_jump @GROVE2_4631 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GROVE2_4624 
jump @GROVE2_5293 

:GROVE2_4624
jump @GROVE2_4581 

:GROVE2_4631
040D: unload_wav 1 
03CF: load_wav 17620 as 1 

:GROVE2_4642
if 
83D0:   not wav 1 loaded 
else_jump @GROVE2_4668 
wait 0 
jump @GROVE2_4642 

:GROVE2_4668
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GC' time 4000 flag 1  // ~z~Okay, Kumpel, ich leg mich jetzt aufs Ohr, ich bin erledigt.
33@ = 0 

:GROVE2_4695
if 
83D2:   not wav 1 ended 
else_jump @GROVE2_4745 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GROVE2_4738 
jump @GROVE2_5293 

:GROVE2_4738
jump @GROVE2_4695 

:GROVE2_4745
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @GROVE2_4790 
0792: disembark_instantly_actor $ACTOR_SWEET 
0603: AS_actor $ACTOR_SWEET goto 2513.683 -1672.876 12.5412 mode 4 timelimit -1 // versionC 

:GROVE2_4790
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GROVE2_4822 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $ACTOR_SWEET 10000 ms 

:GROVE2_4822
040D: unload_wav 1 
03CF: load_wav 17621 as 1 

:GROVE2_4833
if 
83D0:   not wav 1 loaded 
else_jump @GROVE2_4859 
wait 0 
jump @GROVE2_4833 

:GROVE2_4859
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GD' time 4000 flag 1  // ~z~Hier, das hab ich einem der Ballas-rsche abgenommen.
33@ = 0 

:GROVE2_4886
if 
83D2:   not wav 1 ended 
else_jump @GROVE2_4936 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GROVE2_4929 
jump @GROVE2_5293 

:GROVE2_4929
jump @GROVE2_4886 

:GROVE2_4936
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @GROVE2_5001 
0605: actor $ACTOR_SWEET perform_animation_sequence "PRTIAL_HNDSHK_BIZ_01" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 

:GROVE2_5001
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GROVE2_5066 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PRTIAL_HNDSHK_BIZ_01" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 

:GROVE2_5066
040D: unload_wav 1 
03CF: load_wav 17622 as 1 

:GROVE2_5077
if 
83D0:   not wav 1 loaded 
else_jump @GROVE2_5103 
wait 0 
jump @GROVE2_5077 

:GROVE2_5103
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GE' time 4000 flag 1  // ~z~Wahrscheinlich Drogengeld, hier ist deine Hlfte.
33@ = 0 

:GROVE2_5130
if 
83D2:   not wav 1 ended 
else_jump @GROVE2_5180 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GROVE2_5173 
jump @GROVE2_5293 

:GROVE2_5173
jump @GROVE2_5130 

:GROVE2_5180
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @GROVE2_5225 
0792: disembark_instantly_actor $ACTOR_SWEET 
0603: AS_actor $ACTOR_SWEET goto 2516.264 -1675.254 12.9287 mode 4 timelimit -1 // versionC 

:GROVE2_5225
33@ = 0 

:GROVE2_5232
if 
  2000 > 33@ 
else_jump @GROVE2_5286 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GROVE2_5279 
jump @GROVE2_5293 

:GROVE2_5279
jump @GROVE2_5232 

:GROVE2_5286
gosub @GROVE2_3466 

:GROVE2_5293
04EF: release_animation "GANGS" 
Actor.DestroyInstantly($ACTOR_SWEET)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GROVE2_5353 
Actor.PutAt($PLAYER_ACTOR, 2512.407, -1672.111, 12.4895)
Actor.Angle($PLAYER_ACTOR) = 78.5658

:GROVE2_5353
gosub @GROVE2_3447 
03DE: set_pedestrians_density_multiplier_to 1.0 
Camera.SetBehindPlayer
gosub @GROVE2_3499 
jump @GROVE2_3159 

:GROVE2_5383
040D: unload_wav 1 
03CF: load_wav 46@ as 1 
47@ = 0 
return 

:GROVE2_5403
if and
03D0:   wav 1 loaded 
  47@ == 0 
else_jump @GROVE2_5446 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 59@s time 10000 flag 1 
47@ = 1 

:GROVE2_5446
if and
03D2:   wav 1 ended 
  47@ == 1 
else_jump @GROVE2_5484 
040D: unload_wav 1 
03D5: remove_text 59@s 
47@ = 2 

:GROVE2_5484
return 

//-------------Mission 108---------------
// Originally: Riot

:RIOT1
thread 'RIOT1' 
gosub @RIOT1_47 
if 
wasted_or_busted 
else_jump @RIOT1_38 
gosub @RIOT1_2979 

:RIOT1_38
gosub @RIOT1_3082 
end_thread 

:RIOT1_47
increment_mission_attempts 
$ONMISSION = 1 
054C: use_GXT_table 'RIOT1' 
00BE: text_clear_all 
wait 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
39@ = 0 
40@ = 0 
41@ = 0 
42@ = 0 
43@ = 0 
89@ = 0 
90@ = 0 
91@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
08F5: save_player_group 
select_interior 5 
02E4: load_cutscene_data 'RIOT_1A' 

:RIOT1_202
if 
86B9:   not cutscene_data_loaded 
else_jump @RIOT1_226 
wait 0 
jump @RIOT1_202 

:RIOT1_226
02E7: start_cutscene 
fade 1 1000 

:RIOT1_235
if 
82E9:   not cutscene_reached_end 
else_jump @RIOT1_259 
wait 0 
jump @RIOT1_235 

:RIOT1_259
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:RIOT1_272
if 
fading 
else_jump @RIOT1_296 
wait 0 
jump @RIOT1_272 

:RIOT1_296
02EA: end_cutscene 
if 
856A:   not intro_skipped 
else_jump @RIOT1_418 
02E4: load_cutscene_data 'RIOT_1B' 

:RIOT1_322
if 
86B9:   not cutscene_data_loaded 
else_jump @RIOT1_346 
wait 0 
jump @RIOT1_322 

:RIOT1_346
02E7: start_cutscene 
fade 1 1000 

:RIOT1_355
if 
82E9:   not cutscene_reached_end 
else_jump @RIOT1_379 
wait 0 
jump @RIOT1_355 

:RIOT1_379
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:RIOT1_392
if 
fading 
else_jump @RIOT1_416 
wait 0 
jump @RIOT1_392 

:RIOT1_416
02EA: end_cutscene 

:RIOT1_418
select_interior 0 
08F6: restore_player_group 
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
wait 0 
06C8: enable_riot 1 
0629: change_integer_stat 309 to 1 
Model.Load(#GREENWOO)
Model.Load(#SAVANNA)
Model.Load(#CAMPER)
023C: load_special_actor 'SWEET' as 1 // models 290-299 
038B: load_requested_models 
07E5: copy_decision_maker 65542 to $7998 
Camera.SetAtPos(1254.68, -789.39, 91.03)
0395: clear_area 1 at 1242.9 -805.4 82.9 radius 20.0 
0674: set_car_model #CAMPER numberplate "OUTTHERE" 
$7997 = Car.Create(#CAMPER, 1242.9, -805.4, 82.9)
Car.Angle($7997) = 0.0
0229: set_car $7997 primary_color_to 1 secondary_color_to 1 
06ED: set_car $7997 paintjob 0 
0294: set_car $7997 sprayable 0 
0395: clear_area 1 at 1249.1 -804.9 82.9 radius 5.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
$7996 = Car.Create(#SAVANNA, 1249.1, -804.9, 82.9)
Car.Angle($7996) = 177.7
0229: set_car $7996 primary_color_to 3 secondary_color_to 3 
0395: clear_area 1 at 1254.3 -806.6 82.9 radius 5.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
$7995 = Car.Create(#GREENWOO, 1254.3, -806.6, 82.9)
0229: set_car $7995 primary_color_to 59 secondary_color_to 34 
Car.Angle($7995) = 177.7
0395: clear_area 1 at 1258.2 -814.4 83.1 radius 60.0 
Actor.PutAt($PLAYER_ACTOR, 1258.2, -814.4, 83.1)
Actor.Angle($PLAYER_ACTOR) = 40.0
0395: clear_area 1 at 1257.6 -816.6 83.1 radius 5.0 
$ACTOR_SWEET = Actor.Create(Mission2, #SPECIAL01, 1257.6, -816.6, 83.1)
Actor.Angle($ACTOR_SWEET) = 39.9
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
0568: set_actor $ACTOR_SWEET targetable 1 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
060B: set_actor $ACTOR_SWEET decision_maker_to $7998 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
0615: define_AS_pack_begin $7999 
05D3: AS_actor -1 goto_point 1252.4 -810.3 83.1 mode 4 -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car $7995 passenger_seat 0 -1 ms 
0616: define_AS_pack_end $7999 
0618: assign_actor $ACTOR_SWEET to_AS_pack $7999 
061B: remove_references_to_AS_pack $7999 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Camera.SetPosition(1257.8, -815.0, 84.7, 0.0, 0.0, 0.0)
Camera.PointAt(1246.3, -802.5, 82.7, 2)
09F5: disable_player_mutal_activities 1 
09D2: unknown_flag 0 

:RIOT1_1048
wait 0 
if 
0735:   NOP_false 83 
else_jump @RIOT1_1074 
jump @RIOT1_2997 

:RIOT1_1074
gosub @RIOT1_3160 
if 
  38@ == 1 
else_jump @RIOT1_1106 
jump @RIOT1_2979 

:RIOT1_1106
if 
  35@ == 0 
else_jump @RIOT1_1744 
if 
  36@ == 0 
else_jump @RIOT1_1339 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
40@ = 0 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car $7995 as_driver -1 ms 
0615: define_AS_pack_begin $7999 
05D3: AS_actor -1 goto_point 1252.4 -810.3 83.1 mode 4 -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car $7995 passenger_seat 0 -1 ms 
0616: define_AS_pack_end $7999 
0618: assign_actor $ACTOR_SWEET to_AS_pack $7999 
061B: remove_references_to_AS_pack $7999 
fade 1 500 

:RIOT1_1241
if 
fading 
else_jump @RIOT1_1265 
wait 0 
jump @RIOT1_1241 

:RIOT1_1265
gosub @RIOT1_3160 
if 
  38@ == 1 
else_jump @RIOT1_1297 
jump @RIOT1_2979 

:RIOT1_1297
40@ = 1 
41@ = 0 
gosub @RIOT1_4358 
36@ = 1 
37@ = 1 
0707: start_scene_skip_to @RIOT1_1420 

:RIOT1_1339
if 
  36@ == 1 
else_jump @RIOT1_1744 
if 
  40@ == 0 
else_jump @RIOT1_1744 
if 
   Actor.InCar($PLAYER_ACTOR, $7995)
else_jump @RIOT1_1744 
if 
   Actor.InCar($ACTOR_SWEET, $7995)
else_jump @RIOT1_1744 
37@ = 0 

:RIOT1_1420
0701: end_scene_skip 
gosub @RIOT1_3160 
if 
  38@ == 1 
else_jump @RIOT1_1454 
jump @RIOT1_2979 

:RIOT1_1454
if 
  37@ == 1 
else_jump @RIOT1_1580 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
40@ = 0 
fade 0 500 

:RIOT1_1496
if 
fading 
else_jump @RIOT1_1520 
wait 0 
jump @RIOT1_1496 

:RIOT1_1520
gosub @RIOT1_3160 
if 
  38@ == 1 
else_jump @RIOT1_1552 
jump @RIOT1_2979 

:RIOT1_1552
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car $7995 
0792: disembark_instantly_actor $ACTOR_SWEET 
0430: put_actor $ACTOR_SWEET into_car $7995 passenger_seat 0 

:RIOT1_1580
39@ = 1 
09F5: disable_player_mutal_activities 0 
018A: 34@ = create_checkpoint_at 2505.4 -1670.6 12.1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BC: show_text_highpriority GXT 'R1_01' time 7000 flag 1  // Fahre wieder zur ~y~Grove Street~s~.
33@ = 0 
if 
  37@ == 1 
else_jump @RIOT1_1737 
fade 1 500 

:RIOT1_1681
if 
fading 
else_jump @RIOT1_1705 
wait 0 
jump @RIOT1_1681 

:RIOT1_1705
gosub @RIOT1_3160 
if 
  38@ == 1 
else_jump @RIOT1_1737 
jump @RIOT1_2979 

:RIOT1_1737
35@ = 1 

:RIOT1_1744
if 
  35@ == 1 
else_jump @RIOT1_2600 
if 
0735:   NOP_false 81 
else_jump @RIOT1_1826 
if 
   Actor.InCar($PLAYER_ACTOR, $7995)
else_jump @RIOT1_1826 
Car.PutAt($7995, 2495.7, -1666.3, 12.1)
Car.Angle($7995) = 254.2

:RIOT1_1826
if 
  42@ == 0 
else_jump @RIOT1_1923 
if 
  40@ == 0 
else_jump @RIOT1_1923 
if 
  33@ > 10000 
else_jump @RIOT1_1923 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_SWEET muted 1 // versionB 
40@ = 2 
41@ = 0 
gosub @RIOT1_4358 
42@ = 1 

:RIOT1_1923
if 
  42@ == 1 
else_jump @RIOT1_2006 
if 
  40@ == 0 
else_jump @RIOT1_2006 
if 
  33@ > 7000 
else_jump @RIOT1_2006 
40@ = 3 
41@ = 0 
gosub @RIOT1_4358 
42@ = 2 

:RIOT1_2006
if 
  42@ == 2 
else_jump @RIOT1_2156 
if 
   Actor.InCar($PLAYER_ACTOR, $7995)
else_jump @RIOT1_2156 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2955.5 -1240.1 cornerB 1192.2 -1855.3 
else_jump @RIOT1_2156 
if 
  40@ == 0 
else_jump @RIOT1_2156 
if 
  33@ > 7000 
else_jump @RIOT1_2156 
Car.RemoveReferences($7997)
Car.RemoveReferences($7996)
40@ = 4 
41@ = 0 
gosub @RIOT1_4358 
42@ = 3 

:RIOT1_2156
if 
  42@ == 3 
else_jump @RIOT1_2296 
if 
   Actor.InCar($PLAYER_ACTOR, $7995)
else_jump @RIOT1_2296 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2955.5 -1240.1 cornerB 1192.2 -1855.3 
else_jump @RIOT1_2296 
if 
  40@ == 0 
else_jump @RIOT1_2296 
if 
  33@ > 7000 
else_jump @RIOT1_2296 
40@ = 5 
41@ = 0 
gosub @RIOT1_4358 
42@ = 4 

:RIOT1_2296
if 
  42@ == 4 
else_jump @RIOT1_2436 
if 
   Actor.InCar($PLAYER_ACTOR, $7995)
else_jump @RIOT1_2436 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2955.5 -1240.1 cornerB 1192.2 -1855.3 
else_jump @RIOT1_2436 
if 
  40@ == 0 
else_jump @RIOT1_2436 
if 
  33@ > 7000 
else_jump @RIOT1_2436 
40@ = 6 
41@ = 0 
gosub @RIOT1_4358 
42@ = 5 

:RIOT1_2436
if 
  42@ == 5 
else_jump @RIOT1_2493 
if 
  40@ == 0 
else_jump @RIOT1_2493 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_SWEET muted 0 // versionB 
42@ = 6 

:RIOT1_2493
if 
   Actor.InCar($PLAYER_ACTOR, $7995)
else_jump @RIOT1_2600 
if 
   Actor.InCar($ACTOR_SWEET, $7995)
else_jump @RIOT1_2600 
if 
0100:   actor $PLAYER_ACTOR in_sphere 2505.4 -1670.6 12.1 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @RIOT1_2600 
Player.CanMove($PLAYER_CHAR) = False
36@ = 0 
35@ = 2 

:RIOT1_2600
if 
  35@ == 2 
else_jump @RIOT1_2940 
if 
  36@ == 0 
else_jump @RIOT1_2703 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
40@ = 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
40@ = 7 
41@ = 0 
gosub @RIOT1_4358 
36@ = 1 
36@ = 1 

:RIOT1_2703
if 
  36@ == 1 
else_jump @RIOT1_2803 
if 
  40@ == 0 
else_jump @RIOT1_2803 
0615: define_AS_pack_begin $7999 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2518.9 -1678.2 13.5 mode 4 -1 ms // versionA 
0616: define_AS_pack_end $7999 
0618: assign_actor $ACTOR_SWEET to_AS_pack $7999 
061B: remove_references_to_AS_pack $7999 
32@ = 0 
36@ = 2 

:RIOT1_2803
if 
  36@ == 2 
else_jump @RIOT1_2940 
if 
  32@ > 4000 
else_jump @RIOT1_2940 
fade 0 500 

:RIOT1_2847
if 
fading 
else_jump @RIOT1_2871 
wait 0 
jump @RIOT1_2847 

:RIOT1_2871
Actor.DestroyInstantly($ACTOR_SWEET)
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
09F5: disable_player_mutal_activities 0 
fade 1 500 

:RIOT1_2909
if 
fading 
else_jump @RIOT1_2933 
wait 0 
jump @RIOT1_2909 

:RIOT1_2933
jump @RIOT1_2997 

:RIOT1_2940
if 
  35@ > 0 
else_jump @RIOT1_2965 
gosub @RIOT1_3244 

:RIOT1_2965
gosub @RIOT1_3390 
jump @RIOT1_1048 

:RIOT1_2979
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:RIOT1_2997
$RIOT_TOTAL_PASSED_MISSIONS += 1 
0629: change_integer_stat 335 to 1 
0318: set_latest_mission_passed 'RIOT_1'  // Riot
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION ERFLLT!
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
Marker.Disable($622)
Marker.Disable($MARKER_SWEET_HOUSE)
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere($ICON_SWEET, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)
030C: progress_made += 1 
return 

:RIOT1_3082
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @RIOT1_3100 
Camera.Restore_WithJumpCut

:RIOT1_3100
09F5: disable_player_mutal_activities 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
Model.Destroy(#GREENWOO)
Model.Destroy(#SAVANNA)
Model.Destroy(#CAMPER)
Actor.DestroyWithFade($ACTOR_SWEET)
0296: unload_special_actor 1 
Marker.Disable(34@)
09D2: unknown_flag 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:RIOT1_3160
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @RIOT1_3201 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R1_02' time 7000 flag 1  // ~r~Sweet wurde gettet!
38@ = 1 

:RIOT1_3201
if 
   Car.Wrecked($7995)
else_jump @RIOT1_3242 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R1_04' time 7000 flag 1  // ~r~Sweets Wagen wurde zerstrt!
38@ = 1 

:RIOT1_3242
return 

:RIOT1_3244
if 
  39@ == 0 
else_jump @RIOT1_3324 
if 
   Actor.InCar($PLAYER_ACTOR, $7995)
else_jump @RIOT1_3324 
03D5: remove_text 'R1_03'  // Steig wieder in ~b~Sweets Wagen~s~.
Marker.Disable(34@)
018A: 34@ = create_checkpoint_at 2505.4 -1670.6 12.1 
39@ = 1 

:RIOT1_3324
if 
  39@ == 1 
else_jump @RIOT1_3388 
if 
   not Actor.InCar($PLAYER_ACTOR, $7995)
else_jump @RIOT1_3388 
Marker.Disable(34@)
34@ = Marker.CreateAboveCar($7995)
07E0: set_marker 34@ type_to 1 
39@ = 0 

:RIOT1_3388
return 

:RIOT1_3390
if 
  35@ == 1 
else_jump @RIOT1_4277 
if 
0448:   actor $PLAYER_ACTOR in_car $7995 
else_jump @RIOT1_3588 
if or
  40@ == 2 
  40@ == 3 
  40@ == 4 
  40@ == 5 
  40@ == 6 
else_jump @RIOT1_3588 
if 
001D:   89@ > 41@ // (int) 
else_jump @RIOT1_3574 
gosub @RIOT1_5574 
gosub @RIOT1_5681 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @RIOT1_3536 
gosub @RIOT1_5835 
jump @RIOT1_3567 

:RIOT1_3536
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
90@ = 0 
91@ = 0 

:RIOT1_3567
jump @RIOT1_3588 

:RIOT1_3574
33@ = 0 
40@ = 0 

:RIOT1_3588
if 
   not Actor.InCar($PLAYER_ACTOR, $7995)
else_jump @RIOT1_3724 
if 
  11 > 40@ 
else_jump @RIOT1_3724 
if 
001D:   89@ > 41@ // (int) 
else_jump @RIOT1_3651 
41@ += 1 

:RIOT1_3651
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 44@(41@,15s) 
0085: 94@ = 40@ // (int) 
0085: 95@ = 41@ // (int) 
40@ = 11 
0209: 41@ = random_int_in_ranges 0 4 
0085: 43@ = 41@ // (int) 
43@ += 1 
gosub @RIOT1_4358 

:RIOT1_3724
if 
  40@ == 11 
else_jump @RIOT1_4049 
if 
   not Actor.InCar($PLAYER_ACTOR, $7995)
else_jump @RIOT1_3997 
if 
001D:   89@ > 41@ // (int) 
else_jump @RIOT1_3974 
gosub @RIOT1_5574 
gosub @RIOT1_5681 
if 
  36@ == 0 
else_jump @RIOT1_3878 
if or
   not Actor.Dead($ACTOR_SMOKE)
   not Actor.Dead($ACTOR_SWEET)
else_jump @RIOT1_3847 
gosub @RIOT1_5835 
jump @RIOT1_3878 

:RIOT1_3847
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
90@ = 0 
91@ = 0 

:RIOT1_3878
if 
  36@ == 1 
else_jump @RIOT1_3967 
if or
   not Actor.Dead($ACTOR_SMOKE)
   not Actor.Dead($ACTOR_SWEET)
   not Actor.Dead($ACTOR_OG_LOC)
else_jump @RIOT1_3936 
gosub @RIOT1_5835 
jump @RIOT1_3967 

:RIOT1_3936
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
90@ = 0 
91@ = 0 

:RIOT1_3967
jump @RIOT1_3997 

:RIOT1_3974
00BC: show_text_highpriority GXT 'R1_03' time 11000 flag 1  // Steig wieder in ~b~Sweets Wagen~s~.
40@ = 12 

:RIOT1_3997
if 
0448:   actor $PLAYER_ACTOR in_car $7995 
else_jump @RIOT1_4049 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
40@ = 13 
41@ = 0 
00BE: text_clear_all 

:RIOT1_4049
if 
  40@ == 12 
else_jump @RIOT1_4102 
if 
0448:   actor $PLAYER_ACTOR in_car $7995 
else_jump @RIOT1_4102 
40@ = 13 
41@ = 0 
00BE: text_clear_all 

:RIOT1_4102
if 
  40@ == 13 
else_jump @RIOT1_4277 
if 
0448:   actor $PLAYER_ACTOR in_car $7995 
else_jump @RIOT1_4203 
33@ = 0 
0085: 40@ = 94@ // (int) 
0085: 41@ = 95@ // (int) 
gosub @RIOT1_4358 
if 
  94@ == 0 
else_jump @RIOT1_4203 
00BC: show_text_highpriority GXT 'R1_01' time 7000 flag 1  // Fahre wieder zur ~y~Grove Street~s~.

:RIOT1_4203
if 
   not Actor.InCar($PLAYER_ACTOR, $7995)
else_jump @RIOT1_4277 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
40@ = 11 
0209: 41@ = random_int_in_ranges 0 4 
0085: 43@ = 41@ // (int) 
43@ += 1 
gosub @RIOT1_4358 

:RIOT1_4277
if or
  40@ == 1 
  40@ == 7 
else_jump @RIOT1_4356 
if 
001D:   89@ > 41@ // (int) 
else_jump @RIOT1_4349 
gosub @RIOT1_5574 
gosub @RIOT1_5681 
gosub @RIOT1_5835 
jump @RIOT1_4356 

:RIOT1_4349
40@ = 0 

:RIOT1_4356
return 

:RIOT1_4358
if 
  40@ == 1 
else_jump @RIOT1_4431 
05AA: 44@s = 'ROT1_AA'  // ~z~Die Kacke ist voll am Dampfen, Mann.
05AA: 46@s = 'ROT1_AB'  // ~z~Schon, aber das regeln wir selber.
04AF: 74@ = 32800 // @ = any 
04AF: 75@ = 32801 // @ = any 
89@ = 2 

:RIOT1_4431
if 
  40@ == 2 
else_jump @RIOT1_4576 
05AA: 44@s = 'ROT1_BA'  // ~z~Es gibt einfach keine Gerechtigkeit, Mann.
05AA: 46@s = 'ROT1_BB'  // ~z~Wie kommt's, dass Abschaum wie Tenpenny nicht untergeht?
05AA: 48@s = 'ROT1_BC'  // ~z~h, keine Ahnung, so ist das wahrscheinlich einfach.
05AA: 50@s = 'ROT1_BD'  // ~z~Mann, das stinkt zum Himmel. Um den Bastard sollten wir uns selbst kmmern!
05AA: 52@s = 'ROT1_BE'  // ~z~Das tun wir auch, Sweet.
04AF: 74@ = 32802 // @ = any 
04AF: 75@ = 32803 // @ = any 
04AF: 76@ = 32804 // @ = any 
04AF: 77@ = 32805 // @ = any 
04AF: 78@ = 32806 // @ = any 
89@ = 5 

:RIOT1_4576
if 
  40@ == 3 
else_jump @RIOT1_4913 
05AA: 44@s = 'ROT1_EA'  // ~z~Sag mal, wer ist'n der komische Inselaffe?
05AA: 46@s = 'ROT1_EB'  // ~z~Was? Oh, Maccer!
05AA: 48@s = 'ROT1_EC'  // ~z~Ja, der hat ein kleines Problem, das er so in den Griff zu bekommen versucht.
05AA: 50@s = 'ROT1_ED'  // ~z~Was fr ein Problem?
05AA: 52@s = 'ROT1_EE'  // ~z~Er kann nicht aufhren, sich andauernd... du weit schon.
05AA: 54@s = 'ROT1_EF'  // ~z~Ach, du meinst, er geht gern zu Professor Hans Wichsikowsky?
05AA: 56@s = 'ROT1_EG'  // ~z~Ja, regelmig.
05AA: 58@s = 'ROT1_EH'  // ~z~Er poliert die Palme?
05AA: 60@s = 'ROT1_EJ'  // ~z~Ja.
05AA: 62@s = 'ROT1_EK'  // ~z~Er heizt den Ltkolben an?
05AA: 64@s = 'ROT1_EL'  // ~z~Hr auf!
05AA: 66@s = 'ROT1_EM'  // ~z~Spielt die Einhandflte?
05AA: 68@s = 'ROT1_EN'  // ~z~ES REICHT, ALTER!
04AF: 74@ = 32810 // @ = any 
04AF: 75@ = 32811 // @ = any 
04AF: 76@ = 32812 // @ = any 
04AF: 77@ = 32813 // @ = any 
04AF: 78@ = 32814 // @ = any 
04AF: 79@ = 32815 // @ = any 
04AF: 80@ = 32816 // @ = any 
04AF: 81@ = 32817 // @ = any 
04AF: 82@ = 32818 // @ = any 
04AF: 83@ = 32819 // @ = any 
04AF: 84@ = 32820 // @ = any 
04AF: 85@ = 32821 // @ = any 
04AF: 86@ = 32822 // @ = any 
89@ = 13 

:RIOT1_4913
if 
  40@ == 4 
else_jump @RIOT1_5010 
05AA: 44@s = 'ROT1_DA'  // ~z~Scheie, schau dir das mal an, sogar alte Damen klauen hier!
05AA: 46@s = 'ROT1_DB'  // ~z~Tja, ist wohl besser, als den ganzen Tag Home-Shopping-Channel zu glotzen!
05AA: 48@s = 'ROT1_DC'  // ~z~Ja, lieber losziehen und 'n richtiges Schnppchen machen!
04AF: 74@ = 32807 // @ = any 
04AF: 75@ = 32808 // @ = any 
04AF: 76@ = 32809 // @ = any 
89@ = 3 

:RIOT1_5010
if 
  40@ == 5 
else_jump @RIOT1_5203 
05AA: 44@s = 'ROT1_FA'  // ~z~Scheie, Mann, manche Leute sind echt durchgeknallt!
05AA: 46@s = 'ROT1_FB'  // ~z~Und an ALL dem ist Tenpenny schuld!
05AA: 48@s = 'ROT1_FC'  // ~z~Als gb's im Ghetto nicht schon genug Probleme!
05AA: 50@s = 'ROT1_FD'  // ~z~Bis morgen hat fast ganz South Central neue Fernseher!
05AA: 52@s = 'ROT1_FE'  // ~z~Schau sie dir an, wie zornige kleine Kinder oder so!
05AA: 54@s = 'ROT1_FF'  // ~z~Sie nehmen ihr eigenes Viertel auseinander!
05AA: 56@s = 'ROT1_FG'  // ~z~Das kann nicht gut gehen.
04AF: 74@ = 32823 // @ = any 
04AF: 75@ = 32824 // @ = any 
04AF: 76@ = 32825 // @ = any 
04AF: 77@ = 32826 // @ = any 
04AF: 78@ = 32827 // @ = any 
04AF: 79@ = 32828 // @ = any 
04AF: 80@ = 32829 // @ = any 
89@ = 7 

:RIOT1_5203
if 
  40@ == 6 
else_jump @RIOT1_5300 
05AA: 44@s = 'ROT1_GL'  // ~z~Es brennt berall.
05AA: 46@s = 'ROT1_GA'  // ~z~Gib Gas!
05AA: 48@s = 'ROT1_FH'  // ~z~Mann, das Ghetto zerstrt sich selbst!
04AF: 74@ = 32840 // @ = any 
04AF: 75@ = 32831 // @ = any 
04AF: 76@ = 32830 // @ = any 
89@ = 3 

:RIOT1_5300
if 
  40@ == 7 
else_jump @RIOT1_5421 
05AA: 44@s = 'ROT1_HC'  // ~z~Ich trommel ein paar Leute zusammen, das Viertel sicher machen.
05AA: 46@s = 'ROT1_HD'  // ~z~Wenn du was brauchst, ruf mich an.
05AA: 48@s = 'ROT1_HE'  // ~z~Ich check mal, was in der Stadt so abgeht, vielleicht erfahr ich was.
05AA: 50@s = 'ROT1_HF'  // ~z~Sei vorsichtig da drauen, CJ.
04AF: 74@ = 32844 // @ = any 
04AF: 75@ = 32845 // @ = any 
04AF: 76@ = 32846 // @ = any 
04AF: 77@ = 32847 // @ = any 
89@ = 4 

:RIOT1_5421
if 
  40@ == 11 
else_jump @RIOT1_5543 
05AA: 44@s = 'SWE1_BG'  // ~z~CJ, STEIG EIN!
05AA: 46@s = 'SWE1_BK'  // ~z~CJ, komm, steig ein!
05AA: 48@s = 'SWE1_BL'  // ~z~Komm, machen wir uns aus dem Staub!
05AA: 50@s = 'SWE1_BM'  // ~z~Steig ein!
04AF: 74@ = 37429 // @ = any 
04AF: 75@ = 37432 // @ = any 
04AF: 76@ = 37433 // @ = any 
04AF: 77@ = 37434 // @ = any 
0085: 89@ = 43@ // (int) 

:RIOT1_5543
0085: 92@ = 41@ // (int) 
90@ = 0 
91@ = 0 
93@ = 1 
return 

:RIOT1_5574
if 
001D:   89@ > 92@ // (int) 
else_jump @RIOT1_5679 
if 
  90@ == 0 
else_jump @RIOT1_5636 
03CF: load_wav 74@(92@,15i) as 1 
92@ += 1 
90@ = 1 

:RIOT1_5636
if 
  91@ == 0 
else_jump @RIOT1_5679 
03CF: load_wav 74@(92@,15i) as 2 
92@ += 1 
91@ = 1 

:RIOT1_5679
return 

:RIOT1_5681
if 
  93@ == 1 
else_jump @RIOT1_5757 
if 
  90@ == 1 
else_jump @RIOT1_5757 
if 
03D0:   wav 1 loaded 
else_jump @RIOT1_5757 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 44@(41@,15s) time 4500 flag 1 
90@ = 2 

:RIOT1_5757
if 
  93@ == 2 
else_jump @RIOT1_5833 
if 
  91@ == 1 
else_jump @RIOT1_5833 
if 
03D0:   wav 2 loaded 
else_jump @RIOT1_5833 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 44@(41@,15s) time 4500 flag 1 
91@ = 2 

:RIOT1_5833
return 

:RIOT1_5835
if 
  90@ == 2 
else_jump @RIOT1_5898 
if 
03D2:   wav 1 ended 
else_jump @RIOT1_5898 
03D5: remove_text 44@(41@,15s) 
41@ += 1 
93@ = 2 
90@ = 0 

:RIOT1_5898
if 
  91@ == 2 
else_jump @RIOT1_5961 
if 
03D2:   wav 2 ended 
else_jump @RIOT1_5961 
03D5: remove_text 44@(41@,15s) 
41@ += 1 
93@ = 1 
91@ = 0 

:RIOT1_5961
return 

//-------------Mission 109---------------
// Originally: Los Desperados

:RIOT2
thread 'RIOT2' 
gosub @RIOT2_47 
if 
wasted_or_busted 
else_jump @RIOT2_38 
gosub @RIOT2_30241 

:RIOT2_38
gosub @RIOT2_30499 
end_thread 

:RIOT2_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'RIOT2' 
if 
  $ONMISSION == 0 
else_jump @RIOT2_350 
88@ = Object.Create(#BBALL_INGAME, 0.0, 0.0, 0.0)
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
37@ = Actor.Create(Mission2, 146@(148@,2i), 1831.9, -2004.6, 12.6)
43@ = Actor.Create(Mission2, 146@(148@,2i), 1831.9, -2004.6, 12.6)
49@ = Actor.Create(Mission2, 146@(148@,2i), 1831.9, -2004.6, 12.6)
55@ = Actor.Create(Mission2, 146@(148@,2i), 1831.9, -2004.6, 12.6)
61@ = Actor.Create(Mission2, 146@(148@,2i), 1831.9, -2004.6, 12.6)
79@ = Actor.Create(Mission2, 146@(148@,2i), 1831.9, -2004.6, 12.6)
96@ = Marker.CreateAboveActor(37@)
102@ = Marker.CreateAboveActor(43@)
108@ = Marker.CreateAboveActor(49@)
114@ = Marker.CreateAboveActor(55@)
120@ = Marker.CreateAboveActor(61@)
132@ = Marker.CreateAboveActor(79@)

:RIOT2_350
00BE: text_clear_all 
wait 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
187@ = 0 
04AF: 146@ = 108 // @ = any 
04AF: 147@ = 109 // @ = any 
148@ = 0 
149@ = 2 
150@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
170@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
262@ = 0.0 
263@ = 0.0 
264@ = 0.0 
168@ = 0 
169@ = 0 
177@ = 0 
178@ = 0 
185@ = 0 
188@ = 0 
255@ = 0 
256@ = 0 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
183@ = 0.0 
180@ = 0 
181@ = 60 
270@ = 0 
08F5: save_player_group 
select_interior 1 
02E4: load_cutscene_data 'RIOT_2' 

:RIOT2_756
if 
86B9:   not cutscene_data_loaded 
else_jump @RIOT2_780 
wait 0 
jump @RIOT2_756 

:RIOT2_780
02E7: start_cutscene 
fade 1 1000 

:RIOT2_789
if 
82E9:   not cutscene_reached_end 
else_jump @RIOT2_813 
wait 0 
jump @RIOT2_789 

:RIOT2_813
fade 0 0 

:RIOT2_819
if 
fading 
else_jump @RIOT2_843 
wait 0 
jump @RIOT2_819 

:RIOT2_843
select_interior 0 
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
wait 0 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
Model.Load(#VLA1)
Model.Load(#VLA2)
Model.Load(#VLA3)
Model.Load(#LSV1)
Model.Load(#LSV2)
Model.Load(#KATANA)
Model.Load(#DESERT_EAGLE)
Model.Load(#TEC9)
038B: load_requested_models 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 // see ped.dat 
060A: create_decision_maker_type 2 store_to 265@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 266@ 
06AE: create_group_decision_maker_type 0 store_to 267@ // decision\allowed\mission.grp 
0395: clear_area 1 at 2520.8 -1678.5 14.2 radius 30.0 
Camera.SetAtPos(2520.8, -1678.5, 14.2)
Actor.PutAt($PLAYER_ACTOR, 2520.8, -1678.5, 14.2)
Actor.Angle($PLAYER_ACTOR) = 68.6
0395: clear_area 1 at 2520.8 -1678.5 14.2 radius 1.0 
$ACTOR_CESAR = Actor.Create(Mission1, #SPECIAL01, 2519.8, -1677.5, 13.7)
Actor.Angle($ACTOR_CESAR) = 68.6
01B2: give_actor $ACTOR_CESAR weapon 24 ammo 30000 // Load the weapon model before using this 
0568: set_actor $ACTOR_CESAR targetable 1 
Actor.Armour($ACTOR_CESAR) = 100
077A: set_actor $ACTOR_CESAR acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor $ACTOR_CESAR immune_to_nonplayer 1 
0446: set_actor $ACTOR_CESAR immune_to_headshots 0 
060B: set_actor $ACTOR_CESAR decision_maker_to 265@ 
022B: create_forbidden_for_peds_cube_cornerA 1945.8 -1956.5 0.0 cornerB 1642.9 -2174.3 50.0 
0395: clear_area 1 at 1784.6 -1969.5 13.1 radius 30.0 
35@ = Actor.Create(Mission1, #VLA1, 1784.6, -1969.5, 13.1)
Actor.Angle(35@) = 103.1
01B2: give_actor 35@ weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor 35@ targetable 1 
Actor.Armour(35@) = 100
077A: set_actor 35@ acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 35@ immune_to_nonplayer 1 
0446: set_actor 35@ immune_to_headshots 0 
060B: set_actor 35@ decision_maker_to 266@ 
34@ = Actor.Create(Mission1, #VLA2, 1784.4, -1971.1, 13.1)
Actor.Angle(34@) = 52.8
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor 34@ targetable 1 
Actor.Armour(34@) = 100
077A: set_actor 34@ acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 34@ immune_to_nonplayer 1 
0446: set_actor 34@ immune_to_headshots 0 
060B: set_actor 34@ decision_maker_to 266@ 
36@ = Actor.Create(Mission1, #VLA3, 1782.6, -1969.4, 13.1)
Actor.Angle(36@) = 250.2
01B2: give_actor 36@ weapon 8 ammo 30000 // Load the weapon model before using this 
0568: set_actor 36@ targetable 1 
Actor.Armour(36@) = 100
077A: set_actor 36@ acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 36@ immune_to_nonplayer 1 
0446: set_actor 36@ immune_to_headshots 0 
Actor.SetImmunities(36@, 1, 0, 0, 0, 0)
060B: set_actor 36@ decision_maker_to 266@ 
Garage.ChangeType('DUF_LAS', 15)
06D0: enable_emergency_traffic 0 
Garage.Close('DUF_LAS')
09B7: unknown_zone 'ELCO' unknown_set 1  // El Sereno
184@ = Pickup.Create(#HEALTH, 15, 1877.54, -1982.63, 13.48)
09D2: unknown_flag 0 

:RIOT2_1585
wait 0 
if 
0735:   NOP_false 83 
else_jump @RIOT2_1611 
jump @RIOT2_30259 

:RIOT2_1611
Player.WantedLevel($PLAYER_CHAR) = 0
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_1650 
jump @RIOT2_30241 

:RIOT2_1650
01BD: 174@ = current_time_in_ms 
0085: 175@ = 174@ // (int) 
0062: 175@ -= 176@ // (int) 
0085: 176@ = 174@ // (int) 
005A: 170@ += 175@ // (int) 
005A: 171@ += 175@ // (int) 
005A: 172@ += 175@ // (int) 
005A: 173@ += 175@ // (int) 
if 
0735:   NOP_false 81 
else_jump @RIOT2_1766 
Actor.PutAt($PLAYER_ACTOR, 1776.0, -1988.1, 12.9)
Actor.PutAt($ACTOR_CESAR, 1776.0, -1990.1, 12.9)

:RIOT2_1766
07F6: get_group $PLAYER_GROUP number_of_leaders_to $TIME_MINS number_of_members_to 177@ 
if 
  142@ == 0 
else_jump @RIOT2_3308 
if 
  143@ == 0 
else_jump @RIOT2_2116 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
185@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Camera.SetPosition(2509.0, -1672.7, 13.3, 0.0, 0.0, 0.0)
Camera.PointAt(2523.1, -1678.2, 15.2, 2)
09F5: disable_player_mutal_activities 1 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 2512.8 -1673.2 12.5 mode 4 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 2514.1 -1675.2 12.5 mode 4 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $ACTOR_CESAR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
fade 1 500 

:RIOT2_2018
if 
fading 
else_jump @RIOT2_2042 
wait 0 
jump @RIOT2_2018 

:RIOT2_2042
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_2074 
jump @RIOT2_30241 

:RIOT2_2074
185@ = 1 
186@ = 0 
gosub @RIOT2_40912 
143@ = 1 
144@ = 1 
0707: start_scene_skip_to @RIOT2_2249 

:RIOT2_2116
if 
  143@ == 1 
else_jump @RIOT2_2206 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @RIOT2_2206 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
143@ = 2 

:RIOT2_2206
if 
  143@ == 2 
else_jump @RIOT2_2607 
if 
  185@ == 0 
else_jump @RIOT2_2607 
144@ = 0 

:RIOT2_2249
0701: end_scene_skip 
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_2283 
jump @RIOT2_30241 

:RIOT2_2283
if 
  144@ == 1 
else_jump @RIOT2_2441 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
185@ = 0 
fade 0 500 

:RIOT2_2325
if 
fading 
else_jump @RIOT2_2349 
wait 0 
jump @RIOT2_2325 

:RIOT2_2349
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_2381 
jump @RIOT2_30241 

:RIOT2_2381
Actor.PutAt($PLAYER_ACTOR, 2512.8, -1673.2, 12.5)
Actor.Angle($PLAYER_ACTOR) = 40.6
Actor.PutAt($ACTOR_CESAR, 2514.1, -1675.2, 12.5)
Actor.Angle($ACTOR_CESAR) = 220.0

:RIOT2_2441
0792: disembark_instantly_actor $PLAYER_ACTOR 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 
167@ = 1 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 267@ 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BC: show_text_highpriority GXT 'R2_01' time 60000 flag 1  // ~s~Rekrutiere ein paar Bandenmitglieder der Grove Street Families.
if 
  144@ == 1 
else_jump @RIOT2_2600 
fade 1 500 

:RIOT2_2544
if 
fading 
else_jump @RIOT2_2568 
wait 0 
jump @RIOT2_2544 

:RIOT2_2568
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_2600 
jump @RIOT2_30241 

:RIOT2_2600
143@ = 3 

:RIOT2_2607
if 
  143@ > 2 
else_jump @RIOT2_2632 
gosub @RIOT2_37859 

:RIOT2_2632
if 
  143@ == 3 
else_jump @RIOT2_2730 
if 
  177@ > 2 
else_jump @RIOT2_2730 
Marker.Disable(89@)
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 89@ type_to 0 
00BC: show_text_highpriority GXT 'R2_13' time 7000 flag 1  // ~s~Triff dich bei der ~y~Union Station~s~ mit den Veteranos.
33@ = 0 
143@ = 4 

:RIOT2_2730
if 
  143@ == 4 
else_jump @RIOT2_3308 
if 
  187@ == 0 
else_jump @RIOT2_2827 
if 
  33@ > 7000 
else_jump @RIOT2_2827 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
185@ = 2 
186@ = 0 
gosub @RIOT2_40912 
187@ = 1 

:RIOT2_2827
if 
  187@ == 1 
else_jump @RIOT2_2877 
if 
  185@ == 0 
else_jump @RIOT2_2877 
33@ = 0 
187@ = 2 

:RIOT2_2877
if 
  187@ == 2 
else_jump @RIOT2_2942 
if 
  33@ > 7000 
else_jump @RIOT2_2942 
185@ = 3 
186@ = 0 
gosub @RIOT2_40912 
187@ = 3 

:RIOT2_2942
if 
  187@ == 3 
else_jump @RIOT2_2999 
if 
  185@ == 0 
else_jump @RIOT2_2999 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
187@ = 4 

:RIOT2_2999
if 
  167@ == 1 
else_jump @RIOT2_3207 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $TIME_MINS number_of_members_to 177@ 
if 
  178@ == 0 
else_jump @RIOT2_3105 
if 
  3 > 177@ 
else_jump @RIOT2_3105 
Marker.Disable(89@)
03D5: remove_text 'R2_13'  // ~s~Triff dich bei der ~y~Union Station~s~ mit den Veteranos.
00BC: show_text_highpriority GXT 'R2_01' time 60000 flag 1  // ~s~Rekrutiere ein paar Bandenmitglieder der Grove Street Families.
178@ = 1 

:RIOT2_3105
if 
  178@ == 1 
else_jump @RIOT2_3207 
if 
  177@ > 2 
else_jump @RIOT2_3207 
Marker.Disable(89@)
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 89@ type_to 0 
03D5: remove_text 'R2_01'  // ~s~Rekrutiere ein paar Bandenmitglieder der Grove Street Families.
00BC: show_text_highpriority GXT 'R2_13' time 7000 flag 1  // ~s~Triff dich bei der ~y~Union Station~s~ mit den Veteranos.
178@ = 0 

:RIOT2_3207
if 
  178@ == 0 
else_jump @RIOT2_3308 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1774.9 -1974.9 13.1 radius 4.0 4.0 4.0 
else_jump @RIOT2_3308 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
187@ = 0 
143@ = 0 
142@ = 1 

:RIOT2_3308
if 
  142@ == 1 
else_jump @RIOT2_6797 
if 
  143@ == 0 
else_jump @RIOT2_3975 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
185@ = 0 
fade 0 500 

:RIOT2_3368
if 
fading 
else_jump @RIOT2_3392 
wait 0 
jump @RIOT2_3368 

:RIOT2_3392
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_3424 
jump @RIOT2_30241 

:RIOT2_3424
0395: clear_area 1 at 1781.1 -1974.8 13.1 radius 30.0 
09F5: disable_player_mutal_activities 1 
03DE: set_pedestrians_density_multiplier_to 0.0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06C9: remove_actor $ACTOR_CESAR from_group 
Model.Load(#BBALL_INGAME)
04ED: load_animation "BSKTBALL" 
04ED: load_animation "SMOKING" 
04ED: load_animation "GANGS" 
038B: load_requested_models 
08F5: save_player_group 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @RIOT2_3618 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1781.1, -1974.8, 13.1)
Actor.Angle($PLAYER_ACTOR) = 325.3
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, 1781.8, -1976.4, 13.1)
Actor.Angle($ACTOR_CESAR) = 302.3
jump @RIOT2_3656 

:RIOT2_3618
03C0: 87@ = actor $PLAYER_ACTOR car 
Car.PutAt(87@, 1774.9, -1974.9, 13.1)
0633: AS_actor $PLAYER_ACTOR exit_car 
0633: AS_actor $ACTOR_CESAR exit_car 

:RIOT2_3656
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1781.1, -1974.8, 13.1)
Actor.Angle($PLAYER_ACTOR) = 325.3
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, 1781.8, -1976.4, 13.1)
Actor.Angle($ACTOR_CESAR) = 302.3
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKB" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
Camera.SetPosition(1781.1, -1970.4, 14.7, 0.0, 0.0, 0.0)
Camera.PointAt(1783.2, -1969.9, 14.5, 2)
fade 1 500 

:RIOT2_3898
if 
fading 
else_jump @RIOT2_3922 
wait 0 
jump @RIOT2_3898 

:RIOT2_3922
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_3954 
jump @RIOT2_30241 

:RIOT2_3954
143@ = 1 
144@ = 1 
0707: start_scene_skip_to @RIOT2_5994 

:RIOT2_3975
if 
  143@ == 1 
else_jump @RIOT2_4028 
185@ = 4 
186@ = 0 
188@ = 2 
gosub @RIOT2_40912 
143@ = 2 

:RIOT2_4028
if 
  143@ == 2 
else_jump @RIOT2_4259 
if 
  185@ == 0 
else_jump @RIOT2_4259 
Camera.SetPosition(1784.5, -1967.7, 14.7, 0.0, 0.0, 0.0)
Camera.PointAt(1781.4, -1973.5, 14.3, 2)
05D3: AS_actor $PLAYER_ACTOR goto_point 1782.3 -1972.8 13.1 mode 4 -1 ms // versionA 
0639: AS_actor 36@ rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor 34@ goto_point 1783.8 -1972.4 13.1 mode 4 -1 ms // versionA 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1783.3 -1973.0 13.1 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
185@ = 4 
186@ = 2 
188@ = 4 
gosub @RIOT2_40912 
32@ = 0 
143@ = 3 

:RIOT2_4259
if 
  143@ == 3 
else_jump @RIOT2_4367 
if 
  185@ == 0 
else_jump @RIOT2_4367 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
143@ = 4 

:RIOT2_4367
if 
  143@ == 4 
else_jump @RIOT2_4586 
if 
  185@ == 0 
else_jump @RIOT2_4586 
062E: unknown_get_actor $ACTOR_CESAR task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @RIOT2_4586 
0687: clear_actor 34@ task 
0615: define_AS_pack_begin 268@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKC" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
185@ = 4 
186@ = 4 
188@ = 5 
gosub @RIOT2_40912 
143@ = 5 

:RIOT2_4586
if 
  143@ == 5 
else_jump @RIOT2_4636 
if 
  185@ == 0 
else_jump @RIOT2_4636 
32@ = 0 
143@ = 6 

:RIOT2_4636
if 
  143@ == 6 
else_jump @RIOT2_5228 
if 
  32@ > 1000 
else_jump @RIOT2_5228 
fade 0 500 

:RIOT2_4680
if 
fading 
else_jump @RIOT2_4704 
wait 0 
jump @RIOT2_4680 

:RIOT2_4704
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_4736 
jump @RIOT2_30241 

:RIOT2_4736
0395: clear_area 1 at 1793.8 -1970.6 12.5 radius 30.0 
0687: clear_actor $PLAYER_ACTOR task 
Actor.PutAt($PLAYER_ACTOR, 1789.5, -1968.5, 12.5)
Actor.Angle($PLAYER_ACTOR) = 234.3
05D3: AS_actor $PLAYER_ACTOR goto_point 1798.2 -1974.4 12.5 mode 4 -1 ms // versionA 
0687: clear_actor $ACTOR_CESAR task 
Actor.PutAt($ACTOR_CESAR, 1789.0, -1970.6, 12.5)
Actor.Angle($ACTOR_CESAR) = 231.5
05D3: AS_actor $ACTOR_CESAR goto_point 1794.0 -1973.5 12.5 mode 4 -1 ms // versionA 
Actor.PutAt(35@, 1789.3, -1967.4, 12.5)
Actor.Angle(35@) = 231.5
05D3: AS_actor 35@ goto_point 1796.3 -1970.7 12.5 mode 4 -1 ms // versionA 
Actor.PutAt(36@, 1787.4, -1967.2, 12.5)
Actor.Angle(36@) = 234.5
05D3: AS_actor 36@ goto_point 1792.9 -1972.3 12.5 mode 4 -1 ms // versionA 
Actor.PutAt(34@, 1786.3, -1966.7, 12.5)
Actor.Angle(34@) = 251.5
05D3: AS_actor 34@ goto_point 1793.8 -1970.6 12.5 mode 4 -1 ms // versionA 
if 
  150@ == 0 
else_jump @RIOT2_5072 
gosub @RIOT2_31232 
150@ = 1 

:RIOT2_5072
Camera.SetPosition(1788.0, -1968.0, 14.5, 0.0, 0.0, 0.0)
Camera.PointAt(1799.5, -1973.8, 13.6, 2)
fade 1 500 

:RIOT2_5130
if 
fading 
else_jump @RIOT2_5154 
wait 0 
jump @RIOT2_5130 

:RIOT2_5154
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_5186 
jump @RIOT2_30241 

:RIOT2_5186
185@ = 4 
186@ = 5 
188@ = 6 
gosub @RIOT2_40912 
32@ = 0 
143@ = 7 

:RIOT2_5228
if 
  143@ == 7 
else_jump @RIOT2_5376 
if 
  185@ == 0 
else_jump @RIOT2_5376 
if 
  32@ > 4000 
else_jump @RIOT2_5376 
185@ = 4 
186@ = 8 
188@ = 10 
gosub @RIOT2_40912 
Camera.SetPosition(1823.1, -1997.4, 13.5, 0.0, 0.0, 0.0)
Camera.PointAt(1829.3, -2003.7, 14.4, 2)
32@ = 0 
143@ = 8 

:RIOT2_5376
if 
  143@ == 8 
else_jump @RIOT2_5914 
if 
   not Actor.Dead(38@)
else_jump @RIOT2_5675 
if 
0685:   object 88@ attached 
else_jump @RIOT2_5637 
if 
   Actor.Animation(38@) == "BBALL_IDLELOOP"
else_jump @RIOT2_5630 
0613: 183@ = actor 38@ animation "BBALL_IDLELOOP" time 
if 
0837:   object 88@ animation == "BBALL_IDLELOOP_O" 
else_jump @RIOT2_5549 
083A: set_object 88@ animation "BBALL_IDLELOOP_O" progress_to 183@ 
jump @RIOT2_5630 

:RIOT2_5549
if 
075A: set_object 88@ animation "BBALL_IDLELOOP_O" IFP_file "BSKTBALL" 10000.0 lockF 0 loop 0 // IF AND SET 
else_jump @RIOT2_5630 
0836: set_object 88@ animation "BBALL_IDLELOOP_O" at 0.0 times_normal_rate 

:RIOT2_5630
jump @RIOT2_5675 

:RIOT2_5637
069B: attach_object 88@ to_actor 38@ with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 

:RIOT2_5675
if 
  185@ == 0 
else_jump @RIOT2_5914 
if 
  32@ > 4000 
else_jump @RIOT2_5914 
Camera.SetPosition(1827.4, -1998.7, 13.1, 0.0, 0.0, 0.0)
Camera.PointAt(1830.2, -1995.2, 13.4, 2)
if 
   not Actor.Dead(42@)
else_jump @RIOT2_5872 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point 1831.1 -1995.9 12.6 mode 4 -1 ms // versionB 
05D4: AS_actor -1 rotate_angle 180.0 
0605: actor -1 perform_animation_sequence "M_SMK_IN" IFP_file "SMOKING" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 268@ 
0618: assign_actor 42@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_5872
185@ = 4 
186@ = 10 
188@ = 12 
gosub @RIOT2_40912 
32@ = 0 
143@ = 9 

:RIOT2_5914
if 
  143@ == 9 
else_jump @RIOT2_6797 
if 
  185@ == 0 
else_jump @RIOT2_6797 
if 
  32@ > 4000 
else_jump @RIOT2_6797 
if 
  185@ == 0 
else_jump @RIOT2_6797 
144@ = 0 

:RIOT2_5994
0701: end_scene_skip 
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_6028 
jump @RIOT2_30241 

:RIOT2_6028
if 
  144@ == 1 
else_jump @RIOT2_6445 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
185@ = 0 
fade 0 500 

:RIOT2_6070
if 
fading 
else_jump @RIOT2_6094 
wait 0 
jump @RIOT2_6070 

:RIOT2_6094
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_6126 
jump @RIOT2_30241 

:RIOT2_6126
if 
  150@ == 0 
else_jump @RIOT2_6158 
gosub @RIOT2_31232 
150@ = 1 

:RIOT2_6158
if 
   not Actor.Dead(42@)
else_jump @RIOT2_6270 
0792: disembark_instantly_actor 42@ 
Actor.PutAt(42@, 1831.1, -1995.9, 12.6)
Actor.Angle(42@) = 180.0
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation_sequence "M_SMK_IN" IFP_file "SMOKING" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 268@ 
0618: assign_actor 42@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_6270
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1793.8, -1970.6, 12.5)
Actor.Angle($PLAYER_ACTOR) = 234.3
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, 1792.9, -1972.3, 12.5)
Actor.Angle($ACTOR_CESAR) = 231.5
0792: disembark_instantly_actor 35@ 
Actor.PutAt(35@, 1794.8, -1969.8, 12.5)
Actor.Angle(35@) = 231.5
0792: disembark_instantly_actor 36@ 
Actor.PutAt(36@, 1791.8, -1971.1, 12.5)
Actor.Angle(36@) = 234.5
0792: disembark_instantly_actor 34@ 
Actor.PutAt(34@, 1792.5, -1970.4, 12.5)
Actor.Angle(34@) = 251.5

:RIOT2_6445
Object.Destroy(88@)
Model.Destroy(#BBALL_INGAME)
if 
   not Actor.Dead(38@)
else_jump @RIOT2_6486 
01B2: give_actor 38@ weapon 32 ammo 3000 // Load the weapon model before using this 
0792: disembark_instantly_actor 38@ 

:RIOT2_6486
if 
   not Actor.Dead(39@)
else_jump @RIOT2_6507 
0792: disembark_instantly_actor 38@ 

:RIOT2_6507
if 
   not Actor.Dead(38@)
else_jump @RIOT2_6563 
if 
   not Actor.Dead(39@)
else_jump @RIOT2_6563 
0677: AS_actor 38@ chat_with_actor 39@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 39@ chat_with_actor 38@ lead_speaker_flag 0 unknown_flag 1 

:RIOT2_6563
if 
   not Actor.Dead(42@)
else_jump @RIOT2_6589 
01B2: give_actor 42@ weapon 32 ammo 3000 // Load the weapon model before using this 

:RIOT2_6589
060B: set_actor 35@ decision_maker_to 265@ 
060B: set_actor 34@ decision_maker_to 265@ 
060B: set_actor 36@ decision_maker_to 265@ 
08F6: restore_player_group 
098A: unknown_set_float 15.0 
04EF: release_animation "GANGS" 
09F5: disable_player_mutal_activities 0 
Marker.Disable(89@)
89@ = Marker.CreateAboveActor($ACTOR_CESAR)
07E0: set_marker 89@ type_to 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
00BC: show_text_highpriority GXT 'R2_03' time 7000 flag 1  // ~s~Hilf ~b~Cesar~s~ und den Gangstern, das Viertel zu subern.
if 
  144@ == 1 
else_jump @RIOT2_6776 
fade 1 500 

:RIOT2_6720
if 
fading 
else_jump @RIOT2_6744 
wait 0 
jump @RIOT2_6720 

:RIOT2_6744
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_6776 
jump @RIOT2_30241 

:RIOT2_6776
143@ = 0 
142@ = 2 
33@ = 0 

:RIOT2_6797
if 
  142@ == 2 
else_jump @RIOT2_13879 
if 
  150@ == 1 
else_jump @RIOT2_7103 
if 
  6 > 151@ 
else_jump @RIOT2_7096 
if 
   not Actor.Dead(37@(151@,6i))
else_jump @RIOT2_7075 
if 
0364:   actor 37@(151@,6i) spotted_actor $PLAYER_ACTOR 
else_jump @RIOT2_7031 
if 
   not Actor.Dead(40@)
else_jump @RIOT2_6959 
0615: define_AS_pack_begin 268@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 1.5 approach_angle 0.0 
0643: set_AS_pack 268@ loop 1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 40@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_6959
if 
   not Actor.Dead(41@)
else_jump @RIOT2_7024 
0615: define_AS_pack_begin 268@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 3.0 approach_angle 0.0 
0643: set_AS_pack 268@ loop 1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 41@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_7024
150@ = 3 

:RIOT2_7031
164@ = Actor.Health(37@(151@,6i))
if 
  100 > 164@ 
else_jump @RIOT2_7068 
150@ = 4 

:RIOT2_7068
jump @RIOT2_7082 

:RIOT2_7075
150@ = 4 

:RIOT2_7082
151@ += 1 
jump @RIOT2_7103 

:RIOT2_7096
151@ = 0 

:RIOT2_7103
if 
  150@ == 3 
else_jump @RIOT2_7303 
if 
  6 > 151@ 
else_jump @RIOT2_7296 
if 
   not Actor.Dead(37@(151@,6i))
else_jump @RIOT2_7275 
164@ = Actor.Health(37@(151@,6i))
if 
  100 > 164@ 
else_jump @RIOT2_7196 
150@ = 4 

:RIOT2_7196
if 
   not Actor.Dead(37@)
else_jump @RIOT2_7238 
if 
0364:   actor 37@ spotted_actor $PLAYER_ACTOR 
else_jump @RIOT2_7238 
150@ = 4 

:RIOT2_7238
if 
0457:   player $PLAYER_CHAR aiming_at_actor 37@(151@,6i) 
else_jump @RIOT2_7268 
150@ = 4 

:RIOT2_7268
jump @RIOT2_7282 

:RIOT2_7275
150@ = 4 

:RIOT2_7282
151@ += 1 
jump @RIOT2_7303 

:RIOT2_7296
151@ = 0 

:RIOT2_7303
if 
  150@ == 4 
else_jump @RIOT2_7421 
if 
  185@ == 0 
else_jump @RIOT2_7414 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_7414 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
else_jump @RIOT2_7414 
185@ = 5 
186@ = 11 
188@ = 12 
gosub @RIOT2_40912 

:RIOT2_7414
150@ = 5 

:RIOT2_7421
if 
  150@ > 3 
else_jump @RIOT2_7658 
if or
  158@ == 0 
  161@ == 0 
  152@ == 0 
  155@ == 0 
else_jump @RIOT2_7526 
if 
   not Actor.Dead(37@)
else_jump @RIOT2_7526 
if 
  149@ == 2 
else_jump @RIOT2_7519 
149@ = 0 

:RIOT2_7519
gosub @RIOT2_32036 

:RIOT2_7526
if 
  158@ > 0 
else_jump @RIOT2_7658 
if 
  161@ > 0 
else_jump @RIOT2_7658 
if 
  152@ > 0 
else_jump @RIOT2_7658 
if 
  155@ > 0 
else_jump @RIOT2_7658 
if 
   not Actor.Dead(37@)
else_jump @RIOT2_7658 
062E: unknown_get_actor 37@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @RIOT2_7658 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 
149@ = 3 

:RIOT2_7658
if 
  150@ == 5 
else_jump @RIOT2_7908 
if 
   Actor.Dead(37@)
else_jump @RIOT2_7908 
if 
   Actor.Dead(38@)
else_jump @RIOT2_7908 
if 
   Actor.Dead(39@)
else_jump @RIOT2_7908 
if 
   Actor.Dead(40@)
else_jump @RIOT2_7908 
if 
   Actor.Dead(41@)
else_jump @RIOT2_7908 
if 
   Actor.Dead(42@)
else_jump @RIOT2_7908 
Marker.Disable(96@)
Marker.Disable(97@)
Marker.Disable(98@)
Marker.Disable(99@)
Marker.Disable(100@)
Marker.Disable(101@)
Actor.RemoveReferences(37@)
Actor.RemoveReferences(38@)
Actor.RemoveReferences(39@)
Actor.RemoveReferences(40@)
Actor.RemoveReferences(41@)
Actor.RemoveReferences(42@)
if and
  158@ == 0 
  161@ == 0 
  152@ == 0 
  155@ == 0 
else_jump @RIOT2_7878 
158@ = 1 

:RIOT2_7878
04EF: release_animation "BSKTBALL" 
04EF: release_animation "SMOKING" 
150@ = 6 

:RIOT2_7908
if 
  6 > 150@ 
else_jump @RIOT2_8082 
if 
   Actor.Dead(37@)
else_jump @RIOT2_7952 
Marker.Disable(96@)
Actor.RemoveReferences(37@)

:RIOT2_7952
if 
   Actor.Dead(38@)
else_jump @RIOT2_7978 
Marker.Disable(97@)
Actor.RemoveReferences(38@)

:RIOT2_7978
if 
   Actor.Dead(39@)
else_jump @RIOT2_8004 
Marker.Disable(98@)
Actor.RemoveReferences(39@)

:RIOT2_8004
if 
   Actor.Dead(40@)
else_jump @RIOT2_8030 
Marker.Disable(99@)
Actor.RemoveReferences(40@)

:RIOT2_8030
if 
   Actor.Dead(41@)
else_jump @RIOT2_8056 
Marker.Disable(100@)
Actor.RemoveReferences(41@)

:RIOT2_8056
if 
   Actor.Dead(42@)
else_jump @RIOT2_8082 
Marker.Disable(101@)
Actor.RemoveReferences(42@)

:RIOT2_8082
if 
  152@ == 1 
else_jump @RIOT2_8121 
gosub @RIOT2_32547 
171@ = 0 
152@ = 2 

:RIOT2_8121
if 
  152@ == 2 
else_jump @RIOT2_8198 
if 
   Actor.Dead(43@)
else_jump @RIOT2_8198 
if 
   Actor.Dead(44@)
else_jump @RIOT2_8198 
Marker.Disable(102@)
Actor.RemoveReferences(43@)
Marker.Disable(103@)
Actor.RemoveReferences(44@)
152@ = 3 

:RIOT2_8198
if 
  3 > 152@ 
else_jump @RIOT2_8268 
if 
   Actor.Dead(43@)
else_jump @RIOT2_8242 
Marker.Disable(102@)
Actor.RemoveReferences(43@)

:RIOT2_8242
if 
   Actor.Dead(44@)
else_jump @RIOT2_8268 
Marker.Disable(103@)
Actor.RemoveReferences(44@)

:RIOT2_8268
if 
  152@ > 0 
else_jump @RIOT2_8351 
if 
  153@ == 0 
else_jump @RIOT2_8351 
if 
  171@ > 500 
else_jump @RIOT2_8351 
153@ = 1 
gosub @RIOT2_32547 
153@ = 2 
171@ = 0 

:RIOT2_8351
if 
  153@ == 2 
else_jump @RIOT2_8428 
if 
   Actor.Dead(45@)
else_jump @RIOT2_8428 
if 
   Actor.Dead(46@)
else_jump @RIOT2_8428 
Marker.Disable(104@)
Actor.RemoveReferences(45@)
Marker.Disable(105@)
Actor.RemoveReferences(46@)
153@ = 3 

:RIOT2_8428
if 
  3 > 153@ 
else_jump @RIOT2_8498 
if 
   Actor.Dead(45@)
else_jump @RIOT2_8472 
Marker.Disable(104@)
Actor.RemoveReferences(45@)

:RIOT2_8472
if 
   Actor.Dead(46@)
else_jump @RIOT2_8498 
Marker.Disable(105@)
Actor.RemoveReferences(46@)

:RIOT2_8498
if 
  152@ > 0 
else_jump @RIOT2_8599 
if 
  153@ > 0 
else_jump @RIOT2_8599 
if 
  154@ == 0 
else_jump @RIOT2_8599 
if 
  171@ > 500 
else_jump @RIOT2_8599 
154@ = 1 
gosub @RIOT2_32547 
154@ = 2 
171@ = 0 

:RIOT2_8599
if 
  154@ == 2 
else_jump @RIOT2_8676 
if 
   Actor.Dead(47@)
else_jump @RIOT2_8676 
if 
   Actor.Dead(48@)
else_jump @RIOT2_8676 
Marker.Disable(106@)
Actor.RemoveReferences(47@)
Marker.Disable(107@)
Actor.RemoveReferences(48@)
154@ = 3 

:RIOT2_8676
if 
  3 > 154@ 
else_jump @RIOT2_8746 
if 
   Actor.Dead(47@)
else_jump @RIOT2_8720 
Marker.Disable(106@)
Actor.RemoveReferences(47@)

:RIOT2_8720
if 
   Actor.Dead(48@)
else_jump @RIOT2_8746 
Marker.Disable(107@)
Actor.RemoveReferences(48@)

:RIOT2_8746
if 
  152@ == 3 
else_jump @RIOT2_8970 
if 
  153@ == 3 
else_jump @RIOT2_8970 
if 
  154@ == 3 
else_jump @RIOT2_8970 
if 
  155@ == 0 
else_jump @RIOT2_8832 
155@ = 1 
jump @RIOT2_8889 

:RIOT2_8832
if 
  158@ == 0 
else_jump @RIOT2_8864 
158@ = 1 
jump @RIOT2_8889 

:RIOT2_8864
if 
  161@ == 0 
else_jump @RIOT2_8889 
161@ = 1 

:RIOT2_8889
Actor.RemoveReferences(43@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
Actor.RemoveReferences(46@)
Actor.RemoveReferences(47@)
Actor.RemoveReferences(48@)
Marker.Disable(102@)
Marker.Disable(103@)
Marker.Disable(104@)
Marker.Disable(105@)
Marker.Disable(106@)
Marker.Disable(107@)
152@ = 4 
153@ = 4 
154@ = 4 

:RIOT2_8970
if 
  155@ == 1 
else_jump @RIOT2_9009 
gosub @RIOT2_33875 
170@ = 0 
155@ = 2 

:RIOT2_9009
if 
  155@ == 2 
else_jump @RIOT2_9086 
if 
   Actor.Dead(49@)
else_jump @RIOT2_9086 
if 
   Actor.Dead(50@)
else_jump @RIOT2_9086 
Marker.Disable(108@)
Actor.RemoveReferences(49@)
Marker.Disable(109@)
Actor.RemoveReferences(50@)
155@ = 3 

:RIOT2_9086
if 
  3 > 155@ 
else_jump @RIOT2_9156 
if 
   Actor.Dead(49@)
else_jump @RIOT2_9130 
Marker.Disable(108@)
Actor.RemoveReferences(49@)

:RIOT2_9130
if 
   Actor.Dead(50@)
else_jump @RIOT2_9156 
Marker.Disable(109@)
Actor.RemoveReferences(50@)

:RIOT2_9156
if 
  155@ > 0 
else_jump @RIOT2_9239 
if 
  156@ == 0 
else_jump @RIOT2_9239 
if 
  170@ > 500 
else_jump @RIOT2_9239 
156@ = 1 
gosub @RIOT2_33875 
156@ = 2 
170@ = 0 

:RIOT2_9239
if 
  156@ == 2 
else_jump @RIOT2_9316 
if 
   Actor.Dead(51@)
else_jump @RIOT2_9316 
if 
   Actor.Dead(52@)
else_jump @RIOT2_9316 
Marker.Disable(110@)
Actor.RemoveReferences(51@)
Marker.Disable(111@)
Actor.RemoveReferences(52@)
156@ = 3 

:RIOT2_9316
if 
  3 > 156@ 
else_jump @RIOT2_9386 
if 
   Actor.Dead(51@)
else_jump @RIOT2_9360 
Marker.Disable(110@)
Actor.RemoveReferences(51@)

:RIOT2_9360
if 
   Actor.Dead(52@)
else_jump @RIOT2_9386 
Marker.Disable(111@)
Actor.RemoveReferences(52@)

:RIOT2_9386
if 
  155@ > 0 
else_jump @RIOT2_9487 
if 
  156@ > 0 
else_jump @RIOT2_9487 
if 
  157@ == 0 
else_jump @RIOT2_9487 
if 
  170@ > 500 
else_jump @RIOT2_9487 
157@ = 1 
gosub @RIOT2_33875 
157@ = 2 
170@ = 0 

:RIOT2_9487
if 
  157@ == 2 
else_jump @RIOT2_9564 
if 
   Actor.Dead(53@)
else_jump @RIOT2_9564 
if 
   Actor.Dead(54@)
else_jump @RIOT2_9564 
Marker.Disable(112@)
Actor.RemoveReferences(53@)
Marker.Disable(113@)
Actor.RemoveReferences(54@)
157@ = 3 

:RIOT2_9564
if 
  3 > 157@ 
else_jump @RIOT2_9634 
if 
   Actor.Dead(53@)
else_jump @RIOT2_9608 
Marker.Disable(112@)
Actor.RemoveReferences(53@)

:RIOT2_9608
if 
   Actor.Dead(54@)
else_jump @RIOT2_9634 
Marker.Disable(113@)
Actor.RemoveReferences(54@)

:RIOT2_9634
if 
  155@ == 3 
else_jump @RIOT2_9858 
if 
  156@ == 3 
else_jump @RIOT2_9858 
if 
  157@ == 3 
else_jump @RIOT2_9858 
if 
  161@ == 0 
else_jump @RIOT2_9720 
161@ = 1 
jump @RIOT2_9777 

:RIOT2_9720
if 
  152@ == 0 
else_jump @RIOT2_9752 
152@ = 1 
jump @RIOT2_9777 

:RIOT2_9752
if 
  158@ == 0 
else_jump @RIOT2_9777 
158@ = 1 

:RIOT2_9777
Actor.RemoveReferences(49@)
Actor.RemoveReferences(50@)
Actor.RemoveReferences(51@)
Actor.RemoveReferences(52@)
Actor.RemoveReferences(53@)
Actor.RemoveReferences(54@)
Marker.Disable(108@)
Marker.Disable(109@)
Marker.Disable(110@)
Marker.Disable(111@)
Marker.Disable(112@)
Marker.Disable(113@)
155@ = 4 
156@ = 4 
157@ = 4 

:RIOT2_9858
if 
  158@ == 1 
else_jump @RIOT2_9897 
gosub @RIOT2_35203 
173@ = 0 
158@ = 2 

:RIOT2_9897
if 
  158@ == 2 
else_jump @RIOT2_9974 
if 
   Actor.Dead(55@)
else_jump @RIOT2_9974 
if 
   Actor.Dead(56@)
else_jump @RIOT2_9974 
Marker.Disable(114@)
Actor.RemoveReferences(55@)
Marker.Disable(115@)
Actor.RemoveReferences(56@)
158@ = 3 

:RIOT2_9974
if 
  3 > 158@ 
else_jump @RIOT2_10044 
if 
   Actor.Dead(55@)
else_jump @RIOT2_10018 
Marker.Disable(114@)
Actor.RemoveReferences(55@)

:RIOT2_10018
if 
   Actor.Dead(56@)
else_jump @RIOT2_10044 
Marker.Disable(115@)
Actor.RemoveReferences(56@)

:RIOT2_10044
if 
  158@ > 0 
else_jump @RIOT2_10127 
if 
  159@ == 0 
else_jump @RIOT2_10127 
if 
  173@ > 500 
else_jump @RIOT2_10127 
159@ = 1 
gosub @RIOT2_35203 
159@ = 2 
173@ = 0 

:RIOT2_10127
if 
  159@ == 2 
else_jump @RIOT2_10204 
if 
   Actor.Dead(57@)
else_jump @RIOT2_10204 
if 
   Actor.Dead(58@)
else_jump @RIOT2_10204 
Marker.Disable(116@)
Actor.RemoveReferences(57@)
Marker.Disable(117@)
Actor.RemoveReferences(58@)
159@ = 3 

:RIOT2_10204
if 
  3 > 159@ 
else_jump @RIOT2_10274 
if 
   Actor.Dead(57@)
else_jump @RIOT2_10248 
Marker.Disable(116@)
Actor.RemoveReferences(57@)

:RIOT2_10248
if 
   Actor.Dead(58@)
else_jump @RIOT2_10274 
Marker.Disable(117@)
Actor.RemoveReferences(58@)

:RIOT2_10274
if 
  158@ > 0 
else_jump @RIOT2_10375 
if 
  159@ > 0 
else_jump @RIOT2_10375 
if 
  160@ == 0 
else_jump @RIOT2_10375 
if 
  173@ > 500 
else_jump @RIOT2_10375 
160@ = 1 
gosub @RIOT2_35203 
160@ = 2 
173@ = 0 

:RIOT2_10375
if 
  160@ == 2 
else_jump @RIOT2_10452 
if 
   Actor.Dead(59@)
else_jump @RIOT2_10452 
if 
   Actor.Dead(60@)
else_jump @RIOT2_10452 
Marker.Disable(118@)
Actor.RemoveReferences(59@)
Marker.Disable(119@)
Actor.RemoveReferences(60@)
160@ = 3 

:RIOT2_10452
if 
  3 > 160@ 
else_jump @RIOT2_10522 
if 
   Actor.Dead(59@)
else_jump @RIOT2_10496 
Marker.Disable(118@)
Actor.RemoveReferences(59@)

:RIOT2_10496
if 
   Actor.Dead(60@)
else_jump @RIOT2_10522 
Marker.Disable(119@)
Actor.RemoveReferences(60@)

:RIOT2_10522
if 
  158@ == 3 
else_jump @RIOT2_10746 
if 
  159@ == 3 
else_jump @RIOT2_10746 
if 
  160@ == 3 
else_jump @RIOT2_10746 
if 
  152@ == 0 
else_jump @RIOT2_10608 
152@ = 1 
jump @RIOT2_10665 

:RIOT2_10608
if 
  161@ == 0 
else_jump @RIOT2_10640 
161@ = 1 
jump @RIOT2_10665 

:RIOT2_10640
if 
  155@ == 0 
else_jump @RIOT2_10665 
155@ = 1 

:RIOT2_10665
Actor.RemoveReferences(55@)
Actor.RemoveReferences(56@)
Actor.RemoveReferences(57@)
Actor.RemoveReferences(58@)
Actor.RemoveReferences(59@)
Actor.RemoveReferences(60@)
Marker.Disable(114@)
Marker.Disable(115@)
Marker.Disable(116@)
Marker.Disable(117@)
Marker.Disable(118@)
Marker.Disable(119@)
158@ = 4 
159@ = 4 
160@ = 4 

:RIOT2_10746
if 
  161@ == 1 
else_jump @RIOT2_10785 
gosub @RIOT2_36531 
172@ = 0 
161@ = 2 

:RIOT2_10785
if 
  161@ == 2 
else_jump @RIOT2_10862 
if 
   Actor.Dead(61@)
else_jump @RIOT2_10862 
if 
   Actor.Dead(62@)
else_jump @RIOT2_10862 
Marker.Disable(120@)
Actor.RemoveReferences(61@)
Marker.Disable(121@)
Actor.RemoveReferences(62@)
161@ = 3 

:RIOT2_10862
if 
  3 > 161@ 
else_jump @RIOT2_10932 
if 
   Actor.Dead(61@)
else_jump @RIOT2_10906 
Marker.Disable(120@)
Actor.RemoveReferences(61@)

:RIOT2_10906
if 
   Actor.Dead(62@)
else_jump @RIOT2_10932 
Marker.Disable(121@)
Actor.RemoveReferences(62@)

:RIOT2_10932
if 
  161@ > 0 
else_jump @RIOT2_11015 
if 
  162@ == 0 
else_jump @RIOT2_11015 
if 
  172@ > 500 
else_jump @RIOT2_11015 
162@ = 1 
gosub @RIOT2_36531 
162@ = 2 
172@ = 0 

:RIOT2_11015
if 
  162@ == 2 
else_jump @RIOT2_11092 
if 
   Actor.Dead(63@)
else_jump @RIOT2_11092 
if 
   Actor.Dead(64@)
else_jump @RIOT2_11092 
Marker.Disable(122@)
Actor.RemoveReferences(63@)
Marker.Disable(123@)
Actor.RemoveReferences(64@)
162@ = 3 

:RIOT2_11092
if 
  3 > 162@ 
else_jump @RIOT2_11162 
if 
   Actor.Dead(63@)
else_jump @RIOT2_11136 
Marker.Disable(122@)
Actor.RemoveReferences(63@)

:RIOT2_11136
if 
   Actor.Dead(64@)
else_jump @RIOT2_11162 
Marker.Disable(123@)
Actor.RemoveReferences(64@)

:RIOT2_11162
if 
  161@ > 0 
else_jump @RIOT2_11263 
if 
  162@ > 0 
else_jump @RIOT2_11263 
if 
  163@ == 0 
else_jump @RIOT2_11263 
if 
  172@ > 500 
else_jump @RIOT2_11263 
163@ = 1 
gosub @RIOT2_36531 
163@ = 2 
172@ = 0 

:RIOT2_11263
if 
  163@ == 2 
else_jump @RIOT2_11340 
if 
   Actor.Dead(65@)
else_jump @RIOT2_11340 
if 
   Actor.Dead(66@)
else_jump @RIOT2_11340 
Marker.Disable(124@)
Actor.RemoveReferences(65@)
Marker.Disable(125@)
Actor.RemoveReferences(66@)
163@ = 3 

:RIOT2_11340
if 
  3 > 163@ 
else_jump @RIOT2_11410 
if 
   Actor.Dead(65@)
else_jump @RIOT2_11384 
Marker.Disable(124@)
Actor.RemoveReferences(65@)

:RIOT2_11384
if 
   Actor.Dead(66@)
else_jump @RIOT2_11410 
Marker.Disable(125@)
Actor.RemoveReferences(66@)

:RIOT2_11410
if 
  161@ == 3 
else_jump @RIOT2_11634 
if 
  162@ == 3 
else_jump @RIOT2_11634 
if 
  163@ == 3 
else_jump @RIOT2_11634 
if 
  158@ == 0 
else_jump @RIOT2_11496 
158@ = 1 
jump @RIOT2_11553 

:RIOT2_11496
if 
  155@ == 0 
else_jump @RIOT2_11528 
155@ = 1 
jump @RIOT2_11553 

:RIOT2_11528
if 
  152@ == 0 
else_jump @RIOT2_11553 
152@ = 1 

:RIOT2_11553
Actor.RemoveReferences(61@)
Actor.RemoveReferences(62@)
Actor.RemoveReferences(63@)
Actor.RemoveReferences(64@)
Actor.RemoveReferences(65@)
Actor.RemoveReferences(66@)
Marker.Disable(120@)
Marker.Disable(121@)
Marker.Disable(122@)
Marker.Disable(123@)
Marker.Disable(124@)
Marker.Disable(125@)
161@ = 4 
162@ = 4 
163@ = 4 

:RIOT2_11634
if 
  187@ == 0 
else_jump @RIOT2_11796 
if 
  6 > 165@ 
else_jump @RIOT2_11796 
if 
  33@ > 7000 
else_jump @RIOT2_11796 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_11796 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
else_jump @RIOT2_11796 
if 
  185@ == 0 
else_jump @RIOT2_11796 
0A09: set_actor $ACTOR_CESAR muted 1 // versionB 
185@ = 5 
186@ = 3 
188@ = 4 
gosub @RIOT2_40912 
187@ = 1 

:RIOT2_11796
if 
  165@ == 0 
else_jump @RIOT2_11937 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $ACTOR_CESAR task 
05F5: AS_actor 34@ goto_point 1824.9 -1986.7 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor 35@ goto_point 1822.3 -1986.7 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor 36@ goto_point 1820.9 -1984.7 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor $ACTOR_CESAR goto_point 1824.5 -1984.0 12.6 mode 4 -2 ms // versionB 
165@ = 1 

:RIOT2_11937
if 
  165@ == 1 
else_jump @RIOT2_12485 
if 
  150@ == 6 
else_jump @RIOT2_12189 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $ACTOR_CESAR task 
05F5: AS_actor 34@ goto_point 1856.6 -2008.5 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor 35@ goto_point 1859.6 -2007.5 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor 36@ goto_point 1853.6 -2007.5 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor $ACTOR_CESAR goto_point 1854.8 -2005.5 12.6 mode 4 -2 ms // versionB 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_12182 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
else_jump @RIOT2_12182 
if 
  185@ == 0 
else_jump @RIOT2_12182 
185@ = 5 
186@ = 4 
188@ = 5 
gosub @RIOT2_40912 

:RIOT2_12182
165@ = 2 

:RIOT2_12189
if 
   Actor.Dead(38@)
else_jump @RIOT2_12485 
if 
   Actor.Dead(39@)
else_jump @RIOT2_12485 
if 
   Actor.Dead(40@)
else_jump @RIOT2_12485 
if 
   Actor.Dead(41@)
else_jump @RIOT2_12485 
if 
   Actor.Dead(42@)
else_jump @RIOT2_12485 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $ACTOR_CESAR task 
05F5: AS_actor 34@ goto_point 1856.6 -2008.5 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor 35@ goto_point 1859.6 -2007.5 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor 36@ goto_point 1853.6 -2007.5 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor $ACTOR_CESAR goto_point 1854.8 -2005.5 12.6 mode 4 -2 ms // versionB 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_12478 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
else_jump @RIOT2_12478 
if 
  185@ == 0 
else_jump @RIOT2_12478 
185@ = 5 
186@ = 5 
188@ = 6 
gosub @RIOT2_40912 

:RIOT2_12478
165@ = 2 

:RIOT2_12485
if 
  165@ == 2 
else_jump @RIOT2_12737 
if 
  158@ == 4 
else_jump @RIOT2_12737 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $ACTOR_CESAR task 
05F5: AS_actor 34@ goto_point 1858.8 -1993.7 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor 35@ goto_point 1858.8 -1991.6 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor 36@ goto_point 1858.8 -1989.7 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor $ACTOR_CESAR goto_point 1858.8 -1987.7 12.6 mode 4 -2 ms // versionB 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_12730 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
else_jump @RIOT2_12730 
if 
  185@ == 0 
else_jump @RIOT2_12730 
185@ = 5 
186@ = 6 
188@ = 7 
gosub @RIOT2_40912 

:RIOT2_12730
165@ = 3 

:RIOT2_12737
if 
  165@ == 3 
else_jump @RIOT2_12989 
if 
  152@ == 4 
else_jump @RIOT2_12989 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $ACTOR_CESAR task 
05F5: AS_actor 34@ goto_point 1886.2 -1995.2 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor 35@ goto_point 1886.2 -1993.2 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor 36@ goto_point 1886.2 -1991.2 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor $ACTOR_CESAR goto_point 1886.2 -1989.2 12.6 mode 4 -2 ms // versionB 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_12982 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
else_jump @RIOT2_12982 
if 
  185@ == 0 
else_jump @RIOT2_12982 
185@ = 5 
186@ = 7 
188@ = 8 
gosub @RIOT2_40912 

:RIOT2_12982
165@ = 4 

:RIOT2_12989
if 
  165@ == 4 
else_jump @RIOT2_13241 
if 
  155@ == 4 
else_jump @RIOT2_13241 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $ACTOR_CESAR task 
05F5: AS_actor 34@ goto_point 1903.1 -2009.3 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor 35@ goto_point 1905.1 -2009.3 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor 36@ goto_point 1907.1 -2009.3 12.6 mode 4 -2 ms // versionB 
05F5: AS_actor $ACTOR_CESAR goto_point 1909.1 -2009.3 12.6 mode 4 -2 ms // versionB 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_13234 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
else_jump @RIOT2_13234 
if 
  185@ == 0 
else_jump @RIOT2_13234 
185@ = 5 
186@ = 8 
188@ = 9 
gosub @RIOT2_40912 

:RIOT2_13234
165@ = 5 

:RIOT2_13241
if 
  165@ == 5 
else_jump @RIOT2_13723 
if 
  161@ == 4 
else_jump @RIOT2_13723 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $ACTOR_CESAR task 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point 1916.8 -2059.2 12.4 mode 6 -2 ms // versionB 
05D3: AS_actor -1 goto_point 1921.6 -2077.1 12.5 mode 6 -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point 1914.5 -2058.4 12.4 mode 6 -2 ms // versionB 
05D3: AS_actor -1 goto_point 1922.6 -2077.1 12.5 mode 6 -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point 1918.1 -2061.8 12.4 mode 6 -2 ms // versionB 
05D3: AS_actor -1 goto_point 1923.6 -2077.1 12.5 mode 6 -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point 1919.8 -2059.6 12.4 mode 6 -2 ms // versionB 
05D3: AS_actor -1 goto_point 1924.6 -2077.1 12.5 mode 6 -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 36@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_13684 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 60.0 60.0 0 
else_jump @RIOT2_13684 
185@ = 5 
186@ = 0 
188@ = 1 
gosub @RIOT2_40912 

:RIOT2_13684
Marker.Disable(89@)
018A: 89@ = create_checkpoint_at 1922.8 -2075.0 12.5 
187@ = 0 
165@ = 6 

:RIOT2_13723
if 
  165@ == 6 
else_jump @RIOT2_13879 
if 
  187@ == 0 
else_jump @RIOT2_13800 
if 
  185@ == 0 
else_jump @RIOT2_13800 
00BC: show_text_highpriority GXT 'R2_04' time 11000 flag 1  // ~s~Begib dich in die ~y~Gasse~s~!
187@ = 1 

:RIOT2_13800
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1922.8 -2075.0 12.5 radius 1.2 1.2 2.0 on_foot 
else_jump @RIOT2_13879 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
185@ = 0 
143@ = 0 
142@ = 3 

:RIOT2_13879
if 
  142@ == 3 
else_jump @RIOT2_19283 
if 
  143@ == 0 
else_jump @RIOT2_15311 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
185@ = 0 
fade 0 500 

:RIOT2_13939
if 
fading 
else_jump @RIOT2_13963 
wait 0 
jump @RIOT2_13939 

:RIOT2_13963
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_13995 
jump @RIOT2_30241 

:RIOT2_13995
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0A09: set_actor $ACTOR_CESAR muted 0 // versionB 
01EB: set_traffic_density_multiplier_to 0.0 
if 
   not Garage.IsClosed('DUF_LAS')
else_jump @RIOT2_14066 
Garage.Close('DUF_LAS')

:RIOT2_14066
Model.Load(#GLENDALE)
Model.Load(#ROCKETLA)
04ED: load_animation "CAR" 
04ED: load_animation "SWAT" 
04ED: load_animation "CRACK" 
04ED: load_animation "CASINO" 
038B: load_requested_models 
0708: reset_decision_maker 265@ event 36 
0708: reset_decision_maker 265@ event 37 
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_14158 
jump @RIOT2_30241 

:RIOT2_14158
0395: clear_area 1 at 1897.0 -2103.8 12.3 radius 300.0 
67@ = Car.Create(#GLENDALE, 1897.0, -2103.8, 12.3)
Car.Angle(67@) = 2.4
Car.LockInCurrentPosition(67@) = True
Car.DoorStatus(67@) = 2
Car.SetImmunities(67@, 1, 1, 1, 1, 1)
68@ = Car.Create(#GLENDALE, 1857.3, -2101.3, 12.3)
Car.LockInCurrentPosition(68@) = True
Car.Angle(68@) = 359.7
Car.DoorStatus(68@) = 2
0209: 148@ = random_int_in_ranges 0 2 
69@ = Actor.Create(Mission2, 146@(148@,2i), 1860.9, -2099.6, 12.6)
Actor.Angle(69@) = 270.0
01B2: give_actor 69@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 266@ 
0605: actor 69@ perform_animation_sequence "FIXN_CAR_LOOP" IFP_file "CAR" 4.0 loop 1 0 0 0 time -1 // versionA 
126@ = Marker.CreateAboveActor(69@)
Marker.SetIconSize(126@, 1)
Actor.WeaponAccuracy(69@) = 181@
Actor.Armour(69@) = 50
0209: 148@ = random_int_in_ranges 0 2 
70@ = Actor.Create(Mission2, 146@(148@,2i), 1859.9, -2102.5, 12.5)
Actor.Angle(70@) = 48.0
01B2: give_actor 70@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 266@ 
127@ = Marker.CreateAboveActor(70@)
Marker.SetIconSize(127@, 1)
Actor.WeaponAccuracy(70@) = 181@
0209: 148@ = random_int_in_ranges 0 2 
71@ = Actor.Create(Mission2, 146@(148@,2i), 1855.6, -2102.6, 12.5)
Actor.Angle(71@) = 282.0
01B2: give_actor 71@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 71@ decision_maker_to 266@ 
0605: actor 71@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
128@ = Marker.CreateAboveActor(71@)
Marker.SetIconSize(128@, 1)
Actor.WeaponAccuracy(71@) = 181@
Actor.Armour(71@) = 50
0209: 148@ = random_int_in_ranges 0 2 
72@ = Actor.Create(Mission2, 146@(148@,2i), 1855.6, -2099.6, 12.5)
Actor.Angle(72@) = 282.0
01B2: give_actor 72@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 72@ decision_maker_to 266@ 
0605: actor 72@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
129@ = Marker.CreateAboveActor(72@)
Marker.SetIconSize(129@, 1)
Actor.WeaponAccuracy(72@) = 181@
144@ = 1 
0707: start_scene_skip_to @RIOT2_16263 
0395: clear_area 1 at 1918.1 -2076.9 12.5 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1918.1, -2076.9, 12.5)
Actor.Angle($PLAYER_ACTOR) = 171.1
05D3: AS_actor $PLAYER_ACTOR goto_point 1916.1 -2093.3 12.5 mode 4 -1 ms // versionA 
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, 1919.1, -2077.7, 12.5)
Actor.Angle($ACTOR_CESAR) = 171.5
05D3: AS_actor $ACTOR_CESAR goto_point 1917.1 -2094.1 12.5 mode 4 -1 ms // versionA 
060B: set_actor $ACTOR_CESAR decision_maker_to 266@ 
0792: disembark_instantly_actor 35@ 
Actor.PutAt(35@, 1920.3, -2075.3, 12.5)
Actor.Angle(35@) = 189.5
01B2: give_actor 35@ weapon 35 ammo 1 // Load the weapon model before using this 
05D3: AS_actor 35@ goto_point 1918.3 -2091.7 12.5 mode 4 -1 ms // versionA 
060B: set_actor 35@ decision_maker_to 266@ 
0792: disembark_instantly_actor 34@ 
Actor.PutAt(34@, 1918.8, -2075.3, 12.5)
Actor.Angle(34@) = 165.9
05D3: AS_actor 34@ goto_point 1916.8 -2091.7 12.5 mode 4 -1 ms // versionA 
060B: set_actor 34@ decision_maker_to 266@ 
0792: disembark_instantly_actor 36@ 
Actor.PutAt(36@, 1919.6, -2074.0, 12.5)
Actor.Angle(36@) = 173.0
05D3: AS_actor 36@ goto_point 1917.6 -2090.4 12.5 mode 4 -1 ms // versionA 
060B: set_actor 36@ decision_maker_to 266@ 
Camera.SetPosition(1914.65, -2087.8, 13.4, 0.0, 0.0, 0.0)
Camera.PointAt(1917.9, -2080.7, 13.0, 2)
fade 1 500 

:RIOT2_15213
if 
fading 
else_jump @RIOT2_15237 
wait 0 
jump @RIOT2_15213 

:RIOT2_15237
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_15269 
jump @RIOT2_30241 

:RIOT2_15269
185@ = 6 
186@ = 0 
188@ = 6 
gosub @RIOT2_40912 
32@ = 0 
143@ = 1 

:RIOT2_15311
if 
  143@ == 1 
else_jump @RIOT2_15732 
if 
  32@ > 8000 
else_jump @RIOT2_15732 
0395: clear_area 1 at 1916.9 -2101.1 12.6 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1916.9, -2101.1, 12.6)
Actor.Angle($PLAYER_ACTOR) = 90.0
05D3: AS_actor $PLAYER_ACTOR goto_point 1912.4 -2101.1 12.5 mode 4 -1 ms // versionA 
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, 1916.9, -2102.1, 12.6)
Actor.Angle($ACTOR_CESAR) = 90.0
05D3: AS_actor $ACTOR_CESAR goto_point 1912.4 -2102.1 12.5 mode 4 -1 ms // versionA 
0792: disembark_instantly_actor 35@ 
Actor.PutAt(35@, 1916.9, -2103.1, 12.6)
Actor.Angle(35@) = 90.0
05D3: AS_actor 35@ goto_point 1912.4 -2103.1 12.5 mode 4 -1 ms // versionA 
0792: disembark_instantly_actor 36@ 
Actor.PutAt(36@, 1916.9, -2100.1, 12.6)
Actor.Angle(36@) = 90.0
05D3: AS_actor 36@ goto_point 1912.4 -2100.1 12.5 mode 4 -1 ms // versionA 
0792: disembark_instantly_actor 34@ 
Actor.PutAt(34@, 1916.9, -2099.1, 12.6)
Actor.Angle(34@) = 90.0
05D3: AS_actor 34@ goto_point 1912.4 -2099.1 12.5 mode 4 -1 ms // versionA 
Camera.SetPosition(1916.5, -2100.9, 12.8, 0.0, 0.0, 0.0)
Camera.PointAt(1906.2, -2101.0, 14.8, 2)
32@ = 0 
143@ = 2 

:RIOT2_15732
if 
  143@ == 2 
else_jump @RIOT2_16201 
if 
  185@ == 0 
else_jump @RIOT2_16201 
if 
  32@ > 4000 
else_jump @RIOT2_16201 
if 
   not Actor.Dead(69@)
else_jump @RIOT2_15886 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation_sequence "FIXN_CAR_OUT" IFP_file "CAR" 4.0 loop 0 0 0 0 time -1 // versionA 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 69@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_15886
if 
   not Actor.Dead(70@)
else_jump @RIOT2_15960 
0615: define_AS_pack_begin 268@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
04EB: AS_actor -1 crouch 1 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 70@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_15960
if 
   not Actor.Dead(71@)
else_jump @RIOT2_16034 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 700 ms 
05BA: AS_actor -1 move_mouth 100 ms 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 71@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_16034
if 
   not Actor.Dead(72@)
else_jump @RIOT2_16108 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05BA: AS_actor -1 move_mouth 100 ms 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 72@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_16108
185@ = 6 
186@ = 6 
188@ = 7 
gosub @RIOT2_40912 
Camera.SetPosition(1866.1, -2101.8, 13.4, 0.0, 0.0, 0.0)
Camera.PointAt(1849.9, -2101.0, 14.98, 2)
32@ = 0 
143@ = 3 

:RIOT2_16201
if 
  143@ == 3 
else_jump @RIOT2_19283 
if 
  185@ == 0 
else_jump @RIOT2_19283 
if 
  32@ > 4000 
else_jump @RIOT2_19283 
144@ = 0 

:RIOT2_16263
0701: end_scene_skip 
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_16297 
jump @RIOT2_30241 

:RIOT2_16297
if 
  144@ == 1 
else_jump @RIOT2_16654 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
185@ = 0 
fade 0 500 

:RIOT2_16339
if 
fading 
else_jump @RIOT2_16363 
wait 0 
jump @RIOT2_16339 

:RIOT2_16363
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_16395 
jump @RIOT2_30241 

:RIOT2_16395
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1912.4, -2101.1, 12.5)
Actor.Angle($PLAYER_ACTOR) = 90.0
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, 1912.4, -2102.1, 12.5)
Actor.Angle($ACTOR_CESAR) = 90.0
0792: disembark_instantly_actor 35@ 
Actor.PutAt(35@, 1912.4, -2103.1, 12.5)
Actor.Angle(35@) = 90.0
0792: disembark_instantly_actor 36@ 
Actor.PutAt(36@, 1912.4, -2100.1, 12.5)
Actor.Angle(36@) = 90.0
0792: disembark_instantly_actor 34@ 
Actor.PutAt(34@, 1912.4, -2099.1, 12.5)
Actor.Angle(34@) = 90.0
if 
   not Actor.Dead(69@)
else_jump @RIOT2_16591 
0792: disembark_instantly_actor 69@ 

:RIOT2_16591
if 
   not Actor.Dead(70@)
else_jump @RIOT2_16612 
0792: disembark_instantly_actor 70@ 

:RIOT2_16612
if 
   not Actor.Dead(71@)
else_jump @RIOT2_16633 
0792: disembark_instantly_actor 71@ 

:RIOT2_16633
if 
   not Actor.Dead(72@)
else_jump @RIOT2_16654 
0792: disembark_instantly_actor 72@ 

:RIOT2_16654
0350: set_actor $ACTOR_CESAR maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0605: actor -1 perform_animation_sequence "GUN_STAND" IFP_file "PED" 8.0 loop 0 0 0 0 time 10 // versionA 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1871.1 -2102.3 14.6 168@ ms 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0209: 168@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 168@ ms 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1898.7 -2102.1 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0792: disembark_instantly_actor 35@ 
Actor.PutAt(35@, 1912.4, -2103.1, 12.5)
Actor.Angle(35@) = 90.0
0350: set_actor 35@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0605: actor -1 perform_animation_sequence "GUN_STAND" IFP_file "PED" 8.0 loop 0 0 0 0 time 10 // versionA 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1878.7 -2105.5 14.6 168@ ms 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0209: 168@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 168@ ms 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1898.7 -2106.1 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
if 
   not Car.Wrecked(68@)
else_jump @RIOT2_17114 
0672: AS_actor -1 attack_car 68@ 

:RIOT2_17114
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation_sequence "MANWINB" IFP_file "CASINO" 8.0 loop 0 0 0 0 time -1 // versionA 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0350: set_actor 34@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1891.2 -2099.6 14.0 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1903.7 -2096.6 12.5 angle 75.0 radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1903.5 -2096.6 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 75.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1894.6 -2099.2 12.4 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0812: AS_actor -1 perform_animation "CROUCH_ROLL_L" IFP_file "PED" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
05D3: AS_actor -1 goto_point 1884.6 -2107.6 12.4 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 1874.9 -2102.8 12.4 mode 6 -1 ms // versionA 
0812: AS_actor -1 perform_animation "KO_SPIN_L" IFP_file "PED" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "CRCKIDLE4" IFP_file "CRACK" 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 268@ 
0618: assign_actor 36@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
if 
   not Actor.Dead(69@)
else_jump @RIOT2_18065 
0350: set_actor 69@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1872.8 -2096.1 12.5 angle 275.0 radius -1.0 animation "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1872.8 -2096.1 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 69@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 

:RIOT2_18065
if 
   not Actor.Dead(70@)
else_jump @RIOT2_18089 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:RIOT2_18089
if 
   not Actor.Dead(71@)
else_jump @RIOT2_18424 
0350: set_actor 71@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1864.1 -2107.4 12.6 angle 275.0 radius -0.1 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1864.1 -2107.4 12.6 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 71@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 

:RIOT2_18424
if 
   not Actor.Dead(72@)
else_jump @RIOT2_18448 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:RIOT2_18448
0209: 148@ = random_int_in_ranges 0 2 
73@ = Actor.Create(Mission2, 146@(148@,2i), 1806.1, -2121.7, 12.5)
Actor.Angle(73@) = 357.8
01B2: give_actor 73@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 73@ decision_maker_to 266@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1837.5 -2102.3 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 73@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
130@ = Marker.CreateAboveActor(73@)
Marker.SetIconSize(130@, 1)
Actor.WeaponAccuracy(73@) = 181@
0209: 148@ = random_int_in_ranges 0 2 
74@ = Actor.Create(Mission2, 146@(148@,2i), 1801.5, -2120.7, 12.5)
Actor.Angle(74@) = 357.8
01B2: give_actor 74@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 74@ decision_maker_to 266@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1833.8 -2097.8 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 74@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
131@ = Marker.CreateAboveActor(74@)
Marker.SetIconSize(131@, 1)
Actor.WeaponAccuracy(74@) = 181@
Actor.Armour(74@) = 50
0209: 148@ = random_int_in_ranges 0 2 
75@ = Actor.Create(Mission2, 146@(148@,2i), 1879.7, -2094.9, 12.5)
Actor.Angle(75@) = 180.0
01B2: give_actor 75@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 75@ decision_maker_to 266@ 
0350: set_actor 75@ maintain_position_when_attacked 1 
Actor.WeaponAccuracy(75@) = 181@
0209: 148@ = random_int_in_ranges 0 2 
76@ = Actor.Create(Mission2, 146@(148@,2i), 1878.7, -2094.9, 12.5)
Actor.Angle(76@) = 180.0
01B2: give_actor 76@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 266@ 
0350: set_actor 76@ maintain_position_when_attacked 1 
Actor.WeaponAccuracy(76@) = 181@
Actor.Armour(76@) = 50
0209: 148@ = random_int_in_ranges 0 2 
77@ = Actor.Create(Mission2, 146@(148@,2i), 1876.7, -2094.9, 12.5)
Actor.Angle(77@) = 180.0
01B2: give_actor 77@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 266@ 
0350: set_actor 77@ maintain_position_when_attacked 1 
Actor.WeaponAccuracy(77@) = 181@
0209: 148@ = random_int_in_ranges 0 2 
78@ = Actor.Create(Mission2, 146@(148@,2i), 1875.2, -2094.9, 12.5)
Actor.Angle(78@) = 180.0
01B2: give_actor 78@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 266@ 
Actor.SetImmunities(78@, 1, 1, 1, 1, 1)
0350: set_actor 78@ maintain_position_when_attacked 1 
Actor.WeaponAccuracy(78@) = 181@
Actor.Armour(78@) = 50
Marker.Disable(89@)
89@ = Marker.CreateAboveActor($ACTOR_CESAR)
07E0: set_marker 89@ type_to 1 
098A: unknown_set_float -1.0 
09F5: disable_player_mutal_activities 1 
04EF: release_animation "CAR" 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BC: show_text_highpriority GXT 'R2_05' time 7000 flag 1  // ~S~Bleib in ~b~Cesars~s~ Nhe und mach klar Schiff in der Gasse.
if 
  144@ == 1 
else_jump @RIOT2_19269 
fade 1 500 

:RIOT2_19213
if 
fading 
else_jump @RIOT2_19237 
wait 0 
jump @RIOT2_19213 

:RIOT2_19237
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_19269 
jump @RIOT2_30241 

:RIOT2_19269
143@ = 0 
142@ = 4 

:RIOT2_19283
if 
  142@ == 4 
else_jump @RIOT2_21030 
if 
   not Actor.Dead(69@)
else_jump @RIOT2_19400 
if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1877.6 -2050.8 cornerB 1815.3 -2171.4 
051A:   actor 69@ damaged_by_actor $PLAYER_ACTOR 
else_jump @RIOT2_19400 
062E: unknown_get_actor 69@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @RIOT2_19400 
05E2: AS_actor 69@ kill_actor $PLAYER_ACTOR 

:RIOT2_19400
if 
   not Actor.Dead(71@)
else_jump @RIOT2_19499 
if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1872.6 -2050.8 cornerB 1815.3 -2171.4 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
else_jump @RIOT2_19499 
062E: unknown_get_actor 71@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @RIOT2_19499 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:RIOT2_19499
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_19572 
180@ = Actor.Health($ACTOR_CESAR)
if 
  50 > 180@ 
else_jump @RIOT2_19572 
0829: actor $ACTOR_CESAR perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_19572
if 
   not Actor.Dead(34@)
else_jump @RIOT2_19645 
180@ = Actor.Health(34@)
if 
  50 > 180@ 
else_jump @RIOT2_19645 
0829: actor 34@ perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_19645
if 
  143@ == 0 
else_jump @RIOT2_19736 
062E: unknown_get_actor 36@ task 1560 status_store_to $416 // ret 7 if not found 
if 
84A3:   not  $416 == 7 // $ == any 
else_jump @RIOT2_19736 
0646: unknown_get_actor 36@ task_1560_status_store_to 270@ // similar to 062E 
if 
  270@ >= 3 
else_jump @RIOT2_19736 
Garage.Open('DUF_LAS')
143@ = 1 

:RIOT2_19736
if 
  143@ == 1 
else_jump @RIOT2_20402 
062E: unknown_get_actor 36@ task 1560 status_store_to $416 // ret 7 if not found 
if 
84A3:   not  $416 == 7 // $ == any 
else_jump @RIOT2_20402 
0646: unknown_get_actor 36@ task_1560_status_store_to 270@ // similar to 062E 
if 
  270@ >= 5 
else_jump @RIOT2_20402 
if 
   not Actor.Dead(75@)
else_jump @RIOT2_19934 
0615: define_AS_pack_begin 269@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
07A5: AS_actor -1 attack_actor 36@ 3000 ms 
05D3: AS_actor -1 goto_point 1872.8 -2096.1 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 75@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
138@ = Marker.CreateAboveActor(75@)
Marker.SetIconSize(138@, 1)

:RIOT2_19934
if 
   not Actor.Dead(76@)
else_jump @RIOT2_20083 
0350: set_actor 76@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 268@ 
07A5: AS_actor -1 attack_actor 36@ 3000 ms 
05D3: AS_actor -1 goto_point 1872.8 -2096.1 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0812: AS_actor -1 perform_animation "CROUCH_ROLL_R" IFP_file "PED" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 76@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
139@ = Marker.CreateAboveActor(76@)
Marker.SetIconSize(139@, 1)

:RIOT2_20083
if 
   not Actor.Dead(77@)
else_jump @RIOT2_20213 
0350: set_actor 77@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 268@ 
07A5: AS_actor -1 attack_actor 36@ 3000 ms 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 77@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0816: unknown_actor 77@ flag 1 
140@ = Marker.CreateAboveActor(77@)
Marker.SetIconSize(140@, 1)

:RIOT2_20213
if 
   not Actor.Dead(78@)
else_jump @RIOT2_20358 
0350: set_actor 78@ maintain_position_when_attacked 0 
Actor.SetImmunities(78@, 0, 0, 0, 0, 0)
0615: define_AS_pack_begin 268@ 
07A5: AS_actor -1 attack_actor 36@ 3000 ms 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 78@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0816: unknown_actor 78@ flag 1 
141@ = Marker.CreateAboveActor(78@)
Marker.SetIconSize(141@, 1)

:RIOT2_20358
00BE: text_clear_all 
185@ = 7 
186@ = 0 
gosub @RIOT2_40912 
0332: set_actor 36@ bleeding 1 
33@ = 0 
143@ = 2 

:RIOT2_20402
if 
  143@ == 2 
else_jump @RIOT2_20453 
if 
  33@ > 1000 
else_jump @RIOT2_20453 
0619: enable_actor 36@ collision_detection 0 
143@ = 3 

:RIOT2_20453
if 
  143@ == 3 
else_jump @RIOT2_20752 
if 
   Actor.Dead(69@)
else_jump @RIOT2_20752 
if 
   Actor.Dead(70@)
else_jump @RIOT2_20752 
if 
   Actor.Dead(71@)
else_jump @RIOT2_20752 
if 
   Actor.Dead(72@)
else_jump @RIOT2_20752 
if 
   Actor.Dead(73@)
else_jump @RIOT2_20752 
if 
   Actor.Dead(74@)
else_jump @RIOT2_20752 
if 
   Actor.Dead(75@)
else_jump @RIOT2_20752 
if 
   Actor.Dead(76@)
else_jump @RIOT2_20752 
if 
   Actor.Dead(77@)
else_jump @RIOT2_20752 
if 
   Actor.Dead(78@)
else_jump @RIOT2_20752 
Marker.Disable(126@)
Marker.Disable(127@)
Marker.Disable(128@)
Marker.Disable(129@)
Marker.Disable(130@)
Marker.Disable(131@)
Marker.Disable(138@)
Marker.Disable(139@)
Marker.Disable(140@)
Marker.Disable(141@)
Actor.RemoveReferences(69@)
Actor.RemoveReferences(70@)
Actor.RemoveReferences(71@)
Actor.RemoveReferences(72@)
Actor.RemoveReferences(73@)
Actor.RemoveReferences(74@)
Actor.RemoveReferences(75@)
Actor.RemoveReferences(76@)
Actor.RemoveReferences(77@)
Actor.RemoveReferences(78@)
32@ = 0 
143@ = 0 
142@ = 5 

:RIOT2_20752
if 
   Actor.Dead(69@)
else_jump @RIOT2_20778 
Actor.RemoveReferences(69@)
Marker.Disable(126@)

:RIOT2_20778
if 
   Actor.Dead(70@)
else_jump @RIOT2_20804 
Actor.RemoveReferences(70@)
Marker.Disable(127@)

:RIOT2_20804
if 
   Actor.Dead(71@)
else_jump @RIOT2_20830 
Actor.RemoveReferences(71@)
Marker.Disable(128@)

:RIOT2_20830
if 
   Actor.Dead(72@)
else_jump @RIOT2_20856 
Actor.RemoveReferences(72@)
Marker.Disable(129@)

:RIOT2_20856
if 
   Actor.Dead(73@)
else_jump @RIOT2_20882 
Actor.RemoveReferences(73@)
Marker.Disable(130@)

:RIOT2_20882
if 
   Actor.Dead(74@)
else_jump @RIOT2_20908 
Actor.RemoveReferences(74@)
Marker.Disable(131@)

:RIOT2_20908
if 
  143@ > 1 
else_jump @RIOT2_21030 
if 
   Actor.Dead(75@)
else_jump @RIOT2_20952 
Actor.RemoveReferences(75@)
Marker.Disable(138@)

:RIOT2_20952
if 
   Actor.Dead(76@)
else_jump @RIOT2_20978 
Actor.RemoveReferences(76@)
Marker.Disable(139@)

:RIOT2_20978
if 
   Actor.Dead(77@)
else_jump @RIOT2_21004 
Actor.RemoveReferences(77@)
Marker.Disable(140@)

:RIOT2_21004
if 
   Actor.Dead(78@)
else_jump @RIOT2_21030 
Actor.RemoveReferences(78@)
Marker.Disable(141@)

:RIOT2_21030
if 
  142@ == 5 
else_jump @RIOT2_24541 
if 
  143@ == 0 
else_jump @RIOT2_21495 
if 
  32@ > 2000 
else_jump @RIOT2_21495 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
185@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Car.Destroy(68@)
0395: clear_area 1 at 1905.1 -2103.9 12.5 radius 60.0 
Actor.PutAt($PLAYER_ACTOR, 1905.1, -2103.9, 12.5)
Actor.Angle($PLAYER_ACTOR) = 80.2
0687: clear_actor $ACTOR_CESAR task 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1897.8 -2099.5 12.5 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 1890.8 -2099.5 12.5 mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 1877.2 -2101.2 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0792: disembark_instantly_actor 34@ 
Actor.PutAt(34@, 1900.4, -2098.2, 12.5)
Actor.Angle(34@) = 92.3
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1875.7 -2102.4 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 95.0 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
144@ = 1 
0707: start_scene_skip_to @RIOT2_21846 
Camera.SetPosition(1900.4, -2099.6, 12.8, 0.0, 0.0, 0.0)
Camera.PointAt(1879.4, -2107.7, 17.9, 2)
32@ = 0 
143@ = 1 

:RIOT2_21495
if 
  143@ == 1 
else_jump @RIOT2_21784 
if 
  32@ > 3000 
else_jump @RIOT2_21784 
0792: disembark_instantly_actor 34@ 
Actor.PutAt(34@, 1875.7, -2102.4, 12.5)
Actor.Angle(34@) = 95.0
0605: actor 34@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
Actor.PutAt($ACTOR_CESAR, 1881.2, -2099.6, 12.5)
Actor.Angle($ACTOR_CESAR) = 69.4
Actor.PutAt($PLAYER_ACTOR, 1886.2, -2099.6, 12.5)
Actor.Angle($PLAYER_ACTOR) = 69.4
05D3: AS_actor $PLAYER_ACTOR goto_point 1877.6 -2099.8 12.5 mode 4 -1 ms // versionA 
gosub @RIOT2_38067 
Camera.SetPosition(1880.2, -2103.1, 14.46, 0.0, 0.0, 0.0)
Camera.PointAt(1874.3, -2100.77, 12.8, 2)
185@ = 8 
186@ = 0 
gosub @RIOT2_40912 
32@ = 0 
143@ = 2 

:RIOT2_21784
if 
  143@ == 2 
else_jump @RIOT2_24541 
if 
  185@ == 0 
else_jump @RIOT2_24541 
if 
  32@ > 8000 
else_jump @RIOT2_24541 
144@ = 0 

:RIOT2_21846
0701: end_scene_skip 
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_21880 
jump @RIOT2_30241 

:RIOT2_21880
if 
  144@ == 1 
else_jump @RIOT2_22870 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
185@ = 0 
fade 0 500 

:RIOT2_21922
if 
fading 
else_jump @RIOT2_21946 
wait 0 
jump @RIOT2_21922 

:RIOT2_21946
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_21978 
jump @RIOT2_30241 

:RIOT2_21978
gosub @RIOT2_38067 
0792: disembark_instantly_actor 34@ 
Actor.PutAt(34@, 1875.7, -2102.4, 12.5)
Actor.Angle(34@) = 95.0
0605: actor 34@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, 1881.2, -2099.6, 12.5)
Actor.Angle($ACTOR_CESAR) = 69.4
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1879.7, -2101.7, 12.5)
Actor.Angle($PLAYER_ACTOR) = 90.0
0792: disembark_instantly_actor 79@ 
060B: set_actor 79@ decision_maker_to 265@ 
Actor.PutAt(79@, 1861.1, -2096.9, 12.5)
Actor.Angle(79@) = 270.3
062E: unknown_get_actor 80@ task 1560 status_store_to $416 // ret 7 if not found 
if 
84A3:   not  $416 == 7 // $ == any 
else_jump @RIOT2_22344 
0792: disembark_instantly_actor 80@ 
0605: actor 80@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
078F: unknown_actor -1 flag 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 80@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_22344
062E: unknown_get_actor 81@ task 1560 status_store_to $416 // ret 7 if not found 
if 
84A3:   not  $416 == 7 // $ == any 
else_jump @RIOT2_22522 
0792: disembark_instantly_actor 81@ 
0605: actor 81@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
05B9: AS_actor -1 stay_idle 2000 ms 
078F: unknown_actor -1 flag 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 81@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_22522
0792: disembark_instantly_actor 82@ 
060B: set_actor 82@ decision_maker_to 265@ 
Actor.PutAt(82@, 1859.1, -2106.0, 14.0)
Actor.Angle(82@) = 264.4
062E: unknown_get_actor 83@ task 1560 status_store_to $416 // ret 7 if not found 
if 
84A3:   not  $416 == 7 // $ == any 
else_jump @RIOT2_22714 
0792: disembark_instantly_actor 83@ 
0605: actor 83@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
078F: unknown_actor -1 flag 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 83@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_22714
062E: unknown_get_actor 84@ task 1560 status_store_to $416 // ret 7 if not found 
if 
84A3:   not  $416 == 7 // $ == any 
else_jump @RIOT2_22870 
0792: disembark_instantly_actor 84@ 
0605: actor 84@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
05B9: AS_actor -1 stay_idle 3000 ms 
078F: unknown_actor -1 flag 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 84@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_22870
0709: set_decision_maker 265@ on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 265@ on_event 37 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
85@ = Pickup.Create(#HEALTH, 15, 1875.6, -2091.4, 13.5)
032B: 86@ = create_weapon_pickup #TEC9 group 15 ammo 48 at 1878.3 -2091.1 13.5 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1864.9 -2101.2 14.0 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1874.9 -2096.5 12.5 angle 75.0 radius -0.1 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1874.9 -2096.5 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 75.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1862.6 -2104.1 14.0 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1873.3 -2107.4 12.5 angle 98.8 radius -0.1 animation "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1873.3 -2107.4 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 98.8 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
01B2: give_actor 35@ weapon 35 ammo 1 // Load the weapon model before using this 
0615: define_AS_pack_begin 269@ 
0605: actor -1 perform_animation_sequence "GUN_STAND" IFP_file "PED" 8.0 loop 0 0 0 0 time 10 // versionA 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1878.7 -2105.5 14.6 168@ ms 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0209: 168@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 168@ ms 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1898.7 -2106.1 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_and_shoot_at 1852.1 -2096.6 16.5 10 ms 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0209: 148@ = random_int_in_ranges 0 2 
69@ = Actor.Create(Mission2, 146@(148@,2i), 1913.7, -2109.2, 12.6)
Actor.Angle(69@) = 90.5
01B2: give_actor 69@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 266@ 
0350: set_actor 69@ maintain_position_when_attacked 1 
Actor.SetImmunities(69@, 1, 1, 1, 1, 1)
Actor.WeaponAccuracy(69@) = 181@
Actor.Armour(69@) = 50
0209: 148@ = random_int_in_ranges 0 2 
70@ = Actor.Create(Mission2, 146@(148@,2i), 1916.5, -2113.1, 12.6)
Actor.Angle(70@) = 20.1
01B2: give_actor 70@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 266@ 
0350: set_actor 70@ maintain_position_when_attacked 1 
Actor.SetImmunities(70@, 1, 1, 1, 1, 1)
Actor.WeaponAccuracy(70@) = 181@
0209: 148@ = random_int_in_ranges 0 2 
73@ = Actor.Create(Mission2, 146@(148@,2i), 1806.1, -2121.7, 12.5)
Actor.Angle(73@) = 357.8
01B2: give_actor 73@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 73@ decision_maker_to 265@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1837.5 -2102.3 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 73@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
Marker.Disable(130@)
130@ = Marker.CreateAboveActor(73@)
Marker.SetIconSize(130@, 1)
Actor.WeaponAccuracy(73@) = 181@
0209: 148@ = random_int_in_ranges 0 2 
74@ = Actor.Create(Mission2, 146@(148@,2i), 1801.5, -2120.7, 12.5)
Actor.Angle(74@) = 357.8
01B2: give_actor 74@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 74@ decision_maker_to 265@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1833.8 -2097.8 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 74@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
Marker.Disable(131@)
131@ = Marker.CreateAboveActor(74@)
Marker.SetIconSize(131@, 1)
Actor.WeaponAccuracy(74@) = 181@
Actor.Armour(74@) = 50
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BC: show_text_highpriority GXT 'R2_06' time 4000 flag 1  // ~S~Verteidige ~b~Cesar~s~.
if 
  144@ == 1 
else_jump @RIOT2_24520 
fade 1 500 

:RIOT2_24464
if 
fading 
else_jump @RIOT2_24488 
wait 0 
jump @RIOT2_24464 

:RIOT2_24488
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_24520 
jump @RIOT2_30241 

:RIOT2_24520
32@ = 0 
143@ = 0 
142@ = 6 

:RIOT2_24541
if 
  142@ == 6 
else_jump @RIOT2_26110 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_24632 
180@ = Actor.Health($ACTOR_CESAR)
if 
  50 > 180@ 
else_jump @RIOT2_24632 
0829: actor $ACTOR_CESAR perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_24632
if 
   not Actor.Dead(34@)
else_jump @RIOT2_24705 
180@ = Actor.Health(34@)
if 
  50 > 180@ 
else_jump @RIOT2_24705 
0829: actor 34@ perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_24705
if 
  169@ == 0 
else_jump @RIOT2_24879 
if 
   Actor.Dead(79@)
else_jump @RIOT2_24826 
if 
   Actor.Dead(80@)
else_jump @RIOT2_24826 
if 
   Actor.Dead(81@)
else_jump @RIOT2_24826 
if 
   Actor.Dead(82@)
else_jump @RIOT2_24826 
if 
   Actor.Dead(83@)
else_jump @RIOT2_24826 
if 
   Actor.Dead(84@)
else_jump @RIOT2_24826 
169@ = 1 

:RIOT2_24826
if or
  32@ > 15000 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1893.6 -2043.3 cornerB 1888.1 -2175.6 
else_jump @RIOT2_24879 
169@ = 1 

:RIOT2_24879
if 
  169@ == 1 
else_jump @RIOT2_25014 
185@ = 9 
0209: 186@ = random_int_in_ranges 0 3 
0085: 188@ = 186@ // (int) 
188@ += 1 
gosub @RIOT2_40912 
if 
   not Actor.Dead(69@)
else_jump @RIOT2_24971 
Marker.Disable(126@)
126@ = Marker.CreateAboveActor(69@)
Marker.SetIconSize(126@, 1)

:RIOT2_24971
if 
   not Actor.Dead(70@)
else_jump @RIOT2_25007 
Marker.Disable(127@)
127@ = Marker.CreateAboveActor(70@)
Marker.SetIconSize(127@, 1)

:RIOT2_25007
169@ = 2 

:RIOT2_25014
if 
  169@ == 2 
else_jump @RIOT2_25444 
if 
02CB:   actor 35@ bounding_sphere_visible 
else_jump @RIOT2_25444 
if 
   not Actor.Dead(69@)
else_jump @RIOT2_25163 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1913.5 -2106.1 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_and_shoot_at 1900.8 -2106.2 12.6 1500 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 69@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
Actor.SetImmunities(69@, 0, 0, 0, 0, 0)

:RIOT2_25163
if 
   not Actor.Dead(70@)
else_jump @RIOT2_25278 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1914.2 -2104.2 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_and_shoot_at 1900.8 -2106.2 12.6 1500 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 70@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
Actor.SetImmunities(70@, 0, 0, 0, 0, 0)

:RIOT2_25278
01B2: give_actor 35@ weapon 35 ammo 1 // Load the weapon model before using this 
0615: define_AS_pack_begin 268@ 
05D4: AS_actor -1 rotate_angle 269.0 
05B9: AS_actor -1 stay_idle 200 ms 
0668: AS_actor -1 rotate_and_shoot_at 1951.1 -2103.9 19.3 500 ms 
0812: AS_actor -1 perform_animation "KO_SHOT_FACE" IFP_file "PED" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "CRCKIDLE1" IFP_file "CRACK" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0332: set_actor 35@ bleeding 1 
32@ = 0 
169@ = 3 

:RIOT2_25444
if 
  143@ == 0 
else_jump @RIOT2_25749 
if 
   Actor.Dead(79@)
else_jump @RIOT2_25749 
if 
   Actor.Dead(80@)
else_jump @RIOT2_25749 
if 
   Actor.Dead(81@)
else_jump @RIOT2_25749 
if 
   Actor.Dead(82@)
else_jump @RIOT2_25749 
if 
   Actor.Dead(83@)
else_jump @RIOT2_25749 
if 
   Actor.Dead(84@)
else_jump @RIOT2_25749 
if 
   Actor.Dead(73@)
else_jump @RIOT2_25749 
if 
   Actor.Dead(74@)
else_jump @RIOT2_25749 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1895.3 -2102.2 12.6 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 274.7 
0668: AS_actor -1 rotate_and_shoot_at 1913.5 -2104.4 13.9 -2 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1895.6 -2104.2 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 271.0 
0668: AS_actor -1 rotate_and_shoot_at 1912.9 -2106.4 13.9 -2 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
143@ = 1 

:RIOT2_25749
if 
  143@ == 1 
else_jump @RIOT2_25850 
if 
   Actor.Dead(69@)
else_jump @RIOT2_25850 
if 
   Actor.Dead(70@)
else_jump @RIOT2_25850 
Actor.RemoveReferences(69@)
Actor.RemoveReferences(70@)
Actor.RemoveReferences(73@)
Actor.RemoveReferences(74@)
04EF: release_animation "CASINO" 
32@ = 0 
143@ = 0 
142@ = 7 

:RIOT2_25850
if 
   Actor.Dead(69@)
else_jump @RIOT2_25876 
Actor.RemoveReferences(69@)
Marker.Disable(126@)

:RIOT2_25876
if 
   Actor.Dead(70@)
else_jump @RIOT2_25902 
Actor.RemoveReferences(70@)
Marker.Disable(127@)

:RIOT2_25902
if 
   Actor.Dead(73@)
else_jump @RIOT2_25928 
Actor.RemoveReferences(73@)
Marker.Disable(130@)

:RIOT2_25928
if 
   Actor.Dead(74@)
else_jump @RIOT2_25954 
Actor.RemoveReferences(74@)
Marker.Disable(131@)

:RIOT2_25954
if 
   Actor.Dead(79@)
else_jump @RIOT2_25980 
Actor.RemoveReferences(79@)
Marker.Disable(132@)

:RIOT2_25980
if 
   Actor.Dead(80@)
else_jump @RIOT2_26006 
Actor.RemoveReferences(80@)
Marker.Disable(133@)

:RIOT2_26006
if 
   Actor.Dead(81@)
else_jump @RIOT2_26032 
Actor.RemoveReferences(81@)
Marker.Disable(134@)

:RIOT2_26032
if 
   Actor.Dead(82@)
else_jump @RIOT2_26058 
Actor.RemoveReferences(82@)
Marker.Disable(135@)

:RIOT2_26058
if 
   Actor.Dead(83@)
else_jump @RIOT2_26084 
Actor.RemoveReferences(83@)
Marker.Disable(136@)

:RIOT2_26084
if 
   Actor.Dead(84@)
else_jump @RIOT2_26110 
Actor.RemoveReferences(84@)
Marker.Disable(137@)

:RIOT2_26110
if 
  142@ == 7 
else_jump @RIOT2_28983 
if 
  143@ == 0 
else_jump @RIOT2_27274 
if 
  32@ > 2000 
else_jump @RIOT2_27274 
fade 0 500 

:RIOT2_26172
if 
fading 
else_jump @RIOT2_26196 
wait 0 
jump @RIOT2_26172 

:RIOT2_26196
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_26228 
jump @RIOT2_30241 

:RIOT2_26228
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
185@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
04EF: release_animation "SWAT" 
Model.Load(#FLAME)
0708: reset_decision_maker 265@ event 36 
0708: reset_decision_maker 265@ event 37 
Camera.SetAtPos(1855.5, -2101.8, 12.5)
69@ = Actor.Create(Mission2, #LSV1, 1805.0, -2126.0, 17.8)
Actor.Angle(69@) = 306.5
0350: set_actor 69@ maintain_position_when_attacked 1 
Actor.Armour(69@) = 100
0446: set_actor 69@ immune_to_headshots 0 
01B2: give_actor 69@ weapon 35 ammo 30000 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 266@ 
90@ = Marker.CreateAboveActor(69@)
Marker.SetIconSize(90@, 1)
Actor.WeaponAccuracy(69@) = 181@
Actor.Armour(69@) = 100
0209: 148@ = random_int_in_ranges 0 2 
70@ = Actor.Create(Mission2, 146@(148@,2i), 1811.8, -2124.0, 12.6)
Actor.Angle(70@) = 287.5
0350: set_actor 70@ maintain_position_when_attacked 1 
01B2: give_actor 70@ weapon 37 ammo 30000 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 266@ 
91@ = Marker.CreateAboveActor(70@)
Marker.SetIconSize(91@, 1)
Actor.WeaponAccuracy(70@) = 181@
0209: 148@ = random_int_in_ranges 0 2 
71@ = Actor.Create(Mission2, 146@(148@,2i), 1795.0, -2126.7, 12.5)
Actor.Angle(71@) = 358.6
01B2: give_actor 71@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: unknown_actor 71@ flag 1 
060B: set_actor 71@ decision_maker_to 266@ 
92@ = Marker.CreateAboveActor(71@)
Marker.SetIconSize(92@, 1)
Actor.WeaponAccuracy(71@) = 181@
0209: 148@ = random_int_in_ranges 0 2 
72@ = Actor.Create(Mission2, 146@(148@,2i), 1795.0, -2130.7, 12.5)
Actor.Angle(72@) = 357.8
01B2: give_actor 72@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: unknown_actor 72@ flag 1 
060B: set_actor 72@ decision_maker_to 266@ 
93@ = Marker.CreateAboveActor(72@)
Marker.SetIconSize(93@, 1)
Actor.WeaponAccuracy(72@) = 181@
0209: 148@ = random_int_in_ranges 0 2 
73@ = Actor.Create(Mission2, 146@(148@,2i), 1806.1, -2121.7, 12.5)
Actor.Angle(73@) = 357.8
01B2: give_actor 73@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 73@ maintain_position_when_attacked 1 
060B: set_actor 73@ decision_maker_to 266@ 
94@ = Marker.CreateAboveActor(73@)
Marker.SetIconSize(94@, 1)
Actor.WeaponAccuracy(73@) = 181@
Actor.Armour(73@) = 100
0209: 148@ = random_int_in_ranges 0 2 
74@ = Actor.Create(Mission2, 146@(148@,2i), 1801.5, -2120.7, 12.5)
Actor.Angle(74@) = 357.8
01B2: give_actor 74@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 74@ maintain_position_when_attacked 1 
060B: set_actor 74@ decision_maker_to 266@ 
95@ = Marker.CreateAboveActor(74@)
Marker.SetIconSize(95@, 1)
Actor.WeaponAccuracy(74@) = 181@
Actor.Armour(74@) = 100
0395: clear_area 1 at 1855.5 -2101.8 12.5 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1855.5, -2101.8, 12.5)
Actor.Angle($PLAYER_ACTOR) = 90.0
05D3: AS_actor $PLAYER_ACTOR goto_point 1846.6 -2102.8 12.5 mode 4 -1 ms // versionA 
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, 1855.5, -2102.8, 12.5)
Actor.Angle($ACTOR_CESAR) = 90.0
05D3: AS_actor $ACTOR_CESAR goto_point 1846.6 -2102.8 12.5 mode 4 -1 ms // versionA 
0792: disembark_instantly_actor 34@ 
Actor.PutAt(34@, 1855.5, -2100.8, 12.5)
Actor.Angle(34@) = 90.0
05D3: AS_actor 34@ goto_point 1846.6 -2100.8 12.5 mode 4 -1 ms // versionA 
Camera.SetPosition(1846.6, -2101.8, 13.88, 0.0, 0.0, 0.0)
Camera.PointAt(1853.9, -2101.4, 12.7, 2)
fade 1 500 

:RIOT2_27169
if 
fading 
else_jump @RIOT2_27193 
wait 0 
jump @RIOT2_27169 

:RIOT2_27193
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_27225 
jump @RIOT2_30241 

:RIOT2_27225
144@ = 1 
0707: start_scene_skip_to @RIOT2_27824 
185@ = 10 
186@ = 0 
gosub @RIOT2_40912 
32@ = 0 
143@ = 1 

:RIOT2_27274
if 
  143@ == 1 
else_jump @RIOT2_27575 
if 
  185@ == 0 
else_jump @RIOT2_27575 
if 
  32@ > 4000 
else_jump @RIOT2_27575 
fade 0 500 

:RIOT2_27336
if 
fading 
else_jump @RIOT2_27360 
wait 0 
jump @RIOT2_27336 

:RIOT2_27360
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_27392 
jump @RIOT2_30241 

:RIOT2_27392
Camera.SetAtPos(1809.8, -2123.4, 12.7)
Camera.SetPosition(1816.2, -2116.8, 13.16, 0.0, 0.0, 0.0)
Camera.PointAt(1808.6, -2123.8, 15.0, 2)
fade 1 500 

:RIOT2_27467
if 
fading 
else_jump @RIOT2_27491 
wait 0 
jump @RIOT2_27467 

:RIOT2_27491
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_27523 
jump @RIOT2_30241 

:RIOT2_27523
185@ = 11 
0209: 186@ = random_int_in_ranges 0 3 
0085: 188@ = 186@ // (int) 
188@ += 1 
gosub @RIOT2_40912 
32@ = 0 
143@ = 2 

:RIOT2_27575
if 
  143@ == 2 
else_jump @RIOT2_27762 
if 
  185@ == 0 
else_jump @RIOT2_27762 
if 
  32@ > 4000 
else_jump @RIOT2_27762 
Camera.SetPosition(1816.2, -2116.8, 13.16, 0.0, 0.0, 0.0)
if 
   not Actor.Dead(70@)
else_jump @RIOT2_27710 
Camera.OnPed(70@, 15, 1)
0668: AS_actor 70@ rotate_and_shoot_at 1831.6 -2118.9 12.5 4000 ms 

:RIOT2_27710
185@ = 12 
0209: 186@ = random_int_in_ranges 0 3 
0085: 188@ = 186@ // (int) 
188@ += 1 
gosub @RIOT2_40912 
32@ = 0 
143@ = 3 

:RIOT2_27762
if 
  143@ == 3 
else_jump @RIOT2_28983 
if 
  185@ == 0 
else_jump @RIOT2_28983 
if 
  32@ > 4000 
else_jump @RIOT2_28983 
144@ = 0 

:RIOT2_27824
0701: end_scene_skip 
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_27858 
jump @RIOT2_30241 

:RIOT2_27858
if 
  144@ == 1 
else_jump @RIOT2_27956 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
185@ = 0 
fade 0 500 

:RIOT2_27900
if 
fading 
else_jump @RIOT2_27924 
wait 0 
jump @RIOT2_27900 

:RIOT2_27924
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_27956 
jump @RIOT2_30241 

:RIOT2_27956
if 
   not Actor.Dead(69@)
else_jump @RIOT2_28176 
0615: define_AS_pack_begin 268@ 
0668: AS_actor -1 rotate_and_shoot_at 1832.7 -2090.1 14.1 500 ms 
0605: actor -1 perform_animation_sequence "GUN_STAND" IFP_file "PED" 8.0 loop 0 0 0 0 time 1000 // versionA 
0668: AS_actor -1 rotate_and_shoot_at 1853.6 -2087.0 20.5 500 ms 
0605: actor -1 perform_animation_sequence "GUN_STAND" IFP_file "PED" 8.0 loop 0 0 0 1 time 1000 // versionA 
0668: AS_actor -1 rotate_and_shoot_at 1819.5 -2113.1 12.9 500 ms 
0605: actor -1 perform_animation_sequence "GUN_STAND" IFP_file "PED" 8.0 loop 0 0 0 0 time 1000 // versionA 
0643: set_AS_pack 268@ loop 1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 69@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_28176
if 
   not Actor.Dead(70@)
else_jump @RIOT2_28251 
0615: define_AS_pack_begin 268@ 
0668: AS_actor -1 rotate_and_shoot_at 1831.6 -2118.9 12.5 2000 ms 
05B9: AS_actor -1 stay_idle 2000 ms 
0643: set_AS_pack 268@ loop 1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 70@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_28251
if 
   not Actor.Dead(71@)
else_jump @RIOT2_28335 
0615: define_AS_pack_begin 268@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1795.0 -2106.7 12.5 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 277.9 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 71@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_28335
if 
   not Actor.Dead(72@)
else_jump @RIOT2_28419 
0615: define_AS_pack_begin 268@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1792.0 -2103.7 12.5 mode 4 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 277.9 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 72@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_28419
if 
   not Actor.Dead(73@)
else_jump @RIOT2_28488 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1809.4 -2116.3 12.5 mode 6 -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 73@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_28488
if 
   not Actor.Dead(74@)
else_jump @RIOT2_28557 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1809.4 -2111.8 12.5 mode 6 -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 74@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_28557
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1833.9, -2104.2, 12.5)
Actor.Angle($PLAYER_ACTOR) = 122.4
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, 1833.0, -2106.6, 12.5)
Actor.Angle($ACTOR_CESAR) = 122.3
0350: set_actor $ACTOR_CESAR maintain_position_when_attacked 1 
060B: set_actor $ACTOR_CESAR decision_maker_to 265@ 
0792: disembark_instantly_actor 34@ 
Actor.PutAt(34@, 1834.4, -2102.0, 12.5)
Actor.Angle(34@) = 99.6
0350: set_actor 34@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1814.1 -2102.4 12.5 mode 6 -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 112.7 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
Actor.RemoveReferences(79@)
Actor.RemoveReferences(80@)
Actor.RemoveReferences(81@)
Actor.RemoveReferences(82@)
Actor.RemoveReferences(83@)
Actor.RemoveReferences(84@)
0709: set_decision_maker 265@ on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker 265@ on_event 37 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BC: show_text_highpriority GXT 'R2_07' time 4000 flag 1  // ~S~Erledige die letzten ~r~Vagos~s~.
if 
  144@ == 1 
else_jump @RIOT2_28969 
fade 1 500 

:RIOT2_28913
if 
fading 
else_jump @RIOT2_28937 
wait 0 
jump @RIOT2_28913 

:RIOT2_28937
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_28969 
jump @RIOT2_30241 

:RIOT2_28969
143@ = 0 
142@ = 8 

:RIOT2_28983
if 
  142@ == 8 
else_jump @RIOT2_30227 
if 
  143@ == 0 
else_jump @RIOT2_29255 
if 
   Actor.Dead(69@)
else_jump @RIOT2_29040 
Marker.Disable(90@)

:RIOT2_29040
if 
   Actor.Dead(70@)
else_jump @RIOT2_29061 
Marker.Disable(91@)

:RIOT2_29061
if 
   Actor.Dead(71@)
else_jump @RIOT2_29082 
Marker.Disable(92@)

:RIOT2_29082
if 
   Actor.Dead(72@)
else_jump @RIOT2_29103 
Marker.Disable(93@)

:RIOT2_29103
if 
   Actor.Dead(73@)
else_jump @RIOT2_29124 
Marker.Disable(94@)

:RIOT2_29124
if 
   Actor.Dead(74@)
else_jump @RIOT2_29145 
Marker.Disable(95@)

:RIOT2_29145
if 
   Actor.Dead(69@)
else_jump @RIOT2_29255 
if 
   Actor.Dead(70@)
else_jump @RIOT2_29255 
if 
   Actor.Dead(71@)
else_jump @RIOT2_29255 
if 
   Actor.Dead(72@)
else_jump @RIOT2_29255 
if 
   Actor.Dead(73@)
else_jump @RIOT2_29255 
if 
   Actor.Dead(74@)
else_jump @RIOT2_29255 
32@ = 0 
143@ = 1 

:RIOT2_29255
if 
  143@ == 1 
else_jump @RIOT2_29850 
if 
  32@ > 2000 
else_jump @RIOT2_29850 
fade 0 500 

:RIOT2_29299
if 
fading 
else_jump @RIOT2_29323 
wait 0 
jump @RIOT2_29299 

:RIOT2_29323
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_29355 
jump @RIOT2_30241 

:RIOT2_29355
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
185@ = 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
Camera.SetAtPos(1814.9, -2112.1, 12.4)
0395: clear_area 1 at 1814.9 -2112.1 12.4 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1814.9, -2112.1, 12.4)
Actor.Angle($PLAYER_ACTOR) = 127.9
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1807.8 -2122.0 12.5 mode 4 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $ACTOR_CESAR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0792: disembark_instantly_actor $ACTOR_CESAR 
Actor.PutAt($ACTOR_CESAR, 1812.4, -2111.3, 12.4)
Actor.Angle($ACTOR_CESAR) = 127.9
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1804.8 -2120.2 12.5 mode 4 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0792: disembark_instantly_actor 34@ 
Actor.PutAt(34@, 1810.4, -2111.0, 12.4)
Actor.Angle(34@) = 135.1
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1807.0 -2118.8 12.5 mode 4 -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
Camera.SetPosition(1812.6, -2114.5, 13.0, 0.0, 0.0, 0.0)
Camera.PointAt(1804.5, -2123.6, 15.0, 2)
fade 1 500 

:RIOT2_29759
if 
fading 
else_jump @RIOT2_29783 
wait 0 
jump @RIOT2_29759 

:RIOT2_29783
gosub @RIOT2_31066 
if 
  145@ == 1 
else_jump @RIOT2_29815 
jump @RIOT2_30241 

:RIOT2_29815
185@ = 13 
186@ = 0 
188@ = 4 
gosub @RIOT2_40912 
143@ = 2 

:RIOT2_29850
if 
  143@ == 2 
else_jump @RIOT2_29981 
if 
  185@ == 0 
else_jump @RIOT2_29981 
0615: define_AS_pack_begin 268@ 
0639: AS_actor -1 rotate_to_actor $ACTOR_CESAR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
185@ = 13 
186@ = 4 
188@ = 8 
gosub @RIOT2_40912 
143@ = 3 

:RIOT2_29981
if 
  143@ == 3 
else_jump @RIOT2_30169 
if 
  185@ == 0 
else_jump @RIOT2_30169 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1794.8 -2124.5 12.5 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 1794.8 -2137.2 12.5 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 268@ 
0618: assign_actor $ACTOR_CESAR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1794.8 -2122.5 12.4 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point 1794.8 -2137.2 12.5 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
32@ = 0 
143@ = 4 

:RIOT2_30169
if 
  143@ == 4 
else_jump @RIOT2_30227 
if 
  32@ > 3000 
else_jump @RIOT2_30227 
09F5: disable_player_mutal_activities 0 
Actor.DestroyInstantly($ACTOR_CESAR)
Actor.DestroyInstantly(34@)
jump @RIOT2_30259 

:RIOT2_30227
gosub @RIOT2_39478 
jump @RIOT2_1585 

:RIOT2_30241
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:RIOT2_30259
$RIOT_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 60 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0998: add_respect 60 
Marker.Disable($MARKER_SWEET_HOUSE)
076C: set_zone 'ELCO1' gang 7 density_to 40 
076C: set_zone 'ELCO2' gang 7 density_to 40 
076C: set_zone 'ELCO1' gang 2 density_to 0 
076C: set_zone 'ELCO2' gang 2 density_to 0 
076C: set_zone 'ELCO1' gang 1 density_to 0 
076C: set_zone 'ELCO2' gang 1 density_to 0 
076C: set_zone 'LMEX1A' gang 7 density_to 40 
076C: set_zone 'LMEX1B' gang 7 density_to 40 
076C: set_zone 'LMEX1A' gang 2 density_to 0 
076C: set_zone 'LMEX1B' gang 2 density_to 0 
076C: set_zone 'LMEX1A' gang 1 density_to 0 
076C: set_zone 'LMEX1B' gang 1 density_to 0 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'RIOT_2'  // Los Desperados
030C: progress_made += 1 
return 

:RIOT2_30499
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @RIOT2_30517 
Camera.Restore_WithJumpCut

:RIOT2_30517
09B7: unknown_zone 'ELCO' unknown_set 0  // El Sereno
if 
   not Actor.Dead(36@)
else_jump @RIOT2_30558 
0619: enable_actor 36@ collision_detection 1 
Actor.DestroyWithFade(36@)

:RIOT2_30558
create_thread @DOORS 
Model.Destroy(#VLA1)
Model.Destroy(#VLA2)
Model.Destroy(#VLA3)
Model.Destroy(#LSV1)
Model.Destroy(#LSV2)
06D0: enable_emergency_traffic 1 
Model.Destroy(#KATANA)
Model.Destroy(#DESERT_EAGLE)
Model.Destroy(#TEC9)
Model.Destroy(#ROCKETLA)
Model.Destroy(#FLAME)
Model.Destroy(#GLENDALE)
Model.Destroy(#BBALL_INGAME)
091E: create_forbidden_for_boats_cube_cornerA 1945.8 -1956.5 0.0 cornerB 1642.9 -2174.3 50.0 
Pickup.Destroy(85@)
Pickup.Destroy(86@)
Pickup.Destroy(184@)
04EF: release_animation "CAR" 
04EF: release_animation "BSKTBALL" 
04EF: release_animation "SMOKING" 
04EF: release_animation "SWAT" 
04EF: release_animation "CASINO" 
04EF: release_animation "CRACK" 
04EF: release_animation "GANGS" 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @RIOT2_30761 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RIOT2_30761
09F5: disable_player_mutal_activities 0 
Actor.DestroyWithFade($ACTOR_CESAR)
0296: unload_special_actor 1 
098A: unknown_set_float -1.0 
Marker.Disable(89@)
Marker.Disable(90@)
Marker.Disable(91@)
Marker.Disable(92@)
Marker.Disable(93@)
Marker.Disable(94@)
Marker.Disable(95@)
Marker.Disable(96@)
Marker.Disable(97@)
Marker.Disable(98@)
Marker.Disable(99@)
Marker.Disable(100@)
Marker.Disable(101@)
Marker.Disable(102@)
Marker.Disable(103@)
Marker.Disable(104@)
Marker.Disable(105@)
Marker.Disable(106@)
Marker.Disable(107@)
Marker.Disable(108@)
Marker.Disable(109@)
Marker.Disable(110@)
Marker.Disable(111@)
Marker.Disable(112@)
Marker.Disable(113@)
Marker.Disable(114@)
Marker.Disable(115@)
Marker.Disable(116@)
Marker.Disable(117@)
Marker.Disable(118@)
Marker.Disable(119@)
Marker.Disable(120@)
Marker.Disable(121@)
Marker.Disable(122@)
Marker.Disable(123@)
Marker.Disable(124@)
Marker.Disable(125@)
Marker.Disable(126@)
Marker.Disable(127@)
Marker.Disable(128@)
Marker.Disable(129@)
Marker.Disable(130@)
Marker.Disable(131@)
Marker.Disable(132@)
Marker.Disable(133@)
Marker.Disable(134@)
Marker.Disable(135@)
Marker.Disable(136@)
Marker.Disable(137@)
Marker.Disable(138@)
Marker.Disable(139@)
Marker.Disable(140@)
Marker.Disable(141@)
09D2: unknown_flag 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:RIOT2_31066
if 
   Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_31107 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_08' time 7000 flag 1  // ~r~Cesar wurde gettet!
145@ = 1 

:RIOT2_31107
if 
   Actor.Dead(35@)
else_jump @RIOT2_31148 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_09' time 7000 flag 1  // ~r~Sunny wurde gettet!
145@ = 1 

:RIOT2_31148
if 
   Actor.Dead(34@)
else_jump @RIOT2_31189 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_10' time 7000 flag 1  // ~r~Gal wurde gettet!
145@ = 1 

:RIOT2_31189
if 
   Actor.Dead(36@)
else_jump @RIOT2_31230 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_11' time 7000 flag 1  // ~r~Hazer wurde gettet!
145@ = 1 

:RIOT2_31230
return 

:RIOT2_31232
0209: 148@ = random_int_in_ranges 0 2 
37@ = Actor.Create(Mission2, 146@(148@,2i), 1831.6, -2004.6, 12.6)
074E: unknown_actor 37@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(37@) = 90.0
01B2: give_actor 37@ weapon 32 ammo 3000 // Load the weapon model before using this 
0605: actor 37@ perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "SMOKING" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 37@ decision_maker_to 266@ 
96@ = Marker.CreateAboveActor(37@)
Marker.SetIconSize(96@, 1)
Actor.WeaponAccuracy(37@) = 181@
Actor.Armour(37@) = 100
0209: 148@ = random_int_in_ranges 0 2 
38@ = Actor.Create(Mission2, 146@(148@,2i), 1825.5, -2002.4, 12.6)
074E: unknown_actor 38@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(38@) = 89.7
0605: actor 38@ perform_animation_sequence "BBALL_IDLELOOP" IFP_file "BSKTBALL" 4.0 loop 1 0 0 0 time -1 // versionA 
88@ = Object.Create(#BBALL_INGAME, 0.0, 0.0, 0.0)
97@ = Marker.CreateAboveActor(38@)
Marker.SetIconSize(97@, 1)
Actor.WeaponAccuracy(38@) = 181@
060B: set_actor 38@ decision_maker_to 265@ 
0816: unknown_actor 38@ flag 1 
0209: 148@ = random_int_in_ranges 0 2 
39@ = Actor.Create(Mission2, 146@(148@,2i), 1824.3, -2002.4, 12.6)
074E: unknown_actor 39@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(39@) = 270.0
01B2: give_actor 39@ weapon 32 ammo 3000 // Load the weapon model before using this 
0605: actor 39@ perform_animation_sequence "BBALL_DEF_LOOP" IFP_file "BSKTBALL" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 39@ decision_maker_to 265@ 
0816: unknown_actor 39@ flag 1 
98@ = Marker.CreateAboveActor(39@)
Marker.SetIconSize(98@, 1)
Actor.WeaponAccuracy(39@) = 181@
Actor.Armour(39@) = 100
0209: 148@ = random_int_in_ranges 0 2 
40@ = Actor.Create(Mission2, 146@(148@,2i), 1827.7, -1999.1, 12.6)
074E: unknown_actor 40@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(40@) = 133.6
01B2: give_actor 40@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 40@ decision_maker_to 265@ 
0816: unknown_actor 40@ flag 1 
99@ = Marker.CreateAboveActor(40@)
Marker.SetIconSize(99@, 1)
Actor.WeaponAccuracy(40@) = 181@
0209: 148@ = random_int_in_ranges 0 2 
41@ = Actor.Create(Mission2, 146@(148@,2i), 1828.2, -2000.4, 12.6)
074E: unknown_actor 41@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(41@) = 108.2
01B2: give_actor 41@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 41@ decision_maker_to 265@ 
0816: unknown_actor 41@ flag 1 
100@ = Marker.CreateAboveActor(41@)
Marker.SetIconSize(100@, 1)
Actor.WeaponAccuracy(41@) = 181@
Actor.Armour(41@) = 100
0209: 148@ = random_int_in_ranges 0 2 
42@ = Actor.Create(Mission2, 146@(148@,2i), 1834.3, -1995.9, 12.6)
074E: unknown_actor 42@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(42@) = 88.1
060B: set_actor 42@ decision_maker_to 265@ 
0816: unknown_actor 42@ flag 1 
101@ = Marker.CreateAboveActor(42@)
Marker.SetIconSize(101@, 1)
Actor.WeaponAccuracy(42@) = 181@
return 

:RIOT2_32036
if 
  158@ == 0 
else_jump @RIOT2_32091 
262@ = 1857.2 
263@ = -2020.6 
264@ = 12.6 
jump @RIOT2_32249 

:RIOT2_32091
if 
  152@ == 0 
else_jump @RIOT2_32146 
262@ = 1865.3 
263@ = -1992.2 
264@ = 12.6 
jump @RIOT2_32249 

:RIOT2_32146
if 
  155@ == 0 
else_jump @RIOT2_32201 
262@ = 1899.3 
263@ = -1991.7 
264@ = 12.6 
jump @RIOT2_32249 

:RIOT2_32201
if 
  161@ == 0 
else_jump @RIOT2_32249 
262@ = 1908.3 
263@ = -2020.1 
264@ = 12.6 

:RIOT2_32249
if 
   not Actor.Dead(37@)
else_jump @RIOT2_32545 
if 
  149@ == 0 
else_jump @RIOT2_32330 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point 262@ 263@ 264@ mode 7 -2 ms // versionB 
0616: define_AS_pack_end 268@ 
0618: assign_actor 37@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
149@ = 1 

:RIOT2_32330
if 
  149@ == 1 
else_jump @RIOT2_32545 
062E: unknown_get_actor 37@ task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @RIOT2_32545 
if 
  158@ == 0 
else_jump @RIOT2_32419 
0947: unknown_actor 37@ play_audio_event 65 store_to 182@ 
158@ = 1 
jump @RIOT2_32538 

:RIOT2_32419
if 
  152@ == 0 
else_jump @RIOT2_32461 
0947: unknown_actor 37@ play_audio_event 65 store_to 182@ 
152@ = 1 
jump @RIOT2_32538 

:RIOT2_32461
if 
  155@ == 0 
else_jump @RIOT2_32503 
0947: unknown_actor 37@ play_audio_event 65 store_to 182@ 
155@ = 1 
jump @RIOT2_32538 

:RIOT2_32503
if 
  161@ == 0 
else_jump @RIOT2_32538 
0947: unknown_actor 37@ play_audio_event 65 store_to 182@ 
161@ = 1 

:RIOT2_32538
149@ = 2 

:RIOT2_32545
return 

:RIOT2_32547
if 
  152@ == 1 
else_jump @RIOT2_32989 
034D: rotate_object $2709 from_angle 270.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
43@ = Actor.Create(Mission2, 146@(148@,2i), 1850.3, -1990.0, 12.6)
074E: unknown_actor 43@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(43@) = 270.0
01B2: give_actor 43@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 43@ decision_maker_to 266@ 
0816: unknown_actor 43@ flag 1 
102@ = Marker.CreateAboveActor(43@)
Marker.SetIconSize(102@, 1)
Actor.WeaponAccuracy(43@) = 181@
Actor.Armour(43@) = 100
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1852.9 -1990.0 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1853.9 -1984.1 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 355.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 43@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
44@ = Actor.Create(Mission2, 146@(148@,2i), 1851.7, -1989.9, 12.6)
074E: unknown_actor 44@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(44@) = 270.7
01B2: give_actor 44@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 44@ decision_maker_to 266@ 
0816: unknown_actor 44@ flag 1 
103@ = Marker.CreateAboveActor(44@)
Marker.SetIconSize(103@, 1)
Actor.WeaponAccuracy(44@) = 181@
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1852.9 -1990.0 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1854.5 -1985.1 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 186.2 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 44@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_32989
if 
  153@ == 1 
else_jump @RIOT2_33431 
034D: rotate_object $2710 from_angle 180.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
45@ = Actor.Create(Mission2, 146@(148@,2i), 1867.7, -1983.7, 12.6)
074E: unknown_actor 45@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(45@) = 180.0
01B2: give_actor 45@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 45@ decision_maker_to 266@ 
0816: unknown_actor 45@ flag 1 
104@ = Marker.CreateAboveActor(45@)
Marker.SetIconSize(104@, 1)
Actor.WeaponAccuracy(45@) = 181@
Actor.Armour(45@) = 100
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1867.7 -1986.8 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1854.5 -1999.6 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 198.8 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 45@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
46@ = Actor.Create(Mission2, 146@(148@,2i), 1867.7, -1984.7, 12.6)
074E: unknown_actor 46@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(46@) = 180.0
01B2: give_actor 46@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 46@ decision_maker_to 266@ 
0816: unknown_actor 46@ flag 1 
105@ = Marker.CreateAboveActor(46@)
Marker.SetIconSize(105@, 1)
Actor.WeaponAccuracy(46@) = 181@
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1867.7 -1986.8 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1854.5 -1997.6 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 315.1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 46@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_33431
if 
  154@ == 1 
else_jump @RIOT2_33873 
034D: rotate_object $2711 from_angle 0.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
47@ = Actor.Create(Mission2, 146@(148@,2i), 1866.2, -1999.7, 12.6)
074E: unknown_actor 47@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(47@) = 0.0
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 266@ 
0816: unknown_actor 47@ flag 1 
106@ = Marker.CreateAboveActor(47@)
Marker.SetIconSize(106@, 1)
Actor.WeaponAccuracy(47@) = 181@
Actor.Armour(47@) = 100
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1866.2 -1997.0 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1859.5 -1996.2 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 148.0 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 47@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
48@ = Actor.Create(Mission2, 146@(148@,2i), 1865.9, -1998.7, 12.6)
074E: unknown_actor 48@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(48@) = 0.0
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 48@ decision_maker_to 266@ 
0816: unknown_actor 48@ flag 1 
107@ = Marker.CreateAboveActor(48@)
Marker.SetIconSize(107@, 1)
Actor.WeaponAccuracy(48@) = 181@
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1866.2 -1997.0 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1860.0 -1994.0 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 280.2 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 48@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_33873
return 

:RIOT2_33875
if 
  155@ == 1 
else_jump @RIOT2_34317 
034D: rotate_object $2712 from_angle 180.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
49@ = Actor.Create(Mission2, 146@(148@,2i), 1900.1, -1983.5, 12.6)
074E: unknown_actor 49@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(49@) = 180.0
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 49@ decision_maker_to 266@ 
0816: unknown_actor 49@ flag 1 
108@ = Marker.CreateAboveActor(49@)
Marker.SetIconSize(108@, 1)
Actor.WeaponAccuracy(49@) = 181@
Actor.Armour(49@) = 100
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1900.1 -1987.4 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1905.0 -1987.2 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 267.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 49@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
50@ = Actor.Create(Mission2, 146@(148@,2i), 1900.1, -1984.5, 12.6)
074E: unknown_actor 50@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(50@) = 180.7
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 50@ decision_maker_to 266@ 
0816: unknown_actor 50@ flag 1 
109@ = Marker.CreateAboveActor(50@)
Marker.SetIconSize(109@, 1)
Actor.WeaponAccuracy(50@) = 181@
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1900.1 -1987.4 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1904.4 -1988.1 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 108.9 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 50@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_34317
if 
  156@ == 1 
else_jump @RIOT2_34759 
034D: rotate_object $2713 from_angle 90.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
51@ = Actor.Create(Mission2, 146@(148@,2i), 1915.8, -1993.5, 12.6)
074E: unknown_actor 51@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(51@) = 90.0
01B2: give_actor 51@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 266@ 
0816: unknown_actor 51@ flag 1 
110@ = Marker.CreateAboveActor(51@)
Marker.SetIconSize(110@, 1)
Actor.WeaponAccuracy(51@) = 181@
Actor.Armour(51@) = 100
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1912.1 -1993.2 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1911.9 -1998.5 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 198.9 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 51@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
52@ = Actor.Create(Mission2, 146@(148@,2i), 1914.8, -1993.5, 12.6)
074E: unknown_actor 52@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(52@) = 90.0
01B2: give_actor 52@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 266@ 
0816: unknown_actor 52@ flag 1 
111@ = Marker.CreateAboveActor(52@)
Marker.SetIconSize(111@, 1)
Actor.WeaponAccuracy(52@) = 181@
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1912.1 -1993.2 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1911.0 -1997.1 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 36.7 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 52@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_34759
if 
  157@ == 1 
else_jump @RIOT2_35201 
034D: rotate_object $2714 from_angle 0.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
53@ = Actor.Create(Mission2, 146@(148@,2i), 1898.3, -1999.9, 12.6)
074E: unknown_actor 53@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(53@) = 0.0
01B2: give_actor 53@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 266@ 
0816: unknown_actor 53@ flag 1 
112@ = Marker.CreateAboveActor(53@)
Marker.SetIconSize(112@, 1)
Actor.WeaponAccuracy(53@) = 181@
Actor.Armour(53@) = 100
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1898.4 -1996.8 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1891.8 -1996.0 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 71.9 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 53@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
54@ = Actor.Create(Mission2, 146@(148@,2i), 1898.3, -1998.9, 12.6)
074E: unknown_actor 54@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(54@) = 0.0
01B2: give_actor 54@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 54@ decision_maker_to 266@ 
0816: unknown_actor 54@ flag 1 
113@ = Marker.CreateAboveActor(54@)
Marker.SetIconSize(113@, 1)
Actor.WeaponAccuracy(54@) = 181@
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1898.4 -1996.8 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1892.4 -1995.1 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 302.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 54@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_35201
return 

:RIOT2_35203
if 
  158@ == 1 
else_jump @RIOT2_35645 
034D: rotate_object $2718 from_angle 270.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
55@ = Actor.Create(Mission2, 146@(148@,2i), 1850.4, -2019.5, 12.6)
074E: unknown_actor 55@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(55@) = 270.0
01B2: give_actor 55@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 55@ decision_maker_to 266@ 
0816: unknown_actor 55@ flag 1 
114@ = Marker.CreateAboveActor(55@)
Marker.SetIconSize(114@, 1)
Actor.WeaponAccuracy(55@) = 181@
Actor.Armour(55@) = 100
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1854.1 -2019.4 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1855.3 -2010.4 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 30.7 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 55@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
56@ = Actor.Create(Mission2, 146@(148@,2i), 1851.7, -2019.5, 12.6)
074E: unknown_actor 56@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(56@) = 270.7
01B2: give_actor 56@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 56@ decision_maker_to 266@ 
0816: unknown_actor 56@ flag 1 
115@ = Marker.CreateAboveActor(56@)
Marker.SetIconSize(115@, 1)
Actor.WeaponAccuracy(56@) = 181@
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1854.1 -2019.4 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1855.3 -2012.4 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 195.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 56@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_35645
if 
  159@ == 1 
else_jump @RIOT2_36087 
034D: rotate_object $2719 from_angle 90.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
57@ = Actor.Create(Mission2, 146@(148@,2i), 1866.7, -2021.1, 12.6)
074E: unknown_actor 57@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(57@) = 90.0
01B2: give_actor 57@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 57@ decision_maker_to 266@ 
0816: unknown_actor 57@ flag 1 
116@ = Marker.CreateAboveActor(57@)
Marker.SetIconSize(116@, 1)
Actor.WeaponAccuracy(57@) = 181@
Actor.Armour(57@) = 100
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1863.3 -2021.2 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1862.9 -2011.7 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 43.3 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 57@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
58@ = Actor.Create(Mission2, 146@(148@,2i), 1865.5, -2021.3, 12.6)
074E: unknown_actor 58@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(58@) = 90.0
01B2: give_actor 58@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 58@ decision_maker_to 266@ 
0816: unknown_actor 58@ flag 1 
117@ = Marker.CreateAboveActor(58@)
Marker.SetIconSize(117@, 1)
Actor.WeaponAccuracy(58@) = 181@
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1863.3 -2021.2 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1863.4 -2013.9 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 154.0 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 58@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_36087
if 
  160@ == 1 
else_jump @RIOT2_36529 
034D: rotate_object $2720 from_angle 0.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
59@ = Actor.Create(Mission2, 146@(148@,2i), 1857.2, -2036.9, 12.6)
074E: unknown_actor 59@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(59@) = 0.0
01B2: give_actor 59@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 59@ decision_maker_to 266@ 
0816: unknown_actor 59@ flag 1 
118@ = Marker.CreateAboveActor(59@)
Marker.SetIconSize(118@, 1)
Actor.WeaponAccuracy(59@) = 181@
Actor.Armour(59@) = 100
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1857.2 -2032.9 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1854.5 -2026.5 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 198.8 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 59@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
60@ = Actor.Create(Mission2, 146@(148@,2i), 1857.1, -2035.8, 12.6)
074E: unknown_actor 60@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(60@) = 0.0
01B2: give_actor 60@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 60@ decision_maker_to 266@ 
0816: unknown_actor 60@ flag 1 
119@ = Marker.CreateAboveActor(60@)
Marker.SetIconSize(119@, 1)
Actor.WeaponAccuracy(60@) = 181@
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1857.2 -2032.9 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1854.5 -2024.3 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 346.3 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 60@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_36529
return 

:RIOT2_36531
if 
  161@ == 1 
else_jump @RIOT2_36973 
034D: rotate_object $2715 from_angle 270.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
61@ = Actor.Create(Mission2, 146@(148@,2i), 1899.3, -2019.5, 12.6)
074E: unknown_actor 61@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(61@) = 270.0
01B2: give_actor 61@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 61@ decision_maker_to 266@ 
0816: unknown_actor 61@ flag 1 
120@ = Marker.CreateAboveActor(61@)
Marker.SetIconSize(120@, 1)
Actor.WeaponAccuracy(61@) = 181@
Actor.Armour(61@) = 100
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1902.1 -2019.7 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1903.2 -2012.3 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 330.8 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 61@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
62@ = Actor.Create(Mission2, 146@(148@,2i), 1900.3, -2019.5, 12.6)
074E: unknown_actor 62@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(62@) = 270.7
01B2: give_actor 62@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 62@ decision_maker_to 266@ 
0816: unknown_actor 62@ flag 1 
121@ = Marker.CreateAboveActor(62@)
Marker.SetIconSize(121@, 1)
Actor.WeaponAccuracy(62@) = 181@
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1902.1 -2019.7 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1903.2 -2013.6 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 195.6 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 62@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_36973
if 
  162@ == 1 
else_jump @RIOT2_37415 
034D: rotate_object $2716 from_angle 90.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
63@ = Actor.Create(Mission2, 146@(148@,2i), 1915.8, -2021.5, 12.6)
074E: unknown_actor 63@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(63@) = 90.0
01B2: give_actor 63@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 63@ decision_maker_to 266@ 
0816: unknown_actor 63@ flag 1 
122@ = Marker.CreateAboveActor(63@)
Marker.SetIconSize(122@, 1)
Actor.WeaponAccuracy(63@) = 181@
Actor.Armour(63@) = 100
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1912.8 -2021.4 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1912.1 -2012.8 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 21.8 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 63@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
64@ = Actor.Create(Mission2, 146@(148@,2i), 1914.8, -2021.5, 12.6)
074E: unknown_actor 64@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(64@) = 90.0
01B2: give_actor 64@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 64@ decision_maker_to 266@ 
0816: unknown_actor 64@ flag 1 
123@ = Marker.CreateAboveActor(64@)
Marker.SetIconSize(123@, 1)
Actor.WeaponAccuracy(64@) = 181@
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1912.8 -2021.4 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1911.7 -2014.3 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 171.0 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 64@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_37415
if 
  163@ == 1 
else_jump @RIOT2_37857 
034D: rotate_object $2717 from_angle 0.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
65@ = Actor.Create(Mission2, 146@(148@,2i), 1906.1, -2036.9, 12.6)
074E: unknown_actor 65@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(65@) = 0.0
01B2: give_actor 65@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 65@ decision_maker_to 266@ 
0816: unknown_actor 65@ flag 1 
124@ = Marker.CreateAboveActor(65@)
Marker.SetIconSize(124@, 1)
Actor.WeaponAccuracy(65@) = 181@
Actor.Armour(65@) = 100
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1906.0 -2033.5 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1907.3 -2033.3 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 32.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 65@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
66@ = Actor.Create(Mission2, 146@(148@,2i), 1906.1, -2035.9, 12.6)
074E: unknown_actor 66@ unknown_set 8.0 unknown_flag 6 
Actor.Angle(66@) = 0.0
01B2: give_actor 66@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 66@ decision_maker_to 266@ 
0816: unknown_actor 66@ flag 1 
125@ = Marker.CreateAboveActor(66@)
Marker.SetIconSize(125@, 1)
Actor.WeaponAccuracy(66@) = 181@
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1906.0 -2033.5 12.5 mode 4 -1 ms // versionA 
05F5: AS_actor -1 goto_point 1906.3 -2030.3 12.6 mode 7 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle 315.5 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 66@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_37857
return 

:RIOT2_37859
if 
  167@ == 1 
else_jump @RIOT2_37923 
if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @RIOT2_37923 
Marker.Disable(89@)
89@ = Marker.CreateAboveActor($ACTOR_CESAR)
07E0: set_marker 89@ type_to 1 
167@ = 0 

:RIOT2_37923
if 
  167@ == 0 
else_jump @RIOT2_38065 
if 
0104:   actor $PLAYER_ACTOR near_actor $ACTOR_CESAR radius 8.0 8.0 8.0 sphere 0 
else_jump @RIOT2_38065 
if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @RIOT2_38008 
09DD: unknown_player_group 1 
0631: put_actor $ACTOR_CESAR in_group $PLAYER_GROUP 

:RIOT2_38008
Marker.Disable(89@)
if 
  177@ > 2 
else_jump @RIOT2_38058 
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 89@ type_to 0 

:RIOT2_38058
167@ = 1 

:RIOT2_38065
return 

:RIOT2_38067
if 
   Actor.Dead(79@)
else_jump @RIOT2_38283 
0209: 148@ = random_int_in_ranges 0 2 
79@ = Actor.Create(Mission2, 146@(148@,2i), 1860.1, -2094.8, 14.0)
Actor.Angle(79@) = 187.0
01B2: give_actor 79@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 79@ decision_maker_to 266@ 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
05B9: AS_actor -1 stay_idle 4000 ms 
078F: unknown_actor -1 flag 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 79@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
132@ = Marker.CreateAboveActor(79@)
Marker.SetIconSize(132@, 1)
Actor.WeaponAccuracy(79@) = 181@
Actor.Armour(79@) = 50

:RIOT2_38283
if 
   Actor.Dead(80@)
else_jump @RIOT2_38532 
0209: 148@ = random_int_in_ranges 0 2 
80@ = Actor.Create(Mission2, 146@(148@,2i), 1857.3, -2094.8, 14.0)
Actor.Angle(80@) = 187.0
01B2: give_actor 80@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 266@ 
0605: actor 80@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
05B9: AS_actor -1 stay_idle 6000 ms 
078F: unknown_actor -1 flag 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 80@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
133@ = Marker.CreateAboveActor(80@)
Marker.SetIconSize(133@, 1)
Actor.WeaponAccuracy(80@) = 181@

:RIOT2_38532
if 
   Actor.Dead(81@)
else_jump @RIOT2_38788 
0209: 148@ = random_int_in_ranges 0 2 
81@ = Actor.Create(Mission2, 146@(148@,2i), 1854.3, -2094.8, 14.0)
Actor.Angle(81@) = 187.0
01B2: give_actor 81@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 81@ decision_maker_to 266@ 
0605: actor 81@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
05B9: AS_actor -1 stay_idle 8000 ms 
078F: unknown_actor -1 flag 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 81@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
134@ = Marker.CreateAboveActor(81@)
Marker.SetIconSize(134@, 1)
Actor.WeaponAccuracy(81@) = 181@
Actor.Armour(81@) = 50

:RIOT2_38788
if 
   Actor.Dead(82@)
else_jump @RIOT2_39015 
0209: 148@ = random_int_in_ranges 0 2 
82@ = Actor.Create(Mission2, 146@(148@,2i), 1859.1, -2108.8, 14.0)
Actor.Angle(82@) = 2.0
01B2: give_actor 82@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 82@ decision_maker_to 266@ 
0605: actor 82@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
05B9: AS_actor -1 stay_idle 5000 ms 
078F: unknown_actor -1 flag 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 82@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
135@ = Marker.CreateAboveActor(82@)
Marker.SetIconSize(135@, 1)
Actor.WeaponAccuracy(82@) = 181@

:RIOT2_39015
if 
   Actor.Dead(83@)
else_jump @RIOT2_39249 
0209: 148@ = random_int_in_ranges 0 2 
83@ = Actor.Create(Mission2, 146@(148@,2i), 1856.3, -2108.8, 14.0)
Actor.Angle(83@) = 2.0
01B2: give_actor 83@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 83@ decision_maker_to 266@ 
0605: actor 83@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
05B9: AS_actor -1 stay_idle 7000 ms 
078F: unknown_actor -1 flag 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 83@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
136@ = Marker.CreateAboveActor(83@)
Marker.SetIconSize(136@, 1)
Actor.WeaponAccuracy(83@) = 181@
Actor.Armour(83@) = 50

:RIOT2_39249
if 
   Actor.Dead(84@)
else_jump @RIOT2_39476 
0209: 148@ = random_int_in_ranges 0 2 
84@ = Actor.Create(Mission2, 146@(148@,2i), 1853.3, -2108.8, 14.0)
Actor.Angle(84@) = 2.0
01B2: give_actor 84@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 84@ decision_maker_to 266@ 
0605: actor 84@ perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
05B9: AS_actor -1 stay_idle 9000 ms 
078F: unknown_actor -1 flag 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 84@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
137@ = Marker.CreateAboveActor(84@)
Marker.SetIconSize(137@, 1)
Actor.WeaponAccuracy(84@) = 181@

:RIOT2_39476
return 

:RIOT2_39478
if or
  185@ == 1 
  185@ == 4 
  185@ == 6 
  185@ == 8 
  185@ == 9 
else_jump @RIOT2_39578 
if 
001D:   255@ > 186@ // (int) 
else_jump @RIOT2_39571 
gosub @RIOT2_43165 
gosub @RIOT2_43272 
gosub @RIOT2_43426 
jump @RIOT2_39578 

:RIOT2_39571
185@ = 0 

:RIOT2_39578
if or
  185@ == 10 
  185@ == 11 
  185@ == 12 
  185@ == 13 
else_jump @RIOT2_39671 
if 
001D:   255@ > 186@ // (int) 
else_jump @RIOT2_39664 
gosub @RIOT2_43165 
gosub @RIOT2_43272 
gosub @RIOT2_43426 
jump @RIOT2_39671 

:RIOT2_39664
185@ = 0 

:RIOT2_39671
if or
  185@ == 5 
  185@ == 7 
else_jump @RIOT2_39804 
if 
001D:   255@ > 186@ // (int) 
else_jump @RIOT2_39797 
gosub @RIOT2_43165 
gosub @RIOT2_43272 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_39759 
gosub @RIOT2_43426 
jump @RIOT2_39790 

:RIOT2_39759
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
256@ = 0 
257@ = 0 

:RIOT2_39790
jump @RIOT2_39804 

:RIOT2_39797
185@ = 0 

:RIOT2_39804
if 
  185@ == 9 
else_jump @RIOT2_39930 
if 
001D:   255@ > 186@ // (int) 
else_jump @RIOT2_39923 
gosub @RIOT2_43165 
gosub @RIOT2_43272 
if 
   not Actor.Dead(35@)
else_jump @RIOT2_39885 
gosub @RIOT2_43426 
jump @RIOT2_39916 

:RIOT2_39885
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
256@ = 0 
257@ = 0 

:RIOT2_39916
jump @RIOT2_39930 

:RIOT2_39923
185@ = 0 

:RIOT2_39930
if 
  142@ == 0 
else_jump @RIOT2_40910 
if 
  143@ > 2 
else_jump @RIOT2_40910 
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @RIOT2_40336 
if 
0104:   actor $ACTOR_CESAR near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @RIOT2_40329 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $ACTOR_CESAR on_foot 
else_jump @RIOT2_40175 
if or
  185@ == 2 
  185@ == 3 
else_jump @RIOT2_40175 
if 
001D:   255@ > 186@ // (int) 
else_jump @RIOT2_40168 
gosub @RIOT2_43165 
gosub @RIOT2_43272 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_40130 
gosub @RIOT2_43426 
jump @RIOT2_40161 

:RIOT2_40130
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
256@ = 0 
257@ = 0 

:RIOT2_40161
jump @RIOT2_40175 

:RIOT2_40168
185@ = 0 

:RIOT2_40175
if and
   Actor.Driving($PLAYER_ACTOR)
   Actor.Driving($ACTOR_CESAR)
else_jump @RIOT2_40329 
if or
  185@ == 2 
  185@ == 3 
else_jump @RIOT2_40329 
if 
001D:   255@ > 186@ // (int) 
else_jump @RIOT2_40322 
gosub @RIOT2_43165 
gosub @RIOT2_43272 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_40284 
gosub @RIOT2_43426 
jump @RIOT2_40315 

:RIOT2_40284
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
256@ = 0 
257@ = 0 

:RIOT2_40315
jump @RIOT2_40329 

:RIOT2_40322
185@ = 0 

:RIOT2_40329
jump @RIOT2_40453 

:RIOT2_40336
if 
  14 > 185@ 
else_jump @RIOT2_40453 
if 
001D:   255@ > 186@ // (int) 
else_jump @RIOT2_40380 
186@ += 1 

:RIOT2_40380
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
00BE: text_clear_all 
0085: 260@ = 185@ // (int) 
0085: 261@ = 186@ // (int) 
185@ = 14 
0209: 186@ = random_int_in_ranges 0 4 
0085: 188@ = 186@ // (int) 
188@ += 1 
gosub @RIOT2_40912 

:RIOT2_40453
if 
  185@ == 14 
else_jump @RIOT2_40644 
if 
86EE:   not actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @RIOT2_40621 
if 
001D:   255@ > 186@ // (int) 
else_jump @RIOT2_40591 
gosub @RIOT2_43165 
gosub @RIOT2_43272 
if 
   not Actor.Dead($ACTOR_CESAR)
else_jump @RIOT2_40553 
gosub @RIOT2_43426 
jump @RIOT2_40584 

:RIOT2_40553
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
256@ = 0 
257@ = 0 

:RIOT2_40584
jump @RIOT2_40614 

:RIOT2_40591
00BC: show_text_highpriority GXT 'R2_12' time 7000 flag 1  // ~s~Du hast ~b~Cesar~s~ zurckgelassen.
185@ = 15 

:RIOT2_40614
jump @RIOT2_40644 

:RIOT2_40621
00BC: show_text_highpriority GXT 'R2_12' time 7000 flag 1  // ~s~Du hast ~b~Cesar~s~ zurckgelassen.
185@ = 15 

:RIOT2_40644
if 
  185@ == 15 
else_jump @RIOT2_40697 
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @RIOT2_40697 
185@ = 16 
186@ = 0 
00BE: text_clear_all 

:RIOT2_40697
if 
  185@ == 16 
else_jump @RIOT2_40910 
if 
06EE:   actor $ACTOR_CESAR in_group $PLAYER_GROUP 
else_jump @RIOT2_40855 
33@ = 0 
0085: 185@ = 260@ // (int) 
0085: 186@ = 261@ // (int) 
gosub @RIOT2_40912 
if 
  260@ == 0 
else_jump @RIOT2_40848 
if 
  3 > 177@ 
else_jump @RIOT2_40825 
00BC: show_text_highpriority GXT 'R2_01' time 60000 flag 1  // ~s~Rekrutiere ein paar Bandenmitglieder der Grove Street Families.
jump @RIOT2_40841 

:RIOT2_40825
00BC: show_text_highpriority GXT 'R2_13' time 7000 flag 1  // ~s~Triff dich bei der ~y~Union Station~s~ mit den Veteranos.

:RIOT2_40841
33@ = 0 

:RIOT2_40848
jump @RIOT2_40910 

:RIOT2_40855
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
185@ = 14 
0209: 186@ = random_int_in_ranges 0 4 
0085: 188@ = 186@ // (int) 
188@ += 1 
gosub @RIOT2_40912 

:RIOT2_40910
return 

:RIOT2_40912
if 
  185@ == 1 
else_jump @RIOT2_41033 
05AA: 189@s = 'ROT2_AA'  // ~z~Okay, wie sieht der Plan aus?
05AA: 191@s = 'ROT2_AB'  // ~z~Wir treffen uns mit drei meiner Veteranos drben an der Union Station.
05AA: 193@s = 'ROT2_AD'  // ~z~Nur drei, ist das alles?
05AA: 195@s = 'ROT2_AE'  // ~z~Okay, ich trommel noch ein paar Jungs zustzlich zusammen.
04AF: 233@ = 33000 // @ = any 
04AF: 234@ = 33001 // @ = any 
04AF: 235@ = 33002 // @ = any 
04AF: 236@ = 33003 // @ = any 
255@ = 4 

:RIOT2_41033
if 
  185@ == 2 
else_jump @RIOT2_41154 
05AA: 189@s = 'ROT2_BA'  // ~z~Das ist 'ne ernste Sache, Mann, sieh dir die Straen an.
05AA: 191@s = 'ROT2_BB'  // ~z~Ja, seien wir lieber vorsichtig!
05AA: 193@s = 'ROT2_BC'  // ~z~Ich will nicht auf dem Gebiet der Ballas erwischt werden, wenn der Punk abgeht.
05AA: 195@s = 'ROT2_BD'  // ~z~Mann, Tenpenny hat ganz South Central in die Knie gezwungen...
04AF: 233@ = 33004 // @ = any 
04AF: 234@ = 33005 // @ = any 
04AF: 235@ = 33006 // @ = any 
04AF: 236@ = 33007 // @ = any 
255@ = 4 

:RIOT2_41154
if 
  185@ == 3 
else_jump @RIOT2_41563 
05AA: 189@s = 'ROT2_CA'  // ~z~Wo wir grade hier sind, h, ich htte da eine Frage an dich.
05AA: 191@s = 'ROT2_CB'  // ~z~Ja? Was denn?
05AA: 193@s = 'ROT2_CC'  // ~z~Na ja, es ist... es ist persnlich.
05AA: 195@s = 'ROT2_CD'  // ~z~Komm schon, Mann, wir beide sind doch Brder.
05AA: 197@s = 'ROT2_CE'  // ~z~Du kannst mich alles fragen.
05AA: 199@s = 'ROT2_CF'  // ~z~Also gut.
05AA: 201@s = 'ROT2_CG'  // ~z~Ich will Kendl was Bestimmtes fragen.
05AA: 203@s = 'ROT2_CH'  // ~z~Wo liegt das Problem?
05AA: 205@s = 'ROT2_CJ'  // ~z~Ruf sie an, Alter, hier, nimm mein Telefon.
05AA: 207@s = 'ROT2_CK'  // ~z~Nein, Kumpel, ich will sie fragen, ob sie, du weit schon!
05AA: 209@s = 'ROT2_CL'  // ~z~Was? Oh, Shit, du meinst die Frage aller Fragen?
05AA: 211@s = 'ROT2_CM'  // ~z~Na ja, fr mich ist das okay, freut mich, dass du mich um Erlaubnis fragst und so, aber -
05AA: 213@s = 'ROT2_CN'  // ~z~Nein, ich wei, es macht dir nichts aus.
05AA: 215@s = 'ROT2_CO'  // ~z~Sweet ist mehr das Problem, kannst du vielleicht mit ihm reden?
05AA: 217@s = 'ROT2_CP'  // ~z~Klar doch, Cesar, ich red mit ihm.
05AA: 219@s = 'ROT2_CQ'  // ~z~Danke, CJ, das bedeutet mir echt viel.
04AF: 233@ = 33008 // @ = any 
04AF: 234@ = 33009 // @ = any 
04AF: 235@ = 33010 // @ = any 
04AF: 236@ = 33011 // @ = any 
04AF: 237@ = 33012 // @ = any 
04AF: 238@ = 33013 // @ = any 
04AF: 239@ = 33014 // @ = any 
04AF: 240@ = 33015 // @ = any 
04AF: 241@ = 33016 // @ = any 
04AF: 242@ = 33017 // @ = any 
04AF: 243@ = 33018 // @ = any 
04AF: 244@ = 33019 // @ = any 
04AF: 245@ = 33020 // @ = any 
04AF: 246@ = 33021 // @ = any 
04AF: 247@ = 33022 // @ = any 
04AF: 248@ = 33023 // @ = any 
255@ = 16 

:RIOT2_41563
if 
  185@ == 4 
else_jump @RIOT2_41829 
05AA: 189@s = 'ROT2_DA'  // ~z~Diese Vagos, Mann, diese Wichser werd ich mir vorknpfen.
05AA: 191@s = 'ROT2_DB'  // ~z~Raspalo hasta el hueso!
05AA: 193@s = 'ROT2_DC'  // ~z~Hey, Brder, wie geht's meinen Jungs?
05AA: 195@s = 'ROT2_DD'  // ~z~Cesar! Und du musst CJ sein.
05AA: 197@s = 'ROT2_DE'  // ~z~Cesar sagt, du bist cool, also werden wir schon klarkommen, Kumpel.
05AA: 199@s = 'ROT2_DF'  // ~z~Okay. Wir mssen uns durch diese Gegend durchschlagen, um zu meinem Haus zu kommen.
05AA: 205@s = 'ROT2_DJ'  // ~z~Wenn wir zusammenhalten, haben diese Vagos-Arschlcher keine Chance!
05AA: 207@s = 'ROT2_DK'  // ~z~Passt aufeinander auf, Amigos.
05AA: 209@s = 'ROT2_DL'  // ~z~Hasta le muerte!
05AA: 211@s = 'ROT2_DM'  // ~z~HASTA LE MUERTE!
04AF: 233@ = 33024 // @ = any 
04AF: 234@ = 33025 // @ = any 
04AF: 235@ = 33026 // @ = any 
04AF: 236@ = 33027 // @ = any 
04AF: 237@ = 33028 // @ = any 
04AF: 238@ = 33029 // @ = any 
04AF: 241@ = 33031 // @ = any 
04AF: 242@ = 33032 // @ = any 
04AF: 243@ = 33033 // @ = any 
04AF: 244@ = 33034 // @ = any 
0085: 255@ = 188@ // (int) 

:RIOT2_41829
if 
  185@ == 5 
else_jump @RIOT2_42071 
05AA: 189@s = 'ROT2_EA'  // ~z~Das ist der Letzte, raus hier!
05AA: 195@s = 'ROT2_ED'  // ~z~Schnell, los! LOS!
05AA: 197@s = 'ROT2_EE'  // ~z~Mir nach!
05AA: 199@s = 'ROT2_EF'  // ~z~Bleibt zusammen!
05AA: 201@s = 'ROT2_EG'  // ~z~Bleibt beieinander!
05AA: 203@s = 'ROT2_EH'  // ~z~Bleibt nah zusammen.
05AA: 205@s = 'ROT2_EJ'  // ~z~Zusammenbleiben!
05AA: 211@s = 'ROT2_EM'  // ~z~Northside Vagos Arschlcher!
05AA: 213@s = 'ROT2_EN'  // ~z~Da vorn!
04AF: 233@ = 33035 // @ = any 
04AF: 236@ = 33038 // @ = any 
04AF: 237@ = 33039 // @ = any 
04AF: 238@ = 33040 // @ = any 
04AF: 239@ = 33041 // @ = any 
04AF: 240@ = 33042 // @ = any 
04AF: 241@ = 33043 // @ = any 
04AF: 244@ = 33046 // @ = any 
04AF: 245@ = 33047 // @ = any 
0085: 255@ = 188@ // (int) 

:RIOT2_42071
if 
  185@ == 6 
else_jump @RIOT2_42265 
05AA: 189@s = 'ROT2_FA'  // ~z~Das war erst der leichte Teil.
05AA: 191@s = 'ROT2_FB'  // ~z~Jetzt geht's in die Hhle des Lwen.
05AA: 193@s = 'ROT2_FC'  // ~z~Da geht's richtig zur Sache.
05AA: 195@s = 'ROT2_FD'  // ~z~Zum Glck haben wir eine kleine berraschung im rmel, was, Sunny!
05AA: 197@s = 'ROT2_FE'  // ~z~Das ist ein Raketenwerfer! Damit hetzen wir uns die Nationalgarde auf den Hals!
05AA: 199@s = 'ROT2_FG'  // ~z~Sieh dich um, CJ, die ganze Stadt ist Kriegsgebiet!
05AA: 201@s = 'ROT2_FH'  // ~z~Los, ich will mein Haus zurck!
04AF: 233@ = 33059 // @ = any 
04AF: 234@ = 33060 // @ = any 
04AF: 235@ = 33061 // @ = any 
04AF: 236@ = 33062 // @ = any 
04AF: 237@ = 33063 // @ = any 
04AF: 238@ = 33064 // @ = any 
04AF: 239@ = 33065 // @ = any 
0085: 255@ = 188@ // (int) 

:RIOT2_42265
if 
  185@ == 7 
else_jump @RIOT2_42314 
05AA: 189@s = 'ROT2_GA'  // ~z~Hazer!
04AF: 233@ = 33066 // @ = any 
255@ = 1 

:RIOT2_42314
if 
  185@ == 8 
else_jump @RIOT2_42435 
05AA: 189@s = 'ROT2_GB'  // ~z~Scheie, Hazer...
05AA: 191@s = 'ROT2_GC'  // ~z~Steht schlecht um ihn, Cesar...
05AA: 193@s = 'ROT2_GD'  // ~z~Achtung! Noch mehr Vagos!
05AA: 195@s = 'ROT2_EW'  // ~z~Sie kommen ber die Mauern!
04AF: 233@ = 33067 // @ = any 
04AF: 234@ = 33068 // @ = any 
04AF: 235@ = 33069 // @ = any 
04AF: 236@ = 33056 // @ = any 
255@ = 4 

:RIOT2_42435
if 
  185@ == 9 
else_jump @RIOT2_42533 
05AA: 189@s = 'ROT2_HA'  // ~z~Hinter uns!
05AA: 191@s = 'ROT2_HB'  // ~z~Noch mehr Vagos hinter uns!
05AA: 193@s = 'ROT2_HC'  // ~z~Northsiders hinter uns!
04AF: 233@ = 33070 // @ = any 
04AF: 234@ = 33071 // @ = any 
04AF: 235@ = 33072 // @ = any 
0085: 255@ = 188@ // (int) 

:RIOT2_42533
if 
  185@ == 10 
else_jump @RIOT2_42606 
05AA: 189@s = 'ROT2_JA'  // ~z~Bringen wir den Schei endlich zu Ende!
05AA: 191@s = 'ROT2_JB'  // ~z~Ich bin dabei, Mann, packen wir sie!
04AF: 233@ = 33073 // @ = any 
04AF: 234@ = 33074 // @ = any 
255@ = 2 

:RIOT2_42606
if 
  185@ == 11 
else_jump @RIOT2_42704 
05AA: 189@s = 'ROT2_KA'  // ~z~Das ist jetzt ein Vagos-Viertel!
05AA: 191@s = 'ROT2_KB'  // ~z~Die Vagos beherrschen jetzt dieses Varrio, es gibt keine Aztecas mehr!
05AA: 193@s = 'ROT2_KC'  // ~z~Sucht euch ein neues Zuhause, ihr Arschlcher, das Viertel gehrt den Vagos!
04AF: 233@ = 33075 // @ = any 
04AF: 234@ = 33076 // @ = any 
04AF: 235@ = 33077 // @ = any 
0085: 255@ = 188@ // (int) 

:RIOT2_42704
if 
  185@ == 12 
else_jump @RIOT2_42802 
05AA: 189@s = 'ROT2_LA'  // ~z~Fackelt sie ab, die Aztecas!
05AA: 191@s = 'ROT2_LB'  // ~z~Zndet sie an!
05AA: 193@s = 'ROT2_LC'  // ~z~Brennt, Aztecas, brennt!
04AF: 233@ = 33078 // @ = any 
04AF: 234@ = 33079 // @ = any 
04AF: 235@ = 33080 // @ = any 
0085: 255@ = 188@ // (int) 

:RIOT2_42802
if 
  185@ == 13 
else_jump @RIOT2_43020 
05AA: 189@s = 'ROT2_MA'  // ~z~Das war der Letzte von denen.
05AA: 191@s = 'ROT2_MB'  // ~z~Wie geht's Hazer?
05AA: 193@s = 'ROT2_MC'  // ~z~Wir mssen ihn ins Krankenhaus bringen.
05AA: 195@s = 'ROT2_MD'  // ~z~Ich bring ihn hin.
05AA: 197@s = 'ROT2_ME'  // ~z~CJ, du hast schon mehr als genug getan.
05AA: 199@s = 'ROT2_MF'  // ~z~Du solltest zurck zur Grove Street gehen.
05AA: 201@s = 'ROT2_MG'  // ~z~Okay, Kumpel, wir sehen uns, wenn alles wieder in Ordnung ist.
05AA: 203@s = 'ROT2_MH'  // ~z~Danke, CJ, und viel Glck, mein Freund.
04AF: 233@ = 33081 // @ = any 
04AF: 234@ = 33082 // @ = any 
04AF: 235@ = 33083 // @ = any 
04AF: 236@ = 33084 // @ = any 
04AF: 237@ = 33085 // @ = any 
04AF: 238@ = 33086 // @ = any 
04AF: 239@ = 33087 // @ = any 
04AF: 240@ = 33088 // @ = any 
0085: 255@ = 188@ // (int) 

:RIOT2_43020
if 
  185@ == 14 
else_jump @RIOT2_43134 
05AA: 189@s = 'CESX_BA'  // ~z~Warte, CJ!
05AA: 191@s = 'CESX_BB'  // ~z~Langsam, CJ!
05AA: 193@s = 'CESX_BC'  // ~z~Warte doch!
05AA: 195@s = 'CESX_BD'  // ~z~Langsamer, Carl!
04AF: 233@ = 10406 // @ = any 
04AF: 234@ = 10407 // @ = any 
04AF: 235@ = 10408 // @ = any 
04AF: 236@ = 10409 // @ = any 
0085: 255@ = 188@ // (int) 

:RIOT2_43134
0085: 258@ = 186@ // (int) 
256@ = 0 
257@ = 0 
259@ = 1 
return 

:RIOT2_43165
if 
001D:   255@ > 258@ // (int) 
else_jump @RIOT2_43270 
if 
  256@ == 0 
else_jump @RIOT2_43227 
03CF: load_wav 233@(258@,22i) as 1 
258@ += 1 
256@ = 1 

:RIOT2_43227
if 
  257@ == 0 
else_jump @RIOT2_43270 
03CF: load_wav 233@(258@,22i) as 2 
258@ += 1 
257@ = 1 

:RIOT2_43270
return 

:RIOT2_43272
if 
  259@ == 1 
else_jump @RIOT2_43348 
if 
  256@ == 1 
else_jump @RIOT2_43348 
if 
03D0:   wav 1 loaded 
else_jump @RIOT2_43348 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 189@(186@,22s) time 4500 flag 1 
256@ = 2 

:RIOT2_43348
if 
  259@ == 2 
else_jump @RIOT2_43424 
if 
  257@ == 1 
else_jump @RIOT2_43424 
if 
03D0:   wav 2 loaded 
else_jump @RIOT2_43424 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 189@(186@,22s) time 4500 flag 1 
257@ = 2 

:RIOT2_43424
return 

:RIOT2_43426
if 
  256@ == 2 
else_jump @RIOT2_43489 
if 
03D2:   wav 1 ended 
else_jump @RIOT2_43489 
03D5: remove_text 189@(186@,22s) 
186@ += 1 
259@ = 2 
256@ = 0 

:RIOT2_43489
if 
  257@ == 2 
else_jump @RIOT2_43552 
if 
03D2:   wav 2 ended 
else_jump @RIOT2_43552 
03D5: remove_text 189@(186@,22s) 
186@ += 1 
259@ = 1 
257@ = 0 

:RIOT2_43552
return 

//-------------Mission 110---------------
// Originally: End Of The Line (1)

:FINALEA
gosub @FINALEA_36 
if 
wasted_or_busted 
else_jump @FINALEA_27 
gosub @FINALEA_32509 

:FINALEA_27
gosub @FINALEA_32621 
end_thread 

:FINALEA_36
$ONMISSION = 1 
increment_mission_attempts 
thread 'FINALEA' 
wait 0 
054C: use_GXT_table 'RIOT4' 
select_interior 1 
02E4: load_cutscene_data 'RIOT_4A' 

:FINALEA_86
if 
86B9:   not cutscene_data_loaded 
else_jump @FINALEA_110 
wait 0 
jump @FINALEA_86 

:FINALEA_110
02E7: start_cutscene 
fade 1 1000 

:FINALEA_119
if 
82E9:   not cutscene_reached_end 
else_jump @FINALEA_143 
wait 0 
jump @FINALEA_119 

:FINALEA_143
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:FINALEA_158
if 
fading 
else_jump @FINALEA_182 
wait 0 
jump @FINALEA_158 

:FINALEA_182
select_interior 0 
Model.Load(#SWATVAN)
Model.Load(#COPCARLA)
Model.Load(#SWAT)
Model.Load(#BALLAS1)
Model.Load(#GREENWOO)
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0777: delete_objects_in_object_group "CARTER" 
0776: create_objects_in_object_group "CARTER" 
038B: load_requested_models 

:FINALEA_245
if or
   not Model.Available(#GREENWOO)
823D:   not special_actor 1 loaded 
else_jump @FINALEA_276 
wait 0 
jump @FINALEA_245 

:FINALEA_276
if or
   not Model.Available(#SWATVAN)
   not Model.Available(#COPCARLA)
   not Model.Available(#SWAT)
   not Model.Available(#BALLAS1)
else_jump @FINALEA_317 
wait 0 
jump @FINALEA_276 

:FINALEA_317
Actor.PutAt($PLAYER_ACTOR, 2514.745, -1673.838, 12.8)
Actor.Angle($PLAYER_ACTOR) = 60.891
060A: create_decision_maker_type 0 store_to 47@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 49@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 48@ // decision\allowed\m_.ped files 
01F0: set_max_wanted_level_to 0 
06D0: enable_emergency_traffic 0 
Object.Destroy($2721)
$2721 = Object.Init(#IMY_SHASH_WALL, 2522.008, -1272.93, 35.609)
071F: set_object $2721 health_to 100 
Object.Indestructibility($2721) = False
Object.KeepInMemory($2721) = True
Object.Indestructibility($2721) = True
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
$SWEET_CAR = Car.Create(#GREENWOO, 2507.823, -1671.88, 12.1678)
Car.Angle($SWEET_CAR) = 347.15
Car.ImmuneToNonPlayer($SWEET_CAR) = True
128@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 128@ type_to 1 
0229: set_car $SWEET_CAR primary_color_to 59 secondary_color_to 34 
Car.Health($SWEET_CAR) = 2000
053F: set_car $SWEET_CAR tires_vulnerability 0 
0852: set_car $SWEET_CAR damages_visible 0 
$ACTOR_SWEET = Actor.Create(Special, #SPECIAL01, 2511.169, -1672.747, 12.493)
09F6: set_actor $ACTOR_SWEET unjackable_through_driver_seat 0 
Actor.Angle($ACTOR_SWEET) = 68.365
0568: set_actor $ACTOR_SWEET targetable 1 
02A9: set_actor $ACTOR_SWEET immune_to_nonplayer 1 
05CA: AS_actor $ACTOR_SWEET enter_car $SWEET_CAR passenger_seat 0 5000 ms 
039E: set_actor $ACTOR_SWEET locked 1 while_in_car 
0526: set_actor $ACTOR_SWEET stay_in_car 1 
060B: set_actor $ACTOR_SWEET decision_maker_to 47@ 
0568: set_actor $ACTOR_SWEET targetable 1 
0446: set_actor $ACTOR_SWEET immune_to_headshots 0 
064B: 102@ = create_particle "WALLBUST" at 2521.86 -1272.66 35.04 type 1 
00C0: set_current_time_hours_to 21 minutes_to 30 
0828: unknown_fires_stuff 0 
02A3: enable_widescreen 0 
Camera.SetAtPos(2511.75, -1672.15, 14.0)
fade 1 1000 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BC: show_text_highpriority GXT 'RM4_1' time 7000 flag 1  // ~s~Steig zu ~b~Sweet~s~ in den Wagen.
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
41@ = 2505.215 
41@ -= 2508.17 
42@ = -1261.351 
42@ -= -1267.878 
43@ = 43.8341 
43@ -= 48.0744 
44@ = 2506.003 
44@ -= 2508.351 
45@ = -1261.802 
45@ -= -1268.857 
46@ = 43.4146 
46@ -= 47.9824 
35@ = 2508.17 
36@ = -1267.878 
37@ = 48.0744 
38@ = 2508.351 
39@ = -1268.857 
40@ = 47.9824 
34@ = 160.0 
0073: 41@ /= 34@ // (float) 
0073: 42@ /= 34@ // (float) 
0073: 43@ /= 34@ // (float) 
0073: 44@ /= 34@ // (float) 
0073: 45@ /= 34@ // (float) 
0073: 46@ /= 34@ // (float) 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
178@ = 0 
179@ = 0 
180@ = 0 
181@ = 0 
182@ = 0 
183@ = 0 
184@ = 0 
185@ = 0 
186@ = 0 
187@ = 0 
188@ = 0 
189@ = 0 
190@ = 0 
191@ = 0 
192@ = 0 
193@ = 0 
194@ = 0 
195@ = 0 
196@ = 0 
197@ = 0 
198@ = 0 
199@ = 0 
200@ = 0 
201@ = 0 
04C0: create_roadblock_in_area_cornerA 2336.63 -1548.68 23.99 cornerB 2347.01 -1548.37 23.68 type 1 
04C0: create_roadblock_in_area_cornerA 2506.76 -1432.29 28.13 cornerB 2516.63 -1430.51 27.82 type 1 
04C0: create_roadblock_in_area_cornerA 2462.0 -1449.0 24.0 cornerB 2463.0 -1439.0 24.0 type 1 

:FINALEA_1473
wait 0 
if 
0735:   NOP_false 83 
else_jump @FINALEA_1499 
jump @FINALEA_32590 

:FINALEA_1499
if 
  147@ == 0 
else_jump @FINALEA_7233 
if 
  146@ == 0 
else_jump @FINALEA_1641 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @FINALEA_1641 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @FINALEA_1641 
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @FINALEA_1641 
Marker.Disable(128@)
018A: 128@ = create_checkpoint_at 2507.82 -1309.226 33.6726 
00BC: show_text_highpriority GXT 'RM4_2' time 5000 flag 1  // ~s~Fahr zu ~y~Big Smokes Crack-Festung~s~.
33@ = 0 
146@ = 1 

:FINALEA_1641
if 
  146@ == 1 
else_jump @FINALEA_2474 
gosub @FINALEA_31495 
if 
  193@ == 0 
else_jump @FINALEA_1752 
if 
  194@ == 0 
else_jump @FINALEA_1752 
if 
  33@ > 5500 
else_jump @FINALEA_1752 
04AF: 125@ = 33200 // @ = any 
05AA: 126@s = 'ROT4_AA'  // ~z~Weit du genau, dass er in East Los Angeles ist?
gosub @FINALEA_31453 

:FINALEA_1752
if 
  193@ == 1 
else_jump @FINALEA_1819 
if 
  194@ == 0 
else_jump @FINALEA_1819 
04AF: 125@ = 33201 // @ = any 
05AA: 126@s = 'ROT4_AB'  // ~z~Ja, am Rand von Boyle Heights, ein paar alte Apartments und ein Lagerhaus.
gosub @FINALEA_31453 

:FINALEA_1819
if 
  193@ == 2 
else_jump @FINALEA_1893 
if 
  194@ == 0 
else_jump @FINALEA_1893 
04AF: 125@ = 33202 // @ = any 
05AA: 126@s = 'ROT4_AC'  // ~z~Er ist so gut wie tot!
gosub @FINALEA_31453 
33@ = 0 

:FINALEA_1893
if 
  193@ == 3 
else_jump @FINALEA_1979 
if 
  194@ == 0 
else_jump @FINALEA_1979 
if 
  33@ > 3000 
else_jump @FINALEA_1979 
04AF: 125@ = 33203 // @ = any 
05AA: 126@s = 'ROT4_BA'  // ~z~Ich kann nicht glauben, dass du wieder das gleiche Scheiauto gekauft hast!
gosub @FINALEA_31453 

:FINALEA_1979
if 
  193@ == 4 
else_jump @FINALEA_2053 
if 
  194@ == 0 
else_jump @FINALEA_2053 
04AF: 125@ = 33204 // @ = any 
05AA: 126@s = 'ROT4_BB'  // ~z~Na ja, da wei man eben, wo man dran ist...
gosub @FINALEA_31453 
32@ = 0 

:FINALEA_2053
if 
  193@ == 5 
else_jump @FINALEA_2139 
if 
  194@ == 0 
else_jump @FINALEA_2139 
if 
  33@ > 12000 
else_jump @FINALEA_2139 
04AF: 125@ = 33205 // @ = any 
05AA: 126@s = 'ROT4_BC'  // ~z~Jetzt wr's also so weit, oder?
gosub @FINALEA_31453 

:FINALEA_2139
if 
  193@ == 6 
else_jump @FINALEA_2206 
if 
  194@ == 0 
else_jump @FINALEA_2206 
04AF: 125@ = 33207 // @ = any 
05AA: 126@s = 'ROT4_BE'  // ~z~Die Johnson-Boys bringen alles in Ordnung.
gosub @FINALEA_31453 

:FINALEA_2206
if 
  193@ == 7 
else_jump @FINALEA_2273 
if 
  194@ == 0 
else_jump @FINALEA_2273 
04AF: 125@ = 33208 // @ = any 
05AA: 126@s = 'ROT4_BF'  // ~z~Ja.
gosub @FINALEA_31453 

:FINALEA_2273
if 
  193@ == 8 
else_jump @FINALEA_2340 
if 
  194@ == 0 
else_jump @FINALEA_2340 
04AF: 125@ = 33209 // @ = any 
05AA: 126@s = 'ROT4_BG'  // ~z~Nervs?
gosub @FINALEA_31453 

:FINALEA_2340
if 
  193@ == 9 
else_jump @FINALEA_2407 
if 
  194@ == 0 
else_jump @FINALEA_2407 
04AF: 125@ = 33210 // @ = any 
05AA: 126@s = 'ROT4_BH'  // ~z~Ja.
gosub @FINALEA_31453 

:FINALEA_2407
if 
  193@ == 10 
else_jump @FINALEA_2474 
if 
  194@ == 0 
else_jump @FINALEA_2474 
04AF: 125@ = 33211 // @ = any 
05AA: 126@s = 'ROT4_BJ'  // ~z~Ich auch, ich auch...
gosub @FINALEA_31453 

:FINALEA_2474
if 
  146@ == 1 
else_jump @FINALEA_4955 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @FINALEA_4955 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @FINALEA_4955 
if 
01AF:   car $SWEET_CAR sphere 1 in_sphere 2507.82 -1309.226 33.85 radius 4.0 4.0 4.0 
else_jump @FINALEA_4955 
if 
0448:   actor $ACTOR_SWEET in_car $SWEET_CAR 
else_jump @FINALEA_4955 
if 
0448:   actor $PLAYER_ACTOR in_car $SWEET_CAR 
else_jump @FINALEA_4955 
Player.CanMove($PLAYER_CHAR) = False
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
Marker.Disable(128@)
04C1: remove_references_to_roadblocks 
Actor.SetImmunities($ACTOR_SWEET, 1, 1, 1, 1, 1)
Car.SetImmunities($SWEET_CAR, 1, 1, 1, 1, 1)
03CF: load_wav 14600 as 3 
03CF: load_wav 33212 as 2 
038B: load_requested_models 
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
040D: unload_wav 1 
fade 0 500 

:FINALEA_2716
if 
fading 
else_jump @FINALEA_2740 
wait 0 
jump @FINALEA_2716 

:FINALEA_2740
if or
83D0:   not wav 3 loaded 
83D0:   not wav 2 loaded 
else_jump @FINALEA_2770 
wait 0 
jump @FINALEA_2740 

:FINALEA_2770
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @FINALEA_2823 
Car.PutAt($SWEET_CAR, 2536.709, -1278.253, 52.57)
Car.Angle($SWEET_CAR) = 359.954
Car.DoorStatus($SWEET_CAR) = 2

:FINALEA_2823
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 2536.709 -1278.253 100.0 radius 100.0 
02E4: load_cutscene_data 'RIOT_4B' 

:FINALEA_2872
if 
86B9:   not cutscene_data_loaded 
else_jump @FINALEA_2896 
wait 0 
jump @FINALEA_2872 

:FINALEA_2896
0395: clear_area 1 at 2536.709 -1278.253 100.0 radius 100.0 
02E7: start_cutscene 
fade 1 1000 

:FINALEA_2929
if 
82E9:   not cutscene_reached_end 
else_jump @FINALEA_2953 
wait 0 
jump @FINALEA_2929 

:FINALEA_2953
02EA: end_cutscene 
fade 0 0 

:FINALEA_2961
if 
fading 
else_jump @FINALEA_2985 
wait 0 
jump @FINALEA_2961 

:FINALEA_2985
Player.CanMove($PLAYER_CHAR) = False
0395: clear_area 0 at 2372.01 -1306.609 300.0 radius 300.0 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @FINALEA_3069 
Car.PutAt($SWEET_CAR, 2507.82, -1309.226, 33.2726)
Car.Angle($SWEET_CAR) = 1.7082
Car.DoorStatus($SWEET_CAR) = 2

:FINALEA_3069
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @FINALEA_3112 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2509.781 -1308.965 34.7125 
jump @FINALEA_3132 

:FINALEA_3112
Actor.PutAt($PLAYER_ACTOR, 2509.781, -1308.965, 34.7125)

:FINALEA_3132
Actor.Angle($PLAYER_ACTOR) = 352.414
0395: clear_area 0 at 2372.01 -1306.609 300.0 radius 300.0 
wait 2000 
Camera.SetPosition(35@, 36@, 37@, 0.0, 0.0, 0.0)
Camera.PointAt(38@, 39@, 40@, 2)
Model.Load(#BMX)
Model.Load(#MP5LNG)
Model.Load(#AK47)
Model.Load(#BFYPRO)
04ED: load_animation "CRACK" 
01E8: create_forbidden_for_cars_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
022B: create_forbidden_for_peds_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
01E8: create_forbidden_for_cars_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
022B: create_forbidden_for_peds_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
01E8: create_forbidden_for_cars_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
022B: create_forbidden_for_peds_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
0395: clear_area 1 at 2356.4 -1233.16 300.0 radius 300.0 
038B: load_requested_models 

:FINALEA_3456
if or
   not Model.Available(#BMX)
   not Model.Available(#MP5LNG)
   not Model.Available(#AK47)
84EE:   not animation "CRACK" loaded 
   not Model.Available(#BFYPRO)
else_jump @FINALEA_3506 
wait 0 
jump @FINALEA_3456 

:FINALEA_3506
062F: 50@ = create_group_type 2 
062F: 51@ = create_group_type 2 
062F: 52@ = create_group_type 2 
54@ = Car.Create(#COPCARLA, 2373.803, -1314.172, 22.8398)
Car.Angle(54@) = 292.1921
Car.ImmuneToNonPlayer(54@) = True
Car.Health(54@) = 500
55@ = Car.Create(#COPCARLA, 2368.04, -1315.706, 22.8459)
Car.Angle(55@) = 96.2549
Car.ImmuneToNonPlayer(55@) = True
Car.DoorStatus(55@) = 1
57@ = Car.Create(#SWATVAN, 2374.36, -1323.792, 22.8389)
Car.Angle(57@) = 3.7561
Car.Health(57@) = 3000
01EC: make_car 57@ very_heavy 1 
Car.SetImmunities(57@, 1, 1, 0, 0, 0)
Car.ImmuneToNonPlayer(57@) = True
Car.DoorStatus(57@) = 1
053F: set_car 57@ tires_vulnerability 0 
58@ = Car.Create(#GREENWOO, 2365.612, -1294.829, 22.8433)
Car.Angle(58@) = 97.3729
Car.Health(58@) = 500
Car.ImmuneToNonPlayer(58@) = True
59@ = Car.Create(#GREENWOO, 2372.431, -1295.272, 22.8418)
Car.Angle(59@) = 75.2267
Car.ImmuneToNonPlayer(59@) = True
63@ = Car.Create(#BMX, 2507.201, -1300.841, 33.6726)
Car.Angle(63@) = 1.6501
64@ = Actor.Create(Mission2, #SWAT, 2366.342, -1317.377, 22.8438)
Actor.Angle(64@) = 3.9226
060B: set_actor 64@ decision_maker_to 49@ 
077A: set_actor 64@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 64@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 64@ immune_to_nonplayer 1 
01B2: give_actor 64@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 64@ stay_put 1 
0630: put_actor 64@ in_group 50@ as_leader 
65@ = Actor.Create(Mission2, #SWAT, 2375.848, -1315.325, 22.8368)
Actor.Angle(65@) = 4.8178
060B: set_actor 65@ decision_maker_to 49@ 
077A: set_actor 65@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 65@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 65@ immune_to_nonplayer 1 
01B2: give_actor 65@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 65@ stay_put 1 
0631: put_actor 65@ in_group 50@ 
66@ = Actor.Create(Mission2, #SWAT, 2371.676, -1316.806, 22.8429)
Actor.Angle(66@) = 0.5529
060B: set_actor 66@ decision_maker_to 49@ 
077A: set_actor 66@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 66@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 66@ immune_to_nonplayer 1 
01B2: give_actor 66@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 66@ stay_put 1 
0631: put_actor 66@ in_group 50@ 
67@ = Actor.Create(Mission2, #SWAT, 22370.36, -1319.492, 22.8515)
Actor.Angle(67@) = 177.5538
060B: set_actor 67@ decision_maker_to 49@ 
077A: set_actor 67@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 67@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 67@ immune_to_nonplayer 1 
01B2: give_actor 67@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 67@ stay_put 1 
0631: put_actor 67@ in_group 50@ 
68@ = Actor.Create(Mission2, #SWAT, 2376.44, -1321.625, 22.9844)
Actor.Angle(68@) = 177.5538
01B2: give_actor 68@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 68@ decision_maker_to 49@ 
077A: set_actor 68@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 68@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 68@ immune_to_nonplayer 1 
01B2: give_actor 68@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 68@ stay_put 1 
0631: put_actor 68@ in_group 50@ 
71@ = Actor.Create(Mission1, #BALLAS1, 2364.432, -1294.013, 22.9882)
Actor.Angle(71@) = 177.5538
060B: set_actor 71@ decision_maker_to 49@ 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
02A9: set_actor 71@ immune_to_nonplayer 1 
01B2: give_actor 71@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 71@ stay_put 1 
0630: put_actor 71@ in_group 51@ as_leader 
72@ = Actor.Create(Mission1, #BALLAS1, 2369.527, -1292.228, 22.8515)
Actor.Angle(72@) = 177.5538
060B: set_actor 72@ decision_maker_to 49@ 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 72@ immune_to_nonplayer 1 
01B2: give_actor 72@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 72@ stay_put 1 
0631: put_actor 72@ in_group 51@ 
73@ = Actor.Create(Mission1, #BALLAS1, 2371.168, -1293.37, 22.8436)
Actor.Angle(73@) = 177.5538
060B: set_actor 73@ decision_maker_to 49@ 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
02A9: set_actor 73@ immune_to_nonplayer 1 
01B2: give_actor 73@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 73@ stay_put 1 
0631: put_actor 73@ in_group 51@ 
74@ = Actor.Create(Mission1, #BALLAS1, 2374.987, -1294.079, 22.838)
Actor.Angle(74@) = 177.5538
060B: set_actor 74@ decision_maker_to 49@ 
077A: set_actor 74@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 74@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 74@ immune_to_nonplayer 1 
01B2: give_actor 74@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 74@ stay_put 1 
0631: put_actor 74@ in_group 51@ 
75@ = Actor.Create(Mission1, #BALLAS1, 2521.51, -1270.259, 33.9206)
Actor.Angle(75@) = 100.2518
060B: set_actor 75@ decision_maker_to 49@ 
077A: set_actor 75@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 75@ immune_to_nonplayer 1 
01B2: give_actor 75@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 75@ stay_put 1 
0630: put_actor 75@ in_group 52@ as_leader 
76@ = Actor.Create(Mission1, #BALLAS1, 2521.72, -1274.981, 33.8748)
Actor.Angle(76@) = 98.0309
060B: set_actor 76@ decision_maker_to 49@ 
077A: set_actor 76@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 76@ immune_to_nonplayer 1 
01B2: give_actor 76@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 76@ stay_put 1 
0631: put_actor 76@ in_group 52@ 
146@ = 2 
02A3: enable_widescreen 1 
fade 1 1000 

:FINALEA_4878
if 
fading 
else_jump @FINALEA_4902 
wait 0 
jump @FINALEA_4878 

:FINALEA_4902
00BC: show_text_highpriority GXT 'RM4_4' time 5000 flag 1  // ~s~Es gibt viele Wachleute in der Crack Festung. Es fhrt nur ein Weg hinein, aber wegen der Unruhen ist die Tr verschlossen.
00BB: show_text_lowpriority GXT 'RM4_14' time 5000 flag 1  // ~s~An diesem gesicherten Eingang fhrt nur ein Weg vorbei: Einrammen.
32@ = 0 
151@ = 0 
0707: start_scene_skip_to @FINALEA_5387 

:FINALEA_4955
if 
  146@ == 2 
else_jump @FINALEA_5096 
005B: 35@ += 41@ // (float) 
005B: 36@ += 42@ // (float) 
005B: 37@ += 43@ // (float) 
Camera.SetPosition(35@, 36@, 37@, 0.0, 0.0, 0.0)
005B: 38@ += 44@ // (float) 
005B: 39@ += 45@ // (float) 
005B: 40@ += 46@ // (float) 
Camera.PointAt(38@, 39@, 40@, 2)
if or
  2505.215 >= 35@ 
  32@ > 8999 
else_jump @FINALEA_5096 
146@ = 3 

:FINALEA_5096
if 
  146@ == 3 
else_jump @FINALEA_5140 
if 
  32@ > 8999 
else_jump @FINALEA_5140 
146@ = 4 

:FINALEA_5140
if 
  146@ == 4 
else_jump @FINALEA_5241 
Camera.SetPosition(2370.902, -1328.815, 23.0473, 0.0, 0.0, 0.0)
Camera.PointAt(2371.46, -1328.005, 23.2292, 2)
32@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_5' time 8000 flag 1  // ~s~Ein schweres Fahrzeug wie etwa ein SWAT Panzer kann den Eingang ohne weiteres einrammen.
146@ = 5 

:FINALEA_5241
if 
  146@ == 5 
else_jump @FINALEA_5343 
if 
  32@ > 3999 
else_jump @FINALEA_5343 
Camera.SetPosition(2372.949, -1326.914, 24.7902, 0.0, 0.0, 0.0)
Camera.PointAt(2372.874, -1325.92, 24.701, 2)
32@ = 0 
146@ = 6 

:FINALEA_5343
if 
  146@ == 6 
else_jump @FINALEA_5667 
if 
  32@ > 3999 
else_jump @FINALEA_5667 
151@ = 1 

:FINALEA_5387
0701: end_scene_skip 
if 
  151@ == 0 
else_jump @FINALEA_5479 
fade 0 500 

:FINALEA_5414
if 
fading 
else_jump @FINALEA_5438 
wait 0 
jump @FINALEA_5414 

:FINALEA_5438
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
fade 1 500 

:FINALEA_5455
if 
fading 
else_jump @FINALEA_5479 
wait 0 
jump @FINALEA_5455 

:FINALEA_5479
if 
   not Car.Wrecked(57@)
else_jump @FINALEA_5533 
129@ = Marker.CreateAboveCar(57@)
07E0: set_marker 129@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_6' time 7000 flag 1  // ~s~Hol dir den ~b~SWAT Panzer~s~.
152@ = 1 

:FINALEA_5533
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @FINALEA_5556 
Car.LockInCurrentPosition($SWEET_CAR) = True

:FINALEA_5556
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
04C0: create_roadblock_in_area_cornerA 2456.468 -1262.2 23.87 cornerB 2455.625 -1250.55 23.89 type 1 
04C0: create_roadblock_in_area_cornerA 2375.778 -1358.43 23.878 cornerB 2365.675 -1358.34 24.036 type 1 
03DE: set_pedestrians_density_multiplier_to 0.5 
146@ = 7 

:FINALEA_5667
if 
  146@ == 7 
else_jump @FINALEA_6474 
if 
  154@ == 0 
else_jump @FINALEA_5775 
if 
   not Actor.Dead(68@)
else_jump @FINALEA_5775 
if 
0364:   actor 68@ spotted_actor $PLAYER_ACTOR 
else_jump @FINALEA_5775 
0085: 109@ = 68@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 68@ immune_to_nonplayer 0 
gosub @FINALEA_31697 
154@ = 1 

:FINALEA_5775
if 
  153@ == 0 
else_jump @FINALEA_6167 
if 
   not Car.Wrecked(57@)
else_jump @FINALEA_6167 
if 
   Actor.InCar($PLAYER_ACTOR, 57@)
else_jump @FINALEA_6167 
if 
   not Actor.Dead(64@)
else_jump @FINALEA_5874 
0085: 109@ = 64@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 64@ immune_to_nonplayer 0 
gosub @FINALEA_31697 

:FINALEA_5874
if 
   not Actor.Dead(65@)
else_jump @FINALEA_5920 
0085: 109@ = 65@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 65@ immune_to_nonplayer 0 
gosub @FINALEA_31697 

:FINALEA_5920
if 
   not Actor.Dead(66@)
else_jump @FINALEA_5966 
0085: 109@ = 66@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 66@ immune_to_nonplayer 0 
gosub @FINALEA_31697 

:FINALEA_5966
if 
   not Actor.Dead(67@)
else_jump @FINALEA_6012 
0085: 109@ = 67@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 67@ immune_to_nonplayer 0 
gosub @FINALEA_31697 

:FINALEA_6012
if 
   not Actor.Dead(68@)
else_jump @FINALEA_6058 
0085: 109@ = 68@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 68@ immune_to_nonplayer 0 
gosub @FINALEA_31697 

:FINALEA_6058
if 
   not Actor.Dead(71@)
else_jump @FINALEA_6081 
02A9: set_actor 71@ immune_to_nonplayer 0 

:FINALEA_6081
if 
   not Actor.Dead(72@)
else_jump @FINALEA_6104 
02A9: set_actor 72@ immune_to_nonplayer 0 

:FINALEA_6104
if 
   not Actor.Dead(73@)
else_jump @FINALEA_6127 
02A9: set_actor 73@ immune_to_nonplayer 0 

:FINALEA_6127
if 
   not Actor.Dead(74@)
else_jump @FINALEA_6150 
02A9: set_actor 74@ immune_to_nonplayer 0 

:FINALEA_6150
Model.Destroy(#BMX)
Car.RemoveReferences(63@)
153@ = 1 

:FINALEA_6167
if 
  153@ == 1 
else_jump @FINALEA_6356 
if 
   not Car.Wrecked(57@)
else_jump @FINALEA_6356 
if 
00EE:   actor $PLAYER_ACTOR 0 near_point 2521.91 -1273.05 radius 30.0 30.0 in_car 
else_jump @FINALEA_6356 
if 
   Actor.InCar($PLAYER_ACTOR, 57@)
else_jump @FINALEA_6356 
00BC: show_text_highpriority GXT 'RM4_15' time 5000 flag 1  // ~s~Brich durch die ~y~Wand~s~, um die Eintritt zu verschaffen!
Model.Destroy(#COPCARLA)
Model.Destroy(#SWAT)
Actor.RemoveReferences(64@)
Actor.RemoveReferences(65@)
Actor.RemoveReferences(66@)
Actor.RemoveReferences(67@)
Actor.RemoveReferences(68@)
Actor.RemoveReferences(71@)
Actor.RemoveReferences(72@)
Actor.RemoveReferences(73@)
Actor.RemoveReferences(74@)
Car.RemoveReferences(54@)
Car.RemoveReferences(55@)
Car.RemoveReferences(58@)
Car.RemoveReferences(59@)
153@ = 2 

:FINALEA_6356
if 
07F0:   in_sphere 2522.008 -1272.93 35.609 radius 30.0 damaged_object_with_model #IMY_SHASH_WALL 
else_jump @FINALEA_6474 
064F: remove_references_to_particle 102@ 
03D1: play_wav 3 
Actor.DestroyInstantly(64@)
Actor.DestroyInstantly(65@)
Actor.DestroyInstantly(66@)
Actor.DestroyInstantly(67@)
Actor.DestroyInstantly(68@)
Actor.DestroyInstantly(71@)
Actor.DestroyInstantly(72@)
Actor.DestroyInstantly(73@)
Actor.DestroyInstantly(74@)
Car.Destroy(54@)
Car.Destroy(58@)
Car.Destroy(59@)
Marker.Disable(129@)
00BE: text_clear_all 
147@ = 1 

:FINALEA_6474
if 
  152@ == 1 
else_jump @FINALEA_6575 
if 
   not Car.Wrecked(57@)
else_jump @FINALEA_6575 
if 
0448:   actor $PLAYER_ACTOR in_car 57@ 
else_jump @FINALEA_6575 
Marker.Disable(129@)
00BC: show_text_highpriority GXT 'RM4_8' time 5000 flag 1  // ~s~Ramm den Eingang zu ~y~Big Smokes Crack Festung~s~ mit dem SWAT Panzer ein.
018A: 130@ = create_checkpoint_at 2522.79 -1272.85 34.19 
152@ = 2 

:FINALEA_6575
if 
  152@ == 2 
else_jump @FINALEA_6671 
if 
   not Car.Wrecked(57@)
else_jump @FINALEA_6671 
if 
8448:   not actor $PLAYER_ACTOR in_car 57@ 
else_jump @FINALEA_6671 
Marker.Disable(130@)
129@ = Marker.CreateAboveCar(57@)
07E0: set_marker 129@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_9' time 5000 flag 1  // Du musst diese Wand vollstndig einrammen. Steig wieder in den ~b~SWAT Panzer~s~!
152@ = 1 

:FINALEA_6671
if or
  152@ == 1 
  152@ == 2 
else_jump @FINALEA_6735 
if 
   Car.Wrecked(57@)
else_jump @FINALEA_6735 
00BC: show_text_highpriority GXT 'RM4_10' time 7000 flag 1  // ~r~Der SWAT Panzer wurde zerstrt. Wie willst du jetzt in Big Smokes Crack Festung kommen?
jump @FINALEA_32509 

:FINALEA_6735
if 
  148@ == 0 
else_jump @FINALEA_6851 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @FINALEA_6851 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2507.82 -1309.226 radius 3.5 3.5 
else_jump @FINALEA_6851 
if 
00E1:   player 0 pressed_key 15 
else_jump @FINALEA_6851 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'ROT4_CA' time 2000 flag 1  // ~z~Yo, CJ, hast du deinen Mumm verloren?
148@ = 1 

:FINALEA_6851
if 
  148@ == 1 
else_jump @FINALEA_6935 
if 
03D2:   wav 2 ended 
else_jump @FINALEA_6935 
if or
80EC:   not actor $PLAYER_ACTOR 0 near_point 2507.82 -1309.226 radius 3.5 3.5 
80E1:   not player 0 pressed_key 15 
else_jump @FINALEA_6935 
148@ = 0 

:FINALEA_6935
if or
  146@ == 1 
  146@ == 100 
else_jump @FINALEA_7155 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @FINALEA_7155 
if 
  149@ == 1 
else_jump @FINALEA_7063 
if 
   not Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @FINALEA_7063 
Marker.Disable(128@)
128@ = Marker.CreateAboveCar($SWEET_CAR)
07E0: set_marker 128@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_7' time 5000 flag 1  // ~s~Steig wieder in den ~b~Wagen~s~!
146@ = 100 
149@ = 0 

:FINALEA_7063
if 
  149@ == 0 
else_jump @FINALEA_7155 
if 
   Actor.InCar($PLAYER_ACTOR, $SWEET_CAR)
else_jump @FINALEA_7155 
Marker.Disable(128@)
018A: 128@ = create_checkpoint_at 2507.82 -1309.226 33.6726 
00BC: show_text_highpriority GXT 'RM4_2' time 5000 flag 1  // ~s~Fahr zu ~y~Big Smokes Crack-Festung~s~.
146@ = 1 
149@ = 1 

:FINALEA_7155
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @FINALEA_7194 
00BC: show_text_highpriority GXT 'RM4_11' time 5000 flag 1  // ~r~Sweet ist tot!
jump @FINALEA_32509 

:FINALEA_7194
if 
   Car.Wrecked($SWEET_CAR)
else_jump @FINALEA_7233 
00BC: show_text_highpriority GXT 'RM4_12' time 5000 flag 1  // ~r~Du hast das Auto geschrottet!
jump @FINALEA_32509 

:FINALEA_7233
if 
  147@ == 1 
else_jump @FINALEA_8584 
if 
  155@ == 0 
else_jump @FINALEA_8155 
Marker.Disable(130@)
0632: release_group 50@ 
0632: release_group 51@ 
71@ = Actor.Create(Mission1, #BALLAS1, 2528.252, -1273.761, 33.9609)
Actor.Angle(71@) = 91.4211
060B: set_actor 71@ decision_maker_to 49@ 
0638: AS_actor 71@ stay_put 1 
01B2: give_actor 71@ weapon 30 ammo 99999 // Load the weapon model before using this 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.Health(71@) = 20
060F: set_actor 71@ melee_accuracy_to 50.0 
72@ = Actor.Create(Mission1, #BALLAS1, 2530.771, -1271.391, 33.9602)
Actor.Angle(72@) = 91.5182
060B: set_actor 72@ decision_maker_to 49@ 
01B2: give_actor 72@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 72@ stay_put 1 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.Health(72@) = 20
060F: set_actor 72@ melee_accuracy_to 50.0 
73@ = Actor.Create(Mission1, #BALLAS1, 2532.08, -1272.28, 33.9602)
Actor.Angle(73@) = 177.5538
060B: set_actor 73@ decision_maker_to 49@ 
01B2: give_actor 73@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 73@ stay_put 1 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.Health(73@) = 20
060F: set_actor 73@ melee_accuracy_to 50.0 
74@ = Actor.Create(Mission1, #BALLAS1, 2539.969, -1279.563, 33.9609)
Actor.Angle(74@) = 25.3324
060B: set_actor 74@ decision_maker_to 49@ 
01B2: give_actor 74@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 74@ stay_put 1 
077A: set_actor 74@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.Health(74@) = 20
060F: set_actor 74@ melee_accuracy_to 50.0 
77@ = Actor.Create(Mission1, #BALLAS1, 2533.279, -1295.555, 33.9609)
Actor.Angle(77@) = 327.5814
060B: set_actor 77@ decision_maker_to 49@ 
01B2: give_actor 77@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 77@ stay_put 1 
077A: set_actor 77@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.Health(77@) = 20
060F: set_actor 77@ melee_accuracy_to 50.0 
78@ = Actor.Create(Mission1, #BALLAS1, 2529.178, -1304.473, 33.9609)
Actor.Angle(78@) = 351.5292
060B: set_actor 78@ decision_maker_to 49@ 
01B2: give_actor 78@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 78@ stay_put 1 
077A: set_actor 78@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.Health(78@) = 20
79@ = Actor.Create(Mission1, #BFYPRO, 2538.0, -1307.0, 34.0)
Actor.Angle(79@) = 35.0
Actor.Health(79@) = 3
0605: actor 79@ perform_animation_sequence "CRCKIDLE4" IFP_file "CRACK" 1000.0 loop 1 0 0 1 time -1 // versionA 
80@ = Actor.Create(Mission1, #MALE01, 2540.04, -1307.37, 33.9609)
Actor.Angle(80@) = 92.5436
Actor.Health(80@) = 3
0605: actor 80@ perform_animation_sequence "CRCKIDLE3" IFP_file "CRACK" 1000.0 loop 1 0 0 1 time -1 // versionA 
81@ = Actor.Create(Mission1, #BFYPRO, 2533.552, -1308.284, 33.9609)
Actor.Angle(81@) = 67.9508
Actor.Health(81@) = 3
0605: actor 81@ perform_animation_sequence "CRCKIDLE2" IFP_file "CRACK" 1000.0 loop 1 0 0 1 time -1 // versionA 
82@ = Actor.Create(Mission1, #MALE01, 2534.682, -1287.199, 33.9609)
Actor.Angle(82@) = 104.5
Actor.Health(82@) = 3
0605: actor 82@ perform_animation_sequence "CRCKIDLE4" IFP_file "CRACK" 1000.0 loop 1 0 0 1 time -1 // versionA 
00BC: show_text_highpriority GXT 'RM4_13' time 5000 flag 1  // ~s~Es gibt einen Eingang zum ~y~ersten Stockwerk~s~ am hinteren Ende dieses Bereichs.
018A: 130@ = create_checkpoint_at 2542.1 -1303.99 34.03 
155@ = 1 

:FINALEA_8155
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @FINALEA_8194 
00BC: show_text_highpriority GXT 'RM4_11' time 5000 flag 1  // ~r~Sweet ist tot!
jump @FINALEA_32509 

:FINALEA_8194
if 
  155@ == 1 
else_jump @FINALEA_8584 
077E: get_active_interior_to 53@ 
if 
  197@ == 0 
else_jump @FINALEA_8293 
if 
   not Actor.Dead(79@)
else_jump @FINALEA_8293 
if 
0A1B:   actor 79@ colliding_with_actor $PLAYER_ACTOR 
else_jump @FINALEA_8293 
05DB: AS_actor 79@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
197@ = 1 

:FINALEA_8293
if 
  198@ == 0 
else_jump @FINALEA_8369 
if 
   not Actor.Dead(80@)
else_jump @FINALEA_8369 
if 
0A1B:   actor 80@ colliding_with_actor $PLAYER_ACTOR 
else_jump @FINALEA_8369 
05DB: AS_actor 80@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
198@ = 1 

:FINALEA_8369
if 
  199@ == 0 
else_jump @FINALEA_8445 
if 
   not Actor.Dead(81@)
else_jump @FINALEA_8445 
if 
0A1B:   actor 81@ colliding_with_actor $PLAYER_ACTOR 
else_jump @FINALEA_8445 
05DB: AS_actor 81@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
199@ = 1 

:FINALEA_8445
if 
  200@ == 0 
else_jump @FINALEA_8521 
if 
   not Actor.Dead(82@)
else_jump @FINALEA_8521 
if 
0A1B:   actor 82@ colliding_with_actor $PLAYER_ACTOR 
else_jump @FINALEA_8521 
05DB: AS_actor 82@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
200@ = 1 

:FINALEA_8521
if 
  53@ == 2 
else_jump @FINALEA_8584 
fade 0 1000 

:FINALEA_8546
if 
fading 
else_jump @FINALEA_8570 
wait 0 
jump @FINALEA_8546 

:FINALEA_8570
147@ = 2 
156@ = 1 

:FINALEA_8584
if 
  147@ == 2 
else_jump @FINALEA_17177 
if 
  156@ == 1 
else_jump @FINALEA_10806 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
fade 0 1000 
04C1: remove_references_to_roadblocks 

:FINALEA_8640
if 
fading 
else_jump @FINALEA_8664 
wait 0 
jump @FINALEA_8640 

:FINALEA_8664
04E3: unknown_set_player $PLAYER_CHAR flag 7 time 360000 
040D: unload_wav 2 
Marker.Disable(130@)
Actor.DestroyInstantly(71@)
Actor.DestroyInstantly(72@)
Actor.DestroyInstantly(73@)
Actor.DestroyInstantly(74@)
Actor.DestroyInstantly(77@)
Actor.DestroyInstantly(78@)
Actor.DestroyInstantly(79@)
Actor.DestroyInstantly(80@)
Actor.DestroyInstantly(81@)
Actor.DestroyInstantly(82@)
Car.Destroy(57@)
Actor.DestroyInstantly($ACTOR_SWEET)
04EF: release_animation "CRACK" 
0296: unload_special_actor 1 
Model.Destroy(#BFYPRO)
Model.Destroy(#GREENWOO)
Actor.PutAt($PLAYER_ACTOR, 2543.26, -1303.844, 1024.074)
Actor.Angle($PLAYER_ACTOR) = 175.5166
Camera.SetPosition(2544.616, -1302.899, 1024.407, 0.0, 0.0, 0.0)
Camera.PointAt(2544.193, -1303.702, 1024.828, 2)
0860: link_actor $PLAYER_ACTOR to_interior 2 
018A: 130@ = create_checkpoint_at 2579.85 -1305.76 1037.07 
08DC: create_interior_marker 130@ at 2540.83 -1304.05 radius 1.0 
0395: clear_area 1 at 2578.0 -1306.0 200.0 radius 200.0 
fade 1 1000 
00BA: show_text_styled GXT 'RM4_17' time 1000 style 2  // Stockwerk 1: Sicherheitsbereich

:FINALEA_8942
if 
fading 
else_jump @FINALEA_8966 
wait 0 
jump @FINALEA_8942 

:FINALEA_8966
133@ = Pickup.Create(#BODYARMOUR, 3, 2527.783, -1288.816, 1031.43)
137@ = Pickup.Create(#HEALTH, 3, 2575.094, -1286.042, 1037.781)
032B: 143@ = create_weapon_pickup #SHOTGSPA group 3 ammo 20 at 2568.502 -1282.345 1037.781 
Model.Load(#BALLAS2)
Model.Load(#LSV1)
Model.Load(#SWAT)
Model.Load(#SWATVAN)
04ED: load_animation "SWAT" 
Model.Load(#IMCOMPMOVEDR1_LAS)
07C0: load_path 287 
038B: load_requested_models 
Camera.SetAtPos(2541.81, -1311.32, 1028.22)
85@ = Actor.Create(Mission1, #BALLAS2, 2543.244, -1318.538, 1030.427)
Actor.Angle(85@) = 3.2815
060B: set_actor 85@ decision_maker_to 47@ 
01B2: give_actor 85@ weapon 29 ammo 99999 // Load the weapon model before using this 
0605: actor 85@ perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0860: link_actor 85@ to_interior 2 
Actor.Health(85@) = 200
08AF: set_actor 85@ max_health_to 200 
173@ = 0 
86@ = Actor.Create(Mission1, #BALLAS1, 2536.071, -1321.471, 1030.43)
Actor.Angle(86@) = 263.8364
060B: set_actor 86@ decision_maker_to 47@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 86@ to_interior 2 
Actor.Health(86@) = 200
08AF: set_actor 86@ max_health_to 200 
174@ = 0 
87@ = Actor.Create(Mission1, #LSV1, 2524.737, -1298.328, 1030.427)
Actor.Angle(87@) = 175.4097
060B: set_actor 87@ decision_maker_to 47@ 
01B2: give_actor 87@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 87@ to_interior 2 
Actor.WeaponAccuracy(87@) = 80
Actor.Health(87@) = 200
08AF: set_actor 87@ max_health_to 200 
175@ = 0 
88@ = Actor.Create(Mission1, #BALLAS2, 2527.814, -1289.816, 1030.427)
Actor.Angle(88@) = 178.5987
060B: set_actor 88@ decision_maker_to 47@ 
01B2: give_actor 88@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
Actor.WeaponAccuracy(87@) = 80
07DD: set_actor 87@ temper_to 70 // see pedstats.dat 
Actor.Health(88@) = 200
08AF: set_actor 88@ max_health_to 200 
176@ = 0 
wait 3000 
71@ = Actor.Create(Mission1, #BALLAS2, 2531.064, -1304.332, 1030.43)
Actor.Angle(71@) = 264.767
060B: set_actor 71@ decision_maker_to 47@ 
01B2: give_actor 71@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 71@ to_interior 2 
Actor.WeaponAccuracy(71@) = 80
Actor.Health(71@) = 200
08AF: set_actor 71@ max_health_to 200 
159@ = 0 
73@ = Actor.Create(Mission1, #LSV1, 2566.673, -1297.709, 1036.781)
Actor.Angle(73@) = 85.3469
060B: set_actor 73@ decision_maker_to 47@ 
01B2: give_actor 73@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 73@ to_interior 2 
Actor.WeaponAccuracy(73@) = 80
07DD: set_actor 73@ temper_to 60 // see pedstats.dat 
161@ = 0 
74@ = Actor.Create(Mission1, #BALLAS2, 2566.727, -1287.224, 1036.781)
Actor.Angle(74@) = 96.3687
060B: set_actor 74@ decision_maker_to 47@ 
01B2: give_actor 74@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 74@ to_interior 2 
Actor.Health(74@) = 200
08AF: set_actor 74@ max_health_to 200 
Actor.WeaponAccuracy(74@) = 80
162@ = 0 
75@ = Actor.Create(Mission1, #BALLAS1, 2540.859, -1287.161, 1030.419)
Actor.Angle(75@) = 90.0
060B: set_actor 75@ decision_maker_to 47@ 
01B2: give_actor 75@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 75@ to_interior 2 
Actor.Health(75@) = 200
08AF: set_actor 75@ max_health_to 200 
Actor.WeaponAccuracy(75@) = 80
07DD: set_actor 75@ temper_to 60 // see pedstats.dat 
163@ = 0 
76@ = Actor.Create(Mission1, #LSV1, 2556.854, -1287.161, 1030.419)
Actor.Angle(76@) = 90.0
060B: set_actor 76@ decision_maker_to 47@ 
01B2: give_actor 76@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 76@ to_interior 2 
Actor.Health(76@) = 200
08AF: set_actor 76@ max_health_to 200 
164@ = 0 
77@ = Actor.Create(Mission1, #BALLAS1, 2556.854, -1300.628, 1030.419)
Actor.Angle(77@) = 90.0
060B: set_actor 77@ decision_maker_to 47@ 
01B2: give_actor 77@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 77@ to_interior 2 
Actor.Health(77@) = 200
08AF: set_actor 77@ max_health_to 200 
165@ = 0 
78@ = Actor.Create(Mission1, #BALLAS2, 2539.805, -1298.607, 1030.43)
Actor.Angle(78@) = 64.7154
060B: set_actor 78@ decision_maker_to 47@ 
01B2: give_actor 78@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 78@ to_interior 2 
Actor.Health(78@) = 200
07DD: set_actor 78@ temper_to 70 // see pedstats.dat 
08AF: set_actor 78@ max_health_to 200 
166@ = 0 
80@ = Actor.Create(Mission1, #BALLAS2, 2552.798, -1300.993, 1030.43)
Actor.Angle(80@) = 87.5663
060B: set_actor 80@ decision_maker_to 47@ 
01B2: give_actor 80@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 80@ to_interior 2 
Actor.Health(80@) = 200
08AF: set_actor 80@ max_health_to 200 
Actor.WeaponAccuracy(80@) = 80
07DD: set_actor 80@ temper_to 60 // see pedstats.dat 
168@ = 0 
81@ = Actor.Create(Mission1, #BALLAS1, 2563.234, -1294.067, 1030.43)
Actor.Angle(81@) = 93.219
060B: set_actor 81@ decision_maker_to 47@ 
01B2: give_actor 81@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 81@ to_interior 2 
Actor.Health(81@) = 200
08AF: set_actor 81@ max_health_to 200 
169@ = 0 
82@ = Actor.Create(Mission1, #BALLAS2, 2550.992, -1290.274, 1030.43)
Actor.Angle(82@) = 103.6499
060B: set_actor 82@ decision_maker_to 47@ 
01B2: give_actor 82@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 82@ to_interior 2 
Actor.Health(82@) = 200
07DD: set_actor 82@ temper_to 60 // see pedstats.dat 
08AF: set_actor 82@ max_health_to 200 
170@ = 0 
83@ = Actor.Create(Mission1, #LSV1, 2556.191, -1281.446, 1036.781)
Actor.Angle(83@) = 183.4208
060B: set_actor 83@ decision_maker_to 47@ 
01B2: give_actor 83@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 83@ to_interior 2 
171@ = 0 
57@ = Car.Create(#SWATVAN, 2561.818, -1275.167, 1031.019)
Car.LockInCurrentPosition(57@) = True
Car.Angle(57@) = 178.9
0840: link_car 57@ to_interior 2 
0129: 64@ = create_actor_pedtype 25 model #SWAT in_car 57@ driverseat 
060B: set_actor 64@ decision_maker_to 47@ 
01B2: give_actor 64@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 64@ to_interior 2 
07DD: set_actor 64@ temper_to 80 // see pedstats.dat 
Actor.Health(64@) = 200
08AF: set_actor 64@ max_health_to 200 
Actor.WeaponAccuracy(64@) = 80
01C8: 65@ = create_actor_pedtype 25 model #SWAT in_car 57@ passenger_seat 0 
060B: set_actor 65@ decision_maker_to 47@ 
Actor.Health(65@) = 200
08AF: set_actor 65@ max_health_to 200 
01B2: give_actor 65@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 65@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 65@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0860: link_actor 65@ to_interior 2 
153@ = 0 
179@ = 0 
152@ = 0 
100@ = Object.Init(#IMCOMPMOVEDR1_LAS, 2565.814, -1303.566, 1033.173)
Object.Angle(100@) = 90.0
101@ = Object.Init(#CJ_WIN_POP2, 2561.811, -1279.639, 1032.128)
Object.KeepInMemory(101@) = True
064B: 102@ = create_particle "WALLBUST" at 2562.0 -1282.0 1031.0 type 1 
08E7: disable_entrance_markers 1 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_16' time 7000 flag 1  // ~s~Smoke ist im vierten Stockwerk in seiner ~y~Penthouse Suite~s~. Du musst dir einen Weg durch drei Etagen bahnen, um dorthin zu gelangen.
156@ = 2 

:FINALEA_10806
if 
  156@ == 2 
else_jump @FINALEA_11026 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2543.38 -1310.38 1028.26 radius 5.0 5.0 5.0 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @FINALEA_11026 
if 
  173@ == 0 
else_jump @FINALEA_10963 
if 
   not Actor.Dead(85@)
else_jump @FINALEA_10963 
0085: 109@ = 85@ // (int) 
111@ = 2527.579 
112@ = -1318.762 
113@ = 1030.43 
gosub @FINALEA_31604 
173@ = 1 

:FINALEA_10963
if 
  176@ == 0 
else_jump @FINALEA_11019 
if 
   not Actor.Dead(88@)
else_jump @FINALEA_11019 
0085: 109@ = 88@ // (int) 
gosub @FINALEA_31697 
176@ = 1 

:FINALEA_11019
156@ = 3 

:FINALEA_11026
if 
  156@ == 3 
else_jump @FINALEA_11274 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2540.95 -1314.42 1028.79 cornerB 2529.24 -1333.21 1035.04 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2534.44 -1318.92 1031.17 radius 5.5 5.5 4.0 
else_jump @FINALEA_11192 
if 
  174@ == 0 
else_jump @FINALEA_11185 
if 
   not Actor.Dead(86@)
else_jump @FINALEA_11185 
0085: 109@ = 86@ // (int) 
gosub @FINALEA_31890 
174@ = 1 

:FINALEA_11185
156@ = 4 

:FINALEA_11192
if 
  174@ == 0 
else_jump @FINALEA_11274 
if 
   not Actor.Dead(86@)
else_jump @FINALEA_11274 
if 
051A:   actor 86@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEA_11274 
0085: 109@ = 86@ // (int) 
gosub @FINALEA_31890 
174@ = 1 
156@ = 4 

:FINALEA_11274
if 
  156@ == 4 
else_jump @FINALEA_11408 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2527.18 -1304.24 1027.0 radius 6.0 6.0 5.0 
   Actor.Dead(88@)
else_jump @FINALEA_11408 
if 
  175@ == 0 
else_jump @FINALEA_11401 
if 
   not Actor.Dead(87@)
else_jump @FINALEA_11401 
0085: 109@ = 87@ // (int) 
gosub @FINALEA_31890 
175@ = 1 

:FINALEA_11401
156@ = 5 

:FINALEA_11408
if 
  156@ == 5 
else_jump @FINALEA_12191 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2529.33 -1308.3 1027.55 cornerB 2537.78 -1272.14 1035.76 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 2522.87 -1299.61 cornerB 2529.85 -1287.66 
else_jump @FINALEA_12191 
if 
  163@ == 0 
else_jump @FINALEA_11605 
if 
   not Actor.Dead(75@)
else_jump @FINALEA_11605 
0085: 109@ = 75@ // (int) 
111@ = 2540.859 
112@ = -1287.161 
113@ = 1030.419 
117@ = 1500 
121@ = 90.0 
gosub @FINALEA_31973 
163@ = 1 

:FINALEA_11605
if 
  164@ == 0 
else_jump @FINALEA_11709 
if 
   not Actor.Dead(76@)
else_jump @FINALEA_11709 
0085: 109@ = 76@ // (int) 
111@ = 2556.854 
112@ = -1287.161 
113@ = 1030.419 
117@ = 2000 
121@ = 90.0 
gosub @FINALEA_31973 
164@ = 1 

:FINALEA_11709
if 
  165@ == 0 
else_jump @FINALEA_11813 
if 
   not Actor.Dead(77@)
else_jump @FINALEA_11813 
0085: 109@ = 77@ // (int) 
111@ = 2556.854 
112@ = -1300.628 
113@ = 1030.419 
117@ = 1200 
121@ = 90.0 
gosub @FINALEA_32214 
165@ = 1 

:FINALEA_11813
if 
  161@ == 0 
else_jump @FINALEA_11869 
if 
   not Actor.Dead(73@)
else_jump @FINALEA_11869 
0085: 109@ = 73@ // (int) 
gosub @FINALEA_31697 
161@ = 1 

:FINALEA_11869
if 
  162@ == 0 
else_jump @FINALEA_11925 
if 
   not Actor.Dead(74@)
else_jump @FINALEA_11925 
0085: 109@ = 74@ // (int) 
gosub @FINALEA_31697 
162@ = 1 

:FINALEA_11925
if 
  171@ == 0 
else_jump @FINALEA_11981 
if 
   not Actor.Dead(83@)
else_jump @FINALEA_11981 
0085: 109@ = 83@ // (int) 
gosub @FINALEA_31697 
171@ = 1 

:FINALEA_11981
if 
  166@ == 0 
else_jump @FINALEA_12037 
if 
   not Actor.Dead(78@)
else_jump @FINALEA_12037 
0085: 109@ = 78@ // (int) 
gosub @FINALEA_31653 
166@ = 1 

:FINALEA_12037
if 
  168@ == 0 
else_jump @FINALEA_12086 
if 
   not Actor.Dead(80@)
else_jump @FINALEA_12086 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
168@ = 1 

:FINALEA_12086
if 
  169@ == 0 
else_jump @FINALEA_12135 
if 
   not Actor.Dead(81@)
else_jump @FINALEA_12135 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
169@ = 1 

:FINALEA_12135
if 
  170@ == 0 
else_jump @FINALEA_12184 
if 
   not Actor.Dead(82@)
else_jump @FINALEA_12184 
05E2: AS_actor 82@ kill_actor $PLAYER_ACTOR 
170@ = 1 

:FINALEA_12184
156@ = 6 

:FINALEA_12191
if 
  156@ == 6 
else_jump @FINALEA_12370 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2529.88 -1307.89 1027.0 cornerB 2538.32 -1277.63 1032.54 
else_jump @FINALEA_12370 
Actor.RemoveReferences(85@)
Actor.RemoveReferences(86@)
Actor.RemoveReferences(87@)
Actor.RemoveReferences(88@)
if 
  159@ == 0 
else_jump @FINALEA_12363 
if 
   not Actor.Dead(71@)
else_jump @FINALEA_12363 
0085: 109@ = 71@ // (int) 
111@ = 2560.055 
112@ = -1304.916 
113@ = 1030.43 
gosub @FINALEA_31604 
159@ = 1 

:FINALEA_12363
156@ = 7 

:FINALEA_12370
if 
  156@ == 7 
else_jump @FINALEA_12443 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2546.43 -1277.49 1027.0 cornerB 2568.06 -1310.79 1032.54 
else_jump @FINALEA_12443 
156@ = 8 

:FINALEA_12443
if or
  156@ == 8 
  180@ > 6 
else_jump @FINALEA_12531 
if 
  152@ == 0 
else_jump @FINALEA_12531 
if 
   not Car.Wrecked(57@)
else_jump @FINALEA_12531 
Car.LockInCurrentPosition(57@) = False
05EB: assign_car 57@ to_path 287 
33@ = 0 
152@ = 1 

:FINALEA_12531
if 
  152@ == 1 
else_jump @FINALEA_12639 
if or
0716:   object_model #CJ_WIN_POP2 in_object_group_at 2561.811 -1279.639 1032.128 radius 10.0 destroyed 1 1 
  33@ > 250 
else_jump @FINALEA_12639 
064F: remove_references_to_particle 102@ 
03D7: set_wav 3 location 2557.88 -1288.65 1031.91 
03D1: play_wav 3 
0723: break_object 101@ intensity 1 
152@ = 2 

:FINALEA_12639
if 
  152@ == 2 
else_jump @FINALEA_12744 
if 
   not Car.Wrecked(57@)
else_jump @FINALEA_12744 
if 
860E:   not car 57@ assigned_to_path 
else_jump @FINALEA_12744 
if 
   not Actor.Dead(64@)
else_jump @FINALEA_12713 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 

:FINALEA_12713
if 
   not Actor.Dead(65@)
else_jump @FINALEA_12737 
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 

:FINALEA_12737
152@ = 3 

:FINALEA_12744
if 
  163@ == 1 
else_jump @FINALEA_12872 
if 
   not Actor.Dead(75@)
else_jump @FINALEA_12872 
if or
051A:   actor 75@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 75@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
else_jump @FINALEA_12872 
if 
   not Actor.Dead(75@)
else_jump @FINALEA_12860 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
163@ = 2 
jump @FINALEA_12872 

:FINALEA_12860
Actor.RemoveReferences(75@)
163@ = 2 

:FINALEA_12872
if 
  164@ == 1 
else_jump @FINALEA_13000 
if 
   not Actor.Dead(76@)
else_jump @FINALEA_13000 
if or
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 76@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
else_jump @FINALEA_13000 
if 
   not Actor.Dead(76@)
else_jump @FINALEA_12988 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
164@ = 2 
jump @FINALEA_13000 

:FINALEA_12988
Actor.RemoveReferences(76@)
164@ = 2 

:FINALEA_13000
if 
  165@ == 1 
else_jump @FINALEA_13128 
if 
   not Actor.Dead(77@)
else_jump @FINALEA_13128 
if or
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 77@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEA_13128 
if 
   not Actor.Dead(77@)
else_jump @FINALEA_13116 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
165@ = 2 
jump @FINALEA_13128 

:FINALEA_13116
Actor.RemoveReferences(77@)
165@ = 2 

:FINALEA_13128
if 
  159@ == 1 
else_jump @FINALEA_13181 
if 
   Actor.Dead(71@)
else_jump @FINALEA_13181 
Actor.RemoveReferences(71@)
180@ += 1 
159@ = 2 

:FINALEA_13181
if 
  161@ == 1 
else_jump @FINALEA_13234 
if 
   Actor.Dead(73@)
else_jump @FINALEA_13234 
Actor.RemoveReferences(73@)
180@ += 1 
161@ = 2 

:FINALEA_13234
if 
  162@ == 1 
else_jump @FINALEA_13287 
if 
   Actor.Dead(74@)
else_jump @FINALEA_13287 
Actor.RemoveReferences(74@)
180@ += 1 
162@ = 2 

:FINALEA_13287
if or
  163@ == 1 
  163@ == 2 
else_jump @FINALEA_13347 
if 
   Actor.Dead(75@)
else_jump @FINALEA_13347 
Actor.RemoveReferences(75@)
180@ += 1 
163@ = 3 

:FINALEA_13347
if or
  164@ == 1 
  164@ == 2 
else_jump @FINALEA_13407 
if 
   Actor.Dead(76@)
else_jump @FINALEA_13407 
Actor.RemoveReferences(76@)
180@ += 1 
164@ = 3 

:FINALEA_13407
if or
  165@ == 1 
  165@ == 2 
else_jump @FINALEA_13467 
if 
   Actor.Dead(77@)
else_jump @FINALEA_13467 
Actor.RemoveReferences(77@)
180@ += 1 
165@ = 3 

:FINALEA_13467
if 
  166@ == 1 
else_jump @FINALEA_13520 
if 
   Actor.Dead(78@)
else_jump @FINALEA_13520 
Actor.RemoveReferences(78@)
180@ += 1 
166@ = 2 

:FINALEA_13520
if 
  168@ == 1 
else_jump @FINALEA_13573 
if 
   Actor.Dead(80@)
else_jump @FINALEA_13573 
Actor.RemoveReferences(80@)
180@ += 1 
168@ = 2 

:FINALEA_13573
if 
  169@ == 1 
else_jump @FINALEA_13626 
if 
   Actor.Dead(81@)
else_jump @FINALEA_13626 
Actor.RemoveReferences(81@)
180@ += 1 
169@ = 2 

:FINALEA_13626
if 
  170@ == 1 
else_jump @FINALEA_13679 
if 
   Actor.Dead(82@)
else_jump @FINALEA_13679 
Actor.RemoveReferences(82@)
180@ += 1 
170@ = 2 

:FINALEA_13679
if 
  171@ == 1 
else_jump @FINALEA_13732 
if 
   Actor.Dead(83@)
else_jump @FINALEA_13732 
Actor.RemoveReferences(83@)
180@ += 1 
171@ = 2 

:FINALEA_13732
if 
  153@ == 0 
else_jump @FINALEA_13785 
if 
   Actor.Dead(64@)
else_jump @FINALEA_13785 
Actor.RemoveReferences(64@)
180@ += 1 
153@ = 1 

:FINALEA_13785
if 
  179@ == 0 
else_jump @FINALEA_13838 
if 
   Actor.Dead(65@)
else_jump @FINALEA_13838 
Actor.RemoveReferences(65@)
180@ += 1 
179@ = 1 

:FINALEA_13838
if 
  180@ > 8 
else_jump @FINALEA_14784 
if 
  156@ == 8 
else_jump @FINALEA_14784 
if 
  181@ == 0 
else_jump @FINALEA_14784 
if 
03CA:   object 100@ exists 
else_jump @FINALEA_14784 
if 
  182@ == 0 
else_jump @FINALEA_14404 
85@ = Actor.Create(Mission1, #BALLAS2, 2571.635, -1302.189, 1030.427)
Actor.Angle(85@) = 84.9134
060B: set_actor 85@ decision_maker_to 49@ 
01B2: give_actor 85@ weapon 29 ammo 99999 // Load the weapon model before using this 
0605: actor 85@ perform_animation_sequence "ROADCROSS" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0860: link_actor 85@ to_interior 2 
Actor.WeaponAccuracy(85@) = 80
Actor.Health(85@) = 150
08AF: set_actor 85@ max_health_to 150 
173@ = 0 
86@ = Actor.Create(Mission1, #BALLAS1, 2570.398, -1299.233, 1030.427)
Actor.Angle(86@) = 119.2958
060B: set_actor 86@ decision_maker_to 47@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 86@ to_interior 2 
Actor.Health(86@) = 200
08AF: set_actor 86@ max_health_to 200 
174@ = 0 
87@ = Actor.Create(Mission1, #LSV1, 2566.899, -1290.145, 1030.43)
Actor.Angle(87@) = 180.0082
060B: set_actor 87@ decision_maker_to 47@ 
01B2: give_actor 87@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 87@ to_interior 2 
Actor.Health(87@) = 200
08AF: set_actor 87@ max_health_to 200 
175@ = 0 
88@ = Actor.Create(Mission1, #BALLAS2, 2570.637, -1286.841, 1030.43)
Actor.Angle(88@) = 182.7895
060B: set_actor 88@ decision_maker_to 47@ 
01B2: give_actor 88@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
Actor.Health(88@) = 200
08AF: set_actor 88@ max_health_to 200 
176@ = 0 
84@ = Actor.Create(Mission1, #BALLAS2, 2569.728, -1284.528, 1030.43)
Actor.Angle(84@) = 168.4302
060B: set_actor 84@ decision_maker_to 47@ 
01B2: give_actor 84@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 84@ to_interior 2 
Actor.Health(84@) = 200
08AF: set_actor 84@ max_health_to 200 
172@ = 0 
182@ = 1 
097B: play_audio_at_object 100@ event 1035 

:FINALEA_14404
if 
034E: move_object 100@ to 2565.814 -1303.566 1035.362 speed 0.0 0.0 0.15 flag 0 
else_jump @FINALEA_14784 
097B: play_audio_at_object 100@ event 1036 
156@ = 9 
if 
  173@ == 0 
else_jump @FINALEA_14553 
if 
   not Actor.Dead(85@)
else_jump @FINALEA_14553 
0085: 109@ = 85@ // (int) 
111@ = 2564.186 
112@ = -1301.676 
113@ = 1030.43 
gosub @FINALEA_31604 
173@ = 1 

:FINALEA_14553
if 
  174@ == 0 
else_jump @FINALEA_14609 
if 
   not Actor.Dead(86@)
else_jump @FINALEA_14609 
0085: 109@ = 86@ // (int) 
gosub @FINALEA_31653 
174@ = 1 

:FINALEA_14609
if 
  172@ == 0 
else_jump @FINALEA_14665 
if 
   not Actor.Dead(84@)
else_jump @FINALEA_14665 
0085: 109@ = 84@ // (int) 
gosub @FINALEA_31653 
172@ = 1 

:FINALEA_14665
if 
  175@ == 0 
else_jump @FINALEA_14721 
if 
   not Actor.Dead(87@)
else_jump @FINALEA_14721 
0085: 109@ = 87@ // (int) 
gosub @FINALEA_31653 
175@ = 1 

:FINALEA_14721
if 
  176@ == 0 
else_jump @FINALEA_14777 
if 
   not Actor.Dead(88@)
else_jump @FINALEA_14777 
0085: 109@ = 88@ // (int) 
gosub @FINALEA_31653 
176@ = 1 

:FINALEA_14777
181@ = 1 

:FINALEA_14784
if 
  156@ == 9 
else_jump @FINALEA_14973 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2566.14 -1307.43 1027.0 cornerB 2580.06 -1279.36 1034.16 
else_jump @FINALEA_14973 
if 
  172@ == 1 
else_jump @FINALEA_14966 
if 
   not Actor.Dead(84@)
else_jump @FINALEA_14966 
0085: 109@ = 84@ // (int) 
111@ = 2575.565 
112@ = -1284.965 
113@ = 1030.427 
118@ = 2575.513 
119@ = -1303.242 
120@ = 1036.781 
gosub @FINALEA_31735 
172@ = 2 

:FINALEA_14966
156@ = 10 

:FINALEA_14973
if 
  156@ == 10 
else_jump @FINALEA_15360 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.98 -1307.44 1034.5 cornerB 2583.49 -1298.94 1039.3 
else_jump @FINALEA_15360 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Marker.Disable(130@)
040D: unload_wav 3 
Actor.PutAt($PLAYER_ACTOR, 2575.036, -1305.741, 1036.781)
Actor.Angle($PLAYER_ACTOR) = 273.5172
Actor.DestroyInstantly(77@)
Actor.DestroyInstantly(78@)
Actor.DestroyInstantly(80@)
Actor.DestroyInstantly(81@)
Actor.DestroyInstantly(82@)
Actor.DestroyInstantly(83@)
Actor.DestroyInstantly(71@)
Actor.DestroyInstantly(73@)
Actor.DestroyInstantly(74@)
Actor.DestroyInstantly(75@)
Actor.DestroyInstantly(76@)
Actor.DestroyInstantly(77@)
Actor.DestroyInstantly(78@)
Actor.DestroyInstantly(80@)
Actor.DestroyInstantly(81@)
Actor.DestroyInstantly(82@)
Actor.DestroyInstantly(83@)
Actor.DestroyInstantly(64@)
Actor.DestroyInstantly(65@)
Car.Destroy(57@)
Actor.DestroyInstantly(84@)
Actor.DestroyInstantly(85@)
Actor.DestroyInstantly(86@)
Actor.DestroyInstantly(87@)
Actor.DestroyInstantly(88@)
Object.Destroy(100@)
Model.Destroy(#SWAT)
Model.Destroy(#SWATVAN)
Model.Destroy(#AK47)
Model.Destroy(#MP5LNG)
Model.Destroy(#BALLAS1)
Model.Destroy(#BALLAS2)
Model.Destroy(#LSV1)
Model.Destroy(#IMCOMPMOVEDR1_LAS)
Camera.SetPosition(2579.686, -1310.002, 1037.224, 0.0, 0.0, 0.0)
Camera.PointAt(2579.736, -1309.022, 1037.418, 2)
00BA: show_text_styled GXT 'RM4_18' time 1000 style 2  // Stockwerk 2: Drogenlabor
wait 1000 
05D3: AS_actor $PLAYER_ACTOR goto_point 2580.091 -1305.649 1036.773 mode 4 4000 ms // versionA 
156@ = 11 

:FINALEA_15360
if 
  156@ == 11 
else_jump @FINALEA_17177 
if 
00F0:   actor $PLAYER_ACTOR 0 near_point 2580.091 -1305.649 radius 3.0 3.0 stopped_on_foot 
else_jump @FINALEA_17177 
018A: 130@ = create_checkpoint_at 2521.52 -1301.89 1047.37 
08DC: create_interior_marker 130@ at 2540.83 -1304.05 radius 1.0 
Model.Load(#BMYCG)
Model.Load(#HMYCM)
Model.Load(#SFR1)
Model.Load(#M4)
Model.Load(#COLT45)
Model.Load(#BARREL4)
038B: load_requested_models 

:FINALEA_15488
if or
   not Model.Available(#BMYCG)
   not Model.Available(#HMYCM)
   not Model.Available(#SFR1)
   not Model.Available(#M4)
else_jump @FINALEA_15530 
wait 0 
jump @FINALEA_15488 

:FINALEA_15530
if or
   not Model.Available(#COLT45)
   not Model.Available(#BARREL4)
else_jump @FINALEA_15562 
wait 0 
jump @FINALEA_15530 

:FINALEA_15562
134@ = Pickup.Create(#BODYARMOUR, 3, 2580.953, -1285.117, 1044.173)
138@ = Pickup.Create(#HEALTH, 3, 2528.456, -1282.385, 1048.337)
96@ = Object.Create(#BARREL4, 2560.309, -1290.702, 1043.133)
0875: unknown_object 96@ flag 1 
035D: set_object 96@ targetable 1 
97@ = Object.Create(#BARREL4, 2540.467, -1306.681, 1047.297)
0875: unknown_object 97@ flag 1 
035D: set_object 97@ targetable 1 
98@ = Object.Create(#BARREL4, 2545.491, -1296.284, 1043.13)
0875: unknown_object 98@ flag 1 
035D: set_object 98@ targetable 1 
99@ = Object.Create(#BARREL4, 2538.171, -1289.806, 1043.133)
0875: unknown_object 99@ flag 1 
035D: set_object 99@ targetable 1 
71@ = Actor.Create(Mission1, #SFR1, 2580.809, -1285.65, 1043.133)
Actor.Angle(71@) = 178.4956
060B: set_actor 71@ decision_maker_to 47@ 
01B2: give_actor 71@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 71@ to_interior 2 
Actor.Health(71@) = 150
08AF: set_actor 71@ max_health_to 150 
159@ = 0 
72@ = Actor.Create(Mission1, #SFR1, 2574.736, -1295.861, 1043.133)
Actor.Angle(72@) = 183.0452
060B: set_actor 72@ decision_maker_to 47@ 
01B2: give_actor 72@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 72@ weapon_skill_to 2 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0860: link_actor 72@ to_interior 2 
060F: set_actor 72@ melee_accuracy_to 10.0 
Actor.WeaponAccuracy(72@) = 60
160@ = 0 
73@ = Actor.Create(Mission1, #HMYCM, 2561.648, -1300.648, 1043.17)
Actor.Angle(73@) = 270.0
060B: set_actor 73@ decision_maker_to 47@ 
01B2: give_actor 73@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 73@ to_interior 2 
Actor.SetImmunities(73@, 0, 0, 1, 0, 0)
Actor.Health(73@) = 200
08AF: set_actor 73@ max_health_to 200 
161@ = 0 
74@ = Actor.Create(Mission1, #BMYCG, 2545.648, -1300.648, 1043.17)
Actor.Angle(74@) = 270.0
060B: set_actor 74@ decision_maker_to 47@ 
01B2: give_actor 74@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 74@ to_interior 2 
Actor.SetImmunities(74@, 0, 0, 1, 0, 0)
Actor.Health(74@) = 200
08AF: set_actor 74@ max_health_to 200 
07DD: set_actor 74@ temper_to 70 // see pedstats.dat 
162@ = 0 
75@ = Actor.Create(Mission1, #HMYCM, 2538.348, -1287.148, 1043.133)
Actor.Angle(75@) = 270.0
060B: set_actor 75@ decision_maker_to 47@ 
01B2: give_actor 75@ weapon 31 ammo 99999 // Load the weapon model before using this 
Actor.SetImmunities(75@, 0, 0, 1, 0, 0)
0860: link_actor 75@ to_interior 2 
Actor.Health(75@) = 200
08AF: set_actor 75@ max_health_to 200 
163@ = 0 
76@ = Actor.Create(Mission1, #BMYCG, 2553.648, -1287.148, 1043.133)
Actor.Angle(76@) = 270.0
060B: set_actor 76@ decision_maker_to 47@ 
01B2: give_actor 76@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 76@ to_interior 2 
Actor.Health(76@) = 200
08AF: set_actor 76@ max_health_to 200 
07DD: set_actor 76@ temper_to 60 // see pedstats.dat 
164@ = 0 
wait 250 
77@ = Actor.Create(Mission1, #HMYCM, 2552.748, -1304.36, 1043.133)
Actor.Angle(77@) = 87.8604
060B: set_actor 77@ decision_maker_to 47@ 
01B2: give_actor 77@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 77@ weapon_skill_to 2 
0860: link_actor 77@ to_interior 2 
Actor.Health(77@) = 200
08AF: set_actor 77@ max_health_to 200 
07DD: set_actor 77@ temper_to 80 // see pedstats.dat 
165@ = 0 
79@ = Actor.Create(Mission1, #HMYCM, 2555.851, -1296.115, 1043.13)
Actor.Angle(79@) = 348.0356
060B: set_actor 79@ decision_maker_to 47@ 
01B2: give_actor 79@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 79@ weapon_skill_to 2 
0860: link_actor 79@ to_interior 2 
Actor.SetImmunities(79@, 0, 0, 1, 0, 0)
Actor.Health(79@) = 200
08AF: set_actor 79@ max_health_to 200 
Actor.WeaponAccuracy(79@) = 80
167@ = 0 
80@ = Actor.Create(Mission1, #BMYCG, 2542.606, -1296.096, 1043.133)
Actor.Angle(80@) = 353.9691
060B: set_actor 80@ decision_maker_to 47@ 
01B2: give_actor 80@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 80@ to_interior 2 
Actor.Health(80@) = 200
08AF: set_actor 80@ max_health_to 200 
168@ = 0 
81@ = Actor.Create(Mission1, #HMYCM, 2552.924, -1290.878, 1043.133)
Actor.Angle(81@) = 187.0611
060B: set_actor 81@ decision_maker_to 47@ 
01B2: give_actor 81@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 81@ to_interior 2 
Actor.Health(81@) = 200
08AF: set_actor 81@ max_health_to 200 
Actor.WeaponAccuracy(81@) = 70
169@ = 0 
83@ = Actor.Create(Mission1, #BMYCG, 2550.059, -1281.248, 1043.133)
Actor.Angle(83@) = 230.8361
060B: set_actor 83@ decision_maker_to 47@ 
01B2: give_actor 83@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 83@ to_interior 2 
Actor.Health(83@) = 200
08AF: set_actor 83@ max_health_to 200 
07DD: set_actor 83@ temper_to 80 // see pedstats.dat 
171@ = 0 
wait 250 
84@ = Actor.Create(Mission1, #BMYCG, 2531.906, -1283.062, 1047.297)
Actor.Angle(84@) = 233.2448
060B: set_actor 84@ decision_maker_to 47@ 
01B2: give_actor 84@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 84@ to_interior 2 
Actor.Health(84@) = 200
08AF: set_actor 84@ max_health_to 200 
Actor.WeaponAccuracy(84@) = 50
172@ = 0 
85@ = Actor.Create(Mission1, #BMYCG, 2548.977, -1282.426, 1047.297)
Actor.Angle(85@) = 234.0824
060B: set_actor 85@ decision_maker_to 47@ 
01B2: give_actor 85@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 85@ weapon_skill_to 2 
0860: link_actor 85@ to_interior 2 
Actor.Health(85@) = 200
08AF: set_actor 85@ max_health_to 200 
173@ = 0 
86@ = Actor.Create(Mission1, #BMYCG, 2530.035, -1293.182, 1047.36)
Actor.Angle(86@) = 268.475
060B: set_actor 86@ decision_maker_to 47@ 
01B2: give_actor 86@ weapon 31 ammo 99999 // Load the weapon model before using this 
Actor.Health(86@) = 200
08AF: set_actor 86@ max_health_to 200 
0860: link_actor 86@ to_interior 2 
Actor.WeaponAccuracy(86@) = 80
174@ = 0 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_23' time 7000 flag 1  // ~s~Bahne dir einen Weg ins ~y~3. Stockwerk~s~.
147@ = 3 
157@ = 1 
156@ = 12 

:FINALEA_17177
if 
  147@ == 3 
else_jump @FINALEA_21863 
if 
  157@ == 1 
else_jump @FINALEA_17324 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2576.3 -1299.12 1039.71 cornerB 2584.46 -1281.22 1046.6 
else_jump @FINALEA_17324 
if 
  159@ == 0 
else_jump @FINALEA_17317 
if 
   not Actor.Dead(71@)
else_jump @FINALEA_17317 
0085: 109@ = 71@ // (int) 
gosub @FINALEA_31697 
159@ = 1 

:FINALEA_17317
157@ = 2 

:FINALEA_17324
if 
  160@ == 0 
else_jump @FINALEA_17400 
if 
   not Actor.Dead(72@)
else_jump @FINALEA_17400 
if or
0364:   actor 72@ spotted_actor $PLAYER_ACTOR 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEA_17400 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
160@ = 1 

:FINALEA_17400
if 
  157@ == 2 
else_jump @FINALEA_18351 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2571.502 -1311.993 1041.858 cornerB 2560.806 -1276.365 1046.727 
else_jump @FINALEA_18351 
if 
  159@ == 0 
else_jump @FINALEA_17501 
Actor.RemoveReferences(71@)
Actor.RemoveReferences(72@)
159@ = 1 

:FINALEA_17501
if 
  161@ == 0 
else_jump @FINALEA_17605 
if 
   not Actor.Dead(73@)
else_jump @FINALEA_17605 
0085: 109@ = 73@ // (int) 
111@ = 2561.648 
112@ = -1300.648 
113@ = 1043.17 
117@ = 3000 
121@ = 270.0 
gosub @FINALEA_31973 
161@ = 1 

:FINALEA_17605
if 
  162@ == 0 
else_jump @FINALEA_17709 
if 
   not Actor.Dead(74@)
else_jump @FINALEA_17709 
0085: 109@ = 74@ // (int) 
111@ = 2545.648 
112@ = -1300.648 
113@ = 1043.17 
117@ = 1200 
121@ = 270.0 
gosub @FINALEA_31973 
162@ = 1 

:FINALEA_17709
if 
  163@ == 0 
else_jump @FINALEA_17813 
if 
   not Actor.Dead(75@)
else_jump @FINALEA_17813 
0085: 109@ = 75@ // (int) 
111@ = 2538.348 
112@ = -1287.148 
113@ = 1043.133 
117@ = 1500 
121@ = 270.0 
gosub @FINALEA_32214 
163@ = 1 

:FINALEA_17813
if 
  164@ == 0 
else_jump @FINALEA_17917 
if 
   not Actor.Dead(76@)
else_jump @FINALEA_17917 
0085: 109@ = 76@ // (int) 
111@ = 2553.648 
112@ = -1287.148 
113@ = 1043.133 
117@ = 2000 
121@ = 270.0 
gosub @FINALEA_32214 
164@ = 1 

:FINALEA_17917
if 
  165@ == 0 
else_jump @FINALEA_17966 
if 
   not Actor.Dead(77@)
else_jump @FINALEA_17966 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
165@ = 1 

:FINALEA_17966
if 
  167@ == 0 
else_jump @FINALEA_18015 
if 
   not Actor.Dead(79@)
else_jump @FINALEA_18015 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
167@ = 1 

:FINALEA_18015
if 
  168@ == 0 
else_jump @FINALEA_18071 
if 
   not Actor.Dead(80@)
else_jump @FINALEA_18071 
0085: 109@ = 80@ // (int) 
gosub @FINALEA_31653 
168@ = 1 

:FINALEA_18071
if 
  169@ == 0 
else_jump @FINALEA_18127 
if 
   not Actor.Dead(81@)
else_jump @FINALEA_18127 
0085: 109@ = 81@ // (int) 
gosub @FINALEA_31653 
168@ = 1 

:FINALEA_18127
if 
  171@ == 0 
else_jump @FINALEA_18176 
if 
   not Actor.Dead(83@)
else_jump @FINALEA_18176 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
171@ = 1 

:FINALEA_18176
if 
  172@ == 0 
else_jump @FINALEA_18232 
if 
   not Actor.Dead(84@)
else_jump @FINALEA_18232 
0085: 109@ = 84@ // (int) 
gosub @FINALEA_31653 
172@ = 1 

:FINALEA_18232
if 
  173@ == 0 
else_jump @FINALEA_18288 
if 
   not Actor.Dead(85@)
else_jump @FINALEA_18288 
0085: 109@ = 85@ // (int) 
gosub @FINALEA_31697 
173@ = 1 

:FINALEA_18288
if 
  174@ == 0 
else_jump @FINALEA_18344 
if 
   not Actor.Dead(86@)
else_jump @FINALEA_18344 
0085: 109@ = 86@ // (int) 
gosub @FINALEA_31697 
174@ = 1 

:FINALEA_18344
157@ = 3 

:FINALEA_18351
if 
  157@ == 3 
else_jump @FINALEA_20746 
if 
  161@ == 1 
else_jump @FINALEA_18497 
if 
   not Actor.Dead(73@)
else_jump @FINALEA_18497 
if 
051A:   actor 73@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEA_18497 
if or
   not Actor.Dead(73@)
0104:   actor 73@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
else_jump @FINALEA_18485 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
161@ = 2 
jump @FINALEA_18497 

:FINALEA_18485
Actor.RemoveReferences(73@)
161@ = 2 

:FINALEA_18497
if 
  162@ == 1 
else_jump @FINALEA_18625 
if 
   not Actor.Dead(74@)
else_jump @FINALEA_18625 
if or
051A:   actor 74@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 74@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
else_jump @FINALEA_18625 
if 
   not Actor.Dead(74@)
else_jump @FINALEA_18613 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 
162@ = 2 
jump @FINALEA_18625 

:FINALEA_18613
Actor.RemoveReferences(74@)
162@ = 2 

:FINALEA_18625
if 
  163@ == 1 
else_jump @FINALEA_18753 
if 
   not Actor.Dead(75@)
else_jump @FINALEA_18753 
if or
051A:   actor 75@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 75@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEA_18753 
if 
   not Actor.Dead(75@)
else_jump @FINALEA_18741 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
163@ = 2 
jump @FINALEA_18753 

:FINALEA_18741
Actor.RemoveReferences(75@)
163@ = 2 

:FINALEA_18753
if 
  164@ == 1 
else_jump @FINALEA_18876 
if 
   not Actor.Dead(76@)
else_jump @FINALEA_18876 
if or
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 76@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEA_18876 
if 
   not Actor.Dead(76@)
else_jump @FINALEA_18869 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
164@ = 2 
jump @FINALEA_18876 

:FINALEA_18869
164@ = 2 

:FINALEA_18876
if or
  161@ == 1 
  161@ == 2 
else_jump @FINALEA_18936 
if 
   Actor.Dead(73@)
else_jump @FINALEA_18936 
Actor.RemoveReferences(73@)
183@ += 1 
161@ = 3 

:FINALEA_18936
if or
  162@ == 1 
  162@ == 2 
else_jump @FINALEA_18996 
if 
   Actor.Dead(74@)
else_jump @FINALEA_18996 
Actor.RemoveReferences(74@)
183@ += 1 
162@ = 3 

:FINALEA_18996
if or
  163@ == 1 
  163@ == 2 
else_jump @FINALEA_19056 
if 
   Actor.Dead(75@)
else_jump @FINALEA_19056 
Actor.RemoveReferences(75@)
183@ += 1 
163@ = 3 

:FINALEA_19056
if or
  164@ == 1 
  164@ == 2 
else_jump @FINALEA_19116 
if 
   Actor.Dead(76@)
else_jump @FINALEA_19116 
Actor.RemoveReferences(76@)
183@ += 1 
164@ = 3 

:FINALEA_19116
if 
  165@ == 1 
else_jump @FINALEA_19169 
if 
   Actor.Dead(77@)
else_jump @FINALEA_19169 
Actor.RemoveReferences(77@)
183@ += 1 
165@ = 2 

:FINALEA_19169
if 
  168@ == 1 
else_jump @FINALEA_19222 
if 
   Actor.Dead(80@)
else_jump @FINALEA_19222 
Actor.RemoveReferences(80@)
183@ += 1 
168@ = 2 

:FINALEA_19222
if 
  169@ == 1 
else_jump @FINALEA_19275 
if 
   Actor.Dead(81@)
else_jump @FINALEA_19275 
Actor.RemoveReferences(81@)
183@ += 1 
169@ = 2 

:FINALEA_19275
if 
  171@ == 1 
else_jump @FINALEA_19328 
if 
   Actor.Dead(83@)
else_jump @FINALEA_19328 
Actor.RemoveReferences(83@)
183@ += 1 
171@ = 2 

:FINALEA_19328
if 
  172@ == 1 
else_jump @FINALEA_19381 
if 
   Actor.Dead(84@)
else_jump @FINALEA_19381 
Actor.RemoveReferences(84@)
183@ += 1 
172@ = 2 

:FINALEA_19381
if 
  173@ == 1 
else_jump @FINALEA_19434 
if 
   Actor.Dead(85@)
else_jump @FINALEA_19434 
Actor.RemoveReferences(85@)
183@ += 1 
173@ = 2 

:FINALEA_19434
if 
  174@ == 1 
else_jump @FINALEA_19487 
if 
   Actor.Dead(86@)
else_jump @FINALEA_19487 
Actor.RemoveReferences(86@)
183@ += 1 
174@ = 2 

:FINALEA_19487
if 
  184@ == 0 
else_jump @FINALEA_19868 
if 
  183@ > 5 
else_jump @FINALEA_19868 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2551.12 -1276.34 1046.55 cornerB 2543.07 -1287.63 1050.46 
else_jump @FINALEA_19868 
87@ = Actor.Create(Mission1, #SFR1, 2573.448, -1301.981, 1043.133)
Actor.Angle(87@) = 87.1597
060B: set_actor 87@ decision_maker_to 47@ 
01B2: give_actor 87@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 87@ to_interior 2 
Actor.Health(87@) = 200
08AF: set_actor 87@ max_health_to 200 
0085: 109@ = 87@ // (int) 
111@ = 2566.288 
112@ = -1301.637 
113@ = 1043.133 
118@ = 2565.74 
119@ = -1297.091 
120@ = 1043.133 
gosub @FINALEA_31735 
175@ = 1 
88@ = Actor.Create(Mission1, #SFR1, 2575.308, -1301.908, 1043.133)
Actor.Angle(88@) = 91.2377
060B: set_actor 88@ decision_maker_to 47@ 
01B2: give_actor 88@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
Actor.Health(88@) = 200
08AF: set_actor 88@ max_health_to 200 
0085: 109@ = 88@ // (int) 
111@ = 2566.984 
112@ = -1302.09 
113@ = 1043.133 
gosub @FINALEA_31604 
176@ = 1 
184@ = 1 

:FINALEA_19868
if 
  185@ == 0 
else_jump @FINALEA_20201 
if 
  183@ > 8 
else_jump @FINALEA_20201 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2566.09 -1301.26 1046.91 cornerB 2554.56 -1309.06 1050.0 
else_jump @FINALEA_20201 
89@ = Actor.Create(Mission1, #SFR1, 2527.271, -1305.648, 1047.297)
Actor.Angle(89@) = 269.5592
060B: set_actor 89@ decision_maker_to 47@ 
01B2: give_actor 89@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 89@ weapon_skill_to 2 
0860: link_actor 89@ to_interior 2 
0085: 109@ = 89@ // (int) 
111@ = 2542.317 
112@ = -1305.674 
113@ = 1047.297 
gosub @FINALEA_31604 
177@ = 1 
90@ = Actor.Create(Mission1, #SFR1, 2523.7, -1305.878, 1047.297)
Actor.Angle(90@) = 273.1955
060B: set_actor 90@ decision_maker_to 47@ 
01B2: give_actor 90@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 90@ weapon_skill_to 2 
0860: link_actor 90@ to_interior 2 
0085: 109@ = 90@ // (int) 
111@ = 2534.567 
112@ = -1305.547 
113@ = 1047.297 
gosub @FINALEA_31604 
178@ = 1 
185@ = 1 

:FINALEA_20201
if 
  175@ == 1 
else_jump @FINALEA_20254 
if 
   Actor.Dead(87@)
else_jump @FINALEA_20254 
Actor.RemoveReferences(87@)
183@ += 1 
175@ = 2 

:FINALEA_20254
if 
  176@ == 1 
else_jump @FINALEA_20307 
if 
   Actor.Dead(88@)
else_jump @FINALEA_20307 
Actor.RemoveReferences(88@)
183@ += 1 
176@ = 2 

:FINALEA_20307
if 
  177@ == 1 
else_jump @FINALEA_20360 
if 
   Actor.Dead(89@)
else_jump @FINALEA_20360 
Actor.RemoveReferences(89@)
183@ += 1 
177@ = 2 

:FINALEA_20360
if 
  178@ == 1 
else_jump @FINALEA_20413 
if 
   Actor.Dead(90@)
else_jump @FINALEA_20413 
Actor.RemoveReferences(90@)
183@ += 1 
178@ = 2 

:FINALEA_20413
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2522.35 -1309.65 1045.6 cornerB 2513.5 -1295.97 1050.32 
else_jump @FINALEA_20746 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Actor.PutAt($PLAYER_ACTOR, 2525.079, -1301.891, 1047.297)
Actor.Angle($PLAYER_ACTOR) = 89.7295
Actor.DestroyInstantly(71@)
Actor.DestroyInstantly(72@)
Actor.DestroyInstantly(73@)
Actor.DestroyInstantly(74@)
Actor.DestroyInstantly(75@)
Actor.DestroyInstantly(76@)
Actor.DestroyInstantly(77@)
Actor.DestroyInstantly(80@)
Actor.DestroyInstantly(81@)
Actor.DestroyInstantly(83@)
Actor.DestroyInstantly(84@)
Actor.DestroyInstantly(85@)
Actor.DestroyInstantly(86@)
Actor.DestroyInstantly(87@)
Actor.DestroyInstantly(88@)
Actor.DestroyInstantly(89@)
Actor.DestroyInstantly(90@)
Object.Destroy(96@)
Object.Destroy(97@)
Object.Destroy(98@)
Object.Destroy(99@)
Model.Destroy(#BMYCG)
Model.Destroy(#WFYCRK)
Model.Destroy(#HMYCM)
Model.Destroy(#SFR1)
Model.Destroy(#M4)
Model.Destroy(#COLT45)
Model.Destroy(#BARREL4)
Camera.SetPosition(2520.282, -1306.363, 1047.599, 0.0, 0.0, 0.0)
Camera.PointAt(2520.3, -1305.388, 1047.823, 2)
00BA: show_text_styled GXT 'RM4_19' time 1000 style 2  // Stockwerk 3: Ballas Lounge
wait 1000 
05D3: AS_actor $PLAYER_ACTOR goto_point 2520.025 -1301.845 1047.289 mode 4 5000 ms // versionA 
157@ = 4 

:FINALEA_20746
if 
  157@ == 4 
else_jump @FINALEA_21863 
if 
00F0:   actor $PLAYER_ACTOR 0 near_point 2520.025 -1301.845 radius 3.0 3.0 stopped_on_foot 
else_jump @FINALEA_21863 
Model.Load(#BALLAS3)
Model.Load(#MAFFA)
Model.Load(#LSV2)
Model.Load(#MICRO_UZI)
Model.Load(#CHROMEGUN)
Model.Load(#BFYRI)
04ED: load_animation "STRIP" 
Model.Load(#SBFYSTR)
038B: load_requested_models 

:FINALEA_20844
if or
   not Model.Available(#BALLAS3)
   not Model.Available(#MAFFA)
   not Model.Available(#LSV2)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#CHROMEGUN)
else_jump @FINALEA_20888 
wait 0 
jump @FINALEA_20844 

:FINALEA_20888
if or
   not Model.Available(#BFYRI)
84EE:   not animation "STRIP" loaded 
   not Model.Available(#SBFYSTR)
else_jump @FINALEA_20928 
wait 0 
jump @FINALEA_20888 

:FINALEA_20928
135@ = Pickup.Create(#BODYARMOUR, 3, 2520.4, -1281.287, 1054.681)
wait 250 
89@ = Actor.Create(Mission1, #BALLAS3, 2520.891, -1281.763, 1053.681)
Actor.Angle(89@) = 180.628
060B: set_actor 89@ decision_maker_to 47@ 
01B2: give_actor 89@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 89@ weapon_skill_to 2 
0860: link_actor 89@ to_interior 2 
177@ = 0 
71@ = Actor.Create(Mission1, #LSV2, 2529.813, -1285.063, 1053.641)
Actor.Angle(71@) = 182.0171
060B: set_actor 71@ decision_maker_to 47@ 
01B2: give_actor 71@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 71@ to_interior 2 
Actor.WeaponAccuracy(71@) = 50
159@ = 0 
72@ = Actor.Create(Mission1, #BALLAS3, 2529.92, -1286.83, 1053.641)
Actor.Angle(72@) = 358.5364
060B: set_actor 72@ decision_maker_to 47@ 
01B2: give_actor 72@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 72@ weapon_skill_to 2 
0860: link_actor 72@ to_interior 2 
Actor.WeaponAccuracy(72@) = 50
160@ = 0 
0677: AS_actor 72@ chat_with_actor 71@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 71@ chat_with_actor 72@ lead_speaker_flag 0 unknown_flag 1 
91@ = Actor.Create(Mission1, #BFYRI, 2537.15, -1288.125, 1053.641)
Actor.Angle(91@) = 280.1631
060B: set_actor 91@ decision_maker_to 47@ 
Actor.Health(91@) = 1
73@ = Actor.Create(Mission1, #MAFFA, 2540.364, -1287.553, 1053.647)
Actor.Angle(73@) = 89.793
060B: set_actor 73@ decision_maker_to 47@ 
01B2: give_actor 73@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 73@ weapon_skill_to 2 
0860: link_actor 73@ to_interior 2 
Actor.WeaponAccuracy(73@) = 30
Actor.Health(73@) = 200
08AF: set_actor 73@ max_health_to 200 
161@ = 0 
74@ = Actor.Create(Mission1, #LSV2, 2537.074, -1287.274, 1053.681)
Actor.Angle(74@) = 265.803
060B: set_actor 74@ decision_maker_to 47@ 
01B2: give_actor 74@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 74@ to_interior 2 
Actor.SetImmunities(74@, 0, 0, 1, 0, 0)
Actor.Health(74@) = 150
08AF: set_actor 74@ max_health_to 150 
162@ = 0 
75@ = Actor.Create(Mission1, #BALLAS3, 2542.226, -1294.381, 1053.641)
Actor.Angle(75@) = 89.8814
060B: set_actor 75@ decision_maker_to 47@ 
01B2: give_actor 75@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 75@ weapon_skill_to 2 
0860: link_actor 75@ to_interior 2 
06B0: AS_actor 75@ sit_down 400000 ms 
Actor.WeaponAccuracy(75@) = 30
Actor.Health(75@) = 200
08AF: set_actor 75@ max_health_to 200 
163@ = 0 
wait 250 
77@ = Actor.Create(Mission1, #LSV2, 2539.477, -1303.431, 1053.641)
Actor.Angle(77@) = 10.5492
060B: set_actor 77@ decision_maker_to 47@ 
01B2: give_actor 77@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 77@ weapon_skill_to 2 
0860: link_actor 77@ to_interior 2 
Actor.Health(77@) = 150
08AF: set_actor 77@ max_health_to 150 
165@ = 0 
78@ = Actor.Create(Mission1, #MAFFA, 2533.962, -1306.916, 1053.641)
Actor.Angle(78@) = 338.7091
060B: set_actor 78@ decision_maker_to 47@ 
01B2: give_actor 78@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 78@ weapon_skill_to 2 
0860: link_actor 78@ to_interior 2 
Actor.Health(78@) = 200
08AF: set_actor 78@ max_health_to 200 
166@ = 0 
Marker.Disable(130@)
018A: 130@ = create_checkpoint_at 2579.0 -1284.0 1054.686 
08DC: create_interior_marker 130@ at 2540.83 -1304.05 radius 1.0 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_21' time 5000 flag 1  // ~s~Bahne dir einen Weg ins ~y~4. Stockwerk~s~.
147@ = 4 
158@ = 1 
157@ = 5 

:FINALEA_21863
if 
  147@ == 4 
else_jump @FINALEA_27576 
if 
  158@ == 1 
else_jump @FINALEA_22010 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2520.23 -1293.09 1051.49 radius 6.0 6.0 5.0 
else_jump @FINALEA_22010 
if 
  177@ == 0 
else_jump @FINALEA_22003 
if 
   not Actor.Dead(89@)
else_jump @FINALEA_22003 
0085: 109@ = 89@ // (int) 
gosub @FINALEA_31697 
177@ = 1 

:FINALEA_22003
158@ = 2 

:FINALEA_22010
if 
  158@ == 2 
else_jump @FINALEA_22229 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2522.32 -1293.64 1052.5 cornerB 2532.41 -1273.44 1055.89 
else_jump @FINALEA_22146 
32@ = 0 
if 
  160@ == 0 
else_jump @FINALEA_22132 
if 
   not Actor.Dead(72@)
else_jump @FINALEA_22132 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
160@ = 1 

:FINALEA_22132
158@ = 3 
jump @FINALEA_22229 

:FINALEA_22146
if or
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEA_22229 
if 
  160@ == 0 
else_jump @FINALEA_22222 
if 
   not Actor.Dead(72@)
else_jump @FINALEA_22222 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
160@ = 1 

:FINALEA_22222
158@ = 3 

:FINALEA_22229
if 
  158@ == 3 
else_jump @FINALEA_22322 
if 
  32@ > 250 
else_jump @FINALEA_22322 
if 
  159@ == 0 
else_jump @FINALEA_22315 
if 
   not Actor.Dead(71@)
else_jump @FINALEA_22315 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
159@ = 1 

:FINALEA_22315
158@ = 4 

:FINALEA_22322
if 
  158@ == 4 
else_jump @FINALEA_22759 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2530.68 -1306.62 1052.16 cornerB 2542.05 -1275.19 1057.08 
else_jump @FINALEA_22759 
if 
   not Actor.Dead(91@)
else_jump @FINALEA_22449 
0085: 109@ = 91@ // (int) 
111@ = 2537.736 
112@ = -1306.448 
113@ = 1053.641 
gosub @FINALEA_32455 

:FINALEA_22449
if 
  161@ == 0 
else_jump @FINALEA_22542 
if 
   not Actor.Dead(73@)
else_jump @FINALEA_22542 
04EB: AS_actor 73@ crouch -1 
0085: 109@ = 73@ // (int) 
111@ = 2540.37 
112@ = -1280.79 
113@ = 1053.647 
gosub @FINALEA_31604 
161@ = 1 

:FINALEA_22542
if 
  162@ == 0 
else_jump @FINALEA_22591 
if 
   not Actor.Dead(74@)
else_jump @FINALEA_22591 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 
162@ = 1 

:FINALEA_22591
if 
  163@ == 0 
else_jump @FINALEA_22640 
if 
   not Actor.Dead(75@)
else_jump @FINALEA_22640 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
163@ = 1 

:FINALEA_22640
if 
  165@ == 0 
else_jump @FINALEA_22696 
if 
   not Actor.Dead(77@)
else_jump @FINALEA_22696 
0085: 109@ = 77@ // (int) 
gosub @FINALEA_31653 
165@ = 1 

:FINALEA_22696
if 
  166@ == 0 
else_jump @FINALEA_22752 
if 
   not Actor.Dead(78@)
else_jump @FINALEA_22752 
0085: 109@ = 78@ // (int) 
gosub @FINALEA_31697 
166@ = 1 

:FINALEA_22752
158@ = 5 

:FINALEA_22759
if 
  158@ == 5 
else_jump @FINALEA_23474 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2537.78 -1298.62 1055.1 radius 5.0 5.0 5.0 
else_jump @FINALEA_23474 
76@ = Actor.Create(Mission1, #MAFFA, 2545.193, -1302.545, 1053.647)
Actor.Angle(76@) = 359.6221
060B: set_actor 76@ decision_maker_to 47@ 
01B2: give_actor 76@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 76@ weapon_skill_to 2 
0860: link_actor 76@ to_interior 2 
Actor.Health(76@) = 150
08AF: set_actor 76@ max_health_to 150 
04EB: AS_actor 76@ crouch -1 
164@ = 0 
79@ = Actor.Create(Mission1, #BALLAS3, 2548.808, -1288.945, 1053.641)
Actor.Angle(79@) = 168.1978
060B: set_actor 79@ decision_maker_to 47@ 
01B2: give_actor 79@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 79@ weapon_skill_to 2 
Actor.WeaponAccuracy(79@) = 50
0860: link_actor 79@ to_interior 2 
Actor.Health(79@) = 150
08AF: set_actor 79@ max_health_to 150 
167@ = 0 
81@ = Actor.Create(Mission1, #LSV2, 2548.211, -1293.491, 1053.641)
Actor.Angle(81@) = 177.248
060B: set_actor 81@ decision_maker_to 47@ 
01B2: give_actor 81@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 81@ weapon_skill_to 2 
0860: link_actor 81@ to_interior 2 
Actor.Health(81@) = 150
08AF: set_actor 81@ max_health_to 150 
Actor.WeaponAccuracy(81@) = 30
169@ = 0 
82@ = Actor.Create(Mission1, #BALLAS3, 2548.473, -1295.834, 1053.647)
Actor.Angle(82@) = 6.5626
060B: set_actor 82@ decision_maker_to 47@ 
01B2: give_actor 82@ weapon 25 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(82@) = 30
0860: link_actor 82@ to_interior 2 
Actor.Health(82@) = 150
08AF: set_actor 82@ max_health_to 150 
170@ = 0 
88@ = Actor.Create(Mission1, #BALLAS3, 2568.735, -1294.134, 1053.681)
Actor.Angle(88@) = 270.3791
060B: set_actor 88@ decision_maker_to 47@ 
01B2: give_actor 88@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 88@ weapon_skill_to 2 
0860: link_actor 88@ to_interior 2 
02A9: set_actor 88@ immune_to_nonplayer 1 
Actor.Health(88@) = 150
08AF: set_actor 88@ max_health_to 150 
176@ = 0 
80@ = Actor.Create(Mission1, #BALLAS3, 2571.7, -1294.298, 1053.68)
Actor.Angle(80@) = 90.0
060B: set_actor 80@ decision_maker_to 47@ 
01B2: give_actor 80@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 80@ to_interior 2 
168@ = 0 
83@ = Actor.Create(Mission1, #MAFFA, 2571.802, -1289.591, 1053.641)
Actor.Angle(83@) = 90.3346
060B: set_actor 83@ decision_maker_to 47@ 
01B2: give_actor 83@ weapon 25 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(83@) = 50
0860: link_actor 83@ to_interior 2 
Actor.Health(83@) = 150
08AF: set_actor 83@ max_health_to 150 
171@ = 0 
158@ = 6 

:FINALEA_23474
if 
  158@ == 6 
else_jump @FINALEA_24207 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2543.87 -1308.98 1050.78 cornerB 2553.03 -1276.55 1059.5 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2543.88 -1304.9 1053.81 radius 3.0 3.0 3.0 
else_jump @FINALEA_24207 
Actor.DestroyInstantly(89@)
Actor.DestroyInstantly(71@)
Actor.DestroyInstantly(72@)
if 
  164@ == 0 
else_jump @FINALEA_23685 
if 
   not Actor.Dead(76@)
else_jump @FINALEA_23685 
04EB: AS_actor 76@ crouch -1 
0085: 109@ = 76@ // (int) 
111@ = 2545.238 
112@ = -1291.791 
113@ = 1053.641 
gosub @FINALEA_31604 
164@ = 1 

:FINALEA_23685
if 
  167@ == 0 
else_jump @FINALEA_23741 
if 
   not Actor.Dead(79@)
else_jump @FINALEA_23741 
0085: 109@ = 79@ // (int) 
gosub @FINALEA_31697 
167@ = 1 

:FINALEA_23741
if 
  169@ == 0 
else_jump @FINALEA_23827 
if 
   not Actor.Dead(81@)
else_jump @FINALEA_23827 
0085: 109@ = 81@ // (int) 
111@ = 2553.877 
112@ = -1292.145 
113@ = 1053.647 
gosub @FINALEA_31604 
169@ = 1 

:FINALEA_23827
if 
  170@ == 0 
else_jump @FINALEA_23943 
if 
   not Actor.Dead(82@)
else_jump @FINALEA_23943 
0085: 109@ = 82@ // (int) 
111@ = 2553.217 
112@ = -1296.903 
113@ = 1053.647 
118@ = 2557.171 
119@ = -1296.618 
120@ = 1053.641 
gosub @FINALEA_31735 
170@ = 1 

:FINALEA_23943
if 
  176@ == 0 
else_jump @FINALEA_23992 
if 
   not Actor.Dead(88@)
else_jump @FINALEA_23992 
05E2: AS_actor 88@ kill_actor $PLAYER_ACTOR 
176@ = 1 

:FINALEA_23992
if 
  168@ == 0 
else_jump @FINALEA_24096 
if 
   not Actor.Dead(80@)
else_jump @FINALEA_24096 
0085: 109@ = 80@ // (int) 
111@ = 2571.7 
112@ = -1294.298 
113@ = 1053.68 
117@ = 1200 
121@ = 90.0 
gosub @FINALEA_31973 
168@ = 1 

:FINALEA_24096
if 
  171@ == 0 
else_jump @FINALEA_24200 
if 
   not Actor.Dead(83@)
else_jump @FINALEA_24200 
0085: 109@ = 83@ // (int) 
111@ = 2571.802 
112@ = -1289.591 
113@ = 1053.641 
117@ = 2000 
121@ = 90.0 
gosub @FINALEA_31973 
171@ = 1 

:FINALEA_24200
158@ = 7 

:FINALEA_24207
if 
  158@ == 7 
else_jump @FINALEA_24680 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2544.0 -1298.31 1051.84 cornerB 2577.11 -1278.61 1057.06 
else_jump @FINALEA_24680 
Actor.DestroyInstantly(91@)
Actor.DestroyInstantly(74@)
Actor.DestroyInstantly(75@)
Actor.DestroyInstantly(77@)
Actor.DestroyInstantly(78@)
84@ = Actor.Create(Mission1, #MAFFA, 2561.144, -1302.854, 1053.641)
Actor.Angle(84@) = 357.9032
060B: set_actor 84@ decision_maker_to 47@ 
01B2: give_actor 84@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 84@ weapon_skill_to 2 
0860: link_actor 84@ to_interior 2 
Actor.Health(84@) = 200
08AF: set_actor 84@ max_health_to 200 
Actor.WeaponAccuracy(84@) = 40
172@ = 0 
if 
  172@ == 0 
else_jump @FINALEA_24489 
if 
   not Actor.Dead(84@)
else_jump @FINALEA_24489 
04EB: AS_actor 84@ crouch -1 
0085: 109@ = 84@ // (int) 
111@ = 2561.076 
112@ = -1295.253 
113@ = 1053.647 
gosub @FINALEA_31604 
172@ = 1 

:FINALEA_24489
85@ = Actor.Create(Mission1, #MAFFA, 2561.128, -1284.657, 1053.641)
Actor.Angle(85@) = 180.8092
060B: set_actor 85@ decision_maker_to 47@ 
01B2: give_actor 85@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 85@ weapon_skill_to 2 
0860: link_actor 85@ to_interior 2 
Actor.WeaponAccuracy(85@) = 40
Actor.Health(85@) = 150
08AF: set_actor 85@ max_health_to 150 
173@ = 0 
if 
  173@ == 0 
else_jump @FINALEA_24673 
if 
   not Actor.Dead(85@)
else_jump @FINALEA_24673 
0085: 109@ = 85@ // (int) 
111@ = 2561.241 
112@ = -1292.802 
113@ = 1053.647 
gosub @FINALEA_31604 
173@ = 1 

:FINALEA_24673
158@ = 8 

:FINALEA_24680
if 
  187@ == 0 
else_jump @FINALEA_24947 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2556.98 -1298.58 1052.0 cornerB 2569.69 -1035.12 1056.21 
else_jump @FINALEA_24947 
139@ = Pickup.Create(#HEALTH, 3, 2552.298, -1306.06, 1054.681)
87@ = Actor.Create(Mission1, #MAFFA, 2566.716, -1305.75, 1053.681)
Actor.Angle(87@) = 4.514
060B: set_actor 87@ decision_maker_to 47@ 
01B2: give_actor 87@ weapon 28 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(87@) = 70
0860: link_actor 87@ to_interior 2 
175@ = 1 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
92@ = Actor.Create(Mission1, #SBFYSTR, 2557.072, -1302.799, 1053.875)
Actor.Angle(92@) = 53.1978
060B: set_actor 92@ decision_maker_to 47@ 
Actor.Health(92@) = 5
0605: actor 92@ perform_animation_sequence "STRIP_E" IFP_file "STRIP" 8.0 loop 1 1 1 0 time -1 // versionA 
187@ = 1 

:FINALEA_24947
if 
  186@ == 0 
else_jump @FINALEA_25213 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2558.94 -1290.24 1052.74 cornerB 2568.72 -1283.56 1057.43 
else_jump @FINALEA_25213 
136@ = Pickup.Create(#BODYARMOUR, 3, 2552.475, -1280.687, 1054.686)
86@ = Actor.Create(Mission1, #MAFFA, 2567.987, -1281.41, 1053.687)
Actor.Angle(86@) = 178.685
060B: set_actor 86@ decision_maker_to 47@ 
01B2: give_actor 86@ weapon 28 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(86@) = 30
0860: link_actor 86@ to_interior 2 
174@ = 1 
05E2: AS_actor 86@ kill_actor $PLAYER_ACTOR 
93@ = Actor.Create(Mission1, #SBFYSTR, 2557.817, -1285.218, 1053.876)
Actor.Angle(93@) = 288.0473
060B: set_actor 93@ decision_maker_to 47@ 
Actor.Health(93@) = 5
0605: actor 93@ perform_animation_sequence "STRIP_A" IFP_file "STRIP" 8.0 loop 1 1 1 0 time -1 // versionA 
186@ = 1 

:FINALEA_25213
if 
  168@ == 1 
else_jump @FINALEA_25341 
if 
   not Actor.Dead(80@)
else_jump @FINALEA_25341 
if 
051A:   actor 80@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEA_25341 
if or
   not Actor.Dead(80@)
0104:   actor 80@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEA_25329 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
168@ = 2 
jump @FINALEA_25341 

:FINALEA_25329
Actor.RemoveReferences(80@)
168@ = 2 

:FINALEA_25341
if 
  171@ == 1 
else_jump @FINALEA_25469 
if 
   not Actor.Dead(83@)
else_jump @FINALEA_25469 
if or
051A:   actor 83@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 83@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEA_25469 
if 
   not Actor.Dead(83@)
else_jump @FINALEA_25457 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
171@ = 2 
jump @FINALEA_25469 

:FINALEA_25457
Actor.RemoveReferences(83@)
171@ = 2 

:FINALEA_25469
if 
  159@ == 1 
else_jump @FINALEA_25522 
if 
   Actor.Dead(71@)
else_jump @FINALEA_25522 
Actor.RemoveReferences(71@)
180@ += 1 
159@ = 2 

:FINALEA_25522
if 
  161@ == 1 
else_jump @FINALEA_25575 
if 
   Actor.Dead(73@)
else_jump @FINALEA_25575 
Actor.RemoveReferences(73@)
180@ += 1 
161@ = 2 

:FINALEA_25575
if 
  162@ == 1 
else_jump @FINALEA_25628 
if 
   Actor.Dead(74@)
else_jump @FINALEA_25628 
Actor.RemoveReferences(74@)
180@ += 1 
162@ = 2 

:FINALEA_25628
if 
  163@ == 1 
else_jump @FINALEA_25681 
if 
   Actor.Dead(75@)
else_jump @FINALEA_25681 
Actor.RemoveReferences(75@)
180@ += 1 
163@ = 2 

:FINALEA_25681
if 
  164@ == 1 
else_jump @FINALEA_25734 
if 
   Actor.Dead(76@)
else_jump @FINALEA_25734 
Actor.RemoveReferences(76@)
180@ += 1 
164@ = 2 

:FINALEA_25734
if 
  165@ == 1 
else_jump @FINALEA_25787 
if 
   Actor.Dead(77@)
else_jump @FINALEA_25787 
Actor.RemoveReferences(77@)
180@ += 1 
165@ = 3 

:FINALEA_25787
if 
  166@ == 1 
else_jump @FINALEA_25840 
if 
   Actor.Dead(78@)
else_jump @FINALEA_25840 
Actor.RemoveReferences(78@)
180@ += 1 
166@ = 2 

:FINALEA_25840
if or
  168@ == 1 
  168@ == 2 
else_jump @FINALEA_25900 
if 
   Actor.Dead(80@)
else_jump @FINALEA_25900 
Actor.RemoveReferences(80@)
180@ += 1 
168@ = 3 

:FINALEA_25900
if 
  169@ == 1 
else_jump @FINALEA_25953 
if 
   Actor.Dead(81@)
else_jump @FINALEA_25953 
Actor.RemoveReferences(81@)
180@ += 1 
169@ = 2 

:FINALEA_25953
if 
  170@ == 1 
else_jump @FINALEA_26006 
if 
   Actor.Dead(82@)
else_jump @FINALEA_26006 
Actor.RemoveReferences(82@)
180@ += 1 
170@ = 2 

:FINALEA_26006
if or
  171@ == 1 
  171@ == 2 
else_jump @FINALEA_26066 
if 
   Actor.Dead(83@)
else_jump @FINALEA_26066 
Actor.RemoveReferences(83@)
180@ += 1 
171@ = 3 

:FINALEA_26066
if 
  172@ == 1 
else_jump @FINALEA_26119 
if 
   Actor.Dead(84@)
else_jump @FINALEA_26119 
Actor.RemoveReferences(84@)
183@ += 1 
172@ = 2 

:FINALEA_26119
if 
  173@ == 1 
else_jump @FINALEA_26172 
if 
   Actor.Dead(85@)
else_jump @FINALEA_26172 
Actor.RemoveReferences(85@)
183@ += 1 
173@ = 2 

:FINALEA_26172
if 
  174@ == 1 
else_jump @FINALEA_26225 
if 
   Actor.Dead(86@)
else_jump @FINALEA_26225 
Actor.RemoveReferences(86@)
183@ += 1 
174@ = 2 

:FINALEA_26225
if 
  175@ == 1 
else_jump @FINALEA_26278 
if 
   Actor.Dead(87@)
else_jump @FINALEA_26278 
Actor.RemoveReferences(87@)
183@ += 1 
175@ = 2 

:FINALEA_26278
if 
  176@ == 1 
else_jump @FINALEA_26331 
if 
   Actor.Dead(88@)
else_jump @FINALEA_26331 
Actor.RemoveReferences(88@)
183@ += 1 
176@ = 2 

:FINALEA_26331
if 
  177@ == 1 
else_jump @FINALEA_26384 
if 
   Actor.Dead(89@)
else_jump @FINALEA_26384 
Actor.RemoveReferences(89@)
183@ += 1 
177@ = 2 

:FINALEA_26384
if 
  158@ == 8 
else_jump @FINALEA_26555 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.43 -1281.21 1050.83 cornerB 2584.7 -1291.47 1055.35 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2579.82 -1284.91 1054.12 radius 3.0 3.0 3.0 
else_jump @FINALEA_26555 
00BC: show_text_highpriority GXT 'RM4_24' time 5000 flag 1  // ~s~Schnapp dir ~y~Big Smoke~s~.
Marker.Disable(130@)
018A: 130@ = create_checkpoint_at 2550.74 -1285.02 1060.62 
08DC: create_interior_marker 130@ at 2540.83 -1304.05 radius 1.0 
158@ = 9 

:FINALEA_26555
if 
  158@ == 9 
else_jump @FINALEA_27576 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.46 -1306.59 1058.27 cornerB 2571.97 -1275.1 1063.08 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2575.4 -1300.35 1061.016 radius 3.0 3.0 3.0 
else_jump @FINALEA_27576 
Marker.Disable(130@)
Actor.DestroyInstantly(92@)
Actor.DestroyInstantly(93@)
Actor.DestroyInstantly(71@)
Actor.DestroyInstantly(72@)
Actor.DestroyInstantly(73@)
Actor.DestroyInstantly(74@)
Actor.DestroyInstantly(75@)
Actor.DestroyInstantly(76@)
Actor.DestroyInstantly(77@)
Actor.DestroyInstantly(78@)
Actor.DestroyInstantly(79@)
Actor.DestroyInstantly(80@)
Actor.DestroyInstantly(81@)
Actor.DestroyInstantly(82@)
Actor.DestroyInstantly(83@)
Actor.DestroyInstantly(84@)
Actor.DestroyInstantly(85@)
Actor.DestroyInstantly(86@)
Actor.DestroyInstantly(87@)
Actor.DestroyInstantly(88@)
Actor.DestroyInstantly(89@)
Actor.DestroyInstantly(90@)
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:FINALEA_26795
if 
fading 
else_jump @FINALEA_26819 
wait 0 
jump @FINALEA_26795 

:FINALEA_26819
select_interior 2 
02E4: load_cutscene_data 'RIOT_4C' 

:FINALEA_26834
if 
86B9:   not cutscene_data_loaded 
else_jump @FINALEA_26858 
wait 0 
jump @FINALEA_26834 

:FINALEA_26858
02E7: start_cutscene 
fade 1 1000 

:FINALEA_26867
if 
82E9:   not cutscene_reached_end 
else_jump @FINALEA_26891 
wait 0 
jump @FINALEA_26867 

:FINALEA_26891
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:FINALEA_26906
if 
fading 
else_jump @FINALEA_26930 
wait 0 
jump @FINALEA_26906 

:FINALEA_26930
Model.Destroy(#BALLAS3)
Model.Destroy(#MAFFA)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#BFYRI)
04EF: release_animation "STRIP" 
04EF: release_animation "SWAT" 
Model.Destroy(#SBFYSTR)
Model.Load(#LSV2)
Model.Load(#BALLAS1)
Model.Load(#SFR1)
Model.Load(#AK47)
Model.Load(#IRGOGGLES)
023C: load_special_actor 'SMOKEV' as 2 // models 290-299 
038B: load_requested_models 

:FINALEA_27007
if 
823D:   not special_actor 2 loaded 
else_jump @FINALEA_27033 
wait 0 
jump @FINALEA_27007 

:FINALEA_27033
if or
   not Model.Available(#LSV2)
   not Model.Available(#BALLAS1)
   not Model.Available(#SFR1)
   not Model.Available(#AK47)
   not Model.Available(#IRGOGGLES)
else_jump @FINALEA_27078 
wait 0 
jump @FINALEA_27033 

:FINALEA_27078
$ACTOR_SMOKE = Actor.Create(Special, #SPECIAL02, 2549.918, -1284.457, 1060.016)
Actor.Angle($ACTOR_SMOKE) = 250.566
060B: set_actor $ACTOR_SMOKE decision_maker_to 47@ 
01B2: give_actor $ACTOR_SMOKE weapon 30 ammo 999999 // Load the weapon model before using this 
Actor.WeaponAccuracy($ACTOR_SMOKE) = 70
093B: unknown_actor $ACTOR_SMOKE flag 1 
Actor.Health($ACTOR_SMOKE) = 10000
08AF: set_actor $ACTOR_SMOKE max_health_to 2000 
0446: set_actor $ACTOR_SMOKE immune_to_headshots 0 
02A9: set_actor $ACTOR_SMOKE immune_to_nonplayer 1 
131@ = Marker.CreateAboveActor($ACTOR_SMOKE)
08AD: put_actor $ACTOR_SMOKE at 2540.83 -1304.05 radius 1.0 // interior version 
0648: unknown_actor $ACTOR_SMOKE task_set 2.0 // float 
0860: link_actor $ACTOR_SMOKE to_interior 2 
03C4: set_status_text $8000 type 1 GXT 'RM4_39' // global_variable  // Smoke
0946: set_actor $ACTOR_SMOKE actions_uninterupted_by_weapon_fire 1 
Actor.PutAt($PLAYER_ACTOR, 2564.447, -1292.822, 1060.016)
Actor.Angle($PLAYER_ACTOR) = 58.5
Pickup.Destroy(133@)
Pickup.Destroy(134@)
Pickup.Destroy(135@)
Pickup.Destroy(136@)
Pickup.Destroy(137@)
Pickup.Destroy(138@)
Pickup.Destroy(139@)
137@ = Pickup.Create(#HEALTH, 3, 2582.848, -1282.741, 1065.391)
138@ = Pickup.Create(#HEALTH, 3, 2578.784, -1282.572, 1065.4)
032B: 142@ = create_weapon_pickup #IRGOGGLES group 3 ammo 1 at 2575.03 -1281.598 1061.02 
133@ = Pickup.Create(#BODYARMOUR, 3, 2549.429, -1291.612, 1061.024)
032B: 140@ = create_weapon_pickup #M4 group 2 ammo 60 at 2549.632 -1294.612 1061.024 
032B: 141@ = create_weapon_pickup #CHROMEGUN group 2 ammo 60 at 2552.09 -1294.106 1061.024 
Camera.SetAtPos(2552.31, -1286.25, 1061.04)
00C0: set_current_time_hours_to 22 minutes_to 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 500 

:FINALEA_27499
if 
fading 
else_jump @FINALEA_27523 
wait 0 
jump @FINALEA_27499 

:FINALEA_27523
Player.CanMove($PLAYER_CHAR) = True
193@ = 0 
194@ = 0 
195@ = 1 
03E5: show_text_box 'RM4_28'  // Smoke trgt eine kugelsichere Weste. Um ihm mglichst viel Schaden zuzufgen, ziele auf andere Krperteile.
158@ = 10 
147@ = 5 

:FINALEA_27576
if 
  147@ == 5 
else_jump @FINALEA_31446 
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @FINALEA_31213 
if 
  188@ == 0 
else_jump @FINALEA_27930 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
145@ = 0 
75@ = Actor.Create(Mission1, #SFR1, 2554.729, -1281.952, 1060.024)
Actor.Angle(75@) = 180.771
060B: set_actor 75@ decision_maker_to 47@ 
01B2: give_actor 75@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 75@ weapon_skill_to 2 
04EB: AS_actor 75@ crouch -1 
Actor.Health(75@) = 200
08AF: set_actor 75@ max_health_to 200 
0085: 109@ = 75@ // (int) 
111@ = 2554.46 
112@ = -1284.412 
113@ = 1061.024 
gosub @FINALEA_31604 
163@ = 1 
74@ = Actor.Create(Mission1, #BALLAS1, 2551.236, -1292.18, 1060.02)
Actor.Angle(74@) = 6.0
060B: set_actor 74@ decision_maker_to 47@ 
01B2: give_actor 74@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 74@ weapon_skill_to 2 
Actor.Health(74@) = 200
08AF: set_actor 74@ max_health_to 200 
0085: 109@ = 74@ // (int) 
111@ = 2551.259 
112@ = -1288.081 
113@ = 1061.02 
gosub @FINALEA_31604 
162@ = 1 
32@ = 0 
33@ = 0 
188@ = 1 

:FINALEA_27930
if 
  188@ == 1 
else_jump @FINALEA_28457 
if 
  33@ > 6000 
else_jump @FINALEA_28457 
if 
  159@ == 0 
else_jump @FINALEA_28117 
if 
80C2:   not sphere_onscreen 2551.2 -1291.727 1060.02 radius 5.0 
else_jump @FINALEA_28117 
71@ = Actor.Create(Mission1, #BALLAS1, 2551.2, -1291.727, 1060.02)
Actor.Angle(71@) = 0.0
060B: set_actor 71@ decision_maker_to 47@ 
01B2: give_actor 71@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 71@ weapon_skill_to 2 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(71@) = 30
Actor.Health(71@) = 200
08AF: set_actor 71@ max_health_to 200 
159@ = 1 

:FINALEA_28117
if 
  160@ == 0 
else_jump @FINALEA_28260 
if 
80C2:   not sphere_onscreen 2579.04 -1284.275 1064.4 radius 5.0 
else_jump @FINALEA_28260 
72@ = Actor.Create(Mission1, #LSV2, 2579.04, -1284.275, 1064.4)
Actor.Angle(72@) = 0.0
060B: set_actor 72@ decision_maker_to 47@ 
01B2: give_actor 72@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 72@ weapon_skill_to 2 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
Actor.Health(72@) = 150
08AF: set_actor 72@ max_health_to 150 
160@ = 1 

:FINALEA_28260
if 
  161@ == 0 
else_jump @FINALEA_28411 
if 
80C2:   not sphere_onscreen 2576.94 -1300.388 1060.016 radius 1.0 
else_jump @FINALEA_28411 
73@ = Actor.Create(Mission1, #SFR1, 2576.94, -1300.388, 1060.016)
Actor.Angle(73@) = 0.0
060B: set_actor 73@ decision_maker_to 47@ 
01B2: give_actor 73@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 73@ weapon_skill_to 2 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(73@) = 30
Actor.Health(73@) = 200
08AF: set_actor 73@ max_health_to 200 
161@ = 1 

:FINALEA_28411
if or
  159@ == 1 
  160@ == 1 
  161@ == 1 
else_jump @FINALEA_28457 
33@ = 0 
188@ = 2 

:FINALEA_28457
if 
  188@ == 2 
else_jump @FINALEA_28726 
if 
  159@ == 1 
else_jump @FINALEA_28528 
if 
   Actor.Dead(71@)
else_jump @FINALEA_28528 
Actor.RemoveReferences(71@)
188@ = 1 
159@ = 0 

:FINALEA_28528
if 
  160@ == 1 
else_jump @FINALEA_28581 
if 
   Actor.Dead(72@)
else_jump @FINALEA_28581 
Actor.RemoveReferences(72@)
188@ = 1 
160@ = 0 

:FINALEA_28581
if 
  161@ == 1 
else_jump @FINALEA_28634 
if 
   Actor.Dead(73@)
else_jump @FINALEA_28634 
Actor.RemoveReferences(73@)
188@ = 1 
161@ = 0 

:FINALEA_28634
if 
  162@ == 1 
else_jump @FINALEA_28680 
if 
   Actor.Dead(74@)
else_jump @FINALEA_28680 
Actor.RemoveReferences(74@)
162@ = 0 

:FINALEA_28680
if 
  163@ == 1 
else_jump @FINALEA_28726 
if 
   Actor.Dead(75@)
else_jump @FINALEA_28726 
Actor.RemoveReferences(75@)
163@ = 0 

:FINALEA_28726
if 
  145@ == 0 
else_jump @FINALEA_28780 
062E: unknown_get_actor $ACTOR_SMOKE task 1506 status_store_to 144@ // ret 7 if not found 
if 
04A4:   144@ == 7 // @ == any 
else_jump @FINALEA_28780 
145@ = 1 

:FINALEA_28780
if 
  189@ == 0 
else_jump @FINALEA_28857 
if 
  190@ == 0 
else_jump @FINALEA_28857 
if 
  32@ > 1000 
else_jump @FINALEA_28857 
32@ = 10000 
190@ = 1 
189@ = 1 

:FINALEA_28857
if 
  189@ == 1 
else_jump @FINALEA_29064 
if 
  190@ == 1 
else_jump @FINALEA_29064 
if 
  32@ > 5999 
else_jump @FINALEA_29013 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2564.242 -1282.221 1064.41 radius 3.5 3.5 3.0 
else_jump @FINALEA_28999 
05F5: AS_actor $ACTOR_SMOKE goto_point 2564.242 -1282.221 1064.41 mode 6 20000 ms // versionB 
190@ = 2 
jump @FINALEA_29006 

:FINALEA_28999
189@ = 3 

:FINALEA_29006
jump @FINALEA_29064 

:FINALEA_29013
if 
0104:   actor $ACTOR_SMOKE near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
else_jump @FINALEA_29064 
189@ = 2 
32@ = 10000 

:FINALEA_29064
if 
  189@ == 1 
else_jump @FINALEA_29184 
if 
00FE:   actor $ACTOR_SMOKE sphere 0 in_sphere 2564.242 -1282.221 1064.41 radius 3.5 3.5 3.0 
else_jump @FINALEA_29184 
if 
  145@ == 1 
else_jump @FINALEA_29163 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
145@ = 0 

:FINALEA_29163
32@ = 0 
190@ = 1 
189@ = 2 

:FINALEA_29184
if 
  189@ == 2 
else_jump @FINALEA_29391 
if 
  190@ == 1 
else_jump @FINALEA_29391 
if 
  32@ > 4999 
else_jump @FINALEA_29340 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2575.35 -1295.873 1061.85 radius 5.5 5.5 3.5 
else_jump @FINALEA_29326 
05F5: AS_actor $ACTOR_SMOKE goto_point 2575.35 -1295.873 1061.85 mode 6 20000 ms // versionB 
190@ = 2 
jump @FINALEA_29333 

:FINALEA_29326
189@ = 4 

:FINALEA_29333
jump @FINALEA_29391 

:FINALEA_29340
if 
0104:   actor $ACTOR_SMOKE near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
else_jump @FINALEA_29391 
189@ = 4 
32@ = 10000 

:FINALEA_29391
if 
  189@ == 2 
else_jump @FINALEA_29511 
if 
00FE:   actor $ACTOR_SMOKE sphere 0 in_sphere 2575.35 -1295.873 1061.85 radius 3.5 3.5 3.0 
else_jump @FINALEA_29511 
if 
  145@ == 1 
else_jump @FINALEA_29490 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
145@ = 0 

:FINALEA_29490
32@ = 0 
190@ = 1 
189@ = 3 

:FINALEA_29511
if 
  189@ == 3 
else_jump @FINALEA_29720 
if 
  190@ == 1 
else_jump @FINALEA_29720 
if 
  32@ > 4999 
else_jump @FINALEA_29669 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2558.181 -1303.748 1061.024 radius 6.0 6.0 3.5 
else_jump @FINALEA_29655 
05F5: AS_actor $ACTOR_SMOKE goto_point 2558.181 -1303.748 1061.024 mode 6 200000 ms // versionB 
190@ = 2 
jump @FINALEA_29662 

:FINALEA_29655
189@ = 1 

:FINALEA_29662
jump @FINALEA_29720 

:FINALEA_29669
if 
0104:   actor $ACTOR_SMOKE near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
else_jump @FINALEA_29720 
189@ = 1 
32@ = 10000 

:FINALEA_29720
if 
  189@ == 3 
else_jump @FINALEA_29840 
if 
00FE:   actor $ACTOR_SMOKE sphere 0 in_sphere 2558.181 -1303.748 1061.024 radius 3.5 3.5 3.0 
else_jump @FINALEA_29840 
if 
  145@ == 1 
else_jump @FINALEA_29819 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
145@ = 0 

:FINALEA_29819
32@ = 0 
190@ = 1 
189@ = 4 

:FINALEA_29840
if 
  189@ == 4 
else_jump @FINALEA_30047 
if 
  190@ == 1 
else_jump @FINALEA_30047 
if 
  32@ > 5999 
else_jump @FINALEA_29996 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2553.233 -1282.609 1061.024 radius 4.0 4.0 3.5 
else_jump @FINALEA_29982 
05F5: AS_actor $ACTOR_SMOKE goto_point 2553.233 -1282.609 1061.024 mode 6 20000 ms // versionB 
190@ = 2 
jump @FINALEA_29989 

:FINALEA_29982
189@ = 2 

:FINALEA_29989
jump @FINALEA_30047 

:FINALEA_29996
if 
0104:   actor $ACTOR_SMOKE near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
else_jump @FINALEA_30047 
189@ = 2 
32@ = 10000 

:FINALEA_30047
if 
  189@ == 4 
else_jump @FINALEA_30167 
if 
00FE:   actor $ACTOR_SMOKE sphere 0 in_sphere 2553.233 -1282.609 1061.024 radius 4.0 4.0 3.0 
else_jump @FINALEA_30167 
if 
  145@ == 1 
else_jump @FINALEA_30146 
05E2: AS_actor $ACTOR_SMOKE kill_actor $PLAYER_ACTOR 
145@ = 0 

:FINALEA_30146
32@ = 0 
190@ = 1 
189@ = 1 

:FINALEA_30167
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @FINALEA_30288 
$8000 = Actor.Health($ACTOR_SMOKE)
$8000 -= 8000 
$8000 /= 20 
if 
  0 >= $8000 
else_jump @FINALEA_30231 
$8000 = 0 

:FINALEA_30231
if 
  191@ == 0 
else_jump @FINALEA_30288 
if 
  80 > $8000 
else_jump @FINALEA_30288 
196@ = 1 
0924: enable_screen_darkness 1 with_value 200 
191@ = 1 

:FINALEA_30288
if 
   not Actor.Dead($ACTOR_SMOKE)
else_jump @FINALEA_30576 
94@ = Actor.Health($ACTOR_SMOKE)
if 
  8000 >= 94@ 
else_jump @FINALEA_30576 
$8000 = 0 
05BE: AS_kill_actor $ACTOR_SMOKE 
0924: enable_screen_darkness 0 with_value -1 
08B2: enable_thermal_vision 0 
0151: remove_status_text $8000 
Player.CanMove($PLAYER_CHAR) = False
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 100.0 radius 100.0 
if 
   not Actor.Dead(71@)
else_jump @FINALEA_30420 
05BE: AS_kill_actor 71@ 

:FINALEA_30420
if 
   not Actor.Dead(72@)
else_jump @FINALEA_30441 
05BE: AS_kill_actor 72@ 

:FINALEA_30441
if 
   not Actor.Dead(73@)
else_jump @FINALEA_30462 
05BE: AS_kill_actor 73@ 

:FINALEA_30462
if 
   not Actor.Dead(74@)
else_jump @FINALEA_30483 
05BE: AS_kill_actor 74@ 

:FINALEA_30483
if 
   not Actor.Dead(75@)
else_jump @FINALEA_30504 
05BE: AS_kill_actor 75@ 

:FINALEA_30504
32@ = 0 
33@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
195@ = 2 
fade 0 2500 

:FINALEA_30538
if 
fading 
else_jump @FINALEA_30562 
wait 0 
jump @FINALEA_30538 

:FINALEA_30562
jump @FINALEA_32590 
32@ = 0 

:FINALEA_30576
if 
  191@ == 1 
else_jump @FINALEA_30761 
if 
  192@ == 0 
else_jump @FINALEA_30704 
if 
   Pickup.Picked_up(142@)
else_jump @FINALEA_30653 
03E5: show_text_box 'RM4_36'  // ~s~Mit dem Thermo-Sichtgert wirst du ~r~Smoke~s~ und seine Gangster leichter finden.
192@ = 3 
jump @FINALEA_30704 

:FINALEA_30653
03DC: 132@ = create_marker_above_pickup 142@ 
08DC: create_interior_marker 132@ at 2540.83 -1304.05 radius 1.0 
00BC: show_text_highpriority GXT 'RM4_31' time 7000 flag 1  // ~s~Smoke hat das Licht ausgeschaltet. Hol dir das ~g~Thermo-Sichtgert~s~ beim unteren Fenster.
192@ = 1 

:FINALEA_30704
if 
  192@ == 1 
else_jump @FINALEA_30761 
if 
   Pickup.Picked_up(142@)
else_jump @FINALEA_30761 
Marker.Disable(132@)
03E5: show_text_box 'RM4_36'  // ~s~Mit dem Thermo-Sichtgert wirst du ~r~Smoke~s~ und seine Gangster leichter finden.
192@ = 2 

:FINALEA_30761
if 
  195@ == 1 
else_jump @FINALEA_31206 
gosub @FINALEA_31495 
if 
  193@ == 0 
else_jump @FINALEA_30853 
if 
  194@ == 0 
else_jump @FINALEA_30853 
04AF: 125@ = 33298 // @ = any 
05AA: 126@s = 'ROT4_UA'  // ~z~Du trgst 'ne kugelsichere Weste, Smoke?
gosub @FINALEA_31453 

:FINALEA_30853
if 
  193@ == 1 
else_jump @FINALEA_30920 
if 
  194@ == 0 
else_jump @FINALEA_30920 
04AF: 125@ = 33299 // @ = any 
05AA: 126@s = 'ROT4_UB'  // ~z~Mann, du enttuschst mich. Ich dachte du bist'n Gangsta!
gosub @FINALEA_31453 

:FINALEA_30920
if 
  193@ == 2 
else_jump @FINALEA_30987 
if 
  194@ == 0 
else_jump @FINALEA_30987 
04AF: 125@ = 33300 // @ = any 
05AA: 126@s = 'ROT4_UC'  // ~z~Hey, ich bin 'ne gottverdammte Berhmtheit!
gosub @FINALEA_31453 

:FINALEA_30987
if 
  193@ == 3 
else_jump @FINALEA_31054 
if 
  194@ == 0 
else_jump @FINALEA_31054 
04AF: 125@ = 33301 // @ = any 
05AA: 126@s = 'ROT4_UD'  // ~z~Alle mglichen Irren wollen ein Stck von mir abhaben!
gosub @FINALEA_31453 

:FINALEA_31054
if 
  193@ == 4 
else_jump @FINALEA_31121 
if 
  194@ == 0 
else_jump @FINALEA_31121 
04AF: 125@ = 33303 // @ = any 
05AA: 126@s = 'ROT4_ZB'  // ~z~Jemand muss den alten Smoke retten!
gosub @FINALEA_31453 

:FINALEA_31121
if 
  196@ == 1 
else_jump @FINALEA_31206 
if 
  193@ == 5 
else_jump @FINALEA_31206 
if 
  194@ == 0 
else_jump @FINALEA_31206 
04AF: 125@ = 33302 // @ = any 
05AA: 126@s = 'RM4_31'  // ~s~Smoke hat das Licht ausgeschaltet. Hol dir das ~g~Thermo-Sichtgert~s~ beim unteren Fenster.
gosub @FINALEA_31453 

:FINALEA_31206
jump @FINALEA_31446 

:FINALEA_31213
$8000 = 0 
0924: enable_screen_darkness 0 with_value -1 
08B2: enable_thermal_vision 0 
0151: remove_status_text $8000 
Player.CanMove($PLAYER_CHAR) = False
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 100.0 radius 100.0 
if 
   not Actor.Dead(71@)
else_jump @FINALEA_31297 
05BE: AS_kill_actor 71@ 

:FINALEA_31297
if 
   not Actor.Dead(72@)
else_jump @FINALEA_31318 
05BE: AS_kill_actor 72@ 

:FINALEA_31318
if 
   not Actor.Dead(73@)
else_jump @FINALEA_31339 
05BE: AS_kill_actor 73@ 

:FINALEA_31339
if 
   not Actor.Dead(74@)
else_jump @FINALEA_31360 
05BE: AS_kill_actor 74@ 

:FINALEA_31360
if 
   not Actor.Dead(75@)
else_jump @FINALEA_31381 
05BE: AS_kill_actor 75@ 

:FINALEA_31381
32@ = 0 
33@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
195@ = 2 
fade 0 2500 

:FINALEA_31415
if 
fading 
else_jump @FINALEA_31439 
wait 0 
jump @FINALEA_31415 

:FINALEA_31439
jump @FINALEA_32590 

:FINALEA_31446
jump @FINALEA_1473 

:FINALEA_31453
if 
  194@ == 0 
else_jump @FINALEA_31493 
03CF: load_wav 125@ as 1 
05AA: 123@s = 126@s 
194@ = 1 

:FINALEA_31493
return 

:FINALEA_31495
if 
  194@ == 1 
else_jump @FINALEA_31549 
if 
03D0:   wav 1 loaded 
else_jump @FINALEA_31549 
00BC: show_text_highpriority GXT 123@s time 4000 flag 1 
03D1: play_wav 1 
194@ = 2 

:FINALEA_31549
if 
  194@ == 2 
else_jump @FINALEA_31602 
if 
03D2:   wav 1 ended 
else_jump @FINALEA_31602 
193@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
194@ = 0 

:FINALEA_31602
return 

:FINALEA_31604
0615: define_AS_pack_begin 103@ 
05D3: AS_actor -1 goto_point 111@ 112@ 113@ mode 6 -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 103@ 
0618: assign_actor 109@ to_AS_pack 103@ 
061B: remove_references_to_AS_pack 103@ 
return 

:FINALEA_31653
0615: define_AS_pack_begin 104@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 104@ 
0618: assign_actor 109@ to_AS_pack 104@ 
061B: remove_references_to_AS_pack 104@ 
return 

:FINALEA_31697
0615: define_AS_pack_begin 105@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 105@ 
0618: assign_actor 109@ to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
return 

:FINALEA_31735
0615: define_AS_pack_begin 116@ 
05D3: AS_actor -1 goto_point 111@ 112@ 113@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 118@ 119@ 120@ mode 6 -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 116@ 
0618: assign_actor 109@ to_AS_pack 116@ 
061B: remove_references_to_AS_pack 116@ 
return 
0615: define_AS_pack_begin 106@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" IFP_file "PED" 8.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 106@ 
0618: assign_actor 109@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 
return 

:FINALEA_31890
0615: define_AS_pack_begin 107@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_L" IFP_file "PED" 8.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 107@ 
0618: assign_actor 109@ to_AS_pack 107@ 
061B: remove_references_to_AS_pack 107@ 
return 

:FINALEA_31973
0615: define_AS_pack_begin 108@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 117@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 111@ 112@ 113@ angle 121@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 108@ loop 1 
0616: define_AS_pack_end 108@ 
0618: assign_actor 109@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 
return 

:FINALEA_32214
0615: define_AS_pack_begin 110@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 117@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 111@ 112@ 113@ angle 121@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 110@ loop 1 
0616: define_AS_pack_end 110@ 
0618: assign_actor 109@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 
return 

:FINALEA_32455
0615: define_AS_pack_begin 122@ 
05D3: AS_actor -1 goto_point 111@ 112@ 113@ mode 7 -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05C5: AS_actor -1 cower -1 ms 
0616: define_AS_pack_end 122@ 
0618: assign_actor 109@ to_AS_pack 122@ 
061B: remove_references_to_AS_pack 122@ 
return 

:FINALEA_32509
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
0778: recreate_objects_in_object_group "CARTER" 
Object.Destroy($2721)
$2721 = Object.Init(#IMY_SHASH_WALL, 2522.008, -1272.93, 35.609)
Object.RemoveFromMissionCleanupList($2721)
071F: set_object $2721 health_to 100 
Object.Indestructibility($2721) = False
Object.KeepInMemory($2721) = True
return 

:FINALEA_32590
201@ = 1 
$RIOT_TOTAL_PASSED_MISSIONS += 1 
Player.ClearWantedLevel($PLAYER_CHAR)
0776: create_objects_in_object_group "CARTER" 
return 

:FINALEA_32621
04C1: remove_references_to_roadblocks 
08E7: disable_entrance_markers 0 
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @FINALEA_32650 
09B0: set_car $SWEET_CAR accessible_for_player_using_controller 1 

:FINALEA_32650
Marker.Disable(128@)
Marker.Disable(129@)
Marker.Disable(130@)
Marker.Disable(131@)
Marker.Disable(132@)
Pickup.Destroy(133@)
Pickup.Destroy(134@)
Pickup.Destroy(135@)
Pickup.Destroy(136@)
Pickup.Destroy(137@)
Pickup.Destroy(138@)
Pickup.Destroy(139@)
Pickup.Destroy(140@)
Pickup.Destroy(141@)
Pickup.Destroy(142@)
Pickup.Destroy(143@)
0151: remove_status_text $8000 
0650: destroy_particle 102@ 
Object.Destroy(96@)
Object.Destroy(97@)
Object.Destroy(98@)
Object.Destroy(99@)
Object.Destroy(100@)
Object.Destroy(101@)
Model.Destroy(#SWATVAN)
Model.Destroy(#COPCARLA)
Model.Destroy(#BALLAS1)
Model.Destroy(#GREENWOO)
0296: unload_special_actor 1 
Model.Destroy(#BMX)
Model.Destroy(#MP5LNG)
Model.Destroy(#AK47)
Model.Destroy(#BFYPRO)
04EF: release_animation "CRACK" 
Model.Destroy(#BALLAS2)
Model.Destroy(#LSV1)
Model.Destroy(#SWAT)
04EF: release_animation "SWAT" 
Model.Destroy(#IMCOMPMOVEDR1_LAS)
0873: release_path 287 
Model.Destroy(#BMYCG)
Model.Destroy(#HMYCM)
Model.Destroy(#SFR1)
Model.Destroy(#M4)
Model.Destroy(#COLT45)
Model.Destroy(#BARREL4)
Model.Destroy(#BALLAS3)
Model.Destroy(#MAFFA)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#BFYRI)
04EF: release_animation "STRIP" 
Model.Destroy(#SBFYSTR)
Model.Destroy(#LSV2)
Model.Destroy(#IRGOGGLES)
0296: unload_special_actor 2 
06D0: enable_emergency_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
022A: remove_forbidden_for_peds_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
01E7: remove_forbidden_for_cars_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
022A: remove_forbidden_for_peds_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
01E7: remove_forbidden_for_cars_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
022A: remove_forbidden_for_peds_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
031A: remove_all_fires 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @FINALEA_33182 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:FINALEA_33182
if 
   not Car.Wrecked(57@)
else_jump @FINALEA_33220 
Car.ImmuneToNonPlayer(57@) = False
Car.SetImmunities(57@, 0, 0, 0, 0, 0)

:FINALEA_33220
if 
   not Car.Wrecked($SWEET_CAR)
else_jump @FINALEA_33251 
Car.SetImmunities($SWEET_CAR, 0, 0, 0, 0, 0)

:FINALEA_33251
$ONMISSION = 0 
mission_cleanup 
if 
  201@ == 1 
else_jump @FINALEA_33284 
fade 0 0 

:FINALEA_33284
return 

//-------------Mission 111---------------
// Originally: End Of The Line (2)

:FINALEB
gosub @FINALEB_36 
if 
wasted_or_busted 
else_jump @FINALEB_27 
gosub @FINALEB_18415 

:FINALEB_27
gosub @FINALEB_18556 
end_thread 

:FINALEB_36
$ONMISSION = 1 
thread 'FINALEB' 
wait 0 
054C: use_GXT_table 'RIOT4' 
060A: create_decision_maker_type 0 store_to 97@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 98@ // decision\allowed\m_.ped files 
01F0: set_max_wanted_level_to 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
0169: set_fade_color_RGB 0 0 0 
select_interior 2 
02E4: load_cutscene_data 'RIOT_4D' 

:FINALEB_121
if 
86B9:   not cutscene_data_loaded 
else_jump @FINALEB_145 
wait 0 
jump @FINALEB_121 

:FINALEB_145
02E7: start_cutscene 
fade 1 1000 

:FINALEB_154
if 
82E9:   not cutscene_reached_end 
else_jump @FINALEB_178 
wait 0 
jump @FINALEB_154 

:FINALEB_178
02EA: end_cutscene 
fade 0 0 

:FINALEB_186
if 
fading 
else_jump @FINALEB_210 
wait 0 
jump @FINALEB_186 

:FINALEB_210
Model.Load(#BALLAS1)
Model.Load(#BALLAS3)
Model.Load(#LSV2)
Model.Load(#NVGOGGLES)
Model.Load(#CHROMEGUN)
Model.Load(#MICRO_UZI)
Model.Load(#M4)
04ED: load_animation "SWAT" 
Model.Load(#FIRE_EX)
023C: load_special_actor 'SMOKEV' as 1 // models 290-299 
023C: load_special_actor 'TENPEN' as 2 // models 290-299 
03CF: load_wav 33304 as 1 
038B: load_requested_models 

:FINALEB_292
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
83D0:   not wav 1 loaded 
else_jump @FINALEB_326 
wait 0 
jump @FINALEB_292 

:FINALEB_326
if or
   not Model.Available(#BALLAS1)
   not Model.Available(#BALLAS3)
   not Model.Available(#LSV2)
   not Model.Available(#NVGOGGLES)
else_jump @FINALEB_365 
wait 0 
jump @FINALEB_326 

:FINALEB_365
if or
   not Model.Available(#CHROMEGUN)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#M4)
84EE:   not animation "SWAT" loaded 
   not Model.Available(#FIRE_EX)
else_jump @FINALEB_415 
wait 0 
jump @FINALEB_365 

:FINALEB_415
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
$8007 = 420000 
156@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
178@ = 0 
179@ = 0 
180@ = 0 
181@ = 0 
182@ = 0 
183@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0828: unknown_fires_stuff 0 
03C7: set_sensitivity_to_crime 0.0 
06D0: enable_emergency_traffic 0 

:FINALEB_720
wait 0 
if 
0735:   NOP_false 83 
else_jump @FINALEB_746 
jump @FINALEB_18535 

:FINALEB_746
if 
  9 > 132@ 
else_jump @FINALEB_999 
if 
  154@ == 0 
else_jump @FINALEB_950 
if 
  0 >= $8007 
else_jump @FINALEB_950 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
020C: create_explosion_with_radius 0 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
$TEMPVAR_X_COORD += 0.0 
$TEMPVAR_Y_COORD -= 0.5 
$TEMPVAR_Z_COORD += 0.7 
020C: create_explosion_with_radius 2 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
$TEMPVAR_X_COORD -= 1.0 
$TEMPVAR_Y_COORD += 2.0 
020C: create_explosion_with_radius 4 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
$TEMPVAR_X_COORD += 1.5 
$TEMPVAR_Y_COORD += 2.0 
020C: create_explosion_with_radius 0 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
33@ = 0 
154@ = 1 

:FINALEB_950
if 
  154@ == 1 
else_jump @FINALEB_999 
if 
  33@ > 3000 
else_jump @FINALEB_999 
05BE: AS_kill_actor $PLAYER_ACTOR 
154@ = 2 

:FINALEB_999
if 
  132@ == 0 
else_jump @FINALEB_1389 
if 
  152@ == 0 
else_jump @FINALEB_1389 
$ACTOR_SMOKE = Actor.Create(Special, #SPECIAL01, 2553.2, -1284.857, 1060.024)
Actor.Angle($ACTOR_SMOKE) = 90.0
0860: link_actor $ACTOR_SMOKE to_interior 2 
05BE: AS_kill_actor $ACTOR_SMOKE 
124@ = Pickup.Create(#BODYARMOUR, 3, 2552.31, -1286.274, 1061.024)
032B: 131@ = create_weapon_pickup #AK47 group 3 ammo 60 at 2552.36 -1283.15 1061.02 
Actor.PutAt($PLAYER_ACTOR, 2553.734, -1285.256, 1060.024)
Actor.Angle($PLAYER_ACTOR) = 79.954
0860: link_actor $PLAYER_ACTOR to_interior 2 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2550.604, -1294.586, 1044.802, 0.0, 0.0, 0.0)
Camera.PointAt(2551.601, -1294.649, 1044.762, 2)
49@ = Actor.Create(Special, #SPECIAL02, 2556.988, -1297.499, 1043.13)
Actor.Angle(49@) = 27.2743
060B: set_actor 49@ decision_maker_to 97@ 
01B2: give_actor 49@ weapon 25 ammo 99999 // Load the weapon model before using this 
Camera.SetAtPos(2552.29, -1294.24, 1044.84)
0395: clear_area 0 at 2552.38 -1294.06 1044.84 radius 100.0 
Camera.SetAtPos(2552.29, -1294.24, 1044.84)
00C0: set_current_time_hours_to 0 minutes_to 0 
fade 1 500 

:FINALEB_1358
if 
fading 
else_jump @FINALEB_1382 
wait 0 
jump @FINALEB_1358 

:FINALEB_1382
152@ = 1 

:FINALEB_1389
if 
  152@ == 1 
else_jump @FINALEB_2209 
if 
   not Actor.Dead(49@)
else_jump @FINALEB_2209 
0668: AS_actor 49@ rotate_and_shoot_at 2552.29 -1294.24 1044.84 1000 ms 
if 
03D0:   wav 1 loaded 
else_jump @FINALEB_1481 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'ROT4_ZC' time 3500 flag 1  // ~z~Carl, du verfickter Scheikerl, du gangbangender Schwanzlutscher.

:FINALEB_1481
wait 500 
02CF: 61@ = create_fire_at 2552.38 -1294.06 1044.84 propagation 0 size 1 
0707: start_scene_skip_to @FINALEB_2227 
wait 200 
02CF: 62@ = create_fire_at 2553.33 -1293.89 1044.87 propagation 0 size 2 
wait 300 
if 
   not Actor.Dead(49@)
else_jump @FINALEB_1591 
05D3: AS_actor 49@ goto_point 25566.84 -1297.272 1043.17 mode 4 -1 ms // versionA 

:FINALEB_1591
wait 2500 
Camera.SetPosition(2565.816, -1296.732, 1044.403, 0.0, 0.0, 0.0)
Camera.PointAt(2564.824, -1296.613, 1044.444, 2)
00BC: show_text_highpriority GXT 'RM4_38' time 10000 flag 1  // ~s~Tenpenny hat eine Explosion ausgelst. Die Beleuchtung im Gebude ist ausgefallen. Es brennt ab. Du musst schnell hier raus!
wait 3250 
0948: create_explosion_at 2553.19 -1293.58 1044.29 type 4 camera_shake 0.4 
wait 200 
0948: create_explosion_at 2558.53 -1293.88 1044.58 type 0 camera_shake 0.3 
wait 500 
0948: create_explosion_at 2552.78 -1293.24 1045.32 type 0 camera_shake 0.4 
0924: enable_screen_darkness 0 with_value 175 
wait 100 
0948: create_explosion_at 2557.6 -1294.57 1043.49 type 2 camera_shake 0.5 
wait 500 
0948: create_explosion_at 2555.86 -1293.27 1043.91 type 2 camera_shake 0.6 
wait 50 
0948: create_explosion_at 2558.73 -1293.4 1044.36 type 4 camera_shake 0.6 
wait 50 
00C0: set_current_time_hours_to 0 minutes_to 0 
08FD: enable_heat_visuals 1 
0924: enable_screen_darkness 1 with_value 100 
02CF: 77@ = create_fire_at 2567.77 -1294.03 1045.5 propagation 0 size 3 
02CF: 68@ = create_fire_at 2541.687 -1289.68 1043.0 propagation 1 size 1 
02CF: 83@ = create_fire_at 2559.45 -1303.65 1044.0 propagation 0 size 2 
02CF: 85@ = create_fire_at 2564.72 -1296.06 1042.91 propagation 0 size 2 
02CF: 75@ = create_fire_at 2570.115 -1301.434 1043.8 propagation 0 size 2 
wait 250 
0924: enable_screen_darkness 0 with_value 120 
02CF: 81@ = create_fire_at 2559.37 -1284.76 1044.1 propagation 0 size 2 
wait 500 
0924: enable_screen_darkness 1 with_value 140 
02CF: 70@ = create_fire_at 2538.751 -1291.7 1044.17 propagation 0 size 2 
02CF: 73@ = create_fire_at 2541.56 -1292.35 1044.1 propagation 0 size 3 
02CF: 88@ = create_fire_at 2551.47 -1297.2 1044.17 propagation 0 size 2 
02CF: 89@ = create_fire_at 2551.425 -1298.4 1044.1 propagation 0 size 2 
wait 400 
0924: enable_screen_darkness 0 with_value 150 
wait 500 
02CF: 94@ = create_fire_at 2551.33 -1295.311 1043.8 propagation 0 size 3 
02CF: 91@ = create_fire_at 2541.36 -1300.36 1044.1 propagation 0 size 2 
0924: enable_screen_darkness 1 with_value 180 
wait 3000 
152@ = 2 

:FINALEB_2209
if 
  152@ == 2 
else_jump @FINALEB_2587 

:FINALEB_2227
0701: end_scene_skip 
03D5: remove_text 'ROT4_ZC'  // ~z~Carl, du verfickter Scheikerl, du gangbangender Schwanzlutscher.
040D: unload_wav 1 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Actor.DestroyInstantly(49@)
08FD: enable_heat_visuals 0 
0924: enable_screen_darkness 1 with_value 200 
00C0: set_current_time_hours_to 0 minutes_to 0 
04E3: unknown_set_player $PLAYER_CHAR flag 7 time 360000 
031A: remove_all_fires 
125@ = Pickup.Create(#HEALTH, 3, 2524.0, -1283.0, 1048.337)
120@ = Pickup.Create(#BODYARMOUR, 3, 2527.783, -1288.816, 1031.43)
121@ = Pickup.Create(#BODYARMOUR, 3, 2580.953, -1285.117, 1044.173)
122@ = Pickup.Create(#BODYARMOUR, 3, 2520.4, -1281.287, 1054.681)
126@ = Pickup.Create(#HEALTH, 3, 2552.298, -1306.06, 1054.681)
127@ = Pickup.Create(#HEALTH, 3, 2570.839, -1285.818, 1037.821)
123@ = Pickup.Create(#BODYARMOUR, 3, 2552.475, -1280.687, 1054.686)
01B2: give_actor $PLAYER_ACTOR weapon 44 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 44 
Model.Destroy(#NVGOGGLES)
00BC: show_text_highpriority GXT 'RM4_33' time 10000 flag 1  // ~s~Benutze das Nachtsichtgert, das du gerade von Big Smoke ergattert hast, um im Dunkeln zu sehen und das Gebude so schnell wie mglich zu ~y~verlassen~s~.
03C3: set_timer_to $8007 type 1 GXT 'RM4_34' // global_variable  // Zeit
0890: enable_sound_when_timer $8007 reach 32 seconds // global_variable 
018A: 118@ = create_checkpoint_at 2577.82 -1284.6 1053.99 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
32@ = 0 
132@ = 1 
152@ = 3 

:FINALEB_2587
if 
  3 > 132@ 
else_jump @FINALEB_2662 
if 
  155@ == 0 
else_jump @FINALEB_2662 
if 
  32@ > 7000 
else_jump @FINALEB_2662 
00BE: text_clear_all 
03E5: show_text_box 'RM4_32'  // Um das Nachtsichtgert zu verwenden, whle es aus deinem Inventar aus und drcke ~k~~PED_FIREWEAPON~.
155@ = 1 

:FINALEB_2662
if 
  4 > 132@ 
else_jump @FINALEB_2737 
if 
  155@ == 2 
else_jump @FINALEB_2737 
if 
  32@ > 8000 
else_jump @FINALEB_2737 
00BE: text_clear_all 
03E5: show_text_box 'RM4_40'  // Nachtsichtgerte knnen Feuer heller erscheinen lassen. Es kann also sein, dass du zwischen Nachtsicht und normaler Sicht wechseln musst, um Brnde besser einschtzen zu knnen.
155@ = 3 

:FINALEB_2737
if 
  132@ == 1 
else_jump @FINALEB_3721 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2578.21 -1284.87 1053.95 radius 5.0 5.0 5.0 
else_jump @FINALEB_3721 
Marker.Disable(118@)
018A: 118@ = create_checkpoint_at 2521.89 -1301.98 1047.54 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
00BE: text_clear_all 
34@ = Actor.Create(Mission1, #LSV2, 2574.5, -1296.029, 1054.687)
Actor.Angle(34@) = 4.7018
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 34@ weapon_skill_to 2 
0860: link_actor 34@ to_interior 2 
Actor.WeaponAccuracy(34@) = 20
Actor.Health(34@) = 150
08AF: set_actor 34@ max_health_to 150 
137@ = 1 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
35@ = Actor.Create(Mission1, #BALLAS3, 2553.764, -1294.536, 1053.647)
Actor.Angle(35@) = 266.9614
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 35@ to_interior 2 
138@ = 0 
if 
  138@ == 0 
else_jump @FINALEB_3128 
if 
   not Actor.Dead(35@)
else_jump @FINALEB_3128 
0085: 104@ = 35@ // (int) 
106@ = 2553.764 
107@ = -1294.536 
108@ = 1053.647 
112@ = 2700 
116@ = 270.0 
gosub @FINALEB_17933 
138@ = 1 

:FINALEB_3128
36@ = Actor.Create(Mission1, #BALLAS1, 2575.266, -1296.4, 1054.687)
Actor.Angle(36@) = 89.298
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 36@ weapon_skill_to 2 
Actor.Health(36@) = 150
08AF: set_actor 36@ max_health_to 150 
0860: link_actor 36@ to_interior 2 
if 
  139@ == 0 
else_jump @FINALEB_3298 
if 
   not Actor.Dead(36@)
else_jump @FINALEB_3298 
0085: 104@ = 36@ // (int) 
106@ = 2556.31 
107@ = -1297.219 
108@ = 1053.641 
gosub @FINALEB_17641 
139@ = 1 

:FINALEB_3298
37@ = Actor.Create(Mission1, #BALLAS3, 2547.426, -1306.462, 1054.681)
Actor.Angle(37@) = 359.0
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 37@ weapon_skill_to 2 
0860: link_actor 37@ to_interior 2 
140@ = 0 
if 
  140@ == 0 
else_jump @FINALEB_3429 
if 
   not Actor.Dead(37@)
else_jump @FINALEB_3429 
0085: 104@ = 37@ // (int) 
gosub @FINALEB_17696 
140@ = 1 

:FINALEB_3429
38@ = Actor.Create(Mission1, #LSV2, 2534.045, -1304.857, 1053.641)
Actor.Angle(38@) = 273.9959
060B: set_actor 38@ decision_maker_to 97@ 
01B2: give_actor 38@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 38@ weapon_skill_to 2 
0860: link_actor 38@ to_interior 2 
Actor.Health(38@) = 150
08AF: set_actor 38@ max_health_to 150 
141@ = 0 
if 
  141@ == 0 
else_jump @FINALEB_3576 
if 
   not Actor.Dead(38@)
else_jump @FINALEB_3576 
0085: 104@ = 38@ // (int) 
gosub @FINALEB_17696 
141@ = 1 

:FINALEB_3576
39@ = Actor.Create(Mission1, #BALLAS1, 2540.192, -1287.667, 1053.647)
Actor.Angle(39@) = 165.9748
060B: set_actor 39@ decision_maker_to 97@ 
01B2: give_actor 39@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 39@ weapon_skill_to 2 
0860: link_actor 39@ to_interior 2 
0856: unknown_actor 39@ driving_flag 0 
142@ = 0 
if 
  142@ == 0 
else_jump @FINALEB_3714 
if 
   not Actor.Dead(39@)
else_jump @FINALEB_3714 
0085: 104@ = 39@ // (int) 
gosub @FINALEB_17740 
142@ = 1 

:FINALEB_3714
132@ = 2 

:FINALEB_3721
if 
  132@ == 2 
else_jump @FINALEB_4586 
if 
  137@ == 1 
else_jump @FINALEB_3785 
if 
   Actor.Dead(34@)
else_jump @FINALEB_3785 
Actor.RemoveReferences(34@)
137@ = 2 

:FINALEB_3785
if 
  138@ == 1 
else_jump @FINALEB_3913 
if 
   not Actor.Dead(35@)
else_jump @FINALEB_3913 
if or
051A:   actor 35@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEB_3913 
if 
   not Actor.Dead(35@)
else_jump @FINALEB_3901 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 
138@ = 2 
jump @FINALEB_3913 

:FINALEB_3901
Actor.RemoveReferences(35@)
138@ = 2 

:FINALEB_3913
if or
  138@ == 1 
  138@ == 2 
else_jump @FINALEB_3966 
if 
   Actor.Dead(35@)
else_jump @FINALEB_3966 
Actor.RemoveReferences(35@)
138@ = 3 

:FINALEB_3966
if 
  139@ == 1 
else_jump @FINALEB_4012 
if 
   Actor.Dead(36@)
else_jump @FINALEB_4012 
Actor.RemoveReferences(36@)
139@ = 2 

:FINALEB_4012
if 
  140@ == 1 
else_jump @FINALEB_4058 
if 
   Actor.Dead(37@)
else_jump @FINALEB_4058 
Actor.RemoveReferences(37@)
140@ = 2 

:FINALEB_4058
if 
  141@ == 1 
else_jump @FINALEB_4104 
if 
   Actor.Dead(38@)
else_jump @FINALEB_4104 
Actor.RemoveReferences(38@)
141@ = 2 

:FINALEB_4104
if 
  142@ == 1 
else_jump @FINALEB_4150 
if 
   Actor.Dead(39@)
else_jump @FINALEB_4150 
Actor.RemoveReferences(39@)
142@ = 2 

:FINALEB_4150
if 
  143@ == 0 
else_jump @FINALEB_4299 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2543.46 -1304.9 1054.68 radius 5.0 5.0 5.0 
else_jump @FINALEB_4299 
40@ = Actor.Create(Mission1, #BALLAS1, 2532.4, -1286.7, 1053.68)
Actor.Angle(40@) = 230.835
060B: set_actor 40@ decision_maker_to 97@ 
01B2: give_actor 40@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 40@ weapon_skill_to 2 
0860: link_actor 40@ to_interior 2 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 
143@ = 1 

:FINALEB_4299
if 
  143@ == 1 
else_jump @FINALEB_4345 
if 
   Actor.Dead(40@)
else_jump @FINALEB_4345 
Actor.RemoveReferences(40@)
143@ = 2 

:FINALEB_4345
if 
  144@ == 0 
else_jump @FINALEB_4540 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2519.93 -1285.547 1054.673 radius 5.0 5.0 5.0 
else_jump @FINALEB_4540 
41@ = Actor.Create(Mission1, #BALLAS1, 2519.93, -1285.54, 1054.673)
Actor.Angle(41@) = 200.537
060B: set_actor 41@ decision_maker_to 97@ 
01B2: give_actor 41@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 41@ to_interior 2 
Actor.Health(41@) = 150
08AF: set_actor 41@ max_health_to 150 
0085: 104@ = 41@ // (int) 
106@ = 2520.05 
107@ = -1301.518 
108@ = 1048.33 
gosub @FINALEB_17641 
144@ = 1 

:FINALEB_4540
if 
  144@ == 1 
else_jump @FINALEB_4586 
if 
   Actor.Dead(41@)
else_jump @FINALEB_4586 
Actor.RemoveReferences(41@)
144@ = 2 

:FINALEB_4586
if 
  132@ == 2 
else_jump @FINALEB_7337 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2521.9 -1301.86 1047.5 radius 6.0 6.0 3.0 
else_jump @FINALEB_7337 
00BC: show_text_highpriority GXT 'RM4_35' time 7000 flag 1  // ~s~Diese Etage steht in Brand. Benutze einen ~g~Feuerlscher~s~, um hier rauszukommen!
32@ = 0 
155@ = 2 
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
Actor.DestroyInstantly(39@)
Marker.Disable(118@)
018A: 118@ = create_checkpoint_at 2572.08 -1301.88 1043.32 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
08FD: enable_heat_visuals 1 
Actor.DestroyInstantly($ACTOR_SMOKE)
0296: unload_special_actor 2 
0669: 51@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.2 flag 1 
0669: 52@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 2.0 flag 1 
0669: 53@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 -2.0 2.0 flag 1 
0669: 54@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 1.0 5.0 1.7 flag 1 
0669: 55@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -1.0 8.0 2.0 flag 1 
0669: 56@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 0.0 1.7 flag 1 
0669: 57@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 0.0 1.7 flag 1 
0669: 58@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 2.0 1.7 flag 1 
0669: 59@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 2.0 1.7 flag 1 
60@ = 0 

:FINALEB_5083
if 
  9 > 60@ 
else_jump @FINALEB_5124 
064C: make_particle 51@(60@,9i) visible 
60@ += 1 
jump @FINALEB_5083 

:FINALEB_5124
02CF: 61@ = create_fire_at 2529.62 -1306.62 1048.0 propagation 0 size 2 
02CF: 62@ = create_fire_at 2529.497 -1304.791 1048.0 propagation 0 size 2 
02CF: 63@ = create_fire_at 2530.12 -1296.96 1047.8 propagation 0 size 3 
02CF: 64@ = create_fire_at 2529.49 -1287.93 1048.0 propagation 0 size 3 
02CF: 64@ = create_fire_at 2543.98 -1305.709 1047.445 propagation 0 size 3 
02CF: 65@ = create_fire_at 2544.54 -1304.47 1047.55 propagation 0 size 3 
02CF: 90@ = create_fire_at 2543.94 -1306.83 1047.62 propagation 0 size 3 
02CF: 66@ = create_fire_at 2545.139 -1281.497 1047.5 propagation 0 size 2 
02CF: 77@ = create_fire_at 2567.77 -1294.03 1047.5 propagation 0 size 3 
02CF: 78@ = create_fire_at 2570.2 -1294.4 1047.5 propagation 0 size 3 
02CF: 75@ = create_fire_at 2568.72 -1294.32 1047.5 propagation 0 size 2 
02CF: 67@ = create_fire_at 2540.247 -1288.566 1044.0 propagation 0 size 3 
02CF: 68@ = create_fire_at 2541.687 -1289.68 1044.0 propagation 1 size 1 
02CF: 69@ = create_fire_at 2540.214 -1290.218 1044.0 propagation 0 size 2 
02CF: 70@ = create_fire_at 2538.751 -1291.7 1044.17 propagation 0 size 2 
02CF: 71@ = create_fire_at 2537.339 -1286.56 1044.1 propagation 1 size 3 
02CF: 73@ = create_fire_at 2541.56 -1292.35 1044.1 propagation 0 size 3 
02CF: 80@ = create_fire_at 2570.77 -1303.14 1043.35 propagation 0 size 2 
02CF: 81@ = create_fire_at 2559.37 -1284.76 1044.1 propagation 0 size 2 
02CF: 82@ = create_fire_at 2551.4 -1301.3 1044.0 propagation 0 size 2 
02CF: 83@ = create_fire_at 2570.52 -1301.42 1043.47 propagation 0 size 2 
02CF: 84@ = create_fire_at 2550.94 -1301.81 1044.0 propagation 0 size 3 
02CF: 85@ = create_fire_at 2537.69 -1301.34 1044.0 propagation 0 size 2 
02CF: 86@ = create_fire_at 2536.42 -1302.01 1044.0 propagation 0 size 2 
02CF: 87@ = create_fire_at 2536.82 -1290.5 1044.0 propagation 0 size 2 
02CF: 88@ = create_fire_at 2551.47 -1297.2 1044.17 propagation 0 size 2 
02CF: 89@ = create_fire_at 2570.54 -1301.22 1043.36 propagation 0 size 3 
02CF: 94@ = create_fire_at 2551.33 -1295.311 1043.8 propagation 0 size 3 
02CF: 91@ = create_fire_at 2541.36 -1300.36 1044.1 propagation 0 size 2 
02CF: 92@ = create_fire_at 2545.328 -1300.739 1044.1 propagation 0 size 2 
02CF: 93@ = create_fire_at 2548.77 -1300.375 1044.04 propagation 0 size 3 
02CF: 76@ = create_fire_at 2544.16 -1306.56 1043.8 propagation 0 size 2 
02CF: 72@ = create_fire_at 2570.43 -1302.43 1043.4 propagation 0 size 1 
02CF: 74@ = create_fire_at 2549.05 -1287.54 1043.8 propagation 0 size 3 
02CF: 95@ = create_fire_at 2570.482 -1302.438 1043.8 propagation 0 size 2 
02CF: 96@ = create_fire_at 2565.705 -1298.03 1043.7 propagation 0 size 3 
02CF: 79@ = create_fire_at 2565.528 -1289.17 1043.7 propagation 0 size 3 
032B: 129@ = create_weapon_pickup #FIRE_EX group 3 ammo 99999 at 2529.829 -1303.027 1048.337 
03DC: 119@ = create_marker_above_pickup 129@ 
08DC: create_interior_marker 119@ at 2540.83 -1304.05 radius 1.0 
032B: 130@ = create_weapon_pickup #FIRE_EX group 3 ammo 99999 at 2567.948 -1292.879 1044.173 
42@ = Actor.Create(Mission1, #BALLAS3, 2528.539, -1289.935, 1048.336)
Actor.Angle(42@) = 359.0
Actor.Health(42@) = 10
060B: set_actor 42@ decision_maker_to 98@ 
01B2: give_actor 42@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 42@ temper_to 20 // see pedstats.dat 
0860: link_actor 42@ to_interior 2 
Actor.Health(42@) = 5
08AF: set_actor 42@ max_health_to 5 
Actor.WeaponAccuracy(42@) = 20
145@ = 1 
0668: AS_actor 42@ rotate_and_shoot_at 2529.49 -1287.93 1048.0 650000 ms 
43@ = Actor.Create(Mission1, #LSV2, 2538.274, -1293.322, 1043.133)
Actor.Angle(43@) = 351.1779
Actor.Health(43@) = 5
060B: set_actor 43@ decision_maker_to 98@ 
01B2: give_actor 43@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 43@ temper_to 20 // see pedstats.dat 
0860: link_actor 43@ to_interior 2 
Actor.WeaponAccuracy(43@) = 20
146@ = 1 
0668: AS_actor 43@ rotate_and_shoot_at 2538.569 -1291.48 1043.604 650000 ms 
44@ = Actor.Create(Mission1, #BALLAS1, 2539.534, -1297.778, 1043.13)
Actor.Angle(44@) = 43.6277
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 44@ to_interior 2 
Actor.WeaponAccuracy(44@) = 20
147@ = 0 
if 
  147@ == 0 
else_jump @FINALEB_6473 
if 
   not Actor.Dead(44@)
else_jump @FINALEB_6473 
0085: 104@ = 44@ // (int) 
gosub @FINALEB_17740 
147@ = 1 

:FINALEB_6473
45@ = Actor.Create(Mission1, #BALLAS1, 2548.245, -1294.142, 1043.13)
Actor.Angle(45@) = 105.3104
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 2 
Actor.Health(45@) = 150
08AF: set_actor 45@ max_health_to 150 
148@ = 0 
if 
  148@ == 0 
else_jump @FINALEB_6613 
if 
   not Actor.Dead(45@)
else_jump @FINALEB_6613 
0085: 104@ = 45@ // (int) 
gosub @FINALEB_17696 
148@ = 1 

:FINALEB_6613
46@ = Actor.Create(Mission1, #BALLAS3, 2558.452, -1289.522, 1043.133)
Actor.Angle(46@) = 91.8235
060B: set_actor 46@ decision_maker_to 97@ 
01B2: give_actor 46@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 46@ to_interior 2 
Actor.WeaponAccuracy(46@) = 20
149@ = 0 
if 
  149@ == 0 
else_jump @FINALEB_6744 
if 
   not Actor.Dead(46@)
else_jump @FINALEB_6744 
0085: 104@ = 46@ // (int) 
gosub @FINALEB_17740 
149@ = 1 

:FINALEB_6744
47@ = Actor.Create(Mission1, #BALLAS1, 2565.722, -1293.133, 1044.07)
Actor.Angle(47@) = 85.0916
060B: set_actor 47@ decision_maker_to 97@ 
01B2: give_actor 47@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 2 
Actor.Health(47@) = 150
08AF: set_actor 47@ max_health_to 150 
150@ = 0 
if 
  150@ == 0 
else_jump @FINALEB_6884 
if 
   not Actor.Dead(47@)
else_jump @FINALEB_6884 
0085: 104@ = 47@ // (int) 
gosub @FINALEB_17696 
150@ = 1 

:FINALEB_6884
48@ = Actor.Create(Mission1, #BALLAS3, 2557.144, -1297.805, 1043.13)
Actor.Angle(48@) = 65.8333
060B: set_actor 48@ decision_maker_to 97@ 
01B2: give_actor 48@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 48@ to_interior 2 
151@ = 0 
if 
  151@ == 0 
else_jump @FINALEB_7008 
if 
   not Actor.Dead(48@)
else_jump @FINALEB_7008 
0085: 104@ = 48@ // (int) 
gosub @FINALEB_17740 
151@ = 1 

:FINALEB_7008
if 
  145@ == 1 
else_jump @FINALEB_7054 
if 
   Actor.Dead(42@)
else_jump @FINALEB_7054 
Actor.RemoveReferences(42@)
145@ = 2 

:FINALEB_7054
if 
  146@ == 1 
else_jump @FINALEB_7100 
if 
   Actor.Dead(43@)
else_jump @FINALEB_7100 
Actor.RemoveReferences(43@)
146@ = 2 

:FINALEB_7100
if 
  147@ == 1 
else_jump @FINALEB_7146 
if 
   Actor.Dead(44@)
else_jump @FINALEB_7146 
Actor.RemoveReferences(44@)
147@ = 2 

:FINALEB_7146
if 
  148@ == 1 
else_jump @FINALEB_7192 
if 
   Actor.Dead(45@)
else_jump @FINALEB_7192 
Actor.RemoveReferences(45@)
148@ = 2 

:FINALEB_7192
if 
  149@ == 1 
else_jump @FINALEB_7238 
if 
   Actor.Dead(46@)
else_jump @FINALEB_7238 
Actor.RemoveReferences(46@)
149@ = 2 

:FINALEB_7238
if 
  150@ == 1 
else_jump @FINALEB_7284 
if 
   Actor.Dead(47@)
else_jump @FINALEB_7284 
Actor.RemoveReferences(47@)
150@ = 2 

:FINALEB_7284
if 
  151@ == 1 
else_jump @FINALEB_7330 
if 
   Actor.Dead(48@)
else_jump @FINALEB_7330 
Actor.RemoveReferences(48@)
151@ = 2 

:FINALEB_7330
132@ = 3 

:FINALEB_7337
if 
  132@ == 3 
else_jump @FINALEB_8944 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2571.39 -1308.59 1041.4 cornerB 2584.08 -1272.85 1047.02 
else_jump @FINALEB_8944 
Model.Destroy(#CHROMEGUN)
Marker.Disable(119@)
Marker.Disable(118@)
018A: 118@ = create_checkpoint_at 2565.56 -1301.7 1030.97 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
Marker.Disable(119@)
031A: remove_all_fires 
Actor.DestroyInstantly(40@)
Actor.DestroyInstantly(41@)
Model.Destroy(#FIRE_EX)
02CF: 61@ = create_fire_at 2575.774 -1283.055 1042.133 propagation 0 size 3 
02CF: 62@ = create_fire_at 2581.744 -1297.517 1039.02 propagation 0 size 1 
02CF: 63@ = create_fire_at 2570.414 -1300.047 1036.781 propagation 0 size 3 
02CF: 64@ = create_fire_at 2568.78 -1299.987 1036.781 propagation 0 size 3 
02CF: 65@ = create_fire_at 2577.247 -1294.814 1034.048 propagation 0 size 1 
02CF: 66@ = create_fire_at 2566.833 -1282.489 1030.43 propagation 0 size 3 
02CF: 67@ = create_fire_at 2567.984 -1284.974 1030.43 propagation 0 size 2 
02CF: 68@ = create_fire_at 2572.402 -1304.581 1030.43 propagation 0 size 2 
02CF: 69@ = create_fire_at 2570.79 -1305.299 1030.43 propagation 0 size 1 
02CF: 70@ = create_fire_at 2556.55 -1301.88 1029.82 propagation 0 size 3 
02CF: 71@ = create_fire_at 2556.83 -1303.91 1029.42 propagation 0 size 2 
02CF: 72@ = create_fire_at 2556.01 -1305.31 1029.82 propagation 0 size 3 
02CF: 73@ = create_fire_at 2553.16 -1297.94 1029.42 propagation 0 size 2 
02CF: 74@ = create_fire_at 2552.43 -1297.31 1029.82 propagation 0 size 2 
02CF: 75@ = create_fire_at 2552.15 -1294.97 1029.42 propagation 0 size 3 
02CF: 76@ = create_fire_at 2547.77 -1285.41 1029.82 propagation 0 size 3 
02CF: 77@ = create_fire_at 2547.4 -1284.33 1029.42 propagation 0 size 1 
02CF: 78@ = create_fire_at 2547.77 -1282.32 1029.82 propagation 0 size 3 
02CF: 79@ = create_fire_at 2545.93 -1292.47 1029.42 propagation 0 size 3 
02CF: 80@ = create_fire_at 2545.48 -1290.81 1029.82 propagation 0 size 1 
02CF: 81@ = create_fire_at 2544.11 -1292.71 1029.42 propagation 0 size 2 
02CF: 82@ = create_fire_at 2539.75 -1299.17 1029.82 propagation 0 size 1 
02CF: 83@ = create_fire_at 2539.25 -1297.76 1029.42 propagation 0 size 2 
02CF: 84@ = create_fire_at 2540.58 -1280.24 1036.78 propagation 0 size 2 
02CF: 85@ = create_fire_at 2540.4 -1281.22 1036.78 propagation 0 size 1 
02CF: 86@ = create_fire_at 2529.85 -1294.27 1036.8 propagation 0 size 2 
02CF: 87@ = create_fire_at 2545.85 -1307.04 1036.78 propagation 0 size 2 
02CF: 88@ = create_fire_at 2547.47 -1306.59 1036.78 propagation 0 size 1 
34@ = Actor.Create(Mission1, #BALLAS1, 2579.905, -1291.163, 1043.125)
Actor.Angle(34@) = 177.191
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 34@ to_interior 2 
137@ = 0 
35@ = Actor.Create(Mission1, #BALLAS3, 2567.413, -1305.324, 1036.781)
Actor.Angle(35@) = 268.0134
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 35@ weapon_skill_to 2 
0860: link_actor 35@ to_interior 2 
Actor.Health(35@) = 150
08AF: set_actor 35@ max_health_to 150 
138@ = 0 
36@ = Actor.Create(Mission1, #LSV2, 2572.115, -1301.504, 1036.781)
Actor.Angle(36@) = 61.2775
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 36@ temper_to 20 // see pedstats.dat 
0860: link_actor 36@ to_interior 2 
Actor.Health(36@) = 5
0668: AS_actor 36@ rotate_and_shoot_at 2570.207 -1300.238 1037.059 650000 ms 
139@ = 0 
37@ = Actor.Create(Mission1, #BALLAS1, 2575.007, -1284.838, 1030.427)
Actor.Angle(37@) = 170.5391
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 37@ weapon_skill_to 2 
0860: link_actor 37@ to_interior 2 
140@ = 0 
if 
  140@ == 0 
else_jump @FINALEB_8549 
if 
   not Actor.Dead(37@)
else_jump @FINALEB_8549 
0085: 104@ = 37@ // (int) 
gosub @FINALEB_17740 
140@ = 1 

:FINALEB_8549
38@ = Actor.Create(Mission1, #BALLAS3, 2568.075, -1293.628, 1030.43)
Actor.Angle(38@) = 356.7112
060B: set_actor 38@ decision_maker_to 97@ 
01B2: give_actor 38@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 38@ to_interior 2 
Actor.Health(38@) = 150
08AF: set_actor 38@ max_health_to 150 
141@ = 0 
if 
  141@ == 0 
else_jump @FINALEB_8689 
if 
   not Actor.Dead(38@)
else_jump @FINALEB_8689 
0085: 104@ = 38@ // (int) 
gosub @FINALEB_17696 
141@ = 1 

:FINALEB_8689
39@ = Actor.Create(Mission1, #LSV2, 2570.626, -1297.5, 1030.427)
Actor.Angle(39@) = 3.5755
060B: set_actor 39@ decision_maker_to 97@ 
01B2: give_actor 39@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 39@ to_interior 2 
142@ = 0 
if 
  142@ == 0 
else_jump @FINALEB_8813 
if 
   not Actor.Dead(39@)
else_jump @FINALEB_8813 
0085: 104@ = 39@ // (int) 
gosub @FINALEB_17696 
142@ = 1 

:FINALEB_8813
40@ = Actor.Create(Mission1, #BALLAS1, 2570.947, -1301.719, 1030.43)
Actor.Angle(40@) = 359.8018
060B: set_actor 40@ decision_maker_to 97@ 
01B2: give_actor 40@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 40@ to_interior 2 
143@ = 0 
if 
  143@ == 0 
else_jump @FINALEB_8937 
if 
   not Actor.Dead(40@)
else_jump @FINALEB_8937 
0085: 104@ = 40@ // (int) 
gosub @FINALEB_17696 
143@ = 1 

:FINALEB_8937
132@ = 4 

:FINALEB_8944
if 
  132@ == 4 
else_jump @FINALEB_10784 
if 
  137@ == 0 
else_jump @FINALEB_9104 
if 
   not Actor.Dead(34@)
else_jump @FINALEB_9104 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2577.6 -1289.91 1043.77 radius 5.0 5.0 3.0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEB_9104 
0085: 104@ = 34@ // (int) 
106@ = 2579.905 
107@ = -1304.985 
108@ = 1036.773 
gosub @FINALEB_17641 
137@ = 1 

:FINALEB_9104
if 
  138@ == 0 
else_jump @FINALEB_9209 
if 
   not Actor.Dead(35@)
else_jump @FINALEB_9209 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.88 -1309.87 1036.2 cornerB 2563.87 -1289.87 1042.68 
051A:   actor 35@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEB_9209 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 
138@ = 1 

:FINALEB_9209
if 
  143@ == 1 
else_jump @FINALEB_9381 
if 
   not Actor.Dead(40@)
else_jump @FINALEB_9381 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2573.3 -1281.03 1028.8 cornerB 2563.7 -1300.61 1034.0 
051A:   actor 40@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEB_9381 
0085: 104@ = 40@ // (int) 
106@ = 2570.947 
107@ = -1301.719 
108@ = 1030.43 
113@ = 2558.722 
114@ = -1301.829 
115@ = 1030.43 
gosub @FINALEB_17778 
143@ = 2 

:FINALEB_9381
if 
  137@ == 1 
else_jump @FINALEB_9427 
if 
   Actor.Dead(34@)
else_jump @FINALEB_9427 
Actor.RemoveReferences(34@)
137@ = 2 

:FINALEB_9427
if 
  138@ == 1 
else_jump @FINALEB_9473 
if 
   Actor.Dead(35@)
else_jump @FINALEB_9473 
Actor.RemoveReferences(35@)
138@ = 2 

:FINALEB_9473
if 
  139@ == 1 
else_jump @FINALEB_9519 
if 
   Actor.Dead(36@)
else_jump @FINALEB_9519 
Actor.RemoveReferences(36@)
139@ = 2 

:FINALEB_9519
if 
  140@ == 1 
else_jump @FINALEB_9565 
if 
   Actor.Dead(37@)
else_jump @FINALEB_9565 
Actor.RemoveReferences(37@)
140@ = 2 

:FINALEB_9565
if 
  141@ == 1 
else_jump @FINALEB_9611 
if 
   Actor.Dead(38@)
else_jump @FINALEB_9611 
Actor.RemoveReferences(38@)
141@ = 2 

:FINALEB_9611
if 
  142@ == 1 
else_jump @FINALEB_9657 
if 
   Actor.Dead(39@)
else_jump @FINALEB_9657 
Actor.RemoveReferences(39@)
142@ = 2 

:FINALEB_9657
if or
  143@ == 1 
  143@ == 1 
else_jump @FINALEB_9710 
if 
   Actor.Dead(40@)
else_jump @FINALEB_9710 
Actor.RemoveReferences(40@)
143@ = 2 

:FINALEB_9710
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2565.94 -1301.96 1030.77 radius 8.0 8.0 3.0 
else_jump @FINALEB_10784 
Marker.Disable(118@)
018A: 118@ = create_checkpoint_at 2528.78 -1293.94 1030.86 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
Actor.DestroyInstantly(46@)
Actor.DestroyInstantly(47@)
Actor.DestroyInstantly(48@)
43@ = Actor.Create(Mission1, #BALLAS1, 2549.162, -1291.369, 1030.467)
Actor.Angle(43@) = 275.0
060B: set_actor 43@ decision_maker_to 97@ 
01B2: give_actor 43@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 43@ to_interior 2 
Actor.Health(43@) = 150
08AF: set_actor 43@ max_health_to 150 
146@ = 0 
if 
  146@ == 0 
else_jump @FINALEB_9978 
if 
   not Actor.Dead(43@)
else_jump @FINALEB_9978 
0085: 104@ = 43@ // (int) 
gosub @FINALEB_17696 
146@ = 1 

:FINALEB_9978
44@ = Actor.Create(Mission1, #BALLAS3, 2534.88, -1292.009, 1031.469)
Actor.Angle(44@) = 275.0
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 44@ weapon_skill_to 2 
0860: link_actor 44@ to_interior 2 
147@ = 0 
if 
  147@ == 0 
else_jump @FINALEB_10109 
if 
   not Actor.Dead(44@)
else_jump @FINALEB_10109 
0085: 104@ = 44@ // (int) 
gosub @FINALEB_17740 
147@ = 1 

:FINALEB_10109
45@ = Actor.Create(Mission1, #BALLAS3, 2554.033, -1287.08, 1030.43)
Actor.Angle(45@) = 270.0
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 2 
148@ = 0 
if 
  148@ == 0 
else_jump @FINALEB_10281 
if 
   not Actor.Dead(45@)
else_jump @FINALEB_10281 
0085: 104@ = 45@ // (int) 
106@ = 2554.033 
107@ = -1287.08 
108@ = 1030.43 
112@ = 1200 
116@ = 270.0 
gosub @FINALEB_18174 
148@ = 1 

:FINALEB_10281
46@ = Actor.Create(Mission1, #BALLAS3, 2546.007, -1287.15, 1030.427)
Actor.Angle(46@) = 270.0
060B: set_actor 46@ decision_maker_to 97@ 
01B2: give_actor 46@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 46@ to_interior 2 
149@ = 0 
if 
  149@ == 0 
else_jump @FINALEB_10453 
if 
   not Actor.Dead(46@)
else_jump @FINALEB_10453 
0085: 104@ = 46@ // (int) 
106@ = 2546.007 
107@ = -1287.15 
108@ = 1030.427 
112@ = 2000 
116@ = 270.0 
gosub @FINALEB_18174 
149@ = 1 

:FINALEB_10453
47@ = Actor.Create(Mission1, #LSV2, 2530.397, -1291.381, 1036.781)
Actor.Angle(47@) = 278.2231
060B: set_actor 47@ decision_maker_to 97@ 
01B2: give_actor 47@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 2 
150@ = 0 
if 
  150@ == 0 
else_jump @FINALEB_10577 
if 
   not Actor.Dead(47@)
else_jump @FINALEB_10577 
0085: 104@ = 47@ // (int) 
gosub @FINALEB_17740 
150@ = 1 

:FINALEB_10577
48@ = Actor.Create(Mission1, #BALLAS1, 2540.443, -1306.621, 1036.781)
Actor.Angle(48@) = 328.6817
060B: set_actor 48@ decision_maker_to 97@ 
01B2: give_actor 48@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 48@ to_interior 2 
151@ = 0 
if 
  151@ == 0 
else_jump @FINALEB_10701 
if 
   not Actor.Dead(48@)
else_jump @FINALEB_10701 
0085: 104@ = 48@ // (int) 
gosub @FINALEB_17740 
151@ = 1 

:FINALEB_10701
42@ = Actor.Create(Mission1, #LSV2, 2535.111, -1304.992, 1030.43)
Actor.Angle(42@) = 328.6817
060B: set_actor 42@ decision_maker_to 97@ 
01B2: give_actor 42@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 42@ to_interior 2 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
145@ = 0 
132@ = 5 

:FINALEB_10784
if 
  132@ == 5 
else_jump @FINALEB_12432 
if 
  146@ == 1 
else_jump @FINALEB_10915 
if 
   not Actor.Dead(43@)
else_jump @FINALEB_10915 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2553.85 -1308.35 1028.6 cornerB 2540.27 -1275.04 1033.2 
051A:   actor 43@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 43@ 
else_jump @FINALEB_10915 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
146@ = 2 

:FINALEB_10915
if 
  147@ == 1 
else_jump @FINALEB_11028 
if 
   not Actor.Dead(44@)
else_jump @FINALEB_11028 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2542.24 -1308.67 1028.09 cornerB 2527.86 -1276.9 1033.19 
051A:   actor 44@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 44@ 
else_jump @FINALEB_11028 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 
147@ = 2 

:FINALEB_11028
if or
  146@ == 1 
  145@ == 2 
else_jump @FINALEB_11081 
if 
   Actor.Dead(43@)
else_jump @FINALEB_11081 
Actor.RemoveReferences(43@)
146@ = 3 

:FINALEB_11081
if or
  147@ == 1 
  145@ == 2 
else_jump @FINALEB_11134 
if 
   Actor.Dead(44@)
else_jump @FINALEB_11134 
Actor.RemoveReferences(44@)
147@ = 3 

:FINALEB_11134
if 
  148@ == 1 
else_jump @FINALEB_11262 
if 
   not Actor.Dead(45@)
else_jump @FINALEB_11262 
if or
051A:   actor 45@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 45@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEB_11262 
if 
   not Actor.Dead(45@)
else_jump @FINALEB_11250 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
148@ = 2 
jump @FINALEB_11262 

:FINALEB_11250
Actor.RemoveReferences(45@)
148@ = 2 

:FINALEB_11262
if or
  148@ == 1 
  148@ == 2 
else_jump @FINALEB_11315 
if 
   Actor.Dead(45@)
else_jump @FINALEB_11315 
Actor.RemoveReferences(45@)
148@ = 3 

:FINALEB_11315
if 
  149@ == 1 
else_jump @FINALEB_11443 
if 
   not Actor.Dead(46@)
else_jump @FINALEB_11443 
if or
051A:   actor 46@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 46@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEB_11443 
if 
   not Actor.Dead(46@)
else_jump @FINALEB_11431 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 
149@ = 2 
jump @FINALEB_11443 

:FINALEB_11431
Actor.RemoveReferences(46@)
149@ = 2 

:FINALEB_11443
if or
  149@ == 1 
  149@ == 2 
else_jump @FINALEB_11496 
if 
   Actor.Dead(46@)
else_jump @FINALEB_11496 
Actor.RemoveReferences(46@)
149@ = 3 

:FINALEB_11496
if 
  150@ == 1 
else_jump @FINALEB_11542 
if 
   Actor.Dead(47@)
else_jump @FINALEB_11542 
Actor.RemoveReferences(47@)
150@ = 2 

:FINALEB_11542
if 
  151@ == 1 
else_jump @FINALEB_11588 
if 
   Actor.Dead(48@)
else_jump @FINALEB_11588 
Actor.RemoveReferences(48@)
151@ = 2 

:FINALEB_11588
if 
  145@ == 1 
else_jump @FINALEB_11634 
if 
   Actor.Dead(42@)
else_jump @FINALEB_11634 
Actor.RemoveReferences(42@)
145@ = 2 

:FINALEB_11634
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2528.53 -1293.96 1030.86 radius 8.0 8.0 4.0 
else_jump @FINALEB_12432 
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
Actor.DestroyInstantly(39@)
Actor.DestroyInstantly(40@)
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
02D1: remove_fire 63@ 
02D1: remove_fire 64@ 
02D1: remove_fire 65@ 
02D1: remove_fire 66@ 
02D1: remove_fire 67@ 
02D1: remove_fire 68@ 
02D1: remove_fire 69@ 
02D1: remove_fire 70@ 
02D1: remove_fire 71@ 
02D1: remove_fire 72@ 
02D1: remove_fire 73@ 
02D1: remove_fire 74@ 
02D1: remove_fire 76@ 
02D1: remove_fire 78@ 
02D1: remove_fire 82@ 
02D1: remove_fire 84@ 
02D1: remove_fire 85@ 
02D1: remove_fire 86@ 
02CF: 61@ = create_fire_at 2523.92 -1299.21 1030.78 propagation 0 size 3 
02CF: 62@ = create_fire_at 2523.66 -1297.4 1030.8 propagation 0 size 1 
02CF: 63@ = create_fire_at 2528.97 -1304.32 1030.77 propagation 0 size 2 
02CF: 64@ = create_fire_at 2525.5 -1321.59 1030.75 propagation 0 size 2 
02CF: 66@ = create_fire_at 2541.0 -1311.02 1028.09 propagation 0 size 2 
Pickup.Destroy(130@)
032B: 130@ = create_weapon_pickup #FIRE_EX group 3 ammo 99999 at 2534.036 -1321.212 1031.469 
02CF: 67@ = create_fire_at 2540.69 -1320.01 1030.68 propagation 0 size 3 
02CF: 68@ = create_fire_at 2540.2 -1316.76 1030.64 propagation 0 size 3 
02CF: 69@ = create_fire_at 2540.61 -1317.43 1030.62 propagation 0 size 3 
02CF: 70@ = create_fire_at 2540.35 -1318.39 1030.59 propagation 0 size 3 
02CF: 71@ = create_fire_at 2540.5 -1319.58 1030.61 propagation 0 size 3 
Marker.Disable(118@)
018A: 118@ = create_checkpoint_at 2540.92 -1304.14 1024.39 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
34@ = Actor.Create(Mission1, #BALLAS1, 2527.368, -1319.587, 1030.43)
Actor.Angle(34@) = 1.4222
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 34@ weapon_skill_to 2 
0860: link_actor 34@ to_interior 2 
Actor.WeaponAccuracy(34@) = 30
137@ = 0 
35@ = Actor.Create(Mission1, #BALLAS3, 2528.284, -1314.865, 1030.43)
Actor.Angle(35@) = 3.4628
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 35@ weapon_skill_to 2 
0860: link_actor 35@ to_interior 2 
138@ = 0 
if 
  138@ == 0 
else_jump @FINALEB_12350 
if 
   not Actor.Dead(35@)
else_jump @FINALEB_12350 
0085: 104@ = 35@ // (int) 
gosub @FINALEB_17696 
138@ = 1 

:FINALEB_12350
36@ = Actor.Create(Mission1, #LSV2, 2524.055, -1309.533, 1030.43)
Actor.Angle(36@) = 7.001
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 36@ to_interior 2 
Actor.WeaponAccuracy(36@) = 30
139@ = 0 
132@ = 6 

:FINALEB_12432
if 
  132@ == 6 
else_jump @FINALEB_12842 
if 
  137@ == 0 
else_jump @FINALEB_12563 
if 
   not Actor.Dead(34@)
else_jump @FINALEB_12563 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2527.07 -1293.72 1029.5 radius 3.0 3.0 3.5 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 34@ 
else_jump @FINALEB_12563 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
137@ = 1 

:FINALEB_12563
if 
  139@ == 0 
else_jump @FINALEB_12671 
if 
   not Actor.Dead(36@)
else_jump @FINALEB_12671 
if or
0104:   actor $PLAYER_ACTOR near_actor 36@ radius 7.0 7.0 3.5 sphere 0 
051A:   actor 36@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 36@ 
else_jump @FINALEB_12671 
0085: 104@ = 36@ // (int) 
gosub @FINALEB_17850 
139@ = 1 

:FINALEB_12671
if 
  137@ == 1 
else_jump @FINALEB_12717 
if 
   Actor.Dead(34@)
else_jump @FINALEB_12717 
Actor.RemoveReferences(34@)
137@ = 2 

:FINALEB_12717
if 
  138@ == 1 
else_jump @FINALEB_12763 
if 
   Actor.Dead(35@)
else_jump @FINALEB_12763 
Actor.RemoveReferences(35@)
138@ = 2 

:FINALEB_12763
if 
  139@ == 1 
else_jump @FINALEB_12809 
if 
   Actor.Dead(36@)
else_jump @FINALEB_12809 
Actor.RemoveReferences(36@)
139@ = 2 

:FINALEB_12809
09E8: 50@ = actor $PLAYER_ACTOR active_interior 
if 
  50@ == 0 
else_jump @FINALEB_12842 
132@ = 7 

:FINALEB_12842
if 
  132@ == 7 
else_jump @FINALEB_14002 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 2506.218 -1293.093 200.0 radius 200.0 
04ED: load_animation "DAM_JUMP" 
04ED: load_animation "FINALE" 
038B: load_requested_models 

:FINALEB_12922
if or
84EE:   not animation "DAM_JUMP" loaded 
84EE:   not animation "FINALE" loaded 
else_jump @FINALEB_12966 
wait 0 
jump @FINALEB_12922 

:FINALEB_12966
Marker.Disable(118@)
018A: 118@ = create_checkpoint_at 2522.82 -1272.52 34.151 
Actor.PutAt($PLAYER_ACTOR, 2538.657, -1304.358, 34.0)
Model.Destroy(#BALLAS3)
Model.Destroy(#CHROMEGUN)
04EF: release_animation "SWAT" 
Model.Destroy(#BALLAS1)
Model.Destroy(#LSV2)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#M4)
Model.Destroy(#FIRE_EX)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
Actor.DestroyInstantly(39@)
Actor.DestroyInstantly(40@)
Actor.DestroyInstantly(41@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
Actor.DestroyInstantly(46@)
Actor.DestroyInstantly(47@)
Actor.DestroyInstantly(48@)
Pickup.Destroy(129@)
Pickup.Destroy(130@)
Pickup.Destroy(125@)
Pickup.Destroy(120@)
Pickup.Destroy(121@)
Pickup.Destroy(122@)
Pickup.Destroy(126@)
Pickup.Destroy(123@)
Actor.RemoveReferences(34@)
Actor.RemoveReferences(35@)
Actor.RemoveReferences(36@)
34@ = Actor.Create(Mission1, #LSV2, 2543.2, -1277.645, 33.9609)
Actor.Angle(34@) = 7.001
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 34@ weapon_skill_to 2 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(34@) = 10
137@ = 1 
35@ = Actor.Create(Mission1, #BALLAS1, 2536.917, -1283.446, 33.9609)
Actor.Angle(35@) = 7.001
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 31 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(35@) = 10
138@ = 0 
if 
  138@ == 0 
else_jump @FINALEB_13378 
if 
   not Actor.Dead(35@)
else_jump @FINALEB_13378 
0085: 104@ = 35@ // (int) 
gosub @FINALEB_17740 
138@ = 1 

:FINALEB_13378
36@ = Actor.Create(Mission1, #BALLAS1, 2531.656, -1287.27, 33.9602)
Actor.Angle(36@) = 7.001
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 36@ weapon_skill_to 2 
Actor.WeaponAccuracy(36@) = 10
139@ = 0 
if 
  139@ == 0 
else_jump @FINALEB_13509 
if 
   not Actor.Dead(36@)
else_jump @FINALEB_13509 
0085: 104@ = 36@ // (int) 
gosub @FINALEB_17696 
139@ = 1 

:FINALEB_13509
37@ = Actor.Create(Mission1, #LSV2, 2539.569, -1268.471, 33.9609)
Actor.Angle(37@) = 2.21
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 31 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 
Actor.WeaponAccuracy(37@) = 20
140@ = 1 
031A: remove_all_fires 
02CF: 79@ = create_fire_at 2538.45 -1281.4 34.34 propagation 0 size 3 
02CF: 61@ = create_fire_at 2527.64 -1312.0 33.9 propagation 0 size 2 
02CF: 62@ = create_fire_at 2527.58 -1303.3 34.4 propagation 0 size 1 
02CF: 63@ = create_fire_at 2532.52 -1306.39 33.9 propagation 0 size 2 
02CF: 64@ = create_fire_at 2528.08 -1284.9 34.3 propagation 0 size 2 
02CF: 65@ = create_fire_at 2544.03 -1269.3 34.2 propagation 0 size 1 
02CF: 66@ = create_fire_at 2536.26 -1302.49 34.0 propagation 0 size 2 
02CF: 67@ = create_fire_at 2532.58 -1291.07 34.0 propagation 0 size 1 
02CF: 71@ = create_fire_at 2528.64 -1269.64 34.0 propagation 0 size 1 
02CF: 72@ = create_fire_at 2534.57 -1284.5 34.04 propagation 0 size 1 
02CF: 70@ = create_fire_at 2531.99 -1268.71 34.0 propagation 0 size 2 
02CF: 69@ = create_fire_at 2530.987 -1269.858 33.8 propagation 0 size 3 
02CF: 74@ = create_fire_at 2532.39 -1270.4 34.0 propagation 0 size 3 
02CF: 75@ = create_fire_at 2531.165 -1271.961 34.0 propagation 0 size 2 
02CF: 76@ = create_fire_at 2532.529 -1272.169 34.0 propagation 0 size 1 
02CF: 77@ = create_fire_at 2532.395 -1273.24 34.0 propagation 0 size 2 
02CF: 78@ = create_fire_at 2531.94 -1274.46 33.8 propagation 0 size 3 
132@ = 8 

:FINALEB_14002
if 
  132@ == 8 
else_jump @FINALEB_14316 
if 
  137@ == 1 
else_jump @FINALEB_14066 
if 
   Actor.Dead(34@)
else_jump @FINALEB_14066 
Actor.RemoveReferences(34@)
137@ = 2 

:FINALEB_14066
if 
  138@ == 1 
else_jump @FINALEB_14112 
if 
   Actor.Dead(35@)
else_jump @FINALEB_14112 
Actor.RemoveReferences(35@)
138@ = 2 

:FINALEB_14112
if 
  139@ == 1 
else_jump @FINALEB_14158 
if 
   Actor.Dead(36@)
else_jump @FINALEB_14158 
Actor.RemoveReferences(36@)
139@ = 2 

:FINALEB_14158
if 
  140@ == 1 
else_jump @FINALEB_14204 
if 
   Actor.Dead(37@)
else_jump @FINALEB_14204 
Actor.RemoveReferences(37@)
140@ = 2 

:FINALEB_14204
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2545.59 -1278.26 31.36 cornerB 2516.65 -1259.84 37.0 
else_jump @FINALEB_14316 
031A: remove_all_fires 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
60@ = 0 

:FINALEB_14268
if 
  9 > 60@ 
else_jump @FINALEB_14309 
0650: destroy_particle 51@(60@,9i) 
60@ += 1 
jump @FINALEB_14268 

:FINALEB_14309
132@ = 9 

:FINALEB_14316
if 
  132@ == 9 
else_jump @FINALEB_14945 
Marker.Disable(118@)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
0924: enable_screen_darkness 0 with_value -1 
08B1: enable_night_vision 0 
09EB: unknown_player $PLAYER_CHAR flag 0 
02CF: 61@ = create_fire_at 2532.62 -1272.65 34.31 propagation 0 size 1 
02CF: 62@ = create_fire_at 2532.88 -1272.75 34.12 propagation 0 size 2 
02CF: 64@ = create_fire_at 2527.9 -1272.5 34.8 propagation 0 size 2 
02CF: 65@ = create_fire_at 2533.743 -1272.434 34.0 propagation 0 size 3 
02CF: 66@ = create_fire_at 2533.743 -1272.434 34.0 propagation 0 size 2 
02CF: 70@ = create_fire_at 2531.99 -1268.71 34.0 propagation 0 size 2 
02CF: 69@ = create_fire_at 2530.987 -1269.858 33.8 propagation 0 size 3 
02CF: 74@ = create_fire_at 2532.39 -1270.4 34.0 propagation 0 size 1 
02CF: 75@ = create_fire_at 2531.165 -1271.961 34.0 propagation 0 size 2 
02CF: 76@ = create_fire_at 2532.529 -1272.169 34.0 propagation 0 size 1 
02CF: 77@ = create_fire_at 2532.395 -1273.24 34.0 propagation 0 size 3 
02CF: 73@ = create_fire_at 2531.94 -1274.46 33.8 propagation 0 size 1 
02CF: 63@ = create_fire_at 2532.433 -1275.658 34.0 propagation 0 size 3 
0828: unknown_fires_stuff 3 
$8001 = 2526.989 
$8002 = -1272.577 
$8003 = 34.8419 
$8004 = 2527.988 
$8005 = -1272.557 
$8006 = 34.8799 
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
Actor.PutAt($PLAYER_ACTOR, 2538.45, -1281.4, 34.34)
Actor.Angle($PLAYER_ACTOR) = 270.0
Camera.SetPosition($8001, $8002, $8003, 0.0, 0.0, 0.0)
Camera.PointAt($8004, $8005, $8006, 2)
wait 2000 
Actor.PutAt($PLAYER_ACTOR, 2533.743, -1272.434, 34.0)
Actor.Angle($PLAYER_ACTOR) = 90.0
wait 500 
0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_ROLL" IFP_file "DAM_JUMP" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00C0: set_current_time_hours_to 17 minutes_to 0 
32@ = 0 
015D: set_gamespeed 0.3 
132@ = 10 

:FINALEB_14945
if 
  132@ == 10 
else_jump @FINALEB_16160 
Camera.SetPosition($8001, $8002, $8003, 0.0, 0.0, 0.0)
Camera.PointAt($8004, $8005, $8006, 2)
if 
  2512.28 >= $8001 
else_jump @FINALEB_15044 
32@ = 0 
153@ = 12 
132@ = 11 

:FINALEB_15044
if 
  32@ > 500 
else_jump @FINALEB_15073 
007E: $8001 -= unknown_float * 0.18 // (float) 

:FINALEB_15073
if 
  32@ > 0 
else_jump @FINALEB_15140 
if 
  153@ == 0 
else_jump @FINALEB_15140 
0948: create_explosion_at 2538.4 -1278.4 34.04 type 4 camera_shake 0.2 
153@ = 1 

:FINALEB_15140
if 
  32@ > 100 
else_jump @FINALEB_15183 
if 
  153@ == 1 
else_jump @FINALEB_15183 
153@ = 2 

:FINALEB_15183
if 
  32@ > 250 
else_jump @FINALEB_15261 
if 
  153@ == 2 
else_jump @FINALEB_15261 
0948: create_explosion_at 2540.24 -1270.59 34.07 type 0 camera_shake 0.2 
02D1: remove_fire 64@ 
02D1: remove_fire 61@ 
153@ = 3 

:FINALEB_15261
if 
  32@ > 500 
else_jump @FINALEB_15329 
if 
  153@ == 3 
else_jump @FINALEB_15329 
0948: create_explosion_at 2535.66 -1276.3 34.34 type 2 camera_shake 0.2 
153@ = 4 

:FINALEB_15329
if 
  32@ > 850 
else_jump @FINALEB_15402 
if 
  153@ == 4 
else_jump @FINALEB_15402 
0948: create_explosion_at 2531.74 -1270.35 34.39 type 1 camera_shake 0.2 
02D1: remove_fire 64@ 
153@ = 5 

:FINALEB_15402
if 
  32@ > 1100 
else_jump @FINALEB_15453 
if 
  153@ == 5 
else_jump @FINALEB_15453 
015D: set_gamespeed 0.35 
153@ = 6 

:FINALEB_15453
if 
  32@ > 1298 
else_jump @FINALEB_15533 
if 
  153@ == 6 
else_jump @FINALEB_15533 
015D: set_gamespeed 0.39 
0948: create_explosion_at 2527.72 -1272.82 34.26 type 0 camera_shake 0.2 
02D1: remove_fire 65@ 
153@ = 7 

:FINALEB_15533
if 
  32@ > 1400 
else_jump @FINALEB_15608 
if 
  153@ == 7 
else_jump @FINALEB_15608 
015D: set_gamespeed 0.42 
0948: create_explosion_at 2529.54 -1270.12 34.31 type 2 camera_shake 0.22 
153@ = 8 

:FINALEB_15608
if 
  32@ > 1500 
else_jump @FINALEB_15688 
if 
  153@ == 8 
else_jump @FINALEB_15688 
015D: set_gamespeed 0.44 
0948: create_explosion_at 2524.15 -1272.31 34.42 type 4 camera_shake 0.25 
02D1: remove_fire 70@ 
153@ = 9 

:FINALEB_15688
if 
  32@ > 1600 
else_jump @FINALEB_15808 
if 
  153@ == 9 
else_jump @FINALEB_15808 
015D: set_gamespeed 0.5 
0948: create_explosion_at 2522.33 -1270.19 34.19 type 1 camera_shake 0.3 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
02D1: remove_fire 65@ 
02D1: remove_fire 70@ 
02D1: remove_fire 69@ 
02D1: remove_fire 75@ 
02D1: remove_fire 76@ 
02D1: remove_fire 73@ 
02D1: remove_fire 63@ 
153@ = 10 

:FINALEB_15808
if 
  32@ > 1700 
else_jump @FINALEB_16092 
if 
  153@ == 10 
else_jump @FINALEB_16092 
0948: create_explosion_at 2524.14 -1270.04 34.19 type 2 camera_shake 0.25 
02CF: 61@ = create_fire_at 2523.17 -1269.18 34.04 propagation 0 size 3 
02CF: 62@ = create_fire_at 2522.47 -1271.46 34.15 propagation 0 size 2 
02CF: 65@ = create_fire_at 2523.68 -1272.35 34.19 propagation 0 size 3 
02CF: 70@ = create_fire_at 2523.18 -1273.32 34.06 propagation 0 size 2 
02CF: 69@ = create_fire_at 2522.8 -1274.45 34.05 propagation 0 size 3 
02CF: 75@ = create_fire_at 2522.42 -1276.4 34.05 propagation 0 size 2 
02CF: 76@ = create_fire_at 2520.32 -1273.41 34.0 propagation 0 size 1 
02CF: 73@ = create_fire_at 2521.32 -1273.41 34.0 propagation 0 size 1 
02CF: 63@ = create_fire_at 2520.93 -1269.28 34.0 propagation 0 size 2 
153@ = 11 

:FINALEB_16092
if 
  32@ > 1916 
else_jump @FINALEB_16160 
if 
  153@ == 11 
else_jump @FINALEB_16160 
0948: create_explosion_at 2522.01 -1274.06 34.2 type 4 camera_shake 0.2 
153@ = 12 

:FINALEB_16160
if 
  132@ == 11 
else_jump @FINALEB_17634 
if 
  61.0 > $8003 
else_jump @FINALEB_16229 
0078: $8003 += unknown_float * 0.1 // (float) 
007E: $8001 -= unknown_float * 0.02 // (float) 
0078: $8006 += unknown_float * 0.008 // (float) 

:FINALEB_16229
Camera.SetPosition($8001, $8002, $8003, 0.0, 0.0, 0.0)
Camera.PointAt($8004, $8005, $8006, 2)
if 
  153@ == 12 
else_jump @FINALEB_16336 
if 
  32@ > 1400 
else_jump @FINALEB_16336 
0948: create_explosion_at 2521.46 -1268.02 39.8 type 0 camera_shake 0.2 
153@ = 13 

:FINALEB_16336
if 
  153@ == 13 
else_jump @FINALEB_16404 
if 
  32@ > 1670 
else_jump @FINALEB_16404 
0948: create_explosion_at 2521.48 -1270.67 40.32 type 4 camera_shake 0.25 
153@ = 14 

:FINALEB_16404
if 
  153@ == 14 
else_jump @FINALEB_16564 
if 
  32@ > 1800 
else_jump @FINALEB_16564 
0948: create_explosion_at 2521.32 -1275.86 40.47 type 2 camera_shake 0.2 
02D1: remove_fire 64@ 
02D1: remove_fire 66@ 
02D1: remove_fire 74@ 
02D1: remove_fire 69@ 
02CF: 64@ = create_fire_at 2521.46 -1268.02 39.8 propagation 1 size 2 
02CF: 66@ = create_fire_at 22521.48 -1270.67 40.32 propagation 1 size 2 
02CF: 74@ = create_fire_at 2521.32 -1275.86 40.47 propagation 1 size 1 
153@ = 15 

:FINALEB_16564
if 
  153@ == 15 
else_jump @FINALEB_16656 
if 
  32@ > 1950 
else_jump @FINALEB_16656 
0948: create_explosion_at 2521.42 -1273.18 39.83 type 2 camera_shake 0.2 
0948: create_explosion_at 2525.43 -1280.65 40.28 type 4 camera_shake 0.2 
153@ = 16 

:FINALEB_16656
if 
  153@ == 16 
else_jump @FINALEB_16773 
if 
  32@ > 2200 
else_jump @FINALEB_16773 
0948: create_explosion_at 2521.27 -1270.64 43.25 type 2 camera_shake 0.2 
02D1: remove_fire 77@ 
02D1: remove_fire 63@ 
02D1: remove_fire 79@ 
02D1: remove_fire 78@ 
02D1: remove_fire 70@ 
02CF: 69@ = create_fire_at 2525.43 -1280.65 40.28 propagation 1 size 2 
153@ = 17 

:FINALEB_16773
if 
  153@ == 17 
else_jump @FINALEB_16889 
if 
  32@ > 2568 
else_jump @FINALEB_16889 
0948: create_explosion_at 2521.15 -1267.91 43.37 type 2 camera_shake 0.2 
0948: create_explosion_at 2525.89 -1281.0 43.79 type 4 camera_shake 0.2 
02CF: 70@ = create_fire_at 2525.89 -1281.0 43.79 propagation 3 size 3 
153@ = 18 

:FINALEB_16889
if 
  153@ == 18 
else_jump @FINALEB_17029 
if 
  32@ > 3241 
else_jump @FINALEB_17029 
0948: create_explosion_at 2520.86 -1273.39 43.2 type 0 camera_shake 0.2 
02CF: 77@ = create_fire_at 2521.27 -1270.64 43.25 propagation 1 size 3 
02CF: 63@ = create_fire_at 2521.15 -1267.91 43.37 propagation 2 size 2 
02CF: 79@ = create_fire_at 2521.34 -1275.7 43.26 propagation 3 size 1 
153@ = 19 

:FINALEB_17029
if 
  153@ == 19 
else_jump @FINALEB_17097 
if 
  32@ > 3485 
else_jump @FINALEB_17097 
0948: create_explosion_at 2521.34 -1275.7 43.26 type 4 camera_shake 0.2 
153@ = 20 

:FINALEB_17097
if 
  153@ == 20 
else_jump @FINALEB_17165 
if 
  32@ > 3708 
else_jump @FINALEB_17165 
0948: create_explosion_at 2521.15 -1275.61 47.83 type 2 camera_shake 0.2 
153@ = 21 

:FINALEB_17165
if 
  153@ == 21 
else_jump @FINALEB_17262 
if 
  32@ > 4246 
else_jump @FINALEB_17262 
0948: create_explosion_at 2521.04 -1272.97 47.91 type 0 camera_shake 0.2 
02D1: remove_fire 75@ 
02CF: 62@ = create_fire_at 2525.88 -1279.99 48.43 propagation 3 size 2 
153@ = 22 

:FINALEB_17262
if 
  153@ == 22 
else_jump @FINALEB_17364 
if 
  32@ > 4708 
else_jump @FINALEB_17364 
0948: create_explosion_at 2521.24 -1267.9 48.15 type 4 camera_shake 0.2 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
0948: create_explosion_at 2525.88 -1279.99 48.43 type 2 camera_shake 0.2 
153@ = 23 

:FINALEB_17364
if 
  153@ == 23 
else_jump @FINALEB_17504 
if 
  32@ > 5000 
else_jump @FINALEB_17504 
0948: create_explosion_at 2521.37 -1270.86 48.35 type 0 camera_shake 0.2 
02CF: 78@ = create_fire_at 2521.15 -1275.61 47.83 propagation 3 size 1 
02CF: 61@ = create_fire_at 2521.04 -1272.97 47.91 propagation 2 size 2 
02CF: 62@ = create_fire_at 2521.24 -1267.9 48.15 propagation 3 size 2 
153@ = 24 

:FINALEB_17504
if 
  153@ == 24 
else_jump @FINALEB_17634 
if 
  32@ > 3000 
else_jump @FINALEB_17634 
0792: disembark_instantly_actor $PLAYER_ACTOR 
014F: stop_timer $8007 
04EF: release_animation "DAM_JUMP" 
Model.Destroy(#CHROMEGUN)
Model.Destroy(#M4)
Model.Destroy(#FIRE_EX)
08FD: enable_heat_visuals 0 
fade 0 1000 

:FINALEB_17589
if 
fading 
else_jump @FINALEB_17613 
wait 0 
jump @FINALEB_17589 

:FINALEB_17613
jump @FINALEB_18535 
132@ = 11 
153@ = 25 

:FINALEB_17634
jump @FINALEB_720 

:FINALEB_17641
0615: define_AS_pack_begin 99@ 
05D3: AS_actor -1 goto_point 106@ 107@ 108@ mode 6 -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 99@ 
0618: assign_actor 104@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 
return 

:FINALEB_17696
0615: define_AS_pack_begin 100@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 100@ 
0618: assign_actor 104@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 
return 

:FINALEB_17740
0615: define_AS_pack_begin 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 101@ 
0618: assign_actor 104@ to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 
return 

:FINALEB_17778
0615: define_AS_pack_begin 111@ 
05D3: AS_actor -1 goto_point 106@ 107@ 108@ mode 6 -1 ms // versionA 
05D3: AS_actor -1 goto_point 113@ 114@ 115@ mode 6 -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 111@ 
0618: assign_actor 104@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 
return 

:FINALEB_17850
0615: define_AS_pack_begin 102@ 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" IFP_file "PED" 8.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 102@ 
0618: assign_actor 104@ to_AS_pack 102@ 
061B: remove_references_to_AS_pack 102@ 
return 

:FINALEB_17933
0615: define_AS_pack_begin 103@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 112@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 106@ 107@ 108@ angle 116@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 103@ loop 1 
0616: define_AS_pack_end 103@ 
0618: assign_actor 104@ to_AS_pack 103@ 
061B: remove_references_to_AS_pack 103@ 
return 

:FINALEB_18174
0615: define_AS_pack_begin 105@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP_file "SWAT" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 112@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 106@ 107@ 108@ angle 116@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP_file "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 105@ loop 1 
0616: define_AS_pack_end 105@ 
0618: assign_actor 104@ to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
return 

:FINALEB_18415
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if 
  182@ == 1 
else_jump @FINALEB_18465 
00BC: show_text_highpriority GXT 'RM4_46' time 5000 flag 1  // ~r~Du hast deinen Wagen geschrottet!

:FINALEB_18465
if 
  179@ == 7 
else_jump @FINALEB_18499 
00BC: show_text_highpriority GXT 'RM4_45' time 7000 flag 1  // ~r~Sweet ist tot! Du sollst ihn auffangen. Bring deinen Wagen das nchste Mal unter Sweet, wenn er droht, den Halt zu verlieren!

:FINALEB_18499
if 
  183@ == 1 
else_jump @FINALEB_18533 
00BC: show_text_highpriority GXT 'RM4_50' time 5000 flag 1  // ~r~Du hast Sweet verloren! Bleib das nchste Mal dichter dran!

:FINALEB_18533
return 

:FINALEB_18535
156@ = 1 
Player.ClearWantedLevel($PLAYER_CHAR)
$RIOT_TOTAL_PASSED_MISSIONS += 1 
return 

:FINALEB_18556
08FD: enable_heat_visuals 0 
0924: enable_screen_darkness 0 with_value -1 
031A: remove_all_fires 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
014F: stop_timer $8007 
Model.Destroy(#BALLAS1)
Model.Destroy(#BALLAS3)
Model.Destroy(#LSV2)
Model.Destroy(#NVGOGGLES)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#M4)
Model.Destroy(#FIRE_EX)
Actor.DestroyWithFade($ACTOR_SMOKE)
Actor.DestroyWithFade(49@)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
04EF: release_animation "SWAT" 
04EF: release_animation "DAM_JUMP" 
Model.Destroy(#FIRELA)
Model.Destroy(#LAPD1)
Model.Destroy(#GREENWOO)
Model.Destroy(#FELTZER)
Model.Destroy(#LSV2)
Model.Destroy(#BALLAS1)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#MOLOTOV)
Model.Destroy(#LA_FUCKCAR1)
Model.Destroy(#LA_FUCKCAR2)
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
Marker.Disable(118@)
Marker.Disable(119@)
Pickup.Destroy(120@)
Pickup.Destroy(121@)
Pickup.Destroy(122@)
Pickup.Destroy(123@)
Pickup.Destroy(124@)
Pickup.Destroy(125@)
Pickup.Destroy(126@)
Pickup.Destroy(127@)
Pickup.Destroy(129@)
Pickup.Destroy(130@)
Pickup.Destroy(131@)
06D0: enable_emergency_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
60@ = 0 

:FINALEB_18839
if 
  9 > 60@ 
else_jump @FINALEB_18880 
0650: destroy_particle 51@(60@,9i) 
60@ += 1 
jump @FINALEB_18839 

:FINALEB_18880
$ONMISSION = 0 
mission_cleanup 
if 
  156@ == 1 
else_jump @FINALEB_18913 
fade 0 0 

:FINALEB_18913
return 

//-------------Mission 112---------------
// Originally: End Of The Line (3)

:FINALEC
gosub @FINALEC_36 
if 
wasted_or_busted 
else_jump @FINALEC_27 
gosub @FINALEC_57329 

:FINALEC_27
gosub @FINALEC_57525 
end_thread 

:FINALEC_36
$ONMISSION = 1 
thread 'FINALEC' 
wait 0 
054C: use_GXT_table 'RIOT4' 
060A: create_decision_maker_type 0 store_to 97@ // decision\allowed\m_.ped files 
128@ = 11 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
151@ = 0 
$8008 = 450000 
190@ = 0 
191@ = 0 
192@ = 0 
193@ = 0 
194@ = 0 
195@ = 0 
196@ = 0 
197@ = 0 
198@ = 0 
199@ = 0 
200@ = 0 
201@ = 0 
202@ = 0 
203@ = 0 
204@ = 0 
205@ = 0 
$8014 = 0 
$8015 = 0 
$8016 = 0 
249@ = 0 
250@ = 0 
251@ = 0 
252@ = 0 
253@ = 0 
254@ = 0 
255@ = 0 
256@ = 0 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
206@ = 0 
288@ = 0 
289@ = 0 
290@ = 0 
291@ = 0 
292@ = 0 
293@ = 0 
294@ = 0 
295@ = 0 
296@ = 0 
297@ = 0 
0828: unknown_fires_stuff 0 
03C7: set_sensitivity_to_crime 0.0 
06D0: enable_emergency_traffic 0 
Model.Load(#FIRELA)
Model.Load(#LAPD1)
Model.Load(#GREENWOO)
Model.Load(#FELTZER)
Model.Load(#LSV2)
Model.Load(#BALLAS1)
Model.Load(#MICRO_UZI)
Model.Load(#MOLOTOV)
Model.Load(#LA_FUCKCAR1)
Model.Load(#LA_FUCKCAR2)
04ED: load_animation "FINALE" 
04ED: load_animation "FINALE2" 
07C0: load_path 288 
07C0: load_path 289 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'TENPEN' as 2 // models 290-299 
07C0: load_path 290 
07C0: load_path 291 
03CF: load_wav 33227 as 1 
038B: load_requested_models 

:FINALEC_759
if or
   not Model.Available(#FIRELA)
   not Model.Available(#LAPD1)
   not Model.Available(#GREENWOO)
   not Model.Available(#FELTZER)
   not Model.Available(#LSV2)
else_jump @FINALEC_805 
wait 0 
jump @FINALEC_759 

:FINALEC_805
if or
   not Model.Available(#BALLAS1)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#MOLOTOV)
   not Model.Available(#LA_FUCKCAR1)
   not Model.Available(#LA_FUCKCAR2)
else_jump @FINALEC_851 
wait 0 
jump @FINALEC_805 

:FINALEC_851
if or
84ED:   not load_animation "FINALE" 
84ED:   not load_animation "FINALE2" 
87C1:   not path 288 available 
87C1:   not path 289 available 
823D:   not special_actor 1 loaded 
else_jump @FINALEC_908 
wait 0 
jump @FINALEC_851 

:FINALEC_908
if or
87C1:   not path 290 available 
87C1:   not path 291 available 
else_jump @FINALEC_940 
wait 0 
jump @FINALEC_908 

:FINALEC_940
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Actor.PutAt($PLAYER_ACTOR, 2515.771, -1277.474, 33.728)
Actor.Angle($PLAYER_ACTOR) = 144.159
0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SKID_BACK" IFP_file "PED" 1000.0 loop 0 0 0 1 time -1 // versionA 
wait 250 
152@ = Car.Create(#FIRELA, 2508.649, -1295.866, 33.92)
Car.Angle(152@) = 0.3186
08A4: set_car 152@ extra_parts_angle_to 0.7 
Car.SetImmunities(152@, 1, 1, 1, 1, 1)
0852: set_car 152@ damages_visible 0 
$SWEET_CAR = Car.Create(#GREENWOO, 2508.941, -1306.517, 33.92)
Car.Angle($SWEET_CAR) = 165.3186
0229: set_car $SWEET_CAR primary_color_to 59 secondary_color_to 34 
0674: set_car_model #FELTZER numberplate "_IMY_AK" 
153@ = Car.Create(#FELTZER, 2515.895, -1269.408, 33.7844)
Car.Angle(153@) = 359.2572
Car.SetImmunities(153@, 1, 1, 1, 1, 1)
Car.Health(153@) = 2000
053F: set_car 153@ tires_vulnerability 0 
0852: set_car 153@ damages_visible 0 
0229: set_car 153@ primary_color_to 1 secondary_color_to 8 
49@ = Actor.Create(Special, #SPECIAL02, 2506.218, -1293.093, 33.8438)
Actor.Angle(49@) = 271.9809
Actor.SetImmunities(49@, 1, 1, 1, 1, 1)
060B: set_actor 49@ decision_maker_to 97@ 
01C8: 158@ = create_actor_pedtype 24 model #LAPD1 in_car 152@ passenger_seat 0 
Actor.SetImmunities(158@, 1, 1, 1, 1, 1)
060B: set_actor 158@ decision_maker_to 97@ 
$ACTOR_SWEET = Actor.Create(Special, #SPECIAL01, 0.0, 0.0, 0.0)
Actor.SetImmunities($ACTOR_SWEET, 1, 1, 1, 1, 1)
Actor.Angle($ACTOR_SWEET) = 0.3186
060B: set_actor $ACTOR_SWEET decision_maker_to 97@ 
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_1427 
0464: put_actor $ACTOR_SWEET into_turret_on_car 152@ at_car_offset 0.0 -8.227 -1000.156 position 0 shooting_angle_limit 0.0 with_weapon 0 

:FINALEC_1427
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 2506.218 -1293.093 200.0 radius 200.0 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
015D: set_gamespeed 1.0 
0732: random_car_generator_disable_model #FELTZER 
0732: random_car_generator_disable_model #FIRELA 
02CF: 70@ = create_fire_at 2521.392 -1269.343 34.1609 propagation 0 size 3 
02CF: 71@ = create_fire_at 2521.701 -1270.293 34.2031 propagation 0 size 2 
02CF: 72@ = create_fire_at 2523.58 -1271.225 34.2918 propagation 0 size 3 
02CF: 73@ = create_fire_at 2518.576 -1284.467 34.0265 propagation 0 size 2 
02CF: 74@ = create_fire_at 2521.6 -1270.885 40.4338 propagation 0 size 3 
02CF: 75@ = create_fire_at 2521.662 -1267.656 43.8955 propagation 0 size 2 
02CF: 76@ = create_fire_at 2521.674 -1275.707 43.7437 propagation 0 size 3 
02CF: 77@ = create_fire_at 2521.506 -1275.781 40.4019 propagation 0 size 2 
02CF: 78@ = create_fire_at 2522.68 -1280.397 39.1158 propagation 0 size 3 
02CF: 79@ = create_fire_at 2521.676 -1279.352 39.112 propagation 0 size 3 
02CF: 80@ = create_fire_at 2521.714 -1278.639 37.4041 propagation 0 size 2 
0489: set_actor $PLAYER_ACTOR muted 1 
0A45: set_rail_tracks_friction_to 0.3 
wait 500 
0A0B: set_rendering_origin_at_3D_coord 2504.96 -1309.16 34.44 angle 334.0 
00C0: set_current_time_hours_to 17 minutes_to 0 
01F0: set_max_wanted_level_to 0 
fade 1 1000 
128@ = 11 

:FINALEC_1817
wait 0 
if 
0735:   NOP_false 83 
else_jump @FINALEC_1843 
jump @FINALEC_57451 

:FINALEC_1843
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_3759 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @FINALEC_3759 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_3759 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_3759 
if 
  128@ == 11 
else_jump @FINALEC_2000 
Camera.SetPosition(2502.792, -1296.28, 35.3797, 0.0, 0.0, 0.0)
Camera.PointAt(2503.378, -1295.469, 35.3873, 2)
05CB: AS_actor 49@ enter_car 152@ as_driver -1 ms 
32@ = 0 
128@ = 12 

:FINALEC_2000
if 
  128@ == 12 
else_jump @FINALEC_2082 
if 
  32@ > 1750 
else_jump @FINALEC_2082 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GETUP_FRONT" IFP_file "PED" 8.0 loop 0 0 0 0 time -1 // versionA 
128@ = 13 

:FINALEC_2082
if 
  128@ == 13 
else_jump @FINALEC_2188 
if 
0448:   actor 49@ in_car 152@ 
else_jump @FINALEC_2188 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_JUMP_ON" IFP_file "FINALE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
Car.DoorStatus(152@) = 2
190@ = 1 
32@ = 0 
128@ = 14 

:FINALEC_2188
if 
  128@ == 14 
else_jump @FINALEC_2264 
Camera.SetPosition(2515.445, -1299.71, 36.5622, 0.0, 0.0, 0.0)
Camera.PointAt(2514.667, -1300.31, 36.4758, 2)
128@ = 15 

:FINALEC_2264
if 
  128@ == 15 
else_jump @FINALEC_2399 
if 
  32@ > 1400 
else_jump @FINALEC_2399 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
041D: set_camera_near_clip 0.1 
0920: point_camera 2514.667 -1300.31 36.4758 transverse_to 2514.946 -1282.265 35.6876 time 4000 mode 0 
0936: set_camera 2515.445 -1299.71 36.5622 position_to 2515.482 -1282.265 35.713 time 4000 drop_mode 0 
128@ = 16 

:FINALEC_2399
if 
  128@ == 16 
else_jump @FINALEC_2471 
if 
  32@ > 2220 
else_jump @FINALEC_2471 
05EB: assign_car 152@ to_path 288 
Actor.PutAt($PLAYER_ACTOR, 2513.49, -1277.77, 34.19)
128@ = 17 

:FINALEC_2471
if 
  128@ == 17 
else_jump @FINALEC_2593 
if 
8934:   not camera_target_point_manipulated 
else_jump @FINALEC_2593 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2515.482 -1282.265 35.713 position_to 2515.482 -1283.1 35.713 time 4000 drop_mode 0 
0920: point_camera 2514.946 -1282.265 35.6876 transverse_to 2515.719 -1282.136 35.6959 time 4000 mode 0 
128@ = 18 

:FINALEC_2593
if 
  128@ == 18 
else_jump @FINALEC_2663 
if 
060E:   car 152@ assigned_to_path 
else_jump @FINALEC_2663 
if 
  32@ > 4999 
else_jump @FINALEC_2663 
06FD: set_car 152@ speed_on_path_to 0.75 
128@ = 19 

:FINALEC_2663
if 
  128@ == 19 
else_jump @FINALEC_2717 
if 
  32@ > 6000 
else_jump @FINALEC_2717 
05CB: AS_actor $PLAYER_ACTOR enter_car 153@ as_driver -1 ms 
128@ = 20 

:FINALEC_2717
if 
  128@ == 20 
else_jump @FINALEC_3284 
if 
  32@ > 10500 
else_jump @FINALEC_3284 
if 
   Actor.InCar($PLAYER_ACTOR, 153@)
else_jump @FINALEC_3284 
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
151@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_41' time 8000 flag 1  // Folge Tenpenny und sorge dafr, dass ~b~Sweet~s~ nichts passiert. Bleib dicht an dem Feuerwehrwagen dran und lass dich von Tenpenny nicht abhngen.
00BB: show_text_lowpriority GXT 'RM4_42' time 5000 flag 1  // ~s~Versuche nicht, den Feuerwehrwagen zu rammen. Du knntest ~b~Sweet~s~ sonst verletzen.
03DE: set_pedestrians_density_multiplier_to 0.2 
Car.RemoveReferences($SWEET_CAR)
Model.Destroy(#GREENWOO)
167@ = Object.Create(#LA_FUCKCAR2, 2597.36, -1044.735, 69.196)
Object.ToggleInMovingList(167@) = True
Object.Angle(167@) = 0.0
0453: set_object 167@ XY_rotation 0.0 180.0 angle 0.0 
168@ = Object.Create(#LA_FUCKCAR1, 2598.7, -1050.94, 69.23)
Object.Angle(168@) = 180.0
Object.ToggleInMovingList(168@) = True
44@ = Actor.Create(Mission1, #LSV2, 2600.99, -1050.01, 69.04)
Actor.Angle(44@) = 274.892
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 
45@ = Actor.Create(Mission1, #LSV2, 2597.21, -1040.14, 69.48)
Actor.Angle(45@) = 274.892
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 45@ weapon_skill_to 2 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
46@ = Actor.Create(Mission1, #LSV2, 2604.991, -1038.172, 69.619)
Actor.Angle(46@) = 274.892
060B: set_actor 46@ decision_maker_to 97@ 
01B2: give_actor 46@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 46@ immune_to_nonplayer 1 
0085: 102@ = 46@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
02CF: 61@ = create_fire_at 2598.54 -1044.53 68.5 propagation 0 size 3 
02CF: 62@ = create_fire_at 2600.99 -1050.01 69.04 propagation 0 size 3 
02CF: 63@ = create_fire_at 2599.88 -1052.4 68.06 propagation 0 size 3 
128@ = 21 

:FINALEC_3284
if 
  128@ == 21 
else_jump @FINALEC_3376 
05EC: release_car 152@ from_path 
05EB: assign_car 152@ to_path 289 
115@ = Marker.CreateAboveActor($ACTOR_SWEET)
07E0: set_marker 115@ type_to 1 
018B: set_marker 115@ radar_mode 2 
32@ = 0 
040D: unload_wav 1 
203@ = 0 
204@ = 0 
191@ = 1 
128@ = 22 

:FINALEC_3376
if 
  190@ == 1 
else_jump @FINALEC_3515 
if 
   Actor.Animation($ACTOR_SWEET) == "FIN_JUMP_ON"
else_jump @FINALEC_3515 
0613: 164@ = actor $ACTOR_SWEET animation "FIN_JUMP_ON" time 
if 
  164@ == 1.0 
else_jump @FINALEC_3515 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP_file "FINALE" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
190@ = 2 

:FINALEC_3515
if 
  128@ > 13 
else_jump @FINALEC_3759 
if 
  151@ == 0 
else_jump @FINALEC_3759 
gosub @FINALEC_57063 
if 
  203@ == 0 
else_jump @FINALEC_3625 
if 
  204@ == 0 
else_jump @FINALEC_3625 
04AF: 187@ = 33227 // @ = any 
05AA: 188@s = 'ROT4_HA'  // ~z~Tenpenny, du verfluchtes Stck Scheie!
gosub @FINALEC_57021 

:FINALEC_3625
if 
  203@ == 1 
else_jump @FINALEC_3692 
if 
  204@ == 0 
else_jump @FINALEC_3692 
04AF: 187@ = 33228 // @ = any 
05AA: 188@s = 'ROT4_HB'  // ~z~Nach allem, was du getan hast, kommst du mir nicht so leicht davon!
gosub @FINALEC_57021 

:FINALEC_3692
if 
  203@ == 2 
else_jump @FINALEC_3759 
if 
  204@ == 0 
else_jump @FINALEC_3759 
04AF: 187@ = 33216 // @ = any 
05AA: 188@s = 'ROT4_DB'  // ~z~Sweet, nein!
gosub @FINALEC_57021 

:FINALEC_3759
if or
  191@ == 1 
  191@ == 2 
else_jump @FINALEC_3814 
if 
   Car.Wrecked(153@)
else_jump @FINALEC_3814 
201@ = 1 
jump @FINALEC_57329 

:FINALEC_3814
if 
  191@ == 1 
else_jump @FINALEC_13366 
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_13366 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @FINALEC_13366 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_13366 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_13366 
if 
8202:   not actor $ACTOR_SWEET near_car 153@ radius 125.0 125.0 flag 0 
else_jump @FINALEC_3973 
if 
82CB:   not actor $ACTOR_SWEET bounding_sphere_visible 
else_jump @FINALEC_3973 
202@ = 1 
jump @FINALEC_57329 
00BC: show_text_highpriority GXT 'RM4_50' time 5000 flag 1  // ~r~Du hast Sweet verloren! Bleib das nchste Mal dichter dran!

:FINALEC_3973
if 
  200@ == 0 
else_jump @FINALEC_4053 
if 
8448:   not actor $PLAYER_ACTOR in_car 153@ 
else_jump @FINALEC_4053 
Marker.Disable(115@)
115@ = Marker.CreateAboveCar(153@)
07E0: set_marker 115@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_48' time 5000 flag 1  // ~s~Steig wieder in den ~b~Wagen~s~!
200@ = 1 

:FINALEC_4053
if 
  200@ == 1 
else_jump @FINALEC_4165 
if 
0448:   actor $PLAYER_ACTOR in_car 153@ 
else_jump @FINALEC_4165 
Marker.Disable(115@)
115@ = Marker.CreateAboveActor($ACTOR_SWEET)
07E0: set_marker 115@ type_to 1 
018B: set_marker 115@ radar_mode 2 
if 
  198@ > 0 
else_jump @FINALEC_4142 
018B: set_marker 115@ radar_mode 3 

:FINALEC_4142
00BC: show_text_highpriority GXT 'RM4_49' time 5000 flag 1  // ~s~Verfolge den Feuerwehrwagen!
200@ = 0 

:FINALEC_4165
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_4521 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @FINALEC_4521 
if 
060E:   car 152@ assigned_to_path 
else_jump @FINALEC_4521 
0871: init_jump_table 194@ total_jumps 3 default_jump 0 @FINALEC_4521 jumps 0 @FINALEC_4276 1 @FINALEC_4411 2 @FINALEC_4466 -1 @FINALEC_4521 -1 @FINALEC_4521 -1 @FINALEC_4521 -1 @FINALEC_4521 

:FINALEC_4276
if 
80F2:   not actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
else_jump @FINALEC_4331 
06FD: set_car 152@ speed_on_path_to 0.5 
194@ = 1 
jump @FINALEC_4404 

:FINALEC_4331
if 
00F2:   actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
else_jump @FINALEC_4404 
if or
   not 193@ == 5 
   not 193@ == 1 
else_jump @FINALEC_4404 
06FD: set_car 152@ speed_on_path_to 1.3 
194@ = 2 

:FINALEC_4404
jump @FINALEC_4521 

:FINALEC_4411
if 
00F2:   actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 55.0 55.0 0 
else_jump @FINALEC_4459 
06FD: set_car 152@ speed_on_path_to 1.0 
194@ = 0 

:FINALEC_4459
jump @FINALEC_4521 

:FINALEC_4466
if 
80F2:   not actor $ACTOR_SWEET near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
else_jump @FINALEC_4514 
06FD: set_car 152@ speed_on_path_to 1.0 
194@ = 0 

:FINALEC_4514
jump @FINALEC_4521 

:FINALEC_4521
if 
   not Actor.Dead(158@)
else_jump @FINALEC_6629 
if 
  196@ == 1 
else_jump @FINALEC_4632 
Car.StorePos(152@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_Z_COORD -= 15.0 
0362: remove_actor 158@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0464: put_actor 158@ into_turret_on_car 152@ at_car_offset 0.0 0.656 2.408 position 0 shooting_angle_limit 0.0 with_weapon 0 
196@ = 2 

:FINALEC_4632
if 
  196@ == 2 
else_jump @FINALEC_4712 
0657: car 152@ open_componentA 3 
0812: AS_actor 158@ perform_animation "FIN_COP1_CLIMBOUT" IFP_file "FINALE2" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
196@ = 3 

:FINALEC_4712
if 
  196@ == 3 
else_jump @FINALEC_4919 
if 
   Actor.Animation(158@) == "FIN_COP1_CLIMBOUT"
else_jump @FINALEC_4919 
0613: 170@ = actor 158@ animation "FIN_COP1_CLIMBOUT" time 
if 
  170@ == 1.0 
else_jump @FINALEC_4919 
0465: remove_actor 158@ from_turret_mode 
0464: put_actor 158@ into_turret_on_car 152@ at_car_offset -0.014 -7.4 -999.253 position 2 shooting_angle_limit 0.0 with_weapon 0 
0812: AS_actor 158@ perform_animation "FIN_COP1_CLIMBOUT2" IFP_file "FINALE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
32@ = 0 
198@ = 1 
196@ = 4 

:FINALEC_4919
if 
  196@ == 4 
else_jump @FINALEC_5096 
if 
   Actor.Animation(158@) == "FIN_COP1_CLIMBOUT2"
else_jump @FINALEC_5096 
0613: 170@ = actor 158@ animation "FIN_COP1_CLIMBOUT2" time 
if 
  170@ == 1.0 
else_jump @FINALEC_5096 
0812: AS_actor 158@ perform_animation "FIN_COP1_STOMP" IFP_file "FINALE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
33@ = 0 
00BC: show_text_highpriority GXT 'RM4_43' time 7000 flag 1  // ~s~Der Cop tritt ~b~Sweet~s~ auf die Finger. Bring deinen Wagen nahe an ihn heran, falls er sich nicht mehr halten kann.
196@ = 5 

:FINALEC_5096
if 
  196@ == 5 
else_jump @FINALEC_5183 
if 
  33@ > 499 
else_jump @FINALEC_5183 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_SLIP" IFP_file "FINALE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
196@ = 6 

:FINALEC_5183
if 
  196@ == 6 
else_jump @FINALEC_5328 
if 
   Actor.Animation(158@) == "FIN_COP1_STOMP"
else_jump @FINALEC_5328 
0613: 170@ = actor 158@ animation "FIN_COP1_STOMP" time 
if 
  170@ == 1.0 
else_jump @FINALEC_5328 
0812: AS_actor 158@ perform_animation "FIN_COP1_LOOP" IFP_file "FINALE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
196@ = 7 

:FINALEC_5328
if 
  196@ == 7 
else_jump @FINALEC_5478 
if 
   Actor.Animation($ACTOR_SWEET) == "FIN_HANG_SLIP"
else_jump @FINALEC_5478 
0613: 164@ = actor $ACTOR_SWEET animation "FIN_HANG_SLIP" time 
if 
  164@ == 1.0 
else_jump @FINALEC_5478 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP_file "FINALE" 8.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
33@ = 0 
196@ = 8 

:FINALEC_5478
if 
  196@ == 8 
else_jump @FINALEC_5648 
if 
  33@ > 750 
else_jump @FINALEC_5648 
if 
   Actor.Animation(158@) == "FIN_COP1_LOOP"
else_jump @FINALEC_5648 
0613: 170@ = actor 158@ animation "FIN_COP1_LOOP" time 
if 
  170@ == 1.0 
else_jump @FINALEC_5648 
0812: AS_actor 158@ perform_animation "FIN_COP1_STOMP" IFP_file "FINALE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
33@ = 0 
196@ = 5 

:FINALEC_5648
if 
  198@ == 1 
else_jump @FINALEC_5781 
if 
  32@ > 8999 
else_jump @FINALEC_5781 
if 
075C:   marker 115@ enabled 
else_jump @FINALEC_5708 
018B: set_marker 115@ radar_mode 3 

:FINALEC_5708
$8009 = 15 
008D: $8010 = integer $8009 to_float 
$8010 *= 100.0 
$8010 /= 15.0 
008C: $8011 = float $8010 to_integer 
03C4: set_status_text $8011 type 1 GXT 'RM4_47' // global_variable  // Sweets Halt
32@ = 0 
198@ = 2 

:FINALEC_5781
if 
  198@ == 2 
else_jump @FINALEC_5839 
if 
  32@ > 999 
else_jump @FINALEC_5839 
$8009 -= 1 
32@ = 0 
198@ = 3 

:FINALEC_5839
if 
  198@ == 3 
else_jump @FINALEC_5897 
if 
  32@ > 999 
else_jump @FINALEC_5897 
$8009 -= 1 
32@ = 0 
198@ = 4 

:FINALEC_5897
if 
  198@ == 4 
else_jump @FINALEC_5962 
if 
  32@ > 999 
else_jump @FINALEC_5962 
$8009 -= 1 
32@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
198@ = 5 

:FINALEC_5962
if 
  198@ == 5 
else_jump @FINALEC_6575 
if 
  32@ > 999 
else_jump @FINALEC_6020 
$8009 -= 1 
205@ = 4 
32@ = 0 

:FINALEC_6020
if 
  0 >= $8009 
else_jump @FINALEC_6163 
$8009 = 0 
196@ = 10 
0812: AS_actor 158@ perform_animation "FIN_COP1_LOOP" IFP_file "FINALE" 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0465: remove_actor $ACTOR_SWEET from_turret_mode 
0619: enable_actor $ACTOR_SWEET collision_detection 1 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LAND_DIE" IFP_file "FINALE" 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
32@ = 0 
198@ = 6 

:FINALEC_6163
if 
  $8009 > 0 
else_jump @FINALEC_6575 
Actor.StorePos($ACTOR_SWEET, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_Z_COORD -= 1.0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 3.0 3.0 4.0 
else_jump @FINALEC_6575 
0151: remove_status_text $8009 
171@ = 4.0 
0465: remove_actor $ACTOR_SWEET from_turret_mode 
Actor.StorePos($ACTOR_SWEET, 181@, 182@, 183@)
0619: enable_actor $ACTOR_SWEET collision_detection 0 
183@ -= 1.0 
0792: disembark_instantly_actor $ACTOR_SWEET 
Actor.PutAt($ACTOR_SWEET, 181@, 182@, 183@)
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LET_GO" IFP_file "FINALE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
wait 0 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_6575 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @FINALEC_6575 
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_6575 
Actor.StorePos($ACTOR_SWEET, 181@, 182@, 183@)
0407: store_coords_to 175@ 176@ 177@ from_car 153@ with_offset 0.0 1.5 0.5 
0087: 172@ = 181@ // (float) 
0063: 172@ -= 175@ // (float) 
0087: 173@ = 182@ // (float) 
0063: 173@ -= 176@ // (float) 
0087: 174@ = 183@ // (float) 
0063: 174@ -= 177@ // (float) 
0087: 178@ = 172@ // (float) 
0073: 178@ /= 171@ // (float) 
0087: 179@ = 173@ // (float) 
0073: 179@ /= 171@ // (float) 
0087: 180@ = 174@ // (float) 
0073: 180@ /= 171@ // (float) 
040D: unload_wav 1 
00BE: text_clear_all 
204@ = 0 
203@ = 0 
191@ = 2 

:FINALEC_6575
if 
  198@ > 1 
else_jump @FINALEC_6629 
008D: $8010 = integer $8009 to_float 
$8010 *= 100.0 
$8010 /= 15.0 
008C: $8011 = float $8010 to_integer 

:FINALEC_6629
if 
  198@ == 6 
else_jump @FINALEC_6686 
if 
  32@ > 2000 
else_jump @FINALEC_6686 
198@ = 7 
040D: unload_wav 1 
00BE: text_clear_all 
jump @FINALEC_57329 

:FINALEC_6686
if 
  199@ == 1 
else_jump @FINALEC_6756 
if 
01AD:   car 152@ sphere 0 near_point 2003.29 -1097.0 radius 20.0 20.0 
else_jump @FINALEC_6756 
01EB: set_traffic_density_multiplier_to 1.0 
199@ = 2 

:FINALEC_6756
if 
  199@ == 1 
else_jump @FINALEC_6826 
if 
01AD:   car 152@ sphere 0 near_point 2112.84 -1406.01 radius 20.0 20.0 
else_jump @FINALEC_6826 
01EB: set_traffic_density_multiplier_to 0.0 
199@ = 2 

:FINALEC_6826
if 
  199@ == 2 
else_jump @FINALEC_6896 
if 
01AD:   car 152@ sphere 0 near_point 2112.51 -1631.72 radius 20.0 20.0 
else_jump @FINALEC_6896 
01EB: set_traffic_density_multiplier_to 0.9 
199@ = 3 

:FINALEC_6896
if 
  195@ == 1 
else_jump @FINALEC_7015 
if 
   Model.Available(#STREAK)
else_jump @FINALEC_7003 
06D8: 157@ = create_train_at 2135.04 -1953.25 12.84 type 15 direction 0 
06DC: set_train 157@ acc 30.0 
06DD: set_train 157@ speed 12.5 
Car.SetImmunities(157@, 1, 1, 1, 1, 1)
195@ = 2 
jump @FINALEC_7015 

:FINALEC_7003
Model.Destroy(#STREAK)
195@ = 2 

:FINALEC_7015
if 
  195@ == 2 
else_jump @FINALEC_7122 
if 
   not Car.Wrecked(157@)
else_jump @FINALEC_7108 
if 
01AD:   car 157@ sphere 0 near_point 2226.64 -1603.62 radius 15.0 15.0 
else_jump @FINALEC_7101 
06DA: unknown_trains_flag 
Model.Destroy(#STREAK)
195@ = 3 

:FINALEC_7101
jump @FINALEC_7122 

:FINALEC_7108
06DA: unknown_trains_flag 
Model.Destroy(#STREAK)
195@ = 3 

:FINALEC_7122
if 
  195@ == 3 
else_jump @FINALEC_7149 
06DB: destroy_all_trains 
195@ = 4 

:FINALEC_7149
if 
  193@ == 0 
else_jump @FINALEC_8908 
if 
  192@ == 0 
else_jump @FINALEC_7799 
if 
01AD:   car 152@ sphere 0 near_point 2339.11 -1038.88 radius 14.0 14.0 
else_jump @FINALEC_7799 
205@ = 1 
031A: remove_all_fires 
Object.RemoveReferences(167@)
Object.RemoveReferences(168@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
Actor.RemoveReferences(46@)
34@ = Actor.Create(Mission1, #LSV2, 2246.362, -1059.161, 61.2275)
Actor.Angle(34@) = 255.0
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 34@ immune_to_nonplayer 1 
0085: 102@ = 34@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 
37@ = Actor.Create(Mission1, #LSV2, 2212.216, -1001.041, 67.22)
Actor.Angle(37@) = 183.4
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 37@ immune_to_nonplayer 1 
0085: 102@ = 37@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
38@ = Actor.Create(Mission1, #LSV2, 2197.558, -1000.418, 67.367)
Actor.Angle(38@) = 209.7
060B: set_actor 38@ decision_maker_to 97@ 
01B2: give_actor 38@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 38@ immune_to_nonplayer 1 
0085: 102@ = 38@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 
39@ = Actor.Create(Mission1, #LSV2, 2188.512, -1020.8, 70.33)
Actor.Angle(39@) = 287.39
060B: set_actor 39@ decision_maker_to 97@ 
01B2: give_actor 39@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 39@ immune_to_nonplayer 1 
Actor.WeaponAccuracy(39@) = 90
0085: 102@ = 39@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
165@ = Object.Create(#LA_FUCKCAR2, 2171.57, -1008.76, 62.56)
Object.ToggleInMovingList(165@) = True
Object.Angle(165@) = 168.0
0453: set_object 165@ XY_rotation 0.0 90.0 angle 0.0 
02CF: 61@ = create_fire_at 2172.57 -1008.76 61.56 propagation 0 size 3 
02CF: 62@ = create_fire_at 2171.57 -1007.76 62.56 propagation 0 size 3 
40@ = Actor.Create(Mission1, #LSV2, 2172.91, -1001.84, 62.83)
Actor.Angle(40@) = 258.18
060B: set_actor 40@ decision_maker_to 97@ 
01B2: give_actor 40@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 40@ immune_to_nonplayer 1 
0085: 102@ = 40@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 
192@ = 1 

:FINALEC_7799
if 
  192@ == 1 
else_jump @FINALEC_8908 
if 
01AD:   car 152@ sphere 0 near_point 2252.01 -1046.41 radius 14.0 14.0 
else_jump @FINALEC_8908 
if 
   Actor.Animation($ACTOR_SWEET) == "FIN_LEGSUP_LOOP"
else_jump @FINALEC_7931 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP_file "FINALE" 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_7931
if 
80C2:   not sphere_onscreen 2600.99 -1050.01 69.04 radius 10.0 
else_jump @FINALEC_7989 
Object.Destroy(167@)
Object.Destroy(168@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
Actor.DestroyInstantly(46@)

:FINALEC_7989
166@ = Object.Create(#LA_FUCKCAR2, 2033.39, -938.0, 39.99)
Object.Angle(166@) = 24.8
Object.ToggleInMovingList(166@) = True
0453: set_object 166@ XY_rotation 0.0 0.0 angle 0.0 
02CF: 63@ = create_fire_at 2033.39 -938.0 38.99 propagation 0 size 3 
02CF: 64@ = create_fire_at 2032.39 -937.0 38.99 propagation 0 size 3 
41@ = Actor.Create(Mission1, #LSV2, 2035.09, -979.33, 40.9)
Actor.Angle(41@) = 263.9
060B: set_actor 41@ decision_maker_to 97@ 
01B2: give_actor 41@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 41@ immune_to_nonplayer 1 
0085: 102@ = 41@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 
42@ = Actor.Create(Mission1, #LSV2, 2053.81, -983.87, 45.33)
Actor.Angle(42@) = 287.5
060B: set_actor 42@ decision_maker_to 97@ 
01B2: give_actor 42@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 42@ immune_to_nonplayer 1 
0085: 102@ = 42@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
43@ = Actor.Create(Mission1, #LSV2, 2089.93, -971.49, 54.556)
Actor.Angle(43@) = 219.88
060B: set_actor 43@ decision_maker_to 97@ 
01B2: give_actor 43@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 43@ immune_to_nonplayer 1 
0085: 102@ = 43@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 
44@ = Actor.Create(Mission1, #LSV2, 2026.056, -971.93, 41.5)
Actor.Angle(44@) = 219.88
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
45@ = Actor.Create(Mission1, #LSV2, 1989.918, -1017.65, 34.05)
Actor.Angle(45@) = 317.6
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
46@ = Actor.Create(Mission1, #LSV2, 1999.8, -1018.65, 35.33)
Actor.Angle(46@) = 317.6
060B: set_actor 46@ decision_maker_to 97@ 
01B2: give_actor 46@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 46@ immune_to_nonplayer 1 
0085: 102@ = 46@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 
47@ = Actor.Create(Mission1, #LSV2, 1970.674, -1088.046, 24.163)
Actor.Angle(47@) = 345.24
060B: set_actor 47@ decision_maker_to 97@ 
01B2: give_actor 47@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 47@ immune_to_nonplayer 1 
0085: 102@ = 47@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
48@ = Actor.Create(Mission1, #LSV2, 1977.545, -1096.913, 24.35)
Actor.Angle(48@) = 24.331
060B: set_actor 48@ decision_maker_to 97@ 
01B2: give_actor 48@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 48@ immune_to_nonplayer 1 
0085: 102@ = 48@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 
167@ = Object.Create(#LA_FUCKCAR1, 1975.31, -1099.27, 24.118)
Object.ToggleInMovingList(167@) = True
Object.Angle(167@) = 270.894
0453: set_object 167@ XY_rotation 0.0 180.0 angle 0.0 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
02CF: 61@ = create_fire_at 1975.31 -1099.27 24.118 propagation 0 size 3 
02CF: 62@ = create_fire_at 1977.0 -1098.0 24.0 propagation 0 size 3 
192@ = 0 
199@ = 1 
193@ = 1 

:FINALEC_8908
if 
  193@ == 1 
else_jump @FINALEC_10348 
if 
  192@ == 0 
else_jump @FINALEC_9234 
if 
01AD:   car 152@ sphere 0 near_point 2073.51 -1260.18 radius 14.0 14.0 
else_jump @FINALEC_9234 
205@ = 2 
Object.RemoveReferences(165@)
Actor.RemoveReferences(34@)
Actor.RemoveReferences(37@)
Actor.RemoveReferences(38@)
Actor.RemoveReferences(39@)
Actor.RemoveReferences(40@)
169@ = Object.Create(#LA_FUCKCAR2, 2117.46, -1490.22, 22.6)
Object.ToggleInMovingList(169@) = True
Object.Angle(169@) = 276.0
44@ = Actor.Create(Mission1, #BALLAS1, 2108.6, -1491.5, 23.85)
Actor.Angle(44@) = 340.0
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
45@ = Actor.Create(Mission1, #BALLAS1, 2116.48, -1492.219, 22.85)
Actor.Angle(45@) = 340.0
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 
192@ = 1 

:FINALEC_9234
if 
  192@ == 1 
else_jump @FINALEC_10348 
if 
01AD:   car 152@ sphere 0 near_point 2268.94 -1260.26 radius 14.0 14.0 
else_jump @FINALEC_10348 
if 
   Actor.Animation($ACTOR_SWEET) == "FIN_LEGSUP_LOOP"
else_jump @FINALEC_9366 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP_file "FINALE" 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_9366
031A: remove_all_fires 
Model.Destroy(#LSV2)
Object.RemoveReferences(166@)
Actor.RemoveReferences(41@)
Actor.RemoveReferences(42@)
Actor.RemoveReferences(43@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(46@)
Actor.RemoveReferences(47@)
Actor.RemoveReferences(48@)
Object.RemoveReferences(167@)
Object.Destroy(165@)
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
Actor.DestroyInstantly(39@)
Actor.DestroyInstantly(40@)
Object.Destroy(166@)
Actor.DestroyInstantly(41@)
Model.Load(#STREAK)
165@ = Object.Create(#LA_FUCKCAR1, 2109.492, -1531.4, 22.82)
Object.Angle(165@) = 276.274
Object.ToggleInMovingList(165@) = True
34@ = Actor.Create(Mission1, #BALLAS1, 2110.39, -1529.04, 22.928)
Actor.Angle(34@) = 10.19
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 34@ immune_to_nonplayer 1 
0085: 102@ = 34@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
35@ = Actor.Create(Mission1, #BALLAS1, 2118.376, -1531.8, 23.189)
Actor.Angle(35@) = 340.0
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 35@ immune_to_nonplayer 1 
0085: 102@ = 35@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 
02CF: 61@ = create_fire_at 2116.7 -1530.846 22.99 propagation 0 size 3 
02CF: 62@ = create_fire_at 2115.5 -1530.282 22.97 propagation 0 size 2 
02CF: 63@ = create_fire_at 2114.06 -1529.88 22.96 propagation 0 size 3 
02CF: 64@ = create_fire_at 2112.3 -1529.92 22.9 propagation 0 size 2 
168@ = Object.Create(#LA_FUCKCAR2, 2115.75, -1620.69, 22.11)
Object.ToggleInMovingList(168@) = True
Object.Angle(168@) = 95.114
36@ = Actor.Create(Mission1, #BALLAS1, 2111.57, -1585.135, 25.1)
Actor.Angle(36@) = 12.0
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 36@ immune_to_nonplayer 1 
0085: 102@ = 36@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
37@ = Actor.Create(Mission1, #BALLAS1, 2104.487, -1586.327, 25.07)
Actor.Angle(37@) = 306.26
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 37@ immune_to_nonplayer 1 
0085: 102@ = 37@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 
02CF: 65@ = create_fire_at 2108.28 -1637.23 18.3 propagation 0 size 3 
02CF: 66@ = create_fire_at 2110.65 -1637.93 18.36 propagation 0 size 2 
02CF: 67@ = create_fire_at 2112.18 -1637.2 18.52 propagation 0 size 1 
02CF: 68@ = create_fire_at 2115.36 -1637.43 18.47 propagation 0 size 2 
02CF: 69@ = create_fire_at 2117.39 -1636.75 18.62 propagation 0 size 3 
02CF: 70@ = create_fire_at 2107.91 -1586.498 24.8 propagation 0 size 3 
02CF: 71@ = create_fire_at 2110.28 -1586.29 24.89 propagation 0 size 2 
02CF: 72@ = create_fire_at 2112.755 -1586.081 24.8 propagation 0 size 2 
38@ = Actor.Create(Mission1, #BALLAS1, 2094.0, -1763.0, 12.5)
Actor.Angle(38@) = 322.0
060B: set_actor 38@ decision_maker_to 97@ 
01B2: give_actor 38@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 38@ immune_to_nonplayer 1 
0085: 102@ = 38@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
39@ = Actor.Create(Mission1, #BALLAS1, 2088.0, -1761.0, 12.5)
Actor.Angle(39@) = 306.26
060B: set_actor 39@ decision_maker_to 97@ 
01B2: give_actor 39@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 39@ immune_to_nonplayer 1 
0085: 102@ = 39@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 
192@ = 0 
193@ = 2 

:FINALEC_10348
if 
  193@ == 2 
else_jump @FINALEC_10662 
if 
  192@ == 0 
else_jump @FINALEC_10507 
if 
01AD:   car 152@ sphere 0 near_point 2203.69 -1724.39 radius 14.0 14.0 
else_jump @FINALEC_10507 
195@ = 1 
Actor.DestroyInstantly(41@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(46@)
Actor.DestroyInstantly(47@)
Actor.DestroyInstantly(48@)
Object.Destroy(167@)
Model.Destroy(#BALLAS1)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#LA_FUCKCAR1)
Model.Destroy(#LA_FUCKCAR2)
Model.Destroy(#MOLOTOV)
01EB: set_traffic_density_multiplier_to 1.0 
192@ = 1 

:FINALEC_10507
if 
  192@ == 1 
else_jump @FINALEC_10662 
if 
01AD:   car 152@ sphere 0 near_point 2202.32 -1890.45 radius 14.0 14.0 
else_jump @FINALEC_10662 
205@ = 3 
if 
   Actor.Animation($ACTOR_SWEET) == "FIN_LEGSUP_LOOP"
else_jump @FINALEC_10646 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP_file "FINALE" 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_10646
031A: remove_all_fires 
192@ = 0 
193@ = 3 

:FINALEC_10662
if 
  193@ == 3 
else_jump @FINALEC_10946 
if 
  192@ == 0 
else_jump @FINALEC_10743 
if 
01AD:   car 152@ sphere 0 near_point 2115.45 -1954.4 radius 14.0 14.0 
else_jump @FINALEC_10743 
192@ = 1 

:FINALEC_10743
if 
  192@ == 1 
else_jump @FINALEC_10946 
if 
01AD:   car 152@ sphere 0 near_point 2179.19 -2017.63 radius 14.0 14.0 
else_jump @FINALEC_10946 
if 
   Actor.Animation($ACTOR_SWEET) == "FIN_LEGSUP_LOOP"
else_jump @FINALEC_10875 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP_file "FINALE" 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_10875
031A: remove_all_fires 
Object.RemoveReferences(165@)
Actor.RemoveReferences(34@)
Actor.RemoveReferences(35@)
Object.RemoveReferences(169@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
Object.RemoveReferences(168@)
Actor.RemoveReferences(36@)
Actor.RemoveReferences(37@)
Actor.RemoveReferences(38@)
Actor.RemoveReferences(39@)
192@ = 0 
193@ = 4 

:FINALEC_10946
if 
  193@ == 4 
else_jump @FINALEC_11235 
if 
  192@ == 0 
else_jump @FINALEC_11082 
if 
01AD:   car 152@ sphere 0 near_point 2318.03 -2165.94 radius 14.0 14.0 
else_jump @FINALEC_11082 
Object.Destroy(165@)
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
Object.Destroy(169@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
Object.Destroy(168@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
Actor.DestroyInstantly(39@)
192@ = 1 

:FINALEC_11082
if 
  192@ == 1 
else_jump @FINALEC_11235 
if 
01AD:   car 152@ sphere 0 near_point 2452.6 -2170.27 radius 14.0 14.0 
else_jump @FINALEC_11235 
if 
   Actor.Animation($ACTOR_SWEET) == "FIN_LEGSUP_LOOP"
else_jump @FINALEC_11214 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP_file "FINALE" 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_11214
196@ = 1 
192@ = 0 
193@ = 5 

:FINALEC_11235
if 
  190@ == 1 
else_jump @FINALEC_11374 
if 
   Actor.Animation($ACTOR_SWEET) == "FIN_JUMP_ON"
else_jump @FINALEC_11374 
0613: 164@ = actor $ACTOR_SWEET animation "FIN_JUMP_ON" time 
if 
  164@ == 1.0 
else_jump @FINALEC_11374 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP_file "FINALE" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
190@ = 2 

:FINALEC_11374
if 
  190@ > 1 
else_jump @FINALEC_12091 
160@ = Car.Angle(152@)
095F: get_car 152@ componentA 6 rotation_to 161@ 
161@ -= 0.5 
161@ *= 2.0 
161@ *= 10.0 
005B: 161@ += 160@ // (float) 
0087: 163@ = 161@ // (float) 
0063: 163@ -= 162@ // (float) 
if 
  -180.0 > 163@ 
else_jump @FINALEC_11495 
163@ += 360.0 

:FINALEC_11495
if 
  163@ > 180.0 
else_jump @FINALEC_11526 
163@ += -360.0 

:FINALEC_11526
0087: 162@ = 161@ // (float) 
if 
  196@ == 0 
else_jump @FINALEC_12091 
if 
  192@ == 0 
else_jump @FINALEC_11831 
if 
  -1.5 > 163@ 
else_jump @FINALEC_11663 
if 
   not 190@ == 4 
else_jump @FINALEC_11656 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_L" IFP_file "FINALE" 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
190@ = 4 

:FINALEC_11656
jump @FINALEC_11824 

:FINALEC_11663
if 
  163@ > 1.5 
else_jump @FINALEC_11756 
if 
   not 190@ == 3 
else_jump @FINALEC_11749 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_R" IFP_file "FINALE" 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
190@ = 3 

:FINALEC_11749
jump @FINALEC_11824 

:FINALEC_11756
if 
   not 190@ == 2 
else_jump @FINALEC_11824 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP_file "FINALE" 2.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
190@ = 2 

:FINALEC_11824
jump @FINALEC_12091 

:FINALEC_11831
if 
  -1.5 > 163@ 
else_jump @FINALEC_11926 
if 
   not 190@ == 4 
else_jump @FINALEC_11919 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LEGSUP_L" IFP_file "FINALE" 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
190@ = 4 

:FINALEC_11919
jump @FINALEC_12091 

:FINALEC_11926
if 
  163@ > 1.5 
else_jump @FINALEC_12021 
if 
   not 190@ == 3 
else_jump @FINALEC_12014 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LEGSUP_R" IFP_file "FINALE" 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
190@ = 3 

:FINALEC_12014
jump @FINALEC_12091 

:FINALEC_12021
if 
   not 190@ == 2 
else_jump @FINALEC_12091 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LEGSUP_LOOP" IFP_file "FINALE" 2.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
190@ = 2 

:FINALEC_12091
if 
  2 > 191@ 
else_jump @FINALEC_13366 
gosub @FINALEC_57063 
if 
  203@ == 0 
else_jump @FINALEC_12214 
if 
  204@ == 0 
else_jump @FINALEC_12214 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 15.0 15.0 0 
else_jump @FINALEC_12214 
04AF: 187@ = 33217 // @ = any 
05AA: 188@s = 'ROT4_EA'  // ~z~Halt durch, Sweet!
gosub @FINALEC_57021 

:FINALEC_12214
if 
  205@ == 1 
else_jump @FINALEC_12355 
if 
  204@ == 0 
else_jump @FINALEC_12355 
if 
  1 > 203@ 
else_jump @FINALEC_12275 
203@ = 1 

:FINALEC_12275
if 
  203@ == 1 
else_jump @FINALEC_12355 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
else_jump @FINALEC_12355 
04AF: 187@ = 33229 // @ = any 
05AA: 188@s = 'ROT4_HC'  // ~z~Ich werde auf deine Leiche pissen, Tenpenny!
gosub @FINALEC_57021 

:FINALEC_12355
if 
  203@ == 2 
else_jump @FINALEC_12453 
if 
  204@ == 0 
else_jump @FINALEC_12453 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
else_jump @FINALEC_12453 
04AF: 187@ = 33221 // @ = any 
05AA: 188@s = 'ROT4_FA'  // ~z~Ich bleib an dem Bastard dran!
gosub @FINALEC_57021 

:FINALEC_12453
if 
  203@ == 3 
else_jump @FINALEC_12551 
if 
  204@ == 0 
else_jump @FINALEC_12551 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
else_jump @FINALEC_12551 
04AF: 187@ = 33245 // @ = any 
05AA: 188@s = 'ROT4_MB'  // ~z~Oh, Scheiiiiiie!
gosub @FINALEC_57021 

:FINALEC_12551
if 
  204@ == 0 
else_jump @FINALEC_12692 
if 
  205@ == 2 
else_jump @FINALEC_12692 
if 
  4 > 203@ 
else_jump @FINALEC_12612 
203@ = 4 

:FINALEC_12612
if 
  203@ == 4 
else_jump @FINALEC_12692 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
else_jump @FINALEC_12692 
04AF: 187@ = 33241 // @ = any 
05AA: 188@s = 'ROT4_KJ'  // ~z~CJ, tu was!
gosub @FINALEC_57021 

:FINALEC_12692
if 
  203@ == 5 
else_jump @FINALEC_12790 
if 
  204@ == 0 
else_jump @FINALEC_12790 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
else_jump @FINALEC_12790 
04AF: 187@ = 33218 // @ = any 
05AA: 188@s = 'ROT4_EB'  // ~z~Halt noch ein bisschen durch, Bruder!
gosub @FINALEC_57021 

:FINALEC_12790
if 
  204@ == 0 
else_jump @FINALEC_12931 
if 
  205@ == 3 
else_jump @FINALEC_12931 
if 
  6 > 203@ 
else_jump @FINALEC_12851 
203@ = 6 

:FINALEC_12851
if 
  203@ == 6 
else_jump @FINALEC_12931 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
else_jump @FINALEC_12931 
04AF: 187@ = 33226 // @ = any 
05AA: 188@s = 'ROT4_GB'  // ~z~Oh, Mann, das ist gerade noch mal gut gegangen!
gosub @FINALEC_57021 

:FINALEC_12931
if 
  204@ == 0 
else_jump @FINALEC_13029 
if 
  203@ == 7 
else_jump @FINALEC_13029 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
else_jump @FINALEC_13029 
04AF: 187@ = 33222 // @ = any 
05AA: 188@s = 'ROT4_FB'  // ~z~Ich lass diesen Bastard nicht entkommen!
gosub @FINALEC_57021 

:FINALEC_13029
if 
  204@ == 0 
else_jump @FINALEC_13170 
if 
  205@ == 4 
else_jump @FINALEC_13170 
if 
  8 > 203@ 
else_jump @FINALEC_13090 
203@ = 8 

:FINALEC_13090
if 
  203@ == 8 
else_jump @FINALEC_13170 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
else_jump @FINALEC_13170 
04AF: 187@ = 33234 // @ = any 
05AA: 188@s = 'ROT4_KB'  // ~z~Lass los, du Vollidiot!
gosub @FINALEC_57021 

:FINALEC_13170
if 
  204@ == 0 
else_jump @FINALEC_13268 
if 
  203@ == 9 
else_jump @FINALEC_13268 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
else_jump @FINALEC_13268 
04AF: 187@ = 33236 // @ = any 
05AA: 188@s = 'ROT4_KD'  // ~z~Fick dich, Scheibulle!
gosub @FINALEC_57021 

:FINALEC_13268
if 
  204@ == 0 
else_jump @FINALEC_13366 
if 
  203@ == 10 
else_jump @FINALEC_13366 
if 
00F2:   actor $PLAYER_ACTOR near_actor $ACTOR_SWEET radius 30.0 30.0 0 
else_jump @FINALEC_13366 
04AF: 187@ = 33237 // @ = any 
05AA: 188@s = 'ROT4_KE'  // ~z~Ahhh, meine Finger!
gosub @FINALEC_57021 

:FINALEC_13366
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_13970 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @FINALEC_13970 
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_13970 
if 
  191@ == 2 
else_jump @FINALEC_13699 
0407: store_coords_to 175@ 176@ 177@ from_car 153@ with_offset 0.0 1.5 0.5 
171@ -= 1.0 
0063: 172@ -= 178@ // (float) 
0063: 173@ -= 179@ // (float) 
0063: 174@ -= 180@ // (float) 
0087: 181@ = 175@ // (float) 
005B: 181@ += 172@ // (float) 
0087: 182@ = 176@ // (float) 
005B: 182@ += 173@ // (float) 
0087: 183@ = 177@ // (float) 
005B: 183@ += 174@ // (float) 
183@ -= 1.0 
Actor.PutAt($ACTOR_SWEET, 181@, 182@, 183@)
if 
  171@ == 0.0 
else_jump @FINALEC_13699 
0464: put_actor $ACTOR_SWEET into_turret_on_car 153@ at_car_offset 0.0 1.5 0.5 position 0 shooting_angle_limit 0.0 with_weapon 0 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LAND_CAR" IFP_file "FINALE" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
if 
075C:   marker 115@ enabled 
else_jump @FINALEC_13685 
018B: set_marker 115@ radar_mode 2 

:FINALEC_13685
32@ = 0 
191@ = 3 

:FINALEC_13699
if 
  191@ == 3 
else_jump @FINALEC_13860 
if 
   Actor.Animation($ACTOR_SWEET) == "FIN_LAND_CAR"
else_jump @FINALEC_13860 
0613: 164@ = actor $ACTOR_SWEET animation "FIN_LAND_CAR" time 
if 
  164@ == 1.0 
else_jump @FINALEC_13860 
097A: play_audio_at 181@ 182@ 183@ event 1009 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_CLIMB_IN" IFP_file "FINALE" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
32@ = 0 
191@ = 4 

:FINALEC_13860
if 
  4 > 191@ 
else_jump @FINALEC_13970 
if 
  191@ > 1 
else_jump @FINALEC_13970 
gosub @FINALEC_57063 
if 
  204@ == 0 
else_jump @FINALEC_13970 
if 
  203@ == 0 
else_jump @FINALEC_13970 
04AF: 187@ = 33246 // @ = any 
05AA: 188@s = 'ROT4_MC'  // ~z~Ich hab dich!
gosub @FINALEC_57021 

:FINALEC_13970
if 
  $8014 == 0 
else_jump @FINALEC_16448 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_16448 
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_16448 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @FINALEC_16448 
if 
  191@ == 4 
else_jump @FINALEC_14251 
if 
  32@ > 2800 
else_jump @FINALEC_14251 
040D: unload_wav 1 
00BE: text_clear_all 
204@ = 0 
203@ = 0 
Camera.SetPosition(2908.949, -1565.179, 15.6092, 0.0, 0.0, 0.0)
Camera.PointAt(2908.996, -1565.014, 14.624, 2)
0460: set_camera_transverse_delay 0.0 time 1500 
067F: set_car 152@ lights 1 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Car.SetImmunities(153@, 1, 1, 1, 1, 1)
0151: remove_status_text $8011 
Actor.DestroyInstantly(158@)
if 
060E:   car 152@ assigned_to_path 
else_jump @FINALEC_14218 
05EC: release_car 152@ from_path 

:FINALEC_14218
05EB: assign_car 152@ to_path 290 
06FD: set_car 152@ speed_on_path_to 0.9 
05EB: assign_car 153@ to_path 291 
191@ = 5 

:FINALEC_14251
if 
  191@ == 5 
else_jump @FINALEC_15161 
if 
060E:   car 152@ assigned_to_path 
else_jump @FINALEC_15161 
if 
060E:   car 153@ assigned_to_path 
else_jump @FINALEC_15161 
05ED: freeze_car 152@ while_on_path 
05ED: freeze_car 153@ while_on_path 
07C0: load_path 230 
07C0: load_path 231 
07C0: load_path 232 
07C0: load_path 233 
07C0: load_path 234 
07C0: load_path 235 
07C0: load_path 236 
07C0: load_path 237 
07C0: load_path 238 
07C0: load_path 239 
07C0: load_path 240 
Model.Load(#MICRO_UZI)
Model.Load(#COPCARLA)
Model.Load(#SANCHEZ)
Model.Load(#MOLOTOV)
Model.Load(#LSV3)
Model.Load(#TORNADO)
038B: load_requested_models 

:FINALEC_14397
if or
   not Model.Available(#MICRO_UZI)
   not Model.Available(#COPCARLA)
   not Model.Available(#SANCHEZ)
else_jump @FINALEC_14434 
wait 0 
jump @FINALEC_14397 

:FINALEC_14434
if or
   not Model.Available(#LSV3)
   not Model.Available(#TORNADO)
   not Model.Available(#MOLOTOV)
else_jump @FINALEC_14470 
wait 0 
jump @FINALEC_14434 

:FINALEC_14470
wait 2000 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @FINALEC_14901 
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_14901 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_14901 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_Z_COORD -= 10.0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @FINALEC_14577 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 

:FINALEC_14577
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
Actor.StorePos($ACTOR_SWEET, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_Z_COORD -= 10.0 
if 
   Actor.Driving($ACTOR_SWEET)
else_jump @FINALEC_14650 
0362: remove_actor $ACTOR_SWEET from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
jump @FINALEC_14669 

:FINALEC_14650
0465: remove_actor $ACTOR_SWEET from_turret_mode 
Actor.PutAt($ACTOR_SWEET, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)

:FINALEC_14669
036A: put_actor $ACTOR_SWEET in_car 153@ 
0430: put_actor $PLAYER_ACTOR into_car 153@ passenger_seat 0 
158@ = Actor.Create(Mission1, #LAPD1, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
060B: set_actor 158@ decision_maker_to 97@ 
0464: put_actor 158@ into_turret_on_car 152@ at_car_offset -0.014 -7.4 -999.253 position 2 shooting_angle_limit 0.0 with_weapon 28 
08A4: set_car 152@ extra_parts_angle_to 0.2 
Actor.Health(158@) = 1000
Actor.WeaponAccuracy(158@) = 50
0085: 102@ = 158@ // (int) 
gosub @FINALEC_57247 
159@ = Actor.Create(Mission1, #LAPD1, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
060B: set_actor 159@ decision_maker_to 97@ 
0464: put_actor 159@ into_turret_on_car 152@ at_car_offset 0.0 0.656 2.408 position 0 shooting_angle_limit 0.0 with_weapon 28 
0812: AS_actor 159@ perform_animation "FIN_COP1_CLIMBOUT" IFP_file "FINALE2" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
Actor.Health(159@) = 1000

:FINALEC_14901
if 
   Actor.Animation(159@) == "FIN_COP1_CLIMBOUT"
else_jump @FINALEC_15013 
0613: 170@ = actor 159@ animation "FIN_COP1_CLIMBOUT" time 
if 
  170@ > 0.0 
else_jump @FINALEC_15013 
0393: actor 159@ perform_animation "FIN_COP1_CLIMBOUT" at 0.0 times_normal_rate 

:FINALEC_15013
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @FINALEC_15115 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_SWITCH_S" IFP_file "FINALE2" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" IFP_file "FINALE2" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:FINALEC_15115
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_15161 
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_15161 
32@ = 0 
191@ = 6 

:FINALEC_15161
if 
  191@ == 6 
else_jump @FINALEC_15476 
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @FINALEC_15476 
if 
   Actor.Animation($ACTOR_SWEET) == "FIN_SWITCH_S"
else_jump @FINALEC_15476 
if 
   Actor.Animation($PLAYER_ACTOR) == "FIN_SWITCH_P"
else_jump @FINALEC_15476 
0613: 170@ = actor $PLAYER_ACTOR animation "FIN_SWITCH_P" time 
if 
  170@ > 0.0 
else_jump @FINALEC_15476 
0393: actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" at 0.0 times_normal_rate 
0613: 170@ = actor $ACTOR_SWEET animation "FIN_SWITCH_S" time 
if 
  170@ > 0.0 
else_jump @FINALEC_15476 
0393: actor $ACTOR_SWEET perform_animation "FIN_SWITCH_S" at 0.0 times_normal_rate 
if 
   not Actor.Dead(159@)
else_jump @FINALEC_15469 
if 
   Actor.Animation(159@) == "FIN_COP1_CLIMBOUT"
else_jump @FINALEC_15469 
0393: actor 159@ perform_animation "FIN_COP1_CLIMBOUT" at 0.0 times_normal_rate 

:FINALEC_15469
191@ = 7 

:FINALEC_15476
if 
  191@ == 7 
else_jump @FINALEC_15589 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_15589 
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_15589 
if 
060E:   car 152@ assigned_to_path 
else_jump @FINALEC_15589 
if 
060E:   car 153@ assigned_to_path 
else_jump @FINALEC_15589 
05EE: unfreeze_car 152@ while_on_path 
05EE: unfreeze_car 153@ while_on_path 
067F: set_car 152@ lights 2 
32@ = 0 
191@ = 8 

:FINALEC_15589
if 
  191@ == 8 
else_jump @FINALEC_15684 
if 
  32@ > 599 
else_jump @FINALEC_15684 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_15684 
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_15684 
Camera.PointAt(2909.198, -1564.303, 15.1955, 1)
191@ = 9 

:FINALEC_15684
if 
  191@ == 9 
else_jump @FINALEC_15776 
if 
  32@ > 2500 
else_jump @FINALEC_15776 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_15776 
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_15776 
Camera.Restore
204@ = 0 
203@ = 0 
191@ = 10 

:FINALEC_15776
if 
  191@ == 10 
else_jump @FINALEC_15854 
if 
  32@ > 4600 
else_jump @FINALEC_15854 
02A3: enable_widescreen 0 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
Actor.SetImmunities($ACTOR_SWEET, 1, 1, 1, 1, 1)
191@ = 11 

:FINALEC_15854
if 
  191@ == 11 
else_jump @FINALEC_16006 
if 
  32@ > 5000 
else_jump @FINALEC_16006 
if 
   Actor.Animation($PLAYER_ACTOR) == "FIN_SWITCH_P"
else_jump @FINALEC_16006 
if 
   Actor.Animation($ACTOR_SWEET) == "FIN_SWITCH_S"
else_jump @FINALEC_16006 
0393: actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" at 1.0 times_normal_rate 
0393: actor $ACTOR_SWEET perform_animation "FIN_SWITCH_S" at 1.0 times_normal_rate 
191@ = 12 

:FINALEC_16006
if 
  191@ == 12 
else_jump @FINALEC_16338 
if 
   Actor.Animation($PLAYER_ACTOR) == "FIN_SWITCH_P"
else_jump @FINALEC_16338 
0613: 170@ = actor $PLAYER_ACTOR animation "FIN_SWITCH_P" time 
if 
  170@ == 1.0 
else_jump @FINALEC_16338 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
Player.CanMove($PLAYER_CHAR) = True
07CC: set_player $PLAYER_CHAR button_15 0 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
Car.SetImmunities(153@, 0, 1, 1, 1, 1)
Car.Health(153@) = 20000
$8013 = Car.Health(153@)
$8013 /= 200 
03C4: set_status_text $8013 type 1 GXT 'RM4_52' // global_variable  // Auto
if 
   not Actor.Dead(158@)
else_jump @FINALEC_16247 
Actor.SetImmunities(158@, 0, 1, 1, 0, 0)

:FINALEC_16247
if 
   not Actor.Dead(159@)
else_jump @FINALEC_16278 
Actor.SetImmunities(159@, 1, 1, 1, 1, 1)

:FINALEC_16278
196@ = 0 
197@ = 1 
$8014 = 1 
$8016 = 1 
191@ = 13 
03E5: show_text_box 'RM4_54'  // Benutze die Kamerakontrolle, um dich umzusehen. Um zu feuern, benutze ~k~~PED_FIREWEAPON~.
204@ = 0 
203@ = 0 

:FINALEC_16338
if 
  191@ > 10 
else_jump @FINALEC_16448 
if 
  13 > 191@ 
else_jump @FINALEC_16448 
gosub @FINALEC_57063 
if 
  204@ == 0 
else_jump @FINALEC_16448 
if 
  203@ == 0 
else_jump @FINALEC_16448 
04AF: 187@ = 33248 // @ = any 
05AA: 188@s = 'ROT4_ME'  // ~z~bernimm das Steuer, jetzt wird abgerechnet!
gosub @FINALEC_57021 

:FINALEC_16448
if 
  $8014 == 1 
else_jump @FINALEC_30656 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_30656 
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_30656 
$8013 = Car.Health(153@)
$8013 -= 12000 
if 
  0 >= $8013 
else_jump @FINALEC_16625 
$8013 = 0 
Car.SetImmunities(153@, 0, 0, 0, 0, 0)
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @FINALEC_16590 
05BE: AS_kill_actor $ACTOR_SWEET 

:FINALEC_16590
020B: explode_car 153@ // versionA 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~Du hast deinen Wagen geschrottet
jump @FINALEC_57329 
jump @FINALEC_16632 

:FINALEC_16625
$8013 /= 80 

:FINALEC_16632
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @FINALEC_16671 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~Du hast deinen Wagen geschrottet
jump @FINALEC_57329 

:FINALEC_16671
if 
  5 > 196@ 
else_jump @FINALEC_17147 
if 
   not Actor.Dead(158@)
else_jump @FINALEC_17126 
if 
  196@ == 0 
else_jump @FINALEC_16823 
$8012 = Actor.Health(158@)
if 
  970 > $8012 
else_jump @FINALEC_16823 
Actor.SetImmunities(158@, 1, 1, 1, 1, 1)
01B9: set_actor 158@ armed_weapon_to 0 
0812: AS_actor 158@ perform_animation "FIN_COP1_SHOT" IFP_file "FINALE2" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
196@ = 1 

:FINALEC_16823
if 
  196@ == 1 
else_jump @FINALEC_16968 
if 
   Actor.Animation(158@) == "FIN_COP1_SHOT"
else_jump @FINALEC_16968 
0613: 170@ = actor 158@ animation "FIN_COP1_SHOT" time 
if 
  170@ == 1.0 
else_jump @FINALEC_16968 
0812: AS_actor 158@ perform_animation "FIN_COP1_SWING" IFP_file "FINALE2" 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
196@ = 2 

:FINALEC_16968
if 
  196@ == 3 
else_jump @FINALEC_17042 
0465: remove_actor 158@ from_turret_mode 
0812: AS_actor 158@ perform_animation "FIN_COP1_SHOT" IFP_file "FINALE2" 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
196@ = 4 

:FINALEC_17042
if 
  196@ == 4 
else_jump @FINALEC_17119 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 158@ radius 20.0 20.0 0 
else_jump @FINALEC_17119 
if 
82CB:   not actor 158@ bounding_sphere_visible 
else_jump @FINALEC_17119 
Actor.RemoveReferences(158@)
196@ = 5 

:FINALEC_17119
jump @FINALEC_17147 

:FINALEC_17126
if 
056D:   actor 158@ defined 
else_jump @FINALEC_17147 
0465: remove_actor 158@ from_turret_mode 

:FINALEC_17147
if 
  6 > 197@ 
else_jump @FINALEC_17884 
if 
   not Actor.Dead(159@)
else_jump @FINALEC_17863 
if 
  197@ == 1 
else_jump @FINALEC_17270 
if 
   Actor.Animation(159@) == "FIN_COP1_CLIMBOUT"
else_jump @FINALEC_17270 
0393: actor 159@ perform_animation "FIN_COP1_CLIMBOUT" at 1.0 times_normal_rate 
197@ = 2 

:FINALEC_17270
if 
  197@ == 2 
else_jump @FINALEC_17478 
if 
   Actor.Animation(159@) == "FIN_COP1_CLIMBOUT"
else_jump @FINALEC_17478 
0613: 170@ = actor 159@ animation "FIN_COP1_CLIMBOUT" time 
if 
  170@ == 1.0 
else_jump @FINALEC_17478 
0465: remove_actor 159@ from_turret_mode 
0464: put_actor 159@ into_turret_on_car 152@ at_car_offset -0.991 -4.12 0.297 position 2 shooting_angle_limit 0.0 with_weapon 28 
0812: AS_actor 159@ perform_animation "FIN_COP2_CLIMBOUT" IFP_file "FINALE2" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
Actor.Health(159@) = 1000
Actor.WeaponAccuracy(159@) = 5
197@ = 3 

:FINALEC_17478
if 
  197@ == 3 
else_jump @FINALEC_17673 
if 
   Actor.Animation(159@) == "FIN_COP2_CLIMBOUT"
else_jump @FINALEC_17673 
0613: 170@ = actor 159@ animation "FIN_COP2_CLIMBOUT" time 
if 
  170@ == 1.0 
else_jump @FINALEC_17673 
33@ = 0 
$8012 = Actor.Health(159@)
if 
  $8012 > 950 
else_jump @FINALEC_17628 
Actor.Health(159@) = 1100
jump @FINALEC_17636 

:FINALEC_17628
Actor.Health(159@) = 1050

:FINALEC_17636
0085: 102@ = 159@ // (int) 
Actor.SetImmunities(159@, 0, 0, 0, 0, 0)
gosub @FINALEC_57291 
197@ = 4 

:FINALEC_17673
if 
  197@ == 4 
else_jump @FINALEC_17779 
$8012 = Actor.Health(159@)
if or
  1000 > $8012 
  33@ > 60000 
else_jump @FINALEC_17779 
0465: remove_actor 159@ from_turret_mode 
0812: AS_actor 159@ perform_animation "KO_SKID_BACK" IFP_file "PED" 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
197@ = 5 

:FINALEC_17779
if 
  197@ == 5 
else_jump @FINALEC_17856 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 159@ radius 30.0 30.0 0 
else_jump @FINALEC_17856 
if 
82CB:   not actor 159@ bounding_sphere_visible 
else_jump @FINALEC_17856 
Actor.RemoveReferences(159@)
197@ = 6 

:FINALEC_17856
jump @FINALEC_17884 

:FINALEC_17863
if 
056D:   actor 159@ defined 
else_jump @FINALEC_17884 
0465: remove_actor 159@ from_turret_mode 

:FINALEC_17884
if 
  $8015 == 0 
else_jump @FINALEC_18208 
if 
01AD:   car 152@ sphere 0 near_point 2861.28 -1298.8 radius 25.0 25.0 
else_jump @FINALEC_18208 
217@ = Car.Create(#COPCARLA, 2816.01, -1186.56, 23.95)
Car.Angle(217@) = 279.03
Car.Health(217@) = 400
Car.ImmuneToNonPlayer(217@) = True
0129: 154@ = create_actor_pedtype 24 model #LAPD1 in_car 217@ driverseat 
060B: set_actor 154@ decision_maker_to 97@ 
0446: set_actor 154@ immune_to_headshots 0 
02A9: set_actor 154@ immune_to_nonplayer 1 
01C8: 155@ = create_actor_pedtype 24 model #LAPD1 in_car 217@ passenger_seat 0 
060B: set_actor 155@ decision_maker_to 97@ 
02A9: set_actor 155@ immune_to_nonplayer 1 
01B2: give_actor 155@ weapon 28 ammo 9999 // Load the weapon model before using this 
218@ = Car.Create(#COPCARLA, 2803.0, -1183.0, 26.0)
Car.Angle(218@) = 261.0
Car.Health(218@) = 600
Car.ImmuneToNonPlayer(218@) = True
0129: 156@ = create_actor_pedtype 24 model #LAPD1 in_car 218@ driverseat 
060B: set_actor 156@ decision_maker_to 97@ 
0446: set_actor 156@ immune_to_headshots 0 
02A9: set_actor 156@ immune_to_nonplayer 1 
01C8: 207@ = create_actor_pedtype 24 model #LAPD1 in_car 218@ passenger_seat 0 
060B: set_actor 207@ decision_maker_to 97@ 
02A9: set_actor 207@ immune_to_nonplayer 1 
01B2: give_actor 207@ weapon 28 ammo 9999 // Load the weapon model before using this 
Car.SetImmunities(218@, 0, 1, 1, 0, 0)
$8015 = 1 

:FINALEC_18208
if 
  $8015 == 1 
else_jump @FINALEC_18759 
if 
01AD:   car 152@ sphere 0 near_point 2849.39 -1232.93 radius 20.0 20.0 
else_jump @FINALEC_18759 
if 
   not Car.Wrecked(217@)
else_jump @FINALEC_18376 
05EB: assign_car 217@ to_path 230 
0397: enable_car 217@ siren 1 
if 
   not Actor.Dead(155@)
else_jump @FINALEC_18347 
0713: actor 155@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_18347
247@ = Marker.CreateAboveCar(217@)
018B: set_marker 247@ radar_mode 2 
249@ = 1 
260@ = 1 

:FINALEC_18376
if 
   not Car.Wrecked(218@)
else_jump @FINALEC_18488 
0397: enable_car 218@ siren 1 
05EB: assign_car 218@ to_path 231 
if 
   not Actor.Dead(207@)
else_jump @FINALEC_18459 
0713: actor 207@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_18459
248@ = Marker.CreateAboveCar(218@)
018B: set_marker 248@ radar_mode 2 
250@ = 1 
261@ = 1 

:FINALEC_18488
206@ = 1 
211@ = Car.Create(#TORNADO, 2735.333, -1081.047, 69.033)
Car.Angle(211@) = 37.918
Car.Health(211@) = 275
Car.ImmuneToNonPlayer(211@) = True
0129: 34@ = create_actor_pedtype 24 model #MALE01 in_car 211@ driverseat 
060B: set_actor 34@ decision_maker_to 97@ 
02A9: set_actor 34@ immune_to_nonplayer 1 
01C8: 35@ = create_actor_pedtype 24 model #MALE01 in_car 211@ passenger_seat 0 
060B: set_actor 35@ decision_maker_to 97@ 
02A9: set_actor 35@ immune_to_nonplayer 1 
01B2: give_actor 35@ weapon 28 ammo 9999 // Load the weapon model before using this 
Car.SetImmunities(211@, 0, 1, 1, 0, 0)
212@ = Car.Create(#TORNADO, 2595.742, -1003.581, 75.038)
Car.Angle(212@) = 180.0
Car.ImmuneToNonPlayer(212@) = True
0129: 36@ = create_actor_pedtype 24 model #MALE01 in_car 212@ driverseat 
060B: set_actor 36@ decision_maker_to 97@ 
0446: set_actor 36@ immune_to_headshots 0 
02A9: set_actor 36@ immune_to_nonplayer 1 
01C8: 37@ = create_actor_pedtype 24 model #MALE01 in_car 212@ passenger_seat 0 
060B: set_actor 37@ decision_maker_to 97@ 
02A9: set_actor 37@ immune_to_nonplayer 1 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
Car.SetImmunities(212@, 0, 1, 1, 0, 0)
$8015 = 2 

:FINALEC_18759
if 
  $8015 == 2 
else_jump @FINALEC_19870 
if 
01AD:   car 153@ sphere 0 near_point 2717.71 -1047.36 radius 20.0 20.0 
else_jump @FINALEC_19870 
Model.Destroy(#COPCARLA)
206@ = 2 
if 
   not Car.Wrecked(211@)
else_jump @FINALEC_18932 
05EB: assign_car 211@ to_path 232 
if 
   not Actor.Dead(35@)
else_jump @FINALEC_18903 
0713: actor 35@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_18903
241@ = Marker.CreateAboveCar(211@)
018B: set_marker 241@ radar_mode 2 
254@ = 1 
265@ = 1 

:FINALEC_18932
if 
   not Car.Wrecked(212@)
else_jump @FINALEC_19037 
05EB: assign_car 212@ to_path 233 
if 
   not Actor.Dead(37@)
else_jump @FINALEC_19008 
0713: actor 37@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_19008
242@ = Marker.CreateAboveCar(212@)
018B: set_marker 242@ radar_mode 2 
255@ = 1 
266@ = 1 

:FINALEC_19037
208@ = Car.Create(#TORNADO, 2707.499, -1329.559, 47.3)
Car.Angle(208@) = 265.83
Car.ImmuneToNonPlayer(208@) = True
0129: 38@ = create_actor_pedtype 24 model #LSV3 in_car 208@ driverseat 
060B: set_actor 38@ decision_maker_to 97@ 
02A9: set_actor 38@ immune_to_nonplayer 1 
01C8: 39@ = create_actor_pedtype 24 model #LSV3 in_car 208@ passenger_seat 0 
060B: set_actor 39@ decision_maker_to 97@ 
02A9: set_actor 39@ immune_to_nonplayer 1 
01B2: give_actor 39@ weapon 28 ammo 99999 // Load the weapon model before using this 
Car.SetImmunities(208@, 0, 1, 1, 0, 0)
Car.Health(208@) = 300
209@ = Car.Create(#TORNADO, 2759.875, -1373.294, 38.777)
Car.Angle(209@) = 90.9
Car.ImmuneToNonPlayer(209@) = True
0129: 40@ = create_actor_pedtype 24 model #LSV3 in_car 209@ driverseat 
060B: set_actor 40@ decision_maker_to 97@ 
02A9: set_actor 40@ immune_to_nonplayer 1 
01C8: 41@ = create_actor_pedtype 24 model #LSV3 in_car 209@ passenger_seat 0 
060B: set_actor 41@ decision_maker_to 97@ 
02A9: set_actor 41@ immune_to_nonplayer 1 
01B2: give_actor 41@ weapon 28 ammo 99999 // Load the weapon model before using this 
Car.SetImmunities(209@, 0, 1, 1, 0, 0)
Car.Health(209@) = 800
169@ = Object.Create(#LA_FUCKCAR2, 2722.599, -1324.889, 49.47)
Object.ToggleInMovingList(169@) = True
Object.Angle(169@) = 83.325
228@ = Actor.Create(Mission1, #LSV3, 2631.18, -1244.17, 50.58)
Actor.Angle(228@) = 62.09
Actor.SetImmunities(228@, 0, 1, 0, 0, 0)
02A9: set_actor 228@ immune_to_nonplayer 1 
Actor.Health(228@) = 10
060B: set_actor 228@ decision_maker_to 97@ 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_19459 
0085: 102@ = 228@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_19459
232@ = Actor.Create(Mission1, #LSV3, 2646.11, -1193.27, 66.1)
Actor.Angle(232@) = 285.845
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(232@, 0, 1, 0, 0, 0)
Actor.Health(232@) = 10
060B: set_actor 232@ decision_maker_to 97@ 
0085: 102@ = 232@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
233@ = Actor.Create(Mission1, #LSV3, 2653.935, -1211.778, 61.667)
Actor.Angle(233@) = 360.0
01B2: give_actor 233@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(233@, 0, 1, 0, 0, 0)
Actor.Health(233@) = 10
060B: set_actor 233@ decision_maker_to 97@ 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_19669 
0085: 102@ = 233@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_19669
234@ = Actor.Create(Mission1, #LSV3, 2664.336, -1173.326, 66.69)
Actor.Angle(234@) = 53.93
01B2: give_actor 234@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(234@, 0, 1, 0, 0, 0)
Actor.Health(234@) = 10
060B: set_actor 234@ decision_maker_to 97@ 
0085: 102@ = 234@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
235@ = Actor.Create(Mission1, #LSV3, 2639.27, -1175.4, 66.5)
Actor.Angle(235@) = 2.3
01B2: give_actor 235@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(235@, 0, 1, 0, 0, 0)
Actor.Health(235@) = 10
060B: set_actor 235@ decision_maker_to 97@ 
0085: 102@ = 232@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
$8015 = 3 

:FINALEC_19870
if 
  $8015 == 3 
else_jump @FINALEC_20150 
if 
01AD:   car 152@ sphere 0 near_point 2737.48 -1309.88 radius 30.0 30.0 
else_jump @FINALEC_20150 
206@ = 3 
if 
   not Car.Wrecked(208@)
else_jump @FINALEC_20038 
05EB: assign_car 208@ to_path 234 
if 
   not Actor.Dead(39@)
else_jump @FINALEC_20009 
0713: actor 39@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_20009
238@ = Marker.CreateAboveCar(208@)
018B: set_marker 238@ radar_mode 2 
251@ = 1 
262@ = 1 

:FINALEC_20038
if 
   not Car.Wrecked(209@)
else_jump @FINALEC_20143 
05EB: assign_car 209@ to_path 235 
if 
   not Actor.Dead(41@)
else_jump @FINALEC_20114 
0713: actor 41@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20114
239@ = Marker.CreateAboveCar(209@)
018B: set_marker 239@ radar_mode 2 
252@ = 1 
263@ = 1 

:FINALEC_20143
$8015 = 4 

:FINALEC_20150
if 
  $8015 == 4 
else_jump @FINALEC_20605 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_20605 
if 
01AD:   car 153@ sphere 0 near_point 2662.6 -1404.83 radius 20.0 20.0 
else_jump @FINALEC_20605 
206@ = 4 
213@ = Car.Create(#SANCHEZ, 2657.455, -1594.463, 12.685)
Car.Angle(213@) = 85.0
0129: 42@ = create_actor_pedtype 24 model #LSV3 in_car 213@ driverseat 
060B: set_actor 42@ decision_maker_to 97@ 
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor_pedtype 24 model #LSV3 in_car 213@ passenger_seat 0 
060B: set_actor 43@ decision_maker_to 97@ 
02A9: set_actor 43@ immune_to_nonplayer 1 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
Car.ImmuneToNonPlayer(213@) = True
Car.SetImmunities(213@, 0, 1, 1, 0, 0)
214@ = Car.Create(#SANCHEZ, 2642.0, -1615.0, 19.0)
Car.Angle(214@) = 181.0
0129: 44@ = create_actor_pedtype 24 model #LSV3 in_car 214@ driverseat 
060B: set_actor 44@ decision_maker_to 97@ 
02A9: set_actor 44@ immune_to_nonplayer 1 
01C8: 45@ = create_actor_pedtype 24 model #LSV3 in_car 214@ passenger_seat 0 
060B: set_actor 45@ decision_maker_to 97@ 
02A9: set_actor 45@ immune_to_nonplayer 1 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
Car.ImmuneToNonPlayer(214@) = True
Car.SetImmunities(214@, 0, 1, 1, 0, 0)
215@ = Car.Create(#SANCHEZ, 2650.0, -1621.0, 19.0)
Car.Angle(215@) = 170.0
0129: 46@ = create_actor_pedtype 24 model #LSV3 in_car 215@ driverseat 
060B: set_actor 46@ decision_maker_to 97@ 
02A9: set_actor 46@ immune_to_nonplayer 1 
01C8: 47@ = create_actor_pedtype 24 model #LSV3 in_car 215@ passenger_seat 0 
060B: set_actor 47@ decision_maker_to 97@ 
02A9: set_actor 47@ immune_to_nonplayer 1 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
Car.ImmuneToNonPlayer(215@) = True
Car.SetImmunities(215@, 0, 1, 1, 0, 0)
$8015 = 5 

:FINALEC_20605
if 
  $8015 == 5 
else_jump @FINALEC_21113 
if 
01AD:   car 152@ sphere 0 near_point 2642.71 -1570.03 radius 20.0 20.0 
else_jump @FINALEC_21113 
206@ = 5 
if 
   not Car.Wrecked(213@)
else_jump @FINALEC_20773 
05EB: assign_car 213@ to_path 236 
if 
   not Actor.Dead(43@)
else_jump @FINALEC_20744 
0713: actor 43@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20744
243@ = Marker.CreateAboveCar(213@)
018B: set_marker 243@ radar_mode 2 
256@ = 1 
267@ = 1 

:FINALEC_20773
if 
   not Car.Wrecked(214@)
else_jump @FINALEC_20878 
05EB: assign_car 214@ to_path 237 
if 
   not Actor.Dead(45@)
else_jump @FINALEC_20849 
0713: actor 45@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20849
244@ = Marker.CreateAboveCar(214@)
018B: set_marker 244@ radar_mode 2 
257@ = 1 
268@ = 1 

:FINALEC_20878
if 
   not Car.Wrecked(215@)
else_jump @FINALEC_20983 
05EB: assign_car 215@ to_path 238 
if 
   not Actor.Dead(47@)
else_jump @FINALEC_20954 
0713: actor 47@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20954
245@ = Marker.CreateAboveCar(215@)
018B: set_marker 245@ radar_mode 2 
258@ = 1 
269@ = 1 

:FINALEC_20983
210@ = Car.Create(#TORNADO, 2704.0, -1654.0, 10.0)
Car.Angle(210@) = 90.0
Car.Health(210@) = 300
0129: 221@ = create_actor_pedtype 24 model #LSV3 in_car 210@ driverseat 
060B: set_actor 221@ decision_maker_to 97@ 
0446: set_actor 221@ immune_to_headshots 0 
02A9: set_actor 221@ immune_to_nonplayer 1 
01C8: 222@ = create_actor_pedtype 24 model #LSV3 in_car 210@ passenger_seat 0 
060B: set_actor 222@ decision_maker_to 97@ 
02A9: set_actor 222@ immune_to_nonplayer 1 
01B2: give_actor 222@ weapon 28 ammo 99999 // Load the weapon model before using this 
Car.ImmuneToNonPlayer(210@) = True
$8015 = 6 

:FINALEC_21113
if 
  $8015 == 6 
else_jump @FINALEC_21281 
if 
01AD:   car 153@ sphere 0 near_point 2642.98 -1619.8 radius 20.0 20.0 
else_jump @FINALEC_21281 
if 
   not Car.Wrecked(210@)
else_jump @FINALEC_21274 
05EB: assign_car 210@ to_path 239 
if 
   not Actor.Dead(222@)
else_jump @FINALEC_21245 
0713: actor 222@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_21245
240@ = Marker.CreateAboveCar(210@)
018B: set_marker 240@ radar_mode 2 
253@ = 1 
264@ = 1 

:FINALEC_21274
$8015 = 7 

:FINALEC_21281
if 
  $8015 == 7 
else_jump @FINALEC_21428 
if 
01AD:   car 152@ sphere 0 near_point 2407.93 -1918.34 radius 15.0 15.0 
else_jump @FINALEC_21428 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Car.SetImmunities(153@, 1, 1, 1, 1, 1)
Camera.SetPosition(2409.032, -1921.426, 14.0992, 0.0, 0.0, 0.0)
Camera.PointAt(2408.994, -1920.431, 14.0044, 2)
32@ = 0 
$8015 = 8 

:FINALEC_21428
if 
  $8015 == 8 
else_jump @FINALEC_21694 
if 
  32@ > 5000 
else_jump @FINALEC_21694 
040D: unload_wav 1 
00BE: text_clear_all 
Actor.DestroyInstantly(158@)
Actor.DestroyInstantly(159@)
07C0: load_path 241 
07C0: load_path 242 
07C0: load_path 243 
07C0: load_path 244 
07C0: load_path 245 
07C0: load_path 246 
07C0: load_path 247 
07C0: load_path 248 
07C0: load_path 249 
07C0: load_path 229 
Model.Load(#COPCARLA)
038B: load_requested_models 

:FINALEC_21538
if or
   not Model.Available(#COPCARLA)
87C1:   not path 241 available 
87C1:   not path 242 available 
87C1:   not path 243 available 
87C1:   not path 244 available 
else_jump @FINALEC_21585 
wait 0 
jump @FINALEC_21538 

:FINALEC_21585
if or
87C1:   not path 245 available 
87C1:   not path 246 available 
87C1:   not path 247 available 
87C1:   not path 248 available 
87C1:   not path 249 available 
else_jump @FINALEC_21632 
wait 0 
jump @FINALEC_21585 

:FINALEC_21632
if 
87C1:   not path 229 available 
else_jump @FINALEC_21659 
wait 0 
jump @FINALEC_21632 

:FINALEC_21659
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
$8014 = 2 
$8015 = 9 

:FINALEC_21694
if 
  $8016 == 1 
else_jump @FINALEC_22891 
if 
01AD:   car 152@ sphere 0 near_point 2835.29 -1049.49 radius 20.0 20.0 
else_jump @FINALEC_22891 
165@ = Object.Create(#LA_FUCKCAR2, 2806.984, -1057.249, 27.0)
Object.ToggleInMovingList(165@) = True
Object.Angle(165@) = 189.735
02CF: 61@ = create_fire_at 2806.984 -1055.249 28.6 propagation 0 size 2 
223@ = Actor.Create(Mission1, #LSV3, 2798.46, -1055.99, 30.43)
Actor.Angle(223@) = 285.845
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(223@, 0, 1, 0, 0, 0)
Actor.Health(223@) = 10
060B: set_actor 223@ decision_maker_to 97@ 
0085: 102@ = 223@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
237@ = Car.Create(#TORNADO, 2785.06, -1043.915, 35.916)
Car.Angle(237@) = 4.2
Car.Health(237@) = 250
Car.ImmuneToNonPlayer(237@) = True
224@ = Actor.Create(Mission1, #LSV3, 2774.56, -1011.43, 58.08)
Actor.Angle(224@) = 285.845
Actor.SetImmunities(224@, 0, 1, 0, 0, 0)
Actor.Health(224@) = 10
060B: set_actor 224@ decision_maker_to 97@ 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
226@ = Actor.Create(Mission1, #LSV3, 2782.984, -1041.284, 36.62)
Actor.Angle(226@) = 285.845
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(226@, 0, 1, 0, 0, 0)
Actor.Health(226@) = 10
060B: set_actor 226@ decision_maker_to 97@ 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_22169 
0085: 102@ = 226@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_22169
227@ = Actor.Create(Mission1, #LSV3, 2749.393, -1063.34, 53.0)
Actor.Angle(227@) = 309.534
Actor.SetImmunities(227@, 0, 1, 0, 0, 0)
Actor.Health(227@) = 10
060B: set_actor 227@ decision_maker_to 97@ 
01B2: give_actor 227@ weapon 18 ammo 9999 // Load the weapon model before using this 
if 
   not Actor.Dead(154@)
else_jump @FINALEC_22289 
0085: 102@ = 227@ // (int) 
0085: 107@ = 154@ // (int) 
gosub @FINALEC_57209 
jump @FINALEC_22328 

:FINALEC_22289
if 
   not Actor.Dead(49@)
else_jump @FINALEC_22328 
0085: 102@ = 227@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_22328
167@ = Object.Create(#LA_FUCKCAR2, 2688.94, -1054.034, 69.57)
Object.ToggleInMovingList(167@) = True
Object.Angle(167@) = 210.579
02CF: 62@ = create_fire_at 2806.984 -1055.249 28.6 propagation 0 size 2 
02CF: 63@ = create_fire_at 2807.984 -1056.249 28.6 propagation 0 size 1 
229@ = Actor.Create(Mission1, #LSV3, 2724.045, -1058.115, 69.88)
Actor.Angle(229@) = 360.0
01B2: give_actor 229@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(229@, 0, 1, 0, 0, 0)
Actor.Health(229@) = 10
060B: set_actor 229@ decision_maker_to 97@ 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
230@ = Actor.Create(Mission1, #LSV3, 2632.0, -114.0, 68.0)
Actor.Angle(230@) = 254.974
01B2: give_actor 230@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(230@, 0, 1, 0, 0, 0)
Actor.Health(230@) = 10
060B: set_actor 230@ decision_maker_to 97@ 
0085: 102@ = 230@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
168@ = Object.Create(#LA_FUCKCAR2, 2650.39, -1056.09, 69.66)
Object.ToggleInMovingList(168@) = True
Object.Angle(168@) = 228.58
02CF: 64@ = create_fire_at 2650.39 -1056.09 69.66 propagation 0 size 2 
231@ = Actor.Create(Mission1, #LSV3, 2649.78, -1052.49, 69.44)
Actor.Angle(231@) = 254.974
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(231@, 0, 1, 0, 0, 0)
Actor.Health(231@) = 10
060B: set_actor 231@ decision_maker_to 97@ 
0085: 102@ = 231@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
228@ = Actor.Create(Mission1, #LSV3, 2650.4, -1115.05, 67.12)
Actor.Angle(228@) = 360.0
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(228@, 0, 1, 0, 0, 0)
Actor.Health(228@) = 10
060B: set_actor 228@ decision_maker_to 97@ 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_22884 
0085: 102@ = 228@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_22884
$8016 = 2 

:FINALEC_22891
if 
  $8016 == 2 
else_jump @FINALEC_23021 
if 
01AD:   car 153@ sphere 0 near_point 2642.81 -1193.87 radius 20.0 20.0 
else_jump @FINALEC_23021 
Object.Destroy(165@)
Actor.DestroyInstantly(223@)
Car.RemoveReferences(237@)
Car.Destroy(237@)
Actor.DestroyInstantly(224@)
Actor.DestroyInstantly(226@)
Actor.DestroyInstantly(227@)
Object.Destroy(167@)
Actor.DestroyInstantly(229@)
Object.Destroy(168@)
Actor.DestroyInstantly(231@)
Actor.DestroyInstantly(228@)
Actor.DestroyInstantly(230@)
031A: remove_all_fires 
$8016 = 3 

:FINALEC_23021
if 
  $8016 == 3 
else_jump @FINALEC_24102 
if 
01AD:   car 153@ sphere 0 near_point 2723.81 -1275.64 radius 20.0 20.0 
else_jump @FINALEC_24102 
Actor.DestroyInstantly(232@)
Actor.DestroyInstantly(233@)
Actor.DestroyInstantly(234@)
Actor.DestroyInstantly(235@)
if 
   not Car.Wrecked(212@)
else_jump @FINALEC_23128 
Car.Health(212@) = 250
Car.ImmuneToNonPlayer(212@) = False

:FINALEC_23128
223@ = Actor.Create(Mission1, #LSV3, 2718.29, -1324.342, 48.5)
Actor.Angle(223@) = 352.57
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(223@, 0, 1, 0, 0, 0)
Actor.Health(223@) = 10
060B: set_actor 223@ decision_maker_to 97@ 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_23241 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_23241
224@ = Actor.Create(Mission1, #LSV3, 2726.95, -1324.49, 49.5)
Actor.Angle(224@) = 327.185
Actor.SetImmunities(224@, 0, 1, 0, 0, 0)
Actor.Health(224@) = 10
060B: set_actor 224@ decision_maker_to 97@ 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
226@ = Actor.Create(Mission1, #LSV3, 2710.591, -1315.29, 74.34)
Actor.Angle(226@) = 303.711
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(226@, 0, 1, 0, 0, 0)
Actor.Health(226@) = 10
060B: set_actor 226@ decision_maker_to 97@ 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_23451 
0085: 102@ = 226@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_23451
227@ = Actor.Create(Mission1, #LSV3, 2748.244, -1375.115, 49.5)
Actor.Angle(227@) = 309.534
Actor.SetImmunities(227@, 0, 1, 0, 0, 0)
Actor.Health(227@) = 10
060B: set_actor 227@ decision_maker_to 97@ 
01B2: give_actor 227@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 227@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
228@ = Actor.Create(Mission1, #LSV3, 2750.615, -1388.75, 39.0)
Actor.Angle(228@) = 62.09
Actor.SetImmunities(228@, 0, 1, 0, 0, 0)
Actor.Health(228@) = 10
060B: set_actor 228@ decision_maker_to 97@ 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 227@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
229@ = Actor.Create(Mission1, #LSV3, 2713.137, -1448.169, 41.95)
Actor.Angle(229@) = 267.04
01B2: give_actor 229@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(229@, 0, 1, 0, 0, 0)
Actor.Health(229@) = 10
060B: set_actor 229@ decision_maker_to 97@ 
0085: 102@ = 229@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
230@ = Actor.Create(Mission1, #LSV3, 2711.935, -1399.32, 54.0)
Actor.Angle(230@) = 295.712
01B2: give_actor 230@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(230@, 0, 1, 0, 0, 0)
Actor.Health(230@) = 10
060B: set_actor 230@ decision_maker_to 97@ 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_23855 
0085: 102@ = 230@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_23855
231@ = Actor.Create(Mission1, #LSV3, 2754.71, -1309.956, 70.0)
Actor.Angle(231@) = 77.189
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(231@, 0, 1, 0, 0, 0)
Actor.Health(231@) = 10
060B: set_actor 231@ decision_maker_to 97@ 
0085: 102@ = 231@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
232@ = Actor.Create(Mission1, #LSV3, 2750.615, -1419.473, 38.5)
Actor.Angle(232@) = 77.189
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(232@, 0, 1, 0, 0, 0)
Actor.Health(232@) = 10
060B: set_actor 232@ decision_maker_to 97@ 
if 
   not Actor.Dead(40@)
else_jump @FINALEC_24072 
0085: 102@ = 232@ // (int) 
0085: 107@ = 40@ // (int) 
gosub @FINALEC_57209 
jump @FINALEC_24095 

:FINALEC_24072
0085: 102@ = 232@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 

:FINALEC_24095
$8016 = 4 

:FINALEC_24102
if 
  $8016 == 4 
else_jump @FINALEC_24926 
if 
01AD:   car 153@ sphere 0 near_point 2682.55 -1494.04 radius 20.0 20.0 
else_jump @FINALEC_24926 
Actor.DestroyInstantly(223@)
Actor.DestroyInstantly(224@)
Actor.DestroyInstantly(226@)
Actor.DestroyInstantly(227@)
Actor.DestroyInstantly(228@)
Actor.DestroyInstantly(229@)
Actor.DestroyInstantly(230@)
Actor.DestroyInstantly(231@)
Actor.DestroyInstantly(232@)
Object.Destroy(165@)
031A: remove_all_fires 
165@ = Object.Create(#LA_FUCKCAR2, 2649.194, -1514.185, 26.6789)
Object.Angle(165@) = 329.3793
Object.ToggleInMovingList(165@) = True
237@ = Car.Create(#TORNADO, 2638.988, -1555.943, 18.9832)
Car.Angle(237@) = 290.7073
Car.Health(237@) = 250
Car.ImmuneToNonPlayer(237@) = True
167@ = Object.Create(#LA_FUCKCAR2, 2635.097, -1576.996, 15.3271)
Object.Angle(167@) = 77.161
Object.ToggleInMovingList(167@) = True
168@ = Object.Create(#LA_FUCKCAR2, 2650.395, -1586.538, 13.6033)
Object.Angle(168@) = 295.7696
Object.ToggleInMovingList(168@) = True
169@ = Object.Create(#LA_FUCKCAR2, 2649.939, -1629.937, 9.8785)
Object.Angle(169@) = 270.0938
Object.ToggleInMovingList(169@) = True
223@ = Actor.Create(Mission1, #LSV3, 2647.583, -1518.547, 25.7427)
Actor.Angle(223@) = 12.7483
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(223@, 0, 1, 0, 0, 0)
Actor.Health(223@) = 10
060B: set_actor 223@ decision_maker_to 97@ 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_24531 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_24531
224@ = Actor.Create(Mission1, #LSV3, 2651.045, -1515.111, 26.5111)
Actor.Angle(224@) = 12.4201
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(224@, 0, 1, 0, 0, 0)
Actor.Health(224@) = 10
060B: set_actor 224@ decision_maker_to 97@ 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
225@ = Actor.Create(Mission1, #LSV3, 2636.188, -1559.397, 18.5108)
Actor.Angle(225@) = 276.3582
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(225@, 0, 1, 0, 0, 0)
Actor.Health(225@) = 10
060B: set_actor 225@ decision_maker_to 97@ 
0085: 102@ = 225@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
226@ = Actor.Create(Mission1, #LSV3, 2641.418, -1558.004, 18.6112)
Actor.Angle(226@) = 339.6795
01B2: give_actor 226@ weapon 28 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(226@, 0, 1, 0, 0, 0)
Actor.Health(226@) = 10
060B: set_actor 226@ decision_maker_to 97@ 
0085: 102@ = 226@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
227@ = Actor.Create(Mission1, #LSV3, 2649.325, -1589.41, 13.0846)
Actor.Angle(227@) = 318.9207
01B2: give_actor 227@ weapon 28 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(227@, 0, 1, 0, 0, 0)
Actor.Health(227@) = 10
060B: set_actor 227@ decision_maker_to 97@ 
0085: 102@ = 227@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
$8016 = 5 

:FINALEC_24926
if 
  $8016 == 5 
else_jump @FINALEC_26046 
if 
01AD:   car 153@ sphere 0 near_point 2652.95 -1404.16 radius 20.0 20.0 
else_jump @FINALEC_26046 
02CF: 61@ = create_fire_at 2641.66 -1514.55 26.82 propagation 0 size 2 
02CF: 61@ = create_fire_at 2638.68 -1515.3 26.5 propagation 0 size 3 
02CF: 61@ = create_fire_at 2641.58 -1538.54 22.46 propagation 0 size 3 
02CF: 61@ = create_fire_at 2635.64 -1605.36 10.7 propagation 0 size 2 
02CF: 61@ = create_fire_at 2643.52 -1599.47 18.71 propagation 0 size 3 
228@ = Actor.Create(Mission1, #LSV3, 2647.583, -1518.547, 25.7427)
Actor.Angle(228@) = 12.7483
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(228@, 0, 1, 0, 0, 0)
Actor.Health(228@) = 10
060B: set_actor 228@ decision_maker_to 97@ 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_25215 
0085: 102@ = 228@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_25215
229@ = Actor.Create(Mission1, #LSV3, 2652.515, -1587.552, 13.4203)
Actor.Angle(229@) = 12.4201
01B2: give_actor 229@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(229@, 0, 1, 0, 0, 0)
Actor.Health(229@) = 10
060B: set_actor 229@ decision_maker_to 97@ 
0085: 102@ = 229@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
230@ = Actor.Create(Mission1, #LSV3, 2647.368, -1629.595, 9.727)
Actor.Angle(230@) = 276.3582
01B2: give_actor 230@ weapon 28 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(230@, 0, 1, 0, 0, 0)
Actor.Health(230@) = 10
060B: set_actor 230@ decision_maker_to 97@ 
0085: 102@ = 230@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
231@ = Actor.Create(Mission1, #LSV3, 2651.148, -1631.916, 9.8767)
Actor.Angle(231@) = 339.6795
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(231@, 0, 1, 0, 0, 0)
Actor.Health(231@) = 10
060B: set_actor 231@ decision_maker_to 97@ 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_25522 
0085: 102@ = 231@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_25522
232@ = Actor.Create(Mission1, #LSV3, 2635.932, -1598.666, 18.7482)
Actor.Angle(232@) = 318.9207
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(232@, 0, 1, 0, 0, 0)
Actor.Health(232@) = 10
060B: set_actor 232@ decision_maker_to 97@ 
0085: 102@ = 232@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
233@ = Actor.Create(Mission1, #LSV3, 2650.494, -1600.365, 18.1152)
Actor.Angle(233@) = 318.9207
01B2: give_actor 233@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(233@, 0, 1, 0, 0, 0)
Actor.Health(233@) = 10
060B: set_actor 233@ decision_maker_to 97@ 
0085: 102@ = 233@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
234@ = Actor.Create(Mission1, #LSV3, 2635.932, -1598.666, 18.7482)
Actor.Angle(234@) = 318.9207
01B2: give_actor 234@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(234@, 0, 1, 0, 0, 0)
Actor.Health(234@) = 10
060B: set_actor 234@ decision_maker_to 97@ 
0085: 102@ = 234@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
235@ = Actor.Create(Mission1, #LSV3, 2646.598, -1599.905, 18.295)
Actor.Angle(235@) = 318.9207
01B2: give_actor 235@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(235@, 0, 1, 0, 0, 0)
Actor.Health(235@) = 10
060B: set_actor 235@ decision_maker_to 97@ 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_25926 
0085: 102@ = 235@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_25926
236@ = Actor.Create(Mission1, #LSV3, 2634.689, -1629.506, 18.7081)
Actor.Angle(236@) = 318.9207
01B2: give_actor 236@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(236@, 0, 1, 0, 0, 0)
Actor.Health(236@) = 10
060B: set_actor 236@ decision_maker_to 97@ 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_26039 
0085: 102@ = 236@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_26039
$8016 = 6 

:FINALEC_26046
if 
  $8016 == 6 
else_jump @FINALEC_26201 
if 
01AD:   car 153@ sphere 0 near_point 2598.57 -1729.65 radius 20.0 20.0 
else_jump @FINALEC_26201 
Actor.DestroyInstantly(223@)
Actor.DestroyInstantly(224@)
Actor.DestroyInstantly(226@)
Actor.DestroyInstantly(227@)
Actor.DestroyInstantly(228@)
Actor.DestroyInstantly(229@)
Actor.DestroyInstantly(230@)
Actor.DestroyInstantly(231@)
Actor.DestroyInstantly(232@)
Actor.DestroyInstantly(233@)
Actor.DestroyInstantly(234@)
Actor.DestroyInstantly(235@)
Actor.DestroyInstantly(236@)
Car.Destroy(237@)
Object.Destroy(165@)
Object.Destroy(167@)
Object.Destroy(168@)
Object.Destroy(169@)
031A: remove_all_fires 
$8016 = 7 

:FINALEC_26201
if 
  260@ == 1 
else_jump @FINALEC_26353 
if 
   not Car.Wrecked(217@)
else_jump @FINALEC_26353 
if 
   not Actor.Dead(154@)
else_jump @FINALEC_26258 
jump @FINALEC_26353 

:FINALEC_26258
if 
   not Actor.Dead(155@)
else_jump @FINALEC_26341 
if 
   Actor.InCar(155@, 217@)
else_jump @FINALEC_26334 
046C: 219@ = car 217@ driver 
if 
  219@ == -1 
else_jump @FINALEC_26334 
0676: AS_actor 155@ in_car 217@ move_from_passengerseat_to_driverseat 
260@ = 2 

:FINALEC_26334
jump @FINALEC_26353 

:FINALEC_26341
05EC: release_car 217@ from_path 
260@ = 2 

:FINALEC_26353
if 
  260@ == 2 
else_jump @FINALEC_26399 
if 
   Actor.Dead(155@)
else_jump @FINALEC_26399 
05EC: release_car 217@ from_path 
260@ = 3 

:FINALEC_26399
if 
  249@ == 1 
else_jump @FINALEC_26515 
if 
   not Car.Wrecked(217@)
else_jump @FINALEC_26483 
if 
860E:   not car 217@ assigned_to_path 
else_jump @FINALEC_26476 
Car.RemoveReferences(217@)
Actor.RemoveReferences(154@)
Actor.RemoveReferences(155@)
Marker.Disable(247@)
249@ = 2 

:FINALEC_26476
jump @FINALEC_26515 

:FINALEC_26483
05EC: release_car 217@ from_path 
Actor.RemoveReferences(154@)
Actor.RemoveReferences(155@)
Car.RemoveReferences(217@)
Marker.Disable(247@)
249@ = 2 

:FINALEC_26515
if 
  261@ == 1 
else_jump @FINALEC_26667 
if 
   not Car.Wrecked(218@)
else_jump @FINALEC_26667 
if 
   not Actor.Dead(156@)
else_jump @FINALEC_26572 
jump @FINALEC_26667 

:FINALEC_26572
if 
   not Actor.Dead(207@)
else_jump @FINALEC_26655 
if 
   Actor.InCar(207@, 218@)
else_jump @FINALEC_26648 
046C: 219@ = car 218@ driver 
if 
  219@ == -1 
else_jump @FINALEC_26648 
0676: AS_actor 207@ in_car 218@ move_from_passengerseat_to_driverseat 
261@ = 2 

:FINALEC_26648
jump @FINALEC_26667 

:FINALEC_26655
05EC: release_car 218@ from_path 
261@ = 2 

:FINALEC_26667
if 
  261@ == 2 
else_jump @FINALEC_26713 
if 
   Actor.Dead(207@)
else_jump @FINALEC_26713 
05EC: release_car 218@ from_path 
261@ = 3 

:FINALEC_26713
if 
  250@ == 1 
else_jump @FINALEC_26829 
if 
   not Car.Wrecked(218@)
else_jump @FINALEC_26797 
if 
860E:   not car 218@ assigned_to_path 
else_jump @FINALEC_26790 
Car.RemoveReferences(218@)
Actor.RemoveReferences(156@)
Actor.RemoveReferences(207@)
Marker.Disable(248@)
250@ = 2 

:FINALEC_26790
jump @FINALEC_26829 

:FINALEC_26797
05EC: release_car 218@ from_path 
Actor.RemoveReferences(156@)
Actor.RemoveReferences(207@)
Car.RemoveReferences(218@)
Marker.Disable(248@)
250@ = 2 

:FINALEC_26829
if 
  265@ == 1 
else_jump @FINALEC_26981 
if 
   not Car.Wrecked(211@)
else_jump @FINALEC_26981 
if 
   not Actor.Dead(34@)
else_jump @FINALEC_26886 
jump @FINALEC_26981 

:FINALEC_26886
if 
   not Actor.Dead(35@)
else_jump @FINALEC_26969 
if 
   Actor.InCar(35@, 211@)
else_jump @FINALEC_26962 
046C: 219@ = car 211@ driver 
if 
  219@ == -1 
else_jump @FINALEC_26962 
0676: AS_actor 35@ in_car 211@ move_from_passengerseat_to_driverseat 
265@ = 2 

:FINALEC_26962
jump @FINALEC_26981 

:FINALEC_26969
05EC: release_car 211@ from_path 
265@ = 2 

:FINALEC_26981
if 
  265@ == 2 
else_jump @FINALEC_27027 
if 
   Actor.Dead(35@)
else_jump @FINALEC_27027 
05EC: release_car 211@ from_path 
265@ = 3 

:FINALEC_27027
if 
  254@ == 1 
else_jump @FINALEC_27143 
if 
   not Car.Wrecked(211@)
else_jump @FINALEC_27111 
if 
860E:   not car 211@ assigned_to_path 
else_jump @FINALEC_27104 
Car.RemoveReferences(211@)
Actor.RemoveReferences(34@)
Actor.RemoveReferences(35@)
Marker.Disable(241@)
254@ = 2 

:FINALEC_27104
jump @FINALEC_27143 

:FINALEC_27111
05EC: release_car 211@ from_path 
Actor.RemoveReferences(34@)
Actor.RemoveReferences(35@)
Car.RemoveReferences(211@)
Marker.Disable(241@)
254@ = 2 

:FINALEC_27143
if 
  266@ == 1 
else_jump @FINALEC_27295 
if 
   not Car.Wrecked(212@)
else_jump @FINALEC_27295 
if 
   not Actor.Dead(36@)
else_jump @FINALEC_27200 
jump @FINALEC_27295 

:FINALEC_27200
if 
   not Actor.Dead(37@)
else_jump @FINALEC_27283 
if 
   Actor.InCar(37@, 212@)
else_jump @FINALEC_27276 
046C: 219@ = car 212@ driver 
if 
  219@ == -1 
else_jump @FINALEC_27276 
0676: AS_actor 37@ in_car 212@ move_from_passengerseat_to_driverseat 
266@ = 2 

:FINALEC_27276
jump @FINALEC_27295 

:FINALEC_27283
05EC: release_car 212@ from_path 
266@ = 2 

:FINALEC_27295
if 
  266@ == 2 
else_jump @FINALEC_27341 
if 
   Actor.Dead(37@)
else_jump @FINALEC_27341 
05EC: release_car 212@ from_path 
266@ = 3 

:FINALEC_27341
if 
  255@ == 1 
else_jump @FINALEC_27457 
if 
   not Car.Wrecked(212@)
else_jump @FINALEC_27425 
if 
860E:   not car 212@ assigned_to_path 
else_jump @FINALEC_27418 
Car.RemoveReferences(212@)
Actor.RemoveReferences(36@)
Actor.RemoveReferences(37@)
Marker.Disable(242@)
255@ = 2 

:FINALEC_27418
jump @FINALEC_27457 

:FINALEC_27425
05EC: release_car 212@ from_path 
Actor.RemoveReferences(36@)
Actor.RemoveReferences(37@)
Car.RemoveReferences(212@)
Marker.Disable(242@)
255@ = 2 

:FINALEC_27457
if 
  262@ == 1 
else_jump @FINALEC_27609 
if 
   not Car.Wrecked(208@)
else_jump @FINALEC_27609 
if 
   not Actor.Dead(38@)
else_jump @FINALEC_27514 
jump @FINALEC_27609 

:FINALEC_27514
if 
   not Actor.Dead(39@)
else_jump @FINALEC_27597 
if 
   Actor.InCar(39@, 208@)
else_jump @FINALEC_27590 
046C: 219@ = car 208@ driver 
if 
  219@ == -1 
else_jump @FINALEC_27590 
0676: AS_actor 39@ in_car 208@ move_from_passengerseat_to_driverseat 
262@ = 2 

:FINALEC_27590
jump @FINALEC_27609 

:FINALEC_27597
05EC: release_car 208@ from_path 
262@ = 2 

:FINALEC_27609
if 
  262@ == 2 
else_jump @FINALEC_27655 
if 
   Actor.Dead(39@)
else_jump @FINALEC_27655 
05EC: release_car 208@ from_path 
262@ = 3 

:FINALEC_27655
if 
  251@ == 1 
else_jump @FINALEC_27771 
if 
   not Car.Wrecked(208@)
else_jump @FINALEC_27739 
if 
860E:   not car 208@ assigned_to_path 
else_jump @FINALEC_27732 
Car.RemoveReferences(208@)
Actor.RemoveReferences(38@)
Actor.RemoveReferences(39@)
Marker.Disable(238@)
251@ = 2 

:FINALEC_27732
jump @FINALEC_27771 

:FINALEC_27739
05EC: release_car 208@ from_path 
Actor.RemoveReferences(38@)
Actor.RemoveReferences(39@)
Car.RemoveReferences(208@)
Marker.Disable(238@)
251@ = 2 

:FINALEC_27771
if 
  263@ == 1 
else_jump @FINALEC_27923 
if 
   not Car.Wrecked(209@)
else_jump @FINALEC_27923 
if 
   not Actor.Dead(40@)
else_jump @FINALEC_27828 
jump @FINALEC_27923 

:FINALEC_27828
if 
   not Actor.Dead(41@)
else_jump @FINALEC_27911 
if 
   Actor.InCar(41@, 209@)
else_jump @FINALEC_27904 
046C: 219@ = car 209@ driver 
if 
  219@ == -1 
else_jump @FINALEC_27904 
0676: AS_actor 41@ in_car 209@ move_from_passengerseat_to_driverseat 
263@ = 2 

:FINALEC_27904
jump @FINALEC_27923 

:FINALEC_27911
05EC: release_car 209@ from_path 
263@ = 2 

:FINALEC_27923
if 
  263@ == 2 
else_jump @FINALEC_27969 
if 
   Actor.Dead(41@)
else_jump @FINALEC_27969 
05EC: release_car 209@ from_path 
263@ = 3 

:FINALEC_27969
if 
  252@ == 1 
else_jump @FINALEC_28085 
if 
   not Car.Wrecked(209@)
else_jump @FINALEC_28053 
if 
860E:   not car 209@ assigned_to_path 
else_jump @FINALEC_28046 
Car.RemoveReferences(209@)
Actor.RemoveReferences(40@)
Actor.RemoveReferences(41@)
Marker.Disable(239@)
252@ = 2 

:FINALEC_28046
jump @FINALEC_28085 

:FINALEC_28053
05EC: release_car 209@ from_path 
Actor.RemoveReferences(40@)
Actor.RemoveReferences(41@)
Car.RemoveReferences(209@)
Marker.Disable(239@)
252@ = 2 

:FINALEC_28085
if 
  264@ == 1 
else_jump @FINALEC_28237 
if 
   not Car.Wrecked(210@)
else_jump @FINALEC_28237 
if 
   not Actor.Dead(221@)
else_jump @FINALEC_28142 
jump @FINALEC_28237 

:FINALEC_28142
if 
   not Actor.Dead(222@)
else_jump @FINALEC_28225 
if 
   Actor.InCar(222@, 210@)
else_jump @FINALEC_28218 
046C: 219@ = car 210@ driver 
if 
  219@ == -1 
else_jump @FINALEC_28218 
0676: AS_actor 222@ in_car 210@ move_from_passengerseat_to_driverseat 
264@ = 2 

:FINALEC_28218
jump @FINALEC_28237 

:FINALEC_28225
05EC: release_car 210@ from_path 
264@ = 2 

:FINALEC_28237
if 
  264@ == 2 
else_jump @FINALEC_28283 
if 
   Actor.Dead(222@)
else_jump @FINALEC_28283 
05EC: release_car 210@ from_path 
264@ = 3 

:FINALEC_28283
if 
  253@ == 1 
else_jump @FINALEC_28399 
if 
   not Car.Wrecked(210@)
else_jump @FINALEC_28367 
if 
860E:   not car 210@ assigned_to_path 
else_jump @FINALEC_28360 
Car.RemoveReferences(210@)
Actor.RemoveReferences(221@)
Actor.RemoveReferences(222@)
Marker.Disable(240@)
253@ = 2 

:FINALEC_28360
jump @FINALEC_28399 

:FINALEC_28367
05EC: release_car 210@ from_path 
Actor.RemoveReferences(221@)
Actor.RemoveReferences(222@)
Car.RemoveReferences(210@)
Marker.Disable(240@)
253@ = 2 

:FINALEC_28399
if 
  267@ == 1 
else_jump @FINALEC_28611 
if 
   not Car.Wrecked(213@)
else_jump @FINALEC_28611 
if 
   not Actor.Dead(42@)
else_jump @FINALEC_28456 
jump @FINALEC_28611 

:FINALEC_28456
if 
   not Actor.Dead(43@)
else_jump @FINALEC_28569 
if 
   Actor.InCar(43@, 213@)
else_jump @FINALEC_28562 
046C: 219@ = car 213@ driver 
if 
  219@ == -1 
else_jump @FINALEC_28562 
Car.StorePos(153@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 213@ 
267@ = 2 

:FINALEC_28562
jump @FINALEC_28611 

:FINALEC_28569
Car.SetSpeedInstantly(213@, 18.0)
05EC: release_car 213@ from_path 
07DB: set_car 213@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
267@ = 2 

:FINALEC_28611
if 
  267@ == 2 
else_jump @FINALEC_28703 
if 
   Actor.Dead(43@)
else_jump @FINALEC_28703 
05EC: release_car 213@ from_path 
if 
   not Car.Wrecked(213@)
else_jump @FINALEC_28696 
Car.SetSpeedInstantly(213@, 18.0)
07DB: set_car 213@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_28696
267@ = 3 

:FINALEC_28703
if 
  256@ == 1 
else_jump @FINALEC_28790 
if 
   Actor.Dead(42@)
else_jump @FINALEC_28790 
if or
   Actor.Dead(43@)
   Car.Wrecked(213@)
else_jump @FINALEC_28790 
05EC: release_car 213@ from_path 
Marker.Disable(243@)
Car.RemoveReferences(213@)
Actor.RemoveReferences(42@)
Actor.RemoveReferences(43@)
256@ = 2 

:FINALEC_28790
if 
  268@ == 1 
else_jump @FINALEC_29002 
if 
   not Car.Wrecked(214@)
else_jump @FINALEC_29002 
if 
   not Actor.Dead(44@)
else_jump @FINALEC_28847 
jump @FINALEC_29002 

:FINALEC_28847
if 
   not Actor.Dead(45@)
else_jump @FINALEC_28960 
if 
   Actor.InCar(45@, 214@)
else_jump @FINALEC_28953 
046C: 219@ = car 214@ driver 
if 
  219@ == -1 
else_jump @FINALEC_28953 
Car.StorePos(153@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 214@ 
268@ = 2 

:FINALEC_28953
jump @FINALEC_29002 

:FINALEC_28960
Car.SetSpeedInstantly(214@, 18.0)
05EC: release_car 214@ from_path 
07DB: set_car 214@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
268@ = 2 

:FINALEC_29002
if 
  268@ == 2 
else_jump @FINALEC_29094 
if 
   Actor.Dead(45@)
else_jump @FINALEC_29094 
05EC: release_car 214@ from_path 
if 
   not Car.Wrecked(214@)
else_jump @FINALEC_29087 
Car.SetSpeedInstantly(214@, 18.0)
07DB: set_car 214@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_29087
268@ = 3 

:FINALEC_29094
if 
  257@ == 1 
else_jump @FINALEC_29181 
if 
   Actor.Dead(44@)
else_jump @FINALEC_29181 
if or
   Actor.Dead(45@)
   Car.Wrecked(214@)
else_jump @FINALEC_29181 
05EC: release_car 214@ from_path 
Marker.Disable(244@)
Car.RemoveReferences(214@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
257@ = 2 

:FINALEC_29181
if 
  269@ == 1 
else_jump @FINALEC_29393 
if 
   not Car.Wrecked(215@)
else_jump @FINALEC_29393 
if 
   not Actor.Dead(46@)
else_jump @FINALEC_29238 
jump @FINALEC_29393 

:FINALEC_29238
if 
   not Actor.Dead(47@)
else_jump @FINALEC_29351 
if 
   Actor.InCar(47@, 215@)
else_jump @FINALEC_29344 
046C: 219@ = car 215@ driver 
if 
  219@ == -1 
else_jump @FINALEC_29344 
Car.StorePos(153@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 47@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 47@ in_car 215@ 
269@ = 2 

:FINALEC_29344
jump @FINALEC_29393 

:FINALEC_29351
Car.SetSpeedInstantly(215@, 18.0)
05EC: release_car 215@ from_path 
07DB: set_car 215@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
269@ = 2 

:FINALEC_29393
if 
  269@ == 2 
else_jump @FINALEC_29485 
if 
   Actor.Dead(47@)
else_jump @FINALEC_29485 
05EC: release_car 215@ from_path 
if 
   not Car.Wrecked(215@)
else_jump @FINALEC_29478 
Car.SetSpeedInstantly(215@, 18.0)
07DB: set_car 215@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_29478
269@ = 3 

:FINALEC_29485
if 
  258@ == 1 
else_jump @FINALEC_29572 
if 
   Actor.Dead(46@)
else_jump @FINALEC_29572 
if or
   Actor.Dead(47@)
   Car.Wrecked(215@)
else_jump @FINALEC_29572 
05EC: release_car 215@ from_path 
Marker.Disable(245@)
Car.RemoveReferences(215@)
Actor.RemoveReferences(46@)
Actor.RemoveReferences(47@)
258@ = 2 

:FINALEC_29572
gosub @FINALEC_57063 
if 
  204@ == 0 
else_jump @FINALEC_29646 
if 
  203@ == 0 
else_jump @FINALEC_29646 
04AF: 187@ = 33247 // @ = any 
05AA: 188@s = 'ROT4_MD'  // ~z~Motherfucker!
gosub @FINALEC_57021 

:FINALEC_29646
if 
  204@ == 0 
else_jump @FINALEC_29713 
if 
  203@ == 1 
else_jump @FINALEC_29713 
04AF: 187@ = 33259 // @ = any 
05AA: 188@s = 'ROT4_NL'  // ~z~Mach diesen Scheibullen fertig!
gosub @FINALEC_57021 

:FINALEC_29713
if 
  206@ == 1 
else_jump @FINALEC_29798 
if 
  204@ == 0 
else_jump @FINALEC_29798 
if 
  203@ == 2 
else_jump @FINALEC_29798 
04AF: 187@ = 33274 // @ = any 
05AA: 188@s = 'ROT4_QA'  // ~z~Diese Feuerwehrautos sind nicht kaputt zu kriegen!
gosub @FINALEC_57021 

:FINALEC_29798
if 
  204@ == 0 
else_jump @FINALEC_29865 
if 
  203@ == 3 
else_jump @FINALEC_29865 
04AF: 187@ = 33275 // @ = any 
05AA: 188@s = 'ROT4_QB'  // ~z~Da kriegen wir nicht mal 'ne Delle rein!
gosub @FINALEC_57021 

:FINALEC_29865
if 
  204@ == 0 
else_jump @FINALEC_29932 
if 
  203@ == 4 
else_jump @FINALEC_29932 
04AF: 187@ = 33291 // @ = any 
05AA: 188@s = 'ROT4_TF'  // ~z~Pass auf, hinter dir!
gosub @FINALEC_57021 

:FINALEC_29932
if 
  204@ == 0 
else_jump @FINALEC_29999 
if 
  203@ == 5 
else_jump @FINALEC_29999 
04AF: 187@ = 33265 // @ = any 
05AA: 188@s = 'ROT4_NR'  // ~z~Die Cops hngen uns am Arsch!
gosub @FINALEC_57021 

:FINALEC_29999
if 
  206@ == 2 
else_jump @FINALEC_30084 
if 
  204@ == 0 
else_jump @FINALEC_30084 
if 
  203@ == 6 
else_jump @FINALEC_30084 
04AF: 187@ = 33253 // @ = any 
05AA: 188@s = 'ROT4_NE'  // ~z~Da kommen randalierende Vagos!
gosub @FINALEC_57021 

:FINALEC_30084
if 
  204@ == 0 
else_jump @FINALEC_30151 
if 
  203@ == 7 
else_jump @FINALEC_30151 
04AF: 187@ = 33295 // @ = any 
05AA: 188@s = 'ROT4_TK'  // ~z~Diese Stadt dreht durch!
gosub @FINALEC_57021 

:FINALEC_30151
if 
  206@ == 3 
else_jump @FINALEC_30236 
if 
  204@ == 0 
else_jump @FINALEC_30236 
if 
  203@ == 8 
else_jump @FINALEC_30236 
04AF: 187@ = 33297 // @ = any 
05AA: 188@s = 'ROT4_TM'  // ~z~Ich bleib an Tenpenny dran, nur keine Sorge!
gosub @FINALEC_57021 

:FINALEC_30236
if 
  204@ == 0 
else_jump @FINALEC_30303 
if 
  203@ == 9 
else_jump @FINALEC_30303 
04AF: 187@ = 33292 // @ = any 
05AA: 188@s = 'ROT4_TG'  // ~z~Halt du uns all diese anderen Irren vom Hals, CJ.
gosub @FINALEC_57021 

:FINALEC_30303
if 
  206@ == 5 
else_jump @FINALEC_30388 
if 
  204@ == 0 
else_jump @FINALEC_30388 
if 
  203@ == 10 
else_jump @FINALEC_30388 
04AF: 187@ = 33249 // @ = any 
05AA: 188@s = 'ROT4_NA'  // ~z~Randalierer auf der Brcke da vorn!
gosub @FINALEC_57021 

:FINALEC_30388
if 
  204@ == 0 
else_jump @FINALEC_30455 
if 
  203@ == 11 
else_jump @FINALEC_30455 
04AF: 187@ = 33250 // @ = any 
05AA: 188@s = 'ROT4_NB'  // ~z~Sie schmeien Zeug von der Brcke!
gosub @FINALEC_57021 

:FINALEC_30455
if 
  204@ == 0 
else_jump @FINALEC_30522 
if 
  203@ == 12 
else_jump @FINALEC_30522 
04AF: 187@ = 33288 // @ = any 
05AA: 188@s = 'ROT4_TC'  // ~z~Pass auf, CJ!
gosub @FINALEC_57021 

:FINALEC_30522
if 
  204@ == 0 
else_jump @FINALEC_30589 
if 
  203@ == 13 
else_jump @FINALEC_30589 
04AF: 187@ = 33291 // @ = any 
05AA: 188@s = 'ROT4_TF'  // ~z~Pass auf, hinter dir!
gosub @FINALEC_57021 

:FINALEC_30589
if 
  204@ == 0 
else_jump @FINALEC_30656 
if 
  203@ == 14 
else_jump @FINALEC_30656 
04AF: 187@ = 33286 // @ = any 
05AA: 188@s = 'ROT4_TA'  // ~z~Ein paar Randalierer verfolgen uns auf Motorrdern!
gosub @FINALEC_57021 

:FINALEC_30656
if 
  $8014 == 2 
else_jump @FINALEC_39454 
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_31422 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_30879 
$8013 = Car.Health(153@)
$8013 -= 12000 
if 
  0 >= $8013 
else_jump @FINALEC_30833 
$8013 = 0 
Car.SetImmunities(153@, 0, 0, 0, 0, 0)
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
if 
   not Actor.Dead($ACTOR_SWEET)
else_jump @FINALEC_30798 
05BE: AS_kill_actor $ACTOR_SWEET 

:FINALEC_30798
020B: explode_car 153@ // versionA 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~Du hast deinen Wagen geschrottet
jump @FINALEC_57329 
jump @FINALEC_30840 

:FINALEC_30833
$8013 /= 80 

:FINALEC_30840
if 
   Actor.Dead($ACTOR_SWEET)
else_jump @FINALEC_30879 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~Du hast deinen Wagen geschrottet
jump @FINALEC_57329 

:FINALEC_30879
if 
  289@ == 0 
else_jump @FINALEC_31422 
249@ = 0 
260@ = 0 
250@ = 0 
261@ = 0 
251@ = 0 
262@ = 0 
256@ = 0 
267@ = 0 
257@ = 0 
268@ = 0 
Marker.Disable(238@)
Marker.Disable(239@)
Marker.Disable(240@)
Marker.Disable(241@)
Marker.Disable(242@)
Marker.Disable(243@)
Marker.Disable(244@)
Marker.Disable(245@)
Marker.Disable(247@)
Marker.Disable(248@)
Car.Destroy(213@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Car.Destroy(214@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
Car.Destroy(215@)
Actor.DestroyInstantly(46@)
Actor.DestroyInstantly(47@)
Car.Destroy(217@)
Car.Destroy(218@)
Car.Destroy(208@)
Car.Destroy(209@)
Car.Destroy(210@)
Car.Destroy(211@)
Car.Destroy(212@)
213@ = Car.Create(#SANCHEZ, 2375.0, -1918.0, 12.5)
Car.Angle(213@) = 176.0
0129: 42@ = create_actor_pedtype 24 model #LSV3 in_car 213@ driverseat 
060B: set_actor 42@ decision_maker_to 97@ 
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor_pedtype 24 model #LSV3 in_car 213@ passenger_seat 0 
Actor.Health(43@) = 10
060B: set_actor 43@ decision_maker_to 97@ 
02A9: set_actor 43@ immune_to_nonplayer 1 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
Car.ImmuneToNonPlayer(213@) = True
Car.SetImmunities(213@, 0, 1, 1, 0, 0)
214@ = Car.Create(#SANCHEZ, 2377.0, -1911.0, 12.5)
Car.Angle(214@) = 186.0
0129: 44@ = create_actor_pedtype 24 model #LSV3 in_car 214@ driverseat 
060B: set_actor 44@ decision_maker_to 97@ 
Actor.Health(44@) = 10
02A9: set_actor 44@ immune_to_nonplayer 1 
01C8: 45@ = create_actor_pedtype 24 model #LSV3 in_car 214@ passenger_seat 0 
060B: set_actor 45@ decision_maker_to 97@ 
Actor.Health(45@) = 10
02A9: set_actor 45@ immune_to_nonplayer 1 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
Car.ImmuneToNonPlayer(214@) = True
Car.SetImmunities(214@, 0, 1, 1, 0, 0)
Camera.SetPosition(2347.526, -1914.929, 15.1567, 0.0, 0.0, 0.0)
Camera.PointAt(2348.224, -1915.617, 14.9604, 2)
289@ = 1 

:FINALEC_31422
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_37102 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_37102 
if 
  292@ == 0 
else_jump @FINALEC_31899 
223@ = Actor.Create(Mission1, #MALE01, 2300.89, -1947.97, 24.5)
Actor.Angle(223@) = 329.17
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(223@, 0, 1, 0, 0, 0)
Actor.Health(223@) = 10
060B: set_actor 223@ decision_maker_to 97@ 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_31585 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_31585
224@ = Actor.Create(Mission1, #MALE01, 2302.33, -1925.32, 12.6)
Actor.Angle(224@) = 311.22
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(224@, 0, 1, 0, 0, 0)
Actor.Health(224@) = 10
060B: set_actor 224@ decision_maker_to 97@ 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
225@ = Actor.Create(Mission1, #MALE01, 2324.569, -1951.436, 20.59)
Actor.Angle(225@) = 44.92
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(225@, 0, 1, 0, 0, 0)
Actor.Health(225@) = 10
060B: set_actor 225@ decision_maker_to 97@ 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_31795 
0085: 102@ = 225@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_31795
226@ = Actor.Create(Mission1, #MALE01, 2362.397, -1982.99, 18.4)
Actor.Angle(226@) = 44.93
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(226@, 0, 1, 0, 0, 0)
Actor.Health(226@) = 10
060B: set_actor 226@ decision_maker_to 97@ 
0085: 102@ = 226@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
292@ = 1 

:FINALEC_31899
if 
  289@ == 1 
else_jump @FINALEC_32424 
05EB: assign_car 152@ to_path 241 
05EB: assign_car 153@ to_path 242 
if 
   not Car.Wrecked(213@)
else_jump @FINALEC_32038 
05EB: assign_car 213@ to_path 243 
if 
   not Actor.Dead(43@)
else_jump @FINALEC_32009 
0713: actor 43@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_32009
243@ = Marker.CreateAboveCar(213@)
018B: set_marker 243@ radar_mode 2 
256@ = 1 
267@ = 1 

:FINALEC_32038
if 
   not Car.Wrecked(214@)
else_jump @FINALEC_32143 
05EB: assign_car 214@ to_path 244 
if 
   not Actor.Dead(45@)
else_jump @FINALEC_32114 
0713: actor 45@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_32114
244@ = Marker.CreateAboveCar(214@)
018B: set_marker 244@ radar_mode 2 
257@ = 1 
268@ = 1 

:FINALEC_32143
217@ = Car.Create(#COPCARLA, 2337.0, -2013.0, 12.5)
Car.Angle(217@) = 325.0
Car.ImmuneToNonPlayer(217@) = True
0129: 154@ = create_actor_pedtype 24 model #LAPD1 in_car 217@ driverseat 
060B: set_actor 154@ decision_maker_to 97@ 
0446: set_actor 154@ immune_to_headshots 0 
02A9: set_actor 154@ immune_to_nonplayer 1 
01C8: 155@ = create_actor_pedtype 24 model #LAPD1 in_car 217@ passenger_seat 0 
060B: set_actor 155@ decision_maker_to 97@ 
02A9: set_actor 155@ immune_to_nonplayer 1 
01B2: give_actor 155@ weapon 28 ammo 9999 // Load the weapon model before using this 
Car.SetImmunities(217@, 0, 1, 1, 0, 0)
218@ = Car.Create(#COPCARLA, 2266.0, -1970.0, 12.5)
Car.Angle(218@) = 178.0
Car.ImmuneToNonPlayer(218@) = True
0129: 156@ = create_actor_pedtype 24 model #LAPD1 in_car 218@ driverseat 
060B: set_actor 156@ decision_maker_to 97@ 
0446: set_actor 156@ immune_to_headshots 0 
02A9: set_actor 156@ immune_to_nonplayer 1 
01C8: 207@ = create_actor_pedtype 24 model #LAPD1 in_car 218@ passenger_seat 0 
060B: set_actor 207@ decision_maker_to 97@ 
02A9: set_actor 207@ immune_to_nonplayer 1 
01B2: give_actor 207@ weapon 28 ammo 9999 // Load the weapon model before using this 
Car.SetImmunities(218@, 0, 1, 1, 0, 0)
33@ = 0 
289@ = 2 
290@ = 1 

:FINALEC_32424
if 
  290@ == 1 
else_jump @FINALEC_32589 
if 
  33@ > 6000 
else_jump @FINALEC_32589 
040D: unload_wav 1 
00BE: text_clear_all 
204@ = 0 
203@ = 0 
206@ = 0 
Camera.Restore
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 120.5 rotation_speed 200.0 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_32582 
Car.SetImmunities(153@, 0, 1, 1, 1, 1)

:FINALEC_32582
290@ = 2 

:FINALEC_32589
if 
  291@ == 0 
else_jump @FINALEC_32700 
if 
  289@ > 4 
else_jump @FINALEC_32700 
if 
   not Car.Wrecked(217@)
else_jump @FINALEC_32700 
if 
01AD:   car 217@ sphere 0 near_point 2210.19 -1864.8 radius 5.0 5.0 
else_jump @FINALEC_32700 
Car.Health(217@) = 100
33@ = 0 
291@ = 1 

:FINALEC_32700
if 
  291@ == 1 
else_jump @FINALEC_32765 
if 
   not Car.Wrecked(217@)
else_jump @FINALEC_32765 
if 
  33@ > 1250 
else_jump @FINALEC_32765 
020B: explode_car 217@ // versionA 
291@ = 2 

:FINALEC_32765
if 
  289@ == 2 
else_jump @FINALEC_33197 
if 
01AD:   car 152@ sphere 0 near_point 2347.96 -1972.42 radius 20.0 20.0 
else_jump @FINALEC_33197 
206@ = 1 
if 
   not Car.Wrecked(217@)
else_jump @FINALEC_32940 
05EB: assign_car 217@ to_path 245 
0397: enable_car 217@ siren 1 
if 
   not Actor.Dead(155@)
else_jump @FINALEC_32911 
0713: actor 155@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_32911
247@ = Marker.CreateAboveCar(217@)
018B: set_marker 247@ radar_mode 2 
249@ = 1 
260@ = 1 

:FINALEC_32940
if 
   not Car.Wrecked(218@)
else_jump @FINALEC_33052 
0397: enable_car 218@ siren 1 
05EB: assign_car 218@ to_path 246 
if 
   not Actor.Dead(207@)
else_jump @FINALEC_33023 
0713: actor 207@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 10 

:FINALEC_33023
248@ = Marker.CreateAboveCar(218@)
018B: set_marker 248@ radar_mode 2 
250@ = 1 
261@ = 1 

:FINALEC_33052
275@ = Car.Create(#COPCARLA, 2283.0, -2077.0, 14.0)
Car.Angle(275@) = 48.0
Car.ImmuneToNonPlayer(275@) = True
0129: 276@ = create_actor_pedtype 24 model #LAPD1 in_car 275@ driverseat 
060B: set_actor 276@ decision_maker_to 97@ 
0446: set_actor 276@ immune_to_headshots 0 
02A9: set_actor 276@ immune_to_nonplayer 1 
01C8: 277@ = create_actor_pedtype 24 model #LAPD1 in_car 275@ passenger_seat 0 
060B: set_actor 277@ decision_maker_to 97@ 
02A9: set_actor 277@ immune_to_nonplayer 1 
01B2: give_actor 277@ weapon 28 ammo 9999 // Load the weapon model before using this 
Car.SetImmunities(275@, 0, 1, 1, 0, 0)
Car.Health(275@) = 700
289@ = 3 

:FINALEC_33197
if 
  289@ == 3 
else_jump @FINALEC_33989 
if 
01AD:   car 153@ sphere 0 near_point 2260.92 -2021.7 radius 25.0 25.0 
else_jump @FINALEC_33989 
206@ = 2 
if 
   not Car.Wrecked(275@)
else_jump @FINALEC_33372 
05EB: assign_car 275@ to_path 249 
0397: enable_car 275@ siren 1 
if 
   not Actor.Dead(277@)
else_jump @FINALEC_33343 
0713: actor 277@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_33343
279@ = Marker.CreateAboveCar(275@)
018B: set_marker 279@ radar_mode 2 
295@ = 1 
296@ = 1 

:FINALEC_33372
Actor.DestroyInstantly(223@)
Actor.DestroyInstantly(224@)
Actor.DestroyInstantly(225@)
Actor.DestroyInstantly(226@)
223@ = Actor.Create(Mission1, #MALE01, 2226.86, -1966.5, 24.5)
Actor.Angle(223@) = 329.17
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(223@, 0, 1, 0, 0, 0)
Actor.Health(223@) = 10
060B: set_actor 223@ decision_maker_to 97@ 
02A9: set_actor 223@ immune_to_nonplayer 1 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_33512 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_33512
224@ = Actor.Create(Mission1, #MALE01, 2224.944, -1977.119, 24.5)
Actor.Angle(224@) = 311.22
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(224@, 0, 1, 0, 0, 0)
Actor.Health(224@) = 10
060B: set_actor 224@ decision_maker_to 97@ 
02A9: set_actor 224@ immune_to_nonplayer 1 
if 
   not Actor.Dead(156@)
else_jump @FINALEC_33639 
0085: 102@ = 224@ // (int) 
0085: 107@ = 156@ // (int) 
gosub @FINALEC_57209 
jump @FINALEC_33662 

:FINALEC_33639
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 

:FINALEC_33662
165@ = Object.Create(#LA_FUCKCAR2, 2227.617, -1894.91, 12.2)
Object.ToggleInMovingList(165@) = True
Object.Angle(165@) = 352.399
225@ = Actor.Create(Mission1, #MALE01, 2230.15, -1891.29, 12.5)
Actor.Angle(225@) = 329.17
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(225@, 0, 1, 0, 0, 0)
Actor.Health(225@) = 10
060B: set_actor 225@ decision_maker_to 97@ 
0085: 102@ = 225@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
226@ = Actor.Create(Mission1, #MALE01, 2229.57, -1898.48, 12.415)
Actor.Angle(226@) = 311.22
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(226@, 0, 1, 0, 0, 0)
Actor.Health(226@) = 10
060B: set_actor 226@ decision_maker_to 97@ 
if 
   not Actor.Dead(156@)
else_jump @FINALEC_33919 
0085: 102@ = 226@ // (int) 
0085: 107@ = 156@ // (int) 
gosub @FINALEC_57209 
jump @FINALEC_33942 

:FINALEC_33919
0085: 102@ = 226@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 

:FINALEC_33942
169@ = Object.Create(#LA_FUCKCAR2, 2222.927, -1973.632, 12.25)
Object.ToggleInMovingList(169@) = True
Object.Angle(169@) = 352.399
289@ = 4 

:FINALEC_33989
if 
  289@ == 4 
else_jump @FINALEC_34246 
if 
01AD:   car 152@ sphere 0 near_point 2215.75 -1931.8 radius 25.0 25.0 
else_jump @FINALEC_34246 
206@ = 3 
Car.Destroy(213@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Marker.Disable(243@)
Car.Destroy(214@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
Marker.Disable(244@)
Model.Destroy(#LSV3)
Model.Destroy(#SANCHEZ)
272@ = Car.Create(#COPCARLA, 2169.74, -1726.16, 12.5)
Car.Angle(272@) = 268.0
Car.ImmuneToNonPlayer(272@) = True
0129: 273@ = create_actor_pedtype 24 model #LAPD1 in_car 272@ driverseat 
060B: set_actor 273@ decision_maker_to 97@ 
0446: set_actor 273@ immune_to_headshots 0 
02A9: set_actor 273@ immune_to_nonplayer 1 
01C8: 274@ = create_actor_pedtype 24 model #LAPD1 in_car 272@ passenger_seat 0 
060B: set_actor 274@ decision_maker_to 97@ 
02A9: set_actor 274@ immune_to_nonplayer 1 
01B2: give_actor 274@ weapon 28 ammo 9999 // Load the weapon model before using this 
Car.SetImmunities(272@, 0, 1, 1, 0, 0)
Car.Health(272@) = 600
289@ = 5 

:FINALEC_34246
if 
  289@ == 5 
else_jump @FINALEC_34546 
if 
01AD:   car 152@ sphere 0 near_point 2215.93 -1765.08 radius 20.0 20.0 
else_jump @FINALEC_34546 
if 
   not Car.Wrecked(272@)
else_jump @FINALEC_34414 
05EB: assign_car 272@ to_path 248 
0397: enable_car 272@ siren 1 
if 
   not Actor.Dead(274@)
else_jump @FINALEC_34385 
0713: actor 274@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_34385
278@ = Marker.CreateAboveCar(272@)
018B: set_marker 278@ radar_mode 2 
293@ = 1 
294@ = 1 

:FINALEC_34414
208@ = Car.Create(#COPCARLA, 2323.318, -1656.886, 12.53)
Car.Angle(208@) = 272.4
Car.ImmuneToNonPlayer(208@) = True
0129: 38@ = create_actor_pedtype 24 model #LAPD1 in_car 208@ driverseat 
060B: set_actor 38@ decision_maker_to 97@ 
02A9: set_actor 38@ immune_to_nonplayer 1 
01C8: 39@ = create_actor_pedtype 24 model #LAPD1 in_car 208@ passenger_seat 0 
060B: set_actor 39@ decision_maker_to 97@ 
02A9: set_actor 39@ immune_to_nonplayer 1 
01B2: give_actor 39@ weapon 28 ammo 99999 // Load the weapon model before using this 
Car.SetImmunities(208@, 0, 1, 1, 0, 0)
289@ = 6 

:FINALEC_34546
if 
  289@ == 6 
else_jump @FINALEC_34721 
if 
01AD:   car 152@ sphere 0 near_point 2343.45 -1658.96 radius 30.0 30.0 
else_jump @FINALEC_34721 
206@ = 4 
if 
   not Car.Wrecked(208@)
else_jump @FINALEC_34714 
05EB: assign_car 208@ to_path 247 
if 
   not Actor.Dead(39@)
else_jump @FINALEC_34685 
0713: actor 39@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_34685
238@ = Marker.CreateAboveCar(208@)
018B: set_marker 238@ radar_mode 2 
251@ = 1 
262@ = 1 

:FINALEC_34714
289@ = 7 

:FINALEC_34721
if 
  289@ == 7 
else_jump @FINALEC_34791 
if 
01AD:   car 152@ sphere 0 near_point 2431.0 -1644.0 radius 30.0 30.0 
else_jump @FINALEC_34791 
$8014 = 3 
289@ = 8 

:FINALEC_34791
if 
  292@ == 1 
else_jump @FINALEC_35676 
if 
01AD:   car 153@ sphere 0 near_point 2215.9 -1791.82 radius 20.0 20.0 
else_jump @FINALEC_35676 
Actor.DestroyInstantly(223@)
Actor.DestroyInstantly(224@)
Actor.DestroyInstantly(225@)
Actor.DestroyInstantly(226@)
Object.Destroy(165@)
Object.Destroy(169@)
165@ = Object.Create(#LA_FUCKCAR2, 2237.044, -1744.5, 12.5425)
Object.ToggleInMovingList(165@) = True
Object.Angle(165@) = 1.2003
223@ = Actor.Create(Mission1, #MALE01, 2239.154, -1747.326, 12.542)
Actor.Angle(223@) = 329.17
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(223@, 0, 1, 0, 0, 0)
Actor.Health(223@) = 10
060B: set_actor 223@ decision_maker_to 97@ 
02A9: set_actor 223@ immune_to_nonplayer 1 
0085: 102@ = 223@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
167@ = Object.Create(#LA_FUCKCAR2, 2297.891, -1742.105, 12.5469)
Object.ToggleInMovingList(167@) = True
Object.Angle(167@) = 185.7601
224@ = Actor.Create(Mission1, #MALE01, 2300.619, -1745.254, 12.5469)
Actor.Angle(224@) = 311.22
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(224@, 0, 1, 0, 0, 0)
Actor.Health(224@) = 10
060B: set_actor 224@ decision_maker_to 97@ 
02A9: set_actor 224@ immune_to_nonplayer 1 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_35181 
0085: 102@ = 224@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_35181
169@ = Object.Create(#LA_FUCKCAR2, 2355.793, -1734.063, 12.3828)
Object.ToggleInMovingList(169@) = True
Object.Angle(169@) = 1.2003
225@ = Actor.Create(Mission1, #MALE01, 2357.716, -1730.051, 12.3828)
Actor.Angle(225@) = 329.17
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(225@, 0, 1, 0, 0, 0)
Actor.Health(225@) = 10
060B: set_actor 225@ decision_maker_to 97@ 
02A9: set_actor 225@ immune_to_nonplayer 1 
0085: 102@ = 225@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
226@ = Actor.Create(Mission1, #MALE01, 2365.067, -1758.149, 12.5469)
Actor.Angle(226@) = 329.17
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(226@, 0, 1, 0, 0, 0)
Actor.Health(226@) = 10
060B: set_actor 226@ decision_maker_to 97@ 
02A9: set_actor 226@ immune_to_nonplayer 1 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_35445 
0085: 102@ = 226@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_35445
227@ = Actor.Create(Mission1, #MALE01, 2308.319, -1721.584, 12.742)
Actor.Angle(227@) = 329.17
01B2: give_actor 227@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(227@, 0, 1, 0, 0, 0)
Actor.Health(227@) = 10
060B: set_actor 227@ decision_maker_to 97@ 
02A9: set_actor 227@ immune_to_nonplayer 1 
0085: 102@ = 227@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
228@ = Actor.Create(Mission1, #MALE01, 2308.319, -1721.584, 12.742)
Actor.Angle(228@) = 329.17
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(228@, 0, 1, 0, 0, 0)
Actor.Health(228@) = 10
060B: set_actor 228@ decision_maker_to 97@ 
02A9: set_actor 228@ immune_to_nonplayer 1 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_35669 
0085: 102@ = 228@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_35669
292@ = 2 

:FINALEC_35676
if 
  292@ == 2 
else_jump @FINALEC_35784 
if 
01AD:   car 153@ sphere 0 near_point 2342.56 -1603.76 radius 20.0 20.0 
else_jump @FINALEC_35784 
Actor.DestroyInstantly(223@)
Actor.DestroyInstantly(224@)
Actor.DestroyInstantly(225@)
Actor.DestroyInstantly(226@)
Actor.DestroyInstantly(227@)
Actor.DestroyInstantly(228@)
Object.Destroy(165@)
Object.Destroy(167@)
Object.Destroy(169@)
292@ = 3 

:FINALEC_35784
if 
  292@ == 2 
else_jump @FINALEC_36127 
if 
01AD:   car 153@ sphere 0 near_point 2430.81 -1595.72 radius 20.0 20.0 
else_jump @FINALEC_36127 
165@ = Object.Create(#LA_FUCKCAR2, 2430.76, -1653.03, 25.34)
Object.ToggleInMovingList(165@) = True
Object.Angle(165@) = 268.0927
223@ = Actor.Create(Mission1, #MALE01, 2426.7, -1653.77, 25.595)
Actor.Angle(223@) = 4.29
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(223@, 0, 1, 0, 0, 0)
Actor.Health(223@) = 10
060B: set_actor 223@ decision_maker_to 97@ 
02A9: set_actor 223@ immune_to_nonplayer 1 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_36000 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_36000
224@ = Actor.Create(Mission1, #MALE01, 2435.959, -1653.318, 25.64)
Actor.Angle(224@) = 0.0
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
Actor.SetImmunities(224@, 0, 1, 0, 0, 0)
Actor.Health(224@) = 10
060B: set_actor 224@ decision_maker_to 97@ 
02A9: set_actor 224@ immune_to_nonplayer 1 
if 
   not Actor.Dead(49@)
else_jump @FINALEC_36120 
0085: 102@ = 224@ // (int) 
0085: 107@ = 49@ // (int) 
gosub @FINALEC_57209 

:FINALEC_36120
292@ = 3 

:FINALEC_36127
if 
  8 > 289@ 
else_jump @FINALEC_37102 
if 
  290@ == 2 
else_jump @FINALEC_37102 
gosub @FINALEC_57063 
if 
  204@ == 0 
else_jump @FINALEC_36237 
if 
  203@ == 0 
else_jump @FINALEC_36237 
04AF: 187@ = 33288 // @ = any 
05AA: 188@s = 'ROT4_TC'  // ~z~Pass auf, CJ!
gosub @FINALEC_57021 

:FINALEC_36237
if 
  204@ == 0 
else_jump @FINALEC_36304 
if 
  203@ == 1 
else_jump @FINALEC_36304 
04AF: 187@ = 33287 // @ = any 
05AA: 188@s = 'ROT4_TB'  // ~z~Verrckte Biker, die Amok laufen!
gosub @FINALEC_57021 

:FINALEC_36304
if 
  204@ == 0 
else_jump @FINALEC_36371 
if 
  203@ == 2 
else_jump @FINALEC_36371 
04AF: 187@ = 33293 // @ = any 
05AA: 188@s = 'ROT4_TH'  // ~z~Ich bin an Tenpenny dran. Der entwischt uns nicht!
gosub @FINALEC_57021 

:FINALEC_36371
if 
  206@ == 1 
else_jump @FINALEC_36456 
if 
  204@ == 0 
else_jump @FINALEC_36456 
if 
  203@ == 3 
else_jump @FINALEC_36456 
04AF: 187@ = 33265 // @ = any 
05AA: 188@s = 'ROT4_NR'  // ~z~Die Cops hngen uns am Arsch!
gosub @FINALEC_57021 

:FINALEC_36456
if 
  206@ == 2 
else_jump @FINALEC_36541 
if 
  204@ == 0 
else_jump @FINALEC_36541 
if 
  203@ == 4 
else_jump @FINALEC_36541 
04AF: 187@ = 33266 // @ = any 
05AA: 188@s = 'ROT4_NS'  // ~z~Da vorn sind Cops!
gosub @FINALEC_57021 

:FINALEC_36541
if 
  204@ == 0 
else_jump @FINALEC_36608 
if 
  203@ == 5 
else_jump @FINALEC_36608 
04AF: 187@ = 33294 // @ = any 
05AA: 188@s = 'ROT4_TJ'  // ~z~Wo sind denn diese ganzen Arschlcher hergekommen?
gosub @FINALEC_57021 

:FINALEC_36608
if 
  206@ == 3 
else_jump @FINALEC_36693 
if 
  204@ == 0 
else_jump @FINALEC_36693 
if 
  203@ == 6 
else_jump @FINALEC_36693 
04AF: 187@ = 33285 // @ = any 
05AA: 188@s = 'ROT4_SB'  // ~z~Flammendes Inferno! FLAMMENDES INFERNO!
gosub @FINALEC_57021 

:FINALEC_36693
if 
  204@ == 0 
else_jump @FINALEC_36760 
if 
  203@ == 7 
else_jump @FINALEC_36760 
04AF: 187@ = 33273 // @ = any 
05AA: 188@s = 'ROT4_PC'  // ~z~Gut gemacht, Kumpel!
gosub @FINALEC_57021 

:FINALEC_36760
if 
  206@ == 4 
else_jump @FINALEC_36845 
if 
  204@ == 0 
else_jump @FINALEC_36845 
if 
  203@ == 8 
else_jump @FINALEC_36845 
04AF: 187@ = 33269 // @ = any 
05AA: 188@s = 'ROT4_OA'  // ~z~Es ist vorbei, Tenpenny, VORBEI!
gosub @FINALEC_57021 

:FINALEC_36845
if 
  204@ == 0 
else_jump @FINALEC_36912 
if 
  203@ == 9 
else_jump @FINALEC_36912 
04AF: 187@ = 33270 // @ = any 
05AA: 188@s = 'ROT4_OD'  // ~z~Ich werde dich aufhalten, Motherfucker!
gosub @FINALEC_57021 

:FINALEC_36912
if 
  206@ == 4 
else_jump @FINALEC_37035 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2431.32 -1528.48 radius 20.0 20.0 
else_jump @FINALEC_37035 
if 
  204@ == 0 
else_jump @FINALEC_37035 
if 
  203@ == 10 
else_jump @FINALEC_37035 
04AF: 187@ = 33279 // @ = any 
05AA: 188@s = 'ROT4_RA'  // ~z~Er verliert die Kontrolle!
gosub @FINALEC_57021 

:FINALEC_37035
if 
  204@ == 0 
else_jump @FINALEC_37102 
if 
  203@ == 11 
else_jump @FINALEC_37102 
04AF: 187@ = 33282 // @ = any 
05AA: 188@s = 'ROT4_RD'  // ~z~Wir haben den Motherfucker!
gosub @FINALEC_57021 

:FINALEC_37102
if 
  260@ == 1 
else_jump @FINALEC_37254 
if 
   not Car.Wrecked(217@)
else_jump @FINALEC_37254 
if 
   not Actor.Dead(154@)
else_jump @FINALEC_37159 
jump @FINALEC_37254 

:FINALEC_37159
if 
   not Actor.Dead(155@)
else_jump @FINALEC_37242 
if 
   Actor.InCar(155@, 217@)
else_jump @FINALEC_37235 
046C: 219@ = car 217@ driver 
if 
  219@ == -1 
else_jump @FINALEC_37235 
0676: AS_actor 155@ in_car 217@ move_from_passengerseat_to_driverseat 
260@ = 2 

:FINALEC_37235
jump @FINALEC_37254 

:FINALEC_37242
05EC: release_car 217@ from_path 
260@ = 2 

:FINALEC_37254
if 
  260@ == 2 
else_jump @FINALEC_37300 
if 
   Actor.Dead(155@)
else_jump @FINALEC_37300 
05EC: release_car 217@ from_path 
260@ = 3 

:FINALEC_37300
if 
  249@ == 1 
else_jump @FINALEC_37416 
if 
   not Car.Wrecked(217@)
else_jump @FINALEC_37384 
if 
860E:   not car 217@ assigned_to_path 
else_jump @FINALEC_37377 
Car.RemoveReferences(217@)
Actor.RemoveReferences(154@)
Actor.RemoveReferences(155@)
Marker.Disable(247@)
249@ = 2 

:FINALEC_37377
jump @FINALEC_37416 

:FINALEC_37384
05EC: release_car 217@ from_path 
Actor.RemoveReferences(154@)
Actor.RemoveReferences(155@)
Car.RemoveReferences(217@)
Marker.Disable(247@)
249@ = 2 

:FINALEC_37416
if 
  261@ == 1 
else_jump @FINALEC_37568 
if 
   not Car.Wrecked(218@)
else_jump @FINALEC_37568 
if 
   not Actor.Dead(156@)
else_jump @FINALEC_37473 
jump @FINALEC_37568 

:FINALEC_37473
if 
   not Actor.Dead(207@)
else_jump @FINALEC_37556 
if 
   Actor.InCar(207@, 218@)
else_jump @FINALEC_37549 
046C: 219@ = car 218@ driver 
if 
  219@ == -1 
else_jump @FINALEC_37549 
0676: AS_actor 207@ in_car 218@ move_from_passengerseat_to_driverseat 
261@ = 2 

:FINALEC_37549
jump @FINALEC_37568 

:FINALEC_37556
05EC: release_car 218@ from_path 
261@ = 2 

:FINALEC_37568
if 
  261@ == 2 
else_jump @FINALEC_37614 
if 
   Actor.Dead(207@)
else_jump @FINALEC_37614 
05EC: release_car 218@ from_path 
261@ = 3 

:FINALEC_37614
if 
  250@ == 1 
else_jump @FINALEC_37730 
if 
   not Car.Wrecked(218@)
else_jump @FINALEC_37698 
if 
860E:   not car 218@ assigned_to_path 
else_jump @FINALEC_37691 
Car.RemoveReferences(218@)
Actor.RemoveReferences(156@)
Actor.RemoveReferences(207@)
Marker.Disable(248@)
250@ = 2 

:FINALEC_37691
jump @FINALEC_37730 

:FINALEC_37698
05EC: release_car 218@ from_path 
Actor.RemoveReferences(156@)
Actor.RemoveReferences(207@)
Car.RemoveReferences(218@)
Marker.Disable(248@)
250@ = 2 

:FINALEC_37730
if 
  294@ == 1 
else_jump @FINALEC_37882 
if 
   not Car.Wrecked(272@)
else_jump @FINALEC_37882 
if 
   not Actor.Dead(273@)
else_jump @FINALEC_37787 
jump @FINALEC_37882 

:FINALEC_37787
if 
   not Actor.Dead(274@)
else_jump @FINALEC_37870 
if 
   Actor.InCar(274@, 272@)
else_jump @FINALEC_37863 
046C: 219@ = car 272@ driver 
if 
  219@ == -1 
else_jump @FINALEC_37863 
0676: AS_actor 274@ in_car 272@ move_from_passengerseat_to_driverseat 
294@ = 2 

:FINALEC_37863
jump @FINALEC_37882 

:FINALEC_37870
05EC: release_car 272@ from_path 
294@ = 2 

:FINALEC_37882
if 
  294@ == 2 
else_jump @FINALEC_37928 
if 
   Actor.Dead(274@)
else_jump @FINALEC_37928 
05EC: release_car 272@ from_path 
294@ = 3 

:FINALEC_37928
if 
  293@ == 1 
else_jump @FINALEC_38044 
if 
   not Car.Wrecked(272@)
else_jump @FINALEC_38012 
if 
860E:   not car 272@ assigned_to_path 
else_jump @FINALEC_38005 
Car.RemoveReferences(272@)
Actor.RemoveReferences(273@)
Actor.RemoveReferences(274@)
Marker.Disable(278@)
293@ = 2 

:FINALEC_38005
jump @FINALEC_38044 

:FINALEC_38012
05EC: release_car 272@ from_path 
Actor.RemoveReferences(273@)
Actor.RemoveReferences(274@)
Car.RemoveReferences(272@)
Marker.Disable(278@)
293@ = 2 

:FINALEC_38044
if 
  296@ == 1 
else_jump @FINALEC_38196 
if 
   not Car.Wrecked(275@)
else_jump @FINALEC_38196 
if 
   not Actor.Dead(276@)
else_jump @FINALEC_38101 
jump @FINALEC_38196 

:FINALEC_38101
if 
   not Actor.Dead(277@)
else_jump @FINALEC_38184 
if 
   Actor.InCar(277@, 275@)
else_jump @FINALEC_38177 
046C: 219@ = car 275@ driver 
if 
  219@ == -1 
else_jump @FINALEC_38177 
0676: AS_actor 277@ in_car 275@ move_from_passengerseat_to_driverseat 
296@ = 2 

:FINALEC_38177
jump @FINALEC_38196 

:FINALEC_38184
05EC: release_car 275@ from_path 
296@ = 2 

:FINALEC_38196
if 
  296@ == 2 
else_jump @FINALEC_38242 
if 
   Actor.Dead(277@)
else_jump @FINALEC_38242 
05EC: release_car 275@ from_path 
296@ = 3 

:FINALEC_38242
if 
  295@ == 1 
else_jump @FINALEC_38358 
if 
   not Car.Wrecked(275@)
else_jump @FINALEC_38326 
if 
860E:   not car 275@ assigned_to_path 
else_jump @FINALEC_38319 
Car.RemoveReferences(275@)
Actor.RemoveReferences(276@)
Actor.RemoveReferences(277@)
Marker.Disable(279@)
295@ = 2 

:FINALEC_38319
jump @FINALEC_38358 

:FINALEC_38326
05EC: release_car 275@ from_path 
Actor.RemoveReferences(276@)
Actor.RemoveReferences(277@)
Car.RemoveReferences(275@)
Marker.Disable(279@)
295@ = 2 

:FINALEC_38358
if 
  262@ == 1 
else_jump @FINALEC_38510 
if 
   not Car.Wrecked(208@)
else_jump @FINALEC_38510 
if 
   not Actor.Dead(38@)
else_jump @FINALEC_38415 
jump @FINALEC_38510 

:FINALEC_38415
if 
   not Actor.Dead(39@)
else_jump @FINALEC_38498 
if 
   Actor.InCar(39@, 208@)
else_jump @FINALEC_38491 
046C: 219@ = car 208@ driver 
if 
  219@ == -1 
else_jump @FINALEC_38491 
0676: AS_actor 39@ in_car 208@ move_from_passengerseat_to_driverseat 
262@ = 2 

:FINALEC_38491
jump @FINALEC_38510 

:FINALEC_38498
05EC: release_car 208@ from_path 
262@ = 2 

:FINALEC_38510
if 
  262@ == 2 
else_jump @FINALEC_38556 
if 
   Actor.Dead(39@)
else_jump @FINALEC_38556 
05EC: release_car 208@ from_path 
262@ = 3 

:FINALEC_38556
if 
  251@ == 1 
else_jump @FINALEC_38672 
if 
   not Car.Wrecked(208@)
else_jump @FINALEC_38640 
if 
860E:   not car 208@ assigned_to_path 
else_jump @FINALEC_38633 
Car.RemoveReferences(208@)
Actor.RemoveReferences(38@)
Actor.RemoveReferences(39@)
Marker.Disable(238@)
251@ = 2 

:FINALEC_38633
jump @FINALEC_38672 

:FINALEC_38640
05EC: release_car 208@ from_path 
Actor.RemoveReferences(38@)
Actor.RemoveReferences(39@)
Car.RemoveReferences(208@)
Marker.Disable(238@)
251@ = 2 

:FINALEC_38672
if 
  267@ == 1 
else_jump @FINALEC_38884 
if 
   not Car.Wrecked(213@)
else_jump @FINALEC_38884 
if 
   not Actor.Dead(42@)
else_jump @FINALEC_38729 
jump @FINALEC_38884 

:FINALEC_38729
if 
   not Actor.Dead(43@)
else_jump @FINALEC_38842 
if 
   Actor.InCar(43@, 213@)
else_jump @FINALEC_38835 
046C: 219@ = car 213@ driver 
if 
  219@ == -1 
else_jump @FINALEC_38835 
Car.StorePos(153@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 43@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 43@ in_car 213@ 
267@ = 2 

:FINALEC_38835
jump @FINALEC_38884 

:FINALEC_38842
Car.SetSpeedInstantly(213@, 18.0)
05EC: release_car 213@ from_path 
07DB: set_car 213@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
267@ = 2 

:FINALEC_38884
if 
  267@ == 2 
else_jump @FINALEC_38976 
if 
   Actor.Dead(43@)
else_jump @FINALEC_38976 
05EC: release_car 213@ from_path 
if 
   not Car.Wrecked(213@)
else_jump @FINALEC_38969 
Car.SetSpeedInstantly(213@, 18.0)
07DB: set_car 213@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_38969
267@ = 3 

:FINALEC_38976
if 
  256@ == 1 
else_jump @FINALEC_39063 
if 
   Actor.Dead(42@)
else_jump @FINALEC_39063 
if or
   Actor.Dead(43@)
   Car.Wrecked(213@)
else_jump @FINALEC_39063 
05EC: release_car 213@ from_path 
Marker.Disable(243@)
Car.RemoveReferences(213@)
Actor.RemoveReferences(42@)
Actor.RemoveReferences(43@)
256@ = 2 

:FINALEC_39063
if 
  268@ == 1 
else_jump @FINALEC_39275 
if 
   not Car.Wrecked(214@)
else_jump @FINALEC_39275 
if 
   not Actor.Dead(44@)
else_jump @FINALEC_39120 
jump @FINALEC_39275 

:FINALEC_39120
if 
   not Actor.Dead(45@)
else_jump @FINALEC_39233 
if 
   Actor.InCar(45@, 214@)
else_jump @FINALEC_39226 
046C: 219@ = car 214@ driver 
if 
  219@ == -1 
else_jump @FINALEC_39226 
Car.StorePos(153@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0362: remove_actor 45@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD -10.0 
036A: put_actor 45@ in_car 214@ 
268@ = 2 

:FINALEC_39226
jump @FINALEC_39275 

:FINALEC_39233
Car.SetSpeedInstantly(214@, 18.0)
05EC: release_car 214@ from_path 
07DB: set_car 214@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
268@ = 2 

:FINALEC_39275
if 
  268@ == 2 
else_jump @FINALEC_39367 
if 
   Actor.Dead(45@)
else_jump @FINALEC_39367 
05EC: release_car 214@ from_path 
if 
   not Car.Wrecked(214@)
else_jump @FINALEC_39360 
Car.SetSpeedInstantly(214@, 18.0)
07DB: set_car 214@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_39360
268@ = 3 

:FINALEC_39367
if 
  257@ == 1 
else_jump @FINALEC_39454 
if 
   Actor.Dead(44@)
else_jump @FINALEC_39454 
if or
   Actor.Dead(45@)
   Car.Wrecked(214@)
else_jump @FINALEC_39454 
05EC: release_car 214@ from_path 
Marker.Disable(244@)
Car.RemoveReferences(214@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
257@ = 2 

:FINALEC_39454
if 
  $8014 == 3 
else_jump @FINALEC_57014 
if 
  288@ == 0 
else_jump @FINALEC_39955 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_39955 
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_39955 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Car.SetImmunities(153@, 0, 1, 1, 1, 1)
if 
060E:   car 152@ assigned_to_path 
else_jump @FINALEC_39569 
05EC: release_car 152@ from_path 

:FINALEC_39569
05EC: release_car 152@ from_path 
if 
060E:   car 153@ assigned_to_path 
else_jump @FINALEC_39595 
05EC: release_car 153@ from_path 

:FINALEC_39595
05EC: release_car 153@ from_path 
Camera.SetPosition(2453.861, -1651.519, 11.6415, 0.0, 0.0, 0.0)
Camera.PointAt(2453.131, -1651.287, 12.2845, 2)
05EB: assign_car 152@ to_path 229 
06C8: enable_riot 0 
0395: clear_area 1 at 2453.861 -1651.519 11.6415 radius 100.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
Car.PutAt(153@, 2431.88, -1600.34, 25.26)
Actor.DestroyInstantly($ACTOR_SWEET)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @FINALEC_39769 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2422.97 -1607.87 25.55 
jump @FINALEC_39789 

:FINALEC_39769
Actor.PutAt($PLAYER_ACTOR, 2422.97, -1607.87, 25.55)

:FINALEC_39789
32@ = 0 
33@ = 0 
Car.Destroy(153@)
Car.Destroy(213@)
Car.Destroy(214@)
Car.Destroy(217@)
Car.Destroy(218@)
Car.Destroy(272@)
Car.Destroy(275@)
Car.Destroy(208@)
Object.Destroy(165@)
Object.Destroy(167@)
Object.Destroy(169@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
Actor.DestroyInstantly(154@)
Actor.DestroyInstantly(155@)
Actor.DestroyInstantly(156@)
Actor.DestroyInstantly(207@)
Actor.DestroyInstantly(273@)
Actor.DestroyInstantly(274@)
Actor.DestroyInstantly(276@)
Actor.DestroyInstantly(277@)
Actor.DestroyInstantly(223@)
Actor.DestroyInstantly(224@)
Actor.DestroyInstantly(225@)
Actor.DestroyInstantly(226@)
Actor.DestroyInstantly(227@)
Actor.DestroyInstantly(228@)
288@ = 1 

:FINALEC_39955
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_40905 
if 
  288@ == 1 
else_jump @FINALEC_40028 
if 
  33@ > 1500 
else_jump @FINALEC_40028 
00BE: text_clear_all 
040D: unload_wav 1 
015D: set_gamespeed 0.8 
288@ = 2 

:FINALEC_40028
if 
  288@ == 2 
else_jump @FINALEC_40079 
if 
  33@ > 1700 
else_jump @FINALEC_40079 
015D: set_gamespeed 0.7 
288@ = 3 

:FINALEC_40079
if 
  288@ == 3 
else_jump @FINALEC_40130 
if 
  33@ > 1900 
else_jump @FINALEC_40130 
015D: set_gamespeed 0.6 
288@ = 4 

:FINALEC_40130
if 
  288@ == 4 
else_jump @FINALEC_40181 
if 
  33@ > 2100 
else_jump @FINALEC_40181 
015D: set_gamespeed 0.5 
288@ = 5 

:FINALEC_40181
if 
  288@ == 5 
else_jump @FINALEC_40232 
if 
  33@ > 2300 
else_jump @FINALEC_40232 
015D: set_gamespeed 0.4 
288@ = 6 

:FINALEC_40232
if 
  288@ == 6 
else_jump @FINALEC_40283 
if 
  33@ > 2500 
else_jump @FINALEC_40283 
015D: set_gamespeed 0.3 
288@ = 7 

:FINALEC_40283
if 
  288@ == 7 
else_jump @FINALEC_40334 
if 
  33@ > 2700 
else_jump @FINALEC_40334 
015D: set_gamespeed 0.2 
288@ = 8 

:FINALEC_40334
if 
  288@ == 8 
else_jump @FINALEC_40501 
if 
  33@ > 3360 
else_jump @FINALEC_40501 
066B: 280@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.69 3.607 -0.271 flag 1 
064C: make_particle 280@ visible 
066B: 281@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.137 3.674 -0.271 flag 1 
064C: make_particle 281@ visible 
066B: 282@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.076 3.706 -0.271 flag 1 
064C: make_particle 282@ visible 
288@ = 9 

:FINALEC_40501
if 
  288@ == 9 
else_jump @FINALEC_40905 
if 
  33@ > 4250 
else_jump @FINALEC_40905 
Camera.SetPosition(2463.746, -1663.425, 12.4388, 0.0, 0.0, 0.0)
Camera.PointAt(2462.831, -1663.022, 12.4479, 2)
015D: set_gamespeed 0.7 
0650: destroy_particle 280@ 
0650: destroy_particle 281@ 
0650: destroy_particle 282@ 
066C: 283@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.066 3.027 1.4 rotation 1.0 0.0 0.4 flag 1 
064C: make_particle 283@ visible 
066C: 284@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.066 2.444 1.4 rotation 1.0 0.0 0.4 flag 1 
064C: make_particle 284@ visible 
066C: 285@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.066 1.872 1.4 rotation 1.0 0.0 0.4 flag 1 
064C: make_particle 285@ visible 
066C: 286@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -0.462 0.761 1.7 rotation 1.0 0.0 0.4 flag 1 
064C: make_particle 286@ visible 
066C: 287@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -0.462 0.197 1.7 rotation 1.0 0.0 0.4 flag 1 
064C: make_particle 287@ visible 
32@ = 0 
288@ = 10 

:FINALEC_40905
if 
  288@ == 10 
else_jump @FINALEC_57014 
if 
  32@ > 3000 
else_jump @FINALEC_57014 
015D: set_gamespeed 1.0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:FINALEC_40964
if 
fading 
else_jump @FINALEC_40988 
wait 0 
jump @FINALEC_40964 

:FINALEC_40988
Player.Money($PLAYER_CHAR) += 250000
0151: remove_status_text $8013 
Actor.DestroyInstantly($ACTOR_SWEET)
Model.Destroy(#STREAK)
Model.Destroy(#FIRELA)
Model.Destroy(#LAPD1)
Model.Destroy(#GREENWOO)
Model.Destroy(#FELTZER)
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
Model.Destroy(#LSV2)
Model.Destroy(#BALLAS1)
Model.Destroy(#LA_FUCKCAR1)
Model.Destroy(#LA_FUCKCAR2)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
Model.Destroy(#MICRO_UZI)
Model.Destroy(#COPCARLA)
Model.Destroy(#SANCHEZ)
Model.Destroy(#MOLOTOV)
Model.Destroy(#LSV3)
Model.Destroy(#TORNADO)
Car.Destroy(152@)
Actor.DestroyInstantly(49@)
0650: destroy_particle 280@ 
0650: destroy_particle 281@ 
0650: destroy_particle 282@ 
0650: destroy_particle 283@ 
0650: destroy_particle 284@ 
0650: destroy_particle 285@ 
0650: destroy_particle 286@ 
0650: destroy_particle 287@ 
0A0B: set_rendering_origin_at_3D_coord 2445.64 -1650.53 14.63 angle 0.0 
02E4: load_cutscene_data 'RIOT4E1' 

:FINALEC_41192
if 
86B9:   not cutscene_data_loaded 
else_jump @FINALEC_41216 
wait 0 
jump @FINALEC_41192 

:FINALEC_41216
02E7: start_cutscene 
fade 1 1000 

:FINALEC_41225
if 
82E9:   not cutscene_reached_end 
else_jump @FINALEC_41249 
wait 0 
jump @FINALEC_41225 

:FINALEC_41249
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:FINALEC_41264
if 
fading 
else_jump @FINALEC_41288 
wait 0 
jump @FINALEC_41264 

:FINALEC_41288
if 
856A:   not intro_skipped 
else_jump @FINALEC_41408 
02E4: load_cutscene_data 'RIOT4E2' 

:FINALEC_41312
if 
86B9:   not cutscene_data_loaded 
else_jump @FINALEC_41336 
wait 0 
jump @FINALEC_41312 

:FINALEC_41336
02E7: start_cutscene 
fade 1 1000 

:FINALEC_41345
if 
82E9:   not cutscene_reached_end 
else_jump @FINALEC_41369 
wait 0 
jump @FINALEC_41345 

:FINALEC_41369
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:FINALEC_41384
if 
fading 
else_jump @FINALEC_41408 
wait 0 
jump @FINALEC_41384 

:FINALEC_41408
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:FINALEC_41423
if 
fading 
else_jump @FINALEC_41447 
wait 0 
jump @FINALEC_41423 

:FINALEC_41447
select_interior 3 
02E4: load_cutscene_data 'EPILOG' 

:FINALEC_41462
if 
86B9:   not cutscene_data_loaded 
else_jump @FINALEC_41486 
wait 0 
jump @FINALEC_41462 

:FINALEC_41486
02E7: start_cutscene 
fade 1 1000 

:FINALEC_41495
if 
82E9:   not cutscene_reached_end 
else_jump @FINALEC_41519 
wait 0 
jump @FINALEC_41495 

:FINALEC_41519
02EA: end_cutscene 
Player.CanMove($PLAYER_CHAR) = False
fade 0 0 

:FINALEC_41534
if 
fading 
else_jump @FINALEC_41558 
wait 0 
jump @FINALEC_41534 

:FINALEC_41558
select_interior 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Actor.PutAt($PLAYER_ACTOR, 2523.975, -1749.962, 58.702)
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
01EB: set_traffic_density_multiplier_to 2.0 
03DE: set_pedestrians_density_multiplier_to 1.5 
06C8: enable_riot 0 
Camera.SetAtPos(2514.668, -1733.461, 56.3075)
set_weather 3 
00C0: set_current_time_hours_to 12 minutes_to 0 
0952: load_soundtrack 9 

:FINALEC_41649
if 
   not 298@ == 2 
else_jump @FINALEC_41683 
wait 0 
0953: get_soundtrack_status_to 298@ 
jump @FINALEC_41649 

:FINALEC_41683
0954: start_playing_loaded_soundtrack 
043C: disable_sounds_after_fade 0 
0924: enable_screen_darkness 1 with_value -1 
0434: show_credits 
fade 1 250 
0925: restore_camera_to_user_defined 
0936: set_camera 2523.975 -1749.962 57.202 position_to 2514.887 -1733.851 57.202 time 2000 drop_mode 0 
0920: point_camera 2523.755 -1749.572 56.3075 transverse_to 2514.668 -1733.461 56.3075 time 2000 mode 0 

:FINALEC_41780
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_41811 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_41780 

:FINALEC_41811
0936: set_camera 2514.887 -1733.851 57.202 position_to 2503.344 -1713.386 57.202 time 2000 drop_mode 0 
0920: point_camera 2514.668 -1733.461 56.3075 transverse_to 2503.124 -1712.996 56.3075 time 2000 mode 0 

:FINALEC_41885
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_41916 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_41885 

:FINALEC_41916
0936: set_camera 2503.344 -1713.386 57.202 position_to 2491.555 -1692.485 57.202 time 2000 drop_mode 0 
0920: point_camera 2503.124 -1712.996 56.3075 transverse_to 2491.335 -1692.096 56.3075 time 2000 mode 0 

:FINALEC_41990
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42021 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_41990 

:FINALEC_42021
0936: set_camera 2491.555 -1692.485 57.202 position_to 2479.766 -1671.585 57.202 time 2000 drop_mode 0 
0920: point_camera 2491.335 -1692.096 56.3075 transverse_to 2479.546 -1671.196 56.3075 time 2000 mode 0 

:FINALEC_42095
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42126 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42095 

:FINALEC_42126
0936: set_camera 2479.766 -1671.585 57.202 position_to 2467.731 -1650.249 57.202 time 2000 drop_mode 0 
0920: point_camera 2479.546 -1671.196 56.3075 transverse_to 2467.511 -1649.86 56.3075 time 2000 mode 0 

:FINALEC_42200
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42231 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42200 

:FINALEC_42231
0936: set_camera 2467.731 -1650.249 57.202 position_to 2455.451 -1628.478 57.202 time 2000 drop_mode 0 
0920: point_camera 2467.511 -1649.86 56.3075 transverse_to 2455.231 -1628.089 56.3075 time 2000 mode 0 

:FINALEC_42305
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42336 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42305 

:FINALEC_42336
0936: set_camera 2455.451 -1628.478 57.202 position_to 2445.135 -1610.19 57.202 time 2000 drop_mode 0 
0920: point_camera 2455.231 -1628.089 56.3075 transverse_to 2444.916 -1609.801 56.3075 time 2000 mode 0 

:FINALEC_42410
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42441 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42410 

:FINALEC_42441
0936: set_camera 2445.135 -1610.19 57.202 position_to 2433.838 -1590.161 57.202 time 2000 drop_mode 0 
0920: point_camera 2444.916 -1609.801 56.3075 transverse_to 2433.618 -1589.771 56.3075 time 2000 mode 0 

:FINALEC_42515
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42546 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42515 

:FINALEC_42546
0936: set_camera 2433.838 -1590.161 57.202 position_to 2423.277 -1571.437 57.202 time 2000 drop_mode 0 
0920: point_camera 2433.618 -1589.771 56.3075 transverse_to 2423.057 -1571.048 56.3075 time 2000 mode 0 

:FINALEC_42620
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42651 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42620 

:FINALEC_42651
0936: set_camera 2423.277 -1571.437 57.202 position_to 2412.716 -1552.714 57.202 time 2000 drop_mode 0 
0920: point_camera 2423.057 -1571.048 56.3075 transverse_to 2412.496 -1552.325 56.3075 time 2000 mode 0 

:FINALEC_42725
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42756 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42725 

:FINALEC_42756
0936: set_camera 2412.716 -1552.714 57.202 position_to 2401.909 -1533.555 57.202 time 2000 drop_mode 0 
0920: point_camera 2412.496 -1552.325 56.3075 transverse_to 2401.689 -1533.166 56.3075 time 2000 mode 0 

:FINALEC_42830
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42861 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42830 

:FINALEC_42861
0936: set_camera 2401.909 -1533.555 57.202 position_to 2390.611 -1513.526 57.202 time 2000 drop_mode 0 
0920: point_camera 2401.689 -1533.166 56.3075 transverse_to 2390.391 -1513.136 56.3075 time 2000 mode 0 

:FINALEC_42935
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42966 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42935 

:FINALEC_42966
0936: set_camera 2390.611 -1513.526 57.202 position_to 2379.313 -1493.496 57.202 time 2000 drop_mode 0 
0920: point_camera 2390.391 -1513.136 56.3075 transverse_to 2379.094 -1493.107 56.3075 time 2000 mode 0 

:FINALEC_43040
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43071 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43040 

:FINALEC_43071
0936: set_camera 2379.313 -1493.496 57.202 position_to 2367.279 -1472.161 57.202 time 2000 drop_mode 0 
0920: point_camera 2379.094 -1493.107 56.3075 transverse_to 2367.059 -1471.771 56.3075 time 2000 mode 0 

:FINALEC_43145
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43176 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43145 

:FINALEC_43176
0936: set_camera 2367.279 -1472.161 57.202 position_to 2355.981 -1452.131 57.202 time 2000 drop_mode 0 
0920: point_camera 2367.059 -1471.771 56.3075 transverse_to 2355.761 -1451.741 56.3075 time 2000 mode 0 

:FINALEC_43250
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43281 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43250 

:FINALEC_43281
0936: set_camera 2355.981 -1452.131 57.202 position_to 2343.946 -1430.795 57.202 time 2000 drop_mode 0 
0920: point_camera 2355.761 -1451.741 56.3075 transverse_to 2343.726 -1430.406 56.3075 time 2000 mode 0 

:FINALEC_43355
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43386 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43355 

:FINALEC_43386
0936: set_camera 2343.946 -1430.795 57.202 position_to 2332.403 -1410.33 57.202 time 2000 drop_mode 0 
0920: point_camera 2343.726 -1430.406 56.3075 transverse_to 2332.183 -1409.941 56.3075 time 2000 mode 0 

:FINALEC_43460
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43491 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43460 

:FINALEC_43491
0936: set_camera 2332.403 -1410.33 57.202 position_to 2321.596 -1391.172 57.202 time 2000 drop_mode 0 
0920: point_camera 2332.183 -1409.941 56.3075 transverse_to 2321.376 -1390.782 56.3075 time 2000 mode 0 

:FINALEC_43565
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43596 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43565 

:FINALEC_43596
0936: set_camera 2321.596 -1391.172 57.202 position_to 2312.017 -1374.19 57.202 time 2000 drop_mode 0 
0920: point_camera 2321.376 -1390.782 56.3075 transverse_to 2311.798 -1373.8 56.3075 time 2000 mode 0 

:FINALEC_43670
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43701 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43670 

:FINALEC_43701
fade 0 6000 
0936: set_camera 2312.017 -1374.19 57.202 position_to 2300.965 -1354.596 57.202 time 2000 drop_mode 0 
0920: point_camera 2311.798 -1373.8 56.3075 transverse_to 2300.745 -1354.206 56.3075 time 2000 mode 0 

:FINALEC_43782
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43813 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43782 

:FINALEC_43813
0936: set_camera 2300.965 -1354.596 57.202 position_to 2289.667 -1334.566 57.202 time 2000 drop_mode 0 
0920: point_camera 2300.745 -1354.206 56.3075 transverse_to 2289.448 -1334.177 56.3075 time 2000 mode 0 

:FINALEC_43887
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43918 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43887 

:FINALEC_43918
0936: set_camera 2289.667 -1334.566 57.202 position_to 2277.878 -1313.666 57.202 time 2000 drop_mode 0 
0920: point_camera 2289.448 -1334.177 56.3075 transverse_to 2277.658 -1313.276 56.3075 time 2000 mode 0 

:FINALEC_43992
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44023 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43992 

:FINALEC_44023
Actor.PutAt($PLAYER_ACTOR, -1014.557, -1422.255, 186.1819)
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
00C0: set_current_time_hours_to 10 minutes_to 0 
set_weather 14 
wait 11000 
fade 1 6000 
0936: set_camera -1014.557 -1422.255 184.6819 position_to -1037.938 -1423.075 186.8606 time 2000 drop_mode 0 
0920: point_camera -1015.556 -1422.29 184.6751 transverse_to -1038.937 -1423.11 186.8538 time 2000 mode 0 

:FINALEC_44146
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44177 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44146 

:FINALEC_44177
0936: set_camera -1037.938 -1423.075 186.8606 position_to -1063.307 -1423.965 189.2248 time 2000 drop_mode 0 
0920: point_camera -1038.937 -1423.11 186.8538 transverse_to -1064.306 -1424.0 189.218 time 2000 mode 0 

:FINALEC_44251
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44282 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44251 

:FINALEC_44282
0936: set_camera -1063.307 -1423.965 189.2248 position_to -1089.159 -1425.217 191.6353 time 2000 drop_mode 0 
0920: point_camera -1064.306 -1424.0 189.218 transverse_to -1090.156 -1425.284 191.6285 time 2000 mode 0 

:FINALEC_44356
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44387 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44356 

:FINALEC_44387
0936: set_camera -1089.159 -1425.217 191.6353 position_to -1114.49 -1426.917 193.9995 time 2000 drop_mode 0 
0920: point_camera -1090.156 -1425.284 191.6285 transverse_to -1115.488 -1426.984 193.9927 time 2000 mode 0 

:FINALEC_44461
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44492 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44461 

:FINALEC_44492
0936: set_camera -1114.49 -1426.917 193.9995 position_to -1139.822 -1428.616 196.3636 time 2000 drop_mode 0 
0920: point_camera -1115.488 -1426.984 193.9927 transverse_to -1140.82 -1428.683 196.3568 time 2000 mode 0 

:FINALEC_44566
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44597 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44566 

:FINALEC_44597
0936: set_camera -1139.822 -1428.616 196.3636 position_to -1165.651 -1430.349 198.7742 time 2000 drop_mode 0 
0920: point_camera -1140.82 -1428.683 196.3568 transverse_to -1166.649 -1430.416 198.7673 time 2000 mode 0 

:FINALEC_44671
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44702 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44671 

:FINALEC_44702
0936: set_camera -1165.651 -1430.349 198.7742 position_to -1191.48 -1432.082 201.1847 time 2000 drop_mode 0 
0920: point_camera -1166.649 -1430.416 198.7673 transverse_to -1192.477 -1432.149 201.1779 time 2000 mode 0 

:FINALEC_44776
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44807 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44776 

:FINALEC_44807
0936: set_camera -1191.48 -1432.082 201.1847 position_to -1216.812 -1433.782 203.5488 time 2000 drop_mode 0 
0920: point_camera -1192.477 -1432.149 201.1779 transverse_to -1217.809 -1433.849 203.542 time 2000 mode 0 

:FINALEC_44881
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44912 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44881 

:FINALEC_44912
0936: set_camera -1216.812 -1433.782 203.5488 position_to -1242.143 -1435.481 205.913 time 2000 drop_mode 0 
0920: point_camera -1217.809 -1433.849 203.542 transverse_to -1243.141 -1435.548 205.9062 time 2000 mode 0 

:FINALEC_44986
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45017 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44986 

:FINALEC_45017
0936: set_camera -1242.143 -1435.481 205.913 position_to -1267.972 -1437.214 208.3235 time 2000 drop_mode 0 
0920: point_camera -1243.141 -1435.548 205.9062 transverse_to -1268.97 -1437.281 208.3167 time 2000 mode 0 

:FINALEC_45091
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45122 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45091 

:FINALEC_45122
0936: set_camera -1267.972 -1437.214 208.3235 position_to -1293.801 -1438.947 210.7341 time 2000 drop_mode 0 
0920: point_camera -1268.97 -1437.281 208.3167 transverse_to -1294.798 -1439.014 210.7272 time 2000 mode 0 

:FINALEC_45196
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45227 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45196 

:FINALEC_45227
0936: set_camera -1293.801 -1438.947 210.7341 position_to -1319.629 -1440.68 213.1446 time 2000 drop_mode 0 
0920: point_camera -1294.798 -1439.014 210.7272 transverse_to -1320.627 -1440.747 213.1378 time 2000 mode 0 

:FINALEC_45301
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45332 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45301 

:FINALEC_45332
0936: set_camera -1319.629 -1440.68 213.1446 position_to -1345.458 -1442.413 215.5551 time 2000 drop_mode 0 
0920: point_camera -1320.627 -1440.747 213.1378 transverse_to -1346.456 -1442.48 215.5483 time 2000 mode 0 

:FINALEC_45406
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45437 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45406 

:FINALEC_45437
0936: set_camera -1345.458 -1442.413 215.5551 position_to -1370.79 -1444.112 217.9193 time 2000 drop_mode 0 
0920: point_camera -1346.456 -1442.48 215.5483 transverse_to -1371.787 -1444.179 217.9125 time 2000 mode 0 

:FINALEC_45511
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45542 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45511 

:FINALEC_45542
0936: set_camera -1370.79 -1444.112 217.9193 position_to -1396.122 -1445.812 220.2834 time 2000 drop_mode 0 
0920: point_camera -1371.787 -1444.179 217.9125 transverse_to -1397.119 -1445.879 220.2766 time 2000 mode 0 

:FINALEC_45616
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45647 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45616 

:FINALEC_45647
0936: set_camera -1396.122 -1445.812 220.2834 position_to -1420.957 -1447.478 222.6012 time 2000 drop_mode 0 
0920: point_camera -1397.119 -1445.879 220.2766 transverse_to -1421.955 -1447.545 222.5944 time 2000 mode 0 

:FINALEC_45721
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45752 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45721 

:FINALEC_45752
0936: set_camera -1420.957 -1447.478 222.6012 position_to -1446.289 -1449.178 224.9654 time 2000 drop_mode 0 
0920: point_camera -1421.955 -1447.545 222.5944 transverse_to -1447.286 -1449.245 224.9586 time 2000 mode 0 

:FINALEC_45826
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45857 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45826 

:FINALEC_45857
0936: set_camera -1446.289 -1449.178 224.9654 position_to -1471.621 -1450.877 227.3296 time 2000 drop_mode 0 
0920: point_camera -1447.286 -1449.245 224.9586 transverse_to -1472.618 -1450.944 227.3228 time 2000 mode 0 

:FINALEC_45931
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45962 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45931 

:FINALEC_45962
0936: set_camera -1471.621 -1450.877 227.3296 position_to -1496.953 -1452.577 229.6937 time 2000 drop_mode 0 
0920: point_camera -1472.618 -1450.944 227.3228 transverse_to -1497.95 -1452.644 229.6869 time 2000 mode 0 

:FINALEC_46036
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46067 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46036 

:FINALEC_46067
fade 0 6000 
0936: set_camera -1496.953 -1452.577 229.6937 position_to -1522.285 -1454.277 232.0579 time 2000 drop_mode 0 
0920: point_camera -1497.95 -1452.644 229.6869 transverse_to -1523.282 -1454.344 232.0511 time 2000 mode 0 

:FINALEC_46148
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46179 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46148 

:FINALEC_46179
0936: set_camera -1522.285 -1454.277 232.0579 position_to -1547.616 -1455.976 234.4221 time 2000 drop_mode 0 
0920: point_camera -1523.282 -1454.344 232.0511 transverse_to -1548.614 -1456.043 234.4153 time 2000 mode 0 

:FINALEC_46253
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46284 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46253 

:FINALEC_46284
0936: set_camera -1547.616 -1455.976 234.4221 position_to -1572.452 -1457.642 236.7399 time 2000 drop_mode 0 
0920: point_camera -1548.614 -1456.043 234.4153 transverse_to -1573.449 -1457.709 236.7331 time 2000 mode 0 

:FINALEC_46358
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46389 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46358 

:FINALEC_46389
fade 0 0 

:FINALEC_46395
if 
fading 
else_jump @FINALEC_46419 
wait 0 
jump @FINALEC_46395 

:FINALEC_46419
0924: enable_screen_darkness 0 with_value -1 
Actor.PutAt($PLAYER_ACTOR, -2551.824, 1438.745, -6.4582)
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
set_weather 8 
00C0: set_current_time_hours_to 22 minutes_to 15 
wait 11000 
fade 1 6000 
0936: set_camera -2551.824 1438.745 -7.9582 position_to -2555.05 1456.451 -7.9582 time 2000 drop_mode 0 
0920: point_camera -2552.003 1439.724 -8.0577 transverse_to -2555.229 1457.43 -8.0577 time 2000 mode 0 

:FINALEC_46548
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46579 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46548 

:FINALEC_46579
0936: set_camera -2555.05 1456.451 -7.9582 position_to -2558.981 1478.022 -6.5912 time 2000 drop_mode 0 
0920: point_camera -2555.229 1457.43 -8.0577 transverse_to -2559.16 1479.005 -6.5742 time 2000 mode 0 

:FINALEC_46653
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46684 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46653 

:FINALEC_46684
0936: set_camera -2558.981 1478.022 -6.5912 position_to -2562.766 1498.793 -2.7267 time 2000 drop_mode 0 
0920: point_camera -2559.16 1479.005 -6.5742 transverse_to -2562.943 1499.765 -2.5699 time 2000 mode 0 

:FINALEC_46758
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46789 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46758 

:FINALEC_46789
0936: set_camera -2562.766 1498.793 -2.7267 position_to -2566.42 1518.853 4.0086 time 2000 drop_mode 0 
0920: point_camera -2562.943 1499.765 -2.5699 transverse_to -2566.594 1519.803 4.2679 time 2000 mode 0 

:FINALEC_46863
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46894 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46863 

:FINALEC_46894
0936: set_camera -2566.42 1518.853 4.0086 position_to -2570.021 1538.631 11.6223 time 2000 drop_mode 0 
0920: point_camera -2566.594 1519.803 4.2679 transverse_to -2570.194 1539.581 11.8816 time 2000 mode 0 

:FINALEC_46968
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46999 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46968 

:FINALEC_46999
0936: set_camera -2570.021 1538.631 11.6223 position_to -2573.706 1558.869 19.413 time 2000 drop_mode 0 
0920: point_camera -2570.194 1539.581 11.8816 transverse_to -2573.879 1559.819 19.6724 time 2000 mode 0 

:FINALEC_47073
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47104 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47073 

:FINALEC_47104
0936: set_camera -2573.706 1558.869 19.413 position_to -2577.223 1578.188 26.8497 time 2000 drop_mode 0 
0920: point_camera -2573.879 1559.819 19.6724 transverse_to -2577.396 1579.138 27.109 time 2000 mode 0 

:FINALEC_47178
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47209 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47178 

:FINALEC_47209
0936: set_camera -2577.223 1578.188 26.8497 position_to -2580.907 1598.426 34.6405 time 2000 drop_mode 0 
0920: point_camera -2577.396 1579.138 27.109 transverse_to -2581.081 1599.376 34.8998 time 2000 mode 0 

:FINALEC_47283
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47314 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47283 

:FINALEC_47314
0936: set_camera -2580.907 1598.426 34.6405 position_to -2584.514 1618.225 42.1997 time 2000 drop_mode 0 
0920: point_camera -2581.081 1599.376 34.8998 transverse_to -2584.688 1619.178 42.4465 time 2000 mode 0 

:FINALEC_47388
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47419 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47388 

:FINALEC_47419
0936: set_camera -2584.514 1618.225 42.1997 position_to -2588.233 1638.641 49.4991 time 2000 drop_mode 0 
0920: point_camera -2584.688 1619.178 42.4465 transverse_to -2588.408 1639.599 49.7249 time 2000 mode 0 

:FINALEC_47493
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47524 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47493 

:FINALEC_47524
0936: set_camera -2588.233 1638.641 49.4991 position_to -2591.978 1659.176 56.4439 time 2000 drop_mode 0 
0920: point_camera -2588.408 1639.599 49.7249 transverse_to -2592.153 1660.136 56.6616 time 2000 mode 0 

:FINALEC_47598
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47629 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47598 

:FINALEC_47629
0936: set_camera -2591.978 1659.176 56.4439 position_to -2595.642 1679.259 63.1876 time 2000 drop_mode 0 
0920: point_camera -2592.153 1660.136 56.6616 transverse_to -2595.817 1680.219 63.4053 time 2000 mode 0 

:FINALEC_47703
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47734 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47703 

:FINALEC_47734
0936: set_camera -2595.642 1679.259 63.1876 position_to -2599.394 1699.842 69.9817 time 2000 drop_mode 0 
0920: point_camera -2595.817 1680.219 63.4053 transverse_to -2599.569 1700.806 70.1827 time 2000 mode 0 

:FINALEC_47808
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47839 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47808 

:FINALEC_47839
0936: set_camera -2599.394 1699.842 69.9817 position_to -2603.17 1720.568 76.3148 time 2000 drop_mode 0 
0920: point_camera -2599.569 1700.806 70.1827 transverse_to -2603.347 1721.536 76.4955 time 2000 mode 0 

:FINALEC_47913
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47944 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47913 

:FINALEC_47944
0936: set_camera -2603.17 1720.568 76.3148 position_to -2606.968 1741.411 82.2359 time 2000 drop_mode 0 
0920: point_camera -2603.347 1721.536 76.4955 transverse_to -2607.145 1742.382 82.3978 time 2000 mode 0 

:FINALEC_48018
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48049 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48018 

:FINALEC_48049
0936: set_camera -2606.968 1741.411 82.2359 position_to -2610.699 1761.885 87.6284 time 2000 drop_mode 0 
0920: point_camera -2607.145 1742.382 82.3978 transverse_to -2610.877 1762.858 87.7717 time 2000 mode 0 

:FINALEC_48123
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48154 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48123 

:FINALEC_48154
0936: set_camera -2610.699 1761.885 87.6284 position_to -2614.448 1782.455 92.6294 time 2000 drop_mode 0 
0920: point_camera -2610.877 1762.858 87.7717 transverse_to -2614.625 1783.431 92.7541 time 2000 mode 0 

:FINALEC_48228
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48259 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48228 

:FINALEC_48259
0936: set_camera -2614.448 1782.455 92.6294 position_to -2618.214 1803.127 97.1743 time 2000 drop_mode 0 
0920: point_camera -2614.625 1783.431 92.7541 transverse_to -2618.393 1804.106 97.2734 time 2000 mode 0 

:FINALEC_48333
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48364 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48333 

:FINALEC_48364
0936: set_camera -2618.214 1803.127 97.1743 position_to -2622.001 1823.909 101.1663 time 2000 drop_mode 0 
0920: point_camera -2618.393 1804.106 97.2734 transverse_to -2622.18 1824.89 101.2393 time 2000 mode 0 

:FINALEC_48438
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48469 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48438 

:FINALEC_48469
0936: set_camera -2622.001 1823.909 101.1663 position_to -2625.806 1844.788 104.6021 time 2000 drop_mode 0 
0920: point_camera -2622.18 1824.89 101.2393 transverse_to -2625.985 1845.77 104.6488 time 2000 mode 0 

:FINALEC_48543
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48574 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48543 

:FINALEC_48574
fade 0 6000 
0936: set_camera -2625.806 1844.788 104.6021 position_to -2629.447 1864.771 107.3578 time 2000 drop_mode 0 
0920: point_camera -2625.985 1845.77 104.6488 transverse_to -2629.626 1865.755 107.3795 time 2000 mode 0 

:FINALEC_48655
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48686 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48655 

:FINALEC_48686
0936: set_camera -2629.447 1864.771 107.3578 position_to -2633.278 1885.793 109.7129 time 2000 drop_mode 0 
0920: point_camera -2629.626 1865.755 107.3795 transverse_to -2633.457 1886.777 109.7149 time 2000 mode 0 

:FINALEC_48760
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48791 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48760 

:FINALEC_48791
0936: set_camera -2633.278 1885.793 109.7129 position_to -2637.109 1906.832 111.8949 time 2000 drop_mode 0 
0920: point_camera -2633.457 1886.777 109.7149 transverse_to -2637.289 1907.815 111.8969 time 2000 mode 0 

:FINALEC_48865
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48896 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48865 

:FINALEC_48896
fade 0 0 

:FINALEC_48902
if 
fading 
else_jump @FINALEC_48926 
wait 0 
jump @FINALEC_48902 

:FINALEC_48926
set_weather 0 
00C0: set_current_time_hours_to 5 minutes_to 30 
Actor.PutAt($PLAYER_ACTOR, -922.5345, 669.1976, 86.8181)
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
0924: enable_screen_darkness 1 with_value -1 
wait 11000 
fade 1 6000 
0936: set_camera -922.5345 669.1976 85.3181 position_to -944.3385 676.5142 85.3181 time 2250 drop_mode 0 
0920: point_camera -923.4778 669.5142 85.2186 transverse_to -945.2818 676.8308 85.2186 time 2250 mode 0 

:FINALEC_49055
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49086 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49055 

:FINALEC_49086
0936: set_camera -944.3385 676.5142 85.3181 position_to -968.5125 684.6262 85.3181 time 2250 drop_mode 0 
0920: point_camera -945.2818 676.8308 85.2186 transverse_to -969.4557 684.9427 85.2186 time 2250 mode 0 

:FINALEC_49160
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49191 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49160 

:FINALEC_49191
0936: set_camera -968.5125 684.6262 85.3181 position_to -993.1604 692.8972 85.3181 time 2250 drop_mode 0 
0920: point_camera -969.4557 684.9427 85.2186 transverse_to -994.1037 693.2137 85.2186 time 2250 mode 0 

:FINALEC_49265
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49296 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49265 

:FINALEC_49296
0936: set_camera -993.1604 692.8972 85.3181 position_to -1017.808 701.1682 85.3181 time 2250 drop_mode 0 
0920: point_camera -994.1037 693.2137 85.2186 transverse_to -1018.752 701.4847 85.2186 time 2250 mode 0 

:FINALEC_49370
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49401 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49370 

:FINALEC_49401
0936: set_camera -1017.808 701.1682 85.3181 position_to -1041.982 709.2801 85.3181 time 2250 drop_mode 0 
0920: point_camera -1018.752 701.4847 85.2186 transverse_to -1042.926 709.5967 85.2186 time 2250 mode 0 

:FINALEC_49475
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49506 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49475 

:FINALEC_49506
0936: set_camera -1041.982 709.2801 85.3181 position_to -1066.156 717.392 85.3181 time 2250 drop_mode 0 
0920: point_camera -1042.926 709.5967 85.2186 transverse_to -1067.099 717.7086 85.2186 time 2250 mode 0 

:FINALEC_49580
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49611 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49580 

:FINALEC_49611
0936: set_camera -1066.156 717.392 85.3181 position_to -1090.33 725.504 85.3181 time 2250 drop_mode 0 
0920: point_camera -1067.099 717.7086 85.2186 transverse_to -1091.273 725.8206 85.2186 time 2250 mode 0 

:FINALEC_49685
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49716 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49685 

:FINALEC_49716
0936: set_camera -1090.33 725.504 85.3181 position_to -1114.504 733.6159 85.3181 time 2250 drop_mode 0 
0920: point_camera -1091.273 725.8206 85.2186 transverse_to -1115.447 733.9325 85.2186 time 2250 mode 0 

:FINALEC_49790
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49821 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49790 

:FINALEC_49821
0936: set_camera -1114.504 733.6159 85.3181 position_to -1138.678 741.7278 85.3181 time 2250 drop_mode 0 
0920: point_camera -1115.447 733.9325 85.2186 transverse_to -1139.621 742.0444 85.2186 time 2250 mode 0 

:FINALEC_49895
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49926 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49895 

:FINALEC_49926
0936: set_camera -1138.678 741.7278 85.3181 position_to -1162.378 749.6807 85.3181 time 2250 drop_mode 0 
0920: point_camera -1139.621 742.0444 85.2186 transverse_to -1163.321 749.9973 85.2186 time 2250 mode 0 

:FINALEC_50000
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50031 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50000 

:FINALEC_50031
0936: set_camera -1162.378 749.6807 85.3181 position_to -1186.078 757.6336 85.3181 time 2250 drop_mode 0 
0920: point_camera -1163.321 749.9973 85.2186 transverse_to -1187.021 757.9502 85.2186 time 2250 mode 0 

:FINALEC_50105
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50136 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50105 

:FINALEC_50136
0936: set_camera -1186.078 757.6336 85.3181 position_to -1209.778 765.5865 85.3181 time 2250 drop_mode 0 
0920: point_camera -1187.021 757.9502 85.2186 transverse_to -1210.721 765.9031 85.2186 time 2250 mode 0 

:FINALEC_50210
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50241 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50210 

:FINALEC_50241
0936: set_camera -1209.778 765.5865 85.3181 position_to -1233.952 773.6984 85.3181 time 2250 drop_mode 0 
0920: point_camera -1210.721 765.9031 85.2186 transverse_to -1234.895 774.015 85.2186 time 2250 mode 0 

:FINALEC_50315
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50346 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50315 

:FINALEC_50346
0936: set_camera -1233.952 773.6984 85.3181 position_to -1258.126 781.8104 85.3181 time 2250 drop_mode 0 
0920: point_camera -1234.895 774.015 85.2186 transverse_to -1259.069 782.127 85.2186 time 2250 mode 0 

:FINALEC_50420
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50451 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50420 

:FINALEC_50451
0936: set_camera -1258.126 781.8104 85.3181 position_to -1281.826 789.7632 85.3181 time 2250 drop_mode 0 
0920: point_camera -1259.069 782.127 85.2186 transverse_to -1282.769 790.0798 85.2186 time 2250 mode 0 

:FINALEC_50525
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50556 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50525 

:FINALEC_50556
0936: set_camera -1281.826 789.7632 85.3181 position_to -1305.526 797.7161 85.3181 time 2250 drop_mode 0 
0920: point_camera -1282.769 790.0798 85.2186 transverse_to -1306.469 798.0327 85.2186 time 2250 mode 0 

:FINALEC_50630
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50661 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50630 

:FINALEC_50661
0936: set_camera -1305.526 797.7161 85.3181 position_to -1329.226 805.669 85.3181 time 2250 drop_mode 0 
0920: point_camera -1306.469 798.0327 85.2186 transverse_to -1330.169 805.9856 85.2186 time 2250 mode 0 

:FINALEC_50735
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50766 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50735 

:FINALEC_50766
0936: set_camera -1329.226 805.669 85.3181 position_to -1353.4 813.7809 85.3181 time 2250 drop_mode 0 
0920: point_camera -1330.169 805.9856 85.2186 transverse_to -1354.343 814.0975 85.2186 time 2250 mode 0 

:FINALEC_50840
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50871 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50840 

:FINALEC_50871
0936: set_camera -1353.4 813.7809 85.3181 position_to -1377.574 821.8929 85.3181 time 2250 drop_mode 0 
0920: point_camera -1354.343 814.0975 85.2186 transverse_to -1378.517 822.2095 85.2186 time 2250 mode 0 

:FINALEC_50945
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50976 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50945 

:FINALEC_50976
0936: set_camera -1377.574 821.8929 85.3181 position_to -1401.274 829.8458 85.3181 time 2250 drop_mode 0 
0920: point_camera -1378.517 822.2095 85.2186 transverse_to -1402.217 830.1624 85.2186 time 2250 mode 0 

:FINALEC_51050
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51081 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51050 

:FINALEC_51081
0936: set_camera -1401.274 829.8458 85.3181 position_to -1423.552 837.3215 85.3181 time 2250 drop_mode 0 
0920: point_camera -1402.217 830.1624 85.2186 transverse_to -1424.495 837.6381 85.2186 time 2250 mode 0 

:FINALEC_51155
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51186 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51155 

:FINALEC_51186
0936: set_camera -1423.552 837.3215 85.3181 position_to -1446.777 845.1153 85.3181 time 2250 drop_mode 0 
0920: point_camera -1424.495 837.6381 85.2186 transverse_to -1447.721 845.4319 85.2186 time 2250 mode 0 

:FINALEC_51260
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51291 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51260 

:FINALEC_51291
0936: set_camera -1446.777 845.1153 85.3181 position_to -1470.477 853.0682 85.3181 time 2250 drop_mode 0 
0920: point_camera -1447.721 845.4319 85.2186 transverse_to -1471.421 853.3848 85.2186 time 2250 mode 0 

:FINALEC_51365
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51396 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51365 

:FINALEC_51396
0936: set_camera -1470.477 853.0682 85.3181 position_to -1493.703 860.862 85.3181 time 2250 drop_mode 0 
0920: point_camera -1471.421 853.3848 85.2186 transverse_to -1494.647 861.1786 85.2186 time 2250 mode 0 

:FINALEC_51470
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51501 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51470 

:FINALEC_51501
fade 0 5900 
0936: set_camera -1493.703 860.862 85.3181 position_to -1515.981 868.3377 85.3181 time 2250 drop_mode 0 
0920: point_camera -1494.647 861.1786 85.2186 transverse_to -1516.925 868.6543 85.2186 time 2250 mode 0 

:FINALEC_51582
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51613 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51582 

:FINALEC_51613
0936: set_camera -1515.981 868.3377 85.3181 position_to -1538.259 875.8134 85.3181 time 2250 drop_mode 0 
0920: point_camera -1516.925 868.6543 85.2186 transverse_to -1539.203 876.13 85.2186 time 2250 mode 0 

:FINALEC_51687
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51718 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51687 

:FINALEC_51718
0936: set_camera -1538.259 875.8134 85.3181 position_to -1561.011 883.4482 85.3181 time 2250 drop_mode 0 
0920: point_camera -1539.203 876.13 85.2186 transverse_to -1561.954 883.7648 85.2186 time 2250 mode 0 

:FINALEC_51792
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51823 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51792 

:FINALEC_51823
fade 0 0 

:FINALEC_51829
if 
fading 
else_jump @FINALEC_51853 
wait 0 
jump @FINALEC_51829 

:FINALEC_51853
set_weather 17 
0924: enable_screen_darkness 1 with_value -1 
Actor.PutAt($PLAYER_ACTOR, 370.7745, 2441.234, 19.0844)
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
00C0: set_current_time_hours_to 12 minutes_to 0 
wait 11000 
fade 1 6000 
0936: set_camera 370.7745 2441.234 17.5844 position_to 366.5777 2438.902 17.5844 time 2250 drop_mode 0 
0920: point_camera 369.9044 2440.751 17.4849 transverse_to 365.7076 2438.419 17.4849 time 2250 mode 0 

:FINALEC_51982
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52013 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51982 

:FINALEC_52013
0936: set_camera 366.5777 2438.902 17.5844 position_to 362.0319 2436.376 17.5835 time 2250 drop_mode 0 
0920: point_camera 365.7076 2438.419 17.4849 transverse_to 361.1612 2435.893 17.4921 time 2250 mode 0 

:FINALEC_52087
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52118 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52087 

:FINALEC_52118
0936: set_camera 362.0319 2436.376 17.5835 position_to 357.4894 2433.852 17.6536 time 2250 drop_mode 0 
0920: point_camera 361.1612 2435.893 17.4921 transverse_to 356.6158 2433.367 17.6101 time 2250 mode 0 

:FINALEC_52192
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52223 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52192 

:FINALEC_52223
0936: set_camera 357.4894 2433.852 17.6536 position_to 352.8694 2431.29 17.996 time 2250 drop_mode 0 
0920: point_camera 356.6158 2433.367 17.6101 transverse_to 351.9951 2430.805 18.0046 time 2250 mode 0 

:FINALEC_52297
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52328 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52297 

:FINALEC_52328
0936: set_camera 352.8694 2431.29 17.996 position_to 348.2637 2428.728 18.5695 time 2200 drop_mode 0 
0920: point_camera 351.9951 2430.805 18.0046 transverse_to 347.3847 2428.251 18.5783 time 2200 mode 0 

:FINALEC_52402
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52433 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52402 

:FINALEC_52433
0707: start_scene_skip_to @FINALEC_56740 
0936: set_camera 348.2637 2428.728 18.5695 position_to 343.6016 2426.274 19.1432 time 2150 drop_mode 0 
0920: point_camera 347.3847 2428.251 18.5783 transverse_to 342.7046 2425.832 19.152 time 2150 mode 0 

:FINALEC_52514
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52545 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52514 

:FINALEC_52545
0936: set_camera 343.6016 2426.274 19.1432 position_to 338.937 2424.046 19.706 time 2100 drop_mode 0 
0920: point_camera 342.7046 2425.832 19.152 transverse_to 338.0236 2423.639 19.7148 time 2100 mode 0 

:FINALEC_52619
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52650 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52619 

:FINALEC_52650
0936: set_camera 338.937 2424.046 19.706 position_to 334.282 2422.038 20.2581 time 2000 drop_mode 0 
0920: point_camera 338.0236 2423.639 19.7148 transverse_to 333.3536 2421.666 20.2669 time 2000 mode 0 

:FINALEC_52724
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52755 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52724 

:FINALEC_52755
0936: set_camera 334.282 2422.038 20.2581 position_to 329.5525 2420.212 20.8101 time 2000 drop_mode 0 
0920: point_camera 333.3536 2421.666 20.2669 transverse_to 328.611 2419.875 20.8189 time 2000 mode 0 

:FINALEC_52829
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52860 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52829 

:FINALEC_52860
0936: set_camera 329.5525 2420.212 20.8101 position_to 324.7735 2418.516 21.3621 time 2000 drop_mode 0 
0920: point_camera 328.611 2419.875 20.8189 transverse_to 323.8303 2418.184 21.371 time 2000 mode 0 

:FINALEC_52934
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52965 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52934 

:FINALEC_52965
0936: set_camera 324.7735 2418.516 21.3621 position_to 320.0809 2416.879 21.9034 time 2000 drop_mode 0 
0920: point_camera 323.8303 2418.184 21.371 transverse_to 319.1361 2416.552 21.9122 time 2000 mode 0 

:FINALEC_53039
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53070 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53039 

:FINALEC_53070
0936: set_camera 320.0809 2416.879 21.9034 position_to 315.103 2415.156 22.477 time 2000 drop_mode 0 
0920: point_camera 319.1361 2416.552 21.9122 transverse_to 314.1573 2414.831 22.4858 time 2000 mode 0 

:FINALEC_53144
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53175 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53144 

:FINALEC_53175
0936: set_camera 315.103 2415.156 22.477 position_to 310.2042 2413.506 23.0399 time 2000 drop_mode 0 
0920: point_camera 314.1573 2414.831 22.4858 transverse_to 309.2525 2413.198 23.0487 time 2000 mode 0 

:FINALEC_53249
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53280 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53249 

:FINALEC_53280
0936: set_camera 310.2042 2413.506 23.0399 position_to 305.2758 2411.946 23.6028 time 2000 drop_mode 0 
0920: point_camera 309.2525 2413.198 23.0487 transverse_to 304.3187 2411.656 23.6116 time 2000 mode 0 

:FINALEC_53354
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53385 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53354 

:FINALEC_53385
0936: set_camera 305.2758 2411.946 23.6028 position_to 300.3198 2410.476 24.1656 time 2000 drop_mode 0 
0920: point_camera 304.3187 2411.656 23.6116 transverse_to 299.3576 2410.204 24.1744 time 2000 mode 0 

:FINALEC_53459
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53490 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53459 

:FINALEC_53490
0936: set_camera 300.3198 2410.476 24.1656 position_to 295.434 2409.122 24.7176 time 2000 drop_mode 0 
0920: point_camera 299.3576 2410.204 24.1744 transverse_to 294.4671 2408.866 24.7265 time 2000 mode 0 

:FINALEC_53564
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53595 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53564 

:FINALEC_53595
0936: set_camera 295.434 2409.122 24.7176 position_to 290.4283 2407.831 25.2805 time 2000 drop_mode 0 
0920: point_camera 294.4671 2408.866 24.7265 transverse_to 289.4569 2407.593 25.2893 time 2000 mode 0 

:FINALEC_53669
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53700 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53669 

:FINALEC_53700
0936: set_camera 290.4283 2407.831 25.2805 position_to 285.3999 2406.631 25.8434 time 2000 drop_mode 0 
0920: point_camera 289.4569 2407.593 25.2893 transverse_to 284.4244 2406.411 25.8522 time 2000 mode 0 

:FINALEC_53774
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53805 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53774 

:FINALEC_53805
0936: set_camera 285.3999 2406.631 25.8434 position_to 280.3567 2405.488 26.4062 time 2000 drop_mode 0 
0920: point_camera 284.4244 2406.411 25.8522 transverse_to 279.3812 2405.268 26.415 time 2000 mode 0 

:FINALEC_53879
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53910 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53879 

:FINALEC_53910
0936: set_camera 280.3567 2405.488 26.4062 position_to 275.3135 2404.346 26.9691 time 2000 drop_mode 0 
0920: point_camera 279.3812 2405.268 26.415 transverse_to 274.338 2404.126 26.9779 time 2000 mode 0 

:FINALEC_53984
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54015 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53984 

:FINALEC_54015
0936: set_camera 275.3135 2404.346 26.9691 position_to 270.3673 2403.225 27.5211 time 2000 drop_mode 0 
0920: point_camera 274.338 2404.126 26.9779 transverse_to 269.3918 2403.005 27.5299 time 2000 mode 0 

:FINALEC_54089
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54120 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54089 

:FINALEC_54120
0936: set_camera 270.3673 2403.225 27.5211 position_to 265.4211 2402.104 28.0732 time 2000 drop_mode 0 
0920: point_camera 269.3918 2403.005 27.5299 transverse_to 264.4456 2401.885 28.082 time 2000 mode 0 

:FINALEC_54194
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54225 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54194 

:FINALEC_54225
0936: set_camera 265.4211 2402.104 28.0732 position_to 262.4145 2401.423 28.4087 time 2000 drop_mode 0 
0920: point_camera 264.4456 2401.885 28.082 transverse_to 261.439 2401.203 28.4175 time 2000 mode 0 

:FINALEC_54299
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54330 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54299 

:FINALEC_54330
0936: set_camera 262.4145 2401.423 28.4087 position_to 258.8261 2400.61 28.8092 time 2000 drop_mode 0 
0920: point_camera 261.439 2401.203 28.4175 transverse_to 257.8506 2400.39 28.818 time 2000 mode 0 

:FINALEC_54404
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54435 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54404 

:FINALEC_54435
fade 0 6000 
0936: set_camera 258.8261 2400.61 28.8092 position_to 253.8804 2399.49 29.3612 time 2000 drop_mode 0 
0920: point_camera 257.8506 2400.39 28.818 transverse_to 252.9049 2399.27 29.37 time 2000 mode 0 

:FINALEC_54516
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54547 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54516 

:FINALEC_54547
0936: set_camera 253.8804 2399.49 29.3612 position_to 248.8379 2398.347 29.9241 time 2000 drop_mode 0 
0920: point_camera 252.9049 2399.27 29.37 transverse_to 247.8624 2398.127 29.9329 time 2000 mode 0 

:FINALEC_54621
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54652 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54621 

:FINALEC_54652
0936: set_camera 248.8379 2398.347 29.9241 position_to 244.0864 2397.271 30.4545 time 2000 drop_mode 0 
0920: point_camera 247.8624 2398.127 29.9329 transverse_to 243.1109 2397.051 30.4633 time 2000 mode 0 

:FINALEC_54726
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54757 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54726 

:FINALEC_54757
fade 0 0 

:FINALEC_54763
if 
fading 
else_jump @FINALEC_54787 
wait 0 
jump @FINALEC_54763 

:FINALEC_54787
Actor.PutAt($PLAYER_ACTOR, 2012.444, 2140.383, 78.0505)
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
00C0: set_current_time_hours_to 0 minutes_to 0 
wait 11000 
fade 1 6000 
0936: set_camera 2012.444 2140.383 76.5505 position_to 2030.939 2140.419 76.5504 time 2900 drop_mode 0 
0920: point_camera 2013.439 2140.385 76.451 transverse_to 2031.934 2140.421 76.4497 time 2900 mode 0 

:FINALEC_54906
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54937 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54906 

:FINALEC_54937
0936: set_camera 2030.939 2140.419 76.5504 position_to 2051.375 2140.459 75.0916 time 2900 drop_mode 0 
0920: point_camera 2031.934 2140.421 76.4497 transverse_to 2052.349 2140.461 74.8638 time 2900 mode 0 

:FINALEC_55011
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55042 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55011 

:FINALEC_55042
0936: set_camera 2051.375 2140.459 75.0916 position_to 2072.109 2140.5 71.7815 time 2900 drop_mode 0 
0920: point_camera 2052.349 2140.461 74.8638 transverse_to 2073.061 2140.502 71.4748 time 2900 mode 0 

:FINALEC_55116
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55147 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55116 

:FINALEC_55147
0936: set_camera 2072.109 2140.5 71.7815 position_to 2092.618 2140.541 67.3086 time 2900 drop_mode 0 
0920: point_camera 2073.061 2140.502 71.4748 transverse_to 2093.569 2140.543 66.9993 time 2900 mode 0 

:FINALEC_55221
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55252 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55221 

:FINALEC_55252
0936: set_camera 2092.618 2140.541 67.3086 position_to 2114.102 2140.584 62.62 time 2900 drop_mode 0 
0920: point_camera 2093.569 2140.543 66.9993 transverse_to 2115.053 2140.586 62.3108 time 2900 mode 0 

:FINALEC_55326
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55357 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55326 

:FINALEC_55357
0936: set_camera 2114.102 2140.584 62.62 position_to 2135.587 2140.627 57.9315 time 2900 drop_mode 0 
0920: point_camera 2115.053 2140.586 62.3108 transverse_to 2136.538 2140.629 57.6223 time 2900 mode 0 

:FINALEC_55431
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55462 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55431 

:FINALEC_55462
0936: set_camera 2135.587 2140.627 57.9315 position_to 2157.071 2140.67 53.2431 time 2900 drop_mode 0 
0920: point_camera 2136.538 2140.629 57.6223 transverse_to 2158.022 2140.672 52.9338 time 2900 mode 0 

:FINALEC_55536
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55567 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55536 

:FINALEC_55567
0936: set_camera 2157.071 2140.67 53.2431 position_to 2179.044 2140.714 48.4481 time 2900 drop_mode 0 
0920: point_camera 2158.022 2140.672 52.9338 transverse_to 2179.995 2140.716 48.1388 time 2900 mode 0 

:FINALEC_55641
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55672 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55641 

:FINALEC_55672
0936: set_camera 2179.044 2140.714 48.4481 position_to 2201.017 2140.758 43.6528 time 2900 drop_mode 0 
0920: point_camera 2179.995 2140.716 48.1388 transverse_to 2201.968 2140.76 43.344 time 2900 mode 0 

:FINALEC_55746
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55777 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55746 

:FINALEC_55777
0936: set_camera 2201.017 2140.758 43.6528 position_to 2222.665 2140.801 39.8525 time 2900 drop_mode 0 
0920: point_camera 2201.968 2140.76 43.344 transverse_to 2223.635 2140.802 39.6117 time 2900 mode 0 

:FINALEC_55851
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55882 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55851 

:FINALEC_55882
0936: set_camera 2222.665 2140.801 39.8525 position_to 2244.471 2140.844 37.0436 time 2900 drop_mode 0 
0920: point_camera 2223.635 2140.802 39.6117 transverse_to 2245.452 2140.845 36.8518 time 2900 mode 0 

:FINALEC_55956
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55987 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55956 

:FINALEC_55987
0936: set_camera 2244.471 2140.844 37.0436 position_to 2266.387 2140.886 35.2987 time 2900 drop_mode 0 
0920: point_camera 2245.452 2140.845 36.8518 transverse_to 2267.378 2140.888 35.1659 time 2900 mode 0 

:FINALEC_56061
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_56092 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_56061 

:FINALEC_56092
0936: set_camera 2266.387 2140.886 35.2987 position_to 2287.867 2140.928 34.9542 time 2900 drop_mode 0 
0920: point_camera 2267.378 2140.888 35.1659 transverse_to 2288.864 2140.93 34.8693 time 2900 mode 0 

:FINALEC_56166
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_56197 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_56166 

:FINALEC_56197
0936: set_camera 2287.867 2140.928 34.9542 position_to 2310.356 2140.972 35.284 time 2900 drop_mode 0 
0920: point_camera 2288.864 2140.93 34.8693 transverse_to 2311.353 2140.974 35.1991 time 2900 mode 0 

:FINALEC_56271
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_56302 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_56271 

:FINALEC_56302
0936: set_camera 2310.356 2140.972 35.284 position_to 2332.845 2141.016 35.6137 time 2900 drop_mode 0 
0920: point_camera 2311.353 2140.974 35.1991 transverse_to 2333.842 2141.018 35.5288 time 2900 mode 0 

:FINALEC_56376
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_56407 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_56376 

:FINALEC_56407
043C: disable_sounds_after_fade 1 
0936: set_camera 2332.845 2141.016 35.6137 position_to 2354.335 2141.058 35.9288 time 2900 drop_mode 0 
0920: point_camera 2333.842 2141.018 35.5288 transverse_to 2355.331 2141.06 35.8439 time 2900 mode 0 

:FINALEC_56485
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_56516 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_56485 

:FINALEC_56516
fade 0 4000 
0936: set_camera 2354.335 2141.058 35.9288 position_to 2376.824 2141.102 36.2586 time 2900 drop_mode 0 
0920: point_camera 2355.331 2141.06 35.8439 transverse_to 2377.82 2141.104 36.1737 time 2900 mode 0 

:FINALEC_56597
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_56628 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_56597 

:FINALEC_56628
0936: set_camera 2376.824 2141.102 36.2586 position_to 2399.813 2141.147 36.5957 time 2900 drop_mode 0 
0920: point_camera 2377.82 2141.104 36.1737 transverse_to 2400.809 2141.149 36.5108 time 2900 mode 0 

:FINALEC_56702
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_56733 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_56702 

:FINALEC_56733
297@ = 1 

:FINALEC_56740
0701: end_scene_skip 
if 
  297@ == 0 
else_jump @FINALEC_56762 
0435: end_credits 

:FINALEC_56762
043C: disable_sounds_after_fade 1 
fade 0 0 

:FINALEC_56772
if 
fading 
else_jump @FINALEC_56796 
wait 0 
jump @FINALEC_56772 

:FINALEC_56796
02A3: enable_widescreen 0 
01B7: release_weather 
set_weather 3 
0955: end_playing_loaded_soundtrack 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 2494.483, -1684.639, 12.51)
Actor.Angle($PLAYER_ACTOR) = 3.546
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
0924: enable_screen_darkness 0 with_value -1 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 

:FINALEC_56876
if 
8436:   not reached_end_of_credits 
else_jump @FINALEC_56900 
wait 0 
jump @FINALEC_56876 

:FINALEC_56900
0955: end_playing_loaded_soundtrack 
0435: end_credits 
0A0B: set_rendering_origin_at_3D_coord 2495.111 -1687.04 12.55 angle 0.0 
wait 500 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 300 // Load the weapon model before using this 
fade 1 3500 

:FINALEC_56948
if 
fading 
else_jump @FINALEC_56972 
wait 0 
jump @FINALEC_56948 

:FINALEC_56972
Player.ClearWantedLevel($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR) = True
0555: remove_weapon 28 from_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 120 // Load the weapon model before using this 
jump @FINALEC_57451 
288@ = 11 

:FINALEC_57014
jump @FINALEC_1817 

:FINALEC_57021
if 
  204@ == 0 
else_jump @FINALEC_57061 
03CF: load_wav 187@ as 1 
05AA: 185@s = 188@s 
204@ = 1 

:FINALEC_57061
return 

:FINALEC_57063
if 
  204@ == 1 
else_jump @FINALEC_57117 
if 
03D0:   wav 1 loaded 
else_jump @FINALEC_57117 
00BC: show_text_highpriority GXT 185@s time 4000 flag 1 
03D1: play_wav 1 
204@ = 2 

:FINALEC_57117
if 
  204@ == 2 
else_jump @FINALEC_57170 
if 
03D2:   wav 1 ended 
else_jump @FINALEC_57170 
203@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
204@ = 0 

:FINALEC_57170
return 

:FINALEC_57172
068D: get_camera_position_to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
$TEMPVAR_Z_COORD += 1.5 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
return 

:FINALEC_57209
0615: define_AS_pack_begin 184@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 107@ 
0616: define_AS_pack_end 184@ 
0618: assign_actor 102@ to_AS_pack 184@ 
061B: remove_references_to_AS_pack 184@ 
return 

:FINALEC_57247
0615: define_AS_pack_begin 98@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 98@ 
0618: assign_actor 102@ to_AS_pack 98@ 
061B: remove_references_to_AS_pack 98@ 
return 

:FINALEC_57291
0615: define_AS_pack_begin 99@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 99@ 
0618: assign_actor 102@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 
return 

:FINALEC_57329
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
if 
  201@ == 1 
else_jump @FINALEC_57381 
00BC: show_text_highpriority GXT 'RM4_46' time 5000 flag 1  // ~r~Du hast deinen Wagen geschrottet!

:FINALEC_57381
if 
  198@ == 7 
else_jump @FINALEC_57415 
00BC: show_text_highpriority GXT 'RM4_45' time 7000 flag 1  // ~r~Sweet ist tot! Du sollst ihn auffangen. Bring deinen Wagen das nchste Mal unter Sweet, wenn er droht, den Halt zu verlieren!

:FINALEC_57415
if 
  202@ == 1 
else_jump @FINALEC_57449 
00BC: show_text_highpriority GXT 'RM4_50' time 5000 flag 1  // ~r~Du hast Sweet verloren! Bleib das nchste Mal dichter dran!

:FINALEC_57449
return 

:FINALEC_57451
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'RIOT_4'  // End Of The Line
030C: progress_made += 1 
0629: change_integer_stat 181 to 4 
Marker.Disable($622)
Marker.Disable($MARKER_SWEET_HOUSE)
$RIOT_TOTAL_PASSED_MISSIONS += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 150 time 5000 style 1  // MISSION ERFLLT!~n~~w~RESPEKT: +
0394: play_music 1 
0998: add_respect 150 
return 

:FINALEC_57525
0A45: set_rail_tracks_friction_to -1.0 
0151: remove_status_text $8011 
0151: remove_status_text $8013 
07CC: set_player $PLAYER_CHAR button_15 1 
Marker.Disable(115@)
Marker.Disable(238@)
Marker.Disable(239@)
Marker.Disable(240@)
Marker.Disable(241@)
Marker.Disable(242@)
Marker.Disable(243@)
Marker.Disable(244@)
Marker.Disable(245@)
Marker.Disable(247@)
Marker.Disable(248@)
Marker.Disable(278@)
Marker.Disable(279@)
0650: destroy_particle 280@ 
0650: destroy_particle 281@ 
0650: destroy_particle 282@ 
0650: destroy_particle 283@ 
0650: destroy_particle 284@ 
0650: destroy_particle 285@ 
0650: destroy_particle 286@ 
Actor.DestroyWithFade($ACTOR_SWEET)
Actor.DestroyWithFade(49@)
Actor.DestroyWithFade(158@)
Actor.DestroyWithFade(159@)
031A: remove_all_fires 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
Model.Destroy(#STREAK)
Model.Destroy(#FIRELA)
Model.Destroy(#LAPD1)
Model.Destroy(#GREENWOO)
Model.Destroy(#FELTZER)
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
Model.Destroy(#LSV2)
Model.Destroy(#BALLAS1)
Model.Destroy(#LA_FUCKCAR1)
Model.Destroy(#LA_FUCKCAR2)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#COPCARLA)
Model.Destroy(#SANCHEZ)
Model.Destroy(#MOLOTOV)
Model.Destroy(#LSV3)
Model.Destroy(#TORNADO)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
if 
   not Car.Wrecked(153@)
else_jump @FINALEC_57828 
Car.SetImmunities(153@, 0, 0, 0, 0, 0)

:FINALEC_57828
if 
   not Car.Wrecked(152@)
else_jump @FINALEC_57866 
Car.DoorStatus(152@) = 1
Car.SetImmunities(152@, 0, 0, 0, 0, 0)

:FINALEC_57866
if 
   Player.Defined($PLAYER_CHAR)
else_jump @FINALEC_57904 
0489: set_actor $PLAYER_ACTOR muted 0 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)

:FINALEC_57904
01B7: release_weather 
06D7: enable_train_traffic 1 
06D0: enable_emergency_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 113---------------
// Originally: Shooting range

:SHRANGE
thread 'SHRANGE' 
set_wb_check_to 0 
$ONMISSION = 1 
$ONMISSION_SHOOTING = 1 
$8017 = 286.1649 
$8021 = -30.9591 
$8018 = 301.8877 
$8022 = -77.2586 
$8019 = 306.4883 
$8023 = -141.9047 
$8020 = 307.0919 
$8024 = -159.2197 
$8057[0] = -319 
$8057[1] = -320 
$8057[2] = -321 
$8057[3] = -322 
$8057[4] = -323 
$8057[5] = -324 
$8057[6] = -325 
$8057[7] = -326 
$8038[1] = 0.275 
$8046[1] = -3.502 
$8038[2] = -0.214 
$8046[2] = -3.479 
$8038[3] = 0.245 
$8046[3] = -2.791 
$8038[4] = -0.168 
$8046[4] = -2.806 
$8038[5] = 0.079 
$8046[5] = -2.123 
$8038[6] = -0.589 
$8046[6] = -2.317 
$8038[7] = -0.357 
$8046[7] = -1.855 
35@ = 290.6264 
39@ = -24.5548 
43@ = 1000.523 
47@ = 3.0583 
51@ = 6.1726 
55@ = -13.6242 
59@ = 0.0 
36@ = 303.0788 
40@ = -61.2269 
44@ = 1000.523 
48@ = 2.9464 
52@ = 6.0799 
56@ = -13.6242 
60@ = 270.0 
37@ = 300.1018 
41@ = -137.0399 
45@ = 1003.055 
49@ = 3.1341 
53@ = 6.1264 
57@ = -13.6242 
61@ = 90.0 
38@ = 299.4518 
42@ = -166.3517 
46@ = 998.6105 
50@ = 3.0055 
54@ = 4.6018 
58@ = -13.6242 
62@ = 90.0 
$SHOOTING_INDEX = 0 

:SHRANGE_600
if 
  3 > $SHOOTING_INDEX 
else_jump @SHRANGE_723 
$8089($SHOOTING_INDEX,3i) = 1 
$8086($SHOOTING_INDEX,3i) = 0 
$8028($SHOOTING_INDEX,4i) = 0 
$8025($SHOOTING_INDEX,3i) = 0 
$8032($SHOOTING_INDEX,3i) = 0 
$8054($SHOOTING_INDEX,3f) = 90.0 
$8121($SHOOTING_INDEX,3i) = 0 
$8071($SHOOTING_INDEX,3i) = 0 
$SHOOTING_INDEX += 1 
jump @SHRANGE_600 

:SHRANGE_723
$8070 = 0 
$8075 = 0 
$8076 = 0 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 0 
else_jump @SHRANGE_777 
$5273 = 2 

:SHRANGE_777
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 1 
else_jump @SHRANGE_827 
if 
  $5273 == 2 
else_jump @SHRANGE_820 
$5274 = 1 

:SHRANGE_820
$5273 = 3 

:SHRANGE_827
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @SHRANGE_877 
if 
  4 > $5273 
else_jump @SHRANGE_870 
$5274 = 1 

:SHRANGE_870
$5273 = 4 

:SHRANGE_877
07E5: copy_decision_maker 65538 to $8069 
0708: reset_decision_maker $8069 event 15 
0709: set_decision_maker $8069 on_event 15 taskID 300 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
03CF: load_wav 1801 as 4 
Model.Load(#TARGET_HEAD)
Model.Load(#TARGET_LARM)
Model.Load(#TARGET_RARM)
Model.Load(#TARGET_LLEG)
Model.Load(#TARGET_RLEG)
Model.Load(#TARGET_RTORSO)
Model.Load(#TARGET_LTORSO)
Model.Load(#TARGET_FRAME)
Model.Load(#COLT45)
Model.Load(#MICRO_UZI)
Model.Load(#CHROMEGUN)
Model.Load(#AK47)

:SHRANGE_995
if or
   not Model.Available(#COLT45)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#CHROMEGUN)
   not Model.Available(#AK47)
else_jump @SHRANGE_1037 
wait 0 
jump @SHRANGE_995 

:SHRANGE_1037
if or
   not Model.Available(#TARGET_HEAD)
   not Model.Available(#TARGET_LARM)
   not Model.Available(#TARGET_RARM)
   not Model.Available(#TARGET_LLEG)
   not Model.Available(#TARGET_RLEG)
else_jump @SHRANGE_1084 
wait 0 
jump @SHRANGE_1037 

:SHRANGE_1084
if or
   not Model.Available(#TARGET_RTORSO)
   not Model.Available(#TARGET_LTORSO)
   not Model.Available(#TARGET_FRAME)
83D0:   not wav 4 loaded 
else_jump @SHRANGE_1125 
wait 0 
jump @SHRANGE_1084 

:SHRANGE_1125
if 
  $ONMISSION_SHOOTING == 47 
else_jump @SHRANGE_1201 
$8097[0] = Object.Init($8057($SHOOTING_INDEX,8i), 293.757, 1.0, 1000.516)
0376: $8094[0] = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$8065 = Object.Create(#POOLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:SHRANGE_1201
077E: get_active_interior_to $8074 

:SHRANGE_1206
if 
0736:   NOP_false 87 
else_jump @SHRANGE_1298 
$SHOOTING_INDEX = 9 

:SHRANGE_1228
if 
  16 > $SHOOTING_INDEX 
else_jump @SHRANGE_1291 
if 
03CA:   object $8097($SHOOTING_INDEX,24i) exists 
else_jump @SHRANGE_1277 
0723: break_object $8097($SHOOTING_INDEX,24i) intensity 1 

:SHRANGE_1277
$SHOOTING_INDEX += 1 
jump @SHRANGE_1228 

:SHRANGE_1291
$8126 = 20 

:SHRANGE_1298
wait 0 
077E: get_active_interior_to $SHOOTING_INDEX 
if 
803A:   not  $SHOOTING_INDEX == $8074 // (int) 
else_jump @SHRANGE_1333 
jump @SHRANGE_17017 

:SHRANGE_1333
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SHRANGE_1370 
gosub @SHRANGE_13478 
gosub @SHRANGE_11089 
gosub @SHRANGE_1379 

:SHRANGE_1370
jump @SHRANGE_1206 
end_thread 

:SHRANGE_1379
if 
00E1:   player 0 pressed_key 15 
else_jump @SHRANGE_1444 
if 
   not $8070 == 0 
else_jump @SHRANGE_1444 
00BE: text_clear_all 
34@ = 1 
$8070 = 20 
$8075 = 1 
$8076 = 0 

:SHRANGE_1444
0871: init_jump_table $8070 total_jumps 7 default_jump 0 @SHRANGE_11087 jumps 0 @SHRANGE_1507 1 @SHRANGE_1813 2 @SHRANGE_5136 3 @SHRANGE_5349 4 @SHRANGE_6544 5 @SHRANGE_8395 20 @SHRANGE_10212 

:SHRANGE_1507
if 
  $SHOOTING_INDEX_2 == 0 
else_jump @SHRANGE_1580 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 286.1649 -30.9591 1000.516 radius 2.0 2.0 2.0 
else_jump @SHRANGE_1580 
$8070 = 1 

:SHRANGE_1580
if 
  $SHOOTING_INDEX_2 == 1 
else_jump @SHRANGE_1653 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 301.8877 -77.2586 1000.523 radius 2.0 2.0 2.0 
else_jump @SHRANGE_1653 
$8070 = 1 

:SHRANGE_1653
if 
  $SHOOTING_INDEX_2 == 2 
else_jump @SHRANGE_1726 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 306.4883 -141.9047 1003.055 radius 2.0 2.0 2.0 
else_jump @SHRANGE_1726 
$8070 = 1 

:SHRANGE_1726
if 
  $SHOOTING_INDEX_2 == 3 
else_jump @SHRANGE_1799 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 307.0919 -159.2197 998.601 radius 2.0 2.0 2.0 
else_jump @SHRANGE_1799 
$8070 = 1 

:SHRANGE_1799
64@ = 0 
jump @SHRANGE_11087 

:SHRANGE_1813
if 
  $5287 > 0 
else_jump @SHRANGE_1881 
if and
  7 > $8075 
  $8075 > 0 
else_jump @SHRANGE_1881 
$8075 = 7 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
00BE: text_clear_all 

:SHRANGE_1881
if 
  $8075 == 0 
else_jump @SHRANGE_2033 
34@ = 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 3 weapon $8135 ammo $8131 model $8139 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 4 weapon $8136 ammo $8132 model $8140 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 5 weapon $8137 ammo $8133 model $8141 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 6 weapon $8138 ammo $8134 model $8142 
$8124 = 0 
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
08F8: display_stat_update_box 0 
fade 0 1000 
$8075 = 1 
008A: $8076 = 32@ // (int) 
$8076 += 1500 

:SHRANGE_2033
if 
  $8075 == 1 
else_jump @SHRANGE_2267 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_2267 
02A3: enable_widescreen 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'ANR_1' time 4000 flag 1  // Teste dein Knnen in der Ammu-Nation Schiestand-Mission.
00BB: show_text_lowpriority GXT 'ANR_2' time 4000 flag 1  // Tritt mit verschiedenen Waffen gegen zwei Konkurrenten an.
00BB: show_text_lowpriority GXT 'ANR_3' time 4000 flag 1  // Du musst jede Runde als Erster beenden, um in die nchste vorzurcken.
$8083 = -0.83 
$8084 = 0.47 
$TEMPVAR_FLOAT_3 = 1.7 
gosub @SHRANGE_16849 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
$8083 = 0.17 
$8084 = 0.63 
$TEMPVAR_FLOAT_3 = 1.7 
gosub @SHRANGE_16849 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
fade 1 1000 
$8075 = 2 
008A: $8076 = 32@ // (int) 
$8076 += 4000 

:SHRANGE_2267
if 
  $8075 == 2 
else_jump @SHRANGE_2461 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_2461 
$8086[1] = 3 
$8089[1] = 0 
$8083 = -0.63 
$8084 = -3.47 
$TEMPVAR_FLOAT_3 = 0.2 
gosub @SHRANGE_16849 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
$8083 = 0.4 
$8084 = -2.5 
$TEMPVAR_FLOAT_3 = 0.5 
gosub @SHRANGE_16849 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
fade 1 1000 
$8075 = 3 
008A: $8076 = 32@ // (int) 
$8076 += 2000 

:SHRANGE_2461
if 
  $8075 == 3 
else_jump @SHRANGE_2590 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_2590 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 99999 // Load the weapon model before using this 
$8083 = 0.0 
005F: $8083 += 47@($SHOOTING_INDEX_2,4f) // (float) 
$8084 = -1.0 
gosub @SHRANGE_16849 
05D3: AS_actor $PLAYER_ACTOR goto_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 mode 4 -2 ms // versionA 
$8075 = 4 
008A: $8076 = 32@ // (int) 
$8076 += 3000 

:SHRANGE_2590
if 
  $8075 == 4 
else_jump @SHRANGE_3034 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_3034 
$8086[1] = 4 
0088: $8081 = 59@($SHOOTING_INDEX_2,4f) // (float) 
$8081 += 90.0 
Actor.Angle($PLAYER_ACTOR) = $8081
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
$8083 -= 0.8201 
$8084 = -0.4944 
$TEMPVAR_FLOAT_3 = 2.1312 
gosub @SHRANGE_16849 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
$8083 -= 0.1125 
$8084 = -0.0237 
$TEMPVAR_FLOAT_3 = 1.6042 
gosub @SHRANGE_16849 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
$8084 = -2.0 
$TEMPVAR_FLOAT_3 = 0.0 
gosub @SHRANGE_16849 
08C7: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 // versionB 
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
$8084 = 0.0 
$TEMPVAR_FLOAT_3 = 0.0 
gosub @SHRANGE_16849 
Actor.Angle($PLAYER_ACTOR) = 59@($SHOOTING_INDEX_2,4f)
05D3: AS_actor $PLAYER_ACTOR goto_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 mode 4 -2 ms // versionA 
if 
  $8124 == 0 
else_jump @SHRANGE_2955 
$8028[0] = 1 
$8028[2] = 1 

:SHRANGE_2955
$8086[0] = 1 
$8086[2] = 1 
$8032[0] = 0 
$8032[1] = 0 
$8032[2] = 0 
$8025[0] = 1 
$8025[1] = 1 
$8025[2] = 1 
$8075 = 5 
008A: $8076 = 32@ // (int) 
$8076 += 3000 

:SHRANGE_3034
if 
  $8075 == 5 
else_jump @SHRANGE_3225 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_3225 
00BE: text_clear_all 
00BA: show_text_styled GXT 'ANR_6' time 2000 style 1  // Pistole ~n~Runde 1
$8083 = 2.1566 
$8084 = 2.4369 
$TEMPVAR_FLOAT_3 = 1.4565 
gosub @SHRANGE_16849 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
$8083 = 1.9771 
$8084 = 3.4129 
$TEMPVAR_FLOAT_3 = 1.3326 
gosub @SHRANGE_16849 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
$8075 = 6 
008A: $8076 = 32@ // (int) 
$8076 += 3000 

:SHRANGE_3225
if 
  $8075 == 6 
else_jump @SHRANGE_3464 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_3464 
if 
   not Actor.Dead($8094[0])
else_jump @SHRANGE_3285 
Actor.WeaponAccuracy($8094[0]) = 100

:SHRANGE_3285
03D6: remove_styled_text 'ANR_6'  // Pistole ~n~Runde 1
00BB: show_text_lowpriority GXT 'ANR_7' time 4000 flag 1  // Zerstre die Ziele auf deinem Schiestand, wenn sie erscheinen. Ziele auf die roten Markierungen auf jedem Ziel.
00BB: show_text_lowpriority GXT 'ANR_10' time 4000 flag 1  // Zerstre als Erster drei Ziele.
$8083 = 0.7525 
$8084 = -0.3628 
$TEMPVAR_FLOAT_3 = 1.6174 
gosub @SHRANGE_16849 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
$8083 = 0.1734 
$8084 = 0.446 
$TEMPVAR_FLOAT_3 = 1.5146 
gosub @SHRANGE_16849 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
$8075 = 7 
008A: $8076 = 32@ // (int) 
$8076 += 8000 

:SHRANGE_3464
if 
  $8075 == 7 
else_jump @SHRANGE_3595 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_3595 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SHRANGE_3517 

:SHRANGE_3517
if 
  $5287 == 0 
else_jump @SHRANGE_3572 
$5287 = 1 
fade 0 1000 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
jump @SHRANGE_3588 

:SHRANGE_3572
00BA: show_text_styled GXT 'ANR_6' time 2000 style 1  // Pistole ~n~Runde 1

:SHRANGE_3588
$8075 = 8 

:SHRANGE_3595
if 
  $8075 == 8 
else_jump @SHRANGE_3903 
if and
   not fading 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_3903 
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
$8084 = 0.0 
$TEMPVAR_FLOAT_3 = 0.0 
gosub @SHRANGE_16849 
if 
83CA:   not object $8065 exists 
else_jump @SHRANGE_3725 
$8065 = Object.Create(#POOLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0750: set_object $8065 visibility 0 
Actor.Angle($PLAYER_ACTOR) = 59@($SHOOTING_INDEX_2,4f)

:SHRANGE_3725
0792: disembark_instantly_actor $PLAYER_ACTOR 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
if 
  $8124 == 0 
else_jump @SHRANGE_3799 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 99999 // Load the weapon model before using this 

:SHRANGE_3799
$8086[1] = 4 
$8089[1] = 0 
$8075 = 9 
008A: $8076 = 32@ // (int) 
$8076 += 800 
if 
  $8124 == 0 
else_jump @SHRANGE_3868 
$8028[0] = 1 
$8028[2] = 1 

:SHRANGE_3868
$8086[0] = 1 
$8086[2] = 1 
$8032[0] = 4 
$8032[1] = 4 
$8032[2] = 4 

:SHRANGE_3903
if 
  $8075 == 9 
else_jump @SHRANGE_4082 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_4082 
fade 1 1000 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
$8032[0] = 0 
$8032[1] = 0 
$8032[2] = 0 
$8025[0] = 1 
$8025[1] = 1 
$8025[2] = 1 
if 
  $5274 == 1 
else_jump @SHRANGE_4075 
03E5: show_text_box 'ANR_56'  // Ein neuer Schiewettbewerb ist verfgbar.
$5274 = 0 

:SHRANGE_4075
$8075 = 10 

:SHRANGE_4082
if 
  $8075 == 10 
else_jump @SHRANGE_4165 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_4165 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
$8075 = 11 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
Player.CanMove($PLAYER_CHAR) = True

:SHRANGE_4165
if 
  $8075 == 11 
else_jump @SHRANGE_4241 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_4241 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
$8075 = 12 
008A: $8076 = 32@ // (int) 
$8076 += 1000 

:SHRANGE_4241
if 
  $8075 == 12 
else_jump @SHRANGE_4317 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_4317 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
$8075 = 13 
008A: $8076 = 32@ // (int) 
$8076 += 1000 

:SHRANGE_4317
if 
  $8075 == 13 
else_jump @SHRANGE_4400 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_4400 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~LOS!
$8075 = 14 
if 
   not Actor.Dead($8094[0])
else_jump @SHRANGE_4400 
Actor.WeaponAccuracy($8094[0]) = 80

:SHRANGE_4400
if 
  $8075 == 14 
else_jump @SHRANGE_4432 
$8070 = 2 
$8075 = 0 

:SHRANGE_4432
if 
  $8075 == 16 
else_jump @SHRANGE_4651 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_4651 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SHRANGE_4621 
if 
83CA:   not object $8065 exists 
else_jump @SHRANGE_4621 
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
$8084 = 0.0 
$TEMPVAR_FLOAT_3 = 0.0 
gosub @SHRANGE_16849 
$8065 = Object.Create(#POOLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0750: set_object $8065 visibility 0 
Actor.Angle($PLAYER_ACTOR) = 59@($SHOOTING_INDEX_2,4f)
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 

:SHRANGE_4621
fade 0 1000 
008A: $8076 = 32@ // (int) 
$8076 += 2500 
$8075 = 17 

:SHRANGE_4651
if 
  $8075 == 17 
else_jump @SHRANGE_5036 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_5036 
if 
  $8124 == 3 
else_jump @SHRANGE_4755 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 28 

:SHRANGE_4755
if 
  $8124 == 6 
else_jump @SHRANGE_4822 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 25 

:SHRANGE_4822
if 
  $8124 == 9 
else_jump @SHRANGE_4889 
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 30 

:SHRANGE_4889
fade 1 1000 
00BE: text_clear_all 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
if 
  $8124 == 3 
else_jump @SHRANGE_4945 
00BA: show_text_styled GXT 'ANR_47' time 3000 style 1  // Micro SMG ~n~Runde 1

:SHRANGE_4945
if 
  $8124 == 6 
else_jump @SHRANGE_4979 
00BA: show_text_styled GXT 'ANR_23' time 3000 style 1  // Schrotflinte ~n~Runde 1

:SHRANGE_4979
if 
  $8124 == 9 
else_jump @SHRANGE_5013 
00BA: show_text_styled GXT 'ANR_50' time 3000 style 1  // AK-47 ~n~Runde 1

:SHRANGE_5013
008A: $8076 = 32@ // (int) 
$8076 += 4000 
$8075 = 18 

:SHRANGE_5036
if 
  $8075 == 18 
else_jump @SHRANGE_5129 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_5129 
$8032[0] = 0 
$8032[1] = 0 
$8032[2] = 0 
64@ = 0 
$8025[0] = 1 
$8025[1] = 1 
$8025[2] = 1 
$8075 = 10 

:SHRANGE_5129
jump @SHRANGE_11087 

:SHRANGE_5136
if 
  $8075 == 0 
else_jump @SHRANGE_5207 
if 
   not Actor.Dead($8094[0])
else_jump @SHRANGE_5177 
Actor.WeaponAccuracy($8094[0]) = 87

:SHRANGE_5177
if 
   not Actor.Dead($8094[2])
else_jump @SHRANGE_5200 
Actor.WeaponAccuracy($8094[2]) = 87

:SHRANGE_5200
$8075 = 1 

:SHRANGE_5207
if 
  $8075 == 1 
else_jump @SHRANGE_5342 
if and
  $8032[0] == 3 
  $8025[0] == 3 
else_jump @SHRANGE_5264 
$8070 = 20 
$8075 = 0 

:SHRANGE_5264
if and
  $8032[2] == 3 
  $8025[2] == 3 
else_jump @SHRANGE_5303 
$8070 = 20 
$8075 = 0 

:SHRANGE_5303
if and
  $8032[1] == 3 
  $8025[1] == 3 
else_jump @SHRANGE_5342 
$8070 = 3 
$8075 = 0 

:SHRANGE_5342
jump @SHRANGE_11087 

:SHRANGE_5349
if 
  $8075 == 0 
else_jump @SHRANGE_5946 
if or
  $8124 == 0 
  $8124 == 3 
  $8124 == 6 
  $8124 == 9 
else_jump @SHRANGE_5422 
00BA: show_text_styled GXT 'ANR_41' time 2000 style 1  // Runde 1 bestanden

:SHRANGE_5422
if or
  $8124 == 1 
  $8124 == 4 
  $8124 == 7 
  $8124 == 10 
else_jump @SHRANGE_5477 
00BA: show_text_styled GXT 'ANR_42' time 2000 style 1  // Runde 2 bestanden

:SHRANGE_5477
if or
  $8124 == 2 
  $8124 == 5 
  $8124 == 8 
else_jump @SHRANGE_5546 
008A: $8076 = 32@ // (int) 
$8076 += 5500 
$8032[0] = 5 
$8032[1] = 5 
$8032[2] = 5 

:SHRANGE_5546
if 
  $8124 == 11 
else_jump @SHRANGE_5617 
00BA: show_text_styled GXT 'ANR_45' time 3000 style 1  // ~s~Du hast die Schiestand-Mission erfllt.
008A: $8076 = 32@ // (int) 
$8076 += 5500 
$8032[0] = 5 
$8032[1] = 5 
$8032[2] = 5 

:SHRANGE_5617
if 
003A:   $8124 == $1861 // (int) 
else_jump @SHRANGE_5939 
if or
  $8124 == 0 
  $8124 == 1 
else_jump @SHRANGE_5670 
0624: add 50.0 to_float_stat 69 

:SHRANGE_5670
if or
  $8124 == 3 
  $8124 == 4 
else_jump @SHRANGE_5704 
0624: add 50.0 to_float_stat 75 

:SHRANGE_5704
if or
  $8124 == 6 
  $8124 == 7 
else_jump @SHRANGE_5738 
0624: add 50.0 to_float_stat 72 

:SHRANGE_5738
if or
  $8124 == 9 
  $8124 == 10 
else_jump @SHRANGE_5772 
0624: add 50.0 to_float_stat 77 

:SHRANGE_5772
if 
  $8124 == 2 
else_jump @SHRANGE_5803 
0624: add 100.0 to_float_stat 69 
030C: progress_made += 1 

:SHRANGE_5803
if 
  $8124 == 5 
else_jump @SHRANGE_5834 
0624: add 100.0 to_float_stat 75 
030C: progress_made += 1 

:SHRANGE_5834
if 
  $8124 == 8 
else_jump @SHRANGE_5865 
0624: add 100.0 to_float_stat 72 
030C: progress_made += 1 

:SHRANGE_5865
if 
  $8124 == 11 
else_jump @SHRANGE_5924 
0624: add 100.0 to_float_stat 77 
062A: change_float_stat 69 to 1000.0 
Player.Money($PLAYER_CHAR) += 10000
030C: progress_made += 1 
0394: play_music 2 
$5272 = 1 

:SHRANGE_5924
$1861 += 1 
0629: change_integer_stat 174 to $1861 

:SHRANGE_5939
$8075 = 1 

:SHRANGE_5946
if 
  $8075 == 1 
else_jump @SHRANGE_6537 
if 
  $8124 == 0 
else_jump @SHRANGE_5996 
$8070 = 4 
$8075 = 0 

:SHRANGE_5996
if or
  $8124 == 3 
  $8124 == 6 
  $8124 == 9 
else_jump @SHRANGE_6042 
$8070 = 4 
$8075 = 10 

:SHRANGE_6042
if 
  $8124 == 1 
else_jump @SHRANGE_6074 
$8070 = 5 
$8075 = 0 

:SHRANGE_6074
if or
  $8124 == 4 
  $8124 == 7 
  $8124 == 10 
else_jump @SHRANGE_6120 
$8070 = 5 
$8075 = 10 

:SHRANGE_6120
if or
  $8124 == 2 
  $8124 == 5 
  $8124 == 8 
else_jump @SHRANGE_6166 
$8070 = 1 
$8075 = 16 

:SHRANGE_6166
if 
  $8124 == 2 
else_jump @SHRANGE_6228 
$8028[0] = 2 
$8028[2] = 2 
$8086[0] = 1 
$8086[2] = 1 
00BA: show_text_styled GXT 'ANR_29' time 2000 style 1  // Pistolen-Schieen siegreich bestanden

:SHRANGE_6228
if 
  $8124 == 5 
else_jump @SHRANGE_6290 
$8028[0] = 3 
$8028[2] = 3 
$8086[0] = 1 
$8086[2] = 1 
00BA: show_text_styled GXT 'ANR_53' time 2000 style 1  // Micro SMG-Schieen siegreich bestanden

:SHRANGE_6290
if 
  $8124 == 8 
else_jump @SHRANGE_6352 
$8028[0] = 4 
$8028[2] = 4 
$8086[0] = 1 
$8086[2] = 1 
00BA: show_text_styled GXT 'ANR_31' time 2000 style 1  // Schrotflinten-Schieen siegreich bestanden

:SHRANGE_6352
if 
  $8124 == 5 
else_jump @SHRANGE_6425 
if 
  2 >= $5273 
else_jump @SHRANGE_6409 
$8070 = 20 
$8075 = 1 
jump @SHRANGE_6425 

:SHRANGE_6409
00BB: show_text_lowpriority GXT 'ANR_44' time 4000 flag 1  // ~s~Glckwunsch, du beherrscht jetzt diese Waffe. Versuche die Prfung noch einmal mit einer Neuen.

:SHRANGE_6425
if 
  $8124 == 8 
else_jump @SHRANGE_6498 
if 
  3 >= $5273 
else_jump @SHRANGE_6482 
$8070 = 20 
$8075 = 1 
jump @SHRANGE_6498 

:SHRANGE_6482
00BB: show_text_lowpriority GXT 'ANR_44' time 4000 flag 1  // ~s~Glckwunsch, du beherrscht jetzt diese Waffe. Versuche die Prfung noch einmal mit einer Neuen.

:SHRANGE_6498
if 
  $8124 == 11 
else_jump @SHRANGE_6530 
$8070 = 20 
$8075 = 1 

:SHRANGE_6530
$8124 += 1 

:SHRANGE_6537
jump @SHRANGE_11087 

:SHRANGE_6544
if 
  $8075 == 0 
else_jump @SHRANGE_6655 
$8071[0] = 0 
$8071[1] = 0 
$8071[2] = 0 
$8032[0] = 5 
$8032[1] = 5 
$8032[2] = 5 
$8025[0] = 4 
$8025[1] = 4 
$8025[2] = 4 
$8075 = 1 
008A: $8076 = 32@ // (int) 
$8076 += 6000 
64@ = 0 

:SHRANGE_6655
if 
  $8075 == 1 
else_jump @SHRANGE_6748 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_6748 
if 
  3 > $5287 
else_jump @SHRANGE_6725 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:SHRANGE_6725
$8075 = 2 
008A: $8076 = 32@ // (int) 
$8076 += 1500 

:SHRANGE_6748
if 
  $8075 == 2 
else_jump @SHRANGE_7053 
if 
  $5287 > 1 
else_jump @SHRANGE_6857 
00BE: text_clear_all 
if 
03CA:   object $8097[8] exists 
else_jump @SHRANGE_6807 
Object.Destroy($8097[8])

:SHRANGE_6807
03D6: remove_styled_text 'ANR_18'  // Pistole ~n~Runde 2
03D6: remove_styled_text 'ANR_19'  // Pistole ~n~Runde 3
$8076 = 0 
$8075 = 3 
$8076 = 0 
jump @SHRANGE_7053 

:SHRANGE_6857
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_7053 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
03D6: remove_styled_text 'ANR_41'  // Runde 1 bestanden
00BA: show_text_styled GXT 'ANR_18' time 4000 style 1  // Pistole ~n~Runde 2
00BB: show_text_lowpriority GXT 'ANR_9' time 4000 flag 1  // In dieser Runde werden sich die Ziele auf den Spieler zubewegen.
00BB: show_text_lowpriority GXT 'ANR_10' time 3000 flag 1  // Zerstre als Erster drei Ziele.
$8083 = -2.0835 
$8084 = 6.0428 
$TEMPVAR_FLOAT_3 = 0.0387 
gosub @SHRANGE_16849 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
$8075 = 3 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
$8032[0] = 0 
$8032[1] = 0 
$8032[2] = 0 

:SHRANGE_7053
if 
  $8075 == 3 
else_jump @SHRANGE_7127 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_7127 
fade 1 1000 
$8075 = 4 
008A: $8076 = 32@ // (int) 
$8076 += 6000 
64@ = 0 

:SHRANGE_7127
if 
  $8075 == 4 
else_jump @SHRANGE_7709 
if 
  $5287 == 1 
else_jump @SHRANGE_7216 
if 
03CA:   object $8097[8] exists 
else_jump @SHRANGE_7216 
Object.StorePos($8097[8], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 -= 2.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:SHRANGE_7216
if or
001F:   32@ > $8076 // (int) 
  $5287 > 1 
else_jump @SHRANGE_7709 
if 
   not fading 
else_jump @SHRANGE_7489 
if 
  $5287 == 1 
else_jump @SHRANGE_7312 
if 
  64@ == 0 
else_jump @SHRANGE_7305 
fade 0 1000 
64@ = 1 

:SHRANGE_7305
jump @SHRANGE_7489 

:SHRANGE_7312
if 
  64@ == 0 
else_jump @SHRANGE_7489 
if 
  $8124 == 1 
else_jump @SHRANGE_7364 
00BA: show_text_styled GXT 'ANR_18' time 3000 style 1  // Pistole ~n~Runde 2

:SHRANGE_7364
if 
  $8124 == 4 
else_jump @SHRANGE_7398 
00BA: show_text_styled GXT 'ANR_48' time 3000 style 1  // Micro SMG ~n~Runde 2

:SHRANGE_7398
if 
  $8124 == 7 
else_jump @SHRANGE_7432 
00BA: show_text_styled GXT 'ANR_24' time 3000 style 1  // Schrotflinte ~n~Runde 2

:SHRANGE_7432
if 
  $8124 == 10 
else_jump @SHRANGE_7466 
00BA: show_text_styled GXT 'ANR_51' time 3000 style 1  // AK-47 ~n~Runde 2

:SHRANGE_7466
008A: $8076 = 32@ // (int) 
$8076 += 1000 
64@ = 1 

:SHRANGE_7489
if 
   not fading 
else_jump @SHRANGE_7709 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_7709 
if 
  2 > $5287 
else_jump @SHRANGE_7621 
if 
  64@ == 1 
else_jump @SHRANGE_7621 
64@ = 2 
fade 1 700 
$5287 = 2 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 

:SHRANGE_7621
$8032[0] = 0 
$8032[1] = 0 
$8032[2] = 0 
$8071[0] = 0 
$8071[1] = 0 
$8071[2] = 0 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
$8075 = 5 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
Player.CanMove($PLAYER_CHAR) = True

:SHRANGE_7709
if 
  $8075 == 5 
else_jump @SHRANGE_7785 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_7785 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
$8075 = 6 
008A: $8076 = 32@ // (int) 
$8076 += 1000 

:SHRANGE_7785
if 
  $8075 == 6 
else_jump @SHRANGE_7861 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_7861 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
$8075 = 7 
008A: $8076 = 32@ // (int) 
$8076 += 1000 

:SHRANGE_7861
if 
  $8075 == 7 
else_jump @SHRANGE_7921 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_7921 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~LOS!
$8075 = 8 

:SHRANGE_7921
if 
  $8075 == 8 
else_jump @SHRANGE_8056 
if and
  $8032[0] == 3 
  $8071[0] == 3 
else_jump @SHRANGE_7978 
$8070 = 20 
$8075 = 0 

:SHRANGE_7978
if and
  $8032[2] == 3 
  $8071[2] == 3 
else_jump @SHRANGE_8017 
$8070 = 20 
$8075 = 0 

:SHRANGE_8017
if and
  $8032[1] == 3 
  $8071[1] == 3 
else_jump @SHRANGE_8056 
$8070 = 3 
$8075 = 0 

:SHRANGE_8056
if 
  $8075 == 10 
else_jump @SHRANGE_8102 
$8032[0] = 5 
$8032[1] = 5 
$8032[2] = 5 
$8075 = 11 

:SHRANGE_8102
if 
  $8075 == 11 
else_jump @SHRANGE_8279 
if and
  $8032[0] == 99 
  $8032[1] == 99 
  $8032[2] == 99 
else_jump @SHRANGE_8279 
00BE: text_clear_all 
if 
  $8124 == 4 
else_jump @SHRANGE_8188 
00BA: show_text_styled GXT 'ANR_48' time 3000 style 1  // Micro SMG ~n~Runde 2

:SHRANGE_8188
if 
  $8124 == 7 
else_jump @SHRANGE_8222 
00BA: show_text_styled GXT 'ANR_24' time 3000 style 1  // Schrotflinte ~n~Runde 2

:SHRANGE_8222
if 
  $8124 == 10 
else_jump @SHRANGE_8256 
00BA: show_text_styled GXT 'ANR_51' time 3000 style 1  // AK-47 ~n~Runde 2

:SHRANGE_8256
008A: $8076 = 32@ // (int) 
$8076 += 4000 
$8075 = 12 

:SHRANGE_8279
if 
  $8075 == 12 
else_jump @SHRANGE_8388 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_8388 
$8025[0] = 4 
$8025[1] = 4 
$8025[2] = 4 
$8071[0] = 0 
$8071[1] = 0 
$8071[2] = 0 
$8075 = 4 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
Player.CanMove($PLAYER_CHAR) = True

:SHRANGE_8388
jump @SHRANGE_11087 

:SHRANGE_8395
if 
  $5287 > 2 
else_jump @SHRANGE_8452 
if and
  4 > $8075 
  $8075 > 1 
else_jump @SHRANGE_8452 
$8076 = 0 
$8075 = 4 

:SHRANGE_8452
if 
  $8075 == 0 
else_jump @SHRANGE_8577 
$8125 = 0 
$8126 = 0 
$8127 = 0 
$8071[0] = 0 
$8071[1] = 0 
$8071[2] = 0 
$8032[0] = 5 
$8032[1] = 5 
$8032[2] = 5 
$8025[0] = 0 
$8025[1] = 5 
$8025[2] = 0 
$8075 = 1 
008A: $8076 = 32@ // (int) 
$8076 += 8000 

:SHRANGE_8577
if 
  $8075 == 1 
else_jump @SHRANGE_8670 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_8670 
if 
  3 > $5287 
else_jump @SHRANGE_8647 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:SHRANGE_8647
$8075 = 2 
008A: $8076 = 32@ // (int) 
$8076 += 1500 

:SHRANGE_8670
if 
  $8075 == 2 
else_jump @SHRANGE_8980 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_8980 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
03D6: remove_styled_text 'ANR_41'  // Runde 1 bestanden
00BA: show_text_styled GXT 'ANR_19' time 4000 style 1  // Pistole ~n~Runde 3
00BB: show_text_lowpriority GXT 'ANR_33' time 3000 flag 1  // ~s~In dieser Runde wird es nur ein Ziel geben.
00BB: show_text_lowpriority GXT 'ANR_34' time 3000 flag 1  // ~s~Die Gegner werden gleichzeitig auf das Ziel feuern.
00BB: show_text_lowpriority GXT 'ANR_35' time 3000 flag 1  // ~s~Jedes getroffene Element bringt einen Punkt.
00BB: show_text_lowpriority GXT 'ANR_46' time 3000 flag 1  // ~s~Wer zuerst 20 Punkte erreicht, gewinnt.
$8083 = 3.0583 
$8084 = 0.6889 
$TEMPVAR_FLOAT_3 = 1.2953 
gosub @SHRANGE_16849 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
$8083 = 2.9703 
$8084 = 1.684 
$TEMPVAR_FLOAT_3 = 1.2513 
gosub @SHRANGE_16849 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
fade 1 1000 
$8075 = 3 
008A: $8076 = 32@ // (int) 
$8076 += 12000 
$8032[0] = 5 
$8032[1] = 0 
$8032[2] = 5 

:SHRANGE_8980
if 
  $8075 == 3 
else_jump @SHRANGE_9086 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_9086 
if 
  3 > $5287 
else_jump @SHRANGE_9042 
fade 0 1000 

:SHRANGE_9042
008A: $8076 = 32@ // (int) 
$8076 += 1500 
$8075 = 4 
$8125 = 0 
$8126 = 0 
$8127 = 0 

:SHRANGE_9086
if 
  $8075 == 4 
else_jump @SHRANGE_9392 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_9392 
if 
   not fading 
else_jump @SHRANGE_9392 
03C4: set_status_text $8125 type 0 GXT 'ANR_37' // global_variable  // ~s~Gegner 1
04F7: status_text $8126 type 0 line 2 GXT 'ANR_39' // global_variable  // ~s~Carl
04F7: status_text $8127 type 0 line 3 GXT 'ANR_38' // global_variable  // ~s~Gegner 2
fade 1 1000 
if 
  3 > $5287 
else_jump @SHRANGE_9252 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
Camera.Restore_WithJumpCut

:SHRANGE_9252
if 
  $5287 == 2 
else_jump @SHRANGE_9284 
$5287 = 3 
jump @SHRANGE_9300 

:SHRANGE_9284
00BA: show_text_styled GXT 'ANR_19' time 2000 style 1  // Pistole ~n~Runde 3

:SHRANGE_9300
$8071[0] = 0 
$8071[1] = 0 
$8071[2] = 0 
$8032[0] = 5 
$8032[1] = 0 
$8032[2] = 5 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
$8075 = 5 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 

:SHRANGE_9392
if 
  $8075 == 5 
else_jump @SHRANGE_9468 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_9468 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
$8075 = 6 
008A: $8076 = 32@ // (int) 
$8076 += 1000 

:SHRANGE_9468
if 
  $8075 == 6 
else_jump @SHRANGE_9544 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_9544 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
$8075 = 7 
008A: $8076 = 32@ // (int) 
$8076 += 1000 

:SHRANGE_9544
if 
  $8075 == 7 
else_jump @SHRANGE_9625 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_9625 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~LOS!
$8075 = 8 
$8125 = 0 
$8126 = 0 
$8127 = 0 

:SHRANGE_9625
if 
  $8075 == 8 
else_jump @SHRANGE_9744 
if 
  $8126 >= 20 
else_jump @SHRANGE_9690 
$8070 = 3 
$8075 = 0 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 

:SHRANGE_9690
if or
  $8125 >= 20 
  $8127 >= 20 
else_jump @SHRANGE_9744 
$8070 = 20 
$8075 = 0 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 

:SHRANGE_9744
if 
  $8075 == 10 
else_jump @SHRANGE_9806 
$8032[0] = 5 
$8032[1] = 5 
$8032[2] = 5 
008A: $8076 = 32@ // (int) 
$8076 += 7000 
$8075 = 11 

:SHRANGE_9806
if 
  $8075 == 11 
else_jump @SHRANGE_9989 
if and
  $8032[0] == 99 
  $8032[1] == 99 
  $8032[2] == 99 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_9989 
if 
  $8124 == 5 
else_jump @SHRANGE_9898 
00BA: show_text_styled GXT 'ANR_49' time 2000 style 1  // Micro SMG ~n~Runde 3

:SHRANGE_9898
if 
  $8124 == 8 
else_jump @SHRANGE_9932 
00BA: show_text_styled GXT 'ANR_25' time 2000 style 1  // Schrotflinte ~n~Runde 3

:SHRANGE_9932
if 
  $8124 == 11 
else_jump @SHRANGE_9966 
00BA: show_text_styled GXT 'ANR_52' time 2000 style 1  // AK-47 ~n~Runde 3

:SHRANGE_9966
008A: $8076 = 32@ // (int) 
$8076 += 4000 
$8075 = 12 

:SHRANGE_9989
if 
  $8075 == 12 
else_jump @SHRANGE_10205 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_10205 
$8125 = 0 
$8126 = 0 
$8127 = 0 
$8071[1] = 0 
$8032[1] = 0 
$8025[0] = 0 
$8025[1] = 5 
$8025[2] = 0 
$8125 = 0 
$8126 = 0 
$8127 = 0 
03C4: set_status_text $8125 type 0 GXT 'ANR_37' // global_variable  // ~s~Gegner 1
04F7: status_text $8126 type 0 line 2 GXT 'ANR_39' // global_variable  // ~s~Carl
04F7: status_text $8127 type 0 line 3 GXT 'ANR_38' // global_variable  // ~s~Gegner 2
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
$8075 = 5 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 

:SHRANGE_10205
jump @SHRANGE_11087 

:SHRANGE_10212
if 
  $8075 == 0 
else_jump @SHRANGE_10269 
00BA: show_text_styled GXT 'ANR_16' time 3000 style 1  // ~r~Du wurdest besiegt.
008A: $8076 = 32@ // (int) 
$8076 += 3000 
$8075 = 1 

:SHRANGE_10269
if 
  $8075 == 1 
else_jump @SHRANGE_10320 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_10320 
fade 0 1000 
$8075 = 2 

:SHRANGE_10320
if 
  $8075 == 2 
else_jump @SHRANGE_10378 
if 
   not fading 
else_jump @SHRANGE_10378 
008A: $8076 = 32@ // (int) 
$8076 += 500 
08F8: display_stat_update_box 1 
$8075 = 3 

:SHRANGE_10378
if 
  $8075 == 3 
else_jump @SHRANGE_11080 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_11080 
$8083 = 2.0 
$8084 = -12.0 
$TEMPVAR_FLOAT_3 = 0.0 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
gosub @SHRANGE_16849 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0555: remove_weapon 22 from_actor $PLAYER_ACTOR 
if 
  $8131 > 0 
else_jump @SHRANGE_10547 

:SHRANGE_10504
if 
   not Model.Available($8139)
else_jump @SHRANGE_10536 
Model.Load($8139)
wait 0 
jump @SHRANGE_10504 

:SHRANGE_10536
01B2: give_actor $PLAYER_ACTOR weapon $8135 ammo $8131 // Load the weapon model before using this 

:SHRANGE_10547
0555: remove_weapon 28 from_actor $PLAYER_ACTOR 
if 
  $8132 > 0 
else_jump @SHRANGE_10615 

:SHRANGE_10572
if 
   not Model.Available($8140)
else_jump @SHRANGE_10604 
Model.Load($8140)
wait 0 
jump @SHRANGE_10572 

:SHRANGE_10604
01B2: give_actor $PLAYER_ACTOR weapon $8136 ammo $8132 // Load the weapon model before using this 

:SHRANGE_10615
0555: remove_weapon 25 from_actor $PLAYER_ACTOR 
if 
  $8133 > 0 
else_jump @SHRANGE_10683 

:SHRANGE_10640
if 
   not Model.Available($8141)
else_jump @SHRANGE_10672 
Model.Load($8141)
wait 0 
jump @SHRANGE_10640 

:SHRANGE_10672
01B2: give_actor $PLAYER_ACTOR weapon $8137 ammo $8133 // Load the weapon model before using this 

:SHRANGE_10683
0555: remove_weapon 30 from_actor $PLAYER_ACTOR 
if 
  $8134 > 0 
else_jump @SHRANGE_10751 

:SHRANGE_10708
if 
   not Model.Available($8142)
else_jump @SHRANGE_10740 
Model.Load($8142)
wait 0 
jump @SHRANGE_10708 

:SHRANGE_10740
01B2: give_actor $PLAYER_ACTOR weapon $8138 ammo $8134 // Load the weapon model before using this 

:SHRANGE_10751
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
Object.Destroy($8065)
00BE: text_clear_all 
08C7: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 // versionB 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SHRANGE_10802 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False

:SHRANGE_10802
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SHRANGE_10845 
Actor.Angle($PLAYER_ACTOR) = 59@($SHOOTING_INDEX_2,4f)

:SHRANGE_10845
$8089[1] = 1 
fade 1 1000 
$8070 = 0 
$8075 = 0 
$8071[0] = 0 
$8071[1] = 0 
$8071[2] = 0 
$8028[0] = 0 
$8028[1] = 0 
$8028[2] = 0 
$8086[0] = 1 
if 
   Actor.Dead($8094[1])
else_jump @SHRANGE_10945 
$8086[1] = 0 

:SHRANGE_10945
$8086[2] = 1 
$8025[0] = 0 
$8025[1] = 0 
$8025[2] = 0 
$8032[0] = 0 
$8032[1] = 0 
$8032[2] = 0 
if 
  34@ == 1 
else_jump @SHRANGE_11039 
0A0E: unknown_text_stuff 1 
00BB: show_text_lowpriority GXT 'ANR_A1' time 4000 flag 1  // ~s~Schiestand-Wettbewerb abgebrochen.
34@ = 0 

:SHRANGE_11039
if and
   not $5273 == 4 
   not 34@ == 1 
else_jump @SHRANGE_11080 
00BB: show_text_lowpriority GXT 'ANR_55' time 4000 flag 1  // Komm spter wieder, dann gibt es weitere Schiewettbewerbe.

:SHRANGE_11080
jump @SHRANGE_11087 

:SHRANGE_11087
return 

:SHRANGE_11089
$SHOOTING_INDEX = 0 
0084: $8143 = $8032[0] // (int) 
0084: $8146 = $8032[1] // (int) 
0084: $8149 = $8032[2] // (int) 

:SHRANGE_11120
if 
  3 > $SHOOTING_INDEX 
else_jump @SHRANGE_13476 
0871: init_jump_table $8086($SHOOTING_INDEX,3i) total_jumps 5 default_jump 0 @SHRANGE_13462 jumps 0 @SHRANGE_11205 1 @SHRANGE_11619 2 @SHRANGE_11888 3 @SHRANGE_12876 4 @SHRANGE_13415 -1 @SHRANGE_13462 -1 @SHRANGE_13462 

:SHRANGE_11205
if 
  $8089($SHOOTING_INDEX,3i) == 1 
else_jump @SHRANGE_11612 
$8086($SHOOTING_INDEX,3i) = 1 
0088: $TEMPVAR_FLOAT_1 = 35@($SHOOTING_INDEX_2,4f) // (float) 
0088: $TEMPVAR_FLOAT_2 = 39@($SHOOTING_INDEX_2,4f) // (float) 
0088: $TEMPVAR_FLOAT_3 = 43@($SHOOTING_INDEX_2,4f) // (float) 
0087: 63@ = 59@($SHOOTING_INDEX_2,4f) // (float) 
if 
  $SHOOTING_INDEX == 1 
else_jump @SHRANGE_11403 
if 
  63@ == 90.0 
else_jump @SHRANGE_11337 
005F: $TEMPVAR_FLOAT_2 += 47@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11337
if 
  63@ == 270.0 
else_jump @SHRANGE_11370 
0067: $TEMPVAR_FLOAT_2 -= 47@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11370
if 
  63@ == 0.0 
else_jump @SHRANGE_11403 
005F: $TEMPVAR_FLOAT_1 += 47@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11403
if 
  $SHOOTING_INDEX == 2 
else_jump @SHRANGE_11520 
if 
  63@ == 90.0 
else_jump @SHRANGE_11454 
005F: $TEMPVAR_FLOAT_2 += 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11454
if 
  63@ == 270.0 
else_jump @SHRANGE_11487 
0067: $TEMPVAR_FLOAT_2 -= 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11487
if 
  63@ == 0.0 
else_jump @SHRANGE_11520 
005F: $TEMPVAR_FLOAT_1 += 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11520
0376: $8094($SHOOTING_INDEX,3i) = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
   not Actor.Dead($8094($SHOOTING_INDEX,3i))
else_jump @SHRANGE_11612 
Actor.SetImmunities($8094($SHOOTING_INDEX,3i), 1, 1, 1, 1, 1)
060B: set_actor $8094($SHOOTING_INDEX,3i) decision_maker_to $8069 
Actor.WeaponAccuracy($8094($SHOOTING_INDEX,3i)) = 93
Actor.Angle($8094($SHOOTING_INDEX,3i)) = 63@

:SHRANGE_11612
jump @SHRANGE_13462 

:SHRANGE_11619
if 
   not Actor.Dead($8094($SHOOTING_INDEX,3i))
else_jump @SHRANGE_11881 
if 
  $8028($SHOOTING_INDEX,4i) == 0 
else_jump @SHRANGE_11674 
0209: $8028($SHOOTING_INDEX,4i) = random_int_in_ranges 1 5 

:SHRANGE_11674
if 
  $8028($SHOOTING_INDEX,4i) == 1 
else_jump @SHRANGE_11723 
01B2: give_actor $8094($SHOOTING_INDEX,3i) weapon 22 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 22 

:SHRANGE_11723
if 
  $8028($SHOOTING_INDEX,4i) == 2 
else_jump @SHRANGE_11772 
01B2: give_actor $8094($SHOOTING_INDEX,3i) weapon 28 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 28 

:SHRANGE_11772
if 
  $8028($SHOOTING_INDEX,4i) == 3 
else_jump @SHRANGE_11821 
01B2: give_actor $8094($SHOOTING_INDEX,3i) weapon 25 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 25 

:SHRANGE_11821
if 
  $8028($SHOOTING_INDEX,4i) == 4 
else_jump @SHRANGE_11870 
01B2: give_actor $8094($SHOOTING_INDEX,3i) weapon 30 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 30 

:SHRANGE_11870
$8086($SHOOTING_INDEX,3i) = 2 

:SHRANGE_11881
jump @SHRANGE_13462 

:SHRANGE_11888
$8077 = 0 
if 
  $8032($SHOOTING_INDEX,3i) == 2 
else_jump @SHRANGE_11924 
$8077 = 1 

:SHRANGE_11924
if and
  $8070 == 5 
  $8032[1] == 2 
else_jump @SHRANGE_11956 
$8077 = 1 

:SHRANGE_11956
if 
  $SHOOTING_INDEX == 0 
else_jump @SHRANGE_11982 
0084: $8144 = $8077 // (int) 

:SHRANGE_11982
if 
  $SHOOTING_INDEX == 1 
else_jump @SHRANGE_12008 
0084: $8147 = $8077 // (int) 

:SHRANGE_12008
if 
  $SHOOTING_INDEX == 2 
else_jump @SHRANGE_12034 
0084: $8150 = $8077 // (int) 

:SHRANGE_12034
if 
  $8077 == 1 
else_jump @SHRANGE_12807 
if 
001F:   32@ > $8121($SHOOTING_INDEX,3i) // (int) 
else_jump @SHRANGE_12800 
0209: $8077 = random_int_in_ranges 1 8 
if 
  $8070 == 5 
else_jump @SHRANGE_12116 
$8077 += 8 
jump @SHRANGE_12166 

:SHRANGE_12116
if 
  $SHOOTING_INDEX == 2 
else_jump @SHRANGE_12141 
$8077 += 16 

:SHRANGE_12141
if 
  $SHOOTING_INDEX == 1 
else_jump @SHRANGE_12166 
$8077 += 8 

:SHRANGE_12166
$8092 = 0 

:SHRANGE_12173
if and
0366:   object $8097($8077,24i) damaged 
  8 > $8092 
else_jump @SHRANGE_12260 
$8077 += 1 
$8092 += 1 
if or
  $8077 == 8 
  $8077 == 24 
  $8077 == 16 
else_jump @SHRANGE_12253 
$8077 -= 7 

:SHRANGE_12253
jump @SHRANGE_12173 

:SHRANGE_12260
if 
  $SHOOTING_INDEX == 0 
else_jump @SHRANGE_12286 
0084: $8145 = $8092 // (int) 

:SHRANGE_12286
if 
  $SHOOTING_INDEX == 1 
else_jump @SHRANGE_12312 
0084: $8148 = $8092 // (int) 

:SHRANGE_12312
if 
  $SHOOTING_INDEX == 2 
else_jump @SHRANGE_12338 
0084: $8151 = $8092 // (int) 

:SHRANGE_12338
if 
   not Actor.Dead($8094($SHOOTING_INDEX,3i))
else_jump @SHRANGE_12800 
Object.StorePos($8097($8077,24i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if and
  $8077 > 8 
  16 > $8077 
else_jump @SHRANGE_12408 
$8077 -= 8 

:SHRANGE_12408
if and
  $8077 > 16 
  24 > $8077 
else_jump @SHRANGE_12440 
$8077 -= 16 

:SHRANGE_12440
if 
  63@ == 0.0 
else_jump @SHRANGE_12473 
0059: $TEMPVAR_FLOAT_1 += $8038($8077,8f) // (float) 

:SHRANGE_12473
if 
  63@ == 90.0 
else_jump @SHRANGE_12506 
0059: $TEMPVAR_FLOAT_2 += $8038($8077,8f) // (float) 

:SHRANGE_12506
if 
  63@ == 270.0 
else_jump @SHRANGE_12539 
0061: $TEMPVAR_FLOAT_2 -= $8038($8077,8f) // (float) 

:SHRANGE_12539
0059: $TEMPVAR_FLOAT_3 += $8046($8077,8f) // (float) 
if 
  $8124 >= 8 
else_jump @SHRANGE_12652 
062E: unknown_get_actor $8094($SHOOTING_INDEX,3i) task 1640 status_store_to $8077 // ret 7 if not found 
if 
04A3:   $8077 == 7 // $ == any 
else_jump @SHRANGE_12645 
Actor.LockInCurrentPosition($8094($SHOOTING_INDEX,3i)) = True
0668: AS_actor $8094($SHOOTING_INDEX,3i) rotate_and_shoot_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 800 ms 
Actor.WeaponAccuracy($8094($SHOOTING_INDEX,3i)) = 95

:SHRANGE_12645
jump @SHRANGE_12717 

:SHRANGE_12652
062E: unknown_get_actor $8094($SHOOTING_INDEX,3i) task 1640 status_store_to $8077 // ret 7 if not found 
if 
04A3:   $8077 == 7 // $ == any 
else_jump @SHRANGE_12717 
Actor.LockInCurrentPosition($8094($SHOOTING_INDEX,3i)) = True
0668: AS_actor $8094($SHOOTING_INDEX,3i) rotate_and_shoot_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1500 ms 

:SHRANGE_12717
if 
  $8124 >= 8 
else_jump @SHRANGE_12765 
0209: $8077 = random_int_in_ranges 200 400 
$8121($SHOOTING_INDEX,3i) += 600 
jump @SHRANGE_12776 

:SHRANGE_12765
0209: $8077 = random_int_in_ranges 200 1600 

:SHRANGE_12776
008A: $8121($SHOOTING_INDEX,3i) = 32@ // (int) 
0058: $8121($SHOOTING_INDEX,3i) += $8077 // (int) 

:SHRANGE_12800
jump @SHRANGE_12869 

:SHRANGE_12807
if 
   not Actor.Dead($8094($SHOOTING_INDEX,3i))
else_jump @SHRANGE_12869 
062E: unknown_get_actor $8094($SHOOTING_INDEX,3i) task 1640 status_store_to $8077 // ret 7 if not found 
if 
84A3:   not  $8077 == 7 // $ == any 
else_jump @SHRANGE_12869 
0687: clear_actor $8094($SHOOTING_INDEX,3i) task 

:SHRANGE_12869
jump @SHRANGE_13462 

:SHRANGE_12876
if 
   not Actor.Dead($8094($SHOOTING_INDEX,3i))
else_jump @SHRANGE_13408 
Actor.StorePos($8094($SHOOTING_INDEX,3i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.LockInCurrentPosition($8094($SHOOTING_INDEX,3i)) = False
05D6: clear_scmpath 
0615: define_AS_pack_begin $8079 
$8083 = 0.0 
005F: $8083 += 47@($SHOOTING_INDEX_2,4f) // (float) 
$8084 = -1.0 
02F7: $8081 = sine 59@($SHOOTING_INDEX_2,4f) // (float) 
02F6: $8082 = cosine 59@($SHOOTING_INDEX_2,4f) // (float) 
if 
  59@($SHOOTING_INDEX_2,4f) == 0.0 
else_jump @SHRANGE_13052 
0086: $TEMPVAR_FLOAT_1 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8081 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8081 // (float) 
jump @SHRANGE_13094 

:SHRANGE_13052
$8084 *= -1.0 
0086: $TEMPVAR_FLOAT_1 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8082 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8082 // (float) 

:SHRANGE_13094
005F: $TEMPVAR_FLOAT_1 += 35@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_2 += 39@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_3 += 43@($SHOOTING_INDEX_2,4f) // (float) 
0087: 63@ = 59@($SHOOTING_INDEX_2,4f) // (float) 
63@ -= 180.0 
05D4: AS_actor -1 rotate_angle 63@ 
0087: 63@ = 59@($SHOOTING_INDEX_2,4f) // (float) 
05D7: add_point_to_scmpath $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$8083 = -0.5 
005F: $8083 += 47@($SHOOTING_INDEX_2,4f) // (float) 
$8084 = -4.5 
if 
  59@($SHOOTING_INDEX_2,4f) == 0.0 
else_jump @SHRANGE_13278 
0086: $TEMPVAR_FLOAT_1 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8081 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8081 // (float) 
jump @SHRANGE_13320 

:SHRANGE_13278
$8084 *= -1.0 
0086: $TEMPVAR_FLOAT_1 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8082 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8082 // (float) 

:SHRANGE_13320
005F: $TEMPVAR_FLOAT_1 += 35@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_2 += 39@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_3 += 43@($SHOOTING_INDEX_2,4f) // (float) 
05D7: add_point_to_scmpath $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end $8079 
0618: assign_actor $8094($SHOOTING_INDEX,3i) to_AS_pack $8079 
061B: remove_references_to_AS_pack $8079 
$8086($SHOOTING_INDEX,3i) = 99 

:SHRANGE_13408
jump @SHRANGE_13462 

:SHRANGE_13415
if 
   not Actor.Dead($8094($SHOOTING_INDEX,3i))
else_jump @SHRANGE_13444 
Actor.DestroyInstantly($8094($SHOOTING_INDEX,3i))

:SHRANGE_13444
$8086($SHOOTING_INDEX,3i) = 0 
jump @SHRANGE_13462 

:SHRANGE_13462
$SHOOTING_INDEX += 1 
jump @SHRANGE_11120 

:SHRANGE_13476
return 

:SHRANGE_13478
$SHOOTING_INDEX = 0 

:SHRANGE_13485
if 
  3 > $SHOOTING_INDEX 
else_jump @SHRANGE_16847 
0871: init_jump_table $8032($SHOOTING_INDEX,3i) total_jumps 6 default_jump 0 @SHRANGE_16833 jumps 0 @SHRANGE_13570 1 @SHRANGE_14352 2 @SHRANGE_14681 3 @SHRANGE_16282 4 @SHRANGE_16584 5 @SHRANGE_16705 -1 @SHRANGE_16833 

:SHRANGE_13570
0708: reset_decision_maker $8069 event 15 
$8032($SHOOTING_INDEX,3i) = 1 
if 
  $8025($SHOOTING_INDEX,3i) == 0 
else_jump @SHRANGE_13656 
0209: $8025($SHOOTING_INDEX,3i) = random_int_in_ranges 1 3 
if 
  $8025($SHOOTING_INDEX,3i) == 2 
else_jump @SHRANGE_13656 
$8025($SHOOTING_INDEX,3i) = 4 

:SHRANGE_13656
$TEMPVAR_FLOAT_1 = 0.0 
$TEMPVAR_FLOAT_2 = 5.0 
$TEMPVAR_FLOAT_3 = 4.0 
0087: 63@ = 59@($SHOOTING_INDEX_2,4f) // (float) 
if 
  5 > $8025($SHOOTING_INDEX,3i) 
else_jump @SHRANGE_13887 
if 
  $SHOOTING_INDEX == 1 
else_jump @SHRANGE_13750 
005F: $TEMPVAR_FLOAT_1 += 47@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_13750
if 
  $SHOOTING_INDEX == 2 
else_jump @SHRANGE_13780 
005F: $TEMPVAR_FLOAT_1 += 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_13780
if 
  $8025($SHOOTING_INDEX,3i) == 1 
else_jump @SHRANGE_13812 
$TEMPVAR_FLOAT_2 += 0.0 

:SHRANGE_13812
if 
  $8025($SHOOTING_INDEX,3i) == 2 
else_jump @SHRANGE_13844 
$TEMPVAR_FLOAT_2 += 5.0 

:SHRANGE_13844
if or
  $8025($SHOOTING_INDEX,3i) == 3 
  $8025($SHOOTING_INDEX,3i) == 4 
else_jump @SHRANGE_13887 
$TEMPVAR_FLOAT_2 += 10.0 

:SHRANGE_13887
if 
  $8025($SHOOTING_INDEX,3i) == 5 
else_jump @SHRANGE_13971 
0208: $8085 = random_float_in_ranges 0.0 10.0 
0059: $TEMPVAR_FLOAT_2 += $8085 // (float) 
0209: $8080 = random_int_in_ranges 0 2 
if 
  $8080 == 1 
else_jump @SHRANGE_13971 
005F: $TEMPVAR_FLOAT_1 += 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_13971
0086: $8083 = $TEMPVAR_FLOAT_1 // (float) 
0086: $8084 = $TEMPVAR_FLOAT_2 // (float) 
gosub @SHRANGE_16849 
0084: $8077 = $SHOOTING_INDEX // (int) 
$8077 *= 8 
if 
03CA:   object $8097($8077,24i) exists 
else_jump @SHRANGE_14038 
Object.Destroy($8097($8077,24i))

:SHRANGE_14038
$8097($8077,24i) = Object.Init($8057[0], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0453: set_object $8097($8077,24i) XY_rotation 90.0 0.0 angle 63@ 
097B: play_audio_at_object $8097($8077,24i) event 1032 
$8054($SHOOTING_INDEX,3f) = 90.0 
$8092 = 1 

:SHRANGE_14114
if 
  8 > $8092 
else_jump @SHRANGE_14322 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
0058: $8093 += $8092 // (int) 
if 
03CA:   object $8097($8093,24i) exists 
else_jump @SHRANGE_14184 
Object.Destroy($8097($8093,24i))

:SHRANGE_14184
$8097($8093,24i) = Object.Init($8057($8092,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
069A: attach_object $8097($8093,24i) to_object $8097($8077,24i) with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
if 
03CA:   object $8097($8093,24i) exists 
else_jump @SHRANGE_14308 
0453: set_object $8097($8093,24i) XY_rotation 90.0 0.0 angle 63@ 
Object.CollisionDetection($8097($8093,24i)) = False

:SHRANGE_14308
$8092 += 1 
jump @SHRANGE_14114 

:SHRANGE_14322
$8071($SHOOTING_INDEX,3i) += 1 
008A: $8066($SHOOTING_INDEX,3i) = 32@ // (int) 
jump @SHRANGE_16833 

:SHRANGE_14352
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($SHOOTING_INDEX,3i) // (int) 
if 
  $8077 > 3000 
else_jump @SHRANGE_14399 
$8077 = 3000 

:SHRANGE_14399
008D: $8081 = integer $8077 to_float 
$8081 /= 3000.0 
$8081 *= -90.0 
$8081 += 90.0 
0086: $8054($SHOOTING_INDEX,3f) = $8081 // (float) 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
if 
03CA:   object $8097($8093,24i) exists 
else_jump @SHRANGE_14508 
0453: set_object $8097($8093,24i) XY_rotation $8054($SHOOTING_INDEX,3f) 0.0 angle 63@ 

:SHRANGE_14508
if 
  0.0 >= $8054($SHOOTING_INDEX,3f) 
else_jump @SHRANGE_14674 
$8032($SHOOTING_INDEX,3i) = 2 
008A: $8066($SHOOTING_INDEX,3i) = 32@ // (int) 
if or
  $8025($SHOOTING_INDEX,3i) == 4 
  $8025($SHOOTING_INDEX,3i) == 5 
else_jump @SHRANGE_14601 
097B: play_audio_at_object $8097($8093,24i) event 1033 

:SHRANGE_14601
$8092 = 0 

:SHRANGE_14608
if 
  8 > $8092 
else_jump @SHRANGE_14674 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
0058: $8093 += $8092 // (int) 
Object.CollisionDetection($8097($8093,24i)) = True
$8092 += 1 
jump @SHRANGE_14608 

:SHRANGE_14674
jump @SHRANGE_16833 

:SHRANGE_14681
if 
  $8025($SHOOTING_INDEX,3i) == 4 
else_jump @SHRANGE_15317 
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($SHOOTING_INDEX,3i) // (int) 
if 
  $8071($SHOOTING_INDEX,3i) == 4 
else_jump @SHRANGE_14756 
$8071($SHOOTING_INDEX,3i) = 1 

:SHRANGE_14756
if 
  $8071($SHOOTING_INDEX,3i) == 1 
else_jump @SHRANGE_14832 
if 
  $8077 > 20000 
else_jump @SHRANGE_14832 
$8077 = 20000 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 

:SHRANGE_14832
if 
  $8071($SHOOTING_INDEX,3i) == 2 
else_jump @SHRANGE_14908 
if 
  $8077 > 15000 
else_jump @SHRANGE_14908 
$8077 = 15000 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 

:SHRANGE_14908
if 
  $8071($SHOOTING_INDEX,3i) == 3 
else_jump @SHRANGE_14984 
if 
  $8077 > 10000 
else_jump @SHRANGE_14984 
$8077 = 10000 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 

:SHRANGE_14984
008D: $8081 = integer $8077 to_float 
if 
  $8071($SHOOTING_INDEX,3i) == 1 
else_jump @SHRANGE_15024 
$8081 /= 20000.0 

:SHRANGE_15024
if 
  $8071($SHOOTING_INDEX,3i) == 2 
else_jump @SHRANGE_15056 
$8081 /= 15000.0 

:SHRANGE_15056
if 
  $8071($SHOOTING_INDEX,3i) == 3 
else_jump @SHRANGE_15088 
$8081 /= 10000.0 

:SHRANGE_15088
$8081 *= 10.0 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
Object.StorePos($8097($8093,24i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  63@ == 90.0 
else_jump @SHRANGE_15182 
0088: $TEMPVAR_FLOAT_1 = 35@($SHOOTING_INDEX_2,4f) // (float) 
$TEMPVAR_FLOAT_1 -= 15.0 
0059: $TEMPVAR_FLOAT_1 += $8081 // (float) 

:SHRANGE_15182
if 
  63@ == 270.0 
else_jump @SHRANGE_15233 
0088: $TEMPVAR_FLOAT_1 = 35@($SHOOTING_INDEX_2,4f) // (float) 
$TEMPVAR_FLOAT_1 += 15.0 
0061: $TEMPVAR_FLOAT_1 -= $8081 // (float) 

:SHRANGE_15233
if 
  63@ == 0.0 
else_jump @SHRANGE_15284 
0088: $TEMPVAR_FLOAT_2 = 39@($SHOOTING_INDEX_2,4f) // (float) 
$TEMPVAR_FLOAT_2 += 15.0 
0061: $TEMPVAR_FLOAT_2 -= $8081 // (float) 

:SHRANGE_15284
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
Object.PutAt($8097($8093,24i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:SHRANGE_15317
if 
  $8025($SHOOTING_INDEX,3i) == 5 
else_jump @SHRANGE_15674 
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($SHOOTING_INDEX,3i) // (int) 
if 
  $8077 > 10000 
else_jump @SHRANGE_15523 
$8077 = 10000 
$8032($SHOOTING_INDEX,3i) = 3 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 
097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1032 
008A: $8066($SHOOTING_INDEX,3i) = 32@ // (int) 
$8092 = 0 

:SHRANGE_15457
if 
  8 > $8092 
else_jump @SHRANGE_15523 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
0058: $8093 += $8092 // (int) 
Object.CollisionDetection($8097($8093,24i)) = False
$8092 += 1 
jump @SHRANGE_15457 

:SHRANGE_15523
008D: $8081 = integer $8077 to_float 
$8081 /= 10000.0 
006D: $8081 *= 51@($SHOOTING_INDEX_2,4f) // (float) 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
if 
  $8080 == 0 
else_jump @SHRANGE_15601 
0086: $8083 = $8081 // (float) 
jump @SHRANGE_15621 

:SHRANGE_15601
0088: $8083 = 51@($SHOOTING_INDEX_2,4f) // (float) 
0061: $8083 -= $8081 // (float) 

:SHRANGE_15621
$TEMPVAR_FLOAT_3 = 4.0 
0086: $8084 = $8085 // (float) 
$8084 += 5.0 
gosub @SHRANGE_16849 
Object.PutAt($8097($8093,24i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:SHRANGE_15674
0084: $8077 = $8035($SHOOTING_INDEX,3i) // (int) 
$8035($SHOOTING_INDEX,3i) = 0 
$8092 = 0 

:SHRANGE_15704
if 
  8 > $8092 
else_jump @SHRANGE_15790 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
0058: $8093 += $8092 // (int) 
if 
0366:   object $8097($8093,24i) damaged 
else_jump @SHRANGE_15776 
$8035($SHOOTING_INDEX,3i) += 1 

:SHRANGE_15776
$8092 += 1 
jump @SHRANGE_15704 

:SHRANGE_15790
if 
001C:   $8035($SHOOTING_INDEX,3i) > $8077 // (int) 
else_jump @SHRANGE_15825 
097B: play_audio_at_object $8097($8093,24i) event 1031 

:SHRANGE_15825
if 
  $SHOOTING_INDEX == 1 
else_jump @SHRANGE_16148 
if 
001C:   $8035[1] > $8077 // (int) 
else_jump @SHRANGE_16148 
0084: $8078 = $8035[1] // (int) 
0060: $8078 -= $8077 // (int) 
0209: $8077 = random_int_in_ranges 0 2 
if 
  $8077 == 0 
else_jump @SHRANGE_16030 
if 
   not Actor.Dead($8094[0])
else_jump @SHRANGE_16023 
if 
02E0:   actor $8094[0] aggressive 
else_jump @SHRANGE_15952 
0058: $8125 += $8078 // (int) 
jump @SHRANGE_16023 

:SHRANGE_15952
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @SHRANGE_15983 
0058: $8126 += $8078 // (int) 
jump @SHRANGE_16023 

:SHRANGE_15983
if 
   not Actor.Dead($8094[2])
else_jump @SHRANGE_16023 
if 
02E0:   actor $8094[2] aggressive 
else_jump @SHRANGE_16023 
0058: $8127 += $8078 // (int) 

:SHRANGE_16023
jump @SHRANGE_16148 

:SHRANGE_16030
if 
   not Actor.Dead($8094[2])
else_jump @SHRANGE_16148 
if 
02E0:   actor $8094[2] aggressive 
else_jump @SHRANGE_16077 
0058: $8127 += $8078 // (int) 
jump @SHRANGE_16148 

:SHRANGE_16077
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @SHRANGE_16108 
0058: $8126 += $8078 // (int) 
jump @SHRANGE_16148 

:SHRANGE_16108
if 
   not Actor.Dead($8094[0])
else_jump @SHRANGE_16148 
if 
02E0:   actor $8094[0] aggressive 
else_jump @SHRANGE_16148 
0058: $8125 += $8078 // (int) 

:SHRANGE_16148
if 
  $8035($SHOOTING_INDEX,3i) == 7 
else_jump @SHRANGE_16275 
008A: $8066($SHOOTING_INDEX,3i) = 32@ // (int) 
$8032($SHOOTING_INDEX,3i) = 3 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 
097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1032 
0708: reset_decision_maker $8069 event 15 
0709: set_decision_maker $8069 on_event 15 taskID 300 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 

:SHRANGE_16275
jump @SHRANGE_16833 

:SHRANGE_16282
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($SHOOTING_INDEX,3i) // (int) 
if 
  $8077 > 2000 
else_jump @SHRANGE_16329 
$8077 = 2000 

:SHRANGE_16329
008D: $8081 = integer $8077 to_float 
$8081 /= 2000.0 
$8081 *= 90.0 
0086: $8054($SHOOTING_INDEX,3f) = $8081 // (float) 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
if 
03CA:   object $8097($8093,24i) exists 
else_jump @SHRANGE_16428 
0453: set_object $8097($8093,24i) XY_rotation $8054($SHOOTING_INDEX,3f) 0.0 angle 63@ 

:SHRANGE_16428
if 
  $8054($SHOOTING_INDEX,3f) >= 90.0 
else_jump @SHRANGE_16577 
$8032($SHOOTING_INDEX,3i) = 0 
if 
  $8025($SHOOTING_INDEX,3i) == 3 
else_jump @SHRANGE_16504 
$8025($SHOOTING_INDEX,3i) = 1 
jump @SHRANGE_16577 

:SHRANGE_16504
if 
  $8025($SHOOTING_INDEX,3i) == 2 
else_jump @SHRANGE_16544 
$8025($SHOOTING_INDEX,3i) = 3 
jump @SHRANGE_16577 

:SHRANGE_16544
if 
  $8025($SHOOTING_INDEX,3i) == 1 
else_jump @SHRANGE_16577 
$8025($SHOOTING_INDEX,3i) = 2 

:SHRANGE_16577
jump @SHRANGE_16833 

:SHRANGE_16584
$8092 = 0 

:SHRANGE_16591
if 
  8 > $8092 
else_jump @SHRANGE_16687 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
0058: $8093 += $8092 // (int) 
if 
03CA:   object $8097($8092,24i) exists 
else_jump @SHRANGE_16673 
097B: play_audio_at_object $8097($8092,24i) event 1034 
Object.Destroy($8097($8092,24i))

:SHRANGE_16673
$8092 += 1 
jump @SHRANGE_16591 

:SHRANGE_16687
$8032($SHOOTING_INDEX,3i) = 99 
jump @SHRANGE_16833 

:SHRANGE_16705
$8054($SHOOTING_INDEX,3f) += 1.0 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
if 
03CA:   object $8097($8093,24i) exists 
else_jump @SHRANGE_16790 
097B: play_audio_at_object $8097($8093,24i) event 1034 
0453: set_object $8097($8093,24i) XY_rotation $8054($SHOOTING_INDEX,3f) 0.0 angle 63@ 

:SHRANGE_16790
if 
  $8054($SHOOTING_INDEX,3f) >= 90.0 
else_jump @SHRANGE_16826 
$8032($SHOOTING_INDEX,3i) = 4 

:SHRANGE_16826
jump @SHRANGE_16833 

:SHRANGE_16833
$SHOOTING_INDEX += 1 
jump @SHRANGE_13485 

:SHRANGE_16847
return 

:SHRANGE_16849
02F7: $8081 = sine 59@($SHOOTING_INDEX_2,4f) // (float) 
02F6: $8082 = cosine 59@($SHOOTING_INDEX_2,4f) // (float) 
if 
  59@($SHOOTING_INDEX_2,4f) == 0.0 
else_jump @SHRANGE_16937 
0086: $TEMPVAR_FLOAT_1 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8081 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8081 // (float) 
jump @SHRANGE_16979 

:SHRANGE_16937
$8084 *= -1.0 
0086: $TEMPVAR_FLOAT_1 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8082 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8082 // (float) 

:SHRANGE_16979
005F: $TEMPVAR_FLOAT_1 += 35@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_2 += 39@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_3 += 43@($SHOOTING_INDEX_2,4f) // (float) 
return 

:SHRANGE_17017
Actor.DestroyInstantly($8094[0])
Actor.DestroyInstantly($8094[1])
Actor.DestroyInstantly($8094[2])
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 
Model.Destroy(#TARGET_HEAD)
Model.Destroy(#TARGET_LARM)
Model.Destroy(#TARGET_RARM)
Model.Destroy(#TARGET_LLEG)
Model.Destroy(#TARGET_RLEG)
Model.Destroy(#TARGET_RTORSO)
Model.Destroy(#TARGET_LTORSO)
Model.Destroy(#TARGET_FRAME)
Model.Destroy(#COLT45)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#AK47)
065C: release_decision_maker $8069 
040D: unload_wav 4 
$8092 = 0 

:SHRANGE_17123
if 
  24 > $8092 
else_jump @SHRANGE_17184 
if 
03CA:   object $8097($8092,24i) exists 
else_jump @SHRANGE_17170 
Object.Destroy($8097($8092,24i))

:SHRANGE_17170
$8092 += 1 
jump @SHRANGE_17123 

:SHRANGE_17184
$ONMISSION_SHOOTING = 0 
$ONMISSION = 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SHRANGE_17221 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False

:SHRANGE_17221
end_thread 
return 
end_thread 

//-------------Mission 114---------------
// Originally: Los Santos Gym Fight School

:GYMLS
thread 'GYMLS' 
gosub @GYMLS_57 
0169: set_fade_color_RGB 0 0 0 
if 
wasted_or_busted 
else_jump @GYMLS_46 
gosub @GYMLS_5862 

:GYMLS_46
gosub @GYMLS_5902 
end_thread 
increment_mission_attempts 

:GYMLS_57
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_80 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMLS_80
$ONMISSION = 1 
$8152 = 0 
0623: add 1 to_integer_stat 198 
$ONMISSION_GYMFIGHT = 1 
054C: use_GXT_table 'GYM' 
Model.Load(#VBMYBOX)
Model.Load(#VWMYBOX)
Model.Load(#BMYDJ)
04ED: load_animation "RIOT" 
04ED: load_animation "FIGHT_B" 
04ED: load_animation "INT_SHOP" 
04ED: load_animation "GYMNASIUM" 
038B: load_requested_models 

:GYMLS_177
if or
84EE:   not animation "GYMNASIUM" loaded 
   not Model.Available(#VBMYBOX)
   not Model.Available(#VWMYBOX)
else_jump @GYMLS_220 
wait 0 
jump @GYMLS_177 

:GYMLS_220
if or
   not Model.Available(#BMYDJ)
84EE:   not animation "RIOT" loaded 
84EE:   not animation "FIGHT_B" loaded 
84EE:   not animation "INT_SHOP" loaded 
else_jump @GYMLS_277 
wait 0 
jump @GYMLS_220 

:GYMLS_277
060A: create_decision_maker_type 0 store_to 43@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 58@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 57@ // decision\allowed\m_.ped files 
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker 58@ event 31 
0708: reset_decision_maker 57@ event 31 
0708: reset_decision_maker 58@ event 9 
0708: reset_decision_maker 58@ event 15 
0708: reset_decision_maker 58@ event 37 
0708: reset_decision_maker 57@ event 37 
0709: set_decision_maker 58@ on_event 31 taskID 413 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 9 taskID 415 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 15 taskID 300 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 31 taskID 413 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 15 taskID 300 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 37 taskID 300 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 37 taskID 300 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0615: define_AS_pack_begin 40@ 
0603: AS_actor -1 goto 762.8681 7.4928 999.7141 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 13.3401 
0605: actor -1 perform_animation_sequence "RIOT_PUNCHES" IFP_file "RIOT" 4.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 40@ loop 1 
0616: define_AS_pack_end 40@ 
0615: define_AS_pack_begin 54@ 
0603: AS_actor -1 goto 765.2909 16.0319 999.698 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 198.8789 
0643: set_AS_pack 54@ loop 1 
0616: define_AS_pack_end 54@ 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto 767.2571 14.4044 999.6998 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 263.2938 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" IFP_file "GYMNASIUM" 4.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" IFP_file "RIOT" 4.0 loop 0 0 0 0 time -1 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0615: define_AS_pack_begin 50@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" IFP_file "RIOT" 4.0 loop 0 0 0 0 time -1 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 50@ loop 1 
0616: define_AS_pack_end 50@ 
0615: define_AS_pack_begin 51@ 
05B9: AS_actor -1 stay_idle 750 ms 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" IFP_file "RIOT" 4.0 loop 0 0 0 0 time -1 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 51@ loop 1 
0616: define_AS_pack_end 51@ 
34@ = Actor.Create(Mission2, #VWMYBOX, 761.6263, 11.4876, 1000.164)
Actor.Angle(34@) = 128.1297
060B: set_actor 34@ decision_maker_to 58@ 
02A9: set_actor 34@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
35@ = Actor.Create(Mission2, #VWMYBOX, 760.343, 10.1973, 999.7099)
Actor.Angle(35@) = 310.2206
060B: set_actor 35@ decision_maker_to 58@ 
02A9: set_actor 35@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
0615: define_AS_pack_begin 52@ 
0603: AS_actor -1 goto 761.6263 11.4876 1000.164 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 128.1297 
if 
   not Actor.Dead(34@)
else_jump @GYMLS_1192 
05E2: AS_actor -1 kill_actor 35@ 

:GYMLS_1192
0643: set_AS_pack 52@ loop 1 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 41@ 
0603: AS_actor -1 goto 760.343 10.1973 999.7099 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 310.2206 
if 
   not Actor.Dead(34@)
else_jump @GYMLS_1264 
05E2: AS_actor -1 kill_actor 34@ 

:GYMLS_1264
0643: set_AS_pack 41@ loop 1 
0616: define_AS_pack_end 41@ 
0618: assign_actor 34@ to_AS_pack 52@ 
0618: assign_actor 35@ to_AS_pack 41@ 
37@ = Actor.Create(Mission2, #BMYDJ, 762.8681, 7.4928, 999.7141)
Actor.Angle(37@) = 13.3401
0618: assign_actor 37@ to_AS_pack 40@ 
060B: set_actor 37@ decision_maker_to 57@ 
39@ = Actor.Create(Mission2, #VBMYBOX, 767.2571, 14.4044, 999.6998)
Actor.Angle(39@) = 263.2938
060B: set_actor 39@ decision_maker_to 57@ 
0618: assign_actor 39@ to_AS_pack 53@ 
07FE: set_actor 39@ fighting_style_to 5 6 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMLS_1412
if 
83D0:   not wav 4 loaded 
else_jump @GYMLS_1438 
wait 0 
jump @GYMLS_1412 

:GYMLS_1438
32@ = 0 
64@ = 2 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @GYMLS_1489 
$GYM_DAY_LIMIT = 0.0 

:GYMLS_1489
wait 0 
gosub @GYMLS_6164 
if 
  48@ == 0 
else_jump @GYMLS_1667 
if 
   not Actor.Dead(34@)
else_jump @GYMLS_1589 
if 
   Actor.Animation(34@) == "GYM_SHADOWBOX"
else_jump @GYMLS_1589 
0614: set_actor 34@ animation "GYMSHADOWBOX" progress_to 0.0 // 0.0 to 1.0 

:GYMLS_1589
if 
   not Actor.Dead(35@)
else_jump @GYMLS_1660 
if 
   Actor.Animation(35@) == "GYM_SHADOWBOX"
else_jump @GYMLS_1660 
0614: set_actor 35@ animation "GYMSHADOWBOX" progress_to 0.5 // 0.0 to 1.0 

:GYMLS_1660
48@ = 1 

:GYMLS_1667
if and
   Actor.Dead(34@)
  32@ > 20000 
else_jump @GYMLS_1727 
if 
   not Actor.Dead(35@)
else_jump @GYMLS_1727 
0687: clear_actor 35@ task 
05C5: AS_actor 35@ cower 20000 ms 
32@ = 0 

:GYMLS_1727
if and
   Actor.Dead(35@)
  32@ > 20000 
else_jump @GYMLS_1787 
if 
   not Actor.Dead(34@)
else_jump @GYMLS_1787 
0687: clear_actor 34@ task 
05C5: AS_actor 34@ cower 20000 ms 
32@ = 0 

:GYMLS_1787
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 760.8566 11.063 1000.164 radius 3.0 3.0 2.0 
else_jump @GYMLS_1941 
if 
  59@ == 0 
else_jump @GYMLS_1934 
if 
   not Actor.Dead(34@)
else_jump @GYMLS_1890 
0792: disembark_instantly_actor 34@ 
060B: set_actor 34@ decision_maker_to 57@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 

:GYMLS_1890
if 
   not Actor.Dead(35@)
else_jump @GYMLS_1927 
0792: disembark_instantly_actor 35@ 
060B: set_actor 35@ decision_maker_to 57@ 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 

:GYMLS_1927
59@ = 1 

:GYMLS_1934
jump @GYMLS_2029 

:GYMLS_1941
if 
  59@ == 1 
else_jump @GYMLS_2029 
if and
   not Actor.Dead(34@)
   not Actor.Dead(35@)
else_jump @GYMLS_2022 
0792: disembark_instantly_actor 34@ 
060B: set_actor 34@ decision_maker_to 58@ 
0618: assign_actor 34@ to_AS_pack 52@ 
0792: disembark_instantly_actor 35@ 
060B: set_actor 35@ decision_maker_to 58@ 
0618: assign_actor 35@ to_AS_pack 41@ 

:GYMLS_2022
59@ = 0 

:GYMLS_2029
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @GYMLS_2062 
jump @GYMLS_5862 

:GYMLS_2062
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 767.1368 12.511 999.7036 radius 2.5 2.5 4.0 
else_jump @GYMLS_2117 
46@ = 0 

:GYMLS_2117
if 
   not Actor.Dead(39@)
else_jump @GYMLS_5855 
if and
  46@ == 0 
00FE:   actor 39@ sphere 0 in_sphere 767.2571 14.4044 999.6998 radius 1.0 1.0 1.2 
else_jump @GYMLS_5855 
if 
0101:   actor $PLAYER_ACTOR in_sphere 767.1368 12.511 999.7036 radius 0.6 0.6 1.0 sphere 1 stopped 
else_jump @GYMLS_2236 

:GYMLS_2236
if and
0101:   actor $PLAYER_ACTOR in_sphere 767.1368 12.511 999.7036 radius 1.2 1.2 1.2 sphere 0 stopped 
   not Actor.Dead(39@)
else_jump @GYMLS_5855 
if and
   not Actor.Dead(39@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_2343 
Player.CanMove($PLAYER_CHAR) = False
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 39@ 
0639: AS_actor 39@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 39@ 

:GYMLS_2343
if 
  $8156 == 0 
else_jump @GYMLS_2418 
040D: unload_wav 1 
03CF: load_wav 4800 as 1 

:GYMLS_2372
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_2398 
wait 0 
jump @GYMLS_2372 

:GYMLS_2398
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_1' time 3000 flag 1  // ~z~Yo, willst du ein paar neue Moves lernen?

:GYMLS_2418
if 
  $8156 == 1 
else_jump @GYMLS_2493 
040D: unload_wav 1 
03CF: load_wav 4803 as 1 

:GYMLS_2447
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_2473 
wait 0 
jump @GYMLS_2447 

:GYMLS_2473
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_4' time 3000 flag 1  // ~z~Hey, willst du eine Runde gegen mich kmpfen?

:GYMLS_2493
0512: show_permanent_text_box 'TALK_1'  // Um verneinend zu antworten, drcke ~k~~CONVERSATION_NO~~n~Um bejahend zu antworten, drcke ~k~~CONVERSATION_YES~

:GYMLS_2504
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_2852 
wait 0 
if 
00E1:   player 0 pressed_key 11 
else_jump @GYMLS_2717 
0653: 60@ = float_stat 23 
if 
  60@ > 349.0 
else_jump @GYMLS_2592 
44@ = 1 
03E6: remove_text_box 
jump @GYMLS_2852 
jump @GYMLS_2717 

:GYMLS_2592
44@ = 0 
46@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 4802 as 1 

:GYMLS_2619
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_2645 
wait 0 
jump @GYMLS_2619 

:GYMLS_2645
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_3' time 3000 flag 1  // ~z~Mann, bist du peinlich! Leg dir erst mal ein paar Muskeln zu!
Player.CanMove($PLAYER_CHAR) = True
if 
   not Actor.Dead(39@)
else_jump @GYMLS_2696 
0618: assign_actor 39@ to_AS_pack 53@ 

:GYMLS_2696
32@ = 0 
55@ = 1 
jump @GYMLS_1489 

:GYMLS_2717
if 
00E1:   player 0 pressed_key 10 
else_jump @GYMLS_2845 
44@ = 0 
46@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 4801 as 1 

:GYMLS_2761
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_2787 
wait 0 
jump @GYMLS_2761 

:GYMLS_2787
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_2' time 3000 flag 1  // ~z~Wie du willst, mein Freund, aber die Straen sind ein hartes Pflaster, Alter!
Player.CanMove($PLAYER_CHAR) = True
if 
   not Actor.Dead(39@)
else_jump @GYMLS_2838 
0618: assign_actor 39@ to_AS_pack 53@ 

:GYMLS_2838
jump @GYMLS_1489 

:GYMLS_2845
jump @GYMLS_2504 

:GYMLS_2852
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
gosub @GYMLS_6055 
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
34@ = Actor.Create(Mission2, #VWMYBOX, 761.6934, 4.2203, 999.7099)
Actor.Angle(34@) = 171.4614
0618: assign_actor 34@ to_AS_pack 49@ 
35@ = Actor.Create(Mission2, #VWMYBOX, 764.7962, 0.7163, 999.715)
Actor.Angle(35@) = 93.8066
0618: assign_actor 35@ to_AS_pack 50@ 
37@ = Actor.Create(Mission2, #BMYDJ, 759.5085, 4.2343, 999.7051)
Actor.Angle(37@) = 189.7654
0618: assign_actor 37@ to_AS_pack 51@ 
if 
   not Actor.Dead(39@)
else_jump @GYMLS_3080 
08C7: put_actor 39@ at 762.616 2.1235 1000.594 // versionB 
Actor.Angle(39@) = 135.5749
Actor.Health(39@) = 1000
08AF: set_actor 39@ max_health_to 1000 

:GYMLS_3080
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_3126 
08C7: put_actor $PLAYER_ACTOR at 759.0147 -1.7235 1000.594 // versionB 
Actor.Angle($PLAYER_ACTOR) = 312.9747

:GYMLS_3126
if 
   not Actor.Dead(39@)
else_jump @GYMLS_3174 
060B: set_actor 39@ decision_maker_to 57@ 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 39@ fighting_style_to 5 6 
07DD: set_actor 39@ temper_to 100 // see pedstats.dat 

:GYMLS_3174
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
if 
  $8156 == 0 
else_jump @GYMLS_3212 
0512: show_permanent_text_box 'GYM1101'  // Besiege deinen Gegner, um neue Kampftechniken zu erlernen.

:GYMLS_3212
if 
  $8156 == 1 
else_jump @GYMLS_3241 
0512: show_permanent_text_box 'GYM1_84'  // Laufe und drcke ~k~~VEHICLE_ENTER_EXIT~!

:GYMLS_3241
gosub @GYMLS_6111 
32@ = 0 
33@ = 0 
if and
03D0:   wav 4 loaded 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_3290 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMLS_3290
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_3807 
wait 0 
if 
   not Actor.Dead(35@)
else_jump @GYMLS_3381 
if 
80FE:   not actor 35@ sphere 0 in_sphere 761.0182 0.6609 1000.594 radius 6.0 6.0 6.0 
else_jump @GYMLS_3381 
jump @GYMLS_3807 

:GYMLS_3381
if 
   not Actor.Dead(34@)
else_jump @GYMLS_3437 
if and
  33@ > 3000 
  65@ == 0 
else_jump @GYMLS_3430 
65@ = 1 

:GYMLS_3430
33@ = 0 

:GYMLS_3437
if 
   not Actor.Dead(35@)
else_jump @GYMLS_3493 
if and
  33@ > 3000 
  65@ == 1 
else_jump @GYMLS_3486 
65@ = 0 

:GYMLS_3486
33@ = 0 

:GYMLS_3493
if 
  $8156 == 1 
else_jump @GYMLS_3777 
if 
  56@ == 0 
else_jump @GYMLS_3556 
32@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // Erfasse im Laufen durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann ~k~~VEHICLE_ENTER_EXIT~
56@ = 1 

:GYMLS_3556
if 
840C:   not is_german_game 
else_jump @GYMLS_3682 
if and
  32@ > 6000 
  56@ == 1 
else_jump @GYMLS_3622 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ einen am Boden liegenden Gegner und drcke dann ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 
56@ = 2 

:GYMLS_3622
if and
  32@ > 6000 
  56@ == 2 
else_jump @GYMLS_3675 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann wiederholt ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 
56@ = 3 

:GYMLS_3675
jump @GYMLS_3735 

:GYMLS_3682
if and
  32@ > 6000 
  56@ == 1 
else_jump @GYMLS_3735 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann wiederholt ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 
56@ = 3 

:GYMLS_3735
if and
  32@ > 6000 
  56@ == 3 
else_jump @GYMLS_3777 
03E6: remove_text_box 
32@ = 0 
56@ = 0 

:GYMLS_3777
if 
   Actor.Dead(39@)
else_jump @GYMLS_3800 
jump @GYMLS_3807 

:GYMLS_3800
jump @GYMLS_3290 

:GYMLS_3807
03E6: remove_text_box 
if 
  $8156 == 1 
else_jump @GYMLS_3834 
jump @GYMLS_5431 

:GYMLS_3834
gosub @GYMLS_6055 
Actor.DestroyInstantly(39@)
0395: clear_area 1 at 760.7445 0.6538 1000.594 radius 10.0 
gosub @GYMLS_6003 
39@ = Actor.Create(Mission2, #VBMYBOX, 762.616, 2.1235, 1000.594)
Actor.Angle(39@) = 135.5749
060B: set_actor 39@ decision_maker_to 43@ 
0792: disembark_instantly_actor 39@ 
060B: set_actor 39@ decision_maker_to 43@ 
07FE: set_actor 39@ fighting_style_to 5 6 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_3987 
08C7: put_actor $PLAYER_ACTOR at 759.0147 -1.7235 1000.594 // versionB 
Actor.Angle($PLAYER_ACTOR) = 312.9747

:GYMLS_3987
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
Actor.DestroyInstantly(37@)
Camera.SetPosition(764.0964, -4.8216, 1003.062, 0.0, 0.0, 0.0)
Camera.PointAt(763.5206, -4.0516, 1002.787, 2)
gosub @GYMLS_6111 
00BC: show_text_highpriority GXT 'BBOX_5' time 4000 flag 1  // ~z~Pass auf, vielleicht lernst du was.
040D: unload_wav 1 
03CF: load_wav 4804 as 1 

:GYMLS_4087
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_4130 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4123 

:GYMLS_4123
jump @GYMLS_4087 

:GYMLS_4130
03D1: play_wav 1 
wait 1000 
32@ = 0 

:GYMLS_4146
if 
  2000 > 32@ 
else_jump @GYMLS_4193 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4186 

:GYMLS_4186
jump @GYMLS_4146 

:GYMLS_4193
Camera.SetPosition(762.5212, -0.4172, 1001.843, 0.0, 0.0, 0.0)
Camera.PointAt(762.5431, 0.5793, 1001.762, 2)
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Attacke aus dem Lauf
32@ = 0 

:GYMLS_4267
if 
  2000 > 32@ 
else_jump @GYMLS_4314 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4307 

:GYMLS_4307
jump @GYMLS_4267 

:GYMLS_4314
040D: unload_wav 1 
03CF: load_wav 4805 as 1 

:GYMLS_4325
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_4368 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4361 

:GYMLS_4361
jump @GYMLS_4325 

:GYMLS_4368
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // Erfasse im Laufen durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMLS_4395
if 
  4000 > 32@ 
else_jump @GYMLS_4442 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4435 

:GYMLS_4435
jump @GYMLS_4395 

:GYMLS_4442
if 
   not Actor.Dead(39@)
else_jump @GYMLS_4497 
0605: actor 39@ perform_animation_sequence "FIGHTB_M" IFP_file "FIGHT_B" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLS_4497
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_4545 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLS_4545
32@ = 0 

:GYMLS_4552
if 
  3000 > 32@ 
else_jump @GYMLS_4599 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4592 

:GYMLS_4592
jump @GYMLS_4552 

:GYMLS_4599
if 
840C:   not is_german_game 
else_jump @GYMLS_5018 
Camera.SetPosition(759.6699, 1.9955, 1001.068, 0.0, 0.0, 0.0)
Camera.PointAt(760.6637, 2.0051, 1001.178, 2)
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Boden-Attacke
32@ = 0 

:GYMLS_4686
if 
  2000 > 32@ 
else_jump @GYMLS_4733 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4726 

:GYMLS_4726
jump @GYMLS_4686 

:GYMLS_4733
040D: unload_wav 1 
03CF: load_wav 4806 as 1 

:GYMLS_4744
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_4787 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4780 

:GYMLS_4780
jump @GYMLS_4744 

:GYMLS_4787
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ einen am Boden liegenden Gegner und drcke dann ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMLS_4814
if 
  4000 > 32@ 
else_jump @GYMLS_4861 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4854 

:GYMLS_4854
jump @GYMLS_4814 

:GYMLS_4861
if 
   not Actor.Dead(39@)
else_jump @GYMLS_4916 
0605: actor 39@ perform_animation_sequence "FIGHTB_G" IFP_file "FIGHT_B" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLS_4916
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_4964 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLS_4964
32@ = 0 

:GYMLS_4971
if 
  3000 > 32@ 
else_jump @GYMLS_5018 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5011 

:GYMLS_5011
jump @GYMLS_4971 

:GYMLS_5018
Camera.SetPosition(764.5368, 3.1767, 1002.349, 0.0, 0.0, 0.0)
Camera.PointAt(763.7495, 2.6046, 1002.12, 2)
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attacke
32@ = 0 

:GYMLS_5092
if 
  2000 > 32@ 
else_jump @GYMLS_5139 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5132 

:GYMLS_5132
jump @GYMLS_5092 

:GYMLS_5139
040D: unload_wav 1 
03CF: load_wav 4807 as 1 

:GYMLS_5150
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_5193 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5186 

:GYMLS_5186
jump @GYMLS_5150 

:GYMLS_5193
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann wiederholt ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMLS_5220
if 
  4000 > 32@ 
else_jump @GYMLS_5267 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5260 

:GYMLS_5260
jump @GYMLS_5220 

:GYMLS_5267
if 
   not Actor.Dead(39@)
else_jump @GYMLS_5329 
Actor.LockInCurrentPosition(39@) = True
0605: actor 39@ perform_animation_sequence "FIGHTB_3" IFP_file "FIGHT_B" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLS_5329
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_5377 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 

:GYMLS_5377
32@ = 0 

:GYMLS_5384
if 
  2000 > 32@ 
else_jump @GYMLS_5431 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5424 

:GYMLS_5424
jump @GYMLS_5384 

:GYMLS_5431
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
gosub @GYMLS_6055 
34@ = Actor.Create(Mission2, #VWMYBOX, 761.6263, 11.4876, 1000.164)
Actor.Angle(34@) = 128.1297
060B: set_actor 34@ decision_maker_to 58@ 
02A9: set_actor 34@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
35@ = Actor.Create(Mission2, #VWMYBOX, 760.343, 10.1973, 999.7099)
Actor.Angle(35@) = 310.2206
060B: set_actor 35@ decision_maker_to 58@ 
02A9: set_actor 35@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
0618: assign_actor 34@ to_AS_pack 52@ 
0618: assign_actor 35@ to_AS_pack 41@ 
37@ = Actor.Create(Mission2, #BMYDJ, 762.8681, 7.4928, 999.7141)
Actor.Angle(37@) = 13.3401
0618: assign_actor 37@ to_AS_pack 40@ 
060B: set_actor 37@ decision_maker_to 57@ 
Actor.DestroyInstantly(39@)
39@ = Actor.Create(Mission2, #VBMYBOX, 767.2571, 14.4044, 999.6998)
Actor.Angle(39@) = 263.2938
060B: set_actor 39@ decision_maker_to 57@ 
0618: assign_actor 39@ to_AS_pack 53@ 
07FE: set_actor 39@ fighting_style_to 5 6 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_5741 
08C7: put_actor $PLAYER_ACTOR at 765.6662 2.7963 999.718 // versionB 
Actor.Angle($PLAYER_ACTOR) = 277.3348

:GYMLS_5741
gosub @GYMLS_6027 
gosub @GYMLS_6111 
if 
  $8153 == 0 
else_jump @GYMLS_5784 
030C: progress_made += 1 
$8153 = 1 

:GYMLS_5784
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 6 
if 
  $8156 == 0 
else_jump @GYMLS_5827 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // Neue Kampftechniken erlernt!

:GYMLS_5827
$8155 = 0 
$8156 = 1 
$8157 = 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:GYMLS_5855
jump @GYMLS_1489 

:GYMLS_5862
return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 30000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:GYMLS_5902
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_5925 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMLS_5925
Model.Destroy(#VBMYBOX)
Model.Destroy(#VWMYBOX)
Model.Destroy(#BMYDJ)
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "RIOT" 
04EF: release_animation "FIGHT_B" 
04EF: release_animation "INT_SHOP" 
040D: unload_wav 4 
$ONMISSION_GYMFIGHT = 0 
$ONMISSION = 0 
mission_cleanup 
return 

:GYMLS_6003
03E6: remove_text_box 
00BE: text_clear_all 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
return 

:GYMLS_6027
03E6: remove_text_box 
00BE: text_clear_all 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
return 

:GYMLS_6055
fade 0 500 

:GYMLS_6062
if 
fading 
else_jump @GYMLS_6109 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_6102 
fade 0 1 

:GYMLS_6102
jump @GYMLS_6062 

:GYMLS_6109
return 

:GYMLS_6111
fade 1 500 

:GYMLS_6118
if 
fading 
else_jump @GYMLS_6142 
wait 0 
jump @GYMLS_6118 

:GYMLS_6142
return 
040D: unload_wav 1 
03CF: load_wav 63@ as 1 
64@ = 0 
return 

:GYMLS_6164
if and
03D0:   wav 1 loaded 
  64@ == 0 
else_jump @GYMLS_6207 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 61@s time 10000 flag 1 
64@ = 1 

:GYMLS_6207
if and
03D2:   wav 1 ended 
  64@ == 1 
else_jump @GYMLS_6245 
040D: unload_wav 1 
03D5: remove_text 61@s 
64@ = 2 

:GYMLS_6245
return 

//-------------Mission 115---------------
// Originally: San Fierro Gym Fight School

:GYMSF
thread 'GYMSF' 
fade 0 0 
gosub @GYMSF_63 
0169: set_fade_color_RGB 0 0 0 
if 
wasted_or_busted 
else_jump @GYMSF_52 
gosub @GYMSF_5328 

:GYMSF_52
gosub @GYMSF_5368 
end_thread 
increment_mission_attempts 

:GYMSF_63
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_86 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMSF_86
$ONMISSION_GYMFIGHT = 1 
63@ = 2 
$ONMISSION = 1 
0623: add 1 to_integer_stat 198 
054C: use_GXT_table 'GYM' 
Model.Load(#WMYJG)
Model.Load(#OMYKARA)
Model.Load(#WMYLG)
Model.Load(#OMOKUNG)
Model.Load(#WMYKARA)

:GYMSF_147
if or
   not Model.Available(#WMYJG)
   not Model.Available(#OMYKARA)
   not Model.Available(#WMYLG)
   not Model.Available(#OMOKUNG)
   not Model.Available(#WMYKARA)
else_jump @GYMSF_191 
wait 0 
jump @GYMSF_147 

:GYMSF_191
04ED: load_animation "PARK" 
04ED: load_animation "FIGHT_C" 
04ED: load_animation "GYMNASIUM" 

:GYMSF_223
if or
84EE:   not animation "PARK" loaded 
84EE:   not animation "FIGHT_C" loaded 
84EE:   not animation "GYMNASIUM" loaded 
else_jump @GYMSF_277 
wait 0 
jump @GYMSF_223 

:GYMSF_277
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMSF_288
if 
83D0:   not wav 4 loaded 
else_jump @GYMSF_314 
wait 0 
jump @GYMSF_288 

:GYMSF_314
060A: create_decision_maker_type 0 store_to 40@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 57@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 41@ // decision\allowed\m_.ped files 
0615: define_AS_pack_begin 52@ 
0603: AS_actor -1 goto 768.064 -41.5728 999.6865 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 358.0992 
05C9: AS_actor -1 on_guard -2 ms 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto 770.3961 -23.0853 999.5938 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 87.3049 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 53@ 
0615: define_AS_pack_begin 54@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto 766.3062 -23.0554 999.5938 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 272.4196 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 54@ 
0615: define_AS_pack_begin 42@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto 769.8199 -36.4933 999.6865 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 88.548 
0605: actor -1 perform_animation_sequence "FIGHTC_IDLE" IFP_file "FIGHT_C" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 42@ loop 1 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 43@ 
0603: AS_actor -1 goto 767.057 -37.0465 999.6865 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 270.0 
0605: actor -1 perform_animation_sequence "FIGHTC_IDLE" IFP_file "FIGHT_C" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 43@ loop 1 
0616: define_AS_pack_end 43@ 
0615: define_AS_pack_begin 48@ 
0603: AS_actor -1 goto 768.064 -41.5728 999.6865 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 358.0992 
05C9: AS_actor -1 on_guard -2 ms 
0643: set_AS_pack 48@ loop 1 
0616: define_AS_pack_end 48@ 
38@ = Actor.Create(CivMale, #OMOKUNG, 768.064, -41.5728, 999.6865)
Actor.Angle(38@) = 358.0992
0618: assign_actor 38@ to_AS_pack 48@ 
060B: set_actor 38@ decision_maker_to 57@ 
07FE: set_actor 38@ fighting_style_to 6 6 
0615: define_AS_pack_begin 49@ 
0603: AS_actor -1 goto 770.3961 -23.0853 999.5938 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 87.3049 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
35@ = Actor.Create(CivMale, #WMYJG, 770.3961, -23.0853, 999.5938)
Actor.Angle(35@) = 87.3049
0618: assign_actor 35@ to_AS_pack 49@ 
060B: set_actor 35@ decision_maker_to 41@ 
07FE: set_actor 35@ fighting_style_to 6 6 
0615: define_AS_pack_begin 50@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto 766.3062 -23.0554 999.5938 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 272.4196 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 50@ loop 1 
0616: define_AS_pack_end 50@ 
34@ = Actor.Create(CivMale, #WMYLG, 766.3062, -23.0554, 999.5938)
Actor.Angle(34@) = 272.4196
0618: assign_actor 34@ to_AS_pack 50@ 
060B: set_actor 34@ decision_maker_to 41@ 
07FE: set_actor 34@ fighting_style_to 6 6 
36@ = Actor.Create(CivMale, #OMYKARA, 769.8199, -36.4933, 999.6865)
Actor.Angle(36@) = 95.1885
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
07FE: set_actor 36@ fighting_style_to 6 6 
37@ = Actor.Create(CivMale, #WMYKARA, 766.1017, -37.3952, 999.6865)
Actor.Angle(37@) = 271.1251
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
07FE: set_actor 37@ fighting_style_to 6 6 
gosub @GYMSF_5567 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @GYMSF_1318 
$GYM_DAY_LIMIT = 0.0 

:GYMSF_1318
wait 0 
gosub @GYMSF_5620 
if 
  51@ == 0 
else_jump @GYMSF_1422 
if 
   not Actor.Dead(37@)
else_jump @GYMSF_1422 
if 
   Actor.Animation(37@) == "FIGHTC_SPAR"
else_jump @GYMSF_1422 
0614: set_actor 37@ animation "FIGHTC_SPAR" progress_to 0.45 // 0.0 to 1.0 
51@ = 1 

:GYMSF_1422
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @GYMSF_1455 
jump @GYMSF_5328 

:GYMSF_1455
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 769.7938 -42.1122 999.6865 radius 2.5 2.5 4.0 
else_jump @GYMSF_1510 
47@ = 0 

:GYMSF_1510
if 
   not Actor.Dead(38@)
else_jump @GYMSF_5321 
if and
  47@ == 0 
00FE:   actor 38@ sphere 0 in_sphere 768.064 -41.5728 999.6865 radius 1.0 1.0 1.2 
else_jump @GYMSF_5321 
if 
0101:   actor $PLAYER_ACTOR in_sphere 769.7938 -42.1122 999.6865 radius 0.6 0.6 1.0 sphere 1 stopped 
else_jump @GYMSF_1629 

:GYMSF_1629
if and
0101:   actor $PLAYER_ACTOR in_sphere 769.7938 -42.1122 999.6865 radius 1.2 1.2 1.2 sphere 0 stopped 
   not Actor.Dead(38@)
else_jump @GYMSF_5321 
if and
   not Actor.Dead(38@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_1731 
Player.CanMove($PLAYER_CHAR) = False
0792: disembark_instantly_actor $PLAYER_ACTOR 
0639: AS_actor 38@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 38@ 

:GYMSF_1731
if 
  $8155 == 0 
else_jump @GYMSF_1806 
040D: unload_wav 1 
03CF: load_wav 21200 as 1 

:GYMSF_1760
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_1786 
wait 0 
jump @GYMSF_1760 

:GYMSF_1786
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_1' time 3000 flag 1  // ~z~So, du mchtest also ein Krieger werden!

:GYMSF_1806
if 
  $8155 == 1 
else_jump @GYMSF_1881 
040D: unload_wav 1 
03CF: load_wav 21203 as 1 

:GYMSF_1835
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_1861 
wait 0 
jump @GYMSF_1835 

:GYMSF_1861
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_4' time 3000 flag 1  // ~z~Mchtest du mit deinem Meister trainieren?

:GYMSF_1881
0512: show_permanent_text_box 'GYM1_73'  // Drcke ~k~~CONVERSATION_NO~, um mit NEIN zu antworten, oder ~k~~CONVERSATION_YES~, um mit JA zu antworten.

:GYMSF_1892
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_2216 
wait 0 
if 
00E1:   player 0 pressed_key 11 
else_jump @GYMSF_2081 
0653: 59@ = float_stat 23 
if 
  59@ > 349.0 
else_jump @GYMSF_1980 
44@ = 1 
03E6: remove_text_box 
jump @GYMSF_2218 
jump @GYMSF_2081 

:GYMSF_1980
44@ = 0 
47@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 21202 as 1 

:GYMSF_2007
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_2033 
wait 0 
jump @GYMSF_2007 

:GYMSF_2033
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_3' time 3000 flag 1  // ~z~Du bist schwach wie welkes Gras. Bring deinen Krper in Form!
Player.CanMove($PLAYER_CHAR) = True
32@ = 0 
55@ = 1 
jump @GYMSF_1318 

:GYMSF_2081
if 
00E1:   player 0 pressed_key 10 
else_jump @GYMSF_2209 
44@ = 0 
47@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 21201 as 1 

:GYMSF_2125
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_2151 
wait 0 
jump @GYMSF_2125 

:GYMSF_2151
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_2' time 3000 flag 1  // ~z~Der Weg des Kriegers wird dich wieder hierher fhren...
if 
   not Actor.Dead(38@)
else_jump @GYMSF_2195 
0618: assign_actor 38@ to_AS_pack 48@ 

:GYMSF_2195
Player.CanMove($PLAYER_CHAR) = True
jump @GYMSF_1318 

:GYMSF_2209
jump @GYMSF_1892 

:GYMSF_2216
03E6: remove_text_box 

:GYMSF_2218
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
if 
  44@ == 1 
else_jump @GYMSF_5321 
gosub @GYMSF_5511 
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
if 
   not Actor.Dead(38@)
else_jump @GYMSF_2333 
08C7: put_actor 38@ at 771.4357 -36.9728 999.6865 // versionB 
Actor.Angle(38@) = 88.1801
Actor.Health(38@) = 1000
08AF: set_actor 38@ max_health_to 1000 

:GYMSF_2333
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_2379 
08C7: put_actor $PLAYER_ACTOR at 764.6453 -37.1052 999.6865 // versionB 
Actor.Angle($PLAYER_ACTOR) = 273.9816

:GYMSF_2379
if 
   not Actor.Dead(38@)
else_jump @GYMSF_2427 
060B: set_actor 38@ decision_maker_to 41@ 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 38@ fighting_style_to 6 6 
07DD: set_actor 38@ temper_to 100 // see pedstats.dat 

:GYMSF_2427
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
if 
  $8155 == 0 
else_jump @GYMSF_2465 
0512: show_permanent_text_box 'GYM1106'  // Besiege deinen Gegner, um neue Kampftechniken zu erlernen. Wenn du den Ring verlsst, hast du verloren!

:GYMSF_2465
if 
  $8155 == 1 
else_jump @GYMSF_2494 
0512: show_permanent_text_box 'GYM1_84'  // Laufe und drcke ~k~~VEHICLE_ENTER_EXIT~!

:GYMSF_2494
gosub @GYMSF_5567 
58@ = 0 
if and
03D0:   wav 4 loaded 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_2536 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMSF_2536
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_3285 
wait 0 
if 
  $8155 == 1 
else_jump @GYMSF_2840 
if 
  56@ == 0 
else_jump @GYMSF_2619 
32@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // Erfasse im Laufen durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann ~k~~VEHICLE_ENTER_EXIT~
56@ = 1 

:GYMSF_2619
if 
840C:   not is_german_game 
else_jump @GYMSF_2745 
if and
  32@ > 6000 
  56@ == 1 
else_jump @GYMSF_2685 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ einen am Boden liegenden Gegner und drcke dann ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 
56@ = 2 

:GYMSF_2685
if and
  32@ > 6000 
  56@ == 2 
else_jump @GYMSF_2738 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann wiederholt ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 
56@ = 3 

:GYMSF_2738
jump @GYMSF_2798 

:GYMSF_2745
if and
  32@ > 6000 
  56@ == 1 
else_jump @GYMSF_2798 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann wiederholt ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 
56@ = 3 

:GYMSF_2798
if and
  32@ > 6000 
  56@ == 3 
else_jump @GYMSF_2840 
03E6: remove_text_box 
32@ = 0 
56@ = 0 

:GYMSF_2840
if 
   not Actor.Dead(38@)
else_jump @GYMSF_2911 
if 
80FE:   not actor 38@ sphere 0 in_sphere 768.4611 -36.6685 999.6865 radius 6.0 6.0 6.0 
else_jump @GYMSF_2911 
jump @GYMSF_3285 

:GYMSF_2911
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 768.4611 -36.6685 999.6865 radius 6.0 6.0 6.0 
else_jump @GYMSF_3255 
gosub @GYMSF_5511 
Actor.DestroyInstantly(38@)
38@ = Actor.Create(CivMale, #OMOKUNG, 768.064, -41.5728, 999.6865)
Actor.Angle(38@) = 358.0992
0618: assign_actor 38@ to_AS_pack 48@ 
060B: set_actor 38@ decision_maker_to 41@ 
07FE: set_actor 38@ fighting_style_to 6 6 
36@ = Actor.Create(CivMale, #OMYKARA, 769.8199, -36.4933, 999.6865)
Actor.Angle(36@) = 95.1885
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
07FE: set_actor 36@ fighting_style_to 6 6 
37@ = Actor.Create(CivMale, #WMYKARA, 766.1017, -37.3952, 999.6865)
Actor.Angle(37@) = 271.1251
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
07FE: set_actor 37@ fighting_style_to 6 6 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_3203 
08C7: put_actor $PLAYER_ACTOR at 762.756 -37.2153 999.6865 // versionB 
Actor.Angle($PLAYER_ACTOR) = 90.0
Player.CanMove($PLAYER_CHAR) = True

:GYMSF_3203
00BE: text_clear_all 
03E6: remove_text_box 
gosub @GYMSF_5567 
if 
  $8155 == 0 
else_jump @GYMSF_3248 
00BC: show_text_highpriority GXT 'GYM1_92' time 5000 flag 1  // ~r~Du hast den Ring verlassen und damit aufgegeben.

:GYMSF_3248
jump @GYMSF_1318 

:GYMSF_3255
if 
   Actor.Dead(38@)
else_jump @GYMSF_3278 
jump @GYMSF_3285 

:GYMSF_3278
jump @GYMSF_2536 

:GYMSF_3285
03E6: remove_text_box 
if 
  $8155 == 1 
else_jump @GYMSF_3319 
gosub @GYMSF_5511 
jump @GYMSF_4956 

:GYMSF_3319
gosub @GYMSF_5511 
Actor.DestroyInstantly(38@)
0395: clear_area 1 at 768.1746 -36.6986 999.6865 radius 5.0 
38@ = Actor.Create(CivMale, #OMOKUNG, 768.064, -41.5728, 999.6865)
Actor.Angle(38@) = 358.0992
060B: set_actor 38@ decision_maker_to 40@ 
if 
   not Actor.Dead(38@)
else_jump @GYMSF_3443 
08C7: put_actor 38@ at 771.4357 -36.9728 999.6865 // versionB 
Actor.Angle(38@) = 88.1801

:GYMSF_3443
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_3494 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 764.6453 -37.1052 999.6865 // versionB 
Actor.Angle($PLAYER_ACTOR) = 273.9816

:GYMSF_3494
if 
   not Actor.Dead(38@)
else_jump @GYMSF_3520 
060B: set_actor 38@ decision_maker_to 65542 

:GYMSF_3520
gosub @GYMSF_5467 
Camera.SetPosition(762.8773, -35.4754, 1001.545, 0.0, 0.0, 0.0)
Camera.PointAt(763.8198, -35.703, 1001.3, 2)
gosub @GYMSF_5567 
00BC: show_text_highpriority GXT 'KUNG_5' time 4000 flag 1  // ~z~Nimm alles mit den Augen auf, junger Schler, und du wirst lernen!
040D: unload_wav 1 
03CF: load_wav 21204 as 1 

:GYMSF_3612
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_3655 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3648 

:GYMSF_3648
jump @GYMSF_3612 

:GYMSF_3655
03D1: play_wav 1 
wait 1000 
32@ = 0 

:GYMSF_3671
if 
  2000 > 32@ 
else_jump @GYMSF_3718 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3711 

:GYMSF_3711
jump @GYMSF_3671 

:GYMSF_3718
Camera.SetPosition(767.428, -39.4061, 1000.416, 0.0, 0.0, 0.0)
Camera.PointAt(768.1919, -38.7609, 1000.4, 2)
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Attacke aus dem Lauf
32@ = 0 

:GYMSF_3792
if 
  2000 > 32@ 
else_jump @GYMSF_3839 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3832 

:GYMSF_3832
jump @GYMSF_3792 

:GYMSF_3839
040D: unload_wav 1 
03CF: load_wav 21205 as 1 

:GYMSF_3850
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_3893 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3886 

:GYMSF_3886
jump @GYMSF_3850 

:GYMSF_3893
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // Erfasse im Laufen durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMSF_3920
if 
  4000 > 32@ 
else_jump @GYMSF_3967 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3960 

:GYMSF_3960
jump @GYMSF_3920 

:GYMSF_3967
if 
   not Actor.Dead(38@)
else_jump @GYMSF_4022 
0605: actor 38@ perform_animation_sequence "FIGHTC_M" IFP_file "FIGHT_C" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMSF_4022
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_4070 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMSF_4070
32@ = 0 

:GYMSF_4077
if 
  3000 > 32@ 
else_jump @GYMSF_4124 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4117 

:GYMSF_4117
jump @GYMSF_4077 

:GYMSF_4124
if 
840C:   not is_german_game 
else_jump @GYMSF_4543 
Camera.SetPosition(768.0062, -35.1731, 1000.276, 0.0, 0.0, 0.0)
Camera.PointAt(768.757, -35.8325, 1000.314, 2)
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Boden-Attacke
32@ = 0 

:GYMSF_4211
if 
  2000 > 32@ 
else_jump @GYMSF_4258 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4251 

:GYMSF_4251
jump @GYMSF_4211 

:GYMSF_4258
040D: unload_wav 1 
03CF: load_wav 21206 as 1 

:GYMSF_4269
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_4312 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4305 

:GYMSF_4305
jump @GYMSF_4269 

:GYMSF_4312
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ einen am Boden liegenden Gegner und drcke dann ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMSF_4339
if 
  4000 > 32@ 
else_jump @GYMSF_4386 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4379 

:GYMSF_4379
jump @GYMSF_4339 

:GYMSF_4386
if 
   not Actor.Dead(38@)
else_jump @GYMSF_4441 
0605: actor 38@ perform_animation_sequence "FIGHTC_G" IFP_file "FIGHT_C" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMSF_4441
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_4489 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMSF_4489
32@ = 0 

:GYMSF_4496
if 
  3000 > 32@ 
else_jump @GYMSF_4543 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4536 

:GYMSF_4536
jump @GYMSF_4496 

:GYMSF_4543
Camera.SetPosition(772.6448, -38.011, 1000.478, 0.0, 0.0, 0.0)
Camera.PointAt(771.679, -37.7522, 1000.485, 2)
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attacke
32@ = 0 

:GYMSF_4617
if 
  2000 > 32@ 
else_jump @GYMSF_4664 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4657 

:GYMSF_4657
jump @GYMSF_4617 

:GYMSF_4664
040D: unload_wav 1 
03CF: load_wav 21207 as 1 

:GYMSF_4675
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_4718 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4711 

:GYMSF_4711
jump @GYMSF_4675 

:GYMSF_4718
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann wiederholt ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMSF_4745
if 
  4000 > 32@ 
else_jump @GYMSF_4792 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4785 

:GYMSF_4785
jump @GYMSF_4745 

:GYMSF_4792
if 
   not Actor.Dead(38@)
else_jump @GYMSF_4854 
Actor.LockInCurrentPosition(38@) = True
0605: actor 38@ perform_animation_sequence "FIGHTC_3" IFP_file "FIGHT_C" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMSF_4854
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_4902 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 

:GYMSF_4902
32@ = 0 

:GYMSF_4909
if 
  2000 > 32@ 
else_jump @GYMSF_4956 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4949 

:GYMSF_4949
jump @GYMSF_4909 

:GYMSF_4956
gosub @GYMSF_5511 
Actor.DestroyInstantly(38@)
38@ = Actor.Create(CivMale, #OMOKUNG, 768.064, -41.5728, 999.6865)
Actor.Angle(38@) = 358.0992
0618: assign_actor 38@ to_AS_pack 48@ 
060B: set_actor 38@ decision_maker_to 41@ 
07FE: set_actor 38@ fighting_style_to 6 6 
36@ = Actor.Create(CivMale, #OMYKARA, 769.8199, -36.4933, 999.6865)
Actor.Angle(36@) = 95.1885
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
07FE: set_actor 36@ fighting_style_to 6 6 
37@ = Actor.Create(CivMale, #WMYKARA, 766.1017, -37.3952, 999.6865)
Actor.Angle(37@) = 271.1251
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
07FE: set_actor 37@ fighting_style_to 6 6 
gosub @GYMSF_5487 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_5214 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 765.9402 -41.602 999.6865 // versionB 
Actor.Angle($PLAYER_ACTOR) = 265.007
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer

:GYMSF_5214
gosub @GYMSF_5567 
if 
  $8154 == 0 
else_jump @GYMSF_5250 
030C: progress_made += 1 
$8154 = 1 

:GYMSF_5250
if 
  $8155 == 0 
else_jump @GYMSF_5284 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // Neue Kampftechniken erlernt!

:GYMSF_5284
07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 6 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
$8155 = 1 
$8156 = 0 
$8157 = 0 

:GYMSF_5321
jump @GYMSF_1318 

:GYMSF_5328
return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 30000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:GYMSF_5368
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_5391 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMSF_5391
Model.Destroy(#WMYJG)
Model.Destroy(#OMYKARA)
Model.Destroy(#WMYLG)
Model.Destroy(#OMOKUNG)
Model.Destroy(#WMYKARA)
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "PARK" 
04EF: release_animation "FIGHT_C" 
040D: unload_wav 4 
$ONMISSION_GYMFIGHT = 0 
$ONMISSION = 0 
mission_cleanup 
return 

:GYMSF_5467
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
return 

:GYMSF_5487
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
return 

:GYMSF_5511
fade 0 500 

:GYMSF_5518
if 
fading 
else_jump @GYMSF_5565 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_5558 
fade 0 1 

:GYMSF_5558
jump @GYMSF_5518 

:GYMSF_5565
return 

:GYMSF_5567
fade 1 500 

:GYMSF_5574
if 
fading 
else_jump @GYMSF_5598 
wait 0 
jump @GYMSF_5574 

:GYMSF_5598
return 
040D: unload_wav 1 
03CF: load_wav 62@ as 1 
63@ = 0 
return 

:GYMSF_5620
if and
03D0:   wav 1 loaded 
  63@ == 0 
else_jump @GYMSF_5663 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 60@s time 10000 flag 1 
63@ = 1 

:GYMSF_5663
if and
03D2:   wav 1 ended 
  63@ == 1 
else_jump @GYMSF_5701 
040D: unload_wav 1 
03D5: remove_text 60@s 
63@ = 2 

:GYMSF_5701
return 

//-------------Mission 116---------------
// Originally: Las Venturas Gym Fight School

:GYMLV
thread 'GYMLV' 
gosub @GYMLV_57 
0169: set_fade_color_RGB 0 0 0 
if 
wasted_or_busted 
else_jump @GYMLV_46 
gosub @GYMLV_5200 

:GYMLV_46
gosub @GYMLV_5240 
end_thread 
increment_mission_attempts 

:GYMLV_57
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_80 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMLV_80
$ONMISSION_GYMFIGHT = 1 
$ONMISSION = 1 
0623: add 1 to_integer_stat 198 
054C: use_GXT_table 'GYM' 
Model.Load(#VBMYBOX)
Model.Load(#VWMYBOX)
Model.Load(#BMYDJ)
04ED: load_animation "RIOT" 
04ED: load_animation "FIGHT_D" 
04ED: load_animation "GYMNASIUM" 
04ED: load_animation "INT_SHOP" 
038B: load_requested_models 

:GYMLV_170
if or
84EE:   not animation "GYMNASIUM" loaded 
   not Model.Available(#VBMYBOX)
   not Model.Available(#VWMYBOX)
else_jump @GYMLV_213 
wait 0 
jump @GYMLV_170 

:GYMLV_213
if or
   not Model.Available(#BMYDJ)
84EE:   not animation "RIOT" loaded 
84EE:   not animation "FIGHT_D" loaded 
84EE:   not animation "INT_SHOP" loaded 
else_jump @GYMLV_270 
wait 0 
jump @GYMLV_213 

:GYMLV_270
060A: create_decision_maker_type 0 store_to 41@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 51@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0615: define_AS_pack_begin 63@ 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" IFP_file "RIOT" 4.0 loop 0 0 0 0 time -1 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 63@ loop 1 
0616: define_AS_pack_end 63@ 
0615: define_AS_pack_begin 64@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" IFP_file "RIOT" 4.0 loop 0 0 0 0 time -1 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 64@ loop 1 
0616: define_AS_pack_end 64@ 
0615: define_AS_pack_begin 65@ 
05B9: AS_actor -1 stay_idle 750 ms 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" IFP_file "RIOT" 4.0 loop 0 0 0 0 time -1 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 65@ loop 1 
0616: define_AS_pack_end 65@ 
0615: define_AS_pack_begin 52@ 
0603: AS_actor -1 goto 773.8429 -61.5409 999.7184 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 93.0279 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto 771.2518 -69.3033 999.6562 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 85.5162 
0616: define_AS_pack_end 53@ 
0615: define_AS_pack_begin 54@ 
0603: AS_actor -1 goto 762.3508 -78.2144 999.6562 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 359.2498 
0605: actor -1 perform_animation_sequence "SHOP_PAY" IFP_file "INT_SHOP" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 54@ 
0615: define_AS_pack_begin 48@ 
0603: AS_actor -1 goto 762.3508 -78.2144 999.6562 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 359.2498 
0605: actor -1 perform_animation_sequence "SHOP_PAY" IFP_file "INT_SHOP" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 48@ loop 1 
0616: define_AS_pack_end 48@ 
34@ = Actor.Create(CivMale, #VWMYBOX, 762.3508, -78.2144, 999.6562)
Actor.Angle(34@) = 359.2498
060B: set_actor 34@ decision_maker_to 51@ 
0618: assign_actor 34@ to_AS_pack 48@ 
07FE: set_actor 34@ fighting_style_to 7 6 
36@ = Actor.Create(CivMale, #VWMYBOX, 766.2026, -69.2071, 1000.569)
Actor.Angle(36@) = 330.7023
060B: set_actor 36@ decision_maker_to 41@ 
37@ = Actor.Create(CivMale, #VBMYBOX, 767.1087, -67.9132, 1000.569)
Actor.Angle(37@) = 129.3961
060B: set_actor 37@ decision_maker_to 41@ 
0615: define_AS_pack_begin 42@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 43@ 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 43@ 
0618: assign_actor 36@ to_AS_pack 42@ 
0618: assign_actor 37@ to_AS_pack 43@ 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMLV_1078
if 
83D0:   not wav 4 loaded 
else_jump @GYMLV_1104 
wait 0 
jump @GYMLV_1078 

:GYMLV_1104
62@ = 2 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @GYMLV_1148 
$GYM_DAY_LIMIT = 0.0 

:GYMLV_1148
wait 0 
gosub @GYMLV_5494 
if 
  57@ == 0 
else_jump @GYMLV_1279 
if 
   Actor.Dead(36@)
else_jump @GYMLV_1228 
if 
   not Actor.Dead(37@)
else_jump @GYMLV_1228 
0792: disembark_instantly_actor 37@ 
05C5: AS_actor 37@ cower -2 ms 
57@ = 1 

:GYMLV_1228
if 
   Actor.Dead(37@)
else_jump @GYMLV_1279 
if 
   not Actor.Dead(36@)
else_jump @GYMLV_1279 
0792: disembark_instantly_actor 36@ 
05C5: AS_actor 36@ cower -2 ms 
57@ = 1 

:GYMLV_1279
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @GYMLV_1312 
jump @GYMLV_5200 

:GYMLV_1312
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 763.3589 -76.7606 999.6562 radius 2.5 2.5 4.0 
else_jump @GYMLV_1367 
45@ = 0 

:GYMLV_1367
if 
   not Actor.Dead(34@)
else_jump @GYMLV_5193 
if and
  45@ == 0 
00FE:   actor 34@ sphere 0 in_sphere 762.3508 -78.2144 999.6562 radius 1.0 1.0 1.2 
else_jump @GYMLV_5193 
if 
0101:   actor $PLAYER_ACTOR in_sphere 763.3589 -76.7606 999.6562 radius 0.6 0.6 1.0 sphere 1 stopped 
else_jump @GYMLV_1486 

:GYMLV_1486
if and
0101:   actor $PLAYER_ACTOR in_sphere 763.3589 -76.7606 999.6562 radius 1.2 1.2 1.2 sphere 0 stopped 
   not Actor.Dead(34@)
else_jump @GYMLV_5193 
if and
   not Actor.Dead(34@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_1593 
Player.CanMove($PLAYER_CHAR) = False
0792: disembark_instantly_actor $PLAYER_ACTOR 
0687: clear_actor 34@ task 
0639: AS_actor 34@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 34@ 

:GYMLV_1593
if 
  $8157 == 0 
else_jump @GYMLV_1670 
040D: unload_wav 1 
03CF: load_wav 43400 as 1 

:GYMLV_1624
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_1650 
wait 0 
jump @GYMLV_1624 

:GYMLV_1650
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_1' time 3000 flag 1  // ~z~Hey, willst du ein paar neue Moves lernen?

:GYMLV_1670
if 
  $8157 == 1 
else_jump @GYMLV_1747 
040D: unload_wav 1 
03CF: load_wav 43403 as 1 

:GYMLV_1701
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_1727 
wait 0 
jump @GYMLV_1701 

:GYMLV_1727
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_4' time 3000 flag 1  // ~z~Meinst du, du stehst eine Runde gegen mich durch?

:GYMLV_1747
0512: show_permanent_text_box 'GYM1_73'  // Drcke ~k~~CONVERSATION_NO~, um mit NEIN zu antworten, oder ~k~~CONVERSATION_YES~, um mit JA zu antworten.

:GYMLV_1758
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_2062 
wait 0 
if 
00E1:   player 0 pressed_key 11 
else_jump @GYMLV_1949 
0653: 58@ = float_stat 23 
if 
  58@ > 349.0 
else_jump @GYMLV_1846 
44@ = 1 
03E6: remove_text_box 
jump @GYMLV_2064 
jump @GYMLV_1949 

:GYMLV_1846
44@ = 0 
45@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 43402 as 1 

:GYMLV_1875
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_1901 
wait 0 
jump @GYMLV_1875 

:GYMLV_1901
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_3' time 3000 flag 1  // ~z~Du brauchst die Physis eines Kmpfers! Geh und trainier dir ein paar Muskeln an!
Player.CanMove($PLAYER_CHAR) = True
32@ = 0 
55@ = 1 
jump @GYMLV_1148 

:GYMLV_1949
if 
00E1:   player 0 pressed_key 10 
else_jump @GYMLV_2055 
44@ = 0 
45@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 43401 as 1 

:GYMLV_1995
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_2021 
wait 0 
jump @GYMLV_1995 

:GYMLV_2021
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_2' time 3000 flag 1  // ~z~Wie du willst. Aber ich wei, du kommst wieder!
Player.CanMove($PLAYER_CHAR) = True
jump @GYMLV_1148 

:GYMLV_2055
jump @GYMLV_1758 

:GYMLV_2062
03E6: remove_text_box 

:GYMLV_2064
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
if 
  44@ == 1 
else_jump @GYMLV_5193 
gosub @GYMLV_5385 
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(34@)
36@ = Actor.Create(CivMale, #VBMYBOX, 767.9493, -64.6707, 999.6562)
Actor.Angle(36@) = 166.9465
0618: assign_actor 36@ to_AS_pack 63@ 
37@ = Actor.Create(CivMale, #VWMYBOX, 770.7913, -67.3238, 999.6562)
Actor.Angle(37@) = 90.0184
0618: assign_actor 37@ to_AS_pack 64@ 
38@ = Actor.Create(CivMale, #VBMYBOX, 770.4339, -69.5049, 999.6562)
Actor.Angle(38@) = 91.3393
0618: assign_actor 38@ to_AS_pack 65@ 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_2392 
0792: disembark_instantly_actor $PLAYER_ACTOR 
34@ = Actor.Create(Mission1, #VWMYBOX, 768.2548, -67.2063, 1000.569)
Actor.Angle(34@) = 145.0
Actor.Health(34@) = 1000
08AF: set_actor 34@ max_health_to 1000 
08C7: put_actor $PLAYER_ACTOR at 764.8033 -70.2273 1000.569 // versionB 
Actor.Angle($PLAYER_ACTOR) = 310.0
060B: set_actor 34@ decision_maker_to 51@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 34@ fighting_style_to 7 6 
07DD: set_actor 34@ temper_to 100 // see pedstats.dat 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
gosub @GYMLV_5441 

:GYMLV_2392
Player.CanMove($PLAYER_CHAR) = True
if 
  $8157 == 0 
else_jump @GYMLV_2428 
0512: show_permanent_text_box 'GYM1101'  // Besiege deinen Gegner, um neue Kampftechniken zu erlernen.

:GYMLV_2428
if 
  $8157 == 1 
else_jump @GYMLV_2457 
0512: show_permanent_text_box 'GYM1_84'  // Laufe und drcke ~k~~VEHICLE_ENTER_EXIT~!

:GYMLV_2457
gosub @GYMLV_5441 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if and
03D0:   wav 4 loaded 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_2506 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMLV_2506
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_3164 
wait 0 
if 
  $8157 == 1 
else_jump @GYMLV_2810 
if 
  56@ == 0 
else_jump @GYMLV_2589 
32@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // Erfasse im Laufen durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann ~k~~VEHICLE_ENTER_EXIT~
56@ = 1 

:GYMLV_2589
if 
840C:   not is_german_game 
else_jump @GYMLV_2715 
if and
  32@ > 6000 
  56@ == 1 
else_jump @GYMLV_2655 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ einen am Boden liegenden Gegner und drcke dann ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 
56@ = 2 

:GYMLV_2655
if and
  32@ > 6000 
  56@ == 2 
else_jump @GYMLV_2708 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann wiederholt ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 
56@ = 3 

:GYMLV_2708
jump @GYMLV_2768 

:GYMLV_2715
if and
  32@ > 6000 
  56@ == 1 
else_jump @GYMLV_2768 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann wiederholt ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 
56@ = 3 

:GYMLV_2768
if and
  32@ > 6000 
  56@ == 3 
else_jump @GYMLV_2810 
03E6: remove_text_box 
32@ = 0 
56@ = 0 

:GYMLV_2810
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_2840 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:GYMLV_2840
if 
   Actor.Dead(34@)
else_jump @GYMLV_2863 
jump @GYMLV_3164 

:GYMLV_2863
if 
  1000.7 > $TEMPVAR_FLOAT_3 
else_jump @GYMLV_3157 
gosub @GYMLV_5385 
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_2962 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 762.854 -69.5929 999.6562 // versionB 
Actor.Angle($PLAYER_ACTOR) = 103.4243

:GYMLV_2962
34@ = Actor.Create(CivMale, #VWMYBOX, 762.3508, -78.2144, 999.6562)
Actor.Angle(34@) = 359.2498
060B: set_actor 34@ decision_maker_to 41@ 
0618: assign_actor 34@ to_AS_pack 48@ 
07FE: set_actor 34@ fighting_style_to 7 6 
36@ = Actor.Create(CivMale, #VWMYBOX, 766.2026, -69.2071, 1000.569)
Actor.Angle(36@) = 330.7023
0618: assign_actor 36@ to_AS_pack 42@ 
37@ = Actor.Create(CivMale, #VBMYBOX, 767.1087, -67.9132, 1000.569)
Actor.Angle(37@) = 129.3961
0618: assign_actor 37@ to_AS_pack 43@ 
00BE: text_clear_all 
03E6: remove_text_box 
gosub @GYMLV_5441 
if 
  $8157 == 0 
else_jump @GYMLV_3150 
00BC: show_text_highpriority GXT 'GYM1_92' time 5000 flag 1  // ~r~Du hast den Ring verlassen und damit aufgegeben.

:GYMLV_3150
jump @GYMLV_1148 

:GYMLV_3157
jump @GYMLV_2506 

:GYMLV_3164
03E6: remove_text_box 
if 
  $8157 == 1 
else_jump @GYMLV_3191 
jump @GYMLV_4847 

:GYMLV_3191
gosub @GYMLV_5385 
gosub @GYMLV_5341 
0395: clear_area 1 at 768.2548 -67.2063 1000.569 radius 10.0 
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
34@ = Actor.Create(CivMale, #VWMYBOX, 768.2548, -67.2063, 1000.569)
060B: set_actor 34@ decision_maker_to 41@ 
07FE: set_actor 34@ fighting_style_to 7 6 
if and
   not Actor.Dead(34@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_3381 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0687: clear_actor 34@ task 
08C7: put_actor $PLAYER_ACTOR at 764.8033 -70.2273 1000.569 // versionB 
08C7: put_actor 34@ at 768.2548 -67.2063 1000.569 // versionB 
Actor.Angle($PLAYER_ACTOR) = 310.0
Actor.Angle(34@) = 145.0

:GYMLV_3381
Camera.SetPosition(765.1049, -74.2975, 1003.591, 0.0, 0.0, 0.0)
Camera.PointAt(765.3495, -73.4547, 1003.112, 2)
gosub @GYMLV_5441 
00BC: show_text_highpriority GXT 'WBOX_5' time 4000 flag 1  // ~z~Sieh mal, das wird dir ntzlich sein.
040D: unload_wav 1 
03CF: load_wav 43404 as 1 

:GYMLV_3468
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_3511 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3504 

:GYMLV_3504
jump @GYMLV_3468 

:GYMLV_3511
03D1: play_wav 1 
wait 1000 
32@ = 0 

:GYMLV_3527
if 
  2000 > 32@ 
else_jump @GYMLV_3574 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3567 

:GYMLV_3567
jump @GYMLV_3527 

:GYMLV_3574
Camera.SetPosition(767.7358, -70.2958, 1001.493, 0.0, 0.0, 0.0)
Camera.PointAt(767.9329, -69.3157, 1001.47, 2)
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Attacke aus dem Lauf
32@ = 0 

:GYMLV_3648
if 
  2000 > 32@ 
else_jump @GYMLV_3695 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3688 

:GYMLV_3688
jump @GYMLV_3648 

:GYMLV_3695
040D: unload_wav 1 
03CF: load_wav 43405 as 1 

:GYMLV_3708
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_3751 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3744 

:GYMLV_3744
jump @GYMLV_3708 

:GYMLV_3751
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // Erfasse im Laufen durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMLV_3778
if 
  4000 > 32@ 
else_jump @GYMLV_3825 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3818 

:GYMLV_3818
jump @GYMLV_3778 

:GYMLV_3825
if 
   not Actor.Dead(34@)
else_jump @GYMLV_3880 
0605: actor 34@ perform_animation_sequence "FIGHTD_M" IFP_file "FIGHT_D" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLV_3880
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_3928 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLV_3928
32@ = 0 

:GYMLV_3935
if 
  3000 > 32@ 
else_jump @GYMLV_3982 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3975 

:GYMLV_3975
jump @GYMLV_3935 

:GYMLV_3982
if 
840C:   not is_german_game 
else_jump @GYMLV_4403 
Camera.SetPosition(765.0073, -67.3258, 1001.465, 0.0, 0.0, 0.0)
Camera.PointAt(766.0051, -67.2777, 1001.419, 2)
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Boden-Attacke
32@ = 0 

:GYMLV_4069
if 
  2000 > 32@ 
else_jump @GYMLV_4116 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4109 

:GYMLV_4109
jump @GYMLV_4069 

:GYMLV_4116
040D: unload_wav 1 
03CF: load_wav 43406 as 1 

:GYMLV_4129
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_4172 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4165 

:GYMLV_4165
jump @GYMLV_4129 

:GYMLV_4172
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ einen am Boden liegenden Gegner und drcke dann ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMLV_4199
if 
  4000 > 32@ 
else_jump @GYMLV_4246 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4239 

:GYMLV_4239
jump @GYMLV_4199 

:GYMLV_4246
if 
   not Actor.Dead(34@)
else_jump @GYMLV_4301 
0605: actor 34@ perform_animation_sequence "FIGHTD_G" IFP_file "FIGHT_D" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLV_4301
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_4349 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLV_4349
32@ = 0 

:GYMLV_4356
if 
  3000 > 32@ 
else_jump @GYMLV_4403 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4396 

:GYMLV_4396
jump @GYMLV_4356 

:GYMLV_4403
Camera.SetPosition(770.4639, -65.7272, 1002.231, 0.0, 0.0, 0.0)
Camera.PointAt(769.6946, -66.3243, 1002.003, 2)
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attacke
if and
   not Actor.Dead(34@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_4499 
0639: AS_actor 34@ rotate_to_actor $PLAYER_ACTOR 

:GYMLV_4499
32@ = 0 

:GYMLV_4506
if 
  2000 > 32@ 
else_jump @GYMLV_4553 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4546 

:GYMLV_4546
jump @GYMLV_4506 

:GYMLV_4553
040D: unload_wav 1 
03CF: load_wav 43407 as 1 

:GYMLV_4566
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_4609 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4602 

:GYMLV_4602
jump @GYMLV_4566 

:GYMLV_4609
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Erfasse durch Drcken von ~k~~PED_LOCK_TARGET~ eine Zielperson und drcke dann wiederholt ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMLV_4636
if 
  4000 > 32@ 
else_jump @GYMLV_4683 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4676 

:GYMLV_4676
jump @GYMLV_4636 

:GYMLV_4683
if 
   not Actor.Dead(34@)
else_jump @GYMLV_4745 
Actor.LockInCurrentPosition(34@) = True
0605: actor 34@ perform_animation_sequence "FIGHTD_3" IFP_file "FIGHT_D" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLV_4745
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_4793 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 

:GYMLV_4793
32@ = 0 

:GYMLV_4800
if 
  2000 > 32@ 
else_jump @GYMLV_4847 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4840 

:GYMLV_4840
jump @GYMLV_4800 

:GYMLV_4847
gosub @GYMLV_5385 
if 
  $8158 == 0 
else_jump @GYMLV_4883 
030C: progress_made += 1 
$8158 = 1 

:GYMLV_4883
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_4949 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 762.854 -69.5929 999.6562 // versionB 
Actor.Angle($PLAYER_ACTOR) = 103.4243

:GYMLV_4949
34@ = Actor.Create(CivMale, #VWMYBOX, 762.3508, -78.2144, 999.6562)
Actor.Angle(34@) = 359.2498
060B: set_actor 34@ decision_maker_to 51@ 
0618: assign_actor 34@ to_AS_pack 48@ 
07FE: set_actor 34@ fighting_style_to 7 6 
36@ = Actor.Create(CivMale, #VWMYBOX, 766.2026, -69.2071, 1000.569)
Actor.Angle(36@) = 330.7023
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
37@ = Actor.Create(CivMale, #VBMYBOX, 767.1087, -67.9132, 1000.569)
Actor.Angle(37@) = 129.3961
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
gosub @GYMLV_5361 
gosub @GYMLV_5441 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 6 
if 
  $8157 == 0 
else_jump @GYMLV_5165 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // Neue Kampftechniken erlernt!

:GYMLV_5165
$8155 = 0 
$8156 = 0 
$8157 = 1 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:GYMLV_5193
jump @GYMLV_1148 

:GYMLV_5200
return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 30000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:GYMLV_5240
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_5263 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMLV_5263
Model.Destroy(#VBMYBOX)
Model.Destroy(#VWMYBOX)
Model.Destroy(#BMYDJ)
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "RIOT" 
04EF: release_animation "FIGHT_D" 
04EF: release_animation "INT_SHOP" 
040D: unload_wav 4 
$ONMISSION_GYMFIGHT = 0 
$ONMISSION = 0 
mission_cleanup 
return 

:GYMLV_5341
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
return 

:GYMLV_5361
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
return 

:GYMLV_5385
fade 0 500 

:GYMLV_5392
if 
fading 
else_jump @GYMLV_5439 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_5432 
fade 0 1 

:GYMLV_5432
jump @GYMLV_5392 

:GYMLV_5439
return 

:GYMLV_5441
fade 1 500 

:GYMLV_5448
if 
fading 
else_jump @GYMLV_5472 
wait 0 
jump @GYMLV_5448 

:GYMLV_5472
return 
040D: unload_wav 1 
03CF: load_wav 61@ as 1 
62@ = 0 
return 

:GYMLV_5494
if and
03D0:   wav 1 loaded 
  62@ == 0 
else_jump @GYMLV_5537 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 59@s time 10000 flag 1 
62@ = 1 

:GYMLV_5537
if and
03D2:   wav 1 ended 
  62@ == 1 
else_jump @GYMLV_5575 
040D: unload_wav 1 
03D5: remove_text 59@s 
62@ = 2 

:GYMLV_5575
return 

//-------------Mission 117---------------
// Originally: Trucking

:TRUCK
thread 'TRUCK' 
gosub @TRUCK_47 
if 
wasted_or_busted 
else_jump @TRUCK_38 
gosub @TRUCK_16344 

:TRUCK_38
gosub @TRUCK_16753 
end_thread 

:TRUCK_47
if 
  $MISSION_TRUCKING_PASSED == 0 
else_jump @TRUCK_67 
increment_mission_attempts 

:TRUCK_67
$ONMISSION = 1 
$411 = 1 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
39@ = 0 
40@ = 0 
41@ = 0 
42@ = 0 
47@ = 0 
48@ = 0 
32@ = 0 
33@ = 0 
105@ = 0 
106@ = 0 
114@ = 0 
if 
  36@ == -99 
else_jump @TRUCK_324 
0662: NOP "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
74@ = Car.Create(#PETRO, 0.0, 0.0, 0.0)
75@ = Car.Create(#PETROTR, 0.0, 0.0, 0.0)
78@ = Marker.CreateAboveCar(74@)
77@ = Marker.CreateAboveCar(74@)
79@ = Marker.CreateAboveCar(75@)

:TRUCK_324
054C: use_GXT_table 'TRUCK' 
if 
  $TRUCKING_TOTAL_PASSED_MISSIONS >= 6 
else_jump @TRUCK_468 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  2 > $STAT_UNLOCKED_CITIES_NUMBER 
else_jump @TRUCK_468 
00BC: show_text_highpriority GXT 'TRK_H17' time 5000 flag 1  // Die nchste Trucker-Mission steht zur Verfgung, wenn du Zugang zu Las Vegas hast.
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRUCK_450 
Actor.PutAt($PLAYER_ACTOR, -76.9664, -1134.639, 0.0781)
Actor.Angle($PLAYER_ACTOR) = 14.7291
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True

:TRUCK_450
fade 1 500 
wait 5000 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
return 

:TRUCK_468
if 
  $TRUCKING_TOTAL_PASSED_MISSIONS >= 4 
else_jump @TRUCK_601 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  1 > $STAT_UNLOCKED_CITIES_NUMBER 
else_jump @TRUCK_601 
00BC: show_text_highpriority GXT 'TRK_H18' time 5000 flag 1  // Die nchste Trucker-Mission steht zur Verfgung, wenn du Zugang zu San Francisco hast.
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRUCK_583 
Actor.PutAt($PLAYER_ACTOR, -76.9664, -1134.639, 0.0781)
Actor.Angle($PLAYER_ACTOR) = 14.7291
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True

:TRUCK_583
fade 1 500 
wait 5000 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
return 

:TRUCK_601
gosub @TRUCK_15391 
gosub @TRUCK_15393 
wait 100 

:TRUCK_619
wait 0 
gosub @TRUCK_12403 
gosub @TRUCK_12776 
if or
  40@ == 1 
  41@ == 1 
else_jump @TRUCK_669 
jump @TRUCK_896 

:TRUCK_669
gosub @TRUCK_15288 
gosub @TRUCK_15322 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @TRUCK_713 
39@ = 1 
jump @TRUCK_896 

:TRUCK_713
if 
  36@ == 0 
else_jump @TRUCK_771 
0662: NOP "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TRUCK_771
if 
  36@ == 1 
else_jump @TRUCK_796 
gosub @TRUCK_1097 

:TRUCK_796
if 
  36@ == 2 
else_jump @TRUCK_821 
gosub @TRUCK_1312 

:TRUCK_821
if 
  36@ == 3 
else_jump @TRUCK_846 
38@ = 1 

:TRUCK_846
if 
  36@ == 50 
else_jump @TRUCK_871 
gosub @TRUCK_2470 

:TRUCK_871
if 
  36@ == 51 
else_jump @TRUCK_896 
40@ = 1 

:TRUCK_896
if 
  40@ == 0 
else_jump @TRUCK_1049 
if 
  39@ == 0 
else_jump @TRUCK_1033 
if 
  38@ == 0 
else_jump @TRUCK_964 
jump @TRUCK_619 
jump @TRUCK_1026 

:TRUCK_964
gosub @TRUCK_16746 
if 
  114@ == 1 
else_jump @TRUCK_1024 
38@ = 0 
36@ = 50 
37@ = 0 
114@ = 0 
jump @TRUCK_619 

:TRUCK_1024
return 

:TRUCK_1026
jump @TRUCK_1042 

:TRUCK_1033
gosub @TRUCK_16344 
return 

:TRUCK_1042
jump @TRUCK_1051 

:TRUCK_1049
return 

:TRUCK_1051
0662: NOP "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:TRUCK_1097
if or
   Car.Wrecked(75@)
   Car.Wrecked(74@)
else_jump @TRUCK_1134 
39@ = 1 
89@ = 3 
return 

:TRUCK_1134
if 
  37@ == 0 
else_jump @TRUCK_1236 
04F7: status_text $8160 type 0 line 1 GXT 'TRK_CSH' // global_variable  // Geld
008A: $8160 = 91@ // (int) 
0085: 83@ = 91@ // (int) 
gosub @TRUCK_3418 
gosub @TRUCK_3636 
gosub @TRUCK_5170 
77@ = Marker.CreateAboveCar(74@)
07E0: set_marker 77@ type_to 1 
113@ = 0 
37@ += 1 

:TRUCK_1236
if 
  37@ == 1 
else_jump @TRUCK_1285 
if 
   Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_1285 
Marker.Disable(77@)
37@ = 99 

:TRUCK_1285
if 
  37@ == 99 
else_jump @TRUCK_1310 
gosub @TRUCK_15361 

:TRUCK_1310
return 

:TRUCK_1312
if or
   Car.Wrecked(74@)
   Car.Wrecked(75@)
else_jump @TRUCK_1349 
39@ = 1 
89@ = 3 
return 

:TRUCK_1349
if 
  113@ == 0 
else_jump @TRUCK_1394 
gosub @TRUCK_5187 
if 
  39@ == 1 
else_jump @TRUCK_1394 
return 

:TRUCK_1394
if 
  37@ == 0 
else_jump @TRUCK_1679 
018A: 76@ = create_checkpoint_at 102@ 103@ 104@ 
Marker.SetIconSize(76@, 4)
106@ = 0 
gosub @TRUCK_5875 
0871: init_jump_table 88@ total_jumps 6 default_jump 1 @TRUCK_1648 jumps 1 @TRUCK_1510 2 @TRUCK_1533 3 @TRUCK_1556 4 @TRUCK_1579 5 @TRUCK_1602 6 @TRUCK_1625 -1 @TRUCK_1672 

:TRUCK_1510
00BC: show_text_highpriority GXT 'TRK_H6' time 15000 flag 1  // Das ist eine zerbrechliche Ladung. Liefere sie unbeschdigt ab, sonst musst du den Schaden bezahlen.
jump @TRUCK_1672 

:TRUCK_1533
00BC: show_text_highpriority GXT 'TRK_H7' time 15000 flag 1  // Liefere die Ware so schnell wie mglich ab. Lieferst du zu spt, verlierst du Geld.
jump @TRUCK_1672 

:TRUCK_1556
00BC: show_text_highpriority GXT 'TRK_H12' time 15000 flag 1  // Diese Ware ist sehr zerbrechlich.
jump @TRUCK_1672 

:TRUCK_1579
00BC: show_text_highpriority GXT 'TRK_H9' time 15000 flag 1  // Das ist heie Ware. Die Polizei wird sich dafr interessieren.
jump @TRUCK_1672 

:TRUCK_1602
00BC: show_text_highpriority GXT 'TRK_H11' time 15000 flag 1  // Du musst diese zerbrechliche Ware schnell und wohlbehalten abliefern.
jump @TRUCK_1672 

:TRUCK_1625
00BC: show_text_highpriority GXT 'TRK_H10' time 15000 flag 1  // Das ist extrem heie Ware. Die Polizei wird sich sehr dafr interessieren.
jump @TRUCK_1672 

:TRUCK_1648
0662: NOP "UNKNOWN_MISSION_TYPE" 

:TRUCK_1672
37@ += 1 

:TRUCK_1679
if 
  37@ == 1 
else_jump @TRUCK_1922 
0087: 63@ = 102@ // (float) 
63@ -= 4.0 
0087: 64@ = 103@ // (float) 
64@ -= 4.0 
0087: 65@ = 104@ // (float) 
65@ -= 4.0 
0087: 66@ = 102@ // (float) 
66@ += 4.0 
0087: 67@ = 103@ // (float) 
67@ += 4.0 
0087: 68@ = 104@ // (float) 
68@ += 4.0 
if or
00B1:   car 75@ sphere 1 in_cube_cornerA 63@ 64@ 65@ cornerB 66@ 67@ 68@ 
00B1:   car 74@ sphere 0 in_cube_cornerA 63@ 64@ 65@ cornerB 66@ 67@ 68@ 
else_jump @TRUCK_1922 
if and
   Actor.InCar($PLAYER_ACTOR, 74@)
07AB:   trailer 75@ attached_to_cab 74@ 
else_jump @TRUCK_1922 
Player.CanMove($PLAYER_CHAR) = False
113@ = 1 
81@ += 15000 
37@ += 1 

:TRUCK_1922
if 
  37@ == 2 
else_jump @TRUCK_1990 
if and
01C1:   car 75@ stopped 
01C1:   car 74@ stopped 
else_jump @TRUCK_1990 
Car.LockInCurrentPosition(74@) = True
05CD: AS_actor $PLAYER_ACTOR exit_car 74@ 
gosub @TRUCK_16540 
37@ += 1 

:TRUCK_1990
if 
  37@ == 3 
else_jump @TRUCK_2053 
if 
   not Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_2053 
0508: car 74@ close_all_doors 
Car.DoorStatus(74@) = 2
Player.CanMove($PLAYER_CHAR) = True
37@ = 99 

:TRUCK_2053
gosub @TRUCK_7116 
gosub @TRUCK_7271 
gosub @TRUCK_7500 
if 
  106@ == 1 
else_jump @TRUCK_2099 
gosub @TRUCK_7694 

:TRUCK_2099
if 
  106@ == 0 
else_jump @TRUCK_2284 
59@ = -76.1692 
60@ = -1128.963 
61@ = 0.0781 
if and
01AF:   car 75@ sphere 0 in_sphere 59@ 60@ 61@ radius 40.0 40.0 40.0 
81AF:   not car 75@ sphere 0 in_sphere 59@ 60@ 61@ radius 20.0 20.0 20.0 
else_jump @TRUCK_2284 
01EB: set_traffic_density_multiplier_to 1.0 
if 
  88@ == 4 
else_jump @TRUCK_2252 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)

:TRUCK_2252
if 
  88@ == 6 
else_jump @TRUCK_2277 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)

:TRUCK_2277
106@ = 1 

:TRUCK_2284
if 
  105@ == 0 
else_jump @TRUCK_2384 
if 
  110@ == 1 
else_jump @TRUCK_2343 
00BC: show_text_highpriority GXT 'TRK_H14' time 6000 flag 1  // Die Ware kommt zu spt an. Dein Lohn wird um die Hlfte gekrzt.
110@ = 0 

:TRUCK_2343
if 
  111@ == 1 
else_jump @TRUCK_2384 
00BC: show_text_highpriority GXT 'TRK_H15' time 6000 flag 1  // Die Ware kommt viel zu spt an. Dein Lohn wird noch mal um die Hlfte gekrzt.
111@ = 0 

:TRUCK_2384
if 
  105@ == 0 
else_jump @TRUCK_2443 
if 
  112@ == 1 
else_jump @TRUCK_2443 
00BC: show_text_highpriority GXT 'TRK_H16' time 7000 flag 1  // Die Zeit wird knapp. Liefere die Ware termingerecht ab, um die Mission erfolgreich abzuschlieen.
112@ = 0 

:TRUCK_2443
if 
  37@ == 99 
else_jump @TRUCK_2468 
gosub @TRUCK_15361 

:TRUCK_2468
return 

:TRUCK_2470
if 
  37@ == 0 
else_jump @TRUCK_2545 
Player.CanMove($PLAYER_CHAR) = False
0085: 82@ = 47@ // (int) 
82@ += 5000 
Actor.StorePos($PLAYER_ACTOR, 59@, 60@, 61@)
62@ = Actor.Angle($PLAYER_ACTOR)
0151: remove_status_text $8160 
37@ += 1 

:TRUCK_2545
if 
  37@ == 1 
else_jump @TRUCK_2612 
if 
001D:   47@ > 82@ // (int) 
else_jump @TRUCK_2612 
fade 0 500 
0085: 82@ = 47@ // (int) 
82@ += 500 
37@ += 1 

:TRUCK_2612
if 
  37@ == 2 
else_jump @TRUCK_2861 
if and
001D:   47@ > 82@ // (int) 
   not fading 
else_jump @TRUCK_2861 
04A6: $1933 = create_asset_money_pickup_at -82.2693 -1135.526 0.5847 money $1934 $1934 
02A3: enable_widescreen 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TRUCK_2724 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -47.0873 -1122.146 0.4453 
jump @TRUCK_2744 

:TRUCK_2724
Actor.PutAt($PLAYER_ACTOR, -47.0873, -1122.146, 0.4453)

:TRUCK_2744
Car.RemoveReferences(74@)
Car.RemoveReferences(75@)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0A0B: set_rendering_origin_at_3D_coord -96.3779 -1125.262 0.093 angle 261.7115 
Camera.SetPosition(-109.2539, -1122.353, 15.1451, 0.0, 0.0, 0.0)
Camera.PointAt(-108.3806, -1122.439, 14.6655, 2)
0085: 82@ = 47@ // (int) 
82@ += 2000 
37@ += 1 

:TRUCK_2861
if 
  37@ == 3 
else_jump @TRUCK_2944 
if 
001D:   47@ > 82@ // (int) 
else_jump @TRUCK_2944 
fade 1 500 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Unternehmen erworben!
0085: 82@ = 47@ // (int) 
82@ += 5000 
37@ += 1 

:TRUCK_2944
if 
  37@ == 4 
else_jump @TRUCK_3074 
if 
001D:   47@ > 82@ // (int) 
else_jump @TRUCK_3074 
Camera.SetPosition(-83.7387, -1133.793, 0.9871, 0.0, 0.0, 0.0)
Camera.PointAt(-82.9525, -1134.41, 0.9592, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1934 time 6000 flag 1  // Dieses Objekt generiert ab jetzt Einknfte von bis zu $~1~. Hol dir das Geld regelmig ab!
0085: 82@ = 47@ // (int) 
82@ += 6000 
37@ += 1 

:TRUCK_3074
if 
  37@ == 5 
else_jump @TRUCK_3141 
if 
001D:   47@ > 82@ // (int) 
else_jump @TRUCK_3141 
fade 0 500 
0085: 82@ = 47@ // (int) 
82@ += 500 
37@ += 1 

:TRUCK_3141
if 
  37@ == 6 
else_jump @TRUCK_3244 
if and
001D:   47@ > 82@ // (int) 
   not fading 
else_jump @TRUCK_3244 
Actor.PutAt($PLAYER_ACTOR, 59@, 60@, 61@)
Actor.Angle($PLAYER_ACTOR) = 62@
Camera.SetAtPos(59@, 60@, 61@)
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0085: 82@ = 47@ // (int) 
82@ += 2000 
37@ += 1 

:TRUCK_3244
if 
  37@ == 7 
else_jump @TRUCK_3327 
if 
001D:   47@ > 82@ // (int) 
else_jump @TRUCK_3327 
00BC: show_text_highpriority GXT 'TRK_P2' time 10000 flag 1  // ~s~Von Mission zu Mission werden Streckenlnge, Schwierigkeit und Belohnung variieren.
fade 1 500 
0085: 82@ = 47@ // (int) 
82@ += 500 
37@ += 1 

:TRUCK_3327
if 
  37@ == 8 
else_jump @TRUCK_3391 
if and
001D:   47@ > 82@ // (int) 
   not fading 
else_jump @TRUCK_3391 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
Player.CanMove($PLAYER_CHAR) = True
37@ = 99 

:TRUCK_3391
if 
  37@ == 99 
else_jump @TRUCK_3416 
gosub @TRUCK_15361 

:TRUCK_3416
return 

:TRUCK_3418
0871: init_jump_table 88@ total_jumps 6 default_jump 1 @TRUCK_3607 jumps 1 @TRUCK_3481 2 @TRUCK_3502 3 @TRUCK_3523 4 @TRUCK_3544 5 @TRUCK_3565 6 @TRUCK_3586 -1 @TRUCK_3634 

:TRUCK_3481
05AA: 98@s = 'TRK_MND'  // ~s~Die Ware muss unbeschdigt geliefert werden. Lieferadresse: ~a~
jump @TRUCK_3634 

:TRUCK_3502
05AA: 98@s = 'TRK_MNT'  // ~s~Die Ware muss schnell geliefert werden. Lieferadresse: ~a~
jump @TRUCK_3634 

:TRUCK_3523
05AA: 98@s = 'TRK_MFD'  // ~s~Extrem zerbrechliche Ware. Lieferadresse: ~a~
jump @TRUCK_3634 

:TRUCK_3544
05AA: 98@s = 'TRK_MI'  // ~s~Illegale Ware. Lieferadresse: ~a~
jump @TRUCK_3634 

:TRUCK_3565
05AA: 98@s = 'TRK_MTD'  // ~s~Die Ware muss schnell und unbeschdigt geliefert werden. Lieferadresse: ~a~
jump @TRUCK_3634 

:TRUCK_3586
05AA: 98@s = 'TRK_MHI'  // ~s~Hochgradig illegale Ware. Lieferadresse: ~a~
jump @TRUCK_3634 

:TRUCK_3607
0662: NOP "UNKNOWN_MISSION_TYPE_ID" 

:TRUCK_3634
return 

:TRUCK_3636
if 
  86@ == 1 
else_jump @TRUCK_3801 
0871: init_jump_table 87@ total_jumps 4 default_jump 0 @TRUCK_3801 jumps 0 @TRUCK_3717 1 @TRUCK_3738 2 @TRUCK_3759 3 @TRUCK_3780 -1 @TRUCK_3801 -1 @TRUCK_3801 -1 @TRUCK_3801 

:TRUCK_3717
05AA: 100@s = 'TRK_CE0'  // ~s~Central Valley, California
jump @TRUCK_3801 

:TRUCK_3738
05AA: 100@s = 'TRK_CE1'  // ~s~Blueberry, Central Valley
jump @TRUCK_3801 

:TRUCK_3759
05AA: 100@s = 'TRK_CE2'  // ~s~Blueberry Acres, Central Valley
jump @TRUCK_3801 

:TRUCK_3780
05AA: 100@s = 'TRK_CE3'  // ~s~Dillimore, Central Valley
jump @TRUCK_3801 

:TRUCK_3801
if 
  86@ == 2 
else_jump @TRUCK_3924 
0871: init_jump_table 87@ total_jumps 2 default_jump 0 @TRUCK_3924 jumps 0 @TRUCK_3882 1 @TRUCK_3903 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 

:TRUCK_3882
05AA: 100@s = 'TRK_CE4'  // ~s~Montgomery, Central Valley
jump @TRUCK_3924 

:TRUCK_3903
05AA: 100@s = 'TRK_CE5'  // ~s~Montgomery, Central Valley
jump @TRUCK_3924 

:TRUCK_3924
if 
  86@ == 3 
else_jump @TRUCK_4089 
0871: init_jump_table 87@ total_jumps 4 default_jump 0 @TRUCK_4089 jumps 0 @TRUCK_4005 1 @TRUCK_4026 2 @TRUCK_4047 3 @TRUCK_4068 -1 @TRUCK_4089 -1 @TRUCK_4089 -1 @TRUCK_4089 

:TRUCK_4005
05AA: 100@s = 'TRK_LS0'  // ~s~San Pedro Seaport, Los Angeles
jump @TRUCK_4089 

:TRUCK_4026
05AA: 100@s = 'TRK_LS1'  // ~s~San Pedro Seaport, Los Angeles
jump @TRUCK_4089 

:TRUCK_4047
05AA: 100@s = 'TRK_LS2'  // ~s~Willowbrook, Los Angeles
jump @TRUCK_4089 

:TRUCK_4068
05AA: 100@s = 'TRK_LS3'  // ~s~El Sereno, Los Angeles
jump @TRUCK_4089 

:TRUCK_4089
if 
  86@ == 8 
else_jump @TRUCK_4529 
0871: init_jump_table 87@ total_jumps 14 default_jump 0 @TRUCK_4529 jumps 0 @TRUCK_4235 1 @TRUCK_4256 2 @TRUCK_4277 3 @TRUCK_4298 4 @TRUCK_4319 5 @TRUCK_4340 6 @TRUCK_4361 
0872: jump_table_jumps 7 @TRUCK_4382 8 @TRUCK_4403 9 @TRUCK_4424 10 @TRUCK_4445 11 @TRUCK_4466 12 @TRUCK_4487 13 @TRUCK_4508 -1 @TRUCK_4529 -1 @TRUCK_4529 

:TRUCK_4235
05AA: 100@s = 'TRK_V0'  // ~s~Redsands West, Las Vegas
jump @TRUCK_4529 

:TRUCK_4256
05AA: 100@s = 'TRK_V1'  // ~s~Whitewood Estates, Las Vegas
jump @TRUCK_4529 

:TRUCK_4277
05AA: 100@s = 'TRK_V2'  // ~s~Whitewood Estates, Las Vegas
jump @TRUCK_4529 

:TRUCK_4298
05AA: 100@s = 'TRK_V3'  // ~s~Las Vegas Airport Depot, Las Vegas
jump @TRUCK_4529 

:TRUCK_4319
05AA: 100@s = 'TRK_V4'  // ~s~Barbary Coast Casino, Las Vegas
jump @TRUCK_4529 

:TRUCK_4340
05AA: 100@s = 'TRK_V5'  // ~s~Creek, Las Vegas
jump @TRUCK_4529 

:TRUCK_4361
05AA: 100@s = 'TRK_V6'  // ~s~Spinybed, Las Vegas
jump @TRUCK_4529 

:TRUCK_4382
05AA: 100@s = 'TRK_V7'  // ~s~Pilgrim, Las Vegas
jump @TRUCK_4529 

:TRUCK_4403
05AA: 100@s = 'TRK_V8'  // ~s~Rockshore East, Las Vegas
jump @TRUCK_4529 

:TRUCK_4424
05AA: 100@s = 'TRK_V9'  // ~s~Rockshore East, Las Vegas
jump @TRUCK_4529 

:TRUCK_4445
05AA: 100@s = 'TRK_V10'  // ~s~Randolph Ind. Est., Las Vegas
jump @TRUCK_4529 

:TRUCK_4466
05AA: 100@s = 'TRK_V11'  // ~s~LVA Financial Equipement, Las Vegas
jump @TRUCK_4529 

:TRUCK_4487
05AA: 100@s = 'TRK_V12'  // ~s~McCarran International Airport, Las Vegas
jump @TRUCK_4529 

:TRUCK_4508
05AA: 100@s = 'TRK_V13'  // ~s~Redsands West, Las Vegas
jump @TRUCK_4529 

:TRUCK_4529
if 
  86@ == 7 
else_jump @TRUCK_4715 
0871: init_jump_table 87@ total_jumps 5 default_jump 0 @TRUCK_4715 jumps 0 @TRUCK_4610 1 @TRUCK_4631 2 @TRUCK_4652 3 @TRUCK_4673 4 @TRUCK_4694 -1 @TRUCK_4715 -1 @TRUCK_4715 

:TRUCK_4610
05AA: 100@s = 'TRK_NC0'  // ~s~Midway-Sunset Oil Field, Nevada
jump @TRUCK_4715 

:TRUCK_4631
05AA: 100@s = 'TRK_NC1'  // ~s~Nye County, Nevada
jump @TRUCK_4715 

:TRUCK_4652
05AA: 100@s = 'TRK_NC2'  // ~s~Nye County, Nevada
jump @TRUCK_4715 

:TRUCK_4673
05AA: 100@s = 'TRK_NC3'  // ~s~Hoover Staudamm, Nye County
jump @TRUCK_4715 

:TRUCK_4694
05AA: 100@s = 'TRK_NC4'  // ~s~Mojave Airport, Nye County
jump @TRUCK_4715 

:TRUCK_4715
if 
  86@ == 4 
else_jump @TRUCK_4859 
0871: init_jump_table 87@ total_jumps 3 default_jump 0 @TRUCK_4859 jumps 0 @TRUCK_4796 1 @TRUCK_4817 2 @TRUCK_4838 -1 @TRUCK_4859 -1 @TRUCK_4859 -1 @TRUCK_4859 -1 @TRUCK_4859 

:TRUCK_4796
05AA: 100@s = 'TRK_CS0'  // ~s~Monterey County, Californian Badlands
jump @TRUCK_4859 

:TRUCK_4817
05AA: 100@s = 'TRK_CS1'  // ~s~Salinas, Californian Badlands
jump @TRUCK_4859 

:TRUCK_4838
05AA: 100@s = 'TRK_CS2'  // ~s~Monterey County, Californian Badlands
jump @TRUCK_4859 

:TRUCK_4859
if 
  86@ == 5 
else_jump @TRUCK_5024 
0871: init_jump_table 87@ total_jumps 4 default_jump 0 @TRUCK_5024 jumps 0 @TRUCK_4940 1 @TRUCK_4961 2 @TRUCK_4982 3 @TRUCK_5003 -1 @TRUCK_5024 -1 @TRUCK_5024 -1 @TRUCK_5024 

:TRUCK_4940
05AA: 100@s = 'TRK_SF0'  // ~s~San Francisco International Airport, San Francisco
jump @TRUCK_5024 

:TRUCK_4961
05AA: 100@s = 'TRK_SF1'  // ~s~Fort Point, San Francisco
jump @TRUCK_5024 

:TRUCK_4982
05AA: 100@s = 'TRK_SF2'  // ~s~Hunters Point Naval Shipyard, San Francisco
jump @TRUCK_5024 

:TRUCK_5003
05AA: 100@s = 'TRK_SF3'  // ~s~Hunters Point Naval Shipyard, San Francisco
jump @TRUCK_5024 

:TRUCK_5024
if 
  86@ == 6 
else_jump @TRUCK_5168 
0871: init_jump_table 87@ total_jumps 3 default_jump 0 @TRUCK_5168 jumps 0 @TRUCK_5105 1 @TRUCK_5126 2 @TRUCK_5147 -1 @TRUCK_5168 -1 @TRUCK_5168 -1 @TRUCK_5168 -1 @TRUCK_5168 

:TRUCK_5105
05AA: 100@s = 'TRK_CN0'  // ~s~Ely, Marin County
jump @TRUCK_5168 

:TRUCK_5126
05AA: 100@s = 'TRK_CN1'  // ~s~Sausalito, Marin County
jump @TRUCK_5168 

:TRUCK_5147
05AA: 100@s = 'TRK_CN2'  // ~s~Sierra Nevada, Nevada
jump @TRUCK_5168 

:TRUCK_5168
return 

:TRUCK_5170
03EB: clear_small_messages_only 
0384: show_text_1string GXT 98@s string 100@s time 15000 1 
return 

:TRUCK_5187
if 
  105@ == 1 
else_jump @TRUCK_5743 
if and
07AB:   trailer 75@ attached_to_cab 74@ 
   Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_5281 
84@ = 0 
105@ = 0 
Marker.Disable(78@)
Marker.Disable(79@)
018A: 76@ = create_checkpoint_at 102@ 103@ 104@ 
Marker.SetIconSize(76@, 4)
03EB: clear_small_messages_only 
return 

:TRUCK_5281
50@ = Car.Health(74@)
if 
  250 > 50@ 
else_jump @TRUCK_5320 
03EB: clear_small_messages_only 
Marker.Disable(78@)
Marker.Disable(79@)

:TRUCK_5320
if 
001D:   47@ > 80@ // (int) 
else_jump @TRUCK_5362 
84@ -= 1 
0085: 80@ = 47@ // (int) 
80@ += 1000 

:TRUCK_5362
if 
  0 > 84@ 
else_jump @TRUCK_5474 
39@ = 1 
03EB: clear_small_messages_only 
Marker.Disable(78@)
Marker.Disable(79@)
72@ = 0 
if 
   not Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_5439 
72@ = 1 
89@ = 4 

:TRUCK_5439
if and
87AB:   not trailer 75@ attached_to_cab 74@ 
  72@ == 0 
else_jump @TRUCK_5472 
89@ = 5 

:TRUCK_5472
return 

:TRUCK_5474
00BE: text_clear_all 
09C1: unknown_text_flag 0 
if 
   not Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_5621 
if 
  84@ == 1 
else_jump @TRUCK_5543 
01E4: show_text_1number_lowpriority GXT 'TRK_H5B' number 84@ time 1000 flag 1  // ~s~Du hast ~1~ Sekunde, um wieder in die ~b~Zugmaschine~s~ zu steigen.
jump @TRUCK_5562 

:TRUCK_5543
01E4: show_text_1number_lowpriority GXT 'TRK_H5' number 84@ time 1000 flag 1  // ~s~Du hast ~1~ Sekunden, um wieder in die ~b~Zugmaschine~s~ zu steigen.

:TRUCK_5562
if 
075C:   marker 79@ enabled 
else_jump @TRUCK_5583 
Marker.Disable(79@)

:TRUCK_5583
if 
875C:   not marker 78@ enabled 
else_jump @TRUCK_5614 
78@ = Marker.CreateAboveCar(74@)
07E0: set_marker 78@ type_to 1 

:TRUCK_5614
jump @TRUCK_5736 

:TRUCK_5621
if 
  84@ == 1 
else_jump @TRUCK_5665 
01E4: show_text_1number_lowpriority GXT 'TRK_H4B' number 84@ time 1000 flag 1  // ~s~Du hast ~1~ Sekunde, um den ~b~Anhnger~s~ wieder an die Zugmaschine anzukoppeln.
jump @TRUCK_5684 

:TRUCK_5665
01E4: show_text_1number_lowpriority GXT 'TRK_H4' number 84@ time 1000 flag 1  // ~s~Du hast ~1~ Sekunden, um den ~b~Anhnger~s~ wieder an die Zugmaschine anzukoppeln.

:TRUCK_5684
if 
875C:   not marker 79@ enabled 
else_jump @TRUCK_5715 
79@ = Marker.CreateAboveCar(75@)
07E0: set_marker 79@ type_to 1 

:TRUCK_5715
if 
075C:   marker 78@ enabled 
else_jump @TRUCK_5736 
Marker.Disable(78@)

:TRUCK_5736
jump @TRUCK_5873 

:TRUCK_5743
if or
87AB:   not trailer 75@ attached_to_cab 74@ 
   not Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_5873 
84@ = 60 
0085: 80@ = 47@ // (int) 
80@ += 1000 
105@ = 1 
Marker.Disable(76@)
09C1: unknown_text_flag 0 
if 
   not Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_5854 
01E5: show_text_1number_highpriority GXT 'TRK_H5' number 84@ time 1000 flag 1  // ~s~Du hast ~1~ Sekunden, um wieder in die ~b~Zugmaschine~s~ zu steigen.
jump @TRUCK_5873 

:TRUCK_5854
01E5: show_text_1number_highpriority GXT 'TRK_H4' number 84@ time 1000 flag 1  // ~s~Du hast ~1~ Sekunden, um den ~b~Anhnger~s~ wieder an die Zugmaschine anzukoppeln.

:TRUCK_5873
return 

:TRUCK_5875
90@ = 750 
if or
  88@ == 1 
  88@ == 5 
else_jump @TRUCK_5916 
90@ = 500 

:TRUCK_5916
if 
  88@ == 3 
else_jump @TRUCK_5942 
90@ = 250 

:TRUCK_5942
0085: 50@ = 90@ // (int) 
50@ += 250 
Car.Health(75@) = 50@
Car.Health(74@) = 50@
92@ = 0 
gosub @TRUCK_6155 
if or
  88@ == 1 
  88@ == 3 
else_jump @TRUCK_6031 
04F7: status_text $8161 type 1 line 2 GXT 'TRK_DMG' // global_variable  // Schaden

:TRUCK_6031
if 
  88@ == 2 
else_jump @TRUCK_6076 
gosub @TRUCK_6559 
03C3: set_timer_to $8162 type 0 GXT 'TRK_TIM' // global_variable  // Termin
0396: pause_timer 1 

:TRUCK_6076
if 
  88@ == 5 
else_jump @TRUCK_6139 
gosub @TRUCK_6559 
03C3: set_timer_to $8162 type 0 GXT 'TRK_TIM' // global_variable  // Termin
04F7: status_text $8161 type 1 line 2 GXT 'TRK_DMG' // global_variable  // Schaden
0396: pause_timer 1 

:TRUCK_6139
110@ = 0 
111@ = 0 
return 

:TRUCK_6155
0871: init_jump_table 92@ total_jumps 5 default_jump 0 @TRUCK_6365 jumps 0 @TRUCK_6218 1 @TRUCK_6256 2 @TRUCK_6293 3 @TRUCK_6330 4 @TRUCK_6351 -1 @TRUCK_6365 -1 @TRUCK_6365 

:TRUCK_6218
0085: 81@ = 93@ // (int) 
81@ *= 140 
005A: 81@ += 47@ // (int) 
92@ = 1 
jump @TRUCK_6365 

:TRUCK_6256
0085: 81@ = 93@ // (int) 
81@ *= 84 
005A: 81@ += 47@ // (int) 
92@ = 2 
jump @TRUCK_6365 

:TRUCK_6293
0085: 81@ = 93@ // (int) 
81@ *= 84 
005A: 81@ += 47@ // (int) 
92@ = 3 
jump @TRUCK_6365 

:TRUCK_6330
gosub @TRUCK_6367 
92@ = 4 
jump @TRUCK_6365 

:TRUCK_6351
92@ = 5 
jump @TRUCK_6365 

:TRUCK_6365
return 

:TRUCK_6367
50@ = 2 
50@ *= 60 
50@ += 0 
50@ *= 1000 
0085: 81@ = 47@ // (int) 
005A: 81@ += 50@ // (int) 
00BF: 50@ = current_time_hours, 51@ = current_time_minutes 
51@ += 0 
if 
  51@ >= 60 
else_jump @TRUCK_6459 
51@ -= 60 
50@ += 1 

:TRUCK_6459
50@ += 2 
if 
  50@ >= 24 
else_jump @TRUCK_6491 
50@ -= 24 

:TRUCK_6491
0085: 52@ = 50@ // (int) 
52@ *= 60 
005A: 52@ += 51@ // (int) 
52@ *= 1000 
008A: $8162 = 52@ // (int) 
03C3: set_timer_to $8162 type 0 GXT 'TRK_DLN' // global_variable  // Termin
0396: pause_timer 1 
112@ = 1 
return 

:TRUCK_6559
0085: 50@ = 93@ // (int) 
50@ *= 140 
50@ /= 1000 
0085: 51@ = 50@ // (int) 
51@ /= 60 
0085: 52@ = 51@ // (int) 
52@ *= 60 
0062: 50@ -= 52@ // (int) 
00BF: 94@ = current_time_hours, 95@ = current_time_minutes 
005A: 95@ += 50@ // (int) 
if 
  95@ >= 60 
else_jump @TRUCK_6669 
94@ += 1 
95@ -= 60 

:TRUCK_6669
005A: 94@ += 51@ // (int) 

:TRUCK_6677
if 
  94@ >= 24 
else_jump @TRUCK_6709 
94@ -= 24 
jump @TRUCK_6677 

:TRUCK_6709
72@ = 0 
if 
  95@ > 45 
else_jump @TRUCK_6811 
50@ = 60 
0062: 50@ -= 95@ // (int) 
95@ = 0 
94@ += 1 
if 
  94@ == 24 
else_jump @TRUCK_6788 
94@ = 0 

:TRUCK_6788
50@ *= 1000 
005A: 81@ += 50@ // (int) 
72@ = 1 

:TRUCK_6811
if 
  72@ == 0 
else_jump @TRUCK_6899 
if and
  95@ > 30 
  45 > 95@ 
else_jump @TRUCK_6899 
50@ = 45 
0062: 50@ -= 95@ // (int) 
95@ = 45 
50@ *= 1000 
005A: 81@ += 50@ // (int) 
72@ = 1 

:TRUCK_6899
if 
  72@ == 0 
else_jump @TRUCK_6987 
if and
  95@ > 15 
  30 > 95@ 
else_jump @TRUCK_6987 
50@ = 30 
0062: 50@ -= 95@ // (int) 
95@ = 30 
50@ *= 1000 
005A: 81@ += 50@ // (int) 
72@ = 1 

:TRUCK_6987
if 
  72@ == 0 
else_jump @TRUCK_7075 
if and
  95@ > 0 
  15 > 95@ 
else_jump @TRUCK_7075 
50@ = 15 
0062: 50@ -= 95@ // (int) 
95@ = 15 
50@ *= 1000 
005A: 81@ += 50@ // (int) 
72@ = 1 

:TRUCK_7075
0085: 50@ = 94@ // (int) 
50@ *= 60 
005A: 50@ += 95@ // (int) 
50@ *= 1000 
008A: $8162 = 50@ // (int) 
return 

:TRUCK_7116
50@ = Car.Health(75@)
51@ = Car.Health(74@)
if 
001D:   50@ > 51@ // (int) 
else_jump @TRUCK_7159 
0085: 50@ = 51@ // (int) 

:TRUCK_7159
if 
  50@ > 1 
else_jump @TRUCK_7193 
Car.Health(74@) = 50@
Car.Health(75@) = 50@

:TRUCK_7193
if 
  108@ == 0 
else_jump @TRUCK_7213 
return 

:TRUCK_7213
50@ -= 250 
50@ *= 100 
0072: 50@ /= 90@ // (int) 
if 
  0 > 50@ 
else_jump @TRUCK_7261 
50@ = 0 

:TRUCK_7261
008A: $8161 = 50@ // (int) 
return 

:TRUCK_7271
if 
001D:   47@ > 81@ // (int) 
else_jump @TRUCK_7498 
gosub @TRUCK_6155 
if 
  92@ == 5 
else_jump @TRUCK_7345 
39@ = 1 
81@ = 0 
83@ = 0 
89@ = 2 
return 

:TRUCK_7345
if 
  107@ == 1 
else_jump @TRUCK_7498 
if or
  92@ == 2 
  92@ == 3 
  92@ == 4 
else_jump @TRUCK_7498 
91@ /= 2 
0151: remove_status_text $8160 
04F7: status_text $8160 type 0 line 1 GXT 'TRK_CSH' // global_variable  // Geld
if 
  92@ == 2 
else_jump @TRUCK_7448 
014F: stop_timer $8162 

:TRUCK_7448
if 
  92@ == 2 
else_jump @TRUCK_7473 
110@ = 1 

:TRUCK_7473
if 
  92@ == 3 
else_jump @TRUCK_7498 
111@ = 1 

:TRUCK_7498
return 

:TRUCK_7500
0085: 83@ = 91@ // (int) 
if 
  108@ == 1 
else_jump @TRUCK_7643 
if 
   Car.Wrecked(74@)
else_jump @TRUCK_7556 
83@ = 0 
jump @TRUCK_7643 

:TRUCK_7556
50@ = Car.Health(74@)
if 
  250 > 50@ 
else_jump @TRUCK_7597 
83@ = 0 
jump @TRUCK_7643 

:TRUCK_7597
50@ -= 250 
0085: 51@ = 50@ // (int) 
51@ *= 100 
0072: 51@ /= 90@ // (int) 
006A: 83@ *= 51@ // (int) 
83@ /= 100 

:TRUCK_7643
if 
  109@ == 1 
else_jump @TRUCK_7684 
if 
   Car.Wrecked(74@)
else_jump @TRUCK_7684 
83@ = 0 

:TRUCK_7684
008A: $8160 = 83@ // (int) 
return 

:TRUCK_7694
if 
  109@ == 0 
else_jump @TRUCK_7714 
return 

:TRUCK_7714
if 
  88@ == 4 
else_jump @TRUCK_7759 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 2
else_jump @TRUCK_7757 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)

:TRUCK_7757
return 

:TRUCK_7759
if 
  88@ == 6 
else_jump @TRUCK_7804 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 3
else_jump @TRUCK_7802 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)

:TRUCK_7802
return 

:TRUCK_7804
return 

:TRUCK_7806
86@ = -1 
87@ = -1 
88@ = 0 
gosub @TRUCK_7871 
gosub @TRUCK_8323 
gosub @TRUCK_9841 
gosub @TRUCK_8986 
gosub @TRUCK_9326 
gosub @TRUCK_9431 
return 

:TRUCK_7871
59@ = -76.1692 
60@ = -1128.963 
61@ = 0.0781 
62@ = 69.9957 
0395: clear_area 0 at 59@ 60@ 61@ radius 30.0 
0871: init_jump_table 97@ total_jumps 3 default_jump 1 @TRUCK_8064 jumps 1 @TRUCK_7992 2 @TRUCK_8016 3 @TRUCK_8040 -1 @TRUCK_8079 -1 @TRUCK_8079 -1 @TRUCK_8079 -1 @TRUCK_8079 

:TRUCK_7992
74@ = Car.Create(#PETRO, 59@, 60@, 61@)
jump @TRUCK_8079 

:TRUCK_8016
74@ = Car.Create(#LINERUN, 59@, 60@, 61@)
jump @TRUCK_8079 

:TRUCK_8040
74@ = Car.Create(#RDTRAIN, 59@, 60@, 61@)
jump @TRUCK_8079 

:TRUCK_8064
0662: NOP "UNKNOWN_CAB" 

:TRUCK_8079
Car.Angle(74@) = 62@
59@ = -60.6033 
60@ = -1136.899 
61@ = 0.0781 
0395: clear_area 0 at 59@ 60@ 61@ radius 50.0 
0871: init_jump_table 96@ total_jumps 4 default_jump 1 @TRUCK_8294 jumps 1 @TRUCK_8198 2 @TRUCK_8222 3 @TRUCK_8246 4 @TRUCK_8270 -1 @TRUCK_8313 -1 @TRUCK_8313 -1 @TRUCK_8313 

:TRUCK_8198
75@ = Car.Create(#PETROTR, 59@, 60@, 61@)
jump @TRUCK_8313 

:TRUCK_8222
75@ = Car.Create(#ARTICT1, 59@, 60@, 61@)
jump @TRUCK_8313 

:TRUCK_8246
75@ = Car.Create(#ARTICT2, 59@, 60@, 61@)
jump @TRUCK_8313 

:TRUCK_8270
75@ = Car.Create(#ARTICT3, 59@, 60@, 61@)
jump @TRUCK_8313 

:TRUCK_8294
0662: NOP "UNKNOWN_TRAILER" 

:TRUCK_8313
0893: put_trailer 75@ on_cab 74@ 
return 

:TRUCK_8323
0871: init_jump_table $TRUCKING_TOTAL_PASSED_MISSIONS total_jumps 8 default_jump 1 @TRUCK_8597 jumps 0 @TRUCK_8451 1 @TRUCK_8465 2 @TRUCK_8479 3 @TRUCK_8493 4 @TRUCK_8507 5 @TRUCK_8521 6 @TRUCK_8552 
0872: jump_table_jumps 7 @TRUCK_8583 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 

:TRUCK_8451
86@ = 1 
jump @TRUCK_8628 

:TRUCK_8465
86@ = 2 
jump @TRUCK_8628 

:TRUCK_8479
86@ = 3 
jump @TRUCK_8628 

:TRUCK_8493
86@ = 4 
jump @TRUCK_8628 

:TRUCK_8507
86@ = 5 
jump @TRUCK_8628 

:TRUCK_8521
51@ = 5 
51@ += 1 
0209: 86@ = random_int_in_ranges 4 51@ 
jump @TRUCK_8628 

:TRUCK_8552
51@ = 7 
51@ += 1 
0209: 86@ = random_int_in_ranges 6 51@ 
jump @TRUCK_8628 

:TRUCK_8583
86@ = 8 
jump @TRUCK_8628 

:TRUCK_8597
51@ = 8 
51@ += 1 
0209: 86@ = random_int_in_ranges 2 51@ 
jump @TRUCK_8628 

:TRUCK_8628
0871: init_jump_table 86@ total_jumps 8 default_jump 1 @TRUCK_8868 jumps 1 @TRUCK_8756 2 @TRUCK_8770 3 @TRUCK_8784 4 @TRUCK_8826 5 @TRUCK_8840 6 @TRUCK_8854 7 @TRUCK_8812 
0872: jump_table_jumps 8 @TRUCK_8798 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 

:TRUCK_8756
gosub @TRUCK_8898 
jump @TRUCK_8896 

:TRUCK_8770
gosub @TRUCK_8909 
jump @TRUCK_8896 

:TRUCK_8784
gosub @TRUCK_8931 
jump @TRUCK_8896 

:TRUCK_8798
gosub @TRUCK_8920 
jump @TRUCK_8896 

:TRUCK_8812
gosub @TRUCK_8975 
jump @TRUCK_8896 

:TRUCK_8826
gosub @TRUCK_8953 
jump @TRUCK_8896 

:TRUCK_8840
gosub @TRUCK_8942 
jump @TRUCK_8896 

:TRUCK_8854
gosub @TRUCK_8964 
jump @TRUCK_8896 

:TRUCK_8868
0662: NOP "UNKNOWN_DESTINATION_AREA" 

:TRUCK_8896
return 

:TRUCK_8898
0209: 87@ = random_int_in_ranges 0 4 
return 

:TRUCK_8909
0209: 87@ = random_int_in_ranges 0 2 
return 

:TRUCK_8920
0209: 87@ = random_int_in_ranges 0 14 
return 

:TRUCK_8931
0209: 87@ = random_int_in_ranges 0 4 
return 

:TRUCK_8942
0209: 87@ = random_int_in_ranges 0 4 
return 

:TRUCK_8953
0209: 87@ = random_int_in_ranges 0 3 
return 

:TRUCK_8964
0209: 87@ = random_int_in_ranges 0 3 
return 

:TRUCK_8975
0209: 87@ = random_int_in_ranges 0 5 
return 

:TRUCK_8986
0871: init_jump_table $TRUCKING_TOTAL_PASSED_MISSIONS total_jumps 8 default_jump 1 @TRUCK_9198 jumps 0 @TRUCK_9114 1 @TRUCK_9128 2 @TRUCK_9156 3 @TRUCK_9114 4 @TRUCK_9142 5 @TRUCK_9156 6 @TRUCK_9170 
0872: jump_table_jumps 7 @TRUCK_9184 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 

:TRUCK_9114
88@ = 2 
jump @TRUCK_9221 

:TRUCK_9128
88@ = 1 
jump @TRUCK_9221 

:TRUCK_9142
88@ = 3 
jump @TRUCK_9221 

:TRUCK_9156
88@ = 4 
jump @TRUCK_9221 

:TRUCK_9170
88@ = 5 
jump @TRUCK_9221 

:TRUCK_9184
88@ = 6 
jump @TRUCK_9221 

:TRUCK_9198
0209: 88@ = random_int_in_ranges 0 6 
88@ += 1 
jump @TRUCK_9221 

:TRUCK_9221
if or
  88@ == 1 
  88@ == 3 
  88@ == 5 
else_jump @TRUCK_9260 
108@ = 1 

:TRUCK_9260
if or
  88@ == 2 
  88@ == 5 
else_jump @TRUCK_9292 
107@ = 1 

:TRUCK_9292
if or
  88@ == 4 
  88@ == 6 
else_jump @TRUCK_9324 
109@ = 1 

:TRUCK_9324
return 

:TRUCK_9326
0087: 63@ = 102@ // (float) 
0065: 63@ -= $2373 // (float) 
0087: 64@ = 103@ // (float) 
0065: 64@ -= $2374 // (float) 
0087: 66@ = 63@ // (float) 
006B: 66@ *= 63@ // (float) 
0087: 67@ = 64@ // (float) 
006B: 67@ *= 64@ // (float) 
0087: 69@ = 66@ // (float) 
005B: 69@ += 67@ // (float) 
01FB: 70@ = square_root 69@ 
0092: 93@ = float 70@ to_integer 
49@ += 1 
return 

:TRUCK_9431
0871: init_jump_table 86@ total_jumps 8 default_jump 1 @TRUCK_9604 jumps 1 @TRUCK_9559 2 @TRUCK_9559 3 @TRUCK_9559 4 @TRUCK_9574 5 @TRUCK_9574 6 @TRUCK_9589 7 @TRUCK_9589 
0872: jump_table_jumps 8 @TRUCK_9589 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 

:TRUCK_9559
91@ = 1000 
jump @TRUCK_9643 

:TRUCK_9574
91@ = 3000 
jump @TRUCK_9643 

:TRUCK_9589
91@ = 4000 
jump @TRUCK_9643 

:TRUCK_9604
0662: NOP "INITIALISE_CASH_UNKNOWN_DESTINATION" 

:TRUCK_9643
0871: init_jump_table 88@ total_jumps 6 default_jump 1 @TRUCK_9773 jumps 1 @TRUCK_9713 2 @TRUCK_9706 3 @TRUCK_9728 4 @TRUCK_9728 5 @TRUCK_9743 6 @TRUCK_9758 -1 @TRUCK_9813 

:TRUCK_9706
jump @TRUCK_9813 

:TRUCK_9713
91@ += 500 
jump @TRUCK_9813 

:TRUCK_9728
91@ += 1000 
jump @TRUCK_9813 

:TRUCK_9743
91@ += 3000 
jump @TRUCK_9813 

:TRUCK_9758
91@ += 6000 
jump @TRUCK_9813 

:TRUCK_9773
0662: NOP "INITIALISE_CASH_UNKNOWN_MISSION_TYPE" 

:TRUCK_9813
if 
  $TRUCKING_TOTAL_PASSED_MISSIONS == 5 
else_jump @TRUCK_9839 
91@ += 1000 

:TRUCK_9839
return 

:TRUCK_9841
0871: init_jump_table 86@ total_jumps 8 default_jump 1 @TRUCK_10081 jumps 1 @TRUCK_9969 2 @TRUCK_9983 3 @TRUCK_9997 4 @TRUCK_10039 5 @TRUCK_10053 6 @TRUCK_10067 7 @TRUCK_10025 
0872: jump_table_jumps 8 @TRUCK_10011 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 

:TRUCK_9969
gosub @TRUCK_10111 
jump @TRUCK_10109 

:TRUCK_9983
gosub @TRUCK_10360 
jump @TRUCK_10109 

:TRUCK_9997
gosub @TRUCK_11214 
jump @TRUCK_10109 

:TRUCK_10011
gosub @TRUCK_10534 
jump @TRUCK_10109 

:TRUCK_10025
gosub @TRUCK_11875 
jump @TRUCK_10109 

:TRUCK_10039
gosub @TRUCK_11457 
jump @TRUCK_10109 

:TRUCK_10053
gosub @TRUCK_12159 
jump @TRUCK_10109 

:TRUCK_10067
gosub @TRUCK_11666 
jump @TRUCK_10109 

:TRUCK_10081
0662: NOP "UNKNOWN_DESTINATION_AREA" 

:TRUCK_10109
return 

:TRUCK_10111
0871: init_jump_table 87@ total_jumps 4 default_jump 1 @TRUCK_10322 jumps 0 @TRUCK_10174 1 @TRUCK_10211 2 @TRUCK_10248 3 @TRUCK_10285 -1 @TRUCK_10358 -1 @TRUCK_10358 -1 @TRUCK_10358 

:TRUCK_10174
102@ = -187.4041 
103@ = -277.0196 
104@ = 0.4219 
jump @TRUCK_10358 

:TRUCK_10211
102@ = 58.0364 
103@ = -256.7285 
104@ = 0.5781 
jump @TRUCK_10358 

:TRUCK_10248
102@ = 95.8675 
103@ = -154.3627 
104@ = 1.5751 
jump @TRUCK_10358 

:TRUCK_10285
102@ = 809.7556 
103@ = -598.0007 
104@ = 15.1875 
jump @TRUCK_10358 

:TRUCK_10322
0662: NOP "UNKNOWN_COUNTRYEASTNEAR_LOCATION" 

:TRUCK_10358
return 

:TRUCK_10360
0871: init_jump_table 87@ total_jumps 2 default_jump 1 @TRUCK_10497 jumps 0 @TRUCK_10423 1 @TRUCK_10460 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 

:TRUCK_10423
102@ = 1403.833 
103@ = 399.4294 
104@ = 18.75 
jump @TRUCK_10532 

:TRUCK_10460
102@ = 1338.289 
103@ = 348.9004 
104@ = 18.4062 
jump @TRUCK_10532 

:TRUCK_10497
0662: NOP "UNKNOWN_COUNTRYEASTFAR_LOCATION" 

:TRUCK_10532
return 

:TRUCK_10534
0871: init_jump_table 87@ total_jumps 14 default_jump 1 @TRUCK_11180 jumps 0 @TRUCK_10662 1 @TRUCK_10699 2 @TRUCK_10736 3 @TRUCK_10773 4 @TRUCK_10810 5 @TRUCK_10847 6 @TRUCK_10884 
0872: jump_table_jumps 7 @TRUCK_10921 8 @TRUCK_10958 9 @TRUCK_10995 10 @TRUCK_11032 11 @TRUCK_11069 12 @TRUCK_11106 13 @TRUCK_11143 -1 @TRUCK_11212 -1 @TRUCK_11212 

:TRUCK_10662
102@ = 1449.715 
103@ = 2358.852 
104@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10699
102@ = 1037.475 
103@ = 2131.344 
104@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10736
102@ = 987.9741 
103@ = 2080.389 
104@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10773
102@ = 1288.671 
103@ = 1195.232 
104@ = 9.8656 
jump @TRUCK_11212 

:TRUCK_10810
102@ = 2467.902 
103@ = 1950.061 
104@ = 9.2381 
jump @TRUCK_11212 

:TRUCK_10847
102@ = 2792.744 
103@ = 2578.336 
104@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10884
102@ = 2271.477 
103@ = 2791.739 
104@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10921
102@ = 2596.519 
103@ = 1738.582 
104@ = 9.8281 
jump @TRUCK_11212 

:TRUCK_10958
102@ = 2818.84 
103@ = 912.5091 
104@ = 9.75 
jump @TRUCK_11212 

:TRUCK_10995
102@ = 2706.505 
103@ = 827.3236 
104@ = 9.2145 
jump @TRUCK_11212 

:TRUCK_11032
102@ = 1627.723 
103@ = 688.4043 
104@ = 9.8281 
jump @TRUCK_11212 

:TRUCK_11069
102@ = 1504.492 
103@ = 981.141 
104@ = 9.7187 
jump @TRUCK_11212 

:TRUCK_11106
102@ = 1724.012 
103@ = 1590.128 
104@ = 9.2578 
jump @TRUCK_11212 

:TRUCK_11143
102@ = 1727.833 
103@ = 2338.017 
104@ = 9.813 
jump @TRUCK_11212 

:TRUCK_11180
0662: NOP "UNKNOWN_LASVENTURAS_LOCATION" 

:TRUCK_11212
return 

:TRUCK_11214
0871: init_jump_table 87@ total_jumps 4 default_jump 1 @TRUCK_11425 jumps 0 @TRUCK_11277 1 @TRUCK_11314 2 @TRUCK_11351 3 @TRUCK_11388 -1 @TRUCK_11455 -1 @TRUCK_11455 -1 @TRUCK_11455 

:TRUCK_11277
102@ = 2413.683 
103@ = -2113.674 
104@ = 12.3881 
jump @TRUCK_11455 

:TRUCK_11314
102@ = 2784.973 
103@ = -2455.441 
104@ = 12.625 
jump @TRUCK_11455 

:TRUCK_11351
102@ = 2112.662 
103@ = -2070.376 
104@ = 12.5547 
jump @TRUCK_11455 

:TRUCK_11388
102@ = 1763.641 
103@ = -2070.371 
104@ = 12.6195 
jump @TRUCK_11455 

:TRUCK_11425
0662: NOP "UNKNOWN_LOSSANTOS_LOCATION" 

:TRUCK_11455
return 

:TRUCK_11457
0871: init_jump_table 87@ total_jumps 3 default_jump 1 @TRUCK_11631 jumps 0 @TRUCK_11520 1 @TRUCK_11557 2 @TRUCK_11594 -1 @TRUCK_11664 -1 @TRUCK_11664 -1 @TRUCK_11664 -1 @TRUCK_11664 

:TRUCK_11520
102@ = -1888.621 
103@ = -1711.836 
104@ = 20.7656 
jump @TRUCK_11664 

:TRUCK_11557
102@ = -2117.227 
103@ = -2380.507 
104@ = 29.4688 
jump @TRUCK_11664 

:TRUCK_11594
102@ = -1545.439 
103@ = -2747.032 
104@ = 47.5314 
jump @TRUCK_11664 

:TRUCK_11631
0662: NOP "UNKNOWN_COUNTRYSOUTH_LOCATION" 

:TRUCK_11664
return 

:TRUCK_11666
0871: init_jump_table 87@ total_jumps 3 default_jump 1 @TRUCK_11840 jumps 0 @TRUCK_11729 1 @TRUCK_11766 2 @TRUCK_11803 -1 @TRUCK_11873 -1 @TRUCK_11873 -1 @TRUCK_11873 -1 @TRUCK_11873 

:TRUCK_11729
102@ = -1407.375 
103@ = 2645.957 
104@ = 54.7031 
jump @TRUCK_11873 

:TRUCK_11766
102@ = -2245.581 
103@ = 2371.693 
104@ = 3.9919 
jump @TRUCK_11873 

:TRUCK_11803
102@ = -1360.633 
103@ = 2068.094 
104@ = 51.4589 
jump @TRUCK_11873 

:TRUCK_11840
0662: NOP "UNKNOWN_COUNTRYNORTH_LOCATION" 

:TRUCK_11873
return 

:TRUCK_11875
0871: init_jump_table 87@ total_jumps 5 default_jump 1 @TRUCK_12123 jumps 0 @TRUCK_11938 1 @TRUCK_11975 2 @TRUCK_12012 3 @TRUCK_12049 4 @TRUCK_12086 -1 @TRUCK_12157 -1 @TRUCK_12157 

:TRUCK_11938
102@ = 274.2705 
103@ = 1382.781 
104@ = 9.6016 
jump @TRUCK_12157 

:TRUCK_11975
102@ = 628.8638 
103@ = 1714.891 
104@ = 5.9922 
jump @TRUCK_12157 

:TRUCK_12012
102@ = 635.0028 
103@ = 1213.777 
104@ = 10.7188 
jump @TRUCK_12157 

:TRUCK_12049
102@ = -914.953 
103@ = 2012.138 
104@ = 59.9283 
jump @TRUCK_12157 

:TRUCK_12086
102@ = 385.8214 
103@ = 2595.55 
104@ = 15.4843 
jump @TRUCK_12157 

:TRUCK_12123
0662: NOP "UNKNOWN_COUNTRYNORTH2_LOCATION" 

:TRUCK_12157
return 

:TRUCK_12159
0871: init_jump_table 87@ total_jumps 4 default_jump 1 @TRUCK_12370 jumps 0 @TRUCK_12222 1 @TRUCK_12259 2 @TRUCK_12296 3 @TRUCK_12333 -1 @TRUCK_12401 -1 @TRUCK_12401 -1 @TRUCK_12401 

:TRUCK_12222
102@ = -1556.977 
103@ = -441.3493 
104@ = 5.0 
jump @TRUCK_12401 

:TRUCK_12259
102@ = -2659.631 
103@ = 1380.642 
104@ = 6.1643 
jump @TRUCK_12401 

:TRUCK_12296
102@ = -1650.928 
103@ = 437.5679 
104@ = 6.1797 
jump @TRUCK_12401 

:TRUCK_12333
102@ = -1745.116 
103@ = 37.8752 
104@ = 2.5408 
jump @TRUCK_12401 

:TRUCK_12370
0662: NOP "UNKNOWN_SAN_FIERRO_LOCATION" 

:TRUCK_12401
return 

:TRUCK_12403
if 
0736:   NOP_false 32 
else_jump @TRUCK_12452 
48@ += 1 
if 
  48@ > 2 
else_jump @TRUCK_12450 
48@ = 0 

:TRUCK_12450
086A: NOP 

:TRUCK_12452
if 
  48@ == 1 
else_jump @TRUCK_12646 
008A: $8163 = 36@ // (int) 
008A: $8164 = 37@ // (int) 
008A: $8165 = 47@ // (int) 
008A: $8166 = 81@ // (int) 
0066: $8166 -= 47@ // (int) 
008A: $8167 = 92@ // (int) 
008A: $8168 = 93@ // (int) 
$8169 = 0 
$8170 = 0 
065D: NOP $8163 "M_STAGE" 
065D: NOP $8164 "M_GOALS" 
065D: NOP $8165 "M_MISSION_TIMER" 
065D: NOP $8166 "TIME_BOUNDARY_HIT" 
065D: NOP $8167 "TIME_STAGE" 
065D: NOP $8168 "DISTANCE" 

:TRUCK_12646
if 
  48@ == 2 
else_jump @TRUCK_12664 

:TRUCK_12664
if 
0736:   NOP_false 98 
else_jump @TRUCK_12686 
40@ = 1 

:TRUCK_12686
if 
0736:   NOP_false 80 
else_jump @TRUCK_12774 
if 
  41@ == 0 
else_jump @TRUCK_12749 
41@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @TRUCK_12774 

:TRUCK_12749
41@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:TRUCK_12774
return 

:TRUCK_12776
if or
  36@ == 50 
  36@ == 51 
else_jump @TRUCK_12803 
return 

:TRUCK_12803
if 
0736:   NOP_false 83 
else_jump @TRUCK_12834 
gosub @TRUCK_16540 
38@ = 1 
return 

:TRUCK_12834
if 
0736:   NOP_false 77 
else_jump @TRUCK_12880 
$TRUCKING_TOTAL_PASSED_MISSIONS += 1 
0663: NOP "MISSIONS_PASSED" $TRUCKING_TOTAL_PASSED_MISSIONS 
return 

:TRUCK_12880
72@ = 0 
if 
0736:   NOP_false 65 
else_jump @TRUCK_12909 
72@ = 1 

:TRUCK_12909
73@ = 0 
if 
0736:   NOP_false 68 
else_jump @TRUCK_12938 
73@ = 1 

:TRUCK_12938
50@ = 0 
if 
0736:   NOP_false 74 
else_jump @TRUCK_12967 
50@ = 1 

:TRUCK_12967
if and
   not 72@ == 1 
   not 73@ == 1 
   not 50@ == 1 
else_jump @TRUCK_13001 
return 

:TRUCK_13001
if 
  72@ == 1 
else_jump @TRUCK_13071 
34@ += 1 
if 
  34@ == 6 
else_jump @TRUCK_13051 
34@ = 0 

:TRUCK_13051
35@ = 0 
0663: NOP "AREA" 34@ 
return 

:TRUCK_13071
if 
  73@ == 1 
else_jump @TRUCK_13116 
35@ += 1 
0663: NOP "DESTINATION" 35@ 
return 

:TRUCK_13116
if 
  34@ == 0 
else_jump @TRUCK_13426 
0871: init_jump_table 35@ total_jumps 6 default_jump 1 @TRUCK_13382 jumps 0 @TRUCK_13382 1 @TRUCK_13197 2 @TRUCK_13234 3 @TRUCK_13271 4 @TRUCK_13308 5 @TRUCK_13345 -1 @TRUCK_13426 

:TRUCK_13197
102@ = 56.744 
103@ = -268.404 
104@ = 0.579 
jump @TRUCK_13426 

:TRUCK_13234
102@ = 100.397 
103@ = -155.05 
104@ = 1.583 
jump @TRUCK_13426 

:TRUCK_13271
102@ = 815.046 
103@ = -605.128 
104@ = 15.336 
jump @TRUCK_13426 

:TRUCK_13308
102@ = 1401.109 
103@ = 398.763 
104@ = 18.756 
jump @TRUCK_13426 

:TRUCK_13345
102@ = 1343.125 
103@ = 345.667 
104@ = 18.556 
jump @TRUCK_13426 

:TRUCK_13382
102@ = -189.23 
103@ = -273.013 
104@ = 0.429 
35@ = 0 
jump @TRUCK_13426 

:TRUCK_13426
if 
  34@ == 2 
else_jump @TRUCK_14097 
0871: init_jump_table 35@ total_jumps 14 default_jump 1 @TRUCK_14053 jumps 0 @TRUCK_14053 1 @TRUCK_13572 2 @TRUCK_13609 3 @TRUCK_13646 4 @TRUCK_13683 5 @TRUCK_13720 6 @TRUCK_13757 
0872: jump_table_jumps 7 @TRUCK_13794 8 @TRUCK_13831 9 @TRUCK_13868 10 @TRUCK_13905 11 @TRUCK_13942 12 @TRUCK_13979 13 @TRUCK_14016 -1 @TRUCK_14097 -1 @TRUCK_14097 

:TRUCK_13572
102@ = 1042.15 
103@ = 2130.46 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13609
102@ = 983.11 
103@ = 2076.38 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13646
102@ = 1288.671 
103@ = 1195.232 
104@ = 9.8656 
jump @TRUCK_14097 

:TRUCK_13683
102@ = 2469.57 
103@ = 1949.52 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13720
102@ = 2807.83 
103@ = 2609.94 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13757
102@ = 2248.71 
103@ = 2775.12 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13794
102@ = 2603.22 
103@ = 1730.48 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13831
102@ = 2818.84 
103@ = 912.19 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13868
102@ = 2710.36 
103@ = 850.12 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13905
102@ = 1588.9 
103@ = 715.31 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13942
102@ = 1446.26 
103@ = 1000.51 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13979
102@ = 1724.012 
103@ = 1590.128 
104@ = 9.2578 
jump @TRUCK_14097 

:TRUCK_14016
102@ = 1713.79 
103@ = 2329.05 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_14053
102@ = 1450.8 
103@ = 2360.69 
104@ = 101.0 
35@ = 0 
jump @TRUCK_14097 

:TRUCK_14097
if 
  34@ == 1 
else_jump @TRUCK_14333 
0871: init_jump_table 35@ total_jumps 4 default_jump 1 @TRUCK_14289 jumps 0 @TRUCK_14289 1 @TRUCK_14178 2 @TRUCK_14215 3 @TRUCK_14252 -1 @TRUCK_14333 -1 @TRUCK_14333 -1 @TRUCK_14333 

:TRUCK_14178
102@ = 2759.0 
103@ = -2446.0 
104@ = 101.0 
jump @TRUCK_14333 

:TRUCK_14215
102@ = 2104.0 
103@ = -2089.0 
104@ = 101.0 
jump @TRUCK_14333 

:TRUCK_14252
102@ = 1751.0 
103@ = -2067.0 
104@ = 101.0 
jump @TRUCK_14333 

:TRUCK_14289
102@ = 2412.0 
103@ = -2106.0 
104@ = 101.0 
35@ = 0 
jump @TRUCK_14333 

:TRUCK_14333
if 
  34@ == 4 
else_jump @TRUCK_14532 
0871: init_jump_table 35@ total_jumps 3 default_jump 1 @TRUCK_14488 jumps 0 @TRUCK_14488 1 @TRUCK_14414 2 @TRUCK_14451 -1 @TRUCK_14532 -1 @TRUCK_14532 -1 @TRUCK_14532 -1 @TRUCK_14532 

:TRUCK_14414
102@ = -2001.03 
103@ = -2388.08 
104@ = 101.0 
jump @TRUCK_14532 

:TRUCK_14451
102@ = -1560.67 
103@ = -2728.39 
104@ = 101.0 
jump @TRUCK_14532 

:TRUCK_14488
102@ = -1835.0 
103@ = -1647.68 
104@ = 101.0 
35@ = 0 
jump @TRUCK_14532 

:TRUCK_14532
if 
  34@ == 6 
else_jump @TRUCK_14731 
0871: init_jump_table 35@ total_jumps 3 default_jump 1 @TRUCK_14687 jumps 0 @TRUCK_14687 1 @TRUCK_14613 2 @TRUCK_14650 -1 @TRUCK_14731 -1 @TRUCK_14731 -1 @TRUCK_14731 -1 @TRUCK_14731 

:TRUCK_14613
102@ = -1945.89 
103@ = 2377.9 
104@ = 101.0 
jump @TRUCK_14731 

:TRUCK_14650
102@ = -1471.49 
103@ = 1864.85 
104@ = 101.0 
jump @TRUCK_14731 

:TRUCK_14687
102@ = -1286.73 
103@ = 2695.92 
104@ = 101.0 
35@ = 0 
jump @TRUCK_14731 

:TRUCK_14731
if 
  34@ == 3 
else_jump @TRUCK_15004 
0871: init_jump_table 35@ total_jumps 5 default_jump 1 @TRUCK_14960 jumps 0 @TRUCK_14960 1 @TRUCK_14812 2 @TRUCK_14849 3 @TRUCK_14886 4 @TRUCK_14923 -1 @TRUCK_15004 -1 @TRUCK_15004 

:TRUCK_14812
102@ = 613.75 
103@ = 1692.39 
104@ = 101.0 
jump @TRUCK_15004 

:TRUCK_14849
102@ = 620.35 
103@ = 1249.328 
104@ = 101.0 
jump @TRUCK_15004 

:TRUCK_14886
102@ = -533.24 
103@ = 1995.917 
104@ = 101.0 
jump @TRUCK_15004 

:TRUCK_14923
102@ = 325.05 
103@ = 2543.29 
104@ = 101.0 
jump @TRUCK_15004 

:TRUCK_14960
102@ = 246.56 
103@ = 1435.19 
104@ = 101.0 
35@ = 0 
jump @TRUCK_15004 

:TRUCK_15004
if 
  34@ == 5 
else_jump @TRUCK_15240 
0871: init_jump_table 35@ total_jumps 4 default_jump 1 @TRUCK_15196 jumps 0 @TRUCK_15196 1 @TRUCK_15085 2 @TRUCK_15122 3 @TRUCK_15159 -1 @TRUCK_15240 -1 @TRUCK_15240 -1 @TRUCK_15240 

:TRUCK_15085
102@ = -2629.091 
103@ = 1387.42 
104@ = 101.0 
jump @TRUCK_15240 

:TRUCK_15122
102@ = -1530.776 
103@ = 487.201 
104@ = 101.0 
jump @TRUCK_15240 

:TRUCK_15159
102@ = -1745.08 
103@ = 27.759 
104@ = 101.0 
jump @TRUCK_15240 

:TRUCK_15196
102@ = -1549.859 
103@ = -434.86 
104@ = 101.0068 
35@ = 0 
jump @TRUCK_15240 

:TRUCK_15240
0395: clear_area 0 at 102@ 103@ 104@ radius 0.5 
Actor.Angle($PLAYER_ACTOR) = 0.0
Actor.PutAt($PLAYER_ACTOR, 102@, 103@, -101.0)
Camera.SetBehindPlayer
return 

:TRUCK_15288
43@ += 1 
if 
  43@ > 9 
else_jump @TRUCK_15320 
43@ = 0 

:TRUCK_15320
return 

:TRUCK_15322
01BD: 44@ = current_time_in_ms 
0085: 46@ = 44@ // (int) 
0062: 46@ -= 45@ // (int) 
0085: 45@ = 44@ // (int) 
005A: 47@ += 46@ // (int) 
return 

:TRUCK_15361
36@ += 1 
37@ = 0 
32@ = 0 
33@ = 0 
return 

:TRUCK_15391
return 

:TRUCK_15393
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TRUCK_15420 
wait 0 
jump @TRUCK_15393 

:TRUCK_15420
Player.CanMove($PLAYER_CHAR) = False
wait 1000 
fade 0 1000 

:TRUCK_15439
if 
fading 
else_jump @TRUCK_15463 
wait 0 
jump @TRUCK_15439 

:TRUCK_15463
gosub @TRUCK_15630 
gosub @TRUCK_15696 
gosub @TRUCK_16342 
0395: clear_area 1 at $2373 $2374 $2375 radius 100.0 
Camera.SetAtPos($2373, $2374, $2375)
Actor.PutAt($PLAYER_ACTOR, -76.9664, -1134.639, 0.0781)
Actor.Angle($PLAYER_ACTOR) = 14.7291
Camera.SetBehindPlayer
01EB: set_traffic_density_multiplier_to 0.0 
gosub @TRUCK_7806 
wait 2000 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:TRUCK_15583
if 
fading 
else_jump @TRUCK_15607 
wait 0 
jump @TRUCK_15583 

:TRUCK_15607
Player.CanMove($PLAYER_CHAR) = True
89@ = 0 
gosub @TRUCK_15361 
return 

:TRUCK_15630
0209: 97@ = random_int_in_ranges 0 3 
97@ += 1 
if 
  97@ == 1 
else_jump @TRUCK_15678 
96@ = 1 
jump @TRUCK_15694 

:TRUCK_15678
0209: 96@ = random_int_in_ranges 1 4 
96@ += 1 

:TRUCK_15694
return 

:TRUCK_15696
0871: init_jump_table 97@ total_jumps 3 default_jump 1 @TRUCK_15795 jumps 1 @TRUCK_15759 2 @TRUCK_15771 3 @TRUCK_15783 -1 @TRUCK_15810 -1 @TRUCK_15810 -1 @TRUCK_15810 -1 @TRUCK_15810 

:TRUCK_15759
Model.Load(#PETRO)
jump @TRUCK_15810 

:TRUCK_15771
Model.Load(#LINERUN)
jump @TRUCK_15810 

:TRUCK_15783
Model.Load(#RDTRAIN)
jump @TRUCK_15810 

:TRUCK_15795
0662: NOP "UNKNOWN_CAB" 

:TRUCK_15810
0871: init_jump_table 96@ total_jumps 4 default_jump 1 @TRUCK_15921 jumps 1 @TRUCK_15873 2 @TRUCK_15885 3 @TRUCK_15897 4 @TRUCK_15909 -1 @TRUCK_15940 -1 @TRUCK_15940 -1 @TRUCK_15940 

:TRUCK_15873
Model.Load(#PETROTR)
jump @TRUCK_15940 

:TRUCK_15885
Model.Load(#ARTICT1)
jump @TRUCK_15940 

:TRUCK_15897
Model.Load(#ARTICT2)
jump @TRUCK_15940 

:TRUCK_15909
Model.Load(#ARTICT3)
jump @TRUCK_15940 

:TRUCK_15921
0662: NOP "UNKNOWN_TRAILER" 

:TRUCK_15940
038B: load_requested_models 
0871: init_jump_table 97@ total_jumps 3 default_jump 1 @TRUCK_16107 jumps 1 @TRUCK_16005 2 @TRUCK_16039 3 @TRUCK_16073 -1 @TRUCK_16122 -1 @TRUCK_16122 -1 @TRUCK_16122 -1 @TRUCK_16122 

:TRUCK_16005
if 
   not Model.Available(#PETRO)
else_jump @TRUCK_16032 
wait 0 
jump @TRUCK_16005 

:TRUCK_16032
jump @TRUCK_16122 

:TRUCK_16039
if 
   not Model.Available(#LINERUN)
else_jump @TRUCK_16066 
wait 0 
jump @TRUCK_16039 

:TRUCK_16066
jump @TRUCK_16122 

:TRUCK_16073
if 
   not Model.Available(#RDTRAIN)
else_jump @TRUCK_16100 
wait 0 
jump @TRUCK_16073 

:TRUCK_16100
jump @TRUCK_16122 

:TRUCK_16107
0662: NOP "UNKNOWN_CAB" 

:TRUCK_16122
0871: init_jump_table 96@ total_jumps 4 default_jump 1 @TRUCK_16321 jumps 1 @TRUCK_16185 2 @TRUCK_16219 3 @TRUCK_16253 4 @TRUCK_16287 -1 @TRUCK_16340 -1 @TRUCK_16340 -1 @TRUCK_16340 

:TRUCK_16185
if 
   not Model.Available(#PETROTR)
else_jump @TRUCK_16212 
wait 0 
jump @TRUCK_16185 

:TRUCK_16212
jump @TRUCK_16340 

:TRUCK_16219
if 
   not Model.Available(#ARTICT1)
else_jump @TRUCK_16246 
wait 0 
jump @TRUCK_16219 

:TRUCK_16246
jump @TRUCK_16340 

:TRUCK_16253
if 
   not Model.Available(#ARTICT2)
else_jump @TRUCK_16280 
wait 0 
jump @TRUCK_16253 

:TRUCK_16280
jump @TRUCK_16340 

:TRUCK_16287
if 
   not Model.Available(#ARTICT3)
else_jump @TRUCK_16314 
wait 0 
jump @TRUCK_16287 

:TRUCK_16314
jump @TRUCK_16340 

:TRUCK_16321
0662: NOP "UNKNOWN_TRAILER" 

:TRUCK_16340
return 

:TRUCK_16342
return 

:TRUCK_16344
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
0871: init_jump_table 89@ total_jumps 5 default_jump 0 @TRUCK_16538 jumps 1 @TRUCK_16423 2 @TRUCK_16446 3 @TRUCK_16469 4 @TRUCK_16492 5 @TRUCK_16515 -1 @TRUCK_16538 -1 @TRUCK_16538 

:TRUCK_16423
00BC: show_text_highpriority GXT 'TRK_F1' time 5000 flag 1  // ~r~Kein Geld mehr
jump @TRUCK_16538 

:TRUCK_16446
00BC: show_text_highpriority GXT 'TRK_F2' time 5000 flag 1  // ~r~Die Zeit ist um
jump @TRUCK_16538 

:TRUCK_16469
00BC: show_text_highpriority GXT 'TRK_F3' time 5000 flag 1  // ~r~LKW zerstrt
jump @TRUCK_16538 

:TRUCK_16492
00BC: show_text_highpriority GXT 'TRK_F4' time 5000 flag 1  // ~r~Nicht im Fhrerhaus
jump @TRUCK_16538 

:TRUCK_16515
00BC: show_text_highpriority GXT 'TRK_F5' time 5000 flag 1  // ~r~Anhnger nicht angekoppelt
jump @TRUCK_16538 

:TRUCK_16538
return 

:TRUCK_16540
gosub @TRUCK_7500 
01E3: show_text_1number_styled GXT 'M_PASS' number 83@ time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 83@
0151: remove_status_text $8160 
$TRUCKING_TOTAL_PASSED_MISSIONS += 1 
if 
  $TRUCKING_TOTAL_PASSED_MISSIONS == 1 
else_jump @TRUCK_16627 
00BC: show_text_highpriority GXT 'TRK_P1' time 5000 flag 1  // ~s~Du hast deine erste Trucker-Mission erfllt. Du kannst jederzeit zum Depot fahren, um weitere Missionen auszufhren.
jump @TRUCK_16729 

:TRUCK_16627
if 
  $TRUCKING_TOTAL_PASSED_MISSIONS == 8 
else_jump @TRUCK_16710 
if 
  $MISSION_TRUCKING_PASSED == 0 
else_jump @TRUCK_16687 
0595: mission_complete 
030C: progress_made += 1 
0394: play_music 2 
$MISSION_TRUCKING_PASSED = 1 
114@ = 1 

:TRUCK_16687
00BA: show_text_styled GXT 'TRK_P4' time 5000 style 4  // Alle Trucker-Missionen absolviert!
jump @TRUCK_16729 

:TRUCK_16710
01E5: show_text_1number_highpriority GXT 'TRK_P3' number $TRUCKING_TOTAL_PASSED_MISSIONS time 5000 flag 1  // ~s~~1~ Trucker-Missionen absolviert.

:TRUCK_16729
0A10: increase_integer_stat 161 by 1 
0A10: increase_integer_stat 162 by 83@ 
return 

:TRUCK_16746
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:TRUCK_16753
Car.RemoveReferences(74@)
Car.RemoveReferences(75@)
Marker.Disable(77@)
Marker.Disable(76@)
Marker.Disable(78@)
Marker.Disable(79@)
0151: remove_status_text $8160 
0151: remove_status_text $8161 
014F: stop_timer $8162 
Model.Destroy(#PETRO)
Model.Destroy(#LINERUN)
Model.Destroy(#RDTRAIN)
Model.Destroy(#PETROTR)
Model.Destroy(#ARTICT1)
Model.Destroy(#ARTICT2)
Model.Destroy(#ARTICT3)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
$411 = 0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 118---------------
// Originally: Quarry

:QUARRY
thread 'QUARRY' 
gosub @QUARRY_47 
if 
wasted_or_busted 
else_jump @QUARRY_38 
gosub @QUARRY_25912 

:QUARRY_38
gosub @QUARRY_27546 
end_thread 

:QUARRY_47
if 
  $MISSION_QUARRY_PASSED == 0 
else_jump @QUARRY_67 
increment_mission_attempts 

:QUARRY_67
$ONMISSION = 1 
$411 = 1 
82@ = 0 
83@ = 0 
84@ = 0 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
39@ = 0 
40@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
32@ = 0 
33@ = 0 
230@ = 0 
231@ = 0 
233@ = 0 
234@ = 0 
235@ = 0 
236@ = 0 
238@ = 0 
239@ = 0 
240@ = 0 
241@ = 0 
242@ = 0 
243@ = 0 
251@ = 0 
252@ = 0 
262@ = 0 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
278@ = 0 
279@ = 0 
280@ = 0 
281@ = 0 
282@ = 0 
283@ = 0 
284@ = 0 
292@ = 0 
293@ = 0 
294@ = 0 
295@ = 0 
if 
  34@ == -99 
else_jump @QUARRY_1311 
0662: NOP "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
86@ = Car.Create(#SANCHEZ, 0.0, 0.0, 0.0)
87@ = Car.Create(#DOZER, 0.0, 0.0, 0.0)
88@ = Car.Create(#DUMPER, 0.0, 0.0, 0.0)
89@ = Car.Create(#COPBIKE, 0.0, 0.0, 0.0)
91@ = Car.Create(#DUMPER, 0.0, 0.0, 0.0)
85@ = Actor.Create(CivMale, #BMYBE, 0.0, 0.0, 0.0)
92@ = Object.Create(#DEAD_TIED_COP, 0.0, 0.0, 0.0)
93@ = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
121@ = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
48@ = 0 

:QUARRY_679
94@(48@,7i) = Object.Create(#DYN_QUARRYROCK03, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_679 
48@ = 0 

:QUARRY_734
101@(48@,10i) = Object.Create(#KB_BARREL, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_734 
48@ = 0 

:QUARRY_789
111@(48@,3i) = Object.Create(#DEAD_TIED_COP, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 3 
else_jump @QUARRY_789 
48@ = 0 

:QUARRY_844
114@(48@,7i) = Object.Create(#CM_BOX, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_844 
06D8: 90@ = create_train_at 0.0 0.0 0.0 type 11 direction 0 
48@ = 0 

:QUARRY_923
06D5: 190@(48@,7i) = create_racing_checkpoint_at 0.0 0.0 0.0 point_to 0.0 0.0 0.0 type 2 radius 0.0 
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_923 
48@ = 0 

:QUARRY_997
122@(48@,3i) = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 3 
else_jump @QUARRY_997 
06D5: 197@ = create_racing_checkpoint_at 0.0 0.0 0.0 point_to 0.0 0.0 0.0 type 2 radius 0.0 
125@ = Marker.CreateAboveCar(87@)
126@ = Marker.CreateAboveCar(88@)
130@ = Marker.CreateAboveCar(89@)
141@ = Marker.CreateAboveCar(90@)
152@ = Marker.CreateAboveCar(91@)
018A: 127@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 128@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 131@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 132@ = create_checkpoint_at 0.0 0.0 0.0 
129@ = Marker.CreateAboveObject(92@)
140@ = Marker.CreateAboveObject(101@)
48@ = 0 

:QUARRY_1230
133@(48@,7i) = Marker.CreateAboveObject(94@(48@,7i))
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_1230 
48@ = 0 

:QUARRY_1274
142@(48@,10i) = Marker.CreateAboveObject(101@(48@,10i))
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_1274 

:QUARRY_1311
054C: use_GXT_table 'QUARRY' 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @QUARRY_1424 
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @QUARRY_1424 
00BC: show_text_highpriority GXT 'VAL_C1' time 5000 flag 1  // ~S~Mit einem Fahndungslevel kannst du hier nicht arbeiten!
Actor.PutAt($PLAYER_ACTOR, 827.9296, 857.7913, 11.311)
Actor.Angle($PLAYER_ACTOR) = 120.0
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
return 

:QUARRY_1424
gosub @QUARRY_21090 

:QUARRY_1431
wait 0 
if and
   not 34@ == 18 
   not 34@ == 19 
else_jump @QUARRY_1701 
if 
0736:   NOP_false 83 
else_jump @QUARRY_1525 
008B: 50@ = $8174($QUARRY_MISSIONS_PASSED,7i) // (int) 
50@ *= 1000 
0085: 206@ = 46@ // (int) 
0062: 206@ -= 50@ // (int) 
36@ = 1 
jump @QUARRY_2224 

:QUARRY_1525
if 
  $MISSION_QUARRY_PASSED == 1 
else_jump @QUARRY_1701 
if 
  292@ == 1 
else_jump @QUARRY_1677 
if 
80E1:   not player 0 pressed_key 19 
else_jump @QUARRY_1670 
38@ = 1 
00BC: show_text_highpriority GXT 'QUAR_37' time 5000 flag 1  // ~s~Kehre zum Bro im Steinbruch zurck, um die nchste Mission zu starten.
00BA: show_text_styled GXT 'SKIPPED' time 5000 style 5  // BERSPRUNGEN!
$QUARRY_MISSIONS_PASSED += 1 
if 
  $QUARRY_MISSIONS_PASSED == 7 
else_jump @QUARRY_1649 
$QUARRY_MISSIONS_PASSED = 0 

:QUARRY_1649
014C: set_parked_car_generator $2759 cars_to_generate_to 101 
014C: set_parked_car_generator $2760 cars_to_generate_to 101 
jump @QUARRY_2224 

:QUARRY_1670
jump @QUARRY_1701 

:QUARRY_1677
if 
00E1:   player 0 pressed_key 19 
else_jump @QUARRY_1701 
292@ = 1 

:QUARRY_1701
gosub @QUARRY_20409 
gosub @QUARRY_20898 
if or
  38@ == 1 
  39@ == 1 
else_jump @QUARRY_1747 
jump @QUARRY_2224 

:QUARRY_1747
gosub @QUARRY_20987 
gosub @QUARRY_21021 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @QUARRY_1791 
37@ = 1 
jump @QUARRY_2224 

:QUARRY_1791
if 
  34@ == 0 
else_jump @QUARRY_1849 
0662: NOP "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:QUARRY_1849
0871: init_jump_table 34@ total_jumps 19 default_jump 0 @QUARRY_2224 jumps 1 @QUARRY_2126 2 @QUARRY_2140 3 @QUARRY_2154 4 @QUARRY_2182 5 @QUARRY_2042 6 @QUARRY_2182 7 @QUARRY_2056 
0872: jump_table_jumps 8 @QUARRY_2182 9 @QUARRY_2070 10 @QUARRY_2084 11 @QUARRY_2182 12 @QUARRY_2098 13 @QUARRY_2182 14 @QUARRY_2112 15 @QUARRY_2182 16 @QUARRY_2168 
0872: jump_table_jumps 17 @QUARRY_2182 18 @QUARRY_2196 19 @QUARRY_2210 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 

:QUARRY_2042
gosub @QUARRY_6252 
jump @QUARRY_2224 

:QUARRY_2056
gosub @QUARRY_8986 
jump @QUARRY_2224 

:QUARRY_2070
gosub @QUARRY_11447 
jump @QUARRY_2224 

:QUARRY_2084
gosub @QUARRY_11875 
jump @QUARRY_2224 

:QUARRY_2098
gosub @QUARRY_13354 
jump @QUARRY_2224 

:QUARRY_2112
gosub @QUARRY_15693 
jump @QUARRY_2224 

:QUARRY_2126
gosub @QUARRY_2425 
jump @QUARRY_2224 

:QUARRY_2140
gosub @QUARRY_3641 
jump @QUARRY_2224 

:QUARRY_2154
gosub @QUARRY_4711 
jump @QUARRY_2224 

:QUARRY_2168
gosub @QUARRY_17197 
jump @QUARRY_2224 

:QUARRY_2182
36@ = 1 
jump @QUARRY_2224 

:QUARRY_2196
gosub @QUARRY_18899 
jump @QUARRY_2224 

:QUARRY_2210
38@ = 1 
jump @QUARRY_2224 

:QUARRY_2224
if 
  38@ == 0 
else_jump @QUARRY_2377 
if 
  37@ == 0 
else_jump @QUARRY_2361 
if 
  36@ == 0 
else_jump @QUARRY_2292 
jump @QUARRY_1431 
jump @QUARRY_2354 

:QUARRY_2292
gosub @QUARRY_26382 
if 
  295@ == 1 
else_jump @QUARRY_2352 
36@ = 0 
34@ = 18 
35@ = 0 
295@ = 0 
jump @QUARRY_1431 

:QUARRY_2352
return 

:QUARRY_2354
jump @QUARRY_2370 

:QUARRY_2361
gosub @QUARRY_25912 
return 

:QUARRY_2370
jump @QUARRY_2379 

:QUARRY_2377
return 

:QUARRY_2379
0662: NOP "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:QUARRY_2425
if 
   Car.Wrecked(87@)
else_jump @QUARRY_2457 
37@ = 1 
45@ = 1 
return 

:QUARRY_2457
if 
   Car.Wrecked(88@)
else_jump @QUARRY_2489 
37@ = 1 
45@ = 2 
return 

:QUARRY_2489
if 
   not Car.Wrecked(89@)
else_jump @QUARRY_2513 
Car.Health(89@) = 10000

:QUARRY_2513
if 
  35@ == 0 
else_jump @QUARRY_2722 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
230@ = 0 
233@ = 0 
234@ = 0 
282@ = 0 
212@ = 672.7664 
213@ = 888.3682 
214@ = -41.3985 
00BC: show_text_highpriority GXT 'QUAR_00' time 10000 flag 1  // ~s~Ein Cop wurde gettet. Beseitige die Leiche mit dem ~b~Bulldozer~s~, bevor noch mehr Cops kommen und hier rumschnffeln.
50@ = 7 
50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
$8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D1' // global_variable  // Cops
0085: 206@ = 46@ // (int) 
if 
   not Car.Wrecked(89@)
else_jump @QUARRY_2701 
09B0: set_car 89@ accessible_for_player_using_controller 0 

:QUARRY_2701
08A5: set_car 88@ attractive_to_magnet 0 
08A5: set_car 87@ attractive_to_magnet 0 
35@ += 1 

:QUARRY_2722
if 
  0 >= $8172 
else_jump @QUARRY_2756 
37@ = 1 
45@ = 4 
return 

:QUARRY_2756
if 
  35@ == 1 
else_jump @QUARRY_2819 
if 
  230@ == 1 
else_jump @QUARRY_2819 
Marker.Disable(128@)
Marker.Disable(125@)
Marker.Disable(129@)
Marker.Disable(130@)
35@ = 99 

:QUARRY_2819
if 
  230@ == 0 
else_jump @QUARRY_3030 
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_2968 
if 
075C:   marker 125@ enabled 
else_jump @QUARRY_2961 
Marker.Disable(125@)
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
03D5: remove_text 'QUAR_35'  // ~s~Steig wieder in den ~b~Bulldozer~s~.
if 
  234@ == 0 
else_jump @QUARRY_2928 
129@ = Marker.CreateAboveObject(92@)

:QUARRY_2928
if 
  233@ == 0 
else_jump @QUARRY_2961 
130@ = Marker.CreateAboveCar(89@)
Marker.SetColor(130@, 1)

:QUARRY_2961
jump @QUARRY_3030 

:QUARRY_2968
if 
875C:   not marker 125@ enabled 
else_jump @QUARRY_3030 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
Marker.Disable(128@)
Marker.Disable(129@)
Marker.Disable(130@)
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Steig wieder in den ~b~Bulldozer~s~.

:QUARRY_3030
if 
  232@ == 0 
else_jump @QUARRY_3098 
if or
   Actor.InCar($PLAYER_ACTOR, 89@)
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_3098 
232@ = 1 
00BC: show_text_highpriority GXT 'QUAR_02' time 7000 flag 1  // ~s~Schiebe die ~g~Leiche~s~ und das ~g~Motorrad~s~ in den ~y~Bereich, wo der Kran sie hochheben kann~s~.

:QUARRY_3098
if 
  230@ == 0 
else_jump @QUARRY_3614 
if 
  233@ == 0 
else_jump @QUARRY_3279 
if 
01AF:   car 89@ sphere 232@ in_sphere 212@ 213@ 214@ radius 7.0 7.0 4.0 
else_jump @QUARRY_3279 
if 
01AF:   car 89@ sphere 0 in_sphere 212@ 213@ 214@ radius 4.0 4.0 4.0 
else_jump @QUARRY_3279 
233@ = 1 
Marker.Disable(130@)
Car.LockInCurrentPosition(89@) = True
099A: set_car 89@ collision_detection 0 
if 
  234@ == 0 
else_jump @QUARRY_3279 
00BC: show_text_highpriority GXT 'QUAR_03' time 5000 flag 1  // ~s~Jetzt hol die ~g~Leiche~s~.

:QUARRY_3279
if 
  234@ == 0 
else_jump @QUARRY_3559 
if 
  233@ == 1 
else_jump @QUARRY_3433 
if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 7.0 7.0 4.0 flag 232@ 
else_jump @QUARRY_3426 
if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 4.0 4.0 4.0 flag 0 
else_jump @QUARRY_3426 
234@ = 1 
Marker.Disable(129@)
Object.KeepInMemory(92@) = True
Object.CollisionDetection(92@) = False

:QUARRY_3426
jump @QUARRY_3559 

:QUARRY_3433
if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 7.0 7.0 4.0 flag 0 
else_jump @QUARRY_3559 
if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 4.0 4.0 4.0 flag 0 
else_jump @QUARRY_3559 
234@ = 1 
Marker.Disable(129@)
Object.KeepInMemory(92@) = True
Object.CollisionDetection(92@) = False
00BC: show_text_highpriority GXT 'QUAR_04' time 5000 flag 1  // ~s~Jetzt hol das ~g~Motorrad des Cops~s~.

:QUARRY_3559
if and
  234@ == 1 
  233@ == 1 
else_jump @QUARRY_3614 
230@ = 1 
00BC: show_text_highpriority GXT 'QUAR_05' time 5000 flag 1  // ~s~Steig in den ~y~Kran~s~.
282@ = 1 

:QUARRY_3614
if 
  35@ == 99 
else_jump @QUARRY_3639 
gosub @QUARRY_21060 

:QUARRY_3639
return 

:QUARRY_3641
if 
   Car.Wrecked(87@)
else_jump @QUARRY_3673 
37@ = 1 
45@ = 1 
return 

:QUARRY_3673
if 
   Car.Wrecked(88@)
else_jump @QUARRY_3705 
37@ = 1 
45@ = 2 
return 

:QUARRY_3705
if 
   not Car.Wrecked(89@)
else_jump @QUARRY_3729 
Car.Health(89@) = 10000

:QUARRY_3729
if 
  35@ == 0 
else_jump @QUARRY_3809 
231@ = 0 
233@ = 0 
234@ = 0 
018A: 127@ = create_checkpoint_at 705.1055 916.3154 -19.6407 
07E0: set_marker 127@ type_to 1 
240@ = 1 
35@ += 1 

:QUARRY_3809
if 
  0 >= $8172 
else_jump @QUARRY_3843 
37@ = 1 
45@ = 4 
return 

:QUARRY_3843
if 
  35@ == 1 
else_jump @QUARRY_3898 
if 
  231@ == 1 
else_jump @QUARRY_3898 
Marker.Disable(126@)
01EC: make_car 88@ very_heavy 1 
35@ = 99 

:QUARRY_3898
if 
8685:   not object 93@ attached 
else_jump @QUARRY_3952 
0681: attach_object 93@ to_car 88@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 

:QUARRY_3952
if 
  231@ == 0 
else_jump @QUARRY_4503 
Object.StorePos(93@, 59@, 60@, 61@)
0798: get_crane_magnet $2742 attached_car_handle_to 53@ attached_actor_handle_to 54@ attached_object_handle_to 55@ 
if 
  234@ == 0 
else_jump @QUARRY_4143 
if 
04E6:   object 92@ near_point 59@ 60@ 61@ radius 3.2 3.2 1.5 flag 0 
else_jump @QUARRY_4136 
if 
0685:   object 92@ attached 
else_jump @QUARRY_4136 
if 
803B:   not  55@ == 92@ // (int) 
else_jump @QUARRY_4114 
234@ = 1 
0916: set_object 92@ attractive_to_magnet 0 
jump @QUARRY_4136 

:QUARRY_4114
0682: detach_object 92@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_4136
jump @QUARRY_4238 

:QUARRY_4143
if 
8685:   not object 92@ attached 
else_jump @QUARRY_4238 
Object.StorePos(92@, 59@, 60@, 61@)
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
if 
  1.5 > 76@ 
else_jump @QUARRY_4238 
234@ = 0 
0916: set_object 92@ attractive_to_magnet 1 

:QUARRY_4238
if 
  233@ == 0 
else_jump @QUARRY_4376 
if 
01B0:   car 89@ sphere 0 in_sphere 59@ 60@ 61@ radius 3.2 3.2 1.5 stopped 
else_jump @QUARRY_4369 
if 
803B:   not  53@ == 89@ // (int) 
else_jump @QUARRY_4369 
0683: attach_car 89@ to_car 88@ with_offset -1000.0 0.0 0.0 rotation 0.0 0.0 0.0 
233@ = 1 
08A5: set_car 89@ attractive_to_magnet 0 

:QUARRY_4369
jump @QUARRY_4471 

:QUARRY_4376
if 
8686:   not car 89@ attached 
else_jump @QUARRY_4471 
Car.StorePos(89@, 59@, 60@, 61@)
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
if 
  1.5 > 76@ 
else_jump @QUARRY_4471 
233@ = 0 
08A5: set_car 89@ attractive_to_magnet 1 

:QUARRY_4471
if and
  234@ == 1 
  233@ == 1 
else_jump @QUARRY_4503 
231@ = 1 

:QUARRY_4503
if 
  240@ == 1 
else_jump @QUARRY_4612 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 705.1055 916.3154 -19.6407 radius 4.0 4.0 1.2 
else_jump @QUARRY_4612 
Marker.Disable(127@)
240@ = 0 
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_06' time 7000 flag 1  // ~s~Hebe die Leiche und das Motorrad mit dem Kran auf die Ladeflche des ~b~Kippers~s~.

:QUARRY_4612
if 
  282@ == 1 
else_jump @QUARRY_4684 
if 
   not Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_4684 
Object.KeepInMemory(92@) = False
Object.CollisionDetection(92@) = True
Car.LockInCurrentPosition(89@) = False
099A: set_car 89@ collision_detection 1 
282@ = 0 

:QUARRY_4684
if 
  35@ == 99 
else_jump @QUARRY_4709 
gosub @QUARRY_21060 

:QUARRY_4709
return 

:QUARRY_4711
if 
   Car.Wrecked(88@)
else_jump @QUARRY_4743 
37@ = 1 
45@ = 2 
return 

:QUARRY_4743
if 
   not Car.Wrecked(89@)
else_jump @QUARRY_4767 
Car.Health(89@) = 10000

:QUARRY_4767
if 
  35@ == 0 
else_jump @QUARRY_4894 
212@ = 985.1581 
213@ = 688.4734 
214@ = 8.7255 
gosub @QUARRY_19761 
236@ = 0 
235@ = 0 
242@ = 0 
280@ = 0 
281@ = 0 
284@ = 0 
172@ = 0 
00BC: show_text_highpriority GXT 'QUAR_07' time 5000 flag 1  // ~s~Steig in den ~b~Kipper~s~.
35@ += 1 

:QUARRY_4894
if 
  0 >= $8172 
else_jump @QUARRY_4928 
37@ = 1 
45@ = 4 
return 

:QUARRY_4928
if 
  235@ == 0 
else_jump @QUARRY_5136 
if 
8686:   not car 89@ attached 
else_jump @QUARRY_5041 
Car.StorePos(89@, 59@, 60@, 61@)
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
if 
  1.5 > 76@ 
else_jump @QUARRY_5041 
37@ = 1 
45@ = 3 

:QUARRY_5041
if 
8685:   not object 92@ attached 
else_jump @QUARRY_5136 
Object.StorePos(92@, 59@, 60@, 61@)
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
if 
  1.5 > 76@ 
else_jump @QUARRY_5136 
37@ = 1 
45@ = 3 

:QUARRY_5136
if 
  35@ == 1 
else_jump @QUARRY_5208 
if 
  236@ == 1 
else_jump @QUARRY_5208 
if 
001D:   46@ > 172@ // (int) 
else_jump @QUARRY_5208 
Marker.Disable(128@)
06D6: disable_racing_checkpoint 197@ 
35@ = 99 

:QUARRY_5208
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_5373 
if 
075C:   marker 126@ enabled 
else_jump @QUARRY_5359 
Marker.Disable(126@)
03D5: remove_text 'QUAR_36'  // ~s~Steig wieder in den ~b~Kipper~s~.
if 
  238@ == 1 
else_jump @QUARRY_5291 
gosub @QUARRY_19761 
jump @QUARRY_5359 

:QUARRY_5291
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
0087: 75@ = 213@ // (float) 
75@ -= 5.0 
06D5: 197@ = create_racing_checkpoint_at 212@ 75@ 214@ point_to 0.0 0.0 0.0 type 2 radius 5.0 

:QUARRY_5359
284@ = 1 
jump @QUARRY_5453 

:QUARRY_5373
if 
875C:   not marker 126@ enabled 
else_jump @QUARRY_5453 
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
Marker.Disable(128@)
06D6: disable_racing_checkpoint 197@ 
Marker.Disable(131@)
if 
  284@ == 1 
else_jump @QUARRY_5453 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Steig wieder in den ~b~Kipper~s~.

:QUARRY_5453
if 
  242@ == 0 
else_jump @QUARRY_5513 
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_5513 
00BC: show_text_highpriority GXT 'QUAR_08' time 7000 flag 1  // ~s~Fahr vorsichtig zur ~y~Einfahrt des Steinbruchs~s~ hoch.
242@ = 1 

:QUARRY_5513
if 
075C:   marker 131@ enabled 
else_jump @QUARRY_5698 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 215@ 216@ 217@ radius 4.0 4.0 4.0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 215@ 216@ 217@ radius 12.0 12.0 12.0 
else_jump @QUARRY_5698 
Marker.Disable(131@)
238@ = 0 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
0087: 75@ = 213@ // (float) 
75@ -= 5.0 
06D5: 197@ = create_racing_checkpoint_at 212@ 75@ 214@ point_to 0.0 0.0 0.0 type 2 radius 5.0 
00BC: show_text_highpriority GXT 'QUAR_09' time 5000 flag 1  // ~s~Kippe die Leiche und das Motorrad ins ~y~Wasser~s~.

:QUARRY_5698
if 
  235@ == 0 
else_jump @QUARRY_5790 
if 
01AF:   car 88@ sphere 0 in_sphere 212@ 213@ 214@ radius 50.0 30.0 10.0 
else_jump @QUARRY_5783 
235@ = 1 
03E5: show_text_box 'QUAR_H4'  // Pass auf, dass der Kipper nicht bei dem Motorrad und der Leiche im Wasser landet.
jump @QUARRY_5790 

:QUARRY_5783
235@ = 0 

:QUARRY_5790
if 
  235@ == 1 
else_jump @QUARRY_5913 
098D: get_car 88@ extra_parts_angle 75@ 
if 
  75@ > 0.05 
else_jump @QUARRY_5913 
if 
0686:   car 89@ attached 
else_jump @QUARRY_5875 
0684: detach_car 89@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_5875
if 
0685:   object 92@ attached 
else_jump @QUARRY_5913 
0682: detach_object 92@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_5913
if 
  280@ == 0 
else_jump @QUARRY_5954 
if 
02BF:   car 89@ sunk 
else_jump @QUARRY_5954 
280@ = 1 

:QUARRY_5954
if 
  281@ == 0 
else_jump @QUARRY_5995 
if 
04E7:   object 92@ in_water 
else_jump @QUARRY_5995 
281@ = 1 

:QUARRY_5995
if 
  236@ == 0 
else_jump @QUARRY_6061 
if and
  280@ == 1 
  281@ == 1 
else_jump @QUARRY_6061 
236@ = 1 
0085: 172@ = 46@ // (int) 
172@ += 2000 

:QUARRY_6061
if 
8685:   not object 93@ attached 
else_jump @QUARRY_6115 
0681: attach_object 93@ to_car 88@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 

:QUARRY_6115
if 
8686:   not car 89@ attached 
else_jump @QUARRY_6225 
Object.StorePos(93@, 59@, 60@, 61@)
if 
01B0:   car 89@ sphere 0 in_sphere 59@ 60@ 61@ radius 3.2 3.2 1.5 stopped 
else_jump @QUARRY_6225 
0683: attach_car 89@ to_car 88@ with_offset -1000.0 0.0 0.0 rotation 0.0 0.0 0.0 

:QUARRY_6225
if 
  35@ == 99 
else_jump @QUARRY_6250 
gosub @QUARRY_21060 

:QUARRY_6250
return 

:QUARRY_6252
if 
   Car.Wrecked(87@)
else_jump @QUARRY_6284 
37@ = 1 
45@ = 1 
return 

:QUARRY_6284
if 
  35@ == 0 
else_jump @QUARRY_6462 
199@ = 0 
48@ = 0 

:QUARRY_6316
244@(48@,7i) = 0 
285@(48@,7i) = 0 
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_6316 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_11' time 10000 flag 1  // ~s~Rume mit dem ~b~Bulldozer~s~ die Wege frei, bevor die nchste Lieferung kommt.
50@ = 1 
50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
$8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D2' // global_variable  // Lieferung
0085: 206@ = 46@ // (int) 
243@ = 0 
35@ += 1 

:QUARRY_6462
if 
  0 >= $8172 
else_jump @QUARRY_6496 
37@ = 1 
45@ = 5 
return 

:QUARRY_6496
if 
  35@ == 1 
else_jump @QUARRY_6539 
if 
  199@ == 7 
else_jump @QUARRY_6539 
35@ = 99 

:QUARRY_6539
if 
075C:   marker 125@ enabled 
else_jump @QUARRY_6663 
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_6656 
Marker.Disable(125@)
03D5: remove_text 'QUAR_35'  // ~s~Steig wieder in den ~b~Bulldozer~s~.
48@ = 0 

:QUARRY_6597
if 
  244@(48@,7i) == 0 
else_jump @QUARRY_6635 
133@(48@,7i) = Marker.CreateAboveObject(94@(48@,7i))

:QUARRY_6635
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_6597 

:QUARRY_6656
jump @QUARRY_8899 

:QUARRY_6663
if 
   not Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_6757 
48@ = 0 

:QUARRY_6689
Marker.Disable(133@(48@,7i))
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_6689 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Steig wieder in den ~b~Bulldozer~s~.
jump @QUARRY_8899 

:QUARRY_6757
Actor.StorePos($PLAYER_ACTOR, 59@, 60@, 61@)
48@ = 0 

:QUARRY_6778
80@ = 0 
if 
  244@(48@,7i) == 0 
else_jump @QUARRY_8878 
0871: init_jump_table 48@ total_jumps 7 default_jump 1 @QUARRY_8662 jumps 0 @QUARRY_6870 1 @QUARRY_7126 2 @QUARRY_7382 3 @QUARRY_7638 4 @QUARRY_7894 5 @QUARRY_8150 6 @QUARRY_8406 

:QUARRY_6870
Object.StorePos(94@(48@,7i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  30.0 > 78@ 
else_jump @QUARRY_7077 
if 
  285@(48@,7i) == 0 
else_jump @QUARRY_7011 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 762.119 836.6474 -3.4382 point_to 0.0 0.0 0.0 type 2 radius 5.0 
285@(48@,7i) = 1 

:QUARRY_7011
if 
04E6:   object 94@(48@,7i) near_point 762.119 836.6474 -5.4382 radius 15.0 35.0 5.0 flag 0 
else_jump @QUARRY_7070 
80@ = 1 

:QUARRY_7070
jump @QUARRY_7119 

:QUARRY_7077
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_7119 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_7119
jump @QUARRY_8680 

:QUARRY_7126
Object.StorePos(94@(48@,7i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  50.0 > 78@ 
else_jump @QUARRY_7333 
if 
  285@(48@,7i) == 0 
else_jump @QUARRY_7267 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 735.8682 933.0437 -4.3942 point_to 0.0 0.0 0.0 type 2 radius 5.0 
285@(48@,7i) = 1 

:QUARRY_7267
if 
04E6:   object 94@(48@,7i) near_point 735.8682 933.0437 -4.3942 radius 20.0 30.0 5.0 flag 0 
else_jump @QUARRY_7326 
80@ = 1 

:QUARRY_7326
jump @QUARRY_7375 

:QUARRY_7333
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_7375 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_7375
jump @QUARRY_8680 

:QUARRY_7382
Object.StorePos(94@(48@,7i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  30.0 > 78@ 
else_jump @QUARRY_7589 
if 
  285@(48@,7i) == 0 
else_jump @QUARRY_7523 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 518.9683 967.7642 -25.891 point_to 0.0 0.0 0.0 type 2 radius 5.0 
285@(48@,7i) = 1 

:QUARRY_7523
if 
04E6:   object 94@(48@,7i) near_point 518.9683 967.7642 -17.891 radius 45.0 20.0 9.0 flag 0 
else_jump @QUARRY_7582 
80@ = 1 

:QUARRY_7582
jump @QUARRY_7631 

:QUARRY_7589
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_7631 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_7631
jump @QUARRY_8680 

:QUARRY_7638
Object.StorePos(94@(48@,7i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  30.0 > 78@ 
else_jump @QUARRY_7845 
if 
  285@(48@,7i) == 0 
else_jump @QUARRY_7779 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 671.3267 941.1938 -29.338 point_to 0.0 0.0 0.0 type 2 radius 5.0 
285@(48@,7i) = 1 

:QUARRY_7779
if 
04E6:   object 94@(48@,7i) near_point 671.3267 941.1938 -29.338 radius 25.0 25.0 5.0 flag 0 
else_jump @QUARRY_7838 
80@ = 1 

:QUARRY_7838
jump @QUARRY_7887 

:QUARRY_7845
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_7887 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_7887
jump @QUARRY_8680 

:QUARRY_7894
Object.StorePos(94@(48@,7i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  30.0 > 78@ 
else_jump @QUARRY_8101 
if 
  285@(48@,7i) == 0 
else_jump @QUARRY_8035 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 523.2235 907.1995 -43.4101 point_to 0.0 0.0 0.0 type 2 radius 5.0 
285@(48@,7i) = 1 

:QUARRY_8035
if 
04E6:   object 94@(48@,7i) near_point 523.2235 907.1995 -40.4101 radius 35.0 25.0 5.0 flag 0 
else_jump @QUARRY_8094 
80@ = 1 

:QUARRY_8094
jump @QUARRY_8143 

:QUARRY_8101
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_8143 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_8143
jump @QUARRY_8680 

:QUARRY_8150
Object.StorePos(94@(48@,7i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  30.0 > 78@ 
else_jump @QUARRY_8357 
if 
  285@(48@,7i) == 0 
else_jump @QUARRY_8291 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 536.8022 838.0778 -38.2296 point_to 0.0 0.0 0.0 type 2 radius 5.0 
285@(48@,7i) = 1 

:QUARRY_8291
if 
04E6:   object 94@(48@,7i) near_point 536.8022 838.0778 -38.2296 radius 25.0 15.0 5.0 flag 0 
else_jump @QUARRY_8350 
80@ = 1 

:QUARRY_8350
jump @QUARRY_8399 

:QUARRY_8357
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_8399 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_8399
jump @QUARRY_8680 

:QUARRY_8406
Object.StorePos(94@(48@,7i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  50.0 > 78@ 
else_jump @QUARRY_8613 
if 
  285@(48@,7i) == 0 
else_jump @QUARRY_8547 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 645.2571 773.7028 -28.2457 point_to 0.0 0.0 0.0 type 2 radius 5.0 
285@(48@,7i) = 1 

:QUARRY_8547
if 
04E6:   object 94@(48@,7i) near_point 645.2571 773.7028 -26.2457 radius 35.0 20.0 7.0 flag 0 
else_jump @QUARRY_8606 
80@ = 1 

:QUARRY_8606
jump @QUARRY_8655 

:QUARRY_8613
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_8655 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_8655
jump @QUARRY_8680 

:QUARRY_8662
0662: NOP "TOO_MANY_ROCKS" 

:QUARRY_8680
if 
  80@ == 1 
else_jump @QUARRY_8878 
Marker.Disable(133@(48@,7i))
Object.Destroy(94@(48@,7i))
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_8758 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_8758
244@(48@,7i) = 1 
199@ += 1 
50@ = 7 
0062: 50@ -= 199@ // (int) 
if 
   not 50@ == 0 
else_jump @QUARRY_8878 
if 
  199@ == 1 
else_jump @QUARRY_8856 
02FD: show_text_2numbers_lowpriority GXT 'QUAR_14' numbers 199@ 50@ time 5000 flag 1  // ~s~~1~ Stein weggerumt. ~1~ brig.
jump @QUARRY_8878 

:QUARRY_8856
02FD: show_text_2numbers_lowpriority GXT 'QUAR_13' numbers 199@ 50@ time 5000 flag 1  // ~s~~1~ Steine weggerumt. ~1~ brig.

:QUARRY_8878
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_6778 

:QUARRY_8899
if 
  243@ == 0 
else_jump @QUARRY_8959 
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_8959 
00BC: show_text_highpriority GXT 'QUAR_12' time 7000 flag 1  // ~s~Rum einen Weg frei, indem du die ~g~Steinbrocken~s~ ber die Kante in die Markierungen schiebst.
243@ = 1 

:QUARRY_8959
if 
  35@ == 99 
else_jump @QUARRY_8984 
gosub @QUARRY_21060 

:QUARRY_8984
return 

:QUARRY_8986
if 
   Car.Wrecked(87@)
else_jump @QUARRY_9018 
37@ = 1 
45@ = 1 
return 

:QUARRY_9018
if 
  35@ == 0 
else_jump @QUARRY_9242 
204@ = 0 
48@ = 0 

:QUARRY_9050
253@(48@,4i) = 0 
257@(48@,4i) = 0 
178@(48@,4i) = 0 
48@ += 1 
  48@ >= 4 
else_jump @QUARRY_9050 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_15' time 10000 flag 1  // ~s~Ein Konkurrenzunternehmen hat Bomben gelegt. Schiebe die Bomben mit dem ~b~Bulldozer~s~ in die markierten sicheren Bereiche.
008A: $8172 = 174@ // (int) 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D3' // global_variable  // Detonation
0085: 206@ = 46@ // (int) 
48@ = 0 

:QUARRY_9174
005A: 174@(48@,4i) += 46@ // (int) 
48@ += 1 
  48@ >= 4 
else_jump @QUARRY_9174 
251@ = 0 
252@ = 0 
261@ = 0 
243@ = 0 
35@ += 1 

:QUARRY_9242
if 
  35@ == 1 
else_jump @QUARRY_9408 
if 
  252@ == 1 
else_jump @QUARRY_9408 
Actor.StorePos($PLAYER_ACTOR, 59@, 60@, 61@)
50@ = 4 
50@ -= 1 
Object.StorePos(101@(50@,10i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  78@ > 20.0 
else_jump @QUARRY_9408 
020C: create_explosion_with_radius 7 at 62@ 63@ 64@ 
Object.Destroy(101@(50@,10i))
253@(50@,4i) = 1 
35@ = 99 

:QUARRY_9408
if 
075C:   marker 125@ enabled 
else_jump @QUARRY_9466 
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_9459 
Marker.Disable(125@)
03D5: remove_text 'QUAR_35'  // ~s~Steig wieder in den ~b~Bulldozer~s~.

:QUARRY_9459
jump @QUARRY_9533 

:QUARRY_9466
if 
   not Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_9533 
Marker.Disable(140@)
Marker.Disable(128@)
251@ = 0 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Steig wieder in den ~b~Bulldozer~s~.

:QUARRY_9533
if 
  252@ == 0 
else_jump @QUARRY_10787 
80@ = 0 
0871: init_jump_table 204@ total_jumps 4 default_jump 1 @QUARRY_10048 jumps 0 @QUARRY_9621 1 @QUARRY_9687 2 @QUARRY_9916 3 @QUARRY_9982 -1 @QUARRY_10067 -1 @QUARRY_10067 -1 @QUARRY_10067 

:QUARRY_9621
if 
04E6:   object 101@(204@,10i) near_point 830.4274 889.852 12.3516 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_9680 
80@ = 1 

:QUARRY_9680
jump @QUARRY_10067 

:QUARRY_9687
if 
  261@ == 0 
else_jump @QUARRY_9850 
if 
04E6:   object 101@(204@,10i) near_point 678.5786 981.4282 -13.749 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_9764 
80@ = 1 

:QUARRY_9764
Object.StorePos(101@(204@,10i), 59@, 60@, 61@)
if 
  -23.6787 > 61@ 
else_jump @QUARRY_9843 
261@ = 1 
Marker.Disable(140@)
Marker.Disable(128@)
251@ = 0 
00BC: show_text_highpriority GXT 'QUAR_21' time 7000 flag 1  // ~s~Schaff die ~g~Bombe~s~ in den anderen ~y~sicheren Bereich~s~.

:QUARRY_9843
jump @QUARRY_9909 

:QUARRY_9850
if 
04E6:   object 101@(204@,10i) near_point 660.666 913.719 -41.4059 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_9909 
80@ = 1 

:QUARRY_9909
jump @QUARRY_10067 

:QUARRY_9916
if 
04E6:   object 101@(204@,10i) near_point 648.9208 916.257 -42.2287 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_9975 
80@ = 1 

:QUARRY_9975
jump @QUARRY_10067 

:QUARRY_9982
if 
04E6:   object 101@(204@,10i) near_point 632.4524 810.3196 -43.9609 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_10041 
80@ = 1 

:QUARRY_10041
jump @QUARRY_10067 

:QUARRY_10048
0662: NOP "UNKNOWN_BOMB_ID" 

:QUARRY_10067
if 
  80@ == 1 
else_jump @QUARRY_10222 
Marker.Disable(140@)
Marker.Disable(128@)
251@ = 0 
261@ = 0 
Object.KeepInMemory(101@(204@,10i)) = True
Object.CollisionDetection(101@(204@,10i)) = False
0085: 50@ = 204@ // (int) 
50@ += 1 
if 
  50@ == 4 
else_jump @QUARRY_10215 
0085: 51@ = 46@ // (int) 
51@ += 15000 
if 
001D:   174@(204@,4i) > 51@ // (int) 
else_jump @QUARRY_10215 
0085: 174@(204@,4i) = 51@ // (int) 

:QUARRY_10215
204@ += 1 

:QUARRY_10222
if 
  204@ == 4 
else_jump @QUARRY_10247 
252@ = 1 

:QUARRY_10247
if 
  80@ == 1 
else_jump @QUARRY_10324 
014F: stop_timer $8172 
if 
  252@ == 0 
else_jump @QUARRY_10324 
008A: $8172 = 174@(204@,4i) // (int) 
0066: $8172 -= 46@ // (int) 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D3' // global_variable  // Detonation

:QUARRY_10324
if 
  80@ == 1 
else_jump @QUARRY_10522 
if 
  252@ == 1 
else_jump @QUARRY_10383 
00BC: show_text_highpriority GXT 'QUAR_20' time 7000 flag 1  // ~s~Begib dich aus dem Explosionsradius der Bombe.
jump @QUARRY_10522 

:QUARRY_10383
0871: init_jump_table 204@ total_jumps 4 default_jump 0 @QUARRY_10522 jumps 0 @QUARRY_10446 1 @QUARRY_10453 2 @QUARRY_10476 3 @QUARRY_10499 -1 @QUARRY_10522 -1 @QUARRY_10522 -1 @QUARRY_10522 

:QUARRY_10446
jump @QUARRY_10522 

:QUARRY_10453
00BC: show_text_highpriority GXT 'QUAR_17' time 7000 flag 1  // ~s~Eine ~g~Bombe~s~ liegt neben dem Kran. Bring sie in den ~y~sicheren Bereich~s~.
jump @QUARRY_10522 

:QUARRY_10476
00BC: show_text_highpriority GXT 'QUAR_18' time 7000 flag 1  // ~s~Die nchste ~g~Bombe~s~ befindet sich bei der Brechanlage. Schieb sie in einen ~y~sicheren Bereich~s~.
jump @QUARRY_10522 

:QUARRY_10499
00BC: show_text_highpriority GXT 'QUAR_34' time 7000 flag 1  // ~s~Die letzte ~g~Bombe~s~ liegt zwischen den Quetschanlagen. Schaff sie in den ~y~sicheren Bereich~s~.
jump @QUARRY_10522 

:QUARRY_10522
if and
  251@ == 0 
  252@ == 0 
875C:   not marker 125@ enabled 
else_jump @QUARRY_10787 
140@ = Marker.CreateAboveObject(101@(204@,10i))
251@ = 1 
0871: init_jump_table 204@ total_jumps 4 default_jump 0 @QUARRY_10787 jumps 0 @QUARRY_10634 1 @QUARRY_10661 2 @QUARRY_10733 3 @QUARRY_10760 -1 @QUARRY_10787 -1 @QUARRY_10787 -1 @QUARRY_10787 

:QUARRY_10634
018A: 128@ = create_checkpoint_at 830.4274 889.852 12.3516 
jump @QUARRY_10787 

:QUARRY_10661
if 
  261@ == 0 
else_jump @QUARRY_10706 
018A: 128@ = create_checkpoint_at 678.5786 981.4282 -13.749 
jump @QUARRY_10726 

:QUARRY_10706
018A: 128@ = create_checkpoint_at 660.666 913.719 -41.4059 

:QUARRY_10726
jump @QUARRY_10787 

:QUARRY_10733
018A: 128@ = create_checkpoint_at 648.9208 916.257 -42.2287 
jump @QUARRY_10787 

:QUARRY_10760
018A: 128@ = create_checkpoint_at 632.4524 810.3196 -43.9609 
jump @QUARRY_10787 

:QUARRY_10787
48@ = 0 
0085: 50@ = 204@ // (int) 
if 
  252@ == 1 
else_jump @QUARRY_10827 
50@ -= 1 

:QUARRY_10827
if 
002D:   50@ >= 48@ // (int) 
else_jump @QUARRY_11360 
if 
  253@(48@,4i) == 0 
else_jump @QUARRY_11265 
Object.StorePos(101@(48@,10i), 59@, 60@, 61@)
Car.StorePos(87@, 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
Actor.StorePos($PLAYER_ACTOR, 65@, 66@, 67@)
050A: 79@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 65@ 66@ 67@ 
if 
803B:   not  48@ == 204@ // (int) 
else_jump @QUARRY_11033 
if and
  78@ > 21.0 
  79@ > 21.0 
else_jump @QUARRY_11033 
0085: 174@(48@,4i) = 46@ // (int) 
174@(48@,4i) -= 1 

:QUARRY_11033
if 
001D:   46@ > 174@(48@,4i) // (int) 
else_jump @QUARRY_11258 
020C: create_explosion_with_radius 10 at 59@ 60@ 61@ 
Object.Destroy(101@(48@,10i))
253@(48@,4i) = 1 
257@(48@,4i) = 0 
0085: 178@(48@,4i) = 46@ // (int) 
178@(48@,4i) += 2000 
0087: 218@(48@,4f) = 59@ // (float) 
0087: 222@(48@,4f) = 60@ // (float) 
0087: 226@(48@,4f) = 61@ // (float) 
if 
  20.0 > 78@ 
else_jump @QUARRY_11186 
020B: explode_car 87@ // versionA 

:QUARRY_11186
if 
  20.0 > 79@ 
else_jump @QUARRY_11223 
37@ = 1 
45@ = 7 
return 

:QUARRY_11223
if 
003B:   48@ == 204@ // (int) 
else_jump @QUARRY_11258 
37@ = 1 
45@ = 6 
return 

:QUARRY_11258
jump @QUARRY_11346 

:QUARRY_11265
if 
  257@(48@,4i) == 0 
else_jump @QUARRY_11346 
if 
001D:   46@ > 178@(48@,4i) // (int) 
else_jump @QUARRY_11346 
020C: create_explosion_with_radius 9 at 218@(48@,4f) 222@(48@,4f) 226@(48@,4f) 
257@(48@,4i) = 1 

:QUARRY_11346
48@ += 1 
jump @QUARRY_10827 

:QUARRY_11360
if 
  243@ == 0 
else_jump @QUARRY_11420 
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_11420 
00BC: show_text_highpriority GXT 'QUAR_16' time 7000 flag 1  // ~s~Die erste ~g~Bombe~s~ liegt hinter dem Bro. Schieb sie in einen ~y~sicheren Bereich~s~.
243@ = 1 

:QUARRY_11420
if 
  35@ == 99 
else_jump @QUARRY_11445 
gosub @QUARRY_21060 

:QUARRY_11445
return 

:QUARRY_11447
if 
   Car.Wrecked(88@)
else_jump @QUARRY_11479 
37@ = 1 
45@ = 2 
return 

:QUARRY_11479
if 
  35@ == 0 
else_jump @QUARRY_11607 
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
gosub @QUARRY_19814 
00BC: show_text_highpriority GXT 'QUAR_22' time 10000 flag 1  // ~s~Die Bombenleger wurden geschnappt. Ihre Leichen liegen auf einem ~b~Kipper~s~ bei der ~y~anderen Einfahrt des Steinbruchs~s~. Schaff sie weg, bevor die Cops kommen und hier herumschnffeln.
235@ = 0 
50@ = 4 
50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
$8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D1' // global_variable  // Cops
0085: 206@ = 46@ // (int) 
35@ += 1 

:QUARRY_11607
if 
  0 >= $8172 
else_jump @QUARRY_11641 
37@ = 1 
45@ = 4 
return 

:QUARRY_11641
if 
  35@ == 1 
else_jump @QUARRY_11701 
if 
  235@ == 1 
else_jump @QUARRY_11701 
Marker.Disable(132@)
239@ = 0 
Marker.Disable(126@)
35@ = 99 

:QUARRY_11701
if 
  235@ == 0 
else_jump @QUARRY_11745 
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_11745 
235@ = 1 

:QUARRY_11745
if 
  239@ == 1 
else_jump @QUARRY_11848 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 215@ 216@ 217@ radius 4.0 4.0 4.0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 215@ 216@ 217@ radius 15.0 10.0 4.0 
else_jump @QUARRY_11848 
Marker.Disable(132@)
239@ = 0 

:QUARRY_11848
if 
  35@ == 99 
else_jump @QUARRY_11873 
gosub @QUARRY_21060 

:QUARRY_11873
return 

:QUARRY_11875
if 
   Car.Wrecked(88@)
else_jump @QUARRY_11907 
37@ = 1 
45@ = 2 
return 

:QUARRY_11907
if 
  35@ == 0 
else_jump @QUARRY_12473 
212@ = 469.377 
213@ = 877.2751 
214@ = -29.0362 
gosub @QUARRY_19761 
48@ = 0 

:QUARRY_11969
0209: 50@ = random_int_in_ranges 2 4 
0208: 59@ = random_float_in_ranges -2.0 2.0 
0208: 60@ = random_float_in_ranges -3.0 3.0 
005B: 59@ += 212@ // (float) 
005B: 60@ += 213@ // (float) 
02CE: 61@ = ground_z_at 59@ 60@ -20.0 
02CF: 153@(48@,18i) = create_fire_at 59@ 60@ 61@ propagation 0 size 50@ 
48@ += 1 
  48@ >= 15 
else_jump @QUARRY_11969 
48@ = 0 

:QUARRY_12091
0209: 50@ = random_int_in_ranges 0 4 
0208: 59@ = random_float_in_ranges -1.3 1.3 
0208: 60@ = random_float_in_ranges -1.8 1.8 
005B: 59@ += 212@ // (float) 
005B: 60@ += 213@ // (float) 
02CE: 61@ = ground_z_at 59@ 60@ -20.0 
0871: init_jump_table 50@ total_jumps 4 default_jump 0 @QUARRY_12337 jumps 0 @QUARRY_12225 1 @QUARRY_12253 2 @QUARRY_12281 3 @QUARRY_12309 -1 @QUARRY_12337 -1 @QUARRY_12337 -1 @QUARRY_12337 

:QUARRY_12225
114@(50@,7i) = Object.Create(#CM_BOX, 59@, 60@, 61@)
jump @QUARRY_12337 

:QUARRY_12253
114@(50@,7i) = Object.Create(#BLACKBAG2, 59@, 60@, 61@)
jump @QUARRY_12337 

:QUARRY_12281
114@(50@,7i) = Object.Create(#DYN_WOODPILE, 59@, 60@, 61@)
jump @QUARRY_12337 

:QUARRY_12309
114@(50@,7i) = Object.Create(#DYN_WOODPILE2, 59@, 60@, 61@)
jump @QUARRY_12337 

:QUARRY_12337
0208: 75@ = random_float_in_ranges 0.0 359.0 
0208: 76@ = random_float_in_ranges 0.0 359.0 
0208: 77@ = random_float_in_ranges 0.0 359.0 
0453: set_object 114@(50@,7i) XY_rotation 75@ 76@ angle 77@ 
0654: unknown_object 114@(50@,7i) flag 1 
Object.CollisionDetection(114@(50@,7i)) = False
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_12091 
00BC: show_text_highpriority GXT 'QUAR_23' time 7000 flag 1  // ~s~Schaff die Leichen zum ~y~Haupteingang~s~ des Steinbruchs.
263@ = 0 
35@ += 1 

:QUARRY_12473
if 
  236@ == 0 
else_jump @QUARRY_12806 
50@ = 0 
48@ = 0 

:QUARRY_12505
if 
8685:   not object 111@(48@,3i) attached 
else_jump @QUARRY_12760 
Object.StorePos(111@(48@,3i), 59@, 60@, 61@)
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
if 
  0.5 > 76@ 
else_jump @QUARRY_12760 
if 
04E6:   object 111@(48@,3i) near_point 212@ 213@ 214@ radius 12.0 15.0 3.0 flag 0 
else_jump @QUARRY_12744 
51@ = 15 
005A: 51@ += 48@ // (int) 
if 
8973:   not fire 153@(51@,18i) exists 
else_jump @QUARRY_12730 
02CF: 153@(51@,18i) = create_fire_at 59@ 60@ 61@ propagation 0 size 3 
0654: unknown_object 111@(48@,3i) flag 1 
Object.KeepInMemory(111@(48@,3i)) = True
Object.CollisionDetection(111@(48@,3i)) = False

:QUARRY_12730
50@ += 1 
jump @QUARRY_12760 

:QUARRY_12744
37@ = 1 
45@ = 8 
return 

:QUARRY_12760
48@ += 1 
  48@ >= 3 
else_jump @QUARRY_12505 
if 
  50@ == 3 
else_jump @QUARRY_12806 
236@ = 1 

:QUARRY_12806
if 
  0 >= $8172 
else_jump @QUARRY_12840 
37@ = 1 
45@ = 4 
return 

:QUARRY_12840
if 
  35@ == 1 
else_jump @QUARRY_12883 
if 
  236@ == 1 
else_jump @QUARRY_12883 
35@ = 99 

:QUARRY_12883
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_12994 
if 
075C:   marker 126@ enabled 
else_jump @QUARRY_12987 
Marker.Disable(126@)
03D5: remove_text 'QUAR_36'  // ~s~Steig wieder in den ~b~Kipper~s~.
if 
  238@ == 1 
else_jump @QUARRY_12973 
018A: 128@ = create_checkpoint_at 215@ 216@ 217@ 
jump @QUARRY_12987 

:QUARRY_12973
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 

:QUARRY_12987
jump @QUARRY_13046 

:QUARRY_12994
if 
875C:   not marker 126@ enabled 
else_jump @QUARRY_13046 
Marker.Disable(128@)
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Steig wieder in den ~b~Kipper~s~.

:QUARRY_13046
if 
  236@ == 0 
else_jump @QUARRY_13199 
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_13199 
if 
8100:   not actor $PLAYER_ACTOR in_sphere 212@ 213@ 214@ radius 25.0 25.0 20.0 sphere 0 in_car 
else_jump @QUARRY_13163 
0100:   actor $PLAYER_ACTOR in_sphere 212@ 213@ 214@ radius 4.0 4.0 4.0 sphere 1 in_car 
jump @QUARRY_13199 

:QUARRY_13163
if 
  262@ == 0 
else_jump @QUARRY_13199 
0512: show_permanent_text_box 'QUAR_H1'  // Benutze ~k~~VEHICLE_TURRETUP~ und ~k~~VEHICLE_TURRETDOWN~, um die Ladeflche des Kippers hoch- und runterzufahren.
262@ = 1 

:QUARRY_13199
if 
  263@ == 0 
else_jump @QUARRY_13327 
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_13327 
if 
0100:   actor $PLAYER_ACTOR in_sphere 215@ 216@ 217@ radius 12.0 12.0 12.0 sphere 1 in_car 
else_jump @QUARRY_13327 
00BC: show_text_highpriority GXT 'QUAR_24' time 7000 flag 1  // ~s~Folge dem Weg in den Steinbruch hinunter und verbrenne die Leichen im ~y~Feuer~s~.
263@ = 1 
Marker.Disable(131@)
238@ = 0 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 

:QUARRY_13327
if 
  35@ == 99 
else_jump @QUARRY_13352 
gosub @QUARRY_21060 

:QUARRY_13352
return 

:QUARRY_13354
if 
   Car.Wrecked(88@)
else_jump @QUARRY_13386 
37@ = 1 
45@ = 2 
return 

:QUARRY_13386
if 
  35@ == 0 
else_jump @QUARRY_13602 
212@ = -59.3126 
213@ = 2502.254 
214@ = 15.4766 
205@ = Car.Health(88@)
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
50@ = 5 
50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
$8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D4' // global_variable  // Frist
0085: 206@ = 46@ // (int) 
00BC: show_text_highpriority GXT 'QUAR_38' time 10000 flag 1  // ~s~Der ~b~Kipper~s~ ist vollgeladen mit Sprengladungen und muss sehr vorsichtig gefahren werden. Bring die Sprengladungen zu dem ~y~Flugplatz in der Wste~s~.
236@ = 0 
264@ = 0 
48@ = 0 

:QUARRY_13552
296@(48@,6i) = 0 
184@(48@,6i) = 0 
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_13552 
35@ += 1 

:QUARRY_13602
if 
  236@ == 0 
else_jump @QUARRY_13974 
80@ = 0 
50@ = 0 
48@ = 0 

:QUARRY_13641
if 
8685:   not object 101@(48@,10i) attached 
else_jump @QUARRY_13819 
Object.StorePos(101@(48@,10i), 59@, 60@, 61@)
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
if 
  1.0 > 76@ 
else_jump @QUARRY_13819 
if 
04E6:   object 101@(48@,10i) near_point 212@ 213@ 214@ radius 12.0 15.0 3.0 flag 0 
else_jump @QUARRY_13790 
50@ += 1 
jump @QUARRY_13819 

:QUARRY_13790
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
Object.Destroy(101@(48@,10i))
80@ = 1 

:QUARRY_13819
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_13641 
if 
  80@ == 1 
else_jump @QUARRY_13949 
48@ = 0 

:QUARRY_13865
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_13907 
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
Object.Destroy(101@(48@,10i))

:QUARRY_13907
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_13865 
020B: explode_car 88@ // versionA 
37@ = 1 
45@ = 9 
return 

:QUARRY_13949
if 
  50@ == 6 
else_jump @QUARRY_13974 
236@ = 1 

:QUARRY_13974
if 
  236@ == 0 
else_jump @QUARRY_14151 
50@ = Car.Health(88@)
0085: 51@ = 205@ // (int) 
0062: 51@ -= 50@ // (int) 
if 
  51@ > 10 
else_jump @QUARRY_14143 
48@ = 0 

:QUARRY_14041
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_14101 
Object.StorePos(101@(48@,10i), 59@, 60@, 61@)
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
Object.Destroy(101@(48@,10i))

:QUARRY_14101
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_14041 
020B: explode_car 88@ // versionA 
37@ = 1 
45@ = 9 
return 

:QUARRY_14143
0085: 205@ = 50@ // (int) 

:QUARRY_14151
if 
  0 >= $8172 
else_jump @QUARRY_14185 
37@ = 1 
45@ = 10 
return 

:QUARRY_14185
if 
  35@ == 1 
else_jump @QUARRY_14228 
if 
  236@ == 1 
else_jump @QUARRY_14228 
35@ = 99 

:QUARRY_14228
48@ = 0 

:QUARRY_14235
if 
03CA:   object 122@(48@,3i) exists 
else_jump @QUARRY_14485 
if 
8685:   not object 122@(48@,3i) attached 
else_jump @QUARRY_14485 
0871: init_jump_table 48@ total_jumps 3 default_jump 0 @QUARRY_14485 jumps 0 @QUARRY_14338 1 @QUARRY_14387 2 @QUARRY_14436 -1 @QUARRY_14485 -1 @QUARRY_14485 -1 @QUARRY_14485 -1 @QUARRY_14485 

:QUARRY_14338
0681: attach_object 122@(48@,3i) to_car 88@ with_offset -1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
jump @QUARRY_14485 

:QUARRY_14387
0681: attach_object 122@(48@,3i) to_car 88@ with_offset 0.0 -5.0 0.3 rotation 0.0 0.0 0.0 
jump @QUARRY_14485 

:QUARRY_14436
0681: attach_object 122@(48@,3i) to_car 88@ with_offset 1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
jump @QUARRY_14485 

:QUARRY_14485
48@ += 1 
  48@ >= 3 
else_jump @QUARRY_14235 
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_14578 
if 
875C:   not marker 128@ enabled 
else_jump @QUARRY_14571 
Marker.Disable(126@)
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
03D5: remove_text 'QUAR_36'  // ~s~Steig wieder in den ~b~Kipper~s~.

:QUARRY_14571
jump @QUARRY_14630 

:QUARRY_14578
if 
875C:   not marker 126@ enabled 
else_jump @QUARRY_14630 
Marker.Disable(128@)
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Steig wieder in den ~b~Kipper~s~.

:QUARRY_14630
if 
075C:   marker 128@ enabled 
else_jump @QUARRY_14677 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 212@ 213@ 214@ radius 8.0 8.0 4.0 

:QUARRY_14677
if 
  264@ == 0 
else_jump @QUARRY_14760 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 212@ 213@ 214@ radius 24.0 30.0 8.0 
else_jump @QUARRY_14760 
00BC: show_text_highpriority GXT 'QUAR_26' time 7000 flag 1  // ~s~Wirf die Fsser ab. Durch den weichen Sand werden sie nicht explodieren.
264@ = 1 

:QUARRY_14760
if 
01AF:   car 88@ sphere 0 in_sphere 212@ 213@ 214@ radius 10.0 10.0 5.0 
else_jump @QUARRY_14925 
098D: get_car 88@ extra_parts_angle 75@ 
if 
  75@ > 0.05 
else_jump @QUARRY_14925 
48@ = 0 

:QUARRY_14838
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_14904 
if 
0685:   object 101@(48@,10i) attached 
else_jump @QUARRY_14904 
0682: detach_object 101@(48@,10i) 0.0 0.0 0.0 collision_detection 0 

:QUARRY_14904
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_14838 

:QUARRY_14925
80@ = 0 
48@ = 0 

:QUARRY_14939
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_14997 
071E: get_object 101@(48@,10i) health_to 50@ 
if 
  950 >= 50@ 
else_jump @QUARRY_14997 
80@ = 1 

:QUARRY_14997
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_14939 
if 
  80@ == 1 
else_jump @QUARRY_15145 
48@ = 0 

:QUARRY_15043
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_15103 
Object.StorePos(101@(48@,10i), 59@, 60@, 61@)
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
Object.Destroy(101@(48@,10i))

:QUARRY_15103
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_15043 
020B: explode_car 88@ // versionA 
37@ = 1 
45@ = 9 
return 

:QUARRY_15145
if 
01AF:   car 88@ sphere 0 in_sphere 212@ 213@ 214@ radius 10.0 10.0 5.0 
else_jump @QUARRY_15656 
098D: get_car 88@ extra_parts_angle 75@ 
if 
  75@ > 0.25 
else_jump @QUARRY_15656 
48@ = 0 

:QUARRY_15223
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_15635 
Object.StorePos(101@(48@,10i), 59@, 60@, 61@)
80@ = 0 
50@ = 0 

:QUARRY_15275
if 
  3 > 50@ 
else_jump @QUARRY_15403 
if and
  80@ == 0 
03CA:   object 122@(50@,3i) exists 
else_jump @QUARRY_15389 
Object.StorePos(122@(50@,3i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  0.75 > 78@ 
else_jump @QUARRY_15389 
80@ = 1 

:QUARRY_15389
50@ += 1 
jump @QUARRY_15275 

:QUARRY_15403
if 
  80@ == 1 
else_jump @QUARRY_15613 
if 
  296@(48@,6i) == 0 
else_jump @QUARRY_15485 
296@(48@,6i) = 1 
0085: 184@(48@,6i) = 46@ // (int) 
184@(48@,6i) += 5000 
jump @QUARRY_15606 

:QUARRY_15485
if 
001D:   46@ > 184@(48@,6i) // (int) 
else_jump @QUARRY_15606 
0085: 184@(48@,6i) = 46@ // (int) 
184@(48@,6i) += 5000 
if 
0685:   object 101@(48@,10i) attached 
else_jump @QUARRY_15578 
0682: detach_object 101@(48@,10i) 0.0 0.0 0.0 collision_detection 0 

:QUARRY_15578
61@ += 1.2 
Object.PutAt(101@(48@,10i), 59@, 60@, 61@)

:QUARRY_15606
jump @QUARRY_15635 

:QUARRY_15613
296@(48@,6i) = 0 
184@(48@,6i) = 0 

:QUARRY_15635
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_15223 

:QUARRY_15656
if 
  35@ == 99 
else_jump @QUARRY_15691 
Marker.Disable(128@)
Marker.Disable(126@)
gosub @QUARRY_21060 

:QUARRY_15691
return 

:QUARRY_15693
if 
   Car.Wrecked(87@)
else_jump @QUARRY_15725 
37@ = 1 
45@ = 1 
return 

:QUARRY_15725
if 
   Car.Wrecked(90@)
else_jump @QUARRY_15757 
37@ = 1 
45@ = 12 
return 

:QUARRY_15757
if 
  35@ == 0 
else_jump @QUARRY_15966 
265@ = 0 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
50@ = 6 
50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
$8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D5' // global_variable  // Zug
0085: 206@ = 46@ // (int) 
008B: 182@ = $8174(50@,7i) // (int) 
182@ -= 15 
182@ *= 1000 
005A: 182@ += 46@ // (int) 
266@ = 0 
267@ = 0 
48@ = 0 

:QUARRY_15911
268@(48@,10i) = 1 
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_15911 
00BC: show_text_highpriority GXT 'QUAR_28' time 10000 flag 1  // ~s~Ein Kipper hat berall entlang der Strecke Sprengstoff verloren. Rume ihn mit dem ~b~Bulldozer~s~ weg, bevor der nchste Zug durchkommt.
35@ += 1 

:QUARRY_15966
if 
  266@ == 1 
else_jump @QUARRY_16217 
Object.StorePos(121@, 62@, 63@, 64@)
48@ = 0 

:QUARRY_16005
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_16176 
if 
  268@(48@,10i) == 1 
else_jump @QUARRY_16176 
Object.StorePos(101@(48@,10i), 59@, 60@, 61@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  2.0 > 78@ 
else_jump @QUARRY_16176 
020C: create_explosion_with_radius 7 at 59@ 60@ 61@ 
Object.Destroy(101@(48@,10i))
if 
   not Car.Wrecked(90@)
else_jump @QUARRY_16176 
020B: explode_car 90@ // versionA 
06DD: set_train 90@ speed 0.0 
37@ = 1 
45@ = 11 

:QUARRY_16176
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_16005 
if 
  37@ == 1 
else_jump @QUARRY_16217 
return 

:QUARRY_16217
if 
  35@ == 1 
else_jump @QUARRY_16260 
if 
  267@ == 1 
else_jump @QUARRY_16260 
35@ = 99 

:QUARRY_16260
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_16327 
if 
  265@ == 0 
else_jump @QUARRY_16320 
265@ = 1 
Marker.Disable(125@)
03D5: remove_text 'QUAR_35'  // ~s~Steig wieder in den ~b~Bulldozer~s~.

:QUARRY_16320
jump @QUARRY_16436 

:QUARRY_16327
if 
  265@ == 1 
else_jump @QUARRY_16389 
48@ = 0 

:QUARRY_16352
Marker.Disable(142@(48@,10i))
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_16352 
265@ = 0 

:QUARRY_16389
if 
875C:   not marker 125@ enabled 
else_jump @QUARRY_16436 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Steig wieder in den ~b~Bulldozer~s~.

:QUARRY_16436
if 
  266@ == 0 
else_jump @QUARRY_16531 
if 
  15000 >= $8172 
else_jump @QUARRY_16531 
06DC: set_train 90@ acc 56.0 
06DD: set_train 90@ speed 56.0 
141@ = Marker.CreateAboveCar(90@)
07E0: set_marker 141@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~Der ~b~Zug~s~ nhert sich.
266@ = 1 

:QUARRY_16531
if 
  266@ == 0 
else_jump @QUARRY_16660 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 727.6937 2412.204 17.6685 cornerB 872.5978 2714.917 21.0511 
else_jump @QUARRY_16660 
06DC: set_train 90@ acc 56.0 
06DD: set_train 90@ speed 56.0 
141@ = Marker.CreateAboveCar(90@)
07E0: set_marker 141@ type_to 1 
014F: stop_timer $8172 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~Der ~b~Zug~s~ nhert sich.
266@ = 1 

:QUARRY_16660
if and
  266@ == 1 
  267@ == 0 
else_jump @QUARRY_16740 
if 
01AF:   car 90@ sphere 0 in_sphere 673.9813 1331.079 10.7891 radius 20.0 20.0 8.0 
else_jump @QUARRY_16740 
267@ = 1 

:QUARRY_16740
if 
  265@ == 1 
else_jump @QUARRY_16949 
48@ = 0 

:QUARRY_16765
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_16928 
Object.StorePos(101@(48@,10i), 59@, 60@, 61@)
if and
  59@ > 739.0 
  747.0 > 59@ 
else_jump @QUARRY_16888 
268@(48@,10i) = 1 
if 
875C:   not marker 142@(48@,10i) enabled 
else_jump @QUARRY_16881 
142@(48@,10i) = Marker.CreateAboveObject(101@(48@,10i))

:QUARRY_16881
jump @QUARRY_16928 

:QUARRY_16888
268@(48@,10i) = 0 
if 
075C:   marker 142@(48@,10i) enabled 
else_jump @QUARRY_16928 
Marker.Disable(142@(48@,10i))

:QUARRY_16928
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_16765 

:QUARRY_16949
if 
  266@ == 0 
else_jump @QUARRY_17170 
50@ = 0 
48@ = 0 

:QUARRY_16981
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_17037 
if 
  268@(48@,10i) == 0 
else_jump @QUARRY_17030 
50@ += 1 

:QUARRY_17030
jump @QUARRY_17044 

:QUARRY_17037
50@ += 1 

:QUARRY_17044
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_16981 
if 
  50@ == 10 
else_jump @QUARRY_17170 
75@ = 56.0 
75@ *= 2.0 
06DC: set_train 90@ acc 75@ 
06DD: set_train 90@ speed 75@ 
141@ = Marker.CreateAboveCar(90@)
07E0: set_marker 141@ type_to 1 
014F: stop_timer $8172 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~Der ~b~Zug~s~ nhert sich.
0085: 207@ = 46@ // (int) 
266@ = 1 

:QUARRY_17170
if 
  35@ == 99 
else_jump @QUARRY_17195 
gosub @QUARRY_21060 

:QUARRY_17195
return 

:QUARRY_17197
if 
   Car.Wrecked(91@)
else_jump @QUARRY_17220 
278@ = 1 

:QUARRY_17220
if 
   Car.Wrecked(88@)
else_jump @QUARRY_17252 
37@ = 1 
45@ = 2 
return 

:QUARRY_17252
if 
  35@ == 0 
else_jump @QUARRY_17632 
Car.SetToPsychoDriver(91@)
Car.SetMaxSpeed(91@, 26.0)
00AE: set_car 91@ traffic_behaviour_to 2 
Car.ImmuneToNonPlayer(91@) = True
152@ = Marker.CreateAboveCar(91@)
Car.DoorStatus(91@) = 3
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_32' time 10000 flag 1  // ~s~Die Bombenleger fliehen mit einem ~r~Kipper~s~. Benutze diesen ~b~Kipper~s~, um ihn zu zerstren, bevor sie in Sicherheit sind.
03C4: set_status_text $8173 type 1 GXT 'QUAR_D6' // global_variable  // Schaden
50@ = 3 
50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
$8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D4' // global_variable  // Frist
0085: 206@ = 46@ // (int) 
01E8: create_forbidden_for_cars_cube_cornerA 256.6312 734.7498 4.0053 cornerB 343.9576 765.6713 6.4852 
01E8: create_forbidden_for_cars_cube_cornerA 291.2253 762.6765 4.0625 cornerB 354.4869 784.4223 6.6101 
01E8: create_forbidden_for_cars_cube_cornerA -149.9865 460.067 4.9719 cornerB -119.7325 530.4155 12.4813 
01E8: create_forbidden_for_cars_cube_cornerA -100.9858 1190.38 16.1736 cornerB 97.0928 1205.202 19.9344 
01E8: create_forbidden_for_cars_cube_cornerA -124.9028 1209.581 14.6519 cornerB -108.1954 1243.821 19.8554 
01E8: create_forbidden_for_cars_cube_cornerA -113.2273 1246.477 11.3781 cornerB -84.1825 1268.751 17.5621 
283@ = 1 
279@ = 0 
35@ += 1 

:QUARRY_17632
if 
   not Car.Wrecked(91@)
else_jump @QUARRY_17855 
Actor.StorePos($PLAYER_ACTOR, 59@, 60@, 61@)
Car.StorePos(91@, 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  78@ > 600.0 
else_jump @QUARRY_17736 
37@ = 1 
45@ = 13 
return 

:QUARRY_17736
if 
  279@ == 0 
else_jump @QUARRY_17798 
if 
  78@ > 500.0 
else_jump @QUARRY_17798 
00BC: show_text_highpriority GXT 'QUAR_33' time 7000 flag 1  // ~s~Die ~r~Bombenleger~s~ bekommen zu viel Vorsprung.
279@ = 1 

:QUARRY_17798
if 
  279@ == 1 
else_jump @QUARRY_17855 
if 
  400.0 > 78@ 
else_jump @QUARRY_17855 
03D5: remove_text 'QUAR_33'  // ~s~Die ~r~Bombenleger~s~ bekommen zu viel Vorsprung.
279@ = 0 

:QUARRY_17855
if 
  0 >= $8172 
else_jump @QUARRY_17889 
37@ = 1 
45@ = 14 
return 

:QUARRY_17889
if 
  35@ == 1 
else_jump @QUARRY_17948 
if 
  278@ == 1 
else_jump @QUARRY_17948 
0085: 172@ = 46@ // (int) 
172@ += 2000 
35@ += 1 

:QUARRY_17948
if 
  35@ == 2 
else_jump @QUARRY_17992 
if 
001D:   46@ > 172@ // (int) 
else_jump @QUARRY_17992 
35@ = 99 

:QUARRY_17992
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_18050 
if 
075C:   marker 126@ enabled 
else_jump @QUARRY_18043 
Marker.Disable(126@)
03D5: remove_text 'QUAR_36'  // ~s~Steig wieder in den ~b~Kipper~s~.

:QUARRY_18043
jump @QUARRY_18097 

:QUARRY_18050
if 
875C:   not marker 126@ enabled 
else_jump @QUARRY_18097 
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Steig wieder in den ~b~Kipper~s~.

:QUARRY_18097
if 
   not Car.Wrecked(91@)
else_jump @QUARRY_18156 
50@ = Car.Health(91@)
if and
  50@ > 300 
  800 >= 50@ 
else_jump @QUARRY_18156 
Car.Health(91@) = 300

:QUARRY_18156
if 
   not Car.Wrecked(91@)
else_jump @QUARRY_18431 
50@ = Car.Health(91@)
if 
  250 >= 50@ 
else_jump @QUARRY_18213 
$8173 = 0 
jump @QUARRY_18431 

:QUARRY_18213
if 
  50@ == 1000 
else_jump @QUARRY_18246 
$8173 = 100 
jump @QUARRY_18431 

:QUARRY_18246
if 
  50@ == 300 
else_jump @QUARRY_18279 
$8173 = 20 
jump @QUARRY_18431 

:QUARRY_18279
if 
  300 > 50@ 
else_jump @QUARRY_18350 
51@ = 300 
0062: 51@ -= 50@ // (int) 
$8173 = 50 
0066: $8173 -= 51@ // (int) 
$8173 *= 20 
$8173 /= 50 
jump @QUARRY_18431 

:QUARRY_18350
if 
  800 > 50@ 
else_jump @QUARRY_18377 
50@ = 800 

:QUARRY_18377
51@ = 1000 
0062: 51@ -= 50@ // (int) 
$8173 = 200 
0066: $8173 -= 51@ // (int) 
$8173 *= 80 
$8173 /= 200 
$8173 += 20 

:QUARRY_18431
if 
   not Car.Wrecked(91@)
else_jump @QUARRY_18872 
48@ = 0 

:QUARRY_18454
if 
03CA:   object 94@(48@,7i) exists 
else_jump @QUARRY_18851 
if 
8685:   not object 94@(48@,7i) attached 
else_jump @QUARRY_18851 
0871: init_jump_table 48@ total_jumps 6 default_jump 0 @QUARRY_18851 jumps 0 @QUARRY_18557 1 @QUARRY_18606 2 @QUARRY_18655 3 @QUARRY_18704 4 @QUARRY_18753 5 @QUARRY_18802 -1 @QUARRY_18851 

:QUARRY_18557
0681: attach_object 94@(48@,7i) to_car 91@ with_offset 0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
jump @QUARRY_18851 

:QUARRY_18606
0681: attach_object 94@(48@,7i) to_car 91@ with_offset -0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
jump @QUARRY_18851 

:QUARRY_18655
0681: attach_object 94@(48@,7i) to_car 91@ with_offset 0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
jump @QUARRY_18851 

:QUARRY_18704
0681: attach_object 94@(48@,7i) to_car 91@ with_offset -0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
jump @QUARRY_18851 

:QUARRY_18753
0681: attach_object 94@(48@,7i) to_car 91@ with_offset 0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
jump @QUARRY_18851 

:QUARRY_18802
0681: attach_object 94@(48@,7i) to_car 91@ with_offset -0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
jump @QUARRY_18851 

:QUARRY_18851
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_18454 

:QUARRY_18872
if 
  35@ == 99 
else_jump @QUARRY_18897 
gosub @QUARRY_21060 

:QUARRY_18897
return 

:QUARRY_18899
if 
  35@ == 0 
else_jump @QUARRY_18952 
Player.CanMove($PLAYER_CHAR) = False
0085: 183@ = 46@ // (int) 
183@ += 5000 
014F: stop_timer $8172 
35@ += 1 

:QUARRY_18952
if 
  35@ == 1 
else_jump @QUARRY_19019 
if 
001D:   46@ > 183@ // (int) 
else_jump @QUARRY_19019 
fade 0 500 
0085: 183@ = 46@ // (int) 
183@ += 500 
35@ += 1 

:QUARRY_19019
if 
  35@ == 2 
else_jump @QUARRY_19190 
if and
001D:   46@ > 183@ // (int) 
   not fading 
else_jump @QUARRY_19190 
04A6: $1931 = create_asset_money_pickup_at 818.2578 853.8873 10.8059 money $1932 $1932 
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
Camera.SetAtPos(818.2578, 853.8873, 10.8059)
Camera.SetPosition(849.6491, 839.9428, 42.7363, 0.0, 0.0, 0.0)
Camera.PointAt(848.7661, 840.1115, 42.2983, 2)
0085: 183@ = 46@ // (int) 
183@ += 2000 
35@ += 1 

:QUARRY_19190
if 
  35@ == 3 
else_jump @QUARRY_19273 
if 
001D:   46@ > 183@ // (int) 
else_jump @QUARRY_19273 
fade 1 500 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Unternehmen erworben!
0085: 183@ = 46@ // (int) 
183@ += 5000 
35@ += 1 

:QUARRY_19273
if 
  35@ == 4 
else_jump @QUARRY_19403 
if 
001D:   46@ > 183@ // (int) 
else_jump @QUARRY_19403 
Camera.SetPosition(825.0984, 855.4503, 13.577, 0.0, 0.0, 0.0)
Camera.PointAt(824.1995, 855.1732, 13.2376, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1932 time 6000 flag 1  // Dieses Objekt generiert ab jetzt Einknfte von bis zu $~1~. Hol dir das Geld regelmig ab!
0085: 183@ = 46@ // (int) 
183@ += 6000 
35@ += 1 

:QUARRY_19403
if 
  35@ == 5 
else_jump @QUARRY_19470 
if 
001D:   46@ > 183@ // (int) 
else_jump @QUARRY_19470 
fade 0 500 
0085: 183@ = 46@ // (int) 
183@ += 500 
35@ += 1 

:QUARRY_19470
if 
  35@ == 6 
else_jump @QUARRY_19565 
if and
001D:   46@ > 183@ // (int) 
   not fading 
else_jump @QUARRY_19565 
Actor.StorePos($PLAYER_ACTOR, 59@, 60@, 61@)
Camera.SetAtPos(59@, 60@, 61@)
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0085: 183@ = 46@ // (int) 
183@ += 2000 
35@ += 1 

:QUARRY_19565
if 
  35@ == 7 
else_jump @QUARRY_19670 
if 
001D:   46@ > 183@ // (int) 
else_jump @QUARRY_19670 
02FD: show_text_2numbers_lowpriority GXT 'QUAR_P7' numbers 210@ 211@ time 10000 flag 1  // ~s~Steinbruch-Missionen erfllt in ~1~m ~1~s. Bei zuknftigen Missionen musst du deine eigene Bestzeit schlagen.
00BB: show_text_lowpriority GXT 'QUAR_H3' time 7000 flag 1  // Der Kipper und der Bulldozer stehen ab jetzt stets im Steinbruch bereit.
fade 1 500 
0085: 183@ = 46@ // (int) 
183@ += 500 
35@ += 1 

:QUARRY_19670
if 
  35@ == 8 
else_jump @QUARRY_19734 
if and
001D:   46@ > 183@ // (int) 
   not fading 
else_jump @QUARRY_19734 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
Player.CanMove($PLAYER_CHAR) = True
35@ = 99 

:QUARRY_19734
if 
  35@ == 99 
else_jump @QUARRY_19759 
gosub @QUARRY_21060 

:QUARRY_19759
return 

:QUARRY_19761
215@ = 808.4078 
216@ = 841.9887 
217@ = 8.6694 
018A: 131@ = create_checkpoint_at 215@ 216@ 217@ 
238@ = 1 
return 

:QUARRY_19814
215@ = 371.5454 
216@ = 978.1724 
217@ = 28.521 
018A: 132@ = create_checkpoint_at 215@ 216@ 217@ 
239@ = 1 
return 
00BF: 200@ = current_time_hours, 201@ = current_time_minutes 
0085: 50@ = 202@ // (int) 
50@ *= 60 
005A: 50@ += 203@ // (int) 
50@ *= 1000 
0085: 173@ = 50@ // (int) 
005A: 173@ += 46@ // (int) 
005A: 201@ += 203@ // (int) 
if 
  201@ >= 60 
else_jump @QUARRY_19962 
200@ += 1 
201@ -= 60 

:QUARRY_19962
005A: 200@ += 202@ // (int) 

:QUARRY_19970
if 
  200@ >= 24 
else_jump @QUARRY_20002 
200@ -= 24 
jump @QUARRY_19970 

:QUARRY_20002
80@ = 0 
if 
  201@ > 45 
else_jump @QUARRY_20104 
50@ = 60 
0062: 50@ -= 201@ // (int) 
201@ = 0 
200@ += 1 
if 
  200@ == 24 
else_jump @QUARRY_20081 
200@ = 0 

:QUARRY_20081
50@ *= 1000 
005A: 173@ += 50@ // (int) 
80@ = 1 

:QUARRY_20104
if 
  80@ == 0 
else_jump @QUARRY_20192 
if and
  201@ > 30 
  45 > 201@ 
else_jump @QUARRY_20192 
50@ = 45 
0062: 50@ -= 201@ // (int) 
201@ = 45 
50@ *= 1000 
005A: 173@ += 50@ // (int) 
80@ = 1 

:QUARRY_20192
if 
  80@ == 0 
else_jump @QUARRY_20280 
if and
  201@ > 15 
  30 > 201@ 
else_jump @QUARRY_20280 
50@ = 30 
0062: 50@ -= 201@ // (int) 
201@ = 30 
50@ *= 1000 
005A: 173@ += 50@ // (int) 
80@ = 1 

:QUARRY_20280
if 
  80@ == 0 
else_jump @QUARRY_20368 
if and
  201@ > 0 
  15 > 201@ 
else_jump @QUARRY_20368 
50@ = 15 
0062: 50@ -= 201@ // (int) 
201@ = 15 
50@ *= 1000 
005A: 173@ += 50@ // (int) 
80@ = 1 

:QUARRY_20368
0085: 50@ = 200@ // (int) 
50@ *= 60 
005A: 50@ += 201@ // (int) 
50@ *= 1000 
008A: $8172 = 50@ // (int) 
return 

:QUARRY_20409
if 
0736:   NOP_false 32 
else_jump @QUARRY_20458 
47@ += 1 
if 
  47@ > 2 
else_jump @QUARRY_20456 
47@ = 0 

:QUARRY_20456
086A: NOP 

:QUARRY_20458
if 
  47@ == 1 
else_jump @QUARRY_20585 
008A: $QUARRY_STAGE[0] = 34@ // (int) 
008A: $QUARRY_STAGE[1] = 35@ // (int) 
008A: $QUARRY_STAGE[2] = 46@ // (int) 
$QUARRY_STAGE[3] = 0 
$QUARRY_STAGE[4] = 0 
$QUARRY_STAGE[5] = 0 
$QUARRY_STAGE[6] = 0 
$QUARRY_STAGE[7] = 0 
065D: NOP $QUARRY_STAGE[0] "M_STAGE" 
065D: NOP $QUARRY_STAGE[1] "M_GOALS" 
065D: NOP $QUARRY_STAGE[2] "M_MISSION_TIMER" 

:QUARRY_20585
if 
  47@ == 2 
else_jump @QUARRY_20786 
$QUARRY_STAGE[7] = 0 
48@ = 0 

:QUARRY_20617
0084: $QUARRY_STAGE(48@,8i) = $8174(48@,7i) // (int) 
0058: $QUARRY_STAGE[7] += $8174(48@,7i) // (int) 
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_20617 
065D: NOP $QUARRY_STAGE[0] "ROCKFALL" 
065D: NOP $QUARRY_STAGE[1] "SABOTAGE" 
065D: NOP $QUARRY_STAGE[2] "DESTROY." 
065D: NOP $QUARRY_STAGE[3] "REMOVAL." 
065D: NOP $QUARRY_STAGE[4] "DELIVERY" 
065D: NOP $QUARRY_STAGE[5] "SPILLAGE" 
065D: NOP $QUARRY_STAGE[6] "BURIAL.." 
065D: NOP $QUARRY_STAGE[7] "TOTAL..." 

:QUARRY_20786
if 
0736:   NOP_false 98 
else_jump @QUARRY_20808 
38@ = 1 

:QUARRY_20808
if 
0736:   NOP_false 80 
else_jump @QUARRY_20896 
if 
  39@ == 0 
else_jump @QUARRY_20871 
39@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @QUARRY_20896 

:QUARRY_20871
39@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:QUARRY_20896
return 

:QUARRY_20898
if 
0736:   NOP_false 83 
else_jump @QUARRY_20922 
36@ = 1 
return 

:QUARRY_20922
if 
0736:   NOP_false 77 
else_jump @QUARRY_20968 
$QUARRY_MISSIONS_PASSED += 1 
0663: NOP "MISSIONS_PASSED" $QUARRY_MISSIONS_PASSED 
return 

:QUARRY_20968
if 
8736:   not NOP_false 74 
else_jump @QUARRY_20985 
return 

:QUARRY_20985
return 

:QUARRY_20987
41@ += 1 
if 
  41@ > 9 
else_jump @QUARRY_21019 
41@ = 0 

:QUARRY_21019
return 

:QUARRY_21021
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 46@ += 44@ // (int) 
return 

:QUARRY_21060
34@ += 1 
35@ = 0 
32@ = 0 
33@ = 0 
return 

:QUARRY_21090
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @QUARRY_21117 
wait 0 
jump @QUARRY_21090 

:QUARRY_21117
Player.CanMove($PLAYER_CHAR) = False
wait 1000 
fade 0 1000 

:QUARRY_21136
if 
fading 
else_jump @QUARRY_21160 
wait 0 
jump @QUARRY_21136 

:QUARRY_21160
if 
  $MISSION_QUARRY_PASSED == 0 
else_jump @QUARRY_21378 
if 
  $QUARRY_MISSIONS_PASSED == 0 
else_jump @QUARRY_21378 
50@ = 1 
50@ -= 1 
$8174(50@,7i) = 211 
50@ = 2 
50@ -= 1 
$8174(50@,7i) = 300 
50@ = 3 
50@ -= 1 
$8174(50@,7i) = 481 
50@ = 4 
50@ -= 1 
$8174(50@,7i) = 241 
50@ = 5 
50@ -= 1 
$8174(50@,7i) = 181 
50@ = 6 
50@ -= 1 
$8174(50@,7i) = 181 
50@ = 7 
50@ -= 1 
$8174(50@,7i) = 481 

:QUARRY_21378
0395: clear_area 0 at $2352 $2353 $2354 radius 1000.0 
Camera.SetAtPos($2352, $2353, $2354)
Actor.PutAt($PLAYER_ACTOR, $2352, $2353, $2354)
Actor.Angle($PLAYER_ACTOR) = 90.0
Camera.SetBehindPlayer
wait 500 
008B: 50@ = $QUARRY_MISSIONS_PASSED // (int) 

:QUARRY_21446
if 
  50@ >= 7 
else_jump @QUARRY_21478 
50@ -= 7 
jump @QUARRY_21446 

:QUARRY_21478
0085: 198@ = 50@ // (int) 
198@ += 1 
gosub @QUARRY_21635 
207@ = 0 
014C: set_parked_car_generator $2759 cars_to_generate_to 0 
014C: set_parked_car_generator $2760 cars_to_generate_to 0 
wait 1500 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:QUARRY_21545
if 
fading 
else_jump @QUARRY_21569 
wait 0 
jump @QUARRY_21545 

:QUARRY_21569
if 
  $MISSION_QUARRY_PASSED == 1 
else_jump @QUARRY_21598 
03E5: show_text_box 'QUAR_H2'  // Du trittst gegen deine eigene Bestzeit an. Drcke ~k~~PED_LOOKBEHIND~, um diese Mission zu berspringen.

:QUARRY_21598
Player.CanMove($PLAYER_CHAR) = True
45@ = 0 
32@ = 0 
33@ = 0 
35@ = 0 
return 

:QUARRY_21635
0871: init_jump_table 198@ total_jumps 7 default_jump 1 @QUARRY_21796 jumps 1 @QUARRY_21698 2 @QUARRY_21712 3 @QUARRY_21782 4 @QUARRY_21726 5 @QUARRY_21740 6 @QUARRY_21754 7 @QUARRY_21768 

:QUARRY_21698
gosub @QUARRY_22158 
jump @QUARRY_21825 

:QUARRY_21712
gosub @QUARRY_22482 
jump @QUARRY_21825 

:QUARRY_21726
gosub @QUARRY_22957 
jump @QUARRY_21825 

:QUARRY_21740
gosub @QUARRY_23543 
jump @QUARRY_21825 

:QUARRY_21754
gosub @QUARRY_24497 
jump @QUARRY_21825 

:QUARRY_21768
gosub @QUARRY_21827 
jump @QUARRY_21825 

:QUARRY_21782
gosub @QUARRY_25306 
jump @QUARRY_21825 

:QUARRY_21796
0662: NOP "UNKNOWN_QUARRY_MISSION_ID" 

:QUARRY_21825
return 

:QUARRY_21827
34@ = 1 
Model.Load(#SANCHEZ)
Model.Load(#DOZER)
Model.Load(#DUMPER)
Model.Load(#DEAD_TIED_COP)
Model.Load(#COPBIKE)
Model.Load(#CR_AMMOBOX)
038B: load_requested_models 

:QUARRY_21866
if or
   not Model.Available(#SANCHEZ)
   not Model.Available(#DOZER)
   not Model.Available(#DUMPER)
   not Model.Available(#DEAD_TIED_COP)
   not Model.Available(#COPBIKE)
   not Model.Available(#CR_AMMOBOX)
else_jump @QUARRY_21918 
wait 0 
jump @QUARRY_21866 

:QUARRY_21918
86@ = Car.Create(#SANCHEZ, 819.7281, 858.3189, 11.0469)
Car.Angle(86@) = 291.4761
87@ = Car.Create(#DOZER, 653.1636, 879.9844, -42.5799)
Car.Angle(87@) = 119.7783
88@ = Car.Create(#DUMPER, 717.0151, 938.3721, -19.7314)
Car.Angle(88@) = 38.1129
93@ = Object.Create(#CR_AMMOBOX, 720.5391, 922.5157, -19.8436)
Object.CollisionDetection(93@) = False
0750: set_object 93@ visibility 0 
0681: attach_object 93@ to_car 88@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 
92@ = Object.Create(#DEAD_TIED_COP, 606.9487, 933.0876, -38.5322)
Object.ToggleInMovingList(92@) = True
89@ = Car.Create(#COPBIKE, 560.3003, 844.9364, -13.0258)
03F5: set_car 89@ apply_damage_rules 0 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_22158
34@ = 5 
Model.Load(#DOZER)
Model.Load(#DYN_QUARRYROCK03)
038B: load_requested_models 

:QUARRY_22177
if or
   not Model.Available(#DOZER)
   not Model.Available(#DYN_QUARRYROCK03)
else_jump @QUARRY_22209 
wait 0 
jump @QUARRY_22177 

:QUARRY_22209
87@ = Car.Create(#DOZER, 816.4832, 845.8509, 9.4934)
Car.Angle(87@) = 115.4882
50@ = 0 
94@(50@,7i) = Object.Create(#DYN_QUARRYROCK03, 771.6403, 836.2275, 4.8965)
50@ += 1 
94@(50@,7i) = Object.Create(#DYN_QUARRYROCK03, 751.6732, 944.9977, 4.8593)
50@ += 1 
94@(50@,7i) = Object.Create(#DYN_QUARRYROCK03, 538.9102, 985.6403, -8.5887)
50@ += 1 
94@(50@,7i) = Object.Create(#DYN_QUARRYROCK03, 680.5322, 963.4501, -13.6607)
50@ += 1 
94@(50@,7i) = Object.Create(#DYN_QUARRYROCK03, 516.8391, 928.7185, -27.6183)
50@ += 1 
94@(50@,7i) = Object.Create(#DYN_QUARRYROCK03, 522.6153, 828.3048, -27.1838)
50@ += 1 
94@(50@,7i) = Object.Create(#DYN_QUARRYROCK03, 646.7208, 752.2311, -12.1482)
return 

:QUARRY_22482
34@ = 7 
Model.Load(#DOZER)
Model.Load(#KB_BARREL)
038B: load_requested_models 

:QUARRY_22501
if or
   not Model.Available(#DOZER)
   not Model.Available(#KB_BARREL)
else_jump @QUARRY_22533 
wait 0 
jump @QUARRY_22501 

:QUARRY_22533
87@ = Car.Create(#DOZER, 816.4832, 845.8509, 9.4934)
Car.Angle(87@) = 115.4882
50@ = 0 
101@(50@,10i) = Object.Create(#KB_BARREL, 817.0658, 865.5903, 11.0469)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 714.5327, 920.0583, -19.6787)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 632.2825, 895.8612, -43.9534)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 675.7952, 841.8704, -43.9609)
51@ = 2 
51@ -= 1 
008B: 50@ = $8174(51@,7i) // (int) 
50@ *= 100 
48@ = 0 

:QUARRY_22742
0871: init_jump_table 48@ total_jumps 4 default_jump 0 @QUARRY_22930 jumps 0 @QUARRY_22805 1 @QUARRY_22835 2 @QUARRY_22865 3 @QUARRY_22895 -1 @QUARRY_22930 -1 @QUARRY_22930 -1 @QUARRY_22930 

:QUARRY_22805
0085: 174@(48@,4i) = 50@ // (int) 
174@(48@,4i) *= 3 
jump @QUARRY_22930 

:QUARRY_22835
0085: 174@(48@,4i) = 50@ // (int) 
174@(48@,4i) *= 6 
jump @QUARRY_22930 

:QUARRY_22865
0085: 174@(48@,4i) = 50@ // (int) 
174@(48@,4i) *= 8 
jump @QUARRY_22930 

:QUARRY_22895
008B: 174@(48@,4i) = $8174(51@,7i) // (int) 
174@(48@,4i) *= 1000 
jump @QUARRY_22930 

:QUARRY_22930
48@ += 1 
  48@ >= 4 
else_jump @QUARRY_22742 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_22957
34@ = 9 
Model.Load(#DUMPER)
Model.Load(#DEAD_TIED_COP)
Model.Load(#SANCHEZ)
Model.Load(#CM_BOX)
Model.Load(#BLACKBAG2)
Model.Load(#DYN_WOODPILE)
Model.Load(#DYN_WOODPILE2)
038B: load_requested_models 

:QUARRY_23001
if or
   not Model.Available(#DUMPER)
   not Model.Available(#DEAD_TIED_COP)
   not Model.Available(#SANCHEZ)
else_jump @QUARRY_23038 
wait 0 
jump @QUARRY_23001 

:QUARRY_23038
if or
   not Model.Available(#CM_BOX)
   not Model.Available(#BLACKBAG2)
   not Model.Available(#DYN_WOODPILE)
   not Model.Available(#DYN_WOODPILE2)
else_jump @QUARRY_23080 
wait 0 
jump @QUARRY_23038 

:QUARRY_23080
88@ = Car.Create(#DUMPER, 355.8632, 895.6545, 19.399)
Car.Angle(88@) = 342.1892
86@ = Car.Create(#SANCHEZ, 819.7281, 858.3189, 11.0469)
Car.Angle(86@) = 291.4761
50@ = 0 
111@(50@,3i) = Object.Create(#DEAD_TIED_COP, 355.8632, 894.6545, 24.2254)
0208: 75@ = random_float_in_ranges 0.0 180.0 
75@ -= 90.0 
if 
  0.0 > 75@ 
else_jump @QUARRY_23236 
75@ += 360.0 

:QUARRY_23236
0681: attach_object 111@(50@,3i) to_car 88@ with_offset 0.5 -0.7 0.7 rotation 90.0 75@ 75@ 
50@ += 1 
111@(50@,3i) = Object.Create(#DEAD_TIED_COP, 355.8632, 895.6545, 24.5629)
0208: 75@ = random_float_in_ranges 0.0 180.0 
75@ -= 90.0 
if 
  0.0 > 75@ 
else_jump @QUARRY_23364 
75@ += 360.0 

:QUARRY_23364
0681: attach_object 111@(50@,3i) to_car 88@ with_offset -0.5 -1.7 0.73 rotation 90.0 75@ 75@ 
50@ += 1 
111@(50@,3i) = Object.Create(#DEAD_TIED_COP, 355.8632, 896.6545, 24.8877)
0208: 75@ = random_float_in_ranges 0.0 180.0 
75@ -= 90.0 
if 
  0.0 > 75@ 
else_jump @QUARRY_23492 
75@ += 360.0 

:QUARRY_23492
0681: attach_object 111@(50@,3i) to_car 88@ with_offset 0.5 -2.7 0.76 rotation 90.0 75@ 75@ 
01EB: set_traffic_density_multiplier_to 3.0 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_23543
34@ = 12 
Model.Load(#DUMPER)
Model.Load(#KB_BARREL)
038B: load_requested_models 

:QUARRY_23562
if or
   not Model.Available(#DUMPER)
   not Model.Available(#KB_BARREL)
else_jump @QUARRY_23594 
wait 0 
jump @QUARRY_23562 

:QUARRY_23594
88@ = Car.Create(#DUMPER, 816.4832, 845.8509, 9.4934)
Car.Angle(88@) = 295.4882
50@ = 0 
101@(50@,10i) = Object.Create(#KB_BARREL, 815.4841, 846.2587, 15.0409)
0681: attach_object 101@(50@,10i) to_car 88@ with_offset 0.5 -0.7 0.9 rotation 90.0 0.0 0.0 
Object.SetImmunities(101@(50@,10i), 0, 0, 0, 1, 0)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 816.6973, 844.8737, 15.046)
0681: attach_object 101@(50@,10i) to_car 88@ with_offset -0.5 -0.7 0.9 rotation 90.0 0.0 0.0 
Object.SetImmunities(101@(50@,10i), 0, 0, 0, 1, 0)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 814.2406, 845.8572, 14.9014)
0681: attach_object 101@(50@,10i) to_car 88@ with_offset 0.5 -1.7 0.93 rotation 90.0 0.0 0.0 
Object.SetImmunities(101@(50@,10i), 0, 0, 0, 1, 0)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 815.048, 844.0368, 14.8892)
0681: attach_object 101@(50@,10i) to_car 88@ with_offset -0.5 -1.7 0.93 rotation 90.0 0.0 0.0 
Object.SetImmunities(101@(50@,10i), 0, 0, 0, 1, 0)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 813.2042, 843.0317, 14.7114)
0681: attach_object 101@(50@,10i) to_car 88@ with_offset 0.5 -2.7 0.96 rotation 90.0 0.0 0.0 
Object.SetImmunities(101@(50@,10i), 0, 0, 0, 1, 0)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 813.2919, 845.4581, 14.8038)
0681: attach_object 101@(50@,10i) to_car 88@ with_offset -0.5 -2.7 0.96 rotation 90.0 0.0 0.0 
Object.SetImmunities(101@(50@,10i), 0, 0, 0, 1, 0)
50@ = 0 
122@(50@,3i) = Object.Create(#CR_AMMOBOX, 815.4841, 846.2587, 15.0409)
Object.CollisionDetection(122@(50@,3i)) = False
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ with_offset -1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
50@ += 1 
122@(50@,3i) = Object.Create(#CR_AMMOBOX, 816.6973, 844.8737, 15.046)
Object.CollisionDetection(122@(50@,3i)) = False
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ with_offset 0.0 -5.0 0.3 rotation 0.0 0.0 0.0 
50@ += 1 
122@(50@,3i) = Object.Create(#CR_AMMOBOX, 815.048, 844.0368, 14.8892)
Object.CollisionDetection(122@(50@,3i)) = False
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ with_offset 1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_24497
34@ = 14 
Model.Load(#DOZER)
Model.Load(#KB_BARREL)
Model.Load(#STREAK)
Model.Load(#STREAKC)
038B: load_requested_models 

:QUARRY_24526
if or
   not Model.Available(#DOZER)
   not Model.Available(#KB_BARREL)
   not Model.Available(#STREAK)
   not Model.Available(#STREAKC)
else_jump @QUARRY_24568 
wait 0 
jump @QUARRY_24526 

:QUARRY_24568
87@ = Car.Create(#DOZER, 816.4832, 845.8509, 9.4934)
Car.Angle(87@) = 295.4882
06D8: 90@ = create_train_at 832.5291 2669.716 19.8594 type 11 direction 0 
06DC: set_train 90@ acc 0.0 
06DD: set_train 90@ speed 0.0 
121@ = Object.Create(#CR_AMMOBOX, 816.4832, 848.8509, 9.4934)
Object.CollisionDetection(121@) = False
0750: set_object 121@ visibility 0 
0681: attach_object 121@ to_car 90@ with_offset 0.0 9.0 -1.8 rotation 0.0 0.0 0.0 
50@ = 0 
101@(50@,10i) = Object.Create(#KB_BARREL, 744.1446, 1583.6, 7.5408)
0453: set_object 101@(48@,10i) XY_rotation 0.0 0.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 743.0427, 1602.768, 7.1368)
0453: set_object 101@(48@,10i) XY_rotation 0.0 78.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 743.5758, 1616.749, 6.8536)
0453: set_object 101@(48@,10i) XY_rotation 0.0 64.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.6569, 1653.42, 6.158)
0453: set_object 101@(48@,10i) XY_rotation 0.0 36.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 743.8057, 1671.523, 5.8467)
0453: set_object 101@(48@,10i) XY_rotation 0.0 14.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.5768, 1700.305, 5.4186)
0453: set_object 101@(48@,10i) XY_rotation 0.0 128.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 743.4429, 1730.141, 5.0731)
0453: set_object 101@(48@,10i) XY_rotation 0.0 96.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.0187, 1765.321, 4.6566)
0453: set_object 101@(48@,10i) XY_rotation 0.0 65.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.176, 1812.375, 4.3281)
0453: set_object 101@(48@,10i) XY_rotation 0.0 170.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.7178, 1869.991, 4.3281)
0453: set_object 101@(48@,10i) XY_rotation 0.0 143.0 angle 0.0 
06D7: enable_train_traffic 0 
return 

:QUARRY_25306
34@ = 16 
Model.Load(#DUMPER)
Model.Load(#BMYBE)
Model.Load(#CR_GUNCRATE)
038B: load_requested_models 

:QUARRY_25329
if or
   not Model.Available(#DUMPER)
   not Model.Available(#BMYBE)
   not Model.Available(#CR_GUNCRATE)
else_jump @QUARRY_25365 
wait 0 
jump @QUARRY_25329 

:QUARRY_25365
88@ = Car.Create(#DUMPER, 816.4832, 845.8509, 9.4934)
Car.Angle(88@) = 295.4882
91@ = Car.Create(#DUMPER, 812.4955, 1144.567, 27.3445)
Car.Angle(91@) = 116.9096
Car.DoorStatus(91@) = 2
0129: 85@ = create_actor_pedtype 4 model #BMYBE in_car 91@ driverseat 
50@ = 0 
94@(50@,7i) = Object.Create(#CR_GUNCRATE, 815.4841, 846.2587, 15.0409)
0681: attach_object 94@(50@,7i) to_car 91@ with_offset 0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
50@ += 1 
94@(50@,7i) = Object.Create(#CR_GUNCRATE, 816.6973, 844.8737, 15.046)
0681: attach_object 94@(50@,7i) to_car 91@ with_offset -0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
50@ += 1 
94@(50@,7i) = Object.Create(#CR_GUNCRATE, 814.2406, 845.8572, 14.9014)
0681: attach_object 94@(50@,7i) to_car 91@ with_offset 0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
50@ += 1 
94@(50@,7i) = Object.Create(#CR_GUNCRATE, 815.048, 844.0368, 14.8892)
0681: attach_object 94@(50@,7i) to_car 91@ with_offset -0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
50@ += 1 
94@(50@,7i) = Object.Create(#CR_GUNCRATE, 813.2042, 843.0317, 14.7114)
0681: attach_object 94@(50@,7i) to_car 91@ with_offset 0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
50@ += 1 
94@(50@,7i) = Object.Create(#CR_GUNCRATE, 813.2919, 845.4581, 14.8038)
0681: attach_object 94@(50@,7i) to_car 91@ with_offset -0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_25912
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 14 default_jump 0 @QUARRY_26380 jumps 1 @QUARRY_26081 2 @QUARRY_26104 3 @QUARRY_26127 4 @QUARRY_26150 5 @QUARRY_26173 6 @QUARRY_26196 7 @QUARRY_26219 
0872: jump_table_jumps 8 @QUARRY_26242 9 @QUARRY_26265 10 @QUARRY_26058 11 @QUARRY_26288 12 @QUARRY_26311 13 @QUARRY_26334 14 @QUARRY_26357 -1 @QUARRY_26380 -1 @QUARRY_26380 

:QUARRY_26058
00BC: show_text_highpriority GXT 'QUAR_F0' time 5000 flag 1  // ~r~Frist verpasst.
jump @QUARRY_26380 

:QUARRY_26081
00BC: show_text_highpriority GXT 'QUAR_F1' time 5000 flag 1  // ~r~Bulldozer zerstrt.
jump @QUARRY_26380 

:QUARRY_26104
00BC: show_text_highpriority GXT 'QUAR_F2' time 5000 flag 1  // ~r~Kipper zerstrt.
jump @QUARRY_26380 

:QUARRY_26127
00BC: show_text_highpriority GXT 'QUAR_F3' time 5000 flag 1  // ~r~Du hast deine Ladung verloren!
jump @QUARRY_26380 

:QUARRY_26150
00BC: show_text_highpriority GXT 'QUAR_F4' time 5000 flag 1  // ~r~Die Cops sind eingetroffen.
jump @QUARRY_26380 

:QUARRY_26173
00BC: show_text_highpriority GXT 'QUAR_F5' time 5000 flag 1  // ~r~Die Lieferfahrzeuge sind eingetroffen.
jump @QUARRY_26380 

:QUARRY_26196
00BC: show_text_highpriority GXT 'QUAR_F6' time 5000 flag 1  // ~r~Die Bombe ist explodiert.
jump @QUARRY_26380 

:QUARRY_26219
00BC: show_text_highpriority GXT 'QUAR_F7' time 5000 flag 1  // ~r~Zu nah.
jump @QUARRY_26380 

:QUARRY_26242
00BC: show_text_highpriority GXT 'QUAR_F8' time 5000 flag 1  // ~r~Du hast die Leichen verloren.
jump @QUARRY_26380 

:QUARRY_26265
00BC: show_text_highpriority GXT 'QUAR_F9' time 5000 flag 1  // ~r~Die Fsser sind explodiert.
jump @QUARRY_26380 

:QUARRY_26288
00BC: show_text_highpriority GXT 'QUAR_FA' time 5000 flag 1  // ~r~Sprengstoff auf dem Gleis.
jump @QUARRY_26380 

:QUARRY_26311
00BC: show_text_highpriority GXT 'QUAR_FB' time 5000 flag 1  // ~r~Zug zerstrt.
jump @QUARRY_26380 

:QUARRY_26334
00BC: show_text_highpriority GXT 'QUAR_FC' time 5000 flag 1  // ~r~Zu weit entfernt.
jump @QUARRY_26380 

:QUARRY_26357
00BC: show_text_highpriority GXT 'QUAR_FD' time 5000 flag 1  // ~r~Die Bombenleger sind in Sicherheit.
jump @QUARRY_26380 

:QUARRY_26380
return 

:QUARRY_26382
if 
  207@ == 0 
else_jump @QUARRY_26423 
0085: 50@ = 46@ // (int) 
0062: 50@ -= 206@ // (int) 
jump @QUARRY_26439 

:QUARRY_26423
0085: 50@ = 207@ // (int) 
0062: 50@ -= 206@ // (int) 

:QUARRY_26439
0085: 51@ = 50@ // (int) 
51@ /= 1000 
0085: 52@ = 51@ // (int) 
52@ *= 1000 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 50 
else_jump @QUARRY_26504 
51@ += 1 

:QUARRY_26504
293@ = 0 
294@ = 0 
if 
003C:   $8174($QUARRY_MISSIONS_PASSED,7i) == 51@ // (int) 
else_jump @QUARRY_26555 
293@ = 1 
jump @QUARRY_26585 

:QUARRY_26555
if 
001E:   $8174($QUARRY_MISSIONS_PASSED,7i) > 51@ // (int) 
else_jump @QUARRY_26585 
294@ = 1 

:QUARRY_26585
if 
  294@ == 1 
else_jump @QUARRY_26615 
008A: $8174($QUARRY_MISSIONS_PASSED,7i) = 51@ // (int) 

:QUARRY_26615
if and
  $MISSION_QUARRY_PASSED == 1 
  294@ == 1 
else_jump @QUARRY_26686 
0085: 208@ = 51@ // (int) 
208@ /= 60 
0085: 50@ = 208@ // (int) 
50@ *= 60 
0085: 209@ = 51@ // (int) 
0062: 209@ -= 50@ // (int) 

:QUARRY_26686
50@ = 0 
if 
  $MISSION_QUARRY_PASSED == 1 
else_jump @QUARRY_26751 
48@ = 0 

:QUARRY_26718
005C: 50@ += $8174(48@,7i) // (int) 
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_26718 

:QUARRY_26751
0629: change_integer_stat 202 to 50@ 
if and
  $MISSION_QUARRY_PASSED == 1 
  294@ == 1 
else_jump @QUARRY_26830 
0085: 210@ = 50@ // (int) 
210@ /= 60 
0085: 51@ = 210@ // (int) 
51@ *= 60 
0085: 211@ = 50@ // (int) 
0062: 211@ -= 51@ // (int) 

:QUARRY_26830
$QUARRY_MISSIONS_PASSED += 1 
if 
  $MISSION_QUARRY_PASSED == 0 
else_jump @QUARRY_27101 
0871: init_jump_table $QUARRY_MISSIONS_PASSED total_jumps 7 default_jump 0 @QUARRY_27023 jumps 1 @QUARRY_26918 2 @QUARRY_26933 3 @QUARRY_26948 4 @QUARRY_26963 5 @QUARRY_26978 6 @QUARRY_26993 7 @QUARRY_27008 

:QUARRY_26918
50@ = 500 
jump @QUARRY_27023 

:QUARRY_26933
50@ = 1000 
jump @QUARRY_27023 

:QUARRY_26948
50@ = 2000 
jump @QUARRY_27023 

:QUARRY_26963
50@ = 3000 
jump @QUARRY_27023 

:QUARRY_26978
50@ = 5000 
jump @QUARRY_27023 

:QUARRY_26993
50@ = 7500 
jump @QUARRY_27023 

:QUARRY_27008
50@ = 10000 
jump @QUARRY_27023 

:QUARRY_27023
if 
  $QUARRY_MISSIONS_PASSED == 7 
else_jump @QUARRY_27067 
01E3: show_text_1number_styled GXT 'M_PASS' number 50@ time 3000 style 1  // MISSION ERFLLT!~n~~w~$~1~
jump @QUARRY_27086 

:QUARRY_27067
01E3: show_text_1number_styled GXT 'M_PASS' number 50@ time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~

:QUARRY_27086
Player.Money($PLAYER_CHAR) += 50@
jump @QUARRY_27206 

:QUARRY_27101
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION ERFLLT!
if 
  293@ == 1 
else_jump @QUARRY_27160 
00BC: show_text_highpriority GXT 'QUAR_P5' time 5000 flag 1  // ~s~Du hast deine Bestzeit eingestellt!
jump @QUARRY_27206 

:QUARRY_27160
if 
  294@ == 1 
else_jump @QUARRY_27206 
0303: show_text_4numbers_highpriority GXT 'QUAR_P6' numbers 208@ 209@ 210@ 211@ time 10000 flag 1  // ~s~Du hast eine neue Bestzeit aufgestellt - ~1~m ~1~s. Die Steinbruch-Missionen wurden nunmehr in ~1~m ~1~s erfllt.

:QUARRY_27206
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $MISSION_QUARRY_PASSED == 0 
else_jump @QUARRY_27487 
if 
  $QUARRY_MISSIONS_PASSED == 1 
else_jump @QUARRY_27270 
00BC: show_text_highpriority GXT 'QUAR_P1' time 5000 flag 1  // ~s~Du hast deine erste Steinbruch-Mission erfllt. Fr weitere Missionen begib dich wieder zum Bro im Steinbruch.
jump @QUARRY_27480 

:QUARRY_27270
if 
  $QUARRY_MISSIONS_PASSED == 7 
else_jump @QUARRY_27461 
0595: mission_complete 
030C: progress_made += 1 
0394: play_music 2 
$MISSION_QUARRY_PASSED = 1 
$QUARRY_MISSIONS_PASSED = 0 
00BA: show_text_styled GXT 'QUAR_P2' time 4000 style 4  // Steinbruch-Mission erfllt!
50@ = 0 
if 
  $MISSION_QUARRY_PASSED == 1 
else_jump @QUARRY_27393 
48@ = 0 

:QUARRY_27360
005C: 50@ += $8174(48@,7i) // (int) 
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_27360 

:QUARRY_27393
0629: change_integer_stat 202 to 50@ 
0085: 210@ = 50@ // (int) 
210@ /= 60 
0085: 51@ = 210@ // (int) 
51@ *= 60 
0085: 211@ = 50@ // (int) 
0062: 211@ -= 51@ // (int) 
295@ = 1 
jump @QUARRY_27480 

:QUARRY_27461
01E5: show_text_1number_highpriority GXT 'QUAR_P4' number $QUARRY_MISSIONS_PASSED time 5000 flag 1  // ~s~~1~ Steinbruch-Missionen erfllt.

:QUARRY_27480
jump @QUARRY_27512 

:QUARRY_27487
if 
  $QUARRY_MISSIONS_PASSED == 7 
else_jump @QUARRY_27512 
$QUARRY_MISSIONS_PASSED = 0 

:QUARRY_27512
if 
  $MISSION_QUARRY_PASSED == 1 
else_jump @QUARRY_27544 
014C: set_parked_car_generator $2759 cars_to_generate_to 101 
014C: set_parked_car_generator $2760 cars_to_generate_to 101 

:QUARRY_27544
return 

:QUARRY_27546
Car.RemoveReferences(86@)
Car.RemoveReferences(87@)
Car.RemoveReferences(88@)
Car.RemoveReferences(89@)
Car.RemoveReferences(91@)
Actor.RemoveReferences(85@)
Object.RemoveReferences(92@)
Object.RemoveReferences(93@)
Object.RemoveReferences(121@)
07BE: remove_references_to_train 90@ 
48@ = 0 

:QUARRY_27603
Object.RemoveReferences(94@(48@,7i))
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_27603 
48@ = 0 

:QUARRY_27640
Object.RemoveReferences(101@(48@,10i))
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_27640 
48@ = 0 

:QUARRY_27677
Object.RemoveReferences(111@(48@,3i))
48@ += 1 
  48@ >= 3 
else_jump @QUARRY_27677 
48@ = 0 

:QUARRY_27714
Object.RemoveReferences(114@(48@,7i))
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_27714 
48@ = 0 

:QUARRY_27751
Object.RemoveReferences(122@(48@,3i))
48@ += 1 
  48@ >= 3 
else_jump @QUARRY_27751 
48@ = 0 

:QUARRY_27788
06D6: disable_racing_checkpoint 190@(48@,7i) 
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_27788 
06D6: disable_racing_checkpoint 197@ 
Marker.Disable(125@)
Marker.Disable(126@)
Marker.Disable(128@)
Marker.Disable(130@)
Marker.Disable(129@)
Marker.Disable(131@)
Marker.Disable(132@)
Marker.Disable(140@)
Marker.Disable(141@)
Marker.Disable(152@)
Marker.Disable(127@)
48@ = 0 

:QUARRY_27885
Marker.Disable(133@(48@,7i))
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_27885 
48@ = 0 

:QUARRY_27922
Marker.Disable(142@(48@,10i))
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_27922 
014F: stop_timer $8172 
0151: remove_status_text $8173 
0986: unknown_fires_stuff 
if 
  262@ == 1 
else_jump @QUARRY_27984 
03E6: remove_text_box 

:QUARRY_27984
Model.Destroy(#SANCHEZ)
Model.Destroy(#DOZER)
Model.Destroy(#DUMPER)
Model.Destroy(#DYN_QUARRYROCK02)
Model.Destroy(#DEAD_TIED_COP)
Model.Destroy(#DYN_QUARRYROCK03)
Model.Destroy(#COPBIKE)
Model.Destroy(#CR_AMMOBOX)
Model.Destroy(#KB_BARREL)
Model.Destroy(#STREAK)
Model.Destroy(#STREAKC)
Model.Destroy(#BMYBE)
Model.Destroy(#CR_GUNCRATE)
Model.Destroy(#CM_BOX)
Model.Destroy(#BLACKBAG2)
Model.Destroy(#DYN_WOODPILE)
Model.Destroy(#DYN_WOODPILE2)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
if 
  283@ == 1 
else_jump @QUARRY_28307 
091D: remove_forbidden_for_boats_cube_cornerA 256.6312 734.7498 4.0053 cornerB 343.9576 765.6713 6.4852 
091D: remove_forbidden_for_boats_cube_cornerA 291.2253 762.6765 4.0625 cornerB 354.4869 784.4223 6.6101 
091D: remove_forbidden_for_boats_cube_cornerA -149.9865 460.067 4.9719 cornerB -119.7325 530.4155 12.4813 
091D: remove_forbidden_for_boats_cube_cornerA -100.9858 1190.38 16.1736 cornerB 97.0928 1205.202 19.9344 
091D: remove_forbidden_for_boats_cube_cornerA -124.9028 1209.581 14.6519 cornerB -108.1954 1243.821 19.8554 
091D: remove_forbidden_for_boats_cube_cornerA -113.2273 1246.477 11.3781 cornerB -84.1825 1268.751 17.5621 

:QUARRY_28307
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
$ONMISSION = 0 
$411 = 0 
mission_cleanup 
return 

//-------------Mission 119---------------
// Originally: Boat School

:BOAT
thread 'BOAT' 
gosub @BOAT_416 
if 
wasted_or_busted 
else_jump @BOAT_38 
gosub @BOAT_37691 

:BOAT_38
gosub @BOAT_37809 
end_thread 
if 
  $ONMISSION == 0 
else_jump @BOAT_416 
if 
  36@ == 13 
else_jump @BOAT_416 
37@ = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
46@ = Car.Create(#CHEETAH, 5.0, 5.0, 10.0)
47@ = Actor.Create(Mission1, #OMOBOAT, 20.0, 20.0, 20.0)
39@ = Actor.Create(Mission1, #OMOBOAT, 30.0, 30.0, 20.0)
42@ = Actor.Create(Mission1, #OMOBOAT, 30.0, 30.0, 20.0)
43@ = Actor.Create(Mission1, #OMOBOAT, 30.0, 30.0, 20.0)
40@ = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
41@ = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
45@ = Actor.Create(Mission1, #OMOBOAT, 30.0, 30.0, 20.0)
44@ = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
156@ = 0 

:BOAT_330
if 
  13 > 156@ 
else_jump @BOAT_416 
56@(156@,50i) = Object.Init(#BOUY, 0.0, 0.0, 100.0)
106@(156@,50i) = Object.Init(#WATERJUMP1, 0.0, 0.0, 150.0)
156@ += 1 
jump @BOAT_330 

:BOAT_416
$ONMISSION = 1 
if 
  $MISSION_BOAT_SCHOOL_PASSED == 0 
else_jump @BOAT_443 
increment_mission_attempts 

:BOAT_443
054C: use_GXT_table 'BOAT' 
08F8: display_stat_update_box 0 
09B9: show_entered_car_name 0 
09BA: show_entered_zone_name 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BOAT_489 
0501: set_player $PLAYER_CHAR driveby_mode 0 

:BOAT_489
wait 0 
249@ = 0 
251@ = 0 
34@ = 0 
35@ = 0 
248@ = 0 
36@ = 0 
$8189 = 1 
182@ = -2215.58 
183@ = 2391.7 
184@ = 3.965 
174@ = -2185.335 
175@ = 2410.409 
176@ = 3.9752 
177@ = 122.2585 
178@ = -2216.327 
179@ = 2393.209 
180@ = 3.9 
181@ = 238.0 
55@ = 0 
158@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
$8195 = 0 
$8196 = 0 
169@ = 0 
232@ = 0 
192@ = 0.0 
193@ = 0.0 
194@ = 0.0 
212@ = 12000 
213@ = 12000 
214@ = 10500 
215@ = 9700 
216@ = 40000 
217@ = 40000 
218@ = 37000 
219@ = 33000 
220@ = 120000 
221@ = 120000 
222@ = 85000 
223@ = 80000 
224@ = 55 
225@ = 55 
226@ = 63 
227@ = 67 
228@ = 180000 
229@ = 180000 
230@ = 150000 
231@ = 130000 
0169: set_fade_color_RGB 0 0 0 
wait 0 
Model.Load(#OMOBOAT)
Model.Load(#DINGHY)
Model.Load(#POLMAV)
Model.Load(#COASTG)
Model.Load(#MARQUIS)
Model.Load(#TROPIC)
Model.Load(#VORTEX)
038B: load_requested_models 

:BOAT_981
if or
   not Model.Available(#OMOBOAT)
   not Model.Available(#DINGHY)
   not Model.Available(#POLMAV)
   not Model.Available(#COASTG)
else_jump @BOAT_1023 
wait 0 
jump @BOAT_981 

:BOAT_1023
if or
   not Model.Available(#MARQUIS)
   not Model.Available(#TROPIC)
   not Model.Available(#VORTEX)
else_jump @BOAT_1060 
wait 0 
jump @BOAT_1023 

:BOAT_1060
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
Actor.PutAt($PLAYER_ACTOR, 174@, 175@, 176@)
Actor.Angle($PLAYER_ACTOR) = 177@
04D8: set_actor $PLAYER_ACTOR drowns_in_water 0 
38@ = Actor.Create(Mission1, #OMOBOAT, 178@, 179@, 180@)
Actor.Angle(38@) = 181@
0568: set_actor 38@ targetable 1 
if 
  $8190 == 0 
else_jump @BOAT_1262 
$8190 = 50 

:BOAT_1262
wait 0 
if 
  $8190 == 50 
else_jump @BOAT_1316 
jump @BOAT_1323 
if 
   Actor.Dead(38@)
else_jump @BOAT_1316 
03E6: remove_text_box 
jump @BOAT_37691 

:BOAT_1316
jump @BOAT_1262 

:BOAT_1323
0826: enable_hud 0 
0581: enable_radar 0 
Player.CanMove($PLAYER_CHAR) = False
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
gosub @BOAT_19792 
$8191 = 0 
$8192 = 0 
03F0: enable_text_draw 1 
$8194 = 255 
$8193 = 2 
if 
  6 > $1962 
else_jump @BOAT_1422 
0084: $8189 = $1962 // (int) 

:BOAT_1422
gosub @BOAT_25116 
0826: enable_hud 0 
0581: enable_radar 0 
select_interior 0 
fade 1 500 

:BOAT_1448
wait 0 
gosub @BOAT_25116 
if 
  34@ == 0 
else_jump @BOAT_1491 
03CF: load_wav 3800 as 3 
34@ = 1 

:BOAT_1491
if 
  34@ == 1 
else_jump @BOAT_1531 
if 
03D0:   wav 3 loaded 
else_jump @BOAT_1531 
34@ = 2 

:BOAT_1531
if 
  34@ == 2 
else_jump @BOAT_1560 
03D1: play_wav 3 
34@ = 3 

:BOAT_1560
set_weather 13 
00C0: set_current_time_hours_to 12 minutes_to 50 
097A: play_audio_at 0.0 0.0 0.0 event 1000 
if 
  $8192 == 0 
else_jump @BOAT_2122 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @BOAT_1698 
if 
  $1962 > 1 
else_jump @BOAT_1698 
$8189 -= 1 
if 
  4 > $8191 
else_jump @BOAT_1698 
$8191 = 3 

:BOAT_1698
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @BOAT_1772 
if 
  $1962 > 1 
else_jump @BOAT_1772 
$8189 += 1 
if 
  4 > $8191 
else_jump @BOAT_1772 
$8191 = 3 

:BOAT_1772
if 
  1 > $8189 
else_jump @BOAT_1798 
0084: $8189 = $1962 // (int) 

:BOAT_1798
if 
001C:   $8189 > $1962 // (int) 
else_jump @BOAT_1824 
$8189 = 1 

:BOAT_1824
if 
  $1962 > 1 
else_jump @BOAT_2016 

:BOAT_1842
if 
  -100 > $MOVE_AXIS_X 
else_jump @BOAT_1894 
wait 0 
gosub @BOAT_25116 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
jump @BOAT_1842 

:BOAT_1894
if 
  $MOVE_AXIS_X > 100 
else_jump @BOAT_1946 
wait 0 
gosub @BOAT_25116 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
jump @BOAT_1894 

:BOAT_1946
if 
00E1:   player 0 pressed_key 10 
else_jump @BOAT_1981 
wait 0 
gosub @BOAT_25116 
jump @BOAT_1946 

:BOAT_1981
if 
00E1:   player 0 pressed_key 11 
else_jump @BOAT_2016 
wait 0 
gosub @BOAT_25116 
jump @BOAT_1981 

:BOAT_2016
if 
00E1:   player 0 pressed_key 16 
else_jump @BOAT_2076 
if 
  4 > $8191 
else_jump @BOAT_2058 
$8191 = 3 

:BOAT_2058
040D: unload_wav 3 
34@ = 0 
jump @BOAT_2136 

:BOAT_2076
if 
0735:   NOP_false 81 
else_jump @BOAT_2098 
$1962 = 5 

:BOAT_2098
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_2122 
jump @BOAT_37691 

:BOAT_2122
gosub @BOAT_32194 
jump @BOAT_1448 

:BOAT_2136
fade 0 500 

:BOAT_2143
if 
fading 
else_jump @BOAT_2174 
wait 0 
gosub @BOAT_25116 
jump @BOAT_2143 

:BOAT_2174
if 
   not Car.Wrecked(37@)
else_jump @BOAT_2195 
05EC: release_car 37@ from_path 

:BOAT_2195
Camera.Restore_WithJumpCut
Car.Destroy(37@)
Car.Destroy(46@)
Actor.DestroyInstantly(47@)
Actor.DestroyInstantly(39@)
gosub @BOAT_37625 
$8191 = 5 
0826: enable_hud 1 
0581: enable_radar 1 
if 
  $8189 == 1 
else_jump @BOAT_3803 

:BOAT_2257
gosub @BOAT_34020 

:BOAT_2264
Player.CanMove($PLAYER_CHAR) = True
gosub @BOAT_19792 
46@ = Car.Create(#POLMAV, -3303.627, 2105.29, 200.0)
Actor.DestroyInstantly(47@)
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
248@ = 0 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
Car.SetMaxSpeed(46@, 250.0)
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
37@ = Car.Create(#COASTG, -2323.627, 2105.29, 0.0)
0229: set_car 37@ primary_color_to 1 secondary_color_to 114 
Car.Angle(37@) = 90.0
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
gosub @BOAT_34197 
if 
  $8191 == 0 
else_jump @BOAT_2488 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
return 

:BOAT_2488
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um den Test zu beenden.
Player.CanMove($PLAYER_CHAR) = True
52@ = Marker.CreateAboveObject(56@)
51@ = Marker.CreateAboveObject(57@)
53@ = Marker.CreateAboveObject(62@)
54@ = Marker.CreateAboveObject(63@)
Marker.SetColor(52@, 4)
Marker.SetColor(51@, 4)
Marker.SetColor(53@, 4)
Marker.SetColor(54@, 4)
if 
   not Car.Wrecked(37@)
else_jump @BOAT_2637 
Car.StorePos(37@, 185@, 186@, 187@)
0087: 192@ = 185@ // (float) 
192@ -= 195.0 
0087: 193@ = 186@ // (float) 
0087: 194@ = 187@ // (float) 

:BOAT_2637
wait 0 
if 
   not Car.Wrecked(46@)
else_jump @BOAT_2731 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_2731 
Car.StorePos(37@, 185@, 186@, 187@)
185@ -= 150.0 
186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 120.0 and 120.0 

:BOAT_2731
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_2762 
164@ = 2 
jump @BOAT_3743 

:BOAT_2762
gosub @BOAT_20340 
if 
  164@ == 1 
else_jump @BOAT_2794 
jump @BOAT_37691 

:BOAT_2794
if 
  158@ == 0 
else_jump @BOAT_2971 
00BC: show_text_highpriority GXT 'BOAT_A4' time 5000 flag 1  // ~s~Halte ~k~~VEHICLE_ACCELERATE~ gedrckt, um Vorwrtsschub zu geben und bringe das Boot innerhalb der parallelen ~y~Bojen~s~ zum Stehen.
if 
   not Car.Wrecked(37@)
else_jump @BOAT_2852 
250@ = Car.Health(37@)

:BOAT_2852
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BOAT_2971 
0971: unknown_set_to_current_time 
0085: 211@ = 215@ // (int) 
0085: 210@ = 214@ // (int) 
0085: 209@ = 213@ // (int) 
158@ = 1 
$8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // Zeit
Object.StorePos(56@, 198@, 199@, 200@)
Object.StorePos(57@, 195@, 196@, 197@)
32@ = 0 

:BOAT_2971
if 
  158@ == 1 
else_jump @BOAT_3267 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_3221 
02E3: 49@ = car 37@ speed 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height -30.0 flag 0 in_car 
else_jump @BOAT_3110 
00BC: show_text_highpriority GXT 'BOAT_32' time 4000 flag 1  // ~s~In Halte-Region
if 
  7.0 > 49@ 
else_jump @BOAT_3110 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_33' time 4000 flag 1  // ~s~Abgeschlossen!
158@ = 99 

:BOAT_3110
if 
  32@ > 4500 
else_jump @BOAT_3166 
if 
85F8:   not actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height -30.0 flag 0 in_car 
else_jump @BOAT_3166 
00BE: text_clear_all 

:BOAT_3166
if 
  248@ == 0 
else_jump @BOAT_3221 
if 
  32@ > 4500 
else_jump @BOAT_3221 
248@ = 1 
03E5: show_text_box 'BOAT_A5'  // ~s~Halte ~k~~VEHICLE_BRAKE~ gedrckt, um Rckwrtsschub zu geben.

:BOAT_3221
if 
  $8197 > 60000 
else_jump @BOAT_3267 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_34' time 4000 flag 1  // ~r~Die Zeit ist um!
158@ = 99 

:BOAT_3267
if 
  158@ == 99 
else_jump @BOAT_3796 
gosub @BOAT_20088 
gosub @BOAT_20416 
if 
001E:   $1963 > 168@ // (int) 
else_jump @BOAT_3505 
008B: 169@ = $1963 // (int) 
008A: $1963 = 168@ // (int) 
167@ = 1 
gosub @BOAT_21188 
if 
  $8195 == 4 
else_jump @BOAT_3405 
if 
  $1972 == 0 
else_jump @BOAT_3405 
$1972 = 1 
$1971 = 1 
$1970 = 1 

:BOAT_3405
if 
  $8195 == 3 
else_jump @BOAT_3455 
if 
  $1971 == 0 
else_jump @BOAT_3455 
$1971 = 1 
$1970 = 1 

:BOAT_3455
if 
  $8195 == 2 
else_jump @BOAT_3498 
if 
  $1970 == 0 
else_jump @BOAT_3498 
$1970 = 1 

:BOAT_3498
jump @BOAT_3512 

:BOAT_3505
$8195 = 0 

:BOAT_3512
if 
  $1962 == 1 
else_jump @BOAT_3590 
if 
001D:   212@ > 168@ // (int) 
else_jump @BOAT_3590 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
167@ = 2 
$1962 = 2 
164@ = 2 

:BOAT_3590
32@ = 0 

:BOAT_3597
if 
  32@ > -1 
else_jump @BOAT_3743 
wait 0 
gosub @BOAT_20759 
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_3677 
164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_3743 

:BOAT_3677
gosub @BOAT_21719 
gosub @BOAT_20005 
if 
  165@ == 1 
else_jump @BOAT_3736 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_3743 

:BOAT_3736
jump @BOAT_3597 

:BOAT_3743
gosub @BOAT_24852 
gosub @BOAT_37625 
if 
  164@ == 2 
else_jump @BOAT_3789 
jump @BOAT_1323 
jump @BOAT_3796 

:BOAT_3789
jump @BOAT_2257 

:BOAT_3796
jump @BOAT_2637 

:BOAT_3803
if 
  $8189 == 2 
else_jump @BOAT_6502 

:BOAT_3821
gosub @BOAT_34020 

:BOAT_3828
Player.CanMove($PLAYER_CHAR) = True
gosub @BOAT_19792 
46@ = Car.Create(#POLMAV, -2303.627, 2105.29, 200.0)
Actor.DestroyInstantly(47@)
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
Car.SetMaxSpeed(46@, 250.0)
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
37@ = Car.Create(#COASTG, -2578.671, 2050.845, 0.0)
0229: set_car 37@ primary_color_to 1 secondary_color_to 114 
Car.Angle(37@) = 0.0
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
gosub @BOAT_34197 
if 
  $8191 == 0 
else_jump @BOAT_4045 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
return 

:BOAT_4045
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um den Test zu beenden.
Player.CanMove($PLAYER_CHAR) = True
if 
   not Car.Wrecked(37@)
else_jump @BOAT_4181 
Car.StorePos(37@, 185@, 186@, 187@)
Object.StorePos(56@, 198@, 199@, 200@)
Object.StorePos(57@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(56@)
Marker.SetColor(52@, 4)
51@ = Marker.CreateAboveObject(57@)
Marker.SetColor(51@, 4)
53@ = Marker.CreateAboveObject(58@)
54@ = Marker.CreateAboveObject(59@)
gosub @BOAT_34153 

:BOAT_4181
wait 0 
if 
   not Car.Wrecked(46@)
else_jump @BOAT_4275 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_4275 
Car.StorePos(37@, 185@, 186@, 187@)
185@ -= 150.0 
186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 200.0 and 200.0 

:BOAT_4275
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_4306 
164@ = 2 
jump @BOAT_6442 

:BOAT_4306
gosub @BOAT_20340 
if 
  164@ == 1 
else_jump @BOAT_4338 
jump @BOAT_37691 

:BOAT_4338
if 
  159@ == 0 
else_jump @BOAT_4456 
00BC: show_text_highpriority GXT 'BOAT_B4' time 4000 flag 1  // ~s~Steuere das Boot durch jedes ~y~Bojenpaar~s~. Gib mit ~k~~VEHICLE_ACCELERATE~ Gas und benutze ~k~~VEHICLE_STEERLEFT~ und ~k~~VEHICLE_STEERRIGHT~, um zu steuern.
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BOAT_4456 
0971: unknown_set_to_current_time 
0085: 211@ = 219@ // (int) 
0085: 210@ = 218@ // (int) 
0085: 209@ = 217@ // (int) 
159@ = 5 
$8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // Zeit

:BOAT_4456
if 
  159@ > 0 
else_jump @BOAT_4502 
if 
  $8197 > 600000 
else_jump @BOAT_4502 
159@ = 99 

:BOAT_4502
if 
  159@ == 5 
else_jump @BOAT_4708 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_4708 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_4708 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
03E6: remove_text_box 
03E5: show_text_box 'BOAT_B5'  // ~s~Drcke ~k~~VEHICLE_HANDBRAKE~, um engere Kurven zu fahren.
159@ = 10 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(58@, 198@, 199@, 200@)
Object.StorePos(59@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(58@)
51@ = Marker.CreateAboveObject(59@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(60@)
54@ = Marker.CreateAboveObject(61@)
gosub @BOAT_34153 

:BOAT_4708
if 
  159@ == 10 
else_jump @BOAT_4901 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_4901 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_4901 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
159@ = 15 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(60@, 198@, 199@, 200@)
Object.StorePos(61@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(60@)
51@ = Marker.CreateAboveObject(61@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(62@)
54@ = Marker.CreateAboveObject(63@)
gosub @BOAT_34153 

:BOAT_4901
if 
  159@ == 15 
else_jump @BOAT_5094 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_5094 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_5094 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
159@ = 20 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(62@, 198@, 199@, 200@)
Object.StorePos(63@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(62@)
51@ = Marker.CreateAboveObject(63@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(64@)
54@ = Marker.CreateAboveObject(65@)
gosub @BOAT_34153 

:BOAT_5094
if 
  159@ == 20 
else_jump @BOAT_5287 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_5287 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_5287 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
159@ = 25 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(64@, 198@, 199@, 200@)
Object.StorePos(65@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(64@)
51@ = Marker.CreateAboveObject(65@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(66@)
54@ = Marker.CreateAboveObject(67@)
gosub @BOAT_34153 

:BOAT_5287
if 
  159@ == 25 
else_jump @BOAT_5480 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_5480 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_5480 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
159@ = 30 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(66@, 198@, 199@, 200@)
Object.StorePos(67@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(66@)
51@ = Marker.CreateAboveObject(67@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(68@)
54@ = Marker.CreateAboveObject(69@)
gosub @BOAT_34153 

:BOAT_5480
if 
  159@ == 30 
else_jump @BOAT_5673 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_5673 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_5673 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
159@ = 35 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(68@, 198@, 199@, 200@)
Object.StorePos(69@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(68@)
51@ = Marker.CreateAboveObject(69@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(70@)
54@ = Marker.CreateAboveObject(71@)
gosub @BOAT_34153 

:BOAT_5673
if 
  159@ == 35 
else_jump @BOAT_5850 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_5850 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_5850 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
159@ = 40 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(70@, 198@, 199@, 200@)
Object.StorePos(71@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(70@)
51@ = Marker.CreateAboveObject(71@)
Marker.Disable(53@)
Marker.Disable(54@)
gosub @BOAT_34153 

:BOAT_5850
if 
  159@ == 40 
else_jump @BOAT_5966 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_5966 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_5966 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Abgeschlossen!
159@ = 99 
Marker.Disable(52@)
Marker.Disable(51@)

:BOAT_5966
if 
  159@ == 99 
else_jump @BOAT_6495 
gosub @BOAT_20088 
gosub @BOAT_20416 
if 
001E:   $1964 > 168@ // (int) 
else_jump @BOAT_6204 
008B: 169@ = $1964 // (int) 
008A: $1964 = 168@ // (int) 
167@ = 1 
gosub @BOAT_21188 
if 
  $8195 == 4 
else_jump @BOAT_6104 
if 
  $1975 == 0 
else_jump @BOAT_6104 
$1975 = 1 
$1974 = 1 
$1973 = 1 

:BOAT_6104
if 
  $8195 == 3 
else_jump @BOAT_6154 
if 
  $1974 == 0 
else_jump @BOAT_6154 
$1974 = 1 
$1973 = 1 

:BOAT_6154
if 
  $8195 == 2 
else_jump @BOAT_6197 
if 
  $1973 == 0 
else_jump @BOAT_6197 
$1973 = 1 

:BOAT_6197
jump @BOAT_6211 

:BOAT_6204
$8195 = 0 

:BOAT_6211
if 
  $1962 == 2 
else_jump @BOAT_6289 
if 
001D:   216@ > 168@ // (int) 
else_jump @BOAT_6289 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
167@ = 2 
$1962 = 3 
164@ = 2 

:BOAT_6289
32@ = 0 

:BOAT_6296
if 
  32@ > -1 
else_jump @BOAT_6442 
wait 0 
gosub @BOAT_20759 
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_6376 
164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_6442 

:BOAT_6376
gosub @BOAT_21719 
gosub @BOAT_20005 
if 
  165@ == 1 
else_jump @BOAT_6435 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_6442 

:BOAT_6435
jump @BOAT_6296 

:BOAT_6442
gosub @BOAT_24852 
gosub @BOAT_37625 
if 
  164@ == 2 
else_jump @BOAT_6488 
jump @BOAT_1323 
jump @BOAT_6495 

:BOAT_6488
jump @BOAT_3821 

:BOAT_6495
jump @BOAT_4181 

:BOAT_6502
if 
  $8189 == 3 
else_jump @BOAT_10905 

:BOAT_6520
gosub @BOAT_34020 

:BOAT_6527
Player.CanMove($PLAYER_CHAR) = True
gosub @BOAT_19792 
46@ = Car.Create(#POLMAV, -2303.627, 2105.29, 200.0)
Actor.DestroyInstantly(47@)
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
Car.SetMaxSpeed(46@, 250.0)
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
37@ = Car.Create(#DINGHY, -2124.125, 2438.352, 0.0)
0229: set_car 37@ primary_color_to 114 secondary_color_to 1 
Car.Angle(37@) = 180.0
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
gosub @BOAT_34197 
if 
  $8191 == 0 
else_jump @BOAT_6744 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
return 

:BOAT_6744
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um den Test zu beenden.
Player.CanMove($PLAYER_CHAR) = True
if 
   not Car.Wrecked(37@)
else_jump @BOAT_6880 
Car.StorePos(37@, 185@, 186@, 187@)
Object.StorePos(56@, 198@, 199@, 200@)
Object.StorePos(57@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(56@)
51@ = Marker.CreateAboveObject(57@)
Marker.SetColor(52@, 4)
Marker.SetColor(51@, 4)
53@ = Marker.CreateAboveObject(58@)
54@ = Marker.CreateAboveObject(59@)
gosub @BOAT_34153 

:BOAT_6880
35@ = 0 

:BOAT_6887
wait 0 
if 
  35@ == 0 
else_jump @BOAT_6923 
03CF: load_wav 6200 as 3 
35@ = 1 

:BOAT_6923
if 
  35@ == 1 
else_jump @BOAT_6963 
if 
03D0:   wav 3 loaded 
else_jump @BOAT_6963 
35@ = 2 

:BOAT_6963
if 
   not Car.Wrecked(46@)
else_jump @BOAT_7053 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_7053 
Car.StorePos(37@, 185@, 186@, 187@)
185@ -= 150.0 
186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 200.0 and 200.0 

:BOAT_7053
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_7084 
164@ = 2 
jump @BOAT_10845 

:BOAT_7084
gosub @BOAT_20340 
if 
  164@ == 1 
else_jump @BOAT_7116 
jump @BOAT_37691 

:BOAT_7116
if 
  160@ == 0 
else_jump @BOAT_7250 
00BC: show_text_highpriority GXT 'BOAT_C1' time 4000 flag 1  // ~s~Navigiere schnellstmglich mitten durch jedes ~y~Bojenpaar~s~.
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BOAT_7250 
0971: unknown_set_to_current_time 
0085: 211@ = 223@ // (int) 
0085: 210@ = 222@ // (int) 
0085: 209@ = 221@ // (int) 
097A: play_audio_at 198@ 199@ 200@ event 65535 
160@ = 5 
$8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // Zeit

:BOAT_7250
if 
  160@ > 0 
else_jump @BOAT_7296 
if 
  $8197 > 600000 
else_jump @BOAT_7296 
160@ = 99 

:BOAT_7296
if 
  160@ == 5 
else_jump @BOAT_7489 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_7489 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_7489 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 10 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(58@, 198@, 199@, 200@)
Object.StorePos(59@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(58@)
51@ = Marker.CreateAboveObject(59@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(60@)
54@ = Marker.CreateAboveObject(61@)
gosub @BOAT_34153 

:BOAT_7489
if 
  160@ == 10 
else_jump @BOAT_7682 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_7682 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_7682 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 15 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(60@, 198@, 199@, 200@)
Object.StorePos(61@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(60@)
51@ = Marker.CreateAboveObject(61@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(62@)
54@ = Marker.CreateAboveObject(63@)
gosub @BOAT_34153 

:BOAT_7682
if 
  160@ == 15 
else_jump @BOAT_7963 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_7963 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_7963 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 20 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(62@, 198@, 199@, 200@)
Object.StorePos(63@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(62@)
51@ = Marker.CreateAboveObject(63@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(64@)
54@ = Marker.CreateAboveObject(65@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(44@)
else_jump @BOAT_7963 
if 
   not Actor.Dead(45@)
else_jump @BOAT_7963 
if 
  35@ == 2 
else_jump @BOAT_7929 
03D1: play_wav 3 

:BOAT_7929
05D1: AS_actor 45@ drive_car 44@ to -2013.476 1748.499 0.0 speed 18.0 2 model #NULL 3 

:BOAT_7963
if 
  160@ == 20 
else_jump @BOAT_8156 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_8156 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_8156 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 25 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(64@, 198@, 199@, 200@)
Object.StorePos(65@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(64@)
51@ = Marker.CreateAboveObject(65@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(66@)
54@ = Marker.CreateAboveObject(67@)
gosub @BOAT_34153 

:BOAT_8156
if 
  160@ == 25 
else_jump @BOAT_8349 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_8349 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_8349 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 30 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(66@, 198@, 199@, 200@)
Object.StorePos(67@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(66@)
51@ = Marker.CreateAboveObject(67@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(68@)
54@ = Marker.CreateAboveObject(69@)
gosub @BOAT_34153 

:BOAT_8349
if 
  160@ == 30 
else_jump @BOAT_8542 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_8542 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_8542 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 35 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(68@, 198@, 199@, 200@)
Object.StorePos(69@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(68@)
51@ = Marker.CreateAboveObject(69@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(70@)
54@ = Marker.CreateAboveObject(71@)
gosub @BOAT_34153 

:BOAT_8542
if 
  160@ == 35 
else_jump @BOAT_8735 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_8735 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_8735 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 40 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(70@, 198@, 199@, 200@)
Object.StorePos(71@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(70@)
51@ = Marker.CreateAboveObject(71@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(72@)
54@ = Marker.CreateAboveObject(73@)
gosub @BOAT_34153 

:BOAT_8735
if 
  160@ == 40 
else_jump @BOAT_8928 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_8928 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_8928 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 45 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(72@, 198@, 199@, 200@)
Object.StorePos(73@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(72@)
51@ = Marker.CreateAboveObject(73@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(74@)
54@ = Marker.CreateAboveObject(75@)
gosub @BOAT_34153 

:BOAT_8928
if 
  160@ == 45 
else_jump @BOAT_9121 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_9121 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_9121 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 50 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(74@, 198@, 199@, 200@)
Object.StorePos(75@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(74@)
51@ = Marker.CreateAboveObject(75@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(76@)
54@ = Marker.CreateAboveObject(77@)
gosub @BOAT_34153 

:BOAT_9121
if 
  160@ == 50 
else_jump @BOAT_9314 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_9314 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_9314 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 55 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(76@, 198@, 199@, 200@)
Object.StorePos(77@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(76@)
51@ = Marker.CreateAboveObject(77@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(78@)
54@ = Marker.CreateAboveObject(79@)
gosub @BOAT_34153 

:BOAT_9314
if 
  160@ == 55 
else_jump @BOAT_9507 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_9507 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_9507 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 60 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(78@, 198@, 199@, 200@)
Object.StorePos(79@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(78@)
51@ = Marker.CreateAboveObject(79@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(80@)
54@ = Marker.CreateAboveObject(81@)
gosub @BOAT_34153 

:BOAT_9507
if 
  160@ == 60 
else_jump @BOAT_9788 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_9788 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_9788 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 65 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(80@, 198@, 199@, 200@)
Object.StorePos(81@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(80@)
51@ = Marker.CreateAboveObject(81@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(82@)
54@ = Marker.CreateAboveObject(83@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(41@)
else_jump @BOAT_9788 
if 
   not Actor.Dead(43@)
else_jump @BOAT_9788 
if 
  35@ == 2 
else_jump @BOAT_9754 
03D1: play_wav 3 

:BOAT_9754
05D1: AS_actor 43@ drive_car 41@ to -2763.105 1954.129 0.0 speed 10.0 2 model #NULL 3 

:BOAT_9788
if 
  160@ == 65 
else_jump @BOAT_10069 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_10069 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_10069 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 70 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(82@, 198@, 199@, 200@)
Object.StorePos(83@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(82@)
51@ = Marker.CreateAboveObject(83@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(56@)
54@ = Marker.CreateAboveObject(57@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_10069 
if 
   not Actor.Dead(42@)
else_jump @BOAT_10069 
if 
  35@ == 2 
else_jump @BOAT_10035 
03D1: play_wav 3 

:BOAT_10035
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_10069
if 
  160@ == 70 
else_jump @BOAT_10253 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_10253 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_10253 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 80 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(56@, 198@, 199@, 200@)
Object.StorePos(57@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(56@)
51@ = Marker.CreateAboveObject(57@)
Marker.SetColor(52@, 4)
Marker.SetColor(51@, 4)
Marker.Disable(53@)
Marker.Disable(54@)

:BOAT_10253
if 
  160@ == 80 
else_jump @BOAT_10369 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_10369 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_10369 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Abgeschlossen!
160@ = 99 
Marker.Disable(52@)
Marker.Disable(51@)

:BOAT_10369
if 
  160@ == 99 
else_jump @BOAT_10898 
gosub @BOAT_20088 
gosub @BOAT_20416 
if 
001E:   $1965 > 168@ // (int) 
else_jump @BOAT_10607 
008B: 169@ = $1965 // (int) 
008A: $1965 = 168@ // (int) 
167@ = 1 
gosub @BOAT_21188 
if 
  $8195 == 4 
else_jump @BOAT_10507 
if 
  $1978 == 0 
else_jump @BOAT_10507 
$1978 = 1 
$1977 = 1 
$1976 = 1 

:BOAT_10507
if 
  $8195 == 3 
else_jump @BOAT_10557 
if 
  $1977 == 0 
else_jump @BOAT_10557 
$1977 = 1 
$1976 = 1 

:BOAT_10557
if 
  $8195 == 2 
else_jump @BOAT_10600 
if 
  $1976 == 0 
else_jump @BOAT_10600 
$1976 = 1 

:BOAT_10600
jump @BOAT_10614 

:BOAT_10607
$8195 = 0 

:BOAT_10614
if 
  $1962 == 3 
else_jump @BOAT_10692 
if 
001D:   220@ > 168@ // (int) 
else_jump @BOAT_10692 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
167@ = 2 
$1962 = 4 
164@ = 2 

:BOAT_10692
32@ = 0 

:BOAT_10699
if 
  32@ > -1 
else_jump @BOAT_10845 
wait 0 
gosub @BOAT_20759 
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_10779 
164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_10845 

:BOAT_10779
gosub @BOAT_21719 
gosub @BOAT_20005 
if 
  165@ == 1 
else_jump @BOAT_10838 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_10845 

:BOAT_10838
jump @BOAT_10699 

:BOAT_10845
gosub @BOAT_24852 
gosub @BOAT_37625 
if 
  164@ == 2 
else_jump @BOAT_10891 
jump @BOAT_1323 
jump @BOAT_10898 

:BOAT_10891
jump @BOAT_6520 

:BOAT_10898
jump @BOAT_6887 

:BOAT_10905
if 
  $8189 == 4 
else_jump @BOAT_12785 

:BOAT_10923
gosub @BOAT_34020 

:BOAT_10930
Player.CanMove($PLAYER_CHAR) = True
gosub @BOAT_19792 
46@ = Car.Create(#POLMAV, -3303.627, 2105.29, 200.0)
Actor.DestroyInstantly(47@)
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
Car.SetMaxSpeed(46@, 250.0)
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
37@ = Car.Create(#VORTEX, -2584.316, 2213.475, 0.0)
0229: set_car 37@ primary_color_to 78 secondary_color_to 14 
Car.Angle(37@) = 250.0
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
gosub @BOAT_34197 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_11143 
Car.PutAt(37@, -2318.049, 2312.302, 10.0)
Car.Angle(37@) = 174.6078

:BOAT_11143
if 
  $8191 == 0 
else_jump @BOAT_11193 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
return 

:BOAT_11193
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um den Test zu beenden.
Player.CanMove($PLAYER_CHAR) = True
if 
   not Car.Wrecked(37@)
else_jump @BOAT_11294 
192@ = 0.0 
193@ = 0.0 
194@ = 0.0 
201@ = 0.0 
202@ = 0.0 
203@ = 0.0 

:BOAT_11294
wait 0 
if 
   not Car.Wrecked(46@)
else_jump @BOAT_11388 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_11388 
Car.StorePos(37@, 185@, 186@, 187@)
185@ -= 150.0 
186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 120.0 and 120.0 

:BOAT_11388
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_11419 
164@ = 2 
jump @BOAT_12725 

:BOAT_11419
gosub @BOAT_20340 
if 
  164@ == 1 
else_jump @BOAT_11451 
jump @BOAT_37691 

:BOAT_11451
if 
  161@ == 0 
else_jump @BOAT_11656 
00BC: show_text_highpriority GXT 'BOAT_D1' time 4000 flag 1  // ~s~Fahr volle Kraft voraus auf die Rampe zu und lande innerhalb der parallelen ~y~Bojen~s~, damit der Sprung als gltig gewertet wird.
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BOAT_11656 
0971: unknown_set_to_current_time 
0085: 211@ = 227@ // (int) 
0085: 210@ = 226@ // (int) 
0085: 209@ = 225@ // (int) 
014F: stop_timer $8197 
$8197 = 46000 
161@ = 1 
03C3: set_timer_to $8197 type 1 GXT 'BOAT_T1' // global_variable  // Zeit
Marker.Disable(52@)
Marker.Disable(51@)
52@ = Marker.CreateAboveObject(56@)
51@ = Marker.CreateAboveObject(57@)
Marker.SetColor(52@, 4)
Marker.SetColor(51@, 4)
Object.StorePos(56@, 198@, 199@, 200@)
Object.StorePos(57@, 195@, 196@, 197@)
097A: play_audio_at 198@ 199@ 200@ event 65535 

:BOAT_11656
if 
  161@ == 1 
else_jump @BOAT_11809 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_11809 
if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 198@ 199@ 1.0 fur_corner_at 195@ 196@ 3.0 depth 10.0 flag 0 in_car 
else_jump @BOAT_11809 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
Marker.Disable(52@)
Marker.Disable(51@)
02E3: 49@ = car 37@ speed 
161@ = 2 
Object.StorePos(58@, 198@, 199@, 200@)
Object.StorePos(59@, 195@, 196@, 197@)
33@ = 0 

:BOAT_11809
if 
  161@ == 2 
else_jump @BOAT_12009 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_12009 
if 
  33@ > 1000 
else_jump @BOAT_12009 
Car.StorePos(37@, 192@, 193@, 194@)
if 
  1.0 > 194@ 
else_jump @BOAT_12009 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 600.0 flag 0 in_car 
else_jump @BOAT_11960 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
161@ = 3 
33@ = 0 

:BOAT_11960
if 
85F8:   not actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 600.0 flag 0 in_car 
else_jump @BOAT_12009 
161@ = 4 
33@ = 0 

:BOAT_12009
if 
  161@ == 3 
else_jump @BOAT_12095 
Object.StorePos(106@, 201@, 202@, 203@)
0509: 246@ = distance_between_XY 201@ 202@ and_XY 192@ 193@ 

:BOAT_12058
if 
  1000 > 33@ 
else_jump @BOAT_12088 
wait 0 
jump @BOAT_12058 

:BOAT_12088
161@ = 99 

:BOAT_12095
if 
  161@ == 4 
else_jump @BOAT_12160 

:BOAT_12113
if 
  1000 > 33@ 
else_jump @BOAT_12143 
wait 0 
jump @BOAT_12113 

:BOAT_12143
246@ = 0.0 
161@ = 99 

:BOAT_12160
if 
  161@ > 0 
else_jump @BOAT_12233 
if 
  1 > $8197 
else_jump @BOAT_12233 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_34' time 4000 flag 1  // ~r~Die Zeit ist um!
161@ = 99 
wait 3000 
jump @BOAT_12725 

:BOAT_12233
if 
  161@ == 99 
else_jump @BOAT_12778 
gosub @BOAT_20088 
gosub @BOAT_20416 
if or
001F:   168@ > $1966 // (int) 
001F:   168@ > $1966 // (int) 
else_jump @BOAT_12479 
008B: 169@ = $1966 // (int) 
008A: $1966 = 168@ // (int) 
167@ = 1 
gosub @BOAT_21188 
if 
  $8195 == 4 
else_jump @BOAT_12379 
if 
  $1981 == 0 
else_jump @BOAT_12379 
$1981 = 1 
$1980 = 1 
$1979 = 1 

:BOAT_12379
if 
  $8195 == 3 
else_jump @BOAT_12429 
if 
  $1980 == 0 
else_jump @BOAT_12429 
$1980 = 1 
$1979 = 1 

:BOAT_12429
if 
  $8195 == 2 
else_jump @BOAT_12472 
if 
  $1979 == 0 
else_jump @BOAT_12472 
$1979 = 1 

:BOAT_12472
jump @BOAT_12486 

:BOAT_12479
$8195 = 0 

:BOAT_12486
if 
  $1962 == 4 
else_jump @BOAT_12572 
if or
001D:   168@ > 224@ // (int) 
003B:   168@ == 224@ // (int) 
else_jump @BOAT_12572 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
167@ = 2 
$1962 = 5 
164@ = 2 

:BOAT_12572
32@ = 0 

:BOAT_12579
if 
  32@ > -1 
else_jump @BOAT_12725 
wait 0 
gosub @BOAT_20759 
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_12659 
164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_12725 

:BOAT_12659
gosub @BOAT_21719 
gosub @BOAT_20005 
if 
  165@ == 1 
else_jump @BOAT_12718 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_12725 

:BOAT_12718
jump @BOAT_12579 

:BOAT_12725
gosub @BOAT_24852 
gosub @BOAT_37625 
if 
  164@ == 2 
else_jump @BOAT_12771 
jump @BOAT_1323 
jump @BOAT_12778 

:BOAT_12771
jump @BOAT_10923 

:BOAT_12778
jump @BOAT_11294 

:BOAT_12785
if 
  $8189 == 5 
else_jump @BOAT_19792 

:BOAT_12803
gosub @BOAT_34020 

:BOAT_12810
Player.CanMove($PLAYER_CHAR) = True
gosub @BOAT_19792 
46@ = Car.Create(#POLMAV, -2303.627, 2105.29, 200.0)
Actor.DestroyInstantly(47@)
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
Car.SetMaxSpeed(46@, 250.0)
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
37@ = Car.Create(#VORTEX, -2014.267, 2365.429, 6.0509)
0229: set_car 37@ primary_color_to 6 secondary_color_to 2 
Car.Angle(37@) = 111.0
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
gosub @BOAT_34197 
if 
  $8191 == 0 
else_jump @BOAT_13027 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
return 

:BOAT_13027
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um den Test zu beenden.
Player.CanMove($PLAYER_CHAR) = True
if 
   not Car.Wrecked(37@)
else_jump @BOAT_13156 
Car.StorePos(37@, 185@, 186@, 187@)
Object.StorePos(56@, 198@, 199@, 200@)
Object.StorePos(57@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(56@)
51@ = Marker.CreateAboveObject(57@)
53@ = Marker.CreateAboveObject(58@)
54@ = Marker.CreateAboveObject(59@)
gosub @BOAT_34153 
Car.LockInCurrentPosition(37@) = True

:BOAT_13156
35@ = 0 

:BOAT_13163
wait 0 
if 
  35@ == 0 
else_jump @BOAT_13199 
03CF: load_wav 6200 as 3 
35@ = 1 

:BOAT_13199
if 
  35@ == 1 
else_jump @BOAT_13239 
if 
03D0:   wav 3 loaded 
else_jump @BOAT_13239 
35@ = 2 

:BOAT_13239
if 
0735:   NOP_false 87 
else_jump @BOAT_13261 
162@ = 99 

:BOAT_13261
if 
   not Car.Wrecked(46@)
else_jump @BOAT_13351 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_13351 
Car.StorePos(37@, 185@, 186@, 187@)
185@ -= 150.0 
186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 200.0 and 200.0 

:BOAT_13351
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_13382 
164@ = 2 
jump @BOAT_19598 

:BOAT_13382
gosub @BOAT_20340 
if 
  164@ == 1 
else_jump @BOAT_13414 
jump @BOAT_37691 

:BOAT_13414
if 
  162@ == 0 
else_jump @BOAT_13555 
00BC: show_text_highpriority GXT 'BOAT_C1' time 4000 flag 1  // ~s~Navigiere schnellstmglich mitten durch jedes ~y~Bojenpaar~s~.
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BOAT_13555 
0971: unknown_set_to_current_time 
0085: 211@ = 231@ // (int) 
0085: 210@ = 230@ // (int) 
0085: 209@ = 229@ // (int) 
097A: play_audio_at 198@ 199@ 200@ event 65535 
162@ = 5 
$8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // Zeit
Car.LockInCurrentPosition(37@) = False

:BOAT_13555
if 
  162@ > 0 
else_jump @BOAT_13601 
if 
  $8197 > 600000 
else_jump @BOAT_13601 
162@ = 99 

:BOAT_13601
if 
  162@ == 5 
else_jump @BOAT_13794 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_13794 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_13794 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 10 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(58@, 198@, 199@, 200@)
Object.StorePos(59@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(58@)
51@ = Marker.CreateAboveObject(59@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(60@)
54@ = Marker.CreateAboveObject(61@)
gosub @BOAT_34153 

:BOAT_13794
if 
  162@ == 10 
else_jump @BOAT_13987 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_13987 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_13987 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 15 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(60@, 198@, 199@, 200@)
Object.StorePos(61@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(60@)
51@ = Marker.CreateAboveObject(61@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(62@)
54@ = Marker.CreateAboveObject(63@)
gosub @BOAT_34153 

:BOAT_13987
if 
  162@ == 15 
else_jump @BOAT_14180 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_14180 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_14180 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 20 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(62@, 198@, 199@, 200@)
Object.StorePos(63@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(62@)
51@ = Marker.CreateAboveObject(63@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(64@)
54@ = Marker.CreateAboveObject(65@)
gosub @BOAT_34153 

:BOAT_14180
if 
  162@ == 20 
else_jump @BOAT_14373 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_14373 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_14373 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 25 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(64@, 198@, 199@, 200@)
Object.StorePos(65@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(64@)
51@ = Marker.CreateAboveObject(65@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(66@)
54@ = Marker.CreateAboveObject(67@)
gosub @BOAT_34153 

:BOAT_14373
if 
  162@ == 25 
else_jump @BOAT_14566 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_14566 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_14566 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 30 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(66@, 198@, 199@, 200@)
Object.StorePos(67@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(66@)
51@ = Marker.CreateAboveObject(67@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(68@)
54@ = Marker.CreateAboveObject(69@)
gosub @BOAT_34153 

:BOAT_14566
if 
  162@ == 30 
else_jump @BOAT_14759 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_14759 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_14759 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 35 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(68@, 198@, 199@, 200@)
Object.StorePos(69@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(68@)
51@ = Marker.CreateAboveObject(69@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(70@)
54@ = Marker.CreateAboveObject(71@)
gosub @BOAT_34153 

:BOAT_14759
if 
  162@ == 35 
else_jump @BOAT_14952 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_14952 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_14952 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 40 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(70@, 198@, 199@, 200@)
Object.StorePos(71@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(70@)
51@ = Marker.CreateAboveObject(71@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(72@)
54@ = Marker.CreateAboveObject(73@)
gosub @BOAT_34153 

:BOAT_14952
if 
  162@ == 40 
else_jump @BOAT_15145 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_15145 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_15145 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 45 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(72@, 198@, 199@, 200@)
Object.StorePos(73@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(72@)
51@ = Marker.CreateAboveObject(73@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(74@)
54@ = Marker.CreateAboveObject(75@)
gosub @BOAT_34153 

:BOAT_15145
if 
  162@ == 45 
else_jump @BOAT_15338 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_15338 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_15338 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 50 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(74@, 198@, 199@, 200@)
Object.StorePos(75@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(74@)
51@ = Marker.CreateAboveObject(75@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(76@)
54@ = Marker.CreateAboveObject(77@)
gosub @BOAT_34153 

:BOAT_15338
if 
  162@ == 50 
else_jump @BOAT_15531 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_15531 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_15531 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 55 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(76@, 198@, 199@, 200@)
Object.StorePos(77@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(76@)
51@ = Marker.CreateAboveObject(77@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(78@)
54@ = Marker.CreateAboveObject(79@)
gosub @BOAT_34153 

:BOAT_15531
if 
  162@ == 55 
else_jump @BOAT_15724 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_15724 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_15724 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 60 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(78@, 198@, 199@, 200@)
Object.StorePos(79@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(78@)
51@ = Marker.CreateAboveObject(79@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(80@)
54@ = Marker.CreateAboveObject(81@)
gosub @BOAT_34153 

:BOAT_15724
if 
  162@ == 60 
else_jump @BOAT_16005 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_16005 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_16005 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 65 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(80@, 198@, 199@, 200@)
Object.StorePos(81@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(80@)
51@ = Marker.CreateAboveObject(81@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(82@)
54@ = Marker.CreateAboveObject(83@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(41@)
else_jump @BOAT_16005 
if 
   not Actor.Dead(43@)
else_jump @BOAT_16005 
if 
  35@ == 2 
else_jump @BOAT_15971 
03D1: play_wav 3 

:BOAT_15971
05D1: AS_actor 43@ drive_car 41@ to -2763.105 1954.129 0.0 speed 10.0 2 model #NULL 3 

:BOAT_16005
if 
  162@ == 65 
else_jump @BOAT_16286 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_16286 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_16286 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 70 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(82@, 198@, 199@, 200@)
Object.StorePos(83@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(82@)
51@ = Marker.CreateAboveObject(83@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(84@)
54@ = Marker.CreateAboveObject(85@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_16286 
if 
   not Actor.Dead(42@)
else_jump @BOAT_16286 
if 
  35@ == 2 
else_jump @BOAT_16252 
03D1: play_wav 3 

:BOAT_16252
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_16286
if 
  162@ == 70 
else_jump @BOAT_16545 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_16545 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_16545 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 75 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(84@, 198@, 199@, 200@)
Object.StorePos(85@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(84@)
51@ = Marker.CreateAboveObject(85@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(86@)
54@ = Marker.CreateAboveObject(87@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_16545 
if 
   not Actor.Dead(42@)
else_jump @BOAT_16545 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_16545
if 
  162@ == 75 
else_jump @BOAT_16826 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_16826 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_16826 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 80 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(86@, 198@, 199@, 200@)
Object.StorePos(87@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(86@)
51@ = Marker.CreateAboveObject(87@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(88@)
54@ = Marker.CreateAboveObject(89@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_16826 
if 
   not Actor.Dead(42@)
else_jump @BOAT_16826 
if 
  35@ == 2 
else_jump @BOAT_16792 
03D1: play_wav 3 

:BOAT_16792
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_16826
if 
  162@ == 80 
else_jump @BOAT_17085 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_17085 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_17085 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 82 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(88@, 198@, 199@, 200@)
Object.StorePos(89@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(88@)
51@ = Marker.CreateAboveObject(89@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(90@)
54@ = Marker.CreateAboveObject(91@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_17085 
if 
   not Actor.Dead(42@)
else_jump @BOAT_17085 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_17085
if 
  162@ == 82 
else_jump @BOAT_17366 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_17366 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_17366 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 84 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(90@, 198@, 199@, 200@)
Object.StorePos(91@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(90@)
51@ = Marker.CreateAboveObject(91@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(92@)
54@ = Marker.CreateAboveObject(93@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_17366 
if 
   not Actor.Dead(42@)
else_jump @BOAT_17366 
if 
  35@ == 2 
else_jump @BOAT_17332 
03D1: play_wav 3 

:BOAT_17332
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_17366
if 
  162@ == 84 
else_jump @BOAT_17625 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_17625 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_17625 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 86 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(92@, 198@, 199@, 200@)
Object.StorePos(93@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(92@)
51@ = Marker.CreateAboveObject(93@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(94@)
54@ = Marker.CreateAboveObject(95@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_17625 
if 
   not Actor.Dead(42@)
else_jump @BOAT_17625 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_17625
if 
  162@ == 86 
else_jump @BOAT_17884 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_17884 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_17884 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 88 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(94@, 198@, 199@, 200@)
Object.StorePos(95@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(94@)
51@ = Marker.CreateAboveObject(95@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(96@)
54@ = Marker.CreateAboveObject(97@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_17884 
if 
   not Actor.Dead(42@)
else_jump @BOAT_17884 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_17884
if 
  162@ == 88 
else_jump @BOAT_18143 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_18143 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_18143 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 90 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(96@, 198@, 199@, 200@)
Object.StorePos(97@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(96@)
51@ = Marker.CreateAboveObject(97@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(98@)
54@ = Marker.CreateAboveObject(99@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_18143 
if 
   not Actor.Dead(42@)
else_jump @BOAT_18143 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_18143
if 
  162@ == 90 
else_jump @BOAT_18320 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_18320 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_18320 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 91 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(98@, 198@, 199@, 200@)
Object.StorePos(99@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(98@)
51@ = Marker.CreateAboveObject(99@)
Marker.Disable(53@)
Marker.Disable(54@)
gosub @BOAT_34153 

:BOAT_18320
if 
  162@ == 91 
else_jump @BOAT_18436 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_18436 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_18436 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Abgeschlossen!
162@ = 99 
Marker.Disable(52@)
Marker.Disable(51@)

:BOAT_18436
if 
  162@ == 92 
else_jump @BOAT_18629 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_18629 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_18629 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 93 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(102@, 198@, 199@, 200@)
Object.StorePos(103@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(102@)
51@ = Marker.CreateAboveObject(103@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(104@)
54@ = Marker.CreateAboveObject(105@)
gosub @BOAT_34153 

:BOAT_18629
if 
  162@ == 93 
else_jump @BOAT_18822 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_18822 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_18822 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 94 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(104@, 198@, 199@, 200@)
Object.StorePos(105@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(104@)
51@ = Marker.CreateAboveObject(105@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(56@)
54@ = Marker.CreateAboveObject(57@)
gosub @BOAT_34153 

:BOAT_18822
if 
  162@ == 94 
else_jump @BOAT_18999 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_18999 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_18999 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 97 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(56@, 198@, 199@, 200@)
Object.StorePos(57@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(56@)
51@ = Marker.CreateAboveObject(57@)
Marker.Disable(53@)
Marker.Disable(54@)
gosub @BOAT_34153 

:BOAT_18999
if 
  162@ == 97 
else_jump @BOAT_19115 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_19115 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_19115 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Abgeschlossen!
162@ = 99 
Marker.Disable(52@)
Marker.Disable(51@)

:BOAT_19115
if 
  162@ == 99 
else_jump @BOAT_19785 
Marker.Disable(52@)
Marker.Disable(51@)
Marker.Disable(53@)
Marker.Disable(54@)
gosub @BOAT_20088 
gosub @BOAT_20416 
if 
001E:   $1967 > 168@ // (int) 
else_jump @BOAT_19373 
008B: 169@ = $1967 // (int) 
008A: $1967 = 168@ // (int) 
167@ = 1 
gosub @BOAT_21188 
if 
  $8195 == 4 
else_jump @BOAT_19273 
if 
  $1984 == 0 
else_jump @BOAT_19273 
$1984 = 1 
$1983 = 1 
$1982 = 1 

:BOAT_19273
if 
  $8195 == 3 
else_jump @BOAT_19323 
if 
  $1983 == 0 
else_jump @BOAT_19323 
$1983 = 1 
$1982 = 1 

:BOAT_19323
if 
  $8195 == 2 
else_jump @BOAT_19366 
if 
  $1982 == 0 
else_jump @BOAT_19366 
$1982 = 1 

:BOAT_19366
jump @BOAT_19380 

:BOAT_19373
$8195 = 0 

:BOAT_19380
if 
  $1962 == 5 
else_jump @BOAT_19445 
if 
001D:   228@ > 168@ // (int) 
else_jump @BOAT_19445 
167@ = 2 
$1962 = 5 
251@ = 1 
164@ = 2 

:BOAT_19445
32@ = 0 

:BOAT_19452
if 
  32@ > -1 
else_jump @BOAT_19598 
wait 0 
gosub @BOAT_20759 
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_19532 
164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_19598 

:BOAT_19532
gosub @BOAT_21719 
gosub @BOAT_20005 
if 
  165@ == 1 
else_jump @BOAT_19591 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_19598 

:BOAT_19591
jump @BOAT_19452 

:BOAT_19598
gosub @BOAT_24852 
gosub @BOAT_37625 
if 
  164@ == 2 
else_jump @BOAT_19778 
if 
  251@ == 1 
else_jump @BOAT_19764 
if 
  $MISSION_BOAT_SCHOOL_PASSED == 0 
else_jump @BOAT_19764 
fade 0 1000 

:BOAT_19673
if 
fading 
else_jump @BOAT_19697 
wait 0 
jump @BOAT_19673 

:BOAT_19697
Actor.Angle($PLAYER_ACTOR) = 177@
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Camera.SetAtPos(-2185.335, 2410.409, 3.9752)
fade 1 2000 

:BOAT_19733
if 
fading 
else_jump @BOAT_19757 
wait 0 
jump @BOAT_19733 

:BOAT_19757
jump @BOAT_37731 

:BOAT_19764
jump @BOAT_1323 
jump @BOAT_19785 

:BOAT_19778
jump @BOAT_12803 

:BOAT_19785
jump @BOAT_13163 

:BOAT_19792
158@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
$8197 = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
48@ = 1000 
188@ = 0.0 
189@ = 0.0 
190@ = 0.0 
191@ = 0 
207@ = 0 
208@ = 0 
49@ = 0.0 
211@ = 0 
210@ = 0 
209@ = 0 
233@ = 0 
192@ = 0.0 
193@ = 0.0 
194@ = 0.0 
return 

:BOAT_20005
if 
00E1:   player 0 pressed_key 16 
else_jump @BOAT_20061 
if 
  166@ == 1 
else_jump @BOAT_20054 
166@ = 0 
165@ = 1 

:BOAT_20054
jump @BOAT_20086 

:BOAT_20061
if 
  166@ == 0 
else_jump @BOAT_20086 
166@ = 1 

:BOAT_20086
return 

:BOAT_20088
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
if 
  $8189 == 1 
else_jump @BOAT_20155 
0396: pause_timer 1 
02D4: car 37@ turn_off_engine 
Car.SetSpeedInstantly(37@, 0.0)
Car.LockInCurrentPosition(37@) = False
0323: unknown_boat 37@ flag 1 
Car.LockInCurrentPosition(37@) = False

:BOAT_20155
if 
  $8189 > 1 
else_jump @BOAT_20338 
0396: pause_timer 1 
33@ = 0 

:BOAT_20184
if 
  1000 > 33@ 
else_jump @BOAT_20214 
wait 0 
jump @BOAT_20184 

:BOAT_20214
if 
   not Car.Wrecked(37@)
else_jump @BOAT_20338 
if 
   not $8189 == 4 
else_jump @BOAT_20271 
if 
   not $8189 == 5 
else_jump @BOAT_20271 
02D4: car 37@ turn_off_engine 

:BOAT_20271
Car.SetSpeedInstantly(37@, 0.0)
Car.LockInCurrentPosition(37@) = False
if 
   not $8189 == 4 
else_jump @BOAT_20331 
if 
   not $8189 == 5 
else_jump @BOAT_20331 
0323: unknown_boat 37@ flag 1 

:BOAT_20331
Car.LockInCurrentPosition(37@) = False

:BOAT_20338
return 

:BOAT_20340
if 
   not Car.Wrecked(37@)
else_jump @BOAT_20407 
if 
  163@ == 1 
else_jump @BOAT_20400 
if 
   not Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @BOAT_20400 
164@ = 1 

:BOAT_20400
jump @BOAT_20414 

:BOAT_20407
164@ = 1 

:BOAT_20414
return 

:BOAT_20416
if 
   not $8189 == 4 
else_jump @BOAT_20603 
008B: 208@ = $8197 // (int) 
233@ = 0 
48@ = 1000 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_20481 
250@ = Car.Health(37@)

:BOAT_20481
if 
  $8189 == 5 
else_jump @BOAT_20506 
250@ += 120 

:BOAT_20506
if 
  1000 > 250@ 
else_jump @BOAT_20533 
233@ = 5000 

:BOAT_20533
if 
  995 > 250@ 
else_jump @BOAT_20560 
233@ = 7000 

:BOAT_20560
if 
  990 > 250@ 
else_jump @BOAT_20587 
233@ = 10000 

:BOAT_20587
0085: 168@ = 208@ // (int) 
005A: 168@ += 233@ // (int) 

:BOAT_20603
if 
  $8189 == 4 
else_jump @BOAT_20757 
008B: 208@ = $8197 // (int) 
233@ = 0 
48@ = 1000 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_20668 
250@ = Car.Health(37@)

:BOAT_20668
if 
  995 > 250@ 
else_jump @BOAT_20695 
233@ = 5000 

:BOAT_20695
if 
  990 > 250@ 
else_jump @BOAT_20722 
233@ = 10000 

:BOAT_20722
if 
  985 > 250@ 
else_jump @BOAT_20749 
233@ = 15000 

:BOAT_20749
0092: 168@ = float 246@ to_integer 

:BOAT_20757
return 

:BOAT_20759
if 
   not Car.Wrecked(37@)
else_jump @BOAT_21186 
if 
  191@ == 0 
else_jump @BOAT_20898 
Car.StorePos(37@, 188@, 189@, 190@)
190@ += 5.0 
0407: store_coords_to 188@ 189@ 190@ from_car 37@ with_offset 10.0 0.0 5.0 
Camera.SetPosition(188@, 189@, 190@, 0.0, 0.0, 0.0)
Camera.OnVehicle(37@, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
191@ = 1 

:BOAT_20898
if 
  32@ > 3000 
else_jump @BOAT_21035 
if 
  6000 > 32@ 
else_jump @BOAT_21035 
if 
  191@ == 1 
else_jump @BOAT_21035 
0407: store_coords_to 188@ 189@ 190@ from_car 37@ with_offset 0.0 10.0 5.0 
Camera.SetPosition(188@, 189@, 190@, 0.0, 0.0, 0.0)
Camera.OnVehicle(37@, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
191@ = 2 

:BOAT_21035
if 
  32@ > 6000 
else_jump @BOAT_21153 
if 
  191@ == 2 
else_jump @BOAT_21153 
0407: store_coords_to 188@ 189@ 190@ from_car 37@ with_offset -10.0 0.0 5.0 
Camera.SetPosition(188@, 189@, 190@, 0.0, 0.0, 0.0)
Camera.OnVehicle(37@, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
191@ = 3 

:BOAT_21153
if 
  32@ > 9000 
else_jump @BOAT_21186 
191@ = 1 
32@ = 0 

:BOAT_21186
return 

:BOAT_21188
$8195 = 0 
if 
   not $8189 == 4 
else_jump @BOAT_21444 
if 
001D:   209@ > 168@ // (int) 
else_jump @BOAT_21299 
if 
001D:   168@ > 210@ // (int) 
else_jump @BOAT_21299 
if and
001D:   209@ > 169@ // (int) 
001D:   169@ > 210@ // (int) 
else_jump @BOAT_21292 
$8195 = 0 
jump @BOAT_21299 

:BOAT_21292
$8195 = 2 

:BOAT_21299
if 
001D:   210@ > 168@ // (int) 
else_jump @BOAT_21385 
if 
001D:   168@ > 211@ // (int) 
else_jump @BOAT_21385 
if and
001D:   210@ > 169@ // (int) 
001D:   169@ > 211@ // (int) 
else_jump @BOAT_21378 
$8195 = 0 
jump @BOAT_21385 

:BOAT_21378
$8195 = 3 

:BOAT_21385
if 
001D:   211@ > 168@ // (int) 
else_jump @BOAT_21444 
if 
001D:   211@ > 169@ // (int) 
else_jump @BOAT_21437 
$8195 = 0 
jump @BOAT_21444 

:BOAT_21437
$8195 = 4 

:BOAT_21444
if 
  $8189 == 4 
else_jump @BOAT_21717 
if or
001D:   168@ > 209@ // (int) 
003B:   168@ == 209@ // (int) 
else_jump @BOAT_21556 
if 
001D:   210@ > 168@ // (int) 
else_jump @BOAT_21556 
if and
001D:   169@ > 209@ // (int) 
001D:   210@ > 169@ // (int) 
else_jump @BOAT_21549 
$8195 = 0 
jump @BOAT_21556 

:BOAT_21549
$8195 = 2 

:BOAT_21556
if or
001D:   168@ > 210@ // (int) 
003B:   168@ == 210@ // (int) 
else_jump @BOAT_21650 
if 
001D:   211@ > 168@ // (int) 
else_jump @BOAT_21650 
if and
001D:   169@ > 210@ // (int) 
001D:   211@ > 169@ // (int) 
else_jump @BOAT_21643 
$8195 = 0 
jump @BOAT_21650 

:BOAT_21643
$8195 = 3 

:BOAT_21650
if or
001D:   168@ > 211@ // (int) 
003B:   168@ == 211@ // (int) 
else_jump @BOAT_21717 
if 
001D:   169@ > 211@ // (int) 
else_jump @BOAT_21710 
$8195 = 0 
jump @BOAT_21717 

:BOAT_21710
$8195 = 4 

:BOAT_21717
return 

:BOAT_21719
0826: enable_hud 0 
0581: enable_radar 0 
if 
  2 > $8195 
else_jump @BOAT_21850 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_21810 
0937: text_draw_box_cornerA 122.0 240.0 cornerB 520.0 400.0 GXT_reference 'BOAT_75' style 3  // Resultate
jump @BOAT_21843 

:BOAT_21810
0937: text_draw_box_cornerA 152.0 240.0 cornerB 490.0 400.0 GXT_reference 'BOAT_75' style 3  // Resultate

:BOAT_21843
jump @BOAT_21948 

:BOAT_21850
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_21915 
0937: text_draw_box_cornerA 122.0 220.0 cornerB 520.0 400.0 GXT_reference 'DUMMY' style 3 
jump @BOAT_21948 

:BOAT_21915
0937: text_draw_box_cornerA 152.0 220.0 cornerB 490.0 400.0 GXT_reference 'DUMMY' style 3 

:BOAT_21948
gosub @BOAT_33376 
gosub @BOAT_33376 
if 
  48@ > 0 
else_jump @BOAT_24257 
00BE: text_clear_all 
gosub @BOAT_33376 
0345: enable_text_draw_background 0 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
241@ = 0.0 
0093: 241@ = integer 208@ to_float 
241@ /= 1000.0 
if 
   not $8189 == 4 
else_jump @BOAT_22153 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_22127 
07FC: text_draw_box_position_XY 145.0 275.0 GXT_reference 'BOAT_7' value 241@ flag 2  // Zeit:
jump @BOAT_22153 

:BOAT_22127
07FC: text_draw_box_position_XY 180.0 275.0 GXT_reference 'BOAT_7' value 241@ flag 2  // Zeit:

:BOAT_22153
gosub @BOAT_33376 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
240@ = 0.0 
0093: 240@ = integer 233@ to_float 
240@ /= 1000.0 
if 
   not $8189 == 4 
else_jump @BOAT_22320 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_22294 
07FC: text_draw_box_position_XY 145.0 295.0 GXT_reference 'BOAT_9' value 240@ flag 2  // Schaden:
jump @BOAT_22320 

:BOAT_22294
07FC: text_draw_box_position_XY 180.0 295.0 GXT_reference 'BOAT_9' value 240@ flag 2  // Schaden:

:BOAT_22320
gosub @BOAT_33376 
if or
  167@ == 1 
  167@ == 2 
else_jump @BOAT_22389 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
jump @BOAT_22419 

:BOAT_22389
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 

:BOAT_22419
242@ = 0.0 
0093: 242@ = integer 168@ to_float 
242@ /= 1000.0 
if 
   not $8189 == 4 
else_jump @BOAT_22549 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_22523 
07FC: text_draw_box_position_XY 145.0 315.0 GXT_reference 'BOAT_10' value 242@ flag 2  // Gesamtzeit:
jump @BOAT_22549 

:BOAT_22523
07FC: text_draw_box_position_XY 180.0 315.0 GXT_reference 'BOAT_10' value 242@ flag 2  // Gesamtzeit:

:BOAT_22549
if 
  $8189 == 4 
else_jump @BOAT_22833 
if 
  246@ > 0.0 
else_jump @BOAT_22759 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_22646 
07FC: text_draw_box_position_XY 145.0 315.0 GXT_reference 'BOAT_11' value 246@ flag 2  // Distanz:
jump @BOAT_22752 

:BOAT_22646
if 
  252@ == 3 
else_jump @BOAT_22690 
07FC: text_draw_box_position_XY 175.0 315.0 GXT_reference 'BOAT_11' value 246@ flag 2  // Distanz:

:BOAT_22690
if 
   not 252@ == 3 
else_jump @BOAT_22752 
if 
   not 252@ == 4 
else_jump @BOAT_22752 
07FC: text_draw_box_position_XY 180.0 315.0 GXT_reference 'BOAT_11' value 246@ flag 2  // Distanz:

:BOAT_22752
jump @BOAT_22833 

:BOAT_22759
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_22812 
033E: set_draw_text_position 145.0 315.0 GXT 'BOAT_12'  // Sprung ungltig!
jump @BOAT_22833 

:BOAT_22812
033E: set_draw_text_position 180.0 315.0 GXT 'BOAT_12'  // Sprung ungltig!

:BOAT_22833
gosub @BOAT_33376 
0340: set_text_draw_RGBA 255 255 255 255 
241@ = 0.0 
0093: 241@ = integer 208@ to_float 
241@ /= 1000.0 
if 
   not $8189 == 4 
else_jump @BOAT_22984 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_22958 
07FC: text_draw_box_position_XY 425.0 275.0 GXT_reference 'BOAT_77' value 241@ flag 2  // ~1~:~1~s
jump @BOAT_22984 

:BOAT_22958
07FC: text_draw_box_position_XY 390.0 275.0 GXT_reference 'BOAT_77' value 241@ flag 2  // ~1~:~1~s

:BOAT_22984
gosub @BOAT_33376 
0904: get_interface 0 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
240@ = 0.0 
0093: 240@ = integer 233@ to_float 
240@ /= 1000.0 
if 
  240@ > 0.0 
else_jump @BOAT_23107 
0904: get_interface 0 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
jump @BOAT_23137 

:BOAT_23107
0904: get_interface 8 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 

:BOAT_23137
if 
   not $8189 == 4 
else_jump @BOAT_23239 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_23213 
07FC: text_draw_box_position_XY 425.0 295.0 GXT_reference 'BOAT_77' value 240@ flag 2  // ~1~:~1~s
jump @BOAT_23239 

:BOAT_23213
07FC: text_draw_box_position_XY 390.0 295.0 GXT_reference 'BOAT_77' value 240@ flag 2  // ~1~:~1~s

:BOAT_23239
gosub @BOAT_33376 
if or
  167@ == 1 
  167@ == 2 
else_jump @BOAT_23292 
0340: set_text_draw_RGBA 255 255 255 255 
jump @BOAT_23306 

:BOAT_23292
0340: set_text_draw_RGBA 255 255 255 255 

:BOAT_23306
242@ = 0.0 
0093: 242@ = integer 168@ to_float 
242@ /= 1000.0 
if 
   not $8189 == 4 
else_jump @BOAT_23436 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_23410 
07FC: text_draw_box_position_XY 425.0 315.0 GXT_reference 'BOAT_77' value 242@ flag 2  // ~1~:~1~s
jump @BOAT_23436 

:BOAT_23410
07FC: text_draw_box_position_XY 390.0 315.0 GXT_reference 'BOAT_77' value 242@ flag 2  // ~1~:~1~s

:BOAT_23436
if 
  $8189 == 4 
else_jump @BOAT_23566 
if 
  246@ > 0.0 
else_jump @BOAT_23566 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_23533 
07FC: text_draw_box_position_XY 425.0 315.0 GXT_reference 'BOAT_80' value 246@ flag 2  // ~1~,~1~m
jump @BOAT_23559 

:BOAT_23533
07FC: text_draw_box_position_XY 390.0 315.0 GXT_reference 'BOAT_80' value 246@ flag 2  // ~1~,~1~m

:BOAT_23559
jump @BOAT_23566 

:BOAT_23566
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
033E: set_draw_text_position 340.0 345.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
033E: set_draw_text_position 340.0 365.0 GXT 'BOAT_73'  // ~k~~VEHICLE_ENTER_EXIT~
gosub @BOAT_33376 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 180.0 345.0 GXT 'BOAT_76'  // Weiter
gosub @BOAT_33376 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 180.0 365.0 GXT 'BOAT_53'  // Beenden
if or
  167@ == 1 
  167@ == 2 
else_jump @BOAT_23903 
gosub @BOAT_33492 
033F: set_text_draw_letter_size 1.0 3.4 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'BOAT_46'  // Neuer Rekord!

:BOAT_23903
if or
  167@ == 1 
  167@ == 2 
else_jump @BOAT_24250 
if 
  $8195 > 0 
else_jump @BOAT_24250 
038D: draw_texture 4 position 250.0 219.0 size -60.0 60.0 RGBA 180 180 180 255 
038D: draw_texture 4 position 392.0 219.0 size 60.0 60.0 RGBA 180 180 180 255 
if 
  $8195 == 2 
else_jump @BOAT_24072 
038D: draw_texture 1 position 320.0 220.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24072
if 
  $8195 == 3 
else_jump @BOAT_24126 
038D: draw_texture 2 position 320.0 220.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24126
if 
  $8195 == 4 
else_jump @BOAT_24180 
038D: draw_texture 3 position 320.0 220.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24180
gosub @BOAT_33492 
033F: set_text_draw_letter_size 1.0 3.4 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 323.0 65.0 GXT 'BOAT_47'  // Neues Zertifikat erhalten

:BOAT_24250
jump @BOAT_24845 

:BOAT_24257
gosub @BOAT_33376 
0340: set_text_draw_RGBA 134 155 184 255 
241@ = 0.0 
0093: 241@ = integer 208@ to_float 
241@ /= 1000.0 
07FC: text_draw_box_position_XY 30.0 55.0 GXT_reference 'BOAT_7' value 241@ flag 2  // Zeit:
gosub @BOAT_33376 
if or
  167@ == 1 
  167@ == 2 
else_jump @BOAT_24383 
0340: set_text_draw_RGBA 107 148 49 255 
jump @BOAT_24397 

:BOAT_24383
0340: set_text_draw_RGBA 134 155 184 255 

:BOAT_24397
242@ = 0.0 
0093: 242@ = integer 168@ to_float 
242@ /= 1000.0 
07FC: text_draw_box_position_XY 30.0 65.0 GXT_reference 'BOAT_10' value 242@ flag 2  // Gesamtzeit:
if or
  167@ == 1 
  167@ == 2 
else_jump @BOAT_24516 
gosub @BOAT_33376 
0340: set_text_draw_RGBA 107 148 49 255 
033E: set_draw_text_position 260.0 65.0 GXT 'BOAT_46'  // Neuer Rekord!

:BOAT_24516
if or
  167@ == 1 
  167@ == 2 
else_jump @BOAT_24845 
if 
  $8195 > 0 
else_jump @BOAT_24845 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 68.0 145.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 210.0 145.0 size 60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  $8195 == 2 
else_jump @BOAT_24697 
038D: draw_texture 1 position 138.0 145.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24697
if 
  $8195 == 3 
else_jump @BOAT_24751 
038D: draw_texture 2 position 138.0 145.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24751
if 
  $8195 == 4 
else_jump @BOAT_24805 
038D: draw_texture 3 position 138.0 145.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24805
gosub @BOAT_33376 
0340: set_text_draw_RGBA 107 148 49 255 
033E: set_draw_text_position 260.0 172.0 GXT 'BOAT_47'  // Neues Zertifikat erhalten

:BOAT_24845
014F: stop_timer $8197 
return 

:BOAT_24852
fade 0 500 

:BOAT_24859
if 
fading 
else_jump @BOAT_24883 
wait 0 
jump @BOAT_24859 

:BOAT_24883
0826: enable_hud 1 
0581: enable_radar 1 
00BE: text_clear_all 
03E6: remove_text_box 
03D6: remove_styled_text 'BOAT_46'  // Neuer Rekord!
03D6: remove_styled_text 'BOAT_47'  // Neues Zertifikat erhalten
0221: set_player $PLAYER_CHAR trapped_in_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
  164@ == 2 
else_jump @BOAT_25007 
00BE: text_clear_all 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BOAT_24986 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 174@ 175@ 176@ 
jump @BOAT_25000 

:BOAT_24986
Actor.PutAt($PLAYER_ACTOR, 174@, 175@, 176@)

:BOAT_25000
jump @BOAT_25058 

:BOAT_25007
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BOAT_25044 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 174@ 175@ 176@ 
jump @BOAT_25058 

:BOAT_25044
Actor.PutAt($PLAYER_ACTOR, 174@, 175@, 176@)

:BOAT_25058
wait 0 
Car.Destroy(37@)
Car.Destroy(46@)
Actor.DestroyInstantly(39@)
Marker.Disable(52@)
Marker.Disable(51@)
Marker.Disable(53@)
Marker.Disable(54@)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
wait 0 
014F: stop_timer $8197 
0396: pause_timer 0 
return 

:BOAT_25116
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 $8194 
if 
  $8193 == 1 
else_jump @BOAT_25238 
if 
  255 > $8194 
else_jump @BOAT_25231 
$8194 += 20 
if 
  $8194 > 255 
else_jump @BOAT_25224 
$8194 = 255 

:BOAT_25224
jump @BOAT_25238 

:BOAT_25231
$8193 = 2 

:BOAT_25238
if 
  $8193 == 3 
else_jump @BOAT_25320 
if 
  $8194 > 0 
else_jump @BOAT_25313 
$8194 -= 5 
if 
  0 > $8194 
else_jump @BOAT_25306 
$8194 = 0 

:BOAT_25306
jump @BOAT_25320 

:BOAT_25313
$8193 = 0 

:BOAT_25320
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
gosub @BOAT_33492 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $8189 == 1 
else_jump @BOAT_25432 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_A'  // Kleines 1x1 der Seefahrt
0084: $8196 = $1963 // (int) 
gosub @BOAT_27098 

:BOAT_25432
if 
  $8189 == 2 
else_jump @BOAT_25486 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_B'  // Kursplanung
0084: $8196 = $1964 // (int) 
gosub @BOAT_27098 

:BOAT_25486
if 
  $8189 == 3 
else_jump @BOAT_25540 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_C'  // Wasserslalom
0084: $8196 = $1965 // (int) 
gosub @BOAT_27098 

:BOAT_25540
if 
  $8189 == 4 
else_jump @BOAT_25594 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_D'  // Fliegender Fisch
0084: $8196 = $1966 // (int) 
gosub @BOAT_27098 

:BOAT_25594
if 
  $8189 == 5 
else_jump @BOAT_25648 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_E'  // Land, See und Luft
0084: $8196 = $1967 // (int) 
gosub @BOAT_27098 

:BOAT_25648
gosub @BOAT_33314 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
gosub @BOAT_37684 
if 
  252@ == 1 
else_jump @BOAT_25750 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BOAT_53'  // Beenden
jump @BOAT_25783 

:BOAT_25750
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BOAT_53'  // Beenden

:BOAT_25783
if 
   not $8192 == 1 
else_jump @BOAT_26249 
gosub @BOAT_33314 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
gosub @BOAT_37684 
if 
  252@ == 1 
else_jump @BOAT_25903 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BOAT_54'  // Start
jump @BOAT_25936 

:BOAT_25903
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BOAT_54'  // Start

:BOAT_25936
if 
   not $1962 == 1 
else_jump @BOAT_26089 
gosub @BOAT_33314 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
gosub @BOAT_37684 
if 
  252@ == 1 
else_jump @BOAT_26056 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigieren
jump @BOAT_26089 

:BOAT_26056
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigieren

:BOAT_26089
if 
  $1962 == 1 
else_jump @BOAT_26242 
gosub @BOAT_33314 
0904: get_interface 8 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
gosub @BOAT_37684 
if 
  252@ == 1 
else_jump @BOAT_26209 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigieren
jump @BOAT_26242 

:BOAT_26209
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigieren

:BOAT_26242
jump @BOAT_26384 

:BOAT_26249
gosub @BOAT_33314 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
gosub @BOAT_37684 
if 
  252@ == 1 
else_jump @BOAT_26351 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigieren
jump @BOAT_26384 

:BOAT_26351
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigieren

:BOAT_26384
gosub @BOAT_33314 
0340: set_text_draw_RGBA 248 211 7 255 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 0.32 1.25 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 150.0 360.0 GXT 'BOAT_73'  // ~k~~VEHICLE_ENTER_EXIT~
if 
   not $8192 == 1 
else_jump @BOAT_26762 
gosub @BOAT_33314 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
if 
   not $1962 == 1 
else_jump @BOAT_26655 
gosub @BOAT_33314 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 1.45 2.0 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BOAT_72'  // ~<~~>~

:BOAT_26655
if 
  $1962 == 1 
else_jump @BOAT_26755 
gosub @BOAT_33314 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 1.45 2.0 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BOAT_72'  // ~<~~>~

:BOAT_26755
jump @BOAT_26844 

:BOAT_26762
gosub @BOAT_33314 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 1.45 2.0 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BOAT_72'  // ~<~~>~

:BOAT_26844
033F: set_text_draw_letter_size 0.52 1.45 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
return 

:BOAT_27098
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
gosub @BOAT_33314 
03E4: enable_text_draw_align_right 0 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
if 
  $8189 == 1 
else_jump @BOAT_27919 
if 
001F:   212@ > $1963 // (int) 
else_jump @BOAT_27483 
239@ = 0.0 
008F: 239@ = integer $8196 to_float 
239@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_27476 jumps 0 @BOAT_27311 1 @BOAT_27344 2 @BOAT_27377 3 @BOAT_27410 4 @BOAT_27443 -1 @BOAT_27476 -1 @BOAT_27476 

:BOAT_27311
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_27476 

:BOAT_27344
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_27476 

:BOAT_27377
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_27476 

:BOAT_27410
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_27476 

:BOAT_27443
07FC: text_draw_box_position_XY 193.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_27476 

:BOAT_27476
jump @BOAT_27777 

:BOAT_27483
247@ = 0 
234@ = 0.0 
0093: 234@ = integer 212@ to_float 
234@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_27777 jumps 0 @BOAT_27588 1 @BOAT_27621 2 @BOAT_27654 3 @BOAT_27687 4 @BOAT_27720 -1 @BOAT_27777 -1 @BOAT_27777 

:BOAT_27588
07FC: text_draw_box_position_XY 137.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // bleibe unter ~1~ Sekunden, um zu bestehen
jump @BOAT_27777 

:BOAT_27621
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // bleibe unter ~1~ Sekunden, um zu bestehen
jump @BOAT_27777 

:BOAT_27654
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // bleibe unter ~1~ Sekunden, um zu bestehen
jump @BOAT_27777 

:BOAT_27687
07FC: text_draw_box_position_XY 97.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // bleibe unter ~1~ Sekunden, um zu bestehen
jump @BOAT_27777 

:BOAT_27720
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 93.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // bleibe unter ~1~ Sekunden, um zu bestehen
033F: set_text_draw_letter_size 0.52 1.45 
jump @BOAT_27777 

:BOAT_27777
if 
001E:   $8196 > 213@ // (int) 
else_jump @BOAT_27803 
$8195 = 1 

:BOAT_27803
if 
001F:   213@ > $8196 // (int) 
else_jump @BOAT_27848 
if 
001E:   $8196 > 214@ // (int) 
else_jump @BOAT_27848 
$8195 = 2 

:BOAT_27848
if 
001F:   214@ > $8196 // (int) 
else_jump @BOAT_27893 
if 
001E:   $8196 > 215@ // (int) 
else_jump @BOAT_27893 
$8195 = 3 

:BOAT_27893
if 
001F:   215@ > $8196 // (int) 
else_jump @BOAT_27919 
$8195 = 4 

:BOAT_27919
if 
  $8189 == 2 
else_jump @BOAT_28655 
if 
001F:   216@ > $1964 // (int) 
else_jump @BOAT_28226 
239@ = 0.0 
008F: 239@ = integer $8196 to_float 
239@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_28219 jumps 0 @BOAT_28054 1 @BOAT_28087 2 @BOAT_28120 3 @BOAT_28153 4 @BOAT_28186 -1 @BOAT_28219 -1 @BOAT_28219 

:BOAT_28054
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_28219 

:BOAT_28087
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_28219 

:BOAT_28120
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_28219 

:BOAT_28153
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_28219 

:BOAT_28186
07FC: text_draw_box_position_XY 190.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_28219 

:BOAT_28219
jump @BOAT_28513 

:BOAT_28226
235@ = 0.0 
0093: 235@ = integer 216@ to_float 
235@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_28513 jumps 0 @BOAT_28324 1 @BOAT_28357 2 @BOAT_28390 3 @BOAT_28423 4 @BOAT_28456 -1 @BOAT_28513 -1 @BOAT_28513 

:BOAT_28324
07FC: text_draw_box_position_XY 137.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // bleibe unter ~1~ Sekunden, um zu bestehen
jump @BOAT_28513 

:BOAT_28357
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // bleibe unter ~1~ Sekunden, um zu bestehen
jump @BOAT_28513 

:BOAT_28390
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // bleibe unter ~1~ Sekunden, um zu bestehen
jump @BOAT_28513 

:BOAT_28423
07FC: text_draw_box_position_XY 97.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // bleibe unter ~1~ Sekunden, um zu bestehen
jump @BOAT_28513 

:BOAT_28456
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 88.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // bleibe unter ~1~ Sekunden, um zu bestehen
033F: set_text_draw_letter_size 0.52 1.45 
jump @BOAT_28513 

:BOAT_28513
if 
001E:   $8196 > 217@ // (int) 
else_jump @BOAT_28539 
$8195 = 1 

:BOAT_28539
if 
001F:   217@ > $8196 // (int) 
else_jump @BOAT_28584 
if 
001E:   $8196 > 218@ // (int) 
else_jump @BOAT_28584 
$8195 = 2 

:BOAT_28584
if 
001F:   218@ > $8196 // (int) 
else_jump @BOAT_28629 
if 
001E:   $8196 > 219@ // (int) 
else_jump @BOAT_28629 
$8195 = 3 

:BOAT_28629
if 
001F:   219@ > $8196 // (int) 
else_jump @BOAT_28655 
$8195 = 4 

:BOAT_28655
if 
  $8189 == 3 
else_jump @BOAT_29401 
if 
001F:   220@ > $1965 // (int) 
else_jump @BOAT_28962 
239@ = 0.0 
008F: 239@ = integer $8196 to_float 
239@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_28955 jumps 0 @BOAT_28790 1 @BOAT_28823 2 @BOAT_28856 3 @BOAT_28889 4 @BOAT_28922 -1 @BOAT_28955 -1 @BOAT_28955 

:BOAT_28790
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_28955 

:BOAT_28823
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_28955 

:BOAT_28856
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_28955 

:BOAT_28889
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_28955 

:BOAT_28922
07FC: text_draw_box_position_XY 190.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_28955 

:BOAT_28955
jump @BOAT_29259 

:BOAT_28962
236@ = 0.0 
0093: 236@ = integer 220@ to_float 
236@ /= 1000.0 
236@ /= 60.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_29259 jumps 0 @BOAT_29070 1 @BOAT_29103 2 @BOAT_29136 3 @BOAT_29169 4 @BOAT_29202 -1 @BOAT_29259 -1 @BOAT_29259 

:BOAT_29070
07FC: text_draw_box_position_XY 142.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // bleibe unter ~1~ Minuten, um zu bestehen
jump @BOAT_29259 

:BOAT_29103
07FC: text_draw_box_position_XY 87.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // bleibe unter ~1~ Minuten, um zu bestehen
jump @BOAT_29259 

:BOAT_29136
07FC: text_draw_box_position_XY 83.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // bleibe unter ~1~ Minuten, um zu bestehen
jump @BOAT_29259 

:BOAT_29169
07FC: text_draw_box_position_XY 112.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // bleibe unter ~1~ Minuten, um zu bestehen
jump @BOAT_29259 

:BOAT_29202
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 103.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // bleibe unter ~1~ Minuten, um zu bestehen
033F: set_text_draw_letter_size 0.52 1.45 
jump @BOAT_29259 

:BOAT_29259
if 
001E:   $8196 > 221@ // (int) 
else_jump @BOAT_29285 
$8195 = 1 

:BOAT_29285
if 
001F:   221@ > $8196 // (int) 
else_jump @BOAT_29330 
if 
001E:   $8196 > 222@ // (int) 
else_jump @BOAT_29330 
$8195 = 2 

:BOAT_29330
if 
001F:   222@ > $8196 // (int) 
else_jump @BOAT_29375 
if 
001E:   $8196 > 223@ // (int) 
else_jump @BOAT_29375 
$8195 = 3 

:BOAT_29375
if 
001F:   223@ > $8196 // (int) 
else_jump @BOAT_29401 
$8195 = 4 

:BOAT_29401
if 
  $8189 == 4 
else_jump @BOAT_30117 
if 
001E:   $1966 > 224@ // (int) 
else_jump @BOAT_29698 
239@ = 0.0 
008F: 239@ = integer $8196 to_float 
239@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_29691 jumps 0 @BOAT_29536 1 @BOAT_29567 2 @BOAT_29598 3 @BOAT_29629 4 @BOAT_29660 -1 @BOAT_29691 -1 @BOAT_29691 

:BOAT_29536
045A: draw_text_1number 185.0 75.0 GXT 'BOAT_60' number $1966  // Weitester Sprung ~1~ Meter
jump @BOAT_29691 

:BOAT_29567
045A: draw_text_1number 167.0 75.0 GXT 'BOAT_60' number $1966  // Weitester Sprung ~1~ Meter
jump @BOAT_29691 

:BOAT_29598
045A: draw_text_1number 167.0 75.0 GXT 'BOAT_60' number $1966  // Weitester Sprung ~1~ Meter
jump @BOAT_29691 

:BOAT_29629
045A: draw_text_1number 177.0 75.0 GXT 'BOAT_60' number $1966  // Weitester Sprung ~1~ Meter
jump @BOAT_29691 

:BOAT_29660
045A: draw_text_1number 160.0 75.0 GXT 'BOAT_60' number $1966  // Weitester Sprung ~1~ Meter
jump @BOAT_29691 

:BOAT_29691
jump @BOAT_29951 

:BOAT_29698
237@ = 0.0 
0093: 237@ = integer 224@ to_float 
237@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_29951 jumps 0 @BOAT_29796 1 @BOAT_29827 2 @BOAT_29858 3 @BOAT_29889 4 @BOAT_29920 -1 @BOAT_29951 -1 @BOAT_29951 

:BOAT_29796
045A: draw_text_1number 153.0 75.0 GXT 'BOAT_61' number 224@  // springe ber ~1~ Meter, um zu bestehen
jump @BOAT_29951 

:BOAT_29827
045A: draw_text_1number 103.0 75.0 GXT 'BOAT_61' number 224@  // springe ber ~1~ Meter, um zu bestehen
jump @BOAT_29951 

:BOAT_29858
045A: draw_text_1number 93.0 75.0 GXT 'BOAT_61' number 224@  // springe ber ~1~ Meter, um zu bestehen
jump @BOAT_29951 

:BOAT_29889
045A: draw_text_1number 123.0 75.0 GXT 'BOAT_61' number 224@  // springe ber ~1~ Meter, um zu bestehen
jump @BOAT_29951 

:BOAT_29920
045A: draw_text_1number 103.0 75.0 GXT 'BOAT_61' number 224@  // springe ber ~1~ Meter, um zu bestehen
jump @BOAT_29951 

:BOAT_29951
if 
001F:   225@ > $8196 // (int) 
else_jump @BOAT_29977 
$8195 = 1 

:BOAT_29977
if or
001E:   $8196 > 225@ // (int) 
003C:   $8196 == 225@ // (int) 
else_jump @BOAT_30030 
if 
001F:   226@ > $8196 // (int) 
else_jump @BOAT_30030 
$8195 = 2 

:BOAT_30030
if or
001E:   $8196 > 226@ // (int) 
003C:   $8196 == 226@ // (int) 
else_jump @BOAT_30083 
if 
001F:   227@ > $8196 // (int) 
else_jump @BOAT_30083 
$8195 = 3 

:BOAT_30083
if or
001E:   $8196 > 227@ // (int) 
003C:   $8196 == 227@ // (int) 
else_jump @BOAT_30117 
$8195 = 4 

:BOAT_30117
if 
  $8189 == 5 
else_jump @BOAT_30863 
if 
001F:   228@ > $1967 // (int) 
else_jump @BOAT_30424 
239@ = 0.0 
008F: 239@ = integer $8196 to_float 
239@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_30417 jumps 0 @BOAT_30252 1 @BOAT_30285 2 @BOAT_30318 3 @BOAT_30351 4 @BOAT_30384 -1 @BOAT_30417 -1 @BOAT_30417 

:BOAT_30252
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_30417 

:BOAT_30285
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_30417 

:BOAT_30318
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_30417 

:BOAT_30351
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_30417 

:BOAT_30384
07FC: text_draw_box_position_XY 190.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // Rekordzeit ~1~:~1~s
jump @BOAT_30417 

:BOAT_30417
jump @BOAT_30721 

:BOAT_30424
238@ = 0.0 
0093: 238@ = integer 228@ to_float 
238@ /= 1000.0 
238@ /= 60.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_30721 jumps 0 @BOAT_30532 1 @BOAT_30565 2 @BOAT_30598 3 @BOAT_30631 4 @BOAT_30664 -1 @BOAT_30721 -1 @BOAT_30721 

:BOAT_30532
07FC: text_draw_box_position_XY 144.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // bleibe unter ~1~ Minuten, um zu bestehen
jump @BOAT_30721 

:BOAT_30565
07FC: text_draw_box_position_XY 87.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // bleibe unter ~1~ Minuten, um zu bestehen
jump @BOAT_30721 

:BOAT_30598
07FC: text_draw_box_position_XY 88.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // bleibe unter ~1~ Minuten, um zu bestehen
jump @BOAT_30721 

:BOAT_30631
07FC: text_draw_box_position_XY 117.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // bleibe unter ~1~ Minuten, um zu bestehen
jump @BOAT_30721 

:BOAT_30664
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 103.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // bleibe unter ~1~ Minuten, um zu bestehen
033F: set_text_draw_letter_size 0.52 1.45 
jump @BOAT_30721 

:BOAT_30721
if 
001E:   $8196 > 229@ // (int) 
else_jump @BOAT_30747 
$8195 = 1 

:BOAT_30747
if 
001F:   229@ > $8196 // (int) 
else_jump @BOAT_30792 
if 
001E:   $8196 > 230@ // (int) 
else_jump @BOAT_30792 
$8195 = 2 

:BOAT_30792
if 
001F:   230@ > $8196 // (int) 
else_jump @BOAT_30837 
if 
001E:   $8196 > 231@ // (int) 
else_jump @BOAT_30837 
$8195 = 3 

:BOAT_30837
if 
001F:   231@ > $8196 // (int) 
else_jump @BOAT_30863 
$8195 = 4 

:BOAT_30863
if 
  $8195 > 1 
else_jump @BOAT_30968 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
jump @BOAT_31048 

:BOAT_30968
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:BOAT_31048
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  $8195 == 1 
else_jump @BOAT_31337 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BOAT_33314 
0340: set_text_draw_RGBA 166 202 240 255 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_31337 jumps 0 @BOAT_31197 1 @BOAT_31225 2 @BOAT_31253 3 @BOAT_31281 4 @BOAT_31309 -1 @BOAT_31337 -1 @BOAT_31337 

:BOAT_31197
033E: set_draw_text_position 266.0 375.0 GXT 'BOAT_64'  // KEIN ZERTIFIKAT
jump @BOAT_31337 

:BOAT_31225
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // KEIN ZERTIFIKAT
jump @BOAT_31337 

:BOAT_31253
033E: set_draw_text_position 233.0 375.0 GXT 'BOAT_64'  // KEIN ZERTIFIKAT
jump @BOAT_31337 

:BOAT_31281
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // KEIN ZERTIFIKAT
jump @BOAT_31337 

:BOAT_31309
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // KEIN ZERTIFIKAT
jump @BOAT_31337 

:BOAT_31337
if 
  $8195 == 2 
else_jump @BOAT_31622 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BOAT_33314 
0340: set_text_draw_RGBA 166 202 240 255 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_31622 jumps 0 @BOAT_31482 1 @BOAT_31510 2 @BOAT_31538 3 @BOAT_31566 4 @BOAT_31594 -1 @BOAT_31622 -1 @BOAT_31622 

:BOAT_31482
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
jump @BOAT_31622 

:BOAT_31510
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
jump @BOAT_31622 

:BOAT_31538
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
jump @BOAT_31622 

:BOAT_31566
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
jump @BOAT_31622 

:BOAT_31594
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
jump @BOAT_31622 

:BOAT_31622
if 
  $8195 == 3 
else_jump @BOAT_31907 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BOAT_33314 
0340: set_text_draw_RGBA 166 202 240 255 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_31907 jumps 0 @BOAT_31767 1 @BOAT_31795 2 @BOAT_31823 3 @BOAT_31851 4 @BOAT_31879 -1 @BOAT_31907 -1 @BOAT_31907 

:BOAT_31767
033E: set_draw_text_position 283.0 375.0 GXT 'BOAT_56'  // SILBER
jump @BOAT_31907 

:BOAT_31795
033E: set_draw_text_position 278.0 375.0 GXT 'BOAT_56'  // SILBER
jump @BOAT_31907 

:BOAT_31823
033E: set_draw_text_position 283.0 375.0 GXT 'BOAT_56'  // SILBER
jump @BOAT_31907 

:BOAT_31851
033E: set_draw_text_position 273.0 375.0 GXT 'BOAT_56'  // SILBER
jump @BOAT_31907 

:BOAT_31879
033E: set_draw_text_position 286.0 375.0 GXT 'BOAT_56'  // SILBER
jump @BOAT_31907 

:BOAT_31907
if 
  $8195 == 4 
else_jump @BOAT_32192 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BOAT_33314 
0340: set_text_draw_RGBA 166 202 240 255 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_32192 jumps 0 @BOAT_32052 1 @BOAT_32080 2 @BOAT_32108 3 @BOAT_32136 4 @BOAT_32164 -1 @BOAT_32192 -1 @BOAT_32192 

:BOAT_32052
033E: set_draw_text_position 294.0 375.0 GXT 'BOAT_55'  // GOLD
jump @BOAT_32192 

:BOAT_32080
033E: set_draw_text_position 307.0 375.0 GXT 'BOAT_55'  // GOLD
jump @BOAT_32192 

:BOAT_32108
033E: set_draw_text_position 294.0 375.0 GXT 'BOAT_55'  // GOLD
jump @BOAT_32192 

:BOAT_32136
033E: set_draw_text_position 300.0 375.0 GXT 'BOAT_55'  // GOLD
jump @BOAT_32192 

:BOAT_32164
033E: set_draw_text_position 300.0 375.0 GXT 'BOAT_55'  // GOLD
jump @BOAT_32192 

:BOAT_32192
return 

:BOAT_32194
if 
  $8191 == 0 
else_jump @BOAT_32344 
if 
  $8189 == 1 
else_jump @BOAT_32237 
gosub @BOAT_2264 

:BOAT_32237
if 
  $8189 == 2 
else_jump @BOAT_32262 
gosub @BOAT_3828 

:BOAT_32262
if 
  $8189 == 3 
else_jump @BOAT_32287 
gosub @BOAT_6527 

:BOAT_32287
if 
  $8189 == 4 
else_jump @BOAT_32312 
gosub @BOAT_10930 

:BOAT_32312
if 
  $8189 == 5 
else_jump @BOAT_32337 
gosub @BOAT_12810 

:BOAT_32337
$8191 = 1 

:BOAT_32344
if 
  $8191 == 1 
else_jump @BOAT_32824 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_32824 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_32426 
Car.StorePos(37@, 204@, 205@, 206@)
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_32426
if 
  $8189 == 1 
else_jump @BOAT_32496 
if 
87C1:   not path 752 available 
else_jump @BOAT_32472 
07C0: load_path 752 
jump @BOAT_32496 

:BOAT_32472
0971: unknown_set_to_current_time 
05EB: assign_car 37@ to_path 752 
$8193 = 3 
$8191 = 2 

:BOAT_32496
if 
  $8189 == 2 
else_jump @BOAT_32566 
if 
87C1:   not path 755 available 
else_jump @BOAT_32542 
07C0: load_path 755 
jump @BOAT_32566 

:BOAT_32542
0971: unknown_set_to_current_time 
05EB: assign_car 37@ to_path 755 
$8193 = 3 
$8191 = 2 

:BOAT_32566
if 
  $8189 == 3 
else_jump @BOAT_32636 
if 
87C1:   not path 757 available 
else_jump @BOAT_32612 
07C0: load_path 757 
jump @BOAT_32636 

:BOAT_32612
0971: unknown_set_to_current_time 
05EB: assign_car 37@ to_path 757 
$8193 = 3 
$8191 = 2 

:BOAT_32636
if 
  $8189 == 4 
else_jump @BOAT_32754 
if 
87C1:   not path 759 available 
else_jump @BOAT_32682 
07C0: load_path 759 
jump @BOAT_32754 

:BOAT_32682
if 
   not Car.Wrecked(37@)
else_jump @BOAT_32730 
Car.StorePos(37@, 204@, 205@, 206@)
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_32730
0971: unknown_set_to_current_time 
05EB: assign_car 37@ to_path 759 
$8193 = 3 
$8191 = 2 

:BOAT_32754
if 
  $8189 == 5 
else_jump @BOAT_32824 
if 
87C1:   not path 760 available 
else_jump @BOAT_32800 
07C0: load_path 760 
jump @BOAT_32824 

:BOAT_32800
0971: unknown_set_to_current_time 
05EB: assign_car 37@ to_path 760 
$8193 = 3 
$8191 = 2 

:BOAT_32824
if 
  $8191 == 2 
else_jump @BOAT_33145 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_33131 
if 
   not Car.Wrecked(46@)
else_jump @BOAT_33094 
Car.StorePos(37@, 185@, 186@, 187@)
if 
  $8189 == 1 
else_jump @BOAT_32926 
185@ -= 35.0 
186@ -= 30.0 

:BOAT_32926
if 
  $8189 == 2 
else_jump @BOAT_32964 
185@ -= 15.0 
186@ -= 30.0 

:BOAT_32964
if 
  $8189 == 3 
else_jump @BOAT_33002 
185@ -= 13.0 
186@ -= 13.0 

:BOAT_33002
if 
  $8189 == 4 
else_jump @BOAT_33040 
185@ -= 10.0 
186@ -= 20.0 

:BOAT_33040
if 
  $8189 == 5 
else_jump @BOAT_33078 
185@ -= 10.0 
186@ -= 20.0 

:BOAT_33078
Car.PutAt(46@, 185@, 186@, 10.0)

:BOAT_33094
if 
860E:   not car 37@ assigned_to_path 
else_jump @BOAT_33124 
$8193 = 1 
$8191 = 4 

:BOAT_33124
jump @BOAT_33145 

:BOAT_33131
$8193 = 1 
$8191 = 4 

:BOAT_33145
if 
  $8191 == 3 
else_jump @BOAT_33177 
$8193 = 1 
$8191 = 4 

:BOAT_33177
if 
  $8191 == 4 
else_jump @BOAT_33312 
if 
  $8193 == 2 
else_jump @BOAT_33312 
05EC: release_car 37@ from_path 
Camera.Restore_WithJumpCut
014F: stop_timer $8197 
0396: pause_timer 0 
Car.Destroy(46@)
Car.Destroy(37@)
gosub @BOAT_37625 
$8191 = 0 
014F: stop_timer $8197 
0396: pause_timer 0 
Car.Destroy(37@)
Car.Destroy(46@)
Actor.DestroyInstantly(47@)
Actor.DestroyInstantly(39@)
Car.Destroy(40@)
Car.Destroy(41@)
Car.Destroy(44@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Actor.DestroyInstantly(45@)

:BOAT_33312
return 

:BOAT_33314
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:BOAT_33376
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
return 

:BOAT_33492
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 color_RGBA 0 0 0 255 
0349: set_text_draw_font 3 
return 
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.8 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:BOAT_33612
Player.CanMove($PLAYER_CHAR) = False
Actor.DestroyInstantly(39@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Car.Destroy(40@)
Car.Destroy(41@)
Car.Destroy(44@)
Actor.DestroyInstantly(45@)
014F: stop_timer $8197 
40@ = Car.Create(#TROPIC, -2100.836, 2247.862, 0.0)
Car.Angle(40@) = 122.0
0129: 42@ = create_actor_pedtype 24 model #OMOBOAT in_car 40@ driverseat 
41@ = Car.Create(#MARQUIS, -1996.127, 2125.169, 0.0)
Car.Angle(41@) = 160.0
0129: 43@ = create_actor_pedtype 24 model #OMOBOAT in_car 41@ driverseat 
44@ = Car.Create(#TROPIC, -2251.171, 2129.291, 0.0)
Car.Angle(44@) = 182.0
0129: 45@ = create_actor_pedtype 24 model #OMOBOAT in_car 44@ driverseat 
036A: put_actor $PLAYER_ACTOR in_car 37@ 
Car.DoorStatus(37@) = 4
wait 1000 
fade 0 2000 

:BOAT_33824
if 
fading 
else_jump @BOAT_33848 
wait 0 
jump @BOAT_33824 

:BOAT_33848
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if 
  $8189 == 4 
else_jump @BOAT_33891 
Camera.SetAtPos(-2318.049, 2312.302, 10.0)
wait 0 

:BOAT_33891
if 
   not Car.Wrecked(37@)
else_jump @BOAT_33939 
Car.StorePos(37@, 204@, 205@, 206@)
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_33939
fade 1 2000 

:BOAT_33946
if 
fading 
else_jump @BOAT_33970 
wait 0 
jump @BOAT_33946 

:BOAT_33970
if 
   not Car.Wrecked(37@)
else_jump @BOAT_34018 
Car.StorePos(37@, 204@, 205@, 206@)
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_34018
return 

:BOAT_34020
fade 0 500 

:BOAT_34027
if 
fading 
else_jump @BOAT_34051 
wait 0 
jump @BOAT_34027 

:BOAT_34051
if 
  $8189 == 16 
else_jump @BOAT_34090 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
jump @BOAT_34104 

:BOAT_34090
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:BOAT_34104
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
set_weather 13 
select_interior 0 
Actor.DestroyInstantly(39@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Car.Destroy(40@)
Car.Destroy(41@)
Car.Destroy(44@)
Actor.DestroyInstantly(45@)
return 

:BOAT_34153
Marker.SetIconSize(53@, 1)
Marker.SetIconSize(54@, 1)
Marker.SetColor(52@, 4)
Marker.SetColor(51@, 4)
Marker.SetColor(53@, 4)
Marker.SetColor(54@, 4)
return 

:BOAT_34197
if 
  $8189 == 1 
else_jump @BOAT_34503 
156@ = 0 

:BOAT_34222
if 
  8 > 156@ 
else_jump @BOAT_34303 
56@(156@,50i) = Object.Init(#BOUY, 0.0, 0.0, 100.0)
Object.CollisionDetection(56@(156@,50i)) = True
Object.ToggleInMovingList(56@(156@,50i)) = True
156@ += 1 
jump @BOAT_34222 

:BOAT_34303
if 
   not Car.Wrecked(37@)
else_jump @BOAT_34503 
035C: place_object 56@ relative_to_car 37@ with_offset 20.0 180.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset -20.0 180.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 20.0 190.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset -20.0 190.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 20.0 200.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset -20.0 200.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 20.0 210.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset -20.0 210.0 0.0 

:BOAT_34503
if 
  $8189 == 2 
else_jump @BOAT_34993 
156@ = 0 

:BOAT_34528
if 
  16 > 156@ 
else_jump @BOAT_34609 
56@(156@,50i) = Object.Init(#BOUY, 0.0, 0.0, 100.0)
Object.CollisionDetection(56@(156@,50i)) = True
Object.ToggleInMovingList(56@(156@,50i)) = True
156@ += 1 
jump @BOAT_34528 

:BOAT_34609
if 
   not Car.Wrecked(37@)
else_jump @BOAT_34993 
035C: place_object 56@ relative_to_car 37@ with_offset 0.0 80.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 15.0 70.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 55.0 145.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset 70.0 130.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 150.0 110.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset 160.0 130.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 250.0 80.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset 240.0 60.0 0.0 
035C: place_object 64@ relative_to_car 37@ with_offset 300.0 0.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset 290.0 -20.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset 380.0 -150.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset 360.0 -150.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset 320.0 -300.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset 340.0 -325.0 0.0 
035C: place_object 70@ relative_to_car 37@ with_offset 230.0 -280.0 0.0 
035C: place_object 71@ relative_to_car 37@ with_offset 210.0 -300.0 0.0 

:BOAT_34993
if 
  $8189 == 3 
else_jump @BOAT_35759 
156@ = 0 

:BOAT_35018
if 
  28 > 156@ 
else_jump @BOAT_35099 
56@(156@,50i) = Object.Init(#BOUY, 0.0, 0.0, 100.0)
Object.CollisionDetection(56@(156@,50i)) = True
Object.ToggleInMovingList(56@(156@,50i)) = True
156@ += 1 
jump @BOAT_35018 

:BOAT_35099
if 
   not Car.Wrecked(37@)
else_jump @BOAT_35759 
035C: place_object 56@ relative_to_car 37@ with_offset 0.0 100.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 15.0 100.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 40.0 200.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset 55.0 190.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 0.0 300.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset -15.0 290.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 140.0 320.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset 140.0 335.0 0.0 
035C: place_object 64@ relative_to_car 37@ with_offset 220.0 370.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset 210.0 385.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset 210.0 470.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset 195.0 460.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset 195.0 570.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset 180.0 570.0 0.0 
035C: place_object 70@ relative_to_car 37@ with_offset 95.0 570.0 0.0 
035C: place_object 71@ relative_to_car 37@ with_offset 95.0 585.0 0.0 
035C: place_object 72@ relative_to_car 37@ with_offset 15.0 500.0 0.0 
035C: place_object 73@ relative_to_car 37@ with_offset 0.0 515.0 0.0 
035C: place_object 74@ relative_to_car 37@ with_offset -90.0 585.0 0.0 
035C: place_object 75@ relative_to_car 37@ with_offset -90.0 570.0 0.0 
035C: place_object 76@ relative_to_car 37@ with_offset -160.0 500.0 0.0 
035C: place_object 77@ relative_to_car 37@ with_offset -150.0 485.0 0.0 
035C: place_object 78@ relative_to_car 37@ with_offset -240.0 430.0 0.0 
035C: place_object 79@ relative_to_car 37@ with_offset -230.0 415.0 0.0 
035C: place_object 80@ relative_to_car 37@ with_offset -140.0 330.0 0.0 
035C: place_object 81@ relative_to_car 37@ with_offset -140.0 315.0 0.0 
035C: place_object 82@ relative_to_car 37@ with_offset -30.0 220.0 0.0 
035C: place_object 83@ relative_to_car 37@ with_offset -40.0 205.0 0.0 

:BOAT_35759
if 
  $8189 == 4 
else_jump @BOAT_36430 
156@ = 0 

:BOAT_35784
if 
  20 > 156@ 
else_jump @BOAT_35865 
56@(156@,50i) = Object.Init(#BOUY, 0.0, 0.0, 100.0)
Object.CollisionDetection(56@(156@,50i)) = True
Object.ToggleInMovingList(56@(156@,50i)) = True
156@ += 1 
jump @BOAT_35784 

:BOAT_35865
157@ = 0 

:BOAT_35872
if 
  1 > 157@ 
else_jump @BOAT_35931 
106@(157@,50i) = Object.Init(#WATERJUMPX2, 20.0, 20.0, 150.0)
157@ += 1 
jump @BOAT_35872 

:BOAT_35931
if 
   not Car.Wrecked(37@)
else_jump @BOAT_36430 
035C: place_object 56@ relative_to_car 37@ with_offset 91.0 480.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 109.0 480.0 0.0 
035C: place_object 106@ relative_to_car 37@ with_offset 100.0 480.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 75.0 500.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset 125.0 500.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 75.0 510.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset 125.0 510.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 75.0 520.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset 125.0 520.0 0.0 
035C: place_object 64@ relative_to_car 37@ with_offset 75.0 530.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset 125.0 530.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset 75.0 540.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset 125.0 540.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset 75.0 550.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset 125.0 550.0 0.0 
035C: place_object 70@ relative_to_car 37@ with_offset 75.0 560.0 0.0 
035C: place_object 71@ relative_to_car 37@ with_offset 125.0 560.0 0.0 
035C: place_object 72@ relative_to_car 37@ with_offset 75.0 570.0 0.0 
035C: place_object 73@ relative_to_car 37@ with_offset 125.0 570.0 0.0 
035C: place_object 74@ relative_to_car 37@ with_offset 75.0 580.0 0.0 
035C: place_object 75@ relative_to_car 37@ with_offset 125.0 580.0 0.0 

:BOAT_36430
if 
  $8189 == 5 
else_jump @BOAT_37623 
156@ = 0 

:BOAT_36455
if 
  44 > 156@ 
else_jump @BOAT_36536 
56@(156@,50i) = Object.Init(#BOUY, 0.0, 0.0, 100.0)
Object.CollisionDetection(56@(156@,50i)) = True
Object.ToggleInMovingList(56@(156@,50i)) = True
156@ += 1 
jump @BOAT_36455 

:BOAT_36536
157@ = 0 

:BOAT_36543
if 
  3 > 157@ 
else_jump @BOAT_36602 
106@(157@,50i) = Object.Init(#WATERJUMPX2, 20.0, 20.0, 150.0)
157@ += 1 
jump @BOAT_36543 

:BOAT_36602
if 
   not Car.Wrecked(37@)
else_jump @BOAT_37623 
035C: place_object 56@ relative_to_car 37@ with_offset 25.0 100.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 10.0 100.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset -30.0 170.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset -50.0 160.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset -100.0 190.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset -120.0 170.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset -170.0 260.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset -188.0 260.0 0.0 
035C: place_object 106@ relative_to_car 37@ with_offset -179.0 360.0 -6.509 
035C: place_object 64@ relative_to_car 37@ with_offset -170.0 360.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset -188.0 360.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset -180.0 500.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset -195.0 500.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset -50.0 600.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset -30.0 600.0 0.0 
Object.PutAt(107@, -2682.159, 1946.412, 0.9)
Object.Angle(107@) = 180.0
Object.PutAt(70@, -2689.573, 1944.864, 0.0)
Object.PutAt(71@, -2674.354, 1944.607, 0.0)
Object.PutAt(108@, -2681.746, 1608.794, 0.9)
Object.Angle(108@) = 180.0
Object.PutAt(72@, -2689.573, 1607.794, 0.0)
Object.PutAt(73@, -2674.354, 1607.794, 0.0)
Object.PutAt(74@, -2689.27, 1533.282, 0.0)
Object.PutAt(75@, -2674.64, 1530.12, 0.0)
Object.PutAt(76@, -2553.7, 1494.392, 0.0)
Object.PutAt(77@, -2550.742, 1481.417, 0.0)
Object.PutAt(78@, -2453.7, 1494.392, 0.0)
Object.PutAt(79@, -2450.742, 1481.417, 0.0)
Object.PutAt(80@, -2353.7, 1474.392, 0.0)
Object.PutAt(81@, -2350.742, 1461.417, 0.0)
Object.PutAt(82@, -2284.242, 1547.581, 0.0)
Object.PutAt(83@, -2270.893, 1550.765, 0.0)
Object.PutAt(84@, -2334.242, 1647.581, 0.0)
Object.PutAt(85@, -2320.893, 1650.765, 0.0)
Object.PutAt(86@, -2284.242, 1747.581, 0.0)
Object.PutAt(87@, -2270.893, 1750.765, 0.0)
Object.PutAt(88@, -2139.394, 1821.263, 0.0)
Object.PutAt(89@, -2134.581, 1808.785, 0.0)
Object.PutAt(90@, -2039.394, 1761.263, 0.0)
Object.PutAt(91@, -2034.581, 1748.785, 0.0)
Object.PutAt(92@, -1939.394, 1841.263, 0.0)
Object.PutAt(93@, -1934.581, 1828.785, 0.0)
Object.PutAt(94@, -1809.394, 1801.263, 0.0)
Object.PutAt(95@, -1804.581, 1788.785, 0.0)
Object.PutAt(96@, -1831.853, 1909.105, 0.0)
Object.PutAt(97@, -1847.253, 1906.112, 0.0)
Object.PutAt(98@, -1879.002, 2073.601, 0.0)
Object.PutAt(99@, -1893.786, 2068.166, 0.0)

:BOAT_37623
return 

:BOAT_37625
156@ = 0 

:BOAT_37632
if 
  50 > 156@ 
else_jump @BOAT_37682 
Object.Destroy(56@(156@,50i))
Object.Destroy(106@(156@,50i))
156@ += 1 
jump @BOAT_37632 

:BOAT_37682
return 

:BOAT_37684
09FB: 252@ = current_language 
return 

:BOAT_37691
0A0B: set_rendering_origin_at_3D_coord -2185.335 2410.409 3.9752 angle 122.2585 
03E6: remove_text_box 
00BE: text_clear_all 
Actor.Angle($PLAYER_ACTOR) = 177@
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:BOAT_37731
if 
  $MISSION_BOAT_SCHOOL_PASSED == 0 
else_jump @BOAT_37807 
040D: unload_wav 3 
00BA: show_text_styled GXT 'BOAT_P2' time 5000 style 1  // BOOTSFAHRSCHULE BESTANDEN!
00BB: show_text_lowpriority GXT 'BOAT_P1' time 5000 flag 1  // ~s~Gratulation! Du hast alle Bootsfahrschultests bestanden!
0394: play_music 2 
Player.ClearWantedLevel($PLAYER_CHAR)
030C: progress_made += 1 
0595: mission_complete 
$MISSION_BOAT_SCHOOL_PASSED = 1 

:BOAT_37807
return 

:BOAT_37809
097A: play_audio_at 0.0 0.0 0.0 event 1001 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0501: set_player $PLAYER_CHAR driveby_mode 1 
04D8: set_actor $PLAYER_ACTOR drowns_in_water 1 
040D: unload_wav 3 
0826: enable_hud 1 
0581: enable_radar 1 
09B9: show_entered_car_name 1 
09BA: show_entered_zone_name 1 
014F: stop_timer $8197 
Marker.Disable(52@)
Marker.Disable(51@)
Marker.Disable(53@)
Marker.Disable(54@)
Model.Destroy(#OMOBOAT)
Actor.RemoveReferences(39@)
Actor.RemoveReferences(38@)
Car.Destroy(37@)
Car.Destroy(46@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Car.Destroy(40@)
Car.Destroy(41@)
Car.Destroy(44@)
Actor.DestroyInstantly(45@)
Model.Destroy(#DINGHY)
Model.Destroy(#POLMAV)
Model.Destroy(#COASTG)
Model.Destroy(#MARQUIS)
Model.Destroy(#TROPIC)
Model.Destroy(#VORTEX)
01B7: release_weather 
Player.CanMove($PLAYER_CHAR) = True
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
if 
  $PARKED_JETMAX_EXISTS == 0 
else_jump @BOAT_38136 
if 
  $1972 == 1 
else_jump @BOAT_38136 
if 
  $1975 == 1 
else_jump @BOAT_38136 
if 
  $1978 == 1 
else_jump @BOAT_38136 
if 
  $1981 == 1 
else_jump @BOAT_38136 
if 
  $1984 == 1 
else_jump @BOAT_38136 
$PARKED_JETMAX_EXISTS = 1 
$PARKED_SQUALO_EXISTS = 99 
$PARKED_MARQUIS_EXISTS = 99 

:BOAT_38136
if 
  $PARKED_SQUALO_EXISTS == 0 
else_jump @BOAT_38258 
if 
  $1971 == 1 
else_jump @BOAT_38258 
if 
  $1974 == 1 
else_jump @BOAT_38258 
if 
  $1977 == 1 
else_jump @BOAT_38258 
if 
  $1980 == 1 
else_jump @BOAT_38258 
if 
  $1983 == 1 
else_jump @BOAT_38258 
$PARKED_SQUALO_EXISTS = 1 
$PARKED_MARQUIS_EXISTS = 99 

:BOAT_38258
if 
  $PARKED_MARQUIS_EXISTS == 0 
else_jump @BOAT_38373 
if 
  $1970 == 1 
else_jump @BOAT_38373 
if 
  $1973 == 1 
else_jump @BOAT_38373 
if 
  $1976 == 1 
else_jump @BOAT_38373 
if 
  $1979 == 1 
else_jump @BOAT_38373 
if 
  $1982 == 1 
else_jump @BOAT_38373 
$PARKED_MARQUIS_EXISTS = 1 

:BOAT_38373
if 
  $PARKED_JETMAX_EXISTS == 1 
else_jump @BOAT_38440 
014C: set_parked_car_generator $PARKED_JETMAX cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_JETMAX flag 1 
014C: set_parked_car_generator $PARKED_SQUALO cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_SQUALO flag 1 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_MARQUIS flag 1 
$PARKED_JETMAX_EXISTS = 2 

:BOAT_38440
if 
  $PARKED_SQUALO_EXISTS == 1 
else_jump @BOAT_38493 
014C: set_parked_car_generator $PARKED_SQUALO cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_SQUALO flag 1 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_MARQUIS flag 1 
$PARKED_SQUALO_EXISTS = 2 

:BOAT_38493
if 
  $PARKED_MARQUIS_EXISTS == 1 
else_jump @BOAT_38532 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_MARQUIS flag 1 
$PARKED_MARQUIS_EXISTS = 2 

:BOAT_38532
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 120---------------
// Originally: Bike School

:BSKOOL
thread 'BSKOOL' 
gosub @BSKOOL_47 
if 
wasted_or_busted 
else_jump @BSKOOL_38 
gosub @BSKOOL_11889 

:BSKOOL_38
gosub @BSKOOL_11994 
end_thread 

:BSKOOL_47
03D5: remove_text 'M_FAIL'  // ~r~MISSION FEHLGESCHLAGEN!
if 
  $MISSION_DRIVING_SCHOOL_PASSED == 0 
else_jump @BSKOOL_78 
increment_mission_attempts 

:BSKOOL_78
$ONMISSION = 1 
054C: use_GXT_table 'BS' 
0169: set_fade_color_RGB 0 0 0 
wait 0 
if 
  $ONMISSION == 0 
else_jump @BSKOOL_218 
38@ = Car.Create(#BF400, $277, $278, $257)
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 
$201[20] = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$201[30] = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
56@ = Object.Create(#LANDJUMP2, $277, $278, $257)

:BSKOOL_218
34@ = 0 
61@ = 0 
62@ = 0 
57@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
66@ = 0 
67@ = 0 
51@ = 0 
if 
  $2162 == 0 
else_jump @BSKOOL_313 
$2162 = 1 

:BSKOOL_313
$247 = 1 
$307 = 1130.44 
$308 = 1341.0 
$327 = 1173.93 
$328 = 1351.066 
$329 = 9.9219 
Actor.PutAt($PLAYER_ACTOR, 1171.521, 1351.183, 9.9219)
Model.Load(#BF400)
Model.Load(#FCR900)
Model.Load(#PCJ600)
Model.Load(#TRAFFICCONE)
Model.Load(#LANDJUMP2)
Model.Load(#NRG500)
Model.Load(#SANCHEZ)
Model.Load(#WMYMECH)

:BSKOOL_429
if or
   not Model.Available(#BF400)
   not Model.Available(#FCR900)
   not Model.Available(#PCJ600)
   not Model.Available(#TRAFFICCONE)
   not Model.Available(#LANDJUMP2)
else_jump @BSKOOL_476 
wait 0 
jump @BSKOOL_429 

:BSKOOL_476
if or
   not Model.Available(#SANCHEZ)
   not Model.Available(#WMYMECH)
   not Model.Available(#NRG500)
else_jump @BSKOOL_512 
wait 0 
jump @BSKOOL_476 

:BSKOOL_512
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
Player.CanMove($PLAYER_CHAR) = True
0826: enable_hud 0 
jump @BSKOOL_644 

:BSKOOL_644
Player.CanMove($PLAYER_CHAR) = False
03E6: remove_text_box 
00BE: text_clear_all 
50@ = Player.WantedLevel($PLAYER_CHAR)
Player.ClearWantedLevel($PLAYER_CHAR)
gosub @BSKOOL_16623 
34@ = 0 
57@ = 0 
03F0: enable_text_draw 1 
64@ = 255 
63@ = 2 
if 
  7 > $2162 
else_jump @BSKOOL_734 
008A: $247 = 37@ // (int) 

:BSKOOL_734
fade 1 500 

:BSKOOL_741
if 
fading 
else_jump @BSKOOL_774 
00BE: text_clear_all 
gosub @BSKOOL_12674 
wait 0 
jump @BSKOOL_741 

:BSKOOL_774
gosub @BSKOOL_12674 
0581: enable_radar 0 

:BSKOOL_785
wait 0 
gosub @BSKOOL_12674 
if 
  51@ == 0 
else_jump @BSKOOL_828 
03CF: load_wav 3800 as 3 
51@ = 1 

:BSKOOL_828
if 
  51@ == 1 
else_jump @BSKOOL_868 
if 
03D0:   wav 3 loaded 
else_jump @BSKOOL_868 
51@ = 2 

:BSKOOL_868
if 
  51@ == 2 
else_jump @BSKOOL_897 
03D1: play_wav 3 
51@ = 3 

:BSKOOL_897
if 
  57@ == 0 
else_jump @BSKOOL_1394 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @BSKOOL_1012 
37@ -= 1 
$247 -= 1 
if 
  $2162 > 1 
else_jump @BSKOOL_1012 
if 
  4 > 34@ 
else_jump @BSKOOL_1012 
34@ = 3 

:BSKOOL_1012
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @BSKOOL_1093 
37@ += 1 
$247 += 1 
if 
  $2162 > 1 
else_jump @BSKOOL_1093 
if 
  4 > 34@ 
else_jump @BSKOOL_1093 
34@ = 3 

:BSKOOL_1093
if 
  1 > $247 
else_jump @BSKOOL_1127 
0084: $247 = $2162 // (int) 
008B: 37@ = $2162 // (int) 

:BSKOOL_1127
if 
001C:   $247 > $2162 // (int) 
else_jump @BSKOOL_1160 
37@ = 1 
$247 = 1 

:BSKOOL_1160
if 
00E1:   player 0 pressed_key 10 
else_jump @BSKOOL_1195 
wait 0 
gosub @BSKOOL_12674 
jump @BSKOOL_1160 

:BSKOOL_1195
if 
00E1:   player 0 pressed_key 11 
else_jump @BSKOOL_1230 
wait 0 
gosub @BSKOOL_12674 
jump @BSKOOL_1195 

:BSKOOL_1230
if 
  -100 > $MOVE_AXIS_X 
else_jump @BSKOOL_1282 
wait 0 
gosub @BSKOOL_12674 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
jump @BSKOOL_1230 

:BSKOOL_1282
if 
  $MOVE_AXIS_X > 100 
else_jump @BSKOOL_1334 
wait 0 
gosub @BSKOOL_12674 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
jump @BSKOOL_1282 

:BSKOOL_1334
if 
00E1:   player 0 pressed_key 16 
else_jump @BSKOOL_1394 
if 
  4 > 34@ 
else_jump @BSKOOL_1376 
34@ = 3 

:BSKOOL_1376
040D: unload_wav 3 
51@ = 0 
jump @BSKOOL_1639 

:BSKOOL_1394
if 
0735:   NOP_false 81 
else_jump @BSKOOL_1416 
$2162 = 6 

:BSKOOL_1416
if 
0735:   NOP_false 53 
else_jump @BSKOOL_1480 
$2162 = 6 
$2164 = 100 
$2165 = 100 
$2166 = 100 
$2167 = 100 
$2168 = 100 
$2169 = 100 

:BSKOOL_1480
if and
  $2164 > 69 
  $2165 > 69 
  $2166 > 69 
  $2167 > 69 
  $2168 > 69 
  $2169 > 69 
else_jump @BSKOOL_1540 
$2170 = 1 

:BSKOOL_1540
if 
  $MISSION_DRIVING_SCHOOL_PASSED == 0 
else_jump @BSKOOL_1590 
if 
  $2170 == 1 
else_jump @BSKOOL_1590 
gosub @BSKOOL_20613 
jump @BSKOOL_11917 

:BSKOOL_1590
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_1625 
040D: unload_wav 3 
51@ = 0 
jump @BSKOOL_11889 

:BSKOOL_1625
gosub @BSKOOL_15813 
jump @BSKOOL_785 

:BSKOOL_1639
fade 0 500 

:BSKOOL_1646
if 
fading 
else_jump @BSKOOL_1677 
gosub @BSKOOL_12674 
wait 0 
jump @BSKOOL_1646 

:BSKOOL_1677
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_1698 
05EC: release_car 38@ from_path 

:BSKOOL_1698
Car.Destroy(38@)
Actor.DestroyInstantly(49@)
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
Car.Destroy(38@)
gosub @BSKOOL_20952 
34@ = 5 
0581: enable_radar 1 
if 
  $247 == 1 
else_jump @BSKOOL_3452 

:BSKOOL_1776
gosub @BSKOOL_16586 

:BSKOOL_1783
$258 = 180.0 
$253 = 16000 
35@ = 181 
gosub @BSKOOL_16623 
38@ = Car.Create(#BF400, $255, $256, $257)
Car.Angle(38@) = 180.0
gosub @BSKOOL_21023 
if 
  34@ == 0 
else_jump @BSKOOL_1939 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_1896 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_1896
Camera.SetPosition(1125.66, 1334.4, 22.5, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 2)
return 

:BSKOOL_1939
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_A_1' time 5000 flag 4  // ~s~Mach mit dem Motorrad einen kreisfrmigen Burnout.~N~Drcke ~k~~VEHICLE_ACCELERATE~ und ~k~~VEHICLE_BRAKE~, um den Burnout zu beginnen.
gosub @BSKOOL_17345 

:BSKOOL_1993
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_2028 
48@ = 2 
jump @BSKOOL_3392 

:BSKOOL_2028
gosub @BSKOOL_17412 
if 
  48@ == 1 
else_jump @BSKOOL_2060 
jump @BSKOOL_11889 

:BSKOOL_2060
if 
  $249 == 0 
else_jump @BSKOOL_2108 
00BC: show_text_highpriority GXT 'BS_A_1' time 5000 flag 4  // ~s~Mach mit dem Motorrad einen kreisfrmigen Burnout.~N~Drcke ~k~~VEHICLE_ACCELERATE~ und ~k~~VEHICLE_BRAKE~, um den Burnout zu beginnen.
gosub @BSKOOL_17488 
jump @BSKOOL_3445 

:BSKOOL_2108
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_3445 
gosub @BSKOOL_17646 
$258 = Car.Angle(38@)
if 
  $274 == 0 
else_jump @BSKOOL_2213 
if 
  $258 > 80.0 
else_jump @BSKOOL_2213 
if 
  90.0 > $258 
else_jump @BSKOOL_2213 
$274 = 1 
58@ = 1 

:BSKOOL_2213
if 
  58@ == 1 
else_jump @BSKOOL_2432 
if 
  $274 == 1 
else_jump @BSKOOL_2298 
if 
  $258 > 350.0 
else_jump @BSKOOL_2298 
if 
  360.0 > $258 
else_jump @BSKOOL_2298 
$274 = 2 

:BSKOOL_2298
if 
  $274 == 2 
else_jump @BSKOOL_2365 
if 
  $258 > 270.0 
else_jump @BSKOOL_2365 
if 
  280.0 > $258 
else_jump @BSKOOL_2365 
$274 = 3 

:BSKOOL_2365
if 
  $274 == 3 
else_jump @BSKOOL_2432 
if 
  $258 > 170.0 
else_jump @BSKOOL_2432 
if 
  180.0 > $258 
else_jump @BSKOOL_2432 
$274 = 4 

:BSKOOL_2432
if 
  $274 == 0 
else_jump @BSKOOL_2506 
if 
  $258 > 270.0 
else_jump @BSKOOL_2506 
if 
  280.0 > $258 
else_jump @BSKOOL_2506 
58@ = 2 
$274 = 1 

:BSKOOL_2506
if 
  58@ == 2 
else_jump @BSKOOL_2725 
if 
  $274 == 1 
else_jump @BSKOOL_2591 
if 
  $258 > 350.0 
else_jump @BSKOOL_2591 
if 
  360.0 > $258 
else_jump @BSKOOL_2591 
$274 = 2 

:BSKOOL_2591
if 
  $274 == 2 
else_jump @BSKOOL_2658 
if 
  $258 > 80.0 
else_jump @BSKOOL_2658 
if 
  90.0 > $258 
else_jump @BSKOOL_2658 
$274 = 3 

:BSKOOL_2658
if 
  $274 == 3 
else_jump @BSKOOL_2725 
if 
  $258 > 170.0 
else_jump @BSKOOL_2725 
if 
  180.0 > $258 
else_jump @BSKOOL_2725 
$274 = 4 

:BSKOOL_2725
if or
80E1:   not player 0 pressed_key 16 
80E1:   not player 0 pressed_key 14 
   not Actor.InCar($PLAYER_ACTOR, 38@)
  $253 == 0 
else_jump @BSKOOL_3445 
gosub @BSKOOL_17680 
gosub @BSKOOL_17693 
if 
  $274 == 4 
else_jump @BSKOOL_2802 
$266 = 100 

:BSKOOL_2802
if 
  $274 == 3 
else_jump @BSKOOL_2827 
$266 = 75 

:BSKOOL_2827
if 
  $274 == 2 
else_jump @BSKOOL_2852 
$266 = 50 

:BSKOOL_2852
if 
  $274 == 1 
else_jump @BSKOOL_2877 
$266 = 25 

:BSKOOL_2877
if 
  $274 == 0 
else_jump @BSKOOL_2902 
$266 = 0 

:BSKOOL_2902
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @BSKOOL_2950 
$CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_2950
gosub @BSKOOL_17937 
gosub @BSKOOL_18315 
if 
001C:   $CURRENT_FLIGHT_RECORD > $2166 // (int) 
else_jump @BSKOOL_3170 
008B: 67@ = $2166 // (int) 
0084: $2166 = $CURRENT_FLIGHT_RECORD // (int) 
59@ = 1 
gosub @BSKOOL_18779 
if 
  65@ == 4 
else_jump @BSKOOL_3070 
if 
  $2173 == 0 
else_jump @BSKOOL_3070 
$2173 = 1 
$2172 = 1 
$2171 = 1 

:BSKOOL_3070
if 
  65@ == 3 
else_jump @BSKOOL_3120 
if 
  $2172 == 0 
else_jump @BSKOOL_3120 
$2172 = 1 
$2171 = 1 

:BSKOOL_3120
if 
  65@ == 2 
else_jump @BSKOOL_3163 
if 
  $2171 == 0 
else_jump @BSKOOL_3163 
$2171 = 1 

:BSKOOL_3163
jump @BSKOOL_3177 

:BSKOOL_3170
65@ = 0 

:BSKOOL_3177
if 
  $2162 == 1 
else_jump @BSKOOL_3261 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @BSKOOL_3261 
59@ = 2 
$2162 = 2 
48@ = 2 
37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_3261
32@ = 0 

:BSKOOL_3268
if 
  32@ > -1 
else_jump @BSKOOL_3392 
wait 0 
gosub @BSKOOL_18344 
if 
   not 59@ == 2 
else_jump @BSKOOL_3346 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_3346 
48@ = 2 
jump @BSKOOL_3392 

:BSKOOL_3346
gosub @BSKOOL_19009 
gosub @BSKOOL_20530 
if 
  $326 == 1 
else_jump @BSKOOL_3385 
jump @BSKOOL_3392 

:BSKOOL_3385
jump @BSKOOL_3268 

:BSKOOL_3392
gosub @BSKOOL_20613 
gosub @BSKOOL_20952 
if 
  48@ == 2 
else_jump @BSKOOL_3438 
jump @BSKOOL_644 
jump @BSKOOL_3445 

:BSKOOL_3438
jump @BSKOOL_1776 

:BSKOOL_3445
jump @BSKOOL_1993 

:BSKOOL_3452
if 
  $247 == 2 
else_jump @BSKOOL_4877 

:BSKOOL_3470
gosub @BSKOOL_16586 

:BSKOOL_3477
$258 = 0.0 
$253 = 11000 
35@ = 182 
gosub @BSKOOL_16623 
38@ = Car.Create(#PCJ600, $255, $256, $257)
Car.Angle(38@) = 180.0
gosub @BSKOOL_21023 
if 
  34@ == 0 
else_jump @BSKOOL_3633 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_3590 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_3590
Camera.SetPosition(1130.66, 1264.4, 14.5, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 2)
return 

:BSKOOL_3633
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -2.0 82.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 2.0 88.0 0.0 
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_B_1' time 5000 flag 4  // ~s~Um einen 180er zu machen, beschleunige auf Hchstgeschwindigkeit, drcke ~k~~VEHICLE_HANDBRAKE~, um um den Pylonen herum zu schleudern und fahre dann zurck.
gosub @BSKOOL_17345 

:BSKOOL_3745
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_3780 
48@ = 2 
jump @BSKOOL_4817 

:BSKOOL_3780
if 
  $249 == 0 
else_jump @BSKOOL_3828 
00BC: show_text_highpriority GXT 'BS_B_1' time 5000 flag 4  // ~s~Um einen 180er zu machen, beschleunige auf Hchstgeschwindigkeit, drcke ~k~~VEHICLE_HANDBRAKE~, um um den Pylonen herum zu schleudern und fahre dann zurck.
gosub @BSKOOL_17488 
jump @BSKOOL_4870 

:BSKOOL_3828
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_4870 
gosub @BSKOOL_17646 
if 
  $274 == 0 
else_jump @BSKOOL_3906 
if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_3906 
$274 = 1 

:BSKOOL_3906
if or
01C1:   car 38@ stopped 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @BSKOOL_4870 
gosub @BSKOOL_17680 
gosub @BSKOOL_17693 
if 
  $274 == 0 
else_jump @BSKOOL_3969 
$267 = 0 

:BSKOOL_3969
42@ = Car.Angle(38@)
0092: 39@ = float 42@ to_integer 
if 
  39@ == 0 
else_jump @BSKOOL_4017 
$266 = 100 
jump @BSKOOL_4302 

:BSKOOL_4017
if 
  39@ == 360 
else_jump @BSKOOL_4050 
$266 = 100 
jump @BSKOOL_4302 

:BSKOOL_4050
if 
  39@ > 0 
else_jump @BSKOOL_4093 
if 
  21 > 39@ 
else_jump @BSKOOL_4093 
$266 = 100 

:BSKOOL_4093
if 
  39@ > 179 
else_jump @BSKOOL_4172 
if 
  340 > 39@ 
else_jump @BSKOOL_4172 
39@ -= 180 
0091: $276 = integer 39@ to_float 
$276 *= 0.62 
008C: $266 = float $276 to_integer 
jump @BSKOOL_4302 

:BSKOOL_4172
if 
  39@ > 339 
else_jump @BSKOOL_4217 
if 
  360 > 39@ 
else_jump @BSKOOL_4217 
$266 = 100 

:BSKOOL_4217
if 
  39@ > 20 
else_jump @BSKOOL_4302 
if 
  180 > 39@ 
else_jump @BSKOOL_4302 
0091: $276 = integer 39@ to_float 
$276 *= 0.62 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @BSKOOL_4302 

:BSKOOL_4302
if 
  1 > $266 
else_jump @BSKOOL_4327 
$266 = 0 

:BSKOOL_4327
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @BSKOOL_4375 
$CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_4375
gosub @BSKOOL_17937 
gosub @BSKOOL_18315 
if 
001C:   $CURRENT_FLIGHT_RECORD > $2167 // (int) 
else_jump @BSKOOL_4595 
008B: 67@ = $2167 // (int) 
0084: $2167 = $CURRENT_FLIGHT_RECORD // (int) 
59@ = 1 
gosub @BSKOOL_18779 
if 
  65@ == 4 
else_jump @BSKOOL_4495 
if 
  $2176 == 0 
else_jump @BSKOOL_4495 
$2176 = 1 
$2175 = 1 
$2174 = 1 

:BSKOOL_4495
if 
  65@ == 3 
else_jump @BSKOOL_4545 
if 
  $2175 == 0 
else_jump @BSKOOL_4545 
$2175 = 1 
$2174 = 1 

:BSKOOL_4545
if 
  65@ == 2 
else_jump @BSKOOL_4588 
if 
  $2174 == 0 
else_jump @BSKOOL_4588 
$2174 = 1 

:BSKOOL_4588
jump @BSKOOL_4602 

:BSKOOL_4595
65@ = 0 

:BSKOOL_4602
if 
  $2162 == 2 
else_jump @BSKOOL_4686 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @BSKOOL_4686 
59@ = 2 
$2162 = 3 
48@ = 2 
37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_4686
32@ = 0 

:BSKOOL_4693
if 
  32@ > -1 
else_jump @BSKOOL_4817 
wait 0 
gosub @BSKOOL_18344 
if 
   not 59@ == 2 
else_jump @BSKOOL_4771 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_4771 
48@ = 2 
jump @BSKOOL_4817 

:BSKOOL_4771
gosub @BSKOOL_19009 
gosub @BSKOOL_20530 
if 
  $326 == 1 
else_jump @BSKOOL_4810 
jump @BSKOOL_4817 

:BSKOOL_4810
jump @BSKOOL_4693 

:BSKOOL_4817
gosub @BSKOOL_20613 
gosub @BSKOOL_20952 
if 
  48@ == 2 
else_jump @BSKOOL_4863 
jump @BSKOOL_644 
jump @BSKOOL_4870 

:BSKOOL_4863
jump @BSKOOL_3470 

:BSKOOL_4870
jump @BSKOOL_3745 

:BSKOOL_4877
if 
  $247 == 3 
else_jump @BSKOOL_6645 

:BSKOOL_4895
gosub @BSKOOL_16586 

:BSKOOL_4902
$258 = 180.0 
$253 = 9000 
35@ = 183 
gosub @BSKOOL_16623 
38@ = Car.Create(#FCR900, $255, $256, $257)
Car.Angle(38@) = 180.0
gosub @BSKOOL_21023 
if 
  34@ == 0 
else_jump @BSKOOL_5058 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_5015 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_5015
Camera.SetPosition(1125.66, 1283.4, 10.5, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 2)
return 

:BSKOOL_5058
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -3.5 56.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 3.5 84.0 0.0 
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_C_1' time 5000 flag 4  // ~s~Mache ein Wheelie in dem mit Pylonen markierten Abschnitt. Beschleunige auf Hchstgeschwindigkeit und drcke dann ~k~~VEHICLE_STEERDOWN~.
gosub @BSKOOL_17345 

:BSKOOL_5170
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_5205 
48@ = 2 
jump @BSKOOL_6585 

:BSKOOL_5205
if 
  $249 == 0 
else_jump @BSKOOL_5253 
00BC: show_text_highpriority GXT 'BS_C_1' time 5000 flag 4  // ~s~Mache ein Wheelie in dem mit Pylonen markierten Abschnitt. Beschleunige auf Hchstgeschwindigkeit und drcke dann ~k~~VEHICLE_STEERDOWN~.
gosub @BSKOOL_17488 
jump @BSKOOL_6638 

:BSKOOL_5253
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_6638 
gosub @BSKOOL_17646 
if 
  $274 == 0 
else_jump @BSKOOL_5331 
if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_5331 
$274 = 1 

:BSKOOL_5331
if 
  $274 == 1 
else_jump @BSKOOL_5472 
if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_5449 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if or
0024:   $TEMPVAR_X_COORD > $309 // (float) 
0024:   $311 > $TEMPVAR_X_COORD // (float) 
0024:   $TEMPVAR_Y_COORD > $310 // (float) 
else_jump @BSKOOL_5442 
gosub @BSKOOL_17680 
jump @BSKOOL_5449 

:BSKOOL_5442
$274 = 2 

:BSKOOL_5449
if 
87F1:   not player $PLAYER_CHAR performing_wheelie 
else_jump @BSKOOL_5472 
gosub @BSKOOL_17680 

:BSKOOL_5472
42@ = Car.Angle(38@)
0087: 44@ = 42@ // (float) 
if 
   not 44@ == 0.0 
else_jump @BSKOOL_5622 
if and
  360.0 > 44@ 
  44@ > 180.0 
else_jump @BSKOOL_5550 
44@ += 0.1 

:BSKOOL_5550
if 
  44@ == 360.0 
else_jump @BSKOOL_5581 
  44@ > 0.0 

:BSKOOL_5581
if and
  180.0 >= 44@ 
  44@ > 0.0 
else_jump @BSKOOL_5622 
44@ -= 0.1 

:BSKOOL_5622
if or
01C1:   car 38@ stopped 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @BSKOOL_6638 
gosub @BSKOOL_17680 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
if 
  $274 > 0 
else_jump @BSKOOL_5701 
gosub @BSKOOL_17693 
jump @BSKOOL_5708 

:BSKOOL_5701
$267 = 0 

:BSKOOL_5708
42@ = Car.Angle(38@)
0092: 39@ = float 42@ to_integer 
if 
  $274 > 0 
else_jump @BSKOOL_6056 
if 
  39@ == 0 
else_jump @BSKOOL_5774 
$266 = 0 
jump @BSKOOL_6070 

:BSKOOL_5774
if 
  39@ == 180 
else_jump @BSKOOL_5807 
$266 = 100 
jump @BSKOOL_6070 

:BSKOOL_5807
if 
  39@ == 360 
else_jump @BSKOOL_5840 
$266 = 0 
jump @BSKOOL_6070 

:BSKOOL_5840
if 
  39@ > 0 
else_jump @BSKOOL_5910 
if 
  175 > 39@ 
else_jump @BSKOOL_5910 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @BSKOOL_6070 

:BSKOOL_5910
if 
  39@ > 174 
else_jump @BSKOOL_5955 
if 
  186 > 39@ 
else_jump @BSKOOL_5955 
$266 = 100 

:BSKOOL_5955
if 
  39@ > 185 
else_jump @BSKOOL_6049 
if 
  360 > 39@ 
else_jump @BSKOOL_6049 
39@ -= 180 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @BSKOOL_6070 

:BSKOOL_6049
jump @BSKOOL_6070 

:BSKOOL_6056
$266 = 0 
jump @BSKOOL_6070 

:BSKOOL_6070
if 
  1 > $266 
else_jump @BSKOOL_6095 
$266 = 0 

:BSKOOL_6095
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @BSKOOL_6143 
$CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_6143
gosub @BSKOOL_17937 
gosub @BSKOOL_18315 
if 
001C:   $CURRENT_FLIGHT_RECORD > $2164 // (int) 
else_jump @BSKOOL_6363 
008B: 67@ = $2164 // (int) 
0084: $2164 = $CURRENT_FLIGHT_RECORD // (int) 
59@ = 1 
gosub @BSKOOL_18779 
if 
  65@ == 4 
else_jump @BSKOOL_6263 
if 
  $2179 == 0 
else_jump @BSKOOL_6263 
$2179 = 1 
$2178 = 1 
$2177 = 1 

:BSKOOL_6263
if 
  65@ == 3 
else_jump @BSKOOL_6313 
if 
  $2178 == 0 
else_jump @BSKOOL_6313 
$2178 = 1 
$2177 = 1 

:BSKOOL_6313
if 
  65@ == 2 
else_jump @BSKOOL_6356 
if 
  $2177 == 0 
else_jump @BSKOOL_6356 
$2177 = 1 

:BSKOOL_6356
jump @BSKOOL_6370 

:BSKOOL_6363
65@ = 0 

:BSKOOL_6370
if 
  $2162 == 3 
else_jump @BSKOOL_6454 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @BSKOOL_6454 
59@ = 2 
$2162 = 4 
48@ = 2 
37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_6454
32@ = 0 

:BSKOOL_6461
if 
  32@ > -1 
else_jump @BSKOOL_6585 
wait 0 
gosub @BSKOOL_18344 
if 
   not 59@ == 2 
else_jump @BSKOOL_6539 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_6539 
48@ = 2 
jump @BSKOOL_6585 

:BSKOOL_6539
gosub @BSKOOL_19009 
gosub @BSKOOL_20530 
if 
  $326 == 1 
else_jump @BSKOOL_6578 
jump @BSKOOL_6585 

:BSKOOL_6578
jump @BSKOOL_6461 

:BSKOOL_6585
gosub @BSKOOL_20952 
gosub @BSKOOL_20613 
if 
  48@ == 2 
else_jump @BSKOOL_6631 
jump @BSKOOL_644 
jump @BSKOOL_6638 

:BSKOOL_6631
jump @BSKOOL_4895 

:BSKOOL_6638
jump @BSKOOL_5170 

:BSKOOL_6645
if 
  $247 == 5 
else_jump @BSKOOL_8421 

:BSKOOL_6663
gosub @BSKOOL_16586 

:BSKOOL_6670
$258 = 180.0 
$253 = 9000 
35@ = 184 
gosub @BSKOOL_16623 
38@ = Car.Create(#FCR900, $255, $256, $257)
Car.Angle(38@) = 180.0
gosub @BSKOOL_21023 
if 
  34@ == 0 
else_jump @BSKOOL_6826 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_6783 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_6783
Camera.SetPosition(1125.66, 1283.4, 10.5, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 2)
return 

:BSKOOL_6826
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -3.5 56.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 3.5 84.0 0.0 
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_D_1' time 5000 flag 4  // ~s~Mache ein Stoppie in dem mit Pylonen markierten Abschnitt. Beschleunige auf Hchstgeschwindigkeit, drcke ~k~~VEHICLE_STEERUP~ und drcke dann ~k~~VEHICLE_BRAKE~.
gosub @BSKOOL_17345 

:BSKOOL_6938
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_6973 
48@ = 2 
jump @BSKOOL_8361 

:BSKOOL_6973
if 
  $249 == 0 
else_jump @BSKOOL_7021 
00BC: show_text_highpriority GXT 'BS_D_1' time 5000 flag 4  // ~s~Mache ein Stoppie in dem mit Pylonen markierten Abschnitt. Beschleunige auf Hchstgeschwindigkeit, drcke ~k~~VEHICLE_STEERUP~ und drcke dann ~k~~VEHICLE_BRAKE~.
gosub @BSKOOL_17488 
jump @BSKOOL_8414 

:BSKOOL_7021
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_8414 
gosub @BSKOOL_17646 
if 
  $274 == 0 
else_jump @BSKOOL_7099 
if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_7099 
$274 = 1 

:BSKOOL_7099
if 
  $274 == 1 
else_jump @BSKOOL_7240 
if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_7217 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if or
0024:   $TEMPVAR_X_COORD > $309 // (float) 
0024:   $311 > $TEMPVAR_X_COORD // (float) 
0024:   $TEMPVAR_Y_COORD > $310 // (float) 
else_jump @BSKOOL_7210 
gosub @BSKOOL_17680 
jump @BSKOOL_7217 

:BSKOOL_7210
$274 = 2 

:BSKOOL_7217
if 
87F2:   not player $PLAYER_CHAR performing_stoppie 
else_jump @BSKOOL_7240 
gosub @BSKOOL_17680 

:BSKOOL_7240
42@ = Car.Angle(38@)
0087: 44@ = 42@ // (float) 
if 
   not 44@ == 0.0 
else_jump @BSKOOL_7390 
if and
  360.0 > 44@ 
  44@ > 180.0 
else_jump @BSKOOL_7318 
44@ += 0.1 

:BSKOOL_7318
if 
  44@ == 360.0 
else_jump @BSKOOL_7349 
  44@ > 0.0 

:BSKOOL_7349
if and
  180.0 >= 44@ 
  44@ > 0.0 
else_jump @BSKOOL_7390 
44@ -= 0.1 

:BSKOOL_7390
02E3: 43@ = car 38@ speed 
if or
01C1:   car 38@ stopped 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @BSKOOL_8414 
gosub @BSKOOL_17680 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
if 
  $274 > 0 
else_jump @BSKOOL_7477 
gosub @BSKOOL_17693 
jump @BSKOOL_7484 

:BSKOOL_7477
$267 = 0 

:BSKOOL_7484
42@ = Car.Angle(38@)
0092: 39@ = float 42@ to_integer 
if 
  $274 > 0 
else_jump @BSKOOL_7832 
if 
  39@ == 0 
else_jump @BSKOOL_7550 
$266 = 0 
jump @BSKOOL_7846 

:BSKOOL_7550
if 
  39@ == 180 
else_jump @BSKOOL_7583 
$266 = 100 
jump @BSKOOL_7846 

:BSKOOL_7583
if 
  39@ == 360 
else_jump @BSKOOL_7616 
$266 = 0 
jump @BSKOOL_7846 

:BSKOOL_7616
if 
  39@ > 0 
else_jump @BSKOOL_7686 
if 
  175 > 39@ 
else_jump @BSKOOL_7686 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @BSKOOL_7846 

:BSKOOL_7686
if 
  39@ > 174 
else_jump @BSKOOL_7731 
if 
  186 > 39@ 
else_jump @BSKOOL_7731 
$266 = 100 

:BSKOOL_7731
if 
  39@ > 185 
else_jump @BSKOOL_7825 
if 
  360 > 39@ 
else_jump @BSKOOL_7825 
39@ -= 180 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @BSKOOL_7846 

:BSKOOL_7825
jump @BSKOOL_7846 

:BSKOOL_7832
$266 = 0 
jump @BSKOOL_7846 

:BSKOOL_7846
if 
  1 > $266 
else_jump @BSKOOL_7871 
$266 = 0 

:BSKOOL_7871
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @BSKOOL_7919 
$CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_7919
gosub @BSKOOL_17937 
gosub @BSKOOL_18315 
if 
001C:   $CURRENT_FLIGHT_RECORD > $2165 // (int) 
else_jump @BSKOOL_8139 
008B: 67@ = $2165 // (int) 
0084: $2165 = $CURRENT_FLIGHT_RECORD // (int) 
59@ = 1 
gosub @BSKOOL_18779 
if 
  65@ == 4 
else_jump @BSKOOL_8039 
if 
  $2185 == 0 
else_jump @BSKOOL_8039 
$2185 = 1 
$2184 = 1 
$2183 = 1 

:BSKOOL_8039
if 
  65@ == 3 
else_jump @BSKOOL_8089 
if 
  $2184 == 0 
else_jump @BSKOOL_8089 
$2184 = 1 
$2183 = 1 

:BSKOOL_8089
if 
  65@ == 2 
else_jump @BSKOOL_8132 
if 
  $2183 == 0 
else_jump @BSKOOL_8132 
$2183 = 1 

:BSKOOL_8132
jump @BSKOOL_8146 

:BSKOOL_8139
65@ = 0 

:BSKOOL_8146
if 
  $2162 == 5 
else_jump @BSKOOL_8230 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @BSKOOL_8230 
59@ = 2 
$2162 = 6 
48@ = 2 
37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_8230
32@ = 0 

:BSKOOL_8237
if 
  32@ > -1 
else_jump @BSKOOL_8361 
wait 0 
gosub @BSKOOL_18344 
if 
   not 59@ == 2 
else_jump @BSKOOL_8315 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_8315 
48@ = 2 
jump @BSKOOL_8361 

:BSKOOL_8315
gosub @BSKOOL_19009 
gosub @BSKOOL_20530 
if 
  $326 == 1 
else_jump @BSKOOL_8354 
jump @BSKOOL_8361 

:BSKOOL_8354
jump @BSKOOL_8237 

:BSKOOL_8361
gosub @BSKOOL_20952 
gosub @BSKOOL_20613 
if 
  48@ == 2 
else_jump @BSKOOL_8407 
jump @BSKOOL_644 
jump @BSKOOL_8414 

:BSKOOL_8407
jump @BSKOOL_6663 

:BSKOOL_8414
jump @BSKOOL_6938 

:BSKOOL_8421
if 
  $247 == 4 
else_jump @BSKOOL_10014 

:BSKOOL_8439
gosub @BSKOOL_16586 

:BSKOOL_8446
$258 = 180.0 
$253 = 9000 
35@ = 185 
gosub @BSKOOL_16623 
38@ = Car.Create(#SANCHEZ, $255, $256, $257)
Car.Angle(38@) = $258
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -2.5 46.0 2.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 2.5 50.0 2.0 
gosub @BSKOOL_21023 
if 
  34@ == 0 
else_jump @BSKOOL_8658 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_8615 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_8615
Camera.SetPosition(1127.66, 1288.4, 12.75, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 2)
return 

:BSKOOL_8658
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_E_1' time 5000 flag 4  // ~s~Spring ber die Rampe und stoppe im vorgesehenen Bereich.
gosub @BSKOOL_17345 

:BSKOOL_8712
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_8747 
48@ = 2 
jump @BSKOOL_9954 

:BSKOOL_8747
if 
  $249 == 0 
else_jump @BSKOOL_8795 
00BC: show_text_highpriority GXT 'BS_E_1' time 5000 flag 4  // ~s~Spring ber die Rampe und stoppe im vorgesehenen Bereich.
gosub @BSKOOL_17488 
jump @BSKOOL_10007 

:BSKOOL_8795
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_10007 
gosub @BSKOOL_17646 
if 
  $274 == 0 
else_jump @BSKOOL_8873 
if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_8873 
$274 = 1 

:BSKOOL_8873
if 
  $274 == 1 
else_jump @BSKOOL_8991 
if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_8991 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if or
0024:   $TEMPVAR_X_COORD > $309 // (float) 
0024:   $311 > $TEMPVAR_X_COORD // (float) 
0024:   $TEMPVAR_Y_COORD > $310 // (float) 
else_jump @BSKOOL_8984 
gosub @BSKOOL_17680 
jump @BSKOOL_8991 

:BSKOOL_8984
$274 = 2 

:BSKOOL_8991
if or
01C1:   car 38@ stopped 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @BSKOOL_10007 
gosub @BSKOOL_17680 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
if 
  $274 > 0 
else_jump @BSKOOL_9070 
gosub @BSKOOL_17693 
jump @BSKOOL_9077 

:BSKOOL_9070
$267 = 0 

:BSKOOL_9077
42@ = Car.Angle(38@)
0092: 39@ = float 42@ to_integer 
if 
  $274 > 0 
else_jump @BSKOOL_9425 
if 
  39@ == 0 
else_jump @BSKOOL_9143 
$266 = 0 
jump @BSKOOL_9439 

:BSKOOL_9143
if 
  39@ == 180 
else_jump @BSKOOL_9176 
$266 = 100 
jump @BSKOOL_9439 

:BSKOOL_9176
if 
  39@ == 360 
else_jump @BSKOOL_9209 
$266 = 0 
jump @BSKOOL_9439 

:BSKOOL_9209
if 
  39@ > 0 
else_jump @BSKOOL_9279 
if 
  175 > 39@ 
else_jump @BSKOOL_9279 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @BSKOOL_9439 

:BSKOOL_9279
if 
  39@ > 174 
else_jump @BSKOOL_9324 
if 
  186 > 39@ 
else_jump @BSKOOL_9324 
$266 = 100 

:BSKOOL_9324
if 
  39@ > 185 
else_jump @BSKOOL_9418 
if 
  360 > 39@ 
else_jump @BSKOOL_9418 
39@ -= 180 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @BSKOOL_9439 

:BSKOOL_9418
jump @BSKOOL_9439 

:BSKOOL_9425
$266 = 0 
jump @BSKOOL_9439 

:BSKOOL_9439
if 
  1 > $266 
else_jump @BSKOOL_9464 
$266 = 0 

:BSKOOL_9464
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @BSKOOL_9512 
$CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_9512
gosub @BSKOOL_17937 
gosub @BSKOOL_18315 
if 
001C:   $CURRENT_FLIGHT_RECORD > $2168 // (int) 
else_jump @BSKOOL_9732 
008B: 67@ = $2168 // (int) 
0084: $2168 = $CURRENT_FLIGHT_RECORD // (int) 
59@ = 1 
gosub @BSKOOL_18779 
if 
  65@ == 4 
else_jump @BSKOOL_9632 
if 
  $2182 == 0 
else_jump @BSKOOL_9632 
$2182 = 1 
$2181 = 1 
$2180 = 1 

:BSKOOL_9632
if 
  65@ == 3 
else_jump @BSKOOL_9682 
if 
  $2181 == 0 
else_jump @BSKOOL_9682 
$2181 = 1 
$2180 = 1 

:BSKOOL_9682
if 
  65@ == 2 
else_jump @BSKOOL_9725 
if 
  $2180 == 0 
else_jump @BSKOOL_9725 
$2180 = 1 

:BSKOOL_9725
jump @BSKOOL_9739 

:BSKOOL_9732
65@ = 0 

:BSKOOL_9739
if 
  $2162 == 4 
else_jump @BSKOOL_9823 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @BSKOOL_9823 
59@ = 2 
$2162 = 5 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 
48@ = 2 
37@ += 1 

:BSKOOL_9823
32@ = 0 

:BSKOOL_9830
if 
  32@ > -1 
else_jump @BSKOOL_9954 
wait 0 
gosub @BSKOOL_18344 
if 
   not 59@ == 2 
else_jump @BSKOOL_9908 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_9908 
48@ = 2 
jump @BSKOOL_9954 

:BSKOOL_9908
gosub @BSKOOL_19009 
gosub @BSKOOL_20530 
if 
  $326 == 1 
else_jump @BSKOOL_9947 
jump @BSKOOL_9954 

:BSKOOL_9947
jump @BSKOOL_9830 

:BSKOOL_9954
gosub @BSKOOL_20613 
gosub @BSKOOL_20952 
if 
  48@ == 2 
else_jump @BSKOOL_10000 
jump @BSKOOL_644 
jump @BSKOOL_10007 

:BSKOOL_10000
jump @BSKOOL_8439 

:BSKOOL_10007
jump @BSKOOL_8712 

:BSKOOL_10014
if 
  $247 == 6 
else_jump @BSKOOL_11889 

:BSKOOL_10032
gosub @BSKOOL_16586 

:BSKOOL_10039
$258 = 180.0 
$253 = 9000 
35@ = 186 
gosub @BSKOOL_16623 
38@ = Car.Create(#NRG500, $255, $256, $257)
Car.Angle(38@) = $258
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -2.5 46.0 2.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 2.5 52.0 2.0 
gosub @BSKOOL_21023 
if 
  34@ == 0 
else_jump @BSKOOL_10251 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_10208 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_10208
Camera.SetPosition(1122.66, 1265.4, 15.75, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 2)
return 

:BSKOOL_10251
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 114.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_F_1' time 5000 flag 4  // ~s~Spring ber die Rampe, lande im Stoppie und gleite dann in den vorgesehenen Bereich.
gosub @BSKOOL_17345 

:BSKOOL_10305
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_10340 
48@ = 2 
jump @BSKOOL_11690 

:BSKOOL_10340
if 
  $249 == 0 
else_jump @BSKOOL_10388 
00BC: show_text_highpriority GXT 'BS_F_1' time 5000 flag 4  // ~s~Spring ber die Rampe, lande im Stoppie und gleite dann in den vorgesehenen Bereich.
gosub @BSKOOL_17488 
jump @BSKOOL_11882 

:BSKOOL_10388
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_11882 
gosub @BSKOOL_17646 
if 
  $274 == 0 
else_jump @BSKOOL_10466 
if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_10466 
$274 = 1 

:BSKOOL_10466
if 
  $274 == 1 
else_jump @BSKOOL_10584 
if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_10584 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if or
0024:   $TEMPVAR_X_COORD > $309 // (float) 
0024:   $311 > $TEMPVAR_X_COORD // (float) 
0024:   $TEMPVAR_Y_COORD > $310 // (float) 
else_jump @BSKOOL_10577 
gosub @BSKOOL_17680 
jump @BSKOOL_10584 

:BSKOOL_10577
$274 = 2 

:BSKOOL_10584
if 
  $274 == 2 
else_jump @BSKOOL_10630 
if 
81F3:   not car 38@ in_air 
else_jump @BSKOOL_10630 
01BD: 70@ = current_time_in_ms 
$274 = 3 

:BSKOOL_10630
if 
  $274 == 3 
else_jump @BSKOOL_10716 
01BD: 69@ = current_time_in_ms 
0085: 68@ = 69@ // (int) 
0062: 68@ -= 70@ // (int) 
if 
  68@ > 250 
else_jump @BSKOOL_10716 
if or
87F2:   not player $PLAYER_CHAR performing_stoppie 
07F1:   player $PLAYER_CHAR performing_wheelie 
else_jump @BSKOOL_10716 
gosub @BSKOOL_17680 

:BSKOOL_10716
if or
01C1:   car 38@ stopped 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @BSKOOL_11882 
gosub @BSKOOL_17680 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
if 
  $274 > 0 
else_jump @BSKOOL_10795 
gosub @BSKOOL_17693 
jump @BSKOOL_10802 

:BSKOOL_10795
$267 = 0 

:BSKOOL_10802
42@ = Car.Angle(38@)
0092: 39@ = float 42@ to_integer 
if 
  $274 > 0 
else_jump @BSKOOL_11150 
if 
  39@ == 0 
else_jump @BSKOOL_10868 
$266 = 0 
jump @BSKOOL_11164 

:BSKOOL_10868
if 
  39@ == 180 
else_jump @BSKOOL_10901 
$266 = 100 
jump @BSKOOL_11164 

:BSKOOL_10901
if 
  39@ == 360 
else_jump @BSKOOL_10934 
$266 = 0 
jump @BSKOOL_11164 

:BSKOOL_10934
if 
  39@ > 0 
else_jump @BSKOOL_11004 
if 
  175 > 39@ 
else_jump @BSKOOL_11004 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @BSKOOL_11164 

:BSKOOL_11004
if 
  39@ > 174 
else_jump @BSKOOL_11049 
if 
  186 > 39@ 
else_jump @BSKOOL_11049 
$266 = 100 

:BSKOOL_11049
if 
  39@ > 185 
else_jump @BSKOOL_11143 
if 
  360 > 39@ 
else_jump @BSKOOL_11143 
39@ -= 180 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @BSKOOL_11164 

:BSKOOL_11143
jump @BSKOOL_11164 

:BSKOOL_11150
$266 = 0 
jump @BSKOOL_11164 

:BSKOOL_11164
if 
  1 > $266 
else_jump @BSKOOL_11189 
$266 = 0 

:BSKOOL_11189
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @BSKOOL_11237 
$CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_11237
gosub @BSKOOL_17937 
gosub @BSKOOL_18315 
if 
001C:   $CURRENT_FLIGHT_RECORD > $2169 // (int) 
else_jump @BSKOOL_11457 
008B: 67@ = $2169 // (int) 
0084: $2169 = $CURRENT_FLIGHT_RECORD // (int) 
59@ = 1 
gosub @BSKOOL_18779 
if 
  65@ == 4 
else_jump @BSKOOL_11357 
if 
  $2188 == 0 
else_jump @BSKOOL_11357 
$2188 = 1 
$2187 = 1 
$2186 = 1 

:BSKOOL_11357
if 
  65@ == 3 
else_jump @BSKOOL_11407 
if 
  $2187 == 0 
else_jump @BSKOOL_11407 
$2187 = 1 
$2186 = 1 

:BSKOOL_11407
if 
  65@ == 2 
else_jump @BSKOOL_11450 
if 
  $2186 == 0 
else_jump @BSKOOL_11450 
$2186 = 1 

:BSKOOL_11450
jump @BSKOOL_11464 

:BSKOOL_11457
65@ = 0 

:BSKOOL_11464
if 
  $2170 == 0 
else_jump @BSKOOL_11559 
if 
  $2162 == 6 
else_jump @BSKOOL_11559 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @BSKOOL_11559 
59@ = 2 
$2170 = 1 
48@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_11559
32@ = 0 

:BSKOOL_11566
if 
  32@ > -1 
else_jump @BSKOOL_11690 
wait 0 
gosub @BSKOOL_18344 
if 
   not 59@ == 2 
else_jump @BSKOOL_11644 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_11644 
48@ = 2 
jump @BSKOOL_11690 

:BSKOOL_11644
gosub @BSKOOL_19009 
gosub @BSKOOL_20530 
if 
  $326 == 1 
else_jump @BSKOOL_11683 
jump @BSKOOL_11690 

:BSKOOL_11683
jump @BSKOOL_11566 

:BSKOOL_11690
gosub @BSKOOL_20613 
gosub @BSKOOL_20952 
if 
  48@ == 2 
else_jump @BSKOOL_11875 
if 
  $2170 == 1 
else_jump @BSKOOL_11861 
if 
  $MISSION_DRIVING_SCHOOL_PASSED == 0 
else_jump @BSKOOL_11861 
fade 0 1000 

:BSKOOL_11765
if 
fading 
else_jump @BSKOOL_11789 
wait 0 
jump @BSKOOL_11765 

:BSKOOL_11789
Actor.PutAt($PLAYER_ACTOR, 1171.521, 1351.183, 9.9219)
Actor.Angle($PLAYER_ACTOR) = 11.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 2000 

:BSKOOL_11830
if 
fading 
else_jump @BSKOOL_11854 
wait 0 
jump @BSKOOL_11830 

:BSKOOL_11854
jump @BSKOOL_11917 

:BSKOOL_11861
jump @BSKOOL_644 
jump @BSKOOL_11882 

:BSKOOL_11875
jump @BSKOOL_10032 

:BSKOOL_11882
jump @BSKOOL_10305 

:BSKOOL_11889
040D: unload_wav 3 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1186 
00BE: text_clear_all 
return 

:BSKOOL_11917
fade 1 500 
if 
  $MISSION_DRIVING_SCHOOL_PASSED == 0 
else_jump @BSKOOL_11965 
0595: mission_complete 
030C: progress_made += 1 
$MISSION_DRIVING_SCHOOL_PASSED = 1 
0624: add 50.0 to_float_stat 229 

:BSKOOL_11965
00BE: text_clear_all 
00BA: show_text_styled GXT 'BS_Z_7' time 5000 style 5  // Du hast die Motorradfahrschule absolviert.~n~~w~Motorrad-Skill +
0394: play_music 2 
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:BSKOOL_11994
014F: stop_timer $253 
03F0: enable_text_draw 0 
0826: enable_hud 1 
0581: enable_radar 1 
01B7: release_weather 
Model.Destroy(#TRAFFICCONE)
Model.Destroy(#LANDJUMP2)
Model.Destroy(#FCR900)
Model.Destroy(#BF400)
Model.Destroy(#PCJ600)
Model.Destroy(#NRG500)
Model.Destroy(#SANCHEZ)
Model.Destroy(#WMYMECH)
if 
  $PARKED_NRG500_EXISTS == 0 
else_jump @BSKOOL_12235 
if 
  $2173 == 1 
else_jump @BSKOOL_12235 
if 
  $2176 == 1 
else_jump @BSKOOL_12235 
if 
  $2179 == 1 
else_jump @BSKOOL_12235 
if 
  $2185 == 1 
else_jump @BSKOOL_12235 
if 
  $2182 == 1 
else_jump @BSKOOL_12235 
if 
  $2188 == 1 
else_jump @BSKOOL_12235 
$PARKED_NRG500_EXISTS = 1 
if 
  $PARKED_FCR900_EXISTS == 0 
else_jump @BSKOOL_12210 
$PARKED_FCR900_EXISTS = 1 

:BSKOOL_12210
if 
  $PARKED_FREEWAY_EXISTS == 0 
else_jump @BSKOOL_12235 
$PARKED_FREEWAY_EXISTS = 1 

:BSKOOL_12235
if 
  $PARKED_FCR900_EXISTS == 0 
else_jump @BSKOOL_12393 
if 
  $2172 == 1 
else_jump @BSKOOL_12393 
if 
  $2175 == 1 
else_jump @BSKOOL_12393 
if 
  $2178 == 1 
else_jump @BSKOOL_12393 
if 
  $2184 == 1 
else_jump @BSKOOL_12393 
if 
  $2181 == 1 
else_jump @BSKOOL_12393 
if 
  $2187 == 1 
else_jump @BSKOOL_12393 
$PARKED_FCR900_EXISTS = 1 
if 
  $PARKED_FREEWAY_EXISTS == 0 
else_jump @BSKOOL_12393 
$PARKED_FREEWAY_EXISTS = 1 

:BSKOOL_12393
if 
  $PARKED_FREEWAY_EXISTS == 0 
else_jump @BSKOOL_12526 
if 
  $2171 == 1 
else_jump @BSKOOL_12526 
if 
  $2174 == 1 
else_jump @BSKOOL_12526 
if 
  $2177 == 1 
else_jump @BSKOOL_12526 
if 
  $2183 == 1 
else_jump @BSKOOL_12526 
if 
  $2180 == 1 
else_jump @BSKOOL_12526 
if 
  $2186 == 1 
else_jump @BSKOOL_12526 
$PARKED_FREEWAY_EXISTS = 1 

:BSKOOL_12526
if 
  $PARKED_NRG500_EXISTS == 1 
else_jump @BSKOOL_12575 
0A17: set_parked_car_generator $PARKED_NRG500 flag 1 
014C: set_parked_car_generator $PARKED_NRG500 cars_to_generate_to 101 
0624: add 200.0 to_float_stat 229 
$PARKED_NRG500_EXISTS = 2 

:BSKOOL_12575
if 
  $PARKED_FCR900_EXISTS == 1 
else_jump @BSKOOL_12624 
0A17: set_parked_car_generator $PARKED_FCR900 flag 1 
014C: set_parked_car_generator $PARKED_FCR900 cars_to_generate_to 101 
0624: add 100.0 to_float_stat 229 
$PARKED_FCR900_EXISTS = 2 

:BSKOOL_12624
if 
  $PARKED_FREEWAY_EXISTS == 1 
else_jump @BSKOOL_12663 
0A17: set_parked_car_generator $PARKED_FREEWAY flag 1 
014C: set_parked_car_generator $PARKED_FREEWAY cars_to_generate_to 101 
$PARKED_FREEWAY_EXISTS = 2 

:BSKOOL_12663
$ONMISSION = 0 
mission_cleanup 
return 

:BSKOOL_12674
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 64@ 
if 
  63@ == 1 
else_jump @BSKOOL_12796 
if 
  255 > 64@ 
else_jump @BSKOOL_12789 
64@ += 5 
if 
  64@ > 255 
else_jump @BSKOOL_12782 
64@ = 255 

:BSKOOL_12782
jump @BSKOOL_12796 

:BSKOOL_12789
63@ = 2 

:BSKOOL_12796
if 
  63@ == 3 
else_jump @BSKOOL_12878 
if 
  64@ > 0 
else_jump @BSKOOL_12871 
64@ -= 5 
if 
  0 > 64@ 
else_jump @BSKOOL_12864 
64@ = 0 

:BSKOOL_12864
jump @BSKOOL_12878 

:BSKOOL_12871
63@ = 0 

:BSKOOL_12878
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
gosub @BSKOOL_16466 
0340: set_text_draw_RGBA 190 190 190 255 
if 
  $247 == 1 
else_jump @BSKOOL_13073 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_A'  // Der 360er
if 
  $2166 > 69 
else_jump @BSKOOL_13008 
008B: 66@ = $2166 // (int) 
jump @BSKOOL_13066 

:BSKOOL_13008
008B: 66@ = $2166 // (int) 
gosub @BSKOOL_16288 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Erreiche 70% oder mehr, um zu bestehen.

:BSKOOL_13066
gosub @BSKOOL_14958 

:BSKOOL_13073
if 
  $247 == 2 
else_jump @BSKOOL_13210 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_B'  // Der 180er
if 
  $2167 > 69 
else_jump @BSKOOL_13145 
008B: 66@ = $2167 // (int) 
jump @BSKOOL_13203 

:BSKOOL_13145
008B: 66@ = $2167 // (int) 
gosub @BSKOOL_16288 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Erreiche 70% oder mehr, um zu bestehen.

:BSKOOL_13203
gosub @BSKOOL_14958 

:BSKOOL_13210
if 
  $247 == 3 
else_jump @BSKOOL_13347 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_C'  // Das Wheelie
if 
  $2164 > 69 
else_jump @BSKOOL_13282 
008B: 66@ = $2164 // (int) 
jump @BSKOOL_13340 

:BSKOOL_13282
008B: 66@ = $2164 // (int) 
gosub @BSKOOL_16288 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Erreiche 70% oder mehr, um zu bestehen.

:BSKOOL_13340
gosub @BSKOOL_14958 

:BSKOOL_13347
if 
  $247 == 5 
else_jump @BSKOOL_13484 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_D'  // Das Stoppie
if 
  $2165 > 69 
else_jump @BSKOOL_13419 
008B: 66@ = $2165 // (int) 
jump @BSKOOL_13477 

:BSKOOL_13419
008B: 66@ = $2165 // (int) 
gosub @BSKOOL_16288 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Erreiche 70% oder mehr, um zu bestehen.

:BSKOOL_13477
gosub @BSKOOL_14958 

:BSKOOL_13484
if 
  $247 == 4 
else_jump @BSKOOL_13621 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_E'  // Sprung & Stop
if 
  $2168 > 69 
else_jump @BSKOOL_13556 
008B: 66@ = $2168 // (int) 
jump @BSKOOL_13614 

:BSKOOL_13556
008B: 66@ = $2168 // (int) 
gosub @BSKOOL_16288 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Erreiche 70% oder mehr, um zu bestehen.

:BSKOOL_13614
gosub @BSKOOL_14958 

:BSKOOL_13621
if 
  $247 == 6 
else_jump @BSKOOL_13758 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_F'  // Sprung & Stoppie
if 
  $2169 > 69 
else_jump @BSKOOL_13693 
008B: 66@ = $2169 // (int) 
jump @BSKOOL_13751 

:BSKOOL_13693
008B: 66@ = $2169 // (int) 
gosub @BSKOOL_16288 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Erreiche 70% oder mehr, um zu bestehen.

:BSKOOL_13751
gosub @BSKOOL_14958 

:BSKOOL_13758
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 248 211 7 255 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @BSKOOL_13836 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BS_X_4'  // Beenden
jump @BSKOOL_13869 

:BSKOOL_13836
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BS_X_4'  // Beenden

:BSKOOL_13869
if 
   not 57@ == 1 
else_jump @BSKOOL_14263 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 248 211 7 255 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @BSKOOL_13965 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BS_X_5'  // Start
jump @BSKOOL_13998 

:BSKOOL_13965
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BS_X_5'  // Start

:BSKOOL_13998
if 
   not $2162 == 1 
else_jump @BSKOOL_14127 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 248 211 7 255 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @BSKOOL_14094 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigieren
jump @BSKOOL_14127 

:BSKOOL_14094
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigieren

:BSKOOL_14127
if 
  $2162 == 1 
else_jump @BSKOOL_14256 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 173 173 173 125 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @BSKOOL_14223 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigieren
jump @BSKOOL_14256 

:BSKOOL_14223
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigieren

:BSKOOL_14256
jump @BSKOOL_14374 

:BSKOOL_14263
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 248 211 7 255 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @BSKOOL_14341 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigieren
jump @BSKOOL_14374 

:BSKOOL_14341
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigieren

:BSKOOL_14374
gosub @BSKOOL_16288 
033F: set_text_draw_letter_size 0.32 1.25 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 150.0 360.0 GXT 'BS_X04'  // ~k~~VEHICLE_ENTER_EXIT~
if 
   not 57@ == 1 
else_jump @BSKOOL_14650 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
if 
   not $2162 == 1 
else_jump @BSKOOL_14572 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BS_X03'  // ~<~~>~

:BSKOOL_14572
if 
  $2162 == 1 
else_jump @BSKOOL_14643 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 173 173 173 125 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BS_X03'  // ~<~~>~

:BSKOOL_14643
jump @BSKOOL_14704 

:BSKOOL_14650
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BS_X03'  // ~<~~>~

:BSKOOL_14704
033F: set_text_draw_letter_size 0.52 1.45 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
return 

:BSKOOL_14958
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
gosub @BSKOOL_16288 
03E4: enable_text_draw_align_right 0 
0340: set_text_draw_RGBA 166 202 240 255 
if 
  66@ > 69 
else_jump @BSKOOL_15070 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
045A: draw_text_1number 320.0 80.0 GXT 'BS_Y_6' number 66@  // ~1~%

:BSKOOL_15070
if 
  70 > 66@ 
else_jump @BSKOOL_15095 
65@ = 1 

:BSKOOL_15095
if 
  66@ > 69 
else_jump @BSKOOL_15138 
if 
  85 > 66@ 
else_jump @BSKOOL_15138 
65@ = 2 

:BSKOOL_15138
if 
  66@ > 84 
else_jump @BSKOOL_15181 
if 
  100 > 66@ 
else_jump @BSKOOL_15181 
65@ = 3 

:BSKOOL_15181
if 
  66@ == 100 
else_jump @BSKOOL_15206 
65@ = 4 

:BSKOOL_15206
if 
  65@ > 1 
else_jump @BSKOOL_15311 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
jump @BSKOOL_15391 

:BSKOOL_15311
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:BSKOOL_15391
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  65@ == 1 
else_jump @BSKOOL_15499 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Z_4'  // KEIN ZERTIFIKAT

:BSKOOL_15499
if 
  65@ == 2 
else_jump @BSKOOL_15603 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Y_12'  // BRONZE

:BSKOOL_15603
if 
  65@ == 3 
else_jump @BSKOOL_15707 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Y_11'  // SILBER

:BSKOOL_15707
if 
  65@ == 4 
else_jump @BSKOOL_15811 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Y_10'  // GOLD

:BSKOOL_15811
return 

:BSKOOL_15813
if 
  34@ == 0 
else_jump @BSKOOL_15988 
if 
  $247 == 1 
else_jump @BSKOOL_15856 
gosub @BSKOOL_1783 

:BSKOOL_15856
if 
  $247 == 2 
else_jump @BSKOOL_15881 
gosub @BSKOOL_3477 

:BSKOOL_15881
if 
  $247 == 3 
else_jump @BSKOOL_15906 
gosub @BSKOOL_4902 

:BSKOOL_15906
if 
  $247 == 5 
else_jump @BSKOOL_15931 
gosub @BSKOOL_6670 

:BSKOOL_15931
if 
  $247 == 4 
else_jump @BSKOOL_15956 
gosub @BSKOOL_8446 

:BSKOOL_15956
if 
  $247 == 6 
else_jump @BSKOOL_15981 
gosub @BSKOOL_10039 

:BSKOOL_15981
34@ = 1 

:BSKOOL_15988
if 
  34@ == 1 
else_jump @BSKOOL_16072 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_16072 
if 
87C1:   not path 35@ available 
else_jump @BSKOOL_16050 
07C0: load_path 35@ 
jump @BSKOOL_16072 

:BSKOOL_16050
05EB: assign_car 38@ to_path 35@ 
63@ = 3 
34@ = 2 

:BSKOOL_16072
if 
  34@ == 2 
else_jump @BSKOOL_16157 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_16143 
if 
860E:   not car 38@ assigned_to_path 
else_jump @BSKOOL_16136 
63@ = 1 
34@ = 4 

:BSKOOL_16136
jump @BSKOOL_16157 

:BSKOOL_16143
63@ = 1 
34@ = 4 

:BSKOOL_16157
if 
  34@ == 3 
else_jump @BSKOOL_16189 
63@ = 1 
34@ = 4 

:BSKOOL_16189
if 
  34@ == 4 
else_jump @BSKOOL_16286 
if 
  63@ == 2 
else_jump @BSKOOL_16286 
05EC: release_car 38@ from_path 
Car.Destroy(38@)
Actor.DestroyInstantly(49@)
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
Car.Destroy(38@)
gosub @BSKOOL_20952 
34@ = 0 

:BSKOOL_16286
return 

:BSKOOL_16288
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:BSKOOL_16350
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
return 

:BSKOOL_16466
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 color_RGBA 0 0 0 255 
0349: set_text_draw_font 3 
return 
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.8 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:BSKOOL_16586
fade 0 500 

:BSKOOL_16593
if 
fading 
else_jump @BSKOOL_16617 
wait 0 
jump @BSKOOL_16593 

:BSKOOL_16617
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
return 

:BSKOOL_16623
$309 = 0.0 
$310 = 0.0 
$311 = 0.0 
$312 = 0.0 
$313 = 0.0 
$314 = 0.0 
$315 = 0.0 
$316 = 0.0 
$317 = 0.0 
$318 = 0.0 
$319 = 0.0 
$320 = 0.0 
$321 = 0.0 
$322 = 0.0 
$323 = 0.0 
$324 = 0.0 
$12 = 0 
$277 = 0.0 
$278 = 0.0 
$282 = 0.0 
$283 = 0.0 
$284 = 0.0 
$285 = 10.0 
$249 = 0 
$280 = 0.0 
$281 = 0.0 
$330 = 0.0 
$331 = 0.0 
$332 = 0.0 
$333 = 0 
$261 = 0 
$262 = 0 
$303 = 0.0 
$304 = 0.0 
$305 = 0.0 
$306 = 0.0 
$326 = 0 
$266 = 0 
43@ = 0.0 
42@ = 0.0 
44@ = 0.0 
39@ = 0 
40@ = 0 
48@ = 0 
$254 = 0 
$286 = 0 
$287 = 0 
$289 = 0 
$290 = 0 
$292 = 0 
$293 = 0 
$295 = 0 
$296 = 0 
$298 = 0 
$299 = 0 
$288 = 0 
$291 = 0 
$294 = 0 
$297 = 0 
$300 = 0 
$301 = 0 
$302 = 0 
$CURRENT_FLIGHT_RECORD = 0 
$269 = 0 
0086: $255 = $307 // (float) 
0086: $256 = $308 // (float) 
02CE: $257 = ground_z_at $255 $256 50.0 
$268 = 0 
$259 = 0.0 
$267 = 0 
$270 = 0 
41@ = 0 
$264 = 0 
$265 = 0 
$272 = 0 
$273 = 0 
$276 = 0.0 
$274 = 0 
$275 = 0 
$279 = 0.0 
45@ = 0.0 
46@ = 0 
47@ = 0 
59@ = 0 
58@ = 0 
return 

:BSKOOL_17345
036A: put_actor $PLAYER_ACTOR in_car 38@ 
Car.DoorStatus(38@) = 4
wait 0 
0581: enable_radar 1 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 500 

:BSKOOL_17379
if 
fading 
else_jump @BSKOOL_17403 
wait 0 
jump @BSKOOL_17379 

:BSKOOL_17403
Player.CanMove($PLAYER_CHAR) = True
return 

:BSKOOL_17412
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_17479 
if 
  $249 == 1 
else_jump @BSKOOL_17472 
if 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @BSKOOL_17472 
48@ = 1 

:BSKOOL_17472
jump @BSKOOL_17486 

:BSKOOL_17479
48@ = 1 

:BSKOOL_17486
return 

:BSKOOL_17488
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_17531 
if 
   Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @BSKOOL_17531 
02E3: 43@ = car 38@ speed 

:BSKOOL_17531
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BSKOOL_17644 
if 
  43@ > 0.1 
else_jump @BSKOOL_17644 
00BE: text_clear_all 
if or
  $247 == 1 
  $247 == 2 
  $247 == 3 
  $247 == 5 
  $247 == 4 
  $247 == 6 
else_jump @BSKOOL_17637 
014E: set_timer_to $253 type 1 // global_variable 

:BSKOOL_17637
$249 = 1 

:BSKOOL_17644
return 

:BSKOOL_17646
if 
  $253 == 0 
else_jump @BSKOOL_17678 
Player.CanMove($PLAYER_CHAR) = False
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:BSKOOL_17678
return 

:BSKOOL_17680
Player.CanMove($PLAYER_CHAR) = False
0396: pause_timer 1 
return 

:BSKOOL_17693
Car.StorePos(38@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
if 
  $259 > 0.5 
else_jump @BSKOOL_17830 
if 
  10.0 > $259 
else_jump @BSKOOL_17816 
$259 -= 0.5 
$259 *= 10.42 
008C: $273 = float $259 to_integer 
$267 = 100 
0060: $267 -= $273 // (int) 
jump @BSKOOL_17823 

:BSKOOL_17816
$267 = 0 

:BSKOOL_17823
jump @BSKOOL_17837 

:BSKOOL_17830
$267 = 100 

:BSKOOL_17837
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
return 
40@ = Car.Health(38@)
$268 = 1000 
0066: $268 -= 40@ // (int) 
if 
  $247 == 16 
else_jump @BSKOOL_17903 
$268 /= 10 
jump @BSKOOL_17910 

:BSKOOL_17903
$268 /= 2 

:BSKOOL_17910
if 
  $268 > 100 
else_jump @BSKOOL_17935 
$268 = 100 

:BSKOOL_17935
return 

:BSKOOL_17937
$272 = 0 
$200 = 0 
if 
  $247 == 1 
else_jump @BSKOOL_18028 

:BSKOOL_17969
if 
  15 > $200 
else_jump @BSKOOL_18028 
if 
0366:   object $201($200,46i) damaged 
else_jump @BSKOOL_18014 
$272 += 10 

:BSKOOL_18014
$200 += 1 
jump @BSKOOL_17969 

:BSKOOL_18028
if 
  $247 == 2 
else_jump @BSKOOL_18105 

:BSKOOL_18046
if 
  25 > $200 
else_jump @BSKOOL_18105 
if 
0366:   object $201($200,46i) damaged 
else_jump @BSKOOL_18091 
$272 += 10 

:BSKOOL_18091
$200 += 1 
jump @BSKOOL_18046 

:BSKOOL_18105
if or
  $247 == 3 
  $247 == 5 
else_jump @BSKOOL_18189 

:BSKOOL_18130
if 
  30 > $200 
else_jump @BSKOOL_18189 
if 
0366:   object $201($200,46i) damaged 
else_jump @BSKOOL_18175 
$272 += 10 

:BSKOOL_18175
$200 += 1 
jump @BSKOOL_18130 

:BSKOOL_18189
if or
  $247 == 4 
  $247 == 6 
else_jump @BSKOOL_18273 

:BSKOOL_18214
if 
  14 > $200 
else_jump @BSKOOL_18273 
if 
0366:   object $201($200,46i) damaged 
else_jump @BSKOOL_18259 
$272 += 10 

:BSKOOL_18259
$200 += 1 
jump @BSKOOL_18214 

:BSKOOL_18273
$272 *= 2 
if 
  $272 > 90 
else_jump @BSKOOL_18305 
$272 = 100 

:BSKOOL_18305
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
return 

:BSKOOL_18315
if 
  1 > $CURRENT_FLIGHT_RECORD 
else_jump @BSKOOL_18340 
$CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_18340
00BE: text_clear_all 
return 

:BSKOOL_18344
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_18777 
if 
  $333 == 0 
else_jump @BSKOOL_18469 
0407: store_coords_to $330 $331 $332 from_car 38@ with_offset 10.0 0.0 5.0 
$332 = 15.0 
Camera.SetPosition($330, $331, $332, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
$333 = 1 

:BSKOOL_18469
if 
  32@ > 3000 
else_jump @BSKOOL_18616 
if 
  6000 > 32@ 
else_jump @BSKOOL_18616 
if 
  $333 == 1 
else_jump @BSKOOL_18616 
0407: store_coords_to $330 $331 $332 from_car 38@ with_offset 0.0 10.0 5.0 
$332 = 15.0 
Camera.SetPosition($330, $331, $332, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
$333 = 2 

:BSKOOL_18616
if 
  32@ > 6000 
else_jump @BSKOOL_18744 
if 
  $333 == 2 
else_jump @BSKOOL_18744 
0407: store_coords_to $330 $331 $332 from_car 38@ with_offset -10.0 0.0 5.0 
$332 = 15.0 
Camera.SetPosition($330, $331, $332, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
$333 = 3 

:BSKOOL_18744
if 
  32@ > 9000 
else_jump @BSKOOL_18777 
$333 = 1 
32@ = 0 

:BSKOOL_18777
return 

:BSKOOL_18779
65@ = 0 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @BSKOOL_18868 
if 
  85 > $CURRENT_FLIGHT_RECORD 
else_jump @BSKOOL_18868 
if and
  67@ > 69 
  85 > 67@ 
else_jump @BSKOOL_18861 
65@ = 0 
jump @BSKOOL_18868 

:BSKOOL_18861
65@ = 2 

:BSKOOL_18868
if 
  $CURRENT_FLIGHT_RECORD > 84 
else_jump @BSKOOL_18950 
if 
  100 > $CURRENT_FLIGHT_RECORD 
else_jump @BSKOOL_18950 
if and
  67@ > 84 
  100 > 67@ 
else_jump @BSKOOL_18943 
65@ = 0 
jump @BSKOOL_18950 

:BSKOOL_18943
65@ = 3 

:BSKOOL_18950
if 
  $CURRENT_FLIGHT_RECORD == 100 
else_jump @BSKOOL_19007 
if 
  67@ == 100 
else_jump @BSKOOL_19000 
65@ = 0 
jump @BSKOOL_19007 

:BSKOOL_19000
65@ = 4 

:BSKOOL_19007
return 

:BSKOOL_19009
0826: enable_hud 0 
0581: enable_radar 0 
00BE: text_clear_all 
014F: stop_timer $253 
if 
  2 > 65@ 
else_jump @BSKOOL_19082 
0937: text_draw_box_cornerA 160.0 220.0 cornerB 490.0 400.0 GXT_reference 'BS_Z_8' style 3  // Ergebnisse
jump @BSKOOL_19115 

:BSKOOL_19082
0937: text_draw_box_cornerA 160.0 200.0 cornerB 490.0 400.0 GXT_reference 'DUMMY' style 3 

:BSKOOL_19115
gosub @BSKOOL_16350 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 255.0 GXT 'BS_Y_1'  // Endrichtung:
gosub @BSKOOL_16350 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 475.0 255.0 GXT 'BS_Y_6' number $266  // ~1~%
gosub @BSKOOL_16350 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 275.0 GXT 'BS_Y_2'  // Endposition:
gosub @BSKOOL_16350 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 475.0 275.0 GXT 'BS_Y_6' number $267  // ~1~%
gosub @BSKOOL_16350 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 295.0 GXT 'BS_Y_3'  // Schaden:
gosub @BSKOOL_16350 
03E4: enable_text_draw_align_right 1 
0904: get_interface 0 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
045A: draw_text_1number 475.0 295.0 GXT 'BS_Y_6' number $272  // ~1~%
gosub @BSKOOL_16350 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 315.0 GXT 'BS_Y_5'  // Gesamtpunktzahl
gosub @BSKOOL_16350 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 475.0 315.0 GXT 'BS_Y_6' number $CURRENT_FLIGHT_RECORD  // ~1~%
if or
  59@ == 1 
  59@ == 2 
else_jump @BSKOOL_19919 
if 
  65@ > 0 
else_jump @BSKOOL_19919 
038D: draw_texture 4 position 250.0 200.0 size -60.0 60.0 RGBA 180 180 180 255 
038D: draw_texture 4 position 392.0 200.0 size 60.0 60.0 RGBA 180 180 180 255 
if 
  65@ == 2 
else_jump @BSKOOL_19728 
038D: draw_texture 1 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:BSKOOL_19728
if 
  65@ == 3 
else_jump @BSKOOL_19782 
038D: draw_texture 2 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:BSKOOL_19782
if 
  65@ == 4 
else_jump @BSKOOL_19836 
038D: draw_texture 3 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:BSKOOL_19836
gosub @BSKOOL_16466 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 323.0 65.0 GXT 'BS_Y_9'  // NEUES ZERTIFIKAT ERHALTEN

:BSKOOL_19919
if or
  59@ == 1 
  59@ == 2 
else_jump @BSKOOL_20011 
gosub @BSKOOL_16466 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'BS_Y_8'  // NEUER HIGH-SCORE!

:BSKOOL_20011
if 
   not 59@ == 2 
else_jump @BSKOOL_20316 
gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 4 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 330.0 345.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 345.0 GXT 'BS_Z_5'  // Weiter
gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 4 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 330.0 365.0 GXT 'BS_X04'  // ~k~~VEHICLE_ENTER_EXIT~
gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 365.0 GXT 'BS_Z_6'  // Beenden
jump @BSKOOL_20528 

:BSKOOL_20316
if 
   not $2162 == 6 
else_jump @BSKOOL_20388 
gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 170.0 345.0 GXT 'BS_Z_9'  // NEUER TEST VERFGBAR!

:BSKOOL_20388
gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 4 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 330.0 365.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 365.0 GXT 'BS_Z_5'  // Weiter

:BSKOOL_20528
return 

:BSKOOL_20530
if 
00E1:   player 0 pressed_key 16 
else_jump @BSKOOL_20586 
if 
  $12 == 1 
else_jump @BSKOOL_20579 
$12 = 0 
$326 = 1 

:BSKOOL_20579
jump @BSKOOL_20611 

:BSKOOL_20586
if 
  $12 == 0 
else_jump @BSKOOL_20611 
$12 = 1 

:BSKOOL_20611
return 

:BSKOOL_20613
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1186 
fade 0 500 

:BSKOOL_20640
if 
fading 
else_jump @BSKOOL_20709 
if 
  $MISSION_DRIVING_SCHOOL_PASSED == 0 
else_jump @BSKOOL_20696 
if 
  $2170 == 1 
else_jump @BSKOOL_20696 
gosub @BSKOOL_12674 

:BSKOOL_20696
00BE: text_clear_all 
wait 0 
jump @BSKOOL_20640 

:BSKOOL_20709
00BE: text_clear_all 
03D6: remove_styled_text 'BS_Y_8'  // NEUER HIGH-SCORE!
03D6: remove_styled_text 'BS_Y_9'  // NEUES ZERTIFIKAT ERHALTEN
0221: set_player $PLAYER_CHAR trapped_in_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
  48@ == 2 
else_jump @BSKOOL_20835 
00BE: text_clear_all 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BSKOOL_20808 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1171.521 1351.183 9.9219 
jump @BSKOOL_20828 

:BSKOOL_20808
Actor.PutAt($PLAYER_ACTOR, 1171.521, 1351.183, 9.9219)

:BSKOOL_20828
jump @BSKOOL_20898 

:BSKOOL_20835
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BSKOOL_20878 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1171.521 1351.183 9.9219 
jump @BSKOOL_20898 

:BSKOOL_20878
Actor.PutAt($PLAYER_ACTOR, 1171.521, 1351.183, 9.9219)

:BSKOOL_20898
Actor.Angle($PLAYER_ACTOR) = 5.0
Car.Destroy(38@)
0395: clear_area 1 at 1171.521 1351.183 9.9219 radius 2.0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
014F: stop_timer $253 
0396: pause_timer 0 
return 

:BSKOOL_20952
$200 = 0 

:BSKOOL_20959
if 
  46 > $200 
else_jump @BSKOOL_21000 
Object.Destroy($201($200,46i))
$200 += 1 
jump @BSKOOL_20959 

:BSKOOL_21000
if 
03CA:   object 56@ exists 
else_jump @BSKOOL_21021 
Object.Destroy(56@)

:BSKOOL_21021
return 

:BSKOOL_21023
$200 = 0 
if 
  $247 == 1 
else_jump @BSKOOL_21107 

:BSKOOL_21048
if 
  15 > $200 
else_jump @BSKOOL_21107 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 500.0)
$200 += 1 
jump @BSKOOL_21048 

:BSKOOL_21107
if 
  $247 == 2 
else_jump @BSKOOL_21184 

:BSKOOL_21125
if 
  25 > $200 
else_jump @BSKOOL_21184 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 500.0)
$200 += 1 
jump @BSKOOL_21125 

:BSKOOL_21184
if or
  $247 == 3 
  $247 == 5 
else_jump @BSKOOL_21268 

:BSKOOL_21209
if 
  30 > $200 
else_jump @BSKOOL_21268 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 500.0)
$200 += 1 
jump @BSKOOL_21209 

:BSKOOL_21268
if or
  $247 == 4 
  $247 == 6 
else_jump @BSKOOL_21382 

:BSKOOL_21293
if 
  14 > $200 
else_jump @BSKOOL_21352 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 500.0)
$200 += 1 
jump @BSKOOL_21293 

:BSKOOL_21352
56@ = Object.Init(#LANDJUMP2, 0.0, 0.0, 500.0)
Object.CollisionDetection(56@) = True

:BSKOOL_21382
if 
  $247 == 1 
else_jump @BSKOOL_22060 
$285 = 6.0 
$279 = 0.0 
0407: store_coords_to $280 $281 $284 from_car 38@ with_offset 0.0 1.0 -0.2 

:BSKOOL_21449
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 0.0 
else_jump @BSKOOL_21532 
Object.PutAt($201[0], $282, $283, $284)

:BSKOOL_21532
if 
  $279 == 24.0 
else_jump @BSKOOL_21567 
Object.PutAt($201[1], $282, $283, $284)

:BSKOOL_21567
if 
  $279 == 48.0 
else_jump @BSKOOL_21602 
Object.PutAt($201[2], $282, $283, $284)

:BSKOOL_21602
if 
  $279 == 72.0 
else_jump @BSKOOL_21637 
Object.PutAt($201[3], $282, $283, $284)

:BSKOOL_21637
if 
  $279 == 96.0 
else_jump @BSKOOL_21672 
Object.PutAt($201[4], $282, $283, $284)

:BSKOOL_21672
if 
  $279 == 120.0 
else_jump @BSKOOL_21707 
Object.PutAt($201[5], $282, $283, $284)

:BSKOOL_21707
if 
  $279 == 144.0 
else_jump @BSKOOL_21742 
Object.PutAt($201[6], $282, $283, $284)

:BSKOOL_21742
if 
  $279 == 168.0 
else_jump @BSKOOL_21777 
Object.PutAt($201[7], $282, $283, $284)

:BSKOOL_21777
if 
  $279 == 192.0 
else_jump @BSKOOL_21812 
Object.PutAt($201[8], $282, $283, $284)

:BSKOOL_21812
if 
  $279 == 216.0 
else_jump @BSKOOL_21847 
Object.PutAt($201[9], $282, $283, $284)

:BSKOOL_21847
if 
  $279 == 240.0 
else_jump @BSKOOL_21882 
Object.PutAt($201[10], $282, $283, $284)

:BSKOOL_21882
if 
  $279 == 264.0 
else_jump @BSKOOL_21917 
Object.PutAt($201[11], $282, $283, $284)

:BSKOOL_21917
if 
  $279 == 288.0 
else_jump @BSKOOL_21952 
Object.PutAt($201[12], $282, $283, $284)

:BSKOOL_21952
if 
  $279 == 312.0 
else_jump @BSKOOL_21987 
Object.PutAt($201[13], $282, $283, $284)

:BSKOOL_21987
if 
  $279 == 336.0 
else_jump @BSKOOL_22022 
Object.PutAt($201[14], $282, $283, $284)

:BSKOOL_22022
$279 += 24.0 
if 
  360.0 > $279 
else_jump @BSKOOL_22060 
jump @BSKOOL_21449 

:BSKOOL_22060
if 
  $247 == 2 
else_jump @BSKOOL_22802 
$285 = 6.0 
$279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car 38@ with_offset 0.0 86.0 -0.2 

:BSKOOL_22127
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 120.0 
else_jump @BSKOOL_22210 
Object.PutAt($201[0], $282, $283, $284)

:BSKOOL_22210
if 
  $279 == 150.0 
else_jump @BSKOOL_22245 
Object.PutAt($201[1], $282, $283, $284)

:BSKOOL_22245
if 
  $279 == 180.0 
else_jump @BSKOOL_22280 
Object.PutAt($201[2], $282, $283, $284)

:BSKOOL_22280
if 
  $279 == 210.0 
else_jump @BSKOOL_22315 
Object.PutAt($201[3], $282, $283, $284)

:BSKOOL_22315
if 
  $279 == 240.0 
else_jump @BSKOOL_22350 
Object.PutAt($201[4], $282, $283, $284)

:BSKOOL_22350
$279 += 30.0 
if 
  271.0 > $279 
else_jump @BSKOOL_22388 
jump @BSKOOL_22127 

:BSKOOL_22388
035C: place_object $201[7] relative_to_car 38@ with_offset -7.0 74.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 7.0 74.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -7.0 78.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 7.0 78.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -7.0 82.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 7.0 82.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset -7.0 86.0 -0.2 
035C: place_object $201[14] relative_to_car 38@ with_offset 7.0 86.0 -0.2 
035C: place_object $201[15] relative_to_car 38@ with_offset 0.0 82.0 -0.2 
035C: place_object $201[16] relative_to_car 38@ with_offset -3.0 4.0 -0.2 
035C: place_object $201[17] relative_to_car 38@ with_offset 3.0 4.0 -0.2 
035C: place_object $201[18] relative_to_car 38@ with_offset -3.0 0.0 -0.2 
035C: place_object $201[19] relative_to_car 38@ with_offset 3.0 0.0 -0.2 
035C: place_object $201[20] relative_to_car 38@ with_offset -3.0 -4.0 -0.2 
035C: place_object $201[21] relative_to_car 38@ with_offset 3.0 -4.0 -0.2 
035C: place_object $201[22] relative_to_car 38@ with_offset 0.0 -4.0 -0.2 
035C: place_object $201[23] relative_to_car 38@ with_offset 0.0 74.0 -0.2 
035C: place_object $201[24] relative_to_car 38@ with_offset 0.0 78.0 -0.2 

:BSKOOL_22802
if or
  $247 == 3 
  $247 == 5 
else_jump @BSKOOL_23517 
035C: place_object $201[0] relative_to_car 38@ with_offset -3.0 4.0 -0.2 
035C: place_object $201[1] relative_to_car 38@ with_offset 3.0 4.0 -0.2 
035C: place_object $201[2] relative_to_car 38@ with_offset -3.0 0.0 -0.2 
035C: place_object $201[3] relative_to_car 38@ with_offset 3.0 0.0 -0.2 
035C: place_object $201[4] relative_to_car 38@ with_offset -3.0 -4.0 -0.2 
035C: place_object $201[5] relative_to_car 38@ with_offset 3.0 -4.0 -0.2 
035C: place_object $201[6] relative_to_car 38@ with_offset 0.0 -4.0 -0.2 
035C: place_object $201[7] relative_to_car 38@ with_offset -3.5 56.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 3.5 56.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -3.5 60.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 3.5 60.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -3.5 64.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 3.5 64.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset -3.5 68.0 -0.2 
035C: place_object $201[14] relative_to_car 38@ with_offset 3.5 68.0 -0.2 
035C: place_object $201[15] relative_to_car 38@ with_offset -3.5 72.0 -0.2 
035C: place_object $201[16] relative_to_car 38@ with_offset 3.5 72.0 -0.2 
035C: place_object $201[17] relative_to_car 38@ with_offset -3.5 76.0 -0.2 
035C: place_object $201[18] relative_to_car 38@ with_offset 3.5 76.0 -0.2 
035C: place_object $201[19] relative_to_car 38@ with_offset -3.5 80.0 -0.2 
035C: place_object $201[20] relative_to_car 38@ with_offset 3.5 80.0 -0.2 
035C: place_object $201[21] relative_to_car 38@ with_offset -3.5 84.0 -0.2 
035C: place_object $201[22] relative_to_car 38@ with_offset 3.5 84.0 -0.2 
035C: place_object $201[23] relative_to_car 38@ with_offset -3.0 120.0 -0.2 
035C: place_object $201[24] relative_to_car 38@ with_offset 3.0 120.0 -0.2 
035C: place_object $201[25] relative_to_car 38@ with_offset -3.0 124.0 -0.2 
035C: place_object $201[26] relative_to_car 38@ with_offset 3.0 124.0 -0.2 
035C: place_object $201[27] relative_to_car 38@ with_offset -3.0 128.0 -0.2 
035C: place_object $201[28] relative_to_car 38@ with_offset 3.0 128.0 -0.2 
035C: place_object $201[29] relative_to_car 38@ with_offset 0.0 128.0 -0.2 

:BSKOOL_23517
if or
  $247 == 4 
  $247 == 6 
else_jump @BSKOOL_24084 
035C: place_object $201[0] relative_to_car 38@ with_offset -3.0 4.0 -0.2 
035C: place_object $201[1] relative_to_car 38@ with_offset 3.0 4.0 -0.2 
035C: place_object $201[2] relative_to_car 38@ with_offset -3.0 0.0 -0.2 
035C: place_object $201[3] relative_to_car 38@ with_offset 3.0 0.0 -0.2 
035C: place_object $201[4] relative_to_car 38@ with_offset -3.0 -4.0 -0.2 
035C: place_object $201[5] relative_to_car 38@ with_offset 3.0 -4.0 -0.2 
035C: place_object $201[6] relative_to_car 38@ with_offset 0.0 -4.0 -0.2 
035C: place_object 56@ relative_to_car 38@ with_offset 0.0 48.0 -0.2 
if 
  $247 == 4 
else_jump @BSKOOL_23905 
035C: place_object $201[7] relative_to_car 38@ with_offset -3.0 120.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 3.0 120.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -3.0 124.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 3.0 124.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -3.0 128.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 3.0 128.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset 0.0 128.0 -0.2 

:BSKOOL_23905
if 
  $247 == 6 
else_jump @BSKOOL_24084 
035C: place_object $201[7] relative_to_car 38@ with_offset -3.0 110.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 3.0 110.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -3.0 114.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 3.0 114.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -3.0 118.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 3.0 118.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset 0.0 118.0 -0.2 

:BSKOOL_24084
return 

//-------------Mission 121---------------
// Originally: Taxi-Driver Sub-Mission

:TAXIODD
thread 'TAXIODD' 
34@ = 0 
gosub @TAXIODD_54 
if 
wasted_or_busted 
else_jump @TAXIODD_45 
gosub @TAXIODD_18818 

:TAXIODD_45
gosub @TAXIODD_18991 
end_thread 

:TAXIODD_54
if 
  $MISSION_TAXI_PASSED == 0 
else_jump @TAXIODD_74 
increment_mission_attempts 

:TAXIODD_74
$ONMISSION = 1 
$411 = 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TAXIODD_231 
if 
   Actor.DrivingTaxiVehicle($PLAYER_ACTOR)
else_jump @TAXIODD_231 
37@ = Actor.Car($PLAYER_ACTOR)
01E9: 35@ = car 37@ num_passengers 
if 
   not 35@ == 0 
else_jump @TAXIODD_179 
00BC: show_text_highpriority GXT 'TX_FULL' time 5000 flag 1  // ~r~Du brauchst ein leeres Auto, um Taxi-Missionen zu beginnen.
wait 4500 
00BE: text_clear_all 
return 

:TAXIODD_179
36@ = Car.Health(37@)
if 
8185:   not car 37@ health >= 400 
else_jump @TAXIODD_231 
00BC: show_text_highpriority GXT 'TX_ILL' time 5000 flag 1  // ~r~Dieses Taxi ist Schrott. Du brauchst einen unbeschdigten Wagen, um Taxi-Missionen zu starten.
wait 4500 
00BE: text_clear_all 
return 

:TAXIODD_231
0084: $8201 = $56 // (int) 
$56 = 1 
85@ = 0 
86@ = 0 
87@ = 0 
38@ = 0 
39@ = 0 
40@ = 0 
41@ = 0 
42@ = 0 
47@ = 0 
48@ = 0 
32@ = 0 
33@ = 0 
102@ = 0 
127@ = 0 
130@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
108@ = 0 
146@ = 0 
if 
  38@ == -99 
else_jump @TAXIODD_721 
0662: NOP "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
89@ = Car.Create(#TAXI, 0.0, 0.0, 0.0)
88@ = Actor.Create(CivMale, #WMYBU, 0.0, 0.0, 0.0)
49@ = 0 

:TAXIODD_593
90@(49@,4i) = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
49@ += 1 
  49@ >= 4 
else_jump @TAXIODD_593 
96@ = Marker.CreateAboveActor(88@)
018A: 97@ = create_checkpoint_at 0.0 0.0 0.0 
49@ = 0 

:TAXIODD_676
018A: 98@(49@,3i) = create_checkpoint_at 0.0 0.0 0.0 
49@ += 1 
  49@ >= 3 
else_jump @TAXIODD_676 

:TAXIODD_721
054C: use_GXT_table 'TAXI1' 
gosub @TAXIODD_17953 
060A: create_decision_maker_type 0 store_to 101@ // decision\allowed\m_.ped files 
gosub @TAXIODD_17955 
if 
  34@ == 1 
else_jump @TAXIODD_778 
jump @TAXIODD_17025 

:TAXIODD_778
wait 0 
gosub @TAXIODD_16595 
gosub @TAXIODD_16949 
if or
  40@ == 1 
  41@ == 1 
else_jump @TAXIODD_828 
jump @TAXIODD_1465 

:TAXIODD_828
gosub @TAXIODD_17820 
gosub @TAXIODD_17854 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @TAXIODD_872 
124@ = 1 
jump @TAXIODD_1465 

:TAXIODD_872
if 
  38@ == 0 
else_jump @TAXIODD_930 
0662: NOP "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TAXIODD_930
83@ = 0 
0293: $13 = zero // get_current_controls 
if 
   not $13 == 3 
else_jump @TAXIODD_991 
if 
00E1:   player 0 pressed_key 19 
else_jump @TAXIODD_984 
83@ = 1 

:TAXIODD_984
jump @TAXIODD_1015 

:TAXIODD_991
if 
00E1:   player 0 pressed_key 14 
else_jump @TAXIODD_1015 
83@ = 1 

:TAXIODD_1015
if 
  135@ == 0 
else_jump @TAXIODD_1081 
if 
  83@ == 1 
else_jump @TAXIODD_1074 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TAXIODD_1074 
135@ = 1 

:TAXIODD_1074
jump @TAXIODD_1129 

:TAXIODD_1081
if 
  83@ == 0 
else_jump @TAXIODD_1129 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TAXIODD_1129 
124@ = 1 
jump @TAXIODD_1465 

:TAXIODD_1129
if 
   Car.Wrecked(89@)
else_jump @TAXIODD_1159 
124@ = 1 
jump @TAXIODD_1465 

:TAXIODD_1159
51@ = Car.Health(89@)
if 
  250 >= 51@ 
else_jump @TAXIODD_1287 
if 
   not Actor.Dead(88@)
else_jump @TAXIODD_1273 
if 
   Actor.InCar(88@, 89@)
else_jump @TAXIODD_1273 
00BC: show_text_highpriority GXT 'TX_FLED' time 5000 flag 1  // ~r~Dein Fahrgast will fliehen!
if 
  138@ == 0 
else_jump @TAXIODD_1273 
0947: unknown_actor 88@ play_audio_event 221 store_to 116@ 
138@ = 1 

:TAXIODD_1273
126@ = 1 
jump @TAXIODD_1465 

:TAXIODD_1287
if 
  130@ == 1 
else_jump @TAXIODD_1344 
if 
  $8199 == 0 
else_jump @TAXIODD_1344 
124@ = 1 
108@ = 2 
jump @TAXIODD_1465 

:TAXIODD_1344
gosub @TAXIODD_2884 
if 
  127@ == 0 
else_jump @TAXIODD_1390 
124@ = 1 
108@ = 1 
jump @TAXIODD_1465 

:TAXIODD_1390
if 
  38@ == 1 
else_jump @TAXIODD_1415 
gosub @TAXIODD_1657 

:TAXIODD_1415
if 
  38@ == 2 
else_jump @TAXIODD_1440 
gosub @TAXIODD_2277 

:TAXIODD_1440
if 
  38@ == 3 
else_jump @TAXIODD_1465 
125@ = 1 

:TAXIODD_1465
if 
  40@ == 0 
else_jump @TAXIODD_1609 
if 
  124@ == 0 
else_jump @TAXIODD_1593 
if 
  126@ == 0 
else_jump @TAXIODD_1572 
if 
  125@ == 0 
else_jump @TAXIODD_1551 
jump @TAXIODD_778 
jump @TAXIODD_1565 

:TAXIODD_1551
gosub @TAXIODD_18716 
jump @TAXIODD_778 

:TAXIODD_1565
jump @TAXIODD_1586 

:TAXIODD_1572
gosub @TAXIODD_18752 
jump @TAXIODD_778 

:TAXIODD_1586
jump @TAXIODD_1602 

:TAXIODD_1593
gosub @TAXIODD_18818 
return 

:TAXIODD_1602
jump @TAXIODD_1611 

:TAXIODD_1609
return 

:TAXIODD_1611
0662: NOP "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:TAXIODD_1657
if 
  39@ == 0 
else_jump @TAXIODD_1829 
128@ = 0 
129@ = 0 
138@ = 0 
139@ = 0 
145@ = 0 
107@ = 0 
Car.ToggleTaxiLight(89@) = True
if 
  144@ == 1 
else_jump @TAXIODD_1756 
39@ = 20 
jump @TAXIODD_1829 

:TAXIODD_1756
gosub @TAXIODD_3350 
if 
  133@ == 0 
else_jump @TAXIODD_1795 
39@ = 1 
jump @TAXIODD_1829 

:TAXIODD_1795
00BC: show_text_highpriority GXT 'TX_JUNK' time $8199 flag 1  // ~r~Dein Wagen ist Schrott. Lass ihn reparieren.
139@ = 1 
0396: pause_timer 0 
39@ = 10 

:TAXIODD_1829
if 
  133@ == 1 
else_jump @TAXIODD_1966 
if 
  134@ == 0 
else_jump @TAXIODD_1879 
gosub @TAXIODD_3392 
jump @TAXIODD_1966 

:TAXIODD_1879
gosub @TAXIODD_3350 
if 
  133@ == 0 
else_jump @TAXIODD_1966 
gosub @TAXIODD_3392 
03D5: remove_text 'TX_JUNK'  // ~r~Dein Wagen ist Schrott. Lass ihn reparieren.
$8199 += 10000 
if 
  139@ == 1 
else_jump @TAXIODD_1959 
0396: pause_timer 1 
139@ = 0 

:TAXIODD_1959
39@ = 0 

:TAXIODD_1966
if 
  39@ == 1 
else_jump @TAXIODD_2071 
gosub @TAXIODD_4416 
if 
  128@ == 1 
else_jump @TAXIODD_2071 
if 
  130@ == 0 
else_jump @TAXIODD_2060 
$8199 = 36000 
03C3: set_timer_to $8199 type 1 GXT 'TX_TIME' // global_variable  // ZEIT
130@ = 1 

:TAXIODD_2060
0396: pause_timer 0 
39@ = 2 

:TAXIODD_2071
if 
  39@ == 2 
else_jump @TAXIODD_2167 
if 
   not Actor.Dead(88@)
else_jump @TAXIODD_2167 
if 
   Actor.InCar(88@, 89@)
else_jump @TAXIODD_2167 
Marker.Disable(96@)
0647: unknown_actor 88@ look_task 
Car.ToggleTaxiLight(89@) = False
0947: unknown_actor 88@ play_audio_event 224 store_to 116@ 
117@ = Car.Health(89@)
39@ = 99 

:TAXIODD_2167
if 
  39@ == 10 
else_jump @TAXIODD_2185 

:TAXIODD_2185
if 
  39@ == 20 
else_jump @TAXIODD_2243 
if 
001D:   47@ > 106@ // (int) 
else_jump @TAXIODD_2243 
144@ = 0 
106@ = 0 
39@ = 0 

:TAXIODD_2243
gosub @TAXIODD_4917 
if 
  39@ == 99 
else_jump @TAXIODD_2275 
gosub @TAXIODD_17893 

:TAXIODD_2275
return 

:TAXIODD_2277
if 
  39@ == 0 
else_jump @TAXIODD_2368 
gosub @TAXIODD_7029 
0396: pause_timer 0 
131@ = 0 
102@ = 0 
136@ = 0 
if 
  143@ == 0 
else_jump @TAXIODD_2361 
0085: 105@ = 47@ // (int) 
105@ += 5000 

:TAXIODD_2361
39@ += 1 

:TAXIODD_2368
if 
   Actor.Dead(88@)
else_jump @TAXIODD_2391 
126@ = 1 

:TAXIODD_2391
if and
   not Actor.InCar(88@, 89@)
  131@ == 0 
else_jump @TAXIODD_2424 
126@ = 1 

:TAXIODD_2424
gosub @TAXIODD_3350 
if 
  133@ == 1 
else_jump @TAXIODD_2497 
if 
  134@ == 0 
else_jump @TAXIODD_2490 
00BC: show_text_highpriority GXT 'TX_REP' time 6000 flag 1  // ~r~Dein Wagen ist Schrott. Er muss repariert werden.
gosub @TAXIODD_3392 

:TAXIODD_2490
jump @TAXIODD_2522 

:TAXIODD_2497
if 
  134@ == 1 
else_jump @TAXIODD_2522 
gosub @TAXIODD_3392 

:TAXIODD_2522
if 
  39@ == 1 
else_jump @TAXIODD_2639 
if 
0100:   actor 88@ in_sphere 121@ 122@ 123@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @TAXIODD_2639 
if and
   Actor.InCar(88@, 89@)
   Actor.InCar($PLAYER_ACTOR, 89@)
else_jump @TAXIODD_2639 
Player.CanMove($PLAYER_CHAR) = False
Marker.Disable(97@)
131@ = 1 
0396: pause_timer 1 
39@ += 1 

:TAXIODD_2639
if 
  39@ == 2 
else_jump @TAXIODD_2714 
if 
01C1:   car 89@ stopped 
else_jump @TAXIODD_2714 
if 
   Actor.InCar(88@, 89@)
else_jump @TAXIODD_2700 
0622: AS_actor 88@ bail_car 89@ 

:TAXIODD_2700
gosub @TAXIODD_18204 
39@ += 1 

:TAXIODD_2714
if 
  39@ == 3 
else_jump @TAXIODD_2777 
if 
   not Actor.InCar(88@, 89@)
else_jump @TAXIODD_2777 
Actor.RemoveReferences(88@)
146@ -= 1 
Player.CanMove($PLAYER_CHAR) = True
39@ = 99 

:TAXIODD_2777
if 
  131@ == 0 
else_jump @TAXIODD_2802 
gosub @TAXIODD_6778 

:TAXIODD_2802
if 
  143@ == 0 
else_jump @TAXIODD_2857 
if 
001D:   47@ > 105@ // (int) 
else_jump @TAXIODD_2857 
03E5: show_text_box 'TX_TIP'  // Der Bonus-Balken sinkt mit zunehmender Fahrtdauer und zunehmendem Schaden am Fahrzeug.
143@ = 1 

:TAXIODD_2857
if 
  39@ == 99 
else_jump @TAXIODD_2882 
gosub @TAXIODD_17893 

:TAXIODD_2882
return 

:TAXIODD_2884
if 
   Actor.DrivingTaxiVehicle($PLAYER_ACTOR)
else_jump @TAXIODD_2947 
if 
   not 127@ == 1 
else_jump @TAXIODD_2940 
89@ = Actor.Car($PLAYER_ACTOR)
127@ = 1 
gosub @TAXIODD_2956 

:TAXIODD_2940
jump @TAXIODD_2954 

:TAXIODD_2947
127@ = 0 

:TAXIODD_2954
return 

:TAXIODD_2956
51@ = 0 
90@(51@,4i) = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
Object.CollisionDetection(90@(51@,4i)) = False
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset 0.0 2.3 0.0 rotation 0.0 0.0 0.0 
51@ = 1 
90@(51@,4i) = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
Object.CollisionDetection(90@(51@,4i)) = False
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset 0.0 -2.6 0.0 rotation 0.0 0.0 0.0 
51@ = 2 
90@(51@,4i) = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
Object.CollisionDetection(90@(51@,4i)) = False
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset -1.0 -1.0 0.0 rotation 0.0 0.0 0.0 
51@ = 3 
90@(51@,4i) = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
Object.CollisionDetection(90@(51@,4i)) = False
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset 1.0 -1.0 0.0 rotation 0.0 0.0 0.0 
return 

:TAXIODD_3350
if 
0185:   car 89@ health >= 400 
else_jump @TAXIODD_3383 
133@ = 0 
jump @TAXIODD_3390 

:TAXIODD_3383
133@ = 1 

:TAXIODD_3390
return 

:TAXIODD_3392
if 
  134@ == 1 
else_jump @TAXIODD_3456 
49@ = 0 

:TAXIODD_3417
Marker.Disable(98@(49@,3i))
49@ += 1 
  49@ >= 3 
else_jump @TAXIODD_3417 
134@ = 0 
return 

:TAXIODD_3456
if 
0154:   actor $PLAYER_ACTOR in_zone 'LA'  // Los Angeles
else_jump @TAXIODD_3523 
51@ = 0 
gosub @TAXIODD_3903 
51@ += 1 
gosub @TAXIODD_3960 
51@ += 1 
gosub @TAXIODD_4245 

:TAXIODD_3523
if 
0154:   actor $PLAYER_ACTOR in_zone 'VE'  // Las Vegas
else_jump @TAXIODD_3562 
51@ = 0 
gosub @TAXIODD_4131 

:TAXIODD_3562
if 
0154:   actor $PLAYER_ACTOR in_zone 'SF'  // San Francisco
else_jump @TAXIODD_3615 
51@ = 0 
gosub @TAXIODD_4188 
51@ += 1 
gosub @TAXIODD_4302 

:TAXIODD_3615
if 
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Central Valley
else_jump @TAXIODD_3668 
51@ = 0 
gosub @TAXIODD_4017 
51@ += 1 
gosub @TAXIODD_4245 

:TAXIODD_3668
if 
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'  // Santa Barbara County
else_jump @TAXIODD_3735 
51@ = 0 
gosub @TAXIODD_3960 
51@ += 1 
gosub @TAXIODD_4017 
51@ += 1 
gosub @TAXIODD_4302 

:TAXIODD_3735
if 
0154:   actor $PLAYER_ACTOR in_zone 'WHET'  // Monterey County
else_jump @TAXIODD_3802 
51@ = 0 
gosub @TAXIODD_3960 
51@ += 1 
gosub @TAXIODD_4017 
51@ += 1 
gosub @TAXIODD_4302 

:TAXIODD_3802
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROBAD'  // Sierra Nevada
else_jump @TAXIODD_3841 
51@ = 0 
gosub @TAXIODD_4074 

:TAXIODD_3841
if 
0154:   actor $PLAYER_ACTOR in_zone 'BONE'  // Nye County
else_jump @TAXIODD_3894 
51@ = 0 
gosub @TAXIODD_4074 
51@ += 1 
gosub @TAXIODD_4131 

:TAXIODD_3894
134@ = 1 
return 

:TAXIODD_3903
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_3932 
Marker.Disable(98@(51@,3i))

:TAXIODD_3932
02A8: 98@(51@,3i) = create_marker 63 at 2067.4 -1831.2 13.5 
return 

:TAXIODD_3960
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_3989 
Marker.Disable(98@(51@,3i))

:TAXIODD_3989
02A8: 98@(51@,3i) = create_marker 63 at 488.0 -1734.0 34.4 
return 

:TAXIODD_4017
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_4046 
Marker.Disable(98@(51@,3i))

:TAXIODD_4046
02A8: 98@(51@,3i) = create_marker 63 at 720.016 -454.625 15.328 
return 

:TAXIODD_4074
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_4103 
Marker.Disable(98@(51@,3i))

:TAXIODD_4103
02A8: 98@(51@,3i) = create_marker 63 at -1420.547 2583.945 58.031 
return 

:TAXIODD_4131
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_4160 
Marker.Disable(98@(51@,3i))

:TAXIODD_4160
02A8: 98@(51@,3i) = create_marker 63 at 1966.532 2162.65 10.995 
return 

:TAXIODD_4188
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_4217 
Marker.Disable(98@(51@,3i))

:TAXIODD_4217
02A8: 98@(51@,3i) = create_marker 63 at -2425.46 1020.83 49.39 
return 

:TAXIODD_4245
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_4274 
Marker.Disable(98@(51@,3i))

:TAXIODD_4274
02A8: 98@(51@,3i) = create_marker 63 at 1021.8 -1018.7 30.9 
return 

:TAXIODD_4302
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_4331 
Marker.Disable(98@(51@,3i))

:TAXIODD_4331
02A8: 98@(51@,3i) = create_marker 63 at -1908.9 292.3 40.0 
return 
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_4388 
Marker.Disable(98@(51@,3i))

:TAXIODD_4388
02A8: 98@(51@,3i) = create_marker 63 at -103.6 1112.4 18.7 
return 

:TAXIODD_4416
if 
001D:   47@ > 102@ // (int) 
else_jump @TAXIODD_4531 
if 
  136@ == 0 
else_jump @TAXIODD_4499 
00BC: show_text_highpriority GXT 'TX_NONE' time 6000 flag 1  // ~s~Hier in der Nhe sind keine Fahrgste. Such weiter.
0085: 102@ = 47@ // (int) 
102@ += 5000 
137@ = 1 
jump @TAXIODD_4531 

:TAXIODD_4499
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Such dir einen ~b~Fahrgast~s~.
0085: 102@ = 47@ // (int) 
102@ += 5000 

:TAXIODD_4531
02DD: 88@ = get_random_ped_in_zone 'SAN_AND' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
if 
  88@ == -1 
else_jump @TAXIODD_4571 
return 

:TAXIODD_4571
146@ += 1 
if or
   Actor.Dead(88@)
   Actor.Driving(88@)
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TAXIODD_4621 
Actor.RemoveReferences(88@)
146@ -= 1 
return 

:TAXIODD_4621
0665: get_actor 88@ model_to 94@ 
if 
003B:   94@ == 95@ // (int) 
else_jump @TAXIODD_4662 
Actor.RemoveReferences(88@)
146@ -= 1 
return 

:TAXIODD_4662
Actor.StorePos(88@, 58@, 59@, 60@)
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 88.0 88.0 19.0 
else_jump @TAXIODD_4732 
Actor.RemoveReferences(88@)
146@ -= 1 
return 

:TAXIODD_4732
136@ = 1 
if 
  137@ == 1 
else_jump @TAXIODD_4796 
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Such dir einen ~b~Fahrgast~s~.
0085: 102@ = 47@ // (int) 
102@ += 5000 
137@ = 0 

:TAXIODD_4796
0792: disembark_instantly_actor 88@ 
060B: set_actor 88@ decision_maker_to 101@ 
05BA: AS_actor 88@ move_mouth -2 ms 
145@ = 0 
gosub @TAXIODD_6172 
if 
075C:   marker 96@ enabled 
else_jump @TAXIODD_4851 
Marker.Disable(96@)

:TAXIODD_4851
96@ = Marker.CreateAboveActor(88@)
07E0: set_marker 96@ type_to 1 
Actor.StorePos($PLAYER_ACTOR, 118@, 119@, 120@)
118@ += 4.0 
119@ += 4.0 
0085: 95@ = 94@ // (int) 
128@ = 1 
return 

:TAXIODD_4917
if 
  128@ == 0 
else_jump @TAXIODD_4937 
return 

:TAXIODD_4937
if 
001D:   47@ > 102@ // (int) 
else_jump @TAXIODD_4988 
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Such dir einen ~b~Fahrgast~s~.
0085: 102@ = 47@ // (int) 
102@ += 5000 

:TAXIODD_4988
83@ = 0 
84@ = 1 
if or
   Actor.Dead(88@)
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TAXIODD_5072 
83@ = 1 
84@ = 0 
00BC: show_text_highpriority GXT 'TX_OOPS' time 6000 flag 1  // ~s~Ups! Du solltest dir lieber einen neuen ~b~Fahrgast~s~ suchen.
0085: 102@ = 47@ // (int) 
102@ += 5000 

:TAXIODD_5072
if 
   Car.Wrecked(89@)
else_jump @TAXIODD_5095 
83@ = 1 

:TAXIODD_5095
if 
  83@ == 0 
else_jump @TAXIODD_5139 
if 
   not Actor.InCar($PLAYER_ACTOR, 89@)
else_jump @TAXIODD_5139 
83@ = 1 

:TAXIODD_5139
if 
  83@ == 0 
else_jump @TAXIODD_5185 
Actor.StorePos($PLAYER_ACTOR, 58@, 59@, 60@)
Actor.StorePos(88@, 61@, 62@, 63@)

:TAXIODD_5185
if 
  83@ == 0 
else_jump @TAXIODD_5252 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 61@ 62@ 63@ radius 90.0 90.0 20.0 
else_jump @TAXIODD_5252 
83@ = 1 

:TAXIODD_5252
if 
  83@ == 1 
else_jump @TAXIODD_5399 
if 
  84@ == 1 
else_jump @TAXIODD_5295 
102@ = 0 

:TAXIODD_5295
128@ = 0 
138@ = 0 
Marker.Disable(96@)
if 
  133@ == 1 
else_jump @TAXIODD_5346 
39@ = 10 
jump @TAXIODD_5353 

:TAXIODD_5346
39@ = 1 

:TAXIODD_5353
if 
   not Actor.Dead(88@)
else_jump @TAXIODD_5381 
0647: unknown_actor 88@ look_task 
gosub @TAXIODD_6415 

:TAXIODD_5381
Actor.RemoveReferences(88@)
146@ -= 1 
0396: pause_timer 0 
return 

:TAXIODD_5399
if and
   Actor.InCar($PLAYER_ACTOR, 89@)
0103:   actor $PLAYER_ACTOR in_sphere 61@ 62@ 63@ radius 10.0 10.0 3.0 sphere 0 stopped_in_car 
else_jump @TAXIODD_5718 
if 
  129@ == 0 
else_jump @TAXIODD_5556 
gosub @TAXIODD_3350 
if 
  133@ == 1 
else_jump @TAXIODD_5515 
00BC: show_text_highpriority GXT 'TX_JUNK' time 5000 flag 1  // ~r~Dein Wagen ist Schrott. Lass ihn reparieren.
jump @TAXIODD_5295 

:TAXIODD_5515
gosub @TAXIODD_6415 
0085: 107@ = 47@ // (int) 
107@ += 300 
129@ = 1 
0396: pause_timer 1 
jump @TAXIODD_5709 

:TAXIODD_5556
if 
  107@ > 0 
else_jump @TAXIODD_5636 
if 
001D:   47@ > 107@ // (int) 
else_jump @TAXIODD_5636 
062E: unknown_get_actor 88@ task 2586 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @TAXIODD_5636 
gosub @TAXIODD_6453 
107@ = 0 

:TAXIODD_5636
if 
  107@ == 0 
else_jump @TAXIODD_5709 
if 
   not Actor.InCar(88@, 89@)
else_jump @TAXIODD_5709 
062E: unknown_get_actor 88@ task 1482 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @TAXIODD_5709 
gosub @TAXIODD_6453 

:TAXIODD_5709
return 
jump @TAXIODD_5831 

:TAXIODD_5718
if 
  129@ == 1 
else_jump @TAXIODD_5824 
if 
   Actor.InCar($PLAYER_ACTOR, 89@)
else_jump @TAXIODD_5822 
if 
8100:   not actor $PLAYER_ACTOR in_sphere 61@ 62@ 63@ radius 10.0 10.0 3.0 sphere 0 in_car 
else_jump @TAXIODD_5822 
gosub @TAXIODD_6172 
05BA: AS_actor 88@ move_mouth -2 ms 
129@ = 0 
0396: pause_timer 0 

:TAXIODD_5822
return 

:TAXIODD_5824
107@ = 0 

:TAXIODD_5831
if 
   not Actor.Driving(88@)
else_jump @TAXIODD_5893 
062E: unknown_get_actor 88@ task 1471 status_store_to 42@ // ret 7 if not found 
if and
84A4:   not  42@ == 1 // @ == any 
84A4:   not  42@ == 0 // @ == any 
else_jump @TAXIODD_5893 
05BF: AS_actor 88@ look_at_actor $PLAYER_ACTOR -2 ms 

:TAXIODD_5893
if 
   not Actor.Driving(88@)
else_jump @TAXIODD_6072 
062E: unknown_get_actor 88@ task 1492 status_store_to 42@ // ret 7 if not found 
if and
84A4:   not  42@ == 1 // @ == any 
84A4:   not  42@ == 0 // @ == any 
else_jump @TAXIODD_6072 
050A: 82@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 118@ 119@ 120@ 
if 
  82@ > 4.0 
else_jump @TAXIODD_6072 
0087: 74@ = 58@ // (float) 
0087: 75@ = 59@ // (float) 
0087: 77@ = 61@ // (float) 
0087: 78@ = 62@ // (float) 
0087: 58@ = 74@ // (float) 
0063: 58@ -= 77@ // (float) 
0087: 59@ = 75@ // (float) 
0063: 59@ -= 78@ // (float) 
0604: get_Z_angle_for_point 58@ 59@ store_to 73@ 
05D4: AS_actor 88@ rotate_angle 73@ 

:TAXIODD_6072
if 
  145@ == 0 
else_jump @TAXIODD_6170 
if 
  129@ == 0 
else_jump @TAXIODD_6170 
050A: 82@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 61@ 62@ 63@ 
if 
  10.0 > 82@ 
else_jump @TAXIODD_6170 
0947: unknown_actor 88@ play_audio_event 222 store_to 116@ 
145@ = 1 

:TAXIODD_6170
return 

:TAXIODD_6172
140@ = 0 
gosub @TAXIODD_6518 
141@ = 0 
gosub @TAXIODD_6648 
83@ = 0 
if 
  140@ == 1 
else_jump @TAXIODD_6271 
if 
  141@ == 1 
else_jump @TAXIODD_6257 
83@ = 0 
jump @TAXIODD_6264 

:TAXIODD_6257
83@ = 1 

:TAXIODD_6264
jump @TAXIODD_6310 

:TAXIODD_6271
if 
  141@ == 1 
else_jump @TAXIODD_6303 
83@ = 1 
jump @TAXIODD_6310 

:TAXIODD_6303
83@ = 0 

:TAXIODD_6310
if 
  83@ == 1 
else_jump @TAXIODD_6375 
0A1A: actor 88@ perform_animation "HIKER_POSE_L" IFP_file "MISC" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC 
jump @TAXIODD_6413 

:TAXIODD_6375
0A1A: actor 88@ perform_animation "HIKER_POSE" IFP_file "MISC" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC 

:TAXIODD_6413
return 

:TAXIODD_6415
0A1A: actor 88@ perform_animation "ROADCROSS" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 100 ms // versionC 
return 

:TAXIODD_6453
140@ = 0 
gosub @TAXIODD_6518 
if 
  140@ == 1 
else_jump @TAXIODD_6504 
05CA: AS_actor 88@ enter_car 89@ passenger_seat 2 -2 ms 
jump @TAXIODD_6516 

:TAXIODD_6504
05CA: AS_actor 88@ enter_car 89@ passenger_seat 1 -2 ms 

:TAXIODD_6516
return 

:TAXIODD_6518
Actor.StorePos(88@, 58@, 59@, 60@)
Object.StorePos(92@, 61@, 62@, 63@)
Object.StorePos(93@, 64@, 65@, 66@)
050A: 80@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 61@ 62@ 63@ 
050A: 81@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 64@ 65@ 66@ 
if 
0025:   81@ > 80@ // (float) 
else_jump @TAXIODD_6639 
140@ = 0 
jump @TAXIODD_6646 

:TAXIODD_6639
140@ = 1 

:TAXIODD_6646
return 

:TAXIODD_6648
Actor.StorePos(88@, 58@, 59@, 60@)
Object.StorePos(90@, 61@, 62@, 63@)
Object.StorePos(91@, 64@, 65@, 66@)
050A: 80@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 61@ 62@ 63@ 
050A: 81@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 64@ 65@ 66@ 
if 
0025:   81@ > 80@ // (float) 
else_jump @TAXIODD_6769 
141@ = 1 
jump @TAXIODD_6776 

:TAXIODD_6769
141@ = 0 

:TAXIODD_6776
return 

:TAXIODD_6778
if 
  132@ == 0 
else_jump @TAXIODD_6798 
return 

:TAXIODD_6798
if 
001D:   47@ > 104@ // (int) 
else_jump @TAXIODD_6838 
0151: remove_status_text $8200 
132@ = 0 
$8200 = 0 
return 

:TAXIODD_6838
51@ = Car.Health(89@)
if 
001D:   51@ > 117@ // (int) 
else_jump @TAXIODD_6880 
0085: 117@ = 51@ // (int) 
jump @TAXIODD_6939 

:TAXIODD_6880
if 
001D:   117@ > 51@ // (int) 
else_jump @TAXIODD_6939 
0085: 52@ = 117@ // (int) 
0062: 52@ -= 51@ // (int) 
0085: 117@ = 51@ // (int) 
52@ *= 180 
0062: 104@ -= 52@ // (int) 

:TAXIODD_6939
0085: 51@ = 104@ // (int) 
0062: 51@ -= 103@ // (int) 
0085: 52@ = 47@ // (int) 
0062: 52@ -= 103@ // (int) 
008A: $8200 = 51@ // (int) 
0066: $8200 -= 52@ // (int) 
$8200 *= 100 
0074: $8200 /= 51@ // (int) 
if 
  0 > $8200 
else_jump @TAXIODD_7027 
$8200 = 0 

:TAXIODD_7027
return 

:TAXIODD_7029
if 
   Actor.Dead(88@)
else_jump @TAXIODD_7047 
return 

:TAXIODD_7047
0085: 112@ = 113@ // (int) 
113@ = 0 
110@ = -1 
gosub @TAXIODD_7670 
Actor.StorePos(88@, 58@, 59@, 60@)
0087: 67@ = 58@ // (float) 
0063: 67@ -= 121@ // (float) 
0087: 68@ = 59@ // (float) 
0063: 68@ -= 122@ // (float) 
0087: 70@ = 67@ // (float) 
006B: 70@ *= 67@ // (float) 
0087: 71@ = 68@ // (float) 
006B: 71@ *= 68@ // (float) 
0087: 80@ = 70@ // (float) 
005B: 80@ += 71@ // (float) 
01FB: 81@ = square_root 80@ 
0092: 111@ = float 81@ to_integer 
if 
  200 > 111@ 
else_jump @TAXIODD_7212 
jump @TAXIODD_7029 

:TAXIODD_7212
0085: 51@ = 111@ // (int) 
if 
  $8198 == 0 
else_jump @TAXIODD_7245 
51@ *= 100 

:TAXIODD_7245
if 
  $8198 == 1 
else_jump @TAXIODD_7270 
51@ *= 95 

:TAXIODD_7270
if 
  $8198 == 2 
else_jump @TAXIODD_7295 
51@ *= 80 

:TAXIODD_7295
if 
  $8198 == 3 
else_jump @TAXIODD_7320 
51@ *= 79 

:TAXIODD_7320
if 
  $8198 == 4 
else_jump @TAXIODD_7345 
51@ *= 78 

:TAXIODD_7345
if 
  $8198 == 5 
else_jump @TAXIODD_7370 
51@ *= 76 

:TAXIODD_7370
if and
  $8198 > 5 
  10 >= $8198 
else_jump @TAXIODD_7402 
51@ *= 75 

:TAXIODD_7402
if and
  $8198 > 10 
  20 >= $8198 
else_jump @TAXIODD_7434 
51@ *= 70 

:TAXIODD_7434
if and
  $8198 > 20 
  50 >= $8198 
else_jump @TAXIODD_7466 
51@ *= 65 

:TAXIODD_7466
if 
  $8198 > 50 
else_jump @TAXIODD_7491 
51@ *= 60 

:TAXIODD_7491
005E: $8199 += 51@ // (int) 
0085: 52@ = 112@ // (int) 
52@ *= 500 
005E: $8199 += 52@ // (int) 
005A: 51@ += 52@ // (int) 
0085: 52@ = 113@ // (int) 
52@ *= 1000 
005E: $8199 += 52@ // (int) 
005A: 51@ += 52@ // (int) 
0085: 103@ = 47@ // (int) 
0085: 104@ = 51@ // (int) 
104@ *= 95 
104@ /= 100 
005A: 104@ += 47@ // (int) 
$8200 = 0 
04F7: status_text $8200 type 1 line 3 GXT 'TX_ADDS' // global_variable  // BONUS
132@ = 1 
if 
075C:   marker 97@ enabled 
else_jump @TAXIODD_7654 
Marker.Disable(97@)

:TAXIODD_7654
018A: 97@ = create_checkpoint_at 121@ 122@ 123@ 
return 

:TAXIODD_7670
if 
0154:   actor $PLAYER_ACTOR in_zone 'LA'  // Los Angeles
else_jump @TAXIODD_7702 
gosub @TAXIODD_8407 

:TAXIODD_7702
if 
0154:   actor $PLAYER_ACTOR in_zone 'VE'  // Las Vegas
else_jump @TAXIODD_7734 
gosub @TAXIODD_10663 

:TAXIODD_7734
if 
0154:   actor $PLAYER_ACTOR in_zone 'SF'  // San Francisco
else_jump @TAXIODD_7766 
gosub @TAXIODD_13606 

:TAXIODD_7766
if 
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Central Valley
else_jump @TAXIODD_7891 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_7891 jumps 0 @TAXIODD_7863 1 @TAXIODD_7877 -1 @TAXIODD_7891 -1 @TAXIODD_7891 -1 @TAXIODD_7891 -1 @TAXIODD_7891 -1 @TAXIODD_7891 

:TAXIODD_7863
gosub @TAXIODD_15463 
jump @TAXIODD_7891 

:TAXIODD_7877
gosub @TAXIODD_8407 
jump @TAXIODD_7891 

:TAXIODD_7891
if 
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'  // Santa Barbara County
else_jump @TAXIODD_8030 
0209: 51@ = random_int_in_ranges 0 3 
0871: init_jump_table 51@ total_jumps 3 default_jump 0 @TAXIODD_8030 jumps 0 @TAXIODD_7988 1 @TAXIODD_8002 2 @TAXIODD_8016 -1 @TAXIODD_8030 -1 @TAXIODD_8030 -1 @TAXIODD_8030 -1 @TAXIODD_8030 

:TAXIODD_7988
gosub @TAXIODD_15561 
jump @TAXIODD_8030 

:TAXIODD_8002
gosub @TAXIODD_8407 
jump @TAXIODD_8030 

:TAXIODD_8016
gosub @TAXIODD_13606 
jump @TAXIODD_8030 

:TAXIODD_8030
if 
0154:   actor $PLAYER_ACTOR in_zone 'WHET'  // Monterey County
else_jump @TAXIODD_8155 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_8155 jumps 0 @TAXIODD_8127 1 @TAXIODD_8141 -1 @TAXIODD_8155 -1 @TAXIODD_8155 -1 @TAXIODD_8155 -1 @TAXIODD_8155 -1 @TAXIODD_8155 

:TAXIODD_8127
gosub @TAXIODD_15661 
jump @TAXIODD_8155 

:TAXIODD_8141
gosub @TAXIODD_13606 
jump @TAXIODD_8155 

:TAXIODD_8155
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROBAD'  // Sierra Nevada
else_jump @TAXIODD_8280 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_8280 jumps 0 @TAXIODD_8252 1 @TAXIODD_8266 -1 @TAXIODD_8280 -1 @TAXIODD_8280 -1 @TAXIODD_8280 -1 @TAXIODD_8280 -1 @TAXIODD_8280 

:TAXIODD_8252
gosub @TAXIODD_15758 
jump @TAXIODD_8280 

:TAXIODD_8266
gosub @TAXIODD_13606 
jump @TAXIODD_8280 

:TAXIODD_8280
if 
0154:   actor $PLAYER_ACTOR in_zone 'BONE'  // Nye County
else_jump @TAXIODD_8405 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_8405 jumps 0 @TAXIODD_8377 1 @TAXIODD_8391 -1 @TAXIODD_8405 -1 @TAXIODD_8405 -1 @TAXIODD_8405 -1 @TAXIODD_8405 -1 @TAXIODD_8405 

:TAXIODD_8377
gosub @TAXIODD_16098 
jump @TAXIODD_8405 

:TAXIODD_8391
gosub @TAXIODD_10663 
jump @TAXIODD_8405 

:TAXIODD_8405
return 

:TAXIODD_8407
if 
  34@ == 1 
else_jump @TAXIODD_8447 
0085: 110@ = 148@ // (int) 
110@ += 1 
jump @TAXIODD_8456 

:TAXIODD_8447
0209: 110@ = random_int_in_ranges 1 35 

:TAXIODD_8456
0871: init_jump_table 110@ total_jumps 34 default_jump 1 @TAXIODD_10544 jumps 1 @TAXIODD_8714 2 @TAXIODD_8767 3 @TAXIODD_8820 4 @TAXIODD_8873 5 @TAXIODD_8926 6 @TAXIODD_8979 7 @TAXIODD_9032 
0872: jump_table_jumps 8 @TAXIODD_9085 9 @TAXIODD_9138 10 @TAXIODD_9191 11 @TAXIODD_9244 12 @TAXIODD_9297 13 @TAXIODD_9350 14 @TAXIODD_9403 15 @TAXIODD_9456 16 @TAXIODD_9509 
0872: jump_table_jumps 17 @TAXIODD_9562 18 @TAXIODD_9622 19 @TAXIODD_9682 20 @TAXIODD_9742 21 @TAXIODD_9795 22 @TAXIODD_9848 23 @TAXIODD_9901 24 @TAXIODD_9954 25 @TAXIODD_10007 
0872: jump_table_jumps 26 @TAXIODD_10060 27 @TAXIODD_10113 28 @TAXIODD_10166 29 @TAXIODD_10219 30 @TAXIODD_10279 31 @TAXIODD_10332 32 @TAXIODD_10385 33 @TAXIODD_10438 34 @TAXIODD_10491 

:TAXIODD_8714
00BC: show_text_highpriority GXT 'TX_LS1' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Schnapsladen.
121@ = 2468.146 
122@ = -1736.184 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_8767
00BC: show_text_highpriority GXT 'TX_LS2' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Das Stadion.
121@ = 2794.0 
122@ = -1828.0 
123@ = 10.0 
jump @TAXIODD_10661 

:TAXIODD_8820
00BC: show_text_highpriority GXT 'TX_LS3' time 5000 flag 1  // ~s~FAHRTZIEL ~y~MacArthur Park.
121@ = 1884.193 
122@ = -1257.521 
123@ = 12.3984 
jump @TAXIODD_10661 

:TAXIODD_8873
00BC: show_text_highpriority GXT 'TX_LS4' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Sculpture Park.
121@ = 2317.48 
122@ = -1386.604 
123@ = 22.8784 
jump @TAXIODD_10661 

:TAXIODD_8926
00BC: show_text_highpriority GXT 'TX_LS5' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Kirche.
121@ = 2237.76 
122@ = -1304.165 
123@ = 22.8488 
jump @TAXIODD_10661 

:TAXIODD_8979
00BC: show_text_highpriority GXT 'TX_LS6' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Watts Motel.
121@ = 2221.087 
122@ = -1137.332 
123@ = 24.625 
jump @TAXIODD_10661 

:TAXIODD_9032
00BC: show_text_highpriority GXT 'TX_LS7' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Der Pik 'n' Go Markt.
121@ = 2146.737 
122@ = -1179.795 
123@ = 22.8278 
jump @TAXIODD_10661 

:TAXIODD_9085
00BC: show_text_highpriority GXT 'TX_LS8' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Leon Diamonds.
121@ = 2075.558 
122@ = -1202.793 
123@ = 22.7571 
jump @TAXIODD_10661 

:TAXIODD_9138
00BC: show_text_highpriority GXT 'TX_LS9' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Ten Green Bottles.
121@ = 2320.0 
122@ = -1655.0 
123@ = 14.0 
jump @TAXIODD_10661 

:TAXIODD_9191
00BC: show_text_highpriority GXT 'TX_LS10' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Mama's Cinema.
121@ = 2455.0 
122@ = -1502.0 
123@ = 24.0 
jump @TAXIODD_10661 

:TAXIODD_9244
00BC: show_text_highpriority GXT 'TX_LS11' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Ein 24-Stunden-Motel.
121@ = 2181.0 
122@ = -1771.0 
123@ = 13.0 
jump @TAXIODD_10661 

:TAXIODD_9297
00BC: show_text_highpriority GXT 'TX_LS12' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Pizza Hut.
121@ = 2084.731 
122@ = -1800.86 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_9350
00BC: show_text_highpriority GXT 'TX_LS13' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Reece' Friseursalon.
121@ = 2078.015 
122@ = -1791.589 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_9403
00BC: show_text_highpriority GXT 'TX_LS14' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Der Tattoo Shop.
121@ = 2081.287 
122@ = -1779.5 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_9456
00BC: show_text_highpriority GXT 'TX_LS15' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Der LKW-Park.
121@ = 2418.542 
122@ = -2085.119 
123@ = 12.2928 
jump @TAXIODD_10661 

:TAXIODD_9509
00BC: show_text_highpriority GXT 'TX_LS16' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Union Station.
121@ = 1742.689 
122@ = -1858.697 
123@ = 12.4185 
jump @TAXIODD_10661 

:TAXIODD_9562
00BC: show_text_highpriority GXT 'TX_LS17' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Der Flughafen.
121@ = 1668.0 
122@ = -2253.0 
123@ = 13.0 
113@ = 40 
jump @TAXIODD_10661 

:TAXIODD_9622
00BC: show_text_highpriority GXT 'TX_LS18' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Der Flughafen.
121@ = 1432.198 
122@ = -2274.648 
123@ = 12.3906 
113@ = 30 
jump @TAXIODD_10661 

:TAXIODD_9682
00BC: show_text_highpriority GXT 'TX_LS19' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Das Observatorium.
121@ = 1256.0 
122@ = -2028.0 
123@ = 60.0 
113@ = 30 
jump @TAXIODD_10661 

:TAXIODD_9742
00BC: show_text_highpriority GXT 'TX_LS20' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Das Polizeirevier.
121@ = 1532.789 
122@ = -1675.442 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_9795
00BC: show_text_highpriority GXT 'TX_LS21' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Pershing Square.
121@ = 1472.35 
122@ = -1729.706 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_9848
00BC: show_text_highpriority GXT 'TX_LS22' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Skate Park.
121@ = 1855.419 
122@ = -1383.273 
123@ = 12.3984 
jump @TAXIODD_10661 

:TAXIODD_9901
00BC: show_text_highpriority GXT 'TX_LS23' time 5000 flag 1  // ~s~FAHRTZIEL ~y~County Krankenhaus.
121@ = 2025.0 
122@ = -1413.0 
123@ = 17.0 
jump @TAXIODD_10661 

:TAXIODD_9954
00BC: show_text_highpriority GXT 'TX_LS24' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Ammu-Nation.
121@ = 1361.218 
122@ = -1277.904 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_10007
00BC: show_text_highpriority GXT 'TX_LS25' time 5000 flag 1  // ~s~FAHRTZIEL ~y~All Saints Krankenhaus.
121@ = 1192.0 
122@ = -1324.0 
123@ = 13.0 
jump @TAXIODD_10661 

:TAXIODD_10060
00BC: show_text_highpriority GXT 'TX_LS26' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Der Donut-Laden.
121@ = 1031.066 
122@ = -1329.704 
123@ = 12.3861 
jump @TAXIODD_10661 

:TAXIODD_10113
00BC: show_text_highpriority GXT 'TX_LS27' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Wilshire Station.
121@ = 814.0 
122@ = -1330.0 
123@ = 13.0 
jump @TAXIODD_10661 

:TAXIODD_10166
00BC: show_text_highpriority GXT 'TX_LS28' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Der Country Club.
121@ = 667.7637 
122@ = -1265.69 
123@ = 12.4687 
jump @TAXIODD_10661 

:TAXIODD_10219
00BC: show_text_highpriority GXT 'TX_LS29' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Brown Starfish Bar and Grill.
121@ = 368.1992 
122@ = -2042.537 
123@ = 6.6582 
113@ = 30 
jump @TAXIODD_10661 

:TAXIODD_10279
00BC: show_text_highpriority GXT 'TX_LS30' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Santa Monica Beach.
121@ = 152.5806 
122@ = -1754.831 
123@ = 3.9518 
jump @TAXIODD_10661 

:TAXIODD_10332
00BC: show_text_highpriority GXT 'TX_LS31' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Prolaps-Geschft.
121@ = 508.2797 
122@ = -1358.598 
123@ = 14.9532 
jump @TAXIODD_10661 

:TAXIODD_10385
00BC: show_text_highpriority GXT 'TX_LS32' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Burger King.
121@ = 1199.846 
122@ = -933.0658 
123@ = 41.7332 
jump @TAXIODD_10661 

:TAXIODD_10438
00BC: show_text_highpriority GXT 'TX_LS33' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Burger King.
121@ = 816.2869 
122@ = -1630.762 
123@ = 12.3906 
jump @TAXIODD_10661 

:TAXIODD_10491
00BC: show_text_highpriority GXT 'TX_LS34' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Legal Cinema.
121@ = 1311.97 
122@ = -1712.289 
123@ = 12.3906 
jump @TAXIODD_10661 

:TAXIODD_10544
if 
  34@ == 1 
else_jump @TAXIODD_10569 
110@ = 0 

:TAXIODD_10569
0662: NOP "UNKNOWN_LOS_SANTOS_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_LS1' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Schnapsladen.
121@ = 2468.146 
122@ = -1736.184 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_10661
return 

:TAXIODD_10663
if 
  34@ == 1 
else_jump @TAXIODD_10703 
0085: 110@ = 148@ // (int) 
110@ += 1 
jump @TAXIODD_10712 

:TAXIODD_10703
0209: 110@ = random_int_in_ranges 1 46 

:TAXIODD_10712
0871: init_jump_table 110@ total_jumps 45 default_jump 1 @TAXIODD_13485 jumps 1 @TAXIODD_11100 2 @TAXIODD_11153 3 @TAXIODD_11206 4 @TAXIODD_11259 5 @TAXIODD_11312 6 @TAXIODD_11365 7 @TAXIODD_11418 
0872: jump_table_jumps 8 @TAXIODD_11471 9 @TAXIODD_11524 10 @TAXIODD_11577 11 @TAXIODD_11630 12 @TAXIODD_11683 13 @TAXIODD_11736 14 @TAXIODD_11789 15 @TAXIODD_11842 16 @TAXIODD_11895 
0872: jump_table_jumps 17 @TAXIODD_11948 18 @TAXIODD_12001 19 @TAXIODD_12054 20 @TAXIODD_12107 21 @TAXIODD_12160 22 @TAXIODD_12213 23 @TAXIODD_12266 24 @TAXIODD_12319 25 @TAXIODD_12372 
0872: jump_table_jumps 26 @TAXIODD_12425 27 @TAXIODD_12478 28 @TAXIODD_12531 29 @TAXIODD_12584 30 @TAXIODD_12637 31 @TAXIODD_12690 32 @TAXIODD_12743 33 @TAXIODD_12796 34 @TAXIODD_12849 
0872: jump_table_jumps 35 @TAXIODD_12902 36 @TAXIODD_12955 37 @TAXIODD_13008 38 @TAXIODD_13061 39 @TAXIODD_13114 40 @TAXIODD_13167 41 @TAXIODD_13220 42 @TAXIODD_13273 43 @TAXIODD_13326 
0872: jump_table_jumps 44 @TAXIODD_13379 45 @TAXIODD_13432 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 

:TAXIODD_11100
00BC: show_text_highpriority GXT 'TX_VE1' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Die lraffinerie.
121@ = 2491.378 
122@ = 2773.608 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_11153
00BC: show_text_highpriority GXT 'TX_VE2' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Das Einkaufszentrum.
121@ = 2899.211 
122@ = 2435.624 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_11206
00BC: show_text_highpriority GXT 'TX_VE3' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Circus Circus Casino.
121@ = 2220.495 
122@ = 1838.497 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_11259
00BC: show_text_highpriority GXT 'TX_VE4' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Barbary Coast Casino.
121@ = 2246.202 
122@ = 1896.591 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_11312
00BC: show_text_highpriority GXT 'TX_VE5' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Fitzgeralds.
121@ = 2127.307 
122@ = 2355.785 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_11365
00BC: show_text_highpriority GXT 'TX_VE6' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Polizeirevier.
121@ = 2289.589 
122@ = 2415.939 
123@ = 9.7773 
jump @TAXIODD_13604 

:TAXIODD_11418
00BC: show_text_highpriority GXT 'TX_VE7' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Hard Rock Casino.
121@ = 2636.223 
122@ = 2344.803 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_11471
00BC: show_text_highpriority GXT 'TX_VE8' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Blackfield Chapel.
121@ = 1439.0 
122@ = 754.0 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_11524
00BC: show_text_highpriority GXT 'TX_VE9' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Blackfield Stadion.
121@ = 1095.619 
122@ = 1375.292 
123@ = 9.7977 
jump @TAXIODD_13604 

:TAXIODD_11577
00BC: show_text_highpriority GXT 'TX_VE10' time 5000 flag 1  // ~s~FAHRTZIEL ~y~College of Southern Nevada.
121@ = 1162.077 
122@ = 1124.441 
123@ = 9.8125 
jump @TAXIODD_13604 

:TAXIODD_11630
00BC: show_text_highpriority GXT 'TX_VE11' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Las Vegas Airport.
121@ = 1710.624 
122@ = 1448.153 
123@ = 9.6643 
jump @TAXIODD_13604 

:TAXIODD_11683
00BC: show_text_highpriority GXT 'TX_VE12' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Militrtreibstoffdepot.
121@ = 2490.384 
122@ = 2771.702 
123@ = 9.7964 
jump @TAXIODD_13604 

:TAXIODD_11736
00BC: show_text_highpriority GXT 'TX_VE13' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Golf Clubhaus.
121@ = 1465.187 
122@ = 2773.965 
123@ = 9.6875 
jump @TAXIODD_13604 

:TAXIODD_11789
00BC: show_text_highpriority GXT 'TX_VE14' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Yellow Bell Bahnhof.
121@ = 1436.145 
122@ = 2670.385 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_11842
00BC: show_text_highpriority GXT 'TX_VE15' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Baseballstadion.
121@ = 1486.472 
122@ = 2257.945 
123@ = 9.8128 
jump @TAXIODD_13604 

:TAXIODD_11895
00BC: show_text_highpriority GXT 'TX_VE16' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Das Steakhaus.
121@ = 1694.188 
122@ = 2200.378 
123@ = 9.8203 
jump @TAXIODD_13604 

:TAXIODD_11948
00BC: show_text_highpriority GXT 'TX_VE17' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Redsands West Feuerwehr.
121@ = 1744.656 
122@ = 2055.81 
123@ = 9.7309 
jump @TAXIODD_13604 

:TAXIODD_12001
00BC: show_text_highpriority GXT 'TX_VE18' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Hotel.
121@ = 1840.554 
122@ = 2169.654 
123@ = 9.801 
jump @TAXIODD_13604 

:TAXIODD_12054
00BC: show_text_highpriority GXT 'TX_VE19' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Souvenirgeschft.
121@ = 1928.357 
122@ = 2434.31 
123@ = 9.813 
jump @TAXIODD_13604 

:TAXIODD_12107
00BC: show_text_highpriority GXT 'TX_VE20' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Kunstgalerie.
121@ = 2424.123 
122@ = 2315.745 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12160
00BC: show_text_highpriority GXT 'TX_VE21' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Bank.
121@ = 2431.154 
122@ = 2375.061 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12213
00BC: show_text_highpriority GXT 'TX_VE22' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Gericht.
121@ = 2370.298 
122@ = 2467.925 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12266
00BC: show_text_highpriority GXT 'TX_VE23' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Immobilienmakler.
121@ = 2272.043 
122@ = 2286.755 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12319
00BC: show_text_highpriority GXT 'TX_VE24' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Freemont St. Casino.
121@ = 2324.513 
122@ = 2155.099 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12372
00BC: show_text_highpriority GXT 'TX_VE25' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Oben-Ohne-Girls von Bush County.
121@ = 2508.472 
122@ = 2131.205 
123@ = 9.8125 
jump @TAXIODD_13604 

:TAXIODD_12425
00BC: show_text_highpriority GXT 'TX_VE26' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Ammu-Nation.
121@ = 2530.914 
122@ = 2083.355 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12478
00BC: show_text_highpriority GXT 'TX_VE27' time 5000 flag 1  // ~s~FAHRTZIEL ~y~7-11.
121@ = 2546.51 
122@ = 1968.607 
123@ = 9.8125 
jump @TAXIODD_13604 

:TAXIODD_12531
00BC: show_text_highpriority GXT 'TX_VE28' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Chinesisches Einkaufszentrum.
121@ = 2530.781 
122@ = 1821.228 
123@ = 9.8129 
jump @TAXIODD_13604 

:TAXIODD_12584
00BC: show_text_highpriority GXT 'TX_VE29' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Burger King.
121@ = 2360.313 
122@ = 2071.996 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12637
00BC: show_text_highpriority GXT 'TX_VE30' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Mirage Casino.
121@ = 2035.457 
122@ = 1912.279 
123@ = 11.1768 
jump @TAXIODD_13604 

:TAXIODD_12690
00BC: show_text_highpriority GXT 'TX_VE31' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Touristeninformation.
121@ = 2078.414 
122@ = 2041.116 
123@ = 9.8203 
jump @TAXIODD_13604 

:TAXIODD_12743
00BC: show_text_highpriority GXT 'TX_VE32' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Caesar's Palace.
121@ = 2159.09 
122@ = 1678.112 
123@ = 9.6953 
jump @TAXIODD_13604 

:TAXIODD_12796
00BC: show_text_highpriority GXT 'TX_VE33' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Treasure Island Casino.
121@ = 2028.496 
122@ = 1711.744 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12849
00BC: show_text_highpriority GXT 'TX_VE34' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Casino Royale.
121@ = 2076.406 
122@ = 1519.038 
123@ = 9.6875 
jump @TAXIODD_13604 

:TAXIODD_12902
00BC: show_text_highpriority GXT 'TX_VE35' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Bally's Casino.
121@ = 2040.251 
122@ = 1342.891 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12955
00BC: show_text_highpriority GXT 'TX_VE36' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Luxor Casino.
121@ = 2230.47 
122@ = 1284.891 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_13008
00BC: show_text_highpriority GXT 'TX_VE37' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Excalibur Casino.
121@ = 2074.51 
122@ = 1162.833 
123@ = 9.6875 
jump @TAXIODD_13604 

:TAXIODD_13061
00BC: show_text_highpriority GXT 'TX_VE38' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Flamingo Casino.
121@ = 2039.257 
122@ = 1174.172 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_13114
00BC: show_text_highpriority GXT 'TX_VE39' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Imperial Palace Casino.
121@ = 2040.284 
122@ = 1005.619 
123@ = 9.6645 
jump @TAXIODD_13604 

:TAXIODD_13167
00BC: show_text_highpriority GXT 'TX_VE40' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Krankenhaus.
121@ = 1608.522 
122@ = 1827.752 
123@ = 9.8281 
jump @TAXIODD_13604 

:TAXIODD_13220
00BC: show_text_highpriority GXT 'TX_VE41' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Kirche.
121@ = 2483.514 
122@ = 922.5383 
123@ = 9.8203 
jump @TAXIODD_13604 

:TAXIODD_13273
00BC: show_text_highpriority GXT 'TX_VE42' time 5000 flag 1  // ~s~FAHRTZIEL ~y~24-Stunden-Herrenclub.
121@ = 2544.668 
122@ = 1016.168 
123@ = 9.7593 
jump @TAXIODD_13604 

:TAXIODD_13326
00BC: show_text_highpriority GXT 'TX_VE43' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Tiki Hotel.
121@ = 2491.765 
122@ = 1533.687 
123@ = 9.6875 
jump @TAXIODD_13604 

:TAXIODD_13379
00BC: show_text_highpriority GXT 'TX_VE44' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Linden Station.
121@ = 2828.649 
122@ = 1292.268 
123@ = 9.8281 
jump @TAXIODD_13604 

:TAXIODD_13432
00BC: show_text_highpriority GXT 'TX_VE45' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Sex Shop.
121@ = 2524.493 
122@ = 2297.584 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_13485
if 
  34@ == 1 
else_jump @TAXIODD_13510 
110@ = 0 

:TAXIODD_13510
0662: NOP "UNKNOWN_LAS_VENTURAS_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_VE1' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Die lraffinerie.
121@ = 2491.378 
122@ = 2773.608 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_13604
return 

:TAXIODD_13606
if 
  34@ == 1 
else_jump @TAXIODD_13646 
0085: 110@ = 148@ // (int) 
110@ += 1 
jump @TAXIODD_13655 

:TAXIODD_13646
0209: 110@ = random_int_in_ranges 1 28 

:TAXIODD_13655
0871: init_jump_table 110@ total_jumps 27 default_jump 1 @TAXIODD_15344 jumps 1 @TAXIODD_13913 2 @TAXIODD_13966 3 @TAXIODD_14019 4 @TAXIODD_14072 5 @TAXIODD_14125 6 @TAXIODD_14178 7 @TAXIODD_14231 
0872: jump_table_jumps 8 @TAXIODD_14284 9 @TAXIODD_14337 10 @TAXIODD_14390 11 @TAXIODD_14443 12 @TAXIODD_14496 13 @TAXIODD_14549 14 @TAXIODD_14602 15 @TAXIODD_14655 16 @TAXIODD_14708 
0872: jump_table_jumps 17 @TAXIODD_14761 18 @TAXIODD_14814 19 @TAXIODD_14867 20 @TAXIODD_14920 21 @TAXIODD_14973 22 @TAXIODD_15026 23 @TAXIODD_15079 24 @TAXIODD_15132 25 @TAXIODD_15185 
0872: jump_table_jumps 26 @TAXIODD_15238 27 @TAXIODD_15291 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 

:TAXIODD_13913
00BC: show_text_highpriority GXT 'TX_SF1' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Wolkenkratzer downtown.
121@ = -1974.876 
122@ = 486.737 
123@ = 30.371 
jump @TAXIODD_15461 

:TAXIODD_13966
00BC: show_text_highpriority GXT 'TX_SF2' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Wolkenkratzer in Noe Valley.
121@ = -2044.419 
122@ = 500.771 
123@ = 35.176 
jump @TAXIODD_15461 

:TAXIODD_14019
00BC: show_text_highpriority GXT 'TX_SF3' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Einkaufszentrum.
121@ = -2150.581 
122@ = 251.624 
123@ = 35.176 
jump @TAXIODD_15461 

:TAXIODD_14072
00BC: show_text_highpriority GXT 'TX_SF4' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Bayshore Caltrain Station.
121@ = -1988.513 
122@ = 138.31 
123@ = 27.857 
jump @TAXIODD_15461 

:TAXIODD_14125
00BC: show_text_highpriority GXT 'TX_SF5' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Stadion.
121@ = -2216.399 
122@ = -297.305 
123@ = 35.202 
jump @TAXIODD_15461 

:TAXIODD_14178
00BC: show_text_highpriority GXT 'TX_SF6' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Country Club.
121@ = -2726.428 
122@ = -310.5865 
123@ = 6.0313 
jump @TAXIODD_15461 

:TAXIODD_14231
00BC: show_text_highpriority GXT 'TX_SF7' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Kathedrale.
121@ = -2704.649 
122@ = -3.5644 
123@ = 3.1953 
jump @TAXIODD_15461 

:TAXIODD_14284
00BC: show_text_highpriority GXT 'TX_SF8' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Bibliothek.
121@ = -2708.997 
122@ = 127.501 
123@ = 4.584 
jump @TAXIODD_15461 

:TAXIODD_14337
00BC: show_text_highpriority GXT 'TX_SF9' time 5000 flag 1  // ~s~FAHRTZIEL ~y~San Francisco City Hall.
121@ = -2751.905 
122@ = 376.781 
123@ = 4.584 
jump @TAXIODD_15461 

:TAXIODD_14390
00BC: show_text_highpriority GXT 'TX_SF10' time 5000 flag 1  // ~s~FAHRTZIEL ~y~"Vank Hoff in the Park"-Hotel.
121@ = -2415.75 
122@ = 330.9614 
123@ = 33.9765 
jump @TAXIODD_15461 

:TAXIODD_14443
00BC: show_text_highpriority GXT 'TX_SF11' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Biffin Bridge Hotel.
121@ = -2454.926 
122@ = 138.9312 
123@ = 33.9765 
jump @TAXIODD_15461 

:TAXIODD_14496
00BC: show_text_highpriority GXT 'TX_SF12' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Haight-Ashbury Zentrum.
121@ = -2499.214 
122@ = -16.6149 
123@ = 24.6094 
jump @TAXIODD_15461 

:TAXIODD_14549
00BC: show_text_highpriority GXT 'TX_SF13' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Mount Sutro Aussichtspunkt.
121@ = -2431.735 
122@ = -198.9205 
123@ = 34.1563 
jump @TAXIODD_15461 

:TAXIODD_14602
00BC: show_text_highpriority GXT 'TX_SF14' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Wolkenkratzer downtown.
121@ = -1815.151 
122@ = 597.754 
123@ = 38.528 
jump @TAXIODD_15461 

:TAXIODD_14655
00BC: show_text_highpriority GXT 'TX_SF15' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Hunters Point Naval Shipyard Marinesttzpunkt.
121@ = -1530.776 
122@ = 487.201 
123@ = 9.44 
jump @TAXIODD_15461 

:TAXIODD_14708
00BC: show_text_highpriority GXT 'TX_SF16' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Hunters Point Naval Shipyard Docks.
121@ = -1745.08 
122@ = 27.759 
123@ = 5.452 
jump @TAXIODD_15461 

:TAXIODD_14761
00BC: show_text_highpriority GXT 'TX_SF17' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Flughafen.
121@ = -1414.557 
122@ = -301.347 
123@ = 14.637 
jump @TAXIODD_15461 

:TAXIODD_14814
00BC: show_text_highpriority GXT 'TX_SF18' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Unter der Golden Gate Bridge.
121@ = -2618.467 
122@ = 1432.752 
123@ = 6.1016 
jump @TAXIODD_15461 

:TAXIODD_14867
00BC: show_text_highpriority GXT 'TX_SF19' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Downtown Square.
121@ = -1904.765 
122@ = 882.7293 
123@ = 34.0156 
jump @TAXIODD_15461 

:TAXIODD_14920
00BC: show_text_highpriority GXT 'TX_SF20' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Ende des gewundenen Pfades.
121@ = -2134.729 
122@ = 919.0828 
123@ = 78.8438 
jump @TAXIODD_15461 

:TAXIODD_14973
00BC: show_text_highpriority GXT 'TX_SF21' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Burger King.
121@ = -2361.836 
122@ = 993.0967 
123@ = 49.6875 
jump @TAXIODD_15461 

:TAXIODD_15026
00BC: show_text_highpriority GXT 'TX_SF22' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Tuff Nut Donuts.
121@ = -2753.69 
122@ = 779.9389 
123@ = 53.2422 
jump @TAXIODD_15461 

:TAXIODD_15079
00BC: show_text_highpriority GXT 'TX_SF23' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Pier 39.
121@ = -1714.717 
122@ = 1332.564 
123@ = 6.0391 
jump @TAXIODD_15461 

:TAXIODD_15132
00BC: show_text_highpriority GXT 'TX_SF24' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Chinatown Gates.
121@ = -2251.033 
122@ = 717.7971 
123@ = 48.2969 
jump @TAXIODD_15461 

:TAXIODD_15185
00BC: show_text_highpriority GXT 'TX_SF25' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Pizza Hut.
121@ = -1807.813 
122@ = 936.0701 
123@ = 23.75 
jump @TAXIODD_15461 

:TAXIODD_15238
00BC: show_text_highpriority GXT 'TX_SF26' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Kirche.
121@ = -1969.205 
122@ = 1115.312 
123@ = 52.6942 
jump @TAXIODD_15461 

:TAXIODD_15291
00BC: show_text_highpriority GXT 'TX_SF27' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Die Brcke.
121@ = -2540.593 
122@ = 1222.188 
123@ = 36.4283 
jump @TAXIODD_15461 

:TAXIODD_15344
if 
  34@ == 1 
else_jump @TAXIODD_15369 
110@ = 0 

:TAXIODD_15369
0662: NOP "UNKNOWN_SAN_FIERRO_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_SF1' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Wolkenkratzer downtown.
121@ = -1974.876 
122@ = 486.737 
123@ = 30.371 
jump @TAXIODD_15461 

:TAXIODD_15461
return 

:TAXIODD_15463
0662: NOP "NO_RED_COUNTY_DESTINATIONS_YET" 
if 
  34@ == 1 
else_jump @TAXIODD_15529 
110@ = 0 
jump @TAXIODD_15559 

:TAXIODD_15529
0662: NOP "CHOOSING_LOS_SANTOS" 
gosub @TAXIODD_8407 

:TAXIODD_15559
return 

:TAXIODD_15561
0662: NOP "NO_FLINT_COUNTY_DESTINATIONS_YET" 
if 
  34@ == 1 
else_jump @TAXIODD_15629 
110@ = 0 
jump @TAXIODD_15659 

:TAXIODD_15629
0662: NOP "CHOOSING_SAN_FIERRO" 
gosub @TAXIODD_13606 

:TAXIODD_15659
return 

:TAXIODD_15661
0662: NOP "NO_WHETSTONE_DESTINATIONS_YET" 
if 
  34@ == 1 
else_jump @TAXIODD_15726 
110@ = 0 
jump @TAXIODD_15756 

:TAXIODD_15726
0662: NOP "CHOOSING_SAN_FIERRO" 
gosub @TAXIODD_13606 

:TAXIODD_15756
return 

:TAXIODD_15758
if 
  34@ == 1 
else_jump @TAXIODD_15798 
0085: 110@ = 148@ // (int) 
110@ += 1 
jump @TAXIODD_15807 

:TAXIODD_15798
0209: 110@ = random_int_in_ranges 1 3 

:TAXIODD_15807
0871: init_jump_table 110@ total_jumps 2 default_jump 1 @TAXIODD_15976 jumps 1 @TAXIODD_15870 2 @TAXIODD_15923 -1 @TAXIODD_16096 -1 @TAXIODD_16096 -1 @TAXIODD_16096 -1 @TAXIODD_16096 -1 @TAXIODD_16096 

:TAXIODD_15870
00BC: show_text_highpriority GXT 'TX_TR1' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Art-Deco Caf.
121@ = -1934.078 
122@ = 2382.762 
123@ = 48.5 
jump @TAXIODD_16096 

:TAXIODD_15923
00BC: show_text_highpriority GXT 'TX_TR2' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Smokin' Beef Grill.
121@ = -846.9434 
122@ = 1528.154 
123@ = 20.551 
jump @TAXIODD_16096 

:TAXIODD_15976
if 
  34@ == 1 
else_jump @TAXIODD_16001 
110@ = 0 

:TAXIODD_16001
0662: NOP "UNKNOWN_TIERRA_ROBADA_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_TR1' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Art-Deco Caf.
121@ = -1934.078 
122@ = 2382.762 
123@ = 48.5 
jump @TAXIODD_16096 

:TAXIODD_16096
return 

:TAXIODD_16098
if 
  34@ == 1 
else_jump @TAXIODD_16138 
0085: 110@ = 148@ // (int) 
110@ += 1 
jump @TAXIODD_16147 

:TAXIODD_16138
0209: 110@ = random_int_in_ranges 1 6 

:TAXIODD_16147
0871: init_jump_table 110@ total_jumps 5 default_jump 1 @TAXIODD_16475 jumps 1 @TAXIODD_16210 2 @TAXIODD_16263 3 @TAXIODD_16316 4 @TAXIODD_16369 5 @TAXIODD_16422 -1 @TAXIODD_16593 -1 @TAXIODD_16593 

:TAXIODD_16210
00BC: show_text_highpriority GXT 'TX_BC1' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Big Spread Ranch.
121@ = 689.646 
122@ = 1943.252 
123@ = 4.539 
jump @TAXIODD_16593 

:TAXIODD_16263
00BC: show_text_highpriority GXT 'TX_BC2' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Hoover Staudamm.
121@ = -904.3732 
122@ = 2007.643 
123@ = 59.9141 
jump @TAXIODD_16593 

:TAXIODD_16316
00BC: show_text_highpriority GXT 'TX_BC3' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Flugplatz in der Wste.
121@ = 392.0225 
122@ = 2547.806 
123@ = 15.5568 
jump @TAXIODD_16593 

:TAXIODD_16369
00BC: show_text_highpriority GXT 'TX_BC4' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Schiestand.
121@ = 832.8276 
122@ = 1705.429 
123@ = 4.8587 
jump @TAXIODD_16593 

:TAXIODD_16422
00BC: show_text_highpriority GXT 'TX_BC5' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Li'l Probe Inn.
121@ = -84.9834 
122@ = 1358.616 
123@ = 9.3644 
jump @TAXIODD_16593 

:TAXIODD_16475
if 
  34@ == 1 
else_jump @TAXIODD_16500 
110@ = 0 

:TAXIODD_16500
0662: NOP "UNKNOWN_BONE_COUNTY_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_BC1' time 5000 flag 1  // ~s~FAHRTZIEL ~y~Big Spread Ranch.
121@ = 689.646 
122@ = 1943.252 
123@ = 4.539 
jump @TAXIODD_16593 

:TAXIODD_16593
return 

:TAXIODD_16595
if 
0736:   NOP_false 32 
else_jump @TAXIODD_16644 
48@ += 1 
if 
  48@ > 2 
else_jump @TAXIODD_16642 
48@ = 0 

:TAXIODD_16642
086A: NOP 

:TAXIODD_16644
if 
  48@ == 1 
else_jump @TAXIODD_16819 
008A: $8202 = 38@ // (int) 
008A: $8203 = 39@ // (int) 
008A: $8204 = 47@ // (int) 
0084: $8205 = $TOTAL_PASSENGERS_DROPPEDOFF // (int) 
008A: $8206 = 146@ // (int) 
$8207 = 0 
$8208 = 0 
$8209 = 0 
065D: NOP $8202 "M_STAGE" 
065D: NOP $8203 "M_GOALS" 
065D: NOP $8206 "CLEANUP_TESTING" 
065D: NOP $8204 "M_MISSION_TIMER" 
065D: NOP $8205 "TOTAL_TAXI_PASSED" 

:TAXIODD_16819
if 
  48@ == 2 
else_jump @TAXIODD_16837 

:TAXIODD_16837
if 
0736:   NOP_false 98 
else_jump @TAXIODD_16859 
40@ = 1 

:TAXIODD_16859
if 
0736:   NOP_false 80 
else_jump @TAXIODD_16947 
if 
  41@ == 0 
else_jump @TAXIODD_16922 
41@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @TAXIODD_16947 

:TAXIODD_16922
41@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:TAXIODD_16947
return 

:TAXIODD_16949
if 
8736:   not NOP_false 74 
else_jump @TAXIODD_16966 
return 

:TAXIODD_16966
if 
  38@ == 2 
else_jump @TAXIODD_17023 
0395: clear_area 0 at 121@ 122@ 123@ radius 10.0 
Actor.PutAt($PLAYER_ACTOR, 121@, 122@, 123@)
39@ = 1 

:TAXIODD_17023
return 

:TAXIODD_17025
147@ = 0 
148@ = 0 

:TAXIODD_17039
110@ = 0 
0871: init_jump_table 147@ total_jumps 8 default_jump 1 @TAXIODD_17549 jumps 0 @TAXIODD_17174 1 @TAXIODD_17220 2 @TAXIODD_17268 3 @TAXIODD_17314 4 @TAXIODD_17360 5 @TAXIODD_17408 6 @TAXIODD_17453 
0872: jump_table_jumps 7 @TAXIODD_17502 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 

:TAXIODD_17174
gosub @TAXIODD_8407 
if 
   not 110@ == 0 
else_jump @TAXIODD_17213 
0662: NOP "LOS_SANTOS" 

:TAXIODD_17213
jump @TAXIODD_17556 

:TAXIODD_17220
gosub @TAXIODD_10663 
if 
   not 110@ == 0 
else_jump @TAXIODD_17261 
0662: NOP "LAS_VENTURAS" 

:TAXIODD_17261
jump @TAXIODD_17556 

:TAXIODD_17268
gosub @TAXIODD_13606 
if 
   not 110@ == 0 
else_jump @TAXIODD_17307 
0662: NOP "SAN_FIERRO" 

:TAXIODD_17307
jump @TAXIODD_17556 

:TAXIODD_17314
gosub @TAXIODD_15463 
if 
   not 110@ == 0 
else_jump @TAXIODD_17353 
0662: NOP "RED_COUNTY" 

:TAXIODD_17353
jump @TAXIODD_17556 

:TAXIODD_17360
gosub @TAXIODD_15561 
if 
   not 110@ == 0 
else_jump @TAXIODD_17401 
0662: NOP "FLINT_COUNTY" 

:TAXIODD_17401
jump @TAXIODD_17556 

:TAXIODD_17408
gosub @TAXIODD_15661 
if 
   not 110@ == 0 
else_jump @TAXIODD_17446 
0662: NOP "WHETSTONE" 

:TAXIODD_17446
jump @TAXIODD_17556 

:TAXIODD_17453
gosub @TAXIODD_15758 
if 
   not 110@ == 0 
else_jump @TAXIODD_17495 
0662: NOP "TIERRA_ROBADA" 

:TAXIODD_17495
jump @TAXIODD_17556 

:TAXIODD_17502
gosub @TAXIODD_16098 
if 
   not 110@ == 0 
else_jump @TAXIODD_17542 
0662: NOP "BONE_COUNTY" 

:TAXIODD_17542
jump @TAXIODD_17556 

:TAXIODD_17549
147@ = -1 

:TAXIODD_17556
if 
  110@ == 0 
else_jump @TAXIODD_17599 
wait 0 
147@ += 1 
148@ = 0 
jump @TAXIODD_17039 

:TAXIODD_17599
0663: NOP "J_A_D___ID" 110@ 

:TAXIODD_17616
if 
8736:   not NOP_false 74 
else_jump @TAXIODD_17700 
if 
0736:   NOP_false 65 
else_jump @TAXIODD_17660 
147@ += 1 
jump @TAXIODD_17039 

:TAXIODD_17660
if 
0736:   NOP_false 68 
else_jump @TAXIODD_17689 
148@ += 1 
jump @TAXIODD_17039 

:TAXIODD_17689
wait 0 
jump @TAXIODD_17616 

:TAXIODD_17700
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TAXIODD_17744 
018A: 97@ = create_checkpoint_at 121@ 122@ 123@ 
Actor.PutAt($PLAYER_ACTOR, 121@, 122@, 123@)

:TAXIODD_17744
148@ += 1 
0662: NOP "PRESS_N_FOR_NEXT_FARE" 

:TAXIODD_17776
if 
8736:   not NOP_false 78 
else_jump @TAXIODD_17802 
wait 0 
jump @TAXIODD_17776 

:TAXIODD_17802
Marker.Disable(97@)
wait 0 
jump @TAXIODD_17039 
return 

:TAXIODD_17820
43@ += 1 
if 
  43@ > 9 
else_jump @TAXIODD_17852 
43@ = 0 

:TAXIODD_17852
return 

:TAXIODD_17854
01BD: 44@ = current_time_in_ms 
0085: 46@ = 44@ // (int) 
0062: 46@ -= 45@ // (int) 
0085: 45@ = 44@ // (int) 
005A: 47@ += 46@ // (int) 
return 

:TAXIODD_17893
38@ += 1 
39@ = 0 
32@ = 0 
33@ = 0 
return 

:TAXIODD_17923
38@ = 1 
39@ = 0 
32@ = 0 
33@ = 0 
return 

:TAXIODD_17953
return 

:TAXIODD_17955
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TAXIODD_17982 
wait 0 
jump @TAXIODD_17955 

:TAXIODD_17982
gosub @TAXIODD_18128 
gosub @TAXIODD_18164 
if 
  $183 == 0 
else_jump @TAXIODD_18032 
03E5: show_text_box 'TX_H1'  // Halte neben einem markierten Fugnger, um ihn einsteigen zu lassen, dann bringe ihn rechtzeitig an sein Fahrtziel.
$183 = 1 

:TAXIODD_18032
gosub @TAXIODD_2884 
109@ = 0 
112@ = 0 
113@ = 0 
$8198 = 0 
03C4: set_status_text $8198 type 0 GXT 'TX_TOTL' // global_variable  // FAHRTEN
$8199 = 0 
114@ = 5 
115@ = 500 
94@ = -1 
95@ = -1 
gosub @TAXIODD_17893 
return 

:TAXIODD_18128
Model.Load(#CR_AMMOBOX)
038B: load_requested_models 

:TAXIODD_18135
if 
   not Model.Available(#CR_AMMOBOX)
else_jump @TAXIODD_18162 
wait 0 
jump @TAXIODD_18135 

:TAXIODD_18162
return 

:TAXIODD_18164
04ED: load_animation "MISC" 

:TAXIODD_18172
if 
84EE:   not animation "MISC" loaded 
else_jump @TAXIODD_18202 
wait 0 
jump @TAXIODD_18172 

:TAXIODD_18202
return 

:TAXIODD_18204
if 
  132@ == 1 
else_jump @TAXIODD_18244 
0085: 51@ = 111@ // (int) 
51@ /= 16 
jump @TAXIODD_18259 

:TAXIODD_18244
0085: 51@ = 111@ // (int) 
51@ /= 40 

:TAXIODD_18259
0085: 52@ = 51@ // (int) 
Player.Money($PLAYER_CHAR) += 51@
01E3: show_text_1number_styled GXT 'TX_PAY' number 51@ time 6000 style 6  // $~1~
018C: play_sound 1058 at 0.0 0.0 0.0 
005A: 109@ += 51@ // (int) 
$8198 += 1 
$TOTAL_PASSENGERS_DROPPEDOFF += 1 
142@ = 0 
if 
003C:   $8198 == 114@ // (int) 
else_jump @TAXIODD_18430 
036D: show_text_2numbers_styled GXT 'TX_SEQ' numbers $8198 115@ time 5000 style 5  // ~1~ SERIEN-Bonus! $~1~
Player.Money($PLAYER_CHAR) += 115@
005A: 109@ += 115@ // (int) 
142@ = 1 
005A: 52@ += 115@ // (int) 
114@ += 5 
115@ += 500 

:TAXIODD_18430
if and
  $MISSION_TAXI_PASSED == 0 
  $TOTAL_PASSENGERS_DROPPEDOFF > 49 
else_jump @TAXIODD_18538 
0595: mission_complete 
030C: progress_made += 1 
0394: play_music 2 
00BA: show_text_styled GXT 'TX_DONE' time 5000 style 5  // Taxi-Missionen absolviert!
00BC: show_text_highpriority GXT 'TX_NTRO' time 7000 flag 1  // Alle Taxis haben Nitro Boost.
144@ = 1 
0085: 106@ = 47@ // (int) 
106@ += 7000 
0572: enable_taxi_nitros 1 
$MISSION_TAXI_PASSED = 1 
jump @TAXIODD_18699 

:TAXIODD_18538
if 
  $8200 > 0 
else_jump @TAXIODD_18631 
if 
  142@ == 1 
else_jump @TAXIODD_18597 
00BA: show_text_styled GXT 'TX_FAST' time 5000 style 4  // ZEIT-BONUS!
jump @TAXIODD_18613 

:TAXIODD_18597
00BA: show_text_styled GXT 'TX_FAST' time 5000 style 5  // ZEIT-BONUS!

:TAXIODD_18613
0947: unknown_actor 88@ play_audio_event 226 store_to 116@ 
jump @TAXIODD_18699 

:TAXIODD_18631
if 
  142@ == 1 
else_jump @TAXIODD_18672 
00BA: show_text_styled GXT 'TX_WIN' time 5000 style 4  // Fahrt abgeschlossen!
jump @TAXIODD_18688 

:TAXIODD_18672
00BA: show_text_styled GXT 'TX_WIN' time 5000 style 5  // Fahrt abgeschlossen!

:TAXIODD_18688
0947: unknown_actor 88@ play_audio_event 225 store_to 116@ 

:TAXIODD_18699
0A10: increase_integer_stat 150 by 1 
0A10: increase_integer_stat 149 by 52@ 
return 

:TAXIODD_18716
$8199 += 10000 
0151: remove_status_text $8200 
132@ = 0 
125@ = 0 
gosub @TAXIODD_17923 
return 

:TAXIODD_18752
if 
   not Actor.Dead(88@)
else_jump @TAXIODD_18780 
Actor.RemoveReferences(88@)
146@ -= 1 

:TAXIODD_18780
Marker.Disable(96@)
Marker.Disable(97@)
0151: remove_status_text $8200 
132@ = 0 
126@ = 0 
gosub @TAXIODD_17923 
return 

:TAXIODD_18818
00BA: show_text_styled GXT 'TX_END' time 5000 style 5  // Taxi-Mission beendet
01E3: show_text_1number_styled GXT 'TX_PAY' number 109@ time 6000 style 6  // $~1~
03EB: clear_small_messages_only 
0871: init_jump_table 108@ total_jumps 3 default_jump 0 @TAXIODD_18987 jumps 1 @TAXIODD_18918 2 @TAXIODD_18941 3 @TAXIODD_18964 -1 @TAXIODD_18987 -1 @TAXIODD_18987 -1 @TAXIODD_18987 -1 @TAXIODD_18987 

:TAXIODD_18918
00BC: show_text_highpriority GXT 'TX_F1' time 5000 flag 1  // ~r~Nicht in Taxi!
jump @TAXIODD_18987 

:TAXIODD_18941
00BC: show_text_highpriority GXT 'TX_F2' time 5000 flag 1  // ~r~Die Zeit ist um!
jump @TAXIODD_18987 

:TAXIODD_18964
00BC: show_text_highpriority GXT 'TX_F3' time 5000 flag 1  // ~r~Taxi zerstrt!
jump @TAXIODD_18987 

:TAXIODD_18987
03E6: remove_text_box 
return 

:TAXIODD_18991
if 
   not Actor.Dead(88@)
else_jump @TAXIODD_19068 
0647: unknown_actor 88@ look_task 
if 
   Car.Wrecked(89@)
else_jump @TAXIODD_19042 
gosub @TAXIODD_6415 
jump @TAXIODD_19068 

:TAXIODD_19042
if 
   not Actor.InCar(88@, 89@)
else_jump @TAXIODD_19068 
gosub @TAXIODD_6415 

:TAXIODD_19068
Car.RemoveReferences(89@)
Actor.RemoveReferences(88@)
49@ = 0 

:TAXIODD_19085
Object.RemoveReferences(90@(49@,4i))
49@ += 1 
  49@ >= 4 
else_jump @TAXIODD_19085 
Marker.Disable(96@)
Marker.Disable(97@)
49@ = 0 

:TAXIODD_19132
Marker.Disable(98@(49@,3i))
49@ += 1 
  49@ >= 3 
else_jump @TAXIODD_19132 
0151: remove_status_text $8198 
014F: stop_timer $8199 
0151: remove_status_text $8200 
04EF: release_animation "MISC" 
Model.Destroy(#CR_AMMOBOX)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
0084: $56 = $8201 // (int) 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$411 = 0 
$ONMISSION = 0 
$ONMISSION_TAXI = 0 
mission_cleanup 
return 

//-------------Mission 122---------------
// Originally: Paramedic Sub-Mission

:AMBULAN
gosub @AMBULAN_16 
gosub @AMBULAN_13159 
end_thread 

:AMBULAN_16
$ONMISSION = 1 
$ONMISSION_PARAMEDIC = 1 
thread 'AMBULAN' 
if 
  $1487 == 0 
else_jump @AMBULAN_61 
increment_mission_attempts 

:AMBULAN_61
wait 0 
08F4: set_max_group_members 0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @AMBULAN_221 
213@ = Actor.Car($PLAYER_ACTOR)
if 
8431:   not car 213@ passenger_seat_free 0 
else_jump @AMBULAN_134 
0432: 81@ = get_actor_handle_from_car 213@ passenger_seat 0 
0622: AS_actor 81@ bail_car 213@ 
Actor.RemoveReferences(81@)

:AMBULAN_134
if 
8431:   not car 213@ passenger_seat_free 1 
else_jump @AMBULAN_175 
0432: 81@ = get_actor_handle_from_car 213@ passenger_seat 1 
0622: AS_actor 81@ bail_car 213@ 
Actor.RemoveReferences(81@)

:AMBULAN_175
if 
8431:   not car 213@ passenger_seat_free 2 
else_jump @AMBULAN_216 
0432: 81@ = get_actor_handle_from_car 213@ passenger_seat 2 
0622: AS_actor 81@ bail_car 213@ 
Actor.RemoveReferences(81@)

:AMBULAN_216
Car.RemoveReferences(213@)

:AMBULAN_221
060A: create_decision_maker_type 0 store_to 235@ // decision\allowed\m_.ped files 
054C: use_GXT_table 'AMBULAE' 
08F8: display_stat_update_box 0 
$8210 = 20000 
34@ = 0 
39@ = 0 
40@ = 0 
41@ = 0 
42@ = 0 
43@ = 0 
37@ = 1 
36@ = 0 
83@ = 0 
86@ = 0 
89@ = 0 
92@ = 0 
95@ = 0 
58@ = 0 
61@ = 0 
64@ = 0 
67@ = 0 
70@ = 0 
73@ = 0 
76@ = 0 
46@ = 0 
189@ = 10.0 
$PARAMEDIC_MISSION_LEVEL = 1 
48@ = 0 
49@ = 0 
44@ = 0 
45@ = 0 
51@ = 0 
52@ = 0 
53@ = 0 
50@ = 0 
55@ = 0 
79@ = 0 
176@ = 0.0 
177@ = 0.0 
178@ = 0.0 
99@ = 0 

:AMBULAN_522
if 
  13 > 99@ 
else_jump @AMBULAN_658 
100@(99@,13i) = 0 
113@(99@,13f) = 0.0 
126@(99@,13f) = 0.0 
139@(99@,13f) = 0.0 
152@(99@,13i) = 0 
if 
  10 > 99@ 
else_jump @AMBULAN_644 
214@(99@,10i) = 0 
224@(99@,10i) = 0 

:AMBULAN_644
99@ += 1 
jump @AMBULAN_522 

:AMBULAN_658
99@ = 0 
96@ = 0 
97@ = 0 
234@ = 0 
$8212 = 0 
238@ = 0.0 

:AMBULAN_703
if 
  10 > 99@ 
else_jump @AMBULAN_836 
if 
07E8:   acquaintance 4 of_actors_type 99@ to_actors_type 0 set 
else_jump @AMBULAN_775 
224@(99@,10i) = 1 
234@ += 1 
0747: clear_acquaintance 4 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat 
jump @AMBULAN_822 

:AMBULAN_775
if 
07E8:   acquaintance 3 of_actors_type 99@ to_actors_type 0 set 
else_jump @AMBULAN_822 
214@(99@,10i) = 1 
234@ += 1 
0747: clear_acquaintance 3 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat 

:AMBULAN_822
99@ += 1 
jump @AMBULAN_703 

:AMBULAN_836
99@ = 0 
00BC: show_text_highpriority GXT 'ATUTOR2' time 3000 flag 1  // ~s~Fahre die ~b~Patienten~s~ VORSICHTIG in die ~y~Klinik~s~. Jede Erschtterung mindert ihre berlebenschancen.
03C7: set_sensitivity_to_crime 0.5 
Actor.StorePos($PLAYER_ACTOR, 201@, 202@, 203@)
212@ = 9999999.0 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  2 > $STAT_UNLOCKED_CITIES_NUMBER 
else_jump @AMBULAN_1470 
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 0 
else_jump @AMBULAN_1130 
050A: 204@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 2004.96 -1442.96 12.56 
if 
0025:   212@ > 204@ // (float) 
else_jump @AMBULAN_997 
0087: 212@ = 204@ // (float) 
213@ = 1 

:AMBULAN_997
050A: 205@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1180.85 -1325.57 12.58 
if 
0025:   212@ > 205@ // (float) 
else_jump @AMBULAN_1060 
0087: 212@ = 205@ // (float) 
213@ = 2 

:AMBULAN_1060
050A: 208@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1244.437 331.2261 18.5547 
if 
0025:   212@ > 208@ // (float) 
else_jump @AMBULAN_1123 
0087: 212@ = 208@ // (float) 
213@ = 5 

:AMBULAN_1123
jump @AMBULAN_1463 

:AMBULAN_1130
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 1 
else_jump @AMBULAN_1463 
050A: 204@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 2004.96 -1442.96 12.56 
if 
0025:   212@ > 204@ // (float) 
else_jump @AMBULAN_1211 
0087: 212@ = 204@ // (float) 
213@ = 1 

:AMBULAN_1211
050A: 205@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1180.85 -1325.57 12.58 
if 
0025:   212@ > 205@ // (float) 
else_jump @AMBULAN_1274 
0087: 212@ = 205@ // (float) 
213@ = 2 

:AMBULAN_1274
050A: 208@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1244.437 331.2261 18.5547 
if 
0025:   212@ > 208@ // (float) 
else_jump @AMBULAN_1337 
0087: 212@ = 208@ // (float) 
213@ = 5 

:AMBULAN_1337
050A: 209@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2198.693 -2290.105 29.625 
if 
0025:   212@ > 209@ // (float) 
else_jump @AMBULAN_1400 
0087: 212@ = 209@ // (float) 
213@ = 6 

:AMBULAN_1400
050A: 210@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2670.285 616.4364 13.4531 
if 
0025:   212@ > 210@ // (float) 
else_jump @AMBULAN_1463 
0087: 212@ = 210@ // (float) 
213@ = 7 

:AMBULAN_1463
jump @AMBULAN_1974 

:AMBULAN_1470
050A: 204@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 2004.96 -1442.96 12.56 
if 
0025:   212@ > 204@ // (float) 
else_jump @AMBULAN_1533 
0087: 212@ = 204@ // (float) 
213@ = 1 

:AMBULAN_1533
050A: 205@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1180.85 -1325.57 12.58 
if 
0025:   212@ > 205@ // (float) 
else_jump @AMBULAN_1596 
0087: 212@ = 205@ // (float) 
213@ = 2 

:AMBULAN_1596
050A: 206@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -316.3832 1056.045 18.7344 
if 
0025:   212@ > 206@ // (float) 
else_jump @AMBULAN_1659 
0087: 212@ = 206@ // (float) 
213@ = 3 

:AMBULAN_1659
050A: 207@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -1514.823 2527.119 54.7443 
if 
0025:   212@ > 207@ // (float) 
else_jump @AMBULAN_1722 
0087: 212@ = 207@ // (float) 
213@ = 4 

:AMBULAN_1722
050A: 208@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1244.437 331.2261 18.5547 
if 
0025:   212@ > 208@ // (float) 
else_jump @AMBULAN_1785 
0087: 212@ = 208@ // (float) 
213@ = 5 

:AMBULAN_1785
050A: 209@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2198.693 -2290.105 29.625 
if 
0025:   212@ > 209@ // (float) 
else_jump @AMBULAN_1848 
0087: 212@ = 209@ // (float) 
213@ = 6 

:AMBULAN_1848
050A: 210@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2670.285 616.4364 13.4531 
if 
0025:   212@ > 210@ // (float) 
else_jump @AMBULAN_1911 
0087: 212@ = 210@ // (float) 
213@ = 7 

:AMBULAN_1911
050A: 211@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1578.446 1770.682 9.8358 
if 
0025:   212@ > 211@ // (float) 
else_jump @AMBULAN_1974 
0087: 212@ = 211@ // (float) 
213@ = 8 

:AMBULAN_1974
0871: init_jump_table 213@ total_jumps 8 default_jump 1 @AMBULAN_2958 jumps 1 @AMBULAN_2102 2 @AMBULAN_2209 3 @AMBULAN_2316 4 @AMBULAN_2423 5 @AMBULAN_2530 6 @AMBULAN_2637 7 @AMBULAN_2744 
0872: jump_table_jumps 8 @AMBULAN_2851 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 

:AMBULAN_2102
167@ = 2004.96 
168@ = -1442.96 
169@ = 12.56 
173@ = 2026.0 
174@ = -1423.0 
175@ = 17.0 
197@ = 1200.0 
198@ = 2930.0 
199@ = -2213.0 
200@ = -1012.0 
jump @AMBULAN_3065 

:AMBULAN_2209
167@ = 1180.85 
168@ = -1325.57 
169@ = 12.58 
173@ = 1172.0 
174@ = -1324.0 
175@ = 15.0 
197@ = 450.0 
198@ = 1800.0 
199@ = -1900.0 
200@ = -870.0 
jump @AMBULAN_3065 

:AMBULAN_2316
167@ = -316.3832 
168@ = 1056.045 
169@ = 18.7344 
173@ = -316.0 
174@ = 1050.0 
175@ = 20.0 
197@ = -860.0 
198@ = 185.0 
199@ = 749.0 
200@ = 1616.0 
jump @AMBULAN_3065 

:AMBULAN_2423
167@ = -1514.006 
168@ = 2532.013 
169@ = 54.7443 
173@ = -1515.0 
174@ = 2520.0 
175@ = 56.0 
197@ = -1684.0 
198@ = -702.0 
199@ = 1465.0 
200@ = 2749.9 
jump @AMBULAN_3065 

:AMBULAN_2530
167@ = 1225.0 
168@ = 302.0 
169@ = 20.0 
173@ = 1227.0 
174@ = 289.5 
175@ = 22.64 
197@ = 100.0 
198@ = 2604.0 
199@ = -720.0 
200@ = 465.0 
jump @AMBULAN_3065 

:AMBULAN_2637
167@ = -2198.693 
168@ = -2290.105 
169@ = 29.625 
173@ = -2204.728 
174@ = -2296.302 
175@ = 29.6181 
197@ = -2598.0 
198@ = -1500.0 
199@ = -2700.0 
200@ = -1700.0 
jump @AMBULAN_3065 

:AMBULAN_2744
167@ = -2670.285 
168@ = 616.4364 
169@ = 13.4531 
173@ = -2677.0 
174@ = 632.0 
175@ = 14.0 
197@ = -2820.0 
198@ = -1784.0 
199@ = 29.0 
200@ = 1180.0 
jump @AMBULAN_3065 

:AMBULAN_2851
167@ = 1578.446 
168@ = 1770.682 
169@ = 9.8358 
173@ = 1582.0 
174@ = 1765.0 
175@ = 11.0 
197@ = 1000.0 
198@ = 2600.0 
199@ = 772.0 
200@ = 2400.0 
jump @AMBULAN_3065 

:AMBULAN_2958
167@ = 2004.96 
168@ = -1442.96 
169@ = 12.56 
173@ = 2026.0 
174@ = -1423.0 
175@ = 17.0 
197@ = 1200.0 
198@ = 2930.0 
199@ = -2213.0 
200@ = -1012.0 
jump @AMBULAN_3065 

:AMBULAN_3065
03C3: set_timer_to $8210 type 1 GXT 'AMBTIME' // global_variable  // ZEIT
04F7: status_text $8212 type 0 line 2 GXT 'AMBSEAT' // global_variable  // FREIE PLTZE
04F7: status_text $PARAMEDIC_MISSION_LEVEL type 0 line 1 GXT 'ALEV' // global_variable  // LEVEL
if 
  $ONMISSION == 0 
else_jump @AMBULAN_3149 
018A: 47@ = create_checkpoint_at 167@ 168@ 169@ 

:AMBULAN_3149
014F: stop_timer $8210 

:AMBULAN_3154
if 
001D:   37@ > 36@ // (int) 
else_jump @AMBULAN_3355 
gosub @AMBULAN_7829 
0087: 113@(36@,13f) = 176@ // (float) 
0087: 126@(36@,13f) = 177@ // (float) 
0087: 139@(36@,13f) = 178@ // (float) 
if 
  79@ == 1 
else_jump @AMBULAN_3241 
jump @AMBULAN_13159 

:AMBULAN_3241
gosub @AMBULAN_10937 
0085: 152@(36@,13i) = 35@ // (int) 
if 
  152@(36@,13i) > 45000 
else_jump @AMBULAN_3306 
152@(36@,13i) = 45000 
jump @AMBULAN_3341 

:AMBULAN_3306
if 
  15000 > 152@(36@,13i) 
else_jump @AMBULAN_3341 
152@(36@,13i) = 15000 

:AMBULAN_3341
36@ += 1 
jump @AMBULAN_3154 

:AMBULAN_3355
gosub @AMBULAN_3747 
if 
  37@ > 3 
else_jump @AMBULAN_3394 
45@ = 1 
jump @AMBULAN_3401 

:AMBULAN_3394
45@ = 0 

:AMBULAN_3401
51@ = 0 
if 
  2 > 37@ 
else_jump @AMBULAN_3537 
0085: 48@ = 35@ // (int) 
0072: 48@ /= 37@ // (int) 
48@ /= 2 
0085: 38@ = 37@ // (int) 
38@ += 1 
006A: 48@ *= 38@ // (int) 
005E: $8210 += 48@ // (int) 
0074: $8210 /= 37@ // (int) 
0085: 48@ = 35@ // (int) 
48@ /= 3 
if 
  48@ > 15000 
else_jump @AMBULAN_3530 
48@ = 15000 

:AMBULAN_3530
jump @AMBULAN_3614 

:AMBULAN_3537
008B: 48@ = $8210 // (int) 
0072: 48@ /= 37@ // (int) 
48@ /= 2 
0085: 38@ = 37@ // (int) 
38@ += 1 
006A: 48@ *= 38@ // (int) 
005E: $8210 += 48@ // (int) 
0074: $8210 /= 37@ // (int) 
008B: 48@ = $8210 // (int) 
48@ /= 3 

:AMBULAN_3614
if 
  60000 > $8210 
else_jump @AMBULAN_3645 
$8210 = 60000 

:AMBULAN_3645
if 
  25000 > 48@ 
else_jump @AMBULAN_3679 
48@ = 25000 
jump @AMBULAN_3710 

:AMBULAN_3679
if 
  48@ > 60000 
else_jump @AMBULAN_3710 
48@ = 60000 

:AMBULAN_3710
03C3: set_timer_to $8210 type 1 GXT 'AMBTIME' // global_variable  // ZEIT
239@ = 0 
240@ = 0 
jump @AMBULAN_11090 

:AMBULAN_3747
if 
  37@ > 0 
else_jump @AMBULAN_3874 
0376: 81@ = create_random_actor_at 113@ 126@ 139@ 
0575: set_actor 81@ pinned_position 1 
0588: unknown_actor 81@ flag 0 
83@ = 1 
060B: set_actor 81@ decision_maker_to 235@ 
0332: set_actor 81@ bleeding 1 
02A9: set_actor 81@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(81@) = 188@
82@ = Marker.CreateAboveActor(81@)
07E0: set_marker 82@ type_to 1 
Marker.SetIconSize(82@, 2)
100@ = 1 

:AMBULAN_3874
if 
  37@ > 1 
else_jump @AMBULAN_4001 
0376: 84@ = create_random_actor_at 114@ 127@ 140@ 
86@ = 1 
060B: set_actor 84@ decision_maker_to 235@ 
0332: set_actor 84@ bleeding 1 
02A9: set_actor 84@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(84@) = 188@
85@ = Marker.CreateAboveActor(84@)
07E0: set_marker 85@ type_to 1 
Marker.SetIconSize(85@, 2)
0575: set_actor 84@ pinned_position 1 
0588: unknown_actor 84@ flag 0 
101@ = 1 

:AMBULAN_4001
if 
  37@ > 2 
else_jump @AMBULAN_4128 
0376: 87@ = create_random_actor_at 115@ 128@ 141@ 
89@ = 1 
060B: set_actor 87@ decision_maker_to 235@ 
0332: set_actor 87@ bleeding 1 
02A9: set_actor 87@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(87@) = 188@
88@ = Marker.CreateAboveActor(87@)
07E0: set_marker 88@ type_to 1 
Marker.SetIconSize(88@, 2)
0575: set_actor 87@ pinned_position 1 
0588: unknown_actor 87@ flag 0 
102@ = 1 

:AMBULAN_4128
if 
  37@ > 3 
else_jump @AMBULAN_4255 
0376: 90@ = create_random_actor_at 116@ 129@ 142@ 
92@ = 1 
060B: set_actor 90@ decision_maker_to 235@ 
0332: set_actor 90@ bleeding 1 
02A9: set_actor 90@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(90@) = 188@
91@ = Marker.CreateAboveActor(90@)
07E0: set_marker 91@ type_to 1 
Marker.SetIconSize(91@, 2)
0575: set_actor 90@ pinned_position 1 
0588: unknown_actor 90@ flag 0 
103@ = 1 

:AMBULAN_4255
if 
  37@ > 4 
else_jump @AMBULAN_4382 
0376: 93@ = create_random_actor_at 117@ 130@ 143@ 
95@ = 1 
060B: set_actor 93@ decision_maker_to 235@ 
0332: set_actor 93@ bleeding 1 
02A9: set_actor 93@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(93@) = 188@
94@ = Marker.CreateAboveActor(93@)
07E0: set_marker 94@ type_to 1 
Marker.SetIconSize(94@, 2)
0575: set_actor 93@ pinned_position 1 
0588: unknown_actor 93@ flag 0 
104@ = 1 

:AMBULAN_4382
if 
  37@ > 5 
else_jump @AMBULAN_4509 
0376: 56@ = create_random_actor_at 118@ 131@ 144@ 
58@ = 1 
060B: set_actor 56@ decision_maker_to 235@ 
0332: set_actor 56@ bleeding 1 
02A9: set_actor 56@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(56@) = 188@
57@ = Marker.CreateAboveActor(56@)
07E0: set_marker 57@ type_to 1 
Marker.SetIconSize(57@, 2)
0575: set_actor 56@ pinned_position 1 
0588: unknown_actor 56@ flag 0 
105@ = 1 

:AMBULAN_4509
if 
  37@ > 6 
else_jump @AMBULAN_4636 
0376: 59@ = create_random_actor_at 119@ 132@ 145@ 
61@ = 1 
060B: set_actor 59@ decision_maker_to 235@ 
0332: set_actor 59@ bleeding 1 
02A9: set_actor 59@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(59@) = 188@
60@ = Marker.CreateAboveActor(59@)
07E0: set_marker 60@ type_to 1 
Marker.SetIconSize(60@, 2)
0575: set_actor 59@ pinned_position 1 
0588: unknown_actor 59@ flag 0 
106@ = 1 

:AMBULAN_4636
if 
  37@ > 7 
else_jump @AMBULAN_4763 
0376: 62@ = create_random_actor_at 120@ 133@ 146@ 
64@ = 1 
060B: set_actor 62@ decision_maker_to 235@ 
0332: set_actor 62@ bleeding 1 
02A9: set_actor 62@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(62@) = 188@
63@ = Marker.CreateAboveActor(62@)
07E0: set_marker 63@ type_to 1 
Marker.SetIconSize(63@, 2)
0575: set_actor 62@ pinned_position 1 
0588: unknown_actor 62@ flag 0 
107@ = 1 

:AMBULAN_4763
if 
  37@ > 8 
else_jump @AMBULAN_4890 
0376: 65@ = create_random_actor_at 121@ 134@ 147@ 
67@ = 1 
060B: set_actor 65@ decision_maker_to 235@ 
0332: set_actor 65@ bleeding 1 
02A9: set_actor 65@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(65@) = 188@
66@ = Marker.CreateAboveActor(65@)
07E0: set_marker 66@ type_to 1 
Marker.SetIconSize(66@, 2)
0575: set_actor 65@ pinned_position 1 
0588: unknown_actor 65@ flag 0 
108@ = 1 

:AMBULAN_4890
if 
  37@ > 9 
else_jump @AMBULAN_5017 
0376: 68@ = create_random_actor_at 122@ 135@ 148@ 
70@ = 1 
060B: set_actor 68@ decision_maker_to 235@ 
0332: set_actor 68@ bleeding 1 
02A9: set_actor 68@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(68@) = 188@
69@ = Marker.CreateAboveActor(68@)
07E0: set_marker 69@ type_to 1 
Marker.SetIconSize(69@, 2)
0575: set_actor 68@ pinned_position 1 
0588: unknown_actor 68@ flag 0 
109@ = 1 

:AMBULAN_5017
if 
  37@ > 10 
else_jump @AMBULAN_5144 
0376: 71@ = create_random_actor_at 123@ 136@ 149@ 
73@ = 1 
060B: set_actor 71@ decision_maker_to 235@ 
0332: set_actor 71@ bleeding 1 
02A9: set_actor 71@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(71@) = 188@
72@ = Marker.CreateAboveActor(71@)
07E0: set_marker 72@ type_to 1 
Marker.SetIconSize(72@, 2)
0575: set_actor 71@ pinned_position 1 
0588: unknown_actor 71@ flag 0 
110@ = 1 

:AMBULAN_5144
if 
  37@ > 11 
else_jump @AMBULAN_5271 
0376: 74@ = create_random_actor_at 124@ 137@ 150@ 
76@ = 1 
060B: set_actor 74@ decision_maker_to 235@ 
0332: set_actor 74@ bleeding 1 
02A9: set_actor 74@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(74@) = 188@
75@ = Marker.CreateAboveActor(74@)
07E0: set_marker 75@ type_to 1 
Marker.SetIconSize(75@, 2)
0575: set_actor 74@ pinned_position 1 
0588: unknown_actor 74@ flag 0 
111@ = 1 

:AMBULAN_5271
return 

:AMBULAN_5273
0871: init_jump_table 239@ total_jumps 12 default_jump 1 @AMBULAN_7813 jumps 0 @AMBULAN_5401 1 @AMBULAN_5602 2 @AMBULAN_5803 3 @AMBULAN_6004 4 @AMBULAN_6205 5 @AMBULAN_6406 6 @AMBULAN_6607 
0872: jump_table_jumps 7 @AMBULAN_6808 8 @AMBULAN_7009 9 @AMBULAN_7210 10 @AMBULAN_7411 11 @AMBULAN_7612 -1 @AMBULAN_7827 -1 @AMBULAN_7827 -1 @AMBULAN_7827 -1 @AMBULAN_7827 

:AMBULAN_5401
if 
  37@ > 0 
else_jump @AMBULAN_5588 
if 
  3 > 83@ 
else_jump @AMBULAN_5588 
if 
   not Actor.Dead(81@)
else_jump @AMBULAN_5588 
if 
0106:   actor $PLAYER_ACTOR near_actor 81@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_5549 
if 
  100@ == 1 
else_jump @AMBULAN_5542 
0575: set_actor 81@ pinned_position 0 
0588: unknown_actor 81@ flag 1 
Actor.PutAt(81@, 113@, 126@, 139@)
100@ = 0 

:AMBULAN_5542
jump @AMBULAN_5588 

:AMBULAN_5549
if 
  100@ == 0 
else_jump @AMBULAN_5588 
0575: set_actor 81@ pinned_position 1 
0588: unknown_actor 81@ flag 0 
100@ = 1 

:AMBULAN_5588
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_5602
if 
  37@ > 1 
else_jump @AMBULAN_5789 
if 
  3 > 86@ 
else_jump @AMBULAN_5789 
if 
   not Actor.Dead(84@)
else_jump @AMBULAN_5789 
if 
0106:   actor $PLAYER_ACTOR near_actor 84@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_5750 
if 
  101@ == 1 
else_jump @AMBULAN_5743 
0575: set_actor 84@ pinned_position 0 
0588: unknown_actor 84@ flag 1 
Actor.PutAt(84@, 114@, 127@, 140@)
101@ = 0 

:AMBULAN_5743
jump @AMBULAN_5789 

:AMBULAN_5750
if 
  101@ == 0 
else_jump @AMBULAN_5789 
0575: set_actor 84@ pinned_position 1 
0588: unknown_actor 84@ flag 0 
101@ = 1 

:AMBULAN_5789
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_5803
if 
  37@ > 2 
else_jump @AMBULAN_5990 
if 
  3 > 89@ 
else_jump @AMBULAN_5990 
if 
   not Actor.Dead(87@)
else_jump @AMBULAN_5990 
if 
0106:   actor $PLAYER_ACTOR near_actor 87@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_5951 
if 
  102@ == 1 
else_jump @AMBULAN_5944 
0575: set_actor 87@ pinned_position 0 
0588: unknown_actor 87@ flag 1 
Actor.PutAt(87@, 115@, 128@, 141@)
102@ = 0 

:AMBULAN_5944
jump @AMBULAN_5990 

:AMBULAN_5951
if 
  102@ == 0 
else_jump @AMBULAN_5990 
0575: set_actor 87@ pinned_position 1 
0588: unknown_actor 87@ flag 0 
102@ = 1 

:AMBULAN_5990
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6004
if 
  37@ > 3 
else_jump @AMBULAN_6191 
if 
  3 > 92@ 
else_jump @AMBULAN_6191 
if 
   not Actor.Dead(90@)
else_jump @AMBULAN_6191 
if 
0106:   actor $PLAYER_ACTOR near_actor 90@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6152 
if 
  103@ == 1 
else_jump @AMBULAN_6145 
0575: set_actor 90@ pinned_position 0 
0588: unknown_actor 90@ flag 1 
Actor.PutAt(90@, 116@, 129@, 142@)
103@ = 0 

:AMBULAN_6145
jump @AMBULAN_6191 

:AMBULAN_6152
if 
  103@ == 0 
else_jump @AMBULAN_6191 
0575: set_actor 90@ pinned_position 1 
0588: unknown_actor 90@ flag 0 
103@ = 1 

:AMBULAN_6191
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6205
if 
  37@ > 4 
else_jump @AMBULAN_6392 
if 
  3 > 95@ 
else_jump @AMBULAN_6392 
if 
   not Actor.Dead(93@)
else_jump @AMBULAN_6392 
if 
0106:   actor $PLAYER_ACTOR near_actor 93@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6353 
if 
  104@ == 1 
else_jump @AMBULAN_6346 
0575: set_actor 93@ pinned_position 0 
0588: unknown_actor 93@ flag 1 
Actor.PutAt(93@, 117@, 130@, 143@)
104@ = 0 

:AMBULAN_6346
jump @AMBULAN_6392 

:AMBULAN_6353
if 
  104@ == 0 
else_jump @AMBULAN_6392 
0575: set_actor 93@ pinned_position 1 
0588: unknown_actor 93@ flag 0 
104@ = 1 

:AMBULAN_6392
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6406
if 
  37@ > 5 
else_jump @AMBULAN_6593 
if 
  3 > 58@ 
else_jump @AMBULAN_6593 
if 
   not Actor.Dead(56@)
else_jump @AMBULAN_6593 
if 
0106:   actor $PLAYER_ACTOR near_actor 56@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6554 
if 
  105@ == 1 
else_jump @AMBULAN_6547 
0575: set_actor 56@ pinned_position 0 
0588: unknown_actor 56@ flag 1 
Actor.PutAt(56@, 118@, 131@, 144@)
105@ = 0 

:AMBULAN_6547
jump @AMBULAN_6593 

:AMBULAN_6554
if 
  105@ == 0 
else_jump @AMBULAN_6593 
0575: set_actor 56@ pinned_position 1 
0588: unknown_actor 56@ flag 0 
105@ = 1 

:AMBULAN_6593
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6607
if 
  37@ > 6 
else_jump @AMBULAN_6794 
if 
  3 > 61@ 
else_jump @AMBULAN_6794 
if 
   not Actor.Dead(59@)
else_jump @AMBULAN_6794 
if 
0106:   actor $PLAYER_ACTOR near_actor 59@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6755 
if 
  106@ == 1 
else_jump @AMBULAN_6748 
0575: set_actor 59@ pinned_position 0 
0588: unknown_actor 59@ flag 1 
Actor.PutAt(59@, 119@, 132@, 145@)
106@ = 0 

:AMBULAN_6748
jump @AMBULAN_6794 

:AMBULAN_6755
if 
  106@ == 0 
else_jump @AMBULAN_6794 
0575: set_actor 59@ pinned_position 1 
0588: unknown_actor 59@ flag 0 
106@ = 1 

:AMBULAN_6794
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6808
if 
  37@ > 7 
else_jump @AMBULAN_6995 
if 
  3 > 64@ 
else_jump @AMBULAN_6995 
if 
   not Actor.Dead(62@)
else_jump @AMBULAN_6995 
if 
0106:   actor $PLAYER_ACTOR near_actor 62@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6956 
if 
  107@ == 1 
else_jump @AMBULAN_6949 
0575: set_actor 62@ pinned_position 0 
0588: unknown_actor 62@ flag 1 
Actor.PutAt(62@, 120@, 133@, 146@)
107@ = 0 

:AMBULAN_6949
jump @AMBULAN_6995 

:AMBULAN_6956
if 
  107@ == 0 
else_jump @AMBULAN_6995 
0575: set_actor 62@ pinned_position 1 
0588: unknown_actor 62@ flag 0 
107@ = 1 

:AMBULAN_6995
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7009
if 
  37@ > 8 
else_jump @AMBULAN_7196 
if 
  3 > 67@ 
else_jump @AMBULAN_7196 
if 
   not Actor.Dead(65@)
else_jump @AMBULAN_7196 
if 
0106:   actor $PLAYER_ACTOR near_actor 65@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_7157 
if 
  108@ == 1 
else_jump @AMBULAN_7150 
0575: set_actor 65@ pinned_position 0 
0588: unknown_actor 65@ flag 1 
Actor.PutAt(65@, 121@, 134@, 147@)
108@ = 0 

:AMBULAN_7150
jump @AMBULAN_7196 

:AMBULAN_7157
if 
  108@ == 0 
else_jump @AMBULAN_7196 
0575: set_actor 65@ pinned_position 1 
0588: unknown_actor 65@ flag 0 
108@ = 1 

:AMBULAN_7196
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7210
if 
  37@ > 9 
else_jump @AMBULAN_7397 
if 
  3 > 70@ 
else_jump @AMBULAN_7397 
if 
   not Actor.Dead(68@)
else_jump @AMBULAN_7397 
if 
0106:   actor $PLAYER_ACTOR near_actor 68@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_7358 
if 
  109@ == 1 
else_jump @AMBULAN_7351 
0575: set_actor 68@ pinned_position 0 
0588: unknown_actor 68@ flag 1 
Actor.PutAt(68@, 122@, 135@, 148@)
109@ = 0 

:AMBULAN_7351
jump @AMBULAN_7397 

:AMBULAN_7358
if 
  109@ == 0 
else_jump @AMBULAN_7397 
0575: set_actor 68@ pinned_position 1 
0588: unknown_actor 68@ flag 0 
109@ = 1 

:AMBULAN_7397
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7411
if 
  37@ > 10 
else_jump @AMBULAN_7598 
if 
  3 > 73@ 
else_jump @AMBULAN_7598 
if 
   not Actor.Dead(71@)
else_jump @AMBULAN_7598 
if 
0106:   actor $PLAYER_ACTOR near_actor 71@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_7559 
if 
  110@ == 1 
else_jump @AMBULAN_7552 
0575: set_actor 71@ pinned_position 0 
0588: unknown_actor 71@ flag 1 
Actor.PutAt(71@, 123@, 136@, 149@)
110@ = 0 

:AMBULAN_7552
jump @AMBULAN_7598 

:AMBULAN_7559
if 
  110@ == 0 
else_jump @AMBULAN_7598 
0575: set_actor 71@ pinned_position 1 
0588: unknown_actor 71@ flag 0 
110@ = 1 

:AMBULAN_7598
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7612
if 
  37@ > 11 
else_jump @AMBULAN_7799 
if 
  3 > 76@ 
else_jump @AMBULAN_7799 
if 
   not Actor.Dead(74@)
else_jump @AMBULAN_7799 
if 
0106:   actor $PLAYER_ACTOR near_actor 74@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_7760 
if 
  111@ == 1 
else_jump @AMBULAN_7753 
0575: set_actor 74@ pinned_position 0 
0588: unknown_actor 74@ flag 1 
Actor.PutAt(74@, 124@, 137@, 150@)
111@ = 0 

:AMBULAN_7753
jump @AMBULAN_7799 

:AMBULAN_7760
if 
  111@ == 0 
else_jump @AMBULAN_7799 
0575: set_actor 74@ pinned_position 1 
0588: unknown_actor 74@ flag 0 
111@ = 1 

:AMBULAN_7799
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7813
239@ = 0 
jump @AMBULAN_7827 

:AMBULAN_7827
return 

:AMBULAN_7829
wait 0 
Actor.StorePos($PLAYER_ACTOR, 170@, 171@, 172@)
0087: 190@ = 167@ // (float) 
0087: 193@ = 167@ // (float) 
0087: 191@ = 168@ // (float) 
0087: 194@ = 168@ // (float) 
0087: 192@ = 169@ // (float) 
0087: 195@ = 169@ // (float) 
07EF: get_town_number_from_point 170@ 171@ 172@ store_to 96@ 
008F: 237@ = integer $PARAMEDIC_MISSION_LEVEL to_float 
237@ *= 60.0 
005B: 237@ += 238@ // (float) 
if 
  96@ == 0 
else_jump @AMBULAN_7970 
238@ += 15.0 
jump @AMBULAN_7980 

:AMBULAN_7970
238@ += 1.0 

:AMBULAN_7980
if 
  100.0 > 237@ 
else_jump @AMBULAN_8011 
237@ = 100.0 

:AMBULAN_8011
if 
  238@ > 10000.0 
else_jump @AMBULAN_8077 
if 
  $PARAMEDIC_MISSION_LEVEL == 1 
else_jump @AMBULAN_8077 
03D5: remove_text 'ALEVEL'  // Krankenwagen-Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Krankenwagen-Mission abgebrochen!

:AMBULAN_8077
0063: 190@ -= 237@ // (float) 
005B: 193@ += 237@ // (float) 
0063: 191@ -= 237@ // (float) 
005B: 194@ += 237@ // (float) 
if 
  8 > $PARAMEDIC_MISSION_LEVEL 
else_jump @AMBULAN_8242 
if 
0025:   197@ > 190@ // (float) 
else_jump @AMBULAN_8154 
0087: 190@ = 197@ // (float) 

:AMBULAN_8154
if 
0025:   193@ > 198@ // (float) 
else_jump @AMBULAN_8181 
0087: 193@ = 198@ // (float) 

:AMBULAN_8181
if 
0025:   199@ > 191@ // (float) 
else_jump @AMBULAN_8208 
0087: 191@ = 199@ // (float) 

:AMBULAN_8208
if 
0025:   166@ > 200@ // (float) 
else_jump @AMBULAN_8235 
0087: 194@ = 200@ // (float) 

:AMBULAN_8235
jump @AMBULAN_8274 

:AMBULAN_8242
0087: 190@ = 197@ // (float) 
0087: 193@ = 198@ // (float) 
0087: 191@ = 199@ // (float) 
0087: 194@ = 200@ // (float) 

:AMBULAN_8274
0208: 165@ = random_float_in_ranges 190@ 193@ 
0208: 166@ = random_float_in_ranges 191@ 194@ 
0293: $13 = zero // get_current_controls 
if 
00E1:   player 0 pressed_key 19 
else_jump @AMBULAN_8325 
53@ = 1 

:AMBULAN_8325
if 
  53@ == 1 
else_jump @AMBULAN_8426 
if 
   not $13 == 3 
else_jump @AMBULAN_8421 
if 
80E1:   not player 0 pressed_key 19 
else_jump @AMBULAN_8414 
03D5: remove_text 'ALEVEL'  // Krankenwagen-Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Krankenwagen-Mission abgebrochen!
79@ = 1 
return 

:AMBULAN_8414
jump @AMBULAN_8426 

:AMBULAN_8421
0293: $13 = zero // get_current_controls 

:AMBULAN_8426
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @AMBULAN_8497 
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #AMBULAN)
else_jump @AMBULAN_8497 
03D5: remove_text 'ALEVEL'  // Krankenwagen-Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Krankenwagen-Mission abgebrochen!
79@ = 1 
return 

:AMBULAN_8497
02C0: store_to 176@ 177@ 178@ ped_path_coords_closest_to 165@ 166@ 169@ 
if 
0025:   197@ > 176@ // (float) 
else_jump @AMBULAN_8550 
jump @AMBULAN_7829 
jump @AMBULAN_8642 

:AMBULAN_8550
if 
0025:   176@ > 198@ // (float) 
else_jump @AMBULAN_8583 
jump @AMBULAN_7829 
jump @AMBULAN_8642 

:AMBULAN_8583
if 
0025:   199@ > 177@ // (float) 
else_jump @AMBULAN_8616 
jump @AMBULAN_7829 
jump @AMBULAN_8642 

:AMBULAN_8616
if 
0025:   177@ > 200@ // (float) 
else_jump @AMBULAN_8642 
jump @AMBULAN_7829 

:AMBULAN_8642
if 
  6.0 > 178@ 
else_jump @AMBULAN_8670 
jump @AMBULAN_7829 

:AMBULAN_8670
050A: 185@ = distance_between_XYZ 170@ 171@ 172@ and_XYZ 176@ 177@ 178@ 
if 
  50.0 > 185@ 
else_jump @AMBULAN_8721 
jump @AMBULAN_7829 

:AMBULAN_8721
050A: 186@ = distance_between_XYZ 167@ 168@ 169@ and_XYZ 176@ 177@ 178@ 
if 
  30.0 > 186@ 
else_jump @AMBULAN_8772 
jump @AMBULAN_7829 

:AMBULAN_8772
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  2 > $STAT_UNLOCKED_CITIES_NUMBER 
else_jump @AMBULAN_9234 
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 0 
else_jump @AMBULAN_9048 
if and
  78.4427 > 176@ 
  -699.519 > 177@ 
else_jump @AMBULAN_8858 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_8858
if and
  -252.6557 > 176@ 
  -285.766 > 177@ 
else_jump @AMBULAN_8900 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_8900
if 
  -948.3447 > 176@ 
else_jump @AMBULAN_8932 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_8932
if and
  176@ > 1473.448 
  177@ > 403.7353 
else_jump @AMBULAN_8974 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_8974
if 
  177@ > 578.6325 
else_jump @AMBULAN_9006 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9006
if and
  837.5551 > 176@ 
  177@ > 347.4097 
else_jump @AMBULAN_9048 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9048
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 1 
else_jump @AMBULAN_9234 
if and
  176@ > 1473.448 
  177@ > 403.7353 
else_jump @AMBULAN_9108 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9108
if and
  177@ > 578.6325 
  176@ > -1528.498 
else_jump @AMBULAN_9150 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9150
if and
  837.5551 > 176@ 
  176@ > -1528.498 
  177@ > 347.4097 
else_jump @AMBULAN_9202 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9202
if 
  177@ > 1380.0 
else_jump @AMBULAN_9234 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9234
if 
  37@ > 0 
else_jump @AMBULAN_9303 
050A: 212@ = distance_between_XYZ 113@ 126@ 139@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9303 
jump @AMBULAN_7829 

:AMBULAN_9303
if 
  37@ > 1 
else_jump @AMBULAN_9372 
050A: 212@ = distance_between_XYZ 113@ 126@ 139@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9372 
jump @AMBULAN_7829 

:AMBULAN_9372
if 
  37@ > 2 
else_jump @AMBULAN_9441 
050A: 212@ = distance_between_XYZ 114@ 127@ 140@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9441 
jump @AMBULAN_7829 

:AMBULAN_9441
if 
  37@ > 3 
else_jump @AMBULAN_9510 
050A: 212@ = distance_between_XYZ 115@ 128@ 141@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9510 
jump @AMBULAN_7829 

:AMBULAN_9510
if 
  37@ > 4 
else_jump @AMBULAN_9579 
050A: 212@ = distance_between_XYZ 116@ 129@ 142@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9579 
jump @AMBULAN_7829 

:AMBULAN_9579
if 
  37@ > 5 
else_jump @AMBULAN_9648 
050A: 212@ = distance_between_XYZ 117@ 130@ 143@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9648 
jump @AMBULAN_7829 

:AMBULAN_9648
if 
  37@ > 6 
else_jump @AMBULAN_9717 
050A: 212@ = distance_between_XYZ 118@ 131@ 144@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9717 
jump @AMBULAN_7829 

:AMBULAN_9717
if 
  37@ > 7 
else_jump @AMBULAN_9786 
050A: 212@ = distance_between_XYZ 119@ 132@ 145@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9786 
jump @AMBULAN_7829 

:AMBULAN_9786
if 
  37@ > 8 
else_jump @AMBULAN_9855 
050A: 212@ = distance_between_XYZ 120@ 133@ 146@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9855 
jump @AMBULAN_7829 

:AMBULAN_9855
if 
  37@ > 9 
else_jump @AMBULAN_9924 
050A: 212@ = distance_between_XYZ 121@ 134@ 147@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9924 
jump @AMBULAN_7829 

:AMBULAN_9924
if 
  37@ > 10 
else_jump @AMBULAN_9993 
050A: 212@ = distance_between_XYZ 122@ 135@ 148@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9993 
jump @AMBULAN_7829 

:AMBULAN_9993
if 
  37@ > 11 
else_jump @AMBULAN_10062 
050A: 212@ = distance_between_XYZ 123@ 136@ 149@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_10062 
jump @AMBULAN_7829 

:AMBULAN_10062
if 
038A:   any_car_in_cube_cornerA 176@ 177@ 177@ cornerB 25.0 25.0 10.0 
else_jump @AMBULAN_10106 
jump @AMBULAN_7829 

:AMBULAN_10106
if 
  1186.0 > 176@ 
else_jump @AMBULAN_10197 
if 
  176@ > 1047.0 
else_jump @AMBULAN_10197 
if 
  -1406.0 > 177@ 
else_jump @AMBULAN_10197 
if 
  177@ > -1567.0 
else_jump @AMBULAN_10197 
jump @AMBULAN_7829 

:AMBULAN_10197
if 
  1444.0 > 176@ 
else_jump @AMBULAN_10288 
if 
  176@ > 1339.0 
else_jump @AMBULAN_10288 
if 
  -1450.0 > 177@ 
else_jump @AMBULAN_10288 
if 
  177@ > -1504.0 
else_jump @AMBULAN_10288 
jump @AMBULAN_7829 

:AMBULAN_10288
if 
  2041.979 > 176@ 
else_jump @AMBULAN_10379 
if 
  176@ > 1999.387 
else_jump @AMBULAN_10379 
if 
  -1408.708 > 177@ 
else_jump @AMBULAN_10379 
if 
  177@ > -1445.462 
else_jump @AMBULAN_10379 
jump @AMBULAN_7829 

:AMBULAN_10379
if 
  1202.0 > 176@ 
else_jump @AMBULAN_10470 
if 
  176@ > 1162.0 
else_jump @AMBULAN_10470 
if 
  -1238.0 > 177@ 
else_jump @AMBULAN_10470 
if 
  177@ > -1250.0 
else_jump @AMBULAN_10470 
jump @AMBULAN_7829 

:AMBULAN_10470
if 
  1176.0 > 176@ 
else_jump @AMBULAN_10561 
if 
  176@ > 1158.0 
else_jump @AMBULAN_10561 
if 
  1364.0 > 177@ 
else_jump @AMBULAN_10561 
if 
  177@ > 1345.0 
else_jump @AMBULAN_10561 
jump @AMBULAN_7829 

:AMBULAN_10561
if 
  -2307.0 > 176@ 
else_jump @AMBULAN_10652 
if 
  176@ > -2333.0 
else_jump @AMBULAN_10652 
if 
  1100.0 > 177@ 
else_jump @AMBULAN_10652 
if 
  177@ > 1036.0 
else_jump @AMBULAN_10652 
jump @AMBULAN_7829 

:AMBULAN_10652
if 
  2009.0 > 176@ 
else_jump @AMBULAN_10743 
if 
  176@ > 1989.0 
else_jump @AMBULAN_10743 
if 
  1571.0 > 177@ 
else_jump @AMBULAN_10743 
if 
  177@ > 1513.0 
else_jump @AMBULAN_10743 
jump @AMBULAN_7829 

:AMBULAN_10743
if 
  2632.818 > 176@ 
else_jump @AMBULAN_10834 
if 
  176@ > 2546.463 
else_jump @AMBULAN_10834 
if 
  -1129.673 > 177@ 
else_jump @AMBULAN_10834 
if 
  177@ > -1144.012 
else_jump @AMBULAN_10834 
jump @AMBULAN_7829 

:AMBULAN_10834
if 
  -222.5044 > 176@ 
else_jump @AMBULAN_10925 
if 
  176@ > -229.096 
else_jump @AMBULAN_10925 
if 
  1412.086 > 177@ 
else_jump @AMBULAN_10925 
if 
  177@ > 1393.817 
else_jump @AMBULAN_10925 
jump @AMBULAN_7829 

:AMBULAN_10925
238@ = 0.0 
return 

:AMBULAN_10937
if 
  2 > 37@ 
else_jump @AMBULAN_11046 
if 
0025:   185@ > 186@ // (float) 
else_jump @AMBULAN_10997 
0087: 187@ = 185@ // (float) 
0073: 187@ /= 189@ // (float) 
jump @AMBULAN_11013 

:AMBULAN_10997
0087: 187@ = 186@ // (float) 
0073: 187@ /= 189@ // (float) 

:AMBULAN_11013
187@ *= 1000.0 
0092: 35@ = float 187@ to_integer 
005E: $8210 += 35@ // (int) 
jump @AMBULAN_11088 

:AMBULAN_11046
0087: 187@ = 186@ // (float) 
0073: 187@ /= 189@ // (float) 
187@ *= 1000.0 
0092: 35@ = float 187@ to_integer 
005E: $8210 += 35@ // (int) 

:AMBULAN_11088
return 

:AMBULAN_11090
wait 0 
if 
  $8210 == 0 
else_jump @AMBULAN_11142 
00BC: show_text_highpriority GXT 'A_FAIL2' time 3000 flag 1  // ~r~Deine Trdelei war tdlich fr den Patienten!
79@ = 1 
jump @AMBULAN_13159 

:AMBULAN_11142
0293: $13 = zero // get_current_controls 
if 
00E1:   player 0 pressed_key 19 
else_jump @AMBULAN_11171 
53@ = 1 

:AMBULAN_11171
if 
  53@ == 1 
else_jump @AMBULAN_11229 
if 
80E1:   not player 0 pressed_key 19 
else_jump @AMBULAN_11229 
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Krankenwagen-Mission abgebrochen!
jump @AMBULAN_13159 

:AMBULAN_11229
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #AMBULAN)
else_jump @AMBULAN_11278 
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Krankenwagen-Mission abgebrochen!
jump @AMBULAN_13159 
jump @AMBULAN_11334 

:AMBULAN_11278
03C0: 34@ = actor $PLAYER_ACTOR car 
if 
   not Car.Wrecked(34@)
else_jump @AMBULAN_11334 
01E9: 43@ = car 34@ num_passengers 
01EA: 42@ = car 34@ max_passengers 
008A: $8212 = 42@ // (int) 
0066: $8212 -= 43@ // (int) 

:AMBULAN_11334
if and
  37@ > 6 
  45@ == 2 
  51@ == 0 
else_jump @AMBULAN_11380 
45@ = 1 
51@ += 1 

:AMBULAN_11380
if and
  37@ > 9 
  45@ == 2 
  51@ == 1 
else_jump @AMBULAN_11426 
45@ = 1 
51@ += 1 

:AMBULAN_11426
if and
  37@ > 12 
  45@ == 2 
  51@ == 2 
else_jump @AMBULAN_11472 
45@ = 1 
51@ += 1 

:AMBULAN_11472
gosub @AMBULAN_5273 
if 
  52@ == 1 
else_jump @AMBULAN_11528 
0103:   actor $PLAYER_ACTOR in_sphere 167@ 168@ 169@ radius 6.0 6.0 2.0 sphere 1 stopped_in_car 

:AMBULAN_11528
0871: init_jump_table 240@ total_jumps 12 default_jump 1 @AMBULAN_12808 jumps 0 @AMBULAN_11656 1 @AMBULAN_11752 2 @AMBULAN_11848 3 @AMBULAN_11944 4 @AMBULAN_12040 5 @AMBULAN_12136 6 @AMBULAN_12232 
0872: jump_table_jumps 7 @AMBULAN_12328 8 @AMBULAN_12424 9 @AMBULAN_12520 10 @AMBULAN_12616 11 @AMBULAN_12712 -1 @AMBULAN_12822 -1 @AMBULAN_12822 -1 @AMBULAN_12822 -1 @AMBULAN_12822 

:AMBULAN_11656
if 
  83@ > 0 
else_jump @AMBULAN_11738 
0085: 77@ = 81@ // (int) 
0085: 80@ = 83@ // (int) 
0085: 78@ = 82@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_11730 
jump @AMBULAN_13159 

:AMBULAN_11730
0085: 83@ = 80@ // (int) 

:AMBULAN_11738
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_11752
if 
  86@ > 0 
else_jump @AMBULAN_11834 
0085: 77@ = 84@ // (int) 
0085: 80@ = 86@ // (int) 
0085: 78@ = 85@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_11826 
jump @AMBULAN_13159 

:AMBULAN_11826
0085: 86@ = 80@ // (int) 

:AMBULAN_11834
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_11848
if 
  89@ > 0 
else_jump @AMBULAN_11930 
0085: 77@ = 87@ // (int) 
0085: 80@ = 89@ // (int) 
0085: 78@ = 88@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_11922 
jump @AMBULAN_13159 

:AMBULAN_11922
0085: 89@ = 80@ // (int) 

:AMBULAN_11930
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_11944
if 
  92@ > 0 
else_jump @AMBULAN_12026 
0085: 77@ = 90@ // (int) 
0085: 80@ = 92@ // (int) 
0085: 78@ = 91@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12018 
jump @AMBULAN_13159 

:AMBULAN_12018
0085: 92@ = 80@ // (int) 

:AMBULAN_12026
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12040
if 
  95@ > 0 
else_jump @AMBULAN_12122 
0085: 77@ = 93@ // (int) 
0085: 80@ = 95@ // (int) 
0085: 78@ = 94@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12114 
jump @AMBULAN_13159 

:AMBULAN_12114
0085: 95@ = 80@ // (int) 

:AMBULAN_12122
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12136
if 
  58@ > 0 
else_jump @AMBULAN_12218 
0085: 77@ = 56@ // (int) 
0085: 80@ = 58@ // (int) 
0085: 78@ = 57@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12210 
jump @AMBULAN_13159 

:AMBULAN_12210
0085: 58@ = 80@ // (int) 

:AMBULAN_12218
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12232
if 
  61@ > 0 
else_jump @AMBULAN_12314 
0085: 77@ = 59@ // (int) 
0085: 80@ = 61@ // (int) 
0085: 78@ = 60@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12306 
jump @AMBULAN_13159 

:AMBULAN_12306
0085: 61@ = 80@ // (int) 

:AMBULAN_12314
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12328
if 
  64@ > 0 
else_jump @AMBULAN_12410 
0085: 77@ = 62@ // (int) 
0085: 80@ = 64@ // (int) 
0085: 78@ = 63@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12402 
jump @AMBULAN_13159 

:AMBULAN_12402
0085: 64@ = 80@ // (int) 

:AMBULAN_12410
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12424
if 
  67@ > 0 
else_jump @AMBULAN_12506 
0085: 77@ = 65@ // (int) 
0085: 80@ = 67@ // (int) 
0085: 78@ = 66@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12498 
jump @AMBULAN_13159 

:AMBULAN_12498
0085: 67@ = 80@ // (int) 

:AMBULAN_12506
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12520
if 
  70@ > 0 
else_jump @AMBULAN_12602 
0085: 77@ = 68@ // (int) 
0085: 80@ = 70@ // (int) 
0085: 78@ = 69@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12594 
jump @AMBULAN_13159 

:AMBULAN_12594
0085: 70@ = 80@ // (int) 

:AMBULAN_12602
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12616
if 
  73@ > 0 
else_jump @AMBULAN_12698 
0085: 77@ = 71@ // (int) 
0085: 80@ = 73@ // (int) 
0085: 78@ = 72@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12690 
jump @AMBULAN_13159 

:AMBULAN_12690
0085: 73@ = 80@ // (int) 

:AMBULAN_12698
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12712
if 
  76@ > 0 
else_jump @AMBULAN_12794 
0085: 77@ = 74@ // (int) 
0085: 80@ = 76@ // (int) 
0085: 78@ = 75@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12786 
jump @AMBULAN_13159 

:AMBULAN_12786
0085: 76@ = 80@ // (int) 

:AMBULAN_12794
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12808
240@ = 0 
jump @AMBULAN_12822 

:AMBULAN_12822
if 
003B:   46@ == 37@ // (int) 
else_jump @AMBULAN_13152 
008B: 44@ = $PARAMEDIC_MISSION_LEVEL // (int) 
006E: 44@ *= $PARAMEDIC_MISSION_LEVEL // (int) 
44@ *= 50 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'REWARD' number 44@ time 6000 style 6  // BELOHNUNG $~1~
005E: $412 += 46@ // (int) 
005A: 55@ += 46@ // (int) 
37@ += 1 
46@ = 0 
36@ = 0 
Player.Money($PLAYER_CHAR) += 44@
52@ = 0 
Marker.Disable(47@)
Marker.Disable(82@)
Marker.Disable(85@)
Marker.Disable(88@)
Marker.Disable(91@)
Marker.Disable(94@)
Marker.Disable(57@)
Marker.Disable(60@)
Marker.Disable(63@)
Marker.Disable(66@)
Marker.Disable(69@)
Marker.Disable(72@)
Marker.Disable(75@)
0627: update_integer_stat 158 to $PARAMEDIC_MISSION_LEVEL 
$PARAMEDIC_MISSION_LEVEL += 1 
if 
  $PARAMEDIC_MISSION_LEVEL == 13 
else_jump @AMBULAN_13145 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'A_COMP1' number 5000 time 5000 style 5  // Krankenwagen-Missionen abgeschlossen: $~1~
Player.Money($PLAYER_CHAR) += 5000
0394: play_music 2 
if 
  $1487 == 0 
else_jump @AMBULAN_13143 
030C: progress_made += 1 
00BB: show_text_lowpriority GXT 'A_COMP3' time 5000 flag 1  // ~s~Der maximale Wert fr deine Gesundheit wurde erhht!
0653: 196@ = float_stat 24 
196@ *= 1.5 
0A1F: increase_float_stat 24 by 196@ 
0595: mission_complete 
$1487 = 1 

:AMBULAN_13143
return 

:AMBULAN_13145
jump @AMBULAN_3149 

:AMBULAN_13152
jump @AMBULAN_11090 

:AMBULAN_13159
014F: stop_timer $8210 
0151: remove_status_text $PARAMEDIC_MISSION_LEVEL 
0151: remove_status_text $8212 
03D5: remove_text 'ALEVEL'  // Krankenwagen-Mission Level ~1~
if 
   not $PARAMEDIC_MISSION_LEVEL == 13 
else_jump @AMBULAN_13238 
00BA: show_text_styled GXT 'A_FAIL1' time 5000 style 5  // Krankenwagen-Mission beendet
01E3: show_text_1number_styled GXT 'A_SAVES' number 55@ time 6000 style 6  // GERETTETE MENSCHEN: ~1~

:AMBULAN_13238
if 
   not $PARAMEDIC_MISSION_LEVEL == 13 
else_jump @AMBULAN_13652 
if 
   not Actor.Dead(81@)
else_jump @AMBULAN_13289 
02A9: set_actor 81@ immune_to_nonplayer 0 
0321: kill_actor 81@ 
Actor.DestroyWithFade(81@)

:AMBULAN_13289
if 
   not Actor.Dead(84@)
else_jump @AMBULAN_13322 
02A9: set_actor 84@ immune_to_nonplayer 0 
0321: kill_actor 84@ 
Actor.DestroyWithFade(84@)

:AMBULAN_13322
if 
   not Actor.Dead(87@)
else_jump @AMBULAN_13355 
02A9: set_actor 87@ immune_to_nonplayer 0 
0321: kill_actor 87@ 
Actor.DestroyWithFade(87@)

:AMBULAN_13355
if 
   not Actor.Dead(90@)
else_jump @AMBULAN_13388 
02A9: set_actor 90@ immune_to_nonplayer 0 
0321: kill_actor 90@ 
Actor.DestroyWithFade(90@)

:AMBULAN_13388
if 
   not Actor.Dead(93@)
else_jump @AMBULAN_13421 
02A9: set_actor 93@ immune_to_nonplayer 0 
0321: kill_actor 93@ 
Actor.DestroyWithFade(93@)

:AMBULAN_13421
if 
   not Actor.Dead(56@)
else_jump @AMBULAN_13454 
02A9: set_actor 56@ immune_to_nonplayer 0 
0321: kill_actor 56@ 
Actor.DestroyWithFade(56@)

:AMBULAN_13454
if 
   not Actor.Dead(59@)
else_jump @AMBULAN_13487 
02A9: set_actor 59@ immune_to_nonplayer 0 
0321: kill_actor 59@ 
Actor.DestroyWithFade(59@)

:AMBULAN_13487
if 
   not Actor.Dead(62@)
else_jump @AMBULAN_13520 
02A9: set_actor 62@ immune_to_nonplayer 0 
0321: kill_actor 62@ 
Actor.DestroyWithFade(62@)

:AMBULAN_13520
if 
   not Actor.Dead(65@)
else_jump @AMBULAN_13553 
02A9: set_actor 65@ immune_to_nonplayer 0 
0321: kill_actor 65@ 
Actor.DestroyWithFade(65@)

:AMBULAN_13553
if 
   not Actor.Dead(68@)
else_jump @AMBULAN_13586 
02A9: set_actor 68@ immune_to_nonplayer 0 
0321: kill_actor 68@ 
Actor.DestroyWithFade(68@)

:AMBULAN_13586
if 
   not Actor.Dead(71@)
else_jump @AMBULAN_13619 
02A9: set_actor 71@ immune_to_nonplayer 0 
0321: kill_actor 71@ 
Actor.DestroyWithFade(71@)

:AMBULAN_13619
if 
   not Actor.Dead(74@)
else_jump @AMBULAN_13652 
02A9: set_actor 74@ immune_to_nonplayer 0 
0321: kill_actor 74@ 
Actor.DestroyWithFade(74@)

:AMBULAN_13652
Actor.RemoveReferences(81@)
Actor.RemoveReferences(84@)
Actor.RemoveReferences(87@)
Actor.RemoveReferences(90@)
Actor.RemoveReferences(93@)
Actor.RemoveReferences(56@)
Actor.RemoveReferences(59@)
Actor.RemoveReferences(62@)
Actor.RemoveReferences(65@)
Actor.RemoveReferences(68@)
Actor.RemoveReferences(71@)
Actor.RemoveReferences(74@)
52@ = 0 
Marker.Disable(47@)
Marker.Disable(82@)
Marker.Disable(85@)
Marker.Disable(88@)
Marker.Disable(91@)
Marker.Disable(94@)
Marker.Disable(57@)
Marker.Disable(60@)
Marker.Disable(63@)
Marker.Disable(66@)
Marker.Disable(69@)
Marker.Disable(72@)
Marker.Disable(75@)
065C: release_decision_maker 235@ 
03C7: set_sensitivity_to_crime 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
99@ = 0 

:AMBULAN_13808
if 
  10 > 99@ 
else_jump @AMBULAN_13938 
if 
  224@(99@,10i) == 1 
else_jump @AMBULAN_13875 
0746: set_acquaintance 4 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat 
234@ -= 1 
224@(99@,10i) = 0 

:AMBULAN_13875
if 
  214@(99@,10i) == 1 
else_jump @AMBULAN_13924 
0746: set_acquaintance 3 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat 
234@ -= 1 
214@(99@,10i) = 0 

:AMBULAN_13924
99@ += 1 
jump @AMBULAN_13808 

:AMBULAN_13938
$ONMISSION = 0 
$ONMISSION_PARAMEDIC = 0 
mission_cleanup 
if 
  $1487 == 1 
else_jump @AMBULAN_13991 
$1487 = 2 
08F8: display_stat_update_box 0 
create_thread @BACKON 

:AMBULAN_13991
return 

:AMBULAN_13993
if 
   Actor.Dead(77@)
else_jump @AMBULAN_14034 
00BC: show_text_highpriority GXT 'A_FAIL3' time 3000 flag 1  // ~r~Der Patient ist tot!!
79@ = 1 
return 

:AMBULAN_14034
if 
  $8210 == 0 
else_jump @AMBULAN_14087 
0321: kill_actor 77@ 
Actor.DestroyWithFade(77@)
00BC: show_text_highpriority GXT 'A_FAIL2' time 3000 flag 1  // ~r~Deine Trdelei war tdlich fr den Patienten!
79@ = 1 
return 

:AMBULAN_14087
if 
  80@ == 3 
else_jump @AMBULAN_14255 
Actor.StorePos(77@, 179@, 180@, 181@)
40@ = Car.Health(34@)
if 
001D:   39@ > 40@ // (int) 
else_jump @AMBULAN_14255 
0085: 41@ = 39@ // (int) 
0062: 41@ -= 40@ // (int) 
41@ *= 50 
008B: 35@ = $8210 // (int) 
0062: 35@ -= 41@ // (int) 
if 
  35@ > 10 
else_jump @AMBULAN_14211 
0066: $8210 -= 41@ // (int) 

:AMBULAN_14211
0947: unknown_actor 77@ play_audio_event 344 store_to 236@ 
if 
  0 > $8210 
else_jump @AMBULAN_14247 
$8210 = 0 

:AMBULAN_14247
0085: 39@ = 40@ // (int) 

:AMBULAN_14255
if 
  80@ == 1 
else_jump @AMBULAN_14540 
if 
0106:   actor $PLAYER_ACTOR near_actor 77@ radius 10.0 10.0 2.0 0 in_car 
else_jump @AMBULAN_14540 
01E9: 43@ = car 34@ num_passengers 
01EA: 42@ = car 34@ max_passengers 
if 
003B:   43@ == 42@ // (int) 
else_jump @AMBULAN_14392 
if 
  50@ == 0 
else_jump @AMBULAN_14378 
00BC: show_text_highpriority GXT 'A_FULL' time 5000 flag 1  // ~r~Krankenwagen voll!!

:AMBULAN_14378
50@ = 1 
jump @AMBULAN_14399 

:AMBULAN_14392
50@ = 0 

:AMBULAN_14399
39@ = Car.Health(34@)
if 
  50@ == 0 
else_jump @AMBULAN_14517 
if 
  97@ == 0 
else_jump @AMBULAN_14469 
05CA: AS_actor 77@ enter_car 34@ passenger_seat -1 -2 ms 
97@ = 1 
jump @AMBULAN_14510 

:AMBULAN_14469
062E: unknown_get_actor 77@ task 1482 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // @ == any 
else_jump @AMBULAN_14510 
05CA: AS_actor 77@ enter_car 34@ passenger_seat -1 -2 ms 

:AMBULAN_14510
jump @AMBULAN_14533 

:AMBULAN_14517
00BC: show_text_highpriority GXT 'A_FULL' time 5000 flag 1  // ~r~Krankenwagen voll!!

:AMBULAN_14533
80@ = 2 

:AMBULAN_14540
if 
  80@ == 2 
else_jump @AMBULAN_14619 
if 
80F4:   not actor $PLAYER_ACTOR near_actor 77@ radius 20.0 20.0 0 in_car 
else_jump @AMBULAN_14596 
80@ = 1 

:AMBULAN_14596
if 
8449:   not actor 77@ in_a_car 
else_jump @AMBULAN_14619 
80@ = 1 

:AMBULAN_14619
if 
  80@ == 2 
else_jump @AMBULAN_14762 
if 
0449:   actor 77@ in_a_car 
else_jump @AMBULAN_14762 
97@ = 0 
Marker.Disable(78@)
if 
  52@ == 0 
else_jump @AMBULAN_14704 
018A: 47@ = create_checkpoint_at 167@ 168@ 169@ 
52@ = 1 

:AMBULAN_14704
0085: 49@ = 152@(240@,13i) // (int) 
49@ /= 1000 
01E3: show_text_1number_styled GXT 'A_TIME' number 49@ time 6000 style 6  // +~1~ Sekunden
005E: $8210 += 152@(240@,13i) // (int) 
80@ = 3 

:AMBULAN_14762
if 
  80@ == 3 
else_jump @AMBULAN_14847 
if 
0103:   actor $PLAYER_ACTOR in_sphere 167@ 168@ 169@ radius 6.0 6.0 2.0 sphere 0 stopped_in_car 
else_jump @AMBULAN_14847 
05D3: AS_actor 77@ goto_point 173@ 174@ 175@ mode 6 -1 ms // versionA 
80@ = 4 

:AMBULAN_14847
if 
  80@ == 4 
else_jump @AMBULAN_15078 
if 
8449:   not actor 77@ in_a_car 
else_jump @AMBULAN_15078 
05D3: AS_actor 77@ goto_point 173@ 174@ 175@ mode 6 -1 ms // versionA 
09EE: set_status_text_stay_on_screen 1 
00BA: show_text_styled GXT 'A_PASS' time 3000 style 5  // Gerettet!
if 
  45@ == 1 
else_jump @AMBULAN_15018 
0085: 49@ = 48@ // (int) 
49@ /= 1000 
01E3: show_text_1number_styled GXT 'A_TIME' number 49@ time 6000 style 6  // +~1~ Sekunden
03C0: 34@ = actor $PLAYER_ACTOR car 
54@ = Car.Health(34@)
54@ += 110 
Car.Health(34@) = 54@
005E: $8210 += 48@ // (int) 
45@ += 1 

:AMBULAN_15018
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
46@ += 1 
0623: add 1 to_integer_stat 151 
80@ = 0 
0332: set_actor 77@ bleeding 0 
0961: unknown_actor 77@ flag 1 
Actor.RemoveReferences(77@)

:AMBULAN_15078
return 

//-------------Mission 123---------------
// Originally: Firefighter Sub-Mission

:FIRETRU
gosub @FIRETRU_16 
gosub @FIRETRU_10464 
end_thread 

:FIRETRU_16
$ONMISSION = 1 
$ONMISSION_FIREFIGHTER = 1 
thread 'FIRETRU' 
wait 0 
if 
  $1489 == 0 
else_jump @FIRETRU_65 
increment_mission_attempts 

:FIRETRU_65
060A: create_decision_maker_type 0 store_to 165@ // decision\allowed\m_.ped files 
054C: use_GXT_table 'FIRETRK' 
08F8: display_stat_update_box 0 
162@ = 0.0 
$8215 = 0 
79@ = 0 
80@ = 0 
$8214 = 0 
81@ = 0 
83@ = 0 
82@ = 0 
121@ = 7.0 
$8213 = 1 
77@ = 0 
126@ = 0 
78@ = 0 
84@ = 0 
35@ = -1 
35@ = -1 
35@ = -1 
87@ = 0 
54@ = 0 
55@ = 0 
56@ = 0 
57@ = 0 
58@ = 0 
59@ = 0 
60@ = 0 
61@ = 0 
62@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
$8221 = 0 
$8220 = 0 
03C7: set_sensitivity_to_crime 0.5 
if 
  $ONMISSION == 0 
else_jump @FIRETRU_789 
018A: 63@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 64@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 65@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 66@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 67@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 68@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 69@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 70@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 71@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 72@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 73@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 74@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 75@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 76@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
35@ = Car.Create(#PATRIOT, 0.0, 0.0, 0.0)
39@ = Actor.Create(Mission1, #LAPD1, 0.0, 0.0, 0.0)
0325: 49@ = create_car 35@ fire 
0325: 50@ = create_car 35@ fire 
0325: 51@ = create_car 35@ fire 
0325: 52@ = create_car 35@ fire 
0326: 53@ = create_actor 39@ fire 
0326: 54@ = create_actor 39@ fire 
0326: 55@ = create_actor 39@ fire 
0326: 56@ = create_actor 39@ fire 
0326: 57@ = create_actor 39@ fire 
0326: 58@ = create_actor 39@ fire 
0326: 59@ = create_actor 39@ fire 
0326: 60@ = create_actor 39@ fire 
0326: 61@ = create_actor 39@ fire 
0326: 62@ = create_actor 39@ fire 

:FIRETRU_789
88@ = 0 
89@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
0209: 125@ = random_int_in_ranges 25 44 
if 
  125@ == 25 
else_jump @FIRETRU_1027 
04AF: 126@ = 405 // @ = any 

:FIRETRU_1027
if 
  125@ == 26 
else_jump @FIRETRU_1053 
04AF: 126@ = 418 // @ = any 

:FIRETRU_1053
if 
  125@ == 27 
else_jump @FIRETRU_1079 
04AF: 126@ = 421 // @ = any 

:FIRETRU_1079
if 
  125@ == 28 
else_jump @FIRETRU_1105 
04AF: 126@ = 400 // @ = any 

:FIRETRU_1105
if 
  125@ == 29 
else_jump @FIRETRU_1131 
04AF: 126@ = 404 // @ = any 

:FIRETRU_1131
if 
  125@ == 30 
else_jump @FIRETRU_1157 
04AF: 126@ = 445 // @ = any 

:FIRETRU_1157
if 
  125@ == 31 
else_jump @FIRETRU_1183 
04AF: 126@ = 466 // @ = any 

:FIRETRU_1183
if 
  125@ == 32 
else_jump @FIRETRU_1209 
04AF: 126@ = 467 // @ = any 

:FIRETRU_1209
if 
  125@ == 33 
else_jump @FIRETRU_1235 
04AF: 126@ = 479 // @ = any 

:FIRETRU_1235
if 
  125@ == 34 
else_jump @FIRETRU_1261 
04AF: 126@ = 413 // @ = any 

:FIRETRU_1261
if 
  125@ == 35 
else_jump @FIRETRU_1287 
04AF: 126@ = 420 // @ = any 

:FIRETRU_1287
if 
  125@ == 36 
else_jump @FIRETRU_1313 
04AF: 126@ = 438 // @ = any 

:FIRETRU_1313
if 
  125@ == 37 
else_jump @FIRETRU_1339 
04AF: 126@ = 440 // @ = any 

:FIRETRU_1339
if 
  125@ == 38 
else_jump @FIRETRU_1365 
04AF: 126@ = 551 // @ = any 

:FIRETRU_1365
if 
  125@ == 39 
else_jump @FIRETRU_1391 
04AF: 126@ = 470 // @ = any 

:FIRETRU_1391
if 
  125@ == 40 
else_jump @FIRETRU_1417 
04AF: 126@ = 482 // @ = any 

:FIRETRU_1417
if 
  125@ == 41 
else_jump @FIRETRU_1443 
04AF: 126@ = 546 // @ = any 

:FIRETRU_1443
if 
  125@ == 42 
else_jump @FIRETRU_1469 
04AF: 126@ = 492 // @ = any 

:FIRETRU_1469
if 
  125@ == 43 
else_jump @FIRETRU_1495 
04AF: 126@ = 560 // @ = any 

:FIRETRU_1495
Model.Load(126@)
wait 0 
gosub @FIRETRU_8348 
if 
  77@ == 1 
else_jump @FIRETRU_1536 
jump @FIRETRU_10464 

:FIRETRU_1536
if 
   not Model.Available(126@)
else_jump @FIRETRU_1600 
wait 0 
Model.Load(126@)
gosub @FIRETRU_8348 
if 
  77@ == 1 
else_jump @FIRETRU_1593 
jump @FIRETRU_10464 

:FIRETRU_1593
jump @FIRETRU_1536 

:FIRETRU_1600
119@ = 0 
gosub @FIRETRU_5971 
0087: 127@ = 153@ // (float) 
0087: 128@ = 154@ // (float) 
0087: 129@ = 155@ // (float) 
0395: clear_area 0 at 127@ 128@ 129@ radius 5.0 
35@ = Car.Create(126@, 127@, 128@, 129@)
0574: set_car 35@ keep_position 1 
Car.Angle(35@) = 160@
0587: enable_car 35@ validate_position 0 
Car.SetImmunities(35@, 0, 1, 0, 0, 0)
0208: 123@ = random_float_in_ranges 0.0 359.9 
Car.Angle(35@) = 123@
0325: 50@ = create_car 35@ fire 
Marker.Disable(64@)
64@ = Marker.CreateAboveCar(35@)
07E0: set_marker 64@ type_to 1 
018B: set_marker 64@ radar_mode 2 
03ED: unknown_car 35@ flag 1 
119@ = 1 
88@ += 1 
0560: create_random_actor_in_car 35@ handle_as 40@ 
060B: set_actor 40@ decision_maker_to 165@ 
0588: unknown_actor 40@ flag 0 
02A9: set_actor 40@ immune_to_nonplayer 1 
Actor.SetImmunities(40@, 0, 1, 1, 0, 0)
88@ += 1 
if 
  $8213 > 2 
else_jump @FIRETRU_1913 
0561: 41@ = create_passenger_in_car 35@ seat 0 
060B: set_actor 41@ decision_maker_to 165@ 
0588: unknown_actor 41@ flag 0 
02A9: set_actor 41@ immune_to_nonplayer 1 
Actor.SetImmunities(41@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_1913
if 
  $8213 > 3 
else_jump @FIRETRU_1985 
0561: 42@ = create_passenger_in_car 35@ seat 1 
060B: set_actor 42@ decision_maker_to 165@ 
0588: unknown_actor 42@ flag 0 
02A9: set_actor 42@ immune_to_nonplayer 1 
Actor.SetImmunities(42@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_1985
if 
  $8213 > 4 
else_jump @FIRETRU_2176 
gosub @FIRETRU_5971 
0087: 130@ = 153@ // (float) 
0087: 131@ = 154@ // (float) 
0087: 132@ = 155@ // (float) 
0395: clear_area 0 at 130@ 131@ 132@ radius 5.0 
36@ = Car.Create(126@, 130@, 131@, 132@)
0574: set_car 36@ keep_position 1 
Car.Angle(36@) = 160@
0587: enable_car 36@ validate_position 0 
Car.SetImmunities(36@, 0, 1, 0, 0, 0)
039F: set_car 36@ race_to 127@ 128@ 
0325: 51@ = create_car 36@ fire 
Car.SetSpeedInstantly(36@, 20.0)
Marker.Disable(65@)
65@ = Marker.CreateAboveCar(36@)
07E0: set_marker 65@ type_to 1 
018B: set_marker 65@ radar_mode 2 
03ED: unknown_car 36@ flag 1 
88@ += 1 

:FIRETRU_2176
if 
  $8213 > 5 
else_jump @FIRETRU_2246 
0560: create_random_actor_in_car 36@ handle_as 43@ 
060B: set_actor 43@ decision_maker_to 165@ 
0588: unknown_actor 43@ flag 0 
02A9: set_actor 43@ immune_to_nonplayer 1 
Actor.SetImmunities(43@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_2246
if 
  $8213 > 6 
else_jump @FIRETRU_2318 
0561: 44@ = create_passenger_in_car 36@ seat 0 
060B: set_actor 44@ decision_maker_to 165@ 
0588: unknown_actor 44@ flag 0 
02A9: set_actor 44@ immune_to_nonplayer 1 
Actor.SetImmunities(44@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_2318
if 
  $8213 > 7 
else_jump @FIRETRU_2390 
0561: 45@ = create_passenger_in_car 36@ seat 1 
060B: set_actor 45@ decision_maker_to 165@ 
0588: unknown_actor 45@ flag 0 
02A9: set_actor 45@ immune_to_nonplayer 1 
Actor.SetImmunities(45@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_2390
if 
  $8213 > 8 
else_jump @FIRETRU_2581 
gosub @FIRETRU_5971 
0087: 133@ = 153@ // (float) 
0087: 134@ = 154@ // (float) 
0087: 135@ = 155@ // (float) 
0395: clear_area 0 at 133@ 134@ 135@ radius 5.0 
37@ = Car.Create(126@, 133@, 134@, 135@)
0574: set_car 37@ keep_position 1 
Car.Angle(37@) = 160@
0587: enable_car 37@ validate_position 0 
Car.SetImmunities(37@, 0, 1, 0, 0, 0)
039F: set_car 37@ race_to 127@ 128@ 
0325: 52@ = create_car 37@ fire 
Car.SetSpeedInstantly(37@, 20.0)
Marker.Disable(66@)
66@ = Marker.CreateAboveCar(37@)
07E0: set_marker 66@ type_to 1 
018B: set_marker 66@ radar_mode 2 
03ED: unknown_car 37@ flag 1 
88@ += 1 

:FIRETRU_2581
Model.Destroy(126@)
if 
  $8213 > 9 
else_jump @FIRETRU_2656 
0560: create_random_actor_in_car 37@ handle_as 46@ 
060B: set_actor 46@ decision_maker_to 165@ 
0588: unknown_actor 46@ flag 0 
02A9: set_actor 46@ immune_to_nonplayer 1 
Actor.SetImmunities(46@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_2656
if 
  $8213 > 10 
else_jump @FIRETRU_2728 
0561: 47@ = create_passenger_in_car 37@ seat 0 
060B: set_actor 47@ decision_maker_to 165@ 
0588: unknown_actor 47@ flag 0 
02A9: set_actor 47@ immune_to_nonplayer 1 
Actor.SetImmunities(47@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_2728
if 
  $8213 > 11 
else_jump @FIRETRU_2800 
0561: 48@ = create_passenger_in_car 37@ seat 1 
060B: set_actor 48@ decision_maker_to 165@ 
0588: unknown_actor 48@ flag 0 
02A9: set_actor 48@ immune_to_nonplayer 1 
Actor.SetImmunities(48@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_2800
if 
   not Car.Wrecked(35@)
else_jump @FIRETRU_2823 
Car.SetDriverBehaviour(35@, 11)

:FIRETRU_2823
if 
   not Car.Wrecked(36@)
else_jump @FIRETRU_2846 
Car.SetDriverBehaviour(36@, 11)

:FIRETRU_2846
if 
   not Car.Wrecked(37@)
else_jump @FIRETRU_2869 
Car.SetDriverBehaviour(37@, 11)

:FIRETRU_2869
gosub @FIRETRU_8348 
if 
  77@ == 1 
else_jump @FIRETRU_2901 
jump @FIRETRU_10464 

:FIRETRU_2901
if 
   not Actor.Dead(40@)
else_jump @FIRETRU_3008 
Actor.StorePos(40@, 146@, 147@, 148@)
0843: get_zone_at 146@ 147@ 148@ nameA_to s$8216 // 8-byte string 
if 
  5 > $8213 
else_jump @FIRETRU_2989 
0384: show_text_1string GXT 'F_START' string s$8216 time 5000 1  // ~s~~b~Brennendes Fahrzeug~s~ in der Gegend um ~a~ gemeldet. Fahr hin und lsche den Brand.
jump @FIRETRU_3008 

:FIRETRU_2989
0384: show_text_1string GXT 'F_STAR1' string s$8216 time 5000 1  // ~s~~b~Brennende Fahrzeuge~s~ in der Gegend um ~a~ gemeldet. Fahr hin und lsche den Brand.

:FIRETRU_3008
if 
  $8213 == 1 
else_jump @FIRETRU_3038 
88@ -= 1 
Actor.DestroyInstantly(40@)

:FIRETRU_3038
if 
  80@ == 0 
else_jump @FIRETRU_3104 
03C3: set_timer_to $8215 type 1 GXT 'FIRTIME' // global_variable  // ZEIT
04F7: status_text $8213 type 0 line 1 GXT 'FLEV' // global_variable  // LEVEL
80@ = 1 
jump @FIRETRU_3108 

:FIRETRU_3104
0396: pause_timer 0 

:FIRETRU_3108
008B: 85@ = $8213 // (int) 
85@ -= 4 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 87@ = $CURRENT_TIME_IN_MS2 // (int) 
87@ += 3000 

:FIRETRU_3144
if 
0735:   NOP_false 32 
else_jump @FIRETRU_3169 
$8215 = 300000 

:FIRETRU_3169
if 
0735:   NOP_false 137 
else_jump @FIRETRU_3311 
if 
   not Car.Wrecked(35@)
else_jump @FIRETRU_3215 
03F5: set_car 35@ apply_damage_rules 0 
03F5: set_car 35@ apply_damage_rules 1 

:FIRETRU_3215
if 
  $8213 > 4 
else_jump @FIRETRU_3263 
if 
   not Car.Wrecked(36@)
else_jump @FIRETRU_3263 
03F5: set_car 36@ apply_damage_rules 0 
03F5: set_car 36@ apply_damage_rules 1 

:FIRETRU_3263
if 
  $8213 > 8 
else_jump @FIRETRU_3311 
if 
   not Car.Wrecked(37@)
else_jump @FIRETRU_3311 
03F5: set_car 37@ apply_damage_rules 0 
03F5: set_car 37@ apply_damage_rules 1 

:FIRETRU_3311
if 
0735:   NOP_false 83 
else_jump @FIRETRU_3347 
$1489 = 0 
$8213 = 12 
jump @FIRETRU_9900 

:FIRETRU_3347
if 
0735:   NOP_false 90 
else_jump @FIRETRU_3515 
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~Brennendes Fahrzeug~s~ in der Gegend um ~a~ gemeldet. Fahr hin und lsche den Brand.
03D5: remove_text 'F_STAR1'  // ~s~~b~Brennende Fahrzeuge~s~ in der Gegend um ~a~ gemeldet. Fahr hin und lsche den Brand.
03D5: remove_text 'FIRELVL'  // ~s~Feuerwehr-Mission Level ~1~
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 5  // Brand gelscht!
008B: 79@ = $8213 // (int) 
006E: 79@ *= $8213 // (int) 
79@ *= 50 
005A: 83@ += 79@ // (int) 
01E3: show_text_1number_styled GXT 'REWARD' number 79@ time 6000 style 6  // BELOHNUNG $~1~
Player.Money($PLAYER_CHAR) += 79@
01E3: show_text_1number_styled GXT 'F_COMP1' number 5000 time 5000 style 5  // Feuerwehr-Missionen abgeschlossen: $~1~
Player.Money($PLAYER_CHAR) += 5000
0394: play_music 2 

:FIRETRU_3515
if 
  77@ == 1 
else_jump @FIRETRU_3540 
jump @FIRETRU_10464 

:FIRETRU_3540
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
gosub @FIRETRU_8348 
if 
  77@ == 1 
else_jump @FIRETRU_3581 
jump @FIRETRU_10464 

:FIRETRU_3581
if 
  2 > $HELP_FIRETRUCK_SHOWN 
else_jump @FIRETRU_3778 
if 
  $HELP_FIRETRUCK_SHOWN == 0 
else_jump @FIRETRU_3701 
if 
88FE:   not text_box_displayed 
else_jump @FIRETRU_3694 
if 
876F:   not text_priority_displayed 
else_jump @FIRETRU_3687 
if 
  32@ > 1000 
else_jump @FIRETRU_3680 
03E5: show_text_box 'SPRAY_1'  // Benutze ~k~~PED_FIREWEAPON~ oder ~k~~VEHICLE_FIREWEAPON_ALT~, um die Lschkanone zu bettigen, und die Kamerakontrolle, um damit zu zielen.
$HELP_FIRETRUCK_SHOWN = 1 

:FIRETRU_3680
jump @FIRETRU_3694 

:FIRETRU_3687
32@ = 0 

:FIRETRU_3694
jump @FIRETRU_3778 

:FIRETRU_3701
if 
88FE:   not text_box_displayed 
else_jump @FIRETRU_3778 
if 
876F:   not text_priority_displayed 
else_jump @FIRETRU_3771 
if 
  32@ > 1000 
else_jump @FIRETRU_3764 
03E5: show_text_box 'SIREN_1'  // Um die Sirene anzuschalten, tippe auf ~k~~VEHICLE_HORN~.
$HELP_FIRETRUCK_SHOWN = 2 

:FIRETRU_3764
jump @FIRETRU_3778 

:FIRETRU_3771
32@ = 0 

:FIRETRU_3778
if 
   not Car.Wrecked(35@)
else_jump @FIRETRU_4161 
if 
0205:   actor $PLAYER_ACTOR near_car 35@ radius 50.0 50.0 10.0 flag 0 
else_jump @FIRETRU_3999 
if 
  104@ == 0 
else_jump @FIRETRU_3992 
0587: enable_car 35@ validate_position 1 
0574: set_car 35@ keep_position 0 
104@ = 1 
if 
  $8213 > 1 
else_jump @FIRETRU_3910 
if 
   not Actor.Dead(40@)
else_jump @FIRETRU_3910 
0588: unknown_actor 40@ flag 1 

:FIRETRU_3910
if 
  $8213 > 2 
else_jump @FIRETRU_3951 
if 
   not Actor.Dead(41@)
else_jump @FIRETRU_3951 
0588: unknown_actor 41@ flag 1 

:FIRETRU_3951
if 
  $8213 > 3 
else_jump @FIRETRU_3992 
if 
   not Actor.Dead(42@)
else_jump @FIRETRU_3992 
0588: unknown_actor 42@ flag 1 

:FIRETRU_3992
jump @FIRETRU_4161 

:FIRETRU_3999
if 
  104@ == 1 
else_jump @FIRETRU_4161 
0587: enable_car 35@ validate_position 0 
0574: set_car 35@ keep_position 1 
104@ = 0 
if 
  $8213 > 1 
else_jump @FIRETRU_4079 
if 
   not Actor.Dead(40@)
else_jump @FIRETRU_4079 
0588: unknown_actor 40@ flag 0 

:FIRETRU_4079
if 
  $8213 > 2 
else_jump @FIRETRU_4120 
if 
   not Actor.Dead(41@)
else_jump @FIRETRU_4120 
0588: unknown_actor 41@ flag 0 

:FIRETRU_4120
if 
  $8213 > 3 
else_jump @FIRETRU_4161 
if 
   not Actor.Dead(42@)
else_jump @FIRETRU_4161 
0588: unknown_actor 42@ flag 0 

:FIRETRU_4161
if 
  $8213 > 4 
else_jump @FIRETRU_4963 
if 
   not Car.Wrecked(36@)
else_jump @FIRETRU_4562 
if 
0205:   actor $PLAYER_ACTOR near_car 36@ radius 50.0 50.0 10.0 flag 0 
else_jump @FIRETRU_4400 
if 
  105@ == 0 
else_jump @FIRETRU_4393 
0587: enable_car 36@ validate_position 1 
0574: set_car 36@ keep_position 0 
105@ = 1 
if 
  $8213 > 5 
else_jump @FIRETRU_4311 
if 
   not Actor.Dead(43@)
else_jump @FIRETRU_4311 
0588: unknown_actor 43@ flag 1 

:FIRETRU_4311
if 
  $8213 > 6 
else_jump @FIRETRU_4352 
if 
   not Actor.Dead(44@)
else_jump @FIRETRU_4352 
0588: unknown_actor 44@ flag 1 

:FIRETRU_4352
if 
  $8213 > 7 
else_jump @FIRETRU_4393 
if 
   not Actor.Dead(45@)
else_jump @FIRETRU_4393 
0588: unknown_actor 45@ flag 1 

:FIRETRU_4393
jump @FIRETRU_4562 

:FIRETRU_4400
if 
  105@ == 1 
else_jump @FIRETRU_4562 
0587: enable_car 36@ validate_position 0 
0574: set_car 36@ keep_position 1 
105@ = 0 
if 
  $8213 > 5 
else_jump @FIRETRU_4480 
if 
   not Actor.Dead(43@)
else_jump @FIRETRU_4480 
0588: unknown_actor 43@ flag 0 

:FIRETRU_4480
if 
  $8213 > 6 
else_jump @FIRETRU_4521 
if 
   not Actor.Dead(44@)
else_jump @FIRETRU_4521 
0588: unknown_actor 44@ flag 0 

:FIRETRU_4521
if 
  $8213 > 7 
else_jump @FIRETRU_4562 
if 
   not Actor.Dead(45@)
else_jump @FIRETRU_4562 
0588: unknown_actor 45@ flag 0 

:FIRETRU_4562
if 
  $8213 > 8 
else_jump @FIRETRU_4963 
if 
   not Car.Wrecked(37@)
else_jump @FIRETRU_4963 
if 
0205:   actor $PLAYER_ACTOR near_car 37@ radius 50.0 50.0 10.0 flag 0 
else_jump @FIRETRU_4801 
if 
  106@ == 0 
else_jump @FIRETRU_4794 
0587: enable_car 37@ validate_position 1 
0574: set_car 37@ keep_position 0 
if 
  $8213 > 9 
else_jump @FIRETRU_4705 
if 
   not Actor.Dead(46@)
else_jump @FIRETRU_4705 
0588: unknown_actor 46@ flag 1 

:FIRETRU_4705
if 
  $8213 > 10 
else_jump @FIRETRU_4746 
if 
   not Actor.Dead(47@)
else_jump @FIRETRU_4746 
0588: unknown_actor 47@ flag 1 

:FIRETRU_4746
if 
  $8213 > 11 
else_jump @FIRETRU_4787 
if 
   not Actor.Dead(48@)
else_jump @FIRETRU_4787 
0588: unknown_actor 48@ flag 1 

:FIRETRU_4787
106@ = 1 

:FIRETRU_4794
jump @FIRETRU_4963 

:FIRETRU_4801
if 
  106@ == 1 
else_jump @FIRETRU_4963 
0587: enable_car 37@ validate_position 0 
0574: set_car 37@ keep_position 1 
106@ = 0 
if 
  $8213 > 9 
else_jump @FIRETRU_4881 
if 
   not Actor.Dead(46@)
else_jump @FIRETRU_4881 
0588: unknown_actor 46@ flag 0 

:FIRETRU_4881
if 
  $8213 > 10 
else_jump @FIRETRU_4922 
if 
   not Actor.Dead(47@)
else_jump @FIRETRU_4922 
0588: unknown_actor 47@ flag 0 

:FIRETRU_4922
if 
  $8213 > 11 
else_jump @FIRETRU_4963 
if 
   not Actor.Dead(48@)
else_jump @FIRETRU_4963 
0588: unknown_actor 48@ flag 0 

:FIRETRU_4963
0085: 34@ = 35@ // (int) 
0085: 49@ = 50@ // (int) 
0085: 90@ = 92@ // (int) 
0085: 63@ = 64@ // (int) 
$8221 = 1 
gosub @FIRETRU_8684 
0085: 50@ = 49@ // (int) 
0085: 92@ = 90@ // (int) 
0085: 64@ = 63@ // (int) 
if 
  $8213 > 1 
else_jump @FIRETRU_5114 
0085: 39@ = 40@ // (int) 
0085: 91@ = 95@ // (int) 
0085: 53@ = 54@ // (int) 
0085: 67@ = 68@ // (int) 
gosub @FIRETRU_9212 
0085: 95@ = 91@ // (int) 
0085: 54@ = 53@ // (int) 
0085: 68@ = 67@ // (int) 

:FIRETRU_5114
if 
  $8213 > 2 
else_jump @FIRETRU_5195 
0085: 39@ = 41@ // (int) 
0085: 91@ = 96@ // (int) 
0085: 53@ = 55@ // (int) 
0085: 67@ = 69@ // (int) 
gosub @FIRETRU_9212 
0085: 96@ = 91@ // (int) 
0085: 55@ = 53@ // (int) 
0085: 69@ = 67@ // (int) 

:FIRETRU_5195
if 
  $8213 > 3 
else_jump @FIRETRU_5276 
0085: 39@ = 42@ // (int) 
0085: 91@ = 97@ // (int) 
0085: 53@ = 56@ // (int) 
0085: 67@ = 70@ // (int) 
gosub @FIRETRU_9212 
0085: 97@ = 91@ // (int) 
0085: 56@ = 53@ // (int) 
0085: 70@ = 67@ // (int) 

:FIRETRU_5276
if 
  $8213 > 4 
else_jump @FIRETRU_5364 
0085: 34@ = 36@ // (int) 
0085: 49@ = 51@ // (int) 
0085: 90@ = 93@ // (int) 
0085: 63@ = 65@ // (int) 
$8221 = 2 
gosub @FIRETRU_8684 
0085: 51@ = 49@ // (int) 
0085: 93@ = 90@ // (int) 
0085: 65@ = 63@ // (int) 

:FIRETRU_5364
if 
  $8213 > 5 
else_jump @FIRETRU_5445 
0085: 39@ = 43@ // (int) 
0085: 91@ = 98@ // (int) 
0085: 53@ = 57@ // (int) 
0085: 67@ = 71@ // (int) 
gosub @FIRETRU_9212 
0085: 98@ = 91@ // (int) 
0085: 57@ = 53@ // (int) 
0085: 71@ = 67@ // (int) 

:FIRETRU_5445
if 
  $8213 > 6 
else_jump @FIRETRU_5526 
0085: 39@ = 44@ // (int) 
0085: 91@ = 99@ // (int) 
0085: 53@ = 58@ // (int) 
0085: 67@ = 72@ // (int) 
gosub @FIRETRU_9212 
0085: 99@ = 91@ // (int) 
0085: 58@ = 53@ // (int) 
0085: 72@ = 67@ // (int) 

:FIRETRU_5526
if 
  $8213 > 7 
else_jump @FIRETRU_5607 
0085: 39@ = 45@ // (int) 
0085: 91@ = 100@ // (int) 
0085: 53@ = 59@ // (int) 
0085: 67@ = 73@ // (int) 
gosub @FIRETRU_9212 
0085: 100@ = 91@ // (int) 
0085: 59@ = 53@ // (int) 
0085: 73@ = 67@ // (int) 

:FIRETRU_5607
if 
  $8213 > 8 
else_jump @FIRETRU_5695 
0085: 34@ = 37@ // (int) 
0085: 49@ = 52@ // (int) 
0085: 90@ = 94@ // (int) 
0085: 63@ = 66@ // (int) 
$8221 = 3 
gosub @FIRETRU_8684 
0085: 52@ = 49@ // (int) 
0085: 94@ = 90@ // (int) 
0085: 66@ = 63@ // (int) 

:FIRETRU_5695
if 
  $8213 > 9 
else_jump @FIRETRU_5776 
0085: 39@ = 46@ // (int) 
0085: 91@ = 101@ // (int) 
0085: 53@ = 60@ // (int) 
0085: 67@ = 74@ // (int) 
gosub @FIRETRU_9212 
0085: 101@ = 91@ // (int) 
0085: 60@ = 53@ // (int) 
0085: 74@ = 67@ // (int) 

:FIRETRU_5776
if 
  $8213 > 10 
else_jump @FIRETRU_5857 
0085: 39@ = 47@ // (int) 
0085: 91@ = 102@ // (int) 
0085: 53@ = 61@ // (int) 
0085: 67@ = 75@ // (int) 
gosub @FIRETRU_9212 
0085: 102@ = 91@ // (int) 
0085: 61@ = 53@ // (int) 
0085: 75@ = 67@ // (int) 

:FIRETRU_5857
if 
  $8213 > 11 
else_jump @FIRETRU_5938 
0085: 39@ = 48@ // (int) 
0085: 91@ = 103@ // (int) 
0085: 53@ = 62@ // (int) 
0085: 67@ = 76@ // (int) 
gosub @FIRETRU_9212 
0085: 103@ = 91@ // (int) 
0085: 62@ = 53@ // (int) 
0085: 76@ = 67@ // (int) 

:FIRETRU_5938
if 
002D:   89@ >= 88@ // (int) 
else_jump @FIRETRU_5964 
jump @FIRETRU_9900 

:FIRETRU_5964
jump @FIRETRU_3144 

:FIRETRU_5971
wait 0 
120@ = 0 
32@ = 0 

:FIRETRU_5989
if 
  120@ == 0 
else_jump @FIRETRU_8079 
120@ = 1 
163@ = 1 
162@ += 1.0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FIRETRU_6098 
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #FIRETRUK)
else_jump @FIRETRU_6091 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Feuerwehr-Mission abgebrochen!
77@ = 1 

:FIRETRU_6091
jump @FIRETRU_6105 

:FIRETRU_6098
77@ = 1 

:FIRETRU_6105
0293: $13 = zero // get_current_controls 
if 
   not $13 == 3 
else_jump @FIRETRU_6159 
if 
00E1:   player 0 pressed_key 19 
else_jump @FIRETRU_6152 
82@ = 1 

:FIRETRU_6152
jump @FIRETRU_6183 

:FIRETRU_6159
if 
00E1:   player 0 pressed_key 14 
else_jump @FIRETRU_6183 
82@ = 1 

:FIRETRU_6183
if 
  82@ == 1 
else_jump @FIRETRU_6310 
if 
   not $13 == 3 
else_jump @FIRETRU_6268 
if 
80E1:   not player 0 pressed_key 19 
else_jump @FIRETRU_6261 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Feuerwehr-Mission abgebrochen!
77@ = 1 

:FIRETRU_6261
jump @FIRETRU_6310 

:FIRETRU_6268
if 
80E1:   not player 0 pressed_key 14 
else_jump @FIRETRU_6310 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Feuerwehr-Mission abgebrochen!
77@ = 1 

:FIRETRU_6310
if 
  77@ == 1 
else_jump @FIRETRU_6335 
jump @FIRETRU_10464 

:FIRETRU_6335
Actor.StorePos($PLAYER_ACTOR, 143@, 144@, 145@)
008F: 156@ = integer $8213 to_float 
156@ *= 60.0 
005B: 156@ += 162@ // (float) 
if 
  170.0 > 156@ 
else_jump @FIRETRU_6406 
156@ = 170.0 

:FIRETRU_6406
0087: 149@ = 143@ // (float) 
005B: 149@ += 156@ // (float) 
0087: 151@ = 143@ // (float) 
0063: 151@ -= 156@ // (float) 
0087: 150@ = 144@ // (float) 
005B: 150@ += 156@ // (float) 
0087: 152@ = 144@ // (float) 
0063: 152@ -= 156@ // (float) 
0208: 153@ = random_float_in_ranges 151@ 149@ 
0208: 154@ = random_float_in_ranges 152@ 150@ 
04B9: unknown_get_at 153@ 154@ 145@ height 10.0 radius 500.0 store_to 153@ 154@ 155@ 157@ 158@ 159@ 160@ 
if 
  153@ == 0.0 
else_jump @FIRETRU_6625 
if 
  154@ == 0.0 
else_jump @FIRETRU_6625 
if 
  157@ == 0.0 
else_jump @FIRETRU_6625 
if 
  158@ == 0.0 
else_jump @FIRETRU_6625 
120@ = 0 

:FIRETRU_6625
if 
  120@ == 1 
else_jump @FIRETRU_6794 
050A: 124@ = distance_between_XYZ 143@ 144@ 145@ and_XYZ 153@ 154@ 155@ 
if 
  140.0 > 124@ 
else_jump @FIRETRU_6694 
120@ = 0 

:FIRETRU_6694
if 
  119@ == 1 
else_jump @FIRETRU_6780 
if 
  35.0 > 162@ 
else_jump @FIRETRU_6773 
0843: get_zone_at 153@ 154@ 155@ nameA_to s$8218 // 8-byte string 
if 
85AD:   not  s$8218 == s$8216 
else_jump @FIRETRU_6773 
120@ = 0 

:FIRETRU_6773
jump @FIRETRU_6794 

:FIRETRU_6780
0843: get_zone_at 153@ 154@ 155@ nameA_to s$8216 // 8-byte string 

:FIRETRU_6794
if 
  120@ == 1 
else_jump @FIRETRU_7396 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  2 > $STAT_UNLOCKED_CITIES_NUMBER 
else_jump @FIRETRU_7396 
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 0 
else_jump @FIRETRU_7154 
if and
  78.4427 > 153@ 
  -699.519 > 154@ 
else_jump @FIRETRU_6894 
120@ = 0 

:FIRETRU_6894
if 
  120@ == 1 
else_jump @FIRETRU_7154 
if and
  -252.6557 > 153@ 
  -285.766 > 154@ 
else_jump @FIRETRU_6950 
120@ = 0 

:FIRETRU_6950
if 
  120@ == 1 
else_jump @FIRETRU_7154 
if 
  -948.3447 > 153@ 
else_jump @FIRETRU_6996 
120@ = 0 

:FIRETRU_6996
if 
  120@ == 1 
else_jump @FIRETRU_7154 
if and
  153@ > 1473.448 
  154@ > 403.7353 
else_jump @FIRETRU_7052 
120@ = 0 

:FIRETRU_7052
if 
  120@ == 1 
else_jump @FIRETRU_7154 
if 
  154@ > 578.6325 
else_jump @FIRETRU_7098 
120@ = 0 

:FIRETRU_7098
if 
  120@ == 1 
else_jump @FIRETRU_7154 
if and
  837.5551 > 153@ 
  154@ > 347.4097 
else_jump @FIRETRU_7154 
120@ = 0 

:FIRETRU_7154
if 
  120@ == 1 
else_jump @FIRETRU_7396 
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 1 
else_jump @FIRETRU_7396 
if and
  153@ > 1473.448 
  154@ > 403.7353 
else_jump @FIRETRU_7228 
120@ = 0 

:FIRETRU_7228
if 
  120@ == 1 
else_jump @FIRETRU_7396 
if and
  154@ > 578.6325 
  153@ > -1528.498 
else_jump @FIRETRU_7284 
120@ = 0 

:FIRETRU_7284
if 
  120@ == 1 
else_jump @FIRETRU_7396 
if and
  837.5551 > 153@ 
  153@ > -1528.498 
  154@ > 347.4097 
else_jump @FIRETRU_7350 
120@ = 0 

:FIRETRU_7350
if 
  120@ == 1 
else_jump @FIRETRU_7396 
if 
  154@ > 1380.0 
else_jump @FIRETRU_7396 
120@ = 0 

:FIRETRU_7396
if 
  120@ == 1 
else_jump @FIRETRU_7596 
if 
  2150.0 > 153@ 
else_jump @FIRETRU_7505 
if 
  153@ > 1970.0 
else_jump @FIRETRU_7505 
if 
  -2274.0 > 154@ 
else_jump @FIRETRU_7505 
if 
  154@ > -2670.0 
else_jump @FIRETRU_7505 
120@ = 0 

:FIRETRU_7505
if 
  2150.0 > 153@ 
else_jump @FIRETRU_7596 
if 
  153@ > 1590.0 
else_jump @FIRETRU_7596 
if 
  -2397.0 > 154@ 
else_jump @FIRETRU_7596 
if 
  154@ > -2670.0 
else_jump @FIRETRU_7596 
120@ = 0 

:FIRETRU_7596
if 
  120@ == 1 
else_jump @FIRETRU_7796 
if 
  -1070.0 > 153@ 
else_jump @FIRETRU_7705 
if 
  153@ > -1737.0 
else_jump @FIRETRU_7705 
if 
  -185.0 > 154@ 
else_jump @FIRETRU_7705 
if 
  154@ > -590.0 
else_jump @FIRETRU_7705 
120@ = 0 

:FIRETRU_7705
if 
  -1081.0 > 153@ 
else_jump @FIRETRU_7796 
if 
  153@ > -1600.0 
else_jump @FIRETRU_7796 
if 
  415.0 > 154@ 
else_jump @FIRETRU_7796 
if 
  154@ > -185.0 
else_jump @FIRETRU_7796 
120@ = 0 

:FIRETRU_7796
if 
  120@ == 1 
else_jump @FIRETRU_7905 
if 
  1733.0 > 153@ 
else_jump @FIRETRU_7905 
if 
  153@ > 1500.0 
else_jump @FIRETRU_7905 
if 
  1702.0 > 154@ 
else_jump @FIRETRU_7905 
if 
  154@ > 1529.0 
else_jump @FIRETRU_7905 
120@ = 0 

:FIRETRU_7905
if 
  120@ == 1 
else_jump @FIRETRU_8068 
if 
  $8213 > 4 
else_jump @FIRETRU_8068 
050A: 161@ = distance_between_XYZ 127@ 128@ 129@ and_XYZ 153@ 154@ 155@ 
if 
  20.0 > 161@ 
else_jump @FIRETRU_7999 
120@ = 0 
jump @FIRETRU_8068 

:FIRETRU_7999
if 
  $8213 > 8 
else_jump @FIRETRU_8068 
050A: 161@ = distance_between_XYZ 130@ 131@ 132@ and_XYZ 153@ 154@ 155@ 
if 
  20.0 > 161@ 
else_jump @FIRETRU_8068 
120@ = 0 

:FIRETRU_8068
wait 0 
jump @FIRETRU_5989 

:FIRETRU_8079
if 
  $8213 > 4 
else_jump @FIRETRU_8211 
050A: 161@ = distance_between_XYZ 127@ 128@ 129@ and_XYZ 153@ 154@ 155@ 
if 
  $8213 > 8 
else_jump @FIRETRU_8186 
050A: 161@ = distance_between_XYZ 130@ 131@ 132@ and_XYZ 153@ 154@ 155@ 
161@ /= 4.0 
005B: 124@ += 161@ // (float) 
jump @FIRETRU_8204 

:FIRETRU_8186
005B: 124@ += 161@ // (float) 
161@ /= 8.0 

:FIRETRU_8204
jump @FIRETRU_8211 

:FIRETRU_8211
if 
  9 > $8213 
else_jump @FIRETRU_8254 
0087: 122@ = 124@ // (float) 
122@ /= 8.0 
jump @FIRETRU_8272 

:FIRETRU_8254
0087: 122@ = 124@ // (float) 
122@ /= 10.0 

:FIRETRU_8272
122@ *= 1000.0 
0092: 78@ = float 122@ to_integer 
005E: $8215 += 78@ // (int) 
if 
  60000 > $8215 
else_jump @FIRETRU_8329 
$8215 = 60000 

:FIRETRU_8329
163@ = 0 
162@ = 0.0 
return 

:FIRETRU_8348
if 
  80@ == 1 
else_jump @FIRETRU_8411 
if 
  1 > $8215 
else_jump @FIRETRU_8411 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL2' time 5000 flag 1  // ~r~Du kommst zu spt!
77@ = 1 
return 

:FIRETRU_8411
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FIRETRU_8473 
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #FIRETRUK)
else_jump @FIRETRU_8473 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Feuerwehr-Mission abgebrochen!
77@ = 1 
return 

:FIRETRU_8473
0293: $13 = zero // get_current_controls 
if 
   not $13 == 3 
else_jump @FIRETRU_8527 
if 
00E1:   player 0 pressed_key 19 
else_jump @FIRETRU_8520 
82@ = 1 

:FIRETRU_8520
jump @FIRETRU_8551 

:FIRETRU_8527
if 
00E1:   player 0 pressed_key 14 
else_jump @FIRETRU_8551 
82@ = 1 

:FIRETRU_8551
if 
  82@ == 1 
else_jump @FIRETRU_8682 
if 
   not $13 == 3 
else_jump @FIRETRU_8638 
if 
80E1:   not player 0 pressed_key 19 
else_jump @FIRETRU_8631 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Feuerwehr-Mission abgebrochen!
77@ = 1 
return 

:FIRETRU_8631
jump @FIRETRU_8682 

:FIRETRU_8638
if 
80E1:   not player 0 pressed_key 14 
else_jump @FIRETRU_8682 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Feuerwehr-Mission abgebrochen!
77@ = 1 
return 

:FIRETRU_8682
return 

:FIRETRU_8684
if 
   not 90@ == 10 
else_jump @FIRETRU_9210 
if 
   not Car.Wrecked(34@)
else_jump @FIRETRU_9034 
$8220 = 1 
if 
0973:   fire 49@ exists 
else_jump @FIRETRU_8903 
if 
82D0:   not fire 49@ extinguished 
else_jump @FIRETRU_8772 
86@ = Car.Health(34@)
jump @FIRETRU_8896 

:FIRETRU_8772
if 
   not 90@ == 10 
else_jump @FIRETRU_8896 
Marker.Disable(63@)
068B: set_car 34@ all_disembark 
02D1: remove_fire 49@ 
0623: add 1 to_integer_stat 153 
if 
  81@ == 0 
else_jump @FIRETRU_8855 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Brnde
81@ = 1 

:FIRETRU_8855
097A: play_audio_at 0.0 0.0 0.0 event 1058 
90@ = 10 
$8214 += 1 
89@ += 1 

:FIRETRU_8896
jump @FIRETRU_9027 

:FIRETRU_8903
if 
   not 90@ == 10 
else_jump @FIRETRU_9027 
Marker.Disable(63@)
068B: set_car 34@ all_disembark 
02D1: remove_fire 49@ 
0623: add 1 to_integer_stat 153 
if 
  81@ == 0 
else_jump @FIRETRU_8986 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Brnde
81@ = 1 

:FIRETRU_8986
097A: play_audio_at 0.0 0.0 0.0 event 1058 
90@ = 10 
$8214 += 1 
89@ += 1 

:FIRETRU_9027
jump @FIRETRU_9203 

:FIRETRU_9034
if 
02BF:   car 34@ sunk 
else_jump @FIRETRU_9176 
if 
   not 90@ == 10 
else_jump @FIRETRU_9169 
Marker.Disable(63@)
068B: set_car 34@ all_disembark 
0623: add 1 to_integer_stat 153 
if 
  81@ == 0 
else_jump @FIRETRU_9128 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Brnde
81@ = 1 

:FIRETRU_9128
097A: play_audio_at 0.0 0.0 0.0 event 1058 
90@ = 10 
$8214 += 1 
89@ += 1 

:FIRETRU_9169
jump @FIRETRU_9203 

:FIRETRU_9176
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL4' time 5000 flag 1  // ~r~Ein Fahrzeug ist zerstrt worden.
77@ = 1 
return 

:FIRETRU_9203
jump @FIRETRU_9210 

:FIRETRU_9210
return 

:FIRETRU_9212
if 
  2 > 91@ 
else_jump @FIRETRU_9898 
if 
   not Actor.Dead(39@)
else_jump @FIRETRU_9695 
if 
  91@ == 0 
else_jump @FIRETRU_9427 
if 
   not Actor.Driving(39@)
else_jump @FIRETRU_9359 
0326: 53@ = create_actor 39@ fire 
Actor.StorePos(39@, 138@, 139@, 140@)
05DA: AS_actor 39@ run_away_in_panic_from 138@ 139@ 140@ away_radius 20.0 timelimit -1 
67@ = Marker.CreateAboveActor(39@)
07E0: set_marker 67@ type_to 1 
018B: set_marker 67@ radar_mode 2 
91@ = 1 
jump @FIRETRU_9427 

:FIRETRU_9359
if 
  90@ == 10 
else_jump @FIRETRU_9427 
if 
   Actor.Driving(39@)
else_jump @FIRETRU_9427 
062E: unknown_get_actor 39@ task 1587 status_store_to 164@ // ret 7 if not found 
if 
04A4:   164@ == 7 // @ == any 
else_jump @FIRETRU_9427 
0633: AS_actor 39@ exit_car 

:FIRETRU_9427
if 
  91@ == 1 
else_jump @FIRETRU_9688 
$8220 = 2 
if 
0973:   fire 53@ exists 
else_jump @FIRETRU_9592 
if 
02D0:   fire 53@ extinguished 
else_jump @FIRETRU_9585 
02D1: remove_fire 53@ 
Marker.Disable(67@)
0623: add 1 to_integer_stat 153 
if 
  81@ == 0 
else_jump @FIRETRU_9544 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Brnde
81@ = 1 

:FIRETRU_9544
097A: play_audio_at 0.0 0.0 0.0 event 1058 
$8214 += 1 
89@ += 1 
91@ = 2 

:FIRETRU_9585
jump @FIRETRU_9688 

:FIRETRU_9592
Marker.Disable(67@)
0623: add 1 to_integer_stat 153 
if 
  81@ == 0 
else_jump @FIRETRU_9647 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Brnde
81@ = 1 

:FIRETRU_9647
097A: play_audio_at 0.0 0.0 0.0 event 1058 
$8214 += 1 
89@ += 1 
91@ = 2 

:FIRETRU_9688
jump @FIRETRU_9898 

:FIRETRU_9695
if 
04AD:   actor 39@ in_water 
else_jump @FIRETRU_9871 
if 
  91@ == 1 
else_jump @FIRETRU_9837 
02D1: remove_fire 53@ 
Marker.Disable(67@)
0623: add 1 to_integer_stat 153 
if 
  81@ == 0 
else_jump @FIRETRU_9789 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Brnde
81@ = 1 

:FIRETRU_9789
097A: play_audio_at 0.0 0.0 0.0 event 1058 
$8214 += 1 
89@ += 1 
91@ = 2 
jump @FIRETRU_9864 

:FIRETRU_9837
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL2' time 5000 flag 1  // ~r~Du kommst zu spt!
77@ = 1 
return 

:FIRETRU_9864
jump @FIRETRU_9898 

:FIRETRU_9871
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL3' time 5000 flag 1  // ~r~Es hat einen Toten gegeben.
77@ = 1 
return 

:FIRETRU_9898
return 

:FIRETRU_9900
0396: pause_timer 1 
031A: remove_all_fires 
Marker.Disable(63@)
Marker.Disable(64@)
Marker.Disable(65@)
Marker.Disable(66@)
Marker.Disable(67@)
Marker.Disable(68@)
Marker.Disable(69@)
Marker.Disable(70@)
Marker.Disable(71@)
Marker.Disable(72@)
Marker.Disable(73@)
Marker.Disable(74@)
Marker.Disable(75@)
Marker.Disable(76@)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @FIRETRU_10024 
03C0: 38@ = actor $PLAYER_ACTOR car 
84@ = Car.Health(38@)
84@ += 150 
Car.Health(38@) = 84@

:FIRETRU_10024
Car.RemoveReferences(35@)
if 
   not Car.Wrecked(35@)
else_jump @FIRETRU_10052 
Car.ImmuneToNonPlayer(35@) = False

:FIRETRU_10052
Car.RemoveReferences(36@)
if 
   not Car.Wrecked(36@)
else_jump @FIRETRU_10080 
Car.ImmuneToNonPlayer(36@) = False

:FIRETRU_10080
Car.RemoveReferences(37@)
if 
   not Car.Wrecked(37@)
else_jump @FIRETRU_10108 
Car.ImmuneToNonPlayer(37@) = False

:FIRETRU_10108
Actor.RemoveReferences(40@)
Actor.RemoveReferences(41@)
Actor.RemoveReferences(42@)
Actor.RemoveReferences(43@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
Actor.RemoveReferences(46@)
Actor.RemoveReferences(47@)
Actor.RemoveReferences(48@)
Model.Destroy(126@)
0627: update_integer_stat 159 to $8213 
$8213 += 1 
if 
  $8213 == 13 
else_jump @FIRETRU_10383 
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~Brennendes Fahrzeug~s~ in der Gegend um ~a~ gemeldet. Fahr hin und lsche den Brand.
03D5: remove_text 'F_STAR1'  // ~s~~b~Brennende Fahrzeuge~s~ in der Gegend um ~a~ gemeldet. Fahr hin und lsche den Brand.
03D5: remove_text 'FIRELVL'  // ~s~Feuerwehr-Mission Level ~1~
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 6  // Brand gelscht!
008B: 79@ = $8213 // (int) 
006E: 79@ *= $8213 // (int) 
79@ *= 50 
005A: 83@ += 79@ // (int) 
79@ += 5000 
01E3: show_text_1number_styled GXT 'F_COMP1' number 13450 time 5000 style 5  // Feuerwehr-Missionen abgeschlossen: $~1~
Player.Money($PLAYER_CHAR) += 79@
0394: play_music 2 
if 
  $1489 == 0 
else_jump @FIRETRU_10367 
08F8: display_stat_update_box 0 
055D: make_player $PLAYER_CHAR fireproof 1 
030C: progress_made += 1 
0595: mission_complete 
$1489 = 1 

:FIRETRU_10367
77@ = 1 
return 
jump @FIRETRU_10457 

:FIRETRU_10383
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 6  // Brand gelscht!
008B: 79@ = $8213 // (int) 
006E: 79@ *= $8213 // (int) 
79@ *= 50 
005A: 83@ += 79@ // (int) 
01E3: show_text_1number_styled GXT 'REWARD' number 79@ time 6000 style 7  // BELOHNUNG $~1~
Player.Money($PLAYER_CHAR) += 79@

:FIRETRU_10457
jump @FIRETRU_789 

:FIRETRU_10464
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~Brennendes Fahrzeug~s~ in der Gegend um ~a~ gemeldet. Fahr hin und lsche den Brand.
03D5: remove_text 'F_STAR1'  // ~s~~b~Brennende Fahrzeuge~s~ in der Gegend um ~a~ gemeldet. Fahr hin und lsche den Brand.
03D5: remove_text 'FIRELVL'  // ~s~Feuerwehr-Mission Level ~1~
if 
   not $8213 == 13 
else_jump @FIRETRU_10572 
00BA: show_text_styled GXT 'F_FAIL1' time 5000 style 5  // ~s~Feuerwehr-Mission~n~ beendet.
01E3: show_text_1number_styled GXT 'TSCORE' number 83@ time 6000 style 6  // EINKNFTE: $~1~
jump @FIRETRU_10572 

:FIRETRU_10572
03C7: set_sensitivity_to_crime 1.0 
Marker.Disable(63@)
Marker.Disable(64@)
Marker.Disable(65@)
Marker.Disable(66@)
Marker.Disable(67@)
Marker.Disable(68@)
Marker.Disable(69@)
Marker.Disable(70@)
Marker.Disable(71@)
Marker.Disable(72@)
Marker.Disable(73@)
Marker.Disable(74@)
Marker.Disable(75@)
Marker.Disable(76@)
if 
   not $8213 == 13 
else_jump @FIRETRU_11249 
if 
   not Actor.Dead(40@)
else_jump @FIRETRU_10712 
02A9: set_actor 40@ immune_to_nonplayer 0 
Actor.Health(40@) = 10
Actor.SetImmunities(40@, 0, 0, 0, 0, 0)

:FIRETRU_10712
if 
   not Actor.Dead(41@)
else_jump @FIRETRU_10757 
02A9: set_actor 41@ immune_to_nonplayer 0 
Actor.Health(41@) = 10
Actor.SetImmunities(41@, 0, 0, 0, 0, 0)

:FIRETRU_10757
if 
   not Actor.Dead(42@)
else_jump @FIRETRU_10802 
02A9: set_actor 42@ immune_to_nonplayer 0 
Actor.Health(42@) = 10
Actor.SetImmunities(42@, 0, 0, 0, 0, 0)

:FIRETRU_10802
if 
   not Actor.Dead(43@)
else_jump @FIRETRU_10847 
02A9: set_actor 43@ immune_to_nonplayer 0 
Actor.Health(43@) = 10
Actor.SetImmunities(43@, 0, 0, 0, 0, 0)

:FIRETRU_10847
if 
   not Actor.Dead(44@)
else_jump @FIRETRU_10892 
02A9: set_actor 44@ immune_to_nonplayer 0 
Actor.Health(44@) = 10
Actor.SetImmunities(44@, 0, 0, 0, 0, 0)

:FIRETRU_10892
if 
   not Actor.Dead(45@)
else_jump @FIRETRU_10937 
02A9: set_actor 45@ immune_to_nonplayer 0 
Actor.Health(45@) = 10
Actor.SetImmunities(45@, 0, 0, 0, 0, 0)

:FIRETRU_10937
if 
   not Actor.Dead(46@)
else_jump @FIRETRU_10982 
02A9: set_actor 46@ immune_to_nonplayer 0 
Actor.Health(46@) = 10
Actor.SetImmunities(46@, 0, 0, 0, 0, 0)

:FIRETRU_10982
if 
   not Actor.Dead(47@)
else_jump @FIRETRU_11027 
02A9: set_actor 47@ immune_to_nonplayer 0 
Actor.Health(47@) = 10
Actor.SetImmunities(47@, 0, 0, 0, 0, 0)

:FIRETRU_11027
if 
   not Actor.Dead(48@)
else_jump @FIRETRU_11072 
02A9: set_actor 48@ immune_to_nonplayer 0 
Actor.Health(48@) = 10
Actor.SetImmunities(48@, 0, 0, 0, 0, 0)

:FIRETRU_11072
if 
   not Car.Wrecked(35@)
else_jump @FIRETRU_11131 
Car.ImmuneToNonPlayer(35@) = False
Car.SetImmunities(35@, 0, 0, 0, 0, 0)
if 
0495:   car 35@ burning 
else_jump @FIRETRU_11131 
020B: explode_car 35@ // versionA 

:FIRETRU_11131
if 
   not Car.Wrecked(36@)
else_jump @FIRETRU_11190 
Car.ImmuneToNonPlayer(36@) = False
Car.SetImmunities(36@, 0, 0, 0, 0, 0)
if 
0495:   car 36@ burning 
else_jump @FIRETRU_11190 
020B: explode_car 36@ // versionA 

:FIRETRU_11190
if 
   not Car.Wrecked(37@)
else_jump @FIRETRU_11249 
Car.ImmuneToNonPlayer(37@) = False
Car.SetImmunities(37@, 0, 0, 0, 0, 0)
if 
0495:   car 37@ burning 
else_jump @FIRETRU_11249 
020B: explode_car 37@ // versionA 

:FIRETRU_11249
Actor.RemoveReferences(40@)
Actor.RemoveReferences(41@)
Actor.RemoveReferences(42@)
Actor.RemoveReferences(43@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
Actor.RemoveReferences(46@)
Actor.RemoveReferences(47@)
Actor.RemoveReferences(48@)
Car.RemoveReferences(35@)
Car.RemoveReferences(36@)
Car.RemoveReferences(37@)
Model.Destroy(126@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
$ONMISSION_FIREFIGHTER = 0 
0986: unknown_fires_stuff 
065C: release_decision_maker 165@ 
mission_cleanup 
if 
  $1489 == 1 
else_jump @FIRETRU_11392 
03E6: remove_text_box 
03E5: show_text_box 'FIREPRO'  // ~s~Feuerwehr-Mission Level 12 abgeschlossen. Jetzt bist du absolut feuerfest!!
$1489 = 2 
08F8: display_stat_update_box 0 
create_thread @BACKON 

:FIRETRU_11392
return 

//-------------Mission 124---------------
// Originally: Vigilante Sub-Mission

:COPCAR
gosub @COPCAR_52 
if 
wasted_or_busted 
else_jump @COPCAR_43 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
gosub @COPCAR_14808 

:COPCAR_43
gosub @COPCAR_14810 
end_thread 

:COPCAR_52
$ONMISSION = 1 
thread 'COPCAR' 
wait 0 
if 
  $MISSION_VIGILANTE_PASSED == 0 
else_jump @COPCAR_94 
increment_mission_attempts 

:COPCAR_94
054C: use_GXT_table 'COPCAR' 
51@ = 0 
$8222 = -100 
58@ = 0 
$8223 = 0 
65@ = 0 
62@ = 0 
52@ = 0 
53@ = 0 
64@ = 0 
54@ = 0 
55@ = 0 
56@ = 0 
57@ = 0 
59@ = 0 
60@ = 0 
61@ = 0 
63@ = 0 
90@ = 0 
142@ = 4.0 
144@ = 0.0 
143@ = 0.9 
91@ = 0 
$TEMPVAR_ANGLE = 0.0 
124@ = 0.0 
145@ = 0.0 
146@ = 0.0 
147@ = 0.0 
148@ = 0.0 
164@ = 0.0 
165@ = 0.0 
166@ = 0.0 
167@ = 0.0 
170@ = 0.0 
171@ = 0.0 
172@ = 0.0 
173@ = 0.0 
04AF: 176@ = 521 // @ = any 
04AF: 177@ = 522 // @ = any 
04AF: 178@ = 461 // @ = any 
04AF: 179@ = 462 // @ = any 
04AF: 180@ = 463 // @ = any 
04AF: 181@ = 468 // @ = any 
04AF: 182@ = 581 // @ = any 
04AF: 183@ = 586 // @ = any 
04AF: 184@ = 411 // @ = any 
04AF: 185@ = 415 // @ = any 
04AF: 186@ = 429 // @ = any 
04AF: 187@ = 451 // @ = any 
04AF: 188@ = 477 // @ = any 
04AF: 189@ = 480 // @ = any 
04AF: 190@ = 506 // @ = any 
04AF: 191@ = 541 // @ = any 
04AF: 192@ = 603 // @ = any 
04AF: 193@ = 400 // @ = any 
04AF: 194@ = 401 // @ = any 
04AF: 195@ = 402 // @ = any 
04AF: 196@ = 410 // @ = any 
04AF: 197@ = 412 // @ = any 
04AF: 198@ = 413 // @ = any 
04AF: 199@ = 419 // @ = any 
04AF: 200@ = 422 // @ = any 
04AF: 201@ = 424 // @ = any 
04AF: 202@ = 434 // @ = any 
04AF: 203@ = 436 // @ = any 
04AF: 204@ = 439 // @ = any 
04AF: 205@ = 440 // @ = any 
04AF: 206@ = 474 // @ = any 
04AF: 207@ = 475 // @ = any 
04AF: 208@ = 478 // @ = any 
04AF: 209@ = 482 // @ = any 
04AF: 210@ = 483 // @ = any 
04AF: 211@ = 489 // @ = any 
04AF: 212@ = 491 // @ = any 
04AF: 213@ = 496 // @ = any 
04AF: 214@ = 500 // @ = any 
04AF: 215@ = 517 // @ = any 
04AF: 216@ = 518 // @ = any 
04AF: 217@ = 526 // @ = any 
04AF: 218@ = 527 // @ = any 
04AF: 219@ = 533 // @ = any 
04AF: 220@ = 534 // @ = any 
04AF: 221@ = 535 // @ = any 
04AF: 222@ = 536 // @ = any 
04AF: 223@ = 542 // @ = any 
04AF: 224@ = 543 // @ = any 
04AF: 225@ = 545 // @ = any 
04AF: 226@ = 549 // @ = any 
04AF: 227@ = 554 // @ = any 
04AF: 228@ = 555 // @ = any 
04AF: 229@ = 558 // @ = any 
04AF: 230@ = 559 // @ = any 
04AF: 231@ = 562 // @ = any 
04AF: 232@ = 565 // @ = any 
04AF: 233@ = 567 // @ = any 
04AF: 234@ = 575 // @ = any 
04AF: 235@ = 576 // @ = any 
04AF: 236@ = 579 // @ = any 
04AF: 237@ = 587 // @ = any 
04AF: 238@ = 589 // @ = any 
04AF: 239@ = 600 // @ = any 
04AF: 240@ = 602 // @ = any 
04AF: 241@ = 605 // @ = any 
04AF: 242@ = 442 // @ = any 
04AF: 243@ = 404 // @ = any 
04AF: 244@ = 405 // @ = any 
04AF: 245@ = 418 // @ = any 
04AF: 246@ = 421 // @ = any 
04AF: 247@ = 426 // @ = any 
04AF: 248@ = 445 // @ = any 
04AF: 249@ = 458 // @ = any 
04AF: 250@ = 466 // @ = any 
04AF: 251@ = 467 // @ = any 
04AF: 252@ = 479 // @ = any 
04AF: 253@ = 492 // @ = any 
04AF: 254@ = 507 // @ = any 
04AF: 255@ = 516 // @ = any 
04AF: 256@ = 529 // @ = any 
04AF: 257@ = 540 // @ = any 
04AF: 258@ = 546 // @ = any 
04AF: 259@ = 547 // @ = any 
04AF: 260@ = 550 // @ = any 
04AF: 261@ = 551 // @ = any 
04AF: 262@ = 560 // @ = any 
04AF: 263@ = 561 // @ = any 
04AF: 264@ = 580 // @ = any 
04AF: 265@ = 585 // @ = any 
04AF: 266@ = 604 // @ = any 
Model.Load(#COLT45)
Model.Load(#MICRO_UZI)
Model.Load(#AK47)
Model.Load(#CHROMEGUN)
Model.Load(#BAT)
038B: load_requested_models 

:COPCAR_1163
if or
   not Model.Available(#COLT45)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#AK47)
   not Model.Available(#CHROMEGUN)
else_jump @COPCAR_1205 
wait 0 
jump @COPCAR_1163 

:COPCAR_1205
if 
   not Model.Available(#BAT)
else_jump @COPCAR_1232 
wait 0 
jump @COPCAR_1205 

:COPCAR_1232
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @COPCAR_1263 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0 

:COPCAR_1263
07E5: copy_decision_maker -1 to 267@ 
0708: reset_decision_maker 267@ event 41 
07E6: copy_group_decision_maker -1 to 268@ 
0749: reset_group_decision_maker 268@ event 41 

:COPCAR_1291
73@ = 0 
82@ = 0 
89@ = 0 
52@ = 0 
269@ = 0 
66@ = 0 
67@ = 0 
68@ = 0 
69@ = 0 
70@ = 0 
71@ = 0 
74@ = 0 
75@ = 0 
76@ = 0 
77@ = 0 
78@ = 0 
79@ = 0 
80@ = 0 
83@ = 0 
174@ = 0 
175@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
87@ = 0 
128@ = 0.0 
129@ = 0.0 
130@ = 0.0 
131@ = 0.0 
270@ = 0 
gosub @COPCAR_14951 
0209: 271@ = random_int_in_ranges 9 255 

:COPCAR_1530
if or
04A4:   271@ == 105 // @ == any 
04A4:   271@ == 106 // @ == any 
04A4:   271@ == 107 // @ == any 
else_jump @COPCAR_1579 
0209: 271@ = random_int_in_ranges 9 255 
jump @COPCAR_1530 

:COPCAR_1579
if 
87DE:   not model 271@ exists // versionB 
else_jump @COPCAR_1661 
0209: 271@ = random_int_in_ranges 9 255 

:COPCAR_1605
if or
04A4:   271@ == 105 // @ == any 
04A4:   271@ == 106 // @ == any 
04A4:   271@ == 107 // @ == any 
else_jump @COPCAR_1654 
0209: 271@ = random_int_in_ranges 9 255 
jump @COPCAR_1605 

:COPCAR_1654
jump @COPCAR_1579 

:COPCAR_1661
Model.Load(271@)

:COPCAR_1666
gosub @COPCAR_18593 
if 
  58@ == 1 
else_jump @COPCAR_1698 
jump @COPCAR_14808 

:COPCAR_1698
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_FLOAT_3)
0086: $TEMPVAR_FLOAT_1 = $TEMPVAR_X_COORD // (float) 
$TEMPVAR_FLOAT_1 -= 800.0 
0089: 272@ = $TEMPVAR_X_COORD // (float) 
272@ += 800.0 
0208: 104@ = random_float_in_ranges $TEMPVAR_FLOAT_1 272@ 
0086: $TEMPVAR_FLOAT_2 = $TEMPVAR_Y_COORD // (float) 
$TEMPVAR_FLOAT_2 -= 800.0 
0089: 273@ = $TEMPVAR_Y_COORD // (float) 
273@ += 800.0 
0208: 105@ = random_float_in_ranges $TEMPVAR_FLOAT_2 273@ 
106@ = 10.0 
if 
  4 > 51@ 
else_jump @COPCAR_1867 
03D3: get_route_nearest_for 104@ 105@ 106@ store_to 104@ 105@ 106@ Z_angle_to 113@ 
106@ += 0.5 

:COPCAR_1867
if and
  51@ > 3 
  8 > 51@ 
else_jump @COPCAR_2252 
04B9: unknown_get_at 104@ 105@ 106@ height 8.0 radius 500.0 store_to 104@ 105@ 106@ 107@ 108@ 109@ 113@ 
if and
  104@ == 0.0 
  105@ == 0.0 
  107@ == 0.0 
  108@ == 0.0 
else_jump @COPCAR_1996 
wait 0 
jump @COPCAR_1666 

:COPCAR_1996
0087: 125@ = 107@ // (float) 
0063: 125@ -= 104@ // (float) 
0087: 126@ = 108@ // (float) 
0063: 126@ -= 105@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 125@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 126@ // (float) 
0087: 127@ = 140@ // (float) 
005B: 127@ += 141@ // (float) 
01FB: 127@ = square_root 127@ 
149@ = 8.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
0087: 107@ = 104@ // (float) 
005B: 107@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
0087: 108@ = 105@ // (float) 
005B: 108@ += 141@ // (float) 
149@ = 2.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
005B: 104@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
005B: 105@ += 141@ // (float) 
106@ += 0.5 
109@ += 0.5 

:COPCAR_2252
if 
  51@ > 7 
else_jump @COPCAR_2742 
04B9: unknown_get_at 104@ 105@ 106@ height 13.0 radius 500.0 store_to 104@ 105@ 106@ 110@ 111@ 112@ 113@ 
if and
  104@ == 0.0 
  105@ == 0.0 
  110@ == 0.0 
  111@ == 0.0 
else_jump @COPCAR_2374 
wait 0 
jump @COPCAR_1666 

:COPCAR_2374
0087: 125@ = 110@ // (float) 
0063: 125@ -= 104@ // (float) 
0087: 126@ = 111@ // (float) 
0063: 126@ -= 105@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 125@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 126@ // (float) 
0087: 127@ = 140@ // (float) 
005B: 127@ += 141@ // (float) 
01FB: 127@ = square_root 127@ 
149@ = 13.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
0087: 110@ = 104@ // (float) 
005B: 110@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
0087: 111@ = 105@ // (float) 
005B: 111@ += 141@ // (float) 
149@ = 2.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
005B: 104@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
005B: 105@ += 141@ // (float) 
0087: 107@ = 104@ // (float) 
0063: 107@ -= 110@ // (float) 
107@ /= 2.0 
005B: 107@ += 110@ // (float) 
0087: 108@ = 105@ // (float) 
0063: 108@ -= 111@ // (float) 
108@ /= 2.0 
005B: 108@ += 111@ // (float) 
0087: 109@ = 106@ // (float) 
0063: 109@ -= 112@ // (float) 
109@ /= 2.0 
005B: 109@ += 112@ // (float) 
106@ += 0.5 
109@ += 0.5 
112@ += 0.5 

:COPCAR_2742
if 
  1.0 > 106@ 
else_jump @COPCAR_2774 
wait 0 
jump @COPCAR_1666 

:COPCAR_2774
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: 115@ = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY 104@ 105@ 
if or
  150.0 > 115@ 
  115@ > 800.0 
else_jump @COPCAR_2847 
wait 0 
jump @COPCAR_1666 

:COPCAR_2847
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 0 
else_jump @COPCAR_3105 
if and
  78.4427 > 104@ 
  -699.519 > 105@ 
else_jump @COPCAR_2915 
wait 0 
jump @COPCAR_1666 

:COPCAR_2915
if and
  -252.6557 > 104@ 
  -285.766 > 105@ 
else_jump @COPCAR_2957 
wait 0 
jump @COPCAR_1666 

:COPCAR_2957
if 
  -948.3447 > 104@ 
else_jump @COPCAR_2989 
wait 0 
jump @COPCAR_1666 

:COPCAR_2989
if and
  104@ > 1473.448 
  105@ > 403.7353 
else_jump @COPCAR_3031 
wait 0 
jump @COPCAR_1666 

:COPCAR_3031
if 
  105@ > 578.6325 
else_jump @COPCAR_3063 
wait 0 
jump @COPCAR_1666 

:COPCAR_3063
if and
  837.5551 > 104@ 
  105@ > 347.4097 
else_jump @COPCAR_3105 
wait 0 
jump @COPCAR_1666 

:COPCAR_3105
if 
  2 > $STAT_UNLOCKED_CITIES_NUMBER 
else_jump @COPCAR_3353 
if and
  104@ > 1473.448 
  105@ > 403.7353 
else_jump @COPCAR_3165 
wait 0 
jump @COPCAR_1666 

:COPCAR_3165
if and
  105@ > 578.6325 
  104@ > -1528.498 
else_jump @COPCAR_3207 
wait 0 
jump @COPCAR_1666 

:COPCAR_3207
if and
  837.5551 > 104@ 
  104@ > -1528.498 
  105@ > 347.4097 
else_jump @COPCAR_3259 
wait 0 
jump @COPCAR_1666 

:COPCAR_3259
if 
  105@ > 1380.0 
else_jump @COPCAR_3291 
wait 0 
jump @COPCAR_1666 

:COPCAR_3291
if and
  104@ > -2702.72 
  105@ > 1225.669 
  -2663.146 > 104@ 
  1654.808 > 105@ 
else_jump @COPCAR_3353 
wait 0 
jump @COPCAR_1666 

:COPCAR_3353
if and
  104@ > -1735.751 
  105@ > -696.0117 
  -1192.817 > 104@ 
  286.3584 > 105@ 
else_jump @COPCAR_3415 
wait 0 
jump @COPCAR_1666 

:COPCAR_3415
if and
  104@ > -1192.817 
  105@ > -521.9908 
  -1125.656 > 104@ 
  536.9476 > 105@ 
else_jump @COPCAR_3477 
wait 0 
jump @COPCAR_1666 

:COPCAR_3477
if and
  104@ > -1125.656 
  105@ > -329.59 
  -1020.189 > 104@ 
  536.9476 > 105@ 
else_jump @COPCAR_3539 
wait 0 
jump @COPCAR_1666 

:COPCAR_3539
0099: $8224 = random_int_in_ranges_0_to_32767 

:COPCAR_3544
if 
  $8224 == 0 
else_jump @COPCAR_3574 
0099: $8224 = random_int_in_ranges_0_to_32767 
jump @COPCAR_3544 

:COPCAR_3574
if or
   not Model.Available(90@)
   not Model.Available(271@)
else_jump @COPCAR_3638 
wait 0 
gosub @COPCAR_18593 
if 
  58@ == 1 
else_jump @COPCAR_3631 
jump @COPCAR_14808 

:COPCAR_3631
jump @COPCAR_3574 

:COPCAR_3638
35@ = Car.Create(90@, 104@, 105@, 106@)
Car.Health(35@) = 800
00AE: set_car 35@ traffic_behaviour_to 2 
if 
  51@ > 3 
else_jump @COPCAR_3696 
048B: unknown_car 35@ flag $8224 

:COPCAR_3696
04BD: unknown_car 35@ flag 1 
Car.Angle(35@) = 113@
0428: unknown_car 35@ flag 1 

:COPCAR_3718
if 
04F1:   unknown_car_check 35@ 
else_jump @COPCAR_3800 
wait 0 
if 
   Car.Wrecked(35@)
else_jump @COPCAR_3761 
jump @COPCAR_14808 

:COPCAR_3761
gosub @COPCAR_18593 
if 
  58@ == 1 
else_jump @COPCAR_3793 
jump @COPCAR_14808 

:COPCAR_3793
jump @COPCAR_3718 

:COPCAR_3800
0129: 36@ = create_actor_pedtype 24 model 271@ in_car 35@ driverseat 
if 
  $ONMISSION == 0 
else_jump @COPCAR_4020 
018A: 92@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 93@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 94@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 95@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 96@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 97@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 98@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 99@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 100@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 101@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 102@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 103@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
062F: 274@ = create_group_type 0 
062F: 275@ = create_group_type 0 
062F: 276@ = create_group_type 0 

:COPCAR_4020
Marker.Disable(92@)
92@ = Marker.CreateAboveActor(36@)
0085: 50@ = 36@ // (int) 
gosub @COPCAR_18090 
if 
  51@ > 0 
else_jump @COPCAR_4144 
0632: release_group 274@ 
062F: 274@ = create_group_type 4 
0630: put_actor 36@ in_group 274@ as_leader 
06AD: set_group 274@ group_decision_maker_to 268@ 
01C8: 37@ = create_actor_pedtype 24 model 271@ in_car 35@ passenger_seat 0 
Marker.Disable(95@)
95@ = Marker.CreateAboveActor(37@)
0085: 50@ = 37@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_4151 

:COPCAR_4144
69@ = 1 

:COPCAR_4151
if 
  51@ > 1 
else_jump @COPCAR_4219 
01C8: 38@ = create_actor_pedtype 24 model 271@ in_car 35@ passenger_seat 1 
Marker.Disable(96@)
96@ = Marker.CreateAboveActor(38@)
0085: 50@ = 38@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_4226 

:COPCAR_4219
70@ = 1 

:COPCAR_4226
if 
  51@ > 2 
else_jump @COPCAR_4294 
01C8: 39@ = create_actor_pedtype 24 model 271@ in_car 35@ passenger_seat 2 
Marker.Disable(97@)
97@ = Marker.CreateAboveActor(39@)
0085: 50@ = 39@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_4301 

:COPCAR_4294
71@ = 1 

:COPCAR_4301
if 
  51@ > 3 
else_jump @COPCAR_4511 
40@ = Car.Create(90@, 107@, 108@, 109@)
04BD: unknown_car 40@ flag 1 
Car.Angle(40@) = 113@
0428: unknown_car 40@ flag 1 
00AE: set_car 40@ traffic_behaviour_to 2 
Car.Health(40@) = 800
048B: unknown_car 40@ flag $8224 

:COPCAR_4381
if 
04F1:   unknown_car_check 40@ 
else_jump @COPCAR_4463 
wait 0 
if 
   Car.Wrecked(40@)
else_jump @COPCAR_4424 
jump @COPCAR_14808 

:COPCAR_4424
gosub @COPCAR_18593 
if 
  58@ == 1 
else_jump @COPCAR_4456 
jump @COPCAR_14808 

:COPCAR_4456
jump @COPCAR_4381 

:COPCAR_4463
0129: 41@ = create_actor_pedtype 24 model 271@ in_car 40@ driverseat 
0085: 50@ = 41@ // (int) 
gosub @COPCAR_18090 
Marker.Disable(93@)
93@ = Marker.CreateAboveActor(41@)
jump @COPCAR_4525 

:COPCAR_4511
82@ = 1 
77@ = 1 

:COPCAR_4525
if 
  51@ > 4 
else_jump @COPCAR_4621 
0632: release_group 275@ 
062F: 275@ = create_group_type 4 
0630: put_actor 41@ in_group 275@ as_leader 
06AD: set_group 275@ group_decision_maker_to 268@ 
01C8: 42@ = create_actor_pedtype 24 model 271@ in_car 40@ passenger_seat 0 
Marker.Disable(98@)
98@ = Marker.CreateAboveActor(42@)
0085: 50@ = 42@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_4628 

:COPCAR_4621
78@ = 1 

:COPCAR_4628
if 
  51@ > 5 
else_jump @COPCAR_4696 
01C8: 43@ = create_actor_pedtype 24 model 271@ in_car 40@ passenger_seat 1 
Marker.Disable(99@)
99@ = Marker.CreateAboveActor(43@)
0085: 50@ = 43@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_4703 

:COPCAR_4696
79@ = 1 

:COPCAR_4703
if 
  51@ > 6 
else_jump @COPCAR_4771 
01C8: 44@ = create_actor_pedtype 24 model 271@ in_car 40@ passenger_seat 2 
Marker.Disable(100@)
100@ = Marker.CreateAboveActor(44@)
0085: 50@ = 44@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_4778 

:COPCAR_4771
80@ = 1 

:COPCAR_4778
if 
  51@ > 7 
else_jump @COPCAR_4988 
45@ = Car.Create(90@, 110@, 111@, 112@)
04BD: unknown_car 45@ flag 1 
Car.Angle(45@) = 113@
0428: unknown_car 45@ flag 1 
00AE: set_car 45@ traffic_behaviour_to 2 
Car.Health(45@) = 800
048B: unknown_car 45@ flag $8224 

:COPCAR_4858
if 
04F1:   unknown_car_check 45@ 
else_jump @COPCAR_4940 
wait 0 
if 
   Car.Wrecked(45@)
else_jump @COPCAR_4901 
jump @COPCAR_14808 

:COPCAR_4901
gosub @COPCAR_18593 
if 
  58@ == 1 
else_jump @COPCAR_4933 
jump @COPCAR_14808 

:COPCAR_4933
jump @COPCAR_4858 

:COPCAR_4940
0129: 46@ = create_actor_pedtype 24 model 271@ in_car 45@ driverseat 
0085: 50@ = 46@ // (int) 
gosub @COPCAR_18090 
Marker.Disable(94@)
94@ = Marker.CreateAboveActor(46@)
jump @COPCAR_5002 

:COPCAR_4988
89@ = 1 
84@ = 1 

:COPCAR_5002
if 
  51@ > 8 
else_jump @COPCAR_5098 
0632: release_group 276@ 
062F: 276@ = create_group_type 4 
0630: put_actor 46@ in_group 276@ as_leader 
06AD: set_group 276@ group_decision_maker_to 268@ 
01C8: 47@ = create_actor_pedtype 24 model 271@ in_car 45@ passenger_seat 0 
Marker.Disable(101@)
101@ = Marker.CreateAboveActor(47@)
0085: 50@ = 47@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_5105 

:COPCAR_5098
85@ = 1 

:COPCAR_5105
if 
  51@ > 9 
else_jump @COPCAR_5173 
01C8: 48@ = create_actor_pedtype 24 model 271@ in_car 45@ passenger_seat 1 
Marker.Disable(102@)
102@ = Marker.CreateAboveActor(48@)
0085: 50@ = 48@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_5180 

:COPCAR_5173
86@ = 1 

:COPCAR_5180
if 
  51@ > 10 
else_jump @COPCAR_5248 
01C8: 49@ = create_actor_pedtype 24 model 271@ in_car 45@ passenger_seat 2 
Marker.Disable(103@)
103@ = Marker.CreateAboveActor(49@)
0085: 50@ = 49@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_5255 

:COPCAR_5248
87@ = 1 

:COPCAR_5255
Model.Destroy(90@)
Model.Destroy(271@)
if 
   not Actor.Dead(36@)
else_jump @COPCAR_5295 
Actor.StorePos(36@, 116@, 117@, $TEMPVAR_FLOAT_3)

:COPCAR_5295
0843: get_zone_at 116@ 117@ $TEMPVAR_FLOAT_3 nameA_to s$8225 // 8-byte string 
if 
  51@ == 0 
else_jump @COPCAR_5353 
0384: show_text_1string GXT 'C_BREIF' string s$8225 time 5000 1  // ~r~Verdchtiger~s~ wurde zuletzt in der Gegend von ~a~ gesehen.
jump @COPCAR_5372 

:COPCAR_5353
0384: show_text_1string GXT 'C_BREIS' string s$8225 time 5000 1  // ~r~Verdchtige ~s~wurden zuletzt in der Gegend von ~a~ gesichtet.

:COPCAR_5372
03AA: NOP 116@ 117@ $TEMPVAR_FLOAT_3 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0086: $3404 = $TEMPVAR_X_COORD // (float) 
0067: $3404 -= 116@ // (float) 
0086: $3405 = $TEMPVAR_Y_COORD // (float) 
0067: $3405 -= 117@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 114@ = $3405 // (float) 
005D: 114@ += $3405 // (float) 
01FB: 114@ = square_root 114@ 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @COPCAR_5505 
142@ = 8.0 
jump @COPCAR_5515 

:COPCAR_5505
142@ = 4.0 

:COPCAR_5515
005B: 142@ += 144@ // (float) 
0073: 114@ /= 142@ // (float) 
114@ *= 1000.0 
0092: 63@ = float 114@ to_integer 
if 
  40000 > 63@ 
else_jump @COPCAR_5580 
63@ = 40000 

:COPCAR_5580
005E: $8222 += 63@ // (int) 
63@ /= 1000 
008A: $8227 = 51@ // (int) 
$8227 += 1 
if 
  65@ == 1 
else_jump @COPCAR_5659 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'A_TIME' number 63@ time 4000 style 6  // +~1~ Sekunden
jump @COPCAR_5757 

:COPCAR_5659
if 
  45000 > $8222 
else_jump @COPCAR_5690 
$8222 = 45000 

:COPCAR_5690
$8222 += 30000 
03C3: set_timer_to $8222 type 1 GXT 'COPTIME' // global_variable  // ZEIT
65@ = 1 
04F7: status_text $8227 type 0 line 1 GXT 'COPLEVL' // global_variable  // LEVEL
04F7: status_text $8223 type 0 line 2 GXT 'KILLS' // global_variable  // HITS

:COPCAR_5757
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 
if 
  13 > 51@ 
else_jump @COPCAR_5814 
144@ += 0.1 

:COPCAR_5814
0396: pause_timer 0 

:COPCAR_5818
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
gosub @COPCAR_18593 
if 
  58@ == 1 
else_jump @COPCAR_5873 
jump @COPCAR_14808 

:COPCAR_5873
if or
  269@ == -1 
  74@ == -1 
  83@ == -1 
else_jump @COPCAR_5912 
52@ = 1 

:COPCAR_5912
270@ += 1 
if 
  270@ > 2 
else_jump @COPCAR_5944 
270@ = 0 

:COPCAR_5944
if 
  270@ == 0 
else_jump @COPCAR_8260 
if 
   not Actor.Dead(36@)
else_jump @COPCAR_7330 
if 
0449:   actor 36@ in_a_car 
else_jump @COPCAR_6784 
Car.RemoveReferences(35@)
03C0: 35@ = actor 36@ car 
if 
  269@ == -1 
else_jump @COPCAR_6112 
046D: 55@ = actor 36@ car_free_seats 
if 
  55@ > 0 
else_jump @COPCAR_6097 
if 
07FD:   group 274@ alive 
else_jump @COPCAR_6074 
07B3: set_group 274@ give_command 4 

:COPCAR_6074
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 
72@ += 2000 
jump @COPCAR_6105 

:COPCAR_6097
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_6105
269@ = 0 

:COPCAR_6112
if 
  269@ == 0 
else_jump @COPCAR_6201 
if or
001E:   $CURRENT_TIME_IN_MS2 > 72@ // (int) 
07D6:   72@ == $CURRENT_TIME_IN_MS2 // integer vars 
else_jump @COPCAR_6201 
Car.SetMaxSpeed(35@, 100.0)
00AE: set_car 35@ traffic_behaviour_to 2 
Car.SetToPsychoDriver(35@)
008B: 66@ = $CURRENT_TIME_IN_MS2 // (int) 
269@ = 1 
67@ = 0 

:COPCAR_6201
if 
  269@ > 0 
else_jump @COPCAR_6777 
if 
   Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @COPCAR_6275 
062E: unknown_get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_6275 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_6275
0085: 153@ = 35@ // (int) 
0085: 154@ = 67@ // (int) 
0085: 155@ = 66@ // (int) 
0087: 150@ = 145@ // (float) 
0087: 151@ = 146@ // (float) 
0087: 152@ = 147@ // (float) 
if 
  148@ > 0.0 
else_jump @COPCAR_6351 
gosub @COPCAR_16118 

:COPCAR_6351
0085: 67@ = 154@ // (int) 
0085: 66@ = 155@ // (int) 
0087: 145@ = 150@ // (float) 
0087: 146@ = 151@ // (float) 
0087: 147@ = 152@ // (float) 
if 
  67@ == -9 
else_jump @COPCAR_6481 
062E: unknown_get_actor 36@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_6474 
Actor.StorePos(36@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 36@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_6474
67@ = 0 

:COPCAR_6481
if 
8185:   not car 35@ health >= 251 
else_jump @COPCAR_6588 
062E: unknown_get_actor 36@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_6565 
Actor.StorePos(36@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 36@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_6565
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 
72@ += 2000 
jump @COPCAR_6596 

:COPCAR_6588
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_6596
gosub @COPCAR_16755 
Actor.StorePos(36@, 116@, 117@, $TEMPVAR_FLOAT_3)
0086: $3404 = $TEMPVAR_X_COORD // (float) 
0067: $3404 -= 116@ // (float) 
0086: $3405 = $TEMPVAR_Y_COORD // (float) 
0067: $3405 -= 117@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 149@ = $3404 // (float) 
005D: 149@ += $3405 // (float) 
01FB: 149@ = square_root 149@ 
148@ = 1000.0 
0073: 148@ /= 149@ // (float) 
if 
  148@ > 100.0 
else_jump @COPCAR_6738 
148@ = 100.0 

:COPCAR_6738
if 
  15.0 > 148@ 
else_jump @COPCAR_6769 
148@ = 15.0 

:COPCAR_6769
Car.SetMaxSpeed(35@, 148@)

:COPCAR_6777
jump @COPCAR_7323 

:COPCAR_6784
if 
07FD:   group 274@ alive 
else_jump @COPCAR_6807 
07B3: set_group 274@ give_command 0 

:COPCAR_6807
269@ = -1 
gosub @COPCAR_16755 
if 
001E:   $CURRENT_TIME_IN_MS2 > 72@ // (int) 
else_jump @COPCAR_7323 
if 
00F2:   actor $PLAYER_ACTOR near_actor 36@ radius 45.0 45.0 0 
else_jump @COPCAR_7168 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @COPCAR_6931 
062E: unknown_get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_6924 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_6924
jump @COPCAR_7161 

:COPCAR_6931
if 
00F2:   actor $PLAYER_ACTOR near_actor 36@ radius 30.0 30.0 0 
else_jump @COPCAR_7006 
062E: unknown_get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_6999 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_6999
jump @COPCAR_7161 

:COPCAR_7006
0085: 156@ = 36@ // (int) 
if 
   not Car.Wrecked(35@)
else_jump @COPCAR_7154 
if 
0185:   car 35@ health >= 400 
else_jump @COPCAR_7140 
if 
0202:   actor 36@ near_car 35@ radius 40.0 40.0 flag 0 
else_jump @COPCAR_7126 
062E: unknown_get_actor 36@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_7119 
05CB: AS_actor 36@ enter_car 35@ as_driver -2 ms 

:COPCAR_7119
jump @COPCAR_7133 

:COPCAR_7126
gosub @COPCAR_15328 

:COPCAR_7133
jump @COPCAR_7147 

:COPCAR_7140
gosub @COPCAR_15328 

:COPCAR_7147
jump @COPCAR_7161 

:COPCAR_7154
gosub @COPCAR_15328 

:COPCAR_7161
jump @COPCAR_7323 

:COPCAR_7168
0085: 156@ = 36@ // (int) 
if 
   not Car.Wrecked(35@)
else_jump @COPCAR_7316 
if 
0185:   car 35@ health >= 400 
else_jump @COPCAR_7302 
if 
0202:   actor 36@ near_car 35@ radius 40.0 40.0 flag 0 
else_jump @COPCAR_7288 
062E: unknown_get_actor 36@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_7281 
05CB: AS_actor 36@ enter_car 35@ as_driver -2 ms 

:COPCAR_7281
jump @COPCAR_7295 

:COPCAR_7288
gosub @COPCAR_15328 

:COPCAR_7295
jump @COPCAR_7309 

:COPCAR_7302
gosub @COPCAR_15328 

:COPCAR_7309
jump @COPCAR_7323 

:COPCAR_7316
gosub @COPCAR_15328 

:COPCAR_7323
jump @COPCAR_7920 

:COPCAR_7330
Marker.Disable(92@)
Actor.RemoveReferences(36@)
36@ = -1 
if 
  68@ == 0 
else_jump @COPCAR_7406 
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
68@ = 1 

:COPCAR_7406
if 
07FD:   group 274@ alive 
else_jump @COPCAR_7920 
if 
   not Actor.Dead(37@)
else_jump @COPCAR_7571 
if 
86EE:   not actor 37@ in_group 274@ 
else_jump @COPCAR_7501 
062E: unknown_get_actor 37@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_7494 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 

:COPCAR_7494
jump @COPCAR_7564 

:COPCAR_7501
if 
06EF:   actor 37@ leading_group 274@ 
else_jump @COPCAR_7564 
0085: 36@ = 37@ // (int) 
37@ = -1 
68@ = 0 
69@ = 1 
0085: 92@ = 95@ // (int) 
95@ = -1 

:COPCAR_7564
jump @COPCAR_7588 

:COPCAR_7571
Marker.Disable(95@)
Actor.RemoveReferences(37@)
37@ = -1 

:COPCAR_7588
if 
   not Actor.Dead(38@)
else_jump @COPCAR_7737 
if 
86EE:   not actor 38@ in_group 274@ 
else_jump @COPCAR_7667 
062E: unknown_get_actor 38@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_7660 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 

:COPCAR_7660
jump @COPCAR_7730 

:COPCAR_7667
if 
06EF:   actor 38@ leading_group 274@ 
else_jump @COPCAR_7730 
0085: 36@ = 38@ // (int) 
38@ = -1 
68@ = 0 
70@ = 1 
0085: 92@ = 96@ // (int) 
96@ = -1 

:COPCAR_7730
jump @COPCAR_7754 

:COPCAR_7737
Marker.Disable(96@)
Actor.RemoveReferences(38@)
38@ = -1 

:COPCAR_7754
if 
   not Actor.Dead(39@)
else_jump @COPCAR_7903 
if 
86EE:   not actor 39@ in_group 274@ 
else_jump @COPCAR_7833 
062E: unknown_get_actor 39@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_7826 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 

:COPCAR_7826
jump @COPCAR_7896 

:COPCAR_7833
if 
06EF:   actor 39@ leading_group 274@ 
else_jump @COPCAR_7896 
0085: 36@ = 39@ // (int) 
39@ = -1 
68@ = 0 
71@ = 1 
0085: 92@ = 97@ // (int) 
97@ = -1 

:COPCAR_7896
jump @COPCAR_7920 

:COPCAR_7903
Marker.Disable(97@)
Actor.RemoveReferences(39@)
39@ = -1 

:COPCAR_7920
if 
   Actor.Dead(37@)
else_jump @COPCAR_8012 
if 
  69@ == 0 
else_jump @COPCAR_8012 
Actor.RemoveReferences(37@)
37@ = -1 
Marker.Disable(95@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
69@ = 1 

:COPCAR_8012
if 
   Actor.Dead(38@)
else_jump @COPCAR_8104 
if 
  70@ == 0 
else_jump @COPCAR_8104 
Actor.RemoveReferences(38@)
38@ = -1 
Marker.Disable(96@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
70@ = 1 

:COPCAR_8104
if 
   Actor.Dead(39@)
else_jump @COPCAR_8196 
if 
  71@ == 0 
else_jump @COPCAR_8196 
Actor.RemoveReferences(39@)
39@ = -1 
Marker.Disable(97@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
71@ = 1 

:COPCAR_8196
if 
  73@ == 0 
else_jump @COPCAR_8260 
if and
  68@ == 1 
  69@ == 1 
  70@ == 1 
  71@ == 1 
else_jump @COPCAR_8260 
73@ = 1 

:COPCAR_8260
if 
  270@ == 1 
else_jump @COPCAR_11091 
if 
   not Actor.Dead(41@)
else_jump @COPCAR_10161 
if 
0449:   actor 41@ in_a_car 
else_jump @COPCAR_9615 
Car.RemoveReferences(40@)
03C0: 40@ = actor 41@ car 
if 
  74@ == -1 
else_jump @COPCAR_8428 
046D: 55@ = actor 41@ car_free_seats 
if 
  55@ > 0 
else_jump @COPCAR_8413 
if 
07FD:   group 275@ alive 
else_jump @COPCAR_8390 
07B3: set_group 275@ give_command 4 

:COPCAR_8390
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
81@ += 2000 
jump @COPCAR_8421 

:COPCAR_8413
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_8421
74@ = 0 

:COPCAR_8428
if 
  74@ == 0 
else_jump @COPCAR_8587 
if 
001E:   $CURRENT_TIME_IN_MS2 > 81@ // (int) 
else_jump @COPCAR_8587 
Car.SetMaxSpeed(40@, 100.0)
00AE: set_car 40@ traffic_behaviour_to 2 
if 
  52@ == 0 
else_jump @COPCAR_8535 
if 
   not Car.Wrecked(35@)
else_jump @COPCAR_8528 
Car.SetToPsychoDriver(40@)
jump @COPCAR_8535 

:COPCAR_8528
52@ = 1 

:COPCAR_8535
if 
  52@ == 1 
else_jump @COPCAR_8565 
04BD: unknown_car 40@ flag 0 
Car.SetToPsychoDriver(40@)

:COPCAR_8565
008B: 75@ = $CURRENT_TIME_IN_MS2 // (int) 
74@ = 1 
76@ = 0 

:COPCAR_8587
if 
  74@ > 0 
else_jump @COPCAR_9608 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @COPCAR_8661 
062E: unknown_get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_8661 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_8661
0085: 153@ = 40@ // (int) 
0085: 154@ = 76@ // (int) 
0085: 155@ = 75@ // (int) 
0087: 150@ = 164@ // (float) 
0087: 151@ = 165@ // (float) 
0087: 152@ = 166@ // (float) 
if 
  167@ > 0.0 
else_jump @COPCAR_8737 
gosub @COPCAR_16118 

:COPCAR_8737
0085: 76@ = 154@ // (int) 
0085: 75@ = 155@ // (int) 
0087: 164@ = 150@ // (float) 
0087: 165@ = 151@ // (float) 
0087: 166@ = 152@ // (float) 
if 
  76@ == -9 
else_jump @COPCAR_8867 
062E: unknown_get_actor 41@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_8860 
Actor.StorePos(41@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 41@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_8860
76@ = 0 

:COPCAR_8867
if 
8185:   not car 40@ health >= 400 
else_jump @COPCAR_8923 
062E: unknown_get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_8923 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_8923
if 
8185:   not car 40@ health >= 251 
else_jump @COPCAR_9030 
062E: unknown_get_actor 41@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_9007 
Actor.StorePos(41@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 41@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_9007
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
81@ += 2000 
jump @COPCAR_9038 

:COPCAR_9030
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_9038
gosub @COPCAR_17200 
Actor.StorePos(41@, 162@, 163@, $TEMPVAR_FLOAT_3)
0086: $3404 = $TEMPVAR_X_COORD // (float) 
0067: $3404 -= 162@ // (float) 
0086: $3405 = $TEMPVAR_Y_COORD // (float) 
0067: $3405 -= 163@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 149@ = $3404 // (float) 
005D: 149@ += $3405 // (float) 
01FB: 149@ = square_root 149@ 
167@ = 1000.0 
0073: 167@ /= 149@ // (float) 
if 
  167@ > 100.0 
else_jump @COPCAR_9180 
167@ = 100.0 

:COPCAR_9180
if 
  15.0 > 167@ 
else_jump @COPCAR_9211 
167@ = 15.0 

:COPCAR_9211
if 
  52@ == 0 
else_jump @COPCAR_9563 
if 
   not Car.Wrecked(35@)
else_jump @COPCAR_9551 
0085: 157@ = 40@ // (int) 
0085: 158@ = 35@ // (int) 
gosub @COPCAR_15115 
0087: 167@ = 124@ // (float) 
02F8: get_car 40@ Z_angle_cosine_to 138@ 
02F9: get_car 40@ Z_angle_sine_to 139@ 
Car.StorePos(35@, 132@, 133@, $TEMPVAR_FLOAT_3)
Car.StorePos(40@, 134@, 135@, $TEMPVAR_FLOAT_3)
0087: 120@ = 134@ // (float) 
0063: 120@ -= 132@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 135@ // (float) 
0063: 121@ -= 133@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 128@ = 138@ // (float) 
005B: 128@ += 139@ // (float) 
02F8: get_car 35@ Z_angle_cosine_to 138@ 
02F9: get_car 35@ Z_angle_sine_to 139@ 
Car.StorePos(40@, 134@, 135@, $TEMPVAR_FLOAT_3)
Car.StorePos(35@, 132@, 133@, $TEMPVAR_FLOAT_3)
0087: 120@ = 132@ // (float) 
0063: 120@ -= 134@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 133@ // (float) 
0063: 121@ -= 135@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 129@ = 138@ // (float) 
005B: 129@ += 139@ // (float) 
if 
  128@ > 0.0 
else_jump @COPCAR_9544 
if 
  0.0 > 129@ 
else_jump @COPCAR_9544 
167@ = 0.0 

:COPCAR_9544
jump @COPCAR_9563 

:COPCAR_9551
Car.SetToPsychoDriver(40@)
52@ = 1 

:COPCAR_9563
if 
  167@ == 0.0 
else_jump @COPCAR_9600 
Car.SetAnimation(40@, 1, 17)
jump @COPCAR_9608 

:COPCAR_9600
Car.SetMaxSpeed(40@, 167@)

:COPCAR_9608
jump @COPCAR_10154 

:COPCAR_9615
if 
07FD:   group 275@ alive 
else_jump @COPCAR_9638 
07B3: set_group 275@ give_command 0 

:COPCAR_9638
74@ = -1 
gosub @COPCAR_17200 
if 
001E:   $CURRENT_TIME_IN_MS2 > 81@ // (int) 
else_jump @COPCAR_10154 
if 
00F2:   actor $PLAYER_ACTOR near_actor 41@ radius 40.0 40.0 0 
else_jump @COPCAR_9999 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @COPCAR_9762 
062E: unknown_get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_9755 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_9755
jump @COPCAR_9992 

:COPCAR_9762
if 
00F2:   actor $PLAYER_ACTOR near_actor 41@ radius 25.0 25.0 0 
else_jump @COPCAR_9837 
062E: unknown_get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_9830 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_9830
jump @COPCAR_9992 

:COPCAR_9837
0085: 156@ = 41@ // (int) 
if 
   not Car.Wrecked(40@)
else_jump @COPCAR_9985 
if 
0185:   car 40@ health >= 400 
else_jump @COPCAR_9971 
if 
0202:   actor 41@ near_car 40@ radius 40.0 40.0 flag 0 
else_jump @COPCAR_9957 
062E: unknown_get_actor 41@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_9950 
05CB: AS_actor 41@ enter_car 40@ as_driver -2 ms 

:COPCAR_9950
jump @COPCAR_9964 

:COPCAR_9957
gosub @COPCAR_15328 

:COPCAR_9964
jump @COPCAR_9978 

:COPCAR_9971
gosub @COPCAR_15328 

:COPCAR_9978
jump @COPCAR_9992 

:COPCAR_9985
gosub @COPCAR_15328 

:COPCAR_9992
jump @COPCAR_10154 

:COPCAR_9999
0085: 156@ = 41@ // (int) 
if 
   not Car.Wrecked(40@)
else_jump @COPCAR_10147 
if 
0185:   car 40@ health >= 400 
else_jump @COPCAR_10133 
if 
0202:   actor 41@ near_car 40@ radius 40.0 40.0 flag 0 
else_jump @COPCAR_10119 
062E: unknown_get_actor 41@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_10112 
05CB: AS_actor 41@ enter_car 40@ as_driver -2 ms 

:COPCAR_10112
jump @COPCAR_10126 

:COPCAR_10119
gosub @COPCAR_15328 

:COPCAR_10126
jump @COPCAR_10140 

:COPCAR_10133
gosub @COPCAR_15328 

:COPCAR_10140
jump @COPCAR_10154 

:COPCAR_10147
gosub @COPCAR_15328 

:COPCAR_10154
jump @COPCAR_10751 

:COPCAR_10161
Marker.Disable(93@)
Actor.RemoveReferences(41@)
41@ = -1 
if 
  77@ == 0 
else_jump @COPCAR_10237 
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
77@ = 1 

:COPCAR_10237
if 
07FD:   group 275@ alive 
else_jump @COPCAR_10751 
if 
   not Actor.Dead(42@)
else_jump @COPCAR_10402 
if 
86EE:   not actor 42@ in_group 275@ 
else_jump @COPCAR_10332 
062E: unknown_get_actor 42@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_10325 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:COPCAR_10325
jump @COPCAR_10395 

:COPCAR_10332
if 
06EF:   actor 42@ leading_group 275@ 
else_jump @COPCAR_10395 
0085: 41@ = 42@ // (int) 
42@ = -1 
77@ = 0 
78@ = 1 
0085: 93@ = 98@ // (int) 
98@ = -1 

:COPCAR_10395
jump @COPCAR_10419 

:COPCAR_10402
Marker.Disable(98@)
Actor.RemoveReferences(42@)
42@ = -1 

:COPCAR_10419
if 
   not Actor.Dead(43@)
else_jump @COPCAR_10568 
if 
86EE:   not actor 43@ in_group 275@ 
else_jump @COPCAR_10498 
062E: unknown_get_actor 43@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_10491 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:COPCAR_10491
jump @COPCAR_10561 

:COPCAR_10498
if 
06EF:   actor 43@ leading_group 275@ 
else_jump @COPCAR_10561 
0085: 41@ = 43@ // (int) 
43@ = -1 
77@ = 0 
79@ = 1 
0085: 93@ = 99@ // (int) 
99@ = -1 

:COPCAR_10561
jump @COPCAR_10585 

:COPCAR_10568
Marker.Disable(99@)
Actor.RemoveReferences(43@)
43@ = -1 

:COPCAR_10585
if 
   not Actor.Dead(44@)
else_jump @COPCAR_10734 
if 
86EE:   not actor 44@ in_group 275@ 
else_jump @COPCAR_10664 
062E: unknown_get_actor 44@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_10657 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:COPCAR_10657
jump @COPCAR_10727 

:COPCAR_10664
if 
06EF:   actor 44@ leading_group 275@ 
else_jump @COPCAR_10727 
0085: 41@ = 44@ // (int) 
44@ = -1 
77@ = 0 
80@ = 1 
0085: 93@ = 100@ // (int) 
100@ = -1 

:COPCAR_10727
jump @COPCAR_10751 

:COPCAR_10734
Marker.Disable(100@)
Actor.RemoveReferences(44@)
44@ = -1 

:COPCAR_10751
if 
   Actor.Dead(42@)
else_jump @COPCAR_10843 
if 
  78@ == 0 
else_jump @COPCAR_10843 
Actor.RemoveReferences(42@)
42@ = -1 
Marker.Disable(98@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
78@ = 1 

:COPCAR_10843
if 
   Actor.Dead(43@)
else_jump @COPCAR_10935 
if 
  79@ == 0 
else_jump @COPCAR_10935 
Actor.RemoveReferences(43@)
43@ = -1 
Marker.Disable(99@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
79@ = 1 

:COPCAR_10935
if 
   Actor.Dead(44@)
else_jump @COPCAR_11027 
if 
  80@ == 0 
else_jump @COPCAR_11027 
Actor.RemoveReferences(44@)
44@ = -1 
Marker.Disable(100@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
80@ = 1 

:COPCAR_11027
if 
  82@ == 0 
else_jump @COPCAR_11091 
if and
  77@ == 1 
  78@ == 1 
  79@ == 1 
  80@ == 1 
else_jump @COPCAR_11091 
82@ = 1 

:COPCAR_11091
if 
  270@ == 2 
else_jump @COPCAR_13922 
if 
   not Actor.Dead(46@)
else_jump @COPCAR_12992 
if 
0449:   actor 46@ in_a_car 
else_jump @COPCAR_12446 
Car.RemoveReferences(45@)
03C0: 45@ = actor 46@ car 
if 
  83@ == -1 
else_jump @COPCAR_11259 
046D: 55@ = actor 46@ car_free_seats 
if 
  55@ > 0 
else_jump @COPCAR_11244 
if 
07FD:   group 276@ alive 
else_jump @COPCAR_11221 
07B3: set_group 276@ give_command 4 

:COPCAR_11221
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 
88@ += 2000 
jump @COPCAR_11252 

:COPCAR_11244
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_11252
83@ = 0 

:COPCAR_11259
if 
  83@ == 0 
else_jump @COPCAR_11418 
if 
001E:   $CURRENT_TIME_IN_MS2 > 88@ // (int) 
else_jump @COPCAR_11418 
Car.SetMaxSpeed(45@, 100.0)
00AE: set_car 45@ traffic_behaviour_to 2 
if 
  52@ == 0 
else_jump @COPCAR_11366 
if 
   not Car.Wrecked(40@)
else_jump @COPCAR_11359 
Car.SetToPsychoDriver(45@)
jump @COPCAR_11366 

:COPCAR_11359
52@ = 1 

:COPCAR_11366
if 
  52@ == 1 
else_jump @COPCAR_11396 
04BD: unknown_car 45@ flag 0 
Car.SetToPsychoDriver(45@)

:COPCAR_11396
008B: 174@ = $CURRENT_TIME_IN_MS2 // (int) 
83@ = 1 
175@ = 0 

:COPCAR_11418
if 
  83@ > 0 
else_jump @COPCAR_12439 
if 
   Actor.InCar($PLAYER_ACTOR, 45@)
else_jump @COPCAR_11492 
062E: unknown_get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_11492 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_11492
0085: 153@ = 45@ // (int) 
0085: 154@ = 175@ // (int) 
0085: 155@ = 174@ // (int) 
0087: 150@ = 170@ // (float) 
0087: 151@ = 171@ // (float) 
0087: 152@ = 172@ // (float) 
if 
  173@ > 0.0 
else_jump @COPCAR_11568 
gosub @COPCAR_16118 

:COPCAR_11568
0085: 175@ = 154@ // (int) 
0085: 174@ = 155@ // (int) 
0087: 170@ = 150@ // (float) 
0087: 171@ = 151@ // (float) 
0087: 172@ = 152@ // (float) 
if 
  175@ == -9 
else_jump @COPCAR_11698 
062E: unknown_get_actor 46@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_11691 
Actor.StorePos(46@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 46@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_11691
175@ = 0 

:COPCAR_11698
if 
8185:   not car 45@ health >= 400 
else_jump @COPCAR_11754 
062E: unknown_get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_11754 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_11754
if 
8185:   not car 45@ health >= 251 
else_jump @COPCAR_11861 
062E: unknown_get_actor 46@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_11838 
Actor.StorePos(46@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 46@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_11838
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 
88@ += 2000 
jump @COPCAR_11869 

:COPCAR_11861
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_11869
gosub @COPCAR_17645 
Actor.StorePos(46@, 168@, 169@, $TEMPVAR_FLOAT_3)
0086: $3404 = $TEMPVAR_X_COORD // (float) 
0067: $3404 -= 168@ // (float) 
0086: $3405 = $TEMPVAR_Y_COORD // (float) 
0067: $3405 -= 169@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 149@ = $3404 // (float) 
005D: 149@ += $3405 // (float) 
01FB: 149@ = square_root 149@ 
173@ = 1000.0 
0073: 173@ /= 149@ // (float) 
if 
  173@ > 100.0 
else_jump @COPCAR_12011 
173@ = 100.0 

:COPCAR_12011
if 
  15.0 > 173@ 
else_jump @COPCAR_12042 
173@ = 15.0 

:COPCAR_12042
if 
  52@ == 0 
else_jump @COPCAR_12394 
if 
   not Car.Wrecked(40@)
else_jump @COPCAR_12382 
0085: 157@ = 45@ // (int) 
0085: 158@ = 40@ // (int) 
gosub @COPCAR_15115 
0087: 173@ = 124@ // (float) 
02F8: get_car 45@ Z_angle_cosine_to 138@ 
02F9: get_car 45@ Z_angle_sine_to 139@ 
Car.StorePos(40@, 134@, 135@, $TEMPVAR_FLOAT_3)
Car.StorePos(45@, 136@, 137@, $TEMPVAR_FLOAT_3)
0087: 120@ = 136@ // (float) 
0063: 120@ -= 134@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 137@ // (float) 
0063: 121@ -= 135@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 130@ = 138@ // (float) 
005B: 130@ += 139@ // (float) 
02F8: get_car 40@ Z_angle_cosine_to 138@ 
02F9: get_car 40@ Z_angle_sine_to 139@ 
Car.StorePos(45@, 136@, 137@, $TEMPVAR_FLOAT_3)
Car.StorePos(40@, 134@, 135@, $TEMPVAR_FLOAT_3)
0087: 120@ = 134@ // (float) 
0063: 120@ -= 136@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 135@ // (float) 
0063: 121@ -= 137@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 131@ = 138@ // (float) 
005B: 131@ += 139@ // (float) 
if 
  130@ > 0.0 
else_jump @COPCAR_12375 
if 
  0.0 > 131@ 
else_jump @COPCAR_12375 
173@ = 0.0 

:COPCAR_12375
jump @COPCAR_12394 

:COPCAR_12382
Car.SetToPsychoDriver(45@)
52@ = 1 

:COPCAR_12394
if 
  173@ == 0.0 
else_jump @COPCAR_12431 
Car.SetAnimation(45@, 1, 17)
jump @COPCAR_12439 

:COPCAR_12431
Car.SetMaxSpeed(45@, 173@)

:COPCAR_12439
jump @COPCAR_12985 

:COPCAR_12446
if 
07FD:   group 276@ alive 
else_jump @COPCAR_12469 
07B3: set_group 276@ give_command 0 

:COPCAR_12469
83@ = -1 
gosub @COPCAR_17645 
if 
001E:   $CURRENT_TIME_IN_MS2 > 88@ // (int) 
else_jump @COPCAR_12985 
if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 40.0 40.0 0 
else_jump @COPCAR_12830 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @COPCAR_12593 
062E: unknown_get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_12586 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_12586
jump @COPCAR_12823 

:COPCAR_12593
if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 25.0 25.0 0 
else_jump @COPCAR_12668 
062E: unknown_get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_12661 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_12661
jump @COPCAR_12823 

:COPCAR_12668
0085: 156@ = 46@ // (int) 
if 
   not Car.Wrecked(45@)
else_jump @COPCAR_12816 
if 
0185:   car 45@ health >= 400 
else_jump @COPCAR_12802 
if 
0202:   actor 46@ near_car 45@ radius 40.0 40.0 flag 0 
else_jump @COPCAR_12788 
062E: unknown_get_actor 46@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_12781 
05CB: AS_actor 46@ enter_car 45@ as_driver -2 ms 

:COPCAR_12781
jump @COPCAR_12795 

:COPCAR_12788
gosub @COPCAR_15328 

:COPCAR_12795
jump @COPCAR_12809 

:COPCAR_12802
gosub @COPCAR_15328 

:COPCAR_12809
jump @COPCAR_12823 

:COPCAR_12816
gosub @COPCAR_15328 

:COPCAR_12823
jump @COPCAR_12985 

:COPCAR_12830
0085: 156@ = 46@ // (int) 
if 
   not Car.Wrecked(45@)
else_jump @COPCAR_12978 
if 
0185:   car 45@ health >= 400 
else_jump @COPCAR_12964 
if 
0202:   actor 46@ near_car 45@ radius 40.0 40.0 flag 0 
else_jump @COPCAR_12950 
062E: unknown_get_actor 46@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_12943 
05CB: AS_actor 46@ enter_car 45@ as_driver -2 ms 

:COPCAR_12943
jump @COPCAR_12957 

:COPCAR_12950
gosub @COPCAR_15328 

:COPCAR_12957
jump @COPCAR_12971 

:COPCAR_12964
gosub @COPCAR_15328 

:COPCAR_12971
jump @COPCAR_12985 

:COPCAR_12978
gosub @COPCAR_15328 

:COPCAR_12985
jump @COPCAR_13582 

:COPCAR_12992
Marker.Disable(94@)
Actor.RemoveReferences(46@)
46@ = -1 
if 
  84@ == 0 
else_jump @COPCAR_13068 
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
84@ = 1 

:COPCAR_13068
if 
07FD:   group 276@ alive 
else_jump @COPCAR_13582 
if 
   not Actor.Dead(47@)
else_jump @COPCAR_13233 
if 
86EE:   not actor 47@ in_group 276@ 
else_jump @COPCAR_13163 
062E: unknown_get_actor 47@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_13156 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:COPCAR_13156
jump @COPCAR_13226 

:COPCAR_13163
if 
06EF:   actor 47@ leading_group 276@ 
else_jump @COPCAR_13226 
0085: 46@ = 47@ // (int) 
47@ = -1 
84@ = 0 
85@ = 1 
0085: 94@ = 101@ // (int) 
101@ = -1 

:COPCAR_13226
jump @COPCAR_13250 

:COPCAR_13233
Marker.Disable(101@)
Actor.RemoveReferences(47@)
47@ = -1 

:COPCAR_13250
if 
   not Actor.Dead(48@)
else_jump @COPCAR_13399 
if 
86EE:   not actor 48@ in_group 276@ 
else_jump @COPCAR_13329 
062E: unknown_get_actor 48@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_13322 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:COPCAR_13322
jump @COPCAR_13392 

:COPCAR_13329
if 
06EF:   actor 48@ leading_group 276@ 
else_jump @COPCAR_13392 
0085: 46@ = 48@ // (int) 
48@ = -1 
84@ = 0 
86@ = 1 
0085: 94@ = 102@ // (int) 
102@ = -1 

:COPCAR_13392
jump @COPCAR_13416 

:COPCAR_13399
Marker.Disable(102@)
Actor.RemoveReferences(48@)
48@ = -1 

:COPCAR_13416
if 
   not Actor.Dead(49@)
else_jump @COPCAR_13565 
if 
86EE:   not actor 49@ in_group 276@ 
else_jump @COPCAR_13495 
062E: unknown_get_actor 49@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_13488 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:COPCAR_13488
jump @COPCAR_13558 

:COPCAR_13495
if 
06EF:   actor 49@ leading_group 276@ 
else_jump @COPCAR_13558 
0085: 46@ = 49@ // (int) 
49@ = -1 
84@ = 0 
87@ = 1 
0085: 94@ = 103@ // (int) 
103@ = -1 

:COPCAR_13558
jump @COPCAR_13582 

:COPCAR_13565
Marker.Disable(103@)
Actor.RemoveReferences(49@)
49@ = -1 

:COPCAR_13582
if 
   Actor.Dead(47@)
else_jump @COPCAR_13674 
if 
  85@ == 0 
else_jump @COPCAR_13674 
Marker.Disable(101@)
Actor.RemoveReferences(47@)
47@ = -1 
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
85@ = 1 

:COPCAR_13674
if 
   Actor.Dead(48@)
else_jump @COPCAR_13766 
if 
  86@ == 0 
else_jump @COPCAR_13766 
Actor.RemoveReferences(48@)
48@ = -1 
Marker.Disable(102@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
86@ = 1 

:COPCAR_13766
if 
   Actor.Dead(49@)
else_jump @COPCAR_13858 
if 
  87@ == 0 
else_jump @COPCAR_13858 
Actor.RemoveReferences(49@)
49@ = -1 
Marker.Disable(103@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
87@ = 1 

:COPCAR_13858
if 
  89@ == 0 
else_jump @COPCAR_13922 
if and
  84@ == 1 
  85@ == 1 
  86@ == 1 
  87@ == 1 
else_jump @COPCAR_13922 
89@ = 1 

:COPCAR_13922
if and
  73@ == 1 
  82@ == 1 
  89@ == 1 
else_jump @COPCAR_13961 
jump @COPCAR_13968 

:COPCAR_13961
jump @COPCAR_5818 

:COPCAR_13968
0627: update_integer_stat 157 to $8227 
51@ += 1 
if or
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @COPCAR_14045 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0 
64@ = Car.Health(34@)
64@ += 100 
Car.Health(34@) = 64@

:COPCAR_14045
Car.RemoveReferences(35@)
Actor.RemoveReferences(36@)
Actor.RemoveReferences(37@)
Actor.RemoveReferences(38@)
Actor.RemoveReferences(39@)
Car.RemoveReferences(40@)
Actor.RemoveReferences(41@)
Actor.RemoveReferences(42@)
Actor.RemoveReferences(43@)
Actor.RemoveReferences(44@)
Car.RemoveReferences(45@)
Actor.RemoveReferences(46@)
Actor.RemoveReferences(47@)
Actor.RemoveReferences(48@)
Actor.RemoveReferences(49@)
Marker.Disable(92@)
Marker.Disable(93@)
Marker.Disable(94@)
Marker.Disable(95@)
Marker.Disable(96@)
Marker.Disable(97@)
Marker.Disable(98@)
Marker.Disable(99@)
Marker.Disable(100@)
Marker.Disable(101@)
Marker.Disable(102@)
Marker.Disable(103@)
0632: release_group 274@ 
0632: release_group 275@ 
0632: release_group 276@ 
0085: 54@ = 51@ // (int) 
006A: 54@ *= 51@ // (int) 
54@ *= 50 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'C_PASS' number 54@ time 5000 style 5  // BEDROHUNG~n~AUSGERUMT:~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 54@
if 
  $MISSION_VIGILANTE_PASSED == 0 
else_jump @COPCAR_14328 
if 
  51@ == 12 
else_jump @COPCAR_14328 
03E5: show_text_box 'C_COMP1'  // Brgerwehr-Mission Level 12 beendet: Deine max. Panzerung erhht sich auf 150%
030C: progress_made += 1 
055F: set_player $PLAYER_CHAR max_armour += 50 
Actor.Armour($PLAYER_ACTOR) = 150
0595: mission_complete 
0394: play_music 2 
$MISSION_VIGILANTE_PASSED = 1 

:COPCAR_14328
if and
   not Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @COPCAR_14678 
if 
  57@ == 0 
else_jump @COPCAR_14428 
01BD: 53@ = current_time_in_ms 
if 
  $8222 > 60000 
else_jump @COPCAR_14413 
56@ = 60000 
jump @COPCAR_14421 

:COPCAR_14413
008B: 56@ = $8222 // (int) 

:COPCAR_14421
57@ = 1 

:COPCAR_14428
01BD: 59@ = current_time_in_ms 
0085: 60@ = 59@ // (int) 
0062: 60@ -= 53@ // (int) 
0062: 56@ -= 60@ // (int) 
0085: 53@ = 59@ // (int) 
0085: 61@ = 56@ // (int) 
61@ /= 1000 
if 
  1 > 61@ 
else_jump @COPCAR_14562 
61@ = 0 
if 
001D:   59@ > 91@ // (int) 
else_jump @COPCAR_14555 
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Deine Zeit als Gesetzeshter ist vorbei!
58@ = 1 
jump @COPCAR_14808 

:COPCAR_14555
jump @COPCAR_14578 

:COPCAR_14562
0085: 91@ = 59@ // (int) 
91@ += 1000 

:COPCAR_14578
if 
  61@ > -1 
else_jump @COPCAR_14667 
if 
  61@ == 1 
else_jump @COPCAR_14644 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'COPCA_T' number 61@ time 200 flag 1  // ~s~Du hast ~1~ Sekunde, um zu einem Polizeifahrzeug zurckzukehren, bevor die Mission endet.
jump @COPCAR_14667 

:COPCAR_14644
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'COPCART' number 61@ time 200 flag 1  // ~s~Du hast ~1~ Sekunden, um zu einem Polizeifahrzeug zurckzukehren, bevor die Mission endet.

:COPCAR_14667
wait 0 
jump @COPCAR_14328 

:COPCAR_14678
0396: pause_timer 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @COPCAR_14737 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0 
64@ = Car.Health(34@)
64@ += 200 
Car.Health(34@) = 64@

:COPCAR_14737
if 
  13 > 51@ 
else_jump @COPCAR_14801 
143@ -= 0.075 
if 
  0.0 > 143@ 
else_jump @COPCAR_14796 
143@ = 0.0 

:COPCAR_14796
03C7: set_sensitivity_to_crime 143@ 

:COPCAR_14801
jump @COPCAR_1291 

:COPCAR_14808
return 

:COPCAR_14810
$ONMISSION = 0 
Marker.Disable(92@)
Marker.Disable(93@)
Marker.Disable(94@)
Marker.Disable(95@)
Marker.Disable(96@)
Marker.Disable(97@)
Marker.Disable(98@)
Marker.Disable(99@)
Marker.Disable(100@)
Marker.Disable(101@)
Marker.Disable(102@)
Marker.Disable(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 
Model.Destroy(90@)
Model.Destroy(271@)
Model.Destroy(#COLT45)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#AK47)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#BAT)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:COPCAR_14951
if 
  51@ == 0 
else_jump @COPCAR_15019 
0209: 159@ = random_int_in_ranges 0 91 
if and
  159@ > 7 
  17 > 159@ 
else_jump @COPCAR_15012 
0209: 159@ = random_int_in_ranges 0 91 

:COPCAR_15012
jump @COPCAR_15096 

:COPCAR_15019
if 
  51@ == 1 
else_jump @COPCAR_15087 
0209: 159@ = random_int_in_ranges 2 91 
if and
  159@ > 7 
  17 > 159@ 
else_jump @COPCAR_15080 
0209: 159@ = random_int_in_ranges 2 91 

:COPCAR_15080
jump @COPCAR_15096 

:COPCAR_15087
0209: 159@ = random_int_in_ranges 67 91 

:COPCAR_15096
0085: 90@ = 176@(159@,91i) // (int) 
Model.Load(90@)
return 

:COPCAR_15115
if 
  158@ == -1 
else_jump @COPCAR_15154 
Actor.StorePos($PLAYER_ACTOR, 122@, 123@, 120@)
jump @COPCAR_15168 

:COPCAR_15154
Car.StorePos(158@, 122@, 123@, 120@)

:COPCAR_15168
Car.StorePos(157@, 118@, 119@, 120@)
0087: 120@ = 118@ // (float) 
0063: 120@ -= 122@ // (float) 
0087: 121@ = 119@ // (float) 
0063: 121@ -= 123@ // (float) 
006B: 120@ *= 120@ // (float) 
006B: 121@ *= 121@ // (float) 
005B: 120@ += 121@ // (float) 
01FB: 120@ = square_root 120@ 
0087: 124@ = 120@ // (float) 
124@ += 3.0 
if 
  124@ > 100.0 
else_jump @COPCAR_15295 
124@ = 100.0 

:COPCAR_15295
if 
  0.0 > 124@ 
else_jump @COPCAR_15326 
124@ = 0.0 

:COPCAR_15326
return 

:COPCAR_15328
if 
   not Actor.Dead(156@)
else_jump @COPCAR_16116 
Actor.StorePos(156@, $111, $112, $113)
if 
  $TEMPVAR_ANGLE == 919.9 
else_jump @COPCAR_15396 
$TEMPVAR_ACTOR_CAR = Car.Create(90@, $111, $112, $113)

:COPCAR_15396
if 
00F2:   actor $PLAYER_ACTOR near_actor 156@ radius 40.0 40.0 0 
else_jump @COPCAR_15801 
0086: $114 = $111 // (float) 
$114 += 40.0 
0086: $115 = $112 // (float) 
$115 += 40.0 
$111 -= 40.0 
$112 -= 40.0 
Car.RemoveReferences($TEMPVAR_ACTOR_CAR)
$TEMPVAR_ACTOR_CAR = -1 
0327: $TEMPVAR_ACTOR_CAR = get_random_car_with_model -1 in_rectangle_cornerA $111 $112 cornerB $114 $115 
if or
  $TEMPVAR_ACTOR_CAR == -1 
07D6:   35@ == $TEMPVAR_ACTOR_CAR // integer vars 
else_jump @COPCAR_15584 
062E: unknown_get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_15577 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_15577
jump @COPCAR_15794 

:COPCAR_15584
if 
0185:   car $TEMPVAR_ACTOR_CAR health >= 400 
else_jump @COPCAR_15745 
046D: 55@ = actor 156@ car_free_seats 
01EA: 160@ = car $TEMPVAR_ACTOR_CAR max_passengers 
if 
801D:   not  55@ > 160@ // (int) 
else_jump @COPCAR_15701 
062E: unknown_get_actor 156@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_15694 
Car.DoorStatus($TEMPVAR_ACTOR_CAR) = 1
Car.SetMaxSpeed($TEMPVAR_ACTOR_CAR, 0.0)
05CB: AS_actor 156@ enter_car $TEMPVAR_ACTOR_CAR as_driver -2 ms 

:COPCAR_15694
jump @COPCAR_15738 

:COPCAR_15701
062E: unknown_get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_15738 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_15738
jump @COPCAR_15794 

:COPCAR_15745
062E: unknown_get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_15782 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_15782
Car.RemoveReferences($TEMPVAR_ACTOR_CAR)
$TEMPVAR_ACTOR_CAR = -1 

:COPCAR_15794
jump @COPCAR_16116 

:COPCAR_15801
03D3: get_route_nearest_for $111 $112 $113 store_to $111 $112 $113 Z_angle_to $TEMPVAR_ANGLE 
if 
80C2:   not sphere_onscreen $111 $112 $113 radius 3.0 
else_jump @COPCAR_16116 
if 
838A:   not any_car_in_cube_cornerA $111 $112 $113 cornerB 3.0 3.0 2.0 
else_jump @COPCAR_16007 
if 
   Model.Available(90@)
else_jump @COPCAR_16000 
062E: unknown_get_actor 156@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_16000 
Car.RemoveReferences($TEMPVAR_ACTOR_CAR)
$TEMPVAR_ACTOR_CAR = Car.Create(90@, $111, $112, $113)
if 
0185:   car $TEMPVAR_ACTOR_CAR health >= 800 
else_jump @COPCAR_15982 
Car.Health($TEMPVAR_ACTOR_CAR) = 800

:COPCAR_15982
Car.Angle($TEMPVAR_ACTOR_CAR) = $TEMPVAR_ANGLE
05CB: AS_actor 156@ enter_car $TEMPVAR_ACTOR_CAR as_driver -2 ms 

:COPCAR_16000
jump @COPCAR_16116 

:COPCAR_16007
if 
00FF:   actor 156@ sphere 0 in_sphere $111 $112 $113 radius 3.0 3.0 2.0 on_foot 
else_jump @COPCAR_16116 
062E: unknown_get_actor 156@ task 1491 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_16116 
02C0: store_to $111 $112 $113 ped_path_coords_closest_to $111 $112 $113 
05D3: AS_actor 156@ goto_point $111 $112 $113 mode 6 -2 ms // versionA 

:COPCAR_16116
return 

:COPCAR_16118
01BD: 161@ = current_time_in_ms 
077E: get_active_interior_to $3396 
if 
  $3396 == 0 
else_jump @COPCAR_16742 
if 
   not Car.Wrecked(153@)
else_jump @COPCAR_16742 
if and
01F4:   car 153@ flipped 
01C1:   car 153@ stopped 
else_jump @COPCAR_16344 
52@ = 1 
if 
0202:   actor $PLAYER_ACTOR near_car 153@ radius 90.0 90.0 flag 0 
else_jump @COPCAR_16242 
03ED: unknown_car 153@ flag 0 
154@ = -9 
jump @COPCAR_16344 

:COPCAR_16242
if 
82CA:   not car 153@ bounding_sphere_visible 
else_jump @COPCAR_16344 
Car.StorePos(153@, $116, $117, $118)
03D3: get_route_nearest_for $116 $117 $118 store_to $116 $117 $118 Z_angle_to $TEMPVAR_ANGLE 
if 
80C2:   not sphere_onscreen $116 $117 $118 radius 4.0 
else_jump @COPCAR_16344 
Car.PutAt(153@, $116, $117, $118)
Car.Angle(153@) = $TEMPVAR_ANGLE

:COPCAR_16344
if 
01AF:   car 153@ sphere 0 in_sphere 150@ 151@ 152@ radius 4.0 4.0 4.0 
else_jump @COPCAR_16679 
if 
  154@ == 0 
else_jump @COPCAR_16419 
0085: 155@ = 161@ // (int) 
154@ = 1 

:COPCAR_16419
0062: 161@ -= 155@ // (int) 
if 
  154@ == 1 
else_jump @COPCAR_16679 
if 
  161@ > 8000 
else_jump @COPCAR_16679 
if 
0202:   actor $PLAYER_ACTOR near_car 153@ radius 90.0 90.0 flag 0 
else_jump @COPCAR_16521 
03ED: unknown_car 153@ flag 0 
01BD: 155@ = current_time_in_ms 
154@ = -9 
jump @COPCAR_16679 

:COPCAR_16521
if 
82CA:   not car 153@ bounding_sphere_visible 
else_jump @COPCAR_16679 
Car.StorePos(153@, $116, $117, $118)
03D3: get_route_nearest_for $116 $117 $118 store_to $116 $117 $118 Z_angle_to $TEMPVAR_ANGLE 
if 
838A:   not any_car_in_cube_cornerA $116 $117 $118 cornerB 4.0 4.0 4.0 
else_jump @COPCAR_16679 
if 
80C2:   not sphere_onscreen $116 $117 $118 radius 4.0 
else_jump @COPCAR_16679 
Car.PutAt(153@, $116, $117, $118)
Car.Angle(153@) = $TEMPVAR_ANGLE
01BD: 155@ = current_time_in_ms 
154@ = 0 
52@ = 1 

:COPCAR_16679
if 
81AF:   not car 153@ sphere 0 in_sphere 150@ 151@ 152@ radius 4.0 4.0 4.0 
else_jump @COPCAR_16742 
Car.StorePos(153@, 150@, 151@, 152@)
154@ = 0 

:COPCAR_16742
return 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
return 
return 
return 

:COPCAR_16755
if 
   not Actor.Dead(36@)
else_jump @COPCAR_17198 
if 
07FD:   group 274@ alive 
else_jump @COPCAR_17198 
if 
   not Actor.Dead(37@)
else_jump @COPCAR_16912 
if 
86EE:   not actor 37@ in_group 274@ 
else_jump @COPCAR_16905 
if 
00F2:   actor 37@ near_actor 36@ radius 30.0 30.0 0 
else_jump @COPCAR_16868 
0631: put_actor 37@ in_group 274@ 
jump @COPCAR_16905 

:COPCAR_16868
062E: unknown_get_actor 37@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_16905 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 

:COPCAR_16905
jump @COPCAR_16924 

:COPCAR_16912
Actor.RemoveReferences(37@)
37@ = -1 

:COPCAR_16924
if 
   not Actor.Dead(38@)
else_jump @COPCAR_17049 
if 
86EE:   not actor 38@ in_group 274@ 
else_jump @COPCAR_17042 
if 
00F2:   actor 38@ near_actor 36@ radius 30.0 30.0 0 
else_jump @COPCAR_17005 
0631: put_actor 38@ in_group 274@ 
jump @COPCAR_17042 

:COPCAR_17005
062E: unknown_get_actor 38@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_17042 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 

:COPCAR_17042
jump @COPCAR_17061 

:COPCAR_17049
Actor.RemoveReferences(38@)
38@ = -1 

:COPCAR_17061
if 
   not Actor.Dead(39@)
else_jump @COPCAR_17186 
if 
86EE:   not actor 39@ in_group 274@ 
else_jump @COPCAR_17179 
if 
00F2:   actor 39@ near_actor 36@ radius 30.0 30.0 0 
else_jump @COPCAR_17142 
0631: put_actor 39@ in_group 274@ 
jump @COPCAR_17179 

:COPCAR_17142
062E: unknown_get_actor 39@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_17179 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 

:COPCAR_17179
jump @COPCAR_17198 

:COPCAR_17186
Actor.RemoveReferences(39@)
39@ = -1 

:COPCAR_17198
return 

:COPCAR_17200
if 
   not Actor.Dead(41@)
else_jump @COPCAR_17643 
if 
07FD:   group 275@ alive 
else_jump @COPCAR_17643 
if 
   not Actor.Dead(42@)
else_jump @COPCAR_17357 
if 
86EE:   not actor 42@ in_group 275@ 
else_jump @COPCAR_17350 
if 
00F2:   actor 42@ near_actor 41@ radius 30.0 30.0 0 
else_jump @COPCAR_17313 
0631: put_actor 42@ in_group 275@ 
jump @COPCAR_17350 

:COPCAR_17313
062E: unknown_get_actor 42@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_17350 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:COPCAR_17350
jump @COPCAR_17369 

:COPCAR_17357
Actor.RemoveReferences(42@)
42@ = -1 

:COPCAR_17369
if 
   not Actor.Dead(43@)
else_jump @COPCAR_17494 
if 
86EE:   not actor 43@ in_group 275@ 
else_jump @COPCAR_17487 
if 
00F2:   actor 43@ near_actor 41@ radius 30.0 30.0 0 
else_jump @COPCAR_17450 
0631: put_actor 43@ in_group 275@ 
jump @COPCAR_17487 

:COPCAR_17450
062E: unknown_get_actor 43@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_17487 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:COPCAR_17487
jump @COPCAR_17506 

:COPCAR_17494
Actor.RemoveReferences(43@)
43@ = -1 

:COPCAR_17506
if 
   not Actor.Dead(44@)
else_jump @COPCAR_17631 
if 
86EE:   not actor 44@ in_group 275@ 
else_jump @COPCAR_17624 
if 
00F2:   actor 44@ near_actor 41@ radius 30.0 30.0 0 
else_jump @COPCAR_17587 
0631: put_actor 44@ in_group 275@ 
jump @COPCAR_17624 

:COPCAR_17587
062E: unknown_get_actor 44@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_17624 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:COPCAR_17624
jump @COPCAR_17643 

:COPCAR_17631
Actor.RemoveReferences(44@)
44@ = -1 

:COPCAR_17643
return 

:COPCAR_17645
if 
   not Actor.Dead(46@)
else_jump @COPCAR_18088 
if 
07FD:   group 276@ alive 
else_jump @COPCAR_18088 
if 
   not Actor.Dead(47@)
else_jump @COPCAR_17802 
if 
86EE:   not actor 47@ in_group 276@ 
else_jump @COPCAR_17795 
if 
00F2:   actor 47@ near_actor 46@ radius 30.0 30.0 0 
else_jump @COPCAR_17758 
0631: put_actor 47@ in_group 276@ 
jump @COPCAR_17795 

:COPCAR_17758
062E: unknown_get_actor 47@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_17795 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:COPCAR_17795
jump @COPCAR_17814 

:COPCAR_17802
Actor.RemoveReferences(47@)
47@ = -1 

:COPCAR_17814
if 
   not Actor.Dead(48@)
else_jump @COPCAR_17939 
if 
86EE:   not actor 48@ in_group 276@ 
else_jump @COPCAR_17932 
if 
00F2:   actor 48@ near_actor 46@ radius 30.0 30.0 0 
else_jump @COPCAR_17895 
0631: put_actor 48@ in_group 276@ 
jump @COPCAR_17932 

:COPCAR_17895
062E: unknown_get_actor 48@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_17932 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:COPCAR_17932
jump @COPCAR_17951 

:COPCAR_17939
Actor.RemoveReferences(48@)
48@ = -1 

:COPCAR_17951
if 
   not Actor.Dead(49@)
else_jump @COPCAR_18076 
if 
86EE:   not actor 49@ in_group 276@ 
else_jump @COPCAR_18069 
if 
00F2:   actor 49@ near_actor 46@ radius 30.0 30.0 0 
else_jump @COPCAR_18032 
0631: put_actor 49@ in_group 276@ 
jump @COPCAR_18069 

:COPCAR_18032
062E: unknown_get_actor 49@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_18069 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:COPCAR_18069
jump @COPCAR_18088 

:COPCAR_18076
Actor.RemoveReferences(49@)
49@ = -1 

:COPCAR_18088
return 

:COPCAR_18090
060B: set_actor 50@ decision_maker_to 267@ 
0433: set_actor 50@ criminal_flag 1 
02A9: set_actor 50@ immune_to_nonplayer 1 
0982: unknown_actor 50@ flag 1 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 19 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 21 // see ped.dat 
if 
  51@ == 0 
else_jump @COPCAR_18281 
0209: 159@ = random_int_in_ranges 0 2 

:COPCAR_18281
if 
  51@ > 1 
else_jump @COPCAR_18308 
0209: 159@ = random_int_in_ranges 0 3 

:COPCAR_18308
if 
  51@ > 4 
else_jump @COPCAR_18335 
0209: 159@ = random_int_in_ranges 0 4 

:COPCAR_18335
if 
  51@ > 6 
else_jump @COPCAR_18362 
0209: 159@ = random_int_in_ranges 0 5 

:COPCAR_18362
if 
  51@ > 8 
else_jump @COPCAR_18389 
0209: 159@ = random_int_in_ranges 0 6 

:COPCAR_18389
if 
  159@ == 0 
else_jump @COPCAR_18472 
0209: 159@ = random_int_in_ranges 10 13 
if 
  159@ == 10 
else_jump @COPCAR_18444 
01B2: give_actor 50@ weapon 5 ammo 9999 // Load the weapon model before using this 

:COPCAR_18444
if 
  159@ == 11 
else_jump @COPCAR_18472 
01B2: give_actor 50@ weapon 5 ammo 9999 // Load the weapon model before using this 

:COPCAR_18472
if 
  159@ == 1 
else_jump @COPCAR_18500 
01B2: give_actor 50@ weapon 22 ammo 9999 // Load the weapon model before using this 

:COPCAR_18500
if 
  159@ == 2 
else_jump @COPCAR_18528 
01B2: give_actor 50@ weapon 28 ammo 9999 // Load the weapon model before using this 

:COPCAR_18528
if 
  159@ == 3 
else_jump @COPCAR_18556 
01B2: give_actor 50@ weapon 30 ammo 9999 // Load the weapon model before using this 

:COPCAR_18556
if or
  159@ == 4 
  159@ == 5 
else_jump @COPCAR_18591 
01B2: give_actor 50@ weapon 25 ammo 9999 // Load the weapon model before using this 

:COPCAR_18591
return 

:COPCAR_18593
if 
   not $8222 == -100 
else_jump @COPCAR_18670 
if 
  1 > $8222 
else_jump @COPCAR_18670 
58@ = 1 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Deine Zeit als Gesetzeshter ist vorbei!
return 

:COPCAR_18670
if and
   not Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @COPCAR_19008 
0396: pause_timer 0 
if 
  57@ == 0 
else_jump @COPCAR_18774 
01BD: 53@ = current_time_in_ms 
if 
  $8222 > 60000 
else_jump @COPCAR_18759 
56@ = 60000 
jump @COPCAR_18767 

:COPCAR_18759
008B: 56@ = $8222 // (int) 

:COPCAR_18767
57@ = 1 

:COPCAR_18774
01BD: 59@ = current_time_in_ms 
0085: 60@ = 59@ // (int) 
0062: 60@ -= 53@ // (int) 
0062: 56@ -= 60@ // (int) 
0085: 53@ = 59@ // (int) 
0085: 61@ = 56@ // (int) 
61@ /= 1000 
if 
  1 > 61@ 
else_jump @COPCAR_18903 
61@ = 0 
if 
001D:   59@ > 91@ // (int) 
else_jump @COPCAR_18896 
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Deine Zeit als Gesetzeshter ist vorbei!
58@ = 1 
return 

:COPCAR_18896
jump @COPCAR_18919 

:COPCAR_18903
0085: 91@ = 59@ // (int) 
91@ += 1000 

:COPCAR_18919
if 
  61@ > -1 
else_jump @COPCAR_19008 
if 
  61@ == 1 
else_jump @COPCAR_18985 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'COPCA_T' number 61@ time 200 flag 1  // ~s~Du hast ~1~ Sekunde, um zu einem Polizeifahrzeug zurckzukehren, bevor die Mission endet.
jump @COPCAR_19008 

:COPCAR_18985
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'COPCART' number 61@ time 200 flag 1  // ~s~Du hast ~1~ Sekunden, um zu einem Polizeifahrzeug zurckzukehren, bevor die Mission endet.

:COPCAR_19008
0293: $13 = zero // get_current_controls 
if or
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @COPCAR_19232 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0 
if 
   not $13 == 3 
else_jump @COPCAR_19151 
if 
00E1:   player 0 pressed_key 19 
else_jump @COPCAR_19119 
if 
  62@ == 1 
else_jump @COPCAR_19112 
62@ = 2 

:COPCAR_19112
jump @COPCAR_19144 

:COPCAR_19119
if 
  62@ == 0 
else_jump @COPCAR_19144 
62@ = 1 

:COPCAR_19144
jump @COPCAR_19225 

:COPCAR_19151
if 
00E1:   player 0 pressed_key 14 
else_jump @COPCAR_19200 
if 
  62@ == 1 
else_jump @COPCAR_19193 
62@ = 2 

:COPCAR_19193
jump @COPCAR_19225 

:COPCAR_19200
if 
  62@ == 0 
else_jump @COPCAR_19225 
62@ = 1 

:COPCAR_19225
57@ = 0 

:COPCAR_19232
if 
  62@ == 2 
else_jump @COPCAR_19359 
if 
   not $13 == 3 
else_jump @COPCAR_19317 
if 
80E1:   not player 0 pressed_key 19 
else_jump @COPCAR_19310 
00BC: show_text_highpriority GXT 'C_CANC' time 3000 flag 1  // ~r~Brgerwehr-Mission abgebrochen!
58@ = 1 
return 

:COPCAR_19310
jump @COPCAR_19359 

:COPCAR_19317
if 
80E1:   not player 0 pressed_key 14 
else_jump @COPCAR_19359 
00BC: show_text_highpriority GXT 'C_CANC' time 3000 flag 1  // ~r~Brgerwehr-Mission abgebrochen!
58@ = 1 
return 

:COPCAR_19359
return 

//-------------Mission 125---------------
// Originally: Burglary Sub-Mission

:BURGJB
thread 'BURGJB' 
gosub @BURGJB_65 
if 
wasted_or_busted 
else_jump @BURGJB_38 
gosub @BURGJB_8332 

:BURGJB_38
gosub @BURGJB_8444 
end_thread 
if 
  $MISSION_BURGLARY_PASSED == 0 
else_jump @BURGJB_65 

:BURGJB_65
$ONMISSION = 1 
increment_mission_attempts 
wait 0 
0169: set_fade_color_RGB 0 0 0 
054C: use_GXT_table 'BURGLAR' 
09E6: set_burglary_houses_accessible 1 
92@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 0 
97@ = 0 
101@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
103@ = 0 
102@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
112@ = 0 
47@ = 0 
$BUGRLARY_CASH = 0 
90@ = 0 
89@ = 0 
106@ = 0 
$BURGLARY_ESCAPE_TIME_SEC = 10 
$BURGLARY_TIME_LEFT = 300000 
91@ = 0 
105@ = 0 
41@ = 0.0 
$BURGLARY_NOISE_F = 0.0 
42@ = 9999999.0 
43@ = 9999999.0 
54@ = 2741.0 
57@ = -2006.807 
60@ = 14.0 
05A9: s$BURGLARY_GARAGES[0] = 'BURG_LK' 
76@ = 2741.241 
79@ = -2011.274 
82@ = 13.5869 
55@ = -2102.54 
58@ = -15.5931 
61@ = 34.3203 
05A9: s$BURGLARY_GARAGES[1] = 'BRGSFSE' 
77@ = -2109.32 
80@ = -15.7967 
83@ = 34.3203 
56@ = 2609.248 
59@ = 1439.347 
62@ = 9.8203 
05A9: s$BURGLARY_GARAGES[2] = 'VGELOCK' 
78@ = 2609.012 
81@ = 1445.936 
84@ = 9.8203 
34@ = 0 
48@ = 0 
$BURGLARY_DETECTED_FLAG = 0 
111@ = 0 
$BURGLARY_NOISE_I = 0 
$CARMOD_DISABLED_FLAG = 1 
38@ = Player.Money($PLAYER_CHAR)
39@ = Player.Money($PLAYER_CHAR)
if 
  48@ == 99 
else_jump @BURGJB_687 
49@ = Object.Create(#BRIEFCASE, 0.0, 0.0, 0.0)
018A: 51@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 53@ = create_checkpoint_at 0.0 0.0 0.0 

:BURGJB_687
if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_820 
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
fade 0 1000 

:BURGJB_727
if 
fading 
else_jump @BURGJB_751 
wait 0 
jump @BURGJB_727 

:BURGJB_751
Player.SetClothes($PLAYER_CHAR, "BALACLAVA", "BALACLAVA", Special)
Player.Build($PLAYER_CHAR)
fade 1 1000 

:BURGJB_792
if 
fading 
else_jump @BURGJB_816 
wait 0 
jump @BURGJB_792 

:BURGJB_816
0A2D: hide_styled_text_while_fading 1 // works with 00BA 

:BURGJB_820
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if 
  $TIME_HOURS >= 20 
else_jump @BURGJB_909 
008B: 88@ = $TIME_HOURS // (int) 
88@ *= 60 
005C: 88@ += $TIME_MINS // (int) 
36@ = 1440 
0062: 36@ -= 88@ // (int) 
36@ += 360 
36@ *= 1000 
008A: $BURGLARY_DAYLIGHT = 36@ // (int) 

:BURGJB_909
if 
  6 > $TIME_HOURS 
else_jump @BURGJB_982 
008B: 88@ = $TIME_HOURS // (int) 
88@ *= 60 
005C: 88@ += $TIME_MINS // (int) 
36@ = 360 
0062: 36@ -= 88@ // (int) 
36@ *= 1000 
008A: $BURGLARY_DAYLIGHT = 36@ // (int) 

:BURGJB_982
03C3: set_timer_to $BURGLARY_DAYLIGHT type 1 GXT 'BURG52' // global_variable  // TAGESLICHT
04F7: status_text $BUGRLARY_CASH type 0 line 1 GXT 'BURG51' // global_variable  // GELD
wait 0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BURGJB_1044 
50@ = Actor.Car($PLAYER_ACTOR)

:BURGJB_1044
wait 0 
if 
0735:   NOP_false 32 
else_jump @BURGJB_1073 
$BURGLARY_DAYLIGHT = 10000000 

:BURGJB_1073
if 
0735:   NOP_false 49 
else_jump @BURGJB_1118 
Actor.PutAt($PLAYER_ACTOR, 2741.928, -1993.231, 12.3669)
Actor.Angle($PLAYER_ACTOR) = 173.5173

:BURGJB_1118
if 
0735:   NOP_false 50 
else_jump @BURGJB_1153 
Actor.PutAt($PLAYER_ACTOR, 2639.0, 2039.911, 9.8052)

:BURGJB_1153
if 
0735:   NOP_false 99 
else_jump @BURGJB_1176 
$BURGLARY_DAYLIGHT = 5000 

:BURGJB_1176
if 
0735:   NOP_false 48 
else_jump @BURGJB_1199 
$BURGLARY_TIME_LEFT = 5000 

:BURGJB_1199
if 
0735:   NOP_false 53 
else_jump @BURGJB_1222 
$1790 = 11000 

:BURGJB_1222
if 
0735:   NOP_false 54 
else_jump @BURGJB_1244 
48@ = 3 

:BURGJB_1244
if 
  110@ == 0 
else_jump @BURGJB_2153 
if 
  $BURGLARY_DAYLIGHT == 0 
else_jump @BURGJB_1970 
00BE: text_clear_all 
09E6: set_burglary_houses_accessible 0 
if 
  92@ == 1 
else_jump @BURGJB_1570 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:BURGJB_1318
if 
fading 
else_jump @BURGJB_1342 
wait 0 
jump @BURGJB_1318 

:BURGJB_1342
03E6: remove_text_box 
select_interior 0 
04E4: unknown_refresh_game_renderer_at 69@ 70@ 
Camera.SetAtPos(69@, 70@, 71@)
0972: put_actor $PLAYER_ACTOR at 69@ 70@ 71@ // versionC 
0489: set_actor $PLAYER_ACTOR muted 0 
72@ += 180.0 
Actor.Angle($PLAYER_ACTOR) = 72@
08AD: put_actor $PLAYER_ACTOR at 73@ 74@ radius 5.0 // interior version 
Camera.SetAtPos(69@, 70@, 71@)
if 
  48@ == 0 
else_jump @BURGJB_1496 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_1496 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:BURGJB_1496
92@ = 0 
93@ = 0 
if 
89BE:   not unknown_check_09BD 
else_jump @BURGJB_1525 
Camera.Restore_WithJumpCut

:BURGJB_1525
fade 1 1000 

:BURGJB_1532
if 
fading 
else_jump @BURGJB_1556 
wait 0 
jump @BURGJB_1532 

:BURGJB_1556
Player.CanMove($PLAYER_CHAR) = True
jump @BURGJB_1733 

:BURGJB_1570
if 
  48@ == 0 
else_jump @BURGJB_1733 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_1733 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_1640 
Player.CanMove($PLAYER_CHAR) = False

:BURGJB_1640
fade 0 1000 

:BURGJB_1647
if 
fading 
else_jump @BURGJB_1671 
wait 0 
jump @BURGJB_1647 

:BURGJB_1671
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
if 
89BE:   not unknown_check_09BD 
else_jump @BURGJB_1702 
Camera.Restore_WithJumpCut

:BURGJB_1702
fade 1 1000 

:BURGJB_1709
if 
fading 
else_jump @BURGJB_1733 
wait 0 
jump @BURGJB_1709 

:BURGJB_1733
014F: stop_timer $BURGLARY_DAYLIGHT 
if 
  48@ > 0 
else_jump @BURGJB_1916 
03C3: set_timer_to $BURGLARY_TIME_LEFT type 1 GXT 'BURG3' // global_variable  // ZEIT
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG2' time 5000 flag 1  // ~s~Es ist heller Tag! Nicht der ideale Zeitpunkt fr Einbrche! Liefere das, was du bereits gestohlen hast, innerhalb der vorgegebenen Zeit ab.
if 
  93@ == 1 
else_jump @BURGJB_1838 
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Lade die Beute in der ~y~Garage~s~ ab.
102@ = 2 
jump @BURGJB_1909 

:BURGJB_1838
if 
  94@ == 1 
else_jump @BURGJB_1886 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Belade den ~b~Truck~s~ mit der Beute.
102@ = 1 
jump @BURGJB_1909 

:BURGJB_1886
00BB: show_text_lowpriority GXT 'BURG1' time 5000 flag 1  // ~s~Steig in den ~b~Truck~s~ und fahr in die Garage, um dort die Ware abzuladen.
102@ = 3 

:BURGJB_1909
jump @BURGJB_1956 

:BURGJB_1916
$BURGLARY_TIME_LEFT = 0 
Object.Destroy(49@)
Object.RemoveReferences(49@)
00BB: show_text_lowpriority GXT 'BURG53' time 5000 flag 1  // ~r~Du hast keine Zeit mehr. Komm in einer anderen Nacht wieder und bring den Job zu Ende.
jump @BURGJB_8332 

:BURGJB_1956
110@ = 1 
jump @BURGJB_2146 

:BURGJB_1970
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if 
  $TIME_HOURS >= 20 
else_jump @BURGJB_2066 
008B: 88@ = $TIME_HOURS // (int) 
88@ *= 60 
005C: 88@ += $TIME_MINS // (int) 
36@ = 1440 
0062: 36@ -= 88@ // (int) 
36@ += 360 
36@ += 1 
36@ *= 1000 
008A: $BURGLARY_DAYLIGHT = 36@ // (int) 

:BURGJB_2066
if 
  6 > $TIME_HOURS 
else_jump @BURGJB_2146 
008B: 88@ = $TIME_HOURS // (int) 
88@ *= 60 
005C: 88@ += $TIME_MINS // (int) 
36@ = 360 
0062: 36@ -= 88@ // (int) 
36@ += 1 
36@ *= 1000 
008A: $BURGLARY_DAYLIGHT = 36@ // (int) 

:BURGJB_2146
jump @BURGJB_2351 

:BURGJB_2153
if 
  $BURGLARY_TIME_LEFT == 0 
else_jump @BURGJB_2351 
00BE: text_clear_all 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_2196 
Player.CanMove($PLAYER_CHAR) = False

:BURGJB_2196
fade 0 1000 

:BURGJB_2203
if 
fading 
else_jump @BURGJB_2227 
wait 0 
jump @BURGJB_2203 

:BURGJB_2227
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_2272 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:BURGJB_2272
if 
89BE:   not unknown_check_09BD 
else_jump @BURGJB_2287 
Camera.Restore_WithJumpCut

:BURGJB_2287
fade 1 1000 

:BURGJB_2294
if 
fading 
else_jump @BURGJB_2318 
wait 0 
jump @BURGJB_2294 

:BURGJB_2318
00BB: show_text_lowpriority GXT 'BURG53' time 5000 flag 1  // ~r~Du hast keine Zeit mehr. Komm in einer anderen Nacht wieder und bring den Job zu Ende.
Object.Destroy(49@)
Object.RemoveReferences(49@)
jump @BURGJB_8332 

:BURGJB_2351
if 
  95@ == 0 
else_jump @BURGJB_7832 
gosub @BURGJB_7953 
077E: get_active_interior_to 37@ 
if 
  37@ == 0 
else_jump @BURGJB_2451 
if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_2451 
00BB: show_text_lowpriority GXT 'BURG62' time 5000 flag 1  // ~r~Du hast die Maske nicht mehr.
jump @BURGJB_8332 

:BURGJB_2451
if 
  93@ == 1 
else_jump @BURGJB_2694 
if and
   Player.WantedLevel($PLAYER_CHAR) > 0
  48@ > 0 
else_jump @BURGJB_2544 
if 
   not 102@ == 5 
else_jump @BURGJB_2537 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG50' time 5000 flag 1  // ~s~Du musst die Bullen abhngen, bevor du die Ware abladen kannst.
102@ = 5 

:BURGJB_2537
jump @BURGJB_2687 

:BURGJB_2544
if 
   not 102@ == 2 
else_jump @BURGJB_2687 
00BE: text_clear_all 
if 
  48@ > 0 
else_jump @BURGJB_2646 
if 
  110@ == 0 
else_jump @BURGJB_2623 
00BB: show_text_lowpriority GXT 'BURG4' time 5000 flag 1  // ~s~Lade die Ware in der ~y~Garage~s~ ab oder such dir ein Haus fr einen Einbruch.
jump @BURGJB_2639 

:BURGJB_2623
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Lade die Beute in der ~y~Garage~s~ ab.

:BURGJB_2639
jump @BURGJB_2680 

:BURGJB_2646
if 
  110@ == 0 
else_jump @BURGJB_2680 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Such dir ein Haus, in das man einbrechen kann.

:BURGJB_2680
102@ = 2 

:BURGJB_2687
jump @BURGJB_3084 

:BURGJB_2694
if 
  110@ == 0 
else_jump @BURGJB_2957 
if 
  94@ == 1 
else_jump @BURGJB_2798 
if 
   not 102@ == 1 
else_jump @BURGJB_2791 
if 
  92@ == 0 
else_jump @BURGJB_2791 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Belade den ~b~Truck~s~ mit der Beute.
102@ = 1 

:BURGJB_2791
jump @BURGJB_2950 

:BURGJB_2798
if 
  92@ == 1 
else_jump @BURGJB_2866 
if 
   not 102@ == 4 
else_jump @BURGJB_2859 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG30' time 5000 flag 1  // ~s~Such dir etwas, was sich zu klauen lohnt.
102@ = 4 

:BURGJB_2859
jump @BURGJB_2950 

:BURGJB_2866
if 
   not 102@ == 3 
else_jump @BURGJB_2950 
00BE: text_clear_all 
if 
  48@ == 0 
else_jump @BURGJB_2927 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Such dir ein Haus, in das man einbrechen kann.
jump @BURGJB_2943 

:BURGJB_2927
00BB: show_text_lowpriority GXT 'BURG31' time 5000 flag 1  // ~s~Such dir ein Haus fr einen Bruch oder steig in den ~b~Truck~s~ und lade ab, was du bereits ergattert hast.

:BURGJB_2943
102@ = 3 

:BURGJB_2950
jump @BURGJB_3084 

:BURGJB_2957
if 
  94@ == 1 
else_jump @BURGJB_3043 
if 
   not 102@ == 1 
else_jump @BURGJB_3036 
if 
  92@ == 0 
else_jump @BURGJB_3036 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Belade den ~b~Truck~s~ mit der Beute.
102@ = 1 

:BURGJB_3036
jump @BURGJB_3084 

:BURGJB_3043
if 
   not 102@ == 3 
else_jump @BURGJB_3084 
00BB: show_text_lowpriority GXT 'BURG1' time 5000 flag 1  // ~s~Steig in den ~b~Truck~s~ und fahr in die Garage, um dort die Ware abzuladen.
102@ = 3 

:BURGJB_3084
if 
   not Car.Wrecked(50@)
else_jump @BURGJB_7681 
if 
  92@ == 0 
else_jump @BURGJB_3396 
if 
   not Actor.InCar($PLAYER_ACTOR, 50@)
else_jump @BURGJB_3228 
93@ = 0 
if 
  99@ == 1 
else_jump @BURGJB_3174 
Marker.Disable(51@)
99@ = 0 

:BURGJB_3174
if 
  97@ == 0 
else_jump @BURGJB_3221 
52@ = Marker.CreateAboveCar(50@)
018B: set_marker 52@ radar_mode 2 
07E0: set_marker 52@ type_to 1 
97@ = 1 

:BURGJB_3221
jump @BURGJB_3396 

:BURGJB_3228
93@ = 1 
if 
  97@ == 1 
else_jump @BURGJB_3272 
108@ = 0 
Marker.Disable(52@)
97@ = 0 

:BURGJB_3272
if 
  48@ > 0 
else_jump @BURGJB_3396 
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @BURGJB_3345 
if 
  99@ == 1 
else_jump @BURGJB_3338 
Marker.Disable(51@)
99@ = 0 

:BURGJB_3338
jump @BURGJB_3396 

:BURGJB_3345
if 
  99@ == 0 
else_jump @BURGJB_3396 
018A: 51@ = create_checkpoint_at 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) 
99@ = 1 

:BURGJB_3396
if 
  108@ == 0 
else_jump @BURGJB_3848 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 0 
else_jump @BURGJB_3454 
35@ = 0 
jump @BURGJB_3830 

:BURGJB_3454
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 1 
else_jump @BURGJB_3626 
Actor.StorePos($PLAYER_ACTOR, 63@, 64@, 65@)
07EF: get_town_number_from_point 63@ 64@ 65@ store_to 35@ 
if 
  35@ > 0 
else_jump @BURGJB_3532 
35@ -= 1 
jump @BURGJB_3619 

:BURGJB_3532
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 54@ 57@ 60@ 
35@ = 0 
0087: 43@ = 42@ // (float) 
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 55@ 58@ 61@ 
if 
0025:   43@ > 42@ // (float) 
else_jump @BURGJB_3619 
35@ = 1 

:BURGJB_3619
jump @BURGJB_3830 

:BURGJB_3626
Actor.StorePos($PLAYER_ACTOR, 63@, 64@, 65@)
07EF: get_town_number_from_point 63@ 64@ 65@ store_to 35@ 
if 
  35@ > 0 
else_jump @BURGJB_3686 
35@ -= 1 
jump @BURGJB_3830 

:BURGJB_3686
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 54@ 57@ 60@ 
35@ = 0 
0087: 43@ = 42@ // (float) 
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 55@ 58@ 61@ 
if 
0025:   43@ > 42@ // (float) 
else_jump @BURGJB_3781 
35@ = 1 
0087: 43@ = 42@ // (float) 

:BURGJB_3781
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 56@ 59@ 62@ 
if 
0025:   43@ > 42@ // (float) 
else_jump @BURGJB_3830 
35@ = 2 

:BURGJB_3830
Garage.ChangeType($BURGLARY_GARAGES(35@,3s), 19)
108@ = 1 

:BURGJB_3848
if 
   not Car.Wrecked(50@)
else_jump @BURGJB_5295 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) radius 20.0 20.0 4.0 
01AF:   car 50@ sphere 0 in_sphere 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) radius 20.0 20.0 4.0 
else_jump @BURGJB_5266 
if 
   not Garage.IsOpen($BURGLARY_GARAGES(35@,3s))
else_jump @BURGJB_3990 
Garage.Open($BURGLARY_GARAGES(35@,3s))

:BURGJB_3990
if 
  108@ == 1 
else_jump @BURGJB_5259 
if 
  93@ == 1 
else_jump @BURGJB_5259 
if 
  48@ > 0 
else_jump @BURGJB_5259 
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @BURGJB_4117 
if 
  99@ == 1 
else_jump @BURGJB_4110 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG50' time 5000 flag 1  // ~s~Du musst die Bullen abhngen, bevor du die Ware abladen kannst.
Marker.Disable(51@)
99@ = 0 

:BURGJB_4110
jump @BURGJB_5259 

:BURGJB_4117
if 
  99@ == 0 
else_jump @BURGJB_4193 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Lade die Beute in der ~y~Garage~s~ ab.
018A: 51@ = create_checkpoint_at 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) 
99@ = 1 
jump @BURGJB_5259 

:BURGJB_4193
00BB: show_text_lowpriority GXT 'BURG40' time 1000 flag 1  // ~s~Parke den Truck in der ~y~Garage~s~.
if 
0100:   actor $PLAYER_ACTOR in_sphere 76@(35@,3f) 79@(35@,3f) 82@(35@,3f) radius 2.9 3.2 5.0 sphere 1 in_car 
else_jump @BURGJB_5259 
Player.CanMove($PLAYER_CHAR) = False
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00BE: text_clear_all 
0395: clear_area 1 at 76@(35@,3f) 79@(35@,3f) 82@(35@,3f) radius 10.0 
if 
  110@ == 1 
else_jump @BURGJB_4342 
014F: stop_timer $BURGLARY_TIME_LEFT 
$BURGLARY_TIME_LEFT = 999999 

:BURGJB_4342
if 
   not Garage.IsClosed($BURGLARY_GARAGES(35@,3s))
else_jump @BURGJB_4371 
Garage.Close($BURGLARY_GARAGES(35@,3s))

:BURGJB_4371
104@ = 0 

:BURGJB_4378
if 
  104@ == 0 
else_jump @BURGJB_4434 
wait 0 
if 
   Garage.IsClosed($BURGLARY_GARAGES(35@,3s))
else_jump @BURGJB_4427 
104@ = 1 

:BURGJB_4427
jump @BURGJB_4378 

:BURGJB_4434
Marker.Disable(51@)
0085: 34@ = 48@ // (int) 
34@ *= 20 
006A: 34@ *= 48@ // (int) 
005E: $1791 += 48@ // (int) 
005E: $1790 += 34@ // (int) 
008F: 45@ = integer $1790 to_float 
0093: 46@ = integer 34@ to_float 
005A: 47@ += 48@ // (int) 
005E: $BUGRLARY_CASH += 34@ // (int) 
0628: add 46@ to_float_stat 40 
0624: add 46@ to_float_stat 41 
0623: add 48@ to_integer_stat 194 
if 
  110@ == 1 
else_jump @BURGJB_4700 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_4573 
Player.CanMove($PLAYER_CHAR) = False

:BURGJB_4573
fade 0 1000 

:BURGJB_4580
if 
fading 
else_jump @BURGJB_4604 
wait 0 
jump @BURGJB_4580 

:BURGJB_4604
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_4649 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:BURGJB_4649
if 
89BE:   not unknown_check_09BD 
else_jump @BURGJB_4662 

:BURGJB_4662
fade 1 1000 

:BURGJB_4669
if 
fading 
else_jump @BURGJB_4693 
wait 0 
jump @BURGJB_4669 

:BURGJB_4693
jump @BURGJB_4869 

:BURGJB_4700
if and
  $1790 >= 10000 
  $MISSION_BURGLARY_PASSED == 0 
else_jump @BURGJB_4869 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_4749 
Player.CanMove($PLAYER_CHAR) = False

:BURGJB_4749
fade 0 1000 

:BURGJB_4756
if 
fading 
else_jump @BURGJB_4780 
wait 0 
jump @BURGJB_4756 

:BURGJB_4780
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_4825 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:BURGJB_4825
if 
89BE:   not unknown_check_09BD 
else_jump @BURGJB_4838 

:BURGJB_4838
fade 1 1000 

:BURGJB_4845
if 
fading 
else_jump @BURGJB_4869 
wait 0 
jump @BURGJB_4845 

:BURGJB_4869
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
if 
  2 > 48@ 
else_jump @BURGJB_4936 
036D: show_text_2numbers_styled GXT 'BURG39' numbers 48@ 34@ time 5000 style 6  // ~s~Diese Ladung: ~1~ Gegenstand = $~1~
jump @BURGJB_4958 

:BURGJB_4936
036D: show_text_2numbers_styled GXT 'BURG36' numbers 48@ 34@ time 5000 style 6  // ~s~Diese Ladung: ~1~ Gegenstnde = $~1~

:BURGJB_4958
Player.Money($PLAYER_CHAR) += 34@
32@ = 0 

:BURGJB_4973
if or
076F:   text_priority_displayed 
  4000 > 32@ 
else_jump @BURGJB_5005 
wait 0 
jump @BURGJB_4973 

:BURGJB_5005
if 
   not Garage.IsOpen($BURGLARY_GARAGES(35@,3s))
else_jump @BURGJB_5034 
Garage.Open($BURGLARY_GARAGES(35@,3s))

:BURGJB_5034
104@ = 0 

:BURGJB_5041
if 
  104@ == 0 
else_jump @BURGJB_5097 
wait 0 
if 
   Garage.IsOpen($BURGLARY_GARAGES(35@,3s))
else_jump @BURGJB_5090 
104@ = 1 

:BURGJB_5090
jump @BURGJB_5041 

:BURGJB_5097
if and
  $1790 >= 10000 
  $MISSION_BURGLARY_PASSED == 0 
else_jump @BURGJB_5151 
Player.CanMove($PLAYER_CHAR) = True
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
jump @BURGJB_8372 
jump @BURGJB_5213 

:BURGJB_5151
if 
  110@ == 0 
else_jump @BURGJB_5185 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Such dir ein Haus, in das man einbrechen kann.

:BURGJB_5185
99@ = 0 
34@ = 0 
48@ = 0 
105@ = 0 

:BURGJB_5213
Player.CanMove($PLAYER_CHAR) = True
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
if 
  110@ == 1 
else_jump @BURGJB_5259 
jump @BURGJB_8332 
$BURGLARY_TIME_LEFT = 0 

:BURGJB_5259
jump @BURGJB_5295 

:BURGJB_5266
if 
   not Garage.IsClosed($BURGLARY_GARAGES(35@,3s))
else_jump @BURGJB_5295 
Garage.Close($BURGLARY_GARAGES(35@,3s))

:BURGJB_5295
if 
  93@ == 0 
else_jump @BURGJB_5730 
if 
0867:   unknown_check 0 
else_jump @BURGJB_5470 
if 
  107@ == 0 
else_jump @BURGJB_5456 
094C: get_actor $PLAYER_ACTOR currently_used_EnEx_3D_coord_to 69@ 70@ 71@ number_to 72@ 
Actor.StorePos($PLAYER_ACTOR, 73@, 74@, 75@)
if 
03CA:   object 49@ exists 
else_jump @BURGJB_5425 
if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
else_jump @BURGJB_5425 
077E: get_active_interior_to 37@ 
0566: link_object 49@ to_interior 37@ 

:BURGJB_5425
Marker.Disable(52@)
0489: set_actor $PLAYER_ACTOR muted 1 
075B: zoom_radar 90 
39@ = Player.Money($PLAYER_CHAR)
107@ = 1 

:BURGJB_5456
92@ = 1 
jump @BURGJB_5730 

:BURGJB_5470
if 
  107@ == 1 
else_jump @BURGJB_5723 
0489: set_actor $PLAYER_ACTOR muted 0 
if 
03CA:   object 49@ exists 
else_jump @BURGJB_5543 
if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
else_jump @BURGJB_5543 
077E: get_active_interior_to 37@ 
0566: link_object 49@ to_interior 37@ 

:BURGJB_5543
if 
   not Car.Wrecked(50@)
else_jump @BURGJB_5574 
52@ = Marker.CreateAboveCar(50@)
07E0: set_marker 52@ type_to 1 

:BURGJB_5574
075B: zoom_radar 0 
107@ = 0 
if 
  94@ == 1 
else_jump @BURGJB_5723 
112@ = 1 
if 
0045:   85@ == 69@ // (float) 
else_jump @BURGJB_5674 
if 
0045:   86@ == 70@ // (float) 
else_jump @BURGJB_5674 
if 
0045:   87@ == 71@ // (float) 
else_jump @BURGJB_5674 
112@ = 0 

:BURGJB_5674
if 
  112@ == 1 
else_jump @BURGJB_5723 
0087: 85@ = 69@ // (float) 
0087: 86@ = 70@ // (float) 
0087: 87@ = 71@ // (float) 
0623: add 1 to_integer_stat 191 

:BURGJB_5723
92@ = 0 

:BURGJB_5730
if 
  93@ == 0 
else_jump @BURGJB_6506 
if 
  92@ == 0 
else_jump @BURGJB_6506 
if 
  94@ == 0 
else_jump @BURGJB_6008 
Actor.StorePos($PLAYER_ACTOR, 63@, 64@, 65@)
0866: get_object_in_sphere 63@ 64@ 65@ radius 5.0 handle_as 49@ 
if 
   not 49@ == -1 
else_jump @BURGJB_6001 
if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
else_jump @BURGJB_5895 
if 
  100@ == 1 
else_jump @BURGJB_5881 
03E6: remove_text_box 
100@ = 0 

:BURGJB_5881
94@ = 1 
jump @BURGJB_6001 

:BURGJB_5895
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 49@ radius 1.7 1.7 2.0 flag 0 on_foot 
else_jump @BURGJB_5974 
if 
  100@ == 0 
else_jump @BURGJB_5967 
0512: show_permanent_text_box 'BURG23'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um einen Gegenstand aufzuheben.
100@ = 1 

:BURGJB_5967
jump @BURGJB_6001 

:BURGJB_5974
if 
  100@ == 1 
else_jump @BURGJB_6001 
03E6: remove_text_box 
100@ = 0 

:BURGJB_6001
jump @BURGJB_6064 

:BURGJB_6008
if 
03CA:   object 49@ exists 
else_jump @BURGJB_6057 
if 
8737:   not actor $PLAYER_ACTOR lifting_object 49@ 
else_jump @BURGJB_6050 
94@ = 0 

:BURGJB_6050
jump @BURGJB_6064 

:BURGJB_6057
94@ = 0 

:BURGJB_6064
if or
  $BURGLARY_DETECTED_FLAG == 1 
  98@ == 1 
else_jump @BURGJB_6122 
$BURGLARY_DETECTED_FLAG = 0 
98@ = 0 
0151: remove_status_text $BURGLARY_ESCAPE_TIME_SEC 
$BURGLARY_ESCAPE_TIME_SEC = 10 
109@ = 0 

:BURGJB_6122
if 
  101@ == 1 
else_jump @BURGJB_6179 
0151: remove_status_text $BURGLARY_NOISE_I 
$BURGLARY_NOISE_F = 0.0 
41@ = 0.0 
$BURGLARY_NOISE_I = 0 
101@ = 0 

:BURGJB_6179
if 
  94@ == 1 
else_jump @BURGJB_6506 
0407: store_coords_to 66@ 67@ 68@ from_car 50@ with_offset 0.0 -6.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 66@ 67@ 68@ radius 3.5 3.5 2.0 on_foot 
else_jump @BURGJB_6479 
if 
  100@ == 0 
else_jump @BURGJB_6304 
0512: show_permanent_text_box 'BURG24'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um Gegenstand in Truck zu legen.
100@ = 1 

:BURGJB_6304
if 
00E1:   player 0 pressed_key 15 
else_jump @BURGJB_6472 
03E6: remove_text_box 
48@ += 1 
33@ = 0 
104@ = 0 
if 
03CA:   object 49@ exists 
else_jump @BURGJB_6465 

:BURGJB_6360
if 
  104@ == 0 
else_jump @BURGJB_6428 
if or
8737:   not actor $PLAYER_ACTOR lifting_object 49@ 
   Actor.Dead($PLAYER_ACTOR)
  33@ > 5000 
else_jump @BURGJB_6417 
104@ = 1 

:BURGJB_6417
wait 0 
jump @BURGJB_6360 

:BURGJB_6428
Object.Destroy(49@)
Object.RemoveReferences(49@)
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
94@ = 0 

:BURGJB_6465
100@ = 0 

:BURGJB_6472
jump @BURGJB_6506 

:BURGJB_6479
if 
  100@ == 1 
else_jump @BURGJB_6506 
03E6: remove_text_box 
100@ = 0 

:BURGJB_6506
if 
  92@ == 1 
else_jump @BURGJB_7674 
if and
  98@ == 0 
  $BURGLARY_DETECTED_FLAG == 0 
else_jump @BURGJB_6979 
if 
  101@ == 0 
else_jump @BURGJB_6631 
0926: 111@ = external_script_status 23 (BURG_BRAINS) 
if 
  111@ > 0 
else_jump @BURGJB_6624 
04F7: status_text $BURGLARY_NOISE_I type 1 line 2 GXT 'BURG25' // global_variable  // Lrm
0489: set_actor $PLAYER_ACTOR muted 1 
101@ = 1 

:BURGJB_6624
jump @BURGJB_6972 

:BURGJB_6631
0926: 111@ = external_script_status 23 (BURG_BRAINS) 
if 
   not 111@ == 0 
else_jump @BURGJB_6926 
Actor.StorePos($PLAYER_ACTOR, 63@, 64@, 65@)
0855: get_actor -1 noise_level_at 63@ 64@ 65@ store_to $BURGLARY_NOISE_F 
$BURGLARY_NOISE_F *= 1.6 
if 
  $BURGLARY_NOISE_F > 20.0 
else_jump @BURGJB_6735 
$BURGLARY_NOISE_F -= 20.0 
005D: 41@ += $BURGLARY_NOISE_F // (float) 

:BURGJB_6735
41@ *= 0.99 
0090: $BURGLARY_NOISE_I = float 41@ to_integer 
if 
  $BURGLARY_NOISE_I >= 100 
else_jump @BURGJB_6815 
$BURGLARY_NOISE_I = 100 
if 
  106@ == 0 
else_jump @BURGJB_6808 
01BD: 89@ = current_time_in_ms 
106@ = 1 

:BURGJB_6808
jump @BURGJB_6847 

:BURGJB_6815
if 
  0 > $BURGLARY_NOISE_I 
else_jump @BURGJB_6840 
$BURGLARY_NOISE_I = 0 

:BURGJB_6840
106@ = 0 

:BURGJB_6847
if 
  106@ == 1 
else_jump @BURGJB_6919 
01BD: 90@ = current_time_in_ms 
0085: 91@ = 90@ // (int) 
0062: 91@ -= 89@ // (int) 
if 
  91@ > 200 
else_jump @BURGJB_6919 
98@ = 1 
105@ += 1 

:BURGJB_6919
jump @BURGJB_6972 

:BURGJB_6926
0151: remove_status_text $BURGLARY_NOISE_I 
$BURGLARY_NOISE_F = 0.0 
41@ = 0.0 
$BURGLARY_NOISE_I = 0 
101@ = 0 
0489: set_actor $PLAYER_ACTOR muted 0 

:BURGJB_6972
jump @BURGJB_7336 

:BURGJB_6979
if 
  101@ == 1 
else_jump @BURGJB_7091 
0151: remove_status_text $BURGLARY_NOISE_I 
$BURGLARY_ESCAPE_TIME_SEC = 10 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG55' time 5000 flag 1  // ~s~Du bist entdeckt worden!
04F7: status_text $BURGLARY_ESCAPE_TIME_SEC type 0 line 2 GXT 'BURG61' // global_variable  // COPS
01BD: 89@ = current_time_in_ms 
$BURGLARY_NOISE_F = 0.0 
41@ = 0.0 
$BURGLARY_NOISE_I = 0 
101@ = 0 
jump @BURGJB_7336 

:BURGJB_7091
if 
  109@ == 0 
else_jump @BURGJB_7336 
01BD: 90@ = current_time_in_ms 
0085: 91@ = 90@ // (int) 
0062: 91@ -= 89@ // (int) 
91@ /= 1000 
$BURGLARY_ESCAPE_TIME_SEC = 10 
0066: $BURGLARY_ESCAPE_TIME_SEC -= 91@ // (int) 
if or
  0 > $BURGLARY_ESCAPE_TIME_SEC 
  $BURGLARY_ESCAPE_TIME_SEC == 0 
else_jump @BURGJB_7247 
$BURGLARY_ESCAPE_TIME_SEC = 0 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 4
else_jump @BURGJB_7210 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)

:BURGJB_7210
109@ = 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG60' time 5000 flag 1  // ~s~Die Bullen sind im Anmarsch!
0151: remove_status_text $BURGLARY_ESCAPE_TIME_SEC 
jump @BURGJB_7336 

:BURGJB_7247
03D5: remove_text 'BURG58'  // ~s~Du hast ~1~ Sekunden, um aus dem Haus herauszukommen!
03D5: remove_text 'BURG59'  // ~s~Du hast ~1~ Sekunde, um aus dem Haus herauszukommen!
09C1: unknown_text_flag 0 
if 
  $BURGLARY_ESCAPE_TIME_SEC > 1 
else_jump @BURGJB_7317 
01E4: show_text_1number_lowpriority GXT 'BURG58' number $BURGLARY_ESCAPE_TIME_SEC time 1000 flag 1  // ~s~Du hast ~1~ Sekunden, um aus dem Haus herauszukommen!
jump @BURGJB_7336 

:BURGJB_7317
01E4: show_text_1number_lowpriority GXT 'BURG59' number $BURGLARY_ESCAPE_TIME_SEC time 1000 flag 1  // ~s~Du hast ~1~ Sekunde, um aus dem Haus herauszukommen!

:BURGJB_7336
if 
  94@ == 0 
else_jump @BURGJB_7596 
Actor.StorePos($PLAYER_ACTOR, 63@, 64@, 65@)
0866: get_object_in_sphere 63@ 64@ 65@ radius 5.0 handle_as 49@ 
if 
   not 49@ == -1 
else_jump @BURGJB_7589 
if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
else_jump @BURGJB_7483 
if 
  100@ == 1 
else_jump @BURGJB_7469 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG57' time 5000 flag 1  // ~s~Bring den Gegenstand zu dem Lastwagen.
03E6: remove_text_box 
100@ = 0 

:BURGJB_7469
94@ = 1 
jump @BURGJB_7589 

:BURGJB_7483
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 49@ radius 1.7 1.7 2.0 flag 0 on_foot 
else_jump @BURGJB_7562 
if 
  100@ == 0 
else_jump @BURGJB_7555 
0512: show_permanent_text_box 'BURG23'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um einen Gegenstand aufzuheben.
100@ = 1 

:BURGJB_7555
jump @BURGJB_7589 

:BURGJB_7562
if 
  100@ == 1 
else_jump @BURGJB_7589 
03E6: remove_text_box 
100@ = 0 

:BURGJB_7589
jump @BURGJB_7674 

:BURGJB_7596
if 
03CA:   object 49@ exists 
else_jump @BURGJB_7674 
if 
8737:   not actor $PLAYER_ACTOR lifting_object 49@ 
else_jump @BURGJB_7674 
if 
  94@ == 1 
else_jump @BURGJB_7667 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG30' time 5000 flag 1  // ~s~Such dir etwas, was sich zu klauen lohnt.

:BURGJB_7667
94@ = 0 

:BURGJB_7674
jump @BURGJB_7825 

:BURGJB_7681
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_7811 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_7733 
Player.CanMove($PLAYER_CHAR) = False

:BURGJB_7733
fade 0 1000 

:BURGJB_7740
if 
fading 
else_jump @BURGJB_7764 
wait 0 
jump @BURGJB_7740 

:BURGJB_7764
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:BURGJB_7787
if 
fading 
else_jump @BURGJB_7811 
wait 0 
jump @BURGJB_7787 

:BURGJB_7811
jump @BURGJB_8332 
95@ = 1 

:BURGJB_7825
jump @BURGJB_7946 

:BURGJB_7832
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_7939 
fade 0 1000 

:BURGJB_7868
if 
fading 
else_jump @BURGJB_7892 
wait 0 
jump @BURGJB_7868 

:BURGJB_7892
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:BURGJB_7915
if 
fading 
else_jump @BURGJB_7939 
wait 0 
jump @BURGJB_7915 

:BURGJB_7939
jump @BURGJB_8332 

:BURGJB_7946
jump @BURGJB_1044 

:BURGJB_7953
0293: $13 = zero // get_current_controls 
if 
   not $13 == 3 
else_jump @BURGJB_8042 
if 
00E1:   player 0 pressed_key 19 
else_jump @BURGJB_8035 
if 
   not Car.Wrecked(50@)
else_jump @BURGJB_8035 
if 
   Actor.InCar($PLAYER_ACTOR, 50@)
else_jump @BURGJB_8035 
96@ = 1 

:BURGJB_8035
jump @BURGJB_8101 

:BURGJB_8042
if 
00E1:   player 0 pressed_key 14 
else_jump @BURGJB_8101 
if 
   not Car.Wrecked(50@)
else_jump @BURGJB_8101 
if 
   Actor.InCar($PLAYER_ACTOR, 50@)
else_jump @BURGJB_8101 
96@ = 1 

:BURGJB_8101
if 
  96@ == 1 
else_jump @BURGJB_8330 
if 
   not $13 == 3 
else_jump @BURGJB_8237 
if 
80E1:   not player 0 pressed_key 19 
else_jump @BURGJB_8230 
if 
   not Car.Wrecked(50@)
else_jump @BURGJB_8230 
if 
   Actor.InCar($PLAYER_ACTOR, 50@)
else_jump @BURGJB_8221 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BURG41' time 5000 flag 1  // ~r~Einbrecher-Mission abgebrochen!
95@ = 1 
jump @BURGJB_8228 

:BURGJB_8221
96@ = 0 

:BURGJB_8228
return 

:BURGJB_8230
jump @BURGJB_8330 

:BURGJB_8237
if 
80E1:   not player 0 pressed_key 14 
else_jump @BURGJB_8330 
if 
   not Car.Wrecked(50@)
else_jump @BURGJB_8330 
if 
   Actor.InCar($PLAYER_ACTOR, 50@)
else_jump @BURGJB_8321 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BURG41' time 5000 flag 1  // ~r~Einbrecher-Mission abgebrochen!
95@ = 1 
jump @BURGJB_8328 

:BURGJB_8321
96@ = 0 

:BURGJB_8328
return 

:BURGJB_8330
return 

:BURGJB_8332
00BA: show_text_styled GXT 'B_FAIL1' time 5000 style 5  // Einbrechermission beendet.
036D: show_text_2numbers_styled GXT 'BURG37' numbers 47@ $BUGRLARY_CASH time 5000 style 1  // GESAMT: ~1~ Gegenstnde im Wert von $~1~
return 

:BURGJB_8372
if 
  $MISSION_BURGLARY_PASSED == 0 
else_jump @BURGJB_8440 
Player.InfiniteRun($PLAYER_CHAR) = True
01E3: show_text_1number_styled GXT 'BURG54' number 3000 time 5000 style 1  // Einbrechermissionen abgeschlossen: $~1~
Player.Money($PLAYER_CHAR) += 3000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 2 
$MISSION_BURGLARY_PASSED = 1 

:BURGJB_8440
return 
return 

:BURGJB_8444
$CARMOD_DISABLED_FLAG = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BURGJB_8474 
0489: set_actor $PLAYER_ACTOR muted 0 

:BURGJB_8474
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
09E6: set_burglary_houses_accessible 0 
Garage.ChangeType(s$BURGLARY_GARAGES[0], 43)
Garage.ChangeType(s$BURGLARY_GARAGES[1], 43)
Garage.ChangeType(s$BURGLARY_GARAGES[2], 43)
Car.RemoveReferences(50@)
Marker.Disable(52@)
Marker.Disable(51@)
0151: remove_status_text $BURGLARY_NOISE_I 
014F: stop_timer $BURGLARY_DAYLIGHT 
014F: stop_timer $BURGLARY_TIME_LEFT 
0151: remove_status_text $BUGRLARY_CASH 
0151: remove_status_text $BURGLARY_ESCAPE_TIME_SEC 
$ONMISSION_BURGLARY = 0 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 126---------------
// Originally: Freight Train Sub-Mission

:FREIGHT
thread 'FREIGHT' 
gosub @FREIGHT_80 
if 
wasted_or_busted 
else_jump @FREIGHT_38 
gosub @FREIGHT_2819 

:FREIGHT_38
gosub @FREIGHT_3178 
if 
  $8239 == 1 
else_jump @FREIGHT_78 
create_thread @FRTEXT 
$8239 = 2 

:FREIGHT_78
end_thread 

:FREIGHT_80
Player.ClearWantedLevel($PLAYER_CHAR)
03C7: set_sensitivity_to_crime 0.0 
135@ = 999999.0 
$ONMISSION = 1 
$161 = 1 
130@ = 0 
126@ = 0 
125@ = 0 
if 
  $163 == 0 
else_jump @FREIGHT_162 
$163 = 1 

:FREIGHT_162
45@ = 1698.826 
65@ = -1953.75 
85@ = 12.5469 
34@ = 150000 
39@ = 60000 
46@ = 789.4952 
66@ = -1343.796 
86@ = -2.5794 
35@ = 60000 
40@ = 140000 
47@ = -1943.241 
67@ = 159.585 
87@ = 24.7186 
36@ = 140000 
41@ = 150000 
48@ = 1463.359 
68@ = 2632.25 
88@ = 9.8203 
37@ = 150000 
42@ = 105000 
49@ = 2864.623 
69@ = 1248.266 
89@ = 9.8203 
38@ = 105000 
43@ = 150000 
if 
  $163 == 1 
else_jump @FREIGHT_438 
127@ = 15000 

:FREIGHT_438
if 
  $163 == 2 
else_jump @FREIGHT_464 
127@ = 10000 

:FREIGHT_464
if 
  $163 == 3 
else_jump @FREIGHT_489 
127@ = 0 

:FREIGHT_489
129@ = 0 

:FREIGHT_496
005A: 34@(129@,5i) += 127@ // (int) 
005A: 39@(129@,5i) += 127@ // (int) 
129@ += 1 
  129@ >= 5 
else_jump @FREIGHT_496 
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
if 
  $8239 == 0 
else_jump @FREIGHT_576 
increment_mission_attempts 

:FREIGHT_576
054C: use_GXT_table 'FTRAIN' 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_627 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @FREIGHT_627 
$TEMPVAR_ACTOR_CAR = Actor.Car($PLAYER_ACTOR)

:FREIGHT_627
if 
  $8239 == 0 
else_jump @FREIGHT_671 
01E3: show_text_1number_styled GXT 'FREI_04' number $163 time 5000 style 4  // Fracht-Mission Level ~1~
jump @FREIGHT_687 

:FREIGHT_671
00BA: show_text_styled GXT 'FREI_X' time 5000 style 4  // Fracht-Mission

:FREIGHT_687
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_721 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:FREIGHT_721
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 1698.826 -1953.75 
if 
0025:   135@ > 134@ // (float) 
else_jump @FREIGHT_776 
0087: 135@ = 134@ // (float) 
125@ = 0 

:FREIGHT_776
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 789.4952 -1343.796 
if 
0025:   135@ > 134@ // (float) 
else_jump @FREIGHT_831 
0087: 135@ = 134@ // (float) 
125@ = 1 

:FREIGHT_831
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY -1943.241 159.585 
if 
0025:   135@ > 134@ // (float) 
else_jump @FREIGHT_886 
0087: 135@ = 134@ // (float) 
125@ = 2 

:FREIGHT_886
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 1463.359 2632.25 
if 
0025:   135@ > 134@ // (float) 
else_jump @FREIGHT_941 
0087: 135@ = 134@ // (float) 
125@ = 3 

:FREIGHT_941
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2864.623 1248.266 
if 
0025:   135@ > 134@ // (float) 
else_jump @FREIGHT_996 
0087: 135@ = 134@ // (float) 
125@ = 4 

:FREIGHT_996
Model.Load(#FREIBOX)
Model.Load(#STREAKC)
Model.Load(#FREIFLAT)
Model.Load(#STREAK)
Model.Load(#FREIGHT)

:FREIGHT_1021
if or
   not Model.Available(#FREIBOX)
   not Model.Available(#STREAKC)
   not Model.Available(#FREIFLAT)
   not Model.Available(#STREAK)
   not Model.Available(#FREIGHT)
else_jump @FREIGHT_1068 
wait 0 
jump @FREIGHT_1021 

:FREIGHT_1068
32@ = 0 
33@ = 0 
06DB: destroy_all_trains 
06D7: enable_train_traffic 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_1128 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @FREIGHT_1128 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 

:FREIGHT_1128
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @FREIGHT_1195 
if 
09E3:   train $TEMPVAR_ACTOR_CAR traveling_clockwise 
else_jump @FREIGHT_1181 
125@ += 1 
133@ = 0 
jump @FREIGHT_1195 

:FREIGHT_1181
125@ -= 1 
133@ = 1 

:FREIGHT_1195
if 
  125@ == 5 
else_jump @FREIGHT_1220 
125@ = 0 

:FREIGHT_1220
if 
  125@ == -1 
else_jump @FREIGHT_1245 
125@ = 4 

:FREIGHT_1245
gosub @FREIGHT_3353 
018A: 105@(125@,20i) = create_checkpoint_at 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) 
if 
  133@ == 0 
else_jump @FREIGHT_1319 
008A: $8238 = 34@(125@,5i) // (int) 
jump @FREIGHT_1331 

:FREIGHT_1319
008A: $8238 = 39@(125@,5i) // (int) 

:FREIGHT_1331
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_2766 
wait 0 
if 
0736:   NOP_false 65 
else_jump @FREIGHT_1373 
jump @FREIGHT_2258 

:FREIGHT_1373
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAK)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FREIGHT)
else_jump @FREIGHT_1442 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
820D:   not car $TEMPVAR_ACTOR_CAR flipped 
else_jump @FREIGHT_1435 
00BE: text_clear_all 
03E6: remove_text_box 
jump @FREIGHT_2773 

:FREIGHT_1435
jump @FREIGHT_1453 

:FREIGHT_1442
00BE: text_clear_all 
03E6: remove_text_box 
jump @FREIGHT_2773 

:FREIGHT_1453
02E3: 137@ = car $TEMPVAR_ACTOR_CAR speed 
0090: $8242 = float 137@ to_integer 
if and
  33@ > 3000 
  126@ == 0 
else_jump @FREIGHT_1515 
126@ = 1 
00BE: text_clear_all 
03E5: show_text_box 'FREI_03'  // ~s~Liefere die Fracht innerhalb des Zeitlimits an die Bahnhfe!

:FREIGHT_1515
if and
  33@ > 8000 
  126@ == 1 
else_jump @FREIGHT_1603 
126@ = 2 
00BE: text_clear_all 
03E6: remove_text_box 
if 
  $8243 == 0 
else_jump @FREIGHT_1588 
03E5: show_text_box 'FREI_12'  // ~s~Wenn du zu schnell fhrst, entgleist du.
jump @FREIGHT_1603 

:FREIGHT_1588
33@ = 18000 
126@ = 3 

:FREIGHT_1603
if and
  33@ > 12000 
  126@ == 2 
else_jump @FREIGHT_1691 
126@ = 3 
00BE: text_clear_all 
03E6: remove_text_box 
if 
  $8243 == 0 
else_jump @FREIGHT_1676 
03E5: show_text_box 'FREI_13'  // ~s~Bremse rechtzeitig, sonst schiet du ber den Bahnhof hinaus!
jump @FREIGHT_1691 

:FREIGHT_1676
33@ = 18000 
126@ = 3 

:FREIGHT_1691
if and
  33@ > 16000 
  126@ == 3 
else_jump @FREIGHT_2038 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_1747 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:FREIGHT_1747
136@ = 0.0 
$8238 = 0 
0509: 136@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 45@(125@,20f) 65@(125@,20f) 
0090: $8241 = float 136@ to_integer 
if 
  136@ > 3000.0 
else_jump @FREIGHT_1835 
136@ /= 0.021 
jump @FREIGHT_1845 

:FREIGHT_1835
136@ /= 0.019 

:FREIGHT_1845
if 
  10000.0 > 136@ 
else_jump @FREIGHT_1876 
136@ = 10000.0 

:FREIGHT_1876
0090: $8238 = float 136@ to_integer 
if 
  $163 == 1 
else_jump @FREIGHT_1910 
127@ = 15000 

:FREIGHT_1910
if 
  $163 == 2 
else_jump @FREIGHT_1935 
127@ = 0 

:FREIGHT_1935
if 
  $163 == 3 
else_jump @FREIGHT_1960 
127@ = 0 

:FREIGHT_1960
005E: $8238 += 127@ // (int) 
126@ = 4 
$8243 = 1 
03C3: set_timer_to $8238 type 1 GXT 'FREI_14' // global_variable  // Zeit
04F7: status_text $8241 type 0 line 1 GXT 'FREI_10' // global_variable  // Distanz
04F7: status_text $8242 type 0 line 2 GXT 'FREI_11' // global_variable  // Tempo
00BE: text_clear_all 
03E6: remove_text_box 

:FREIGHT_2038
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_2068 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:FREIGHT_2068
0509: 136@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 45@(125@,20f) 65@(125@,20f) 
0090: $8241 = float 136@ to_integer 
if 
0981:   train $TEMPVAR_ACTOR_CAR wrecked 
else_jump @FREIGHT_2124 
jump @FREIGHT_2819 

:FREIGHT_2124
if 
00E1:   player 0 pressed_key 19 
else_jump @FREIGHT_2152 
00BE: text_clear_all 
03E6: remove_text_box 
jump @FREIGHT_2773 

:FREIGHT_2152
if 
  0 >= $8238 
else_jump @FREIGHT_2177 
jump @FREIGHT_2819 

:FREIGHT_2177
if 
0101:   actor $PLAYER_ACTOR in_sphere 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) radius 10.0 10.0 10.0 sphere 1 stopped 
else_jump @FREIGHT_2522 
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAK)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FREIGHT)
else_jump @FREIGHT_2522 

:FREIGHT_2258
if 
075C:   marker 105@(125@,20i) enabled 
else_jump @FREIGHT_2287 
Marker.Disable(105@(125@,20i))

:FREIGHT_2287
130@ += 1 
008B: 127@ = $8238 // (int) 
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
if 
  130@ == 5 
else_jump @FREIGHT_2342 
jump @FREIGHT_2905 

:FREIGHT_2342
if 
  133@ == 0 
else_jump @FREIGHT_2374 
125@ += 1 
jump @FREIGHT_2381 

:FREIGHT_2374
125@ -= 1 

:FREIGHT_2381
if 
  125@ == 5 
else_jump @FREIGHT_2406 
125@ = 0 

:FREIGHT_2406
if 
  125@ == -1 
else_jump @FREIGHT_2431 
125@ = 4 

:FREIGHT_2431
if 
  127@ > 15000 
else_jump @FREIGHT_2458 
127@ = 15000 

:FREIGHT_2458
0085: 128@ = 127@ // (int) 
128@ /= 100 
006E: 128@ *= $163 // (int) 
01E3: show_text_1number_styled GXT 'FREI_07' number 128@ time 3000 style 1  // FRACHT AUSGELIEFERT! $~1~
Player.Money($PLAYER_CHAR) += 128@
32@ = 0 
132@ = 1 

:FREIGHT_2522
if and
  132@ == 1 
  32@ > 6000 
else_jump @FREIGHT_2759 
0085: 128@ = 127@ // (int) 
128@ /= 1000 
01E3: show_text_1number_styled GXT 'FREI_05' number 128@ time 4000 style 6  // +~1~ Sekunden
$8238 = 0 
if 
  133@ == 0 
else_jump @FREIGHT_2635 
008A: $8238 = 34@(125@,5i) // (int) 
005E: $8238 += 127@ // (int) 
jump @FREIGHT_2655 

:FREIGHT_2635
008A: $8238 = 39@(125@,5i) // (int) 
005E: $8238 += 127@ // (int) 

:FREIGHT_2655
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
03C3: set_timer_to $8238 type 1 GXT 'FREI_14' // global_variable  // Zeit
04F7: status_text $8241 type 0 line 1 GXT 'FREI_10' // global_variable  // Distanz
04F7: status_text $8242 type 0 line 2 GXT 'FREI_11' // global_variable  // Tempo
018A: 105@(125@,20i) = create_checkpoint_at 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) 
132@ = 0 

:FREIGHT_2759
jump @FREIGHT_1331 

:FREIGHT_2766
jump @FREIGHT_2819 

:FREIGHT_2773
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BE: text_clear_all 
03E6: remove_text_box 
00BA: show_text_styled GXT 'FREI_02' time 5000 style 1  // ~r~Fracht-Mission abgebrochen!
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
wait 2000 
return 

:FREIGHT_2819
if 
075C:   marker 105@(125@,20i) enabled 
else_jump @FREIGHT_2848 
Marker.Disable(105@(125@,20i))

:FREIGHT_2848
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E6: remove_text_box 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
00BC: show_text_highpriority GXT 'FREI_06' time 4000 flag 1  // ~r~Du hast nicht rechtzeitig geliefert!
return 

:FREIGHT_2905
if 
  $163 == 2 
else_jump @FREIGHT_3032 
if 
  $8239 == 0 
else_jump @FREIGHT_2976 
01E3: show_text_1number_styled GXT 'M_PASS' number 50000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 50000
0394: play_music 2 

:FREIGHT_2976
if 
  $8239 == 2 
else_jump @FREIGHT_3025 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 10000
0394: play_music 2 

:FREIGHT_3025
jump @FREIGHT_3051 

:FREIGHT_3032
01E3: show_text_1number_styled GXT 'FREI_15' number $163 time 5000 style 1  // Level ~1~ abgeschlossen

:FREIGHT_3051
if and
  $8240 == 0 
  $163 == 1 
else_jump @FREIGHT_3085 
0595: mission_complete 
$8240 = 1 

:FREIGHT_3085
if and
  $8239 == 0 
  $163 == 2 
else_jump @FREIGHT_3123 
0595: mission_complete 
030C: progress_made += 1 
$8239 = 1 

:FREIGHT_3123
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
Player.ClearWantedLevel($PLAYER_CHAR)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0394: play_music 1 
if 
   not $163 == 2 
else_jump @FREIGHT_3176 
$163 += 1 

:FREIGHT_3176
return 

:FREIGHT_3178
if 
075C:   marker 105@(125@,20i) enabled 
else_jump @FREIGHT_3207 
Marker.Disable(105@(125@,20i))

:FREIGHT_3207
Model.Destroy(#FREIBOX)
Model.Destroy(#STREAKC)
Model.Destroy(#FREIFLAT)
Model.Destroy(#STREAK)
Model.Destroy(#FREIGHT)
$ONMISSION = 0 
$161 = 0 
Player.ClearWantedLevel($PLAYER_CHAR)
0151: remove_status_text $8241 
0151: remove_status_text $8242 
014F: stop_timer $8238 
Player.ClearWantedLevel($PLAYER_CHAR)
03C7: set_sensitivity_to_crime 1.0 
mission_cleanup 
return 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
return 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
return 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:FREIGHT_3327
if 
fading 
else_jump @FREIGHT_3351 
wait 0 
jump @FREIGHT_3327 

:FREIGHT_3351
return 

:FREIGHT_3353
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:FREIGHT_3368
if 
fading 
else_jump @FREIGHT_3392 
wait 0 
jump @FREIGHT_3368 

:FREIGHT_3392
return 
if 
0736:   NOP_false 83 
else_jump @FREIGHT_3409 

:FREIGHT_3409
if 
0736:   NOP_false 68 
else_jump @FREIGHT_3424 

:FREIGHT_3424
if 
0736:   NOP_false 70 
else_jump @FREIGHT_3439 

:FREIGHT_3439
if 
0736:   NOP_false 66 
else_jump @FREIGHT_3454 

:FREIGHT_3454
if 
0736:   NOP_false 75 
else_jump @FREIGHT_3490 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_3490 
05BE: AS_kill_actor $PLAYER_ACTOR 

:FREIGHT_3490
if 
0736:   NOP_false 72 
else_jump @FREIGHT_3535 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_3535 
Actor.Armour($PLAYER_ACTOR) = 100
055E: set_player $PLAYER_CHAR max_health += 100 

:FREIGHT_3535
return 

//-------------Mission 127---------------
// Originally: Pimping Sub-Mission

:PIMP
thread 'PIMP' 
gosub @PIMP_47 
if 
wasted_or_busted 
else_jump @PIMP_38 
gosub @PIMP_37455 

:PIMP_38
gosub @PIMP_37870 
end_thread 

:PIMP_47
if 
  $MISSION_PIMPING_PASSED == 0 
else_jump @PIMP_67 
increment_mission_attempts 

:PIMP_67
$162 = 1 
$ONMISSION = 1 
wait 0 
wait 0 
054C: use_GXT_table 'PIMP' 
0169: set_fade_color_RGB 0 0 0 
fade 1 500 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @PIMP_138 
Player.CanMove($PLAYER_CHAR) = True

:PIMP_138
541@ = 0 
34@ = 0 
537@ = 0 
538@ = 0 
$8245 = 0 
514@ = 0 
516@ = 0 
517@ = 0 
520@ = 0 
531@ = 0 
41@ = 0 
42@ = 0 
47@ = 0 
44@ = 0 
46@ = 0 
45@ = 0 
43@ = 0 
48@ = 0 
49@ = 0 
147@ = 0 
52@ = 0 
56@ = 0 
55@ = 0 
511@ = 0 
512@ = 0 
37@ = 0 
521@ = 0 
525@ = 0 
524@ = 0 
523@ = 0 
57@ = 1 
175@ = 2286.79 
203@ = -2312.836 
231@ = 12.557 
259@ = 301.0 
176@ = 1537.268 
204@ = -2314.27 
232@ = 12.5469 
260@ = 280.2771 
177@ = 2307.903 
205@ = -1998.647 
233@ = 12.5529 
261@ = 321.3693 
178@ = 1239.282 
206@ = -1918.819 
234@ = 30.3478 
262@ = 284.1407 
179@ = 1685.32 
207@ = -1585.244 
235@ = 12.5469 
263@ = 233.3592 
180@ = 1749.745 
208@ = -1455.778 
236@ = 12.5547 
264@ = 8.5912 
181@ = 1959.539 
209@ = -1452.56 
237@ = 12.5495 
265@ = 186.4147 
182@ = 1793.708 
210@ = -1600.12 
238@ = 12.5387 
266@ = 74.0619 
183@ = 2259.703 
211@ = -1339.907 
239@ = 22.9832 
267@ = 267.1747 
184@ = 2350.009 
212@ = -1504.599 
240@ = 23.0 
268@ = 113.9031 
185@ = 2745.374 
213@ = -1188.68 
241@ = 68.3986 
269@ = 109.0182 
186@ = 2833.886 
214@ = -1585.979 
242@ = 10.086 
270@ = 223.6582 
187@ = 1282.429 
215@ = -1666.13 
243@ = 12.5547 
271@ = 202.373 
188@ = 899.8489 
216@ = -1823.877 
244@ = 11.2302 
272@ = 215.4203 
189@ = 447.2084 
217@ = -1761.314 
245@ = 4.7837 
273@ = 230.4552 
190@ = 765.7432 
218@ = -1541.32 
246@ = 12.5536 
274@ = 264.2591 
191@ = 1269.592 
219@ = -1560.462 
247@ = 12.5643 
275@ = 186.3764 
192@ = 557.9569 
220@ = -1509.402 
248@ = 13.5557 
276@ = 94.5521 
193@ = 434.0113 
221@ = -1555.667 
249@ = 26.5851 
277@ = 273.0415 
194@ = 403.0965 
222@ = -1256.665 
250@ = 51.2 
278@ = 29.0138 
195@ = 1147.13 
223@ = -898.4011 
251@ = 41.7814 
279@ = 234.2193 
196@ = 1020.802 
224@ = -911.898 
252@ = 41.2395 
280@ = 222.6945 
197@ = 828.6284 
225@ = -1056.445 
253@ = 24.2484 
281@ = 22.838 
198@ = 971.1776 
226@ = -1107.744 
254@ = 22.8672 
282@ = 83.3249 
199@ = 1893.362 
227@ = -1741.244 
255@ = 12.5468 
283@ = 177.218 
200@ = 2333.625 
228@ = -1764.659 
256@ = 12.5534 
284@ = 333.4691 
201@ = 1775.942 
229@ = -1895.623 
257@ = 12.3865 
285@ = 248.6633 
202@ = 1707.121 
230@ = -1804.755 
258@ = 12.5391 
286@ = 172.0678 
287@ = -2020.273 
315@ = 932.0927 
343@ = 44.5639 
371@ = 221.8539 
288@ = -2399.298 
316@ = 1071.83 
344@ = 54.7266 
372@ = 327.6848 
289@ = -2400.652 
317@ = 922.1189 
345@ = 44.4453 
373@ = 283.5361 
290@ = -2301.292 
318@ = 1373.105 
346@ = 6.1961 
374@ = 124.8329 
293@ = -2576.948 
321@ = 1144.234 
349@ = 54.7266 
377@ = 124.6449 
294@ = -2694.151 
322@ = 1204.628 
350@ = 54.1953 
378@ = 357.2611 
295@ = -2244.235 
323@ = 643.8406 
351@ = 48.4375 
379@ = 99.8674 
296@ = -1923.351 
324@ = 563.4099 
352@ = 34.1972 
380@ = 44.6685 
297@ = -1736.431 
325@ = 809.515 
353@ = 23.8904 
381@ = 333.3014 
298@ = -1504.571 
326@ = 1083.0 
354@ = 6.1846 
382@ = 156.5032 
299@ = -2400.051 
327@ = 556.1022 
355@ = 23.8906 
383@ = 18.535 
300@ = -2490.255 
328@ = 6.0292 
356@ = 24.6238 
384@ = 56.3408 
301@ = -2757.469 
329@ = 168.1762 
357@ = 6.0408 
385@ = 196.6891 
302@ = -2779.791 
330@ = -319.9682 
358@ = 6.1875 
386@ = 123.0427 
303@ = -2192.023 
331@ = 309.7259 
359@ = 34.1172 
387@ = 7.9069 
304@ = -2195.789 
332@ = 197.3115 
360@ = 34.3203 
388@ = 9.4354 
305@ = -2108.647 
333@ = 217.1542 
361@ = 34.3045 
389@ = 133.6119 
306@ = -1545.449 
334@ = 560.5441 
362@ = 6.1797 
390@ = 165.7533 
307@ = -2779.8 
335@ = -500.7523 
363@ = 6.2925 
391@ = 37.7744 
308@ = -1974.475 
336@ = -975.055 
364@ = 31.2266 
392@ = 138.4206 
309@ = -1587.119 
337@ = -482.9532 
365@ = 5.1484 
393@ = 117.5313 
310@ = -2838.112 
338@ = 846.8309 
366@ = 42.5804 
394@ = 288.0701 
311@ = -2566.241 
339@ = 918.7418 
367@ = 63.9765 
395@ = 178.9968 
312@ = -2601.591 
340@ = 688.1887 
368@ = 26.8125 
396@ = 34.6082 
313@ = -2758.551 
341@ = 394.18 
369@ = 3.3359 
397@ = 315.443 
399@ = 2009.313 
427@ = 1167.793 
455@ = 9.813 
483@ = 266.731 
400@ = 1959.998 
428@ = 945.6432 
456@ = 9.8203 
484@ = 225.7712 
401@ = 2202.737 
429@ = 1254.45 
457@ = 9.8203 
485@ = 110.1904 
402@ = 2186.84 
430@ = 998.9764 
458@ = 9.8203 
486@ = 202.3453 
403@ = 2031.976 
431@ = 1539.9 
459@ = 9.8203 
487@ = 224.9353 
404@ = 2139.462 
432@ = 1516.045 
460@ = 9.8203 
488@ = 351.7 
405@ = 2150.364 
433@ = 1675.969 
461@ = 9.8203 
489@ = 217.8727 
406@ = 1939.55 
434@ = 1389.756 
462@ = 8.2578 
490@ = 271.8136 
407@ = 2595.79 
435@ = 1793.637 
463@ = 9.9692 
491@ = 105.7608 
408@ = 2185.686 
436@ = 1885.912 
464@ = 9.8203 
492@ = 4.9185 
409@ = 2159.891 
437@ = 1931.016 
465@ = 9.8203 
493@ = 94.0854 
410@ = 2057.374 
438@ = 1957.522 
466@ = 10.7324 
494@ = 218.8441 
411@ = 2181.532 
439@ = 2353.484 
467@ = 9.8203 
495@ = 186.4606 
412@ = 2437.607 
440@ = 2376.581 
468@ = 9.8203 
496@ = 87.5329 
413@ = 2335.391 
441@ = 2076.146 
469@ = 9.8125 
497@ = 261.0065 
414@ = 2217.564 
442@ = 1787.844 
470@ = 9.8203 
498@ = 36.1247 
415@ = 1540.732 
443@ = 748.3782 
471@ = 9.8203 
499@ = 259.5982 
416@ = 1011.96 
444@ = 1104.625 
472@ = 9.8203 
500@ = 4.436 
417@ = 1723.904 
445@ = 1541.124 
473@ = 9.8203 
501@ = 317.5323 
418@ = 1958.822 
446@ = 706.9632 
474@ = 9.8199 
502@ = 216.0597 
$8246 = 180000 
0395: clear_area 0 at 1918.988 -1791.854 12.3828 radius 30.0 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PIMP_3339 
jump @PIMP_37455 

:PIMP_3339
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @PIMP_3370 
40@ = Actor.Car($PLAYER_ACTOR)
jump @PIMP_3377 

:PIMP_3370
jump @PIMP_37455 

:PIMP_3377
if 
   not Car.Wrecked(40@)
else_jump @PIMP_3401 
Car.Health(40@) = 2000

:PIMP_3401
060A: create_decision_maker_type 0 store_to 518@ // decision\allowed\m_.ped files 
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 0 // see ped.dat 
02DD: 35@(37@,2i) = get_random_ped_in_zone 'BLUFF' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
Actor.DestroyInstantly(35@(37@,2i))
02DD: 91@(51@,28i) = get_random_ped_in_zone 'BLUFF' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
Actor.DestroyInstantly(91@(51@,28i))
if 
  47@ == -13 
else_jump @PIMP_3521 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // ZEIT
014F: stop_timer $8246 

:PIMP_3521
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @PIMP_3545 
0842: 531@ = player $PLAYER_CHAR town_number 

:PIMP_3545
if 
84A4:   not  531@ == 1 // @ == any 
else_jump @PIMP_3765 
if 
84A4:   not  531@ == 2 // @ == any 
else_jump @PIMP_3765 
if 
84A4:   not  531@ == 3 // @ == any 
else_jump @PIMP_3765 
Actor.StorePos($PLAYER_ACTOR, 532@, 533@, 534@)
050A: 536@ = distance_between_XYZ 532@ 533@ 534@ and_XYZ 200@ 228@ 256@ 
0087: 535@ = 536@ // (float) 
04AF: 531@ = 1 // @ = any 
050A: 536@ = distance_between_XYZ 532@ 533@ 534@ and_XYZ 287@ 315@ 343@ 
if 
0025:   535@ > 536@ // (float) 
else_jump @PIMP_3708 
0087: 535@ = 536@ // (float) 
04AF: 531@ = 2 // @ = any 

:PIMP_3708
050A: 536@ = distance_between_XYZ 532@ 533@ 534@ and_XYZ 399@ 427@ 455@ 
if 
0025:   535@ > 536@ // (float) 
else_jump @PIMP_3765 
0087: 535@ = 536@ // (float) 
04AF: 531@ = 3 // @ = any 

:PIMP_3765
wait 0 
if 
  541@ == 1 
else_jump @PIMP_3805 
040D: unload_wav 4 
03CF: load_wav 31400 as 4 
541@ = 2 

:PIMP_3805
if 
  541@ == 2 
else_jump @PIMP_3845 
if 
03D0:   wav 4 loaded 
else_jump @PIMP_3845 
541@ = 3 

:PIMP_3845
if 
  537@ == 1 
else_jump @PIMP_3906 
if 
  1 > $8246 
else_jump @PIMP_3906 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_92' time 6000 flag 1  // ~r~Freier warten nicht ewig! Liefere dein Mdchen das nchste Mal schneller ab!
jump @PIMP_37455 

:PIMP_3906
if 
  537@ == 2 
else_jump @PIMP_3967 
if 
  1 > $8246 
else_jump @PIMP_3967 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_91' time 6000 flag 1  // ~r~Die Zeit ist um! Ein Zuhlter muss schnell sein, um sich um seine Mdchen kmmern zu knnen.
jump @PIMP_37455 

:PIMP_3967
if 
0735:   NOP_false 87 
else_jump @PIMP_3992 
$8246 += 60000 

:PIMP_3992
if 
0735:   NOP_false 81 
else_jump @PIMP_4015 
$8246 -= 30000 

:PIMP_4015
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PIMP_4038 
jump @PIMP_37455 

:PIMP_4038
if 
   Car.Wrecked(40@)
else_jump @PIMP_4061 
jump @PIMP_37455 

:PIMP_4061
if 
0735:   NOP_false 80 
else_jump @PIMP_4083 
Player.WantedLevel($PLAYER_CHAR) = 2

:PIMP_4083
if 
0735:   NOP_false 79 
else_jump @PIMP_4105 
Player.WantedLevel($PLAYER_CHAR) = 0

:PIMP_4105
0293: $13 = zero // get_current_controls 
if 
   not $13 == 3 
else_jump @PIMP_4316 
if and
00E1:   player 0 pressed_key 19 
  $162 == 1 
else_jump @PIMP_4309 
03EB: clear_small_messages_only 
00BC: show_text_highpriority GXT 'PIMP_59' time 6000 flag 1  // ~r~Zuhlter-Mission beendet.
if 
   not Actor.Dead(35@)
else_jump @PIMP_4236 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_4231 
if 
0448:   actor 35@ in_car 40@ 
else_jump @PIMP_4231 
0687: clear_actor 35@ task 
0633: AS_actor 35@ exit_car 

:PIMP_4231
Actor.RemoveReferences(35@)

:PIMP_4236
if 
   not Actor.Dead(36@)
else_jump @PIMP_4302 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_4297 
if 
0448:   actor 36@ in_car 40@ 
else_jump @PIMP_4297 
0687: clear_actor 36@ task 
0633: AS_actor 36@ exit_car 

:PIMP_4297
Actor.RemoveReferences(36@)

:PIMP_4302
jump @PIMP_37316 

:PIMP_4309
jump @PIMP_4497 

:PIMP_4316
if and
00E1:   player 0 pressed_key 14 
  $162 == 1 
else_jump @PIMP_4497 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_59' time 6000 flag 1  // ~r~Zuhlter-Mission beendet.
if 
   not Actor.Dead(35@)
else_jump @PIMP_4424 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_4419 
if 
0448:   actor 35@ in_car 40@ 
else_jump @PIMP_4419 
0687: clear_actor 35@ task 
0633: AS_actor 35@ exit_car 

:PIMP_4419
Actor.RemoveReferences(35@)

:PIMP_4424
if 
   not Actor.Dead(36@)
else_jump @PIMP_4490 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_4485 
if 
0448:   actor 36@ in_car 40@ 
else_jump @PIMP_4485 
0687: clear_actor 36@ task 
0633: AS_actor 36@ exit_car 

:PIMP_4485
Actor.RemoveReferences(36@)

:PIMP_4490
jump @PIMP_37316 

:PIMP_4497
530@ = 0 

:PIMP_4504
if 
  28 > 530@ 
else_jump @PIMP_4667 
if 
  119@(530@,28i) == 1 
else_jump @PIMP_4653 
if 
056D:   actor 91@(530@,28i) defined 
else_jump @PIMP_4653 
if 
051A:   actor 91@(530@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_4610 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Sei hflich zu deinen Kunden! Sie nehmen deine Mdchen nicht mehr, wenn du ihnen grob kommst!
jump @PIMP_37455 

:PIMP_4610
if 
   Actor.Dead(91@(530@,28i))
else_jump @PIMP_4653 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Sei hflich zu deinen Kunden! Sie nehmen deine Mdchen nicht mehr, wenn du ihnen grob kommst!
jump @PIMP_37455 

:PIMP_4653
530@ += 1 
jump @PIMP_4504 

:PIMP_4667
if 
  516@ == 0 
else_jump @PIMP_4761 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_4761 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_4761 
33@ = 0 
517@ = 1 
008B: 515@ = $8246 // (int) 
515@ /= 1000 
516@ = 1 
00BE: text_clear_all 
03E6: remove_text_box 

:PIMP_4761
if 
  516@ == 1 
else_jump @PIMP_4844 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_4844 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_4844 
33@ = 0 
516@ = 0 
517@ = 0 
538@ = 0 
00BE: text_clear_all 

:PIMP_4844
if 
  517@ == 1 
else_jump @PIMP_5127 
0085: 514@ = 33@ // (int) 
514@ /= 1000 
if 
  538@ == 0 
else_jump @PIMP_4929 
if and
  21000 > $8246 
  $8246 > 1 
else_jump @PIMP_4929 
538@ = 1 

:PIMP_4929
if 
  538@ == 0 
else_jump @PIMP_4973 
if 
  $8246 > 20099 
else_jump @PIMP_4973 
538@ = 2 

:PIMP_4973
if 
  538@ == 1 
else_jump @PIMP_5007 
0084: $8245 = $8246 // (int) 
$8245 /= 1000 

:PIMP_5007
if 
  538@ == 2 
else_jump @PIMP_5040 
$8245 = 20 
0066: $8245 -= 514@ // (int) 

:PIMP_5040
00BE: text_clear_all 
if 
  $8245 > 0 
else_jump @PIMP_5083 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'PIMP_1' number $8245 time 4000 flag 1  // ~s~Du hast ~1~ Sekunden, um wieder in das ~b~Auto~s~ zu steigen, sonst ist die Zuhlter-Mission beendet!

:PIMP_5083
if 
  33@ > 21000 
else_jump @PIMP_5127 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_59' time 6000 flag 1  // ~r~Zuhlter-Mission beendet.
jump @PIMP_37455 

:PIMP_5127
if 
  41@ == -13 
else_jump @PIMP_5202 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 1954.348, -1867.164, 12.5391)
88@ = Marker.CreateAboveActor(35@(37@,2i))
89@ = Marker.CreateAboveActor($PLAYER_ACTOR)
90@ = Marker.CreateAboveActor($PLAYER_ACTOR)

:PIMP_5202
if 
  41@ == 0 
else_jump @PIMP_5234 
gosub @PIMP_35718 
41@ = 1 

:PIMP_5234
if 
  41@ == 1 
else_jump @PIMP_11866 
if 
04A4:   531@ == 1 // @ == any 
else_jump @PIMP_7643 
Model.Load(#BFYPRO)
Model.Load(#HFYPRO)

:PIMP_5278
if or
   not Model.Available(#BFYPRO)
   not Model.Available(#HFYPRO)
else_jump @PIMP_5308 
wait 0 
jump @PIMP_5278 

:PIMP_5308
if 
  42@ == 0 
else_jump @PIMP_5392 
if 
0154:   actor $PLAYER_ACTOR in_zone 'IWD'  // Inglewood
else_jump @PIMP_5392 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 202@, 230@, 258@)
Actor.Angle(35@(37@,2i)) = 286@
gosub @PIMP_35590 

:PIMP_5392
if 
  42@ == 0 
else_jump @PIMP_5476 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GAN'  // Compton
else_jump @PIMP_5476 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 201@, 229@, 257@)
Actor.Angle(35@(37@,2i)) = 285@
gosub @PIMP_35590 

:PIMP_5476
if 
  42@ == 0 
else_jump @PIMP_5560 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'  // El Sereno
else_jump @PIMP_5560 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 200@, 228@, 256@)
Actor.Angle(35@(37@,2i)) = 284@
gosub @PIMP_35590 

:PIMP_5560
if 
  42@ == 0 
else_jump @PIMP_5644 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Carson
else_jump @PIMP_5644 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 199@, 227@, 255@)
Actor.Angle(35@(37@,2i)) = 283@
gosub @PIMP_35590 

:PIMP_5644
if 
  42@ == 0 
else_jump @PIMP_5728 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'  // San Pedro Seaport
else_jump @PIMP_5728 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 176@, 204@, 232@)
Actor.Angle(35@(37@,2i)) = 260@
gosub @PIMP_35590 

:PIMP_5728
if 
  42@ == 0 
else_jump @PIMP_5812 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'  // LAX
else_jump @PIMP_5812 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 177@, 205@, 233@)
Actor.Angle(35@(37@,2i)) = 261@
gosub @PIMP_35590 

:PIMP_5812
if 
  42@ == 0 
else_jump @PIMP_5896 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LIND'  // Willowbrook
else_jump @PIMP_5896 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 175@, 203@, 231@)
Actor.Angle(35@(37@,2i)) = 259@
gosub @PIMP_35590 

:PIMP_5896
if 
  42@ == 0 
else_jump @PIMP_5980 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'  // Griffith Park
else_jump @PIMP_5980 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 176@, 204@, 232@)
Actor.Angle(35@(37@,2i)) = 260@
gosub @PIMP_35590 

:PIMP_5980
if 
  42@ == 0 
else_jump @PIMP_6064 
if 
0154:   actor $PLAYER_ACTOR in_zone 'COM'  // Civic Center
else_jump @PIMP_6064 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 180@, 208@, 236@)
Actor.Angle(35@(37@,2i)) = 264@
gosub @PIMP_35590 

:PIMP_6064
if 
  42@ == 0 
else_jump @PIMP_6148 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LDT'  // Financial District
else_jump @PIMP_6148 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 179@, 207@, 235@)
Actor.Angle(35@(37@,2i)) = 263@
gosub @PIMP_35590 

:PIMP_6148
if 
  42@ == 0 
else_jump @PIMP_6232 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GLN'  // MacArthur Park
else_jump @PIMP_6232 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 182@, 210@, 238@)
Actor.Angle(35@(37@,2i)) = 266@
gosub @PIMP_35590 

:PIMP_6232
if 
  42@ == 0 
else_jump @PIMP_6316 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CHC'  // Los Feliz
else_jump @PIMP_6316 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 181@, 209@, 237@)
Actor.Angle(35@(37@,2i)) = 265@
gosub @PIMP_35590 

:PIMP_6316
if 
  42@ == 0 
else_jump @PIMP_6400 
if 
0154:   actor $PLAYER_ACTOR in_zone 'JEF'  // Watts
else_jump @PIMP_6400 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 184@, 212@, 240@)
Actor.Angle(35@(37@,2i)) = 268@
gosub @PIMP_35590 

:PIMP_6400
if 
  42@ == 0 
else_jump @PIMP_6484 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ELS'  // East Los Angeles
else_jump @PIMP_6484 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 183@, 211@, 239@)
Actor.Angle(35@(37@,2i)) = 267@
gosub @PIMP_35590 

:PIMP_6484
if 
  42@ == 0 
else_jump @PIMP_6568 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LFL'  // Boyle Heights
else_jump @PIMP_6568 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 186@, 214@, 242@)
Actor.Angle(35@(37@,2i)) = 270@
gosub @PIMP_35590 

:PIMP_6568
if 
  42@ == 0 
else_jump @PIMP_6652 
if 
0154:   actor $PLAYER_ACTOR in_zone 'EBE'  // Long Beach
else_jump @PIMP_6652 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 185@, 213@, 241@)
Actor.Angle(35@(37@,2i)) = 269@
gosub @PIMP_35590 

:PIMP_6652
if 
  42@ == 0 
else_jump @PIMP_6736 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CONF'  // Los Angeles Convention Center
else_jump @PIMP_6736 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 188@, 216@, 244@)
Actor.Angle(35@(37@,2i)) = 272@
gosub @PIMP_35590 

:PIMP_6736
if 
  42@ == 0 
else_jump @PIMP_6820 
if 
0154:   actor $PLAYER_ACTOR in_zone 'VERO'  // Venice Beach
else_jump @PIMP_6820 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 187@, 215@, 243@)
Actor.Angle(35@(37@,2i)) = 271@
gosub @PIMP_35590 

:PIMP_6820
if 
  42@ == 0 
else_jump @PIMP_6904 
if 
0154:   actor $PLAYER_ACTOR in_zone 'MKT'  // Wilshire
else_jump @PIMP_6904 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 190@, 218@, 246@)
Actor.Angle(35@(37@,2i)) = 274@
gosub @PIMP_35590 

:PIMP_6904
if 
  42@ == 0 
else_jump @PIMP_6988 
if 
0154:   actor $PLAYER_ACTOR in_zone 'MAR'  // Marina del Rey
else_jump @PIMP_6988 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 189@, 217@, 245@)
Actor.Angle(35@(37@,2i)) = 273@
gosub @PIMP_35590 

:PIMP_6988
if 
  42@ == 0 
else_jump @PIMP_7072 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Monica Beach
else_jump @PIMP_7072 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 190@, 218@, 246@)
Actor.Angle(35@(37@,2i)) = 274@
gosub @PIMP_35590 

:PIMP_7072
if 
  42@ == 0 
else_jump @PIMP_7156 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PLS'  // Playa del Rey
else_jump @PIMP_7156 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 193@, 221@, 249@)
Actor.Angle(35@(37@,2i)) = 277@
gosub @PIMP_35590 

:PIMP_7156
if 
  42@ == 0 
else_jump @PIMP_7240 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROD'  // Beverly Hills
else_jump @PIMP_7240 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 194@, 222@, 250@)
Actor.Angle(35@(37@,2i)) = 278@
gosub @PIMP_35590 

:PIMP_7240
if 
  42@ == 0 
else_jump @PIMP_7324 
if 
0154:   actor $PLAYER_ACTOR in_zone 'RIH'  // Bel Air
else_jump @PIMP_7324 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 192@, 220@, 248@)
Actor.Angle(35@(37@,2i)) = 276@
gosub @PIMP_35590 

:PIMP_7324
if 
  42@ == 0 
else_jump @PIMP_7408 
if 
0154:   actor $PLAYER_ACTOR in_zone 'VIN'  // Hollywood
else_jump @PIMP_7408 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 195@, 223@, 251@)
Actor.Angle(35@(37@,2i)) = 279@
gosub @PIMP_35590 

:PIMP_7408
if 
  42@ == 0 
else_jump @PIMP_7492 
if 
0154:   actor $PLAYER_ACTOR in_zone 'MUL'  // Hollywood Hills
else_jump @PIMP_7492 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 198@, 226@, 254@)
Actor.Angle(35@(37@,2i)) = 282@
gosub @PIMP_35590 

:PIMP_7492
if 
  42@ == 0 
else_jump @PIMP_7576 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SUN'  // North Hollywood
else_jump @PIMP_7576 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 196@, 224@, 252@)
Actor.Angle(35@(37@,2i)) = 280@
gosub @PIMP_35590 

:PIMP_7576
if 
  42@ == 0 
else_jump @PIMP_7635 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 180@, 208@, 236@)
Actor.Angle(35@(37@,2i)) = 264@
gosub @PIMP_35590 

:PIMP_7635
Model.Destroy(#BFYPRO)
Model.Destroy(#HFYPRO)

:PIMP_7643
if 
04A4:   531@ == 2 // @ == any 
else_jump @PIMP_10050 
Model.Load(#SWFOPRO)
Model.Load(#WFYPRO)

:PIMP_7670
if or
   not Model.Available(#SWFOPRO)
   not Model.Available(#WFYPRO)
else_jump @PIMP_7701 
wait 0 
jump @PIMP_7670 

:PIMP_7701
if 
  42@ == 0 
else_jump @PIMP_7786 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CALT'  // Pacific Heights
else_jump @PIMP_7786 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 288@, 316@, 344@)
Actor.Angle(35@(37@,2i)) = 372@
gosub @PIMP_35590 

:PIMP_7786
if 
  42@ == 0 
else_jump @PIMP_7870 
if 
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'  // Cow Hollow
else_jump @PIMP_7870 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 287@, 315@, 343@)
Actor.Angle(35@(37@,2i)) = 371@
gosub @PIMP_35590 

:PIMP_7870
if 
  42@ == 0 
else_jump @PIMP_7954 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'  // Fisherman's Wharf
else_jump @PIMP_7954 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 289@, 317@, 345@)
Actor.Angle(35@(37@,2i)) = 373@
gosub @PIMP_35590 

:PIMP_7954
if 
  42@ == 0 
else_jump @PIMP_8039 
if 
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'  // Russian Hill
else_jump @PIMP_8039 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 290@, 318@, 346@)
Actor.Angle(35@(37@,2i)) = 374@
gosub @PIMP_35590 

:PIMP_8039
if 
  42@ == 0 
else_jump @PIMP_8124 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'  // Sausalito
else_jump @PIMP_8124 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 292@, 320@, 348@)
Actor.Angle(35@(37@,2i)) = 376@
gosub @PIMP_35590 

:PIMP_8124
if 
  42@ == 0 
else_jump @PIMP_8208 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'  // Marin County
else_jump @PIMP_8208 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 291@, 319@, 347@)
Actor.Angle(35@(37@,2i)) = 375@
gosub @PIMP_35590 

:PIMP_8208
if 
  42@ == 0 
else_jump @PIMP_8292 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'  // Fort Point
else_jump @PIMP_8292 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 294@, 322@, 350@)
Actor.Angle(35@(37@,2i)) = 378@
gosub @PIMP_35590 

:PIMP_8292
if 
  42@ == 0 
else_jump @PIMP_8377 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'  // Golden Gate Bridge
else_jump @PIMP_8377 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 293@, 321@, 349@)
Actor.Angle(35@(37@,2i)) = 377@
gosub @PIMP_35590 

:PIMP_8377
if 
  42@ == 0 
else_jump @PIMP_8462 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'  // Chinatown
else_jump @PIMP_8462 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 296@, 324@, 352@)
Actor.Angle(35@(37@,2i)) = 380@
gosub @PIMP_35590 

:PIMP_8462
if 
  42@ == 0 
else_jump @PIMP_8546 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'  // Downtown San Francisco
else_jump @PIMP_8546 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 295@, 323@, 351@)
Actor.Angle(35@(37@,2i)) = 379@
gosub @PIMP_35590 

:PIMP_8546
if 
  42@ == 0 
else_jump @PIMP_8630 
if 
0154:   actor $PLAYER_ACTOR in_zone 'FINA'  // Financial District
else_jump @PIMP_8630 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 298@, 326@, 354@)
Actor.Angle(35@(37@,2i)) = 382@
gosub @PIMP_35590 

:PIMP_8630
if 
  42@ == 0 
else_jump @PIMP_8715 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'  // The Embarcadero
else_jump @PIMP_8715 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 297@, 325@, 353@)
Actor.Angle(35@(37@,2i)) = 381@
gosub @PIMP_35590 

:PIMP_8715
if 
  42@ == 0 
else_jump @PIMP_8800 
if 
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'  // The Castro
else_jump @PIMP_8800 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 300@, 328@, 356@)
Actor.Angle(35@(37@,2i)) = 384@
gosub @PIMP_35590 

:PIMP_8800
if 
  42@ == 0 
else_jump @PIMP_8884 
if 
0154:   actor $PLAYER_ACTOR in_zone 'HASH'  // Haight-Ashbury
else_jump @PIMP_8884 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 299@, 327@, 355@)
Actor.Angle(35@(37@,2i)) = 383@
gosub @PIMP_35590 

:PIMP_8884
if 
  42@ == 0 
else_jump @PIMP_8969 
if 
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'  // Ocean Beach
else_jump @PIMP_8969 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 302@, 330@, 358@)
Actor.Angle(35@(37@,2i)) = 386@
gosub @PIMP_35590 

:PIMP_8969
if 
  42@ == 0 
else_jump @PIMP_9053 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'  // Sharp Park Golf Course
else_jump @PIMP_9053 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 301@, 329@, 357@)
Actor.Angle(35@(37@,2i)) = 385@
gosub @PIMP_35590 

:PIMP_9053
if 
  42@ == 0 
else_jump @PIMP_9138 
if 
0154:   actor $PLAYER_ACTOR in_zone 'THEA'  // Noe Valley
else_jump @PIMP_9138 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 304@, 332@, 360@)
Actor.Angle(35@(37@,2i)) = 388@
gosub @PIMP_35590 

:PIMP_9138
if 
  42@ == 0 
else_jump @PIMP_9222 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GARC'  // Mission District
else_jump @PIMP_9222 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 303@, 331@, 359@)
Actor.Angle(35@(37@,2i)) = 387@
gosub @PIMP_35590 

:PIMP_9222
if 
  42@ == 0 
else_jump @PIMP_9307 
if 
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Dogpatch
else_jump @PIMP_9307 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 306@, 334@, 362@)
Actor.Angle(35@(37@,2i)) = 390@
gosub @PIMP_35590 

:PIMP_9307
if 
  42@ == 0 
else_jump @PIMP_9391 
if 
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // China Basin
else_jump @PIMP_9391 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 305@, 333@, 361@)
Actor.Angle(35@(37@,2i)) = 389@
gosub @PIMP_35590 

:PIMP_9391
if 
  42@ == 0 
else_jump @PIMP_9475 
if 
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'  // Mount Sutro
else_jump @PIMP_9475 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 308@, 336@, 364@)
Actor.Angle(35@(37@,2i)) = 392@
gosub @PIMP_35590 

:PIMP_9475
if 
  42@ == 0 
else_jump @PIMP_9560 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'  // Silicon Valley
else_jump @PIMP_9560 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 309@, 337@, 365@)
Actor.Angle(35@(37@,2i)) = 393@
gosub @PIMP_35590 

:PIMP_9560
if 
  42@ == 0 
else_jump @PIMP_9644 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'  // San Francisco International Airport
else_jump @PIMP_9644 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 307@, 335@, 363@)
Actor.Angle(35@(37@,2i)) = 391@
gosub @PIMP_35590 

:PIMP_9644
if 
  42@ == 0 
else_jump @PIMP_9728 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'  // Presidio Heights
else_jump @PIMP_9728 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 311@, 339@, 367@)
Actor.Angle(35@(37@,2i)) = 395@
gosub @PIMP_35590 

:PIMP_9728
if 
  42@ == 0 
else_jump @PIMP_9813 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PARA'  // Presidio
else_jump @PIMP_9813 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 310@, 338@, 366@)
Actor.Angle(35@(37@,2i)) = 394@
gosub @PIMP_35590 

:PIMP_9813
if 
  42@ == 0 
else_jump @PIMP_9898 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'  // Twin Peaks
else_jump @PIMP_9898 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 313@, 341@, 369@)
Actor.Angle(35@(37@,2i)) = 397@
gosub @PIMP_35590 

:PIMP_9898
if 
  42@ == 0 
else_jump @PIMP_9982 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'  // San Francisco City Hall
else_jump @PIMP_9982 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 312@, 340@, 368@)
Actor.Angle(35@(37@,2i)) = 396@
gosub @PIMP_35590 

:PIMP_9982
if 
  42@ == 0 
else_jump @PIMP_10041 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 287@, 315@, 343@)
Actor.Angle(35@(37@,2i)) = 371@
gosub @PIMP_35590 

:PIMP_10041
Model.Destroy(#SWFOPRO)
Model.Destroy(#WFYPRO)

:PIMP_10050
if 
04A4:   531@ == 3 // @ == any 
else_jump @PIMP_11866 
Model.Load(#VWFYPRO)
Model.Load(#VBFYPRO)

:PIMP_10077
if or
   not Model.Available(#VWFYPRO)
   not Model.Available(#VBFYPRO)
else_jump @PIMP_10108 
wait 0 
jump @PIMP_10077 

:PIMP_10108
if 
  42@ == 0 
else_jump @PIMP_10192 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PINK'  // Flamingo
else_jump @PIMP_10192 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 400@, 428@, 456@)
Actor.Angle(35@(37@,2i)) = 484@
gosub @PIMP_35590 

:PIMP_10192
if 
  42@ == 0 
else_jump @PIMP_10276 
if 
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'  // Imperial Palace
else_jump @PIMP_10276 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 399@, 427@, 455@)
Actor.Angle(35@(37@,2i)) = 483@
gosub @PIMP_35590 

:PIMP_10276
if 
  42@ == 0 
else_jump @PIMP_10361 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CAM'  // Luxor
else_jump @PIMP_10361 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 402@, 430@, 458@)
Actor.Angle(35@(37@,2i)) = 486@
gosub @PIMP_35590 

:PIMP_10361
if 
  42@ == 0 
else_jump @PIMP_10446 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LOT'  // Excalibur
else_jump @PIMP_10446 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 401@, 429@, 457@)
Actor.Angle(35@(37@,2i)) = 485@
gosub @PIMP_35590 

:PIMP_10446
if 
  42@ == 0 
else_jump @PIMP_10530 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'  // Treasure Island
else_jump @PIMP_10530 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 404@, 432@, 460@)
Actor.Angle(35@(37@,2i)) = 488@
gosub @PIMP_35590 

:PIMP_10530
if 
  42@ == 0 
else_jump @PIMP_10614 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROY'  // Casino Royale
else_jump @PIMP_10614 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 403@, 431@, 459@)
Actor.Angle(35@(37@,2i)) = 487@
gosub @PIMP_35590 

:PIMP_10614
if 
  42@ == 0 
else_jump @PIMP_10699 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CALI'  // Caesar's Palace
else_jump @PIMP_10699 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 406@, 434@, 462@)
Actor.Angle(35@(37@,2i)) = 490@
gosub @PIMP_35590 

:PIMP_10699
if 
  42@ == 0 
else_jump @PIMP_10784 
if 
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'  // Bally's
else_jump @PIMP_10784 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 405@, 433@, 461@)
Actor.Angle(35@(37@,2i)) = 489@
gosub @PIMP_35590 

:PIMP_10784
if 
  42@ == 0 
else_jump @PIMP_10868 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PILG' 
else_jump @PIMP_10868 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 408@, 436@, 464@)
Actor.Angle(35@(37@,2i)) = 492@
gosub @PIMP_35590 

:PIMP_10868
if 
  42@ == 0 
else_jump @PIMP_10952 
if 
0154:   actor $PLAYER_ACTOR in_zone 'STAR'  // Barbary Coast Casino
else_jump @PIMP_10952 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 407@, 435@, 463@)
Actor.Angle(35@(37@,2i)) = 491@
gosub @PIMP_35590 

:PIMP_10952
if 
  42@ == 0 
else_jump @PIMP_11037 
if 
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'  // Las Vegas Strip
else_jump @PIMP_11037 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 410@, 438@, 466@)
Actor.Angle(35@(37@,2i)) = 494@
gosub @PIMP_35590 

:PIMP_11037
if 
  42@ == 0 
else_jump @PIMP_11122 
if 
0154:   actor $PLAYER_ACTOR in_zone 'VISA'  // Mirage
else_jump @PIMP_11122 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 409@, 437@, 465@)
Actor.Angle(35@(37@,2i)) = 493@
gosub @PIMP_35590 

:PIMP_11122
if 
  42@ == 0 
else_jump @PIMP_11206 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'  // Fitzgeralds
else_jump @PIMP_11206 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 412@, 440@, 468@)
Actor.Angle(35@(37@,2i)) = 496@
gosub @PIMP_35590 

:PIMP_11206
if 
  42@ == 0 
else_jump @PIMP_11290 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'  // Roca Escalante
else_jump @PIMP_11290 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 411@, 439@, 467@)
Actor.Angle(35@(37@,2i)) = 495@
gosub @PIMP_35590 

:PIMP_11290
if 
  42@ == 0 
else_jump @PIMP_11375 
if 
0154:   actor $PLAYER_ACTOR in_zone 'OVS'  // Fremont Street
else_jump @PIMP_11375 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 414@, 442@, 470@)
Actor.Angle(35@(37@,2i)) = 498@
gosub @PIMP_35590 

:PIMP_11375
if 
  42@ == 0 
else_jump @PIMP_11460 
if 
0154:   actor $PLAYER_ACTOR in_zone 'RING'  // Circus Circus
else_jump @PIMP_11460 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 413@, 441@, 469@)
Actor.Angle(35@(37@,2i)) = 497@
gosub @PIMP_35590 

:PIMP_11460
if 
  42@ == 0 
else_jump @PIMP_11544 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BFC'  // Blackfield Chapel
else_jump @PIMP_11544 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 416@, 444@, 472@)
Actor.Angle(35@(37@,2i)) = 500@
gosub @PIMP_35590 

:PIMP_11544
if 
  42@ == 0 
else_jump @PIMP_11628 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GGC'  // College of Southern Nevada
else_jump @PIMP_11628 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 415@, 443@, 471@)
Actor.Angle(35@(37@,2i)) = 499@
gosub @PIMP_35590 

:PIMP_11628
if 
  42@ == 0 
else_jump @PIMP_11713 
if 
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'  // McCarran International Airport
else_jump @PIMP_11713 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 418@, 446@, 474@)
Actor.Angle(35@(37@,2i)) = 502@
gosub @PIMP_35590 

:PIMP_11713
if 
  42@ == 0 
else_jump @PIMP_11798 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LDM'  // Caliente Hot Springs Motel
else_jump @PIMP_11798 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 417@, 445@, 473@)
Actor.Angle(35@(37@,2i)) = 501@
gosub @PIMP_35590 

:PIMP_11798
if 
  42@ == 0 
else_jump @PIMP_11857 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 399@, 427@, 455@)
Actor.Angle(35@(37@,2i)) = 483@
gosub @PIMP_35590 

:PIMP_11857
Model.Destroy(#VWFYPRO)
Model.Destroy(#VBFYPRO)

:PIMP_11866
if 
  42@ == 1 
else_jump @PIMP_12081 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_12081 
05BA: AS_actor 35@(37@,2i) move_mouth -1 ms 
Marker.Disable(88@)
88@ = Marker.CreateAboveActor(35@(37@,2i))
060B: set_actor 35@(37@,2i) decision_maker_to 518@ 
02A9: set_actor 35@(37@,2i) immune_to_nonplayer 1 
039E: set_actor 35@(37@,2i) locked 1 while_in_car 
07E0: set_marker 88@ type_to 1 
if 
  37@ == 0 
else_jump @PIMP_12020 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_2' time 6000 flag 1  // ~s~Ein ~b~Mdchen~s~ ist in der Nhe - Hol es ab.
039E: set_actor 35@(37@,2i) locked 1 while_in_car 

:PIMP_12020
if 
  37@ == 1 
else_jump @PIMP_12067 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_30' time 6000 flag 1  // ~s~Gut! Hol jetzt ein anderes ~b~Mdchen~s~ ab.
039E: set_actor 35@(37@,2i) locked 1 while_in_car 

:PIMP_12067
42@ = 2 
43@ = 1 

:PIMP_12081
if 
  43@ == 1 
else_jump @PIMP_12227 
if 
056D:   actor 35@ defined 
else_jump @PIMP_12154 
if 
   Actor.Dead(35@)
else_jump @PIMP_12154 
00BC: show_text_highpriority GXT 'PIMP_51' time 8000 flag 1  // ~r~Im Krankenhaus kann dein Mdchen keine Kunden bedienen! Du bist kein guter Lude!
jump @PIMP_37455 

:PIMP_12154
if 
  52@ == 1 
else_jump @PIMP_12227 
if 
056D:   actor 36@ defined 
else_jump @PIMP_12227 
if 
   Actor.Dead(36@)
else_jump @PIMP_12227 
00BC: show_text_highpriority GXT 'PIMP_51' time 8000 flag 1  // ~r~Im Krankenhaus kann dein Mdchen keine Kunden bedienen! Du bist kein guter Lude!
jump @PIMP_37455 

:PIMP_12227
if 
  42@ == 2 
else_jump @PIMP_12869 
if 
  523@ == 1 
else_jump @PIMP_12305 
if 
  32@ > 4000 
else_jump @PIMP_12305 
00BC: show_text_highpriority GXT 'PIMP_57' time 6000 flag 1  // ~s~Dein ~b~Mdchen~s~ ist mit einem Kunden fertig. Hol es ab.
523@ = 99 

:PIMP_12305
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_12869 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_12869 
if 
  521@ == 0 
else_jump @PIMP_12405 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_12405 
522@ = Marker.CreateAboveCar(40@)
07E0: set_marker 522@ type_to 1 
Marker.Disable(88@)
521@ = 1 

:PIMP_12405
if 
  521@ == 1 
else_jump @PIMP_12501 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_12501 
Marker.Disable(522@)
521@ = 0 
Marker.Disable(88@)
88@ = Marker.CreateAboveActor(35@(37@,2i))
07E0: set_marker 88@ type_to 1 
00BC: show_text_highpriority GXT 'PIMP_54' time 6000 flag 1  // ~s~Hol jetzt dein ~b~Mdchen~s~ ab!
521@ = 0 

:PIMP_12501
if 
  44@ == 0 
else_jump @PIMP_12688 
if 
  521@ == 0 
else_jump @PIMP_12688 
if 
00F4:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 7.0 7.0 0 in_car 
else_jump @PIMP_12688 
if 
  45@ == 0 
else_jump @PIMP_12637 
0615: define_AS_pack_begin 38@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BA: AS_actor -1 move_mouth -1 ms 
0616: define_AS_pack_end 38@ 
0618: assign_actor 35@(37@,2i) to_AS_pack 38@ 
061B: remove_references_to_AS_pack 38@ 
45@ = 1 

:PIMP_12637
if 
01C1:   car 40@ stopped 
else_jump @PIMP_12688 
0687: clear_actor 35@(37@,2i) task 
05CA: AS_actor 35@(37@,2i) enter_car 40@ passenger_seat -1 60000 ms 
44@ = 1 

:PIMP_12688
if 
   not Car.Wrecked(40@)
else_jump @PIMP_12869 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_12869 
if 
0448:   actor 35@(37@,2i) in_car 40@ 
else_jump @PIMP_12869 
if 
  2 > 56@ 
else_jump @PIMP_12779 
56@ += 1 
0623: add 1 to_integer_stat 171 

:PIMP_12779
44@ = 2 
Marker.Disable(88@)
42@ = 99 
47@ = 1 
gosub @PIMP_35718 
520@ = 1 
32@ = 0 
if 
  49@ == 10 
else_jump @PIMP_12869 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SEXGOD' time 6000 flag 1  // Zuhlter-Missionen abgeschlossen! Prostituierte werden ab jetzt DIR Geld zahlen, damit du dich mit ihnen abgibst.
jump @PIMP_37797 

:PIMP_12869
if 
  44@ == 1 
else_jump @PIMP_13007 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_13007 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_13007 
062E: unknown_get_actor 35@(37@,2i) task 1482 status_store_to 539@ // ret 7 if not found 
if 
04A4:   539@ == 7 // @ == any 
else_jump @PIMP_13007 
if 
   not Actor.InCar(35@(37@,2i), 40@)
else_jump @PIMP_13007 
0687: clear_actor 35@(37@,2i) task 
05CA: AS_actor 35@(37@,2i) enter_car 40@ passenger_seat -1 60000 ms 

:PIMP_13007
if 
  47@ == 1 
else_jump @PIMP_29178 
if 
04A4:   531@ == 1 // @ == any 
else_jump @PIMP_19041 
if 
  58@ == 1 
else_jump @PIMP_13897 
if 
  60@ == 1 
else_jump @PIMP_13140 
if 
  61@ == 1 
else_jump @PIMP_13140 
if 
  62@ == 1 
else_jump @PIMP_13140 
if 
  63@ == 1 
else_jump @PIMP_13140 
58@ = 2 

:PIMP_13140
0209: 50@ = random_int_in_ranges 0 4 
if 
  50@ == 0 
else_jump @PIMP_13336 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_13336 
Model.Load(#SWMYHP1)

:PIMP_13193
if 
   not Model.Available(#SWMYHP1)
else_jump @PIMP_13219 
wait 0 
jump @PIMP_13193 

:PIMP_13219
91@(50@,28i) = Actor.Create(CivMale, #SWMYHP1, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#SWMYHP1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_10' time 4000 flag 1  // ~s~Fahr zu den ~y~Docks~s~, um einen Freier fr dein Mdchen zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_13336
if 
  50@ == 1 
else_jump @PIMP_13523 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_13523 
Model.Load(#SWMYHP1)

:PIMP_13380
if 
   not Model.Available(#SWMYHP1)
else_jump @PIMP_13406 
wait 0 
jump @PIMP_13380 

:PIMP_13406
91@(50@,28i) = Actor.Create(CivMale, #SWMYHP1, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#SWMYHP1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_11' time 4000 flag 1  // ~s~Fahr zum ~y~Los Angeles Airport~s~, um einen Kunden zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_13523
if 
  50@ == 2 
else_jump @PIMP_13710 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_13710 
Model.Load(#SWMYHP1)

:PIMP_13567
if 
   not Model.Available(#SWMYHP1)
else_jump @PIMP_13593 
wait 0 
jump @PIMP_13567 

:PIMP_13593
91@(50@,28i) = Actor.Create(CivMale, #SWMYHP1, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#SWMYHP1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_12' time 4000 flag 1  // ~s~Mach dich jetzt auf nach ~y~Willowbrook~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_13710
if 
  50@ == 3 
else_jump @PIMP_13897 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_13897 
Model.Load(#BMYST)

:PIMP_13754
if 
   not Model.Available(#BMYST)
else_jump @PIMP_13780 
wait 0 
jump @PIMP_13754 

:PIMP_13780
91@(50@,28i) = Actor.Create(CivMale, #BMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_13' time 4000 flag 1  // ~s~Fahr hoch in die Gegend von ~y~Bluffs~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_13897
if 
  58@ == 2 
else_jump @PIMP_14755 
if 
  64@ == 1 
else_jump @PIMP_13994 
if 
  65@ == 1 
else_jump @PIMP_13994 
if 
  66@ == 1 
else_jump @PIMP_13994 
if 
  67@ == 1 
else_jump @PIMP_13994 
58@ = 3 

:PIMP_13994
0209: 50@ = random_int_in_ranges 4 8 
if 
  50@ == 4 
else_jump @PIMP_14190 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_14190 
Model.Load(#BMYST)

:PIMP_14047
if 
   not Model.Available(#BMYST)
else_jump @PIMP_14073 
wait 0 
jump @PIMP_14047 

:PIMP_14073
91@(50@,28i) = Actor.Create(CivMale, #BMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_14' time 4000 flag 1  // ~s~Fahr in den ~y~Civic Center~s~-Distrikt.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_14190
if 
  50@ == 5 
else_jump @PIMP_14381 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_14381 
Model.Load(#WMYBU)

:PIMP_14235
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_14262 
wait 0 
jump @PIMP_14235 

:PIMP_14262
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_15' time 4000 flag 1  // ~s~Bring dein Mdchen jetzt nach ~y~Downtown~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_14381
if 
  50@ == 6 
else_jump @PIMP_14568 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_14568 
Model.Load(#BMYST)

:PIMP_14425
if 
   not Model.Available(#BMYST)
else_jump @PIMP_14451 
wait 0 
jump @PIMP_14425 

:PIMP_14451
91@(50@,28i) = Actor.Create(CivMale, #BMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_16' time 4000 flag 1  // ~s~Dein nchstes Ziel ist ~y~MacArthur Park~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_14568
if 
  50@ == 7 
else_jump @PIMP_14755 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_14755 
Model.Load(#BMYST)

:PIMP_14612
if 
   not Model.Available(#BMYST)
else_jump @PIMP_14638 
wait 0 
jump @PIMP_14612 

:PIMP_14638
91@(50@,28i) = Actor.Create(CivMale, #BMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_17' time 4000 flag 1  // ~s~Besorge einen weiteren Freier in ~y~Carson~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_14755
if 
  58@ == 3 
else_jump @PIMP_15613 
if 
  68@ == 1 
else_jump @PIMP_14852 
if 
  69@ == 1 
else_jump @PIMP_14852 
if 
  70@ == 1 
else_jump @PIMP_14852 
if 
  71@ == 1 
else_jump @PIMP_14852 
58@ = 4 

:PIMP_14852
0209: 50@ = random_int_in_ranges 8 12 
if 
  50@ == 8 
else_jump @PIMP_15048 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_15048 
Model.Load(#WMOPREA)

:PIMP_14905
if 
   not Model.Available(#WMOPREA)
else_jump @PIMP_14931 
wait 0 
jump @PIMP_14905 

:PIMP_14931
91@(50@,28i) = Actor.Create(CivMale, #WMOPREA, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMOPREA)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_18' time 4000 flag 1  // ~s~Jetzt zur Kirche in ~y~Watts~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_15048
if 
  50@ == 9 
else_jump @PIMP_15235 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_15235 
Model.Load(#HMYST)

:PIMP_15092
if 
   not Model.Available(#HMYST)
else_jump @PIMP_15118 
wait 0 
jump @PIMP_15092 

:PIMP_15118
91@(50@,28i) = Actor.Create(CivMale, #HMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#HMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_19' time 4000 flag 1  // ~s~Als nchstes nach ~y~East Los Angeles~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_15235
if 
  50@ == 10 
else_jump @PIMP_15422 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_15422 
Model.Load(#HMYST)

:PIMP_15279
if 
   not Model.Available(#HMYST)
else_jump @PIMP_15305 
wait 0 
jump @PIMP_15279 

:PIMP_15305
91@(50@,28i) = Actor.Create(CivMale, #HMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#HMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_20' time 4000 flag 1  // ~s~Fahr nach ~y~Boyle Heights~s~, um einen weiteren Kunden aufzutreiben.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_15422
if 
  50@ == 11 
else_jump @PIMP_15613 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_15613 
Model.Load(#WMYBU)

:PIMP_15467
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_15494 
wait 0 
jump @PIMP_15467 

:PIMP_15494
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_21' time 4000 flag 1  // ~s~Setz das Mdchen diesmal am ~y~Long Beach~s~ ab.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_15613
if 
  58@ == 4 
else_jump @PIMP_16471 
if 
  72@ == 1 
else_jump @PIMP_15710 
if 
  73@ == 1 
else_jump @PIMP_15710 
if 
  74@ == 1 
else_jump @PIMP_15710 
if 
  75@ == 1 
else_jump @PIMP_15710 
58@ = 5 

:PIMP_15710
0209: 50@ = random_int_in_ranges 12 16 
if 
  50@ == 12 
else_jump @PIMP_15910 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_15910 
Model.Load(#WMYBU)

:PIMP_15764
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_15791 
wait 0 
jump @PIMP_15764 

:PIMP_15791
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_22' time 4000 flag 1  // ~s~Fahr zum ~y~Los Angeles Convention Center~s~ in der Stadtmitte.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_15910
if 
  50@ == 13 
else_jump @PIMP_16097 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_16097 
Model.Load(#WMYBMX)

:PIMP_15954
if 
   not Model.Available(#WMYBMX)
else_jump @PIMP_15980 
wait 0 
jump @PIMP_15954 

:PIMP_15980
91@(50@,28i) = Actor.Create(CivMale, #WMYBMX, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYBMX)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_23' time 4000 flag 1  // ~s~Diesmal geht's Richtung ~y~Venice Beach~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_16097
if 
  50@ == 14 
else_jump @PIMP_16284 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_16284 
Model.Load(#BMYBU)

:PIMP_16141
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_16167 
wait 0 
jump @PIMP_16141 

:PIMP_16167
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_24' time 4000 flag 1  // ~s~Nchstes Ziel: ~y~Santa Monica Beach~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_16284
if 
  50@ == 15 
else_jump @PIMP_16471 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_16471 
Model.Load(#WMYMECH)

:PIMP_16328
if 
   not Model.Available(#WMYMECH)
else_jump @PIMP_16354 
wait 0 
jump @PIMP_16328 

:PIMP_16354
91@(50@,28i) = Actor.Create(CivMale, #WMYMECH, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYMECH)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_25' time 4000 flag 1  // ~s~Fahr nach ~y~Marina~s~, um einen weiteren Kunden fr dein Mdchen zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_16471
if 
  58@ == 5 
else_jump @PIMP_17329 
if 
  76@ == 1 
else_jump @PIMP_16568 
if 
  77@ == 1 
else_jump @PIMP_16568 
if 
  78@ == 1 
else_jump @PIMP_16568 
if 
  79@ == 1 
else_jump @PIMP_16568 
58@ = 6 

:PIMP_16568
0209: 50@ = random_int_in_ranges 16 20 
if 
  50@ == 16 
else_jump @PIMP_16768 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_16768 
Model.Load(#WMYBU)

:PIMP_16622
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_16649 
wait 0 
jump @PIMP_16622 

:PIMP_16649
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_26' time 4000 flag 1  // ~s~Fahr jetzt in die Gegend um ~y~Wilshire~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_16768
if 
  50@ == 17 
else_jump @PIMP_16955 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_16955 
Model.Load(#HMYST)

:PIMP_16812
if 
   not Model.Available(#HMYST)
else_jump @PIMP_16838 
wait 0 
jump @PIMP_16812 

:PIMP_16838
91@(50@,28i) = Actor.Create(CivMale, #HMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#HMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_27' time 4000 flag 1  // ~s~Dein nchstes Ziel liegt mitten in ~y~Beverly Hills~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_16955
if 
  50@ == 18 
else_jump @PIMP_17142 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_17142 
Model.Load(#WMYBMX)

:PIMP_16999
if 
   not Model.Available(#WMYBMX)
else_jump @PIMP_17025 
wait 0 
jump @PIMP_16999 

:PIMP_17025
91@(50@,28i) = Actor.Create(CivMale, #WMYBMX, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYBMX)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_28' time 4000 flag 1  // ~s~Fahr diesmal zur Treppe in ~y~Beverly Hills.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_17142
if 
  50@ == 19 
else_jump @PIMP_17329 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_17329 
Model.Load(#BMYBU)

:PIMP_17186
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_17212 
wait 0 
jump @PIMP_17186 

:PIMP_17212
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_29' time 4000 flag 1  // ~s~Fahr hoch nach ~y~Bel Air~s~, um einen weiteren Kunden fr dein Mdchen zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_17329
if 
  58@ == 6 
else_jump @PIMP_18183 
if 
  80@ == 1 
else_jump @PIMP_17426 
if 
  81@ == 1 
else_jump @PIMP_17426 
if 
  82@ == 1 
else_jump @PIMP_17426 
if 
  83@ == 1 
else_jump @PIMP_17426 
58@ = 7 

:PIMP_17426
0209: 50@ = random_int_in_ranges 20 24 
if 
  50@ == 20 
else_jump @PIMP_17622 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_17622 
Model.Load(#WMYGOL1)

:PIMP_17479
if 
   not Model.Available(#WMYGOL1)
else_jump @PIMP_17505 
wait 0 
jump @PIMP_17479 

:PIMP_17505
91@(50@,28i) = Actor.Create(CivMale, #WMYGOL1, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYGOL1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_80' time 4000 flag 1  // ~s~Fahr nach ~y~Hollywood Hills~s~, um einen weiteren Kunden aufzutreiben.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_17622
if 
  50@ == 21 
else_jump @PIMP_17809 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_17809 
Model.Load(#WMYMECH)

:PIMP_17666
if 
   not Model.Available(#WMYMECH)
else_jump @PIMP_17692 
wait 0 
jump @PIMP_17666 

:PIMP_17692
91@(50@,28i) = Actor.Create(CivMale, #WMYMECH, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYMECH)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_81' time 4000 flag 1  // ~s~Fahr jetzt zu der Waschstrae in ~y~Hollywood Hills~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_17809
if 
  50@ == 22 
else_jump @PIMP_17996 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_17996 
Model.Load(#HMYST)

:PIMP_17853
if 
   not Model.Available(#HMYST)
else_jump @PIMP_17879 
wait 0 
jump @PIMP_17853 

:PIMP_17879
91@(50@,28i) = Actor.Create(CivMale, #HMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#HMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_82' time 4000 flag 1  // ~s~Bring dein Mdchen diesmal nach ~y~Hollywood~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_17996
if 
  50@ == 23 
else_jump @PIMP_18183 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_18183 
Model.Load(#WMOPREA)

:PIMP_18040
if 
   not Model.Available(#WMOPREA)
else_jump @PIMP_18066 
wait 0 
jump @PIMP_18040 

:PIMP_18066
91@(50@,28i) = Actor.Create(CivMale, #WMOPREA, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMOPREA)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_83' time 4000 flag 1  // ~s~Fahr dein Mdchen in die Nhe vom ~y~North Hollywood~s~-Friedhof.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_18183
if 
  58@ == 7 
else_jump @PIMP_19041 
if 
  84@ == 1 
else_jump @PIMP_18280 
if 
  85@ == 1 
else_jump @PIMP_18280 
if 
  86@ == 1 
else_jump @PIMP_18280 
if 
  87@ == 1 
else_jump @PIMP_18280 
58@ = 1 

:PIMP_18280
0209: 50@ = random_int_in_ranges 24 28 
if 
  50@ == 24 
else_jump @PIMP_18480 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_18480 
Model.Load(#BMYBOUN)

:PIMP_18334
if 
   not Model.Available(#BMYBOUN)
else_jump @PIMP_18361 
wait 0 
jump @PIMP_18334 

:PIMP_18361
91@(50@,28i) = Actor.Create(CivMale, #BMYBOUN, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYBOUN)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_84' time 4000 flag 1  // ~s~Fahr zurck nach ~y~Inglewood~s~, um einen weiteren Freier fr dein Mdchen zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_18480
if 
  50@ == 25 
else_jump @PIMP_18667 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_18667 
Model.Load(#BMYDJ)

:PIMP_18524
if 
   not Model.Available(#BMYDJ)
else_jump @PIMP_18550 
wait 0 
jump @PIMP_18524 

:PIMP_18550
91@(50@,28i) = Actor.Create(CivMale, #BMYDJ, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYDJ)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_85' time 4000 flag 1  // ~s~Fahre diesmal nach ~y~Compton~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_18667
if 
  50@ == 26 
else_jump @PIMP_18854 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_18854 
Model.Load(#WMYDRUG)

:PIMP_18711
if 
   not Model.Available(#WMYDRUG)
else_jump @PIMP_18737 
wait 0 
jump @PIMP_18711 

:PIMP_18737
91@(50@,28i) = Actor.Create(CivMale, #WMYDRUG, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYDRUG)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_86' time 4000 flag 1  // ~s~Fahre nach ~y~El Sereno~s~, um einen weiteren Kunden zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_18854
if 
  50@ == 27 
else_jump @PIMP_19041 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_19041 
Model.Load(#HMYST)

:PIMP_18898
if 
   not Model.Available(#HMYST)
else_jump @PIMP_18924 
wait 0 
jump @PIMP_18898 

:PIMP_18924
91@(50@,28i) = Actor.Create(CivMale, #HMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#HMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_87' time 4000 flag 1  // ~s~Fahre Richtung ~y~East Los Angeles~s~, um einen weiteren Kunden aufzutreiben.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_19041
if 
04A4:   531@ == 2 // @ == any 
else_jump @PIMP_24878 
if 
  58@ == 1 
else_jump @PIMP_19913 
if 
  60@ == 1 
else_jump @PIMP_19156 
if 
  61@ == 1 
else_jump @PIMP_19156 
if 
  62@ == 1 
else_jump @PIMP_19156 
if 
  63@ == 1 
else_jump @PIMP_19156 
58@ = 2 

:PIMP_19156
0209: 50@ = random_int_in_ranges 0 4 
if 
  50@ == 0 
else_jump @PIMP_19352 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_19352 
Model.Load(#SWMYHP1)

:PIMP_19209
if 
   not Model.Available(#SWMYHP1)
else_jump @PIMP_19235 
wait 0 
jump @PIMP_19209 

:PIMP_19235
91@(50@,28i) = Actor.Create(CivMale, #SWMYHP1, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#SWMYHP1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP200' time 4000 flag 1  // ~s~Begib dich nach ~y~Pacific Heights~s~, um einen Freier fr dein Mdchen zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_19352
if 
  50@ == 1 
else_jump @PIMP_19539 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_19539 
Model.Load(#SWMYHP1)

:PIMP_19396
if 
   not Model.Available(#SWMYHP1)
else_jump @PIMP_19422 
wait 0 
jump @PIMP_19396 

:PIMP_19422
91@(50@,28i) = Actor.Create(CivMale, #SWMYHP1, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#SWMYHP1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP201' time 4000 flag 1  // ~s~Fahr jetzt rauf zu dem Park in ~y~Russian Hills~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_19539
if 
  50@ == 2 
else_jump @PIMP_19726 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_19726 
Model.Load(#WMYMECH)

:PIMP_19583
if 
   not Model.Available(#WMYMECH)
else_jump @PIMP_19609 
wait 0 
jump @PIMP_19583 

:PIMP_19609
91@(50@,28i) = Actor.Create(CivMale, #WMYMECH, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYMECH)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP202' time 4000 flag 1  // ~s~Fahr schnell nach ~y~Russian Hills~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_19726
if 
  50@ == 3 
else_jump @PIMP_19913 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_19913 
Model.Load(#WMYMECH)

:PIMP_19770
if 
   not Model.Available(#WMYMECH)
else_jump @PIMP_19796 
wait 0 
jump @PIMP_19770 

:PIMP_19796
91@(50@,28i) = Actor.Create(CivMale, #WMYMECH, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYMECH)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP203' time 4000 flag 1  // ~s~Fahr nach ~y~Fisherman's Wharf~s~, um einen weiteren Freier zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_19913
if 
  58@ == 2 
else_jump @PIMP_20793 
if 
  64@ == 1 
else_jump @PIMP_20010 
if 
  65@ == 1 
else_jump @PIMP_20010 
if 
  66@ == 1 
else_jump @PIMP_20010 
if 
  67@ == 1 
else_jump @PIMP_20010 
58@ = 3 

:PIMP_20010
0209: 50@ = random_int_in_ranges 4 8 
if 
  50@ == 4 
else_jump @PIMP_20217 
60@(50@,28i) = 1 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_20217 
Model.Load(#BMYBU)

:PIMP_20074
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_20100 
wait 0 
jump @PIMP_20074 

:PIMP_20100
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP204' time 4000 flag 1  // ~s~Jetzt nach ~y~Sausalito~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_20217
if 
  50@ == 5 
else_jump @PIMP_20419 
60@(50@,28i) = 1 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_20419 
Model.Load(#WMYBU)

:PIMP_20273
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_20300 
wait 0 
jump @PIMP_20273 

:PIMP_20300
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP205' time 4000 flag 1  // ~s~Fahre nach ~y~Marin County~s~, um einen weiteren Kunden zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_20419
if 
  50@ == 6 
else_jump @PIMP_20606 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_20606 
Model.Load(#WMYMECH)

:PIMP_20463
if 
   not Model.Available(#WMYMECH)
else_jump @PIMP_20489 
wait 0 
jump @PIMP_20463 

:PIMP_20489
91@(50@,28i) = Actor.Create(CivMale, #WMYMECH, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYMECH)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP206' time 4000 flag 1  // ~s~Setz dein Mdchen jetzt am ~y~Fort Point~s~ ab.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_20606
if 
  50@ == 7 
else_jump @PIMP_20793 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_20793 
Model.Load(#BMYST)

:PIMP_20650
if 
   not Model.Available(#BMYST)
else_jump @PIMP_20676 
wait 0 
jump @PIMP_20650 

:PIMP_20676
91@(50@,28i) = Actor.Create(CivMale, #BMYST, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#BMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP207' time 4000 flag 1  // ~s~Dein nchstes Ziel ist ~y~Presidio Heights~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_20793
if 
  58@ == 3 
else_jump @PIMP_21651 
if 
  68@ == 1 
else_jump @PIMP_20890 
if 
  69@ == 1 
else_jump @PIMP_20890 
if 
  70@ == 1 
else_jump @PIMP_20890 
if 
  71@ == 1 
else_jump @PIMP_20890 
58@ = 4 

:PIMP_20890
0209: 50@ = random_int_in_ranges 8 12 
if 
  50@ == 8 
else_jump @PIMP_21086 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_21086 
Model.Load(#OMOST)

:PIMP_20943
if 
   not Model.Available(#OMOST)
else_jump @PIMP_20969 
wait 0 
jump @PIMP_20943 

:PIMP_20969
91@(50@,28i) = Actor.Create(CivMale, #OMOST, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#OMOST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP208' time 4000 flag 1  // ~s~Fahr nach ~y~Chinatown~s~, um einen Freier fr dein Mdchen zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_21086
if 
  50@ == 9 
else_jump @PIMP_21277 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_21277 
Model.Load(#WMYBU)

:PIMP_21131
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_21158 
wait 0 
jump @PIMP_21131 

:PIMP_21158
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP209' time 4000 flag 1  // ~s~Fahr jetzt nach ~y~Downtown~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_21277
if 
  50@ == 10 
else_jump @PIMP_21464 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_21464 
Model.Load(#BMYBU)

:PIMP_21321
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_21347 
wait 0 
jump @PIMP_21321 

:PIMP_21347
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP210' time 4000 flag 1  // ~s~Fahr schnell ins ~y~Financial District~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_21464
if 
  50@ == 11 
else_jump @PIMP_21651 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_21651 
Model.Load(#BMYST)

:PIMP_21508
if 
   not Model.Available(#BMYST)
else_jump @PIMP_21534 
wait 0 
jump @PIMP_21508 

:PIMP_21534
91@(50@,28i) = Actor.Create(CivMale, #BMYST, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#BMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP211' time 4000 flag 1  // ~s~Fahr nach ~y~Embarcadero~s~, um einen weiteren Freier zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_21651
if 
  58@ == 4 
else_jump @PIMP_22509 
if 
  72@ == 1 
else_jump @PIMP_21748 
if 
  73@ == 1 
else_jump @PIMP_21748 
if 
  74@ == 1 
else_jump @PIMP_21748 
if 
  75@ == 1 
else_jump @PIMP_21748 
58@ = 5 

:PIMP_21748
0209: 50@ = random_int_in_ranges 12 16 
if 
  50@ == 12 
else_jump @PIMP_21948 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_21948 
Model.Load(#WMYBU)

:PIMP_21802
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_21829 
wait 0 
jump @PIMP_21802 

:PIMP_21829
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP212' time 4000 flag 1  // ~s~Nchste Station: ~y~The Castro~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_21948
if 
  50@ == 13 
else_jump @PIMP_22135 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_22135 
Model.Load(#WMYDRUG)

:PIMP_21992
if 
   not Model.Available(#WMYDRUG)
else_jump @PIMP_22018 
wait 0 
jump @PIMP_21992 

:PIMP_22018
91@(50@,28i) = Actor.Create(CivMale, #WMYDRUG, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYDRUG)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP213' time 4000 flag 1  // ~s~Fahre nach ~y~Haight-Ashbury~s~, um einen weiteren Kunden zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_22135
if 
  50@ == 14 
else_jump @PIMP_22322 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_22322 
Model.Load(#BMYBU)

:PIMP_22179
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_22205 
wait 0 
jump @PIMP_22179 

:PIMP_22205
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP214' time 4000 flag 1  // ~s~Setze dein Mdchen jetzt in ~y~Ocean Beach~s~ ab.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_22322
if 
  50@ == 15 
else_jump @PIMP_22509 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_22509 
Model.Load(#WMYGOL1)

:PIMP_22366
if 
   not Model.Available(#WMYGOL1)
else_jump @PIMP_22392 
wait 0 
jump @PIMP_22366 

:PIMP_22392
91@(50@,28i) = Actor.Create(CivMale, #WMYGOL1, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYGOL1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP215' time 4000 flag 1  // ~s~Dein nchstes Ziel ist der ~y~Sharp Park Golf Course~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_22509
if 
  58@ == 5 
else_jump @PIMP_23367 
if 
  76@ == 1 
else_jump @PIMP_22606 
if 
  77@ == 1 
else_jump @PIMP_22606 
if 
  78@ == 1 
else_jump @PIMP_22606 
if 
  79@ == 1 
else_jump @PIMP_22606 
58@ = 6 

:PIMP_22606
0209: 50@ = random_int_in_ranges 16 20 
if 
  50@ == 16 
else_jump @PIMP_22806 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_22806 
Model.Load(#WMYBU)

:PIMP_22660
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_22687 
wait 0 
jump @PIMP_22660 

:PIMP_22687
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP216' time 4000 flag 1  // ~s~Setze dein Mdchen jetzt bei ~y~Noe Valley~s~ ab.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_22806
if 
  50@ == 17 
else_jump @PIMP_22993 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_22993 
Model.Load(#WMYDRUG)

:PIMP_22850
if 
   not Model.Available(#WMYDRUG)
else_jump @PIMP_22876 
wait 0 
jump @PIMP_22850 

:PIMP_22876
91@(50@,28i) = Actor.Create(CivMale, #WMYDRUG, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYDRUG)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP217' time 4000 flag 1  // ~s~Nchstes Ziel: ~y~Mission District~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_22993
if 
  50@ == 18 
else_jump @PIMP_23180 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_23180 
Model.Load(#WMYCON)

:PIMP_23037
if 
   not Model.Available(#WMYCON)
else_jump @PIMP_23063 
wait 0 
jump @PIMP_23037 

:PIMP_23063
91@(50@,28i) = Actor.Create(CivMale, #WMYCON, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYCON)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP218' time 4000 flag 1  // ~s~Fahr nach ~y~Dogpatch~s~, um einen Freier fr dein Mdchen zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_23180
if 
  50@ == 19 
else_jump @PIMP_23367 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_23367 
Model.Load(#WMYMECH)

:PIMP_23224
if 
   not Model.Available(#WMYMECH)
else_jump @PIMP_23250 
wait 0 
jump @PIMP_23224 

:PIMP_23250
91@(50@,28i) = Actor.Create(CivMale, #WMYMECH, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYMECH)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP219' time 4000 flag 1  // ~s~Jetzt zum ~y~Hunters Point Naval Shipyard~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_23367
if 
  58@ == 6 
else_jump @PIMP_24020 
if 
  80@ == 1 
else_jump @PIMP_23446 
if 
  81@ == 1 
else_jump @PIMP_23446 
if 
  82@ == 1 
else_jump @PIMP_23446 
58@ = 7 

:PIMP_23446
0209: 50@ = random_int_in_ranges 20 23 
if 
  50@ == 20 
else_jump @PIMP_23646 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_23646 
Model.Load(#WMYBU)

:PIMP_23500
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_23527 
wait 0 
jump @PIMP_23500 

:PIMP_23527
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP220' time 4000 flag 1  // ~s~Fahr schnell nach ~y~Mount Sutro~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_23646
if 
  50@ == 21 
else_jump @PIMP_23833 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_23833 
Model.Load(#BMYBU)

:PIMP_23690
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_23716 
wait 0 
jump @PIMP_23690 

:PIMP_23716
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP221' time 4000 flag 1  // ~s~Fahr nach ~y~Silicon Valley~s~, um einen weiteren Freier zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_23833
if 
  50@ == 22 
else_jump @PIMP_24020 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_24020 
Model.Load(#WMYSGRD)

:PIMP_23877
if 
   not Model.Available(#WMYSGRD)
else_jump @PIMP_23903 
wait 0 
jump @PIMP_23877 

:PIMP_23903
91@(50@,28i) = Actor.Create(CivMale, #WMYSGRD, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYSGRD)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP222' time 4000 flag 1  // ~s~Als nchstes geht's zum ~y~San Francisco International Airport~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_24020
if 
  58@ == 7 
else_jump @PIMP_24878 
if 
  83@ == 1 
else_jump @PIMP_24117 
if 
  84@ == 1 
else_jump @PIMP_24117 
if 
  85@ == 1 
else_jump @PIMP_24117 
if 
  86@ == 1 
else_jump @PIMP_24117 
58@ = 1 

:PIMP_24117
0209: 50@ = random_int_in_ranges 23 27 
if 
  50@ == 23 
else_jump @PIMP_24317 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_24317 
Model.Load(#WMYBU)

:PIMP_24171
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_24198 
wait 0 
jump @PIMP_24171 

:PIMP_24198
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP223' time 4000 flag 1  // ~s~Fahr nach ~y~Presidio Heights~s~, um einen weiteren Kunden aufzutreiben.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_24317
if 
  50@ == 24 
else_jump @PIMP_24504 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_24504 
Model.Load(#WMYDRUG)

:PIMP_24361
if 
   not Model.Available(#WMYDRUG)
else_jump @PIMP_24387 
wait 0 
jump @PIMP_24361 

:PIMP_24387
91@(50@,28i) = Actor.Create(CivMale, #WMYDRUG, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYDRUG)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP224' time 4000 flag 1  // ~s~Setze dein Mdchen jetzt in ~y~Presidio~s~ ab.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_24504
if 
  50@ == 25 
else_jump @PIMP_24691 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_24691 
Model.Load(#WMYBMX)

:PIMP_24548
if 
   not Model.Available(#WMYBMX)
else_jump @PIMP_24574 
wait 0 
jump @PIMP_24548 

:PIMP_24574
91@(50@,28i) = Actor.Create(CivMale, #WMYBMX, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYBMX)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP225' time 4000 flag 1  // ~s~Dein nchster Zielort ist ~y~Twin Peaks~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_24691
if 
  50@ == 26 
else_jump @PIMP_24878 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_24878 
Model.Load(#BMYBU)

:PIMP_24735
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_24761 
wait 0 
jump @PIMP_24735 

:PIMP_24761
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP226' time 4000 flag 1  // ~s~Nchste Station: ~y~San Francisco City Hall~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_24878
if 
04A4:   531@ == 3 // @ == any 
else_jump @PIMP_29178 
if 
  58@ == 1 
else_jump @PIMP_25754 
if 
  60@ == 1 
else_jump @PIMP_24993 
if 
  61@ == 1 
else_jump @PIMP_24993 
if 
  62@ == 1 
else_jump @PIMP_24993 
if 
  63@ == 1 
else_jump @PIMP_24993 
58@ = 2 

:PIMP_24993
0209: 50@ = random_int_in_ranges 0 4 
if 
  50@ == 0 
else_jump @PIMP_25189 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_25189 
Model.Load(#SWMYHP1)

:PIMP_25046
if 
   not Model.Available(#SWMYHP1)
else_jump @PIMP_25072 
wait 0 
jump @PIMP_25046 

:PIMP_25072
91@(50@,28i) = Actor.Create(CivMale, #SWMYHP1, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#SWMYHP1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP300' time 4000 flag 1  // ~s~Fahr zum ~y~Flamingo~s~, um einen Freier fr dein Mdchen zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_25189
if 
  50@ == 1 
else_jump @PIMP_25376 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_25376 
Model.Load(#SWMYHP1)

:PIMP_25233
if 
   not Model.Available(#SWMYHP1)
else_jump @PIMP_25259 
wait 0 
jump @PIMP_25233 

:PIMP_25259
91@(50@,28i) = Actor.Create(CivMale, #SWMYHP1, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#SWMYHP1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP301' time 4000 flag 1  // ~s~Fahr jetzt zum ~y~Imperial Palace~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_25376
if 
  50@ == 2 
else_jump @PIMP_25563 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_25563 
Model.Load(#BMYBU)

:PIMP_25420
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_25446 
wait 0 
jump @PIMP_25420 

:PIMP_25446
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP302' time 4000 flag 1  // ~s~Fahr schnell zum ~y~Luxor~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_25563
if 
  50@ == 3 
else_jump @PIMP_25754 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_25754 
Model.Load(#WMYBU)

:PIMP_25608
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_25635 
wait 0 
jump @PIMP_25608 

:PIMP_25635
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP303' time 4000 flag 1  // ~s~Fahr zum ~y~Excalibur~s~, um einen weiteren Freier aufzureien.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_25754
if 
  58@ == 2 
else_jump @PIMP_26612 
if 
  64@ == 1 
else_jump @PIMP_25851 
if 
  65@ == 1 
else_jump @PIMP_25851 
if 
  66@ == 1 
else_jump @PIMP_25851 
if 
  67@ == 1 
else_jump @PIMP_25851 
58@ = 3 

:PIMP_25851
0209: 50@ = random_int_in_ranges 4 8 
if 
  50@ == 4 
else_jump @PIMP_26047 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_26047 
Model.Load(#DWMOLC1)

:PIMP_25904
if 
   not Model.Available(#DWMOLC1)
else_jump @PIMP_25930 
wait 0 
jump @PIMP_25904 

:PIMP_25930
91@(50@,28i) = Actor.Create(CivMale, #DWMOLC1, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#DWMOLC1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP304' time 4000 flag 1  // ~s~Jetzt zum ~y~Treasure Island~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_26047
if 
  50@ == 5 
else_jump @PIMP_26234 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_26234 
Model.Load(#DWMOLC2)

:PIMP_26091
if 
   not Model.Available(#DWMOLC2)
else_jump @PIMP_26117 
wait 0 
jump @PIMP_26091 

:PIMP_26117
91@(50@,28i) = Actor.Create(CivMale, #DWMOLC2, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#DWMOLC2)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP305' time 4000 flag 1  // ~s~Fahr zum ~y~Casino Royale~s~, um einen weiteren Kunden zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_26234
if 
  50@ == 6 
else_jump @PIMP_26421 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_26421 
Model.Load(#BMYBU)

:PIMP_26278
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_26304 
wait 0 
jump @PIMP_26278 

:PIMP_26304
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP306' time 4000 flag 1  // ~s~Setze dein Mdchen jetzt bei ~y~Caesar's~s~ ab.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_26421
if 
  50@ == 7 
else_jump @PIMP_26612 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_26612 
Model.Load(#WMYBU)

:PIMP_26466
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_26493 
wait 0 
jump @PIMP_26466 

:PIMP_26493
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP307' time 4000 flag 1  // ~s~Dein nchstes Ziel ist das ~y~Bally's~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_26612
if 
  58@ == 3 
else_jump @PIMP_27470 
if 
  68@ == 1 
else_jump @PIMP_26709 
if 
  69@ == 1 
else_jump @PIMP_26709 
if 
  70@ == 1 
else_jump @PIMP_26709 
if 
  71@ == 1 
else_jump @PIMP_26709 
58@ = 4 

:PIMP_26709
0209: 50@ = random_int_in_ranges 8 12 
if 
  50@ == 8 
else_jump @PIMP_26905 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_26905 
Model.Load(#DWMOLC1)

:PIMP_26762
if 
   not Model.Available(#DWMOLC1)
else_jump @PIMP_26788 
wait 0 
jump @PIMP_26762 

:PIMP_26788
91@(50@,28i) = Actor.Create(CivMale, #DWMOLC1, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#DWMOLC1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP308' time 4000 flag 1  // ~s~Fahr nach ~y~Pilgrim~s~, um einen Freier fr dein Mdchen zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_26905
if 
  50@ == 9 
else_jump @PIMP_27092 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_27092 
Model.Load(#DWMOLC2)

:PIMP_26949
if 
   not Model.Available(#DWMOLC2)
else_jump @PIMP_26975 
wait 0 
jump @PIMP_26949 

:PIMP_26975
91@(50@,28i) = Actor.Create(CivMale, #DWMOLC2, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#DWMOLC2)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP309' time 4000 flag 1  // ~s~Fahr jetzt zum ~y~Barbary Coast Casino~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_27092
if 
  50@ == 10 
else_jump @PIMP_27279 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_27279 
Model.Load(#BMYBU)

:PIMP_27136
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_27162 
wait 0 
jump @PIMP_27136 

:PIMP_27162
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP310' time 4000 flag 1  // ~s~Fahr schnell zum ~y~Strip~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_27279
if 
  50@ == 11 
else_jump @PIMP_27470 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_27470 
Model.Load(#WMYBU)

:PIMP_27324
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_27351 
wait 0 
jump @PIMP_27324 

:PIMP_27351
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP311' time 4000 flag 1  // ~s~Fahr zum ~y~Mirage~s~, dort findest du einen weiteren Freier.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_27470
if 
  58@ == 4 
else_jump @PIMP_28324 
if 
  72@ == 1 
else_jump @PIMP_27567 
if 
  73@ == 1 
else_jump @PIMP_27567 
if 
  74@ == 1 
else_jump @PIMP_27567 
if 
  75@ == 1 
else_jump @PIMP_27567 
58@ = 5 

:PIMP_27567
0209: 50@ = random_int_in_ranges 12 16 
if 
  50@ == 12 
else_jump @PIMP_27763 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_27763 
Model.Load(#WMYMECH)

:PIMP_27620
if 
   not Model.Available(#WMYMECH)
else_jump @PIMP_27646 
wait 0 
jump @PIMP_27620 

:PIMP_27646
91@(50@,28i) = Actor.Create(CivMale, #WMYMECH, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#WMYMECH)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP312' time 4000 flag 1  // ~s~Nchstes Fahrziel: ~y~Fitzgeralds~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_27763
if 
  50@ == 13 
else_jump @PIMP_27950 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_27950 
Model.Load(#DWMYLC1)

:PIMP_27807
if 
   not Model.Available(#DWMYLC1)
else_jump @PIMP_27833 
wait 0 
jump @PIMP_27807 

:PIMP_27833
91@(50@,28i) = Actor.Create(CivMale, #DWMYLC1, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#DWMYLC1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP313' time 4000 flag 1  // ~s~Fahr nach ~y~Roca Escalante~s~, um einen weiteren Kunden zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_27950
if 
  50@ == 14 
else_jump @PIMP_28137 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_28137 
Model.Load(#BMYBU)

:PIMP_27994
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_28020 
wait 0 
jump @PIMP_27994 

:PIMP_28020
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP314' time 4000 flag 1  // ~s~Setze dein Mdchen jetzt bei der ~y~Fremont Street~s~ ab.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_28137
if 
  50@ == 15 
else_jump @PIMP_28324 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_28324 
Model.Load(#WMYDRUG)

:PIMP_28181
if 
   not Model.Available(#WMYDRUG)
else_jump @PIMP_28207 
wait 0 
jump @PIMP_28181 

:PIMP_28207
91@(50@,28i) = Actor.Create(CivMale, #WMYDRUG, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#WMYDRUG)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP315' time 4000 flag 1  // ~s~Dein nchstes Ziel: ~y~Circus Circus~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_28324
if 
  58@ == 5 
else_jump @PIMP_29178 
if 
  76@ == 1 
else_jump @PIMP_28421 
if 
  77@ == 1 
else_jump @PIMP_28421 
if 
  78@ == 1 
else_jump @PIMP_28421 
if 
  79@ == 1 
else_jump @PIMP_28421 
58@ = 1 

:PIMP_28421
0209: 50@ = random_int_in_ranges 16 20 
if 
  50@ == 16 
else_jump @PIMP_28617 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_28617 
Model.Load(#WMOPREA)

:PIMP_28474
if 
   not Model.Available(#WMOPREA)
else_jump @PIMP_28500 
wait 0 
jump @PIMP_28474 

:PIMP_28500
91@(50@,28i) = Actor.Create(CivMale, #WMOPREA, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#WMOPREA)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP316' time 4000 flag 1  // ~s~Fahr zur ~y~Blackfield Chapel~s~, um einen Freier fr dein Mdchen zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_28617
if 
  50@ == 17 
else_jump @PIMP_28804 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_28804 
Model.Load(#WMYST)

:PIMP_28661
if 
   not Model.Available(#WMYST)
else_jump @PIMP_28687 
wait 0 
jump @PIMP_28661 

:PIMP_28687
91@(50@,28i) = Actor.Create(CivMale, #WMYST, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#WMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP317' time 4000 flag 1  // ~s~Fahr jetzt zum ~y~College of Southern Nevada~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_28804
if 
  50@ == 18 
else_jump @PIMP_28991 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_28991 
Model.Load(#BMYBU)

:PIMP_28848
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_28874 
wait 0 
jump @PIMP_28848 

:PIMP_28874
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP318' time 4000 flag 1  // ~s~Fahr schnell zum ~y~Las Vegas Airport~s~.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_28991
if 
  50@ == 19 
else_jump @PIMP_29178 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_29178 
Model.Load(#DWMYLC1)

:PIMP_29035
if 
   not Model.Available(#DWMYLC1)
else_jump @PIMP_29061 
wait 0 
jump @PIMP_29035 

:PIMP_29061
91@(50@,28i) = Actor.Create(CivMale, #DWMYLC1, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#DWMYLC1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP319' time 4000 flag 1  // ~s~Fahr zum ~y~Caliente Hot Springs Motel~s~, um einen weiteren Freier zu finden.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_29178
if 
  520@ == 1 
else_jump @PIMP_29735 
if 
  32@ > 5000 
else_jump @PIMP_29735 
if 
  1 > 49@ 
else_jump @PIMP_29301 
if 
  37@ == 0 
else_jump @PIMP_29267 
00BC: show_text_highpriority GXT 'PIMP_3' time 6000 flag 1  // ~w~Nette Karre! Pass auf mich auf und du bekommst einen Anteil!

:PIMP_29267
if 
  37@ == 1 
else_jump @PIMP_29301 
00BC: show_text_highpriority GXT 'PIMP_31' time 6000 flag 1  // ~w~Behandle mich anstndig!

:PIMP_29301
if 
  49@ > 0 
else_jump @PIMP_29721 
541@ = 1 
if 
   not 513@ == 1 
else_jump @PIMP_29721 
08D4: 529@ = create_panel_with_title 'PIMP_70' position 31.0 80.0 width 89.0 columns 2 interactive 0 background 1 alignment 1  // Kuppeleien
34@ = 1 
08DB: set_panel 529@ column 0 header 'PIMP_71' data 'PIMP_72' 'PIMP_73' 'PIMP_74' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Bezahlung: // Anteil // Faktor // Gesamt
08D6: set_panel 529@ column 1 alignment 2 
528@ = 300 
0085: 526@ = 49@ // (int) 
006A: 526@ *= 528@ // (int) 
08EE: set_panel 529@ column 1 row 0 text_1number GXT 'DOLLAR' number 528@  // $~1~
08EE: set_panel 529@ column 1 row 1 text_1number GXT 'PIMP_75' number 49@  // X ~1~
08EE: set_panel 529@ column 1 row 2 text_1number GXT 'DOLLAR' number 526@  // $~1~
090E: set_panel 529@ active_row 2 
0093: 527@ = integer 526@ to_float 
if 
  37@ == 0 
else_jump @PIMP_29672 
00BC: show_text_highpriority GXT 'PIMP_7' time 6000 flag 1  // ~w~Hier ist dein Anteil!
Player.Money($PLAYER_CHAR) += 526@
0624: add 527@ to_float_stat 36 

:PIMP_29672
if 
  37@ == 1 
else_jump @PIMP_29721 
00BC: show_text_highpriority GXT 'PIMP_32' time 6000 flag 1  // ~w~Da ist dein Anteil, Tiger!
Player.Money($PLAYER_CHAR) += 526@
0624: add 527@ to_float_stat 36 

:PIMP_29721
520@ = 2 
32@ = 0 

:PIMP_29735
if 
  520@ == 2 
else_jump @PIMP_29809 
if 
  32@ > 6000 
else_jump @PIMP_29809 
if 
  34@ == 1 
else_jump @PIMP_29802 
08DA: remove_panel 529@ 
34@ = 0 

:PIMP_29802
520@ = 3 

:PIMP_29809
if 
  47@ == 2 
else_jump @PIMP_29982 
if 
   not Actor.Dead(91@(50@,28i))
else_jump @PIMP_29899 
if 
  37@ == 0 
else_jump @PIMP_29873 
0085: 511@ = 50@ // (int) 

:PIMP_29873
if 
  37@ == 1 
else_jump @PIMP_29899 
0085: 512@ = 50@ // (int) 

:PIMP_29899
Marker.Disable(89@)
89@ = Marker.CreateAboveActor(91@(50@,28i))
Marker.SetColor(89@, 4)
$8246 = 180000 
014F: stop_timer $8246 
537@ = 0 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // ZEIT
537@ = 1 
47@ = 3 
48@ = 0 

:PIMP_29982
if 
  47@ == 3 
else_jump @PIMP_30738 
if 
   not Actor.Dead(91@(50@,28i))
else_jump @PIMP_30738 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_30738 
if 
  521@ == 0 
else_jump @PIMP_30100 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_30100 
522@ = Marker.CreateAboveCar(40@)
07E0: set_marker 522@ type_to 1 
Marker.Disable(89@)
521@ = 1 

:PIMP_30100
if 
  521@ == 1 
else_jump @PIMP_30196 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_30196 
Marker.Disable(522@)
521@ = 0 
Marker.Disable(89@)
89@ = Marker.CreateAboveActor(91@(50@,28i))
Marker.SetColor(89@, 4)
00BC: show_text_highpriority GXT 'PIMP_53' time 6000 flag 1  // ~s~Begib dich jetzt in die ~y~Gegend~s~ des Kunden!
521@ = 0 

:PIMP_30196
if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_30242 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Sei hflich zu deinen Kunden! Sie nehmen deine Mdchen nicht mehr, wenn du ihnen grob kommst!
jump @PIMP_37455 

:PIMP_30242
if 
   not Car.Wrecked(40@)
else_jump @PIMP_30738 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_30738 
if 
  46@ == 0 
else_jump @PIMP_30738 
if 
  521@ == 0 
else_jump @PIMP_30738 
if 
00F4:   actor $PLAYER_ACTOR near_actor 91@(50@,28i) radius 10.0 10.0 0 in_car 
else_jump @PIMP_30738 
if 
  48@ == 0 
else_jump @PIMP_30449 
if 
  37@ == 0 
else_jump @PIMP_30408 
00BC: show_text_highpriority GXT 'PIMP_6' time 4000 flag 1  // ~w~Okay, da ist mein Freier! Lass mich raus und ich rufe dich, wen ich fertig bin!
48@ = 1 

:PIMP_30408
if 
  37@ == 1 
else_jump @PIMP_30449 
00BC: show_text_highpriority GXT 'PIMP_33' time 4000 flag 1  // ~w~Da ist mein Kunde. Halt in der Nhe an. Ich ruf dich, wenn ich fr meinen nchsten Termin bereit bin.
48@ = 1 

:PIMP_30449
0085: 53@ = 37@ // (int) 
if 
01C1:   car 40@ stopped 
else_jump @PIMP_30738 
0639: AS_actor 91@(50@,28i) rotate_to_actor 35@(53@,2i) 
0687: clear_actor 35@(53@,2i) task 
0085: 54@ = 50@ // (int) 
537@ = 0 
014F: stop_timer $8246 
$8246 = 180000 
0615: define_AS_pack_begin 39@ 
05CD: AS_actor -1 exit_car 40@ 
040D: unload_wav 4 
if 
04A4:   531@ == 1 // @ == any 
else_jump @PIMP_30592 
05D3: AS_actor -1 goto_point 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) mode 6 10000 ms // versionA 

:PIMP_30592
if 
04A4:   531@ == 2 // @ == any 
else_jump @PIMP_30640 
05D3: AS_actor -1 goto_point 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) mode 6 10000 ms // versionA 

:PIMP_30640
if 
04A4:   531@ == 3 // @ == any 
else_jump @PIMP_30688 
05D3: AS_actor -1 goto_point 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) mode 6 10000 ms // versionA 

:PIMP_30688
0616: define_AS_pack_end 39@ 
0618: assign_actor 35@(53@,2i) to_AS_pack 39@ 
061B: remove_references_to_AS_pack 39@ 
46@ = 1 
55@ = 1 
47@ = 4 
32@ = 0 

:PIMP_30738
if 
  55@ == 1 
else_jump @PIMP_30900 
if 
   not Actor.Dead(35@(53@,2i))
else_jump @PIMP_30900 
if 
   not Actor.Dead(91@(54@,28i))
else_jump @PIMP_30900 
if 
00F2:   actor 35@(53@,2i) near_actor 91@(54@,28i) radius 3.0 3.0 0 
else_jump @PIMP_30900 
0687: clear_actor 35@(53@,2i) task 
0687: clear_actor 91@(54@,28i) task 
0677: AS_actor 35@(53@,2i) chat_with_actor 91@(54@,28i) lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 91@(54@,28i) chat_with_actor 35@(53@,2i) lead_speaker_flag 0 unknown_flag 1 
55@ = 0 

:PIMP_30900
if 
  47@ == 4 
else_jump @PIMP_31126 
if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_30964 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Sei hflich zu deinen Kunden! Sie nehmen deine Mdchen nicht mehr, wenn du ihnen grob kommst!
jump @PIMP_37455 

:PIMP_30964
if 
   not Actor.Dead(35@(53@,2i))
else_jump @PIMP_31126 
if 
   not Actor.Dead(91@(50@,28i))
else_jump @PIMP_31126 
if 
  52@ == 1 
else_jump @PIMP_31029 
47@ = 15 

:PIMP_31029
if 
  52@ == 0 
else_jump @PIMP_31126 
if 
  37@ == 0 
else_jump @PIMP_31126 
42@ = 0 
41@ = 0 
37@ = 1 
47@ = 99 
Marker.Disable(89@)
45@ = 0 
44@ = 0 
46@ = 0 
52@ = 1 

:PIMP_31126
if 
  47@ == 15 
else_jump @PIMP_31230 
if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_31190 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Sei hflich zu deinen Kunden! Sie nehmen deine Mdchen nicht mehr, wenn du ihnen grob kommst!
jump @PIMP_37455 

:PIMP_31190
Marker.Disable(89@)
45@ = 0 
44@ = 0 
46@ = 0 
gosub @PIMP_35660 
47@ = 20 

:PIMP_31230
if 
  47@ == 20 
else_jump @PIMP_31301 
if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_31294 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Sei hflich zu deinen Kunden! Sie nehmen deine Mdchen nicht mehr, wenn du ihnen grob kommst!
jump @PIMP_37455 

:PIMP_31294
47@ = 25 

:PIMP_31301
if 
  47@ == 25 
else_jump @PIMP_32099 
0209: 513@ = random_int_in_ranges 0 4 
if 
  2 > 49@ 
else_jump @PIMP_31353 
513@ = 3 

:PIMP_31353
if 
  513@ == 0 
else_jump @PIMP_31652 
47@ = 30 
00BC: show_text_highpriority GXT 'PIMP_35' time 6000 flag 1  // ~w~Hilf mir! Der Dreckskerl wird grob! Er glaubt, er htte sich Sackratten bei mir geholt!
524@ = 1 
32@ = 0 
if 
  37@ == 0 
else_jump @PIMP_31530 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_31530 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(511@,28i))
0770: unknown_actor 91@(511@,28i) flag 1 
119@(511@,28i) = 0 
Marker.SetColor(90@, 0)
014F: stop_timer $8246 
$8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // ZEIT
537@ = 2 

:PIMP_31530
if 
  37@ == 1 
else_jump @PIMP_31652 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_31652 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(512@,28i))
0770: unknown_actor 91@(512@,28i) flag 1 
119@(512@,28i) = 0 
Marker.SetColor(90@, 0)
014F: stop_timer $8246 
$8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // ZEIT
537@ = 2 

:PIMP_31652
if 
  513@ == 1 
else_jump @PIMP_31975 
47@ = 40 
00BC: show_text_highpriority GXT 'PIMP_39' time 6000 flag 1  // ~w~Ich hab hier einen Geizhals, der nicht zahlen will! Ich brauche deine berredungsknste!
525@ = 1 
32@ = 0 
if 
  37@ == 0 
else_jump @PIMP_31841 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_31841 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(511@,28i))
0770: unknown_actor 91@(511@,28i) flag 1 
119@(511@,28i) = 0 
03FE: set_actor 91@(511@,28i) money 250 
Marker.SetColor(90@, 0)
014F: stop_timer $8246 
$8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // ZEIT
537@ = 2 

:PIMP_31841
if 
  37@ == 1 
else_jump @PIMP_31975 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_31975 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(512@,28i))
0770: unknown_actor 91@(512@,28i) flag 1 
119@(512@,28i) = 0 
Marker.SetColor(90@, 0)
03FE: set_actor 91@(512@,28i) money 250 
014F: stop_timer $8246 
$8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // ZEIT
537@ = 2 

:PIMP_31975
if 
  513@ == 2 
else_jump @PIMP_32037 
523@ = 0 
47@ = 50 
00BC: show_text_highpriority GXT 'PIMP_56' time 4000 flag 1  // ~w~Hey, ich bin fertig. Komm mich abholen!
32@ = 0 
523@ = 1 

:PIMP_32037
if 
  513@ == 3 
else_jump @PIMP_32099 
523@ = 0 
47@ = 50 
00BC: show_text_highpriority GXT 'PIMP_56' time 4000 flag 1  // ~w~Hey, ich bin fertig. Komm mich abholen!
32@ = 0 
523@ = 1 

:PIMP_32099
if 
  47@ == 30 
else_jump @PIMP_32970 
if 
  525@ == 1 
else_jump @PIMP_32177 
if 
  32@ > 4000 
else_jump @PIMP_32177 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Bring diesen ~r~Mistkerl~s~ schnell zur Strecke!
525@ = 99 

:PIMP_32177
if 
  524@ == 1 
else_jump @PIMP_32237 
if 
  32@ > 4000 
else_jump @PIMP_32237 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~Ein ~r~Freier~s~ ist zu grob zu deinem Mdchen! Mach ihn fertig!
524@ = 99 

:PIMP_32237
if 
   not Car.Wrecked(40@)
else_jump @PIMP_32506 
if 
  521@ == 0 
else_jump @PIMP_32317 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_32317 
522@ = Marker.CreateAboveCar(40@)
07E0: set_marker 522@ type_to 1 
Marker.Disable(90@)
521@ = 1 

:PIMP_32317
if 
  521@ == 1 
else_jump @PIMP_32506 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_32506 
Marker.Disable(522@)
if 
  37@ == 0 
else_jump @PIMP_32421 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_32421 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(511@,28i))
Marker.SetColor(90@, 0)

:PIMP_32421
if 
  37@ == 1 
else_jump @PIMP_32483 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_32483 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(512@,28i))
Marker.SetColor(90@, 0)

:PIMP_32483
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~Dieser ~r~Kunde~s~ nutzt deine Dienste schamlos aus. Vernichte ihn!
521@ = 0 

:PIMP_32506
if 
  521@ == 0 
else_jump @PIMP_32838 
if 
  37@ == 0 
else_jump @PIMP_32681 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_32681 
if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 50.0 50.0 0 
else_jump @PIMP_32681 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_32681 
0687: clear_actor 35@(37@,2i) task 
05E2: AS_actor 35@(37@,2i) kill_actor 91@(511@,28i) 
05E2: AS_actor 91@(511@,28i) kill_actor 35@(37@,2i) 
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~Dieser ~r~Kunde~s~ nutzt deine Dienste schamlos aus. Vernichte ihn!
47@ = 35 

:PIMP_32681
if 
  37@ == 1 
else_jump @PIMP_32838 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_32838 
if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 50.0 50.0 0 
else_jump @PIMP_32838 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_32838 
05E2: AS_actor 91@(512@,28i) kill_actor 35@(37@,2i) 
0687: clear_actor 35@(37@,2i) task 
05E2: AS_actor 35@(37@,2i) kill_actor 91@(512@,28i) 
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~Dieser ~r~Kunde~s~ nutzt deine Dienste schamlos aus. Vernichte ihn!
47@ = 35 

:PIMP_32838
if 
  37@ == 0 
else_jump @PIMP_32904 
if 
   Actor.Dead(91@(511@,28i))
else_jump @PIMP_32904 
Marker.Disable(90@)
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Gute Arbeit! Fahr zurck und hol dein ~b~Mdchen~s~ ab, um weiterzumachen.
47@ = 50 

:PIMP_32904
if 
  37@ == 1 
else_jump @PIMP_32970 
if 
   Actor.Dead(91@(512@,28i))
else_jump @PIMP_32970 
Marker.Disable(90@)
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Gute Arbeit! Fahr zurck und hol dein ~b~Mdchen~s~ ab, um weiterzumachen.
47@ = 50 

:PIMP_32970
if 
  47@ == 35 
else_jump @PIMP_33511 
516@ = 99 
if 
  525@ == 1 
else_jump @PIMP_33055 
if 
  32@ > 4000 
else_jump @PIMP_33055 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Bring diesen ~r~Mistkerl~s~ schnell zur Strecke!
525@ = 99 

:PIMP_33055
if 
  524@ == 1 
else_jump @PIMP_33115 
if 
  32@ > 4000 
else_jump @PIMP_33115 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~Ein ~r~Freier~s~ ist zu grob zu deinem Mdchen! Mach ihn fertig!
524@ = 99 

:PIMP_33115
if 
   not Car.Wrecked(40@)
else_jump @PIMP_33379 
if 
  521@ == 0 
else_jump @PIMP_33190 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_33190 
522@ = Marker.CreateAboveCar(40@)
07E0: set_marker 522@ type_to 1 
521@ = 1 

:PIMP_33190
if 
  521@ == 1 
else_jump @PIMP_33379 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_33379 
Marker.Disable(522@)
if 
  37@ == 0 
else_jump @PIMP_33294 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_33294 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(511@,28i))
Marker.SetColor(90@, 0)

:PIMP_33294
if 
  37@ == 1 
else_jump @PIMP_33356 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_33356 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(512@,28i))
Marker.SetColor(90@, 0)

:PIMP_33356
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~Dieser ~r~Kunde~s~ nutzt deine Dienste schamlos aus. Vernichte ihn!
521@ = 0 

:PIMP_33379
if 
  37@ == 0 
else_jump @PIMP_33445 
if 
   Actor.Dead(91@(511@,28i))
else_jump @PIMP_33445 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Gute Arbeit! Fahr zurck und hol dein ~b~Mdchen~s~ ab, um weiterzumachen.
Marker.Disable(90@)
47@ = 50 

:PIMP_33445
if 
  37@ == 1 
else_jump @PIMP_33511 
if 
   Actor.Dead(91@(512@,28i))
else_jump @PIMP_33511 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Gute Arbeit! Fahr zurck und hol dein ~b~Mdchen~s~ ab, um weiterzumachen.
Marker.Disable(90@)
47@ = 50 

:PIMP_33511
if 
  47@ == 40 
else_jump @PIMP_34338 
if 
  525@ == 1 
else_jump @PIMP_33589 
if 
  32@ > 4000 
else_jump @PIMP_33589 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Bring diesen ~r~Mistkerl~s~ schnell zur Strecke!
525@ = 99 

:PIMP_33589
if 
  524@ == 1 
else_jump @PIMP_33649 
if 
  32@ > 4000 
else_jump @PIMP_33649 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~Ein ~r~Freier~s~ ist zu grob zu deinem Mdchen! Mach ihn fertig!
524@ = 99 

:PIMP_33649
if 
   not Car.Wrecked(40@)
else_jump @PIMP_33918 
if 
  521@ == 0 
else_jump @PIMP_33729 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_33729 
522@ = Marker.CreateAboveCar(40@)
07E0: set_marker 522@ type_to 1 
Marker.Disable(90@)
521@ = 1 

:PIMP_33729
if 
  521@ == 1 
else_jump @PIMP_33918 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_33918 
Marker.Disable(522@)
if 
  37@ == 0 
else_jump @PIMP_33833 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_33833 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(511@,28i))
Marker.SetColor(90@, 0)

:PIMP_33833
if 
  37@ == 1 
else_jump @PIMP_33895 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_33895 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(512@,28i))
Marker.SetColor(90@, 0)

:PIMP_33895
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~Dieser ~r~Kunde~s~ nutzt deine Dienste schamlos aus. Vernichte ihn!
521@ = 0 

:PIMP_33918
if 
  521@ == 0 
else_jump @PIMP_34206 
if 
  37@ == 0 
else_jump @PIMP_34071 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_34071 
if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 20.0 20.0 0 
else_jump @PIMP_34071 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_34071 
05DD: AS_actor 91@(511@,28i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Bring diesen ~r~Mistkerl~s~ schnell zur Strecke!
47@ = 45 

:PIMP_34071
if 
  37@ == 1 
else_jump @PIMP_34206 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_34206 
if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 20.0 20.0 0 
else_jump @PIMP_34206 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_34206 
05DD: AS_actor 91@(512@,28i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Bring diesen ~r~Mistkerl~s~ schnell zur Strecke!
47@ = 45 

:PIMP_34206
if 
  37@ == 0 
else_jump @PIMP_34272 
if 
   Actor.Dead(91@(511@,28i))
else_jump @PIMP_34272 
Marker.Disable(90@)
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Gute Arbeit! Fahr zurck und hol dein ~b~Mdchen~s~ ab, um weiterzumachen.
47@ = 50 

:PIMP_34272
if 
  37@ == 1 
else_jump @PIMP_34338 
if 
   Actor.Dead(91@(512@,28i))
else_jump @PIMP_34338 
Marker.Disable(90@)
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Gute Arbeit! Fahr zurck und hol dein ~b~Mdchen~s~ ab, um weiterzumachen.
47@ = 50 

:PIMP_34338
if 
  47@ == 45 
else_jump @PIMP_34889 
516@ = 99 
if 
  525@ == 1 
else_jump @PIMP_34423 
if 
  32@ > 4000 
else_jump @PIMP_34423 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Bring diesen ~r~Mistkerl~s~ schnell zur Strecke!
525@ = 99 

:PIMP_34423
if 
  524@ == 1 
else_jump @PIMP_34483 
if 
  32@ > 4000 
else_jump @PIMP_34483 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~Ein ~r~Freier~s~ ist zu grob zu deinem Mdchen! Mach ihn fertig!
524@ = 99 

:PIMP_34483
if 
   not Car.Wrecked(40@)
else_jump @PIMP_34747 
if 
  521@ == 0 
else_jump @PIMP_34558 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_34558 
522@ = Marker.CreateAboveCar(40@)
07E0: set_marker 522@ type_to 1 
521@ = 1 

:PIMP_34558
if 
  521@ == 1 
else_jump @PIMP_34747 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_34747 
Marker.Disable(522@)
if 
  37@ == 0 
else_jump @PIMP_34662 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_34662 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(511@,28i))
Marker.SetColor(90@, 0)

:PIMP_34662
if 
  37@ == 1 
else_jump @PIMP_34724 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_34724 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(512@,28i))
Marker.SetColor(90@, 0)

:PIMP_34724
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~Dieser ~r~Kunde~s~ nutzt deine Dienste schamlos aus. Vernichte ihn!
521@ = 0 

:PIMP_34747
if 
  37@ == 0 
else_jump @PIMP_34818 
if 
   Actor.Dead(91@(511@,28i))
else_jump @PIMP_34818 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Gute Arbeit! Fahr zurck und hol dein ~b~Mdchen~s~ ab, um weiterzumachen.
Marker.Disable(90@)
wait 2000 
47@ = 50 

:PIMP_34818
if 
  37@ == 1 
else_jump @PIMP_34889 
if 
   Actor.Dead(91@(512@,28i))
else_jump @PIMP_34889 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Gute Arbeit! Fahr zurck und hol dein ~b~Mdchen~s~ ab, um weiterzumachen.
Marker.Disable(90@)
wait 2000 
47@ = 50 

:PIMP_34889
if 
  47@ == 50 
else_jump @PIMP_35170 
537@ = 0 
014F: stop_timer $8246 
$8246 = 180000 
516@ = 0 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_35114 
00BE: text_clear_all 
0687: clear_actor 35@(37@,2i) task 
Marker.Disable(88@)
88@ = Marker.CreateAboveActor(35@(37@,2i))
07E0: set_marker 88@ type_to 1 
47@ = 25 
if 
  37@ == 0 
else_jump @PIMP_35056 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_35056 
Actor.RemoveReferences(91@(511@,28i))
119@(511@,28i) = 0 

:PIMP_35056
if 
  37@ == 1 
else_jump @PIMP_35114 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_35114 
Actor.RemoveReferences(91@(512@,28i))
119@(512@,28i) = 0 

:PIMP_35114
47@ = 99 
42@ = 2 
49@ += 1 
0652: 540@ = integer_stat 210 
if 
801D:   not  540@ > 49@ // (int) 
else_jump @PIMP_35170 
0629: change_integer_stat 210 to 49@ 

:PIMP_35170
if 
   not Actor.Dead(91@(50@,28i))
else_jump @PIMP_35259 
if 
0104:   actor $PLAYER_ACTOR near_actor 91@(50@,28i) radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_35248 
0575: set_actor 91@(50@,28i) pinned_position 0 
jump @PIMP_35259 

:PIMP_35248
0575: set_actor 91@(50@,28i) pinned_position 1 

:PIMP_35259
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_35348 
if 
0104:   actor $PLAYER_ACTOR near_actor 91@(511@,28i) radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_35337 
0575: set_actor 91@(511@,28i) pinned_position 0 
jump @PIMP_35348 

:PIMP_35337
0575: set_actor 91@(511@,28i) pinned_position 1 

:PIMP_35348
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_35437 
if 
0104:   actor $PLAYER_ACTOR near_actor 91@(512@,28i) radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_35426 
0575: set_actor 91@(512@,28i) pinned_position 0 
jump @PIMP_35437 

:PIMP_35426
0575: set_actor 91@(512@,28i) pinned_position 1 

:PIMP_35437
if 
   not Actor.Dead(35@)
else_jump @PIMP_35510 
if 
0104:   actor $PLAYER_ACTOR near_actor 35@ radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_35503 
0575: set_actor 35@ pinned_position 0 
jump @PIMP_35510 

:PIMP_35503
0575: set_actor 35@ pinned_position 1 

:PIMP_35510
if 
   not Actor.Dead(36@)
else_jump @PIMP_35583 
if 
0104:   actor $PLAYER_ACTOR near_actor 36@ radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_35576 
0575: set_actor 36@ pinned_position 0 
jump @PIMP_35583 

:PIMP_35576
0575: set_actor 36@ pinned_position 1 

:PIMP_35583
jump @PIMP_3765 

:PIMP_35590
if 
   not 35@(37@,2i) == -1 
else_jump @PIMP_35658 
089F: get_actor 35@(37@,2i) pedtype_to 519@ 
if 
83A3:   not actor 35@(37@,2i) male 
else_jump @PIMP_35658 
41@ = 99 
42@ = 1 

:PIMP_35658
return 

:PIMP_35660
if 
  37@ == 0 
else_jump @PIMP_35687 
37@ = 1 
return 

:PIMP_35687
if 
  37@ == 1 
else_jump @PIMP_35714 
37@ = 0 
return 

:PIMP_35714
return 
return 

:PIMP_35718
if 
04A4:   531@ == 1 // @ == any 
else_jump @PIMP_36304 
if or
0154:   actor $PLAYER_ACTOR in_zone 'IWD'  // Inglewood
0154:   actor $PLAYER_ACTOR in_zone 'GAN'  // Compton
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'  // El Sereno
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Carson
else_jump @PIMP_35810 
58@ = 1 

:PIMP_35810
if or
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'  // San Pedro Seaport
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'  // LAX
0154:   actor $PLAYER_ACTOR in_zone 'LIND'  // Willowbrook
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'  // Griffith Park
else_jump @PIMP_35884 
58@ = 2 

:PIMP_35884
if or
0154:   actor $PLAYER_ACTOR in_zone 'COM'  // Civic Center
0154:   actor $PLAYER_ACTOR in_zone 'LDT'  // Financial District
0154:   actor $PLAYER_ACTOR in_zone 'GLN'  // MacArthur Park
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Carson
else_jump @PIMP_35958 
58@ = 3 

:PIMP_35958
if or
0154:   actor $PLAYER_ACTOR in_zone 'JEF'  // Watts
0154:   actor $PLAYER_ACTOR in_zone 'ELS'  // East Los Angeles
0154:   actor $PLAYER_ACTOR in_zone 'LFL'  // Boyle Heights
0154:   actor $PLAYER_ACTOR in_zone 'EBE'  // Long Beach
else_jump @PIMP_36032 
58@ = 4 

:PIMP_36032
if or
0154:   actor $PLAYER_ACTOR in_zone 'CONF'  // Los Angeles Convention Center
0154:   actor $PLAYER_ACTOR in_zone 'VERO'  // Venice Beach
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Monica Beach
0154:   actor $PLAYER_ACTOR in_zone 'MAR'  // Marina del Rey
0154:   actor $PLAYER_ACTOR in_zone 'MKT'  // Wilshire
else_jump @PIMP_36120 
58@ = 5 

:PIMP_36120
if or
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Monica Beach
0154:   actor $PLAYER_ACTOR in_zone 'PLS'  // Playa del Rey
0154:   actor $PLAYER_ACTOR in_zone 'ROD'  // Beverly Hills
0154:   actor $PLAYER_ACTOR in_zone 'RIH'  // Bel Air
else_jump @PIMP_36194 
58@ = 6 

:PIMP_36194
if or
0154:   actor $PLAYER_ACTOR in_zone 'VIN'  // Hollywood
0154:   actor $PLAYER_ACTOR in_zone 'MUL'  // Hollywood Hills
0154:   actor $PLAYER_ACTOR in_zone 'SUN'  // North Hollywood
else_jump @PIMP_36254 
58@ = 7 

:PIMP_36254
if 
  1 > 58@ 
else_jump @PIMP_36279 
58@ = 1 

:PIMP_36279
if 
  58@ > 7 
else_jump @PIMP_36304 
58@ = 1 

:PIMP_36304
if 
04A4:   531@ == 2 // @ == any 
else_jump @PIMP_36876 
if or
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'  // Presidio Heights
0154:   actor $PLAYER_ACTOR in_zone 'PARA'  // Presidio
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'  // Twin Peaks
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'  // San Francisco City Hall
else_jump @PIMP_36396 
58@ = 1 

:PIMP_36396
if or
0154:   actor $PLAYER_ACTOR in_zone 'CALT'  // Pacific Heights
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'  // Cow Hollow
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'  // Russian Hill
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'  // Fisherman's Wharf
else_jump @PIMP_36470 
58@ = 2 

:PIMP_36470
if or
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'  // Sausalito
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'  // Marin County
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'  // Golden Gate Bridge
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'  // Fort Point
else_jump @PIMP_36544 
58@ = 3 

:PIMP_36544
if or
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'  // Chinatown
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'  // Downtown San Francisco
0154:   actor $PLAYER_ACTOR in_zone 'FINA'  // Financial District
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'  // The Embarcadero
else_jump @PIMP_36618 
58@ = 4 

:PIMP_36618
if or
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'  // The Castro
0154:   actor $PLAYER_ACTOR in_zone 'HASH'  // Haight-Ashbury
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'  // Ocean Beach
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'  // Sharp Park Golf Course
else_jump @PIMP_36692 
58@ = 5 

:PIMP_36692
if or
0154:   actor $PLAYER_ACTOR in_zone 'THEA'  // Noe Valley
0154:   actor $PLAYER_ACTOR in_zone 'GARC'  // Mission District
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Dogpatch
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // China Basin
else_jump @PIMP_36766 
58@ = 6 

:PIMP_36766
if or
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'  // Mount Sutro
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'  // Silicon Valley
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'  // San Francisco International Airport
else_jump @PIMP_36826 
58@ = 7 

:PIMP_36826
if 
  1 > 58@ 
else_jump @PIMP_36851 
58@ = 1 

:PIMP_36851
if 
  58@ > 7 
else_jump @PIMP_36876 
58@ = 1 

:PIMP_36876
if 
04A4:   531@ == 3 // @ == any 
else_jump @PIMP_37314 
if or
0154:   actor $PLAYER_ACTOR in_zone 'BFC'  // Blackfield Chapel
0154:   actor $PLAYER_ACTOR in_zone 'GGC'  // College of Southern Nevada
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'  // McCarran International Airport
0154:   actor $PLAYER_ACTOR in_zone 'LDM'  // Caliente Hot Springs Motel
else_jump @PIMP_36968 
58@ = 1 

:PIMP_36968
if or
0154:   actor $PLAYER_ACTOR in_zone 'PINK'  // Flamingo
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'  // Imperial Palace
0154:   actor $PLAYER_ACTOR in_zone 'CAM'  // Luxor
0154:   actor $PLAYER_ACTOR in_zone 'LOT'  // Excalibur
else_jump @PIMP_37042 
58@ = 2 

:PIMP_37042
if or
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'  // Treasure Island
0154:   actor $PLAYER_ACTOR in_zone 'ROY'  // Casino Royale
0154:   actor $PLAYER_ACTOR in_zone 'CALI'  // Caesar's Palace
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'  // Bally's
else_jump @PIMP_37116 
58@ = 3 

:PIMP_37116
if or
0154:   actor $PLAYER_ACTOR in_zone 'PILG' 
0154:   actor $PLAYER_ACTOR in_zone 'STAR'  // Barbary Coast Casino
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'  // Las Vegas Strip
0154:   actor $PLAYER_ACTOR in_zone 'VISA'  // Mirage
else_jump @PIMP_37190 
58@ = 4 

:PIMP_37190
if or
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'  // Fitzgeralds
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'  // Roca Escalante
0154:   actor $PLAYER_ACTOR in_zone 'OVS'  // Fremont Street
0154:   actor $PLAYER_ACTOR in_zone 'RING'  // Circus Circus
else_jump @PIMP_37264 
58@ = 5 

:PIMP_37264
if 
  1 > 58@ 
else_jump @PIMP_37289 
58@ = 1 

:PIMP_37289
if 
  58@ > 5 
else_jump @PIMP_37314 
58@ = 1 

:PIMP_37314
return 

:PIMP_37316
0293: $13 = zero // get_current_controls 
if 
   not $13 == 3 
else_jump @PIMP_37397 

:PIMP_37339
if 
00E1:   player 0 pressed_key 19 
else_jump @PIMP_37390 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PIMP_37383 
jump @PIMP_37455 

:PIMP_37383
jump @PIMP_37339 

:PIMP_37390
jump @PIMP_37448 

:PIMP_37397
if 
00E1:   player 0 pressed_key 14 
else_jump @PIMP_37448 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PIMP_37441 
jump @PIMP_37455 

:PIMP_37441
jump @PIMP_37397 

:PIMP_37448
jump @PIMP_37455 

:PIMP_37455
if 
  49@ == 0 
else_jump @PIMP_37489 
00BA: show_text_styled GXT 'PIMP_40' time 5000 style 1  // 0 von 10 Kuppeleien erfolgreich!

:PIMP_37489
if 
  49@ == 1 
else_jump @PIMP_37523 
00BA: show_text_styled GXT 'PIMP_41' time 5000 style 1  // 1 von 10 Kuppeleien erfolgreich!

:PIMP_37523
if 
  49@ == 2 
else_jump @PIMP_37557 
00BA: show_text_styled GXT 'PIMP_42' time 5000 style 1  // 2 von 10 Kuppeleien erfolgreich!

:PIMP_37557
if 
  49@ == 3 
else_jump @PIMP_37591 
00BA: show_text_styled GXT 'PIMP_43' time 5000 style 1  // 3 von 10 Kuppeleien erfolgreich!

:PIMP_37591
if 
  49@ == 4 
else_jump @PIMP_37625 
00BA: show_text_styled GXT 'PIMP_44' time 5000 style 1  // 4 von 10 Kuppeleien erfolgreich!

:PIMP_37625
if 
  49@ == 5 
else_jump @PIMP_37659 
00BA: show_text_styled GXT 'PIMP_45' time 5000 style 1  // 5 von 10 Kuppeleien erfolgreich!

:PIMP_37659
if 
  49@ == 6 
else_jump @PIMP_37693 
00BA: show_text_styled GXT 'PIMP_46' time 5000 style 1  // 6 von 10 Kuppeleien erfolgreich!

:PIMP_37693
if 
  49@ == 7 
else_jump @PIMP_37727 
00BA: show_text_styled GXT 'PIMP_47' time 5000 style 1  // 7 von 10 Kuppeleien erfolgreich!

:PIMP_37727
if 
  49@ == 8 
else_jump @PIMP_37761 
00BA: show_text_styled GXT 'PIMP_48' time 5000 style 1  // 8 von 10 Kuppeleien erfolgreich!

:PIMP_37761
if 
  49@ == 9 
else_jump @PIMP_37795 
00BA: show_text_styled GXT 'PIMP_49' time 5000 style 1  // 9 von 10 Kuppeleien erfolgreich!

:PIMP_37795
return 

:PIMP_37797
01E3: show_text_1number_styled GXT 'PIMP_50' number 1000 time 5000 style 1  // Zuhlter-Missionen abgeschlossen!
0394: play_music 2 
Player.Money($PLAYER_CHAR) += 1000
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $MISSION_PIMPING_PASSED == 0 
else_jump @PIMP_37868 
0595: mission_complete 
030C: progress_made += 1 
0A3D: enable_prostitutes_pay_you 1 
$MISSION_PIMPING_PASSED = 1 

:PIMP_37868
return 

:PIMP_37870
040D: unload_wav 4 
014F: stop_timer $8246 
Model.Destroy(#WMYMECH)
Model.Destroy(#BMYST)
Model.Destroy(#WMYBU)
Model.Destroy(#BMYBU)
Model.Destroy(#WMYGOL1)
Model.Destroy(#WMYDRUG)
Model.Destroy(#DWMOLC2)
Model.Destroy(#DWMYLC1)
Model.Destroy(#DWMOLC1)
Model.Destroy(#WFYPRO)
Model.Destroy(#SWFOPRO)
Model.Destroy(#BFYPRO)
Model.Destroy(#HFYPRO)
Model.Destroy(#VWFYPRO)
Model.Destroy(#VBFYPRO)
Model.Destroy(#WMYSGRD)
Model.Destroy(#OMOST)
Model.Destroy(#WMYMECH)
Model.Destroy(#WMOPREA)
Model.Destroy(#WMYBMX)
Model.Destroy(#SWMYHP1)
Model.Destroy(#HMYST)
Model.Destroy(#BMYBOUN)
Model.Destroy(#BMYDJ)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @PIMP_38002 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 

:PIMP_38002
Marker.Disable(88@)
Marker.Disable(89@)
Marker.Disable(90@)
Marker.Disable(522@)
if 
  34@ == 1 
else_jump @PIMP_38045 
08DA: remove_panel 529@ 

:PIMP_38045
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0 // see ped.dat 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$162 = 0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 128---------------
// Originally: Arena Mission: Blood Ring

:BLOOD
thread 'BLOOD' 
gosub @BLOOD_47 
if 
wasted_or_busted 
else_jump @BLOOD_38 
gosub @BLOOD_13095 

:BLOOD_38
gosub @BLOOD_13200 
end_thread 

:BLOOD_47
$ONMISSION = 1 
if 
  $MISSION_BLOODRING_PASSED == 0 
else_jump @BLOOD_74 
increment_mission_attempts 

:BLOOD_74
054C: use_GXT_table 'BLOOD' 
if 
  $ONMISSION == 0 
else_jump @BLOOD_202 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
87@ = Object.Create(#BB_PICKUP, 170@, 171@, 172@)
84@ = Car.Create(#BLOODRA, 154@, 155@, 156@)
85@ = Car.Create(#BLOODRA, 154@, 155@, 156@)
86@ = Car.Create(#BLOODRA, 154@, 155@, 156@)
95@ = Car.Create(#BLOODRA, 154@, 155@, 156@)

:BLOOD_202
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
0A0E: unknown_text_stuff 1 
wait 0 
91@ = 0 
92@ = 0 
if 
  $MISSION_BLOODRING_PASSED == 0 
else_jump @BLOOD_269 
$8249 = 60 
$8248 = 60000 

:BLOOD_269
93@ = 0 
94@ = 0 
95@ = 0 
$8247 = 30000 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = -1 
154@ = -1280.9 
155@ = 994.8 
156@ = 1037.0 
157@ = 90.0 
158@ = 0.0 
159@ = 0.0 
160@ = 0.0 
161@ = 0.0 
162@ = 0.0 
163@ = 0.0 
164@ = 0.0 
165@ = 0.0 
166@ = 0.0 
167@ = 0.0 
168@ = 0.0 
169@ = 0.0 
170@ = 0.0 
171@ = 0.0 
172@ = 0.0 
173@ = 0.0 
174@ = 0.0 
175@ = 0.0 
176@ = 0.0 
177@ = 0.0 
178@ = 0.0 
179@ = 0.0 
180@ = 0.0 
181@ = 0.0 
182@ = 0.0 
183@ = 0.0 
184@ = 0.0 
103@ = 0 
111@ = 0 
104@ = 0 
105@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
106@ = 0.0 
04AF: 131@ = 36200 // @ = any 
04AF: 132@ = 36202 // @ = any 
04AF: 133@ = 36205 // @ = any 
04AF: 134@ = 36200 // @ = any 
04AF: 135@ = 36202 // @ = any 
04AF: 136@ = 36205 // @ = any 
04AF: 137@ = 36200 // @ = any 
04AF: 138@ = 36202 // @ = any 
04AF: 139@ = 36205 // @ = any 
04AF: 140@ = 36200 // @ = any 
04AF: 141@ = 36202 // @ = any 
04AF: 142@ = 36205 // @ = any 
04AF: 143@ = 36200 // @ = any 
04AF: 144@ = 36202 // @ = any 
04AF: 145@ = 36205 // @ = any 
04AF: 146@ = 36200 // @ = any 
04AF: 147@ = 36202 // @ = any 
04AF: 148@ = 36205 // @ = any 
04AF: 149@ = 36200 // @ = any 
04AF: 150@ = 36202 // @ = any 
04AF: 151@ = 36205 // @ = any 
04AF: 152@ = 36200 // @ = any 
04AF: 153@ = 36202 // @ = any 
107@ = 0 
108@ = 0 
wait 0 
fade 0 500 

:BLOOD_1062
if 
fading 
else_jump @BLOOD_1086 
wait 0 
jump @BLOOD_1062 

:BLOOD_1086
Model.Load(#BLOODRA)
Model.Load(#STALLION)
Model.Load(#MP5LNG)
Model.Load(#BB_PICKUP)
03CF: load_wav 1827 as 4 

:BLOOD_1113
if 
83D0:   not wav 4 loaded 
else_jump @BLOOD_1139 
wait 0 
jump @BLOOD_1113 

:BLOOD_1139
038B: load_requested_models 
016E: override_restart at -2126.3 -440.6 34.5 angle 82.7 
0A37: unknown_flag 1 
0732: random_car_generator_disable_model #LINERUN 
0732: random_car_generator_disable_model #TRASH 
0732: random_car_generator_disable_model #STRETCH 
0732: random_car_generator_disable_model #PONY 
0732: random_car_generator_disable_model #MULE 
0732: random_car_generator_disable_model #MOONBEAM 
0732: random_car_generator_disable_model #MRWHOOP 
0732: random_car_generator_disable_model #SECURICA 
0732: random_car_generator_disable_model #BUS 
0732: random_car_generator_disable_model #BARRACKS 
0732: random_car_generator_disable_model #COACH 
0732: random_car_generator_disable_model #RUMPO 
0732: random_car_generator_disable_model #ROMERO 
0732: random_car_generator_disable_model #PACKER 
0732: random_car_generator_disable_model #MONSTER 
0732: random_car_generator_disable_model #FLATBED 
0732: random_car_generator_disable_model #YANKEE 
0732: random_car_generator_disable_model #SOLAIR 
0732: random_car_generator_disable_model #PATRIOT 
0732: random_car_generator_disable_model #BURRITO 
0732: random_car_generator_disable_model #CAMPER 
0732: random_car_generator_disable_model #DOZER 
0732: random_car_generator_disable_model #RANCHER 
0732: random_car_generator_disable_model #BOXVILLE 
0732: random_car_generator_disable_model #BENSON 
0732: random_car_generator_disable_model #JOURNEY 
0732: random_car_generator_disable_model #PETRO 
0732: random_car_generator_disable_model #RDTRAIN 
0732: random_car_generator_disable_model #CEMENT 
0732: random_car_generator_disable_model #TOWTRUCK 
0732: random_car_generator_disable_model #DFT30 
0732: random_car_generator_disable_model #NEWSVAN 
0732: random_car_generator_disable_model #HOTDOG 
Player.CanMove($PLAYER_CHAR) = False
07E5: copy_decision_maker 65542 to 185@ 
09AC: disable_map_icons 1 
0414: set_player $PLAYER_CHAR free_treatment_once 1 
03AD: NOP 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
04E2: NOP $PLAYER_CHAR 1 
Actor.PutAt($PLAYER_ACTOR, -1398.461, 995.641, 1024.462)
select_interior 15 
0860: link_actor $PLAYER_ACTOR to_interior 15 
04F9: set_interior 2 color_to 0 
04E4: unknown_refresh_game_renderer_at 154@ 155@ 
Camera.SetAtPos(154@, 155@, 156@)
0395: clear_area 1 at -1280.9 994.8 1037.0 radius 300.0 
0A0B: set_rendering_origin_at_3D_coord -1280.8 994.7 1036.0 angle 90.0 
041A: 103@ = actor $PLAYER_ACTOR weapon 29 ammo 
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 30000 // Load the weapon model before using this 
04AF: 108@ = 504 // @ = any 
gosub @BLOOD_15527 
34@ = Car.Create(#BLOODRA, 154@, 155@, 156@)
0587: enable_car 34@ validate_position 1 
0840: link_car 34@ to_interior 15 
Car.Angle(34@) = 157@
Car.DoorStatus(34@) = 4
036A: put_actor $PLAYER_ACTOR in_car 34@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29 
03AB: unknown_car 34@ flag 1 
03ED: unknown_car 34@ flag 1 
053F: set_car 34@ tires_vulnerability 0 
Car.Health(34@) = 1249
0561: 83@ = create_passenger_in_car 34@ seat 0 
0860: link_actor 83@ to_interior 15 
060B: set_actor 83@ decision_maker_to 185@ 
01B2: give_actor 83@ weapon 29 ammo 30000 // Load the weapon model before using this 
Actor.SetImmunities(83@, 1, 0, 0, 0, 0)

:BLOOD_1662
if 
  16 > 93@ 
else_jump @BLOOD_2121 
wait 0 
gosub @BLOOD_13324 
09B2: get_random_available_car_type 1 model_to 104@ doorlock_to 105@ 
if 
  104@ >= 0 
else_jump @BLOOD_1755 
0085: 108@ = 104@ // (int) 
gosub @BLOOD_15527 
35@(93@,16i) = Car.Create(104@, 154@, 155@, 156@)

:BLOOD_1755
if 
  104@ == -1 
else_jump @BLOOD_1809 
04AF: 108@ = 439 // @ = any 
gosub @BLOOD_15527 
35@(93@,16i) = Car.Create(#STALLION, 154@, 155@, 156@)

:BLOOD_1809
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_2107 
Car.Angle(35@(93@,16i)) = 157@
0587: enable_car 35@(93@,16i) validate_position 1 
04E0: car 35@(93@,16i) abandon_path_radius 255 
053F: set_car 35@(93@,16i) tires_vulnerability 0 
0560: create_random_actor_in_car 35@(93@,16i) handle_as 51@(93@,16i) 
0860: link_actor 51@(93@,16i) to_interior 15 
060B: set_actor 51@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(51@(93@,16i), 1, 0, 0, 0, 0)
01EA: 101@ = car 35@(93@,16i) max_passengers 
if 
  101@ > 0 
else_jump @BLOOD_2026 
0561: 67@(93@,16i) = create_passenger_in_car 35@(93@,16i) seat 0 
060B: set_actor 67@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(67@(93@,16i), 1, 0, 0, 0, 0)
01B2: give_actor 67@(93@,16i) weapon 29 ammo 30000 // Load the weapon model before using this 

:BLOOD_2026
if 
047A:   actor 51@(93@,16i) driving_bike 
else_jump @BLOOD_2068 
08C6: set_actor 51@(93@,16i) stay_on_bike 1 
08C6: set_actor 67@(93@,16i) stay_on_bike 1 

:BLOOD_2068
03CC: enable_car 35@(93@,16i) stuck_check_distance_to 1.0 time_to 3000 
03ED: unknown_car 35@(93@,16i) flag 1 
0840: link_car 35@(93@,16i) to_interior 15 

:BLOOD_2107
93@ += 1 
jump @BLOOD_1662 

:BLOOD_2121
02A3: enable_widescreen 1 
Camera.SetPosition(-1273.2, 992.4, 1038.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1307.9, 995.3, 1034.2, 2)
06D5: 89@ = create_racing_checkpoint_at -1432.6 1016.1 1024.1 point_to 0.0 0.0 0.0 type 2 radius 6.0 
0169: set_fade_color_RGB 0 0 0 
wait 500 
fade 1 1500 

:BLOOD_2238
if 
fading 
else_jump @BLOOD_2262 
wait 0 
jump @BLOOD_2238 

:BLOOD_2262
0707: start_scene_skip_to @BLOOD_2988 
00BC: show_text_highpriority GXT 'BLOD_10' time 5000 flag 1  // ~s~Die Countdown fr die Gesamtzeit startet bei 30 Sekunden.
32@ = 0 

:BLOOD_2292
if 
  5000 > 32@ 
else_jump @BLOOD_2322 
wait 0 
jump @BLOOD_2292 

:BLOOD_2322
Camera.SetPosition(-1441.9, 1054.6, 1040.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1432.0, 1012.6, 1034.7, 2)
00BC: show_text_highpriority GXT 'BLOD_01' time 5000 flag 1  // ~s~Fahr durch die Checkpoints, um deine Gesamtzeit zu verlngern.
32@ = 0 

:BLOOD_2396
if 
  5000 > 32@ 
else_jump @BLOOD_2426 
wait 0 
jump @BLOOD_2396 

:BLOOD_2426
Camera.SetPosition(-1464.6, 943.6, 1036.1, 0.0, 0.0, 0.0)
Camera.PointAt(-1436.1, 923.4, 1040.2, 2)
if 
  $MISSION_BLOODRING_PASSED == 0 
else_jump @BLOOD_2518 
00BC: show_text_highpriority GXT 'BLOD_11' time 5000 flag 1  // ~s~Die momentan erforderliche Zeit, um das Chaos-Derby zu gewinnen, betrgt 1 Min.
jump @BLOOD_2537 

:BLOOD_2518
01E5: show_text_1number_highpriority GXT 'BLOD_12' number $1940 time 5000 flag 1  // ~s~Die momentan erforderliche Zeit, um das Chaos-Derby zu gewinnen, betrgt ~1~ Min.

:BLOOD_2537
32@ = 0 

:BLOOD_2544
if 
  5000 > 32@ 
else_jump @BLOOD_2574 
wait 0 
jump @BLOOD_2544 

:BLOOD_2574
Camera.SetPosition(-1492.7, 1029.5, 1038.4, 0.0, 0.0, 0.0)
Camera.PointAt(-1539.1, 1032.3, 1038.9, 2)
00BC: show_text_highpriority GXT 'BLOD_03' time 5000 flag 1  // ~s~Um zu gewinnen, muss deine Gesamtzeit die Zielzeit berschreiten!
32@ = 0 

:BLOOD_2648
if 
  5000 > 32@ 
else_jump @BLOOD_2678 
wait 0 
jump @BLOOD_2648 

:BLOOD_2678
Camera.SetPosition(-1314.1, 1040.6, 1038.7, 0.0, 0.0, 0.0)
Camera.PointAt(-1373.1, 1047.2, 1034.5, 2)
00BC: show_text_highpriority GXT 'BLOD_02' time 5000 flag 1  // ~s~Wenn die Gesamtzeit abgelaufen ist, hast du verloren.
32@ = 0 

:BLOOD_2752
if 
  5000 > 32@ 
else_jump @BLOOD_2782 
wait 0 
jump @BLOOD_2752 

:BLOOD_2782
87@ = Object.Create(#BB_PICKUP, -1345.2, 978.7, 1024.9)
0566: link_object 87@ to_interior 15 
Camera.SetPosition(-1342.1, 975.2, 1026.6, 0.0, 0.0, 0.0)
Camera.PointAt(-1345.2, 979.7, 1026.4, 2)
00BC: show_text_highpriority GXT 'SPANNER' time 5000 flag 1  // Fahr ber Icons, um dein Auto zu reparieren!
32@ = 0 

:BLOOD_2886
if 
  5000 > 32@ 
else_jump @BLOOD_2988 
wait 0 
if 
03CA:   object 87@ exists 
else_jump @BLOOD_2981 
if 
  358.0 > 106@ 
else_jump @BLOOD_2971 
106@ += 3.0 
Object.Angle(87@) = 106@
jump @BLOOD_2981 

:BLOOD_2971
106@ = 0.0 

:BLOOD_2981
jump @BLOOD_2886 

:BLOOD_2988
0701: end_scene_skip 
fade 0 500 

:BLOOD_2997
if 
fading 
else_jump @BLOOD_3093 
wait 0 
if 
03CA:   object 87@ exists 
else_jump @BLOOD_3086 
if 
  358.0 > 106@ 
else_jump @BLOOD_3076 
106@ += 3.0 
Object.Angle(87@) = 106@
jump @BLOOD_3086 

:BLOOD_3076
106@ = 0.0 

:BLOOD_3086
jump @BLOOD_2997 

:BLOOD_3093
06D6: disable_racing_checkpoint 89@ 
158@ = -1432.6 
159@ = 1016.1 
160@ = 1024.1 
06D5: 89@ = create_racing_checkpoint_at 158@ 159@ 160@ point_to 0.0 0.0 0.0 type 2 radius 6.0 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
Object.Destroy(87@)
gosub @BLOOD_14433 
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
fade 1 500 

:BLOOD_3207
if 
fading 
else_jump @BLOOD_3231 
wait 0 
jump @BLOOD_3207 

:BLOOD_3231
00BA: show_text_styled GXT 'RACE2' time 1100 style 4  // ~s~3
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE3' time 1100 style 4  // ~s~2
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE4' time 1100 style 4  // ~s~1
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE5' time 800 style 4  // ~s~LOS!
097A: play_audio_at 0.0 0.0 0.0 event 1164 
097A: play_audio_at 0.0 0.0 0.0 event 1057 
wait 800 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
014E: set_timer_to $8247 type 1 // global_variable 
93@ = 0 

:BLOOD_3438
if 
  16 > 93@ 
else_jump @BLOOD_3563 
wait 0 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_3549 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_3549 
Car.SetSpeedInstantly(35@(93@,16i), 10.0)
Car.SetMaxSpeed(35@(93@,16i), 100.0)
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 9 timelimit 5000 

:BLOOD_3549
93@ += 1 
jump @BLOOD_3438 

:BLOOD_3563
wait 0 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
0735:   NOP_false 83 
else_jump @BLOOD_3594 
jump @BLOOD_13113 

:BLOOD_3594
if 
  91@ == 0 
else_jump @BLOOD_12351 
if 
   not Car.Wrecked(34@)
else_jump @BLOOD_12351 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1530.0 995.0 cornerB -1384.0 923.0 
else_jump @BLOOD_3803 
if 
  97@ == 0 
else_jump @BLOOD_3796 
if 
   not Actor.Dead(52@)
else_jump @BLOOD_3705 
0687: clear_actor 52@ task 

:BLOOD_3705
if 
   not Actor.Dead(53@)
else_jump @BLOOD_3726 
0687: clear_actor 53@ task 

:BLOOD_3726
if 
   not Actor.Dead(67@)
else_jump @BLOOD_3747 
0687: clear_actor 67@ task 

:BLOOD_3747
if 
   not Actor.Dead(68@)
else_jump @BLOOD_3768 
0687: clear_actor 68@ task 

:BLOOD_3768
if 
   not Actor.Dead(69@)
else_jump @BLOOD_3789 
0687: clear_actor 69@ task 

:BLOOD_3789
97@ = 1 

:BLOOD_3796
jump @BLOOD_3933 

:BLOOD_3803
if 
  97@ == 1 
else_jump @BLOOD_3933 
if 
   not Actor.Dead(52@)
else_jump @BLOOD_3842 
0687: clear_actor 52@ task 

:BLOOD_3842
if 
   not Actor.Dead(53@)
else_jump @BLOOD_3863 
0687: clear_actor 53@ task 

:BLOOD_3863
if 
   not Actor.Dead(67@)
else_jump @BLOOD_3884 
0687: clear_actor 67@ task 

:BLOOD_3884
if 
   not Actor.Dead(68@)
else_jump @BLOOD_3905 
0687: clear_actor 68@ task 

:BLOOD_3905
if 
   not Actor.Dead(69@)
else_jump @BLOOD_3926 
0687: clear_actor 69@ task 

:BLOOD_3926
97@ = 0 

:BLOOD_3933
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1530.0 995.0 cornerB -1384.0 1076.0 
else_jump @BLOOD_4108 
if 
  98@ == 0 
else_jump @BLOOD_4101 
if 
   not Actor.Dead(55@)
else_jump @BLOOD_4010 
0687: clear_actor 55@ task 

:BLOOD_4010
if 
   not Actor.Dead(56@)
else_jump @BLOOD_4031 
0687: clear_actor 56@ task 

:BLOOD_4031
if 
   not Actor.Dead(70@)
else_jump @BLOOD_4052 
0687: clear_actor 70@ task 

:BLOOD_4052
if 
   not Actor.Dead(71@)
else_jump @BLOOD_4073 
0687: clear_actor 71@ task 

:BLOOD_4073
if 
   not Actor.Dead(72@)
else_jump @BLOOD_4094 
0687: clear_actor 72@ task 

:BLOOD_4094
98@ = 1 

:BLOOD_4101
jump @BLOOD_4238 

:BLOOD_4108
if 
  98@ == 1 
else_jump @BLOOD_4238 
if 
   not Actor.Dead(55@)
else_jump @BLOOD_4147 
0687: clear_actor 55@ task 

:BLOOD_4147
if 
   not Actor.Dead(56@)
else_jump @BLOOD_4168 
0687: clear_actor 56@ task 

:BLOOD_4168
if 
   not Actor.Dead(70@)
else_jump @BLOOD_4189 
0687: clear_actor 70@ task 

:BLOOD_4189
if 
   not Actor.Dead(71@)
else_jump @BLOOD_4210 
0687: clear_actor 71@ task 

:BLOOD_4210
if 
   not Actor.Dead(72@)
else_jump @BLOOD_4231 
0687: clear_actor 72@ task 

:BLOOD_4231
98@ = 0 

:BLOOD_4238
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1265.0 995.0 cornerB -1384.0 923.0 
else_jump @BLOOD_4413 
if 
  99@ == 0 
else_jump @BLOOD_4406 
if 
   not Actor.Dead(58@)
else_jump @BLOOD_4315 
0687: clear_actor 58@ task 

:BLOOD_4315
if 
   not Actor.Dead(59@)
else_jump @BLOOD_4336 
0687: clear_actor 59@ task 

:BLOOD_4336
if 
   not Actor.Dead(73@)
else_jump @BLOOD_4357 
0687: clear_actor 73@ task 

:BLOOD_4357
if 
   not Actor.Dead(74@)
else_jump @BLOOD_4378 
0687: clear_actor 74@ task 

:BLOOD_4378
if 
   not Actor.Dead(75@)
else_jump @BLOOD_4399 
0687: clear_actor 75@ task 

:BLOOD_4399
99@ = 1 

:BLOOD_4406
jump @BLOOD_4543 

:BLOOD_4413
if 
  99@ == 1 
else_jump @BLOOD_4543 
if 
   not Actor.Dead(58@)
else_jump @BLOOD_4452 
0687: clear_actor 58@ task 

:BLOOD_4452
if 
   not Actor.Dead(59@)
else_jump @BLOOD_4473 
0687: clear_actor 59@ task 

:BLOOD_4473
if 
   not Actor.Dead(73@)
else_jump @BLOOD_4494 
0687: clear_actor 73@ task 

:BLOOD_4494
if 
   not Actor.Dead(74@)
else_jump @BLOOD_4515 
0687: clear_actor 74@ task 

:BLOOD_4515
if 
   not Actor.Dead(75@)
else_jump @BLOOD_4536 
0687: clear_actor 75@ task 

:BLOOD_4536
99@ = 0 

:BLOOD_4543
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1265.0 995.0 cornerB -1384.0 1076.0 
else_jump @BLOOD_4718 
if 
  100@ == 0 
else_jump @BLOOD_4711 
if 
   not Actor.Dead(61@)
else_jump @BLOOD_4620 
0687: clear_actor 61@ task 

:BLOOD_4620
if 
   not Actor.Dead(62@)
else_jump @BLOOD_4641 
0687: clear_actor 62@ task 

:BLOOD_4641
if 
   not Actor.Dead(76@)
else_jump @BLOOD_4662 
0687: clear_actor 76@ task 

:BLOOD_4662
if 
   not Actor.Dead(77@)
else_jump @BLOOD_4683 
0687: clear_actor 77@ task 

:BLOOD_4683
if 
   not Actor.Dead(78@)
else_jump @BLOOD_4704 
0687: clear_actor 78@ task 

:BLOOD_4704
100@ = 1 

:BLOOD_4711
jump @BLOOD_4848 

:BLOOD_4718
if 
  100@ == 1 
else_jump @BLOOD_4848 
if 
   not Actor.Dead(61@)
else_jump @BLOOD_4757 
0687: clear_actor 61@ task 

:BLOOD_4757
if 
   not Actor.Dead(62@)
else_jump @BLOOD_4778 
0687: clear_actor 62@ task 

:BLOOD_4778
if 
   not Actor.Dead(76@)
else_jump @BLOOD_4799 
0687: clear_actor 76@ task 

:BLOOD_4799
if 
   not Actor.Dead(77@)
else_jump @BLOOD_4820 
0687: clear_actor 77@ task 

:BLOOD_4820
if 
   not Actor.Dead(78@)
else_jump @BLOOD_4841 
0687: clear_actor 78@ task 

:BLOOD_4841
100@ = 0 

:BLOOD_4848
if 
  16 > 93@ 
else_jump @BLOOD_11472 
if 
  93@ == 0 
else_jump @BLOOD_5608 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_5608 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_5327 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_5271 
if 
  97@ == 0 
else_jump @BLOOD_5152 
062E: unknown_get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5152 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5152 
0208: 173@ = random_float_in_ranges -1530.0 -1384.0 
0208: 174@ = random_float_in_ranges 995.0 923.0 
02CE: 175@ = ground_z_at 173@ 174@ 1078.7 
if 
  1034.1 > 175@ 
else_jump @BLOOD_5152 
if 
  175@ > 1022.8 
else_jump @BLOOD_5152 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 173@ 174@ 175@ speed 100.0 2 model #NULL 3 

:BLOOD_5152
if 
  97@ == 1 
else_jump @BLOOD_5264 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5264 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5264 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5264
jump @BLOOD_5327 

:BLOOD_5271
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5327 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_5327
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_5608 
if 
  97@ == 0 
else_jump @BLOOD_5517 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5517 
if 
   not Car.Wrecked(36@)
else_jump @BLOOD_5461 
0713: actor 67@(93@,16i) driveby_actor -1 car 36@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_5517 

:BLOOD_5461
if 
   not Car.Wrecked(37@)
else_jump @BLOOD_5517 
0713: actor 67@(93@,16i) driveby_actor -1 car 37@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_5517
if 
  97@ == 1 
else_jump @BLOOD_5608 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5608 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_5608
if or
  93@ == 1 
  93@ == 2 
else_jump @BLOOD_6214 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_6214 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_5996 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_5940 
if 
  97@ == 0 
else_jump @BLOOD_5821 
if 
   not Car.Wrecked(35@)
else_jump @BLOOD_5821 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5821 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5821 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 35@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5821
if 
  97@ == 1 
else_jump @BLOOD_5933 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5933 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5933 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5933
jump @BLOOD_5996 

:BLOOD_5940
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5996 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_5996
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_6214 
if 
  97@ == 0 
else_jump @BLOOD_6123 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6123 
if 
   not Car.Wrecked(35@)
else_jump @BLOOD_6123 
0713: actor 67@(93@,16i) driveby_actor -1 car 35@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6123
if 
  97@ == 1 
else_jump @BLOOD_6214 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6214 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6214
if 
  93@ == 3 
else_jump @BLOOD_6956 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_6956 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_6675 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_6619 
if 
  98@ == 0 
else_jump @BLOOD_6500 
062E: unknown_get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6500 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6500 
0208: 176@ = random_float_in_ranges -1530.0 -1384.0 
0208: 177@ = random_float_in_ranges 995.0 1056.0 
02CE: 178@ = ground_z_at 176@ 177@ 1078.7 
if 
  1034.1 > 178@ 
else_jump @BLOOD_6500 
if 
  178@ > 1022.8 
else_jump @BLOOD_6500 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 176@ 177@ 178@ speed 100.0 2 model #NULL 3 

:BLOOD_6500
if 
  98@ == 1 
else_jump @BLOOD_6612 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6612 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6612 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_6612
jump @BLOOD_6675 

:BLOOD_6619
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6675 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_6675
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_6956 
if 
  98@ == 0 
else_jump @BLOOD_6865 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6865 
if 
   not Car.Wrecked(39@)
else_jump @BLOOD_6809 
0713: actor 67@(93@,16i) driveby_actor -1 car 39@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_6865 

:BLOOD_6809
if 
   not Car.Wrecked(40@)
else_jump @BLOOD_6865 
0713: actor 67@(93@,16i) driveby_actor -1 car 40@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_6865
if 
  98@ == 1 
else_jump @BLOOD_6956 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6956 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6956
if or
  93@ == 4 
  93@ == 5 
else_jump @BLOOD_7562 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_7562 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_7344 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_7288 
if 
  98@ == 0 
else_jump @BLOOD_7169 
if 
   not Car.Wrecked(38@)
else_jump @BLOOD_7169 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7169 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7169 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 38@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7169
if 
  98@ == 1 
else_jump @BLOOD_7281 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7281 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7281 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7281
jump @BLOOD_7344 

:BLOOD_7288
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7344 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_7344
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_7562 
if 
  98@ == 0 
else_jump @BLOOD_7471 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7471 
if 
   not Car.Wrecked(38@)
else_jump @BLOOD_7471 
0713: actor 67@(93@,16i) driveby_actor -1 car 38@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7471
if 
  98@ == 1 
else_jump @BLOOD_7562 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7562 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7562
if 
  93@ == 6 
else_jump @BLOOD_8304 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_8304 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_8023 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_7967 
if 
  99@ == 0 
else_jump @BLOOD_7848 
062E: unknown_get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7848 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7848 
0208: 179@ = random_float_in_ranges -1265.0 -1384.0 
0208: 180@ = random_float_in_ranges 995.0 923.0 
02CE: 181@ = ground_z_at 179@ 180@ 1078.7 
if 
  1034.1 > 181@ 
else_jump @BLOOD_7848 
if 
  181@ > 1022.8 
else_jump @BLOOD_7848 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 179@ 180@ 181@ speed 100.0 2 model #NULL 3 

:BLOOD_7848
if 
  99@ == 1 
else_jump @BLOOD_7960 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7960 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7960 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7960
jump @BLOOD_8023 

:BLOOD_7967
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8023 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_8023
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_8304 
if 
  99@ == 0 
else_jump @BLOOD_8213 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8213 
if 
   not Car.Wrecked(42@)
else_jump @BLOOD_8157 
0713: actor 67@(93@,16i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_8213 

:BLOOD_8157
if 
   not Car.Wrecked(43@)
else_jump @BLOOD_8213 
0713: actor 67@(93@,16i) driveby_actor -1 car 43@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_8213
if 
  99@ == 1 
else_jump @BLOOD_8304 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8304 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8304
if or
  93@ == 7 
  93@ == 8 
else_jump @BLOOD_8910 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_8910 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_8692 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_8636 
if 
  99@ == 0 
else_jump @BLOOD_8517 
if 
   not Car.Wrecked(41@)
else_jump @BLOOD_8517 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8517 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8517 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 41@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_8517
if 
  99@ == 1 
else_jump @BLOOD_8629 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8629 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8629 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_8629
jump @BLOOD_8692 

:BLOOD_8636
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8692 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_8692
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_8910 
if 
  99@ == 0 
else_jump @BLOOD_8819 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8819 
if 
   not Car.Wrecked(41@)
else_jump @BLOOD_8819 
0713: actor 67@(93@,16i) driveby_actor -1 car 41@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8819
if 
  99@ == 1 
else_jump @BLOOD_8910 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8910 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8910
if 
  93@ == 9 
else_jump @BLOOD_9652 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_9652 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_9371 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_9315 
if 
  100@ == 0 
else_jump @BLOOD_9196 
062E: unknown_get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9196 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9196 
0208: 182@ = random_float_in_ranges -1265.0 -1384.0 
0208: 183@ = random_float_in_ranges 995.0 1056.0 
02CE: 184@ = ground_z_at 182@ 183@ 1078.7 
if 
  1034.1 > 184@ 
else_jump @BLOOD_9196 
if 
  184@ > 1022.8 
else_jump @BLOOD_9196 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 182@ 183@ 184@ speed 100.0 2 model #NULL 3 

:BLOOD_9196
if 
  100@ == 1 
else_jump @BLOOD_9308 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9308 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9308 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9308
jump @BLOOD_9371 

:BLOOD_9315
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9371 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_9371
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_9652 
if 
  100@ == 0 
else_jump @BLOOD_9561 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9561 
if 
   not Car.Wrecked(45@)
else_jump @BLOOD_9505 
0713: actor 67@(93@,16i) driveby_actor -1 car 45@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_9561 

:BLOOD_9505
if 
   not Car.Wrecked(46@)
else_jump @BLOOD_9561 
0713: actor 67@(93@,16i) driveby_actor -1 car 46@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_9561
if 
  100@ == 1 
else_jump @BLOOD_9652 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9652 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_9652
if or
  93@ == 10 
  93@ == 11 
else_jump @BLOOD_10258 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_10258 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_10040 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_9984 
if 
  100@ == 0 
else_jump @BLOOD_9865 
if 
   not Car.Wrecked(44@)
else_jump @BLOOD_9865 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9865 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9865 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 44@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9865
if 
  100@ == 1 
else_jump @BLOOD_9977 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9977 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9977 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9977
jump @BLOOD_10040 

:BLOOD_9984
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10040 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10040
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_10258 
if 
  100@ == 0 
else_jump @BLOOD_10167 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10167 
if 
   not Car.Wrecked(44@)
else_jump @BLOOD_10167 
0713: actor 67@(93@,16i) driveby_actor -1 car 44@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_10167
if 
  100@ == 1 
else_jump @BLOOD_10258 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10258 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_10258
if or
  93@ == 12 
  93@ == 13 
else_jump @BLOOD_10593 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_10593 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_10500 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_10444 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10437 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10437 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_10437
jump @BLOOD_10500 

:BLOOD_10444
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10500 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10500
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_10593 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10593 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 40 

:BLOOD_10593
if or
  93@ == 14 
  93@ == 15 
else_jump @BLOOD_11090 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_11090 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_10843 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_10787 
062E: unknown_get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10780 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10780 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 158@ 159@ 160@ speed 100.0 2 model #NULL 3 

:BLOOD_10780
jump @BLOOD_10843 

:BLOOD_10787
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10843 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10843
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_11090 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_11090 
0085: 88@ = 35@(93@,16i) // (int) 
if 
  93@ == 14 
else_jump @BLOOD_10999 
gosub @BLOOD_16758 
0085: 84@ = 95@ // (int) 
if 
   not 84@ == -1 
else_jump @BLOOD_10999 
0713: actor 67@(93@,16i) driveby_actor -1 car 84@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_10999
if 
  93@ == 15 
else_jump @BLOOD_11090 
gosub @BLOOD_16758 
0085: 85@ = 95@ // (int) 
if 
   not 85@ == -1 
else_jump @BLOOD_11090 
0713: actor 67@(93@,16i) driveby_actor -1 car 85@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_11090
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_11199 
if 
   not Actor.Dead(83@)
else_jump @BLOOD_11199 
if or
051C:   car 35@(93@,16i) damaged_by_actor 83@ 
051C:   car 35@(93@,16i) damaged_by_actor $PLAYER_ACTOR 
else_jump @BLOOD_11179 
112@(93@,16i) = 1 
jump @BLOOD_11190 

:BLOOD_11179
112@(93@,16i) = 0 

:BLOOD_11190
054F: clear_car 35@(93@,16i) damage 

:BLOOD_11199
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_11411 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_11404 
if 
01F4:   car 35@(93@,16i) flipped 
else_jump @BLOOD_11330 
if 
8202:   not actor $PLAYER_ACTOR near_car 35@(93@,16i) radius 7.0 7.0 flag 0 
else_jump @BLOOD_11330 
Car.StorePos(35@(93@,16i), 167@, 168@, 169@)
Car.PutAt(35@(93@,16i), 167@, 168@, 169@)

:BLOOD_11330
if 
03CE:   car 35@(93@,16i) stuck 
else_jump @BLOOD_11404 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_11404 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 3 timelimit 3000 

:BLOOD_11404
jump @BLOOD_11458 

:BLOOD_11411
if 
  112@(93@,16i) == 1 
else_jump @BLOOD_11440 
111@ += 1 

:BLOOD_11440
112@(93@,16i) = 0 
gosub @BLOOD_14585 

:BLOOD_11458
93@ += 1 
jump @BLOOD_11479 

:BLOOD_11472
93@ = 0 

:BLOOD_11479
if 
   not Car.Wrecked(47@)
else_jump @BLOOD_11544 
if 
01AF:   car 47@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
else_jump @BLOOD_11544 
gosub @BLOOD_14254 

:BLOOD_11544
if 
   not Car.Wrecked(48@)
else_jump @BLOOD_11609 
if 
01AF:   car 48@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
else_jump @BLOOD_11609 
gosub @BLOOD_14254 

:BLOOD_11609
if 
   not Car.Wrecked(49@)
else_jump @BLOOD_11674 
if 
01AF:   car 49@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
else_jump @BLOOD_11674 
gosub @BLOOD_14254 

:BLOOD_11674
if 
   not Car.Wrecked(50@)
else_jump @BLOOD_11739 
if 
01AF:   car 50@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
else_jump @BLOOD_11739 
gosub @BLOOD_14254 

:BLOOD_11739
if 
03CA:   object 87@ exists 
else_jump @BLOOD_11927 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 87@ radius 5.0 5.0 flag 0 
else_jump @BLOOD_11864 
Object.Destroy(87@)
96@ = Car.Health(34@)
if 
  999 > 96@ 
else_jump @BLOOD_11841 
96@ += 500 
Car.Health(34@) = 96@
jump @BLOOD_11857 

:BLOOD_11841
96@ = 1500 
Car.Health(34@) = 96@

:BLOOD_11857
jump @BLOOD_11920 

:BLOOD_11864
if 
  358.0 > 106@ 
else_jump @BLOOD_11910 
106@ += 3.0 
Object.Angle(87@) = 106@
jump @BLOOD_11920 

:BLOOD_11910
106@ = 0.0 

:BLOOD_11920
jump @BLOOD_11934 

:BLOOD_11927
gosub @BLOOD_14433 

:BLOOD_11934
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
else_jump @BLOOD_12095 
if 
  $8247 > 0 
else_jump @BLOOD_12095 
96@ = Car.Health(34@)
if 
  1199 > 96@ 
else_jump @BLOOD_12044 
96@ += 300 
Car.Health(34@) = 96@
jump @BLOOD_12060 

:BLOOD_12044
96@ = 1500 
Car.Health(34@) = 96@

:BLOOD_12060
$8247 += 15000 
018C: play_sound 1058 at 0.0 0.0 0.0 
gosub @BLOOD_14254 

:BLOOD_12095
if 
01F4:   car 34@ flipped 
else_jump @BLOOD_12171 
if 
01C1:   car 34@ stopped 
else_jump @BLOOD_12171 
Car.StorePos(34@, 167@, 168@, 169@)
157@ = Car.Angle(34@)
Car.PutAt(34@, 167@, 168@, 169@)
Car.Angle(34@) = 157@

:BLOOD_12171
if 
   not Actor.Dead(83@)
else_jump @BLOOD_12293 
062E: unknown_get_actor 83@ task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_12293 
0085: 88@ = 34@ // (int) 
gosub @BLOOD_16758 
0085: 86@ = 95@ // (int) 
if 
   not 86@ == -1 
else_jump @BLOOD_12293 
0713: actor 83@ driveby_actor -1 car 86@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 100 

:BLOOD_12293
gosub @BLOOD_17486 
if 
001C:   $8247 > $8248 // (int) 
else_jump @BLOOD_12326 
91@ = 1 

:BLOOD_12326
if 
  0 >= $8247 
else_jump @BLOOD_12351 
91@ = 2 

:BLOOD_12351
if 
  91@ == 1 
else_jump @BLOOD_12754 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0394: play_music 1 
93@ = 0 

:BLOOD_12391
if 
  16 > 93@ 
else_jump @BLOOD_12458 
wait 0 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_12444 
Car.LockInCurrentPosition(35@(93@,16i)) = True

:BLOOD_12444
93@ += 1 
jump @BLOOD_12391 

:BLOOD_12458
gosub @BLOOD_17032 
008B: 109@ = $1940 // (int) 
109@ *= 60 
0623: add 109@ to_integer_stat 179 
0623: add 111@ to_integer_stat 178 
$1940 += 1 
$8248 += 60000 
32@ = 0 

:BLOOD_12520
if 
  5000 > 32@ 
else_jump @BLOOD_12550 
wait 0 
jump @BLOOD_12520 

:BLOOD_12550
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:BLOOD_12565
if 
fading 
else_jump @BLOOD_12589 
wait 0 
jump @BLOOD_12565 

:BLOOD_12589
02A3: enable_widescreen 0 
08DA: remove_panel 110@ 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: unknown_refresh_game_renderer_at -2126.3 -440.6 
0A0B: set_rendering_origin_at_3D_coord -2119.0 -440.7 34.5 angle 82.6 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2126.3, -440.6, 34.5)
Actor.Angle($PLAYER_ACTOR) = 82.7
014F: stop_timer $8247 
Marker.Disable(90@)
06D6: disable_racing_checkpoint 89@ 
09AC: disable_map_icons 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color_RGB 0 0 0 
fade 1 500 

:BLOOD_12716
if 
fading 
else_jump @BLOOD_12740 
wait 0 
jump @BLOOD_12716 

:BLOOD_12740
Player.CanMove($PLAYER_CHAR) = True
jump @BLOOD_13113 

:BLOOD_12754
if 
  91@ == 2 
else_jump @BLOOD_13088 
Player.CanMove($PLAYER_CHAR) = False
93@ = 0 

:BLOOD_12786
if 
  16 > 93@ 
else_jump @BLOOD_12853 
wait 0 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_12839 
Car.LockInCurrentPosition(35@(93@,16i)) = True

:BLOOD_12839
93@ += 1 
jump @BLOOD_12786 

:BLOOD_12853
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:BLOOD_12868
if 
fading 
else_jump @BLOOD_12892 
wait 0 
jump @BLOOD_12868 

:BLOOD_12892
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
00BC: show_text_highpriority GXT 'BLOD_05' time 5000 flag 1  // ~r~Die Zeit ist abgelaufen!
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: unknown_refresh_game_renderer_at -2126.3 -440.6 
0A0B: set_rendering_origin_at_3D_coord -2119.0 -440.7 34.5 angle 82.6 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2126.3, -440.6, 34.5)
Actor.Angle($PLAYER_ACTOR) = 82.7
014F: stop_timer $8247 
Marker.Disable(90@)
06D6: disable_racing_checkpoint 89@ 
09AC: disable_map_icons 0 
01F6: cancel_override_restart 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color_RGB 0 0 0 
fade 1 500 

:BLOOD_13050
if 
fading 
else_jump @BLOOD_13074 
wait 0 
jump @BLOOD_13050 

:BLOOD_13074
Player.CanMove($PLAYER_CHAR) = True
jump @BLOOD_13095 

:BLOOD_13088
jump @BLOOD_3563 

:BLOOD_13095
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:BLOOD_13113
01F6: cancel_override_restart 
0414: set_player $PLAYER_CHAR free_treatment_once 0 
00BE: text_clear_all 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $MISSION_BLOODRING_PASSED == 0 
else_jump @BLOOD_13198 
0595: mission_complete 
030C: progress_made += 1 
014C: set_parked_car_generator $5188 cars_to_generate_to 101 
0394: play_music 2 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION ERFLLT!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 10000
$MISSION_BLOODRING_PASSED = 1 

:BLOOD_13198
return 

:BLOOD_13200
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @BLOOD_13218 
Camera.Restore_WithJumpCut

:BLOOD_13218
04FA: reset_interior 0 colors 
Marker.Disable(90@)
014F: stop_timer $8247 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BLOOD_13255 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:BLOOD_13255
09F5: disable_player_mutal_activities 0 
03F0: enable_text_draw 0 
Model.Destroy(#BLOODRA)
Model.Destroy(#STALLION)
Model.Destroy(#MP5LNG)
Model.Destroy(#BB_PICKUP)
017B: set_actor $PLAYER_ACTOR weapon 29 ammo_to 103@ 
06D6: disable_racing_checkpoint 89@ 
0734: reset_random_car_generator_models 
0A37: unknown_flag 0 
09AC: disable_map_icons 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:BLOOD_13324
if 
  93@ == 0 
else_jump @BLOOD_13382 
154@ = -1285.77 
155@ = 1014.54 
156@ = 1036.5 
157@ = 104.4 

:BLOOD_13382
if 
  93@ == 1 
else_jump @BLOOD_13440 
154@ = -1299.5 
155@ = 1030.74 
156@ = 1036.8 
157@ = 132.6 

:BLOOD_13440
if 
  93@ == 2 
else_jump @BLOOD_13498 
154@ = -1319.3 
155@ = 1042.82 
156@ = 1037.1 
157@ = 135.4 

:BLOOD_13498
if 
  93@ == 3 
else_jump @BLOOD_13556 
154@ = -1349.33 
155@ = 1054.47 
156@ = 1037.3 
157@ = 155.4 

:BLOOD_13556
if 
  93@ == 4 
else_jump @BLOOD_13614 
154@ = -1384.33 
155@ = 1058.55 
156@ = 1037.5 
157@ = 173.2 

:BLOOD_13614
if 
  93@ == 5 
else_jump @BLOOD_13672 
154@ = -1296.7 
155@ = 960.2 
156@ = 1035.6 
157@ = 60.5 

:BLOOD_13672
if 
  93@ == 6 
else_jump @BLOOD_13730 
154@ = -1418.77 
155@ = 1057.54 
156@ = 1037.5 
157@ = 180.4 

:BLOOD_13730
if 
  93@ == 7 
else_jump @BLOOD_13788 
154@ = -1460.3 
155@ = 1050.3 
156@ = 1037.5 
157@ = 203.9 

:BLOOD_13788
if 
  93@ == 8 
else_jump @BLOOD_13846 
154@ = -1499.77 
155@ = 1029.54 
156@ = 1037.2 
157@ = 242.4 

:BLOOD_13846
if 
  93@ == 9 
else_jump @BLOOD_13904 
154@ = -1513.77 
155@ = 986.54 
156@ = 1036.5 
157@ = 271.4 

:BLOOD_13904
if 
  93@ == 10 
else_jump @BLOOD_13962 
154@ = -1496.77 
155@ = 959.54 
156@ = 1036.0 
157@ = 293.4 

:BLOOD_13962
if 
  93@ == 11 
else_jump @BLOOD_14020 
154@ = -1461.84 
155@ = 938.32 
156@ = 1035.3 
157@ = 345.6 

:BLOOD_14020
if 
  93@ == 12 
else_jump @BLOOD_14078 
154@ = -1424.36 
155@ = 931.29 
156@ = 1035.2 
157@ = 0.0 

:BLOOD_14078
if 
  93@ == 13 
else_jump @BLOOD_14136 
154@ = -1363.77 
155@ = 932.44 
156@ = 1035.3 
157@ = 17.85 

:BLOOD_14136
if 
  93@ == 14 
else_jump @BLOOD_14194 
154@ = -1332.77 
155@ = 940.3 
156@ = 1037.0 
157@ = 39.98 

:BLOOD_14194
if 
  93@ == 15 
else_jump @BLOOD_14252 
154@ = -1443.29 
155@ = 933.86 
156@ = 1035.3 
157@ = 351.4 

:BLOOD_14252
return 

:BLOOD_14254
0208: 158@ = random_float_in_ranges -1290.0 -1508.0 
0208: 159@ = random_float_in_ranges 939.0 1052.0 
02CE: 160@ = ground_z_at 158@ 159@ 1056.7 
if 
  160@ > 1034.1 
else_jump @BLOOD_14328 
jump @BLOOD_14254 

:BLOOD_14328
if 
  1022.8 > 160@ 
else_jump @BLOOD_14356 
jump @BLOOD_14254 

:BLOOD_14356
Marker.Disable(90@)
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
if 
   not Actor.Dead(65@)
else_jump @BLOOD_14396 
0687: clear_actor 65@ task 

:BLOOD_14396
if 
   not Actor.Dead(66@)
else_jump @BLOOD_14417 
0687: clear_actor 66@ task 

:BLOOD_14417
07F3: move_racing_checkpoint 89@ to 158@ 159@ 160@ 
return 

:BLOOD_14433
0208: 170@ = random_float_in_ranges -1290.0 -1508.0 
0208: 171@ = random_float_in_ranges 939.0 1052.0 
02CE: 172@ = ground_z_at 170@ 171@ 1056.7 
if 
  172@ > 1034.1 
else_jump @BLOOD_14507 
jump @BLOOD_14433 

:BLOOD_14507
if 
  1022.8 > 172@ 
else_jump @BLOOD_14535 
jump @BLOOD_14433 

:BLOOD_14535
172@ += 0.5 
87@ = Object.Create(#BB_PICKUP, 170@, 171@, 172@)
0566: link_object 87@ to_interior 15 
Object.CollisionDetection(87@) = False
Object.ToggleInMovingList(87@) = False
return 

:BLOOD_14585
gosub @BLOOD_15056 
if 
   not 102@ == -1 
else_jump @BLOOD_15054 
03CD: disable_car 35@(93@,16i) stuck_check 
Car.RemoveReferences(35@(93@,16i))
Actor.RemoveReferences(51@(93@,16i))
Actor.RemoveReferences(67@(93@,16i))
09B2: get_random_available_car_type 1 model_to 104@ doorlock_to 105@ 
if 
  104@ >= 0 
else_jump @BLOOD_14722 
0085: 108@ = 104@ // (int) 
gosub @BLOOD_15527 
35@(93@,16i) = Car.Create(104@, 154@, 155@, 156@)
Car.Angle(35@(93@,16i)) = 157@

:BLOOD_14722
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_15054 
0587: enable_car 35@(93@,16i) validate_position 1 
04E0: car 35@(93@,16i) abandon_path_radius 255 
053F: set_car 35@(93@,16i) tires_vulnerability 0 
0560: create_random_actor_in_car 35@(93@,16i) handle_as 51@(93@,16i) 
0860: link_actor 51@(93@,16i) to_interior 15 
060B: set_actor 51@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(51@(93@,16i), 1, 0, 0, 0, 0)
0588: unknown_actor 51@(93@,16i) flag 1 
01EA: 101@ = car 35@(93@,16i) max_passengers 
if 
  101@ > 0 
else_jump @BLOOD_14938 
0561: 67@(93@,16i) = create_passenger_in_car 35@(93@,16i) seat 0 
060B: set_actor 67@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(67@(93@,16i), 1, 0, 0, 0, 0)
01B2: give_actor 67@(93@,16i) weapon 29 ammo 30000 // Load the weapon model before using this 

:BLOOD_14938
if 
047A:   actor 51@(93@,16i) driving_bike 
else_jump @BLOOD_14980 
08C6: set_actor 51@(93@,16i) stay_on_bike 1 
08C6: set_actor 67@(93@,16i) stay_on_bike 1 

:BLOOD_14980
03CC: enable_car 35@(93@,16i) stuck_check_distance_to 1.0 time_to 3000 
03ED: unknown_car 35@(93@,16i) flag 1 
0840: link_car 35@(93@,16i) to_interior 15 
Car.SetSpeedInstantly(35@(93@,16i), 25.0)
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 9 timelimit 3000 

:BLOOD_15054
return 

:BLOOD_15056
0209: 102@ = random_int_in_ranges 1 4 
if 
  102@ == 1 
else_jump @BLOOD_15180 
if 
838A:   not any_car_in_cube_cornerA -1461.84 938.32 1035.0 cornerB 5.0 5.0 5.0 
else_jump @BLOOD_15173 
154@ = -1461.84 
155@ = 938.32 
156@ = 1035.0 
157@ = 345.6 
jump @BLOOD_15180 

:BLOOD_15173
102@ = 2 

:BLOOD_15180
if 
  102@ == 2 
else_jump @BLOOD_15295 
if 
838A:   not any_car_in_cube_cornerA -1424.36 933.86 1035.0 cornerB 5.0 5.0 5.0 
else_jump @BLOOD_15288 
154@ = -1424.36 
155@ = 933.86 
156@ = 1035.0 
157@ = 0.0 
jump @BLOOD_15295 

:BLOOD_15288
102@ = 3 

:BLOOD_15295
if 
  102@ == 3 
else_jump @BLOOD_15410 
if 
838A:   not any_car_in_cube_cornerA -1443.29 931.29 1035.0 cornerB 5.0 5.0 5.0 
else_jump @BLOOD_15403 
154@ = -1443.29 
155@ = 931.29 
156@ = 1035.0 
157@ = 351.4 
jump @BLOOD_15410 

:BLOOD_15403
102@ = 1 

:BLOOD_15410
if 
  102@ == 1 
else_jump @BLOOD_15525 
if 
838A:   not any_car_in_cube_cornerA -1461.84 938.32 1035.0 cornerB 5.0 5.0 5.0 
else_jump @BLOOD_15518 
154@ = -1461.84 
155@ = 938.32 
156@ = 1035.0 
157@ = 345.6 
jump @BLOOD_15525 

:BLOOD_15518
102@ = -1 

:BLOOD_15525
return 

:BLOOD_15527
0209: 107@ = random_int_in_ranges 1 37 
if 
  107@ == 1 
else_jump @BLOOD_15569 
0674: set_car_model 108@ numberplate "GOT_M00_" 

:BLOOD_15569
if 
  107@ == 2 
else_jump @BLOOD_15602 
0674: set_car_model 108@ numberplate "M00TV_4U" 

:BLOOD_15602
if 
  107@ == 3 
else_jump @BLOOD_15635 
0674: set_car_model 108@ numberplate "MATHEW_2" 

:BLOOD_15635
if 
  107@ == 4 
else_jump @BLOOD_15668 
0674: set_car_model 108@ numberplate "D4_DEW0R" 

:BLOOD_15668
if 
  107@ == 5 
else_jump @BLOOD_15701 
0674: set_car_model 108@ numberplate "D0DE_777" 

:BLOOD_15701
if 
  107@ == 6 
else_jump @BLOOD_15734 
0674: set_car_model 108@ numberplate "DAM0_666" 

:BLOOD_15734
if 
  107@ == 7 
else_jump @BLOOD_15767 
0674: set_car_model 108@ numberplate "C0NEY_88" 

:BLOOD_15767
if 
  107@ == 8 
else_jump @BLOOD_15800 
0674: set_car_model 108@ numberplate "PRE4CHER" 

:BLOOD_15800
if 
  107@ == 9 
else_jump @BLOOD_15833 
0674: set_car_model 108@ numberplate "DBP_4NDY" 

:BLOOD_15833
if 
  107@ == 10 
else_jump @BLOOD_15866 
0674: set_car_model 108@ numberplate "EV1L_SLY" 

:BLOOD_15866
if 
  107@ == 11 
else_jump @BLOOD_15899 
0674: set_car_model 108@ numberplate "N1_R4V3N" 

:BLOOD_15899
if 
  107@ == 12 
else_jump @BLOOD_15932 
0674: set_car_model 108@ numberplate "D1VX_Z00" 

:BLOOD_15932
if 
  107@ == 13 
else_jump @BLOOD_15964 
0674: set_car_model 108@ numberplate "MR_B3NN" 

:BLOOD_15964
if 
  107@ == 14 
else_jump @BLOOD_15997 
0674: set_car_model 108@ numberplate "R3D_R4SP" 

:BLOOD_15997
if 
  107@ == 15 
else_jump @BLOOD_16030 
0674: set_car_model 108@ numberplate "LA_B0MBA" 

:BLOOD_16030
if 
  107@ == 16 
else_jump @BLOOD_16063 
0674: set_car_model 108@ numberplate "L3337_0G" 

:BLOOD_16063
if 
  107@ == 17 
else_jump @BLOOD_16096 
0674: set_car_model 108@ numberplate "BUDD4H_X" 

:BLOOD_16096
if 
  107@ == 18 
else_jump @BLOOD_16129 
0674: set_car_model 108@ numberplate "T3H_BUCK" 

:BLOOD_16129
if 
  107@ == 19 
else_jump @BLOOD_16162 
0674: set_car_model 108@ numberplate "CHUNKY_1" 

:BLOOD_16162
if 
  107@ == 20 
else_jump @BLOOD_16195 
0674: set_car_model 108@ numberplate "EV1L_BNZ" 

:BLOOD_16195
if 
  107@ == 21 
else_jump @BLOOD_16228 
0674: set_car_model 108@ numberplate "S4ND_M4N" 

:BLOOD_16228
if 
  107@ == 22 
else_jump @BLOOD_16261 
0674: set_car_model 108@ numberplate "RKK_DBP1" 

:BLOOD_16261
if 
  107@ == 23 
else_jump @BLOOD_16294 
0674: set_car_model 108@ numberplate "RE1_K0KU" 

:BLOOD_16294
if 
  107@ == 24 
else_jump @BLOOD_16327 
0674: set_car_model 108@ numberplate "S3XY_JUD" 

:BLOOD_16327
if 
  107@ == 25 
else_jump @BLOOD_16360 
0674: set_car_model 108@ numberplate "SUNRA_93" 

:BLOOD_16360
if 
  107@ == 26 
else_jump @BLOOD_16393 
0674: set_car_model 108@ numberplate "UG_FUX69" 

:BLOOD_16393
if 
  107@ == 27 
else_jump @BLOOD_16426 
0674: set_car_model 108@ numberplate "LI0N_CUM" 

:BLOOD_16426
if 
  107@ == 28 
else_jump @BLOOD_16459 
0674: set_car_model 108@ numberplate "RKK_PWND" 

:BLOOD_16459
if 
  107@ == 29 
else_jump @BLOOD_16492 
0674: set_car_model 108@ numberplate "HAZE_B0B" 

:BLOOD_16492
if 
  107@ == 30 
else_jump @BLOOD_16525 
0674: set_car_model 108@ numberplate "T3H_FLUF" 

:BLOOD_16525
if 
  107@ == 31 
else_jump @BLOOD_16558 
0674: set_car_model 108@ numberplate "BM_4NDY_" 

:BLOOD_16558
if 
  107@ == 32 
else_jump @BLOOD_16591 
0674: set_car_model 108@ numberplate "BM_D34N_" 

:BLOOD_16591
if 
  107@ == 33 
else_jump @BLOOD_16624 
0674: set_car_model 108@ numberplate "BM_L4C3Y" 

:BLOOD_16624
if 
  107@ == 34 
else_jump @BLOOD_16657 
0674: set_car_model 108@ numberplate "BM_D3V__" 

:BLOOD_16657
if 
  107@ == 35 
else_jump @BLOOD_16690 
0674: set_car_model 108@ numberplate "NU_SK00L" 

:BLOOD_16690
if 
  107@ == 36 
else_jump @BLOOD_16723 
0674: set_car_model 108@ numberplate "G4L_AVET" 

:BLOOD_16723
if 
  107@ == 37 
else_jump @BLOOD_16756 
0674: set_car_model 108@ numberplate "M0J0_J0J" 

:BLOOD_16756
return 

:BLOOD_16758
Car.StorePos(88@, 161@, 162@, $TEMPVAR_FLOAT_3)
94@ = 0 
165@ = 99999.0 
95@ = -1 

:BLOOD_16796
if 
  16 > 94@ 
else_jump @BLOOD_16945 
if 
803B:   not  88@ == 35@(94@,16i) // (int) 
else_jump @BLOOD_16931 
if 
   not Car.Wrecked(35@(94@,16i))
else_jump @BLOOD_16931 
Car.StorePos(35@(94@,16i), 163@, 164@, $TEMPVAR_FLOAT_3)
0509: 166@ = distance_between_XY 161@ 162@ and_XY 163@ 164@ 
if 
0025:   165@ > 166@ // (float) 
else_jump @BLOOD_16931 
0087: 165@ = 166@ // (float) 
0085: 95@ = 35@(94@,16i) // (int) 

:BLOOD_16931
94@ += 1 
jump @BLOOD_16796 

:BLOOD_16945
if 
803B:   not  88@ == 34@ // (int) 
else_jump @BLOOD_17030 
Car.StorePos(34@, 163@, 164@, $TEMPVAR_FLOAT_3)
0509: 166@ = distance_between_XY 161@ 162@ and_XY 163@ 164@ 
if 
0025:   165@ > 166@ // (float) 
else_jump @BLOOD_17030 
0087: 165@ = 166@ // (float) 
0085: 95@ = 34@ // (int) 

:BLOOD_17030
return 

:BLOOD_17032
if 
84A3:   not  $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @BLOOD_17094 
08D4: 110@ = create_panel_with_title 'BLOD_06' position 190.0 141.0 width 120.0 columns 2 interactive 0 background 1 alignment 1  // Ergebnisse
jump @BLOOD_17131 

:BLOOD_17094
08D4: 110@ = create_panel_with_title 'BLOD_06' position 190.0 141.0 width 150.0 columns 2 interactive 0 background 1 alignment 1  // Ergebnisse

:BLOOD_17131
08DB: set_panel 110@ column 0 header 'DUMMY' data 'BLOD_07' 'BLOD_08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Neue Bestzeit (Min): // Zerstrte Autos:
08DB: set_panel 110@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel 110@ column 1 row 0 text_1number GXT 'BLOD_09' number $1940  // ~1~
08EE: set_panel 110@ column 1 row 1 text_1number GXT 'BLOD_09' number 111@  // ~1~
if 
84A3:   not  $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @BLOOD_17465 
09DB: set_panel 110@ column 0 width 200 
09DB: set_panel 110@ column 1 width 40 
jump @BLOOD_17484 

:BLOOD_17465
09DB: set_panel 110@ column 0 width 260 
09DB: set_panel 110@ column 1 width 40 

:BLOOD_17484
return 

:BLOOD_17486
if 
  129@ == 0 
else_jump @BLOOD_17549 
0209: 128@ = random_int_in_ranges 8000 16000 
0209: 130@ = random_int_in_ranges 1 22 
03CF: load_wav 131@(130@,23i) as 4 
33@ = 0 
129@ = 1 

:BLOOD_17549
if 
  129@ == 1 
else_jump @BLOOD_17589 
if 
03D0:   wav 4 loaded 
else_jump @BLOOD_17589 
129@ = 2 

:BLOOD_17589
if 
  129@ == 2 
else_jump @BLOOD_17637 
if 
001D:   33@ > 128@ // (int) 
else_jump @BLOOD_17637 
03D1: play_wav 4 
129@ = 3 

:BLOOD_17637
if 
  129@ == 3 
else_jump @BLOOD_17677 
if 
03D2:   wav 4 ended 
else_jump @BLOOD_17677 
129@ = 0 

:BLOOD_17677
return 

//-------------Mission 129---------------
// Originally: Arena Mission: Kickstart

:KICKSTA
thread 'KICKSTA' 
gosub @KICKSTA_54 
if 
wasted_or_busted 
else_jump @KICKSTA_38 
gosub @KICKSTA_7448 

:KICKSTA_38
gosub @KICKSTA_7590 
end_thread 
49@ = 0 

:KICKSTA_54
0A0E: unknown_text_stuff 1 
$ONMISSION = 1 
48@ = 0 
249@ = 1.5 
253@ = 0 
254@ = 0 
$8262 = 0 
257@ = 0 
if 
  $MISSION_KICKSTART_PASSED == 0 
else_jump @KICKSTA_130 
increment_mission_attempts 

:KICKSTA_130
$8250 = 0 
$8256 = 240000 
$8254 = 30000 
50@ = -1376.437 
83@ = 1562.29 
116@ = 1059.0 
182@ = 0 
215@ = 0 
51@ = -1354.842 
84@ = 1585.201 
117@ = 1057.885 
183@ = 0 
216@ = 0 
52@ = -1408.025 
85@ = 1568.736 
118@ = 1055.838 
184@ = 0 
217@ = 0 
53@ = -1451.728 
86@ = 1571.065 
119@ = 1059.0 
185@ = 0 
218@ = 1 
54@ = -1487.554 
87@ = 1564.278 
120@ = 1056.457 
186@ = 0 
219@ = 1 
55@ = -1466.286 
88@ = 1595.355 
121@ = 1057.325 
187@ = 0 
220@ = 2 
56@ = -1387.597 
89@ = 1572.125 
122@ = 1053.929 
188@ = 0 
221@ = 0 
57@ = -1362.579 
90@ = 1614.624 
123@ = 1055.33 
189@ = 0 
222@ = 1 
58@ = -1359.51 
91@ = 1638.219 
124@ = 1056.035 
190@ = 0 
223@ = 2 
59@ = -1371.351 
92@ = 1623.274 
125@ = 1054.659 
191@ = 0 
224@ = 1 
60@ = -1369.52 
93@ = 1634.025 
126@ = 1055.772 
192@ = 0 
225@ = 2 
61@ = -1384.616 
94@ = 1603.547 
127@ = 1053.595 
193@ = 0 
226@ = 0 
62@ = -1398.996 
95@ = 1603.275 
128@ = 1055.156 
194@ = 0 
227@ = 0 
63@ = -1403.911 
96@ = 1645.158 
129@ = 1071.462 
195@ = 0 
228@ = 1 
64@ = -1443.392 
97@ = 1648.548 
130@ = 1054.287 
196@ = 0 
229@ = 0 
65@ = -1457.003 
98@ = 1648.714 
131@ = 1054.937 
197@ = 0 
230@ = 0 
66@ = -1486.931 
99@ = 1630.226 
132@ = 1056.626 
198@ = 0 
231@ = 0 
67@ = -1482.813 
100@ = 1642.205 
133@ = 1060.704 
199@ = 0 
232@ = 2 
68@ = -1484.813 
101@ = 1597.116 
134@ = 1061.382 
200@ = 0 
233@ = 1 
69@ = -1431.399 
102@ = 1598.063 
135@ = 1054.752 
201@ = 0 
234@ = 0 
70@ = -1420.682 
103@ = 1598.275 
136@ = 1054.956 
202@ = 0 
235@ = 0 
71@ = -1408.107 
104@ = 1585.364 
137@ = 1055.691 
203@ = 0 
236@ = 0 
72@ = -1408.217 
105@ = 1593.302 
138@ = 1055.617 
204@ = 0 
237@ = 0 
73@ = -1462.244 
106@ = 1622.424 
139@ = 1054.313 
205@ = 0 
238@ = 1 
74@ = -1461.74 
107@ = 1635.753 
140@ = 1054.007 
206@ = 0 
239@ = 1 
75@ = -1453.893 
108@ = 1636.028 
141@ = 1056.18 
207@ = 0 
240@ = 1 
76@ = -1454.055 
109@ = 1628.601 
142@ = 1054.298 
208@ = 0 
241@ = 2 
77@ = -1454.067 
110@ = 1617.637 
143@ = 1055.999 
209@ = 0 
242@ = 2 
78@ = -1450.026 
111@ = 1620.467 
144@ = 1056.421 
210@ = 0 
243@ = 2 
79@ = -1407.732 
112@ = 1617.416 
145@ = 1054.797 
211@ = 0 
244@ = 1 
80@ = -1414.159 
113@ = 1607.16 
146@ = 1054.843 
212@ = 0 
245@ = 1 
81@ = -1388.309 
114@ = 1620.99 
147@ = 1054.951 
213@ = 0 
246@ = 2 
82@ = -1431.09 
115@ = 1580.832 
148@ = 1055.759 
214@ = 0 
247@ = 1 
$8257 = 0 
$8259 = 0 
$8258 = 0 
35@ = 0 
$8260 = 0 
$8261 = 33 
37@ = 0.0 
38@ = 0.0 
39@ = 0.0 
40@ = 0.0 
41@ = 0.0 
42@ = 0.0 
43@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
255@ = 0 
wait 0 
054C: use_GXT_table 'KICKSTT' 
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:KICKSTA_1781
if 
fading 
else_jump @KICKSTA_1805 
wait 0 
jump @KICKSTA_1781 

:KICKSTA_1805
09FF: set_restart_closest_to 1579.57 1769.011 9.828 
057E: set_radar_grey 1 
select_interior 14 
04E4: unknown_refresh_game_renderer_at -1473.187 1565.173 
Actor.PutAt($PLAYER_ACTOR, -1473.187, 1565.173, 1051.589)
0860: link_actor $PLAYER_ACTOR to_interior 14 
0581: enable_radar 1 
Actor.Angle($PLAYER_ACTOR) = 266.488
Camera.SetAtPos(-1473.187, 1565.173, 1051.789)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
04F9: set_interior 2 color_to 0 
Model.Load(#SANCHEZ)

:KICKSTA_1915
if 
   not Model.Available(#SANCHEZ)
else_jump @KICKSTA_1942 
wait 0 
jump @KICKSTA_1915 

:KICKSTA_1942
34@ = Car.Create(#SANCHEZ, -1472.38, 1563.576, 1051.417)
0840: link_car 34@ to_interior 14 
Car.Angle(34@) = 266.488
Car.SetImmunities(34@, 1, 1, 1, 1, 1)
36@ = Marker.CreateAboveCar(34@)
07E0: set_marker 36@ type_to 1 
03AB: unknown_car 34@ flag 1 
03BC: 44@ = create_sphere_at -1464.32 1556.69 1051.75 radius 3.0 
256@ = 0 

:KICKSTA_2051
if 
  33 > 256@ 
else_jump @KICKSTA_2300 
if 
  215@(256@,33i) == 0 
else_jump @KICKSTA_2113 
250@ = 0 
251@ = 255 
252@ = 0 

:KICKSTA_2113
if 
  215@(256@,33i) == 1 
else_jump @KICKSTA_2158 
250@ = 255 
251@ = 150 
252@ = 0 

:KICKSTA_2158
if 
  215@(256@,33i) == 2 
else_jump @KICKSTA_2202 
250@ = 255 
251@ = 0 
252@ = 0 

:KICKSTA_2202
024F: create_corona_with_radius 249@ type 0 lensflares 0 with_color 250@ 251@ 252@ at 50@(256@,33f) 50@(256@,33f) 50@(256@,33f) 
0167: 149@(256@,33i) = create_marker_at 50@(256@,33f) 50@(256@,33f) 50@(256@,33f) flags 0 2 
Marker.SetIconSize(149@(256@,33i), 1)
256@ += 1 
jump @KICKSTA_2051 

:KICKSTA_2300
wait 1000 
02A3: enable_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
Player.CanMove($PLAYER_CHAR) = False
040D: unload_wav 1 
03CF: load_wav 36205 as 1 

:KICKSTA_2343
if 
83D0:   not wav 1 loaded 
else_jump @KICKSTA_2369 
wait 0 
jump @KICKSTA_2343 

:KICKSTA_2369
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 
Camera.SetPosition(-1461.084, 1558.448, 1054.46, 0.0, 0.0, 0.0)
Camera.PointAt(-1460.135, 1558.761, 1054.429, 2)
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -1461.084 1558.448 1054.46 position_to -1474.255 1561.567 1052.553 time 6000 drop_mode 1 
0920: point_camera -1460.135 1558.761 1054.429 transverse_to -1473.741 1562.424 1052.533 time 6000 mode 1 
03D1: play_wav 1 

:KICKSTA_2523
if 
fading 
else_jump @KICKSTA_2766 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @KICKSTA_2744 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~Du hast das Motorrad ruiniert!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_2594
if 
fading 
else_jump @KICKSTA_2618 
wait 0 
jump @KICKSTA_2594 

:KICKSTA_2618
select_interior 0 
Camera.SetAtPos(1105.21, 1604.649, 12.51)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_2662 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_2662
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_2705 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_2725 

:KICKSTA_2705
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_2725
wait 1500 
jump @KICKSTA_7448 
jump @KICKSTA_2752 

:KICKSTA_2744
Car.Health(34@) = 1000

:KICKSTA_2752
gosub @KICKSTA_7904 
jump @KICKSTA_2523 

:KICKSTA_2766
00BC: show_text_highpriority GXT 'KICK_10' time 10000 flag 1  // ~s~Benutze die Sanchez, um die Markierungen aufzusammeln. Die ~g~grne Markierung~s~ ist 1 Punkt wert. Die ~y~Gelbe~s~ ist 2 Punkte wert. Die ~r~Rote~s~ ist 3 Punkte wert.
32@ = 0 
0707: start_scene_skip_to @KICKSTA_3415 

:KICKSTA_2796
if 
  7000 > 32@ 
else_jump @KICKSTA_3045 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @KICKSTA_3023 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~Du hast das Motorrad ruiniert!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_2873
if 
fading 
else_jump @KICKSTA_2897 
wait 0 
jump @KICKSTA_2873 

:KICKSTA_2897
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_2941 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_2941
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_2984 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_3004 

:KICKSTA_2984
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_3004
wait 1500 
jump @KICKSTA_7448 
jump @KICKSTA_3031 

:KICKSTA_3023
Car.Health(34@) = 1000

:KICKSTA_3031
gosub @KICKSTA_7904 
jump @KICKSTA_2796 

:KICKSTA_3045
03D5: remove_text 'KICK_10'  // ~s~Benutze die Sanchez, um die Markierungen aufzusammeln. Die ~g~grne Markierung~s~ ist 1 Punkt wert. Die ~y~Gelbe~s~ ist 2 Punkte wert. Die ~r~Rote~s~ ist 3 Punkte wert.
0925: restore_camera_to_user_defined 
Camera.SetPosition(-1474.91, 1564.625, 1052.952, 0.0, 0.0, 0.0)
Camera.PointAt(-1473.948, 1564.367, 1053.041, 2)
00BC: show_text_highpriority GXT 'KICK_11' time 10000 flag 1  // ~s~Um das Stadion zu verlassen, stell dich ohne Fahrzeug in den ~r~rot markierten~s~ Bereich.
06A9: AS_actor $PLAYER_ACTOR look_at_point -1464.32 1556.69 1051.75 6000 ms 
32@ = 0 

:KICKSTA_3155
if 
  7000 > 32@ 
else_jump @KICKSTA_3404 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @KICKSTA_3382 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~Du hast das Motorrad ruiniert!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_3232
if 
fading 
else_jump @KICKSTA_3256 
wait 0 
jump @KICKSTA_3232 

:KICKSTA_3256
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_3300 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3300
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_3343 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_3363 

:KICKSTA_3343
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_3363
wait 1500 
jump @KICKSTA_7448 
jump @KICKSTA_3390 

:KICKSTA_3382
Car.Health(34@) = 1000

:KICKSTA_3390
gosub @KICKSTA_7904 
jump @KICKSTA_3155 

:KICKSTA_3404
03D5: remove_text 'KICK_11'  // ~s~Um das Stadion zu verlassen, stell dich ohne Fahrzeug in den ~r~rot markierten~s~ Bereich.

:KICKSTA_3415
0701: end_scene_skip 
if 
   Car.Wrecked(34@)
else_jump @KICKSTA_3621 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~Du hast das Motorrad ruiniert!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_3471
if 
fading 
else_jump @KICKSTA_3495 
wait 0 
jump @KICKSTA_3471 

:KICKSTA_3495
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_3539 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3539
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_3582 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_3602 

:KICKSTA_3582
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_3602
wait 1500 
jump @KICKSTA_7448 
jump @KICKSTA_3629 

:KICKSTA_3621
Car.Health(34@) = 1000

:KICKSTA_3629
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
041E: set_radio_station 11 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
0925: restore_camera_to_user_defined 
0581: enable_radar 0 
00BC: show_text_highpriority GXT 'KICK1_8' time 5000 flag 1  // ~s~Steig auf das ~b~Motorrad~s~!

:KICKSTA_3688
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @KICKSTA_4392 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @KICKSTA_3915 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~Du hast das Motorrad ruiniert!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_3765
if 
fading 
else_jump @KICKSTA_3789 
wait 0 
jump @KICKSTA_3765 

:KICKSTA_3789
select_interior 0 
Camera.SetAtPos(1105.21, 1604.649, 12.51)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_3833 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3833
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_3876 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_3896 

:KICKSTA_3876
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_3896
wait 1500 
jump @KICKSTA_7448 
jump @KICKSTA_3923 

:KICKSTA_3915
Car.Health(34@) = 1000

:KICKSTA_3923
if or
  $8256 >= 3600000 
  $8260 == 1 
else_jump @KICKSTA_4137 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK_13' time 5000 flag 1  // ~r~Du hast zu lange gebraucht!
0169: set_fade_color_RGB 0 0 0 
wait 1500 
fade 0 1000 

:KICKSTA_3994
if 
fading 
else_jump @KICKSTA_4018 
wait 0 
jump @KICKSTA_3994 

:KICKSTA_4018
select_interior 0 
Camera.SetAtPos(1105.21, 1604.649, 12.51)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_4062 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_4062
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_4105 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_4125 

:KICKSTA_4105
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_4125
wait 1500 
jump @KICKSTA_7448 

:KICKSTA_4137
if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1464.32 1556.69 1051.75 radius 3.0 3.0 3.0 on_foot 
  43@ == 1 
else_jump @KICKSTA_4378 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK_12' time 5000 flag 1  // ~r~Hast du die Nerven verloren?
03BD: destroy_sphere 44@ 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_4235
if 
fading 
else_jump @KICKSTA_4259 
wait 0 
jump @KICKSTA_4235 

:KICKSTA_4259
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_4303 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_4303
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_4346 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_4366 

:KICKSTA_4346
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_4366
wait 1500 
jump @KICKSTA_7448 

:KICKSTA_4378
gosub @KICKSTA_7904 
jump @KICKSTA_3688 

:KICKSTA_4392
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetBehindPlayer
03D5: remove_text 'KICK1_8'  // ~s~Steig auf das ~b~Motorrad~s~!
257@ = 0 
32@ = 0 
33@ = 0 

:KICKSTA_4437
if 
   not 257@ == 10 
else_jump @KICKSTA_4886 
wait 0 
if 
  257@ == 0 
else_jump @KICKSTA_4581 
if 
  33@ > 900 
else_jump @KICKSTA_4581 
00BA: show_text_styled GXT 'KICK_17' time 1000 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
03CF: load_wav 1827 as 4 

:KICKSTA_4541
if 
83D0:   not wav 4 loaded 
else_jump @KICKSTA_4567 
wait 0 
jump @KICKSTA_4541 

:KICKSTA_4567
257@ += 1 
33@ = 0 

:KICKSTA_4581
if 
  257@ == 1 
else_jump @KICKSTA_4670 
if 
  33@ > 900 
else_jump @KICKSTA_4670 
00BA: show_text_styled GXT 'KICK_18' time 1000 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
257@ += 1 
33@ = 0 

:KICKSTA_4670
if 
  257@ == 2 
else_jump @KICKSTA_4759 
if 
  33@ > 900 
else_jump @KICKSTA_4759 
00BA: show_text_styled GXT 'KICK_19' time 1000 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
257@ += 1 
33@ = 0 

:KICKSTA_4759
if 
  257@ == 3 
else_jump @KICKSTA_4846 
if 
  33@ > 900 
else_jump @KICKSTA_4846 
00BA: show_text_styled GXT 'KICK_20' time 800 style 4  // LOS!
097A: play_audio_at -1462.0 1558.69 1055.02 event 1164 
257@ = 10 
33@ = 0 

:KICKSTA_4846
if 
  32@ > 4000 
else_jump @KICKSTA_4872 
257@ = 10 

:KICKSTA_4872
gosub @KICKSTA_7904 
jump @KICKSTA_4437 

:KICKSTA_4886
02A3: enable_widescreen 0 
Marker.Disable(36@)
Player.CanMove($PLAYER_CHAR) = True
00BC: show_text_highpriority GXT 'KICK_26' time 5000 flag 1  // ~s~Sammle mglichst viele Punkte
03C4: set_status_text $8262 type 0 GXT 'KICK1_9' // global_variable  // PUNKTE ~1~
03C3: set_timer_to $8256 type 1 GXT 'KICK1_T' // global_variable  // ZEIT
32@ = 0 
33@ = 0 

:KICKSTA_4964
if 
   not $8250 == 33 
else_jump @KICKSTA_6929 
wait 0 
gosub @KICKSTA_7904 
if 
  48@ == 1 
else_jump @KICKSTA_5033 
if 
03D0:   wav 1 loaded 
else_jump @KICKSTA_5033 
48@ = 2 

:KICKSTA_5033
if 
  48@ == 2 
else_jump @KICKSTA_5062 
03D1: play_wav 1 
48@ = 3 

:KICKSTA_5062
if 
  48@ == 3 
else_jump @KICKSTA_5106 
if 
03D2:   wav 1 ended 
else_jump @KICKSTA_5106 
040D: unload_wav 1 
48@ = 0 

:KICKSTA_5106
if or
  0 >= $8256 
  $8260 == 1 
else_jump @KICKSTA_5673 
Player.CanMove($PLAYER_CHAR) = False
014F: stop_timer $8256 
0151: remove_status_text $8262 
if 
001C:   $8262 > $1804 // (int) 
else_jump @KICKSTA_5417 
0084: $1804 = $8262 // (int) 
01E3: show_text_1number_styled GXT 'KICK_22' number $1804 time 5000 style 1  // Neue Hchstpunktzahl ~1~
00BC: show_text_highpriority GXT 'KICK_23' time 5000 flag 1  // ~s~Du hast den Rekord gebrochen!
0627: update_integer_stat 211 to $1804 
0394: play_music 2 
if 
  $MISSION_KICKSTART_PASSED == 0 
else_jump @KICKSTA_5247 
014C: set_parked_car_generator $5275 cars_to_generate_to 101 

:KICKSTA_5247
wait 5000 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_5267
if 
fading 
else_jump @KICKSTA_5291 
wait 0 
jump @KICKSTA_5267 

:KICKSTA_5291
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_5335 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5335
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_5378 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_5398 

:KICKSTA_5378
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_5398
wait 1500 
jump @KICKSTA_7510 
jump @KICKSTA_5673 

:KICKSTA_5417
01E3: show_text_1number_styled GXT 'KICK1_9' number $8262 time 5000 style 1  // PUNKTE ~1~
01E3: show_text_1number_styled GXT 'KICK_21' number $1804 time 5000 style 6  // Die Hchstpunktzahl ~1~
00BC: show_text_highpriority GXT 'KICK_24' time 5000 flag 1  // ~r~Du hast es nicht geschafft, den Rekord zu brechen
0652: 248@ = integer_stat 211 
if 
001E:   $8262 > 248@ // (int) 
else_jump @KICKSTA_5506 
0627: update_integer_stat 211 to $8262 

:KICKSTA_5506
0394: play_music 1 
wait 5000 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_5530
if 
fading 
else_jump @KICKSTA_5554 
wait 0 
jump @KICKSTA_5530 

:KICKSTA_5554
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_5598 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5598
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_5641 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_5661 

:KICKSTA_5641
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_5661
wait 1500 
jump @KICKSTA_7448 

:KICKSTA_5673
if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1464.32 1556.69 1051.75 radius 3.0 3.0 3.0 on_foot 
  43@ == 1 
else_jump @KICKSTA_5914 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK_12' time 5000 flag 1  // ~r~Hast du die Nerven verloren?
03BD: destroy_sphere 44@ 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_5771
if 
fading 
else_jump @KICKSTA_5795 
wait 0 
jump @KICKSTA_5771 

:KICKSTA_5795
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_5839 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5839
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_5882 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_5902 

:KICKSTA_5882
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_5902
wait 1500 
jump @KICKSTA_7448 

:KICKSTA_5914
Actor.StorePos($PLAYER_ACTOR, 37@, 38@, 39@)
if 
  1050.0 > 39@ 
else_jump @KICKSTA_5979 
Actor.PutAt($PLAYER_ACTOR, -1473.187, 1565.173, 1051.789)
Actor.Angle($PLAYER_ACTOR) = 266.488

:KICKSTA_5979
if 
   Car.Wrecked(34@)
else_jump @KICKSTA_6183 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~Du hast das Motorrad ruiniert!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_6033
if 
fading 
else_jump @KICKSTA_6057 
wait 0 
jump @KICKSTA_6033 

:KICKSTA_6057
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_6101 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_6101
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_6144 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_6164 

:KICKSTA_6144
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_6164
wait 1500 
jump @KICKSTA_7448 
jump @KICKSTA_6922 

:KICKSTA_6183
Car.Health(34@) = 1000
Car.StorePos(34@, 40@, 41@, 42@)
if 
  1050.0 > 42@ 
else_jump @KICKSTA_6259 
34@ = Car.Create(#SANCHEZ, -1472.38, 1563.576, 1051.417)
Car.Angle(34@) = 266.488

:KICKSTA_6259
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #SANCHEZ)
else_jump @KICKSTA_6874 
if 
  254@ == 0 
else_jump @KICKSTA_6450 
if 
  35@ == 0 
else_jump @KICKSTA_6361 
36@ = Marker.CreateAboveCar(34@)
07E0: set_marker 36@ type_to 1 
if 
  47@ == 2 
else_jump @KICKSTA_6354 
47@ = 3 

:KICKSTA_6354
35@ = 1 

:KICKSTA_6361
01BD: $8253 = current_time_in_ms 
$8254 = 30000 
if 
  $8256 >= 30000 
else_jump @KICKSTA_6408 
$8254 = 30000 
jump @KICKSTA_6416 

:KICKSTA_6408
0084: $8254 = $8256 // (int) 

:KICKSTA_6416
254@ = 1 
040D: unload_wav 1 
03CF: load_wav 36200 as 1 
48@ = 1 
jump @KICKSTA_6867 

:KICKSTA_6450
if 
  $8254 > 0 
else_jump @KICKSTA_6643 
01BD: $8251 = current_time_in_ms 
0084: $8252 = $8251 // (int) 
0060: $8252 -= $8253 // (int) 
0084: $8253 = $8251 // (int) 
0060: $8254 -= $8252 // (int) 
0084: $8255 = $8254 // (int) 
$8255 /= 1000 
09C1: unknown_text_flag 0 
if 
   not $8255 == 1 
else_jump @KICKSTA_6569 
01E5: show_text_1number_highpriority GXT 'KICK_27' number $8255 time 1000 flag 1  // ~s~Du hast ~1~ Sekunden, um zu deinem ~b~Motorrad ~s~zurckzukehren, bevor du disqualifiziert wirst.
jump @KICKSTA_6588 

:KICKSTA_6569
01E5: show_text_1number_highpriority GXT 'KICK_28' number $8255 time 1000 flag 1  // ~s~Du hast ~1~ Sekunde, um zu deinem ~b~Motorrad ~s~zurckzukehren, bevor du disqualifiziert wirst.

:KICKSTA_6588
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #SANCHEZ)
else_jump @KICKSTA_6636 
03D5: remove_text 'GETBIKE' 
03D5: remove_text 'GETBIK2' 
$8254 = 1 

:KICKSTA_6636
jump @KICKSTA_6867 

:KICKSTA_6643
if 
  0 >= $8254 
else_jump @KICKSTA_6867 
00BC: show_text_highpriority GXT 'KICK1_2' time 5000 flag 1  // ~r~Du warst nicht schnell genug wieder beim Motorrad!
Player.CanMove($PLAYER_CHAR) = False
040D: unload_wav 1 
03CF: load_wav 36200 as 1 
48@ = 1 
wait 1500 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_6724
if 
fading 
else_jump @KICKSTA_6748 
wait 0 
jump @KICKSTA_6724 

:KICKSTA_6748
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_6792 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_6792
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_6835 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_6855 

:KICKSTA_6835
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_6855
wait 1500 
jump @KICKSTA_7448 

:KICKSTA_6867
jump @KICKSTA_6922 

:KICKSTA_6874
03D5: remove_text 'KICK_27'  // ~s~Du hast ~1~ Sekunden, um zu deinem ~b~Motorrad ~s~zurckzukehren, bevor du disqualifiziert wirst.
if 
  35@ == 1 
else_jump @KICKSTA_6915 
Marker.Disable(36@)
35@ = 0 

:KICKSTA_6915
254@ = 0 

:KICKSTA_6922
jump @KICKSTA_4964 

:KICKSTA_6929
014F: stop_timer $8256 
0151: remove_status_text $8262 
if 
001C:   $8262 > $1804 // (int) 
else_jump @KICKSTA_7208 
0084: $1804 = $8262 // (int) 
01E3: show_text_1number_styled GXT 'KICK_22' number $1804 time 5000 style 1  // Neue Hchstpunktzahl ~1~
00BC: show_text_highpriority GXT 'KICK_23' time 5000 flag 1  // ~s~Du hast den Rekord gebrochen!
0627: update_integer_stat 211 to $1804 
if 
  $MISSION_KICKSTART_PASSED == 0 
else_jump @KICKSTA_7034 
014C: set_parked_car_generator $5275 cars_to_generate_to 101 

:KICKSTA_7034
0394: play_music 2 
wait 5000 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_7058
if 
fading 
else_jump @KICKSTA_7082 
wait 0 
jump @KICKSTA_7058 

:KICKSTA_7082
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_7126 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7126
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_7169 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_7189 

:KICKSTA_7169
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_7189
wait 1500 
jump @KICKSTA_7510 
jump @KICKSTA_7448 

:KICKSTA_7208
0394: play_music 1 
0652: 248@ = integer_stat 211 
if 
001E:   $8262 > 248@ // (int) 
else_jump @KICKSTA_7247 
0627: update_integer_stat 211 to $8262 

:KICKSTA_7247
01E3: show_text_1number_styled GXT 'KICK1_9' number $8262 time 5000 style 1  // PUNKTE ~1~
01E3: show_text_1number_styled GXT 'KICK_21' number $1804 time 5000 style 6  // Die Hchstpunktzahl ~1~
wait 5000 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_7305
if 
fading 
else_jump @KICKSTA_7329 
wait 0 
jump @KICKSTA_7305 

:KICKSTA_7329
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_7373 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7373
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_7416 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_7436 

:KICKSTA_7416
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_7436
wait 1500 
jump @KICKSTA_7448 

:KICKSTA_7448
01E3: show_text_1number_styled GXT 'KICK1_9' number 15 time $8262 style 1  // PUNKTE ~1~
01E5: show_text_1number_highpriority GXT 'KICK_21' number $1804 time 5000 flag 1  // Die Hchstpunktzahl ~1~
008B: 258@ = $8262 // (int) 
258@ *= 100 
Player.Money($PLAYER_CHAR) += 258@
return 

:KICKSTA_7510
if 
  $MISSION_KICKSTART_PASSED == 0 
else_jump @KICKSTA_7541 
0595: mission_complete 
030C: progress_made += 1 
$MISSION_KICKSTART_PASSED = 1 

:KICKSTA_7541
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'KICK_22' number $1804 time 5000 style 1  // Neue Hchstpunktzahl ~1~
008B: 258@ = $8262 // (int) 
258@ *= 100 
Player.Money($PLAYER_CHAR) += 258@
return 

:KICKSTA_7590
0581: enable_radar 1 
04FA: reset_interior 0 colors 
$ONMISSION = 0 
00BE: text_clear_all 
04FA: reset_interior 0 colors 
03BD: destroy_sphere 44@ 
0925: restore_camera_to_user_defined 
Marker.Disable(149@)
Marker.Disable(150@)
Marker.Disable(151@)
Marker.Disable(152@)
Marker.Disable(153@)
Marker.Disable(154@)
Marker.Disable(155@)
Marker.Disable(156@)
Marker.Disable(157@)
Marker.Disable(158@)
Marker.Disable(159@)
Marker.Disable(160@)
Marker.Disable(161@)
Marker.Disable(162@)
Marker.Disable(163@)
Marker.Disable(164@)
Marker.Disable(165@)
Marker.Disable(166@)
Marker.Disable(167@)
Marker.Disable(168@)
Marker.Disable(169@)
Marker.Disable(170@)
Marker.Disable(171@)
Marker.Disable(172@)
Marker.Disable(173@)
Marker.Disable(174@)
Marker.Disable(175@)
Marker.Disable(176@)
Marker.Disable(177@)
Marker.Disable(178@)
Marker.Disable(179@)
Marker.Disable(180@)
Marker.Disable(181@)
Marker.Disable(36@)
Model.Destroy(#SANCHEZ)
014F: stop_timer $8256 
0151: remove_status_text $8262 
if or
   not wasted_or_busted 
  $176 == 1 
else_jump @KICKSTA_7859 
Actor.Angle($PLAYER_ACTOR) = 1.0
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
0169: set_fade_color_RGB 0 0 0 
fade 1 3000 
Player.CanMove($PLAYER_CHAR) = True

:KICKSTA_7859
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_7882 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7882
0581: enable_radar 1 
Car.RemoveReferences(34@)
057E: set_radar_grey 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:KICKSTA_7904
253@ = 0 

:KICKSTA_7911
if 
  33 > 253@ 
else_jump @KICKSTA_8439 
if 
  182@(253@,33i) == 0 
else_jump @KICKSTA_8425 
if 
  215@(253@,33i) == 0 
else_jump @KICKSTA_7995 
250@ = 0 
251@ = 255 
252@ = 0 

:KICKSTA_7995
if 
  215@(253@,33i) == 1 
else_jump @KICKSTA_8040 
250@ = 255 
251@ = 150 
252@ = 0 

:KICKSTA_8040
if 
  215@(253@,33i) == 2 
else_jump @KICKSTA_8084 
250@ = 255 
251@ = 0 
252@ = 0 

:KICKSTA_8084
024F: create_corona_with_radius 249@ type 0 lensflares 0 with_color 250@ 251@ 252@ at 50@(253@,33f) 83@(253@,33f) 116@(253@,33f) 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 50@(253@,33f) 83@(253@,33f) 116@(253@,33f) radius 1.5 1.5 1.5 
else_jump @KICKSTA_8425 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #SANCHEZ)
else_jump @KICKSTA_8425 
if 
  215@(253@,33i) == 0 
else_jump @KICKSTA_8261 
$8262 += 1 
00BC: show_text_highpriority GXT 'KICK_14' time 1000 flag 1  // ~s~Du hast eine ~g~grne Markierung~s~ aufgesammelt +1
040D: unload_wav 1 
03CF: load_wav 36202 as 1 
48@ = 1 

:KICKSTA_8261
if 
  215@(253@,33i) == 1 
else_jump @KICKSTA_8326 
$8262 += 2 
00BC: show_text_highpriority GXT 'KICK_15' time 1000 flag 1  // ~s~Du hast eine ~y~gelbe Markierung~s~ aufgesammelt +2
040D: unload_wav 1 
03CF: load_wav 36202 as 1 
48@ = 1 

:KICKSTA_8326
if 
  215@(253@,33i) == 2 
else_jump @KICKSTA_8391 
$8262 += 3 
00BC: show_text_highpriority GXT 'KICK_16' time 1000 flag 1  // ~s~Du hast eine ~r~rote Markierung~s~ aufgesammelt +3
040D: unload_wav 1 
03CF: load_wav 36205 as 1 
48@ = 1 

:KICKSTA_8391
Marker.Disable(149@(253@,33i))
$8250 += 1 
$8261 -= 1 
182@(253@,33i) = 1 

:KICKSTA_8425
253@ += 1 
jump @KICKSTA_7911 

:KICKSTA_8439
return 

//-------------Mission 130---------------
// Originally: Beat the Cock!

:TRIA
gosub @TRIA_36 
if 
wasted_or_busted 
else_jump @TRIA_27 
gosub @TRIA_22678 

:TRIA_27
gosub @TRIA_22919 
end_thread 

:TRIA_36
0A0E: unknown_text_stuff 1 
$ONMISSION = 1 
if 
  $MISSION_BEATTHECOCK_PASSED == 0 
else_jump @TRIA_67 
increment_mission_attempts 

:TRIA_67
thread 'TRIA' 
054C: use_GXT_table 'RACETOR' 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
wait 0 
03F0: enable_text_draw 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRIA_130 
Player.CanMove($PLAYER_CHAR) = False

:TRIA_130
fade 0 1000 

:TRIA_137
if 
fading 
else_jump @TRIA_161 
wait 0 
jump @TRIA_137 

:TRIA_161
060A: create_decision_maker_type 0 store_to 816@ // decision\allowed\m_.ped files 
802@ = 0 
817@ = 0 
782@ = 0 
783@ = 0 
34@ = 582.7242 
46@ = 356.2812 
58@ = 52.2072 
70@ = 52.2072 
35@ = 584.0833 
47@ = 329.3647 
59@ = 0.5427 
71@ = 2.0841 
36@ = 572.9216 
48@ = 323.5937 
60@ = 1.0585 
72@ = 4.8106 
37@ = 585.724 
49@ = 345.6341 
61@ = 0.4929 
73@ = 1.8511 
38@ = 582.7242 
50@ = 359.0323 
62@ = 0.4993 
74@ = 2.637 
39@ = 582.7242 
51@ = 356.2812 
63@ = 56.2072 
75@ = 56.2072 
40@ = 582.7242 
52@ = 356.2812 
64@ = 58.2072 
76@ = 58.2072 
if 
  $MISSION_BEATTHECOCK_TYPE == 1 
else_jump @TRIA_501 
jump @TRIA_526 

:TRIA_501
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_526 
jump @TRIA_3828 

:TRIA_526
819@ = 0 
820@ = 1 
821@ = 7 
822@ = 8 
823@ = 8 
824@ = 37 
825@ = 37 
826@ = 38 
827@ = 62 
792@ = -243.9 
793@ = -1719.31 
794@ = 2.35 
143@ = 181.3364 
263@ = -1885.854 
383@ = 3.5158 
503@ = 194.886 
144@ = 187.69 
264@ = -1915.42 
384@ = 0.0 
504@ = 187.4411 
145@ = 190.3243 
265@ = -1965.07 
385@ = -1.09 
505@ = 122.2256 
146@ = 129.4773 
266@ = -2001.432 
386@ = -0.5606 
506@ = 44.5101 
147@ = 24.1326 
267@ = -1872.092 
387@ = -0.1744 
507@ = 46.3064 
148@ = -38.8038 
268@ = -1799.4 
388@ = -0.4976 
508@ = 29.2224 
149@ = -132.8051 
269@ = -1809.788 
389@ = -1.1548 
509@ = 74.9425 
150@ = -228.93 
270@ = -1726.7 
390@ = -0.01 
510@ = 70.775 
151@ = -248.1052 
271@ = -1716.78 
391@ = 1.9372 
511@ = 157.2827 
152@ = -262.3395 
272@ = -1787.277 
392@ = 8.7655 
512@ = 167.5477 
153@ = -277.3514 
273@ = -1855.098 
393@ = 21.3005 
513@ = 168.3277 
154@ = -280.5171 
274@ = -1887.12 
394@ = 24.786 
514@ = 176.1066 
155@ = -281.7469 
275@ = -2087.827 
395@ = 38.443 
515@ = 141.1524 
156@ = -464.7682 
276@ = -2179.815 
396@ = 58.8239 
516@ = 68.1063 
157@ = -641.5079 
277@ = -2196.429 
397@ = 11.5282 
517@ = 129.7469 
158@ = -783.5144 
278@ = -2459.294 
398@ = 73.7524 
518@ = 140.2978 
159@ = -871.3914 
279@ = -2407.987 
399@ = 54.4911 
519@ = 51.7369 
160@ = -942.5181 
280@ = -2368.063 
400@ = 58.8718 
520@ = 85.4252 
161@ = -1056.249 
281@ = -2378.243 
401@ = 48.5923 
521@ = 94.4035 
162@ = -1238.965 
282@ = -2327.315 
402@ = 18.2458 
522@ = 58.7494 
163@ = -1403.78 
283@ = -2165.124 
403@ = 17.4059 
523@ = 77.2286 
164@ = -1659.685 
284@ = -2190.13 
404@ = 32.3572 
524@ = 144.7275 
165@ = -1732.831 
285@ = -2312.709 
405@ = 45.225 
525@ = 109.6972 
166@ = -1826.058 
286@ = -2340.271 
406@ = 33.7243 
526@ = 125.1071 
167@ = -1917.68 
287@ = -2432.147 
407@ = 29.6249 
527@ = 124.1505 
168@ = -1972.515 
288@ = -2478.326 
408@ = 29.6259 
528@ = 117.8682 
169@ = -2025.629 
289@ = -2500.391 
409@ = 31.0671 
529@ = 73.6687 
170@ = -2119.107 
290@ = -2431.265 
410@ = 29.4766 
530@ = 50.8121 
171@ = -2188.57 
291@ = -2377.538 
411@ = 29.6172 
531@ = 0.0 
172@ = -2215.89 
292@ = -2352.601 
412@ = 29.6981 
532@ = 61.4763 
173@ = -2341.21 
293@ = -2256.627 
413@ = 16.8759 
533@ = 39.8273 
174@ = -2430.18 
294@ = -2278.378 
414@ = 13.7817 
534@ = 45.7545 
175@ = -2498.637 
295@ = -2208.573 
415@ = 27.9284 
535@ = 50.0042 
176@ = -2619.839 
296@ = -2067.536 
416@ = 38.1676 
536@ = 55.7597 
176@ = -2867.784 
296@ = -1824.571 
416@ = 36.6821 
536@ = 16.2011 
177@ = -2923.241 
297@ = -1561.889 
417@ = 10.0017 
537@ = 7.7626 
178@ = -2899.031 
298@ = -1152.584 
418@ = 8.32 
538@ = 351.8611 
179@ = -2858.125 
299@ = -835.5231 
419@ = 8.4844 
539@ = 352.7365 
180@ = -2814.01 
300@ = -529.22 
420@ = 6.1876 
540@ = 343.4993 
181@ = -2779.95 
301@ = -489.85 
421@ = 6.33 
541@ = 305.3686 
182@ = -2708.981 
302@ = -529.5283 
422@ = 10.196 
542@ = 276.1151 
183@ = -2670.157 
303@ = -481.2506 
423@ = 21.3104 
543@ = 345.938 
184@ = -2666.663 
304@ = -406.0401 
424@ = 31.3067 
544@ = 324.8106 
185@ = -2583.74 
305@ = -369.7502 
425@ = 46.2653 
545@ = 275.6224 
186@ = -2515.971 
306@ = -367.1822 
426@ = 58.2571 
546@ = 272.1555 
186@ = -2411.156 
306@ = -371.7223 
426@ = 72.2992 
546@ = 236.1908 
187@ = -2340.564 
307@ = -416.5017 
427@ = 78.5669 
547@ = 230.3644 
188@ = -2338.824 
308@ = -463.832 
428@ = 79.0233 
548@ = 107.323 
189@ = -2387.69 
309@ = -423.99 
429@ = 82.4307 
549@ = 46.7979 
190@ = -2496.379 
310@ = -446.1119 
430@ = 75.3116 
550@ = 79.2676 
191@ = -2544.498 
311@ = -465.218 
431@ = 68.9665 
551@ = 119.0487 
191@ = -2556.852 
311@ = -466.8922 
431@ = 69.2275 
551@ = 116.1301 
192@ = -2580.532 
312@ = -468.6765 
432@ = 67.3814 
552@ = 105.1953 
193@ = -2612.064 
313@ = -475.2015 
433@ = 67.8512 
553@ = 102.5922 
194@ = -2623.105 
314@ = -500.2463 
434@ = 69.917 
554@ = 197.9217 
195@ = -2613.75 
315@ = -497.1339 
435@ = 71.9272 
555@ = 288.9547 
196@ = -2579.733 
316@ = -492.6317 
436@ = 75.158 
556@ = 278.9598 
197@ = -2542.8 
317@ = -490.87 
437@ = 80.34 
557@ = 280.2745 
198@ = -2497.678 
318@ = -480.3432 
438@ = 94.0158 
558@ = 282.4144 
199@ = -2466.401 
319@ = -497.2612 
439@ = 104.2728 
559@ = 198.2153 
200@ = -2452.08 
320@ = -544.5864 
440@ = 120.5837 
560@ = 197.1636 
201@ = -2469.514 
321@ = -618.502 
441@ = 131.3831 
561@ = 208.6952 
202@ = -2471.06 
322@ = -618.73 
442@ = 131.73 
562@ = 85.5749 
203@ = -2498.368 
323@ = -617.9995 
443@ = 131.5625 
563@ = 94.5939 
204@ = -2498.981 
324@ = -653.2845 
444@ = 137.3194 
564@ = 168.6758 
205@ = -2501.356 
325@ = -695.9691 
445@ = 138.3174 
565@ = 180.3733 
743@ = -2500.0 
744@ = -710.0 
745@ = 138.49 
828@ = 63 
118@ = 9 
04AF: 829@ = 154 // @ = any 
04AF: 830@ = 18 // @ = any 
04AF: 831@ = 45 // @ = any 
04AF: 832@ = 18 // @ = any 
04AF: 833@ = 45 // @ = any 
04AF: 834@ = 154 // @ = any 
04AF: 835@ = 154 // @ = any 
04AF: 836@ = 167 // @ = any 
04AF: 837@ = 167 // @ = any 
04AF: 838@ = 167 // @ = any 
04AF: 839@ = 167 // @ = any 
04AF: 840@ = 167 // @ = any 
04AF: 841@ = 510 // @ = any 
04AF: 842@ = 510 // @ = any 
04AF: 843@ = 510 // @ = any 
04AF: 844@ = 510 // @ = any 
04AF: 845@ = 510 // @ = any 
04AF: 846@ = 510 // @ = any 
04AF: 847@ = 510 // @ = any 
04AF: 848@ = 510 // @ = any 
04AF: 849@ = 510 // @ = any 
04AF: 850@ = 510 // @ = any 
04AF: 851@ = 510 // @ = any 
04AF: 852@ = 510 // @ = any 
770@ = 60.0 
771@ = 40.0 
772@ = 25.0 
773@ = 2.25 
774@ = 2.0 
775@ = 1.8 
776@ = 1.3 
777@ = 1.25 
778@ = 1.16 
695@ = 2.3 
707@ = -6.0 
696@ = 3.0 
708@ = 8.0 
697@ = 5.0 
709@ = -4.0 
698@ = 2.6 
710@ = -1.0 
699@ = 5.0 
711@ = 9.0 
700@ = 0.0 
712@ = -4.0 
701@ = -4.0 
713@ = 0.0 
702@ = 0.0 
714@ = 0.9 
703@ = 3.1 
715@ = -4.0 
704@ = 3.0 
716@ = -5.0 
705@ = -5.0 
717@ = -3.0 
706@ = -2.0 
718@ = 9.0 
jump @TRIA_8781 

:TRIA_3828
819@ = 0 
820@ = 1 
821@ = 9 
822@ = 10 
823@ = 10 
824@ = 96 
825@ = 96 
826@ = 97 
827@ = 103 
792@ = 1408.9 
793@ = -298.31 
794@ = 1.14 
143@ = 2135.432 
263@ = -67.9555 
383@ = 5.4915 
503@ = 66.3885 
144@ = 2113.189 
264@ = -61.7735 
384@ = -1.6317 
504@ = 79.829 
145@ = 2042.62 
265@ = -68.5141 
385@ = -1.9576 
505@ = 105.8667 
146@ = 1914.295 
266@ = -82.3669 
386@ = -1.573 
506@ = 101.7482 
147@ = 1844.035 
267@ = -62.2716 
387@ = -1.6096 
507@ = 84.9519 
148@ = 1742.236 
268@ = -20.0478 
388@ = -1.287 
508@ = 79.6055 
149@ = 1618.168 
269@ = -15.6618 
389@ = -1.6797 
509@ = 156.9966 
150@ = 1599.854 
270@ = -118.7409 
390@ = -1.4099 
510@ = 164.6305 
151@ = 1533.974 
271@ = -213.8303 
391@ = -1.8143 
511@ = 126.3196 
152@ = 1426.781 
272@ = -284.0623 
392@ = 0.4372 
512@ = 144.5477 
153@ = 1398.955 
273@ = -320.351 
393@ = 4.0182 
513@ = 153.3551 
154@ = 1358.093 
274@ = -336.8423 
394@ = 1.9089 
514@ = 116.3511 
155@ = 1289.739 
275@ = -376.0291 
395@ = 1.8575 
515@ = 115.9818 
156@ = 1226.153 
276@ = -418.5785 
396@ = 4.1044 
516@ = 98.6074 
157@ = 1042.313 
277@ = -450.289 
397@ = 50.3135 
517@ = 101.4914 
158@ = 955.7357 
278@ = -394.1266 
398@ = 62.9355 
518@ = 78.1451 
159@ = 862.81 
279@ = -348.28 
399@ = 35.11 
519@ = 56.0 
160@ = 735.1562 
280@ = -269.1867 
400@ = 8.7576 
520@ = 73.8366 
161@ = 469.2164 
281@ = -284.2076 
401@ = 9.4602 
521@ = 112.1922 
162@ = 251.8701 
282@ = -371.7388 
402@ = 7.7356 
522@ = 68.255 
163@ = 223.9637 
283@ = -281.344 
403@ = 0.4297 
523@ = 271.1071 
164@ = 232.8023 
284@ = -147.7986 
404@ = 0.4375 
524@ = 357.6566 
165@ = 212.8295 
285@ = 51.8381 
405@ = 1.0781 
525@ = 109.6694 
166@ = -68.0222 
286@ = 199.2302 
406@ = 1.1111 
526@ = 65.8208 
167@ = -214.4978 
287@ = 242.3661 
407@ = 10.9924 
527@ = 77.1542 
168@ = -474.3636 
288@ = 283.1361 
408@ = 1.0859 
528@ = 87.3102 
169@ = -704.3909 
289@ = 237.3473 
409@ = 1.2298 
529@ = 125.775 
170@ = -753.5148 
290@ = 113.9041 
410@ = 13.0728 
530@ = 238.8586 
171@ = -774.6131 
291@ = 19.818 
411@ = 32.2693 
531@ = 99.2499 
172@ = -882.6287 
292@ = -30.0806 
412@ = 32.3448 
532@ = 159.807 
173@ = -693.5931 
293@ = 14.1184 
413@ = 64.7495 
533@ = 274.7533 
174@ = -747.8843 
294@ = -87.2834 
414@ = 65.6724 
534@ = 116.1896 
175@ = -914.7136 
295@ = -149.6012 
415@ = 52.8499 
535@ = 134.4302 
176@ = -962.9247 
296@ = -326.8087 
416@ = 35.2353 
536@ = 168.4629 
177@ = -1053.014 
297@ = -459.1835 
417@ = 34.307 
537@ = 115.9967 
178@ = -1192.145 
298@ = -713.6215 
418@ = 54.6026 
538@ = 156.9905 
179@ = -1487.715 
299@ = -817.6843 
419@ = 64.4213 
539@ = 92.4112 
180@ = -1740.777 
300@ = -724.1766 
420@ = 30.4857 
540@ = 49.0549 
181@ = -1781.205 
301@ = -583.264 
421@ = 15.3359 
541@ = 100.3213 
182@ = -1823.7 
302@ = -529.5533 
422@ = 13.9686 
542@ = 4.2211 
183@ = -1799.017 
303@ = -273.0101 
423@ = 20.3398 
543@ = 354.7032 
184@ = -1800.123 
304@ = -65.1682 
424@ = 10.9423 
544@ = 359.6422 
185@ = -1725.062 
305@ = 327.4661 
425@ = 6.039 
545@ = 315.311 
186@ = -1557.097 
306@ = 578.606 
426@ = 6.028 
546@ = 0.4208 
187@ = -1541.106 
307@ = 769.1249 
427@ = 6.0391 
547@ = 353.7148 
188@ = -1583.378 
308@ = 1116.991 
428@ = 6.0468 
548@ = 1.1392 
189@ = -1809.283 
309@ = 1378.625 
429@ = 6.0391 
549@ = 81.656 
190@ = -2100.213 
310@ = 1275.833 
430@ = 15.1271 
550@ = 95.1487 
191@ = -2350.208 
311@ = 1176.574 
431@ = 41.5671 
551@ = 90.0114 
192@ = -2510.877 
312@ = 1187.856 
432@ = 39.1262 
552@ = 85.252 
193@ = -2669.68 
313@ = 1245.143 
433@ = 54.4297 
553@ = 8.9025 
194@ = -2673.893 
314@ = 1643.352 
434@ = 65.0251 
554@ = 0.2767 
195@ = -2674.047 
315@ = 2075.544 
435@ = 54.4218 
555@ = 359.5528 
196@ = -2738.813 
316@ = 2389.167 
436@ = 71.7769 
556@ = 13.6254 
197@ = -2547.931 
317@ = 2616.462 
437@ = 59.9948 
557@ = 274.8428 
198@ = -2291.888 
318@ = 2639.561 
438@ = 54.2564 
558@ = 274.3506 
199@ = -1943.441 
319@ = 2477.796 
439@ = 53.9877 
559@ = 203.7195 
200@ = -1773.83 
320@ = 2183.409 
440@ = 15.1278 
560@ = 244.4939 
201@ = -1671.435 
321@ = 1994.474 
441@ = 18.605 
561@ = 169.1263 
202@ = -1665.7 
322@ = 1828.964 
442@ = 24.836 
562@ = 278.2649 
203@ = -1515.527 
323@ = 1841.554 
443@ = 28.9903 
563@ = 271.1894 
204@ = -1264.993 
324@ = 1827.301 
444@ = 39.4348 
564@ = 234.95 
205@ = -1121.385 
325@ = 1807.539 
445@ = 41.2592 
565@ = 284.4989 
206@ = -988.9796 
326@ = 1847.639 
446@ = 61.9118 
566@ = 237.4219 
207@ = -855.0579 
327@ = 1858.897 
447@ = 59.216 
567@ = 15.0168 
208@ = -827.7874 
328@ = 2022.61 
448@ = 59.1866 
568@ = 302.1424 
209@ = -643.984 
329@ = 2054.752 
449@ = 59.3829 
569@ = 252.3283 
210@ = -460.4977 
330@ = 2022.137 
450@ = 59.1932 
570@ = 314.0172 
211@ = -385.3306 
331@ = 2052.059 
451@ = 61.1139 
571@ = 121.3349 
212@ = -471.1979 
332@ = 1868.452 
452@ = 81.3094 
572@ = 185.3215 
213@ = -424.8187 
333@ = 1785.552 
453@ = 69.9688 
573@ = 353.9297 
214@ = -392.5027 
334@ = 1899.678 
454@ = 56.3096 
574@ = 190.7471 
215@ = -437.5663 
335@ = 1639.054 
455@ = 34.5544 
575@ = 155.0889 
216@ = -419.9048 
336@ = 1375.711 
456@ = 29.3441 
576@ = 198.0373 
217@ = -254.2456 
337@ = 1241.245 
457@ = 22.9055 
577@ = 262.7647 
218@ = -17.3116 
338@ = 1265.996 
458@ = 7.1868 
578@ = 269.9033 
219@ = 207.218 
339@ = 1174.193 
459@ = 13.9973 
579@ = 316.9584 
220@ = 339.0704 
340@ = 1382.287 
460@ = 6.1753 
580@ = 342.3971 
221@ = 388.3414 
341@ = 1547.929 
461@ = 13.8468 
581@ = 343.6689 
222@ = 633.4001 
342@ = 1754.867 
462@ = 3.9566 
582@ = 317.1131 
223@ = 669.8152 
343@ = 2168.323 
463@ = 20.5117 
583@ = 358.9947 
224@ = 689.647 
344@ = 2565.16 
464@ = 27.2334 
584@ = 311.5221 
225@ = 891.8608 
345@ = 2603.754 
465@ = 9.595 
585@ = 247.505 
226@ = 1044.021 
346@ = 2515.857 
466@ = 9.6323 
586@ = 231.5339 
227@ = 1244.597 
347@ = 2379.124 
467@ = 12.6162 
587@ = 243.279 
228@ = 1443.869 
348@ = 2448.945 
468@ = 5.7498 
588@ = 288.6619 
229@ = 1666.893 
349@ = 2445.993 
469@ = 6.0409 
589@ = 251.8771 
230@ = 1788.89 
350@ = 2302.641 
470@ = 4.9096 
590@ = 178.4221 
231@ = 1787.288 
351@ = 2020.553 
471@ = 2.9839 
591@ = 180.0315 
232@ = 1757.569 
352@ = 1803.75 
472@ = 6.6726 
592@ = 151.3169 
233@ = 1719.659 
353@ = 1733.205 
473@ = 9.6719 
593@ = 76.1769 
234@ = 1647.86 
354@ = 1740.389 
474@ = 9.6719 
594@ = 353.7883 
235@ = 1666.322 
355@ = 1871.767 
475@ = 9.6797 
595@ = 276.203 
236@ = 1707.177 
356@ = 1939.953 
476@ = 9.6719 
596@ = 1.2039 
237@ = 1736.212 
357@ = 2053.139 
477@ = 9.6797 
597@ = 263.9626 
238@ = 1897.32 
358@ = 2044.712 
478@ = 9.6719 
598@ = 254.9706 
239@ = 1994.816 
359@ = 2022.869 
479@ = 9.6797 
599@ = 270.1811 
240@ = 2126.005 
360@ = 2014.889 
480@ = 9.6719 
600@ = 199.0654 
241@ = 2126.798 
361@ = 1885.59 
481@ = 9.6797 
601@ = 178.0925 
242@ = 2098.335 
362@ = 1802.86 
482@ = 9.6797 
602@ = 156.4693 
243@ = 2056.644 
363@ = 1720.575 
483@ = 9.6719 
603@ = 156.0535 
244@ = 2049.26 
364@ = 1554.789 
484@ = 9.6719 
604@ = 179.2217 
245@ = 2050.827 
365@ = 1403.362 
485@ = 9.6719 
605@ = 179.9112 
246@ = 2048.7 
366@ = 1089.746 
486@ = 9.6641 
606@ = 179.8144 
743@ = 2046.0 
744@ = 979.0 
745@ = 9.49 
828@ = 104 
118@ = 9 
04AF: 829@ = 154 // @ = any 
04AF: 830@ = 18 // @ = any 
04AF: 831@ = 45 // @ = any 
04AF: 832@ = 18 // @ = any 
04AF: 833@ = 45 // @ = any 
04AF: 834@ = 154 // @ = any 
04AF: 835@ = 154 // @ = any 
04AF: 836@ = 167 // @ = any 
04AF: 837@ = 167 // @ = any 
04AF: 838@ = 167 // @ = any 
04AF: 839@ = 167 // @ = any 
04AF: 840@ = 167 // @ = any 
04AF: 841@ = 510 // @ = any 
04AF: 842@ = 510 // @ = any 
04AF: 843@ = 510 // @ = any 
04AF: 844@ = 510 // @ = any 
04AF: 845@ = 510 // @ = any 
04AF: 846@ = 510 // @ = any 
04AF: 847@ = 510 // @ = any 
04AF: 848@ = 510 // @ = any 
04AF: 849@ = 510 // @ = any 
04AF: 850@ = 510 // @ = any 
04AF: 851@ = 510 // @ = any 
04AF: 852@ = 510 // @ = any 
770@ = 50.0 
771@ = 40.0 
772@ = 30.0 
773@ = 2.23 
774@ = 2.1 
775@ = 1.8 
776@ = 1.33 
777@ = 1.3 
778@ = 1.25 
695@ = 2.3 
707@ = -6.0 
696@ = 3.0 
708@ = -4.0 
697@ = 5.0 
709@ = -4.0 
698@ = 2.6 
710@ = -1.0 
699@ = 5.0 
711@ = 5.0 
700@ = 0.0 
712@ = -4.0 
701@ = -4.0 
713@ = 0.0 
702@ = 0.0 
714@ = 0.9 
703@ = 3.1 
715@ = -4.0 
704@ = 3.0 
716@ = -5.0 
705@ = -5.0 
717@ = -3.0 
706@ = -2.0 
718@ = 4.0 
746@ = 0 
747@ = 0 
748@ = 0 
749@ = 0 
750@ = 0 
751@ = 0 
752@ = 0 
753@ = 0 
754@ = 0 
755@ = 0 
756@ = 0 
757@ = 0 
jump @TRIA_8781 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 
06D6: disable_racing_checkpoint 963@ 

:TRIA_8781
0087: 779@ = 770@ // (float) 
0087: 780@ = 773@ // (float) 
0087: 781@ = 776@ // (float) 

:TRIA_8805
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TRIA_8832 
wait 0 
jump @TRIA_8805 

:TRIA_8832
0395: clear_area 0 at 143@ 263@ 383@ radius 1000001.0 
Camera.SetAtPos(143@, 263@, 383@)
08E7: disable_entrance_markers 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0085: 853@ = 828@ // (int) 
853@ -= 1 
758@ = 0 
759@ = 0 
760@ = 0 
761@ = 0 
0085: 926@ = 118@ // (int) 

:TRIA_8930
if 
001D:   926@ > 759@ // (int) 
else_jump @TRIA_8974 
927@(759@,12i) = 0 
759@ += 1 
jump @TRIA_8930 

:TRIA_8974
018A: 939@ = create_checkpoint_at 143@ 263@ 383@ 
940@ = 0 

:TRIA_8995
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
942@ = 0 
759@ = 0 
if 
  940@ == 0 
else_jump @TRIA_9266 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRIA_9266 
Actor.PutAt($PLAYER_ACTOR, 143@, 263@, 383@)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Player.SetClothes($PLAYER_CHAR, "BBSHORTWHT", "BOXINGSHORT", Legs)
Player.Build($PLAYER_CHAR)
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 144@ 264@ radius 100.0 100.0 
else_jump @TRIA_9266 
758@ = 0 
0088: $TEMPVAR_FLOAT_1 = 143@ // (float) 
$TEMPVAR_FLOAT_1 += 4.0 
0088: $TEMPVAR_FLOAT_2 = 263@ // (float) 
$TEMPVAR_FLOAT_2 += 4.0 
0088: $TEMPVAR_FLOAT_3 = 383@ // (float) 
$TEMPVAR_FLOAT_3 += 6.0 
0087: 785@ = 143@ // (float) 
785@ -= 7.0 
0087: 786@ = 263@ // (float) 
786@ -= 7.0 
0087: 787@ = 383@ // (float) 
787@ -= 7.0 
940@ += 1 

:TRIA_9266
if 
  940@ == 1 
else_jump @TRIA_9359 
Model.Load(#WMYBE)
Model.Load(#BMYBE)
Model.Load(#HMYBE)
Model.Load(#WMYBELL)
Model.Load(#MTBIKE)

:TRIA_9307
if or
   not Model.Available(#WMYBE)
   not Model.Available(#BMYBE)
   not Model.Available(#HMYBE)
   not Model.Available(#WMYBELL)
   not Model.Available(#MTBIKE)
else_jump @TRIA_9352 
wait 0 
jump @TRIA_9307 

:TRIA_9352
940@ = 2 

:TRIA_9359
if 
  940@ == 2 
else_jump @TRIA_11299 
768@ = Car.Create(841@, 143@, 263@, 383@)
039F: set_car 768@ race_to 144@ 264@ 
0085: 762@ = 926@ // (int) 
762@ -= 1 
769@ = Car.Create(841@, 143@(822@,120f), 263@(822@,120f), -100.0)
Car.Angle(769@) = 503@(822@,120f)
0407: store_coords_to 785@ 786@ 787@ from_car 769@ with_offset 785@ 786@ 787@ 
791@ = Car.Angle(769@)
0087: 787@ = 383@ // (float) 
759@ = 0 

:TRIA_9505
if 
001D:   926@ > 759@ // (int) 
else_jump @TRIA_11059 
0085: 760@ = 759@ // (int) 
760@ /= 2 
760@ *= 2 
if 
003B:   760@ == 759@ // (int) 
else_jump @TRIA_9623 
$TEMPVAR_FLOAT_1 = 1.5 
0085: 761@ = 759@ // (int) 
761@ *= 2 
0093: 788@ = integer 761@ to_float 
788@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 788@ // (float) 
jump @TRIA_9681 

:TRIA_9623
$TEMPVAR_FLOAT_1 = -1.5 
0085: 761@ = 759@ // (int) 
761@ -= 1 
761@ *= 2 
0093: 788@ = integer 761@ to_float 
788@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 788@ // (float) 

:TRIA_9681
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
789@ = Car.Angle(768@)
0088: $TEMPVAR_FLOAT_3 = 383@ // (float) 
0089: 854@(759@,12f) = $TEMPVAR_FLOAT_1 // (float) 
0089: 866@(759@,12f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 878@(759@,12f) = $TEMPVAR_FLOAT_3 // (float) 
if 
001D:   762@ > 759@ // (int) 
else_jump @TRIA_10303 
914@(759@,12i) = Actor.Create(CivMale, 829@(759@,12i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, -100.0)
02A9: set_actor 914@(759@,12i) immune_to_nonplayer 1 
060B: set_actor 914@(759@,12i) decision_maker_to 816@ 
131@(759@,12i) = 0 
804@(759@,12i) = 0 
Actor.Angle(914@(759@,12i)) = 503@
04D8: set_actor 914@(759@,12i) drowns_in_water 0 
054E: clear_actor 914@(759@,12i) damage 
054A: set_actor 914@(759@,12i) immune_to_car_headshots 0 
if 
  131@(759@,12i) == 0 
else_jump @TRIA_10296 
0085: 760@ = 759@ // (int) 
760@ /= 2 
760@ *= 2 
if 
003B:   760@ == 759@ // (int) 
else_jump @TRIA_10027 
$TEMPVAR_FLOAT_1 = 3.5 
0085: 761@ = 759@ // (int) 
761@ *= 2 
0093: 788@ = integer 761@ to_float 
788@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 788@ // (float) 
jump @TRIA_10085 

:TRIA_10027
$TEMPVAR_FLOAT_1 = -3.5 
0085: 761@ = 759@ // (int) 
761@ -= 1 
761@ *= 2 
0093: 788@ = integer 761@ to_float 
788@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 788@ // (float) 

:TRIA_10085
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 769@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
902@(759@,12i) = Car.Create(841@(759@,12i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, -100.0)
0A21: unknown_car 902@(759@,12i) flag 1 
0423: set_car 902@(759@,12i) improved_handling_to 1.5 // (float) 
131@(759@,12i) = 1 
072F: enable_car 902@(759@,12i) stuck_check_distance 0.5 time 5000 and_restore_if stuck 1 flipped 0 unknown 1 to_path 1 // extended 03CC 
Car.Angle(902@(759@,12i)) = 175.0
Car.SetImmunities(902@(759@,12i), 1, 1, 1, 1, 1)
Car.Health(902@(759@,12i)) = 2000
039C: unknown_car 902@(759@,12i) flag 1 
03AB: unknown_car 902@(759@,12i) flag 1 
03ED: unknown_car 902@(759@,12i) flag 1 
04E0: car 902@(759@,12i) abandon_path_radius 5 
053F: set_car 902@(759@,12i) tires_vulnerability 0 

:TRIA_10296
jump @TRIA_11045 

:TRIA_10303
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -4.0435 6.5755 -0.8 
0376: 954@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 954@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -5.6392 2.9435 -0.8 
0376: 943@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 943@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -6.0071 -2.0778 -0.8 
0376: 944@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 944@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -7.6039 -5.0807 -0.8 
0376: 945@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 945@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -7.0724 -6.4057 -0.8 
0376: 946@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 946@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -5.9988 -13.553 -0.8 
0376: 947@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 947@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 6.073 -15.2059 -0.8 
0376: 948@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 948@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 7.2639 -12.9933 -0.8 
0376: 949@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 949@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 5.8429 -7.7069 -0.8 
0376: 950@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 950@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 8.4135 -3.7971 -0.8 
0376: 951@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 951@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 6.2507 0.3634 -0.8 
0376: 952@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 952@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 8.6397 2.419 -0.8 
0376: 953@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 953@ turn_to_and_look_at 143@ 263@ 383@ 
Marker.Disable(939@)
018A: 939@ = create_checkpoint_at 854@(762@,12f) 866@(762@,12f) 878@(762@,12f) 
01EB: set_traffic_density_multiplier_to 0.5 
008B: 914@(759@,12i) = $PLAYER_ACTOR // (int) 
0085: 941@ = 759@ // (int) 

:TRIA_11045
759@ += 1 
jump @TRIA_9505 

:TRIA_11059
940@ += 1 
Car.Destroy(768@)
Car.Destroy(769@)
769@ = Car.Create(841@, 143@(822@,120f), 263@(822@,120f), 383@(822@,120f))
Car.Angle(769@) = 503@(822@,120f)
0407: store_coords_to 795@ 796@ 797@ from_car 769@ with_offset 5.0 -15.0 0.0 
Car.Angle(769@) = 791@
902@(941@,12i) = Car.Create(#MTBIKE, 795@, 796@, -100.0)
Car.Angle(902@(941@,12i)) = 791@
039C: unknown_car 902@(941@,12i) flag 1 
Car.Destroy(769@)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRIA_11257 
Actor.PutAt($PLAYER_ACTOR, 854@(941@,12f), 866@(941@,12f), 878@(941@,12f))
Actor.Angle($PLAYER_ACTOR) = 503@
Camera.SetBehindPlayer

:TRIA_11257
02A3: enable_widescreen 1 
wait 500 
fade 1 3000 

:TRIA_11273
if 
fading 
else_jump @TRIA_11297 
wait 0 
jump @TRIA_11273 

:TRIA_11297
00BE: text_clear_all 

:TRIA_11299
if 
  940@ == 3 
else_jump @TRIA_11510 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRIA_11510 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
0085: 762@ = 926@ // (int) 
762@ -= 1 
759@ = 0 

:TRIA_11411
if 
001D:   762@ > 759@ // (int) 
else_jump @TRIA_11487 
if 
   Actor.Dead(914@(759@,12i))
else_jump @TRIA_11473 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~Du bist von dem Rennen ausgeschlossen worden.
jump @TRIA_22678 

:TRIA_11473
759@ += 1 
jump @TRIA_11411 

:TRIA_11487
008B: 955@ = $CURRENT_TIME_IN_MS2 // (int) 
955@ += 999 
940@ += 1 

:TRIA_11510
if 
  940@ == 4 
else_jump @TRIA_11608 
if 
001E:   $CURRENT_TIME_IN_MS2 > 955@ // (int) 
else_jump @TRIA_11608 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 955@ = $CURRENT_TIME_IN_MS2 // (int) 
955@ += 999 
940@ += 1 

:TRIA_11608
if 
  940@ == 5 
else_jump @TRIA_11706 
if 
001E:   $CURRENT_TIME_IN_MS2 > 955@ // (int) 
else_jump @TRIA_11706 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 955@ = $CURRENT_TIME_IN_MS2 // (int) 
955@ += 999 
940@ += 1 

:TRIA_11706
if 
  940@ == 6 
else_jump @TRIA_11933 
if 
001E:   $CURRENT_TIME_IN_MS2 > 955@ // (int) 
else_jump @TRIA_11933 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRIA_11933 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // LOS!
018C: play_sound 65535 at 0.0 0.0 0.0 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.Restore
02A3: enable_widescreen 0 
09B9: show_entered_car_name 0 
008B: 767@ = $CURRENT_TIME_IN_MS2 // (int) 
0085: 762@ = 926@ // (int) 
762@ -= 1 
759@ = 0 

:TRIA_11855
if 
001D:   762@ > 759@ // (int) 
else_jump @TRIA_11919 
if 
   not Car.Wrecked(902@(759@,12i))
else_jump @TRIA_11905 
Car.ImmuneToNonPlayer(902@(759@,12i)) = False

:TRIA_11905
759@ += 1 
jump @TRIA_11855 

:TRIA_11919
955@ = 0 
940@ += 1 

:TRIA_11933
if 
  940@ > 6 
else_jump @TRIA_19672 

:TRIA_11951
if 
001D:   926@ > 759@ // (int) 
else_jump @TRIA_18612 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRIA_18598 
if 
   not Actor.Dead(914@(759@,12i))
else_jump @TRIA_14949 
if 
  940@ == 8 
else_jump @TRIA_14942 
if 
87D6:   not  914@(759@,12i) == $PLAYER_ACTOR // integer vars 
else_jump @TRIA_14942 
if 
003B:   927@(941@,12i) == 927@(759@,12i) // (int) 
else_jump @TRIA_12189 
Actor.StorePos(914@(759@,12i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 957@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 854@(759@,12f) 866@(759@,12f) 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 790@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 854@(759@,12f) 866@(759@,12f) 
if 
0025:   790@ > 957@ // (float) 
else_jump @TRIA_12182 
942@ += 1 

:TRIA_12182
jump @TRIA_12223 

:TRIA_12189
if 
001D:   927@(759@,12i) > 927@(941@,12i) // (int) 
else_jump @TRIA_12223 
942@ += 1 

:TRIA_12223
if 
80EC:   not actor 914@(759@,12i) 0 near_point 82@(759@,12f) 94@(759@,12f) radius 2.0 2.0 
else_jump @TRIA_12439 
Actor.StorePos(914@(759@,12i), 82@(759@,12f), 94@(759@,12f), $TEMPVAR_FLOAT_3)
if and
002D:   927@(759@,12i) >= 819@ // (int) 
002D:   821@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_12361 
008B: 119@(759@,12i) = $CURRENT_TIME_IN_MS2 // (int) 
119@(759@,12i) += 1500 
jump @TRIA_12439 

:TRIA_12361
if 
003B:   927@(759@,12i) == 822@ // (int) 
else_jump @TRIA_12415 
008B: 119@(759@,12i) = $CURRENT_TIME_IN_MS2 // (int) 
119@(759@,12i) += 1500 
jump @TRIA_12439 

:TRIA_12415
008B: 119@(759@,12i) = $CURRENT_TIME_IN_MS2 // (int) 
119@(759@,12i) += 4000 

:TRIA_12439
if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_12640 
if 
   Actor.Animation(914@(759@,12i)) == "SPRINT_PANIC"
else_jump @TRIA_12534 
0393: actor 914@(759@,12i) perform_animation "SPRINT_PANIC" at 781@ times_normal_rate 

:TRIA_12534
if 
   Actor.Animation(914@(759@,12i)) == "RUN_CIVI"
else_jump @TRIA_12586 
0393: actor 914@(759@,12i) perform_animation "RUN_CIVI" at 781@ times_normal_rate 

:TRIA_12586
if 
   Actor.Animation(914@(759@,12i)) == "WALK_CIVI"
else_jump @TRIA_12640 
0393: actor 914@(759@,12i) perform_animation "WALK_CIVI" at 781@ times_normal_rate 

:TRIA_12640
if 
00EC:   actor 914@(759@,12i) 0 near_point 82@(759@,12f) 94@(759@,12f) radius 3.0 3.0 
else_jump @TRIA_14201 
if 
001E:   $CURRENT_TIME_IN_MS2 > 119@(759@,12i) // (int) 
else_jump @TRIA_14201 
if and
002D:   927@(759@,12i) >= 819@ // (int) 
002D:   821@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_13220 
if 
04AD:   actor 914@(759@,12i) in_water 
else_jump @TRIA_13197 
0087: 785@ = 854@(759@,12f) // (float) 
005B: 785@ += 695@(759@,12f) // (float) 
0087: 786@ = 866@(759@,12f) // (float) 
005B: 786@ += 707@(759@,12f) // (float) 
if 
001D:   927@(759@,12i) > 819@ // (int) 
else_jump @TRIA_12982 
if 
   not 3 > 927@(759@,12i) 
else_jump @TRIA_12939 
062E: unknown_get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_12932 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 780@ 

:TRIA_12932
jump @TRIA_12975 

:TRIA_12939
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 2.2 

:TRIA_12975
jump @TRIA_13190 

:TRIA_12982
if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
else_jump @TRIA_13190 
0085: 784@ = 927@(759@,12i) // (int) 
784@ -= 1 
if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
else_jump @TRIA_13190 
Actor.PutAt(914@(759@,12i), 854@(759@,12f), 866@(759@,12f), 878@(759@,12f))
Actor.Angle(914@(759@,12i)) = 503@(759@,120f)
0687: clear_actor 914@(759@,12i) task 
062E: unknown_get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_13190 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 780@ 

:TRIA_13190
jump @TRIA_13220 

:TRIA_13197
if 
003B:   927@(759@,12i) == 821@ // (int) 
else_jump @TRIA_13220 

:TRIA_13220
if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_14058 
if 
   not Car.Wrecked(902@(759@,12i))
else_jump @TRIA_14058 
0871: init_jump_table 804@(759@,12i) total_jumps 2 default_jump 1 @TRIA_13667 jumps 0 @TRIA_13342 1 @TRIA_13417 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 

:TRIA_13342
0615: define_AS_pack_begin 803@ 
05D3: AS_actor -1 goto_point 792@ 793@ 794@ mode 7 -2 ms // versionA 
05CB: AS_actor -1 enter_car 902@(759@,12i) as_driver -2 ms 
0616: define_AS_pack_end 803@ 
0618: assign_actor 914@(759@,12i) to_AS_pack 803@ 
061B: remove_references_to_AS_pack 803@ 
804@(759@,12i) = 1 
jump @TRIA_14058 

:TRIA_13417
if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
else_jump @TRIA_13660 
if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
else_jump @TRIA_13660 
if 
   not Actor.InCar(914@(759@,12i), 902@(759@,12i))
else_jump @TRIA_13660 
if 
82CA:   not car 902@(759@,12i) bounding_sphere_visible 
else_jump @TRIA_13660 
if 
   not Actor.Driving(914@(759@,12i))
else_jump @TRIA_13660 
046C: 798@ = car 902@(759@,12i) driver 
if 
  798@ == -1 
else_jump @TRIA_13660 
0085: 784@ = 927@(759@,12i) // (int) 
784@ -= 1 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 
804@(759@,12i) = 2 

:TRIA_13660
jump @TRIA_14058 

:TRIA_13667
if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
else_jump @TRIA_14051 
if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
else_jump @TRIA_14051 
if 
82CA:   not car 902@(759@,12i) bounding_sphere_visible 
else_jump @TRIA_14051 
046C: 798@ = car 902@(759@,12i) driver 
if 
  798@ == -1 
else_jump @TRIA_14051 
062E: unknown_get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
0085: 784@ = 927@(759@,12i) // (int) 
784@ -= 1 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_14051 
if 
   not Actor.InCar(914@(759@,12i), 902@(759@,12i))
else_jump @TRIA_13957 
046C: 798@ = car 902@(759@,12i) driver 
if 
  798@ == -1 
else_jump @TRIA_13950 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_13950
jump @TRIA_14051 

:TRIA_13957
Actor.PutAt(914@(759@,12i), 854@(759@,12f), 866@(759@,12f), 878@(759@,12f))
039F: set_car 902@(759@,12i) race_to 854@(759@,12f) 866@(759@,12f) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_14051
jump @TRIA_14058 

:TRIA_14058
if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_14201 
if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
else_jump @TRIA_14201 
if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
else_jump @TRIA_14201 
0085: 784@ = 927@(759@,12i) // (int) 
784@ -= 1 
Actor.PutAt(914@(759@,12i), 854@(759@,12f), 866@(759@,12f), 878@(759@,12f))

:TRIA_14201
if 
   Actor.Driving(914@(759@,12i))
else_jump @TRIA_14252 
0085: 762@ = 927@(941@,12i) // (int) 
762@ += 5 
03C0: 768@ = actor 914@(759@,12i) car 

:TRIA_14252
758@ = 0 
761@ = 0 

:TRIA_14266
if 
001D:   926@ > 758@ // (int) 
else_jump @TRIA_14348 
0085: 958@ = 927@(758@,12i) // (int) 
958@ -= 2 
if 
001D:   958@ > 927@(759@,12i) // (int) 
else_jump @TRIA_14334 
761@ += 1 

:TRIA_14334
758@ += 1 
jump @TRIA_14266 

:TRIA_14348
if 
  761@ > 0 
else_jump @TRIA_14942 
0085: 784@ = 927@(759@,12i) // (int) 
784@ -= 1 
if 
   not Actor.Dead(914@(759@,12i))
else_jump @TRIA_14942 
if 
8104:   not actor $PLAYER_ACTOR near_actor 914@(759@,12i) radius 30.0 30.0 30.0 sphere 0 
else_jump @TRIA_14942 
if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
else_jump @TRIA_14942 
if 
838A:   not any_car_in_cube_cornerA 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) cornerB 4.0 4.0 3.0 
else_jump @TRIA_14942 
if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 4.0 
else_jump @TRIA_14942 
Actor.PutAt(914@(759@,12i), 854@(759@,12f), 866@(759@,12f), 878@(759@,12f))
0687: clear_actor 914@(759@,12i) task 
062E: unknown_get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_14942 
if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_14942 
if 
   Actor.Driving(914@(759@,12i))
else_jump @TRIA_14760 
03C0: 768@ = actor 914@(759@,12i) car 
Car.Angle(768@) = 503@(759@,120f)
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 
jump @TRIA_14942 

:TRIA_14760
if 
   not Car.Wrecked(902@(759@,12i))
else_jump @TRIA_14942 
if 
   not Actor.InCar(914@(759@,12i), 902@(759@,12i))
else_jump @TRIA_14942 
if 
   not Actor.InCar($PLAYER_ACTOR, 902@(759@,12i))
else_jump @TRIA_14942 
046C: 798@ = car 902@(759@,12i) driver 
if 
  798@ == -1 
else_jump @TRIA_14942 
0687: clear_actor 914@(759@,12i) task 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
Car.Angle(902@(759@,12i)) = 503@(759@,120f)
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_14942
jump @TRIA_15051 

:TRIA_14949
if and
051A:   actor 914@(759@,12i) damaged_by_actor $PLAYER_ACTOR 
   Actor.Dead(914@(759@,12i))
else_jump @TRIA_15051 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_15051 
if 
851B:   not actor 914@(759@,12i) damaged_by_car 902@(941@,12i) 
else_jump @TRIA_15051 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~Du bist von dem Rennen ausgeschlossen worden.
jump @TRIA_22678 

:TRIA_15051
if 
   not Actor.Dead(914@(759@,12i))
else_jump @TRIA_16445 
if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // integer vars 
else_jump @TRIA_15193 
if 
  782@ == 0 
else_jump @TRIA_15193 
if 
80FE:   not actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 600.0 600.0 600.0 
else_jump @TRIA_15193 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~Du bist von dem Rennen ausgeschlossen worden.
jump @TRIA_22678 

:TRIA_15193
if 
001D:   927@(759@,12i) > 827@ // (int) 
else_jump @TRIA_15299 
if 
  746@(759@,12i) == 0 
else_jump @TRIA_15299 
0615: define_AS_pack_begin 803@ 
05D3: AS_actor -1 goto_point 743@ 744@ 745@ mode 7 -2 ms // versionA 
05BD: AS_actor -1 tired -2 ms 
0616: define_AS_pack_end 803@ 
0618: assign_actor 914@(759@,12i) to_AS_pack 803@ 
061B: remove_references_to_AS_pack 803@ 
746@(759@,12i) = 1 

:TRIA_15299
if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_15703 
if 
00FE:   actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
else_jump @TRIA_15703 
if 
003B:   927@(759@,12i) == 826@ // (int) 
else_jump @TRIA_15429 
jump @TRIA_19747 
jump @TRIA_15477 

:TRIA_15429
062E: unknown_get_actor 914@(759@,12i) task 2606 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_15477 
jump @TRIA_19747 

:TRIA_15477
if 
003B:   927@(759@,12i) == 828@ // (int) 
else_jump @TRIA_15703 
if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // integer vars 
else_jump @TRIA_15592 
942@ += 1 
if 
  1 >= 942@ 
else_jump @TRIA_15562 
jump @TRIA_22696 
jump @TRIA_15585 

:TRIA_15562
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Verlierer!
jump @TRIA_22678 

:TRIA_15585
jump @TRIA_15703 

:TRIA_15592
06C7: AS_actor 914@(759@,12i) driver_of_car -1 perform_action 6 timelimit 2000000 
0085: 784@ = 927@(759@,12i) // (int) 
784@ -= 1 
if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 30.0 
else_jump @TRIA_15703 
if 
   not Car.Wrecked(768@)
else_jump @TRIA_15703 
039F: set_car 768@ race_to 143@(759@,120f) 263@(759@,120f) 

:TRIA_15703
if and
002D:   927@(759@,12i) >= 821@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_16268 
if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // integer vars 
else_jump @TRIA_16110 
if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_15961 
if 
0100:   actor 914@(759@,12i) in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 40.0 40.0 40.0 sphere 0 in_car 
else_jump @TRIA_15954 
0085: 765@ = 823@ // (int) 
765@ += 1 
if 
001D:   927@(759@,12i) > 765@ // (int) 
else_jump @TRIA_15947 
062E: unknown_get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_15940 
jump @TRIA_19747 

:TRIA_15940
jump @TRIA_15954 

:TRIA_15947
jump @TRIA_19747 

:TRIA_15954
jump @TRIA_16103 

:TRIA_15961
if 
00FE:   actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
else_jump @TRIA_16103 
if 
  2 > 927@(759@,12i) 
else_jump @TRIA_16096 
062E: unknown_get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_16089 
jump @TRIA_19747 

:TRIA_16089
jump @TRIA_16103 

:TRIA_16096
jump @TRIA_19747 

:TRIA_16103
jump @TRIA_16268 

:TRIA_16110
if 
0100:   actor 914@(759@,12i) in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 40.0 40.0 40.0 sphere 0 in_car 
else_jump @TRIA_16268 
0085: 765@ = 823@ // (int) 
765@ += 1 
if 
001D:   927@(759@,12i) > 765@ // (int) 
else_jump @TRIA_16261 
062E: unknown_get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_16254 
jump @TRIA_19747 

:TRIA_16254
jump @TRIA_16268 

:TRIA_16261
jump @TRIA_19747 

:TRIA_16268
if and
002D:   927@(759@,12i) >= 819@ // (int) 
001D:   821@ > 927@(759@,12i) // (int) 
else_jump @TRIA_16445 
if 
00FE:   actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
else_jump @TRIA_16445 
if 
  2 > 927@(759@,12i) 
else_jump @TRIA_16438 
062E: unknown_get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_16431 
jump @TRIA_19747 

:TRIA_16431
jump @TRIA_16445 

:TRIA_16438
jump @TRIA_19747 

:TRIA_16445
if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // integer vars 
else_jump @TRIA_18598 
if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_17258 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_17233 
if 
   not Actor.InCar($PLAYER_ACTOR, 902@(941@,12i))
else_jump @TRIA_16933 
if 
  782@ == 0 
else_jump @TRIA_16658 
06D6: disable_racing_checkpoint 963@ 
Marker.Disable(939@)
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_16613 
939@ = Marker.CreateAboveCar(902@(941@,12i))
07E0: set_marker 939@ type_to 1 

:TRIA_16613
0085: 799@ = 759@ // (int) 
866@(759@,12f) += 1000.0 
008B: 800@ = $CURRENT_TIME_IN_MS2 // (int) 
800@ += 25400 
782@ = 1 

:TRIA_16658
0085: 764@ = 800@ // (int) 
0064: 764@ -= $CURRENT_TIME_IN_MS2 // (int) 
764@ /= 1000 
if 
  1 > 764@ 
else_jump @TRIA_16707 
764@ = 0 

:TRIA_16707
if 
001E:   $CURRENT_TIME_IN_MS2 > 800@ // (int) 
else_jump @TRIA_16751 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~Du bist disqualifiziert worden, weil du dein Fahrzeug verlassen hast.
jump @TRIA_22678 
return 

:TRIA_16751
09C1: unknown_text_flag 0 
if 
  764@ == 1 
else_jump @TRIA_16799 
01E5: show_text_1number_highpriority GXT 'RACE_51' number 764@ time 200 flag 1  // ~s~Du hast ~1~ Sekunde, um auf dein ~b~Rad~s~ zu steigen, sonst wirst du disqualifiziert.
jump @TRIA_16818 

:TRIA_16799
01E5: show_text_1number_highpriority GXT 'RACES50' number 764@ time 200 flag 1  // ~s~Du hast ~1~ Sekunden, um auf dein ~b~Rad~s~ zu steigen, sonst wirst du disqualifiziert.

:TRIA_16818
if 
003B:   927@(759@,12i) == 828@ // (int) 
else_jump @TRIA_16926 
if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // integer vars 
else_jump @TRIA_16926 
942@ += 1 
if 
  1 >= 942@ 
else_jump @TRIA_16903 
jump @TRIA_22696 
jump @TRIA_16926 

:TRIA_16903
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Verlierer!
jump @TRIA_22678 

:TRIA_16926
jump @TRIA_17226 

:TRIA_16933
if 
  782@ == 1 
else_jump @TRIA_17226 
03D5: remove_text 'RACES50'  // ~s~Du hast ~1~ Sekunden, um auf dein ~b~Rad~s~ zu steigen, sonst wirst du disqualifiziert.
Marker.Disable(939@)
866@(759@,12f) -= 1000.0 
760@ = 0 
0085: 762@ = 118@ // (int) 
762@ -= 1 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
Marker.SetColor(939@, 0)
018B: set_marker 939@ radar_mode 2 
Marker.SetIconSize(939@, 3)
if 
003B:   927@(799@,12i) == 853@ // (int) 
else_jump @TRIA_17128 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
jump @TRIA_17219 

:TRIA_17128
0085: 762@ = 927@(799@,12i) // (int) 
762@ += 1 
if 
003B:   927@(799@,12i) == 853@ // (int) 
else_jump @TRIA_17177 
762@ = 1 

:TRIA_17177
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_17219
782@ = 0 

:TRIA_17226
jump @TRIA_17258 

:TRIA_17233
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~Du bist disqualifiziert worden, weil du dein Fahrzeug zerstrt hast.
jump @TRIA_22678 
return 

:TRIA_17258
0085: 765@ = 826@ // (int) 
765@ += 1 
if and
002D:   927@(759@,12i) >= 826@ // (int) 
001D:   765@ > 927@(759@,12i) // (int) 
else_jump @TRIA_17928 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_17928 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TRIA_17635 
if 
  782@ == 0 
else_jump @TRIA_17468 
902@(941@,12i) = Actor.Car($PLAYER_ACTOR)
06D6: disable_racing_checkpoint 963@ 
Marker.Disable(939@)
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_17423 
939@ = Marker.CreateAboveCar(902@(941@,12i))
07E0: set_marker 939@ type_to 1 

:TRIA_17423
0085: 799@ = 759@ // (int) 
866@(759@,12f) += 1000.0 
008B: 800@ = $CURRENT_TIME_IN_MS2 // (int) 
800@ += 25400 
782@ = 1 

:TRIA_17468
0085: 764@ = 800@ // (int) 
0064: 764@ -= $CURRENT_TIME_IN_MS2 // (int) 
764@ /= 1000 
if 
  1 > 764@ 
else_jump @TRIA_17517 
764@ = 0 

:TRIA_17517
if 
001E:   $CURRENT_TIME_IN_MS2 > 800@ // (int) 
else_jump @TRIA_17561 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~Du bist von dem Rennen ausgeschlossen worden.
jump @TRIA_22678 
return 

:TRIA_17561
09C1: unknown_text_flag 0 
if 
  764@ == 1 
else_jump @TRIA_17609 
01E5: show_text_1number_highpriority GXT 'RACE_49' number 764@ time 200 flag 1  // ~s~Du hast ~1~ Sekunde, um dein ~b~Fahrrad ~s~zu verlassen und zu laufen, bevor du disqualifiziert wirst.
jump @TRIA_17628 

:TRIA_17609
01E5: show_text_1number_highpriority GXT 'RACES48' number 764@ time 200 flag 1  // ~s~Du hast ~1~ Sekunden, um dein ~b~Fahrrad ~s~zu verlassen und zu laufen, bevor du disqualifiziert wirst.

:TRIA_17628
jump @TRIA_17928 

:TRIA_17635
if 
  782@ == 1 
else_jump @TRIA_17928 
03D5: remove_text 'RACES48'  // ~s~Du hast ~1~ Sekunden, um dein ~b~Fahrrad ~s~zu verlassen und zu laufen, bevor du disqualifiziert wirst.
Marker.Disable(939@)
866@(759@,12f) -= 1000.0 
760@ = 0 
0085: 762@ = 118@ // (int) 
762@ -= 1 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
Marker.SetColor(939@, 0)
018B: set_marker 939@ radar_mode 2 
Marker.SetIconSize(939@, 3)
if 
003B:   927@(799@,12i) == 853@ // (int) 
else_jump @TRIA_17830 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
jump @TRIA_17921 

:TRIA_17830
0085: 762@ = 927@(799@,12i) // (int) 
762@ += 1 
if 
003B:   927@(799@,12i) == 853@ // (int) 
else_jump @TRIA_17879 
762@ = 1 

:TRIA_17879
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_17921
782@ = 0 

:TRIA_17928
0085: 765@ = 826@ // (int) 
765@ += 1 
if and
002D:   927@(759@,12i) >= 765@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_18598 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_18598 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TRIA_18305 
if 
  782@ == 0 
else_jump @TRIA_18138 
902@(941@,12i) = Actor.Car($PLAYER_ACTOR)
06D6: disable_racing_checkpoint 963@ 
Marker.Disable(939@)
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_18093 
939@ = Marker.CreateAboveCar(902@(941@,12i))
07E0: set_marker 939@ type_to 1 

:TRIA_18093
0085: 799@ = 759@ // (int) 
866@(759@,12f) += 1000.0 
008B: 800@ = $CURRENT_TIME_IN_MS2 // (int) 
800@ += 5000 
782@ = 1 

:TRIA_18138
0085: 764@ = 800@ // (int) 
0064: 764@ -= $CURRENT_TIME_IN_MS2 // (int) 
764@ /= 1000 
if 
  1 > 764@ 
else_jump @TRIA_18187 
764@ = 0 

:TRIA_18187
if 
001E:   $CURRENT_TIME_IN_MS2 > 800@ // (int) 
else_jump @TRIA_18231 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~Du bist von dem Rennen ausgeschlossen worden.
jump @TRIA_22678 
return 

:TRIA_18231
09C1: unknown_text_flag 0 
if 
  764@ == 1 
else_jump @TRIA_18279 
01E5: show_text_1number_highpriority GXT 'RACE_49' number 764@ time 200 flag 1  // ~s~Du hast ~1~ Sekunde, um dein ~b~Fahrrad ~s~zu verlassen und zu laufen, bevor du disqualifiziert wirst.
jump @TRIA_18298 

:TRIA_18279
01E5: show_text_1number_highpriority GXT 'RACES48' number 764@ time 200 flag 1  // ~s~Du hast ~1~ Sekunden, um dein ~b~Fahrrad ~s~zu verlassen und zu laufen, bevor du disqualifiziert wirst.

:TRIA_18298
jump @TRIA_18598 

:TRIA_18305
if 
  782@ == 1 
else_jump @TRIA_18598 
03D5: remove_text 'RACES48'  // ~s~Du hast ~1~ Sekunden, um dein ~b~Fahrrad ~s~zu verlassen und zu laufen, bevor du disqualifiziert wirst.
Marker.Disable(939@)
866@(759@,12f) -= 1000.0 
760@ = 0 
0085: 762@ = 118@ // (int) 
762@ -= 1 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
Marker.SetColor(939@, 0)
018B: set_marker 939@ radar_mode 2 
Marker.SetIconSize(939@, 3)
if 
003B:   927@(799@,12i) == 853@ // (int) 
else_jump @TRIA_18500 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
jump @TRIA_18591 

:TRIA_18500
0085: 762@ = 927@(799@,12i) // (int) 
762@ += 1 
if 
003B:   927@(799@,12i) == 853@ // (int) 
else_jump @TRIA_18549 
762@ = 1 

:TRIA_18549
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_18591
782@ = 0 

:TRIA_18598
759@ += 1 
jump @TRIA_11951 

:TRIA_18612
038E: draw_box_position 40@ 52@ size 64@ 76@ RGBA 0 0 0 255 
038E: draw_box_position 39@ 51@ size 63@ 75@ RGBA 134 155 184 255 
038E: draw_box_position 34@ 46@ size 58@ 70@ RGBA 0 0 0 255 
942@ += 1 
gosub @TRIA_19679 
033F: set_text_draw_letter_size 59@ 71@ 
if 
  942@ == 1 
else_jump @TRIA_18741 
033E: set_draw_text_position 35@ 47@ GXT 'ST'  // .

:TRIA_18741
if 
  942@ == 2 
else_jump @TRIA_18776 
033E: set_draw_text_position 35@ 47@ GXT 'ND'  // .

:TRIA_18776
if 
  942@ == 3 
else_jump @TRIA_18811 
033E: set_draw_text_position 35@ 47@ GXT 'RD'  // .

:TRIA_18811
if 
  942@ > 3 
else_jump @TRIA_18846 
033E: set_draw_text_position 35@ 47@ GXT 'TH'  // .

:TRIA_18846
if 
  7 >= 942@ 
else_jump @TRIA_19115 
0087: 779@ = 770@ // (float) 
0087: 780@ = 773@ // (float) 
0087: 781@ = 776@ // (float) 
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_18971 
if or
  927@(759@,12i) == 19 
  927@(759@,12i) == 20 
  927@(759@,12i) == 37 
  927@(759@,12i) == 38 
else_jump @TRIA_18971 
779@ = 20.0 

:TRIA_18971
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_19043 
if or
  927@(759@,12i) == 69 
  927@(759@,12i) == 70 
  927@(759@,12i) == 71 
else_jump @TRIA_19043 
779@ = 20.0 

:TRIA_19043
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_19115 
if or
  927@(759@,12i) == 89 
  927@(759@,12i) == 90 
  927@(759@,12i) == 91 
else_jump @TRIA_19115 
779@ = 20.0 

:TRIA_19115
if and
  942@ > 7 
  9 > 942@ 
else_jump @TRIA_19391 
0087: 779@ = 771@ // (float) 
0087: 780@ = 774@ // (float) 
0087: 781@ = 777@ // (float) 
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_19247 
if or
  927@(759@,12i) == 19 
  927@(759@,12i) == 20 
  927@(759@,12i) == 37 
  927@(759@,12i) == 38 
else_jump @TRIA_19247 
779@ = 20.0 

:TRIA_19247
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_19319 
if or
  927@(759@,12i) == 69 
  927@(759@,12i) == 70 
  927@(759@,12i) == 71 
else_jump @TRIA_19319 
779@ = 20.0 

:TRIA_19319
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_19391 
if or
  927@(759@,12i) == 91 
  927@(759@,12i) == 92 
  927@(759@,12i) == 93 
else_jump @TRIA_19391 
779@ = 20.0 

:TRIA_19391
if 
  942@ == 9 
else_jump @TRIA_19433 
0087: 779@ = 772@ // (float) 
0087: 780@ = 775@ // (float) 
0087: 781@ = 778@ // (float) 

:TRIA_19433
gosub @TRIA_19679 
033F: set_text_draw_letter_size 60@ 72@ 
0342: enable_text_draw_centered 1 
045A: draw_text_1number 36@ 48@ GXT 'NUMBER' number 942@  // ~1~
gosub @TRIA_19679 
033F: set_text_draw_letter_size 61@ 73@ 
045A: draw_text_1number 37@ 49@ GXT 'OUT_OF' number 118@  // /~1~
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 959@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 959@ -= 767@ // (int) 
959@ /= 1000 
0085: 763@ = 959@ // (int) 
763@ /= 60 
0085: 762@ = 763@ // (int) 
762@ *= 60 
0085: 764@ = 959@ // (int) 
0062: 764@ -= 762@ // (int) 
gosub @TRIA_19679 
0342: enable_text_draw_centered 1 
033F: set_text_draw_letter_size 62@ 74@ 
if 
  764@ > 9 
else_jump @TRIA_19649 
045B: draw_text_2numbers 38@ 50@ GXT 'TIME' numbers 763@ 764@  // ~1~:~1~
jump @TRIA_19672 

:TRIA_19649
045B: draw_text_2numbers 38@ 50@ GXT 'TIME_0' numbers 763@ 764@  // ~1~:0~1~

:TRIA_19672
jump @TRIA_8995 

:TRIA_19679
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 color_RGBA 0 0 0 180 
return 

:TRIA_19747
if 
  940@ == 7 
else_jump @TRIA_19772 
940@ = 8 

:TRIA_19772
927@(759@,12i) += 1 
0085: 762@ = 927@(759@,12i) // (int) 
0087: 854@(759@,12f) = 143@(762@,120f) // (float) 
0087: 866@(759@,12f) = 263@(762@,120f) // (float) 
0087: 878@(759@,12f) = 383@(762@,120f) // (float) 
if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // integer vars 
else_jump @TRIA_21813 
if 
002D:   927@(759@,12i) >= 828@ // (int) 
else_jump @TRIA_19951 
942@ += 1 
if 
  1 >= 942@ 
else_jump @TRIA_19928 
jump @TRIA_22696 
jump @TRIA_19951 

:TRIA_19928
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Verlierer!
jump @TRIA_22678 

:TRIA_19951
if 
  817@ == 0 
else_jump @TRIA_20010 
if 
003B:   927@(759@,12i) == 820@ // (int) 
else_jump @TRIA_20010 
03E5: show_text_box 'TRAI2'  // Lauf ins Wasser und schwimm
817@ = 1 

:TRIA_20010
if 
  817@ == 1 
else_jump @TRIA_20069 
if 
003B:   927@(759@,12i) == 822@ // (int) 
else_jump @TRIA_20069 
03E5: show_text_box 'TRAI3'  // Steig auf das Fahrrad, um das Rennen fortzusetzen
817@ = 2 

:TRIA_20069
if 
  817@ == 2 
else_jump @TRIA_20128 
if 
003B:   927@(759@,12i) == 826@ // (int) 
else_jump @TRIA_20128 
03E5: show_text_box 'TRAI4'  // Steig vom Fahrrad und renne zu dem Checkpoint, um das Rennen fortzusetzen
817@ = 3 

:TRIA_20128
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(939@)
762@ += 1 
0087: 960@ = 143@(762@,120f) // (float) 
0087: 961@ = 263@(762@,120f) // (float) 
0087: 962@ = 383@(762@,120f) // (float) 
018A: 939@ = create_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 
Marker.SetColor(939@, 0)
018B: set_marker 939@ radar_mode 2 
Marker.SetIconSize(939@, 3)
if 
  940@ == 1 
else_jump @TRIA_20303 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_20303
06D6: disable_racing_checkpoint 963@ 
if 
001D:   853@ > 927@(759@,12i) // (int) 
else_jump @TRIA_20380 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 
jump @TRIA_20422 

:TRIA_20380
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 1 radius 6.0 

:TRIA_20422
if 
  927@(759@,12i) == 3 
else_jump @TRIA_20504 
Actor.DestroyInstantly(954@)
Actor.DestroyInstantly(943@)
Actor.DestroyInstantly(944@)
Actor.DestroyInstantly(945@)
Actor.DestroyInstantly(946@)
Actor.DestroyInstantly(947@)
Actor.DestroyInstantly(948@)
Actor.DestroyInstantly(949@)
Actor.DestroyInstantly(950@)
Actor.DestroyInstantly(951@)
Actor.DestroyInstantly(952@)
Actor.DestroyInstantly(953@)

:TRIA_20504
0085: 762@ = 824@ // (int) 
762@ -= 3 
if 
003B:   927@(759@,12i) == 762@ // (int) 
else_jump @TRIA_21419 
768@ = Car.Create(841@, 143@(825@,120f), 263@(825@,120f), 383@(825@,120f))
0085: 762@ = 824@ // (int) 
762@ -= 1 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -4.0435 6.5755 0.8 
0376: 954@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 954@ turn_to_and_look_at 143@(762@,120f) 263@(824@,120f) 383@(824@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -5.6392 2.9435 0.8 
0376: 943@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 943@ turn_to_and_look_at 143@(762@,120f) 263@(824@,120f) 383@(824@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -6.0071 -2.0778 0.8 
0376: 944@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 944@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -7.6039 -5.0807 0.8 
0376: 945@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 945@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -7.0724 -6.4057 0.8 
0376: 946@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 946@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -5.9988 -13.553 0.8 
0376: 947@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 947@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 6.073 -15.2059 0.8 
0376: 948@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 948@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 7.2639 -12.9933 0.8 
0376: 949@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 949@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 5.8429 -7.7069 0.8 
0376: 950@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 950@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 8.4135 -3.7971 0.8 
0376: 951@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 951@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 6.2507 0.3634 0.8 
0376: 952@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 952@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 8.6397 2.419 0.8 
0376: 953@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 953@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
Car.Destroy(768@)

:TRIA_21419
0085: 765@ = 824@ // (int) 
765@ += 2 
if 
003B:   927@(759@,12i) == 765@ // (int) 
else_jump @TRIA_21517 
Actor.RemoveReferences(954@)
Actor.RemoveReferences(943@)
Actor.RemoveReferences(944@)
Actor.RemoveReferences(945@)
Actor.RemoveReferences(946@)
Actor.RemoveReferences(947@)
Actor.RemoveReferences(948@)
Actor.RemoveReferences(949@)
Actor.RemoveReferences(950@)
Actor.RemoveReferences(951@)
Actor.RemoveReferences(952@)
Actor.RemoveReferences(953@)

:TRIA_21517
if 
  927@(759@,12i) == 21 
else_jump @TRIA_21570 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_21570 
039C: unknown_car 902@(941@,12i) flag 1 

:TRIA_21570
if 
  927@(759@,12i) == 22 
else_jump @TRIA_21623 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_21623 
039C: unknown_car 902@(941@,12i) flag 0 

:TRIA_21623
0085: 765@ = 826@ // (int) 
765@ += 2 
if 
003B:   927@(759@,12i) == 765@ // (int) 
else_jump @TRIA_21721 
Actor.RemoveReferences(954@)
Actor.RemoveReferences(943@)
Actor.RemoveReferences(944@)
Actor.RemoveReferences(945@)
Actor.RemoveReferences(946@)
Actor.RemoveReferences(947@)
Actor.RemoveReferences(948@)
Actor.RemoveReferences(949@)
Actor.RemoveReferences(950@)
Actor.RemoveReferences(951@)
Actor.RemoveReferences(952@)
Actor.RemoveReferences(953@)

:TRIA_21721
if 
003B:   927@(759@,12i) == 826@ // (int) 
else_jump @TRIA_21806 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_21806 
if 
   Actor.InCar($PLAYER_ACTOR, 902@(941@,12i))
else_jump @TRIA_21806 
06C7: AS_actor $PLAYER_ACTOR driver_of_car 902@(941@,12i) perform_action 6 timelimit 2000000 

:TRIA_21806
jump @TRIA_22671 

:TRIA_21813
if 
802D:   not  927@(759@,12i) >= 828@ // (int) 
else_jump @TRIA_22671 
0687: clear_actor 914@(759@,12i) task 
if 
003B:   927@(759@,12i) == 820@ // (int) 
else_jump @TRIA_22071 
05D3: AS_actor 914@(759@,12i) goto_point 854@(759@,12f) 866@(759@,12f) 878@ mode 7 -2 ms // versionA 
if 
   Actor.Animation(914@(759@,12i)) == "SPRINT_PANIC"
else_jump @TRIA_21958 
0393: actor 914@(759@,12i) perform_animation "SPRINT_PANIC" at 781@ times_normal_rate 

:TRIA_21958
if 
   Actor.Animation(914@(759@,12i)) == "RUN_CIVI"
else_jump @TRIA_22010 
0393: actor 914@(759@,12i) perform_animation "RUN_CIVI" at 781@ times_normal_rate 

:TRIA_22010
if 
   Actor.Animation(914@(759@,12i)) == "WALK_CIVI"
else_jump @TRIA_22064 
0393: actor 914@(759@,12i) perform_animation "WALK_CIVI" at 781@ times_normal_rate 

:TRIA_22064
jump @TRIA_16445 

:TRIA_22071
if and
001D:   927@(759@,12i) > 820@ // (int) 
002D:   821@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_22407 
if 
04AD:   actor 914@(759@,12i) in_water 
else_jump @TRIA_22348 
0087: 785@ = 854@(759@,12f) // (float) 
005B: 785@ += 695@(759@,12f) // (float) 
0087: 786@ = 866@(759@,12f) // (float) 
005B: 786@ += 707@(759@,12f) // (float) 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 780@ 
if 
003B:   927@(759@,12i) == 821@ // (int) 
else_jump @TRIA_22341 
if 
  804@(759@,12i) == 0 
else_jump @TRIA_22341 
if 
   not Car.Wrecked(902@(759@,12i))
else_jump @TRIA_22341 
0615: define_AS_pack_begin 803@ 
05D3: AS_actor -1 goto_point 792@ 793@ 794@ mode 7 -2 ms // versionA 
05CB: AS_actor -1 enter_car 902@(759@,12i) as_driver -2 ms 
0616: define_AS_pack_end 803@ 
0618: assign_actor 914@(759@,12i) to_AS_pack 803@ 
061B: remove_references_to_AS_pack 803@ 
804@(759@,12i) = 1 

:TRIA_22341
jump @TRIA_22400 

:TRIA_22348
if 
  927@(759@,12i) == 2 
else_jump @TRIA_22400 
05D3: AS_actor 914@(759@,12i) goto_point 854@(759@,12f) 866@(759@,12f) 878@ mode 7 -2 ms // versionA 

:TRIA_22400
jump @TRIA_16445 

:TRIA_22407
if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_22512 
if 
  804@(759@,12i) > 0 
else_jump @TRIA_22505 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_22505
jump @TRIA_16445 

:TRIA_22512
if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_22671 
if 
003B:   927@(759@,12i) == 826@ // (int) 
else_jump @TRIA_22611 
05D3: AS_actor 914@(759@,12i) goto_point 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) mode 7 -2 ms // versionA 
jump @TRIA_22664 

:TRIA_22611
0648: unknown_actor 914@(759@,12i) task_set 20.0 // float 
0A2E: AS_actor 914@(759@,12i) go_to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) mode 7 -2 ms stop_radius 8.0 

:TRIA_22664
jump @TRIA_16445 

:TRIA_22671
jump @TRIA_16445 

:TRIA_22678
00BA: show_text_styled GXT 'RACEFA' time 5000 style 1  // ~r~Du hast es nicht geschafft, das Rennen zu gewinnen!
return 

:TRIA_22696
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 2 
00BA: show_text_styled GXT 'RACES18' time 5000 style 1  // Sieger!
if 
  $MISSION_BEATTHECOCK_TYPE == 1 
else_jump @TRIA_22766 
01E4: show_text_1number_lowpriority GXT 'TRAI1' number 10000 time 5000 flag 2  // Dein Preis: $~1~
Player.Money($PLAYER_CHAR) += 10000

:TRIA_22766
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_22811 
01E4: show_text_1number_lowpriority GXT 'TRAI1' number 20000 time 5000 flag 2  // Dein Preis: $~1~
Player.Money($PLAYER_CHAR) += 20000

:TRIA_22811
955@ /= 1000 
0085: 763@ = 955@ // (int) 
763@ /= 60 
0085: 762@ = 763@ // (int) 
762@ *= 60 
0085: 764@ = 955@ // (int) 
0062: 764@ -= 762@ // (int) 
if 
  $MISSION_BEATTHECOCK_PASSED == 0 
else_jump @TRIA_22917 
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_22908 
0629: change_integer_stat 22 to 1000 

:TRIA_22908
0595: mission_complete 
$MISSION_BEATTHECOCK_PASSED = 1 

:TRIA_22917
return 

:TRIA_22919
$ONMISSION = 0 
Model.Destroy(829@)
Model.Destroy(830@)
Model.Destroy(831@)
Model.Destroy(832@)
Model.Destroy(833@)
Model.Destroy(834@)
Model.Destroy(835@)
Model.Destroy(836@)
Model.Destroy(837@)
Model.Destroy(838@)
Model.Destroy(839@)
Model.Destroy(840@)
Model.Destroy(#WMYBE)
Model.Destroy(#BMYBE)
Model.Destroy(#HMYBE)
Model.Destroy(#WMYBELL)
Model.Destroy(#MTBIKE)
Actor.RemoveReferences(954@)
Actor.RemoveReferences(943@)
Actor.RemoveReferences(944@)
Actor.RemoveReferences(945@)
Actor.RemoveReferences(946@)
Actor.RemoveReferences(947@)
Actor.RemoveReferences(948@)
Actor.RemoveReferences(949@)
Actor.RemoveReferences(950@)
Actor.RemoveReferences(951@)
Actor.RemoveReferences(952@)
Actor.RemoveReferences(953@)
09B9: show_entered_car_name 1 
Marker.Disable(939@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
08E7: disable_entrance_markers 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
03F0: enable_text_draw 0 
mission_cleanup 
return 

//-------------Mission 131---------------
// Originally: Courier

:BCOUR
thread 'BCOUR' 
gosub @BCOUR_47 
if 
wasted_or_busted 
else_jump @BCOUR_38 
gosub @BCOUR_14327 

:BCOUR_38
gosub @BCOUR_16283 
end_thread 

:BCOUR_47
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCOUR_71 
0842: 872@ = player $PLAYER_CHAR town_number 

:BCOUR_71
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_109 
if 
  $MISSION_COURIER_LS_PASSED == 0 
else_jump @BCOUR_109 
increment_mission_attempts 

:BCOUR_109
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_147 
if 
  $MISSION_COURIER_LV_PASSED == 0 
else_jump @BCOUR_147 
increment_mission_attempts 

:BCOUR_147
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_185 
if 
  $MISSION_COURIER_SF_PASSED == 0 
else_jump @BCOUR_185 
increment_mission_attempts 

:BCOUR_185
$ONMISSION = 1 
wait 0 
wait 0 
054C: use_GXT_table 'BCOU' 
0169: set_fade_color_RGB 0 0 0 
37@ = Object.Create(#KMB_PACKET, -2492.508, 0.5813, 24.7593)
if 
  746@ == -13 
else_jump @BCOUR_284 
38@ = Actor.Create(Mission1, #WMYDRUG, -2455.662, -105.3974, 26.5568)

:BCOUR_284
Model.Load(#WAYFARER)
Model.Load(#WMYDRUG)
04ED: load_animation "SMOKING" 
038B: load_requested_models 

:BCOUR_306
if or
   not Model.Available(#WAYFARER)
   not Model.Available(#WMYDRUG)
84EE:   not animation "SMOKING" loaded 
else_jump @BCOUR_348 
wait 0 
jump @BCOUR_306 

:BCOUR_348
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCOUR_371 
Player.CanMove($PLAYER_CHAR) = True

:BCOUR_371
875@ = 0 
882@ = 0 
879@ = 0 
880@ = 0 
866@ = 0 
867@ = 0 
34@ = 0 
869@ = 0 
870@ = 0 
871@ = 0 
744@ = 0 
745@ = 0 
743@ = 0 
746@ = 0 
747@ = 0 
748@ = 0 
749@ = 0 
868@ = 0 
760@ = 0 
761@ = 0 
762@ = 0 
383@ = -2594.816 
413@ = 52.5992 
443@ = 3.3359 
103@ = -2797.952 
133@ = 209.7299 
163@ = 6.1963 
104@ = -2492.771 
134@ = -196.6625 
164@ = 24.6236 
105@ = -2611.989 
135@ = -110.7328 
165@ = 3.331 
106@ = -2176.392 
136@ = -41.7131 
166@ = 34.3125 
107@ = -2243.896 
137@ = 603.6998 
167@ = 40.1216 
108@ = -1569.994 
138@ = 662.3286 
168@ = 6.1874 
109@ = -2756.371 
139@ = 379.1574 
169@ = 3.3281 
110@ = -2609.902 
140@ = 131.9432 
170@ = 3.326 
111@ = -2743.858 
141@ = 761.4077 
171@ = 53.3828 
112@ = -2600.543 
142@ = 980.7458 
172@ = 77.2676 
113@ = -2153.959 
143@ = 716.1611 
173@ = 68.5511 
114@ = -2153.604 
144@ = 251.9152 
174@ = 34.3125 
115@ = -2808.285 
145@ = -340.2412 
175@ = 6.1797 
116@ = -2428.846 
146@ = -164.1249 
176@ = 34.3125 
117@ = -1984.213 
147@ = 128.7572 
177@ = 26.6797 
118@ = -1888.46 
148@ = 819.6346 
178@ = 34.1797 
119@ = -1503.329 
149@ = 919.9264 
179@ = 6.1776 
120@ = -2533.885 
150@ = 987.9146 
180@ = 77.3017 
473@ = 1346.019 
503@ = -1741.781 
533@ = 12.397 
193@ = 1286.769 
223@ = -1676.166 
253@ = 12.5625 
194@ = 1544.063 
224@ = -1675.754 
254@ = 12.56 
195@ = 1320.097 
225@ = -1795.099 
255@ = 12.5391 
196@ = 1614.261 
226@ = -1885.756 
256@ = 12.5536 
197@ = 2009.173 
227@ = -1716.913 
257@ = 12.5469 
198@ = 1256.513 
228@ = -1010.974 
258@ = 32.9002 
199@ = 1016.673 
229@ = -1508.782 
259@ = 12.541 
200@ = 1286.769 
230@ = -1676.166 
260@ = 12.5625 
201@ = 1544.063 
231@ = -1675.754 
261@ = 12.56 
202@ = 1320.097 
232@ = -1795.099 
262@ = 12.5391 
203@ = 1614.261 
233@ = -1885.756 
263@ = 12.5536 
204@ = 2009.173 
234@ = -1716.913 
264@ = 12.5469 
205@ = 2865.389 
235@ = -1438.957 
265@ = 9.9659 
206@ = 2740.561 
236@ = -2103.442 
266@ = 11.1221 
207@ = 1346.455 
237@ = -989.3849 
267@ = 28.0294 
208@ = 150.4926 
238@ = -1945.385 
268@ = 2.7657 
209@ = 378.0941 
239@ = -2053.585 
269@ = 7.0156 
210@ = 804.5734 
240@ = -1020.714 
270@ = 25.6819 
563@ = 1904.681 
593@ = 2096.17 
623@ = 9.8203 
283@ = 1698.404 
313@ = 2054.898 
343@ = 9.8203 
284@ = 2159.833 
314@ = 2066.728 
344@ = 9.8125 
285@ = 1935.701 
315@ = 2158.464 
345@ = 9.8203 
286@ = 1654.331 
316@ = 1803.812 
346@ = 9.8125 
287@ = 2083.325 
317@ = 1503.754 
347@ = 9.8125 
288@ = 1720.11 
318@ = 1298.548 
348@ = 9.8203 
289@ = 2233.837 
319@ = 1282.195 
349@ = 9.8203 
290@ = 1698.404 
320@ = 2063.969 
350@ = 9.8203 
291@ = 2159.833 
321@ = 2066.728 
351@ = 9.8125 
292@ = 1935.701 
322@ = 2158.464 
352@ = 9.8203 
293@ = 1654.331 
323@ = 1803.812 
353@ = 9.8125 
294@ = 2083.325 
324@ = 1503.754 
354@ = 9.8125 
295@ = 1917.762 
325@ = 2768.874 
355@ = 9.8203 
296@ = 2344.569 
326@ = 2779.965 
356@ = 9.8203 
297@ = 973.123 
327@ = 1782.238 
357@ = 7.6562 
298@ = 2346.52 
328@ = 2296.973 
358@ = 7.1478 
299@ = 1488.175 
329@ = 2148.474 
359@ = 9.8203 
300@ = 1104.697 
330@ = 1648.064 
360@ = 4.8273 
653@ = 0 
654@ = 0 
655@ = 0 
656@ = 0 
657@ = 0 
658@ = 0 
659@ = 0 
660@ = 0 
661@ = 0 
662@ = 0 
663@ = 0 
664@ = 0 
665@ = 0 
666@ = 0 
667@ = 0 
668@ = 0 
669@ = 0 
670@ = 0 
671@ = 0 
672@ = 0 
673@ = 0 
674@ = 0 
675@ = 0 
676@ = 0 
677@ = 0 
678@ = 0 
679@ = 0 
680@ = 0 
681@ = 0 
753@ = 99 
0501: set_player $PLAYER_CHAR driveby_mode 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @BCOUR_2468 
jump @BCOUR_14327 

:BCOUR_2468
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCOUR_2492 
36@ = Actor.Car($PLAYER_ACTOR)

:BCOUR_2492
753@ = 99 
754@ = 0 
755@ = 0 
758@ = 0 
756@ = 0 
757@ = 0 
857@ = 0 
862@ = 0 
881@ = 0 

:BCOUR_2555
wait 0 
if 
  882@ == 0 
else_jump @BCOUR_2591 
03CF: load_wav 5600 as 3 
882@ = 1 

:BCOUR_2591
if 
  882@ == 1 
else_jump @BCOUR_2631 
if 
03D0:   wav 3 loaded 
else_jump @BCOUR_2631 
882@ = 2 

:BCOUR_2631
if 
0735:   NOP_false 87 
else_jump @BCOUR_2656 
$8264 += 60000 

:BCOUR_2656
if 
0735:   NOP_false 81 
else_jump @BCOUR_2681 
$8264 -= 45000 

:BCOUR_2681
if 
0735:   NOP_false 80 
else_jump @BCOUR_2703 
Player.WantedLevel($PLAYER_CHAR) = 2

:BCOUR_2703
if 
0735:   NOP_false 79 
else_jump @BCOUR_2725 
Player.WantedLevel($PLAYER_CHAR) = 0

:BCOUR_2725
if 
0735:   NOP_false 88 
else_jump @BCOUR_2765 
if 
  881@ == 0 
else_jump @BCOUR_2765 
881@ = 1 

:BCOUR_2765
if 
0735:   NOP_false 90 
else_jump @BCOUR_2787 
881@ = 0 

:BCOUR_2787
if 
  862@ == 1 
else_jump @BCOUR_2838 
014F: stop_timer $8264 
0151: remove_status_text $8265 
00BC: show_text_highpriority GXT 'BCOU_11' time 6000 flag 1  // ~r~Du hast nicht genug Pckchen, um die Lieferquote fr diese Fahrt zu erfllen!
jump @BCOUR_14327 

:BCOUR_2838
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @BCOUR_2861 
jump @BCOUR_14327 

:BCOUR_2861
if 
   Car.Wrecked(36@)
else_jump @BCOUR_2884 
jump @BCOUR_14327 

:BCOUR_2884
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_2959 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_2959 
if 
00E1:   player 0 pressed_key 19 
else_jump @BCOUR_2959 
00BC: show_text_highpriority GXT 'BCOU_35' time 6000 flag 1  // ~r~Kurierfahrt beendet.
jump @BCOUR_14327 

:BCOUR_2959
if 
  743@ == 10 
else_jump @BCOUR_2984 
jump @BCOUR_15206 

:BCOUR_2984
if 
  743@ == -99 
else_jump @BCOUR_3074 
763@(793@,30i) = Object.Init(#KMB_PACKET, 0.0, 0.0, 100.0)
066D: 827@(793@,30i) = attach_particle "COKE_TRAIL" to_object 763@(793@,30i) with_offset 0.0 0.0 0.0 flag 1 

:BCOUR_3074
if 
  749@ == 1 
else_jump @BCOUR_3116 
if 
00E1:   player 0 pressed_key 16 
else_jump @BCOUR_3116 
748@ = 50 

:BCOUR_3116
if 
  868@ == 1 
else_jump @BCOUR_3172 
if 
00E1:   player 0 pressed_key 16 
else_jump @BCOUR_3172 
866@ = 2 
Player.CanMove($PLAYER_CHAR) = True
868@ = 0 

:BCOUR_3172
if 
  753@ == 0 
else_jump @BCOUR_3289 
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_3289 
if 
   not Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_3289 
33@ = 0 
754@ = 1 
008B: 752@ = $8264 // (int) 
752@ /= 1000 
753@ = 1 
00BE: text_clear_all 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'BCOU_37' number $8263 time 4000 flag 1  // ~s~Du hast ~1~ Sekunden, um wieder auf das ~b~Bike~s~ zu steigen, sonst ist die Fahrt beendet!
03E6: remove_text_box 

:BCOUR_3289
if 
  753@ == 1 
else_jump @BCOUR_3442 
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_3442 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_3442 
33@ = 0 
753@ = 0 
754@ = 0 
875@ = 0 
00BE: text_clear_all 
03E6: remove_text_box 
if 
  746@ > 9 
else_jump @BCOUR_3408 
00BC: show_text_highpriority GXT 'BCOU_6' time 4000 flag 1  // ~s~Alle Pckchen abgeliefert! Fahr zurck zum ~y~Abholort~s~, und hol dir deinen Lohn ab.

:BCOUR_3408
if 
  10 > 746@ 
else_jump @BCOUR_3442 
00BC: show_text_highpriority GXT 'BCOU_3' time 4000 flag 1  // ~s~Wirf diese Pckchen schnell durch die ~y~Abwurfmarkierungen~s~!

:BCOUR_3442
if 
  754@ == 1 
else_jump @BCOUR_3725 
0085: 751@ = 33@ // (int) 
751@ /= 1000 
if 
  875@ == 0 
else_jump @BCOUR_3527 
if and
  21000 > $8264 
  $8264 > 1 
else_jump @BCOUR_3527 
875@ = 1 

:BCOUR_3527
if 
  875@ == 0 
else_jump @BCOUR_3571 
if 
  $8264 > 20099 
else_jump @BCOUR_3571 
875@ = 2 

:BCOUR_3571
if 
  875@ == 1 
else_jump @BCOUR_3605 
0084: $8263 = $8264 // (int) 
$8263 /= 1000 

:BCOUR_3605
if 
  875@ == 2 
else_jump @BCOUR_3638 
$8263 = 20 
0066: $8263 -= 751@ // (int) 

:BCOUR_3638
00BE: text_clear_all 
if 
  $8263 > 0 
else_jump @BCOUR_3681 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'BCOU_37' number $8263 time 4000 flag 1  // ~s~Du hast ~1~ Sekunden, um wieder auf das ~b~Bike~s~ zu steigen, sonst ist die Fahrt beendet!

:BCOUR_3681
if 
  33@ > 21000 
else_jump @BCOUR_3725 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_35' time 6000 flag 1  // ~r~Kurierfahrt beendet.
jump @BCOUR_14327 

:BCOUR_3725
if 
  746@ == -1 
else_jump @BCOUR_4823 
if 
  748@ == 0 
else_jump @BCOUR_4010 
060A: create_decision_maker_type 0 store_to 39@ // decision\allowed\m_.ped files 
Actor.DestroyInstantly(38@)
0395: clear_area 1 at -2455.662 -105.3974 26.5568 radius 10.0 
38@ = Actor.Create(Mission1, #WMYDRUG, -2455.662, -105.3974, 26.5568)
Actor.Angle(38@) = 176.0958
060B: set_actor 38@ decision_maker_to 39@ 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2468.393, -96.8149, 26.1614, 0.0, 0.0, 0.0)
Camera.PointAt(-2467.693, -97.5246, 26.0805, 2)
if 
   not Actor.Dead(38@)
else_jump @BCOUR_3989 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2457.04 -110.2905 25.0058 
05D7: add_point_to_scmpath -2460.845 -108.7783 24.9517 
05D7: add_point_to_scmpath -2462.371 -106.9304 24.9069 
05D8: AS_assign_scmpath to_actor 38@ flags 6 0 
0648: unknown_actor 38@ task_set 150.0 // float 

:BCOUR_3989
748@ = 10 
749@ = 1 
33@ = 0 

:BCOUR_4010
if 
  748@ == 10 
else_jump @BCOUR_4093 
if 
  33@ > 4000 
else_jump @BCOUR_4093 
if 
   not Actor.Dead(38@)
else_jump @BCOUR_4093 
00BC: show_text_highpriority GXT 'BCOU_2' time 4000 flag 1 
748@ = 15 
33@ = 0 

:BCOUR_4093
if 
  748@ == 15 
else_jump @BCOUR_4160 
if 
  33@ > 1000 
else_jump @BCOUR_4160 
if 
   not Actor.Dead(38@)
else_jump @BCOUR_4160 
748@ = 20 
33@ = 0 

:BCOUR_4160
if 
  748@ == 20 
else_jump @BCOUR_4211 
if 
  33@ > 1000 
else_jump @BCOUR_4211 
33@ = 0 
748@ = 25 

:BCOUR_4211
if 
  748@ == 25 
else_jump @BCOUR_4283 
if 
  33@ > 200 
else_jump @BCOUR_4283 
if 
   not Actor.Dead(38@)
else_jump @BCOUR_4283 
0687: clear_actor 38@ task 
33@ = 0 
748@ = 40 

:BCOUR_4283
if 
  748@ == 40 
else_jump @BCOUR_4433 
if 
  33@ > 1000 
else_jump @BCOUR_4336 
00BC: show_text_highpriority GXT 'BCOU_3' time 4000 flag 1  // ~s~Wirf diese Pckchen schnell durch die ~y~Abwurfmarkierungen~s~!

:BCOUR_4336
if 
  33@ > 4000 
else_jump @BCOUR_4433 
if 
   not Actor.Dead(38@)
else_jump @BCOUR_4401 
0687: clear_actor 38@ task 
05D3: AS_actor 38@ goto_point -2457.086 -126.3415 25.013 mode 6 5000 ms // versionA 

:BCOUR_4401
33@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_1' time 4000 flag 1 
748@ = 45 

:BCOUR_4433
if 
  748@ == 45 
else_jump @BCOUR_4477 
if 
  33@ > 4000 
else_jump @BCOUR_4477 
748@ = 50 

:BCOUR_4477
if 
  748@ == 50 
else_jump @BCOUR_4713 
00BE: text_clear_all 
749@ = 0 
if 
   not Actor.Dead(38@)
else_jump @BCOUR_4560 
0687: clear_actor 38@ task 
Actor.PutAt(38@, -2457.086, -126.3415, 25.013)
Actor.Angle(38@) = 180.0
Object.Destroy(37@)

:BCOUR_4560
02A3: enable_widescreen 0 
Object.Destroy(37@)
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
748@ = 60 
33@ = 0 
746@ = 1 
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_4622 
067F: set_car 36@ lights 0 

:BCOUR_4622
if 
   not Actor.Dead(38@)
else_jump @BCOUR_4669 
0687: clear_actor 38@ task 
05D4: AS_actor 38@ rotate_angle 100.0 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Fahr mit dem Bike durch die Stadt und wirf Pckchen durch die ~y~Abwurfmarkierungen~s~, bevor die Zeit um ist.

:BCOUR_4669
753@ = 0 
37@ = Object.Create(#KMB_PACKET, -2458.249, -98.5704, 28.1875)
Object.CollisionDetection(37@) = True
Object.ToggleInMovingList(37@) = True

:BCOUR_4713
if 
  748@ == 60 
else_jump @BCOUR_4823 
if 
  33@ > 2000 
else_jump @BCOUR_4823 
if 
   not Actor.Dead(38@)
else_jump @BCOUR_4823 
0687: clear_actor 38@ task 
0605: actor 38@ perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "SMOKING" 4.0 loop 1 0 0 0 time -1 // versionA 
748@ = 99 

:BCOUR_4823
if 
  746@ == 0 
else_jump @BCOUR_5065 
0842: 872@ = player $PLAYER_CHAR town_number 
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_4904 
37@ = Object.Create(#KMB_PACKET, 1361.558, -1764.276, 18.0781)
Object.CollisionDetection(37@) = True
Object.ToggleInMovingList(37@) = True

:BCOUR_4904
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_4966 
37@ = Object.Create(#KMB_PACKET, -2584.613, 60.3094, 3.9701)
Object.CollisionDetection(37@) = True
Object.ToggleInMovingList(37@) = True
014C: set_parked_car_generator $2778 cars_to_generate_to 0 

:BCOUR_4966
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_5021 
37@ = Object.Create(#KMB_PACKET, 1884.329, 2078.721, 15.0869)
Object.CollisionDetection(37@) = True
Object.ToggleInMovingList(37@) = True

:BCOUR_5021
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Fahr mit dem Bike durch die Stadt und wirf Pckchen durch die ~y~Abwurfmarkierungen~s~, bevor die Zeit um ist.
32@ = 0 
34@ = 1 
753@ = 0 
746@ = 1 

:BCOUR_5065
if 
  34@ == 1 
else_jump @BCOUR_5120 
if 
  32@ > 7000 
else_jump @BCOUR_5120 
34@ = 0 
03E5: show_text_box 'BCOU_84'  // Halte ~k~~VEHICLE_LOOKLEFT~ oder ~k~~VEHICLE_LOOKRIGHT~ gedrckt und drcke ~k~~PED_FIREWEAPON~, um ein Pckchen nach rechts oder links zu werfen. Fahre ber das letzte erfolglos abgeworfene Pckchen, um es wieder aufzusammeln.

:BCOUR_5120
if 
  746@ == 1 
else_jump @BCOUR_5824 
755@ = 4 
758@ = 3 
756@ = 3 
744@ = 0 
759@ = 0 
$8265 = 6 
861@ = 0 
867@ = 0 

:BCOUR_5194
if 
  7 > 861@ 
else_jump @BCOUR_5237 
797@(861@,30i) = 0 
861@ += 1 
jump @BCOUR_5194 

:BCOUR_5237
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_5824 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_5824 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_5435 

:BCOUR_5290
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_5435 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_5290 

:BCOUR_5435
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_5598 

:BCOUR_5453
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_5598 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_5453 

:BCOUR_5598
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_5761 

:BCOUR_5616
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_5761 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_5616 

:BCOUR_5761
747@ = 0 
746@ = 9 
757@ = 0 
$8264 = 180000 
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Pckchen
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Zeit

:BCOUR_5824
if 
  746@ == 2 
else_jump @BCOUR_6528 
755@ = 8 
758@ = 7 
756@ = 4 
744@ = 3 
759@ = 3 
$8265 = 6 
861@ = 0 
867@ = 0 

:BCOUR_5898
if 
  7 > 861@ 
else_jump @BCOUR_5941 
797@(861@,30i) = 0 
861@ += 1 
jump @BCOUR_5898 

:BCOUR_5941
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_6528 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_6528 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_6139 

:BCOUR_5994
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_6139 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_5994 

:BCOUR_6139
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_6302 

:BCOUR_6157
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_6302 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_6157 

:BCOUR_6302
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_6465 

:BCOUR_6320
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_6465 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_6320 

:BCOUR_6465
747@ = 0 
746@ = 9 
757@ = 0 
$8264 = 300000 
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Pckchen
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Zeit

:BCOUR_6528
if 
  746@ == 3 
else_jump @BCOUR_7232 
755@ = 13 
758@ = 12 
756@ = 5 
744@ = 7 
759@ = 7 
$8265 = 7 
861@ = 0 
867@ = 0 

:BCOUR_6602
if 
  8 > 861@ 
else_jump @BCOUR_6645 
797@(861@,30i) = 0 
861@ += 1 
jump @BCOUR_6602 

:BCOUR_6645
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_7232 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_7232 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_6843 

:BCOUR_6698
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_6843 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_6698 

:BCOUR_6843
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_7006 

:BCOUR_6861
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_7006 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_6861 

:BCOUR_7006
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_7169 

:BCOUR_7024
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_7169 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_7024 

:BCOUR_7169
747@ = 0 
746@ = 9 
757@ = 0 
$8264 = 300000 
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Pckchen
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Zeit

:BCOUR_7232
if 
  746@ == 4 
else_jump @BCOUR_8010 
755@ = 19 
758@ = 18 
756@ = 6 
744@ = 12 
759@ = 12 
$8265 = 8 
861@ = 0 
867@ = 0 

:BCOUR_7306
if 
  9 > 861@ 
else_jump @BCOUR_7349 
797@(861@,30i) = 0 
861@ += 1 
jump @BCOUR_7306 

:BCOUR_7349
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_8010 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_8010 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_7547 

:BCOUR_7402
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_7547 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_7402 

:BCOUR_7547
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_7710 

:BCOUR_7565
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_7710 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_7565 

:BCOUR_7710
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_7873 

:BCOUR_7728
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_7873 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_7728 

:BCOUR_7873
747@ = 0 
746@ = 9 
757@ = 0 
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_7922 
$8264 = 600000 

:BCOUR_7922
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_7950 
$8264 = 420000 

:BCOUR_7950
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_7978 
$8264 = 480000 

:BCOUR_7978
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Pckchen
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Zeit

:BCOUR_8010
if 
  746@ == 9 
else_jump @BCOUR_9618 
if 
  867@ == 0 
else_jump @BCOUR_8110 
if 
   not Actor.Dead(38@)
else_jump @BCOUR_8110 
if 
8104:   not actor $PLAYER_ACTOR near_actor 38@ radius 100.0 100.0 100.0 sphere 0 
else_jump @BCOUR_8110 
Actor.DestroyInstantly(38@)
867@ = 1 

:BCOUR_8110
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_9618 
if 
  747@ == 0 
else_jump @BCOUR_8361 
if 
00E1:   player 0 pressed_key 7 
else_jump @BCOUR_8199 
if 
00E1:   player 0 pressed_key 17 
else_jump @BCOUR_8199 
879@ = 0 
gosub @BCOUR_12131 
gosub @BCOUR_14247 

:BCOUR_8199
if 
00E1:   player 0 pressed_key 5 
else_jump @BCOUR_8254 
if 
00E1:   player 0 pressed_key 17 
else_jump @BCOUR_8254 
879@ = 0 
gosub @BCOUR_13189 
gosub @BCOUR_14247 

:BCOUR_8254
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_8361 
if 
   not Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_8361 
40@ = Marker.CreateAboveCar(36@)
07E0: set_marker 40@ type_to 1 

:BCOUR_8304
if 
001D:   755@ > 744@ // (int) 
else_jump @BCOUR_8346 
Marker.Disable(42@(744@,30i))
744@ += 1 
jump @BCOUR_8304 

:BCOUR_8346
0085: 744@ = 759@ // (int) 
747@ = 1 

:BCOUR_8361
if 
  747@ == 1 
else_jump @BCOUR_8617 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_8617 
Marker.Disable(40@)

:BCOUR_8403
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_8602 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_8588 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_8492 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 

:BCOUR_8492
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_8540 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 

:BCOUR_8540
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_8588 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 

:BCOUR_8588
744@ += 1 
jump @BCOUR_8403 

:BCOUR_8602
747@ = 0 
0085: 744@ = 759@ // (int) 

:BCOUR_8617
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_9541 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_8935 

:BCOUR_8654
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_8935 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_8921 
if 
03CA:   object 763@(793@,30i) exists 
else_jump @BCOUR_8921 
if 
04E6:   object 763@(793@,30i) near_point 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 0.7 1.7 3.0 flag 0 
else_jump @BCOUR_8921 
Marker.Disable(42@(744@,30i))
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 683@(744@,30i) 
653@(744@,30i) = 1 
757@ += 1 
if 
003B:   757@ == 756@ // (int) 
else_jump @BCOUR_8905 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~Alle Pckchen abgeliefert! Fahr zurck zum ~y~Abholort~s~, und hol dir deinen Lohn ab.
746@ = 10 
jump @BCOUR_8921 

:BCOUR_8905
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Pckchen abgeliefert! Fahr zu einer anderen ~y~Abwurfmarkierung~s~ und liefere ein weiteres Pckchen aus.

:BCOUR_8921
744@ += 1 
jump @BCOUR_8654 

:BCOUR_8935
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_9234 

:BCOUR_8953
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_9234 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_9220 
if 
03CA:   object 763@(793@,30i) exists 
else_jump @BCOUR_9220 
if 
04E6:   object 763@(793@,30i) near_point 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 1.2 1.7 3.0 flag 0 
else_jump @BCOUR_9220 
Marker.Disable(42@(744@,30i))
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 683@(744@,30i) 
653@(744@,30i) = 1 
757@ += 1 
if 
003B:   757@ == 756@ // (int) 
else_jump @BCOUR_9204 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~Alle Pckchen abgeliefert! Fahr zurck zum ~y~Abholort~s~, und hol dir deinen Lohn ab.
746@ = 10 
jump @BCOUR_9220 

:BCOUR_9204
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Pckchen abgeliefert! Fahr zu einer anderen ~y~Abwurfmarkierung~s~ und liefere ein weiteres Pckchen aus.

:BCOUR_9220
744@ += 1 
jump @BCOUR_8953 

:BCOUR_9234
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_9533 

:BCOUR_9252
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_9533 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_9519 
if 
03CA:   object 763@(793@,30i) exists 
else_jump @BCOUR_9519 
if 
04E6:   object 763@(793@,30i) near_point 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 1.2 1.7 3.0 flag 0 
else_jump @BCOUR_9519 
Marker.Disable(42@(744@,30i))
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 683@(744@,30i) 
653@(744@,30i) = 1 
757@ += 1 
if 
003B:   757@ == 756@ // (int) 
else_jump @BCOUR_9503 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~Alle Pckchen abgeliefert! Fahr zurck zum ~y~Abholort~s~, und hol dir deinen Lohn ab.
746@ = 10 
jump @BCOUR_9519 

:BCOUR_9503
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Pckchen abgeliefert! Fahr zu einer anderen ~y~Abwurfmarkierung~s~ und liefere ein weiteres Pckchen aus.

:BCOUR_9519
744@ += 1 
jump @BCOUR_9252 

:BCOUR_9533
0085: 744@ = 759@ // (int) 

:BCOUR_9541
0085: 874@ = 756@ // (int) 
0062: 874@ -= 757@ // (int) 
008B: 873@ = $8265 // (int) 
if 
03CA:   object 763@(793@,30i) exists 
else_jump @BCOUR_9592 
873@ += 1 

:BCOUR_9592
if 
001D:   874@ > 873@ // (int) 
else_jump @BCOUR_9618 
862@ = 1 

:BCOUR_9618
if 
  746@ > 8 
else_jump @BCOUR_9702 
if 
  25 > 746@ 
else_jump @BCOUR_9702 
if 
  1 > $8264 
else_jump @BCOUR_9702 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_33' time 6000 flag 1  // ~r~Die Zeit ist um!
014F: stop_timer $8264 
jump @BCOUR_14327 

:BCOUR_9702
if 
  746@ == 10 
else_jump @BCOUR_9859 
746@ = 20 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_9771 
018A: 72@ = create_checkpoint_at 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) 

:BCOUR_9771
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_9815 
018A: 72@ = create_checkpoint_at 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) 

:BCOUR_9815
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_9859 
018A: 72@ = create_checkpoint_at 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) 

:BCOUR_9859
if 
  746@ == 20 
else_jump @BCOUR_10610 
077E: get_active_interior_to 35@ 
if 
  35@ == 0 
else_jump @BCOUR_9920 
if 
89BE:   not unknown_check_09BD 
else_jump @BCOUR_9920 
Player.CanMove($PLAYER_CHAR) = True

:BCOUR_9920
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_10610 
if 
  747@ == 0 
else_jump @BCOUR_10000 
if 
   not Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_10000 
40@ = Marker.CreateAboveCar(36@)
07E0: set_marker 40@ type_to 1 
Marker.Disable(72@)
747@ = 1 

:BCOUR_10000
if 
  747@ == 1 
else_jump @BCOUR_10181 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_10181 
Marker.Disable(40@)
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_10086 
018A: 72@ = create_checkpoint_at 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) 

:BCOUR_10086
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_10130 
018A: 72@ = create_checkpoint_at 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) 

:BCOUR_10130
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_10174 
018A: 72@ = create_checkpoint_at 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) 

:BCOUR_10174
747@ = 0 

:BCOUR_10181
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_10324 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_10324 
if 
0100:   actor $PLAYER_ACTOR in_sphere 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @BCOUR_10324 
Player.CanMove($PLAYER_CHAR) = False
if 
01C1:   car 36@ stopped 
else_jump @BCOUR_10324 
Marker.Disable(72@)
014F: stop_timer $8264 
0151: remove_status_text $8265 
760@ += 1 
746@ = 50 

:BCOUR_10324
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_10467 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_10467 
if 
0100:   actor $PLAYER_ACTOR in_sphere 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @BCOUR_10467 
Player.CanMove($PLAYER_CHAR) = False
if 
01C1:   car 36@ stopped 
else_jump @BCOUR_10467 
Marker.Disable(72@)
014F: stop_timer $8264 
0151: remove_status_text $8265 
761@ += 1 
746@ = 50 

:BCOUR_10467
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_10610 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_10610 
if 
0100:   actor $PLAYER_ACTOR in_sphere 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @BCOUR_10610 
Player.CanMove($PLAYER_CHAR) = False
if 
01C1:   car 36@ stopped 
else_jump @BCOUR_10610 
Marker.Disable(72@)
014F: stop_timer $8264 
0151: remove_status_text $8265 
762@ += 1 
746@ = 50 

:BCOUR_10610
if 
  746@ == 50 
else_jump @BCOUR_11169 
Player.CanMove($PLAYER_CHAR) = True
868@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_12' time 4000 flag 1  // Gute Arbeit! Nun zu deinem Anteil am Profit!
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_10738 
08D4: 863@ = create_panel_with_title 'BCOU_81' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // Los Angeles
008B: 869@ = $8264 // (int) 
869@ /= 100 
006A: 869@ *= 761@ // (int) 

:BCOUR_10738
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_10816 
08D4: 863@ = create_panel_with_title 'BCOU_82' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // Las Vegas
008B: 869@ = $8264 // (int) 
869@ /= 100 
006A: 869@ *= 762@ // (int) 

:BCOUR_10816
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_10894 
08D4: 863@ = create_panel_with_title 'BCOU_80' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // San Francisco
008B: 869@ = $8264 // (int) 
869@ /= 100 
006A: 869@ *= 760@ // (int) 

:BCOUR_10894
08DB: set_panel 863@ column 0 header 'BCOU_21' data 'BCOU_22' 'BCOU_23' 'BCOU_24' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Lohn : // Verbliebene Zeit // Pckchen brig // Gesamtbetrag
08D6: set_panel 863@ column 1 alignment 2 
865@ = 0 
008B: 870@ = $8265 // (int) 
870@ *= 100 
0085: 871@ = 869@ // (int) 
005A: 871@ += 870@ // (int) 
08EE: set_panel 863@ column 1 row 0 text_1number GXT 'DOLLAR' number 869@  // $~1~
08EE: set_panel 863@ column 1 row 1 text_1number GXT 'DOLLAR' number 870@  // $~1~
08EE: set_panel 863@ column 1 row 2 text_1number GXT 'DOLLAR' number 871@  // $~1~
090E: set_panel 863@ active_row 2 
32@ = 0 
866@ = 1 
Player.Money($PLAYER_CHAR) += 871@
Object.Destroy(37@)
746@ = 55 

:BCOUR_11169
if 
  866@ == 1 
else_jump @BCOUR_11391 
if 
  32@ > 2000 
else_jump @BCOUR_11213 
868@ = 1 

:BCOUR_11213
if 
  761@ == 4 
else_jump @BCOUR_11262 
if 
  32@ > 4000 
else_jump @BCOUR_11262 
08DA: remove_panel 863@ 
866@ = 2 

:BCOUR_11262
if 
  760@ == 4 
else_jump @BCOUR_11311 
if 
  32@ > 4000 
else_jump @BCOUR_11311 
08DA: remove_panel 863@ 
866@ = 2 

:BCOUR_11311
if 
  762@ == 4 
else_jump @BCOUR_11360 
if 
  32@ > 4000 
else_jump @BCOUR_11360 
08DA: remove_panel 863@ 
866@ = 2 

:BCOUR_11360
if 
  32@ > 6000 
else_jump @BCOUR_11391 
08DA: remove_panel 863@ 
866@ = 2 

:BCOUR_11391
if 
  866@ == 2 
else_jump @BCOUR_12009 
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_12009 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_12009 
08DA: remove_panel 863@ 
868@ = 0 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_11638 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
if 
  760@ == 1 
else_jump @BCOUR_11524 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Fahr mit dem Bike durch die Stadt und wirf Pckchen durch die ~y~Abwurfmarkierungen~s~, bevor die Zeit um ist.
746@ = 2 

:BCOUR_11524
if 
  760@ == 2 
else_jump @BCOUR_11565 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Fahr mit dem Bike durch die Stadt und wirf Pckchen durch die ~y~Abwurfmarkierungen~s~, bevor die Zeit um ist.
746@ = 3 

:BCOUR_11565
if 
  760@ == 3 
else_jump @BCOUR_11606 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Fahr mit dem Bike durch die Stadt und wirf Pckchen durch die ~y~Abwurfmarkierungen~s~, bevor die Zeit um ist.
746@ = 4 

:BCOUR_11606
if 
  760@ == 4 
else_jump @BCOUR_11638 
jump @BCOUR_15206 
746@ = 5 

:BCOUR_11638
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_11820 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
if 
  761@ == 1 
else_jump @BCOUR_11706 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Fahr mit dem Bike durch die Stadt und wirf Pckchen durch die ~y~Abwurfmarkierungen~s~, bevor die Zeit um ist.
746@ = 2 

:BCOUR_11706
if 
  761@ == 2 
else_jump @BCOUR_11747 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Fahr mit dem Bike durch die Stadt und wirf Pckchen durch die ~y~Abwurfmarkierungen~s~, bevor die Zeit um ist.
746@ = 3 

:BCOUR_11747
if 
  761@ == 3 
else_jump @BCOUR_11788 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Fahr mit dem Bike durch die Stadt und wirf Pckchen durch die ~y~Abwurfmarkierungen~s~, bevor die Zeit um ist.
746@ = 4 

:BCOUR_11788
if 
  761@ == 4 
else_jump @BCOUR_11820 
jump @BCOUR_15206 
746@ = 5 

:BCOUR_11820
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_12002 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
if 
  762@ == 1 
else_jump @BCOUR_11888 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Fahr mit dem Bike durch die Stadt und wirf Pckchen durch die ~y~Abwurfmarkierungen~s~, bevor die Zeit um ist.
746@ = 2 

:BCOUR_11888
if 
  762@ == 2 
else_jump @BCOUR_11929 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Fahr mit dem Bike durch die Stadt und wirf Pckchen durch die ~y~Abwurfmarkierungen~s~, bevor die Zeit um ist.
746@ = 3 

:BCOUR_11929
if 
  762@ == 3 
else_jump @BCOUR_11970 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Fahr mit dem Bike durch die Stadt und wirf Pckchen durch die ~y~Abwurfmarkierungen~s~, bevor die Zeit um ist.
746@ = 4 

:BCOUR_11970
if 
  762@ == 4 
else_jump @BCOUR_12002 
jump @BCOUR_15206 
746@ = 5 

:BCOUR_12002
866@ = 0 

:BCOUR_12009
if 
03CA:   object 763@(793@,30i) exists 
else_jump @BCOUR_12124 
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 763@(793@,30i) radius 1.5 1.5 1.5 flag 0 
else_jump @BCOUR_12124 
if 
  32@ > 3000 
else_jump @BCOUR_12124 
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))
$8265 += 1 
797@($8265,30i) = 0 

:BCOUR_12124
jump @BCOUR_2555 

:BCOUR_12131
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_13187 
if 
  $8265 > 0 
else_jump @BCOUR_13187 
if 
  797@($8265,30i) == 0 
else_jump @BCOUR_13187 
if 
  857@ > 0 
else_jump @BCOUR_12223 
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))

:BCOUR_12223
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_12404 

:BCOUR_12241
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_12389 
if 
  880@ == 0 
else_jump @BCOUR_12375 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_12375 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_12375 
880@ = 1 
879@ = 1 
jump @BCOUR_12375 

:BCOUR_12375
744@ += 1 
jump @BCOUR_12241 

:BCOUR_12389
0085: 744@ = 759@ // (int) 
880@ = 0 

:BCOUR_12404
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_12585 

:BCOUR_12422
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_12570 
if 
  880@ == 0 
else_jump @BCOUR_12556 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_12556 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_12556 
880@ = 1 
879@ = 1 
jump @BCOUR_12556 

:BCOUR_12556
744@ += 1 
jump @BCOUR_12422 

:BCOUR_12570
0085: 744@ = 759@ // (int) 
880@ = 0 

:BCOUR_12585
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_12766 

:BCOUR_12603
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_12751 
if 
  880@ == 0 
else_jump @BCOUR_12737 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_12737 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_12737 
880@ = 1 
879@ = 1 
jump @BCOUR_12737 

:BCOUR_12737
744@ += 1 
jump @BCOUR_12603 

:BCOUR_12751
0085: 744@ = 759@ // (int) 
880@ = 0 

:BCOUR_12766
Car.StorePos(36@, 876@, 877@, 878@)
763@($8265,30i) = Object.Init(#KMB_PACKET, 876@, 877@, 878@)
Object.CollisionDetection(763@($8265,30i)) = True
Object.ToggleInMovingList(763@($8265,30i)) = True
066D: 827@($8265,30i) = attach_particle "COKE_PUFF" to_object 763@($8265,30i) with_offset 0.0 0.0 0.5 flag 1 
064C: make_particle 827@($8265,30i) visible 
Actor.StorePos($PLAYER_ACTOR, 858@, 859@, 860@)
if 
  882@ == 2 
else_jump @BCOUR_12912 
03D1: play_wav 3 

:BCOUR_12912
if 
  879@ == 1 
else_jump @BCOUR_12964 
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset -1.0 0.0 1.3 
jump @BCOUR_12991 

:BCOUR_12964
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset 0.0 0.0 0.7 

:BCOUR_12991
794@ = Actor.Angle($PLAYER_ACTOR)
795@ -= 30.0 
796@ -= 30.0 
02F7: 795@ = sine 794@ // (float) 
02F6: 796@ = cosine 794@ // (float) 
if 
  879@ == 1 
else_jump @BCOUR_13100 
795@ *= 15.0 
796@ *= 15.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 1.0 
jump @BCOUR_13140 

:BCOUR_13100
795@ *= 30.0 
796@ *= 30.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 8.5 

:BCOUR_13140
879@ = 0 
857@ += 1 
797@($8265,30i) = 1 
008B: 793@ = $8265 // (int) 
$8265 -= 1 
32@ = 0 

:BCOUR_13187
return 

:BCOUR_13189
if 
  $8265 > 0 
else_jump @BCOUR_14245 
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_14245 
if 
  797@($8265,30i) == 0 
else_jump @BCOUR_14245 
if 
  857@ > 0 
else_jump @BCOUR_13281 
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))

:BCOUR_13281
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_13462 

:BCOUR_13299
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_13447 
if 
  880@ == 0 
else_jump @BCOUR_13433 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_13433 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_13433 
880@ = 1 
879@ = 1 
jump @BCOUR_13433 

:BCOUR_13433
744@ += 1 
jump @BCOUR_13299 

:BCOUR_13447
0085: 744@ = 759@ // (int) 
880@ = 0 

:BCOUR_13462
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_13643 

:BCOUR_13480
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_13628 
if 
  880@ == 0 
else_jump @BCOUR_13614 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_13614 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_13614 
880@ = 1 
879@ = 1 
jump @BCOUR_13614 

:BCOUR_13614
744@ += 1 
jump @BCOUR_13480 

:BCOUR_13628
0085: 744@ = 759@ // (int) 
880@ = 0 

:BCOUR_13643
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_13824 

:BCOUR_13661
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_13809 
if 
  880@ == 0 
else_jump @BCOUR_13795 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_13795 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_13795 
880@ = 1 
879@ = 1 
jump @BCOUR_13795 

:BCOUR_13795
744@ += 1 
jump @BCOUR_13661 

:BCOUR_13809
0085: 744@ = 759@ // (int) 
880@ = 0 

:BCOUR_13824
Car.StorePos(36@, 876@, 877@, 878@)
763@($8265,30i) = Object.Init(#KMB_PACKET, 876@, 877@, 878@)
Object.CollisionDetection(763@($8265,30i)) = True
Object.ToggleInMovingList(763@($8265,30i)) = True
066D: 827@($8265,30i) = attach_particle "COKE_PUFF" to_object 763@($8265,30i) with_offset 0.0 0.0 0.0 flag 1 
064C: make_particle 827@($8265,30i) visible 
Actor.StorePos($PLAYER_ACTOR, 858@, 859@, 860@)
if 
  882@ == 2 
else_jump @BCOUR_13970 
03D1: play_wav 3 

:BCOUR_13970
if 
  879@ == 1 
else_jump @BCOUR_14022 
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset 1.0 0.0 1.3 
jump @BCOUR_14049 

:BCOUR_14022
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset 0.0 0.0 0.7 

:BCOUR_14049
794@ = Actor.Angle($PLAYER_ACTOR)
795@ -= 330.0 
796@ -= 330.0 
02F7: 795@ = sine 794@ // (float) 
02F6: 796@ = cosine 794@ // (float) 
if 
  879@ == 1 
else_jump @BCOUR_14158 
795@ *= -15.0 
796@ *= -15.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 1.0 
jump @BCOUR_14198 

:BCOUR_14158
795@ *= -30.0 
796@ *= -30.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 8.5 

:BCOUR_14198
879@ = 0 
857@ += 1 
797@($8265,30i) = 1 
008B: 793@ = $8265 // (int) 
$8265 -= 1 
32@ = 0 

:BCOUR_14245
return 

:BCOUR_14247
if 
00E1:   player 0 pressed_key 17 
else_jump @BCOUR_14275 
wait 0 
jump @BCOUR_14247 

:BCOUR_14275
return 

:BCOUR_14277
if 
  3000 > 33@ 
else_jump @BCOUR_14307 
wait 0 
jump @BCOUR_14277 

:BCOUR_14307
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))
return 

:BCOUR_14327
0501: set_player $PLAYER_CHAR driveby_mode 1 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_14624 
if 
  760@ == 0 
else_jump @BCOUR_14386 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 von 4 Fahrten abgeschlossen

:BCOUR_14386
if 
  760@ == 1 
else_jump @BCOUR_14420 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 von 4 Fahrten abgeschlossen

:BCOUR_14420
if 
  760@ == 2 
else_jump @BCOUR_14454 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 von 4 Fahrten abgeschlossen

:BCOUR_14454
if 
  760@ == 3 
else_jump @BCOUR_14488 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 von 4 Fahrten abgeschlossen

:BCOUR_14488
if 
  760@ == 4 
else_jump @BCOUR_14522 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 von 4 Fahrten abgeschlossen

:BCOUR_14522
if 
  760@ == 5 
else_jump @BCOUR_14556 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 von 4 Fahrten abgeschlossen

:BCOUR_14556
if 
  760@ == 6 
else_jump @BCOUR_14590 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 von 4 Fahrten abgeschlossen

:BCOUR_14590
if 
  760@ == 7 
else_jump @BCOUR_14624 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 von 4 Fahrten abgeschlossen

:BCOUR_14624
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_14914 
if 
  762@ == 0 
else_jump @BCOUR_14676 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 von 4 Fahrten abgeschlossen

:BCOUR_14676
if 
  762@ == 1 
else_jump @BCOUR_14710 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 von 4 Fahrten abgeschlossen

:BCOUR_14710
if 
  762@ == 2 
else_jump @BCOUR_14744 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 von 4 Fahrten abgeschlossen

:BCOUR_14744
if 
  762@ == 3 
else_jump @BCOUR_14778 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 von 4 Fahrten abgeschlossen

:BCOUR_14778
if 
  762@ == 4 
else_jump @BCOUR_14812 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 von 4 Fahrten abgeschlossen

:BCOUR_14812
if 
  762@ == 5 
else_jump @BCOUR_14846 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 von 4 Fahrten abgeschlossen

:BCOUR_14846
if 
  762@ == 6 
else_jump @BCOUR_14880 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 von 4 Fahrten abgeschlossen

:BCOUR_14880
if 
  762@ == 7 
else_jump @BCOUR_14914 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 von 4 Fahrten abgeschlossen

:BCOUR_14914
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_15204 
if 
  761@ == 0 
else_jump @BCOUR_14966 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 von 4 Fahrten abgeschlossen

:BCOUR_14966
if 
  761@ == 1 
else_jump @BCOUR_15000 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 von 4 Fahrten abgeschlossen

:BCOUR_15000
if 
  761@ == 2 
else_jump @BCOUR_15034 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 von 4 Fahrten abgeschlossen

:BCOUR_15034
if 
  761@ == 3 
else_jump @BCOUR_15068 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 von 4 Fahrten abgeschlossen

:BCOUR_15068
if 
  761@ == 4 
else_jump @BCOUR_15102 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 von 4 Fahrten abgeschlossen

:BCOUR_15102
if 
  761@ == 5 
else_jump @BCOUR_15136 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 von 4 Fahrten abgeschlossen

:BCOUR_15136
if 
  761@ == 6 
else_jump @BCOUR_15170 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 von 4 Fahrten abgeschlossen

:BCOUR_15170
if 
  761@ == 7 
else_jump @BCOUR_15204 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 von 4 Fahrten abgeschlossen

:BCOUR_15204
return 

:BCOUR_15206
040D: unload_wav 3 
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_15564 
if 
  $MISSION_COURIER_LV_PASSED == 0 
else_jump @BCOUR_15564 
0595: mission_complete 
030C: progress_made += 1 
$MISSION_COURIER_LV_PASSED = 1 
04A6: $2000 = create_asset_money_pickup_at 1887.997 2073.008 10.5547 money $1999 $1999 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:BCOUR_15301
if 
fading 
else_jump @BCOUR_15325 
wait 0 
jump @BCOUR_15301 

:BCOUR_15325
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord 1895.53 2063.094 15.8639 angle 47.0 
Camera.SetPosition(1895.53, 2063.094, 15.8639, 0.0, 0.0, 0.0)
Camera.PointAt(1894.813, 2063.775, 15.7175, 2)
fade 1 500 

:BCOUR_15409
if 
fading 
else_jump @BCOUR_15433 
wait 0 
jump @BCOUR_15409 

:BCOUR_15433
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Unternehmen erworben!
wait 5000 
Camera.SetPosition(1890.164, 2070.478, 11.8641, 0.0, 0.0, 0.0)
Camera.PointAt(1889.516, 2071.213, 11.6633, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1999 time 6000 flag 1  // Dieses Objekt generiert ab jetzt Einknfte von bis zu $~1~. Hol dir das Geld regelmig ab!
wait 6000 
fade 0 500 

:BCOUR_15540
if 
fading 
else_jump @BCOUR_15564 
wait 0 
jump @BCOUR_15540 

:BCOUR_15564
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_15918 
if 
  $MISSION_COURIER_LS_PASSED == 0 
else_jump @BCOUR_15918 
0595: mission_complete 
030C: progress_made += 1 
$MISSION_COURIER_LS_PASSED = 1 
04A6: $1996 = create_asset_money_pickup_at 1345.859 -1757.432 13.0078 money $1995 $1995 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:BCOUR_15655
if 
fading 
else_jump @BCOUR_15679 
wait 0 
jump @BCOUR_15655 

:BCOUR_15679
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord 1358.596 -1741.184 18.431 angle 223.0 
Camera.SetPosition(1358.596, -1741.184, 18.431, 0.0, 0.0, 0.0)
Camera.PointAt(1358.372, -1742.135, 18.2203, 2)
fade 1 500 

:BCOUR_15763
if 
fading 
else_jump @BCOUR_15787 
wait 0 
jump @BCOUR_15763 

:BCOUR_15787
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Unternehmen erworben!
wait 5000 
Camera.SetPosition(1345.565, -1753.368, 15.2186, 0.0, 0.0, 0.0)
Camera.PointAt(1345.567, -1754.218, 14.692, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1995 time 6000 flag 1  // Dieses Objekt generiert ab jetzt Einknfte von bis zu $~1~. Hol dir das Geld regelmig ab!
wait 6000 
fade 0 500 

:BCOUR_15894
if 
fading 
else_jump @BCOUR_15918 
wait 0 
jump @BCOUR_15894 

:BCOUR_15918
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_16272 
if 
  $MISSION_COURIER_SF_PASSED == 0 
else_jump @BCOUR_16272 
030C: progress_made += 1 
0595: mission_complete 
$MISSION_COURIER_SF_PASSED = 1 
04A6: $1998 = create_asset_money_pickup_at -2593.882 59.2467 3.8359 money $1997 $1997 
Player.CanMove($PLAYER_CHAR) = False
00BE: text_clear_all 
fade 0 500 

:BCOUR_16009
if 
fading 
else_jump @BCOUR_16033 
wait 0 
jump @BCOUR_16009 

:BCOUR_16033
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord -2603.114 51.3338 10.1663 angle 275.0 
Camera.SetPosition(-2603.98, 54.4522, 7.5275, 0.0, 0.0, 0.0)
Camera.PointAt(-2603.014, 54.7055, 7.4818, 2)
fade 1 500 

:BCOUR_16117
if 
fading 
else_jump @BCOUR_16141 
wait 0 
jump @BCOUR_16117 

:BCOUR_16141
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Unternehmen erworben!
wait 5000 
Camera.SetPosition(-2598.9, 59.0635, 4.8343, 0.0, 0.0, 0.0)
Camera.PointAt(-2597.905, 59.0525, 4.7405, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1997 time 6000 flag 1  // Dieses Objekt generiert ab jetzt Einknfte von bis zu $~1~. Hol dir das Geld regelmig ab!
wait 6000 
fade 0 500 

:BCOUR_16248
if 
fading 
else_jump @BCOUR_16272 
wait 0 
jump @BCOUR_16248 

:BCOUR_16272
Player.ClearWantedLevel($PLAYER_CHAR)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:BCOUR_16283
03E6: remove_text_box 
040D: unload_wav 3 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCOUR_16319 
0501: set_player $PLAYER_CHAR driveby_mode 1 
Player.CanMove($PLAYER_CHAR) = True

:BCOUR_16319
014F: stop_timer $8264 
0151: remove_status_text $8265 
08DA: remove_panel 863@ 
Object.Destroy(37@)
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))
Actor.RemoveReferences(38@)
Model.Destroy(#WAYFARER)
Model.Destroy(#WMYDRUG)
04EF: release_animation "SMOKING" 
Marker.Disable(40@)
Marker.Disable(72@)
744@ = 0 

:BCOUR_16399
if 
  30 > 744@ 
else_jump @BCOUR_16440 
Marker.Disable(42@(744@,30i))
744@ += 1 
jump @BCOUR_16399 

:BCOUR_16440
014C: set_parked_car_generator $2778 cars_to_generate_to 101 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 132---------------
// Originally: The Chiliad Challenge

:MTBIKER
gosub @MTBIKER_36 
if 
wasted_or_busted 
else_jump @MTBIKER_27 
gosub @MTBIKER_14393 

:MTBIKER_27
gosub @MTBIKER_14694 
end_thread 

:MTBIKER_36
$ONMISSION = 1 
0A0E: unknown_text_stuff 1 
if 
  $MISSION_CHILIAD_CHALLENGE_PASSED == 0 
else_jump @MTBIKER_67 
increment_mission_attempts 

:MTBIKER_67
thread 'MTBIKER' 
054C: use_GXT_table 'RACETOR' 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
wait 0 
03F0: enable_text_draw 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MTBIKER_130 
Player.CanMove($PLAYER_CHAR) = False

:MTBIKER_130
fade 0 1000 

:MTBIKER_137
if 
fading 
else_jump @MTBIKER_161 
wait 0 
jump @MTBIKER_137 

:MTBIKER_161
060A: create_decision_maker_type 0 store_to 669@ // decision\allowed\m_.ped files 
647@ = 0 

:MTBIKER_175
if 
  9 > 647@ 
else_jump @MTBIKER_229 
690@(647@,10i) = 0 
670@(647@,10i) = 0 
647@ += 1 
jump @MTBIKER_175 

:MTBIKER_229
656@ = 0 
657@ = 0 
34@ = 582.7242 
41@ = 356.2812 
48@ = 52.2072 
55@ = 52.2072 
35@ = 584.0833 
42@ = 329.3647 
49@ = 0.5427 
56@ = 2.0841 
36@ = 572.9216 
43@ = 323.5937 
50@ = 1.0585 
57@ = 4.8106 
37@ = 585.724 
44@ = 345.6341 
51@ = 0.4929 
58@ = 1.8511 
38@ = 582.7242 
45@ = 359.0323 
52@ = 0.4993 
59@ = 2.637 
39@ = 582.7242 
46@ = 356.2812 
53@ = 56.2072 
60@ = 56.2072 
40@ = 582.7242 
47@ = 356.2812 
54@ = 58.2072 
61@ = 58.2072 
Player.SetClothes($PLAYER_CHAR, "BBSHORTWHT", "BOXINGSHORT", Legs)
Player.Build($PLAYER_CHAR)
if 
  $1799 == 1 
else_jump @MTBIKER_585 
jump @MTBIKER_635 

:MTBIKER_585
if 
  $1799 == 2 
else_jump @MTBIKER_610 
jump @MTBIKER_1570 

:MTBIKER_610
if 
  $1799 == 3 
else_jump @MTBIKER_635 
jump @MTBIKER_3025 

:MTBIKER_635
if 
  $1799 == 1 
else_jump @MTBIKER_669 
00BA: show_text_styled GXT 'MTROUT1' time 3000 style 5  // Scotch Bonnet Yellow Route

:MTBIKER_669
103@ = -2304.344 
223@ = -1667.125 
343@ = 483.386 
463@ = 208.0 
104@ = -2280.48 
224@ = -1730.315 
344@ = 467.8242 
464@ = 178.6093 
105@ = -2357.182 
225@ = -1815.429 
345@ = 431.4012 
465@ = 64.067 
106@ = -2447.403 
226@ = -1718.435 
346@ = 430.9626 
466@ = 148.4592 
107@ = -2446.652 
227@ = -1810.658 
347@ = 409.0582 
467@ = 93.195 
108@ = -2527.586 
228@ = -1711.376 
348@ = 401.175 
468@ = 16.0889 
109@ = -2552.845 
229@ = -1668.842 
349@ = 398.455 
469@ = 155.2717 
110@ = -2534.517 
230@ = -1802.53 
350@ = 374.7244 
470@ = 127.1514 
111@ = -2595.25 
231@ = -1631.995 
351@ = 342.7061 
471@ = 176.454 
112@ = -2526.43 
232@ = -1888.459 
352@ = 292.5149 
472@ = 77.3269 
113@ = -2652.859 
233@ = -1739.147 
353@ = 255.1567 
473@ = 189.6474 
114@ = -2491.229 
234@ = -2034.597 
354@ = 150.1413 
474@ = 225.1505 
115@ = -2428.644 
235@ = -2088.887 
355@ = 121.97 
475@ = 243.2365 
116@ = -2322.059 
236@ = -2097.64 
356@ = 114.0331 
476@ = 292.4177 
117@ = -2218.131 
237@ = -2047.089 
357@ = 118.8139 
477@ = 315.497 
118@ = -2168.42 
238@ = -1991.872 
358@ = 117.8448 
478@ = 314.2462 
119@ = -2102.545 
239@ = -1895.227 
359@ = 108.4655 
479@ = 174.3973 
120@ = -2162.365 
240@ = -2039.522 
360@ = 91.2074 
480@ = 135.1339 
121@ = -2373.667 
241@ = -2195.089 
361@ = 32.3837 
481@ = 112.827 
700@ = 19 
92@ = 6 
04AF: 701@ = 23 // @ = any 
04AF: 702@ = 52 // @ = any 
04AF: 703@ = 51 // @ = any 
04AF: 704@ = 52 // @ = any 
04AF: 705@ = 23 // @ = any 
04AF: 706@ = 51 // @ = any 
04AF: 707@ = 510 // @ = any 
04AF: 708@ = 510 // @ = any 
04AF: 709@ = 510 // @ = any 
04AF: 710@ = 510 // @ = any 
04AF: 711@ = 510 // @ = any 
04AF: 712@ = 510 // @ = any 
652@ = 38.0 
653@ = 27.0 
654@ = 23.0 
jump @MTBIKER_4244 

:MTBIKER_1570
if 
  $1799 == 2 
else_jump @MTBIKER_1604 
00BA: show_text_styled GXT 'MTROUT2' time 3000 style 5  // Birdseye Winder

:MTBIKER_1604
103@ = -2304.344 
223@ = -1667.125 
343@ = 483.586 
463@ = 208.0 
104@ = -2279.857 
224@ = -1732.752 
344@ = 466.799 
464@ = 163.4517 
105@ = -2355.609 
225@ = -1815.324 
345@ = 431.5401 
465@ = 90.1409 
106@ = -2458.843 
226@ = -1733.434 
346@ = 426.432 
466@ = 187.8666 
107@ = -2460.904 
227@ = -1807.384 
347@ = 406.6599 
467@ = 60.8579 
108@ = -2521.292 
228@ = -1707.753 
348@ = 401.2728 
468@ = 2.4494 
109@ = -2467.126 
229@ = -1467.868 
349@ = 388.9202 
469@ = 270.5872 
110@ = -2324.367 
230@ = -1455.149 
350@ = 380.9767 
470@ = 233.5233 
111@ = -2251.922 
231@ = -1492.653 
351@ = 377.8563 
471@ = 196.094 
112@ = -2191.949 
232@ = -1713.993 
352@ = 375.5497 
472@ = 322.9377 
113@ = -2206.778 
233@ = -1528.34 
353@ = 359.6156 
473@ = 20.0752 
114@ = -2280.683 
234@ = -1426.188 
354@ = 355.6379 
474@ = 58.5606 
115@ = -2419.222 
235@ = -1392.925 
355@ = 358.1968 
475@ = 98.4498 
116@ = -2569.767 
236@ = -1460.698 
356@ = 357.2175 
476@ = 325.2711 
117@ = -2440.889 
237@ = -1368.257 
357@ = 337.413 
477@ = 304.5745 
118@ = -2357.07 
238@ = -1286.362 
358@ = 306.1062 
478@ = 103.378 
119@ = -2508.153 
239@ = -1273.621 
359@ = 271.7476 
479@ = 103.6739 
120@ = -2595.492 
240@ = -1360.244 
360@ = 264.5467 
480@ = 100.454 
121@ = -2671.155 
241@ = -1378.19 
361@ = 252.3816 
481@ = 352.7671 
122@ = -2608.5 
242@ = -1285.22 
362@ = 219.88 
482@ = 335.6836 
123@ = -2537.294 
243@ = -1121.297 
363@ = 175.3035 
483@ = 140.5565 
124@ = -2634.553 
244@ = -1169.384 
364@ = 166.8249 
484@ = 128.43 
125@ = -2747.937 
245@ = -1377.943 
365@ = 143.0419 
485@ = 168.2364 
126@ = -2773.78 
246@ = -1670.301 
366@ = 140.4944 
486@ = 169.7697 
127@ = -2733.364 
247@ = -1876.022 
367@ = 138.8912 
487@ = 269.3722 
128@ = -2620.579 
248@ = -2066.746 
368@ = 129.5185 
488@ = 201.5526 
129@ = -2438.379 
249@ = -2086.928 
369@ = 123.3899 
489@ = 257.1008 
130@ = -2335.784 
250@ = -2102.442 
370@ = 112.9194 
490@ = 283.7088 
131@ = -2101.005 
251@ = -1893.245 
371@ = 108.8372 
491@ = 174.9563 
132@ = -2156.216 
252@ = -2031.774 
372@ = 91.9901 
492@ = 145.72 
133@ = -2236.111 
253@ = -2118.767 
373@ = 66.3876 
493@ = 131.2891 
134@ = -2374.958 
254@ = -2195.454 
374@ = 32.3626 
494@ = 113.8008 
700@ = 32 
92@ = 6 
04AF: 701@ = 23 // @ = any 
04AF: 702@ = 52 // @ = any 
04AF: 703@ = 51 // @ = any 
04AF: 704@ = 52 // @ = any 
04AF: 705@ = 23 // @ = any 
04AF: 706@ = 51 // @ = any 
04AF: 707@ = 510 // @ = any 
04AF: 708@ = 510 // @ = any 
04AF: 709@ = 510 // @ = any 
04AF: 710@ = 510 // @ = any 
04AF: 711@ = 510 // @ = any 
04AF: 712@ = 510 // @ = any 
652@ = 35.0 
653@ = 30.0 
654@ = 28.0 
jump @MTBIKER_4244 

:MTBIKER_3025
if 
  $1799 == 3 
else_jump @MTBIKER_3059 
00BA: show_text_styled GXT 'MTROUT3' time 3000 style 5  // Cobra Run

:MTBIKER_3059
103@ = -2432.876 
223@ = -1939.654 
343@ = 303.7731 
463@ = 273.0 
104@ = -2339.998 
224@ = -1941.224 
344@ = 295.8086 
464@ = 269.6869 
105@ = -2286.782 
225@ = -1940.24 
345@ = 268.8093 
465@ = 245.1214 
106@ = -2234.891 
226@ = -1925.067 
346@ = 242.4752 
466@ = 300.1313 
107@ = -2205.429 
227@ = -1914.029 
347@ = 239.2782 
467@ = 269.1174 
108@ = -2204.861 
228@ = -1914.031 
348@ = 239.1954 
468@ = 269.4709 
109@ = -2173.895 
229@ = -1903.88 
349@ = 233.6897 
469@ = 314.003 
110@ = -2169.728 
230@ = -1885.136 
350@ = 231.1551 
470@ = 8.2283 
111@ = -2173.511 
231@ = -1861.948 
351@ = 222.7416 
471@ = 13.9626 
112@ = -2173.641 
232@ = -1843.246 
352@ = 217.9074 
472@ = 13.6434 
113@ = -2148.431 
233@ = -1792.73 
353@ = 210.1444 
473@ = 294.9009 
114@ = -2129.241 
234@ = -1775.973 
354@ = 207.5088 
474@ = 313.3039 
115@ = -2109.724 
235@ = -1755.573 
355@ = 195.2899 
475@ = 332.9617 
116@ = -2101.756 
236@ = -1744.009 
356@ = 195.9091 
476@ = 324.6714 
117@ = -2072.08 
237@ = -1644.9 
357@ = 174.3308 
477@ = 357.332 
118@ = -2050.7 
238@ = -1571.491 
358@ = 137.474 
478@ = 272.8463 
119@ = -2041.665 
239@ = -1509.007 
359@ = 124.2398 
479@ = 16.1558 
120@ = -2033.56 
240@ = -1438.604 
360@ = 93.2658 
480@ = 210.8019 
121@ = -1991.328 
241@ = -1596.526 
361@ = 86.5936 
481@ = 182.1263 
122@ = -2027.707 
242@ = -1789.331 
362@ = 96.554 
482@ = 160.6694 
123@ = -2099.854 
243@ = -1890.88 
363@ = 109.2095 
483@ = 175.6702 
124@ = -2118.301 
244@ = -1948.25 
364@ = 99.0724 
484@ = 162.0987 
125@ = -2233.649 
245@ = -2117.046 
365@ = 67.2467 
485@ = 134.1193 
126@ = -2373.892 
246@ = -2194.998 
366@ = 32.3799 
486@ = 115.9183 
700@ = 24 
92@ = 3 
04AF: 701@ = 51 // @ = any 
04AF: 702@ = 52 // @ = any 
04AF: 703@ = 23 // @ = any 
04AF: 707@ = 510 // @ = any 
04AF: 708@ = 510 // @ = any 
04AF: 709@ = 510 // @ = any 
652@ = 40.0 
653@ = 30.0 
654@ = 25.0 
07C0: load_path 829 
07C0: load_path 830 
07C0: load_path 831 
07C0: load_path 832 
07C0: load_path 833 
07C0: load_path 834 

:MTBIKER_4138
if or
87C1:   not path 829 available 
87C1:   not path 830 available 
87C1:   not path 831 available 
87C1:   not path 832 available 
87C1:   not path 833 available 
87C1:   not path 834 available 
else_jump @MTBIKER_4190 
wait 0 
jump @MTBIKER_4138 

:MTBIKER_4190
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 
06D6: disable_racing_checkpoint 780@ 
jump @MTBIKER_4244 

:MTBIKER_4244
0087: 655@ = 654@ // (float) 

:MTBIKER_4252
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @MTBIKER_4279 
wait 0 
jump @MTBIKER_4252 

:MTBIKER_4279
0395: clear_area 0 at 103@ 223@ 343@ radius 0.5 
Camera.SetAtPos(103@, 223@, 343@)
0085: 713@ = 700@ // (int) 
713@ -= 1 
643@ = 0 
644@ = 0 
645@ = 0 
646@ = 0 
0085: 744@ = 92@ // (int) 

:MTBIKER_4359
if 
001D:   744@ > 644@ // (int) 
else_jump @MTBIKER_4403 
745@(644@,10i) = 0 
644@ += 1 
jump @MTBIKER_4359 

:MTBIKER_4403
018A: 755@ = create_checkpoint_at 103@ 223@ 343@ 
756@ = 0 

:MTBIKER_4424
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
758@ = 0 
644@ = 0 
if 
  756@ == 0 
else_jump @MTBIKER_4651 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MTBIKER_4651 
Actor.PutAt($PLAYER_ACTOR, 103@, 223@, 343@)
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 104@ 224@ radius 100.0 100.0 
else_jump @MTBIKER_4651 
643@ = 0 
0088: $TEMPVAR_FLOAT_1 = 103@ // (float) 
$TEMPVAR_FLOAT_1 += 7.0 
0088: $TEMPVAR_FLOAT_2 = 223@ // (float) 
$TEMPVAR_FLOAT_2 += 7.0 
0088: $TEMPVAR_FLOAT_3 = 343@ // (float) 
$TEMPVAR_FLOAT_3 += 4.0 
0087: 659@ = 103@ // (float) 
659@ -= 7.0 
0087: 660@ = 223@ // (float) 
660@ -= 7.0 
0087: 661@ = 343@ // (float) 
661@ -= 4.0 
756@ += 1 

:MTBIKER_4651
if 
  756@ == 1 
else_jump @MTBIKER_4771 
0085: 647@ = 744@ // (int) 
647@ -= 1 
if and
   Model.Available(701@(643@,6i))
   Model.Available(707@(643@,6i))
else_jump @MTBIKER_4727 
643@ += 1 
jump @MTBIKER_4745 

:MTBIKER_4727
Model.Load(701@(643@,6i))
Model.Load(707@(643@,6i))

:MTBIKER_4745
if 
003B:   643@ == 647@ // (int) 
else_jump @MTBIKER_4771 
756@ += 1 

:MTBIKER_4771
if 
  756@ == 2 
else_jump @MTBIKER_6410 
774@ = Car.Create(707@, 103@, 223@, 343@)
039F: set_car 774@ race_to 104@ 224@ 
0085: 647@ = 744@ // (int) 
647@ -= 1 
644@ = 0 

:MTBIKER_4839
if 
001D:   744@ > 644@ // (int) 
else_jump @MTBIKER_6170 
0085: 645@ = 644@ // (int) 
645@ /= 2 
645@ *= 2 
if 
003B:   645@ == 644@ // (int) 
else_jump @MTBIKER_4957 
$TEMPVAR_FLOAT_1 = 2.0 
0085: 646@ = 644@ // (int) 
646@ *= 4 
0093: 662@ = integer 646@ to_float 
662@ *= -3.0 
0088: $TEMPVAR_FLOAT_2 = 662@ // (float) 
jump @MTBIKER_5015 

:MTBIKER_4957
$TEMPVAR_FLOAT_1 = -2.0 
0085: 646@ = 644@ // (int) 
646@ -= 1 
646@ *= 4 
0093: 662@ = integer 646@ to_float 
662@ *= -1.2 
0088: $TEMPVAR_FLOAT_2 = 662@ // (float) 

:MTBIKER_5015
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
663@ = Car.Angle(774@)
0088: $TEMPVAR_FLOAT_3 = 343@ // (float) 
0089: 714@(644@,6f) = $TEMPVAR_FLOAT_1 // (float) 
0089: 720@(644@,6f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 726@(644@,6f) = $TEMPVAR_FLOAT_3 // (float) 
if 
001D:   647@ > 644@ // (int) 
else_jump @MTBIKER_5409 
732@(644@,6i) = Car.Create(707@(644@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
072F: enable_car 732@(644@,6i) stuck_check_distance 0.5 time 5000 and_restore_if stuck 1 flipped 0 unknown 1 to_path 1 // extended 03CC 
0423: set_car 732@(644@,6i) improved_handling_to 1.5 // (float) 
Model.Destroy(707@(644@,6i))
Car.Angle(732@(644@,6i)) = 663@
Car.SetImmunities(732@(644@,6i), 0, 1, 0, 0, 0)
039C: unknown_car 732@(644@,6i) flag 1 
03AB: unknown_car 732@(644@,6i) flag 1 
03ED: unknown_car 732@(644@,6i) flag 1 
04E0: car 732@(644@,6i) abandon_path_radius 5 
053F: set_car 732@(644@,6i) tires_vulnerability 0 
0129: 738@(644@,6i) = create_actor_pedtype 4 model 701@(644@,6i) in_car 732@(644@,6i) driverseat 
054E: clear_actor 738@(644@,6i) damage 
Model.Destroy(701@(644@,6i))
054A: set_actor 738@(644@,6i) immune_to_car_headshots 0 
060B: set_actor 738@(644@,6i) decision_maker_to 669@ 
0A21: unknown_car 732@(644@,6i) flag 1 
Car.SetToNormalDriver(732@(644@,6i))
00AE: set_car 732@(644@,6i) traffic_behaviour_to 2 
Car.SetMaxSpeed(732@(644@,6i), 655@)
Car.ImmuneToNonPlayer(732@(644@,6i)) = True
jump @MTBIKER_6156 

:MTBIKER_5409
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -4.0435 6.5755 -0.8 
0376: 770@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 770@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -5.6392 2.9435 -0.8 
0376: 759@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 759@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -6.0071 -2.0778 -0.8 
0376: 760@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 760@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -7.6039 -5.0807 -0.8 
0376: 761@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 761@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -7.0724 -6.4057 -0.8 
0376: 762@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 762@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -5.9988 -13.553 -0.8 
0376: 763@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 763@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 6.073 -15.2059 -0.8 
0376: 764@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 764@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 7.2639 -12.9933 -0.8 
0376: 765@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 765@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 5.8429 -7.7069 -0.8 
0376: 766@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 766@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 8.4135 -3.7971 -0.8 
0376: 767@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 767@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 6.2507 0.3634 -0.8 
0376: 768@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 768@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 8.6397 2.419 -0.8 
0376: 769@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 769@ turn_to_and_look_at 103@ 223@ 343@ 
Car.Destroy(774@)
Marker.Disable(755@)
018A: 755@ = create_checkpoint_at 714@(647@,6f) 720@(647@,6f) 726@(647@,6f) 
01EB: set_traffic_density_multiplier_to 0.5 
008B: 738@(644@,6i) = $PLAYER_ACTOR // (int) 
0085: 757@ = 644@ // (int) 

:MTBIKER_6156
644@ += 1 
jump @MTBIKER_4839 

:MTBIKER_6170
756@ += 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MTBIKER_6266 
732@(757@,6i) = Actor.Car($PLAYER_ACTOR)
Car.Health(732@(757@,6i)) = 500
054F: clear_car 732@(757@,6i) damage 
Actor.PutAt($PLAYER_ACTOR, 714@(757@,6f), 720@(757@,6f), 726@(757@,6f))
Car.Angle(732@(757@,6i)) = 463@
Camera.SetBehindPlayer

:MTBIKER_6266
02A3: enable_widescreen 1 
wait 500 
fade 1 1000 
00BE: text_clear_all 

:MTBIKER_6284
if 
fading 
else_jump @MTBIKER_6308 
wait 0 
jump @MTBIKER_6284 

:MTBIKER_6308
if 
  $1799 == 1 
else_jump @MTBIKER_6342 
00BC: show_text_highpriority GXT 'MTROUT1' time 3000 flag 6  // Scotch Bonnet Yellow Route

:MTBIKER_6342
if 
  $1799 == 2 
else_jump @MTBIKER_6376 
00BC: show_text_highpriority GXT 'MTROUT2' time 3000 flag 6  // Birdseye Winder

:MTBIKER_6376
if 
  $1799 == 3 
else_jump @MTBIKER_6410 
00BC: show_text_highpriority GXT 'MTROUT3' time 3000 flag 6  // Cobra Run

:MTBIKER_6410
if 
  756@ == 3 
else_jump @MTBIKER_6736 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MTBIKER_6736 
0085: 647@ = 744@ // (int) 
647@ -= 1 
644@ = 0 

:MTBIKER_6466
if 
001D:   647@ > 644@ // (int) 
else_jump @MTBIKER_6657 
if or
   Car.Wrecked(732@(644@,6i))
   Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_6537 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~Du bist von dem Rennen ausgeschlossen worden.
jump @MTBIKER_14393 

:MTBIKER_6537
if 
   not Car.Wrecked(732@(644@,6i))
else_jump @MTBIKER_6643 
if 
   not Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_6643 
if or
8185:   not car 732@(644@,6i) health >= 999 
   not Actor.InCar(738@(644@,6i), 732@(644@,6i))
else_jump @MTBIKER_6643 
00BA: show_text_styled GXT 'RACES_3' time 1200 style 4 
09B9: show_entered_car_name 0 
756@ = 7 

:MTBIKER_6643
644@ += 1 
jump @MTBIKER_6466 

:MTBIKER_6657
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $CURRENT_TIME_IN_MS2 // (int) 
771@ += 999 
756@ += 1 

:MTBIKER_6736
if 
  756@ == 4 
else_jump @MTBIKER_6834 
if 
001E:   $CURRENT_TIME_IN_MS2 > 771@ // (int) 
else_jump @MTBIKER_6834 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $CURRENT_TIME_IN_MS2 // (int) 
771@ += 999 
756@ += 1 

:MTBIKER_6834
if 
  756@ == 5 
else_jump @MTBIKER_6932 
if 
001E:   $CURRENT_TIME_IN_MS2 > 771@ // (int) 
else_jump @MTBIKER_6932 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $CURRENT_TIME_IN_MS2 // (int) 
771@ += 999 
756@ += 1 

:MTBIKER_6932
if 
  756@ == 6 
else_jump @MTBIKER_7159 
if 
001E:   $CURRENT_TIME_IN_MS2 > 771@ // (int) 
else_jump @MTBIKER_7159 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MTBIKER_7159 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // LOS!
018C: play_sound 65535 at 0.0 0.0 0.0 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.Restore
02A3: enable_widescreen 0 
09B9: show_entered_car_name 0 
008B: 651@ = $CURRENT_TIME_IN_MS2 // (int) 
0085: 647@ = 744@ // (int) 
647@ -= 1 
644@ = 0 

:MTBIKER_7081
if 
001D:   647@ > 644@ // (int) 
else_jump @MTBIKER_7145 
if 
   not Car.Wrecked(732@(644@,6i))
else_jump @MTBIKER_7131 
Car.ImmuneToNonPlayer(732@(644@,6i)) = False

:MTBIKER_7131
644@ += 1 
jump @MTBIKER_7081 

:MTBIKER_7145
771@ = 0 
756@ += 1 

:MTBIKER_7159
if 
  756@ > 6 
else_jump @MTBIKER_12466 

:MTBIKER_7177
if 
001D:   744@ > 644@ // (int) 
else_jump @MTBIKER_11790 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MTBIKER_11776 
if 
   not Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_9482 
if 
87D6:   not  738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_7348 
if 
051A:   actor 738@(644@,6i) damaged_by_actor $PLAYER_ACTOR 
else_jump @MTBIKER_7348 
if 
   not Car.Wrecked(732@(757@,6i))
else_jump @MTBIKER_7348 
if 
851B:   not actor 738@(644@,6i) damaged_by_car 732@(757@,6i) 
else_jump @MTBIKER_7348 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~Du bist von dem Rennen ausgeschlossen worden.
jump @MTBIKER_14393 

:MTBIKER_7348
if 
  756@ == 8 
else_jump @MTBIKER_9093 
if 
87D6:   not  738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_9093 
if 
003B:   745@(757@,10i) == 745@(644@,10i) // (int) 
else_jump @MTBIKER_7531 
Actor.StorePos(738@(644@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 773@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 714@(644@,6f) 720@(644@,6f) 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 664@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 714@(644@,6f) 720@(644@,6f) 
if 
0025:   664@ > 773@ // (float) 
else_jump @MTBIKER_7524 
758@ += 1 

:MTBIKER_7524
jump @MTBIKER_7565 

:MTBIKER_7531
if 
001D:   745@(644@,10i) > 745@(757@,10i) // (int) 
else_jump @MTBIKER_7565 
758@ += 1 

:MTBIKER_7565
if 
   not Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_7681 
if 
80EC:   not actor 738@(644@,6i) 0 near_point 62@(644@,10f) 72@(644@,10f) radius 3.0 3.0 
else_jump @MTBIKER_7681 
Actor.StorePos(738@(644@,6i), 62@(644@,10f), 72@(644@,10f), $TEMPVAR_FLOAT_3)
008B: 93@(644@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
93@(644@,10i) += 2000 

:MTBIKER_7681
if 
   not Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_8524 
if 
   not Car.Wrecked(732@(644@,6i))
else_jump @MTBIKER_7891 
if 
  670@(644@,10i) == 0 
else_jump @MTBIKER_7781 
if 
   not Actor.InCar(738@(644@,6i), 732@(644@,6i))
else_jump @MTBIKER_7781 
670@(644@,10i) = 1 

:MTBIKER_7781
if 
  670@(644@,10i) == 1 
else_jump @MTBIKER_7891 
if 
   Actor.InCar(738@(644@,6i), 732@(644@,6i))
else_jump @MTBIKER_7891 
0687: clear_actor 738@(644@,6i) task 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
670@(644@,10i) = 0 

:MTBIKER_7891
if 
00EC:   actor 738@(644@,6i) 0 near_point 62@(644@,10f) 72@(644@,10f) radius 3.0 3.0 
else_jump @MTBIKER_8524 
if 
001E:   $CURRENT_TIME_IN_MS2 > 93@(644@,10i) // (int) 
else_jump @MTBIKER_8524 
if 
82CB:   not actor 738@(644@,6i) bounding_sphere_visible 
else_jump @MTBIKER_8524 
if 
   not Car.Wrecked(732@(644@,6i))
else_jump @MTBIKER_8201 
if 
   not Actor.InCar(738@(644@,6i), 732@(644@,6i))
else_jump @MTBIKER_8194 
046C: 665@ = car 732@(644@,6i) driver 
if 
  665@ == -1 
else_jump @MTBIKER_8080 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
jump @MTBIKER_8194 

:MTBIKER_8080
Car.RemoveReferences(732@(644@,6i))
732@(644@,6i) = Car.Create(707@(644@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
039F: set_car 732@(644@,6i) race_to 714@(644@,6f) 720@(644@,6f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_8194
jump @MTBIKER_8315 

:MTBIKER_8201
Car.Destroy(732@(644@,6i))
732@(644@,6i) = Car.Create(707@(644@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
039F: set_car 732@(644@,6i) race_to 714@(644@,6f) 720@(644@,6f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_8315
Actor.StorePos(738@(644@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
02C1: store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 car_path_coords_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
838A:   not any_car_in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB 10.0 10.0 10.0 
else_jump @MTBIKER_8524 
if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 
else_jump @MTBIKER_8524 
Actor.PutAt(738@(644@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
   Actor.Driving(738@(644@,6i))
else_jump @MTBIKER_8524 
03C0: 774@ = actor 738@(644@,6i) car 
Actor.Angle(738@(644@,6i)) = 463@(644@,120f)
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_8524
if 
   Actor.Driving(738@(644@,6i))
else_jump @MTBIKER_8575 
0085: 647@ = 745@(757@,10i) // (int) 
647@ += 5 
03C0: 774@ = actor 738@(644@,6i) car 

:MTBIKER_8575
643@ = 0 
646@ = 0 

:MTBIKER_8589
if 
001D:   744@ > 643@ // (int) 
else_jump @MTBIKER_8671 
0085: 775@ = 745@(643@,10i) // (int) 
775@ -= 3 
if 
001D:   775@ > 745@(644@,10i) // (int) 
else_jump @MTBIKER_8657 
646@ += 1 

:MTBIKER_8657
643@ += 1 
jump @MTBIKER_8589 

:MTBIKER_8671
if 
  646@ > 0 
else_jump @MTBIKER_9093 
if 
   not Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_9093 
if 
8104:   not actor $PLAYER_ACTOR near_actor 738@(644@,6i) radius 30.0 30.0 5.0 sphere 0 
else_jump @MTBIKER_9093 
if 
82CB:   not actor 738@(644@,6i) bounding_sphere_visible 
else_jump @MTBIKER_9093 
if 
838A:   not any_car_in_cube_cornerA 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) cornerB 10.0 10.0 10.0 
else_jump @MTBIKER_9093 
if 
80C2:   not sphere_onscreen 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 4.0 
else_jump @MTBIKER_9093 
Actor.PutAt(738@(644@,6i), 714@(644@,6f), 720@(644@,6f), 726@(644@,6f))
if 
   Actor.Driving(738@(644@,6i))
else_jump @MTBIKER_8983 
03C0: 774@ = actor 738@(644@,6i) car 
Actor.Angle(738@(644@,6i)) = 463@(644@,120f)
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
jump @MTBIKER_9093 

:MTBIKER_8983
732@(644@,6i) = Car.Create(707@(644@,6i), 714@(644@,6f), 720@(644@,6f), 726@(644@,6f))
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
Actor.Angle(738@(644@,6i)) = 463@(644@,120f)
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_9093
if 
  656@ == 0 
else_jump @MTBIKER_9215 
if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_9215 
if 
80FE:   not actor 738@(644@,6i) sphere 0 in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 500.0 500.0 500.0 
else_jump @MTBIKER_9215 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~Du bist von dem Rennen ausgeschlossen worden.
jump @MTBIKER_14393 

:MTBIKER_9215
if 
  $1799 == 3 
else_jump @MTBIKER_9410 
if and
  13 > 745@(644@,10i) 
  745@(644@,10i) > 4 
else_jump @MTBIKER_9338 
if 
0100:   actor 738@(644@,6i) in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 4.0 4.0 1.5 sphere 0 in_car 
else_jump @MTBIKER_9331 
jump @MTBIKER_12473 

:MTBIKER_9331
jump @MTBIKER_9403 

:MTBIKER_9338
if 
0100:   actor 738@(644@,6i) in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 15.0 15.0 5.0 sphere 0 in_car 
else_jump @MTBIKER_9403 
jump @MTBIKER_12473 

:MTBIKER_9403
jump @MTBIKER_9475 

:MTBIKER_9410
if 
0100:   actor 738@(644@,6i) in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 15.0 15.0 5.0 sphere 0 in_car 
else_jump @MTBIKER_9475 
jump @MTBIKER_12473 

:MTBIKER_9475
jump @MTBIKER_9536 

:MTBIKER_9482
if 
87D6:   not  738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_9536 
if 
84AD:   not actor 738@(644@,6i) in_water 
else_jump @MTBIKER_9536 
745@(644@,10i) = 0 

:MTBIKER_9536
if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_11382 
if 
   not Car.Wrecked(732@(757@,6i))
else_jump @MTBIKER_11350 
Actor.StorePos(738@(757@,6i), 583@(644@,10f), 593@(644@,10f), 603@(644@,10f))
Car.StorePos(732@(757@,6i), 613@, 623@, 633@)
0063: 603@(644@,10f) -= 726@(644@,6f) // (float) 
0063: 633@ -= 726@(644@,6f) // (float) 
if or
  -24.5 > 603@(644@,10f) 
  -24.5 > 633@ 
else_jump @MTBIKER_10121 
if 
  657@ == 0 
else_jump @MTBIKER_9731 
657@ = 1 
008B: 668@ = $CURRENT_TIME_IN_MS2 // (int) 
668@ += 1500 

:MTBIKER_9731
if 
  657@ == 1 
else_jump @MTBIKER_10114 
0085: 649@ = 668@ // (int) 
0064: 649@ -= $CURRENT_TIME_IN_MS2 // (int) 
649@ /= 1000 
if 
  1 > 649@ 
else_jump @MTBIKER_9798 
649@ = 0 

:MTBIKER_9798
if 
001E:   $CURRENT_TIME_IN_MS2 > 668@ // (int) 
else_jump @MTBIKER_10114 
0085: 658@ = 745@(644@,10i) // (int) 
658@ -= 1 
if 
  2 >= $FREEFALL_STAGE 
else_jump @MTBIKER_10091 
if 
  $FREEFALL_STAGE > 0 
else_jump @MTBIKER_9879 
$FREEFALL_STAGE = 6 

:MTBIKER_9879
Player.CanMove($PLAYER_CHAR) = False
Player.CanMove($PLAYER_CHAR) = False
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:MTBIKER_9907
if 
fading 
else_jump @MTBIKER_9931 
wait 0 
jump @MTBIKER_9907 

:MTBIKER_9931
if 
   not Car.Wrecked(732@(757@,6i))
else_jump @MTBIKER_10040 
if 
   not Actor.InCar(738@(644@,6i), 732@(757@,6i))
else_jump @MTBIKER_9994 
036A: put_actor 738@(644@,6i) in_car 732@(757@,6i) 

:MTBIKER_9994
Car.PutAt(732@(757@,6i), 103@(658@,120f), 223@(658@,120f), 343@(658@,120f))
Car.Angle(732@(757@,6i)) = 463@(658@,120f)

:MTBIKER_10040
fade 1 500 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:MTBIKER_10051
if 
fading 
else_jump @MTBIKER_10075 
wait 0 
jump @MTBIKER_10051 

:MTBIKER_10075
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
jump @MTBIKER_10114 

:MTBIKER_10091
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~Du bist von dem Rennen ausgeschlossen worden.
jump @MTBIKER_14393 

:MTBIKER_10114
jump @MTBIKER_10146 

:MTBIKER_10121
if 
  657@ == 1 
else_jump @MTBIKER_10146 
657@ = 0 

:MTBIKER_10146
if 
   not Car.Wrecked(732@(757@,6i))
else_jump @MTBIKER_11343 
if 
   not Actor.InCar($PLAYER_ACTOR, 732@(757@,6i))
else_jump @MTBIKER_11050 
if 
  656@ == 0 
else_jump @MTBIKER_10301 
06D6: disable_racing_checkpoint 780@ 
Marker.Disable(755@)
if 
   not Car.Wrecked(732@(757@,6i))
else_jump @MTBIKER_10256 
755@ = Marker.CreateAboveCar(732@(757@,6i))
07E0: set_marker 755@ type_to 1 

:MTBIKER_10256
0085: 666@ = 644@ // (int) 
720@(644@,6f) += 1000.0 
008B: 667@ = $CURRENT_TIME_IN_MS2 // (int) 
667@ += 25400 
656@ = 1 

:MTBIKER_10301
0085: 649@ = 667@ // (int) 
0064: 649@ -= $CURRENT_TIME_IN_MS2 // (int) 
649@ /= 1000 
if 
  1 > 649@ 
else_jump @MTBIKER_10350 
649@ = 0 

:MTBIKER_10350
if 
001E:   $CURRENT_TIME_IN_MS2 > 667@ // (int) 
else_jump @MTBIKER_10394 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~Du bist disqualifiziert worden, weil du dein Fahrzeug verlassen hast.
jump @MTBIKER_14393 
return 

:MTBIKER_10394
if 
  649@ == 1 
else_jump @MTBIKER_10442 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'RACE_51' number 649@ time 200 flag 1  // ~s~Du hast ~1~ Sekunde, um auf dein ~b~Rad~s~ zu steigen, sonst wirst du disqualifiziert.
jump @MTBIKER_10465 

:MTBIKER_10442
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'RACES50' number 649@ time 200 flag 1  // ~s~Du hast ~1~ Sekunden, um auf dein ~b~Rad~s~ zu steigen, sonst wirst du disqualifiziert.

:MTBIKER_10465
if 
003B:   745@(644@,10i) == 700@ // (int) 
else_jump @MTBIKER_11043 
if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_11043 
if 
001C:   $CURRENT_TIME_IN_MS2 > $1807($1799,5i) // (int) 
else_jump @MTBIKER_10715 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // (int) 
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // (int) 
042E: downdate_integer_stat 12 to $1807($1799,5i) // same as 0582 
776@ /= 1000 
0085: 648@ = 776@ // (int) 
648@ /= 60 
0085: 647@ = 648@ // (int) 
647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
if 
  649@ > 9 
else_jump @MTBIKER_10686 
036D: show_text_2numbers_styled GXT 'LAPMTB2' numbers 648@ 649@ time 5000 style 6  // Neue Bestzeit ~1~:~1~
jump @MTBIKER_10708 

:MTBIKER_10686
036D: show_text_2numbers_styled GXT 'LAPMTB' numbers 648@ 649@ time 5000 style 6  // Neue Bestzeit ~1~:0~1~

:MTBIKER_10708
jump @MTBIKER_10997 

:MTBIKER_10715
008B: 776@ = $1807($1799,5i) // (int) 
0062: 776@ -= 651@ // (int) 
776@ /= 1000 
0085: 648@ = 776@ // (int) 
648@ /= 60 
0085: 647@ = 648@ // (int) 
647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
if 
  649@ > 9 
else_jump @MTBIKER_10836 
036D: show_text_2numbers_styled GXT 'RACES08' numbers 648@ 649@ time 5000 style 6  // Bestzeit: ~1~:~1~
jump @MTBIKER_10858 

:MTBIKER_10836
036D: show_text_2numbers_styled GXT 'RACES22' numbers 648@ 649@ time 5000 style 6  // Bestzeit: ~1~:0~1~

:MTBIKER_10858
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
776@ /= 1000 
0085: 648@ = 776@ // (int) 
648@ /= 60 
0085: 647@ = 648@ // (int) 
647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
if 
  649@ > 9 
else_jump @MTBIKER_10975 
036D: show_text_2numbers_styled GXT 'RACE_52' numbers 648@ 649@ time 5000 style 4 
jump @MTBIKER_10997 

:MTBIKER_10975
036D: show_text_2numbers_styled GXT 'RACE_53' numbers 648@ 649@ time 5000 style 4 

:MTBIKER_10997
758@ += 1 
if 
  758@ == 1 
else_jump @MTBIKER_11036 
jump @MTBIKER_14411 
jump @MTBIKER_11043 

:MTBIKER_11036
jump @MTBIKER_14393 

:MTBIKER_11043
jump @MTBIKER_11343 

:MTBIKER_11050
if 
  656@ == 1 
else_jump @MTBIKER_11343 
03D5: remove_text 'RACES50'  // ~s~Du hast ~1~ Sekunden, um auf dein ~b~Rad~s~ zu steigen, sonst wirst du disqualifiziert.
Marker.Disable(755@)
720@(644@,6f) -= 1000.0 
645@ = 0 
0085: 647@ = 92@ // (int) 
647@ -= 1 
018A: 755@ = create_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) 
Marker.SetColor(755@, 0)
018B: set_marker 755@ radar_mode 2 
Marker.SetIconSize(755@, 3)
if 
003B:   745@(666@,10i) == 713@ // (int) 
else_jump @MTBIKER_11245 
06D5: 780@ = create_racing_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
jump @MTBIKER_11336 

:MTBIKER_11245
0085: 647@ = 745@(666@,10i) // (int) 
647@ += 1 
if 
003B:   745@(666@,10i) == 713@ // (int) 
else_jump @MTBIKER_11294 
647@ = 1 

:MTBIKER_11294
06D5: 780@ = create_racing_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 

:MTBIKER_11336
656@ = 0 

:MTBIKER_11343
jump @MTBIKER_11375 

:MTBIKER_11350
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~Du bist disqualifiziert worden, weil du dein Fahrzeug zerstrt hast.
jump @MTBIKER_14393 
return 

:MTBIKER_11375
jump @MTBIKER_11776 

:MTBIKER_11382
if 
   not Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_11776 
if 
   not Car.Wrecked(732@(644@,6i))
else_jump @MTBIKER_11776 
Actor.StorePos(738@(644@,6i), 583@(644@,10f), 593@(644@,10f), 603@(644@,10f))
0063: 603@(644@,10f) -= 726@(644@,6f) // (float) 
if 
  -15.5 > 603@(644@,10f) 
else_jump @MTBIKER_11776 
if 
80C2:   not sphere_onscreen 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) radius 10.0 
else_jump @MTBIKER_11776 
0085: 658@ = 745@(644@,10i) // (int) 
658@ -= 1 
if 
   Actor.InCar(738@(644@,6i), 732@(644@,6i))
else_jump @MTBIKER_11631 
Car.PutAt(732@(644@,6i), 103@(658@,120f), 223@(658@,120f), 343@(658@,120f))
Car.Angle(732@(644@,6i)) = 463@(644@,120f)
jump @MTBIKER_11776 

:MTBIKER_11631
046C: 665@ = car 732@(644@,6i) driver 
if 
  665@ == -1 
else_jump @MTBIKER_11714 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
Car.PutAt(732@(644@,6i), 103@(658@,120f), 223@(658@,120f), 343@(658@,120f))
jump @MTBIKER_11776 

:MTBIKER_11714
Car.RemoveReferences(732@(644@,6i))
732@(644@,6i) = Car.Create(707@(644@,6i), 103@(658@,120f), 223@(658@,120f), 343@(658@,120f))
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 

:MTBIKER_11776
644@ += 1 
jump @MTBIKER_7177 

:MTBIKER_11790
038E: draw_box_position 40@ 47@ size 54@ 61@ RGBA 0 0 0 255 
038E: draw_box_position 39@ 46@ size 53@ 60@ RGBA 134 155 184 255 
038E: draw_box_position 34@ 41@ size 48@ 55@ RGBA 0 0 0 255 
758@ += 1 
gosub @MTBIKER_14325 
033F: set_text_draw_letter_size 49@ 56@ 
if 
  758@ == 1 
else_jump @MTBIKER_11919 
033E: set_draw_text_position 35@ 42@ GXT 'ST'  // .

:MTBIKER_11919
if 
  758@ == 2 
else_jump @MTBIKER_11954 
033E: set_draw_text_position 35@ 42@ GXT 'ND'  // .

:MTBIKER_11954
if 
  758@ == 3 
else_jump @MTBIKER_11989 
033E: set_draw_text_position 35@ 42@ GXT 'RD'  // .

:MTBIKER_11989
if 
  758@ > 3 
else_jump @MTBIKER_12024 
033E: set_draw_text_position 35@ 42@ GXT 'TH'  // .

:MTBIKER_12024
if 
  2 >= 758@ 
else_jump @MTBIKER_12109 
0087: 655@ = 652@ // (float) 
if 
  $1799 == 1 
else_jump @MTBIKER_12109 
if or
  745@(644@,10i) == 17 
  745@(644@,10i) == 16 
else_jump @MTBIKER_12109 
0087: 655@ = 654@ // (float) 

:MTBIKER_12109
if and
  758@ > 2 
  4 > 758@ 
else_jump @MTBIKER_12201 
0087: 655@ = 653@ // (float) 
if 
  $1799 == 1 
else_jump @MTBIKER_12201 
if or
  745@(644@,10i) == 17 
  745@(644@,10i) == 16 
else_jump @MTBIKER_12201 
0087: 655@ = 654@ // (float) 

:MTBIKER_12201
if 
  758@ == 6 
else_jump @MTBIKER_12227 
0087: 655@ = 654@ // (float) 

:MTBIKER_12227
gosub @MTBIKER_14325 
033F: set_text_draw_letter_size 50@ 57@ 
0342: enable_text_draw_centered 1 
045A: draw_text_1number 36@ 43@ GXT 'NUMBER' number 758@  // ~1~
gosub @MTBIKER_14325 
033F: set_text_draw_letter_size 51@ 58@ 
045A: draw_text_1number 37@ 44@ GXT 'OUT_OF' number 92@  // /~1~
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
776@ /= 1000 
0085: 648@ = 776@ // (int) 
648@ /= 60 
0085: 647@ = 648@ // (int) 
647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
gosub @MTBIKER_14325 
0342: enable_text_draw_centered 1 
033F: set_text_draw_letter_size 52@ 59@ 
if 
  649@ > 9 
else_jump @MTBIKER_12443 
045B: draw_text_2numbers 38@ 45@ GXT 'TIME' numbers 648@ 649@  // ~1~:~1~
jump @MTBIKER_12466 

:MTBIKER_12443
045B: draw_text_2numbers 38@ 45@ GXT 'TIME_0' numbers 648@ 649@  // ~1~:0~1~

:MTBIKER_12466
jump @MTBIKER_4424 

:MTBIKER_12473
if 
  756@ == 7 
else_jump @MTBIKER_12498 
756@ = 8 

:MTBIKER_12498
if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_12546 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(755@)

:MTBIKER_12546
745@(644@,10i) += 1 
if 
003B:   745@(644@,10i) == 700@ // (int) 
else_jump @MTBIKER_13253 
if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_13142 
if 
001C:   $CURRENT_TIME_IN_MS2 > $1807($1799,5i) // (int) 
else_jump @MTBIKER_12807 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // (int) 
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // (int) 
042E: downdate_integer_stat 12 to $1807($1799,5i) // same as 0582 
776@ /= 1000 
0085: 648@ = 776@ // (int) 
648@ /= 60 
0085: 647@ = 648@ // (int) 
647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
if 
  649@ > 9 
else_jump @MTBIKER_12778 
036D: show_text_2numbers_styled GXT 'LAPMTB2' numbers 648@ 649@ time 5000 style 6  // Neue Bestzeit ~1~:~1~
jump @MTBIKER_12800 

:MTBIKER_12778
036D: show_text_2numbers_styled GXT 'LAPMTB' numbers 648@ 649@ time 5000 style 6  // Neue Bestzeit ~1~:0~1~

:MTBIKER_12800
jump @MTBIKER_13089 

:MTBIKER_12807
008B: 776@ = $1807($1799,5i) // (int) 
0062: 776@ -= 651@ // (int) 
776@ /= 1000 
0085: 648@ = 776@ // (int) 
648@ /= 60 
0085: 647@ = 648@ // (int) 
647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
if 
  649@ > 9 
else_jump @MTBIKER_12928 
036D: show_text_2numbers_styled GXT 'RACES08' numbers 648@ 649@ time 5000 style 6  // Bestzeit: ~1~:~1~
jump @MTBIKER_12950 

:MTBIKER_12928
036D: show_text_2numbers_styled GXT 'RACES22' numbers 648@ 649@ time 5000 style 6  // Bestzeit: ~1~:0~1~

:MTBIKER_12950
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
776@ /= 1000 
0085: 648@ = 776@ // (int) 
648@ /= 60 
0085: 647@ = 648@ // (int) 
647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
if 
  649@ > 9 
else_jump @MTBIKER_13067 
036D: show_text_2numbers_styled GXT 'TIME' numbers 648@ 649@ time 5000 style 4  // ~1~:~1~
jump @MTBIKER_13089 

:MTBIKER_13067
036D: show_text_2numbers_styled GXT 'TIME_0' numbers 648@ 649@ time 5000 style 4  // ~1~:0~1~

:MTBIKER_13089
758@ += 1 
if 
  758@ == 1 
else_jump @MTBIKER_13128 
jump @MTBIKER_14411 
jump @MTBIKER_13135 

:MTBIKER_13128
jump @MTBIKER_14393 

:MTBIKER_13135
jump @MTBIKER_13253 

:MTBIKER_13142
06C7: AS_actor 738@(644@,6i) driver_of_car -1 perform_action 6 timelimit 2000000 
0085: 658@ = 745@(644@,10i) // (int) 
658@ -= 1 
if 
80C2:   not sphere_onscreen 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 30.0 
else_jump @MTBIKER_13253 
if 
   not Car.Wrecked(774@)
else_jump @MTBIKER_13253 
039F: set_car 774@ race_to 103@(658@,120f) 223@(658@,120f) 

:MTBIKER_13253
0085: 647@ = 745@(644@,10i) // (int) 
0087: 714@(644@,6f) = 103@(647@,120f) // (float) 
0087: 720@(644@,6f) = 223@(647@,120f) // (float) 
0087: 726@(644@,6f) = 343@(647@,120f) // (float) 
if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_13694 
647@ += 1 
0087: 777@ = 103@(647@,120f) // (float) 
0087: 778@ = 223@(647@,120f) // (float) 
0087: 779@ = 343@(647@,120f) // (float) 
018A: 755@ = create_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 
Marker.SetColor(755@, 0)
018B: set_marker 755@ radar_mode 2 
Marker.SetIconSize(755@, 3)
if 
  756@ == 1 
else_jump @MTBIKER_13486 
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 

:MTBIKER_13486
06D6: disable_racing_checkpoint 780@ 
if 
001D:   713@ > 745@(644@,10i) // (int) 
else_jump @MTBIKER_13563 
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 
jump @MTBIKER_13605 

:MTBIKER_13563
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 1 radius 6.0 

:MTBIKER_13605
if 
  745@(644@,10i) == 3 
else_jump @MTBIKER_13687 
Actor.RemoveReferences(770@)
Actor.RemoveReferences(759@)
Actor.RemoveReferences(760@)
Actor.RemoveReferences(761@)
Actor.RemoveReferences(762@)
Actor.RemoveReferences(763@)
Actor.RemoveReferences(764@)
Actor.RemoveReferences(765@)
Actor.RemoveReferences(766@)
Actor.RemoveReferences(767@)
Actor.RemoveReferences(768@)
Actor.RemoveReferences(769@)

:MTBIKER_13687
jump @MTBIKER_14318 

:MTBIKER_13694
if 
  $1799 == 3 
else_jump @MTBIKER_14080 
if 
   not Car.Wrecked(732@(644@,6i))
else_jump @MTBIKER_14073 
if 
  745@(644@,10i) == 1 
else_jump @MTBIKER_13858 
if 
  644@ == 0 
else_jump @MTBIKER_13806 
0209: $8266 = random_int_in_ranges 832 835 
05EB: assign_car 732@(644@,6i) to_path $8266 
08C6: set_actor 738@(644@,6i) stay_on_bike 1 

:MTBIKER_13806
if 
  644@ == 1 
else_jump @MTBIKER_13858 
0209: $8266 = random_int_in_ranges 829 832 
05EB: assign_car 732@(644@,6i) to_path $8266 
08C6: set_actor 738@(644@,6i) stay_on_bike 1 

:MTBIKER_13858
if 
  745@(644@,10i) == 13 
else_jump @MTBIKER_13980 
060E:   car 732@(644@,6i) assigned_to_path 
05EC: release_car 732@(644@,6i) from_path 
if 
803B:   not  745@(644@,10i) == 700@ // (int) 
else_jump @MTBIKER_13980 
08C6: set_actor 738@(644@,6i) stay_on_bike 0 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
jump @MTBIKER_9536 

:MTBIKER_13980
if 
  745@(644@,10i) > 13 
else_jump @MTBIKER_14073 
if 
803B:   not  745@(644@,10i) == 700@ // (int) 
else_jump @MTBIKER_14073 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
jump @MTBIKER_9536 

:MTBIKER_14073
jump @MTBIKER_14318 

:MTBIKER_14080
if 
803B:   not  745@(644@,10i) == 700@ // (int) 
else_jump @MTBIKER_14151 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
jump @MTBIKER_9536 

:MTBIKER_14151
if 
002D:   745@(644@,10i) >= 700@ // (int) 
else_jump @MTBIKER_14318 
if 
   not Car.Wrecked(732@(644@,6i))
else_jump @MTBIKER_14318 
if 
   not Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_14318 
if 
   Actor.InCar(738@(644@,6i), 732@(644@,6i))
else_jump @MTBIKER_14318 
if 
  690@(644@,10i) == 0 
else_jump @MTBIKER_14318 
0687: clear_actor 738@(644@,6i) task 
690@(644@,10i) = 1 
05D1: AS_actor 738@(644@,6i) drive_car -1 to -2399.863 -2206.549 32.5652 speed 655@ 3 model #CSPLAY 1 

:MTBIKER_14318
jump @MTBIKER_9536 

:MTBIKER_14325
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 color_RGBA 0 0 0 180 
return 

:MTBIKER_14393
00BA: show_text_styled GXT 'RACES_8' time 5000 style 1  // Verlierer!
return 

:MTBIKER_14411
008B: 646@ = $1799 // (int) 
646@ += 1 
646@ *= 10000 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
if 
  $1799 == 1 
else_jump @MTBIKER_14505 
00BA: show_text_styled GXT 'RACES18' time 500 style 1  // Sieger!
Player.Money($PLAYER_CHAR) += 500
00BC: show_text_highpriority GXT 'MTWIN1' time 5000 flag 1  // Du hast gewonnen! Das Birdseye Winder Rennen ist jetzt verfgbar
0394: play_music 1 

:MTBIKER_14505
if 
  $1799 == 2 
else_jump @MTBIKER_14567 
00BC: show_text_highpriority GXT 'MTWIN2' time 5000 flag 1  // Du hast gewonnen! Das Cobra Run Rennen ist jetzt verfgbar
00BA: show_text_styled GXT 'RACES18' time 1000 style 1  // Sieger!
Player.Money($PLAYER_CHAR) += 1000
0394: play_music 1 

:MTBIKER_14567
if 
  $1799 == 3 
else_jump @MTBIKER_14629 
00BA: show_text_styled GXT 'RACES18' time 2000 style 1  // Sieger!
Player.Money($PLAYER_CHAR) += 2000
00BC: show_text_highpriority GXT 'MTWIN3' time 5000 flag 1  // Du hast alle Strecken der 'Diablo Challenge' absolviert
0394: play_music 2 

:MTBIKER_14629
$1799 += 1 
if 
  $1799 > 3 
else_jump @MTBIKER_14692 
if 
  $MISSION_CHILIAD_CHALLENGE_PASSED == 0 
else_jump @MTBIKER_14685 
0595: mission_complete 
030C: progress_made += 1 
$MISSION_CHILIAD_CHALLENGE_PASSED = 1 

:MTBIKER_14685
$1799 = 1 

:MTBIKER_14692
return 

:MTBIKER_14694
$ONMISSION = 0 
if 
   not Car.Wrecked(732@)
else_jump @MTBIKER_14738 
if 
06AA:   NOP_false 732@ 
else_jump @MTBIKER_14738 
05EC: release_car 732@ from_path 

:MTBIKER_14738
if 
   not Car.Wrecked(733@)
else_jump @MTBIKER_14775 
if 
06AA:   NOP_false 733@ 
else_jump @MTBIKER_14775 
05EC: release_car 733@ from_path 

:MTBIKER_14775
0873: release_path 829 
0873: release_path 830 
0873: release_path 831 
0873: release_path 832 
0873: release_path 833 
0873: release_path 834 
Model.Destroy(701@)
Model.Destroy(702@)
Model.Destroy(703@)
Model.Destroy(704@)
Model.Destroy(705@)
Model.Destroy(706@)
Model.Destroy(707@)
Model.Destroy(708@)
Model.Destroy(709@)
Model.Destroy(710@)
Model.Destroy(711@)
Model.Destroy(712@)
Actor.RemoveReferences(770@)
Actor.RemoveReferences(759@)
Actor.RemoveReferences(760@)
Actor.RemoveReferences(761@)
Actor.RemoveReferences(762@)
Actor.RemoveReferences(763@)
Actor.RemoveReferences(764@)
Actor.RemoveReferences(765@)
Actor.RemoveReferences(766@)
Actor.RemoveReferences(767@)
Actor.RemoveReferences(768@)
Actor.RemoveReferences(769@)
09B9: show_entered_car_name 1 
Marker.Disable(755@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
03F0: enable_text_draw 0 
mission_cleanup 
return 

//-------------Mission 133---------------
// Originally: BMX / NRG-500 STUNT Mission

:STUNT
gosub @STUNT_36 
if 
wasted_or_busted 
else_jump @STUNT_27 
gosub @STUNT_1602 

:STUNT_27
gosub @STUNT_2028 
end_thread 

:STUNT_36
$ONMISSION = 1 
if 
  $MISSION_BMX_STUNT_PASSED == 0 
else_jump @STUNT_63 
increment_mission_attempts 

:STUNT_63
thread 'STUNT' 
wait 0 
054C: use_GXT_table 'STUNT' 

:STUNT_89
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @STUNT_116 
wait 0 
jump @STUNT_89 

:STUNT_116
34@ = Actor.Car($PLAYER_ACTOR)
Car.Health(34@) = 3000
gosub @STUNT_2129 
35@ = 1 
56@ = 0 

:STUNT_153
if 
001D:   187@ > 56@ // (int) 
else_jump @STUNT_197 
36@(56@,20i) = 0 
56@ += 1 
jump @STUNT_153 

:STUNT_197
if 
  $ONMISSION == 0 
else_jump @STUNT_229 
018A: 57@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:STUNT_229
58@ = 0 
59@ = 0 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
Camera.SetPosition(188@, 189@, 190@, 0.0, 0.0, 0.0)
Camera.PointAt(191@, 192@, 193@, 2)
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0084: $8267 = $CURRENT_TIME_IN_MS2 // (int) 
$8267 += 5000 
00BC: show_text_highpriority GXT 'STUNT_6' time 5000 flag 1  // ~s~Passiere alle ~r~Checkpoints~s~, ehe die Zeit abgelaufen ist.
80@ = 0 

:STUNT_355
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
  58@ == 0 
else_jump @STUNT_510 
if 
00E1:   player 0 pressed_key 16 
else_jump @STUNT_503 
if 
  80@ == 1 
else_jump @STUNT_496 
Player.CanMove($PLAYER_CHAR) = True
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$8267 = 11000 
03C3: set_timer_to $8267 type 1 GXT 'STUNT_2' // global_variable  // ZEIT
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
58@ = 1 
80@ = 0 

:STUNT_496
jump @STUNT_510 

:STUNT_503
80@ = 1 

:STUNT_510
if 
  58@ == 0 
else_jump @STUNT_619 
if 
001C:   $CURRENT_TIME_IN_MS2 > $8267 // (int) 
else_jump @STUNT_619 
Player.CanMove($PLAYER_CHAR) = True
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$8267 = 11000 
03C3: set_timer_to $8267 type 1 GXT 'STUNT_2' // global_variable  // ZEIT
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
58@ = 1 

:STUNT_619
if 
   not Car.Wrecked(34@)
else_jump @STUNT_1505 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @STUNT_1180 
if 
  35@ == 1 
else_jump @STUNT_856 
03D5: remove_text 'STUNT_1'  // ~s~Du hast ~1~ Sekunden, um zu deinem ~b~Fahrzeug~s~ zurckzukehren.
Marker.Disable(57@)
56@ = 0 

:STUNT_695
if 
001D:   187@ > 56@ // (int) 
else_jump @STUNT_849 
if 
  36@(56@,20i) == 0 
else_jump @STUNT_835 
018A: 82@(56@,20i) = create_checkpoint_at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) 
Marker.SetColor(82@(56@,20i), 0)
06D5: 102@(56@,20i) = create_racing_checkpoint_at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) point_to 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) type 3 radius 0.8 

:STUNT_835
56@ += 1 
jump @STUNT_695 

:STUNT_849
35@ = 0 

:STUNT_856
56@ = 0 

:STUNT_863
if 
001D:   187@ > 56@ // (int) 
else_jump @STUNT_1173 
if 
  36@(56@,20i) == 0 
else_jump @STUNT_1159 
0996: set_racing_checkpoint 102@(56@,20i) Z_angle_to 60@(56@,20f) 
016F: create_particle 2 rotation_factor 0.0 size 1.0 intensity 150 flags 0 0 0 at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) 
60@(56@,20f) += 10.0 
if 
  60@(56@,20f) > 360.0 
else_jump @STUNT_1017 
60@(56@,20f) -= 360.0 

:STUNT_1017
if 
0100:   actor $PLAYER_ACTOR in_sphere 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) radius 2.5 2.5 2.5 sphere 0 in_car 
else_jump @STUNT_1159 
Marker.Disable(82@(56@,20i))
06D6: disable_racing_checkpoint 102@(56@,20i) 
097A: play_audio_at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) event 1058 
$8267 += 10000 
01E5: show_text_1number_highpriority GXT 'STUNT_3' number 10 time 1500 flag 1  // ~s~+~1~ Sekunden
59@ += 1 
36@(56@,20i) += 1 

:STUNT_1159
56@ += 1 
jump @STUNT_863 

:STUNT_1173
jump @STUNT_1498 

:STUNT_1180
if 
  35@ == 0 
else_jump @STUNT_1336 
56@ = 0 

:STUNT_1205
if 
001D:   187@ > 56@ // (int) 
else_jump @STUNT_1256 
Marker.Disable(82@(56@,20i))
06D6: disable_racing_checkpoint 102@(56@,20i) 
56@ += 1 
jump @STUNT_1205 

:STUNT_1256
57@ = Marker.CreateAboveCar(34@)
07E0: set_marker 57@ type_to 1 
if 
  $8267 > 25400 
else_jump @STUNT_1313 
008B: 122@ = $CURRENT_TIME_IN_MS2 // (int) 
122@ += 25400 
jump @STUNT_1329 

:STUNT_1313
008B: 122@ = $CURRENT_TIME_IN_MS2 // (int) 
005C: 122@ += $8267 // (int) 

:STUNT_1329
35@ = 1 

:STUNT_1336
0085: 123@ = 122@ // (int) 
0064: 123@ -= $CURRENT_TIME_IN_MS2 // (int) 
123@ /= 1000 
if 
  1 > 123@ 
else_jump @STUNT_1385 
123@ = 0 

:STUNT_1385
if 
001E:   $CURRENT_TIME_IN_MS2 > 122@ // (int) 
else_jump @STUNT_1427 
00BC: show_text_highpriority GXT 'STUNT_4' time 5000 flag 1  // ~r~Du hast dein Fahrzeug verlassen.
jump @STUNT_1602 

:STUNT_1427
if 
  123@ == 1 
else_jump @STUNT_1475 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'STUNT_8' number 123@ time 200 flag 1  // ~s~Du hast ~1~ Sekunde, um zu deinem ~b~Fahrzeug~s~ zurckzukehren.
jump @STUNT_1498 

:STUNT_1475
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'STUNT_1' number 123@ time 200 flag 1  // ~s~Du hast ~1~ Sekunden, um zu deinem ~b~Fahrzeug~s~ zurckzukehren.

:STUNT_1498
jump @STUNT_1528 

:STUNT_1505
00BC: show_text_highpriority GXT 'STUNT_5' time 5000 flag 1  // ~r~Du hast dein Fahrzeug zerstrt!
jump @STUNT_1602 

:STUNT_1528
if 
003B:   59@ == 187@ // (int) 
else_jump @STUNT_1554 
jump @STUNT_1620 

:STUNT_1554
if 
  $8267 == 0 
else_jump @STUNT_1595 
00BC: show_text_highpriority GXT 'STUNT_7' time 5000 flag 1  // ~r~Die Zeit ist um!
jump @STUNT_1602 

:STUNT_1595
jump @STUNT_355 

:STUNT_1602
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!
return 

:STUNT_1620
Player.Money($PLAYER_CHAR) += 1000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
008B: 124@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 124@ -= 81@ // (int) 
124@ /= 1000 
if 
  $STUNT_MISSION_TYPE == 0 
else_jump @STUNT_1730 
if 
  $MISSION_BMX_STUNT_PASSED == 0 
else_jump @STUNT_1723 
030C: progress_made += 1 
0318: set_latest_mission_passed 'BMX'  // BMX
0394: play_music 2 
$MISSION_BMX_STUNT_PASSED = 1 

:STUNT_1723
042E: downdate_integer_stat 49 to 124@ // same as 0582 

:STUNT_1730
if 
  $STUNT_MISSION_TYPE == 1 
else_jump @STUNT_1800 
if 
  $MISSION_NRG500_STUNT_PASSED == 0 
else_jump @STUNT_1792 
030C: progress_made += 1 
0318: set_latest_mission_passed 'NRG500'  // NRG-500
0394: play_music 2 
$MISSION_NRG500_STUNT_PASSED = 1 

:STUNT_1792
042E: downdate_integer_stat 222 to 124@ // same as 0582 

:STUNT_1800
0085: 125@ = 124@ // (int) 
125@ /= 60 
0085: 126@ = 125@ // (int) 
126@ *= 60 
0085: 123@ = 124@ // (int) 
0062: 123@ -= 126@ // (int) 
if 
001E:   $STUNT_MISSIONS_BESTTIME($STUNT_MISSION_TYPE,2i) > 124@ // (int) 
else_jump @STUNT_1957 
if 
  10 > 123@ 
else_jump @STUNT_1916 
036D: show_text_2numbers_styled GXT 'STUNTN0' numbers 125@ 123@ time 5000 style 1  // MISSION ERFLLT!~n~~w~NEUE BESTZEIT: ~1~:0~1~
jump @STUNT_1938 

:STUNT_1916
036D: show_text_2numbers_styled GXT 'STUNTPN' numbers 125@ 123@ time 5000 style 1  // MISSION ERFLLT!~n~~w~NEUE BESTZEIT: ~1~:~1~

:STUNT_1938
008A: $STUNT_MISSIONS_BESTTIME($STUNT_MISSION_TYPE,2i) = 124@ // (int) 
jump @STUNT_2026 

:STUNT_1957
if 
  10 > 123@ 
else_jump @STUNT_2004 
036D: show_text_2numbers_styled GXT 'STUNTT0' numbers 125@ 123@ time 5000 style 1  // MISSION ERFLLT!~n~~w~ZEIT: ~1~:0~1~
jump @STUNT_2026 

:STUNT_2004
036D: show_text_2numbers_styled GXT 'STUNTPT' numbers 125@ 123@ time 5000 style 1  // MISSION ERFLLT!~n~~w~ZEIT: ~1~:~1~

:STUNT_2026
return 

:STUNT_2028
03D5: remove_text 'STUNT_1'  // ~s~Du hast ~1~ Sekunden, um zu deinem ~b~Fahrzeug~s~ zurckzukehren.
03D5: remove_text 'STUNT_3'  // ~s~+~1~ Sekunden
56@ = 0 

:STUNT_2057
if 
001D:   187@ > 56@ // (int) 
else_jump @STUNT_2108 
Marker.Disable(82@(56@,20i))
06D6: disable_racing_checkpoint 102@(56@,20i) 
56@ += 1 
jump @STUNT_2057 

:STUNT_2108
Marker.Disable(57@)
014F: stop_timer $8267 
$ONMISSION = 0 
mission_cleanup 
return 

:STUNT_2129
0871: init_jump_table $STUNT_MISSION_TYPE total_jumps 2 default_jump 0 @STUNT_3450 jumps 0 @STUNT_2192 1 @STUNT_2836 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 

:STUNT_2192
127@ = 1955.012 
147@ = -1367.72 
167@ = 24.7354 
128@ = 1954.609 
148@ = -1376.964 
168@ = 24.2187 
129@ = 1887.392 
149@ = -1362.954 
169@ = 19.4329 
130@ = 1914.137 
150@ = -1427.099 
170@ = 15.5805 
131@ = 1908.552 
151@ = -1388.389 
171@ = 10.3294 
132@ = 1882.362 
152@ = -1427.686 
172@ = 10.3294 
133@ = 1953.349 
153@ = -1426.586 
173@ = 10.3294 
134@ = 1878.189 
154@ = -1388.81 
174@ = 15.2464 
135@ = 1878.184 
155@ = -1388.839 
175@ = 18.1461 
136@ = 1872.327 
156@ = -1451.051 
176@ = 15.7645 
137@ = 1905.178 
157@ = -1413.675 
177@ = 13.5322 
138@ = 1949.503 
158@ = -1411.546 
178@ = 15.1837 
139@ = 1867.153 
159@ = -1410.007 
179@ = 13.5322 
140@ = 1909.341 
160@ = -1369.846 
180@ = 16.7966 
141@ = 1939.243 
161@ = -1388.132 
181@ = 19.2615 
142@ = 1904.888 
162@ = -1360.622 
182@ = 13.5322 
143@ = 1930.234 
163@ = -1398.62 
183@ = 16.8554 
144@ = 1888.765 
164@ = -1399.326 
184@ = 17.2408 
145@ = 1900.948 
165@ = -1397.83 
185@ = 15.6868 
187@ = 19 
188@ = 1964.753 
189@ = -1368.362 
190@ = 29.6217 
191@ = 1963.934 
192@ = -1368.818 
193@ = 29.2725 
jump @STUNT_3450 

:STUNT_2836
127@ = -1632.058 
147@ = 143.152 
167@ = 3.4111 
128@ = -1632.021 
148@ = 83.0413 
168@ = 7.5331 
129@ = -1689.148 
149@ = 53.3936 
169@ = 11.7703 
130@ = -1606.423 
150@ = 133.4396 
170@ = -10.9911 
131@ = -1680.386 
151@ = 87.0915 
171@ = 8.2325 
132@ = -1666.295 
152@ = 102.0489 
172@ = -1.5025 
133@ = -1654.692 
153@ = 60.7782 
173@ = 7.6501 
134@ = -1684.867 
154@ = 74.6374 
174@ = -7.0328 
135@ = -1583.797 
155@ = 126.1577 
175@ = 4.157 
136@ = -1667.705 
156@ = 49.5191 
176@ = 6.5634 
137@ = -1611.585 
157@ = 106.3131 
177@ = -3.6465 
138@ = -1590.556 
158@ = 148.9676 
178@ = 4.113 
139@ = -1671.959 
159@ = 98.6 
179@ = 8.9263 
140@ = -1693.32 
160@ = 65.1187 
180@ = 8.7997 
141@ = -1660.951 
161@ = 107.6739 
181@ = -2.1545 
142@ = -1654.071 
162@ = 77.2629 
182@ = -10.2893 
143@ = -1645.494 
163@ = 107.2477 
183@ = -10.6617 
144@ = -1673.735 
164@ = 56.9287 
184@ = -10.674 
187@ = 18 
188@ = -1681.464 
189@ = 27.2091 
190@ = 9.6606 
191@ = -1681.252 
192@ = 28.183 
193@ = 9.5773 
jump @STUNT_3450 

:STUNT_3450
return 

//-------------Mission 134---------------
// Originally: Buy Properties Mission

:BUYPRO1
thread 'BUYPRO1' 
$ONMISSION = 1 
wait 0 
34@ = 0 
0169: set_fade_color_RGB 0 0 1 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0871: init_jump_table $PROPERTY_BUYING_NOW total_jumps 32 default_jump 0 @BUYPRO1_4201 jumps 0 @BUYPRO1_306 1 @BUYPRO1_410 2 @BUYPRO1_504 3 @BUYPRO1_688 4 @BUYPRO1_814 5 @BUYPRO1_940 6 @BUYPRO1_1066 
0872: jump_table_jumps 7 @BUYPRO1_1192 8 @BUYPRO1_1318 9 @BUYPRO1_1444 10 @BUYPRO1_1570 11 @BUYPRO1_1696 12 @BUYPRO1_1822 13 @BUYPRO1_1948 14 @BUYPRO1_2074 15 @BUYPRO1_2200 
0872: jump_table_jumps 16 @BUYPRO1_2315 17 @BUYPRO1_2437 18 @BUYPRO1_2559 19 @BUYPRO1_2674 20 @BUYPRO1_2789 21 @BUYPRO1_2904 22 @BUYPRO1_3026 23 @BUYPRO1_3141 24 @BUYPRO1_3256 
0872: jump_table_jumps 25 @BUYPRO1_3371 26 @BUYPRO1_3497 27 @BUYPRO1_3612 28 @BUYPRO1_3734 29 @BUYPRO1_3856 30 @BUYPRO1_3971 31 @BUYPRO1_4086 -1 @BUYPRO1_4201 -1 @BUYPRO1_4201 

:BUYPRO1_306
Camera.SetPosition(-1990.969, 292.2734, 35.1049, 0.0, 0.0, 0.0)
Camera.PointAt(-1990.053, 291.9333, 35.3176, 2)
0623: add $1653 to_integer_stat 15 
create_thread @STEAL 
Marker.Disable($525)
$525 = Marker.CreateIconAndSphere($ICON_CESAR_2, $X_SF_GARAGE_2, $Y_SF_GARAGE_2, $Z_SF_GARAGE_2)
Marker.Disable($MARKER_WANG_CARS)
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_410
Camera.SetPosition(-2255.705, 131.9585, 38.5998, 0.0, 0.0, 0.0)
Camera.PointAt(-2254.716, 132.0048, 38.4589, 2)
0623: add $1654 to_integer_stat 15 
Marker.Disable($527)
07FB: set_interior 'RCPLAY' access 1  // Zeros Modellbau-Shop
$ZERO_RCSHOP_BOUGHT = 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_504
Camera.SetPosition(445.128, 2540.436, 25.6202, 0.0, 0.0, 0.0)
Camera.PointAt(444.1882, 2540.142, 25.4462, 2)
0623: add $1655 to_integer_stat 15 
Marker.Disable($55)
create_thread @PSCH 
Marker.Disable($581)
Marker.Disable($1719)
0570: $1719 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[2] $SAVE_PICKUPS_Y[2] $SAVE_PICKUPS_Z[2] 
018B: set_marker $1719 radar_mode 2 
Marker.Disable($MARKER_PILOT_SCHOOL)
$MARKER_PILOT_SCHOOL = Marker.CreateIconAndSphere($ICON_SCHOOL, $666, $667, $668)
018B: set_marker $MARKER_PILOT_SCHOOL radar_mode 2 
Garage.Activate('CN2GAR2')
Garage.Activate('DHANGAR')
09B4: set_object_property_at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_688
Camera.SetPosition(316.0747, -1786.757, 5.0712, 0.0, 0.0, 0.0)
Camera.PointAt(316.1206, -1785.778, 5.2692, 2)
0623: add $1656 to_integer_stat 15 
Marker.Disable($1624)
0570: $1624 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] $Z_PROPERTY_TO_BUY[3] 
018B: set_marker $1624 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('BEACSV')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_814
Camera.SetPosition(2430.869, 698.3348, 12.9763, 0.0, 0.0, 0.0)
Camera.PointAt(2431.789, 697.9644, 12.843, 2)
0623: add $1657 to_integer_stat 15 
Marker.Disable($1625)
0570: $1625 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4] 
018B: set_marker $1625 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('VESVGRG')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_940
Camera.SetPosition(-362.3164, 1152.664, 21.4821, 0.0, 0.0, 0.0)
Camera.PointAt(-362.6989, 1153.587, 21.5142, 2)
0623: add $1658 to_integer_stat 15 
Marker.Disable($1626)
0570: $1626 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5] 
018B: set_marker $1626 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('CN2GAR1')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1066
Camera.SetPosition(1295.982, 2525.57, 14.1002, 0.0, 0.0, 0.0)
Camera.PointAt(1294.994, 2525.724, 14.0597, 2)
0623: add $1659 to_integer_stat 15 
Marker.Disable($1627)
0570: $1627 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6] 
018B: set_marker $1627 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('BLOB69')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1192
Camera.SetPosition(908.9885, 2006.151, 17.7914, 0.0, 0.0, 0.0)
Camera.PointAt(909.9134, 2006.143, 17.4113, 2)
0623: add $1660 to_integer_stat 15 
Marker.Disable($1628)
0570: $1628 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7] 
018B: set_marker $1628 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('BLOB7')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1318
Camera.SetPosition(2233.14, 152.5748, 33.5239, 0.0, 0.0, 0.0)
Camera.PointAt(2233.16, 153.5324, 33.2366, 2)
0623: add $1661 to_integer_stat 15 
Marker.Disable($1629)
0570: $1629 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8] 
018B: set_marker $1629 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('BURBDOO')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1444
Camera.SetPosition(1385.519, 1901.313, 14.5901, 0.0, 0.0, 0.0)
Camera.PointAt(1386.472, 1901.076, 14.4041, 2)
0623: add $1662 to_integer_stat 15 
Marker.Disable($1630)
0570: $1630 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9] 
018B: set_marker $1630 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('BLOB6')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1570
Camera.SetPosition(1689.118, -2120.165, 18.6369, 0.0, 0.0, 0.0)
Camera.PointAt(1689.188, -2119.187, 18.4393, 2)
0623: add $1663 to_integer_stat 15 
Marker.Disable($1631)
0570: $1631 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] $Z_PROPERTY_TO_BUY[10] 
018B: set_marker $1631 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('CARLAS1')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1696
Camera.SetPosition(-2098.967, 923.2947, 80.2446, 0.0, 0.0, 0.0)
Camera.PointAt(-2098.986, 922.2994, 80.3401, 2)
0623: add $1664 to_integer_stat 15 
Marker.Disable($1632)
0570: $1632 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11] 
018B: set_marker $1632 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('SAV1SFE')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1822
Camera.SetPosition(1325.974, -598.7552, 116.1597, 0.0, 0.0, 0.0)
Camera.PointAt(1326.254, -599.7052, 116.0219, 2)
0623: add $1665 to_integer_stat 15 
Marker.Disable($1633)
0570: $1633 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] $Z_PROPERTY_TO_BUY[12] 
018B: set_marker $1633 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('CESAFE1')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1948
Camera.SetPosition(-2700.657, 791.45, 70.2223, 0.0, 0.0, 0.0)
Camera.PointAt(-2700.661, 792.4032, 69.9203, 2)
0623: add $1666 to_integer_stat 15 
Marker.Disable($1634)
0570: $1634 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13] 
018B: set_marker $1634 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('SAV1SFW')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_2074
Camera.SetPosition(-2476.432, -127.2039, 26.6779, 0.0, 0.0, 0.0)
Camera.PointAt(-2475.458, -127.2469, 26.8974, 2)
0623: add $1667 to_integer_stat 15 
Marker.Disable($1635)
0570: $1635 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14] 
018B: set_marker $1635 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('SVGSFS1')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_2200
Camera.SetPosition(894.7908, -1663.996, 20.202, 0.0, 0.0, 0.0)
Camera.PointAt(894.803, -1663.003, 20.0891, 2)
0623: add $1668 to_integer_stat 15 
Marker.Disable($1636)
0570: $1636 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] $Z_PROPERTY_TO_BUY[15] 
018B: set_marker $1636 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_2315
Camera.SetPosition(2036.76, 1623.074, 13.4128, 0.0, 0.0, 0.0)
Camera.PointAt(2035.8, 1623.087, 13.6921, 2)
0623: add $1669 to_integer_stat 15 
Marker.Disable($1637)
0570: $1637 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16] 
018B: set_marker $1637 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
34@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_2437
Camera.SetPosition(2146.165, 1286.25, 33.6386, 0.0, 0.0, 0.0)
Camera.PointAt(2147.164, 1286.218, 33.5943, 2)
0623: add $1670 to_integer_stat 15 
Marker.Disable($1638)
0570: $1638 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17] 
018B: set_marker $1638 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
34@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_2559
Camera.SetPosition(-2213.188, 744.9976, 50.024, 0.0, 0.0, 0.0)
Camera.PointAt(-2213.273, 744.0281, 50.254, 2)
0623: add $1671 to_integer_stat 15 
Marker.Disable($1639)
0570: $1639 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18] 
018B: set_marker $1639 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_2674
Camera.SetPosition(-1437.184, -1507.732, 103.8198, 0.0, 0.0, 0.0)
Camera.PointAt(-1437.047, -1508.711, 103.9666, 2)
0623: add $1672 to_integer_stat 15 
Marker.Disable($1640)
0570: $1640 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19] 
018B: set_marker $1640 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_2789
Camera.SetPosition(-2000.427, -64.4142, 40.0479, 0.0, 0.0, 0.0)
Camera.PointAt(-2001.257, -63.8685, 40.1625, 2)
0623: add $1673 to_integer_stat 15 
Marker.Disable($1641)
0570: $1641 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20] 
018B: set_marker $1641 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_2904
Camera.SetPosition(-2379.854, 312.8534, 34.2136, 0.0, 0.0, 0.0)
Camera.PointAt(-2380.683, 313.311, 34.5349, 2)
0623: add $1674 to_integer_stat 15 
Marker.Disable($1642)
0570: $1642 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21] 
018B: set_marker $1642 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
34@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3026
Camera.SetPosition(-2079.061, -2298.056, 35.15, 0.0, 0.0, 0.0)
Camera.PointAt(-2078.88, -2299.029, 35.0066, 2)
0623: add $1675 to_integer_stat 15 
Marker.Disable($1643)
0570: $1643 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22] 
018B: set_marker $1643 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_3141
Camera.SetPosition(-1545.093, 2663.056, 61.0133, 0.0, 0.0, 0.0)
Camera.PointAt(-1544.282, 2662.509, 60.8075, 2)
0623: add $1676 to_integer_stat 15 
Marker.Disable($1644)
0570: $1644 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23] 
018B: set_marker $1644 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_3256
Camera.SetPosition(-1035.191, 1568.456, 39.7221, 0.0, 0.0, 0.0)
Camera.PointAt(-1035.971, 1567.886, 39.4659, 2)
0623: add $1677 to_integer_stat 15 
Marker.Disable($1645)
0570: $1645 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24] 
018B: set_marker $1645 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_3371
Camera.SetPosition(789.7151, -529.9901, 20.74, 0.0, 0.0, 0.0)
Camera.PointAt(789.8545, -529.0045, 20.6445, 2)
0623: add $1678 to_integer_stat 15 
Marker.Disable($1646)
0570: $1646 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25] 
018B: set_marker $1646 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('BURBDO2')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_3497
Camera.SetPosition(2114.379, -1299.742, 32.8721, 0.0, 0.0, 0.0)
Camera.PointAt(2114.305, -1298.833, 32.4622, 2)
0623: add $1679 to_integer_stat 15 
Marker.Disable($1647)
0570: $1647 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] $Z_PROPERTY_TO_BUY[26] 
018B: set_marker $1647 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_3612
Camera.SetPosition(2342.496, 2140.662, 11.3215, 0.0, 0.0, 0.0)
Camera.PointAt(2343.243, 2141.272, 11.5827, 2)
0623: add $1680 to_integer_stat 15 
Marker.Disable($1648)
0570: $1648 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27] 
018B: set_marker $1648 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
34@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3734
Camera.SetPosition(2119.739, 1767.835, 26.2058, 0.0, 0.0, 0.0)
Camera.PointAt(2120.53, 1768.447, 26.1978, 2)
0623: add $1681 to_integer_stat 15 
Marker.Disable($1649)
0570: $1649 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28] 
018B: set_marker $1649 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
34@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3856
Camera.SetPosition(2820.361, 2174.83, 19.0746, 0.0, 0.0, 0.0)
Camera.PointAt(2820.384, 2173.834, 18.9889, 2)
0623: add $1682 to_integer_stat 15 
Marker.Disable($1650)
0570: $1650 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29] 
018B: set_marker $1650 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_3971
Camera.SetPosition(2484.971, -2013.007, 17.5718, 0.0, 0.0, 0.0)
Camera.PointAt(2484.96, -2012.031, 17.3533, 2)
0623: add $1683 to_integer_stat 15 
Marker.Disable($1651)
0570: $1651 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] $Z_PROPERTY_TO_BUY[30] 
018B: set_marker $1651 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_4086
Camera.SetPosition(189.8908, -107.1989, 5.7226, 0.0, 0.0, 0.0)
Camera.PointAt(190.8559, -107.2361, 5.4634, 2)
0623: add $1684 to_integer_stat 15 
Marker.Disable($1652)
0570: $1652 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31] 
018B: set_marker $1652 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] radius 5.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_4201
if 
  34@ == 0 
else_jump @BUYPRO1_4242 
00BA: show_text_styled GXT 'BUYPRO' time 5000 style 2  // Immobilie gekauft!
jump @BUYPRO1_4258 

:BUYPRO1_4242
00BA: show_text_styled GXT 'HSUITE' time 5000 style 2  // Hotelsuite erworben!

:BUYPRO1_4258
0394: play_music 2 
wait 5000 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @BUYPRO1_4285 
end_thread 

:BUYPRO1_4285
00BE: text_clear_all 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
end_thread 
return 

//-------------External script 0 (PLAYER_PARACHUTE)---------------

:PLCHUTE
thread 'PLCHUTE' 
Model.Load(#GUN_PARA)

:PLCHUTE_16
if 
   not Model.Available(#GUN_PARA)
else_jump @PLCHUTE_43 
wait 0 
jump @PLCHUTE_16 

:PLCHUTE_43
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @PLCHUTE_59 

:PLCHUTE_59
$1498 = 0 
$FREEFALL_STAGE = 0 
$PARACHUTE_CREATION_STAGE = 0 
if 
  $1498 == 999 
else_jump @PLCHUTE_118 
$PICKUP_PARACHUTE = Pickup.Create(#GUN_PARA, 3, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)

:PLCHUTE_118
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @PLCHUTE_5455 
if 
8800:   not in_two_players_mode 
else_jump @PLCHUTE_5455 
if 
   not $FREEFALL_STAGE == 0 
else_jump @PLCHUTE_176 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 

:PLCHUTE_176
if 
  $PARACHUTE_CREATION_STAGE > 0 
else_jump @PLCHUTE_219 
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 46)
else_jump @PLCHUTE_219 
gosub @PLCHUTE_5521 

:PLCHUTE_219
if 
  $PARACHUTE_CREATION_STAGE == 0 
else_jump @PLCHUTE_274 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 46)
else_jump @PLCHUTE_274 
Model.Load(#PARACHUTE)
$PARACHUTE_CREATION_STAGE = 1 
$1498 = 0 

:PLCHUTE_274
if 
  $PARACHUTE_CREATION_STAGE == 1 
else_jump @PLCHUTE_377 
if 
   Model.Available(#PARACHUTE)
else_jump @PLCHUTE_377 
17@ = Object.Create(#PARACHUTE, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
069B: attach_object 17@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0750: set_object 17@ visibility 0 
$PARACHUTE_CREATION_STAGE = 2 

:PLCHUTE_377
if and
  $PARACHUTE_CREATION_STAGE == 2 
  $FREEFALL_STAGE == 1 
else_jump @PLCHUTE_409 
$PARACHUTE_CREATION_STAGE = 3 

:PLCHUTE_409
if and
  $FREEFALL_STAGE == 0 
  $PARACHUTE_CREATION_STAGE > 0 
else_jump @PLCHUTE_565 
if 
0818:   actor $PLAYER_ACTOR in_air 
else_jump @PLCHUTE_565 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
if 
  -10.0 > $1509 
else_jump @PLCHUTE_565 
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
if 
  7@ > 20.0 
else_jump @PLCHUTE_565 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037 
$FREEFALL_STAGE = 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0@ = 0 
$8268 = 0.0 

:PLCHUTE_565
if 
  $FREEFALL_STAGE == 1 
else_jump @PLCHUTE_2386 
if 
  0@ == 0 
else_jump @PLCHUTE_608 
0@ = 2 

:PLCHUTE_608
if 
  0@ == 2 
else_jump @PLCHUTE_729 
062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
if 
04A4:   27@ == 7 // @ == any 
else_jump @PLCHUTE_729 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
04ED: load_animation "PARACHUTE" 
15@ = 1 
1@ = Actor.Angle($PLAYER_ACTOR)
0@ = 3 

:PLCHUTE_729
if 
  0@ == 3 
else_jump @PLCHUTE_2386 
062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
if 
04A4:   27@ == 7 // @ == any 
else_jump @PLCHUTE_815 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:PLCHUTE_815
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
if and
  100.0 > 7@ 
  7@ > 60.0 
else_jump @PLCHUTE_912 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_912 
if 
  $ONMISSION == 0 
else_jump @PLCHUTE_912 
00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1  // ~s~ffne deinen Fallschirm!

:PLCHUTE_912
0494: get_joystick 0 data_to 10@ 11@ 12@ 12@ 
if 
  $1511 == 1 
else_jump @PLCHUTE_960 
10@ = 0 
11@ = 0 

:PLCHUTE_960
0093: 21@ = integer 10@ to_float 
21@ /= 4.267 
0063: 21@ -= 2@ // (float) 
21@ /= 20.0 
005B: 2@ += 21@ // (float) 
0087: 21@ = 2@ // (float) 
21@ /= 5.0 
0063: 1@ -= 21@ // (float) 
if 
  1@ > 180.0 
else_jump @PLCHUTE_1061 
1@ -= 360.0 

:PLCHUTE_1061
if 
  -180.0 > 1@ 
else_jump @PLCHUTE_1092 
1@ += 360.0 

:PLCHUTE_1092
0093: 22@ = integer 11@ to_float 
22@ /= 4.267 
0063: 22@ -= 3@ // (float) 
22@ /= 20.0 
005B: 3@ += 22@ // (float) 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ $1509 
if 
0024:   $1504 > $1509 // (float) 
else_jump @PLCHUTE_1177 
0086: $1509 = $1504 // (float) 

:PLCHUTE_1177
if 
0024:   $8268 > $1509 // (float) 
else_jump @PLCHUTE_1204 
0086: $8268 = $1509 // (float) 

:PLCHUTE_1204
if 
0024:   $1504 > $8268 // (float) 
else_jump @PLCHUTE_1231 
0086: $8268 = $1504 // (float) 

:PLCHUTE_1231
if and
0024:   $1509 > $8268 // (float) 
   not $1902 == 1 
else_jump @PLCHUTE_1407 
if 
84AD:   not actor $PLAYER_ACTOR in_water 
else_jump @PLCHUTE_1361 
if 
  -20.0 > $8268 
else_jump @PLCHUTE_1308 
$FREEFALL_STAGE = 2 
jump @PLCHUTE_1354 

:PLCHUTE_1308
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
$FREEFALL_STAGE = 7 

:PLCHUTE_1354
jump @PLCHUTE_1407 

:PLCHUTE_1361
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
$FREEFALL_STAGE = 7 

:PLCHUTE_1407
0087: 4@ = 3@ // (float) 
4@ /= 30.0 
006F: 4@ *= $1505 // (float) 
02F6: $1507 = cosine 1@ // (float) 
02F7: $1508 = sine 1@ // (float) 
006D: $1507 *= 4@ // (float) 
006D: $1508 *= 4@ // (float) 
$1508 *= -1.0 
0059: $1508 += $1506 // (float) 
0087: 21@ = 8@ // (float) 
0065: 21@ -= $1507 // (float) 
21@ *= 0.01 
0088: $1507 = 8@ // (float) 
0067: $1507 -= 21@ // (float) 
0087: 21@ = 9@ // (float) 
0065: 21@ -= $1508 // (float) 
21@ *= 0.01 
0088: $1508 = 9@ // (float) 
0067: $1508 -= 21@ // (float) 
0085: 12@ = 10@ // (int) 
0085: 13@ = 11@ // (int) 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
if or
  12@ > 40 
  13@ > 40 
else_jump @PLCHUTE_2109 
if 
001D:   12@ > 13@ // (int) 
else_jump @PLCHUTE_1872 
if 
  10@ >= 0 
else_jump @PLCHUTE_1751 
if 
   not 15@ == 2 
else_jump @PLCHUTE_1751 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_1744 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1744
15@ = 2 

:PLCHUTE_1751
if 
  0 > 10@ 
else_jump @PLCHUTE_1865 
if 
   not 15@ == 3 
else_jump @PLCHUTE_1865 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_1858 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1858
15@ = 3 

:PLCHUTE_1865
jump @PLCHUTE_2102 

:PLCHUTE_1872
if 
  11@ >= 0 
else_jump @PLCHUTE_1984 
if 
   not 15@ == 4 
else_jump @PLCHUTE_1984 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_1977 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1977
15@ = 4 

:PLCHUTE_1984
if 
  0 > 11@ 
else_jump @PLCHUTE_2102 
if 
   not 15@ == 5 
else_jump @PLCHUTE_2102 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_2095 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_2095
15@ = 5 

:PLCHUTE_2102
jump @PLCHUTE_2203 

:PLCHUTE_2109
if 
   not 15@ == 1 
else_jump @PLCHUTE_2203 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_2203 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
15@ = 1 

:PLCHUTE_2203
if or
00E1:   player 0 pressed_key 17 
  $1512 == 1 
else_jump @PLCHUTE_2386 
if 
   not $1902 == 1 
else_jump @PLCHUTE_2386 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_2386 
if and
  $PARACHUTE_CREATION_STAGE == 3 
  $1511 == 0 
else_jump @PLCHUTE_2386 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038 
008A: $8270 = 32@ // (int) 
$8270 += 1100 
$FREEFALL_STAGE = 3 
0@ = 0 

:PLCHUTE_2386
if 
  $FREEFALL_STAGE == 2 
else_jump @PLCHUTE_2504 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_2492 
Actor.Angle($PLAYER_ACTOR) = 1@
0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1189 
jump @PLCHUTE_2497 

:PLCHUTE_2492
05BE: AS_kill_actor $PLAYER_ACTOR 

:PLCHUTE_2497
gosub @PLCHUTE_5521 

:PLCHUTE_2504
if 
  $FREEFALL_STAGE == 3 
else_jump @PLCHUTE_4781 
if 
  $8270 > 0 
else_jump @PLCHUTE_2586 
if 
001F:   32@ > $8270 // (int) 
else_jump @PLCHUTE_2586 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039 
$8270 = 0 

:PLCHUTE_2586
if 
  0@ == 0 
else_jump @PLCHUTE_2689 
0087: 25@ = 3@ // (float) 
25@ /= 500.0 
0087: 26@ = 2@ // (float) 
26@ /= 500.0 
0085: 18@ = 32@ // (int) 
0085: 19@ = 32@ // (int) 
0087: 5@ = 4@ // (float) 
5@ *= -1.0 
0089: 6@ = $1509 // (float) 
0@ = 1 

:PLCHUTE_2689
if 
  0@ == 1 
else_jump @PLCHUTE_2856 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 19@ // (int) 
if 
  500 > 10@ 
else_jump @PLCHUTE_2829 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 18@ // (int) 
0085: 18@ = 32@ // (int) 
0093: 21@ = integer 10@ to_float 
0087: 22@ = 25@ // (float) 
006B: 22@ *= 21@ // (float) 
0087: 23@ = 26@ // (float) 
006B: 23@ *= 21@ // (float) 
0063: 3@ -= 22@ // (float) 
0063: 2@ -= 23@ // (float) 
jump @PLCHUTE_2856 

:PLCHUTE_2829
2@ = 0.0 
3@ = 0.0 
0@ = 2 

:PLCHUTE_2856
if 
  0@ == 2 
else_jump @PLCHUTE_2964 
if 
03CA:   object 17@ exists 
else_jump @PLCHUTE_2964 
0750: set_object 17@ visibility 1 
08D2: object 17@ scale_model 0.0 
0085: 19@ = 32@ // (int) 
wait 0 
075A: set_object 17@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0@ = 3 

:PLCHUTE_2964
if 
  0@ == 3 
else_jump @PLCHUTE_3067 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 19@ // (int) 
if 
  500 > 10@ 
else_jump @PLCHUTE_3050 
0093: 21@ = integer 10@ to_float 
21@ /= 500.0 
08D2: object 17@ scale_model 21@ 
jump @PLCHUTE_3067 

:PLCHUTE_3050
08D2: object 17@ scale_model 1.0 
0@ = 4 

:PLCHUTE_3067
if 
  0@ == 5 
else_jump @PLCHUTE_3136 
20@ = Object.Create(#PARA_COLLISION, 0.0, 0.0, 0.0)
0750: set_object 20@ visibility 0 
Object.ToggleInMovingList(20@) = True
04D9: object 20@ set_scripted_collision_check 1 
0@ = 6 

:PLCHUTE_3136
if 
  0@ == 6 
else_jump @PLCHUTE_4354 
0494: get_joystick 0 data_to 10@ 11@ 12@ 12@ 
if 
  $1511 == 1 
else_jump @PLCHUTE_3202 
10@ = 0 
11@ = 0 

:PLCHUTE_3202
0093: 21@ = integer 10@ to_float 
21@ /= 4.267 
0063: 21@ -= 2@ // (float) 
21@ /= 20.0 
005B: 2@ += 21@ // (float) 
0087: 21@ = 2@ // (float) 
21@ /= 15.0 
0063: 1@ -= 21@ // (float) 
if 
  1@ > 180.0 
else_jump @PLCHUTE_3303 
1@ -= 360.0 

:PLCHUTE_3303
if 
  -180.0 > 1@ 
else_jump @PLCHUTE_3334 
1@ += 360.0 

:PLCHUTE_3334
02F6: $1507 = cosine 1@ // (float) 
02F7: $1508 = sine 1@ // (float) 
0069: $1507 *= $1500 // (float) 
0069: $1508 *= $1500 // (float) 
$1507 *= -1.0 
0085: 12@ = 10@ // (int) 
0085: 13@ = 11@ // (int) 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
if or
  12@ > 40 
  13@ > 40 
else_jump @PLCHUTE_4066 
if 
001D:   12@ > 13@ // (int) 
else_jump @PLCHUTE_3741 
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
21@ /= 20.0 
005F: $1509 += 21@ // (float) 
if 
  10@ >= 0 
else_jump @PLCHUTE_3607 
if 
   not 15@ == 2 
else_jump @PLCHUTE_3607 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 2 

:PLCHUTE_3607
if 
  0 > 10@ 
else_jump @PLCHUTE_3734 
if 
   not 15@ == 3 
else_jump @PLCHUTE_3734 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 3 

:PLCHUTE_3734
jump @PLCHUTE_4059 

:PLCHUTE_3741
if 
  11@ >= 0 
else_jump @PLCHUTE_3900 
0089: 21@ = $1503 // (float) 
0065: 21@ -= $1509 // (float) 
21@ /= 20.0 
005F: $1509 += 21@ // (float) 
if 
   not 15@ == 4 
else_jump @PLCHUTE_3900 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 4 

:PLCHUTE_3900
if 
  0 > 11@ 
else_jump @PLCHUTE_4059 
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
21@ /= 20.0 
005F: $1509 += 21@ // (float) 
if 
   not 15@ == 5 
else_jump @PLCHUTE_4059 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 5 

:PLCHUTE_4059
jump @PLCHUTE_4225 

:PLCHUTE_4066
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
21@ /= 20.0 
005F: $1509 += 21@ // (float) 
if 
   not 15@ == 5 
else_jump @PLCHUTE_4225 
if 
   not 15@ == 1 
else_jump @PLCHUTE_4225 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 1 

:PLCHUTE_4225
Object.StorePos(17@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0815: put_object 20@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
if 
04DA:   has_object 20@ collided 
else_jump @PLCHUTE_4318 
075A: set_object 17@ animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET 
0@ = 7 

:PLCHUTE_4318
if 
00E1:   player 0 pressed_key 15 
else_jump @PLCHUTE_4354 
0792: disembark_instantly_actor $PLAYER_ACTOR 
$FREEFALL_STAGE = 6 
$1498 = 3 

:PLCHUTE_4354
if 
03CA:   object 17@ exists 
else_jump @PLCHUTE_4593 
if 
0837:   object 17@ animation == "PARA_OPEN_O" 
else_jump @PLCHUTE_4593 
0839: get_object 17@ animation "PARA_OPEN_O" progress_to 21@ 
0087: 22@ = 6@ // (float) 
0065: 22@ -= $1501 // (float) 
0087: 23@ = 22@ // (float) 
006B: 23@ *= 21@ // (float) 
0088: $1509 = 6@ // (float) 
0067: $1509 -= 23@ // (float) 
0087: 22@ = 5@ // (float) 
0065: 22@ -= $1500 // (float) 
0087: 23@ = 22@ // (float) 
006B: 23@ *= 21@ // (float) 
0087: 4@ = 5@ // (float) 
0063: 4@ -= 23@ // (float) 
02F6: $1507 = cosine 1@ // (float) 
02F7: $1508 = sine 1@ // (float) 
006D: $1507 *= 4@ // (float) 
006D: $1508 *= 4@ // (float) 
$1507 *= -1.0 
if and
  21@ == 1.0 
  0@ == 4 
else_jump @PLCHUTE_4593 
0@ = 5 

:PLCHUTE_4593
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @PLCHUTE_4781 
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @PLCHUTE_4732 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP_file "PARACHUTE" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 
075A: set_object 17@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
$FREEFALL_STAGE = 5 
0@ = 0 

:PLCHUTE_4732
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 21@ 23@ 
if 
  23@ > -0.1 
else_jump @PLCHUTE_4781 
$FREEFALL_STAGE = 4 
0@ = 0 

:PLCHUTE_4781
if 
  $FREEFALL_STAGE == 4 
else_jump @PLCHUTE_5271 
if 
  0@ == 0 
else_jump @PLCHUTE_5168 
$1498 = 1 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_Z_COORD -= 1.0 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
if 
  -10.0 > $1509 
else_jump @PLCHUTE_4922 
$FREEFALL_STAGE = 2 
0@ = 0 
jump @PLCHUTE_5092 

:PLCHUTE_4922
if 
  -4.0 > $1509 
else_jump @PLCHUTE_5047 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "FALL_FRONT" IFP_file "PED" 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB 
0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP_file "PED" 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 
jump @PLCHUTE_5085 

:PLCHUTE_5047
0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP_file "PED" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 

:PLCHUTE_5085
0@ = 1 

:PLCHUTE_5092
075A: set_object 17@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
0085: 18@ = 32@ // (int) 
18@ += 1000 

:PLCHUTE_5168
if 
  0@ == 1 
else_jump @PLCHUTE_5271 
if 
0837:   object 17@ animation == "PARA_LAND_O" 
else_jump @PLCHUTE_5271 
0839: get_object 17@ animation "PARA_LAND_O" progress_to 21@ 
if 
  21@ == 1.0 
else_jump @PLCHUTE_5271 
$1498 = 2 
gosub @PLCHUTE_5521 

:PLCHUTE_5271
if 
  $FREEFALL_STAGE == 5 
else_jump @PLCHUTE_5328 
$1498 = 1 
if 
  0@ == 0 
else_jump @PLCHUTE_5328 
$1498 = 2 
gosub @PLCHUTE_5521 

:PLCHUTE_5328
if and
  $FREEFALL_STAGE > 0 
  4 > $FREEFALL_STAGE 
else_jump @PLCHUTE_5405 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @PLCHUTE_5405 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
Actor.Angle($PLAYER_ACTOR) = 1@
083E: set_actor $PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air 

:PLCHUTE_5405
if 
  $FREEFALL_STAGE == 6 
else_jump @PLCHUTE_5430 
gosub @PLCHUTE_5521 

:PLCHUTE_5430
if 
  $FREEFALL_STAGE == 7 
else_jump @PLCHUTE_5455 
gosub @PLCHUTE_5462 

:PLCHUTE_5455
jump @PLCHUTE_118 

:PLCHUTE_5462
$FREEFALL_STAGE = 0 
0@ = 0 
Model.Destroy(#PARACHUTE)
04EF: release_animation "PARACHUTE" 
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
return 

:PLCHUTE_5521
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
09A2: destroy_object_with_fade 17@ 
Object.Destroy(20@)
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
$FREEFALL_STAGE = 0 
$PARACHUTE_CREATION_STAGE = 0 
0@ = 0 
Model.Destroy(#PARACHUTE)
04EF: release_animation "PARACHUTE" 
Model.Destroy(#GUN_PARA)
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
end_thread 

//-------------External script 1 (PARACHUTE)---------------

:PARACH
thread 'PARACH' 
$8275 = 0 
0209: 31@ = random_int_in_ranges 0 6 
11@ = 10 
17@ = 0 
12@ = 0 
$8289 = 0 
if 
  12@ == 100 
else_jump @PARACH_122 
0@ = Pickup.Create(#BRIEFCASE, 3, 32.1527, 2239.726, 125.672)
8@ = Actor.Create(CivMale, #WMYPLT, 32.1527, 2239.726, 125.672)

:PARACH_122
if 
   not Actor.Dead(8@)
else_jump @PARACH_146 
0819: 30@ = actor 8@ distance_from_ground 

:PARACH_146
wait 0 
008A: $8290 = 17@ // (int) 
if 
  $8289 == 2 
else_jump @PARACH_202 
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_202 
gosub @PARACH_6417 

:PARACH_202
if 
   not 0@ == -1 
else_jump @PARACH_293 
if 
  11@ == 10 
else_jump @PARACH_293 
if 
   not 0@ == -1 
else_jump @PARACH_286 
if 
   Pickup.Picked_up(0@)
else_jump @PARACH_279 
11@ = 0 

:PARACH_279
jump @PARACH_293 

:PARACH_286
11@ = 0 

:PARACH_293
if 
  0@ == -1 
else_jump @PARACH_336 
if 
  11@ == 10 
else_jump @PARACH_336 
11@ = 0 

:PARACH_336
if 
  11@ == 0 
else_jump @PARACH_384 
04ED: load_animation "PARACHUTE" 
Model.Load(#PARACHUTE)
Model.Load(#PARA_PACK)
11@ = 1 

:PARACH_384
if 
  11@ == 1 
else_jump @PARACH_443 
if and
04EE:   animation "PARACHUTE" loaded 
   Model.Available(#PARACHUTE)
   Model.Available(#PARA_PACK)
else_jump @PARACH_443 
11@ = 2 

:PARACH_443
if 
  11@ == 2 
else_jump @PARACH_654 
if 
   not Actor.Dead(8@)
else_jump @PARACH_491 
Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)

:PARACH_491
9@ = Object.Create(#PARACHUTE, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
10@ = Object.Create(#PARA_PACK, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0750: set_object 9@ visibility 0 
if 
   not Actor.Dead(8@)
else_jump @PARACH_647 
069B: attach_object 9@ to_actor 8@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0453: set_object 10@ XY_rotation 90.0 90.0 angle 90.0 
070A: AS_actor 8@ attach_to_object 10@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 

:PARACH_647
11@ = 3 

:PARACH_654
if 
  11@ == 3 
else_jump @PARACH_6053 
if 
   not Actor.Dead(8@)
else_jump @PARACH_6053 
if 
  31@ == 0 
else_jump @PARACH_756 
0819: 30@ = actor 8@ distance_from_ground 
if 
  5.0 > 30@ 
else_jump @PARACH_749 
31@ = 2 
jump @PARACH_756 

:PARACH_749
31@ = 5 

:PARACH_756
31@ -= 1 
if 
87D6:   not  8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_789 
gosub @PARACH_6503 

:PARACH_789
if 
   Actor.Driving(8@)
else_jump @PARACH_819 
$8302 = 1 
jump @PARACH_826 

:PARACH_819
$8302 = 0 

:PARACH_826
if 
   not Actor.Dead(8@)
else_jump @PARACH_1186 
if or
0818:   actor 8@ in_air 
  $8302 == 0 
else_jump @PARACH_1186 
if and
  17@ == 0 
  14@ == 0 
  30@ > 5.0 
else_jump @PARACH_1186 
if 
  $8302 == 0 
else_jump @PARACH_988 
02F6: $8303 = cosine $8301 // (float) 
0069: $8303 *= $8300 // (float) 
$8303 *= -1.0 
02F7: $8304 = sine $8301 // (float) 
0069: $8304 *= $8300 // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 $8276 
083C: set_actor 8@ velocity_in_direction_XYZ $8303 $8304 $8276 

:PARACH_988
17@ = 1 
$8275 = 1 
0085: 18@ = 32@ // (int) 
27@ = Actor.Angle(8@)
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_1071 
$8297 = 3.0 
$8298 = -2.0 
16@ = 0 
gosub @PARACH_6083 

:PARACH_1071
if 
  7@ == 0 
else_jump @PARACH_1141 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @PARACH_1186 

:PARACH_1141
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:PARACH_1186
if 
  17@ == 1 
else_jump @PARACH_2838 
if 
04AD:   actor 8@ in_water 
else_jump @PARACH_1268 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
17@ = 2 

:PARACH_1268
if 
  3.0 > 30@ 
else_jump @PARACH_1337 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
17@ = 2 

:PARACH_1337
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 $8277 
if 
0027:   1@ > $8277 // (float) 
else_jump @PARACH_1378 
0088: $8277 = 1@ // (float) 

:PARACH_1378
008A: $8282 = 32@ // (int) 
0066: $8282 -= 18@ // (int) 
008F: 28@ = integer $8282 to_float 
28@ /= 2000.0 
if 
  28@ > 1.0 
else_jump @PARACH_1443 
28@ = 1.0 

:PARACH_1443
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_1490 
if 
  1.0 >= 28@ 
else_jump @PARACH_1490 
gosub @PARACH_6307 

:PARACH_1490
if 
  28@ == 1.0 
else_jump @PARACH_2431 
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_2413 
0494: get_joystick 0 data_to $8282 $8283 $8284 $8284 
008D: $8279 = integer $8282 to_float 
$8279 /= 256.0 
005D: 25@ += $8279 // (float) 
0088: $8280 = 25@ // (float) 
$8280 /= 30.0 
if 
  -1.6 > $8280 
else_jump @PARACH_1621 
$8280 = -1.6 

:PARACH_1621
if 
  $8280 > 1.6 
else_jump @PARACH_1652 
$8280 = 1.6 

:PARACH_1652
0065: 27@ -= $8280 // (float) 
if 
  $8279 == 0.0 
else_jump @PARACH_1712 
if 
   not 25@ == 0.0 
else_jump @PARACH_1712 
25@ *= 0.95 

:PARACH_1712
0088: $8278 = 26@ // (float) 
$8278 *= 6.0 
008D: $8281 = integer $8283 to_float 
0061: $8281 -= $8278 // (float) 
$8281 /= 256.0 
005D: 26@ += $8281 // (float) 
if 
  -30.0 > 26@ 
else_jump @PARACH_1795 
26@ = -30.0 

:PARACH_1795
if 
  26@ > 30.0 
else_jump @PARACH_1826 
26@ = 30.0 

:PARACH_1826
if 
  $8281 == 0.0 
else_jump @PARACH_1878 
if 
   not 26@ == 0.0 
else_jump @PARACH_1878 
26@ *= 0.97 

:PARACH_1878
02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 27@ // (float) 
0088: $8279 = 26@ // (float) 
$8279 /= -5.0 
006D: $TEMPVAR_FLOAT_1 *= 2@ // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8279 // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 2@ // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8279 // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
$TEMPVAR_FLOAT_1 *= -1.0 
0059: $TEMPVAR_FLOAT_1 += $8278 // (float) 
$TEMPVAR_FLOAT_1 *= 0.1 
0061: $8278 -= $TEMPVAR_FLOAT_1 // (float) 
$TEMPVAR_FLOAT_2 *= -1.0 
0059: $TEMPVAR_FLOAT_2 += $8279 // (float) 
$TEMPVAR_FLOAT_2 *= 0.1 
0061: $8279 -= $TEMPVAR_FLOAT_2 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8277 
083E: set_actor 8@ rotation 26@ 0.0 27@ while_in_air 
if 
  -100 > $8283 
else_jump @PARACH_2171 
if 
   not 15@ == 4 
else_jump @PARACH_2164 
15@ = 4 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2164
jump @PARACH_2406 

:PARACH_2171
if and
  $8282 == 0 
   not 15@ == 0 
else_jump @PARACH_2248 
15@ = 0 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2248
if and
  0 > $8282 
   not 15@ == -1 
else_jump @PARACH_2327 
15@ = -1 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_L" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2327
if and
  $8282 > 0 
   not 15@ == 1 
else_jump @PARACH_2406 
15@ = 1 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_R" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2406
jump @PARACH_2431 

:PARACH_2413
083C: set_actor 8@ velocity_in_direction_XYZ 0.0 0.0 1@ 

:PARACH_2431
if or
00E1:   player 0 pressed_key 17 
  $8299 == 1 
else_jump @PARACH_2652 
if 
   not $8299 == 2 
else_jump @PARACH_2652 
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_2652 
17@ = 0 
15@ = 0 
14@ = 1 
0750: set_object 9@ visibility 1 
wait 0 
if 
   not Actor.Dead(8@)
else_jump @PARACH_2652 
0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 24@ 
0088: $8288 = 24@ // (float) 
$8288 += 5.0 

:PARACH_2652
if and
  12@ == 1 
87D6:   not  8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_2838 
17@ = 0 
15@ = 0 
14@ = 1 
0750: set_object 9@ visibility 1 
wait 0 
if 
   not Actor.Dead(8@)
else_jump @PARACH_2838 
0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 24@ 
0088: $8288 = 24@ // (float) 
$8288 += 5.0 

:PARACH_2838
if 
  14@ == 1 
else_jump @PARACH_3568 
if 
   not Actor.Dead(8@)
else_jump @PARACH_3540 
if 
   Actor.Animation(8@) == "PARA_OPEN"
else_jump @PARACH_3540 
0613: $8274 = actor 8@ animation "PARA_OPEN" time 
Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$8274 *= 2.0 
$8274 -= 0.5 
if 
  $8274 > 1.0 
else_jump @PARACH_2983 
$8274 = 1.0 

:PARACH_2983
if 
  0.0 > $8274 
else_jump @PARACH_3014 
$8274 = 0.0 

:PARACH_3014
if and
  0.25 >= $8274 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_3120 
$8297 = -2.0 
$8298 = -2.0 
0089: 28@ = $8274 // (float) 
28@ *= 4.0 
if 
  16@ == 1 
else_jump @PARACH_3113 
16@ = 2 
gosub @PARACH_6083 

:PARACH_3113
gosub @PARACH_6307 

:PARACH_3120
if and
  $8274 > 0.25 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_3236 
$8297 = 5.0 
$8298 = -5.0 
0089: 28@ = $8274 // (float) 
28@ -= 0.25 
28@ *= 1.333 
if 
  16@ == 2 
else_jump @PARACH_3229 
16@ = 3 
gosub @PARACH_6083 

:PARACH_3229
gosub @PARACH_6307 

:PARACH_3236
0086: $8276 = $8288 // (float) 
0069: $8276 *= $8274 // (float) 
$8276 *= -1.0 
005F: $8276 += 24@ // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8277 
02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 27@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 5@ // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 5@ // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
0059: $TEMPVAR_FLOAT_1 += $8278 // (float) 
$TEMPVAR_FLOAT_1 *= 0.01 
0061: $8278 -= $TEMPVAR_FLOAT_1 // (float) 
$TEMPVAR_FLOAT_2 *= -1.0 
0059: $TEMPVAR_FLOAT_2 += $8279 // (float) 
$TEMPVAR_FLOAT_2 *= 0.01 
0061: $8279 -= $TEMPVAR_FLOAT_2 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
if 
  $8274 == 1.0 
else_jump @PARACH_3540 
0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 2.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 2.0 lockF 1 loop 1 // IF AND SET 
14@ = 2 
0089: 29@ = $8276 // (float) 
25@ = 0.0 

:PARACH_3540
if 
  3.0 > 30@ 
else_jump @PARACH_3568 
14@ = 3 

:PARACH_3568
if 
  14@ == 2 
else_jump @PARACH_5824 
if and
   not 13@ == 5 
04AD:   actor 8@ in_water 
else_jump @PARACH_3616 
13@ = 4 

:PARACH_3616
if 
  13@ == 0 
else_jump @PARACH_4766 
02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 27@ // (float) 
$8284 = 0 
$8285 = 0 
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_3706 
0494: get_joystick 0 data_to $8282 $8283 $8284 $8285 
jump @PARACH_3728 

:PARACH_3706
008A: $8282 = 22@ // (int) 
$8283 = 0 
$8284 = 0 

:PARACH_3728
if and
   not $8284 == 0 
   not $8285 == 0 
else_jump @PARACH_3753 

:PARACH_3753
if or
  $8283 > 100 
  12@ == 2 
else_jump @PARACH_3811 
006D: $TEMPVAR_FLOAT_1 *= 6@ // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 6@ // (float) 
jump @PARACH_3837 

:PARACH_3811
006D: $TEMPVAR_FLOAT_1 *= 5@ // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 5@ // (float) 

:PARACH_3837
0084: $8285 = $8283 // (int) 
083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air 
if 
  30@ > 3.0 
else_jump @PARACH_4574 
008D: $8281 = integer $8282 to_float 
$8281 /= 128.0 
005D: 25@ += $8281 // (float) 
if 
  25@ > 45.0 
else_jump @PARACH_3939 
25@ = 45.0 

:PARACH_3939
if 
  -45.0 > 25@ 
else_jump @PARACH_3970 
25@ = -45.0 

:PARACH_3970
0088: $8280 = 25@ // (float) 
$8280 /= 15.0 
0065: 27@ -= $8280 // (float) 
if 
  $8281 == 0.0 
else_jump @PARACH_4048 
if 
   not 25@ == 0.0 
else_jump @PARACH_4048 
25@ *= 0.95 

:PARACH_4048
083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air 
if or
  $8283 > 100 
  12@ == 2 
else_jump @PARACH_4211 
0088: $TEMPVAR_FLOAT_3 = 4@ // (float) 
if 
   not 15@ == 4 
else_jump @PARACH_4204 
15@ = 4 
0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4204
jump @PARACH_4574 

:PARACH_4211
0088: $TEMPVAR_FLOAT_3 = 3@ // (float) 
if and
  $8281 == 0.0 
   not 15@ == 0 
else_jump @PARACH_4336 
15@ = 0 
0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4336
if and
  0.0 > $8281 
   not 15@ == -1 
else_jump @PARACH_4455 
15@ = -1 
0812: AS_actor 8@ perform_animation "PARA_STEERL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4455
if and
  $8281 > 0.0 
   not 15@ == 1 
else_jump @PARACH_4574 
15@ = 1 
0812: AS_actor 8@ perform_animation "PARA_STEERR" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4574
083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
$TEMPVAR_FLOAT_1 *= -1.0 
0059: $TEMPVAR_FLOAT_1 += $8278 // (float) 
$TEMPVAR_FLOAT_1 *= 0.1 
0061: $8278 -= $TEMPVAR_FLOAT_1 // (float) 
$TEMPVAR_FLOAT_2 *= -1.0 
0059: $TEMPVAR_FLOAT_2 += $8279 // (float) 
$TEMPVAR_FLOAT_2 *= 0.1 
0061: $8279 -= $TEMPVAR_FLOAT_2 // (float) 
$TEMPVAR_FLOAT_3 *= -1.0 
005F: $TEMPVAR_FLOAT_3 += 29@ // (float) 
$TEMPVAR_FLOAT_3 *= 0.2 
0088: $8276 = 29@ // (float) 
0061: $8276 -= $TEMPVAR_FLOAT_3 // (float) 
0089: 29@ = $8276 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
0069: $8278 *= $8278 // (float) 
0069: $8279 *= $8279 // (float) 
0086: $8280 = $8278 // (float) 
0059: $8280 += $8279 // (float) 
01FB: $8280 = square_root $8280 

:PARACH_4766
if 
  3.0 > 30@ 
else_jump @PARACH_5104 
Actor.Angle(8@) = 27@
25@ = 0.0 
02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 27@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 6@ // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 6@ // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 -2.0 
if 
  13@ == 0 
else_jump @PARACH_5012 
13@ = 1 
0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP_file "PARACHUTE" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 4.0 lockF 1 loop 1 // IF AND SET 
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_5012 
0086: $8297 = $8292 // (float) 
0086: $8298 = $8291 // (float) 
gosub @PARACH_6083 

:PARACH_5012
if and
  13@ == 1 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_5104 
28@ = 3.0 
0063: 28@ -= 30@ // (float) 
28@ *= 0.75 
if 
  28@ > 1.0 
else_jump @PARACH_5097 
28@ = 1.0 

:PARACH_5097
gosub @PARACH_6307 

:PARACH_5104
if and
  1.5 > 30@ 
  13@ == 1 
else_jump @PARACH_5219 
13@ = 2 
0812: AS_actor 8@ perform_animation "PARA_LAND" IFP_file "PARACHUTE" 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 

:PARACH_5219
if 
  13@ == 2 
else_jump @PARACH_5496 
if 
   Actor.Animation(8@) == "PARA_LAND"
else_jump @PARACH_5496 
0613: $8274 = actor 8@ animation "PARA_LAND" time 
if 
  $8274 == 1.0 
else_jump @PARACH_5496 
Object.Destroy(9@)
Object.Destroy(10@)
Actor.StoreDeadActorPos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
   not 0@ == -1 
else_jump @PARACH_5351 
Pickup.Destroy(0@)

:PARACH_5351
05B9: AS_actor 8@ stay_idle 1 ms 
0792: disembark_instantly_actor 8@ 
14@ = 3 
083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air 
Actor.Angle(8@) = 27@
Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_5438 
$8289 = 1 

:PARACH_5438
if 
  $ONMISSION == 1 
else_jump @PARACH_5463 
gosub @PARACH_6417 

:PARACH_5463
0@ = 0 
0@ = Pickup.Create(#BRIEFCASE, 3, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
13@ = 3 

:PARACH_5496
if 
  13@ == 4 
else_jump @PARACH_5623 
0812: AS_actor 8@ perform_animation "PARA_LAND_WATER" IFP_file "PARACHUTE" 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET 
13@ = 5 
$8274 = 0.0 

:PARACH_5623
if 
  13@ == 5 
else_jump @PARACH_5824 
if 
   Actor.Animation(8@) == "PARA_LAND_WATER"
else_jump @PARACH_5699 
0613: $8274 = actor 8@ animation "PARA_LAND_WATER" time 

:PARACH_5699
if 
  $8274 == 1.0 
else_jump @PARACH_5824 
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_5746 
$8289 = 1 

:PARACH_5746
Object.Destroy(9@)
Object.Destroy(10@)
13@ = 3 
05B9: AS_actor 8@ stay_idle 1 ms 
0792: disembark_instantly_actor 8@ 
14@ = 3 
083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air 
Actor.Angle(8@) = 27@
Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)

:PARACH_5824
if and
  14@ == 3 
  13@ == 0 
else_jump @PARACH_5935 
075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
13@ = 1 

:PARACH_5935
if 
  14@ == 3 
else_jump @PARACH_6053 
if 
   Pickup.Picked_up(0@)
else_jump @PARACH_6004 
11@ = 10 
17@ = 0 
14@ = 0 
7@ = 0 
13@ = 0 

:PARACH_6004
if 
80FE:   not actor 8@ sphere 0 in_sphere $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 50.0 50.0 50.0 
else_jump @PARACH_6053 
jump @PARACH_6417 

:PARACH_6053
if 
   Actor.Dead(8@)
else_jump @PARACH_6076 
jump @PARACH_6417 

:PARACH_6076
jump @PARACH_146 

:PARACH_6083
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0086: $8278 = $TEMPVAR_X_COORD // (float) 
0061: $8278 -= $TEMPVAR_FLOAT_1 // (float) 
0086: $8279 = $TEMPVAR_Y_COORD // (float) 
0061: $8279 -= $TEMPVAR_FLOAT_2 // (float) 
0086: $8293 = $TEMPVAR_FLOAT_3 // (float) 
0061: $8293 -= $TEMPVAR_Z_COORD // (float) 
0086: $8276 = $8278 // (float) 
0069: $8276 *= $8278 // (float) 
0086: $8277 = $8279 // (float) 
0069: $8277 *= $8279 // (float) 
0086: $8294 = $8276 // (float) 
0059: $8294 += $8277 // (float) 
$8294 *= -1.0 
01FB: $8294 = square_root $8294 
0086: $8295 = $8297 // (float) 
0061: $8295 -= $8293 // (float) 
$8294 *= -1.0 
0086: $8296 = $8298 // (float) 
0061: $8296 -= $8294 // (float) 
if 
  16@ == 0 
else_jump @PARACH_6305 
16@ = 1 
0086: $8291 = $8294 // (float) 
0086: $8292 = $8293 // (float) 

:PARACH_6305
return 

:PARACH_6307
Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0088: $8278 = 28@ // (float) 
$8278 *= 180.0 
02F7: $8278 = sine $8278 // (float) 
$8278 -= 1.0 
$8278 *= -0.5 
0086: $TEMPVAR_FLOAT_3 = $8295 // (float) 
0069: $TEMPVAR_FLOAT_3 *= $8278 // (float) 
0059: $TEMPVAR_FLOAT_3 += $8293 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8296 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8278 // (float) 
0059: $TEMPVAR_FLOAT_2 += $8294 // (float) 
return 

:PARACH_6417
04EF: release_animation "PARACHUTE" 
Model.Destroy(#PARACHUTE)
Model.Destroy(#PARA_PACK)
if 
   not 0@ == -1 
else_jump @PARACH_6463 
Pickup.Destroy(0@)

:PARACH_6463
Object.Destroy(9@)
Object.Destroy(10@)
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_6499 
$8299 = 0 

:PARACH_6499
end_thread 
return 

:PARACH_6503
Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0086: $TEMPVAR_FLOAT_1 = $8271 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $TEMPVAR_X_COORD // (float) 
0086: $TEMPVAR_FLOAT_2 = $8272 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $TEMPVAR_Y_COORD // (float) 
0086: $TEMPVAR_FLOAT_3 = $TEMPVAR_Z_COORD // (float) 
0061: $TEMPVAR_FLOAT_3 -= $8273 // (float) 
if 
  17@ == 1 
else_jump @PARACH_6683 
0069: $TEMPVAR_FLOAT_1 *= $TEMPVAR_FLOAT_1 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $TEMPVAR_FLOAT_2 // (float) 
0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_2 // (float) 
01FB: $TEMPVAR_FLOAT_1 = square_root $TEMPVAR_FLOAT_1 
0086: $8276 = $TEMPVAR_FLOAT_3 // (float) 
0071: $8276 /= $TEMPVAR_FLOAT_1 // (float) 
0088: $8277 = 3@ // (float) 
0075: $8277 /= 5@ // (float) 
$8277 *= -1.2 
if 
0024:   $8277 > $8276 // (float) 
else_jump @PARACH_6683 
12@ = 1 

:PARACH_6683
if 
  14@ == 2 
else_jump @PARACH_7350 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to 20@ 
19@ = Actor.Angle(8@)
3@ -= 1.0 
4@ -= 1.0 
0087: 21@ = 20@ // (float) 
0063: 21@ -= 19@ // (float) 
if 
001D:   32@ > 23@ // (int) 
else_jump @PARACH_7137 
0085: 23@ = 32@ // (int) 
23@ += 3000 
0208: $8286 = random_float_in_ranges -20.0 0.0 
0208: $8287 = random_float_in_ranges 0.0 20.0 
0069: $TEMPVAR_FLOAT_1 *= $TEMPVAR_FLOAT_1 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $TEMPVAR_FLOAT_2 // (float) 
0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_2 // (float) 
01FB: $TEMPVAR_FLOAT_1 = square_root $TEMPVAR_FLOAT_1 
0086: $8277 = $TEMPVAR_FLOAT_1 // (float) 
0075: $8277 /= 5@ // (float) 
0086: $8276 = $TEMPVAR_FLOAT_3 // (float) 
0071: $8276 /= $8277 // (float) 
0088: $8277 = 3@ // (float) 
005F: $8277 += 4@ // (float) 
$8277 /= 2.0 
0088: $8278 = 3@ // (float) 
0067: $8278 -= 4@ // (float) 
$8278 /= 4.0 
0059: $8278 += $8277 // (float) 
0088: $8279 = 3@ // (float) 
0067: $8279 -= 4@ // (float) 
$8279 /= -4.0 
0059: $8279 += $8277 // (float) 
$8278 *= -1.0 
$8279 *= -1.0 
if and
0024:   $8278 > $8276 // (float) 
0024:   $8276 > $8279 // (float) 
else_jump @PARACH_7085 
0209: $8282 = random_int_in_ranges 0 2 
if 
  $8282 == 0 
else_jump @PARACH_7060 
12@ = 2 

:PARACH_7060
if 
  $8282 == 1 
else_jump @PARACH_7085 
12@ = 0 

:PARACH_7085
if 
0034:   $8276 >= $8278 // (float) 
else_jump @PARACH_7111 
12@ = 0 

:PARACH_7111
if 
0034:   $8279 >= $8276 // (float) 
else_jump @PARACH_7137 
12@ = 2 

:PARACH_7137
if or
0026:   $8286 > 21@ // (float) 
0027:   21@ > $8287 // (float) 
else_jump @PARACH_7323 
if 
  -180.0 > 21@ 
else_jump @PARACH_7195 
21@ += 360.0 

:PARACH_7195
if 
  21@ > 180.0 
else_jump @PARACH_7226 
21@ -= 360.0 

:PARACH_7226
21@ /= 180.0 
if 
  21@ > 1.0 
else_jump @PARACH_7267 
21@ = 1.0 

:PARACH_7267
if 
  -1.0 > 21@ 
else_jump @PARACH_7298 
21@ = -1.0 

:PARACH_7298
21@ *= -128.0 
0092: 22@ = float 21@ to_integer 
jump @PARACH_7330 

:PARACH_7323
22@ = 0 

:PARACH_7330
3@ += 1.0 
4@ += 1.0 

:PARACH_7350
return 
end_thread 

//-------------External script 2 (BCESAR2)---------------

:BCESAR2
thread 'BCESAR2' 
if or
  $WEEKDAY == 1 
  $WEEKDAY == 3 
  $WEEKDAY == 5 
else_jump @BCESAR2_50 
jump @BCESAR2_6142 

:BCESAR2_50
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS >= 10 
else_jump @BCESAR2_75 
jump @BCESAR2_6142 

:BCESAR2_75
gosub @SUB_GET_TIME_FROM_LAST_CALL 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 0 
else_jump @BCESAR2_107 
jump @BCESAR2_6142 

:BCESAR2_107
set_wb_check_to 0 
if 
  $BCESAR2_PASSED_ONCE == 0 
else_jump @BCESAR2_131 
increment_mission_attempts 

:BCESAR2_131
$BCESAR2_SCRIPT_LAUNCHED = 1 
$2204 = 1 
wait 0 
0@ = 0 
1@ = 5 
21@ = 0 
3@ = 0 
4@ = 0 
23@ = 0 
$8386 = 0 
$8387 = 0 
$8389 = 1 
$8388 = 0 
$8390 = 1 
$8391 = 2 
$8312 = 0 
$8322[0] = 0 
$8322[1] = 0 
$8322[2] = 0 
$8322[3] = 0 
$8322[4] = 0 
$8322[5] = 0 
$8305[0] = 0 
$8305[1] = 0 
$8305[2] = 0 
$8305[3] = 0 
$8305[4] = 0 
$8305[5] = 0 
10@ = 0 
11@ = 1 
19@ = 1000 
31@ = 40.0 
0209: $8311 = random_int_in_ranges 0 2 
if 
  $8311 == 0 
else_jump @BCESAR2_390 
9@ = 114 

:BCESAR2_390
if 
  $8311 == 1 
else_jump @BCESAR2_415 
9@ = 96 

:BCESAR2_415
if 
  $8311 == 2 
else_jump @BCESAR2_440 
9@ = 115 

:BCESAR2_440
if 
  $8311 == 0 
else_jump @BCESAR2_489 
0086: $8313 = $X_BCE2_PATRIOT_CHECKPOINTS[0] // (float) 
0086: $8314 = $Y_BCE2_PATRIOT_CHECKPOINTS[0] // (float) 
0086: $8315 = $Z_BCE2_PATRIOT_CHECKPOINTS[0] // (float) 
jump @BCESAR2_562 

:BCESAR2_489
if 
  $8311 == 1 
else_jump @BCESAR2_538 
0086: $8313 = $4532[0] // (float) 
0086: $8314 = $4630[0] // (float) 
0086: $8315 = $4728[0] // (float) 
jump @BCESAR2_562 

:BCESAR2_538
0086: $8313 = $4826[0] // (float) 
0086: $8314 = $4943[0] // (float) 
0086: $8315 = $5060[0] // (float) 

:BCESAR2_562
Model.Load(#FAM3)
Model.Load(#PATRIOT)
Model.Load(#MICRO_UZI)
Model.Load(#CELLPHONE)

:BCESAR2_581
if or
   not Model.Available(#FAM3)
   not Model.Available(#PATRIOT)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#CELLPHONE)
else_jump @BCESAR2_622 
wait 0 
jump @BCESAR2_581 

:BCESAR2_622
0506: set_car_model #PATRIOT next_variation 2 2 // first param is useless 
0674: set_car_model #PATRIOT numberplate "_ASSMAN_" 
26@ = Car.Create(#PATRIOT, $8313, $8314, $8315)
0587: enable_car 26@ validate_position 0 
0129: 25@ = create_actor_pedtype 4 model #FAM3 in_car 26@ driverseat 
0446: set_actor 25@ immune_to_headshots 0 
Actor.SetImmunities(25@, 1, 1, 1, 0, 1)
Car.SetImmunities(26@, 1, 1, 1, 0, 1)
Car.SetMaxSpeed(26@, 40.0)
072F: enable_car 26@ stuck_check_distance 2.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 2 // extended 03CC 
Car.DoorStatus(26@) = 3
05D1: AS_actor 25@ drive_car 26@ to $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) speed 31@ 0 model #NULL 2 
27@ = Marker.CreateAboveCar(26@)
Car.ImmuneToNonPlayer(26@) = True
if 
  $BCESAR2_TIMES_PASSED > 0 
else_jump @BCESAR2_978 
01C8: 28@ = create_actor_pedtype 4 model #FAM3 in_car 26@ passenger_seat 0 
01B2: give_actor 28@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 28@ armed_weapon_to 28 
Actor.WeaponAccuracy(28@) = 90
if 
  $BCESAR2_TIMES_PASSED > 1 
else_jump @BCESAR2_978 
01C8: 29@ = create_actor_pedtype 4 model #FAM3 in_car 26@ passenger_seat 1 
01B2: give_actor 29@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 29@ armed_weapon_to 28 
Actor.WeaponAccuracy(29@) = 90
if 
  $BCESAR2_TIMES_PASSED > 2 
else_jump @BCESAR2_978 
01C8: 30@ = create_actor_pedtype 4 model #FAM3 in_car 26@ passenger_seat 2 
01B2: give_actor 30@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 30@ armed_weapon_to 28 
Actor.WeaponAccuracy(30@) = 90

:BCESAR2_978
if 
  10@ == 0 
else_jump @BCESAR2_1022 
039F: set_car 26@ race_to $X_BCE2_PATRIOT_CHECKPOINTS(11@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(11@,116f) 
jump @BCESAR2_1041 

:BCESAR2_1022
039F: set_car 26@ race_to $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) 

:BCESAR2_1041
$8329[0] = -0.65 
$8335[0] = -2.307 
$8341[0] = 0.26 
$8329[1] = -0.047 
$8335[1] = -2.307 
$8341[1] = 0.26 
$8329[2] = 0.554 
$8335[2] = -2.307 
$8341[2] = 0.26 
$8329[3] = 0.554 
$8335[3] = -1.808 
$8341[3] = 0.26 
$8329[4] = -0.65 
$8335[4] = -1.808 
$8341[4] = 0.26 
$8329[5] = -0.047 
$8335[5] = -1.808 
$8341[5] = 0.26 

:BCESAR2_1221
if 
   not 0@ == 6 
else_jump @BCESAR2_1471 
wait 0 
if 
   not Car.Wrecked(26@)
else_jump @BCESAR2_1464 
if 
  $8322(0@,6i) == 0 
else_jump @BCESAR2_1457 
0208: $8328 = random_float_in_ranges 0.0 19.9 
if and
  20.0 > $8328 
  $8328 > 10.0 
else_jump @BCESAR2_1337 
$8328 += 340.0 

:BCESAR2_1337
$8316(0@,6i) = Object.Create(#CM_BOX, $8329(0@,6f), $8335(0@,6f), $8341(0@,6f))
0681: attach_object $8316(0@,6i) to_car 26@ with_offset $8329(0@,6f) $8335(0@,6f) $8341(0@,6f) rotation 0.0 0.0 0.0 
034D: rotate_object $8316(0@,6i) from_angle $8328 to_angle $8328 flag 1 
Object.CollisionDetection($8316(0@,6i)) = False
Object.ToggleInMovingList($8316(0@,6i)) = False

:BCESAR2_1457
0@ += 1 

:BCESAR2_1464
jump @BCESAR2_1221 

:BCESAR2_1471
01BD: 12@ = current_time_in_ms 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCESAR2_1503 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 

:BCESAR2_1503
05A9: s$8347[1] = 'MCES07A'  // ~z~Yo.
05A9: s$8347[2] = 'MCES07B'  // ~z~Gerade verlsst wieder 'ne Ladung Bares Los Angeles.
05A9: s$8347[3] = 'MCES07C'  // ~z~Okay, ich bin dran!
05A9: s$8347[4] = 'MCES06A'  // ~z~Hey, Cesar, was geht?
05A9: s$8347[5] = 'MCES06B'  // ~z~Ich wei jetzt, wie Smoke seine Crack-Deals abwickelt.
05A9: s$8347[6] = 'MCES06C'  // ~z~Wie's aussieht, wird die Kohle jeden Montag und Freitag von Los Angeles nach San Francisco gekarrt.
05A9: s$8347[7] = 'MCES06D'  // ~z~Und jeden Mittwoch und Samstag bringt ein Kurier das Crack zu Big Smoke.
05A9: s$8347[8] = 'MCES06E'  // ~z~Okay, ich halt die Augen offen.
05A9: s$8347[9] = 'MCES06F'  // ~z~Mal sehen, ob ich ihnen die Tour vermasseln kann.
05A9: s$8347[10] = 'MCES06G'  // ~z~Bis dann, Alter.
05A9: s$8347[11] = 'MCES07D'  // ~z~Den mssen wir sausen lassen, Mann. Hab zu viel Schei um die Ohren.
04AE: $8371[1] = 25280 // $ = any 
04AE: $8371[2] = 25281 // $ = any 
04AE: $8371[3] = 25282 // $ = any 
04AE: $8371[4] = 25273 // $ = any 
04AE: $8371[5] = 25274 // $ = any 
04AE: $8371[6] = 25275 // $ = any 
04AE: $8371[7] = 25276 // $ = any 
04AE: $8371[8] = 25277 // $ = any 
04AE: $8371[9] = 25278 // $ = any 
04AE: $8371[10] = 25279 // $ = any 
04AE: $8371[11] = 25283 // $ = any 
Model.Load(#CELLPHONE)
038B: load_requested_models 
03CF: load_wav 20804 as 3 

:BCESAR2_1759
if or
   not Model.Available(#CELLPHONE)
83D0:   not wav 3 loaded 
else_jump @BCESAR2_1790 
wait 0 
jump @BCESAR2_1759 

:BCESAR2_1790
gosub @SUB_GET_TIME_FROM_LAST_CALL 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 0 
else_jump @BCESAR2_1822 
jump @BCESAR2_6142 

:BCESAR2_1822
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03D1: play_wav 3 
wait 2000 
040D: unload_wav 3 

:BCESAR2_1842
wait 0 
if 
   not $8387 == 0 
else_jump @BCESAR2_2185 
if 
  $8386 == 0 
else_jump @BCESAR2_1910 
if 
03D0:   wav $8391 loaded 
else_jump @BCESAR2_1903 
040D: unload_wav $8391 

:BCESAR2_1903
$8386 = 1 

:BCESAR2_1910
if 
  $8386 == 1 
else_jump @BCESAR2_1947 
03CF: load_wav $8371($8387,12i) as $8390 
$8386 = 2 

:BCESAR2_1947
if 
  $8386 == 2 
else_jump @BCESAR2_2007 
if 
03D0:   wav $8390 loaded 
else_jump @BCESAR2_2007 
03D1: play_wav $8390 
00BC: show_text_highpriority GXT $8347($8387,12s) time 10000 flag 1 
$8386 = 3 

:BCESAR2_2007
if 
  $8386 == 3 
else_jump @BCESAR2_2185 
if 
03D2:   wav $8390 ended 
else_jump @BCESAR2_2124 
03D5: remove_text $8347($8387,12s) 
if 
  $8390 == 1 
else_jump @BCESAR2_2089 
$8390 = 2 
$8391 = 1 
jump @BCESAR2_2103 

:BCESAR2_2089
$8390 = 1 
$8391 = 2 

:BCESAR2_2103
$8387 = 0 
$8386 = 0 
jump @BCESAR2_2185 

:BCESAR2_2124
if 
83D0:   not wav $8391 loaded 
else_jump @BCESAR2_2185 
if 
  10 > $8387 
else_jump @BCESAR2_2185 
0084: $8389 = $8387 // (int) 
$8389 += 1 
03CF: load_wav $8371($8389,12i) as $8391 

:BCESAR2_2185
if 
  $BCESAR2_TIMES_PASSED > 0 
else_jump @BCESAR2_2676 
if 
  $8388 == 0 
else_jump @BCESAR2_2258 
if 
  $8386 == 0 
else_jump @BCESAR2_2258 
$8387 = 1 
$8388 = 1 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2258
if 
  $8388 == 1 
else_jump @BCESAR2_2373 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_2373 
if 
  $8386 == 0 
else_jump @BCESAR2_2373 
$8387 = 2 
$8388 = 2 
$8312 = 0 
01BD: $8385 = current_time_in_ms 
03E6: remove_text_box 
0512: show_permanent_text_box 'TALK_1'  // Um verneinend zu antworten, drcke ~k~~CONVERSATION_NO~~n~Um bejahend zu antworten, drcke ~k~~CONVERSATION_YES~

:BCESAR2_2373
if 
  $8388 == 2 
else_jump @BCESAR2_2443 
if 
00E1:   player 0 pressed_key 10 
else_jump @BCESAR2_2417 
03E6: remove_text_box 
$8312 = 2 

:BCESAR2_2417
if 
00E1:   player 0 pressed_key 11 
else_jump @BCESAR2_2443 
03E6: remove_text_box 
$8312 = 1 

:BCESAR2_2443
if 
  $8312 == 1 
else_jump @BCESAR2_2556 
if 
  $8388 == 2 
else_jump @BCESAR2_2556 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_2556 
if 
  $8386 == 0 
else_jump @BCESAR2_2556 
$8387 = 3 
$8388 = 7 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2556
if 
  $8312 == 2 
else_jump @BCESAR2_2669 
if 
  $8388 == 2 
else_jump @BCESAR2_2669 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_2669 
if 
  $8386 == 0 
else_jump @BCESAR2_2669 
$8387 = 11 
$8388 = 7 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2669
jump @BCESAR2_3301 

:BCESAR2_2676
if 
  $8388 == 0 
else_jump @BCESAR2_2731 
if 
  $8386 == 0 
else_jump @BCESAR2_2731 
$8387 = 4 
$8388 = 1 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2731
if 
  $8388 == 1 
else_jump @BCESAR2_2826 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_2826 
if 
  $8386 == 0 
else_jump @BCESAR2_2826 
$8387 = 5 
$8388 = 2 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2826
if 
  $8388 == 2 
else_jump @BCESAR2_2921 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_2921 
if 
  $8386 == 0 
else_jump @BCESAR2_2921 
$8387 = 6 
$8388 = 3 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2921
if 
  $8388 == 3 
else_jump @BCESAR2_3016 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_3016 
if 
  $8386 == 0 
else_jump @BCESAR2_3016 
$8387 = 7 
$8388 = 4 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3016
if 
  $8388 == 4 
else_jump @BCESAR2_3111 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_3111 
if 
  $8386 == 0 
else_jump @BCESAR2_3111 
$8387 = 8 
$8388 = 5 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3111
if 
  $8388 == 5 
else_jump @BCESAR2_3206 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_3206 
if 
  $8386 == 0 
else_jump @BCESAR2_3206 
$8387 = 9 
$8388 = 6 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3206
if 
  $8388 == 6 
else_jump @BCESAR2_3301 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_3301 
if 
  $8386 == 0 
else_jump @BCESAR2_3301 
$8387 = 10 
$8388 = 7 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3301
if or
  $8388 == 7 
  $8388 == 8 
else_jump @BCESAR2_3475 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_3475 
if 
  $8386 == 0 
else_jump @BCESAR2_3475 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCESAR2_3475 
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
84A4:   not  24@ == 7 // @ == any 
else_jump @BCESAR2_3436 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:BCESAR2_3436
if 
  2 > $8312 
else_jump @BCESAR2_3468 
jump @BCESAR2_3531 
jump @BCESAR2_3475 

:BCESAR2_3468
jump @BCESAR2_6142 

:BCESAR2_3475
if 
00E1:   player 0 pressed_key 15 
else_jump @BCESAR2_3524 
if 
  $BCESAR2_TIMES_PASSED > 0 
else_jump @BCESAR2_3517 
$8312 = 2 

:BCESAR2_3517
$8388 = 8 

:BCESAR2_3524
jump @BCESAR2_1842 

:BCESAR2_3531
wait 0 
if 
0736:   NOP_false 98 
else_jump @BCESAR2_3564 
1@ = 0 
3@ = 6 

:BCESAR2_3564
if 
  $ONMISSION == 1 
else_jump @BCESAR2_3596 
1@ = 0 
3@ = 6 

:BCESAR2_3596
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCESAR2_3718 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCESAR2_3718 
if 
  23@ == 0 
else_jump @BCESAR2_3677 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCESAR2_3677 
03C0: 22@ = actor $PLAYER_ACTOR car 
23@ = 1 

:BCESAR2_3677
if 
  23@ == 1 
else_jump @BCESAR2_3718 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @BCESAR2_3718 
23@ = 0 

:BCESAR2_3718
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCESAR2_5271 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCESAR2_5264 
if 
  4@ == 0 
else_jump @BCESAR2_3833 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $8313 $8314 $8315 radius 100.0 100.0 50.0 
else_jump @BCESAR2_3833 
00BC: show_text_highpriority GXT 'BCE2_02' time 5000 flag 1  // ~s~Ramme den ~r~Kurier~s~, um das Geld zu erbeuten.
4@ = 1 

:BCESAR2_3833
if 
   Car.Wrecked(26@)
else_jump @BCESAR2_3856 
jump @BCESAR2_6142 

:BCESAR2_3856
if 
  $BCESAR2_TIMES_PASSED > 0 
else_jump @BCESAR2_4174 
if 
   not Actor.Dead(28@)
else_jump @BCESAR2_3962 
062E: unknown_get_actor 28@ task 1811 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @BCESAR2_3962 
0713: actor 28@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 28@ armed_weapon_to 28 

:BCESAR2_3962
if 
  $BCESAR2_TIMES_PASSED > 1 
else_jump @BCESAR2_4174 
if 
   not Actor.Dead(29@)
else_jump @BCESAR2_4068 
062E: unknown_get_actor 29@ task 1811 status_store_to 6@ // ret 7 if not found 
if 
04A4:   6@ == 7 // @ == any 
else_jump @BCESAR2_4068 
0713: actor 29@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 29@ armed_weapon_to 28 

:BCESAR2_4068
if 
  $BCESAR2_TIMES_PASSED > 2 
else_jump @BCESAR2_4174 
if 
   not Actor.Dead(30@)
else_jump @BCESAR2_4174 
062E: unknown_get_actor 30@ task 1811 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @BCESAR2_4174 
0713: actor 30@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 30@ armed_weapon_to 28 

:BCESAR2_4174
if and
   not Actor.Dead(25@)
   not Car.Wrecked(26@)
else_jump @BCESAR2_5264 
if 
8205:   not actor $PLAYER_ACTOR near_car 26@ radius 15.0 15.0 15.0 flag 0 
else_jump @BCESAR2_4269 
if 
  31@ > 30.0 
else_jump @BCESAR2_4262 
31@ -= 0.1 

:BCESAR2_4262
jump @BCESAR2_4300 

:BCESAR2_4269
if 
  50.0 > 31@ 
else_jump @BCESAR2_4300 
31@ += 0.1 

:BCESAR2_4300
if 
  4@ == 1 
else_jump @BCESAR2_4361 
if 
8205:   not actor $PLAYER_ACTOR near_car 26@ radius 500.0 500.0 500.0 flag 0 
else_jump @BCESAR2_4361 
jump @BCESAR2_6142 

:BCESAR2_4361
Car.StorePos(26@, $8313, $8314, $8315)
if 
001D:   9@ > 10@ // (int) 
else_jump @BCESAR2_4772 
if 
  $8311 == 0 
else_jump @BCESAR2_4526 
if 
0100:   actor 25@ in_sphere $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) radius 20.0 20.0 20.0 sphere 0 in_car 
else_jump @BCESAR2_4519 
Car.SetMaxSpeed(26@, 31@)
10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) speed 31@ 0 model #NULL 2 

:BCESAR2_4519
jump @BCESAR2_4765 

:BCESAR2_4526
if 
  $8311 == 1 
else_jump @BCESAR2_4658 
if 
0100:   actor 25@ in_sphere $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) radius 20.0 20.0 20.0 sphere 0 in_car 
else_jump @BCESAR2_4651 
Car.SetMaxSpeed(26@, 31@)
10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) speed 31@ 0 model #NULL 2 

:BCESAR2_4651
jump @BCESAR2_4765 

:BCESAR2_4658
if 
0100:   actor 25@ in_sphere $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) radius 20.0 20.0 20.0 sphere 0 in_car 
else_jump @BCESAR2_4765 
Car.SetMaxSpeed(26@, 31@)
10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) speed 31@ 0 model #NULL 2 

:BCESAR2_4765
jump @BCESAR2_5071 

:BCESAR2_4772
if 
  $8311 == 0 
else_jump @BCESAR2_4866 
if 
0100:   actor 25@ in_sphere $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @BCESAR2_4859 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_4859
jump @BCESAR2_5029 

:BCESAR2_4866
if 
  $8311 == 1 
else_jump @BCESAR2_4960 
if 
0100:   actor 25@ in_sphere $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @BCESAR2_4953 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_4953
jump @BCESAR2_5029 

:BCESAR2_4960
if 
0100:   actor 25@ in_sphere $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @BCESAR2_5029 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_5029
if 
003B:   10@ == 9@ // (int) 
else_jump @BCESAR2_5071 
if 
82CA:   not car 26@ bounding_sphere_visible 
else_jump @BCESAR2_5071 
jump @BCESAR2_6142 

:BCESAR2_5071
062E: unknown_get_actor 25@ task 1489 status_store_to 8@ // ret 7 if not found 
if 
04A4:   8@ == 7 // @ == any 
else_jump @BCESAR2_5264 
if 
  $8311 == 0 
else_jump @BCESAR2_5163 
05D1: AS_actor 25@ drive_car 26@ to $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) speed 31@ 0 model #NULL 2 
jump @BCESAR2_5264 

:BCESAR2_5163
if 
  $8311 == 1 
else_jump @BCESAR2_5226 
05D1: AS_actor 25@ drive_car 26@ to $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) speed 31@ 0 model #NULL 2 
jump @BCESAR2_5264 

:BCESAR2_5226
05D1: AS_actor 25@ drive_car 26@ to $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) speed 31@ 0 model #NULL 2 

:BCESAR2_5264
jump @BCESAR2_5278 

:BCESAR2_5271
jump @BCESAR2_6142 

:BCESAR2_5278
if 
   not Car.Wrecked(26@)
else_jump @BCESAR2_5759 
01BD: 13@ = current_time_in_ms 
0085: 14@ = 13@ // (int) 
0062: 14@ -= 12@ // (int) 
20@ = Car.Health(26@)
if 
  14@ > 1000 
else_jump @BCESAR2_5759 
if 
001D:   19@ > 20@ // (int) 
else_jump @BCESAR2_5759 
if 
  $8322(1@,6i) == 0 
else_jump @BCESAR2_5751 
if 
0685:   object $8316(1@,6i) attached 
else_jump @BCESAR2_5751 
if 
   not Car.Wrecked(26@)
else_jump @BCESAR2_5751 
if or
81F4:   not car 26@ flipped 
82BF:   not car 26@ sunk 
else_jump @BCESAR2_5751 
Object.StorePos($8316(1@,6i), $8329(1@,6f), $8335(1@,6f), $8341(1@,6f))
$8341(1@,6f) += 0.5 
Object.PutAt($8316(1@,6i), $8329(1@,6f), $8335(1@,6f), $8341(1@,6f))
0682: detach_object $8316(1@,6i) 90.0 180.0 1.5 collision_detection 1 
$8305(1@,6i) = Marker.CreateAboveObject($8316(1@,6i))
038C: object $8316(1@,6i) scatter 0.0 -5.0 20.0 
Object.CollisionDetection($8316(1@,6i)) = True
Object.ToggleInMovingList($8316(1@,6i)) = True
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCESAR2_5662 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCESAR2_5662 
if 
   not Car.Wrecked(22@)
else_jump @BCESAR2_5662 
050E: unknown_object $8316(1@,6i) unknown_car 22@ 

:BCESAR2_5662
01BD: 12@ = current_time_in_ms 
00BC: show_text_highpriority GXT 'BCE2_03' time 5000 flag 1  // ~s~Schnapp dir das ~g~Geld~s~.
$8322(1@,6i) = 2 
if 
  1@ > 0 
else_jump @BCESAR2_5726 
1@ -= 1 
jump @BCESAR2_5751 

:BCESAR2_5726
if 
  3@ == 6 
else_jump @BCESAR2_5751 
jump @BCESAR2_6142 

:BCESAR2_5751
0085: 19@ = 20@ // (int) 

:BCESAR2_5759
if 
  1@ == 0 
else_jump @BCESAR2_5802 
if 
  3@ == 6 
else_jump @BCESAR2_5802 
jump @BCESAR2_6142 

:BCESAR2_5802
2@ = 0 

:BCESAR2_5809
if 
   not 2@ == 6 
else_jump @BCESAR2_6135 
wait 0 
if 
  $8322(2@,6i) == 2 
else_jump @BCESAR2_6121 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCESAR2_6121 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCESAR2_6121 
Actor.StorePos($PLAYER_ACTOR, 16@, 17@, 18@)
if 
03CA:   object $8316(2@,6i) exists 
else_jump @BCESAR2_6025 
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube $8316(2@,6i) radius 3.0 3.0 3.0 flag 0 
else_jump @BCESAR2_6025 
Marker.Disable($8305(2@,6i))
Object.Destroy($8316(2@,6i))
018C: play_sound 1058 at 16@ 17@ 18@ 
Player.Money($PLAYER_CHAR) += 300
21@ += 300 
$8322(2@,6i) = 3 
3@ += 1 

:BCESAR2_6025
if 
03CA:   object $8316(2@,6i) exists 
else_jump @BCESAR2_6121 
if 
8474:   not actor $PLAYER_ACTOR near_object_in_cube $8316(2@,6i) radius 75.0 75.0 75.0 flag 0 
else_jump @BCESAR2_6121 
Marker.Disable($8305(2@,6i))
Object.Destroy($8316(2@,6i))
$8322(2@,6i) = 3 
3@ += 1 

:BCESAR2_6121
2@ += 1 
jump @BCESAR2_5809 

:BCESAR2_6135
jump @BCESAR2_3531 

:BCESAR2_6142
if 
  $2204 == 1 
else_jump @BCESAR2_6202 
01E3: show_text_1number_styled GXT 'BCE2_04' number 21@ time 7500 style 5  // Du hast dem Kurier $~1~ gestohlen.
00BC: show_text_highpriority GXT 'BCE2_05' time 7500 flag 1  // ~s~Du kannst es jeden Montag und Freitag wieder versuchen.
$BCESAR2_TIMES_PASSED += 1 

:BCESAR2_6202
Marker.Disable(27@)
Marker.Disable($8305[0])
Marker.Disable($8305[1])
Marker.Disable($8305[2])
Marker.Disable($8305[3])
Marker.Disable($8305[4])
Marker.Disable($8305[5])
Car.RemoveReferences(26@)
Actor.RemoveReferences(25@)
Actor.RemoveReferences(28@)
Actor.RemoveReferences(29@)
Actor.RemoveReferences(30@)
Object.RemoveReferences($8316[0])
Object.RemoveReferences($8316[1])
Object.RemoveReferences($8316[2])
Object.RemoveReferences($8316[3])
Object.RemoveReferences($8316[4])
Object.RemoveReferences($8316[5])
Model.Destroy(#FAM3)
Model.Destroy(#PATRIOT)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#CELLPHONE)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03E6: remove_text_box 
040D: unload_wav 3 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
if 
  $2204 == 1 
else_jump @BCESAR2_6372 
if 
  $BCESAR2_PASSED_ONCE == 0 
else_jump @BCESAR2_6372 
0595: mission_complete 
$BCESAR2_PASSED_ONCE = 1 

:BCESAR2_6372
$2204 = 0 
end_thread 
end_thread 

//-------------External script 3 (BCESAR3)---------------

:COKEC
thread 'COKEC' 
15@ = 0 
0@ = 0 
1@ = 0 
12@ = 0 
13@ = 0 
14@ = 0 
16@ = 0 
$8392 = 0 
$8393 = 0 

:COKEC_74
if or
  $WEEKDAY == 1 
  $WEEKDAY == 3 
  $WEEKDAY == 5 
else_jump @COKEC_120 
jump @COKEC_5527 
16@ = 1 

:COKEC_120
if 
  $BCESAR2_TIMES_PASSED == 0 
else_jump @COKEC_152 
jump @COKEC_5527 
16@ = 1 

:COKEC_152
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS >= 10 
else_jump @COKEC_184 
jump @COKEC_5527 
16@ = 1 

:COKEC_184
077E: get_active_interior_to $1444 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_333 
if 
  $1444 == 0 
else_jump @COKEC_322 
if and
044B:   actor $PLAYER_ACTOR on_foot 
8818:   not actor $PLAYER_ACTOR in_air 
  $ONMISSION == 0 
  $FREEFALL_STAGE == 0 
else_jump @COKEC_304 
if and
84AD:   not actor $PLAYER_ACTOR in_water 
82E0:   not actor $PLAYER_ACTOR aggressive 
else_jump @COKEC_286 
jump @COKEC_297 

:COKEC_286
wait 0 
jump @COKEC_74 

:COKEC_297
jump @COKEC_315 

:COKEC_304
wait 0 
jump @COKEC_74 

:COKEC_315
jump @COKEC_333 

:COKEC_322
wait 0 
jump @COKEC_74 

:COKEC_333
gosub @SUB_GET_TIME_FROM_LAST_CALL 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 0 
else_jump @COKEC_369 
wait 0 
jump @COKEC_74 

:COKEC_369
if 
  $1515 == 0 
else_jump @COKEC_389 
increment_mission_attempts 

:COKEC_389
14@ = 1 
$2204 = 1 

:COKEC_403
wait 0 
01BD: 3@ = current_time_in_ms 
0085: 2@ = 3@ // (int) 
0062: 2@ -= 9@ // (int) 
0085: 9@ = 3@ // (int) 
077E: get_active_interior_to 27@ 
if 
  27@ == 0 
else_jump @COKEC_475 
005A: 10@ += 2@ // (int) 
005A: 11@ += 2@ // (int) 

:COKEC_475
if 
0736:   NOP_false 98 
else_jump @COKEC_497 
jump @COKEC_5527 

:COKEC_497
if 
0736:   NOP_false 83 
else_jump @COKEC_519 
jump @COKEC_5527 

:COKEC_519
if 
  $ONMISSION == 1 
else_jump @COKEC_551 
16@ = 1 
jump @COKEC_5527 

:COKEC_551
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @COKEC_574 
jump @COKEC_5527 

:COKEC_574
if 
wasted_or_busted 
else_jump @COKEC_601 
16@ = 1 
jump @COKEC_5527 

:COKEC_601
if 
  0@ == 0 
else_jump @COKEC_675 
23@ = -1 
21@ = 0 
24@ = 0 
25@ = 0 
26@ = 0 
28@ = 0 
0@ += 1 
1@ = 0 

:COKEC_675
if 
  0@ == 1 
else_jump @COKEC_5520 
if 
  1@ == 0 
else_jump @COKEC_806 
Model.Load(#WMYBMX)
Model.Load(#SANCHEZ)
Model.Load(#COLT45)
Model.Load(#CELLPHONE)
07C0: load_path 556 
03CF: load_wav 20804 as 3 

:COKEC_742
if or
   not Model.Available(#WMYBMX)
   not Model.Available(#SANCHEZ)
   not Model.Available(#COLT45)
   not Model.Available(#CELLPHONE)
87C1:   not path 556 available 
83D0:   not wav 3 loaded 
else_jump @COKEC_792 
wait 0 
jump @COKEC_742 

:COKEC_792
060A: create_decision_maker_type 2 store_to 29@ // decision\allowed\m_.ped files 
1@ += 1 

:COKEC_806
if 
  1@ == 1 
else_jump @COKEC_882 
gosub @SUB_GET_TIME_FROM_LAST_CALL 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @COKEC_882 
03D1: play_wav 3 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
32@ = -1500 
12@ = 0 
1@ += 1 

:COKEC_882
if 
  1@ >= 2 
else_jump @COKEC_1565 
if 
  5 > 12@ 
else_jump @COKEC_1565 
if 
00E1:   player 0 pressed_key 15 
else_jump @COKEC_963 
12@ = 4 
$8392 = 3 
$8393 = 2 
16@ = 1 

:COKEC_963
if and
  $8392 == 1 
  $AUDIO_LINE_IS_ACTIVE == 0 
876F:   not text_priority_displayed 
else_jump @COKEC_1008 
0512: show_permanent_text_box 'TALK_1'  // Um verneinend zu antworten, drcke ~k~~CONVERSATION_NO~~n~Um bejahend zu antworten, drcke ~k~~CONVERSATION_YES~
$8392 += 1 

:COKEC_1008
if 
  $8392 == 2 
else_jump @COKEC_1099 
if 
00E1:   player 0 pressed_key 11 
else_jump @COKEC_1066 
$8393 = 1 
$8392 += 1 
03E6: remove_text_box 
jump @COKEC_1099 

:COKEC_1066
if 
00E1:   player 0 pressed_key 10 
else_jump @COKEC_1099 
$8393 = 2 
$8392 += 1 
03E6: remove_text_box 

:COKEC_1099
if or
  $8392 == 0 
  $8392 == 3 
else_jump @COKEC_1565 
if and
  $AUDIO_LINE_IS_ACTIVE == 0 
  32@ > 1000 
else_jump @COKEC_1565 
0871: init_jump_table 12@ total_jumps 5 default_jump 0 @COKEC_1551 jumps 0 @COKEC_1213 1 @COKEC_1264 2 @COKEC_1312 3 @COKEC_1366 4 @COKEC_1480 -1 @COKEC_1551 -1 @COKEC_1551 

:COKEC_1213
040D: unload_wav 3 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08A'  // ~z~Hey, Cesar.
04AE: $ACTOR_SPEECH_WAV_FILE = 25285 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 
jump @COKEC_1551 

:COKEC_1264
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08B'  // ~z~Lass mich raten - das Crack verlsst gerade San Francisco, richtig?
04AE: $ACTOR_SPEECH_WAV_FILE = 25286 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
jump @COKEC_1551 

:COKEC_1312
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08C'  // ~z~Richtig. Aber Sie fahren mit Motorrdern, CJ, und zwar quer durch die Pampa!
04AE: $ACTOR_SPEECH_WAV_FILE = 25287 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 
$8392 += 1 
jump @COKEC_1551 

:COKEC_1366
if 
  $8393 == 1 
else_jump @COKEC_1432 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08D'  // ~z~Okay, werd mal sehen, was ich auftreiben kann.
04AE: $ACTOR_SPEECH_WAV_FILE = 25288 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
jump @COKEC_1473 

:COKEC_1432
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VOFFE2N'  // ~z~Nicht jetzt, ich muss noch was erledigen.
04AE: $ACTOR_SPEECH_WAV_FILE = 21447 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 

:COKEC_1473
jump @COKEC_1551 

:COKEC_1480
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_1519 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:COKEC_1519
if 
   not $8393 == 1 
else_jump @COKEC_1544 
jump @COKEC_5527 

:COKEC_1544
jump @COKEC_1551 

:COKEC_1551
12@ += 1 
32@ = 0 

:COKEC_1565
if 
  1@ == 2 
else_jump @COKEC_2214 
if 
  15@ == 0 
else_jump @COKEC_1991 
0209: 26@ = random_int_in_ranges 0 60 

:COKEC_1610
if 
  2@ == 0 
else_jump @COKEC_1732 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_1725 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) radius 150.0 150.0 150.0 
else_jump @COKEC_1718 
0209: 26@ = random_int_in_ranges 0 60 
wait 0 
jump @COKEC_1725 

:COKEC_1718
2@ = 1 

:COKEC_1725
jump @COKEC_1610 

:COKEC_1732
17@ = Car.Create(#SANCHEZ, $X_BCE2_CHECKPOINTS(26@,85f), $Y_BCE2_CHECKPOINTS(26@,85f), $Z_BCE2_CHECKPOINTS(26@,85f))
18@ = Actor.Create(CivMale, #WMYBMX, $X_BCE2_CHECKPOINTS(26@,85f), $Y_BCE2_CHECKPOINTS(26@,85f), $Z_BCE2_CHECKPOINTS(26@,85f))
22@ = Object.Create(#PARA_PACK, $X_BCE2_CHECKPOINTS(26@,85f), $Y_BCE2_CHECKPOINTS(26@,85f), $Z_BCE2_CHECKPOINTS(26@,85f))
036A: put_actor 18@ in_car 17@ 
070A: AS_actor 18@ attach_to_object 22@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
0587: enable_car 17@ validate_position 0 
0085: 2@ = 26@ // (int) 
2@ += 1 
0086: $TEMPVAR_FLOAT_1 = $X_BCE2_CHECKPOINTS(2@,85f) // (float) 
0061: $TEMPVAR_FLOAT_1 -= $X_BCE2_CHECKPOINTS(26@,85f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $Y_BCE2_CHECKPOINTS(2@,85f) // (float) 
0061: $TEMPVAR_FLOAT_2 -= $Y_BCE2_CHECKPOINTS(26@,85f) // (float) 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to 5@ 
Car.Angle(17@) = 5@
0704: car 17@ drive_to $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) 
jump @COKEC_1991 

:COKEC_1991
02A9: set_actor 18@ immune_to_nonplayer 1 
Actor.WeaponAccuracy(18@) = 95
060B: set_actor 18@ decision_maker_to 29@ 
0688: unknown_actor 18@ flags 0 0 1 
01B2: give_actor 18@ weapon 22 ammo 99999 // Load the weapon model before using this 
08AF: set_actor 18@ max_health_to 300 
Actor.Health(18@) = 300
Car.ImmuneToNonPlayer(17@) = True
Car.SetMaxSpeed(17@, 25.0)
00AE: set_car 17@ traffic_behaviour_to 2 
072F: enable_car 17@ stuck_check_distance 2.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 2 // extended 03CC 
Actor.SetImmunities(18@, 1, 1, 1, 1, 1)
Car.SetImmunities(17@, 1, 1, 1, 1, 1)
04D8: set_actor 18@ drowns_in_water 0 
08C6: set_actor 18@ stay_on_bike 1 
Model.Destroy(#WMYBMX)
Model.Destroy(#SANCHEZ)
Model.Destroy(#COLT45)
if 
   not Actor.Dead(18@)
else_jump @COKEC_2179 
19@ = Marker.CreateAboveActor(18@)

:COKEC_2179
24@ = 0 
33@ = 0 
11@ = 0 
10@ = 0 
1@ += 1 

:COKEC_2214
if 
  1@ == 3 
else_jump @COKEC_3295 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_3295 
if 
  25@ == 0 
else_jump @COKEC_2311 
if 
0736:   NOP_false 67 
else_jump @COKEC_2304 
if 
   not Actor.Dead(18@)
else_jump @COKEC_2304 
25@ = 1 

:COKEC_2304
jump @COKEC_2337 

:COKEC_2311
if 
0736:   NOP_false 67 
else_jump @COKEC_2337 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
25@ = 0 

:COKEC_2337
if 
  25@ == 1 
else_jump @COKEC_2497 
if 
   not Actor.Dead(18@)
else_jump @COKEC_2497 
Actor.StorePos(18@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_1 += -15.0 
$TEMPVAR_FLOAT_2 += 12.0 
$TEMPVAR_FLOAT_3 += 15.0 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Actor.StorePos(18@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 18@ with_offset 0.0 2.0 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:COKEC_2497
if 
0736:   NOP_false 70 
else_jump @COKEC_2571 
if 
   not Actor.Dead(18@)
else_jump @COKEC_2571 
if 
   not Car.Wrecked(17@)
else_jump @COKEC_2571 
if 
   Actor.InCar(18@, 17@)
else_jump @COKEC_2571 
0622: AS_actor 18@ bail_car 17@ 

:COKEC_2571
if 
0736:   NOP_false 74 
else_jump @COKEC_2671 
if 
   not Actor.Dead(18@)
else_jump @COKEC_2671 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 18@ with_offset 0.0 -20.0 0.0 
$TEMPVAR_FLOAT_3 += 10.0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_2671 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:COKEC_2671
if 
  15@ == 0 
else_jump @COKEC_2891 
if 
  24@ == 0 
else_jump @COKEC_2884 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_2884 
if 
   not Actor.Dead(18@)
else_jump @COKEC_2884 
if 
0104:   actor $PLAYER_ACTOR near_actor 18@ radius 80.0 80.0 80.0 sphere 0 
else_jump @COKEC_2856 
08C6: set_actor 18@ stay_on_bike 0 
Actor.SetImmunities(18@, 0, 0, 0, 0, 0)
if 
   not Car.Wrecked(17@)
else_jump @COKEC_2828 
Car.SetImmunities(17@, 0, 0, 0, 0, 0)

:COKEC_2828
04D8: set_actor 18@ drowns_in_water 1 
08C6: set_actor 18@ stay_on_bike 0 
24@ = 1 
jump @COKEC_2884 

:COKEC_2856
if 
  11@ > 600000 
else_jump @COKEC_2884 
jump @COKEC_5527 

:COKEC_2884
jump @COKEC_2891 

:COKEC_2891
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_3042 
if 
  24@ == 1 
else_jump @COKEC_3042 
if 
   not Actor.Dead(18@)
else_jump @COKEC_3042 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_3000 
if or
00F2:   actor $PLAYER_ACTOR near_actor 18@ radius 100.0 100.0 0 
02CB:   actor 18@ bounding_sphere_visible 
else_jump @COKEC_3000 
10@ = 0 

:COKEC_3000
if 
  10@ > 20000 
else_jump @COKEC_3042 
00BB: show_text_lowpriority GXT 'BCR3_02' time 4000 flag 1  // ~s~Du hast den ~r~Kurier~s~ aus den Augen verloren.
jump @COKEC_5527 

:COKEC_3042
if 
  23@ == -1 
else_jump @COKEC_3221 
if 
   not Actor.Dead(18@)
else_jump @COKEC_3214 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_3214 
if 
051A:   actor 18@ damaged_by_actor $PLAYER_ACTOR 
else_jump @COKEC_3214 
if 
03CA:   object 22@ exists 
else_jump @COKEC_3184 
066E: create_particle "COKE_TRAIL" attached_to_object 22@ with_offset 0.0 -0.2 -0.1 rotation 0.0 0.0 -1.0 flag 1 handle_as 20@ 
064C: make_particle 20@ visible 

:COKEC_3184
00BB: show_text_lowpriority GXT 'BCR3_04' time 5000 flag 1  // ~s~Der ~r~Kurier~s~ verliert Stoff. Erledige ihn, ehe alles weg ist.
23@ = 1 
32@ = 0 

:COKEC_3214
jump @COKEC_3272 

:COKEC_3221
if 
  32@ > 180000 
else_jump @COKEC_3272 
if 
  23@ > 0 
else_jump @COKEC_3272 
064E: stop_particle 20@ 
23@ = 0 

:COKEC_3272
if 
   Actor.Dead(18@)
else_jump @COKEC_3295 
1@ += 1 

:COKEC_3295
if 
  1@ == 4 
else_jump @COKEC_3554 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_3554 
if 
   Actor.Dead(18@)
else_jump @COKEC_3554 
064E: stop_particle 20@ 
0093: 5@ = integer 32@ to_float 
if 
  5@ > 180000.0 
else_jump @COKEC_3389 
5@ = 180000.0 

:COKEC_3389
5@ /= 180000.0 
5@ -= 1.0 
5@ *= -1.0 
5@ *= 2000.0 
0092: 23@ = float 5@ to_integer 
Marker.Disable(19@)
if 
03CA:   object 22@ exists 
else_jump @COKEC_3463 
Object.Destroy(22@)

:COKEC_3463
Actor.StoreDeadActorPos(18@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
21@ = Pickup.Create(#PARA_PACK, 3, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
018A: 19@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Marker.SetColor(19@, 1)
00BC: show_text_highpriority GXT 'BCR3_05' time 4000 flag 1  // ~s~Schnapp dir den ~g~Stoff~s~.
$8394 = 0 
32@ = 0 
1@ += 1 

:COKEC_3554
if 
0736:   NOP_false 85 
else_jump @COKEC_3590 
if 
   not Actor.Dead(18@)
else_jump @COKEC_3590 
05BE: AS_kill_actor 18@ 

:COKEC_3590
if 
  $8394 == 0 
else_jump @COKEC_3777 
if 
   not Pickup.Picked_up(21@)
else_jump @COKEC_3777 
065B: store_pickup 21@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_3777 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 50.0 50.0 
else_jump @COKEC_3777 
02CE: 5@ = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0088: $TEMPVAR_FLOAT_3 = 5@ // (float) 
$TEMPVAR_FLOAT_3 += 1.0 
Pickup.Destroy(21@)
Marker.Disable(19@)
21@ = Pickup.Create(#PARA_PACK, 3, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
018A: 19@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Marker.SetColor(19@, 1)
$8394 = 1 

:COKEC_3777
if 
  1@ == 5 
else_jump @COKEC_4019 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_4019 
065B: store_pickup 21@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 300.0 300.0 
else_jump @COKEC_4010 
if 
  180000 > 32@ 
else_jump @COKEC_3994 
if 
   not 21@ == 0 
else_jump @COKEC_3978 
if 
   Pickup.Picked_up(21@)
else_jump @COKEC_3971 
if 
  23@ > 0 
else_jump @COKEC_3948 
00BE: text_clear_all 
13@ = 1 
jump @COKEC_3964 

:COKEC_3948
00BC: show_text_highpriority GXT 'BCR3_06' time 7500 flag 1  // ~s~Whrend der Verfolgungsjagd ist der ganze Stoff verlorengegangen!

:COKEC_3964
jump @COKEC_5527 

:COKEC_3971
jump @COKEC_3987 

:COKEC_3978
00BE: text_clear_all 
jump @COKEC_5527 

:COKEC_3987
jump @COKEC_4003 

:COKEC_3994
00BE: text_clear_all 
jump @COKEC_5527 

:COKEC_4003
jump @COKEC_4019 

:COKEC_4010
00BE: text_clear_all 
jump @COKEC_5527 

:COKEC_4019
if 
   not 24@ == 0 
else_jump @COKEC_4226 
if 
  15@ == 0 
else_jump @COKEC_4226 
if 
056E:   car 17@ defined 
else_jump @COKEC_4219 
if 
   not Car.Wrecked(17@)
else_jump @COKEC_4219 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_4219 
if 
0205:   actor $PLAYER_ACTOR near_car 17@ radius 50.0 50.0 50.0 flag 0 
else_jump @COKEC_4209 
if 
0205:   actor $PLAYER_ACTOR near_car 17@ radius 20.0 20.0 20.0 flag 0 
else_jump @COKEC_4192 
Car.SetMaxSpeed(17@, 45.0)
jump @COKEC_4202 

:COKEC_4192
Car.SetMaxSpeed(17@, 30.0)

:COKEC_4202
jump @COKEC_4219 

:COKEC_4209
Car.SetMaxSpeed(17@, 20.0)

:COKEC_4219
jump @COKEC_4226 

:COKEC_4226
if 
  15@ == 0 
else_jump @COKEC_4613 
if 
   not Actor.Dead(18@)
else_jump @COKEC_4613 
if 
   not 26@ == -1 
else_jump @COKEC_4613 
if 
   not Car.Wrecked(17@)
else_jump @COKEC_4613 
if 
   Actor.InCar(18@, 17@)
else_jump @COKEC_4613 
if 
0100:   actor 18@ in_sphere $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) radius 25.0 25.0 25.0 sphere 0 in_car 
else_jump @COKEC_4468 
26@ += 1 
if 
  85 > 26@ 
else_jump @COKEC_4439 
05D1: AS_actor 18@ drive_car 17@ to $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) speed 25.0 3 model #CSPLAY 2 
jump @COKEC_4461 

:COKEC_4439
05D2: AS_actor 18@ run_to_and_hijack_car 17@ max_search_radius 25.0 traffic_behavior 2 
26@ = -1 

:COKEC_4461
jump @COKEC_4613 

:COKEC_4468
if 
  85 > 26@ 
else_jump @COKEC_4562 
062E: unknown_get_actor 18@ task 1489 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COKEC_4555 
05D1: AS_actor 18@ drive_car 17@ to $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) speed 25.0 3 model #CSPLAY 2 

:COKEC_4555
jump @COKEC_4613 

:COKEC_4562
062E: unknown_get_actor 18@ task 1490 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COKEC_4613 
05D2: AS_actor 18@ run_to_and_hijack_car 17@ max_search_radius 25.0 traffic_behavior 2 
26@ = -1 

:COKEC_4613
if 
   not Actor.Dead(18@)
else_jump @COKEC_4728 
if 
83CA:   not object 22@ exists 
else_jump @COKEC_4668 
22@ = Object.Create(#PARA_PACK, 0.0, 0.0, 0.0)

:COKEC_4668
if 
8737:   not actor 18@ lifting_object 22@ 
else_jump @COKEC_4728 
070A: AS_actor 18@ attach_to_object 22@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 

:COKEC_4728
if 
   not 27@ == 0 
else_jump @COKEC_4824 
if 
  28@ == 0 
else_jump @COKEC_4817 
if 
056E:   car 17@ defined 
else_jump @COKEC_4787 
Car.LockInCurrentPosition(17@) = True

:COKEC_4787
if 
056D:   actor 18@ defined 
else_jump @COKEC_4810 
Actor.LockInCurrentPosition(18@) = True

:COKEC_4810
28@ = 1 

:COKEC_4817
jump @COKEC_4895 

:COKEC_4824
if 
  28@ == 1 
else_jump @COKEC_4895 
if 
056E:   car 17@ defined 
else_jump @COKEC_4865 
Car.LockInCurrentPosition(17@) = False

:COKEC_4865
if 
056D:   actor 18@ defined 
else_jump @COKEC_4888 
Actor.LockInCurrentPosition(18@) = False

:COKEC_4888
28@ = 0 

:COKEC_4895
if 
056E:   car 17@ defined 
else_jump @COKEC_5520 
if 
   not Actor.Dead(18@)
else_jump @COKEC_5520 
if 
  24@ == 1 
else_jump @COKEC_5477 
if 
   not Car.Wrecked(17@)
else_jump @COKEC_5395 
if 
   not Actor.InCar(18@, 17@)
else_jump @COKEC_5388 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_5388 
if 
8105:   not actor $PLAYER_ACTOR near_actor 18@ radius 20.0 20.0 10.0 sphere 0 on_foot 
else_jump @COKEC_5239 
062E: unknown_get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COKEC_5121 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 
jump @COKEC_5232 

:COKEC_5121
062E: unknown_get_actor 18@ task 1506 status_store_to 2@ // ret 7 if not found 
if 
84A4:   not  2@ == 7 // @ == any 
else_jump @COKEC_5232 
062E: unknown_get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COKEC_5232 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_5232
jump @COKEC_5388 

:COKEC_5239
if 
  23@ == 1 
else_jump @COKEC_5306 
062E: unknown_get_actor 18@ task 1506 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COKEC_5299 
0687: clear_actor 18@ task 
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR 

:COKEC_5299
jump @COKEC_5388 

:COKEC_5306
062E: unknown_get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COKEC_5388 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_5388
jump @COKEC_5470 

:COKEC_5395
062E: unknown_get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COKEC_5470 
0615: define_AS_pack_begin 8@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_5452 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:COKEC_5452
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_5470
jump @COKEC_5520 

:COKEC_5477
if 
   not Car.Wrecked(17@)
else_jump @COKEC_5520 
if 
   not Actor.InCar(18@, 17@)
else_jump @COKEC_5520 
036A: put_actor 18@ in_car 17@ 

:COKEC_5520
jump @COKEC_403 

:COKEC_5527
if 
  14@ == 1 
else_jump @COKEC_5844 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_5568 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:COKEC_5568
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
wait 1 
03E6: remove_text_box 
if 
  13@ == 0 
else_jump @COKEC_5615 
23@ = 0 

:COKEC_5615
if 
  16@ == 0 
else_jump @COKEC_5681 
if 
876F:   not text_priority_displayed 
else_jump @COKEC_5662 
00BC: show_text_highpriority GXT 'BCR3_08' time 7500 flag 1  // ~s~Du kannst es jeden Mittwoch und Samstag erneut versuchen.

:COKEC_5662
01E3: show_text_1number_styled GXT 'BCE2_04' number 23@ time 7500 style 5  // Du hast dem Kurier $~1~ gestohlen.

:COKEC_5681
if 
  13@ == 1 
else_jump @COKEC_5759 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_5723 
Player.Money($PLAYER_CHAR) += 23@

:COKEC_5723
if 
  $1515 == 0 
else_jump @COKEC_5750 
0595: mission_complete 
$1515 += 1 

:COKEC_5750
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)

:COKEC_5759
Actor.RemoveReferences(18@)
Car.RemoveReferences(17@)
Object.RemoveReferences(22@)
Marker.Disable(19@)
0650: destroy_particle 20@ 
Pickup.Destroy(21@)
065C: release_decision_maker 29@ 
Model.Destroy(#WMYBMX)
Model.Destroy(#SANCHEZ)
Model.Destroy(#COLT45)
Model.Destroy(#CELLPHONE)
0873: release_path 556 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
Model.Destroy(#CELLPHONE)
14@ = 0 

:COKEC_5844
$2204 = 0 
end_thread 
0084: $8396 = $BCE_CHECKPOINTS_INDEX // (int) 
$8396 -= 2 
0084: $8397 = $BCE_CHECKPOINTS_INDEX // (int) 
$8397 += 2 
if 
  0 > $8396 
else_jump @COKEC_5908 
$8396 = 0 

:COKEC_5908
if 
  $8397 > 84 
else_jump @COKEC_5933 
$8397 = 84 

:COKEC_5933
008B: 2@ = $8396 // (int) 

:COKEC_5941
if 
001E:   $8397 > 2@ // (int) 
else_jump @COKEC_6051 
0085: 3@ = 2@ // (int) 
3@ += 1 
if 
  85 > 3@ 
else_jump @COKEC_6037 
0052: NOP $X_BCE2_CHECKPOINTS(2@,85f) $Y_BCE2_CHECKPOINTS(2@,85f) $Z_BCE2_CHECKPOINTS(2@,85f) $X_BCE2_CHECKPOINTS(3@,85f) $Y_BCE2_CHECKPOINTS(3@,85f) $Z_BCE2_CHECKPOINTS(3@,85f) 

:COKEC_6037
2@ += 1 
jump @COKEC_5941 

:COKEC_6051
if 
0736:   NOP_false 124 
else_jump @COKEC_6122 
$BCE_CHECKPOINTS_INDEX += 1 
if 
  $BCE_CHECKPOINTS_INDEX > 84 
else_jump @COKEC_6098 
$BCE_CHECKPOINTS_INDEX = 0 

:COKEC_6098
0663: NOP "BCE_POINT_TO_EDIT" $BCE_CHECKPOINTS_INDEX 

:COKEC_6122
if 
0736:   NOP_false 127 
else_jump @COKEC_6193 
$BCE_CHECKPOINTS_INDEX -= 1 
if 
  0 > $BCE_CHECKPOINTS_INDEX 
else_jump @COKEC_6169 
$BCE_CHECKPOINTS_INDEX = 84 

:COKEC_6169
0663: NOP "BCE_POINT_TO_EDIT" $BCE_CHECKPOINTS_INDEX 

:COKEC_6193
if 
0736:   NOP_false 131 
else_jump @COKEC_6223 
$Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 

:COKEC_6223
if 
0736:   NOP_false 130 
else_jump @COKEC_6253 
$Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 

:COKEC_6253
if 
0736:   NOP_false 128 
else_jump @COKEC_6283 
$X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 

:COKEC_6283
if 
0736:   NOP_false 129 
else_jump @COKEC_6313 
$X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 

:COKEC_6313
if 
0736:   NOP_false 145 
else_jump @COKEC_6343 
$Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 

:COKEC_6343
if 
0736:   NOP_false 139 
else_jump @COKEC_6373 
$Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 

:COKEC_6373
if 
0736:   NOP_false 87 
else_jump @COKEC_6402 
$Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 10.0 

:COKEC_6402
if 
0736:   NOP_false 83 
else_jump @COKEC_6431 
$Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -10.0 

:COKEC_6431
if 
0736:   NOP_false 68 
else_jump @COKEC_6460 
$X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 10.0 

:COKEC_6460
if 
0736:   NOP_false 65 
else_jump @COKEC_6489 
$X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -10.0 

:COKEC_6489
if 
0736:   NOP_false 137 
else_jump @COKEC_7511 
03A9: NOP 
05B6: 103 // COKE COURIER ROUTE - EDIT POINT -
03A7: NOP $BCE_CHECKPOINTS_INDEX 
03A9: NOP 
2@ = 0 

:COKEC_6651
if 
  85 > 2@ 
else_jump @COKEC_7511 
05B6: 104 // BCE2_CHECKPOINTS_X[
03A7: NOP 2@ 
05B6: 105 // ] = 
03A8: NOP $X_BCE2_CHECKPOINTS(2@,85f) 
03A9: NOP 
05B6: 106 // BCE2_CHECKPOINTS_Y[
03A7: NOP 2@ 
05B6: 107 // ] = 
03A8: NOP $Y_BCE2_CHECKPOINTS(2@,85f) 
03A9: NOP 
05B6: 108 // BCE2_CHECKPOINTS_Z[
03A7: NOP 2@ 
05B6: 109 // ] = 
03A8: NOP $Z_BCE2_CHECKPOINTS(2@,85f) 
03A9: NOP 
2@ += 1 
jump @COKEC_6651 

:COKEC_7511
if 
0736:   NOP_false 97 
else_jump @COKEC_7614 
008B: 2@ = $BCE_CHECKPOINTS_INDEX // (int) 
2@ -= 1 
if 
  0 > 2@ 
else_jump @COKEC_7566 
2@ = 0 

:COKEC_7566
0086: $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) = $X_BCE2_CHECKPOINTS(2@,85f) // (float) 
0086: $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) = $Y_BCE2_CHECKPOINTS(2@,85f) // (float) 
0086: $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) = $Z_BCE2_CHECKPOINTS(2@,85f) // (float) 

:COKEC_7614
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_7716 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) radius 1.0 1.0 1.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) radius 0.5 0.5 0.5 

:COKEC_7716
return 
end_thread 

//-------------External script 4 (SLOT_MACHINE)---------------

:BANDIT
thread 'BANDIT' 
4@ = 0 
6@ = 0 
10@ = 0.0 
11@ = 0.0 
12@ = 0.0 
13@ = 0 
0209: 14@ = random_int_in_ranges 0 5 
if 
  14@ == 1 
else_jump @BANDIT_96 
14@ = 5 

:BANDIT_96
if 
  14@ == 0 
else_jump @BANDIT_121 
14@ = 1 

:BANDIT_121
if 
  14@ == 2 
else_jump @BANDIT_146 
14@ = 10 

:BANDIT_146
if 
  14@ == 3 
else_jump @BANDIT_171 
14@ = 20 

:BANDIT_171
if 
  14@ == 4 
else_jump @BANDIT_196 
14@ = 50 

:BANDIT_196
if 
  4@ == 1 
else_jump @BANDIT_253 
0@ = Object.Init(#KB_BANDIT_U, 0.0, 0.0, 0.0)
1@ = Object.Init(#CJ_WHEEL_1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BANDIT_253
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @BANDIT_2859 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @BANDIT_2845 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BANDIT_2831 
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BANDIT_2824 jumps 0 @BANDIT_373 1 @BANDIT_590 2 @BANDIT_792 3 @BANDIT_1356 4 @BANDIT_1595 5 @BANDIT_1943 6 @BANDIT_2549 

:BANDIT_373
15@ = Object.Model(0@)
if 
   Model.Available(15@)
else_jump @BANDIT_583 
$TEMPVAR_ANGLE = Object.Angle(0@)
if 
83CA:   not object 1@ exists 
else_jump @BANDIT_462 
080A: get_object 0@ spoot 1 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
1@ = Object.Init(#CJ_WHEEL_1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(1@) = $TEMPVAR_ANGLE

:BANDIT_462
if 
83CA:   not object 2@ exists 
else_jump @BANDIT_519 
080A: get_object 0@ spoot 2 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
2@ = Object.Init(#CJ_WHEEL_02, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(2@) = $TEMPVAR_ANGLE

:BANDIT_519
if 
83CA:   not object 3@ exists 
else_jump @BANDIT_576 
080A: get_object 0@ spoot 3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
3@ = Object.Init(#CJ_WHEEL_03, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(3@) = $TEMPVAR_ANGLE

:BANDIT_576
4@ += 1 

:BANDIT_583
jump @BANDIT_2824 

:BANDIT_590
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 -0.5 
091C: get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 model #KB_BANDIT_U external_script_named "PEDSLOT" handle_as 16@ 
if 
  16@ == -1 
else_jump @BANDIT_785 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @BANDIT_758 
0513: show_text_box_1number 'SLOT_02' number 14@  // ~k~~VEHICLE_ENTER_EXIT~ - Am Spielautomaten spielen: $~1~
07CC: set_player $PLAYER_CHAR button_15 0 
03CF: load_wav 1814 as 4 
gosub @BANDIT_2873 
4@ += 1 
jump @BANDIT_785 

:BANDIT_758
if 
  13@ == 1 
else_jump @BANDIT_785 
0391: release_txd_dictionary 
13@ = 0 

:BANDIT_785
jump @BANDIT_2824 

:BANDIT_792
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 -0.5 
091C: get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 model #KB_BANDIT_U external_script_named "PEDSLOT" handle_as 16@ 
if 
  16@ == -1 
else_jump @BANDIT_1306 
04ED: load_animation "CASINO" 
if 
04EE:   animation "CASINO" loaded 
else_jump @BANDIT_1299 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @BANDIT_1256 
0A3E: unknown_get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 handle_as 17@ 
if 
  17@ == -1 
else_jump @BANDIT_1249 
if 
89BE:   not unknown_check_09BD 
else_jump @BANDIT_1249 
gosub @BANDIT_2873 
if 
00E1:   player 0 pressed_key 15 
else_jump @BANDIT_1249 
008A: $3396 = 14@ // (int) 
$3396 -= 1 
if 
   Player.Money($PLAYER_CHAR) > $3396
else_jump @BANDIT_1229 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
$TEMPVAR_ANGLE = Object.Angle(0@)
0804: AS_actor $PLAYER_ACTOR walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE radius 0.4 animation "SLOT_PLYR" IFP_file "CASINO" 4.0 LA 0 LX 0 LY 0 LF 0 LT 0 
008A: $3396 = 14@ // (int) 
$3396 *= -1 
Player.Money($PLAYER_CHAR) += $3396
0623: add 14@ to_integer_stat 35 
0091: $3401 = integer 14@ to_float 
$3401 *= 0.001 
0624: add $3401 to_float_stat 81 
03E6: remove_text_box 
09BD: unknown_flag 1 
008B: 5@ = $CURRENT_TIME_IN_MS2 // (int) 
5@ += 750 
4@ += 1 
jump @BANDIT_1249 

:BANDIT_1229
018C: play_sound 1053 at 0.0 0.0 0.0 

:BANDIT_1249
jump @BANDIT_1299 

:BANDIT_1256
if 
  13@ == 1 
else_jump @BANDIT_1283 
0391: release_txd_dictionary 
13@ = 0 

:BANDIT_1283
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 
4@ = 1 

:BANDIT_1299
jump @BANDIT_1349 

:BANDIT_1306
if 
  13@ == 1 
else_jump @BANDIT_1333 
0391: release_txd_dictionary 
13@ = 0 

:BANDIT_1333
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 
4@ = 1 

:BANDIT_1349
jump @BANDIT_2824 

:BANDIT_1356
gosub @BANDIT_2873 
if 
001E:   $CURRENT_TIME_IN_MS2 > 5@ // (int) 
else_jump @BANDIT_1588 
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_1424 
097A: play_audio_at 0.0 0.0 0.0 event 1087 

:BANDIT_1424
07CC: set_player $PLAYER_CHAR button_15 1 
03F0: enable_text_draw 1 
if 
  13@ == 0 
else_jump @BANDIT_1539 
0390: load_txd_dictionary 'LD_SLOT' 
038F: load_texture "CHERRY" as 1 // Load dictionary with 0390 first 
038F: load_texture "GRAPES" as 2 // Load dictionary with 0390 first 
038F: load_texture "R_69" as 3 // Load dictionary with 0390 first 
038F: load_texture "BELL" as 4 // Load dictionary with 0390 first 
038F: load_texture "BAR1_O" as 5 // Load dictionary with 0390 first 
038F: load_texture "BAR2_O" as 6 // Load dictionary with 0390 first 
13@ = 1 

:BANDIT_1539
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_1581 
097A: play_audio_at 0.0 0.0 0.0 event 1089 

:BANDIT_1581
4@ += 1 

:BANDIT_1588
jump @BANDIT_2824 

:BANDIT_1595
0079: 10@ += unknown_float * 1.0 // (float) 
if 
  10@ > 10.0 
else_jump @BANDIT_1682 
10@ = 10.0 
0209: $3396 = random_int_in_ranges 2000 3000 
6@ = 0 
008B: 5@ = $CURRENT_TIME_IN_MS2 // (int) 
005C: 5@ += $3396 // (int) 
0687: clear_actor $PLAYER_ACTOR task 
4@ += 1 

:BANDIT_1682
0079: 11@ += unknown_float * 1.1 // (float) 
if 
  11@ > 10.0 
else_jump @BANDIT_1723 
11@ = 10.0 

:BANDIT_1723
0079: 12@ += unknown_float * 1.05 // (float) 
if 
  12@ > 10.0 
else_jump @BANDIT_1764 
12@ = 10.0 

:BANDIT_1764
$TEMPVAR_ANGLE = Object.Angle(0@)
$3400 = 0 

:BANDIT_1779
if 
  3 > $3400 
else_jump @BANDIT_1929 
if 
  10@($3400,3f) > 0.0 
else_jump @BANDIT_1915 
007B: 7@($3400,3f) += unknown_float * 10@($3400,3f) // (float) 
if or
  7@($3400,3f) > 360.0 
  7@($3400,3f) == 360.0 
else_jump @BANDIT_1891 
7@($3400,3f) -= 360.0 

:BANDIT_1891
0453: set_object 1@($3400,3i) XY_rotation 7@($3400,3f) 0.0 angle $TEMPVAR_ANGLE 

:BANDIT_1915
$3400 += 1 
jump @BANDIT_1779 

:BANDIT_1929
gosub @BANDIT_2873 
jump @BANDIT_2824 

:BANDIT_1943
if 
001E:   $CURRENT_TIME_IN_MS2 > 5@ // (int) 
else_jump @BANDIT_2370 
007F: 10@(6@,3f) -= unknown_float * 0.3 // (float) 
if 
  0.6 > 10@(6@,3f) 
else_jump @BANDIT_2370 
0088: $3401 = 7@(6@,3f) // (float) 
$3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
$3396 *= 20 
008D: $3401 = integer $3396 to_float 
0088: $3402 = 7@(6@,3f) // (float) 
0061: $3402 -= $3401 // (float) 
if 
  10.0 > $3402 
else_jump @BANDIT_2356 
10@(6@,3f) = 0.0 
0088: $3401 = 7@(6@,3f) // (float) 
$3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
008F: 7@(6@,3f) = integer $3396 to_float 
7@(6@,3f) *= 20.0 
0209: $3396 = random_int_in_ranges 750 1000 
008B: 5@ = $CURRENT_TIME_IN_MS2 // (int) 
005C: 5@ += $3396 // (int) 
if 
  2 > 6@ 
else_jump @BANDIT_2300 
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_2244 
097A: play_audio_at 0.0 0.0 0.0 event 1088 

:BANDIT_2244
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_2286 
097A: play_audio_at 0.0 0.0 0.0 event 1089 

:BANDIT_2286
6@ += 1 
jump @BANDIT_2349 

:BANDIT_2300
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_2342 
097A: play_audio_at 0.0 0.0 0.0 event 1088 

:BANDIT_2342
4@ += 1 

:BANDIT_2349
jump @BANDIT_2370 

:BANDIT_2356
10@(6@,3f) = 0.6 

:BANDIT_2370
$TEMPVAR_ANGLE = Object.Angle(0@)
$3400 = 0 

:BANDIT_2385
if 
  3 > $3400 
else_jump @BANDIT_2535 
if 
  10@($3400,3f) > 0.0 
else_jump @BANDIT_2521 
007B: 7@($3400,3f) += unknown_float * 10@($3400,3f) // (float) 
if or
  7@($3400,3f) > 360.0 
  7@($3400,3f) == 360.0 
else_jump @BANDIT_2497 
7@($3400,3f) -= 360.0 

:BANDIT_2497
0453: set_object 1@($3400,3i) XY_rotation 7@($3400,3f) 0.0 angle $TEMPVAR_ANGLE 

:BANDIT_2521
$3400 += 1 
jump @BANDIT_2385 

:BANDIT_2535
gosub @BANDIT_2873 
jump @BANDIT_2824 

:BANDIT_2549
0088: $3401 = 7@ // (float) 
$3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
0088: $3401 = 8@ // (float) 
$3401 /= 20.0 
008C: $COLOR_RED = float $3401 to_integer 
0088: $3401 = 9@ // (float) 
$3401 /= 20.0 
008C: $COLOR_GREEN = float $3401 to_integer 
if and
003A:   $3413($3396,18i) == $3431($COLOR_RED,18i) // (int) 
003A:   $3413($3396,18i) == $3449($COLOR_GREEN,18i) // (int) 
else_jump @BANDIT_2772 
008A: $GAMBLES_CASHWIN = 14@ // (int) 
0068: $GAMBLES_CASHWIN *= $3413($3396,18i) // (int) 
create_thread @CASHWIN $GAMBLES_CASHWIN 
Player.Money($PLAYER_CHAR) += $GAMBLES_CASHWIN
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_2751 
097A: play_audio_at 0.0 0.0 0.0 event 1090 

:BANDIT_2751
0623: add $GAMBLES_CASHWIN to_integer_stat 37 
0627: update_integer_stat 38 to $GAMBLES_CASHWIN 
jump @BANDIT_2792 

:BANDIT_2772
create_thread @CASHWIN 0 2500 
0627: update_integer_stat 39 to 14@ 

:BANDIT_2792
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
4@ = 1 
gosub @BANDIT_2873 
jump @BANDIT_2824 

:BANDIT_2824
jump @BANDIT_2838 

:BANDIT_2831
jump @BANDIT_3455 

:BANDIT_2838
jump @BANDIT_2852 

:BANDIT_2845
jump @BANDIT_3455 

:BANDIT_2852
jump @BANDIT_2866 

:BANDIT_2859
jump @BANDIT_3455 

:BANDIT_2866
jump @BANDIT_253 

:BANDIT_2873
if 
  13@ == 1 
else_jump @BANDIT_3453 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $3468 $3473 cornerB $3469 $3474 GXT_reference 'DUMMY' style 0 
$3400 = 0 

:BANDIT_2927
if 
  3 > $3400 
else_jump @BANDIT_3453 
0088: $3401 = 7@($3400,3f) // (float) 
$3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
if 
  $3400 == 0 
else_jump @BANDIT_3013 
0084: $COLOR_RED = $3413($3396,18i) // (int) 
0086: $3404 = $3467 // (float) 

:BANDIT_3013
if 
  $3400 == 1 
else_jump @BANDIT_3061 
0084: $COLOR_RED = $3431($3396,18i) // (int) 
0086: $3404 = $3467 // (float) 
$3404 += 64.0 

:BANDIT_3061
if 
  $3400 == 2 
else_jump @BANDIT_3109 
0084: $COLOR_RED = $3449($3396,18i) // (int) 
0086: $3404 = $3467 // (float) 
$3404 += 128.0 

:BANDIT_3109
if 
003A:   $COLOR_RED == $3407 // (int) 
else_jump @BANDIT_3164 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3164
if 
003A:   $COLOR_RED == $3408 // (int) 
else_jump @BANDIT_3219 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3219
if 
003A:   $COLOR_RED == $3409 // (int) 
else_jump @BANDIT_3274 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3274
if 
003A:   $COLOR_RED == $3410 // (int) 
else_jump @BANDIT_3329 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3329
if 
003A:   $COLOR_RED == $3411 // (int) 
else_jump @BANDIT_3384 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3384
if 
003A:   $COLOR_RED == $3412 // (int) 
else_jump @BANDIT_3439 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 6 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3439
$3400 += 1 
jump @BANDIT_2927 

:BANDIT_3453
return 

:BANDIT_3455
if 
  4@ > 0 
else_jump @BANDIT_3550 
if 
  4@ > 1 
else_jump @BANDIT_3500 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 

:BANDIT_3500
if 
  4@ > 2 
else_jump @BANDIT_3528 
04EF: release_animation "CASINO" 

:BANDIT_3528
Object.Destroy(1@)
Object.Destroy(2@)
Object.Destroy(3@)
4@ = 0 

:BANDIT_3550
if 
  13@ == 1 
else_jump @BANDIT_3577 
0391: release_txd_dictionary 
13@ = 0 

:BANDIT_3577
end_thread 
return 
end_thread 

//-------------External script 5 (ROULETTE)---------------

:ROULETE
thread 'ROULETE' 
1@ = 0 
if 
  1@ == 1 
else_jump @ROULETE_90 
0@ = Object.Init(#ROULETTE_TBL, 0.0, 0.0, 0.0)
$ROULETE_CHIPS($8549,151i) = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0662: NOP "AAAAAAA" 

:ROULETE_90
4@ = 0 
5@ = 0 
8@ = 0 
9@ = 0 
7@ = 0 
10@ = 500 
11@ = 500 
12@ = 0 
13@ = 0 
14@ = 0 
15@ = 0 
0653: 16@ = float_stat 81 
0209: 18@ = random_int_in_ranges 0 19 
$1523 += 1 
if 
  1.0 > 16@ 
else_jump @ROULETE_252 
if or
  $1523 == 1 
  $1523 == 5 
else_jump @ROULETE_245 
18@ = 0 

:ROULETE_245
jump @ROULETE_464 

:ROULETE_252
if 
  10.0 > 16@ 
else_jump @ROULETE_312 
if or
  $1523 == 1 
  $1523 == 5 
else_jump @ROULETE_305 
18@ = 5 

:ROULETE_305
jump @ROULETE_464 

:ROULETE_312
if 
  100.0 > 16@ 
else_jump @ROULETE_372 
if or
  $1523 == 1 
  $1523 == 5 
else_jump @ROULETE_365 
18@ = 10 

:ROULETE_365
jump @ROULETE_464 

:ROULETE_372
if 
  1000.0 > 16@ 
else_jump @ROULETE_432 
if or
  $1523 == 1 
  $1523 == 5 
else_jump @ROULETE_425 
18@ = 14 

:ROULETE_425
jump @ROULETE_464 

:ROULETE_432
if or
  $1523 == 1 
  $1523 == 5 
else_jump @ROULETE_464 
18@ = 17 

:ROULETE_464
if or
  18@ == 0 
  18@ == 1 
  18@ == 2 
  18@ == 3 
  18@ == 4 
else_jump @ROULETE_525 
17@ = 2 
19@ = -340 

:ROULETE_525
if or
  18@ == 5 
  18@ == 6 
  18@ == 7 
  18@ == 8 
  18@ == 9 
else_jump @ROULETE_586 
17@ = 20 
19@ = -341 

:ROULETE_586
if or
  18@ == 10 
  18@ == 11 
  18@ == 12 
  18@ == 13 
else_jump @ROULETE_641 
17@ = 200 
19@ = -342 

:ROULETE_641
if or
  18@ == 14 
  18@ == 15 
  18@ == 16 
else_jump @ROULETE_689 
17@ = 2000 
19@ = -343 

:ROULETE_689
if or
  18@ == 17 
  18@ == 18 
else_jump @ROULETE_730 
17@ = 20000 
19@ = -344 

:ROULETE_730
18@ = 0 
20@ = 0 
0085: 21@ = 17@ // (int) 
21@ *= 50 
22@ = 0 
0209: $3396 = random_int_in_ranges 0 2 
if 
  $3396 == 0 
else_jump @ROULETE_807 
04AF: 23@ = 11 // @ = any 
jump @ROULETE_815 

:ROULETE_807
04AF: 23@ = 172 // @ = any 

:ROULETE_815
$8549 = 0 

:ROULETE_822
if 
  151 > $8549 
else_jump @ROULETE_866 
$8398($8549,151i) = 0 
$8549 += 1 
jump @ROULETE_822 

:ROULETE_866
$ROULETE_CASH_WON = 0 
$8551 = 0 
if 
  22@ == 1 
else_jump @ROULETE_907 
22@ = 0 
return 

:ROULETE_907
24@ = 0.0 
25@ = 0.0 

:ROULETE_927
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @ROULETE_7879 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @ROULETE_7735 
if 
  $PLAYER_IN_INTERIOR == 0 
else_jump @ROULETE_7591 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ROULETE_7456 
if 
  1@ == 0 
else_jump @ROULETE_1032 
Model.Load(23@)
1@ += 1 

:ROULETE_1032
if 
  1@ == 1 
else_jump @ROULETE_1167 
Model.Load(23@)
if 
   Model.Available(23@)
else_jump @ROULETE_1167 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 1.208 0.571 -1.144 
26@ = Actor.Create(CivFemale, 23@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(0@)
$TEMPVAR_ANGLE += 90.0 
Actor.Angle(26@) = $TEMPVAR_ANGLE
060B: set_actor 26@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0A0A: unknown_object 0@ flag 1 
1@ += 1 

:ROULETE_1167
if 
  1@ == 2 
else_jump @ROULETE_1269 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 flag 0 on_foot 
else_jump @ROULETE_1269 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.215 1.34 -0.086 
27@ = Object.Init(#WHEEL_WEE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
1@ += 1 

:ROULETE_1269
if 
  1@ == 3 
else_jump @ROULETE_1592 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 flag 0 on_foot 
else_jump @ROULETE_1592 
if 
  $9470 == 0 
else_jump @ROULETE_1592 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.839 -2.4444 -0.6 
0400: store_coords_to $3404 $3405 $3406 from_object 0@ with_offset 0.761 0.9556 0.6 
if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB $3404 $3405 $3406 on_foot 
else_jump @ROULETE_1592 
if 
  17@ == 2 
else_jump @ROULETE_1459 
0512: show_permanent_text_box 'SLOT_06'  // ~k~~VEHICLE_ENTER_EXIT~: Roulette spielen~n~Max. Einsatz $100

:ROULETE_1459
if 
  17@ == 20 
else_jump @ROULETE_1488 
0512: show_permanent_text_box 'SLOT_07'  // ~k~~VEHICLE_ENTER_EXIT~: Roulette spielen~n~Max. Einsatz $1.000

:ROULETE_1488
if 
  17@ == 200 
else_jump @ROULETE_1518 
0512: show_permanent_text_box 'SLOT_08'  // ~k~~VEHICLE_ENTER_EXIT~: Roulette spielen~n~Max. Einsatz $10.000

:ROULETE_1518
if 
  17@ == 2000 
else_jump @ROULETE_1548 
0512: show_permanent_text_box 'SLOT_09'  // ~k~~VEHICLE_ENTER_EXIT~: Roulette spielen~n~Max. Einsatz $100.000

:ROULETE_1548
if 
  17@ == 20000 
else_jump @ROULETE_1578 
0512: show_permanent_text_box 'SLOT_10'  // ~k~~VEHICLE_ENTER_EXIT~: Roulette spielen~n~Max. Einsatz $1.000.000

:ROULETE_1578
03CF: load_wav 1813 as 4 
1@ += 1 

:ROULETE_1592
if 
  1@ == 4 
else_jump @ROULETE_2950 
if 
  $3489 == 0 
else_jump @ROULETE_2950 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 flag 0 on_foot 
else_jump @ROULETE_2950 
if 
  $9470 == 0 
else_jump @ROULETE_2941 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.839 -2.4444 -0.6 
0400: store_coords_to $3404 $3405 $3406 from_object 0@ with_offset 0.761 0.9556 0.6 
if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB $3404 $3405 $3406 on_foot 
else_jump @ROULETE_2925 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ROULETE_2918 
if 
00E1:   player 0 pressed_key 15 
else_jump @ROULETE_2911 
if 
  9@ == 0 
else_jump @ROULETE_2904 
0652: $STAT_GAMBLING_SKILL = integer_stat 81 
if 
  17@ == 20 
else_jump @ROULETE_1974 
if 
   not $STAT_GAMBLING_SKILL >= 1 
else_jump @ROULETE_1974 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
if 
   not Actor.Dead(26@)
else_jump @ROULETE_1967 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_1949 
09D6: set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
jump @ROULETE_1967 

:ROULETE_1949
09D6: set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_1967
jump @ROULETE_927 

:ROULETE_1974
if 
  17@ == 200 
else_jump @ROULETE_2120 
if 
   not $STAT_GAMBLING_SKILL >= 10 
else_jump @ROULETE_2120 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
if 
   not Actor.Dead(26@)
else_jump @ROULETE_2113 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_2095 
09D6: set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
jump @ROULETE_2113 

:ROULETE_2095
09D6: set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_2113
jump @ROULETE_927 

:ROULETE_2120
if 
  17@ == 2000 
else_jump @ROULETE_2266 
if 
   not $STAT_GAMBLING_SKILL >= 100 
else_jump @ROULETE_2266 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
if 
   not Actor.Dead(26@)
else_jump @ROULETE_2259 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_2241 
09D6: set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
jump @ROULETE_2259 

:ROULETE_2241
09D6: set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_2259
jump @ROULETE_927 

:ROULETE_2266
if 
  17@ == 20000 
else_jump @ROULETE_2413 
if 
   not $STAT_GAMBLING_SKILL > 999 
else_jump @ROULETE_2413 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
if 
   not Actor.Dead(26@)
else_jump @ROULETE_2406 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_2388 
09D6: set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
jump @ROULETE_2406 

:ROULETE_2388
09D6: set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_2406
jump @ROULETE_927 

:ROULETE_2413
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
Object.StorePos(0@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
0A2B:   widescreen_option_enabled 
else_jump @ROULETE_2578 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.632 -1.9669 1.9144 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.5003 -1.3914 1.1073 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 1)
jump @ROULETE_2675 

:ROULETE_2578
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.5689 -1.5476 1.8759 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.4106 -1.0626 1.0159 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 1)

:ROULETE_2675
041D: set_camera_near_clip 0.1 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_ROUL' 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_2783 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_2765 
09D6: set_actor 26@ sound $3828($3400,2i) flags 1 1 0 
jump @ROULETE_2783 

:ROULETE_2765
09D6: set_actor 26@ sound $3887($3400,2i) flags 1 1 0 

:ROULETE_2783
038F: load_texture "ROULBLA" as 1 // Load dictionary with 0390 first 
038F: load_texture "ROULRED" as 2 // Load dictionary with 0390 first 
038F: load_texture "ROULGRE" as 3 // Load dictionary with 0390 first 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $3496 $3497 $3498 
$TEMPVAR_FLOAT_3 += 0.01 
$8552 = Object.Init(#ROULETTE_MARKER, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
09BD: unknown_flag 1 
$3489 = 1 
28@ = 0 
1@ += 1 
9@ = 1 

:ROULETE_2904
jump @ROULETE_2918 

:ROULETE_2911
9@ = 0 

:ROULETE_2918
jump @ROULETE_2934 

:ROULETE_2925
03E6: remove_text_box 
1@ = 3 

:ROULETE_2934
jump @ROULETE_2950 

:ROULETE_2941
03E6: remove_text_box 
1@ = 3 

:ROULETE_2950
if 
  1@ == 5 
else_jump @ROULETE_7449 
0581: enable_radar 0 
if 
  $3505 > 0 
else_jump @ROULETE_3503 
$3809 += 2.0 
$3810 += 2.0 
038D: draw_texture 1 position $3809 $3810 size 64.0 64.0 RGBA 0 0 0 255 
$3809 -= 2.0 
$3810 -= 2.0 
if 
  18@ == 0 
else_jump @ROULETE_3116 
038D: draw_texture 3 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
jump @ROULETE_3424 

:ROULETE_3116
if or
  18@ == 1 
  18@ == 3 
  18@ == 5 
  18@ == 7 
  18@ == 9 
  18@ == 12 
else_jump @ROULETE_3208 
038D: draw_texture 2 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
jump @ROULETE_3424 

:ROULETE_3208
if or
  18@ == 14 
  18@ == 16 
  18@ == 18 
  18@ == 19 
  18@ == 21 
  18@ == 23 
else_jump @ROULETE_3300 
038D: draw_texture 2 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
jump @ROULETE_3424 

:ROULETE_3300
if or
  18@ == 25 
  18@ == 27 
  18@ == 30 
  18@ == 32 
  18@ == 34 
  18@ == 36 
else_jump @ROULETE_3392 
038D: draw_texture 2 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
jump @ROULETE_3424 

:ROULETE_3392
038D: draw_texture 1 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 

:ROULETE_3424
0086: $8553 = $3809 // (float) 
$8553 += -1.6679 
0086: $8554 = $3810 // (float) 
$8554 += -30.0255 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size 0.9423 4.2306 
0342: enable_text_draw_centered 1 
045A: draw_text_1number $8553 $8554 GXT 'NUMBER' number 18@  // ~1~

:ROULETE_3503
0937: text_draw_box_cornerA $3479 $3483 cornerB $3480 $3484 GXT_reference 'ROUWAGE' style 2  // Einsatz
gosub @ROULETE_18193 
0340: set_text_draw_RGBA 134 155 184 255 
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @ROULETE_3579 
033F: set_text_draw_letter_size 0.42 2.5077 

:ROULETE_3579
033E: set_draw_text_position $3477 $3481 GXT 'ROU_MAX'  // Max. Einsatz
0086: $8554 = $3481 // (float) 
0059: $8554 += $3482 // (float) 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number 21@  // $~1~
0059: $8554 += $3478 // (float) 
gosub @ROULETE_18193 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $3477 $8554 GXT 'ROUYOUR'  // Gesamteinsatz
0059: $8554 += $3482 // (float) 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number $8551  // $~1~
0059: $8554 += $3478 // (float) 
gosub @ROULETE_18193 
if 
  $3505 > 0 
else_jump @ROULETE_3850 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $3477 $8554 GXT 'ROU_WON'  // Auszahlung
0059: $8554 += $3482 // (float) 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number $ROULETE_CASH_WON  // $~1~
jump @ROULETE_3924 

:ROULETE_3850
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $3477 $8554 GXT 'ROUTHIS'  // Dieser Einsatz
0059: $8554 += $3482 // (float) 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number 20@  // $~1~

:ROULETE_3924
if 
  $3505 == 0 
else_jump @ROULETE_4536 
0512: show_permanent_text_box 'ROUHELP'  // Benutze die Bewegungskontrolle, um ein Feld auszuwhlen.~n~~k~~PED_JUMPING~ Einsatz erhhen~n~~k~~PED_FIREWEAPON~ Einsatz verringern~n~~k~~PED_SPRINT~ Rad drehen~n~~k~~VEHICLE_ENTER_EXIT~ Beenden
0750: set_object $8552 visibility 1 
if 
00E1:   player 0 pressed_key 16 
else_jump @ROULETE_4238 
if 
  7@ == 0 
else_jump @ROULETE_4231 
if 
  $8551 > 0 
else_jump @ROULETE_4189 
03CF: load_wav 1813 as 4 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_4106 
0209: $3400 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_4088 
09D6: set_actor 26@ sound $3811($3400,3i) flags 1 1 0 
jump @ROULETE_4106 

:ROULETE_4088
09D6: set_actor 26@ sound $3870($3400,3i) flags 1 1 0 

:ROULETE_4106
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_4141 
097A: play_audio_at 0.0 0.0 0.0 event 1086 

:ROULETE_4141
0623: add $8551 to_integer_stat 35 
008D: $3401 = integer $8551 to_float 
$3401 *= 0.001 
03E6: remove_text_box 
0624: add $3401 to_float_stat 81 
$3505 += 1 
jump @ROULETE_4224 

:ROULETE_4189
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_4224 
097A: play_audio_at 0.0 0.0 0.0 event 1085 

:ROULETE_4224
7@ += 1 

:ROULETE_4231
jump @ROULETE_4245 

:ROULETE_4238
7@ = 0 

:ROULETE_4245
if 
00E1:   player 0 pressed_key 15 
else_jump @ROULETE_4522 
if 
  9@ == 0 
else_jump @ROULETE_4515 
9@ += 1 
$3505 = 0 
1@ = 3 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_4387 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_4369 
09D6: set_actor 26@ sound $3826($3400,2i) flags 1 1 0 
jump @ROULETE_4387 

:ROULETE_4369
09D6: set_actor 26@ sound $3885($3400,2i) flags 1 1 0 

:ROULETE_4387
0581: enable_radar 1 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03F0: enable_text_draw 0 
0391: release_txd_dictionary 
03E6: remove_text_box 
Object.Destroy($8552)
Player.Money($PLAYER_CHAR) += $8551
22@ = 1 
gosub @ROULETE_815 
$8549 = 0 

:ROULETE_4455
if 
  151 > $8549 
else_jump @ROULETE_4497 
Object.Destroy($ROULETE_CHIPS($8549,151i))
$8549 += 1 
jump @ROULETE_4455 

:ROULETE_4497
09BD: unknown_flag 0 
$3489 = 0 
jump @ROULETE_927 

:ROULETE_4515
jump @ROULETE_4529 

:ROULETE_4522
9@ = 0 

:ROULETE_4529
gosub @ROULETE_8023 

:ROULETE_4536
if 
  $3505 == 1 
else_jump @ROULETE_4625 
0750: set_object $8552 visibility 0 
0079: 24@ += unknown_float * 0.5 // (float) 
if or
  24@ > 20.0 
  24@ == 20.0 
else_jump @ROULETE_4625 
0084: $3506 = $CURRENT_TIME_IN_MS2 // (int) 
$3506 += 1500 
$3505 += 1 

:ROULETE_4625
if 
  $3505 == 2 
else_jump @ROULETE_4803 
if 
001C:   $CURRENT_TIME_IN_MS2 > $3506 // (int) 
else_jump @ROULETE_4803 
007F: 24@ -= unknown_float * 0.08 // (float) 
if or
  0.0 > 24@ 
  24@ == 0.0 
else_jump @ROULETE_4803 
0209: 18@ = random_int_in_ranges 0 37 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_4789 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_4771 
09D6: set_actor 26@ sound $3830(18@,37i) flags 1 1 0 
jump @ROULETE_4789 

:ROULETE_4771
09D6: set_actor 26@ sound $3889(18@,37i) flags 1 1 0 

:ROULETE_4789
gosub @ROULETE_9703 
$3505 += 1 

:ROULETE_4803
if 
  $3505 == 3 
else_jump @ROULETE_5553 
0512: show_permanent_text_box 'X_CONT'  // ~k~~PED_SPRINT~ Weiter
0084: $3396 = $ROULETE_CASH_WON // (int) 
0060: $3396 -= $8551 // (int) 
if 
  $3396 == 0 
else_jump @ROULETE_4934 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size 1.3 3.36 
0342: enable_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
033E: set_draw_text_position 320.0 180.333 GXT 'NOWIN'  // ~w~KEIN GEWINN!
jump @ROULETE_5138 

:ROULETE_4934
if 
  $3396 > 0 
else_jump @ROULETE_5060 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size 1.3 3.36 
0342: enable_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 6 color_RGBA_to $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400 
0340: set_text_draw_RGBA $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN 255 
045A: draw_text_1number 320.0 155.333 GXT 'WINNER' number $3396  // GEWINNER!~n~~w~$~1~
0627: update_integer_stat 38 to $3396 
jump @ROULETE_5138 

:ROULETE_5060
$3396 *= -1 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size 1.3 3.36 
0342: enable_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
045A: draw_text_1number 320.0 155.333 GXT 'LOSER' number $3396  // ~r~VERLIERER!~n~~w~-$~1~
0627: update_integer_stat 39 to $3396 

:ROULETE_5138
if 
00E1:   player 0 pressed_key 16 
else_jump @ROULETE_5546 
if 
  7@ == 0 
else_jump @ROULETE_5539 
008B: 7@ = $CURRENT_TIME_IN_MS2 // (int) 
7@ += 999999 
Player.Money($PLAYER_CHAR) += $ROULETE_CASH_WON
0623: add $ROULETE_CASH_WON to_integer_stat 37 
0084: $3396 = $ROULETE_CASH_WON // (int) 
0060: $3396 -= $8551 // (int) 
$9325 += 1 
if 
  $3396 > 0 
else_jump @ROULETE_5425 
0209: $3400 = random_int_in_ranges 0 3 
if or
  $3400 == 0 
  $3400 == 1 
else_jump @ROULETE_5408 
if 
  $9325 > 1 
else_jump @ROULETE_5315 
0209: $3400 = random_int_in_ranges 3 6 
jump @ROULETE_5324 

:ROULETE_5315
0209: $3400 = random_int_in_ranges 0 3 

:ROULETE_5324
if 
   not Actor.Dead(26@)
else_jump @ROULETE_5401 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_5383 
09D6: set_actor 26@ sound $3820($3400,6i) flags 1 1 0 
jump @ROULETE_5401 

:ROULETE_5383
09D6: set_actor 26@ sound $3879($3400,6i) flags 1 1 0 

:ROULETE_5401
jump @ROULETE_5418 

:ROULETE_5408
0947: unknown_actor $PLAYER_ACTOR play_audio_event 100 store_to $GAMBLES_CASHWIN 

:ROULETE_5418
jump @ROULETE_5469 

:ROULETE_5425
0209: $COLOR_RED = random_int_in_ranges 0 2 
if 
  $COLOR_RED == 0 
else_jump @ROULETE_5462 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 101 store_to $GAMBLES_CASHWIN 

:ROULETE_5462
$9325 = 0 

:ROULETE_5469
22@ = 1 
gosub @ROULETE_815 
$8549 = 0 

:ROULETE_5490
if 
  151 > $8549 
else_jump @ROULETE_5532 
Object.Destroy($ROULETE_CHIPS($8549,151i))
$8549 += 1 
jump @ROULETE_5490 

:ROULETE_5532
$3505 = 0 

:ROULETE_5539
jump @ROULETE_5553 

:ROULETE_5546
7@ = 0 

:ROULETE_5553
if and
  $3505 > 0 
  3 > $3505 
else_jump @ROULETE_5613 
007B: 25@ += unknown_float * 24@ // (float) 
0453: set_object 27@ XY_rotation 0.0 0.0 angle 25@ 
0209: 18@ = random_int_in_ranges 0 37 

:ROULETE_5613
0494: get_joystick 0 data_to $8555 $8556 $8557 $8558 
if or
00E1:   player 0 pressed_key 10 
  -80 > $8555 
else_jump @ROULETE_6087 
if 
  2@ == 0 
else_jump @ROULETE_6054 
008B: 12@ = $CURRENT_TIME_IN_MS2 // (int) 
12@ += 80 
if 
  0.0 > $3499 
else_jump @ROULETE_5804 
if 
   not $3500 == 2.0 
else_jump @ROULETE_5797 
if 
   not $3499 == 0.0 
else_jump @ROULETE_5797 
if 
  $3500 == -24.0 
else_jump @ROULETE_5787 
$3499 += 2.0 
jump @ROULETE_5797 

:ROULETE_5787
$3499 += 1.0 

:ROULETE_5797
jump @ROULETE_6040 

:ROULETE_5804
if 
  $3499 == 0.0 
else_jump @ROULETE_5999 
if and
  2.0 > $3500 
  $3500 > -7.0 
else_jump @ROULETE_5883 
$3499 += 2.0 
$3500 = -3.0 
jump @ROULETE_5992 

:ROULETE_5883
if and
  -6.0 > $3500 
  $3500 > -15.0 
else_jump @ROULETE_5941 
$3499 += 2.0 
$3500 = -11.0 
jump @ROULETE_5992 

:ROULETE_5941
if and
  -14.0 > $3500 
  $3500 > -24.0 
else_jump @ROULETE_5992 
$3499 += 2.0 
$3500 = -19.0 

:ROULETE_5992
jump @ROULETE_6040 

:ROULETE_5999
if 
  $3499 == 2.0 
else_jump @ROULETE_6040 
$3499 += 2.0 
$3500 += 2.0 

:ROULETE_6040
2@ += 1 
jump @ROULETE_6080 

:ROULETE_6054
if 
001E:   $CURRENT_TIME_IN_MS2 > 12@ // (int) 
else_jump @ROULETE_6080 
2@ = 0 

:ROULETE_6080
jump @ROULETE_6094 

:ROULETE_6087
2@ = 0 

:ROULETE_6094
if or
00E1:   player 0 pressed_key 11 
  $8555 > 80 
else_jump @ROULETE_6521 
if 
  3@ == 0 
else_jump @ROULETE_6488 
008B: 13@ = $CURRENT_TIME_IN_MS2 // (int) 
13@ += 80 
if 
  $3499 > -4.0 
else_jump @ROULETE_6412 
if 
   not $3500 == 2.0 
else_jump @ROULETE_6405 
if 
   not $3499 == -4.0 
else_jump @ROULETE_6405 
if or
  $3500 == -24.0 
  $3499 == 2.0 
  $3499 == 4.0 
else_jump @ROULETE_6395 
if or
  $3500 == -1.0 
  $3500 == -5.0 
else_jump @ROULETE_6296 
$3500 = -3.0 

:ROULETE_6296
if or
  $3500 == -9.0 
  $3500 == -13.0 
else_jump @ROULETE_6337 
$3500 = -11.0 

:ROULETE_6337
if or
  $3500 == -17.0 
  $3500 == -21.0 
else_jump @ROULETE_6378 
$3500 = -19.0 

:ROULETE_6378
$3499 += -2.0 
jump @ROULETE_6405 

:ROULETE_6395
$3499 += -1.0 

:ROULETE_6405
jump @ROULETE_6474 

:ROULETE_6412
if 
  $3499 == -4.0 
else_jump @ROULETE_6474 
if and
  $3500 > -23.0 
  1.0 > $3500 
else_jump @ROULETE_6474 
$3499 += -1.0 

:ROULETE_6474
3@ += 1 
jump @ROULETE_6514 

:ROULETE_6488
if 
001E:   $CURRENT_TIME_IN_MS2 > 13@ // (int) 
else_jump @ROULETE_6514 
3@ = 0 

:ROULETE_6514
jump @ROULETE_6528 

:ROULETE_6521
3@ = 0 

:ROULETE_6528
if or
00E1:   player 0 pressed_key 8 
  -80 > $8556 
else_jump @ROULETE_6867 
if 
  4@ == 0 
else_jump @ROULETE_6834 
008B: 14@ = $CURRENT_TIME_IN_MS2 // (int) 
14@ += 80 
if 
  0.0 > $3500 
else_jump @ROULETE_6779 
if 
  $3500 == -24.0 
else_jump @ROULETE_6644 
$3500 += 2.0 
jump @ROULETE_6772 

:ROULETE_6644
if 
  $3499 == 2.0 
else_jump @ROULETE_6703 
if 
   not $3500 == -3.0 
else_jump @ROULETE_6696 
$3500 += 8.0 

:ROULETE_6696
jump @ROULETE_6772 

:ROULETE_6703
if 
  $3499 == 4.0 
else_jump @ROULETE_6762 
if 
   not $3500 == -1.0 
else_jump @ROULETE_6755 
$3500 += 4.0 

:ROULETE_6755
jump @ROULETE_6772 

:ROULETE_6762
$3500 += 1.0 

:ROULETE_6772
jump @ROULETE_6820 

:ROULETE_6779
if 
  $3500 == 0.0 
else_jump @ROULETE_6820 
$3500 += 2.0 
$3499 = -2.0 

:ROULETE_6820
4@ += 1 
jump @ROULETE_6860 

:ROULETE_6834
if 
001E:   $CURRENT_TIME_IN_MS2 > 14@ // (int) 
else_jump @ROULETE_6860 
4@ = 0 

:ROULETE_6860
jump @ROULETE_6874 

:ROULETE_6867
4@ = 0 

:ROULETE_6874
if or
00E1:   player 0 pressed_key 9 
  $8556 > 80 
else_jump @ROULETE_7331 
if 
  5@ == 0 
else_jump @ROULETE_7298 
008B: 15@ = $CURRENT_TIME_IN_MS2 // (int) 
15@ += 80 
if 
  $3500 > -22.0 
else_jump @ROULETE_7125 
if 
  $3500 == 2.0 
else_jump @ROULETE_6990 
$3500 += -2.0 
jump @ROULETE_7118 

:ROULETE_6990
if 
  $3499 == 2.0 
else_jump @ROULETE_7049 
if 
   not $3500 == -19.0 
else_jump @ROULETE_7042 
$3500 += -8.0 

:ROULETE_7042
jump @ROULETE_7118 

:ROULETE_7049
if 
  $3499 == 4.0 
else_jump @ROULETE_7108 
if 
   not $3500 == -21.0 
else_jump @ROULETE_7101 
$3500 += -4.0 

:ROULETE_7101
jump @ROULETE_7118 

:ROULETE_7108
$3500 += -1.0 

:ROULETE_7118
jump @ROULETE_7284 

:ROULETE_7125
if 
  $3499 == -4.0 
else_jump @ROULETE_7184 
if 
   not $3500 == -24.0 
else_jump @ROULETE_7177 
$3500 += -2.0 

:ROULETE_7177
jump @ROULETE_7284 

:ROULETE_7184
if 
  $3499 == 0.0 
else_jump @ROULETE_7243 
if 
   not $3500 == -24.0 
else_jump @ROULETE_7236 
$3500 += -2.0 

:ROULETE_7236
jump @ROULETE_7284 

:ROULETE_7243
if 
   not $3500 == -24.0 
else_jump @ROULETE_7284 
$3499 = -2.0 
$3500 += -2.0 

:ROULETE_7284
5@ += 1 
jump @ROULETE_7324 

:ROULETE_7298
if 
001E:   $CURRENT_TIME_IN_MS2 > 15@ // (int) 
else_jump @ROULETE_7324 
5@ = 0 

:ROULETE_7324
jump @ROULETE_7338 

:ROULETE_7331
5@ = 0 

:ROULETE_7338
0086: $3503 = $3499 // (float) 
0069: $3503 *= $3494 // (float) 
0086: $3504 = $3500 // (float) 
0069: $3504 *= $3495 // (float) 
0086: $3501 = $3496 // (float) 
0059: $3501 += $3503 // (float) 
0086: $3502 = $3497 // (float) 
0059: $3502 += $3504 // (float) 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $3501 $3502 $3498 
$TEMPVAR_FLOAT_3 += 0.01 
Object.PutAt($8552, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:ROULETE_7449
jump @ROULETE_7584 

:ROULETE_7456
if 
  1@ > 0 
else_jump @ROULETE_7584 
if 
  1@ > 3 
else_jump @ROULETE_7494 
03E6: remove_text_box 

:ROULETE_7494
Actor.DestroyInstantly(26@)
Model.Destroy(23@)
22@ = 1 
gosub @ROULETE_815 
$8549 = 0 

:ROULETE_7525
if 
  151 > $8549 
else_jump @ROULETE_7567 
Object.Destroy($ROULETE_CHIPS($8549,151i))
$8549 += 1 
jump @ROULETE_7525 

:ROULETE_7567
Object.Destroy($8552)
Object.Destroy(27@)
1@ = 0 

:ROULETE_7584
jump @ROULETE_7728 

:ROULETE_7591
if 
  1@ > 0 
else_jump @ROULETE_7719 
if 
  1@ > 3 
else_jump @ROULETE_7629 
03E6: remove_text_box 

:ROULETE_7629
Actor.DestroyInstantly(26@)
Model.Destroy(23@)
22@ = 1 
gosub @ROULETE_815 
$8549 = 0 

:ROULETE_7660
if 
  151 > $8549 
else_jump @ROULETE_7702 
Object.Destroy($ROULETE_CHIPS($8549,151i))
$8549 += 1 
jump @ROULETE_7660 

:ROULETE_7702
Object.Destroy($8552)
Object.Destroy(27@)
1@ = 0 

:ROULETE_7719
$1523 -= 1 
end_thread 

:ROULETE_7728
jump @ROULETE_7872 

:ROULETE_7735
if 
  1@ > 0 
else_jump @ROULETE_7863 
if 
  1@ > 3 
else_jump @ROULETE_7773 
03E6: remove_text_box 

:ROULETE_7773
Actor.DestroyInstantly(26@)
Model.Destroy(23@)
22@ = 1 
gosub @ROULETE_815 
$8549 = 0 

:ROULETE_7804
if 
  151 > $8549 
else_jump @ROULETE_7846 
Object.Destroy($ROULETE_CHIPS($8549,151i))
$8549 += 1 
jump @ROULETE_7804 

:ROULETE_7846
Object.Destroy($8552)
Object.Destroy(27@)
1@ = 0 

:ROULETE_7863
$1523 -= 1 
end_thread 

:ROULETE_7872
jump @ROULETE_8016 

:ROULETE_7879
if 
  1@ > 0 
else_jump @ROULETE_8007 
if 
  1@ > 3 
else_jump @ROULETE_7917 
03E6: remove_text_box 

:ROULETE_7917
Actor.DestroyInstantly(26@)
Model.Destroy(23@)
22@ = 1 
gosub @ROULETE_815 
$8549 = 0 

:ROULETE_7948
if 
  151 > $8549 
else_jump @ROULETE_7990 
Object.Destroy($ROULETE_CHIPS($8549,151i))
$8549 += 1 
jump @ROULETE_7948 

:ROULETE_7990
Object.Destroy($8552)
Object.Destroy(27@)
1@ = 0 

:ROULETE_8007
$1523 -= 1 
end_thread 

:ROULETE_8016
jump @ROULETE_927 

:ROULETE_8023
$8549 = 0 

:ROULETE_8030
if 
  151 > $8549 
else_jump @ROULETE_9701 
if 
0044:   $3499 == $3507($8549,151f) // (float) 
else_jump @ROULETE_9687 
if 
0044:   $3500 == $3658($8549,151f) // (float) 
else_jump @ROULETE_9687 
008B: 20@ = $8398($8549,151i) // (int) 
if 
00E1:   player 0 pressed_key 14 
else_jump @ROULETE_9317 
if 
001E:   $CURRENT_TIME_IN_MS2 > 8@ // (int) 
else_jump @ROULETE_9310 
$ROULETE_PLAYER_CASH = Player.Money($PLAYER_CHAR)
$ROULETE_PLAYER_CASH += 1 
0652: $STAT_GAMBLING_SKILL = integer_stat 81 
if 
  $STAT_GAMBLING_SKILL > 999 
else_jump @ROULETE_8338 
008A: $GAMBLES_CASHWIN = 17@ // (int) 
$GAMBLES_CASHWIN -= 1000000 
if 
  1 > $ROULETE_PLAYER_CASH 
else_jump @ROULETE_8331 
if 
  28@ == 0 
else_jump @ROULETE_8331 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_8324 
0209: $3400 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_8306 
09D6: set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
jump @ROULETE_8324 

:ROULETE_8306
09D6: set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_8324
28@ = 1 

:ROULETE_8331
jump @ROULETE_8858 

:ROULETE_8338
if 
  $STAT_GAMBLING_SKILL > 100 
else_jump @ROULETE_8510 
008A: $GAMBLES_CASHWIN = 17@ // (int) 
$GAMBLES_CASHWIN -= 100000 
if 
  1 > $ROULETE_PLAYER_CASH 
else_jump @ROULETE_8503 
if 
  28@ == 0 
else_jump @ROULETE_8503 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_8496 
0209: $3400 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_8478 
09D6: set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
jump @ROULETE_8496 

:ROULETE_8478
09D6: set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_8496
28@ = 1 

:ROULETE_8503
jump @ROULETE_8858 

:ROULETE_8510
if 
  $STAT_GAMBLING_SKILL > 10 
else_jump @ROULETE_8680 
008A: $GAMBLES_CASHWIN = 17@ // (int) 
$GAMBLES_CASHWIN -= 10000 
if 
  1 > $ROULETE_PLAYER_CASH 
else_jump @ROULETE_8673 
if 
  28@ == 0 
else_jump @ROULETE_8673 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_8666 
0209: $3400 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_8648 
09D6: set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
jump @ROULETE_8666 

:ROULETE_8648
09D6: set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_8666
28@ = 1 

:ROULETE_8673
jump @ROULETE_8858 

:ROULETE_8680
if 
  $STAT_GAMBLING_SKILL > 1 
else_jump @ROULETE_8850 
008A: $GAMBLES_CASHWIN = 17@ // (int) 
$GAMBLES_CASHWIN -= 1000 
if 
  1 > $ROULETE_PLAYER_CASH 
else_jump @ROULETE_8843 
if 
  28@ == 0 
else_jump @ROULETE_8843 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_8836 
0209: $3400 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_8818 
09D6: set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
jump @ROULETE_8836 

:ROULETE_8818
09D6: set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_8836
28@ = 1 

:ROULETE_8843
jump @ROULETE_8858 

:ROULETE_8850
008A: $GAMBLES_CASHWIN = 17@ // (int) 

:ROULETE_8858
if and
001F:   21@ > $8551 // (int) 
001C:   $ROULETE_PLAYER_CASH > $GAMBLES_CASHWIN // (int) 
else_jump @ROULETE_9145 
03CF: load_wav 1813 as 4 
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_8927 
097A: play_audio_at 0.0 0.0 0.0 event 1083 

:ROULETE_8927
005A: 20@ += 17@ // (int) 
008A: $ROULETE_PLAYER_CASH = 17@ // (int) 
$ROULETE_PLAYER_CASH *= -1 
Player.Money($PLAYER_CHAR) += $ROULETE_PLAYER_CASH
005E: $8551 += 17@ // (int) 
008A: $ROULETE_PLAYER_CASH = 17@ // (int) 
$ROULETE_PLAYER_CASH *= 26 
if 
001E:   $ROULETE_PLAYER_CASH > 20@ // (int) 
else_jump @ROULETE_9096 
Object.StorePos($8552, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += -0.14 
008A: $ROULETE_PLAYER_CASH = 20@ // (int) 
0074: $ROULETE_PLAYER_CASH /= 17@ // (int) 
008D: $3401 = integer $ROULETE_PLAYER_CASH to_float 
$3401 *= 0.005 
0059: $TEMPVAR_FLOAT_3 += $3401 // (float) 
Object.Destroy($ROULETE_CHIPS($8549,151i))
$ROULETE_CHIPS($8549,151i) = Object.Init(19@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:ROULETE_9096
008B: 8@ = $CURRENT_TIME_IN_MS2 // (int) 
005A: 8@ += 10@ // (int) 
if 
  10@ == 500 
else_jump @ROULETE_9138 
10@ = 80 

:ROULETE_9138
jump @ROULETE_9310 

:ROULETE_9145
if 
002C:   $GAMBLES_CASHWIN >= $ROULETE_PLAYER_CASH // (int) 
else_jump @ROULETE_9250 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_9250 
0209: $3400 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_9232 
09D6: set_actor 26@ sound $3814($3400,3i) flags 1 1 0 
jump @ROULETE_9250 

:ROULETE_9232
09D6: set_actor 26@ sound $3873($3400,3i) flags 1 1 0 

:ROULETE_9250
03CF: load_wav 1813 as 4 
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_9292 
097A: play_audio_at 0.0 0.0 0.0 event 1085 

:ROULETE_9292
008B: 8@ = $CURRENT_TIME_IN_MS2 // (int) 
8@ += 6000000 

:ROULETE_9310
jump @ROULETE_9675 

:ROULETE_9317
008B: 8@ = $CURRENT_TIME_IN_MS2 // (int) 
10@ = 500 
if 
00E1:   player 0 pressed_key 17 
else_jump @ROULETE_9659 
if 
001E:   $CURRENT_TIME_IN_MS2 > 6@ // (int) 
else_jump @ROULETE_9652 
if or
001D:   20@ > 17@ // (int) 
003B:   20@ == 17@ // (int) 
else_jump @ROULETE_9610 
03CF: load_wav 1813 as 4 
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_9438 
097A: play_audio_at 0.0 0.0 0.0 event 1084 

:ROULETE_9438
0062: 20@ -= 17@ // (int) 
0066: $8551 -= 17@ // (int) 
Player.Money($PLAYER_CHAR) += 17@
008A: $ROULETE_PLAYER_CASH = 17@ // (int) 
$ROULETE_PLAYER_CASH *= 26 
if 
001E:   $ROULETE_PLAYER_CASH > 20@ // (int) 
else_jump @ROULETE_9610 
Object.StorePos($8552, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += -0.14 
008A: $ROULETE_PLAYER_CASH = 20@ // (int) 
0074: $ROULETE_PLAYER_CASH /= 17@ // (int) 
008D: $3401 = integer $ROULETE_PLAYER_CASH to_float 
$3401 *= 0.005 
0059: $TEMPVAR_FLOAT_3 += $3401 // (float) 
Object.Destroy($ROULETE_CHIPS($8549,151i))
if 
  20@ > 0 
else_jump @ROULETE_9610 
$ROULETE_CHIPS($8549,151i) = Object.Init(19@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:ROULETE_9610
008B: 6@ = $CURRENT_TIME_IN_MS2 // (int) 
005A: 6@ += 11@ // (int) 
if 
  11@ == 500 
else_jump @ROULETE_9652 
11@ = 80 

:ROULETE_9652
jump @ROULETE_9675 

:ROULETE_9659
008B: 6@ = $CURRENT_TIME_IN_MS2 // (int) 
11@ = 500 

:ROULETE_9675
008A: $8398($8549,151i) = 20@ // (int) 

:ROULETE_9687
$8549 += 1 
jump @ROULETE_8030 

:ROULETE_9701
return 

:ROULETE_9703
if 
  18@ == 0 
else_jump @ROULETE_9743 
$8398[0] *= 36 
0058: $ROULETE_CASH_WON += $8398[0] // (int) 
$8398[0] = 0 

:ROULETE_9743
if 
  18@ == 1 
else_jump @ROULETE_9926 
$8398[1] *= 36 
0058: $ROULETE_CASH_WON += $8398[1] // (int) 
$8398[37] *= 18 
0058: $ROULETE_CASH_WON += $8398[37] // (int) 
$8398[61] *= 18 
0058: $ROULETE_CASH_WON += $8398[61] // (int) 
$8398[94] *= 12 
0058: $ROULETE_CASH_WON += $8398[94] // (int) 
$8398[106] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 

:ROULETE_9926
if 
  18@ == 2 
else_jump @ROULETE_10139 
$8398[2] *= 36 
0058: $ROULETE_CASH_WON += $8398[2] // (int) 
$8398[37] *= 18 
0058: $ROULETE_CASH_WON += $8398[37] // (int) 
$8398[38] *= 18 
0058: $ROULETE_CASH_WON += $8398[38] // (int) 
$8398[62] *= 18 
0058: $ROULETE_CASH_WON += $8398[62] // (int) 
$8398[94] *= 12 
0058: $ROULETE_CASH_WON += $8398[94] // (int) 
$8398[106] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
$8398[107] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 

:ROULETE_10139
if 
  18@ == 3 
else_jump @ROULETE_10322 
$8398[3] *= 36 
0058: $ROULETE_CASH_WON += $8398[3] // (int) 
$8398[38] *= 18 
0058: $ROULETE_CASH_WON += $8398[38] // (int) 
$8398[63] *= 18 
0058: $ROULETE_CASH_WON += $8398[63] // (int) 
$8398[94] *= 12 
0058: $ROULETE_CASH_WON += $8398[94] // (int) 
$8398[107] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 

:ROULETE_10322
if 
  18@ == 4 
else_jump @ROULETE_10550 
$8398[4] *= 36 
0058: $ROULETE_CASH_WON += $8398[4] // (int) 
$8398[61] *= 18 
0058: $ROULETE_CASH_WON += $8398[61] // (int) 
$8398[39] *= 18 
0058: $ROULETE_CASH_WON += $8398[39] // (int) 
$8398[64] *= 18 
0058: $ROULETE_CASH_WON += $8398[64] // (int) 
$8398[95] *= 12 
0058: $ROULETE_CASH_WON += $8398[95] // (int) 
$8398[106] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
$8398[108] *= 9 
0058: $ROULETE_CASH_WON += $8398[108] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 
$8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 

:ROULETE_10550
if 
  18@ == 5 
else_jump @ROULETE_10823 
$8398[5] *= 36 
0058: $ROULETE_CASH_WON += $8398[5] // (int) 
$8398[62] *= 18 
0058: $ROULETE_CASH_WON += $8398[62] // (int) 
$8398[39] *= 18 
0058: $ROULETE_CASH_WON += $8398[39] // (int) 
$8398[40] *= 18 
0058: $ROULETE_CASH_WON += $8398[40] // (int) 
$8398[65] *= 18 
0058: $ROULETE_CASH_WON += $8398[65] // (int) 
$8398[95] *= 12 
0058: $ROULETE_CASH_WON += $8398[95] // (int) 
$8398[106] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
$8398[107] *= 9 
0058: $ROULETE_CASH_WON += $8398[107] // (int) 
$8398[108] *= 9 
0058: $ROULETE_CASH_WON += $8398[108] // (int) 
$8398[109] *= 9 
0058: $ROULETE_CASH_WON += $8398[109] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 
$8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 

:ROULETE_10823
if 
  18@ == 6 
else_jump @ROULETE_11051 
$8398[6] *= 36 
0058: $ROULETE_CASH_WON += $8398[6] // (int) 
$8398[63] *= 18 
0058: $ROULETE_CASH_WON += $8398[63] // (int) 
$8398[40] *= 18 
0058: $ROULETE_CASH_WON += $8398[40] // (int) 
$8398[66] *= 18 
0058: $ROULETE_CASH_WON += $8398[66] // (int) 
$8398[95] *= 12 
0058: $ROULETE_CASH_WON += $8398[95] // (int) 
$8398[107] *= 9 
0058: $ROULETE_CASH_WON += $8398[107] // (int) 
$8398[109] *= 9 
0058: $ROULETE_CASH_WON += $8398[109] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 
$8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 

:ROULETE_11051
if 
  18@ == 7 
else_jump @ROULETE_11279 
$8398[7] *= 36 
0058: $ROULETE_CASH_WON += $8398[7] // (int) 
$8398[64] *= 18 
0058: $ROULETE_CASH_WON += $8398[64] // (int) 
$8398[41] *= 18 
0058: $ROULETE_CASH_WON += $8398[41] // (int) 
$8398[67] *= 18 
0058: $ROULETE_CASH_WON += $8398[67] // (int) 
$8398[96] *= 12 
0058: $ROULETE_CASH_WON += $8398[96] // (int) 
$8398[108] *= 9 
0058: $ROULETE_CASH_WON += $8398[108] // (int) 
$8398[110] *= 9 
0058: $ROULETE_CASH_WON += $8398[110] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 
$8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 

:ROULETE_11279
if 
  18@ == 8 
else_jump @ROULETE_11552 
$8398[8] *= 36 
0058: $ROULETE_CASH_WON += $8398[8] // (int) 
$8398[65] *= 18 
0058: $ROULETE_CASH_WON += $8398[65] // (int) 
$8398[41] *= 18 
0058: $ROULETE_CASH_WON += $8398[41] // (int) 
$8398[42] *= 18 
0058: $ROULETE_CASH_WON += $8398[42] // (int) 
$8398[68] *= 18 
0058: $ROULETE_CASH_WON += $8398[68] // (int) 
$8398[96] *= 12 
0058: $ROULETE_CASH_WON += $8398[96] // (int) 
$8398[108] *= 9 
0058: $ROULETE_CASH_WON += $8398[108] // (int) 
$8398[109] *= 9 
0058: $ROULETE_CASH_WON += $8398[109] // (int) 
$8398[110] *= 9 
0058: $ROULETE_CASH_WON += $8398[110] // (int) 
$8398[111] *= 9 
0058: $ROULETE_CASH_WON += $8398[111] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 
$8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 

:ROULETE_11552
if 
  18@ == 9 
else_jump @ROULETE_11780 
$8398[9] *= 36 
0058: $ROULETE_CASH_WON += $8398[9] // (int) 
$8398[66] *= 18 
0058: $ROULETE_CASH_WON += $8398[66] // (int) 
$8398[42] *= 18 
0058: $ROULETE_CASH_WON += $8398[42] // (int) 
$8398[69] *= 18 
0058: $ROULETE_CASH_WON += $8398[69] // (int) 
$8398[96] *= 12 
0058: $ROULETE_CASH_WON += $8398[96] // (int) 
$8398[109] *= 9 
0058: $ROULETE_CASH_WON += $8398[109] // (int) 
$8398[111] *= 9 
0058: $ROULETE_CASH_WON += $8398[111] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 
$8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 

:ROULETE_11780
if 
  18@ == 10 
else_jump @ROULETE_12008 
$8398[10] *= 36 
0058: $ROULETE_CASH_WON += $8398[10] // (int) 
$8398[67] *= 18 
0058: $ROULETE_CASH_WON += $8398[67] // (int) 
$8398[43] *= 18 
0058: $ROULETE_CASH_WON += $8398[43] // (int) 
$8398[70] *= 18 
0058: $ROULETE_CASH_WON += $8398[70] // (int) 
$8398[97] *= 12 
0058: $ROULETE_CASH_WON += $8398[97] // (int) 
$8398[110] *= 9 
0058: $ROULETE_CASH_WON += $8398[110] // (int) 
$8398[112] *= 9 
0058: $ROULETE_CASH_WON += $8398[112] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 
$8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 

:ROULETE_12008
if 
  18@ == 11 
else_jump @ROULETE_12281 
$8398[11] *= 36 
0058: $ROULETE_CASH_WON += $8398[11] // (int) 
$8398[68] *= 18 
0058: $ROULETE_CASH_WON += $8398[68] // (int) 
$8398[43] *= 18 
0058: $ROULETE_CASH_WON += $8398[43] // (int) 
$8398[44] *= 18 
0058: $ROULETE_CASH_WON += $8398[44] // (int) 
$8398[71] *= 18 
0058: $ROULETE_CASH_WON += $8398[71] // (int) 
$8398[97] *= 12 
0058: $ROULETE_CASH_WON += $8398[97] // (int) 
$8398[110] *= 9 
0058: $ROULETE_CASH_WON += $8398[110] // (int) 
$8398[111] *= 9 
0058: $ROULETE_CASH_WON += $8398[111] // (int) 
$8398[112] *= 9 
0058: $ROULETE_CASH_WON += $8398[112] // (int) 
$8398[113] *= 9 
0058: $ROULETE_CASH_WON += $8398[113] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 
$8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 

:ROULETE_12281
if 
  18@ == 12 
else_jump @ROULETE_12509 
$8398[12] *= 36 
0058: $ROULETE_CASH_WON += $8398[12] // (int) 
$8398[69] *= 18 
0058: $ROULETE_CASH_WON += $8398[69] // (int) 
$8398[44] *= 18 
0058: $ROULETE_CASH_WON += $8398[44] // (int) 
$8398[72] *= 18 
0058: $ROULETE_CASH_WON += $8398[72] // (int) 
$8398[97] *= 12 
0058: $ROULETE_CASH_WON += $8398[97] // (int) 
$8398[111] *= 9 
0058: $ROULETE_CASH_WON += $8398[111] // (int) 
$8398[113] *= 9 
0058: $ROULETE_CASH_WON += $8398[113] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 
$8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 

:ROULETE_12509
if 
  18@ == 13 
else_jump @ROULETE_12737 
$8398[13] *= 36 
0058: $ROULETE_CASH_WON += $8398[13] // (int) 
$8398[70] *= 18 
0058: $ROULETE_CASH_WON += $8398[70] // (int) 
$8398[45] *= 18 
0058: $ROULETE_CASH_WON += $8398[45] // (int) 
$8398[73] *= 18 
0058: $ROULETE_CASH_WON += $8398[73] // (int) 
$8398[98] *= 12 
0058: $ROULETE_CASH_WON += $8398[98] // (int) 
$8398[112] *= 9 
0058: $ROULETE_CASH_WON += $8398[112] // (int) 
$8398[114] *= 9 
0058: $ROULETE_CASH_WON += $8398[114] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 
$8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 

:ROULETE_12737
if 
  18@ == 14 
else_jump @ROULETE_13010 
$8398[14] *= 36 
0058: $ROULETE_CASH_WON += $8398[14] // (int) 
$8398[71] *= 18 
0058: $ROULETE_CASH_WON += $8398[71] // (int) 
$8398[45] *= 18 
0058: $ROULETE_CASH_WON += $8398[45] // (int) 
$8398[46] *= 18 
0058: $ROULETE_CASH_WON += $8398[46] // (int) 
$8398[74] *= 18 
0058: $ROULETE_CASH_WON += $8398[74] // (int) 
$8398[98] *= 12 
0058: $ROULETE_CASH_WON += $8398[98] // (int) 
$8398[112] *= 9 
0058: $ROULETE_CASH_WON += $8398[112] // (int) 
$8398[113] *= 9 
0058: $ROULETE_CASH_WON += $8398[113] // (int) 
$8398[114] *= 9 
0058: $ROULETE_CASH_WON += $8398[114] // (int) 
$8398[115] *= 9 
0058: $ROULETE_CASH_WON += $8398[115] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 
$8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 

:ROULETE_13010
if 
  18@ == 15 
else_jump @ROULETE_13238 
$8398[15] *= 36 
0058: $ROULETE_CASH_WON += $8398[15] // (int) 
$8398[72] *= 18 
0058: $ROULETE_CASH_WON += $8398[72] // (int) 
$8398[46] *= 18 
0058: $ROULETE_CASH_WON += $8398[46] // (int) 
$8398[75] *= 18 
0058: $ROULETE_CASH_WON += $8398[75] // (int) 
$8398[98] *= 12 
0058: $ROULETE_CASH_WON += $8398[98] // (int) 
$8398[113] *= 9 
0058: $ROULETE_CASH_WON += $8398[113] // (int) 
$8398[115] *= 9 
0058: $ROULETE_CASH_WON += $8398[115] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 
$8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 

:ROULETE_13238
if 
  18@ == 16 
else_jump @ROULETE_13466 
$8398[16] *= 36 
0058: $ROULETE_CASH_WON += $8398[16] // (int) 
$8398[73] *= 18 
0058: $ROULETE_CASH_WON += $8398[73] // (int) 
$8398[47] *= 18 
0058: $ROULETE_CASH_WON += $8398[47] // (int) 
$8398[76] *= 18 
0058: $ROULETE_CASH_WON += $8398[76] // (int) 
$8398[99] *= 12 
0058: $ROULETE_CASH_WON += $8398[99] // (int) 
$8398[114] *= 9 
0058: $ROULETE_CASH_WON += $8398[114] // (int) 
$8398[116] *= 9 
0058: $ROULETE_CASH_WON += $8398[116] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 
$8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 

:ROULETE_13466
if 
  18@ == 17 
else_jump @ROULETE_13739 
$8398[17] *= 36 
0058: $ROULETE_CASH_WON += $8398[17] // (int) 
$8398[74] *= 18 
0058: $ROULETE_CASH_WON += $8398[74] // (int) 
$8398[47] *= 18 
0058: $ROULETE_CASH_WON += $8398[47] // (int) 
$8398[48] *= 18 
0058: $ROULETE_CASH_WON += $8398[48] // (int) 
$8398[77] *= 18 
0058: $ROULETE_CASH_WON += $8398[77] // (int) 
$8398[99] *= 12 
0058: $ROULETE_CASH_WON += $8398[99] // (int) 
$8398[114] *= 9 
0058: $ROULETE_CASH_WON += $8398[114] // (int) 
$8398[115] *= 9 
0058: $ROULETE_CASH_WON += $8398[115] // (int) 
$8398[116] *= 9 
0058: $ROULETE_CASH_WON += $8398[116] // (int) 
$8398[117] *= 9 
0058: $ROULETE_CASH_WON += $8398[117] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 
$8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 

:ROULETE_13739
if 
  18@ == 18 
else_jump @ROULETE_13967 
$8398[18] *= 36 
0058: $ROULETE_CASH_WON += $8398[18] // (int) 
$8398[75] *= 18 
0058: $ROULETE_CASH_WON += $8398[75] // (int) 
$8398[48] *= 18 
0058: $ROULETE_CASH_WON += $8398[48] // (int) 
$8398[78] *= 18 
0058: $ROULETE_CASH_WON += $8398[78] // (int) 
$8398[99] *= 12 
0058: $ROULETE_CASH_WON += $8398[99] // (int) 
$8398[115] *= 9 
0058: $ROULETE_CASH_WON += $8398[115] // (int) 
$8398[117] *= 9 
0058: $ROULETE_CASH_WON += $8398[117] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 
$8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 

:ROULETE_13967
if 
  18@ == 19 
else_jump @ROULETE_14195 
$8398[19] *= 36 
0058: $ROULETE_CASH_WON += $8398[19] // (int) 
$8398[76] *= 18 
0058: $ROULETE_CASH_WON += $8398[76] // (int) 
$8398[49] *= 18 
0058: $ROULETE_CASH_WON += $8398[49] // (int) 
$8398[79] *= 18 
0058: $ROULETE_CASH_WON += $8398[79] // (int) 
$8398[100] *= 12 
0058: $ROULETE_CASH_WON += $8398[100] // (int) 
$8398[116] *= 9 
0058: $ROULETE_CASH_WON += $8398[116] // (int) 
$8398[118] *= 9 
0058: $ROULETE_CASH_WON += $8398[118] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 
$8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 

:ROULETE_14195
if 
  18@ == 20 
else_jump @ROULETE_14468 
$8398[20] *= 36 
0058: $ROULETE_CASH_WON += $8398[20] // (int) 
$8398[77] *= 18 
0058: $ROULETE_CASH_WON += $8398[77] // (int) 
$8398[49] *= 18 
0058: $ROULETE_CASH_WON += $8398[49] // (int) 
$8398[50] *= 18 
0058: $ROULETE_CASH_WON += $8398[50] // (int) 
$8398[80] *= 18 
0058: $ROULETE_CASH_WON += $8398[80] // (int) 
$8398[100] *= 12 
0058: $ROULETE_CASH_WON += $8398[100] // (int) 
$8398[116] *= 9 
0058: $ROULETE_CASH_WON += $8398[116] // (int) 
$8398[117] *= 9 
0058: $ROULETE_CASH_WON += $8398[117] // (int) 
$8398[118] *= 9 
0058: $ROULETE_CASH_WON += $8398[118] // (int) 
$8398[119] *= 9 
0058: $ROULETE_CASH_WON += $8398[119] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 
$8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 

:ROULETE_14468
if 
  18@ == 21 
else_jump @ROULETE_14696 
$8398[21] *= 36 
0058: $ROULETE_CASH_WON += $8398[21] // (int) 
$8398[78] *= 18 
0058: $ROULETE_CASH_WON += $8398[78] // (int) 
$8398[50] *= 18 
0058: $ROULETE_CASH_WON += $8398[50] // (int) 
$8398[81] *= 18 
0058: $ROULETE_CASH_WON += $8398[81] // (int) 
$8398[100] *= 12 
0058: $ROULETE_CASH_WON += $8398[100] // (int) 
$8398[117] *= 9 
0058: $ROULETE_CASH_WON += $8398[117] // (int) 
$8398[119] *= 9 
0058: $ROULETE_CASH_WON += $8398[119] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 
$8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 

:ROULETE_14696
if 
  18@ == 22 
else_jump @ROULETE_14924 
$8398[22] *= 36 
0058: $ROULETE_CASH_WON += $8398[22] // (int) 
$8398[79] *= 18 
0058: $ROULETE_CASH_WON += $8398[79] // (int) 
$8398[51] *= 18 
0058: $ROULETE_CASH_WON += $8398[51] // (int) 
$8398[82] *= 18 
0058: $ROULETE_CASH_WON += $8398[82] // (int) 
$8398[101] *= 12 
0058: $ROULETE_CASH_WON += $8398[101] // (int) 
$8398[118] *= 9 
0058: $ROULETE_CASH_WON += $8398[118] // (int) 
$8398[120] *= 9 
0058: $ROULETE_CASH_WON += $8398[120] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 
$8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 

:ROULETE_14924
if 
  18@ == 23 
else_jump @ROULETE_15197 
$8398[23] *= 36 
0058: $ROULETE_CASH_WON += $8398[23] // (int) 
$8398[80] *= 18 
0058: $ROULETE_CASH_WON += $8398[80] // (int) 
$8398[51] *= 18 
0058: $ROULETE_CASH_WON += $8398[51] // (int) 
$8398[52] *= 18 
0058: $ROULETE_CASH_WON += $8398[52] // (int) 
$8398[83] *= 18 
0058: $ROULETE_CASH_WON += $8398[83] // (int) 
$8398[101] *= 12 
0058: $ROULETE_CASH_WON += $8398[101] // (int) 
$8398[118] *= 9 
0058: $ROULETE_CASH_WON += $8398[118] // (int) 
$8398[119] *= 9 
0058: $ROULETE_CASH_WON += $8398[119] // (int) 
$8398[120] *= 9 
0058: $ROULETE_CASH_WON += $8398[120] // (int) 
$8398[121] *= 9 
0058: $ROULETE_CASH_WON += $8398[121] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 
$8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 

:ROULETE_15197
if 
  18@ == 24 
else_jump @ROULETE_15425 
$8398[24] *= 36 
0058: $ROULETE_CASH_WON += $8398[24] // (int) 
$8398[81] *= 18 
0058: $ROULETE_CASH_WON += $8398[81] // (int) 
$8398[52] *= 18 
0058: $ROULETE_CASH_WON += $8398[52] // (int) 
$8398[84] *= 18 
0058: $ROULETE_CASH_WON += $8398[84] // (int) 
$8398[101] *= 12 
0058: $ROULETE_CASH_WON += $8398[101] // (int) 
$8398[119] *= 9 
0058: $ROULETE_CASH_WON += $8398[119] // (int) 
$8398[121] *= 9 
0058: $ROULETE_CASH_WON += $8398[121] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 
$8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 

:ROULETE_15425
if 
  18@ == 25 
else_jump @ROULETE_15653 
$8398[25] *= 36 
0058: $ROULETE_CASH_WON += $8398[25] // (int) 
$8398[82] *= 18 
0058: $ROULETE_CASH_WON += $8398[82] // (int) 
$8398[53] *= 18 
0058: $ROULETE_CASH_WON += $8398[53] // (int) 
$8398[85] *= 18 
0058: $ROULETE_CASH_WON += $8398[85] // (int) 
$8398[102] *= 12 
0058: $ROULETE_CASH_WON += $8398[102] // (int) 
$8398[120] *= 9 
0058: $ROULETE_CASH_WON += $8398[120] // (int) 
$8398[122] *= 9 
0058: $ROULETE_CASH_WON += $8398[122] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 
$8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 

:ROULETE_15653
if 
  18@ == 26 
else_jump @ROULETE_15926 
$8398[26] *= 36 
0058: $ROULETE_CASH_WON += $8398[26] // (int) 
$8398[83] *= 18 
0058: $ROULETE_CASH_WON += $8398[83] // (int) 
$8398[53] *= 18 
0058: $ROULETE_CASH_WON += $8398[53] // (int) 
$8398[54] *= 18 
0058: $ROULETE_CASH_WON += $8398[54] // (int) 
$8398[86] *= 18 
0058: $ROULETE_CASH_WON += $8398[86] // (int) 
$8398[102] *= 12 
0058: $ROULETE_CASH_WON += $8398[102] // (int) 
$8398[120] *= 9 
0058: $ROULETE_CASH_WON += $8398[120] // (int) 
$8398[121] *= 9 
0058: $ROULETE_CASH_WON += $8398[121] // (int) 
$8398[122] *= 9 
0058: $ROULETE_CASH_WON += $8398[122] // (int) 
$8398[123] *= 9 
0058: $ROULETE_CASH_WON += $8398[123] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 
$8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 

:ROULETE_15926
if 
  18@ == 27 
else_jump @ROULETE_16154 
$8398[27] *= 36 
0058: $ROULETE_CASH_WON += $8398[27] // (int) 
$8398[84] *= 18 
0058: $ROULETE_CASH_WON += $8398[84] // (int) 
$8398[54] *= 18 
0058: $ROULETE_CASH_WON += $8398[54] // (int) 
$8398[87] *= 18 
0058: $ROULETE_CASH_WON += $8398[87] // (int) 
$8398[102] *= 12 
0058: $ROULETE_CASH_WON += $8398[102] // (int) 
$8398[121] *= 9 
0058: $ROULETE_CASH_WON += $8398[121] // (int) 
$8398[123] *= 9 
0058: $ROULETE_CASH_WON += $8398[123] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 
$8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 

:ROULETE_16154
if 
  18@ == 28 
else_jump @ROULETE_16382 
$8398[28] *= 36 
0058: $ROULETE_CASH_WON += $8398[28] // (int) 
$8398[85] *= 18 
0058: $ROULETE_CASH_WON += $8398[85] // (int) 
$8398[55] *= 18 
0058: $ROULETE_CASH_WON += $8398[55] // (int) 
$8398[88] *= 18 
0058: $ROULETE_CASH_WON += $8398[88] // (int) 
$8398[103] *= 12 
0058: $ROULETE_CASH_WON += $8398[103] // (int) 
$8398[122] *= 9 
0058: $ROULETE_CASH_WON += $8398[122] // (int) 
$8398[124] *= 9 
0058: $ROULETE_CASH_WON += $8398[124] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 
$8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 

:ROULETE_16382
if 
  18@ == 29 
else_jump @ROULETE_16655 
$8398[29] *= 36 
0058: $ROULETE_CASH_WON += $8398[29] // (int) 
$8398[86] *= 18 
0058: $ROULETE_CASH_WON += $8398[86] // (int) 
$8398[55] *= 18 
0058: $ROULETE_CASH_WON += $8398[55] // (int) 
$8398[56] *= 18 
0058: $ROULETE_CASH_WON += $8398[56] // (int) 
$8398[89] *= 18 
0058: $ROULETE_CASH_WON += $8398[89] // (int) 
$8398[103] *= 12 
0058: $ROULETE_CASH_WON += $8398[103] // (int) 
$8398[122] *= 9 
0058: $ROULETE_CASH_WON += $8398[122] // (int) 
$8398[123] *= 9 
0058: $ROULETE_CASH_WON += $8398[123] // (int) 
$8398[124] *= 9 
0058: $ROULETE_CASH_WON += $8398[124] // (int) 
$8398[125] *= 9 
0058: $ROULETE_CASH_WON += $8398[125] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 
$8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 

:ROULETE_16655
if 
  18@ == 30 
else_jump @ROULETE_16883 
$8398[30] *= 36 
0058: $ROULETE_CASH_WON += $8398[30] // (int) 
$8398[87] *= 18 
0058: $ROULETE_CASH_WON += $8398[87] // (int) 
$8398[56] *= 18 
0058: $ROULETE_CASH_WON += $8398[56] // (int) 
$8398[90] *= 18 
0058: $ROULETE_CASH_WON += $8398[90] // (int) 
$8398[103] *= 12 
0058: $ROULETE_CASH_WON += $8398[103] // (int) 
$8398[123] *= 9 
0058: $ROULETE_CASH_WON += $8398[123] // (int) 
$8398[125] *= 9 
0058: $ROULETE_CASH_WON += $8398[125] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 
$8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 

:ROULETE_16883
if 
  18@ == 31 
else_jump @ROULETE_17111 
$8398[31] *= 36 
0058: $ROULETE_CASH_WON += $8398[31] // (int) 
$8398[88] *= 18 
0058: $ROULETE_CASH_WON += $8398[88] // (int) 
$8398[57] *= 18 
0058: $ROULETE_CASH_WON += $8398[57] // (int) 
$8398[91] *= 18 
0058: $ROULETE_CASH_WON += $8398[91] // (int) 
$8398[104] *= 12 
0058: $ROULETE_CASH_WON += $8398[104] // (int) 
$8398[124] *= 9 
0058: $ROULETE_CASH_WON += $8398[124] // (int) 
$8398[126] *= 9 
0058: $ROULETE_CASH_WON += $8398[126] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 
$8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_17111
if 
  18@ == 32 
else_jump @ROULETE_17384 
$8398[32] *= 36 
0058: $ROULETE_CASH_WON += $8398[32] // (int) 
$8398[89] *= 18 
0058: $ROULETE_CASH_WON += $8398[89] // (int) 
$8398[57] *= 18 
0058: $ROULETE_CASH_WON += $8398[57] // (int) 
$8398[58] *= 18 
0058: $ROULETE_CASH_WON += $8398[58] // (int) 
$8398[92] *= 18 
0058: $ROULETE_CASH_WON += $8398[92] // (int) 
$8398[104] *= 12 
0058: $ROULETE_CASH_WON += $8398[104] // (int) 
$8398[124] *= 9 
0058: $ROULETE_CASH_WON += $8398[124] // (int) 
$8398[125] *= 9 
0058: $ROULETE_CASH_WON += $8398[125] // (int) 
$8398[126] *= 9 
0058: $ROULETE_CASH_WON += $8398[126] // (int) 
$8398[127] *= 9 
0058: $ROULETE_CASH_WON += $8398[127] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 
$8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_17384
if 
  18@ == 33 
else_jump @ROULETE_17612 
$8398[33] *= 36 
0058: $ROULETE_CASH_WON += $8398[33] // (int) 
$8398[90] *= 18 
0058: $ROULETE_CASH_WON += $8398[90] // (int) 
$8398[58] *= 18 
0058: $ROULETE_CASH_WON += $8398[58] // (int) 
$8398[93] *= 18 
0058: $ROULETE_CASH_WON += $8398[93] // (int) 
$8398[104] *= 12 
0058: $ROULETE_CASH_WON += $8398[104] // (int) 
$8398[125] *= 9 
0058: $ROULETE_CASH_WON += $8398[125] // (int) 
$8398[127] *= 9 
0058: $ROULETE_CASH_WON += $8398[127] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 
$8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_17612
if 
  18@ == 34 
else_jump @ROULETE_17795 
$8398[34] *= 36 
0058: $ROULETE_CASH_WON += $8398[34] // (int) 
$8398[91] *= 18 
0058: $ROULETE_CASH_WON += $8398[91] // (int) 
$8398[59] *= 18 
0058: $ROULETE_CASH_WON += $8398[59] // (int) 
$8398[105] *= 12 
0058: $ROULETE_CASH_WON += $8398[105] // (int) 
$8398[126] *= 9 
0058: $ROULETE_CASH_WON += $8398[126] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_17795
if 
  18@ == 35 
else_jump @ROULETE_18008 
$8398[35] *= 36 
0058: $ROULETE_CASH_WON += $8398[35] // (int) 
$8398[92] *= 18 
0058: $ROULETE_CASH_WON += $8398[92] // (int) 
$8398[59] *= 18 
0058: $ROULETE_CASH_WON += $8398[59] // (int) 
$8398[60] *= 18 
0058: $ROULETE_CASH_WON += $8398[60] // (int) 
$8398[105] *= 12 
0058: $ROULETE_CASH_WON += $8398[105] // (int) 
$8398[126] *= 9 
0058: $ROULETE_CASH_WON += $8398[126] // (int) 
$8398[127] *= 9 
0058: $ROULETE_CASH_WON += $8398[127] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_18008
if 
  18@ == 36 
else_jump @ROULETE_18191 
$8398[36] *= 36 
0058: $ROULETE_CASH_WON += $8398[36] // (int) 
$8398[93] *= 18 
0058: $ROULETE_CASH_WON += $8398[93] // (int) 
$8398[60] *= 18 
0058: $ROULETE_CASH_WON += $8398[60] // (int) 
$8398[105] *= 12 
0058: $ROULETE_CASH_WON += $8398[105] // (int) 
$8398[127] *= 9 
0058: $ROULETE_CASH_WON += $8398[127] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_18191
return 

:ROULETE_18193
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $3485 $3487 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 
end_thread 

//-------------External script 6 (OTB_SCRIPT)---------------

:OTB_MSC
thread 'OTB_MSC' 
1@ = 0 
if 
  1@ == -1 
else_jump @OTB_MSC_58 
0@ = Object.Create(#OTB_MACHINE, 0.0, 0.0, 0.0)

:OTB_MSC_58
wait 0 
if 
03CA:   object 0@ exists 
else_jump @OTB_MSC_625 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @OTB_MSC_589 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @OTB_MSC_555 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.0 0.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @OTB_MSC_521 
if 
00E1:   player 0 pressed_key 15 
else_jump @OTB_MSC_478 
if 
  1@ == 1 
else_jump @OTB_MSC_471 
03E6: remove_text_box 
1@ = 0 
if 
  $ONMISSION == 0 
else_jump @OTB_MSC_455 
if 
88B4:   not test $390 bit 1 
else_jump @OTB_MSC_432 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @OTB_MSC_425 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
fade 0 500 

:OTB_MSC_298
if 
fading 
else_jump @OTB_MSC_322 
wait 0 
jump @OTB_MSC_298 

:OTB_MSC_322
$VIDEO_GAME = 4 
wait 0 
wait 0 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @OTB_MSC_425 
if 
  $ONMISSION == 0 
else_jump @OTB_MSC_382 
Player.CanMove($PLAYER_CHAR) = True

:OTB_MSC_382
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -2.0 0.0 -1.0 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:OTB_MSC_425
jump @OTB_MSC_448 

:OTB_MSC_432
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // Sieht aus, als wrst du beschftigt. Komm doch spter wieder.

:OTB_MSC_448
jump @OTB_MSC_471 

:OTB_MSC_455
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // Sieht aus, als wrst du beschftigt. Komm doch spter wieder.

:OTB_MSC_471
jump @OTB_MSC_514 

:OTB_MSC_478
if 
  1@ == 0 
else_jump @OTB_MSC_514 
0512: show_permanent_text_box 'OTB_A'  // ~k~~VEHICLE_ENTER_EXIT~: Wettautomat benutzen
1@ = 1 

:OTB_MSC_514
jump @OTB_MSC_548 

:OTB_MSC_521
if 
  1@ == 1 
else_jump @OTB_MSC_548 
03E6: remove_text_box 
1@ = 0 

:OTB_MSC_548
jump @OTB_MSC_582 

:OTB_MSC_555
if 
  1@ == 1 
else_jump @OTB_MSC_582 
03E6: remove_text_box 
1@ = 0 

:OTB_MSC_582
jump @OTB_MSC_618 

:OTB_MSC_589
if 
  1@ == 1 
else_jump @OTB_MSC_616 
03E6: remove_text_box 
1@ = 0 

:OTB_MSC_616
end_thread 

:OTB_MSC_618
jump @OTB_MSC_654 

:OTB_MSC_625
if 
  1@ == 1 
else_jump @OTB_MSC_652 
03E6: remove_text_box 
1@ = 0 

:OTB_MSC_652
end_thread 

:OTB_MSC_654
jump @OTB_MSC_58 
end_thread 

//-------------External script 7 (ARCADE)---------------

:ARCADE
thread 'ARCADE' 
1@ = 0 
if 
  1@ == -1 
else_jump @ARCADE_58 
0@ = Object.Create(#CJ_COIN_OP_2, 0.0, 0.0, 0.0)

:ARCADE_58
wait 0 
if 
03CA:   object 0@ exists 
else_jump @ARCADE_749 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @ARCADE_713 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ARCADE_679 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 1.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @ARCADE_645 
if 
00E1:   player 0 pressed_key 15 
else_jump @ARCADE_602 
if 
  1@ == 1 
else_jump @ARCADE_595 
03E6: remove_text_box 
1@ = 0 
if 
  $ONMISSION == 0 
else_jump @ARCADE_563 
if 
88B4:   not test $390 bit 1 
else_jump @ARCADE_524 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ARCADE_517 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
fade 0 500 

:ARCADE_298
if 
fading 
else_jump @ARCADE_322 
wait 0 
jump @ARCADE_298 

:ARCADE_322
if 
   Object.Model(0@) == #CJ_COIN_OP_2
else_jump @ARCADE_354 
$VIDEO_GAME = 1 
jump @ARCADE_464 

:ARCADE_354
if or
   Object.Model(0@) == #CJ_COIN_OP_3
   Object.Model(0@) == #SWANK_CONSOLE
else_jump @ARCADE_393 
$VIDEO_GAME = 0 
jump @ARCADE_464 

:ARCADE_393
if or
   Object.Model(0@) == #CJ_COIN_OP_1
   Object.Model(0@) == #SNESISH
else_jump @ARCADE_432 
$VIDEO_GAME = 3 
jump @ARCADE_464 

:ARCADE_432
if or
   Object.Model(0@) == #CJ_COIN_OP
   Object.Model(0@) == #LOW_CONSOLE
else_jump @ARCADE_464 
$VIDEO_GAME = 2 

:ARCADE_464
wait 0 
wait 0 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ARCADE_517 
if 
  $ONMISSION == 0 
else_jump @ARCADE_517 
Player.CanMove($PLAYER_CHAR) = True

:ARCADE_517
jump @ARCADE_556 

:ARCADE_524
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @ARCADE_556 
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // Sieht aus, als wrst du beschftigt. Komm doch spter wieder.

:ARCADE_556
jump @ARCADE_595 

:ARCADE_563
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @ARCADE_595 
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // Sieht aus, als wrst du beschftigt. Komm doch spter wieder.

:ARCADE_595
jump @ARCADE_638 

:ARCADE_602
if 
  1@ == 0 
else_jump @ARCADE_638 
0512: show_permanent_text_box 'DUAL_A'  // ~k~~VEHICLE_ENTER_EXIT~: Videospiel spielen
1@ = 1 

:ARCADE_638
jump @ARCADE_672 

:ARCADE_645
if 
  1@ == 1 
else_jump @ARCADE_672 
03E6: remove_text_box 
1@ = 0 

:ARCADE_672
jump @ARCADE_706 

:ARCADE_679
if 
  1@ == 1 
else_jump @ARCADE_706 
03E6: remove_text_box 
1@ = 0 

:ARCADE_706
jump @ARCADE_742 

:ARCADE_713
if 
  1@ == 1 
else_jump @ARCADE_740 
03E6: remove_text_box 
1@ = 0 

:ARCADE_740
end_thread 

:ARCADE_742
jump @ARCADE_778 

:ARCADE_749
if 
  1@ == 1 
else_jump @ARCADE_776 
03E6: remove_text_box 
1@ = 0 

:ARCADE_776
end_thread 

:ARCADE_778
jump @ARCADE_58 
end_thread 

//-------------External script 8 (VENDING_MACHINE)---------------

:VENDING
thread 'VENDING' 
1@ = 0 
if 
  1@ == 1 
else_jump @VENDING_80 
0@ = Object.Init(#VENDMACHFD, 0.0, 0.0, 0.0)
3@ = Object.Init(#KB_BEER, 0.0, 0.0, 0.0)

:VENDING_80
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @VENDING_1579 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @VENDING_1484 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VENDING_1391 
if 
  1@ == 0 
else_jump @VENDING_173 
04ED: load_animation "VENDING" 
1@ += 1 

:VENDING_173
if 
  1@ == 1 
else_jump @VENDING_395 
if 
04EE:   animation "VENDING" loaded 
else_jump @VENDING_384 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 0.5 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @VENDING_377 
if or
   Object.Model(0@) == #VENDIN3
   Object.Model(0@) == #CJ_CANDYVENDOR
   Object.Model(0@) == #CJ_EXT_CANDY
else_jump @VENDING_343 
03CF: load_wav 42601 as 4 
0512: show_permanent_text_box 'SLOT_04'  // ~k~~VEHICLE_ENTER_EXIT~ - Snack kaufen: $1
jump @VENDING_363 

:VENDING_343
03CF: load_wav 42600 as 4 
0512: show_permanent_text_box 'SLOT_05'  // ~k~~VEHICLE_ENTER_EXIT~ - Getrnk kaufen: $1

:VENDING_363
07CC: set_player $PLAYER_CHAR button_15 0 
1@ += 1 

:VENDING_377
jump @VENDING_395 

:VENDING_384
04ED: load_animation "VENDING" 

:VENDING_395
if 
  1@ == 2 
else_jump @VENDING_1210 
if 
04EE:   animation "VENDING" loaded 
else_jump @VENDING_1199 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 0.5 
if or
   Object.Model(0@) == #VENDIN3
   Object.Model(0@) == #CJ_CANDYVENDOR
   Object.Model(0@) == #CJ_EXT_CANDY
else_jump @VENDING_512 
03CF: load_wav 42601 as 4 
jump @VENDING_521 

:VENDING_512
03CF: load_wav 42600 as 4 

:VENDING_521
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @VENDING_1176 
if 
00E1:   player 0 pressed_key 15 
else_jump @VENDING_1169 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @VENDING_1169 
if 
   Player.Money($PLAYER_CHAR) > 0
else_jump @VENDING_1141 
if 
03D0:   wav 4 loaded 
else_jump @VENDING_1134 
$TEMPVAR_ANGLE = Object.Angle(0@)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -0.2 0.6 
3@ = Object.Init(#CJ_JUICE_CAN, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(0@)
0615: define_AS_pack_begin $3395 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.2 -1.0 0.0 
0804: AS_actor -1 walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE radius 0.4 animation "VEND_USE" IFP_file "VENDING" 4.0 LA 0 LX 0 LY 0 LF 1 LT 0 
if or
   Object.Model(0@) == #VENDIN3
   Object.Model(0@) == #CJ_CANDYVENDOR
   Object.Model(0@) == #CJ_EXT_CANDY
else_jump @VENDING_859 
0A1A: actor -1 perform_animation "VEND_EAT_P" IFP_file "VENDING" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
jump @VENDING_1001 

:VENDING_859
07E4: get_model #CJ_JUICE_CAN dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_2 /= 2.0 
$TEMPVAR_FLOAT_2 += 0.027 
070A: AS_actor -1 attach_to_object 3@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 perform_animation "VEND_USE_PT2" IFP_file "VENDING" time 0 
070A: AS_actor -1 attach_to_object 3@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 perform_animation "VEND_DRINK2_P" IFP_file "VENDING" time 0 

:VENDING_1001
0616: define_AS_pack_end $3395 
0618: assign_actor $PLAYER_ACTOR to_AS_pack $3395 
061B: remove_references_to_AS_pack $3395 
Player.Money($PLAYER_CHAR) += -1
03E6: remove_text_box 
if or
   Object.Model(0@) == #VENDIN3
   Object.Model(0@) == #CJ_CANDYVENDOR
   Object.Model(0@) == #CJ_EXT_CANDY
else_jump @VENDING_1076 
03CF: load_wav 42601 as 4 
jump @VENDING_1085 

:VENDING_1076
03CF: load_wav 42600 as 4 

:VENDING_1085
if 
03D0:   wav 4 loaded 
else_jump @VENDING_1111 
0949: link_wav 4 to_actor $PLAYER_ACTOR 
03D1: play_wav 4 

:VENDING_1111
008B: 2@ = $CURRENT_TIME_IN_MS2 // (int) 
2@ += 3000 
1@ += 1 

:VENDING_1134
jump @VENDING_1169 

:VENDING_1141
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
018C: play_sound 1053 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:VENDING_1169
jump @VENDING_1192 

:VENDING_1176
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 
1@ = 1 

:VENDING_1192
jump @VENDING_1210 

:VENDING_1199
04ED: load_animation "VENDING" 

:VENDING_1210
if 
  1@ == 3 
else_jump @VENDING_1324 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @VENDING_1324 
0623: add 5 to_integer_stat 245 
$3396 = Actor.Health($PLAYER_ACTOR)
$3396 += 30 
Actor.Health($PLAYER_ACTOR) = $3396
Object.RemoveReferences(3@)
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 
008B: 2@ = $CURRENT_TIME_IN_MS2 // (int) 
2@ += 1500 
1@ += 1 

:VENDING_1324
if 
  1@ == 4 
else_jump @VENDING_1384 
if 
001E:   $CURRENT_TIME_IN_MS2 > 2@ // (int) 
else_jump @VENDING_1384 
0687: clear_actor $PLAYER_ACTOR task 
04EF: release_animation "VENDING" 
1@ = 0 

:VENDING_1384
jump @VENDING_1477 

:VENDING_1391
if 
  1@ > 0 
else_jump @VENDING_1477 
if 
  1@ > 1 
else_jump @VENDING_1436 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 

:VENDING_1436
if 
  1@ > 2 
else_jump @VENDING_1459 
Object.RemoveReferences(3@)

:VENDING_1459
04EF: release_animation "VENDING" 
1@ = 0 

:VENDING_1477
jump @VENDING_1572 

:VENDING_1484
if 
  1@ > 0 
else_jump @VENDING_1570 
if 
  1@ > 1 
else_jump @VENDING_1529 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 

:VENDING_1529
if 
  1@ > 2 
else_jump @VENDING_1552 
Object.RemoveReferences(3@)

:VENDING_1552
04EF: release_animation "VENDING" 
1@ = 0 

:VENDING_1570
end_thread 

:VENDING_1572
jump @VENDING_1667 

:VENDING_1579
if 
  1@ > 0 
else_jump @VENDING_1665 
if 
  1@ > 1 
else_jump @VENDING_1624 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 

:VENDING_1624
if 
  1@ > 2 
else_jump @VENDING_1647 
Object.RemoveReferences(3@)

:VENDING_1647
04EF: release_animation "VENDING" 
1@ = 0 

:VENDING_1665
end_thread 

:VENDING_1667
jump @VENDING_80 
end_thread 

//-------------External script 9 (FOOD_VENDOR)---------------

:FODVEND
thread 'FODVEND' 
1@ = 0 
if 
  1@ == 1 
else_jump @FODVEND_58 
0@ = Object.Init(#ICESCART_PROP, 0.0, 0.0, 0.0)

:FODVEND_58
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @FODVEND_1130 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @FODVEND_1075 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @FODVEND_1022 
if 
895B:   not unknown_object_check 0@ 
else_jump @FODVEND_924 
if 
  1@ == 0 
else_jump @FODVEND_469 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.0 0.0 -1.0 
0086: $3404 = $TEMPVAR_FLOAT_1 // (float) 
$3404 -= 0.5 
0086: $3405 = $TEMPVAR_FLOAT_2 // (float) 
$3405 -= 0.5 
0086: $3406 = $TEMPVAR_FLOAT_3 // (float) 
0086: $3401 = $TEMPVAR_FLOAT_1 // (float) 
$3401 += 0.5 
0086: $3402 = $TEMPVAR_FLOAT_2 // (float) 
$3402 += 0.5 
0086: $3403 = $TEMPVAR_FLOAT_3 // (float) 
$3403 += 2.0 
if 
8339:   not anything_in_cube_cornerA $3404 $3405 $3406 cornerB $3401 $3402 $3403 solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FODVEND_462 
if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 
else_jump @FODVEND_455 
Model.Load(#BMOCHIL)
if 
   Model.Available(#BMOCHIL)
else_jump @FODVEND_455 
2@ = Actor.Create(CivMale, #BMOCHIL, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to $3404 $3405 $3406 from_object 0@ with_offset 1.0 0.0 0.0 
0061: $3404 -= $TEMPVAR_FLOAT_1 // (float) 
0061: $3405 -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point $3404 $3405 store_to $TEMPVAR_ANGLE 
Actor.Angle(2@) = $TEMPVAR_ANGLE
1@ += 1 

:FODVEND_455
jump @FODVEND_469 

:FODVEND_462
Model.Destroy(#BMOCHIL)
end_thread 

:FODVEND_469
if 
  1@ == 1 
else_jump @FODVEND_742 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 8.0 8.0 flag 0 on_foot 
else_jump @FODVEND_742 
04ED: load_animation "VENDING" 
if 
04EE:   animation "VENDING" loaded 
else_jump @FODVEND_742 
if 
   Player.Money($PLAYER_CHAR) > 0
else_jump @FODVEND_742 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 1.0 0.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @FODVEND_742 
$3396 = Actor.Health($PLAYER_ACTOR)
$3396 += 50 
Actor.Health($PLAYER_ACTOR) = $3396
0A1A: actor $PLAYER_ACTOR perform_animation "VEND_EAT1_P" IFP_file "VENDING" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
0623: add 10 to_integer_stat 245 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
3@ += 3000 
Player.Money($PLAYER_CHAR) += -1
1@ += 1 

:FODVEND_742
if 
  1@ == 2 
else_jump @FODVEND_802 
if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
else_jump @FODVEND_802 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
3@ += 27000 
1@ += 1 

:FODVEND_802
if 
  1@ == 3 
else_jump @FODVEND_917 
if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
else_jump @FODVEND_917 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 1.0 0.0 0.0 
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @FODVEND_917 
1@ = 1 

:FODVEND_917
jump @FODVEND_1015 

:FODVEND_924
if 
  1@ > 0 
else_jump @FODVEND_1008 
Actor.RemoveReferences(2@)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @FODVEND_990 
if 
   not Actor.Dead(2@)
else_jump @FODVEND_990 
07A5: AS_actor 2@ attack_actor $PLAYER_ACTOR 10000 ms 

:FODVEND_990
04EF: release_animation "VENDING" 
1@ = 0 

:FODVEND_1008
Model.Destroy(#BMOCHIL)
end_thread 

:FODVEND_1015
jump @FODVEND_1068 

:FODVEND_1022
if 
  1@ > 0 
else_jump @FODVEND_1063 
Actor.RemoveReferences(2@)
04EF: release_animation "VENDING" 
1@ = 0 

:FODVEND_1063
Model.Destroy(#BMOCHIL)

:FODVEND_1068
jump @FODVEND_1123 

:FODVEND_1075
if 
  1@ > 0 
else_jump @FODVEND_1116 
Actor.RemoveReferences(2@)
04EF: release_animation "VENDING" 
1@ = 0 

:FODVEND_1116
Model.Destroy(#BMOCHIL)
end_thread 

:FODVEND_1123
jump @FODVEND_1178 

:FODVEND_1130
if 
  1@ > 0 
else_jump @FODVEND_1171 
Actor.RemoveReferences(2@)
04EF: release_animation "VENDING" 
1@ = 0 

:FODVEND_1171
Model.Destroy(#BMOCHIL)
end_thread 

:FODVEND_1178
jump @FODVEND_58 
end_thread 

//-------------External script 10 (GATES_SCRIPT)---------------

:GATEOS
thread 'GATEOS' 
1@ = 0 
if 
  1@ == 1 
else_jump @GATEOS_80 
0@ = Object.Init(#GATE_AUTOL, 0.0, 0.0, 0.0)
0@ = Object.Init(#GATE_AUTOR, 0.0, 0.0, 0.0)

:GATEOS_80
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @GATEOS_997 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @GATEOS_988 
if 
  1@ == 0 
else_jump @GATEOS_502 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GATEOS_502 
9@ = Object.Model(0@)
if 
   Model.Available(9@)
else_jump @GATEOS_502 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 12.0 12.0 flag 0 
else_jump @GATEOS_477 
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BARRACKS)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #PATRIOT)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #RHINO)
else_jump @GATEOS_366 
080A: get_object 0@ spoot 5 store_to $3401 $3402 $3403 
080A: get_object 0@ spoot 6 store_to $3404 $3405 $3406 
080A: get_object 0@ spoot 7 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $TEMPVAR_FLOAT_3 = distance_between_XY $3404 $3405 and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
$TEMPVAR_FLOAT_3 *= -1.0 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at $3401 $3402 $3403 fur_corner_at $3404 $3405 $3406 depth $TEMPVAR_FLOAT_3 flag 0 
else_jump @GATEOS_366 
1@ = 1 

:GATEOS_366
080A: get_object 0@ spoot 1 store_to $3401 $3402 $3403 
080A: get_object 0@ spoot 2 store_to $3404 $3405 $3406 
080A: get_object 0@ spoot 3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $TEMPVAR_FLOAT_3 = distance_between_XY $3404 $3405 and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at $3401 $3402 $3403 fur_corner_at $3404 $3405 $3406 depth $TEMPVAR_FLOAT_3 flag 0 
else_jump @GATEOS_477 
1@ = 1 

:GATEOS_477
if 
  $709 == 1 
else_jump @GATEOS_502 
1@ = 1 

:GATEOS_502
if 
  1@ == 1 
else_jump @GATEOS_589 
9@ = Object.Model(0@)
if 
   Model.Available(9@)
else_jump @GATEOS_589 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
Object.StorePos(0@, 5@, 6@, 7@)
097B: play_audio_at_object 0@ event 1100 
1@ += 1 

:GATEOS_589
if 
  1@ == 2 
else_jump @GATEOS_727 
if 
034E: move_object 0@ to 2@ 3@ 4@ speed 0.1 0.1 0.1 flag 1 
else_jump @GATEOS_727 
if 
04E6:   object 0@ near_point 2@ 3@ 4@ radius 0.1 0.1 0.1 flag 0 
else_jump @GATEOS_727 
Object.PutAt(0@, 2@, 3@, 4@)
097B: play_audio_at_object 0@ event 1101 
$709 += 1 
1@ += 1 

:GATEOS_727
if 
  1@ == 3 
else_jump @GATEOS_770 
if 
  $1521 == 0 
else_jump @GATEOS_770 
1@ += 1 

:GATEOS_770
if 
  1@ == 4 
else_jump @GATEOS_850 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GATEOS_850 
if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 20.0 20.0 flag 0 
else_jump @GATEOS_850 
097B: play_audio_at_object 0@ event 1100 
1@ += 1 

:GATEOS_850
if 
  1@ == 5 
else_jump @GATEOS_981 
if 
034E: move_object 0@ to 5@ 6@ 7@ speed 0.1 0.1 0.1 flag 1 
else_jump @GATEOS_981 
if 
04E6:   object 0@ near_point 5@ 6@ 7@ radius 0.1 0.1 0.1 flag 0 
else_jump @GATEOS_981 
Object.PutAt(0@, 5@, 6@, 7@)
097B: play_audio_at_object 0@ event 1101 
1@ = 0 

:GATEOS_981
jump @GATEOS_990 

:GATEOS_988
end_thread 

:GATEOS_990
jump @GATEOS_999 

:GATEOS_997
end_thread 

:GATEOS_999
jump @GATEOS_80 
end_thread 

//-------------External script 11 (GYMBIKE)---------------

:GYMBIKE
thread 'GYMBIKE' 
$8732 = 0 
$8723 = 0.0 
$8731 = 0 
$8722 = 0 
$8727 = 0 
5@ = 0.0 
6@ = 0.0 
7@ = 0.0 
8@ = 0.0 
9@ = 0.0 
10@ = 0.0 
11@ = 0.0 
12@ = 0.0 
13@ = 0.0 
14@ = 0.0 
15@ = 0.0 
$8715 = 0.0 
$8716 = 0.0 
16@ = 0.0 
17@ = 0.0 
19@ = 0.0 
$8725 = 0 
20@ = 0 
21@ = 0 
22@ = 0 
23@ = 0 
24@ = 0 
25@ = 0 
26@ = 0 
27@ = 0 
28@ = 0 
$8715 = 0.0 
$8716 = 0.0 
$GYM_GYMBIKE_POWER = 0 
$GYM_GYMBIKE_LEVEL = 0 
$GYM_GYMBIKE_DISTANCE = 0 
$8720 = 0.0 
$8721 = 0.0 
20@ = 0 
21@ = 0 
22@ = 0 
23@ = 0 
24@ = 0 
25@ = 0 
26@ = 0 
27@ = 0 
28@ = 0 
$GYM_GYMBIKE_LEVEL = 0 
30@ = 0 
29@ = 0 
$8713 = 0 
32@ = 0 
33@ = 0 
if 
  30@ == 1 
else_jump @GYMBIKE_486 
0@ = Object.Init(#CM_BOX, 0.0, 0.0, 0.0)

:GYMBIKE_486
if 
03CA:   object 0@ exists 
else_jump @GYMBIKE_538 
Object.StorePos(0@, 5@, 6@, 7@)
Object.StorePos(0@, 11@, 12@, 13@)
4@ = Object.Angle(0@)

:GYMBIKE_538
0088: $8730 = 7@ // (float) 
$8730 += 0.15 
0087: 3@ = 4@ // (float) 
3@ -= 90.0 
02F6: 1@ = cosine 3@ // (float) 
02F7: 2@ = sine 3@ // (float) 
1@ *= 0.05 
2@ *= 0.05 
0088: $8728 = 5@ // (float) 
005F: $8728 += 2@ // (float) 
0088: $8729 = 6@ // (float) 
005F: $8729 += 1@ // (float) 
$8724 = Object.Create(#PEDALS, $8728, $8729, $8730)
Object.Angle($8724) = 4@
0087: 10@ = 7@ // (float) 
10@ += 0.9 
0087: 3@ = 4@ // (float) 
3@ -= 45.0 
02F6: 1@ = cosine 3@ // (float) 
02F7: 2@ = sine 3@ // (float) 
1@ *= 2.8 
2@ *= 2.8 
0087: 8@ = 5@ // (float) 
005B: 8@ += 2@ // (float) 
0087: 9@ = 6@ // (float) 
005B: 9@ += 1@ // (float) 
4@ -= 180.0 
3@ += 45.0 
02F6: 1@ = cosine 3@ // (float) 
02F7: 2@ = sine 3@ // (float) 
1@ *= 0.5 
2@ *= 0.5 
005B: 5@ += 2@ // (float) 
005B: 6@ += 1@ // (float) 
0087: 3@ = 4@ // (float) 
3@ -= 90.0 
02F6: 1@ = cosine 3@ // (float) 
02F7: 2@ = sine 3@ // (float) 
1@ *= 0.5 
2@ *= 0.5 
0088: $8715 = 5@ // (float) 
005F: $8715 += 2@ // (float) 
0088: $8716 = 6@ // (float) 
005F: $8716 += 1@ // (float) 
7@ += 0.05 
$GYM_GYMBIKE_POWER = 0 
$GYM_GYMBIKE_DISTANCE = 0 
$1829 = 0 

:GYMBIKE_960
wait 0 
if 
83CA:   not object 0@ exists 
else_jump @GYMBIKE_987 
Object.Destroy($8724)
end_thread 

:GYMBIKE_987
if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
else_jump @GYMBIKE_1010 
Object.Destroy($8724)
end_thread 

:GYMBIKE_1010
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GYMBIKE_6332 
if 
  20@ == 0 
else_jump @GYMBIKE_1371 
if and
  28@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @GYMBIKE_1330 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 5@ 6@ 7@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMBIKE_1296 
if 
  29@ == 0 
else_jump @GYMBIKE_1145 
0512: show_permanent_text_box 'GYM1_81'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um dieses Gert zu benutzen.
29@ = 1 

:GYMBIKE_1145
if 
00E1:   player 0 pressed_key 15 
else_jump @GYMBIKE_1289 
if or
  $ONMISSION == 0 
  $ONMISSION_GYMFIGHT == 1 
else_jump @GYMBIKE_1273 
0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @GYMBIKE_1250 
20@ = 1 
$1830 = 1 
$8714 = 0 
jump @GYMBIKE_1266 

:GYMBIKE_1250
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // Fr heute hast du genug trainiert. Komm morgen wieder!

:GYMBIKE_1266
jump @GYMBIKE_1289 

:GYMBIKE_1273
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~Sieht aus, als wrst du beschftigt. Komm doch spter wieder.

:GYMBIKE_1289
jump @GYMBIKE_1323 

:GYMBIKE_1296
if 
  29@ == 1 
else_jump @GYMBIKE_1323 
03E6: remove_text_box 
29@ = 0 

:GYMBIKE_1323
jump @GYMBIKE_1371 

:GYMBIKE_1330
if 
80ED:   not actor $PLAYER_ACTOR 0 near_point 5@ 6@ radius 2.0 2.0 on_foot 
else_jump @GYMBIKE_1371 
28@ = 0 

:GYMBIKE_1371
if 
  20@ == 1 
else_jump @GYMBIKE_6332 
if and
  $1830 == 1 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_1501 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Player.CanMove($PLAYER_CHAR) = False
08C7: put_actor $PLAYER_ACTOR at $8715 $8716 7@ // versionB 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Camera.SetPosition(8@, 9@, 10@, 0.0, 0.0, 0.0)
Actor.Angle($PLAYER_ACTOR) = 4@
Camera.PointAt(11@, 12@, 10@, 2)
$1830 = 2 

:GYMBIKE_1501
if 
  $1829 == 0 
else_jump @GYMBIKE_1611 
04ED: load_animation "GYMNASIUM" 

:GYMBIKE_1532
if 
84EE:   not animation "GYMNASIUM" loaded 
else_jump @GYMBIKE_1567 
wait 0 
jump @GYMBIKE_1532 

:GYMBIKE_1567
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMBIKE_1578
if 
83D0:   not wav 4 loaded 
else_jump @GYMBIKE_1604 
wait 0 
jump @GYMBIKE_1578 

:GYMBIKE_1604
$1829 = 1 

:GYMBIKE_1611
if and
  $1830 == 2 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_2197 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_GETON" IFP_file "GYMNASIUM" 4.0 loop 0 0 0 1 time -1 // versionA 
0512: show_permanent_text_box 'GYM1_60'  // Verwende ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um den Schwierigkeitsgrad auszuwhlen.~N~~k~~PED_SPRINT~ Auswahl~N~~k~~VEHICLE_ENTER_EXIT~ Beenden
if or
  $CURRENT_LANGUAGE == 4 
  $CURRENT_LANGUAGE == 2 
else_jump @GYMBIKE_1890 
08D4: $8712 = create_panel_with_title 'GYM1_D' position 31.0 180.0 width 178.0 columns 1 interactive 1 background 1 alignment 0  // Fahrrad
08DB: set_panel $8712 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Stufe // Stufe 1 // Stufe 2 // Stufe 3 // Stufe 4 // Stufe 5 // Stufe 6 // Stufe 7 // Stufe 8 // Stufe 9 // Stufe 10
jump @GYMBIKE_2051 

:GYMBIKE_1890
08D4: $8712 = create_panel_with_title 'GYM1_D' position 31.0 150.0 width 178.0 columns 1 interactive 1 background 1 alignment 0  // Fahrrad
08DB: set_panel $8712 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Stufe // Stufe 1 // Stufe 2 // Stufe 3 // Stufe 4 // Stufe 5 // Stufe 6 // Stufe 7 // Stufe 8 // Stufe 9 // Stufe 10

:GYMBIKE_2051
090E: set_panel $8712 active_row 0 

:GYMBIKE_2058
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_2183 
wait 0 
$8714 += 1 
if and
00E1:   player 0 pressed_key 15 
  $8714 > 20 
else_jump @GYMBIKE_2130 
03E6: remove_text_box 
08DA: remove_panel $8712 
$GYM_GYMBIKE_LEVEL = 0 
jump @GYMBIKE_5327 

:GYMBIKE_2130
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMBIKE_2176 
03E6: remove_text_box 
08D7: $GYM_GYMBIKE_LEVEL = panel $8712 active_row 
$GYM_GYMBIKE_LEVEL += 1 
08DA: remove_panel $8712 
jump @GYMBIKE_2183 

:GYMBIKE_2176
jump @GYMBIKE_2058 

:GYMBIKE_2183
$1830 = 3 
33@ = 0 

:GYMBIKE_2197
if and
  $1830 == 3 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_2388 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BIKE_GETON"
else_jump @GYMBIKE_2388 
0613: 15@ = actor $PLAYER_ACTOR animation "GYM_BIKE_GETON" time 
if 
  15@ == 1.0 
else_jump @GYMBIKE_2388 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_SLOW" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 1 time -1 // versionA 
075A: set_object $8724 animation "PEDALS_SLOW" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
$1830 = 4 

:GYMBIKE_2388
if and
  $1830 == 4 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_2583 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BIKE_SLOW"
else_jump @GYMBIKE_2583 
0613: 15@ = actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" time 
if 
  15@ == 0.0 
else_jump @GYMBIKE_2583 
0612: set_actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" paused 0 
04F7: status_text $GYM_GYMBIKE_POWER type 1 line 1 GXT 'GYM1_1' // global_variable  // Kraft
04F7: status_text $GYM_GYMBIKE_LEVEL type 0 line 2 GXT 'GYM1_4' // global_variable  // Stufe
04F7: status_text $GYM_GYMBIKE_DISTANCE type 0 line 3 GXT 'GYM1_3' // global_variable  // Strecke
21@ = 1 
$1830 = 5 
33@ = 0 

:GYMBIKE_2583
if and
  $1830 == 5 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_6332 
if 
  $8713 == 0 
else_jump @GYMBIKE_2642 
0512: show_permanent_text_box 'GYM1_40'  // Indem du mehrmals schnell ~k~~PED_SPRINT~ drckst, fngst du an, in die Pedale zu treten.
$8713 = 1 

:GYMBIKE_2642
if and
  33@ > 4000 
  $8713 == 1 
else_jump @GYMBIKE_2688 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_41'  // Um den Schwierigkeitsgrad zu ndern, drcke ~k~~CONVERSATION_NO~ oder ~k~~CONVERSATION_YES~.
$8713 = 2 

:GYMBIKE_2688
if and
  33@ > 8000 
  $8713 == 2 
else_jump @GYMBIKE_2723 
03E6: remove_text_box 
$8713 = 101 

:GYMBIKE_2723
0653: 19@ = float_stat 22 
19@ /= 100.0 
0087: 16@ = 17@ // (float) 
005B: 16@ += 19@ // (float) 
007F: 14@ -= unknown_float * 0.35 // (float) 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMBIKE_2816 
if 
  22@ == 0 
else_jump @GYMBIKE_2816 
005B: 14@ += 16@ // (float) 
22@ = 1 

:GYMBIKE_2816
if 
80E1:   not player 0 pressed_key 16 
else_jump @GYMBIKE_2858 
if 
  22@ == 1 
else_jump @GYMBIKE_2858 
22@ = 0 

:GYMBIKE_2858
if 
  0.0 > 14@ 
else_jump @GYMBIKE_2889 
14@ = 0.0 

:GYMBIKE_2889
if 
  14@ > 100.0 
else_jump @GYMBIKE_2920 
14@ = 100.0 

:GYMBIKE_2920
if 
  21@ == 1 
else_jump @GYMBIKE_3053 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BIKE_SLOW"
else_jump @GYMBIKE_3053 
0612: set_actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" paused 1 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" at 0.5 times_normal_rate 
0836: set_object $8724 animation "PEDALS_SLOW" at 0.5 times_normal_rate 
32@ = 0 
21@ = 2 

:GYMBIKE_3053
if and
  21@ == 2 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_6228 
0653: 19@ = float_stat 22 
19@ /= 200.0 
if 
  0.0 > 19@ 
else_jump @GYMBIKE_3124 
19@ = 0.0 

:GYMBIKE_3124
0090: $8725 = float 19@ to_integer 
0084: $8726 = $GYM_GYMBIKE_LEVEL // (int) 
0060: $8726 -= $8725 // (int) 
if 
  14@ == 0.0 
else_jump @GYMBIKE_3301 
if 
  23@ == 0 
else_jump @GYMBIKE_3301 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_STILL" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 1 time -1 // versionA 
075A: set_object $8724 animation "PEDALS_STILL" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
24@ = 0 
25@ = 0 
26@ = 0 
23@ = 1 

:GYMBIKE_3301
if 
  24@ == 0 
else_jump @GYMBIKE_3459 
if and
  3 > $8726 
   not 14@ == 0.0 
else_jump @GYMBIKE_3459 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_SLOW" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 1 time -1 // versionA 
075A: set_object $8724 animation "PEDALS_SLOW" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
24@ = 1 
25@ = 0 
26@ = 0 
23@ = 0 

:GYMBIKE_3459
if 
  25@ == 0 
else_jump @GYMBIKE_3623 
if and
  $8726 > 2 
  7 > $8726 
   not 14@ == 0.0 
else_jump @GYMBIKE_3623 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_FAST" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 1 time -1 // versionA 
075A: set_object $8724 animation "PEDALS_MED" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
24@ = 0 
26@ = 0 
25@ = 1 
23@ = 0 

:GYMBIKE_3623
if 
  26@ == 0 
else_jump @GYMBIKE_3790 
if and
  $8726 > 6 
  11 > $8726 
   not 14@ == 0.0 
else_jump @GYMBIKE_3790 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_FASTER" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 1 time -1 // versionA 
075A: set_object $8724 animation "PEDALS_FAST" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
24@ = 0 
25@ = 0 
26@ = 1 
23@ = 0 

:GYMBIKE_3790
if 
00E1:   player 0 pressed_key 11 
else_jump @GYMBIKE_3928 
if 
  27@ == 0 
else_jump @GYMBIKE_3928 
if and
  $GYM_GYMBIKE_LEVEL > 0 
  10 > $GYM_GYMBIKE_LEVEL 
else_jump @GYMBIKE_3928 
$GYM_GYMBIKE_LEVEL += 1 
if 
03D0:   wav 4 loaded 
else_jump @GYMBIKE_3880 
097B: play_audio_at_object 0@ event 1116 

:GYMBIKE_3880
14@ -= 20.0 
if 
  0.0 > 14@ 
else_jump @GYMBIKE_3921 
14@ = 0.0 

:GYMBIKE_3921
27@ = 1 

:GYMBIKE_3928
if 
00E1:   player 0 pressed_key 10 
else_jump @GYMBIKE_4025 
if 
  27@ == 0 
else_jump @GYMBIKE_4025 
if and
  $GYM_GYMBIKE_LEVEL > 1 
  11 > $GYM_GYMBIKE_LEVEL 
else_jump @GYMBIKE_4025 
$GYM_GYMBIKE_LEVEL -= 1 
if 
03D0:   wav 4 loaded 
else_jump @GYMBIKE_4018 
097B: play_audio_at_object 0@ event 1116 

:GYMBIKE_4018
27@ = 2 

:GYMBIKE_4025
if 
80E1:   not player 0 pressed_key 11 
else_jump @GYMBIKE_4067 
if 
  27@ == 1 
else_jump @GYMBIKE_4067 
27@ = 0 

:GYMBIKE_4067
if 
80E1:   not player 0 pressed_key 10 
else_jump @GYMBIKE_4109 
if 
  27@ == 2 
else_jump @GYMBIKE_4109 
27@ = 0 

:GYMBIKE_4109
if 
  $GYM_GYMBIKE_LEVEL == 1 
else_jump @GYMBIKE_4137 
17@ = 6.5 

:GYMBIKE_4137
if 
  $GYM_GYMBIKE_LEVEL == 2 
else_jump @GYMBIKE_4165 
17@ = 5.9 

:GYMBIKE_4165
if 
  $GYM_GYMBIKE_LEVEL == 3 
else_jump @GYMBIKE_4193 
17@ = 5.0 

:GYMBIKE_4193
if 
  $GYM_GYMBIKE_LEVEL == 4 
else_jump @GYMBIKE_4221 
17@ = 4.3 

:GYMBIKE_4221
if 
  $GYM_GYMBIKE_LEVEL == 5 
else_jump @GYMBIKE_4249 
17@ = 3.7 

:GYMBIKE_4249
if 
  $GYM_GYMBIKE_LEVEL == 6 
else_jump @GYMBIKE_4277 
17@ = 2.9 

:GYMBIKE_4277
if 
  $GYM_GYMBIKE_LEVEL == 7 
else_jump @GYMBIKE_4305 
17@ = 2.2 

:GYMBIKE_4305
if 
  $GYM_GYMBIKE_LEVEL == 8 
else_jump @GYMBIKE_4333 
17@ = 1.5 

:GYMBIKE_4333
if 
  $GYM_GYMBIKE_LEVEL == 9 
else_jump @GYMBIKE_4361 
17@ = 1.1 

:GYMBIKE_4361
if 
  $GYM_GYMBIKE_LEVEL == 10 
else_jump @GYMBIKE_4389 
17@ = 0.7 

:GYMBIKE_4389
if 
  14@ >= 0.0 
else_jump @GYMBIKE_4441 
if 
  10.0 >= 14@ 
else_jump @GYMBIKE_4441 
18@ = 0.9 

:GYMBIKE_4441
if 
  14@ >= 11.0 
else_jump @GYMBIKE_4493 
if 
  20.0 >= 14@ 
else_jump @GYMBIKE_4493 
18@ = 1.0 

:GYMBIKE_4493
if 
  14@ >= 21.0 
else_jump @GYMBIKE_4545 
if 
  30.0 >= 14@ 
else_jump @GYMBIKE_4545 
18@ = 1.1 

:GYMBIKE_4545
if 
  14@ >= 31.0 
else_jump @GYMBIKE_4597 
if 
  40.0 >= 14@ 
else_jump @GYMBIKE_4597 
18@ = 1.2 

:GYMBIKE_4597
if 
  14@ >= 41.0 
else_jump @GYMBIKE_4649 
if 
  50.0 >= 14@ 
else_jump @GYMBIKE_4649 
18@ = 1.3 

:GYMBIKE_4649
if 
  14@ >= 51.0 
else_jump @GYMBIKE_4701 
if 
  60.0 >= 14@ 
else_jump @GYMBIKE_4701 
18@ = 1.4 

:GYMBIKE_4701
if 
  14@ >= 61.0 
else_jump @GYMBIKE_4753 
if 
  70.0 >= 14@ 
else_jump @GYMBIKE_4753 
18@ = 1.5 

:GYMBIKE_4753
if 
  14@ >= 71.0 
else_jump @GYMBIKE_4805 
if 
  80.0 >= 14@ 
else_jump @GYMBIKE_4805 
18@ = 1.6 

:GYMBIKE_4805
if 
  14@ >= 81.0 
else_jump @GYMBIKE_4857 
if 
  90.0 >= 14@ 
else_jump @GYMBIKE_4857 
18@ = 1.7 

:GYMBIKE_4857
if 
  14@ >= 91.0 
else_jump @GYMBIKE_4909 
if 
  100.0 >= 14@ 
else_jump @GYMBIKE_4909 
18@ = 1.8 

:GYMBIKE_4909
if and
   Actor.Animation($PLAYER_ACTOR) == "GYM_BIKE_SLOW"
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_4968 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" at 18@ times_normal_rate 

:GYMBIKE_4968
if and
0837:   object $8724 animation == "PEDALS_SLOW" 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5023 
0836: set_object $8724 animation "PEDALS_SLOW" at 18@ times_normal_rate 

:GYMBIKE_5023
if and
   Actor.Animation($PLAYER_ACTOR) == "GYM_BIKE_FAST"
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5082 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FAST" at 18@ times_normal_rate 

:GYMBIKE_5082
if and
0837:   object $8724 animation == "PEDALS_MED" 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5135 
0836: set_object $8724 animation "PEDALS_MED" at 18@ times_normal_rate 

:GYMBIKE_5135
if and
   Actor.Animation($PLAYER_ACTOR) == "GYM_BIKE_FASTER"
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5198 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FASTER" at 18@ times_normal_rate 

:GYMBIKE_5198
if and
0837:   object $8724 animation == "PEDALS_FAST" 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5253 
0836: set_object $8724 animation "PEDALS_FAST" at 18@ times_normal_rate 

:GYMBIKE_5253
if or
00E1:   player 0 pressed_key 15 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMBIKE_5787 
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMBIKE_5311 
$GYM_DAY_LIMIT = 0.0 

:GYMBIKE_5311
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5787 

:GYMBIKE_5327
015B: unknown_player 0 time 1 key 1 
0623: add $GYM_GYMBIKE_DISTANCE to_integer_stat 29 
0085: 31@ = 33@ // (int) 
31@ /= 1000 
0623: add 31@ to_integer_stat 45 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5468 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_GETOFF" IFP_file "GYMNASIUM" 4.0 loop 0 0 0 0 time -1 // versionA 
075A: set_object $8724 animation "PEDALS_STILL" IFP_file "GYMNASIUM" 4.0 lockF 0 loop -1 // IF AND SET 

:GYMBIKE_5468
21@ = 0 
22@ = 0 
23@ = 0 
24@ = 0 
25@ = 0 
26@ = 0 
27@ = 0 
20@ = 0 
$1830 = 0 
$GYM_GYMBIKE_LEVEL = 0 
$GYM_GYMBIKE_DISTANCE = 0 
$8721 = 0.0 
$8720 = 0.0 
$GYM_GYMBIKE_POWER = 0 
14@ = 0.0 
0653: $GYM_STAT_FAT = float_stat 21 
if 
  0.0 >= $GYM_STAT_FAT 
else_jump @GYMBIKE_5619 
062A: change_float_stat 21 to 0.0 

:GYMBIKE_5619
if 
03CA:   object 0@ exists 
else_jump @GYMBIKE_5642 
Object.CollisionDetection(0@) = True

:GYMBIKE_5642
$1813 = 0 
$1814 = 0 
$1829 = 0 
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
0151: remove_status_text $GYM_GYMBIKE_POWER 
0151: remove_status_text $GYM_GYMBIKE_LEVEL 
0151: remove_status_text $GYM_GYMBIKE_DISTANCE 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = False
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5731 
Player.CanMove($PLAYER_CHAR) = True

:GYMBIKE_5731
28@ = 1 
08DA: remove_panel $8712 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMBIKE_5759
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMBIKE_5787 
wait 0 
jump @GYMBIKE_5759 

:GYMBIKE_5787
if 
03CA:   object 0@ exists 
else_jump @GYMBIKE_5912 
if 
03D0:   wav 4 loaded 
else_jump @GYMBIKE_5912 
if 
  14@ > 10.0 
else_jump @GYMBIKE_5879 
if 
  $8732 == 0 
else_jump @GYMBIKE_5872 
097B: play_audio_at_object 0@ event 1113 
$8732 = 1 

:GYMBIKE_5872
jump @GYMBIKE_5912 

:GYMBIKE_5879
if 
  $8732 == 1 
else_jump @GYMBIKE_5912 
097B: play_audio_at_object 0@ event 1114 
$8732 = 0 

:GYMBIKE_5912
if 
  32@ > 250 
else_jump @GYMBIKE_6228 
32@ -= 250 
0088: $8720 = 14@ // (float) 
$8720 /= 10.0 
008D: $6 = integer $GYM_GYMBIKE_LEVEL to_float 
$6 /= 10.0 
$6 += 1.0 
0069: $6 *= $8720 // (float) 
0059: $4 += $6 // (float) 
if 
  $4 >= 400.0 
else_jump @GYMBIKE_6146 
$4 -= 400.0 
0653: $GYM_STAT_FAT = float_stat 21 
if 
  $GYM_STAT_FAT >= 1.0 
else_jump @GYMBIKE_6069 
0626: decrease_float_stat 21 by 8.0 

:GYMBIKE_6069
if 
  $8733 == 3 
else_jump @GYMBIKE_6120 
$8733 = 0 
0624: add 4.0 to_float_stat 22 
$GYM_DAY_LIMIT += 4.0 
jump @GYMBIKE_6146 

:GYMBIKE_6120
0A1F: increase_float_stat 22 by 4.0 
$GYM_DAY_LIMIT += 4.0 
$8733 += 1 

:GYMBIKE_6146
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMBIKE_6191 
0835: get_month_day_to $GYM_MONTH_DAY_WHEN_LIMIT_REACHED get_month_to $GYM_MONTH_WHEN_LIMIT_REACHED 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // Fr heute hast du dein Limit erreicht. Komm morgen wieder!

:GYMBIKE_6191
if 
   not $GYM_GYMBIKE_DISTANCE >= 999999 
else_jump @GYMBIKE_6228 
0059: $8721 += $8720 // (float) 
008C: $GYM_GYMBIKE_DISTANCE = float $8721 to_integer 

:GYMBIKE_6228
$8722 += 1 
0084: $8731 = $GYM_GYMBIKE_POWER // (int) 
$8731 -= 100 
if 
  $8731 > -40 
else_jump @GYMBIKE_6275 
$8731 = -40 

:GYMBIKE_6275
if 
002C:   $8722 >= $8731 // (int) 
else_jump @GYMBIKE_6324 
$8722 = 0 
$GYM_GYMBIKE_POWER *= 12 
$GYM_GYMBIKE_POWER /= 10 
015B: unknown_player 0 time 100 key $GYM_GYMBIKE_POWER 

:GYMBIKE_6324
0090: $GYM_GYMBIKE_POWER = float 14@ to_integer 

:GYMBIKE_6332
jump @GYMBIKE_960 
end_thread 

//-------------External script 12 (GYMBENCH)---------------

:GYMBENC
thread 'GYMBENC' 
$8737 = 0.0 
$8747 = 0.0 
$8743 = 2 
$8744 = 0 
23@ = 0 
24@ = 0 
25@ = 0 
26@ = 0 
27@ = 0 
$8741 = 0 
$1824 = 0.0 
$1825 = 0.0 
$1826 = 0.0 
$1827 = 0.0 
21@ = 1 
$8738 = 0 
$8735 = 0 
22@ = 0 
29@ = 0 
32@ = 0 
33@ = 0 
if 
  29@ == 1 
else_jump @GYMBENC_217 
0@ = Object.Init(#BEACHTOWEL01, 0.0, 0.0, 0.0)

:GYMBENC_217
if 
03CA:   object 0@ exists 
else_jump @GYMBENC_277 
Object.StorePos(0@, 5@, 6@, 7@)
Object.StorePos(0@, 8@, 9@, 10@)
11@ = Object.Angle(0@)
3@ = Object.Angle(0@)

:GYMBENC_277
1@ = 0.0 
2@ = 0.0 
12@ = 0.0 
13@ = 0.0 
14@ = 0.0 
21@ = 1 
$8738 = 0 
0087: 14@ = 7@ // (float) 
14@ += 1.7 
3@ -= 180.0 
0087: 4@ = 3@ // (float) 
4@ -= 270.0 
02F6: 1@ = cosine 4@ // (float) 
02F7: 2@ = sine 4@ // (float) 
1@ *= 1.0 
2@ *= 1.0 
005B: 5@ += 2@ // (float) 
005B: 6@ += 1@ // (float) 
1@ *= 3.0 
2@ *= 3.0 
0087: 12@ = 5@ // (float) 
005B: 12@ += 2@ // (float) 
0087: 13@ = 6@ // (float) 
005B: 13@ += 1@ // (float) 
11@ += 90.0 
02F6: 1@ = cosine 11@ // (float) 
02F7: 2@ = sine 11@ // (float) 
1@ *= 1.0 
2@ *= 1.0 
0063: 8@ -= 2@ // (float) 
0063: 9@ -= 1@ // (float) 
30@ = Object.Create(#KMB_BPRESS, 8@, 9@, 10@)
069A: attach_object 30@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
3@ -= 180.0 
$GYM_GYMBIKE_LEVEL = 1 
$1829 = 0 

:GYMBENC_632
wait 0 
if 
83CA:   not object 0@ exists 
else_jump @GYMBENC_659 
Object.Destroy(30@)
end_thread 

:GYMBENC_659
if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
else_jump @GYMBENC_682 
Object.Destroy(30@)
end_thread 

:GYMBENC_682
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GYMBENC_8093 
if and
  $1830 == 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_1102 
if and
  23@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @GYMBENC_1102 
if 
  27@ == 0 
else_jump @GYMBENC_1061 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 5@ 6@ 7@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMBENC_1027 
if 
  22@ == 0 
else_jump @GYMBENC_840 
0512: show_permanent_text_box 'GYM1_81'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um dieses Gert zu benutzen.
22@ = 1 

:GYMBENC_840
if 
00E1:   player 0 pressed_key 15 
else_jump @GYMBENC_1020 
if or
  $ONMISSION == 0 
  $ONMISSION_GYMFIGHT == 1 
else_jump @GYMBENC_1004 
0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @GYMBENC_981 
23@ = 1 
$1830 = 1 
Player.CanMove($PLAYER_CHAR) = False
08C7: put_actor $PLAYER_ACTOR at 5@ 6@ 7@ // versionB 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Actor.Angle($PLAYER_ACTOR) = 3@
$8714 = 0 
jump @GYMBENC_997 

:GYMBENC_981
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // Fr heute hast du genug trainiert. Komm morgen wieder!

:GYMBENC_997
jump @GYMBENC_1020 

:GYMBENC_1004
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~Sieht aus, als wrst du beschftigt. Komm doch spter wieder.

:GYMBENC_1020
jump @GYMBENC_1054 

:GYMBENC_1027
if 
  22@ == 1 
else_jump @GYMBENC_1054 
03E6: remove_text_box 
22@ = 0 

:GYMBENC_1054
jump @GYMBENC_1102 

:GYMBENC_1061
if 
80ED:   not actor $PLAYER_ACTOR 0 near_point 5@ 6@ radius 2.0 2.0 on_foot 
else_jump @GYMBENC_1102 
27@ = 0 

:GYMBENC_1102
if and
  23@ == 1 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_8093 
if 
  $1830 == 1 
else_jump @GYMBENC_1221 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Player.CanMove($PLAYER_CHAR) = False
08C7: put_actor $PLAYER_ACTOR at 5@ 6@ 7@ // versionB 
Camera.SetPosition(12@, 13@, 14@, 0.0, 0.0, 0.0)
Actor.Angle($PLAYER_ACTOR) = 3@
Camera.OnPed($PLAYER_ACTOR, 15, 2)
$1830 = 2 

:GYMBENC_1221
if 
  $1829 == 0 
else_jump @GYMBENC_1311 
04ED: load_animation "BENCHPRESS" 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMBENC_1264
if or
84EE:   not animation "BENCHPRESS" loaded 
83D0:   not wav 4 loaded 
else_jump @GYMBENC_1304 
wait 0 
jump @GYMBENC_1264 

:GYMBENC_1304
$1829 = 1 

:GYMBENC_1311
if and
  $1830 == 2 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_2547 
0512: show_permanent_text_box 'GYM1_71'  // Verwende ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um ein Gewicht auszuwhlen.~N~~k~~PED_SPRINT~ Auswahl~N~~k~~VEHICLE_ENTER_EXIT~ Beenden
if or
  $CURRENT_LANGUAGE == 4 
  $CURRENT_LANGUAGE == 2 
else_jump @GYMBENC_1538 
08D4: $8734 = create_panel_with_title 'GYM1_E' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Bank
08DB: set_panel $8734 column 0 header 'GYM1_72' data 'GYM1_8' 'GYM1_9' 'GYM1_10' 'GYM1_11' 'GYM1_12' 'GYM1_13' 'GYM1_14' 'GYM1_15' 'GYM1_16' 'GYM1_17' 'DUMMY' 'DUMMY'  // Gewicht // 20 kg // 30 kg // 40 kg // 50 kg // 60 kg // 80 kg // 100 kg // 120 kg // 140 kg // 160 kg
jump @GYMBENC_1699 

:GYMBENC_1538
08D4: $8734 = create_panel_with_title 'GYM1_E' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Bank
08DB: set_panel $8734 column 0 header 'GYM1_72' data 'GYM1_8' 'GYM1_9' 'GYM1_10' 'GYM1_11' 'GYM1_12' 'GYM1_13' 'GYM1_14' 'GYM1_15' 'GYM1_16' 'GYM1_17' 'DUMMY' 'DUMMY'  // Gewicht // 20 kg // 30 kg // 40 kg // 50 kg // 60 kg // 80 kg // 100 kg // 120 kg // 140 kg // 160 kg

:GYMBENC_1699
090E: set_panel $8734 active_row 0 

:GYMBENC_1706
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_1824 
wait 0 
$8714 += 1 
if and
00E1:   player 0 pressed_key 15 
  $8714 > 20 
else_jump @GYMBENC_1771 
03E6: remove_text_box 
08DA: remove_panel $8734 
jump @GYMBENC_7348 

:GYMBENC_1771
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMBENC_1817 
03E6: remove_text_box 
08D7: 21@ = panel $8734 active_row 
21@ += 1 
08DA: remove_panel $8734 
jump @GYMBENC_1824 

:GYMBENC_1817
jump @GYMBENC_1706 

:GYMBENC_1824
if 
  21@ == 1 
else_jump @GYMBENC_1862 
$8736 = 1.0 
20@ = 5.0 

:GYMBENC_1862
if 
  21@ == 2 
else_jump @GYMBENC_1900 
20@ = 5.2 
$8736 = 2.0 

:GYMBENC_1900
if 
  21@ == 3 
else_jump @GYMBENC_1938 
20@ = 5.3 
$8736 = 3.0 

:GYMBENC_1938
if 
  21@ == 4 
else_jump @GYMBENC_1976 
20@ = 5.5 
$8736 = 4.0 

:GYMBENC_1976
if 
  21@ == 5 
else_jump @GYMBENC_2014 
20@ = 6.0 
$8736 = 5.0 

:GYMBENC_2014
if 
  21@ == 6 
else_jump @GYMBENC_2052 
20@ = 6.5 
$8736 = 6.0 

:GYMBENC_2052
if 
  21@ == 7 
else_jump @GYMBENC_2090 
20@ = 7.0 
$8736 = 7.0 

:GYMBENC_2090
if 
  21@ == 8 
else_jump @GYMBENC_2128 
20@ = 7.5 
$8736 = 8.0 

:GYMBENC_2128
if 
  21@ == 9 
else_jump @GYMBENC_2166 
20@ = 8.0 
$8736 = 9.0 

:GYMBENC_2166
if 
  21@ == 10 
else_jump @GYMBENC_2204 
20@ = 8.5 
$8736 = 10.0 

:GYMBENC_2204
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_2266 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_GETON" IFP_file "BENCHPRESS" 4.0 loop 0 0 0 1 time -1 // versionA 

:GYMBENC_2266
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_2540 
if and
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_GETON"
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_2540 
0613: $1824 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 

:GYMBENC_2343
if 
   not $1824 > 0.75 
else_jump @GYMBENC_2413 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_2406 
0613: $1824 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 

:GYMBENC_2406
jump @GYMBENC_2343 

:GYMBENC_2413
if 
03D0:   wav 4 loaded 
else_jump @GYMBENC_2436 
097B: play_audio_at_object 0@ event 1117 

:GYMBENC_2436
Object.KeepInMemory(30@) = False
0682: detach_object 30@ 0.0 0.0 0.0 collision_detection 0 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_2526 
070A: AS_actor $PLAYER_ACTOR attach_to_object 30@ offset 0.0 0.0 -0.1 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 

:GYMBENC_2526
$1830 = 4 
32@ = 0 

:GYMBENC_2540
$1830 = 4 

:GYMBENC_2547
if and
  $1830 == 4 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_3225 
if 
  $8735 == 0 
else_jump @GYMBENC_2608 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_37'  // ~w~Um das Gewicht zu stemmen, drcke abwechselnd ~k~~PED_SPRINT~ und ~k~~PED_FIREWEAPON~. Dadurch erhht sich dein Krafteinsatz.
$8735 = 1 

:GYMBENC_2608
if and
  32@ > 6000 
  $8735 == 1 
else_jump @GYMBENC_2654 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_25'  // Drcke ~k~~VEHICLE_ENTER_EXIT~ zum Beenden.
$8735 = 2 

:GYMBENC_2654
if and
  32@ > 9000 
  $8735 == 2 
else_jump @GYMBENC_2689 
03E6: remove_text_box 
$8735 = 101 

:GYMBENC_2689
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_GETON"
else_jump @GYMBENC_2776 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 
if 
  $1816 == 1.0 
else_jump @GYMBENC_2769 
jump @GYMBENC_2830 

:GYMBENC_2769
jump @GYMBENC_3225 

:GYMBENC_2776
if and
  $1814 == 1 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_3225 
$8738 = 0 
$1818 = 0 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
jump @GYMBENC_2830 

:GYMBENC_2830
0653: $1817 = float_stat 23 
$1817 /= 30.0 
if 
  0.0 > $1817 
else_jump @GYMBENC_2878 
$1817 = 0.0 

:GYMBENC_2878
0086: $8737 = $1817 // (float) 
$8737 += 30.0 
if 
  $8737 > 75.0 
else_jump @GYMBENC_2927 
$8737 = 75.0 

:GYMBENC_2927
008F: 19@ = integer $8738 to_float 
0086: $1823 = $8737 // (float) 
0061: $1823 -= $8736 // (float) 
if 
  18.0 >= $1823 
else_jump @GYMBENC_3017 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_B" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMBENC_3017
if 
  $1823 > 18.0 
else_jump @GYMBENC_3104 
if 
  24.0 >= $1823 
else_jump @GYMBENC_3104 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_A" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMBENC_3104
if 
  $1823 > 24.0 
else_jump @GYMBENC_3175 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_SMOOTH" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMBENC_3175
04F7: status_text $1818 type 1 line 1 GXT 'GYM1_1' // global_variable  // Kraft
04F7: status_text $8738 type 0 line 2 GXT 'GYM1_2' // global_variable  // Wiederholungen
$1813 = 1 
$1830 = 5 

:GYMBENC_3225
if and
  $1830 == 5 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6956 
0653: $1817 = float_stat 23 
$1817 /= 30.0 
if 
  0.0 > $1817 
else_jump @GYMBENC_3296 
$1817 = 0.0 

:GYMBENC_3296
0086: $8737 = $1817 // (float) 
$8737 += 20.0 
if 
  $8737 > 75.0 
else_jump @GYMBENC_3345 
$8737 = 75.0 

:GYMBENC_3345
if 
  $8735 == 0 
else_jump @GYMBENC_3383 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_37'  // ~w~Um das Gewicht zu stemmen, drcke abwechselnd ~k~~PED_SPRINT~ und ~k~~PED_FIREWEAPON~. Dadurch erhht sich dein Krafteinsatz.
$8735 = 1 

:GYMBENC_3383
if and
  32@ > 6000 
  $8735 == 1 
else_jump @GYMBENC_3429 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_25'  // Drcke ~k~~VEHICLE_ENTER_EXIT~ zum Beenden.
$8735 = 2 

:GYMBENC_3429
if and
  32@ > 9000 
  $8735 == 2 
else_jump @GYMBENC_3464 
03E6: remove_text_box 
$8735 = 101 

:GYMBENC_3464
if or
  $1813 == 1 
  $1813 == 3 
else_jump @GYMBENC_3517 
$8762 /= 2.0 
0082: 18@ -= unknown_float * $8736 // (float) 
$8762 *= 2.0 

:GYMBENC_3517
if 
  $1813 == 4 
else_jump @GYMBENC_3545 
007F: 18@ -= unknown_float * 2.0 // (float) 

:GYMBENC_3545
if 
80E1:   not player 0 pressed_key 16 
else_jump @GYMBENC_3587 
if 
  26@ == 1 
else_jump @GYMBENC_3587 
26@ = 2 

:GYMBENC_3587
if 
80E1:   not player 0 pressed_key 17 
else_jump @GYMBENC_3629 
if 
  26@ == 3 
else_jump @GYMBENC_3629 
26@ = 0 

:GYMBENC_3629
if or
  $1813 == 1 
  $1813 == 3 
else_jump @GYMBENC_3766 
if and
00E1:   player 0 pressed_key 16 
80E1:   not player 0 pressed_key 17 
else_jump @GYMBENC_3710 
if 
  26@ == 0 
else_jump @GYMBENC_3710 
005D: 18@ += $8737 // (float) 
26@ = 1 

:GYMBENC_3710
if and
00E1:   player 0 pressed_key 17 
80E1:   not player 0 pressed_key 16 
else_jump @GYMBENC_3766 
if 
  26@ == 2 
else_jump @GYMBENC_3766 
005D: 18@ += $8737 // (float) 
26@ = 3 

:GYMBENC_3766
if 
  0.0 > 18@ 
else_jump @GYMBENC_3797 
18@ = 0.0 

:GYMBENC_3797
if 
  18@ > 25.0 
else_jump @GYMBENC_3829 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 354 store_to $8745 

:GYMBENC_3829
if 
  18@ >= 100.0 
else_jump @GYMBENC_3885 
18@ = 100.0 
if 
  $1813 == 1 
else_jump @GYMBENC_3885 
$1813 = 2 

:GYMBENC_3885
if and
  $1813 == 2 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_3950 
if 
  $1819 == 1.0 
else_jump @GYMBENC_3950 
26@ = 0 
$1813 = 3 
33@ = 0 

:GYMBENC_3950
if and
  $1813 == 3 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6050 
0871: init_jump_table 21@ total_jumps 10 default_jump 0 @GYMBENC_4246 jumps 1 @GYMBENC_4101 2 @GYMBENC_4115 3 @GYMBENC_4129 4 @GYMBENC_4143 5 @GYMBENC_4157 6 @GYMBENC_4171 7 @GYMBENC_4186 
0872: jump_table_jumps 8 @GYMBENC_4201 9 @GYMBENC_4216 10 @GYMBENC_4231 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 

:GYMBENC_4101
$GYM_BENCH_WEIGHT = 40 
jump @GYMBENC_4246 

:GYMBENC_4115
$GYM_BENCH_WEIGHT = 60 
jump @GYMBENC_4246 

:GYMBENC_4129
$GYM_BENCH_WEIGHT = 80 
jump @GYMBENC_4246 

:GYMBENC_4143
$GYM_BENCH_WEIGHT = 100 
jump @GYMBENC_4246 

:GYMBENC_4157
$GYM_BENCH_WEIGHT = 120 
jump @GYMBENC_4246 

:GYMBENC_4171
$GYM_BENCH_WEIGHT = 160 
jump @GYMBENC_4246 

:GYMBENC_4186
$GYM_BENCH_WEIGHT = 200 
jump @GYMBENC_4246 

:GYMBENC_4201
$GYM_BENCH_WEIGHT = 240 
jump @GYMBENC_4246 

:GYMBENC_4216
$GYM_BENCH_WEIGHT = 280 
jump @GYMBENC_4246 

:GYMBENC_4231
$GYM_BENCH_WEIGHT = 320 
jump @GYMBENC_4246 

:GYMBENC_4246
0652: $GYM_STAT_BENCH_HEAVIEST_WEIGHT = integer_stat 46 
if 
001C:   $GYM_BENCH_WEIGHT > $GYM_STAT_BENCH_HEAVIEST_WEIGHT // (int) 
else_jump @GYMBENC_4279 
0629: change_integer_stat 46 to $GYM_BENCH_WEIGHT 

:GYMBENC_4279
015B: unknown_player 0 time 200 key 200 
if 
   not $8738 >= 999999 
else_jump @GYMBENC_4317 
$8738 += 1 

:GYMBENC_4317
0653: $8747 = float_stat 23 
if 
  1000.0 > $8747 
else_jump @GYMBENC_4625 
if 
  21@ == 1 
else_jump @GYMBENC_4373 
20@ = 1.0 

:GYMBENC_4373
if 
  21@ == 2 
else_jump @GYMBENC_4401 
20@ = 1.2 

:GYMBENC_4401
if 
  21@ == 3 
else_jump @GYMBENC_4429 
20@ = 1.3 

:GYMBENC_4429
if 
  21@ == 4 
else_jump @GYMBENC_4457 
20@ = 1.5 

:GYMBENC_4457
if 
  21@ == 5 
else_jump @GYMBENC_4485 
20@ = 2.0 

:GYMBENC_4485
if 
  21@ == 6 
else_jump @GYMBENC_4513 
20@ = 2.5 

:GYMBENC_4513
if 
  21@ == 7 
else_jump @GYMBENC_4541 
20@ = 3.0 

:GYMBENC_4541
if 
  21@ == 8 
else_jump @GYMBENC_4569 
20@ = 4.0 

:GYMBENC_4569
if 
  21@ == 9 
else_jump @GYMBENC_4597 
20@ = 5.0 

:GYMBENC_4597
if 
  21@ == 10 
else_jump @GYMBENC_4625 
20@ = 6.0 

:GYMBENC_4625
if 
  800.0 > $8747 
else_jump @GYMBENC_4926 
if 
  21@ == 1 
else_jump @GYMBENC_4674 
20@ = 2.0 

:GYMBENC_4674
if 
  21@ == 2 
else_jump @GYMBENC_4702 
20@ = 2.2 

:GYMBENC_4702
if 
  21@ == 3 
else_jump @GYMBENC_4730 
20@ = 2.3 

:GYMBENC_4730
if 
  21@ == 4 
else_jump @GYMBENC_4758 
20@ = 2.5 

:GYMBENC_4758
if 
  21@ == 5 
else_jump @GYMBENC_4786 
20@ = 3.0 

:GYMBENC_4786
if 
  21@ == 6 
else_jump @GYMBENC_4814 
20@ = 3.5 

:GYMBENC_4814
if 
  21@ == 7 
else_jump @GYMBENC_4842 
20@ = 4.0 

:GYMBENC_4842
if 
  21@ == 8 
else_jump @GYMBENC_4870 
20@ = 5.0 

:GYMBENC_4870
if 
  21@ == 9 
else_jump @GYMBENC_4898 
20@ = 6.0 

:GYMBENC_4898
if 
  21@ == 10 
else_jump @GYMBENC_4926 
20@ = 7.0 

:GYMBENC_4926
if 
  600.0 > $8747 
else_jump @GYMBENC_5227 
if 
  21@ == 1 
else_jump @GYMBENC_4975 
20@ = 3.0 

:GYMBENC_4975
if 
  21@ == 2 
else_jump @GYMBENC_5003 
20@ = 3.2 

:GYMBENC_5003
if 
  21@ == 3 
else_jump @GYMBENC_5031 
20@ = 3.3 

:GYMBENC_5031
if 
  21@ == 4 
else_jump @GYMBENC_5059 
20@ = 3.5 

:GYMBENC_5059
if 
  21@ == 5 
else_jump @GYMBENC_5087 
20@ = 4.0 

:GYMBENC_5087
if 
  21@ == 6 
else_jump @GYMBENC_5115 
20@ = 4.5 

:GYMBENC_5115
if 
  21@ == 7 
else_jump @GYMBENC_5143 
20@ = 5.0 

:GYMBENC_5143
if 
  21@ == 8 
else_jump @GYMBENC_5171 
20@ = 6.0 

:GYMBENC_5171
if 
  21@ == 9 
else_jump @GYMBENC_5199 
20@ = 7.0 

:GYMBENC_5199
if 
  21@ == 10 
else_jump @GYMBENC_5227 
20@ = 8.0 

:GYMBENC_5227
if 
  400.0 > $8747 
else_jump @GYMBENC_5528 
if 
  21@ == 1 
else_jump @GYMBENC_5276 
20@ = 4.0 

:GYMBENC_5276
if 
  21@ == 2 
else_jump @GYMBENC_5304 
20@ = 4.2 

:GYMBENC_5304
if 
  21@ == 3 
else_jump @GYMBENC_5332 
20@ = 4.3 

:GYMBENC_5332
if 
  21@ == 4 
else_jump @GYMBENC_5360 
20@ = 4.5 

:GYMBENC_5360
if 
  21@ == 5 
else_jump @GYMBENC_5388 
20@ = 5.0 

:GYMBENC_5388
if 
  21@ == 6 
else_jump @GYMBENC_5416 
20@ = 5.5 

:GYMBENC_5416
if 
  21@ == 7 
else_jump @GYMBENC_5444 
20@ = 6.0 

:GYMBENC_5444
if 
  21@ == 8 
else_jump @GYMBENC_5472 
20@ = 7.0 

:GYMBENC_5472
if 
  21@ == 9 
else_jump @GYMBENC_5500 
20@ = 8.0 

:GYMBENC_5500
if 
  21@ == 10 
else_jump @GYMBENC_5528 
20@ = 9.0 

:GYMBENC_5528
if 
  200.0 > $8747 
else_jump @GYMBENC_5829 
if 
  21@ == 1 
else_jump @GYMBENC_5577 
20@ = 5.0 

:GYMBENC_5577
if 
  21@ == 2 
else_jump @GYMBENC_5605 
20@ = 5.2 

:GYMBENC_5605
if 
  21@ == 3 
else_jump @GYMBENC_5633 
20@ = 5.3 

:GYMBENC_5633
if 
  21@ == 4 
else_jump @GYMBENC_5661 
20@ = 5.5 

:GYMBENC_5661
if 
  21@ == 5 
else_jump @GYMBENC_5689 
20@ = 6.0 

:GYMBENC_5689
if 
  21@ == 6 
else_jump @GYMBENC_5717 
20@ = 6.5 

:GYMBENC_5717
if 
  21@ == 7 
else_jump @GYMBENC_5745 
20@ = 7.0 

:GYMBENC_5745
if 
  21@ == 8 
else_jump @GYMBENC_5773 
20@ = 7.5 

:GYMBENC_5773
if 
  21@ == 9 
else_jump @GYMBENC_5801 
20@ = 8.0 

:GYMBENC_5801
if 
  21@ == 10 
else_jump @GYMBENC_5829 
20@ = 8.5 

:GYMBENC_5829
if 
  $8746 == 8 
else_jump @GYMBENC_5876 
$8746 = 0 
0624: add 20@ to_float_stat 23 
005F: $GYM_DAY_LIMIT += 20@ // (float) 
jump @GYMBENC_5898 

:GYMBENC_5876
0A1F: increase_float_stat 23 by 20@ 
$8746 += 1 
005F: $GYM_DAY_LIMIT += 20@ // (float) 

:GYMBENC_5898
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMBENC_5943 
0835: get_month_day_to $GYM_MONTH_DAY_WHEN_LIMIT_REACHED get_month_to $GYM_MONTH_WHEN_LIMIT_REACHED 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // Fr heute hast du dein Limit erreicht. Komm morgen wieder!

:GYMBENC_5943
0653: $GYM_STAT_FAT = float_stat 21 
if 
  $GYM_STAT_FAT >= 1.0 
else_jump @GYMBENC_5980 
0626: decrease_float_stat 21 by 1.0 

:GYMBENC_5980
$1818 = 0 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 355 store_to $8745 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_DOWN" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 1 time -1 // versionA 
$1813 = 4 

:GYMBENC_6050
if and
  $1813 == 4 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6390 
if and
  18@ == 0.0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6390 
if 
  $1819 == 0.0 
else_jump @GYMBENC_6390 
008F: 19@ = integer $8738 to_float 
0086: $1823 = $8737 // (float) 
0061: $1823 -= $8736 // (float) 
if and
  18.0 >= $1823 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6215 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_B" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMBENC_6215
if and
  $1823 > 18.0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6307 
if 
  24.0 >= $1823 
else_jump @GYMBENC_6307 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_A" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMBENC_6307
if and
  $1823 > 24.0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6383 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_SMOOTH" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMBENC_6383
$1813 = 1 

:GYMBENC_6390
0088: $1820 = 18@ // (float) 
$1820 /= 100.0 
if and
  $1813 > 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6769 
0086: $1821 = $1820 // (float) 
0061: $1821 -= $1819 // (float) 
$1821 /= 2.0 
if and
  0.05 > $1821 
  $1821 > -0.05 
else_jump @GYMBENC_6503 
0086: $1819 = $1820 // (float) 
jump @GYMBENC_6511 

:GYMBENC_6503
0059: $1819 += $1821 // (float) 

:GYMBENC_6511
if and
  $1813 == 4 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6609 
$1822 = 1.0 
0061: $1822 -= $1819 // (float) 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_DOWN"
else_jump @GYMBENC_6602 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_DOWN" progress_to $1822 // 0.0 to 1.0 

:GYMBENC_6602
jump @GYMBENC_6769 

:GYMBENC_6609
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_UP_A"
else_jump @GYMBENC_6659 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_A" progress_to $1819 // 0.0 to 1.0 

:GYMBENC_6659
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_UP_B"
else_jump @GYMBENC_6709 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_B" progress_to $1819 // 0.0 to 1.0 

:GYMBENC_6709
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_UP_SMOOTH"
else_jump @GYMBENC_6769 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_SMOOTH" progress_to $1819 // 0.0 to 1.0 

:GYMBENC_6769
0090: $1818 = float 18@ to_integer 
if or
00E1:   player 0 pressed_key 15 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMBENC_6956 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6956 

:GYMBENC_6820
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMBENC_6848 
wait 0 
jump @GYMBENC_6820 

:GYMBENC_6848
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6911 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_GETOFF" IFP_file "BENCHPRESS" 100.0 loop 0 0 0 0 time -1 // versionA 

:GYMBENC_6911
$1818 = 0 
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMBENC_6949 
$GYM_DAY_LIMIT = 0.0 

:GYMBENC_6949
$1830 = 6 

:GYMBENC_6956
if and
  $1830 == 6 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_8093 
if 
  $8738 > 4 
else_jump @GYMBENC_7613 
if and
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_GETOFF"
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_7606 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7056
if 
   not $1825 > 0.26 
else_jump @GYMBENC_7127 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_7120 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7120
jump @GYMBENC_7056 

:GYMBENC_7127
if and
03D0:   wav 4 loaded 
  $8744 == 0 
else_jump @GYMBENC_7164 
097B: play_audio_at_object 0@ event 1117 
$8744 = 1 

:GYMBENC_7164
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
Object.KeepInMemory(30@) = True
Object.Destroy(30@)
30@ = Object.Create(#KMB_BPRESS, 8@, 9@, 10@)
069A: attach_object 30@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_7277 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7277
if 
  $1816 == 1.0 
else_jump @GYMBENC_7606 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_CELEBRATE" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 0 time -1 // versionA 

:GYMBENC_7348
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_7606 
23@ = 0 
$1813 = 0 
27@ = 1 
21@ = 1 
$8738 = 0 
$1818 = 0 
$1823 = 0.0 
$1830 = 0 
18@ = 0.0 
21@ = 1 
$8738 = 0 
0653: $1817 = float_stat 23 
if 
  $1817 >= 1000.0 
else_jump @GYMBENC_7484 
062A: change_float_stat 23 to 1000.0 

:GYMBENC_7484
0653: $GYM_STAT_FAT = float_stat 21 
if 
  0.0 >= $GYM_STAT_FAT 
else_jump @GYMBENC_7521 
062A: change_float_stat 21 to 0.0 

:GYMBENC_7521
$1824 = 0.0 
$1825 = 0.0 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "BENCHPRESS" 
040D: unload_wav 4 
03E6: remove_text_box 
08DA: remove_panel $8734 
$8735 = 0 
$1829 = 0 

:GYMBENC_7606
jump @GYMBENC_8093 

:GYMBENC_7613
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_8093 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_GETOFF"
else_jump @GYMBENC_8093 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7683
if 
   not $1825 > 0.26 
else_jump @GYMBENC_7754 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_7747 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7747
jump @GYMBENC_7683 

:GYMBENC_7754
if and
03D0:   wav 4 loaded 
  $8744 == 0 
else_jump @GYMBENC_7791 
097B: play_audio_at_object 0@ event 1117 
$8744 = 1 

:GYMBENC_7791
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
Object.KeepInMemory(30@) = True
Object.Destroy(30@)
30@ = Object.Create(#KMB_BPRESS, 8@, 9@, 10@)
069A: attach_object 30@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_7904 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7904
if 
  $1816 == 1.0 
else_jump @GYMBENC_8093 
$1824 = 0.0 
$1825 = 0.0 
23@ = 0 
$1813 = 0 
27@ = 1 
21@ = 1 
$8738 = 0 
$1818 = 0 
$1823 = 0.0 
$1830 = 0 
18@ = 0.0 
21@ = 1 
$8738 = 0 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "BENCHPRESS" 
040D: unload_wav 4 
03E6: remove_text_box 
08DA: remove_panel $8734 
$8735 = 0 
$1829 = 0 

:GYMBENC_8093
jump @GYMBENC_632 
end_thread 

//-------------External script 13 (GYMTREAD)---------------

:GYMTREA
thread 'GYMTREA' 
$8756 = 0 
$8757 = 0 
$8755 = 0 
$8750 = 0 
$8751 = 0 
$8752 = 0 
$8753 = 0 
$8754 = 0 
$1831 = 0 
$1832 = 0 
$1833 = 0 
$1834 = 0 
$1835 = 0 
$1836 = 0 
$1837 = 0 
$1838 = 0 
$1839 = 0 
$1840 = 0 
19@ = 1.0 
$8750 = 1 
$8752 = 1 
$1830 = 0 
$8753 = 0 
22@ = 0.0 
21@ = 0.0 
$1829 = 0 
$1840 = 1 
27@ = 0 
32@ = 0 
33@ = 0 
28@ = 0 
if 
  28@ == 1 
else_jump @GYMTREA_278 
0@ = Object.Init(#BEACHTOWEL03, 0.0, 0.0, 0.0)

:GYMTREA_278
if 
03CA:   object 0@ exists 
else_jump @GYMTREA_330 
Object.StorePos(0@, 1@, 2@, 3@)
Object.StorePos(0@, 7@, 8@, 9@)
10@ = Object.Angle(0@)

:GYMTREA_330
19@ = 1.0 
$8750 = 1 
$8752 = 1 
26@ = 1.0 
0087: 6@ = 3@ // (float) 
6@ += 1.5 
0087: 9@ = 3@ // (float) 
9@ += 0.75 
0087: 11@ = 10@ // (float) 
11@ -= 60.0 
02F6: 12@ = cosine 11@ // (float) 
02F7: 13@ = sine 11@ // (float) 
12@ *= 3.0 
13@ *= 3.0 
0087: 4@ = 1@ // (float) 
0063: 4@ -= 13@ // (float) 
0087: 5@ = 2@ // (float) 
0063: 5@ -= 12@ // (float) 
0087: 11@ = 10@ // (float) 
11@ += 90.0 
02F6: 12@ = cosine 11@ // (float) 
02F7: 13@ = sine 11@ // (float) 
12@ *= 1.5 
13@ *= 1.5 
0063: 1@ -= 13@ // (float) 
0063: 2@ -= 12@ // (float) 
3@ += 0.1 
$1829 = 0 

:GYMTREA_573
wait 0 
if 
83CA:   not object 0@ exists 
else_jump @GYMTREA_595 
end_thread 

:GYMTREA_595
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GYMTREA_5900 
if and
  $1830 == 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_979 
if and
  $1831 == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @GYMTREA_979 
if 
  $1840 == 0 
else_jump @GYMTREA_938 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMTREA_904 
if 
  27@ == 0 
else_jump @GYMTREA_753 
0512: show_permanent_text_box 'GYM1_81'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um dieses Gert zu benutzen.
27@ = 1 

:GYMTREA_753
if 
00E1:   player 0 pressed_key 15 
else_jump @GYMTREA_897 
if or
  $ONMISSION == 0 
  $ONMISSION_GYMFIGHT == 1 
else_jump @GYMTREA_881 
0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @GYMTREA_858 
$1831 = 1 
$1830 = 1 
$8714 = 0 
jump @GYMTREA_874 

:GYMTREA_858
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // Fr heute hast du genug trainiert. Komm morgen wieder!

:GYMTREA_874
jump @GYMTREA_897 

:GYMTREA_881
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~Sieht aus, als wrst du beschftigt. Komm doch spter wieder.

:GYMTREA_897
jump @GYMTREA_931 

:GYMTREA_904
if 
  27@ == 1 
else_jump @GYMTREA_931 
03E6: remove_text_box 
27@ = 0 

:GYMTREA_931
jump @GYMTREA_979 

:GYMTREA_938
if 
80ED:   not actor $PLAYER_ACTOR 0 near_point 1@ 2@ radius 2.0 2.0 on_foot 
else_jump @GYMTREA_979 
$1840 = 0 

:GYMTREA_979
if and
  $1831 == 1 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_5900 
if and
  $1830 == 1 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_1114 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Player.CanMove($PLAYER_CHAR) = False
08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ // versionB 
Actor.Angle($PLAYER_ACTOR) = 10@
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Camera.SetPosition(4@, 5@, 6@, 0.0, 0.0, 0.0)
Camera.PointAt(7@, 8@, 9@, 2)
$1830 = 2 

:GYMTREA_1114
if 
  $1829 == 0 
else_jump @GYMTREA_1224 
04ED: load_animation "GYMNASIUM" 

:GYMTREA_1145
if 
84EE:   not animation "GYMNASIUM" loaded 
else_jump @GYMTREA_1180 
wait 0 
jump @GYMTREA_1145 

:GYMTREA_1180
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMTREA_1191
if 
83D0:   not wav 4 loaded 
else_jump @GYMTREA_1217 
wait 0 
jump @GYMTREA_1191 

:GYMTREA_1217
$1829 = 1 

:GYMTREA_1224
if 
  $1830 == 2 
else_jump @GYMTREA_1944 
0512: show_permanent_text_box 'GYM1_60'  // Verwende ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um den Schwierigkeitsgrad auszuwhlen.~N~~k~~PED_SPRINT~ Auswahl~N~~k~~VEHICLE_ENTER_EXIT~ Beenden
if or
  $CURRENT_LANGUAGE == 4 
  $CURRENT_LANGUAGE == 2 
else_jump @GYMTREA_1446 
08D4: $8748 = create_panel_with_title 'GYM1_F' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Laufband
08DB: set_panel $8748 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Stufe // Stufe 1 // Stufe 2 // Stufe 3 // Stufe 4 // Stufe 5 // Stufe 6 // Stufe 7 // Stufe 8 // Stufe 9 // Stufe 10
jump @GYMTREA_1607 

:GYMTREA_1446
08D4: $8748 = create_panel_with_title 'GYM1_F' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Laufband
08DB: set_panel $8748 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Stufe // Stufe 1 // Stufe 2 // Stufe 3 // Stufe 4 // Stufe 5 // Stufe 6 // Stufe 7 // Stufe 8 // Stufe 9 // Stufe 10

:GYMTREA_1607
090E: set_panel $8748 active_row 0 

:GYMTREA_1614
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_1739 
wait 0 
$8714 += 1 
if and
00E1:   player 0 pressed_key 15 
  $8714 > 20 
else_jump @GYMTREA_1679 
03E6: remove_text_box 
08DA: remove_panel $8748 
jump @GYMTREA_5443 

:GYMTREA_1679
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMTREA_1732 
03E6: remove_text_box 
08D7: $8750 = panel $8748 active_row 
$8750 += 1 
08DA: remove_panel $8748 
32@ = 0 
jump @GYMTREA_1739 

:GYMTREA_1732
jump @GYMTREA_1614 

:GYMTREA_1739
if 
  $1815 == 0 
else_jump @GYMTREA_1780 
03E5: show_text_box 'GYM1_42'  // Um mit dem Laufen zu beginnen, drcke mehrmals schnell ~k~~PED_SPRINT~.
wait 4000 
$1815 = 1 

:GYMTREA_1780
if 
  $1815 == 1 
else_jump @GYMTREA_1821 
03E5: show_text_box 'GYM1_43'  // Um den Stufe zu ndern, drcke ~k~~CONVERSATION_NO~ oder ~k~~CONVERSATION_YES~, whrend du auf dem Laufband bist.
wait 5000 
$1815 = 2 

:GYMTREA_1821
if 
  $1815 == 2 
else_jump @GYMTREA_1869 
03E5: show_text_box 'GYM1_45'  // Lass nicht zu, dass sich deine Kraftanzeige leert, sonst fliegst du vom Laufband.
wait 4000 
$1815 = 4 
32@ = 0 

:GYMTREA_1869
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_1933 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_GETON" IFP_file "GYMNASIUM" 4.0 loop 0 0 0 1 time -1 // versionA 

:GYMTREA_1933
wait 0 
$1830 = 3 

:GYMTREA_1944
if and
  $1830 == 3 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_2164 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_GETON"
else_jump @GYMTREA_2164 
0613: 14@ = actor $PLAYER_ACTOR animation "GYM_TREAD_GETON" time 
if 
  14@ == 1.0 
else_jump @GYMTREA_2164 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_WALK" IFP_file "GYMNASIUM" 8.0 loop 1 0 0 1 time -1 // versionA 
04F7: status_text $8751 type 1 line 1 GXT 'GYM1_1' // global_variable  // Kraft
04F7: status_text $8750 type 0 line 2 GXT 'GYM1_4' // global_variable  // Stufe
04F7: status_text $8753 type 0 line 3 GXT 'GYM1_3' // global_variable  // Strecke
17@ = 30.0 
$1830 = 4 

:GYMTREA_2164
if and
  $1830 == 4 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_5900 
23@ /= 500.0 
$1828 /= 750.0 
005D: 23@ += $1828 // (float) 
0087: 18@ = 20@ // (float) 
005B: 18@ += 23@ // (float) 
19@ /= 2.0 
0081: 17@ -= unknown_float * 19@ // (float) 
19@ *= 2.0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMTREA_2309 
if 
  $1834 == 0 
else_jump @GYMTREA_2309 
005B: 17@ += 18@ // (float) 
$1834 = 1 

:GYMTREA_2309
if 
80E1:   not player 0 pressed_key 16 
else_jump @GYMTREA_2351 
if 
  $1834 == 1 
else_jump @GYMTREA_2351 
$1834 = 0 

:GYMTREA_2351
if 
  0.0 > 17@ 
else_jump @GYMTREA_2382 
17@ = 0.0 

:GYMTREA_2382
if 
  17@ > 100.0 
else_jump @GYMTREA_2413 
17@ = 100.0 

:GYMTREA_2413
if 
00E1:   player 0 pressed_key 8 
else_jump @GYMTREA_2430 

:GYMTREA_2430
if 
00E1:   player 0 pressed_key 9 
else_jump @GYMTREA_2447 

:GYMTREA_2447
if 
80E1:   not player 0 pressed_key 8 
else_jump @GYMTREA_2489 
if 
  $1833 == 1 
else_jump @GYMTREA_2489 
$1833 = 0 

:GYMTREA_2489
if 
80E1:   not player 0 pressed_key 9 
else_jump @GYMTREA_2531 
if 
  $1833 == 2 
else_jump @GYMTREA_2531 
$1833 = 0 

:GYMTREA_2531
if 
00E1:   player 0 pressed_key 11 
else_jump @GYMTREA_2669 
if 
  $1835 == 0 
else_jump @GYMTREA_2669 
if and
  $8750 > 0 
  10 > $8750 
else_jump @GYMTREA_2669 
$8750 += 1 
if 
03D0:   wav 4 loaded 
else_jump @GYMTREA_2621 
097B: play_audio_at_object 0@ event 1116 

:GYMTREA_2621
17@ -= 10.0 
if 
  0.0 > 17@ 
else_jump @GYMTREA_2662 
17@ = 0.0 

:GYMTREA_2662
$1835 = 1 

:GYMTREA_2669
if 
00E1:   player 0 pressed_key 10 
else_jump @GYMTREA_2766 
if 
  $1835 == 0 
else_jump @GYMTREA_2766 
if and
  $8750 > 1 
  11 > $8750 
else_jump @GYMTREA_2766 
$8750 -= 1 
if 
03D0:   wav 4 loaded 
else_jump @GYMTREA_2759 
097B: play_audio_at_object 0@ event 1116 

:GYMTREA_2759
$1835 = 2 

:GYMTREA_2766
if 
80E1:   not player 0 pressed_key 11 
else_jump @GYMTREA_2808 
if 
  $1835 == 1 
else_jump @GYMTREA_2808 
$1835 = 0 

:GYMTREA_2808
if 
80E1:   not player 0 pressed_key 10 
else_jump @GYMTREA_2850 
if 
  $1835 == 2 
else_jump @GYMTREA_2850 
$1835 = 0 

:GYMTREA_2850
if 
  $8750 == 1 
else_jump @GYMTREA_2888 
26@ = 1.0 
20@ = 9.5 

:GYMTREA_2888
if 
  $8750 == 2 
else_jump @GYMTREA_2926 
26@ = 2.0 
20@ = 8.5 

:GYMTREA_2926
if 
  $8750 == 3 
else_jump @GYMTREA_2964 
26@ = 3.0 
20@ = 7.5 

:GYMTREA_2964
if 
  $8750 == 4 
else_jump @GYMTREA_3002 
26@ = 4.0 
20@ = 6.5 

:GYMTREA_3002
if 
  $8750 == 5 
else_jump @GYMTREA_3040 
26@ = 5.0 
20@ = 5.5 

:GYMTREA_3040
if 
  $8750 == 6 
else_jump @GYMTREA_3078 
26@ = 6.0 
20@ = 4.5 

:GYMTREA_3078
if 
  $8750 == 7 
else_jump @GYMTREA_3116 
26@ = 7.0 
20@ = 3.5 

:GYMTREA_3116
if 
  $8750 == 8 
else_jump @GYMTREA_3154 
26@ = 8.0 
20@ = 2.5 

:GYMTREA_3154
if 
  $8750 == 9 
else_jump @GYMTREA_3192 
26@ = 9.0 
20@ = 1.5 

:GYMTREA_3192
if 
  $8750 == 10 
else_jump @GYMTREA_3230 
26@ = 10.0 
20@ = 0.5 

:GYMTREA_3230
if 
  $1836 == 0 
else_jump @GYMTREA_3299 
if 
  17@ > 0.0 
else_jump @GYMTREA_3299 
018C: play_sound 65535 at 1@ 2@ 3@ 
33@ = 0 
$1836 = 1 

:GYMTREA_3299
if and
  0.0 >= 17@ 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_3803 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_WALK"
else_jump @GYMTREA_3406 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_WALK_FALLOFF" IFP_file "GYMNASIUM" 100.0 loop 0 0 0 0 time -1 // versionA 

:GYMTREA_3406
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_JOG"
else_jump @GYMTREA_3485 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_JOG_FALLOFF" IFP_file "GYMNASIUM" 100.0 loop 0 0 0 0 time -1 // versionA 

:GYMTREA_3485
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_SPRINT"
else_jump @GYMTREA_3569 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_FALLOFF" IFP_file "GYMNASIUM" 100.0 loop 0 0 0 0 time -1 // versionA 

:GYMTREA_3569
0653: $GYM_STAT_FAT = float_stat 21 
if 
  0.0 >= $GYM_STAT_FAT 
else_jump @GYMTREA_3606 
062A: change_float_stat 21 to 0.0 

:GYMTREA_3606
$1831 = 0 
$1832 = 0 
$1833 = 0 
$1834 = 0 
$1835 = 0 
$1836 = 0 
$1837 = 0 
$1838 = 0 
$1839 = 0 
$1840 = 0 
19@ = 1.0 
$8750 = 0 
$8752 = 1 
$1830 = 0 
$8753 = 0 
22@ = 0.0 
21@ = 0.0 
$1829 = 0 
0151: remove_status_text $8751 
0151: remove_status_text $8750 
0151: remove_status_text $8753 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
$1840 = 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
08DA: remove_panel $8748 
03E6: remove_text_box 

:GYMTREA_3803
if 
  $1831 == 1 
else_jump @GYMTREA_4170 
if and
  $1837 == 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_3937 
if and
  $8750 > 0 
  3 > $8750 
else_jump @GYMTREA_3937 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_WALK" IFP_file "GYMNASIUM" 100.0 loop 1 0 0 1 time -1 // versionA 
$1837 = 1 
$1838 = 0 
$1839 = 0 

:GYMTREA_3937
if and
  $1838 == 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_4052 
if and
  $8750 > 2 
  7 > $8750 
else_jump @GYMTREA_4052 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_JOG" IFP_file "GYMNASIUM" 100.0 loop 1 0 0 1 time -1 // versionA 
$1837 = 0 
$1839 = 0 
$1838 = 1 

:GYMTREA_4052
if and
  $1839 == 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_4170 
if and
  $8750 > 6 
  11 > $8750 
else_jump @GYMTREA_4170 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_SPRINT" IFP_file "GYMNASIUM" 100.0 loop 1 0 0 1 time -1 // versionA 
$1837 = 0 
$1838 = 0 
$1839 = 1 

:GYMTREA_4170
if 
  17@ >= 0.0 
else_jump @GYMTREA_4222 
if 
  10.0 >= 17@ 
else_jump @GYMTREA_4222 
15@ = 0.9 

:GYMTREA_4222
if 
  17@ >= 11.0 
else_jump @GYMTREA_4274 
if 
  20.0 >= 17@ 
else_jump @GYMTREA_4274 
15@ = 0.97 

:GYMTREA_4274
if 
  17@ >= 21.0 
else_jump @GYMTREA_4326 
if 
  30.0 >= 17@ 
else_jump @GYMTREA_4326 
15@ = 1.04 

:GYMTREA_4326
if 
  17@ >= 31.0 
else_jump @GYMTREA_4378 
if 
  40.0 >= 17@ 
else_jump @GYMTREA_4378 
15@ = 1.11 

:GYMTREA_4378
if 
  17@ >= 41.0 
else_jump @GYMTREA_4430 
if 
  50.0 >= 17@ 
else_jump @GYMTREA_4430 
15@ = 1.18 

:GYMTREA_4430
if 
  17@ >= 51.0 
else_jump @GYMTREA_4482 
if 
  60.0 >= 17@ 
else_jump @GYMTREA_4482 
15@ = 1.25 

:GYMTREA_4482
if 
  17@ >= 61.0 
else_jump @GYMTREA_4534 
if 
  70.0 >= 17@ 
else_jump @GYMTREA_4534 
15@ = 1.32 

:GYMTREA_4534
if 
  17@ >= 71.0 
else_jump @GYMTREA_4586 
if 
  80.0 >= 17@ 
else_jump @GYMTREA_4586 
15@ = 1.39 

:GYMTREA_4586
if 
  17@ >= 81.0 
else_jump @GYMTREA_4638 
if 
  90.0 >= 17@ 
else_jump @GYMTREA_4638 
15@ = 1.46 

:GYMTREA_4638
if 
  17@ >= 91.0 
else_jump @GYMTREA_4690 
if 
  100.0 >= 17@ 
else_jump @GYMTREA_4690 
15@ = 1.53 

:GYMTREA_4690
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_4876 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_WALK"
else_jump @GYMTREA_4762 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_WALK" at 15@ times_normal_rate 

:GYMTREA_4762
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_JOG"
else_jump @GYMTREA_4816 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_JOG" at 15@ times_normal_rate 

:GYMTREA_4816
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_SPRINT"
else_jump @GYMTREA_4876 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_SPRINT" at 15@ times_normal_rate 

:GYMTREA_4876
if 
03CA:   object 0@ exists 
else_jump @GYMTREA_5001 
if 
03D0:   wav 4 loaded 
else_jump @GYMTREA_5001 
if 
  17@ > 10.0 
else_jump @GYMTREA_4968 
if 
  $8757 == 0 
else_jump @GYMTREA_4961 
097B: play_audio_at_object 0@ event 1118 
$8757 = 1 

:GYMTREA_4961
jump @GYMTREA_5001 

:GYMTREA_4968
if 
  $8757 == 1 
else_jump @GYMTREA_5001 
097B: play_audio_at_object 0@ event 1119 
$8757 = 0 

:GYMTREA_5001
if 
  33@ > 250 
else_jump @GYMTREA_5320 
33@ -= 250 
0087: 21@ = 17@ // (float) 
006B: 21@ *= 26@ // (float) 
21@ /= 80.0 
008D: $9 = integer $8750 to_float 
$9 /= 10.0 
$9 += 1.0 
006D: $9 *= 21@ // (float) 
0059: $7 += $9 // (float) 
if 
  $7 >= 170.0 
else_jump @GYMTREA_5243 
$7 -= 170.0 
0653: $GYM_STAT_FAT = float_stat 21 
if 
  $GYM_STAT_FAT >= 1.0 
else_jump @GYMTREA_5166 
0626: decrease_float_stat 21 by 8.0 

:GYMTREA_5166
if 
  $8758 == 3 
else_jump @GYMTREA_5217 
$8758 = 0 
0624: add 4.0 to_float_stat 22 
$GYM_DAY_LIMIT += 4.0 
jump @GYMTREA_5243 

:GYMTREA_5217
0A1F: increase_float_stat 22 by 4.0 
$GYM_DAY_LIMIT += 4.0 
$8758 += 1 

:GYMTREA_5243
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMTREA_5288 
0835: get_month_day_to $GYM_MONTH_DAY_WHEN_LIMIT_REACHED get_month_to $GYM_MONTH_WHEN_LIMIT_REACHED 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // Fr heute hast du dein Limit erreicht. Komm morgen wieder!

:GYMTREA_5288
008F: 25@ = integer $8752 to_float 
006D: $9 *= 25@ // (float) 
005B: 22@ += 21@ // (float) 
0090: $8753 = float 22@ to_integer 

:GYMTREA_5320
if or
00E1:   player 0 pressed_key 15 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMTREA_5796 
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMTREA_5378 
$GYM_DAY_LIMIT = 0.0 

:GYMTREA_5378
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_5796 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_GETOFF" IFP_file "GYMNASIUM" 100.0 loop 0 0 0 0 time -1 // versionA 

:GYMTREA_5443
015B: unknown_player 0 time 1 key 1 
0623: add $8753 to_integer_stat 28 
0085: 29@ = 32@ // (int) 
29@ /= 1000 
0623: add 29@ to_integer_stat 44 
03E6: remove_text_box 
08DA: remove_panel $8748 
$1831 = 0 
$1832 = 0 
$1833 = 0 
$1834 = 0 
$1835 = 0 
$1836 = 0 
$1837 = 0 
$1838 = 0 
$1839 = 0 
$1840 = 0 
19@ = 1.0 
$8750 = 1 
$8752 = 1 
$1830 = 0 
$8753 = 0 
22@ = 0.0 
21@ = 0.0 
$1829 = 0 
0151: remove_status_text $8751 
0151: remove_status_text $8750 
0151: remove_status_text $8753 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_5668 
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMTREA_5668
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
Camera.Restore_WithJumpCut
$1840 = 1 
0653: $1817 = float_stat 23 
if 
  $1817 >= 1000.0 
else_jump @GYMTREA_5731 
062A: change_float_stat 23 to 1000.0 

:GYMTREA_5731
0653: $GYM_STAT_FAT = float_stat 21 
if 
  0.0 >= $GYM_STAT_FAT 
else_jump @GYMTREA_5768 
062A: change_float_stat 21 to 0.0 

:GYMTREA_5768
if 
00E1:   player 0 pressed_key 15 
else_jump @GYMTREA_5796 
wait 0 
jump @GYMTREA_5768 

:GYMTREA_5796
$8755 += 1 
0084: $8756 = $8751 // (int) 
$8756 -= 100 
if 
  $8756 > -40 
else_jump @GYMTREA_5843 
$8756 = -40 

:GYMTREA_5843
if 
002C:   $8755 >= $8756 // (int) 
else_jump @GYMTREA_5892 
$8755 = 0 
$8751 *= 12 
$8751 /= 10 
015B: unknown_player 0 time 100 key $8751 

:GYMTREA_5892
0090: $8751 = float 17@ to_integer 

:GYMTREA_5900
jump @GYMTREA_573 
end_thread 

//-------------External script 14 (GYMDUMB)---------------

:GYMDUMB
thread 'GYMDUMB' 
$GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
$8763 = 0 
27@ = 0 
$8769 = 0 
$8779 = 0.0 
32@ = 0 
33@ = 0 
23@ = 0 
if 
  23@ == 1 
else_jump @GYMDUMB_111 
0@ = Object.Init(#BEACHTOWEL04, 0.0, 0.0, 0.0)

:GYMDUMB_111
if 
03CA:   object 0@ exists 
else_jump @GYMDUMB_149 
Object.StorePos(0@, 4@, 5@, 6@)
12@ = Object.Angle(0@)

:GYMDUMB_149
0087: 2@ = 4@ // (float) 
0087: 3@ = 5@ // (float) 
0088: $8775 = 4@ // (float) 
0088: $8776 = 5@ // (float) 
0087: 9@ = 6@ // (float) 
9@ += 1.7 
0087: 13@ = 12@ // (float) 
0087: 1@ = 12@ // (float) 
1@ -= 90.0 
0088: $8773 = 12@ // (float) 
$8773 -= 90.0 
0088: $8774 = 12@ // (float) 
$8774 += 90.0 
02F6: 10@ = cosine 13@ // (float) 
02F7: 11@ = sine 13@ // (float) 
10@ *= 0.95 
11@ *= 0.95 
0063: 4@ -= 11@ // (float) 
0063: 5@ -= 10@ // (float) 
10@ *= 3.5 
11@ *= 3.5 
0087: 7@ = 4@ // (float) 
005B: 7@ += 11@ // (float) 
0087: 8@ = 5@ // (float) 
005B: 8@ += 10@ // (float) 
02F6: 10@ = cosine 13@ // (float) 
02F7: 11@ = sine 13@ // (float) 
10@ *= 0.95 
11@ *= 0.95 
005F: $8775 += 11@ // (float) 
005F: $8776 += 10@ // (float) 
10@ *= 3.5 
11@ *= 3.5 
0086: $8777 = $8775 // (float) 
0067: $8777 -= 11@ // (float) 
0086: $8778 = $8776 // (float) 
0067: $8778 -= 10@ // (float) 
12@ += 180.0 
0087: 13@ = 12@ // (float) 
13@ += 90.0 
02F6: 10@ = cosine 13@ // (float) 
02F7: 11@ = sine 13@ // (float) 
10@ *= 0.2 
11@ *= 0.2 
005B: 2@ += 11@ // (float) 
005B: 3@ += 10@ // (float) 
25@ = Object.Create(#KMB_DUMBBELL_R, 2@, 3@, 6@)
069A: attach_object 25@ to_object 0@ with_offset 0.05 0.2 0.3 rotation 0.0 90.0 90.0 
26@ = Object.Create(#KMB_DUMBBELL_L, 2@, 3@, 6@)
069A: attach_object 26@ to_object 0@ with_offset 0.05 -0.2 0.3 rotation 0.0 90.0 90.0 
6@ += 0.1 
$GYM_GYMBIKE_LEVEL = 1 
$1829 = 0 

:GYMDUMB_683
wait 0 
if 
83CA:   not object 0@ exists 
else_jump @GYMDUMB_715 
Object.Destroy(25@)
Object.Destroy(26@)
end_thread 

:GYMDUMB_715
if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
else_jump @GYMDUMB_743 
Object.Destroy(25@)
Object.Destroy(26@)
end_thread 

:GYMDUMB_743
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GYMDUMB_7917 
if 
  $1830 == 0 
else_jump @GYMDUMB_1253 
if and
  17@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @GYMDUMB_1253 
if 
  21@ == 0 
else_jump @GYMDUMB_1189 
if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 4@ 5@ 6@ radius 1.2 1.2 4.0 on_foot 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $8775 $8776 6@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMDUMB_1155 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 4@ 5@ 6@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMDUMB_947 
$8772 = 0 
jump @GYMDUMB_954 

:GYMDUMB_947
$8772 = 1 

:GYMDUMB_954
if 
  27@ == 0 
else_jump @GYMDUMB_990 
0512: show_permanent_text_box 'GYM1_85'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um mit dem Training zu beginnen.
27@ = 1 

:GYMDUMB_990
if 
00E1:   player 0 pressed_key 15 
else_jump @GYMDUMB_1148 
if or
  $ONMISSION == 0 
  $ONMISSION_GYMFIGHT == 1 
else_jump @GYMDUMB_1132 
0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @GYMDUMB_1109 
17@ = 1 
$1830 = 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Player.CanMove($PLAYER_CHAR) = False
$8714 = 0 
jump @GYMDUMB_1125 

:GYMDUMB_1109
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // Fr heute hast du genug trainiert. Komm morgen wieder!

:GYMDUMB_1125
jump @GYMDUMB_1148 

:GYMDUMB_1132
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~Sieht aus, als wrst du beschftigt. Komm doch spter wieder.

:GYMDUMB_1148
jump @GYMDUMB_1182 

:GYMDUMB_1155
if 
  27@ == 1 
else_jump @GYMDUMB_1182 
03E6: remove_text_box 
27@ = 0 

:GYMDUMB_1182
jump @GYMDUMB_1253 

:GYMDUMB_1189
if or
80ED:   not actor $PLAYER_ACTOR 0 near_point 4@ 5@ radius 2.0 2.0 on_foot 
80ED:   not actor $PLAYER_ACTOR 0 near_point $8775 $8776 radius 2.0 2.0 on_foot 
else_jump @GYMDUMB_1253 
21@ = 0 

:GYMDUMB_1253
if 
  17@ == 1 
else_jump @GYMDUMB_7917 
if and
  $1830 == 1 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_1459 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
if 
  $8772 == 0 
else_jump @GYMDUMB_1381 
Player.CanMove($PLAYER_CHAR) = False
08C7: put_actor $PLAYER_ACTOR at 4@ 5@ 6@ // versionB 
Camera.SetPosition(7@, 8@, 9@, 0.0, 0.0, 0.0)
Actor.Angle($PLAYER_ACTOR) = $8773
jump @GYMDUMB_1436 

:GYMDUMB_1381
Player.CanMove($PLAYER_CHAR) = False
08C7: put_actor $PLAYER_ACTOR at $8775 $8776 6@ // versionB 
Camera.SetPosition($8777, $8778, 9@, 0.0, 0.0, 0.0)
Actor.Angle($PLAYER_ACTOR) = $8774

:GYMDUMB_1436
Camera.OnPed($PLAYER_ACTOR, 15, 2)
$1830 = 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 

:GYMDUMB_1459
if 
  $1829 == 0 
else_jump @GYMDUMB_1584 
04ED: load_animation "FREEWEIGHTS" 
054C: use_GXT_table 'GYM' 

:GYMDUMB_1503
if 
84EE:   not animation "FREEWEIGHTS" loaded 
else_jump @GYMDUMB_1540 
wait 0 
jump @GYMDUMB_1503 

:GYMDUMB_1540
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMDUMB_1551
if 
83D0:   not wav 4 loaded 
else_jump @GYMDUMB_1577 
wait 0 
jump @GYMDUMB_1551 

:GYMDUMB_1577
$1829 = 1 

:GYMDUMB_1584
if and
  $1830 == 2 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2111 
0512: show_permanent_text_box 'GYM1_71'  // Verwende ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um ein Gewicht auszuwhlen.~N~~k~~PED_SPRINT~ Auswahl~N~~k~~VEHICLE_ENTER_EXIT~ Beenden
if or
  $CURRENT_LANGUAGE == 4 
  $CURRENT_LANGUAGE == 2 
else_jump @GYMDUMB_1811 
08D4: $GYM_DUMBBELLS_PANEL = create_panel_with_title 'GYM1_G' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Hanteln
08DB: set_panel $GYM_DUMBBELLS_PANEL column 0 header 'GYM1_72' data 'GYM1_26' 'GYM1_27' 'GYM1_28' 'GYM1_29' 'GYM1_30' 'GYM1_31' 'GYM1_32' 'GYM1_33' 'GYM1_34' 'GYM1_35' 'DUMMY' 'DUMMY'  // Gewicht // 10 kg // 14 kg // 18 kg // 22 kg // 26 kg // 30 kg // 34 kg // 38 kg // 42 kg // 44 kg
jump @GYMDUMB_1972 

:GYMDUMB_1811
08D4: $GYM_DUMBBELLS_PANEL = create_panel_with_title 'GYM1_G' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Hanteln
08DB: set_panel $GYM_DUMBBELLS_PANEL column 0 header 'GYM1_72' data 'GYM1_26' 'GYM1_27' 'GYM1_28' 'GYM1_29' 'GYM1_30' 'GYM1_31' 'GYM1_32' 'GYM1_33' 'GYM1_34' 'GYM1_35' 'DUMMY' 'DUMMY'  // Gewicht // 10 kg // 14 kg // 18 kg // 22 kg // 26 kg // 30 kg // 34 kg // 38 kg // 42 kg // 44 kg

:GYMDUMB_1972
090E: set_panel $GYM_DUMBBELLS_PANEL active_row 0 

:GYMDUMB_1979
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2090 
wait 0 
$8714 += 1 
if and
00E1:   player 0 pressed_key 15 
  $8714 > 20 
else_jump @GYMDUMB_2044 
03E6: remove_text_box 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
jump @GYMDUMB_7441 

:GYMDUMB_2044
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMDUMB_2083 
03E6: remove_text_box 
08D7: $GYM_DUMBBELLS_PANEL_SELECTED_INDEX = panel $GYM_DUMBBELLS_PANEL active_row 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
jump @GYMDUMB_2090 

:GYMDUMB_2083
jump @GYMDUMB_1979 

:GYMDUMB_2090
19@ = 1 
18@ = 1 
$1830 = 3 

:GYMDUMB_2111
if and
  $1830 == 3 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2868 
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 0 
else_jump @GYMDUMB_2172 
$8762 = 1.0 
$8768 = 5.0 

:GYMDUMB_2172
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
else_jump @GYMDUMB_2210 
$8762 = 2.0 
$8768 = 5.2 

:GYMDUMB_2210
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
else_jump @GYMDUMB_2248 
$8762 = 3.0 
$8768 = 5.3 

:GYMDUMB_2248
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
else_jump @GYMDUMB_2286 
$8762 = 4.0 
$8768 = 5.5 

:GYMDUMB_2286
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
else_jump @GYMDUMB_2324 
$8762 = 5.0 
$8768 = 6.0 

:GYMDUMB_2324
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
else_jump @GYMDUMB_2362 
$8762 = 6.0 
$8768 = 6.5 

:GYMDUMB_2362
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
else_jump @GYMDUMB_2400 
$8762 = 7.0 
$8768 = 7.0 

:GYMDUMB_2400
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
else_jump @GYMDUMB_2438 
$8762 = 8.0 
$8768 = 7.5 

:GYMDUMB_2438
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
else_jump @GYMDUMB_2476 
$8762 = 9.0 
$8768 = 8.0 

:GYMDUMB_2476
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
else_jump @GYMDUMB_2514 
$8762 = 10.0 
$8768 = 8.5 

:GYMDUMB_2514
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2580 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_PICKUP" IFP_file "FREEWEIGHTS" 4.0 loop 0 0 0 1 time -1 // versionA 

:GYMDUMB_2580
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2868 
if and
   Actor.Animation($PLAYER_ACTOR) == "GYM_FREE_PICKUP"
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2868 
0613: $1826 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 

:GYMDUMB_2663
if 
   not $1826 > 0.7789 
else_jump @GYMDUMB_2736 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2729 
0613: $1826 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 

:GYMDUMB_2729
jump @GYMDUMB_2663 

:GYMDUMB_2736
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2854 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2854 
070A: AS_actor $PLAYER_ACTOR attach_to_object 25@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
09A0: actor $PLAYER_ACTOR attach_object 26@ with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 

:GYMDUMB_2854
$1830 = 4 
32@ = 0 

:GYMDUMB_2868
if and
  $1830 == 4 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_3404 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_FREE_PICKUP"
else_jump @GYMDUMB_3404 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 
if 
  $1816 == 1.0 
else_jump @GYMDUMB_3404 
if 
  $8761 == 0 
else_jump @GYMDUMB_3006 
0512: show_permanent_text_box 'GYM1_36'  // Um die Hanteln zu stemmen, drcke abwechselnd ~k~~PED_SPRINT~ und ~k~~PED_FIREWEAPON~. Dadurch erhht sich dein Krafteinsatz.
$8761 = 1 

:GYMDUMB_3006
0653: $1817 = float_stat 23 
$1817 /= 30.0 
if 
  0.0 > $1817 
else_jump @GYMDUMB_3054 
$1817 = 0.0 

:GYMDUMB_3054
0086: $8765 = $1817 // (float) 
$8765 += 30.0 
if 
  $8765 > 75.0 
else_jump @GYMDUMB_3103 
$8765 = 75.0 

:GYMDUMB_3103
008D: $8767 = integer $8763 to_float 
0086: $1823 = $8765 // (float) 
0061: $1823 -= $8762 // (float) 
if 
  18.0 >= $1823 
else_jump @GYMDUMB_3193 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_B" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMDUMB_3193
if 
  $1823 > 18.0 
else_jump @GYMDUMB_3280 
if 
  24.0 >= $1823 
else_jump @GYMDUMB_3280 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_A" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMDUMB_3280
if 
  $1823 > 24.0 
else_jump @GYMDUMB_3354 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_UP_SMOOTH" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMDUMB_3354
04F7: status_text $1818 type 1 line 1 GXT 'GYM1_1' // global_variable  // Kraft
04F7: status_text $8763 type 0 line 2 GXT 'GYM1_2' // global_variable  // Wiederholungen
$1813 = 1 
$1830 = 5 

:GYMDUMB_3404
if and
  $1830 == 5 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_7053 
if and
  32@ > 4000 
  $8761 == 1 
else_jump @GYMDUMB_3473 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_25'  // Drcke ~k~~VEHICLE_ENTER_EXIT~ zum Beenden.
$8761 = 2 

:GYMDUMB_3473
if and
  32@ > 8000 
  $8761 == 2 
else_jump @GYMDUMB_3508 
03E6: remove_text_box 
$8761 = 101 

:GYMDUMB_3508
0653: $1817 = float_stat 23 
$1817 /= 30.0 
if 
  0.0 > $1817 
else_jump @GYMDUMB_3556 
$1817 = 0.0 

:GYMDUMB_3556
0086: $8765 = $1817 // (float) 
$8765 += 20.0 
if 
  $8765 > 75.0 
else_jump @GYMDUMB_3605 
$8765 = 75.0 

:GYMDUMB_3605
if or
  $1813 == 1 
  $1813 == 3 
else_jump @GYMDUMB_3658 
$8762 /= 2.0 
0080: $8766 -= unknown_float * $8762 // (float) 
$8762 *= 2.0 

:GYMDUMB_3658
if 
  $1813 == 4 
else_jump @GYMDUMB_3686 
007E: $8766 -= unknown_float * 2.0 // (float) 

:GYMDUMB_3686
if 
80E1:   not player 0 pressed_key 17 
else_jump @GYMDUMB_3728 
if 
  20@ == 3 
else_jump @GYMDUMB_3728 
20@ = 0 

:GYMDUMB_3728
if 
80E1:   not player 0 pressed_key 16 
else_jump @GYMDUMB_3770 
if 
  20@ == 1 
else_jump @GYMDUMB_3770 
20@ = 2 

:GYMDUMB_3770
if or
  $1813 == 1 
  $1813 == 3 
else_jump @GYMDUMB_3907 
if and
00E1:   player 0 pressed_key 16 
80E1:   not player 0 pressed_key 17 
else_jump @GYMDUMB_3851 
if 
  20@ == 0 
else_jump @GYMDUMB_3851 
0059: $8766 += $8765 // (float) 
20@ = 1 

:GYMDUMB_3851
if and
00E1:   player 0 pressed_key 17 
80E1:   not player 0 pressed_key 16 
else_jump @GYMDUMB_3907 
if 
  20@ == 2 
else_jump @GYMDUMB_3907 
0059: $8766 += $8765 // (float) 
20@ = 3 

:GYMDUMB_3907
if 
  0.0 > $8766 
else_jump @GYMDUMB_3938 
$8766 = 0.0 

:GYMDUMB_3938
if 
  $8766 >= 100.0 
else_jump @GYMDUMB_3994 
$8766 = 100.0 
if 
  $1813 == 1 
else_jump @GYMDUMB_3994 
$1813 = 2 

:GYMDUMB_3994
if 
  $8766 > 25.0 
else_jump @GYMDUMB_4026 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 354 store_to $8780 

:GYMDUMB_4026
if 
  $1813 == 2 
else_jump @GYMDUMB_4086 
if 
  $1819 == 1.0 
else_jump @GYMDUMB_4086 
20@ = 0 
$1813 = 3 
33@ = 0 

:GYMDUMB_4086
if and
  $1813 == 3 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_6177 
if 
   not $8763 >= 999999 
else_jump @GYMDUMB_4137 
$8763 += 1 

:GYMDUMB_4137
0871: init_jump_table $GYM_DUMBBELLS_PANEL_SELECTED_INDEX total_jumps 10 default_jump 0 @GYMDUMB_4405 jumps 0 @GYMDUMB_4265 1 @GYMDUMB_4279 2 @GYMDUMB_4293 3 @GYMDUMB_4307 4 @GYMDUMB_4321 5 @GYMDUMB_4335 6 @GYMDUMB_4349 
0872: jump_table_jumps 7 @GYMDUMB_4363 8 @GYMDUMB_4377 9 @GYMDUMB_4391 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 

:GYMDUMB_4265
$GYM_DUMBBELLS_WEIGHT = 20 
jump @GYMDUMB_4405 

:GYMDUMB_4279
$GYM_DUMBBELLS_WEIGHT = 30 
jump @GYMDUMB_4405 

:GYMDUMB_4293
$GYM_DUMBBELLS_WEIGHT = 40 
jump @GYMDUMB_4405 

:GYMDUMB_4307
$GYM_DUMBBELLS_WEIGHT = 50 
jump @GYMDUMB_4405 

:GYMDUMB_4321
$GYM_DUMBBELLS_WEIGHT = 60 
jump @GYMDUMB_4405 

:GYMDUMB_4335
$GYM_DUMBBELLS_WEIGHT = 70 
jump @GYMDUMB_4405 

:GYMDUMB_4349
$GYM_DUMBBELLS_WEIGHT = 80 
jump @GYMDUMB_4405 

:GYMDUMB_4363
$GYM_DUMBBELLS_WEIGHT = 90 
jump @GYMDUMB_4405 

:GYMDUMB_4377
$GYM_DUMBBELLS_WEIGHT = 100 
jump @GYMDUMB_4405 

:GYMDUMB_4391
$GYM_DUMBBELLS_WEIGHT = 110 
jump @GYMDUMB_4405 

:GYMDUMB_4405
0652: $GYM_STAT_DUMBBELLS_HEAVIEST_WEIGHT = integer_stat 47 
if 
001C:   $GYM_DUMBBELLS_WEIGHT > $GYM_STAT_DUMBBELLS_HEAVIEST_WEIGHT // (int) 
else_jump @GYMDUMB_4438 
0629: change_integer_stat 47 to $GYM_DUMBBELLS_WEIGHT 

:GYMDUMB_4438
0653: $8779 = float_stat 23 
if 
  1000.0 > $8779 
else_jump @GYMDUMB_4746 
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
else_jump @GYMDUMB_4494 
$8768 = 1.0 

:GYMDUMB_4494
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
else_jump @GYMDUMB_4522 
$8768 = 1.2 

:GYMDUMB_4522
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
else_jump @GYMDUMB_4550 
$8768 = 1.3 

:GYMDUMB_4550
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
else_jump @GYMDUMB_4578 
$8768 = 1.5 

:GYMDUMB_4578
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
else_jump @GYMDUMB_4606 
$8768 = 2.0 

:GYMDUMB_4606
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
else_jump @GYMDUMB_4634 
$8768 = 2.5 

:GYMDUMB_4634
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
else_jump @GYMDUMB_4662 
$8768 = 3.0 

:GYMDUMB_4662
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
else_jump @GYMDUMB_4690 
$8768 = 4.0 

:GYMDUMB_4690
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
else_jump @GYMDUMB_4718 
$8768 = 5.0 

:GYMDUMB_4718
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
else_jump @GYMDUMB_4746 
$8768 = 6.0 

:GYMDUMB_4746
if 
  800.0 > $8779 
else_jump @GYMDUMB_5047 
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
else_jump @GYMDUMB_4795 
$8768 = 2.0 

:GYMDUMB_4795
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
else_jump @GYMDUMB_4823 
$8768 = 2.2 

:GYMDUMB_4823
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
else_jump @GYMDUMB_4851 
$8768 = 2.3 

:GYMDUMB_4851
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
else_jump @GYMDUMB_4879 
$8768 = 2.5 

:GYMDUMB_4879
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
else_jump @GYMDUMB_4907 
$8768 = 3.0 

:GYMDUMB_4907
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
else_jump @GYMDUMB_4935 
$8768 = 3.5 

:GYMDUMB_4935
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
else_jump @GYMDUMB_4963 
$8768 = 4.0 

:GYMDUMB_4963
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
else_jump @GYMDUMB_4991 
$8768 = 5.0 

:GYMDUMB_4991
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
else_jump @GYMDUMB_5019 
$8768 = 6.0 

:GYMDUMB_5019
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
else_jump @GYMDUMB_5047 
$8768 = 7.0 

:GYMDUMB_5047
if 
  600.0 > $8779 
else_jump @GYMDUMB_5348 
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
else_jump @GYMDUMB_5096 
$8768 = 3.0 

:GYMDUMB_5096
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
else_jump @GYMDUMB_5124 
$8768 = 3.2 

:GYMDUMB_5124
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
else_jump @GYMDUMB_5152 
$8768 = 3.3 

:GYMDUMB_5152
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
else_jump @GYMDUMB_5180 
$8768 = 3.5 

:GYMDUMB_5180
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
else_jump @GYMDUMB_5208 
$8768 = 4.0 

:GYMDUMB_5208
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
else_jump @GYMDUMB_5236 
$8768 = 4.5 

:GYMDUMB_5236
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
else_jump @GYMDUMB_5264 
$8768 = 5.0 

:GYMDUMB_5264
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
else_jump @GYMDUMB_5292 
$8768 = 6.0 

:GYMDUMB_5292
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
else_jump @GYMDUMB_5320 
$8768 = 7.0 

:GYMDUMB_5320
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
else_jump @GYMDUMB_5348 
$8768 = 8.0 

:GYMDUMB_5348
if 
  400.0 > $8779 
else_jump @GYMDUMB_5649 
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
else_jump @GYMDUMB_5397 
$8768 = 4.0 

:GYMDUMB_5397
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
else_jump @GYMDUMB_5425 
$8768 = 4.2 

:GYMDUMB_5425
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
else_jump @GYMDUMB_5453 
$8768 = 4.3 

:GYMDUMB_5453
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
else_jump @GYMDUMB_5481 
$8768 = 4.5 

:GYMDUMB_5481
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
else_jump @GYMDUMB_5509 
$8768 = 5.0 

:GYMDUMB_5509
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
else_jump @GYMDUMB_5537 
$8768 = 5.5 

:GYMDUMB_5537
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
else_jump @GYMDUMB_5565 
$8768 = 6.0 

:GYMDUMB_5565
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
else_jump @GYMDUMB_5593 
$8768 = 7.0 

:GYMDUMB_5593
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
else_jump @GYMDUMB_5621 
$8768 = 8.0 

:GYMDUMB_5621
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
else_jump @GYMDUMB_5649 
$8768 = 9.0 

:GYMDUMB_5649
if 
  200.0 > $8779 
else_jump @GYMDUMB_5950 
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
else_jump @GYMDUMB_5698 
$8768 = 5.0 

:GYMDUMB_5698
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
else_jump @GYMDUMB_5726 
$8768 = 5.2 

:GYMDUMB_5726
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
else_jump @GYMDUMB_5754 
$8768 = 5.3 

:GYMDUMB_5754
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
else_jump @GYMDUMB_5782 
$8768 = 5.5 

:GYMDUMB_5782
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
else_jump @GYMDUMB_5810 
$8768 = 6.0 

:GYMDUMB_5810
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
else_jump @GYMDUMB_5838 
$8768 = 6.5 

:GYMDUMB_5838
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
else_jump @GYMDUMB_5866 
$8768 = 7.0 

:GYMDUMB_5866
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
else_jump @GYMDUMB_5894 
$8768 = 7.5 

:GYMDUMB_5894
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
else_jump @GYMDUMB_5922 
$8768 = 8.0 

:GYMDUMB_5922
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
else_jump @GYMDUMB_5950 
$8768 = 8.5 

:GYMDUMB_5950
if 
  $8781 == 8 
else_jump @GYMDUMB_5997 
$8781 = 0 
0624: add $8768 to_float_stat 23 
0059: $GYM_DAY_LIMIT += $8768 // (float) 
jump @GYMDUMB_6019 

:GYMDUMB_5997
0A1F: increase_float_stat 23 by $8768 
$8781 += 1 
0059: $GYM_DAY_LIMIT += $8768 // (float) 

:GYMDUMB_6019
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMDUMB_6064 
0835: get_month_day_to $GYM_MONTH_DAY_WHEN_LIMIT_REACHED get_month_to $GYM_MONTH_WHEN_LIMIT_REACHED 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // Fr heute hast du dein Limit erreicht. Komm morgen wieder!

:GYMDUMB_6064
0653: $GYM_STAT_FAT = float_stat 21 
if 
  $GYM_STAT_FAT >= 1.0 
else_jump @GYMDUMB_6101 
0626: decrease_float_stat 21 by 1.0 

:GYMDUMB_6101
015B: unknown_player 0 time 200 key 200 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 355 store_to $8780 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_DOWN" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 time -1 // versionA 
$1813 = 4 

:GYMDUMB_6177
if and
  $1813 == 4 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_6500 
if 
  $8766 == 0.0 
else_jump @GYMDUMB_6500 
if 
  $1819 == 0.0 
else_jump @GYMDUMB_6500 
008D: $8767 = integer $8763 to_float 
0086: $1823 = $8765 // (float) 
0061: $1823 -= $8762 // (float) 
if 
  18.0 >= $1823 
else_jump @GYMDUMB_6332 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_B" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMDUMB_6332
if 
  $1823 > 18.0 
else_jump @GYMDUMB_6419 
if 
  24.0 >= $1823 
else_jump @GYMDUMB_6419 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_A" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMDUMB_6419
if 
  $1823 > 24.0 
else_jump @GYMDUMB_6493 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_UP_SMOOTH" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMDUMB_6493
$1813 = 1 

:GYMDUMB_6500
0086: $1820 = $8766 // (float) 
$1820 /= 100.0 
if and
  $1813 > 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_6878 
0086: $1821 = $1820 // (float) 
0061: $1821 -= $1819 // (float) 
$1821 /= 2.0 
if and
  0.05 > $1821 
  $1821 > -0.05 
else_jump @GYMDUMB_6613 
0086: $1819 = $1820 // (float) 
jump @GYMDUMB_6621 

:GYMDUMB_6613
0059: $1819 += $1821 // (float) 

:GYMDUMB_6621
if 
  $1813 == 4 
else_jump @GYMDUMB_6718 
$1822 = 1.0 
0061: $1822 -= $1819 // (float) 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_FREE_DOWN"
else_jump @GYMDUMB_6711 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_DOWN" progress_to $1822 // 0.0 to 1.0 

:GYMDUMB_6711
jump @GYMDUMB_6878 

:GYMDUMB_6718
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_FREE_A"
else_jump @GYMDUMB_6766 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_A" progress_to $1819 // 0.0 to 1.0 

:GYMDUMB_6766
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_FREE_B"
else_jump @GYMDUMB_6814 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_B" progress_to $1819 // 0.0 to 1.0 

:GYMDUMB_6814
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_FREE_UP_SMOOTH"
else_jump @GYMDUMB_6878 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_UP_SMOOTH" progress_to $1819 // 0.0 to 1.0 

:GYMDUMB_6878
008C: $1818 = float $8766 to_integer 
if or
00E1:   player 0 pressed_key 15 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMDUMB_7053 
$1818 = 0 

:GYMDUMB_6920
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMDUMB_6948 
wait 0 
jump @GYMDUMB_6920 

:GYMDUMB_6948
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_7015 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_PUTDOWN" IFP_file "FREEWEIGHTS" 100.0 loop 0 0 0 0 time -1 // versionA 

:GYMDUMB_7015
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMDUMB_7046 
$GYM_DAY_LIMIT = 0.0 

:GYMDUMB_7046
$1830 = 6 

:GYMDUMB_7053
if and
  $1830 == 6 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_7917 
if 
  $8763 >= 0 
else_jump @GYMDUMB_7700 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_FREE_PUTDOWN"
else_jump @GYMDUMB_7693 
0613: $1827 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 

:GYMDUMB_7154
if 
   not $1827 > 0.3 
else_jump @GYMDUMB_7228 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_7221 
0613: $1827 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 

:GYMDUMB_7221
jump @GYMDUMB_7154 

:GYMDUMB_7228
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
09A1: set_actor $PLAYER_ACTOR onbone_attached_objectB_operation 0 
069A: attach_object 25@ to_object 0@ with_offset 0.0 0.2 0.3 rotation 0.0 90.0 90.0 
069A: attach_object 26@ to_object 0@ with_offset 0.0 -0.2 0.3 rotation 0.0 90.0 90.0 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 
if and
  $1816 == 1.0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_7693 
if 
  $8763 > 4 
else_jump @GYMDUMB_7441 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_CELEBRATE" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 0 time -1 // versionA 

:GYMDUMB_7441
17@ = 0 
$1813 = 0 
21@ = 1 
$GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
$8763 = 0 
$1818 = 0 
$1823 = 0.0 
$1830 = 0 
$8766 = 0.0 
$GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
$8763 = 0 
$1816 = 0.0 
$1826 = 0.0 
0653: $1817 = float_stat 23 
if 
  $1817 >= 1000.0 
else_jump @GYMDUMB_7581 
062A: change_float_stat 23 to 1000.0 

:GYMDUMB_7581
0653: $GYM_STAT_FAT = float_stat 21 
if 
  0.0 >= $GYM_STAT_FAT 
else_jump @GYMDUMB_7618 
062A: change_float_stat 21 to 0.0 

:GYMDUMB_7618
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_7660 
0151: remove_status_text $8763 
0151: remove_status_text $1818 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMDUMB_7660
04EF: release_animation "FREEWEIGHTS" 
040D: unload_wav 4 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
03E6: remove_text_box 
$1829 = 0 

:GYMDUMB_7693
jump @GYMDUMB_7917 

:GYMDUMB_7700
17@ = 0 
$1813 = 0 
21@ = 1 
$GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
$8763 = 0 
$1818 = 0 
$1823 = 0.0 
$1830 = 0 
$8766 = 0.0 
$GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
$8763 = 0 
$1816 = 0.0 
$1826 = 0.0 
0653: $1817 = float_stat 23 
if 
  $1817 >= 1000.0 
else_jump @GYMDUMB_7840 
062A: change_float_stat 23 to 1000.0 

:GYMDUMB_7840
0653: $GYM_STAT_FAT = float_stat 21 
if 
  0.0 >= $GYM_STAT_FAT 
else_jump @GYMDUMB_7877 
062A: change_float_stat 21 to 0.0 

:GYMDUMB_7877
0151: remove_status_text $8763 
0151: remove_status_text $1818 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
03E6: remove_text_box 
$1829 = 0 

:GYMDUMB_7917
jump @GYMDUMB_683 
end_thread 

//-------------External script 15 (BASKETB)---------------

:BBALL
thread 'BBALL' 
if 
   not $1928 == 0 
else_jump @BBALL_31 
end_thread 

:BBALL_31
16@ = 0 
17@ = 0 
18@ = 0 
20@ = 0 
22@ = 0 
$8786 = 0 
19@ = 0 
21@ = 0 
$1925 = 0 
if 
  16@ == -1 
else_jump @BBALL_178 
0@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
1@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$8782 = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)

:BBALL_178
24@ = 0 
if 
   not $1903 == 0 
else_jump @BBALL_451 
if 
03CA:   object 0@ exists 
else_jump @BBALL_451 
if and
   Player.Defined($PLAYER_CHAR)
  $ONMISSION == 0 
else_jump @BBALL_451 
if 
   Object.Model(0@) == #BSKBALL_LAX
else_jump @BBALL_296 
if 
   Model.Available(#BSKBALL_LAX)
else_jump @BBALL_289 
23@ = -30 
24@ = 1 

:BBALL_289
jump @BBALL_451 

:BBALL_296
if 
   Object.Model(0@) == #BSKBALLHUB_LAX01
else_jump @BBALL_350 
if 
   Model.Available(#BSKBALLHUB_LAX01)
else_jump @BBALL_343 
23@ = -31 
24@ = 1 

:BBALL_343
jump @BBALL_451 

:BBALL_350
if 
   Object.Model(0@) == #VGSXREFBBALLNET
else_jump @BBALL_404 
if 
   Model.Available(#VGSXREFBBALLNET)
else_jump @BBALL_397 
23@ = -32 
24@ = 1 

:BBALL_397
jump @BBALL_451 

:BBALL_404
if 
   Object.Model(0@) == #VGSXREFBBALLNET2
else_jump @BBALL_451 
if 
   Model.Available(#VGSXREFBBALLNET2)
else_jump @BBALL_451 
23@ = -33 
24@ = 1 

:BBALL_451
if 
  24@ == 1 
else_jump @BBALL_2377 
0871: init_jump_table 16@ total_jumps 4 default_jump 0 @BBALL_2370 jumps 0 @BBALL_532 1 @BBALL_777 2 @BBALL_1293 3 @BBALL_1866 -1 @BBALL_2370 -1 @BBALL_2370 -1 @BBALL_2370 

:BBALL_532
if 
  $1928 == 0 
else_jump @BBALL_763 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 flag 0 
else_jump @BBALL_756 
if 
83CA:   not object 1@ exists 
else_jump @BBALL_756 
if 
   Model.Available(23@)
else_jump @BBALL_756 
080A: get_object 0@ spoot 1 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 
else_jump @BBALL_756 
$TEMPVAR_FLOAT_3 += 1.0 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.5 
1@ = Object.Init(#BBALL_COL, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
19@ = 1 
Object.ToggleInMovingList(1@) = True
Object.CollisionDetection(1@) = True
Object.Throw(1@, 0.0, 0.0, -0.1)
$1928 = 1 
16@ += 1 

:BBALL_756
jump @BBALL_770 

:BBALL_763
gosub @BBALL_2402 

:BBALL_770
jump @BBALL_2370 

:BBALL_777
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 flag 0 
else_jump @BBALL_1267 
if 
03CA:   object 1@ exists 
else_jump @BBALL_1260 
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 1.0 1.0 2.0 flag 0 on_foot 
else_jump @BBALL_1260 
if 
   Model.Available(23@)
else_jump @BBALL_1260 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
if 
04EA:   object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
else_jump @BBALL_1220 
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 flag 0 on_foot 
else_jump @BBALL_1213 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 2@ = $TEMPVAR_FLOAT_1 // (float) 
2@ -= 0.71 
0089: 3@ = $TEMPVAR_FLOAT_2 // (float) 
3@ -= 0.71 
0089: 4@ = $TEMPVAR_FLOAT_3 // (float) 
4@ -= 0.71 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
5@ += 0.71 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
6@ += 0.71 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
7@ += 2.0 
if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @BBALL_1213 
if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @BBALL_1213 
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_1213 
07CC: set_player $PLAYER_CHAR button_15 0 
0512: show_permanent_text_box 'BB_01'  // ~k~~VEHICLE_ENTER_EXIT~ Basketball spielen
16@ += 1 

:BBALL_1213
jump @BBALL_1260 

:BBALL_1220
080A: get_object 0@ spoot 1 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += 1.0 
Object.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BBALL_1260
jump @BBALL_1286 

:BBALL_1267
Object.RemoveReferences(1@)
16@ = 0 
$1928 = 0 

:BBALL_1286
jump @BBALL_2370 

:BBALL_1293
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 flag 0 
else_jump @BBALL_1833 
if 
03CA:   object 1@ exists 
else_jump @BBALL_1826 
if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @BBALL_1826 
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_1826 
if 
   Model.Available(23@)
else_jump @BBALL_1826 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
if 
04EA:   object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
else_jump @BBALL_1810 
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 flag 0 on_foot 
else_jump @BBALL_1787 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 2@ = $TEMPVAR_FLOAT_1 // (float) 
2@ -= 0.71 
0089: 3@ = $TEMPVAR_FLOAT_2 // (float) 
3@ -= 0.71 
0089: 4@ = $TEMPVAR_FLOAT_3 // (float) 
4@ -= 0.71 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
5@ += 0.71 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
6@ += 0.71 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
7@ += 2.0 
if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @BBALL_1764 
if 
  20@ == 0 
else_jump @BBALL_1733 
if 
00E1:   player 0 pressed_key 15 
else_jump @BBALL_1726 
20@ = 1 
03E6: remove_text_box 
gosub @BBALL_3690 
16@ += 1 

:BBALL_1726
jump @BBALL_1757 

:BBALL_1733
if 
80E1:   not player 0 pressed_key 15 
else_jump @BBALL_1757 
20@ = 0 

:BBALL_1757
jump @BBALL_1780 

:BBALL_1764
07CC: set_player $PLAYER_CHAR button_15 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1780
jump @BBALL_1803 

:BBALL_1787
07CC: set_player $PLAYER_CHAR button_15 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1803
jump @BBALL_1826 

:BBALL_1810
07CC: set_player $PLAYER_CHAR button_15 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1826
jump @BBALL_1859 

:BBALL_1833
07CC: set_player $PLAYER_CHAR button_15 1 
Object.RemoveReferences(1@)
$1928 = 0 
16@ = 0 

:BBALL_1859
jump @BBALL_2370 

:BBALL_1866
if 
   Model.Available(23@)
else_jump @BBALL_2363 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ 
else_jump @BBALL_2049 
if 
  6000 > 33@ 
else_jump @BBALL_2028 
if and
  33@ > 0 
  1000 > 33@ 
else_jump @BBALL_2014 
0512: show_permanent_text_box 'BB_03'  // Du musst auf das Feld zurck, um weiter Basketball zu spielen, oder drcke ~k~~VEHICLE_ENTER_EXIT~ zum Beenden.
33@ = 1000 

:BBALL_2014
gosub @BBALL_4421 
jump @BBALL_2042 

:BBALL_2028
gosub @BBALL_5022 
16@ = 1 

:BBALL_2042
jump @BBALL_2084 

:BBALL_2049
if 
  33@ > 1000 
else_jump @BBALL_2070 
03E6: remove_text_box 

:BBALL_2070
gosub @BBALL_4421 
33@ = 0 

:BBALL_2084
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_2132 
if 
031D:   actor $PLAYER_ACTOR hit_by_weapon 57 
else_jump @BBALL_2132 
gosub @BBALL_5022 
16@ = 1 

:BBALL_2132
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_2178 
if 
0A0C:   player $PLAYER_CHAR on_jetpack 
else_jump @BBALL_2178 
gosub @BBALL_5022 
16@ = 1 

:BBALL_2178
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_2237 
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
84A4:   not  24@ == 7 // @ == any 
else_jump @BBALL_2237 
gosub @BBALL_5022 
16@ = 1 

:BBALL_2237
if and
   not 17@ == 10 
   not 17@ == 16 
   not 17@ == 17 
   not 17@ == 4 
else_jump @BBALL_2363 
if 
  20@ == 0 
else_jump @BBALL_2339 
if 
00E1:   player 0 pressed_key 15 
else_jump @BBALL_2332 
20@ = 1 
gosub @BBALL_5022 
16@ = 1 

:BBALL_2332
jump @BBALL_2363 

:BBALL_2339
if 
80E1:   not player 0 pressed_key 15 
else_jump @BBALL_2363 
20@ = 0 

:BBALL_2363
jump @BBALL_2370 

:BBALL_2370
jump @BBALL_2391 

:BBALL_2377
$1928 = 0 
gosub @BBALL_2402 

:BBALL_2391
wait 0 
jump @BBALL_178 

:BBALL_2402
Object.RemoveReferences(1@)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_2448 
if 
  $ONMISSION == 0 
else_jump @BBALL_2448 
07CC: set_player $PLAYER_CHAR button_15 1 

:BBALL_2448
end_thread 
return 
if 
0736:   NOP_false 131 
else_jump @BBALL_2478 
$8784 += 0.01 

:BBALL_2478
if 
0736:   NOP_false 130 
else_jump @BBALL_2504 
$8784 += -0.01 

:BBALL_2504
return 

:BBALL_2506
if 
03CA:   object 1@ exists 
else_jump @BBALL_2860 
if 
0685:   object 1@ attached 
else_jump @BBALL_2729 
if 
  19@ == 1 
else_jump @BBALL_2722 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
Object.Destroy(1@)
1@ = Object.Init(#BBALL_INGAME, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
Object.Throw(1@, 2@, 3@, 4@)
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
Object.CollisionDetection(1@) = True
19@ = 0 

:BBALL_2722
jump @BBALL_2860 

:BBALL_2729
if 
  19@ == 0 
else_jump @BBALL_2860 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
Object.Destroy(1@)
1@ = Object.Init(#BBALL_COL, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.ToggleInMovingList(1@) = True
Object.CollisionDetection(1@) = True
Object.Throw(1@, 2@, 3@, 4@)
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
19@ = 1 

:BBALL_2860
return 

:BBALL_2862
if 
03CA:   object 1@ exists 
else_jump @BBALL_3688 
if 
0685:   object 1@ attached 
else_jump @BBALL_3085 
if 
  19@ == 1 
else_jump @BBALL_3078 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
Object.Destroy(1@)
1@ = Object.Init(#BBALL_INGAME, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
Object.Throw(1@, 2@, 3@, 4@)
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
Object.CollisionDetection(1@) = True
19@ = 0 

:BBALL_3078
jump @BBALL_3688 

:BBALL_3085
if 
  19@ == 0 
else_jump @BBALL_3688 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 
0089: 2@ = $TEMPVAR_FLOAT_1 // (float) 
2@ -= 0.1 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
5@ += 0.1 
0089: 3@ = $TEMPVAR_FLOAT_2 // (float) 
3@ -= 0.1 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
6@ += 0.1 
0089: 4@ = $TEMPVAR_FLOAT_3 // (float) 
4@ -= 0.5 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
7@ += 1.0 
if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @BBALL_3393 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
Object.Destroy(1@)
1@ = Object.Init(#BBALL_COL, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.ToggleInMovingList(1@) = True
Object.CollisionDetection(1@) = True
Object.Throw(1@, 0.0, 0.0, -0.1)
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
19@ = 1 
jump @BBALL_3688 

:BBALL_3393
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 -2.0 -0.3 
0089: 2@ = $TEMPVAR_FLOAT_1 // (float) 
2@ -= 0.1 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
5@ += 0.1 
0089: 3@ = $TEMPVAR_FLOAT_2 // (float) 
3@ -= 0.1 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
6@ += 0.1 
0089: 4@ = $TEMPVAR_FLOAT_3 // (float) 
4@ -= 0.5 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
7@ += 1.0 
if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @BBALL_3683 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
Object.Destroy(1@)
1@ = Object.Init(#BBALL_COL, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.ToggleInMovingList(1@) = True
Object.CollisionDetection(1@) = True
Object.Throw(1@, 0.0, 0.0, -0.1)
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
19@ = 1 
jump @BBALL_3688 

:BBALL_3683
Object.Destroy(1@)

:BBALL_3688
return 

:BBALL_3690
09BD: unknown_flag 1 
0A44: unknown_flag 1 
$8784 = 0.4 
07CC: set_player $PLAYER_CHAR button_15 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_3863 
Player.CanMove($PLAYER_CHAR) = False
0687: clear_actor $PLAYER_ACTOR task 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0470: $8788 = actor $PLAYER_ACTOR current_weapon 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 1)
else_jump @BBALL_3842 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
$8789 = 1 
Model.Load(#BRASSKNUCKLE)

:BBALL_3808
if 
   not Model.Available(#BRASSKNUCKLE)
else_jump @BBALL_3835 
wait 0 
jump @BBALL_3808 

:BBALL_3835
jump @BBALL_3849 

:BBALL_3842
$8789 = 0 

:BBALL_3849
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 

:BBALL_3863
if 
03CA:   object 1@ exists 
else_jump @BBALL_3886 
Object.KeepInMemory(1@) = True

:BBALL_3886
04ED: load_animation "BSKTBALL" 
Model.Load(#BBALL_INGAME)
Model.Load(#BBALL_COL)
03CF: load_wav 1811 as 4 

:BBALL_3915
if or
84EE:   not animation "BSKTBALL" loaded 
   not Model.Available(#BBALL_INGAME)
   not Model.Available(#BBALL_COL)
83D0:   not wav 4 loaded 
else_jump @BBALL_3963 
wait 0 
jump @BBALL_3915 

:BBALL_3963
068D: get_camera_position_to 10@ 11@ 12@ 
068E: get_camera_target_point_to 13@ 14@ 15@ 
0088: $TEMPVAR_FLOAT_1 = 13@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 10@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 14@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 11@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 15@ // (float) 
0067: $TEMPVAR_FLOAT_3 -= 12@ // (float) 
050A: $DISTANCE_BETWEEN_POINTS = distance_between_XYZ 13@ 14@ 15@ and_XYZ 10@ 11@ 12@ 
0071: $TEMPVAR_FLOAT_1 /= $DISTANCE_BETWEEN_POINTS // (float) 
0071: $TEMPVAR_FLOAT_2 /= $DISTANCE_BETWEEN_POINTS // (float) 
0071: $TEMPVAR_FLOAT_3 /= $DISTANCE_BETWEEN_POINTS // (float) 
$TEMPVAR_FLOAT_1 *= 10.0 
$TEMPVAR_FLOAT_2 *= 10.0 
$TEMPVAR_FLOAT_3 *= 10.0 
0087: 13@ = 10@ // (float) 
005D: 13@ += $TEMPVAR_FLOAT_1 // (float) 
0087: 14@ = 11@ // (float) 
005D: 14@ += $TEMPVAR_FLOAT_2 // (float) 
0087: 15@ = 12@ // (float) 
005D: 15@ += $TEMPVAR_FLOAT_3 // (float) 
32@ = 0 
$1925 = 0 
17@ = 10 
$8786 = 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_4238 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $8790 = $TEMPVAR_FLOAT_3 // (float) 

:BBALL_4238
8@ = Object.Angle(0@)
if or
  10.0 > 8@ 
  8@ > 350.0 
else_jump @BBALL_4284 
$8791 = 1 

:BBALL_4284
if and
  8@ > 80.0 
  100.0 > 8@ 
else_jump @BBALL_4322 
$8791 = 2 

:BBALL_4322
if and
  8@ > 170.0 
  190.0 > 8@ 
else_jump @BBALL_4360 
$8791 = 3 

:BBALL_4360
if and
  8@ > 260.0 
  280.0 > 8@ 
else_jump @BBALL_4398 
$8791 = 4 

:BBALL_4398
03DE: set_pedestrians_density_multiplier_to 0.2 
01EB: set_traffic_density_multiplier_to 0.2 
$8787 = 1 
return 

:BBALL_4421
$8785 += 1 
if 
  $8785 >= 30 
else_jump @BBALL_4453 
$8785 = 0 

:BBALL_4453
gosub @BBALL_16392 
gosub @BBALL_17991 
gosub @BBALL_5427 
gosub @BBALL_12253 
if 
0736:   NOP_false 67 
else_jump @BBALL_4503 
gosub @BBALL_20949 

:BBALL_4503
if 
  3 > $1925 
else_jump @BBALL_4746 
if 
  $1925 == 0 
else_jump @BBALL_4582 
if 
  $1921 == 0 
else_jump @BBALL_4568 
03E5: show_text_box 'BB_02'  // Drcke und halte ~k~~PED_SPRINT~, um den Ball zu werfen. Lass ~k~~PED_SPRINT~ am hchsten Punkt des Sprunges los, um maximale Treffgenauigkeit zu erzielen.

:BBALL_4568
$1925 += 1 
32@ = 0 

:BBALL_4582
if and
  $1925 == 1 
  32@ > 10000 
else_jump @BBALL_4651 
if 
  $1921 == 0 
else_jump @BBALL_4637 
03E5: show_text_box 'BB_07'  // Stell CJ neben den Ball und er hebt ihn automatisch auf.~N~Drcke ~k~~VEHICLE_ENTER_EXIT~, um das Basketballspiel zu beenden.

:BBALL_4637
32@ = 0 
$1925 += 1 

:BBALL_4651
if and
  $1925 == 2 
  32@ > 5000 
else_jump @BBALL_4746 
if or
   Object.Model(0@) == #BSKBALL_LAX
   Object.Model(0@) == #VGSXREFBBALLNET
else_jump @BBALL_4731 
if 
  $1921 == 0 
else_jump @BBALL_4731 
03E5: show_text_box 'BB_09'  // Drcke ~k~~PED_LOOKBEHIND~, um den Challenge-Modus zu starten.

:BBALL_4731
32@ = 12000 
$1925 += 1 

:BBALL_4746
if or
   Object.Model(0@) == #BSKBALL_LAX
   Object.Model(0@) == #VGSXREFBBALLNET
else_jump @BBALL_4873 
if 
  $1921 == 0 
else_jump @BBALL_4873 
if 
  $1016 == 0 
else_jump @BBALL_4849 
if 
00E1:   player 0 pressed_key 19 
else_jump @BBALL_4842 
$1016 = 1 
create_thread @BBCHAL 0@ 

:BBALL_4842
jump @BBALL_4873 

:BBALL_4849
if 
80E1:   not player 0 pressed_key 19 
else_jump @BBALL_4873 
$1016 = 0 

:BBALL_4873
if 
  $8785 == 0 
else_jump @BBALL_5020 
if 
03CA:   object 1@ exists 
else_jump @BBALL_5020 
if 
8685:   not object 1@ attached 
else_jump @BBALL_5020 
if 
   Model.Available(23@)
else_jump @BBALL_5020 
080A: get_object 0@ spoot 1 store_to 2@ 3@ 4@ 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 8@ = 4@ // (float) 
8@ -= 0.7 
if 
0027:   8@ > $TEMPVAR_FLOAT_3 // (float) 
else_jump @BBALL_5020 
Object.PutAt(1@, 2@, 3@, 4@)

:BBALL_5020
return 

:BBALL_5022
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_5425 
if 
  $8789 == 1 
else_jump @BBALL_5077 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
$8789 = 0 
Model.Destroy(#BRASSKNUCKLE)

:BBALL_5077
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $8788 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0687: clear_actor $PLAYER_ACTOR task 
Player.CanMove($PLAYER_CHAR) = True
07CC: set_player $PLAYER_CHAR button_15 1 
if 
03CA:   object 1@ exists 
else_jump @BBALL_5172 
if 
0685:   object 1@ attached 
else_jump @BBALL_5172 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 1 
gosub @BBALL_2862 

:BBALL_5172
if 
03CA:   object 1@ exists 
else_jump @BBALL_5312 
if 
   Model.Available(23@)
else_jump @BBALL_5252 
080A: get_object 0@ spoot 1 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 

:BBALL_5252
if 
84EA:   not object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
else_jump @BBALL_5312 
$TEMPVAR_FLOAT_3 += 1.0 
Object.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BBALL_5312
if 
03CA:   object $8782 exists 
else_jump @BBALL_5363 
if 
  22@ == 1 
else_jump @BBALL_5358 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
22@ = 0 

:BBALL_5358
Object.Destroy($8782)

:BBALL_5363
Camera.Restore
$8786 = 0 
04EF: release_animation "BSKTBALL" 
Model.Destroy(#BBALL_INGAME)
Model.Destroy(#BBALL_COL)
040D: unload_wav 4 
03E6: remove_text_box 
$8787 = 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
09BD: unknown_flag 0 

:BBALL_5425
return 

:BBALL_5427
if and
   Player.Defined($PLAYER_CHAR)
   Model.Available(23@)
else_jump @BBALL_12243 
0871: init_jump_table 17@ total_jumps 17 default_jump 1 @BBALL_12243 jumps 1 @BBALL_6511 2 @BBALL_7044 3 @BBALL_7454 4 @BBALL_8450 5 @BBALL_8941 6 @BBALL_9115 7 @BBALL_11357 
0872: jump_table_jumps 8 @BBALL_11547 9 @BBALL_11747 10 @BBALL_11761 11 @BBALL_8260 12 @BBALL_11754 13 @BBALL_9065 14 @BBALL_5641 15 @BBALL_6075 16 @BBALL_9667 
0872: jump_table_jumps 17 @BBALL_10656 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 -1 @BBALL_12243 

:BBALL_5641
if 
   not 18@ == 14 
else_jump @BBALL_5905 
24@ = 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_5757 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
if 
  8@ > 0.9 
else_jump @BBALL_5757 
24@ = 1 
$8792 = 0 

:BBALL_5757
if 
  24@ == 1 
else_jump @BBALL_5891 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLE" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_5898 

:BBALL_5891
jump @BBALL_12251 

:BBALL_5898
jump @BBALL_6068 

:BBALL_5905
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_5955 
17@ = 11 
jump @BBALL_5427 
jump @BBALL_6068 

:BBALL_5955
if 
  $8792 == 0 
else_jump @BBALL_6015 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLE"
else_jump @BBALL_6008 
$8792 += 1 

:BBALL_6008
jump @BBALL_6068 

:BBALL_6015
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_6068 
17@ = 11 
$8792 = 0 
jump @BBALL_5427 

:BBALL_6068
jump @BBALL_12243 

:BBALL_6075
if 
   not 18@ == 15 
else_jump @BBALL_6340 
24@ = 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_6191 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
if 
  8@ > 0.9 
else_jump @BBALL_6191 
$8793 = 0 
24@ = 1 

:BBALL_6191
if 
  24@ == 1 
else_jump @BBALL_6326 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLE2" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_6333 

:BBALL_6326
jump @BBALL_12251 

:BBALL_6333
jump @BBALL_6504 

:BBALL_6340
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_6390 
17@ = 11 
jump @BBALL_5427 
jump @BBALL_6504 

:BBALL_6390
if 
  $8793 == 0 
else_jump @BBALL_6451 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLE2"
else_jump @BBALL_6444 
$8793 += 1 

:BBALL_6444
jump @BBALL_6504 

:BBALL_6451
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_6504 
17@ = 11 
$8793 = 0 
jump @BBALL_5427 

:BBALL_6504
jump @BBALL_12243 

:BBALL_6511
if or
  18@ == 11 
  18@ == 2 
  18@ == 3 
  18@ == 10 
else_jump @BBALL_6944 
if and
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_PICKUP"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_L"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_R"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_WALKSTOP_L"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_WALKSTOP_R"
else_jump @BBALL_6930 
$8794 = 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_6725 
0613: $8795 = actor $PLAYER_ACTOR animation "BBALL_RUN" time 

:BBALL_6725
0615: define_AS_pack_begin 26@ 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_6864 
0812: AS_actor -1 perform_animation "BBALL_WALK_START" IFP_file "BSKTBALL" 8.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_WALK" IFP_file "BSKTBALL" 10000.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
$8794 = 1 
jump @BBALL_6905 

:BBALL_6864
0812: AS_actor -1 perform_animation "BBALL_WALK" IFP_file "BSKTBALL" 8.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 

:BBALL_6905
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_6937 

:BBALL_6930
jump @BBALL_12251 

:BBALL_6937
jump @BBALL_7037 

:BBALL_6944
if 
  $8794 == 0 
else_jump @BBALL_7037 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALK"
else_jump @BBALL_7037 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
0614: set_actor $PLAYER_ACTOR animation "BBALL_WALK" progress_to $8795 // 0.0 to 1.0 
$8794 += 1 

:BBALL_7037
jump @BBALL_12243 

:BBALL_7044
if or
  18@ == 11 
  18@ == 1 
  18@ == 3 
  18@ == 10 
else_jump @BBALL_7376 
if 
  18@ == 11 
else_jump @BBALL_7115 
17@ = 1 
jump @BBALL_5427 

:BBALL_7115
if and
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_PICKUP"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_L"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_R"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_WALKSTOP_L"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_WALKSTOP_R"
else_jump @BBALL_7362 
$8796 = 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALK"
else_jump @BBALL_7292 
0613: $8797 = actor $PLAYER_ACTOR animation "BBALL_WALK" time 

:BBALL_7292
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_RUN" IFP_file "BSKTBALL" 8.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_7369 

:BBALL_7362
jump @BBALL_12251 

:BBALL_7369
jump @BBALL_7447 

:BBALL_7376
if 
  $8796 == 0 
else_jump @BBALL_7447 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_7447 
0614: set_actor $PLAYER_ACTOR animation "BBALL_RUN" progress_to $8797 // 0.0 to 1.0 
$8796 += 1 

:BBALL_7447
jump @BBALL_12243 

:BBALL_7454
if 
   not 18@ == 3 
else_jump @BBALL_8157 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_7735 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_7735 
0615: define_AS_pack_begin 26@ 
if 
  0.5 > 8@ 
else_jump @BBALL_7625 
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_R" IFP_file "BSKTBALL" 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
jump @BBALL_7672 

:BBALL_7625
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_L" IFP_file "BSKTBALL" 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_7672
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_7735
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALK"
else_jump @BBALL_8001 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALK"
else_jump @BBALL_8001 
0615: define_AS_pack_begin 26@ 
if 
  0.5 > 8@ 
else_jump @BBALL_7891 
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_R" IFP_file "BSKTBALL" 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
jump @BBALL_7938 

:BBALL_7891
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_L" IFP_file "BSKTBALL" 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_7938
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8001
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALK_START"
else_jump @BBALL_8150 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_L" IFP_file "BSKTBALL" 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8150
jump @BBALL_8253 

:BBALL_8157
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_8207 
17@ = 11 
jump @BBALL_12251 
jump @BBALL_8253 

:BBALL_8207
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_8253 
17@ = 11 
jump @BBALL_12251 

:BBALL_8253
jump @BBALL_12243 

:BBALL_8260
if 
   not 18@ == 11 
else_jump @BBALL_8346 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8346
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_8443 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8443
jump @BBALL_12243 

:BBALL_8450
if 
   not 18@ == 4 
else_jump @BBALL_8843 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0087: 5@ = 2@ // (float) 
0065: 5@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 6@ = 3@ // (float) 
0065: 6@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 5@ 6@ store_to $TEMPVAR_ANGLE 
0086: $8808 = $TEMPVAR_ANGLE // (float) 
0615: define_AS_pack_begin 26@ 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06A9: AS_actor -1 look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2000 ms 
if 
  18@ == 2 
else_jump @BBALL_8772 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_8650 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 

:BBALL_8650
if 
  0.5 > 8@ 
else_jump @BBALL_8725 
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_L" IFP_file "BSKTBALL" 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
jump @BBALL_8772 

:BBALL_8725
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_R" IFP_file "BSKTBALL" 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_8772
0812: AS_actor -1 perform_animation "BBALL_JUMP_SHOT" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_8934 

:BBALL_8843
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_JUMP_SHOT"
else_jump @BBALL_8934 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
if 
0027:   8@ > $8784 // (float) 
else_jump @BBALL_8934 
17@ = 6 
jump @BBALL_12251 

:BBALL_8934
jump @BBALL_12243 

:BBALL_8941
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_JUMP_END"
else_jump @BBALL_9058 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_JUMP_CANCEL" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
17@ = 13 
jump @BBALL_12251 

:BBALL_9058
jump @BBALL_12243 

:BBALL_9065
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_9108 
17@ = 11 
jump @BBALL_12251 

:BBALL_9108
jump @BBALL_12243 

:BBALL_9115
if 
   not 18@ == 6 
else_jump @BBALL_9577 
if 
0685:   object 1@ attached 
else_jump @BBALL_9570 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
gosub @BBALL_2506 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.04 0.694 1.75 
Object.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
0090: $1926 = float 8@ to_integer 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
008F: 7@ = integer $1926 to_float 
0087: 9@ = 8@ // (float) 
0063: 9@ -= 7@ // (float) 
9@ *= 10.0 
0090: $1927 = float 9@ to_integer 
if 
  8@ > 20.0 
else_jump @BBALL_9343 
8@ = 20.0 

:BBALL_9343
8@ /= 20.0 
8@ *= 5.0 
0509: 9@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
if 
  9@ > 15.0 
else_jump @BBALL_9411 
9@ = 15.0 

:BBALL_9411
006D: $8783 *= 9@ // (float) 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0653: 9@ = float_stat 23 
9@ /= 1000.0 
9@ += 1.0 
9@ *= 0.15 
if 
0027:   9@ > $8783 // (float) 
else_jump @BBALL_9533 
create_thread @PROJECT 1@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2@ 3@ 4@ 8@ 0 0@ 
jump @BBALL_9570 

:BBALL_9533
create_thread @PROJECT 1@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2@ 3@ 4@ 8@ 1 0@ 

:BBALL_9570
jump @BBALL_9660 

:BBALL_9577
if 
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_JUMP_SHOT"
else_jump @BBALL_9660 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_9660 
Player.CanMove($PLAYER_CHAR) = True
17@ = 12 
jump @BBALL_12251 

:BBALL_9660
jump @BBALL_12243 

:BBALL_9667
if 
   not 18@ == 16 
else_jump @BBALL_10147 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 6@ -= 3@ // (float) 
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
if 
  8@ > 0.01 
else_jump @BBALL_9801 
0073: 5@ /= 8@ // (float) 
0073: 6@ /= 8@ // (float) 

:BBALL_9801
5@ *= 0.01 
6@ *= 0.01 
0088: $TEMPVAR_FLOAT_1 = 2@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 5@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 3@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 6@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 4@ // (float) 
$TEMPVAR_FLOAT_3 -= 1.9 
0086: $8809 = $TEMPVAR_FLOAT_1 // (float) 
0086: $8810 = $TEMPVAR_FLOAT_2 // (float) 
0086: $8811 = $TEMPVAR_FLOAT_3 // (float) 
5@ *= -1.0 
6@ *= -1.0 
0604: get_Z_angle_for_point 5@ 6@ store_to $TEMPVAR_ANGLE 
0086: $8808 = $TEMPVAR_ANGLE // (float) 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DNK_LNCH" IFP_file "BSKTBALL" 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_GLI" IFP_file "BSKTBALL" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK" IFP_file "BSKTBALL" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_LND" IFP_file "BSKTBALL" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
$8812 = 0.0 
jump @BBALL_10649 

:BBALL_10147
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_GLI"
else_jump @BBALL_10344 
if 
83CA:   not object $8782 exists 
else_jump @BBALL_10344 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0509: $8798 = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
$8812 = 0.0 
$TEMPVAR_ANGLE = Actor.Angle($PLAYER_ACTOR)
$8782 = Object.Init(#BBALL_INGAME, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($8782) = $TEMPVAR_ANGLE
Object.CollisionDetection($8782) = False
0750: set_object $8782 visibility 0 
Object.KeepInMemory($8782) = True
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8782 offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
22@ = 1 

:BBALL_10344
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK"
else_jump @BBALL_10392 
17@ = 17 
jump @BBALL_12251 
jump @BBALL_10469 

:BBALL_10392
if 
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_GLI"
else_jump @BBALL_10469 
if 
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_LNCH"
else_jump @BBALL_10469 
17@ = 17 
jump @BBALL_12251 

:BBALL_10469
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_GLI"
else_jump @BBALL_10649 
if 
03CA:   object $8782 exists 
else_jump @BBALL_10649 
if 
  $8812 > 1.0 
else_jump @BBALL_10649 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DNK" IFP_file "BSKTBALL" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_LND" IFP_file "BSKTBALL" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_10649
jump @BBALL_12243 

:BBALL_10656
if 
   not 18@ == 17 
else_jump @BBALL_11064 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK"
else_jump @BBALL_11043 
if 
0685:   object 1@ attached 
else_jump @BBALL_11036 
if 
0837:   object 1@ animation == "BBALL_DNK_O" 
else_jump @BBALL_10926 
0839: get_object 1@ animation "BBALL_DNK_O" progress_to 8@ 
if 
  8@ > 0.9 
else_jump @BBALL_10905 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
gosub @BBALL_2506 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += -0.5 
Object.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.KeepInMemory(1@) = False
Object.CollisionDetection(1@) = True
Object.ToggleInMovingList(1@) = True
Object.Throw(1@, 0.0, 0.0, -0.1)
jump @BBALL_10919 

:BBALL_10905
18@ = 0 
jump @BBALL_12251 

:BBALL_10919
jump @BBALL_11036 

:BBALL_10926
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
gosub @BBALL_2506 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += -0.5 
Object.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.KeepInMemory(1@) = False
Object.CollisionDetection(1@) = True
Object.ToggleInMovingList(1@) = True
Object.Throw(1@, 0.0, 0.0, -0.1)

:BBALL_11036
jump @BBALL_11057 

:BBALL_11043
02CE: $8811 = ground_z_at $8809 $8810 $8811 

:BBALL_11057
jump @BBALL_11350 

:BBALL_11064
if and
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_LNCH"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_GLI"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_LND"
else_jump @BBALL_11242 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_11235 
if 
03CA:   object $8782 exists 
else_jump @BBALL_11214 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Object.Destroy($8782)
22@ = 0 

:BBALL_11214
Player.CanMove($PLAYER_CHAR) = True
17@ = 12 
jump @BBALL_12251 

:BBALL_11235
jump @BBALL_11350 

:BBALL_11242
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_LND"
else_jump @BBALL_11350 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 1.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += 1.0 
0086: $8809 = $TEMPVAR_FLOAT_1 // (float) 
0086: $8810 = $TEMPVAR_FLOAT_2 // (float) 
0086: $8811 = $TEMPVAR_FLOAT_3 // (float) 

:BBALL_11350
jump @BBALL_12243 

:BBALL_11357
if 
   not 18@ == 7 
else_jump @BBALL_11443 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_LOOP" IFP_file "BSKTBALL" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11443
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_11540 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_LOOP" IFP_file "BSKTBALL" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11540
jump @BBALL_12243 

:BBALL_11547
if 
   not 18@ == 8 
else_jump @BBALL_11638 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_JUMP_SHOT" IFP_file "BSKTBALL" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11638
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_11740 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_JUMP_SHOT" IFP_file "BSKTBALL" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11740
jump @BBALL_12243 

:BBALL_11747
jump @BBALL_12243 

:BBALL_11754
jump @BBALL_12243 

:BBALL_11761
if 
   not 18@ == 10 
else_jump @BBALL_12140 
Player.CanMove($PLAYER_CHAR) = False
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
03CA:   object 1@ exists 
else_jump @BBALL_11845 
Object.StorePos(1@, 2@, 3@, 4@)

:BBALL_11845
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 6@ -= 3@ // (float) 
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
0073: 5@ /= 8@ // (float) 
0073: 6@ /= 8@ // (float) 
5@ *= 0.5 
6@ *= 0.5 
0088: $TEMPVAR_FLOAT_1 = 2@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 5@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 3@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 6@ // (float) 
0087: 5@ = 2@ // (float) 
0065: 5@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 6@ = 3@ // (float) 
0065: 6@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 5@ 6@ store_to $TEMPVAR_ANGLE 
0615: define_AS_pack_begin 26@ 
0804: AS_actor -1 walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE radius -1.0 animation "BBALL_PICKUP" IFP_file "BSKTBALL" 4.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_12236 

:BBALL_12140
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_12190 
17@ = 11 
jump @BBALL_12251 
jump @BBALL_12236 

:BBALL_12190
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_12236 
17@ = 11 
jump @BBALL_12251 

:BBALL_12236
jump @BBALL_12243 

:BBALL_12243
0085: 18@ = 17@ // (int) 

:BBALL_12251
return 

:BBALL_12253
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_16390 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_12603 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
if 
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_12438 
if 
  8@ > 0.45 
else_jump @BBALL_12413 
if 
   not 27@ == 1 
else_jump @BBALL_12406 
097B: play_audio_at_object 1@ event 1010 
27@ = 1 

:BBALL_12406
jump @BBALL_12438 

:BBALL_12413
if 
  27@ == 1 
else_jump @BBALL_12438 
27@ = 0 

:BBALL_12438
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_12603 
if 
0837:   object 1@ animation == "BBALL_IDLELOOP_O" 
else_jump @BBALL_12524 
083A: set_object 1@ animation "BBALL_IDLELOOP_O" progress_to 8@ 
jump @BBALL_12603 

:BBALL_12524
if 
075A: set_object 1@ animation "BBALL_IDLELOOP_O" IFP_file "BSKTBALL" 1000.0 lockF 1 loop 0 // IF AND SET 
else_jump @BBALL_12603 
083A: set_object 1@ animation "BBALL_IDLELOOP_O" progress_to 8@ 

:BBALL_12603
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLE"
else_jump @BBALL_12886 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLE" time 
if 
  8@ > 0.87671 
else_jump @BBALL_12712 
if 
   not 27@ == 2 
else_jump @BBALL_12705 
097B: play_audio_at_object 1@ event 1010 
27@ = 2 

:BBALL_12705
jump @BBALL_12737 

:BBALL_12712
if 
  27@ == 2 
else_jump @BBALL_12737 
27@ = 0 

:BBALL_12737
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_12886 
if 
0837:   object 1@ animation == "BBALL_IDLE_O" 
else_jump @BBALL_12815 
083A: set_object 1@ animation "BBALL_IDLE_O" progress_to 8@ 
jump @BBALL_12886 

:BBALL_12815
if 
075A: set_object 1@ animation "BBALL_IDLE_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_12886 
083A: set_object 1@ animation "BBALL_IDLE_O" progress_to 8@ 

:BBALL_12886
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLE2"
else_jump @BBALL_13089 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLE2" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_13089 
if 
0837:   object 1@ animation == "BBALL_IDLE2_O" 
else_jump @BBALL_13016 
083A: set_object 1@ animation "BBALL_IDLE2_O" progress_to 8@ 
jump @BBALL_13089 

:BBALL_13016
if 
075A: set_object 1@ animation "BBALL_IDLE2_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_13089 
083A: set_object 1@ animation "BBALL_IDLE2_O" progress_to 8@ 

:BBALL_13089
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_JUMP_SHOT"
else_jump @BBALL_13278 
if 
0685:   object 1@ attached 
else_jump @BBALL_13278 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_13278 
if 
0837:   object 1@ animation == "BBALL_JUMP_SHOT_O" 
else_jump @BBALL_13224 
jump @BBALL_13278 

:BBALL_13224
if 
075A: set_object 1@ animation "BBALL_JUMP_SHOT_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_13278 

:BBALL_13278
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_JUMP_CANCEL"
else_jump @BBALL_13517 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_CANCEL" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_13517 
if 
0837:   object 1@ animation == "BBALL_JUMP_CANCEL_O" 
else_jump @BBALL_13432 
083A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" progress_to 8@ 
jump @BBALL_13517 

:BBALL_13432
if 
075A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_13517 
083A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" progress_to 8@ 

:BBALL_13517
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_PICKUP"
else_jump @BBALL_13880 
if 
8685:   not object 1@ attached 
else_jump @BBALL_13615 
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
gosub @BBALL_2506 
jump @BBALL_13880 

:BBALL_13615
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_PICKUP" time 
if 
  8@ > 0.836 
else_jump @BBALL_13698 
if 
   not 27@ == 3 
else_jump @BBALL_13691 
097B: play_audio_at_object 1@ event 1010 
27@ = 3 

:BBALL_13691
jump @BBALL_13723 

:BBALL_13698
if 
  27@ == 3 
else_jump @BBALL_13723 
27@ = 0 

:BBALL_13723
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_13880 
if 
0837:   object 1@ animation == "BBALL_PICKUP_O" 
else_jump @BBALL_13805 
083A: set_object 1@ animation "BBALL_PICKUP_O" progress_to 8@ 
jump @BBALL_13880 

:BBALL_13805
if 
075A: set_object 1@ animation "BBALL_PICKUP_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_13880 
083A: set_object 1@ animation "BBALL_PICKUP_O" progress_to 8@ 

:BBALL_13880
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_14225 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 
if 
  8@ > 0.222 
else_jump @BBALL_14048 
if 
  0.74 > 8@ 
else_jump @BBALL_14008 
if 
   not 27@ == 4 
else_jump @BBALL_14001 
097B: play_audio_at_object 1@ event 1010 
27@ = 4 

:BBALL_14001
jump @BBALL_14041 

:BBALL_14008
if 
   not 27@ == 5 
else_jump @BBALL_14041 
097B: play_audio_at_object 1@ event 1010 
27@ = 5 

:BBALL_14041
jump @BBALL_14080 

:BBALL_14048
if or
  27@ == 4 
  27@ == 5 
else_jump @BBALL_14080 
27@ = 0 

:BBALL_14080
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_14225 
if 
0837:   object 1@ animation == "BBALL_RUN_O" 
else_jump @BBALL_14156 
083A: set_object 1@ animation "BBALL_RUN_O" progress_to 8@ 
jump @BBALL_14225 

:BBALL_14156
if 
075A: set_object 1@ animation "BBALL_RUN_O" IFP_file "BSKTBALL" 8.0 lockF 1 loop 0 // IF AND SET 
else_jump @BBALL_14225 
083A: set_object 1@ animation "BBALL_RUN_O" progress_to 8@ 

:BBALL_14225
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_L"
else_jump @BBALL_14458 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_SKIDSTOP_L" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_14458 
if 
0837:   object 1@ animation == "BBALL_SKIDSTOP_L_O" 
else_jump @BBALL_14375 
083A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" progress_to 8@ 
jump @BBALL_14458 

:BBALL_14375
if 
075A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_14458 
083A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" progress_to 8@ 

:BBALL_14458
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_R"
else_jump @BBALL_14691 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_SKIDSTOP_R" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_14691 
if 
0837:   object 1@ animation == "BBALL_SKIDSTOP_R_O" 
else_jump @BBALL_14608 
083A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" progress_to 8@ 
jump @BBALL_14691 

:BBALL_14608
if 
075A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_14691 
083A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" progress_to 8@ 

:BBALL_14691
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALKSTOP_L"
else_jump @BBALL_14924 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALKSTOP_L" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_14924 
if 
0837:   object 1@ animation == "BBALL_WALKSTOP_L_O" 
else_jump @BBALL_14841 
083A: set_object 1@ animation "BBALL_WALKSTOP_L_O" progress_to 8@ 
jump @BBALL_14924 

:BBALL_14841
if 
075A: set_object 1@ animation "BBALL_WALKSTOP_L_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_14924 
083A: set_object 1@ animation "BBALL_WALKSTOP_L_O" progress_to 8@ 

:BBALL_14924
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALKSTOP_R"
else_jump @BBALL_15157 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALKSTOP_R" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_15157 
if 
0837:   object 1@ animation == "BBALL_WALKSTOP_R_O" 
else_jump @BBALL_15074 
083A: set_object 1@ animation "BBALL_WALKSTOP_R_O" progress_to 8@ 
jump @BBALL_15157 

:BBALL_15074
if 
075A: set_object 1@ animation "BBALL_WALKSTOP_R_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_15157 
083A: set_object 1@ animation "BBALL_WALKSTOP_R_O" progress_to 8@ 

:BBALL_15157
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALK"
else_jump @BBALL_15535 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
if 
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_15386 
if 
  8@ > 0.218 
else_jump @BBALL_15354 
if 
  0.718 > 8@ 
else_jump @BBALL_15314 
if 
   not 27@ == 6 
else_jump @BBALL_15307 
097B: play_audio_at_object 1@ event 1010 
27@ = 6 

:BBALL_15307
jump @BBALL_15347 

:BBALL_15314
if 
   not 27@ == 7 
else_jump @BBALL_15347 
097B: play_audio_at_object 1@ event 1010 
27@ = 7 

:BBALL_15347
jump @BBALL_15386 

:BBALL_15354
if or
  27@ == 6 
  27@ == 7 
else_jump @BBALL_15386 
27@ = 0 

:BBALL_15386
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_15535 
if 
0837:   object 1@ animation == "BBALL_WALK_O" 
else_jump @BBALL_15464 
083A: set_object 1@ animation "BBALL_WALK_O" progress_to 8@ 
jump @BBALL_15535 

:BBALL_15464
if 
075A: set_object 1@ animation "BBALL_WALK_O" IFP_file "BSKTBALL" 1000.0 lockF 1 loop 0 // IF AND SET 
else_jump @BBALL_15535 
083A: set_object 1@ animation "BBALL_WALK_O" progress_to 8@ 

:BBALL_15535
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALK_START"
else_jump @BBALL_15768 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK_START" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_15768 
if 
0837:   object 1@ animation == "BBALL_WALK_START_O" 
else_jump @BBALL_15685 
083A: set_object 1@ animation "BBALL_WALK_START_O" progress_to 8@ 
jump @BBALL_15768 

:BBALL_15685
if 
075A: set_object 1@ animation "BBALL_WALK_START_O" IFP_file "BSKTBALL" 8.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_15768 
083A: set_object 1@ animation "BBALL_WALK_START_O" progress_to 8@ 

:BBALL_15768
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_LNCH"
else_jump @BBALL_15989 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK_LNCH" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_15989 
if 
0837:   object 1@ animation == "BBALL_DNK_LNCH_O" 
else_jump @BBALL_15910 
083A: set_object 1@ animation "BBALL_DNK_LNCH_O" progress_to 8@ 
jump @BBALL_15989 

:BBALL_15910
if 
075A: set_object 1@ animation "BBALL_DNK_LNCH_O" IFP_file "BSKTBALL" 4.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_15989 
083A: set_object 1@ animation "BBALL_DNK_LNCH_O" progress_to 8@ 

:BBALL_15989
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_GLI"
else_jump @BBALL_16204 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK_GLI" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_16204 
if 
0837:   object 1@ animation == "BBALL_DNK_GLI_O" 
else_jump @BBALL_16127 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to 8@ 
jump @BBALL_16204 

:BBALL_16127
if 
075A: set_object 1@ animation "BBALL_DNK_GLI_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_16204 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to 8@ 

:BBALL_16204
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK"
else_jump @BBALL_16390 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK" time 
if 
  0.2 > 8@ 
else_jump @BBALL_16390 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_16390 
if 
0685:   object 1@ attached 
else_jump @BBALL_16390 
if 
0837:   object 1@ animation == "BBALL_DNK_O" 
else_jump @BBALL_16342 
jump @BBALL_16390 

:BBALL_16342
if 
075A: set_object 1@ animation "BBALL_DNK_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_16390 

:BBALL_16390
return 

:BBALL_16392
if and
   Player.Defined($PLAYER_CHAR)
   Model.Available(23@)
else_jump @BBALL_17989 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.StorePos(0@, 2@, 3@, 4@)
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
080A: get_object 0@ spoot 0 store_to 8@ 8@ $8804 
$8804 += -1.0 
0871: init_jump_table $8791 total_jumps 4 default_jump 0 @BBALL_17326 jumps 1 @BBALL_16546 2 @BBALL_16741 3 @BBALL_16936 4 @BBALL_17131 -1 @BBALL_17326 -1 @BBALL_17326 -1 @BBALL_17326 

:BBALL_16546
0088: $8802 = 2@ // (float) 
$8802 += 0.2 
0086: $8803 = $TEMPVAR_FLOAT_2 // (float) 
$8803 += 5.0 
6@ += 5.0 
if 
0026:   $8803 > 6@ // (float) 
else_jump @BBALL_16619 
0088: $8803 = 6@ // (float) 

:BBALL_16619
0087: 8@ = 3@ // (float) 
8@ += 5.0 
if 
0027:   8@ > $8803 // (float) 
else_jump @BBALL_16664 
0088: $8803 = 8@ // (float) 

:BBALL_16664
0087: 8@ = 6@ // (float) 
0063: 8@ -= 3@ // (float) 
8@ += -5.0 
0087: 9@ = 6@ // (float) 
0065: 9@ -= $8803 // (float) 
0073: 9@ /= 8@ // (float) 
9@ *= 0.29 
9@ += 0.34 
jump @BBALL_17326 

:BBALL_16741
0086: $8802 = $TEMPVAR_FLOAT_1 // (float) 
$8802 -= 5.0 
0088: $8803 = 3@ // (float) 
$8803 += 0.2 
5@ += -5.0 
if 
0027:   5@ > $8802 // (float) 
else_jump @BBALL_16814 
0088: $8802 = 5@ // (float) 

:BBALL_16814
0087: 8@ = 2@ // (float) 
8@ -= 5.0 
if 
0026:   $8802 > 8@ // (float) 
else_jump @BBALL_16859 
0088: $8802 = 8@ // (float) 

:BBALL_16859
0087: 8@ = 2@ // (float) 
0063: 8@ -= 5@ // (float) 
8@ += -5.0 
0089: 9@ = $8802 // (float) 
0063: 9@ -= 5@ // (float) 
0073: 9@ /= 8@ // (float) 
9@ *= 0.29 
9@ += 0.34 
jump @BBALL_17326 

:BBALL_16936
0088: $8802 = 2@ // (float) 
$8802 -= 0.2 
0086: $8803 = $TEMPVAR_FLOAT_2 // (float) 
$8803 -= 5.0 
6@ += -5.0 
if 
0027:   6@ > $8803 // (float) 
else_jump @BBALL_17009 
0088: $8803 = 6@ // (float) 

:BBALL_17009
0087: 8@ = 3@ // (float) 
8@ -= 5.0 
if 
0026:   $8803 > 8@ // (float) 
else_jump @BBALL_17054 
0088: $8803 = 8@ // (float) 

:BBALL_17054
0087: 8@ = 3@ // (float) 
0063: 8@ -= 6@ // (float) 
8@ += -5.0 
0089: 9@ = $8803 // (float) 
0063: 9@ -= 6@ // (float) 
0073: 9@ /= 8@ // (float) 
9@ *= 0.29 
9@ += 0.34 
jump @BBALL_17326 

:BBALL_17131
0086: $8802 = $TEMPVAR_FLOAT_1 // (float) 
$8802 += 5.0 
0088: $8803 = 3@ // (float) 
$8803 -= 0.2 
5@ += 5.0 
if 
0026:   $8802 > 5@ // (float) 
else_jump @BBALL_17204 
0088: $8802 = 5@ // (float) 

:BBALL_17204
0087: 8@ = 2@ // (float) 
8@ += 5.0 
if 
0027:   8@ > $8802 // (float) 
else_jump @BBALL_17249 
0088: $8802 = 8@ // (float) 

:BBALL_17249
0087: 8@ = 5@ // (float) 
0063: 8@ -= 2@ // (float) 
8@ += -5.0 
0087: 9@ = 5@ // (float) 
0065: 9@ -= $8802 // (float) 
0073: 9@ /= 8@ // (float) 
9@ *= 0.29 
9@ += 0.34 
jump @BBALL_17326 

:BBALL_17326
0088: $8799 = 2@ // (float) 
0061: $8799 -= $TEMPVAR_FLOAT_1 // (float) 
0088: $8800 = 3@ // (float) 
0061: $8800 -= $TEMPVAR_FLOAT_2 // (float) 
0088: $8801 = 4@ // (float) 
0061: $8801 -= $TEMPVAR_FLOAT_3 // (float) 
006D: $8799 *= 9@ // (float) 
006D: $8800 *= 9@ // (float) 
006D: $8801 *= 9@ // (float) 
0086: $8805 = $TEMPVAR_FLOAT_1 // (float) 
0059: $8805 += $8799 // (float) 
0086: $8806 = $TEMPVAR_FLOAT_2 // (float) 
0059: $8806 += $8800 // (float) 
0086: $8807 = $TEMPVAR_FLOAT_3 // (float) 
0059: $8807 += $8801 // (float) 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
if 
0025:   2@ > 5@ // (float) 
else_jump @BBALL_17558 
if 
0026:   $8805 > 2@ // (float) 
else_jump @BBALL_17524 
0088: $8805 = 2@ // (float) 

:BBALL_17524
if 
0027:   5@ > $8805 // (float) 
else_jump @BBALL_17551 
0088: $8805 = 5@ // (float) 

:BBALL_17551
jump @BBALL_17612 

:BBALL_17558
if 
0026:   $8805 > 5@ // (float) 
else_jump @BBALL_17585 
0088: $8805 = 5@ // (float) 

:BBALL_17585
if 
0027:   2@ > $8805 // (float) 
else_jump @BBALL_17612 
0088: $8805 = 2@ // (float) 

:BBALL_17612
if 
0025:   3@ > 6@ // (float) 
else_jump @BBALL_17692 
if 
0026:   $8806 > 3@ // (float) 
else_jump @BBALL_17658 
0088: $8806 = 3@ // (float) 

:BBALL_17658
if 
0027:   6@ > $8806 // (float) 
else_jump @BBALL_17685 
0088: $8806 = 6@ // (float) 

:BBALL_17685
jump @BBALL_17746 

:BBALL_17692
if 
0026:   $8806 > 6@ // (float) 
else_jump @BBALL_17719 
0088: $8806 = 6@ // (float) 

:BBALL_17719
if 
0027:   3@ > $8806 // (float) 
else_jump @BBALL_17746 
0088: $8806 = 3@ // (float) 

:BBALL_17746
0086: $8799 = $8802 // (float) 
0067: $8799 -= 10@ // (float) 
0086: $8800 = $8803 // (float) 
0067: $8800 -= 11@ // (float) 
0086: $8801 = $8804 // (float) 
0067: $8801 -= 12@ // (float) 
$8799 *= 0.25 
$8800 *= 0.25 
$8801 *= 0.25 
005D: 10@ += $8799 // (float) 
005D: 11@ += $8800 // (float) 
005D: 12@ += $8801 // (float) 
0086: $8799 = $8805 // (float) 
0067: $8799 -= 13@ // (float) 
0086: $8800 = $8806 // (float) 
0067: $8800 -= 14@ // (float) 
0086: $8801 = $8807 // (float) 
0067: $8801 -= 15@ // (float) 
$8799 *= 0.1 
$8800 *= 0.1 
$8801 *= 0.1 
005D: 13@ += $8799 // (float) 
005D: 14@ += $8800 // (float) 
005D: 15@ += $8801 // (float) 
Camera.SetPosition(10@, 11@, 12@, 0.0, 0.0, 0.0)
Camera.PointAt(13@, 14@, 15@, 2)

:BBALL_17989
return 

:BBALL_17991
if and
0685:   object 1@ attached 
   Model.Available(23@)
else_jump @BBALL_19704 
24@ = 1 
if or
  17@ == 10 
  17@ == 4 
  17@ == 6 
  17@ == 16 
  17@ == 17 
else_jump @BBALL_18072 
24@ = 0 

:BBALL_18072
if or
  17@ == 14 
  17@ == 15 
else_jump @BBALL_18104 
24@ = 0 

:BBALL_18104
if 
  24@ == 1 
else_jump @BBALL_19330 
if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
else_jump @BBALL_18532 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $TEMPVAR_FLOAT_1 = integer $MOVE_AXIS_X to_float 
008D: $TEMPVAR_FLOAT_2 = integer $MOVE_AXIS_Y to_float 
$TEMPVAR_FLOAT_1 /= 128.0 
$TEMPVAR_FLOAT_2 /= -128.0 
0089: 8@ = $TEMPVAR_FLOAT_1 // (float) 
006F: 8@ *= $TEMPVAR_FLOAT_1 // (float) 
0089: 9@ = $TEMPVAR_FLOAT_2 // (float) 
006F: 9@ *= $TEMPVAR_FLOAT_2 // (float) 
005B: 8@ += 9@ // (float) 
01FB: 8@ = square_root 8@ 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $8808 
if 
  $8786 == 1 
else_jump @BBALL_18313 
0088: $TEMPVAR_FLOAT_1 = 13@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 10@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 14@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 11@ // (float) 
jump @BBALL_18383 

:BBALL_18313
068D: get_camera_position_to 2@ 3@ 4@ 
068E: get_camera_target_point_to 5@ 6@ 7@ 
0088: $TEMPVAR_FLOAT_1 = 5@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 2@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 6@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 3@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 7@ // (float) 
0067: $TEMPVAR_FLOAT_3 -= 4@ // (float) 

:BBALL_18383
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to 9@ 
005F: $8808 += 9@ // (float) 
if 
  8@ > 0.3 
else_jump @BBALL_18472 
if 
  0.8 > 8@ 
else_jump @BBALL_18458 
17@ = 1 
jump @BBALL_18465 

:BBALL_18458
17@ = 2 

:BBALL_18465
jump @BBALL_18525 

:BBALL_18472
if or
  18@ == 2 
  18@ == 1 
  17@ == 2 
  17@ == 1 
else_jump @BBALL_18525 
17@ = 3 
18@ = 0 

:BBALL_18525
jump @BBALL_18585 

:BBALL_18532
if or
  18@ == 2 
  18@ == 1 
  17@ == 2 
  17@ == 1 
else_jump @BBALL_18585 
17@ = 3 
18@ = 0 

:BBALL_18585
if 
  21@ == 0 
else_jump @BBALL_19225 
if 
00E1:   player 0 pressed_key 16 
else_jump @BBALL_19186 
if 
   not 18@ == 6 
else_jump @BBALL_19179 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_18684 
Actor.StorePos($PLAYER_ACTOR, 2@, 3@, 4@)

:BBALL_18684
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 6@ -= 3@ // (float) 
Object.StorePos(0@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 2@ 3@ 4@ from_object 0@ with_offset 0.0 -1.0 0.0 
0087: 8@ = 2@ // (float) 
0065: 8@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 9@ = 3@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 2@ = 8@ // (float) 
0087: 3@ = 9@ // (float) 
05A4: get_angle_between_vectors_origin_to 5@ 6@ and_origin_to 2@ 3@ store_to 8@ 
24@ = 0 
if 
  90.0 > 8@ 
else_jump @BBALL_19179 
24@ = 0 
if 
  18@ == 2 
else_jump @BBALL_19133 
0653: 8@ = float_stat 21 
if 
  400.0 > 8@ 
else_jump @BBALL_19133 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.StorePos(0@, 2@, 3@, 4@)
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
if and
  8@ > 2.4 
  3.5 > 8@ 
else_jump @BBALL_19133 
0088: $8799 = 5@ // (float) 
0061: $8799 -= $TEMPVAR_FLOAT_1 // (float) 
0088: $8800 = 6@ // (float) 
0061: $8800 -= $TEMPVAR_FLOAT_2 // (float) 
0087: 8@ = 2@ // (float) 
0065: 8@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 9@ = 3@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_2 // (float) 
05A4: get_angle_between_vectors_origin_to $8799 $8800 and_origin_to 8@ 9@ store_to $TEMPVAR_FLOAT_3 
if 
  90.0 > $TEMPVAR_FLOAT_3 
else_jump @BBALL_19126 
24@ = 1 
jump @BBALL_19133 

:BBALL_19126
24@ = 0 

:BBALL_19133
if 
  24@ == 1 
else_jump @BBALL_19165 
17@ = 16 
jump @BBALL_19172 

:BBALL_19165
17@ = 4 

:BBALL_19172
21@ = 1 

:BBALL_19179
jump @BBALL_19218 

:BBALL_19186
if and
  18@ == 4 
   not 17@ == 6 
else_jump @BBALL_19218 
21@ = 1 

:BBALL_19218
jump @BBALL_19225 

:BBALL_19225
if and
  17@ == 11 
  18@ == 11 
else_jump @BBALL_19274 
if 
00E1:   player 0 pressed_key 14 
else_jump @BBALL_19274 
17@ = 14 

:BBALL_19274
if and
  17@ == 11 
  18@ == 11 
else_jump @BBALL_19323 
if 
00E1:   player 0 pressed_key 17 
else_jump @BBALL_19323 
17@ = 15 

:BBALL_19323
jump @BBALL_19697 

:BBALL_19330
if 
  21@ == 1 
else_jump @BBALL_19697 
if or
  17@ == 4 
  17@ == 6 
else_jump @BBALL_19673 
if 
80E1:   not player 0 pressed_key 16 
else_jump @BBALL_19537 
21@ = 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_JUMP_SHOT"
else_jump @BBALL_19520 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
if 
0027:   8@ > $8784 // (float) 
else_jump @BBALL_19497 
0088: $8783 = 8@ // (float) 
0061: $8783 -= $8784 // (float) 
jump @BBALL_19513 

:BBALL_19497
0086: $8783 = $8784 // (float) 
0067: $8783 -= 8@ // (float) 

:BBALL_19513
jump @BBALL_19530 

:BBALL_19520
$8783 = 1.0 

:BBALL_19530
jump @BBALL_19666 

:BBALL_19537
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_JUMP_SHOT"
else_jump @BBALL_19656 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
0089: 9@ = $8784 // (float) 
9@ += 0.1 
if 
0025:   8@ > 9@ // (float) 
else_jump @BBALL_19649 
$8783 = 1.0 
21@ = 0 

:BBALL_19649
jump @BBALL_19666 

:BBALL_19656
$8783 = 1.0 

:BBALL_19666
jump @BBALL_19697 

:BBALL_19673
if 
80E1:   not player 0 pressed_key 16 
else_jump @BBALL_19697 
21@ = 0 

:BBALL_19697
jump @BBALL_19844 

:BBALL_19704
if 
  18@ == 12 
else_jump @BBALL_19844 
if 
  21@ == 0 
else_jump @BBALL_19820 
if 
03CA:   object 1@ exists 
else_jump @BBALL_19813 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 flag 0 on_foot 
else_jump @BBALL_19813 
17@ = 10 

:BBALL_19813
jump @BBALL_19844 

:BBALL_19820
if 
80E1:   not player 0 pressed_key 16 
else_jump @BBALL_19844 
21@ = 0 

:BBALL_19844
24@ = 0 
if or
  17@ == 1 
  17@ == 2 
  17@ == 8 
  17@ == 4 
  17@ == 6 
else_jump @BBALL_19904 
24@ = 1 

:BBALL_19904
if or
  17@ == 16 
  17@ == 17 
else_jump @BBALL_19936 
24@ = 1 

:BBALL_19936
if 
  24@ == 1 
else_jump @BBALL_20231 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BBALL_19978 
29@ = Actor.Angle($PLAYER_ACTOR)

:BBALL_19978
if 
  $8808 > 360.0 
else_jump @BBALL_20016 
$8808 += -360.0 
jump @BBALL_19978 

:BBALL_20016
if 
  -360.0 > $8808 
else_jump @BBALL_20054 
$8808 += 360.0 
jump @BBALL_20016 

:BBALL_20054
0089: 30@ = $8808 // (float) 
0063: 30@ -= 29@ // (float) 
if 
  30@ > 180.0 
else_jump @BBALL_20101 
30@ += -360.0 

:BBALL_20101
if 
  -180.0 > 30@ 
else_jump @BBALL_20132 
30@ += 360.0 

:BBALL_20132
30@ /= 10.0 
007B: 29@ += unknown_float * 30@ // (float) 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BBALL_20231 
if and
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_L"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_R"
else_jump @BBALL_20231 
Actor.Angle($PLAYER_ACTOR) = 29@

:BBALL_20231
if or
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_GLI"
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK"
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_LND"
else_jump @BBALL_20849 
if 
03CA:   object $8782 exists 
else_jump @BBALL_20849 
Object.StorePos($8782, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
050A: 8@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $8809 $8810 $8811 
if 
  1.0 >= $8812 
else_jump @BBALL_20818 
if 
  8@ > 0.07 
else_jump @BBALL_20651 
0089: 2@ = $8809 // (float) 
0065: 2@ -= $TEMPVAR_FLOAT_1 // (float) 
0089: 3@ = $8810 // (float) 
0065: 3@ -= $TEMPVAR_FLOAT_2 // (float) 
0089: 4@ = $8811 // (float) 
0065: 4@ -= $TEMPVAR_FLOAT_3 // (float) 
0073: 2@ /= 8@ // (float) 
0073: 3@ /= 8@ // (float) 
0073: 4@ /= 8@ // (float) 
if 
  8@ > 0.065 
else_jump @BBALL_20620 
2@ *= 0.065 
3@ *= 0.065 
4@ *= 0.065 
007D: $TEMPVAR_FLOAT_1 += unknown_float * 2@ // (float) 
007D: $TEMPVAR_FLOAT_2 += unknown_float * 3@ // (float) 
007D: $TEMPVAR_FLOAT_3 += unknown_float * 4@ // (float) 
Object.PutAt($8782, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
050A: 8@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $8809 $8810 $8811 
0088: $8812 = 8@ // (float) 
0071: $8812 /= $8798 // (float) 
$8812 += -1.0 
$8812 *= -1.0 
jump @BBALL_20644 

:BBALL_20620
Object.PutAt($8782, $8809, $8810, $8811)
$8812 = 1.0 

:BBALL_20644
jump @BBALL_20675 

:BBALL_20651
Object.PutAt($8782, $8809, $8810, $8811)
$8812 = 1.0 

:BBALL_20675
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_GLI"
else_jump @BBALL_20818 
if and
  $8812 >= 0.0 
  1.0 >= $8812 
else_jump @BBALL_20818 
0614: set_actor $PLAYER_ACTOR animation "BBALL_DNK_GLI" progress_to $8812 // 0.0 to 1.0 
if 
0837:   object 1@ animation == "BBALL_DNK_GLI_O" 
else_jump @BBALL_20818 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to $8812 

:BBALL_20818
if 
  $8812 == 1.0 
else_jump @BBALL_20849 
$8812 = 1.01 

:BBALL_20849
return 
0086: $TEMPVAR_FLOAT_1 = $8813 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $8816 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8814 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $8817 // (float) 
0086: $TEMPVAR_FLOAT_3 = $8815 // (float) 
0061: $TEMPVAR_FLOAT_3 -= $8818 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8819 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8819 // (float) 
0069: $TEMPVAR_FLOAT_3 *= $8819 // (float) 
0059: $8816 += $TEMPVAR_FLOAT_1 // (float) 
0059: $8817 += $TEMPVAR_FLOAT_2 // (float) 
0059: $8818 += $TEMPVAR_FLOAT_3 // (float) 
return 

:BBALL_20949
0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
03CA:   object 0@ exists 
else_jump @BBALL_20998 
Object.StorePos(0@, 2@, 3@, 4@)
$TEMPVAR_ANGLE = Object.Angle(0@)

:BBALL_20998
$TEMPVAR_ANGLE *= -1.0 
02F7: 8@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 9@ = cosine $TEMPVAR_ANGLE // (float) 
0086: $8820 = $TEMPVAR_FLOAT_1 // (float) 
0067: $8820 -= 2@ // (float) 
0086: $8821 = $TEMPVAR_FLOAT_2 // (float) 
0067: $8821 -= 3@ // (float) 
0086: $8822 = $TEMPVAR_FLOAT_3 // (float) 
0067: $8822 -= 4@ // (float) 
0086: $8823 = $8820 // (float) 
006D: $8823 *= 8@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 9@ // (float) 
0061: $8823 -= $8825 // (float) 
0086: $8824 = $8820 // (float) 
006D: $8824 *= 9@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 8@ // (float) 
0059: $8824 += $8825 // (float) 
03A9: NOP 
05B6: 110 // FIXED_CAMERA_POSITION - OFFSET FROM BBHOOP = 
03A8: NOP $8823 
03A8: NOP $8824 
03A8: NOP $8822 
0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $8820 = $TEMPVAR_FLOAT_1 // (float) 
0067: $8820 -= 2@ // (float) 
0086: $8821 = $TEMPVAR_FLOAT_2 // (float) 
0067: $8821 -= 3@ // (float) 
0086: $8822 = $TEMPVAR_FLOAT_3 // (float) 
0067: $8822 -= 4@ // (float) 
0086: $8823 = $8820 // (float) 
006D: $8823 *= 8@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 9@ // (float) 
0061: $8823 -= $8825 // (float) 
0086: $8824 = $8820 // (float) 
006D: $8824 *= 9@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 8@ // (float) 
0059: $8824 += $8825 // (float) 
03A9: NOP 
05B6: 111 // CAMERA_POINT_AT -       OFFSET FROM BBHOOP = 
03A8: NOP $8823 
03A8: NOP $8824 
03A8: NOP $8822 
return 
end_thread 

//-------------External script 16 (VIDPOK)---------------

:VIDPOK
thread 'VIDPOK' 
3@ = 0 
4@ = 0 
5@ = 0 
6@ = 0 
7@ = 0 
if 
  4@ == -1 
else_jump @VIDPOK_110 
0@ = Object.Create(#KMB_ROCK, 0.0, 0.0, 0.0)
$8867 = Object.Create(#KMB_ROCK, 0.0, 0.0, 0.0)

:VIDPOK_110
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VIDPOK_134 
12@ = Player.Money($PLAYER_CHAR)

:VIDPOK_134
if 
  100 > 12@ 
else_jump @VIDPOK_166 
13@ = 5 
jump @VIDPOK_309 

:VIDPOK_166
if 
  1000 > 12@ 
else_jump @VIDPOK_199 
13@ = 6 
jump @VIDPOK_309 

:VIDPOK_199
if 
  10000 > 12@ 
else_jump @VIDPOK_232 
13@ = 7 
jump @VIDPOK_309 

:VIDPOK_232
if 
  50000 > 12@ 
else_jump @VIDPOK_267 
13@ = 8 
jump @VIDPOK_309 

:VIDPOK_267
if 
  100000 > 12@ 
else_jump @VIDPOK_302 
13@ = 9 
jump @VIDPOK_309 

:VIDPOK_302
13@ = 10 

:VIDPOK_309
0209: 12@ = random_int_in_ranges 0 13@ 
0871: init_jump_table 12@ total_jumps 10 default_jump 0 @VIDPOK_591 jumps 0 @VIDPOK_447 1 @VIDPOK_461 2 @VIDPOK_475 3 @VIDPOK_489 4 @VIDPOK_503 5 @VIDPOK_517 6 @VIDPOK_531 
0872: jump_table_jumps 7 @VIDPOK_546 8 @VIDPOK_561 9 @VIDPOK_576 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 

:VIDPOK_447
1@ = 1 
jump @VIDPOK_591 

:VIDPOK_461
1@ = 5 
jump @VIDPOK_591 

:VIDPOK_475
1@ = 10 
jump @VIDPOK_591 

:VIDPOK_489
1@ = 25 
jump @VIDPOK_591 

:VIDPOK_503
1@ = 50 
jump @VIDPOK_591 

:VIDPOK_517
1@ = 100 
jump @VIDPOK_591 

:VIDPOK_531
1@ = 500 
jump @VIDPOK_591 

:VIDPOK_546
1@ = 1000 
jump @VIDPOK_591 

:VIDPOK_561
1@ = 5000 
jump @VIDPOK_591 

:VIDPOK_576
1@ = 10000 
jump @VIDPOK_591 

:VIDPOK_591
wait 0 
if 
03CA:   object 0@ exists 
else_jump @VIDPOK_1657 
if 
  $8867 == 0 
else_jump @VIDPOK_1569 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VIDPOK_1533 
if 
  $9470 == 0 
else_jump @VIDPOK_1497 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 flag 0 on_foot 
else_jump @VIDPOK_1461 
12@ = 0 
13@ = Object.Model(0@)
07E4: get_model 13@ dimensions_cornerA_to 19@ 20@ 21@ dimensions_cornerB_to 22@ 23@ 24@ 
0087: 15@ = 22@ // (float) 
0063: 15@ -= 19@ // (float) 
if 
  15@ > 4.0 
else_jump @VIDPOK_1166 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_847 
12@ = 1 

:VIDPOK_847
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.838 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_925 
12@ = 1 

:VIDPOK_925
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.676 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_1003 
12@ = 1 

:VIDPOK_1003
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.838 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_1081 
12@ = 1 

:VIDPOK_1081
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 1.676 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_1159 
12@ = 1 

:VIDPOK_1159
jump @VIDPOK_1244 

:VIDPOK_1166
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_1244 
12@ = 1 

:VIDPOK_1244
if 
  12@ == 1 
else_jump @VIDPOK_1427 
if 
  $8870 == 0 
else_jump @VIDPOK_1396 
if 
00E1:   player 0 pressed_key 15 
else_jump @VIDPOK_1353 
if 
  2@ == 1 
else_jump @VIDPOK_1324 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1324
3@ = 0 
4@ = 0 
008A: $8867 = 0@ // (int) 
jump @VIDPOK_1389 

:VIDPOK_1353
if 
  2@ == 0 
else_jump @VIDPOK_1389 
0512: show_permanent_text_box 'VP01'  // ~k~~VEHICLE_ENTER_EXIT~: Video-Poker spielen
2@ = 1 

:VIDPOK_1389
jump @VIDPOK_1420 

:VIDPOK_1396
if 
80E1:   not player 0 pressed_key 15 
else_jump @VIDPOK_1420 
$8870 = 0 

:VIDPOK_1420
jump @VIDPOK_1454 

:VIDPOK_1427
if 
  2@ == 1 
else_jump @VIDPOK_1454 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1454
jump @VIDPOK_1490 

:VIDPOK_1461
if 
  2@ == 1 
else_jump @VIDPOK_1488 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1488
end_thread 

:VIDPOK_1490
jump @VIDPOK_1526 

:VIDPOK_1497
if 
  2@ == 1 
else_jump @VIDPOK_1524 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1524
end_thread 

:VIDPOK_1526
jump @VIDPOK_1562 

:VIDPOK_1533
if 
  2@ == 1 
else_jump @VIDPOK_1560 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1560
end_thread 

:VIDPOK_1562
jump @VIDPOK_1650 

:VIDPOK_1569
if 
003C:   $8867 == 0@ // (int) 
else_jump @VIDPOK_1650 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VIDPOK_1650 
if 
  7@ == 0 
else_jump @VIDPOK_1636 
gosub @VIDPOK_1695 
jump @VIDPOK_1650 

:VIDPOK_1636
gosub @VIDPOK_35039 
$8867 = 0 

:VIDPOK_1650
jump @VIDPOK_1686 

:VIDPOK_1657
if 
  2@ == 1 
else_jump @VIDPOK_1684 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1684
end_thread 

:VIDPOK_1686
jump @VIDPOK_591 
return 

:VIDPOK_1695
if 
0735:   NOP_false 32 
else_jump @VIDPOK_1717 
25@ = 1 

:VIDPOK_1717
if 
  25@ == 1 
else_jump @VIDPOK_1801 
008A: $8903 = 3@ // (int) 
008A: $8904 = 4@ // (int) 
065D: NOP $8903 "M_STAGE" 
065D: NOP $8904 "M_GOALS" 
065D: NOP $HIGH_CARDS_NUMBER "HIGH_CARDS_HELD" 

:VIDPOK_1801
8@ += 1 
if 
  8@ > 9 
else_jump @VIDPOK_1833 
8@ = 0 

:VIDPOK_1833
01BD: 9@ = current_time_in_ms 
0085: 11@ = 9@ // (int) 
0062: 11@ -= 10@ // (int) 
0085: 10@ = 9@ // (int) 
if 
  3@ == 0 
else_jump @VIDPOK_4544 
if 
  4@ == 0 
else_jump @VIDPOK_3662 
09BD: unknown_flag 1 
if 
03CA:   object 0@ exists 
else_jump @VIDPOK_1926 
$TEMPVAR_ANGLE = Object.Angle(0@)

:VIDPOK_1926
Player.CanMove($PLAYER_CHAR) = False
05D4: AS_actor $PLAYER_ACTOR rotate_angle $TEMPVAR_ANGLE 
0826: enable_hud 0 
$8905 = 200 
$POKER_X_SCREEN[0] = 529.0 
$POKER_Y_SCREEN[0] = 57.0 
$POKER_X_SCREEN[1] = 565.0 
$POKER_Y_SCREEN[1] = 384.0 
$POKER_X_SCREEN[2] = 527.0 
$POKER_Y_SCREEN[2] = 133.0 
$POKER_X_SCREEN[3] = 323.0 
$POKER_Y_SCREEN[3] = 291.0 
$POKER_X_SCREEN[4] = 180.0 
$POKER_Y_SCREEN[4] = 413.0 
$POKER_X_SCREEN[5] = 79.0 
$POKER_Y_SCREEN[5] = 34.0 
$POKER_X_SCREEN[6] = 531.0 
$POKER_Y_SCREEN[6] = 79.0 
$POKER_X_SCREEN[7] = 527.0 
$POKER_Y_SCREEN[7] = 157.0 
$POKER_X_CARD[0] = 122.0 
$POKER_Y_CARD[0] = 314.0 
$POKER_X_CARD[1] = 222.0 
$POKER_Y_CARD[1] = 314.0 
$POKER_X_CARD[2] = 320.0 
$POKER_Y_CARD[2] = 314.0 
$POKER_X_CARD[3] = 419.0 
$POKER_Y_CARD[3] = 314.0 
$POKER_X_CARD[4] = 517.0 
$POKER_Y_CARD[4] = 314.0 
$POKER_CARD_WIDTH = 91.0 
$POKER_CARD_HEIGHT = 137.0 
$POKER_Y_ROW[0] = 33.0 
$POKER_Y_ROW[1] = 61.0 
$POKER_Y_ROW[2] = 76.0 
$POKER_Y_ROW[3] = 92.0 
$POKER_Y_ROW[4] = 108.0 
$POKER_Y_ROW[5] = 124.0 
$POKER_Y_ROW[6] = 140.0 
$POKER_Y_ROW[7] = 156.0 
$POKER_Y_ROW[8] = 172.0 
$POKER_Y_ROW[9] = 188.0 
$POKER_X_COL[0] = 86.0 
$POKER_X_COL[1] = 239.0 
$POKER_X_COL[2] = 286.0 
$POKER_X_COL[3] = 330.0 
$POKER_X_COL[4] = 378.0 
$POKER_X_COL[5] = 450.0 
$POKER_HOLD_BUTTON_OFFSET = -86.0 
$POKER_HOLD_WIDTH = 49.0 
$POKER_HOLD_HEIGHT = 18.0 
$POKER_X_BET_ONE = 123.0 
$POKER_Y_BET_ONE = 401.0 
$POKER_BET_ONE_WIDTH = 81.0 
$POKER_BET_ONE_HEIGHT = 18.0 
$POKER_X_DEAL = 222.0 
$POKER_Y_DEAL = 401.0 
$POKER_DEAL_WIDTH = 87.0 
$POKER_DEAL_HEIGHT = 18.0 
$POKER_BORDER_THICKNESS = 4.0 
$POKER_X_LINE[0] = 384.0 
$POKER_Y_LINE[0] = 131.0 
$POKER_LINE_WIDTH[0] = 2.0 
$POKER_LINE_HEIGHT[0] = 152.0 
$POKER_X_LINE[1] = 458.0 
$POKER_Y_LINE[1] = 131.0 
$POKER_LINE_WIDTH[1] = 2.0 
$POKER_LINE_HEIGHT[1] = 154.0 
$POKER_X_LINE[2] = 267.0 
$POKER_Y_LINE[2] = 207.0 
$POKER_LINE_WIDTH[2] = 382.0 
$POKER_LINE_HEIGHT[2] = 2.0 
$POKER_X_LINE[3] = 77.0 
$POKER_Y_LINE[3] = 131.0 
$POKER_LINE_WIDTH[3] = 2.0 
$POKER_LINE_HEIGHT[3] = 152.0 
$POKER_X_LINE[4] = 267.0 
$POKER_Y_LINE[4] = 54.0 
$POKER_LINE_WIDTH[4] = 383.0 
$POKER_LINE_HEIGHT[4] = 2.0 
$POKER_X_LINE[5] = 199.0 
$POKER_Y_LINE[5] = 131.0 
$POKER_LINE_WIDTH[5] = 2.0 
$POKER_LINE_HEIGHT[5] = 152.0 
$POKER_X_LINE[6] = 246.0 
$POKER_Y_LINE[6] = 131.0 
$POKER_LINE_WIDTH[6] = 2.0 
$POKER_LINE_HEIGHT[6] = 152.0 
$POKER_X_LINE[7] = 292.0 
$POKER_Y_LINE[7] = 131.0 
$POKER_LINE_WIDTH[7] = 2.0 
$POKER_LINE_HEIGHT[7] = 153.0 
$POKER_X_LINE[8] = 338.0 
$POKER_Y_LINE[8] = 131.0 
$POKER_LINE_WIDTH[8] = 2.0 
$POKER_LINE_HEIGHT[8] = 153.0 
$POKER_X_TEXT_SCALE[0] = 0.82 
$POKER_Y_TEXT_SCALE[0] = 3.02 
$POKER_TEXT_COLOR_R[0] = 128 
$POKER_TEXT_COLOR_G[0] = 0 
$POKER_TEXT_COLOR_B[0] = 0 
$POKER_TEXT_FONT[0] = 1 
$POKER_TEXT_CENTRE[0] = 1 
$POKER_TEXT_EDGE[0] = 1 
0084: $POKER_TEXT_EDGE_R[0] = $8905 // (int) 
0084: $POKER_TEXT_EDGE_G[0] = $8905 // (int) 
$POKER_TEXT_EDGE_B[0] = 0 
$POKER_X_TEXT_SCALE[1] = 0.52 
$POKER_Y_TEXT_SCALE[1] = 2.39 
$POKER_TEXT_COLOR_R[1] = 128 
$POKER_TEXT_COLOR_G[1] = 0 
$POKER_TEXT_COLOR_B[1] = 0 
$POKER_TEXT_FONT[1] = 1 
$POKER_TEXT_CENTRE[1] = 0 
$POKER_TEXT_EDGE[1] = 1 
0084: $POKER_TEXT_EDGE_R[1] = $8905 // (int) 
0084: $POKER_TEXT_EDGE_G[1] = $8905 // (int) 
$POKER_TEXT_EDGE_B[1] = 0 
$POKER_X_TEXT_SCALE[2] = 0.36 
$POKER_Y_TEXT_SCALE[2] = 1.53 
0084: $POKER_TEXT_COLOR_R[2] = $8905 // (int) 
0084: $POKER_TEXT_COLOR_G[2] = $8905 // (int) 
$POKER_TEXT_COLOR_B[2] = 0 
$POKER_TEXT_FONT[2] = 1 
$POKER_TEXT_CENTRE[2] = 0 
$POKER_TEXT_EDGE[2] = 1 
$POKER_TEXT_EDGE_R[2] = 0 
$POKER_TEXT_EDGE_G[2] = 0 
$POKER_TEXT_EDGE_B[2] = 0 
$POKER_X_TEXT_SCALE[3] = 0.36 
$POKER_Y_TEXT_SCALE[3] = 1.72 
0084: $POKER_TEXT_COLOR_R[3] = $8905 // (int) 
0084: $POKER_TEXT_COLOR_G[3] = $8905 // (int) 
$POKER_TEXT_COLOR_B[3] = 0 
$POKER_TEXT_FONT[3] = 1 
$POKER_TEXT_CENTRE[3] = 0 
$POKER_TEXT_EDGE[3] = 1 
$POKER_TEXT_EDGE_R[3] = 0 
$POKER_TEXT_EDGE_G[3] = 0 
$POKER_TEXT_EDGE_B[3] = 0 
$POKER_X_TEXT_SCALE[4] = 0.42 
$POKER_Y_TEXT_SCALE[4] = 1.6 
0084: $POKER_TEXT_COLOR_R[4] = $8905 // (int) 
0084: $POKER_TEXT_COLOR_G[4] = $8905 // (int) 
$POKER_TEXT_COLOR_B[4] = 0 
$POKER_TEXT_FONT[4] = 1 
$POKER_TEXT_CENTRE[4] = 0 
$POKER_TEXT_EDGE[4] = 1 
$POKER_TEXT_EDGE_R[4] = 0 
$POKER_TEXT_EDGE_G[4] = 0 
$POKER_TEXT_EDGE_B[4] = 0 
$POKER_X_TEXT_SCALE[5] = 0.44 
$POKER_Y_TEXT_SCALE[5] = 1.35 
0084: $POKER_TEXT_COLOR_R[5] = $8905 // (int) 
0084: $POKER_TEXT_COLOR_G[5] = $8905 // (int) 
$POKER_TEXT_COLOR_B[5] = 0 
$POKER_TEXT_FONT[5] = 1 
$POKER_TEXT_CENTRE[5] = 1 
$POKER_TEXT_EDGE[5] = 1 
$POKER_TEXT_EDGE_R[5] = 0 
$POKER_TEXT_EDGE_G[5] = 0 
$POKER_TEXT_EDGE_B[5] = 0 
$POKER_TILE_HEIGHT = 81.0 
$POKER_TILE_WIDTH = 63.0 
$POKER_TABLE_X = 268.0 
$POKER_TABLE_Y = 130.0 
$POKER_TABLE_WIDTH = 384.0 
$POKER_TABLE_HEIGHT = 152.0 
$9044[0] = 222.0 
$9049[0] = 130.0 
$9054[0] = 49.0 
$9059[0] = 152.0 
$9044[1] = 269.0 
$9049[1] = 130.0 
$9054[1] = 46.0 
$9059[1] = 152.0 
$9044[2] = 314.0 
$9049[2] = 130.0 
$9054[2] = 48.0 
$9059[2] = 152.0 
$9044[3] = 360.0 
$9049[3] = 130.0 
$9054[3] = 46.0 
$9059[3] = 152.0 
$9044[4] = 421.0 
$9049[4] = 130.0 
$9054[4] = 72.0 
$9059[4] = 152.0 
$POKER_BUTTON_TEXT_OFFSET = 2.5 
4@ += 1 

:VIDPOK_3662
if 
  4@ == 1 
else_jump @VIDPOK_3694 
fade 0 500 
4@ += 1 

:VIDPOK_3694
if 
  4@ == 2 
else_jump @VIDPOK_3732 
if 
   not fading 
else_jump @VIDPOK_3732 
4@ += 1 

:VIDPOK_3732
if 
  4@ == 3 
else_jump @VIDPOK_4505 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_POKE' 
038F: load_texture "CD1C" as 1 // Load dictionary with 0390 first 
038F: load_texture "CD2C" as 2 // Load dictionary with 0390 first 
038F: load_texture "CD3C" as 3 // Load dictionary with 0390 first 
038F: load_texture "CD4C" as 4 // Load dictionary with 0390 first 
038F: load_texture "CD5C" as 5 // Load dictionary with 0390 first 
038F: load_texture "CD6C" as 6 // Load dictionary with 0390 first 
038F: load_texture "CD7C" as 7 // Load dictionary with 0390 first 
038F: load_texture "CD8C" as 8 // Load dictionary with 0390 first 
038F: load_texture "CD9C" as 9 // Load dictionary with 0390 first 
038F: load_texture "CD10C" as 10 // Load dictionary with 0390 first 
038F: load_texture "CD11C" as 11 // Load dictionary with 0390 first 
038F: load_texture "CD12C" as 12 // Load dictionary with 0390 first 
038F: load_texture "CD13C" as 13 // Load dictionary with 0390 first 
038F: load_texture "CD1D" as 14 // Load dictionary with 0390 first 
038F: load_texture "CD2D" as 15 // Load dictionary with 0390 first 
038F: load_texture "CD3D" as 16 // Load dictionary with 0390 first 
038F: load_texture "CD4D" as 17 // Load dictionary with 0390 first 
038F: load_texture "CD5D" as 18 // Load dictionary with 0390 first 
038F: load_texture "CD6D" as 19 // Load dictionary with 0390 first 
038F: load_texture "CD7D" as 20 // Load dictionary with 0390 first 
038F: load_texture "CD8D" as 21 // Load dictionary with 0390 first 
038F: load_texture "CD9D" as 22 // Load dictionary with 0390 first 
038F: load_texture "CD10D" as 23 // Load dictionary with 0390 first 
038F: load_texture "CD11D" as 24 // Load dictionary with 0390 first 
038F: load_texture "CD12D" as 25 // Load dictionary with 0390 first 
038F: load_texture "CD13D" as 26 // Load dictionary with 0390 first 
038F: load_texture "CD1S" as 27 // Load dictionary with 0390 first 
038F: load_texture "CD2S" as 28 // Load dictionary with 0390 first 
038F: load_texture "CD3S" as 29 // Load dictionary with 0390 first 
038F: load_texture "CD4S" as 30 // Load dictionary with 0390 first 
038F: load_texture "CD5S" as 31 // Load dictionary with 0390 first 
038F: load_texture "CD6S" as 32 // Load dictionary with 0390 first 
038F: load_texture "CD7S" as 33 // Load dictionary with 0390 first 
038F: load_texture "CD8S" as 34 // Load dictionary with 0390 first 
038F: load_texture "CD9S" as 35 // Load dictionary with 0390 first 
038F: load_texture "CD10S" as 36 // Load dictionary with 0390 first 
038F: load_texture "CD11S" as 37 // Load dictionary with 0390 first 
038F: load_texture "CD12S" as 38 // Load dictionary with 0390 first 
038F: load_texture "CD13S" as 39 // Load dictionary with 0390 first 
038F: load_texture "CD1H" as 40 // Load dictionary with 0390 first 
038F: load_texture "CD2H" as 41 // Load dictionary with 0390 first 
038F: load_texture "CD3H" as 42 // Load dictionary with 0390 first 
038F: load_texture "CD4H" as 43 // Load dictionary with 0390 first 
038F: load_texture "CD5H" as 44 // Load dictionary with 0390 first 
038F: load_texture "CD6H" as 45 // Load dictionary with 0390 first 
038F: load_texture "CD7H" as 46 // Load dictionary with 0390 first 
038F: load_texture "CD8H" as 47 // Load dictionary with 0390 first 
038F: load_texture "CD9H" as 48 // Load dictionary with 0390 first 
038F: load_texture "CD10H" as 49 // Load dictionary with 0390 first 
038F: load_texture "CD11H" as 50 // Load dictionary with 0390 first 
038F: load_texture "CD12H" as 51 // Load dictionary with 0390 first 
038F: load_texture "CD13H" as 52 // Load dictionary with 0390 first 
038F: load_texture "CDBACK" as 53 // Load dictionary with 0390 first 
038F: load_texture "ADDCOIN" as 54 // Load dictionary with 0390 first 
038F: load_texture "DEAL" as 57 // Load dictionary with 0390 first 
038F: load_texture "HOLDOFF" as 60 // Load dictionary with 0390 first 
038F: load_texture "HOLDMID" as 61 // Load dictionary with 0390 first 
038F: load_texture "HOLDON" as 62 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 63 // Load dictionary with 0390 first 
038F: load_texture "BACKRED" as 64 // Load dictionary with 0390 first 
038F: load_texture "BACKCYAN" as 65 // Load dictionary with 0390 first 
03CF: load_wav 1800 as 4 

:VIDPOK_4420
if 
83D0:   not wav 4 loaded 
else_jump @VIDPOK_4446 
wait 0 
jump @VIDPOK_4420 

:VIDPOK_4446
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VIDPOK_4492 
12@ = Player.Money($PLAYER_CHAR)
gosub @VIDPOK_34875 
005C: 12@ += $MAX_WAGER // (int) 
$8826 = 1 

:VIDPOK_4492
fade 1 0 
4@ = 99 

:VIDPOK_4505
if 
  4@ == 99 
else_jump @VIDPOK_4544 
$8844 = 0 
3@ += 1 
4@ = 0 

:VIDPOK_4544
if 
  3@ == 1 
else_jump @VIDPOK_5712 
if 
  4@ == 0 
else_jump @VIDPOK_4727 
$8843 = 2 
$8842 = 2 
12@ = 0 

:VIDPOK_4601
if 
  5 > 12@ 
else_jump @VIDPOK_4655 
$8827(12@,5i) = 0 
$8837(12@,5i) = 0 
12@ += 1 
jump @VIDPOK_4601 

:VIDPOK_4655
12@ = Player.Money($PLAYER_CHAR)
gosub @VIDPOK_34875 
005C: 12@ += $MAX_WAGER // (int) 
008B: 13@ = $8826 // (int) 
006A: 13@ *= 1@ // (int) 
if 
001D:   13@ > 12@ // (int) 
else_jump @VIDPOK_4720 
$8826 = 1 

:VIDPOK_4720
4@ += 1 

:VIDPOK_4727
if 
  4@ == 1 
else_jump @VIDPOK_5237 
if 
  $8844 == 0 
else_jump @VIDPOK_4784 
$8842 = 3 
$8843 = 2 
jump @VIDPOK_4798 

:VIDPOK_4784
$8842 = 2 
$8843 = 3 

:VIDPOK_4798
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 64 
else_jump @VIDPOK_4916 
if 
  $8871 == 0 
else_jump @VIDPOK_4909 
if 
  $8844 == 0 
else_jump @VIDPOK_4888 
$8844 = 1 
jump @VIDPOK_4895 

:VIDPOK_4888
$8844 = 0 

:VIDPOK_4895
$8871 += 1 
jump @VIDPOK_5237 

:VIDPOK_4909
jump @VIDPOK_5050 

:VIDPOK_4916
if or
00E1:   player 0 pressed_key 10 
  -64 > $MOVE_AXIS_X 
else_jump @VIDPOK_5018 
if 
  $8871 == 0 
else_jump @VIDPOK_5011 
if 
  $8844 == 1 
else_jump @VIDPOK_4990 
$8844 = 0 
jump @VIDPOK_4997 

:VIDPOK_4990
$8844 = 1 

:VIDPOK_4997
$8871 += 1 
jump @VIDPOK_5237 

:VIDPOK_5011
jump @VIDPOK_5050 

:VIDPOK_5018
if and
  $MOVE_AXIS_X > -64 
  64 > $MOVE_AXIS_X 
else_jump @VIDPOK_5050 
$8871 = 0 

:VIDPOK_5050
if 
  $8869 == 0 
else_jump @VIDPOK_5213 
if 
00E1:   player 0 pressed_key 16 
else_jump @VIDPOK_5206 
if 
  $8844 == 0 
else_jump @VIDPOK_5151 
$8869 += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
4@ += 1 
jump @VIDPOK_5237 
jump @VIDPOK_5206 

:VIDPOK_5151
$8869 += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
$8843 = 2 
32@ = 0 
4@ += 3 
jump @VIDPOK_5237 

:VIDPOK_5206
jump @VIDPOK_5237 

:VIDPOK_5213
if 
80E1:   not player 0 pressed_key 16 
else_jump @VIDPOK_5237 
$8869 = 0 

:VIDPOK_5237
if 
  4@ == 2 
else_jump @VIDPOK_5373 
if 
  5 > $8826 
else_jump @VIDPOK_5287 
$8826 += 1 
jump @VIDPOK_5294 

:VIDPOK_5287
$8826 = 1 

:VIDPOK_5294
008B: 12@ = $8826 // (int) 
006A: 12@ *= 1@ // (int) 
13@ = Player.Money($PLAYER_CHAR)
gosub @VIDPOK_34875 
005C: 13@ += $MAX_WAGER // (int) 
if 
001D:   12@ > 13@ // (int) 
else_jump @VIDPOK_5359 
$8826 = 1 

:VIDPOK_5359
32@ = 0 
4@ += 1 

:VIDPOK_5373
if 
  4@ == 3 
else_jump @VIDPOK_5398 
4@ = 1 

:VIDPOK_5398
if 
  4@ == 4 
else_jump @VIDPOK_5495 
12@ = Player.Money($PLAYER_CHAR)
gosub @VIDPOK_34875 
005C: 12@ += $MAX_WAGER // (int) 
008B: 13@ = $8826 // (int) 
006A: 13@ *= 1@ // (int) 
if 
001D:   13@ > 12@ // (int) 
else_jump @VIDPOK_5488 
4@ = 1 
jump @VIDPOK_5495 

:VIDPOK_5488
4@ = 99 

:VIDPOK_5495
if 
  4@ == 99 
else_jump @VIDPOK_5705 
if 
  $8826 == 6 
else_jump @VIDPOK_5538 
$8826 = 4 

:VIDPOK_5538
if 
  $8826 == 7 
else_jump @VIDPOK_5563 
$8826 = 3 

:VIDPOK_5563
if 
  $8826 == 8 
else_jump @VIDPOK_5588 
$8826 = 2 

:VIDPOK_5588
if 
  $8826 == 9 
else_jump @VIDPOK_5613 
$8826 = 1 

:VIDPOK_5613
008B: 12@ = $8826 // (int) 
006A: 12@ *= 1@ // (int) 
0A10: increase_integer_stat 35 by 12@ 
0093: 15@ = integer 12@ to_float 
15@ *= 0.001 
0A1F: increase_float_stat 81 by 15@ 
008A: $8872 = 12@ // (int) 
12@ *= -1 
Player.Money($PLAYER_CHAR) += 12@
4@ = 0 
3@ += 1 
jump @VIDPOK_5712 

:VIDPOK_5705
gosub @VIDPOK_26530 

:VIDPOK_5712
if 
  3@ == 2 
else_jump @VIDPOK_6360 
if 
  4@ == 0 
else_jump @VIDPOK_5834 
$8843 = 0 
$8842 = 0 
12@ = 0 

:VIDPOK_5769
if 
  5 > 12@ 
else_jump @VIDPOK_5823 
$8827(12@,5i) = 0 
$8837(12@,5i) = 0 
12@ += 1 
jump @VIDPOK_5769 

:VIDPOK_5823
059D: shuffle_card_decks 1 
4@ += 1 

:VIDPOK_5834
if 
  4@ == 1 
else_jump @VIDPOK_5886 
059E: get_card_to 12@ 
gosub @VIDPOK_33633 
008A: $8827[0] = 12@ // (int) 
32@ = 0 
4@ += 1 

:VIDPOK_5886
if 
  4@ == 2 
else_jump @VIDPOK_5930 
if 
  32@ > 400 
else_jump @VIDPOK_5930 
4@ += 1 

:VIDPOK_5930
if 
  4@ == 3 
else_jump @VIDPOK_5982 
059E: get_card_to 12@ 
gosub @VIDPOK_33633 
008A: $8827[1] = 12@ // (int) 
32@ = 0 
4@ += 1 

:VIDPOK_5982
if 
  4@ == 4 
else_jump @VIDPOK_6026 
if 
  32@ > 400 
else_jump @VIDPOK_6026 
4@ += 1 

:VIDPOK_6026
if 
  4@ == 5 
else_jump @VIDPOK_6078 
059E: get_card_to 12@ 
gosub @VIDPOK_33633 
008A: $8827[2] = 12@ // (int) 
32@ = 0 
4@ += 1 

:VIDPOK_6078
if 
  4@ == 6 
else_jump @VIDPOK_6122 
if 
  32@ > 400 
else_jump @VIDPOK_6122 
4@ += 1 

:VIDPOK_6122
if 
  4@ == 7 
else_jump @VIDPOK_6174 
059E: get_card_to 12@ 
gosub @VIDPOK_33633 
008A: $8827[3] = 12@ // (int) 
32@ = 0 
4@ += 1 

:VIDPOK_6174
if 
  4@ == 8 
else_jump @VIDPOK_6218 
if 
  32@ > 400 
else_jump @VIDPOK_6218 
4@ += 1 

:VIDPOK_6218
if 
  4@ == 9 
else_jump @VIDPOK_6270 
059E: get_card_to 12@ 
gosub @VIDPOK_33633 
008A: $8827[4] = 12@ // (int) 
32@ = 0 
4@ += 1 

:VIDPOK_6270
if 
  4@ == 10 
else_jump @VIDPOK_6314 
if 
  32@ > 800 
else_jump @VIDPOK_6314 
4@ = 99 

:VIDPOK_6314
if 
  4@ == 99 
else_jump @VIDPOK_6353 
4@ = 0 
3@ += 1 
jump @VIDPOK_6360 

:VIDPOK_6353
gosub @VIDPOK_26530 

:VIDPOK_6360
if 
  3@ == 3 
else_jump @VIDPOK_7501 
if 
  4@ == 0 
else_jump @VIDPOK_6485 
$8843 = 2 
$8842 = 0 
12@ = 0 

:VIDPOK_6417
if 
  5 > 12@ 
else_jump @VIDPOK_6471 
$8837(12@,5i) = 2 
$8832(12@,5i) = 0 
12@ += 1 
jump @VIDPOK_6417 

:VIDPOK_6471
$8844 = 0 
4@ += 1 

:VIDPOK_6485
if 
  4@ == 1 
else_jump @VIDPOK_7405 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 64 
else_jump @VIDPOK_6646 
if 
  $8871 == 0 
else_jump @VIDPOK_6639 
if 
  5 > $8844 
else_jump @VIDPOK_6639 
$8844 += 1 
if 
  $8844 == 5 
else_jump @VIDPOK_6611 
$8844 = 0 

:VIDPOK_6611
4@ += 1 
32@ = 0 
$8871 += 1 
jump @VIDPOK_7173 

:VIDPOK_6639
jump @VIDPOK_6812 

:VIDPOK_6646
if or
00E1:   player 0 pressed_key 10 
  -64 > $MOVE_AXIS_X 
else_jump @VIDPOK_6780 
if 
  $8871 == 0 
else_jump @VIDPOK_6773 
if and
  $8844 > -1 
  5 > $8844 
else_jump @VIDPOK_6773 
$8844 -= 1 
if 
  $8844 == -1 
else_jump @VIDPOK_6745 
$8844 = 4 

:VIDPOK_6745
4@ += 1 
$8871 += 1 
32@ = 0 
jump @VIDPOK_7173 

:VIDPOK_6773
jump @VIDPOK_6812 

:VIDPOK_6780
if and
  $MOVE_AXIS_X > -64 
  64 > $MOVE_AXIS_X 
else_jump @VIDPOK_6812 
$8871 = 0 

:VIDPOK_6812
if or
00E1:   player 0 pressed_key 9 
  $MOVE_AXIS_Y > 64 
else_jump @VIDPOK_6864 
$8844 = 5 
4@ += 1 
32@ = 0 
jump @VIDPOK_7173 

:VIDPOK_6864
if or
00E1:   player 0 pressed_key 8 
  -64 > $MOVE_AXIS_Y 
else_jump @VIDPOK_6934 
if 
  $8844 == 5 
else_jump @VIDPOK_6934 
$8844 = 1 
4@ += 1 
32@ = 0 
jump @VIDPOK_7173 

:VIDPOK_6934
if 
00E1:   player 0 pressed_key 16 
else_jump @VIDPOK_7148 
if 
  $8869 == 0 
else_jump @VIDPOK_7141 
if 
  5 > $8844 
else_jump @VIDPOK_7093 
if 
  $8832($8844,5i) == 0 
else_jump @VIDPOK_7027 
$8832($8844,5i) = 1 
jump @VIDPOK_7038 

:VIDPOK_7027
$8832($8844,5i) = 0 

:VIDPOK_7038
32@ = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
4@ += 1 
$8869 += 1 
jump @VIDPOK_7173 
jump @VIDPOK_7141 

:VIDPOK_7093
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
32@ = 0 
4@ += 2 
$8869 += 1 
jump @VIDPOK_7173 

:VIDPOK_7141
jump @VIDPOK_7173 

:VIDPOK_7148
if 
   not $8869 == 0 
else_jump @VIDPOK_7173 
$8869 = 0 

:VIDPOK_7173
12@ = 0 

:VIDPOK_7180
if 
  6 > 12@ 
else_jump @VIDPOK_7405 
if 
  5 > 12@ 
else_jump @VIDPOK_7351 
if 
87D6:   not  12@ == $8844 // integer vars 
else_jump @VIDPOK_7293 
if 
  $8832(12@,5i) == 0 
else_jump @VIDPOK_7275 
$8837(12@,5i) = 2 
jump @VIDPOK_7286 

:VIDPOK_7275
$8837(12@,5i) = 4 

:VIDPOK_7286
jump @VIDPOK_7344 

:VIDPOK_7293
if 
  $8832(12@,5i) == 0 
else_jump @VIDPOK_7333 
$8837(12@,5i) = 3 
jump @VIDPOK_7344 

:VIDPOK_7333
$8837(12@,5i) = 5 

:VIDPOK_7344
jump @VIDPOK_7391 

:VIDPOK_7351
if 
87D6:   not  12@ == $8844 // integer vars 
else_jump @VIDPOK_7384 
$8843 = 2 
jump @VIDPOK_7391 

:VIDPOK_7384
$8843 = 3 

:VIDPOK_7391
12@ += 1 
jump @VIDPOK_7180 

:VIDPOK_7405
if 
  4@ == 2 
else_jump @VIDPOK_7430 
4@ = 1 

:VIDPOK_7430
if 
  4@ == 3 
else_jump @VIDPOK_7455 
4@ = 99 

:VIDPOK_7455
if 
  4@ == 99 
else_jump @VIDPOK_7494 
4@ = 0 
3@ += 1 
jump @VIDPOK_7501 

:VIDPOK_7494
gosub @VIDPOK_26530 

:VIDPOK_7501
if 
  3@ == 4 
else_jump @VIDPOK_8619 
if 
  4@ == 0 
else_jump @VIDPOK_7741 
$8843 = 0 
$8842 = 0 
12@ = 0 

:VIDPOK_7558
if 
  5 > 12@ 
else_jump @VIDPOK_7601 
$8837(12@,5i) = 0 
12@ += 1 
jump @VIDPOK_7558 

:VIDPOK_7601
$HIGH_CARDS_NUMBER = 0 
12@ = 0 

:VIDPOK_7615
if 
  5 > 12@ 
else_jump @VIDPOK_7734 
if 
   not $8832(12@,5i) == 0 
else_jump @VIDPOK_7720 
0084: $9069 = $8827(12@,5i) // (int) 
gosub @VIDPOK_33380 
if or
  $9070 == 1 
  $9070 == 11 
  $9070 == 12 
  $9070 == 13 
else_jump @VIDPOK_7720 
$HIGH_CARDS_NUMBER += 1 

:VIDPOK_7720
12@ += 1 
jump @VIDPOK_7615 

:VIDPOK_7734
4@ += 1 

:VIDPOK_7741
if 
  4@ == 1 
else_jump @VIDPOK_7845 
12@ = 0 

:VIDPOK_7766
if 
  5 > 12@ 
else_jump @VIDPOK_7831 
if 
  $8832(12@,5i) == 0 
else_jump @VIDPOK_7817 
$8827(12@,5i) = 0 

:VIDPOK_7817
12@ += 1 
jump @VIDPOK_7766 

:VIDPOK_7831
32@ = 0 
4@ += 1 

:VIDPOK_7845
if 
  4@ == 2 
else_jump @VIDPOK_7889 
if 
  32@ > 500 
else_jump @VIDPOK_7889 
4@ += 1 

:VIDPOK_7889
if 
  4@ == 3 
else_jump @VIDPOK_7973 
if 
  $8832[0] == 0 
else_jump @VIDPOK_7966 
059E: get_card_to 12@ 
gosub @VIDPOK_33635 
008A: $8827[0] = 12@ // (int) 
32@ = 0 
4@ += 1 
jump @VIDPOK_7973 

:VIDPOK_7966
4@ += 2 

:VIDPOK_7973
if 
  4@ == 4 
else_jump @VIDPOK_8017 
if 
  32@ > 400 
else_jump @VIDPOK_8017 
4@ += 1 

:VIDPOK_8017
if 
  4@ == 5 
else_jump @VIDPOK_8101 
if 
  $8832[1] == 0 
else_jump @VIDPOK_8094 
059E: get_card_to 12@ 
gosub @VIDPOK_33635 
008A: $8827[1] = 12@ // (int) 
32@ = 0 
4@ += 1 
jump @VIDPOK_8101 

:VIDPOK_8094
4@ += 2 

:VIDPOK_8101
if 
  4@ == 6 
else_jump @VIDPOK_8145 
if 
  32@ > 400 
else_jump @VIDPOK_8145 
4@ += 1 

:VIDPOK_8145
if 
  4@ == 7 
else_jump @VIDPOK_8229 
if 
  $8832[2] == 0 
else_jump @VIDPOK_8222 
059E: get_card_to 12@ 
gosub @VIDPOK_33635 
008A: $8827[2] = 12@ // (int) 
32@ = 0 
4@ += 1 
jump @VIDPOK_8229 

:VIDPOK_8222
4@ += 2 

:VIDPOK_8229
if 
  4@ == 8 
else_jump @VIDPOK_8273 
if 
  32@ > 400 
else_jump @VIDPOK_8273 
4@ += 1 

:VIDPOK_8273
if 
  4@ == 9 
else_jump @VIDPOK_8357 
if 
  $8832[3] == 0 
else_jump @VIDPOK_8350 
059E: get_card_to 12@ 
gosub @VIDPOK_33635 
008A: $8827[3] = 12@ // (int) 
32@ = 0 
4@ += 1 
jump @VIDPOK_8357 

:VIDPOK_8350
4@ += 2 

:VIDPOK_8357
if 
  4@ == 10 
else_jump @VIDPOK_8401 
if 
  32@ > 400 
else_jump @VIDPOK_8401 
4@ += 1 

:VIDPOK_8401
if 
  4@ == 11 
else_jump @VIDPOK_8485 
if 
  $8832[4] == 0 
else_jump @VIDPOK_8478 
059E: get_card_to 12@ 
gosub @VIDPOK_33635 
008A: $8827[4] = 12@ // (int) 
32@ = 0 
4@ += 1 
jump @VIDPOK_8485 

:VIDPOK_8478
4@ += 2 

:VIDPOK_8485
if 
  4@ == 12 
else_jump @VIDPOK_8529 
if 
  32@ > 400 
else_jump @VIDPOK_8529 
4@ += 1 

:VIDPOK_8529
if 
  4@ == 13 
else_jump @VIDPOK_8573 
if 
  32@ > 800 
else_jump @VIDPOK_8573 
4@ = 99 

:VIDPOK_8573
if 
  4@ == 99 
else_jump @VIDPOK_8612 
4@ = 0 
3@ += 1 
jump @VIDPOK_8619 

:VIDPOK_8612
gosub @VIDPOK_26530 

:VIDPOK_8619
if 
  3@ == 5 
else_jump @VIDPOK_10143 
if 
  4@ == 0 
else_jump @VIDPOK_8739 
$8845 = 0 
$8846 = 0 
$8847 = 0 
$8848 = 0 
$8849 = 0 
$8850 = 0 
$8851 = 0 
$8852 = 0 
$8853 = 0 
$8854 = 0 
$8855 = 0 
4@ += 1 

:VIDPOK_8739
if 
  4@ == 1 
else_jump @VIDPOK_10065 
12@ = 0 

:VIDPOK_8764
if 
  5 > 12@ 
else_jump @VIDPOK_8858 
0084: $9069 = $8827(12@,5i) // (int) 
gosub @VIDPOK_33380 
0084: $8856(12@,5i) = $9070 // (int) 
0084: $9069 = $8827(12@,5i) // (int) 
gosub @VIDPOK_33528 
0084: $8861(12@,5i) = $9070 // (int) 
12@ += 1 
jump @VIDPOK_8764 

:VIDPOK_8858
03A9: NOP 
14@ = 1 

:VIDPOK_8867
if 
  14@ > 0 
else_jump @VIDPOK_9052 
12@ = 0 
13@ = 0 
14@ = 0 

:VIDPOK_8906
if 
  5 > 12@ 
else_jump @VIDPOK_9045 
0085: 13@ = 12@ // (int) 
13@ += 1 
if 
  5 > 13@ 
else_jump @VIDPOK_9031 
if 
001C:   $8856(12@,5i) > $8856(13@,5i) // (int) 
else_jump @VIDPOK_9031 
008B: 26@ = $8856(13@,5i) // (int) 
0084: $8856(13@,5i) = $8856(12@,5i) // (int) 
008A: $8856(12@,5i) = 26@ // (int) 
14@ += 1 

:VIDPOK_9031
12@ += 1 
jump @VIDPOK_8906 

:VIDPOK_9045
jump @VIDPOK_8867 

:VIDPOK_9052
if and
003A:   $8861[0] == $8861[1] // (int) 
003A:   $8861[1] == $8861[2] // (int) 
003A:   $8861[2] == $8861[3] // (int) 
003A:   $8861[3] == $8861[4] // (int) 
else_jump @VIDPOK_9102 
$8849 = 1 

:VIDPOK_9102
008B: 12@ = $8856[0] // (int) 
12@ += 1 
if 
07D6:   12@ == $8856[1] // integer vars 
else_jump @VIDPOK_9270 
008B: 12@ = $8856[1] // (int) 
12@ += 1 
if 
07D6:   12@ == $8856[2] // integer vars 
else_jump @VIDPOK_9270 
008B: 12@ = $8856[2] // (int) 
12@ += 1 
if 
07D6:   12@ == $8856[3] // integer vars 
else_jump @VIDPOK_9270 
008B: 12@ = $8856[3] // (int) 
12@ += 1 
if 
07D6:   12@ == $8856[4] // integer vars 
else_jump @VIDPOK_9270 
$8850 = 1 
if 
  $8849 == 1 
else_jump @VIDPOK_9270 
$8846 = 1 

:VIDPOK_9270
if and
  $8856[0] == 1 
  $8856[1] == 10 
  $8856[2] == 11 
  $8856[3] == 12 
  $8856[4] == 13 
else_jump @VIDPOK_9355 
$8850 = 1 
if 
  $8849 == 1 
else_jump @VIDPOK_9355 
$8846 = 1 
$8845 = 1 

:VIDPOK_9355
12@ = 0 
13@ = 0 
14@ = 0 

:VIDPOK_9376
if 
  5 > 12@ 
else_jump @VIDPOK_9649 
0085: 13@ = 12@ // (int) 
13@ += 1 
if 
  5 > 13@ 
else_jump @VIDPOK_9635 
if 
003A:   $8856(12@,5i) == $8856(13@,5i) // (int) 
else_jump @VIDPOK_9493 
14@ += 1 
if 
  13@ == 4 
else_jump @VIDPOK_9486 
jump @VIDPOK_9493 

:VIDPOK_9486
jump @VIDPOK_9635 

:VIDPOK_9493
if 
  14@ > 0 
else_jump @VIDPOK_9635 
if 
  14@ == 1 
else_jump @VIDPOK_9578 
if 
  $8854 == 0 
else_jump @VIDPOK_9566 
0084: $8854 = $8856(12@,5i) // (int) 
jump @VIDPOK_9578 

:VIDPOK_9566
0084: $8855 = $8856(12@,5i) // (int) 

:VIDPOK_9578
if 
  14@ == 2 
else_jump @VIDPOK_9603 
$8851 = 1 

:VIDPOK_9603
if 
  14@ == 3 
else_jump @VIDPOK_9628 
$8847 = 1 

:VIDPOK_9628
14@ = 0 

:VIDPOK_9635
12@ += 1 
jump @VIDPOK_9376 

:VIDPOK_9649
if and
  $8851 == 1 
   not $8854 == 0 
else_jump @VIDPOK_9681 
$8848 = 1 

:VIDPOK_9681
if and
   not $8854 == 0 
   not $8855 == 0 
else_jump @VIDPOK_9713 
$8852 = 1 

:VIDPOK_9713
if 
   not $8854 == 0 
else_jump @VIDPOK_9763 
if or
  $8854 > 10 
  $8854 == 1 
else_jump @VIDPOK_9763 
$8853 = 1 

:VIDPOK_9763
if 
  $8845 == 1 
else_jump @VIDPOK_9795 
$8866 = 9 
jump @VIDPOK_10058 

:VIDPOK_9795
if 
  $8846 == 1 
else_jump @VIDPOK_9827 
$8866 = 8 
jump @VIDPOK_10058 

:VIDPOK_9827
if 
  $8847 == 1 
else_jump @VIDPOK_9859 
$8866 = 7 
jump @VIDPOK_10058 

:VIDPOK_9859
if 
  $8848 == 1 
else_jump @VIDPOK_9891 
$8866 = 6 
jump @VIDPOK_10058 

:VIDPOK_9891
if 
  $8849 == 1 
else_jump @VIDPOK_9923 
$8866 = 5 
jump @VIDPOK_10058 

:VIDPOK_9923
if 
  $8850 == 1 
else_jump @VIDPOK_9955 
$8866 = 4 
jump @VIDPOK_10058 

:VIDPOK_9955
if 
  $8851 == 1 
else_jump @VIDPOK_9987 
$8866 = 3 
jump @VIDPOK_10058 

:VIDPOK_9987
if 
  $8852 == 1 
else_jump @VIDPOK_10019 
$8866 = 2 
jump @VIDPOK_10058 

:VIDPOK_10019
if 
  $8853 == 1 
else_jump @VIDPOK_10051 
$8866 = 1 
jump @VIDPOK_10058 

:VIDPOK_10051
$8866 = 0 

:VIDPOK_10058
4@ += 1 

:VIDPOK_10065
if 
  4@ == 2 
else_jump @VIDPOK_10090 
4@ = 99 

:VIDPOK_10090
if 
  4@ == 99 
else_jump @VIDPOK_10136 
3@ += 1 
4@ = 0 
32@ = 0 
jump @VIDPOK_10143 

:VIDPOK_10136
gosub @VIDPOK_26530 

:VIDPOK_10143
if 
  3@ == 6 
else_jump @VIDPOK_12154 
if 
  4@ == 0 
else_jump @VIDPOK_11921 
0085: 12@ = 1@ // (int) 
if 
  $8866 == 9 
else_jump @VIDPOK_10383 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_10383 jumps 1 @VIDPOK_10268 2 @VIDPOK_10291 3 @VIDPOK_10314 4 @VIDPOK_10337 5 @VIDPOK_10360 -1 @VIDPOK_10383 -1 @VIDPOK_10383 

:VIDPOK_10268
0085: 14@ = 12@ // (int) 
14@ *= 250 
jump @VIDPOK_10383 

:VIDPOK_10291
0085: 14@ = 12@ // (int) 
14@ *= 500 
jump @VIDPOK_10383 

:VIDPOK_10314
0085: 14@ = 12@ // (int) 
14@ *= 750 
jump @VIDPOK_10383 

:VIDPOK_10337
0085: 14@ = 12@ // (int) 
14@ *= 1000 
jump @VIDPOK_10383 

:VIDPOK_10360
0085: 14@ = 12@ // (int) 
14@ *= 4000 
jump @VIDPOK_10383 

:VIDPOK_10383
if 
  $8866 == 8 
else_jump @VIDPOK_10577 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_10577 jumps 1 @VIDPOK_10464 2 @VIDPOK_10486 3 @VIDPOK_10508 4 @VIDPOK_10531 5 @VIDPOK_10554 -1 @VIDPOK_10577 -1 @VIDPOK_10577 

:VIDPOK_10464
0085: 14@ = 12@ // (int) 
14@ *= 50 
jump @VIDPOK_10577 

:VIDPOK_10486
0085: 14@ = 12@ // (int) 
14@ *= 100 
jump @VIDPOK_10577 

:VIDPOK_10508
0085: 14@ = 12@ // (int) 
14@ *= 150 
jump @VIDPOK_10577 

:VIDPOK_10531
0085: 14@ = 12@ // (int) 
14@ *= 200 
jump @VIDPOK_10577 

:VIDPOK_10554
0085: 14@ = 12@ // (int) 
14@ *= 250 
jump @VIDPOK_10577 

:VIDPOK_10577
if 
  $8866 == 7 
else_jump @VIDPOK_10768 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_10768 jumps 1 @VIDPOK_10658 2 @VIDPOK_10680 3 @VIDPOK_10702 4 @VIDPOK_10724 5 @VIDPOK_10746 -1 @VIDPOK_10768 -1 @VIDPOK_10768 

:VIDPOK_10658
0085: 14@ = 12@ // (int) 
14@ *= 25 
jump @VIDPOK_10768 

:VIDPOK_10680
0085: 14@ = 12@ // (int) 
14@ *= 50 
jump @VIDPOK_10768 

:VIDPOK_10702
0085: 14@ = 12@ // (int) 
14@ *= 75 
jump @VIDPOK_10768 

:VIDPOK_10724
0085: 14@ = 12@ // (int) 
14@ *= 100 
jump @VIDPOK_10768 

:VIDPOK_10746
0085: 14@ = 12@ // (int) 
14@ *= 125 
jump @VIDPOK_10768 

:VIDPOK_10768
if 
  $8866 == 6 
else_jump @VIDPOK_10959 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_10959 jumps 1 @VIDPOK_10849 2 @VIDPOK_10871 3 @VIDPOK_10893 4 @VIDPOK_10915 5 @VIDPOK_10937 -1 @VIDPOK_10959 -1 @VIDPOK_10959 

:VIDPOK_10849
0085: 14@ = 12@ // (int) 
14@ *= 9 
jump @VIDPOK_10959 

:VIDPOK_10871
0085: 14@ = 12@ // (int) 
14@ *= 18 
jump @VIDPOK_10959 

:VIDPOK_10893
0085: 14@ = 12@ // (int) 
14@ *= 27 
jump @VIDPOK_10959 

:VIDPOK_10915
0085: 14@ = 12@ // (int) 
14@ *= 36 
jump @VIDPOK_10959 

:VIDPOK_10937
0085: 14@ = 12@ // (int) 
14@ *= 45 
jump @VIDPOK_10959 

:VIDPOK_10959
if 
  $8866 == 5 
else_jump @VIDPOK_11150 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11150 jumps 1 @VIDPOK_11040 2 @VIDPOK_11062 3 @VIDPOK_11084 4 @VIDPOK_11106 5 @VIDPOK_11128 -1 @VIDPOK_11150 -1 @VIDPOK_11150 

:VIDPOK_11040
0085: 14@ = 12@ // (int) 
14@ *= 6 
jump @VIDPOK_11150 

:VIDPOK_11062
0085: 14@ = 12@ // (int) 
14@ *= 12 
jump @VIDPOK_11150 

:VIDPOK_11084
0085: 14@ = 12@ // (int) 
14@ *= 18 
jump @VIDPOK_11150 

:VIDPOK_11106
0085: 14@ = 12@ // (int) 
14@ *= 24 
jump @VIDPOK_11150 

:VIDPOK_11128
0085: 14@ = 12@ // (int) 
14@ *= 30 
jump @VIDPOK_11150 

:VIDPOK_11150
if 
  $8866 == 4 
else_jump @VIDPOK_11341 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11341 jumps 1 @VIDPOK_11231 2 @VIDPOK_11253 3 @VIDPOK_11275 4 @VIDPOK_11297 5 @VIDPOK_11319 -1 @VIDPOK_11341 -1 @VIDPOK_11341 

:VIDPOK_11231
0085: 14@ = 12@ // (int) 
14@ *= 4 
jump @VIDPOK_11341 

:VIDPOK_11253
0085: 14@ = 12@ // (int) 
14@ *= 8 
jump @VIDPOK_11341 

:VIDPOK_11275
0085: 14@ = 12@ // (int) 
14@ *= 12 
jump @VIDPOK_11341 

:VIDPOK_11297
0085: 14@ = 12@ // (int) 
14@ *= 16 
jump @VIDPOK_11341 

:VIDPOK_11319
0085: 14@ = 12@ // (int) 
14@ *= 20 
jump @VIDPOK_11341 

:VIDPOK_11341
if 
  $8866 == 3 
else_jump @VIDPOK_11532 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11532 jumps 1 @VIDPOK_11422 2 @VIDPOK_11444 3 @VIDPOK_11466 4 @VIDPOK_11488 5 @VIDPOK_11510 -1 @VIDPOK_11532 -1 @VIDPOK_11532 

:VIDPOK_11422
0085: 14@ = 12@ // (int) 
14@ *= 3 
jump @VIDPOK_11532 

:VIDPOK_11444
0085: 14@ = 12@ // (int) 
14@ *= 6 
jump @VIDPOK_11532 

:VIDPOK_11466
0085: 14@ = 12@ // (int) 
14@ *= 9 
jump @VIDPOK_11532 

:VIDPOK_11488
0085: 14@ = 12@ // (int) 
14@ *= 12 
jump @VIDPOK_11532 

:VIDPOK_11510
0085: 14@ = 12@ // (int) 
14@ *= 15 
jump @VIDPOK_11532 

:VIDPOK_11532
if 
  $8866 == 2 
else_jump @VIDPOK_11723 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11723 jumps 1 @VIDPOK_11613 2 @VIDPOK_11635 3 @VIDPOK_11657 4 @VIDPOK_11679 5 @VIDPOK_11701 -1 @VIDPOK_11723 -1 @VIDPOK_11723 

:VIDPOK_11613
0085: 14@ = 12@ // (int) 
14@ *= 2 
jump @VIDPOK_11723 

:VIDPOK_11635
0085: 14@ = 12@ // (int) 
14@ *= 4 
jump @VIDPOK_11723 

:VIDPOK_11657
0085: 14@ = 12@ // (int) 
14@ *= 6 
jump @VIDPOK_11723 

:VIDPOK_11679
0085: 14@ = 12@ // (int) 
14@ *= 8 
jump @VIDPOK_11723 

:VIDPOK_11701
0085: 14@ = 12@ // (int) 
14@ *= 10 
jump @VIDPOK_11723 

:VIDPOK_11723
if 
  $8866 == 1 
else_jump @VIDPOK_11914 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11914 jumps 1 @VIDPOK_11804 2 @VIDPOK_11826 3 @VIDPOK_11848 4 @VIDPOK_11870 5 @VIDPOK_11892 -1 @VIDPOK_11914 -1 @VIDPOK_11914 

:VIDPOK_11804
0085: 14@ = 12@ // (int) 
14@ *= 1 
jump @VIDPOK_11914 

:VIDPOK_11826
0085: 14@ = 12@ // (int) 
14@ *= 2 
jump @VIDPOK_11914 

:VIDPOK_11848
0085: 14@ = 12@ // (int) 
14@ *= 3 
jump @VIDPOK_11914 

:VIDPOK_11870
0085: 14@ = 12@ // (int) 
14@ *= 4 
jump @VIDPOK_11914 

:VIDPOK_11892
0085: 14@ = 12@ // (int) 
14@ *= 5 
jump @VIDPOK_11914 

:VIDPOK_11914
4@ += 1 

:VIDPOK_11921
if 
   not $8866 == 0 
else_jump @VIDPOK_12072 
if or
  32@ > 4000 
00E1:   player 0 pressed_key 16 
else_jump @VIDPOK_12065 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1025 
Player.Money($PLAYER_CHAR) += 14@
0085: 12@ = 14@ // (int) 
0064: 12@ -= $8872 // (int) 
0A10: increase_integer_stat 37 by 12@ 
08F8: display_stat_update_box 0 
0627: update_integer_stat 38 to 12@ 
08F8: display_stat_update_box 1 
3@ = 1 
4@ = 0 
$8844 = 1 
$8869 = 1 
$8872 = 0 

:VIDPOK_12065
jump @VIDPOK_12147 

:VIDPOK_12072
if or
  32@ > 4000 
00E1:   player 0 pressed_key 16 
else_jump @VIDPOK_12147 
08F8: display_stat_update_box 0 
0627: update_integer_stat 39 to $8872 
08F8: display_stat_update_box 1 
$8872 = 0 
$8869 = 1 
3@ = 1 
4@ = 0 
$8844 = 1 

:VIDPOK_12147
gosub @VIDPOK_26530 

:VIDPOK_12154
gosub @VIDPOK_12212 
if 
  3@ > 0 
else_jump @VIDPOK_12210 
if 
00E1:   player 0 pressed_key 15 
else_jump @VIDPOK_12210 
7@ = 1 
$8870 = 1 

:VIDPOK_12210
return 

:VIDPOK_12212
if 
0736:   NOP_false 67 
else_jump @VIDPOK_12778 
$8906 += 1 
if 
  $8906 > 13 
else_jump @VIDPOK_12259 
$8906 = 0 

:VIDPOK_12259
if 
  $8906 == 1 
else_jump @VIDPOK_12297 
0662: NOP "EDIT_BET_DETAILS" 

:VIDPOK_12297
if 
  $8906 == 2 
else_jump @VIDPOK_12335 
0662: NOP "EDIT_SHIFT_CARDS" 

:VIDPOK_12335
if 
  $8906 == 3 
else_jump @VIDPOK_12390 
0662: NOP "EDIT_SHIFT_TABLE_ROWS_AND_COLUMNS" 

:VIDPOK_12390
if 
  $8906 == 4 
else_jump @VIDPOK_12429 
0662: NOP "EDIT_HOLD_BUTTONS" 

:VIDPOK_12429
if 
  $8906 == 5 
else_jump @VIDPOK_12463 
0662: NOP "EDIT_BET_ONE" 

:VIDPOK_12463
if 
  $8906 == 6 
else_jump @VIDPOK_12494 
0662: NOP "EDIT_DEAL" 

:VIDPOK_12494
if 
  $8906 == 7 
else_jump @VIDPOK_12537 
0662: NOP "EDIT_BORDER_THICKNESS" 

:VIDPOK_12537
if 
  $8906 == 8 
else_jump @VIDPOK_12575 
0662: NOP "EDIT_TABLE_LINES" 

:VIDPOK_12575
if 
  $8906 == 9 
else_jump @VIDPOK_12606 
0662: NOP "EDIT_TEXT" 

:VIDPOK_12606
if 
  $8906 == 10 
else_jump @VIDPOK_12638 
0662: NOP "EDIT_TILES" 

:VIDPOK_12638
if 
  $8906 == 11 
else_jump @VIDPOK_12681 
0662: NOP "EDIT_TABLE_BACKGROUND" 

:VIDPOK_12681
if 
  $8906 == 12 
else_jump @VIDPOK_12733 
0662: NOP "EDIT_TABLE_HIGHLIGHTED_COLUMNS" 

:VIDPOK_12733
if 
  $8906 == 13 
else_jump @VIDPOK_12778 
0662: NOP "EDIT_BUTTON_TEXT_OFFSET" 

:VIDPOK_12778
if 
  $8906 == 1 
else_jump @VIDPOK_12982 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_12862 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 7 
else_jump @VIDPOK_12843 
$POKER_COUNTER = 0 

:VIDPOK_12843
0663: NOP "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_12862
if 
0736:   NOP_false 131 
else_jump @VIDPOK_12892 
$POKER_Y_SCREEN($POKER_COUNTER,8f) += -1.0 

:VIDPOK_12892
if 
0736:   NOP_false 130 
else_jump @VIDPOK_12922 
$POKER_Y_SCREEN($POKER_COUNTER,8f) += 1.0 

:VIDPOK_12922
if 
0736:   NOP_false 128 
else_jump @VIDPOK_12952 
$POKER_X_SCREEN($POKER_COUNTER,8f) += 1.0 

:VIDPOK_12952
if 
0736:   NOP_false 129 
else_jump @VIDPOK_12982 
$POKER_X_SCREEN($POKER_COUNTER,8f) += -1.0 

:VIDPOK_12982
if 
  $8906 == 2 
else_jump @VIDPOK_13290 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_13066 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 4 
else_jump @VIDPOK_13047 
$POKER_COUNTER = 0 

:VIDPOK_13047
0663: NOP "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_13066
if 
0736:   NOP_false 131 
else_jump @VIDPOK_13096 
$POKER_Y_CARD($POKER_COUNTER,5f) += -1.0 

:VIDPOK_13096
if 
0736:   NOP_false 130 
else_jump @VIDPOK_13126 
$POKER_Y_CARD($POKER_COUNTER,5f) += 1.0 

:VIDPOK_13126
if 
0736:   NOP_false 128 
else_jump @VIDPOK_13156 
$POKER_X_CARD($POKER_COUNTER,5f) += 1.0 

:VIDPOK_13156
if 
0736:   NOP_false 129 
else_jump @VIDPOK_13186 
$POKER_X_CARD($POKER_COUNTER,5f) += -1.0 

:VIDPOK_13186
if 
0736:   NOP_false 143 
else_jump @VIDPOK_13212 
$POKER_CARD_WIDTH += 1.0 

:VIDPOK_13212
if 
0736:   NOP_false 141 
else_jump @VIDPOK_13238 
$POKER_CARD_WIDTH += -1.0 

:VIDPOK_13238
if 
0736:   NOP_false 145 
else_jump @VIDPOK_13264 
$POKER_CARD_HEIGHT += 1.0 

:VIDPOK_13264
if 
0736:   NOP_false 139 
else_jump @VIDPOK_13290 
$POKER_CARD_HEIGHT += -1.0 

:VIDPOK_13290
if 
  $8906 == 3 
else_jump @VIDPOK_13544 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_13374 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 9 
else_jump @VIDPOK_13355 
$POKER_COUNTER = 0 

:VIDPOK_13355
0663: NOP "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_13374
if 
0736:   NOP_false 131 
else_jump @VIDPOK_13404 
$POKER_Y_ROW($POKER_COUNTER,10f) += -1.0 

:VIDPOK_13404
if 
0736:   NOP_false 130 
else_jump @VIDPOK_13434 
$POKER_Y_ROW($POKER_COUNTER,10f) += 1.0 

:VIDPOK_13434
if 
0736:   NOP_false 128 
else_jump @VIDPOK_13489 
if 
  $POKER_COUNTER > 5 
else_jump @VIDPOK_13475 
$POKER_COUNTER = 0 

:VIDPOK_13475
$POKER_X_COL($POKER_COUNTER,6f) += 1.0 

:VIDPOK_13489
if 
0736:   NOP_false 129 
else_jump @VIDPOK_13544 
if 
  $POKER_COUNTER > 5 
else_jump @VIDPOK_13530 
$POKER_COUNTER = 0 

:VIDPOK_13530
$POKER_X_COL($POKER_COUNTER,6f) += -1.0 

:VIDPOK_13544
if 
  $8906 == 4 
else_jump @VIDPOK_13731 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_13577 

:VIDPOK_13577
if 
0736:   NOP_false 87 
else_jump @VIDPOK_13602 
$POKER_HOLD_BUTTON_OFFSET += -1.0 

:VIDPOK_13602
if 
0736:   NOP_false 83 
else_jump @VIDPOK_13627 
$POKER_HOLD_BUTTON_OFFSET += 1.0 

:VIDPOK_13627
if 
0736:   NOP_false 143 
else_jump @VIDPOK_13653 
$POKER_HOLD_WIDTH += 1.0 

:VIDPOK_13653
if 
0736:   NOP_false 141 
else_jump @VIDPOK_13679 
$POKER_HOLD_WIDTH += -1.0 

:VIDPOK_13679
if 
0736:   NOP_false 145 
else_jump @VIDPOK_13705 
$POKER_HOLD_HEIGHT += 1.0 

:VIDPOK_13705
if 
0736:   NOP_false 139 
else_jump @VIDPOK_13731 
$POKER_HOLD_HEIGHT += -1.0 

:VIDPOK_13731
if 
  $8906 == 5 
else_jump @VIDPOK_13972 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_13764 

:VIDPOK_13764
if 
0736:   NOP_false 131 
else_jump @VIDPOK_13790 
$POKER_Y_BET_ONE += -1.0 

:VIDPOK_13790
if 
0736:   NOP_false 130 
else_jump @VIDPOK_13816 
$POKER_Y_BET_ONE += 1.0 

:VIDPOK_13816
if 
0736:   NOP_false 128 
else_jump @VIDPOK_13842 
$POKER_X_BET_ONE += 1.0 

:VIDPOK_13842
if 
0736:   NOP_false 129 
else_jump @VIDPOK_13868 
$POKER_X_BET_ONE += -1.0 

:VIDPOK_13868
if 
0736:   NOP_false 143 
else_jump @VIDPOK_13894 
$POKER_BET_ONE_WIDTH += 1.0 

:VIDPOK_13894
if 
0736:   NOP_false 141 
else_jump @VIDPOK_13920 
$POKER_BET_ONE_WIDTH += -1.0 

:VIDPOK_13920
if 
0736:   NOP_false 145 
else_jump @VIDPOK_13946 
$POKER_BET_ONE_HEIGHT += 1.0 

:VIDPOK_13946
if 
0736:   NOP_false 139 
else_jump @VIDPOK_13972 
$POKER_BET_ONE_HEIGHT += -1.0 

:VIDPOK_13972
if 
  $8906 == 6 
else_jump @VIDPOK_14213 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_14005 

:VIDPOK_14005
if 
0736:   NOP_false 131 
else_jump @VIDPOK_14031 
$POKER_Y_DEAL += -1.0 

:VIDPOK_14031
if 
0736:   NOP_false 130 
else_jump @VIDPOK_14057 
$POKER_Y_DEAL += 1.0 

:VIDPOK_14057
if 
0736:   NOP_false 128 
else_jump @VIDPOK_14083 
$POKER_X_DEAL += 1.0 

:VIDPOK_14083
if 
0736:   NOP_false 129 
else_jump @VIDPOK_14109 
$POKER_X_DEAL += -1.0 

:VIDPOK_14109
if 
0736:   NOP_false 143 
else_jump @VIDPOK_14135 
$POKER_DEAL_WIDTH += 1.0 

:VIDPOK_14135
if 
0736:   NOP_false 141 
else_jump @VIDPOK_14161 
$POKER_DEAL_WIDTH += -1.0 

:VIDPOK_14161
if 
0736:   NOP_false 145 
else_jump @VIDPOK_14187 
$POKER_DEAL_HEIGHT += 1.0 

:VIDPOK_14187
if 
0736:   NOP_false 139 
else_jump @VIDPOK_14213 
$POKER_DEAL_HEIGHT += -1.0 

:VIDPOK_14213
if 
  $8906 == 7 
else_jump @VIDPOK_14283 
if 
0736:   NOP_false 128 
else_jump @VIDPOK_14257 
$POKER_BORDER_THICKNESS += 0.1 

:VIDPOK_14257
if 
0736:   NOP_false 129 
else_jump @VIDPOK_14283 
$POKER_BORDER_THICKNESS += -0.1 

:VIDPOK_14283
if 
  $8906 == 8 
else_jump @VIDPOK_14663 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_14367 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 8 
else_jump @VIDPOK_14348 
$POKER_COUNTER = 0 

:VIDPOK_14348
0663: NOP "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_14367
if 
0736:   NOP_false 131 
else_jump @VIDPOK_14397 
$POKER_Y_LINE($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14397
if 
0736:   NOP_false 130 
else_jump @VIDPOK_14427 
$POKER_Y_LINE($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14427
if 
0736:   NOP_false 128 
else_jump @VIDPOK_14457 
$POKER_X_LINE($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14457
if 
0736:   NOP_false 129 
else_jump @VIDPOK_14487 
$POKER_X_LINE($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14487
if 
0736:   NOP_false 142 
else_jump @VIDPOK_14543 
0089: 15@ = $POKER_LINE_WIDTH($POKER_COUNTER,9f) // (float) 
0086: $POKER_LINE_WIDTH($POKER_COUNTER,9f) = $POKER_LINE_HEIGHT($POKER_COUNTER,9f) // (float) 
0088: $POKER_LINE_HEIGHT($POKER_COUNTER,9f) = 15@ // (float) 

:VIDPOK_14543
if 
0736:   NOP_false 141 
else_jump @VIDPOK_14573 
$POKER_LINE_WIDTH($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14573
if 
0736:   NOP_false 143 
else_jump @VIDPOK_14603 
$POKER_LINE_WIDTH($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14603
if 
0736:   NOP_false 145 
else_jump @VIDPOK_14633 
$POKER_LINE_HEIGHT($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14633
if 
0736:   NOP_false 139 
else_jump @VIDPOK_14663 
$POKER_LINE_HEIGHT($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14663
if 
  $8906 == 9 
else_jump @VIDPOK_15600 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_14747 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 5 
else_jump @VIDPOK_14728 
$POKER_COUNTER = 0 

:VIDPOK_14728
0663: NOP "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_14747
if 
0736:   NOP_false 131 
else_jump @VIDPOK_14777 
$POKER_Y_TEXT_SCALE($POKER_COUNTER,6f) += -0.01 

:VIDPOK_14777
if 
0736:   NOP_false 130 
else_jump @VIDPOK_14807 
$POKER_Y_TEXT_SCALE($POKER_COUNTER,6f) += 0.01 

:VIDPOK_14807
if 
0736:   NOP_false 128 
else_jump @VIDPOK_14837 
$POKER_X_TEXT_SCALE($POKER_COUNTER,6f) += 0.01 

:VIDPOK_14837
if 
0736:   NOP_false 129 
else_jump @VIDPOK_14867 
$POKER_X_TEXT_SCALE($POKER_COUNTER,6f) += -0.01 

:VIDPOK_14867
if 
0736:   NOP_false 82 
else_jump @VIDPOK_14907 
$POKER_TEXT_COLOR_R($POKER_COUNTER,6i) += 1 
0663: NOP "RED" $POKER_TEXT_COLOR_R($POKER_COUNTER,6i) 

:VIDPOK_14907
if 
0736:   NOP_false 86 
else_jump @VIDPOK_14947 
$POKER_TEXT_COLOR_R($POKER_COUNTER,6i) += -1 
0663: NOP "RED" $POKER_TEXT_COLOR_R($POKER_COUNTER,6i) 

:VIDPOK_14947
if 
0736:   NOP_false 84 
else_jump @VIDPOK_14989 
$POKER_TEXT_COLOR_G($POKER_COUNTER,6i) += 1 
0663: NOP "GREEN" $POKER_TEXT_COLOR_G($POKER_COUNTER,6i) 

:VIDPOK_14989
if 
0736:   NOP_false 71 
else_jump @VIDPOK_15031 
$POKER_TEXT_COLOR_G($POKER_COUNTER,6i) += -1 
0663: NOP "GREEN" $POKER_TEXT_COLOR_G($POKER_COUNTER,6i) 

:VIDPOK_15031
if 
0736:   NOP_false 89 
else_jump @VIDPOK_15072 
$POKER_TEXT_COLOR_B($POKER_COUNTER,6i) += 1 
0663: NOP "BLUE" $POKER_TEXT_COLOR_B($POKER_COUNTER,6i) 

:VIDPOK_15072
if 
0736:   NOP_false 72 
else_jump @VIDPOK_15113 
$POKER_TEXT_COLOR_B($POKER_COUNTER,6i) += -1 
0663: NOP "BLUE" $POKER_TEXT_COLOR_B($POKER_COUNTER,6i) 

:VIDPOK_15113
if 
0736:   NOP_false 85 
else_jump @VIDPOK_15153 
$POKER_TEXT_EDGE_R($POKER_COUNTER,6i) += 1 
0663: NOP "RED" $POKER_TEXT_EDGE_R($POKER_COUNTER,6i) 

:VIDPOK_15153
if 
0736:   NOP_false 74 
else_jump @VIDPOK_15193 
$POKER_TEXT_EDGE_R($POKER_COUNTER,6i) += -1 
0663: NOP "RED" $POKER_TEXT_EDGE_R($POKER_COUNTER,6i) 

:VIDPOK_15193
if 
0736:   NOP_false 73 
else_jump @VIDPOK_15235 
$POKER_TEXT_EDGE_G($POKER_COUNTER,6i) += 1 
0663: NOP "GREEN" $POKER_TEXT_EDGE_G($POKER_COUNTER,6i) 

:VIDPOK_15235
if 
0736:   NOP_false 75 
else_jump @VIDPOK_15277 
$POKER_TEXT_EDGE_G($POKER_COUNTER,6i) += -1 
0663: NOP "GREEN" $POKER_TEXT_EDGE_G($POKER_COUNTER,6i) 

:VIDPOK_15277
if 
0736:   NOP_false 79 
else_jump @VIDPOK_15318 
$POKER_TEXT_EDGE_B($POKER_COUNTER,6i) += 1 
0663: NOP "BLUE" $POKER_TEXT_EDGE_B($POKER_COUNTER,6i) 

:VIDPOK_15318
if 
0736:   NOP_false 76 
else_jump @VIDPOK_15359 
$POKER_TEXT_EDGE_B($POKER_COUNTER,6i) += -1 
0663: NOP "BLUE" $POKER_TEXT_EDGE_B($POKER_COUNTER,6i) 

:VIDPOK_15359
if 
0736:   NOP_false 145 
else_jump @VIDPOK_15386 
$POKER_TEXT_EDGE($POKER_COUNTER,6i) += 1 

:VIDPOK_15386
if 
0736:   NOP_false 139 
else_jump @VIDPOK_15413 
$POKER_TEXT_EDGE($POKER_COUNTER,6i) += -1 

:VIDPOK_15413
if 
0736:   NOP_false 136 
else_jump @VIDPOK_15473 
$POKER_TEXT_FONT($POKER_COUNTER,6i) += 1 
if 
  $POKER_TEXT_FONT($POKER_COUNTER,6i) > 3 
else_jump @VIDPOK_15473 
$POKER_TEXT_FONT($POKER_COUNTER,6i) = 0 

:VIDPOK_15473
if 
0736:   NOP_false 135 
else_jump @VIDPOK_15533 
$POKER_TEXT_FONT($POKER_COUNTER,6i) += -1 
if 
  0 > $POKER_TEXT_FONT($POKER_COUNTER,6i) 
else_jump @VIDPOK_15533 
$POKER_TEXT_FONT($POKER_COUNTER,6i) = 3 

:VIDPOK_15533
if 
0736:   NOP_false 133 
else_jump @VIDPOK_15600 
if 
  $POKER_TEXT_CENTRE($POKER_COUNTER,6i) == 0 
else_jump @VIDPOK_15589 
$POKER_TEXT_CENTRE($POKER_COUNTER,6i) = 1 
jump @VIDPOK_15600 

:VIDPOK_15589
$POKER_TEXT_CENTRE($POKER_COUNTER,6i) = 0 

:VIDPOK_15600
if 
  $8906 == 10 
else_jump @VIDPOK_15788 
if 
0736:   NOP_false 131 
else_jump @VIDPOK_15644 
$POKER_TILE_HEIGHT += -1.0 

:VIDPOK_15644
if 
0736:   NOP_false 130 
else_jump @VIDPOK_15670 
$POKER_TILE_HEIGHT += 1.0 

:VIDPOK_15670
if 
0736:   NOP_false 128 
else_jump @VIDPOK_15696 
$POKER_TILE_WIDTH += 1.0 

:VIDPOK_15696
if 
0736:   NOP_false 129 
else_jump @VIDPOK_15722 
$POKER_TILE_WIDTH += -1.0 

:VIDPOK_15722
if 
0736:   NOP_false 97 
else_jump @VIDPOK_15788 
$POKER_TILE_TYPE += 1 
if 
  $POKER_TILE_TYPE > 3 
else_jump @VIDPOK_15769 
$POKER_TILE_TYPE = 0 

:VIDPOK_15769
0663: NOP "VP_TILE_TYPE" $POKER_TILE_TYPE 

:VIDPOK_15788
if 
  $8906 == 11 
else_jump @VIDPOK_16014 
if 
0736:   NOP_false 131 
else_jump @VIDPOK_15832 
$POKER_TABLE_Y += -1.0 

:VIDPOK_15832
if 
0736:   NOP_false 130 
else_jump @VIDPOK_15858 
$POKER_TABLE_Y += 1.0 

:VIDPOK_15858
if 
0736:   NOP_false 128 
else_jump @VIDPOK_15884 
$POKER_TABLE_X += 1.0 

:VIDPOK_15884
if 
0736:   NOP_false 129 
else_jump @VIDPOK_15910 
$POKER_TABLE_X += -1.0 

:VIDPOK_15910
if 
0736:   NOP_false 145 
else_jump @VIDPOK_15936 
$POKER_TABLE_HEIGHT += 1.0 

:VIDPOK_15936
if 
0736:   NOP_false 139 
else_jump @VIDPOK_15962 
$POKER_TABLE_HEIGHT += -1.0 

:VIDPOK_15962
if 
0736:   NOP_false 143 
else_jump @VIDPOK_15988 
$POKER_TABLE_WIDTH += 1.0 

:VIDPOK_15988
if 
0736:   NOP_false 141 
else_jump @VIDPOK_16014 
$POKER_TABLE_WIDTH += -1.0 

:VIDPOK_16014
if 
  $8906 == 12 
else_jump @VIDPOK_16338 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_16098 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 4 
else_jump @VIDPOK_16079 
$POKER_COUNTER = 0 

:VIDPOK_16079
0663: NOP "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_16098
if 
0736:   NOP_false 131 
else_jump @VIDPOK_16128 
$9049($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16128
if 
0736:   NOP_false 130 
else_jump @VIDPOK_16158 
$9049($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16158
if 
0736:   NOP_false 128 
else_jump @VIDPOK_16188 
$9044($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16188
if 
0736:   NOP_false 129 
else_jump @VIDPOK_16218 
$9044($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16218
if 
0736:   NOP_false 145 
else_jump @VIDPOK_16248 
$9059($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16248
if 
0736:   NOP_false 139 
else_jump @VIDPOK_16278 
$9059($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16278
if 
0736:   NOP_false 143 
else_jump @VIDPOK_16308 
$9054($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16308
if 
0736:   NOP_false 141 
else_jump @VIDPOK_16338 
$9054($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16338
if 
  $8906 == 13 
else_jump @VIDPOK_16408 
if 
0736:   NOP_false 131 
else_jump @VIDPOK_16382 
$POKER_BUTTON_TEXT_OFFSET += 0.05 

:VIDPOK_16382
if 
0736:   NOP_false 130 
else_jump @VIDPOK_16408 
$POKER_BUTTON_TEXT_OFFSET += -0.05 

:VIDPOK_16408
if 
0736:   NOP_false 137 
else_jump @VIDPOK_26528 
03A9: NOP 
03A9: NOP 
12@ = 0 

:VIDPOK_16435
if 
  8 > 12@ 
else_jump @VIDPOK_17019 
03A9: NOP 
05B6: 112 // VP_SCREEN_X[
03A7: NOP 12@ 
05B6: 113 // ] = 
03A8: NOP $POKER_X_SCREEN(12@,8f) 
03A9: NOP 
05B6: 114 // VP_SCREEN_Y[
03A7: NOP 12@ 
05B6: 115 // ] = 
03A8: NOP $POKER_Y_SCREEN(12@,8f) 
12@ += 1 
jump @VIDPOK_16435 

:VIDPOK_17019
03A9: NOP 
03A9: NOP 
12@ = 0 

:VIDPOK_17030
if 
  5 > 12@ 
else_jump @VIDPOK_17614 
03A9: NOP 
05B6: 116 // CARD_X[
03A7: NOP 12@ 
05B6: 117 // ] = 
03A8: NOP $POKER_X_CARD(12@,5f) 
03A9: NOP 
05B6: 118 // CARD_Y[
03A7: NOP 12@ 
05B6: 119 // ] = 
03A8: NOP $POKER_Y_CARD(12@,5f) 
12@ += 1 
jump @VIDPOK_17030 

:VIDPOK_17614
03A9: NOP 
03A9: NOP 
03A9: NOP 
05B6: 120 // VP_CARD_WIDTH = 
03A8: NOP $POKER_CARD_WIDTH 
03A9: NOP 
05B6: 121 // VP_CARD_HEIGHT = 
03A8: NOP $POKER_CARD_HEIGHT 
03A9: NOP 
03A9: NOP 
12@ = 0 

:VIDPOK_17903
if 
  10 > 12@ 
else_jump @VIDPOK_18211 
03A9: NOP 
05B6: 122 // ROW_Y[
03A7: NOP 12@ 
05B6: 123 // ] = 
03A8: NOP $POKER_Y_ROW(12@,10f) 
12@ += 1 
jump @VIDPOK_17903 

:VIDPOK_18211
03A9: NOP 
03A9: NOP 
12@ = 0 

:VIDPOK_18222
if 
  6 > 12@ 
else_jump @VIDPOK_18530 
03A9: NOP 
05B6: 124 // COL_X[
03A7: NOP 12@ 
05B6: 125 // ] = 
03A8: NOP $POKER_X_COL(12@,6f) 
12@ += 1 
jump @VIDPOK_18222 

:VIDPOK_18530
03A9: NOP 
03A9: NOP 
03A9: NOP 
05B6: 126 // VP_HOLD_BUTTON_OFFSET = 
03A8: NOP $POKER_HOLD_BUTTON_OFFSET 
03A9: NOP 
05B6: 127 // VP_HOLD_WIDTH = 
03A8: NOP $POKER_HOLD_WIDTH 
03A9: NOP 
05B6: 128 // VP_HOLD_HEIGHT = 
03A8: NOP $POKER_HOLD_HEIGHT 
03A9: NOP 
03A9: NOP 
03A9: NOP 
05B6: 129 // BET_ONE_X = 
03A8: NOP $POKER_X_BET_ONE 
03A9: NOP 
05B6: 130 // BET_ONE_Y = 
03A8: NOP $POKER_Y_BET_ONE 
03A9: NOP 
05B6: 131 // VP_BET_ONE_WIDTH = 
03A8: NOP $POKER_BET_ONE_WIDTH 
03A9: NOP 
05B6: 132 // VP_BET_ONE_HEIGHT = 
03A8: NOP $POKER_BET_ONE_HEIGHT 
03A9: NOP 
03A9: NOP 
03A9: NOP 
05B6: 133 // DEAL_X = 
03A8: NOP $POKER_X_DEAL 
03A9: NOP 
05B6: 134 // DEAL_Y = 
03A8: NOP $POKER_Y_DEAL 
03A9: NOP 
05B6: 135 // VP_DEAL_WIDTH = 
03A8: NOP $POKER_DEAL_WIDTH 
03A9: NOP 
05B6: 136 // VP_DEAL_HEIGHT = 
03A8: NOP $POKER_DEAL_HEIGHT 
03A9: NOP 
03A9: NOP 
03A9: NOP 
05B6: 137 // VP_BORDER_THICKNESS = 
03A8: NOP $POKER_BORDER_THICKNESS 
03A9: NOP 
03A9: NOP 
12@ = 0 

:VIDPOK_20201
if 
  9 > 12@ 
else_jump @VIDPOK_21337 
03A9: NOP 
05B6: 138 // VP_LINE_X[
03A7: NOP 12@ 
05B6: 139 // ] = 
03A8: NOP $POKER_X_LINE(12@,9f) 
03A9: NOP 
05B6: 140 // VP_LINE_Y[
03A7: NOP 12@ 
05B6: 141 // ] = 
03A8: NOP $POKER_Y_LINE(12@,9f) 
03A9: NOP 
05B6: 142 // VP_LINE_WIDTH[
03A7: NOP 12@ 
05B6: 143 // ] = 
03A8: NOP $POKER_LINE_WIDTH(12@,9f) 
03A9: NOP 
05B6: 144 // VP_LINE_HEIGHT[
03A7: NOP 12@ 
05B6: 145 // ] = 
03A8: NOP $POKER_LINE_HEIGHT(12@,9f) 
12@ += 1 
jump @VIDPOK_20201 

:VIDPOK_21337
12@ = 0 

:VIDPOK_21344
if 
  6 > 12@ 
else_jump @VIDPOK_24412 
03A9: NOP 
05B6: 146 // TEXT_SCALE_X[
03A7: NOP 12@ 
05B6: 147 // ] = 
03A8: NOP $POKER_X_TEXT_SCALE(12@,6f) 
03A9: NOP 
05B6: 148 // TEXT_SCALE_Y[
03A7: NOP 12@ 
05B6: 149 // ] = 
03A8: NOP $POKER_Y_TEXT_SCALE(12@,6f) 
03A9: NOP 
05B6: 150 // TEXT_COLOUR_R[
03A7: NOP 12@ 
05B6: 151 // ] = 
03A7: NOP $POKER_TEXT_COLOR_R(12@,6i) 
03A9: NOP 
05B6: 152 // TEXT_COLOUR_G[
03A7: NOP 12@ 
05B6: 153 // ] = 
03A7: NOP $POKER_TEXT_COLOR_G(12@,6i) 
03A9: NOP 
05B6: 154 // TEXT_COLOUR_B[
03A7: NOP 12@ 
05B6: 155 // ] = 
03A7: NOP $POKER_TEXT_COLOR_B(12@,6i) 
03A9: NOP 
05B6: 156 // TEXT_FONT[
03A7: NOP 12@ 
05B6: 157 // ] = 
03A7: NOP $POKER_TEXT_FONT(12@,6i) 
03A9: NOP 
05B6: 158 // TEXT_CENTRE[
03A7: NOP 12@ 
05B6: 159 // ] = 
03A7: NOP $POKER_TEXT_CENTRE(12@,6i) 
03A9: NOP 
05B6: 160 // TEXT_EDGE[
03A7: NOP 12@ 
05B6: 161 // ] = 
03A7: NOP $POKER_TEXT_EDGE(12@,6i) 
03A9: NOP 
05B6: 162 // TEXT_EDGE_R[
03A7: NOP 12@ 
05B6: 163 // ] = 
03A7: NOP $POKER_TEXT_EDGE_R(12@,6i) 
03A9: NOP 
05B6: 164 // TEXT_EDGE_G[
03A7: NOP 12@ 
05B6: 165 // ] = 
03A7: NOP $POKER_TEXT_EDGE_G(12@,6i) 
03A9: NOP 
05B6: 166 // TEXT_EDGE_B[
03A7: NOP 12@ 
05B6: 167 // ] = 
03A7: NOP $POKER_TEXT_EDGE_B(12@,6i) 
12@ += 1 
jump @VIDPOK_21344 

:VIDPOK_24412
03A9: NOP 
03A9: NOP 
03A9: NOP 
05B6: 168 // TILE_HEIGHT = 
03A8: NOP $POKER_TILE_HEIGHT 
03A9: NOP 
05B6: 169 // TILE_WIDTH = 
03A8: NOP $POKER_TILE_WIDTH 
03A9: NOP 
03A9: NOP 
03A9: NOP 
05B6: 170 // VP_TABLE_X = 
03A8: NOP $POKER_TABLE_X 
03A9: NOP 
05B6: 171 // VP_TABLE_Y = 
03A8: NOP $POKER_TABLE_Y 
03A9: NOP 
05B6: 172 // VP_TABLE_WIDTH = 
03A8: NOP $POKER_TABLE_WIDTH 
03A9: NOP 
05B6: 173 // VP_TABLE_HEIGHT = 
03A8: NOP $POKER_TABLE_HEIGHT 
03A9: NOP 
03A9: NOP 
12@ = 0 

:VIDPOK_25253
if 
  5 > 12@ 
else_jump @VIDPOK_26389 
03A9: NOP 
05B6: 174 // VP_HIGHL_X[
03A7: NOP 12@ 
05B6: 175 // ] = 
03A8: NOP $9044(12@,5f) 
03A9: NOP 
05B6: 176 // VP_HIGHL_Y[
03A7: NOP 12@ 
05B6: 177 // ] = 
03A8: NOP $9049(12@,5f) 
03A9: NOP 
05B6: 178 // VP_HIGHL_WIDTH[
03A7: NOP 12@ 
05B6: 179 // ] = 
03A8: NOP $9054(12@,5f) 
03A9: NOP 
05B6: 180 // VP_HIGHL_HEIGHT[
03A7: NOP 12@ 
05B6: 181 // ] = 
03A8: NOP $9059(12@,5f) 
12@ += 1 
jump @VIDPOK_25253 

:VIDPOK_26389
03A9: NOP 
03A9: NOP 
05B6: 182 // BUTTON_TEXT_OFFSET = 
03A8: NOP $POKER_BUTTON_TEXT_OFFSET 

:VIDPOK_26528
return 

:VIDPOK_26530
if 
  $9066 == 0 
else_jump @VIDPOK_26596 
$9065 += 10 
if 
  $9065 >= 255 
else_jump @VIDPOK_26589 
$9065 = 255 
$9066 = 1 

:VIDPOK_26589
jump @VIDPOK_26635 

:VIDPOK_26596
$9065 += -10 
if 
  0 >= $9065 
else_jump @VIDPOK_26635 
$9065 = 0 
$9066 = 0 

:VIDPOK_26635
if 
   not $POKER_TILE_TYPE == 0 
else_jump @VIDPOK_26906 
12@ = 0 
0086: $TEMPVAR_FLOAT_1 = $POKER_TILE_WIDTH // (float) 
$TEMPVAR_FLOAT_1 /= 2.0 
0086: $TEMPVAR_FLOAT_2 = $POKER_TILE_HEIGHT // (float) 
$TEMPVAR_FLOAT_2 /= 2.0 

:VIDPOK_26696
if and
  480.0 > $TEMPVAR_FLOAT_2 
  100 > 12@ 
else_jump @VIDPOK_26899 

:VIDPOK_26724
if and
  640.0 > $TEMPVAR_FLOAT_1 
  100 > 12@ 
else_jump @VIDPOK_26866 
if 
  $POKER_TILE_TYPE == 1 
else_jump @VIDPOK_26798 
038D: draw_texture 64 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_TILE_WIDTH $POKER_TILE_HEIGHT RGBA 150 150 150 255 

:VIDPOK_26798
if 
  $POKER_TILE_TYPE == 2 
else_jump @VIDPOK_26844 
038D: draw_texture 65 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_TILE_WIDTH $POKER_TILE_HEIGHT RGBA 150 150 150 255 

:VIDPOK_26844
12@ += 1 
0059: $TEMPVAR_FLOAT_1 += $POKER_TILE_WIDTH // (float) 
jump @VIDPOK_26724 

:VIDPOK_26866
0059: $TEMPVAR_FLOAT_2 += $POKER_TILE_HEIGHT // (float) 
0086: $TEMPVAR_FLOAT_1 = $POKER_TILE_WIDTH // (float) 
$TEMPVAR_FLOAT_1 /= 2.0 
jump @VIDPOK_26696 

:VIDPOK_26899
jump @VIDPOK_26938 

:VIDPOK_26906
038E: draw_box_position 320.0 240.0 size 640.0 480.0 RGBA 6 16 140 255 

:VIDPOK_26938
038D: draw_texture 63 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 63 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 63 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 63 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
gosub @VIDPOK_33829 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position $POKER_X_SCREEN[0] $POKER_Y_SCREEN[0] GXT 'VP02'  // MNZWERT
gosub @VIDPOK_33637 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
045A: draw_text_1number $POKER_X_SCREEN[6] $POKER_Y_SCREEN[6] GXT 'DOLLAR' number 1@  // $~1~
12@ = Player.Money($PLAYER_CHAR)
gosub @VIDPOK_34875 
gosub @VIDPOK_33637 
03E4: enable_text_draw_align_right 1 
008B: 13@ = $MAX_WAGER // (int) 
13@ *= -1 
if 
002D:   13@ >= 12@ // (int) 
else_jump @VIDPOK_27233 
033E: set_draw_text_position $POKER_X_SCREEN[1] $POKER_Y_SCREEN[1] GXT 'VP18'  // KEIN KREDIT!
jump @VIDPOK_27253 

:VIDPOK_27233
045A: draw_text_1number $POKER_X_SCREEN[1] $POKER_Y_SCREEN[1] GXT 'VP16' number 12@  // BAR $~1~

:VIDPOK_27253
gosub @VIDPOK_33829 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
008B: 12@ = $8826 // (int) 
006A: 12@ *= 1@ // (int) 
033E: set_draw_text_position $POKER_X_SCREEN[2] $POKER_Y_SCREEN[2] GXT 'VP03'  // EINSATZ
gosub @VIDPOK_33637 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
045A: draw_text_1number $POKER_X_SCREEN[7] $POKER_Y_SCREEN[7] GXT 'DOLLAR' number 12@  // $~1~
gosub @VIDPOK_34213 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position 320.0 $POKER_Y_SCREEN[4] GXT 'VP17'  // ~k~~PED_SPRINT~ WHLEN ~k~~VEHICLE_ENTER_EXIT~ ENDE ~<~~>~~u~~d~ NAVIGIEREN
038E: draw_box_position $POKER_TABLE_X $POKER_TABLE_Y size $POKER_TABLE_WIDTH $POKER_TABLE_HEIGHT RGBA 0 0 0 255 
if 
   not 3@ == 6 
else_jump @VIDPOK_27635 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_27635 jumps 1 @VIDPOK_27470 2 @VIDPOK_27503 3 @VIDPOK_27536 4 @VIDPOK_27569 5 @VIDPOK_27602 -1 @VIDPOK_27635 -1 @VIDPOK_27635 

:VIDPOK_27470
038E: draw_box_position $9044[0] $9049[0] size $9054[0] $9059[0] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
jump @VIDPOK_27635 

:VIDPOK_27503
038E: draw_box_position $9044[1] $9049[1] size $9054[1] $9059[1] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
jump @VIDPOK_27635 

:VIDPOK_27536
038E: draw_box_position $9044[2] $9049[2] size $9054[2] $9059[2] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
jump @VIDPOK_27635 

:VIDPOK_27569
038E: draw_box_position $9044[3] $9049[3] size $9054[3] $9059[3] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
jump @VIDPOK_27635 

:VIDPOK_27602
038E: draw_box_position $9044[4] $9049[4] size $9054[4] $9059[4] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
jump @VIDPOK_27635 

:VIDPOK_27635
if and
  3@ == 6 
   not $8866 == 0 
else_jump @VIDPOK_27972 
12@ = 10 
0064: 12@ -= $8866 // (int) 
0089: 15@ = $POKER_Y_ROW(12@,10f) // (float) 
15@ += 9.0 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_27930 jumps 1 @VIDPOK_27760 2 @VIDPOK_27794 3 @VIDPOK_27828 4 @VIDPOK_27862 5 @VIDPOK_27896 -1 @VIDPOK_27930 -1 @VIDPOK_27930 

:VIDPOK_27760
038E: draw_box_position $9044[0] 15@ size $9054[0] 18.0 RGBA 255 $9065 0 255 
jump @VIDPOK_27930 

:VIDPOK_27794
038E: draw_box_position $9044[1] 15@ size $9054[1] 18.0 RGBA 255 $9065 0 255 
jump @VIDPOK_27930 

:VIDPOK_27828
038E: draw_box_position $9044[2] 15@ size $9054[2] 18.0 RGBA 255 $9065 0 255 
jump @VIDPOK_27930 

:VIDPOK_27862
038E: draw_box_position $9044[3] 15@ size $9054[3] 18.0 RGBA 255 $9065 0 255 
jump @VIDPOK_27930 

:VIDPOK_27896
038E: draw_box_position $9044[4] 15@ size $9054[4] 18.0 RGBA 255 $9065 0 255 
jump @VIDPOK_27930 

:VIDPOK_27930
gosub @VIDPOK_33637 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
045A: draw_text_1number $POKER_X_SCREEN[3] $POKER_Y_SCREEN[3] GXT 'VP04' number 14@  // !! AUSZAHLUNG: $~1~ !!
jump @VIDPOK_28039 

:VIDPOK_27972
if and
  3@ == 6 
  $8866 == 0 
else_jump @VIDPOK_28039 
14@ = 0 
gosub @VIDPOK_33637 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
045A: draw_text_1number $POKER_X_SCREEN[3] $POKER_Y_SCREEN[3] GXT 'VP04' number 14@  // !! AUSZAHLUNG: $~1~ !!

:VIDPOK_28039
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[1] GXT 'VP06'  // ROYAL FLUSH
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[2] GXT 'VP07'  // STRAIGHT FLUSH
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[3] GXT 'VP08'  // VIERLING
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[4] GXT 'VP09'  // FULL HOUSE
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[5] GXT 'VP10'  // FLUSH
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[6] GXT 'VP11'  // STRASSE
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[7] GXT 'VP12'  // DRILLING
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[8] GXT 'VP13'  // ZWEI PRCHEN
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[9] GXT 'VP14'  // BUBEN O. HHER
gosub @VIDPOK_34213 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position $POKER_X_SCREEN[5] $POKER_Y_SCREEN[5] GXT 'VP05'  // EINGESETZTE MNZEN
gosub @VIDPOK_34213 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[0] GXT 'VP15' number 1  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[1] GXT 'VP15' number 250  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[2] GXT 'VP15' number 50  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[3] GXT 'VP15' number 25  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[4] GXT 'VP15' number 9  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[5] GXT 'VP15' number 6  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[6] GXT 'VP15' number 4  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[7] GXT 'VP15' number 3  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[8] GXT 'VP15' number 2  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[9] GXT 'VP15' number 1  // ~1~
gosub @VIDPOK_34213 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[0] GXT 'VP15' number 2  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[1] GXT 'VP15' number 500  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[2] GXT 'VP15' number 100  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[3] GXT 'VP15' number 50  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[4] GXT 'VP15' number 18  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[5] GXT 'VP15' number 12  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[6] GXT 'VP15' number 8  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[7] GXT 'VP15' number 6  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[8] GXT 'VP15' number 4  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[9] GXT 'VP15' number 2  // ~1~
gosub @VIDPOK_34213 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[0] GXT 'VP15' number 3  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[1] GXT 'VP15' number 750  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[2] GXT 'VP15' number 150  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[3] GXT 'VP15' number 75  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[4] GXT 'VP15' number 27  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[5] GXT 'VP15' number 18  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[6] GXT 'VP15' number 12  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[7] GXT 'VP15' number 9  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[8] GXT 'VP15' number 6  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[9] GXT 'VP15' number 3  // ~1~
gosub @VIDPOK_34213 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[0] GXT 'VP15' number 4  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[1] GXT 'VP15' number 1000  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[2] GXT 'VP15' number 200  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[3] GXT 'VP15' number 100  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[4] GXT 'VP15' number 36  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[5] GXT 'VP15' number 24  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[6] GXT 'VP15' number 16  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[7] GXT 'VP15' number 12  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[8] GXT 'VP15' number 8  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[9] GXT 'VP15' number 4  // ~1~
gosub @VIDPOK_34213 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[0] GXT 'VP15' number 5  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[1] GXT 'VP15' number 4000  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[2] GXT 'VP15' number 250  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[3] GXT 'VP15' number 125  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[4] GXT 'VP15' number 45  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[5] GXT 'VP15' number 30  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[6] GXT 'VP15' number 20  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[7] GXT 'VP15' number 15  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[8] GXT 'VP15' number 10  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[9] GXT 'VP15' number 5  // ~1~
038E: draw_box_position $POKER_X_LINE[0] $POKER_Y_LINE[0] size $POKER_LINE_WIDTH[0] $POKER_LINE_HEIGHT[0] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[1] $POKER_Y_LINE[1] size $POKER_LINE_WIDTH[1] $POKER_LINE_HEIGHT[1] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[2] $POKER_Y_LINE[2] size $POKER_LINE_WIDTH[2] $POKER_LINE_HEIGHT[2] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[3] $POKER_Y_LINE[3] size $POKER_LINE_WIDTH[3] $POKER_LINE_HEIGHT[3] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[4] $POKER_Y_LINE[4] size $POKER_LINE_WIDTH[4] $POKER_LINE_HEIGHT[4] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[5] $POKER_Y_LINE[5] size $POKER_LINE_WIDTH[5] $POKER_LINE_HEIGHT[5] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[6] $POKER_Y_LINE[6] size $POKER_LINE_WIDTH[6] $POKER_LINE_HEIGHT[6] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[7] $POKER_Y_LINE[7] size $POKER_LINE_WIDTH[7] $POKER_LINE_HEIGHT[7] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[8] $POKER_Y_LINE[8] size $POKER_LINE_WIDTH[8] $POKER_LINE_HEIGHT[8] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
$9064 = 0 

:VIDPOK_30112
if 
  5 > $9064 
else_jump @VIDPOK_31298 
if 
  $8827($9064,5i) == 0 
else_jump @VIDPOK_30195 
038D: draw_texture 53 position $POKER_X_CARD($9064,5f) $POKER_Y_CARD($9064,5f) size $POKER_CARD_WIDTH $POKER_CARD_HEIGHT RGBA 128 128 128 255 
jump @VIDPOK_30236 

:VIDPOK_30195
038D: draw_texture $8827($9064,5i) position $POKER_X_CARD($9064,5f) $POKER_Y_CARD($9064,5f) size $POKER_CARD_WIDTH $POKER_CARD_HEIGHT RGBA 128 128 128 255 

:VIDPOK_30236
0086: $TEMPVAR_FLOAT_1 = $POKER_X_CARD($9064,5f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_CARD($9064,5f) // (float) 
0059: $TEMPVAR_FLOAT_2 += $POKER_HOLD_BUTTON_OFFSET // (float) 
if 
  $8837($9064,5i) == 0 
else_jump @VIDPOK_30447 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 0 0 0 128 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA 128 128 128 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HALTE

:VIDPOK_30447
if 
  $8837($9064,5i) == 1 
else_jump @VIDPOK_30628 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 255 $9065 0 128 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA 128 128 128 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HALTE

:VIDPOK_30628
if 
  $8837($9064,5i) == 2 
else_jump @VIDPOK_30789 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA 0 128 0 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HALTE

:VIDPOK_30789
if 
  $8837($9064,5i) == 3 
else_jump @VIDPOK_30954 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA 0 128 0 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HALTE

:VIDPOK_30954
if 
  $8837($9064,5i) == 4 
else_jump @VIDPOK_31117 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 255 0 0 255 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HALTE

:VIDPOK_31117
if 
  $8837($9064,5i) == 5 
else_jump @VIDPOK_31284 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HALTE

:VIDPOK_31284
$9064 += 1 
jump @VIDPOK_30112 

:VIDPOK_31298
if 
  $8842 == 0 
else_jump @VIDPOK_31481 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 0 0 0 128 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA 128 128 128 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // EINSATZ

:VIDPOK_31481
if 
  $8842 == 1 
else_jump @VIDPOK_31666 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 255 $9065 0 128 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA 128 128 128 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // EINSATZ

:VIDPOK_31666
if 
  $8842 == 2 
else_jump @VIDPOK_31831 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA 0 128 0 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // EINSATZ

:VIDPOK_31831
if 
  $8842 == 3 
else_jump @VIDPOK_32000 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA 0 128 0 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // EINSATZ

:VIDPOK_32000
if 
  $8842 == 4 
else_jump @VIDPOK_32167 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 255 0 0 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // EINSATZ

:VIDPOK_32167
if 
  $8842 == 5 
else_jump @VIDPOK_32338 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // EINSATZ

:VIDPOK_32338
if 
  $8843 == 0 
else_jump @VIDPOK_32521 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 0 0 0 128 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA 128 128 128 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // GEBEN

:VIDPOK_32521
if 
  $8843 == 1 
else_jump @VIDPOK_32706 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 255 $9065 0 128 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA 128 128 128 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // GEBEN

:VIDPOK_32706
if 
  $8843 == 2 
else_jump @VIDPOK_32871 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA 0 128 0 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // GEBEN

:VIDPOK_32871
if 
  $8843 == 3 
else_jump @VIDPOK_33040 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA 0 128 0 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // GEBEN

:VIDPOK_33040
if 
  $8843 == 4 
else_jump @VIDPOK_33207 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 255 0 0 255 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // GEBEN

:VIDPOK_33207
if 
  $8843 == 5 
else_jump @VIDPOK_33378 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // GEBEN

:VIDPOK_33378
return 

:VIDPOK_33380
if and
  27 > $9069 
  $9069 > 13 
else_jump @VIDPOK_33420 
0084: $9070 = $9069 // (int) 
$9070 -= 13 

:VIDPOK_33420
if and
  40 > $9069 
  $9069 > 26 
else_jump @VIDPOK_33460 
0084: $9070 = $9069 // (int) 
$9070 -= 26 

:VIDPOK_33460
if and
  53 > $9069 
  $9069 > 39 
else_jump @VIDPOK_33500 
0084: $9070 = $9069 // (int) 
$9070 -= 39 

:VIDPOK_33500
if 
  13 >= $9069 
else_jump @VIDPOK_33526 
0084: $9070 = $9069 // (int) 

:VIDPOK_33526
return 

:VIDPOK_33528
if 
  14 > $9069 
else_jump @VIDPOK_33560 
$9070 = 1 
jump @VIDPOK_33631 

:VIDPOK_33560
if 
  27 > $9069 
else_jump @VIDPOK_33592 
$9070 = 2 
jump @VIDPOK_33631 

:VIDPOK_33592
if 
  40 > $9069 
else_jump @VIDPOK_33624 
$9070 = 3 
jump @VIDPOK_33631 

:VIDPOK_33624
$9070 = 4 

:VIDPOK_33631
return 

:VIDPOK_33633
return 

:VIDPOK_33635
return 

:VIDPOK_33637
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[0] $POKER_Y_TEXT_SCALE[0] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[0] $POKER_TEXT_COLOR_G[0] $POKER_TEXT_COLOR_B[0] 255 
if 
  $POKER_TEXT_CENTRE[0] == 1 
else_jump @VIDPOK_33681 
0342: enable_text_draw_centered 1 

:VIDPOK_33681
0871: init_jump_table $POKER_TEXT_FONT[0] total_jumps 4 default_jump 1 @VIDPOK_33788 jumps 0 @VIDPOK_33744 1 @VIDPOK_33755 2 @VIDPOK_33766 3 @VIDPOK_33777 -1 @VIDPOK_33799 -1 @VIDPOK_33799 -1 @VIDPOK_33799 

:VIDPOK_33744
0349: set_text_draw_font 0 
jump @VIDPOK_33799 

:VIDPOK_33755
0349: set_text_draw_font 1 
jump @VIDPOK_33799 

:VIDPOK_33766
0349: set_text_draw_font 2 
jump @VIDPOK_33799 

:VIDPOK_33777
0349: set_text_draw_font 3 
jump @VIDPOK_33799 

:VIDPOK_33788
0349: set_text_draw_font 0 
jump @VIDPOK_33799 

:VIDPOK_33799
081C: draw_text_outline $POKER_TEXT_EDGE[0] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_33829
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[1] $POKER_Y_TEXT_SCALE[1] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
if 
  $POKER_TEXT_CENTRE[1] == 1 
else_jump @VIDPOK_33873 
0342: enable_text_draw_centered 1 

:VIDPOK_33873
0871: init_jump_table $POKER_TEXT_FONT[1] total_jumps 4 default_jump 1 @VIDPOK_33980 jumps 0 @VIDPOK_33936 1 @VIDPOK_33947 2 @VIDPOK_33958 3 @VIDPOK_33969 -1 @VIDPOK_33991 -1 @VIDPOK_33991 -1 @VIDPOK_33991 

:VIDPOK_33936
0349: set_text_draw_font 0 
jump @VIDPOK_33991 

:VIDPOK_33947
0349: set_text_draw_font 1 
jump @VIDPOK_33991 

:VIDPOK_33958
0349: set_text_draw_font 2 
jump @VIDPOK_33991 

:VIDPOK_33969
0349: set_text_draw_font 3 
jump @VIDPOK_33991 

:VIDPOK_33980
0349: set_text_draw_font 0 
jump @VIDPOK_33991 

:VIDPOK_33991
081C: draw_text_outline $POKER_TEXT_EDGE[1] RGBA $POKER_TEXT_EDGE_R[1] $POKER_TEXT_EDGE_G[1] $POKER_TEXT_EDGE_B[1] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_34021
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[2] $POKER_Y_TEXT_SCALE[2] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[2] $POKER_TEXT_COLOR_G[2] $POKER_TEXT_COLOR_B[2] 255 
if 
  $POKER_TEXT_CENTRE[2] == 1 
else_jump @VIDPOK_34065 
0342: enable_text_draw_centered 1 

:VIDPOK_34065
0871: init_jump_table $POKER_TEXT_FONT[2] total_jumps 4 default_jump 1 @VIDPOK_34172 jumps 0 @VIDPOK_34128 1 @VIDPOK_34139 2 @VIDPOK_34150 3 @VIDPOK_34161 -1 @VIDPOK_34183 -1 @VIDPOK_34183 -1 @VIDPOK_34183 

:VIDPOK_34128
0349: set_text_draw_font 0 
jump @VIDPOK_34183 

:VIDPOK_34139
0349: set_text_draw_font 1 
jump @VIDPOK_34183 

:VIDPOK_34150
0349: set_text_draw_font 2 
jump @VIDPOK_34183 

:VIDPOK_34161
0349: set_text_draw_font 3 
jump @VIDPOK_34183 

:VIDPOK_34172
0349: set_text_draw_font 0 
jump @VIDPOK_34183 

:VIDPOK_34183
081C: draw_text_outline $POKER_TEXT_EDGE[2] RGBA $POKER_TEXT_EDGE_R[2] $POKER_TEXT_EDGE_G[2] $POKER_TEXT_EDGE_B[2] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_34213
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[3] $POKER_Y_TEXT_SCALE[3] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[3] $POKER_TEXT_COLOR_G[3] $POKER_TEXT_COLOR_B[3] 255 
if 
  $POKER_TEXT_CENTRE[3] == 1 
else_jump @VIDPOK_34257 
0342: enable_text_draw_centered 1 

:VIDPOK_34257
0871: init_jump_table $POKER_TEXT_FONT[3] total_jumps 4 default_jump 1 @VIDPOK_34364 jumps 0 @VIDPOK_34320 1 @VIDPOK_34331 2 @VIDPOK_34342 3 @VIDPOK_34353 -1 @VIDPOK_34375 -1 @VIDPOK_34375 -1 @VIDPOK_34375 

:VIDPOK_34320
0349: set_text_draw_font 0 
jump @VIDPOK_34375 

:VIDPOK_34331
0349: set_text_draw_font 1 
jump @VIDPOK_34375 

:VIDPOK_34342
0349: set_text_draw_font 2 
jump @VIDPOK_34375 

:VIDPOK_34353
0349: set_text_draw_font 3 
jump @VIDPOK_34375 

:VIDPOK_34364
0349: set_text_draw_font 0 
jump @VIDPOK_34375 

:VIDPOK_34375
081C: draw_text_outline $POKER_TEXT_EDGE[3] RGBA $POKER_TEXT_EDGE_R[3] $POKER_TEXT_EDGE_G[3] $POKER_TEXT_EDGE_B[3] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_34405
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[4] $POKER_Y_TEXT_SCALE[4] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[4] $POKER_TEXT_COLOR_G[4] $POKER_TEXT_COLOR_B[4] 255 
if 
  $POKER_TEXT_CENTRE[4] == 1 
else_jump @VIDPOK_34449 
0342: enable_text_draw_centered 1 

:VIDPOK_34449
0871: init_jump_table $POKER_TEXT_FONT[4] total_jumps 4 default_jump 1 @VIDPOK_34556 jumps 0 @VIDPOK_34512 1 @VIDPOK_34523 2 @VIDPOK_34534 3 @VIDPOK_34545 -1 @VIDPOK_34567 -1 @VIDPOK_34567 -1 @VIDPOK_34567 

:VIDPOK_34512
0349: set_text_draw_font 0 
jump @VIDPOK_34567 

:VIDPOK_34523
0349: set_text_draw_font 1 
jump @VIDPOK_34567 

:VIDPOK_34534
0349: set_text_draw_font 2 
jump @VIDPOK_34567 

:VIDPOK_34545
0349: set_text_draw_font 3 
jump @VIDPOK_34567 

:VIDPOK_34556
0349: set_text_draw_font 0 
jump @VIDPOK_34567 

:VIDPOK_34567
081C: draw_text_outline $POKER_TEXT_EDGE[4] RGBA $POKER_TEXT_EDGE_R[4] $POKER_TEXT_EDGE_G[4] $POKER_TEXT_EDGE_B[4] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_34597
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[5] $POKER_Y_TEXT_SCALE[5] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $POKER_TEXT_COLOR_G[5] $POKER_TEXT_COLOR_B[5] 255 
if 
  $POKER_TEXT_CENTRE[5] == 1 
else_jump @VIDPOK_34641 
0342: enable_text_draw_centered 1 

:VIDPOK_34641
0871: init_jump_table $POKER_TEXT_FONT[5] total_jumps 4 default_jump 1 @VIDPOK_34748 jumps 0 @VIDPOK_34704 1 @VIDPOK_34715 2 @VIDPOK_34726 3 @VIDPOK_34737 -1 @VIDPOK_34759 -1 @VIDPOK_34759 -1 @VIDPOK_34759 

:VIDPOK_34704
0349: set_text_draw_font 0 
jump @VIDPOK_34759 

:VIDPOK_34715
0349: set_text_draw_font 1 
jump @VIDPOK_34759 

:VIDPOK_34726
0349: set_text_draw_font 2 
jump @VIDPOK_34759 

:VIDPOK_34737
0349: set_text_draw_font 3 
jump @VIDPOK_34759 

:VIDPOK_34748
0349: set_text_draw_font 0 
jump @VIDPOK_34759 

:VIDPOK_34759
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA $POKER_TEXT_EDGE_R[5] $POKER_TEXT_EDGE_G[5] $POKER_TEXT_EDGE_B[5] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_34875
0653: 15@ = float_stat 81 
if 
  50.0 > 15@ 
else_jump @VIDPOK_34917 
$MAX_WAGER = 100 
jump @VIDPOK_35037 

:VIDPOK_34917
if 
  150.0 > 15@ 
else_jump @VIDPOK_34953 
$MAX_WAGER = 1000 
jump @VIDPOK_35037 

:VIDPOK_34953
if 
  350.0 > 15@ 
else_jump @VIDPOK_34989 
$MAX_WAGER = 10000 
jump @VIDPOK_35037 

:VIDPOK_34989
if 
  1000.0 > 15@ 
else_jump @VIDPOK_35027 
$MAX_WAGER = 100000 
jump @VIDPOK_35037 

:VIDPOK_35027
$MAX_WAGER = 1000000 

:VIDPOK_35037
return 

:VIDPOK_35039
09BD: unknown_flag 0 
3@ = 0 
4@ = 0 
5@ = 0 
6@ = 0 
7@ = 0 
end_thread_named 'CASHWIN' 
00BE: text_clear_all 
03E6: remove_text_box 
040D: unload_wav 4 
0391: release_txd_dictionary 
03F0: enable_text_draw 0 
Player.CanMove($PLAYER_CHAR) = True
0826: enable_hud 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 
end_thread 

//-------------External script 17 (BLACKJ)---------------

:BLACKJ
thread 'BLACKJ' 
2@ = 0 
3@ = 0 
4@ = 0 
5@ = 0 
22@ = 0 
23@ = 0 
24@ = 0 
if 
  3@ == -1 
else_jump @BLACKJ_193 
0@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
1@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
$9217 = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$9218 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
$9208[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)

:BLACKJ_193
29@ = -99 

:BLACKJ_200
wait 0 
if 
  $PLAYER_IN_INTERIOR == 0 
else_jump @BLACKJ_2463 
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_2447 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @BLACKJ_2431 
if 
  $9217 == 0 
else_jump @BLACKJ_2343 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BLACKJ_2327 
if 
  2@ == 0 
else_jump @BLACKJ_1076 
if 
  3@ == 0 
else_jump @BLACKJ_869 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_366 
04AF: 26@ = 171 // @ = any 
jump @BLACKJ_374 

:BLACKJ_366
04AF: 26@ = 171 // @ = any 

:BLACKJ_374
if 
   not Model.Available(26@)
else_jump @BLACKJ_395 
Model.Load(26@)

:BLACKJ_395
if 
84EE:   not animation "CASINO" loaded 
else_jump @BLACKJ_426 
04ED: load_animation "CASINO" 

:BLACKJ_426
if 
  29@ == -99 
else_jump @BLACKJ_862 
0653: 13@ = float_stat 81 
if 
  $9207 == 0 
else_jump @BLACKJ_675 
if 
  1.0 > 13@ 
else_jump @BLACKJ_511 
29@ = 100 
30@ = 1 
jump @BLACKJ_661 

:BLACKJ_511
if 
  10.0 > 13@ 
else_jump @BLACKJ_554 
29@ = 1000 
30@ = 10 
jump @BLACKJ_661 

:BLACKJ_554
if 
  100.0 > 13@ 
else_jump @BLACKJ_597 
29@ = 10000 
30@ = 100 
jump @BLACKJ_661 

:BLACKJ_597
if 
  1000.0 > 13@ 
else_jump @BLACKJ_643 
29@ = 100000 
30@ = 1000 
jump @BLACKJ_661 

:BLACKJ_643
29@ = 1000000 
30@ = 10000 

:BLACKJ_661
$9207 += 1 
jump @BLACKJ_862 

:BLACKJ_675
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 5 default_jump 0 @BLACKJ_862 jumps 0 @BLACKJ_747 1 @BLACKJ_768 2 @BLACKJ_790 3 @BLACKJ_812 4 @BLACKJ_837 -1 @BLACKJ_862 -1 @BLACKJ_862 

:BLACKJ_747
29@ = 100 
30@ = 1 
jump @BLACKJ_862 

:BLACKJ_768
29@ = 1000 
30@ = 10 
jump @BLACKJ_862 

:BLACKJ_790
29@ = 10000 
30@ = 100 
jump @BLACKJ_862 

:BLACKJ_812
29@ = 100000 
30@ = 1000 
jump @BLACKJ_862 

:BLACKJ_837
29@ = 1000000 
30@ = 10000 
jump @BLACKJ_862 

:BLACKJ_862
3@ += 1 

:BLACKJ_869
if 
  3@ == 1 
else_jump @BLACKJ_920 
if and
   Model.Available(26@)
04EE:   animation "CASINO" loaded 
else_jump @BLACKJ_920 
3@ += 1 

:BLACKJ_920
if 
  3@ == 2 
else_jump @BLACKJ_1076 
if 
856D:   not actor 1@ defined 
else_jump @BLACKJ_1062 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.4 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
1@ = Actor.Create(CivMale, 26@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
060B: set_actor 1@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
$TEMPVAR_ANGLE = Object.Angle(0@)
$TEMPVAR_ANGLE += 180.0 
Actor.Angle(1@) = $TEMPVAR_ANGLE
Model.Destroy(26@)
0A0A: unknown_object 0@ flag 1 

:BLACKJ_1062
2@ += 1 
3@ = 0 

:BLACKJ_1076
if 
  2@ == 1 
else_jump @BLACKJ_2320 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_2320 
if 
  $9470 == 0 
else_jump @BLACKJ_2271 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.4 0.0 
if 
00FF:   actor 1@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.4 0.4 2.0 on_foot 
else_jump @BLACKJ_2215 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.5 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.5 0.5 2.0 on_foot 
else_jump @BLACKJ_2159 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @BLACKJ_2152 
if 
  22@ == 0 
else_jump @BLACKJ_2128 
if 
00E1:   player 0 pressed_key 15 
else_jump @BLACKJ_1875 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001E:   $BJACK_PLAYER_CASH > 30@ // (int) 
else_jump @BLACKJ_1845 
10@ = 0 
0653: 13@ = float_stat 81 
if 
  29@ == 1000000 
else_jump @BLACKJ_1449 
if 
  1000.0 > 13@ 
else_jump @BLACKJ_1442 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
10@ = 1 

:BLACKJ_1442
jump @BLACKJ_1654 

:BLACKJ_1449
if 
  29@ == 100000 
else_jump @BLACKJ_1521 
if 
  100.0 > 13@ 
else_jump @BLACKJ_1514 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
10@ = 1 

:BLACKJ_1514
jump @BLACKJ_1654 

:BLACKJ_1521
if 
  29@ == 10000 
else_jump @BLACKJ_1591 
if 
  10.0 > 13@ 
else_jump @BLACKJ_1584 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
10@ = 1 

:BLACKJ_1584
jump @BLACKJ_1654 

:BLACKJ_1591
if 
  29@ == 1000 
else_jump @BLACKJ_1654 
if 
  1.0 > 13@ 
else_jump @BLACKJ_1654 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
10@ = 1 

:BLACKJ_1654
if 
  10@ == 0 
else_jump @BLACKJ_1744 
if 
  21@ == 1 
else_jump @BLACKJ_1701 
00BE: text_clear_all 
03E6: remove_text_box 
21@ = 0 

:BLACKJ_1701
2@ = 0 
3@ = 0 
008A: $9217 = 0@ // (int) 
$9205 = 0 
22@ = 1 
jump @BLACKJ_1838 

:BLACKJ_1744
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_1838 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_1816 
09D6: set_actor 1@ sound 5850 flags 1 1 0 
0967: actor 1@ move_mouth 2000 ms 
jump @BLACKJ_1838 

:BLACKJ_1816
09D6: set_actor 1@ sound 5851 flags 1 1 0 
0967: actor 1@ move_mouth 2000 ms 

:BLACKJ_1838
jump @BLACKJ_1868 

:BLACKJ_1845
00BC: show_text_highpriority GXT 'BJ_2' time 5000 flag 1  // ~s~Du kannst es dir nicht leisten, an diesem Tisch zu spielen.
gosub @BLACKJ_18303 

:BLACKJ_1868
jump @BLACKJ_2121 

:BLACKJ_1875
if 
   not 21@ == 1 
else_jump @BLACKJ_2121 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Spieler-Skill~w~ - Spieler-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000 erhht. Du hast jetzt bis zu $1.000 Kredit beim Casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Spieler-Skill~w~ - Zocker-Level erreicht. Dein maximaler Einsatz hat sich auf $10.000 erhht. Du hast jetzt bis zu $10.000 Kredit beim Casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Spieler-Skill~w~ - Profizocker-Level erreicht. Dein maximaler Einsatz hat sich auf $100.000 erhht. Du hast jetzt bis zu $100.000 Kredit beim Casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Spieler-Skill~w~ - Superzocker-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000.000 erhht. Du hast jetzt bis zu $1.000.000 Kredit beim Casino.
else_jump @BLACKJ_2121 
0989: set_text_boxes_width 200 
0871: init_jump_table 29@ total_jumps 5 default_jump 0 @BLACKJ_2114 jumps 100 @BLACKJ_2024 1000 @BLACKJ_2042 10000 @BLACKJ_2060 100000 @BLACKJ_2078 1000000 @BLACKJ_2096 -1 @BLACKJ_2114 -1 @BLACKJ_2114 

:BLACKJ_2024
0512: show_permanent_text_box 'BJ_1A'  // ~k~~VEHICLE_ENTER_EXIT~: Blackjack spielen~n~Max. Einsatz $100
jump @BLACKJ_2114 

:BLACKJ_2042
0512: show_permanent_text_box 'BJ_1B'  // ~k~~VEHICLE_ENTER_EXIT~: Blackjack spielen~n~Max. Einsatz $1000
jump @BLACKJ_2114 

:BLACKJ_2060
0512: show_permanent_text_box 'BJ_1C'  // ~k~~VEHICLE_ENTER_EXIT~: Blackjack spielen~n~Max. Einsatz $10000
jump @BLACKJ_2114 

:BLACKJ_2078
0512: show_permanent_text_box 'BJ_1D'  // ~k~~VEHICLE_ENTER_EXIT~: Blackjack spielen~n~Max. Einsatz $100000
jump @BLACKJ_2114 

:BLACKJ_2096
0512: show_permanent_text_box 'BJ_1E'  // ~k~~VEHICLE_ENTER_EXIT~: Blackjack spielen~n~Max. Einsatz $1000000
jump @BLACKJ_2114 

:BLACKJ_2114
21@ = 1 

:BLACKJ_2121
jump @BLACKJ_2152 

:BLACKJ_2128
if 
80E1:   not player 0 pressed_key 15 
else_jump @BLACKJ_2152 
22@ = 0 

:BLACKJ_2152
jump @BLACKJ_2208 

:BLACKJ_2159
if 
  21@ == 1 
else_jump @BLACKJ_2208 
03D5: remove_text 'BJ_2'  // ~s~Du kannst es dir nicht leisten, an diesem Tisch zu spielen.
03D5: remove_text 'GAMBSTA'  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
03E6: remove_text_box 
21@ = 0 

:BLACKJ_2208
jump @BLACKJ_2264 

:BLACKJ_2215
if 
  21@ == 1 
else_jump @BLACKJ_2264 
03D5: remove_text 'BJ_2'  // ~s~Du kannst es dir nicht leisten, an diesem Tisch zu spielen.
03D5: remove_text 'GAMBSTA'  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
03E6: remove_text_box 
21@ = 0 

:BLACKJ_2264
jump @BLACKJ_2320 

:BLACKJ_2271
if 
  21@ == 1 
else_jump @BLACKJ_2320 
03D5: remove_text 'BJ_2'  // ~s~Du kannst es dir nicht leisten, an diesem Tisch zu spielen.
03D5: remove_text 'GAMBSTA'  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
03E6: remove_text_box 
21@ = 0 

:BLACKJ_2320
jump @BLACKJ_2336 

:BLACKJ_2327
gosub @BLACKJ_2479 
end_thread 

:BLACKJ_2336
jump @BLACKJ_2424 

:BLACKJ_2343
if 
003C:   $9217 == 0@ // (int) 
else_jump @BLACKJ_2424 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BLACKJ_2424 
if 
  5@ == 0 
else_jump @BLACKJ_2410 
gosub @BLACKJ_2533 
jump @BLACKJ_2424 

:BLACKJ_2410
gosub @BLACKJ_34567 
$9217 = 0 

:BLACKJ_2424
jump @BLACKJ_2440 

:BLACKJ_2431
gosub @BLACKJ_2479 
end_thread 

:BLACKJ_2440
jump @BLACKJ_2456 

:BLACKJ_2447
gosub @BLACKJ_2479 
end_thread 

:BLACKJ_2456
jump @BLACKJ_2472 

:BLACKJ_2463
gosub @BLACKJ_2479 
end_thread 

:BLACKJ_2472
jump @BLACKJ_200 

:BLACKJ_2479
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_2502 
0A0A: unknown_object 0@ flag 0 

:BLACKJ_2502
Actor.RemoveReferences(1@)
04EF: release_animation "CASINO" 
$9207 -= 1 
2@ = 0 
return 

:BLACKJ_2533
if 
0736:   NOP_false 32 
else_jump @BLACKJ_2582 
31@ += 1 
if 
  31@ > 5 
else_jump @BLACKJ_2580 
31@ = 0 

:BLACKJ_2580
086A: NOP 

:BLACKJ_2582
if 
  31@ == 1 
else_jump @BLACKJ_2838 
008A: $9219 = 2@ // (int) 
008A: $9220 = 3@ // (int) 
008A: $9221 = 4@ // (int) 
0084: $9222 = $BJACK_PLAYER_TOTAL1 // (int) 
0084: $9223 = $BJACK_PLAYER_TOTAL1_B // (int) 
0084: $9224 = $BJACK_PLAYER_TOTAL2 // (int) 
0084: $9225 = $BJACK_PLAYER_TOTAL2_B // (int) 
0084: $9226 = $BJACK_DEALER_TOTAL // (int) 
0084: $9227 = $BJACK_DEALER_TOTAL2 // (int) 
065D: NOP $9219 "M_STAGE" 
065D: NOP $9220 "M_GOALS" 
065D: NOP $9221 "M_GOALS2" 
065D: NOP $9222 "PLAYER_TOTAL1" 
065D: NOP $9223 "PLAYER_TOTAL1_B" 
065D: NOP $9224 "PLAYER_TOTAL2" 
065D: NOP $9225 "PLAYER_TOTAL2_B" 
065D: NOP $9226 "DEALER_TOTAL" 
065D: NOP $9227 "DEALER_TOTAL2" 

:BLACKJ_2838
if 
  31@ == 2 
else_jump @BLACKJ_3148 
0084: $9219 = $BJACK_PLAYER_CANNOT_SPLIT // (int) 
0084: $9220 = $BJACK_PLAYER_HAS_SPLIT // (int) 
0084: $9221 = $BJACK_PLAYER_CANNOT_DOUBLE // (int) 
0084: $9222 = $BJACK_PLAYER_HAS_DOUBLED1 // (int) 
0084: $9223 = $BJACK_PLAYER_HAS_DOUBLED2 // (int) 
0084: $9224 = $BJACK_PLAYER_HAS_STUCKED1 // (int) 
0084: $9225 = $BJACK_PLAYER_HAS_STUCKED2 // (int) 
0084: $9226 = $BJACK_PLAYER_HAS_HIT1 // (int) 
0084: $9227 = $BJACK_DEALER_HAS_STUCK // (int) 
065D: NOP $9219 "PLAYER_CANNOT_SPLIT" 
065D: NOP $9220 "PLAYER_HAS_SPLIT" 
065D: NOP $9221 "PLAYER_CANNOT_DOUBLE" 
065D: NOP $9222 "PLAYER_HAS_DOUBLED1" 
065D: NOP $9223 "PLAYER_HAS_DOUBLED2" 
065D: NOP $9224 "PLAYER_HAS_STUCK1" 
065D: NOP $9225 "PLAYER_HAS_STUCK2" 
065D: NOP $9226 "PLAYER_HAS_HIT" 
065D: NOP $9227 "DEALER_HAS_STUCK" 

:BLACKJ_3148
if 
  31@ == 3 
else_jump @BLACKJ_3441 
0084: $9219 = $BJACK_PLAYER_HAS_QUIT // (int) 
0084: $9220 = $BJACK_PLAYER_HAS_WON1 // (int) 
0084: $9221 = $BJACK_PLAYER_HAS_WON2 // (int) 
0084: $9222 = $BJACK_PLAYER_HAS_INPUT // (int) 
0084: $9223 = $BJACK_DEALER_WINS_BY_DEFAULT // (int) 
0084: $9224 = $BJACK_DEALER_GOT_ACE // (int) 
0084: $9225 = $BJACK_PLAYER_GOT_ACE1 // (int) 
0084: $9226 = $BJACK_PLAYER_GOT_ACE2 // (int) 
0084: $9227 = $BJACK_PLAYER_GOT_BJACK // (int) 
065D: NOP $9219 "PLAYER_HAS_QUIT" 
065D: NOP $9220 "PLAYER_HAS_WON1" 
065D: NOP $9221 "PLAYER_HAS_WON2" 
065D: NOP $9222 "PLAYER_HAS_INPUT" 
065D: NOP $9223 "DEALER_WINS_BY_DEFAULT" 
065D: NOP $9224 "DEALER_GOT_ACE" 
065D: NOP $9225 "PLAYER_GOT_ACE1" 
065D: NOP $9226 "PLAYER_GOT_ACE2" 
065D: NOP $9227 "PLAYER_GOT_BJ" 

:BLACKJ_3441
if 
  31@ == 4 
else_jump @BLACKJ_3679 
0084: $9219 = $BJACK_PLAYER_CASH // (int) 
008A: $9220 = 30@ // (int) 
008A: $9221 = 29@ // (int) 
0084: $9222 = $BJACK_LAST_BET // (int) 
0084: $9223 = $BJACK_BET1 // (int) 
0084: $9224 = $BJACK_BET2 // (int) 
0084: $9225 = $BJACK_BET_STEP // (int) 
0084: $9226 = $BJACK_HALF_BET // (int) 
0084: $9227 = $BJACK_REFUND // (int) 
065D: NOP $9219 "BJ_PLAYERS_CASH" 
065D: NOP $9220 "MIN_BET" 
065D: NOP $9221 "MAX_BET" 
065D: NOP $9222 "BJ_LAST_BET" 
065D: NOP $9223 "BJ_BET1" 
065D: NOP $9224 "BJ_BET2" 
065D: NOP $9225 "BJ_BET_STEP" 
065D: NOP $9226 "BJ_HALF_BET" 
065D: NOP $9227 "BJ_REFUND" 

:BLACKJ_3679
if 
  31@ == 5 
else_jump @BLACKJ_3780 
0084: $9219 = $BJACK_PLAYER_GOT_BJACK // (int) 
0084: $9220 = $BJACK_PAYOUT // (int) 
0084: $9221 = $BJACK_INITIAL_STAKE // (int) 
065D: NOP $9219 "PLAYER_GOT_BJ" 
065D: NOP $9220 "BJ_PAYOUT" 
065D: NOP $9221 "BJ_INITIAL_STAKE" 

:BLACKJ_3780
6@ += 1 
if 
  6@ > 9 
else_jump @BLACKJ_3812 
6@ = 0 

:BLACKJ_3812
01BD: 7@ = current_time_in_ms 
0085: 9@ = 7@ // (int) 
0062: 9@ -= 8@ // (int) 
0085: 8@ = 7@ // (int) 
if or
0A2A:   text_box 'SGPUNT' displayed  // ~h~Spieler-Skill~w~ - Spieler-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000 erhht. Du hast jetzt bis zu $1.000 Kredit beim Casino.
0A2A:   text_box 'SGGAMB' displayed  // ~h~Spieler-Skill~w~ - Zocker-Level erreicht. Dein maximaler Einsatz hat sich auf $10.000 erhht. Du hast jetzt bis zu $10.000 Kredit beim Casino.
0A2A:   text_box 'SGPROF' displayed  // ~h~Spieler-Skill~w~ - Profizocker-Level erreicht. Dein maximaler Einsatz hat sich auf $100.000 erhht. Du hast jetzt bis zu $100.000 Kredit beim Casino.
0A2A:   text_box 'SGHIRO' displayed  // ~h~Spieler-Skill~w~ - Superzocker-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000.000 erhht. Du hast jetzt bis zu $1.000.000 Kredit beim Casino.
else_jump @BLACKJ_4365 
if 
   not $9206 == 1 
else_jump @BLACKJ_4079 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_4065 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_4065 jumps 0 @BLACKJ_4002 1 @BLACKJ_4023 2 @BLACKJ_4044 -1 @BLACKJ_4065 -1 @BLACKJ_4065 -1 @BLACKJ_4065 -1 @BLACKJ_4065 

:BLACKJ_4002
09D6: set_actor 1@ sound 5820 flags 1 1 0 
jump @BLACKJ_4065 

:BLACKJ_4023
09D6: set_actor 1@ sound 5821 flags 1 1 0 
jump @BLACKJ_4065 

:BLACKJ_4044
09D6: set_actor 1@ sound 5822 flags 1 1 0 
jump @BLACKJ_4065 

:BLACKJ_4065
$9206 = 1 
32@ = 0 

:BLACKJ_4079
if 
  23@ == 0 
else_jump @BLACKJ_4130 
if 
00E1:   player 0 pressed_key 16 
else_jump @BLACKJ_4123 
03E6: remove_text_box 
23@ = 1 

:BLACKJ_4123
jump @BLACKJ_4172 

:BLACKJ_4130
if 
80E1:   not player 0 pressed_key 16 
else_jump @BLACKJ_4172 
if 
   not 23@ == 0 
else_jump @BLACKJ_4172 
23@ = 0 

:BLACKJ_4172
if 
  25@ == 0 
else_jump @BLACKJ_4223 
if 
00E1:   player 0 pressed_key 17 
else_jump @BLACKJ_4216 
03E6: remove_text_box 
25@ = 1 

:BLACKJ_4216
jump @BLACKJ_4265 

:BLACKJ_4223
if 
80E1:   not player 0 pressed_key 17 
else_jump @BLACKJ_4265 
if 
   not 25@ == 0 
else_jump @BLACKJ_4265 
25@ = 0 

:BLACKJ_4265
if 
  24@ == 0 
else_jump @BLACKJ_4316 
if 
00E1:   player 0 pressed_key 14 
else_jump @BLACKJ_4309 
03E6: remove_text_box 
24@ = 1 

:BLACKJ_4309
jump @BLACKJ_4358 

:BLACKJ_4316
if 
80E1:   not player 0 pressed_key 14 
else_jump @BLACKJ_4358 
if 
   not 24@ == 0 
else_jump @BLACKJ_4358 
24@ = 0 

:BLACKJ_4358
jump @BLACKJ_4390 

:BLACKJ_4365
if 
   not $9206 == 0 
else_jump @BLACKJ_4390 
$9206 = 0 

:BLACKJ_4390
0871: init_jump_table 2@ total_jumps 7 default_jump 0 @BLACKJ_4551 jumps 0 @BLACKJ_4453 1 @BLACKJ_4467 2 @BLACKJ_4481 3 @BLACKJ_4495 4 @BLACKJ_4509 5 @BLACKJ_4523 6 @BLACKJ_4537 

:BLACKJ_4453
gosub @BLACKJ_5015 
jump @BLACKJ_4551 

:BLACKJ_4467
gosub @BLACKJ_7716 
jump @BLACKJ_4551 

:BLACKJ_4481
gosub @BLACKJ_9615 
jump @BLACKJ_4551 

:BLACKJ_4495
gosub @BLACKJ_10189 
jump @BLACKJ_4551 

:BLACKJ_4509
gosub @BLACKJ_10622 
jump @BLACKJ_4551 

:BLACKJ_4523
gosub @BLACKJ_15357 
jump @BLACKJ_4551 

:BLACKJ_4537
gosub @BLACKJ_15879 
jump @BLACKJ_4551 

:BLACKJ_4551
if 
0736:   NOP_false 85 
else_jump @BLACKJ_4646 
$BJACK_FLAG_CARD_CHEAT += 1 
if 
  $BJACK_FLAG_CARD_CHEAT > 1 
else_jump @BLACKJ_4626 
$BJACK_FLAG_CARD_CHEAT = 0 
0663: NOP "CARD_CHEAT_OFF" $BJACK_FLAG_CARD_CHEAT 
jump @BLACKJ_4646 

:BLACKJ_4626
0663: NOP "CARD_CHEAT_ON" $BJACK_FLAG_CARD_CHEAT 

:BLACKJ_4646
if 
   not $BJACK_FLAG_CARD_CHEAT == 0 
else_jump @BLACKJ_4792 
if 
0736:   NOP_false 131 
else_jump @BLACKJ_4728 
$BJACK_CHEAT_CARD_ID += 1 
if 
  $BJACK_CHEAT_CARD_ID > 52 
else_jump @BLACKJ_4712 
$BJACK_CHEAT_CARD_ID = 1 

:BLACKJ_4712
0663: NOP "NEXT_CARD" $BJACK_CHEAT_CARD_ID 

:BLACKJ_4728
if 
0736:   NOP_false 130 
else_jump @BLACKJ_4792 
$BJACK_CHEAT_CARD_ID -= 1 
if 
  1 > $BJACK_CHEAT_CARD_ID 
else_jump @BLACKJ_4776 
$BJACK_CHEAT_CARD_ID = 52 

:BLACKJ_4776
0663: NOP "NEXT_CARD" $BJACK_CHEAT_CARD_ID 

:BLACKJ_4792
if 
  22@ == 0 
else_jump @BLACKJ_4966 
if and
00E1:   player 0 pressed_key 15 
   not 2@ == 2 
else_jump @BLACKJ_4959 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_4912 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_4898 
09D6: set_actor 1@ sound 5852 flags 1 1 0 
jump @BLACKJ_4912 

:BLACKJ_4898
09D6: set_actor 1@ sound 5853 flags 1 1 0 

:BLACKJ_4912
5@ = 1 
22@ = 1 
if 
   not $BJACK_REFUND == 0 
else_jump @BLACKJ_4952 
Player.Money($PLAYER_CHAR) += $BJACK_REFUND

:BLACKJ_4952
$BJACK_LAST_BET = 0 

:BLACKJ_4959
jump @BLACKJ_4990 

:BLACKJ_4966
if 
80E1:   not player 0 pressed_key 15 
else_jump @BLACKJ_4990 
22@ = 0 

:BLACKJ_4990
if 
   Actor.Dead(1@)
else_jump @BLACKJ_5013 
5@ = 1 

:BLACKJ_5013
return 

:BLACKJ_5015
if 
  3@ == 0 
else_jump @BLACKJ_5950 
09BD: unknown_flag 1 
Player.CanMove($PLAYER_CHAR) = False
$9325 = 0 
$BJACK_CARD_WIDTH = 51.0 
$BJACK_CARD_HEIGHT = 64.0 
$9087[0] = 233.0 
$9095[0] = 381.0 
$9103[0] = 233.0 
$9111[0] = 311.0 
$9119[0] = 233.0 
$9127[0] = 381.0 
$BJACK_X_PLAYER_SPRITE[0] = 226.0 
$BJACK_Y_PLAYER_SPRITE[0] = 60.0 
$BJACK_BORDER_WIDTH = 6.0 
$BJACK_X_SCREENPOS[0] = 29.0 
$BJACK_Y_SCREENPOS[0] = 220.0 
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @BLACKJ_5271 jumps 3 @BLACKJ_5244 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 

:BLACKJ_5244
$BJACK_X_SCREENPOS[1] = 173.9799 
$BJACK_Y_SCREENPOS[1] = 409.0 
jump @BLACKJ_5298 

:BLACKJ_5271
$BJACK_X_SCREENPOS[1] = 157.0 
$BJACK_Y_SCREENPOS[1] = 409.0 
jump @BLACKJ_5298 

:BLACKJ_5298
$BJACK_X_SCREENPOS[2] = 36.0 
$BJACK_Y_SCREENPOS[2] = 240.0 
$BJACK_X_SCREENPOS[3] = 36.0 
$BJACK_Y_SCREENPOS[3] = 260.0 
$BJACK_X_SCREENPOS[4] = 36.0 
$BJACK_Y_SCREENPOS[4] = 290.0 
$BJACK_X_SCREENPOS[5] = 36.0 
$BJACK_Y_SCREENPOS[5] = 310.0 
$BJACK_X_SCREENPOS[6] = 36.0 
$BJACK_Y_SCREENPOS[6] = 340.0 
$BJACK_X_SCREENPOS[7] = 36.0 
$BJACK_Y_SCREENPOS[7] = 360.0 
$BJACK_X_SCREENPOS[8] = 29.0 
$BJACK_Y_SCREENPOS[8] = 220.0 
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 4 default_jump 1 @BLACKJ_5555 jumps 1 @BLACKJ_5528 2 @BLACKJ_5501 3 @BLACKJ_5501 4 @BLACKJ_5501 -1 @BLACKJ_5582 -1 @BLACKJ_5582 -1 @BLACKJ_5582 

:BLACKJ_5501
$BJACK_X_SCREENPOS[9] = 169.0 
$BJACK_Y_SCREENPOS[9] = 409.0 
jump @BLACKJ_5582 

:BLACKJ_5528
$BJACK_X_SCREENPOS[9] = 177.0 
$BJACK_Y_SCREENPOS[9] = 409.0 
jump @BLACKJ_5582 

:BLACKJ_5555
$BJACK_X_SCREENPOS[9] = 157.0 
$BJACK_Y_SCREENPOS[9] = 409.0 
jump @BLACKJ_5582 

:BLACKJ_5582
$BJACK_X_SCREENPOS[10] = 36.0 
$BJACK_Y_SCREENPOS[10] = 240.0 
$BJACK_X_SCREENPOS[11] = 36.0 
$BJACK_Y_SCREENPOS[11] = 260.0 
$BJACK_X_SCREENPOS[12] = 36.0 
$BJACK_Y_SCREENPOS[12] = 290.0 
$BJACK_X_SCREENPOS[13] = 40.0 
$BJACK_Y_SCREENPOS[13] = 310.0 
$BJACK_X_SCREENPOS[14] = 40.0 
$BJACK_Y_SCREENPOS[14] = 310.0 
$BJACK_X_SCREENPOS[15] = 36.0 
$BJACK_Y_SCREENPOS[15] = 340.0 
$BJACK_X_SCREENPOS[16] = 40.0 
$BJACK_Y_SCREENPOS[16] = 360.0 
$BJACK_X_SCREENPOS[17] = 40.0 
$BJACK_Y_SCREENPOS[17] = 360.0 
$BJACK_X_SCREENPOS[18] = 40.0 
$BJACK_Y_SCREENPOS[18] = 360.0 
$BJACK_X_SCREENPOS[19] = 40.0 
$BJACK_Y_SCREENPOS[19] = 360.0 
$BJACK_X_SCREENPOS[20] = 40.0 
$BJACK_Y_SCREENPOS[20] = 382.0 
$BJACK_X_SCREENPOS[21] = 40.0 
$BJACK_Y_SCREENPOS[21] = 382.0 
$BJACK_X_SCREENPOS[22] = 209.0 
$BJACK_Y_SCREENPOS[22] = 293.0 
$BJACK_X_SCREENPOS[23] = 209.0 
$BJACK_Y_SCREENPOS[23] = 361.0 
$BJACK_X_SCREENPOS[24] = 1.0 
$BJACK_Y_SCREENPOS[24] = 4.0 
$BJACK_X_SCREENPOS[25] = 320.0 
$BJACK_Y_SCREENPOS[25] = 197.0 
$BJACK_X_SCREENPOS[26] = 320.0 
$BJACK_Y_SCREENPOS[26] = 233.0 
gosub @BLACKJ_32389 
Model.Load(#BLCK_JACK)
04ED: load_animation "CASINO" 
3@ += 1 

:BLACKJ_5950
if 
  3@ == 1 
else_jump @BLACKJ_6000 
if and
   Model.Available(#BLCK_JACK)
04EE:   animation "CASINO" loaded 
else_jump @BLACKJ_6000 
3@ += 1 

:BLACKJ_6000
if 
  3@ == 2 
else_jump @BLACKJ_7552 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_CARD' 
038F: load_texture "CD1C" as 1 // Load dictionary with 0390 first 
038F: load_texture "CD2C" as 2 // Load dictionary with 0390 first 
038F: load_texture "CD3C" as 3 // Load dictionary with 0390 first 
038F: load_texture "CD4C" as 4 // Load dictionary with 0390 first 
038F: load_texture "CD5C" as 5 // Load dictionary with 0390 first 
038F: load_texture "CD6C" as 6 // Load dictionary with 0390 first 
038F: load_texture "CD7C" as 7 // Load dictionary with 0390 first 
038F: load_texture "CD8C" as 8 // Load dictionary with 0390 first 
038F: load_texture "CD9C" as 9 // Load dictionary with 0390 first 
038F: load_texture "CD10C" as 10 // Load dictionary with 0390 first 
038F: load_texture "CD11C" as 11 // Load dictionary with 0390 first 
038F: load_texture "CD12C" as 12 // Load dictionary with 0390 first 
038F: load_texture "CD13C" as 13 // Load dictionary with 0390 first 
038F: load_texture "CD1D" as 14 // Load dictionary with 0390 first 
038F: load_texture "CD2D" as 15 // Load dictionary with 0390 first 
038F: load_texture "CD3D" as 16 // Load dictionary with 0390 first 
038F: load_texture "CD4D" as 17 // Load dictionary with 0390 first 
038F: load_texture "CD5D" as 18 // Load dictionary with 0390 first 
038F: load_texture "CD6D" as 19 // Load dictionary with 0390 first 
038F: load_texture "CD7D" as 20 // Load dictionary with 0390 first 
038F: load_texture "CD8D" as 21 // Load dictionary with 0390 first 
038F: load_texture "CD9D" as 22 // Load dictionary with 0390 first 
038F: load_texture "CD10D" as 23 // Load dictionary with 0390 first 
038F: load_texture "CD11D" as 24 // Load dictionary with 0390 first 
038F: load_texture "CD12D" as 25 // Load dictionary with 0390 first 
038F: load_texture "CD13D" as 26 // Load dictionary with 0390 first 
038F: load_texture "CD1S" as 27 // Load dictionary with 0390 first 
038F: load_texture "CD2S" as 28 // Load dictionary with 0390 first 
038F: load_texture "CD3S" as 29 // Load dictionary with 0390 first 
038F: load_texture "CD4S" as 30 // Load dictionary with 0390 first 
038F: load_texture "CD5S" as 31 // Load dictionary with 0390 first 
038F: load_texture "CD6S" as 32 // Load dictionary with 0390 first 
038F: load_texture "CD7S" as 33 // Load dictionary with 0390 first 
038F: load_texture "CD8S" as 34 // Load dictionary with 0390 first 
038F: load_texture "CD9S" as 35 // Load dictionary with 0390 first 
038F: load_texture "CD10S" as 36 // Load dictionary with 0390 first 
038F: load_texture "CD11S" as 37 // Load dictionary with 0390 first 
038F: load_texture "CD12S" as 38 // Load dictionary with 0390 first 
038F: load_texture "CD13S" as 39 // Load dictionary with 0390 first 
038F: load_texture "CD1H" as 40 // Load dictionary with 0390 first 
038F: load_texture "CD2H" as 41 // Load dictionary with 0390 first 
038F: load_texture "CD3H" as 42 // Load dictionary with 0390 first 
038F: load_texture "CD4H" as 43 // Load dictionary with 0390 first 
038F: load_texture "CD5H" as 44 // Load dictionary with 0390 first 
038F: load_texture "CD6H" as 45 // Load dictionary with 0390 first 
038F: load_texture "CD7H" as 46 // Load dictionary with 0390 first 
038F: load_texture "CD8H" as 47 // Load dictionary with 0390 first 
038F: load_texture "CD9H" as 48 // Load dictionary with 0390 first 
038F: load_texture "CD10H" as 49 // Load dictionary with 0390 first 
038F: load_texture "CD11H" as 50 // Load dictionary with 0390 first 
038F: load_texture "CD12H" as 51 // Load dictionary with 0390 first 
038F: load_texture "CD13H" as 52 // Load dictionary with 0390 first 
038F: load_texture "CDBACK" as 53 // Load dictionary with 0390 first 
059D: shuffle_card_decks 6 
0581: enable_radar 0 
03AD: NOP 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.4 0.0 
$TEMPVAR_ANGLE = Object.Angle(0@)
$TEMPVAR_ANGLE += 180.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += -0.4 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_6707 
0792: disembark_instantly_actor 1@ 
Actor.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.Angle(1@) = $TEMPVAR_ANGLE

:BLACKJ_6707
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.3192 -1.6334 0.1415 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += -0.4 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_6798 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@ 

:BLACKJ_6798
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_6911 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.4379 -2.243 1.16 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.2822 -1.3256 0.7939 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:BLACKJ_6911
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_7545 
$9216 = -0.14 
$BJACK_X_CHIP_OFFSET[0] = 0.0 
$BJACK_Y_CHIP_OFFSET[0] = -0.885 
0086: $BJACK_Z_CHIP_OFFSET[0] = $9216 // (float) 
$BJACK_X_CHIP_OFFSET[1] = 0.045 
$BJACK_Y_CHIP_OFFSET[1] = -0.935 
0086: $BJACK_Z_CHIP_OFFSET[1] = $9216 // (float) 
$BJACK_X_CHIP_OFFSET[2] = -0.05 
$BJACK_Y_CHIP_OFFSET[2] = -0.93 
0086: $BJACK_Z_CHIP_OFFSET[2] = $9216 // (float) 
$BJACK_X_CHIP_OFFSET[3] = -0.01 
$BJACK_Y_CHIP_OFFSET[3] = -0.98 
0086: $BJACK_Z_CHIP_OFFSET[3] = $9216 // (float) 
$BJACK_X_CHIP_OFFSET[4] = 0.06 
$BJACK_Y_CHIP_OFFSET[4] = -0.995 
0086: $BJACK_Z_CHIP_OFFSET[4] = $9216 // (float) 
$BJACK_X_CHIP_OFFSET[5] = 0.02 
$BJACK_Y_CHIP_OFFSET[5] = -1.075 
0086: $BJACK_Z_CHIP_OFFSET[5] = $9216 // (float) 
$BJACK_X_CHIP_OFFSET[6] = -0.07 
$BJACK_Y_CHIP_OFFSET[6] = -1.03 
0086: $BJACK_Z_CHIP_OFFSET[6] = $9216 // (float) 
$BJACK_X_CHIP_OFFSET[7] = 0.065 
$BJACK_Y_CHIP_OFFSET[7] = -1.05 
0086: $BJACK_Z_CHIP_OFFSET[7] = $9216 // (float) 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[0] $BJACK_Y_CHIP_OFFSET[0] $9216 
$9208[0] = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[0]) = $TEMPVAR_ANGLE
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[1] $BJACK_Y_CHIP_OFFSET[1] $9216 
$9208[1] = Object.Init(#CHIP_STACK08, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[1]) = $TEMPVAR_ANGLE
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[2] $BJACK_Y_CHIP_OFFSET[2] $9216 
$9208[2] = Object.Init(#CHIP_STACK09, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[2]) = $TEMPVAR_ANGLE
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[3] $BJACK_Y_CHIP_OFFSET[3] $9216 
$9208[3] = Object.Init(#CHIP_STACK10, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[3]) = $TEMPVAR_ANGLE
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[4] $BJACK_Y_CHIP_OFFSET[4] $9216 
$9208[4] = Object.Init(#CHIP_STACK11, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[4]) = $TEMPVAR_ANGLE
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[5] $BJACK_Y_CHIP_OFFSET[5] $9216 
$9208[5] = Object.Init(#CHIP_STACK12, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[5]) = $TEMPVAR_ANGLE
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[6] $BJACK_Y_CHIP_OFFSET[6] $9216 
$9208[6] = Object.Init(#CHIP_STACK13, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[6]) = $TEMPVAR_ANGLE
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[7] $BJACK_Y_CHIP_OFFSET[7] $9216 
$9208[7] = Object.Init(#CHIP_STACK14, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[7]) = $TEMPVAR_ANGLE

:BLACKJ_7545
3@ = 99 

:BLACKJ_7552
if 
  3@ == 99 
else_jump @BLACKJ_7714 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_7700 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_7700 jumps 0 @BLACKJ_7658 1 @BLACKJ_7679 -1 @BLACKJ_7700 -1 @BLACKJ_7700 -1 @BLACKJ_7700 -1 @BLACKJ_7700 -1 @BLACKJ_7700 

:BLACKJ_7658
09D6: set_actor 1@ sound 5809 flags 1 1 0 
jump @BLACKJ_7700 

:BLACKJ_7679
09D6: set_actor 1@ sound 5810 flags 1 1 0 
jump @BLACKJ_7700 

:BLACKJ_7700
2@ += 1 
3@ = 0 

:BLACKJ_7714
return 

:BLACKJ_7716
if 
  3@ == 0 
else_jump @BLACKJ_8323 
$BJACK_CARD_ID = 0 
10@ = 0 

:BLACKJ_7748
if 
  8 > 10@ 
else_jump @BLACKJ_7813 
$9141(10@,8i) = 0 
$9149(10@,8i) = 0 
$9157(10@,8i) = 0 
10@ += 1 
jump @BLACKJ_7748 

:BLACKJ_7813
$BJACK_PLAYER_CANNOT_SPLIT = 0 
$BJACK_PLAYER_HAS_SPLIT = 0 
$BJACK_PLAYER_CANNOT_DOUBLE = 0 
$BJACK_PLAYER_HAS_DOUBLED1 = 0 
$BJACK_PLAYER_HAS_DOUBLED2 = 0 
$BJACK_PLAYER_HAS_STUCKED1 = 0 
$BJACK_PLAYER_HAS_STUCKED2 = 0 
$BJACK_PLAYER_HAS_HIT1 = 0 
$BJACK_DEALER_HAS_STUCK = 0 
$BJACK_PLAYER_HAS_QUIT = 0 
$BJACK_PLAYER_HAS_WON1 = 0 
$BJACK_PLAYER_HAS_WON2 = 0 
$BJACK_PLAYER_HAS_INPUT = 0 
$BJACK_DEALER_WINS_BY_DEFAULT = 0 
$BJACK_PLAYER_TOTAL1 = 0 
$BJACK_PLAYER_TOTAL1_B = 0 
$BJACK_PLAYER_TOTAL2 = 0 
$BJACK_PLAYER_TOTAL2_B = 0 
$BJACK_DEALER_TOTAL = 0 
$BJACK_DEALER_TOTAL2 = 0 
$BJACK_DEALER_GOT_ACE = 0 
$BJACK_PLAYER_GOT_ACE1 = 0 
$BJACK_PLAYER_GOT_ACE2 = 0 
$BJACK_REFUND = 0 
if 
001F:   30@ > $9205 // (int) 
else_jump @BLACKJ_8008 
008A: $9205 = 30@ // (int) 

:BLACKJ_8008
0084: $BJACK_BET1 = $9205 // (int) 
$BJACK_BET2 = 0 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_8073 
008A: $BJACK_BET1 = 30@ // (int) 

:BLACKJ_8073
if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_8136 
00BC: show_text_highpriority GXT 'BJ_2' time 5000 flag 1  // ~s~Du kannst es dir nicht leisten, an diesem Tisch zu spielen.
gosub @BLACKJ_18303 
5@ = 1 
jump @BLACKJ_9613 
jump @BLACKJ_8305 

:BLACKJ_8136
008B: 10@ = $BJACK_BET1 // (int) 
10@ *= -1 
Player.Money($PLAYER_CHAR) += 10@
0084: $BJACK_REFUND = $BJACK_BET1 // (int) 
0084: $BJACK_INITIAL_STAKE = $BJACK_BET1 // (int) 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_8305 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_8305 jumps 0 @BLACKJ_8263 1 @BLACKJ_8284 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 

:BLACKJ_8263
09D6: set_actor 1@ sound 5809 flags 1 1 0 
jump @BLACKJ_8305 

:BLACKJ_8284
09D6: set_actor 1@ sound 5810 flags 1 1 0 
jump @BLACKJ_8305 

:BLACKJ_8305
end_thread_named 'CASHWIN' 
3@ += 1 

:BLACKJ_8323
if 
  3@ == 1 
else_jump @BLACKJ_9542 
if 
876F:   not text_priority_displayed 
else_jump @BLACKJ_9467 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Spieler-Skill~w~ - Spieler-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000 erhht. Du hast jetzt bis zu $1.000 Kredit beim Casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Spieler-Skill~w~ - Zocker-Level erreicht. Dein maximaler Einsatz hat sich auf $10.000 erhht. Du hast jetzt bis zu $10.000 Kredit beim Casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Spieler-Skill~w~ - Profizocker-Level erreicht. Dein maximaler Einsatz hat sich auf $100.000 erhht. Du hast jetzt bis zu $100.000 Kredit beim Casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Spieler-Skill~w~ - Superzocker-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000.000 erhht. Du hast jetzt bis zu $1.000.000 Kredit beim Casino.
else_jump @BLACKJ_8438 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_8438 
0989: set_text_boxes_width 200 
0512: show_permanent_text_box 'BJ_H1'  // ~k~~PED_JUMPING~ Einsatz erhhen~N~~k~~PED_FIREWEAPON~ Einsatz verringern~N~~k~~PED_SPRINT~ Weiter~N~~k~~VEHICLE_ENTER_EXIT~ Beenden

:BLACKJ_8438
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
00E1:   player 0 pressed_key 14 
else_jump @BLACKJ_8887 
if and
   not 24@ == 1 
   not 24@ == -1 
else_jump @BLACKJ_8836 
if 
  $BJACK_BET1 >= 10000 
else_jump @BLACKJ_8537 
$BJACK_BET_STEP = 1000 
jump @BLACKJ_8641 

:BLACKJ_8537
if 
  $BJACK_BET1 >= 1000 
else_jump @BLACKJ_8570 
$BJACK_BET_STEP = 100 
jump @BLACKJ_8641 

:BLACKJ_8570
if 
  $BJACK_BET1 >= 100 
else_jump @BLACKJ_8602 
$BJACK_BET_STEP = 10 
jump @BLACKJ_8641 

:BLACKJ_8602
if 
  $BJACK_BET1 == 0 
else_jump @BLACKJ_8634 
$BJACK_BET_STEP = 2 
jump @BLACKJ_8641 

:BLACKJ_8634
$BJACK_BET_STEP = 1 

:BLACKJ_8641
if 
001C:   $BJACK_BET_STEP > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_8668 
0084: $BJACK_BET_STEP = $BJACK_PLAYER_CASH // (int) 

:BLACKJ_8668
008B: 10@ = $BJACK_BET1 // (int) 
005C: 10@ += $BJACK_BET_STEP // (int) 
if 
001D:   10@ > 29@ // (int) 
else_jump @BLACKJ_8719 
008A: $BJACK_BET_STEP = 29@ // (int) 
0060: $BJACK_BET_STEP -= $BJACK_BET1 // (int) 

:BLACKJ_8719
if 
  0 > $BJACK_BET_STEP 
else_jump @BLACKJ_8744 
$BJACK_BET_STEP *= -1 

:BLACKJ_8744
0058: $BJACK_BET1 += $BJACK_BET_STEP // (int) 
0058: $BJACK_REFUND += $BJACK_BET_STEP // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_BET_STEP // (int) 
$BJACK_BET_STEP *= -1 
Player.Money($PLAYER_CHAR) += $BJACK_BET_STEP
24@ += 1 
if 
  24@ > 1 
else_jump @BLACKJ_8822 
24@ = 2 
jump @BLACKJ_8829 

:BLACKJ_8822
32@ = 0 

:BLACKJ_8829
jump @BLACKJ_8880 

:BLACKJ_8836
if 
  24@ == 1 
else_jump @BLACKJ_8880 
if 
  32@ > 500 
else_jump @BLACKJ_8880 
24@ = 2 

:BLACKJ_8880
jump @BLACKJ_9286 

:BLACKJ_8887
if 
   not 25@ == 0 
else_jump @BLACKJ_8912 
25@ = 0 

:BLACKJ_8912
if 
00E1:   player 0 pressed_key 17 
else_jump @BLACKJ_9261 
if 
   not 25@ == 1 
else_jump @BLACKJ_9228 
if 
  $BJACK_BET1 > 10000 
else_jump @BLACKJ_8981 
$BJACK_BET_STEP = -1000 
jump @BLACKJ_9053 

:BLACKJ_8981
if 
  $BJACK_BET1 > 1000 
else_jump @BLACKJ_9014 
$BJACK_BET_STEP = -100 
jump @BLACKJ_9053 

:BLACKJ_9014
if 
  $BJACK_BET1 > 100 
else_jump @BLACKJ_9046 
$BJACK_BET_STEP = -10 
jump @BLACKJ_9053 

:BLACKJ_9046
$BJACK_BET_STEP = -1 

:BLACKJ_9053
008B: 10@ = $BJACK_BET1 // (int) 
0058: $BJACK_BET1 += $BJACK_BET_STEP // (int) 
if 
001F:   30@ > $BJACK_BET1 // (int) 
else_jump @BLACKJ_9110 
$BJACK_BET1 = 0 
008A: $BJACK_BET_STEP = 10@ // (int) 
$BJACK_BET_STEP *= -1 

:BLACKJ_9110
if 
001F:   30@ > $BJACK_BET1 // (int) 
else_jump @BLACKJ_9144 
008A: $BJACK_BET1 = 30@ // (int) 
jump @BLACKJ_9175 

:BLACKJ_9144
$BJACK_BET_STEP *= -1 
0060: $BJACK_REFUND -= $BJACK_BET_STEP // (int) 
0060: $BJACK_INITIAL_STAKE -= $BJACK_BET_STEP // (int) 
Player.Money($PLAYER_CHAR) += $BJACK_BET_STEP

:BLACKJ_9175
25@ += 1 
if 
  25@ > 1 
else_jump @BLACKJ_9214 
25@ = 2 
jump @BLACKJ_9221 

:BLACKJ_9214
32@ = 0 

:BLACKJ_9221
jump @BLACKJ_9254 

:BLACKJ_9228
if 
  32@ > 500 
else_jump @BLACKJ_9254 
25@ = 2 

:BLACKJ_9254
jump @BLACKJ_9286 

:BLACKJ_9261
if 
   not 25@ == 0 
else_jump @BLACKJ_9286 
25@ = 0 

:BLACKJ_9286
if 
  23@ == 0 
else_jump @BLACKJ_9404 
if 
00E1:   player 0 pressed_key 16 
else_jump @BLACKJ_9397 
0084: $9205 = $BJACK_BET1 // (int) 
0623: add $BJACK_BET1 to_integer_stat 35 
008F: 13@ = integer $BJACK_BET1 to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$BJACK_REFUND = 0 
0084: $BJACK_LAST_BET = $BJACK_BET1 // (int) 
gosub @BLACKJ_24857 
23@ = 1 
3@ = 99 

:BLACKJ_9397
jump @BLACKJ_9428 

:BLACKJ_9404
if 
80E1:   not player 0 pressed_key 16 
else_jump @BLACKJ_9428 
23@ = 0 

:BLACKJ_9428
gosub @BLACKJ_23204 
if 
   not 3@ == 99 
else_jump @BLACKJ_9460 
3@ += 1 

:BLACKJ_9460
jump @BLACKJ_9542 

:BLACKJ_9467
if 
  23@ == 0 
else_jump @BLACKJ_9518 
if 
00E1:   player 0 pressed_key 16 
else_jump @BLACKJ_9511 
23@ = 1 
00BE: text_clear_all 

:BLACKJ_9511
jump @BLACKJ_9542 

:BLACKJ_9518
if 
80E1:   not player 0 pressed_key 16 
else_jump @BLACKJ_9542 
23@ = 0 

:BLACKJ_9542
if 
  3@ == 2 
else_jump @BLACKJ_9574 
gosub @BLACKJ_24857 
3@ = 1 

:BLACKJ_9574
if 
  3@ == 99 
else_jump @BLACKJ_9613 
gosub @BLACKJ_10563 
3@ = 0 
2@ += 1 

:BLACKJ_9613
return 

:BLACKJ_9615
if 
  3@ == 0 
else_jump @BLACKJ_9673 
gosub @BLACKJ_29764 
if 
   not $BJACK_CARD_ID == 0 
else_jump @BLACKJ_9666 
0084: $9149[0] = $BJACK_CARD_ID // (int) 

:BLACKJ_9666
3@ += 1 

:BLACKJ_9673
if 
  3@ == 1 
else_jump @BLACKJ_9743 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_9743 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_9743 
3@ += 1 

:BLACKJ_9743
if 
  3@ == 2 
else_jump @BLACKJ_9801 
gosub @BLACKJ_29764 
if 
   not $BJACK_CARD_ID == 0 
else_jump @BLACKJ_9794 
0084: $9141[0] = $BJACK_CARD_ID // (int) 

:BLACKJ_9794
3@ += 1 

:BLACKJ_9801
if 
  3@ == 3 
else_jump @BLACKJ_9871 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_9871 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_9871 
3@ += 1 

:BLACKJ_9871
if 
  3@ == 4 
else_jump @BLACKJ_9929 
gosub @BLACKJ_29764 
if 
   not $BJACK_CARD_ID == 0 
else_jump @BLACKJ_9922 
0084: $9149[1] = $BJACK_CARD_ID // (int) 

:BLACKJ_9922
3@ += 1 

:BLACKJ_9929
if 
  3@ == 5 
else_jump @BLACKJ_9999 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_9999 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_9999 
3@ += 1 

:BLACKJ_9999
if 
  3@ == 6 
else_jump @BLACKJ_10057 
gosub @BLACKJ_29764 
if 
   not $BJACK_CARD_ID == 0 
else_jump @BLACKJ_10050 
0084: $9141[1] = $BJACK_CARD_ID // (int) 

:BLACKJ_10050
3@ += 1 

:BLACKJ_10057
if 
  3@ == 7 
else_jump @BLACKJ_10127 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_10127 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_10127 
3@ = 99 

:BLACKJ_10127
if 
  3@ == 99 
else_jump @BLACKJ_10166 
21@ = 0 
3@ = 0 
2@ += 1 

:BLACKJ_10166
gosub @BLACKJ_31220 
gosub @BLACKJ_29865 
gosub @BLACKJ_25143 
return 

:BLACKJ_10189
gosub @BLACKJ_10563 
if 
  3@ == 0 
else_jump @BLACKJ_10352 
gosub @BLACKJ_31220 
$BJACK_PLAYER_GOT_BJACK = 0 
$9189 = 0 
if or
  $BJACK_PLAYER_TOTAL1 == 21 
  $BJACK_DEALER_TOTAL == 21 
else_jump @BLACKJ_10345 
if 
  $BJACK_PLAYER_TOTAL1 == 21 
else_jump @BLACKJ_10285 
$BJACK_PLAYER_GOT_BJACK = 1 

:BLACKJ_10285
if 
  $BJACK_DEALER_TOTAL == 21 
else_jump @BLACKJ_10310 
$9189 = 1 

:BLACKJ_10310
$BJACK_PLAYER_HAS_STUCKED1 = 1 
$BJACK_DEALER_HAS_STUCK = 1 
2@ += 2 
3@ = 0 
jump @BLACKJ_10352 

:BLACKJ_10345
3@ = 99 

:BLACKJ_10352
if 
  3@ == 99 
else_jump @BLACKJ_10398 
3@ = 0 
4@ = 0 
21@ = 0 
2@ += 1 

:BLACKJ_10398
gosub @BLACKJ_31220 
gosub @BLACKJ_29865 
gosub @BLACKJ_25143 
if 
  $BJACK_PLAYER_GOT_BJACK == 0 
else_jump @BLACKJ_10451 
gosub @BLACKJ_18456 
jump @BLACKJ_10561 

:BLACKJ_10451
if 
   not $BJACK_DEALER_TOTAL == 21 
else_jump @BLACKJ_10554 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_10547 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_10533 
09D6: set_actor 1@ sound 5811 flags 1 1 0 
jump @BLACKJ_10547 

:BLACKJ_10533
09D6: set_actor 1@ sound 5812 flags 1 1 0 

:BLACKJ_10547
jump @BLACKJ_10561 

:BLACKJ_10554
gosub @BLACKJ_18456 

:BLACKJ_10561
return 

:BLACKJ_10563
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Spieler-Skill~w~ - Spieler-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000 erhht. Du hast jetzt bis zu $1.000 Kredit beim Casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Spieler-Skill~w~ - Zocker-Level erreicht. Dein maximaler Einsatz hat sich auf $10.000 erhht. Du hast jetzt bis zu $10.000 Kredit beim Casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Spieler-Skill~w~ - Profizocker-Level erreicht. Dein maximaler Einsatz hat sich auf $100.000 erhht. Du hast jetzt bis zu $100.000 Kredit beim Casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Spieler-Skill~w~ - Superzocker-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000.000 erhht. Du hast jetzt bis zu $1.000.000 Kredit beim Casino.
else_jump @BLACKJ_10620 
03E6: remove_text_box 

:BLACKJ_10620
return 

:BLACKJ_10622
if 
  3@ == 0 
else_jump @BLACKJ_12235 
if 
  $BJACK_PLAYER_CANNOT_SPLIT == 0 
else_jump @BLACKJ_10808 
0084: $9314 = $9149[0] // (int) 
gosub @BLACKJ_32241 
008B: 10@ = $9315 // (int) 
0084: $9314 = $9149[1] // (int) 
gosub @BLACKJ_32241 
008B: 11@ = $9315 // (int) 
if 
003B:   10@ == 11@ // (int) 
else_jump @BLACKJ_10762 
if 
   not $9149[2] == 0 
else_jump @BLACKJ_10755 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_SPLIT = 1 

:BLACKJ_10755
jump @BLACKJ_10776 

:BLACKJ_10762
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_SPLIT = 1 

:BLACKJ_10776
if 
   not $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_10808 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_SPLIT = 1 

:BLACKJ_10808
if 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_11140 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_10939 
if 
   not $9149[2] == 0 
else_jump @BLACKJ_10876 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_10876
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_10932 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_10932
jump @BLACKJ_11140 

:BLACKJ_10939
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_11052 
if 
   not $9149[2] == 0 
else_jump @BLACKJ_10989 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_10989
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_11045 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_11045
jump @BLACKJ_11140 

:BLACKJ_11052
if 
   not $9157[2] == 0 
else_jump @BLACKJ_11084 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_11084
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_BET2 > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_11140 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_11140
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Spieler-Skill~w~ - Spieler-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000 erhht. Du hast jetzt bis zu $1.000 Kredit beim Casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Spieler-Skill~w~ - Zocker-Level erreicht. Dein maximaler Einsatz hat sich auf $10.000 erhht. Du hast jetzt bis zu $10.000 Kredit beim Casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Spieler-Skill~w~ - Profizocker-Level erreicht. Dein maximaler Einsatz hat sich auf $100.000 erhht. Du hast jetzt bis zu $100.000 Kredit beim Casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Spieler-Skill~w~ - Superzocker-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000.000 erhht. Du hast jetzt bis zu $1.000.000 Kredit beim Casino.
else_jump @BLACKJ_11744 
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 0 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_11256 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11249 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Karte~N~~k~~PED_SPRINT~ Keine Karte~N~~k~~PED_JUMPING~ x2~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Splitten~N~~k~~VEHICLE_ENTER_EXIT~ Beenden

:BLACKJ_11249
21@ = 1 

:BLACKJ_11256
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 1 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_11317 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11310 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ Karte~N~~k~~PED_SPRINT~ Keine Karte~N~~k~~PED_JUMPING~ Verdoppeln ~N~~k~~VEHICLE_ENTER_EXIT~ Beenden

:BLACKJ_11310
21@ = 2 

:BLACKJ_11317
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 1 
  $BJACK_PLAYER_CANNOT_DOUBLE == 1 
else_jump @BLACKJ_11378 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11371 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ Karte~N~~k~~PED_SPRINT~ Keine Karte~N~~k~~VEHICLE_ENTER_EXIT~ Beenden

:BLACKJ_11371
21@ = 3 

:BLACKJ_11378
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 1 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_11439 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11432 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ Karte~N~~k~~PED_SPRINT~ Keine Karte~N~~k~~PED_JUMPING~ Verdoppeln ~N~~k~~VEHICLE_ENTER_EXIT~ Beenden

:BLACKJ_11432
21@ = 2 

:BLACKJ_11439
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 1 
  $BJACK_PLAYER_CANNOT_DOUBLE == 1 
else_jump @BLACKJ_11500 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11493 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ Karte~N~~k~~PED_SPRINT~ Keine Karte~N~~k~~VEHICLE_ENTER_EXIT~ Beenden

:BLACKJ_11493
21@ = 3 

:BLACKJ_11500
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 0 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_11561 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11554 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Karte~N~~k~~PED_SPRINT~ Keine Karte~N~~k~~PED_JUMPING~ x2~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Splitten~N~~k~~VEHICLE_ENTER_EXIT~ Beenden

:BLACKJ_11554
21@ = 1 

:BLACKJ_11561
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 1 
  $BJACK_PLAYER_CANNOT_DOUBLE == 1 
else_jump @BLACKJ_11622 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11615 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ Karte~N~~k~~PED_SPRINT~ Keine Karte~N~~k~~VEHICLE_ENTER_EXIT~ Beenden

:BLACKJ_11615
21@ = 3 

:BLACKJ_11622
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 0 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_11683 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11676 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Karte~N~~k~~PED_SPRINT~ Keine Karte~N~~k~~PED_JUMPING~ x2~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Splitten~N~~k~~VEHICLE_ENTER_EXIT~ Beenden

:BLACKJ_11676
21@ = 1 

:BLACKJ_11683
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 1 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_11744 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11737 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ Karte~N~~k~~PED_SPRINT~ Keine Karte~N~~k~~PED_JUMPING~ Verdoppeln ~N~~k~~VEHICLE_ENTER_EXIT~ Beenden

:BLACKJ_11737
21@ = 2 

:BLACKJ_11744
if 
876F:   not text_priority_displayed 
else_jump @BLACKJ_12160 
if 
  25@ == 0 
else_jump @BLACKJ_11834 
if 
00E1:   player 0 pressed_key 17 
else_jump @BLACKJ_11827 
$BJACK_PLAYER_HAS_HIT1 = 1 
4@ = 0 
3@ += 1 
25@ = 1 
jump @BLACKJ_12235 

:BLACKJ_11827
jump @BLACKJ_11858 

:BLACKJ_11834
if 
80E1:   not player 0 pressed_key 17 
else_jump @BLACKJ_11858 
25@ = 0 

:BLACKJ_11858
if 
  $BJACK_PLAYER_CANNOT_SPLIT == 0 
else_jump @BLACKJ_11939 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_11939 
if 
00E1:   player 0 pressed_key 7 
else_jump @BLACKJ_11939 
$BJACK_PLAYER_HAS_SPLIT = 1 
3@ += 1 
4@ = 0 
jump @BLACKJ_12235 

:BLACKJ_11939
if 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_12027 
if 
00E1:   player 0 pressed_key 14 
else_jump @BLACKJ_12027 
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_12006 
$BJACK_PLAYER_HAS_DOUBLED1 = 1 
jump @BLACKJ_12013 

:BLACKJ_12006
$BJACK_PLAYER_HAS_DOUBLED2 = 1 

:BLACKJ_12013
3@ += 1 
jump @BLACKJ_12235 

:BLACKJ_12027
if 
  23@ == 0 
else_jump @BLACKJ_12129 
if 
00E1:   player 0 pressed_key 16 
else_jump @BLACKJ_12122 
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_12094 
$BJACK_PLAYER_HAS_STUCKED1 = 1 
jump @BLACKJ_12101 

:BLACKJ_12094
$BJACK_PLAYER_HAS_STUCKED2 = 1 

:BLACKJ_12101
23@ = 1 
3@ += 1 
jump @BLACKJ_12235 

:BLACKJ_12122
jump @BLACKJ_12153 

:BLACKJ_12129
if 
80E1:   not player 0 pressed_key 16 
else_jump @BLACKJ_12153 
23@ = 0 

:BLACKJ_12153
jump @BLACKJ_12235 

:BLACKJ_12160
if 
  25@ == 0 
else_jump @BLACKJ_12211 
if 
00E1:   player 0 pressed_key 17 
else_jump @BLACKJ_12204 
25@ = 1 
00BE: text_clear_all 

:BLACKJ_12204
jump @BLACKJ_12235 

:BLACKJ_12211
if 
80E1:   not player 0 pressed_key 17 
else_jump @BLACKJ_12235 
25@ = 0 

:BLACKJ_12235
if 
  3@ == 1 
else_jump @BLACKJ_15204 
if 
  $BJACK_PLAYER_HAS_HIT1 == 1 
else_jump @BLACKJ_12734 
if 
  4@ == 0 
else_jump @BLACKJ_12303 
gosub @BLACKJ_29764 
4@ += 1 

:BLACKJ_12303
if 
  4@ == 1 
else_jump @BLACKJ_12373 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_12373 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_12373 
4@ += 1 

:BLACKJ_12373
if 
  4@ == 2 
else_jump @BLACKJ_12702 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_12503 
10@ = 0 

:BLACKJ_12416
if 
  8 > 10@ 
else_jump @BLACKJ_12496 
if 
  $9149(10@,8i) == 0 
else_jump @BLACKJ_12482 
0084: $9149(10@,8i) = $BJACK_CARD_ID // (int) 
10@ = 8 
4@ = 99 

:BLACKJ_12482
10@ += 1 
jump @BLACKJ_12416 

:BLACKJ_12496
jump @BLACKJ_12702 

:BLACKJ_12503
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_12615 
10@ = 0 

:BLACKJ_12528
if 
  8 > 10@ 
else_jump @BLACKJ_12608 
if 
  $9149(10@,8i) == 0 
else_jump @BLACKJ_12594 
0084: $9149(10@,8i) = $BJACK_CARD_ID // (int) 
10@ = 8 
4@ = 99 

:BLACKJ_12594
10@ += 1 
jump @BLACKJ_12528 

:BLACKJ_12608
jump @BLACKJ_12702 

:BLACKJ_12615
10@ = 0 

:BLACKJ_12622
if 
  8 > 10@ 
else_jump @BLACKJ_12702 
if 
  $9157(10@,8i) == 0 
else_jump @BLACKJ_12688 
0084: $9157(10@,8i) = $BJACK_CARD_ID // (int) 
10@ = 8 
4@ = 99 

:BLACKJ_12688
10@ += 1 
jump @BLACKJ_12622 

:BLACKJ_12702
if 
  4@ == 99 
else_jump @BLACKJ_12734 
$BJACK_PLAYER_HAS_HIT1 = 0 
gosub @BLACKJ_18456 

:BLACKJ_12734
10@ = 0 
if 
  $BJACK_PLAYER_HAS_SPLIT == 1 
else_jump @BLACKJ_12791 
if or
  $9157[0] == 0 
  $9149[1] == 0 
else_jump @BLACKJ_12791 
10@ = 1 

:BLACKJ_12791
if and
  $BJACK_PLAYER_HAS_SPLIT == 1 
  10@ == 1 
else_jump @BLACKJ_13266 
if 
  4@ == 0 
else_jump @BLACKJ_12943 
008D: $9195 = integer $BJACK_BET1 to_float 
008C: $BJACK_HALF_BET = float $9195 to_integer 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_12936 
$BJACK_PLAYER_HAS_SPLIT = 0 
4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~Du hast nicht genug Geld.
gosub @BLACKJ_18303 
jump @BLACKJ_12943 

:BLACKJ_12936
4@ += 1 

:BLACKJ_12943
if 
  4@ == 1 
else_jump @BLACKJ_13045 
0623: add $BJACK_HALF_BET to_integer_stat 35 
008F: 13@ = integer $BJACK_HALF_BET to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$BJACK_HALF_BET *= -1 
Player.Money($PLAYER_CHAR) += $BJACK_HALF_BET
$BJACK_HALF_BET *= -1 
0058: $BJACK_BET1 += $BJACK_HALF_BET // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // (int) 
gosub @BLACKJ_23204 
4@ += 1 

:BLACKJ_13045
if 
  4@ == 2 
else_jump @BLACKJ_13100 
0084: $9157[0] = $9149[0] // (int) 
0084: $9149[0] = $9149[1] // (int) 
$9149[1] = 0 
gosub @BLACKJ_29764 
4@ += 1 

:BLACKJ_13100
if 
  4@ == 3 
else_jump @BLACKJ_13178 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_13178 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_13178 
0084: $9149[1] = $BJACK_CARD_ID // (int) 
4@ += 1 

:BLACKJ_13178
if 
  4@ == 4 
else_jump @BLACKJ_13266 
008D: $9195 = integer $BJACK_BET1 to_float 
$9195 /= 2.0 
008C: $BJACK_HALF_BET = float $9195 to_integer 
0084: $BJACK_BET1 = $BJACK_HALF_BET // (int) 
0084: $BJACK_BET2 = $BJACK_HALF_BET // (int) 
$BJACK_PLAYER_CANNOT_DOUBLE = 0 
gosub @BLACKJ_10563 
gosub @BLACKJ_18456 
4@ = 99 

:BLACKJ_13266
if and
  $BJACK_PLAYER_HAS_SPLIT == 1 
  $BJACK_PLAYER_HAS_STUCKED1 == 1 
  $9157[1] == 0 
else_jump @BLACKJ_13472 
if 
  4@ == 0 
else_jump @BLACKJ_13330 
gosub @BLACKJ_29764 
4@ += 1 

:BLACKJ_13330
if 
  4@ == 1 
else_jump @BLACKJ_13400 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_13400 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_13400 
4@ += 1 

:BLACKJ_13400
if 
  4@ == 2 
else_jump @BLACKJ_13454 
0084: $9157[1] = $BJACK_CARD_ID // (int) 
$BJACK_PLAYER_CANNOT_DOUBLE = 0 
gosub @BLACKJ_10563 
gosub @BLACKJ_18456 
4@ = 99 

:BLACKJ_13454
if 
  4@ == 99 
else_jump @BLACKJ_13472 

:BLACKJ_13472
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_13875 
if and
  $BJACK_PLAYER_HAS_DOUBLED1 == 1 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_13868 
if 
  4@ == 0 
else_jump @BLACKJ_13642 
008D: $9195 = integer $BJACK_BET1 to_float 
008C: $BJACK_HALF_BET = float $9195 to_integer 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_13635 
$BJACK_PLAYER_HAS_DOUBLED1 = 0 
4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~Du hast nicht genug Geld.
gosub @BLACKJ_18303 
jump @BLACKJ_13642 

:BLACKJ_13635
4@ += 1 

:BLACKJ_13642
if 
  4@ == 1 
else_jump @BLACKJ_13751 
0623: add $BJACK_HALF_BET to_integer_stat 35 
008F: 13@ = integer $BJACK_HALF_BET to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$BJACK_HALF_BET *= -1 
Player.Money($PLAYER_CHAR) += $BJACK_HALF_BET
$BJACK_HALF_BET *= -1 
0058: $BJACK_BET1 += $BJACK_HALF_BET // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // (int) 
gosub @BLACKJ_23204 
gosub @BLACKJ_29764 
4@ += 1 

:BLACKJ_13751
if 
  4@ == 2 
else_jump @BLACKJ_13821 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_13821 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_13821 
4@ += 1 

:BLACKJ_13821
if 
  4@ == 3 
else_jump @BLACKJ_13868 
0084: $9149[2] = $BJACK_CARD_ID // (int) 
$BJACK_PLAYER_HAS_STUCKED1 = 1 
gosub @BLACKJ_18456 
4@ = 99 

:BLACKJ_13868
jump @BLACKJ_14638 

:BLACKJ_13875
if and
  $BJACK_PLAYER_HAS_DOUBLED1 == 1 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_14260 
if 
  4@ == 0 
else_jump @BLACKJ_14027 
008D: $9195 = integer $BJACK_BET1 to_float 
008C: $BJACK_HALF_BET = float $9195 to_integer 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_14020 
$BJACK_PLAYER_HAS_DOUBLED1 = 0 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~Du hast nicht genug Geld.
gosub @BLACKJ_18303 
4@ = 99 
jump @BLACKJ_14027 

:BLACKJ_14020
4@ += 1 

:BLACKJ_14027
if 
  4@ == 1 
else_jump @BLACKJ_14136 
0623: add $BJACK_HALF_BET to_integer_stat 35 
008F: 13@ = integer $BJACK_HALF_BET to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$BJACK_HALF_BET *= -1 
Player.Money($PLAYER_CHAR) += $BJACK_HALF_BET
$BJACK_HALF_BET *= -1 
0058: $BJACK_BET1 += $BJACK_HALF_BET // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // (int) 
gosub @BLACKJ_23204 
gosub @BLACKJ_29764 
4@ += 1 

:BLACKJ_14136
if 
  4@ == 2 
else_jump @BLACKJ_14206 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_14206 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_14206 
4@ += 1 

:BLACKJ_14206
if 
  4@ == 3 
else_jump @BLACKJ_14260 
0084: $9149[2] = $BJACK_CARD_ID // (int) 
$BJACK_PLAYER_HAS_STUCKED1 = 1 
gosub @BLACKJ_18456 
4@ = 0 
jump @BLACKJ_13266 

:BLACKJ_14260
if and
  $BJACK_PLAYER_HAS_DOUBLED2 == 1 
  $BJACK_PLAYER_HAS_STUCKED2 == 0 
else_jump @BLACKJ_14638 
if 
  4@ == 0 
else_jump @BLACKJ_14412 
008D: $9195 = integer $BJACK_BET1 to_float 
008C: $BJACK_HALF_BET = float $9195 to_integer 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_14405 
$BJACK_PLAYER_HAS_DOUBLED2 = 0 
4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~Du hast nicht genug Geld.
gosub @BLACKJ_18303 
jump @BLACKJ_14412 

:BLACKJ_14405
4@ += 1 

:BLACKJ_14412
if 
  4@ == 1 
else_jump @BLACKJ_14521 
0623: add $BJACK_HALF_BET to_integer_stat 35 
008F: 13@ = integer $BJACK_HALF_BET to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$BJACK_HALF_BET *= -1 
Player.Money($PLAYER_CHAR) += $BJACK_HALF_BET
$BJACK_HALF_BET *= -1 
0058: $BJACK_BET2 += $BJACK_HALF_BET // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // (int) 
gosub @BLACKJ_23204 
gosub @BLACKJ_29764 
4@ += 1 

:BLACKJ_14521
if 
  4@ == 2 
else_jump @BLACKJ_14591 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_14591 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_14591 
4@ += 1 

:BLACKJ_14591
if 
  4@ == 3 
else_jump @BLACKJ_14638 
0084: $9157[2] = $BJACK_CARD_ID // (int) 
$BJACK_PLAYER_HAS_STUCKED2 = 1 
gosub @BLACKJ_18456 
4@ = 99 

:BLACKJ_14638
gosub @BLACKJ_31220 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_14720 
if 
  $BJACK_PLAYER_TOTAL1 > 20 
else_jump @BLACKJ_14688 
$BJACK_PLAYER_HAS_STUCKED1 = 1 

:BLACKJ_14688
if 
   not $9149[4] == 0 
else_jump @BLACKJ_14713 
$BJACK_PLAYER_HAS_STUCKED1 = 1 

:BLACKJ_14713
jump @BLACKJ_14866 

:BLACKJ_14720
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_14816 
if 
  $BJACK_PLAYER_TOTAL1 > 20 
else_jump @BLACKJ_14777 
$BJACK_PLAYER_HAS_STUCKED1 = 1 
4@ = 0 
jump @BLACKJ_13266 

:BLACKJ_14777
if 
   not $9149[4] == 0 
else_jump @BLACKJ_14816 
$BJACK_PLAYER_HAS_STUCKED1 = 1 
4@ = 0 
jump @BLACKJ_13266 

:BLACKJ_14816
if 
  $BJACK_PLAYER_TOTAL2 > 20 
else_jump @BLACKJ_14841 
$BJACK_PLAYER_HAS_STUCKED2 = 1 

:BLACKJ_14841
if 
   not $9157[4] == 0 
else_jump @BLACKJ_14866 
$BJACK_PLAYER_HAS_STUCKED2 = 1 

:BLACKJ_14866
if 
  $BJACK_PLAYER_HAS_SPLIT == 1 
else_jump @BLACKJ_15044 
if and
  $BJACK_PLAYER_HAS_STUCKED1 == 1 
  $BJACK_PLAYER_HAS_STUCKED2 == 1 
else_jump @BLACKJ_15044 
if and
  $BJACK_PLAYER_TOTAL1 == 21 
  $9149[2] == 0 
else_jump @BLACKJ_15012 
if or
   not $BJACK_PLAYER_TOTAL2 == 21 
   not $9157[2] == 0 
else_jump @BLACKJ_14973 
$BJACK_PLAYER_GOT_BJACK = 2 
jump @BLACKJ_15005 

:BLACKJ_14973
if and
  $BJACK_PLAYER_TOTAL2 == 21 
  $9157[2] == 0 
else_jump @BLACKJ_15005 
$BJACK_PLAYER_GOT_BJACK = 4 

:BLACKJ_15005
jump @BLACKJ_15044 

:BLACKJ_15012
if and
  $BJACK_PLAYER_TOTAL2 == 21 
  $9157[2] == 0 
else_jump @BLACKJ_15044 
$BJACK_PLAYER_GOT_BJACK = 3 

:BLACKJ_15044
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_15133 
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 1 
else_jump @BLACKJ_15094 
3@ = 99 
jump @BLACKJ_15126 

:BLACKJ_15094
if 
  4@ == 99 
else_jump @BLACKJ_15126 
3@ = 0 
4@ = 0 

:BLACKJ_15126
jump @BLACKJ_15204 

:BLACKJ_15133
if and
  $BJACK_PLAYER_HAS_STUCKED1 == 1 
  $BJACK_PLAYER_HAS_STUCKED2 == 1 
else_jump @BLACKJ_15172 
3@ = 99 
jump @BLACKJ_15204 

:BLACKJ_15172
if 
  4@ == 99 
else_jump @BLACKJ_15204 
3@ = 0 
4@ = 0 

:BLACKJ_15204
if 
  $BJACK_PLAYER_HAS_SPLIT == 1 
else_jump @BLACKJ_15295 
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_15271 
gosub @BLACKJ_34152 
033E: set_draw_text_position $BJACK_X_SCREENPOS[22] $BJACK_Y_SCREENPOS[22] GXT 'BJ_ARR'  // >
jump @BLACKJ_15295 

:BLACKJ_15271
gosub @BLACKJ_34152 
033E: set_draw_text_position $BJACK_X_SCREENPOS[23] $BJACK_Y_SCREENPOS[23] GXT 'BJ_ARR'  // >

:BLACKJ_15295
if 
  3@ == 99 
else_jump @BLACKJ_15334 
gosub @BLACKJ_10563 
3@ = 0 
2@ += 1 

:BLACKJ_15334
gosub @BLACKJ_31220 
gosub @BLACKJ_29865 
gosub @BLACKJ_25143 
return 

:BLACKJ_15357
if 
  3@ == 0 
else_jump @BLACKJ_15510 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_15439 
if 
  $BJACK_PLAYER_TOTAL1 > 21 
else_jump @BLACKJ_15432 
$BJACK_DEALER_HAS_STUCK = 1 
$BJACK_DEALER_WINS_BY_DEFAULT = 1 
3@ = 99 

:BLACKJ_15432
jump @BLACKJ_15485 

:BLACKJ_15439
if and
  $BJACK_PLAYER_TOTAL1 > 21 
  $BJACK_PLAYER_TOTAL2 > 21 
else_jump @BLACKJ_15485 
$BJACK_DEALER_HAS_STUCK = 1 
$BJACK_DEALER_WINS_BY_DEFAULT = 1 
3@ = 99 

:BLACKJ_15485
if 
   not 3@ == 99 
else_jump @BLACKJ_15510 
3@ += 1 

:BLACKJ_15510
if 
  3@ == 1 
else_jump @BLACKJ_15617 
if 
  $BJACK_DEALER_TOTAL > 16 
else_jump @BLACKJ_15560 
$BJACK_DEALER_HAS_STUCK = 1 
jump @BLACKJ_15567 

:BLACKJ_15560
3@ += 1 

:BLACKJ_15567
if 
   not $9141[4] == 0 
else_jump @BLACKJ_15592 
$BJACK_DEALER_HAS_STUCK = 1 

:BLACKJ_15592
if 
  $BJACK_DEALER_HAS_STUCK == 1 
else_jump @BLACKJ_15617 
3@ = 99 

:BLACKJ_15617
if 
  3@ == 2 
else_jump @BLACKJ_15649 
gosub @BLACKJ_29764 
3@ += 1 

:BLACKJ_15649
if 
  3@ == 3 
else_jump @BLACKJ_15719 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_15719 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_15719 
3@ += 1 

:BLACKJ_15719
if 
  3@ == 4 
else_jump @BLACKJ_15824 
10@ = 0 

:BLACKJ_15744
if 
  8 > 10@ 
else_jump @BLACKJ_15817 
if 
  $9141(10@,8i) == 0 
else_jump @BLACKJ_15803 
0084: $9141(10@,8i) = $BJACK_CARD_ID // (int) 
10@ = 8 

:BLACKJ_15803
10@ += 1 
jump @BLACKJ_15744 

:BLACKJ_15817
3@ = 0 

:BLACKJ_15824
if 
  3@ == 99 
else_jump @BLACKJ_15856 
2@ += 1 
3@ = 0 

:BLACKJ_15856
gosub @BLACKJ_31220 
gosub @BLACKJ_29865 
gosub @BLACKJ_25143 
return 

:BLACKJ_15879
if 
  3@ == 0 
else_jump @BLACKJ_17945 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_16141 
if 
   not $BJACK_PLAYER_TOTAL1 > 21 
else_jump @BLACKJ_16134 
if 
  $BJACK_DEALER_TOTAL > 21 
else_jump @BLACKJ_15965 
$BJACK_PLAYER_HAS_WON1 = 1 
jump @BLACKJ_16134 

:BLACKJ_15965
if 
001C:   $BJACK_PLAYER_TOTAL1 > $BJACK_DEALER_TOTAL // (int) 
else_jump @BLACKJ_15998 
$BJACK_PLAYER_HAS_WON1 = 1 
jump @BLACKJ_16134 

:BLACKJ_15998
if 
003A:   $BJACK_PLAYER_TOTAL1 == $BJACK_DEALER_TOTAL // (int) 
else_jump @BLACKJ_16127 
if 
  $BJACK_PLAYER_GOT_BJACK == 1 
else_jump @BLACKJ_16081 
if 
  $9189 == 1 
else_jump @BLACKJ_16067 
$BJACK_PLAYER_HAS_WON1 = 2 
jump @BLACKJ_16074 

:BLACKJ_16067
$BJACK_PLAYER_HAS_WON1 = 1 

:BLACKJ_16074
jump @BLACKJ_16120 

:BLACKJ_16081
if 
  $9189 == 1 
else_jump @BLACKJ_16113 
$BJACK_PLAYER_HAS_WON1 = 0 
jump @BLACKJ_16120 

:BLACKJ_16113
$BJACK_PLAYER_HAS_WON1 = 2 

:BLACKJ_16120
jump @BLACKJ_16134 

:BLACKJ_16127
$BJACK_PLAYER_HAS_WON1 = 0 

:BLACKJ_16134
jump @BLACKJ_16593 

:BLACKJ_16141
if 
   not $BJACK_PLAYER_TOTAL1 > 21 
else_jump @BLACKJ_16367 
if 
  $BJACK_DEALER_TOTAL > 21 
else_jump @BLACKJ_16191 
$BJACK_PLAYER_HAS_WON1 = 1 
jump @BLACKJ_16367 

:BLACKJ_16191
if 
001C:   $BJACK_PLAYER_TOTAL1 > $BJACK_DEALER_TOTAL // (int) 
else_jump @BLACKJ_16224 
$BJACK_PLAYER_HAS_WON1 = 1 
jump @BLACKJ_16367 

:BLACKJ_16224
if 
003A:   $BJACK_PLAYER_TOTAL1 == $BJACK_DEALER_TOTAL // (int) 
else_jump @BLACKJ_16360 
if or
  $BJACK_PLAYER_GOT_BJACK == 2 
  $BJACK_PLAYER_GOT_BJACK == 4 
else_jump @BLACKJ_16314 
if 
  $9189 == 1 
else_jump @BLACKJ_16300 
$BJACK_PLAYER_HAS_WON1 = 2 
jump @BLACKJ_16307 

:BLACKJ_16300
$BJACK_PLAYER_HAS_WON1 = 1 

:BLACKJ_16307
jump @BLACKJ_16353 

:BLACKJ_16314
if 
  $9189 == 1 
else_jump @BLACKJ_16346 
$BJACK_PLAYER_HAS_WON1 = 0 
jump @BLACKJ_16353 

:BLACKJ_16346
$BJACK_PLAYER_HAS_WON1 = 2 

:BLACKJ_16353
jump @BLACKJ_16367 

:BLACKJ_16360
$BJACK_PLAYER_HAS_WON1 = 0 

:BLACKJ_16367
if 
   not $BJACK_PLAYER_TOTAL2 > 21 
else_jump @BLACKJ_16593 
if 
  $BJACK_DEALER_TOTAL > 21 
else_jump @BLACKJ_16417 
$BJACK_PLAYER_HAS_WON2 = 1 
jump @BLACKJ_16593 

:BLACKJ_16417
if 
001C:   $BJACK_PLAYER_TOTAL2 > $BJACK_DEALER_TOTAL // (int) 
else_jump @BLACKJ_16450 
$BJACK_PLAYER_HAS_WON2 = 1 
jump @BLACKJ_16593 

:BLACKJ_16450
if 
003A:   $BJACK_PLAYER_TOTAL2 == $BJACK_DEALER_TOTAL // (int) 
else_jump @BLACKJ_16586 
if or
  $BJACK_PLAYER_GOT_BJACK == 3 
  $BJACK_PLAYER_GOT_BJACK == 4 
else_jump @BLACKJ_16540 
if 
  $9189 == 1 
else_jump @BLACKJ_16526 
$BJACK_PLAYER_HAS_WON2 = 2 
jump @BLACKJ_16533 

:BLACKJ_16526
$BJACK_PLAYER_HAS_WON2 = 1 

:BLACKJ_16533
jump @BLACKJ_16579 

:BLACKJ_16540
if 
  $9189 == 1 
else_jump @BLACKJ_16572 
$BJACK_PLAYER_HAS_WON2 = 0 
jump @BLACKJ_16579 

:BLACKJ_16572
$BJACK_PLAYER_HAS_WON2 = 2 

:BLACKJ_16579
jump @BLACKJ_16593 

:BLACKJ_16586
$BJACK_PLAYER_HAS_WON2 = 0 

:BLACKJ_16593
32@ = 0 
$BJACK_PAYOUT = 0 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_16738 
if 
  $BJACK_PLAYER_HAS_WON1 == 1 
else_jump @BLACKJ_16705 
if 
  $BJACK_PLAYER_GOT_BJACK == 1 
else_jump @BLACKJ_16683 
$BJACK_PAYOUT = 3 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // (int) 
jump @BLACKJ_16698 

:BLACKJ_16683
$BJACK_PAYOUT = 2 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // (int) 

:BLACKJ_16698
jump @BLACKJ_16731 

:BLACKJ_16705
if 
  $BJACK_PLAYER_HAS_WON1 == 2 
else_jump @BLACKJ_16731 
0084: $BJACK_PAYOUT = $BJACK_BET1 // (int) 

:BLACKJ_16731
jump @BLACKJ_16980 

:BLACKJ_16738
if 
  $BJACK_PLAYER_HAS_WON1 == 1 
else_jump @BLACKJ_16825 
if or
  $BJACK_PLAYER_GOT_BJACK == 2 
  $BJACK_PLAYER_GOT_BJACK == 4 
else_jump @BLACKJ_16803 
$BJACK_PAYOUT = 3 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // (int) 
jump @BLACKJ_16818 

:BLACKJ_16803
$BJACK_PAYOUT = 2 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // (int) 

:BLACKJ_16818
jump @BLACKJ_16851 

:BLACKJ_16825
if 
  $BJACK_PLAYER_HAS_WON1 == 2 
else_jump @BLACKJ_16851 
0084: $BJACK_PAYOUT = $BJACK_BET1 // (int) 

:BLACKJ_16851
if 
  $BJACK_PLAYER_HAS_WON2 == 1 
else_jump @BLACKJ_16954 
if or
  $BJACK_PLAYER_GOT_BJACK == 3 
  $BJACK_PLAYER_GOT_BJACK == 4 
else_jump @BLACKJ_16924 
008B: 10@ = $BJACK_BET2 // (int) 
10@ *= 3 
005E: $BJACK_PAYOUT += 10@ // (int) 
jump @BLACKJ_16947 

:BLACKJ_16924
008B: 10@ = $BJACK_BET2 // (int) 
10@ *= 2 
005E: $BJACK_PAYOUT += 10@ // (int) 

:BLACKJ_16947
jump @BLACKJ_16980 

:BLACKJ_16954
if 
  $BJACK_PLAYER_HAS_WON2 == 2 
else_jump @BLACKJ_16980 
0058: $BJACK_PAYOUT += $BJACK_BET2 // (int) 

:BLACKJ_16980
008B: 10@ = $BJACK_PAYOUT // (int) 
0064: 10@ -= $BJACK_INITIAL_STAKE // (int) 
0623: add 10@ to_integer_stat 37 
Player.Money($PLAYER_CHAR) += $BJACK_PAYOUT
create_thread @CASHWIN 10@ 3000 69 
08F8: display_stat_update_box 0 
if 
  10@ > 0 
else_jump @BLACKJ_17498 
0627: update_integer_stat 38 to 10@ 
0093: 13@ = integer 10@ to_float 
0093: 14@ = integer 29@ to_float 
0073: 13@ /= 14@ // (float) 
$9325 += 1 
if 
  5 > $9325 
else_jump @BLACKJ_17333 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_17326 
if 
  13@ > 0.8 
else_jump @BLACKJ_17158 
0209: 10@ = random_int_in_ranges 0 4 
jump @BLACKJ_17167 

:BLACKJ_17158
0209: 10@ = random_int_in_ranges 0 3 

:BLACKJ_17167
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BLACKJ_17326 jumps 0 @BLACKJ_17230 1 @BLACKJ_17251 2 @BLACKJ_17272 3 @BLACKJ_17293 -1 @BLACKJ_17326 -1 @BLACKJ_17326 -1 @BLACKJ_17326 

:BLACKJ_17230
09D6: set_actor 1@ sound 5847 flags 1 1 0 
jump @BLACKJ_17326 

:BLACKJ_17251
09D6: set_actor 1@ sound 5848 flags 1 1 0 
jump @BLACKJ_17326 

:BLACKJ_17272
09D6: set_actor 1@ sound 5849 flags 1 1 0 
jump @BLACKJ_17326 

:BLACKJ_17293
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BLACKJ_17319 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 100 store_to 10@ 

:BLACKJ_17319
jump @BLACKJ_17326 

:BLACKJ_17326
jump @BLACKJ_17491 

:BLACKJ_17333
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_17484 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_17484 jumps 0 @BLACKJ_17421 1 @BLACKJ_17442 2 @BLACKJ_17463 -1 @BLACKJ_17484 -1 @BLACKJ_17484 -1 @BLACKJ_17484 -1 @BLACKJ_17484 

:BLACKJ_17421
09D6: set_actor 1@ sound 5854 flags 1 1 0 
jump @BLACKJ_17484 

:BLACKJ_17442
09D6: set_actor 1@ sound 5855 flags 1 1 0 
jump @BLACKJ_17484 

:BLACKJ_17463
09D6: set_actor 1@ sound 5856 flags 1 1 0 
jump @BLACKJ_17484 

:BLACKJ_17484
$9325 = 0 

:BLACKJ_17491
jump @BLACKJ_17920 

:BLACKJ_17498
10@ *= -1 
0627: update_integer_stat 39 to 10@ 
10@ *= -1 
$9325 = 0 
0093: 13@ = integer 10@ to_float 
13@ *= -1.0 
0093: 14@ = integer 29@ to_float 
0073: 13@ /= 14@ // (float) 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_17920 
if 
  0 > 10@ 
else_jump @BLACKJ_17806 
if 
  13@ > 0.8 
else_jump @BLACKJ_17631 
0209: 10@ = random_int_in_ranges 0 4 
jump @BLACKJ_17640 

:BLACKJ_17631
0209: 10@ = random_int_in_ranges 0 3 

:BLACKJ_17640
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BLACKJ_17799 jumps 0 @BLACKJ_17703 1 @BLACKJ_17724 2 @BLACKJ_17745 3 @BLACKJ_17766 -1 @BLACKJ_17799 -1 @BLACKJ_17799 -1 @BLACKJ_17799 

:BLACKJ_17703
09D6: set_actor 1@ sound 5817 flags 1 1 0 
jump @BLACKJ_17799 

:BLACKJ_17724
09D6: set_actor 1@ sound 5818 flags 1 1 0 
jump @BLACKJ_17799 

:BLACKJ_17745
09D6: set_actor 1@ sound 5819 flags 1 1 0 
jump @BLACKJ_17799 

:BLACKJ_17766
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BLACKJ_17792 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 101 store_to 10@ 

:BLACKJ_17792
jump @BLACKJ_17799 

:BLACKJ_17799
jump @BLACKJ_17920 

:BLACKJ_17806
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_17920 jumps 0 @BLACKJ_17878 1 @BLACKJ_17899 -1 @BLACKJ_17920 -1 @BLACKJ_17920 -1 @BLACKJ_17920 -1 @BLACKJ_17920 -1 @BLACKJ_17920 

:BLACKJ_17878
09D6: set_actor 1@ sound 5815 flags 1 1 0 
jump @BLACKJ_17920 

:BLACKJ_17899
09D6: set_actor 1@ sound 5816 flags 1 1 0 
jump @BLACKJ_17920 

:BLACKJ_17920
08F8: display_stat_update_box 1 
$BJACK_INITIAL_STAKE = 0 
gosub @BLACKJ_23204 
3@ += 1 

:BLACKJ_17945
if 
  3@ == 1 
else_jump @BLACKJ_18076 
if 
  32@ > 3000 
else_jump @BLACKJ_17996 
3@ += 1 
jump @BLACKJ_18076 

:BLACKJ_17996
if 
  23@ == 0 
else_jump @BLACKJ_18052 
if 
00E1:   player 0 pressed_key 16 
else_jump @BLACKJ_18045 
23@ = 1 
3@ += 1 

:BLACKJ_18045
jump @BLACKJ_18076 

:BLACKJ_18052
if 
80E1:   not player 0 pressed_key 16 
else_jump @BLACKJ_18076 
23@ = 0 

:BLACKJ_18076
if 
  3@ == 2 
else_jump @BLACKJ_18108 
32@ = 0 
3@ += 1 

:BLACKJ_18108
if 
  3@ == 3 
else_jump @BLACKJ_18248 
if 
00E1:   player 0 pressed_key 16 
else_jump @BLACKJ_18164 
23@ = 1 
3@ = 99 
jump @BLACKJ_18248 

:BLACKJ_18164
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Spieler-Skill~w~ - Spieler-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000 erhht. Du hast jetzt bis zu $1.000 Kredit beim Casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Spieler-Skill~w~ - Zocker-Level erreicht. Dein maximaler Einsatz hat sich auf $10.000 erhht. Du hast jetzt bis zu $10.000 Kredit beim Casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Spieler-Skill~w~ - Profizocker-Level erreicht. Dein maximaler Einsatz hat sich auf $100.000 erhht. Du hast jetzt bis zu $100.000 Kredit beim Casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Spieler-Skill~w~ - Superzocker-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000.000 erhht. Du hast jetzt bis zu $1.000.000 Kredit beim Casino.
else_jump @BLACKJ_18248 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_18248 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H4'  // Drcke ~k~~PED_SPRINT~, um weiterzumachen.

:BLACKJ_18248
if 
  3@ == 99 
else_jump @BLACKJ_18287 
gosub @BLACKJ_10563 
2@ = 1 
3@ = 0 

:BLACKJ_18287
gosub @BLACKJ_29865 
gosub @BLACKJ_25143 
return 

:BLACKJ_18303
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_18454 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_18454 jumps 0 @BLACKJ_18391 1 @BLACKJ_18412 2 @BLACKJ_18433 -1 @BLACKJ_18454 -1 @BLACKJ_18454 -1 @BLACKJ_18454 -1 @BLACKJ_18454 

:BLACKJ_18391
09D6: set_actor 1@ sound 5823 flags 1 1 0 
jump @BLACKJ_18454 

:BLACKJ_18412
09D6: set_actor 1@ sound 5824 flags 1 1 0 
jump @BLACKJ_18454 

:BLACKJ_18433
09D6: set_actor 1@ sound 5825 flags 1 1 0 
jump @BLACKJ_18454 

:BLACKJ_18454
return 

:BLACKJ_18456
gosub @BLACKJ_31220 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_21799 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_19594 
if 
  $BJACK_PLAYER_TOTAL1_B == 0 
else_jump @BLACKJ_19170 
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 18 default_jump 1 @BLACKJ_19086 jumps 4 @BLACKJ_18708 5 @BLACKJ_18729 6 @BLACKJ_18750 7 @BLACKJ_18771 8 @BLACKJ_18792 9 @BLACKJ_18813 10 @BLACKJ_18834 
0872: jump_table_jumps 11 @BLACKJ_18855 12 @BLACKJ_18876 13 @BLACKJ_18897 14 @BLACKJ_18918 15 @BLACKJ_18939 16 @BLACKJ_18960 17 @BLACKJ_18981 18 @BLACKJ_19002 19 @BLACKJ_19023 
0872: jump_table_jumps 20 @BLACKJ_19044 21 @BLACKJ_19065 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 

:BLACKJ_18708
09D6: set_actor 1@ sound 5841 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18729
09D6: set_actor 1@ sound 5842 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18750
09D6: set_actor 1@ sound 5843 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18771
09D6: set_actor 1@ sound 5844 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18792
09D6: set_actor 1@ sound 5845 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18813
09D6: set_actor 1@ sound 5846 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18834
09D6: set_actor 1@ sound 5829 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18855
09D6: set_actor 1@ sound 5830 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18876
09D6: set_actor 1@ sound 5831 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18897
09D6: set_actor 1@ sound 5832 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18918
09D6: set_actor 1@ sound 5833 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18939
09D6: set_actor 1@ sound 5834 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18960
09D6: set_actor 1@ sound 5835 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18981
09D6: set_actor 1@ sound 5836 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_19002
09D6: set_actor 1@ sound 5837 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_19023
09D6: set_actor 1@ sound 5838 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_19044
09D6: set_actor 1@ sound 5839 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_19065
09D6: set_actor 1@ sound 5840 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_19086
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_19134 
09D6: set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_19148 

:BLACKJ_19134
09D6: set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_19148
jump @BLACKJ_19155 

:BLACKJ_19155
0967: actor 1@ move_mouth 1500 ms 
jump @BLACKJ_19587 

:BLACKJ_19170
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 10 default_jump 1 @BLACKJ_19510 jumps 12 @BLACKJ_19298 13 @BLACKJ_19319 14 @BLACKJ_19340 15 @BLACKJ_19361 16 @BLACKJ_19382 17 @BLACKJ_19403 18 @BLACKJ_19424 
0872: jump_table_jumps 19 @BLACKJ_19445 20 @BLACKJ_19466 21 @BLACKJ_19487 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 

:BLACKJ_19298
09D6: set_actor 1@ sound 5801 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19319
09D6: set_actor 1@ sound 5802 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19340
09D6: set_actor 1@ sound 5803 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19361
09D6: set_actor 1@ sound 5804 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19382
09D6: set_actor 1@ sound 5805 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19403
09D6: set_actor 1@ sound 5806 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19424
09D6: set_actor 1@ sound 5807 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19445
09D6: set_actor 1@ sound 5808 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19466
09D6: set_actor 1@ sound 5800 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19487
09D6: set_actor 1@ sound 65535 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19510
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_19558 
09D6: set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_19572 

:BLACKJ_19558
09D6: set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_19572
jump @BLACKJ_19579 

:BLACKJ_19579
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_19587
jump @BLACKJ_21799 

:BLACKJ_19594
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_20709 
if 
  $BJACK_PLAYER_TOTAL1_B == 0 
else_jump @BLACKJ_20285 
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 18 default_jump 1 @BLACKJ_20201 jumps 4 @BLACKJ_19823 5 @BLACKJ_19844 6 @BLACKJ_19865 7 @BLACKJ_19886 8 @BLACKJ_19907 9 @BLACKJ_19928 10 @BLACKJ_19949 
0872: jump_table_jumps 11 @BLACKJ_19970 12 @BLACKJ_19991 13 @BLACKJ_20012 14 @BLACKJ_20033 15 @BLACKJ_20054 16 @BLACKJ_20075 17 @BLACKJ_20096 18 @BLACKJ_20117 19 @BLACKJ_20138 
0872: jump_table_jumps 20 @BLACKJ_20159 21 @BLACKJ_20180 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 

:BLACKJ_19823
09D6: set_actor 1@ sound 5841 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19844
09D6: set_actor 1@ sound 5842 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19865
09D6: set_actor 1@ sound 5843 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19886
09D6: set_actor 1@ sound 5844 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19907
09D6: set_actor 1@ sound 5845 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19928
09D6: set_actor 1@ sound 5846 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19949
09D6: set_actor 1@ sound 5829 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19970
09D6: set_actor 1@ sound 5830 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19991
09D6: set_actor 1@ sound 5831 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20012
09D6: set_actor 1@ sound 5832 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20033
09D6: set_actor 1@ sound 5833 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20054
09D6: set_actor 1@ sound 5834 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20075
09D6: set_actor 1@ sound 5835 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20096
09D6: set_actor 1@ sound 5836 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20117
09D6: set_actor 1@ sound 5837 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20138
09D6: set_actor 1@ sound 5838 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20159
09D6: set_actor 1@ sound 5839 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20180
09D6: set_actor 1@ sound 5840 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20201
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_20249 
09D6: set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_20263 

:BLACKJ_20249
09D6: set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_20263
jump @BLACKJ_20270 

:BLACKJ_20270
0967: actor 1@ move_mouth 1500 ms 
jump @BLACKJ_20702 

:BLACKJ_20285
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 10 default_jump 1 @BLACKJ_20625 jumps 12 @BLACKJ_20413 13 @BLACKJ_20434 14 @BLACKJ_20455 15 @BLACKJ_20476 16 @BLACKJ_20497 17 @BLACKJ_20518 18 @BLACKJ_20539 
0872: jump_table_jumps 19 @BLACKJ_20560 20 @BLACKJ_20581 21 @BLACKJ_20602 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 

:BLACKJ_20413
09D6: set_actor 1@ sound 5801 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20434
09D6: set_actor 1@ sound 5802 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20455
09D6: set_actor 1@ sound 5803 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20476
09D6: set_actor 1@ sound 5804 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20497
09D6: set_actor 1@ sound 5805 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20518
09D6: set_actor 1@ sound 5806 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20539
09D6: set_actor 1@ sound 5807 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20560
09D6: set_actor 1@ sound 5808 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20581
09D6: set_actor 1@ sound 5800 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20602
09D6: set_actor 1@ sound 65535 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20625
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_20673 
09D6: set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_20687 

:BLACKJ_20673
09D6: set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_20687
jump @BLACKJ_20694 

:BLACKJ_20694
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_20702
jump @BLACKJ_21799 

:BLACKJ_20709
if 
  $BJACK_PLAYER_TOTAL2_B == 0 
else_jump @BLACKJ_21382 
0871: init_jump_table $BJACK_PLAYER_TOTAL2 total_jumps 18 default_jump 1 @BLACKJ_21298 jumps 4 @BLACKJ_20920 5 @BLACKJ_20941 6 @BLACKJ_20962 7 @BLACKJ_20983 8 @BLACKJ_21004 9 @BLACKJ_21025 10 @BLACKJ_21046 
0872: jump_table_jumps 11 @BLACKJ_21067 12 @BLACKJ_21088 13 @BLACKJ_21109 14 @BLACKJ_21130 15 @BLACKJ_21151 16 @BLACKJ_21172 17 @BLACKJ_21193 18 @BLACKJ_21214 19 @BLACKJ_21235 
0872: jump_table_jumps 20 @BLACKJ_21256 21 @BLACKJ_21277 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 

:BLACKJ_20920
09D6: set_actor 1@ sound 5841 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_20941
09D6: set_actor 1@ sound 5842 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_20962
09D6: set_actor 1@ sound 5843 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_20983
09D6: set_actor 1@ sound 5844 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21004
09D6: set_actor 1@ sound 5845 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21025
09D6: set_actor 1@ sound 5846 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21046
09D6: set_actor 1@ sound 5829 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21067
09D6: set_actor 1@ sound 5830 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21088
09D6: set_actor 1@ sound 5831 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21109
09D6: set_actor 1@ sound 5832 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21130
09D6: set_actor 1@ sound 5833 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21151
09D6: set_actor 1@ sound 5834 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21172
09D6: set_actor 1@ sound 5835 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21193
09D6: set_actor 1@ sound 5836 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21214
09D6: set_actor 1@ sound 5837 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21235
09D6: set_actor 1@ sound 5838 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21256
09D6: set_actor 1@ sound 5839 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21277
09D6: set_actor 1@ sound 5840 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21298
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_21346 
09D6: set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_21360 

:BLACKJ_21346
09D6: set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_21360
jump @BLACKJ_21367 

:BLACKJ_21367
0967: actor 1@ move_mouth 1500 ms 
jump @BLACKJ_21799 

:BLACKJ_21382
0871: init_jump_table $BJACK_PLAYER_TOTAL2 total_jumps 10 default_jump 1 @BLACKJ_21722 jumps 12 @BLACKJ_21510 13 @BLACKJ_21531 14 @BLACKJ_21552 15 @BLACKJ_21573 16 @BLACKJ_21594 17 @BLACKJ_21615 18 @BLACKJ_21636 
0872: jump_table_jumps 19 @BLACKJ_21657 20 @BLACKJ_21678 21 @BLACKJ_21699 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 

:BLACKJ_21510
09D6: set_actor 1@ sound 5801 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21531
09D6: set_actor 1@ sound 5802 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21552
09D6: set_actor 1@ sound 5803 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21573
09D6: set_actor 1@ sound 5804 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21594
09D6: set_actor 1@ sound 5805 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21615
09D6: set_actor 1@ sound 5806 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21636
09D6: set_actor 1@ sound 5807 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21657
09D6: set_actor 1@ sound 5808 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21678
09D6: set_actor 1@ sound 5800 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21699
09D6: set_actor 1@ sound 65535 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21722
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_21770 
09D6: set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_21784 

:BLACKJ_21770
09D6: set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_21784
jump @BLACKJ_21791 

:BLACKJ_21791
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_21799
return 
if 
0736:   NOP_false 67 
else_jump @BLACKJ_21866 
$9307 += 1 
if 
  $9307 > 7 
else_jump @BLACKJ_21848 
$9307 = 0 

:BLACKJ_21848
0663: NOP "BJ_CHIP_NUM" $9307 

:BLACKJ_21866
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_22185 
if 
03CA:   object $9208($9307,8i) exists 
else_jump @BLACKJ_22185 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET($9307,8f) $BJACK_Y_CHIP_OFFSET($9307,8f) $BJACK_Z_CHIP_OFFSET($9307,8f) 
Object.PutAt($9208($9307,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
0736:   NOP_false 131 
else_jump @BLACKJ_21985 
$BJACK_Z_CHIP_OFFSET($9307,8f) += 0.005 

:BLACKJ_21985
if 
0736:   NOP_false 130 
else_jump @BLACKJ_22015 
$BJACK_Z_CHIP_OFFSET($9307,8f) += -0.005 

:BLACKJ_22015
if 
0736:   NOP_false 128 
else_jump @BLACKJ_22045 
$BJACK_X_CHIP_OFFSET($9307,8f) += 0.005 

:BLACKJ_22045
if 
0736:   NOP_false 129 
else_jump @BLACKJ_22075 
$BJACK_X_CHIP_OFFSET($9307,8f) += -0.005 

:BLACKJ_22075
if 
0736:   NOP_false 139 
else_jump @BLACKJ_22105 
$BJACK_Y_CHIP_OFFSET($9307,8f) += 0.005 

:BLACKJ_22105
if 
0736:   NOP_false 145 
else_jump @BLACKJ_22135 
$BJACK_Y_CHIP_OFFSET($9307,8f) += -0.005 

:BLACKJ_22135
if 
0736:   NOP_false 69 
else_jump @BLACKJ_22160 
$9216 += 0.005 

:BLACKJ_22160
if 
0736:   NOP_false 68 
else_jump @BLACKJ_22185 
$9216 += -0.005 

:BLACKJ_22185
if 
0736:   NOP_false 137 
else_jump @BLACKJ_23202 
03A9: NOP 
05B6: 183 // // ------ BJ CHIP OFFSETS -------
03A9: NOP 
10@ = 0 

:BLACKJ_22342
if 
  8 > 10@ 
else_jump @BLACKJ_23202 
05B6: 184 // BJ_CHIP_OFF_X[
03A7: NOP 10@ 
05B6: 185 // ] = 
03A8: NOP $BJACK_X_CHIP_OFFSET(10@,8f) 
03A9: NOP 
05B6: 186 // BJ_CHIP_OFF_Y[
03A7: NOP 10@ 
05B6: 187 // ] = 
03A8: NOP $BJACK_Y_CHIP_OFFSET(10@,8f) 
03A9: NOP 
05B6: 188 // BJ_CHIP_OFF_Z[
03A7: NOP 10@ 
05B6: 189 // ] = 
03A8: NOP $BJACK_Z_CHIP_OFFSET(10@,8f) 
03A9: NOP 
10@ += 1 
jump @BLACKJ_22342 

:BLACKJ_23202
return 

:BLACKJ_23204
008B: 12@ = $BJACK_INITIAL_STAKE // (int) 
0093: 13@ = integer 12@ to_float 
13@ /= 1.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_23261 
13@ = 10.0 

:BLACKJ_23261
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_23315 
14@ += 0.0 

:BLACKJ_23315
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -1 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[0] exists 
else_jump @BLACKJ_23417 
Object.StorePos($9208[0], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[0], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_23417
0093: 13@ = integer 12@ to_float 
13@ /= 5.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_23466 
13@ = 10.0 

:BLACKJ_23466
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_23520 
14@ += 0.0 

:BLACKJ_23520
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -5 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[1] exists 
else_jump @BLACKJ_23622 
Object.StorePos($9208[1], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[1], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_23622
0093: 13@ = integer 12@ to_float 
13@ /= 10.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_23671 
13@ = 10.0 

:BLACKJ_23671
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_23725 
14@ += 0.0 

:BLACKJ_23725
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -10 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[2] exists 
else_jump @BLACKJ_23827 
Object.StorePos($9208[2], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[2], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_23827
0093: 13@ = integer 12@ to_float 
13@ /= 50.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_23876 
13@ = 10.0 

:BLACKJ_23876
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_23930 
14@ += 0.0 

:BLACKJ_23930
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -50 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[3] exists 
else_jump @BLACKJ_24032 
Object.StorePos($9208[3], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[3], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_24032
0093: 13@ = integer 12@ to_float 
13@ /= 100.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_24081 
13@ = 10.0 

:BLACKJ_24081
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_24135 
14@ += 0.0 

:BLACKJ_24135
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -100 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[4] exists 
else_jump @BLACKJ_24237 
Object.StorePos($9208[4], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[4], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_24237
0093: 13@ = integer 12@ to_float 
13@ /= 200.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_24286 
13@ = 10.0 

:BLACKJ_24286
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_24340 
14@ += 0.0 

:BLACKJ_24340
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -200 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[5] exists 
else_jump @BLACKJ_24443 
Object.StorePos($9208[5], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[5], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_24443
0093: 13@ = integer 12@ to_float 
13@ /= 500.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_24492 
13@ = 10.0 

:BLACKJ_24492
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_24546 
14@ += 0.0 

:BLACKJ_24546
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -500 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[6] exists 
else_jump @BLACKJ_24649 
Object.StorePos($9208[6], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[6], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_24649
0093: 13@ = integer 12@ to_float 
13@ /= 1000.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_24698 
13@ = 10.0 

:BLACKJ_24698
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_24752 
14@ += 0.0 

:BLACKJ_24752
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -1000 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[7] exists 
else_jump @BLACKJ_24855 
Object.StorePos($9208[7], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[7], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_24855
return 

:BLACKJ_24857
03E3: set_texture_to_be_drawn_antialiased 0 
0937: text_draw_box_cornerA $BJACK_X_SCREENPOS[0] $BJACK_Y_SCREENPOS[0] cornerB $BJACK_X_SCREENPOS[1] $BJACK_Y_SCREENPOS[1] GXT_reference 'BJ_TITL' style 2  // Einsatz
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[2] $BJACK_Y_SCREENPOS[2] GXT 'BJ_01'  // Gesamteinsatz
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_SCREENPOS[3] $BJACK_Y_SCREENPOS[3] GXT 'DOLLAR' number $BJACK_INITIAL_STAKE  // $~1~
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[4] $BJACK_Y_SCREENPOS[4] GXT 'BJ_02'  // Min. Einsatz
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_SCREENPOS[5] $BJACK_Y_SCREENPOS[5] GXT 'DOLLAR' number 30@  // $~1~
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[6] $BJACK_Y_SCREENPOS[6] GXT 'BJ_03'  // Max. Einsatz
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_SCREENPOS[7] $BJACK_Y_SCREENPOS[7] GXT 'DOLLAR' number 29@  // $~1~
return 

:BLACKJ_25143
03E3: set_texture_to_be_drawn_antialiased 0 
0937: text_draw_box_cornerA $BJACK_X_SCREENPOS[8] $BJACK_Y_SCREENPOS[8] cornerB $BJACK_X_SCREENPOS[9] $BJACK_Y_SCREENPOS[9] GXT_reference 'BJ_TITL' style 2  // Einsatz
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[10] $BJACK_Y_SCREENPOS[10] GXT 'BJ_01'  // Gesamteinsatz
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_SCREENPOS[11] $BJACK_Y_SCREENPOS[11] GXT 'DOLLAR' number $BJACK_INITIAL_STAKE  // $~1~
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[12] $BJACK_Y_SCREENPOS[12] GXT 'BJ_04'  // Kartengeber
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
if 
  2@ > 4 
else_jump @BLACKJ_25457 
if 
  $BJACK_DEALER_TOTAL2 == 0 
else_jump @BLACKJ_25427 
if 
  $BJACK_DEALER_TOTAL > 21 
else_jump @BLACKJ_25400 
033E: set_draw_text_position $BJACK_X_SCREENPOS[13] $BJACK_Y_SCREENPOS[13] GXT 'BJ_BUST'  // ber 21!
jump @BLACKJ_25420 

:BLACKJ_25400
045A: draw_text_1number $BJACK_X_SCREENPOS[13] $BJACK_Y_SCREENPOS[13] GXT 'BJ_0' number $BJACK_DEALER_TOTAL  // ~1~

:BLACKJ_25420
jump @BLACKJ_25450 

:BLACKJ_25427
045B: draw_text_2numbers $BJACK_X_SCREENPOS[14] $BJACK_Y_SCREENPOS[14] GXT 'BJ_OR2' numbers $BJACK_DEALER_TOTAL $BJACK_DEALER_TOTAL2  // ~1~ oder ~1~

:BLACKJ_25450
jump @BLACKJ_25474 

:BLACKJ_25457
033E: set_draw_text_position $BJACK_X_SCREENPOS[13] $BJACK_Y_SCREENPOS[13] GXT 'BJ_HIDE'  // ???

:BLACKJ_25474
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[15] $BJACK_Y_SCREENPOS[15] GXT 'BJ_05'  // Carl
if 
  $BJACK_PLAYER_TOTAL2 == 0 
else_jump @BLACKJ_25674 
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
if 
  $BJACK_PLAYER_TOTAL1_B == 0 
else_jump @BLACKJ_25644 
if 
  $BJACK_PLAYER_TOTAL1 > 21 
else_jump @BLACKJ_25617 
033E: set_draw_text_position $BJACK_X_SCREENPOS[16] $BJACK_Y_SCREENPOS[16] GXT 'BJ_BUST'  // ber 21!
jump @BLACKJ_25637 

:BLACKJ_25617
045A: draw_text_1number $BJACK_X_SCREENPOS[16] $BJACK_Y_SCREENPOS[16] GXT 'BJ_0' number $BJACK_PLAYER_TOTAL1  // ~1~

:BLACKJ_25637
jump @BLACKJ_25667 

:BLACKJ_25644
045B: draw_text_2numbers $BJACK_X_SCREENPOS[17] $BJACK_Y_SCREENPOS[17] GXT 'BJ_OR2' numbers $BJACK_PLAYER_TOTAL1 $BJACK_PLAYER_TOTAL1_B  // ~1~ oder ~1~

:BLACKJ_25667
jump @BLACKJ_25940 

:BLACKJ_25674
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
if 
  $BJACK_PLAYER_TOTAL1_B == 0 
else_jump @BLACKJ_25784 
if 
  $BJACK_PLAYER_TOTAL1 > 21 
else_jump @BLACKJ_25757 
033E: set_draw_text_position $BJACK_X_SCREENPOS[18] $BJACK_Y_SCREENPOS[18] GXT 'BJ_BUST'  // ber 21!
jump @BLACKJ_25777 

:BLACKJ_25757
045A: draw_text_1number $BJACK_X_SCREENPOS[18] $BJACK_Y_SCREENPOS[18] GXT 'BJ_0' number $BJACK_PLAYER_TOTAL1  // ~1~

:BLACKJ_25777
jump @BLACKJ_25807 

:BLACKJ_25784
045B: draw_text_2numbers $BJACK_X_SCREENPOS[19] $BJACK_Y_SCREENPOS[19] GXT 'BJ_OR2' numbers $BJACK_PLAYER_TOTAL1 $BJACK_PLAYER_TOTAL1_B  // ~1~ oder ~1~

:BLACKJ_25807
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
if 
  $BJACK_PLAYER_TOTAL2_B == 0 
else_jump @BLACKJ_25917 
if 
  $BJACK_PLAYER_TOTAL2 > 21 
else_jump @BLACKJ_25890 
033E: set_draw_text_position $BJACK_X_SCREENPOS[20] $BJACK_Y_SCREENPOS[20] GXT 'BJ_BUST'  // ber 21!
jump @BLACKJ_25910 

:BLACKJ_25890
045A: draw_text_1number $BJACK_X_SCREENPOS[20] $BJACK_Y_SCREENPOS[20] GXT 'BJ_0' number $BJACK_PLAYER_TOTAL2  // ~1~

:BLACKJ_25910
jump @BLACKJ_25940 

:BLACKJ_25917
045B: draw_text_2numbers $BJACK_X_SCREENPOS[21] $BJACK_Y_SCREENPOS[21] GXT 'BJ_OR2' numbers $BJACK_PLAYER_TOTAL2 $BJACK_PLAYER_TOTAL2_B  // ~1~ oder ~1~

:BLACKJ_25940
return 
if 
0736:   NOP_false 76 
else_jump @BLACKJ_26016 
$9308 += 1 
if 
  $9308 > 26 
else_jump @BLACKJ_25989 
$9308 = -1 

:BLACKJ_25989
0663: NOP "SCREEN_POSITION_EDIT" $9308 

:BLACKJ_26016
if 
  $9308 > -1 
else_jump @BLACKJ_26154 
if 
0736:   NOP_false 128 
else_jump @BLACKJ_26064 
$BJACK_X_SCREENPOS($9308,27f) += 1.0 

:BLACKJ_26064
if 
0736:   NOP_false 129 
else_jump @BLACKJ_26094 
$BJACK_X_SCREENPOS($9308,27f) += -1.0 

:BLACKJ_26094
if 
0736:   NOP_false 131 
else_jump @BLACKJ_26124 
$BJACK_Y_SCREENPOS($9308,27f) += -1.0 

:BLACKJ_26124
if 
0736:   NOP_false 130 
else_jump @BLACKJ_26154 
$BJACK_Y_SCREENPOS($9308,27f) += 1.0 

:BLACKJ_26154
if 
  $9308 > -1 
else_jump @BLACKJ_26913 
if 
0736:   NOP_false 137 
else_jump @BLACKJ_26913 
03A9: NOP 
05B6: 190 // ------ SCREEN COORDS ------
10@ = 0 

:BLACKJ_26327
if 
  27 > 10@ 
else_jump @BLACKJ_26911 
03A9: NOP 
05B6: 191 // SCREEN_POS_X[
03A7: NOP 10@ 
05B6: 192 // ] = 
03A8: NOP $BJACK_X_SCREENPOS(10@,27f) 
03A9: NOP 
05B6: 193 // SCREEN_POS_Y[
03A7: NOP 10@ 
05B6: 194 // ] = 
03A8: NOP $BJACK_Y_SCREENPOS(10@,27f) 
10@ += 1 
jump @BLACKJ_26327 

:BLACKJ_26911
03A9: NOP 

:BLACKJ_26913
return 
if 
0736:   NOP_false 66 
else_jump @BLACKJ_27279 
$9309 += 1 
if 
  $9309 > 7 
else_jump @BLACKJ_26962 
$9309 = 0 

:BLACKJ_26962
if 
  $9309 == 1 
else_jump @BLACKJ_26998 
0662: NOP "EDIT_CARD_SIZE" 

:BLACKJ_26998
if 
  $9309 == 2 
else_jump @BLACKJ_27041 
0662: NOP "EDIT_CARD_POSITIONS_X" 

:BLACKJ_27041
if 
  $9309 == 3 
else_jump @BLACKJ_27091 
0662: NOP "EDIT_PLAYERS_CARD_POSITION_1" 

:BLACKJ_27091
if 
  $9309 == 4 
else_jump @BLACKJ_27142 
0662: NOP "EDIT_PLAYERS_CARD_POSITION_1B" 

:BLACKJ_27142
if 
  $9309 == 5 
else_jump @BLACKJ_27192 
0662: NOP "EDIT_PLAYERS_CARD_POSITION_2" 

:BLACKJ_27192
if 
  $9309 == 6 
else_jump @BLACKJ_27240 
0662: NOP "EDIT_DEALERS_CARD_POSITION" 

:BLACKJ_27240
if 
  $9309 == 7 
else_jump @BLACKJ_27279 
0662: NOP "EDIT_BORDER_WIDTH" 

:BLACKJ_27279
if 
  $9309 == 1 
else_jump @BLACKJ_27491 
if 
0736:   NOP_false 131 
else_jump @BLACKJ_27330 
$BJACK_CARD_HEIGHT += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27330
if 
0736:   NOP_false 130 
else_jump @BLACKJ_27394 
$BJACK_CARD_HEIGHT += -1.0 
if 
  1.0 > $BJACK_CARD_HEIGHT 
else_jump @BLACKJ_27387 
$BJACK_CARD_HEIGHT = 1.0 

:BLACKJ_27387
gosub @BLACKJ_32389 

:BLACKJ_27394
if 
0736:   NOP_false 128 
else_jump @BLACKJ_27427 
$BJACK_CARD_WIDTH += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27427
if 
0736:   NOP_false 129 
else_jump @BLACKJ_27491 
$BJACK_CARD_WIDTH += -1.0 
if 
  1.0 > $BJACK_CARD_WIDTH 
else_jump @BLACKJ_27484 
$BJACK_CARD_WIDTH = 1.0 

:BLACKJ_27484
gosub @BLACKJ_32389 

:BLACKJ_27491
if 
  $9309 == 2 
else_jump @BLACKJ_27615 
if 
0736:   NOP_false 128 
else_jump @BLACKJ_27562 
$9087[0] += 1.0 
$9103[0] += 1.0 
$9119[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27562
if 
0736:   NOP_false 129 
else_jump @BLACKJ_27615 
$9087[0] += -1.0 
$9103[0] += -1.0 
$9119[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27615
if 
  $9309 == 3 
else_jump @BLACKJ_27699 
if 
0736:   NOP_false 131 
else_jump @BLACKJ_27666 
$9095[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27666
if 
0736:   NOP_false 130 
else_jump @BLACKJ_27699 
$9095[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27699
if 
  $9309 == 4 
else_jump @BLACKJ_27783 
if 
0736:   NOP_false 131 
else_jump @BLACKJ_27750 
$9111[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27750
if 
0736:   NOP_false 130 
else_jump @BLACKJ_27783 
$9111[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27783
if 
  $9309 == 5 
else_jump @BLACKJ_27867 
if 
0736:   NOP_false 131 
else_jump @BLACKJ_27834 
$9127[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27834
if 
0736:   NOP_false 130 
else_jump @BLACKJ_27867 
$9127[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27867
if 
  $9309 == 6 
else_jump @BLACKJ_28017 
if 
0736:   NOP_false 128 
else_jump @BLACKJ_27918 
$BJACK_X_PLAYER_SPRITE[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27918
if 
0736:   NOP_false 129 
else_jump @BLACKJ_27951 
$BJACK_X_PLAYER_SPRITE[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27951
if 
0736:   NOP_false 131 
else_jump @BLACKJ_27984 
$BJACK_Y_PLAYER_SPRITE[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27984
if 
0736:   NOP_false 130 
else_jump @BLACKJ_28017 
$BJACK_Y_PLAYER_SPRITE[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_28017
if 
  $9309 == 7 
else_jump @BLACKJ_28087 
if 
0736:   NOP_false 128 
else_jump @BLACKJ_28061 
$BJACK_BORDER_WIDTH += 1.0 

:BLACKJ_28061
if 
0736:   NOP_false 129 
else_jump @BLACKJ_28087 
$BJACK_BORDER_WIDTH += -1.0 

:BLACKJ_28087
if 
  $9309 > 0 
else_jump @BLACKJ_29762 
if 
0736:   NOP_false 137 
else_jump @BLACKJ_29762 
03A9: NOP 
05B6: 195 // ----- BLACKJACK SCREEN COORDS ------
03A9: NOP 
05B6: 196 // CARD_WIDTH = 
03A8: NOP $BJACK_CARD_WIDTH 
03A9: NOP 
05B6: 197 // CARD_HEIGHT = 
03A8: NOP $BJACK_CARD_HEIGHT 
03A9: NOP 
05B6: 198 // PLAYER_SPRITE1_X[0] = 
03A8: NOP $9087[0] 
03A9: NOP 
05B6: 199 // PLAYER_SPRITE1_Y[0] = 
03A8: NOP $9095[0] 
03A9: NOP 
05B6: 200 // PLAYER_SPRITE1B_X[0] = 
03A8: NOP $9103[0] 
03A9: NOP 
05B6: 201 // PLAYER_SPRITE1B_Y[0] = 
03A8: NOP $9111[0] 
03A9: NOP 
05B6: 202 // PLAYER_SPRITE2_X[0] = 
03A8: NOP $9119[0] 
03A9: NOP 
05B6: 203 // PLAYER_SPRITE2_Y[0] = 
03A8: NOP $9127[0] 
03A9: NOP 
05B6: 204 // DEALER_SPRITE_X[0] = 
03A8: NOP $BJACK_X_PLAYER_SPRITE[0] 
03A9: NOP 
05B6: 205 // DEALER_SPRITE_Y[0] = 
03A8: NOP $BJACK_Y_PLAYER_SPRITE[0] 
03A9: NOP 
05B6: 206 // BORDER_WIDTH = 
03A8: NOP $BJACK_BORDER_WIDTH 
03A9: NOP 

:BLACKJ_29762
return 

:BLACKJ_29764
if 
  $BJACK_FLAG_CARD_CHEAT == 0 
else_jump @BLACKJ_29801 
$BJACK_CARD_ID = 0 
059E: get_card_to $BJACK_CARD_ID 
jump @BLACKJ_29809 

:BLACKJ_29801
0084: $BJACK_CARD_ID = $BJACK_CHEAT_CARD_ID // (int) 

:BLACKJ_29809
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_29863 
0605: actor 1@ perform_animation_sequence "DEALONE" IFP_file "CASINO" 6.0 loop 0 0 0 0 time 500 // versionA 

:BLACKJ_29863
return 

:BLACKJ_29865
if 
876F:   not text_priority_displayed 
else_jump @BLACKJ_31218 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_30100 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
13@ /= 2.0 
0086: $TEMPVAR_FLOAT_1 = $9087[0] // (float) 
0067: $TEMPVAR_FLOAT_1 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_1 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
13@ /= 2.0 
0086: $TEMPVAR_FLOAT_2 = $9095[0] // (float) 
0067: $TEMPVAR_FLOAT_2 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_2 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
13@ /= 2.0 
0089: 17@ = $9087[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
13@ /= 2.0 
0089: 18@ = $9095[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $BJACK_BORDER_WIDTH // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 
jump @BLACKJ_30297 

:BLACKJ_30100
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
13@ /= 2.0 
0086: $TEMPVAR_FLOAT_1 = $9103[0] // (float) 
0067: $TEMPVAR_FLOAT_1 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_1 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
13@ /= 2.0 
0086: $TEMPVAR_FLOAT_2 = $9111[0] // (float) 
0067: $TEMPVAR_FLOAT_2 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_2 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
13@ /= 2.0 
0089: 17@ = $9119[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
13@ /= 2.0 
0089: 18@ = $9127[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $BJACK_BORDER_WIDTH // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 

:BLACKJ_30297
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Spieler-Skill~w~ - Spieler-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000 erhht. Du hast jetzt bis zu $1.000 Kredit beim Casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Spieler-Skill~w~ - Zocker-Level erreicht. Dein maximaler Einsatz hat sich auf $10.000 erhht. Du hast jetzt bis zu $10.000 Kredit beim Casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Spieler-Skill~w~ - Profizocker-Level erreicht. Dein maximaler Einsatz hat sich auf $100.000 erhht. Du hast jetzt bis zu $100.000 Kredit beim Casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Spieler-Skill~w~ - Superzocker-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000.000 erhht. Du hast jetzt bis zu $1.000.000 Kredit beim Casino.
else_jump @BLACKJ_30549 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
13@ /= 2.0 
0086: $TEMPVAR_FLOAT_1 = $BJACK_X_PLAYER_SPRITE[0] // (float) 
0067: $TEMPVAR_FLOAT_1 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_1 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
13@ /= 2.0 
0086: $TEMPVAR_FLOAT_2 = $BJACK_Y_PLAYER_SPRITE[0] // (float) 
0067: $TEMPVAR_FLOAT_2 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_2 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
13@ /= 2.0 
0089: 17@ = $BJACK_X_PLAYER_SPRITE[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
13@ /= 2.0 
0089: 18@ = $BJACK_Y_PLAYER_SPRITE[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $BJACK_BORDER_WIDTH // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 

:BLACKJ_30549
$9311 = 0 

:BLACKJ_30556
if 
  8 > $9311 
else_jump @BLACKJ_31218 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_30666 
if 
   not $9149($9311,8i) == 0 
else_jump @BLACKJ_30659 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9149($9311,8i) position $9087($9311,8f) $9095($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_30659
jump @BLACKJ_30800 

:BLACKJ_30666
if 
   not $9149($9311,8i) == 0 
else_jump @BLACKJ_30733 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9149($9311,8i) position $9103($9311,8f) $9111($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_30733
if 
   not $9157($9311,8i) == 0 
else_jump @BLACKJ_30800 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9157($9311,8i) position $9119($9311,8f) $9127($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_30800
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Spieler-Skill~w~ - Spieler-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000 erhht. Du hast jetzt bis zu $1.000 Kredit beim Casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Spieler-Skill~w~ - Zocker-Level erreicht. Dein maximaler Einsatz hat sich auf $10.000 erhht. Du hast jetzt bis zu $10.000 Kredit beim Casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Spieler-Skill~w~ - Profizocker-Level erreicht. Dein maximaler Einsatz hat sich auf $100.000 erhht. Du hast jetzt bis zu $100.000 Kredit beim Casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Spieler-Skill~w~ - Superzocker-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000.000 erhht. Du hast jetzt bis zu $1.000.000 Kredit beim Casino.
else_jump @BLACKJ_31199 
if 
   not $9141($9311,8i) == 0 
else_jump @BLACKJ_31192 
if 
  $9311 == 0 
else_jump @BLACKJ_31147 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_31030 
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_30978 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 53 position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 
jump @BLACKJ_31023 

:BLACKJ_30978
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9141($9311,8i) position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_31023
jump @BLACKJ_31140 

:BLACKJ_31030
if 
  $BJACK_PLAYER_HAS_STUCKED2 == 0 
else_jump @BLACKJ_31095 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 53 position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 
jump @BLACKJ_31140 

:BLACKJ_31095
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9141($9311,8i) position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_31140
jump @BLACKJ_31192 

:BLACKJ_31147
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9141($9311,8i) position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_31192
jump @BLACKJ_31204 

:BLACKJ_31199
0989: set_text_boxes_width 200 

:BLACKJ_31204
$9311 += 1 
jump @BLACKJ_30556 

:BLACKJ_31218
return 

:BLACKJ_31220
$BJACK_DEALER_TOTAL = 0 
$BJACK_DEALER_TOTAL2 = 0 
$BJACK_PLAYER_TOTAL1 = 0 
$BJACK_PLAYER_TOTAL1_B = 0 
$BJACK_PLAYER_TOTAL2 = 0 
$BJACK_PLAYER_TOTAL2_B = 0 
$BJACK_DEALER_GOT_ACE = 0 
$BJACK_PLAYER_GOT_ACE1 = 0 
$BJACK_PLAYER_GOT_ACE2 = 0 
$9312 = 0 

:BLACKJ_31290
if 
  8 > $9312 
else_jump @BLACKJ_31775 
if 
   not $9141($9312,8i) == 0 
else_jump @BLACKJ_31459 
0084: $9313 = $9141($9312,8i) // (int) 
0084: $9314 = $9313 // (int) 
gosub @BLACKJ_32050 
0084: $9313 = $9315 // (int) 
if 
  $9313 == 1 
else_jump @BLACKJ_31443 
if 
  $BJACK_DEALER_GOT_ACE == 0 
else_jump @BLACKJ_31422 
$BJACK_DEALER_TOTAL += 11 
$BJACK_DEALER_GOT_ACE = 1 
jump @BLACKJ_31429 

:BLACKJ_31422
$BJACK_DEALER_TOTAL += 1 

:BLACKJ_31429
$BJACK_DEALER_TOTAL2 += 1 
jump @BLACKJ_31459 

:BLACKJ_31443
0058: $BJACK_DEALER_TOTAL += $9313 // (int) 
0058: $BJACK_DEALER_TOTAL2 += $9313 // (int) 

:BLACKJ_31459
if 
   not $9149($9312,8i) == 0 
else_jump @BLACKJ_31610 
0084: $9313 = $9149($9312,8i) // (int) 
0084: $9314 = $9313 // (int) 
gosub @BLACKJ_32050 
0084: $9313 = $9315 // (int) 
if 
  $9313 == 1 
else_jump @BLACKJ_31594 
if 
  $BJACK_PLAYER_GOT_ACE1 == 0 
else_jump @BLACKJ_31573 
$BJACK_PLAYER_TOTAL1 += 11 
$BJACK_PLAYER_GOT_ACE1 = 1 
jump @BLACKJ_31580 

:BLACKJ_31573
$BJACK_PLAYER_TOTAL1 += 1 

:BLACKJ_31580
$BJACK_PLAYER_TOTAL1_B += 1 
jump @BLACKJ_31610 

:BLACKJ_31594
0058: $BJACK_PLAYER_TOTAL1 += $9313 // (int) 
0058: $BJACK_PLAYER_TOTAL1_B += $9313 // (int) 

:BLACKJ_31610
if 
   not $9157($9312,8i) == 0 
else_jump @BLACKJ_31761 
0084: $9313 = $9157($9312,8i) // (int) 
0084: $9314 = $9313 // (int) 
gosub @BLACKJ_32050 
0084: $9313 = $9315 // (int) 
if 
  $9313 == 1 
else_jump @BLACKJ_31745 
if 
  $BJACK_PLAYER_GOT_ACE2 == 0 
else_jump @BLACKJ_31724 
$BJACK_PLAYER_TOTAL2 += 11 
$BJACK_PLAYER_GOT_ACE2 = 1 
jump @BLACKJ_31731 

:BLACKJ_31724
$BJACK_PLAYER_TOTAL2 += 1 

:BLACKJ_31731
$BJACK_PLAYER_TOTAL2_B += 1 
jump @BLACKJ_31761 

:BLACKJ_31745
0058: $BJACK_PLAYER_TOTAL2 += $9313 // (int) 
0058: $BJACK_PLAYER_TOTAL2_B += $9313 // (int) 

:BLACKJ_31761
$9312 += 1 
jump @BLACKJ_31290 

:BLACKJ_31775
if 
001C:   $BJACK_DEALER_TOTAL > $BJACK_DEALER_TOTAL2 // (int) 
else_jump @BLACKJ_31859 
if 
  $BJACK_DEALER_TOTAL > 21 
else_jump @BLACKJ_31827 
0084: $BJACK_DEALER_TOTAL = $BJACK_DEALER_TOTAL2 // (int) 
$BJACK_DEALER_TOTAL2 = 0 

:BLACKJ_31827
if 
  $BJACK_DEALER_TOTAL == 21 
else_jump @BLACKJ_31852 
$BJACK_DEALER_TOTAL2 = 0 

:BLACKJ_31852
jump @BLACKJ_31866 

:BLACKJ_31859
$BJACK_DEALER_TOTAL2 = 0 

:BLACKJ_31866
if 
001C:   $BJACK_PLAYER_TOTAL1 > $BJACK_PLAYER_TOTAL1_B // (int) 
else_jump @BLACKJ_31950 
if 
  $BJACK_PLAYER_TOTAL1 > 21 
else_jump @BLACKJ_31918 
0084: $BJACK_PLAYER_TOTAL1 = $BJACK_PLAYER_TOTAL1_B // (int) 
$BJACK_PLAYER_TOTAL1_B = 0 

:BLACKJ_31918
if 
  $BJACK_PLAYER_TOTAL1 == 21 
else_jump @BLACKJ_31943 
$BJACK_PLAYER_TOTAL1_B = 0 

:BLACKJ_31943
jump @BLACKJ_31957 

:BLACKJ_31950
$BJACK_PLAYER_TOTAL1_B = 0 

:BLACKJ_31957
if 
001C:   $BJACK_PLAYER_TOTAL2 > $BJACK_PLAYER_TOTAL2_B // (int) 
else_jump @BLACKJ_32041 
if 
  $BJACK_PLAYER_TOTAL2 > 21 
else_jump @BLACKJ_32009 
0084: $BJACK_PLAYER_TOTAL2 = $BJACK_PLAYER_TOTAL2_B // (int) 
$BJACK_PLAYER_TOTAL2_B = 0 

:BLACKJ_32009
if 
  $BJACK_PLAYER_TOTAL2 == 21 
else_jump @BLACKJ_32034 
$BJACK_PLAYER_TOTAL2_B = 0 

:BLACKJ_32034
jump @BLACKJ_32048 

:BLACKJ_32041
$BJACK_PLAYER_TOTAL2_B = 0 

:BLACKJ_32048
return 

:BLACKJ_32050
if 
  14 > $9314 
else_jump @BLACKJ_32076 
0084: $9315 = $9314 // (int) 

:BLACKJ_32076
if and
  27 > $9314 
  $9314 > 13 
else_jump @BLACKJ_32116 
0084: $9315 = $9314 // (int) 
$9315 -= 13 

:BLACKJ_32116
if and
  40 > $9314 
  $9314 > 26 
else_jump @BLACKJ_32156 
0084: $9315 = $9314 // (int) 
$9315 -= 26 

:BLACKJ_32156
if and
  53 > $9314 
  $9314 > 39 
else_jump @BLACKJ_32196 
0084: $9315 = $9314 // (int) 
$9315 -= 39 

:BLACKJ_32196
if 
  14 > $9315 
else_jump @BLACKJ_32239 
if 
  $9315 > 10 
else_jump @BLACKJ_32239 
$9315 = 10 

:BLACKJ_32239
return 

:BLACKJ_32241
if 
  14 > $9314 
else_jump @BLACKJ_32267 
0084: $9315 = $9314 // (int) 

:BLACKJ_32267
if and
  27 > $9314 
  $9314 > 13 
else_jump @BLACKJ_32307 
0084: $9315 = $9314 // (int) 
$9315 -= 13 

:BLACKJ_32307
if and
  40 > $9314 
  $9314 > 26 
else_jump @BLACKJ_32347 
0084: $9315 = $9314 // (int) 
$9315 -= 26 

:BLACKJ_32347
if and
  53 > $9314 
  $9314 > 39 
else_jump @BLACKJ_32387 
0084: $9315 = $9314 // (int) 
$9315 -= 39 

:BLACKJ_32387
return 

:BLACKJ_32389
0086: $9119[0] = $9087[0] // (float) 
0086: $9127[0] = $9095[0] // (float) 
0086: $9103[0] = $9087[0] // (float) 
0086: $9111[0] = $9095[0] // (float) 
0061: $9111[0] -= $BJACK_CARD_HEIGHT // (float) 
0061: $9111[0] -= $BJACK_BORDER_WIDTH // (float) 
10@ = 0 

:BLACKJ_32444
if 
  8 > 10@ 
else_jump @BLACKJ_32773 
if 
  5 > 10@ 
else_jump @BLACKJ_32663 
0086: $9137 = $BJACK_CARD_WIDTH // (float) 
0059: $9137 += $BJACK_BORDER_WIDTH // (float) 
0091: $9139 = integer 10@ to_float 
0069: $9139 *= $9137 // (float) 
0086: $9087(10@,8f) = $9087[0] // (float) 
0059: $9087(10@,8f) += $9139 // (float) 
0086: $9095(10@,8f) = $9095[0] // (float) 
0086: $9103(10@,8f) = $9103[0] // (float) 
0059: $9103(10@,8f) += $9139 // (float) 
0086: $9111(10@,8f) = $9111[0] // (float) 
0086: $9119(10@,8f) = $9119[0] // (float) 
0059: $9119(10@,8f) += $9139 // (float) 
0086: $9127(10@,8f) = $9127[0] // (float) 
0086: $BJACK_X_PLAYER_SPRITE(10@,8f) = $BJACK_X_PLAYER_SPRITE[0] // (float) 
0059: $BJACK_X_PLAYER_SPRITE(10@,8f) += $9139 // (float) 
0086: $BJACK_Y_PLAYER_SPRITE(10@,8f) = $BJACK_Y_PLAYER_SPRITE[0] // (float) 
jump @BLACKJ_32759 

:BLACKJ_32663
0086: $9087(10@,8f) = $9087[4] // (float) 
0086: $9095(10@,8f) = $9095[4] // (float) 
0086: $9103(10@,8f) = $9103[4] // (float) 
0086: $9111(10@,8f) = $9111[4] // (float) 
0086: $9119(10@,8f) = $9119[4] // (float) 
0086: $9127(10@,8f) = $9127[4] // (float) 
0086: $BJACK_X_PLAYER_SPRITE(10@,8f) = $BJACK_X_PLAYER_SPRITE[4] // (float) 
0086: $BJACK_Y_PLAYER_SPRITE(10@,8f) = $BJACK_Y_PLAYER_SPRITE[4] // (float) 

:BLACKJ_32759
10@ += 1 
jump @BLACKJ_32444 

:BLACKJ_32773
return 
0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_32824 
Object.StorePos(0@, $9316, $9317, $9318)
$TEMPVAR_ANGLE = Object.Angle(0@)

:BLACKJ_32824
$TEMPVAR_ANGLE *= -1.0 
02F7: 13@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 14@ = cosine $TEMPVAR_ANGLE // (float) 
0086: $9319 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9319 -= $9316 // (float) 
0086: $9320 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9320 -= $9317 // (float) 
0086: $9321 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9321 -= $9318 // (float) 
0086: $9322 = $9319 // (float) 
006D: $9322 *= 13@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 14@ // (float) 
0061: $9322 -= $9324 // (float) 
0086: $9323 = $9319 // (float) 
006D: $9323 *= 14@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 13@ // (float) 
0059: $9323 += $9324 // (float) 
03A9: NOP 
05B6: 207 // FIXED_CAMERA_POSITION - OFFSET FROM TABLE = 
03A8: NOP $9322 
03A8: NOP $9323 
03A8: NOP $9321 
0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $9319 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9319 -= $9316 // (float) 
0086: $9320 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9320 -= $9317 // (float) 
0086: $9321 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9321 -= $9318 // (float) 
0086: $9322 = $9319 // (float) 
006D: $9322 *= 13@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 14@ // (float) 
0061: $9322 -= $9324 // (float) 
0086: $9323 = $9319 // (float) 
006D: $9323 *= 14@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 13@ // (float) 
0059: $9323 += $9324 // (float) 
03A9: NOP 
05B6: 208 // CAMERA_POINT_AT -       OFFSET FROM TABLE = 
03A8: NOP $9322 
03A8: NOP $9323 
03A8: NOP $9321 
return 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_33465 
Object.StorePos(0@, $9316, $9317, $9318)
$TEMPVAR_ANGLE = Object.Angle(0@)

:BLACKJ_33465
$TEMPVAR_ANGLE *= -1.0 
02F7: 13@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 14@ = cosine $TEMPVAR_ANGLE // (float) 
0086: $9319 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9319 -= $9316 // (float) 
0086: $9320 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9320 -= $9317 // (float) 
0086: $9321 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9321 -= $9318 // (float) 
0086: $9322 = $9319 // (float) 
006D: $9322 *= 13@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 14@ // (float) 
0061: $9322 -= $9324 // (float) 
0086: $9323 = $9319 // (float) 
006D: $9323 *= 14@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 13@ // (float) 
0059: $9323 += $9324 // (float) 
03A9: NOP 
05B6: 209 // PLAYER_COORDINATES - OFFSET FROM TABLE = 
03A8: NOP $9322 
03A8: NOP $9323 
03A8: NOP $9321 
return 

:BLACKJ_33768
0653: 13@ = float_stat 81 
if 
  1.0 > 13@ 
else_jump @BLACKJ_33810 
$MAX_WAGER = 100 
jump @BLACKJ_33930 

:BLACKJ_33810
if 
  10.0 > 13@ 
else_jump @BLACKJ_33846 
$MAX_WAGER = 1000 
jump @BLACKJ_33930 

:BLACKJ_33846
if 
  100.0 > 13@ 
else_jump @BLACKJ_33882 
$MAX_WAGER = 10000 
jump @BLACKJ_33930 

:BLACKJ_33882
if 
  1000.0 > 13@ 
else_jump @BLACKJ_33920 
$MAX_WAGER = 100000 
jump @BLACKJ_33930 

:BLACKJ_33920
$MAX_WAGER = 1000000 

:BLACKJ_33930
return 
0340: set_text_draw_RGBA 255 255 255 255 
0341: unknown_text_draw_flag 0 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.6 1.6 
return 
0340: set_text_draw_RGBA 255 180 180 255 
0341: unknown_text_draw_flag 0 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 2.0 3.0 
return 

:BLACKJ_34042
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 

:BLACKJ_34152
0340: set_text_draw_RGBA 255 255 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size $BJACK_X_SCREENPOS[24] $BJACK_Y_SCREENPOS[24] 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 6 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 0 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 2 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.52 1.45 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 

:BLACKJ_34567
09BD: unknown_flag 0 
2@ = 0 
3@ = 0 
4@ = 0 
5@ = 0 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Spieler-Skill~w~ - Spieler-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000 erhht. Du hast jetzt bis zu $1.000 Kredit beim Casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Spieler-Skill~w~ - Zocker-Level erreicht. Dein maximaler Einsatz hat sich auf $10.000 erhht. Du hast jetzt bis zu $10.000 Kredit beim Casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Spieler-Skill~w~ - Profizocker-Level erreicht. Dein maximaler Einsatz hat sich auf $100.000 erhht. Du hast jetzt bis zu $100.000 Kredit beim Casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Spieler-Skill~w~ - Superzocker-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000.000 erhht. Du hast jetzt bis zu $1.000.000 Kredit beim Casino.
else_jump @BLACKJ_34656 
03E6: remove_text_box 

:BLACKJ_34656
Camera.Restore
10@ = 0 

:BLACKJ_34665
if 
  8 > 10@ 
else_jump @BLACKJ_34726 
if 
03CA:   object $9208(10@,8i) exists 
else_jump @BLACKJ_34712 
Object.Destroy($9208(10@,8i))

:BLACKJ_34712
10@ += 1 
jump @BLACKJ_34665 

:BLACKJ_34726
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_34749 
0638: AS_actor 1@ stay_put 1 

:BLACKJ_34749
end_thread_named 'CASHWIN' 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
04EF: release_animation "CASINO" 
0391: release_txd_dictionary 
03F0: enable_text_draw 0 
0581: enable_radar 1 
03AD: NOP 1 
0989: set_text_boxes_width 200 
return 
end_thread 

//-------------External script 18 (WHEELO)---------------

:WOF
thread 'WOF' 
5@ = 0 
6@ = 0 
22@ = 0.0 
23@ = 0.0 
13@ = 0 
15@ = 0 
16@ = 0 
25@ = -1 
27@ = 0 
0209: 32@ = random_int_in_ranges 0 30000 
jump @WOF_438 
0@ = Object.Create(#WHEEL_O_FORTUNE, 0.0, 0.0, 0.0)
4@ = Object.Create(#WHEEL_O_FORTUNE, 0.0, 0.0, 0.0)
2@ = Object.Create(#WHEEL_O_FORTUNE, 0.0, 0.0, 0.0)
1@ = Object.Create(#WHEEL_O_FORTUNE, 0.0, 0.0, 0.0)
3@ = Object.Create(#WHEEL_O_FORTUNE, 0.0, 0.0, 0.0)
7@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
$9339[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9345[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9351[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9357[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9363[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9369[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9375[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9381[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9436 = Object.Create(#ROULETTE_MARKER, 0.0, 0.0, 0.0)

:WOF_438
wait 0 
if 
  $PLAYER_IN_INTERIOR == 0 
else_jump @WOF_2376 
if 
03CA:   object 0@ exists 
else_jump @WOF_2362 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @WOF_2348 
if 
  $9440 == 0 
else_jump @WOF_2253 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WOF_2239 
if 
  5@ == 0 
else_jump @WOF_1066 
if 
  6@ == 0 
else_jump @WOF_583 
Model.Load(#VBFYCRP)
04ED: load_animation "CASINO" 
6@ += 1 

:WOF_583
if 
  6@ == 1 
else_jump @WOF_633 
if and
   Model.Available(#VBFYCRP)
04EE:   animation "CASINO" loaded 
else_jump @WOF_633 
6@ += 1 

:WOF_633
if 
  6@ == 2 
else_jump @WOF_1029 
if 
856D:   not actor 7@ defined 
else_jump @WOF_781 
20@ = Object.Angle(0@)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.5 -0.3974 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
7@ = Actor.Create(CivFemale, #VBFYCRP, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
060B: set_actor 7@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0088: $TEMPVAR_ANGLE = 20@ // (float) 
$TEMPVAR_ANGLE += 180.0 
Actor.Angle(7@) = $TEMPVAR_ANGLE
Actor.LockInCurrentPosition(7@) = True
Model.Destroy(#VBFYCRP)

:WOF_781
if 
83CA:   not object 4@ exists 
else_jump @WOF_851 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.159 0.0 
4@ = Object.Init(#WHEEL_SUPPORT, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(4@) = 20@

:WOF_851
if 
83CA:   not object 2@ exists 
else_jump @WOF_952 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.132 -1.049194 -0.834192 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += 1.0 
2@ = Object.Init(#WHEEL_TABLE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(2@) = 20@
gosub @WOF_15505 

:WOF_952
if 
83CA:   not object 1@ exists 
else_jump @WOF_1022 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 1.05 
1@ = Object.Init(#CLICKER, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(1@) = 20@

:WOF_1022
6@ += 1 

:WOF_1029
if 
  6@ == 3 
else_jump @WOF_1066 
0209: 32@ = random_int_in_ranges 0 50000 
5@ += 1 

:WOF_1066
if 
  5@ == 1 
else_jump @WOF_2189 
if 
   not Actor.Dead(7@)
else_jump @WOF_1309 
if 
  32@ > 50000 
else_jump @WOF_1309 
0605: actor 7@ perform_animation_sequence "WOF" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_1295 jumps 0 @WOF_1226 1 @WOF_1249 2 @WOF_1272 -1 @WOF_1295 -1 @WOF_1295 -1 @WOF_1295 -1 @WOF_1295 

:WOF_1226
09D6: set_actor 7@ sound 43608 flags 1 1 0 
jump @WOF_1295 

:WOF_1249
09D6: set_actor 7@ sound 43609 flags 1 1 0 
jump @WOF_1295 

:WOF_1272
09D6: set_actor 7@ sound 43610 flags 1 1 0 
jump @WOF_1295 

:WOF_1295
25@ = 0 
32@ = 0 

:WOF_1309
if 
   not Actor.Dead(7@)
else_jump @WOF_2189 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 -1.0 0.0 
if 
  $9470 == 0 
else_jump @WOF_2189 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.5 0.5 2.0 on_foot 
else_jump @WOF_2162 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @WOF_2155 
if 
  15@ == 0 
else_jump @WOF_2131 
if 
00E1:   player 0 pressed_key 15 
else_jump @WOF_1865 
10@ = 0 
0653: 8@ = float_stat 81 
if 
  19@ == 1000000 
else_jump @WOF_1558 
if 
  1000.0 > 8@ 
else_jump @WOF_1551 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
gosub @WOF_2390 
10@ = 1 

:WOF_1551
jump @WOF_1784 

:WOF_1558
if 
  19@ == 100000 
else_jump @WOF_1637 
if 
  100.0 > 8@ 
else_jump @WOF_1630 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
gosub @WOF_2390 
10@ = 1 

:WOF_1630
jump @WOF_1784 

:WOF_1637
if 
  19@ == 10000 
else_jump @WOF_1714 
if 
  10.0 > 8@ 
else_jump @WOF_1707 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
gosub @WOF_2390 
10@ = 1 

:WOF_1707
jump @WOF_1784 

:WOF_1714
if 
  19@ == 1000 
else_jump @WOF_1784 
if 
  1.0 > 8@ 
else_jump @WOF_1784 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Dein ~h~Glcksspiel-Skill~s~ ist nicht hoch genug, um an diesem Tisch zu spielen.
gosub @WOF_2390 
10@ = 1 

:WOF_1784
if 
  10@ == 0 
else_jump @WOF_1858 
if 
  14@ == 1 
else_jump @WOF_1829 
03E6: remove_text_box 
14@ = 0 

:WOF_1829
5@ = 0 
6@ = 0 
008A: $9440 = 0@ // (int) 
15@ = 1 

:WOF_1858
jump @WOF_2124 

:WOF_1865
if 
  14@ == 0 
else_jump @WOF_2124 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Spieler-Skill~w~ - Spieler-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000 erhht. Du hast jetzt bis zu $1.000 Kredit beim Casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Spieler-Skill~w~ - Zocker-Level erreicht. Dein maximaler Einsatz hat sich auf $10.000 erhht. Du hast jetzt bis zu $10.000 Kredit beim Casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Spieler-Skill~w~ - Profizocker-Level erreicht. Dein maximaler Einsatz hat sich auf $100.000 erhht. Du hast jetzt bis zu $100.000 Kredit beim Casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Spieler-Skill~w~ - Superzocker-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000.000 erhht. Du hast jetzt bis zu $1.000.000 Kredit beim Casino.
else_jump @WOF_2124 
0871: init_jump_table 19@ total_jumps 5 default_jump 1 @WOF_2099 jumps 100 @WOF_2009 1000 @WOF_2027 10000 @WOF_2045 100000 @WOF_2063 1000000 @WOF_2081 -1 @WOF_2117 -1 @WOF_2117 

:WOF_2009
0512: show_permanent_text_box 'WOF_06A'  // ~k~~VEHICLE_ENTER_EXIT~: Glcksrad spielen~n~Max. Einsatz $100
jump @WOF_2117 

:WOF_2027
0512: show_permanent_text_box 'WOF_06B'  // ~k~~VEHICLE_ENTER_EXIT~: Glcksrad spielen~n~Max. Einsatz $1000
jump @WOF_2117 

:WOF_2045
0512: show_permanent_text_box 'WOF_06C'  // ~k~~VEHICLE_ENTER_EXIT~: Glcksrad spielen~n~Max. Einsatz $10000
jump @WOF_2117 

:WOF_2063
0512: show_permanent_text_box 'WOF_06D'  // ~k~~VEHICLE_ENTER_EXIT~: Glcksrad spielen~n~Max. Einsatz $100000
jump @WOF_2117 

:WOF_2081
0512: show_permanent_text_box 'WOF_06E'  // ~k~~VEHICLE_ENTER_EXIT~: Glcksrad spielen~n~Max. Einsatz $1000000
jump @WOF_2117 

:WOF_2099
0512: show_permanent_text_box 'WOF_06'  // ~k~~VEHICLE_ENTER_EXIT~ Glcksrad spielen
jump @WOF_2117 

:WOF_2117
14@ = 1 

:WOF_2124
jump @WOF_2155 

:WOF_2131
if 
80E1:   not player 0 pressed_key 15 
else_jump @WOF_2155 
15@ = 0 

:WOF_2155
jump @WOF_2189 

:WOF_2162
if 
  14@ == 1 
else_jump @WOF_2189 
03E6: remove_text_box 
14@ = 0 

:WOF_2189
if or
02CC:   object 0@ bounding_sphere_visible 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 flag 0 
else_jump @WOF_2232 
gosub @WOF_9892 

:WOF_2232
jump @WOF_2246 

:WOF_2239
gosub @WOF_2465 

:WOF_2246
jump @WOF_2341 

:WOF_2253
if 
003C:   $9440 == 0@ // (int) 
else_jump @WOF_2341 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WOF_2341 
if 
  13@ == 0 
else_jump @WOF_2327 
gosub @WOF_9892 
gosub @WOF_2506 
jump @WOF_2341 

:WOF_2327
gosub @WOF_11175 
$9440 = 0 

:WOF_2341
jump @WOF_2355 

:WOF_2348
gosub @WOF_2465 

:WOF_2355
jump @WOF_2369 

:WOF_2362
gosub @WOF_2465 

:WOF_2369
jump @WOF_2383 

:WOF_2376
gosub @WOF_2465 

:WOF_2383
jump @WOF_438 

:WOF_2390
10@ = 0 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @WOF_2447 
09D6: set_actor 7@ sound 43651 flags 1 1 0 
jump @WOF_2463 

:WOF_2447
09D6: set_actor 7@ sound 43651 flags 1 1 0 

:WOF_2463
return 

:WOF_2465
Actor.RemoveReferences(7@)
Object.RemoveReferences(4@)
Object.RemoveReferences(2@)
Object.RemoveReferences(1@)
04EF: release_animation "CASINO" 
$9450 -= 1 
end_thread 
return 

:WOF_2506
0871: init_jump_table 5@ total_jumps 7 default_jump 0 @WOF_2667 jumps 0 @WOF_2569 1 @WOF_2583 2 @WOF_2597 3 @WOF_2611 4 @WOF_2625 5 @WOF_2639 6 @WOF_2653 

:WOF_2569
gosub @WOF_2815 
jump @WOF_2667 

:WOF_2583
gosub @WOF_4181 
jump @WOF_2667 

:WOF_2597
gosub @WOF_7344 
jump @WOF_2667 

:WOF_2611
gosub @WOF_7670 
jump @WOF_2667 

:WOF_2625
gosub @WOF_7814 
jump @WOF_2667 

:WOF_2639
gosub @WOF_7848 
jump @WOF_2667 

:WOF_2653
gosub @WOF_9496 
jump @WOF_2667 

:WOF_2667
gosub @WOF_13533 
if 
  5@ == 1 
else_jump @WOF_2772 
if 
  15@ == 0 
else_jump @WOF_2748 
if 
00E1:   player 0 pressed_key 15 
else_jump @WOF_2741 
13@ = 1 
15@ = 1 

:WOF_2741
jump @WOF_2772 

:WOF_2748
if 
80E1:   not player 0 pressed_key 15 
else_jump @WOF_2772 
15@ = 0 

:WOF_2772
if 
   Actor.Dead(7@)
else_jump @WOF_2813 
if 
  5@ > 0 
else_jump @WOF_2813 
13@ = 1 

:WOF_2813
return 

:WOF_2815
if 
  6@ == 0 
else_jump @WOF_4076 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WOF_4069 
09BD: unknown_flag 1 
Player.CanMove($PLAYER_CHAR) = False
Object.StorePos(0@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03F0: enable_text_draw 1 
0581: enable_radar 0 
04ED: load_animation "CASINO" 
00BE: text_clear_all 
10@ = 0 

:WOF_2915
if 
  6 > 10@ 
else_jump @WOF_3053 
$9387 = -0.118 
0086: $9388(10@,6f) = $9387 // (float) 
0086: $9394(10@,6f) = $9387 // (float) 
0086: $9400(10@,6f) = $9387 // (float) 
0086: $9406(10@,6f) = $9387 // (float) 
0086: $9412(10@,6f) = $9387 // (float) 
0086: $9418(10@,6f) = $9387 // (float) 
0086: $9424(10@,6f) = $9387 // (float) 
0086: $9430(10@,6f) = $9387 // (float) 
10@ += 1 
jump @WOF_2915 

:WOF_3053
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.634 0.253 $9388[0] 
$9339[0] = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9339[0]) = 20@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.201 0.253 $9388[1] 
$9339[1] = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9339[1]) = 20@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.243 0.253 $9388[2] 
$9339[2] = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9339[2]) = 20@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.635 -0.106 $9388[3] 
$9339[3] = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9339[3]) = 20@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.201 -0.106 $9388[4] 
$9339[4] = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9339[4]) = 20@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.243 -0.106 $9388[5] 
$9339[5] = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9339[5]) = 20@
10@ = 0 

:WOF_3372
if 
  6 > 10@ 
else_jump @WOF_3458 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset 0.07 0.0 0.0 
$9345(10@,6i) = Object.Init(#CHIP_STACK08, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
10@ += 1 
jump @WOF_3372 

:WOF_3458
10@ = 0 

:WOF_3465
if 
  6 > 10@ 
else_jump @WOF_3551 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset -0.07 0.0 0.0 
$9351(10@,6i) = Object.Init(#CHIP_STACK09, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
10@ += 1 
jump @WOF_3465 

:WOF_3551
10@ = 0 

:WOF_3558
if 
  6 > 10@ 
else_jump @WOF_3644 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset 0.07 0.07 0.0 
$9357(10@,6i) = Object.Init(#CHIP_STACK10, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
10@ += 1 
jump @WOF_3558 

:WOF_3644
10@ = 0 

:WOF_3651
if 
  6 > 10@ 
else_jump @WOF_3737 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset 0.07 -0.07 0.0 
$9363(10@,6i) = Object.Init(#CHIP_STACK11, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
10@ += 1 
jump @WOF_3651 

:WOF_3737
10@ = 0 

:WOF_3744
if 
  6 > 10@ 
else_jump @WOF_3830 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset -0.07 0.07 0.0 
$9369(10@,6i) = Object.Init(#CHIP_STACK12, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
10@ += 1 
jump @WOF_3744 

:WOF_3830
10@ = 0 

:WOF_3837
if 
  6 > 10@ 
else_jump @WOF_3923 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset -0.07 -0.07 0.0 
$9375(10@,6i) = Object.Init(#CHIP_STACK13, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
10@ += 1 
jump @WOF_3837 

:WOF_3923
10@ = 0 

:WOF_3930
if 
  6 > 10@ 
else_jump @WOF_4016 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset 0.0 0.07 0.0 
$9381(10@,6i) = Object.Init(#CHIP_STACK14, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
10@ += 1 
jump @WOF_3930 

:WOF_4016
$9325 = 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.635 0.253 0.041 
$9436 = Object.Init(#ROULETTE_MARKER, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_4069
6@ += 1 

:WOF_4076
if 
  6@ == 1 
else_jump @WOF_4122 
if 
04EE:   animation "CASINO" loaded 
else_jump @WOF_4122 
6@ += 1 

:WOF_4122
if 
  6@ == 2 
else_jump @WOF_4147 
6@ = 99 

:WOF_4147
if 
  6@ == 99 
else_jump @WOF_4179 
5@ += 1 
6@ = 0 

:WOF_4179
return 

:WOF_4181
if 
  6@ == 0 
else_jump @WOF_4648 
10@ = 0 

:WOF_4206
if 
  6 > 10@ 
else_jump @WOF_4249 
$9327(10@,6i) = 0 
10@ += 1 
jump @WOF_4206 

:WOF_4249
$9333 = 0 
$9334 = 0 
32@ = 0 
33@ = 0 
0512: show_permanent_text_box 'WOFHD01'  // Benutze die Bewegungskontrolle, um den Einsatz zu whlen.~n~~k~~PED_JUMPING~ Einsatz erhhen~N~~k~~PED_FIREWEAPON~ Einsatz verringern~N~~k~~PED_SPRINT~ Weiter~N~~k~~VEHICLE_ENTER_EXIT~ Beenden
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 -0.7 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.Angle($PLAYER_ACTOR) = 20@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.7734 -0.6326 0.9882 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.4684 -0.0634 0.2246 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
if 
03CA:   object $9436 exists 
else_jump @WOF_4473 
0750: set_object $9436 visibility 1 

:WOF_4473
23@ = 0.0 
24@ = 0.0 
$9438 = 0 
$9439 = 0 
if 
   not Actor.Dead(7@)
else_jump @WOF_4641 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @WOF_4641 jumps 0 @WOF_4595 1 @WOF_4618 -1 @WOF_4641 -1 @WOF_4641 -1 @WOF_4641 -1 @WOF_4641 -1 @WOF_4641 

:WOF_4595
09D6: set_actor 7@ sound 43600 flags 1 1 0 
jump @WOF_4641 

:WOF_4618
09D6: set_actor 7@ sound 43601 flags 1 1 0 
jump @WOF_4641 

:WOF_4641
6@ += 1 

:WOF_4648
if 
  6@ == 1 
else_jump @WOF_7308 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if 
   not 17@ == 0 
else_jump @WOF_4820 
10@ = 0 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 11 
else_jump @WOF_4749 
10@ = 1 

:WOF_4749
if or
  $MOVE_AXIS_Y > 100 
  -100 > $MOVE_AXIS_Y 
  $MOVE_AXIS_X > 100 
  -100 > $MOVE_AXIS_X 
else_jump @WOF_4795 
10@ = 1 

:WOF_4795
if 
  10@ == 0 
else_jump @WOF_4820 
17@ = 0 

:WOF_4820
0085: 10@ = 17@ // (int) 
if or
00E1:   player 0 pressed_key 8 
  -100 > $MOVE_AXIS_Y 
else_jump @WOF_4859 
17@ = 1 

:WOF_4859
if or
00E1:   player 0 pressed_key 9 
  $MOVE_AXIS_Y > 100 
else_jump @WOF_4890 
17@ = 2 

:WOF_4890
if or
00E1:   player 0 pressed_key 10 
  -100 > $MOVE_AXIS_X 
else_jump @WOF_4921 
17@ = 3 

:WOF_4921
if or
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 100 
else_jump @WOF_4952 
17@ = 4 

:WOF_4952
if 
803B:   not  17@ == 10@ // (int) 
else_jump @WOF_5226 
if 
  17@ == 4 
else_jump @WOF_5056 
if or
  $9334 == 0 
  $9334 == 1 
  $9334 == 3 
  $9334 == 4 
else_jump @WOF_5042 
$9334 += 1 
jump @WOF_5049 

:WOF_5042
$9334 += -2 

:WOF_5049
32@ = 0 

:WOF_5056
if 
  17@ == 3 
else_jump @WOF_5141 
if or
  $9334 == 1 
  $9334 == 2 
  $9334 == 4 
  $9334 == 5 
else_jump @WOF_5127 
$9334 += -1 
jump @WOF_5134 

:WOF_5127
$9334 += 2 

:WOF_5134
32@ = 0 

:WOF_5141
if or
  17@ == 1 
  17@ == 2 
else_jump @WOF_5226 
if or
  $9334 == 0 
  $9334 == 1 
  $9334 == 2 
else_jump @WOF_5212 
$9334 += 3 
jump @WOF_5219 

:WOF_5212
$9334 += -3 

:WOF_5219
32@ = 0 

:WOF_5226
if 
00E1:   player 0 pressed_key 14 
else_jump @WOF_5817 
if and
   not 16@ == 1 
   not 16@ == -1 
else_jump @WOF_5766 
if 
  $9327($9334,6i) >= 100000 
else_jump @WOF_5308 
$9335 = 10000 
jump @WOF_5494 

:WOF_5308
if 
  $9327($9334,6i) >= 10000 
else_jump @WOF_5346 
$9335 = 1000 
jump @WOF_5494 

:WOF_5346
if 
  $9327($9334,6i) >= 1000 
else_jump @WOF_5383 
$9335 = 100 
jump @WOF_5494 

:WOF_5383
if 
  $9327($9334,6i) >= 100 
else_jump @WOF_5419 
$9335 = 10 
jump @WOF_5494 

:WOF_5419
if 
  $9327($9334,6i) == 0 
else_jump @WOF_5487 
if 
  $9334 == 2 
else_jump @WOF_5473 
$9335 = 5 
jump @WOF_5480 

:WOF_5473
$9335 = 2 

:WOF_5480
jump @WOF_5494 

:WOF_5487
$9335 = 1 

:WOF_5494
10@ = Player.Money($PLAYER_CHAR)
gosub @WOF_11541 
005C: 10@ += $MAX_WAGER // (int) 
if 
001E:   $9335 > 10@ // (int) 
else_jump @WOF_5544 
008A: $9335 = 10@ // (int) 

:WOF_5544
$9333 = 0 
10@ = 0 

:WOF_5558
if 
  6 > 10@ 
else_jump @WOF_5602 
0058: $9333 += $9327(10@,6i) // (int) 
10@ += 1 
jump @WOF_5558 

:WOF_5602
0085: 10@ = 19@ // (int) 
0064: 10@ -= $9333 // (int) 
if 
001E:   $9335 > 10@ // (int) 
else_jump @WOF_5645 
008A: $9335 = 10@ // (int) 

:WOF_5645
if 
  0 > $9335 
else_jump @WOF_5670 
$9335 *= -1 

:WOF_5670
0058: $9327($9334,6i) += $9335 // (int) 
0058: $9438 += $9335 // (int) 
0058: $9439 += $9335 // (int) 
$9335 *= -1 
Player.Money($PLAYER_CHAR) += $9335
16@ += 1 
if 
  16@ > 1 
else_jump @WOF_5752 
16@ = 2 
jump @WOF_5759 

:WOF_5752
32@ = 0 

:WOF_5759
jump @WOF_5810 

:WOF_5766
if 
  16@ == 1 
else_jump @WOF_5810 
if 
  32@ > 500 
else_jump @WOF_5810 
16@ = 2 

:WOF_5810
jump @WOF_6337 

:WOF_5817
if 
00E1:   player 0 pressed_key 17 
else_jump @WOF_6312 
if 
   not 18@ == 1 
else_jump @WOF_6279 
if 
  $9327($9334,6i) > 100000 
else_jump @WOF_5892 
$9335 = -10000 
jump @WOF_6010 

:WOF_5892
if 
  $9327($9334,6i) > 10000 
else_jump @WOF_5930 
$9335 = -1000 
jump @WOF_6010 

:WOF_5930
if 
  $9327($9334,6i) > 1000 
else_jump @WOF_5967 
$9335 = -100 
jump @WOF_6010 

:WOF_5967
if 
  $9327($9334,6i) > 100 
else_jump @WOF_6003 
$9335 = -10 
jump @WOF_6010 

:WOF_6003
$9335 = -1 

:WOF_6010
008B: 10@ = $9327($9334,6i) // (int) 
0058: $9327($9334,6i) += $9335 // (int) 
if 
  $9334 == 2 
else_jump @WOF_6107 
if 
  5 > $9327($9334,6i) 
else_jump @WOF_6100 
$9327($9334,6i) = 0 
008A: $9335 = 10@ // (int) 
$9335 *= -1 

:WOF_6100
jump @WOF_6155 

:WOF_6107
if 
  2 > $9327($9334,6i) 
else_jump @WOF_6155 
$9327($9334,6i) = 0 
008A: $9335 = 10@ // (int) 
$9335 *= -1 

:WOF_6155
if 
  0 > $9327($9334,6i) 
else_jump @WOF_6195 
$9327($9334,6i) = 0 
jump @WOF_6226 

:WOF_6195
0058: $9438 += $9335 // (int) 
0058: $9439 += $9335 // (int) 
$9335 *= -1 
Player.Money($PLAYER_CHAR) += $9335

:WOF_6226
18@ += 1 
if 
  18@ > 1 
else_jump @WOF_6265 
18@ = 2 
jump @WOF_6272 

:WOF_6265
32@ = 0 

:WOF_6272
jump @WOF_6305 

:WOF_6279
if 
  32@ > 500 
else_jump @WOF_6305 
18@ = 2 

:WOF_6305
jump @WOF_6337 

:WOF_6312
if 
   not 18@ == 0 
else_jump @WOF_6337 
18@ = 0 

:WOF_6337
$9333 = 0 
10@ = 0 

:WOF_6351
if 
  6 > 10@ 
else_jump @WOF_6395 
0058: $9333 += $9327(10@,6i) // (int) 
10@ += 1 
jump @WOF_6351 

:WOF_6395
if 
  $9334 == 0 
else_jump @WOF_6456 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.635 0.253 0.041 
Object.PutAt($9436, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_6456
if 
  $9334 == 1 
else_jump @WOF_6517 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.201 0.253 0.041 
Object.PutAt($9436, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_6517
if 
  $9334 == 2 
else_jump @WOF_6578 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.243 0.253 0.041 
Object.PutAt($9436, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_6578
if 
  $9334 == 3 
else_jump @WOF_6639 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.635 -0.106 0.041 
Object.PutAt($9436, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_6639
if 
  $9334 == 4 
else_jump @WOF_6700 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.201 -0.106 0.041 
Object.PutAt($9436, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_6700
if 
  $9334 == 5 
else_jump @WOF_6761 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.243 -0.106 0.041 
Object.PutAt($9436, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_6761
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @WOF_6864 jumps 3 @WOF_6824 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 

:WOF_6824
0937: text_draw_box_cornerA 29.0 220.0 cornerB 173.0 409.0 GXT_reference 'BJ_TITL' style 2  // Einsatz
jump @WOF_6904 

:WOF_6864
0937: text_draw_box_cornerA 29.0 220.0 cornerB 157.0 409.0 GXT_reference 'BJ_TITL' style 2  // Einsatz
jump @WOF_6904 

:WOF_6904
gosub @WOF_11748 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'WOF_04'  // Dieser Einsatz
gosub @WOF_11748 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number $9327($9334,6i)  // $~1~
gosub @WOF_11748 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'WOF_05'  // Gesamteinsatz
gosub @WOF_11748 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number $9333  // $~1~
gosub @WOF_11748 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max. Einsatz
gosub @WOF_11748 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number 19@  // $~1~
if 
00E1:   player 0 pressed_key 16 
else_jump @WOF_7283 
if 
  16@ == 0 
else_jump @WOF_7276 
if 
  $9333 > 0 
else_jump @WOF_7269 
0623: add $9333 to_integer_stat 35 
008F: 8@ = integer $9333 to_float 
8@ *= 0.001 
0624: add 8@ to_float_stat 81 
32@ = 0 
$9439 = 0 
6@ = 99 

:WOF_7269
16@ = 1 

:WOF_7276
jump @WOF_7308 

:WOF_7283
if 
   not 16@ == 0 
else_jump @WOF_7308 
16@ = 0 

:WOF_7308
if 
  6@ == 99 
else_jump @WOF_7342 
03E6: remove_text_box 
5@ += 1 
6@ = 0 

:WOF_7342
return 

:WOF_7344
if 
   not Actor.Dead(7@)
else_jump @WOF_7668 
0605: actor 7@ perform_animation_sequence "WOF" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_7534 jumps 0 @WOF_7465 1 @WOF_7488 2 @WOF_7511 -1 @WOF_7534 -1 @WOF_7534 -1 @WOF_7534 -1 @WOF_7534 

:WOF_7465
09D6: set_actor 7@ sound 43608 flags 1 1 0 
jump @WOF_7534 

:WOF_7488
09D6: set_actor 7@ sound 43609 flags 1 1 0 
jump @WOF_7534 

:WOF_7511
09D6: set_actor 7@ sound 43610 flags 1 1 0 
jump @WOF_7534 

:WOF_7534
25@ = 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -1.3681 -2.0088 0.7317 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.8154 -1.1754 0.7401 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
if 
03CA:   object $9436 exists 
else_jump @WOF_7661 
0750: set_object $9436 visibility 0 

:WOF_7661
5@ += 1 

:WOF_7668
return 

:WOF_7670
if and
  2.0 > 23@ 
  25@ > 1 
else_jump @WOF_7812 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 4@ with_offset -0.3059 -0.9385 0.4225 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 4@ with_offset -0.0298 -0.0515 0.7929 
0460: set_camera_transverse_delay 0.0 time 6000 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 1)
5@ += 1 

:WOF_7812
return 

:WOF_7814
if 
  25@ == 4 
else_jump @WOF_7846 
6@ = 0 
5@ += 1 

:WOF_7846
return 

:WOF_7848
if 
  6@ == 0 
else_jump @WOF_9049 
0087: 8@ = 21@ // (float) 
8@ -= 3.333333 
if 
  0.0 > 8@ 
else_jump @WOF_7915 
8@ += 360.0 

:WOF_7915
8@ /= 6.666667 
0090: $9336 = float 8@ to_integer 
$9336 += 1 
gosub @WOF_11803 
10@ = 0 
$9338 = 0 
if 
  $9337 == 1 
else_jump @WOF_8012 
if 
  $9327[2] > 0 
else_jump @WOF_8012 
$9338 = 2 
0068: $9338 *= $9327[2] // (int) 

:WOF_8012
if 
  $9337 == 2 
else_jump @WOF_8063 
if 
  $9327[4] > 0 
else_jump @WOF_8063 
$9338 = 3 
0068: $9338 *= $9327[4] // (int) 

:WOF_8063
if 
  $9337 == 5 
else_jump @WOF_8114 
if 
  $9327[1] > 0 
else_jump @WOF_8114 
$9338 = 6 
0068: $9338 *= $9327[1] // (int) 

:WOF_8114
if 
  $9337 == 10 
else_jump @WOF_8165 
if 
  $9327[3] > 0 
else_jump @WOF_8165 
$9338 = 11 
0068: $9338 *= $9327[3] // (int) 

:WOF_8165
if 
  $9337 == 20 
else_jump @WOF_8216 
if 
  $9327[0] > 0 
else_jump @WOF_8216 
$9338 = 21 
0068: $9338 *= $9327[0] // (int) 

:WOF_8216
if 
  $9337 == 40 
else_jump @WOF_8267 
if 
  $9327[5] > 0 
else_jump @WOF_8267 
$9338 = 41 
0068: $9338 *= $9327[5] // (int) 

:WOF_8267
32@ = 0 
008B: 10@ = $9338 // (int) 
0064: 10@ -= $9438 // (int) 
Player.Money($PLAYER_CHAR) += $9338
if 
  10@ > 0 
else_jump @WOF_8330 
0623: add 10@ to_integer_stat 37 
jump @WOF_8330 

:WOF_8330
create_thread @CASHWIN 10@ 3000 
08F8: display_stat_update_box 0 
if 
  10@ > 0 
else_jump @WOF_9003 
0627: update_integer_stat 38 to 10@ 
0093: 8@ = integer 10@ to_float 
0093: 9@ = integer 19@ to_float 
0073: 8@ /= 9@ // (float) 
$9325 += 1 
if 
  3 > $9325 
else_jump @WOF_8832 
if 
  8@ > 0.9 
else_jump @WOF_8654 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WOF_8647 
if 
   not Actor.Dead(7@)
else_jump @WOF_8647 
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 4 default_jump 1 @WOF_8633 jumps 0 @WOF_8547 1 @WOF_8570 2 @WOF_8593 3 @WOF_8616 -1 @WOF_8647 -1 @WOF_8647 -1 @WOF_8647 

:WOF_8547
09D6: set_actor 7@ sound 43648 flags 1 1 0 
jump @WOF_8647 

:WOF_8570
09D6: set_actor 7@ sound 43649 flags 1 1 0 
jump @WOF_8647 

:WOF_8593
09D6: set_actor 7@ sound 43650 flags 1 1 0 
jump @WOF_8647 

:WOF_8616
0947: unknown_actor $PLAYER_ACTOR play_audio_event 100 store_to 10@ 
jump @WOF_8647 

:WOF_8633
gosub @WOF_9227 
jump @WOF_8647 

:WOF_8647
jump @WOF_8825 

:WOF_8654
if 
   not Actor.Dead(7@)
else_jump @WOF_8825 
0209: 10@ = random_int_in_ranges 0 10 
0871: init_jump_table 10@ total_jumps 3 default_jump 1 @WOF_8811 jumps 0 @WOF_8742 1 @WOF_8765 2 @WOF_8788 -1 @WOF_8825 -1 @WOF_8825 -1 @WOF_8825 -1 @WOF_8825 

:WOF_8742
09D6: set_actor 7@ sound 43648 flags 1 1 0 
jump @WOF_8825 

:WOF_8765
09D6: set_actor 7@ sound 43649 flags 1 1 0 
jump @WOF_8825 

:WOF_8788
09D6: set_actor 7@ sound 43650 flags 1 1 0 
jump @WOF_8825 

:WOF_8811
gosub @WOF_9227 
jump @WOF_8825 

:WOF_8825
jump @WOF_8996 

:WOF_8832
if 
   not Actor.Dead(7@)
else_jump @WOF_8989 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_8989 jumps 0 @WOF_8920 1 @WOF_8943 2 @WOF_8966 -1 @WOF_8989 -1 @WOF_8989 -1 @WOF_8989 -1 @WOF_8989 

:WOF_8920
09D6: set_actor 7@ sound 43662 flags 1 1 0 
jump @WOF_8989 

:WOF_8943
09D6: set_actor 7@ sound 43663 flags 1 1 0 
jump @WOF_8989 

:WOF_8966
09D6: set_actor 7@ sound 43664 flags 1 1 0 
jump @WOF_8989 

:WOF_8989
$9325 = 0 

:WOF_8996
jump @WOF_9038 

:WOF_9003
10@ *= -1 
0627: update_integer_stat 39 to 10@ 
10@ *= -1 
gosub @WOF_9227 
$9325 = 0 

:WOF_9038
08F8: display_stat_update_box 1 
6@ += 1 

:WOF_9049
if 
  6@ == 1 
else_jump @WOF_9100 
if 
  3000 > 32@ 
else_jump @WOF_9093 
jump @WOF_9100 

:WOF_9093
6@ += 1 

:WOF_9100
if 
  6@ == 2 
else_jump @WOF_9193 
0512: show_permanent_text_box 'WOF_09'  // Drcke ~k~~PED_SPRINT~, um fortzufahren.
10@ = 0 

:WOF_9136
if 
  6 > 10@ 
else_jump @WOF_9179 
$9327(10@,6i) = 0 
10@ += 1 
jump @WOF_9136 

:WOF_9179
32@ = 0 
6@ = 99 

:WOF_9193
if 
  6@ == 99 
else_jump @WOF_9225 
32@ = 0 
5@ += 1 

:WOF_9225
return 

:WOF_9227
if 
   not Actor.Dead(7@)
else_jump @WOF_9494 
0871: init_jump_table $9337 total_jumps 6 default_jump 0 @WOF_9494 jumps 1 @WOF_9306 2 @WOF_9329 5 @WOF_9352 10 @WOF_9375 20 @WOF_9398 40 @WOF_9421 -1 @WOF_9494 

:WOF_9306
09D6: set_actor 7@ sound 43655 flags 1 1 0 
jump @WOF_9494 

:WOF_9329
09D6: set_actor 7@ sound 43656 flags 1 1 0 
jump @WOF_9494 

:WOF_9352
09D6: set_actor 7@ sound 43657 flags 1 1 0 
jump @WOF_9494 

:WOF_9375
09D6: set_actor 7@ sound 43658 flags 1 1 0 
jump @WOF_9494 

:WOF_9398
09D6: set_actor 7@ sound 43659 flags 1 1 0 
jump @WOF_9494 

:WOF_9421
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @WOF_9471 
09D6: set_actor 7@ sound 43660 flags 1 1 0 
jump @WOF_9487 

:WOF_9471
09D6: set_actor 7@ sound 43661 flags 1 1 0 

:WOF_9487
jump @WOF_9494 

:WOF_9494
return 

:WOF_9496
if 
00E1:   player 0 pressed_key 16 
else_jump @WOF_9538 
16@ = -1 
00BE: text_clear_all 
03E6: remove_text_box 
5@ = 1 
6@ = 0 

:WOF_9538
return 
0904: get_interface 6 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 0 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 2 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.52 1.45 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 

:WOF_9892
0871: init_jump_table 25@ total_jumps 5 default_jump 0 @WOF_10591 jumps 0 @WOF_9955 1 @WOF_9991 2 @WOF_10050 3 @WOF_10220 4 @WOF_10584 -1 @WOF_10591 -1 @WOF_10591 

:WOF_9955
0208: 24@ = random_float_in_ranges 0.1 0.15 
33@ = 0 
25@ += 1 
jump @WOF_10591 

:WOF_9991
007B: 23@ += unknown_float * 24@ // (float) 
007B: 22@ += unknown_float * 23@ // (float) 
if 
  33@ > 500 
else_jump @WOF_10043 
24@ = -0.005 
25@ += 1 

:WOF_10043
jump @WOF_10591 

:WOF_10050
007B: 23@ += unknown_float * 24@ // (float) 
007B: 22@ += unknown_float * 23@ // (float) 
if 
  0.3 > 23@ 
else_jump @WOF_10213 
0087: 21@ = 22@ // (float) 
0087: 8@ = 21@ // (float) 
8@ /= 6.6667 
0092: 10@ = float 8@ to_integer 
0093: 9@ = integer 10@ to_float 
0063: 8@ -= 9@ // (float) 
8@ += -1.0 
8@ *= -1.0 
8@ *= 6.666667 
005B: 21@ += 8@ // (float) 
if 
  21@ > 360.0 
else_jump @WOF_10206 
21@ += -360.0 

:WOF_10206
25@ += 1 

:WOF_10213
jump @WOF_10591 

:WOF_10220
0087: 8@ = 22@ // (float) 
0063: 8@ -= 21@ // (float) 
if 
  -180.0 > 8@ 
else_jump @WOF_10267 
8@ += 360.0 

:WOF_10267
if 
  8@ > 180.0 
else_jump @WOF_10298 
8@ += -360.0 

:WOF_10298
if 
  23@ > 0.01 
else_jump @WOF_10416 
if 
  8@ > 3.333333 
else_jump @WOF_10409 
0087: 22@ = 21@ // (float) 
22@ += 3.333333 
if 
  22@ > 360.0 
else_jump @WOF_10389 
22@ += -360.0 

:WOF_10389
23@ *= -1.0 
24@ *= -1.0 

:WOF_10409
jump @WOF_10561 

:WOF_10416
if 
  -0.01 > 23@ 
else_jump @WOF_10534 
if 
  -3.333333 > 8@ 
else_jump @WOF_10527 
0087: 22@ = 21@ // (float) 
22@ -= 3.333333 
if 
  0.0 > 22@ 
else_jump @WOF_10507 
22@ += 360.0 

:WOF_10507
23@ *= -1.0 
24@ *= -1.0 

:WOF_10527
jump @WOF_10561 

:WOF_10534
23@ = 0.0 
24@ = 0.0 
25@ += 1 

:WOF_10561
007B: 23@ += unknown_float * 24@ // (float) 
007B: 22@ += unknown_float * 23@ // (float) 
jump @WOF_10591 

:WOF_10584
jump @WOF_10591 

:WOF_10591
if 
   not 23@ == 0.0 
else_jump @WOF_10690 
if 
  22@ > 360.0 
else_jump @WOF_10643 
22@ += -360.0 

:WOF_10643
if 
  0.0 > 22@ 
else_jump @WOF_10674 
22@ += 360.0 

:WOF_10674
0453: set_object 0@ XY_rotation 0.0 22@ angle 20@ 

:WOF_10690
if 
03CA:   object 1@ exists 
else_jump @WOF_11173 
if 
  23@ > 0.2 
else_jump @WOF_11095 
if 
  0.8 > 23@ 
else_jump @WOF_11032 
0087: 8@ = 22@ // (float) 
8@ += 3.33333 
8@ /= 6.6667 
0092: 10@ = float 8@ to_integer 
0093: 9@ = integer 10@ to_float 
0063: 8@ -= 9@ // (float) 
8@ += -1.0 
8@ *= -1.0 
8@ *= 6.666667 
if 
  8@ > 5.0 
else_jump @WOF_10959 
8@ += -5.0 
8@ /= 1.66667 
8@ += -1.0 
8@ *= -1.0 
8@ *= 5.0 
0087: 26@ = 8@ // (float) 
26@ *= -1.0 
if 
   not 27@ == 1 
else_jump @WOF_10952 
097B: play_audio_at_object 1@ event 1027 
27@ = 1 

:WOF_10952
jump @WOF_11025 

:WOF_10959
0079: 26@ += unknown_float * 0.5 // (float) 
if 
  26@ > 0.0 
else_jump @WOF_11000 
26@ = 0.0 

:WOF_11000
if 
   not 27@ == 0 
else_jump @WOF_11025 
27@ = 0 

:WOF_11025
jump @WOF_11088 

:WOF_11032
if 
  26@ == -5.0 
else_jump @WOF_11078 
26@ = -2.0 
097B: play_audio_at_object 1@ event 1027 
jump @WOF_11088 

:WOF_11078
26@ = -5.0 

:WOF_11088
jump @WOF_11157 

:WOF_11095
if 
  0.0 > 26@ 
else_jump @WOF_11157 
0079: 26@ += unknown_float * 0.5 // (float) 
if 
  26@ > 0.0 
else_jump @WOF_11157 
26@ = 0.0 

:WOF_11157
0453: set_object 1@ XY_rotation 0.0 26@ angle 20@ 

:WOF_11173
return 

:WOF_11175
09BD: unknown_flag 0 
13@ = 0 
5@ = 0 
6@ = 0 
if 
  $9439 > 0 
else_jump @WOF_11226 
Player.Money($PLAYER_CHAR) += $9439

:WOF_11226
$9439 = 0 
if 
   not Actor.Dead(7@)
else_jump @WOF_11315 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @WOF_11299 
09D6: set_actor 7@ sound 43653 flags 1 1 0 
jump @WOF_11315 

:WOF_11299
09D6: set_actor 7@ sound 43654 flags 1 1 0 

:WOF_11315
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WOF_11338 
Player.CanMove($PLAYER_CHAR) = True

:WOF_11338
end_thread_named 'CASHWIN' 
03F0: enable_text_draw 0 
0581: enable_radar 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
10@ = 0 

:WOF_11368
if 
  6 > 10@ 
else_jump @WOF_11472 
Object.Destroy($9339(10@,6i))
Object.Destroy($9345(10@,6i))
Object.Destroy($9351(10@,6i))
Object.Destroy($9357(10@,6i))
Object.Destroy($9363(10@,6i))
Object.Destroy($9369(10@,6i))
Object.Destroy($9375(10@,6i))
Object.Destroy($9381(10@,6i))
10@ += 1 
jump @WOF_11368 

:WOF_11472
Object.Destroy($9436)
08DA: remove_panel $9437 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Spieler-Skill~w~ - Spieler-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000 erhht. Du hast jetzt bis zu $1.000 Kredit beim Casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Spieler-Skill~w~ - Zocker-Level erreicht. Dein maximaler Einsatz hat sich auf $10.000 erhht. Du hast jetzt bis zu $10.000 Kredit beim Casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Spieler-Skill~w~ - Profizocker-Level erreicht. Dein maximaler Einsatz hat sich auf $100.000 erhht. Du hast jetzt bis zu $100.000 Kredit beim Casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Spieler-Skill~w~ - Superzocker-Level erreicht. Dein maximaler Einsatz hat sich auf $1.000.000 erhht. Du hast jetzt bis zu $1.000.000 Kredit beim Casino.
else_jump @WOF_11539 
03E6: remove_text_box 

:WOF_11539
return 

:WOF_11541
0653: 8@ = float_stat 81 
if 
  1.0 > 8@ 
else_jump @WOF_11583 
$MAX_WAGER = 100 
jump @WOF_11703 

:WOF_11583
if 
  10.0 > 8@ 
else_jump @WOF_11619 
$MAX_WAGER = 1000 
jump @WOF_11703 

:WOF_11619
if 
  100.0 > 8@ 
else_jump @WOF_11655 
$MAX_WAGER = 10000 
jump @WOF_11703 

:WOF_11655
if 
  1000.0 > 8@ 
else_jump @WOF_11693 
$MAX_WAGER = 100000 
jump @WOF_11703 

:WOF_11693
$MAX_WAGER = 1000000 

:WOF_11703
return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:WOF_11748
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 

:WOF_11803
if 
  $9336 == 1 
else_jump @WOF_11835 
$9337 = 40 
jump @WOF_13531 

:WOF_11835
if 
  $9336 == 2 
else_jump @WOF_11867 
$9337 = 2 
jump @WOF_13531 

:WOF_11867
if 
  $9336 == 3 
else_jump @WOF_11899 
$9337 = 10 
jump @WOF_13531 

:WOF_11899
if 
  $9336 == 4 
else_jump @WOF_11931 
$9337 = 1 
jump @WOF_13531 

:WOF_11931
if 
  $9336 == 5 
else_jump @WOF_11963 
$9337 = 2 
jump @WOF_13531 

:WOF_11963
if 
  $9336 == 6 
else_jump @WOF_11995 
$9337 = 1 
jump @WOF_13531 

:WOF_11995
if 
  $9336 == 7 
else_jump @WOF_12027 
$9337 = 5 
jump @WOF_13531 

:WOF_12027
if 
  $9336 == 8 
else_jump @WOF_12059 
$9337 = 1 
jump @WOF_13531 

:WOF_12059
if 
  $9336 == 9 
else_jump @WOF_12091 
$9337 = 2 
jump @WOF_13531 

:WOF_12091
if 
  $9336 == 10 
else_jump @WOF_12123 
$9337 = 10 
jump @WOF_13531 

:WOF_12123
if 
  $9336 == 11 
else_jump @WOF_12155 
$9337 = 1 
jump @WOF_13531 

:WOF_12155
if 
  $9336 == 12 
else_jump @WOF_12187 
$9337 = 2 
jump @WOF_13531 

:WOF_12187
if 
  $9336 == 13 
else_jump @WOF_12219 
$9337 = 1 
jump @WOF_13531 

:WOF_12219
if 
  $9336 == 14 
else_jump @WOF_12251 
$9337 = 5 
jump @WOF_13531 

:WOF_12251
if 
  $9336 == 15 
else_jump @WOF_12283 
$9337 = 2 
jump @WOF_13531 

:WOF_12283
if 
  $9336 == 16 
else_jump @WOF_12315 
$9337 = 1 
jump @WOF_13531 

:WOF_12315
if 
  $9336 == 17 
else_jump @WOF_12347 
$9337 = 20 
jump @WOF_13531 

:WOF_12347
if 
  $9336 == 18 
else_jump @WOF_12379 
$9337 = 1 
jump @WOF_13531 

:WOF_12379
if 
  $9336 == 19 
else_jump @WOF_12411 
$9337 = 2 
jump @WOF_13531 

:WOF_12411
if 
  $9336 == 20 
else_jump @WOF_12443 
$9337 = 5 
jump @WOF_13531 

:WOF_12443
if 
  $9336 == 21 
else_jump @WOF_12475 
$9337 = 10 
jump @WOF_13531 

:WOF_12475
if 
  $9336 == 22 
else_jump @WOF_12507 
$9337 = 1 
jump @WOF_13531 

:WOF_12507
if 
  $9336 == 23 
else_jump @WOF_12539 
$9337 = 2 
jump @WOF_13531 

:WOF_12539
if 
  $9336 == 24 
else_jump @WOF_12571 
$9337 = 1 
jump @WOF_13531 

:WOF_12571
if 
  $9336 == 25 
else_jump @WOF_12603 
$9337 = 5 
jump @WOF_13531 

:WOF_12603
if 
  $9336 == 26 
else_jump @WOF_12635 
$9337 = 1 
jump @WOF_13531 

:WOF_12635
if 
  $9336 == 27 
else_jump @WOF_12667 
$9337 = 2 
jump @WOF_13531 

:WOF_12667
if 
  $9336 == 28 
else_jump @WOF_12699 
$9337 = 1 
jump @WOF_13531 

:WOF_12699
if 
  $9336 == 29 
else_jump @WOF_12731 
$9337 = 40 
jump @WOF_13531 

:WOF_12731
if 
  $9336 == 30 
else_jump @WOF_12763 
$9337 = 2 
jump @WOF_13531 

:WOF_12763
if 
  $9336 == 31 
else_jump @WOF_12795 
$9337 = 1 
jump @WOF_13531 

:WOF_12795
if 
  $9336 == 32 
else_jump @WOF_12827 
$9337 = 2 
jump @WOF_13531 

:WOF_12827
if 
  $9336 == 33 
else_jump @WOF_12859 
$9337 = 1 
jump @WOF_13531 

:WOF_12859
if 
  $9336 == 34 
else_jump @WOF_12891 
$9337 = 2 
jump @WOF_13531 

:WOF_12891
if 
  $9336 == 35 
else_jump @WOF_12923 
$9337 = 5 
jump @WOF_13531 

:WOF_12923
if 
  $9336 == 36 
else_jump @WOF_12955 
$9337 = 1 
jump @WOF_13531 

:WOF_12955
if 
  $9336 == 37 
else_jump @WOF_12987 
$9337 = 2 
jump @WOF_13531 

:WOF_12987
if 
  $9336 == 38 
else_jump @WOF_13019 
$9337 = 1 
jump @WOF_13531 

:WOF_13019
if 
  $9336 == 39 
else_jump @WOF_13051 
$9337 = 5 
jump @WOF_13531 

:WOF_13051
if 
  $9336 == 40 
else_jump @WOF_13083 
$9337 = 1 
jump @WOF_13531 

:WOF_13083
if 
  $9336 == 41 
else_jump @WOF_13115 
$9337 = 20 
jump @WOF_13531 

:WOF_13115
if 
  $9336 == 42 
else_jump @WOF_13147 
$9337 = 1 
jump @WOF_13531 

:WOF_13147
if 
  $9336 == 43 
else_jump @WOF_13179 
$9337 = 10 
jump @WOF_13531 

:WOF_13179
if 
  $9336 == 44 
else_jump @WOF_13211 
$9337 = 1 
jump @WOF_13531 

:WOF_13211
if 
  $9336 == 45 
else_jump @WOF_13243 
$9337 = 2 
jump @WOF_13531 

:WOF_13243
if 
  $9336 == 46 
else_jump @WOF_13275 
$9337 = 1 
jump @WOF_13531 

:WOF_13275
if 
  $9336 == 47 
else_jump @WOF_13307 
$9337 = 5 
jump @WOF_13531 

:WOF_13307
if 
  $9336 == 48 
else_jump @WOF_13339 
$9337 = 1 
jump @WOF_13531 

:WOF_13339
if 
  $9336 == 49 
else_jump @WOF_13371 
$9337 = 2 
jump @WOF_13531 

:WOF_13371
if 
  $9336 == 50 
else_jump @WOF_13403 
$9337 = 1 
jump @WOF_13531 

:WOF_13403
if 
  $9336 == 51 
else_jump @WOF_13435 
$9337 = 5 
jump @WOF_13531 

:WOF_13435
if 
  $9336 == 52 
else_jump @WOF_13467 
$9337 = 1 
jump @WOF_13531 

:WOF_13467
if 
  $9336 == 53 
else_jump @WOF_13499 
$9337 = 2 
jump @WOF_13531 

:WOF_13499
if 
  $9336 == 54 
else_jump @WOF_13531 
$9337 = 1 
jump @WOF_13531 

:WOF_13531
return 

:WOF_13533
if 
0736:   NOP_false 85 
else_jump @WOF_13575 
$9387 += 0.001 
0664: NOP "CHIP_SET_Z" $9387 

:WOF_13575
if 
0736:   NOP_false 74 
else_jump @WOF_13617 
$9387 += -0.001 
0664: NOP "CHIP_SET_Z" $9387 

:WOF_13617
10@ = 0 

:WOF_13624
if 
  6 > 10@ 
else_jump @WOF_15503 
008B: 12@ = $9327(10@,6i) // (int) 
0093: 8@ = integer 12@ to_float 
8@ /= 1.0 
if 
  8@ > 10.0 
else_jump @WOF_13703 
8@ = 10.0 

:WOF_13703
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_13757 
9@ += 0.03 

:WOF_13757
0086: $9388(10@,6f) = $9387 // (float) 
005F: $9388(10@,6f) += 9@ // (float) 
11@ *= -1 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9339(10@,6i) exists 
else_jump @WOF_13883 
Object.StorePos($9339(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9388(10@,6f) 
Object.PutAt($9339(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_13883
0093: 8@ = integer 12@ to_float 
8@ /= 5.0 
if 
  8@ > 10.0 
else_jump @WOF_13932 
8@ = 10.0 

:WOF_13932
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_13986 
9@ += 0.03 

:WOF_13986
0086: $9394(10@,6f) = $9387 // (float) 
005F: $9394(10@,6f) += 9@ // (float) 
11@ *= -5 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9345(10@,6i) exists 
else_jump @WOF_14112 
Object.StorePos($9345(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9394(10@,6f) 
Object.PutAt($9345(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_14112
0093: 8@ = integer 12@ to_float 
8@ /= 10.0 
if 
  8@ > 10.0 
else_jump @WOF_14161 
8@ = 10.0 

:WOF_14161
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_14215 
9@ += 0.03 

:WOF_14215
0086: $9400(10@,6f) = $9387 // (float) 
005F: $9400(10@,6f) += 9@ // (float) 
11@ *= -10 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9351(10@,6i) exists 
else_jump @WOF_14341 
Object.StorePos($9351(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9400(10@,6f) 
Object.PutAt($9351(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_14341
0093: 8@ = integer 12@ to_float 
8@ /= 50.0 
if 
  8@ > 10.0 
else_jump @WOF_14390 
8@ = 10.0 

:WOF_14390
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_14444 
9@ += 0.03 

:WOF_14444
0086: $9406(10@,6f) = $9387 // (float) 
005F: $9406(10@,6f) += 9@ // (float) 
11@ *= -50 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9357(10@,6i) exists 
else_jump @WOF_14570 
Object.StorePos($9357(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9406(10@,6f) 
Object.PutAt($9357(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_14570
0093: 8@ = integer 12@ to_float 
8@ /= 100.0 
if 
  8@ > 10.0 
else_jump @WOF_14619 
8@ = 10.0 

:WOF_14619
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_14673 
9@ += 0.03 

:WOF_14673
0086: $9412(10@,6f) = $9387 // (float) 
005F: $9412(10@,6f) += 9@ // (float) 
11@ *= -100 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9363(10@,6i) exists 
else_jump @WOF_14799 
Object.StorePos($9363(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9412(10@,6f) 
Object.PutAt($9363(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_14799
0093: 8@ = integer 12@ to_float 
8@ /= 200.0 
if 
  8@ > 10.0 
else_jump @WOF_14848 
8@ = 10.0 

:WOF_14848
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_14902 
9@ += 0.03 

:WOF_14902
0086: $9418(10@,6f) = $9387 // (float) 
005F: $9418(10@,6f) += 9@ // (float) 
11@ *= -200 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9369(10@,6i) exists 
else_jump @WOF_15029 
Object.StorePos($9369(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9418(10@,6f) 
Object.PutAt($9369(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_15029
0093: 8@ = integer 12@ to_float 
8@ /= 500.0 
if 
  8@ > 10.0 
else_jump @WOF_15078 
8@ = 10.0 

:WOF_15078
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_15132 
9@ += 0.03 

:WOF_15132
0086: $9424(10@,6f) = $9387 // (float) 
005F: $9424(10@,6f) += 9@ // (float) 
11@ *= -500 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9375(10@,6i) exists 
else_jump @WOF_15259 
Object.StorePos($9375(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9424(10@,6f) 
Object.PutAt($9375(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_15259
0093: 8@ = integer 12@ to_float 
8@ /= 1000.0 
if 
  8@ > 10.0 
else_jump @WOF_15308 
8@ = 10.0 

:WOF_15308
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_15362 
9@ += 0.03 

:WOF_15362
0086: $9430(10@,6f) = $9387 // (float) 
005F: $9430(10@,6f) += 9@ // (float) 
11@ *= -1000 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9381(10@,6i) exists 
else_jump @WOF_15489 
Object.StorePos($9381(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9430(10@,6f) 
Object.PutAt($9381(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_15489
10@ += 1 
jump @WOF_13624 

:WOF_15503
return 

:WOF_15505
if 
03CA:   object 0@ exists 
else_jump @WOF_15865 
0653: 8@ = float_stat 81 
if 
  $9450 == 0 
else_jump @WOF_15715 
if 
  1.0 > 8@ 
else_jump @WOF_15581 
19@ = 100 
jump @WOF_15701 

:WOF_15581
if 
  10.0 > 8@ 
else_jump @WOF_15617 
19@ = 1000 
jump @WOF_15701 

:WOF_15617
if 
  100.0 > 8@ 
else_jump @WOF_15653 
19@ = 10000 
jump @WOF_15701 

:WOF_15653
if 
  1000.0 > 8@ 
else_jump @WOF_15691 
19@ = 100000 
jump @WOF_15701 

:WOF_15691
19@ = 1000000 

:WOF_15701
$9450 += 1 
jump @WOF_15865 

:WOF_15715
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 5 default_jump 0 @WOF_15865 jumps 0 @WOF_15787 1 @WOF_15801 2 @WOF_15816 3 @WOF_15831 4 @WOF_15848 -1 @WOF_15865 -1 @WOF_15865 

:WOF_15787
19@ = 100 
jump @WOF_15865 

:WOF_15801
19@ = 1000 
jump @WOF_15865 

:WOF_15816
19@ = 10000 
jump @WOF_15865 

:WOF_15831
19@ = 100000 
jump @WOF_15865 

:WOF_15848
19@ = 1000000 
jump @WOF_15865 

:WOF_15865
return 
0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
03CA:   object 4@ exists 
else_jump @WOF_15916 
Object.StorePos(4@, $9441, $9442, $9443)
$TEMPVAR_ANGLE = Object.Angle(4@)

:WOF_15916
$TEMPVAR_ANGLE *= -1.0 
02F7: 8@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 9@ = cosine $TEMPVAR_ANGLE // (float) 
0086: $9444 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9444 -= $9441 // (float) 
0086: $9445 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9445 -= $9442 // (float) 
0086: $9446 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9446 -= $9443 // (float) 
0086: $9447 = $9444 // (float) 
006D: $9447 *= 8@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 9@ // (float) 
0061: $9447 -= $9449 // (float) 
0086: $9448 = $9444 // (float) 
006D: $9448 *= 9@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 8@ // (float) 
0059: $9448 += $9449 // (float) 
03A9: NOP 
05B6: 210 // FIXED_CAMERA_POSITION - OFFSET FROM TABLE = 
03A8: NOP $9447 
03A8: NOP $9448 
03A8: NOP $9446 
0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $9444 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9444 -= $9441 // (float) 
0086: $9445 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9445 -= $9442 // (float) 
0086: $9446 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9446 -= $9443 // (float) 
0086: $9447 = $9444 // (float) 
006D: $9447 *= 8@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 9@ // (float) 
0061: $9447 -= $9449 // (float) 
0086: $9448 = $9444 // (float) 
006D: $9448 *= 9@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 8@ // (float) 
0059: $9448 += $9449 // (float) 
03A9: NOP 
05B6: 211 // CAMERA_POINT_AT -       OFFSET FROM TABLE = 
03A8: NOP $9447 
03A8: NOP $9448 
03A8: NOP $9446 
return 
end_thread 

//-------------External script 19 (DEALER)---------------

:DEALER
thread 'DEALER' 
13@ = 0 
if 
  13@ == 1 
else_jump @DEALER_60 
0@ = Actor.Create(Dealer, #NULL, 0.0, 0.0, 0.0)

:DEALER_60
1@ = 0 
2@ = 0 
11@ = -1 
14@ = 0 
if and
   not Actor.Dead(0@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DEALER_338 
Actor.StorePos(0@, 3@, 4@, 5@)
08F1: get_zone_at 3@ 4@ 5@ nameB_to s$9451 // 8-byte string 
05AA: 17@s = s$9451 
0978: copy_decision_maker 65539 to $9453 
060B: set_actor 0@ decision_maker_to $9453 
03FE: set_actor 0@ money 2000 
0717: assign_actor 0@ to_dialogue_mode 
09A4: set_dialogue_classB_question_GXT 'DEAL1' answer_Y_GXT 'DEAL2' answer_N_GXT 'DEAL3' question_WAV 192 answer_Y_WAV 77 answer_N_WAV 78  // Willst du Stoff? // Immer locker bleiben, Mann. // Leck mich, Mann!
0652: 13@ = integer_stat 64 
if 
  13@ >= 500 
else_jump @DEALER_271 
09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 79  // Immer locker bleiben, Mann.
09AA: set_dialogue_classB_end_GXT 'DEAL3' WAV 75  // Leck mich, Mann!
jump @DEALER_297 

:DEALER_271
09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 80  // Immer locker bleiben, Mann.
09AA: set_dialogue_classB_end_GXT 'DEAL3' WAV 76  // Leck mich, Mann!

:DEALER_297
09FB: 13@ = current_language 
if 
04A4:   13@ == 0 // @ == any 
else_jump @DEALER_329 
0A47: set_dialogue_mode_enabled_without_GXT 
jump @DEALER_331 

:DEALER_329
0719: enable_dialogue_mode 

:DEALER_331
jump @DEALER_345 

:DEALER_338
gosub @DEALER_3913 

:DEALER_345
wait 0 
if 
   not Actor.Dead(0@)
else_jump @DEALER_471 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DEALER_457 
if or
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 0@ 
else_jump @DEALER_429 
gosub @DEALER_641 
gosub @DEALER_3368 
jump @DEALER_450 

:DEALER_429
gosub @DEALER_846 
gosub @DEALER_485 
gosub @DEALER_931 

:DEALER_450
jump @DEALER_464 

:DEALER_457
gosub @DEALER_3913 

:DEALER_464
jump @DEALER_478 

:DEALER_471
gosub @DEALER_3913 

:DEALER_478
jump @DEALER_345 

:DEALER_485
if 
  11@ == -1 
else_jump @DEALER_604 
if 
  32@ > 15000 
else_jump @DEALER_597 
Actor.StorePos(0@, 3@, 4@, 5@)
089E: get_actor_in_sphere 3@ 4@ 5@ radius 5.0 handle_as 11@ // versionB 
if 
   not 11@ == -1 
else_jump @DEALER_597 
if 
   Actor.Driving(11@)
else_jump @DEALER_597 
03C0: 12@ = actor 11@ car 

:DEALER_597
jump @DEALER_639 

:DEALER_604
if or
   Actor.Dead(11@)
856D:   not actor 11@ defined 
074F:   actor 0@ ped_event == 36 
else_jump @DEALER_639 
11@ = -1 

:DEALER_639
return 

:DEALER_641
Actor.RemoveReferences(11@)
if 
   not Actor.Dead(11@)
else_jump @DEALER_709 
if 
   not Car.Wrecked(12@)
else_jump @DEALER_709 
if 
8495:   not car 12@ burning 
else_jump @DEALER_709 
05D2: AS_actor 11@ run_to_and_hijack_car 12@ max_search_radius 20.0 traffic_behavior 2 

:DEALER_709
32@ = 0 
11@ = -1 
return 

:DEALER_725
if 
   not Actor.Dead(0@)
else_jump @DEALER_844 
if 
   not Actor.Dead(11@)
else_jump @DEALER_844 
Actor.StorePos(0@, 3@, 4@, 5@)
Actor.StorePos(11@, 6@, 7@, 8@)
0509: 9@ = distance_between_XY 3@ 4@ and_XY 6@ 7@ 
if 
  9@ > 2.0 
else_jump @DEALER_837 
13@ = 1 
jump @DEALER_844 

:DEALER_837
13@ = 0 

:DEALER_844
return 

:DEALER_846
if 
   Model.Available(#COLT45)
else_jump @DEALER_929 
if 
   not Actor.HasWeapon(0@, 22)
else_jump @DEALER_929 
01B2: give_actor 0@ weapon 22 ammo 1000 // Load the weapon model before using this 
if 
   not 15@ == 1 
else_jump @DEALER_922 
01B9: set_actor 0@ armed_weapon_to 0 
jump @DEALER_929 

:DEALER_922
01B9: set_actor 0@ armed_weapon_to 22 

:DEALER_929
return 

:DEALER_931
0871: init_jump_table 1@ total_jumps 4 default_jump 1 @DEALER_1285 jumps 0 @DEALER_994 1 @DEALER_1151 2 @DEALER_1211 3 @DEALER_1271 -1 @DEALER_1299 -1 @DEALER_1299 -1 @DEALER_1299 

:DEALER_994
if 
089B:   unknown_actor_check 0@ 
else_jump @DEALER_1038 
2@ = 0 
1@ = 3 
gosub @DEALER_2884 
jump @DEALER_1144 

:DEALER_1038
if 
  11@ > -1 
else_jump @DEALER_1137 
gosub @DEALER_725 
if 
  13@ == 0 
else_jump @DEALER_1109 
2@ = 0 
1@ = 2 
gosub @DEALER_2636 
jump @DEALER_1130 

:DEALER_1109
2@ = 0 
1@ = 1 
gosub @DEALER_1793 

:DEALER_1130
jump @DEALER_1144 

:DEALER_1137
gosub @DEALER_1301 

:DEALER_1144
jump @DEALER_1299 

:DEALER_1151
if 
  11@ > -1 
else_jump @DEALER_1183 
gosub @DEALER_1793 
jump @DEALER_1204 

:DEALER_1183
1@ = 0 
2@ = 0 
gosub @DEALER_1301 

:DEALER_1204
jump @DEALER_1299 

:DEALER_1211
if 
  11@ > -1 
else_jump @DEALER_1243 
gosub @DEALER_2636 
jump @DEALER_1264 

:DEALER_1243
1@ = 0 
2@ = 0 
gosub @DEALER_1301 

:DEALER_1264
jump @DEALER_1299 

:DEALER_1271
gosub @DEALER_2884 
jump @DEALER_1299 

:DEALER_1285
gosub @DEALER_3913 
jump @DEALER_1299 

:DEALER_1299
return 

:DEALER_1301
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @DEALER_1791 jumps 0 @DEALER_1364 1 @DEALER_1488 2 @DEALER_1758 -1 @DEALER_1791 -1 @DEALER_1791 -1 @DEALER_1791 -1 @DEALER_1791 

:DEALER_1364
if 
874F:   not actor 0@ ped_event == 36 
else_jump @DEALER_1481 
089C: unknown_actor 0@ unknown_check 1 
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_1481 
0605: actor 0@ perform_animation_sequence "DEALER_IDLE" IFP_file "DEALER" 4.0 loop 1 0 0 0 time -1 // versionA 
33@ = 0 
14@ = 3000 
2@ += 1 

:DEALER_1481
jump @DEALER_1791 

:DEALER_1488
if 
002D:   33@ >= 14@ // (int) 
else_jump @DEALER_1751 
09B6: unknown_actor 0@ flag 0 
0209: 13@ = random_int_in_ranges 1 15 
if 
  13@ > 5 
else_jump @DEALER_1659 
if 
  13@ > 10 
else_jump @DEALER_1610 
062E: unknown_get_actor 0@ task 1481 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_1603 
05C9: AS_actor 0@ on_guard -1 ms 
14@ = 2000 

:DEALER_1603
jump @DEALER_1652 

:DEALER_1610
062E: unknown_get_actor 0@ task 1502 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_1652 
05DE: AS_actor 0@ walk_around_ped_path 
14@ = 1500 

:DEALER_1652
jump @DEALER_1737 

:DEALER_1659
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_1737 
0605: actor 0@ perform_animation_sequence "DEALER_IDLE" IFP_file "DEALER" 4.0 loop 1 0 0 0 time -1 // versionA 
14@ = 3000 

:DEALER_1737
33@ = 0 
2@ += 1 

:DEALER_1751
jump @DEALER_1791 

:DEALER_1758
if 
002D:   33@ >= 14@ // (int) 
else_jump @DEALER_1784 
2@ = 1 

:DEALER_1784
jump @DEALER_1791 

:DEALER_1791
return 

:DEALER_1793
0871: init_jump_table 2@ total_jumps 6 default_jump 0 @DEALER_2634 jumps 0 @DEALER_1856 1 @DEALER_1907 2 @DEALER_2044 3 @DEALER_2074 4 @DEALER_2295 5 @DEALER_2505 -1 @DEALER_2634 

:DEALER_1856
089C: unknown_actor 0@ unknown_check 0 
05C9: AS_actor 0@ on_guard -1 ms 
05D9: AS_actor 11@ run_to_actor 0@ timelimit 20000 stop_within_radius 1.0 
33@ = 0 
2@ += 1 
jump @DEALER_2634 

:DEALER_1907
Actor.StorePos(0@, 3@, 4@, 5@)
Actor.StorePos(11@, 6@, 7@, 8@)
0509: 9@ = distance_between_XY 3@ 4@ and_XY 6@ 7@ 
05BF: AS_actor 0@ look_at_actor 11@ -1 ms 
if 
  1.8 >= 9@ 
else_jump @DEALER_1997 
2@ += 1 
jump @DEALER_2037 

:DEALER_1997
if 
  33@ > 20000 
else_jump @DEALER_2037 
gosub @DEALER_641 
2@ = 0 
1@ = 0 

:DEALER_2037
jump @DEALER_2634 

:DEALER_2044
0639: AS_actor 11@ rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor 11@ 
2@ += 1 
jump @DEALER_2634 

:DEALER_2074
062E: unknown_get_actor 11@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2139 
062E: unknown_get_actor 11@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2139 
05BA: AS_actor 11@ move_mouth -1 ms 

:DEALER_2139
062E: unknown_get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2288 
062E: unknown_get_actor 0@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2204 
05BA: AS_actor 0@ move_mouth -1 ms 

:DEALER_2204
062E: unknown_get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2288 
0947: unknown_actor 11@ play_audio_event 83 store_to 13@ 
0605: actor 11@ perform_animation_sequence "SHOP_PAY" IFP_file "DEALER" 4.0 loop 0 0 0 0 time -1 // versionA 
2@ += 1 

:DEALER_2288
jump @DEALER_2634 

:DEALER_2295
062E: unknown_get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2498 
0647: unknown_actor 0@ look_task 
062E: unknown_get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2404 
0605: actor 11@ perform_animation_sequence "DRUGS_BUY" IFP_file "DEALER" 4.0 loop 0 0 0 0 time -1 // versionA 
09B6: unknown_actor 11@ flag 1 

:DEALER_2404
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2498 
0947: unknown_actor 0@ play_audio_event 84 store_to 13@ 
0605: actor 0@ perform_animation_sequence "DEALER_DEAL" IFP_file "DEALER" 4.0 loop 0 0 0 0 time -1 // versionA 
09B6: unknown_actor 0@ flag 1 
2@ += 1 

:DEALER_2498
jump @DEALER_2634 

:DEALER_2505
062E: unknown_get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2570 
062E: unknown_get_actor 11@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2570 
05BA: AS_actor 11@ move_mouth -1 ms 

:DEALER_2570
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2627 
09A7: unknown_actor 11@ flag 1 
gosub @DEALER_641 
2@ = 0 
1@ = 0 

:DEALER_2627
jump @DEALER_2634 

:DEALER_2634
return 

:DEALER_2636
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @DEALER_2882 jumps 0 @DEALER_2699 1 @DEALER_2769 2 @DEALER_2825 -1 @DEALER_2882 -1 @DEALER_2882 -1 @DEALER_2882 -1 @DEALER_2882 

:DEALER_2699
089C: unknown_actor 0@ unknown_check 0 
Actor.StorePos(0@, 3@, 4@, 5@)
05BF: AS_actor 0@ look_at_actor 11@ -1 ms 
0850: AS_actor 0@ follow_actor 11@ 
0947: unknown_actor 0@ play_audio_event 84 store_to 13@ 
33@ = 0 
2@ += 1 
jump @DEALER_2882 

:DEALER_2769
if 
  33@ > 6000 
else_jump @DEALER_2818 
0647: unknown_actor 0@ look_task 
05F5: AS_actor 0@ goto_point 3@ 4@ 5@ mode 4 -2 ms // versionB 
2@ += 1 

:DEALER_2818
jump @DEALER_2882 

:DEALER_2825
062E: unknown_get_actor 0@ task 1525 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2875 
gosub @DEALER_641 
2@ = 0 
1@ = 0 

:DEALER_2875
jump @DEALER_2882 

:DEALER_2882
return 

:DEALER_2884
0871: init_jump_table 2@ total_jumps 4 default_jump 0 @DEALER_3366 jumps 0 @DEALER_2947 1 @DEALER_2976 2 @DEALER_3178 3 @DEALER_3312 -1 @DEALER_3366 -1 @DEALER_3366 -1 @DEALER_3366 

:DEALER_2947
33@ = 0 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
2@ += 1 
jump @DEALER_3366 

:DEALER_2976
if 
88FE:   not text_box_displayed 
else_jump @DEALER_3039 
if and
871A:   not actor 0@ current_dialogue_text == 'DEAL2'  // Immer locker bleiben, Mann.
871A:   not actor 0@ current_dialogue_text == 'DEAL3'  // Leck mich, Mann!
else_jump @DEALER_3039 
03E5: show_text_box 'TALK_1'  // Um verneinend zu antworten, drcke ~k~~CONVERSATION_NO~~n~Um bejahend zu antworten, drcke ~k~~CONVERSATION_YES~

:DEALER_3039
062E: unknown_get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_3128 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: unknown_get_actor 0@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_3114 
05BA: AS_actor 0@ move_mouth -2 ms 

:DEALER_3114
2@ += 1 
jump @DEALER_3171 

:DEALER_3128
if or
889B:   not unknown_actor_check 0@ 
  33@ > 15000 
else_jump @DEALER_3171 
0647: unknown_actor 0@ look_task 
2@ = 0 
1@ = 0 

:DEALER_3171
jump @DEALER_3366 

:DEALER_3178
if and
071A:   actor 0@ current_dialogue_text == 'DEAL3'  // Leck mich, Mann!
  33@ > 9000 
else_jump @DEALER_3220 
03E6: remove_text_box 
gosub @DEALER_3368 

:DEALER_3220
if and
071A:   actor 0@ current_dialogue_text == 'DEAL2'  // Immer locker bleiben, Mann.
  33@ > 9000 
else_jump @DEALER_3262 
03E6: remove_text_box 
gosub @DEALER_3595 

:DEALER_3262
if or
889B:   not unknown_actor_check 0@ 
  33@ > 15000 
else_jump @DEALER_3305 
0647: unknown_actor 0@ look_task 
2@ = 0 
1@ = 0 

:DEALER_3305
jump @DEALER_3366 

:DEALER_3312
if 
  33@ > 2000 
else_jump @DEALER_3359 
0708: reset_decision_maker $9453 event 37 
01B9: set_actor 0@ armed_weapon_to 0 
2@ = 0 
1@ = 0 

:DEALER_3359
jump @DEALER_3366 

:DEALER_3366
return 

:DEALER_3368
03E6: remove_text_box 
0647: unknown_actor 0@ look_task 
089C: unknown_actor 0@ unknown_check 0 
if 
   Actor.HasWeapon(0@, 22)
else_jump @DEALER_3407 
01B9: set_actor 0@ armed_weapon_to 22 

:DEALER_3407
if 
   not 15@ == 1 
else_jump @DEALER_3593 
15@ = 1 
0652: 13@ = integer_stat 64 
if 
  13@ > 500 
else_jump @DEALER_3529 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $9453 event 36 
0709: set_decision_maker $9453 on_event 36 taskID 927 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
2@ = 0 
1@ = 0 
jump @DEALER_3593 

:DEALER_3529
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $9453 event 36 
0709: set_decision_maker $9453 on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
2@ = 0 
1@ = 0 

:DEALER_3593
return 

:DEALER_3595
03E6: remove_text_box 
0647: unknown_actor 0@ look_task 
089C: unknown_actor 0@ unknown_check 0 
0652: 13@ = integer_stat 68 
if 
   not 15@ == 2 
else_jump @DEALER_3868 
15@ = 2 
if 
  13@ > 500 
else_jump @DEALER_3738 
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
01B9: set_actor 0@ armed_weapon_to 0 
0708: reset_decision_maker $9453 event 37 
0709: set_decision_maker $9453 on_event 37 taskID 927 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
2@ = 0 
1@ = 0 
jump @DEALER_3868 

:DEALER_3738
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $9453 event 37 
if 
   Actor.HasWeapon(0@, 22)
else_jump @DEALER_3820 
01B9: set_actor 0@ armed_weapon_to 22 
0709: set_decision_maker $9453 on_event 37 taskID 1020 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
jump @DEALER_3854 

:DEALER_3820
0709: set_decision_maker $9453 on_event 37 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 

:DEALER_3854
33@ = 0 
2@ += 1 

:DEALER_3868
return 

:DEALER_3870
076B: get_zone 17@s pedgroup_wealth_to 16@ 
if 
  16@ > 0 
else_jump @DEALER_3903 
16@ -= 1 

:DEALER_3903
076A: set_zone 17@s pedgroup_wealth_to 16@ 
return 

:DEALER_3913
if 
  15@ == 1 
else_jump @DEALER_3938 
gosub @DEALER_3870 

:DEALER_3938
08ED: remove_actor 0@ from_dialogue_mode 
if 
  11@ > -1 
else_jump @DEALER_3966 
Actor.RemoveReferences(11@)

:DEALER_3966
065C: release_decision_maker $9453 
end_thread 
return 
0663: NOP "PEDSTATE" 1@ 
0663: NOP "SUBSTATESTATUS" 2@ 
0663: NOP "TIMER_B" 33@ 
0663: NOP "TIMER_A" 32@ 
return 
end_thread 

//-------------External script 20 (HOME_BRAINS)---------------

:HMLES
thread 'HMLES' 
$9454 = 0 
$9456 = 0 
$9455 = 0 
2@ = 0 
12@ = 0 
13@ = 0 
14@ = 0 
11@ = 0 
if 
  $9454 == 1 
else_jump @HMLES_109 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:HMLES_109
0209: $9455 = random_int_in_ranges 0 4 
$9455 = 3 
if 
   not $1787 == 0 
else_jump @HMLES_159 
12@ = 1 
end_thread 
jump @HMLES_236 

:HMLES_159
if 
056D:   actor 0@ defined 
else_jump @HMLES_229 
if 
   not Actor.Dead(0@)
else_jump @HMLES_229 
0792: disembark_instantly_actor 0@ 
if 
  $9455 == 2 
else_jump @HMLES_229 
0245: set_actor 0@ walk_style_to "DRUNKMAN" 

:HMLES_229
$1787 = 1 

:HMLES_236
wait 0 
if and
056D:   actor 0@ defined 
  12@ == 0 
else_jump @HMLES_3525 
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Dead(0@)
else_jump @HMLES_3518 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HMLES_322 
03C0: 1@ = actor $PLAYER_ACTOR car 
2@ = 1 
jump @HMLES_329 

:HMLES_322
2@ = 0 

:HMLES_329
if 
  $9454 == 0 
else_jump @HMLES_1945 
if 
  $9455 == 0 
else_jump @HMLES_463 
if 
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 10.0 10.0 3.0 sphere 0 
else_jump @HMLES_463 
if 
0364:   actor 0@ spotted_actor $PLAYER_ACTOR 
else_jump @HMLES_463 
0947: unknown_actor 0@ play_audio_event 27 store_to 17@ 
if 
  2@ == 0 
else_jump @HMLES_456 
0859: AS_unknown_actor 0@ unknown_actor $PLAYER_ACTOR 

:HMLES_456
$9454 = 1 

:HMLES_463
if 
  $9455 == 1 
else_jump @HMLES_1012 
if 
  $9456 == 0 
else_jump @HMLES_518 
04ED: load_animation "SUNBATHE" 
$9456 = 1 

:HMLES_518
if 
  $9456 == 1 
else_jump @HMLES_573 
if 
04EE:   animation "SUNBATHE" loaded 
else_jump @HMLES_573 
$9456 = 2 
jump @HMLES_573 

:HMLES_573
if 
  $9456 == 2 
else_jump @HMLES_1012 
if 
04EE:   animation "SUNBATHE" loaded 
else_jump @HMLES_1000 
Actor.StorePos(0@, 7@, 8@, 9@)
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IN" IFP_file "SUNBATHE" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEB" IFP_file "SUNBATHE" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEA" IFP_file "SUNBATHE" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEC" IFP_file "SUNBATHE" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEB" IFP_file "SUNBATHE" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEC" IFP_file "SUNBATHE" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PARKSIT_M_OUT" IFP_file "SUNBATHE" 4.0 loop 0 0 0 0 time -1 // versionA 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
11@ = 0 
$9454 = 1 
$9456 = 3 
jump @HMLES_1012 

:HMLES_1000
04ED: load_animation "SUNBATHE" 

:HMLES_1012
if 
  $9455 == 2 
else_jump @HMLES_1610 
if 
  $9456 == 0 
else_jump @HMLES_1079 
04ED: load_animation "FOOD" 
04ED: load_animation "VENDING" 
Model.Load(#CJ_JUICE_CAN)
$9456 = 1 

:HMLES_1079
if 
  $9456 == 1 
else_jump @HMLES_1185 
if and
04EE:   animation "FOOD" loaded 
04EE:   animation "VENDING" loaded 
   Model.Available(#CJ_JUICE_CAN)
else_jump @HMLES_1185 
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.3 0.0 
19@ = Object.Create(#CJ_JUICE_CAN, 7@, 8@, 9@)
$9456 = 2 

:HMLES_1185
if 
  $9456 == 2 
else_jump @HMLES_1610 
if 
04EE:   animation "VENDING" loaded 
else_jump @HMLES_1599 
if 
04EE:   animation "FOOD" loaded 
else_jump @HMLES_1584 
Actor.StorePos(0@, 7@, 8@, 9@)
0615: define_AS_pack_begin 3@ 
070A: AS_actor -1 attach_to_object 19@ offset 0.1 0.1 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0605: actor -1 perform_animation_sequence "VEND_DRINK2_P" IFP_file "VENDING" 1004.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "WALK_DRUNK" IFP_file "PED" 1004.0 loop 0 1 1 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "VEND_DRINK_P" IFP_file "VENDING" 1004.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "WALK_DRUNK" IFP_file "PED" 1004.0 loop 0 1 1 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "VEND_DRINK2_P" IFP_file "VENDING" 1004.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "EAT_VOMIT_P" IFP_file "FOOD" 1004.0 loop 0 0 0 0 time -1 // versionA 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
$9454 = 1 
$9456 = 3 
jump @HMLES_1592 

:HMLES_1584
04ED: load_animation "FOOD" 

:HMLES_1592
jump @HMLES_1610 

:HMLES_1599
04ED: load_animation "VENDING" 

:HMLES_1610
if 
  $9455 == 3 
else_jump @HMLES_1945 
if 
  $9456 == 0 
else_jump @HMLES_1665 
04ED: load_animation "PAULNMAC" 
$9456 = 1 

:HMLES_1665
if 
  $9456 == 1 
else_jump @HMLES_1713 
if 
04EE:   animation "PAULNMAC" loaded 
else_jump @HMLES_1713 
$9456 = 2 

:HMLES_1713
if 
  $9456 == 2 
else_jump @HMLES_1945 
if 
04EE:   animation "PAULNMAC" loaded 
else_jump @HMLES_1933 
Actor.StorePos(0@, 7@, 8@, 9@)
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation_sequence "PISS_IN" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PISS_LOOP" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PISS_OUT" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
$9454 = 1 
$9456 = 3 
jump @HMLES_1945 

:HMLES_1933
04ED: load_animation "PAULNMAC" 

:HMLES_1945
if 
  $9454 == 1 
else_jump @HMLES_2069 
if 
  $9455 == 0 
else_jump @HMLES_1992 
0947: unknown_actor 0@ play_audio_event 192 store_to 17@ 

:HMLES_1992
if 
  $9455 == 1 
else_jump @HMLES_2021 
0947: unknown_actor 0@ play_audio_event 192 store_to 17@ 

:HMLES_2021
if 
  $9455 == 2 
else_jump @HMLES_2039 

:HMLES_2039
if 
  $9455 == 3 
else_jump @HMLES_2057 

:HMLES_2057
01BD: 4@ = current_time_in_ms 
$9454 = 2 

:HMLES_2069
if 
  $9454 == 2 
else_jump @HMLES_2717 
if 
  $9455 == 0 
else_jump @HMLES_2217 
if 
876F:   not text_priority_displayed 
else_jump @HMLES_2217 
01BD: 5@ = current_time_in_ms 
0085: 6@ = 5@ // (int) 
0062: 6@ -= 4@ // (int) 
if and
  6@ > 8000 
  10000 > 6@ 
else_jump @HMLES_2206 
0947: unknown_actor 0@ play_audio_event 198 store_to 17@ 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
$1787 = 0 
12@ = 1 
jump @HMLES_2217 

:HMLES_2206
0947: unknown_actor 0@ play_audio_event 192 store_to 17@ 

:HMLES_2217
if 
  $9455 == 1 
else_jump @HMLES_2381 
062E: unknown_get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 1 // @ == any 
else_jump @HMLES_2381 
0646: unknown_get_actor 0@ task_1560_status_store_to 16@ // similar to 062E 
if 
  16@ > 6 
else_jump @HMLES_2381 
if 
  11@ == 0 
else_jump @HMLES_2327 
11@ = 1 
01BD: 4@ = current_time_in_ms 
jump @HMLES_2381 

:HMLES_2327
01BD: 5@ = current_time_in_ms 
0085: 6@ = 5@ // (int) 
0062: 6@ -= 4@ // (int) 
if 
  6@ > 15000 
else_jump @HMLES_2381 
$9454 = 0 
$9456 = 0 

:HMLES_2381
if 
  $9455 == 2 
else_jump @HMLES_2553 
062E: unknown_get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 1 // @ == any 
else_jump @HMLES_2553 
if 
   Actor.Animation(0@) == "EAT_VOMIT_P"
else_jump @HMLES_2553 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.355 -0.116 0.048 
0613: 10@ = actor 0@ animation "EAT_VOMIT_P" time 
064B: 15@ = create_particle "PUKE" at 7@ 8@ 9@ type 1 
10@ = 0.0 
11@ = 0 
$9454 = 3 

:HMLES_2553
if 
  $9455 == 3 
else_jump @HMLES_2717 
062E: unknown_get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 1 // @ == any 
else_jump @HMLES_2717 
if 
   Actor.Animation(0@) == "PISS_IN"
else_jump @HMLES_2717 
0613: 10@ = actor 0@ animation "PISS_IN" time 
066A: 15@ = attach_particle "PETROLCAN" to_actor 0@ with_offset 0.0 0.58 -0.08 rotation 0.0 0.01 0.0 flag 1 
10@ = 0.0 
11@ = 0 
$9454 = 3 

:HMLES_2717
if 
  $9454 == 3 
else_jump @HMLES_3468 
if 
  $9455 == 0 
else_jump @HMLES_2753 

:HMLES_2753
if 
  $9455 == 1 
else_jump @HMLES_2771 

:HMLES_2771
if 
  $9455 == 2 
else_jump @HMLES_2993 
if 
   not 10@ == 1.0 
else_jump @HMLES_2969 
if 
   not Actor.Dead(0@)
else_jump @HMLES_2883 
if 
   Actor.Animation(0@) == "EAT_VOMIT_P"
else_jump @HMLES_2876 
0613: 10@ = actor 0@ animation "EAT_VOMIT_P" time 

:HMLES_2876
jump @HMLES_2893 

:HMLES_2883
10@ = 1.0 

:HMLES_2893
if 
  11@ == 0 
else_jump @HMLES_2962 
if 
  10@ >= 0.5 
else_jump @HMLES_2962 
if 
   not 15@ == -1 
else_jump @HMLES_2955 
064C: make_particle 15@ visible 

:HMLES_2955
11@ = 1 

:HMLES_2962
jump @HMLES_2993 

:HMLES_2969
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
$1787 = 0 
12@ = 1 

:HMLES_2993
if 
  $9455 == 3 
else_jump @HMLES_3468 
if 
  2 > 11@ 
else_jump @HMLES_3199 
062E: unknown_get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 7 // @ == any 
else_jump @HMLES_3114 
if 
  11@ == 1 
else_jump @HMLES_3093 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
11@ = 2 

:HMLES_3093
$1787 = 0 
12@ = 1 
jump @HMLES_3199 

:HMLES_3114
if 
04A4:   16@ == 1 // @ == any 
else_jump @HMLES_3182 
0646: unknown_get_actor 0@ task_1560_status_store_to 16@ // similar to 062E 
if 
  16@ > 2 
else_jump @HMLES_3175 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
11@ = 2 

:HMLES_3175
jump @HMLES_3199 

:HMLES_3182
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
11@ = 2 

:HMLES_3199
if 
  11@ == 0 
else_jump @HMLES_3368 
if 
   not Actor.Dead(0@)
else_jump @HMLES_3282 
if 
   Actor.Animation(0@) == "PISS_IN"
else_jump @HMLES_3275 
0613: 10@ = actor 0@ animation "PISS_IN" time 

:HMLES_3275
jump @HMLES_3292 

:HMLES_3282
10@ = 1.0 

:HMLES_3292
if 
  11@ == 0 
else_jump @HMLES_3361 
if 
  10@ >= 0.6 
else_jump @HMLES_3361 
if 
   not 15@ == -1 
else_jump @HMLES_3354 
064C: make_particle 15@ visible 

:HMLES_3354
11@ = 1 

:HMLES_3361
jump @HMLES_3468 

:HMLES_3368
if 
  11@ == 1 
else_jump @HMLES_3468 
if 
   Actor.Animation(0@) == "PISS_OUT"
else_jump @HMLES_3468 
0613: 10@ = actor 0@ animation "PISS_OUT" time 
if 
  10@ >= 0.42 
else_jump @HMLES_3468 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
11@ = 2 

:HMLES_3468
if 
8104:   not actor $PLAYER_ACTOR near_actor 0@ radius 30.0 30.0 20.0 sphere 0 
else_jump @HMLES_3518 
$1787 = 0 
12@ = 1 

:HMLES_3518
jump @HMLES_3539 

:HMLES_3525
$1787 = 0 
12@ = 1 

:HMLES_3539
if 
   Actor.Dead(0@)
else_jump @HMLES_3569 
12@ = 1 
$1787 = 0 

:HMLES_3569
if 
  12@ == 1 
else_jump @HMLES_3694 
if 
056D:   actor 0@ defined 
else_jump @HMLES_3624 
if 
   not Actor.Dead(0@)
else_jump @HMLES_3624 
05DE: AS_actor 0@ walk_around_ped_path 

:HMLES_3624
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
Actor.RemoveReferences(0@)
Model.Destroy(#CJ_JUICE_CAN)
Object.RemoveReferences(19@)
04EF: release_animation "FOOD" 
04EF: release_animation "VENDING" 
04EF: release_animation "SUNBATHE" 
04EF: release_animation "PAULNMAC" 
end_thread 

:HMLES_3694
jump @HMLES_236 
end_thread 

//-------------External script 21 (POOL_SCRIPT)---------------

:POOL
thread 'POOL' 
if 
  $9462 == 0 
else_jump @POOL_84 
if 
  $ONMISSION == 0 
else_jump @POOL_75 
$9462 = 1 
$9457 = 0 
$9458 = 0 
jump @POOL_77 

:POOL_75
end_thread 

:POOL_77
jump @POOL_86 

:POOL_84
end_thread 

:POOL_86
3@ = 0 

:POOL_93
wait 0 
if 
  3@ == -1 
else_jump @POOL_251 
0@ = Object.Create(#K_POOLTABLESM, 0.0, 0.0, 0.0)
1@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
2@ = Object.Create(#K_POOLTABLESM, 0.0, 0.0, 0.0)
$9458 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
$9457 = Object.Create(#K_POOLTABLESM, 0.0, 0.0, 0.0)
$9459 = Object.Create(#K_POOLTABLESM, 0.0, 0.0, 0.0)

:POOL_251
if 
  3@ == 0 
else_jump @POOL_474 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL_467 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @POOL_453 
if 
88B4:   not test $390 bit 1 
else_jump @POOL_439 
0209: 5@ = random_int_in_ranges 0 2 
if 
  5@ == 0 
else_jump @POOL_360 
04AF: 7@ = 66 // @ = any 
jump @POOL_367 

:POOL_360
04AF: 7@ = 67 // @ = any 

:POOL_367
Model.Load(7@)
04ED: load_animation "POOL" 
Model.Load(#POOLCUE)

:POOL_385
if or
   not Model.Available(7@)
84EE:   not animation "POOL" loaded 
   not Model.Available(#POOLCUE)
else_jump @POOL_425 
wait 0 
jump @POOL_385 

:POOL_425
3@ += 1 
jump @POOL_446 

:POOL_439
gosub @POOL_2110 

:POOL_446
jump @POOL_460 

:POOL_453
gosub @POOL_2110 

:POOL_460
jump @POOL_474 

:POOL_467
gosub @POOL_2110 

:POOL_474
if 
  3@ == 1 
else_jump @POOL_1183 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL_1176 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @POOL_1162 
if 
88B4:   not test $390 bit 1 
else_jump @POOL_1148 
if 
03CA:   object 0@ exists 
else_jump @POOL_1134 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0219 -1.1236 0.5363 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
856D:   not actor 1@ defined 
else_jump @POOL_804 
if 
856D:   not actor $9458 defined 
else_jump @POOL_688 
1@ = Actor.Create(CivMale, 7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
060B: set_actor 1@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
Model.Destroy(7@)
$TEMPVAR_ANGLE = Object.Angle(0@)
Actor.Angle(1@) = $TEMPVAR_ANGLE
jump @POOL_797 

:POOL_688
if 
   not Actor.Dead($9458)
else_jump @POOL_749 
008B: 1@ = $9458 // (int) 
Actor.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(0@)
Actor.Angle(1@) = $TEMPVAR_ANGLE
jump @POOL_797 

:POOL_749
1@ = Actor.Create(CivMale, 7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
060B: set_actor 1@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
Model.Destroy(7@)
$TEMPVAR_ANGLE = Object.Angle(0@)
Actor.Angle(1@) = $TEMPVAR_ANGLE

:POOL_797
jump @POOL_850 

:POOL_804
if 
   not Actor.Dead(1@)
else_jump @POOL_850 
Actor.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(0@)
Actor.Angle(1@) = $TEMPVAR_ANGLE

:POOL_850
if 
83CA:   not object 2@ exists 
else_jump @POOL_888 
2@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)

:POOL_888
if 
   not Actor.Dead(1@)
else_jump @POOL_964 
if 
8737:   not actor 1@ lifting_object 2@ 
else_jump @POOL_964 
070A: AS_actor 1@ attach_to_object 2@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL_964
0615: define_AS_pack_begin 6@ 
0812: AS_actor -1 perform_animation "POOL_CHALKCUE" IFP_file "POOL" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL_1035 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 9000 ms 

:POOL_1035
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 10000 // versionB 
0643: set_AS_pack 6@ loop 1 
0616: define_AS_pack_end 6@ 
if 
   not Actor.Dead(1@)
else_jump @POOL_1115 
0618: assign_actor 1@ to_AS_pack 6@ 

:POOL_1115
061B: remove_references_to_AS_pack 6@ 
3@ += 1 
jump @POOL_1141 

:POOL_1134
gosub @POOL_2110 

:POOL_1141
jump @POOL_1155 

:POOL_1148
gosub @POOL_2110 

:POOL_1155
jump @POOL_1169 

:POOL_1162
gosub @POOL_2110 

:POOL_1169
jump @POOL_1183 

:POOL_1176
gosub @POOL_2110 

:POOL_1183
if 
  3@ == 2 
else_jump @POOL_1721 
if 
  $ONMISSION == 0 
else_jump @POOL_1693 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL_1679 
if 
  $9470 == 0 
else_jump @POOL_1644 
if 
03CA:   object 0@ exists 
else_jump @POOL_1630 
if 
   not Actor.Dead(1@)
else_jump @POOL_1616 
if 
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR 
else_jump @POOL_1364 
0687: clear_actor 1@ task 
070B: set_actor 1@ onbone_attached_object_operation 0 
Object.Destroy(2@)
01B2: give_actor 1@ weapon 7 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
03E6: remove_text_box 
4@ = 0 
jump @POOL_2001 
jump @POOL_1609 

:POOL_1364
if 
0105:   actor 1@ near_actor $PLAYER_ACTOR radius 1.5 1.5 1.5 sphere 0 on_foot 
else_jump @POOL_1582 
if 
00E1:   player 0 pressed_key 15 
else_jump @POOL_1539 
5@ = Player.Money($PLAYER_CHAR)
if 
  50 > 5@ 
else_jump @POOL_1466 
00BC: show_text_highpriority GXT 'NOCASH' time 3000 flag 1  // Du hast nicht genug Bares, um hier zu spielen.
jump @POOL_1532 

:POOL_1466
if 
  4@ == 1 
else_jump @POOL_1494 
03E6: remove_text_box 
008B: 4@ = $ONMISSION // (int) 

:POOL_1494
008A: $9457 = 0@ // (int) 
008A: $9458 = 1@ // (int) 
008A: $9459 = 2@ // (int) 
$VIDEO_GAME = 5 
3@ += 1 

:POOL_1532
jump @POOL_1575 

:POOL_1539
if 
  4@ == 0 
else_jump @POOL_1575 
0512: show_permanent_text_box 'POOL_A'  // Drcke ~k~~VEHICLE_ENTER_EXIT~, um Pool zu spielen.
4@ = 1 

:POOL_1575
jump @POOL_1609 

:POOL_1582
if 
  4@ == 1 
else_jump @POOL_1609 
03E6: remove_text_box 
4@ = 0 

:POOL_1609
jump @POOL_1623 

:POOL_1616
jump @POOL_2001 

:POOL_1623
jump @POOL_1637 

:POOL_1630
jump @POOL_2001 

:POOL_1637
jump @POOL_1672 

:POOL_1644
if 
   not Actor.Dead(1@)
else_jump @POOL_1665 
0687: clear_actor 1@ task 

:POOL_1665
jump @POOL_2001 

:POOL_1672
jump @POOL_1686 

:POOL_1679
jump @POOL_2001 

:POOL_1686
jump @POOL_1721 

:POOL_1693
if 
   not Actor.Dead(1@)
else_jump @POOL_1714 
0687: clear_actor 1@ task 

:POOL_1714
jump @POOL_2001 

:POOL_1721
if 
  3@ == 3 
else_jump @POOL_1764 
if 
  $ONMISSION == 1 
else_jump @POOL_1764 
3@ += 1 

:POOL_1764
if 
  3@ == 4 
else_jump @POOL_1896 
if 
  $ONMISSION == 0 
else_jump @POOL_1896 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL_1896 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @POOL_1896 
if 
88B4:   not test $390 bit 1 
else_jump @POOL_1896 
if 
03CA:   object 0@ exists 
else_jump @POOL_1896 
if 
   not Actor.Dead(1@)
else_jump @POOL_1896 
3@ = 1 
jump @POOL_474 

:POOL_1896
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL_1987 
if 
03CA:   object 0@ exists 
else_jump @POOL_1973 
if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 80.0 80.0 flag 0 
else_jump @POOL_1966 
jump @POOL_2001 

:POOL_1966
jump @POOL_1980 

:POOL_1973
jump @POOL_2001 

:POOL_1980
jump @POOL_1994 

:POOL_1987
jump @POOL_2001 

:POOL_1994
jump @POOL_93 

:POOL_2001
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL_2092 
if 
03CA:   object 0@ exists 
else_jump @POOL_2078 
if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 80.0 80.0 flag 0 
else_jump @POOL_2071 
gosub @POOL_2110 

:POOL_2071
jump @POOL_2085 

:POOL_2078
gosub @POOL_2110 

:POOL_2085
jump @POOL_2099 

:POOL_2092
gosub @POOL_2110 

:POOL_2099
wait 0 
jump @POOL_2001 

:POOL_2110
if 
  4@ == 1 
else_jump @POOL_2130 
03E6: remove_text_box 

:POOL_2130
03D5: remove_text 'NOCASH'  // Du hast nicht genug Bares, um hier zu spielen.
Actor.RemoveReferences(1@)
Object.Destroy(2@)
Model.Destroy(7@)
04EF: release_animation "POOL" 
Model.Destroy(#POOLCUE)
$9462 = 0 
$9457 = 0 
$9458 = 0 
end_thread 
return 
end_thread 

//-------------External script 22 (LOWR_CONT)---------------

:LOWRCON
thread 'LOWRCON' 
1@ = 0 
if 
  1@ == -1 
else_jump @LOWRCON_83 
0@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
4@ = Car.Create(#PONY, 0.0, 0.0, 0.0)

:LOWRCON_83
2@ = 0 

:LOWRCON_90
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWRCON_1747 
if or
  $ONMISSION == 0 
  2@ == 1 
else_jump @LOWRCON_1733 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1812.369 -1929.922 radius 100.0 100.0 
else_jump @LOWRCON_1719 
if 
056D:   actor 0@ defined 
else_jump @LOWRCON_212 
if 
   Actor.Dead(0@)
else_jump @LOWRCON_212 
jump @LOWRCON_1761 

:LOWRCON_212
0871: init_jump_table 1@ total_jumps 10 default_jump 0 @LOWRCON_1712 jumps 0 @LOWRCON_340 1 @LOWRCON_480 2 @LOWRCON_726 3 @LOWRCON_787 4 @LOWRCON_902 5 @LOWRCON_1123 6 @LOWRCON_1219 
0872: jump_table_jumps 7 @LOWRCON_1334 8 @LOWRCON_1500 9 @LOWRCON_1640 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 

:LOWRCON_340
Model.Load(#WMYMECH)

:LOWRCON_344
if 
   not Model.Available(#WMYMECH)
else_jump @LOWRCON_370 
wait 0 
jump @LOWRCON_344 

:LOWRCON_370
07E5: copy_decision_maker 65542 to 3@ 
0@ = Actor.Create(Mission1, #WMYMECH, 1812.369, -1929.922, 12.5486)
Actor.Angle(0@) = 270.0
02A9: set_actor 0@ immune_to_nonplayer 1 
060B: set_actor 0@ decision_maker_to 3@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWRCON_455 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -2 ms 

:LOWRCON_455
Model.Destroy(#WMYMECH)
Actor.LockInCurrentPosition(0@) = True
1@ += 1 
jump @LOWRCON_1712 

:LOWRCON_480
if 
   not Actor.Dead(0@)
else_jump @LOWRCON_719 
if 
00FF:   actor 0@ sphere 0 in_sphere 1813.369 -1929.922 12.5486 radius 1.2 1.2 2.0 on_foot 
else_jump @LOWRCON_719 
if 
   not Actor.Dead(0@)
else_jump @LOWRCON_589 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 1.0 0.0 

:LOWRCON_589
if 
   not Actor.Dead(0@)
else_jump @LOWRCON_639 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @LOWRCON_639 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
jump @LOWRCON_1761 

:LOWRCON_639
if 
0102:   actor $PLAYER_ACTOR in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.7 0.7 1.2 sphere 1 stopped_on_foot 
else_jump @LOWRCON_719 
Player.CanMove($PLAYER_CHAR) = False
if 
   not Actor.Dead(0@)
else_jump @LOWRCON_712 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 

:LOWRCON_712
1@ += 1 

:LOWRCON_719
jump @LOWRCON_1712 

:LOWRCON_726
if 
   not Actor.Dead(0@)
else_jump @LOWRCON_780 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWRCON_768 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -2 ms 

:LOWRCON_768
0687: clear_actor 0@ task 
1@ += 1 

:LOWRCON_780
jump @LOWRCON_1712 

:LOWRCON_787
if 
   not Actor.Dead(0@)
else_jump @LOWRCON_840 
0605: actor 0@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time 2000 // versionA 

:LOWRCON_840
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_HI'  // ~z~Suchst du das Lowrider-Treffen?
04AE: $ACTOR_SPEECH_WAV_FILE = 26007 // $ = any 
create_thread @AUDIOL 0@ 0 1 1 0 
32@ = 0 
1@ += 1 
jump @LOWRCON_1712 

:LOWRCON_902
if 
  32@ > 1000 
else_jump @LOWRCON_1116 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @LOWRCON_1116 
0512: show_permanent_text_box 'TALK_1'  // Um verneinend zu antworten, drcke ~k~~CONVERSATION_NO~~n~Um bejahend zu antworten, drcke ~k~~CONVERSATION_YES~
if 
00E1:   player 0 pressed_key 11 
else_jump @LOWRCON_1040 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LO'  // ~z~Ja, mach weiter.
04AE: $ACTOR_SPEECH_WAV_FILE = 39072 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
03E6: remove_text_box 
32@ = 0 
2@ = 1 
1@ += 1 
jump @LOWRCON_1116 

:LOWRCON_1040
if 
00E1:   player 0 pressed_key 10 
else_jump @LOWRCON_1116 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VOFFE1N'  // ~z~Ne, du, vielleicht sieht man sich spter.
04AE: $ACTOR_SPEECH_WAV_FILE = 21444 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
03E6: remove_text_box 
32@ = 0 
Camera.Restore
1@ += 2 

:LOWRCON_1116
jump @LOWRCON_1712 

:LOWRCON_1123
if 
  32@ > 1000 
else_jump @LOWRCON_1212 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @LOWRCON_1212 
fade 0 150 

:LOWRCON_1167
if 
fading 
else_jump @LOWRCON_1191 
wait 0 
jump @LOWRCON_1167 

:LOWRCON_1191
$1906 = 0 
$VIDEO_GAME = 6 
1@ += 2 

:LOWRCON_1212
jump @LOWRCON_1712 

:LOWRCON_1219
if 
  32@ > 1000 
else_jump @LOWRCON_1327 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @LOWRCON_1327 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWRCON_1279 
Player.CanMove($PLAYER_CHAR) = True

:LOWRCON_1279
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_N'  // ~z~Hab ich mir gleich gedacht...
04AE: $ACTOR_SPEECH_WAV_FILE = 26008 // $ = any 
create_thread @AUDIOL 0@ 1 1 1 0 
jump @LOWRCON_1761 

:LOWRCON_1327
jump @LOWRCON_1712 

:LOWRCON_1334
if 
  $1906 == 1 
else_jump @LOWRCON_1493 
Camera.SetPosition(1815.894, -1932.708, 15.2576, 0.0, 0.0, 0.0)
Camera.PointAt(1815.094, -1932.212, 14.9195, 2)
02A3: enable_widescreen 1 
fade 1 150 

:LOWRCON_1414
if 
fading 
else_jump @LOWRCON_1438 
wait 0 
jump @LOWRCON_1414 

:LOWRCON_1438
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_Y'  // ~z~Die sind gleich da drben. Bist du blind?
04AE: $ACTOR_SPEECH_WAV_FILE = 26009 // $ = any 
create_thread @AUDIOL 0@ 0 1 1 0 
32@ = 0 
1@ += 1 

:LOWRCON_1493
jump @LOWRCON_1712 

:LOWRCON_1500
if 
  32@ > 1000 
else_jump @LOWRCON_1633 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWRCON_1633 
0925: restore_camera_to_user_defined 
0936: set_camera 1815.894 -1932.708 15.2576 position_to 1813.444 -1932.063 18.552 time 3000 drop_mode 1 
0920: point_camera 1815.094 -1932.212 14.9195 transverse_to 1812.689 -1931.438 18.3523 time 3000 mode 1 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
32@ = 0 
1@ += 1 

:LOWRCON_1633
jump @LOWRCON_1712 

:LOWRCON_1640
if or
  32@ > 5000 
00E1:   player 0 pressed_key 16 
else_jump @LOWRCON_1705 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWRCON_1705 
0925: restore_camera_to_user_defined 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
jump @LOWRCON_1761 

:LOWRCON_1705
jump @LOWRCON_1712 

:LOWRCON_1712
jump @LOWRCON_1726 

:LOWRCON_1719
jump @LOWRCON_1761 

:LOWRCON_1726
jump @LOWRCON_1740 

:LOWRCON_1733
jump @LOWRCON_1761 

:LOWRCON_1740
jump @LOWRCON_1754 

:LOWRCON_1747
jump @LOWRCON_1761 

:LOWRCON_1754
jump @LOWRCON_90 

:LOWRCON_1761
if 
   not Actor.Dead(0@)
else_jump @LOWRCON_1794 
Actor.LockInCurrentPosition(0@) = False
0647: unknown_actor 0@ look_task 
05DE: AS_actor 0@ walk_around_ped_path 

:LOWRCON_1794
Actor.RemoveReferences(0@)
Car.RemoveReferences(4@)
04EF: release_animation "GANGS" 
Model.Destroy(#WMYMECH)
2@ = 0 
065C: release_decision_maker 3@ 
end_thread 
end_thread 

//-------------External script 23 (BURG_BRAINS)---------------

:BURGLAR
thread 'BURGLAR' 
1@ = 0 
5@ = 0 
4@ = 0 
7@ = 0 
8@ = 0 
14@ = 0 
15@ = 0 
if 
  1@ == 1 
else_jump @BURGLAR_132 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
0978: copy_decision_maker 65542 to $5350 
0978: copy_decision_maker 65542 to $5351 
0978: copy_decision_maker 65542 to $5352 

:BURGLAR_132
0209: 2@ = random_int_in_ranges 0 6 
if 
  2@ == 2 
else_jump @BURGLAR_168 
0209: 3@ = random_int_in_ranges 0 6 

:BURGLAR_168
wait 0 
if and
056D:   actor 0@ defined 
  5@ == 0 
else_jump @BURGLAR_5624 
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Dead(0@)
else_jump @BURGLAR_5610 
if 
  15@ == 0 
else_jump @BURGLAR_550 
089F: get_actor 0@ pedtype_to 13@ 
14@ = 1 
if 
84A4:   not  13@ == 7 // @ == any 
else_jump @BURGLAR_527 
if 
84A4:   not  13@ == 9 // @ == any 
else_jump @BURGLAR_504 
if 
84A4:   not  13@ == 10 // @ == any 
else_jump @BURGLAR_481 
if 
84A4:   not  13@ == 11 // @ == any 
else_jump @BURGLAR_458 
if 
84A4:   not  13@ == 12 // @ == any 
else_jump @BURGLAR_435 
if 
84A4:   not  13@ == 13 // @ == any 
else_jump @BURGLAR_412 
if 
84A4:   not  13@ == 14 // @ == any 
else_jump @BURGLAR_389 
14@ = 0 
jump @BURGLAR_405 

:BURGLAR_389
09D5: unknown_get_actor 0@ unknown 7 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_405
jump @BURGLAR_428 

:BURGLAR_412
09D5: unknown_get_actor 0@ unknown 5 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_428
jump @BURGLAR_451 

:BURGLAR_435
09D5: unknown_get_actor 0@ unknown 6 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_451
jump @BURGLAR_474 

:BURGLAR_458
09D5: unknown_get_actor 0@ unknown 8 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_474
jump @BURGLAR_497 

:BURGLAR_481
09D5: unknown_get_actor 0@ unknown 2 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_497
jump @BURGLAR_520 

:BURGLAR_504
09D5: unknown_get_actor 0@ unknown 3 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_520
jump @BURGLAR_543 

:BURGLAR_527
09D5: unknown_get_actor 0@ unknown 1 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_543
15@ = 1 

:BURGLAR_550
if 
8737:   not actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_2056 
if 
   not 8@ == 1 
else_jump @BURGLAR_2049 
if 
  14@ == 0 
else_jump @BURGLAR_1686 
if 
03A3:   actor 0@ male 
else_jump @BURGLAR_1221 
065C: release_decision_maker $5350 
0978: copy_decision_maker 65542 to $5350 
if 
   not $5350 == -1 
else_jump @BURGLAR_661 
060B: set_actor 0@ decision_maker_to $5350 

:BURGLAR_661
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5350 on_event 37 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 37 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 413 unknown 0.0 100.0 chance 40.0 unknown 40.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 251 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 427 unknown 0.0 100.0 chance 70.0 unknown 70.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 11 taskID 600 unknown 0.0 100.0 chance 100.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 415 unknown 0.0 100.0 chance 50.0 unknown 50.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 1000 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 920 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 427 unknown 0.0 100.0 chance 30.0 unknown 30.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 62 taskID 935 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
jump @BURGLAR_1679 

:BURGLAR_1221
065C: release_decision_maker $5351 
0978: copy_decision_maker 65542 to $5351 
if 
   not $5351 == -1 
else_jump @BURGLAR_1262 
060B: set_actor 0@ decision_maker_to $5351 

:BURGLAR_1262
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5351 on_event 37 taskID 427 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 37 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 601 unknown 0.0 100.0 chance 50.0 unknown 50.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 413 unknown 0.0 100.0 chance 30.0 unknown 30.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 427 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 427 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 251 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 1000 unknown 0.0 100.0 chance 60.0 unknown 60.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 427 unknown 0.0 100.0 chance 40.0 unknown 40.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 62 taskID 935 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 11 taskID 600 unknown 0.0 100.0 chance 40.0 unknown 40.0 1 1 // see *.ped files 

:BURGLAR_1679
jump @BURGLAR_2042 

:BURGLAR_1686
065C: release_decision_maker $5352 
0978: copy_decision_maker 65542 to $5352 
if 
   not $5352 == -1 
else_jump @BURGLAR_1727 
060B: set_actor 0@ decision_maker_to $5352 

:BURGLAR_1727
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5352 on_event 37 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 31 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 251 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 11 taskID 600 unknown 0.0 100.0 chance 100.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 15 taskID 1000 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 62 taskID 935 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 

:BURGLAR_2042
8@ = 1 

:BURGLAR_2049
jump @BURGLAR_3571 

:BURGLAR_2056
if 
   not 8@ == 2 
else_jump @BURGLAR_3571 
if 
  14@ == 0 
else_jump @BURGLAR_3208 
if 
03A3:   actor 0@ male 
else_jump @BURGLAR_2743 
065C: release_decision_maker $5350 
0978: copy_decision_maker 65542 to $5350 
if 
   not $5350 == -1 
else_jump @BURGLAR_2149 
060B: set_actor 0@ decision_maker_to $5350 

:BURGLAR_2149
0709: set_decision_maker $5350 on_event 37 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 37 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 413 unknown 0.0 100.0 chance 40.0 unknown 40.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 251 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 1000 unknown 0.0 100.0 chance 30.0 unknown 30.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 427 unknown 0.0 100.0 chance 60.0 unknown 60.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 11 taskID 600 unknown 0.0 100.0 chance 50.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 415 unknown 0.0 100.0 chance 50.0 unknown 50.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 920 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 427 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 62 taskID 935 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5350 on_event 9 taskID 251 unknown 0.0 100.0 chance 100.0 unknown 0.0 1 1 // see *.ped files 
jump @BURGLAR_3201 

:BURGLAR_2743
065C: release_decision_maker $5351 
0978: copy_decision_maker 65542 to $5351 
if 
   not $5351 == -1 
else_jump @BURGLAR_2784 
060B: set_actor 0@ decision_maker_to $5351 

:BURGLAR_2784
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5351 on_event 37 taskID 427 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 37 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 601 unknown 0.0 100.0 chance 50.0 unknown 50.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 413 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 427 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 427 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 251 unknown 0.0 100.0 chance 30.0 unknown 30.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 1000 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 427 unknown 0.0 100.0 chance 30.0 unknown 30.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 11 taskID 600 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 62 taskID 935 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 

:BURGLAR_3201
jump @BURGLAR_3564 

:BURGLAR_3208
065C: release_decision_maker $5352 
0978: copy_decision_maker 65542 to $5352 
if 
   not $5352 == -1 
else_jump @BURGLAR_3249 
060B: set_actor 0@ decision_maker_to $5352 

:BURGLAR_3249
0709: set_decision_maker $5352 on_event 37 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 31 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 251 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 1000 unknown 0.0 100.0 chance 30.0 unknown 30.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 11 taskID 600 unknown 0.0 100.0 chance 50.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 15 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 62 taskID 935 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:BURGLAR_3564
8@ = 2 

:BURGLAR_3571
if or
074F:   actor 0@ ped_event == 36 
074F:   actor 0@ ped_event == 15 
074F:   actor 0@ ped_event == 9 
074F:   actor 0@ ped_event == 37 
  $BURGLARY_NOISE_I == 100 
else_jump @BURGLAR_4393 
if 
  $BURGLARY_DETECTED_FLAG == 0 
else_jump @BURGLAR_4393 
if and
  2@ == 4 
  14@ == 0 
else_jump @BURGLAR_3753 
if 
   not Model.Available(#CELLPHONE)
else_jump @BURGLAR_3688 
Model.Load(#CELLPHONE)
jump @BURGLAR_3746 

:BURGLAR_3688
if 
   not Actor.Dead(0@)
else_jump @BURGLAR_3711 
0729: AS_actor 0@ hold_cellphone 1 

:BURGLAR_3711
09D5: unknown_get_actor 0@ unknown 120 flags 1 0 0 store_to 13@ // extended 0947 
01BD: 9@ = current_time_in_ms 
7@ = 1 
$BURGLARY_DETECTED_FLAG = 1 

:BURGLAR_3746
jump @BURGLAR_4393 

:BURGLAR_3753
if 
  2@ == 2 
else_jump @BURGLAR_4379 
if 
02D8:   actor 0@ current_weapon == 0 
else_jump @BURGLAR_4305 
if 
  3@ == 1 
else_jump @BURGLAR_3925 
if 
   not Model.Available(#BAT)
else_jump @BURGLAR_3835 
Model.Load(#BAT)
jump @BURGLAR_3918 

:BURGLAR_3835
01B2: give_actor 0@ weapon 5 ammo 0 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 5 
09D5: unknown_get_actor 0@ unknown 20 flags 1 0 0 store_to 13@ // extended 0947 
062E: unknown_get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_3904 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_3904
7@ = 1 
$BURGLARY_DETECTED_FLAG = 1 

:BURGLAR_3918
jump @BURGLAR_4298 

:BURGLAR_3925
if 
  3@ == 3 
else_jump @BURGLAR_4078 
if 
   not Model.Available(#COLT45)
else_jump @BURGLAR_3971 
Model.Load(#COLT45)
jump @BURGLAR_4071 

:BURGLAR_3971
01B2: give_actor 0@ weapon 22 ammo 40 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 22 
09D5: unknown_get_actor 0@ unknown 20 flags 1 0 0 store_to 13@ // extended 0947 
062E: unknown_get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4040 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4040
7@ = 1 
$BURGLARY_DETECTED_FLAG = 1 
09D5: unknown_get_actor 0@ unknown 176 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_4071
jump @BURGLAR_4298 

:BURGLAR_4078
if 
  3@ == 5 
else_jump @BURGLAR_4231 
if 
   not Model.Available(#SAWNOFF)
else_jump @BURGLAR_4124 
Model.Load(#SAWNOFF)
jump @BURGLAR_4224 

:BURGLAR_4124
01B2: give_actor 0@ weapon 26 ammo 40 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 26 
09D5: unknown_get_actor 0@ unknown 20 flags 1 0 0 store_to 13@ // extended 0947 
062E: unknown_get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4193 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4193
7@ = 1 
$BURGLARY_DETECTED_FLAG = 1 
09D5: unknown_get_actor 0@ unknown 182 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_4224
jump @BURGLAR_4298 

:BURGLAR_4231
09D5: unknown_get_actor 0@ unknown 89 flags 1 0 0 store_to 13@ // extended 0947 
062E: unknown_get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4284 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4284
7@ = 1 
$BURGLARY_DETECTED_FLAG = 1 

:BURGLAR_4298
jump @BURGLAR_4372 

:BURGLAR_4305
09D5: unknown_get_actor 0@ unknown 89 flags 1 0 0 store_to 13@ // extended 0947 
062E: unknown_get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4358 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4358
7@ = 1 
$BURGLARY_DETECTED_FLAG = 1 

:BURGLAR_4372
jump @BURGLAR_4393 

:BURGLAR_4379
$BURGLARY_DETECTED_FLAG = 1 
7@ = 1 

:BURGLAR_4393
if or
  7@ == 1 
  7@ == 2 
else_jump @BURGLAR_5603 
062E: unknown_get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_5196 
if and
874F:   not actor 0@ ped_event == 36 
874F:   not actor 0@ ped_event == 15 
874F:   not actor 0@ ped_event == 9 
874F:   not actor 0@ ped_event == 37 
else_jump @BURGLAR_5196 
0871: init_jump_table 2@ total_jumps 5 default_jump 1 @BURGLAR_5092 jumps 0 @BURGLAR_4549 1 @BURGLAR_4608 2 @BURGLAR_4709 3 @BURGLAR_4769 4 @BURGLAR_4828 -1 @BURGLAR_5196 -1 @BURGLAR_5196 

:BURGLAR_4549
062E: unknown_get_actor 0@ task 1477 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4601 
05C5: AS_actor 0@ cower -2 ms 
09D5: unknown_get_actor 0@ unknown 85 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_4601
jump @BURGLAR_5196 

:BURGLAR_4608
062E: unknown_get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4702 
05C4: AS_actor 0@ hands_up -2 ms 
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_4686 
09D5: unknown_get_actor 0@ unknown 145 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_4702 

:BURGLAR_4686
09D5: unknown_get_actor 0@ unknown 115 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_4702
jump @BURGLAR_5196 

:BURGLAR_4709
062E: unknown_get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4762 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
09D5: unknown_get_actor 0@ unknown 20 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_4762
jump @BURGLAR_5196 

:BURGLAR_4769
062E: unknown_get_actor 0@ task 1466 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4821 
05BA: AS_actor 0@ move_mouth -2 ms 
09D5: unknown_get_actor 0@ unknown 114 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_4821
jump @BURGLAR_5196 

:BURGLAR_4828
if 
  $ONMISSION_BURGLARY == 1 
else_jump @BURGLAR_5085 
if 
  7@ == 1 
else_jump @BURGLAR_4991 
01BD: 10@ = current_time_in_ms 
0085: 11@ = 10@ // (int) 
0062: 11@ -= 9@ // (int) 
if 
  11@ > 8000 
else_jump @BURGLAR_4984 
if 
   not Actor.Dead(0@)
else_jump @BURGLAR_4984 
062E: unknown_get_actor 0@ task 1833 status_store_to 12@ // ret 7 if not found 
if 
84A4:   not  12@ == 7 // @ == any 
else_jump @BURGLAR_4956 
0729: AS_actor 0@ hold_cellphone 0 

:BURGLAR_4956
Model.Destroy(#CELLPHONE)
7@ = 2 
09D5: unknown_get_actor 0@ unknown 44 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_4984
jump @BURGLAR_5085 

:BURGLAR_4991
062E: unknown_get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_5085 
05C4: AS_actor 0@ hands_up -2 ms 
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5069 
09D5: unknown_get_actor 0@ unknown 145 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5085 

:BURGLAR_5069
09D5: unknown_get_actor 0@ unknown 115 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_5085
jump @BURGLAR_5196 

:BURGLAR_5092
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5134 
09D5: unknown_get_actor 0@ unknown 145 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5189 

:BURGLAR_5134
if 
03A3:   actor 0@ male 
else_jump @BURGLAR_5173 
09D5: unknown_get_actor 0@ unknown 110 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5189 

:BURGLAR_5173
09D5: unknown_get_actor 0@ unknown 110 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_5189
jump @BURGLAR_5196 

:BURGLAR_5196
0871: init_jump_table 2@ total_jumps 5 default_jump 1 @BURGLAR_5499 jumps 0 @BURGLAR_5259 1 @BURGLAR_5282 2 @BURGLAR_5347 3 @BURGLAR_5370 4 @BURGLAR_5393 -1 @BURGLAR_5603 -1 @BURGLAR_5603 

:BURGLAR_5259
09D5: unknown_get_actor 0@ unknown 85 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5603 

:BURGLAR_5282
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5324 
09D5: unknown_get_actor 0@ unknown 145 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5340 

:BURGLAR_5324
09D5: unknown_get_actor 0@ unknown 115 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_5340
jump @BURGLAR_5603 

:BURGLAR_5347
09D5: unknown_get_actor 0@ unknown 20 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5603 

:BURGLAR_5370
09D5: unknown_get_actor 0@ unknown 114 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5603 

:BURGLAR_5393
if 
  7@ == 1 
else_jump @BURGLAR_5434 
09D5: unknown_get_actor 0@ unknown 44 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5492 

:BURGLAR_5434
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5476 
09D5: unknown_get_actor 0@ unknown 145 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5492 

:BURGLAR_5476
09D5: unknown_get_actor 0@ unknown 115 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_5492
jump @BURGLAR_5603 

:BURGLAR_5499
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5541 
09D5: unknown_get_actor 0@ unknown 145 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5596 

:BURGLAR_5541
if 
03A3:   actor 0@ male 
else_jump @BURGLAR_5580 
09D5: unknown_get_actor 0@ unknown 110 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5596 

:BURGLAR_5580
09D5: unknown_get_actor 0@ unknown 110 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_5596
jump @BURGLAR_5603 

:BURGLAR_5603
jump @BURGLAR_5617 

:BURGLAR_5610
5@ = 1 

:BURGLAR_5617
jump @BURGLAR_5666 

:BURGLAR_5624
065C: release_decision_maker $5350 
065C: release_decision_maker $5351 
065C: release_decision_maker $5352 
Actor.RemoveReferences(0@)
Model.Destroy(#CELLPHONE)
Model.Destroy(#BAT)
Model.Destroy(#COLT45)
Model.Destroy(#SAWNOFF)
end_thread 

:BURGLAR_5666
jump @BURGLAR_168 
end_thread 

//-------------External script 24 (GF_MEETING)---------------

:GFMEET
thread 'GFMEET' 
5@ = 0 
6@ = 0 
7@ = 0 
if 
  7@ > 0 
else_jump @GFMEET_106 
15@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
17@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
18@ = Marker.CreateAboveActor(15@)

:GFMEET_106
gosub @GFMEET_3912 
gosub @GFMEET_2883 

:GFMEET_120
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFMEET_325 
if and
   not Actor.Dead(15@)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 100.0 100.0 20.0 
else_jump @GFMEET_311 
if 
051A:   actor 15@ damaged_by_actor $PLAYER_ACTOR 
else_jump @GFMEET_227 
08BD: set 7@ bit 2 
5@ = 6 
6@ = 0 

:GFMEET_227
if 
  8@ == 1 
else_jump @GFMEET_290 
if or
   Actor.Dead(17@)
051A:   actor 17@ damaged_by_actor $PLAYER_ACTOR 
else_jump @GFMEET_290 
08BD: set 7@ bit 2 
5@ = 6 
6@ = 0 

:GFMEET_290
gosub @GFMEET_339 
gosub @GFMEET_4873 
jump @GFMEET_318 

:GFMEET_311
gosub @GFMEET_5627 

:GFMEET_318
jump @GFMEET_332 

:GFMEET_325
gosub @GFMEET_5627 

:GFMEET_332
jump @GFMEET_120 

:GFMEET_339
0871: init_jump_table 5@ total_jumps 6 default_jump 0 @GFMEET_486 jumps 1 @GFMEET_402 2 @GFMEET_416 3 @GFMEET_430 4 @GFMEET_444 5 @GFMEET_458 6 @GFMEET_472 -1 @GFMEET_486 

:GFMEET_402
gosub @GFMEET_488 
jump @GFMEET_486 

:GFMEET_416
gosub @GFMEET_822 
jump @GFMEET_486 

:GFMEET_430
gosub @GFMEET_1353 
jump @GFMEET_486 

:GFMEET_444
gosub @GFMEET_1710 
jump @GFMEET_486 

:GFMEET_458
gosub @GFMEET_1989 
jump @GFMEET_486 

:GFMEET_472
gosub @GFMEET_2399 
jump @GFMEET_486 

:GFMEET_486
return 

:GFMEET_488
0871: init_jump_table 6@ total_jumps 1 default_jump 0 @GFMEET_820 jumps 0 @GFMEET_551 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 

:GFMEET_551
if 
089B:   unknown_actor_check 15@ 
else_jump @GFMEET_813 
if 
88B6:   not test $GIRLS_GIFTS_BITMASK bit 0@ 
else_jump @GFMEET_742 
if 
00F3:   actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 0 on_foot 
else_jump @GFMEET_742 
gosub @GFMEET_GETREQUEREDSEXAPPEAL 
if 
  13@ == 1 
else_jump @GFMEET_703 
089C: unknown_actor 15@ unknown_check 1 
if 
071A:   actor 15@ current_dialogue_text == 19@s 
else_jump @GFMEET_689 
5@ = 2 
6@ = 0 
jump @GFMEET_696 

:GFMEET_689
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_696
jump @GFMEET_742 

:GFMEET_703
if 
88B7:   not test 7@ bit 1 
else_jump @GFMEET_742 
5@ = 3 
6@ = 0 
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_742
062E: unknown_get_actor 15@ task 1655 status_store_to 13@ // ret 7 if not found 
062E: unknown_get_actor 17@ task 1655 status_store_to 14@ // ret 7 if not found 
if and
04A4:   13@ == 7 // @ == any 
04A4:   14@ == 7 // @ == any 
else_jump @GFMEET_813 
0677: AS_actor 15@ chat_with_actor 17@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 17@ chat_with_actor 15@ lead_speaker_flag 0 unknown_flag 1 

:GFMEET_813
jump @GFMEET_820 

:GFMEET_820
return 

:GFMEET_822
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @GFMEET_1351 jumps 0 @GFMEET_885 1 @GFMEET_973 2 @GFMEET_1073 3 @GFMEET_1304 -1 @GFMEET_1351 -1 @GFMEET_1351 -1 @GFMEET_1351 

:GFMEET_885
33@ = 0 
0639: AS_actor 15@ rotate_to_actor $PLAYER_ACTOR 
if and
  8@ == 1 
   not Actor.Dead(17@)
else_jump @GFMEET_959 
062E: unknown_get_actor 17@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_959 
05BA: AS_actor 17@ move_mouth -2 ms 

:GFMEET_959
6@ += 1 
jump @GFMEET_1351 

:GFMEET_973
062E: unknown_get_actor 15@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_1066 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: unknown_get_actor 15@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_1048 
05BA: AS_actor 15@ move_mouth -2 ms 

:GFMEET_1048
0512: show_permanent_text_box 'TALK_1'  // Um verneinend zu antworten, drcke ~k~~CONVERSATION_NO~~n~Um bejahend zu antworten, drcke ~k~~CONVERSATION_YES~
6@ += 1 

:GFMEET_1066
jump @GFMEET_1351 

:GFMEET_1073
if 
071A:   actor 15@ current_dialogue_text == 23@s 
else_jump @GFMEET_1175 
03E6: remove_text_box 
if 
  33@ > 9000 
else_jump @GFMEET_1175 
$GIRL_PROGRESS(0@,6i) = 0 
08C2: clear $GIRLS_GIFTS_BITMASK bit 0@ 
if 
075C:   marker 18@ enabled 
else_jump @GFMEET_1153 
Marker.Disable(18@)

:GFMEET_1153
03E6: remove_text_box 
0647: unknown_actor 15@ look_task 
6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1175
if 
071A:   actor 15@ current_dialogue_text == 21@s 
else_jump @GFMEET_1251 
03E6: remove_text_box 
if 
88B6:   not test $GIRLS_GIFTS_BITMASK bit 0@ 
else_jump @GFMEET_1223 
08BC: set $GIRLS_GIFTS_BITMASK bit 0@ 

:GFMEET_1223
if 
075C:   marker 18@ enabled 
else_jump @GFMEET_1244 
Marker.Disable(18@)

:GFMEET_1244
6@ += 1 

:GFMEET_1251
if and
889B:   not unknown_actor_check 15@ 
  33@ > 9000 
else_jump @GFMEET_1297 
03E6: remove_text_box 
0647: unknown_actor 15@ look_task 
6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1297
jump @GFMEET_1351 

:GFMEET_1304
if 
876F:   not text_priority_displayed 
else_jump @GFMEET_1344 
gosub @GFMEET_3773 
0647: unknown_actor 15@ look_task 
6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1344
jump @GFMEET_1351 

:GFMEET_1351
return 

:GFMEET_1353
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @GFMEET_1708 jumps 0 @GFMEET_1416 1 @GFMEET_1504 2 @GFMEET_1593 3 @GFMEET_1655 -1 @GFMEET_1708 -1 @GFMEET_1708 -1 @GFMEET_1708 

:GFMEET_1416
33@ = 0 
0639: AS_actor 15@ rotate_to_actor $PLAYER_ACTOR 
if and
  8@ == 1 
   not Actor.Dead(17@)
else_jump @GFMEET_1490 
062E: unknown_get_actor 17@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_1490 
05BA: AS_actor 17@ move_mouth -2 ms 

:GFMEET_1490
6@ += 1 
jump @GFMEET_1708 

:GFMEET_1504
062E: unknown_get_actor 15@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_1586 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: unknown_get_actor 15@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_1579 
05BA: AS_actor 15@ move_mouth -2 ms 

:GFMEET_1579
6@ += 1 

:GFMEET_1586
jump @GFMEET_1708 

:GFMEET_1593
if 
08B7:   test 7@ bit 3 
else_jump @GFMEET_1633 
04AE: $1233 = 317 // $ = any 
08C3: clear 7@ bit 3 
jump @GFMEET_1641 

:GFMEET_1633
04AE: $1233 = 316 // $ = any 

:GFMEET_1641
6@ += 1 
jump @GFMEET_1708 

:GFMEET_1655
if 
  33@ > 6000 
else_jump @GFMEET_1701 
0647: unknown_actor 15@ look_task 
08BD: set 7@ bit 1 
6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1701
jump @GFMEET_1708 

:GFMEET_1708
return 

:GFMEET_1710
0871: init_jump_table 6@ total_jumps 1 default_jump 0 @GFMEET_1987 jumps 0 @GFMEET_1773 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 

:GFMEET_1773
if 
00F2:   actor $PLAYER_ACTOR near_actor 15@ radius 3.0 3.0 0 
else_jump @GFMEET_1929 
gosub @GFMEET_GETREQUEREDSEXAPPEAL 
if 
  13@ == 1 
else_jump @GFMEET_1890 
089C: unknown_actor 15@ unknown_check 1 
if 
071A:   actor 15@ current_dialogue_text == 19@s 
else_jump @GFMEET_1876 
5@ = 2 
6@ = 0 
jump @GFMEET_1883 

:GFMEET_1876
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_1883
jump @GFMEET_1929 

:GFMEET_1890
if 
88B7:   not test 7@ bit 1 
else_jump @GFMEET_1929 
5@ = 3 
6@ = 0 
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_1929
062E: unknown_get_actor 15@ task 1640 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_1980 
0668: AS_actor 15@ rotate_and_shoot_at 264.0 -155.0 5.0 -1 ms 

:GFMEET_1980
jump @GFMEET_1987 

:GFMEET_1987
return 

:GFMEET_1989
0871: init_jump_table 6@ total_jumps 3 default_jump 0 @GFMEET_2397 jumps 0 @GFMEET_2052 1 @GFMEET_2133 2 @GFMEET_2323 -1 @GFMEET_2397 -1 @GFMEET_2397 -1 @GFMEET_2397 -1 @GFMEET_2397 

:GFMEET_2052
062E: unknown_get_actor 15@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_2126 
0605: actor 15@ perform_animation_sequence "TAI_CHI_IN" IFP_file "PARK" 4.0 loop 0 0 0 0 time -1 // versionA 
6@ += 1 

:GFMEET_2126
jump @GFMEET_2397 

:GFMEET_2133
062E: unknown_get_actor 15@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_2205 
0605: actor 15@ perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 0 0 0 0 time 1215752191 // versionA 

:GFMEET_2205
if and
089B:   unknown_actor_check 15@ 
00F2:   actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 0 
071A:   actor 15@ current_dialogue_text == 19@s 
88B7:   not test 7@ bit 1 
else_jump @GFMEET_2309 
0605: actor 15@ perform_animation_sequence "TAI_CHI_OUT" IFP_file "PARK" 4.0 loop 0 0 0 0 time -1 // versionA 
6@ += 1 
jump @GFMEET_2316 

:GFMEET_2309
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_2316
jump @GFMEET_2397 

:GFMEET_2323
gosub @GFMEET_GETREQUEREDSEXAPPEAL 
if 
  13@ == 1 
else_jump @GFMEET_2376 
089C: unknown_actor 15@ unknown_check 1 
5@ = 2 
6@ = 0 
jump @GFMEET_2390 

:GFMEET_2376
5@ = 3 
6@ = 0 

:GFMEET_2390
jump @GFMEET_2397 

:GFMEET_2397
return 

:GFMEET_2399
0871: init_jump_table 6@ total_jumps 2 default_jump 0 @GFMEET_2881 jumps 0 @GFMEET_2462 1 @GFMEET_2769 -1 @GFMEET_2881 -1 @GFMEET_2881 -1 @GFMEET_2881 -1 @GFMEET_2881 -1 @GFMEET_2881 

:GFMEET_2462
if 
08B7:   test 7@ bit 2 
else_jump @GFMEET_2762 
$GIRL_PROGRESS(0@,6i) = 0 
if 
  0@ == 1 
else_jump @GFMEET_2526 
060B: set_actor 15@ decision_maker_to 65543 
jump @GFMEET_2536 

:GFMEET_2526
060B: set_actor 15@ decision_maker_to 65539 

:GFMEET_2536
if 
   not Actor.Dead(17@)
else_jump @GFMEET_2562 
060B: set_actor 17@ decision_maker_to 65543 

:GFMEET_2562
if 
   Actor.HasWeapon(15@, 22)
else_jump @GFMEET_2631 
01B9: set_actor 15@ armed_weapon_to 22 
062E: unknown_get_actor 15@ task 1506 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_2624 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:GFMEET_2624
jump @GFMEET_2667 

:GFMEET_2631
062E: unknown_get_actor 15@ task 1477 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_2667 
05C5: AS_actor 15@ cower -2 ms 

:GFMEET_2667
if 
075C:   marker 18@ enabled 
else_jump @GFMEET_2688 
Marker.Disable(18@)

:GFMEET_2688
07D0: 13@ = weekday 
13@ += 1 
if 
  13@ > 7 
else_jump @GFMEET_2725 
13@ = 1 

:GFMEET_2725
13@ += 22 
08BC: set $383(0@,6i) bit 13@ 
08BA: set $383(0@,6i) bit 31 
6@ += 1 

:GFMEET_2762
jump @GFMEET_2881 

:GFMEET_2769
if 
   Actor.HasWeapon(15@, 22)
else_jump @GFMEET_2838 
01B9: set_actor 15@ armed_weapon_to 22 
062E: unknown_get_actor 15@ task 1506 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_2831 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:GFMEET_2831
jump @GFMEET_2874 

:GFMEET_2838
062E: unknown_get_actor 15@ task 1477 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_2874 
05C5: AS_actor 15@ cower -2 ms 

:GFMEET_2874
jump @GFMEET_2881 

:GFMEET_2881
return 

:GFMEET_2883
0871: init_jump_table 0@ total_jumps 4 default_jump 0 @GFMEET_3401 jumps 1 @GFMEET_2946 2 @GFMEET_3042 3 @GFMEET_3170 4 @GFMEET_3298 -1 @GFMEET_3401 -1 @GFMEET_3401 -1 @GFMEET_3401 

:GFMEET_2946
if 
   not Model.Available(#MECGRL3)
else_jump @GFMEET_2978 
Model.Load(#MECGRL3)
wait 0 
jump @GFMEET_2946 

:GFMEET_2978
04AF: 13@ = 192 // @ = any 
05AA: 19@s = 'GF_1A'  // ~z~Hallo, ich heie Michelle. Gibst du mir deine Nummer?
05AA: 21@s = 'GF_1C'  // ~z~Cool! Ich ruf dich an. Vielleicht knnen wir mal was zusammen unternehmen!
05AA: 23@s = 'GF_1B'  // ~z~Wie du willst. Arschloch!
8@ = 1 
jump @GFMEET_3401 

:GFMEET_3042
if 
   not Model.Available(#GUNGRL3)
else_jump @GFMEET_3074 
Model.Load(#GUNGRL3)
wait 0 
jump @GFMEET_3042 

:GFMEET_3074
if 
   not Model.Available(#COLT45)
else_jump @GFMEET_3106 
Model.Load(#COLT45)
wait 0 
jump @GFMEET_3074 

:GFMEET_3106
04AF: 13@ = 191 // @ = any 
05AA: 19@s = 'GF_2A'  // ~z~h, wollen wir mal zusammen ausgehen, Kumpel?
05AA: 21@s = 'GF_2C'  // ~z~Ja, klar, ich wrd gerne mit dir ausgehen!
05AA: 23@s = 'GF_2B'  // ~z~Ach, hau doch ab, du Nervensge!
8@ = 4 
jump @GFMEET_3401 

:GFMEET_3170
if 
   not Model.Available(#COPGRL3)
else_jump @GFMEET_3202 
Model.Load(#COPGRL3)
wait 0 
jump @GFMEET_3170 

:GFMEET_3202
if 
   not Model.Available(#COLT45)
else_jump @GFMEET_3234 
Model.Load(#COLT45)
wait 0 
jump @GFMEET_3202 

:GFMEET_3234
04AF: 13@ = 190 // @ = any 
05AA: 19@s = 'GF_3A'  // ~z~Hi, ich bin geschieden und hab zwei Kinder. Immer noch interessiert?
05AA: 21@s = 'GF_3C'  // ~z~Toll, Ich ruf dich mal an. Ich heie brigens Barbara.
05AA: 23@s = 'GF_3B'  // ~z~Wieder so ein fieser Drecksack!
8@ = 1 
jump @GFMEET_3401 

:GFMEET_3298
if 
   not Model.Available(#NURGRL3)
else_jump @GFMEET_3330 
Model.Load(#NURGRL3)
wait 0 
jump @GFMEET_3298 

:GFMEET_3330
04AF: 13@ = 193 // @ = any 
05AA: 19@s = 'GF_4A'  // ~z~Hey, ich heie Katie. Willst du mit mir mal fortgehen?
05AA: 21@s = 'GF_4C'  // ~z~Toll! Ich ruf dich an!
05AA: 23@s = 'GF_4B'  // ~z~Wie du meinst. Da entgeht dir was, du Arschloch!
8@ = 5 
6@ = 0 
jump @GFMEET_3401 

:GFMEET_3401
15@ = Actor.Create(CivFemale, 13@, 1@, 2@, 3@)
Actor.Angle(15@) = 4@
if 
  0@ == 2 
else_jump @GFMEET_3465 
01B2: give_actor 15@ weapon 22 ammo 999999999 // Load the weapon model before using this 
Actor.WeaponAccuracy(15@) = 100

:GFMEET_3465
if 
  0@ == 3 
else_jump @GFMEET_3509 
01B2: give_actor 15@ weapon 22 ammo 999999999 // Load the weapon model before using this 
01B9: set_actor 15@ armed_weapon_to 0 
Actor.WeaponAccuracy(15@) = 100

:GFMEET_3509
0350: set_actor 15@ maintain_position_when_attacked 1 
0446: set_actor 15@ immune_to_headshots 0 
0568: set_actor 15@ targetable 1 
Actor.SetImmunities(15@, 0, 0, 1, 1, 0)
Actor.Health(15@) = 200
05BA: AS_actor 15@ move_mouth -1 ms 
0961: unknown_actor 15@ flag 1 
0717: assign_actor 15@ to_dialogue_mode 
09A4: set_dialogue_classB_question_GXT 19@s answer_Y_GXT 21@s answer_N_GXT 23@s question_WAV 318 answer_Y_WAV 249 answer_N_WAV 250 
09AA: set_dialogue_classB_end_GXT 21@s WAV 320 
09AA: set_dialogue_classB_end_GXT 23@s WAV 319 
0719: enable_dialogue_mode 
089C: unknown_actor 15@ unknown_check 0 
18@ = Marker.CreateAboveActor(15@)
07E0: set_marker 18@ type_to 1 
018B: set_marker 18@ radar_mode 1 
if 
  8@ == 1 
else_jump @GFMEET_3756 
04C4: store_coords_to 9@ 10@ 11@ from_actor 15@ with_offset 0.5 1.0 0.0 
02CE: 11@ = ground_z_at 9@ 10@ 11@ 
0376: 17@ = create_random_actor_at 9@ 10@ 11@ 
4@ += 180.0 
Actor.Angle(17@) = 4@
0677: AS_actor 15@ chat_with_actor 17@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 17@ chat_with_actor 15@ lead_speaker_flag 0 unknown_flag 1 

:GFMEET_3756
0085: 5@ = 8@ // (int) 
6@ = 0 
return 

:GFMEET_3773
03E6: remove_text_box 
0871: init_jump_table 0@ total_jumps 4 default_jump 0 @GFMEET_3910 jumps 1 @GFMEET_3838 2 @GFMEET_3856 3 @GFMEET_3874 4 @GFMEET_3892 -1 @GFMEET_3910 -1 @GFMEET_3910 -1 @GFMEET_3910 

:GFMEET_3838
03E5: show_text_box 'GF_H001'  // Michelle ist jetzt deine Freundin.~n~Michelle kann in ihrer Werkstatt in Downtown deinen Wagen umsonst reparieren.
jump @GFMEET_3910 

:GFMEET_3856
03E5: show_text_box 'GF_H002'  // Helena ist jetzt deine Freundin.~n~Helena verfgt ber einen geheimen Vorrat an 'Werkzeug', das in ihrer Scheune in Flint Range zu finden ist.
jump @GFMEET_3910 

:GFMEET_3874
03E5: show_text_box 'GF_H003'  // Barbara ist jetzt deine Freundin.~n~Barbara wird dich umsonst aus dem Gefngnis holen. Du kannst sie bei dem Polizeirevier in Ely abholen.
jump @GFMEET_3910 

:GFMEET_3892
03E5: show_text_box 'GF_H004'  // Katie ist jetzt deine Freundin.~n~Katie wird dich umsonst aus dem Krankenhaus holen. Du kannst sie in Presidio abholen.
jump @GFMEET_3910 

:GFMEET_3910
return 

:GFMEET_3912
04ED: load_animation "PARK" 

:GFMEET_3920
wait 0 
if 
04EE:   animation "PARK" loaded 
else_jump @GFMEET_3952 
return 
jump @GFMEET_GETREQUEREDSEXAPPEAL 

:GFMEET_3952
04ED: load_animation "PARK" 
jump @GFMEET_3920 

:GFMEET_GETREQUEREDSEXAPPEAL
13@ = 0 
0652: 13@ = integer_stat 25 
13@ /= 10 
0652: 14@ = integer_stat 21 
14@ /= 10 
14@ /= 2 
if 
  14@ >= 25 
else_jump @GFMEET_4093 
if 
08B4:   test $371(0@,6i) bit 2 
else_jump @GFMEET_4064 
005A: 13@ += 14@ // (int) 
jump @GFMEET_4086 

:GFMEET_4064
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 11 

:GFMEET_4086
jump @GFMEET_4199 

:GFMEET_4093
if 
08B4:   test $371(0@,6i) bit 2 
else_jump @GFMEET_4144 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 10 
jump @GFMEET_4199 

:GFMEET_4144
if 
08B4:   test $371(0@,6i) bit 3 
else_jump @GFMEET_4199 
if 
  14@ == 0 
else_jump @GFMEET_4191 
14@ = 5 

:GFMEET_4191
005A: 13@ += 14@ // (int) 

:GFMEET_4199
0652: 14@ = integer_stat 23 
14@ /= 10 
14@ /= 2 
if 
  14@ >= 20 
else_jump @GFMEET_4326 
if 
08B4:   test $371(0@,6i) bit 1 
else_jump @GFMEET_4275 
005A: 13@ += 14@ // (int) 
jump @GFMEET_4319 

:GFMEET_4275
if 
08B4:   test $371(0@,6i) bit 3 
else_jump @GFMEET_4319 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 12 

:GFMEET_4319
jump @GFMEET_4432 

:GFMEET_4326
if 
08B4:   test $371(0@,6i) bit 1 
else_jump @GFMEET_4377 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 11 
jump @GFMEET_4432 

:GFMEET_4377
if 
08B4:   test $371(0@,6i) bit 3 
else_jump @GFMEET_4432 
if 
  14@ == 0 
else_jump @GFMEET_4424 
14@ = 5 

:GFMEET_4424
005A: 13@ += 14@ // (int) 

:GFMEET_4432
if 
002F:   13@ >= $GIRL_DESIRED_SEXAPPEAL(0@,6i) // (int) 
else_jump @GFMEET_4487 
$GIRL_PROGRESS(0@,6i) = 15 
gosub @GFMEET_4496 
13@ = 1 
jump @GFMEET_4494 

:GFMEET_4487
13@ = -1 

:GFMEET_4494
return 

:GFMEET_4496
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFMEET_4871 jumps 0 @GFMEET_4559 1 @GFMEET_4611 2 @GFMEET_4663 3 @GFMEET_4715 4 @GFMEET_4767 5 @GFMEET_4819 -1 @GFMEET_4871 

:GFMEET_4559
if 
  $GIRL_PROGRESS(0@,6i) > 100 
else_jump @GFMEET_4592 
$GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4592
0629: change_integer_stat 252 to $GIRL_PROGRESS(0@,6i) 
jump @GFMEET_4871 

:GFMEET_4611
if 
  $GIRL_PROGRESS(0@,6i) > 100 
else_jump @GFMEET_4644 
$GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4644
0629: change_integer_stat 253 to $GIRL_PROGRESS(0@,6i) 
jump @GFMEET_4871 

:GFMEET_4663
if 
  $GIRL_PROGRESS(0@,6i) > 100 
else_jump @GFMEET_4696 
$GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4696
0629: change_integer_stat 254 to $GIRL_PROGRESS(0@,6i) 
jump @GFMEET_4871 

:GFMEET_4715
if 
  $GIRL_PROGRESS(0@,6i) > 100 
else_jump @GFMEET_4748 
$GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4748
0629: change_integer_stat 255 to $GIRL_PROGRESS(0@,6i) 
jump @GFMEET_4871 

:GFMEET_4767
if 
  $GIRL_PROGRESS(0@,6i) > 100 
else_jump @GFMEET_4800 
$GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4800
0629: change_integer_stat 256 to $GIRL_PROGRESS(0@,6i) 
jump @GFMEET_4871 

:GFMEET_4819
if 
  $GIRL_PROGRESS(0@,6i) > 100 
else_jump @GFMEET_4852 
$GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4852
0629: change_integer_stat 257 to $GIRL_PROGRESS(0@,6i) 
jump @GFMEET_4871 

:GFMEET_4871
return 

:GFMEET_4873
0871: init_jump_table $1232 total_jumps 7 default_jump 0 @GFMEET_5405 jumps 0 @GFMEET_4936 1 @GFMEET_4968 2 @GFMEET_4980 3 @GFMEET_4994 4 @GFMEET_5263 5 @GFMEET_5363 6 @GFMEET_5172 

:GFMEET_4936
if 
  $1233 > 0 
else_jump @GFMEET_4961 
$1232 = 3 

:GFMEET_4961
jump @GFMEET_5405 

:GFMEET_4968
094F: unknown_actor 15@ 
jump @GFMEET_5405 

:GFMEET_4980
094E: set_actor 15@ unknown_flag 0 
jump @GFMEET_5405 

:GFMEET_4994
if 
894D:   not actor 15@ mutally_active 
else_jump @GFMEET_5165 
if 
  $1233 > 0 
else_jump @GFMEET_5105 
09D5: unknown_get_actor 15@ unknown $1233 flags 0 1 0 store_to $1235 // extended 0947 
gosub @GFMEET_5407 
$1233 = -1 
if 
  $1234 > 0 
else_jump @GFMEET_5091 
$1232 = 6 
jump @GFMEET_5098 

:GFMEET_5091
$1232 = 0 

:GFMEET_5098
jump @GFMEET_5165 

:GFMEET_5105
if 
  $1233 == -2 
else_jump @GFMEET_5144 
$1233 = -1 
$1232 = 6 
jump @GFMEET_5165 

:GFMEET_5144
$1233 = -1 
$1234 = -1 
$1232 = 0 

:GFMEET_5165
jump @GFMEET_5405 

:GFMEET_5172
if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 15@ mutally_active 
else_jump @GFMEET_5256 
if 
  $1234 > 0 
else_jump @GFMEET_5249 
09D5: unknown_get_actor $PLAYER_ACTOR unknown $1234 flags 0 1 0 store_to $1235 // extended 0947 
$1234 = -1 
$1232 = 0 
jump @GFMEET_5256 

:GFMEET_5249
$1232 = 0 

:GFMEET_5256
jump @GFMEET_5405 

:GFMEET_5263
094E: set_actor 15@ unknown_flag 0 
if 
894D:   not actor 15@ mutally_active 
else_jump @GFMEET_5356 
if 
  $1233 > 0 
else_jump @GFMEET_5349 
09D5: unknown_get_actor 15@ unknown $1233 flags 0 1 0 store_to $1235 // extended 0947 
gosub @GFMEET_5407 
$1233 = -1 
$1232 = 5 
jump @GFMEET_5356 

:GFMEET_5349
$1232 = 0 

:GFMEET_5356
jump @GFMEET_5405 

:GFMEET_5363
if 
894D:   not actor 15@ mutally_active 
else_jump @GFMEET_5398 
094F: unknown_actor 15@ 
$1233 = -1 
$1232 = 0 

:GFMEET_5398
jump @GFMEET_5405 

:GFMEET_5405
return 

:GFMEET_5407
0871: init_jump_table $1233 total_jumps 2 default_jump 0 @GFMEET_5625 jumps 316 @GFMEET_5602 317 @GFMEET_5472 -1 @GFMEET_5625 -1 @GFMEET_5625 -1 @GFMEET_5625 -1 @GFMEET_5625 -1 @GFMEET_5625 

:GFMEET_5472
if 
08B7:   test 7@ bit 10 
else_jump @GFMEET_5513 
00BC: show_text_highpriority GXT 'GF_0074' time 5000 flag 1  // Du musst mehr essen, wenn du bei dieser Lady ankommen willst, du drres Gestell!
jump @GFMEET_5625 

:GFMEET_5513
if 
08B7:   test 7@ bit 11 
else_jump @GFMEET_5554 
00BC: show_text_highpriority GXT 'GF_0053' time 5000 flag 1  // Du bist von der Figur her nicht ihr Typ. Sinn fr Humor scheint es heutzutage nicht mehr zu reien.
jump @GFMEET_5625 

:GFMEET_5554
if 
08B7:   test 7@ bit 12 
else_jump @GFMEET_5595 
00BC: show_text_highpriority GXT 'GF_0075' time 5000 flag 1  // Du hast dir zu viele Muskeln draufgepackt! Was hattest du zum Frhstck, Anabolika?
jump @GFMEET_5625 

:GFMEET_5595
jump @GFMEET_5625 

:GFMEET_5602
00BC: show_text_highpriority GXT 'GF_0052' time 5000 flag 1  // Kleider machen Leute, Kumpel!
jump @GFMEET_5625 

:GFMEET_5625
return 

:GFMEET_5627
Actor.RemoveReferences(15@)
Actor.RemoveReferences(17@)
04EF: release_animation "PARK" 
03E6: remove_text_box 
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFMEET_5782 jumps 0 @GFMEET_5710 1 @GFMEET_5722 2 @GFMEET_5734 3 @GFMEET_5746 4 @GFMEET_5758 5 @GFMEET_5770 -1 @GFMEET_5782 

:GFMEET_5710
Model.Destroy(#GANGRL3)
jump @GFMEET_5782 

:GFMEET_5722
Model.Destroy(#MECGRL3)
jump @GFMEET_5782 

:GFMEET_5734
Model.Destroy(#GUNGRL3)
jump @GFMEET_5782 

:GFMEET_5746
Model.Destroy(#COPGRL3)
jump @GFMEET_5782 

:GFMEET_5758
Model.Destroy(#NURGRL3)
jump @GFMEET_5782 

:GFMEET_5770
Model.Destroy(#CROGRL3)
jump @GFMEET_5782 

:GFMEET_5782
08ED: remove_actor 15@ from_dialogue_mode 
if 
075C:   marker 18@ enabled 
else_jump @GFMEET_5808 
Marker.Disable(18@)

:GFMEET_5808
08C0: clear $390 bit 20 
end_thread 
return 
0662: NOP "I__________________________I" 
0662: NOP "H" 
0662: NOP "G" 
0662: NOP "F" 
0662: NOP "E" 
0663: NOP "GF_LIKES_PLAYER" $GIRL_PROGRESS(0@,6i) 
0663: NOP "DESIRED_SEX_APPEAL" $GIRL_DESIRED_SEXAPPEAL(0@,6i) 
0663: NOP "ISUBSTATESTATUS" 6@ 
0871: init_jump_table 5@ total_jumps 5 default_jump 1 @GFMEET_6106 jumps 0 @GFMEET_6011 1 @GFMEET_6030 2 @GFMEET_6049 3 @GFMEET_6068 4 @GFMEET_6087 -1 @GFMEET_6135 -1 @GFMEET_6135 

:GFMEET_6011
0662: NOP "STATE0__" 
jump @GFMEET_6135 

:GFMEET_6030
0662: NOP "STATE1__" 
jump @GFMEET_6135 

:GFMEET_6049
0662: NOP "STATE2__" 
jump @GFMEET_6135 

:GFMEET_6068
0662: NOP "STATE3__" 
jump @GFMEET_6135 

:GFMEET_6087
0662: NOP "STATE4__" 
jump @GFMEET_6135 

:GFMEET_6106
0662: NOP "UNTRAPPED_STATE___" 
jump @GFMEET_6135 

:GFMEET_6135
0662: NOP "I__________________________I" 
return 
end_thread 

//-------------External script 25 (GF_DATE)---------------

:GFDATE
thread 'GFDATE' 
1@ = 0 
2@ = 0 
3@ = 0 
24@ = 0 
30@ = -1 
29@ = -1 
$9467 = 30 
$9468 = 30.0 
if 
  3@ > 0 
else_jump @GFDATE_120 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
03C0: 28@ = actor 0@ car 

:GFDATE_120
gosub @GFDATE_24076 
08BD: set 3@ bit 1 

:GFDATE_134
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
  $ONMISSION == 0 
else_jump @GFDATE_260 
if 
   not Actor.Dead(0@)
else_jump @GFDATE_244 
gosub @GFDATE_26752 
gosub @GFDATE_24246 
gosub @GFDATE_283 
gosub @GFDATE_3688 
if 
08B4:   test $390 bit 22 
else_jump @GFDATE_230 
gosub @GFDATE_27210 

:GFDATE_230
gosub @GFDATE_30455 
jump @GFDATE_253 

:GFDATE_244
03E6: remove_text_box 
gosub @GFDATE_32517 

:GFDATE_253
jump @GFDATE_276 

:GFDATE_260
03E6: remove_text_box 
08BD: set 3@ bit 9 
gosub @GFDATE_32517 

:GFDATE_276
jump @GFDATE_134 

:GFDATE_283
if 
88B7:   not test 3@ bit 1 
else_jump @GFDATE_3686 
if 
08B4:   test $390 bit 26 
else_jump @GFDATE_342 
08BA: set $390 bit 2 
1@ = 3 
2@ = 0 
return 

:GFDATE_342
gosub @GFDATE_20055 
if 
  24@ > -1 
else_jump @GFDATE_462 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_414 
gosub @GFDATE_32407 
fade 0 0 
1@ = 2 
2@ = 0 
return 

:GFDATE_414
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_455 
gosub @GFDATE_32407 
1@ = 10 
2@ = 0 
return 

:GFDATE_455
jump @GFDATE_503 

:GFDATE_462
if 
  24@ == -2 
else_jump @GFDATE_503 
gosub @GFDATE_32407 
1@ = 3 
2@ = 0 
return 

:GFDATE_503
0871: init_jump_table $1211 total_jumps 17 default_jump 0 @GFDATE_3686 jumps 0 @GFDATE_696 1 @GFDATE_887 2 @GFDATE_1089 3 @GFDATE_1375 4 @GFDATE_1479 5 @GFDATE_1585 6 @GFDATE_1698 
0872: jump_table_jumps 7 @GFDATE_1811 8 @GFDATE_1869 9 @GFDATE_1986 10 @GFDATE_2069 11 @GFDATE_2373 12 @GFDATE_2583 13 @GFDATE_2720 14 @GFDATE_3163 15 @GFDATE_3337 
0872: jump_table_jumps 16 @GFDATE_3544 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 

:GFDATE_696
gosub @GFDATE_23696 
if 
  25@ > 0 
else_jump @GFDATE_873 
if 
00E1:   player 0 pressed_key 4 
else_jump @GFDATE_866 
if and
  1@ == 1 
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 26 
88B4:   not test $390 bit 22 
else_jump @GFDATE_859 
if 
88B7:   not test 3@ bit 3 
else_jump @GFDATE_859 
08BD: set 3@ bit 3 
if 
  25@ == 2 
else_jump @GFDATE_843 
1@ = 11 
2@ = 0 
return 
jump @GFDATE_859 

:GFDATE_843
1@ = 6 
2@ = 0 
return 

:GFDATE_859
jump @GFDATE_873 

:GFDATE_866
08C3: clear 3@ bit 3 

:GFDATE_873
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_887
if 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_1075 
if or
08B4:   test $377($GIRLFRIEND,6i) bit 21 
08B4:   test $377($GIRLFRIEND,6i) bit 16 
else_jump @GFDATE_1075 
Actor.StorePos($PLAYER_ACTOR, 4@, 7@, 10@)
08F1: get_zone_at 4@ 7@ 10@ nameB_to s$404 // 8-byte string 
if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
88B4:   not test $390 bit 12 
else_jump @GFDATE_1075 
041A: 25@ = actor 0@ weapon 28 ammo 
if 
  25@ == 0 
else_jump @GFDATE_1075 
Actor.SetCarWeapon(0@, 28, 60)
04AE: $1233 = 280 // $ = any 
08BA: set $390 bit 2 
gosub @GFDATE_32407 
gosub @GFDATE_19460 
08BD: set 3@ bit 27 
08BD: set 3@ bit 2 

:GFDATE_1075
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1089
if 
   Actor.Driving(0@)
else_jump @GFDATE_1327 
if and
08B4:   test $390 bit 15 
   not 1@ == 8 
else_jump @GFDATE_1146 
1@ = 8 
2@ = 0 
return 

:GFDATE_1146
if 
   not 1@ == 4 
else_jump @GFDATE_1187 
1@ = 4 
2@ = 0 
return 
jump @GFDATE_1320 

:GFDATE_1187
if 
88B4:   not test $390 bit 12 
else_jump @GFDATE_1253 
if and
  0 > 29@ 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_1253 
08BD: set 3@ bit 7 
1@ = 5 
2@ = 0 
return 

:GFDATE_1253
if and
08B7:   test 3@ bit 5 
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 6 
847A:   not actor $PLAYER_ACTOR driving_bike 
88B7:   not test 3@ bit 30 
88B4:   not test $390 bit 22 
else_jump @GFDATE_1320 
1@ = 7 
2@ = 0 
return 

:GFDATE_1320
jump @GFDATE_1361 

:GFDATE_1327
if 
   not 1@ == 1 
else_jump @GFDATE_1361 
1@ = 1 
2@ = 0 
return 

:GFDATE_1361
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1375
if and
  32@ > 10000 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
88B4:   not test $390 bit 22 
else_jump @GFDATE_1465 
if or
  1@ == 1 
  1@ == 4 
else_jump @GFDATE_1465 
08BD: set 3@ bit 7 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: show_text_box 'GF_H017'  // Du hast deine Freundin zurckgelassen. Euer Date ist zu Ende.
gosub @GFDATE_32517 
return 

:GFDATE_1465
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1479
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @GFDATE_1571 
if 
8184:   not actor 0@ health >= 498 
else_jump @GFDATE_1558 
08BD: set 3@ bit 15 
03E5: show_text_box 'GF_H018'  // Du hast deine Freundin schlecht behandelt. Euer Date ist zu Ende!
1@ = 9 
2@ = 0 
return 
jump @GFDATE_1571 

:GFDATE_1558
04AE: $1233 = 313 // $ = any 
054E: clear_actor 0@ damage 

:GFDATE_1571
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1585
if and
  32@ > 120000 
88B7:   not test 3@ bit 26 
else_jump @GFDATE_1684 
if or
  $GIRLFRIEND == 3 
  $GIRLFRIEND == 2 
else_jump @GFDATE_1675 
if 
  32@ > 240000 
else_jump @GFDATE_1668 
gosub @GFDATE_23580 
return 

:GFDATE_1668
jump @GFDATE_1684 

:GFDATE_1675
gosub @GFDATE_23580 
return 

:GFDATE_1684
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1698
if and
  32@ > 180000 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_1797 
if or
  $GIRLFRIEND == 3 
  $GIRLFRIEND == 2 
else_jump @GFDATE_1788 
if 
  32@ > 300000 
else_jump @GFDATE_1781 
gosub @GFDATE_23680 
return 

:GFDATE_1781
jump @GFDATE_1797 

:GFDATE_1788
gosub @GFDATE_23680 
return 

:GFDATE_1797
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1811
if and
  32@ > 360000 
08B7:   test 3@ bit 7 
else_jump @GFDATE_1855 
1@ = 9 
2@ = 0 
return 

:GFDATE_1855
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1869
if 
8184:   not actor 0@ health >= 10 
else_jump @GFDATE_1913 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -999 
0762: AS_actor 0@ dies 
gosub @GFDATE_32517 
return 

:GFDATE_1913
if and
   Player.WantedLevel($PLAYER_CHAR) > 2
88B4:   not test $377($GIRLFRIEND,6i) bit 21 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_1972 
08BD: set 3@ bit 7 
1@ = 5 
2@ = 0 
return 

:GFDATE_1972
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1986
if and
   Actor.Driving(0@)
   not Car.Wrecked(28@)
else_jump @GFDATE_2055 
if 
81C1:   not car 28@ stopped 
else_jump @GFDATE_2055 
if and
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_2055 
gosub @GFDATE_25145 

:GFDATE_2055
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_2069
if and
08B7:   test 3@ bit 2 
88B7:   not test 3@ bit 12 
88B7:   not test 3@ bit 15 
   not $1236 == -1 
else_jump @GFDATE_2295 
0652: 25@ = integer_stat 184 
if 
  25@ > 1 
else_jump @GFDATE_2288 
077E: get_active_interior_to 25@ 
if 
  25@ == 0 
else_jump @GFDATE_2281 
if or
  1@ == 1 
  1@ == 4 
else_jump @GFDATE_2281 
if and
88B4:   not test $390 bit 22 
  32@ > 7000 
else_jump @GFDATE_2281 
0209: 25@ = random_int_in_ranges 0 100 
if 
  50 >= 25@ 
else_jump @GFDATE_2256 
$1236 = 0 
08BA: set $390 bit 22 
jump @GFDATE_2281 

:GFDATE_2256
if 
88B4:   not test $390 bit 25 
else_jump @GFDATE_2281 
$1236 = -1 

:GFDATE_2281
jump @GFDATE_2295 

:GFDATE_2288
$1236 = -1 

:GFDATE_2295
if and
08B4:   test $390 bit 12 
  32@ >= 30000 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_2349 
$1211 += 1 
jump @GFDATE_3686 
jump @GFDATE_2359 

:GFDATE_2349
$9469 = 0.0 

:GFDATE_2359
$1211 = 0 
jump @GFDATE_3686 

:GFDATE_2373
if and
08B4:   test $377($GIRLFRIEND,6i) bit 27 
  1@ == 6 
else_jump @GFDATE_2447 
if 
  2@ == 0 
else_jump @GFDATE_2437 
$9469 += 1.5 
jump @GFDATE_2447 

:GFDATE_2437
$9469 += 1E-05 

:GFDATE_2447
if and
08B4:   test $377($GIRLFRIEND,6i) bit 28 
  1@ == 7 
else_jump @GFDATE_2521 
if 
  2@ == 0 
else_jump @GFDATE_2511 
$9469 += 1.5 
jump @GFDATE_2521 

:GFDATE_2511
$9469 += 1E-05 

:GFDATE_2521
if 
08B4:   test $377($GIRLFRIEND,6i) bit 21 
else_jump @GFDATE_2569 
if 
02E0:   actor 0@ aggressive 
else_jump @GFDATE_2569 
$9469 += 4.0 

:GFDATE_2569
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_2583
if 
   Actor.Driving(0@)
else_jump @GFDATE_2706 
25@ = Car.Health(28@)
if 
001D:   29@ > 25@ // (int) 
else_jump @GFDATE_2706 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 24 
else_jump @GFDATE_2688 
if 
051D:   car 28@ damaged_by_car -1 
else_jump @GFDATE_2681 
$9469 += 1.5 
054F: clear_car 28@ damage 

:GFDATE_2681
jump @GFDATE_2698 

:GFDATE_2688
$9469 -= 1.0 

:GFDATE_2698
0085: 29@ = 25@ // (int) 

:GFDATE_2706
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_2720
if and
   Actor.Driving(0@)
   not Car.Wrecked(28@)
else_jump @GFDATE_3149 
if 
81C1:   not car 28@ stopped 
else_jump @GFDATE_3149 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 11 
else_jump @GFDATE_2846 
if and
  $1340 == 1 
88B7:   not test 3@ bit 17 
else_jump @GFDATE_2821 
$9469 += 1.5 
08BD: set 3@ bit 17 

:GFDATE_2821
if 
  $1340 == 0 
else_jump @GFDATE_2846 
08C3: clear 3@ bit 17 

:GFDATE_2846
02E3: 14@ = car 28@ speed 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 12 
else_jump @GFDATE_2963 
if 
  14@ > 22.0 
else_jump @GFDATE_2921 
$9469 += 1.5 
08C3: clear 3@ bit 19 
jump @GFDATE_2963 

:GFDATE_2921
if 
88B7:   not test 3@ bit 19 
else_jump @GFDATE_2953 
08BD: set 3@ bit 19 
04AE: $1233 = 39 // $ = any 

:GFDATE_2953
$9469 -= 2.5 

:GFDATE_2963
if 
08B4:   test $377($GIRLFRIEND,6i) bit 13 
else_jump @GFDATE_3149 
if and
  14@ > 8.0 
  20.0 > 14@ 
else_jump @GFDATE_3047 
$9469 += 0.5 
08C3: clear 3@ bit 19 
08C3: clear 3@ bit 18 
jump @GFDATE_3149 

:GFDATE_3047
if 
  8.0 >= 14@ 
else_jump @GFDATE_3107 
if 
88B7:   not test 3@ bit 19 
else_jump @GFDATE_3100 
08BD: set 3@ bit 19 
04AE: $1233 = 39 // $ = any 

:GFDATE_3100
jump @GFDATE_3139 

:GFDATE_3107
if 
88B7:   not test 3@ bit 18 
else_jump @GFDATE_3139 
08BD: set 3@ bit 18 
04AE: $1233 = 32 // $ = any 

:GFDATE_3139
$9469 -= 2.5 

:GFDATE_3149
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_3163
if and
   Actor.Driving(0@)
   not Car.Wrecked(28@)
else_jump @GFDATE_3275 
if 
81C1:   not car 28@ stopped 
else_jump @GFDATE_3275 
if 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_3275 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 16 
else_jump @GFDATE_3275 
gosub @GFDATE_23458 
if 
  25@ > 0 
else_jump @GFDATE_3275 
$9469 += 0.5 

:GFDATE_3275
if 
08B4:   test $377($GIRLFRIEND,6i) bit 21 
else_jump @GFDATE_3323 
if 
02E0:   actor 0@ aggressive 
else_jump @GFDATE_3323 
$9469 += 4.0 

:GFDATE_3323
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_3337
if and
   Actor.Driving(0@)
   not Car.Wrecked(28@)
else_jump @GFDATE_3523 
if 
01C1:   car 28@ stopped 
else_jump @GFDATE_3523 
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 14 
else_jump @GFDATE_3523 
if or
04A4:   26@ == 10 // @ == any 
04A4:   26@ == 3 // @ == any 
else_jump @GFDATE_3523 
00C1: 26@ = get_minutes_left_to_time_hours 6 time_minutes 0 
if or
  30 >= 25@ 
  25@ >= 1380 
else_jump @GFDATE_3478 
$9469 += 4.0 
jump @GFDATE_3523 

:GFDATE_3478
00C1: 26@ = get_minutes_left_to_time_hours 20 time_minutes 0 
if or
  30 >= 25@ 
  25@ >= 1380 
else_jump @GFDATE_3523 
$9469 += 4.0 

:GFDATE_3523
gosub @GFDATE_25027 
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_3544
if and
  $9467 >= 100 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_3607 
08BA: set $390 bit 2 
04AE: $1233 = 280 // $ = any 
08BD: set 3@ bit 2 
gosub @GFDATE_32407 
return 
jump @GFDATE_3662 

:GFDATE_3607
if and
  0 >= $9467 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_3662 
08C0: clear $390 bit 2 
08BD: set 3@ bit 7 
1@ = 5 
2@ = 0 
return 

:GFDATE_3662
$9469 = 0.0 
$1211 = 0 
jump @GFDATE_3686 

:GFDATE_3686
return 

:GFDATE_3688
0871: init_jump_table 1@ total_jumps 12 default_jump 0 @GFDATE_3984 jumps 0 @GFDATE_3816 1 @GFDATE_3830 2 @GFDATE_3844 3 @GFDATE_3858 4 @GFDATE_3872 5 @GFDATE_3886 6 @GFDATE_3900 
0872: jump_table_jumps 7 @GFDATE_3914 8 @GFDATE_3928 9 @GFDATE_3942 10 @GFDATE_3956 11 @GFDATE_3970 -1 @GFDATE_3984 -1 @GFDATE_3984 -1 @GFDATE_3984 -1 @GFDATE_3984 

:GFDATE_3816
gosub @GFDATE_3986 
jump @GFDATE_3984 

:GFDATE_3830
gosub @GFDATE_4788 
jump @GFDATE_3984 

:GFDATE_3844
gosub @GFDATE_5087 
jump @GFDATE_3984 

:GFDATE_3858
gosub @GFDATE_5819 
jump @GFDATE_3984 

:GFDATE_3872
gosub @GFDATE_6976 
jump @GFDATE_3984 

:GFDATE_3886
gosub @GFDATE_7695 
jump @GFDATE_3984 

:GFDATE_3900
gosub @GFDATE_7817 
jump @GFDATE_3984 

:GFDATE_3914
gosub @GFDATE_11047 
jump @GFDATE_3984 

:GFDATE_3928
gosub @GFDATE_12450 
jump @GFDATE_3984 

:GFDATE_3942
gosub @GFDATE_14647 
jump @GFDATE_3984 

:GFDATE_3956
gosub @GFDATE_14897 
jump @GFDATE_3984 

:GFDATE_3970
gosub @GFDATE_15244 
jump @GFDATE_3984 

:GFDATE_3984
return 

:GFDATE_3986
0871: init_jump_table 2@ total_jumps 4 default_jump 0 @GFDATE_4786 jumps 0 @GFDATE_4049 1 @GFDATE_4328 2 @GFDATE_4584 3 @GFDATE_4664 -1 @GFDATE_4786 -1 @GFDATE_4786 -1 @GFDATE_4786 

:GFDATE_4049
08BD: set 3@ bit 1 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
if 
08B4:   test $390 bit 14 
else_jump @GFDATE_4130 
08BD: set 3@ bit 9 
08BA: set $390 bit 2 
08BA: set $390 bit 3 
1@ = 3 
2@ = 0 
jump @GFDATE_4786 

:GFDATE_4130
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
02A9: set_actor 0@ immune_to_nonplayer 1 
gosub @GFDATE_22751 
0395: clear_area 1 at 6@ 9@ 12@ radius 2.0 
Camera.SetPosition(4@, 7@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(5@, 8@, 11@, 2)
0905: set_door $GIRLDOORS($GIRLFRIEND,7i) openable 0 
gosub @GFDATE_16680 
if 
  25@ == -1 
else_jump @GFDATE_4285 
08BD: set 3@ bit 16 
05D9: AS_actor 0@ run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 2.5 
jump @GFDATE_4307 

:GFDATE_4285
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 

:GFDATE_4307
33@ = 0 
2@ += 1 
jump @GFDATE_4786 

:GFDATE_4328
Actor.StorePos($PLAYER_ACTOR, 4@, 7@, 10@)
Actor.StorePos(0@, 5@, 8@, 11@)
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
if 
  33@ >= 6000 
else_jump @GFDATE_4442 
02C0: store_to 5@ 8@ 11@ ped_path_coords_closest_to 5@ 8@ 11@ 
Actor.PutAt(0@, 5@, 8@, 11@)
13@ = 1.0 

:GFDATE_4442
if 
  3.0 >= 13@ 
else_jump @GFDATE_4577 
Camera.PointAt(4@, 7@, 10@, 1)
0905: set_door $GIRLDOORS($GIRLFRIEND,7i) openable 1 
if 
08B7:   test 3@ bit 16 
else_jump @GFDATE_4547 
02A9: set_actor 0@ immune_to_nonplayer 0 
08BD: set 3@ bit 9 
1@ = 3 
2@ = 3 
jump @GFDATE_4786 
jump @GFDATE_4577 

:GFDATE_4547
04AE: $1233 = 298 // $ = any 
04AE: $1234 = 240 // $ = any 
33@ = 0 
2@ += 1 

:GFDATE_4577
jump @GFDATE_4786 

:GFDATE_4584
if 
  33@ >= 3000 
else_jump @GFDATE_4657 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
02A9: set_actor 0@ immune_to_nonplayer 0 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
2@ += 1 

:GFDATE_4657
jump @GFDATE_4786 

:GFDATE_4664
gosub @GFDATE_17450 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_4700 
03E5: show_text_box 'GF_0036'  // Such dir ein Lokal aus, das deiner Freundin gefallen knnte, und bring sie hin. Es stehen Schnellimbisse, Restaurants, Bars, und Diners zur Auswahl, die alle auf der Karte bezeichnet sind.

:GFDATE_4700
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_4729 
03E5: show_text_box 'GF_0037'  // Fahr dein Mdchen durch Gegenden, die ihr gefallen knnten und auchte auf deine Geschwindigkeit.

:GFDATE_4729
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_4758 
03E5: show_text_box 'GF_0038'  // Geh mit deinem Mdchen in einen Club und beeindrucke sie mit deinen tnzerischen Fhigkeiten. Schau auf die Karte, um die naheliegendste Disco zu finden.

:GFDATE_4758
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 
jump @GFDATE_4786 

:GFDATE_4786
return 

:GFDATE_4788
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @GFDATE_5085 jumps 0 @GFDATE_4851 1 @GFDATE_4879 2 @GFDATE_4965 -1 @GFDATE_5085 -1 @GFDATE_5085 -1 @GFDATE_5085 -1 @GFDATE_5085 

:GFDATE_4851
08C3: clear 3@ bit 5 
08C3: clear 3@ bit 6 
2@ += 1 
jump @GFDATE_5085 

:GFDATE_4879
if 
08B4:   test $377($GIRLFRIEND,6i) bit 21 
else_jump @GFDATE_4951 
if and
88B7:   not test 3@ bit 7 
874F:   not actor 0@ ped_event == 36 
else_jump @GFDATE_4951 
if 
02D8:   actor 0@ current_weapon == 28 
else_jump @GFDATE_4951 
01B9: set_actor 0@ armed_weapon_to 0 

:GFDATE_4951
2@ += 1 
jump @GFDATE_5085 

:GFDATE_4965
if 
88B4:   not test $390 bit 22 
else_jump @GFDATE_5071 
if and
08B7:   test 3@ bit 29 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_5057 
if 
  33@ > 25000 
else_jump @GFDATE_5050 
04AE: $1233 = 273 // $ = any 
04AE: $1234 = 242 // $ = any 
08C3: clear 3@ bit 29 

:GFDATE_5050
jump @GFDATE_5071 

:GFDATE_5057
33@ = 0 
08BD: set 3@ bit 29 

:GFDATE_5071
2@ = 0 
jump @GFDATE_5085 

:GFDATE_5085
return 

:GFDATE_5087
0871: init_jump_table 2@ total_jumps 10 default_jump 0 @GFDATE_5817 jumps 0 @GFDATE_5215 1 @GFDATE_5253 2 @GFDATE_5320 3 @GFDATE_5347 4 @GFDATE_5385 5 @GFDATE_5399 6 @GFDATE_5435 
0872: jump_table_jumps 7 @GFDATE_5595 8 @GFDATE_5686 9 @GFDATE_5754 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 

:GFDATE_5215
08BD: set 3@ bit 1 
fade 0 0 
gosub @GFDATE_32407 
00BE: text_clear_all 
03E6: remove_text_box 
2@ += 1 
jump @GFDATE_5817 

:GFDATE_5253
if 
   not fading 
else_jump @GFDATE_5313 
Player.MakeSafe($PLAYER_CHAR)
01B9: set_actor 0@ armed_weapon_to 0 
0619: enable_actor 0@ collision_detection 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
gosub @GFDATE_20351 
gosub @GFDATE_20578 
2@ += 1 

:GFDATE_5313
jump @GFDATE_5817 

:GFDATE_5320
if 
06B9:   cutscene_data_loaded 
else_jump @GFDATE_5340 
2@ += 1 

:GFDATE_5340
jump @GFDATE_5817 

:GFDATE_5347
0244: set_cutscene_pos 4@ 7@ 10@ 
fade 1 1000 
03AD: NOP 0 
02E7: start_cutscene 
2@ += 1 
jump @GFDATE_5817 

:GFDATE_5385
2@ += 1 
jump @GFDATE_5817 

:GFDATE_5399
if 
02E9:   cutscene_reached_end 
else_jump @GFDATE_5428 
fade 0 1000 
00BE: text_clear_all 
2@ += 1 

:GFDATE_5428
jump @GFDATE_5817 

:GFDATE_5435
if 
   not fading 
else_jump @GFDATE_5588 
02EA: end_cutscene 
04FA: reset_interior 0 colors 
gosub @GFDATE_19460 
select_interior 0 
0860: link_actor 0@ to_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.StorePos($PLAYER_ACTOR, 4@, 7@, 10@)
0395: clear_area 1 at 4@ 7@ 10@ radius 2.0 
Camera.SetAtPos(4@, 7@, 10@)
04E4: unknown_refresh_game_renderer_at 4@ 7@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 0@ 
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_5581 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 

:GFDATE_5581
2@ += 1 

:GFDATE_5588
jump @GFDATE_5817 

:GFDATE_5595
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0581: enable_radar 1 
0619: enable_actor 0@ collision_detection 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
03AD: NOP 1 
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
fade 1 500 
2@ += 1 
jump @GFDATE_5817 

:GFDATE_5686
if 
   not fading 
else_jump @GFDATE_5747 
if 
08B4:   test $390 bit 2 
else_jump @GFDATE_5732 
04AE: $1233 = 277 // $ = any 
jump @GFDATE_5740 

:GFDATE_5732
04AE: $1233 = 278 // $ = any 

:GFDATE_5740
2@ += 1 

:GFDATE_5747
jump @GFDATE_5817 

:GFDATE_5754
if and
  $1233 == -1 
876F:   not text_priority_displayed 
else_jump @GFDATE_5810 
04AE: $1233 = 280 // $ = any 
08C3: clear 3@ bit 1 
08BD: set 3@ bit 2 
1@ = 1 
2@ = 0 

:GFDATE_5810
jump @GFDATE_5817 

:GFDATE_5817
return 

:GFDATE_5819
0871: init_jump_table 2@ total_jumps 8 default_jump 0 @GFDATE_6974 jumps 0 @GFDATE_5947 1 @GFDATE_5975 2 @GFDATE_6163 3 @GFDATE_6184 4 @GFDATE_6669 5 @GFDATE_6732 6 @GFDATE_6874 
0872: jump_table_jumps 7 @GFDATE_6921 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 

:GFDATE_5947
08BD: set 3@ bit 1 
fade 0 500 
2@ += 1 
jump @GFDATE_6974 

:GFDATE_5975
08BD: set 3@ bit 1 
if 
   not fading 
else_jump @GFDATE_6156 
gosub @GFDATE_32407 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_6040 
06C9: remove_actor 0@ from_group 

:GFDATE_6040
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
gosub @GFDATE_22751 
0395: clear_area 1 at 6@ 9@ 12@ radius 1.0 
Camera.SetPosition(4@, 7@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(5@, 8@, 11@, 2)
0792: disembark_instantly_actor 0@ 
Actor.PutAt(0@, 6@, 9@, 12@)
05D4: AS_actor 0@ rotate_angle 13@ 
2@ += 1 

:GFDATE_6156
jump @GFDATE_6974 

:GFDATE_6163
fade 1 1000 
2@ += 1 
jump @GFDATE_6974 

:GFDATE_6184
if 
   not fading 
else_jump @GFDATE_6662 
if 
08B7:   test 3@ bit 9 
else_jump @GFDATE_6414 
if 
08B4:   test $390 bit 14 
else_jump @GFDATE_6270 
04AE: $1233 = 269 // $ = any 
33@ = 0 
25@ = 5000 
2@ = 6 
jump @GFDATE_6974 

:GFDATE_6270
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -99 
else_jump @GFDATE_6326 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -100 
04AE: $1233 = 314 // $ = any 
08C1: clear $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
jump @GFDATE_6385 

:GFDATE_6326
if 
08B7:   test 3@ bit 16 
else_jump @GFDATE_6385 
if 
08B7:   test 3@ bit 23 
else_jump @GFDATE_6377 
04AE: $1233 = 317 // $ = any 
jump @GFDATE_6385 

:GFDATE_6377
04AE: $1233 = 316 // $ = any 

:GFDATE_6385
33@ = 0 
25@ = 5000 
2@ = 6 
jump @GFDATE_6662 

:GFDATE_6414
if 
08B7:   test 3@ bit 7 
else_jump @GFDATE_6469 
04AE: $1233 = 296 // $ = any 
33@ = 0 
25@ = 5000 
2@ = 6 
jump @GFDATE_6662 

:GFDATE_6469
if 
08B4:   test $390 bit 2 
else_jump @GFDATE_6595 
if 
002C:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
else_jump @GFDATE_6550 
04AE: $1233 = 282 // $ = any 
33@ = 0 
25@ = 0 
2@ += 1 
jump @GFDATE_6588 

:GFDATE_6550
04AE: $1233 = 292 // $ = any 
04AE: $1234 = 241 // $ = any 
33@ = 0 
25@ = 5000 
2@ = 6 

:GFDATE_6588
jump @GFDATE_6662 

:GFDATE_6595
if 
  -15 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
else_jump @GFDATE_6632 
04AE: $1233 = 314 // $ = any 
jump @GFDATE_6640 

:GFDATE_6632
04AE: $1233 = 296 // $ = any 

:GFDATE_6640
33@ = 0 
25@ = 5000 
2@ = 6 

:GFDATE_6662
jump @GFDATE_6974 

:GFDATE_6669
if 
  33@ >= 5000 
else_jump @GFDATE_6725 
0512: show_permanent_text_box 'TALK_1'  // Um verneinend zu antworten, drcke ~k~~CONVERSATION_NO~~n~Um bejahend zu antworten, drcke ~k~~CONVERSATION_YES~
if 
  33@ > 5100 
else_jump @GFDATE_6725 
2@ += 1 

:GFDATE_6725
jump @GFDATE_6974 

:GFDATE_6732
if 
00E1:   player 0 pressed_key 11 
else_jump @GFDATE_6803 
00BE: text_clear_all 
03E6: remove_text_box 
08BA: set $390 bit 3 
$1233 = -2 
04AE: $1234 = 46 // $ = any 
33@ = 0 
25@ = 3500 
2@ += 1 
jump @GFDATE_6867 

:GFDATE_6803
if 
00E1:   player 0 pressed_key 10 
else_jump @GFDATE_6867 
00BE: text_clear_all 
03E6: remove_text_box 
08C0: clear $390 bit 3 
$1233 = -2 
04AE: $1234 = 47 // $ = any 
33@ = 0 
25@ = 3500 
2@ += 1 

:GFDATE_6867
jump @GFDATE_6974 

:GFDATE_6874
if 
002D:   33@ >= 25@ // (int) 
else_jump @GFDATE_6914 
08BA: set $390 bit 6 
fade 0 1000 
2@ += 1 

:GFDATE_6914
jump @GFDATE_6974 

:GFDATE_6921
if 
   not fading 
else_jump @GFDATE_6967 
02A3: enable_widescreen 0 
0581: enable_radar 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
gosub @GFDATE_32517 

:GFDATE_6967
jump @GFDATE_6974 

:GFDATE_6974
return 

:GFDATE_6976
0871: init_jump_table 2@ total_jumps 5 default_jump 0 @GFDATE_7693 jumps 0 @GFDATE_7039 1 @GFDATE_7196 2 @GFDATE_7330 3 @GFDATE_7479 4 @GFDATE_7579 -1 @GFDATE_7693 -1 @GFDATE_7693 

:GFDATE_7039
if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_7182 
if 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_7182 
if 
88B7:   not test 3@ bit 27 
else_jump @GFDATE_7182 
gosub @GFDATE_23458 
if 
  25@ > 0 
else_jump @GFDATE_7182 
if and
876F:   not text_priority_displayed 
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_7182 
04AE: $1233 = 306 // $ = any 
04AE: $1234 = 244 // $ = any 
2@ = 4 
jump @GFDATE_7693 

:GFDATE_7182
2@ += 1 
jump @GFDATE_7693 

:GFDATE_7196
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_7302 
if 
01C1:   car 28@ stopped 
else_jump @GFDATE_7281 
if and
88B7:   not test 3@ bit 5 
88B4:   not test $390 bit 22 
else_jump @GFDATE_7274 
33@ = 0 
2@ = 3 
jump @GFDATE_7693 

:GFDATE_7274
jump @GFDATE_7295 

:GFDATE_7281
08C3: clear 3@ bit 30 
08C3: clear 3@ bit 5 

:GFDATE_7295
jump @GFDATE_7316 

:GFDATE_7302
08C3: clear 3@ bit 30 
08C3: clear 3@ bit 5 

:GFDATE_7316
2@ += 1 
jump @GFDATE_7693 

:GFDATE_7330
if 
08B7:   test 3@ bit 29 
else_jump @GFDATE_7433 
if 
88B4:   not test $390 bit 22 
else_jump @GFDATE_7426 
if 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_7426 
if 
  33@ > 25000 
else_jump @GFDATE_7426 
04AE: $1233 = 273 // $ = any 
04AE: $1234 = 242 // $ = any 
08C3: clear 3@ bit 29 

:GFDATE_7426
jump @GFDATE_7465 

:GFDATE_7433
if 
88B4:   not test $390 bit 22 
else_jump @GFDATE_7465 
33@ = 0 
08BD: set 3@ bit 29 

:GFDATE_7465
2@ = 0 
jump @GFDATE_7693 

:GFDATE_7479
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_7565 
if 
81C1:   not car 28@ stopped 
else_jump @GFDATE_7525 
2@ = 0 
jump @GFDATE_7558 

:GFDATE_7525
if 
  33@ > 10000 
else_jump @GFDATE_7558 
08BD: set 3@ bit 5 
2@ = 0 

:GFDATE_7558
jump @GFDATE_7572 

:GFDATE_7565
2@ = 0 

:GFDATE_7572
jump @GFDATE_7693 

:GFDATE_7579
if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_7679 
if 
82D8:   not actor 0@ current_weapon == 28 
else_jump @GFDATE_7633 
01B9: set_actor 0@ armed_weapon_to 28 

:GFDATE_7633
gosub @GFDATE_23458 
if 
  0 >= 25@ 
else_jump @GFDATE_7672 
01B9: set_actor 0@ armed_weapon_to 0 
2@ = 0 

:GFDATE_7672
jump @GFDATE_7686 

:GFDATE_7679
2@ = 0 

:GFDATE_7686
jump @GFDATE_7693 

:GFDATE_7693
return 

:GFDATE_7695
0871: init_jump_table 2@ total_jumps 1 default_jump 0 @GFDATE_7815 jumps 0 @GFDATE_7758 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 

:GFDATE_7758
08C0: clear $390 bit 2 
08BD: set 3@ bit 2 
08BD: set 3@ bit 7 
04AE: $1233 = 281 // $ = any 
gosub @GFDATE_32407 
gosub @GFDATE_19605 
$5297 = 1 
jump @GFDATE_7815 

:GFDATE_7815
return 

:GFDATE_7817
0871: init_jump_table 2@ total_jumps 7 default_jump 0 @GFDATE_11045 jumps 0 @GFDATE_7880 1 @GFDATE_8060 2 @GFDATE_8568 3 @GFDATE_9197 4 @GFDATE_9623 5 @GFDATE_9870 6 @GFDATE_10069 

:GFDATE_7880
08BD: set 3@ bit 1 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
022B: create_forbidden_for_peds_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
33@ = 0 
2@ += 1 
jump @GFDATE_11045 

:GFDATE_8060
062E: unknown_get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
062E: unknown_get_actor 0@ task 1593 status_store_to 26@ // ret 7 if not found 
if and
04A4:   25@ == 7 // @ == any 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_8398 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor 0@ collision_detection 0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
Actor.StorePos(0@, 6@, 9@, 12@)
02CE: 12@ = ground_z_at 6@ 9@ 12@ 
Actor.PutAt(0@, 5@, 8@, 11@)
13@ = Actor.Angle($PLAYER_ACTOR)
13@ += 180.0 
Actor.Angle(0@) = 13@
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @GFDATE_8370 
Camera.SetPosition(4@, 7@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(5@, 8@, 11@, 2)

:GFDATE_8370
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor 0@ move_mouth -1 ms 
2@ += 1 
jump @GFDATE_8561 

:GFDATE_8398
062E: unknown_get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_8463 
062E: unknown_get_actor $PLAYER_ACTOR task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_8463 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:GFDATE_8463
062E: unknown_get_actor 0@ task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_8528 
062E: unknown_get_actor 0@ task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_8528 
05BA: AS_actor 0@ move_mouth -1 ms 

:GFDATE_8528
if 
  33@ > 6000 
else_jump @GFDATE_8561 
2@ = 6 
jump @GFDATE_11045 

:GFDATE_8561
jump @GFDATE_11045 

:GFDATE_8568
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
008F: 13@ = integer $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) to_float 
13@ /= 1.2 
008F: 14@ = integer $GIRL_PROGRESS($GIRLFRIEND,6i) to_float 
if 
0035:   13@ >= 14@ // (float) 
else_jump @GFDATE_8738 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_01" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor 0@ perform_animation_sequence "GRLFRD_KISS_01" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
2@ = 6 
jump @GFDATE_9190 

:GFDATE_8738
if 
002C:   $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) >= $GIRL_PROGRESS($GIRLFRIEND,6i) // (int) 
else_jump @GFDATE_8868 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_02" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor 0@ perform_animation_sequence "GRLFRD_KISS_02" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
2@ = 6 
jump @GFDATE_9190 

:GFDATE_8868
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_03" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor 0@ perform_animation_sequence "GRLFRD_KISS_03" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
Actor.StorePos(0@, 4@, 7@, 10@)
073F: get_actor_in_sphere 4@ 7@ 10@ radius 20.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 27@ 
if 
  27@ == -1 
else_jump @GFDATE_9067 
if 
  $GF_CENSORE_FLAG == 0 
else_jump @GFDATE_9046 
2@ += 1 
jump @GFDATE_9060 

:GFDATE_9046
08BD: set 3@ bit 25 
2@ = 6 

:GFDATE_9060
jump @GFDATE_9190 

:GFDATE_9067
Actor.RemoveReferences(27@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
else_jump @GFDATE_9183 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
else_jump @GFDATE_9169 
if 
  $GF_CENSORE_FLAG == 0 
else_jump @GFDATE_9148 
2@ += 1 
jump @GFDATE_9162 

:GFDATE_9148
08BD: set 3@ bit 25 
2@ = 6 

:GFDATE_9162
jump @GFDATE_9176 

:GFDATE_9169
2@ = 6 

:GFDATE_9176
jump @GFDATE_9190 

:GFDATE_9183
2@ = 6 

:GFDATE_9190
jump @GFDATE_11045 

:GFDATE_9197
if 
08D0:   cutscene_skipped 
else_jump @GFDATE_9224 
2@ = 6 
jump @GFDATE_11045 

:GFDATE_9224
if 
88B7:   not test 3@ bit 25 
else_jump @GFDATE_9609 
062E: unknown_get_actor 0@ task 1541 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_9602 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 2.5 -1.2 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.1 
if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @GFDATE_9409 
Camera.SetPosition(4@, 7@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(5@, 8@, 11@, 2)

:GFDATE_9409
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
Actor.PutAt(0@, 5@, 8@, 11@)
13@ = Actor.Angle($PLAYER_ACTOR)
13@ += 180.0 
Actor.Angle(0@) = 13@
0605: actor $PLAYER_ACTOR perform_animation_sequence "BJ_STAND_START_P" IFP_file "BLOWJOBZ" 4.0 loop 0 0 0 1 time 0 // versionA 
0605: actor 0@ perform_animation_sequence "BJ_STAND_START_W" IFP_file "BLOWJOBZ" 4.0 loop 0 0 0 1 time 0 // versionA 
08BD: set 3@ bit 25 
2@ += 1 

:GFDATE_9602
jump @GFDATE_9616 

:GFDATE_9609
2@ = 6 

:GFDATE_9616
jump @GFDATE_11045 

:GFDATE_9623
if 
08D0:   cutscene_skipped 
else_jump @GFDATE_9650 
2@ = 6 
jump @GFDATE_11045 

:GFDATE_9650
if 
   Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_START_P"
else_jump @GFDATE_9856 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time 
if 
  13@ == 1.0 
else_jump @GFDATE_9849 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BJ_STAND_LOOP_P" IFP_file "BLOWJOBZ" 4.0 loop 1 0 0 1 time 6000 // versionA 
0605: actor 0@ perform_animation_sequence "BJ_STAND_LOOP_W" IFP_file "BLOWJOBZ" 4.0 loop 1 0 0 1 time 6000 // versionA 
04AE: $1233 = 285 // $ = any 
33@ = 0 
2@ += 1 

:GFDATE_9849
jump @GFDATE_9863 

:GFDATE_9856
2@ = 6 

:GFDATE_9863
jump @GFDATE_11045 

:GFDATE_9870
if 
08D0:   cutscene_skipped 
else_jump @GFDATE_9897 
2@ = 6 
jump @GFDATE_11045 

:GFDATE_9897
if 
   Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_LOOP_P"
else_jump @GFDATE_10055 
if 
  33@ > 6000 
else_jump @GFDATE_10048 
0605: actor $PLAYER_ACTOR perform_animation_sequence "BJ_STAND_END_P" IFP_file "BLOWJOBZ" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor 0@ perform_animation_sequence "BJ_STAND_END_W" IFP_file "BLOWJOBZ" 4.0 loop 0 0 0 0 time 0 // versionA 
2@ += 1 

:GFDATE_10048
jump @GFDATE_10062 

:GFDATE_10055
2@ = 6 

:GFDATE_10062
jump @GFDATE_11045 

:GFDATE_10069
if 
88B7:   not test 3@ bit 24 
else_jump @GFDATE_10334 
08BD: set 3@ bit 24 
if and
001E:   $GIRL_PROGRESS($GIRLFRIEND,6i) > 25@ // (int) 
001C:   $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) > $GIRL_PROGRESS($GIRLFRIEND,6i) // (int) 
else_jump @GFDATE_10201 
if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
else_jump @GFDATE_10183 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
jump @GFDATE_10194 

:GFDATE_10183
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 1 

:GFDATE_10194
jump @GFDATE_10334 

:GFDATE_10201
if and
001E:   $GIRL_PROGRESS($GIRLFRIEND,6i) > 25@ // (int) 
002C:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
else_jump @GFDATE_10334 
if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
else_jump @GFDATE_10323 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
else_jump @GFDATE_10316 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 1 

:GFDATE_10316
jump @GFDATE_10334 

:GFDATE_10323
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 1 

:GFDATE_10334
13@ = -1.0 
if 
   Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_END_P"
else_jump @GFDATE_10400 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_STAND_END_P" time 

:GFDATE_10400
if 
   Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_01"
else_jump @GFDATE_10454 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_01" time 

:GFDATE_10454
if 
   Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_02"
else_jump @GFDATE_10508 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:GFDATE_10508
if 
   Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
else_jump @GFDATE_10562 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time 

:GFDATE_10562
if 
  13@ > -1.0 
else_jump @GFDATE_10798 
if 
  13@ == 1.0 
else_jump @GFDATE_10791 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
Actor.PutAt(0@, 6@, 9@, 12@)
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 

:GFDATE_10791
jump @GFDATE_11038 

:GFDATE_10798
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
Actor.PutAt(0@, 6@, 9@, 12@)
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_11017 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 

:GFDATE_11017
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 

:GFDATE_11038
jump @GFDATE_11045 

:GFDATE_11045
return 

:GFDATE_11047
0871: init_jump_table 2@ total_jumps 6 default_jump 0 @GFDATE_12448 jumps 0 @GFDATE_11110 1 @GFDATE_11470 2 @GFDATE_11585 3 @GFDATE_11718 4 @GFDATE_11957 5 @GFDATE_12105 -1 @GFDATE_12448 

:GFDATE_11110
if 
  $GF_CENSORE_FLAG == 1 
else_jump @GFDATE_11170 
08BD: set 3@ bit 30 
08C3: clear 3@ bit 1 
1@ = 4 
2@ = 0 
jump @GFDATE_12448 
jump @GFDATE_11463 

:GFDATE_11170
08BD: set 3@ bit 1 
if and
002C:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
   not Car.Wrecked(28@)
8431:   not car 28@ passenger_seat_free 0 
else_jump @GFDATE_11435 
0432: 27@ = get_actor_handle_from_car 28@ passenger_seat 0 
if 
003B:   27@ == 0@ // (int) 
else_jump @GFDATE_11400 
Actor.StorePos(0@, 4@, 7@, 10@)
073F: get_actor_in_sphere 4@ 7@ 10@ radius 20.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 27@ 
if 
  27@ == -1 
else_jump @GFDATE_11316 
2@ += 1 
jump @GFDATE_11393 

:GFDATE_11316
Actor.RemoveReferences(27@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
else_jump @GFDATE_11357 
2@ += 1 
jump @GFDATE_11393 

:GFDATE_11357
04AE: $1233 = 302 // $ = any 
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
1@ = 4 
2@ = 0 

:GFDATE_11393
jump @GFDATE_11428 

:GFDATE_11400
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
1@ = 4 
2@ = 0 

:GFDATE_11428
jump @GFDATE_11463 

:GFDATE_11435
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
1@ = 4 
2@ = 0 

:GFDATE_11463
jump @GFDATE_12448 

:GFDATE_11470
08BD: set 3@ bit 6 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_11571 
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 0.0 2 

:GFDATE_11571
2@ += 1 
jump @GFDATE_12448 

:GFDATE_11585
if 
08D0:   cutscene_skipped 
else_jump @GFDATE_11612 
2@ = 5 
jump @GFDATE_12448 

:GFDATE_11612
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_START_P" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor 0@ perform_animation "BJ_CAR_START_W" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
2@ += 1 
jump @GFDATE_12448 

:GFDATE_11718
if 
08D0:   cutscene_skipped 
else_jump @GFDATE_11745 
2@ = 5 
jump @GFDATE_12448 

:GFDATE_11745
if 
   Actor.Animation($PLAYER_ACTOR) == "BJ_CAR_START_P"
else_jump @GFDATE_11943 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_CAR_START_P" time 
if 
  13@ == 1.0 
else_jump @GFDATE_11936 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_LOOP_P" IFP_file "BLOWJOBZ" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0812: AS_actor 0@ perform_animation "BJ_CAR_LOOP_W" IFP_file "BLOWJOBZ" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
04AE: $1233 = 285 // $ = any 
33@ = 0 
2@ += 1 

:GFDATE_11936
jump @GFDATE_11950 

:GFDATE_11943
2@ = 5 

:GFDATE_11950
jump @GFDATE_12448 

:GFDATE_11957
if 
08D0:   cutscene_skipped 
else_jump @GFDATE_11984 
2@ = 5 
jump @GFDATE_12448 

:GFDATE_11984
if 
  33@ > 6000 
else_jump @GFDATE_12098 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_END_P" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor 0@ perform_animation "BJ_CAR_END_W" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
2@ += 1 

:GFDATE_12098
jump @GFDATE_12448 

:GFDATE_12105
if 
002C:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
else_jump @GFDATE_12186 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
else_jump @GFDATE_12186 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 1 

:GFDATE_12186
if 
   Actor.Animation($PLAYER_ACTOR) == "BJ_CAR_END_P"
else_jump @GFDATE_12327 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_CAR_END_P" time 
if 
  13@ == 1.0 
else_jump @GFDATE_12320 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
08C3: clear 3@ bit 1 
1@ = 4 
2@ = 0 

:GFDATE_12320
jump @GFDATE_12441 

:GFDATE_12327
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_12420 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 

:GFDATE_12420
08C3: clear 3@ bit 1 
1@ = 4 
2@ = 0 

:GFDATE_12441
jump @GFDATE_12448 

:GFDATE_12448
return 

:GFDATE_12450
0871: init_jump_table 2@ total_jumps 12 default_jump 0 @GFDATE_14645 jumps 0 @GFDATE_12578 1 @GFDATE_12825 2 @GFDATE_12952 3 @GFDATE_13023 4 @GFDATE_13166 5 @GFDATE_13314 6 @GFDATE_13375 
0872: jump_table_jumps 7 @GFDATE_13683 9 @GFDATE_14114 10 @GFDATE_14241 11 @GFDATE_14363 12 @GFDATE_14460 -1 @GFDATE_14645 -1 @GFDATE_14645 -1 @GFDATE_14645 -1 @GFDATE_14645 

:GFDATE_12578
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_12780 
if and
847A:   not actor 0@ driving_bike 
84C8:   not actor 0@ driving_flying_vehicle 
else_jump @GFDATE_12735 
01EA: 25@ = car 28@ max_passengers 
if 
  25@ > 0 
else_jump @GFDATE_12690 
if and
0449:   actor $PLAYER_ACTOR in_a_car 
0449:   actor 0@ in_a_car 
else_jump @GFDATE_12683 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
08BD: set 3@ bit 1 
2@ += 1 

:GFDATE_12683
jump @GFDATE_12728 

:GFDATE_12690
if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
else_jump @GFDATE_12728 
03E5: show_text_box 'GF_0049'  // Besorg einen hbschen Wagen fr deine Freundin!
08BD: set 3@ bit 14 

:GFDATE_12728
jump @GFDATE_12773 

:GFDATE_12735
if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
else_jump @GFDATE_12773 
03E5: show_text_box 'GF_0049'  // Besorg einen hbschen Wagen fr deine Freundin!
08BD: set 3@ bit 14 

:GFDATE_12773
jump @GFDATE_12818 

:GFDATE_12780
if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
else_jump @GFDATE_12818 
03E5: show_text_box 'GF_0049'  // Besorg einen hbschen Wagen fr deine Freundin!
08BD: set 3@ bit 14 

:GFDATE_12818
jump @GFDATE_14645 

:GFDATE_12825
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_12914 
Car.SetMaxSpeed(28@, 0.0)
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 0.0 2 

:GFDATE_12914
if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_12938 
06C9: remove_actor 0@ from_group 

:GFDATE_12938
2@ += 1 
jump @GFDATE_14645 

:GFDATE_12952
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_13016 
if 
8431:   not car 28@ passenger_seat_free 0 
else_jump @GFDATE_13001 
05CD: AS_actor $PLAYER_ACTOR exit_car 28@ 
jump @GFDATE_13009 

:GFDATE_13001
05CD: AS_actor 0@ exit_car 28@ 

:GFDATE_13009
2@ += 1 

:GFDATE_13016
jump @GFDATE_14645 

:GFDATE_13023
062E: unknown_get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_13159 
062E: unknown_get_actor 0@ task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_13159 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GFDATE_13124 
03C0: 28@ = actor $PLAYER_ACTOR car 
05CA: AS_actor 0@ enter_car 28@ passenger_seat 0 -1 ms 
jump @GFDATE_13152 

:GFDATE_13124
03C0: 28@ = actor 0@ car 
0676: AS_actor 0@ in_car 28@ move_from_passengerseat_to_driverseat 
05CA: AS_actor $PLAYER_ACTOR enter_car 28@ passenger_seat 0 -1 ms 

:GFDATE_13152
2@ += 1 

:GFDATE_13159
jump @GFDATE_14645 

:GFDATE_13166
062E: unknown_get_actor $PLAYER_ACTOR task 1482 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_13307 
062E: unknown_get_actor 0@ task 1482 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_13307 
046C: 27@ = car 28@ driver 
if 
07D6:   27@ == $PLAYER_ACTOR // integer vars 
else_jump @GFDATE_13272 
2@ = 2 
jump @GFDATE_14645 
jump @GFDATE_13307 

:GFDATE_13272
05D2: AS_actor 0@ run_to_and_hijack_car 28@ max_search_radius 30.0 traffic_behavior 2 
03CC: enable_car 28@ stuck_check_distance_to 1.0 time_to 1000 
2@ += 1 

:GFDATE_13307
jump @GFDATE_14645 

:GFDATE_13314
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_13368 
Camera.OnVehicle(28@, 14, 2)
093D: lock_camera_on_cinematic_view 1 
03E5: show_text_box 'GF_RAD'  // Benutze ~k~~VEHICLE_RADIO_STATION_UP~ oder ~k~~VEHICLE_RADIO_STATION_DOWN~, um den Radiosender zu wechseln.
08BD: set 3@ bit 13 
2@ += 1 

:GFDATE_13368
jump @GFDATE_14645 

:GFDATE_13375
if 
   not fading 
else_jump @GFDATE_13676 
if 
03CE:   car 28@ stuck 
else_jump @GFDATE_13425 
fade 0 500 
2@ = 9 
jump @GFDATE_14645 

:GFDATE_13425
if 
00E1:   player 0 pressed_key 8 
else_jump @GFDATE_13484 
051E: 25@ = get_current_radio_station 
25@ += 1 
if 
  25@ > 10 
else_jump @GFDATE_13479 
25@ = 0 

:GFDATE_13479
041E: set_radio_station 25@ 

:GFDATE_13484
if 
00E1:   player 0 pressed_key 9 
else_jump @GFDATE_13543 
051E: 25@ = get_current_radio_station 
25@ -= 1 
if 
  0 > 25@ 
else_jump @GFDATE_13538 
25@ = 10 

:GFDATE_13538
041E: set_radio_station 25@ 

:GFDATE_13543
if 
00E1:   player 0 pressed_key 15 
else_jump @GFDATE_13606 
if 
88B7:   not test 3@ bit 12 
else_jump @GFDATE_13599 
2@ = 10 
08BD: set 3@ bit 12 
jump @GFDATE_14645 

:GFDATE_13599
jump @GFDATE_13613 

:GFDATE_13606
08C3: clear 3@ bit 12 

:GFDATE_13613
if 
  32@ > 60000 
else_jump @GFDATE_13676 
gosub @GFDATE_19768 
05D1: AS_actor 0@ drive_car 28@ to 4@ 7@ 10@ speed 30.0 0 model #NULL 2 
2@ += 1 

:GFDATE_13676
jump @GFDATE_14645 

:GFDATE_13683
if 
03CE:   car 28@ stuck 
else_jump @GFDATE_13720 
fade 0 500 
2@ = 9 
jump @GFDATE_14645 

:GFDATE_13720
if 
00E1:   player 0 pressed_key 8 
else_jump @GFDATE_13779 
051E: 25@ = get_current_radio_station 
25@ += 1 
if 
  25@ > 10 
else_jump @GFDATE_13774 
25@ = 0 

:GFDATE_13774
041E: set_radio_station 25@ 

:GFDATE_13779
if 
00E1:   player 0 pressed_key 9 
else_jump @GFDATE_13838 
051E: 25@ = get_current_radio_station 
25@ -= 1 
if 
  0 > 25@ 
else_jump @GFDATE_13833 
25@ = 10 

:GFDATE_13833
041E: set_radio_station 25@ 

:GFDATE_13838
if 
00E1:   player 0 pressed_key 15 
else_jump @GFDATE_13901 
if 
88B7:   not test 3@ bit 12 
else_jump @GFDATE_13894 
2@ = 10 
08BD: set 3@ bit 12 
jump @GFDATE_14645 

:GFDATE_13894
jump @GFDATE_13908 

:GFDATE_13901
08C3: clear 3@ bit 12 

:GFDATE_13908
if 
00E1:   player 0 pressed_key 15 
else_jump @GFDATE_13971 
if 
88B7:   not test 3@ bit 12 
else_jump @GFDATE_13964 
2@ = 10 
08BD: set 3@ bit 12 
jump @GFDATE_14645 

:GFDATE_13964
jump @GFDATE_13978 

:GFDATE_13971
08C3: clear 3@ bit 12 

:GFDATE_13978
062E: unknown_get_actor 0@ task 1489 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_14107 
03E6: remove_text_box 
093D: lock_camera_on_cinematic_view 0 
if 
06FC:   car 28@ stuck_check_enabled 
else_jump @GFDATE_14034 
03CD: disable_car 28@ stuck_check 

:GFDATE_14034
08BA: set $390 bit 2 
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_14082 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 

:GFDATE_14082
$GIRL_PROGRESS($GIRLFRIEND,6i) += 5 
1@ = 3 
2@ = 0 

:GFDATE_14107
jump @GFDATE_14645 

:GFDATE_14114
if 
   not fading 
else_jump @GFDATE_14234 
Car.StorePos(28@, 4@, 7@, 10@)
04D3: get_nearest_car_path_coords_from 4@ 7@ 10@ type 2 store_to 5@ 8@ 11@ 
Car.PutAt(28@, 5@, 8@, 11@)
fade 1 2000 
062E: unknown_get_actor 0@ task 1489 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 1 // @ == any 
else_jump @GFDATE_14227 
2@ = 7 
jump @GFDATE_14234 

:GFDATE_14227
2@ = 6 

:GFDATE_14234
jump @GFDATE_14645 

:GFDATE_14241
03E6: remove_text_box 
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_14349 
Car.SetToNormalDriver(28@)
093D: lock_camera_on_cinematic_view 0 
if 
06FC:   car 28@ stuck_check_enabled 
else_jump @GFDATE_14289 
03CD: disable_car 28@ stuck_check 

:GFDATE_14289
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 0.0 2 
02A3: enable_widescreen 1 
2@ += 1 
jump @GFDATE_14356 

:GFDATE_14349
2@ += 1 

:GFDATE_14356
jump @GFDATE_14645 

:GFDATE_14363
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_14446 
if 
01C1:   car 28@ stopped 
else_jump @GFDATE_14439 
062E: unknown_get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_14439 
05CD: AS_actor $PLAYER_ACTOR exit_car 28@ 
2@ += 1 

:GFDATE_14439
jump @GFDATE_14453 

:GFDATE_14446
2@ += 1 

:GFDATE_14453
jump @GFDATE_14645 

:GFDATE_14460
062E: unknown_get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_14638 
03C0: 28@ = actor 0@ car 
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_14559 
Car.SetImmunities(28@, 0, 0, 0, 0, 0)
05D2: AS_actor 0@ run_to_and_hijack_car 28@ max_search_radius 30.0 traffic_behavior 2 
04AE: $1233 = 310 // $ = any 
04AE: $1234 = 246 // $ = any 

:GFDATE_14559
0687: clear_actor $PLAYER_ACTOR task 
03E6: remove_text_box 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
08BD: set 3@ bit 7 
Actor.SetImmunities(0@, 0, 0, 0, 0, 0)
1@ = 9 
2@ = 1 

:GFDATE_14638
jump @GFDATE_14645 

:GFDATE_14645
return 

:GFDATE_14647
0871: init_jump_table 2@ total_jumps 2 default_jump 0 @GFDATE_14895 jumps 0 @GFDATE_14710 1 @GFDATE_14799 -1 @GFDATE_14895 -1 @GFDATE_14895 -1 @GFDATE_14895 -1 @GFDATE_14895 -1 @GFDATE_14895 

:GFDATE_14710
gosub @GFDATE_32407 
08BD: set 3@ bit 1 
08C0: clear $390 bit 2 
06C9: remove_actor 0@ from_group 
0792: disembark_instantly_actor 0@ 
0751: AS_actor 0@ flee_from_actor $PLAYER_ACTOR run_distance 100.0 time 36000000 unknown 0 0 0 away_radius 30.0 
Actor.SetImmunities(0@, 0, 0, 0, 0, 0)
2@ += 1 
jump @GFDATE_14895 

:GFDATE_14799
if 
8184:   not actor 0@ health >= 5 
else_jump @GFDATE_14843 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -999 
05BE: AS_kill_actor 0@ 
gosub @GFDATE_32517 
return 

:GFDATE_14843
if 
8104:   not actor $PLAYER_ACTOR near_actor 0@ radius 70.0 70.0 8.0 sphere 0 
else_jump @GFDATE_14888 
gosub @GFDATE_32517 
return 

:GFDATE_14888
jump @GFDATE_14895 

:GFDATE_14895
return 

:GFDATE_14897
0871: init_jump_table 2@ total_jumps 2 default_jump 0 @GFDATE_15242 jumps 0 @GFDATE_14960 1 @GFDATE_15010 -1 @GFDATE_15242 -1 @GFDATE_15242 -1 @GFDATE_15242 -1 @GFDATE_15242 -1 @GFDATE_15242 

:GFDATE_14960
08BD: set 3@ bit 1 
008A: $1231 = 0@ // (int) 
$9472 = 0 
$5297 = 0 
08BA: set $5295 bit 31 
2@ += 1 
jump @GFDATE_15242 

:GFDATE_15010
if 
88B4:   not test $5295 bit 31 
else_jump @GFDATE_15167 
$5297 = 1 
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_15076 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 

:GFDATE_15076
if 
  $DANCE_SCORE >= 3000 
else_jump @GFDATE_15117 
08BA: set $390 bit 2 
04AE: $1233 = 279 // $ = any 
jump @GFDATE_15132 

:GFDATE_15117
08C0: clear $390 bit 2 
04AE: $1233 = 278 // $ = any 

:GFDATE_15132
08C3: clear 3@ bit 1 
08BD: set 3@ bit 2 
1@ = 1 
2@ = 0 
jump @GFDATE_15235 

:GFDATE_15167
09E8: 24@ = actor $PLAYER_ACTOR active_interior 
if 
  24@ == 0 
else_jump @GFDATE_15228 
08C3: clear 3@ bit 1 
08C0: clear $5295 bit 31 
1@ = 1 
2@ = 0 
jump @GFDATE_15235 

:GFDATE_15228
08BD: set 3@ bit 13 

:GFDATE_15235
jump @GFDATE_15242 

:GFDATE_15242
return 

:GFDATE_15244
0871: init_jump_table 2@ total_jumps 5 default_jump 0 @GFDATE_16678 jumps 0 @GFDATE_15307 1 @GFDATE_15473 2 @GFDATE_15934 3 @GFDATE_16048 4 @GFDATE_16115 -1 @GFDATE_16678 -1 @GFDATE_16678 

:GFDATE_15307
08BD: set 3@ bit 1 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
022B: create_forbidden_for_peds_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
2@ += 1 
jump @GFDATE_16678 

:GFDATE_15473
062E: unknown_get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
062E: unknown_get_actor 0@ task 1593 status_store_to 26@ // ret 7 if not found 
if and
04A4:   25@ == 7 // @ == any 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_15797 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor 0@ collision_detection 0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
Actor.StorePos(0@, 6@, 9@, 12@)
02CE: 12@ = ground_z_at 6@ 9@ 12@ 
Actor.PutAt(0@, 5@, 8@, 11@)
13@ = Actor.Angle($PLAYER_ACTOR)
13@ += 180.0 
Actor.Angle(0@) = 13@
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @GFDATE_15783 
Camera.SetPosition(4@, 7@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(5@, 8@, 11@, 2)

:GFDATE_15783
2@ += 1 
jump @GFDATE_15927 

:GFDATE_15797
062E: unknown_get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_15862 
062E: unknown_get_actor $PLAYER_ACTOR task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_15862 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:GFDATE_15862
062E: unknown_get_actor 0@ task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_15927 
062E: unknown_get_actor 0@ task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_15927 
05BA: AS_actor 0@ move_mouth -1 ms 

:GFDATE_15927
jump @GFDATE_16678 

:GFDATE_15934
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GIFT_GIVE" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor 0@ perform_animation_sequence "GIFT_GET" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
33@ = 0 
2@ += 1 
jump @GFDATE_16678 

:GFDATE_16048
if 
  33@ >= 3966 
else_jump @GFDATE_16108 
0470: 25@ = actor $PLAYER_ACTOR current_weapon 
0555: remove_weapon 25@ from_actor $PLAYER_ACTOR 
01B2: give_actor 0@ weapon 25@ ammo 0 // Load the weapon model before using this 
04AE: $1233 = 303 // $ = any 
2@ = 4 

:GFDATE_16108
jump @GFDATE_16678 

:GFDATE_16115
13@ = -1.0 
if 
   Actor.Animation($PLAYER_ACTOR) == "GIFT_GIVE"
else_jump @GFDATE_16171 
0613: 13@ = actor $PLAYER_ACTOR animation "GIFT_GIVE" time 

:GFDATE_16171
if 
  13@ > -1.0 
else_jump @GFDATE_16427 
if 
  13@ == 1.0 
else_jump @GFDATE_16420 
Actor.PutAt(0@, 6@, 9@, 12@)
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
Player.CanMove($PLAYER_CHAR) = True
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0470: 25@ = actor 0@ current_weapon 
0555: remove_weapon 25@ from_actor 0@ 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 

:GFDATE_16420
jump @GFDATE_16671 

:GFDATE_16427
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
Actor.PutAt(0@, 6@, 9@, 12@)
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
Player.CanMove($PLAYER_CHAR) = True
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_16650 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 

:GFDATE_16650
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 

:GFDATE_16671
jump @GFDATE_16678 

:GFDATE_16678
return 

:GFDATE_16680
if 
  -15 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
else_jump @GFDATE_16713 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -99 

:GFDATE_16713
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -99 
else_jump @GFDATE_16744 
25@ = -1 
return 

:GFDATE_16744
if 
08B4:   test $390 bit 14 
else_jump @GFDATE_16771 
25@ = 1 
return 

:GFDATE_16771
0652: 25@ = integer_stat 25 
25@ /= 10 
0871: init_jump_table $GIRLFRIEND total_jumps 2 default_jump 0 @GFDATE_16933 jumps 2 @GFDATE_16848 3 @GFDATE_16891 -1 @GFDATE_16933 -1 @GFDATE_16933 -1 @GFDATE_16933 -1 @GFDATE_16933 -1 @GFDATE_16933 

:GFDATE_16848
if 
0500:   player $PLAYER_CHAR skin == "COUNTRYTR" on_bodypart 17 
else_jump @GFDATE_16884 
25@ += 25 

:GFDATE_16884
jump @GFDATE_16933 

:GFDATE_16891
if 
0500:   player $PLAYER_CHAR skin == "POLICETR" on_bodypart 17 
else_jump @GFDATE_16926 
25@ += 25 

:GFDATE_16926
jump @GFDATE_16933 

:GFDATE_16933
0652: 26@ = integer_stat 21 
26@ /= 10 
26@ /= 2 
if 
  26@ >= 25 
else_jump @GFDATE_17038 
if 
08B4:   test $371($GIRLFRIEND,6i) bit 2 
else_jump @GFDATE_17009 
005A: 25@ += 26@ // (int) 
jump @GFDATE_17031 

:GFDATE_17009
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 21 

:GFDATE_17031
jump @GFDATE_17144 

:GFDATE_17038
if 
08B4:   test $371($GIRLFRIEND,6i) bit 2 
else_jump @GFDATE_17089 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 20 
jump @GFDATE_17144 

:GFDATE_17089
if 
08B4:   test $371($GIRLFRIEND,6i) bit 3 
else_jump @GFDATE_17144 
if 
  26@ == 0 
else_jump @GFDATE_17136 
26@ = 5 

:GFDATE_17136
005A: 25@ += 26@ // (int) 

:GFDATE_17144
0652: 26@ = integer_stat 23 
26@ /= 10 
26@ /= 2 
if 
  26@ >= 20 
else_jump @GFDATE_17271 
if 
08B4:   test $371($GIRLFRIEND,6i) bit 1 
else_jump @GFDATE_17220 
005A: 25@ += 26@ // (int) 
jump @GFDATE_17264 

:GFDATE_17220
if 
08B4:   test $371($GIRLFRIEND,6i) bit 3 
else_jump @GFDATE_17264 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 22 

:GFDATE_17264
jump @GFDATE_17377 

:GFDATE_17271
if 
08B4:   test $371($GIRLFRIEND,6i) bit 1 
else_jump @GFDATE_17322 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 21 
jump @GFDATE_17377 

:GFDATE_17322
if 
08B4:   test $371($GIRLFRIEND,6i) bit 3 
else_jump @GFDATE_17377 
if 
  26@ == 0 
else_jump @GFDATE_17369 
26@ = 5 

:GFDATE_17369
005A: 25@ += 26@ // (int) 

:GFDATE_17377
008B: 26@ = $GIRL_PROGRESS($GIRLFRIEND,6i) // (int) 
26@ /= 2 
005A: 25@ += 26@ // (int) 
if 
002F:   25@ >= $GIRL_DESIRED_SEXAPPEAL($GIRLFRIEND,6i) // (int) 
else_jump @GFDATE_17441 
25@ = 1 
jump @GFDATE_17448 

:GFDATE_17441
25@ = -1 

:GFDATE_17448
return 

:GFDATE_17450
0209: 25@ = random_int_in_ranges 0 100 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_17557 
if and
001C:   $GIRL_PROGRESS($GIRLFRIEND,6i) > $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
  25@ > 50 
else_jump @GFDATE_17526 
04AE: $1233 = 263 // $ = any 
jump @GFDATE_17534 

:GFDATE_17526
04AE: $1233 = 264 // $ = any 

:GFDATE_17534
04AE: $1234 = 10 // $ = any 
gosub @GFDATE_18725 
gosub @GFDATE_17816 
return 

:GFDATE_17557
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_17657 
if and
001C:   $GIRL_PROGRESS($GIRLFRIEND,6i) > $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
  25@ > 50 
else_jump @GFDATE_17624 
04AE: $1233 = 265 // $ = any 
jump @GFDATE_17632 

:GFDATE_17624
04AE: $1233 = 266 // $ = any 

:GFDATE_17632
04AE: $1234 = 10 // $ = any 
03C4: set_status_text $9467 type 1 GXT 'GF_0029' // global_variable  // Fun:
return 

:GFDATE_17657
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_17755 
if and
001C:   $GIRL_PROGRESS($GIRLFRIEND,6i) > $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
  25@ > 50 
else_jump @GFDATE_17724 
04AE: $1233 = 267 // $ = any 
jump @GFDATE_17732 

:GFDATE_17724
04AE: $1233 = 268 // $ = any 

:GFDATE_17732
04AE: $1234 = 10 // $ = any 
gosub @GFDATE_18725 
gosub @GFDATE_17816 
return 

:GFDATE_17755
if 
08B4:   test $390 bit 15 
else_jump @GFDATE_17814 
04AE: $1233 = 309 // $ = any 
04AE: $1234 = 245 // $ = any 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFDATE_17812 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 

:GFDATE_17812
return 

:GFDATE_17814
return 

:GFDATE_17816
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFDATE_18723 
gosub @GFDATE_32407 
0842: 25@ = player $PLAYER_CHAR town_number 
if 
04A4:   25@ == 1 // @ == any 
else_jump @GFDATE_18033 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_17993 
15@ = Marker.CreateIconWithoutSphere(17, 2862.0, -1439.0, 10.0)
16@ = Marker.CreateIconWithoutSphere(49, 2317.0, -1645.0, 13.0)
17@ = Marker.CreateIconWithoutSphere(49, 1837.0, -1682.0, 14.0)
18@ = Marker.CreateIconWithoutSphere(50, 415.3947, -1431.017, 31.5057)
19@ = Marker.CreateIconWithoutSphere(17, 384.6615, -1819.529, 6.8414)

:GFDATE_17993
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_18033 
15@ = Marker.CreateIconWithoutSphere(48, 1837.0, -1682.0, 14.0)

:GFDATE_18033
if 
04A4:   25@ == 2 // @ == any 
else_jump @GFDATE_18241 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_18201 
15@ = Marker.CreateIconWithoutSphere(50, -2463.0, 132.0, 34.0)
16@ = Marker.CreateIconWithoutSphere(50, -1885.0, 747.0, 44.0)
17@ = Marker.CreateIconWithoutSphere(17, -1699.0, 1380.0, 6.0)
18@ = Marker.CreateIconWithoutSphere(17, -2524.0, 1216.0, 37.0)
19@ = Marker.CreateIconWithoutSphere(49, -2241.0, -88.0, 35.0)
20@ = Marker.CreateIconWithoutSphere(49, -2551.115, 193.657, 5.2)

:GFDATE_18201
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_18241 
15@ = Marker.CreateIconWithoutSphere(48, -2551.115, 193.657, 5.2)

:GFDATE_18241
if 
04A4:   25@ == 3 // @ == any 
else_jump @GFDATE_18427 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_18387 
15@ = Marker.CreateIconWithoutSphere(49, 2441.145, 2065.145, 9.847)
16@ = Marker.CreateIconWithoutSphere(50, 1693.0, 2208.0, 9.8)
17@ = Marker.CreateIconWithoutSphere(50, 2490.666, 2065.145, 9.847)
18@ = Marker.CreateIconWithoutSphere(17, 1376.892, 2327.792, 9.822)
19@ = Marker.CreateIconWithoutSphere(17, 2368.058, 1983.185, 10.003)

:GFDATE_18387
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_18427 
15@ = Marker.CreateIconWithoutSphere(48, 2507.44, 1242.31, 9.833)

:GFDATE_18427
if 
04A4:   25@ == 0 // @ == any 
else_jump @GFDATE_18723 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_18639 
15@ = Marker.CreateIconWithoutSphere(49, 292.865, -195.47, 0.852)
16@ = Marker.CreateIconWithoutSphere(17, 681.544, -473.494, 15.592)
17@ = Marker.CreateIconWithoutSphere(17, -1941.516, 2379.672, 48.4922)
18@ = Marker.CreateIconWithoutSphere(50, -857.14, 1537.277, 21.587)
19@ = Marker.CreateIconWithoutSphere(49, -85.2583, 1378.991, 9.2812)
20@ = Marker.CreateIconWithoutSphere(17, -53.867, 1189.297, 18.414)
21@ = Marker.CreateIconWithoutSphere(49, 2317.0, -1645.0, 13.0)
22@ = Marker.CreateIconWithoutSphere(50, 415.3947, -1431.017, 31.5057)

:GFDATE_18639
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_18723 
15@ = Marker.CreateIconWithoutSphere(48, 1837.0, -1682.0, 14.0)
16@ = Marker.CreateIconWithoutSphere(48, -2551.115, 193.657, 5.2)
17@ = Marker.CreateIconWithoutSphere(48, 2507.44, 1242.31, 9.833)

:GFDATE_18723
return 

:GFDATE_18725
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_19023 
07FB: set_interior 'FDREST1' access 1  // World of Coq
07FB: set_interior 'REST2' access 1  // Secret Valley
07FB: set_interior 'DINER1' access 1  // Diner
07FB: set_interior 'DINER2' access 1  // Diner
07FB: set_interior 'TSDINER' access 1  // Truck-Raststtte
098E: unknown_set_interior 'FDPIZA' bitmask 512 flag 1  // Pizza Hut
098E: unknown_set_interior 'FDBURG' bitmask 512 flag 1  // Burger King
098E: unknown_set_interior 'FDCHICK' bitmask 512 flag 1  // Taco Bell
098E: unknown_set_interior 'UFOBAR' bitmask 512 flag 1  // Li'l Probe Inn
098E: unknown_set_interior 'REST2' bitmask 512 flag 1  // Secret Valley
098E: unknown_set_interior 'DINER1' bitmask 512 flag 1  // Diner
098E: unknown_set_interior 'FDREST1' bitmask 512 flag 1  // World of Coq
098E: unknown_set_interior 'REST2' bitmask 512 flag 1  // Secret Valley
098E: unknown_set_interior 'DINER1' bitmask 512 flag 1  // Diner
098E: unknown_set_interior 'DINER2' bitmask 512 flag 1  // Diner
098E: unknown_set_interior 'TSDINER' bitmask 512 flag 1  // Truck-Raststtte
098E: unknown_set_interior 'BAR1' bitmask 512 flag 1  // Club
098E: unknown_set_interior 'BAR2' bitmask 512 flag 1  // Bar
jump @GFDATE_19073 

:GFDATE_19023
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_19073 
098E: unknown_set_interior 'BAR1' bitmask 256 flag 1  // Club
098E: unknown_set_interior 'BAR2' bitmask 256 flag 1  // Bar

:GFDATE_19073
return 

:GFDATE_19075
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck-Raststtte
07FB: set_interior 'FDPIZA' access 1  // Pizza Hut
07FB: set_interior 'FDBURG' access 1  // Burger King
07FB: set_interior 'FDCHICK' access 1  // Taco Bell
07FB: set_interior 'BAR1' access 1  // Club
07FB: set_interior 'BAR2' access 1  // Bar
07FB: set_interior 'UFOBAR' access 1  // Li'l Probe Inn
098E: unknown_set_interior 'FDPIZA' bitmask 512 flag 0  // Pizza Hut
098E: unknown_set_interior 'FDBURG' bitmask 512 flag 0  // Burger King
098E: unknown_set_interior 'FDCHICK' bitmask 512 flag 0  // Taco Bell
098E: unknown_set_interior 'REST2' bitmask 512 flag 0  // Secret Valley
098E: unknown_set_interior 'DINER1' bitmask 512 flag 0  // Diner
098E: unknown_set_interior 'FDREST1' bitmask 512 flag 0  // World of Coq
098E: unknown_set_interior 'REST2' bitmask 512 flag 0  // Secret Valley
098E: unknown_set_interior 'DINER1' bitmask 512 flag 0  // Diner
098E: unknown_set_interior 'DINER2' bitmask 512 flag 0  // Diner
098E: unknown_set_interior 'TSDINER' bitmask 512 flag 0  // Truck-Raststtte
098E: unknown_set_interior 'BAR1' bitmask 512 flag 0  // Club
098E: unknown_set_interior 'BAR2' bitmask 512 flag 0  // Bar
098E: unknown_set_interior 'UFOBAR' bitmask 512 flag 0  // Li'l Probe Inn
098E: unknown_set_interior 'BAR1' bitmask 256 flag 0  // Club
098E: unknown_set_interior 'BAR2' bitmask 256 flag 0  // Bar
return 

:GFDATE_19460
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck-Raststtte
07FB: set_interior 'FDPIZA' access 0  // Pizza Hut
07FB: set_interior 'FDBURG' access 0  // Burger King
07FB: set_interior 'FDCHICK' access 0  // Taco Bell
07FB: set_interior 'BAR1' access 0  // Club
07FB: set_interior 'BAR2' access 0  // Bar
07FB: set_interior 'UFOBAR' access 0  // Li'l Probe Inn
return 

:GFDATE_19605
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck-Raststtte
098E: unknown_set_interior 'FDPIZA' bitmask 512 flag 0  // Pizza Hut
098E: unknown_set_interior 'FDBURG' bitmask 512 flag 0  // Burger King
098E: unknown_set_interior 'FDCHICK' bitmask 512 flag 0  // Taco Bell
098E: unknown_set_interior 'BAR1' bitmask 512 flag 0  // Club
098E: unknown_set_interior 'BAR2' bitmask 512 flag 0  // Bar
098E: unknown_set_interior 'UFOBAR' bitmask 512 flag 0  // Li'l Probe Inn
return 

:GFDATE_19768
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFDATE_20053 jumps 0 @GFDATE_19831 1 @GFDATE_19942 2 @GFDATE_19905 3 @GFDATE_19868 4 @GFDATE_19979 5 @GFDATE_20016 -1 @GFDATE_20053 

:GFDATE_19831
4@ = 2402.012 
7@ = -1719.648 
10@ = 12.6219 
jump @GFDATE_20053 

:GFDATE_19868
4@ = -1398.101 
7@ = 2636.873 
10@ = 54.7031 
jump @GFDATE_20053 

:GFDATE_19905
4@ = -377.3978 
7@ = -1438.692 
10@ = 24.7209 
jump @GFDATE_20053 

:GFDATE_19942
4@ = -1796.952 
7@ = 1197.376 
10@ = 24.1094 
jump @GFDATE_20053 

:GFDATE_19979
4@ = -2576.808 
7@ = 1144.744 
10@ = 54.8547 
jump @GFDATE_20053 

:GFDATE_20016
4@ = 2035.362 
7@ = 2732.411 
10@ = 9.8203 
jump @GFDATE_20053 

:GFDATE_20053
return 

:GFDATE_20055
if 
08B7:   test 3@ bit 2 
else_jump @GFDATE_20150 
gosub @GFDATE_19768 
if 
0101:   actor 0@ in_sphere 4@ 7@ 10@ radius 3.0 3.0 3.0 sphere 1 stopped 
else_jump @GFDATE_20136 
24@ = -2 
jump @GFDATE_20143 

:GFDATE_20136
24@ = -1 

:GFDATE_20143
jump @GFDATE_20349 

:GFDATE_20150
077E: get_active_interior_to 24@ 
if 
   not 24@ == 0 
else_jump @GFDATE_20342 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_20247 
094B: v$9463 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
gosub @GFDATE_22371 
if 
  25@ > -1 
else_jump @GFDATE_20233 
return 
jump @GFDATE_20240 

:GFDATE_20233
24@ = -1 

:GFDATE_20240
jump @GFDATE_20335 

:GFDATE_20247
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_20328 
094B: v$9463 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
gosub @GFDATE_22371 
if 
  25@ == 8 
else_jump @GFDATE_20314 
08BD: set 3@ bit 13 
return 
jump @GFDATE_20321 

:GFDATE_20314
24@ = -1 

:GFDATE_20321
jump @GFDATE_20335 

:GFDATE_20328
24@ = -1 

:GFDATE_20335
jump @GFDATE_20349 

:GFDATE_20342
24@ = -1 

:GFDATE_20349
return 

:GFDATE_20351
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFDATE_20576 jumps 0 @GFDATE_20414 1 @GFDATE_20495 2 @GFDATE_20468 3 @GFDATE_20441 4 @GFDATE_20522 5 @GFDATE_20549 -1 @GFDATE_20576 

:GFDATE_20414
08F0: set_cutscene_model 'GANGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20576 

:GFDATE_20441
08F0: set_cutscene_model 'COPGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20576 

:GFDATE_20468
08F0: set_cutscene_model 'GUNGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20576 

:GFDATE_20495
08F0: set_cutscene_model 'MECGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20576 

:GFDATE_20522
08F0: set_cutscene_model 'NURGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20576 

:GFDATE_20549
08F0: set_cutscene_model 'CROGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20576 

:GFDATE_20576
return 

:GFDATE_20578
gosub @GFDATE_22371 
0871: init_jump_table 25@ total_jumps 11 default_jump 0 @GFDATE_22369 jumps 1 @GFDATE_21201 2 @GFDATE_21337 3 @GFDATE_20713 4 @GFDATE_20929 5 @GFDATE_21065 6 @GFDATE_21825 7 @GFDATE_22097 
0872: jump_table_jumps 8 @GFDATE_21553 9 @GFDATE_21689 10 @GFDATE_22233 11 @GFDATE_21961 -1 @GFDATE_22369 -1 @GFDATE_22369 -1 @GFDATE_22369 -1 @GFDATE_22369 -1 @GFDATE_22369 

:GFDATE_20713
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 370.0 
7@ = -125.0 
10@ = 1001.52 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 1 
else_jump @GFDATE_20864 
08F0: set_cutscene_model 'GFPIZ1' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'GFPIZ2' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1A' 
08BA: set $390 bit 2 
jump @GFDATE_20922 

:GFDATE_20864
08F0: set_cutscene_model 'GFPIZ1' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'GFPIZ2' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1B' 
08C0: clear $390 bit 2 

:GFDATE_20922
jump @GFDATE_22369 

:GFDATE_20929
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 445.381 
7@ = -14.147 
10@ = 1001.731 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 5 
else_jump @GFDATE_21040 
02E4: load_cutscene_data 'DATE5A' 
08BA: set $390 bit 2 
jump @GFDATE_21058 

:GFDATE_21040
02E4: load_cutscene_data 'DATE5B' 
08C0: clear $390 bit 2 

:GFDATE_21058
jump @GFDATE_22369 

:GFDATE_21065
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 441.871 
7@ = -60.839 
10@ = 1000.675 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 5 
else_jump @GFDATE_21176 
02E4: load_cutscene_data 'DATE5A' 
08BA: set $390 bit 2 
jump @GFDATE_21194 

:GFDATE_21176
02E4: load_cutscene_data 'DATE5B' 
08C0: clear $390 bit 2 

:GFDATE_21194
jump @GFDATE_22369 

:GFDATE_21201
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 374.478 
7@ = -8.415 
10@ = 1002.86 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 1 
else_jump @GFDATE_21312 
02E4: load_cutscene_data 'DATE2A' 
08BA: set $390 bit 2 
jump @GFDATE_21330 

:GFDATE_21312
02E4: load_cutscene_data 'DATE2B' 
08C0: clear $390 bit 2 

:GFDATE_21330
jump @GFDATE_22369 

:GFDATE_21337
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 367.891 
7@ = -67.591 
10@ = 1001.516 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 1 
else_jump @GFDATE_21488 
08F0: set_cutscene_model 'BURG_PA' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'BURG_GA' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1A' 
08BA: set $390 bit 2 
jump @GFDATE_21546 

:GFDATE_21488
08F0: set_cutscene_model 'BURG_PA' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'BURG_GA' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1B' 
08C0: clear $390 bit 2 

:GFDATE_21546
jump @GFDATE_22369 

:GFDATE_21553
04F9: set_interior 5 color_to 0 
08F8: display_stat_update_box 0 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
4@ = 498.536 
7@ = -18.2 
10@ = 1000.651 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 3 
else_jump @GFDATE_21664 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
jump @GFDATE_21682 

:GFDATE_21664
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_21682
jump @GFDATE_22369 

:GFDATE_21689
04F9: set_interior 6 color_to 0 
08F8: display_stat_update_box 0 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
4@ = 490.718 
7@ = -79.168 
10@ = 998.76 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 3 
else_jump @GFDATE_21800 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
jump @GFDATE_21818 

:GFDATE_21800
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_21818
jump @GFDATE_22369 

:GFDATE_21825
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 449.41 
7@ = -86.72 
10@ = 1000.53 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 2 
else_jump @GFDATE_21936 
02E4: load_cutscene_data 'DATE3A' 
08BA: set $390 bit 2 
jump @GFDATE_21954 

:GFDATE_21936
02E4: load_cutscene_data 'DATE3B' 
08C0: clear $390 bit 2 

:GFDATE_21954
jump @GFDATE_22369 

:GFDATE_21961
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 678.028 
7@ = -452.9 
10@ = -24.444 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 2 
else_jump @GFDATE_22072 
02E4: load_cutscene_data 'DATE3A' 
08BA: set $390 bit 2 
jump @GFDATE_22090 

:GFDATE_22072
02E4: load_cutscene_data 'DATE3B' 
08C0: clear $390 bit 2 

:GFDATE_22090
jump @GFDATE_22369 

:GFDATE_22097
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 449.41 
7@ = -108.24 
10@ = 1000.528 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 2 
else_jump @GFDATE_22208 
02E4: load_cutscene_data 'DATE4A' 
08BA: set $390 bit 2 
jump @GFDATE_22226 

:GFDATE_22208
02E4: load_cutscene_data 'DATE4B' 
08C0: clear $390 bit 2 

:GFDATE_22226
jump @GFDATE_22369 

:GFDATE_22233
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
4@ = -226.249 
7@ = 1405.448 
10@ = 27.7 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 3 
else_jump @GFDATE_22344 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
jump @GFDATE_22362 

:GFDATE_22344
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_22362
jump @GFDATE_22369 

:GFDATE_22369
return 

:GFDATE_22371
25@ = -1 
if 
08F9:   v$9463 == "FDCHICK" 
else_jump @GFDATE_22412 
25@ = 1 
return 

:GFDATE_22412
if 
08F9:   v$9463 == "FDBURG" 
else_jump @GFDATE_22445 
25@ = 2 
return 

:GFDATE_22445
if 
08F9:   v$9463 == "FDPIZA" 
else_jump @GFDATE_22478 
25@ = 3 
return 

:GFDATE_22478
if 
08F9:   v$9463 == "FDREST1" 
else_jump @GFDATE_22512 
25@ = 4 
return 

:GFDATE_22512
if 
08F9:   v$9463 == "REST2" 
else_jump @GFDATE_22544 
25@ = 5 
return 

:GFDATE_22544
if 
08F9:   v$9463 == "DINER1" 
else_jump @GFDATE_22577 
25@ = 6 
return 

:GFDATE_22577
if 
08F9:   v$9463 == "DINER2" 
else_jump @GFDATE_22610 
25@ = 7 
return 

:GFDATE_22610
if 
08F9:   v$9463 == "BAR1" 
else_jump @GFDATE_22641 
25@ = 8 
return 

:GFDATE_22641
if 
08F9:   v$9463 == "BAR2" 
else_jump @GFDATE_22672 
25@ = 9 
return 

:GFDATE_22672
if 
08F9:   v$9463 == "UFOBAR" 
else_jump @GFDATE_22705 
25@ = 10 
return 

:GFDATE_22705
if 
08F9:   v$9463 == "TSDINER" 
else_jump @GFDATE_22739 
25@ = 11 
return 

:GFDATE_22739
06D1: v$9463 = "NIL" // v$ = string 
return 

:GFDATE_22751
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFDATE_23456 jumps 0 @GFDATE_22814 1 @GFDATE_23028 2 @GFDATE_23135 3 @GFDATE_22921 4 @GFDATE_23242 5 @GFDATE_23349 -1 @GFDATE_23456 

:GFDATE_22814
4@ = 2394.408 
7@ = -1728.215 
10@ = 14.2715 
5@ = 2395.066 
8@ = -1727.465 
11@ = 14.2063 
6@ = 2401.91 
9@ = -1715.633 
12@ = 13.0848 
13@ = 180.0 
jump @GFDATE_23456 

:GFDATE_22921
4@ = -1401.494 
7@ = 2640.099 
10@ = 59.3883 
5@ = -1400.704 
8@ = 2639.641 
11@ = 58.9806 
6@ = -1390.6 
9@ = 2638.349 
12@ = 54.9965 
13@ = 90.0 
jump @GFDATE_23456 

:GFDATE_23028
4@ = -1799.737 
7@ = 1192.863 
10@ = 29.6868 
5@ = -1799.472 
8@ = 1193.683 
11@ = 29.1813 
6@ = -1799.81 
9@ = 1200.602 
12@ = 24.1194 
13@ = 197.0 
jump @GFDATE_23456 

:GFDATE_23135
4@ = -383.3153 
7@ = -1435.266 
10@ = 26.695 
5@ = -382.5756 
8@ = -1435.887 
11@ = 26.4366 
6@ = -382.0961 
9@ = -1438.207 
12@ = 24.7209 
13@ = 269.3417 
jump @GFDATE_23456 

:GFDATE_23242
4@ = -2582.293 
7@ = 1147.762 
10@ = 59.6235 
5@ = -2581.406 
8@ = 1147.768 
11@ = 59.1605 
6@ = -2574.045 
9@ = 1152.397 
12@ = 54.7422 
13@ = 151.7896 
jump @GFDATE_23456 

:GFDATE_23349
4@ = 2032.235 
7@ = 2734.541 
10@ = 13.3226 
5@ = 2032.744 
8@ = 2733.714 
11@ = 13.0817 
6@ = 2037.401 
9@ = 2723.283 
12@ = 9.8352 
13@ = 8.0 
jump @GFDATE_23456 

:GFDATE_23456
return 

:GFDATE_23458
076D: get_zone s$404 gang 0 density_to 25@ 
if 
  25@ > 0 
else_jump @GFDATE_23488 
return 

:GFDATE_23488
076D: get_zone s$404 gang 7 density_to 25@ 
if 
  25@ > 0 
else_jump @GFDATE_23518 
return 

:GFDATE_23518
076D: get_zone s$404 gang 2 density_to 25@ 
if 
  25@ > 0 
else_jump @GFDATE_23548 
return 

:GFDATE_23548
076D: get_zone s$404 gang 3 density_to 25@ 
if 
  25@ > 0 
else_jump @GFDATE_23578 
return 

:GFDATE_23578
return 

:GFDATE_23580
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_23638 
if and
88B7:   not test 3@ bit 2 
88B7:   not test 3@ bit 26 
else_jump @GFDATE_23631 
04AE: $1233 = 272 // $ = any 

:GFDATE_23631
jump @GFDATE_23671 

:GFDATE_23638
if and
88B7:   not test 3@ bit 2 
88B7:   not test 3@ bit 26 
else_jump @GFDATE_23671 
04AE: $1233 = 271 // $ = any 

:GFDATE_23671
08BD: set 3@ bit 26 
return 

:GFDATE_23680
1@ = 5 
2@ = 0 
return 

:GFDATE_23696
25@ = 0 
if 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_24074 
if and
   not Actor.Driving(0@)
8A0C:   not player $PLAYER_CHAR on_jetpack 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
else_jump @GFDATE_24074 
if 
   Actor.Stopped(0@)
else_jump @GFDATE_24074 
04C4: store_coords_to 4@ 7@ 10@ from_actor 0@ with_offset 0.0 0.5 0.0 
if 
0102:   actor $PLAYER_ACTOR in_sphere 4@ 7@ 10@ radius 1.3 1.3 1.0 sphere 0 stopped_on_foot 
else_jump @GFDATE_24074 
Actor.StorePos($PLAYER_ACTOR, 4@, 7@, 10@)
Actor.StorePos(0@, 5@, 8@, 11@)
0087: 13@ = 11@ // (float) 
13@ -= 0.02 
0087: 14@ = 11@ // (float) 
14@ += 0.02 
if and
0025:   10@ > 13@ // (float) 
0025:   14@ > 10@ // (float) 
else_jump @GFDATE_24074 
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 14 
02D8:   actor $PLAYER_ACTOR current_weapon == 10 
02D8:   actor $PLAYER_ACTOR current_weapon == 11 
02D8:   actor $PLAYER_ACTOR current_weapon == 12 
02D8:   actor $PLAYER_ACTOR current_weapon == 13 
else_jump @GFDATE_24027 
if and
88B7:   not test 3@ bit 28 
88FE:   not text_box_displayed 
else_jump @GFDATE_24011 
03E5: show_text_box 'GF_H013'  // Drcke ~k~~PED_ANSWER_PHONE~, um das Geschenk zu berreichen.
08BD: set 3@ bit 28 

:GFDATE_24011
25@ = 2 
return 
jump @GFDATE_24074 

:GFDATE_24027
if and
88B7:   not test 3@ bit 4 
88FE:   not text_box_displayed 
else_jump @GFDATE_24065 
03E5: show_text_box 'GF_0021'  // Zum Kssen drcke ~k~~PED_ANSWER_PHONE~.
08BD: set 3@ bit 4 

:GFDATE_24065
25@ = 1 
return 

:GFDATE_24074
return 

:GFDATE_24076
if 
  $GF_CENSORE_FLAG == 0 
else_jump @GFDATE_24106 
04ED: load_animation "BLOWJOBZ" 

:GFDATE_24106
04ED: load_animation "KISSING" 

:GFDATE_24117
wait 0 
if 
04EE:   animation "KISSING" loaded 
else_jump @GFDATE_24228 
if 
  $GF_CENSORE_FLAG == 0 
else_jump @GFDATE_24219 
if 
04EE:   animation "BLOWJOBZ" loaded 
else_jump @GFDATE_24193 
return 
jump @GFDATE_24212 

:GFDATE_24193
04ED: load_animation "BLOWJOBZ" 
jump @GFDATE_24117 

:GFDATE_24212
jump @GFDATE_24221 

:GFDATE_24219
return 

:GFDATE_24221
jump @GFDATE_24246 

:GFDATE_24228
04ED: load_animation "KISSING" 
jump @GFDATE_24117 

:GFDATE_24246
if 
08B7:   test 3@ bit 13 
else_jump @GFDATE_24318 
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_24297 
32@ = 30000 
jump @GFDATE_24304 

:GFDATE_24297
32@ = 0 

:GFDATE_24304
08C3: clear 3@ bit 13 
jump @GFDATE_25025 

:GFDATE_24318
if 
08B7:   test 3@ bit 8 
else_jump @GFDATE_24416 
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_24369 
32@ = 30000 
jump @GFDATE_24402 

:GFDATE_24369
if 
  30@ == -1 
else_jump @GFDATE_24395 
0085: 30@ = 32@ // (int) 

:GFDATE_24395
32@ = 0 

:GFDATE_24402
08C3: clear 3@ bit 8 
jump @GFDATE_25025 

:GFDATE_24416
0871: init_jump_table 1@ total_jumps 9 default_jump 0 @GFDATE_25025 jumps 1 @GFDATE_24544 2 @GFDATE_24625 3 @GFDATE_24639 4 @GFDATE_24653 5 @GFDATE_24734 6 @GFDATE_24748 7 @GFDATE_24843 
0872: jump_table_jumps 10 @GFDATE_24938 11 @GFDATE_24952 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 

:GFDATE_24544
if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
02E0:   actor 0@ aggressive 
88B4:   not test $390 bit 12 
else_jump @GFDATE_24585 
32@ = 0 

:GFDATE_24585
if 
  30@ > 0 
else_jump @GFDATE_24618 
0085: 32@ = 30@ // (int) 
30@ = -1 

:GFDATE_24618
jump @GFDATE_25025 

:GFDATE_24625
32@ = 0 
jump @GFDATE_25025 

:GFDATE_24639
32@ = 0 
jump @GFDATE_25025 

:GFDATE_24653
if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
02E0:   actor 0@ aggressive 
88B4:   not test $390 bit 12 
else_jump @GFDATE_24694 
32@ = 0 

:GFDATE_24694
if 
  30@ > 0 
else_jump @GFDATE_24727 
0085: 32@ = 30@ // (int) 
30@ = -1 

:GFDATE_24727
jump @GFDATE_25025 

:GFDATE_24734
32@ = 0 
jump @GFDATE_25025 

:GFDATE_24748
if 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
else_jump @GFDATE_24836 
if 
  30@ == -1 
else_jump @GFDATE_24796 
0085: 30@ = 32@ // (int) 

:GFDATE_24796
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_24829 
32@ = 30000 
jump @GFDATE_24836 

:GFDATE_24829
32@ = 0 

:GFDATE_24836
jump @GFDATE_25025 

:GFDATE_24843
if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
else_jump @GFDATE_24931 
if 
  30@ == -1 
else_jump @GFDATE_24891 
0085: 30@ = 32@ // (int) 

:GFDATE_24891
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_24924 
32@ = 30000 
jump @GFDATE_24931 

:GFDATE_24924
32@ = 0 

:GFDATE_24931
jump @GFDATE_25025 

:GFDATE_24938
32@ = 0 
jump @GFDATE_25025 

:GFDATE_24952
if 
  30@ == -1 
else_jump @GFDATE_24978 
0085: 30@ = 32@ // (int) 

:GFDATE_24978
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_25011 
32@ = 30000 
jump @GFDATE_25018 

:GFDATE_25011
32@ = 0 

:GFDATE_25018
jump @GFDATE_25025 

:GFDATE_25025
return 

:GFDATE_25027
if 
  0.0 >= $9469 
else_jump @GFDATE_25058 
$9469 -= 0.5 

:GFDATE_25058
0059: $9468 += $9469 // (float) 
if 
  0.0 > $9468 
else_jump @GFDATE_25097 
$9468 = 0.0 

:GFDATE_25097
if 
  $9468 > 100.0 
else_jump @GFDATE_25128 
$9468 = 100.0 

:GFDATE_25128
008C: $9467 = float $9468 to_integer 
08BD: set 3@ bit 8 
return 

:GFDATE_25145
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
0871: init_jump_table 26@ total_jumps 20 default_jump 0 @GFDATE_26510 jumps 0 @GFDATE_25385 1 @GFDATE_25878 2 @GFDATE_26352 3 @GFDATE_25957 4 @GFDATE_25464 5 @GFDATE_25371 6 @GFDATE_25378 
0872: jump_table_jumps 7 @GFDATE_26431 8 @GFDATE_25720 9 @GFDATE_26115 10 @GFDATE_25622 11 @GFDATE_25343 12 @GFDATE_26273 13 @GFDATE_26194 14 @GFDATE_26036 15 @GFDATE_25543 
0872: jump_table_jumps 16 @GFDATE_25357 17 @GFDATE_25799 18 @GFDATE_25350 19 @GFDATE_25364 -1 @GFDATE_26510 -1 @GFDATE_26510 -1 @GFDATE_26510 -1 @GFDATE_26510 -1 @GFDATE_26510 

:GFDATE_25343
jump @GFDATE_26510 

:GFDATE_25350
jump @GFDATE_26510 

:GFDATE_25357
jump @GFDATE_26510 

:GFDATE_25364
jump @GFDATE_26510 

:GFDATE_25371
jump @GFDATE_26510 

:GFDATE_25378
jump @GFDATE_26510 

:GFDATE_25385
if 
08B4:   test $377($GIRLFRIEND,6i) bit 15 
else_jump @GFDATE_25450 
if 
  32@ >= 30000 
else_jump @GFDATE_25436 
$9469 += 0.5 

:GFDATE_25436
gosub @GFDATE_26512 
jump @GFDATE_25457 

:GFDATE_25450
gosub @GFDATE_26632 

:GFDATE_25457
jump @GFDATE_26510 

:GFDATE_25464
if 
08B4:   test $377($GIRLFRIEND,6i) bit 15 
else_jump @GFDATE_25529 
if 
  32@ >= 30000 
else_jump @GFDATE_25515 
$9469 += 0.5 

:GFDATE_25515
gosub @GFDATE_26512 
jump @GFDATE_25536 

:GFDATE_25529
gosub @GFDATE_26632 

:GFDATE_25536
jump @GFDATE_26510 

:GFDATE_25543
if 
08B4:   test $377($GIRLFRIEND,6i) bit 15 
else_jump @GFDATE_25608 
if 
  32@ >= 30000 
else_jump @GFDATE_25594 
$9469 += 0.5 

:GFDATE_25594
gosub @GFDATE_26512 
jump @GFDATE_25615 

:GFDATE_25608
gosub @GFDATE_26632 

:GFDATE_25615
jump @GFDATE_26510 

:GFDATE_25622
if 
08B4:   test $377($GIRLFRIEND,6i) bit 17 
else_jump @GFDATE_25706 
if 
  32@ >= 30000 
else_jump @GFDATE_25692 
if 
  32@ >= 30000 
else_jump @GFDATE_25692 
$9469 += 0.5 

:GFDATE_25692
gosub @GFDATE_26512 
jump @GFDATE_25713 

:GFDATE_25706
gosub @GFDATE_26632 

:GFDATE_25713
jump @GFDATE_26510 

:GFDATE_25720
if 
08B4:   test $377($GIRLFRIEND,6i) bit 17 
else_jump @GFDATE_25785 
if 
  32@ >= 30000 
else_jump @GFDATE_25771 
$9469 += 0.5 

:GFDATE_25771
gosub @GFDATE_26512 
jump @GFDATE_25792 

:GFDATE_25785
gosub @GFDATE_26632 

:GFDATE_25792
jump @GFDATE_26510 

:GFDATE_25799
if 
08B4:   test $377($GIRLFRIEND,6i) bit 17 
else_jump @GFDATE_25864 
if 
  32@ >= 30000 
else_jump @GFDATE_25850 
$9469 += 0.5 

:GFDATE_25850
gosub @GFDATE_26512 
jump @GFDATE_25871 

:GFDATE_25864
gosub @GFDATE_26632 

:GFDATE_25871
jump @GFDATE_26510 

:GFDATE_25878
if 
08B4:   test $377($GIRLFRIEND,6i) bit 18 
else_jump @GFDATE_25943 
if 
  32@ >= 30000 
else_jump @GFDATE_25929 
$9469 += 0.5 

:GFDATE_25929
gosub @GFDATE_26512 
jump @GFDATE_25950 

:GFDATE_25943
gosub @GFDATE_26632 

:GFDATE_25950
jump @GFDATE_26510 

:GFDATE_25957
if 
08B4:   test $377($GIRLFRIEND,6i) bit 18 
else_jump @GFDATE_26022 
if 
  32@ >= 30000 
else_jump @GFDATE_26008 
$9469 += 0.5 

:GFDATE_26008
gosub @GFDATE_26512 
jump @GFDATE_26029 

:GFDATE_26022
gosub @GFDATE_26632 

:GFDATE_26029
jump @GFDATE_26510 

:GFDATE_26036
if 
08B4:   test $377($GIRLFRIEND,6i) bit 19 
else_jump @GFDATE_26101 
if 
  32@ >= 30000 
else_jump @GFDATE_26087 
$9469 += 0.5 

:GFDATE_26087
gosub @GFDATE_26512 
jump @GFDATE_26108 

:GFDATE_26101
gosub @GFDATE_26632 

:GFDATE_26108
jump @GFDATE_26510 

:GFDATE_26115
if 
08B4:   test $377($GIRLFRIEND,6i) bit 19 
else_jump @GFDATE_26180 
if 
  32@ >= 30000 
else_jump @GFDATE_26166 
$9469 += 0.5 

:GFDATE_26166
gosub @GFDATE_26512 
jump @GFDATE_26187 

:GFDATE_26180
gosub @GFDATE_26632 

:GFDATE_26187
jump @GFDATE_26510 

:GFDATE_26194
if 
08B4:   test $377($GIRLFRIEND,6i) bit 19 
else_jump @GFDATE_26259 
if 
  32@ >= 30000 
else_jump @GFDATE_26245 
$9469 += 0.5 

:GFDATE_26245
gosub @GFDATE_26512 
jump @GFDATE_26266 

:GFDATE_26259
gosub @GFDATE_26632 

:GFDATE_26266
jump @GFDATE_26510 

:GFDATE_26273
if 
08B4:   test $377($GIRLFRIEND,6i) bit 20 
else_jump @GFDATE_26338 
if 
  32@ >= 30000 
else_jump @GFDATE_26324 
$9469 += 0.5 

:GFDATE_26324
gosub @GFDATE_26512 
jump @GFDATE_26345 

:GFDATE_26338
gosub @GFDATE_26632 

:GFDATE_26345
jump @GFDATE_26510 

:GFDATE_26352
if 
08B4:   test $377($GIRLFRIEND,6i) bit 20 
else_jump @GFDATE_26417 
if 
  32@ >= 30000 
else_jump @GFDATE_26403 
$9469 += 0.5 

:GFDATE_26403
gosub @GFDATE_26512 
jump @GFDATE_26424 

:GFDATE_26417
gosub @GFDATE_26632 

:GFDATE_26424
jump @GFDATE_26510 

:GFDATE_26431
if 
08B4:   test $377($GIRLFRIEND,6i) bit 16 
else_jump @GFDATE_26496 
if 
  32@ >= 30000 
else_jump @GFDATE_26482 
$9469 += 0.5 

:GFDATE_26482
gosub @GFDATE_26512 
jump @GFDATE_26503 

:GFDATE_26496
gosub @GFDATE_26632 

:GFDATE_26503
jump @GFDATE_26510 

:GFDATE_26510
return 

:GFDATE_26512
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
if 
803B:   not  26@ == 31@ // (int) 
else_jump @GFDATE_26630 
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_26595 
if 
  $9467 > 0 
else_jump @GFDATE_26588 
04AE: $1233 = 312 // $ = any 
0085: 31@ = 26@ // (int) 

:GFDATE_26588
jump @GFDATE_26630 

:GFDATE_26595
if 
  32@ >= 30000 
else_jump @GFDATE_26630 
04AE: $1233 = 312 // $ = any 
0085: 31@ = 26@ // (int) 

:GFDATE_26630
return 

:GFDATE_26632
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
if 
803B:   not  26@ == 31@ // (int) 
else_jump @GFDATE_26750 
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_26715 
if 
  $9467 > 0 
else_jump @GFDATE_26708 
04AE: $1233 = 311 // $ = any 
0085: 31@ = 26@ // (int) 

:GFDATE_26708
jump @GFDATE_26750 

:GFDATE_26715
if 
  32@ >= 30000 
else_jump @GFDATE_26750 
04AE: $1233 = 311 // $ = any 
0085: 31@ = 26@ // (int) 

:GFDATE_26750
return 

:GFDATE_26752
if 
   Actor.Driving(0@)
else_jump @GFDATE_26817 
03C0: 28@ = actor 0@ car 
25@ = Car.Health(28@)
if 
  29@ == -1 
else_jump @GFDATE_26810 
0085: 29@ = 25@ // (int) 

:GFDATE_26810
jump @GFDATE_26831 

:GFDATE_26817
28@ = -1 
29@ = -1 

:GFDATE_26831
return 
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFDATE_27208 jumps 0 @GFDATE_26896 1 @GFDATE_26948 2 @GFDATE_27000 3 @GFDATE_27052 4 @GFDATE_27104 5 @GFDATE_27156 -1 @GFDATE_27208 

:GFDATE_26896
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
else_jump @GFDATE_26929 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_26929
0629: change_integer_stat 252 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
jump @GFDATE_27208 

:GFDATE_26948
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
else_jump @GFDATE_26981 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_26981
0629: change_integer_stat 253 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
jump @GFDATE_27208 

:GFDATE_27000
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
else_jump @GFDATE_27033 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_27033
0629: change_integer_stat 254 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
jump @GFDATE_27208 

:GFDATE_27052
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
else_jump @GFDATE_27085 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_27085
0629: change_integer_stat 255 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
jump @GFDATE_27208 

:GFDATE_27104
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
else_jump @GFDATE_27137 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_27137
0629: change_integer_stat 256 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
jump @GFDATE_27208 

:GFDATE_27156
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
else_jump @GFDATE_27189 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_27189
0629: change_integer_stat 257 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
jump @GFDATE_27208 

:GFDATE_27208
return 

:GFDATE_27210
0871: init_jump_table $1236 total_jumps 16 default_jump 0 @GFDATE_30453 jumps -1 @GFDATE_27338 0 @GFDATE_27352 1 @GFDATE_27613 2 @GFDATE_27665 3 @GFDATE_27924 4 @GFDATE_28078 5 @GFDATE_28238 
0872: jump_table_jumps 6 @GFDATE_28294 7 @GFDATE_28494 8 @GFDATE_28727 9 @GFDATE_28831 10 @GFDATE_29048 11 @GFDATE_29445 12 @GFDATE_29716 13 @GFDATE_29969 99 @GFDATE_30105 

:GFDATE_27338
08C0: clear $390 bit 22 
jump @GFDATE_30453 

:GFDATE_27352
0209: $1239 = random_int_in_ranges 0 6 
if and
  6 > $1239 
08B5:   test $GIRLS_GIFTS_BITMASK bit $1239 
803A:   not  $1239 == $GIRLFRIEND // (int) 
else_jump @GFDATE_27606 
if 
  $1239 == 0 
else_jump @GFDATE_27429 
04AE: $1239 = 195 // $ = any 
04AE: $1240 = 545 // $ = any 

:GFDATE_27429
if 
  $1239 == 1 
else_jump @GFDATE_27463 
04AE: $1239 = 192 // $ = any 
04AE: $1240 = 557 // $ = any 

:GFDATE_27463
if 
  $1239 == 3 
else_jump @GFDATE_27497 
04AE: $1239 = 190 // $ = any 
04AE: $1240 = 599 // $ = any 

:GFDATE_27497
if 
  $1239 == 2 
else_jump @GFDATE_27531 
04AE: $1239 = 191 // $ = any 
04AE: $1240 = 568 // $ = any 

:GFDATE_27531
if 
  $1239 == 4 
else_jump @GFDATE_27565 
04AE: $1239 = 193 // $ = any 
04AE: $1240 = 442 // $ = any 

:GFDATE_27565
if 
  $1239 == 5 
else_jump @GFDATE_27599 
04AE: $1239 = 194 // $ = any 
04AE: $1240 = 533 // $ = any 

:GFDATE_27599
$1236 = 1 

:GFDATE_27606
jump @GFDATE_30453 

:GFDATE_27613
if and
   Model.Available($1240)
   Model.Available($1239)
else_jump @GFDATE_27648 
$1236 = 2 
jump @GFDATE_27658 

:GFDATE_27648
Model.Load($1240)
Model.Load($1239)

:GFDATE_27658
jump @GFDATE_30453 

:GFDATE_27665
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 0.0 25.0 0.0 
if 
03D3: get_route_nearest_for 4@ 7@ 10@ store_to 5@ 8@ 11@ Z_angle_to 13@ 
else_jump @GFDATE_27910 
0395: clear_area 1 at 5@ 8@ 11@ radius 5.0 
$1238 = Car.Create($1240, 5@, 8@, 11@)
072F: enable_car $1238 stuck_check_distance 1.0 time 1000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC 
if 
04A3:   $1240 == 545 // $ == any 
else_jump @GFDATE_27812 
0229: set_car $1238 primary_color_to 83 secondary_color_to 1 

:GFDATE_27812
if 
04A3:   $1240 == 442 // $ == any 
else_jump @GFDATE_27840 
0229: set_car $1238 primary_color_to 1 secondary_color_to 1 

:GFDATE_27840
if 
04A3:   $1240 == 533 // $ == any 
else_jump @GFDATE_27868 
0229: set_car $1238 primary_color_to 126 secondary_color_to 1 

:GFDATE_27868
0129: $1237 = create_actor_pedtype 5 model $1239 in_car $1238 driverseat 
039E: set_actor $1237 locked 1 while_in_car 
Car.Angle($1238) = 13@
$1236 = 3 
jump @GFDATE_27917 

:GFDATE_27910
$1236 = 99 

:GFDATE_27917
jump @GFDATE_30453 

:GFDATE_27924
00BE: text_clear_all 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
if and
   not Car.Wrecked($1238)
   not Actor.Dead($1237)
else_jump @GFDATE_28064 
067B: put_camera_on_car $1238 with_offset -1.5 1.5 1.5 point_to_actor $1237 tilt 6.0 2 
0812: AS_actor $1237 perform_animation "GF_CARSPOT" IFP_file "KISSING" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
03E5: show_text_box 'GF_H014'  // Du wurdest von einer anderen Freundin gesehen. Schnell, schttle sie ab!
$1236 = 4 
jump @GFDATE_28071 

:GFDATE_28064
$1236 = 99 

:GFDATE_28071
jump @GFDATE_30453 

:GFDATE_28078
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_28224 
062E: unknown_get_actor $1237 task 2066 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_28217 
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_28180 
if and
0431:   car 28@ passenger_seat_free 0 
   Actor.InCar($PLAYER_ACTOR, 28@)
else_jump @GFDATE_28180 
072B: put_actor 0@ into_car 28@ passengerseat 0 

:GFDATE_28180
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$1241 = Marker.CreateAboveCar($1238)
$1236 = 5 

:GFDATE_28217
jump @GFDATE_28231 

:GFDATE_28224
$1236 = 99 

:GFDATE_28231
jump @GFDATE_30453 

:GFDATE_28238
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_28280 
Car.SetDriverBehaviour($1238, 3)
$1236 = 6 
jump @GFDATE_28287 

:GFDATE_28280
$1236 = 99 

:GFDATE_28287
jump @GFDATE_30453 

:GFDATE_28294
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_28480 
Actor.StorePos($PLAYER_ACTOR, 4@, 7@, 10@)
Car.StorePos($1238, 5@, 8@, 11@)
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
if 
  6.0 >= 13@ 
else_jump @GFDATE_28429 
Car.SetDriverBehaviour($1238, Nowhere)
Car.LockInCurrentPosition($1238) = True
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 
$1236 = 8 
jump @GFDATE_28473 

:GFDATE_28429
if 
  13@ > 200.0 
else_jump @GFDATE_28473 
0085: 26@ = 32@ // (int) 
26@ += 20000 
$1236 = 7 

:GFDATE_28473
jump @GFDATE_28487 

:GFDATE_28480
$1236 = 99 

:GFDATE_28487
jump @GFDATE_30453 

:GFDATE_28494
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_28713 
Actor.StorePos($PLAYER_ACTOR, 4@, 7@, 10@)
Car.StorePos($1238, 5@, 8@, 11@)
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
if 
  13@ > 180.0 
else_jump @GFDATE_28699 
if 
001D:   32@ > 26@ // (int) 
else_jump @GFDATE_28692 
if 
075C:   marker $1241 enabled 
else_jump @GFDATE_28627 
Marker.Disable($1241)

:GFDATE_28627
Actor.DestroyInstantly($1237)
if 
   not Car.Wrecked($1238)
else_jump @GFDATE_28674 
if 
06FC:   car $1238 stuck_check_enabled 
else_jump @GFDATE_28669 
03CD: disable_car $1238 stuck_check 

:GFDATE_28669
Car.Destroy($1238)

:GFDATE_28674
03E5: show_text_box 'GF_H016'  // Du hast es geschafft, die eiferschtige Freundin abzuhngen. Gut gemacht.
$1236 = 12 

:GFDATE_28692
jump @GFDATE_28706 

:GFDATE_28699
$1236 = 6 

:GFDATE_28706
jump @GFDATE_28720 

:GFDATE_28713
$1236 = 99 

:GFDATE_28720
jump @GFDATE_30453 

:GFDATE_28727
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_28817 
if 
   not fading 
else_jump @GFDATE_28810 
00BE: text_clear_all 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
03C8: rotate_player-180-degrees 
fade 1 500 
33@ = 0 
$1236 = 9 

:GFDATE_28810
jump @GFDATE_28824 

:GFDATE_28817
$1236 = 99 

:GFDATE_28824
jump @GFDATE_30453 

:GFDATE_28831
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_29034 
if 
   not fading 
else_jump @GFDATE_29027 
068D: get_camera_position_to 4@ 7@ 10@ 
Actor.StorePos($1237, 5@, 8@, 11@)
Camera.SetPosition(4@, 7@, 10@, 0.0, 0.0, 1.0)
Camera.PointAt(5@, 8@, 11@, 1)
Actor.SetImmunities($1237, 1, 1, 1, 1, 1)
Car.SetImmunities($1238, 1, 1, 1, 1, 1)
0812: AS_actor $1237 perform_animation "GF_CARARGUE_01" IFP_file "KISSING" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
$1232 = 7 
04AE: $1233 = 293 // $ = any 
$1236 = 10 

:GFDATE_29027
jump @GFDATE_29041 

:GFDATE_29034
$1236 = 99 

:GFDATE_29041
jump @GFDATE_30453 

:GFDATE_29048
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_29431 
062E: unknown_get_actor $1237 task 2066 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_29424 
if 
   Actor.Driving(0@)
else_jump @GFDATE_29224 
Actor.StorePos(0@, 5@, 8@, 11@)
Camera.PointAt(5@, 8@, 11@, 1)
Actor.SetImmunities(0@, 1, 1, 1, 1, 1)
0812: AS_actor 0@ perform_animation "GF_CARARGUE_02" IFP_file "KISSING" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
04AE: $1233 = 294 // $ = any 
$1236 = 11 
jump @GFDATE_29424 

:GFDATE_29224
Actor.StorePos(0@, 4@, 7@, 10@)
Actor.StorePos($PLAYER_ACTOR, 5@, 8@, 11@)
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
if or
  5.0 > 13@ 
  33@ > 6000 
else_jump @GFDATE_29417 
Actor.StorePos(0@, 5@, 8@, 11@)
Camera.PointAt(5@, 8@, 11@, 1)
Actor.SetImmunities(0@, 1, 1, 1, 1, 1)
0812: AS_actor 0@ perform_animation "GF_STREETARGUE_02" IFP_file "KISSING" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
04AE: $1233 = 294 // $ = any 
$1236 = 11 
jump @GFDATE_29424 

:GFDATE_29417
jump @GFDATE_30453 

:GFDATE_29424
jump @GFDATE_29438 

:GFDATE_29431
$1236 = 99 

:GFDATE_29438
jump @GFDATE_30453 

:GFDATE_29445
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_29702 
062E: unknown_get_actor 0@ task 2066 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_29695 
062E: unknown_get_actor $1237 task 1490 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_29546 
Car.LockInCurrentPosition($1238) = False
05D2: AS_actor $1237 run_to_and_hijack_car $1238 max_search_radius 30.0 traffic_behavior 3 

:GFDATE_29546
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_29681 
if 
   Actor.InCar(0@, 28@)
else_jump @GFDATE_29625 
062E: unknown_get_actor 0@ task 1485 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_29618 
05CD: AS_actor 0@ exit_car 28@ 

:GFDATE_29618
jump @GFDATE_29681 

:GFDATE_29625
062E: unknown_get_actor 0@ task 1873 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_29681 
0751: AS_actor 0@ flee_from_actor $PLAYER_ACTOR run_distance 100.0 time 5000 unknown 0 0 0 away_radius 30.0 

:GFDATE_29681
33@ = 0 
$1236 = 12 

:GFDATE_29695
jump @GFDATE_29709 

:GFDATE_29702
$1236 = 99 

:GFDATE_29709
jump @GFDATE_30453 

:GFDATE_29716
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_29955 
if 
  33@ > 5000 
else_jump @GFDATE_29948 
fade 0 1000 
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 4 
if 
04A3:   $1239 == 195 // $ == any 
else_jump @GFDATE_29800 
26@ = 0 

:GFDATE_29800
if 
04A3:   $1239 == 192 // $ == any 
else_jump @GFDATE_29826 
26@ = 1 

:GFDATE_29826
if 
04A3:   $1239 == 190 // $ == any 
else_jump @GFDATE_29852 
26@ = 3 

:GFDATE_29852
if 
04A3:   $1239 == 191 // $ == any 
else_jump @GFDATE_29878 
26@ = 2 

:GFDATE_29878
if 
04A3:   $1239 == 193 // $ == any 
else_jump @GFDATE_29904 
26@ = 4 

:GFDATE_29904
if 
04A3:   $1239 == 194 // $ == any 
else_jump @GFDATE_29930 
26@ = 5 

:GFDATE_29930
$GIRL_PROGRESS(26@,6i) -= 4 
$1236 = 13 

:GFDATE_29948
jump @GFDATE_29962 

:GFDATE_29955
$1236 = 99 

:GFDATE_29962
jump @GFDATE_30453 

:GFDATE_29969
if 
   not fading 
else_jump @GFDATE_30098 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
08BD: set 3@ bit 7 
Actor.DestroyInstantly($1237)
if 
   not Car.Wrecked($1238)
else_jump @GFDATE_30058 
if 
06FC:   car $1238 stuck_check_enabled 
else_jump @GFDATE_30053 
03CD: disable_car $1238 stuck_check 

:GFDATE_30053
Car.Destroy($1238)

:GFDATE_30058
Actor.SetImmunities(0@, 0, 0, 0, 0, 0)
fade 1 1500 
03E5: show_text_box 'GF_H015'  // Du wurdest beim Seitensprung ertappt. Das Date ist zu Ende.
gosub @GFDATE_32517 

:GFDATE_30098
jump @GFDATE_30453 

:GFDATE_30105
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
   not Actor.Dead(0@)
else_jump @GFDATE_30151 
Actor.SetImmunities(0@, 0, 0, 0, 0, 0)

:GFDATE_30151
if 
   not Actor.Dead($1237)
else_jump @GFDATE_30182 
Actor.SetImmunities($1237, 0, 0, 0, 0, 0)

:GFDATE_30182
if 
   not Car.Wrecked($1238)
else_jump @GFDATE_30219 
if 
06FC:   car $1238 stuck_check_enabled 
else_jump @GFDATE_30219 
03CD: disable_car $1238 stuck_check 

:GFDATE_30219
if 
075C:   marker $1241 enabled 
else_jump @GFDATE_30240 
Marker.Disable($1241)

:GFDATE_30240
if and
   Actor.Dead($1237)
051A:   actor $1237 damaged_by_actor $PLAYER_ACTOR 
else_jump @GFDATE_30432 
if 
04A3:   $1239 == 195 // $ == any 
else_jump @GFDATE_30290 
26@ = 0 

:GFDATE_30290
if 
04A3:   $1239 == 192 // $ == any 
else_jump @GFDATE_30316 
26@ = 1 

:GFDATE_30316
if 
04A3:   $1239 == 190 // $ == any 
else_jump @GFDATE_30342 
26@ = 3 

:GFDATE_30342
if 
04A3:   $1239 == 191 // $ == any 
else_jump @GFDATE_30368 
26@ = 2 

:GFDATE_30368
if 
04A3:   $1239 == 193 // $ == any 
else_jump @GFDATE_30394 
26@ = 4 

:GFDATE_30394
if 
04A3:   $1239 == 194 // $ == any 
else_jump @GFDATE_30420 
26@ = 5 

:GFDATE_30420
$GIRL_PROGRESS(26@,6i) = -999 

:GFDATE_30432
08C0: clear $390 bit 22 
$1236 = -1 
jump @GFDATE_30453 

:GFDATE_30453
return 

:GFDATE_30455
0871: init_jump_table $1232 total_jumps 8 default_jump 0 @GFDATE_31285 jumps 0 @GFDATE_30583 1 @GFDATE_30654 2 @GFDATE_30666 3 @GFDATE_30680 4 @GFDATE_30949 5 @GFDATE_31049 6 @GFDATE_30858 
0872: jump_table_jumps 7 @GFDATE_31091 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 

:GFDATE_30583
if 
  $1233 > 0 
else_jump @GFDATE_30615 
$1232 = 3 
jump @GFDATE_30647 

:GFDATE_30615
if and
  $1233 == -2 
  $1234 > 0 
else_jump @GFDATE_30647 
$1232 = 3 

:GFDATE_30647
jump @GFDATE_31285 

:GFDATE_30654
094F: unknown_actor 0@ 
jump @GFDATE_31285 

:GFDATE_30666
094E: set_actor 0@ unknown_flag 0 
jump @GFDATE_31285 

:GFDATE_30680
if 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_30851 
if 
  $1233 > 0 
else_jump @GFDATE_30791 
09D5: unknown_get_actor 0@ unknown $1233 flags 0 1 0 store_to $1235 // extended 0947 
gosub @GFDATE_31287 
$1233 = -1 
if 
  $1234 > 0 
else_jump @GFDATE_30777 
$1232 = 6 
jump @GFDATE_30784 

:GFDATE_30777
$1232 = 0 

:GFDATE_30784
jump @GFDATE_30851 

:GFDATE_30791
if 
  $1233 == -2 
else_jump @GFDATE_30830 
$1233 = -1 
$1232 = 6 
jump @GFDATE_30851 

:GFDATE_30830
$1233 = -1 
$1234 = -1 
$1232 = 0 

:GFDATE_30851
jump @GFDATE_31285 

:GFDATE_30858
if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_30942 
if 
  $1234 > 0 
else_jump @GFDATE_30935 
09D5: unknown_get_actor $PLAYER_ACTOR unknown $1234 flags 0 1 0 store_to $1235 // extended 0947 
$1234 = -1 
$1232 = 0 
jump @GFDATE_30942 

:GFDATE_30935
$1232 = 0 

:GFDATE_30942
jump @GFDATE_31285 

:GFDATE_30949
094E: set_actor 0@ unknown_flag 0 
if 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_31042 
if 
  $1233 > 0 
else_jump @GFDATE_31035 
09D5: unknown_get_actor 0@ unknown $1233 flags 0 1 0 store_to $1235 // extended 0947 
gosub @GFDATE_31287 
$1233 = -1 
$1232 = 5 
jump @GFDATE_31042 

:GFDATE_31035
$1232 = 0 

:GFDATE_31042
jump @GFDATE_31285 

:GFDATE_31049
if 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_31084 
094F: unknown_actor 0@ 
$1233 = -1 
$1232 = 0 

:GFDATE_31084
jump @GFDATE_31285 

:GFDATE_31091
if 
   not Actor.Dead($1237)
else_jump @GFDATE_31278 
if 
894D:   not actor $1237 mutally_active 
else_jump @GFDATE_31278 
if 
  $1233 > 0 
else_jump @GFDATE_31218 
09D5: unknown_get_actor $1237 unknown $1233 flags 0 1 0 store_to $1235 // extended 0947 
gosub @GFDATE_31287 
$1233 = -1 
if 
  $1234 > 0 
else_jump @GFDATE_31204 
$1232 = 6 
jump @GFDATE_31211 

:GFDATE_31204
$1232 = 0 

:GFDATE_31211
jump @GFDATE_31278 

:GFDATE_31218
if 
  $1233 == -2 
else_jump @GFDATE_31257 
$1233 = -1 
$1232 = 6 
jump @GFDATE_31278 

:GFDATE_31257
$1233 = -1 
$1234 = -1 
$1232 = 0 

:GFDATE_31278
jump @GFDATE_31285 

:GFDATE_31285
return 

:GFDATE_31287
0871: init_jump_table $1233 total_jumps 29 default_jump 0 @GFDATE_32405 jumps 32 @GFDATE_32359 39 @GFDATE_32382 264 @GFDATE_31572 266 @GFDATE_31579 268 @GFDATE_31586 269 @GFDATE_31639 270 @GFDATE_31616 
0872: jump_table_jumps 271 @GFDATE_31685 272 @GFDATE_31831 277 @GFDATE_31877 278 @GFDATE_31900 279 @GFDATE_32244 280 @GFDATE_31662 281 @GFDATE_32198 282 @GFDATE_32122 292 @GFDATE_32145 
0872: jump_table_jumps 296 @GFDATE_32099 298 @GFDATE_31854 299 @GFDATE_32168 302 @GFDATE_32313 306 @GFDATE_32175 309 @GFDATE_31593 310 @GFDATE_32221 311 @GFDATE_32290 312 @GFDATE_32267 
0872: jump_table_jumps 313 @GFDATE_32336 314 @GFDATE_31923 316 @GFDATE_32076 317 @GFDATE_31946 -1 @GFDATE_32405 -1 @GFDATE_32405 -1 @GFDATE_32405 -1 @GFDATE_32405 -1 @GFDATE_32405 

:GFDATE_31572
jump @GFDATE_32405 

:GFDATE_31579
jump @GFDATE_32405 

:GFDATE_31586
jump @GFDATE_32405 

:GFDATE_31593
00BC: show_text_highpriority GXT 'GF_0045' time 5000 flag 1  // Lass sie lieber fahren, sonst zieht sie das ganze Date ber 'nen Flunsch...
jump @GFDATE_32405 

:GFDATE_31616
00BC: show_text_highpriority GXT 'GF_0061' time 5000 flag 1  // Sie will, dass die Hllen fallen!
jump @GFDATE_32405 

:GFDATE_31639
00BC: show_text_highpriority GXT 'GF_0044' time 5000 flag 1  // Jetzt geht der perverse Kram los...
jump @GFDATE_32405 

:GFDATE_31662
00BC: show_text_highpriority GXT 'GF_0022' time 5000 flag 1  // Sie will, dass du sie nach Hause fhrst! Das knnte was werden...
jump @GFDATE_32405 

:GFDATE_31685
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_31726 
00BC: show_text_highpriority GXT 'GF_0077' time 5000 flag 1  // Oh nein, sie amsiert sich nicht! Schnell, spendier ihr was zu essen oder vielleicht einen Drink...
jump @GFDATE_31824 

:GFDATE_31726
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_31767 
00BC: show_text_highpriority GXT 'GF_0078' time 5000 flag 1  // Sie fngt an, sich zu langweilen. Streng dich mehr an, eine Gegend zu finden, wo es ihr gefllt.
jump @GFDATE_31824 

:GFDATE_31767
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_31808 
00BC: show_text_highpriority GXT 'GF_0079' time 5000 flag 1  // Sie verliert die Geduld. Kein Wunder, sie will einfach nur tanzen gehen!
jump @GFDATE_31824 

:GFDATE_31808
00BC: show_text_highpriority GXT 'GF_0031' time 5000 flag 1  // O-oh! Sie klingt gelangweilt. Schnell, mach irgendwas Lustiges mit ihr!

:GFDATE_31824
jump @GFDATE_32405 

:GFDATE_31831
00BC: show_text_highpriority GXT 'GF_0031' time 5000 flag 1  // O-oh! Sie klingt gelangweilt. Schnell, mach irgendwas Lustiges mit ihr!
jump @GFDATE_32405 

:GFDATE_31854
00BC: show_text_highpriority GXT 'GF_0004' time 3000 flag 1  // Hi, Carl!
jump @GFDATE_32405 

:GFDATE_31877
00BC: show_text_highpriority GXT 'GF_0007' time 5000 flag 1  // Sie scheint sich amusiert zu haben, aber sie sieht mde aus. Fahr sie lieber nach Hause.
jump @GFDATE_32405 

:GFDATE_31900
00BC: show_text_highpriority GXT 'GF_0066' time 5000 flag 1  // Oje, hrt sich nicht so an, als ob sie sich gut amsiert htte...
jump @GFDATE_32405 

:GFDATE_31923
00BC: show_text_highpriority GXT 'GF_0011' time 5000 flag 1  // Na, groe Klasse, Casanova, sie hat mit dir Schluss gemacht! Na ja, andere Mtter haben auch schne Tchter.
jump @GFDATE_32405 

:GFDATE_31946
if 
08B7:   test 3@ bit 20 
else_jump @GFDATE_31987 
00BC: show_text_highpriority GXT 'GF_0074' time 5000 flag 1  // Du musst mehr essen, wenn du bei dieser Lady ankommen willst, du drres Gestell!
jump @GFDATE_32405 

:GFDATE_31987
if 
08B7:   test 3@ bit 21 
else_jump @GFDATE_32028 
00BC: show_text_highpriority GXT 'GF_0053' time 5000 flag 1  // Du bist von der Figur her nicht ihr Typ. Sinn fr Humor scheint es heutzutage nicht mehr zu reien.
jump @GFDATE_32405 

:GFDATE_32028
if 
08B7:   test 3@ bit 22 
else_jump @GFDATE_32069 
00BC: show_text_highpriority GXT 'GF_0075' time 5000 flag 1  // Du hast dir zu viele Muskeln draufgepackt! Was hattest du zum Frhstck, Anabolika?
jump @GFDATE_32405 

:GFDATE_32069
jump @GFDATE_32405 

:GFDATE_32076
00BC: show_text_highpriority GXT 'GF_0052' time 5000 flag 1  // Kleider machen Leute, Kumpel!
jump @GFDATE_32405 

:GFDATE_32099
00BC: show_text_highpriority GXT 'GF_0034' time 5000 flag 1  // Du hast keine Ahnung, wie man eine Dame behandelt!
jump @GFDATE_32405 

:GFDATE_32122
00BC: show_text_highpriority GXT 'GF_0014' time 5000 flag 1  // Du hast es geschafft, sie ldt dich auf einen Kaffee ein! Mach deine Lenden bereit fr Liebe....
jump @GFDATE_32405 

:GFDATE_32145
00BC: show_text_highpriority GXT 'GF_0033' time 5000 flag 1  // Sie will dich wieder sehen! Bald wird sie dir nicht mehr widerstehen knnen...
jump @GFDATE_32405 

:GFDATE_32168
jump @GFDATE_32405 

:GFDATE_32175
00BC: show_text_highpriority GXT 'GF_0024' time 5000 flag 1  // Sie will ein Drive-by machen? Das ist 'ne ganz schn gefhrliche Lady!
jump @GFDATE_32405 

:GFDATE_32198
00BC: show_text_highpriority GXT 'GF_0032' time 5000 flag 1  // Ah. Das hast du jetzt davon. Du hast sie so gelangweilt, dass sie die Beine garantiert nicht breit macht!
jump @GFDATE_32405 

:GFDATE_32221
00BC: show_text_highpriority GXT 'GF_0047' time 5000 flag 1  // Sie hat dein Auto geklaut! Ihr beide habt so viel gemeinsam...
jump @GFDATE_32405 

:GFDATE_32244
00BC: show_text_highpriority GXT 'GF_0054' time 5000 flag 1  // Du hast sie schwindlig getanzt! Fahr sie nach Hause. Mal sehen, was sich da entwickelt...
jump @GFDATE_32405 

:GFDATE_32267
00BC: show_text_highpriority GXT 'GF_0050' time 5000 flag 1  // Es scheint, als ob ihr diese Gegend gefllt...
jump @GFDATE_32405 

:GFDATE_32290
00BC: show_text_highpriority GXT 'GF_0051' time 5000 flag 1  // Hrt sich nicht so an, als ob ihr die Gegend gefllt...
jump @GFDATE_32405 

:GFDATE_32313
00BC: show_text_highpriority GXT 'GF_0070' time 5000 flag 1  // Was hast du denn da fr eine Stelle ausgesucht? Das ist ja schrecklich hier!
jump @GFDATE_32405 

:GFDATE_32336
00BC: show_text_highpriority GXT 'GF_0072' time 5000 flag 1  // Oh, Mann! REGEL Nr. 2: Unbedingt vermeiden, dass ein Mdchen auf 'nem Date zu bluten anfngt!
jump @GFDATE_32405 

:GFDATE_32359
00BC: show_text_highpriority GXT 'GF_0073' time 2500 flag 1  // Achte auf deine Geschwindigkeit!
jump @GFDATE_32405 

:GFDATE_32382
00BC: show_text_highpriority GXT 'GF_0076' time 2500 flag 1  // Du fhrst zu langsam!
jump @GFDATE_32405 

:GFDATE_32405
return 

:GFDATE_32407
26@ = 0 

:GFDATE_32414
if 
075C:   marker 15@(26@,9i) enabled 
else_jump @GFDATE_32443 
Marker.Disable(15@(26@,9i))

:GFDATE_32443
26@ += 1 
  26@ >= 9 
else_jump @GFDATE_32414 
if 
075C:   marker $1241 enabled 
else_jump @GFDATE_32485 
Marker.Disable($1241)

:GFDATE_32485
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_32508 
0151: remove_status_text $9467 

:GFDATE_32508
08C3: clear 3@ bit 11 
return 

:GFDATE_32517
gosub @GFDATE_32407 
gosub @GFDATE_19075 
00BE: text_clear_all 
if 
   not Actor.Dead(0@)
else_jump @GFDATE_32573 
if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_32573 
06C9: remove_actor 0@ from_group 

:GFDATE_32573
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_32610 
if 
06FC:   car 28@ stuck_check_enabled 
else_jump @GFDATE_32610 
03CD: disable_car 28@ stuck_check 

:GFDATE_32610
if 
  $1236 > 0 
else_jump @GFDATE_32658 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFDATE_32658 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:GFDATE_32658
if 
   not Car.Wrecked($1238)
else_jump @GFDATE_32695 
if 
06FC:   car $1238 stuck_check_enabled 
else_jump @GFDATE_32695 
03CD: disable_car $1238 stuck_check 

:GFDATE_32695
Model.Destroy($1240)
Model.Destroy($1239)
Actor.RemoveReferences($1237)
Car.RemoveReferences($1238)
04EF: release_animation "KISSING" 
if 
  $GF_CENSORE_FLAG == 0 
else_jump @GFDATE_32756 
04EF: release_animation "BLOWJOBZ" 

:GFDATE_32756
if 
   Actor.Dead(0@)
else_jump @GFDATE_32816 
08C0: clear $390 bit 2 
if 
08B7:   test 3@ bit 15 
else_jump @GFDATE_32809 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -999 

:GFDATE_32809
jump @GFDATE_32889 

:GFDATE_32816
if 
08B7:   test 3@ bit 15 
else_jump @GFDATE_32889 
08C0: clear $390 bit 2 
if 
8184:   not actor 0@ health >= 10 
else_jump @GFDATE_32878 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -999 
jump @GFDATE_32889 

:GFDATE_32878
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 10 

:GFDATE_32889
if 
08B7:   test 3@ bit 7 
else_jump @GFDATE_32914 
08C0: clear $390 bit 2 

:GFDATE_32914
$5297 = 0 
$1231 = -1 
if 
08B7:   test 3@ bit 9 
else_jump @GFDATE_32978 
if 
88B4:   not test $390 bit 14 
else_jump @GFDATE_32971 
08BA: set $390 bit 8 

:GFDATE_32971
jump @GFDATE_32985 

:GFDATE_32978
08BA: set $390 bit 21 

:GFDATE_32985
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFDATE_33033 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
0A20: unknown_player $PLAYER_CHAR flag 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:GFDATE_33033
08F8: display_stat_update_box 1 
08C0: clear $390 bit 1 
08BB: set $1210 bit $GIRLFRIEND 
end_thread 
return 
0663: NOP "IGF_TT_STATUS" $1236 
0663: NOP v$9463 24@ 
0663: NOP "ICURRENTCARHEALTH" 29@ 
0664: NOP "FTEMP1_SPEED" 14@ 
0664: NOP "FUN_TEMP" $9469 
0663: NOP "TIMERB" 33@ 
0663: NOP "DATE_TIMER" 32@ 
0663: NOP "SUBSTATESTATUS" 2@ 
0871: init_jump_table 1@ total_jumps 11 default_jump 1 @GFDATE_33651 jumps 0 @GFDATE_33321 1 @GFDATE_33349 2 @GFDATE_33380 3 @GFDATE_33411 4 @GFDATE_33442 5 @GFDATE_33472 6 @GFDATE_33502 
0872: jump_table_jumps 7 @GFDATE_33533 8 @GFDATE_33566 9 @GFDATE_33596 10 @GFDATE_33626 -1 @GFDATE_33683 -1 @GFDATE_33683 -1 @GFDATE_33683 -1 @GFDATE_33683 -1 @GFDATE_33683 

:GFDATE_33321
0662: NOP "STATE0__DATE_INIT" 
jump @GFDATE_33683 

:GFDATE_33349
0662: NOP "STATE1__IDLE_ON_FOOT" 
jump @GFDATE_33683 

:GFDATE_33380
0662: NOP "STATE2__REACHED_DEST" 
jump @GFDATE_33683 

:GFDATE_33411
0662: NOP "STATE3__REACHED_HOME" 
jump @GFDATE_33683 

:GFDATE_33442
0662: NOP "STATE4__IDLE_IN_CAR" 
jump @GFDATE_33683 

:GFDATE_33472
0662: NOP "STATE5__DUMP_PLAYER" 
jump @GFDATE_33683 

:GFDATE_33502
0662: NOP "STATE6__KISS_ON_FOOT" 
jump @GFDATE_33683 

:GFDATE_33533
0662: NOP "STATE7__BLOWJOB_IN_CAR" 
jump @GFDATE_33683 

:GFDATE_33566
0662: NOP "STATE8__GIRL_DRIVES" 
jump @GFDATE_33683 

:GFDATE_33596
0662: NOP "STATE9__FLEE_PLAYER" 
jump @GFDATE_33683 

:GFDATE_33626
0662: NOP "STATE10__DANCE" 
jump @GFDATE_33683 

:GFDATE_33651
0663: NOP "UNTRAPPED_STATE___" 1@ 
jump @GFDATE_33683 

:GFDATE_33683
0662: NOP "I__________________________I" 
return 
end_thread 

//-------------External script 26 (GF_SEX)---------------

:GFSEX
thread 'GFSEX' 
09BD: unknown_flag 1 
7@ = 0 
8@ = 0 
if 
  1@ > 0 
else_jump @GFSEX_61 
$GFSEX_EXCITEMENT = 40 
jump @GFSEX_68 

:GFSEX_61
$GFSEX_EXCITEMENT = 50 

:GFSEX_68
$GFSEX_POWER = 1 
9@ = 0 
if 
  9@ > 0 
else_jump @GFSEX_124 
24@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:GFSEX_124
gosub @GFSEX_7565 
if 
  $GF_CENSORE_FLAG == 0 
else_jump @GFSEX_156 
gosub @GFSEX_8036 

:GFSEX_156
wait 0 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(24@)
   not $GIRL_PROGRESS(0@,6i) == -999 
   not $GIRL_PROGRESS(0@,6i) == -100 
   not $GIRL_PROGRESS(0@,6i) == -99 
else_jump @GFSEX_243 
gosub @GFSEX_257 
gosub @GFSEX_514 
gosub @GFSEX_12553 
jump @GFSEX_250 

:GFSEX_243
gosub @GFSEX_13715 

:GFSEX_250
jump @GFSEX_156 

:GFSEX_257
if 
88B7:   not test 9@ bit 1 
else_jump @GFSEX_512 
if 
  $GF_CENSORE_FLAG == 1 
else_jump @GFSEX_316 
08BD: set 9@ bit 1 
7@ = 9 
8@ = 0 
return 

:GFSEX_316
if 
00E1:   player 0 pressed_key 17 
else_jump @GFSEX_372 
if 
88B7:   not test 9@ bit 2 
else_jump @GFSEX_365 
gosub @GFSEX_9199 
08BD: set 9@ bit 2 

:GFSEX_365
jump @GFSEX_379 

:GFSEX_372
08C3: clear 9@ bit 2 

:GFSEX_379
if 
00E1:   player 0 pressed_key 14 
else_jump @GFSEX_435 
if 
88B7:   not test 9@ bit 3 
else_jump @GFSEX_428 
gosub @GFSEX_9977 
08BD: set 9@ bit 3 

:GFSEX_428
jump @GFSEX_442 

:GFSEX_435
08C3: clear 9@ bit 3 

:GFSEX_442
if 
00E1:   player 0 pressed_key 15 
else_jump @GFSEX_505 
if 
88B7:   not test 9@ bit 4 
else_jump @GFSEX_498 
7@ = 2 
8@ = 0 
08BD: set 9@ bit 4 

:GFSEX_498
jump @GFSEX_512 

:GFSEX_505
08C3: clear 9@ bit 4 

:GFSEX_512
return 

:GFSEX_514
0871: init_jump_table 7@ total_jumps 10 default_jump 0 @GFSEX_782 jumps 0 @GFSEX_642 1 @GFSEX_656 2 @GFSEX_670 3 @GFSEX_684 4 @GFSEX_698 5 @GFSEX_712 6 @GFSEX_726 
0872: jump_table_jumps 7 @GFSEX_740 8 @GFSEX_754 9 @GFSEX_768 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 

:GFSEX_642
gosub @GFSEX_784 
jump @GFSEX_782 

:GFSEX_656
gosub @GFSEX_958 
jump @GFSEX_782 

:GFSEX_670
gosub @GFSEX_1707 
jump @GFSEX_782 

:GFSEX_684
gosub @GFSEX_2013 
jump @GFSEX_782 

:GFSEX_698
gosub @GFSEX_3126 
jump @GFSEX_782 

:GFSEX_712
gosub @GFSEX_3555 
jump @GFSEX_782 

:GFSEX_726
gosub @GFSEX_4116 
jump @GFSEX_782 

:GFSEX_740
gosub @GFSEX_5343 
jump @GFSEX_782 

:GFSEX_754
gosub @GFSEX_6084 
jump @GFSEX_782 

:GFSEX_768
gosub @GFSEX_6686 
jump @GFSEX_782 

:GFSEX_782
return 

:GFSEX_784
0871: init_jump_table 8@ total_jumps 2 default_jump 0 @GFSEX_956 jumps 0 @GFSEX_847 1 @GFSEX_874 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 

:GFSEX_847
08BD: set 9@ bit 1 
fade 0 0 
8@ += 1 
jump @GFSEX_956 

:GFSEX_874
if 
   not fading 
else_jump @GFSEX_949 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 24@ all_weapons_hidden 1 
0581: enable_radar 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
gosub @GFSEX_8178 
0085: 7@ = 21@ // (int) 
8@ = 0 

:GFSEX_949
jump @GFSEX_956 

:GFSEX_956
return 

:GFSEX_958
0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFSEX_1705 jumps 0 @GFSEX_1021 1 @GFSEX_1063 2 @GFSEX_1186 3 @GFSEX_1423 4 @GFSEX_1582 5 @GFSEX_1632 -1 @GFSEX_1705 

:GFSEX_1021
08BD: set 9@ bit 1 
23@ = -1 
gosub @GFSEX_9199 
fade 1 1500 
8@ += 1 
jump @GFSEX_1705 

:GFSEX_1063
if 
   not fading 
else_jump @GFSEX_1179 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_P" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_COUCH_START_W" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
8@ += 1 

:GFSEX_1179
jump @GFSEX_1705 

:GFSEX_1186
0613: 16@ = actor $PLAYER_ACTOR animation "BJ_COUCH_START_P" time 
if and
  16@ > 0.5 
  1.0 > 16@ 
else_jump @GFSEX_1277 
if 
08D0:   cutscene_skipped 
else_jump @GFSEX_1277 
fade 0 500 
8@ = 5 
jump @GFSEX_1705 

:GFSEX_1277
if 
  16@ == 1.0 
else_jump @GFSEX_1416 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_P" IFP_file "BLOWJOBZ" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0812: AS_actor 24@ perform_animation "BJ_COUCH_LOOP_W" IFP_file "BLOWJOBZ" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
04AE: $1233 = 285 // $ = any 
33@ = 0 
8@ += 1 

:GFSEX_1416
jump @GFSEX_1705 

:GFSEX_1423
if 
08D0:   cutscene_skipped 
else_jump @GFSEX_1457 
fade 0 500 
8@ = 5 
jump @GFSEX_1575 

:GFSEX_1457
if 
  33@ > 6000 
else_jump @GFSEX_1575 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_END_P" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_COUCH_END_W" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
8@ += 1 

:GFSEX_1575
jump @GFSEX_1705 

:GFSEX_1582
062E: unknown_get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found 
if 
04A4:   20@ == 7 // @ == any 
else_jump @GFSEX_1625 
fade 0 500 
8@ += 1 

:GFSEX_1625
jump @GFSEX_1705 

:GFSEX_1632
if 
   not fading 
else_jump @GFSEX_1698 
if 
  1@ > 0 
else_jump @GFSEX_1684 
7@ = 3 
8@ = 0 
jump @GFSEX_1698 

:GFSEX_1684
7@ = 6 
8@ = 0 

:GFSEX_1698
jump @GFSEX_1705 

:GFSEX_1705
return 

:GFSEX_1707
0871: init_jump_table 8@ total_jumps 3 default_jump 0 @GFSEX_2011 jumps 0 @GFSEX_1770 1 @GFSEX_1791 2 @GFSEX_1984 -1 @GFSEX_2011 -1 @GFSEX_2011 -1 @GFSEX_2011 -1 @GFSEX_2011 

:GFSEX_1770
fade 0 1000 
8@ += 1 
jump @GFSEX_2011 

:GFSEX_1791
if 
   not fading 
else_jump @GFSEX_1977 
gosub @GFSEX_8764 
if 
08B7:   test 9@ bit 13 
else_jump @GFSEX_1841 
0151: remove_status_text $GFSEX_EXCITEMENT 
08C3: clear 9@ bit 13 

:GFSEX_1841
if 
08B7:   test 9@ bit 9 
else_jump @GFSEX_1871 
0151: remove_status_text $GFSEX_POWER 
08C3: clear 9@ bit 9 

:GFSEX_1871
03E6: remove_text_box 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @GFSEX_1938 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:GFSEX_1938
if 
  $GF_CENSORE_FLAG == 0 
else_jump @GFSEX_1963 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GFSEX_1963
fade 1 1000 
8@ += 1 

:GFSEX_1977
jump @GFSEX_2011 

:GFSEX_1984
if 
   not fading 
else_jump @GFSEX_2004 
gosub @GFSEX_13715 

:GFSEX_2004
jump @GFSEX_2011 

:GFSEX_2011
return 

:GFSEX_2013
0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFSEX_3124 jumps 0 @GFSEX_2076 1 @GFSEX_2294 2 @GFSEX_2489 3 @GFSEX_2706 4 @GFSEX_2948 5 @GFSEX_3055 -1 @GFSEX_3124 

:GFSEX_2076
if 
   not fading 
else_jump @GFSEX_2287 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 24@ 
gosub @GFSEX_8852 
Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
Actor.Angle($PLAYER_ACTOR) = 16@
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
16@ = Actor.Angle($PLAYER_ACTOR)
Actor.PutAt(24@, 10@, 12@, 14@)
Actor.Angle(24@) = 16@
0512: show_permanent_text_box 'GF_0043'  // Drcke ~k~~PED_SPRINT~, wenn der Power-Balken voll ist. ~n~~k~~PED_FIREWEAPON~ Blickwinkel ndern~n~~k~~VEHICLE_ENTER_EXIT~ Beenden
04F7: status_text $GFSEX_EXCITEMENT type 1 line 1 GXT 'GF_0017' // global_variable  // Erregung:
04F7: status_text $GFSEX_POWER type 1 line 3 GXT 'GF_0040' // global_variable  // Power:
08BD: set 9@ bit 9 
08BD: set 9@ bit 13 
23@ = 1 
gosub @GFSEX_9199 
fade 1 1000 
08C3: clear 9@ bit 1 
8@ += 1 

:GFSEX_2287
jump @GFSEX_3124 

:GFSEX_2294
0812: AS_actor 24@ perform_animation "SPANKING_IDLEW" IFP_file "SNM" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" IFP_file "SNM" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
08C3: clear 9@ bit 8 
gosub @GFSEX_12387 
if 
  0 >= $GFSEX_EXCITEMENT 
else_jump @GFSEX_2436 
7@ = 4 
8@ = 0 
jump @GFSEX_3124 
jump @GFSEX_2475 

:GFSEX_2436
if 
  $GFSEX_EXCITEMENT >= 100 
else_jump @GFSEX_2475 
7@ = 5 
8@ = 0 
jump @GFSEX_3124 

:GFSEX_2475
8@ += 1 
jump @GFSEX_3124 

:GFSEX_2489
gosub @GFSEX_12387 
if 
  $GFSEX_POWER >= 100 
else_jump @GFSEX_2521 
8@ += 1 

:GFSEX_2521
if 
00E1:   player 0 pressed_key 16 
else_jump @GFSEX_2607 
if and
88B7:   not test 9@ bit 8 
   not Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
else_jump @GFSEX_2600 
08BD: set 9@ bit 8 
gosub @GFSEX_11966 
8@ = 4 
jump @GFSEX_3124 

:GFSEX_2600
jump @GFSEX_2614 

:GFSEX_2607
08C3: clear 9@ bit 8 

:GFSEX_2614
if 
  0 >= $GFSEX_EXCITEMENT 
else_jump @GFSEX_2660 
7@ = 4 
8@ = 0 
jump @GFSEX_3124 
jump @GFSEX_2699 

:GFSEX_2660
if 
  $GFSEX_EXCITEMENT == 100 
else_jump @GFSEX_2699 
7@ = 5 
8@ = 0 
jump @GFSEX_3124 

:GFSEX_2699
jump @GFSEX_3124 

:GFSEX_2706
gosub @GFSEX_12387 
if 
  $GFSEX_POWER >= 97 
else_jump @GFSEX_2824 
if 
00E1:   player 0 pressed_key 16 
else_jump @GFSEX_2817 
if and
88B7:   not test 9@ bit 8 
   not Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
else_jump @GFSEX_2810 
08BD: set 9@ bit 8 
gosub @GFSEX_11966 
8@ = 4 
jump @GFSEX_3124 

:GFSEX_2810
jump @GFSEX_2824 

:GFSEX_2817
08C3: clear 9@ bit 8 

:GFSEX_2824
if 
  0 >= $GFSEX_POWER 
else_jump @GFSEX_2856 
gosub @GFSEX_11667 
8@ -= 1 

:GFSEX_2856
if 
  0 >= $GFSEX_EXCITEMENT 
else_jump @GFSEX_2902 
7@ = 4 
8@ = 0 
jump @GFSEX_3124 
jump @GFSEX_2941 

:GFSEX_2902
if 
  $GFSEX_EXCITEMENT == 100 
else_jump @GFSEX_2941 
7@ = 5 
8@ = 0 
jump @GFSEX_3124 

:GFSEX_2941
jump @GFSEX_3124 

:GFSEX_2948
gosub @GFSEX_12387 
gosub @GFSEX_12007 
0812: AS_actor 24@ perform_animation "SPANKINGW" IFP_file "SNM" 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP_file "SNM" 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
08C3: clear 9@ bit 5 
8@ += 1 
jump @GFSEX_3124 

:GFSEX_3055
gosub @GFSEX_12387 
gosub @GFSEX_12057 
if 
08B7:   test 9@ bit 5 
else_jump @GFSEX_3117 
04AE: $1234 = 238 // $ = any 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1190 
gosub @GFSEX_12253 
8@ = 1 

:GFSEX_3117
jump @GFSEX_3124 

:GFSEX_3124
return 

:GFSEX_3126
0871: init_jump_table 8@ total_jumps 3 default_jump 0 @GFSEX_3553 jumps 0 @GFSEX_3189 1 @GFSEX_3272 2 @GFSEX_3477 -1 @GFSEX_3553 -1 @GFSEX_3553 -1 @GFSEX_3553 -1 @GFSEX_3553 

:GFSEX_3189
if 
08B7:   test 9@ bit 13 
else_jump @GFSEX_3219 
0151: remove_status_text $GFSEX_EXCITEMENT 
08C3: clear 9@ bit 13 

:GFSEX_3219
if 
08B7:   test 9@ bit 9 
else_jump @GFSEX_3249 
0151: remove_status_text $GFSEX_POWER 
08C3: clear 9@ bit 9 

:GFSEX_3249
03E6: remove_text_box 
fade 0 1000 
8@ += 1 
jump @GFSEX_3553 

:GFSEX_3272
if 
   not fading 
else_jump @GFSEX_3470 
gosub @GFSEX_8852 
Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
Actor.Angle($PLAYER_ACTOR) = 16@
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
16@ = Actor.Angle($PLAYER_ACTOR)
Actor.PutAt(24@, 10@, 12@, 14@)
Actor.Angle(24@) = 16@
0812: AS_actor 24@ perform_animation "SPANKEDW" IFP_file "SNM" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKEDP" IFP_file "SNM" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB 
fade 1 1000 
33@ = 0 
8@ += 1 

:GFSEX_3470
jump @GFSEX_3553 

:GFSEX_3477
if 
   not fading 
else_jump @GFSEX_3546 
04AE: $1233 = 291 // $ = any 
04AE: $1234 = 237 // $ = any 
if 
  33@ > 7000 
else_jump @GFSEX_3546 
08C0: clear $390 bit 4 
7@ = 2 
8@ = 0 

:GFSEX_3546
jump @GFSEX_3553 

:GFSEX_3553
return 

:GFSEX_3555
0871: init_jump_table 8@ total_jumps 4 default_jump 0 @GFSEX_4114 jumps 0 @GFSEX_3618 1 @GFSEX_3701 2 @GFSEX_4000 3 @GFSEX_4042 -1 @GFSEX_4114 -1 @GFSEX_4114 -1 @GFSEX_4114 

:GFSEX_3618
if 
08B7:   test 9@ bit 13 
else_jump @GFSEX_3648 
0151: remove_status_text $GFSEX_EXCITEMENT 
08C3: clear 9@ bit 13 

:GFSEX_3648
if 
08B7:   test 9@ bit 9 
else_jump @GFSEX_3678 
0151: remove_status_text $GFSEX_POWER 
08C3: clear 9@ bit 9 

:GFSEX_3678
03E6: remove_text_box 
fade 0 1000 
8@ += 1 
jump @GFSEX_4114 

:GFSEX_3701
if 
   not fading 
else_jump @GFSEX_3993 
gosub @GFSEX_8852 
Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
Actor.Angle($PLAYER_ACTOR) = 16@
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
16@ = Actor.Angle($PLAYER_ACTOR)
Actor.PutAt(24@, 10@, 12@, 14@)
Actor.Angle(24@) = 16@
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.707 3.136 -0.163 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.427 0.634 -0.5 
Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
Camera.PointAt(11@, 13@, 15@, 2)
0812: AS_actor 24@ perform_animation "SPANKING_ENDW" IFP_file "SNM" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_ENDP" IFP_file "SNM" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
fade 1 1000 
8@ += 1 

:GFSEX_3993
jump @GFSEX_4114 

:GFSEX_4000
if 
   not fading 
else_jump @GFSEX_4035 
04AE: $1233 = 289 // $ = any 
33@ = 0 
8@ += 1 

:GFSEX_4035
jump @GFSEX_4114 

:GFSEX_4042
0613: 16@ = actor $PLAYER_ACTOR animation "SPANKING_ENDP" time 
if 
  16@ == 1.0 
else_jump @GFSEX_4107 
08BA: set $390 bit 4 
7@ = 2 
8@ = 0 

:GFSEX_4107
jump @GFSEX_4114 

:GFSEX_4114
return 

:GFSEX_4116
0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFSEX_5341 jumps 0 @GFSEX_4179 1 @GFSEX_4373 2 @GFSEX_4954 3 @GFSEX_5070 4 @GFSEX_5180 5 @GFSEX_5278 -1 @GFSEX_5341 

:GFSEX_4179
if 
   not fading 
else_jump @GFSEX_4366 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 24@ 
gosub @GFSEX_8852 
Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
Actor.Angle($PLAYER_ACTOR) = 16@
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0 
16@ = Actor.Angle($PLAYER_ACTOR)
16@ += 180.0 
Actor.PutAt(24@, 10@, 12@, 14@)
Actor.Angle(24@) = 16@
03C4: set_status_text $GFSEX_EXCITEMENT type 1 GXT 'GF_0017' // global_variable  // Erregung:
08BD: set 9@ bit 13 
gosub @GFSEX_9199 
0512: show_permanent_text_box 'GF_0020'  // Drcke rhythmisch ~k~~GO_FORWARD~ und ~k~~GO_BACK~.~n~~k~~PED_FIREWEAPON~ Blickwinkel ndern~n~~k~~PED_JUMPING~ Stellung ndern~n~~k~~VEHICLE_ENTER_EXIT~ Beenden
fade 1 500 
08C3: clear 9@ bit 1 
8@ += 1 

:GFSEX_4366
jump @GFSEX_5341 

:GFSEX_4373
33@ = 0 
if 
  22@ == 0 
else_jump @GFSEX_4473 
0812: AS_actor 24@ perform_animation "SEX_1_W" IFP_file "SEX" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP_file "SEX" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
8@ += 1 

:GFSEX_4473
if 
  22@ == 1 
else_jump @GFSEX_4710 
if 
   Actor.Animation($PLAYER_ACTOR) == "SEX_1TO2_P"
else_jump @GFSEX_4635 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1TO2_P" time 
if 
  16@ >= 1.0 
else_jump @GFSEX_4628 
0812: AS_actor 24@ perform_animation "SEX_2_W" IFP_file "SEX" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP_file "SEX" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GFSEX_4628
jump @GFSEX_4703 

:GFSEX_4635
0812: AS_actor 24@ perform_animation "SEX_2_W" IFP_file "SEX" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP_file "SEX" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GFSEX_4703
8@ += 1 

:GFSEX_4710
if 
  22@ == 2 
else_jump @GFSEX_4947 
if 
   Actor.Animation($PLAYER_ACTOR) == "SEX_2TO3_P"
else_jump @GFSEX_4872 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2TO3_P" time 
if 
  16@ >= 1.0 
else_jump @GFSEX_4865 
0812: AS_actor 24@ perform_animation "SEX_3_W" IFP_file "SEX" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP_file "SEX" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GFSEX_4865
jump @GFSEX_4940 

:GFSEX_4872
0812: AS_actor 24@ perform_animation "SEX_3_W" IFP_file "SEX" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP_file "SEX" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GFSEX_4940
8@ += 1 

:GFSEX_4947
jump @GFSEX_5341 

:GFSEX_4954
gosub @GFSEX_10324 
gosub @GFSEX_10735 
if 
  $GFSEX_EXCITEMENT == 100 
else_jump @GFSEX_5022 
04AE: $1233 = 286 // $ = any 
Player.CanMove($PLAYER_CHAR) = False
08BD: set 9@ bit 1 
08BA: set $390 bit 4 
8@ += 1 

:GFSEX_5022
if 
  $GFSEX_EXCITEMENT == 0 
else_jump @GFSEX_5063 
08C0: clear $390 bit 4 
03E6: remove_text_box 
7@ = 8 
8@ = 0 

:GFSEX_5063
jump @GFSEX_5341 

:GFSEX_5070
if 
  22@ == 0 
else_jump @GFSEX_5095 
8@ += 1 

:GFSEX_5095
if 
  22@ == 1 
else_jump @GFSEX_5134 
gosub @GFSEX_9199 
22@ = 0 
8@ += 1 

:GFSEX_5134
if 
  22@ == 2 
else_jump @GFSEX_5173 
gosub @GFSEX_9199 
22@ = 0 
8@ += 1 

:GFSEX_5173
jump @GFSEX_5341 

:GFSEX_5180
0812: AS_actor 24@ perform_animation "SEX_1_CUM_W" IFP_file "SEX" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_CUM_P" IFP_file "SEX" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 289 // $ = any 
8@ += 1 
jump @GFSEX_5341 

:GFSEX_5278
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_CUM_P" time 
if 
  16@ == 1.0 
else_jump @GFSEX_5334 
7@ = 2 
8@ = 0 

:GFSEX_5334
jump @GFSEX_5341 

:GFSEX_5341
return 

:GFSEX_5343
0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFSEX_6082 jumps 0 @GFSEX_5406 1 @GFSEX_5448 2 @GFSEX_5571 3 @GFSEX_5800 4 @GFSEX_5959 5 @GFSEX_6009 -1 @GFSEX_6082 

:GFSEX_5406
08BD: set 9@ bit 1 
23@ = -1 
gosub @GFSEX_9199 
fade 1 1500 
8@ += 1 
jump @GFSEX_6082 

:GFSEX_5448
if 
   not fading 
else_jump @GFSEX_5564 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_STAND_START_W" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
8@ += 1 

:GFSEX_5564
jump @GFSEX_6082 

:GFSEX_5571
0613: 16@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time 
if and
  16@ > 0.5 
  1.0 > 16@ 
else_jump @GFSEX_5662 
if 
08D0:   cutscene_skipped 
else_jump @GFSEX_5662 
fade 0 500 
8@ = 5 
jump @GFSEX_6082 

:GFSEX_5662
if 
  16@ == 1.0 
else_jump @GFSEX_5793 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP_file "BLOWJOBZ" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0812: AS_actor 24@ perform_animation "BJ_STAND_LOOP_W" IFP_file "BLOWJOBZ" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
33@ = 0 
8@ += 1 

:GFSEX_5793
jump @GFSEX_6082 

:GFSEX_5800
if 
08D0:   cutscene_skipped 
else_jump @GFSEX_5834 
fade 0 500 
8@ = 5 
jump @GFSEX_5952 

:GFSEX_5834
if 
  33@ > 6000 
else_jump @GFSEX_5952 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_STAND_END_W" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
8@ += 1 

:GFSEX_5952
jump @GFSEX_6082 

:GFSEX_5959
062E: unknown_get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found 
if 
04A4:   20@ == 7 // @ == any 
else_jump @GFSEX_6002 
fade 0 500 
8@ += 1 

:GFSEX_6002
jump @GFSEX_6082 

:GFSEX_6009
if 
   not fading 
else_jump @GFSEX_6075 
if 
  1@ > 0 
else_jump @GFSEX_6061 
7@ = 3 
8@ = 0 
jump @GFSEX_6075 

:GFSEX_6061
7@ = 6 
8@ = 0 

:GFSEX_6075
jump @GFSEX_6082 

:GFSEX_6082
return 

:GFSEX_6084
0871: init_jump_table 8@ total_jumps 2 default_jump 0 @GFSEX_6684 jumps 0 @GFSEX_6147 1 @GFSEX_6508 -1 @GFSEX_6684 -1 @GFSEX_6684 -1 @GFSEX_6684 -1 @GFSEX_6684 -1 @GFSEX_6684 

:GFSEX_6147
if 
  22@ == 0 
else_jump @GFSEX_6265 
0812: AS_actor 24@ perform_animation "SEX_1_FAIL_W" IFP_file "SEX" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_FAIL_P" IFP_file "SEX" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 288 // $ = any 
8@ += 1 
jump @GFSEX_6684 

:GFSEX_6265
if 
  22@ == 1 
else_jump @GFSEX_6383 
0812: AS_actor 24@ perform_animation "SEX_2_FAIL_W" IFP_file "SEX" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_FAIL_P" IFP_file "SEX" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 288 // $ = any 
8@ += 1 
jump @GFSEX_6684 

:GFSEX_6383
if 
  22@ == 2 
else_jump @GFSEX_6501 
0812: AS_actor 24@ perform_animation "SEX_3_FAIL_W" IFP_file "SEX" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_FAIL_P" IFP_file "SEX" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 288 // $ = any 
8@ += 1 
jump @GFSEX_6684 

:GFSEX_6501
jump @GFSEX_6684 

:GFSEX_6508
if 
  22@ == 0 
else_jump @GFSEX_6555 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_FAIL_P" time 
jump @GFSEX_6642 

:GFSEX_6555
if 
  22@ == 1 
else_jump @GFSEX_6602 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2_FAIL_P" time 
jump @GFSEX_6642 

:GFSEX_6602
if 
  22@ == 2 
else_jump @GFSEX_6642 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_3_FAIL_P" time 

:GFSEX_6642
if 
  16@ == 1.0 
else_jump @GFSEX_6677 
7@ = 2 
8@ = 0 

:GFSEX_6677
jump @GFSEX_6684 

:GFSEX_6684
return 

:GFSEX_6686
0871: init_jump_table 8@ total_jumps 8 default_jump 0 @GFSEX_7563 jumps 0 @GFSEX_6814 1 @GFSEX_6895 2 @GFSEX_7180 3 @GFSEX_7222 4 @GFSEX_7284 5 @GFSEX_7385 6 @GFSEX_7447 
0872: jump_table_jumps 7 @GFSEX_7509 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 -1 @GFSEX_7563 

:GFSEX_6814
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GFSEX_6860 
03C0: 25@ = actor $PLAYER_ACTOR car 
Car.SetImmunities(25@, 1, 1, 1, 1, 1)
jump @GFSEX_6875 

:GFSEX_6860
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)

:GFSEX_6875
fade 0 0 
8@ += 1 
jump @GFSEX_7563 

:GFSEX_6895
if 
   not fading 
else_jump @GFSEX_7173 
select_interior 0 
0860: link_actor 24@ to_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @GFSEX_6964 
Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
Actor.Angle($PLAYER_ACTOR) = 6@

:GFSEX_6964
Camera.SetAtPos(3@, 4@, 5@)
04E4: unknown_refresh_game_renderer_at 3@ 4@ 
0337: set_actor $PLAYER_ACTOR visibility 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0581: enable_radar 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
gosub @GFSEX_13248 
Actor.PutAt(24@, 10@, 12@, 14@)
0619: enable_actor 24@ collision_detection 0 
0337: set_actor 24@ visibility 0 
Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
Camera.PointAt(11@, 13@, 15@, 2)
099C: jiggle_camera type 5 timelimit 5000.0 intensity 10.0 
00BF: 20@ = current_time_hours, 21@ = current_time_minutes 
21@ += 30 
if 
  21@ > 60 
else_jump @GFSEX_7151 
21@ -= 60 
20@ += 1 

:GFSEX_7151
00C0: set_current_time_hours_to 20@ minutes_to 21@ 
fade 1 1000 
8@ += 1 

:GFSEX_7173
jump @GFSEX_7563 

:GFSEX_7180
if 
   not fading 
else_jump @GFSEX_7215 
04AE: $1233 = 284 // $ = any 
33@ = 0 
8@ += 1 

:GFSEX_7215
jump @GFSEX_7563 

:GFSEX_7222
if 
  33@ > 3000 
else_jump @GFSEX_7277 
04AE: $1233 = 284 // $ = any 
33@ = 0 
099C: jiggle_camera type 5 timelimit 3000.0 intensity 15.0 
8@ += 1 

:GFSEX_7277
jump @GFSEX_7563 

:GFSEX_7284
if 
  33@ > 3000 
else_jump @GFSEX_7378 
$1233 = -2 
if 
  1@ > 0 
else_jump @GFSEX_7343 
04AE: $1234 = 239 // $ = any 
jump @GFSEX_7350 

:GFSEX_7343
04AE: $1234 = 117 // $ = any 

:GFSEX_7350
099C: jiggle_camera type 5 timelimit 3000.0 intensity 20.0 
33@ = 0 
8@ += 1 

:GFSEX_7378
jump @GFSEX_7563 

:GFSEX_7385
if 
  33@ > 3000 
else_jump @GFSEX_7440 
04AE: $1233 = 287 // $ = any 
099C: jiggle_camera type 5 timelimit 4000.0 intensity 30.0 
33@ = 0 
8@ += 1 

:GFSEX_7440
jump @GFSEX_7563 

:GFSEX_7447
if 
  33@ > 4000 
else_jump @GFSEX_7502 
04AE: $1233 = 290 // $ = any 
099C: jiggle_camera type 5 timelimit 3000.0 intensity 5.0 
33@ = 0 
8@ += 1 

:GFSEX_7502
jump @GFSEX_7563 

:GFSEX_7509
if 
  33@ > 3000 
else_jump @GFSEX_7556 
08BA: set $390 bit 2 
08BA: set $390 bit 4 
7@ = 2 
8@ = 0 

:GFSEX_7556
jump @GFSEX_7563 

:GFSEX_7563
return 

:GFSEX_7565
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_7982 jumps 0 @GFSEX_7628 1 @GFSEX_7687 2 @GFSEX_7746 3 @GFSEX_7805 4 @GFSEX_7864 5 @GFSEX_7923 -1 @GFSEX_7982 

:GFSEX_7628
023C: load_special_actor 'GANGRL2' as 1 // models 290-299 

:GFSEX_7641
if 
823D:   not special_actor 1 loaded 
else_jump @GFSEX_7680 
wait 0 
023C: load_special_actor 'GANGRL2' as 1 // models 290-299 
jump @GFSEX_7641 

:GFSEX_7680
jump @GFSEX_7982 

:GFSEX_7687
023C: load_special_actor 'MECGRL2' as 1 // models 290-299 

:GFSEX_7700
if 
823D:   not special_actor 1 loaded 
else_jump @GFSEX_7739 
wait 0 
023C: load_special_actor 'MECGRL2' as 1 // models 290-299 
jump @GFSEX_7700 

:GFSEX_7739
jump @GFSEX_7982 

:GFSEX_7746
023C: load_special_actor 'GUNGRL2' as 1 // models 290-299 

:GFSEX_7759
if 
823D:   not special_actor 1 loaded 
else_jump @GFSEX_7798 
wait 0 
023C: load_special_actor 'GUNGRL2' as 1 // models 290-299 
jump @GFSEX_7759 

:GFSEX_7798
jump @GFSEX_7982 

:GFSEX_7805
023C: load_special_actor 'COPGRL2' as 1 // models 290-299 

:GFSEX_7818
if 
823D:   not special_actor 1 loaded 
else_jump @GFSEX_7857 
wait 0 
023C: load_special_actor 'COPGRL2' as 1 // models 290-299 
jump @GFSEX_7818 

:GFSEX_7857
jump @GFSEX_7982 

:GFSEX_7864
023C: load_special_actor 'NURGRL2' as 1 // models 290-299 

:GFSEX_7877
if 
823D:   not special_actor 1 loaded 
else_jump @GFSEX_7916 
wait 0 
023C: load_special_actor 'NURGRL2' as 1 // models 290-299 
jump @GFSEX_7877 

:GFSEX_7916
jump @GFSEX_7982 

:GFSEX_7923
023C: load_special_actor 'CROGRL2' as 1 // models 290-299 

:GFSEX_7936
if 
823D:   not special_actor 1 loaded 
else_jump @GFSEX_7975 
wait 0 
023C: load_special_actor 'CROGRL2' as 1 // models 290-299 
jump @GFSEX_7936 

:GFSEX_7975
jump @GFSEX_7982 

:GFSEX_7982
24@ = Actor.Create(CivFemale, #SPECIAL01, 0.0, 0.0, 0.0)
Actor.SetImmunities(24@, 1, 1, 1, 1, 1)
0619: enable_actor 24@ collision_detection 0 
Actor.RemoveFromMissionCleanupList(24@)
return 

:GFSEX_8036
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "KISSING" 
04ED: load_animation "SEX" 
04ED: load_animation "SNM" 

:GFSEX_8073
wait 0 
if and
04EE:   animation "BLOWJOBZ" loaded 
04EE:   animation "SEX" loaded 
04EE:   animation "KISSING" loaded 
04EE:   animation "SNM" loaded 
else_jump @GFSEX_8134 
return 
jump @GFSEX_8178 

:GFSEX_8134
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "KISSING" 
04ED: load_animation "SEX" 
04ED: load_animation "SNM" 
jump @GFSEX_8073 

:GFSEX_8178
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_8607 jumps 0 @GFSEX_8241 1 @GFSEX_8302 2 @GFSEX_8363 3 @GFSEX_8424 4 @GFSEX_8485 5 @GFSEX_8546 -1 @GFSEX_8607 

:GFSEX_8241
10@ = 245.6252 
12@ = 304.1411 
14@ = 998.32 
16@ = 0.0 
20@ = 1 
21@ = 1 
jump @GFSEX_8607 

:GFSEX_8302
10@ = 306.1999 
12@ = 305.1225 
14@ = 1002.297 
16@ = 90.0 
20@ = 4 
21@ = 1 
jump @GFSEX_8607 

:GFSEX_8363
10@ = 288.7753 
12@ = 308.4772 
14@ = 998.1641 
16@ = 213.8029 
20@ = 3 
21@ = 7 
jump @GFSEX_8607 

:GFSEX_8424
10@ = 324.6405 
12@ = 307.4622 
14@ = 998.1558 
16@ = 175.0 
20@ = 5 
21@ = 7 
jump @GFSEX_8607 

:GFSEX_8485
10@ = 271.4699 
12@ = 307.2668 
14@ = 998.32 
16@ = 265.0 
20@ = 2 
21@ = 1 
jump @GFSEX_8607 

:GFSEX_8546
10@ = 345.6252 
12@ = 304.1411 
14@ = 998.25 
16@ = 0.0 
20@ = 6 
21@ = 1 
jump @GFSEX_8607 

:GFSEX_8607
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 24@ 
0619: enable_actor 24@ collision_detection 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
Actor.Angle($PLAYER_ACTOR) = 16@
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0 
16@ = Actor.Angle($PLAYER_ACTOR)
16@ += 180.0 
Actor.PutAt(24@, 10@, 12@, 14@)
Actor.Angle(24@) = 16@
select_interior 20@ 
0860: link_actor 24@ to_interior 20@ 
0860: link_actor $PLAYER_ACTOR to_interior 20@ 
Camera.SetAtPos(10@, 12@, 14@)
04E4: unknown_refresh_game_renderer_at 10@ 12@ 
return 

:GFSEX_8764
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0395: clear_area 1 at 3@ 4@ 5@ radius 3.0 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @GFSEX_8831 
Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
Actor.Angle($PLAYER_ACTOR) = 6@

:GFSEX_8831
04E4: unknown_refresh_game_renderer_at 3@ 4@ 
Camera.SetAtPos(3@, 4@, 5@)
return 

:GFSEX_8852
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_9197 jumps 0 @GFSEX_8915 1 @GFSEX_9009 2 @GFSEX_9056 3 @GFSEX_8962 4 @GFSEX_9103 5 @GFSEX_9150 -1 @GFSEX_9197 

:GFSEX_8915
10@ = 245.617 
12@ = 301.507 
14@ = 999.046 
16@ = 0.0 
jump @GFSEX_9197 

:GFSEX_8962
10@ = 318.4 
12@ = 311.85 
14@ = 998.8 
16@ = 110.0 
jump @GFSEX_9197 

:GFSEX_9009
10@ = 308.8862 
12@ = 301.9657 
14@ = 1003.0 
16@ = 0.0 
jump @GFSEX_9197 

:GFSEX_9056
10@ = 282.5775 
12@ = 307.7573 
14@ = 1002.391 
16@ = 0.0 
jump @GFSEX_9197 

:GFSEX_9103
10@ = 270.12 
12@ = 307.737 
14@ = 999.0204 
16@ = 180.0 
jump @GFSEX_9197 

:GFSEX_9150
10@ = 345.617 
12@ = 301.507 
14@ = 998.8 
16@ = 0.0 
jump @GFSEX_9197 

:GFSEX_9197
return 

:GFSEX_9199
0871: init_jump_table 23@ total_jumps 5 default_jump 1 @GFSEX_9803 jumps -1 @GFSEX_9262 0 @GFSEX_9327 1 @GFSEX_9446 2 @GFSEX_9565 3 @GFSEX_9684 -1 @GFSEX_9929 -1 @GFSEX_9929 

:GFSEX_9262
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.8 2.9 0.353 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 1.0 0.8701 0.1828 
jump @GFSEX_9929 

:GFSEX_9327
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065 
if 
  7@ == 3 
else_jump @GFSEX_9410 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.1 
jump @GFSEX_9439 

:GFSEX_9410
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746 

:GFSEX_9439
jump @GFSEX_9929 

:GFSEX_9446
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.5989 0.7828 -0.2044 
if 
  7@ == 3 
else_jump @GFSEX_9529 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.2 
jump @GFSEX_9558 

:GFSEX_9529
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.3904 

:GFSEX_9558
jump @GFSEX_9929 

:GFSEX_9565
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.9748 -0.1026 0.7511 
if 
  7@ == 3 
else_jump @GFSEX_9648 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.01 
jump @GFSEX_9677 

:GFSEX_9648
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.0279 

:GFSEX_9677
jump @GFSEX_9929 

:GFSEX_9684
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -1.3103 1.6396 -0.6208 
if 
  7@ == 3 
else_jump @GFSEX_9767 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2 
jump @GFSEX_9796 

:GFSEX_9767
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.4726 

:GFSEX_9796
jump @GFSEX_9929 

:GFSEX_9803
23@ = 0 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065 
if 
  7@ == 3 
else_jump @GFSEX_9893 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 0.0 
jump @GFSEX_9922 

:GFSEX_9893
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746 

:GFSEX_9922
jump @GFSEX_9929 

:GFSEX_9929
Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
Camera.PointAt(11@, 13@, 15@, 2)
23@ += 1 
return 

:GFSEX_9977
if 
  7@ == 6 
else_jump @GFSEX_10322 
22@ += 1 
0871: init_jump_table 22@ total_jumps 3 default_jump 0 @GFSEX_10315 jumps 1 @GFSEX_10065 2 @GFSEX_10146 3 @GFSEX_10227 -1 @GFSEX_10315 -1 @GFSEX_10315 -1 @GFSEX_10315 -1 @GFSEX_10315 

:GFSEX_10065
0812: AS_actor 24@ perform_animation "SEX_1TO2_W" IFP_file "SEX" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1TO2_P" IFP_file "SEX" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
jump @GFSEX_10315 

:GFSEX_10146
0812: AS_actor 24@ perform_animation "SEX_2TO3_W" IFP_file "SEX" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2TO3_P" IFP_file "SEX" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
jump @GFSEX_10315 

:GFSEX_10227
22@ = 0 
0812: AS_actor 24@ perform_animation "SEX_3TO1_W" IFP_file "SEX" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3TO1_P" IFP_file "SEX" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
jump @GFSEX_10315 

:GFSEX_10315
8@ = 1 

:GFSEX_10322
return 

:GFSEX_10324
008B: 20@ = $GFSEX_EXCITEMENT // (int) 
20@ /= 10 
if 
  3 > 20@ 
else_jump @GFSEX_10364 
20@ = 0 

:GFSEX_10364
0871: init_jump_table 20@ total_jumps 8 default_jump 0 @GFSEX_10733 jumps 0 @GFSEX_10492 3 @GFSEX_10523 4 @GFSEX_10554 5 @GFSEX_10585 6 @GFSEX_10616 7 @GFSEX_10647 8 @GFSEX_10678 
0872: jump_table_jumps 9 @GFSEX_10709 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 -1 @GFSEX_10733 

:GFSEX_10492
16@ = 0.035 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
jump @GFSEX_10733 

:GFSEX_10523
16@ = 0.045 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
jump @GFSEX_10733 

:GFSEX_10554
16@ = 0.05 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
jump @GFSEX_10733 

:GFSEX_10585
16@ = 0.055 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
jump @GFSEX_10733 

:GFSEX_10616
16@ = 0.055 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
jump @GFSEX_10733 

:GFSEX_10647
16@ = 0.08 
08BD: set 9@ bit 6 
08C3: clear 9@ bit 7 
jump @GFSEX_10733 

:GFSEX_10678
16@ = 0.08 
08BD: set 9@ bit 6 
08C3: clear 9@ bit 7 
jump @GFSEX_10733 

:GFSEX_10709
16@ = 0.09 
08BD: set 9@ bit 7 
jump @GFSEX_10733 

:GFSEX_10733
return 

:GFSEX_10735
0871: init_jump_table 22@ total_jumps 3 default_jump 0 @GFSEX_11167 jumps 0 @GFSEX_10798 1 @GFSEX_10921 2 @GFSEX_11044 -1 @GFSEX_11167 -1 @GFSEX_11167 -1 @GFSEX_11167 -1 @GFSEX_11167 

:GFSEX_10798
if 
   Actor.Animation($PLAYER_ACTOR) == "SEX_1_P"
else_jump @GFSEX_10856 
0612: set_actor $PLAYER_ACTOR animation "SEX_1_P" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SEX_1_P" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_10856
if 
   Actor.Animation(24@) == "SEX_1_W"
else_jump @GFSEX_10914 
0612: set_actor 24@ animation "SEX_1_W" paused 0 
0614: set_actor 24@ animation "SEX_1_W" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_10914
jump @GFSEX_11167 

:GFSEX_10921
if 
   Actor.Animation($PLAYER_ACTOR) == "SEX_2_P"
else_jump @GFSEX_10979 
0612: set_actor $PLAYER_ACTOR animation "SEX_2_P" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SEX_2_P" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_10979
if 
   Actor.Animation(24@) == "SEX_2_W"
else_jump @GFSEX_11037 
0612: set_actor 24@ animation "SEX_2_W" paused 0 
0614: set_actor 24@ animation "SEX_2_W" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_11037
jump @GFSEX_11167 

:GFSEX_11044
if 
   Actor.Animation($PLAYER_ACTOR) == "SEX_3_P"
else_jump @GFSEX_11102 
0612: set_actor $PLAYER_ACTOR animation "SEX_3_P" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SEX_3_P" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_11102
if 
   Actor.Animation(24@) == "SEX_3_W"
else_jump @GFSEX_11160 
0612: set_actor 24@ animation "SEX_3_W" paused 0 
0614: set_actor 24@ animation "SEX_3_W" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_11160
jump @GFSEX_11167 

:GFSEX_11167
if 
08B7:   test 9@ bit 5 
else_jump @GFSEX_11200 
0067: $GF_ANIM_TIME -= 16@ // (float) 
jump @GFSEX_11208 

:GFSEX_11200
005F: $GF_ANIM_TIME += 16@ // (float) 

:GFSEX_11208
if 
  0.0 >= $GF_ANIM_TIME 
else_jump @GFSEX_11253 
$GF_ANIM_TIME = 0.01 
08C3: clear 9@ bit 5 
gosub @GFSEX_11328 

:GFSEX_11253
if 
  $GF_ANIM_TIME >= 1.0 
else_jump @GFSEX_11298 
$GF_ANIM_TIME = 0.99 
08BD: set 9@ bit 5 
gosub @GFSEX_11328 

:GFSEX_11298
if 
  $GF_ANIM_TIME == 0.5 
else_jump @GFSEX_11326 
gosub @GFSEX_11328 

:GFSEX_11326
return 

:GFSEX_11328
0494: get_joystick 0 data_to $1213 $1214 $1215 $1216 
008F: 17@ = integer $1214 to_float 
17@ /= 128.0 
if 
  $GF_ANIM_TIME == 0.5 
else_jump @GFSEX_11427 
if 
  0.0 > 17@ 
else_jump @GFSEX_11418 
gosub @GFSEX_11562 
jump @GFSEX_11427 

:GFSEX_11418
gosub @GFSEX_11667 
return 

:GFSEX_11427
if 
08B7:   test 9@ bit 5 
else_jump @GFSEX_11518 
015B: unknown_player 0 time 200 key 100 
04AE: $1233 = 283 // $ = any 
04AE: $1234 = 116 // $ = any 
if 
  -0.8 > 17@ 
else_jump @GFSEX_11504 
gosub @GFSEX_11562 
jump @GFSEX_11511 

:GFSEX_11504
gosub @GFSEX_11667 

:GFSEX_11511
jump @GFSEX_11560 

:GFSEX_11518
if 
  17@ > 0.8 
else_jump @GFSEX_11553 
gosub @GFSEX_11562 
jump @GFSEX_11560 

:GFSEX_11553
gosub @GFSEX_11667 

:GFSEX_11560
return 

:GFSEX_11562
if 
  100 > $GFSEX_EXCITEMENT 
else_jump @GFSEX_11658 
if 
08B7:   test 9@ bit 6 
else_jump @GFSEX_11612 
$GFSEX_EXCITEMENT += 5 
jump @GFSEX_11651 

:GFSEX_11612
if 
08B7:   test 9@ bit 7 
else_jump @GFSEX_11644 
$GFSEX_EXCITEMENT += 10 
jump @GFSEX_11651 

:GFSEX_11644
$GFSEX_EXCITEMENT += 1 

:GFSEX_11651
jump @GFSEX_11665 

:GFSEX_11658
$GFSEX_EXCITEMENT = 100 

:GFSEX_11665
return 

:GFSEX_11667
if 
  33@ > 5000 
else_jump @GFSEX_11764 
if 
  $GFSEX_EXCITEMENT > 0 
else_jump @GFSEX_11757 
if and
  $GFSEX_EXCITEMENT > 10 
88B7:   not test 9@ bit 6 
else_jump @GFSEX_11743 
$GFSEX_EXCITEMENT -= 5 
jump @GFSEX_11750 

:GFSEX_11743
$GFSEX_EXCITEMENT -= 1 

:GFSEX_11750
jump @GFSEX_11764 

:GFSEX_11757
$GFSEX_EXCITEMENT = 0 

:GFSEX_11764
return 

:GFSEX_11766
if 
  18@ > 90.0 
else_jump @GFSEX_11797 
18@ = 0.0 

:GFSEX_11797
02F6: 19@ = cosine 18@ // (float) 
19@ *= 13.5 
0092: 20@ = float 19@ to_integer 
005C: 20@ += $GFSEX_POWER // (int) 
if 
  20@ >= 100 
else_jump @GFSEX_11863 
$GFSEX_POWER = 100 
jump @GFSEX_11871 

:GFSEX_11863
008A: $GFSEX_POWER = 20@ // (int) 

:GFSEX_11871
18@ += 1.0 
return 

:GFSEX_11883
18@ = 0.0 
if 
  $GFSEX_POWER >= 97 
else_jump @GFSEX_11925 
$GFSEX_POWER -= 3 
jump @GFSEX_11964 

:GFSEX_11925
if 
  7 >= $GFSEX_POWER 
else_jump @GFSEX_11957 
$GFSEX_POWER = 0 
jump @GFSEX_11964 

:GFSEX_11957
$GFSEX_POWER -= 7 

:GFSEX_11964
return 

:GFSEX_11966
if 
  $GFSEX_POWER >= 97 
else_jump @GFSEX_11998 
08BD: set 9@ bit 10 
jump @GFSEX_12005 

:GFSEX_11998
08C3: clear 9@ bit 10 

:GFSEX_12005
return 

:GFSEX_12007
16@ = 0.025 
if 
08B7:   test 9@ bit 10 
else_jump @GFSEX_12045 
16@ += 0.015 

:GFSEX_12045
$GF_ANIM_TIME = 0.01 
return 

:GFSEX_12057
if 
   Actor.Animation($PLAYER_ACTOR) == "SPANKINGP"
else_jump @GFSEX_12121 
0612: set_actor $PLAYER_ACTOR animation "SPANKINGP" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SPANKINGP" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_12121
if 
   Actor.Animation(24@) == "SPANKINGW"
else_jump @GFSEX_12185 
0612: set_actor 24@ animation "SPANKINGW" paused 0 
0614: set_actor 24@ animation "SPANKINGW" progress_to $GF_ANIM_TIME // 0.0 to 1.0 

:GFSEX_12185
if 
88B7:   not test 9@ bit 5 
else_jump @GFSEX_12211 
005F: $GF_ANIM_TIME += 16@ // (float) 

:GFSEX_12211
if 
  $GF_ANIM_TIME >= 1.0 
else_jump @GFSEX_12251 
$GF_ANIM_TIME = 0.99 
08BD: set 9@ bit 5 
return 

:GFSEX_12251
return 

:GFSEX_12253
if 
08B7:   test 9@ bit 10 
else_jump @GFSEX_12325 
04AE: $1233 = 286 // $ = any 
if 
  100 >= $GFSEX_EXCITEMENT 
else_jump @GFSEX_12311 
$GFSEX_EXCITEMENT += 10 
jump @GFSEX_12318 

:GFSEX_12311
$GFSEX_EXCITEMENT = 100 

:GFSEX_12318
jump @GFSEX_12364 

:GFSEX_12325
if 
  $GFSEX_EXCITEMENT >= 10 
else_jump @GFSEX_12357 
$GFSEX_EXCITEMENT -= 10 
jump @GFSEX_12364 

:GFSEX_12357
$GFSEX_EXCITEMENT = 0 

:GFSEX_12364
08C3: clear 9@ bit 10 
08C3: clear 9@ bit 11 
08C3: clear 9@ bit 12 
return 

:GFSEX_12387
if and
  100 > $GFSEX_POWER 
  $GFSEX_POWER > 0 
08B7:   test 9@ bit 14 
else_jump @GFSEX_12428 
gosub @GFSEX_11883 
return 

:GFSEX_12428
if and
  100 > $GFSEX_POWER 
  $GFSEX_POWER > 0 
88B7:   not test 9@ bit 14 
else_jump @GFSEX_12469 
gosub @GFSEX_11766 
return 

:GFSEX_12469
if 
  $GFSEX_POWER >= 100 
else_jump @GFSEX_12510 
$GFSEX_POWER = 100 
08BD: set 9@ bit 14 
gosub @GFSEX_11883 
return 

:GFSEX_12510
if 
  0 >= $GFSEX_POWER 
else_jump @GFSEX_12551 
$GFSEX_POWER = 0 
08C3: clear 9@ bit 14 
gosub @GFSEX_11766 
return 

:GFSEX_12551
return 

:GFSEX_12553
0871: init_jump_table $1232 total_jumps 7 default_jump 0 @GFSEX_13085 jumps 0 @GFSEX_12616 1 @GFSEX_12648 2 @GFSEX_12660 3 @GFSEX_12674 4 @GFSEX_12943 5 @GFSEX_13043 6 @GFSEX_12852 

:GFSEX_12616
if 
  $1233 > 0 
else_jump @GFSEX_12641 
$1232 = 3 

:GFSEX_12641
jump @GFSEX_13085 

:GFSEX_12648
094F: unknown_actor 24@ 
jump @GFSEX_13085 

:GFSEX_12660
094E: set_actor 24@ unknown_flag 0 
jump @GFSEX_13085 

:GFSEX_12674
if 
894D:   not actor 24@ mutally_active 
else_jump @GFSEX_12845 
if 
  $1233 > 0 
else_jump @GFSEX_12785 
09D5: unknown_get_actor 24@ unknown $1233 flags 1 1 1 store_to $1235 // extended 0947 
gosub @GFSEX_13087 
$1233 = -1 
if 
  $1234 > 0 
else_jump @GFSEX_12771 
$1232 = 6 
jump @GFSEX_12778 

:GFSEX_12771
$1232 = 0 

:GFSEX_12778
jump @GFSEX_12845 

:GFSEX_12785
if 
  $1233 == -2 
else_jump @GFSEX_12824 
$1233 = -1 
$1232 = 6 
jump @GFSEX_12845 

:GFSEX_12824
$1233 = -1 
$1234 = -1 
$1232 = 0 

:GFSEX_12845
jump @GFSEX_13085 

:GFSEX_12852
if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 24@ mutally_active 
else_jump @GFSEX_12936 
if 
  $1234 > 0 
else_jump @GFSEX_12929 
09D5: unknown_get_actor $PLAYER_ACTOR unknown $1234 flags 1 1 1 store_to $1235 // extended 0947 
$1234 = -1 
$1232 = 0 
jump @GFSEX_12936 

:GFSEX_12929
$1232 = 0 

:GFSEX_12936
jump @GFSEX_13085 

:GFSEX_12943
094E: set_actor 24@ unknown_flag 0 
if 
894D:   not actor 24@ mutally_active 
else_jump @GFSEX_13036 
if 
  $1233 > 0 
else_jump @GFSEX_13029 
09D5: unknown_get_actor 24@ unknown $1233 flags 1 1 1 store_to $1235 // extended 0947 
gosub @GFSEX_13087 
$1233 = -1 
$1232 = 5 
jump @GFSEX_13036 

:GFSEX_13029
$1232 = 0 

:GFSEX_13036
jump @GFSEX_13085 

:GFSEX_13043
if 
894D:   not actor 24@ mutally_active 
else_jump @GFSEX_13078 
094F: unknown_actor 24@ 
$1233 = -1 
$1232 = 0 

:GFSEX_13078
jump @GFSEX_13085 

:GFSEX_13085
return 

:GFSEX_13087
0871: init_jump_table $1233 total_jumps 4 default_jump 0 @GFSEX_13246 jumps 286 @GFSEX_13154 288 @GFSEX_13177 289 @GFSEX_13200 291 @GFSEX_13223 -1 @GFSEX_13246 -1 @GFSEX_13246 -1 @GFSEX_13246 

:GFSEX_13154
00BC: show_text_highpriority GXT 'GF_0019' time 5000 flag 1  // Ja, das ist die Stelle! Denk daran: nette Kerle enden als Loser!
jump @GFSEX_13246 

:GFSEX_13177
00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1  // Eine Frau nicht ordentlich zu befriedigen, ist ein VERBRECHEN!
jump @GFSEX_13246 

:GFSEX_13200
00BC: show_text_highpriority GXT 'GF_0042' time 5000 flag 1  // Du bist der Grte! Oh, ja! Du bist der Grte!
jump @GFSEX_13246 

:GFSEX_13223
00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1  // Eine Frau nicht ordentlich zu befriedigen, ist ein VERBRECHEN!
jump @GFSEX_13246 

:GFSEX_13246
return 

:GFSEX_13248
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_13713 jumps 0 @GFSEX_13311 1 @GFSEX_13445 2 @GFSEX_13512 3 @GFSEX_13378 4 @GFSEX_13579 5 @GFSEX_13646 -1 @GFSEX_13713 

:GFSEX_13311
10@ = 2394.408 
12@ = -1728.215 
14@ = 14.2715 
11@ = 2395.066 
13@ = -1727.465 
15@ = 14.2063 
jump @GFSEX_13713 

:GFSEX_13378
10@ = -1401.494 
12@ = 2640.099 
14@ = 59.3883 
11@ = -1400.704 
13@ = 2639.641 
15@ = 58.9806 
jump @GFSEX_13713 

:GFSEX_13445
10@ = -1799.737 
12@ = 1192.863 
14@ = 29.6868 
11@ = -1799.472 
13@ = 1193.683 
15@ = 29.1813 
jump @GFSEX_13713 

:GFSEX_13512
10@ = -383.3153 
12@ = -1435.266 
14@ = 26.695 
11@ = -382.5756 
13@ = -1435.887 
15@ = 26.4366 
jump @GFSEX_13713 

:GFSEX_13579
10@ = -2582.293 
12@ = 1147.762 
14@ = 59.6235 
11@ = -2581.406 
13@ = 1147.768 
15@ = 59.1605 
jump @GFSEX_13713 

:GFSEX_13646
10@ = 2032.235 
12@ = 2734.541 
14@ = 13.3226 
11@ = 2032.744 
13@ = 2733.714 
15@ = 13.0817 
jump @GFSEX_13713 

:GFSEX_13713
return 

:GFSEX_13715
04EF: release_animation "SNM" 
04EF: release_animation "SEX" 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "KISSING" 
0296: unload_special_actor 1 
Actor.DestroyInstantly(24@)
if 
   not Car.Wrecked(25@)
else_jump @GFSEX_13797 
Car.SetImmunities(25@, 0, 0, 0, 0, 0)
Car.RemoveReferences(25@)

:GFSEX_13797
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFSEX_13851 
0337: set_actor $PLAYER_ACTOR visibility 1 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0687: clear_actor $PLAYER_ACTOR task 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 

:GFSEX_13851
0581: enable_radar 1 
08BA: set $390 bit 21 
08C0: clear $390 bit 5 
09BD: unknown_flag 0 
end_thread 
return 
0662: NOP "I__________________________I" 
0662: NOP "H" 
0662: NOP "G" 
0664: NOP "STICK_POSITION" 17@ 
0663: NOP "SHAGGIN_POSITION" 22@ 
0663: NOP "I_EXCITEMENT" $GFSEX_EXCITEMENT 
0664: NOP "ANIM_TIME" $GF_ANIM_TIME 
0663: NOP "SUBSTATESTATUS" 8@ 
0871: init_jump_table 7@ total_jumps 5 default_jump 1 @GFSEX_14177 jumps 0 @GFSEX_14082 1 @GFSEX_14101 2 @GFSEX_14120 3 @GFSEX_14139 4 @GFSEX_14158 -1 @GFSEX_14206 -1 @GFSEX_14206 

:GFSEX_14082
0662: NOP "STATE0__" 
jump @GFSEX_14206 

:GFSEX_14101
0662: NOP "STATE1__" 
jump @GFSEX_14206 

:GFSEX_14120
0662: NOP "STATE2__" 
jump @GFSEX_14206 

:GFSEX_14139
0662: NOP "STATE3__" 
jump @GFSEX_14206 

:GFSEX_14158
0662: NOP "STATE4__" 
jump @GFSEX_14206 

:GFSEX_14177
0662: NOP "UNTRAPPED_STATE___" 
jump @GFSEX_14206 

:GFSEX_14206
0662: NOP "I__________________________I" 
return 
end_thread 

//-------------External script 27 (CASINO_AMBIENCE)---------------

:CASAMB
thread 'CASAMB' 
if 
  $ONMISSION == 0 
else_jump @CASAMB_43 
$9470 = 0 
$9471 = 0 

:CASAMB_43
1@ = 1 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_91 
Model.Load(#VMAFF1)
Model.Load(#VMAFF3)
Model.Load(#VMAFF2)
Model.Load(#VWFYWAI)

:CASAMB_91
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
else_jump @CASAMB_130 
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYWA2)

:CASAMB_130
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
else_jump @CASAMB_170 
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYCRP)

:CASAMB_170
04ED: load_animation "BAR" 

:CASAMB_177
if 
84EE:   not animation "BAR" loaded 
else_jump @CASAMB_206 
wait 0 
jump @CASAMB_177 

:CASAMB_206
0615: define_AS_pack_begin 2@ 
0605: actor -1 perform_animation_sequence "BARSERVE_IN" IFP_file "BAR" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "BARSERVE_LOOP" IFP_file "BAR" 4.0 loop 1 0 0 0 time 10000 // versionA 
0616: define_AS_pack_end 2@ 
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation_sequence "BARSERVE_BOTTLE" IFP_file "BAR" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 3@ 
0615: define_AS_pack_begin 4@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 4@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CASAMB_1779 
0297: reset_player $PLAYER_CHAR destroyed_model_counters 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
else_jump @CASAMB_928 
061D: create_AS_origin_at 1953.774 1018.197 991.4766 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 1952.286 1025.58 991.4745 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 1952.3 1010.296 991.4745 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 1952.25 1017.92 991.4766 Z_angle 90.0 unknown_angle 260.0 AS_pack 3@ handle_as 8@ 
061D: create_AS_origin_at 1948.073 1016.505 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 9@ 
061D: create_AS_origin_at 1948.564 1022.182 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 10@ 
061D: create_AS_origin_at 1949.246 1013.613 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 11@ 
061D: create_AS_origin_at 1949.0 1015.8 991.4766 Z_angle 275.0 unknown_angle 85.0 AS_pack 3@ handle_as 12@ 
0621: create_actor_pedtype 5 model #VWFYWA2 at_AS_origin 5@ task 1466 handle_as 16@ 
0621: create_actor_pedtype 5 model #VWFYWA2 at_AS_origin 9@ task 1466 handle_as 17@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 2.5  
0913: run_external_script 38 (BAR_STAFF) 17@ 9@ 10@ 11@ 12@ 2.5  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1966.539 984.8237 993.4688 Z_angle 270.0 unknown_angle 270.0 AS_pack 4@ handle_as 13@ 
061D: create_AS_origin_at 1932.395 1033.886 993.4688 Z_angle 60.0 unknown_angle 300.0 AS_pack 4@ handle_as 14@ 
061D: create_AS_origin_at 1959.094 993.7656 991.4766 Z_angle 240.0 unknown_angle 240.0 AS_pack 4@ handle_as 15@ 
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 13@ task 1502 handle_as 18@ 
0621: create_actor_pedtype 6 model #WMYBOUN at_AS_origin 14@ task 1502 handle_as 19@ 
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 15@ task 1502 handle_as 20@ 
0913: run_external_script 39 (BOUNCER) 18@  
0913: run_external_script 39 (BOUNCER) 19@  
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_928
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_1474 
061D: create_AS_origin_at 2195.73 1600.786 1004.063 Z_angle 206.0 unknown_angle -206.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 2197.012 1602.852 1004.063 Z_angle 253.0 unknown_angle -253.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 2195.786 1606.363 1004.063 Z_angle 349.0 unknown_angle -349.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 2196.137 1603.521 1004.063 Z_angle 98.0 unknown_angle -98.0 AS_pack 3@ handle_as 8@ 
061D: create_AS_origin_at 2191.592 1601.286 1004.063 Z_angle 151.0 unknown_angle -151.0 AS_pack 2@ handle_as 9@ 
061D: create_AS_origin_at 2191.176 1604.874 1004.063 Z_angle 58.0 unknown_angle -58.0 AS_pack 2@ handle_as 10@ 
061D: create_AS_origin_at 2192.425 1606.971 1004.063 Z_angle 40.0 unknown_angle -40.0 AS_pack 2@ handle_as 11@ 
061D: create_AS_origin_at 2192.954 1605.687 1004.069 Z_angle 207.0 unknown_angle -207.0 AS_pack 3@ handle_as 12@ 
0621: create_actor_pedtype 5 model #VWFYWAI at_AS_origin 5@ task 1466 handle_as 16@ 
0621: create_actor_pedtype 5 model #VWFYWAI at_AS_origin 9@ task 1466 handle_as 17@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 3.5  
0913: run_external_script 38 (BAR_STAFF) 17@ 9@ 10@ 11@ 12@ 3.5  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 2247.869 1624.467 1007.367 Z_angle 152.0 unknown_angle -152.0 AS_pack 4@ handle_as 13@ 
061D: create_AS_origin_at 2247.349 1583.257 1007.366 Z_angle 358.0 unknown_angle -358.0 AS_pack 4@ handle_as 14@ 
061D: create_AS_origin_at 2164.643 1582.151 1007.359 Z_angle 13.0 unknown_angle -13.0 AS_pack 4@ handle_as 15@ 
0621: create_actor_pedtype 6 model #VMAFF1 at_AS_origin 13@ task 1502 handle_as 18@ 
0621: create_actor_pedtype 6 model #VMAFF2 at_AS_origin 14@ task 1502 handle_as 19@ 
0621: create_actor_pedtype 6 model #VMAFF3 at_AS_origin 15@ task 1502 handle_as 20@ 
0913: run_external_script 39 (BOUNCER) 18@  
0913: run_external_script 39 (BOUNCER) 19@  
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_1474
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
else_jump @CASAMB_1779 
061D: create_AS_origin_at 1141.206 -5.9198 999.6719 Z_angle 81.0 unknown_angle -81.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 1141.831 -8.994 999.6797 Z_angle 94.0 unknown_angle -94.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 1141.161 1.224 999.6719 Z_angle 110.0 unknown_angle -110.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 1141.159 -3.9906 999.6797 Z_angle 93.0 unknown_angle -93.0 AS_pack 3@ handle_as 8@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 5@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 2.0  
08A9: load_external_script 38 (BAR_STAFF) 
9@ = -1 
10@ = -1 
11@ = -1 
12@ = -1 
061D: create_AS_origin_at 1143.677 6.4929 999.6797 Z_angle 71.0 unknown_angle -71.0 AS_pack 4@ handle_as 13@ 
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 13@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 
14@ = -1 
15@ = -1 

:CASAMB_1779
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CASAMB_3006 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @CASAMB_1835 
jump @CASAMB_3017 

:CASAMB_1835
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @CASAMB_1865 
$9470 = 1 
$9471 = 1 

:CASAMB_1865
0806: get_player $PLAYER_CHAR kills_from_last_checkpoint 0@ 
if 
  0@ > 0 
else_jump @CASAMB_1898 
$9471 = 1 

:CASAMB_1898
if 
   Player.WantedLevel($PLAYER_CHAR) > $PLAYER_WANTED_LEVEL
else_jump @CASAMB_1924 
$9471 = 1 

:CASAMB_1924
0@ = 0 

:CASAMB_1931
if 
   not Actor.Dead(16@(0@,11i))
else_jump @CASAMB_2039 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 16@(0@,11i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @CASAMB_2002 
$9470 = 1 
$9471 = 1 
jump @CASAMB_2039 

:CASAMB_2002
if 
051A:   actor 16@(0@,11i) damaged_by_actor $PLAYER_ACTOR 
else_jump @CASAMB_2039 
$9470 = 1 
$9471 = 1 

:CASAMB_2039
0@ += 1 
  0@ >= 11 
else_jump @CASAMB_1931 
if 
  $9470 == 1 
else_jump @CASAMB_2144 
$9471 = 1 
08E5: get_actor_in_sphere 27@ 28@ 29@ radius 50.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @CASAMB_2144 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:CASAMB_2144
if 
  $9471 == 1 
else_jump @CASAMB_3006 
if and
   Actor.Dead(18@)
   not 13@ == -1 
else_jump @CASAMB_2480 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
else_jump @CASAMB_2239 
27@ = 1966.539 
28@ = 984.8237 
29@ = 993.4688 

:CASAMB_2239
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_2293 
27@ = 2247.869 
28@ = 1624.467 
29@ = 1007.367 

:CASAMB_2293
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
else_jump @CASAMB_2348 
27@ = 1143.677 
28@ = 6.4929 
29@ = 999.6797 

:CASAMB_2348
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
else_jump @CASAMB_2480 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_2452 
0621: create_actor_pedtype 4 model #VMAFF1 at_AS_origin 13@ task 1502 handle_as 18@ 
jump @CASAMB_2468 

:CASAMB_2452
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 13@ task 1502 handle_as 18@ 

:CASAMB_2468
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_2480
if and
   Actor.Dead(19@)
   not 14@ == -1 
else_jump @CASAMB_2743 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
else_jump @CASAMB_2557 
27@ = 1932.395 
28@ = 1033.886 
29@ = 993.4688 

:CASAMB_2557
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_2611 
27@ = 2247.349 
28@ = 1583.257 
29@ = 1007.366 

:CASAMB_2611
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
else_jump @CASAMB_2743 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_2715 
0621: create_actor_pedtype 6 model #VMAFF2 at_AS_origin 14@ task 1502 handle_as 19@ 
jump @CASAMB_2731 

:CASAMB_2715
0621: create_actor_pedtype 6 model #WMYBOUN at_AS_origin 14@ task 1502 handle_as 19@ 

:CASAMB_2731
0913: run_external_script 39 (BOUNCER) 19@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_2743
if and
   Actor.Dead(20@)
   not 15@ == -1 
else_jump @CASAMB_3006 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
else_jump @CASAMB_2820 
27@ = 1959.094 
28@ = 993.7656 
29@ = 991.4766 

:CASAMB_2820
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_2874 
27@ = 2164.643 
28@ = 1582.151 
29@ = 1007.359 

:CASAMB_2874
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
else_jump @CASAMB_3006 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_2978 
0621: create_actor_pedtype 4 model #VMAFF3 at_AS_origin 15@ task 1502 handle_as 20@ 
jump @CASAMB_2994 

:CASAMB_2978
0621: create_actor_pedtype 6 model #WMYBOUN at_AS_origin 15@ task 1502 handle_as 20@ 

:CASAMB_2994
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_3006
wait 0 
jump @CASAMB_1779 

:CASAMB_3017
0@ = 0 

:CASAMB_3024
Actor.RemoveReferences(16@(0@,11i))
Actor.DestroyInstantly(16@(0@,11i))
0@ += 1 
  0@ >= 11 
else_jump @CASAMB_3024 
0@ = 0 

:CASAMB_3070
if 
   not 5@(0@,11i) == -1 
else_jump @CASAMB_3101 
061E: remove_references_to_AS_origin 5@(0@,11i) 

:CASAMB_3101
0@ += 1 
  0@ >= 11 
else_jump @CASAMB_3070 
04EF: release_animation "BAR" 
Model.Destroy(#VWFYWAI)
Model.Destroy(#VWFYWA2)
Model.Destroy(#VWFYCRP)
Model.Destroy(#BMYBOUN)
Model.Destroy(#WMYBOUN)
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF2)
Model.Destroy(#VMAFF3)
061B: remove_references_to_AS_pack 2@ 
061B: remove_references_to_AS_pack 3@ 
061B: remove_references_to_AS_pack 4@ 
end_thread 
end_thread 

//-------------External script 28 (BAR_AMBIENCE)---------------

:BAR
thread 'BAR' 
if and
  $ONMISSION == 0 
88B4:   not test $390 bit 1 
else_jump @BAR_50 
$9472 = 0 
$5297 = 0 

:BAR_50
0@ = 0 
if 
  0@ > 0 
else_jump @BAR_99 
$1231 = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:BAR_99
1@ = 1 
2@ = 0 
0652: 0@ = integer_stat 156 
if 
  0@ >= 7500 
else_jump @BAR_154 
15@ = 3 
jump @BAR_161 

:BAR_154
15@ = 0 

:BAR_161
gosub @BAR_2146 
0615: define_AS_pack_begin 4@ 
0605: actor -1 perform_animation_sequence "BARSERVE_IN" IFP_file "BAR" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "BARSERVE_LOOP" IFP_file "BAR" 4.0 loop 1 0 0 0 time 10000 // versionA 
0616: define_AS_pack_end 4@ 
0615: define_AS_pack_begin 5@ 
0605: actor -1 perform_animation_sequence "BARSERVE_BOTTLE" IFP_file "BAR" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 5@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BAR_944 
094B: v$ACTIVE_INTERIOR_NAME = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
else_jump @BAR_534 
061D: create_AS_origin_at 502.2242 -19.8799 999.6797 Z_angle 107.0 unknown_angle -107.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at 502.0665 -24.1488 999.6797 Z_angle 94.0 unknown_angle -94.0 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at 502.0757 -17.2798 999.6719 Z_angle 85.0 unknown_angle -85.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at 502.3116 -19.8236 999.6797 Z_angle 278.6 unknown_angle -278.6 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_534
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR2" 
else_jump @BAR_738 
061D: create_AS_origin_at 497.9362 -78.0533 997.7651 Z_angle 1.0 unknown_angle -1.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at 493.9349 -77.9233 997.7651 Z_angle 100.5 unknown_angle -100.5 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at 501.2002 -77.739 997.7651 Z_angle 19.0 unknown_angle -19.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at 496.5553 -78.7725 997.7651 Z_angle 194.5 unknown_angle -194.5 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_738
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "UFOBAR" 
else_jump @BAR_944 
061D: create_AS_origin_at -223.2594 1405.634 26.7656 Z_angle 86.9 unknown_angle 262.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at -223.26 1402.984 26.7656 Z_angle 145.4 unknown_angle 327.0 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at -223.2956 1407.486 26.7656 Z_angle 26.0 unknown_angle 184.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at -222.6826 1405.787 26.7656 Z_angle 275.7 unknown_angle 97.0 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_944
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BAR_2139 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @BAR_1004 
jump @BAR_2225 

:BAR_1004
if and
  $5297 == 0 
  $ONMISSION == 0 
  2@ == 0 
else_jump @BAR_1462 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
else_jump @BAR_1455 
if 
0102:   actor $PLAYER_ACTOR in_sphere 488.0048 -14.0754 999.6797 radius 1.5 1.5 1.5 sphere 1 stopped_on_foot 
else_jump @BAR_1455 
03E6: remove_text_box 
00BE: text_clear_all 
if 
08B4:   test $390 bit 1 
else_jump @BAR_1286 
0652: 0@ = integer_stat 156 
if 
  0@ >= 3500 
else_jump @BAR_1169 
3@ = 3 
jump @BAR_1244 

:BAR_1169
if 
  0@ >= 6000 
else_jump @BAR_1202 
3@ = 4 
jump @BAR_1244 

:BAR_1202
if 
  0@ >= 7500 
else_jump @BAR_1237 
0209: 3@ = random_int_in_ranges 1 5 
jump @BAR_1244 

:BAR_1237
3@ = 2 

:BAR_1244
0913: run_external_script 35 (DANCE) 488.0048 -14.0754 999.6797 180.0 3@ $1231  
08A9: load_external_script 35 (DANCE) 
jump @BAR_1441 

:BAR_1286
0871: init_jump_table 15@ total_jumps 4 default_jump 0 @BAR_1407 jumps 0 @BAR_1349 1 @BAR_1363 2 @BAR_1377 3 @BAR_1391 -1 @BAR_1407 -1 @BAR_1407 -1 @BAR_1407 

:BAR_1349
3@ = 2 
jump @BAR_1407 

:BAR_1363
3@ = 3 
jump @BAR_1407 

:BAR_1377
3@ = 4 
jump @BAR_1407 

:BAR_1391
0209: 3@ = random_int_in_ranges 1 5 
jump @BAR_1407 

:BAR_1407
0913: run_external_script 35 (DANCE) 488.0048 -14.0754 999.6797 180.0 3@ 0  
08A9: load_external_script 35 (DANCE) 

:BAR_1441
2@ = 1 
16@ = 0 

:BAR_1455
jump @BAR_1884 

:BAR_1462
if and
  $5297 == 0 
  $ONMISSION == 0 
  2@ == 1 
else_jump @BAR_1884 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
else_jump @BAR_1884 
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 488.0048 -14.0754 999.6797 radius 2.5 2.5 2.5 on_foot 
else_jump @BAR_1578 
2@ = 0 
jump @BAR_1884 

:BAR_1578
if and
89BE:   not unknown_check_09BD 
88B4:   not test $390 bit 1 
  16@ == 0 
else_jump @BAR_1884 
0871: init_jump_table 15@ total_jumps 3 default_jump 0 @BAR_1884 jumps 0 @BAR_1668 1 @BAR_1740 2 @BAR_1812 -1 @BAR_1884 -1 @BAR_1884 -1 @BAR_1884 -1 @BAR_1884 

:BAR_1668
if 
  $DANCE_SCORE >= 3500 
else_jump @BAR_1733 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Gut getanzt!
00BC: show_text_highpriority GXT 'DNC_P2' time 10000 flag 1  // ~s~Du kannst jetzt zu einem anderen, anspruchsvolleren Track tanzen.
16@ = 1 
15@ += 1 

:BAR_1733
jump @BAR_1884 

:BAR_1740
if 
  $DANCE_SCORE >= 6000 
else_jump @BAR_1805 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Gut getanzt!
00BC: show_text_highpriority GXT 'DNC_P2' time 10000 flag 1  // ~s~Du kannst jetzt zu einem anderen, anspruchsvolleren Track tanzen.
16@ = 1 
15@ += 1 

:BAR_1805
jump @BAR_1884 

:BAR_1812
if 
  $DANCE_SCORE >= 7500 
else_jump @BAR_1877 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Gut getanzt!
00BC: show_text_highpriority GXT 'DNC_P3' time 10000 flag 1  // ~s~Alle Tracks sind nun verfgbar. Du kannst jetzt tanzen, um deinen Highscore zu bertreffen.
16@ = 1 
15@ += 1 

:BAR_1877
jump @BAR_1884 

:BAR_1884
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @BAR_1907 
$9472 = 1 

:BAR_1907
if 
   Player.WantedLevel($PLAYER_CHAR) > $PLAYER_WANTED_LEVEL
else_jump @BAR_1933 
$9472 = 1 

:BAR_1933
0@ = 0 

:BAR_1940
if 
   not Actor.Dead(10@(0@,2i))
else_jump @BAR_2034 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 10@(0@,2i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @BAR_2004 
$9472 = 1 
jump @BAR_2034 

:BAR_2004
if 
051A:   actor 10@(0@,2i) damaged_by_actor $PLAYER_ACTOR 
else_jump @BAR_2034 
$9472 = 1 

:BAR_2034
0@ += 1 
  0@ >= 2 
else_jump @BAR_1940 
if 
  $9472 == 1 
else_jump @BAR_2139 
$5297 = 1 
08E5: get_actor_in_sphere 12@ 13@ 14@ radius 50.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @BAR_2139 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:BAR_2139
jump @BAR_944 

:BAR_2146
Model.Load(#VWFYCRP)
04ED: load_animation "BAR" 
04ED: load_animation "DANCING" 
if and
   Model.Available(#VWFYCRP)
04EE:   animation "BAR" loaded 
04EE:   animation "DANCING" loaded 
else_jump @BAR_2212 
return 
jump @BAR_2223 

:BAR_2212
wait 0 
jump @BAR_2146 

:BAR_2223
return 

:BAR_2225
0@ = 0 

:BAR_2232
Actor.RemoveReferences(10@(0@,2i))
Actor.DestroyInstantly(10@(0@,2i))
0@ += 1 
  0@ >= 2 
else_jump @BAR_2232 
0@ = 0 

:BAR_2278
if 
   not 6@(0@,4i) == -1 
else_jump @BAR_2309 
061E: remove_references_to_AS_origin 6@(0@,4i) 

:BAR_2309
0@ += 1 
  0@ >= 4 
else_jump @BAR_2278 
Model.Destroy(#VWFYCRP)
061B: remove_references_to_AS_pack 4@ 
061B: remove_references_to_AS_pack 5@ 
04EF: release_animation "BAR" 
04EF: release_animation "DANCING" 
end_thread 
end_thread 

//-------------External script 29 (FOODBRAINS)---------------

:PSHOP
thread 'PSHOP' 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 0 
0871: init_jump_table 0@ total_jumps 3 default_jump 0 @PSHOP_552 jumps 0 @PSHOP_81 1 @PSHOP_238 2 @PSHOP_395 -1 @PSHOP_552 -1 @PSHOP_552 -1 @PSHOP_552 -1 @PSHOP_552 

:PSHOP_81
3@ = 377.3 
4@ = -117.182 
5@ = 1000.637 
6@ = 180.0 
7@ = 360.0 
04AF: 11@ = 155 // @ = any 
Model.Load(11@)
Model.Load(#PIZZAHIGH)
Model.Load(#CJ_PIZZA_2)

:PSHOP_152
if 
   not Model.Available(11@)
else_jump @PSHOP_179 
wait 0 
jump @PSHOP_152 

:PSHOP_179
if 
   not Model.Available(#PIZZAHIGH)
else_jump @PSHOP_205 
wait 0 
jump @PSHOP_179 

:PSHOP_205
if 
   not Model.Available(#CJ_PIZZA_2)
else_jump @PSHOP_231 
wait 0 
jump @PSHOP_205 

:PSHOP_231
jump @PSHOP_552 

:PSHOP_238
3@ = 371.5365 
4@ = -4.4935 
5@ = 1000.859 
6@ = 180.0 
7@ = 360.0 
04AF: 11@ = 167 // @ = any 
Model.Load(11@)
Model.Load(#BURGERHIGH)
Model.Load(#CJ_BURG_2)

:PSHOP_309
if 
   not Model.Available(11@)
else_jump @PSHOP_336 
wait 0 
jump @PSHOP_309 

:PSHOP_336
if 
   not Model.Available(#BURGERHIGH)
else_jump @PSHOP_362 
wait 0 
jump @PSHOP_336 

:PSHOP_362
if 
   not Model.Available(#CJ_BURG_2)
else_jump @PSHOP_388 
wait 0 
jump @PSHOP_362 

:PSHOP_388
jump @PSHOP_552 

:PSHOP_395
3@ = 378.4146 
4@ = -65.8567 
5@ = 1000.508 
6@ = 180.0 
7@ = 360.0 
04AF: 11@ = 205 // @ = any 
Model.Load(11@)
Model.Load(#BURGERHIGH)
Model.Load(#CJ_BURG_2)

:PSHOP_466
if 
   not Model.Available(11@)
else_jump @PSHOP_493 
wait 0 
jump @PSHOP_466 

:PSHOP_493
if 
   not Model.Available(#BURGERHIGH)
else_jump @PSHOP_519 
wait 0 
jump @PSHOP_493 

:PSHOP_519
if 
   not Model.Available(#CJ_BURG_2)
else_jump @PSHOP_545 
wait 0 
jump @PSHOP_519 

:PSHOP_545
jump @PSHOP_552 

:PSHOP_552
0615: define_AS_pack_begin 8@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 8@ 
061D: create_AS_origin_at 3@ 4@ 5@ Z_angle 6@ unknown_angle 7@ AS_pack 8@ handle_as 9@ 
0621: create_actor_pedtype 4 model 11@ at_AS_origin 9@ task 1466 handle_as 10@ 
0913: run_external_script 36 (SHOPKEEPER) 10@ 9@  
08A9: load_external_script 36 (SHOPKEEPER) 

:PSHOP_628
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSHOP_873 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @PSHOP_684 
gosub @PSHOP_884 

:PSHOP_684
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @PSHOP_707 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 

:PSHOP_707
if 
   not Actor.Dead(10@)
else_jump @PSHOP_782 
if 
0457:   player $PLAYER_CHAR aiming_at_actor 10@ 
else_jump @PSHOP_756 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
jump @PSHOP_782 

:PSHOP_756
if 
051A:   actor 10@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PSHOP_782 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 

:PSHOP_782
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
else_jump @PSHOP_873 
Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
08E5: get_actor_in_sphere 3@ 4@ 5@ radius 20.0 handle_as 1@ 
if 
  1@ > -1 
else_jump @PSHOP_873 
2@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 1@ 2@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:PSHOP_873
wait 0 
jump @PSHOP_628 

:PSHOP_884
$FOOD_PLAYER_AGGRESSIVE_FLAG = 0 
Actor.RemoveReferences(10@)
Model.Destroy(#WMYPIZZ)
Model.Destroy(#WMYBELL)
Model.Destroy(#WFYBURG)
Model.Destroy(#PIZZAHIGH)
Model.Destroy(#BURGERHIGH)
Model.Destroy(#CJ_PIZZA_2)
Model.Destroy(#CJ_BURG_2)
Actor.DestroyInstantly(10@)
061E: remove_references_to_AS_origin 9@ 
061B: remove_references_to_AS_pack 8@ 
end_thread 
end_thread 

//-------------External script 30 (OTB_AMBIENCE)---------------

:OTBSHP
thread 'OTBSHP' 
if 
  $ONMISSION == 0 
else_jump @OTBSHP_36 
$2881 = 0 

:OTBSHP_36
1@ = 1 
Model.Load(#VBFYCRP)
Model.Load(#VWFYCRP)

:OTBSHP_52
if 
   not Model.Available(#VWFYCRP)
else_jump @OTBSHP_79 
wait 0 
jump @OTBSHP_52 

:OTBSHP_79
if 
   not Model.Available(#VBFYCRP)
else_jump @OTBSHP_105 
wait 0 
jump @OTBSHP_79 

:OTBSHP_105
0615: define_AS_pack_begin 2@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 2@ 
061D: create_AS_origin_at 820.3698 -0.3935 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 3@ 
061D: create_AS_origin_at 820.133 4.2015 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 4@ 
061D: create_AS_origin_at 820.3185 6.4021 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 820.0 2.0 1003.0 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 6@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 3@ task 1466 handle_as 7@ 
0621: create_actor_pedtype 5 model #VBFYCRP at_AS_origin 4@ task 1466 handle_as 8@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 5@ task 1466 handle_as 9@ 
0621: create_actor_pedtype 5 model #VBFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 40 (OTB_STAFF) 7@ 3@  
0913: run_external_script 40 (OTB_STAFF) 8@ 4@  
0913: run_external_script 40 (OTB_STAFF) 9@ 5@  
0913: run_external_script 40 (OTB_STAFF) 10@ 6@  
08A9: load_external_script 40 (OTB_STAFF) 

:OTBSHP_369
if 
   Player.Defined($PLAYER_CHAR)
else_jump @OTBSHP_655 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @OTBSHP_425 
jump @OTBSHP_666 

:OTBSHP_425
if or
02E0:   actor $PLAYER_ACTOR aggressive 
   Player.WantedLevel($PLAYER_CHAR) > $PLAYER_WANTED_LEVEL
else_jump @OTBSHP_456 
$2881 = 1 

:OTBSHP_456
0@ = 0 

:OTBSHP_463
if 
   not Actor.Dead(7@(0@,4i))
else_jump @OTBSHP_557 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 7@(0@,4i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @OTBSHP_527 
$2881 = 1 
jump @OTBSHP_557 

:OTBSHP_527
if 
051A:   actor 7@(0@,4i) damaged_by_actor $PLAYER_ACTOR 
else_jump @OTBSHP_557 
$2881 = 1 

:OTBSHP_557
0@ += 1 
  0@ >= 4 
else_jump @OTBSHP_463 
if 
  $2881 == 1 
else_jump @OTBSHP_655 
08E5: get_actor_in_sphere 11@ 12@ 13@ radius 20.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @OTBSHP_655 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:OTBSHP_655
wait 0 
jump @OTBSHP_369 

:OTBSHP_666
0@ = 0 

:OTBSHP_673
Actor.RemoveReferences(7@(0@,4i))
Actor.DestroyInstantly(7@(0@,4i))
061E: remove_references_to_AS_origin 3@(0@,4i) 
0@ += 1 
  0@ >= 4 
else_jump @OTBSHP_673 
Model.Destroy(#VWFYCRP)
Model.Destroy(#VBFYCRP)
061B: remove_references_to_AS_pack 2@ 
end_thread 
end_thread 

//-------------External script 31 (STRIP_AMBIENCE)---------------

:STRIP
thread 'STRIP' 
if 
  $ONMISSION == 0 
else_jump @STRIP_43 
$9473 = 0 
$9471 = 0 

:STRIP_43
0@ = 0 
if 
  0@ == 1 
else_jump @STRIP_114 
$9477 = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
$9478 = Object.Create(#NULL, 0.0, 0.0, 0.0)

:STRIP_114
1@ = 1 
$9475 = 0 
$9474 = 0 
gosub @STRIP_2509 
0615: define_AS_pack_begin 7@ 
0605: actor -1 perform_animation_sequence "BARSERVE_IN" IFP_file "BAR" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "BARSERVE_LOOP" IFP_file "BAR" 4.0 loop 1 0 0 0 time 10000 // versionA 
0616: define_AS_pack_end 7@ 
0615: define_AS_pack_begin 8@ 
0605: actor -1 perform_animation_sequence "BARSERVE_BOTTLE" IFP_file "BAR" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 8@ 
0615: define_AS_pack_begin 9@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 9@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STRIP_881 
0297: reset_player $PLAYER_CHAR destroyed_model_counters 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_650 
061D: create_AS_origin_at 1214.859 -15.4637 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 10@ 
061D: create_AS_origin_at 1217.084 -15.4657 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 11@ 
061D: create_AS_origin_at 1213.234 -15.4087 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 12@ 
061D: create_AS_origin_at 1214.085 -15.4395 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 8@ handle_as 13@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 10@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 10@ 11@ 12@ 13@ 2.5 15.0 1  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1220.042 -15.3365 999.9219 Z_angle 341.7 unknown_angle -341.7 AS_pack 9@ handle_as 14@ 
061D: create_AS_origin_at 1222.008 4.4324 999.9219 Z_angle 93.3 unknown_angle -93.3 AS_pack 9@ handle_as 15@ 
0621: create_actor_pedtype 4 model #BMYBOUN at_AS_origin 14@ task 1502 handle_as 17@ 
0621: create_actor_pedtype 4 model #WMYBOUN at_AS_origin 15@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 17@  
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_650
if 
08F9:   v$5311 == "STRIP2" 
else_jump @STRIP_881 
10@ = -1 
061D: create_AS_origin_at 1206.2 -30.6012 999.9531 Z_angle 180.0 unknown_angle 0.0 AS_pack 7@ handle_as 11@ 
12@ = -1 
061D: create_AS_origin_at 1206.2 -29.1414 999.9531 Z_angle 270.0 unknown_angle 0.0 AS_pack 8@ handle_as 13@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 11@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 11@ 11@ 11@ 13@ 1.5 15.0 1  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1216.871 -24.1246 999.9531 Z_angle 146.8 unknown_angle -146.8 AS_pack 9@ handle_as 14@ 
15@ = -1 
0621: create_actor_pedtype 4 model #BMYBOUN at_AS_origin 14@ task 1502 handle_as 17@ 
18@ = -1 
0913: run_external_script 39 (BOUNCER) 17@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_881
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STRIP_2502 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @STRIP_941 
jump @STRIP_2586 

:STRIP_941
if 
  4@ > 0 
else_jump @STRIP_973 
gosub @STRIP_2766 
jump @STRIP_881 

:STRIP_973
if 
   not $9475 == 0 
else_jump @STRIP_1042 
if 
   not Actor.Dead($9477)
else_jump @STRIP_1021 
gosub @STRIP_5426 
jump @STRIP_1042 

:STRIP_1021
Player.CanMove($PLAYER_CHAR) = True
$9475 = 0 
$9477 = -1 

:STRIP_1042
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_1326 
if and
  $9473 == 0 
  $9471 == 0 
else_jump @STRIP_1326 
if 
0102:   actor $PLAYER_ACTOR in_sphere 1204.85 11.8 999.9219 radius 1.0 1.0 1.0 sphere 1 stopped_on_foot 
else_jump @STRIP_1312 
if 
   Player.Money($PLAYER_CHAR) > 99
else_jump @STRIP_1298 
if 
  2@ == 0 
else_jump @STRIP_1291 
3@ = 1 
if 
00E1:   player 0 pressed_key 15 
else_jump @STRIP_1291 
Player.Money($PLAYER_CHAR) += -100
0624: add 100.0 to_float_stat 54 
2@ = 1 
3@ = 0 
19@ = 1204.326 
20@ = 17.709 
21@ = 998.925 
22@ = 0.0 
fade 0 500 
4@ = 1 
gosub @STRIP_2766 

:STRIP_1291
jump @STRIP_1305 

:STRIP_1298
3@ = 2 

:STRIP_1305
jump @STRIP_1326 

:STRIP_1312
3@ = 0 
2@ = 0 

:STRIP_1326
if 
08F9:   v$5311 == "STRIP2" 
else_jump @STRIP_1624 
if and
  $9473 == 0 
  $9471 == 0 
else_jump @STRIP_1624 
if 
0102:   actor $PLAYER_ACTOR in_sphere 1207.59 -40.646 999.9531 radius 1.0 1.0 1.0 sphere 1 stopped_on_foot 
else_jump @STRIP_1610 
if 
   Player.Money($PLAYER_CHAR) > 99
else_jump @STRIP_1596 
if 
  2@ == 0 
else_jump @STRIP_1589 
3@ = 1 
if 
00E1:   player 0 pressed_key 15 
else_jump @STRIP_1589 
Player.Money($PLAYER_CHAR) += -100
0653: 22@ = float_stat 54 
22@ += 100.0 
0653: 22@ = float_stat 54 
2@ = 1 
3@ = 0 
19@ = 1207.366 
20@ = -43.595 
21@ = 998.925 
22@ = 0.0 
fade 0 500 
4@ = 1 
gosub @STRIP_2766 

:STRIP_1589
jump @STRIP_1603 

:STRIP_1596
3@ = 2 

:STRIP_1603
jump @STRIP_1624 

:STRIP_1610
3@ = 0 
2@ = 0 

:STRIP_1624
if and
  $9473 == 0 
  $9471 == 0 
else_jump @STRIP_1784 
if 
  3@ == 1 
else_jump @STRIP_1685 
0512: show_permanent_text_box 'STR_01'  // ~k~~VEHICLE_ENTER_EXIT~ drcken, fr einen Private Dance. Kosten - $100
jump @STRIP_1777 

:STRIP_1685
if 
  3@ == 2 
else_jump @STRIP_1721 
0512: show_permanent_text_box 'STR_03'  // Du brauchst wenigstens $100 fr einen Private Dance.
jump @STRIP_1777 

:STRIP_1721
if 
  $9474 > 0 
else_jump @STRIP_1757 
0512: show_permanent_text_box 'STR_00'  // ~k~~VEHICLE_ENTER_EXIT~, um der Stripperin Geld zuzuwerfen: $20
jump @STRIP_1777 

:STRIP_1757
if 
  4@ == 0 
else_jump @STRIP_1777 
03E6: remove_text_box 

:STRIP_1777
jump @STRIP_1786 

:STRIP_1784
03E6: remove_text_box 

:STRIP_1786
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @STRIP_1816 
$9473 = 1 
$9471 = 1 

:STRIP_1816
if 
   Player.WantedLevel($PLAYER_CHAR) > $PLAYER_WANTED_LEVEL
else_jump @STRIP_1849 
$9473 = 1 
$9471 = 1 

:STRIP_1849
0806: get_player $PLAYER_CHAR kills_from_last_checkpoint 0@ 
if 
  0@ > 0 
else_jump @STRIP_1882 
$9471 = 1 

:STRIP_1882
0@ = 0 

:STRIP_1889
if 
   not Actor.Dead(16@(0@,3i))
else_jump @STRIP_1997 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 16@(0@,3i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @STRIP_1960 
$9473 = 1 
$9471 = 1 
jump @STRIP_1997 

:STRIP_1960
if 
051A:   actor 16@(0@,3i) damaged_by_actor $PLAYER_ACTOR 
else_jump @STRIP_1997 
$9473 = 1 
$9471 = 1 

:STRIP_1997
0@ += 1 
  0@ >= 3 
else_jump @STRIP_1889 
if 
  $9473 == 1 
else_jump @STRIP_2102 
$9471 = 1 
08E5: get_actor_in_sphere 19@ 20@ 21@ radius 50.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @STRIP_2102 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:STRIP_2102
if 
  $9471 == 1 
else_jump @STRIP_2502 
if and
   Actor.Dead(17@)
   not 14@ == -1 
else_jump @STRIP_2338 
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_2198 
19@ = 1220.042 
20@ = -15.3365 
21@ = 999.9219 

:STRIP_2198
if 
08F9:   v$5311 == "STRIP2" 
else_jump @STRIP_2252 
19@ = 1216.871 
20@ = -24.1246 
21@ = 999.9531 

:STRIP_2252
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 19@ 20@ 21@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 19@ 20@ 21@ radius 3.0 
else_jump @STRIP_2338 
0621: create_actor_pedtype 4 model #BMYBOUN at_AS_origin 14@ task 1502 handle_as 17@ 
0913: run_external_script 39 (BOUNCER) 17@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_2338
if and
   Actor.Dead(18@)
   not 15@ == -1 
else_jump @STRIP_2502 
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_2416 
19@ = 1222.008 
20@ = 4.4324 
21@ = 999.9219 

:STRIP_2416
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 19@ 20@ 21@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 19@ 20@ 21@ radius 3.0 
else_jump @STRIP_2502 
0621: create_actor_pedtype 4 model #WMYBOUN at_AS_origin 15@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_2502
jump @STRIP_881 

:STRIP_2509
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYCRP)
04ED: load_animation "BAR" 
if and
   Model.Available(#BMYBOUN)
   Model.Available(#WMYBOUN)
   Model.Available(#VWFYCRP)
04EE:   animation "BAR" loaded 
else_jump @STRIP_2573 
return 
jump @STRIP_2584 

:STRIP_2573
wait 0 
jump @STRIP_2509 

:STRIP_2584
return 

:STRIP_2586
0@ = 0 

:STRIP_2593
Actor.RemoveReferences(16@(0@,3i))
Actor.DestroyInstantly(16@(0@,3i))
0@ += 1 
  0@ >= 3 
else_jump @STRIP_2593 
0@ = 0 

:STRIP_2639
if 
   not 10@(0@,6i) == -1 
else_jump @STRIP_2670 
061E: remove_references_to_AS_origin 10@(0@,6i) 

:STRIP_2670
0@ += 1 
  0@ >= 6 
else_jump @STRIP_2639 
Model.Destroy(#VWFYCRP)
Model.Destroy(#BMYBOUN)
Model.Destroy(#WMYBOUN)
061B: remove_references_to_AS_pack 7@ 
061B: remove_references_to_AS_pack 8@ 
04EF: release_animation "STRIP" 
04EF: release_animation "BAR" 
$9471 = 0 
03E6: remove_text_box 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STRIP_2764 
Player.CanMove($PLAYER_CHAR) = True

:STRIP_2764
end_thread 

:STRIP_2766
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @STRIP_3923 jumps 1 @STRIP_2829 2 @STRIP_3053 3 @STRIP_3194 4 @STRIP_3320 5 @STRIP_3653 6 @STRIP_3887 -1 @STRIP_3923 

:STRIP_2829
if 
   not fading 
else_jump @STRIP_3046 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0826: enable_hud 0 
0581: enable_radar 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Actor.PutAt($PLAYER_ACTOR, 19@, 20@, 21@)
Actor.Angle($PLAYER_ACTOR) = 22@
03C8: rotate_player-180-degrees 
if 
  $9476 == 0 
else_jump @STRIP_2956 
04AF: 5@ = 256 // @ = any 
06D2: 28@v = "LAPDAN1" // @v = string 
$9476 += 1 
jump @STRIP_3039 

:STRIP_2956
if 
  $9476 == 1 
else_jump @STRIP_3010 
04AF: 5@ = 257 // @ = any 
06D2: 28@v = "LAPDAN2" // @v = string 
$9476 += 1 
jump @STRIP_3039 

:STRIP_3010
04AF: 5@ = 246 // @ = any 
06D2: 28@v = "LAPDAN3" // @v = string 
$9476 = 0 

:STRIP_3039
4@ += 1 

:STRIP_3046
jump @STRIP_3923 

:STRIP_3053
if 
84EE:   not animation 28@v loaded 
else_jump @STRIP_3081 
04ED: load_animation 28@v 
jump @STRIP_3187 

:STRIP_3081
if 
   not Model.Available(5@)
else_jump @STRIP_3109 
Model.Load(5@)
jump @STRIP_3187 

:STRIP_3109
04C4: store_coords_to 19@ 20@ 21@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 -1.0 
22@ = Actor.Angle($PLAYER_ACTOR)
5@ = Actor.Create(CivFemale, 5@, 19@, 20@, 21@)
0619: enable_actor 5@ collision_detection 0 
Actor.Angle(5@) = 22@
4@ += 1 

:STRIP_3187
jump @STRIP_3923 

:STRIP_3194
0812: AS_actor $PLAYER_ACTOR perform_animation "LAPDAN_P" IFP_file 28@v 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
if 
   not Actor.Dead(5@)
else_jump @STRIP_3290 
0812: AS_actor 5@ perform_animation "LAPDAN_D" IFP_file 28@v 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
6@ = -1 
gosub @STRIP_3925 

:STRIP_3290
fade 1 1500 
33@ = 0 
03E6: remove_text_box 
4@ += 1 
jump @STRIP_3923 

:STRIP_3320
if 
   not fading 
else_jump @STRIP_3646 
if 
   not Actor.Dead(5@)
else_jump @STRIP_3639 
if 
   Actor.Animation($PLAYER_ACTOR) == "LAPDAN_P"
else_jump @STRIP_3432 
061A: get_actor $PLAYER_ACTOR animation "LAPDAN_P" total_time_to 23@ 
0092: 25@ = float 23@ to_integer 
25@ -= 800 
0085: 26@ = 25@ // (int) 
26@ -= 2200 
jump @STRIP_3439 

:STRIP_3432
25@ = 0 

:STRIP_3439
if and
  33@ > 2500 
  2600 > 33@ 
else_jump @STRIP_3499 
if 
8A2A:   not text_box 'STR_02' displayed  // ~k~~PED_FIREWEAPON~ Ansicht ndern~n~~k~~VEHICLE_ENTER_EXIT~ Private Dance verlassen
else_jump @STRIP_3499 
03E5: show_text_box 'STR_02'  // ~k~~PED_FIREWEAPON~ Ansicht ndern~n~~k~~VEHICLE_ENTER_EXIT~ Private Dance verlassen

:STRIP_3499
if 
002D:   33@ >= 25@ // (int) 
else_jump @STRIP_3539 
fade 0 500 
4@ += 1 
jump @STRIP_3923 

:STRIP_3539
if and
00E1:   player 0 pressed_key 17 
  32@ >= 500 
  33@ > 2500 
001D:   26@ > 33@ // (int) 
else_jump @STRIP_3594 
gosub @STRIP_3925 
32@ = 0 

:STRIP_3594
if 
00E1:   player 0 pressed_key 15 
else_jump @STRIP_3632 
fade 0 500 
4@ += 1 
jump @STRIP_3923 

:STRIP_3632
jump @STRIP_3646 

:STRIP_3639
4@ += 1 

:STRIP_3646
jump @STRIP_3923 

:STRIP_3653
if 
   not fading 
else_jump @STRIP_3880 
if 
   not Actor.Dead(5@)
else_jump @STRIP_3873 
03E6: remove_text_box 
0665: get_actor 5@ model_to 0@ 
Model.Destroy(0@)
04EF: release_animation 28@v 
Actor.DestroyInstantly(5@)
0792: disembark_instantly_actor $PLAYER_ACTOR 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0826: enable_hud 1 
0581: enable_radar 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_3798 
Actor.PutAt($PLAYER_ACTOR, 1204.991, 12.6603, 999.9219)
Actor.Angle($PLAYER_ACTOR) = 180.0

:STRIP_3798
if 
08F9:   v$5311 == "STRIP2" 
else_jump @STRIP_3852 
Actor.PutAt($PLAYER_ACTOR, 1207.59, -40.646, 999.9531)
Actor.Angle($PLAYER_ACTOR) = 360.0

:STRIP_3852
fade 1 500 
4@ += 1 
jump @STRIP_3880 

:STRIP_3873
4@ += 1 

:STRIP_3880
jump @STRIP_3923 

:STRIP_3887
if 
   not fading 
else_jump @STRIP_3916 
Player.CanMove($PLAYER_CHAR) = True
4@ = 0 
return 

:STRIP_3916
jump @STRIP_3923 

:STRIP_3923
return 

:STRIP_3925
0871: init_jump_table 6@ total_jumps 5 default_jump 1 @STRIP_5173 jumps -1 @STRIP_3988 0 @STRIP_4225 1 @STRIP_4462 2 @STRIP_4699 3 @STRIP_4936 -1 @STRIP_5417 -1 @STRIP_5417 

:STRIP_3988
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_4119 
19@ = 1204.562 
20@ = 15.6486 
21@ = 1001.333 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1204.437 
20@ = 16.5805 
21@ = 1000.992 
Camera.PointAt(19@, 20@, 21@, 2)
jump @STRIP_4218 

:STRIP_4119
19@ = 1208.32 
20@ = -45.8672 
21@ = 1001.066 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1207.847 
20@ = -44.9985 
21@ = 1000.919 
Camera.PointAt(19@, 20@, 21@, 2)

:STRIP_4218
jump @STRIP_5417 

:STRIP_4225
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_4356 
19@ = 1202.654 
20@ = 16.7123 
21@ = 1001.302 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1203.589 
20@ = 16.9879 
21@ = 1001.08 
Camera.PointAt(19@, 20@, 21@, 1)
jump @STRIP_4455 

:STRIP_4356
19@ = 1205.649 
20@ = -44.5486 
21@ = 1001.344 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1206.541 
20@ = -44.2188 
21@ = 1001.035 
Camera.PointAt(19@, 20@, 21@, 1)

:STRIP_4455
jump @STRIP_5417 

:STRIP_4462
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_4593 
19@ = 1203.529 
20@ = 18.3118 
21@ = 1001.391 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1204.11 
20@ = 17.5609 
21@ = 1001.078 
Camera.PointAt(19@, 20@, 21@, 1)
jump @STRIP_4692 

:STRIP_4593
19@ = 1206.434 
20@ = -43.1812 
21@ = 1001.705 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1207.044 
20@ = -43.796 
21@ = 1001.204 
Camera.PointAt(19@, 20@, 21@, 1)

:STRIP_4692
jump @STRIP_5417 

:STRIP_4699
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_4830 
19@ = 1204.712 
20@ = 18.3221 
21@ = 1000.941 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1204.409 
20@ = 17.369 
21@ = 1000.95 
Camera.PointAt(19@, 20@, 21@, 1)
jump @STRIP_4929 

:STRIP_4830
19@ = 1207.472 
20@ = -43.1042 
21@ = 1001.054 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1207.325 
20@ = -44.0841 
21@ = 1000.919 
Camera.PointAt(19@, 20@, 21@, 1)

:STRIP_4929
jump @STRIP_5417 

:STRIP_4936
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_5067 
19@ = 1205.856 
20@ = 17.3141 
21@ = 1002.26 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1205.096 
20@ = 17.1228 
21@ = 1001.64 
Camera.PointAt(19@, 20@, 21@, 1)
jump @STRIP_5166 

:STRIP_5067
19@ = 1207.846 
20@ = -43.4954 
21@ = 1001.964 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1207.427 
20@ = -43.9585 
21@ = 1001.184 
Camera.PointAt(19@, 20@, 21@, 1)

:STRIP_5166
jump @STRIP_5417 

:STRIP_5173
6@ = -1 
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_5311 
19@ = 1204.562 
20@ = 15.6486 
21@ = 1001.333 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1204.437 
20@ = 16.5805 
21@ = 1000.992 
Camera.PointAt(19@, 20@, 21@, 1)
jump @STRIP_5410 

:STRIP_5311
19@ = 1207.978 
20@ = -46.1248 
21@ = 1001.215 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1207.757 
20@ = -45.1702 
21@ = 1001.016 
Camera.PointAt(19@, 20@, 21@, 1)

:STRIP_5410
jump @STRIP_5417 

:STRIP_5417
6@ += 1 
return 

:STRIP_5426
0871: init_jump_table $9475 total_jumps 4 default_jump 0 @STRIP_5877 jumps 1 @STRIP_5489 2 @STRIP_5518 3 @STRIP_5598 4 @STRIP_5770 -1 @STRIP_5877 -1 @STRIP_5877 -1 @STRIP_5877 

:STRIP_5489
Player.CanMove($PLAYER_CHAR) = False
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $9477 
$9475 = 2 
jump @STRIP_5877 

:STRIP_5518
062E: unknown_get_actor $PLAYER_ACTOR task 1593 status_store_to 27@ // ret 7 if not found 
if 
04A4:   27@ == 7 // @ == any 
else_jump @STRIP_5591 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLY_CASH" IFP_file "STRIP" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
$9475 = 3 

:STRIP_5591
jump @STRIP_5877 

:STRIP_5598
if 
   Actor.Animation($PLAYER_ACTOR) == "PLY_CASH"
else_jump @STRIP_5756 
0613: 24@ = actor $PLAYER_ACTOR animation "PLY_CASH" time 
if and
  24@ >= 0.35 
  1.0 > 24@ 
else_jump @STRIP_5749 
04C4: store_coords_to 19@ 20@ 21@ from_actor $9477 with_offset 0.0 0.5 -0.5 
$9478 = Object.Init(#MONEY, 19@, 20@, 21@)
Object.CollisionDetection($9478) = False
Player.Money($PLAYER_CHAR) += -20
0624: add 20.0 to_float_stat 54 
$9475 = 4 

:STRIP_5749
jump @STRIP_5763 

:STRIP_5756
$9475 = 4 

:STRIP_5763
jump @STRIP_5877 

:STRIP_5770
if 
   Actor.Animation($PLAYER_ACTOR) == "PLY_CASH"
else_jump @STRIP_5856 
0613: 24@ = actor $PLAYER_ACTOR animation "PLY_CASH" time 
if 
  24@ >= 1.0 
else_jump @STRIP_5849 
Player.CanMove($PLAYER_CHAR) = True
$9475 = 0 

:STRIP_5849
jump @STRIP_5870 

:STRIP_5856
Player.CanMove($PLAYER_CHAR) = True
$9475 = 0 

:STRIP_5870
jump @STRIP_5877 

:STRIP_5877
return 
end_thread 

//-------------External script 32 (PLANES)---------------

:PLANES
thread 'PLANES' 
05A9: s$PLANES_DAYNAMES[1] = 'PLA_9'  // SONNTAG
05A9: s$PLANES_DAYNAMES[2] = 'PLA_3'  // MONTAG
05A9: s$PLANES_DAYNAMES[3] = 'PLA_4'  // DIENSTAG
05A9: s$PLANES_DAYNAMES[4] = 'PLA_5'  // MITTWOCH
05A9: s$PLANES_DAYNAMES[5] = 'PLA_6'  // DONNERSTAG
05A9: s$PLANES_DAYNAMES[6] = 'PLA_7'  // FREITAG
05A9: s$PLANES_DAYNAMES[7] = 'PLA_8'  // SAMSTAG
$PLANES_WEEKDAY = 0 
$PLANES_CONVERSATION_YES = 0 
$9499 = 0 
$9500 = 500 
$9501 = 0 
$9502 = 0 
$9503 = 0 
$9504 = 0 
$9505 = 0 
$9506 = 0 
$PLAINS_PLANE_FLYWAY = 0 
$9508 = 0 
$9509 = 0 
$9510 = 0 
$9511 = 0 
$9521 = 0.0 
$9513 = 0.0 
$9514 = 0.0 
$9515 = 0.0 
$9516 = 0.0 
$9517 = 0.0 
$9518 = 0.0 
$9519 = 0.0 
$9520 = 0.0 
$9512 = 0 
$9522 = 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_342 
jump @PLANES_3712 

:PLANES_342
Player.CanMove($PLAYER_CHAR) = False
set_wb_check_to 0 
0253: save_current_time 
07D0: $PLANES_WEEKDAY = weekday 
if 
  $PLANES_WEEKDAY == 7 
else_jump @PLANES_392 
$PLANES_WEEKDAY = 1 
jump @PLANES_399 

:PLANES_392
$PLANES_WEEKDAY += 1 

:PLANES_399
0652: $PLANES_STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
gosub @PLANES_3818 
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_455 
jump @PLANES_3712 

:PLANES_455
fade 0 500 

:PLANES_462
if 
fading 
else_jump @PLANES_509 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_502 
jump @PLANES_3712 

:PLANES_502
jump @PLANES_462 

:PLANES_509
0390: load_txd_dictionary 'LD_PLAN' 
038F: load_texture "AIRLOGO" as 1 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 2 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 3 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 4 // Load dictionary with 0390 first 
038B: load_requested_models 
03E6: remove_text_box 
00BE: text_clear_all 
03F0: enable_text_draw 1 
0826: enable_hud 0 
0581: enable_radar 0 
08F8: display_stat_update_box 0 
fade 1 500 
gosub @PLANES_4363 

:PLANES_605
if 
fading 
else_jump @PLANES_659 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_645 
jump @PLANES_3712 

:PLANES_645
gosub @PLANES_4363 
jump @PLANES_605 

:PLANES_659
gosub @PLANES_4363 

:PLANES_666
wait 0 
gosub @PLANES_4363 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_700 
jump @PLANES_3712 

:PLANES_700
0254: restore_current_time 
if 
  $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @PLANES_805 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @PLANES_767 
$PLANES_CONVERSATION_YES = 0 

:PLANES_767
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @PLANES_798 
$PLANES_CONVERSATION_YES = 1 

:PLANES_798
jump @PLANES_812 

:PLANES_805
$PLANES_CONVERSATION_YES = 0 

:PLANES_812
if 
  $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 0 
else_jump @PLANES_1281 
if 
  $9503 == 0 
else_jump @PLANES_879 
if 
00E1:   player 0 pressed_key 16 
else_jump @PLANES_879 
$9502 = 0 
$9503 = 1 

:PLANES_879
if 
  $9503 == 1 
else_jump @PLANES_921 
if 
80E1:   not player 0 pressed_key 16 
else_jump @PLANES_921 
$9503 = 2 

:PLANES_921
if 
  $9503 == 2 
else_jump @PLANES_1134 
$9501 = Player.Money($PLAYER_CHAR)
if 
002C:   $9501 >= $9500 // (int) 
else_jump @PLANES_1069 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1083 
gosub @PLANES_4363 
fade 0 500 

:PLANES_994
if 
fading 
else_jump @PLANES_1055 
gosub @PLANES_4363 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_1041 
jump @PLANES_3712 

:PLANES_1041
gosub @PLANES_4363 
jump @PLANES_994 

:PLANES_1055
jump @PLANES_1437 
jump @PLANES_1134 

:PLANES_1069
if 
  $9502 == 0 
else_jump @PLANES_1134 
01BD: $9504 = current_time_in_ms 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1085 
$9502 = 1 
$9503 = 0 

:PLANES_1134
01BD: $9505 = current_time_in_ms 
0084: $9506 = $9505 // (int) 
0060: $9506 -= $9504 // (int) 
if 
  5000 > $9506 
else_jump @PLANES_1281 
gosub @PLANES_7954 
033F: set_text_draw_letter_size 0.41 1.84 
0340: set_text_draw_RGBA 255 255 255 255 
if or
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_1260 
033E: set_draw_text_position 40.0 337.0 GXT 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
jump @PLANES_1281 

:PLANES_1260
033E: set_draw_text_position 93.0 337.0 GXT 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.

:PLANES_1281
if 
00E1:   player 0 pressed_key 15 
else_jump @PLANES_1430 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1085 
gosub @PLANES_4363 
fade 0 500 

:PLANES_1326
if 
fading 
else_jump @PLANES_1387 
gosub @PLANES_4363 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_1373 
jump @PLANES_3712 

:PLANES_1373
gosub @PLANES_4363 
jump @PLANES_1326 

:PLANES_1387
gosub @PLANES_3818 
Actor.PutAt($PLAYER_ACTOR, $9513, $9514, $9515)
Actor.Angle($PLAYER_ACTOR) = $9516
fade 1 500 
jump @PLANES_3712 

:PLANES_1430
jump @PLANES_666 

:PLANES_1437
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_1460 
jump @PLANES_3712 

:PLANES_1460
088E: set_next_day 
Player.Money($PLAYER_CHAR) += -500
0391: release_txd_dictionary 
Model.Load(#AT400)
Model.Load(#GUN_PARA)
038B: load_requested_models 
0A48: enable_menu_access_in_widescreen_mode 1 
gosub @PLANES_3818 
04E4: unknown_refresh_game_renderer_at $9517 $9518 
0395: clear_area 1 at $9517 $9518 $9519 radius 100.0 
$9479 = Car.Create(#AT400, $9517, $9518, $9519)
Car.Angle($9479) = $9520
036A: put_actor $PLAYER_ACTOR in_car $9479 
Camera.SetAtPos($9517, $9518, $9519)
02A3: enable_widescreen 1 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @PLANES_1709 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_1650 
00C0: set_current_time_hours_to 10 minutes_to 30 
$9521 = 9500.0 
$9510 = 20000 
$9511 = 150000 
$PLAINS_PLANE_FLYWAY = 42 

:PLANES_1650
if 
  $PLANES_CONVERSATION_YES == 1 
else_jump @PLANES_1709 
00C0: set_current_time_hours_to 17 minutes_to 50 
$9521 = 5000.0 
$9510 = 30000 
$9511 = 110000 
$PLAINS_PLANE_FLYWAY = 46 

:PLANES_1709
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @PLANES_1845 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_1786 
00C0: set_current_time_hours_to 11 minutes_to 20 
$9521 = 6000.0 
$9510 = 20000 
$9511 = 120000 
$PLAINS_PLANE_FLYWAY = 49 

:PLANES_1786
if 
  $PLANES_CONVERSATION_YES == 1 
else_jump @PLANES_1845 
00C0: set_current_time_hours_to 14 minutes_to 40 
$9521 = 8000.0 
$9510 = 20000 
$9511 = 160000 
$PLAINS_PLANE_FLYWAY = 44 

:PLANES_1845
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @PLANES_1981 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_1922 
00C0: set_current_time_hours_to 19 minutes_to 10 
$9521 = 6600.0 
$9510 = 20000 
$9511 = 120000 
$PLAINS_PLANE_FLYWAY = 48 

:PLANES_1922
if 
  $PLANES_CONVERSATION_YES == 1 
else_jump @PLANES_1981 
00C0: set_current_time_hours_to 14 minutes_to 30 
$9521 = 3800.0 
$9510 = 20000 
$9511 = 70000 
$PLAINS_PLANE_FLYWAY = 43 

:PLANES_1981
07C0: load_path $PLAINS_PLANE_FLYWAY 

:PLANES_1986
if 
87C1:   not path $PLAINS_PLANE_FLYWAY available 
else_jump @PLANES_2036 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_2029 
jump @PLANES_3712 

:PLANES_2029
jump @PLANES_1986 

:PLANES_2036
01BD: $9504 = current_time_in_ms 
$9503 = 0 
fade 1 500 

:PLANES_2055
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_2082 
jump @PLANES_3712 

:PLANES_2082
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PLANES_2103 
Player.ClearWantedLevel($PLAYER_CHAR)

:PLANES_2103
01BD: $9505 = current_time_in_ms 
0084: $9506 = $9505 // (int) 
0060: $9506 -= $9504 // (int) 
if 
   not Car.Wrecked($9479)
else_jump @PLANES_3705 
if 
  $9503 == 0 
else_jump @PLANES_2196 
if 
  $9506 > 2000 
else_jump @PLANES_2196 
05EB: assign_car $9479 to_path $PLAINS_PLANE_FLYWAY 
093D: lock_camera_on_cinematic_view 1 
$9503 = 1 

:PLANES_2196
if 
  $9503 > 0 
else_jump @PLANES_2343 
if 
  $9508 == 0 
else_jump @PLANES_2343 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
  $TEMPVAR_Z_COORD > 150.0 
else_jump @PLANES_2343 
03D5: remove_text 'PLA_11'  // Drcke ~k~~PED_SPRINT~, um den Flug abzukrzen.
if 
  $9512 == 0 
else_jump @PLANES_2319 
00BC: show_text_highpriority GXT 'PLA_12' time 20000 flag 1  // Drcke ~k~~PED_SPRINT~, um den Flug abzukrzen.~N~Drcke ~k~~VEHICLE_ENTER_EXIT~, um aus dem Flugzeug abzuspringen.
$9512 = 1 

:PLANES_2319
if 
00E1:   player 0 pressed_key 15 
else_jump @PLANES_2343 
$9503 = 2 

:PLANES_2343
if 
  $9503 > 0 
else_jump @PLANES_2467 
if 
  $9522 == 0 
else_jump @PLANES_2421 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
  $TEMPVAR_Z_COORD > 150.0 
else_jump @PLANES_2421 
$9522 = 1 

:PLANES_2421
if 
  $9522 == 1 
else_jump @PLANES_2467 
if 
  150.0 > $TEMPVAR_Z_COORD 
else_jump @PLANES_2467 
$9522 = 2 

:PLANES_2467
if 
  $9503 == 1 
else_jump @PLANES_3342 
if 
  $9508 == 0 
else_jump @PLANES_3112 
if 
  150.0 >= $TEMPVAR_Z_COORD 
else_jump @PLANES_2569 
03D5: remove_text 'PLA_12'  // Drcke ~k~~PED_SPRINT~, um den Flug abzukrzen.~N~Drcke ~k~~VEHICLE_ENTER_EXIT~, um aus dem Flugzeug abzuspringen.
if 
  $9512 == 0 
else_jump @PLANES_2569 
00BC: show_text_highpriority GXT 'PLA_11' time 5000 flag 1  // Drcke ~k~~PED_SPRINT~, um den Flug abzukrzen.

:PLANES_2569
if 
  2 > $9522 
else_jump @PLANES_3112 
if 
00E1:   player 0 pressed_key 16 
else_jump @PLANES_3112 
fade 0 500 

:PLANES_2611
if 
fading 
else_jump @PLANES_2658 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_2651 
jump @PLANES_3712 

:PLANES_2651
jump @PLANES_2611 

:PLANES_2658
if 
   not Car.Wrecked($9479)
else_jump @PLANES_3056 
if 
060E:   car $9479 assigned_to_path 
else_jump @PLANES_3056 
if 
  $9509 == 1 
else_jump @PLANES_2715 
08E6: set_plane $9479 landing_gear 0 

:PLANES_2715
0706: advance_car $9479 further_along_path -1E07 
0706: advance_car $9479 further_along_path $9521 
093D: lock_camera_on_cinematic_view 0 
if or
  $PLAINS_PLANE_FLYWAY == 48 
  $PLAINS_PLANE_FLYWAY == 49 
else_jump @PLANES_2841 
Camera.SetPosition(1774.9, -2529.3, 30.9, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked($9479)
else_jump @PLANES_2819 
Camera.OnVehicle($9479, 15, 2)

:PLANES_2819
0A0B: set_rendering_origin_at_3D_coord 1774.9 -2529.3 13.9 angle 48.0 

:PLANES_2841
if or
  $PLAINS_PLANE_FLYWAY == 42 
  $PLAINS_PLANE_FLYWAY == 43 
else_jump @PLANES_2945 
Camera.SetPosition(-1268.5, 106.9, 37.1, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked($9479)
else_jump @PLANES_2923 
Camera.OnVehicle($9479, 15, 2)

:PLANES_2923
0A0B: set_rendering_origin_at_3D_coord -1268.5 106.9 13.0 angle 350.0 

:PLANES_2945
if or
  $PLAINS_PLANE_FLYWAY == 46 
  $PLAINS_PLANE_FLYWAY == 44 
else_jump @PLANES_3049 
Camera.SetPosition(1396.1, 1382.3, 25.4, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked($9479)
else_jump @PLANES_3027 
Camera.OnVehicle($9479, 15, 2)

:PLANES_3027
0A0B: set_rendering_origin_at_3D_coord 1396.1 1382.3 10.0 angle 264.0 

:PLANES_3049
$9508 = 1 

:PLANES_3056
00BE: text_clear_all 
fade 1 2500 

:PLANES_3065
if 
fading 
else_jump @PLANES_3112 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_3105 
jump @PLANES_3712 

:PLANES_3105
jump @PLANES_3065 

:PLANES_3112
if 
   not Car.Wrecked($9479)
else_jump @PLANES_3342 
if 
860E:   not car $9479 assigned_to_path 
else_jump @PLANES_3342 
fade 0 2000 

:PLANES_3151
if 
fading 
else_jump @PLANES_3198 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_3191 
jump @PLANES_3712 

:PLANES_3191
jump @PLANES_3151 

:PLANES_3198
gosub @PLANES_3818 
093D: lock_camera_on_cinematic_view 0 
04E4: unknown_refresh_game_renderer_at $9513 $9514 
0395: clear_area 1 at $9513 $9514 $9515 radius 100.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, $9513, $9514, $9515)
Actor.Angle($PLAYER_ACTOR) = $9516
Camera.SetAtPos($9513, $9514, $9515)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
fade 1 500 

:PLANES_3288
if 
fading 
else_jump @PLANES_3335 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_3328 
jump @PLANES_3712 

:PLANES_3328
jump @PLANES_3288 

:PLANES_3335
jump @PLANES_3712 

:PLANES_3342
if 
  $9503 == 2 
else_jump @PLANES_3585 
fade 0 500 

:PLANES_3367
if 
fading 
else_jump @PLANES_3414 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_3407 
jump @PLANES_3712 

:PLANES_3407
jump @PLANES_3367 

:PLANES_3414
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
093D: lock_camera_on_cinematic_view 0 
0633: AS_actor $PLAYER_ACTOR exit_car 
03D5: remove_text 'PLA_11'  // Drcke ~k~~PED_SPRINT~, um den Flug abzukrzen.
03D5: remove_text 'PLA_12'  // Drcke ~k~~PED_SPRINT~, um den Flug abzukrzen.~N~Drcke ~k~~VEHICLE_ENTER_EXIT~, um aus dem Flugzeug abzuspringen.

:PLANES_3461
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @PLANES_3511 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_3504 
jump @PLANES_3712 

:PLANES_3504
jump @PLANES_3461 

:PLANES_3511
Car.Destroy($9479)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
fade 1 500 

:PLANES_3531
if 
fading 
else_jump @PLANES_3578 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_3571 
jump @PLANES_3712 

:PLANES_3571
jump @PLANES_3531 

:PLANES_3578
jump @PLANES_3712 

:PLANES_3585
if 
  $9508 == 0 
else_jump @PLANES_3705 
if 
  $9509 == 0 
else_jump @PLANES_3654 
if 
001C:   $9506 > $9510 // (int) 
else_jump @PLANES_3654 
08E6: set_plane $9479 landing_gear 1 
$9509 = 1 

:PLANES_3654
if 
  $9509 == 1 
else_jump @PLANES_3705 
if 
001C:   $9506 > $9511 // (int) 
else_jump @PLANES_3705 
08E6: set_plane $9479 landing_gear 0 
$9509 = 2 

:PLANES_3705
jump @PLANES_2055 

:PLANES_3712
03D5: remove_text 'PLA_11'  // Drcke ~k~~PED_SPRINT~, um den Flug abzukrzen.
03D5: remove_text 'PLA_12'  // Drcke ~k~~PED_SPRINT~, um den Flug abzukrzen.~N~Drcke ~k~~VEHICLE_ENTER_EXIT~, um aus dem Flugzeug abzuspringen.
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @PLANES_3752 
Camera.Restore_WithJumpCut

:PLANES_3752
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PLANES_3775 
Player.CanMove($PLAYER_CHAR) = True

:PLANES_3775
093D: lock_camera_on_cinematic_view 0 
0A48: enable_menu_access_in_widescreen_mode 0 
03F0: enable_text_draw 0 
Car.RemoveReferences($9479)
Model.Destroy(#AT400)
Model.Destroy(#GUN_PARA)
0391: release_txd_dictionary 
0826: enable_hud 1 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
end_thread 

:PLANES_3818
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @PLANES_3999 
$9513 = 1682.7 
$9514 = -2244.9 
$9515 = 12.5 
$9516 = 178.9 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_3934 
$9517 = 2052.0 
$9518 = -2497.5 
$9519 = 12.4 
$9520 = 89.9 

:PLANES_3934
if 
  $PLANES_CONVERSATION_YES == 1 
else_jump @PLANES_3992 
$9517 = 1580.0 
$9518 = -2493.5 
$9519 = 12.4 
$9520 = 270.0 

:PLANES_3992
$9499 = 18 

:PLANES_3999
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @PLANES_4180 
$9513 = -1431.6 
$9514 = -283.9 
$9515 = 13.1 
$9516 = 149.9 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_4115 
$9517 = -1626.0 
$9518 = -137.3 
$9519 = 13.0 
$9520 = 315.6 

:PLANES_4115
if 
  $PLANES_CONVERSATION_YES == 1 
else_jump @PLANES_4173 
$9517 = -1590.9 
$9518 = -103.5 
$9519 = 13.0 
$9520 = 315.3 

:PLANES_4173
$9499 = 19 

:PLANES_4180
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @PLANES_4361 
$9513 = 1669.8 
$9514 = 1422.1 
$9515 = 9.7 
$9516 = 263.9 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_4296 
$9517 = 1479.7 
$9518 = 1716.1 
$9519 = 9.7 
$9520 = 180.0 

:PLANES_4296
if 
  $PLANES_CONVERSATION_YES == 1 
else_jump @PLANES_4354 
$9517 = 1475.7 
$9518 = 1636.0 
$9519 = 9.7 
$9520 = 180.0 

:PLANES_4354
$9499 = 20 

:PLANES_4361
return 

:PLANES_4363
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position 321.0 246.0 size 356.0 246.0 RGBA 160 160 160 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 326.0 84.0 size 602.0 58.0 RGBA 73 73 73 255 
gosub @PLANES_7879 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_4574 
033E: set_draw_text_position 269.0 65.0 GXT 'PLA_1'  // TICKETAUTOMAT

:PLANES_4574
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @PLANES_4625 
033F: set_text_draw_letter_size 0.9 3.4 
033E: set_draw_text_position 327.0 65.0 GXT 'PLA_1'  // TICKETAUTOMAT

:PLANES_4625
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_4664 
033E: set_draw_text_position 269.0 65.0 GXT 'PLA_1'  // TICKETAUTOMAT

:PLANES_4664
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @PLANES_4715 
033F: set_text_draw_letter_size 0.91 3.43 
033E: set_draw_text_position 322.0 65.0 GXT 'PLA_1'  // TICKETAUTOMAT

:PLANES_4715
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_4766 
033F: set_text_draw_letter_size 0.9 3.4 
033E: set_draw_text_position 322.0 65.0 GXT 'PLA_1'  // TICKETAUTOMAT

:PLANES_4766
if 
  $PLANES_STAT_UNLOCKED_CITIES_NUMBER == 0 
else_jump @PLANES_4987 
gosub @PLANES_7879 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_4863 
033F: set_text_draw_letter_size 1.21 6.23 
033E: set_draw_text_position 320.0 204.0 GXT 'PLA_25'  // AUSSER BETRIEB
jump @PLANES_4896 

:PLANES_4863
033F: set_text_draw_letter_size 1.41 6.23 
033E: set_draw_text_position 316.0 204.0 GXT 'PLA_25'  // AUSSER BETRIEB

:PLANES_4896
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 210.0 368.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 298.0 368.0 GXT 'PLA_21'  // ENDE
jump @PLANES_7637 

:PLANES_4987
gosub @PLANES_7954 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 144.0 GXT 'PLA_2'  // ABFLUG
gosub @PLANES_7954 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 207.0 GXT 'PLA_13'  // FLUGZIEL
gosub @PLANES_7954 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 267.0 GXT 'PLA_17'  // PREIS
if 
  $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @PLANES_6446 
gosub @PLANES_8029 
033F: set_text_draw_letter_size 0.62 1.54 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_5203 
033E: set_draw_text_position 92.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5203
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @PLANES_5242 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5242
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_5281 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5281
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @PLANES_5320 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5320
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_5359 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5359
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_5419 
033E: set_draw_text_position 124.0 368.0 GXT 'PLA_19'  // AUSWHLEN

:PLANES_5419
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @PLANES_5458 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // AUSWHLEN

:PLANES_5458
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_5497 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // AUSWHLEN

:PLANES_5497
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @PLANES_5536 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // AUSWHLEN

:PLANES_5536
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_5575 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // AUSWHLEN

:PLANES_5575
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_5635 
033E: set_draw_text_position 252.0 368.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5635
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @PLANES_5674 
033E: set_draw_text_position 294.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5674
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_5713 
033E: set_draw_text_position 294.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5713
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @PLANES_5752 
033E: set_draw_text_position 255.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5752
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_5791 
033E: set_draw_text_position 294.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5791
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_5851 
033E: set_draw_text_position 337.0 368.0 GXT 'PLA_20'  // KAUFEN

:PLANES_5851
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @PLANES_5890 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // KAUFEN

:PLANES_5890
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_5929 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // KAUFEN

:PLANES_5929
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @PLANES_5968 
033E: set_draw_text_position 255.0 373.0 GXT 'PLA_20'  // KAUFEN

:PLANES_5968
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_6007 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // KAUFEN

:PLANES_6007
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_6067 
033E: set_draw_text_position 423.0 368.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6067
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @PLANES_6106 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6106
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_6145 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6145
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @PLANES_6184 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6184
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_6223 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6223
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_6283 
033E: set_draw_text_position 507.0 368.0 GXT 'PLA_21'  // ENDE

:PLANES_6283
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @PLANES_6322 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // ENDE

:PLANES_6322
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_6361 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // ENDE

:PLANES_6361
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @PLANES_6400 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // ENDE

:PLANES_6400
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_6439 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // ENDE

:PLANES_6439
jump @PLANES_6706 

:PLANES_6446
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_6513 
033E: set_draw_text_position 155.0 368.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~
jump @PLANES_6534 

:PLANES_6513
033E: set_draw_text_position 105.0 368.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_6534
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_6601 
033E: set_draw_text_position 241.0 368.0 GXT 'PLA_20'  // KAUFEN
jump @PLANES_6622 

:PLANES_6601
033E: set_draw_text_position 191.0 368.0 GXT 'PLA_20'  // KAUFEN

:PLANES_6622
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 328.0 368.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 412.0 368.0 GXT 'PLA_21'  // ENDE

:PLANES_6706
gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 92.0 167.0 GXT $PLANES_DAYNAMES($PLANES_WEEKDAY,8s) 
gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 92.0 290.0 GXT 'PLA_18' number $9500  // $~1~
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @PLANES_7079 
gosub @PLANES_7954 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_6855 
0340: set_text_draw_RGBA 255 255 255 255 
jump @PLANES_6866 

:PLANES_6855
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_6866
033E: set_draw_text_position 92.0 230.0 GXT 'PLA_15'  // SAN FRANCISCO
if 
  $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @PLANES_6983 
gosub @PLANES_7954 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_6948 
0340: set_text_draw_RGBA 40 40 40 255 
jump @PLANES_6962 

:PLANES_6948
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_6962
033E: set_draw_text_position 282.0 230.0 GXT 'PLA_14'  // LAS VEGAS

:PLANES_6983
gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_7054 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 10 30  // ~1~:~1~
jump @PLANES_7079 

:PLANES_7054
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 17 50  // ~1~:~1~

:PLANES_7079
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @PLANES_7367 
gosub @PLANES_7954 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_7143 
0340: set_text_draw_RGBA 255 255 255 255 
jump @PLANES_7154 

:PLANES_7143
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_7154
033E: set_draw_text_position 92.0 230.0 GXT 'PLA_16'  // LOS ANGELES
if 
  $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @PLANES_7271 
gosub @PLANES_7954 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_7236 
0340: set_text_draw_RGBA 40 40 40 255 
jump @PLANES_7250 

:PLANES_7236
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_7250
033E: set_draw_text_position 282.0 230.0 GXT 'PLA_14'  // LAS VEGAS

:PLANES_7271
gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_7342 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 11 20  // ~1~:~1~
jump @PLANES_7367 

:PLANES_7342
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 14 40  // ~1~:~1~

:PLANES_7367
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @PLANES_7637 
gosub @PLANES_7954 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_7431 
0340: set_text_draw_RGBA 255 255 255 255 
jump @PLANES_7442 

:PLANES_7431
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_7442
033E: set_draw_text_position 92.0 230.0 GXT 'PLA_16'  // LOS ANGELES
gosub @PLANES_7954 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_7506 
0340: set_text_draw_RGBA 40 40 40 255 
jump @PLANES_7520 

:PLANES_7506
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_7520
033E: set_draw_text_position 282.0 230.0 GXT 'PLA_15'  // SAN FRANCISCO
gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_7612 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 19 10  // ~1~:~1~
jump @PLANES_7637 

:PLANES_7612
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 14 30  // ~1~:~1~

:PLANES_7637
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
return 

:PLANES_7879
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.4 
060D: draw_text_shadow 3 color_RGBA 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:PLANES_7954
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.62 2.34 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:PLANES_8029
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.42 2.24 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 
end_thread 

//-------------External script 33 (TRAINS)---------------

:TRAINS
thread 'TRAINS' 
$TRAINS_TRAIN_SPEED = 0.0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_44 
jump @TRAINS_768 

:TRAINS_44
set_wb_check_to 0 

:TRAINS_48
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_754 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRAINS_740 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAKC)
else_jump @TRAINS_726 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
if 
  $TRAINS_TEXT_SHOWN == 0 
else_jump @TRAINS_181 
02E3: $TRAINS_TRAIN_SPEED = car $TRAINS_TRAIN_HANDLE speed 
if 
  $TRAINS_TRAIN_SPEED > 0.0 
else_jump @TRAINS_181 
00BC: show_text_highpriority GXT 'TRAINS' time 20000 flag 1  // Drcke ~k~~VEHICLE_ACCELERATE~, um zur nchsten Station zu springen.
$TRAINS_TEXT_SHOWN = 1 

:TRAINS_181
if 
  $TRAINS_TEXT_SHOWN == 1 
else_jump @TRAINS_619 
if 
0A06:   train $TRAINS_TRAIN_HANDLE next_station_unlocked 
else_jump @TRAINS_429 
if 
00E1:   player 0 pressed_key 16 
else_jump @TRAINS_422 
fade 0 1000 

:TRAINS_239
if 
fading 
else_jump @TRAINS_286 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_279 
jump @TRAINS_768 

:TRAINS_279
jump @TRAINS_239 

:TRAINS_286
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_361 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRAINS_361 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAKC)
else_jump @TRAINS_361 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
0A07: put_train $TRAINS_TRAIN_HANDLE at_next_station 
03D5: remove_text 'TRAINS'  // Drcke ~k~~VEHICLE_ACCELERATE~, um zur nchsten Station zu springen.

:TRAINS_361
fade 1 1000 

:TRAINS_368
if 
fading 
else_jump @TRAINS_415 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_408 
jump @TRAINS_768 

:TRAINS_408
jump @TRAINS_368 

:TRAINS_415
$TRAINS_TEXT_SHOWN = 2 

:TRAINS_422
jump @TRAINS_619 

:TRAINS_429
fade 0 1000 

:TRAINS_436
if 
fading 
else_jump @TRAINS_483 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_476 
jump @TRAINS_768 

:TRAINS_476
jump @TRAINS_436 

:TRAINS_483
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_558 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRAINS_558 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAKC)
else_jump @TRAINS_558 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
0A07: put_train $TRAINS_TRAIN_HANDLE at_next_station 
03D5: remove_text 'TRAINS'  // Drcke ~k~~VEHICLE_ACCELERATE~, um zur nchsten Station zu springen.

:TRAINS_558
fade 1 1000 

:TRAINS_565
if 
fading 
else_jump @TRAINS_612 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_605 
jump @TRAINS_768 

:TRAINS_605
jump @TRAINS_565 

:TRAINS_612
$TRAINS_TEXT_SHOWN = 2 

:TRAINS_619
if 
  $TRAINS_TEXT_SHOWN == 2 
else_jump @TRAINS_719 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_719 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRAINS_719 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAKC)
else_jump @TRAINS_719 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
if 
01C1:   car $TRAINS_TRAIN_HANDLE stopped 
else_jump @TRAINS_719 
$TRAINS_TEXT_SHOWN = 0 

:TRAINS_719
jump @TRAINS_733 

:TRAINS_726
jump @TRAINS_768 

:TRAINS_733
jump @TRAINS_747 

:TRAINS_740
jump @TRAINS_768 

:TRAINS_747
jump @TRAINS_761 

:TRAINS_754
jump @TRAINS_768 

:TRAINS_761
jump @TRAINS_48 

:TRAINS_768
$TRAINS_TEXT_SHOWN = 0 
03D5: remove_text 'TRAINS'  // Drcke ~k~~VEHICLE_ACCELERATE~, um zur nchsten Station zu springen.
end_thread 
end_thread 

//-------------External script 34 (ZERO_AMBIENCE)---------------

:RCSHOP
thread 'RCSHOP' 
$9526 = 0 
2@ = -2237.291 
3@ = 128.5856 
4@ = 1034.422 
5@ = 0.0 
6@ = 360.0 
04AF: 10@ = 217 // @ = any 
Model.Load(10@)

:RCSHOP_81
if 
   not Model.Available(10@)
else_jump @RCSHOP_108 
wait 0 
jump @RCSHOP_81 

:RCSHOP_108
0615: define_AS_pack_begin 7@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 7@ 
061D: create_AS_origin_at 2@ 3@ 4@ Z_angle 5@ unknown_angle 6@ AS_pack 7@ handle_as 8@ 
0621: create_actor_pedtype 4 model 10@ at_AS_origin 8@ task 1466 handle_as 9@ 

:RCSHOP_169
if 
   Player.Defined($PLAYER_CHAR)
else_jump @RCSHOP_509 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @RCSHOP_225 
gosub @RCSHOP_520 

:RCSHOP_225
if and
  $ZERO_TOTAL_PASSED_MISSIONS == 3 
  $ONMISSION == 0 
else_jump @RCSHOP_305 
if 
0102:   actor $PLAYER_ACTOR in_sphere -2219.287 133.8895 1034.641 radius 1.5 1.5 1.5 sphere 1 stopped_on_foot 
else_jump @RCSHOP_305 
$VIDEO_GAME = 7 

:RCSHOP_305
if or
02E0:   actor $PLAYER_ACTOR aggressive 
   Player.WantedLevel($PLAYER_CHAR) > $PLAYER_WANTED_LEVEL
else_jump @RCSHOP_336 
$9526 = 1 

:RCSHOP_336
if 
   not Actor.Dead(9@)
else_jump @RCSHOP_418 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 9@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @RCSHOP_392 
$9526 = 1 
jump @RCSHOP_418 

:RCSHOP_392
if 
051A:   actor 9@ damaged_by_actor $PLAYER_ACTOR 
else_jump @RCSHOP_418 
$9526 = 1 

:RCSHOP_418
if 
  $9526 == 1 
else_jump @RCSHOP_509 
Actor.StorePos($PLAYER_ACTOR, 2@, 3@, 4@)
08E5: get_actor_in_sphere 2@ 3@ 4@ radius 20.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @RCSHOP_509 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:RCSHOP_509
wait 0 
jump @RCSHOP_169 

:RCSHOP_520
$9526 = 0 
Actor.RemoveReferences(9@)
Model.Destroy(10@)
Actor.DestroyInstantly(9@)
061E: remove_references_to_AS_origin 8@ 
061B: remove_references_to_AS_pack 7@ 
end_thread 
end_thread 

//-------------External script 35 (DANCE)---------------

:DANCE
thread 'DANCE' 
08BA: set $5295 bit 31 
09BD: unknown_flag 1 
03F0: enable_text_draw 1 
09EE: set_status_text_stay_on_screen 1 
if 
  13@ > 0 
else_jump @DANCE_72 
5@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:DANCE_72
18@ = 5 
23@ = 5 
16@ = -1 
24@ = -1 
17@ = -1 
13@ = 0 
$DANCE_SCORE = 0 
$9528 = 0 
$9527 = -1 
$9529 = 1 
22@ = 5 
32@ = 10000 

:DANCE_157
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DANCE_367 
if 
  6@ > 0 
else_jump @DANCE_353 
if 
  $5298 == 1 
else_jump @DANCE_245 
if 
   not 6@ == 2 
else_jump @DANCE_245 
6@ = 2 
7@ = 0 

:DANCE_245
if 
  5@ == -1 
else_jump @DANCE_302 
if 
   not 22@ == 5 
else_jump @DANCE_288 
gosub @DANCE_9479 

:DANCE_288
gosub @DANCE_381 
jump @DANCE_346 

:DANCE_302
if 
   not Actor.Dead(5@)
else_jump @DANCE_339 
gosub @DANCE_9479 
gosub @DANCE_381 
jump @DANCE_346 

:DANCE_339
gosub @DANCE_16653 

:DANCE_346
jump @DANCE_360 

:DANCE_353
gosub @DANCE_381 

:DANCE_360
jump @DANCE_374 

:DANCE_367
gosub @DANCE_16653 

:DANCE_374
jump @DANCE_157 

:DANCE_381
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @DANCE_500 jumps 0 @DANCE_444 1 @DANCE_458 2 @DANCE_472 3 @DANCE_486 -1 @DANCE_500 -1 @DANCE_500 -1 @DANCE_500 

:DANCE_444
gosub @DANCE_502 
jump @DANCE_500 

:DANCE_458
gosub @DANCE_1090 
jump @DANCE_500 

:DANCE_472
gosub @DANCE_2086 
jump @DANCE_500 

:DANCE_486
gosub @DANCE_2412 
jump @DANCE_500 

:DANCE_500
return 

:DANCE_502
0871: init_jump_table 7@ total_jumps 4 default_jump 0 @DANCE_1088 jumps 0 @DANCE_565 1 @DANCE_646 2 @DANCE_803 3 @DANCE_948 -1 @DANCE_1088 -1 @DANCE_1088 -1 @DANCE_1088 

:DANCE_565
Player.CanMove($PLAYER_CHAR) = False
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0826: enable_hud 0 
0581: enable_radar 0 
if 
   not 5@ == -1 
else_jump @DANCE_625 
0253: save_current_time 

:DANCE_625
fade 0 500 
7@ += 1 
jump @DANCE_1088 

:DANCE_646
if 
   not fading 
else_jump @DANCE_796 
gosub @DANCE_2764 
04ED: load_animation v$DANCE_ANIM_IFP 
if 
84EE:   not animation v$DANCE_ANIM_IFP loaded 
else_jump @DANCE_694 
jump @DANCE_1088 

:DANCE_694
if 
   not 5@ == -1 
else_jump @DANCE_718 
00C0: set_current_time_hours_to 0 minutes_to 0 

:DANCE_718
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at 0@ 1@ 2@ radius 1.5 
Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
Actor.Angle($PLAYER_ACTOR) = 3@
gosub @DANCE_6883 
gosub @DANCE_5828 
17@ = 0 
0952: load_soundtrack 4@ 
7@ += 1 

:DANCE_796
jump @DANCE_1088 

:DANCE_803
0953: get_soundtrack_status_to 13@ 
if 
04A4:   13@ == 2 // @ == any 
else_jump @DANCE_941 
0954: start_playing_loaded_soundtrack 
0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP_file v$DANCE_ANIM_IFP 99.0 loopA 1 lockX 0 lockY 0 lockF 1 time 1215752191 // versionB 
if 
   not Actor.Dead(5@)
else_jump @DANCE_920 
0812: AS_actor 5@ perform_animation "DANCE_LOOP" IFP_file v$DANCE_ANIM_IFP 99.0 loopA 1 lockX 0 lockY 0 lockF 1 time 1215752191 // versionB 

:DANCE_920
fade 1 500 
33@ = 0 
7@ += 1 

:DANCE_941
jump @DANCE_1088 

:DANCE_948
if 
   not fading 
else_jump @DANCE_1081 
if 
  5@ == -1 
else_jump @DANCE_1043 
if 
  33@ >= 10000 
else_jump @DANCE_1036 
create_thread @BDISPLY 
03C4: set_status_text $DANCE_SCORE type 0 GXT 'DNC_001' // global_variable  // Ergebnis:
6@ = 1 
7@ = 1 

:DANCE_1036
jump @DANCE_1081 

:DANCE_1043
create_thread @BDISPLY 
03C4: set_status_text $DANCE_SCORE type 0 GXT 'DNC_001' // global_variable  // Ergebnis:
6@ = 1 
7@ = 1 

:DANCE_1081
jump @DANCE_1088 

:DANCE_1088
return 

:DANCE_1090
0871: init_jump_table 7@ total_jumps 1 default_jump 0 @DANCE_2084 jumps 1 @DANCE_1153 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 

:DANCE_1153
gosub @DANCE_5692 
gosub @DANCE_8068 
gosub @DANCE_5723 
gosub @DANCE_5504 
gosub @DANCE_2932 
if 
  6@ == 3 
else_jump @DANCE_1213 
jump @DANCE_2084 

:DANCE_1213
gosub @DANCE_3662 
gosub @DANCE_5367 
gosub @DANCE_5828 
gosub @DANCE_8952 
gosub @DANCE_9617 
if 
  22@ == 3 
else_jump @DANCE_1387 
if 
  99999999 > $DANCE_SCORE 
else_jump @DANCE_1341 
if 
  29@ == 2 
else_jump @DANCE_1334 
30@ = 10 
30@ *= 2 
005E: $DANCE_SCORE += 30@ // (int) 
jump @DANCE_1341 

:DANCE_1334
$DANCE_SCORE += 10 

:DANCE_1341
26@ += 1 
gosub @DANCE_8131 
if 
   not 31@ == -1 
else_jump @DANCE_1380 
gosub @DANCE_4113 

:DANCE_1380
jump @DANCE_2084 

:DANCE_1387
if 
  22@ == 1 
else_jump @DANCE_1526 
if 
  99999999 > $DANCE_SCORE 
else_jump @DANCE_1480 
if 
  29@ == 2 
else_jump @DANCE_1473 
30@ = 50 
30@ *= 2 
005E: $DANCE_SCORE += 30@ // (int) 
jump @DANCE_1480 

:DANCE_1473
$DANCE_SCORE += 50 

:DANCE_1480
28@ += 1 
gosub @DANCE_8131 
if 
   not 31@ == -1 
else_jump @DANCE_1519 
gosub @DANCE_4113 

:DANCE_1519
jump @DANCE_2084 

:DANCE_1526
if 
  22@ == 2 
else_jump @DANCE_1665 
if 
  99999999 > $DANCE_SCORE 
else_jump @DANCE_1619 
if 
  29@ == 2 
else_jump @DANCE_1612 
30@ = 20 
30@ *= 2 
005E: $DANCE_SCORE += 30@ // (int) 
jump @DANCE_1619 

:DANCE_1612
$DANCE_SCORE += 20 

:DANCE_1619
26@ += 1 
gosub @DANCE_8131 
if 
   not 31@ == -1 
else_jump @DANCE_1658 
gosub @DANCE_4113 

:DANCE_1658
jump @DANCE_2084 

:DANCE_1665
if 
  22@ == 0 
else_jump @DANCE_1768 
if 
  $DANCE_SCORE > 0 
else_jump @DANCE_1715 
$DANCE_SCORE -= 0 
jump @DANCE_1722 

:DANCE_1715
$DANCE_SCORE = 0 

:DANCE_1722
27@ += 1 
gosub @DANCE_8131 
if 
   not 31@ == -1 
else_jump @DANCE_1761 
gosub @DANCE_4740 

:DANCE_1761
jump @DANCE_2084 

:DANCE_1768
if 
  22@ == 4 
else_jump @DANCE_1871 
if 
  $DANCE_SCORE > 0 
else_jump @DANCE_1818 
$DANCE_SCORE -= 0 
jump @DANCE_1825 

:DANCE_1818
$DANCE_SCORE = 0 

:DANCE_1825
27@ += 1 
gosub @DANCE_8131 
if 
   not 31@ == -1 
else_jump @DANCE_1864 
gosub @DANCE_4740 

:DANCE_1864
jump @DANCE_2084 

:DANCE_1871
if 
  22@ == 10 
else_jump @DANCE_1974 
if 
  $DANCE_SCORE > 0 
else_jump @DANCE_1921 
$DANCE_SCORE -= 0 
jump @DANCE_1928 

:DANCE_1921
$DANCE_SCORE = 0 

:DANCE_1928
27@ += 1 
gosub @DANCE_8131 
if 
   not 31@ == -1 
else_jump @DANCE_1967 
gosub @DANCE_4740 

:DANCE_1967
jump @DANCE_2084 

:DANCE_1974
if 
  22@ == 11 
else_jump @DANCE_2077 
if 
  $DANCE_SCORE > 0 
else_jump @DANCE_2024 
$DANCE_SCORE -= 0 
jump @DANCE_2031 

:DANCE_2024
$DANCE_SCORE = 0 

:DANCE_2031
27@ += 1 
gosub @DANCE_8131 
if 
   not 31@ == -1 
else_jump @DANCE_2070 
gosub @DANCE_4740 

:DANCE_2070
jump @DANCE_2084 

:DANCE_2077
jump @DANCE_2084 

:DANCE_2084
return 

:DANCE_2086
0871: init_jump_table 7@ total_jumps 4 default_jump 0 @DANCE_2410 jumps 0 @DANCE_2149 1 @DANCE_2170 2 @DANCE_2222 3 @DANCE_2396 -1 @DANCE_2410 -1 @DANCE_2410 -1 @DANCE_2410 

:DANCE_2149
fade 0 500 
7@ += 1 
jump @DANCE_2410 

:DANCE_2170
if 
   not fading 
else_jump @DANCE_2215 
0953: get_soundtrack_status_to 13@ 
if 
04A4:   13@ == 3 // @ == any 
else_jump @DANCE_2208 
0955: end_playing_loaded_soundtrack 

:DANCE_2208
7@ += 1 

:DANCE_2215
jump @DANCE_2410 

:DANCE_2222
0151: remove_status_text $DANCE_SCORE 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03F4: set_all_cars_apply_damage_rules 1 
0826: enable_hud 1 
0581: enable_radar 1 
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP_file v$DANCE_ANIM_IFP 16.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
if 
   not Actor.Dead(5@)
else_jump @DANCE_2355 
0792: disembark_instantly_actor 5@ 
0812: AS_actor 5@ perform_animation "DANCE_LOOP" IFP_file v$DANCE_ANIM_IFP 16.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:DANCE_2355
if 
   not 5@ == -1 
else_jump @DANCE_2375 
0254: restore_current_time 

:DANCE_2375
fade 1 1500 
7@ += 1 
jump @DANCE_2410 

:DANCE_2396
gosub @DANCE_16653 
jump @DANCE_2410 

:DANCE_2410
return 

:DANCE_2412
0871: init_jump_table 7@ total_jumps 2 default_jump 0 @DANCE_2762 jumps 0 @DANCE_2475 1 @DANCE_2567 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762 

:DANCE_2475
0991: unknown_sounds_flag 1 
if 
   Actor.Animation($PLAYER_ACTOR) == v$DANCE_ANIM
else_jump @DANCE_2508 
0612: set_actor $PLAYER_ACTOR animation v$DANCE_ANIM paused 0 

:DANCE_2508
if 
   not Actor.Dead(5@)
else_jump @DANCE_2553 
if 
   Actor.Animation(5@) == v$5303
else_jump @DANCE_2553 
0612: set_actor 5@ animation v$5303 paused 0 

:DANCE_2553
7@ += 1 
jump @DANCE_2762 

:DANCE_2567
gosub @DANCE_2932 
if 
  18@ == 100 
else_jump @DANCE_2620 
$DANCE_SCORE = 0 
6@ = 2 
7@ = 0 
jump @DANCE_2762 

:DANCE_2620
if 
  18@ == 99 
else_jump @DANCE_2755 
if 
  6@ > 0 
else_jump @DANCE_2755 
0991: unknown_sounds_flag 0 
if 
   Actor.Animation($PLAYER_ACTOR) == v$DANCE_ANIM
else_jump @DANCE_2689 
0612: set_actor $PLAYER_ACTOR animation v$DANCE_ANIM paused 1 

:DANCE_2689
if 
   not Actor.Dead(5@)
else_jump @DANCE_2734 
if 
   Actor.Animation(5@) == v$5303
else_jump @DANCE_2734 
0612: set_actor 5@ animation v$5303 paused 1 

:DANCE_2734
6@ = 1 
7@ = 1 
jump @DANCE_2762 

:DANCE_2755
jump @DANCE_2762 

:DANCE_2762
return 

:DANCE_2764
0871: init_jump_table 4@ total_jumps 4 default_jump 1 @DANCE_2906 jumps 1 @DANCE_2827 2 @DANCE_2846 3 @DANCE_2865 4 @DANCE_2889 -1 @DANCE_2930 -1 @DANCE_2930 -1 @DANCE_2930 

:DANCE_2827
06D1: v$DANCE_ANIM_IFP = "GFUNK" // v$ = string 
jump @DANCE_2930 

:DANCE_2846
06D1: v$DANCE_ANIM_IFP = "GFUNK" // v$ = string 
jump @DANCE_2930 

:DANCE_2865
06D1: v$DANCE_ANIM_IFP = "RUNNINGMAN" // v$ = string 
jump @DANCE_2930 

:DANCE_2889
06D1: v$DANCE_ANIM_IFP = "WOP" // v$ = string 
jump @DANCE_2930 

:DANCE_2906
06D1: v$DANCE_ANIM_IFP = "WOP" // v$ = string 
4@ = 4 
jump @DANCE_2930 

:DANCE_2930
return 

:DANCE_2932
gosub @DANCE_16964 
0871: init_jump_table 23@ total_jumps 7 default_jump 0 @DANCE_3660 jumps 1 @DANCE_3386 2 @DANCE_3340 3 @DANCE_3294 4 @DANCE_3248 5 @DANCE_3002 99 @DANCE_3432 100 @DANCE_3615 

:DANCE_3002
if 
  $9534 == 10 
else_jump @DANCE_3041 
18@ = 4 
23@ = 4 
jump @DANCE_3660 

:DANCE_3041
if 
  $9534 == 13 
else_jump @DANCE_3080 
18@ = 3 
23@ = 3 
jump @DANCE_3660 

:DANCE_3080
if 
  $9534 == 9 
else_jump @DANCE_3119 
18@ = 2 
23@ = 2 
jump @DANCE_3660 

:DANCE_3119
if 
  $9534 == 14 
else_jump @DANCE_3158 
18@ = 1 
23@ = 1 
jump @DANCE_3660 

:DANCE_3158
if 
00E1:   player 0 pressed_key 15 
else_jump @DANCE_3203 
18@ = 99 
23@ = 99 
33@ = 0 
jump @DANCE_3660 

:DANCE_3203
if 
00E1:   player 0 pressed_key 16 
else_jump @DANCE_3241 
18@ = 100 
23@ = 100 
jump @DANCE_3660 

:DANCE_3241
jump @DANCE_3660 

:DANCE_3248
18@ = 5 
if 
  $9534 == 0 
else_jump @DANCE_3287 
23@ = 5 
jump @DANCE_3660 

:DANCE_3287
jump @DANCE_3660 

:DANCE_3294
18@ = 5 
if 
  $9534 == 0 
else_jump @DANCE_3333 
23@ = 5 
jump @DANCE_3660 

:DANCE_3333
jump @DANCE_3660 

:DANCE_3340
18@ = 5 
if 
  $9534 == 0 
else_jump @DANCE_3379 
23@ = 5 
jump @DANCE_3660 

:DANCE_3379
jump @DANCE_3660 

:DANCE_3386
18@ = 5 
if 
  $9534 == 0 
else_jump @DANCE_3425 
23@ = 5 
jump @DANCE_3660 

:DANCE_3425
jump @DANCE_3660 

:DANCE_3432
18@ = 5 
if 
80E1:   not player 0 pressed_key 15 
else_jump @DANCE_3477 
23@ = 5 
jump @DANCE_3660 
jump @DANCE_3608 

:DANCE_3477
if 
  5@ == -1 
else_jump @DANCE_3564 
if 
   not 22@ == 5 
else_jump @DANCE_3557 
if and
   not 6@ == 3 
  33@ >= 800 
else_jump @DANCE_3557 
03E6: remove_text_box 
6@ = 3 
7@ = 0 
return 

:DANCE_3557
jump @DANCE_3608 

:DANCE_3564
if and
   not 6@ == 3 
  33@ >= 800 
else_jump @DANCE_3608 
03E6: remove_text_box 
6@ = 3 
7@ = 0 
return 

:DANCE_3608
jump @DANCE_3660 

:DANCE_3615
18@ = 5 
if 
80E1:   not player 0 pressed_key 16 
else_jump @DANCE_3653 
23@ = 5 
jump @DANCE_3660 

:DANCE_3653
jump @DANCE_3660 

:DANCE_3660
return 

:DANCE_3662
07B1: unknown_get_audio 0 store_to 14@ 13@ 15@ 
if 
  14@ > 3000 
else_jump @DANCE_3708 
22@ = 5 
jump @DANCE_4111 

:DANCE_3708
if 
001D:   15@ > 16@ // (int) 
else_jump @DANCE_4022 
if 
  18@ == 5 
else_jump @DANCE_3787 
if 
  -110 > 14@ 
else_jump @DANCE_3780 
22@ = 0 
0085: 16@ = 15@ // (int) 
return 

:DANCE_3780
jump @DANCE_4015 

:DANCE_3787
$1043 = 1 
if 
003B:   18@ == 13@ // (int) 
else_jump @DANCE_3998 
if and
  35 >= 14@ 
  14@ >= -35 
else_jump @DANCE_3869 
22@ = 1 
$1043 = 3 
0085: 16@ = 15@ // (int) 
return 
jump @DANCE_3991 

:DANCE_3869
if and
  60 >= 14@ 
  14@ >= -60 
else_jump @DANCE_3925 
22@ = 2 
$1043 = 2 
0085: 16@ = 15@ // (int) 
return 
jump @DANCE_3991 

:DANCE_3925
if and
  110 >= 14@ 
  14@ >= -110 
else_jump @DANCE_3974 
22@ = 3 
0085: 16@ = 15@ // (int) 
return 
jump @DANCE_3991 

:DANCE_3974
22@ = 11 
0085: 16@ = 15@ // (int) 
return 

:DANCE_3991
jump @DANCE_4015 

:DANCE_3998
22@ = 10 
0085: 16@ = 15@ // (int) 
return 

:DANCE_4015
jump @DANCE_4111 

:DANCE_4022
if or
  22@ == 1 
  22@ == 2 
  22@ == 3 
else_jump @DANCE_4063 
22@ = 8 
return 

:DANCE_4063
if or
  22@ == 0 
  22@ == 4 
  22@ == 10 
  22@ == 11 
else_jump @DANCE_4111 
22@ = 9 
return 

:DANCE_4111
return 

:DANCE_4113
0871: init_jump_table 17@ total_jumps 15 default_jump 1 @DANCE_4241 jumps 2 @DANCE_4270 3 @DANCE_4299 4 @DANCE_4328 5 @DANCE_4357 6 @DANCE_4386 7 @DANCE_4415 8 @DANCE_4444 
0872: jump_table_jumps 9 @DANCE_4473 10 @DANCE_4502 11 @DANCE_4532 12 @DANCE_4562 13 @DANCE_4592 14 @DANCE_4622 15 @DANCE_4652 16 @DANCE_4682 -1 @DANCE_4712 

:DANCE_4241
06D1: v$DANCE_ANIM = "DANCE_G1" // v$ = string 
17@ = 2 
jump @DANCE_4712 

:DANCE_4270
06D1: v$DANCE_ANIM = "DANCE_G2" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4299
06D1: v$DANCE_ANIM = "DANCE_G3" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4328
06D1: v$DANCE_ANIM = "DANCE_G4" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4357
06D1: v$DANCE_ANIM = "DANCE_G5" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4386
06D1: v$DANCE_ANIM = "DANCE_G6" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4415
06D1: v$DANCE_ANIM = "DANCE_G7" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4444
06D1: v$DANCE_ANIM = "DANCE_G8" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4473
06D1: v$DANCE_ANIM = "DANCE_G9" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4502
06D1: v$DANCE_ANIM = "DANCE_G10" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4532
06D1: v$DANCE_ANIM = "DANCE_G11" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4562
06D1: v$DANCE_ANIM = "DANCE_G12" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4592
06D1: v$DANCE_ANIM = "DANCE_G13" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4622
06D1: v$DANCE_ANIM = "DANCE_G14" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4652
06D1: v$DANCE_ANIM = "DANCE_G15" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4682
06D1: v$DANCE_ANIM = "DANCE_G16" // v$ = string 
17@ += 1 
jump @DANCE_4712 

:DANCE_4712
0812: AS_actor $PLAYER_ACTOR perform_animation v$DANCE_ANIM IFP_file v$DANCE_ANIM_IFP 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
return 

:DANCE_4740
0871: init_jump_table 17@ total_jumps 15 default_jump 1 @DANCE_4868 jumps 2 @DANCE_4897 3 @DANCE_4926 4 @DANCE_4955 5 @DANCE_4984 6 @DANCE_5013 7 @DANCE_5042 8 @DANCE_5071 
0872: jump_table_jumps 9 @DANCE_5100 10 @DANCE_5129 11 @DANCE_5159 12 @DANCE_5189 13 @DANCE_5219 14 @DANCE_5249 15 @DANCE_5279 16 @DANCE_5309 -1 @DANCE_5339 

:DANCE_4868
06D1: v$DANCE_ANIM = "DANCE_B1" // v$ = string 
17@ = 2 
jump @DANCE_5339 

:DANCE_4897
06D1: v$DANCE_ANIM = "DANCE_B2" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_4926
06D1: v$DANCE_ANIM = "DANCE_B3" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_4955
06D1: v$DANCE_ANIM = "DANCE_B4" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_4984
06D1: v$DANCE_ANIM = "DANCE_B5" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_5013
06D1: v$DANCE_ANIM = "DANCE_B6" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_5042
06D1: v$DANCE_ANIM = "DANCE_B7" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_5071
06D1: v$DANCE_ANIM = "DANCE_B8" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_5100
06D1: v$DANCE_ANIM = "DANCE_B9" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_5129
06D1: v$DANCE_ANIM = "DANCE_B10" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_5159
06D1: v$DANCE_ANIM = "DANCE_B11" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_5189
06D1: v$DANCE_ANIM = "DANCE_B12" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_5219
06D1: v$DANCE_ANIM = "DANCE_B13" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_5249
06D1: v$DANCE_ANIM = "DANCE_B14" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_5279
06D1: v$DANCE_ANIM = "DANCE_B15" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_5309
06D1: v$DANCE_ANIM = "DANCE_B16" // v$ = string 
17@ += 1 
jump @DANCE_5339 

:DANCE_5339
0812: AS_actor $PLAYER_ACTOR perform_animation v$DANCE_ANIM IFP_file v$DANCE_ANIM_IFP 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
return 

:DANCE_5367
if 
   Actor.Animation($PLAYER_ACTOR) == v$DANCE_ANIM
else_jump @DANCE_5493 
061A: get_actor $PLAYER_ACTOR animation v$DANCE_ANIM total_time_to 12@ 
0613: 11@ = actor $PLAYER_ACTOR animation v$DANCE_ANIM time 
0093: 8@ = integer 21@ to_float 
0087: 0@ = 8@ // (float) 
0073: 0@ /= 12@ // (float) 
005B: 11@ += 0@ // (float) 
if 
  11@ >= 1.0 
else_jump @DANCE_5477 
31@ = 1 
return 
jump @DANCE_5486 

:DANCE_5477
31@ = -1 
return 

:DANCE_5486
jump @DANCE_5502 

:DANCE_5493
31@ = 0 
return 

:DANCE_5502
return 

:DANCE_5504
if 
  5@ > -1 
else_jump @DANCE_5690 
if 
   Actor.Animation(5@) == v$5303
else_jump @DANCE_5632 
061A: get_actor 5@ animation v$5303 total_time_to 12@ 
0613: 11@ = actor 5@ animation v$5303 time 
0093: 8@ = integer 21@ to_float 
0087: 0@ = 8@ // (float) 
0073: 0@ /= 12@ // (float) 
005B: 11@ += 0@ // (float) 
if 
  11@ >= 1.0 
else_jump @DANCE_5625 
gosub @DANCE_7066 
return 

:DANCE_5625
jump @DANCE_5690 

:DANCE_5632
07B1: unknown_get_audio 0 store_to 14@ 13@ 15@ 
if 
  15@ == 0 
else_jump @DANCE_5690 
if 
  25 >= 14@ 
else_jump @DANCE_5690 
gosub @DANCE_7066 
return 

:DANCE_5690
return 

:DANCE_5692
01BD: 19@ = current_time_in_ms 
0085: 21@ = 19@ // (int) 
0062: 21@ -= 20@ // (int) 
0085: 20@ = 19@ // (int) 
return 

:DANCE_5723
gosub @DANCE_5367 
if 
  31@ == 1 
else_jump @DANCE_5826 
if or
  22@ == 1 
  22@ == 2 
  22@ == 3 
  22@ == 8 
else_jump @DANCE_5810 
gosub @DANCE_4113 
31@ = -1 
return 
jump @DANCE_5826 

:DANCE_5810
gosub @DANCE_4740 
31@ = -1 
return 

:DANCE_5826
return 

:DANCE_5828
0871: init_jump_table 17@ total_jumps 5 default_jump 0 @DANCE_6881 jumps -1 @DANCE_5891 4 @DANCE_6089 8 @DANCE_6287 12 @DANCE_6485 16 @DANCE_6683 -1 @DANCE_6881 -1 @DANCE_6881 

:DANCE_5891
if and
  5@ == -1 
  $5315[0] > 0.0 
else_jump @DANCE_5965 
Camera.SetPosition($5315[0], $5320[0], $5325[0], 0.0, 0.0, 0.0)
Camera.PointAt($5330[0], $5335[0], $5340[0], 2)
jump @DANCE_6082 

:DANCE_5965
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -2.3176 0.9635 0.5141 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.3381 0.8235 0.6587 
10@ -= 1.0 
2@ -= 1.0 
Camera.SetPosition(8@, 9@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(0@, 1@, 2@, 2)

:DANCE_6082
jump @DANCE_6881 

:DANCE_6089
if and
  5@ == -1 
  $5315[1] > 0.0 
else_jump @DANCE_6163 
Camera.SetPosition($5315[1], $5320[1], $5325[1], 0.0, 0.0, 0.0)
Camera.PointAt($5330[1], $5335[1], $5340[1], 2)
jump @DANCE_6280 

:DANCE_6163
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 3.5814 0.8987 0.6651 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 2.6071 0.853 0.8857 
10@ -= 1.0 
2@ -= 1.0 
Camera.SetPosition(8@, 9@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(0@, 1@, 2@, 2)

:DANCE_6280
jump @DANCE_6881 

:DANCE_6287
if and
  5@ == -1 
  $5315[2] > 0.0 
else_jump @DANCE_6361 
Camera.SetPosition($5315[2], $5320[2], $5325[2], 0.0, 0.0, 0.0)
Camera.PointAt($5330[2], $5335[2], $5340[2], 2)
jump @DANCE_6478 

:DANCE_6361
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 0.3843 2.9502 1.8476 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.461 2.0089 1.5188 
10@ -= 1.0 
2@ -= 1.0 
Camera.SetPosition(8@, 9@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(0@, 1@, 2@, 2)

:DANCE_6478
jump @DANCE_6881 

:DANCE_6485
if and
  5@ == -1 
  $5315[3] > 0.0 
else_jump @DANCE_6559 
Camera.SetPosition($5315[3], $5320[3], $5325[3], 0.0, 0.0, 0.0)
Camera.PointAt($5330[3], $5335[3], $5340[3], 2)
jump @DANCE_6676 

:DANCE_6559
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -2.2621 0.1226 0.6863 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.2706 0.1649 0.8096 
10@ -= 1.0 
2@ -= 1.0 
Camera.SetPosition(8@, 9@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(0@, 1@, 2@, 2)

:DANCE_6676
jump @DANCE_6881 

:DANCE_6683
if and
  5@ == -1 
  $5315[4] > 0.0 
else_jump @DANCE_6757 
Camera.SetPosition($5315[4], $5320[4], $5325[4], 0.0, 0.0, 0.0)
Camera.PointAt($5330[4], $5335[4], $5340[4], 2)
jump @DANCE_6874 

:DANCE_6757
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -1.6647 1.7322 2.3217 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -0.8677 1.3108 1.889 
10@ -= 1.0 
2@ -= 1.0 
Camera.SetPosition(8@, 9@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(0@, 1@, 2@, 2)

:DANCE_6874
jump @DANCE_6881 

:DANCE_6881
return 

:DANCE_6883
if 
   not 5@ == -1 
else_jump @DANCE_7064 
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 1.0 1.3 0.0 
02CE: 10@ = ground_z_at 8@ 9@ 10@ 
if 
   Actor.Dead(5@)
else_jump @DANCE_6974 
gosub @DANCE_7709 
jump @DANCE_7017 

:DANCE_6974
if 
06EE:   actor 5@ in_group $PLAYER_GROUP 
else_jump @DANCE_6998 
06C9: remove_actor 5@ from_group 

:DANCE_6998
0792: disembark_instantly_actor 5@ 
Actor.PutAt(5@, 8@, 9@, 10@)

:DANCE_7017
if and
   not Actor.Dead(5@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DANCE_7064 
11@ = Actor.Angle($PLAYER_ACTOR)
11@ += 180.0 
Actor.Angle(5@) = 11@

:DANCE_7064
return 

:DANCE_7066
0871: init_jump_table 25@ total_jumps 15 default_jump 1 @DANCE_7194 jumps 2 @DANCE_7223 3 @DANCE_7252 4 @DANCE_7281 5 @DANCE_7310 6 @DANCE_7339 7 @DANCE_7368 8 @DANCE_7397 
0872: jump_table_jumps 9 @DANCE_7426 10 @DANCE_7455 11 @DANCE_7485 12 @DANCE_7515 13 @DANCE_7545 14 @DANCE_7575 15 @DANCE_7605 16 @DANCE_7635 -1 @DANCE_7665 

:DANCE_7194
06D1: v$5303 = "DANCE_G1" // v$ = string 
25@ = 2 
jump @DANCE_7665 

:DANCE_7223
06D1: v$5303 = "DANCE_G2" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7252
06D1: v$5303 = "DANCE_G3" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7281
06D1: v$5303 = "DANCE_G4" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7310
06D1: v$5303 = "DANCE_G5" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7339
06D1: v$5303 = "DANCE_G6" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7368
06D1: v$5303 = "DANCE_G7" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7397
06D1: v$5303 = "DANCE_G8" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7426
06D1: v$5303 = "DANCE_G9" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7455
06D1: v$5303 = "DANCE_G10" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7485
06D1: v$5303 = "DANCE_G11" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7515
06D1: v$5303 = "DANCE_G12" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7545
06D1: v$5303 = "DANCE_G13" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7575
06D1: v$5303 = "DANCE_G14" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7605
06D1: v$5303 = "DANCE_G15" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7635
06D1: v$5303 = "DANCE_G16" // v$ = string 
25@ += 1 
jump @DANCE_7665 

:DANCE_7665
if 
   not Actor.Dead(5@)
else_jump @DANCE_7707 
0812: AS_actor 5@ perform_animation v$5303 IFP_file v$DANCE_ANIM_IFP 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:DANCE_7707
return 

:DANCE_7709
0209: 13@ = random_int_in_ranges 1 5 
0871: init_jump_table 13@ total_jumps 5 default_jump 0 @DANCE_8066 jumps 1 @DANCE_7781 2 @DANCE_7838 3 @DANCE_7895 4 @DANCE_7952 5 @DANCE_8009 -1 @DANCE_8066 -1 @DANCE_8066 

:DANCE_7781
if 
   not Model.Available(#BFYRI)
else_jump @DANCE_7811 
Model.Load(#BFYRI)
wait 0 
jump @DANCE_7781 

:DANCE_7811
5@ = Actor.Create(CivFemale, #BFYRI, 8@, 9@, 10@)
return 
jump @DANCE_8066 

:DANCE_7838
if 
   not Model.Available(#OFYST)
else_jump @DANCE_7868 
Model.Load(#OFYST)
wait 0 
jump @DANCE_7838 

:DANCE_7868
5@ = Actor.Create(CivFemale, #OFYST, 8@, 9@, 10@)
return 
jump @DANCE_8066 

:DANCE_7895
if 
   not Model.Available(#WFYST)
else_jump @DANCE_7925 
Model.Load(#WFYST)
wait 0 
jump @DANCE_7895 

:DANCE_7925
5@ = Actor.Create(CivFemale, #WFYST, 8@, 9@, 10@)
return 
jump @DANCE_8066 

:DANCE_7952
if 
   not Model.Available(#HFYRI)
else_jump @DANCE_7982 
Model.Load(#HFYRI)
wait 0 
jump @DANCE_7952 

:DANCE_7982
5@ = Actor.Create(CivFemale, #HFYRI, 8@, 9@, 10@)
return 
jump @DANCE_8066 

:DANCE_8009
if 
   not Model.Available(#WFYRI)
else_jump @DANCE_8039 
Model.Load(#WFYRI)
wait 0 
jump @DANCE_8009 

:DANCE_8039
5@ = Actor.Create(CivFemale, #WFYRI, 8@, 9@, 10@)
return 
jump @DANCE_8066 

:DANCE_8066
return 

:DANCE_8068
if 
8846:   not string v$DANCE_ANIM empty // same as 0844 
else_jump @DANCE_8129 
07B1: unknown_get_audio 0 store_to 14@ 13@ 15@ 
if 
  13@ == 33 
else_jump @DANCE_8129 
6@ = 2 
7@ = 0 

:DANCE_8129
return 

:DANCE_8131
0871: init_jump_table 24@ total_jumps 2 default_jump 1 @DANCE_8194 jumps 2 @DANCE_8446 3 @DANCE_8698 -1 @DANCE_8950 -1 @DANCE_8950 -1 @DANCE_8950 -1 @DANCE_8950 -1 @DANCE_8950 

:DANCE_8194
if 
  22@ == 1 
else_jump @DANCE_8228 
00BA: show_text_styled GXT 'DNC_005' time 1000 style 5  // ~w~Sehr gutes Timing!

:DANCE_8228
if 
  22@ == 2 
else_jump @DANCE_8262 
00BA: show_text_styled GXT 'DNC_006' time 1000 style 5  // ~w~Gut gemacht!

:DANCE_8262
if 
  22@ == 3 
else_jump @DANCE_8296 
00BA: show_text_styled GXT 'DNC_007' time 1000 style 5  // ~w~Okay!

:DANCE_8296
if 
  22@ == 0 
else_jump @DANCE_8330 
00BA: show_text_styled GXT 'DNC_008' time 1000 style 5  // ~w~Zu spt!

:DANCE_8330
if 
  22@ == 4 
else_jump @DANCE_8364 
00BA: show_text_styled GXT 'DNC_009' time 1000 style 5  // ~w~Zu frh!

:DANCE_8364
if 
  22@ == 10 
else_jump @DANCE_8398 
00BA: show_text_styled GXT 'DNC_010' time 1000 style 5  // ~w~Falsch!

:DANCE_8398
if 
  22@ == 11 
else_jump @DANCE_8432 
00BA: show_text_styled GXT 'DNC_011' time 1000 style 5  // ~w~Schlechtes Timing!

:DANCE_8432
24@ = 2 
jump @DANCE_8950 

:DANCE_8446
if 
  22@ == 1 
else_jump @DANCE_8480 
00BA: show_text_styled GXT 'DNC_012' time 1000 style 5  // ~w~Synchron!

:DANCE_8480
if 
  22@ == 2 
else_jump @DANCE_8514 
00BA: show_text_styled GXT 'DNC_013' time 1000 style 5  // ~w~Gut so!

:DANCE_8514
if 
  22@ == 3 
else_jump @DANCE_8548 
00BA: show_text_styled GXT 'DNC_014' time 1000 style 5  // ~w~Weiter so!

:DANCE_8548
if 
  22@ == 0 
else_jump @DANCE_8582 
00BA: show_text_styled GXT 'DNC_015' time 1000 style 5  // ~w~Daneben!

:DANCE_8582
if 
  22@ == 4 
else_jump @DANCE_8616 
00BA: show_text_styled GXT 'DNC_016' time 1000 style 5  // ~w~Du bist zu schnell!

:DANCE_8616
if 
  22@ == 10 
else_jump @DANCE_8650 
00BA: show_text_styled GXT 'DNC_017' time 1000 style 5  // ~w~Falscher Move!

:DANCE_8650
if 
  22@ == 11 
else_jump @DANCE_8684 
00BA: show_text_styled GXT 'DNC_018' time 1000 style 5  // ~w~Versuch's noch mal!

:DANCE_8684
24@ += 1 
jump @DANCE_8950 

:DANCE_8698
if 
  22@ == 1 
else_jump @DANCE_8732 
00BA: show_text_styled GXT 'DNC_019' time 1000 style 5  // ~w~Der Meister!

:DANCE_8732
if 
  22@ == 2 
else_jump @DANCE_8766 
00BA: show_text_styled GXT 'DNC_020' time 1000 style 5  // ~w~Gut!

:DANCE_8766
if 
  22@ == 3 
else_jump @DANCE_8800 
00BA: show_text_styled GXT 'DNC_021' time 1000 style 5  // ~w~Akzeptabel

:DANCE_8800
if 
  22@ == 0 
else_jump @DANCE_8834 
00BA: show_text_styled GXT 'DNC_022' time 1000 style 5  // ~w~Du hngst nach!

:DANCE_8834
if 
  22@ == 4 
else_jump @DANCE_8868 
00BA: show_text_styled GXT 'DNC_023' time 1000 style 5  // ~w~Langsamer!

:DANCE_8868
if 
  22@ == 10 
else_jump @DANCE_8902 
00BA: show_text_styled GXT 'DNC_024' time 1000 style 5  // ~w~Flop!

:DANCE_8902
if 
  22@ == 11 
else_jump @DANCE_8936 
00BA: show_text_styled GXT 'DNC_025' time 1000 style 5  // ~w~Nicht im Takt!

:DANCE_8936
24@ += 1 
jump @DANCE_8950 

:DANCE_8950
return 

:DANCE_8952
0085: 13@ = 26@ // (int) 
005A: 13@ += 27@ // (int) 
005A: 13@ += 28@ // (int) 
if 
  13@ > 0 
else_jump @DANCE_9477 
if 
  13@ >= 4 
else_jump @DANCE_9477 
if 
  28@ == 4 
else_jump @DANCE_9147 
if or
  29@ == 1 
  29@ == 2 
else_jump @DANCE_9101 
$9527 = 2 
32@ = 0 
00BA: show_text_styled GXT 'DNC_002' time 50000 style 7  // ~y~PERFEKT
29@ = 2 
jump @DANCE_9140 

:DANCE_9101
$9527 = 2 
32@ = 0 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GUT
29@ = 1 

:DANCE_9140
jump @DANCE_9456 

:DANCE_9147
if 
001D:   26@ > 27@ // (int) 
else_jump @DANCE_9270 
if 
   not 29@ == 1 
else_jump @DANCE_9205 
$9527 = 4 
32@ = 0 
jump @DANCE_9238 

:DANCE_9205
if 
  32@ >= 10000 
else_jump @DANCE_9238 
$9527 = 4 
32@ = 0 

:DANCE_9238
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GUT
29@ = 1 
jump @DANCE_9456 

:DANCE_9270
if 
  29@ == 2 
else_jump @DANCE_9334 
$9527 = 3 
32@ = 0 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GUT
29@ = 1 
jump @DANCE_9456 

:DANCE_9334
if 
  29@ == 1 
else_jump @DANCE_9398 
$9527 = 5 
32@ = 0 
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~SCHLECHT
29@ = 0 
jump @DANCE_9456 

:DANCE_9398
if 
  32@ >= 10000 
else_jump @DANCE_9431 
$9527 = 5 
32@ = 0 

:DANCE_9431
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~SCHLECHT
29@ = 0 

:DANCE_9456
28@ = 0 
26@ = 0 
27@ = 0 

:DANCE_9477
return 

:DANCE_9479
03E4: enable_text_draw_align_right 0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 1 
033F: set_text_draw_letter_size 0.5014 1.8889 
081C: draw_text_outline 2 RGBA 0 0 0 255 
if 
  6@ == 3 
else_jump @DANCE_9569 
0343: set_text_draw_linewidth 240.0 
033E: set_draw_text_position 32.0 32.0 GXT 'DNC_H2'  // Bist du sicher? ~N~~k~~PED_SPRINT~ Besttigen und beenden.~n~~k~~VEHICLE_ENTER_EXIT~ Weitertanzen.
jump @DANCE_9615 

:DANCE_9569
if 
   not 6@ == 2 
else_jump @DANCE_9615 
0343: set_text_draw_linewidth 220.0 
033E: set_draw_text_position 32.0 32.0 GXT 'DNC_H1'  // ~k~~VEHICLE_ENTER_EXIT~ halten, um zu beenden.

:DANCE_9615
return 

:DANCE_9617
0871: init_jump_table $9528 total_jumps 6 default_jump 0 @DANCE_10043 jumps 0 @DANCE_9680 1 @DANCE_10003 6 @DANCE_9843 8 @DANCE_9883 9 @DANCE_9923 10 @DANCE_9963 -1 @DANCE_10043 

:DANCE_9680
if 
  $9527 == 2 
else_jump @DANCE_9719 
$9528 = 6 
$9527 = -1 
jump @DANCE_10043 

:DANCE_9719
if 
  $9527 == 3 
else_jump @DANCE_9758 
$9528 = 8 
$9527 = -1 
jump @DANCE_10043 

:DANCE_9758
if 
  $9527 == 4 
else_jump @DANCE_9797 
$9528 = 9 
$9527 = -1 
jump @DANCE_10043 

:DANCE_9797
if 
  $9527 == 5 
else_jump @DANCE_9836 
$9528 = 10 
$9527 = -1 
jump @DANCE_10043 

:DANCE_9836
jump @DANCE_10043 

:DANCE_9843
if 
03D2:   wav 4 ended 
else_jump @DANCE_9876 
040D: unload_wav 4 
gosub @DANCE_10045 
$9528 = 1 

:DANCE_9876
jump @DANCE_10043 

:DANCE_9883
if 
03D2:   wav 4 ended 
else_jump @DANCE_9916 
040D: unload_wav 4 
gosub @DANCE_11697 
$9528 = 1 

:DANCE_9916
jump @DANCE_10043 

:DANCE_9923
if 
03D2:   wav 4 ended 
else_jump @DANCE_9956 
040D: unload_wav 4 
gosub @DANCE_13349 
$9528 = 1 

:DANCE_9956
jump @DANCE_10043 

:DANCE_9963
if 
03D2:   wav 4 ended 
else_jump @DANCE_9996 
040D: unload_wav 4 
gosub @DANCE_15001 
$9528 = 1 

:DANCE_9996
jump @DANCE_10043 

:DANCE_10003
if 
03D0:   wav 4 loaded 
else_jump @DANCE_10036 
0949: link_wav 4 to_actor $PLAYER_ACTOR 
03D1: play_wav 4 
$9528 = 0 

:DANCE_10036
jump @DANCE_10043 

:DANCE_10043
return 

:DANCE_10045
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_10498 jumps 1 @DANCE_10519 2 @DANCE_10540 3 @DANCE_10561 4 @DANCE_10582 5 @DANCE_10603 6 @DANCE_10624 7 @DANCE_10645 
0872: jump_table_jumps 8 @DANCE_10666 9 @DANCE_10687 10 @DANCE_10708 11 @DANCE_10729 12 @DANCE_10750 13 @DANCE_10771 14 @DANCE_10792 15 @DANCE_10813 16 @DANCE_10834 
0872: jump_table_jumps 17 @DANCE_10855 18 @DANCE_10876 19 @DANCE_10897 20 @DANCE_10918 21 @DANCE_10939 22 @DANCE_10960 23 @DANCE_10981 24 @DANCE_11002 25 @DANCE_11023 
0872: jump_table_jumps 26 @DANCE_11044 27 @DANCE_11065 28 @DANCE_11086 29 @DANCE_11107 30 @DANCE_11128 31 @DANCE_11149 32 @DANCE_11170 33 @DANCE_11191 34 @DANCE_11212 
0872: jump_table_jumps 35 @DANCE_11233 36 @DANCE_11254 37 @DANCE_11275 38 @DANCE_11296 39 @DANCE_11317 40 @DANCE_11338 41 @DANCE_11359 42 @DANCE_11380 43 @DANCE_11401 
0872: jump_table_jumps 44 @DANCE_11422 45 @DANCE_11443 46 @DANCE_11464 47 @DANCE_11485 48 @DANCE_11506 49 @DANCE_11527 50 @DANCE_11548 51 @DANCE_11569 52 @DANCE_11590 
0872: jump_table_jumps 53 @DANCE_11611 54 @DANCE_11632 55 @DANCE_11653 56 @DANCE_11674 -1 @DANCE_11695 -1 @DANCE_11695 -1 @DANCE_11695 -1 @DANCE_11695 -1 @DANCE_11695 

:DANCE_10498
03CF: load_wav 11455 as 4 
$9529 = 1 
jump @DANCE_11695 

:DANCE_10519
03CF: load_wav 11400 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10540
03CF: load_wav 11401 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10561
03CF: load_wav 11402 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10582
03CF: load_wav 11403 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10603
03CF: load_wav 11404 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10624
03CF: load_wav 11405 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10645
03CF: load_wav 11406 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10666
03CF: load_wav 11407 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10687
03CF: load_wav 11408 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10708
03CF: load_wav 11409 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10729
03CF: load_wav 11410 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10750
03CF: load_wav 11411 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10771
03CF: load_wav 11412 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10792
03CF: load_wav 11413 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10813
03CF: load_wav 11414 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10834
03CF: load_wav 11415 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10855
03CF: load_wav 11416 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10876
03CF: load_wav 11417 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10897
03CF: load_wav 11418 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10918
03CF: load_wav 11419 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10939
03CF: load_wav 11420 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10960
03CF: load_wav 11421 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_10981
03CF: load_wav 11422 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11002
03CF: load_wav 11423 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11023
03CF: load_wav 11424 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11044
03CF: load_wav 11425 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11065
03CF: load_wav 11426 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11086
03CF: load_wav 11427 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11107
03CF: load_wav 11428 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11128
03CF: load_wav 11429 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11149
03CF: load_wav 11430 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11170
03CF: load_wav 11431 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11191
03CF: load_wav 11432 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11212
03CF: load_wav 11433 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11233
03CF: load_wav 11434 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11254
03CF: load_wav 11435 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11275
03CF: load_wav 11436 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11296
03CF: load_wav 11437 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11317
03CF: load_wav 11438 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11338
03CF: load_wav 11439 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11359
03CF: load_wav 11440 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11380
03CF: load_wav 11441 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11401
03CF: load_wav 11442 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11422
03CF: load_wav 11443 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11443
03CF: load_wav 11444 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11464
03CF: load_wav 11445 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11485
03CF: load_wav 11446 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11506
03CF: load_wav 11447 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11527
03CF: load_wav 11448 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11548
03CF: load_wav 11449 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11569
03CF: load_wav 11450 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11590
03CF: load_wav 11451 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11611
03CF: load_wav 11452 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11632
03CF: load_wav 11453 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11653
03CF: load_wav 11454 as 4 
$9529 += 1 
jump @DANCE_11695 

:DANCE_11674
03CF: load_wav 11455 as 4 
$9529 = 1 
jump @DANCE_11695 

:DANCE_11695
return 

:DANCE_11697
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_12150 jumps 1 @DANCE_12171 2 @DANCE_12192 3 @DANCE_12213 4 @DANCE_12234 5 @DANCE_12255 6 @DANCE_12276 7 @DANCE_12297 
0872: jump_table_jumps 8 @DANCE_12318 9 @DANCE_12339 10 @DANCE_12360 11 @DANCE_12381 12 @DANCE_12402 13 @DANCE_12423 14 @DANCE_12444 15 @DANCE_12465 16 @DANCE_12486 
0872: jump_table_jumps 17 @DANCE_12507 18 @DANCE_12528 19 @DANCE_12549 20 @DANCE_12570 21 @DANCE_12591 22 @DANCE_12612 23 @DANCE_12633 24 @DANCE_12654 25 @DANCE_12675 
0872: jump_table_jumps 26 @DANCE_12696 27 @DANCE_12717 28 @DANCE_12738 29 @DANCE_12759 30 @DANCE_12780 31 @DANCE_12801 32 @DANCE_12822 33 @DANCE_12843 34 @DANCE_12864 
0872: jump_table_jumps 35 @DANCE_12885 36 @DANCE_12906 37 @DANCE_12927 38 @DANCE_12948 39 @DANCE_12969 40 @DANCE_12990 41 @DANCE_13011 42 @DANCE_13032 43 @DANCE_13053 
0872: jump_table_jumps 44 @DANCE_13074 45 @DANCE_13095 46 @DANCE_13116 47 @DANCE_13137 48 @DANCE_13158 49 @DANCE_13179 50 @DANCE_13200 51 @DANCE_13221 52 @DANCE_13242 
0872: jump_table_jumps 53 @DANCE_13263 54 @DANCE_13284 55 @DANCE_13305 56 @DANCE_13326 -1 @DANCE_13347 -1 @DANCE_13347 -1 @DANCE_13347 -1 @DANCE_13347 -1 @DANCE_13347 

:DANCE_12150
03CF: load_wav 11655 as 4 
$9529 = 1 
jump @DANCE_13347 

:DANCE_12171
03CF: load_wav 11600 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12192
03CF: load_wav 11601 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12213
03CF: load_wav 11602 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12234
03CF: load_wav 11603 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12255
03CF: load_wav 11604 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12276
03CF: load_wav 11605 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12297
03CF: load_wav 11606 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12318
03CF: load_wav 11607 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12339
03CF: load_wav 11608 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12360
03CF: load_wav 11609 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12381
03CF: load_wav 11610 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12402
03CF: load_wav 11611 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12423
03CF: load_wav 11612 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12444
03CF: load_wav 11613 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12465
03CF: load_wav 11614 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12486
03CF: load_wav 11615 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12507
03CF: load_wav 11616 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12528
03CF: load_wav 11617 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12549
03CF: load_wav 11618 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12570
03CF: load_wav 11619 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12591
03CF: load_wav 11620 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12612
03CF: load_wav 11621 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12633
03CF: load_wav 11622 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12654
03CF: load_wav 11623 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12675
03CF: load_wav 11624 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12696
03CF: load_wav 11625 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12717
03CF: load_wav 11626 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12738
03CF: load_wav 11627 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12759
03CF: load_wav 11628 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12780
03CF: load_wav 11629 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12801
03CF: load_wav 11630 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12822
03CF: load_wav 11631 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12843
03CF: load_wav 11632 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12864
03CF: load_wav 11633 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12885
03CF: load_wav 11634 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12906
03CF: load_wav 11635 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12927
03CF: load_wav 11636 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12948
03CF: load_wav 11637 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12969
03CF: load_wav 11638 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_12990
03CF: load_wav 11639 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13011
03CF: load_wav 11640 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13032
03CF: load_wav 11641 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13053
03CF: load_wav 11642 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13074
03CF: load_wav 11643 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13095
03CF: load_wav 11644 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13116
03CF: load_wav 11645 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13137
03CF: load_wav 11646 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13158
03CF: load_wav 11647 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13179
03CF: load_wav 11648 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13200
03CF: load_wav 11649 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13221
03CF: load_wav 11650 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13242
03CF: load_wav 11651 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13263
03CF: load_wav 11652 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13284
03CF: load_wav 11653 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13305
03CF: load_wav 11654 as 4 
$9529 += 1 
jump @DANCE_13347 

:DANCE_13326
03CF: load_wav 11655 as 4 
$9529 = 1 
jump @DANCE_13347 

:DANCE_13347
return 

:DANCE_13349
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_13802 jumps 1 @DANCE_13823 2 @DANCE_13844 3 @DANCE_13865 4 @DANCE_13886 5 @DANCE_13907 6 @DANCE_13928 7 @DANCE_13949 
0872: jump_table_jumps 8 @DANCE_13970 9 @DANCE_13991 10 @DANCE_14012 11 @DANCE_14033 12 @DANCE_14054 13 @DANCE_14075 14 @DANCE_14096 15 @DANCE_14117 16 @DANCE_14138 
0872: jump_table_jumps 17 @DANCE_14159 18 @DANCE_14180 19 @DANCE_14201 20 @DANCE_14222 21 @DANCE_14243 22 @DANCE_14264 23 @DANCE_14285 24 @DANCE_14306 25 @DANCE_14327 
0872: jump_table_jumps 26 @DANCE_14348 27 @DANCE_14369 28 @DANCE_14390 29 @DANCE_14411 30 @DANCE_14432 31 @DANCE_14453 32 @DANCE_14474 33 @DANCE_14495 34 @DANCE_14516 
0872: jump_table_jumps 35 @DANCE_14537 36 @DANCE_14558 37 @DANCE_14579 38 @DANCE_14600 39 @DANCE_14621 40 @DANCE_14642 41 @DANCE_14663 42 @DANCE_14684 43 @DANCE_14705 
0872: jump_table_jumps 44 @DANCE_14726 45 @DANCE_14747 46 @DANCE_14768 47 @DANCE_14789 48 @DANCE_14810 49 @DANCE_14831 50 @DANCE_14852 51 @DANCE_14873 52 @DANCE_14894 
0872: jump_table_jumps 53 @DANCE_14915 54 @DANCE_14936 55 @DANCE_14957 56 @DANCE_14978 -1 @DANCE_14999 -1 @DANCE_14999 -1 @DANCE_14999 -1 @DANCE_14999 -1 @DANCE_14999 

:DANCE_13802
03CF: load_wav 11855 as 4 
$9529 = 1 
jump @DANCE_14999 

:DANCE_13823
03CF: load_wav 11800 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_13844
03CF: load_wav 11801 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_13865
03CF: load_wav 11802 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_13886
03CF: load_wav 11803 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_13907
03CF: load_wav 11804 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_13928
03CF: load_wav 11805 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_13949
03CF: load_wav 11806 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_13970
03CF: load_wav 11807 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_13991
03CF: load_wav 11808 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14012
03CF: load_wav 11809 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14033
03CF: load_wav 11810 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14054
03CF: load_wav 11811 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14075
03CF: load_wav 11812 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14096
03CF: load_wav 11813 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14117
03CF: load_wav 11814 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14138
03CF: load_wav 11815 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14159
03CF: load_wav 11816 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14180
03CF: load_wav 11817 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14201
03CF: load_wav 11818 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14222
03CF: load_wav 11819 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14243
03CF: load_wav 11820 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14264
03CF: load_wav 11821 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14285
03CF: load_wav 11822 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14306
03CF: load_wav 11823 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14327
03CF: load_wav 11824 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14348
03CF: load_wav 11825 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14369
03CF: load_wav 11826 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14390
03CF: load_wav 11827 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14411
03CF: load_wav 11828 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14432
03CF: load_wav 11829 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14453
03CF: load_wav 11830 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14474
03CF: load_wav 11831 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14495
03CF: load_wav 11832 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14516
03CF: load_wav 11833 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14537
03CF: load_wav 11834 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14558
03CF: load_wav 11835 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14579
03CF: load_wav 11836 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14600
03CF: load_wav 11837 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14621
03CF: load_wav 11838 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14642
03CF: load_wav 11839 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14663
03CF: load_wav 11840 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14684
03CF: load_wav 11841 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14705
03CF: load_wav 11842 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14726
03CF: load_wav 11843 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14747
03CF: load_wav 11844 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14768
03CF: load_wav 11845 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14789
03CF: load_wav 11846 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14810
03CF: load_wav 11847 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14831
03CF: load_wav 11848 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14852
03CF: load_wav 11849 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14873
03CF: load_wav 11850 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14894
03CF: load_wav 11851 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14915
03CF: load_wav 11852 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14936
03CF: load_wav 11853 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14957
03CF: load_wav 11854 as 4 
$9529 += 1 
jump @DANCE_14999 

:DANCE_14978
03CF: load_wav 11855 as 4 
$9529 = 1 
jump @DANCE_14999 

:DANCE_14999
return 

:DANCE_15001
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_15454 jumps 1 @DANCE_15475 2 @DANCE_15496 3 @DANCE_15517 4 @DANCE_15538 5 @DANCE_15559 6 @DANCE_15580 7 @DANCE_15601 
0872: jump_table_jumps 8 @DANCE_15622 9 @DANCE_15643 10 @DANCE_15664 11 @DANCE_15685 12 @DANCE_15706 13 @DANCE_15727 14 @DANCE_15748 15 @DANCE_15769 16 @DANCE_15790 
0872: jump_table_jumps 17 @DANCE_15811 18 @DANCE_15832 19 @DANCE_15853 20 @DANCE_15874 21 @DANCE_15895 22 @DANCE_15916 23 @DANCE_15937 24 @DANCE_15958 25 @DANCE_15979 
0872: jump_table_jumps 26 @DANCE_16000 27 @DANCE_16021 28 @DANCE_16042 29 @DANCE_16063 30 @DANCE_16084 31 @DANCE_16105 32 @DANCE_16126 33 @DANCE_16147 34 @DANCE_16168 
0872: jump_table_jumps 35 @DANCE_16189 36 @DANCE_16210 37 @DANCE_16231 38 @DANCE_16252 39 @DANCE_16273 40 @DANCE_16294 41 @DANCE_16315 42 @DANCE_16336 43 @DANCE_16357 
0872: jump_table_jumps 44 @DANCE_16378 45 @DANCE_16399 46 @DANCE_16420 47 @DANCE_16441 48 @DANCE_16462 49 @DANCE_16483 50 @DANCE_16504 51 @DANCE_16525 52 @DANCE_16546 
0872: jump_table_jumps 53 @DANCE_16567 54 @DANCE_16588 55 @DANCE_16609 56 @DANCE_16630 -1 @DANCE_16651 -1 @DANCE_16651 -1 @DANCE_16651 -1 @DANCE_16651 -1 @DANCE_16651 

:DANCE_15454
03CF: load_wav 12055 as 4 
$9529 = 1 
jump @DANCE_16651 

:DANCE_15475
03CF: load_wav 12000 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15496
03CF: load_wav 12001 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15517
03CF: load_wav 12002 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15538
03CF: load_wav 12003 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15559
03CF: load_wav 12004 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15580
03CF: load_wav 12005 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15601
03CF: load_wav 12006 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15622
03CF: load_wav 12007 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15643
03CF: load_wav 12008 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15664
03CF: load_wav 12009 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15685
03CF: load_wav 12010 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15706
03CF: load_wav 12011 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15727
03CF: load_wav 12012 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15748
03CF: load_wav 12013 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15769
03CF: load_wav 12014 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15790
03CF: load_wav 12015 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15811
03CF: load_wav 12016 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15832
03CF: load_wav 12017 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15853
03CF: load_wav 12018 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15874
03CF: load_wav 12019 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15895
03CF: load_wav 12020 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15916
03CF: load_wav 12021 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15937
03CF: load_wav 12022 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15958
03CF: load_wav 12023 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_15979
03CF: load_wav 12024 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16000
03CF: load_wav 12025 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16021
03CF: load_wav 12026 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16042
03CF: load_wav 12027 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16063
03CF: load_wav 12028 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16084
03CF: load_wav 12029 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16105
03CF: load_wav 12030 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16126
03CF: load_wav 12031 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16147
03CF: load_wav 12032 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16168
03CF: load_wav 12033 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16189
03CF: load_wav 12034 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16210
03CF: load_wav 12035 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16231
03CF: load_wav 12036 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16252
03CF: load_wav 12037 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16273
03CF: load_wav 12038 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16294
03CF: load_wav 12039 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16315
03CF: load_wav 12040 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16336
03CF: load_wav 12041 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16357
03CF: load_wav 12042 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16378
03CF: load_wav 12043 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16399
03CF: load_wav 12044 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16420
03CF: load_wav 12045 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16441
03CF: load_wav 12046 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16462
03CF: load_wav 12047 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16483
03CF: load_wav 12048 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16504
03CF: load_wav 12049 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16525
03CF: load_wav 12050 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16546
03CF: load_wav 12051 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16567
03CF: load_wav 12052 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16588
03CF: load_wav 12053 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16609
03CF: load_wav 12054 as 4 
$9529 += 1 
jump @DANCE_16651 

:DANCE_16630
03CF: load_wav 12055 as 4 
$9529 = 1 
jump @DANCE_16651 

:DANCE_16651
return 

:DANCE_16653
$1044 = 1 
$5298 = 0 
04EF: release_animation v$DANCE_ANIM_IFP 
00BE: text_clear_all 
if 
   not Actor.Dead(5@)
else_jump @DANCE_16767 
if and
   not Actor.Model(5@) == #GANGRL3
   not Actor.Model(5@) == #MECGRL3
   not Actor.Model(5@) == #GUNGRL3
   not Actor.Model(5@) == #COPGRL3
   not Actor.Model(5@) == #NURGRL3
   not Actor.Model(5@) == #CROGRL3
else_jump @DANCE_16767 
0665: get_actor 5@ model_to 13@ 
Model.Destroy(13@)
Actor.DestroyInstantly(5@)

:DANCE_16767
0953: get_soundtrack_status_to 13@ 
if 
04A4:   13@ == 3 // @ == any 
else_jump @DANCE_16792 
0955: end_playing_loaded_soundtrack 

:DANCE_16792
13@ = 0 

:DANCE_16799
$5315(13@,5f) = 0.0 
$5320(13@,5f) = 0.0 
$5325(13@,5f) = 0.0 
$5330(13@,5f) = 0.0 
$5335(13@,5f) = 0.0 
$5340(13@,5f) = 0.0 
13@ += 1 
  13@ >= 5 
else_jump @DANCE_16799 
09EE: set_status_text_stay_on_screen 0 
03F0: enable_text_draw 0 
if 
  $DANCE_SCORE >= 0 
else_jump @DANCE_16938 
0629: change_integer_stat 156 to $DANCE_SCORE 

:DANCE_16938
040D: unload_wav 4 
Player.CanMove($PLAYER_CHAR) = True
08C0: clear $5295 bit 31 
09BD: unknown_flag 0 
end_thread 
return 

:DANCE_16964
0494: get_joystick 0 data_to $9530 $9531 $9532 $9533 
008D: $9535 = integer $9530 to_float 
0086: $9536 = $9535 // (float) 
008D: $9535 = integer $9531 to_float 
0086: $9537 = $9535 // (float) 
0509: $9535 = distance_between_XY 0.0 0.0 and_XY $9536 $9537 
$9534 = 0 
if 
  $9535 > 64.0 
else_jump @DANCE_17325 
05A4: get_angle_between_vectors_origin_to $9536 $9537 and_origin_to 0.0 -1.0 store_to $9535 
if 
  15.0 > $9535 
else_jump @DANCE_17117 
$9534 = 13 
jump @DANCE_17325 

:DANCE_17117
if 
  75.0 > $9535 
else_jump @DANCE_17184 
if 
  $9530 > 0 
else_jump @DANCE_17170 
$9534 = 11 
jump @DANCE_17177 

:DANCE_17170
$9534 = 15 

:DANCE_17177
jump @DANCE_17325 

:DANCE_17184
if 
  105.0 > $9535 
else_jump @DANCE_17251 
if 
  $9530 > 0 
else_jump @DANCE_17237 
$9534 = 10 
jump @DANCE_17244 

:DANCE_17237
$9534 = 9 

:DANCE_17244
jump @DANCE_17325 

:DANCE_17251
if 
  165.0 > $9535 
else_jump @DANCE_17318 
if 
  $9530 > 0 
else_jump @DANCE_17304 
$9534 = 16 
jump @DANCE_17311 

:DANCE_17304
$9534 = 12 

:DANCE_17311
jump @DANCE_17325 

:DANCE_17318
$9534 = 14 

:DANCE_17325
return 
0662: NOP v$DANCE_ANIM 
07B1: unknown_get_audio 1 store_to 13@ 13@ 13@ 
0663: NOP "NEXT_BEAT_NUMBER" 13@ 
return 
end_thread 

//-------------External script 36 (SHOPKEEPER)---------------

:SKBRAIN
thread 'SKBRAIN' 
2@ = 0 
if 
  2@ == 1 
else_jump @SKBRAIN_114 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 
6@ = Object.Create(#NULL, 0.0, 0.0, 0.0)

:SKBRAIN_114
if 
   not Actor.Dead(0@)
else_jump @SKBRAIN_138 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_B 

:SKBRAIN_138
04ED: load_animation "FOOD" 

:SKBRAIN_146
if 
84EE:   not animation "FOOD" loaded 
else_jump @SKBRAIN_176 
wait 0 
jump @SKBRAIN_146 

:SKBRAIN_176
3@ = 1 
4@ = 0 
5@ = 0 
7@ = 0 

:SKBRAIN_204
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @SKBRAIN_377 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @SKBRAIN_283 
gosub @SKBRAIN_1552 
jump @SKBRAIN_370 

:SKBRAIN_283
if or
0457:   player $PLAYER_CHAR aiming_at_actor 0@ 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SKBRAIN_331 
if 
03CA:   object 6@ exists 
else_jump @SKBRAIN_331 
Object.Destroy(6@)

:SKBRAIN_331
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 0 
else_jump @SKBRAIN_363 
gosub @SKBRAIN_391 
jump @SKBRAIN_370 

:SKBRAIN_363
jump @SKBRAIN_1590 

:SKBRAIN_370
jump @SKBRAIN_384 

:SKBRAIN_377
gosub @SKBRAIN_1552 

:SKBRAIN_384
jump @SKBRAIN_204 

:SKBRAIN_391
0871: init_jump_table 3@ total_jumps 3 default_jump 0 @SKBRAIN_496 jumps 1 @SKBRAIN_454 2 @SKBRAIN_468 3 @SKBRAIN_482 -1 @SKBRAIN_496 -1 @SKBRAIN_496 -1 @SKBRAIN_496 -1 @SKBRAIN_496 

:SKBRAIN_454
gosub @SKBRAIN_498 
jump @SKBRAIN_496 

:SKBRAIN_468
gosub @SKBRAIN_841 
jump @SKBRAIN_496 

:SKBRAIN_482
gosub @SKBRAIN_1185 
jump @SKBRAIN_496 

:SKBRAIN_496
return 

:SKBRAIN_498
0871: init_jump_table 4@ total_jumps 2 default_jump 0 @SKBRAIN_839 jumps 0 @SKBRAIN_561 1 @SKBRAIN_737 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 

:SKBRAIN_561
04C4: store_coords_to 13@ 14@ 15@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 13@ 14@ 15@ radius 20.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
if 
  2@ > -1 
else_jump @SKBRAIN_730 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -5.0 -5.0 -5.0 
6@ = Object.Create(#PIZZAHIGH, 10@, 11@, 12@)
0605: actor 0@ perform_animation_sequence "SHP_TRAY_IN" IFP_file "FOOD" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:SKBRAIN_730
jump @SKBRAIN_839 

:SKBRAIN_737
9@ = 0.0 
if 
   Actor.Animation(0@) == "SHP_TRAY_IN"
else_jump @SKBRAIN_832 
0613: 9@ = actor 0@ animation "SHP_TRAY_IN" time 
if 
  9@ == 1.0 
else_jump @SKBRAIN_832 
4@ = 0 
3@ += 1 

:SKBRAIN_832
jump @SKBRAIN_839 

:SKBRAIN_839
return 

:SKBRAIN_841
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @SKBRAIN_1183 jumps 0 @SKBRAIN_904 1 @SKBRAIN_1044 2 @SKBRAIN_1143 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 

:SKBRAIN_904
if 
03CA:   object 6@ exists 
else_jump @SKBRAIN_1023 
070A: AS_actor 0@ attach_to_object 6@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor 0@ perform_animation "SHP_TRAY_LIFT" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
33@ = 0 
4@ += 1 
jump @SKBRAIN_1037 

:SKBRAIN_1023
4@ = 0 
3@ += 1 

:SKBRAIN_1037
jump @SKBRAIN_1183 

:SKBRAIN_1044
9@ = 0.0 
if 
   Actor.Animation(0@) == "SHP_TRAY_LIFT"
else_jump @SKBRAIN_1136 
0613: 9@ = actor 0@ animation "SHP_TRAY_LIFT" time 
if 
  9@ == 1.0 
else_jump @SKBRAIN_1136 
4@ += 1 

:SKBRAIN_1136
jump @SKBRAIN_1183 

:SKBRAIN_1143
if 
  33@ > 2000 
else_jump @SKBRAIN_1176 
4@ = 0 
3@ += 1 

:SKBRAIN_1176
jump @SKBRAIN_1183 

:SKBRAIN_1183
return 

:SKBRAIN_1185
0871: init_jump_table 4@ total_jumps 4 default_jump 0 @SKBRAIN_1550 jumps 0 @SKBRAIN_1248 1 @SKBRAIN_1340 2 @SKBRAIN_1397 3 @SKBRAIN_1529 -1 @SKBRAIN_1550 -1 @SKBRAIN_1550 -1 @SKBRAIN_1550 

:SKBRAIN_1248
04C4: store_coords_to 13@ 14@ 15@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 13@ 14@ 15@ radius 20.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
if 
  2@ == -1 
else_jump @SKBRAIN_1333 
4@ += 1 

:SKBRAIN_1333
jump @SKBRAIN_1550 

:SKBRAIN_1340
0812: AS_actor 0@ perform_animation "SHP_TRAY_RETURN" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
4@ += 1 
jump @SKBRAIN_1550 

:SKBRAIN_1397
9@ = 0.0 
if 
   Actor.Animation(0@) == "SHP_TRAY_RETURN"
else_jump @SKBRAIN_1522 
0613: 9@ = actor 0@ animation "SHP_TRAY_RETURN" time 
if 
  9@ == 1.0 
else_jump @SKBRAIN_1522 
if 
03CA:   object 6@ exists 
else_jump @SKBRAIN_1507 
Object.Destroy(6@)

:SKBRAIN_1507
074C: AS_actor 0@ goto_AS_origin 1@ 
4@ += 1 

:SKBRAIN_1522
jump @SKBRAIN_1550 

:SKBRAIN_1529
4@ = 0 
3@ = 1 
jump @SKBRAIN_1550 

:SKBRAIN_1550
return 

:SKBRAIN_1552
04EF: release_animation "FOOD" 
Object.RemoveReferences(6@)
if 
   not Actor.Dead(0@)
else_jump @SKBRAIN_1586 
0792: disembark_instantly_actor 0@ 

:SKBRAIN_1586
end_thread 
return 

:SKBRAIN_1590
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @SKBRAIN_1762 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @SKBRAIN_1664 
gosub @SKBRAIN_1552 
jump @SKBRAIN_1755 

:SKBRAIN_1664
if 
   not Actor.Dead(0@)
else_jump @SKBRAIN_1755 
062E: unknown_get_actor 0@ task 1476 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @SKBRAIN_1755 
05C4: AS_actor 0@ hands_up -2 ms 
if 
0737:   actor 0@ lifting_object -1 
else_jump @SKBRAIN_1755 
if 
03CA:   object 6@ exists 
else_jump @SKBRAIN_1755 
Object.Destroy(6@)

:SKBRAIN_1755
jump @SKBRAIN_1769 

:SKBRAIN_1762
gosub @SKBRAIN_1552 

:SKBRAIN_1769
jump @SKBRAIN_1590 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 37 (CUSTOMER_PANIC)---------------

:FFPNC
thread 'FFPNC' 
2@ = 0 
if 
  2@ == 1 
else_jump @FFPNC_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:FFPNC_60
if 
   not Actor.Dead(0@)
else_jump @FFPNC_84 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 

:FFPNC_84
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @FFPNC_308 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @FFPNC_151 
gosub @FFPNC_322 

:FFPNC_151
if 
   not Actor.Dead(0@)
else_jump @FFPNC_294 
0085: 2@ = 1@ // (int) 
2@ /= 2 
2@ *= 2 
if 
001D:   1@ > 2@ // (int) 
else_jump @FFPNC_251 
062E: unknown_get_actor 0@ task 1477 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @FFPNC_244 
05C5: AS_actor 0@ cower -2 ms 

:FFPNC_244
jump @FFPNC_287 

:FFPNC_251
062E: unknown_get_actor 0@ task 1476 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @FFPNC_287 
05C4: AS_actor 0@ hands_up -2 ms 

:FFPNC_287
jump @FFPNC_301 

:FFPNC_294
gosub @FFPNC_322 

:FFPNC_301
jump @FFPNC_315 

:FFPNC_308
gosub @FFPNC_322 

:FFPNC_315
jump @FFPNC_84 

:FFPNC_322
Actor.RemoveReferences(0@)
090F: end_external_script 37 (CUSTOMER_PANIC) 
end_thread 
return 
end_thread 

//-------------External script 38 (BAR_STAFF)---------------

:BARSTAF
thread 'BARSTAF' 
8@ = 0 
if 
  8@ == 1 
else_jump @BARSTAF_212 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
8@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 2@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 3@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 4@ 

:BARSTAF_212
if 
   not Actor.Dead(0@)
else_jump @BARSTAF_236 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_B 

:BARSTAF_236
04ED: load_animation "BAR" 

:BARSTAF_243
if 
84EE:   not animation "BAR" loaded 
else_jump @BARSTAF_279 
04ED: load_animation "BAR" 
wait 0 
jump @BARSTAF_243 

:BARSTAF_279
9@ = 1 
10@ = 0 
12@ = 0 
if 
  0.0 >= 6@ 
else_jump @BARSTAF_331 
6@ = 6.0 

:BARSTAF_331
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BARSTAF_540 
if 
  9@ == 2 
else_jump @BARSTAF_480 
if 
   not Actor.Dead(8@)
else_jump @BARSTAF_452 
if or
  $9470 == 1 
  $9472 == 1 
  $9473 == 1 
else_jump @BARSTAF_438 
jump @BARSTAF_2200 
jump @BARSTAF_445 

:BARSTAF_438
gosub @BARSTAF_554 

:BARSTAF_445
jump @BARSTAF_473 

:BARSTAF_452
9@ = 1 
10@ = 0 
gosub @BARSTAF_554 

:BARSTAF_473
jump @BARSTAF_533 

:BARSTAF_480
if or
  $9470 == 1 
  $9472 == 1 
  $9473 == 1 
else_jump @BARSTAF_526 
jump @BARSTAF_2200 
jump @BARSTAF_533 

:BARSTAF_526
gosub @BARSTAF_554 

:BARSTAF_533
jump @BARSTAF_547 

:BARSTAF_540
gosub @BARSTAF_2287 

:BARSTAF_547
jump @BARSTAF_331 

:BARSTAF_554
0871: init_jump_table 9@ total_jumps 3 default_jump 0 @BARSTAF_659 jumps 1 @BARSTAF_617 2 @BARSTAF_631 3 @BARSTAF_645 -1 @BARSTAF_659 -1 @BARSTAF_659 -1 @BARSTAF_659 -1 @BARSTAF_659 

:BARSTAF_617
gosub @BARSTAF_661 
jump @BARSTAF_659 

:BARSTAF_631
gosub @BARSTAF_1390 
jump @BARSTAF_659 

:BARSTAF_645
gosub @BARSTAF_2085 
jump @BARSTAF_659 

:BARSTAF_659
return 

:BARSTAF_661
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BARSTAF_1388 jumps 0 @BARSTAF_724 1 @BARSTAF_767 2 @BARSTAF_974 3 @BARSTAF_1181 -1 @BARSTAF_1388 -1 @BARSTAF_1388 -1 @BARSTAF_1388 

:BARSTAF_724
062E: unknown_get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_760 
10@ += 1 

:BARSTAF_760
jump @BARSTAF_1388 

:BARSTAF_767
Actor.StorePos(0@, 14@, 15@, 16@)
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model #NULL external_script_named "BARGUY" handle_as 8@ 
if 
  8@ > -1 
else_jump @BARSTAF_923 
13@ = Actor.Health(8@)
if 
  13@ == 99 
else_jump @BARSTAF_866 
8@ = -1 
jump @BARSTAF_923 

:BARSTAF_866
062E: unknown_get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_916 
9@ += 1 
10@ = 0 
jump @BARSTAF_923 

:BARSTAF_916
8@ = -1 

:BARSTAF_923
062E: unknown_get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_967 
074C: AS_actor 0@ goto_AS_origin 2@ 
10@ += 1 

:BARSTAF_967
jump @BARSTAF_1388 

:BARSTAF_974
Actor.StorePos(0@, 14@, 15@, 16@)
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model #NULL external_script_named "BARGUY" handle_as 8@ 
if 
  8@ > -1 
else_jump @BARSTAF_1130 
13@ = Actor.Health(8@)
if 
  13@ == 99 
else_jump @BARSTAF_1073 
8@ = -1 
jump @BARSTAF_1130 

:BARSTAF_1073
062E: unknown_get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1123 
9@ += 1 
10@ = 0 
jump @BARSTAF_1130 

:BARSTAF_1123
8@ = -1 

:BARSTAF_1130
062E: unknown_get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1174 
074C: AS_actor 0@ goto_AS_origin 3@ 
10@ += 1 

:BARSTAF_1174
jump @BARSTAF_1388 

:BARSTAF_1181
Actor.StorePos(0@, 14@, 15@, 16@)
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model #NULL external_script_named "BARGUY" handle_as 8@ 
if 
  8@ > -1 
else_jump @BARSTAF_1337 
13@ = Actor.Health(8@)
if 
  13@ == 99 
else_jump @BARSTAF_1280 
8@ = -1 
jump @BARSTAF_1337 

:BARSTAF_1280
062E: unknown_get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1330 
9@ += 1 
10@ = 0 
jump @BARSTAF_1337 

:BARSTAF_1330
8@ = -1 

:BARSTAF_1337
062E: unknown_get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1381 
074C: AS_actor 0@ goto_AS_origin 1@ 
10@ = 0 

:BARSTAF_1381
jump @BARSTAF_1388 

:BARSTAF_1388
return 

:BARSTAF_1390
0871: init_jump_table 10@ total_jumps 8 default_jump 0 @BARSTAF_2083 jumps 0 @BARSTAF_1518 1 @BARSTAF_1577 2 @BARSTAF_1628 3 @BARSTAF_1720 4 @BARSTAF_1771 5 @BARSTAF_1873 6 @BARSTAF_1934 
0872: jump_table_jumps 7 @BARSTAF_1985 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 

:BARSTAF_1518
04C4: store_coords_to 14@ 15@ 16@ from_actor 8@ with_offset 0.0 5@ 0.0 
05D3: AS_actor 0@ goto_point 14@ 15@ 16@ mode 4 -2 ms // versionA 
10@ += 1 
jump @BARSTAF_2083 

:BARSTAF_1577
062E: unknown_get_actor 0@ task 1491 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1621 
0639: AS_actor 0@ rotate_to_actor 8@ 
10@ += 1 

:BARSTAF_1621
jump @BARSTAF_2083 

:BARSTAF_1628
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1713 
Actor.Health(8@) = 99
0605: actor 0@ perform_animation_sequence "BARSERVE_ORDER" IFP_file "BAR" 4.0 loop 1 0 0 0 time 3000 // versionA 
10@ += 1 

:BARSTAF_1713
jump @BARSTAF_2083 

:BARSTAF_1720
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1764 
074C: AS_actor 0@ goto_AS_origin 4@ 
10@ += 1 

:BARSTAF_1764
jump @BARSTAF_2083 

:BARSTAF_1771
062E: unknown_get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1866 
if 
  7@ == 0 
else_jump @BARSTAF_1859 
0605: actor 0@ perform_animation_sequence "BARSERVE_GLASS" IFP_file "BAR" 4.0 loop 0 0 0 0 time 0 // versionA 

:BARSTAF_1859
10@ += 1 

:BARSTAF_1866
jump @BARSTAF_2083 

:BARSTAF_1873
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1927 
05D3: AS_actor 0@ goto_point 14@ 15@ 16@ mode 4 -2 ms // versionA 
10@ += 1 

:BARSTAF_1927
jump @BARSTAF_2083 

:BARSTAF_1934
062E: unknown_get_actor 0@ task 1491 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1978 
0639: AS_actor 0@ rotate_to_actor 8@ 
10@ += 1 

:BARSTAF_1978
jump @BARSTAF_2083 

:BARSTAF_1985
062E: unknown_get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_2076 
Actor.Health(8@) = 99
0605: actor 0@ perform_animation_sequence "BARSERVE_GIVE" IFP_file "BAR" 4.0 loop 1 0 0 0 time 3000 // versionA 
9@ += 1 
10@ = 0 

:BARSTAF_2076
jump @BARSTAF_2083 

:BARSTAF_2083
return 

:BARSTAF_2085
0871: init_jump_table 10@ total_jumps 1 default_jump 0 @BARSTAF_2198 jumps 0 @BARSTAF_2148 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 

:BARSTAF_2148
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_2191 
9@ = 1 
10@ = 0 

:BARSTAF_2191
jump @BARSTAF_2198 

:BARSTAF_2198
return 

:BARSTAF_2200
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BARSTAF_2273 
062E: unknown_get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BARSTAF_2266 
05C4: AS_actor 0@ hands_up 60000 ms 

:BARSTAF_2266
jump @BARSTAF_2280 

:BARSTAF_2273
gosub @BARSTAF_2287 

:BARSTAF_2280
jump @BARSTAF_2200 

:BARSTAF_2287
04EF: release_animation "BAR" 
Actor.RemoveReferences(0@)
end_thread 
return 
0663: NOP "PEDSTATE" 9@ 
0663: NOP "SUBSTATESTATUS" 10@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 39 (BOUNCER)---------------

:BOUNCER
thread 'BOUNCER' 
2@ = 0 
if 
  2@ == 1 
else_jump @BOUNCER_60 
0@ = Actor.Create(CivMale, #NULL, 0.0, 0.0, 0.0)

:BOUNCER_60
if 
   not Model.Available(#COLT45)
else_jump @BOUNCER_88 
Model.Load(#COLT45)
jump @BOUNCER_60 

:BOUNCER_88
if 
   not Actor.Dead(0@)
else_jump @BOUNCER_187 
01B2: give_actor 0@ weapon 22 ammo 99999999 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 0 
if 
   Actor.HasWeapon(0@, 3)
else_jump @BOUNCER_148 
0555: remove_weapon 3 from_actor 0@ 

:BOUNCER_148
Actor.WeaponAccuracy(0@) = 80
0978: copy_decision_maker 65537 to $9538 
0708: reset_decision_maker $9538 event 27 
0708: reset_decision_maker $9538 event 48 
060B: set_actor 0@ decision_maker_to $9538 

:BOUNCER_187
3@ = 0 
4@ = 0 

:BOUNCER_201
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BOUNCER_279 
if 
  $9471 == 0 
else_jump @BOUNCER_265 
gosub @BOUNCER_293 
jump @BOUNCER_272 

:BOUNCER_265
jump @BOUNCER_693 

:BOUNCER_272
jump @BOUNCER_286 

:BOUNCER_279
gosub @BOUNCER_864 

:BOUNCER_286
jump @BOUNCER_201 

:BOUNCER_293
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BOUNCER_370 jumps 0 @BOUNCER_356 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 

:BOUNCER_356
gosub @BOUNCER_372 
jump @BOUNCER_370 

:BOUNCER_370
return 

:BOUNCER_372
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @BOUNCER_691 jumps 0 @BOUNCER_435 1 @BOUNCER_498 2 @BOUNCER_658 -1 @BOUNCER_691 -1 @BOUNCER_691 -1 @BOUNCER_691 -1 @BOUNCER_691 

:BOUNCER_435
062E: unknown_get_actor 0@ task 1502 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BOUNCER_491 
05DE: AS_actor 0@ walk_around_ped_path 
33@ = 0 
6@ = 5000 
4@ += 1 

:BOUNCER_491
jump @BOUNCER_691 

:BOUNCER_498
if 
002D:   33@ >= 6@ // (int) 
else_jump @BOUNCER_651 
0209: 2@ = random_int_in_ranges 1 10 
if 
  2@ > 5 
else_jump @BOUNCER_595 
062E: unknown_get_actor 0@ task 1481 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BOUNCER_588 
05C9: AS_actor 0@ on_guard -1 ms 
6@ = 5000 

:BOUNCER_588
jump @BOUNCER_637 

:BOUNCER_595
062E: unknown_get_actor 0@ task 1502 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BOUNCER_637 
05DE: AS_actor 0@ walk_around_ped_path 
6@ = 5000 

:BOUNCER_637
33@ = 0 
4@ += 1 

:BOUNCER_651
jump @BOUNCER_691 

:BOUNCER_658
if 
002D:   33@ >= 6@ // (int) 
else_jump @BOUNCER_684 
4@ = 1 

:BOUNCER_684
jump @BOUNCER_691 

:BOUNCER_691
return 

:BOUNCER_693
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BOUNCER_850 
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @BOUNCER_799 
01B9: set_actor 0@ armed_weapon_to 22 
062E: unknown_get_actor 0@ task 1588 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @BOUNCER_792 
0634: AS_actor 0@ attack_using_weapon_actor $PLAYER_ACTOR unknown 1 unknown 4000 unknown 60 

:BOUNCER_792
jump @BOUNCER_843 

:BOUNCER_799
01B9: set_actor 0@ armed_weapon_to 22 
062E: unknown_get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @BOUNCER_843 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BOUNCER_843
jump @BOUNCER_857 

:BOUNCER_850
gosub @BOUNCER_864 

:BOUNCER_857
jump @BOUNCER_693 

:BOUNCER_864
065C: release_decision_maker $9538 
Actor.RemoveReferences(0@)
end_thread 
return 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 40 (OTB_STAFF)---------------

:OTBSTAF
thread 'OTBSTAF' 
2@ = 0 
if 
  2@ == 1 
else_jump @OTBSTAF_92 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 

:OTBSTAF_92
04ED: load_animation "INT_SHOP" 

:OTBSTAF_104
if 
84EE:   not animation "INT_SHOP" loaded 
else_jump @OTBSTAF_138 
wait 0 
jump @OTBSTAF_104 

:OTBSTAF_138
if 
   not Actor.Dead(0@)
else_jump @OTBSTAF_162 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_B 

:OTBSTAF_162
3@ = 1 
4@ = 0 
6@ = 0 

:OTBSTAF_183
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBSTAF_256 
if 
  $2881 == 0 
else_jump @OTBSTAF_242 
gosub @OTBSTAF_270 
jump @OTBSTAF_249 

:OTBSTAF_242
jump @OTBSTAF_848 

:OTBSTAF_249
jump @OTBSTAF_263 

:OTBSTAF_256
gosub @OTBSTAF_832 

:OTBSTAF_263
jump @OTBSTAF_183 

:OTBSTAF_270
0871: init_jump_table 3@ total_jumps 2 default_jump 0 @OTBSTAF_361 jumps 1 @OTBSTAF_333 2 @OTBSTAF_347 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 

:OTBSTAF_333
gosub @OTBSTAF_363 
jump @OTBSTAF_361 

:OTBSTAF_347
gosub @OTBSTAF_668 
jump @OTBSTAF_361 

:OTBSTAF_361
return 

:OTBSTAF_363
0871: init_jump_table 4@ total_jumps 2 default_jump 0 @OTBSTAF_666 jumps 0 @OTBSTAF_426 1 @OTBSTAF_562 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 

:OTBSTAF_426
04C4: store_coords_to 9@ 10@ 11@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 9@ 10@ 11@ radius 3.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
if 
  2@ > -1 
else_jump @OTBSTAF_555 
0605: actor 0@ perform_animation_sequence "SHOP_CASHIER" IFP_file "INT_SHOP" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:OTBSTAF_555
jump @OTBSTAF_666 

:OTBSTAF_562
8@ = 0.0 
if 
   Actor.Animation(0@) == "SHOP_CASHIER"
else_jump @OTBSTAF_659 
0613: 8@ = actor 0@ animation "SHOP_CASHIER" time 
if 
  8@ == 1.0 
else_jump @OTBSTAF_659 
4@ = 0 
3@ += 1 

:OTBSTAF_659
jump @OTBSTAF_666 

:OTBSTAF_666
return 

:OTBSTAF_668
0871: init_jump_table 4@ total_jumps 1 default_jump 0 @OTBSTAF_830 jumps 0 @OTBSTAF_731 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 

:OTBSTAF_731
04C4: store_coords_to 9@ 10@ 11@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 9@ 10@ 11@ radius 3.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
if 
  2@ == -1 
else_jump @OTBSTAF_823 
4@ = 0 
3@ = 1 

:OTBSTAF_823
jump @OTBSTAF_830 

:OTBSTAF_830
return 

:OTBSTAF_832
04EF: release_animation "INT_SHOP" 
end_thread 
return 

:OTBSTAF_848
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBSTAF_918 
062E: unknown_get_actor 0@ task 1476 status_store_to 6@ // ret 7 if not found 
if 
04A4:   6@ == 7 // @ == any 
else_jump @OTBSTAF_911 
05C4: AS_actor 0@ hands_up -2 ms 

:OTBSTAF_911
jump @OTBSTAF_925 

:OTBSTAF_918
gosub @OTBSTAF_832 

:OTBSTAF_925
jump @OTBSTAF_848 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 41 (PCHAIR)---------------

:PCHAIR
thread 'PCHAIR' 
2@ = 0 
if 
  2@ == 1 
else_jump @PCHAIR_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:PCHAIR_60
04ED: load_animation "FOOD" 

:PCHAIR_68
if 
84EE:   not animation "FOOD" loaded 
else_jump @PCHAIR_98 
wait 0 
jump @PCHAIR_68 

:PCHAIR_98
9@ = 0.0 
3@ = 0 
if 
  1@ == 0 
else_jump @PCHAIR_154 
5@ = 0 
4@ = 1 
jump @PCHAIR_168 

:PCHAIR_154
5@ = -2 
4@ = 2 

:PCHAIR_168
7@ = 0 
if 
   not Actor.Dead(0@)
else_jump @PCHAIR_215 
0446: set_actor 0@ immune_to_headshots 0 
6@ = 1800000 
jump @PCHAIR_222 

:PCHAIR_215
6@ = 0 

:PCHAIR_222
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PCHAIR_345 
if 
09C5:   unknown_actor 0@ 
else_jump @PCHAIR_331 
if or
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PCHAIR_317 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
jump @PCHAIR_3035 
jump @PCHAIR_324 

:PCHAIR_317
gosub @PCHAIR_359 

:PCHAIR_324
jump @PCHAIR_338 

:PCHAIR_331
gosub @PCHAIR_2959 

:PCHAIR_338
jump @PCHAIR_352 

:PCHAIR_345
gosub @PCHAIR_2959 

:PCHAIR_352
jump @PCHAIR_222 

:PCHAIR_359
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @PCHAIR_492 jumps 1 @PCHAIR_422 2 @PCHAIR_436 3 @PCHAIR_450 4 @PCHAIR_464 5 @PCHAIR_478 -1 @PCHAIR_492 -1 @PCHAIR_492 

:PCHAIR_422
gosub @PCHAIR_494 
jump @PCHAIR_492 

:PCHAIR_436
gosub @PCHAIR_715 
jump @PCHAIR_492 

:PCHAIR_450
gosub @PCHAIR_2157 
jump @PCHAIR_492 

:PCHAIR_464
gosub @PCHAIR_2959 
jump @PCHAIR_492 

:PCHAIR_478
gosub @PCHAIR_2526 
jump @PCHAIR_492 

:PCHAIR_492
return 

:PCHAIR_494
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @PCHAIR_713 jumps 0 @PCHAIR_557 1 @PCHAIR_615 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 

:PCHAIR_557
0812: AS_actor 0@ perform_animation "FF_SIT_IN" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
3@ = 1 
5@ += 1 
jump @PCHAIR_713 

:PCHAIR_615
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_SIT_IN"
else_jump @PCHAIR_671 
0613: 9@ = actor 0@ animation "FF_SIT_IN" time 

:PCHAIR_671
if 
  9@ == 1.0 
else_jump @PCHAIR_706 
5@ = 0 
4@ += 1 

:PCHAIR_706
jump @PCHAIR_713 

:PCHAIR_713
return 

:PCHAIR_715
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @PCHAIR_2155 jumps -2 @PCHAIR_778 0 @PCHAIR_1103 1 @PCHAIR_1560 2 @PCHAIR_1858 3 @PCHAIR_2061 -1 @PCHAIR_2155 -1 @PCHAIR_2155 

:PCHAIR_778
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @PCHAIR_848 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1089 

:PCHAIR_848
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Hut
else_jump @PCHAIR_925 
8@ = Object.Create(#CJ_PIZZA_2, 10@, 11@, 12@)
jump @PCHAIR_941 

:PCHAIR_925
8@ = Object.Create(#CJ_BURG_2, 10@, 11@, 12@)

:PCHAIR_941
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @PCHAIR_1047 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1089 

:PCHAIR_1047
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_1089
5@ = 1 
jump @PCHAIR_2155 

:PCHAIR_1103
if 
0737:   actor 0@ lifting_object -1 
else_jump @PCHAIR_1235 
if 
03A3:   actor 0@ male 
else_jump @PCHAIR_1186 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1228 

:PCHAIR_1186
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_1228
jump @PCHAIR_1546 

:PCHAIR_1235
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @PCHAIR_1305 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1546 

:PCHAIR_1305
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Hut
else_jump @PCHAIR_1382 
8@ = Object.Create(#CJ_PIZZA_2, 10@, 11@, 12@)
jump @PCHAIR_1398 

:PCHAIR_1382
8@ = Object.Create(#CJ_BURG_2, 10@, 11@, 12@)

:PCHAIR_1398
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @PCHAIR_1504 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1546 

:PCHAIR_1504
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_1546
5@ += 1 
jump @PCHAIR_2155 

:PCHAIR_1560
Actor.StorePos(0@, 13@, 14@, 15@)
15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.5 -0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -0.5 -1.0 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 1.0 -0.65 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG'  // Burger King
else_jump @PCHAIR_1727 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -364 solid 0 for_actor 0@ 
jump @PCHAIR_1751 

:PCHAIR_1727
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 0 for_actor 0@ 

:PCHAIR_1751
if or
   Actor.Animation(0@) == "FF_SIT_LOOK"
   Actor.Animation(0@) == "FF_SIT_EAT1"
   Actor.Animation(0@) == "FF_SIT_EAT2"
else_jump @PCHAIR_1851 
Actor.PutAt(0@, 10@, 11@, 12@)
Actor.LockInCurrentPosition(0@) = True
33@ = 0 
5@ += 1 

:PCHAIR_1851
jump @PCHAIR_2155 

:PCHAIR_1858
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PCHAIR_1910 
054E: clear_actor 0@ damage 
6@ = 0 
4@ = 5 
5@ = 0 
jump @PCHAIR_2155 

:PCHAIR_1910
if 
001D:   33@ > 6@ // (int) 
else_jump @PCHAIR_2054 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @PCHAIR_1991 
5@ = 0 
4@ += 1 
jump @PCHAIR_2054 

:PCHAIR_1991
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
else_jump @PCHAIR_2054 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
5@ += 1 

:PCHAIR_2054
jump @PCHAIR_2155 

:PCHAIR_2061
if 
0184:   actor 0@ health >= 0 
else_jump @PCHAIR_2141 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @PCHAIR_2134 
5@ = 0 
4@ += 1 

:PCHAIR_2134
jump @PCHAIR_2148 

:PCHAIR_2141
0568: set_actor 0@ targetable 1 

:PCHAIR_2148
jump @PCHAIR_2155 

:PCHAIR_2155
return 

:PCHAIR_2157
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @PCHAIR_2524 jumps 0 @PCHAIR_2220 1 @PCHAIR_2301 2 @PCHAIR_2336 -1 @PCHAIR_2524 -1 @PCHAIR_2524 -1 @PCHAIR_2524 -1 @PCHAIR_2524 

:PCHAIR_2220
if 
0737:   actor 0@ lifting_object -1 
else_jump @PCHAIR_2245 
070B: set_actor 0@ onbone_attached_object_operation 1 

:PCHAIR_2245
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_180" IFP_file "FOOD" 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
5@ += 1 
jump @PCHAIR_2524 

:PCHAIR_2301
Actor.PutAt(0@, 13@, 14@, 15@)
Actor.LockInCurrentPosition(0@) = False
5@ += 1 
jump @PCHAIR_2524 

:PCHAIR_2336
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_SIT_OUT_180"
else_jump @PCHAIR_2517 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_180" time 
if 
  9@ == 1.0 
else_jump @PCHAIR_2517 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG'  // Burger King
else_jump @PCHAIR_2479 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -364 solid 1 for_actor 0@ 
jump @PCHAIR_2503 

:PCHAIR_2479
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 1 for_actor 0@ 

:PCHAIR_2503
5@ = 0 
4@ += 1 

:PCHAIR_2517
jump @PCHAIR_2524 

:PCHAIR_2524
return 

:PCHAIR_2526
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @PCHAIR_2957 jumps 0 @PCHAIR_2589 1 @PCHAIR_2641 2 @PCHAIR_2797 -1 @PCHAIR_2957 -1 @PCHAIR_2957 -1 @PCHAIR_2957 -1 @PCHAIR_2957 

:PCHAIR_2589
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
5@ += 1 
jump @PCHAIR_2957 

:PCHAIR_2641
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_DAM_FWD"
else_jump @PCHAIR_2727 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
if 
  9@ == 1.0 
else_jump @PCHAIR_2727 
5@ += 1 

:PCHAIR_2727
if 
8184:   not actor 0@ health >= 0 
else_jump @PCHAIR_2790 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @PCHAIR_2959 

:PCHAIR_2790
jump @PCHAIR_2957 

:PCHAIR_2797
if 
8184:   not actor 0@ health >= 0 
else_jump @PCHAIR_2867 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @PCHAIR_2959 
jump @PCHAIR_2950 

:PCHAIR_2867
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @PCHAIR_2936 
4@ = 3 
5@ = 0 
gosub @PCHAIR_3035 
jump @PCHAIR_2950 

:PCHAIR_2936
4@ = 2 
5@ = 2 

:PCHAIR_2950
jump @PCHAIR_2957 

:PCHAIR_2957
return 

:PCHAIR_2959
Object.RemoveReferences(8@)
04EF: release_animation "FOOD" 
if 
   not Actor.Dead(0@)
else_jump @PCHAIR_3031 
0446: set_actor 0@ immune_to_headshots 1 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:PCHAIR_3031
end_thread 
return 

:PCHAIR_3035
wait 0 
if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
  $PLAYER_IN_INTERIOR == 0 
else_jump @PCHAIR_3376 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
else_jump @PCHAIR_3369 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @PCHAIR_3355 jumps 1 @PCHAIR_3146 2 @PCHAIR_3228 3 @PCHAIR_3277 4 @PCHAIR_3291 5 @PCHAIR_3341 -1 @PCHAIR_3369 -1 @PCHAIR_3369 

:PCHAIR_3146
if 
  5@ > 1 
else_jump @PCHAIR_3178 
gosub @PCHAIR_359 
jump @PCHAIR_3221 

:PCHAIR_3178
062E: unknown_get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @PCHAIR_3221 
05C5: AS_actor 0@ cower -2 ms 
gosub @PCHAIR_2959 

:PCHAIR_3221
jump @PCHAIR_3369 

:PCHAIR_3228
if 
  5@ == 2 
else_jump @PCHAIR_3263 
0209: 6@ = random_int_in_ranges 0 5 
6@ *= 500 

:PCHAIR_3263
gosub @PCHAIR_359 
jump @PCHAIR_3369 

:PCHAIR_3277
gosub @PCHAIR_359 
jump @PCHAIR_3369 

:PCHAIR_3291
062E: unknown_get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @PCHAIR_3334 
05C5: AS_actor 0@ cower -2 ms 
gosub @PCHAIR_2959 

:PCHAIR_3334
jump @PCHAIR_3369 

:PCHAIR_3341
gosub @PCHAIR_359 
jump @PCHAIR_3369 

:PCHAIR_3355
gosub @PCHAIR_2959 
jump @PCHAIR_3369 

:PCHAIR_3369
jump @PCHAIR_3383 

:PCHAIR_3376
gosub @PCHAIR_2959 

:PCHAIR_3383
jump @PCHAIR_3035 
0663: NOP "PEDSTATE" 4@ 
0663: NOP "SUBSTATESTATUS" 5@ 
0663: NOP "TIMERB" 33@ 
0663: NOP "TIMERA" 32@ 
return 
end_thread 

//-------------External script 42 (PCUSTOM)---------------

:PCUSTOM
thread 'PCUSTOM' 
2@ = 0 
if 
  2@ == 1 
else_jump @PCUSTOM_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:PCUSTOM_60
04ED: load_animation "INT_SHOP" 

:PCUSTOM_72
if 
84EE:   not animation "INT_SHOP" loaded 
else_jump @PCUSTOM_106 
wait 0 
jump @PCUSTOM_72 

:PCUSTOM_106
3@ = 1 
4@ = 0 
5@ = 0 
11@ = 0 

:PCUSTOM_134
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PCUSTOM_237 
if 
09C5:   unknown_actor 0@ 
else_jump @PCUSTOM_223 
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 0 
else_jump @PCUSTOM_209 
gosub @PCUSTOM_251 
jump @PCUSTOM_216 

:PCUSTOM_209
jump @PCUSTOM_804 

:PCUSTOM_216
jump @PCUSTOM_230 

:PCUSTOM_223
gosub @PCUSTOM_727 

:PCUSTOM_230
jump @PCUSTOM_244 

:PCUSTOM_237
gosub @PCUSTOM_727 

:PCUSTOM_244
jump @PCUSTOM_134 

:PCUSTOM_251
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PCUSTOM_328 jumps 1 @PCUSTOM_314 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 

:PCUSTOM_314
gosub @PCUSTOM_330 
jump @PCUSTOM_328 

:PCUSTOM_328
return 

:PCUSTOM_330
0871: init_jump_table 4@ total_jumps 4 default_jump 0 @PCUSTOM_725 jumps 0 @PCUSTOM_393 1 @PCUSTOM_451 2 @PCUSTOM_534 3 @PCUSTOM_711 -1 @PCUSTOM_725 -1 @PCUSTOM_725 -1 @PCUSTOM_725 

:PCUSTOM_393
5@ = 1 
0605: actor 0@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time 5000 // versionA 
4@ += 1 
jump @PCUSTOM_725 

:PCUSTOM_451
062E: unknown_get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @PCUSTOM_527 
0605: actor 0@ perform_animation_sequence "SHOP_PAY" IFP_file "INT_SHOP" 1000.0 loop 0 0 0 0 time 0 // versionA 
4@ += 1 

:PCUSTOM_527
jump @PCUSTOM_725 

:PCUSTOM_534
062E: unknown_get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @PCUSTOM_704 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.1 1.0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Hut
else_jump @PCUSTOM_640 
12@ = Object.Create(#CJ_PIZZA_2, 7@, 8@, 9@)
jump @PCUSTOM_656 

:PCUSTOM_640
12@ = Object.Create(#CJ_BURG_2, 7@, 8@, 9@)

:PCUSTOM_656
070A: AS_actor 0@ attach_to_object 12@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
4@ += 1 

:PCUSTOM_704
jump @PCUSTOM_725 

:PCUSTOM_711
gosub @PCUSTOM_727 
jump @PCUSTOM_725 

:PCUSTOM_725
return 

:PCUSTOM_727
04EF: release_animation "INT_SHOP" 
Object.RemoveReferences(12@)
if 
   not Actor.Dead(0@)
else_jump @PCUSTOM_800 
0792: disembark_instantly_actor 0@ 
08A0: actor 0@ in_radius 20.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCHAIR" // IF and SET 

:PCUSTOM_800
end_thread 
return 

:PCUSTOM_804
wait 0 
if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
  $PLAYER_IN_INTERIOR == 0 
else_jump @PCUSTOM_890 
if 
   not Actor.Dead(0@)
else_jump @PCUSTOM_883 
062E: unknown_get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
if 
04A4:   11@ == 7 // @ == any 
else_jump @PCUSTOM_883 
05C5: AS_actor 0@ cower -2 ms 

:PCUSTOM_883
jump @PCUSTOM_897 

:PCUSTOM_890
gosub @PCUSTOM_727 

:PCUSTOM_897
jump @PCUSTOM_804 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 43 (OTBWTCH)---------------

:OTBWTCH
thread 'OTBWTCH' 
2@ = 0 
if 
  2@ == 1 
else_jump @OTBWTCH_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:OTBWTCH_60
04ED: load_animation "OTB" 

:OTBWTCH_67
if 
84EE:   not animation "OTB" loaded 
else_jump @OTBWTCH_96 
wait 0 
jump @OTBWTCH_67 

:OTBWTCH_96
3@ = 1 
4@ = 0 

:OTBWTCH_110
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBWTCH_221 
if 
09C5:   unknown_actor 0@ 
else_jump @OTBWTCH_207 
if 
  $2881 == 0 
else_jump @OTBWTCH_185 
gosub @OTBWTCH_235 
jump @OTBWTCH_200 

:OTBWTCH_185
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @OTBWTCH_1122 

:OTBWTCH_200
jump @OTBWTCH_214 

:OTBWTCH_207
gosub @OTBWTCH_1060 

:OTBWTCH_214
jump @OTBWTCH_228 

:OTBWTCH_221
gosub @OTBWTCH_1060 

:OTBWTCH_228
jump @OTBWTCH_110 

:OTBWTCH_235
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBWTCH_312 jumps 1 @OTBWTCH_298 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 

:OTBWTCH_298
gosub @OTBWTCH_314 
jump @OTBWTCH_312 

:OTBWTCH_312
return 

:OTBWTCH_314
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @OTBWTCH_1058 jumps 0 @OTBWTCH_377 1 @OTBWTCH_429 2 @OTBWTCH_524 3 @OTBWTCH_682 4 @OTBWTCH_777 5 @OTBWTCH_933 6 @OTBWTCH_1015 

:OTBWTCH_377
0605: actor 0@ perform_animation_sequence "WTCHRACE_IN" IFP_file "OTB" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @OTBWTCH_1058 

:OTBWTCH_429
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBWTCH_517 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "WTCHRACE_LOOP" IFP_file "OTB" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:OTBWTCH_517
jump @OTBWTCH_1058 

:OTBWTCH_524
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBWTCH_675 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @OTBWTCH_627 
0605: actor 0@ perform_animation_sequence "WTCHRACE_CMON" IFP_file "OTB" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @OTBWTCH_668 

:OTBWTCH_627
0605: actor 0@ perform_animation_sequence "WTCHRACE_LOOP" IFP_file "OTB" 4.0 loop 1 0 0 0 time 1000 // versionA 

:OTBWTCH_668
4@ += 1 

:OTBWTCH_675
jump @OTBWTCH_1058 

:OTBWTCH_682
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBWTCH_770 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "WTCHRACE_LOOP" IFP_file "OTB" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:OTBWTCH_770
jump @OTBWTCH_1058 

:OTBWTCH_777
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBWTCH_926 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @OTBWTCH_879 
0605: actor 0@ perform_animation_sequence "WTCHRACE_WIN" IFP_file "OTB" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @OTBWTCH_919 

:OTBWTCH_879
0605: actor 0@ perform_animation_sequence "WTCHRACE_LOSE" IFP_file "OTB" 4.0 loop 0 0 0 0 time -1 // versionA 

:OTBWTCH_919
4@ += 1 

:OTBWTCH_926
jump @OTBWTCH_1058 

:OTBWTCH_933
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBWTCH_1008 
0605: actor 0@ perform_animation_sequence "WTCHRACE_OUT" IFP_file "OTB" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:OTBWTCH_1008
jump @OTBWTCH_1058 

:OTBWTCH_1015
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBWTCH_1051 
gosub @OTBWTCH_1060 

:OTBWTCH_1051
jump @OTBWTCH_1058 

:OTBWTCH_1058
return 

:OTBWTCH_1060
04EF: release_animation "OTB" 
if 
   not Actor.Dead(0@)
else_jump @OTBWTCH_1118 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "OTBSLP" // IF and SET 

:OTBWTCH_1118
end_thread 
return 

:OTBWTCH_1122
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBWTCH_1192 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @OTBWTCH_1185 
05C5: AS_actor 0@ cower -2 ms 

:OTBWTCH_1185
jump @OTBWTCH_1199 

:OTBWTCH_1192
gosub @OTBWTCH_1060 

:OTBWTCH_1199
jump @OTBWTCH_1122 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 44 (OTBSLP)---------------

:OTBSLP
thread 'OTBSLP' 
2@ = 0 
if 
  2@ == 1 
else_jump @OTBSLP_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:OTBSLP_60
04ED: load_animation "OTB" 

:OTBSLP_67
if 
84EE:   not animation "OTB" loaded 
else_jump @OTBSLP_96 
wait 0 
jump @OTBSLP_67 

:OTBSLP_96
3@ = 1 
4@ = 0 

:OTBSLP_110
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBSLP_221 
if 
09C5:   unknown_actor 0@ 
else_jump @OTBSLP_207 
if 
  $2881 == 0 
else_jump @OTBSLP_185 
gosub @OTBSLP_235 
jump @OTBSLP_200 

:OTBSLP_185
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @OTBSLP_902 

:OTBSLP_200
jump @OTBSLP_214 

:OTBSLP_207
gosub @OTBSLP_891 

:OTBSLP_214
jump @OTBSLP_228 

:OTBSLP_221
gosub @OTBSLP_891 

:OTBSLP_228
jump @OTBSLP_110 

:OTBSLP_235
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBSLP_312 jumps 1 @OTBSLP_298 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 

:OTBSLP_298
gosub @OTBSLP_314 
jump @OTBSLP_312 

:OTBSLP_312
return 

:OTBSLP_314
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @OTBSLP_889 jumps 0 @OTBSLP_377 1 @OTBSLP_427 2 @OTBSLP_520 3 @OTBSLP_673 4 @OTBSLP_766 5 @OTBSLP_846 -1 @OTBSLP_889 

:OTBSLP_377
0605: actor 0@ perform_animation_sequence "BETSLP_IN" IFP_file "OTB" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @OTBSLP_889 

:OTBSLP_427
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBSLP_513 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "BETSLP_LOOP" IFP_file "OTB" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:OTBSLP_513
jump @OTBSLP_889 

:OTBSLP_520
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBSLP_666 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @OTBSLP_622 
0605: actor 0@ perform_animation_sequence "BETSLP_LKABT" IFP_file "OTB" 16.0 loop 0 0 0 0 time -1 // versionA 
jump @OTBSLP_659 

:OTBSLP_622
0605: actor 0@ perform_animation_sequence "BETSLP_TNK" IFP_file "OTB" 16.0 loop 0 0 0 0 time -1 // versionA 

:OTBSLP_659
4@ += 1 

:OTBSLP_666
jump @OTBSLP_889 

:OTBSLP_673
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBSLP_759 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "BETSLP_LOOP" IFP_file "OTB" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:OTBSLP_759
jump @OTBSLP_889 

:OTBSLP_766
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBSLP_839 
0605: actor 0@ perform_animation_sequence "BETSLP_OUT" IFP_file "OTB" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:OTBSLP_839
jump @OTBSLP_889 

:OTBSLP_846
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBSLP_882 
gosub @OTBSLP_891 

:OTBSLP_882
jump @OTBSLP_889 

:OTBSLP_889
return 

:OTBSLP_891
04EF: release_animation "OTB" 
end_thread 
return 

:OTBSLP_902
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBSLP_972 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @OTBSLP_965 
05C5: AS_actor 0@ cower -2 ms 

:OTBSLP_965
jump @OTBSLP_979 

:OTBSLP_972
gosub @OTBSLP_891 

:OTBSLP_979
jump @OTBSLP_902 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 45 (OTBTILL)---------------

:OTBTILL
thread 'OTBTILL' 
2@ = 0 
if 
  2@ == 1 
else_jump @OTBTILL_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:OTBTILL_60
04ED: load_animation "INT_SHOP" 

:OTBTILL_72
if 
84EE:   not animation "INT_SHOP" loaded 
else_jump @OTBTILL_106 
wait 0 
jump @OTBTILL_72 

:OTBTILL_106
3@ = 1 
4@ = 0 
5@ = 0 
11@ = 0 

:OTBTILL_134
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBTILL_245 
if 
09C5:   unknown_actor 0@ 
else_jump @OTBTILL_231 
if 
  $2881 == 0 
else_jump @OTBTILL_209 
gosub @OTBTILL_259 
jump @OTBTILL_224 

:OTBTILL_209
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @OTBTILL_655 

:OTBTILL_224
jump @OTBTILL_238 

:OTBTILL_231
gosub @OTBTILL_587 

:OTBTILL_238
jump @OTBTILL_252 

:OTBTILL_245
gosub @OTBTILL_587 

:OTBTILL_252
jump @OTBTILL_134 

:OTBTILL_259
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBTILL_336 jumps 1 @OTBTILL_322 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 

:OTBTILL_322
gosub @OTBTILL_338 
jump @OTBTILL_336 

:OTBTILL_336
return 

:OTBTILL_338
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @OTBTILL_585 jumps 0 @OTBTILL_401 1 @OTBTILL_459 2 @OTBTILL_542 -1 @OTBTILL_585 -1 @OTBTILL_585 -1 @OTBTILL_585 -1 @OTBTILL_585 

:OTBTILL_401
5@ = 1 
0605: actor 0@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time 5000 // versionA 
4@ += 1 
jump @OTBTILL_585 

:OTBTILL_459
062E: unknown_get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @OTBTILL_535 
0605: actor 0@ perform_animation_sequence "SHOP_PAY" IFP_file "INT_SHOP" 1000.0 loop 0 0 0 0 time 0 // versionA 
4@ += 1 

:OTBTILL_535
jump @OTBTILL_585 

:OTBTILL_542
062E: unknown_get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @OTBTILL_578 
gosub @OTBTILL_587 

:OTBTILL_578
jump @OTBTILL_585 

:OTBTILL_585
return 

:OTBTILL_587
04EF: release_animation "INT_SHOP" 
if 
   not Actor.Dead(0@)
else_jump @OTBTILL_651 
08A0: actor 0@ in_radius 50.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "OTBWTCH" // IF and SET 

:OTBTILL_651
end_thread 
return 

:OTBTILL_655
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBTILL_725 
062E: unknown_get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
if 
04A4:   11@ == 7 // @ == any 
else_jump @OTBTILL_718 
05C5: AS_actor 0@ cower -2 ms 

:OTBTILL_718
jump @OTBTILL_732 

:OTBTILL_725
gosub @OTBTILL_587 

:OTBTILL_732
jump @OTBTILL_655 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 46 (FBOOTHR)---------------

:FBOOTHR
thread 'FBOOTHR' 
2@ = 0 
if 
  2@ == 1 
else_jump @FBOOTHR_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:FBOOTHR_60
04ED: load_animation "FOOD" 

:FBOOTHR_68
if 
84EE:   not animation "FOOD" loaded 
else_jump @FBOOTHR_98 
wait 0 
jump @FBOOTHR_68 

:FBOOTHR_98
9@ = 0.0 
3@ = 0 
if 
  1@ == 0 
else_jump @FBOOTHR_154 
5@ = 0 
4@ = 1 
jump @FBOOTHR_168 

:FBOOTHR_154
5@ = -2 
4@ = 2 

:FBOOTHR_168
7@ = 0 
if 
   not Actor.Dead(0@)
else_jump @FBOOTHR_215 
0446: set_actor 0@ immune_to_headshots 0 
6@ = 1800000 
jump @FBOOTHR_222 

:FBOOTHR_215
6@ = 0 

:FBOOTHR_222
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @FBOOTHR_356 
if 
09C5:   unknown_actor 0@ 
else_jump @FBOOTHR_342 
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 0 
else_jump @FBOOTHR_302 
gosub @FBOOTHR_370 
jump @FBOOTHR_335 

:FBOOTHR_302
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FBOOTHR_328 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 

:FBOOTHR_328
jump @FBOOTHR_2971 

:FBOOTHR_335
jump @FBOOTHR_349 

:FBOOTHR_342
gosub @FBOOTHR_2895 

:FBOOTHR_349
jump @FBOOTHR_363 

:FBOOTHR_356
gosub @FBOOTHR_2895 

:FBOOTHR_363
jump @FBOOTHR_222 

:FBOOTHR_370
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @FBOOTHR_503 jumps 1 @FBOOTHR_433 2 @FBOOTHR_447 3 @FBOOTHR_461 4 @FBOOTHR_475 5 @FBOOTHR_489 -1 @FBOOTHR_503 -1 @FBOOTHR_503 

:FBOOTHR_433
gosub @FBOOTHR_505 
jump @FBOOTHR_503 

:FBOOTHR_447
gosub @FBOOTHR_732 
jump @FBOOTHR_503 

:FBOOTHR_461
gosub @FBOOTHR_2118 
jump @FBOOTHR_503 

:FBOOTHR_475
gosub @FBOOTHR_2895 
jump @FBOOTHR_503 

:FBOOTHR_489
gosub @FBOOTHR_2455 
jump @FBOOTHR_503 

:FBOOTHR_503
return 

:FBOOTHR_505
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @FBOOTHR_730 jumps 0 @FBOOTHR_568 1 @FBOOTHR_628 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 

:FBOOTHR_568
0812: AS_actor 0@ perform_animation "FF_SIT_IN_R" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
3@ = 1 
5@ += 1 
jump @FBOOTHR_730 

:FBOOTHR_628
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_SIT_IN_R"
else_jump @FBOOTHR_688 
0613: 9@ = actor 0@ animation "FF_SIT_IN_R" time 

:FBOOTHR_688
if 
  9@ == 1.0 
else_jump @FBOOTHR_723 
5@ = 0 
4@ += 1 

:FBOOTHR_723
jump @FBOOTHR_730 

:FBOOTHR_730
return 

:FBOOTHR_732
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @FBOOTHR_2116 jumps -2 @FBOOTHR_795 0 @FBOOTHR_1120 1 @FBOOTHR_1577 2 @FBOOTHR_1819 3 @FBOOTHR_2022 -1 @FBOOTHR_2116 -1 @FBOOTHR_2116 

:FBOOTHR_795
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @FBOOTHR_865 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1106 

:FBOOTHR_865
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Hut
else_jump @FBOOTHR_942 
8@ = Object.Create(#CJ_PIZZA_2, 10@, 11@, 12@)
jump @FBOOTHR_958 

:FBOOTHR_942
8@ = Object.Create(#CJ_BURG_2, 10@, 11@, 12@)

:FBOOTHR_958
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHR_1064 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1106 

:FBOOTHR_1064
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_1106
5@ = 1 
jump @FBOOTHR_2116 

:FBOOTHR_1120
if 
0737:   actor 0@ lifting_object -1 
else_jump @FBOOTHR_1252 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHR_1203 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1245 

:FBOOTHR_1203
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_1245
jump @FBOOTHR_1563 

:FBOOTHR_1252
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @FBOOTHR_1322 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1563 

:FBOOTHR_1322
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Hut
else_jump @FBOOTHR_1399 
8@ = Object.Create(#CJ_PIZZA_2, 10@, 11@, 12@)
jump @FBOOTHR_1415 

:FBOOTHR_1399
8@ = Object.Create(#CJ_BURG_2, 10@, 11@, 12@)

:FBOOTHR_1415
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHR_1521 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1563 

:FBOOTHR_1521
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_1563
5@ += 1 
jump @FBOOTHR_2116 

:FBOOTHR_1577
Actor.StorePos(0@, 13@, 14@, 15@)
15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.1 0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset 1.0 -0.5 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -1.0 0.0 -0.65 
if or
   Actor.Animation(0@) == "FF_SIT_LOOK"
   Actor.Animation(0@) == "FF_SIT_EAT1"
   Actor.Animation(0@) == "FF_SIT_EAT2"
else_jump @FBOOTHR_1812 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -366 solid 0 for_actor 0@ 
Actor.PutAt(0@, 10@, 11@, 12@)
Actor.LockInCurrentPosition(0@) = True
33@ = 0 
5@ += 1 

:FBOOTHR_1812
jump @FBOOTHR_2116 

:FBOOTHR_1819
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FBOOTHR_1871 
054E: clear_actor 0@ damage 
6@ = 0 
4@ = 5 
5@ = 0 
jump @FBOOTHR_2116 

:FBOOTHR_1871
if 
001D:   33@ > 6@ // (int) 
else_jump @FBOOTHR_2015 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHR_1952 
5@ = 0 
4@ += 1 
jump @FBOOTHR_2015 

:FBOOTHR_1952
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
else_jump @FBOOTHR_2015 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
5@ += 1 

:FBOOTHR_2015
jump @FBOOTHR_2116 

:FBOOTHR_2022
if 
0184:   actor 0@ health >= 0 
else_jump @FBOOTHR_2102 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHR_2095 
5@ = 0 
4@ += 1 

:FBOOTHR_2095
jump @FBOOTHR_2109 

:FBOOTHR_2102
0568: set_actor 0@ targetable 1 

:FBOOTHR_2109
jump @FBOOTHR_2116 

:FBOOTHR_2116
return 

:FBOOTHR_2118
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHR_2453 jumps 0 @FBOOTHR_2181 1 @FBOOTHR_2264 2 @FBOOTHR_2299 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 

:FBOOTHR_2181
if 
0737:   actor 0@ lifting_object -1 
else_jump @FBOOTHR_2206 
070B: set_actor 0@ onbone_attached_object_operation 1 

:FBOOTHR_2206
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_R_180" IFP_file "FOOD" 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
5@ += 1 
jump @FBOOTHR_2453 

:FBOOTHR_2264
Actor.PutAt(0@, 13@, 14@, 15@)
Actor.LockInCurrentPosition(0@) = False
5@ += 1 
jump @FBOOTHR_2453 

:FBOOTHR_2299
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_SIT_OUT_R_180"
else_jump @FBOOTHR_2446 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_R_180" time 
if 
  9@ == 1.0 
else_jump @FBOOTHR_2446 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR3 collision_detection 1 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR2 collision_detection 0 
5@ = 0 
4@ += 1 

:FBOOTHR_2446
jump @FBOOTHR_2453 

:FBOOTHR_2453
return 

:FBOOTHR_2455
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHR_2893 jumps 0 @FBOOTHR_2518 1 @FBOOTHR_2570 2 @FBOOTHR_2726 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 

:FBOOTHR_2518
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
5@ += 1 
jump @FBOOTHR_2893 

:FBOOTHR_2570
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_DAM_FWD"
else_jump @FBOOTHR_2656 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
if 
  9@ == 1.0 
else_jump @FBOOTHR_2656 
5@ += 1 

:FBOOTHR_2656
if 
8184:   not actor 0@ health >= 0 
else_jump @FBOOTHR_2719 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @FBOOTHR_2895 

:FBOOTHR_2719
jump @FBOOTHR_2893 

:FBOOTHR_2726
if 
8184:   not actor 0@ health >= 0 
else_jump @FBOOTHR_2796 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @FBOOTHR_2895 
jump @FBOOTHR_2879 

:FBOOTHR_2796
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHR_2865 
4@ = 3 
5@ = 0 
gosub @FBOOTHR_2971 
jump @FBOOTHR_2879 

:FBOOTHR_2865
4@ = 2 
5@ = 2 

:FBOOTHR_2879
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
jump @FBOOTHR_2893 

:FBOOTHR_2893
return 

:FBOOTHR_2895
Object.RemoveReferences(8@)
04EF: release_animation "FOOD" 
if 
   not Actor.Dead(0@)
else_jump @FBOOTHR_2967 
0446: set_actor 0@ immune_to_headshots 1 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:FBOOTHR_2967
end_thread 
return 

:FBOOTHR_2971
wait 0 
if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
  $PLAYER_IN_INTERIOR == 0 
else_jump @FBOOTHR_3312 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
else_jump @FBOOTHR_3305 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @FBOOTHR_3291 jumps 1 @FBOOTHR_3082 2 @FBOOTHR_3164 3 @FBOOTHR_3213 4 @FBOOTHR_3227 5 @FBOOTHR_3277 -1 @FBOOTHR_3305 -1 @FBOOTHR_3305 

:FBOOTHR_3082
if 
  5@ > 1 
else_jump @FBOOTHR_3114 
gosub @FBOOTHR_370 
jump @FBOOTHR_3157 

:FBOOTHR_3114
062E: unknown_get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @FBOOTHR_3157 
05C5: AS_actor 0@ cower -2 ms 
gosub @FBOOTHR_2895 

:FBOOTHR_3157
jump @FBOOTHR_3305 

:FBOOTHR_3164
if 
  5@ == 2 
else_jump @FBOOTHR_3199 
0209: 6@ = random_int_in_ranges 0 5 
6@ *= 500 

:FBOOTHR_3199
gosub @FBOOTHR_370 
jump @FBOOTHR_3305 

:FBOOTHR_3213
gosub @FBOOTHR_370 
jump @FBOOTHR_3305 

:FBOOTHR_3227
062E: unknown_get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @FBOOTHR_3270 
05C5: AS_actor 0@ cower -2 ms 
gosub @FBOOTHR_2895 

:FBOOTHR_3270
jump @FBOOTHR_3305 

:FBOOTHR_3277
gosub @FBOOTHR_370 
jump @FBOOTHR_3305 

:FBOOTHR_3291
gosub @FBOOTHR_2895 
jump @FBOOTHR_3305 

:FBOOTHR_3305
jump @FBOOTHR_3319 

:FBOOTHR_3312
gosub @FBOOTHR_2895 

:FBOOTHR_3319
jump @FBOOTHR_2971 
0662: NOP "I__________________________I" 
0662: NOP "H" 
0662: NOP "G" 
0662: NOP "F" 
0662: NOP "E" 
0663: NOP "PEDSTATE" 4@ 
0663: NOP "SUBSTATESTATUS" 5@ 
0663: NOP "TIMERB" 33@ 
0663: NOP "TIMERA" 32@ 
return 
end_thread 

//-------------External script 47 (FBOOTHL)---------------

:FBOOTHL
thread 'FBOOTHL' 
2@ = 0 
if 
  2@ == 1 
else_jump @FBOOTHL_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:FBOOTHL_60
04ED: load_animation "FOOD" 

:FBOOTHL_68
if 
84EE:   not animation "FOOD" loaded 
else_jump @FBOOTHL_98 
wait 0 
jump @FBOOTHL_68 

:FBOOTHL_98
9@ = 0.0 
3@ = 0 
if 
  1@ == 0 
else_jump @FBOOTHL_154 
5@ = 0 
4@ = 1 
jump @FBOOTHL_168 

:FBOOTHL_154
5@ = -2 
4@ = 2 

:FBOOTHL_168
7@ = 0 
if 
   not Actor.Dead(0@)
else_jump @FBOOTHL_215 
0446: set_actor 0@ immune_to_headshots 0 
6@ = 1800000 
jump @FBOOTHL_222 

:FBOOTHL_215
6@ = 0 

:FBOOTHL_222
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @FBOOTHL_356 
if 
09C5:   unknown_actor 0@ 
else_jump @FBOOTHL_342 
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 0 
else_jump @FBOOTHL_302 
gosub @FBOOTHL_370 
jump @FBOOTHL_335 

:FBOOTHL_302
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FBOOTHL_328 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 

:FBOOTHL_328
jump @FBOOTHL_2971 

:FBOOTHL_335
jump @FBOOTHL_349 

:FBOOTHL_342
gosub @FBOOTHL_2895 

:FBOOTHL_349
jump @FBOOTHL_363 

:FBOOTHL_356
gosub @FBOOTHL_2895 

:FBOOTHL_363
jump @FBOOTHL_222 

:FBOOTHL_370
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @FBOOTHL_503 jumps 1 @FBOOTHL_433 2 @FBOOTHL_447 3 @FBOOTHL_461 4 @FBOOTHL_475 5 @FBOOTHL_489 -1 @FBOOTHL_503 -1 @FBOOTHL_503 

:FBOOTHL_433
gosub @FBOOTHL_505 
jump @FBOOTHL_503 

:FBOOTHL_447
gosub @FBOOTHL_732 
jump @FBOOTHL_503 

:FBOOTHL_461
gosub @FBOOTHL_2118 
jump @FBOOTHL_503 

:FBOOTHL_475
gosub @FBOOTHL_2895 
jump @FBOOTHL_503 

:FBOOTHL_489
gosub @FBOOTHL_2455 
jump @FBOOTHL_503 

:FBOOTHL_503
return 

:FBOOTHL_505
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @FBOOTHL_730 jumps 0 @FBOOTHL_568 1 @FBOOTHL_628 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 

:FBOOTHL_568
0812: AS_actor 0@ perform_animation "FF_SIT_IN_L" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
3@ = 1 
5@ += 1 
jump @FBOOTHL_730 

:FBOOTHL_628
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_SIT_IN_L"
else_jump @FBOOTHL_688 
0613: 9@ = actor 0@ animation "FF_SIT_IN_L" time 

:FBOOTHL_688
if 
  9@ == 1.0 
else_jump @FBOOTHL_723 
5@ = 0 
4@ += 1 

:FBOOTHL_723
jump @FBOOTHL_730 

:FBOOTHL_730
return 

:FBOOTHL_732
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @FBOOTHL_2116 jumps -2 @FBOOTHL_795 0 @FBOOTHL_1120 1 @FBOOTHL_1577 2 @FBOOTHL_1819 3 @FBOOTHL_2022 -1 @FBOOTHL_2116 -1 @FBOOTHL_2116 

:FBOOTHL_795
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @FBOOTHL_865 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1106 

:FBOOTHL_865
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Hut
else_jump @FBOOTHL_942 
8@ = Object.Create(#CJ_PIZZA_2, 10@, 11@, 12@)
jump @FBOOTHL_958 

:FBOOTHL_942
8@ = Object.Create(#CJ_BURG_2, 10@, 11@, 12@)

:FBOOTHL_958
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHL_1064 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1106 

:FBOOTHL_1064
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_1106
5@ = 1 
jump @FBOOTHL_2116 

:FBOOTHL_1120
if 
0737:   actor 0@ lifting_object -1 
else_jump @FBOOTHL_1252 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHL_1203 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1245 

:FBOOTHL_1203
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_1245
jump @FBOOTHL_1563 

:FBOOTHL_1252
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @FBOOTHL_1322 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1563 

:FBOOTHL_1322
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Hut
else_jump @FBOOTHL_1399 
8@ = Object.Create(#CJ_PIZZA_2, 10@, 11@, 12@)
jump @FBOOTHL_1415 

:FBOOTHL_1399
8@ = Object.Create(#CJ_BURG_2, 10@, 11@, 12@)

:FBOOTHL_1415
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHL_1521 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1563 

:FBOOTHL_1521
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_1563
5@ += 1 
jump @FBOOTHL_2116 

:FBOOTHL_1577
Actor.StorePos(0@, 13@, 14@, 15@)
15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset -0.1 0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -1.0 -0.5 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 1.0 0.0 -0.65 
if or
   Actor.Animation(0@) == "FF_SIT_LOOK"
   Actor.Animation(0@) == "FF_SIT_EAT1"
   Actor.Animation(0@) == "FF_SIT_EAT2"
else_jump @FBOOTHL_1812 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -366 solid 0 for_actor 0@ 
Actor.PutAt(0@, 10@, 11@, 12@)
Actor.LockInCurrentPosition(0@) = True
33@ = 0 
5@ += 1 

:FBOOTHL_1812
jump @FBOOTHL_2116 

:FBOOTHL_1819
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FBOOTHL_1871 
054E: clear_actor 0@ damage 
6@ = 0 
4@ = 5 
5@ = 0 
jump @FBOOTHL_2116 

:FBOOTHL_1871
if 
001D:   33@ > 6@ // (int) 
else_jump @FBOOTHL_2015 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHL_1952 
5@ = 0 
4@ += 1 
jump @FBOOTHL_2015 

:FBOOTHL_1952
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
else_jump @FBOOTHL_2015 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
5@ += 1 

:FBOOTHL_2015
jump @FBOOTHL_2116 

:FBOOTHL_2022
if 
0184:   actor 0@ health >= 0 
else_jump @FBOOTHL_2102 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHL_2095 
5@ = 0 
4@ += 1 

:FBOOTHL_2095
jump @FBOOTHL_2109 

:FBOOTHL_2102
0568: set_actor 0@ targetable 1 

:FBOOTHL_2109
jump @FBOOTHL_2116 

:FBOOTHL_2116
return 

:FBOOTHL_2118
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHL_2453 jumps 0 @FBOOTHL_2181 1 @FBOOTHL_2264 2 @FBOOTHL_2299 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 

:FBOOTHL_2181
if 
0737:   actor 0@ lifting_object -1 
else_jump @FBOOTHL_2206 
070B: set_actor 0@ onbone_attached_object_operation 1 

:FBOOTHL_2206
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_L_180" IFP_file "FOOD" 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
5@ += 1 
jump @FBOOTHL_2453 

:FBOOTHL_2264
Actor.PutAt(0@, 13@, 14@, 15@)
Actor.LockInCurrentPosition(0@) = False
5@ += 1 
jump @FBOOTHL_2453 

:FBOOTHL_2299
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_SIT_OUT_L_180"
else_jump @FBOOTHL_2446 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_L_180" time 
if 
  9@ == 1.0 
else_jump @FBOOTHL_2446 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR3 collision_detection 1 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR2 collision_detection 0 
5@ = 0 
4@ += 1 

:FBOOTHL_2446
jump @FBOOTHL_2453 

:FBOOTHL_2453
return 

:FBOOTHL_2455
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHL_2893 jumps 0 @FBOOTHL_2518 1 @FBOOTHL_2570 2 @FBOOTHL_2726 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 

:FBOOTHL_2518
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
5@ += 1 
jump @FBOOTHL_2893 

:FBOOTHL_2570
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_DAM_FWD"
else_jump @FBOOTHL_2656 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
if 
  9@ == 1.0 
else_jump @FBOOTHL_2656 
5@ += 1 

:FBOOTHL_2656
if 
8184:   not actor 0@ health >= 0 
else_jump @FBOOTHL_2719 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @FBOOTHL_2895 

:FBOOTHL_2719
jump @FBOOTHL_2893 

:FBOOTHL_2726
if 
8184:   not actor 0@ health >= 0 
else_jump @FBOOTHL_2796 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @FBOOTHL_2895 
jump @FBOOTHL_2879 

:FBOOTHL_2796
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHL_2865 
4@ = 3 
5@ = 0 
gosub @FBOOTHL_2971 
jump @FBOOTHL_2879 

:FBOOTHL_2865
4@ = 2 
5@ = 2 

:FBOOTHL_2879
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
jump @FBOOTHL_2893 

:FBOOTHL_2893
return 

:FBOOTHL_2895
Object.RemoveReferences(8@)
04EF: release_animation "FOOD" 
if 
   not Actor.Dead(0@)
else_jump @FBOOTHL_2967 
0446: set_actor 0@ immune_to_headshots 1 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:FBOOTHL_2967
end_thread 
return 

:FBOOTHL_2971
wait 0 
if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
  $PLAYER_IN_INTERIOR == 0 
else_jump @FBOOTHL_3312 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
else_jump @FBOOTHL_3305 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @FBOOTHL_3291 jumps 1 @FBOOTHL_3082 2 @FBOOTHL_3164 3 @FBOOTHL_3213 4 @FBOOTHL_3227 5 @FBOOTHL_3277 -1 @FBOOTHL_3305 -1 @FBOOTHL_3305 

:FBOOTHL_3082
if 
  5@ > 1 
else_jump @FBOOTHL_3114 
gosub @FBOOTHL_370 
jump @FBOOTHL_3157 

:FBOOTHL_3114
062E: unknown_get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @FBOOTHL_3157 
05C5: AS_actor 0@ cower -2 ms 
gosub @FBOOTHL_2895 

:FBOOTHL_3157
jump @FBOOTHL_3305 

:FBOOTHL_3164
if 
  5@ == 2 
else_jump @FBOOTHL_3199 
0209: 6@ = random_int_in_ranges 0 5 
6@ *= 500 

:FBOOTHL_3199
gosub @FBOOTHL_370 
jump @FBOOTHL_3305 

:FBOOTHL_3213
gosub @FBOOTHL_370 
jump @FBOOTHL_3305 

:FBOOTHL_3227
062E: unknown_get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @FBOOTHL_3270 
05C5: AS_actor 0@ cower -2 ms 
gosub @FBOOTHL_2895 

:FBOOTHL_3270
jump @FBOOTHL_3305 

:FBOOTHL_3277
gosub @FBOOTHL_370 
jump @FBOOTHL_3305 

:FBOOTHL_3291
gosub @FBOOTHL_2895 
jump @FBOOTHL_3305 

:FBOOTHL_3305
jump @FBOOTHL_3319 

:FBOOTHL_3312
gosub @FBOOTHL_2895 

:FBOOTHL_3319
jump @FBOOTHL_2971 
0662: NOP "I__________________________I" 
0662: NOP "H" 
0662: NOP "G" 
0662: NOP "F" 
0662: NOP "E" 
0663: NOP "PEDSTATE" 4@ 
0663: NOP "SUBSTATESTATUS" 5@ 
0663: NOP "TIMERB" 33@ 
0663: NOP "TIMERA" 32@ 
return 
end_thread 

//-------------External script 48 (BARGUY)---------------

:BARGUY
thread 'BARGUY' 
2@ = 0 
if 
  2@ == 1 
else_jump @BARGUY_60 
0@ = Actor.Create(CivMale, #NULL, 0.0, 0.0, 0.0)

:BARGUY_60
04ED: load_animation "BAR" 

:BARGUY_67
if 
84EE:   not animation "BAR" loaded 
else_jump @BARGUY_96 
wait 0 
jump @BARGUY_67 

:BARGUY_96
3@ = 1 
4@ = 0 
5@ = 0 
11@ = 0 

:BARGUY_124
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BARGUY_272 
if 
09C5:   unknown_actor 0@ 
else_jump @BARGUY_258 
if 
  $9470 == 0 
else_jump @BARGUY_244 
if 
851A:   not actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @BARGUY_223 
gosub @BARGUY_286 
jump @BARGUY_237 

:BARGUY_223
$9470 = 1 
jump @BARGUY_1067 

:BARGUY_237
jump @BARGUY_251 

:BARGUY_244
jump @BARGUY_1067 

:BARGUY_251
jump @BARGUY_265 

:BARGUY_258
gosub @BARGUY_1035 

:BARGUY_265
jump @BARGUY_279 

:BARGUY_272
gosub @BARGUY_1035 

:BARGUY_279
jump @BARGUY_124 

:BARGUY_286
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BARGUY_363 jumps 1 @BARGUY_349 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 

:BARGUY_349
gosub @BARGUY_365 
jump @BARGUY_363 

:BARGUY_363
return 

:BARGUY_365
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BARGUY_1033 jumps 0 @BARGUY_428 1 @BARGUY_488 2 @BARGUY_577 3 @BARGUY_674 4 @BARGUY_754 5 @BARGUY_826 6 @BARGUY_947 

:BARGUY_428
062E: unknown_get_actor 0@ task 1481 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BARGUY_481 
05C9: AS_actor 0@ on_guard -2 ms 
0947: unknown_actor 0@ play_audio_event 21 store_to 10@ 
4@ += 1 

:BARGUY_481
jump @BARGUY_1033 

:BARGUY_488
10@ = Actor.Health(0@)
if 
  10@ == 99 
else_jump @BARGUY_570 
Actor.Health(0@) = 100
0605: actor 0@ perform_animation_sequence "BARCUSTOM_ORDER" IFP_file "BAR" 4.0 loop 0 0 0 0 time 0 // versionA 
4@ += 1 

:BARGUY_570
jump @BARGUY_1033 

:BARGUY_577
062E: unknown_get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BARGUY_667 
0605: actor 0@ perform_animation_sequence "BARCUSTOM_LOOP" IFP_file "BAR" 4.0 loop 1 0 0 0 time 600000 // versionA 
0947: unknown_actor 0@ play_audio_event 21 store_to 10@ 
4@ += 1 

:BARGUY_667
jump @BARGUY_1033 

:BARGUY_674
10@ = Actor.Health(0@)
if 
  10@ == 99 
else_jump @BARGUY_747 
0605: actor 0@ perform_animation_sequence "BARCUSTOM_GET" IFP_file "BAR" 4.0 loop 0 0 0 0 time 0 // versionA 
4@ += 1 

:BARGUY_747
jump @BARGUY_1033 

:BARGUY_754
062E: unknown_get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BARGUY_819 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.1 1.0 
4@ += 1 

:BARGUY_819
jump @BARGUY_1033 

:BARGUY_826
if 
03A3:   actor 0@ male 
else_jump @BARGUY_891 
0605: actor 0@ perform_animation_sequence "DNK_STNDM_LOOP" IFP_file "BAR" 4.0 loop 1 0 0 0 time 15000 // versionA 
jump @BARGUY_933 

:BARGUY_891
0605: actor 0@ perform_animation_sequence "DNK_STNDF_LOOP" IFP_file "BAR" 4.0 loop 1 0 0 0 time 15000 // versionA 

:BARGUY_933
4@ += 1 
jump @BARGUY_1033 

:BARGUY_947
062E: unknown_get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BARGUY_1026 
Actor.Health(0@) = 100
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
else_jump @BARGUY_1019 
4@ = 0 
jump @BARGUY_1026 

:BARGUY_1019
gosub @BARGUY_1035 

:BARGUY_1026
jump @BARGUY_1033 

:BARGUY_1033
return 

:BARGUY_1035
04EF: release_animation "BAR" 
if 
   not Actor.Dead(0@)
else_jump @BARGUY_1063 
0792: disembark_instantly_actor 0@ 

:BARGUY_1063
end_thread 
return 

:BARGUY_1067
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BARGUY_1137 
062E: unknown_get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
if 
04A4:   11@ == 7 // @ == any 
else_jump @BARGUY_1130 
05C5: AS_actor 0@ cower -2 ms 

:BARGUY_1130
jump @BARGUY_1144 

:BARGUY_1137
gosub @BARGUY_1035 

:BARGUY_1144
jump @BARGUY_1067 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 49 (PEDROUL)---------------

:PEDROUL
thread 'PEDROUL' 
2@ = 0 
if 
  2@ == 1 
else_jump @PEDROUL_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:PEDROUL_60
04ED: load_animation "CASINO" 

:PEDROUL_70
if 
84EE:   not animation "CASINO" loaded 
else_jump @PEDROUL_102 
wait 0 
jump @PEDROUL_70 

:PEDROUL_102
3@ = 1 
4@ = 0 

:PEDROUL_116
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PEDROUL_227 
if 
09C5:   unknown_actor 0@ 
else_jump @PEDROUL_213 
if 
  $9470 == 0 
else_jump @PEDROUL_191 
gosub @PEDROUL_241 
jump @PEDROUL_206 

:PEDROUL_191
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @PEDROUL_998 

:PEDROUL_206
jump @PEDROUL_220 

:PEDROUL_213
gosub @PEDROUL_984 

:PEDROUL_220
jump @PEDROUL_234 

:PEDROUL_227
gosub @PEDROUL_984 

:PEDROUL_234
jump @PEDROUL_116 

:PEDROUL_241
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDROUL_318 jumps 1 @PEDROUL_304 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 

:PEDROUL_304
gosub @PEDROUL_320 
jump @PEDROUL_318 

:PEDROUL_318
return 

:PEDROUL_320
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @PEDROUL_982 jumps 0 @PEDROUL_383 1 @PEDROUL_438 2 @PEDROUL_533 3 @PEDROUL_631 4 @PEDROUL_813 5 @PEDROUL_939 -1 @PEDROUL_982 

:PEDROUL_383
0605: actor 0@ perform_animation_sequence "ROULETTE_IN" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @PEDROUL_982 

:PEDROUL_438
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDROUL_526 
0605: actor 0@ perform_animation_sequence "ROULETTE_BET" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 103 store_to 2@ 
4@ += 1 

:PEDROUL_526
jump @PEDROUL_982 

:PEDROUL_533
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDROUL_624 
0209: 2@ = random_int_in_ranges 8000 15000 
0605: actor 0@ perform_animation_sequence "ROULETTE_LOOP" IFP_file "CASINO" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:PEDROUL_624
jump @PEDROUL_982 

:PEDROUL_631
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDROUL_806 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDROUL_746 
0605: actor 0@ perform_animation_sequence "ROULETTE_WIN" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 100 store_to 2@ 
jump @PEDROUL_799 

:PEDROUL_746
0605: actor 0@ perform_animation_sequence "ROULETTE_LOSE" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 101 store_to 2@ 

:PEDROUL_799
4@ += 1 

:PEDROUL_806
jump @PEDROUL_982 

:PEDROUL_813
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDROUL_932 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDROUL_883 
4@ = 1 
jump @PEDROUL_932 

:PEDROUL_883
0605: actor 0@ perform_animation_sequence "ROULETTE_OUT" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:PEDROUL_932
jump @PEDROUL_982 

:PEDROUL_939
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDROUL_975 
gosub @PEDROUL_984 

:PEDROUL_975
jump @PEDROUL_982 

:PEDROUL_982
return 

:PEDROUL_984
04EF: release_animation "CASINO" 
end_thread 
return 

:PEDROUL_998
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PEDROUL_1068 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @PEDROUL_1061 
05C5: AS_actor 0@ cower -2 ms 

:PEDROUL_1061
jump @PEDROUL_1075 

:PEDROUL_1068
gosub @PEDROUL_984 

:PEDROUL_1075
jump @PEDROUL_998 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 50 (PEDCARD)---------------

:PEDCARD
thread 'PEDCARD' 
2@ = 0 
if 
  2@ == 1 
else_jump @PEDCARD_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:PEDCARD_60
04ED: load_animation "CASINO" 

:PEDCARD_70
if 
84EE:   not animation "CASINO" loaded 
else_jump @PEDCARD_102 
wait 0 
jump @PEDCARD_70 

:PEDCARD_102
3@ = 1 
4@ = 0 

:PEDCARD_116
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PEDCARD_227 
if 
09C5:   unknown_actor 0@ 
else_jump @PEDCARD_213 
if 
  $9470 == 0 
else_jump @PEDCARD_191 
gosub @PEDCARD_241 
jump @PEDCARD_206 

:PEDCARD_191
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @PEDCARD_1335 

:PEDCARD_206
jump @PEDCARD_220 

:PEDCARD_213
gosub @PEDCARD_1321 

:PEDCARD_220
jump @PEDCARD_234 

:PEDCARD_227
gosub @PEDCARD_1321 

:PEDCARD_234
jump @PEDCARD_116 

:PEDCARD_241
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDCARD_318 jumps 1 @PEDCARD_304 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 

:PEDCARD_304
gosub @PEDCARD_320 
jump @PEDCARD_318 

:PEDCARD_318
return 

:PEDCARD_320
0871: init_jump_table 4@ total_jumps 8 default_jump 0 @PEDCARD_1319 jumps 0 @PEDCARD_448 1 @PEDCARD_510 2 @PEDCARD_596 3 @PEDCARD_691 4 @PEDCARD_872 5 @PEDCARD_977 6 @PEDCARD_1153 
0872: jump_table_jumps 7 @PEDCARD_1276 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 

:PEDCARD_448
0605: actor 0@ perform_animation_sequence "CARDS_IN" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 93 store_to 2@ 
4@ += 1 
jump @PEDCARD_1319 

:PEDCARD_510
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDCARD_589 
0605: actor 0@ perform_animation_sequence "CARDS_PICK_01" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:PEDCARD_589
jump @PEDCARD_1319 

:PEDCARD_596
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDCARD_684 
0209: 2@ = random_int_in_ranges 8000 15000 
0605: actor 0@ perform_animation_sequence "CARDS_LOOP" IFP_file "CASINO" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:PEDCARD_684
jump @PEDCARD_1319 

:PEDCARD_691
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDCARD_865 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDCARD_805 
0605: actor 0@ perform_animation_sequence "CARDS_RAISE" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 98 store_to 2@ 
jump @PEDCARD_858 

:PEDCARD_805
0605: actor 0@ perform_animation_sequence "CARDS_PICK_02" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 93 store_to 2@ 

:PEDCARD_858
4@ += 1 

:PEDCARD_865
jump @PEDCARD_1319 

:PEDCARD_872
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDCARD_970 
0209: 2@ = random_int_in_ranges 1500 5000 
0605: actor 0@ perform_animation_sequence "CARDS_LOOP" IFP_file "CASINO" 4.0 loop 1 0 0 1 time 2@ // versionA 
0947: unknown_actor 0@ play_audio_event 95 store_to 2@ 
4@ += 1 

:PEDCARD_970
jump @PEDCARD_1319 

:PEDCARD_977
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDCARD_1146 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDCARD_1089 
0605: actor 0@ perform_animation_sequence "CARDS_WIN" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 96 store_to 2@ 
jump @PEDCARD_1139 

:PEDCARD_1089
0605: actor 0@ perform_animation_sequence "CARDS_LOSE" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 94 store_to 2@ 

:PEDCARD_1139
4@ += 1 

:PEDCARD_1146
jump @PEDCARD_1319 

:PEDCARD_1153
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDCARD_1269 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDCARD_1223 
4@ = 1 
jump @PEDCARD_1269 

:PEDCARD_1223
0605: actor 0@ perform_animation_sequence "CARDS_OUT" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:PEDCARD_1269
jump @PEDCARD_1319 

:PEDCARD_1276
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDCARD_1312 
gosub @PEDCARD_1321 

:PEDCARD_1312
jump @PEDCARD_1319 

:PEDCARD_1319
return 

:PEDCARD_1321
04EF: release_animation "CASINO" 
end_thread 
return 

:PEDCARD_1335
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PEDCARD_1405 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @PEDCARD_1398 
05C5: AS_actor 0@ cower -2 ms 

:PEDCARD_1398
jump @PEDCARD_1412 

:PEDCARD_1405
gosub @PEDCARD_1321 

:PEDCARD_1412
jump @PEDCARD_1335 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 51 (PEDSLOT)---------------

:PEDSLOT
thread 'PEDSLOT' 
2@ = 0 
if 
  2@ == 1 
else_jump @PEDSLOT_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:PEDSLOT_60
04ED: load_animation "CASINO" 

:PEDSLOT_70
if 
84EE:   not animation "CASINO" loaded 
else_jump @PEDSLOT_102 
wait 0 
jump @PEDSLOT_70 

:PEDSLOT_102
3@ = 1 
4@ = 0 

:PEDSLOT_116
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PEDSLOT_227 
if 
09C5:   unknown_actor 0@ 
else_jump @PEDSLOT_213 
if 
  $9470 == 0 
else_jump @PEDSLOT_191 
gosub @PEDSLOT_241 
jump @PEDSLOT_206 

:PEDSLOT_191
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @PEDSLOT_1042 

:PEDSLOT_206
jump @PEDSLOT_220 

:PEDSLOT_213
gosub @PEDSLOT_1028 

:PEDSLOT_220
jump @PEDSLOT_234 

:PEDSLOT_227
gosub @PEDSLOT_1028 

:PEDSLOT_234
jump @PEDSLOT_116 

:PEDSLOT_241
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDSLOT_318 jumps 1 @PEDSLOT_304 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 

:PEDSLOT_304
gosub @PEDSLOT_320 
jump @PEDSLOT_318 

:PEDSLOT_318
return 

:PEDSLOT_320
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @PEDSLOT_1026 jumps 0 @PEDSLOT_383 1 @PEDSLOT_434 2 @PEDSLOT_519 3 @PEDSLOT_613 4 @PEDSLOT_770 5 @PEDSLOT_942 -1 @PEDSLOT_1026 

:PEDSLOT_383
0605: actor 0@ perform_animation_sequence "SLOT_IN" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @PEDSLOT_1026 

:PEDSLOT_434
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDSLOT_512 
0605: actor 0@ perform_animation_sequence "SLOT_BET_01" IFP_file "CASINO" 4.0 loop 0 0 0 0 time 2@ // versionA 
4@ += 1 

:PEDSLOT_512
jump @PEDSLOT_1026 

:PEDSLOT_519
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDSLOT_606 
0209: 2@ = random_int_in_ranges 1500 5000 
0605: actor 0@ perform_animation_sequence "SLOT_WAIT" IFP_file "CASINO" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:PEDSLOT_606
jump @PEDSLOT_1026 

:PEDSLOT_613
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDSLOT_763 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDSLOT_717 
0605: actor 0@ perform_animation_sequence "SLOT_BET_02" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @PEDSLOT_756 

:PEDSLOT_717
0605: actor 0@ perform_animation_sequence "SLOT_WAIT" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 

:PEDSLOT_756
4@ += 1 

:PEDSLOT_763
jump @PEDSLOT_1026 

:PEDSLOT_770
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDSLOT_935 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDSLOT_885 
0605: actor 0@ perform_animation_sequence "SLOT_WIN_OUT" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 104 store_to 2@ 
jump @PEDSLOT_928 

:PEDSLOT_885
0605: actor 0@ perform_animation_sequence "SLOT_LOSE_OUT" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 

:PEDSLOT_928
4@ += 1 

:PEDSLOT_935
jump @PEDSLOT_1026 

:PEDSLOT_942
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDSLOT_1019 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDSLOT_1012 
4@ = 0 
jump @PEDSLOT_1019 

:PEDSLOT_1012
gosub @PEDSLOT_1028 

:PEDSLOT_1019
jump @PEDSLOT_1026 

:PEDSLOT_1026
return 

:PEDSLOT_1028
04EF: release_animation "CASINO" 
end_thread 
return 

:PEDSLOT_1042
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PEDSLOT_1112 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @PEDSLOT_1105 
05C5: AS_actor 0@ cower -2 ms 

:PEDSLOT_1105
jump @PEDSLOT_1119 

:PEDSLOT_1112
gosub @PEDSLOT_1028 

:PEDSLOT_1119
jump @PEDSLOT_1042 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 52 (DANCER)---------------

:DANCER
thread 'DANCER' 
2@ = 0 
if 
  2@ == 1 
else_jump @DANCER_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:DANCER_60
04ED: load_animation "DANCING" 

:DANCER_71
if 
84EE:   not animation "DANCING" loaded 
else_jump @DANCER_104 
wait 0 
jump @DANCER_71 

:DANCER_104
if 
   not Actor.Dead(0@)
else_jump @DANCER_317 
0665: get_actor 0@ model_to 2@ 
if 
  10 > 2@ 
else_jump @DANCER_169 
0085: 7@ = 2@ // (int) 
7@ *= 1500 
jump @DANCER_225 

:DANCER_169
if 
  100 > 2@ 
else_jump @DANCER_210 
0085: 7@ = 2@ // (int) 
7@ *= 150 
jump @DANCER_225 

:DANCER_210
0085: 7@ = 2@ // (int) 
7@ *= 15 

:DANCER_225
0085: 3@ = 2@ // (int) 
3@ /= 2 
3@ *= 2 
if 
003B:   2@ == 3@ // (int) 
else_jump @DANCER_310 
if 
03A3:   actor 0@ male 
else_jump @DANCER_296 
8@ = 1 
jump @DANCER_303 

:DANCER_296
8@ = 2 

:DANCER_303
jump @DANCER_317 

:DANCER_310
8@ = 3 

:DANCER_317
3@ = 1 
4@ = 0 

:DANCER_331
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @DANCER_442 
if 
09C5:   unknown_actor 0@ 
else_jump @DANCER_428 
if 
  $9472 == 0 
else_jump @DANCER_406 
gosub @DANCER_456 
jump @DANCER_421 

:DANCER_406
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @DANCER_1424 

:DANCER_421
jump @DANCER_435 

:DANCER_428
gosub @DANCER_1358 

:DANCER_435
jump @DANCER_449 

:DANCER_442
gosub @DANCER_1358 

:DANCER_449
jump @DANCER_331 

:DANCER_456
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @DANCER_540 jumps 1 @DANCER_519 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 

:DANCER_519
gosub @DANCER_1246 
gosub @DANCER_542 
jump @DANCER_540 

:DANCER_540
return 

:DANCER_542
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @DANCER_1244 jumps 0 @DANCER_605 1 @DANCER_818 2 @DANCER_1031 -1 @DANCER_1244 -1 @DANCER_1244 -1 @DANCER_1244 -1 @DANCER_1244 

:DANCER_605
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @DANCER_811 
if 
  8@ == 1 
else_jump @DANCER_699 
0605: actor 0@ perform_animation_sequence "DNCE_M_C" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 
jump @DANCER_804 

:DANCER_699
if 
  8@ == 2 
else_jump @DANCER_764 
0605: actor 0@ perform_animation_sequence "DNCE_M_B" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 
jump @DANCER_804 

:DANCER_764
0605: actor 0@ perform_animation_sequence "DNCE_M_A" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 

:DANCER_804
4@ += 1 

:DANCER_811
jump @DANCER_1244 

:DANCER_818
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @DANCER_1024 
if 
  8@ == 1 
else_jump @DANCER_912 
0605: actor 0@ perform_animation_sequence "DNCE_M_D" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 
jump @DANCER_1017 

:DANCER_912
if 
  8@ == 2 
else_jump @DANCER_977 
0605: actor 0@ perform_animation_sequence "DNCE_M_C" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 
jump @DANCER_1017 

:DANCER_977
0605: actor 0@ perform_animation_sequence "DNCE_M_B" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 

:DANCER_1017
4@ += 1 

:DANCER_1024
jump @DANCER_1244 

:DANCER_1031
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @DANCER_1237 
if 
  8@ == 1 
else_jump @DANCER_1125 
0605: actor 0@ perform_animation_sequence "DNCE_M_A" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 
jump @DANCER_1230 

:DANCER_1125
if 
  8@ == 2 
else_jump @DANCER_1190 
0605: actor 0@ perform_animation_sequence "DNCE_M_D" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 
jump @DANCER_1230 

:DANCER_1190
0605: actor 0@ perform_animation_sequence "DNCE_M_C" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 

:DANCER_1230
4@ = 0 

:DANCER_1237
jump @DANCER_1244 

:DANCER_1244
return 

:DANCER_1246
if 
08B4:   test $5295 bit 31 
else_jump @DANCER_1278 
9@ = 1 
jump @DANCER_1356 

:DANCER_1278
if 
  9@ == 1 
else_jump @DANCER_1356 
if 
  $DANCE_SCORE > 3000 
else_jump @DANCER_1339 
0947: unknown_actor 0@ play_audio_event 70 store_to 2@ 
9@ = 0 
jump @DANCER_1356 

:DANCER_1339
0947: unknown_actor 0@ play_audio_event 73 store_to 2@ 
9@ = 0 

:DANCER_1356
return 

:DANCER_1358
04EF: release_animation "DANCING" 
if 
   not Actor.Dead(0@)
else_jump @DANCER_1420 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "DANCER" // IF and SET 

:DANCER_1420
end_thread 
return 

:DANCER_1424
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @DANCER_1494 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @DANCER_1487 
05C5: AS_actor 0@ cower -2 ms 

:DANCER_1487
jump @DANCER_1501 

:DANCER_1494
gosub @DANCER_1358 

:DANCER_1501
jump @DANCER_1424 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 53 (STRIPW)---------------

:STRIPW
thread 'STRIPW' 
2@ = 0 
if 
  2@ == 1 
else_jump @STRIPW_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:STRIPW_60
04ED: load_animation "STRIP" 

:STRIPW_69
if 
84EE:   not animation "STRIP" loaded 
else_jump @STRIPW_109 
wait 0 
04ED: load_animation "STRIP" 
jump @STRIPW_69 

:STRIPW_109
3@ = 1 
4@ = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STRIPW_198 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
08F9:   v$5311 == "STRIP2" 
else_jump @STRIPW_188 
10@ = 3.0 
jump @STRIPW_198 

:STRIPW_188
10@ = 4.0 

:STRIPW_198
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @STRIPW_382 
if 
09C5:   unknown_actor 0@ 
else_jump @STRIPW_332 
if 
  $9473 == 0 
else_jump @STRIPW_318 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @STRIPW_304 
$9473 = 1 
jump @STRIPW_3515 
jump @STRIPW_311 

:STRIPW_304
gosub @STRIPW_396 

:STRIPW_311
jump @STRIPW_325 

:STRIPW_318
jump @STRIPW_3515 

:STRIPW_325
jump @STRIPW_375 

:STRIPW_332
$9471 = 1 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @STRIPW_375 
05C5: AS_actor 0@ cower -1 ms 

:STRIPW_375
jump @STRIPW_389 

:STRIPW_382
gosub @STRIPW_3497 

:STRIPW_389
jump @STRIPW_198 

:STRIPW_396
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @STRIPW_473 jumps 1 @STRIPW_459 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 

:STRIPW_459
gosub @STRIPW_475 
jump @STRIPW_473 

:STRIPW_473
return 

:STRIPW_475
0871: init_jump_table 4@ total_jumps 9 default_jump 0 @STRIPW_3266 jumps 0 @STRIPW_603 1 @STRIPW_772 2 @STRIPW_1133 3 @STRIPW_1470 4 @STRIPW_1835 5 @STRIPW_2056 6 @STRIPW_2642 
0872: jump_table_jumps 7 @STRIPW_2850 8 @STRIPW_3058 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 

:STRIPW_603
if 
   Actor.Animation(0@) == "STR_B2A"
else_jump @STRIPW_719 
0613: 9@ = actor 0@ animation "STR_B2A" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_712 
0605: actor 0@ perform_animation_sequence "STR_LOOP_A" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:STRIPW_712
jump @STRIPW_765 

:STRIPW_719
0605: actor 0@ perform_animation_sequence "STR_LOOP_A" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:STRIPW_765
jump @STRIPW_3266 

:STRIPW_772
gosub @STRIPW_3268 
if 
   Actor.Animation(0@) == "STR_LOOP_A"
else_jump @STRIPW_1087 
0613: 9@ = actor 0@ animation "STR_LOOP_A" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1080 
if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // (int) 
else_jump @STRIPW_922 
0605: actor 0@ perform_animation_sequence "STR_A2B" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 
jump @STRIPW_1080 

:STRIPW_922
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
else_jump @STRIPW_1041 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation_sequence "STR_A2B" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 
jump @STRIPW_1080 

:STRIPW_1041
0605: actor 0@ perform_animation_sequence "STR_LOOP_A" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 

:STRIPW_1080
jump @STRIPW_1126 

:STRIPW_1087
0605: actor 0@ perform_animation_sequence "STR_LOOP_A" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 

:STRIPW_1126
jump @STRIPW_3266 

:STRIPW_1133
if 
   Actor.Animation(0@) == "STR_A2B"
else_jump @STRIPW_1301 
Object.Destroy($9478)
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_A2B" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1294 
0605: actor 0@ perform_animation_sequence "STR_LOOP_B" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:STRIPW_1294
jump @STRIPW_1463 

:STRIPW_1301
if 
   Actor.Animation(0@) == "STR_C2B"
else_jump @STRIPW_1417 
0613: 9@ = actor 0@ animation "STR_C2B" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1410 
0605: actor 0@ perform_animation_sequence "STR_LOOP_B" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:STRIPW_1410
jump @STRIPW_1463 

:STRIPW_1417
0605: actor 0@ perform_animation_sequence "STR_LOOP_B" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:STRIPW_1463
jump @STRIPW_3266 

:STRIPW_1470
gosub @STRIPW_3268 
if 
   Actor.Animation(0@) == "STR_LOOP_B"
else_jump @STRIPW_1789 
0613: 9@ = actor 0@ animation "STR_LOOP_B" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1782 
if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // (int) 
else_jump @STRIPW_1620 
0605: actor 0@ perform_animation_sequence "STR_B2C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 
jump @STRIPW_1782 

:STRIPW_1620
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
else_jump @STRIPW_1739 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation_sequence "STR_B2C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 
jump @STRIPW_1782 

:STRIPW_1739
0605: actor 0@ perform_animation_sequence "STR_B2A" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ = 0 

:STRIPW_1782
jump @STRIPW_1828 

:STRIPW_1789
0605: actor 0@ perform_animation_sequence "STR_LOOP_B" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 

:STRIPW_1828
jump @STRIPW_3266 

:STRIPW_1835
if 
   Actor.Animation(0@) == "STR_B2C"
else_jump @STRIPW_2003 
Object.Destroy($9478)
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_B2C" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1996 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:STRIPW_1996
jump @STRIPW_2049 

:STRIPW_2003
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:STRIPW_2049
jump @STRIPW_3266 

:STRIPW_2056
gosub @STRIPW_3268 
if 
   Actor.Animation(0@) == "STR_LOOP_C"
else_jump @STRIPW_2596 
0613: 9@ = actor 0@ animation "STR_LOOP_C" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_2589 
if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // (int) 
else_jump @STRIPW_2431 
Actor.StorePos(0@, 6@, 7@, 8@)
9@ = Actor.Angle($PLAYER_ACTOR)
9@ += 180.0 
0209: 2@ = random_int_in_ranges 35 100 
if 
  33 > 2@ 
else_jump @STRIPW_2281 
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C3" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
4@ = 6 
jump @STRIPW_2424 

:STRIPW_2281
if 
  2@ > 66 
else_jump @STRIPW_2365 
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C2" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
4@ = 7 
jump @STRIPW_2424 

:STRIPW_2365
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C1" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
4@ = 8 

:STRIPW_2424
jump @STRIPW_2589 

:STRIPW_2431
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
else_jump @STRIPW_2546 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
jump @STRIPW_2589 

:STRIPW_2546
0605: actor 0@ perform_animation_sequence "STR_C2B" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ = 2 

:STRIPW_2589
jump @STRIPW_2635 

:STRIPW_2596
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 

:STRIPW_2635
jump @STRIPW_3266 

:STRIPW_2642
if 
   Actor.Animation(0@) == "STR_C3"
else_jump @STRIPW_2808 
Object.Destroy($9478)
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C3" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_2801 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ = 5 

:STRIPW_2801
jump @STRIPW_2843 

:STRIPW_2808
0605: actor 0@ perform_animation_sequence "STR_C3" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 

:STRIPW_2843
jump @STRIPW_3266 

:STRIPW_2850
if 
   Actor.Animation(0@) == "STR_C2"
else_jump @STRIPW_3016 
Object.Destroy($9478)
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C2" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_3009 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ = 5 

:STRIPW_3009
jump @STRIPW_3051 

:STRIPW_3016
0605: actor 0@ perform_animation_sequence "STR_C2" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 

:STRIPW_3051
jump @STRIPW_3266 

:STRIPW_3058
if 
   Actor.Animation(0@) == "STR_C1"
else_jump @STRIPW_3224 
Object.Destroy($9478)
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C1" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_3217 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ = 5 

:STRIPW_3217
jump @STRIPW_3259 

:STRIPW_3224
0605: actor 0@ perform_animation_sequence "STR_C1" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 

:STRIPW_3259
jump @STRIPW_3266 

:STRIPW_3266
return 

:STRIPW_3268
if and
   Actor.Stopped($PLAYER_ACTOR)
   Player.Money($PLAYER_CHAR) > 19
else_jump @STRIPW_3463 
if 
83CA:   not object $9478 exists 
else_jump @STRIPW_3456 
if and
0105:   actor $PLAYER_ACTOR near_actor 0@ radius 10@ 10@ 1.0 sphere 0 on_foot 
  $9475 == 0 
else_jump @STRIPW_3424 
if 
  11@ == 0 
else_jump @STRIPW_3378 
$9474 += 1 
11@ = 1 

:STRIPW_3378
if and
00E1:   player 0 pressed_key 15 
  $9475 == 0 
else_jump @STRIPW_3417 
008A: $9477 = 0@ // (int) 
$9475 = 1 

:STRIPW_3417
jump @STRIPW_3456 

:STRIPW_3424
if 
  11@ == 1 
else_jump @STRIPW_3456 
$9474 -= 1 
11@ = 0 

:STRIPW_3456
jump @STRIPW_3495 

:STRIPW_3463
if 
  11@ == 1 
else_jump @STRIPW_3495 
$9474 -= 1 
11@ = 0 

:STRIPW_3495
return 

:STRIPW_3497
04EF: release_animation "STRIP" 
Object.Destroy($9478)
end_thread 
return 

:STRIPW_3515
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @STRIPW_3585 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @STRIPW_3578 
05C5: AS_actor 0@ cower -2 ms 

:STRIPW_3578
jump @STRIPW_3592 

:STRIPW_3585
gosub @STRIPW_3497 

:STRIPW_3592
jump @STRIPW_3515 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 54 (STRIPM)---------------

:STRIPM
thread 'STRIPM' 
2@ = 0 
if 
  2@ == 1 
else_jump @STRIPM_60 
0@ = Actor.Create(CivMale, #NULL, 0.0, 0.0, 0.0)

:STRIPM_60
04ED: load_animation "STRIP" 

:STRIPM_69
if 
84EE:   not animation "STRIP" loaded 
else_jump @STRIPM_100 
wait 0 
jump @STRIPM_69 

:STRIPM_100
3@ = 1 
4@ = 0 

:STRIPM_114
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @STRIPM_298 
if 
09C5:   unknown_actor 0@ 
else_jump @STRIPM_284 
if 
  $9473 == 0 
else_jump @STRIPM_262 
Actor.StorePos(0@, 7@, 8@, 9@)
091C: get_actor_in_sphere 7@ 8@ 9@ radius 15.0 model #NULL external_script_named "STRIPW" handle_as 10@ 
if 
   not Actor.Dead(10@)
else_jump @STRIPM_248 
gosub @STRIPM_312 
jump @STRIPM_255 

:STRIPM_248
gosub @STRIPM_1075 

:STRIPM_255
jump @STRIPM_277 

:STRIPM_262
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @STRIPM_1088 

:STRIPM_277
jump @STRIPM_291 

:STRIPM_284
gosub @STRIPM_1075 

:STRIPM_291
jump @STRIPM_305 

:STRIPM_298
gosub @STRIPM_1075 

:STRIPM_305
jump @STRIPM_114 

:STRIPM_312
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @STRIPM_389 jumps 1 @STRIPM_375 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 

:STRIPM_375
gosub @STRIPM_391 
jump @STRIPM_389 

:STRIPM_389
return 

:STRIPM_391
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @STRIPM_1073 jumps 0 @STRIPM_454 1 @STRIPM_597 2 @STRIPM_679 3 @STRIPM_771 4 @STRIPM_1030 -1 @STRIPM_1073 -1 @STRIPM_1073 

:STRIPM_454
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @STRIPM_590 
0085: 2@ = 0@ // (int) 
if 
  2@ > 10000 
else_jump @STRIPM_518 
2@ /= 10000 

:STRIPM_518
if 
  1000 > 2@ 
else_jump @STRIPM_545 
2@ += 2000 

:STRIPM_545
0605: actor 0@ perform_animation_sequence "PUN_LOOP" IFP_file "STRIP" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:STRIPM_590
jump @STRIPM_1073 

:STRIPM_597
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @STRIPM_672 
0605: actor 0@ perform_animation_sequence "PUN_HOLLER" IFP_file "STRIP" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:STRIPM_672
jump @STRIPM_1073 

:STRIPM_679
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @STRIPM_764 
0209: 2@ = random_int_in_ranges 2000 5000 
0605: actor 0@ perform_animation_sequence "PUN_LOOP" IFP_file "STRIP" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:STRIPM_764
jump @STRIPM_1073 

:STRIPM_771
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @STRIPM_1023 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ >= 50 
else_jump @STRIPM_977 
0605: actor 0@ perform_animation_sequence "PUN_CASH" IFP_file "STRIP" 4.0 loop 0 0 0 0 time -1 // versionA 
Actor.StorePos(0@, 7@, 8@, 9@)
091C: get_actor_in_sphere 7@ 8@ 9@ radius 15.0 model #NULL external_script_named "STRIPW" handle_as 10@ 
if 
   not Actor.Dead(10@)
else_jump @STRIPM_970 
04C4: store_coords_to 7@ 8@ 9@ from_actor 10@ with_offset 0.3 0.5 -0.5 
02E1: 11@ = create_cash_pickup 100 at 7@ 8@ 9@ permanence_flag 0 

:STRIPM_970
jump @STRIPM_1016 

:STRIPM_977
0605: actor 0@ perform_animation_sequence "PUN_HOLLER" IFP_file "STRIP" 4.0 loop 0 0 0 0 time -1 // versionA 

:STRIPM_1016
4@ += 1 

:STRIPM_1023
jump @STRIPM_1073 

:STRIPM_1030
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @STRIPM_1066 
4@ = 0 

:STRIPM_1066
jump @STRIPM_1073 

:STRIPM_1073
return 

:STRIPM_1075
04EF: release_animation "STRIP" 
end_thread 
return 

:STRIPM_1088
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @STRIPM_1158 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @STRIPM_1151 
05C5: AS_actor 0@ cower -2 ms 

:STRIPM_1151
jump @STRIPM_1165 

:STRIPM_1158
gosub @STRIPM_1075 

:STRIPM_1165
jump @STRIPM_1088 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 55 (BROWSE)---------------

:BROWSE
thread 'BROWSE' 
2@ = 0 
if 
  2@ == 1 
else_jump @BROWSE_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:BROWSE_60
04ED: load_animation "COP_AMBIENT" 

:BROWSE_75
if 
84EE:   not animation "COP_AMBIENT" loaded 
else_jump @BROWSE_112 
wait 0 
jump @BROWSE_75 

:BROWSE_112
3@ = 1 
4@ = 0 

:BROWSE_126
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BROWSE_235 
if 
09C5:   unknown_actor 0@ 
else_jump @BROWSE_221 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @BROWSE_207 
jump @BROWSE_1166 
jump @BROWSE_214 

:BROWSE_207
gosub @BROWSE_249 

:BROWSE_214
jump @BROWSE_228 

:BROWSE_221
gosub @BROWSE_1147 

:BROWSE_228
jump @BROWSE_242 

:BROWSE_235
gosub @BROWSE_1147 

:BROWSE_242
jump @BROWSE_126 

:BROWSE_249
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BROWSE_326 jumps 1 @BROWSE_312 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 

:BROWSE_312
gosub @BROWSE_328 
jump @BROWSE_326 

:BROWSE_326
return 

:BROWSE_328
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BROWSE_1145 jumps 0 @BROWSE_391 1 @BROWSE_452 2 @BROWSE_556 3 @BROWSE_732 4 @BROWSE_836 5 @BROWSE_1011 6 @BROWSE_1102 

:BROWSE_391
0605: actor 0@ perform_animation_sequence "COPBROWSE_IN" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @BROWSE_1145 

:BROWSE_452
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BROWSE_549 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "COPBROWSE_LOOP" IFP_file "COP_AMBIENT" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:BROWSE_549
jump @BROWSE_1145 

:BROWSE_556
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BROWSE_725 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @BROWSE_667 
0605: actor 0@ perform_animation_sequence "COPBROWSE_NOD" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @BROWSE_718 

:BROWSE_667
0605: actor 0@ perform_animation_sequence "COPBROWSE_SHAKE" IFP_file "COP_AMBIENT" 4.0 loop 1 0 0 0 time 1000 // versionA 

:BROWSE_718
4@ += 1 

:BROWSE_725
jump @BROWSE_1145 

:BROWSE_732
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BROWSE_829 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "COPBROWSE_LOOP" IFP_file "COP_AMBIENT" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:BROWSE_829
jump @BROWSE_1145 

:BROWSE_836
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BROWSE_1004 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @BROWSE_947 
0605: actor 0@ perform_animation_sequence "COPBROWSE_NOD" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @BROWSE_997 

:BROWSE_947
0605: actor 0@ perform_animation_sequence "COPBROWSE_SHAKE" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 

:BROWSE_997
4@ += 1 

:BROWSE_1004
jump @BROWSE_1145 

:BROWSE_1011
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BROWSE_1095 
0605: actor 0@ perform_animation_sequence "COPBROWSE_OUT" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:BROWSE_1095
jump @BROWSE_1145 

:BROWSE_1102
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BROWSE_1138 
gosub @BROWSE_1147 

:BROWSE_1138
jump @BROWSE_1145 

:BROWSE_1145
return 

:BROWSE_1147
04EF: release_animation "COP_AMBIENT" 
end_thread 
return 

:BROWSE_1166
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BROWSE_1237 
062E: unknown_get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @BROWSE_1230 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BROWSE_1230
jump @BROWSE_1244 

:BROWSE_1237
gosub @BROWSE_1147 

:BROWSE_1244
jump @BROWSE_1166 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 56 (COPSIT)---------------

:COPSIT
thread 'COPSIT' 
2@ = 0 
if 
  2@ == 1 
else_jump @COPSIT_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:COPSIT_60
04ED: load_animation "INT_OFFICE" 

:COPSIT_74
if 
84EE:   not animation "INT_OFFICE" loaded 
else_jump @COPSIT_110 
wait 0 
jump @COPSIT_74 

:COPSIT_110
9@ = 0.0 
3@ = 0 
if 
  1@ == 0 
else_jump @COPSIT_166 
5@ = 0 
4@ = 1 
jump @COPSIT_180 

:COPSIT_166
5@ = -2 
4@ = 2 

:COPSIT_180
7@ = 0 
if 
   not Actor.Dead(0@)
else_jump @COPSIT_236 
0446: set_actor 0@ immune_to_headshots 0 
0978: copy_decision_maker 65537 to $9539 
060B: set_actor 0@ decision_maker_to $9539 
6@ = 15000 

:COPSIT_236
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @COPSIT_345 
if 
09C5:   unknown_actor 0@ 
else_jump @COPSIT_331 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @COPSIT_317 
jump @COPSIT_2292 
jump @COPSIT_324 

:COPSIT_317
gosub @COPSIT_359 

:COPSIT_324
jump @COPSIT_338 

:COPSIT_331
gosub @COPSIT_2239 

:COPSIT_338
jump @COPSIT_352 

:COPSIT_345
gosub @COPSIT_2239 

:COPSIT_352
jump @COPSIT_236 

:COPSIT_359
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @COPSIT_492 jumps 1 @COPSIT_422 2 @COPSIT_436 3 @COPSIT_450 4 @COPSIT_464 5 @COPSIT_478 -1 @COPSIT_492 -1 @COPSIT_492 

:COPSIT_422
gosub @COPSIT_494 
jump @COPSIT_492 

:COPSIT_436
gosub @COPSIT_724 
jump @COPSIT_492 

:COPSIT_450
gosub @COPSIT_1843 
jump @COPSIT_492 

:COPSIT_464
gosub @COPSIT_2239 
jump @COPSIT_492 

:COPSIT_478
gosub @COPSIT_2146 
jump @COPSIT_492 

:COPSIT_492
return 

:COPSIT_494
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @COPSIT_722 jumps 0 @COPSIT_557 1 @COPSIT_622 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 

:COPSIT_557
0812: AS_actor 0@ perform_animation "OFF_SIT_IN" IFP_file "INT_OFFICE" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
3@ = 1 
5@ += 1 
jump @COPSIT_722 

:COPSIT_622
9@ = 0.0 
if 
   Actor.Animation(0@) == "OFF_SIT_IN"
else_jump @COPSIT_680 
0613: 9@ = actor 0@ animation "OFF_SIT_IN" time 

:COPSIT_680
if 
  9@ == 1.0 
else_jump @COPSIT_715 
5@ = 0 
4@ += 1 

:COPSIT_715
jump @COPSIT_722 

:COPSIT_722
return 

:COPSIT_724
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @COPSIT_1841 jumps -2 @COPSIT_787 0 @COPSIT_1023 1 @COPSIT_1259 2 @COPSIT_1520 3 @COPSIT_1598 -1 @COPSIT_1841 -1 @COPSIT_1841 

:COPSIT_787
0209: 8@ = random_int_in_ranges 0 100 
if 
  8@ > 66 
else_jump @COPSIT_955 
if 
  8@ > 33 
else_jump @COPSIT_893 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @COPSIT_948 

:COPSIT_893
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_948
jump @COPSIT_1009 

:COPSIT_955
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1009
5@ = 1 
jump @COPSIT_1841 

:COPSIT_1023
0209: 8@ = random_int_in_ranges 0 100 
if 
  8@ > 66 
else_jump @COPSIT_1191 
if 
  8@ > 33 
else_jump @COPSIT_1129 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @COPSIT_1184 

:COPSIT_1129
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1184
jump @COPSIT_1245 

:COPSIT_1191
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1245
5@ += 1 
jump @COPSIT_1841 

:COPSIT_1259
Actor.StorePos(0@, 13@, 14@, 15@)
15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.5 -0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -0.5 -1.0 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 1.0 -1.0 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 0 for_actor 0@ 
if or
   Actor.Animation(0@) == "OFF_SIT_TYPE_LOOP"
   Actor.Animation(0@) == "OFF_SIT_BORED_LOOP"
   Actor.Animation(0@) == "OFF_SIT_IDLE_LOOP"
else_jump @COPSIT_1513 
Actor.PutAt(0@, 10@, 11@, 12@)
Actor.LockInCurrentPosition(0@) = True
33@ = 0 
5@ += 1 

:COPSIT_1513
jump @COPSIT_1841 

:COPSIT_1520
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @COPSIT_1565 
054E: clear_actor 0@ damage 
4@ = 5 
5@ = 0 
jump @COPSIT_1841 

:COPSIT_1565
if 
001D:   33@ > 6@ // (int) 
else_jump @COPSIT_1591 
5@ += 1 

:COPSIT_1591
jump @COPSIT_1841 

:COPSIT_1598
0209: 8@ = random_int_in_ranges 0 100 
if 
  8@ > 66 
else_jump @COPSIT_1766 
if 
  8@ > 33 
else_jump @COPSIT_1704 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @COPSIT_1759 

:COPSIT_1704
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1759
jump @COPSIT_1820 

:COPSIT_1766
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1820
33@ = 0 
5@ -= 1 
jump @COPSIT_1841 

:COPSIT_1841
return 

:COPSIT_1843
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @COPSIT_2144 jumps 0 @COPSIT_1906 1 @COPSIT_1971 2 @COPSIT_2006 -1 @COPSIT_2144 -1 @COPSIT_2144 -1 @COPSIT_2144 -1 @COPSIT_2144 

:COPSIT_1906
0812: AS_actor 0@ perform_animation "OFF_SIT_2IDLE_180" IFP_file "INT_OFFICE" 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
5@ += 1 
jump @COPSIT_2144 

:COPSIT_1971
Actor.PutAt(0@, 13@, 14@, 15@)
Actor.LockInCurrentPosition(0@) = False
5@ += 1 
jump @COPSIT_2144 

:COPSIT_2006
9@ = 0.0 
if 
   Actor.Animation(0@) == "OFF_SIT_2IDLE_180"
else_jump @COPSIT_2137 
0613: 9@ = actor 0@ animation "OFF_SIT_2IDLE_180" time 
if 
  9@ == 1.0 
else_jump @COPSIT_2137 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 1 for_actor 0@ 
5@ = 0 
4@ += 1 

:COPSIT_2137
jump @COPSIT_2144 

:COPSIT_2144
return 

:COPSIT_2146
0871: init_jump_table 5@ total_jumps 1 default_jump 0 @COPSIT_2237 jumps 0 @COPSIT_2209 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 

:COPSIT_2209
4@ = 3 
5@ = 0 
gosub @COPSIT_2292 
jump @COPSIT_2237 

:COPSIT_2237
return 

:COPSIT_2239
04EF: release_animation "INT_OFFICE" 
065C: release_decision_maker $9539 
if 
   not Actor.Dead(0@)
else_jump @COPSIT_2288 
Actor.LockInCurrentPosition(0@) = False
0446: set_actor 0@ immune_to_headshots 1 

:COPSIT_2288
end_thread 
return 

:COPSIT_2292
wait 0 
if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
  $PLAYER_IN_INTERIOR == 0 
else_jump @COPSIT_2635 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
else_jump @COPSIT_2628 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @COPSIT_2614 jumps 1 @COPSIT_2403 2 @COPSIT_2486 3 @COPSIT_2535 4 @COPSIT_2549 5 @COPSIT_2600 -1 @COPSIT_2628 -1 @COPSIT_2628 

:COPSIT_2403
if 
  5@ > 1 
else_jump @COPSIT_2435 
gosub @COPSIT_359 
jump @COPSIT_2479 

:COPSIT_2435
062E: unknown_get_actor 0@ task 1506 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @COPSIT_2479 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
gosub @COPSIT_2239 

:COPSIT_2479
jump @COPSIT_2628 

:COPSIT_2486
if 
  5@ == 2 
else_jump @COPSIT_2521 
0209: 6@ = random_int_in_ranges 0 5 
6@ *= 500 

:COPSIT_2521
gosub @COPSIT_359 
jump @COPSIT_2628 

:COPSIT_2535
gosub @COPSIT_359 
jump @COPSIT_2628 

:COPSIT_2549
062E: unknown_get_actor 0@ task 1506 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @COPSIT_2593 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
gosub @COPSIT_2239 

:COPSIT_2593
jump @COPSIT_2628 

:COPSIT_2600
gosub @COPSIT_359 
jump @COPSIT_2628 

:COPSIT_2614
gosub @COPSIT_2239 
jump @COPSIT_2628 

:COPSIT_2628
jump @COPSIT_2642 

:COPSIT_2635
gosub @COPSIT_2239 

:COPSIT_2642
jump @COPSIT_2292 
0663: NOP "PEDSTATE" 4@ 
0663: NOP "SUBSTATESTATUS" 5@ 
0663: NOP "TIMERB" 33@ 
0663: NOP "TIMERA" 32@ 
return 
end_thread 

//-------------External script 57 (COPLOOK)---------------

:COPLOOK
thread 'COPLOOK' 
2@ = 0 
if 
  2@ == 1 
else_jump @COPLOOK_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:COPLOOK_60
04ED: load_animation "COP_AMBIENT" 

:COPLOOK_75
if 
84EE:   not animation "COP_AMBIENT" loaded 
else_jump @COPLOOK_112 
wait 0 
jump @COPLOOK_75 

:COPLOOK_112
3@ = 1 
4@ = 0 

:COPLOOK_126
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @COPLOOK_235 
if 
09C5:   unknown_actor 0@ 
else_jump @COPLOOK_221 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @COPLOOK_207 
jump @COPLOOK_1319 
jump @COPLOOK_214 

:COPLOOK_207
gosub @COPLOOK_249 

:COPLOOK_214
jump @COPLOOK_228 

:COPLOOK_221
gosub @COPLOOK_1300 

:COPLOOK_228
jump @COPLOOK_242 

:COPLOOK_235
gosub @COPLOOK_1300 

:COPLOOK_242
jump @COPLOOK_126 

:COPLOOK_249
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @COPLOOK_326 jumps 1 @COPLOOK_312 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 

:COPLOOK_312
gosub @COPLOOK_328 
jump @COPLOOK_326 

:COPLOOK_326
return 

:COPLOOK_328
0871: init_jump_table 4@ total_jumps 8 default_jump 0 @COPLOOK_1298 jumps 0 @COPLOOK_456 1 @COPLOOK_515 2 @COPLOOK_617 3 @COPLOOK_789 4 @COPLOOK_891 5 @COPLOOK_1064 6 @COPLOOK_1166 
0872: jump_table_jumps 7 @COPLOOK_1255 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 

:COPLOOK_456
0605: actor 0@ perform_animation_sequence "COPLOOK_IN" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @COPLOOK_1298 

:COPLOOK_515
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COPLOOK_610 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "COPLOOK_LOOP" IFP_file "COP_AMBIENT" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:COPLOOK_610
jump @COPLOOK_1298 

:COPLOOK_617
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COPLOOK_782 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @COPLOOK_726 
0605: actor 0@ perform_animation_sequence "COPLOOK_NOD" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @COPLOOK_775 

:COPLOOK_726
0605: actor 0@ perform_animation_sequence "COPLOOK_SHAKE" IFP_file "COP_AMBIENT" 4.0 loop 1 0 0 0 time 1000 // versionA 

:COPLOOK_775
4@ += 1 

:COPLOOK_782
jump @COPLOOK_1298 

:COPLOOK_789
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COPLOOK_884 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "COPLOOK_LOOP" IFP_file "COP_AMBIENT" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:COPLOOK_884
jump @COPLOOK_1298 

:COPLOOK_891
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COPLOOK_1057 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @COPLOOK_1002 
0605: actor 0@ perform_animation_sequence "COPLOOK_THINK" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @COPLOOK_1050 

:COPLOOK_1002
0605: actor 0@ perform_animation_sequence "COPLOOK_WATCH" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 

:COPLOOK_1050
4@ += 1 

:COPLOOK_1057
jump @COPLOOK_1298 

:COPLOOK_1064
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COPLOOK_1159 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "COPLOOK_LOOP" IFP_file "COP_AMBIENT" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:COPLOOK_1159
jump @COPLOOK_1298 

:COPLOOK_1166
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COPLOOK_1248 
0605: actor 0@ perform_animation_sequence "COPLOOK_OUT" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:COPLOOK_1248
jump @COPLOOK_1298 

:COPLOOK_1255
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COPLOOK_1291 
gosub @COPLOOK_1300 

:COPLOOK_1291
jump @COPLOOK_1298 

:COPLOOK_1298
return 

:COPLOOK_1300
04EF: release_animation "COP_AMBIENT" 
end_thread 
return 

:COPLOOK_1319
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @COPLOOK_1390 
062E: unknown_get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @COPLOOK_1383 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:COPLOOK_1383
jump @COPLOOK_1397 

:COPLOOK_1390
gosub @COPLOOK_1300 

:COPLOOK_1397
jump @COPLOOK_1319 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 58 (TICKET)---------------

:TICKET
thread 'TICKET' 
2@ = 0 
if 
  2@ == 1 
else_jump @TICKET_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:TICKET_60
04ED: load_animation "CASINO" 

:TICKET_70
if 
84EE:   not animation "CASINO" loaded 
else_jump @TICKET_102 
wait 0 
jump @TICKET_70 

:TICKET_102
3@ = 1 
4@ = 0 

:TICKET_116
wait 0 
if 
   not Actor.Dead(0@)
else_jump @TICKET_180 
if 
09C5:   unknown_actor 0@ 
else_jump @TICKET_166 
gosub @TICKET_194 
jump @TICKET_173 

:TICKET_166
gosub @TICKET_875 

:TICKET_173
jump @TICKET_187 

:TICKET_180
gosub @TICKET_875 

:TICKET_187
jump @TICKET_116 

:TICKET_194
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @TICKET_271 jumps 1 @TICKET_257 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 

:TICKET_257
gosub @TICKET_273 
jump @TICKET_271 

:TICKET_271
return 

:TICKET_273
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @TICKET_873 jumps 0 @TICKET_336 1 @TICKET_387 2 @TICKET_472 3 @TICKET_566 4 @TICKET_650 5 @TICKET_736 6 @TICKET_830 

:TICKET_336
0605: actor 0@ perform_animation_sequence "SLOT_IN" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @TICKET_873 

:TICKET_387
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @TICKET_465 
0605: actor 0@ perform_animation_sequence "SLOT_BET_01" IFP_file "CASINO" 4.0 loop 0 0 0 0 time 2@ // versionA 
4@ += 1 

:TICKET_465
jump @TICKET_873 

:TICKET_472
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @TICKET_559 
0209: 2@ = random_int_in_ranges 5000 10000 
0605: actor 0@ perform_animation_sequence "SLOT_WAIT" IFP_file "CASINO" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:TICKET_559
jump @TICKET_873 

:TICKET_566
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @TICKET_643 
0605: actor 0@ perform_animation_sequence "SLOT_BET_02" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:TICKET_643
jump @TICKET_873 

:TICKET_650
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @TICKET_729 
0605: actor 0@ perform_animation_sequence "SLOT_LOSE_OUT" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:TICKET_729
jump @TICKET_873 

:TICKET_736
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @TICKET_823 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "SLOT_WAIT" IFP_file "CASINO" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:TICKET_823
jump @TICKET_873 

:TICKET_830
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @TICKET_866 
gosub @TICKET_875 

:TICKET_866
jump @TICKET_873 

:TICKET_873
return 

:TICKET_875
04EF: release_animation "CASINO" 
end_thread 
return 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 59 (SHOPPER)---------------

:SHOPPER
thread 'SHOPPER' 
2@ = 0 
if 
  2@ == 1 
else_jump @SHOPPER_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:SHOPPER_60
04ED: load_animation "INT_SHOP" 

:SHOPPER_72
if 
84EE:   not animation "INT_SHOP" loaded 
else_jump @SHOPPER_106 
wait 0 
jump @SHOPPER_72 

:SHOPPER_106
3@ = 1 
4@ = 0 

:SHOPPER_120
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @SHOPPER_289 
if 
09C5:   unknown_actor 0@ 
else_jump @SHOPPER_275 
if or
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @SHOPPER_221 
$1258 = 1 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @SHOPPER_1073 
jump @SHOPPER_268 

:SHOPPER_221
if 
  $1258 == 1 
else_jump @SHOPPER_261 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @SHOPPER_1073 
jump @SHOPPER_268 

:SHOPPER_261
gosub @SHOPPER_303 

:SHOPPER_268
jump @SHOPPER_282 

:SHOPPER_275
gosub @SHOPPER_1057 

:SHOPPER_282
jump @SHOPPER_296 

:SHOPPER_289
gosub @SHOPPER_1057 

:SHOPPER_296
jump @SHOPPER_120 

:SHOPPER_303
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @SHOPPER_380 jumps 1 @SHOPPER_366 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 

:SHOPPER_366
gosub @SHOPPER_382 
jump @SHOPPER_380 

:SHOPPER_380
return 

:SHOPPER_382
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @SHOPPER_1055 jumps 0 @SHOPPER_445 1 @SHOPPER_527 2 @SHOPPER_674 3 @SHOPPER_835 4 @SHOPPER_1012 -1 @SHOPPER_1055 -1 @SHOPPER_1055 

:SHOPPER_445
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @SHOPPER_520 
0605: actor 0@ perform_animation_sequence "SHOP_IN" IFP_file "INT_SHOP" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:SHOPPER_520
jump @SHOPPER_1055 

:SHOPPER_527
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @SHOPPER_667 
0085: 2@ = 0@ // (int) 
if 
  2@ > 10000 
else_jump @SHOPPER_591 
2@ /= 10000 

:SHOPPER_591
if 
  1000 > 2@ 
else_jump @SHOPPER_618 
2@ += 2000 

:SHOPPER_618
0605: actor 0@ perform_animation_sequence "SHOP_LOOP" IFP_file "INT_SHOP" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:SHOPPER_667
jump @SHOPPER_1055 

:SHOPPER_674
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @SHOPPER_828 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @SHOPPER_779 
0605: actor 0@ perform_animation_sequence "SHOP_LOOKA" IFP_file "INT_SHOP" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @SHOPPER_821 

:SHOPPER_779
0605: actor 0@ perform_animation_sequence "SHOP_LOOKB" IFP_file "INT_SHOP" 4.0 loop 0 0 0 0 time -1 // versionA 

:SHOPPER_821
4@ += 1 

:SHOPPER_828
jump @SHOPPER_1055 

:SHOPPER_835
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @SHOPPER_1005 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @SHOPPER_945 
0605: actor 0@ perform_animation_sequence "SHOP_OUT" IFP_file "INT_SHOP" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @SHOPPER_1005 

:SHOPPER_945
0209: 2@ = random_int_in_ranges 3000 6000 
0605: actor 0@ perform_animation_sequence "SHOP_LOOP" IFP_file "INT_SHOP" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ = 1 

:SHOPPER_1005
jump @SHOPPER_1055 

:SHOPPER_1012
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @SHOPPER_1048 
gosub @SHOPPER_1057 

:SHOPPER_1048
jump @SHOPPER_1055 

:SHOPPER_1055
return 

:SHOPPER_1057
04EF: release_animation "INT_SHOP" 
end_thread 
return 

:SHOPPER_1073
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @SHOPPER_1143 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @SHOPPER_1136 
05C5: AS_actor 0@ cower -2 ms 

:SHOPPER_1136
jump @SHOPPER_1150 

:SHOPPER_1143
gosub @SHOPPER_1057 

:SHOPPER_1150
jump @SHOPPER_1073 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 60 (AMMU)---------------

:AMUNAT
$9585 = 0.0 
$9586 = 0.0 
$9587 = 0.0 
$AMMU_X_OFFSET = 0.0 
$AMMU_Y_OFFSET = 0.0 
$AMMU_Z_OFFSET = 0.0 
$X_CAMERA = 0.0 
$Y_CAMERA = 0.0 
$Z_CAMERA = 0.0 
$AMMU_X_AIM_CAMERA = 0.0 
$AMMU_Y_AIM_CAMERA = 0.0 
$AMMU_Z_AIM_CAMERA = 0.0 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
$AMMU_SELLER_ANGLE = 0.0 
$2418 = 0 
$AMMU_X_SELLER = 0.0 
$AMMU_Y_SELLER = 0.0 
$AMMU_Z_SELLER = 0.0 
$FLAG_AMMU_SELLER_ATTACK_PLAYER = 0 
$AMMU_STAGE = 0 
$9575 = 0.0 
$9576 = 0.0 
$9577 = 0.0 
$9572 = 0 
$9573 = 0 
$9574 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
$9595 = 0 
$9594 = 0 
$9596 = 0 
$9616 = 0 
$9597 = 0 
$2515 = 0 
$9598 = 0 
$9599 = 0 
$9600 = 0 
$9601 = 0 
$9602 = 0 
$9603 = 0 
$9604 = 0 
$9605 = 0 
$9606 = 0 
$9607 = 0 
$9608 = 0 
$9609 = 0 
$9610 = 0 
$9611 = 0 
$9612 = 0 
$9613 = 0 
$9614 = 0 
$9615 = 0 
$9636 = 0 
$9637 = 0 
$9638 = 0 
jump @AMUNAT_525 
018D: NOP $9570 65535 $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER 
$9571 = Object.Create($AMMU_SELECTED_WEAPON_MODEL, 1659.635, -1576.514, 15.585)
$9543 = Object.Create($AMMU_SELECTED_WEAPON_MODEL, $9575, $9576, $9577)

:AMUNAT_525
04AE: $SELLER_MODEL = 179 // $ = any 
Model.Load($SELLER_MODEL)
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#MICRO_UZI)
Model.Load(#CHROMEGUN)
Model.Load(#GRENADE)
Model.Load(#ARMOUR)
Model.Load(#MP5LNG)
Model.Load(#SAWNOFF)
Model.Load(#SILENCED)
Model.Load(#SATCHEL)
Model.Load(#BOMB)
Model.Load(#CUNTGUN)
Model.Load(#SNIPER)
Model.Load(#AK47)
Model.Load(#M4)
Model.Load(#DESERT_EAGLE)
Model.Load(#SHOTGSPA)
038B: load_requested_models 
set_wb_check_to 0 
thread 'AMUNAT' 

:AMUNAT_640
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @AMUNAT_7618 
if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @AMUNAT_7604 
if 
  $AMMU_STAGE > 0 
else_jump @AMUNAT_762 
if 
0A0F:   new_language_set 
else_jump @AMUNAT_762 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $2421 
08DA: remove_panel $2417 
$2420 = 0 
$2424 = 0 
$2418 = 0 
$2422 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:AMUNAT_762
if 
  $AMMU_STAGE == 0 
else_jump @AMUNAT_1286 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN1'  // Ammu-Nation
else_jump @AMUNAT_884 
$AMMU_X_OFFSET = 0.0 
$AMMU_Y_OFFSET = 0.0 
$AMMU_Z_OFFSET = 0.0 
$AMMU_PLAYER_ANGLE = 180.0 
$AMMU_SELLER_ANGLE = 0.0 
$SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME 
$9584 = 0 
$AMMU_STAGE = 1 

:AMUNAT_884
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN2'  // Ammu-Nation
else_jump @AMUNAT_988 
$AMMU_X_OFFSET = -0.765 
$AMMU_Y_OFFSET = -42.311 
$AMMU_Z_OFFSET = -0.013 
$AMMU_PLAYER_ANGLE = 180.0 
$AMMU_SELLER_ANGLE = 0.0 
$SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME 
$9584 = 0 
$AMMU_STAGE = 1 

:AMUNAT_988
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN3'  // Ammu-Nation
else_jump @AMUNAT_1092 
$AMMU_X_OFFSET = -6.264 
$AMMU_Y_OFFSET = -71.34 
$AMMU_Z_OFFSET = -0.002 
$AMMU_PLAYER_ANGLE = 180.0 
$AMMU_SELLER_ANGLE = 0.0 
$SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME 
$9584 = 0 
$AMMU_STAGE = 1 

:AMUNAT_1092
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN4'  // Ammu-Nation
else_jump @AMUNAT_1189 
$AMMU_X_OFFSET = 11.642 
$AMMU_Y_OFFSET = -102.936 
$AMMU_Z_OFFSET = -1.929 
$AMMU_PLAYER_ANGLE = 180.0 
$AMMU_SELLER_ANGLE = 0.0 
$SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME 
$AMMU_STAGE = 1 

:AMUNAT_1189
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN5'  // Ammu-Nation
else_jump @AMUNAT_1286 
$AMMU_X_OFFSET = 16.285 
$AMMU_Y_OFFSET = -127.781 
$AMMU_Z_OFFSET = -1.929 
$AMMU_PLAYER_ANGLE = 180.0 
$AMMU_SELLER_ANGLE = 0.0 
$SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME 
$AMMU_STAGE = 1 

:AMUNAT_1286
if 
  $AMMU_STAGE == 1 
else_jump @AMUNAT_2318 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
$X_BUY_MARKER = 296.506 
0059: $X_BUY_MARKER += $AMMU_X_OFFSET // (float) 
$Y_BUY_MARKER = -38.168 
0059: $Y_BUY_MARKER += $AMMU_Y_OFFSET // (float) 
$Z_BUY_MARKER = 1000.547 
0059: $Z_BUY_MARKER += $AMMU_Z_OFFSET // (float) 
$AMMU_X_SELLER = 296.506 
0059: $AMMU_X_SELLER += $AMMU_X_OFFSET // (float) 
$AMMU_Y_SELLER = -40.35 
0059: $AMMU_Y_SELLER += $AMMU_Y_OFFSET // (float) 
$AMMU_Z_SELLER = 1000.54 
0059: $AMMU_Z_SELLER += $AMMU_Z_OFFSET // (float) 
$X_CAMERA = 296.585 
0059: $X_CAMERA += $AMMU_X_OFFSET // (float) 
$Y_CAMERA = -38.345 
0059: $Y_CAMERA += $AMMU_Y_OFFSET // (float) 
$Z_CAMERA = 1002.236 
0059: $Z_CAMERA += $AMMU_Z_OFFSET // (float) 
$AMMU_X_AIM_CAMERA = 296.501 
0059: $AMMU_X_AIM_CAMERA += $AMMU_X_OFFSET // (float) 
$AMMU_Y_AIM_CAMERA = -39.298 
0059: $AMMU_Y_AIM_CAMERA += $AMMU_Y_OFFSET // (float) 
$AMMU_Z_AIM_CAMERA = 1001.943 
0059: $AMMU_Z_AIM_CAMERA += $AMMU_Z_OFFSET // (float) 
$AMMU_SELLER = Actor.Create(CivMale, $SELLER_MODEL, $AMMU_X_SELLER, $AMMU_Y_SELLER, $AMMU_Z_SELLER)
Actor.Angle($AMMU_SELLER) = $AMMU_SELLER_ANGLE
02A9: set_actor $AMMU_SELLER immune_to_nonplayer 1 
060B: set_actor $AMMU_SELLER decision_maker_to 65542 
if 
  $CASINO_TOTAL_PASSED_MISSIONS > 2 
else_jump @AMUNAT_1638 
075F: store_shopping_data_entries_number_to $AMMU_AVAILABLE_WEAPONS 
if 
  $2574 == 0 
else_jump @AMUNAT_1631 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhltlich.
$2574 = 1 

:AMUNAT_1631
jump @AMUNAT_2311 

:AMUNAT_1638
if 
  $TORENO_TOTAL_PASSED_MISSIONS > 7 
else_jump @AMUNAT_1706 
$AMMU_AVAILABLE_WEAPONS = 15 
if 
  $2573 == 0 
else_jump @AMUNAT_1699 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhltlich.
$2573 = 1 

:AMUNAT_1699
jump @AMUNAT_2311 

:AMUNAT_1706
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS > 9 
else_jump @AMUNAT_1774 
$AMMU_AVAILABLE_WEAPONS = 14 
if 
  $2572 == 0 
else_jump @AMUNAT_1767 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhltlich.
$2572 = 1 

:AMUNAT_1767
jump @AMUNAT_2311 

:AMUNAT_1774
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS > 0 
else_jump @AMUNAT_1842 
$AMMU_AVAILABLE_WEAPONS = 13 
if 
  $2571 == 0 
else_jump @AMUNAT_1835 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhltlich.
$2571 = 1 

:AMUNAT_1835
jump @AMUNAT_2311 

:AMUNAT_1842
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS > 7 
else_jump @AMUNAT_1910 
$AMMU_AVAILABLE_WEAPONS = 12 
if 
  $2570 == 0 
else_jump @AMUNAT_1903 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhltlich.
$2570 = 1 

:AMUNAT_1903
jump @AMUNAT_2311 

:AMUNAT_1910
if 
  $TRUTH_TOTAL_PASSED_MISSIONS > 0 
else_jump @AMUNAT_1978 
$AMMU_AVAILABLE_WEAPONS = 11 
if 
  $2569 == 0 
else_jump @AMUNAT_1971 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhltlich.
$2569 = 1 

:AMUNAT_1971
jump @AMUNAT_2311 

:AMUNAT_1978
if 
  $ALL_CATALINA_MISSIONS_PASSED == 1 
else_jump @AMUNAT_2046 
$AMMU_AVAILABLE_WEAPONS = 10 
if 
  $2568 == 0 
else_jump @AMUNAT_2039 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhltlich.
$2568 = 1 

:AMUNAT_2039
jump @AMUNAT_2311 

:AMUNAT_2046
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS > 4 
else_jump @AMUNAT_2114 
$AMMU_AVAILABLE_WEAPONS = 9 
if 
  $2567 == 0 
else_jump @AMUNAT_2107 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhltlich.
$2567 = 1 

:AMUNAT_2107
jump @AMUNAT_2311 

:AMUNAT_2114
if 
  $SMOKE_TOTAL_PASSED_MISSIONS > 3 
else_jump @AMUNAT_2182 
$AMMU_AVAILABLE_WEAPONS = 8 
if 
  $2566 == 0 
else_jump @AMUNAT_2175 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhltlich.
$2566 = 1 

:AMUNAT_2175
jump @AMUNAT_2311 

:AMUNAT_2182
if 
  $RYDER_TOTAL_PASSED_MISSIONS > 2 
else_jump @AMUNAT_2250 
$AMMU_AVAILABLE_WEAPONS = 7 
if 
  $2565 == 0 
else_jump @AMUNAT_2243 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhltlich.
$2565 = 1 

:AMUNAT_2243
jump @AMUNAT_2311 

:AMUNAT_2250
if 
  2 > $LS_FINAL_TOTAL_PASSED_MISSIONS 
else_jump @AMUNAT_2311 
$AMMU_AVAILABLE_WEAPONS = 6 
if 
  $2564 == 0 
else_jump @AMUNAT_2311 
03E5: show_text_box 'NEWWEAP'  // Es ist eine neue Waffe erhltlich.
$2564 = 1 

:AMUNAT_2311
$AMMU_STAGE = 2 

:AMUNAT_2318
if 
  $AMMU_STAGE == 2 
else_jump @AMUNAT_2978 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME 
else_jump @AMUNAT_2367 
gosub @AMUNAT_8535 

:AMUNAT_2367
if 
   not Actor.Dead($AMMU_SELLER)
else_jump @AMUNAT_2933 
if 
  $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0 
else_jump @AMUNAT_2881 
if 
  $9584 == 0 
else_jump @AMUNAT_2480 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "WEAPONS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
$9584 = 1 

:AMUNAT_2480
if 
  $ONMISSION_SHOOTING == 0 
else_jump @AMUNAT_2700 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER 
031D:   actor $AMMU_SELLER hit_by_weapon 57 
else_jump @AMUNAT_2613 
09D5: unknown_get_actor $AMMU_SELLER unknown 327 flags 0 0 1 store_to $10081 // extended 0947 
05BA: AS_actor $AMMU_SELLER move_mouth 5 ms 
081A: set_actor $AMMU_SELLER weapon_skill_to 2 
01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy($AMMU_SELLER) = 80
0638: AS_actor $AMMU_SELLER stay_put 1 
05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR 
$SHOW_SHOP_SPHERE = 0 
$FLAG_AMMU_SELLER_ATTACK_PLAYER = 1 
jump @AMUNAT_2693 

:AMUNAT_2613
$SHOW_SHOP_SPHERE = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @AMUNAT_2693 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @AMUNAT_2693 
$9584 = 0 
$AMMU_STAGE = 3 

:AMUNAT_2693
jump @AMUNAT_2874 

:AMUNAT_2700
if or
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER 
031D:   actor $AMMU_SELLER hit_by_weapon 57 
else_jump @AMUNAT_2810 
09D5: unknown_get_actor $AMMU_SELLER unknown 327 flags 0 0 1 store_to $10081 // extended 0947 
05BA: AS_actor $AMMU_SELLER move_mouth 5 ms 
081A: set_actor $AMMU_SELLER weapon_skill_to 2 
01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy($AMMU_SELLER) = 80
0638: AS_actor $AMMU_SELLER stay_put 1 
05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR 
$SHOW_SHOP_SPHERE = 0 
$FLAG_AMMU_SELLER_ATTACK_PLAYER = 1 
jump @AMUNAT_2874 

:AMUNAT_2810
$SHOW_SHOP_SPHERE = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @AMUNAT_2874 
$9584 = 0 
$AMMU_STAGE = 3 

:AMUNAT_2874
jump @AMUNAT_2926 

:AMUNAT_2881
gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME 
else_jump @AMUNAT_2919 
gosub @AMUNAT_8535 

:AMUNAT_2919
jump @AMUNAT_640 

:AMUNAT_2926
jump @AMUNAT_2978 

:AMUNAT_2933
gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME 
else_jump @AMUNAT_2971 
gosub @AMUNAT_8535 

:AMUNAT_2971
jump @AMUNAT_640 

:AMUNAT_2978
if 
  $AMMU_STAGE == 3 
else_jump @AMUNAT_3062 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
32@ = 0 
$AMMU_STAGE = 4 

:AMUNAT_3062
if 
  $AMMU_STAGE == 4 
else_jump @AMUNAT_3421 
if 
   Actor.Dead($AMMU_SELLER)
else_jump @AMUNAT_3141 
gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME 
else_jump @AMUNAT_3134 
gosub @AMUNAT_8535 

:AMUNAT_3134
jump @AMUNAT_640 

:AMUNAT_3141
if 
  $9584 == 0 
else_jump @AMUNAT_3421 
if 
  32@ >= 300 
else_jump @AMUNAT_3421 
08C7: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER // versionB 
Actor.Angle($PLAYER_ACTOR) = $AMMU_PLAYER_ANGLE
Actor.StorePos($AMMU_SELLER, $2755, $2756, $2757)
if or
8044:   not  $2755 == $AMMU_X_SELLER // (float) 
8044:   not  $2756 == $AMMU_Y_SELLER // (float) 
8044:   not  $2757 == $AMMU_Z_SELLER // (float) 
else_jump @AMUNAT_3271 
Actor.PutAt($AMMU_SELLER, $AMMU_X_SELLER, $AMMU_Y_SELLER, $AMMU_Z_SELLER)
Actor.Angle($AMMU_SELLER) = $AMMU_SELLER_ANGLE

:AMUNAT_3271
Camera.SetPosition($X_CAMERA, $Y_CAMERA, $Z_CAMERA, 0.0, 0.0, 0.0)
Camera.PointAt($AMMU_X_AIM_CAMERA, $AMMU_Y_AIM_CAMERA, $AMMU_Z_AIM_CAMERA, 2)
09D5: unknown_get_actor $AMMU_SELLER unknown 333 flags 0 0 1 store_to $10081 // extended 0947 
if 
  $2576 == 1 
else_jump @AMUNAT_3352 
$2575 = 1 

:AMUNAT_3352
if 
   Player.Defined($PLAYER_CHAR)
else_jump @AMUNAT_3389 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
jump @AMUNAT_3403 

:AMUNAT_3389
gosub @AMUNAT_8535 
jump @AMUNAT_640 

:AMUNAT_3403
0581: enable_radar 0 
$AMMU_STAGE = 5 
$9584 = 0 

:AMUNAT_3421
if 
  $AMMU_STAGE == 5 
else_jump @AMUNAT_4241 
if 
   Actor.Dead($AMMU_SELLER)
else_jump @AMUNAT_3500 
gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME 
else_jump @AMUNAT_3493 
gosub @AMUNAT_8535 

:AMUNAT_3493
jump @AMUNAT_640 

:AMUNAT_3500
if 
  1 > $9584 
else_jump @AMUNAT_3550 
if 
  $2420 == 0 
else_jump @AMUNAT_3550 
gosub @AMUNAT_9980 
gosub @AMUNAT_10986 

:AMUNAT_3550
if 
  $9584 == 0 
else_jump @AMUNAT_3616 
if 
00E1:   player 0 pressed_key 16 
else_jump @AMUNAT_3592 
$9584 = 3 

:AMUNAT_3592
if 
00E1:   player 0 pressed_key 15 
else_jump @AMUNAT_3616 
$9584 = 1 

:AMUNAT_3616
if 
  $9584 == 1 
else_jump @AMUNAT_3862 
if 
80E1:   not player 0 pressed_key 15 
else_jump @AMUNAT_3862 
if 
  $2420 == 1 
else_jump @AMUNAT_3683 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:AMUNAT_3683
if 
  $2424 == 1 
else_jump @AMUNAT_3715 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:AMUNAT_3715
if 
  $2418 == 1 
else_jump @AMUNAT_3747 
03E6: remove_text_box 
08DA: remove_panel $2417 
$2418 = 0 

:AMUNAT_3747
if 
  $2422 == 1 
else_jump @AMUNAT_3777 
08DA: remove_panel $2421 
$2422 = 0 

:AMUNAT_3777
03D5: remove_text 'AMMUA'  // ~s~Wenn du diesen Artikel kaufst, wird er die Waffe in diesem Slot ersetzen.
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'AMMUC'  // ~s~Du kannst keine Munition mehr fr diese Waffe kaufen.
03D5: remove_text 'AMMUD'  // ~s~Du kannst dir keine kugelsichere Weste mehr kaufen.
09D5: unknown_get_actor $AMMU_SELLER unknown 331 flags 0 0 1 store_to $10081 // extended 0947 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
0581: enable_radar 1 
$9584 = 2 

:AMUNAT_3862
if 
  $9584 == 2 
else_jump @AMUNAT_4090 
if 
  $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0 
else_jump @AMUNAT_3999 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER 
031D:   actor $AMMU_SELLER hit_by_weapon 57 
else_jump @AMUNAT_3999 
09D5: unknown_get_actor $AMMU_SELLER unknown 327 flags 0 0 1 store_to $10081 // extended 0947 
05BA: AS_actor $AMMU_SELLER move_mouth 5 ms 
081A: set_actor $AMMU_SELLER weapon_skill_to 2 
01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy($AMMU_SELLER) = 80
0638: AS_actor $AMMU_SELLER stay_put 1 
05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR 
$FLAG_AMMU_SELLER_ATTACK_PLAYER = 1 

:AMUNAT_3999
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
else_jump @AMUNAT_4090 
$2420 = 0 
$2424 = 0 
$9544 = 0 
$2418 = 0 
$2422 = 0 
$AMMU_STAGE = 2 
$9584 = 0 

:AMUNAT_4090
if 
  $9584 == 3 
else_jump @AMUNAT_4241 
if 
80E1:   not player 0 pressed_key 16 
else_jump @AMUNAT_4241 
08D8: $9637 = panel $2419 selected_row 
05A9: s$9549 = $2450($9637,12s) 
if 
  0 > $9637 
else_jump @AMUNAT_4170 
$9637 = 0 

:AMUNAT_4170
if 
  $2420 == 1 
else_jump @AMUNAT_4202 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:AMUNAT_4202
if 
  $2424 == 0 
else_jump @AMUNAT_4227 
gosub @AMUNAT_11388 

:AMUNAT_4227
$9584 = 0 
$AMMU_STAGE = 6 

:AMUNAT_4241
if 
  $AMMU_STAGE == 6 
else_jump @AMUNAT_5565 
if 
   Actor.Dead($AMMU_SELLER)
else_jump @AMUNAT_4320 
gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME 
else_jump @AMUNAT_4313 
gosub @AMUNAT_8535 

:AMUNAT_4313
jump @AMUNAT_640 

:AMUNAT_4320
if 
  1 > $9584 
else_jump @AMUNAT_4363 
if 
  $2424 == 0 
else_jump @AMUNAT_4363 
gosub @AMUNAT_11388 

:AMUNAT_4363
if 
  $9584 == 0 
else_jump @AMUNAT_4429 
if 
00E1:   player 0 pressed_key 16 
else_jump @AMUNAT_4405 
$9584 = 2 

:AMUNAT_4405
if 
00E1:   player 0 pressed_key 15 
else_jump @AMUNAT_4429 
$9584 = 1 

:AMUNAT_4429
if 
  $9584 == 1 
else_jump @AMUNAT_4542 
if 
80E1:   not player 0 pressed_key 15 
else_jump @AMUNAT_4542 
if 
  $2424 == 1 
else_jump @AMUNAT_4496 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:AMUNAT_4496
if 
  $2420 == 0 
else_jump @AMUNAT_4528 
gosub @AMUNAT_9980 
gosub @AMUNAT_10986 

:AMUNAT_4528
$9584 = 0 
$AMMU_STAGE = 5 

:AMUNAT_4542
if 
  $9584 == 2 
else_jump @AMUNAT_4834 
if 
80E1:   not player 0 pressed_key 16 
else_jump @AMUNAT_4834 
08D8: $9638 = panel $2423 selected_row 
if 
  0 > $9638 
else_jump @AMUNAT_4610 
$9638 = 0 

:AMUNAT_4610
0084: $AMMU_SELECTED_WEAPON = $9633($9638,3i) // (int) 
078C: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
0761: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON price_to $AMMU_WEAPON_COST 
if 
84A3:   not  $AMMU_SELECTED_WEAPON == 48 // $ == any 
else_jump @AMUNAT_4679 
0782: get_weapon_with_ID $AMMU_SELECTED_WEAPON weapon_group_to $AMMU_SELECTED_WEAPON_WEAPON_GROUP 
0781: get_weapon_with_ID $AMMU_SELECTED_WEAPON model_to $AMMU_SELECTED_WEAPON_MODEL 
jump @AMUNAT_4687 

:AMUNAT_4679
04AE: $AMMU_SELECTED_WEAPON_MODEL = 373 // $ = any 

:AMUNAT_4687
if 
  $2424 == 1 
else_jump @AMUNAT_4719 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:AMUNAT_4719
0812: AS_actor $AMMU_SELLER perform_animation "SHP_G_LIFT_IN" IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
if 
   Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_IN"
else_jump @AMUNAT_4827 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time 

:AMUNAT_4827
$9584 = 3 

:AMUNAT_4834
if 
  $9584 == 3 
else_jump @AMUNAT_4934 
if 
   Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_IN"
else_jump @AMUNAT_4906 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time 

:AMUNAT_4906
if 
  $AMMU_SELLER_ANIMATION_TIME == 1.0 
else_jump @AMUNAT_4934 
$9584 = 4 

:AMUNAT_4934
if 
  $9584 == 4 
else_jump @AMUNAT_5110 
$9543 = Object.Create($AMMU_SELECTED_WEAPON_MODEL, $AMMU_X_SELLER, $AMMU_Y_SELLER, $AMMU_Z_SELLER)
gosub @AMUNAT_8960 
gosub @AMUNAT_9615 
070A: AS_actor $AMMU_SELLER attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
Object.KeepInMemory($9543) = False
0812: AS_actor $AMMU_SELLER perform_animation v$9554 IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
if 
   Actor.Animation($AMMU_SELLER) == v$9554
else_jump @AMUNAT_5103 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time 

:AMUNAT_5103
$9584 = 5 

:AMUNAT_5110
if 
  $9584 == 5 
else_jump @AMUNAT_5300 
if 
   Actor.Animation($AMMU_SELLER) == v$9554
else_jump @AMUNAT_5158 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time 

:AMUNAT_5158
if 
  $AMMU_SELLER_ANIMATION_TIME == 1.0 
else_jump @AMUNAT_5300 
070B: set_actor $AMMU_SELLER onbone_attached_object_operation 0 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1131 
Object.PutAt($9543, $9585, $9586, $9587)
Object.KeepInMemory($9543) = True
0812: AS_actor $AMMU_SELLER perform_animation v$9558 IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
if 
   Actor.Animation($AMMU_SELLER) == v$9558
else_jump @AMUNAT_5293 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time 

:AMUNAT_5293
$9584 = 6 

:AMUNAT_5300
if 
  $9584 == 6 
else_jump @AMUNAT_5565 
if 
   Actor.Animation($AMMU_SELLER) == v$9558
else_jump @AMUNAT_5348 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time 

:AMUNAT_5348
if 
  $AMMU_SELLER_ANIMATION_TIME == 1.0 
else_jump @AMUNAT_5565 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "WEAPONS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
if 
  $2418 == 0 
else_jump @AMUNAT_5448 
gosub @AMUNAT_7632 

:AMUNAT_5448
if 
84A3:   not  $AMMU_SELECTED_WEAPON == 48 // $ == any 
else_jump @AMUNAT_5551 
0084: $9578 = $AMMU_SELECTED_WEAPON_WEAPON_GROUP // (int) 
$9578 += 1 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group $9578 weapon $9572 ammo $9573 model $9574 
if 
803A:   not  $9572 == $AMMU_SELECTED_WEAPON // (int) 
else_jump @AMUNAT_5551 
if 
  $9573 > 0 
else_jump @AMUNAT_5551 
00BC: show_text_highpriority GXT 'AMMUA' time 5000 flag 1  // ~s~Wenn du diesen Artikel kaufst, wird er die Waffe in diesem Slot ersetzen.

:AMUNAT_5551
$AMMU_STAGE = 7 
$9584 = 0 

:AMUNAT_5565
if 
  $AMMU_STAGE == 7 
else_jump @AMUNAT_7597 
if 
   Actor.Dead($AMMU_SELLER)
else_jump @AMUNAT_5644 
gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME 
else_jump @AMUNAT_5637 
gosub @AMUNAT_8535 

:AMUNAT_5637
jump @AMUNAT_640 

:AMUNAT_5644
if 
  1 > $9584 
else_jump @AMUNAT_5687 
if 
  $2418 == 0 
else_jump @AMUNAT_5687 
gosub @AMUNAT_7632 

:AMUNAT_5687
if 
  $9584 == 0 
else_jump @AMUNAT_5753 
if 
00E1:   player 0 pressed_key 16 
else_jump @AMUNAT_5729 
$9584 = 5 

:AMUNAT_5729
if 
00E1:   player 0 pressed_key 15 
else_jump @AMUNAT_5753 
$9584 = 1 

:AMUNAT_5753
if 
  $9584 == 1 
else_jump @AMUNAT_5899 
if 
80E1:   not player 0 pressed_key 15 
else_jump @AMUNAT_5899 
if 
  $2418 == 1 
else_jump @AMUNAT_5820 
03E6: remove_text_box 
08DA: remove_panel $2417 
$2418 = 0 

:AMUNAT_5820
0812: AS_actor $AMMU_SELLER perform_animation v$AMMU_SELLER_ANIMATION IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
if 
   Actor.Animation($AMMU_SELLER) == v$AMMU_SELLER_ANIMATION
else_jump @AMUNAT_5892 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time 

:AMUNAT_5892
$9584 = 2 

:AMUNAT_5899
if 
  $9584 == 2 
else_jump @AMUNAT_6095 
if 
   Actor.Animation($AMMU_SELLER) == v$AMMU_SELLER_ANIMATION
else_jump @AMUNAT_5947 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time 

:AMUNAT_5947
if 
  $AMMU_SELLER_ANIMATION_TIME == 1.0 
else_jump @AMUNAT_6095 
070A: AS_actor $AMMU_SELLER attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
Object.KeepInMemory($9543) = False
0812: AS_actor $AMMU_SELLER perform_animation v$9566 IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
if 
   Actor.Animation($AMMU_SELLER) == v$9566
else_jump @AMUNAT_6088 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time 

:AMUNAT_6088
$9584 = 3 

:AMUNAT_6095
if 
  $9584 == 3 
else_jump @AMUNAT_6317 
if 
   Actor.Animation($AMMU_SELLER) == v$9566
else_jump @AMUNAT_6143 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time 

:AMUNAT_6143
if 
  $AMMU_SELLER_ANIMATION_TIME == 1.0 
else_jump @AMUNAT_6317 
070B: set_actor $AMMU_SELLER onbone_attached_object_operation 0 
Object.PutAt($9543, $9585, $9586, $9587)
Object.KeepInMemory($9543) = True
gosub @AMUNAT_8953 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_G_LIFT_OUT" IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
if 
   Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_OUT"
else_jump @AMUNAT_6310 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time 

:AMUNAT_6310
$9584 = 4 

:AMUNAT_6317
if 
  $9584 == 4 
else_jump @AMUNAT_6480 
if 
   Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_OUT"
else_jump @AMUNAT_6391 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time 

:AMUNAT_6391
if 
  $AMMU_SELLER_ANIMATION_TIME == 1.0 
else_jump @AMUNAT_6480 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "WEAPONS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
$9584 = 0 
$AMMU_STAGE = 6 

:AMUNAT_6480
if 
  $9584 == 5 
else_jump @AMUNAT_7048 
if 
80E1:   not player 0 pressed_key 16 
else_jump @AMUNAT_7048 
03D5: remove_text 'AMMUA'  // ~s~Wenn du diesen Artikel kaufst, wird er die Waffe in diesem Slot ersetzen.
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'AMMUC'  // ~s~Du kannst keine Munition mehr fr diese Waffe kaufen.
03D5: remove_text 'AMMUD'  // ~s~Du kannst dir keine kugelsichere Weste mehr kaufen.
$2544 = 0 
$9596 = 0 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
002C:   $SHOPS_PLAYER_CASH >= $AMMU_WEAPON_COST // (int) 
else_jump @AMUNAT_6969 
if 
84A3:   not  $AMMU_SELECTED_WEAPON == 48 // $ == any 
else_jump @AMUNAT_6791 
041A: $9573 = actor $PLAYER_ACTOR weapon $AMMU_SELECTED_WEAPON ammo 
if 
  9999 > $9573 
else_jump @AMUNAT_6705 
0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON 
09D5: unknown_get_actor $AMMU_SELLER unknown 323 flags 0 0 1 store_to $10081 // extended 0947 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1052 
$9584 = 6 
33@ = 0 
jump @AMUNAT_6784 

:AMUNAT_6705
if 
  $9596 == 0 
else_jump @AMUNAT_6784 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053 
00BC: show_text_highpriority GXT 'AMMUC' time 5000 flag 1  // ~s~Du kannst keine Munition mehr fr diese Waffe kaufen.
09D5: unknown_get_actor $AMMU_SELLER unknown 322 flags 0 0 1 store_to $10081 // extended 0947 
$9584 = 0 
$9596 = 1 

:AMUNAT_6784
jump @AMUNAT_6962 

:AMUNAT_6791
04DD: $9594 = actor $PLAYER_ACTOR armour 
0945: get_player $PLAYER_CHAR max_armour_to $9595 
if 
001C:   $9595 > $9594 // (int) 
else_jump @AMUNAT_6883 
09D5: unknown_get_actor $AMMU_SELLER unknown 323 flags 0 0 1 store_to $10081 // extended 0947 
0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1052 
$9584 = 6 
33@ = 0 
jump @AMUNAT_6962 

:AMUNAT_6883
if 
  $9596 == 0 
else_jump @AMUNAT_6962 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053 
09D5: unknown_get_actor $AMMU_SELLER unknown 322 flags 0 0 1 store_to $10081 // extended 0947 
00BC: show_text_highpriority GXT 'AMMUD' time 5000 flag 1  // ~s~Du kannst dir keine kugelsichere Weste mehr kaufen.
$9584 = 0 
$9596 = 1 

:AMUNAT_6962
jump @AMUNAT_7048 

:AMUNAT_6969
if 
  $2544 == 0 
else_jump @AMUNAT_7048 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053 
09D5: unknown_get_actor $AMMU_SELLER unknown 324 flags 0 0 1 store_to $10081 // extended 0947 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
$9584 = 0 
$2544 = 1 

:AMUNAT_7048
if 
  $9584 == 6 
else_jump @AMUNAT_7480 
if 
  $2418 == 1 
else_jump @AMUNAT_7098 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:AMUNAT_7098
if 
  $2422 == 0 
else_jump @AMUNAT_7466 
08D4: $2421 = create_panel_with_title 'AMMUN' position 29.0 20.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'WEAPON' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Waffe // Gekauft
08D6: set_panel $2421 column 1 alignment 0 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_WEAPON_COST  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
$2422 = 1 

:AMUNAT_7466
33@ = 0 
$9584 = 7 

:AMUNAT_7480
if 
  $9584 == 7 
else_jump @AMUNAT_7597 
if 
  33@ >= 1000 
else_jump @AMUNAT_7597 
if 
  $2422 == 1 
else_jump @AMUNAT_7547 
08DA: remove_panel $2421 
$2422 = 0 

:AMUNAT_7547
$9584 = 0 
if 
  1 > $9584 
else_jump @AMUNAT_7597 
if 
  $2418 == 0 
else_jump @AMUNAT_7597 
gosub @AMUNAT_7632 

:AMUNAT_7597
jump @AMUNAT_7611 

:AMUNAT_7604
gosub @AMUNAT_8535 

:AMUNAT_7611
jump @AMUNAT_7625 

:AMUNAT_7618
gosub @AMUNAT_8535 

:AMUNAT_7625
jump @AMUNAT_640 

:AMUNAT_7632
if 
  $2418 == 0 
else_jump @AMUNAT_8271 
0512: show_permanent_text_box 'AMMU_H3'  // ~k~~PED_SPRINT~ Kaufen~N~~k~~VEHICLE_ENTER_EXIT~ Zurck.
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @AMUNAT_7723 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_7964 

:AMUNAT_7723
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @AMUNAT_7785 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_7964 

:AMUNAT_7785
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @AMUNAT_7847 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_7964 

:AMUNAT_7847
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @AMUNAT_7909 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_7964 

:AMUNAT_7909
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @AMUNAT_7964 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation

:AMUNAT_7964
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'WEAPON' data s$AMMU_WEAPON_NAME 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Waffe
08D6: set_panel $2417 column 1 alignment 0 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_WEAPON_COST  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
$2418 = 1 

:AMUNAT_8271
return 

:AMUNAT_8273
if 
  $2420 == 1 
else_jump @AMUNAT_8305 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:AMUNAT_8305
if 
  $2424 == 1 
else_jump @AMUNAT_8337 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:AMUNAT_8337
if 
  $2418 == 1 
else_jump @AMUNAT_8369 
03E6: remove_text_box 
08DA: remove_panel $2417 
$2418 = 0 

:AMUNAT_8369
if 
  $2422 == 1 
else_jump @AMUNAT_8399 
08DA: remove_panel $2421 
$2422 = 0 

:AMUNAT_8399
if 
  $AMMU_STAGE >= 1 
else_jump @AMUNAT_8419 
03E6: remove_text_box 

:AMUNAT_8419
03D5: remove_text 'AMMUA'  // ~s~Wenn du diesen Artikel kaufst, wird er die Waffe in diesem Slot ersetzen.
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'AMMUC'  // ~s~Du kannst keine Munition mehr fr diese Waffe kaufen.
03D5: remove_text 'AMMUD'  // ~s~Du kannst dir keine kugelsichere Weste mehr kaufen.
$2420 = 0 
$2424 = 0 
$9544 = 0 
$9584 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
$9596 = 0 
$AMMU_STAGE = 2 
return 

:AMUNAT_8535
if 
  $2420 == 1 
else_jump @AMUNAT_8567 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:AMUNAT_8567
if 
  $2424 == 1 
else_jump @AMUNAT_8599 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:AMUNAT_8599
if 
  $2418 == 1 
else_jump @AMUNAT_8631 
03E6: remove_text_box 
08DA: remove_panel $2417 
$2418 = 0 

:AMUNAT_8631
if 
  $2422 == 1 
else_jump @AMUNAT_8661 
08DA: remove_panel $2421 
$2422 = 0 

:AMUNAT_8661
if 
  $AMMU_STAGE >= 1 
else_jump @AMUNAT_8681 
03E6: remove_text_box 

:AMUNAT_8681
03D5: remove_text 'AMMUA'  // ~s~Wenn du diesen Artikel kaufst, wird er die Waffe in diesem Slot ersetzen.
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'AMMUC'  // ~s~Du kannst keine Munition mehr fr diese Waffe kaufen.
03D5: remove_text 'AMMUD'  // ~s~Du kannst dir keine kugelsichere Weste mehr kaufen.
$2420 = 0 
$2424 = 0 
$FLAG_AMMU_SELLER_ATTACK_PLAYER = 0 
$9544 = 0 
$9584 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
$9596 = 0 
$AMMU_STAGE = 0 
Model.Destroy(#COLT45)
Model.Destroy(#SILENCED)
Model.Destroy(#DESERT_EAGLE)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#SAWNOFF)
Model.Destroy(#SHOTGSPA)
Model.Destroy(#GRENADE)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#MP5LNG)
Model.Destroy(#TEC9)
Model.Destroy(#AK47)
Model.Destroy(#M4)
Model.Destroy(#CUNTGUN)
Model.Destroy(#SNIPER)
Model.Destroy(#ARMOUR)
Model.Destroy(#SATCHEL)
Model.Destroy(#BOMB)
03F0: enable_text_draw 0 
Model.Destroy($SELLER_MODEL)
Actor.DestroyInstantly($AMMU_SELLER)
08F8: display_stat_update_box 1 
0581: enable_radar 1 
09BD: unknown_flag 0 
if 
  $5274 == 1 
else_jump @AMUNAT_8949 
03E5: show_text_box 'ANR_56'  // Ein neuer Schiewettbewerb ist verfgbar.
$5274 = 0 

:AMUNAT_8949
end_thread 
return 

:AMUNAT_8953
Object.Destroy($9543)
return 

:AMUNAT_8960
if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 349 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 351 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 355 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 356 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 358 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 357 // $ == any 
else_jump @AMUNAT_9113 
06D1: v$9554 = "SHP_2H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
$9585 += 0.231 
0086: $9586 = $AMMU_Y_SELLER // (float) 
$9586 += 0.636 
0086: $9587 = $AMMU_Z_SELLER // (float) 
$9587 += 1.053 

:AMUNAT_9113
if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 350 // $ == any 
else_jump @AMUNAT_9226 
06D1: v$9554 = "SHP_2H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
$9585 += 0.231 
0086: $9586 = $AMMU_Y_SELLER // (float) 
$9586 += 0.636 
0086: $9587 = $AMMU_Z_SELLER // (float) 
$9587 += 1.053 

:AMUNAT_9226
if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 346 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 347 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 348 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 342 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 352 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 353 // $ == any 
else_jump @AMUNAT_9379 
06D1: v$9554 = "SHP_1H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
$9585 += 0.108 
0086: $9586 = $AMMU_Y_SELLER // (float) 
$9586 += 0.654 
0086: $9587 = $AMMU_Z_SELLER // (float) 
$9587 += 1.053 

:AMUNAT_9379
if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 363 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 372 // $ == any 
else_jump @AMUNAT_9500 
06D1: v$9554 = "SHP_1H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
$9585 += 0.108 
0086: $9586 = $AMMU_Y_SELLER // (float) 
$9586 += 0.654 
0086: $9587 = $AMMU_Z_SELLER // (float) 
$9587 += 1.053 

:AMUNAT_9500
if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 373 // $ == any 
else_jump @AMUNAT_9613 
06D1: v$9554 = "SHP_AR_LIFT" // v$ = string 
06D1: v$9558 = "SHP_AR_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
$9585 += 0.175 
0086: $9586 = $AMMU_Y_SELLER // (float) 
$9586 += 0.676 
0086: $9587 = $AMMU_Z_SELLER // (float) 
$9587 += 1.5 

:AMUNAT_9613
return 

:AMUNAT_9615
if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 349 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 351 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 355 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 356 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 358 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 357 // $ == any 
else_jump @AMUNAT_9710 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_2H_RET" // v$ = string 

:AMUNAT_9710
if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 350 // $ == any 
else_jump @AMUNAT_9765 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_2H_RET" // v$ = string 

:AMUNAT_9765
if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 346 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 347 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 348 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 342 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 352 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 353 // $ == any 
else_jump @AMUNAT_9860 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_1H_RET" // v$ = string 

:AMUNAT_9860
if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 363 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 372 // $ == any 
else_jump @AMUNAT_9923 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_1H_RET" // v$ = string 

:AMUNAT_9923
if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 373 // $ == any 
else_jump @AMUNAT_9978 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_AR_RET_S" // v$ = string 
06D1: v$9566 = "SHP_AR_RET" // v$ = string 

:AMUNAT_9978
return 

:AMUNAT_9980
$9597 = 0 
$9616 = 0 
$2515 = 0 
$9598 = 0 
$9599 = 0 
$9600 = 0 
$9601 = 0 
$9602 = 0 
$9603 = 0 
$9604 = 0 
$9605 = 0 
$9606 = 0 
$9607 = 0 
$9608 = 0 
$9609 = 0 
$9610 = 0 
$9611 = 0 
$9612 = 0 
$9613 = 0 
$9614 = 0 
$9615 = 0 

:AMUNAT_10127
if 
001C:   $AMMU_AVAILABLE_WEAPONS > $9597 // (int) 
else_jump @AMUNAT_10904 
0760: store_shopping_data_index $9597 textureCRC_to $AMMU_SELECTED_WEAPON 
0871: init_jump_table $AMMU_SELECTED_WEAPON total_jumps 16 default_jump 0 @AMUNAT_10890 jumps 16 @AMUNAT_10738 22 @AMUNAT_10282 23 @AMUNAT_10282 24 @AMUNAT_10282 25 @AMUNAT_10358 26 @AMUNAT_10358 27 @AMUNAT_10358 
0872: jump_table_jumps 28 @AMUNAT_10434 29 @AMUNAT_10510 30 @AMUNAT_10586 31 @AMUNAT_10586 32 @AMUNAT_10434 33 @AMUNAT_10662 34 @AMUNAT_10662 39 @AMUNAT_10738 48 @AMUNAT_10814 

:AMUNAT_10282
0084: $9617($9598,3i) = $AMMU_SELECTED_WEAPON // (int) 
$9598 += 1 
if 
  $9607 == 0 
else_jump @AMUNAT_10351 
05A9: $2450($9616,12s) = 'GUN1'  // Pistolen
$9616 += 1 
$9607 = 1 

:AMUNAT_10351
jump @AMUNAT_10890 

:AMUNAT_10358
0084: $9620($9599,3i) = $AMMU_SELECTED_WEAPON // (int) 
$9599 += 1 
if 
  $9608 == 0 
else_jump @AMUNAT_10427 
05A9: $2450($9616,12s) = 'GUN2'  // Schrotflinten
$9616 += 1 
$9608 = 1 

:AMUNAT_10427
jump @AMUNAT_10890 

:AMUNAT_10434
0084: $9623($9600,2i) = $AMMU_SELECTED_WEAPON // (int) 
$9600 += 1 
if 
  $9609 == 0 
else_jump @AMUNAT_10503 
05A9: $2450($9616,12s) = 'GUN3'  // Micro SMGs
$9616 += 1 
$9609 = 1 

:AMUNAT_10503
jump @AMUNAT_10890 

:AMUNAT_10510
0084: $9625($9601,1i) = $AMMU_SELECTED_WEAPON // (int) 
$9601 += 1 
if 
  $9610 == 0 
else_jump @AMUNAT_10579 
05A9: $2450($9616,12s) = 'GUN4'  // SMG
$9616 += 1 
$9610 = 1 

:AMUNAT_10579
jump @AMUNAT_10890 

:AMUNAT_10586
0084: $9626($9602,2i) = $AMMU_SELECTED_WEAPON // (int) 
$9602 += 1 
if 
  $9611 == 0 
else_jump @AMUNAT_10655 
05A9: $2450($9616,12s) = 'GUN5'  // Sturmgewehr
$9616 += 1 
$9611 = 1 

:AMUNAT_10655
jump @AMUNAT_10890 

:AMUNAT_10662
0084: $9628($9604,2i) = $AMMU_SELECTED_WEAPON // (int) 
$9604 += 1 
if 
  $9612 == 0 
else_jump @AMUNAT_10731 
05A9: $2450($9616,12s) = 'GUN6'  // Gewehre
$9616 += 1 
$9612 = 1 

:AMUNAT_10731
jump @AMUNAT_10890 

:AMUNAT_10738
0084: $9630($9603,2i) = $AMMU_SELECTED_WEAPON // (int) 
$9603 += 1 
if 
  $9613 == 0 
else_jump @AMUNAT_10807 
05A9: $2450($9616,12s) = 'GUN7'  // Wurfwaffen
$9616 += 1 
$9613 = 1 

:AMUNAT_10807
jump @AMUNAT_10890 

:AMUNAT_10814
0084: $9632($9605,1i) = $AMMU_SELECTED_WEAPON // (int) 
$9605 += 1 
if 
  $9614 == 0 
else_jump @AMUNAT_10883 
05A9: $2450($9616,12s) = 'GUN8'  // Schutzweste
$9616 += 1 
$9614 = 1 

:AMUNAT_10883
jump @AMUNAT_10890 

:AMUNAT_10890
$9597 += 1 
jump @AMUNAT_10127 

:AMUNAT_10904
0084: $2515 = $9616 // (int) 

:AMUNAT_10912
if 
  12 > $2515 
else_jump @AMUNAT_10984 
$2438($2515,12i) = -1 
$2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @AMUNAT_10912 

:AMUNAT_10984
return 

:AMUNAT_10986
if 
  $2420 == 0 
else_jump @AMUNAT_11386 
0512: show_permanent_text_box 'AMMU_H'  // Benutze ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um eine Waffe auszuwhlen.~N~~k~~PED_SPRINT~ Auswhlen~N~~k~~VEHICLE_ENTER_EXIT~ Beenden
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @AMUNAT_11077 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_11318 

:AMUNAT_11077
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @AMUNAT_11139 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_11318 

:AMUNAT_11139
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @AMUNAT_11201 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_11318 

:AMUNAT_11201
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @AMUNAT_11263 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_11318 

:AMUNAT_11263
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @AMUNAT_11318 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation

:AMUNAT_11318
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
$2420 = 1 

:AMUNAT_11386
return 

:AMUNAT_11388
$9636 = 0 
if 
05AD:   s$9549 == 'GUN1'  // Pistolen
else_jump @AMUNAT_11493 

:AMUNAT_11420
if 
001C:   $9598 > $9636 // (int) 
else_jump @AMUNAT_11493 
078C: get_shopping_item_with_textureCRC $9617($9636,3i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9617($9636,3i) // (int) 
$9636 += 1 
jump @AMUNAT_11420 

:AMUNAT_11493
if 
05AD:   s$9549 == 'GUN2'  // Schrotflinten
else_jump @AMUNAT_11591 

:AMUNAT_11518
if 
001C:   $9599 > $9636 // (int) 
else_jump @AMUNAT_11591 
078C: get_shopping_item_with_textureCRC $9620($9636,3i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9620($9636,3i) // (int) 
$9636 += 1 
jump @AMUNAT_11518 

:AMUNAT_11591
if 
05AD:   s$9549 == 'GUN3'  // Micro SMGs
else_jump @AMUNAT_11689 

:AMUNAT_11616
if 
001C:   $9600 > $9636 // (int) 
else_jump @AMUNAT_11689 
078C: get_shopping_item_with_textureCRC $9623($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9623($9636,2i) // (int) 
$9636 += 1 
jump @AMUNAT_11616 

:AMUNAT_11689
if 
05AD:   s$9549 == 'GUN4'  // SMG
else_jump @AMUNAT_11787 

:AMUNAT_11714
if 
001C:   $9601 > $9636 // (int) 
else_jump @AMUNAT_11787 
078C: get_shopping_item_with_textureCRC $9625($9636,1i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9625($9636,1i) // (int) 
$9636 += 1 
jump @AMUNAT_11714 

:AMUNAT_11787
if 
05AD:   s$9549 == 'GUN5'  // Sturmgewehr
else_jump @AMUNAT_11885 

:AMUNAT_11812
if 
001C:   $9602 > $9636 // (int) 
else_jump @AMUNAT_11885 
078C: get_shopping_item_with_textureCRC $9626($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9626($9636,2i) // (int) 
$9636 += 1 
jump @AMUNAT_11812 

:AMUNAT_11885
if 
05AD:   s$9549 == 'GUN6'  // Gewehre
else_jump @AMUNAT_11983 

:AMUNAT_11910
if 
001C:   $9604 > $9636 // (int) 
else_jump @AMUNAT_11983 
078C: get_shopping_item_with_textureCRC $9628($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9628($9636,2i) // (int) 
$9636 += 1 
jump @AMUNAT_11910 

:AMUNAT_11983
if 
05AD:   s$9549 == 'GUN7'  // Wurfwaffen
else_jump @AMUNAT_12081 

:AMUNAT_12008
if 
001C:   $9603 > $9636 // (int) 
else_jump @AMUNAT_12081 
078C: get_shopping_item_with_textureCRC $9630($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9630($9636,2i) // (int) 
$9636 += 1 
jump @AMUNAT_12008 

:AMUNAT_12081
if 
05AD:   s$9549 == 'GUN8'  // Schutzweste
else_jump @AMUNAT_12179 

:AMUNAT_12106
if 
001C:   $9605 > $9636 // (int) 
else_jump @AMUNAT_12179 
078C: get_shopping_item_with_textureCRC $9632($9636,1i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9632($9636,1i) // (int) 
$9636 += 1 
jump @AMUNAT_12106 

:AMUNAT_12179
0084: $2515 = $9636 // (int) 

:AMUNAT_12187
if 
  12 > $2515 
else_jump @AMUNAT_12259 
$2438($2515,12i) = -1 
$2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @AMUNAT_12187 

:AMUNAT_12259
if 
  $2424 == 0 
else_jump @AMUNAT_12659 
0512: show_permanent_text_box 'AMMU_H2'  // Benutze ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um eine Waffe auszuwhlen.~N~~k~~PED_SPRINT~ Ansehen~N~~k~~VEHICLE_ENTER_EXIT~ Zurck.
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @AMUNAT_12350 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_12591 

:AMUNAT_12350
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @AMUNAT_12412 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_12591 

:AMUNAT_12412
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @AMUNAT_12474 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_12591 

:AMUNAT_12474
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @AMUNAT_12536 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_12591 

:AMUNAT_12536
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @AMUNAT_12591 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation

:AMUNAT_12591
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
$2424 = 1 

:AMUNAT_12659
return 
end_thread 

//-------------External script 61 (TATTOO)---------------

:TATTO
$9706 = 0 
$9707 = 0 
$2513 = 0 
$2425 = 0 
$2514 = 0 
$2515 = 0 
$9664 = 0 
$9639 = 0.0 
$9640 = 0.0 
$9641 = 0.0 
$9642 = 0.0 
$9660 = 0.0 
$9657 = 0.0 
$9659 = 0.0 
$9658 = 0.0 
$9653 = 0.0 
$9654 = 0.0 
$9655 = 0.0 
$9656 = 0.0 
$9652 = 0 
$9650 = 0 
$9649 = 0 
$2420 = 0 
$2424 = 0 
$9705 = 0 
$2516 = 0 
$2517 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
$9708 = 0 
$9709 = 500 
$TATOO_SELECTED_TORSO_PART = 0 
$9711 = 0 
$9721 = 0 
$9722 = 0 
$9724 = 0 
$9725 = 0 
$X_BUY_MARKER = 0.0 
$Y_BUY_MARKER = 0.0 
$Z_BUY_MARKER = 0.0 
$9639 = 0.0 
$9640 = 0.0 
$9641 = 0.0 
$X_CAMERA = 0.0 
$Y_CAMERA = 0.0 
$Z_CAMERA = 0.0 
$9661 = 0.0 
$9662 = 0.0 
$9663 = 0.0 
$9726 = 0.0 
$9727 = 0.0 
$9728 = 0.0 
04AE: $SELLER_MODEL = 180 // $ = any 
Model.Load(#TATTOO_KIT)
0390: load_txd_dictionary 'LD_TATT' 
Model.Load($SELLER_MODEL)
03CF: load_wav 40000 as 4 
038B: load_requested_models 
set_wb_check_to 0 
thread 'TATTO' 

:TATTO_515
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TATTO_7605 
if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @TATTO_7591 
if 
  $9652 > 0 
else_jump @TATTO_637 
if 
0A0F:   new_language_set 
else_jump @TATTO_637 
03E6: remove_text_box 
08DA: remove_panel $2421 
08DA: remove_panel $2423 
08DA: remove_panel $2419 
08DA: remove_panel $9723 
$2420 = 0 
$2422 = 0 
$2424 = 0 
$9722 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:TATTO_637
if 
  $9652 == 0 
else_jump @TATTO_940 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'TATTO2'  // Tattoo Shop
else_jump @TATTO_750 
$9726 = 0.0 
$9727 = 0.0 
$9728 = 0.0 
$9660 = 125.0 
$9642 = 155.0 
05A9: s$9647 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9706 
$9652 = 1 

:TATTO_750
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'TATTOO'  // Tattoo Shop
else_jump @TATTO_845 
$9726 = 0.0 
$9727 = -18.266 
$9728 = 0.0 
$9660 = 125.0 
$9642 = 155.0 
05A9: s$9647 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9706 
$9652 = 1 

:TATTO_845
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'TATTO3'  // Tattoo Shop
else_jump @TATTO_940 
$9726 = 0.0 
$9727 = -35.32 
$9728 = 0.0 
$9660 = 125.0 
$9642 = 155.0 
05A9: s$9647 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9706 
$9652 = 1 

:TATTO_940
if 
  $9652 == 1 
else_jump @TATTO_1579 
if 
  $9664 == 0 
else_jump @TATTO_1462 
$X_BUY_MARKER = -203.318 
0059: $X_BUY_MARKER += $9726 // (float) 
$Y_BUY_MARKER = -7.062 
0059: $Y_BUY_MARKER += $9727 // (float) 
$Z_BUY_MARKER = 1001.28 
0059: $Z_BUY_MARKER += $9728 // (float) 
$9639 = -201.668 
0059: $9639 += $9726 // (float) 
$9640 = -6.217 
0059: $9640 += $9727 // (float) 
$9641 = 1001.28 
0059: $9641 += $9728 // (float) 
$X_CAMERA = -203.2045 
0059: $X_CAMERA += $9726 // (float) 
$Y_CAMERA = -5.3316 
0059: $Y_CAMERA += $9727 // (float) 
$Z_CAMERA = 1002.432 
0059: $Z_CAMERA += $9728 // (float) 
$9661 = -202.2993 
0059: $9661 += $9726 // (float) 
$9662 = -5.7376 
0059: $9662 += $9727 // (float) 
$9663 = 1002.306 
0059: $9663 += $9728 // (float) 
0086: $9653 = $9639 // (float) 
0086: $9654 = $9640 // (float) 
0086: $9655 = $9641 // (float) 
$9655 += 1.0 
0086: $9656 = $9642 // (float) 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
$9645 = Actor.Create(CivMale, $SELLER_MODEL, $9639, $9640, $9641)
02A9: set_actor $9645 immune_to_nonplayer 1 
060B: set_actor $9645 decision_maker_to 65542 
Actor.Angle($9645) = $9642
0985: set_objects_in_sphere $9639 $9640 $9641 radius 1.5 with_model -369 solid 0 for_actor $9645 
$9649 = 0 
$9651 = Object.Init(#TATTOO_KIT, $9653, $9654, $9655)
Object.Angle($9651) = $9656
04F4: put_actor $9645 into_turret_on_object $9651 offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 180.0 lock_weapon 0 
$SHOW_SHOP_SPHERE = 1 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP_file "TATTOOS" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
32@ = 0 
0947: unknown_actor $9645 play_audio_event 330 store_to $10081 
$9664 = 1 

:TATTO_1462
if 
  $9664 == 1 
else_jump @TATTO_1579 
if 
  32@ >= 300 
else_jump @TATTO_1579 
if 
03CA:   object $9651 exists 
else_jump @TATTO_1565 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 4.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_1565
$9664 = 0 
$9652 = 2 

:TATTO_1579
if 
  $9652 == 2 
else_jump @TATTO_1963 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_1628 
gosub @TATTO_7873 

:TATTO_1628
if 
   not Actor.Dead($9645)
else_jump @TATTO_1918 
if 
  $9649 == 0 
else_jump @TATTO_1866 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9645 
031D:   actor $9645 hit_by_weapon 57 
else_jump @TATTO_1786 
0947: unknown_actor $9645 play_audio_event 327 store_to $10081 
if 
03CA:   object $9651 exists 
else_jump @TATTO_1765 
075A: set_object $9651 animation "TAT_DROP_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$9658 = 0.0 

:TATTO_1765
05C4: AS_actor $9645 hands_up -2 ms 
$9649 = 1 
jump @TATTO_1859 

:TATTO_1786
$SHOW_SHOP_SPHERE = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @TATTO_1859 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TATTO_1859 
$9652 = 3 

:TATTO_1859
jump @TATTO_1911 

:TATTO_1866
gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_1904 
gosub @TATTO_7873 

:TATTO_1904
jump @TATTO_515 

:TATTO_1911
jump @TATTO_1963 

:TATTO_1918
gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_1956 
gosub @TATTO_7873 

:TATTO_1956
jump @TATTO_515 

:TATTO_1963
if 
  $9652 == 3 
else_jump @TATTO_2098 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TATTO_2084 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
0581: enable_radar 0 
32@ = 0 
$9664 = 0 
$9652 = 4 
jump @TATTO_2098 

:TATTO_2084
gosub @TATTO_7873 
jump @TATTO_515 

:TATTO_2098
if 
  $9652 == 4 
else_jump @TATTO_2930 
if 
   Actor.Dead($9645)
else_jump @TATTO_2177 
gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_2170 
gosub @TATTO_7873 

:TATTO_2170
jump @TATTO_515 

:TATTO_2177
if 
  $9664 == 0 
else_jump @TATTO_2639 
if 
  32@ >= 300 
else_jump @TATTO_2639 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER // versionB 
Actor.Angle($PLAYER_ACTOR) = $9660
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Actor.StorePos($9645, $2755, $2756, $2757)
if or
8044:   not  $2755 == $9639 // (float) 
8044:   not  $2756 == $9640 // (float) 
8044:   not  $2757 == $9641 // (float) 
else_jump @TATTO_2328 
Actor.PutAt($9645, $9639, $9640, $9641)
Actor.Angle($9645) = $9642

:TATTO_2328
Camera.SetPosition($X_CAMERA, $Y_CAMERA, $Z_CAMERA, 0.0, 0.0, 0.0)
Camera.PointAt($9661, $9662, $9663, 2)
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 0 textureCRC_to $9665 modelCRC_to $9666 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 0 
Player.Build($PLAYER_CHAR)
0793: save_player_clothes 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_IN_P" IFP_file "TATTOOS" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9657 = 0.0 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_SIT_IN_P"
else_jump @TATTO_2516 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_IN_P" time 

:TATTO_2516
if 
03CA:   object $9651 exists 
else_jump @TATTO_2579 
075A: set_object $9651 animation "TAT_SIT_IN_O" IFP_file "TATTOOS" 4.0 lockF 0 loop 1 // IF AND SET 
$9658 = 0.0 

:TATTO_2579
0812: AS_actor $9645 perform_animation "TAT_SIT_IN_T" IFP_file "TATTOOS" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9659 = 0.0 
$9664 = 1 

:TATTO_2639
if 
  $9664 == 1 
else_jump @TATTO_2930 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_SIT_IN_P"
else_jump @TATTO_2709 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_IN_P" time 

:TATTO_2709
if 
  $9657 == 1.0 
else_jump @TATTO_2930 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_2850 
075A: set_object $9651 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_2850
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
0947: unknown_actor $9645 play_audio_event 333 store_to $10081 
$9664 = 0 
$9652 = 5 

:TATTO_2930
if 
  $9652 == 5 
else_jump @TATTO_4725 
if 
   Actor.Dead($9645)
else_jump @TATTO_3009 
gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_3002 
gosub @TATTO_7873 

:TATTO_3002
jump @TATTO_515 

:TATTO_3009
if 
  2 > $9664 
else_jump @TATTO_3041 
gosub @TATTO_12073 
gosub @TATTO_10776 

:TATTO_3041
$SHOW_SHOP_SPHERE = 0 
if 
  $9664 == 0 
else_jump @TATTO_3114 
if 
00E1:   player 0 pressed_key 16 
else_jump @TATTO_3090 
$9664 = 1 

:TATTO_3090
if 
00E1:   player 0 pressed_key 15 
else_jump @TATTO_3114 
$9664 = 4 

:TATTO_3114
if 
  $9664 == 1 
else_jump @TATTO_3306 
if 
80E1:   not player 0 pressed_key 16 
else_jump @TATTO_3306 
08D8: $2516 = panel $2419 selected_row 
if 
  0 > $2516 
else_jump @TATTO_3182 
$2516 = 0 

:TATTO_3182
if 
  $2516 == 9 
else_jump @TATTO_3278 
if 
  $2420 == 1 
else_jump @TATTO_3232 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:TATTO_3232
if 
  $9722 == 0 
else_jump @TATTO_3257 
gosub @TATTO_12175 

:TATTO_3257
$9664 = 0 
$9652 = 8 
jump @TATTO_3306 

:TATTO_3278
gosub @TATTO_8186 
gosub @TATTO_8413 
$9721 = 0 
gosub @TATTO_13314 

:TATTO_3306
if 
  $9664 == 2 
else_jump @TATTO_3338 
$9721 = 0 
gosub @TATTO_13835 

:TATTO_3338
if 
  $9664 == 3 
else_jump @TATTO_3418 
0084: $9705 = $2516 // (int) 
if 
  $2420 == 1 
else_jump @TATTO_3396 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:TATTO_3396
$9709 = 500 
$9652 = 6 
$9664 = 0 

:TATTO_3418
if 
  $9664 == 4 
else_jump @TATTO_3524 
if 
80E1:   not player 0 pressed_key 15 
else_jump @TATTO_3524 
if 
  $2420 == 1 
else_jump @TATTO_3485 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:TATTO_3485
if 
  $2424 == 1 
else_jump @TATTO_3517 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:TATTO_3517
$9664 = 5 

:TATTO_3524
if 
  $9664 == 5 
else_jump @TATTO_3838 
$9721 = 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_LOOP_P"
else_jump @TATTO_3659 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_OUT_P" IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9657 = 0.0 
$9664 = 6 
jump @TATTO_3838 

:TATTO_3659
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_OUT_P" IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_3777 
075A: set_object $9651 animation "TAT_SIT_OUT_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$9658 = 0.0 

:TATTO_3777
0812: AS_actor $9645 perform_animation "TAT_SIT_OUT_T" IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9659 = 0.0 
$9664 = 7 

:TATTO_3838
if 
  $9664 == 6 
else_jump @TATTO_4131 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_OUT_P"
else_jump @TATTO_3920 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_3920
if 
  $9657 == 1.0 
else_jump @TATTO_4131 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_OUT_P" IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_4059 
075A: set_object $9651 animation "TAT_SIT_OUT_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$9658 = 0.0 

:TATTO_4059
0812: AS_actor $9645 perform_animation "TAT_SIT_OUT_T" IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0947: unknown_actor $9645 play_audio_event 331 store_to $10081 
$9659 = 0.0 
$9664 = 7 

:TATTO_4131
if 
  $9664 == 7 
else_jump @TATTO_4442 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_SIT_OUT_P"
else_jump @TATTO_4203 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_OUT_P" time 

:TATTO_4203
if 
   Actor.Animation($9645) == "TAT_SIT_OUT_T"
else_jump @TATTO_4257 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_4257
if 
  $9659 == 1.0 
else_jump @TATTO_4400 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_4400 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_4400
if 
  $9657 == 1.0 
else_jump @TATTO_4442 
$2420 = 0 
$2424 = 0 
$9664 = 8 

:TATTO_4442
if 
  $9664 == 8 
else_jump @TATTO_4725 
0784: set_player $PLAYER_CHAR textureCRC $9665 modelCRC $9666 bodypart 0 
Player.Build($PLAYER_CHAR)
0793: save_player_clothes 
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'CLTHNO2'  // Diesen Artikel hast du bereits gekauft!
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0581: enable_radar 1 
if 
   Actor.Animation($9645) == "TAT_SIT_OUT_T"
else_jump @TATTO_4575 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_4575
if 
  $9659 == 1.0 
else_jump @TATTO_4718 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_4718 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_4718
$9652 = 7 

:TATTO_4725
if 
  $9652 == 6 
else_jump @TATTO_6147 
if 
   Actor.Dead($9645)
else_jump @TATTO_4804 
gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_4797 
gosub @TATTO_7873 

:TATTO_4797
jump @TATTO_515 

:TATTO_4804
$SHOW_SHOP_SPHERE = 0 
if 
  1 > $9664 
else_jump @TATTO_4836 
gosub @TATTO_11385 

:TATTO_4836
if 
  $9664 == 0 
else_jump @TATTO_5032 
08D7: $9708 = panel $2423 active_row 
if 
  0 > $9708 
else_jump @TATTO_4887 
$9708 = 0 

:TATTO_4887
if 
803A:   not  $9709 == $9708 // (int) 
else_jump @TATTO_4921 
gosub @TATTO_12060 
0084: $9709 = $9708 // (int) 

:TATTO_4921
gosub @TATTO_15460 
if 
00E1:   player 0 pressed_key 16 
else_jump @TATTO_4980 
$2544 = 0 
$2545 = 0 
$2422 = 0 
gosub @TATTO_15460 
$9664 = 1 

:TATTO_4980
if 
00E1:   player 0 pressed_key 15 
else_jump @TATTO_5032 
gosub @TATTO_10503 
$2544 = 0 
$2545 = 0 
$2422 = 0 
$9664 = 8 

:TATTO_5032
if 
  $9664 == 8 
else_jump @TATTO_5127 
if 
80E1:   not player 0 pressed_key 15 
else_jump @TATTO_5127 
if 
  $2424 == 1 
else_jump @TATTO_5099 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:TATTO_5099
gosub @TATTO_12073 
gosub @TATTO_10776 
$9664 = 0 
$9652 = 5 

:TATTO_5127
if 
  $9664 == 1 
else_jump @TATTO_5248 
gosub @TATTO_15460 
if 
80E1:   not player 0 pressed_key 16 
else_jump @TATTO_5248 
gosub @TATTO_15460 
08D8: $2517 = panel $2423 selected_row 
if 
  0 > $2517 
else_jump @TATTO_5209 
$2517 = 0 

:TATTO_5209
0084: $SELECTED_MENU_ITEM = $2438($2517,12i) // (int) 
0084: $9646 = $2426($2517,12i) // (int) 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
$9664 = 2 

:TATTO_5248
if 
  $9664 == 2 
else_jump @TATTO_5950 
gosub @TATTO_15460 
if 
002C:   $SHOPS_PLAYER_CASH >= $9646 // (int) 
else_jump @TATTO_5877 
gosub @TATTO_15460 
if 
803A:   not  $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @TATTO_5808 
if 
  $2424 == 1 
else_jump @TATTO_5350 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:TATTO_5350
0947: unknown_actor $9645 play_audio_event 323 store_to $10081 
0790: charge_money_for_shopping_item_with_textureCRC $SELECTED_MENU_ITEM 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
if 
  $2424 == 1 
else_jump @TATTO_5412 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:TATTO_5412
if 
  $2422 == 0 
else_jump @TATTO_5780 
08D4: $2421 = create_panel_with_title 'TATTO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Tattoo
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'TATTO' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Tattoo // Gekauft
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $9646  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
$2422 = 1 

:TATTO_5780
$9721 = 0 
gosub @TATTO_14230 
$9664 = 3 
jump @TATTO_5870 

:TATTO_5808
if 
  $2545 == 0 
else_jump @TATTO_5870 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 5000 flag 1  // Diesen Artikel hast du bereits gekauft!
$9664 = 0 
$2545 = 1 

:TATTO_5870
jump @TATTO_5950 

:TATTO_5877
if 
  $2544 == 0 
else_jump @TATTO_5950 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: unknown_actor $9645 play_audio_event 324 store_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
$9664 = 0 
$2544 = 1 

:TATTO_5950
if 
  $9664 == 3 
else_jump @TATTO_5982 
$9721 = 0 
gosub @TATTO_14372 

:TATTO_5982
if 
  $9664 == 4 
else_jump @TATTO_6021 
$9721 = 0 
gosub @TATTO_14704 
$9664 = 5 

:TATTO_6021
if 
  $9664 == 5 
else_jump @TATTO_6053 
$9721 = 0 
gosub @TATTO_14842 

:TATTO_6053
if 
  $9664 == 6 
else_jump @TATTO_6147 
if 
  $2422 == 1 
else_jump @TATTO_6101 
08DA: remove_panel $2421 
$2422 = 0 

:TATTO_6101
$9664 = 0 
$9652 = 5 
if 
  2 > $9664 
else_jump @TATTO_6147 
gosub @TATTO_12073 
gosub @TATTO_10776 

:TATTO_6147
if 
  $9652 == 7 
else_jump @TATTO_6714 
if 
   Actor.Dead($9645)
else_jump @TATTO_6226 
gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_6219 
gosub @TATTO_7873 

:TATTO_6219
jump @TATTO_515 

:TATTO_6226
if 
  $9649 == 0 
else_jump @TATTO_6361 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9645 
031D:   actor $9645 hit_by_weapon 57 
else_jump @TATTO_6361 
0947: unknown_actor $9645 play_audio_event 327 store_to $10081 
if 
03CA:   object $9651 exists 
else_jump @TATTO_6347 
075A: set_object $9651 animation "TAT_DROP_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$9658 = 0.0 

:TATTO_6347
05C4: AS_actor $9645 hands_up -2 ms 
$9649 = 1 

:TATTO_6361
if 
   Actor.Animation($9645) == "TAT_SIT_OUT_T"
else_jump @TATTO_6415 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_6415
if 
  $9659 == 1.0 
else_jump @TATTO_6558 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_6558 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_6558
if 
80FF:   not actor $PLAYER_ACTOR sphere $SHOW_SHOP_SPHERE in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
else_jump @TATTO_6714 
$9652 = 2 
$9664 = 0 
$2420 = 0 
$2424 = 0 
$9705 = 0 
$2516 = 0 
$2517 = 0 
$9725 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'CLTHNO2'  // Diesen Artikel hast du bereits gekauft!
$SHOW_SHOP_SPHERE = 1 

:TATTO_6714
if 
  $9652 == 8 
else_jump @TATTO_7584 
if 
   Actor.Dead($9645)
else_jump @TATTO_6793 
gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_6786 
gosub @TATTO_7873 

:TATTO_6786
jump @TATTO_515 

:TATTO_6793
if 
  1 > $9664 
else_jump @TATTO_6836 
if 
  $9722 == 0 
else_jump @TATTO_6836 
gosub @TATTO_12175 

:TATTO_6836
if 
  $9664 == 0 
else_jump @TATTO_6916 
if 
00E1:   player 0 pressed_key 15 
else_jump @TATTO_6885 
$2544 = 0 
$9664 = 1 

:TATTO_6885
if 
00E1:   player 0 pressed_key 16 
else_jump @TATTO_6916 
$2544 = 0 
$9664 = 2 

:TATTO_6916
if 
  $9664 == 1 
else_jump @TATTO_7036 
if 
80E1:   not player 0 pressed_key 15 
else_jump @TATTO_7036 
if 
  $9722 == 1 
else_jump @TATTO_6983 
08DA: remove_panel $9723 
03E6: remove_text_box 
$9722 = 0 

:TATTO_6983
if 
  $2420 == 0 
else_jump @TATTO_7015 
gosub @TATTO_12073 
gosub @TATTO_10776 

:TATTO_7015
$2544 = 0 
$9664 = 0 
$9652 = 5 

:TATTO_7036
if 
  $9664 == 2 
else_jump @TATTO_7302 
if 
80E1:   not player 0 pressed_key 16 
else_jump @TATTO_7302 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
  $SHOPS_PLAYER_CASH >= 400 
else_jump @TATTO_7229 
08D8: $9725 = panel $9723 selected_row 
if 
  0 > $9725 
else_jump @TATTO_7131 
$9725 = 0 

:TATTO_7131
if 
  $9722 == 1 
else_jump @TATTO_7163 
08DA: remove_panel $9723 
03E6: remove_text_box 
$9722 = 0 

:TATTO_7163
0084: $2547 = $9712($9725,9i) // (int) 
gosub @TATTO_8413 
Player.Money($PLAYER_CHAR) += -400
0947: unknown_actor $9645 play_audio_event 326 store_to $10081 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
$9664 = 3 
jump @TATTO_7302 

:TATTO_7229
if 
  $2544 == 0 
else_jump @TATTO_7302 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: unknown_actor $9645 play_audio_event 324 store_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
$9664 = 0 
$2544 = 1 

:TATTO_7302
if 
  $9664 == 3 
else_jump @TATTO_7334 
$9721 = 1 
gosub @TATTO_13314 

:TATTO_7334
if 
  $9664 == 4 
else_jump @TATTO_7366 
$9721 = 1 
gosub @TATTO_13835 

:TATTO_7366
if 
  $9664 == 5 
else_jump @TATTO_7417 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart $2547 
$9721 = 1 
gosub @TATTO_14230 
$9664 = 6 

:TATTO_7417
if 
  $9664 == 6 
else_jump @TATTO_7449 
$9721 = 1 
gosub @TATTO_14372 

:TATTO_7449
if 
  $9664 == 7 
else_jump @TATTO_7488 
$9721 = 1 
gosub @TATTO_14704 
$9664 = 8 

:TATTO_7488
if 
  $9664 == 8 
else_jump @TATTO_7520 
$9721 = 1 
gosub @TATTO_14842 

:TATTO_7520
if 
  $9664 == 9 
else_jump @TATTO_7584 
$9664 = 0 
$9652 = 5 
if 
  2 > $9664 
else_jump @TATTO_7584 
gosub @TATTO_12073 
gosub @TATTO_10776 

:TATTO_7584
jump @TATTO_7598 

:TATTO_7591
gosub @TATTO_7873 

:TATTO_7598
jump @TATTO_7612 

:TATTO_7605
gosub @TATTO_7873 

:TATTO_7612
jump @TATTO_515 

:TATTO_7619
if 
  $9652 >= 1 
else_jump @TATTO_7639 
03E6: remove_text_box 

:TATTO_7639
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'CLTHNO2'  // Diesen Artikel hast du bereits gekauft!
if 
  $2420 == 1 
else_jump @TATTO_7693 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:TATTO_7693
if 
  $2424 == 1 
else_jump @TATTO_7725 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:TATTO_7725
if 
  $9722 == 1 
else_jump @TATTO_7757 
08DA: remove_panel $9723 
03E6: remove_text_box 
$9722 = 0 

:TATTO_7757
if 
  $2422 == 1 
else_jump @TATTO_7787 
08DA: remove_panel $2421 
$2422 = 0 

:TATTO_7787
$2418 = 0 
$2422 = 0 
$2420 = 0 
$2424 = 0 
$9705 = 0 
$2516 = 0 
$2517 = 0 
$9725 = 0 
$2545 = 0 
$2544 = 0 
$9652 = 2 
$9664 = 0 
return 

:TATTO_7873
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'CLTHNO2'  // Diesen Artikel hast du bereits gekauft!
$SHOW_SHOP_SPHERE = 1 
$9649 = 0 
$9652 = 0 
$9664 = 0 
if 
  $2420 == 1 
else_jump @TATTO_7955 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:TATTO_7955
if 
  $2424 == 1 
else_jump @TATTO_7987 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:TATTO_7987
if 
  $9722 == 1 
else_jump @TATTO_8019 
08DA: remove_panel $9723 
03E6: remove_text_box 
$9722 = 0 

:TATTO_8019
if 
  $2422 == 1 
else_jump @TATTO_8049 
08DA: remove_panel $2421 
$2422 = 0 

:TATTO_8049
$2420 = 0 
$2424 = 0 
$9705 = 0 
$2516 = 0 
$2517 = 0 
$9725 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
if 
   not Actor.Dead($9645)
else_jump @TATTO_8140 
0465: remove_actor $9645 from_turret_mode 

:TATTO_8140
Object.Destroy($9651)
Model.Destroy(#TATTOO_KIT)
Actor.DestroyInstantly($9645)
Model.Destroy($SELLER_MODEL)
0391: release_txd_dictionary 
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: unknown_flag 0 
040D: unload_wav 4 
end_thread 
return 

:TATTO_8186
if 
  $2516 == 0 
else_jump @TATTO_8211 
04AE: $2547 = 4 // $ = any 

:TATTO_8211
if 
  $2516 == 1 
else_jump @TATTO_8236 
04AE: $2547 = 5 // $ = any 

:TATTO_8236
if 
  $2516 == 2 
else_jump @TATTO_8261 
04AE: $2547 = 6 // $ = any 

:TATTO_8261
if 
  $2516 == 3 
else_jump @TATTO_8286 
04AE: $2547 = 7 // $ = any 

:TATTO_8286
if 
  $2516 == 4 
else_jump @TATTO_8311 
04AE: $2547 = 8 // $ = any 

:TATTO_8311
if 
  $2516 == 5 
else_jump @TATTO_8336 
04AE: $2547 = 9 // $ = any 

:TATTO_8336
if 
  $2516 == 6 
else_jump @TATTO_8361 
04AE: $2547 = 10 // $ = any 

:TATTO_8361
if 
  $2516 == 7 
else_jump @TATTO_8386 
04AE: $2547 = 11 // $ = any 

:TATTO_8386
if 
  $2516 == 8 
else_jump @TATTO_8411 
04AE: $2547 = 12 // $ = any 

:TATTO_8411
return 

:TATTO_8413
if 
04A3:   $2547 == 4 // $ == any 
else_jump @TATTO_8648 
$2513 = 4 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARML_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARML_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARML_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARML_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARML_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARML_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARML_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARML_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARML_OUT_O" // v$ = string 

:TATTO_8648
if 
04A3:   $2547 == 5 // $ == any 
else_jump @TATTO_8883 
$2513 = 5 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARML_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARML_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARML_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARML_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARML_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARML_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARML_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARML_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARML_OUT_O" // v$ = string 

:TATTO_8883
if 
04A3:   $2547 == 6 // $ == any 
else_jump @TATTO_9118 
$2513 = 6 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARMR_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARMR_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARMR_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARMR_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARMR_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARMR_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARMR_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARMR_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARMR_OUT_O" // v$ = string 

:TATTO_9118
if 
04A3:   $2547 == 7 // $ == any 
else_jump @TATTO_9353 
$2513 = 7 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARMR_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARMR_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARMR_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARMR_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARMR_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARMR_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARMR_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARMR_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARMR_OUT_O" // v$ = string 

:TATTO_9353
if 
04A3:   $2547 == 8 // $ == any 
else_jump @TATTO_9588 
$2513 = 8 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_BACK_IN_P" // v$ = string 
06D1: v$9673 = "TAT_BACK_IN_T" // v$ = string 
06D1: v$9677 = "TAT_BACK_IN_O" // v$ = string 
06D1: v$9681 = "TAT_BACK_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_BACK_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_BACK_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_BACK_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_BACK_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_BACK_OUT_O" // v$ = string 

:TATTO_9588
if 
04A3:   $2547 == 9 // $ == any 
else_jump @TATTO_9814 
$2513 = 9 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$9673 = "TAT_CHE_IN_T" // v$ = string 
06D1: v$9677 = "TAT_CHE_IN_O" // v$ = string 
06D1: v$9681 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_CHE_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_CHE_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_CHE_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_CHE_OUT_O" // v$ = string 

:TATTO_9814
if 
04A3:   $2547 == 10 // $ == any 
else_jump @TATTO_10040 
$2513 = 10 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$9673 = "TAT_CHE_IN_T" // v$ = string 
06D1: v$9677 = "TAT_CHE_IN_O" // v$ = string 
06D1: v$9681 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_CHE_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_CHE_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_CHE_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_CHE_OUT_O" // v$ = string 

:TATTO_10040
if 
04A3:   $2547 == 11 // $ == any 
else_jump @TATTO_10266 
$2513 = 11 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$9673 = "TAT_BEL_IN_T" // v$ = string 
06D1: v$9677 = "TAT_BEL_IN_O" // v$ = string 
06D1: v$9681 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_BEL_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_BEL_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_BEL_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_BEL_OUT_O" // v$ = string 

:TATTO_10266
if 
04A3:   $2547 == 12 // $ == any 
else_jump @TATTO_10501 
$2513 = 12 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_BACK_IN_P" // v$ = string 
06D1: v$9673 = "TAT_BACK_IN_T" // v$ = string 
06D1: v$9677 = "TAT_BACK_IN_O" // v$ = string 
06D1: v$9681 = "TAT_BACK_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_BACK_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_BACK_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_BACK_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_BACK_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_BACK_OUT_O" // v$ = string 

:TATTO_10501
return 

:TATTO_10503
$2514 = 0 
$9707 = 0 

:TATTO_10517
if 
001C:   $9706 > $2514 // (int) 
else_jump @TATTO_10694 
0760: store_shopping_data_index $2514 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
if 
003A:   $SHOPPINGITEM_MODELCRC == $2513 // (int) 
else_jump @TATTO_10680 
0084: $2438($9707,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9643 // 8-byte string 
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $9646 
0084: $2426($9707,12i) = $9646 // (int) 
05A9: $2450($9707,12s) = s$9643 
if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @TATTO_10662 
$2498($9707,12i) = 0 
jump @TATTO_10673 

:TATTO_10662
$2498($9707,12i) = 1 

:TATTO_10673
$9707 += 1 

:TATTO_10680
$2514 += 1 
jump @TATTO_10517 

:TATTO_10694
0084: $2515 = $9707 // (int) 

:TATTO_10702
if 
  12 > $2515 
else_jump @TATTO_10774 
$2438($2515,12i) = -1 
$2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @TATTO_10702 

:TATTO_10774
return 

:TATTO_10776
if 
  $2420 == 0 
else_jump @TATTO_11383 
0512: show_permanent_text_box 'TATTA'  // Benutze ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um einen Bereich auszuwhlen.~N~~k~~PED_SPRINT~ Auswhlen~N~~k~~VEHICLE_ENTER_EXIT~ Beenden
05A9: s$2518 = 'LARMTP'  // Linker Oberarm
05A9: s$2520 = 'LARMLW'  // Linker Unterarm
05A9: s$2522 = 'RARMTP'  // Rechter Oberarm
05A9: s$2524 = 'RARMLW'  // Rechter Unterarm
05A9: s$2526 = 'BACK'  // Rcken
05A9: s$2528 = 'LCHEST'  // Linke Brust
05A9: s$2530 = 'RCHEST'  // Rechte Brust
05A9: s$2532 = 'BELLY'  // Bauch
05A9: s$2534 = 'LBACK'  // Unterer Rcken
if 
  $9711 > 0 
else_jump @TATTO_10970 
05A9: s$2536 = 'TATREM'  // Tattoo entfernen
jump @TATTO_10984 

:TATTO_10970
05A9: s$2536 = 'DUMMY' 

:TATTO_10984
05A9: s$2538 = 'DUMMY' 
05A9: s$2540 = 'DUMMY' 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @TATTO_11074 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11315 

:TATTO_11074
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @TATTO_11136 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11315 

:TATTO_11136
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @TATTO_11198 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11315 

:TATTO_11198
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @TATTO_11260 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11315 

:TATTO_11260
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @TATTO_11315 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo

:TATTO_11315
08D6: set_panel $2419 column 1 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2518 s$2520 s$2522 s$2524 s$2526 s$2528 s$2530 s$2532 s$2534 s$2536 s$2538 s$2540 
$2420 = 1 

:TATTO_11383
return 

:TATTO_11385
if 
  $2424 == 0 
else_jump @TATTO_12058 
0512: show_permanent_text_box 'TATTB'  // Benutze ~k~~GO_FORWARD~ and ~k~~GO_BACK~, um ein Tattoo auszuwhlen.~N~~k~~PED_SPRINT~ Auswhlen~N~~k~~VEHICLE_ENTER_EXIT~ Beenden
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @TATTO_11476 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11717 

:TATTO_11476
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @TATTO_11538 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11717 

:TATTO_11538
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @TATTO_11600 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11717 

:TATTO_11600
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @TATTO_11662 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11717 

:TATTO_11662
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @TATTO_11717 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo

:TATTO_11717
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'TATTO' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Tattoo
08D6: set_panel $2423 column 1 alignment 2 
08DB: set_panel $2423 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
$2425 = 0 

:TATTO_11918
if 
001C:   $9707 > $2425 // (int) 
else_jump @TATTO_11977 
08EE: set_panel $2423 column 1 row $2425 text_1number GXT 'DOLLAR' number $2426($2425,12i)  // $~1~
$2425 += 1 
jump @TATTO_11918 

:TATTO_11977
$2515 = 0 

:TATTO_11984
if 
001C:   $9707 > $2515 // (int) 
else_jump @TATTO_12032 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
$2515 += 1 
jump @TATTO_11984 

:TATTO_12032
09DB: set_panel $2423 column 0 width 140 
09DB: set_panel $2423 column 1 width 46 
$2424 = 1 

:TATTO_12058
return 

:TATTO_12060
038F: load_texture $2450($9708,12s) as 1 // Load dictionary with 0390 first 
return 

:TATTO_12073
$2515 = 0 
$9711 = 0 

:TATTO_12087
if 
  9 > $2515 
else_jump @TATTO_12173 
04AE: $TATOO_SELECTED_TORSO_PART = 4 // $ = any 
0058: $TATOO_SELECTED_TORSO_PART += $2515 // (int) 
08F7: get_player $PLAYER_CHAR bodypart $TATOO_SELECTED_TORSO_PART textureCRC_to $9667 modelCRC_to $9668 
if 
   not $9667 == 0 
else_jump @TATTO_12159 
$9711 += 1 

:TATTO_12159
$2515 += 1 
jump @TATTO_12087 

:TATTO_12173
return 

:TATTO_12175
if 
  $9722 == 0 
else_jump @TATTO_13312 
$9724 = 0 
$2515 = 0 

:TATTO_12207
if 
  9 > $2515 
else_jump @TATTO_12658 
04AE: $TATOO_SELECTED_TORSO_PART = 4 // $ = any 
0058: $TATOO_SELECTED_TORSO_PART += $2515 // (int) 
08F7: get_player $PLAYER_CHAR bodypart $TATOO_SELECTED_TORSO_PART textureCRC_to $9667 modelCRC_to $9668 
if 
   not $9667 == 0 
else_jump @TATTO_12644 
0084: $9712($9724,9i) = $TATOO_SELECTED_TORSO_PART // (int) 
0871: init_jump_table $TATOO_SELECTED_TORSO_PART total_jumps 9 default_jump 0 @TATTO_12637 jumps 4 @TATTO_12412 5 @TATTO_12437 6 @TATTO_12462 7 @TATTO_12487 8 @TATTO_12512 9 @TATTO_12537 10 @TATTO_12562 
0872: jump_table_jumps 11 @TATTO_12587 12 @TATTO_12612 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 

:TATTO_12412
05A9: $2450($9724,12s) = 'LARMTP'  // Linker Oberarm
jump @TATTO_12637 

:TATTO_12437
05A9: $2450($9724,12s) = 'LARMLW'  // Linker Unterarm
jump @TATTO_12637 

:TATTO_12462
05A9: $2450($9724,12s) = 'RARMTP'  // Rechter Oberarm
jump @TATTO_12637 

:TATTO_12487
05A9: $2450($9724,12s) = 'RARMLW'  // Rechter Unterarm
jump @TATTO_12637 

:TATTO_12512
05A9: $2450($9724,12s) = 'BACK'  // Rcken
jump @TATTO_12637 

:TATTO_12537
05A9: $2450($9724,12s) = 'LCHEST'  // Linke Brust
jump @TATTO_12637 

:TATTO_12562
05A9: $2450($9724,12s) = 'RCHEST'  // Rechte Brust
jump @TATTO_12637 

:TATTO_12587
05A9: $2450($9724,12s) = 'BELLY'  // Bauch
jump @TATTO_12637 

:TATTO_12612
05A9: $2450($9724,12s) = 'LBACK'  // Unterer Rcken
jump @TATTO_12637 

:TATTO_12637
$9724 += 1 

:TATTO_12644
$2515 += 1 
jump @TATTO_12207 

:TATTO_12658
0084: $2515 = $9724 // (int) 

:TATTO_12666
if 
  12 > $2515 
else_jump @TATTO_12716 
05A9: $2450($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @TATTO_12666 

:TATTO_12716
0512: show_permanent_text_box 'TATTA'  // Benutze ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um einen Bereich auszuwhlen.~N~~k~~PED_SPRINT~ Auswhlen~N~~k~~VEHICLE_ENTER_EXIT~ Beenden
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @TATTO_12789 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_13030 

:TATTO_12789
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @TATTO_12851 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_13030 

:TATTO_12851
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @TATTO_12913 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_13030 

:TATTO_12913
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @TATTO_12975 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_13030 

:TATTO_12975
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @TATTO_13030 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo

:TATTO_13030
08D6: set_panel $9723 column 0 alignment 1 
08DB: set_panel $9723 column 0 header 'TATTO' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Tattoo
08D6: set_panel $9723 column 1 alignment 2 
08DB: set_panel $9723 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
$2425 = 0 

:TATTO_13231
if 
001C:   $9724 > $2425 // (int) 
else_jump @TATTO_13286 
08EE: set_panel $2423 column 1 row $2425 text_1number GXT 'DOLLAR' number 400  // $~1~
$2425 += 1 
jump @TATTO_13231 

:TATTO_13286
09DB: set_panel $9723 column 0 width 140 
09DB: set_panel $9723 column 1 width 46 
$9722 = 1 

:TATTO_13312
return 

:TATTO_13314
if or
04A3:   $2547 == 8 // $ == any 
04A3:   $2547 == 12 // $ == any 
else_jump @TATTO_13588 
if 
   not Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_LOOP_P"
else_jump @TATTO_13542 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_IN_P" IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9657 = 0.0 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_IN_P"
else_jump @TATTO_13496 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_IN_P" time 

:TATTO_13496
if 
  $9721 == 1 
else_jump @TATTO_13528 
$9664 = 4 
jump @TATTO_13535 

:TATTO_13528
$9664 = 2 

:TATTO_13535
jump @TATTO_13581 

:TATTO_13542
if 
  $9721 == 1 
else_jump @TATTO_13574 
$9664 = 5 
jump @TATTO_13581 

:TATTO_13574
$9664 = 3 

:TATTO_13581
jump @TATTO_13833 

:TATTO_13588
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_LOOP_P"
else_jump @TATTO_13794 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_OUT_P" IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9657 = 0.0 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_OUT_P"
else_jump @TATTO_13748 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_13748
if 
  $9721 == 1 
else_jump @TATTO_13780 
$9664 = 4 
jump @TATTO_13787 

:TATTO_13780
$9664 = 2 

:TATTO_13787
jump @TATTO_13833 

:TATTO_13794
if 
  $9721 == 1 
else_jump @TATTO_13826 
$9664 = 5 
jump @TATTO_13833 

:TATTO_13826
$9664 = 3 

:TATTO_13833
return 

:TATTO_13835
if or
04A3:   $2547 == 8 // $ == any 
04A3:   $2547 == 12 // $ == any 
else_jump @TATTO_14049 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_IN_P"
else_jump @TATTO_13922 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_IN_P" time 

:TATTO_13922
if 
  $9657 == 1.0 
else_jump @TATTO_14042 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_LOOP_P" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
if 
  $9721 == 1 
else_jump @TATTO_14035 
$9664 = 5 
jump @TATTO_14042 

:TATTO_14035
$9664 = 3 

:TATTO_14042
jump @TATTO_14228 

:TATTO_14049
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_OUT_P"
else_jump @TATTO_14113 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_14113
if 
  $9657 == 1.0 
else_jump @TATTO_14228 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
if 
  $9721 == 1 
else_jump @TATTO_14221 
$9664 = 5 
jump @TATTO_14228 

:TATTO_14221
$9664 = 3 

:TATTO_14228
return 

:TATTO_14230
0812: AS_actor $PLAYER_ACTOR perform_animation v$9669 IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03D1: play_wav 4 
$9657 = 0.0 
0812: AS_actor $9645 perform_animation v$9673 IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_14370 
075A: set_object $9651 animation v$9677 IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$9658 = 0.0 

:TATTO_14370
return 

:TATTO_14372
if 
   Actor.Animation($PLAYER_ACTOR) == v$9669
else_jump @TATTO_14402 
0613: $9657 = actor $PLAYER_ACTOR animation v$9669 time 

:TATTO_14402
if 
   Actor.Animation($9645) == v$9673
else_jump @TATTO_14432 
0613: $9657 = actor $9645 animation v$9673 time 

:TATTO_14432
if 
03CA:   object $9651 exists 
else_jump @TATTO_14478 
if 
0837:   object $9651 animation == v$9677 
else_jump @TATTO_14478 
0839: get_object $9651 animation v$9677 progress_to $9658 

:TATTO_14478
if 
  $9657 == 1.0 
else_jump @TATTO_14702 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9681 IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
0812: AS_actor $9645 perform_animation v$9685 IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_14635 
075A: set_object $9651 animation v$9689 IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_14635
0793: save_player_clothes 
Player.Build($PLAYER_CHAR)
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
if 
  $9721 == 1 
else_jump @TATTO_14688 
$9664 = 7 
jump @TATTO_14702 

:TATTO_14688
gosub @TATTO_10503 
$9664 = 4 

:TATTO_14702
return 

:TATTO_14704
0812: AS_actor $PLAYER_ACTOR perform_animation v$9693 IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9657 = 0.0 
0812: AS_actor $9645 perform_animation v$9697 IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_14840 
075A: set_object $9651 animation v$9701 IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$9658 = 0.0 

:TATTO_14840
return 

:TATTO_14842
if 
   Actor.Animation($PLAYER_ACTOR) == v$9693
else_jump @TATTO_14872 
0613: $9657 = actor $PLAYER_ACTOR animation v$9693 time 

:TATTO_14872
if 
   Actor.Animation($9645) == v$9697
else_jump @TATTO_14902 
0613: $9659 = actor $9645 animation v$9697 time 

:TATTO_14902
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_OUT_P"
else_jump @TATTO_15202 
if 
  $9657 == 1.0 
else_jump @TATTO_15054 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_LOOP_P" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
if 
  $9721 == 1 
else_jump @TATTO_15047 
$9664 = 9 
jump @TATTO_15054 

:TATTO_15047
$9664 = 6 

:TATTO_15054
if 
  $9659 == 1.0 
else_jump @TATTO_15195 
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_15195 
075A: set_object $9651 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_15195
jump @TATTO_15458 

:TATTO_15202
if 
  $9657 == 1.0 
else_jump @TATTO_15317 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
if 
  $9721 == 1 
else_jump @TATTO_15310 
$9664 = 9 
jump @TATTO_15317 

:TATTO_15310
$9664 = 6 

:TATTO_15317
if 
  $9659 == 1.0 
else_jump @TATTO_15458 
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_15458 
075A: set_object $9651 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_15458
return 

:TATTO_15460
03E3: set_texture_to_be_drawn_antialiased 1 
038E: draw_box_position 280.0 58.0 size 70.0 70.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position 280.0 58.0 size 64.0 64.0 RGBA 255 255 255 200 
return 
end_thread 

//-------------External script 62 (BARBER)---------------

:BARB
$9758 = 0.0 
$9759 = 0.0 
$9760 = 0.0 
$9761 = 0.0 
$9762 = 0.0 
$9763 = 0.0 
$9764 = 0.0 
$9765 = 0.0 
$9766 = 0.0 
$9767 = 0.0 
$9768 = 0.0 
$9769 = 0.0 
$9770 = 0.0 
$9771 = 0.0 
$9772 = 0.0 
$9773 = 0.0 
$9774 = 0.0 
$9775 = 0.0 
$9776 = 0.0 
$9777 = 0.0 
$9778 = 0.0 
$9779 = 0.0 
$9780 = 0.0 
$9781 = 0.0 
$9782 = 0.0 
$9783 = 0.0 
$9784 = 0.0 
$9785 = 0.0 
$9786 = 0.0 
$9787 = 0.0 
$9753 = 0.0 
$9752 = 0 
$9788 = 0.0 
$9789 = 0.0 
$9790 = 0.0 
$9791 = 0.0 
$9792 = 0.0 
$9793 = 0.0 
$9750 = 0 
$9734 = 0 
$9738 = 0.0 
$9739 = 0 
$9744 = 0 
$9745 = 0.0 
$9746 = 0.0 
$9747 = 0.0 
$9748 = 0.0 
$9749 = 0 
$2751 = 0 
$2545 = 0 
$2544 = 0 
$9797 = 0 
$9800 = 0 
$9801 = 0 
$9802 = 0 
$9804 = 0 
$9805 = 0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBERS'  // Friseur
else_jump @BARB_558 
04AE: $SELLER_MODEL = 156 // $ = any 

:BARB_558
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER2'  // Friseur
else_jump @BARB_591 
04AE: $SELLER_MODEL = 177 // $ = any 

:BARB_591
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER3'  // Friseur
else_jump @BARB_624 
04AE: $SELLER_MODEL = 176 // $ = any 

:BARB_624
Model.Load($SELLER_MODEL)
03CF: load_wav 4400 as 4 
038B: load_requested_models 
set_wb_check_to 0 
thread 'BARB' 

:BARB_653
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BARB_7278 
if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @BARB_7264 
if 
  $9744 > 0 
else_jump @BARB_751 
if 
0A0F:   new_language_set 
else_jump @BARB_751 
03E6: remove_text_box 
08DA: remove_panel $2417 
08DA: remove_panel $2419 
$2418 = 0 
$2420 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:BARB_751
if 
  $9744 == 0 
else_jump @BARB_1015 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBERS'  // Friseur
else_jump @BARB_851 
$9794 = 0.0 
$9795 = 0.0 
$9796 = 0.0 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9729 
$9797 = 0 
$9744 = 1 

:BARB_851
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER2'  // Friseur
else_jump @BARB_933 
$9794 = 6.987 
$9795 = -61.401 
$9796 = 0.0 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9729 
$9797 = 0 
$9744 = 1 

:BARB_933
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER3'  // Friseur
else_jump @BARB_1015 
$9794 = 0.371 
$9795 = -31.421 
$9796 = 0.0 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9729 
$9797 = 0 
$9744 = 1 

:BARB_1015
if 
  $9744 == 1 
else_jump @BARB_2030 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
0793: save_player_clothes 
$X_BUY_MARKER = 414.3 
0059: $X_BUY_MARKER += $9794 // (float) 
$Y_BUY_MARKER = -19.9 
0059: $Y_BUY_MARKER += $9795 // (float) 
$Z_BUY_MARKER = 1000.806 
0059: $Z_BUY_MARKER += $9796 // (float) 
$9753 = 90.0 
$9745 = 414.3 
$9745 -= 0.027 
0059: $9745 += $9794 // (float) 
$9746 = -19.9 
$9746 += 1.898 
0059: $9746 += $9795 // (float) 
$9747 = 1000.86 
$9748 = 180.0 
$9758 = 412.0009 
0059: $9758 += $9794 // (float) 
$9759 = -19.8018 
0059: $9759 += $9795 // (float) 
$9760 = 1001.765 
0059: $9760 += $9796 // (float) 
$9761 = 412.8502 
0059: $9761 += $9794 // (float) 
$9762 = -19.2749 
0059: $9762 += $9795 // (float) 
$9763 = 1001.797 
0059: $9763 += $9796 // (float) 
$9764 = 414.9329 
0059: $9764 += $9794 // (float) 
$9765 = -18.4475 
0059: $9765 += $9795 // (float) 
$9766 = 1002.286 
0059: $9766 += $9796 // (float) 
$9767 = 414.0564 
0059: $9767 += $9794 // (float) 
$9768 = -18.7965 
0059: $9768 += $9795 // (float) 
$9769 = 1001.955 
0059: $9769 += $9796 // (float) 
$9770 = 412.649 
0059: $9770 += $9794 // (float) 
$9771 = -19.7078 
0059: $9771 += $9795 // (float) 
$9772 = 1001.992 
0059: $9772 += $9796 // (float) 
$9773 = 413.3581 
0059: $9773 += $9794 // (float) 
$9774 = -19.0046 
0059: $9774 += $9795 // (float) 
$9775 = 1002.043 
0059: $9775 += $9796 // (float) 
$9776 = 414.5509 
0059: $9776 += $9794 // (float) 
$9777 = -20.8773 
0059: $9777 += $9795 // (float) 
$9778 = 1001.405 
0059: $9778 += $9796 // (float) 
$9779 = 414.0572 
0059: $9779 += $9794 // (float) 
$9780 = -20.025 
0059: $9780 += $9795 // (float) 
$9781 = 1001.578 
0059: $9781 += $9796 // (float) 
$9782 = 412.5159 
0059: $9782 += $9794 // (float) 
$9783 = -21.7447 
0059: $9783 += $9795 // (float) 
$9784 = 1001.946 
0059: $9784 += $9796 // (float) 
$9785 = 412.9438 
0059: $9785 += $9794 // (float) 
$9786 = -20.8411 
0059: $9786 += $9795 // (float) 
$9787 = 1001.963 
0059: $9787 += $9796 // (float) 
$9788 = 411.957 
0059: $9788 += $9794 // (float) 
$9789 = -19.779 
0059: $9789 += $9795 // (float) 
$9790 = 1000.836 
0059: $9790 += $9796 // (float) 
$9791 = 411.795 
0059: $9791 += $9794 // (float) 
$9792 = -23.3 
0059: $9792 += $9795 // (float) 
$9793 = 1000.836 
0059: $9793 += $9796 // (float) 
$9731 = Actor.Create(CivMale, $SELLER_MODEL, $9745, $9746, $9747)
Actor.Angle($9731) = $9748
060B: set_actor $9731 decision_maker_to 65542 
02A9: set_actor $9731 immune_to_nonplayer 1 
0615: define_AS_pack_begin $9737 
0812: AS_actor -1 perform_animation "BRB_IN" IFP_file "HAIRCUTS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "BRB_LOOP" IFP_file "HAIRCUTS" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end $9737 
0615: define_AS_pack_begin $9751 
05D3: AS_actor -1 goto_point $9788 $9789 $9790 mode 4 8000 ms // versionA 
05D3: AS_actor -1 goto_point $9791 $9792 $9793 mode 4 8000 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
0616: define_AS_pack_end $9751 
$9797 = 0 
$9744 = 2 

:BARB_2030
if 
  $9744 == 2 
else_jump @BARB_2439 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 
else_jump @BARB_2079 
gosub @BARB_7498 

:BARB_2079
if 
   not Actor.Dead($9731)
else_jump @BARB_2394 
if 
  $2749 == 0 
else_jump @BARB_2342 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9731 
031D:   actor $9731 hit_by_weapon 57 
else_jump @BARB_2181 
0647: unknown_actor $9731 look_task 
0947: unknown_actor $9731 play_audio_event 327 store_to $10081 
05C4: AS_actor $9731 hands_up -2 ms 
$2749 = 1 
jump @BARB_2335 

:BARB_2181
if 
  $9802 == 0 
else_jump @BARB_2250 
077E: get_active_interior_to $9803 
if 
   not $9803 == 0 
else_jump @BARB_2250 
05BF: AS_actor $9731 look_at_actor $PLAYER_ACTOR -2 ms 
0947: unknown_actor $9731 play_audio_event 330 store_to $10081 
$9802 = 1 

:BARB_2250
$SHOW_SHOP_SPHERE = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @BARB_2335 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BARB_2335 
0647: unknown_actor $9731 look_task 
$9797 = 0 
$9744 = 3 

:BARB_2335
jump @BARB_2387 

:BARB_2342
gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 
else_jump @BARB_2380 
gosub @BARB_7498 

:BARB_2380
jump @BARB_653 

:BARB_2387
jump @BARB_2439 

:BARB_2394
gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 
else_jump @BARB_2432 
gosub @BARB_7498 

:BARB_2432
jump @BARB_653 

:BARB_2439
if 
  $9744 == 3 
else_jump @BARB_2537 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
0581: enable_radar 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
32@ = 0 
$9797 = 0 
$9744 = 4 

:BARB_2537
if 
  $9744 == 4 
else_jump @BARB_2925 
if 
   Actor.Dead($9731)
else_jump @BARB_2616 
gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 
else_jump @BARB_2609 
gosub @BARB_7498 

:BARB_2609
jump @BARB_653 

:BARB_2616
if 
  32@ >= 300 
else_jump @BARB_2925 
Actor.StorePos($9731, $2755, $2756, $2757)
if or
8044:   not  $2755 == $9745 // (float) 
8044:   not  $2756 == $9746 // (float) 
8044:   not  $2757 == $9747 // (float) 
else_jump @BARB_2706 
Actor.PutAt($9731, $9745, $9746, $9747)
Actor.Angle($9731) = $9748

:BARB_2706
08C7: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER // versionB 
Actor.Angle($PLAYER_ACTOR) = $9753
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $2542 modelCRC_to $2543 
Camera.SetPosition($9758, $9759, $9760, 0.0, 0.0, 0.0)
Camera.PointAt($9761, $9762, $9763, 2)
$9738 = 0.0 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_IN" IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
  $676 == 0 
else_jump @BARB_2903 
if 
  $169 == 1 
else_jump @BARB_2903 
if 
  50 > $SHOPS_PLAYER_CASH 
else_jump @BARB_2903 
Player.Money($PLAYER_CHAR) += 52

:BARB_2903
0618: assign_actor $9731 to_AS_pack $9737 
$9797 = 0 
$9744 = 5 

:BARB_2925
if 
  $9744 == 5 
else_jump @BARB_3194 
if 
   Actor.Dead($9731)
else_jump @BARB_3004 
gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 
else_jump @BARB_2997 
gosub @BARB_7498 

:BARB_2997
jump @BARB_653 

:BARB_3004
if 
   Actor.Animation($PLAYER_ACTOR) == "BRB_SIT_IN"
else_jump @BARB_3052 
0613: $9738 = actor $PLAYER_ACTOR animation "BRB_SIT_IN" time 

:BARB_3052
if 
  $9738 == 1.0 
else_jump @BARB_3194 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_LOOP" IFP_file "HAIRCUTS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
Camera.SetPosition($9764, $9765, $9766, 0.0, 0.0, 0.0)
Camera.PointAt($9767, $9768, $9769, 2)
0947: unknown_actor $9731 play_audio_event 333 store_to $10081 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $2542 modelCRC_to $2543 
$9797 = 0 
$9744 = 6 

:BARB_3194
if 
  $9744 == 6 
else_jump @BARB_5429 
if 
   Actor.Dead($9731)
else_jump @BARB_3273 
gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 
else_jump @BARB_3266 
gosub @BARB_7498 

:BARB_3266
jump @BARB_653 

:BARB_3273
if 
  1 > $9797 
else_jump @BARB_3323 
if 
  $2420 == 0 
else_jump @BARB_3323 
gosub @BARB_8401 
gosub @BARB_8689 

:BARB_3323
if 
  $9797 == 0 
else_jump @BARB_3389 
if 
00E1:   player 0 pressed_key 16 
else_jump @BARB_3365 
$9797 = 10 

:BARB_3365
if 
00E1:   player 0 pressed_key 15 
else_jump @BARB_3389 
$9797 = 1 

:BARB_3389
if 
  $9797 == 1 
else_jump @BARB_3559 
if 
80E1:   not player 0 pressed_key 15 
else_jump @BARB_3559 
if 
  $2418 == 1 
else_jump @BARB_3456 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:BARB_3456
if 
  $2422 == 1 
else_jump @BARB_3488 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:BARB_3488
if 
  $2420 == 1 
else_jump @BARB_3520 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:BARB_3520
if 
  $9750 == 1 
else_jump @BARB_3552 
$9797 = 2 
jump @BARB_3559 

:BARB_3552
$9797 = 5 

:BARB_3559
if 
  $9797 == 2 
else_jump @BARB_3640 
0812: AS_actor $9731 perform_animation "BRB_CUT_IN" IFP_file "HAIRCUTS" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03D1: play_wav 4 
$9738 = 0.0 
$9797 = 3 

:BARB_3640
if 
  $9797 == 3 
else_jump @BARB_3900 
if 
   Actor.Animation($9731) == "BRB_CUT_IN"
else_jump @BARB_3706 
0613: $9738 = actor $9731 animation "BRB_CUT_IN" time 

:BARB_3706
if 
  $9738 == 1.0 
else_jump @BARB_3800 
if 
  $9805 == 0 
else_jump @BARB_3800 
0812: AS_actor $9731 perform_animation "BRB_CUT" IFP_file "HAIRCUTS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0794: restore_player_clothes 
Player.Build($PLAYER_CHAR)
0793: save_player_clothes 
$9805 = 1 

:BARB_3800
if 
  $9805 == 1 
else_jump @BARB_3900 
if 
03D2:   wav 4 ended 
else_jump @BARB_3900 
0812: AS_actor $9731 perform_animation "BRB_CUT_OUT" IFP_file "HAIRCUTS" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9738 = 0.0 
$9797 = 4 
$9805 = 0 

:BARB_3900
if 
  $9797 == 4 
else_jump @BARB_3996 
if 
   Actor.Animation($9731) == "BRB_CUT_OUT"
else_jump @BARB_3968 
0613: $9738 = actor $9731 animation "BRB_CUT_OUT" time 

:BARB_3968
if 
  $9738 == 1.0 
else_jump @BARB_3996 
$9797 = 5 

:BARB_3996
if 
  $9797 == 5 
else_jump @BARB_4162 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_OUT" IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9738 = 0.0 
0812: AS_actor $9731 perform_animation "BRB_OUT" IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
05BF: AS_actor $9731 look_at_actor $PLAYER_ACTOR -2 ms 
Camera.SetPosition($9776, $9777, $9778, 0.0, 0.0, 0.0)
Camera.PointAt($9779, $9780, $9781, 2)
$9797 = 6 

:BARB_4162
if 
  $9797 == 6 
else_jump @BARB_4323 
if 
   Actor.Animation($PLAYER_ACTOR) == "BRB_SIT_OUT"
else_jump @BARB_4230 
0613: $9738 = actor $PLAYER_ACTOR animation "BRB_SIT_OUT" time 

:BARB_4230
if 
  $9738 >= 0.8 
else_jump @BARB_4323 
0618: assign_actor $PLAYER_ACTOR to_AS_pack $9751 
0947: unknown_actor $9731 play_audio_event 331 store_to $10081 
Camera.SetPosition($9782, $9783, $9784, 0.0, 0.0, 0.0)
Camera.PointAt($9785, $9786, $9787, 2)
32@ = 0 
$9797 = 7 

:BARB_4323
if 
  $9797 == 7 
else_jump @BARB_4463 
if 
  $9804 == 0 
else_jump @BARB_4389 
if 
  32@ >= 1500 
else_jump @BARB_4389 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$9804 = 1 

:BARB_4389
if 
  $9744 > 2 
else_jump @BARB_4409 
03E6: remove_text_box 

:BARB_4409
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to $9752 // ret 7 if not found 
if 
84A3:   not  $9752 == 7 // $ == any 
else_jump @BARB_4456 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to $9752 // ret 7 if not found 
jump @BARB_4463 

:BARB_4456
$9797 = 8 

:BARB_4463
if 
  $9797 == 8 
else_jump @BARB_4529 
0647: unknown_actor $9731 look_task 
Actor.Angle($PLAYER_ACTOR) = 180.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
0581: enable_radar 1 
$9804 = 0 
$9797 = 9 

:BARB_4529
if 
  $9797 == 9 
else_jump @BARB_4719 
if 
80FF:   not actor $PLAYER_ACTOR sphere 1 in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
else_jump @BARB_4645 
$9730 = 0 
$9749 = 0 
$9750 = 0 
$2545 = 0 
$2544 = 0 
$9804 = 0 
$9797 = 0 
$9744 = 2 

:BARB_4645
if 
  $2749 == 0 
else_jump @BARB_4719 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9731 
031D:   actor $9731 hit_by_weapon 57 
else_jump @BARB_4719 
0947: unknown_actor $9731 play_audio_event 327 store_to $10081 
05C4: AS_actor $9731 hands_up -2 ms 
$2749 = 1 

:BARB_4719
if 
  $9797 == 10 
else_jump @BARB_5013 
if 
80E1:   not player 0 pressed_key 16 
else_jump @BARB_5013 
08D8: $9734 = panel $2419 selected_row 
if 
  0 > $9734 
else_jump @BARB_4787 
$9734 = 0 

:BARB_4787
if 
  $2420 == 1 
else_jump @BARB_4819 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:BARB_4819
0760: store_shopping_data_index $9734 textureCRC_to $9733 
078C: get_shopping_item_with_textureCRC $9733 nametag_to s$9742 // 8-byte string 
0761: get_shopping_item_with_textureCRC $9733 price_to $9732 
0783: get_shopping_item_with_textureCRC $9733 flag 0 store_to $9735 
0783: get_shopping_item_with_textureCRC $9733 flag 1 store_to $9736 
0084: $2751 = $9732 // (int) 
05A9: s$2752 = s$9742 
Camera.SetPosition($9764, $9765, $9766, 0.0, 0.0, 0.0)
Camera.PointAt($9767, $9768, $9769, 2)
0812: AS_actor $9731 perform_animation "BRB_CUT_IN" IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $9798 modelCRC_to $9799 
if 
803A:   not  $9798 == $9733 // (int) 
else_jump @BARB_4996 
03D1: play_wav 4 

:BARB_4996
$9738 = 0.0 
$9797 = 11 

:BARB_5013
if 
  $9797 == 11 
else_jump @BARB_5183 
if 
   Actor.Animation($9731) == "BRB_CUT_IN"
else_jump @BARB_5079 
0613: $9738 = actor $9731 animation "BRB_CUT_IN" time 

:BARB_5079
if 
  $9738 == 1.0 
else_jump @BARB_5183 
0812: AS_actor $9731 perform_animation "BRB_CUT" IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16 
0784: set_player $PLAYER_CHAR textureCRC $9733 modelCRC $9735 bodypart $9736 
Player.Build($PLAYER_CHAR)
$9750 = 1 
$9797 = 12 

:BARB_5183
if 
  $9797 == 12 
else_jump @BARB_5276 
if 
03D2:   wav 4 ended 
else_jump @BARB_5276 
0812: AS_actor $9731 perform_animation "BRB_CUT_OUT" IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9738 = 0.0 
$9797 = 13 

:BARB_5276
if 
  $9797 == 13 
else_jump @BARB_5429 
if 
   Actor.Animation($9731) == "BRB_CUT_OUT"
else_jump @BARB_5344 
0613: $9738 = actor $9731 animation "BRB_CUT_OUT" time 

:BARB_5344
if 
  $9738 == 1.0 
else_jump @BARB_5429 
0812: AS_actor $9731 perform_animation "BRB_LOOP" IFP_file "HAIRCUTS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9738 = 0.0 
$9797 = 0 
$9744 = 7 

:BARB_5429
if 
  $9744 == 7 
else_jump @BARB_7257 
if 
   Actor.Dead($9731)
else_jump @BARB_5508 
gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 
else_jump @BARB_5501 
gosub @BARB_7498 

:BARB_5501
jump @BARB_653 

:BARB_5508
if 
  $2418 == 0 
else_jump @BARB_5551 
if 
  1 > $9797 
else_jump @BARB_5551 
gosub @BARB_7760 

:BARB_5551
if 
  $9797 == 0 
else_jump @BARB_5675 
if 
00E1:   player 0 pressed_key 16 
else_jump @BARB_5629 
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'BARBNO'  // ~s~Du hast das schon gekauft!
$2544 = 0 
$2545 = 0 
$9797 = 2 

:BARB_5629
if 
00E1:   player 0 pressed_key 15 
else_jump @BARB_5675 
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'BARBNO'  // ~s~Du hast das schon gekauft!
$9797 = 1 

:BARB_5675
if 
  $9797 == 1 
else_jump @BARB_5788 
if 
80E1:   not player 0 pressed_key 15 
else_jump @BARB_5788 
if 
  $2418 == 1 
else_jump @BARB_5742 
03E6: remove_text_box 
08DA: remove_panel $2417 
$2418 = 0 

:BARB_5742
if 
  $2420 == 0 
else_jump @BARB_5774 
gosub @BARB_8401 
gosub @BARB_8689 

:BARB_5774
$9797 = 0 
$9744 = 6 

:BARB_5788
if 
  $9797 == 2 
else_jump @BARB_6912 
if 
80E1:   not player 0 pressed_key 16 
else_jump @BARB_6912 
$2545 = 0 
$2544 = 0 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
002C:   $SHOPS_PLAYER_CASH >= $9732 // (int) 
else_jump @BARB_6839 
if 
803A:   not  $2542 == $9733 // (int) 
else_jump @BARB_6759 
if 
  $2418 == 1 
else_jump @BARB_5915 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:BARB_5915
0947: unknown_actor $9731 play_audio_event 323 store_to $10081 
0790: charge_money_for_shopping_item_with_textureCRC $9733 
$9749 = 1 
$9750 = 0 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $2542 modelCRC_to $2543 
Camera.SetPosition($9770, $9771, $9772, 0.0, 0.0, 0.0)
Camera.PointAt($9773, $9774, $9775, 2)
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBERS'  // Friseur
else_jump @BARB_6284 
if or
05AD:   s$9742 == 'TASH'  // Csar und Schnurrbart
05AD:   s$9742 == 'GOATEE'  // Csar und Ziegenbart
05AD:   s$9742 == 'BEARD'  // Csar und Bart
05AD:   s$9742 == 'AFROT'  // Afro und Schnurrbart
05AD:   s$9742 == 'AFROB'  // Afro und Bart
05AD:   s$9742 == 'AFROGOT'  // Afro und Ziegenbart
else_jump @BARB_6159 
06D1: v$9754 = "BRB_BEARD_01" // v$ = string 
jump @BARB_6284 

:BARB_6159
if 
  $9739 > 1 
else_jump @BARB_6184 
$9739 = 0 

:BARB_6184
if 
  0 > $9739 
else_jump @BARB_6209 
$9739 = 0 

:BARB_6209
if 
  $9739 == 0 
else_jump @BARB_6259 
06D1: v$9754 = "BRB_HAIR_01" // v$ = string 
$9739 += 1 
jump @BARB_6284 

:BARB_6259
06D1: v$9754 = "BRB_HAIR_02" // v$ = string 
$9739 -= 1 

:BARB_6284
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER2'  // Friseur
else_jump @BARB_6434 
if 
  $9739 > 1 
else_jump @BARB_6334 
$9739 = 0 

:BARB_6334
if 
  0 > $9739 
else_jump @BARB_6359 
$9739 = 0 

:BARB_6359
if 
  $9739 == 0 
else_jump @BARB_6409 
06D1: v$9754 = "BRB_HAIR_01" // v$ = string 
$9739 += 1 
jump @BARB_6434 

:BARB_6409
06D1: v$9754 = "BRB_HAIR_02" // v$ = string 
$9739 -= 1 

:BARB_6434
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER3'  // Friseur
else_jump @BARB_6663 
if or
05AD:   s$9742 == 'BLADBEA'  // Glatze und Bart
05AD:   s$9742 == 'BALDTSH'  // Glatze und Schnurrbart
05AD:   s$9742 == 'BALDGOT'  // Glatze und Ziegenbart
else_jump @BARB_6538 
06D1: v$9754 = "BRB_BEARD_01" // v$ = string 
jump @BARB_6663 

:BARB_6538
if 
  $9739 > 1 
else_jump @BARB_6563 
$9739 = 0 

:BARB_6563
if 
  0 > $9739 
else_jump @BARB_6588 
$9739 = 0 

:BARB_6588
if 
  $9739 == 0 
else_jump @BARB_6638 
06D1: v$9754 = "BRB_HAIR_01" // v$ = string 
$9739 += 1 
jump @BARB_6663 

:BARB_6638
06D1: v$9754 = "BRB_HAIR_02" // v$ = string 
$9739 -= 1 

:BARB_6663
0812: AS_actor $9731 perform_animation "BRB_BUY" IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9754 IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9738 = 0.0 
$9797 = 3 
jump @BARB_6832 

:BARB_6759
if 
  $2545 == 0 
else_jump @BARB_6832 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: unknown_actor $9731 play_audio_event 322 store_to $10081 
00BC: show_text_highpriority GXT 'BARBNO' time 5000 flag 1  // ~s~Du hast das schon gekauft!
$9797 = 0 
$2545 = 1 

:BARB_6832
jump @BARB_6912 

:BARB_6839
if 
  $2544 == 0 
else_jump @BARB_6912 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: unknown_actor $9731 play_audio_event 324 store_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
$9797 = 0 
$2544 = 1 

:BARB_6912
if 
  $9797 == 3 
else_jump @BARB_7257 
if 
   Actor.Animation($PLAYER_ACTOR) == v$9754
else_jump @BARB_6960 
0613: $9738 = actor $PLAYER_ACTOR animation v$9754 time 

:BARB_6960
if 
  $9738 == 1.0 
else_jump @BARB_7257 
if 
  $2422 == 1 
else_jump @BARB_7013 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:BARB_7013
if 
  $2418 == 1 
else_jump @BARB_7045 
03E6: remove_text_box 
08DA: remove_panel $2417 
$2418 = 0 

:BARB_7045
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_LOOP" IFP_file "HAIRCUTS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $9731 perform_animation "BRB_LOOP" IFP_file "HAIRCUTS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
if 
  $676 == 0 
else_jump @BARB_7172 
if 
  $ONMISSION == 1 
else_jump @BARB_7172 
$676 = 1 

:BARB_7172
Camera.SetPosition($9764, $9765, $9766, 0.0, 0.0, 0.0)
Camera.PointAt($9767, $9768, $9769, 2)
if 
  $2420 == 0 
else_jump @BARB_7243 
gosub @BARB_8401 
gosub @BARB_8689 

:BARB_7243
$9797 = 0 
$9744 = 6 

:BARB_7257
jump @BARB_7271 

:BARB_7264
gosub @BARB_7498 

:BARB_7271
jump @BARB_7285 

:BARB_7278
gosub @BARB_7498 

:BARB_7285
jump @BARB_653 

:BARB_7292
if 
  $9744 > 0 
else_jump @BARB_7312 
03E6: remove_text_box 

:BARB_7312
if 
  $2418 == 1 
else_jump @BARB_7344 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:BARB_7344
if 
  $2422 == 1 
else_jump @BARB_7376 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:BARB_7376
if 
  $2420 == 1 
else_jump @BARB_7408 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:BARB_7408
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'BARBNO'  // ~s~Du hast das schon gekauft!
$9744 = 2 
$9804 = 0 
$9730 = 0 
$9749 = 0 
$9738 = 0.0 
$9750 = 0 
$2545 = 0 
$2544 = 0 
$9805 = 0 
return 

:BARB_7498
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'BARBNO'  // ~s~Du hast das schon gekauft!
if 
  $9744 > 0 
else_jump @BARB_7540 
03E6: remove_text_box 

:BARB_7540
if 
  $2418 == 1 
else_jump @BARB_7572 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:BARB_7572
if 
  $2422 == 1 
else_jump @BARB_7604 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:BARB_7604
if 
  $2420 == 1 
else_jump @BARB_7636 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:BARB_7636
$9802 = 0 
$9730 = 0 
$2749 = 0 
$9744 = 0 
$9749 = 0 
$9738 = 0.0 
$9750 = 0 
$2545 = 0 
$2544 = 0 
$9804 = 0 
061B: remove_references_to_AS_pack $9737 
061B: remove_references_to_AS_pack $9751 
Model.Destroy($SELLER_MODEL)
Actor.DestroyInstantly($9731)
0581: enable_radar 1 
03F0: enable_text_draw 0 
08F8: display_stat_update_box 1 
09BD: unknown_flag 0 
040D: unload_wav 4 
$9805 = 0 
end_thread 
return 

:BARB_7760
if 
  $2418 == 0 
else_jump @BARB_8399 
0512: show_permanent_text_box 'BARB_H2'  // ~k~~PED_SPRINT~ Kaufen~N~~k~~VEHICLE_ENTER_EXIT~ Zurck
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @BARB_7851 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Friseur
jump @BARB_8092 

:BARB_7851
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @BARB_7913 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Friseur
jump @BARB_8092 

:BARB_7913
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @BARB_7975 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Friseur
jump @BARB_8092 

:BARB_7975
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @BARB_8037 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Friseur
jump @BARB_8092 

:BARB_8037
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @BARB_8092 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Friseur

:BARB_8092
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'HAIRSTY' data s$9742 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Frisur
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $9732  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
$2418 = 1 

:BARB_8399
return 

:BARB_8401
$9800 = 0 
$9801 = 0 

:BARB_8415
if 
001C:   $9729 > $9800 // (int) 
else_jump @BARB_8607 
0760: store_shopping_data_index $9800 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
0084: $2438($9801,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9742 // 8-byte string 
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $9732 
0084: $2426($9801,12i) = $9732 // (int) 
05A9: $2450($9801,12s) = s$9742 
0084: $2474($9801,12i) = $SHOPPINGITEM_MODELCRC // (int) 
0084: $2486($9801,12i) = $SHOPPINGITEM_BODYPART // (int) 
if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @BARB_8575 
$2498($9801,12i) = 0 
jump @BARB_8586 

:BARB_8575
$2498($9801,12i) = 1 

:BARB_8586
$9801 += 1 
$9800 += 1 
jump @BARB_8415 

:BARB_8607
0084: $2515 = $9801 // (int) 

:BARB_8615
if 
  12 > $2515 
else_jump @BARB_8687 
$2438($2515,12i) = -1 
$2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @BARB_8615 

:BARB_8687
return 

:BARB_8689
if 
  $2420 == 0 
else_jump @BARB_9362 
0512: show_permanent_text_box 'BARB_H1'  // Benutze ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um eine Frisur auszuwhlen.~n~~k~~PED_SPRINT~ Ansehen~n~~k~~VEHICLE_ENTER_EXIT~ Beenden
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @BARB_8780 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Friseur
jump @BARB_9021 

:BARB_8780
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @BARB_8842 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Friseur
jump @BARB_9021 

:BARB_8842
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @BARB_8904 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Friseur
jump @BARB_9021 

:BARB_8904
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @BARB_8966 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Friseur
jump @BARB_9021 

:BARB_8966
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @BARB_9021 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Friseur

:BARB_9021
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'HAIRSTY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Frisur
08D6: set_panel $2419 column 1 alignment 2 
08DB: set_panel $2419 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
$2515 = 0 

:BARB_9222
if 
001C:   $9801 > $2515 // (int) 
else_jump @BARB_9281 
08EE: set_panel $2419 column 1 row $2515 text_1number GXT 'DOLLAR' number $2426($2515,12i)  // $~1~
$2515 += 1 
jump @BARB_9222 

:BARB_9281
$2515 = 0 

:BARB_9288
if 
001C:   $9801 > $2515 // (int) 
else_jump @BARB_9336 
08D9: set_panel $2419 row $2515 enable $2498($2515,12i) 
$2515 += 1 
jump @BARB_9288 

:BARB_9336
09DB: set_panel $2419 column 0 width 140 
09DB: set_panel $2419 column 1 width 46 
$2420 = 1 

:BARB_9362
return 
end_thread 

//-------------External script 63 (WARDROBE)---------------

:WARROBE
$9868 = 0 
$9872 = 0 
$9870 = 0 
$9873 = 0 
$9874 = 0 
$2425 = 0 
$2514 = 0 
$2515 = 0 
$9878 = 0.0 
$9875 = 0.0 
$9876 = 0.0 
$9877 = 0.0 
$9878 = 0.0 
$9879 = 0.0 
$9880 = 0.0 
$9881 = 0.0 
$9882 = 0.0 
$9883 = 0.0 
$9884 = 0.0 
$9885 = 0.0 
$9886 = 0.0 
$9887 = 0.0 
$9888 = 0.0 
$9889 = 0.0 
$9890 = 0.0 
$9891 = 0.0 
$9892 = 0.0 
$9893 = 0.0 
$9894 = 0.0 
$9808 = 0 
$9815 = 0 
$9882 = 0.0 
$9886 = 0.0 
$9887 = 0.0 
$9888 = 0.0 
$9813 = 0.0 
$9814 = 0.0 
$9812 = 0 
$9810 = 0 
$9809 = 0 
$9870 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2546 = 0 
$2547 = 0 
$9945 = 0 
$9946 = 0 
$9947 = 0 
$9948 = 0 
$9949 = 0 
$9950 = 0 
$9951 = 0 
$9952 = 0 
$9967 = 0 
$9965 = 0 
$9968 = 0 
$9970 = 0 
$9971 = 0 
$9972 = 0 
$9973 = 0 
$9975 = 0 
$9976 = 0 
$9977 = 0 
$9978 = 0 
$9869 = -370 
Model.Load($9869)
04ED: load_animation "CLOTHES" 
03CF: load_wav 20800 as 4 
038B: load_requested_models 
set_wb_check_to 0 
thread 'WARROBE' 

:WARROBE_584
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WARROBE_6450 
077E: get_active_interior_to $9895 
if 
  $9895 == 14 
else_jump @WARROBE_6436 
if 
  $9812 > 0 
else_jump @WARROBE_737 
if 
0A0F:   new_language_set 
else_jump @WARROBE_737 
03E6: remove_text_box 
08DA: remove_panel $9871 
08DA: remove_panel $9966 
08DA: remove_panel $9969 
08DA: remove_panel $9974 
08DA: remove_panel $2417 
08DA: remove_panel $2421 
$9870 = 0 
$9965 = 0 
$9970 = 0 
$9973 = 0 
$2418 = 0 
$2422 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:WARROBE_737
if 
  $9812 == 0 
else_jump @WARROBE_819 
$9977 = 1 
$9875 = 43.529 
$9876 = 0.694 
$9877 = 0.012 
$9882 = 90.0 
$9878 = 0.0 
$9812 = 1 

:WARROBE_819
if 
  $9812 == 1 
else_jump @WARROBE_1280 
if 
  $9868 == 0 
else_jump @WARROBE_1226 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
$9883 = 212.8715 
0059: $9883 += $9875 // (float) 
$9884 = -42.8156 
0059: $9884 += $9876 // (float) 
$9885 = 1002.116 
0059: $9885 += $9877 // (float) 
$9886 = 213.4791 
0059: $9886 += $9875 // (float) 
$9887 = -42.0238 
0059: $9887 += $9876 // (float) 
$9888 = 1002.053 
0059: $9888 += $9877 // (float) 
$9889 = 214.5148 
0059: $9889 += $9875 // (float) 
$9890 = -41.6106 
0059: $9890 += $9876 // (float) 
$9891 = 1002.494 
0059: $9891 += $9877 // (float) 
$9892 = 214.5367 
0059: $9892 += $9875 // (float) 
$9893 = -40.6175 
0059: $9893 += $9876 // (float) 
$9894 = 1002.609 
0059: $9894 += $9877 // (float) 
$9879 = 214.622 
0059: $9879 += $9875 // (float) 
$9880 = -40.652 
0059: $9880 += $9876 // (float) 
$9881 = 1001.033 
0059: $9881 += $9877 // (float) 
$10001 = 213.874 
0059: $10001 += $9875 // (float) 
$10002 = -39.811 
0059: $10002 += $9876 // (float) 
$10003 = 1002.2 
0059: $10003 += $9877 // (float) 
$9811 = Object.Init($9869, $10001, $10002, $10003)
Object.Angle($9811) = $9878
$SHOW_SHOP_SPHERE = 1 
$9868 = 1 

:WARROBE_1226
if 
  $9868 == 1 
else_jump @WARROBE_1280 
if 
04EE:   animation "CLOTHES" loaded 
else_jump @WARROBE_1280 
$9868 = 0 
$9812 = 2 

:WARROBE_1280
if 
  $9812 == 2 
else_jump @WARROBE_1364 
if 
0102:   actor $PLAYER_ACTOR in_sphere $9879 $9880 $9881 radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @WARROBE_1364 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @WARROBE_1364 
$9812 = 3 

:WARROBE_1364
if 
  $9812 == 3 
else_jump @WARROBE_1499 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WARROBE_1485 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
0581: enable_radar 0 
32@ = 0 
$9868 = 0 
$9812 = 4 
jump @WARROBE_1499 

:WARROBE_1485
gosub @WARROBE_6798 
jump @WARROBE_584 

:WARROBE_1499
if 
  $9812 == 4 
else_jump @WARROBE_1880 
if 
  $9868 == 0 
else_jump @WARROBE_1785 
if 
  32@ >= 300 
else_jump @WARROBE_1785 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $9879 $9880 $9881 // versionB 
Actor.Angle($PLAYER_ACTOR) = $9882
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Camera.SetPosition($9883, $9884, $9885, 0.0, 0.0, 0.0)
Camera.PointAt($9886, $9887, $9888, 2)
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_IN" IFP_file "CLOTHES" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9813 = 0.0 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_IN"
else_jump @WARROBE_1723 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:WARROBE_1723
if 
03CA:   object $9811 exists 
else_jump @WARROBE_1778 
075A: set_object $9811 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 4.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_1778
$9868 = 1 

:WARROBE_1785
if 
  $9868 == 1 
else_jump @WARROBE_1880 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_IN"
else_jump @WARROBE_1843 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:WARROBE_1843
if 
  $9813 == 1.0 
else_jump @WARROBE_1880 
0793: save_player_clothes 
$9868 = 0 
$9812 = 5 

:WARROBE_1880
if 
  $9812 == 5 
else_jump @WARROBE_2617 
if 
  $9870 == 0 
else_jump @WARROBE_1941 
if 
  1 > $9868 
else_jump @WARROBE_1941 
gosub @WARROBE_9292 

:WARROBE_1941
$SHOW_SHOP_SPHERE = 0 
if 
  $9868 == 0 
else_jump @WARROBE_2014 
if 
00E1:   player 0 pressed_key 16 
else_jump @WARROBE_1990 
$9868 = 1 

:WARROBE_1990
if 
00E1:   player 0 pressed_key 15 
else_jump @WARROBE_2014 
$9868 = 2 

:WARROBE_2014
if 
  $9868 == 1 
else_jump @WARROBE_2249 
if 
80E1:   not player 0 pressed_key 16 
else_jump @WARROBE_2249 
08D8: $9872 = panel $9871 selected_row 
if 
  0 > $9872 
else_jump @WARROBE_2082 
$9872 = 0 

:WARROBE_2082
if 
  $9870 == 1 
else_jump @WARROBE_2114 
08DA: remove_panel $9871 
03E6: remove_text_box 
$9870 = 0 

:WARROBE_2114
if or
05AD:   $9921($9872,12s) == 'REMOVE' 
05AD:   $9921($9872,12s) == 'UNIFORM' 
else_jump @WARROBE_2203 
06D1: v$9864 = "CLO_POSE_TORSO" // v$ = string 
$9868 = 0 
$9812 = 7 
jump @WARROBE_2249 

:WARROBE_2203
gosub @WARROBE_7198 
if 
  $9965 == 0 
else_jump @WARROBE_2235 
gosub @WARROBE_8122 

:WARROBE_2235
$9868 = 0 
$9812 = 6 

:WARROBE_2249
if 
  $9868 == 2 
else_jump @WARROBE_2457 
if 
80E1:   not player 0 pressed_key 15 
else_jump @WARROBE_2457 
if 
  $9870 == 1 
else_jump @WARROBE_2316 
08DA: remove_panel $9871 
03E6: remove_text_box 
$9870 = 0 

:WARROBE_2316
if 
  $9965 == 1 
else_jump @WARROBE_2348 
08DA: remove_panel $9966 
03E6: remove_text_box 
$9965 = 0 

:WARROBE_2348
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_OUT" IFP_file "CLOTHES" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9813 = 0.0 
if 
03CA:   object $9811 exists 
else_jump @WARROBE_2450 
075A: set_object $9811 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_2450
$9868 = 5 

:WARROBE_2457
if 
  $9868 == 5 
else_jump @WARROBE_2545 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_OUT"
else_jump @WARROBE_2517 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_OUT" time 

:WARROBE_2517
if 
  $9813 == 1.0 
else_jump @WARROBE_2545 
$9868 = 6 

:WARROBE_2545
if 
  $9868 == 6 
else_jump @WARROBE_2617 
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0581: enable_radar 1 
$9976 = 0 
$9870 = 0 
$9965 = 0 
$9970 = 0 
$9812 = 11 

:WARROBE_2617
if 
  $9812 == 6 
else_jump @WARROBE_3004 
if 
  $9965 == 0 
else_jump @WARROBE_2667 
gosub @WARROBE_7198 
gosub @WARROBE_8122 

:WARROBE_2667
$SHOW_SHOP_SPHERE = 0 
if 
  $9868 == 0 
else_jump @WARROBE_2792 
if 
00E1:   player 0 pressed_key 15 
else_jump @WARROBE_2716 
$9868 = 1 

:WARROBE_2716
if 
00E1:   player 0 pressed_key 16 
else_jump @WARROBE_2792 
08D7: $9967 = panel $9966 active_row 
if 
  0 > $9967 
else_jump @WARROBE_2766 
$9967 = 0 

:WARROBE_2766
06D1: v$9864 = $9816($9967,12v) // v$ = string 
gosub @WARROBE_8524 
$9868 = 2 

:WARROBE_2792
if 
  $9868 == 1 
else_jump @WARROBE_2898 
if 
80E1:   not player 0 pressed_key 15 
else_jump @WARROBE_2898 
$9868 = 0 
$9812 = 5 
if 
  $9965 == 1 
else_jump @WARROBE_2873 
03E6: remove_text_box 
08DA: remove_panel $9966 
$9965 = 0 

:WARROBE_2873
if 
  $9870 == 0 
else_jump @WARROBE_2898 
gosub @WARROBE_9292 

:WARROBE_2898
if 
  $9868 == 2 
else_jump @WARROBE_3004 
if 
80E1:   not player 0 pressed_key 16 
else_jump @WARROBE_3004 
if 
  $9965 == 1 
else_jump @WARROBE_2965 
03E6: remove_text_box 
08DA: remove_panel $9966 
$9965 = 0 

:WARROBE_2965
if 
  $9970 == 0 
else_jump @WARROBE_2990 
gosub @WARROBE_8835 

:WARROBE_2990
$9868 = 0 
$9812 = 7 

:WARROBE_3004
if 
  $9812 == 7 
else_jump @WARROBE_3711 
if 
05AD:   $9921($9872,12s) == 'REMOVE' 
else_jump @WARROBE_3154 
if 
  $9973 == 0 
else_jump @WARROBE_3147 
gosub @WARROBE_11522 
if 
  $9896 == 0 
else_jump @WARROBE_3147 
if 
  $9973 == 1 
else_jump @WARROBE_3126 
08DA: remove_panel $9974 
03E6: remove_text_box 
$9973 = 0 

:WARROBE_3126
$9868 = 0 
$9812 = 5 
jump @WARROBE_584 

:WARROBE_3147
jump @WARROBE_3254 

:WARROBE_3154
if 
05AD:   $9921($9872,12s) == 'UNIFORM' 
else_jump @WARROBE_3222 
if 
  $9970 == 0 
else_jump @WARROBE_3215 
gosub @WARROBE_10908 
gosub @WARROBE_8835 

:WARROBE_3215
jump @WARROBE_3254 

:WARROBE_3222
if 
  $9970 == 0 
else_jump @WARROBE_3254 
gosub @WARROBE_8524 
gosub @WARROBE_8835 

:WARROBE_3254
if 
  $9868 == 0 
else_jump @WARROBE_3353 
if 
00E1:   player 0 pressed_key 15 
else_jump @WARROBE_3296 
$9868 = 1 

:WARROBE_3296
if 
00E1:   player 0 pressed_key 16 
else_jump @WARROBE_3353 
08D7: $9971 = panel $9969 active_row 
if 
  0 > $9971 
else_jump @WARROBE_3346 
$9971 = 0 

:WARROBE_3346
$9868 = 2 

:WARROBE_3353
if 
  $9868 == 1 
else_jump @WARROBE_3591 
if 
80E1:   not player 0 pressed_key 15 
else_jump @WARROBE_3591 
if 
  $9970 == 1 
else_jump @WARROBE_3420 
08DA: remove_panel $9969 
03E6: remove_text_box 
$9970 = 0 

:WARROBE_3420
if 
  $9973 == 1 
else_jump @WARROBE_3452 
08DA: remove_panel $9974 
03E6: remove_text_box 
$9973 = 0 

:WARROBE_3452
if or
05AD:   $9921($9872,12s) == 'UNIFORM' 
05AD:   $9921($9872,12s) == 'REMOVE' 
else_jump @WARROBE_3545 
if 
  $9870 == 0 
else_jump @WARROBE_3524 
gosub @WARROBE_9292 

:WARROBE_3524
$9812 = 5 
$9868 = 0 
jump @WARROBE_3591 

:WARROBE_3545
if 
  $9965 == 0 
else_jump @WARROBE_3577 
gosub @WARROBE_7198 
gosub @WARROBE_8122 

:WARROBE_3577
$9868 = 0 
$9812 = 6 

:WARROBE_3591
if 
  $9868 == 2 
else_jump @WARROBE_3711 
if 
80E1:   not player 0 pressed_key 16 
else_jump @WARROBE_3711 
if 
  $9970 == 1 
else_jump @WARROBE_3658 
08DA: remove_panel $9969 
03E6: remove_text_box 
$9970 = 0 

:WARROBE_3658
if 
  $9973 == 1 
else_jump @WARROBE_3690 
08DA: remove_panel $9974 
03E6: remove_text_box 
$9973 = 0 

:WARROBE_3690
$9976 = 0 
$9868 = 0 
$9812 = 8 

:WARROBE_3711
if 
  $9812 == 8 
else_jump @WARROBE_4589 
if 
  $9868 == 0 
else_jump @WARROBE_4203 
if 
05AD:   $9921($9872,12s) == 'REMOVE' 
else_jump @WARROBE_3835 
$SELECTED_MENU_ITEM = 0 
$SHOPPINGITEM_MODELCRC = 0 
0084: $SHOPPINGITEM_BODYPART = $2486($9971,12i) // (int) 
05A9: s$9806 = $9897($9971,12s) 
08F7: get_player $PLAYER_CHAR bodypart $SHOPPINGITEM_BODYPART textureCRC_to $2542 modelCRC_to $2543 
jump @WARROBE_3879 

:WARROBE_3835
0084: $SELECTED_MENU_ITEM = $2438($9971,12i) // (int) 
0084: $SHOPPINGITEM_MODELCRC = $2474($9971,12i) // (int) 
0084: $SHOPPINGITEM_BODYPART = $2547 // (int) 
05A9: s$9806 = $9897($9971,12s) 

:WARROBE_3879
if or
04A3:   $SHOPPINGITEM_BODYPART == 13 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 14 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 15 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 16 // $ == any 
else_jump @WARROBE_3964 
Camera.SetPosition($9889, $9890, $9891, 0.0, 0.0, 0.0)
Camera.PointAt($9892, $9893, $9894, 2)
jump @WARROBE_4026 

:WARROBE_3964
Camera.SetPosition($9883, $9884, $9885, 0.0, 0.0, 0.0)
Camera.PointAt($9886, $9887, $9888, 2)
if 
803A:   not  $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @WARROBE_4026 
03D1: play_wav 4 

:WARROBE_4026
if or
04A3:   $SHOPPINGITEM_BODYPART == 0 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 2 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 3 // $ == any 
else_jump @WARROBE_4071 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0793: save_player_clothes 

:WARROBE_4071
0784: set_player $PLAYER_CHAR textureCRC $SELECTED_MENU_ITEM modelCRC $SHOPPINGITEM_MODELCRC bodypart $SHOPPINGITEM_BODYPART 
Player.Build($PLAYER_CHAR)
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_IN" IFP_file "CLOTHES" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9813 = 0.0 
if 
03CA:   object $9811 exists 
else_jump @WARROBE_4196 
075A: set_object $9811 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_4196
$9868 = 1 

:WARROBE_4203
if 
  $9868 == 1 
else_jump @WARROBE_4445 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_POSE_IN"
else_jump @WARROBE_4271 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time 

:WARROBE_4271
if 
  $9813 == 1.0 
else_jump @WARROBE_4445 
if 
85AD:   not  $9921($9872,12s) == 'REMOVE' 
else_jump @WARROBE_4377 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9864 IFP_file "CLOTHES" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9813 = 0.0 
$9868 = 2 
jump @WARROBE_4445 

:WARROBE_4377
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP_file "CLOTHES" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9813 = 0.0 
$9812 = 9 
$9868 = 0 

:WARROBE_4445
if 
  $9868 == 2 
else_jump @WARROBE_4589 
if 
   Actor.Animation($PLAYER_ACTOR) == v$9864
else_jump @WARROBE_4493 
0613: $9813 = actor $PLAYER_ACTOR animation v$9864 time 

:WARROBE_4493
if 
  $9813 == 1.0 
else_jump @WARROBE_4589 
gosub @WARROBE_10424 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP_file "CLOTHES" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9813 = 0.0 
$9812 = 9 
$9868 = 0 

:WARROBE_4589
if 
  $9812 == 9 
else_jump @WARROBE_6277 
$SHOW_SHOP_SPHERE = 0 
if 
  $9868 == 0 
else_jump @WARROBE_4867 
if 
00E1:   player 0 pressed_key 16 
else_jump @WARROBE_4699 
03D5: remove_text 'WARDNO'  // Dieses Kleidungsstck trgst du bereits!
03D5: remove_text 'WARDNO2'  // ~s~Du hast nichts an, was du ausziehen knntest!
$2545 = 0 
$2546 = 0 
$9978 = 0 
$9868 = 1 

:WARROBE_4699
if 
00E1:   player 0 pressed_key 15 
else_jump @WARROBE_4867 
03D5: remove_text 'WARDNO'  // Dieses Kleidungsstck trgst du bereits!
03D5: remove_text 'WARDNO2'  // ~s~Du hast nichts an, was du ausziehen knntest!
$2545 = 0 
$2546 = 0 
$9978 = 0 
if 
  $2418 == 1 
else_jump @WARROBE_4791 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:WARROBE_4791
if 
  $9976 == 0 
else_jump @WARROBE_4823 
$9868 = 3 
jump @WARROBE_4867 

:WARROBE_4823
if 
  $2422 == 1 
else_jump @WARROBE_4853 
08DA: remove_panel $2421 
$2422 = 0 

:WARROBE_4853
$9868 = 0 
$9812 = 7 

:WARROBE_4867
if 
  2 > $9868 
else_jump @WARROBE_4892 
gosub @WARROBE_10424 

:WARROBE_4892
if 
  $9868 == 1 
else_jump @WARROBE_5427 
if 
80E1:   not player 0 pressed_key 16 
else_jump @WARROBE_5427 
if 
05AD:   $9921($9872,12s) == 'REMOVE' 
else_jump @WARROBE_5186 
if 
   not $2542 == 0 
else_jump @WARROBE_5117 
if 
  $2418 == 1 
else_jump @WARROBE_5006 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:WARROBE_5006
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
gosub @WARROBE_10692 
$9978 = 1 
0793: save_player_clothes 
Player.Build($PLAYER_CHAR)
08F7: get_player $PLAYER_CHAR bodypart $SHOPPINGITEM_BODYPART textureCRC_to $2542 modelCRC_to $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP_file "CLOTHES" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9813 = 0.0 
$9868 = 2 
jump @WARROBE_5179 

:WARROBE_5117
if 
  $2545 == 0 
else_jump @WARROBE_5179 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'WARDNO2' time 5000 flag 1  // ~s~Du hast nichts an, was du ausziehen knntest!
$9868 = 0 
$2545 = 1 

:WARROBE_5179
jump @WARROBE_5427 

:WARROBE_5186
if 
803A:   not  $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @WARROBE_5365 
if 
  $2418 == 1 
else_jump @WARROBE_5237 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:WARROBE_5237
08C8: set_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to 0 
0790: charge_money_for_shopping_item_with_textureCRC $SELECTED_MENU_ITEM 
$9978 = 1 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
08C9: reset_shopping_item $SELECTED_MENU_ITEM price 
gosub @WARROBE_10692 
0793: save_player_clothes 
Player.Build($PLAYER_CHAR)
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP_file "CLOTHES" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9813 = 0.0 
$9868 = 2 
jump @WARROBE_5427 

:WARROBE_5365
if 
  $2545 == 0 
else_jump @WARROBE_5427 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'WARDNO' time 5000 flag 1  // Dieses Kleidungsstck trgst du bereits!
$9868 = 0 
$2545 = 1 

:WARROBE_5427
if 
  $9868 == 2 
else_jump @WARROBE_5569 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_BUY"
else_jump @WARROBE_5487 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_BUY" time 

:WARROBE_5487
if 
  $9813 == 1.0 
else_jump @WARROBE_5569 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP_file "CLOTHES" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9813 = 0.0 
$9868 = 3 

:WARROBE_5569
if 
  $9868 == 3 
else_jump @WARROBE_5702 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_OUT" IFP_file "CLOTHES" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9813 = 0.0 
if 
03CA:   object $9811 exists 
else_jump @WARROBE_5695 
075A: set_object $9811 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_5695
$9868 = 4 

:WARROBE_5702
if 
  $9868 == 4 
else_jump @WARROBE_6277 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_POSE_OUT"
else_jump @WARROBE_5772 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time 

:WARROBE_5772
if 
  $9813 == 1.0 
else_jump @WARROBE_6277 
0794: restore_player_clothes 
Player.Build($PLAYER_CHAR)
0793: save_player_clothes 
if 
  $2418 == 1 
else_jump @WARROBE_5834 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:WARROBE_5834
if 
  $2422 == 1 
else_jump @WARROBE_5864 
08DA: remove_panel $2421 
$2422 = 0 

:WARROBE_5864
$9976 = 1 
if 
  $9978 == 1 
else_jump @WARROBE_5953 
$9868 = 0 
$9812 = 5 
if 
  $9870 == 0 
else_jump @WARROBE_5946 
if 
  1 > $9868 
else_jump @WARROBE_5946 
gosub @WARROBE_9292 

:WARROBE_5946
jump @WARROBE_6277 

:WARROBE_5953
if 
05AD:   $9921($9872,12s) == 'REMOVE' 
else_jump @WARROBE_6149 
if 
  $9973 == 0 
else_jump @WARROBE_6142 
gosub @WARROBE_11522 
if 
  $9896 == 0 
else_jump @WARROBE_6128 
if 
  $9973 == 1 
else_jump @WARROBE_6057 
08DA: remove_panel $9974 
03E6: remove_text_box 
$9973 = 0 

:WARROBE_6057
$9868 = 0 
$9812 = 5 
if 
  $9870 == 0 
else_jump @WARROBE_6114 
if 
  1 > $9868 
else_jump @WARROBE_6114 
gosub @WARROBE_9292 

:WARROBE_6114
jump @WARROBE_584 
jump @WARROBE_6142 

:WARROBE_6128
$9868 = 0 
$9812 = 7 

:WARROBE_6142
jump @WARROBE_6277 

:WARROBE_6149
if 
05AD:   $9921($9872,12s) == 'UNIFORM' 
else_jump @WARROBE_6231 
if 
  $9970 == 0 
else_jump @WARROBE_6210 
gosub @WARROBE_10908 
gosub @WARROBE_8835 

:WARROBE_6210
$9868 = 0 
$9812 = 7 
jump @WARROBE_6277 

:WARROBE_6231
if 
  $9970 == 0 
else_jump @WARROBE_6263 
gosub @WARROBE_8524 
gosub @WARROBE_8835 

:WARROBE_6263
$9868 = 0 
$9812 = 7 

:WARROBE_6277
if 
  $9812 == 11 
else_jump @WARROBE_6429 
if 
80FF:   not actor $PLAYER_ACTOR sphere $SHOW_SHOP_SPHERE in_sphere $9879 $9880 $9881 radius 1.0 1.0 4.0 on_foot 
else_jump @WARROBE_6429 
$9870 = 0 
$9965 = 0 
$9970 = 0 
$2418 = 0 
$2422 = 0 
$9973 = 0 
$9872 = 0 
$2517 = 0 
$9978 = 0 
$9812 = 2 
$9868 = 0 
$2545 = 0 
$SHOW_SHOP_SPHERE = 1 

:WARROBE_6429
jump @WARROBE_6443 

:WARROBE_6436
gosub @WARROBE_6798 

:WARROBE_6443
jump @WARROBE_6457 

:WARROBE_6450
gosub @WARROBE_6798 

:WARROBE_6457
jump @WARROBE_584 
if 
  $9812 >= 1 
else_jump @WARROBE_6484 
03E6: remove_text_box 

:WARROBE_6484
if 
  $9870 == 1 
else_jump @WARROBE_6516 
08DA: remove_panel $9871 
03E6: remove_text_box 
$9870 = 0 

:WARROBE_6516
if 
  $9965 == 1 
else_jump @WARROBE_6548 
08DA: remove_panel $9966 
03E6: remove_text_box 
$9965 = 0 

:WARROBE_6548
if 
  $9970 == 1 
else_jump @WARROBE_6580 
08DA: remove_panel $9969 
03E6: remove_text_box 
$9970 = 0 

:WARROBE_6580
if 
  $9973 == 1 
else_jump @WARROBE_6612 
08DA: remove_panel $9974 
03E6: remove_text_box 
$9973 = 0 

:WARROBE_6612
if 
  $2418 == 1 
else_jump @WARROBE_6644 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:WARROBE_6644
if 
  $2422 == 1 
else_jump @WARROBE_6676 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:WARROBE_6676
03D5: remove_text 'WARDNO'  // Dieses Kleidungsstck trgst du bereits!
03D5: remove_text 'WARDNO2'  // ~s~Du hast nichts an, was du ausziehen knntest!
$9870 = 0 
$9965 = 0 
$9970 = 0 
$2418 = 0 
$2422 = 0 
$9973 = 0 
$9872 = 0 
$2517 = 0 
$2545 = 0 
$2546 = 0 
$9978 = 0 
$9868 = 0 
$9976 = 0 
$9812 = 2 
return 

:WARROBE_6798
if 
  $9870 == 1 
else_jump @WARROBE_6830 
08DA: remove_panel $9871 
03E6: remove_text_box 
$9870 = 0 

:WARROBE_6830
if 
  $9965 == 1 
else_jump @WARROBE_6862 
08DA: remove_panel $9966 
03E6: remove_text_box 
$9965 = 0 

:WARROBE_6862
if 
  $9970 == 1 
else_jump @WARROBE_6894 
08DA: remove_panel $9969 
03E6: remove_text_box 
$9970 = 0 

:WARROBE_6894
if 
  $9973 == 1 
else_jump @WARROBE_6926 
08DA: remove_panel $9974 
03E6: remove_text_box 
$9973 = 0 

:WARROBE_6926
if 
  $2418 == 1 
else_jump @WARROBE_6958 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:WARROBE_6958
if 
  $2422 == 1 
else_jump @WARROBE_6990 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:WARROBE_6990
if 
  $9812 >= 1 
else_jump @WARROBE_7010 
03E6: remove_text_box 

:WARROBE_7010
03D5: remove_text 'WARDNO'  // Dieses Kleidungsstck trgst du bereits!
03D5: remove_text 'WARDNO2'  // ~s~Du hast nichts an, was du ausziehen knntest!
$9870 = 0 
$9965 = 0 
$9970 = 0 
$2418 = 0 
$2422 = 0 
$9973 = 0 
$9872 = 0 
$2517 = 0 
$9978 = 0 
$SHOW_SHOP_SPHERE = 1 
$9810 = 0 
$2545 = 0 
$2546 = 0 
$9868 = 0 
$9812 = 0 
$9976 = 0 
Object.Destroy($9811)
Model.Destroy($9869)
04EF: release_animation "CLOTHES" 
087C: release_shopping_data 
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: unknown_flag 0 
$9977 = 0 
040D: unload_wav 4 
end_thread 
return 

:WARROBE_7198
$9945 = 0 
$9946 = 0 
$9947 = 0 
$9948 = 0 
$9949 = 0 
$9950 = 0 
$9951 = 0 
075E: load_shopping_data_PRICES_subsection $9921($9872,12s) // v$ 
075D: load_shopping_data_SHOPS_subsection "CLOTHES" // v$ 
075F: store_shopping_data_entries_number_to $9873 
$2515 = 0 
$9896 = 0 

:WARROBE_7286
if 
001C:   $9873 > $2515 // (int) 
else_jump @WARROBE_8062 
0760: store_shopping_data_index $2515 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
if 
0942:   unknown_shopping_itemID $SELECTED_MENU_ITEM 
else_jump @WARROBE_8048 
0871: init_jump_table $SHOPPINGITEM_BODYPART total_jumps 7 default_jump 0 @WARROBE_8048 jumps 0 @WARROBE_7402 2 @WARROBE_7495 3 @WARROBE_7587 13 @WARROBE_7680 14 @WARROBE_7773 15 @WARROBE_7866 16 @WARROBE_7957 

:WARROBE_7402
if 
  $9945 == 0 
else_jump @WARROBE_7488 
05A9: $9897($9896,12s) = 'TORSO'  // Oberkrper
04AE: $9953($9896,12i) = 0 // $ = any 
06D1: $9816($9896,12v) = "CLO_POSE_TORSO" // v$ = string 
$9896 += 1 
$9945 = 1 

:WARROBE_7488
jump @WARROBE_8048 

:WARROBE_7495
if 
  $9946 == 0 
else_jump @WARROBE_7580 
05A9: $9897($9896,12s) = 'LEGS'  // Beine
04AE: $9953($9896,12i) = 2 // $ = any 
06D1: $9816($9896,12v) = "CLO_POSE_LEGS" // v$ = string 
$9896 += 1 
$9946 = 1 

:WARROBE_7580
jump @WARROBE_8048 

:WARROBE_7587
if 
  $9947 == 0 
else_jump @WARROBE_7673 
05A9: $9897($9896,12s) = 'FEET'  // Schuhe
04AE: $9953($9896,12i) = 3 // $ = any 
06D1: $9816($9896,12v) = "CLO_POSE_SHOES" // v$ = string 
$9896 += 1 
$9947 = 1 

:WARROBE_7673
jump @WARROBE_8048 

:WARROBE_7680
if 
  $9948 == 0 
else_jump @WARROBE_7766 
05A9: $9897($9896,12s) = 'CHAINS'  // Ketten
04AE: $9953($9896,12i) = 13 // $ = any 
06D1: $9816($9896,12v) = "CLO_POSE_TORSO" // v$ = string 
$9896 += 1 
$9948 = 1 

:WARROBE_7766
jump @WARROBE_8048 

:WARROBE_7773
if 
  $9949 == 0 
else_jump @WARROBE_7859 
05A9: $9897($9896,12s) = 'WATCHES'  // Uhren
04AE: $9953($9896,12i) = 14 // $ = any 
06D1: $9816($9896,12v) = "CLO_POSE_WATCH" // v$ = string 
$9896 += 1 
$9949 = 1 

:WARROBE_7859
jump @WARROBE_8048 

:WARROBE_7866
if 
  $9950 == 0 
else_jump @WARROBE_7950 
05A9: $9897($9896,12s) = 'SHADES'  // Sonnenbrillen
04AE: $9953($9896,12i) = 15 // $ = any 
06D1: $9816($9896,12v) = "CLO_POSE_HAT" // v$ = string 
$9896 += 1 
$9950 = 1 

:WARROBE_7950
jump @WARROBE_8048 

:WARROBE_7957
if 
  $9951 == 0 
else_jump @WARROBE_8041 
05A9: $9897($9896,12s) = 'HATS'  // Kopfbedeckungen
04AE: $9953($9896,12i) = 16 // $ = any 
06D1: $9816($9896,12v) = "CLO_POSE_HAT" // v$ = string 
$9896 += 1 
$9951 = 1 

:WARROBE_8041
jump @WARROBE_8048 

:WARROBE_8048
$2515 += 1 
jump @WARROBE_7286 

:WARROBE_8062
0084: $2515 = $9896 // (int) 

:WARROBE_8070
if 
  12 > $2515 
else_jump @WARROBE_8120 
05A9: $9897($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @WARROBE_8070 

:WARROBE_8120
return 

:WARROBE_8122
if 
  $9965 == 0 
else_jump @WARROBE_8522 
0512: show_permanent_text_box 'WARDH2'  // Benutze ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um den Bereich zu whlen.~N~~k~~PED_SPRINT~ Auswhlen~N~~k~~VEHICLE_ENTER_EXIT~ Zurck
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @WARROBE_8213 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_8454 

:WARROBE_8213
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @WARROBE_8275 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_8454 

:WARROBE_8275
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @WARROBE_8337 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_8454 

:WARROBE_8337
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @WARROBE_8399 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_8454 

:WARROBE_8399
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @WARROBE_8454 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung

:WARROBE_8454
08D6: set_panel $9966 column 0 alignment 1 
08DB: set_panel $9966 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
$9965 = 1 

:WARROBE_8522
return 

:WARROBE_8524
$2515 = 0 
$9896 = 0 
$9968 = 0 
08F7: get_player $PLAYER_CHAR bodypart $9953($9967,12i) textureCRC_to $2542 modelCRC_to $2543 
075F: store_shopping_data_entries_number_to $9873 

:WARROBE_8568
if 
001C:   $9873 > $2515 // (int) 
else_jump @WARROBE_8775 
0760: store_shopping_data_index $2515 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
if 
0942:   unknown_shopping_itemID $SELECTED_MENU_ITEM 
else_jump @WARROBE_8761 
if 
003A:   $SHOPPINGITEM_BODYPART == $9953($9967,12i) // (int) 
else_jump @WARROBE_8761 
0084: $2438($9968,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9806 // 8-byte string 
05A9: $9897($9968,12s) = s$9806 
0084: $2474($9968,12i) = $SHOPPINGITEM_MODELCRC // (int) 
0084: $2547 = $SHOPPINGITEM_BODYPART // (int) 
if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @WARROBE_8743 
$2498($9968,12i) = 0 
jump @WARROBE_8754 

:WARROBE_8743
$2498($9968,12i) = 1 

:WARROBE_8754
$9968 += 1 

:WARROBE_8761
$2515 += 1 
jump @WARROBE_8568 

:WARROBE_8775
0084: $2515 = $9968 // (int) 

:WARROBE_8783
if 
  12 > $2515 
else_jump @WARROBE_8833 
05A9: $9897($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @WARROBE_8783 

:WARROBE_8833
return 

:WARROBE_8835
if 
  $9970 == 0 
else_jump @WARROBE_9290 
0512: show_permanent_text_box 'WARDH3'  // Benutze ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um einen Artikel auszuwhlen.~N~~k~~PED_SPRINT~ Ansehen~N~~k~~VEHICLE_ENTER_EXIT~ Zurck
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @WARROBE_8926 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_9167 

:WARROBE_8926
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @WARROBE_8988 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_9167 

:WARROBE_8988
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @WARROBE_9050 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_9167 

:WARROBE_9050
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @WARROBE_9112 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_9167 

:WARROBE_9112
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @WARROBE_9167 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung

:WARROBE_9167
08D6: set_panel $9969 column 0 alignment 1 
08DB: set_panel $9969 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
$2515 = 0 

:WARROBE_9235
if 
001C:   $9968 > $2515 // (int) 
else_jump @WARROBE_9283 
08D9: set_panel $9969 row $2515 enable $2498($2515,12i) 
$2515 += 1 
jump @WARROBE_9235 

:WARROBE_9283
$9970 = 1 

:WARROBE_9290
return 

:WARROBE_9292
if 
  $9870 == 0 
else_jump @WARROBE_10422 
gosub @WARROBE_11522 
if 
  $9973 == 1 
else_jump @WARROBE_9349 
08DA: remove_panel $9974 
03E6: remove_text_box 
$9973 = 0 

:WARROBE_9349
if 
  $9896 == 0 
else_jump @WARROBE_9381 
$9975 = 0 
jump @WARROBE_9388 

:WARROBE_9381
$9975 = 1 

:WARROBE_9388
$9896 = 0 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @WARROBE_9457 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_9698 

:WARROBE_9457
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @WARROBE_9519 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_9698 

:WARROBE_9519
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @WARROBE_9581 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_9698 

:WARROBE_9581
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @WARROBE_9643 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_9698 

:WARROBE_9643
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @WARROBE_9698 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung

:WARROBE_9698
08D6: set_panel $9871 column 0 alignment 1 
if 
  $2549 == 1 
else_jump @WARROBE_9768 
05A9: $9897($9896,12s) = 'SHOP1'  // Binco
05A9: $9921($9896,12s) = 'CSCHP'  // Binco
$9896 += 1 

:WARROBE_9768
if 
  $2550 == 1 
else_jump @WARROBE_9829 
05A9: $9897($9896,12s) = 'SHOP2'  // Prolaps
05A9: $9921($9896,12s) = 'CSSPRT'  // Prolaps
$9896 += 1 

:WARROBE_9829
if 
  $2551 == 1 
else_jump @WARROBE_9890 
05A9: $9897($9896,12s) = 'SHOP3'  // Sub Urban
05A9: $9921($9896,12s) = 'LACS1'  // Sub Urban
$9896 += 1 

:WARROBE_9890
if 
  $2552 == 1 
else_jump @WARROBE_9951 
05A9: $9897($9896,12s) = 'SHOP4'  // Gap
05A9: $9921($9896,12s) = 'CLOTHGP'  // Gap
$9896 += 1 

:WARROBE_9951
if 
  $2553 == 1 
else_jump @WARROBE_10012 
05A9: $9897($9896,12s) = 'SHOP5'  // Victim
05A9: $9921($9896,12s) = 'CSDESGN'  // Victim
$9896 += 1 

:WARROBE_10012
if 
  $2554 == 1 
else_jump @WARROBE_10073 
05A9: $9897($9896,12s) = 'SHOP6'  // Dior
05A9: $9921($9896,12s) = 'CSEXL'  // Dior
$9896 += 1 

:WARROBE_10073
$9972 = 0 
if or
  $GIMP_SUIT_AVAILABLE == 1 
  $VALET_UNIFORM_AVAILABLE == 1 
  $CROUPIER_UNIFORM_AVAILABLE == 1 
  $RACING_SUIT_AVAILABLE == 1 
  $COP_UNIFORM_AVAILABLE == 1 
  $RURAL_CLOTHES_AVAILABLE == 1 
else_jump @WARROBE_10140 
$9972 = 1 

:WARROBE_10140
if or
  $MEDIC_UNIFORM_AVAILABLE == 1 
  $PIMP_SUIT_AVAILABLE == 1 
else_jump @WARROBE_10172 
$9972 = 1 

:WARROBE_10172
if 
  $9972 == 1 
else_jump @WARROBE_10233 
05A9: $9897($9896,12s) = 'SHOP7'  // Sonderkleidung
05A9: $9921($9896,12s) = 'UNIFORM' 
$9896 += 1 

:WARROBE_10233
if 
  $9975 == 1 
else_jump @WARROBE_10294 
05A9: $9897($9896,12s) = 'REMCLT'  // Artikel ausziehen
05A9: $9921($9896,12s) = 'REMOVE' 
$9896 += 1 

:WARROBE_10294
0084: $2515 = $9896 // (int) 

:WARROBE_10302
if 
  12 > $2515 
else_jump @WARROBE_10352 
05A9: $9897($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @WARROBE_10302 

:WARROBE_10352
0512: show_permanent_text_box 'WARDH1'  // Benutze ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um einen Shop auszuwhlen.~N~~k~~PED_SPRINT~ Auswhlen~N~~k~~VEHICLE_ENTER_EXIT~ Beenden
08DB: set_panel $9871 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
$9870 = 1 

:WARROBE_10422
return 

:WARROBE_10424
if 
  $2418 == 0 
else_jump @WARROBE_10690 
if 
05AD:   $9921($9872,12s) == 'REMOVE' 
else_jump @WARROBE_10489 
0512: show_permanent_text_box 'REMOH2'  // ~k~~PED_SPRINT~ Behalten~N~~k~~VEHICLE_ENTER_EXIT~ Zurck
jump @WARROBE_10500 

:WARROBE_10489
0512: show_permanent_text_box 'WARDH4'  // ~k~~PED_SPRINT~ Tragen~N~~k~~VEHICLE_ENTER_EXIT~ Zurck

:WARROBE_10500
08D4: $2417 = create_panel_with_title 'CLOTCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Kleidung
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'DUMMY' data s$9806 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
$2418 = 1 

:WARROBE_10690
return 

:WARROBE_10692
if 
  $2422 == 0 
else_jump @WARROBE_10906 
08D4: $2421 = create_panel_with_title 'CLOTCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Kleidung
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'DUMMY' data 'CHANGED' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Gewechselt.
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
$2422 = 1 

:WARROBE_10906
return 

:WARROBE_10908
075E: load_shopping_data_PRICES_subsection "UNIFORM" // v$ 
075D: load_shopping_data_SHOPS_subsection "CLOTHES" // v$ 
075F: store_shopping_data_entries_number_to $9873 
$2515 = 0 
$9896 = 0 
$9968 = 0 

:WARROBE_10956
if 
001C:   $9873 > $2515 // (int) 
else_jump @WARROBE_11462 
0760: store_shopping_data_index $2515 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
0084: $2438($9968,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9806 // 8-byte string 
05A9: $9897($9968,12s) = s$9806 
0084: $2474($9968,12i) = $SHOPPINGITEM_MODELCRC // (int) 
04AE: $2547 = 17 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart 17 textureCRC_to $2542 modelCRC_to $2543 
if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @WARROBE_11104 
$2498($9968,12i) = 0 
jump @WARROBE_11115 

:WARROBE_11104
$2498($9968,12i) = 1 

:WARROBE_11115
if and
  $GIMP_SUIT_AVAILABLE == 1 
05AD:   s$9806 == 'GIMP'  // S&M-Anzug
else_jump @WARROBE_11154 
$9968 += 1 

:WARROBE_11154
if and
  $VALET_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'VALETU'  // Park-Boy
else_jump @WARROBE_11193 
$9968 += 1 

:WARROBE_11193
if and
  $RURAL_CLOTHES_AVAILABLE == 1 
05AD:   s$9806 == 'COUNTRY'  // Lndl. Kleidung
else_jump @WARROBE_11232 
$9968 += 1 

:WARROBE_11232
if and
  $CROUPIER_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'CROUP'  // Croupier
else_jump @WARROBE_11271 
$9968 += 1 

:WARROBE_11271
if and
  $COP_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'POLICE'  // Cop
else_jump @WARROBE_11310 
$9968 += 1 

:WARROBE_11310
if and
  $MEDIC_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'PAMEDIC'  // Notarztkleidung
else_jump @WARROBE_11349 
$9968 += 1 

:WARROBE_11349
if and
  $PIMP_SUIT_AVAILABLE == 1 
05AD:   s$9806 == 'PIMPSUT'  // Zuhlterdress
else_jump @WARROBE_11388 
$9968 += 1 

:WARROBE_11388
if and
  $RACING_SUIT_AVAILABLE == 1 
05AD:   s$9806 == 'RDRIVER'  // Rennanzug
else_jump @WARROBE_11427 
$9968 += 1 

:WARROBE_11427
06D1: v$9864 = "CLO_POSE_TORSO" // v$ = string 
$2515 += 1 
jump @WARROBE_10956 

:WARROBE_11462
0084: $2515 = $9968 // (int) 

:WARROBE_11470
if 
  12 > $2515 
else_jump @WARROBE_11520 
05A9: $9897($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @WARROBE_11470 

:WARROBE_11520
return 

:WARROBE_11522
$2515 = 0 
$9896 = 0 
if 
  $9973 == 0 
else_jump @WARROBE_12530 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @WARROBE_11616 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_11857 

:WARROBE_11616
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @WARROBE_11678 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_11857 

:WARROBE_11678
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @WARROBE_11740 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_11857 

:WARROBE_11740
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @WARROBE_11802 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @WARROBE_11857 

:WARROBE_11802
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @WARROBE_11857 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung

:WARROBE_11857
08D6: set_panel $9974 column 0 alignment 1 
08F7: get_player $PLAYER_CHAR bodypart 0 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_11933 
05A9: $9897($9896,12s) = 'TORSO'  // Oberkrper
04AE: $2486($9896,12i) = 0 // $ = any 
$9896 += 1 

:WARROBE_11933
08F7: get_player $PLAYER_CHAR bodypart 2 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_12000 
05A9: $9897($9896,12s) = 'LEGS'  // Beine
04AE: $2486($9896,12i) = 2 // $ = any 
$9896 += 1 

:WARROBE_12000
08F7: get_player $PLAYER_CHAR bodypart 3 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_12067 
05A9: $9897($9896,12s) = 'FEET'  // Schuhe
04AE: $2486($9896,12i) = 3 // $ = any 
$9896 += 1 

:WARROBE_12067
08F7: get_player $PLAYER_CHAR bodypart 13 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_12134 
05A9: $9897($9896,12s) = 'CHAINS'  // Ketten
04AE: $2486($9896,12i) = 13 // $ = any 
$9896 += 1 

:WARROBE_12134
08F7: get_player $PLAYER_CHAR bodypart 14 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_12201 
05A9: $9897($9896,12s) = 'WATCHES'  // Uhren
04AE: $2486($9896,12i) = 14 // $ = any 
$9896 += 1 

:WARROBE_12201
08F7: get_player $PLAYER_CHAR bodypart 15 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_12268 
05A9: $9897($9896,12s) = 'SHADES'  // Sonnenbrillen
04AE: $2486($9896,12i) = 15 // $ = any 
$9896 += 1 

:WARROBE_12268
08F7: get_player $PLAYER_CHAR bodypart 16 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_12335 
05A9: $9897($9896,12s) = 'HATS'  // Kopfbedeckungen
04AE: $2486($9896,12i) = 16 // $ = any 
$9896 += 1 

:WARROBE_12335
08F7: get_player $PLAYER_CHAR bodypart 17 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_12402 
05A9: $9897($9896,12s) = 'SHOP7'  // Sonderkleidung
04AE: $2486($9896,12i) = 17 // $ = any 
$9896 += 1 

:WARROBE_12402
0084: $2515 = $9896 // (int) 

:WARROBE_12410
if 
  12 > $2515 
else_jump @WARROBE_12460 
05A9: $9897($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @WARROBE_12410 

:WARROBE_12460
0512: show_permanent_text_box 'REMOH1'  // Benutze ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um einen Bereich auszuwhlen.~N~~k~~PED_SPRINT~ Artikel ausziehen~N~~k~~VEHICLE_ENTER_EXIT~ Zurck
08DB: set_panel $9974 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
$9973 = 1 

:WARROBE_12530
return 
end_thread 

//-------------External script 64 (CLOTHES)---------------

:CLOTH
$9999 = 0 
$10000 = 0 
$2513 = 0 
$2425 = 0 
$2514 = 0 
$2515 = 0 
$2420 = 0 
$2424 = 0 
$9998 = 0 
$10001 = 0.0 
$10002 = 0.0 
$10003 = 0.0 
$10007 = 0.0 
$10004 = 0.0 
$10005 = 0.0 
$10006 = 0.0 
$10007 = 0.0 
$10008 = 0.0 
$10009 = 0.0 
$10010 = 0.0 
$10011 = 0.0 
$10012 = 0.0 
$10013 = 0.0 
$10014 = 0.0 
$10015 = 0.0 
$10016 = 0.0 
$10017 = 0.0 
$10018 = 0.0 
$10019 = 0.0 
$10020 = 0.0 
$10021 = 0.0 
$10022 = 0.0 
$10023 = 0.0 
$10024 = 0.0 
$10025 = 0.0 
$10026 = 0.0 
$10027 = 0.0 
$9983 = 0 
$9993 = 0 
$10011 = 0.0 
$10015 = 0.0 
$10016 = 0.0 
$10017 = 0.0 
$9991 = 0.0 
$9992 = 0.0 
$9990 = 0 
$9988 = 0 
$9987 = 0 
$9986 = 0 
$2545 = 0 
$2544 = 0 
$2420 = 0 
$2424 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
$2546 = 0 
$2547 = 0 
$10029 = 0 
$10030 = 0 
$10031 = 0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'LACS1'  // Sub Urban
else_jump @CLOTH_577 
04AE: $SELLER_MODEL = 211 // $ = any 
$10028 = -371 

:CLOTH_577
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP'  // Binco
else_jump @CLOTH_618 
04AE: $SELLER_MODEL = 211 // $ = any 
$10028 = -370 

:CLOTH_618
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT'  // Prolaps
else_jump @CLOTH_659 
04AE: $SELLER_MODEL = 217 // $ = any 
$10028 = -372 

:CLOTH_659
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP'  // Gap
else_jump @CLOTH_700 
04AE: $SELLER_MODEL = 211 // $ = any 
$10028 = -373 

:CLOTH_700
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN'  // Victim
else_jump @CLOTH_741 
04AE: $SELLER_MODEL = 211 // $ = any 
$10028 = -374 

:CLOTH_741
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL'  // Dior
else_jump @CLOTH_782 
04AE: $SELLER_MODEL = 217 // $ = any 
$10028 = -375 

:CLOTH_782
Model.Load($10028)
Model.Load($SELLER_MODEL)
03CF: load_wav 20802 as 4 
038B: load_requested_models 
set_wb_check_to 0 
thread 'CLOTH' 

:CLOTH_816
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CLOTH_6946 
if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @CLOTH_6932 
if 
  $9990 > 0 
else_jump @CLOTH_945 
0489: set_actor $PLAYER_ACTOR muted 1 
if 
0A0F:   new_language_set 
else_jump @CLOTH_945 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $2421 
08DA: remove_panel $2417 
$2420 = 0 
$2424 = 0 
$2422 = 0 
$2418 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:CLOTH_945
if 
  $9990 == 0 
else_jump @CLOTH_1900 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'LACS1'  // Sub Urban
else_jump @CLOTH_1098 
$10004 = 0.0 
$10005 = 0.0 
$10006 = 0.0 
$10024 = 203.528 
$10025 = -41.644 
$10026 = 1000.852 
$10027 = 180.0 
$10011 = 90.0 
$10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1098
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP'  // Binco
else_jump @CLOTH_1233 
$10004 = 2.85 
$10005 = -57.534 
$10006 = 3.26 
$10024 = 208.806 
$10025 = -98.713 
$10026 = 1004.297 
$10027 = 180.0 
$10011 = 90.0 
$10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1233
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT'  // Prolaps
else_jump @CLOTH_1368 
$10004 = -12.653 
$10005 = -90.758 
$10006 = 1.477 
$10024 = 207.018 
$10025 = -127.782 
$10026 = 1002.555 
$10027 = 180.0 
$10011 = 90.0 
$10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1368
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP'  // Gap
else_jump @CLOTH_1503 
$10004 = -33.204 
$10005 = -46.245 
$10006 = 0.0 
$10024 = 161.56 
$10025 = -81.369 
$10026 = 1000.859 
$10027 = 180.0 
$10011 = 90.0 
$10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1503
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN'  // Victim
else_jump @CLOTH_1765 
if 
  $MANSION_TOTAL_PASSED_MISSIONS > 3 
else_jump @CLOTH_1655 
09A9: get_string "TSHIRTLOCGREY" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 15 
09A9: get_string "BASKBALLLOC" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 20 
09A9: get_string "TSHIRTMADDGREY" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 300 
09A9: get_string "TSHIRTMADDGRN" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 300 

:CLOTH_1655
$10004 = -5.806 
$10005 = 36.733 
$10006 = -0.815 
$10024 = 204.836 
$10025 = -7.328 
$10026 = 1000.258 
$10027 = 270.0 
$10011 = 90.0 
$10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1765
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL'  // Dior
else_jump @CLOTH_1900 
$10004 = 1.2 
$10005 = -114.524 
$10006 = -1.51 
$10024 = 204.366 
$10025 = -157.789 
$10026 = 999.563 
$10027 = 180.0 
$10011 = 90.0 
$10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1900
if 
  $9990 == 1 
else_jump @CLOTH_2351 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
$10012 = 212.8715 
0059: $10012 += $10004 // (float) 
$10013 = -42.8156 
0059: $10013 += $10005 // (float) 
$10014 = 1002.116 
0059: $10014 += $10006 // (float) 
$10015 = 213.4791 
0059: $10015 += $10004 // (float) 
$10016 = -42.0238 
0059: $10016 += $10005 // (float) 
$10017 = 1002.053 
0059: $10017 += $10006 // (float) 
$10018 = 214.5148 
0059: $10018 += $10004 // (float) 
$10019 = -41.6106 
0059: $10019 += $10005 // (float) 
$10020 = 1002.494 
0059: $10020 += $10006 // (float) 
$10021 = 214.5367 
0059: $10021 += $10004 // (float) 
$10022 = -40.6175 
0059: $10022 += $10005 // (float) 
$10023 = 1002.609 
0059: $10023 += $10006 // (float) 
$10008 = 214.622 
0059: $10008 += $10004 // (float) 
$10009 = -40.652 
0059: $10009 += $10005 // (float) 
$10010 = 1001.033 
0059: $10010 += $10006 // (float) 
$10001 = 213.874 
0059: $10001 += $10004 // (float) 
$10002 = -39.811 
0059: $10002 += $10005 // (float) 
$10003 = 1002.2 
0059: $10003 += $10006 // (float) 
$9981 = Actor.Create(CivMale, $SELLER_MODEL, $10024, $10025, $10026)
02A9: set_actor $9981 immune_to_nonplayer 1 
060B: set_actor $9981 decision_maker_to 65542 
Actor.Angle($9981) = $10027
$9986 = 0 
$9989 = Object.Init($10028, $10001, $10002, $10003)
Object.Angle($9989) = $10007
0947: unknown_actor $9981 play_audio_event 332 store_to $10081 
$SHOW_SHOP_SPHERE = 1 
$9990 = 2 

:CLOTH_2351
if 
  $9990 == 2 
else_jump @CLOTH_2767 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_2400 
gosub @CLOTH_7234 

:CLOTH_2400
if 
   not Actor.Dead($9981)
else_jump @CLOTH_2722 
if 
  $9986 == 0 
else_jump @CLOTH_2670 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9981 
031D:   actor $9981 hit_by_weapon 57 
  $1258 == 1 
else_jump @CLOTH_2504 
0947: unknown_actor $9981 play_audio_event 327 store_to $10081 
05C4: AS_actor $9981 hands_up -2 ms 
$9986 = 1 
jump @CLOTH_2577 

:CLOTH_2504
$SHOW_SHOP_SPHERE = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $10008 $10009 $10010 radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @CLOTH_2577 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @CLOTH_2577 
$9990 = 3 

:CLOTH_2577
if 
  $9988 == 0 
else_jump @CLOTH_2663 
if 
0105:   actor $PLAYER_ACTOR near_actor $9981 radius 8.0 8.0 3.0 sphere 0 on_foot 
else_jump @CLOTH_2656 
0947: unknown_actor $9981 play_audio_event 328 store_to $10081 
$9988 = 1 
jump @CLOTH_2663 

:CLOTH_2656
$9988 = 0 

:CLOTH_2663
jump @CLOTH_2715 

:CLOTH_2670
gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_2708 
gosub @CLOTH_7234 

:CLOTH_2708
jump @CLOTH_816 

:CLOTH_2715
jump @CLOTH_2767 

:CLOTH_2722
gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_2760 
gosub @CLOTH_7234 

:CLOTH_2760
jump @CLOTH_816 

:CLOTH_2767
if 
  $9990 == 3 
else_jump @CLOTH_2902 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CLOTH_2888 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
0581: enable_radar 0 
32@ = 0 
$9998 = 0 
$9990 = 4 
jump @CLOTH_2902 

:CLOTH_2888
gosub @CLOTH_7234 
jump @CLOTH_816 

:CLOTH_2902
if 
  $9990 == 4 
else_jump @CLOTH_3415 
if 
   Actor.Dead($9981)
else_jump @CLOTH_2981 
gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_2974 
gosub @CLOTH_7234 

:CLOTH_2974
jump @CLOTH_816 

:CLOTH_2981
if 
  $9998 == 0 
else_jump @CLOTH_3322 
if 
  32@ >= 300 
else_jump @CLOTH_3322 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $10008 $10009 $10010 // versionB 
Actor.Angle($PLAYER_ACTOR) = $10011
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Actor.StorePos($9981, $2755, $2756, $2757)
if or
8044:   not  $2755 == $10024 // (float) 
8044:   not  $2756 == $10025 // (float) 
8044:   not  $2757 == $10026 // (float) 
else_jump @CLOTH_3132 
Actor.PutAt($9981, $10024, $10025, $10026)
Actor.Angle($9981) = $10027

:CLOTH_3132
Camera.SetPosition($10012, $10013, $10014, 0.0, 0.0, 0.0)
Camera.PointAt($10015, $10016, $10017, 2)
0793: save_player_clothes 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_IN" IFP_file "CLOTHES" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9991 = 0.0 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_IN"
else_jump @CLOTH_3260 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:CLOTH_3260
if 
03CA:   object $9989 exists 
else_jump @CLOTH_3315 
075A: set_object $9989 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 4.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_3315
$9998 = 1 

:CLOTH_3322
if 
  $9998 == 1 
else_jump @CLOTH_3415 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_IN"
else_jump @CLOTH_3380 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:CLOTH_3380
if 
  $9991 == 1.0 
else_jump @CLOTH_3415 
$9998 = 0 
$9990 = 5 

:CLOTH_3415
if 
  $9990 == 5 
else_jump @CLOTH_4103 
if 
   Actor.Dead($9981)
else_jump @CLOTH_3494 
gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_3487 
gosub @CLOTH_7234 

:CLOTH_3487
jump @CLOTH_816 

:CLOTH_3494
if 
  $2420 == 0 
else_jump @CLOTH_3537 
if 
  1 > $9998 
else_jump @CLOTH_3537 
gosub @CLOTH_8450 

:CLOTH_3537
$SHOW_SHOP_SPHERE = 0 
if 
  $9998 == 0 
else_jump @CLOTH_3610 
if 
00E1:   player 0 pressed_key 16 
else_jump @CLOTH_3586 
$9998 = 1 

:CLOTH_3586
if 
00E1:   player 0 pressed_key 15 
else_jump @CLOTH_3610 
$9998 = 2 

:CLOTH_3610
if 
  $9998 == 1 
else_jump @CLOTH_3731 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CLOTH_3731 
08D8: $2516 = panel $2419 selected_row 
if 
  0 > $2516 
else_jump @CLOTH_3678 
$2516 = 0 

:CLOTH_3678
gosub @CLOTH_7594 
$9990 = 6 
if 
  $2420 == 1 
else_jump @CLOTH_3724 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CLOTH_3724
$9998 = 0 

:CLOTH_3731
if 
  $9998 == 2 
else_jump @CLOTH_3939 
if 
80E1:   not player 0 pressed_key 15 
else_jump @CLOTH_3939 
if 
  $2420 == 1 
else_jump @CLOTH_3798 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CLOTH_3798
if 
  $2424 == 1 
else_jump @CLOTH_3830 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_3830
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_OUT" IFP_file "CLOTHES" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9991 = 0.0 
if 
03CA:   object $9989 exists 
else_jump @CLOTH_3932 
075A: set_object $9989 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_3932
$9998 = 5 

:CLOTH_3939
if 
  $9998 == 5 
else_jump @CLOTH_4027 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_OUT"
else_jump @CLOTH_3999 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_OUT" time 

:CLOTH_3999
if 
  $9991 == 1.0 
else_jump @CLOTH_4027 
$9998 = 6 

:CLOTH_4027
if 
  $9998 == 6 
else_jump @CLOTH_4103 
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0581: enable_radar 1 
0947: unknown_actor $9981 play_audio_event 331 store_to $10081 
$10029 = 0 
$2420 = 0 
$2424 = 0 
$9990 = 8 

:CLOTH_4103
if 
  $9990 == 6 
else_jump @CLOTH_5223 
if 
   Actor.Dead($9981)
else_jump @CLOTH_4182 
gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_4175 
gosub @CLOTH_7234 

:CLOTH_4175
jump @CLOTH_816 

:CLOTH_4182
if 
  $2424 == 0 
else_jump @CLOTH_4225 
if 
  2 > $9998 
else_jump @CLOTH_4225 
gosub @CLOTH_9020 

:CLOTH_4225
$SHOW_SHOP_SPHERE = 0 
if 
  $9998 == 0 
else_jump @CLOTH_4583 
if 
00E1:   player 0 pressed_key 15 
else_jump @CLOTH_4274 
$9998 = 1 

:CLOTH_4274
if 
00E1:   player 0 pressed_key 16 
else_jump @CLOTH_4583 
$10029 = 0 
08D7: $2517 = panel $2423 active_row 
if 
  0 > $2517 
else_jump @CLOTH_4331 
$2517 = 0 

:CLOTH_4331
0084: $SELECTED_MENU_ITEM = $2438($2517,12i) // (int) 
0084: $9982 = $2426($2517,12i) // (int) 
0084: $SHOPPINGITEM_MODELCRC = $2474($2517,12i) // (int) 
0084: $SHOPPINGITEM_BODYPART = $2486($2517,12i) // (int) 
05A9: s$9979 = $2450($2517,12s) 
if or
04A3:   $SHOPPINGITEM_BODYPART == 13 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 14 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 15 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 16 // $ == any 
else_jump @CLOTH_4476 
Camera.SetPosition($10018, $10019, $10020, 0.0, 0.0, 0.0)
Camera.PointAt($10021, $10022, $10023, 2)
jump @CLOTH_4544 

:CLOTH_4476
if or
04A3:   $2547 == 0 // $ == any 
04A3:   $2547 == 2 // $ == any 
else_jump @CLOTH_4505 
03D1: play_wav 4 

:CLOTH_4505
Camera.SetPosition($10012, $10013, $10014, 0.0, 0.0, 0.0)
Camera.PointAt($10015, $10016, $10017, 2)

:CLOTH_4544
if 
  $2424 == 1 
else_jump @CLOTH_4576 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_4576
$9998 = 2 

:CLOTH_4583
if 
  $9998 == 1 
else_jump @CLOTH_4689 
if 
80E1:   not player 0 pressed_key 15 
else_jump @CLOTH_4689 
$9998 = 0 
$9990 = 5 
if 
  $2424 == 1 
else_jump @CLOTH_4664 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:CLOTH_4664
if 
  $2420 == 0 
else_jump @CLOTH_4689 
gosub @CLOTH_8450 

:CLOTH_4689
if 
  $9998 == 2 
else_jump @CLOTH_4746 
if 
03D2:   wav 4 ended 
else_jump @CLOTH_4746 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CLOTH_4746 
$9998 = 3 

:CLOTH_4746
if 
  $9998 == 3 
else_jump @CLOTH_4941 
if or
04A3:   $2547 == 0 // $ == any 
04A3:   $2547 == 2 // $ == any 
04A3:   $2547 == 3 // $ == any 
else_jump @CLOTH_4809 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0793: save_player_clothes 

:CLOTH_4809
0784: set_player $PLAYER_CHAR textureCRC $SELECTED_MENU_ITEM modelCRC $SHOPPINGITEM_MODELCRC bodypart $SHOPPINGITEM_BODYPART 
Player.Build($PLAYER_CHAR)
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_IN" IFP_file "CLOTHES" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9991 = 0.0 
if 
03CA:   object $9989 exists 
else_jump @CLOTH_4934 
075A: set_object $9989 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_4934
$9998 = 4 

:CLOTH_4941
if 
  $9998 == 4 
else_jump @CLOTH_5079 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_POSE_IN"
else_jump @CLOTH_5009 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time 

:CLOTH_5009
if 
  $9991 == 1.0 
else_jump @CLOTH_5079 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9994 IFP_file "CLOTHES" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9991 = 0.0 
$9998 = 5 

:CLOTH_5079
if 
  $9998 == 5 
else_jump @CLOTH_5223 
if 
   Actor.Animation($PLAYER_ACTOR) == v$9994
else_jump @CLOTH_5127 
0613: $9991 = actor $PLAYER_ACTOR animation v$9994 time 

:CLOTH_5127
if 
  $9991 == 1.0 
else_jump @CLOTH_5223 
gosub @CLOTH_9570 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP_file "CLOTHES" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9991 = 0.0 
$9990 = 7 
$9998 = 0 

:CLOTH_5223
if 
  $9990 == 7 
else_jump @CLOTH_6638 
if 
   Actor.Dead($9981)
else_jump @CLOTH_5302 
gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_5295 
gosub @CLOTH_7234 

:CLOTH_5295
jump @CLOTH_816 

:CLOTH_5302
$SHOW_SHOP_SPHERE = 0 
if 
  $9998 == 0 
else_jump @CLOTH_5607 
if 
00E1:   player 0 pressed_key 16 
else_jump @CLOTH_5412 
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'CLTHNO2'  // Diesen Artikel hast du bereits gekauft!
03D5: remove_text 'CLTHNO1'  // Diesen Artikel besitzt du bereits!
$2545 = 0 
$2544 = 0 
$2546 = 0 
$10030 = 0 
$9998 = 1 

:CLOTH_5412
if 
00E1:   player 0 pressed_key 15 
else_jump @CLOTH_5607 
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'CLTHNO2'  // Diesen Artikel hast du bereits gekauft!
03D5: remove_text 'CLTHNO1'  // Diesen Artikel besitzt du bereits!
$2545 = 0 
$2544 = 0 
$2546 = 0 
$10030 = 0 
gosub @CLOTH_8109 
if 
  $2418 == 1 
else_jump @CLOTH_5529 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_5529
if 
  $10029 == 0 
else_jump @CLOTH_5561 
$9998 = 3 
jump @CLOTH_5607 

:CLOTH_5561
if 
  $2422 == 1 
else_jump @CLOTH_5593 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:CLOTH_5593
$9998 = 0 
$9990 = 6 

:CLOTH_5607
if 
  2 > $9998 
else_jump @CLOTH_5632 
gosub @CLOTH_9570 

:CLOTH_5632
if 
  $9998 == 1 
else_jump @CLOTH_6032 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CLOTH_6032 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
002C:   $SHOPS_PLAYER_CASH >= $9982 // (int) 
else_jump @CLOTH_5959 
if 
803A:   not  $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @CLOTH_5879 
if 
  $2418 == 1 
else_jump @CLOTH_5745 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_5745
0790: charge_money_for_shopping_item_with_textureCRC $SELECTED_MENU_ITEM 
$10030 = 1 
0947: unknown_actor $9981 play_audio_event 323 store_to $10081 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
gosub @CLOTH_9945 
gosub @CLOTH_10315 
0793: save_player_clothes 
Player.Build($PLAYER_CHAR)
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP_file "CLOTHES" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9991 = 0.0 
$9998 = 2 
jump @CLOTH_5952 

:CLOTH_5879
if 
  $2545 == 0 
else_jump @CLOTH_5952 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: unknown_actor $9981 play_audio_event 322 store_to $10081 
00BC: show_text_highpriority GXT 'CLTHNO2' time 5000 flag 1  // Diesen Artikel hast du bereits gekauft!
$9998 = 0 
$2545 = 1 

:CLOTH_5952
jump @CLOTH_6032 

:CLOTH_5959
if 
  $2544 == 0 
else_jump @CLOTH_6032 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: unknown_actor $9981 play_audio_event 324 store_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
$9998 = 0 
$2544 = 1 

:CLOTH_6032
if 
  $9998 == 2 
else_jump @CLOTH_6174 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_BUY"
else_jump @CLOTH_6092 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_BUY" time 

:CLOTH_6092
if 
  $9991 == 1.0 
else_jump @CLOTH_6174 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP_file "CLOTHES" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9991 = 0.0 
$9998 = 3 

:CLOTH_6174
if 
  $9998 == 3 
else_jump @CLOTH_6307 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_OUT" IFP_file "CLOTHES" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9991 = 0.0 
if 
03CA:   object $9989 exists 
else_jump @CLOTH_6300 
075A: set_object $9989 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_6300
$9998 = 4 

:CLOTH_6307
if 
  $9998 == 4 
else_jump @CLOTH_6638 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_POSE_OUT"
else_jump @CLOTH_6377 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time 

:CLOTH_6377
if 
  $9991 == 1.0 
else_jump @CLOTH_6638 
0794: restore_player_clothes 
Player.Build($PLAYER_CHAR)
0793: save_player_clothes 
if 
  $2422 == 1 
else_jump @CLOTH_6439 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:CLOTH_6439
if 
  $2424 == 1 
else_jump @CLOTH_6471 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_6471
if 
  $2418 == 1 
else_jump @CLOTH_6503 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_6503
$10029 = 1 
if 
  $10030 == 1 
else_jump @CLOTH_6592 
$9998 = 0 
$9990 = 5 
if 
  $2420 == 0 
else_jump @CLOTH_6585 
if 
  1 > $9998 
else_jump @CLOTH_6585 
gosub @CLOTH_8450 

:CLOTH_6585
jump @CLOTH_6638 

:CLOTH_6592
$9998 = 0 
$9990 = 6 
if 
  $2424 == 0 
else_jump @CLOTH_6638 
gosub @CLOTH_8109 
gosub @CLOTH_9020 

:CLOTH_6638
if 
  $9990 == 8 
else_jump @CLOTH_6925 
if 
   Actor.Dead($9981)
else_jump @CLOTH_6717 
gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_6710 
gosub @CLOTH_7234 

:CLOTH_6710
jump @CLOTH_816 

:CLOTH_6717
if 
  $9986 == 0 
else_jump @CLOTH_6798 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9981 
031D:   actor $9981 hit_by_weapon 57 
  $1258 == 1 
else_jump @CLOTH_6798 
0947: unknown_actor $9981 play_audio_event 327 store_to $10081 
05C4: AS_actor $9981 hands_up -2 ms 
$9986 = 1 

:CLOTH_6798
if 
80FF:   not actor $PLAYER_ACTOR sphere $SHOW_SHOP_SPHERE in_sphere $10008 $10009 $10010 radius 1.0 1.0 4.0 on_foot 
else_jump @CLOTH_6925 
$2420 = 0 
$2424 = 0 
$2418 = 0 
$2422 = 0 
$2516 = 0 
$2517 = 0 
$9990 = 2 
$9998 = 0 
$2545 = 0 
$2544 = 0 
$10030 = 0 
$SHOW_SHOP_SPHERE = 1 

:CLOTH_6925
jump @CLOTH_6939 

:CLOTH_6932
gosub @CLOTH_7234 

:CLOTH_6939
jump @CLOTH_6953 

:CLOTH_6946
gosub @CLOTH_7234 

:CLOTH_6953
jump @CLOTH_816 

:CLOTH_6960
if 
  $9990 >= 1 
else_jump @CLOTH_6980 
03E6: remove_text_box 

:CLOTH_6980
if 
  $2420 == 1 
else_jump @CLOTH_7012 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CLOTH_7012
if 
  $2424 == 1 
else_jump @CLOTH_7044 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_7044
if 
  $2422 == 1 
else_jump @CLOTH_7076 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:CLOTH_7076
if 
  $2418 == 1 
else_jump @CLOTH_7108 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_7108
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'CLTHNO2'  // Diesen Artikel hast du bereits gekauft!
03D5: remove_text 'CLTHNO1'  // Diesen Artikel besitzt du bereits!
$2420 = 0 
$2424 = 0 
$2418 = 0 
$2422 = 0 
$2516 = 0 
$2517 = 0 
$2545 = 0 
$2544 = 0 
$2546 = 0 
$9998 = 0 
$10029 = 0 
$10030 = 0 
$9990 = 2 
return 

:CLOTH_7234
if 
  $2420 == 1 
else_jump @CLOTH_7266 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CLOTH_7266
if 
  $2424 == 1 
else_jump @CLOTH_7298 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_7298
if 
  $2422 == 1 
else_jump @CLOTH_7330 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:CLOTH_7330
if 
  $2418 == 1 
else_jump @CLOTH_7362 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_7362
if 
  $9990 >= 1 
else_jump @CLOTH_7382 
03E6: remove_text_box 

:CLOTH_7382
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'CLTHNO2'  // Diesen Artikel hast du bereits gekauft!
03D5: remove_text 'CLTHNO1'  // Diesen Artikel besitzt du bereits!
$10029 = 0 
$2420 = 0 
$2424 = 0 
$2418 = 0 
$2422 = 0 
$2516 = 0 
$2517 = 0 
$SHOW_SHOP_SPHERE = 1 
$9988 = 0 
$9986 = 0 
$2545 = 0 
$2544 = 0 
$2546 = 0 
$10030 = 0 
$9998 = 0 
$9990 = 0 
Object.Destroy($9989)
Model.Destroy($10028)
Actor.DestroyInstantly($9981)
Model.Destroy($SELLER_MODEL)
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: unknown_flag 0 
040D: unload_wav 4 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CLOTH_7590 
0489: set_actor $PLAYER_ACTOR muted 0 

:CLOTH_7590
end_thread 
return 

:CLOTH_7594
if 
  $2516 == 0 
else_jump @CLOTH_7668 
$2513 = 0 
04AE: $2547 = 0 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_TORSO" // v$ = string 

:CLOTH_7668
if 
  $2516 == 1 
else_jump @CLOTH_7741 
$2513 = 2 
04AE: $2547 = 2 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_LEGS" // v$ = string 

:CLOTH_7741
if 
  $2516 == 2 
else_jump @CLOTH_7815 
$2513 = 3 
04AE: $2547 = 3 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_SHOES" // v$ = string 

:CLOTH_7815
if 
  $2516 == 3 
else_jump @CLOTH_7889 
$2513 = 13 
04AE: $2547 = 13 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_TORSO" // v$ = string 

:CLOTH_7889
if 
  $2516 == 4 
else_jump @CLOTH_7963 
$2513 = 14 
04AE: $2547 = 14 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_WATCH" // v$ = string 

:CLOTH_7963
if 
  $2516 == 5 
else_jump @CLOTH_8035 
$2513 = 15 
04AE: $2547 = 15 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_HAT" // v$ = string 

:CLOTH_8035
if 
  $2516 == 6 
else_jump @CLOTH_8107 
$2513 = 16 
04AE: $2547 = 16 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_HAT" // v$ = string 

:CLOTH_8107
return 

:CLOTH_8109
$2514 = 0 
$10000 = 0 

:CLOTH_8123
if 
001C:   $9999 > $2514 // (int) 
else_jump @CLOTH_8368 
0760: store_shopping_data_index $2514 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
if 
003A:   $SHOPPINGITEM_BODYPART == $2513 // (int) 
else_jump @CLOTH_8354 
0084: $2438($10000,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9979 // 8-byte string 
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $9982 
0084: $2426($10000,12i) = $9982 // (int) 
05A9: $2450($10000,12s) = s$9979 
0084: $2474($10000,12i) = $SHOPPINGITEM_MODELCRC // (int) 
0084: $2486($10000,12i) = $SHOPPINGITEM_BODYPART // (int) 
if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @CLOTH_8302 
$2498($10000,12i) = 0 
jump @CLOTH_8347 

:CLOTH_8302
if 
0942:   unknown_shopping_itemID $SELECTED_MENU_ITEM 
else_jump @CLOTH_8336 
$2498($10000,12i) = 1 
jump @CLOTH_8347 

:CLOTH_8336
$2498($10000,12i) = 2 

:CLOTH_8347
$10000 += 1 

:CLOTH_8354
$2514 += 1 
jump @CLOTH_8123 

:CLOTH_8368
0084: $2515 = $10000 // (int) 

:CLOTH_8376
if 
  12 > $2515 
else_jump @CLOTH_8448 
$2438($2515,12i) = -1 
$2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @CLOTH_8376 

:CLOTH_8448
return 

:CLOTH_8450
if 
  $2420 == 0 
else_jump @CLOTH_9018 
0512: show_permanent_text_box 'CLOTHA'  // Benutze ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um einen Bereich auszuwhlen.~N~~k~~PED_SPRINT~ Auswhlen~N~~k~~VEHICLE_ENTER_EXIT~ Beenden
05A9: s$2518 = 'TORSO'  // Oberkrper
05A9: s$2520 = 'LEGS'  // Beine
05A9: s$2522 = 'FEET'  // Schuhe
05A9: s$2524 = 'CHAINS'  // Ketten
05A9: s$2526 = 'WATCHES'  // Uhren
05A9: s$2528 = 'SHADES'  // Sonnenbrillen
05A9: s$2530 = 'HATS'  // Kopfbedeckungen
05A9: s$2532 = 'DUMMY' 
05A9: s$2534 = 'DUMMY' 
05A9: s$2536 = 'DUMMY' 
05A9: s$2538 = 'DUMMY' 
05A9: s$2540 = 'DUMMY' 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CLOTH_8709 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @CLOTH_8950 

:CLOTH_8709
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @CLOTH_8771 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @CLOTH_8950 

:CLOTH_8771
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CLOTH_8833 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @CLOTH_8950 

:CLOTH_8833
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @CLOTH_8895 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @CLOTH_8950 

:CLOTH_8895
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CLOTH_8950 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung

:CLOTH_8950
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2518 s$2520 s$2522 s$2524 s$2526 s$2528 s$2530 s$2532 s$2534 s$2536 s$2538 s$2540 
$2420 = 1 

:CLOTH_9018
return 

:CLOTH_9020
if 
  $2424 == 0 
else_jump @CLOTH_9568 
0512: show_permanent_text_box 'CLOTHB'  // Benutze ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um Kleidung auszuwhlen.~N~~k~~PED_SPRINT~ Artikel ansehen~N~~k~~VEHICLE_ENTER_EXIT~ Zurck
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CLOTH_9111 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @CLOTH_9352 

:CLOTH_9111
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @CLOTH_9173 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @CLOTH_9352 

:CLOTH_9173
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CLOTH_9235 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @CLOTH_9352 

:CLOTH_9235
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @CLOTH_9297 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung
jump @CLOTH_9352 

:CLOTH_9297
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CLOTH_9352 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Kleidung

:CLOTH_9352
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
$2515 = 0 

:CLOTH_9420
if 
001C:   $10000 > $2515 // (int) 
else_jump @CLOTH_9561 
if 
  $2498($2515,12i) == 0 
else_jump @CLOTH_9488 
0A23: unknown_panel $2423 unknown_row $2515 flag 0 
08D9: set_panel $2423 row $2515 enable 0 
jump @CLOTH_9547 

:CLOTH_9488
if 
  $2498($2515,12i) == 1 
else_jump @CLOTH_9527 
0A23: unknown_panel $2423 unknown_row $2515 flag 1 
jump @CLOTH_9547 

:CLOTH_9527
0A23: unknown_panel $2423 unknown_row $2515 flag 0 
08D9: set_panel $2423 row $2515 enable 1 

:CLOTH_9547
$2515 += 1 
jump @CLOTH_9420 

:CLOTH_9561
$2424 = 1 

:CLOTH_9568
return 

:CLOTH_9570
if 
  $2418 == 0 
else_jump @CLOTH_9943 
0512: show_permanent_text_box 'CLOTHC'  // ~k~~PED_SPRINT~ Kaufen~N~~k~~VEHICLE_ENTER_EXIT~ Zurck
08D4: $2417 = create_panel_with_title 'CLOTCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Kleidung
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'CLOTCHO' data s$9979 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Kleidung
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $9982  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
$2418 = 1 

:CLOTH_9943
return 

:CLOTH_9945
if 
  $2422 == 0 
else_jump @CLOTH_10313 
08D4: $2421 = create_panel_with_title 'CLOTCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Kleidung
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'CLOTCHO' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Kleidung // Gekauft
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $9982  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
$2422 = 1 

:CLOTH_10313
return 

:CLOTH_10315
if 
  $2549 == 0 
else_jump @CLOTH_10365 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP'  // Binco
else_jump @CLOTH_10365 
$2549 = 1 

:CLOTH_10365
if 
  $2550 == 0 
else_jump @CLOTH_10415 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT'  // Prolaps
else_jump @CLOTH_10415 
$2550 = 1 

:CLOTH_10415
if 
  $2551 == 0 
else_jump @CLOTH_10465 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'LACS1'  // Sub Urban
else_jump @CLOTH_10465 
$2551 = 1 

:CLOTH_10465
if 
  $2552 == 0 
else_jump @CLOTH_10515 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP'  // Gap
else_jump @CLOTH_10515 
$2552 = 1 

:CLOTH_10515
if 
  $2553 == 0 
else_jump @CLOTH_10565 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN'  // Victim
else_jump @CLOTH_10565 
$2553 = 1 

:CLOTH_10565
if 
  $2554 == 0 
else_jump @CLOTH_10615 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL'  // Dior
else_jump @CLOTH_10615 
$2554 = 1 

:CLOTH_10615
return 
end_thread 

//-------------External script 65 (JUNKFUD)---------------

:JFUD
$JFUD_X_OFFSET = 0.0 
$JFUD_Y_OFFSET = 0.0 
$JFUD_Z_OFFSET = 0.0 
$10064 = 0.0 
$JFUD_X_CAMERA = 0.0 
$JFUD_Y_CAMERA = 0.0 
$JFUD_Z_CAMERA = 0.0 
$JFUD_X_AIM_CAMERA = 0.0 
$JFUD_Y_AIM_CAMERA = 0.0 
$JFUD_Z_AIM_CAMERA = 0.0 
$10075 = 0.0 
$10076 = 0.0 
$10077 = 0.0 
$10078 = 0.0 
$10079 = 0.0 
$10080 = 0.0 
$10056 = 0 
$10055 = 0.0 
$2751 = 0 
$10049 = 0.0 
$10050 = 0.0 
$10051 = 0.0 
$10041 = 0 
$675 = 0 
$10035 = 0 
$10045 = 0 
$10047 = 0 
$FLAG_PLAYER_ATTACK_FOOD_SELLER = 0 
$10052 = 0.0 
$SHOW_SHOP_SPHERE = 1 
$2418 = 0 
$2422 = 0 
$2544 = 0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Hut
else_jump @JFUD_358 
04AE: $SELLER_MODEL = 155 // $ = any 
$JFUD_LOW_FOOD_MODEL = -376 
$JFUD_MED_FOOD_MODEL = -377 
$JFUD_HIGH_FOOD_MODEL = -57 
$JFUD_HEALTHY_FOOD_MODEL = -378 

:JFUD_358
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDCHICK'  // Taco Bell
else_jump @JFUD_423 
04AE: $SELLER_MODEL = 167 // $ = any 
$JFUD_LOW_FOOD_MODEL = -379 
$JFUD_MED_FOOD_MODEL = -380 
$JFUD_HIGH_FOOD_MODEL = -381 
$JFUD_HEALTHY_FOOD_MODEL = -382 

:JFUD_423
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG'  // Burger King
else_jump @JFUD_487 
04AE: $SELLER_MODEL = 205 // $ = any 
$JFUD_LOW_FOOD_MODEL = -383 
$JFUD_MED_FOOD_MODEL = -384 
$JFUD_HIGH_FOOD_MODEL = -60 
$JFUD_HEALTHY_FOOD_MODEL = -385 

:JFUD_487
Model.Load($JFUD_LOW_FOOD_MODEL)
Model.Load($JFUD_MED_FOOD_MODEL)
Model.Load($JFUD_HIGH_FOOD_MODEL)
Model.Load($JFUD_HEALTHY_FOOD_MODEL)
03CF: load_wav 1828 as 4 
Model.Load($SELLER_MODEL)
038B: load_requested_models 
set_wb_check_to 0 
if 
  $10041 == 1000000 
else_jump @JFUD_563 
$JFUD_SELECTED_FOOD = Object.Create($SELECTED_MENU_ITEM, $X_START_ANIM_FOOD, $Y_START_ANIM_FOOD, $Z_START_ANIM_FOOD)

:JFUD_563
thread 'JFUD' 

:JFUD_574
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @JFUD_9696 
if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @JFUD_9682 
if 
  $JFUD_STAGE > 0 
else_jump @JFUD_672 
if 
0A0F:   new_language_set 
else_jump @JFUD_672 
03E6: remove_text_box 
08DA: remove_panel $2417 
08DA: remove_panel $2421 
$2418 = 0 
$2422 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:JFUD_672
if 
  $JFUD_STAGE == 0 
else_jump @JFUD_1005 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Hut
else_jump @JFUD_795 
075F: store_shopping_data_entries_number_to $10036 
$JFUD_X_OFFSET = 0.0 
$JFUD_Y_OFFSET = 0.0 
$JFUD_Z_OFFSET = 0.0 
$10064 = 0.0 
$684 = 0.0 
$685 = 2.5 
05A9: s$10043 = s$CURRENT_SHOP_GXT_NAME 
$JFUD_STAGE = 1 

:JFUD_795
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDCHICK'  // Taco Bell
else_jump @JFUD_900 
075F: store_shopping_data_entries_number_to $10036 
$JFUD_X_OFFSET = -5.211 
$JFUD_Y_OFFSET = 112.784 
$JFUD_Z_OFFSET = 0.3 
$10064 = 0.0 
$684 = 0.0 
$685 = 2.5 
05A9: s$10043 = s$CURRENT_SHOP_GXT_NAME 
$JFUD_STAGE = 1 

:JFUD_900
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG'  // Burger King
else_jump @JFUD_1005 
075F: store_shopping_data_entries_number_to $10036 
$684 = 0.0 
$685 = 2.5 
$JFUD_X_OFFSET = 1.566 
$JFUD_Y_OFFSET = 51.419 
$JFUD_Z_OFFSET = 0.01 
$10064 = 0.0 
05A9: s$10043 = s$CURRENT_SHOP_GXT_NAME 
$JFUD_STAGE = 1 

:JFUD_1005
if 
  $JFUD_STAGE == 1 
else_jump @JFUD_1427 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
$JFUD_X_FOOD_SELLER = 374.0 
0059: $JFUD_X_FOOD_SELLER += $JFUD_X_OFFSET // (float) 
$JFUD_Y_FOOD_SELLER = -117.141 
0059: $JFUD_Y_FOOD_SELLER += $JFUD_Y_OFFSET // (float) 
$JFUD_Z_FOOD_SELLER = 1000.539 
0059: $JFUD_Z_FOOD_SELLER += $JFUD_Z_OFFSET // (float) 
$JFUD_FOOD_SELLER_ANGLE = 180.0 
0059: $JFUD_FOOD_SELLER_ANGLE += $10064 // (float) 
$JFUD_X_CAMERA = 374.0 
0059: $JFUD_X_CAMERA += $JFUD_X_OFFSET // (float) 
$JFUD_Y_CAMERA = -119.1869 
0059: $JFUD_Y_CAMERA += $JFUD_Y_OFFSET // (float) 
$JFUD_Z_CAMERA = 1002.019 
0059: $JFUD_Z_CAMERA += $JFUD_Z_OFFSET // (float) 
$JFUD_X_AIM_CAMERA = 373.9532 
0059: $JFUD_X_AIM_CAMERA += $JFUD_X_OFFSET // (float) 
$JFUD_Y_AIM_CAMERA = -118.189 
0059: $JFUD_Y_AIM_CAMERA += $JFUD_Y_OFFSET // (float) 
$JFUD_Z_AIM_CAMERA = 1001.975 
0059: $JFUD_Z_AIM_CAMERA += $JFUD_Z_OFFSET // (float) 
$10075 = 374.717 
0059: $10075 += $JFUD_X_OFFSET // (float) 
$10076 = -122.55 
0059: $10076 += $JFUD_Y_OFFSET // (float) 
$10077 = 1002.572 
0059: $10077 += $JFUD_Z_OFFSET // (float) 
$10078 = 374.599 
0059: $10078 += $JFUD_X_OFFSET // (float) 
$10079 = -121.608 
0059: $10079 += $JFUD_Y_OFFSET // (float) 
$10080 = 1002.256 
0059: $10080 += $JFUD_Z_OFFSET // (float) 
if 
  $FOOD_SELLER_EXISTS == 0 
else_jump @JFUD_1420 
$FOOD_SELLER = Actor.Create(CivMale, $SELLER_MODEL, $JFUD_X_FOOD_SELLER, $JFUD_Y_FOOD_SELLER, $JFUD_Z_FOOD_SELLER)
Actor.Angle($FOOD_SELLER) = $JFUD_FOOD_SELLER_ANGLE
02A9: set_actor $FOOD_SELLER immune_to_nonplayer 1 
060B: set_actor $FOOD_SELLER decision_maker_to 65542 
04C4: store_coords_to $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER from_actor $FOOD_SELLER with_offset $684 $685 0.0 
$FLAG_PLAYER_ATTACK_FOOD_SELLER = 0 
$FOOD_SELLER_EXISTS = 1 

:JFUD_1420
$JFUD_STAGE = 2 

:JFUD_1427
if 
  $JFUD_STAGE == 2 
else_jump @JFUD_2034 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_1476 
gosub @JFUD_9887 

:JFUD_1476
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_1989 
if 
  $FLAG_PLAYER_ATTACK_FOOD_SELLER == 0 
else_jump @JFUD_1937 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $FOOD_SELLER 
031D:   actor $FOOD_SELLER hit_by_weapon 57 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
else_jump @JFUD_1587 
0947: unknown_actor $FOOD_SELLER play_audio_event 327 store_to $2563 
05C4: AS_actor $FOOD_SELLER hands_up -2 ms 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
$FLAG_PLAYER_ATTACK_FOOD_SELLER = 1 
jump @JFUD_1930 

:JFUD_1587
if 
  11 > $TOTAL_FOOD_EATEN 
else_jump @JFUD_1765 
$SHOW_SHOP_SPHERE = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @JFUD_1758 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @JFUD_1758 
0947: unknown_actor $FOOD_SELLER play_audio_event 333 store_to $2563 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
  2 > $88 
else_jump @JFUD_1751 
if 
  $169 == 1 
else_jump @JFUD_1751 
if 
  2 > $SHOPS_PLAYER_CASH 
else_jump @JFUD_1751 
Player.Money($PLAYER_CHAR) += 2

:JFUD_1751
$JFUD_STAGE = 3 

:JFUD_1758
jump @JFUD_1930 

:JFUD_1765
if 
  $10045 == 0 
else_jump @JFUD_1899 
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_1847 
0947: unknown_actor $FOOD_SELLER play_audio_event 322 store_to $2563 
00BC: show_text_highpriority GXT 'FOOD1' time 5000 flag 1  // ~s~Du kannst dir momentan nichts mehr zu essen kaufen, sonst wird dir schlecht!
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
jump @JFUD_1892 

:JFUD_1847
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_1885 
gosub @JFUD_9887 

:JFUD_1885
jump @JFUD_574 

:JFUD_1892
$10045 = 1 

:JFUD_1899
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_1930 
gosub @JFUD_9887 

:JFUD_1930
jump @JFUD_1982 

:JFUD_1937
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_1975 
gosub @JFUD_9887 

:JFUD_1975
jump @JFUD_574 

:JFUD_1982
jump @JFUD_2034 

:JFUD_1989
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_2027 
gosub @JFUD_9887 

:JFUD_2027
jump @JFUD_574 

:JFUD_2034
if 
  $JFUD_STAGE == 3 
else_jump @JFUD_4339 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
09BC: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER // versionD 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Actor.Angle($PLAYER_ACTOR) = $10055
$JFUD_PLAYER_HEALTH = Actor.Health($PLAYER_ACTOR)
0653: $JFUD_STAT_FAT = float_stat 21 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_2401 
Actor.StorePos($FOOD_SELLER, $2755, $2756, $2757)
if or
8044:   not  $2755 == $JFUD_X_FOOD_SELLER // (float) 
8044:   not  $2756 == $JFUD_Y_FOOD_SELLER // (float) 
8044:   not  $2757 == $JFUD_Z_FOOD_SELLER // (float) 
else_jump @JFUD_2224 
Actor.PutAt($FOOD_SELLER, $JFUD_X_FOOD_SELLER, $JFUD_Y_FOOD_SELLER, $JFUD_Z_FOOD_SELLER)
Actor.Angle($FOOD_SELLER) = $JFUD_FOOD_SELLER_ANGLE

:JFUD_2224
04C4: store_coords_to $X_START_ANIM_FOOD $Y_START_ANIM_FOOD $Z_START_ANIM_FOOD from_actor $FOOD_SELLER with_offset 0.0 0.8 0.1 
if 
   not Actor.Animation($FOOD_SELLER) == "SHP_TRAY_POSE"
else_jump @JFUD_2333 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_IN" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 

:JFUD_2333
0947: unknown_actor $FOOD_SELLER play_audio_event 333 store_to $10081 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_IN"
else_jump @JFUD_2394 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_IN" time 

:JFUD_2394
jump @JFUD_2446 

:JFUD_2401
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_2439 
gosub @JFUD_9887 

:JFUD_2439
jump @JFUD_574 

:JFUD_2446
32@ = 0 

:JFUD_2453
if 
  32@ >= 600 
else_jump @JFUD_2631 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_2506 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_2506
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_2574 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_2560 
gosub @JFUD_9887 

:JFUD_2560
jump @JFUD_574 
jump @JFUD_2624 

:JFUD_2574
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_IN"
else_jump @JFUD_2624 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_IN" time 

:JFUD_2624
jump @JFUD_2453 

:JFUD_2631
if 
   Player.Defined($PLAYER_CHAR)
else_jump @JFUD_2700 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Camera.SetPosition($JFUD_X_CAMERA, $JFUD_Y_CAMERA, $JFUD_Z_CAMERA, 0.0, 0.0, 0.0)
Camera.PointAt($JFUD_X_AIM_CAMERA, $JFUD_Y_AIM_CAMERA, $JFUD_Z_AIM_CAMERA, 2)
jump @JFUD_2714 

:JFUD_2700
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_2714
if 
   not Actor.Animation($FOOD_SELLER) == "SHP_TRAY_POSE"
else_jump @JFUD_2925 

:JFUD_2745
if 
   not $10052 == 1.0 
else_jump @JFUD_2925 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_2800 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_2800
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_2868 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_2854 
gosub @JFUD_9887 

:JFUD_2854
jump @JFUD_574 
jump @JFUD_2918 

:JFUD_2868
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_IN"
else_jump @JFUD_2918 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_IN" time 

:JFUD_2918
jump @JFUD_2745 

:JFUD_2925
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_3053 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_POSE"
else_jump @JFUD_3046 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_3046
jump @JFUD_3098 

:JFUD_3053
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_3091 
gosub @JFUD_9887 

:JFUD_3091
jump @JFUD_574 

:JFUD_3098
if 
   not $10052 == 1.0 
else_jump @JFUD_3282 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_3153 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_3153
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_3221 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_3207 
gosub @JFUD_9887 

:JFUD_3207
jump @JFUD_574 
jump @JFUD_3275 

:JFUD_3221
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_POSE"
else_jump @JFUD_3275 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_3275
jump @JFUD_3098 

:JFUD_3282
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_3419 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_IN" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_IN"
else_jump @JFUD_3412 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_IN" time 

:JFUD_3412
jump @JFUD_3464 

:JFUD_3419
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_3457 
gosub @JFUD_9887 

:JFUD_3457
jump @JFUD_574 

:JFUD_3464
if 
   not $10052 == 1.0 
else_jump @JFUD_3654 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_3519 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_3519
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_3587 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_3573 
gosub @JFUD_9887 

:JFUD_3573
jump @JFUD_574 
jump @JFUD_3647 

:JFUD_3587
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_IN"
else_jump @JFUD_3647 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_IN" time 

:JFUD_3647
jump @JFUD_3464 

:JFUD_3654
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1145 
$10042 = 0 
$10038 = 0 
0760: store_shopping_data_index $10042 textureCRC_to $SELECTED_MENU_ITEM 
$JFUD_SELECTED_FOOD = Object.Create($SELECTED_MENU_ITEM, $X_START_ANIM_FOOD, $Y_START_ANIM_FOOD, $Z_START_ANIM_FOOD)
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $10034 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$10039 // 8-byte string 
0084: $2751 = $10034 // (int) 
05A9: s$2752 = s$10039 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_3915 
070A: AS_actor $FOOD_SELLER attach_to_object $JFUD_SELECTED_FOOD offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
$10038 = 1 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT"
else_jump @JFUD_3908 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_3908
jump @JFUD_3960 

:JFUD_3915
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_3953 
gosub @JFUD_9887 

:JFUD_3953
jump @JFUD_574 

:JFUD_3960
if 
   not $10052 == 1.0 
else_jump @JFUD_4144 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_4015 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_4015
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_4083 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_4069 
gosub @JFUD_9887 

:JFUD_4069
jump @JFUD_574 
jump @JFUD_4137 

:JFUD_4083
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT"
else_jump @JFUD_4137 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_4137
jump @JFUD_3960 

:JFUD_4144
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_4287 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_LOOP" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_LOOP"
else_jump @JFUD_4280 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_LOOP" time 

:JFUD_4280
jump @JFUD_4332 

:JFUD_4287
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_4325 
gosub @JFUD_9887 

:JFUD_4325
jump @JFUD_574 

:JFUD_4332
$JFUD_STAGE = 4 

:JFUD_4339
if 
  $JFUD_STAGE == 4 
else_jump @JFUD_9675 
if 
  $10045 == 0 
else_jump @JFUD_9668 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @JFUD_4603 
if 
  $2418 == 1 
else_jump @JFUD_4447 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_4447
$2544 = 0 
$10042 -= 1 
32@ = 0 

:JFUD_4468
if 
  150 > 32@ 
else_jump @JFUD_4589 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_4521 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_4521
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_4582 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_4575 
gosub @JFUD_9887 

:JFUD_4575
jump @JFUD_574 

:JFUD_4582
jump @JFUD_4468 

:JFUD_4589
$10047 = 0 
$10038 = 0 

:JFUD_4603
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @JFUD_4815 
if 
  $2418 == 1 
else_jump @JFUD_4659 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_4659
$2544 = 0 
$10042 += 1 
32@ = 0 

:JFUD_4680
if 
  150 > 32@ 
else_jump @JFUD_4801 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_4733 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_4733
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_4794 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_4787 
gosub @JFUD_9887 

:JFUD_4787
jump @JFUD_574 

:JFUD_4794
jump @JFUD_4680 

:JFUD_4801
$10038 = 0 
$10047 = 0 

:JFUD_4815
if 
  0 > $10042 
else_jump @JFUD_4848 
0084: $10042 = $10036 // (int) 
$10042 -= 1 

:JFUD_4848
if 
003A:   $10042 == $10036 // (int) 
else_jump @JFUD_4874 
$10042 = 0 

:JFUD_4874
if 
  $10038 == 0 
else_jump @JFUD_5930 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_5026 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_RETURN"
else_jump @JFUD_5019 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_5019
jump @JFUD_5071 

:JFUD_5026
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_5064 
gosub @JFUD_9887 

:JFUD_5064
jump @JFUD_574 

:JFUD_5071
if 
   not $10052 == 1.0 
else_jump @JFUD_5259 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_5126 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_5126
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_5194 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_5180 
gosub @JFUD_9887 

:JFUD_5180
jump @JFUD_574 
jump @JFUD_5252 

:JFUD_5194
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_RETURN"
else_jump @JFUD_5252 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_5252
jump @JFUD_5071 

:JFUD_5259
gosub @JFUD_REMOVE_FOOD 
0760: store_shopping_data_index $10042 textureCRC_to $SELECTED_MENU_ITEM 
$JFUD_SELECTED_FOOD = Object.Create($SELECTED_MENU_ITEM, $X_START_ANIM_FOOD, $Y_START_ANIM_FOOD, $Z_START_ANIM_FOOD)
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $10034 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$10039 // 8-byte string 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1145 
0084: $2751 = $10034 // (int) 
05A9: s$2752 = s$10039 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_5506 
070A: AS_actor $FOOD_SELLER attach_to_object $JFUD_SELECTED_FOOD offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT"
else_jump @JFUD_5499 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_5499
jump @JFUD_5551 

:JFUD_5506
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_5544 
gosub @JFUD_9887 

:JFUD_5544
jump @JFUD_574 

:JFUD_5551
if 
   not $10052 == 1.0 
else_jump @JFUD_5735 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_5606 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_5606
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_5674 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_5660 
gosub @JFUD_9887 

:JFUD_5660
jump @JFUD_574 
jump @JFUD_5728 

:JFUD_5674
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT"
else_jump @JFUD_5728 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_5728
jump @JFUD_5551 

:JFUD_5735
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_5878 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_LOOP" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_LOOP"
else_jump @JFUD_5871 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_LOOP" time 

:JFUD_5871
jump @JFUD_5923 

:JFUD_5878
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_5916 
gosub @JFUD_9887 

:JFUD_5916
jump @JFUD_574 

:JFUD_5923
$10038 = 1 

:JFUD_5930
if 
  $10045 == 0 
else_jump @JFUD_5955 
gosub @JFUD_12352 

:JFUD_5955
if 
00E1:   player 0 pressed_key 16 
else_jump @JFUD_9668 

:JFUD_5972
if 
00E1:   player 0 pressed_key 16 
else_jump @JFUD_6091 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_6023 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_6023
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_6084 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_6077 
gosub @JFUD_9887 

:JFUD_6077
jump @JFUD_574 

:JFUD_6084
jump @JFUD_5972 

:JFUD_6091
$2544 = 0 
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'FOOD1'  // ~s~Du kannst dir momentan nichts mehr zu essen kaufen, sonst wird dir schlecht!
if 
   Player.Defined($PLAYER_CHAR)
else_jump @JFUD_6151 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
jump @JFUD_6165 

:JFUD_6151
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_6165
if 
002C:   $SHOPS_PLAYER_CASH >= $10034 // (int) 
else_jump @JFUD_9534 
if 
  11 > $TOTAL_FOOD_EATEN 
else_jump @JFUD_6997 
0790: charge_money_for_shopping_item_with_textureCRC $SELECTED_MENU_ITEM 
$10047 = 1 
if 
03D0:   wav 4 loaded 
else_jump @JFUD_6252 
if 
03D2:   wav 4 ended 
else_jump @JFUD_6252 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1168 

:JFUD_6252
if 
  $672 == 0 
else_jump @JFUD_6282 
01BD: $5285 = current_time_in_ms 
$672 = 1 

:JFUD_6282
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
$TOTAL_FOOD_EATEN += 1 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_6337 
0947: unknown_actor $FOOD_SELLER play_audio_event 323 store_to $2563 
jump @JFUD_6382 

:JFUD_6337
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_6375 
gosub @JFUD_9887 

:JFUD_6375
jump @JFUD_574 

:JFUD_6382
32@ = 0 
if 
  $2418 == 1 
else_jump @JFUD_6421 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_6421
if 
  $2422 == 0 
else_jump @JFUD_6789 
08D4: $2421 = create_panel_with_title 'FOODCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Essen
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'MEAL' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Mahlzeit // Gekauft
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $10034  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
$2422 = 1 

:JFUD_6789
if 
  1000 >= 32@ 
else_jump @JFUD_6910 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_6842 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_6842
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_6903 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_6896 
gosub @JFUD_9887 

:JFUD_6896
jump @JFUD_574 

:JFUD_6903
jump @JFUD_6789 

:JFUD_6910
if 
  $2422 == 1 
else_jump @JFUD_6940 
08DA: remove_panel $2421 
$2422 = 0 

:JFUD_6940
if 
  $2418 == 0 
else_jump @JFUD_6965 
gosub @JFUD_12352 

:JFUD_6965
if 
  $88 == 1 
else_jump @JFUD_6990 
$88 = 2 

:JFUD_6990
jump @JFUD_9527 

:JFUD_6997
if 
  $10045 == 0 
else_jump @JFUD_9527 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_7079 
0947: unknown_actor $FOOD_SELLER play_audio_event 322 store_to $2563 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'FOOD1' time 5000 flag 1  // ~s~Du kannst dir momentan nichts mehr zu essen kaufen, sonst wird dir schlecht!
jump @JFUD_7124 

:JFUD_7079
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_7117 
gosub @JFUD_9887 

:JFUD_7117
jump @JFUD_574 

:JFUD_7124
if 
  $2418 == 1 
else_jump @JFUD_7156 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_7156
if 
  $2422 == 1 
else_jump @JFUD_7188 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:JFUD_7188
if 
  $88 == 2 
else_jump @JFUD_7314 
0169: set_fade_color_RGB 0 0 0 
043C: disable_sounds_after_fade 0 
fade 0 0 
gosub @JFUD_REMOVE_FOOD 
Actor.DestroyInstantly($FOOD_SELLER)
$88 = 3 
$2418 = 0 
$2422 = 0 
$2544 = 0 
$10038 = 0 
$10042 = 0 
$JFUD_STAGE = 2 
Actor.Health($PLAYER_ACTOR) = $JFUD_PLAYER_HEALTH
062A: change_float_stat 21 to $JFUD_STAT_FAT 
$28 = 1 
jump @JFUD_574 

:JFUD_7314
if 
  $TOTAL_FOOD_EATEN >= 11 
else_jump @JFUD_8116 
gosub @JFUD_9710 
gosub @JFUD_REMOVE_FOOD 
if 
  10 > $JFUD_PLAYER_HEALTH 
else_jump @JFUD_7379 
0084: $JFUD_PLAYER_HEALTH = $JFUD_PLAYER_HEALTH // (int) 
jump @JFUD_7411 

:JFUD_7379
$JFUD_PLAYER_HEALTH -= 10 
if 
  10 > $JFUD_PLAYER_HEALTH 
else_jump @JFUD_7411 
$JFUD_PLAYER_HEALTH = 10 

:JFUD_7411
Actor.Health($PLAYER_ACTOR) = $JFUD_PLAYER_HEALTH
062A: change_float_stat 21 to $JFUD_STAT_FAT 
Camera.SetPosition($10075, $10076, $10077, 0.0, 0.0, 0.0)
Camera.PointAt($10078, $10079, $10080, 2)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @JFUD_7638 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0086: $10049 = $TEMPVAR_X_COORD // (float) 
$10049 += 0.355 
0086: $10050 = $TEMPVAR_Y_COORD // (float) 
$10050 -= 0.116 
0086: $10051 = $TEMPVAR_Z_COORD // (float) 
$10051 -= 0.048 
064B: $10048 = create_particle "PUKE" at $10049 $10050 $10051 type 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_VOMIT_P" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$10052 = 0.0 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 353 store_to $2563 
jump @JFUD_7652 

:JFUD_7638
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_7652
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_7726 
0812: AS_actor $FOOD_SELLER perform_animation "EAT_VOMIT_SK" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0947: unknown_actor $FOOD_SELLER play_audio_event 325 store_to $2563 
jump @JFUD_7771 

:JFUD_7726
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_7764 
gosub @JFUD_9887 

:JFUD_7764
jump @JFUD_574 

:JFUD_7771
if 
   Actor.Animation($PLAYER_ACTOR) == "EAT_VOMIT_P"
else_jump @JFUD_7821 
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 

:JFUD_7821
if 
   not $10052 == 1.0 
else_jump @JFUD_8099 
wait 0 
if 
  $10056 == 0 
else_jump @JFUD_7915 
if 
  $10052 >= 0.463 
else_jump @JFUD_7915 
if 
03D0:   wav 4 loaded 
else_jump @JFUD_7908 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1169 

:JFUD_7908
$10056 = 1 

:JFUD_7915
if 
  $10056 == 1 
else_jump @JFUD_7966 
if 
  $10052 >= 0.52 
else_jump @JFUD_7966 
064C: make_particle $10048 visible 
$10056 = 2 

:JFUD_7966
if 
   Player.Defined($PLAYER_CHAR)
else_jump @JFUD_8010 
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 
jump @JFUD_8024 

:JFUD_8010
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_8024
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_8047 
jump @JFUD_8092 

:JFUD_8047
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_8085 
gosub @JFUD_9887 

:JFUD_8085
jump @JFUD_574 

:JFUD_8092
jump @JFUD_7821 

:JFUD_8099
064E: stop_particle $10048 
0650: destroy_particle $10048 
jump @JFUD_8867 

:JFUD_8116
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_8250 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_RETURN"
else_jump @JFUD_8243 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_8243
jump @JFUD_8295 

:JFUD_8250
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_8288 
gosub @JFUD_9887 

:JFUD_8288
jump @JFUD_574 

:JFUD_8295
if 
   not $10052 == 1.0 
else_jump @JFUD_8483 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_8350 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_8350
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_8418 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_8404 
gosub @JFUD_9887 

:JFUD_8404
jump @JFUD_574 
jump @JFUD_8476 

:JFUD_8418
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_RETURN"
else_jump @JFUD_8476 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_8476
jump @JFUD_8295 

:JFUD_8483
gosub @JFUD_REMOVE_FOOD 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_8630 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_OUT" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_OUT"
else_jump @JFUD_8623 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_8623
jump @JFUD_8675 

:JFUD_8630
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_8668 
gosub @JFUD_9887 

:JFUD_8668
jump @JFUD_574 

:JFUD_8675
if 
   not $10052 == 1.0 
else_jump @JFUD_8867 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_8730 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_8730
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_8798 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_8784 
gosub @JFUD_9887 

:JFUD_8784
jump @JFUD_574 
jump @JFUD_8860 

:JFUD_8798
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_OUT"
else_jump @JFUD_8860 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_8860
jump @JFUD_8675 

:JFUD_8867
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_8995 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_POSE"
else_jump @JFUD_8988 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_8988
jump @JFUD_9040 

:JFUD_8995
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_9033 
gosub @JFUD_9887 

:JFUD_9033
jump @JFUD_574 

:JFUD_9040
if 
   not $10052 == 1.0 
else_jump @JFUD_9231 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @JFUD_9088 
jump @JFUD_9102 

:JFUD_9088
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_9102
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_9179 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_POSE"
else_jump @JFUD_9172 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_9172
jump @JFUD_9224 

:JFUD_9179
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_9217 
gosub @JFUD_9887 

:JFUD_9217
jump @JFUD_574 

:JFUD_9224
jump @JFUD_9040 

:JFUD_9231
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:JFUD_9246
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
else_jump @JFUD_9485 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_9322 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_9322
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_9390 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_9376 
gosub @JFUD_9887 

:JFUD_9376
jump @JFUD_574 
jump @JFUD_9478 

:JFUD_9390
if 
  $FLAG_PLAYER_ATTACK_FOOD_SELLER == 0 
else_jump @JFUD_9478 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $FOOD_SELLER 
031D:   actor $FOOD_SELLER hit_by_weapon 57 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
else_jump @JFUD_9478 
0947: unknown_actor $FOOD_SELLER play_audio_event 327 store_to $2563 
05C4: AS_actor $FOOD_SELLER hands_up -2 ms 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
$FLAG_PLAYER_ATTACK_FOOD_SELLER = 1 

:JFUD_9478
jump @JFUD_9246 

:JFUD_9485
$2418 = 0 
$2422 = 0 
$10038 = 0 
$10042 = 0 
$JFUD_STAGE = 2 
$10045 = 1 

:JFUD_9527
jump @JFUD_9668 

:JFUD_9534
if 
  $2544 == 0 
else_jump @JFUD_9668 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_9616 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: unknown_actor $FOOD_SELLER play_audio_event 324 store_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
jump @JFUD_9661 

:JFUD_9616
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_9654 
gosub @JFUD_9887 

:JFUD_9654
jump @JFUD_574 

:JFUD_9661
$2544 = 1 

:JFUD_9668
gosub @JFUD_10132 

:JFUD_9675
jump @JFUD_9689 

:JFUD_9682
gosub @JFUD_9887 

:JFUD_9689
jump @JFUD_9703 

:JFUD_9696
gosub @JFUD_9887 

:JFUD_9703
jump @JFUD_574 

:JFUD_9710
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'FOOD1'  // ~s~Du kannst dir momentan nichts mehr zu essen kaufen, sonst wird dir schlecht!
if 
  $2418 == 1 
else_jump @JFUD_9764 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_9764
if 
  $2422 == 1 
else_jump @JFUD_9796 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:JFUD_9796
$10038 = 0 
$10042 = 0 
$10047 = 0 
$2418 = 0 
$2422 = 0 
$JFUD_STAGE = 2 
$2544 = 0 
Model.Destroy($JFUD_LOW_FOOD_MODEL)
Model.Destroy($JFUD_MED_FOOD_MODEL)
Model.Destroy($JFUD_HIGH_FOOD_MODEL)
Model.Destroy($JFUD_HEALTHY_FOOD_MODEL)
if 
  $FOOD_SELLER_EXISTS == 1 
else_jump @JFUD_9885 
03E6: remove_text_box 

:JFUD_9885
return 

:JFUD_9887
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'FOOD1'  // ~s~Du kannst dir momentan nichts mehr zu essen kaufen, sonst wird dir schlecht!
if 
  $FOOD_SELLER_EXISTS == 1 
else_jump @JFUD_9929 
03E6: remove_text_box 

:JFUD_9929
if 
  $2418 == 1 
else_jump @JFUD_9961 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_9961
if 
  $2422 == 1 
else_jump @JFUD_9993 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:JFUD_9993
$FOOD_SELLER_EXISTS = 0 
$10035 = 0 
$10042 = 0 
$10038 = 0 
$10045 = 0 
$10047 = 0 
$FLAG_PLAYER_ATTACK_FOOD_SELLER = 0 
$10056 = 0 
$2418 = 0 
$2422 = 0 
$JFUD_STAGE = 0 
$2544 = 0 
0650: destroy_particle $10048 
Actor.DestroyInstantly($FOOD_SELLER)
Model.Destroy($SELLER_MODEL)
Model.Destroy($JFUD_LOW_FOOD_MODEL)
Model.Destroy($JFUD_MED_FOOD_MODEL)
Model.Destroy($JFUD_HIGH_FOOD_MODEL)
Model.Destroy($JFUD_HEALTHY_FOOD_MODEL)
03F0: enable_text_draw 0 
08F8: display_stat_update_box 1 
09BD: unknown_flag 0 
040D: unload_wav 4 
end_thread 
return 

:JFUD_10132
if 
00E1:   player 0 pressed_key 15 
else_jump @JFUD_12350 
if 
  $2418 == 1 
else_jump @JFUD_10181 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_10181
if 
  $2422 == 1 
else_jump @JFUD_10213 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:JFUD_10213
if 
00E1:   player 0 pressed_key 15 
else_jump @JFUD_10332 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_10264 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_10264
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_10325 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_10318 
gosub @JFUD_9887 

:JFUD_10318
jump @JFUD_574 

:JFUD_10325
jump @JFUD_10213 

:JFUD_10332
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
03D5: remove_text 'FOOD1'  // ~s~Du kannst dir momentan nichts mehr zu essen kaufen, sonst wird dir schlecht!
if 
  $88 == 2 
else_jump @JFUD_10454 
0169: set_fade_color_RGB 0 0 0 
fade 0 0 
gosub @JFUD_REMOVE_FOOD 
Actor.DestroyInstantly($FOOD_SELLER)
$88 = 3 
$10038 = 0 
$10042 = 0 
$2418 = 0 
$2422 = 0 
$JFUD_STAGE = 2 
$2544 = 0 
jump @JFUD_12350 

:JFUD_10454
$SHOW_SHOP_SPHERE = 0 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
  $10047 == 1 
else_jump @JFUD_10687 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG'  // Burger King
else_jump @JFUD_10554 
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_BURGER" IFP_file "FOOD" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @JFUD_10687 

:JFUD_10554
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Hut
else_jump @JFUD_10623 
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_PIZZA" IFP_file "FOOD" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @JFUD_10687 

:JFUD_10623
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDCHICK'  // Taco Bell
else_jump @JFUD_10687 
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_CHICKEN" IFP_file "FOOD" 4.0 loop 0 0 0 0 time -1 // versionA 

:JFUD_10687
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_10832 
0947: unknown_actor $FOOD_SELLER play_audio_event 331 store_to $10081 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_RETURN"
else_jump @JFUD_10825 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_10825
jump @JFUD_10877 

:JFUD_10832
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_10870 
gosub @JFUD_9887 

:JFUD_10870
jump @JFUD_574 

:JFUD_10877
if 
   not $10052 == 1.0 
else_jump @JFUD_11065 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_10932 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_10932
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_11000 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_10986 
gosub @JFUD_9887 

:JFUD_10986
jump @JFUD_574 
jump @JFUD_11058 

:JFUD_11000
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_RETURN"
else_jump @JFUD_11058 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_11058
jump @JFUD_10877 

:JFUD_11065
gosub @JFUD_REMOVE_FOOD 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_11212 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_OUT" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_OUT"
else_jump @JFUD_11205 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_11205
jump @JFUD_11257 

:JFUD_11212
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_11250 
gosub @JFUD_9887 

:JFUD_11250
jump @JFUD_574 

:JFUD_11257
if 
   not $10052 == 1.0 
else_jump @JFUD_11449 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_11312 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_11312
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_11380 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_11366 
gosub @JFUD_9887 

:JFUD_11366
jump @JFUD_574 
jump @JFUD_11442 

:JFUD_11380
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_OUT"
else_jump @JFUD_11442 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_11442
jump @JFUD_11257 

:JFUD_11449
if 
  $10047 == 1 
else_jump @JFUD_11505 
if 
03D0:   wav 4 loaded 
else_jump @JFUD_11505 
if 
03D2:   wav 4 ended 
else_jump @JFUD_11505 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1168 

:JFUD_11505
$10038 = 0 
$10042 = 0 
$JFUD_STAGE = 2 
$2418 = 0 
$2422 = 0 
$10047 = 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
if 
  $FOOD_SELLER_EXISTS == 1 
else_jump @JFUD_11576 
03E6: remove_text_box 

:JFUD_11576
gosub @JFUD_REMOVE_FOOD 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_11710 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_THANK" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
0947: unknown_actor $FOOD_SELLER play_audio_event 331 store_to $10081 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_THANK"
else_jump @JFUD_11703 
0613: $10052 = actor $FOOD_SELLER animation "SHP_THANK" time 

:JFUD_11703
jump @JFUD_11755 

:JFUD_11710
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_11748 
gosub @JFUD_9887 

:JFUD_11748
jump @JFUD_574 

:JFUD_11755
if 
   not $10052 == 1.0 
else_jump @JFUD_11931 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_11810 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_11810
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_11878 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_11864 
gosub @JFUD_9887 

:JFUD_11864
jump @JFUD_574 
jump @JFUD_11924 

:JFUD_11878
if 
   Actor.Animation($FOOD_SELLER) == "SHP_THANK"
else_jump @JFUD_11924 
0613: $10052 = actor $FOOD_SELLER animation "SHP_THANK" time 

:JFUD_11924
jump @JFUD_11755 

:JFUD_11931
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_12059 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_POSE"
else_jump @JFUD_12052 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_12052
jump @JFUD_12104 

:JFUD_12059
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_12097 
gosub @JFUD_9887 

:JFUD_12097
jump @JFUD_574 

:JFUD_12104
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
else_jump @JFUD_12343 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_12180 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_12180
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_12248 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_12234 
gosub @JFUD_9887 

:JFUD_12234
jump @JFUD_574 
jump @JFUD_12336 

:JFUD_12248
if 
  $FLAG_PLAYER_ATTACK_FOOD_SELLER == 0 
else_jump @JFUD_12336 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $FOOD_SELLER 
031D:   actor $FOOD_SELLER hit_by_weapon 57 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
else_jump @JFUD_12336 
0947: unknown_actor $FOOD_SELLER play_audio_event 327 store_to $2563 
05C4: AS_actor $FOOD_SELLER hands_up -2 ms 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
$FLAG_PLAYER_ATTACK_FOOD_SELLER = 1 

:JFUD_12336
jump @JFUD_12104 

:JFUD_12343
$SHOW_SHOP_SPHERE = 1 

:JFUD_12350
return 

:JFUD_12352
if 
  $2418 == 0 
else_jump @JFUD_12991 
0512: show_permanent_text_box 'FOOD_H'  // Benutze ~k~~GO_LEFT~ oder ~k~~GO_RIGHT~, um ein Essen auszuwhlen.~N~~k~~PED_SPRINT~ Kaufen~N~~k~~VEHICLE_ENTER_EXIT~ Beenden
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @JFUD_12443 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Essen
jump @JFUD_12684 

:JFUD_12443
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @JFUD_12505 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Essen
jump @JFUD_12684 

:JFUD_12505
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @JFUD_12567 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Essen
jump @JFUD_12684 

:JFUD_12567
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @JFUD_12629 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Essen
jump @JFUD_12684 

:JFUD_12629
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @JFUD_12684 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Essen

:JFUD_12684
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'MEAL' data s$2752 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Mahlzeit
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $2751  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
$2418 = 1 

:JFUD_12991
return 

:JFUD_REMOVE_FOOD
Object.Destroy($JFUD_SELECTED_FOOD)
return 
end_thread 

//-------------External script 66 (CARMOD1)---------------

:CARMOD
$10084 = 0 
$10085 = 0 
$10086 = 0 
$10087 = 0 
$10088 = 0.0 
$10089 = 0.0 
$10090 = 0.0 
$10091 = 0.0 
$10092 = 0.0 
$10093 = 0.0 
$10094 = 0.0 
$10095 = 0.0 
$10096 = 0.0 
$10097 = 0.0 
$10098 = 0.0 
$10099 = 0.0 
$10100 = 0.0 
$10101 = 0.0 
$10102 = 0.0 
$10103 = 0.0 
$10104 = 0.0 
$10105 = 0.0 
$10106 = 0.0 
$10107 = 0.0 
$10108 = 0.0 
$10109 = 0.0 
$10110 = 0.0 
$10111 = 0.0 
$10112 = 0.0 
$10113 = 0.0 
$10114 = 0.0 
$10115 = 0.0 
$10116 = 0.0 
$10117 = 0.0 
$10118 = 0.0 
$10119 = 0.0 
$10120 = 0.0 
$10121 = 0.0 
$10122 = 0.0 
$10123 = 0.0 
$10124 = 0.0 
$10125 = 0.0 
$10126 = 0.0 
$10127 = 0.0 
$10128 = 0.0 
$10129 = 0.0 
$10130 = 0.0 
$10131 = 0.0 
$10132 = 0.0 
$10133 = 0.0 
$10134 = 0.0 
$10135 = 0.0 
$10136 = 0.0 
$10137 = 0.0 
$10138 = 0.0 
$10139 = 0.0 
$10140 = 0.0 
$10141 = 0.0 
$10142 = 0.0 
$10143 = 0.0 
$10144 = 0.0 
$10145 = 0.0 
$10146 = 0.0 
$10147 = 0.0 
$10148 = 0.0 
$10149 = 0.0 
$10150 = 0.0 
$10151 = 0.0 
$10152 = 0.0 
$10153 = 0.0 
$10154 = 0.0 
$10155 = 0.0 
$10156 = 0.0 
$10157 = 0.0 
$10158 = 0.0 
$10159 = 0.0 
$10160 = 0.0 
$10161 = 0.0 
$10162 = 0.0 
$10163 = 0.0 
$10164 = 0.0 
$10165 = 0.0 
$10166 = 0.0 
$10167 = 0.0 
$10168 = 0.0 
$10169 = 0.0 
$10170 = 0.0 
$10171 = 0.0 
$10172 = 0.0 
$10173 = 0.0 
$10174 = 0.0 
$10175 = 0.0 
$10176 = 0.0 
$10177 = 0.0 
$10178 = 0.0 
$10179 = 0.0 
$10180 = 0.0 
$10181 = 0.0 
$10182 = 0.0 
$10183 = 0.0 
$10184 = 0.0 
$10185 = 0.0 
$10186 = 0.0 
$10082 = 0 
$10187 = 0 
$10197 = 0 
$10190 = 0 
$10191 = 0 
$10192 = 0 
$10193 = 0 
$10194 = 0 
$10195 = 0 
$10196 = 0 
$10198 = 0 
$10199 = 0 
$10200 = 0 
$10201 = 0 
$10202 = 0 
$10203 = 0 
$10204 = 0 
$10205 = 0 
$10206 = 0 
$10411 = 0 
$10412 = 0 
$10413 = 0 
$10417 = 0 
$10416 = 0 
$2545 = 0 
$2544 = 0 
$10418 = 0 
$10419 = 0 
$10425 = 0 
$10427 = 0 
$2420 = 0 
$2424 = 0 
$10428 = 0.0 
$10429 = 0.0 
$10430 = 0.0 
$10437 = 0 
$10438 = 0 
$10439 = 0 
$10440 = 0 
$10441 = 0 
$10442 = 0 
$10443 = 0 
$10444 = 0 
$10445 = 0 
$10446 = 0 
$10447 = 0 
$10448 = 0 
$10481 = 0 
$10483 = 0 
$10484 = 0 
$10485 = 0 
$10486 = 0 
set_wb_check_to 0 
thread 'CARMOD' 

:CARMOD_1406
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CARMOD_13936 
if 
  $CARMOD_DISABLED_FLAG == 0 
else_jump @CARMOD_13929 
if 
  $10082 > 0 
else_jump @CARMOD_1542 
if 
0A0F:   new_language_set 
else_jump @CARMOD_1542 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $CARMOD_MENU_COLORS 
08DA: remove_panel $10424 
08DA: remove_panel $10436 
$2420 = 0 
$2424 = 0 
$10427 = 0 
$10425 = 0 
$10437 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:CARMOD_1542
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CARMOD_13929 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
if 
  $10082 == 0 
else_jump @CARMOD_3943 
if or
0103:   actor $PLAYER_ACTOR in_sphere 1042.013 -1019.927 31.127 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
0103:   actor $PLAYER_ACTOR in_sphere -1935.528 247.029 33.561 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
0103:   actor $PLAYER_ACTOR in_sphere 2387.075 1050.511 9.812 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
else_jump @CARMOD_2548 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_CAR 
else_jump @CARMOD_2521 
if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not car $CARMOD_CAR is_noncivilian_vehicle 
8975:   not car $CARMOD_CAR emergency_vehicle 
else_jump @CARMOD_2466 
gosub @CARMOD_23687 
if 
   not $10481 == 0 
else_jump @CARMOD_2411 
if and
896F:   not car $CARMOD_CAR street_racing_car 
896E:   not car $CARMOD_CAR lowrider 
else_jump @CARMOD_2356 
if 
  $10083 == 0 
else_jump @CARMOD_1870 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_CAR door_status $10448 
Car.DoorStatus($CARMOD_CAR) = 4
fade 0 1000 
$10083 = 1 

:CARMOD_1870
if 
  $10083 == 1 
else_jump @CARMOD_1919 
if 
   not fading 
else_jump @CARMOD_1919 
0A19: display_zone_text 'CARMOD1'  // TransFender
$10083 = 2 

:CARMOD_1919
if 
  $10083 == 2 
else_jump @CARMOD_2349 
if 
0103:   actor $PLAYER_ACTOR in_sphere 1042.013 -1019.927 31.127 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
else_jump @CARMOD_2022 
$10428 = 1042.013 
$10429 = -1019.927 
$10430 = 31.127 
jump @CARMOD_2185 

:CARMOD_2022
if 
0103:   actor $PLAYER_ACTOR in_sphere -1935.528 247.029 33.561 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
else_jump @CARMOD_2107 
$10428 = -1935.528 
$10429 = 247.029 
$10430 = 33.561 
jump @CARMOD_2185 

:CARMOD_2107
if 
0103:   actor $PLAYER_ACTOR in_sphere 2387.075 1050.511 9.812 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
else_jump @CARMOD_2185 
$10428 = 2387.075 
$10429 = 1050.511 
$10430 = 9.812 

:CARMOD_2185
$10178 = 0.0 
$10179 = 0.0 
$10180 = 0.0 
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0840: link_car $CARMOD_CAR to_interior 1 
075E: load_shopping_data_PRICES_subsection "CARMOD1" // v$ 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // v$ 
04E4: unknown_refresh_game_renderer_at 617.536 -1.99 
Camera.SetAtPos(617.536, -1.99, 999.98)
Car.PutAt($CARMOD_CAR, 617.536, -1.99, 999.98)
Car.Angle($CARMOD_CAR) = 90.0
$10483 = 1 
$10447 = 0 
$10416 = 0 
$10083 = 0 
$10082 = 1 

:CARMOD_2349
jump @CARMOD_2404 

:CARMOD_2356
if 
  $10416 == 0 
else_jump @CARMOD_2404 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~Hier kannst du dieses Fahrzeug nicht tunen.
$10416 = 1 
$10082 = 0 

:CARMOD_2404
jump @CARMOD_2459 

:CARMOD_2411
if 
  $10416 == 0 
else_jump @CARMOD_2459 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~Dieses Fahrzeug kannst du nicht tunen.
$10416 = 1 
$10082 = 0 

:CARMOD_2459
jump @CARMOD_2514 

:CARMOD_2466
if 
  $10416 == 0 
else_jump @CARMOD_2514 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~Dieses Fahrzeug kannst du nicht tunen.
$10416 = 1 
$10082 = 0 

:CARMOD_2514
jump @CARMOD_2541 

:CARMOD_2521
07FB: set_interior 'CARMOD1' access 0  // TransFender
$10416 = 0 

:CARMOD_2541
jump @CARMOD_2568 

:CARMOD_2548
07FB: set_interior 'CARMOD1' access 0  // TransFender
$10416 = 0 

:CARMOD_2568
if 
0103:   actor $PLAYER_ACTOR in_sphere 2645.112 -2045.745 12.607 radius 4.0 4.0 4.0 sphere 1 stopped_in_car 
else_jump @CARMOD_3236 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_CAR 
else_jump @CARMOD_3209 
if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not car $CARMOD_CAR is_noncivilian_vehicle 
8975:   not car $CARMOD_CAR emergency_vehicle 
else_jump @CARMOD_3161 
gosub @CARMOD_23687 
if 
   not $10481 == 0 
else_jump @CARMOD_3106 
if 
096E:   car $CARMOD_CAR lowrider 
else_jump @CARMOD_3051 
if 
  $10083 == 0 
else_jump @CARMOD_2783 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_CAR door_status $10448 
Car.DoorStatus($CARMOD_CAR) = 4
$10482 = Car.Model($CARMOD_CAR)
fade 0 1000 
$10083 = 1 

:CARMOD_2783
if 
  $10083 == 1 
else_jump @CARMOD_2832 
if 
   not fading 
else_jump @CARMOD_2832 
0A19: display_zone_text 'CARMOD2'  // Loco Low Co.
$10083 = 2 

:CARMOD_2832
if 
  $10083 == 2 
else_jump @CARMOD_3044 
$10447 = 1 
$10428 = 2645.112 
$10429 = -2045.745 
$10430 = 12.607 
select_interior 2 
0860: link_actor $PLAYER_ACTOR to_interior 2 
0840: link_car $CARMOD_CAR to_interior 2 
075E: load_shopping_data_PRICES_subsection "CARMOD2" // v$ 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // v$ 
04E4: unknown_refresh_game_renderer_at 616.783 -74.815 
Camera.SetAtPos(616.783, -74.815, 997.014)
Car.PutAt($CARMOD_CAR, 616.783, -74.815, 997.014)
Car.Angle($CARMOD_CAR) = 90.0
$10484 = 1 
$10178 = 0.0 
$10179 = 0.0 
$10180 = 0.0 
$10416 = 0 
$10083 = 0 
$10082 = 1 

:CARMOD_3044
jump @CARMOD_3099 

:CARMOD_3051
if 
  $10416 == 0 
else_jump @CARMOD_3099 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~Hier kannst du dieses Fahrzeug nicht tunen.
$10416 = 1 
$10082 = 0 

:CARMOD_3099
jump @CARMOD_3154 

:CARMOD_3106
if 
  $10416 == 0 
else_jump @CARMOD_3154 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~Dieses Fahrzeug kannst du nicht tunen.
$10416 = 1 
$10082 = 0 

:CARMOD_3154
jump @CARMOD_3202 

:CARMOD_3161
if 
  $10416 == 0 
else_jump @CARMOD_3202 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~Dieses Fahrzeug kannst du nicht tunen.
$10082 = 0 

:CARMOD_3202
jump @CARMOD_3229 

:CARMOD_3209
07FB: set_interior 'CARMOD2' access 0  // Loco Low Co.
$10416 = 0 

:CARMOD_3229
jump @CARMOD_3256 

:CARMOD_3236
07FB: set_interior 'CARMOD2' access 0  // Loco Low Co.
$10416 = 0 

:CARMOD_3256
if 
0103:   actor $PLAYER_ACTOR in_sphere -2723.845 217.804 3.585 radius 4.0 4.0 1.0 sphere 1 stopped_in_car 
else_jump @CARMOD_3923 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_CAR 
else_jump @CARMOD_3896 
if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not car $CARMOD_CAR is_noncivilian_vehicle 
8975:   not car $CARMOD_CAR emergency_vehicle 
else_jump @CARMOD_3841 
gosub @CARMOD_23687 
if 
   not $10481 == 0 
else_jump @CARMOD_3786 
if 
096F:   car $CARMOD_CAR street_racing_car 
else_jump @CARMOD_3731 
if 
  $10083 == 0 
else_jump @CARMOD_3463 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_CAR door_status $10448 
Car.DoorStatus($CARMOD_CAR) = 4
fade 0 1000 
$10083 = 1 

:CARMOD_3463
if 
  $10083 == 1 
else_jump @CARMOD_3512 
if 
   not fading 
else_jump @CARMOD_3512 
0A19: display_zone_text 'CARMOD3'  // Wheel Arch Angels
$10083 = 2 

:CARMOD_3512
if 
  $10083 == 2 
else_jump @CARMOD_3724 
$10178 = 0.0 
$10179 = 0.0 
$10180 = 0.0 
$10428 = -2723.845 
$10429 = 217.804 
$10430 = 3.585 
select_interior 3 
0860: link_actor $PLAYER_ACTOR to_interior 3 
0840: link_car $CARMOD_CAR to_interior 3 
$10447 = 0 
$10485 = 1 
075E: load_shopping_data_PRICES_subsection "CARMOD3" // v$ 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // v$ 
04E4: unknown_refresh_game_renderer_at 615.286 -124.239 
Camera.SetAtPos(615.286, -124.239, 996.995)
Car.PutAt($CARMOD_CAR, 615.286, -124.239, 996.995)
Car.Angle($CARMOD_CAR) = 90.0
$10416 = 0 
$10083 = 0 
$10082 = 1 

:CARMOD_3724
jump @CARMOD_3779 

:CARMOD_3731
if 
  $10416 == 0 
else_jump @CARMOD_3779 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~Hier kannst du dieses Fahrzeug nicht tunen.
$10416 = 1 
$10082 = 0 

:CARMOD_3779
jump @CARMOD_3834 

:CARMOD_3786
if 
  $10416 == 0 
else_jump @CARMOD_3834 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~Dieses Fahrzeug kannst du nicht tunen.
$10416 = 1 
$10082 = 0 

:CARMOD_3834
jump @CARMOD_3889 

:CARMOD_3841
if 
  $10416 == 0 
else_jump @CARMOD_3889 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~Dieses Fahrzeug kannst du nicht tunen.
$10416 = 1 
$10082 = 0 

:CARMOD_3889
jump @CARMOD_3916 

:CARMOD_3896
07FB: set_interior 'CARMOD3' access 0  // Wheel Arch Angels
$10416 = 0 

:CARMOD_3916
jump @CARMOD_3943 

:CARMOD_3923
07FB: set_interior 'CARMOD3' access 0  // Wheel Arch Angels
$10416 = 0 

:CARMOD_3943
if 
  $10082 == 1 
else_jump @CARMOD_9080 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
04F9: set_interior 4 color_to 0 
if 
096F:   car $CARMOD_CAR street_racing_car 
else_jump @CARMOD_5615 
$10088 = 611.2935 
0059: $10088 += $10178 // (float) 
$10089 = -121.2534 
0059: $10089 += $10179 // (float) 
$10090 = 999.0341 
0059: $10090 += $10180 // (float) 
$10091 = 612.0599 
0059: $10091 += $10178 // (float) 
$10092 = -121.7974 
0059: $10092 += $10179 // (float) 
$10093 = 998.6927 
0059: $10093 += $10180 // (float) 
$10094 = 612.551 
0059: $10094 += $10178 // (float) 
$10095 = -126.8767 
0059: $10095 += $10179 // (float) 
$10096 = 997.6746 
0059: $10096 += $10180 // (float) 
$10097 = 613.1689 
0059: $10097 += $10178 // (float) 
$10098 = -126.0916 
0059: $10098 += $10179 // (float) 
$10099 = 997.6324 
0059: $10099 += $10180 // (float) 
$10100 = 615.7711 
0059: $10100 += $10178 // (float) 
$10101 = -126.8826 
0059: $10101 += $10179 // (float) 
$10102 = 998.7869 
0059: $10102 += $10180 // (float) 
$10103 = 616.1115 
0059: $10103 += $10178 // (float) 
$10104 = -125.981 
0059: $10104 += $10179 // (float) 
$10105 = 998.52 
0059: $10105 += $10180 // (float) 
$10106 = 612.551 
0059: $10106 += $10178 // (float) 
$10107 = -126.8767 
0059: $10107 += $10179 // (float) 
$10108 = 997.6746 
0059: $10108 += $10180 // (float) 
$10109 = 613.1689 
0059: $10109 += $10178 // (float) 
$10110 = -126.0916 
0059: $10110 += $10179 // (float) 
$10111 = 997.6324 
0059: $10111 += $10180 // (float) 
$10112 = 611.6899 
0059: $10112 += $10178 // (float) 
$10113 = -124.1341 
0059: $10113 += $10179 // (float) 
$10114 = 998.957 
0059: $10114 += $10180 // (float) 
$10115 = 612.6635 
0059: $10115 += $10178 // (float) 
$10116 = -124.0004 
0059: $10116 += $10179 // (float) 
$10117 = 998.772 
0059: $10117 += $10180 // (float) 
$10118 = 610.8686 
0059: $10118 += $10178 // (float) 
$10119 = -123.9456 
0059: $10119 += $10179 // (float) 
$10120 = 998.8293 
0059: $10120 += $10180 // (float) 
$10121 = 611.8196 
0059: $10121 += $10178 // (float) 
$10122 = -123.8469 
0059: $10122 += $10179 // (float) 
$10123 = 998.5366 
0059: $10123 += $10180 // (float) 
$10124 = 618.9148 
0059: $10124 += $10178 // (float) 
$10125 = -125.9082 
0059: $10125 += $10179 // (float) 
$10126 = 997.2668 
0059: $10126 += $10180 // (float) 
$10127 = 618.0776 
0059: $10127 += $10178 // (float) 
$10128 = -125.3645 
0059: $10128 += $10179 // (float) 
$10129 = 997.3261 
0059: $10129 += $10180 // (float) 
$10130 = 611.384 
0059: $10130 += $10178 // (float) 
$10131 = -122.4332 
0059: $10131 += $10179 // (float) 
$10132 = 997.4291 
0059: $10132 += $10180 // (float) 
$10133 = 612.2263 
0059: $10133 += $10178 // (float) 
$10134 = -122.972 
0059: $10134 += $10179 // (float) 
$10135 = 997.4357 
0059: $10135 += $10180 // (float) 
$10136 = 618.9148 
0059: $10136 += $10178 // (float) 
$10137 = -125.9082 
0059: $10137 += $10179 // (float) 
$10138 = 997.2668 
0059: $10138 += $10180 // (float) 
$10139 = 618.0776 
0059: $10139 += $10178 // (float) 
$10140 = -125.3645 
0059: $10140 += $10179 // (float) 
$10141 = 997.3261 
0059: $10141 += $10180 // (float) 
$10142 = 611.1373 
0059: $10142 += $10178 // (float) 
$10143 = -124.2795 
0059: $10143 += $10179 // (float) 
$10144 = 998.1324 
0059: $10144 += $10180 // (float) 
$10145 = 612.1359 
0059: $10145 += $10178 // (float) 
$10146 = -124.2299 
0059: $10146 += $10179 // (float) 
$10147 = 998.1481 
0059: $10147 += $10180 // (float) 
$10148 = 610.8206 
0059: $10148 += $10178 // (float) 
$10149 = -126.0154 
0059: $10149 += $10179 // (float) 
$10150 = 997.3317 
0059: $10150 += $10180 // (float) 
$10151 = 611.6263 
0059: $10151 += $10178 // (float) 
$10152 = -125.4232 
0059: $10152 += $10179 // (float) 
$10153 = 997.3185 
0059: $10153 += $10180 // (float) 
$10154 = 619.0011 
0059: $10154 += $10178 // (float) 
$10155 = -126.195 
0059: $10155 += $10179 // (float) 
$10156 = 997.444 
0059: $10156 += $10180 // (float) 
$10157 = 618.3423 
0059: $10157 += $10178 // (float) 
$10158 = -125.4429 
0059: $10158 += $10179 // (float) 
$10159 = 997.461 
0059: $10159 += $10180 // (float) 
$10160 = 617.8134 
0059: $10160 += $10178 // (float) 
$10161 = -126.8104 
0059: $10161 += $10179 // (float) 
$10162 = 999.6476 
0059: $10162 += $10180 // (float) 
$10163 = 617.3374 
0059: $10163 += $10178 // (float) 
$10164 = -126.1012 
0059: $10164 += $10179 // (float) 
$10165 = 999.1275 
0059: $10165 += $10180 // (float) 
$10166 = 611.2935 
0059: $10166 += $10178 // (float) 
$10167 = -121.2534 
0059: $10167 += $10179 // (float) 
$10168 = 999.0341 
0059: $10168 += $10180 // (float) 
$10169 = 612.0599 
0059: $10169 += $10178 // (float) 
$10170 = -121.7974 
0059: $10170 += $10179 // (float) 
$10171 = 998.6927 
0059: $10171 += $10180 // (float) 
$10172 = 611.2935 
0059: $10172 += $10178 // (float) 
$10173 = -121.2534 
0059: $10173 += $10179 // (float) 
$10174 = 999.0341 
0059: $10174 += $10180 // (float) 
$10175 = 612.0599 
0059: $10175 += $10178 // (float) 
$10176 = -121.7974 
0059: $10176 += $10179 // (float) 
$10177 = 998.6927 
0059: $10177 += $10180 // (float) 
jump @CARMOD_9012 

:CARMOD_5615
if 
096E:   car $CARMOD_CAR lowrider 
else_jump @CARMOD_7392 
$10088 = 611.9196 
0059: $10088 += $10178 // (float) 
$10089 = -71.983 
0059: $10089 += $10179 // (float) 
$10090 = 998.9867 
0059: $10090 += $10180 // (float) 
$10091 = 612.8176 
0059: $10091 += $10178 // (float) 
$10092 = -72.3798 
0059: $10092 += $10179 // (float) 
$10093 = 998.7969 
0059: $10093 += $10180 // (float) 
$10094 = 613.5045 
0059: $10094 += $10178 // (float) 
$10095 = -77.61 
0059: $10095 += $10179 // (float) 
$10096 = 997.6773 
0059: $10096 += $10180 // (float) 
$10097 = 614.0041 
0059: $10097 += $10178 // (float) 
$10098 = -76.7527 
0059: $10098 += $10179 // (float) 
$10099 = 997.8019 
0059: $10099 += $10180 // (float) 
$10100 = 617.6616 
0059: $10100 += $10178 // (float) 
$10101 = -77.5803 
0059: $10101 += $10179 // (float) 
$10102 = 998.5854 
0059: $10102 += $10180 // (float) 
$10103 = 618.0117 
0059: $10103 += $10178 // (float) 
$10104 = -76.6793 
0059: $10104 += $10179 // (float) 
$10105 = 998.329 
0059: $10105 += $10180 // (float) 
$10106 = 616.0645 
0059: $10106 += $10178 // (float) 
$10107 = -77.4652 
0059: $10107 += $10179 // (float) 
$10108 = 998.1566 
0059: $10108 += $10180 // (float) 
$10109 = 616.6523 
0059: $10109 += $10178 // (float) 
$10110 = -76.6904 
0059: $10110 += $10179 // (float) 
$10111 = 997.9242 
0059: $10111 += $10180 // (float) 
$10112 = 615.7546 
0059: $10112 += $10178 // (float) 
$10113 = -77.9771 
0059: $10113 += $10179 // (float) 
$10114 = 999.3472 
0059: $10114 += $10180 // (float) 
$10115 = 616.0991 
0059: $10115 += $10178 // (float) 
$10116 = -77.1049 
0059: $10116 += $10179 // (float) 
$10117 = 998.9999 
0059: $10117 += $10180 // (float) 
$10118 = 612.3392 
0059: $10118 += $10178 // (float) 
$10119 = -74.6454 
0059: $10119 += $10179 // (float) 
$10120 = 998.7184 
0059: $10120 += $10180 // (float) 
$10121 = 613.3315 
0059: $10121 += $10178 // (float) 
$10122 = -74.5934 
0059: $10122 += $10179 // (float) 
$10123 = 998.6063 
0059: $10123 += $10180 // (float) 
$10124 = 620.7762 
0059: $10124 += $10178 // (float) 
$10125 = -76.6076 
0059: $10125 += $10179 // (float) 
$10126 = 997.2366 
0059: $10126 += $10180 // (float) 
$10127 = 620.051 
0059: $10127 += $10178 // (float) 
$10128 = -75.9492 
0059: $10128 += $10179 // (float) 
$10129 = 997.4383 
0059: $10129 += $10180 // (float) 
$10130 = 612.1144 
0059: $10130 += $10178 // (float) 
$10131 = -74.4962 
0059: $10131 += $10179 // (float) 
$10132 = 997.7816 
0059: $10132 += $10180 // (float) 
$10133 = 613.111 
0059: $10133 += $10178 // (float) 
$10134 = -74.4536 
0059: $10134 += $10179 // (float) 
$10135 = 997.7114 
0059: $10135 += $10180 // (float) 
$10136 = 620.7762 
0059: $10136 += $10178 // (float) 
$10137 = -76.6076 
0059: $10137 += $10179 // (float) 
$10138 = 997.2366 
0059: $10138 += $10180 // (float) 
$10139 = 620.051 
0059: $10139 += $10178 // (float) 
$10140 = -75.9492 
0059: $10140 += $10179 // (float) 
$10141 = 997.4383 
0059: $10141 += $10180 // (float) 
$10142 = 612.1144 
0059: $10142 += $10178 // (float) 
$10143 = -74.4962 
0059: $10143 += $10179 // (float) 
$10144 = 997.7816 
0059: $10144 += $10180 // (float) 
$10145 = 613.111 
0059: $10145 += $10178 // (float) 
$10146 = -74.4536 
0059: $10146 += $10179 // (float) 
$10147 = 997.7114 
0059: $10147 += $10180 // (float) 
$10148 = 612.1144 
0059: $10148 += $10178 // (float) 
$10149 = -74.4962 
0059: $10149 += $10179 // (float) 
$10150 = 997.7816 
0059: $10150 += $10180 // (float) 
$10151 = 613.111 
0059: $10151 += $10178 // (float) 
$10152 = -74.4536 
0059: $10152 += $10179 // (float) 
$10153 = 997.7114 
0059: $10153 += $10180 // (float) 
$10154 = 620.8461 
0059: $10154 += $10178 // (float) 
$10155 = -76.8773 
0059: $10155 += $10179 // (float) 
$10156 = 997.3512 
0059: $10156 += $10180 // (float) 
$10157 = 620.2133 
0059: $10157 += $10178 // (float) 
$10158 = -76.1111 
0059: $10158 += $10179 // (float) 
$10159 = 997.4626 
0059: $10159 += $10180 // (float) 
$10160 = 621.0414 
0059: $10160 += $10178 // (float) 
$10161 = -74.9455 
0059: $10161 += $10179 // (float) 
$10162 = 998.9329 
0059: $10162 += $10180 // (float) 
$10163 = 620.0759 
0059: $10163 += $10178 // (float) 
$10164 = -74.9535 
0059: $10164 += $10179 // (float) 
$10165 = 998.6727 
0059: $10165 += $10180 // (float) 
$10166 = 612.2584 
0059: $10166 += $10178 // (float) 
$10167 = -72.1851 
0059: $10167 += $10179 // (float) 
$10168 = 998.8818 
0059: $10168 += $10180 // (float) 
$10169 = 613.1286 
0059: $10169 += $10178 // (float) 
$10170 = -72.6701 
0059: $10170 += $10179 // (float) 
$10171 = 998.7961 
0059: $10171 += $10180 // (float) 
if 
04A3:   $10482 == 534 // $ == any 
else_jump @CARMOD_7277 
$10172 = 612.1144 
0059: $10172 += $10178 // (float) 
$10173 = -74.4962 
0059: $10173 += $10179 // (float) 
$10174 = 997.7816 
0059: $10174 += $10180 // (float) 
$10175 = 613.111 
0059: $10175 += $10178 // (float) 
$10176 = -74.4536 
0059: $10176 += $10179 // (float) 
$10177 = 997.7114 
0059: $10177 += $10180 // (float) 
jump @CARMOD_7385 

:CARMOD_7277
$10172 = 615.7372 
0059: $10172 += $10178 // (float) 
$10173 = -77.2556 
0059: $10173 += $10179 // (float) 
$10174 = 998.6337 
0059: $10174 += $10180 // (float) 
$10175 = 616.2341 
0059: $10175 += $10178 // (float) 
$10176 = -76.4031 
0059: $10176 += $10179 // (float) 
$10177 = 998.4717 
0059: $10177 += $10180 // (float) 

:CARMOD_7385
jump @CARMOD_9012 

:CARMOD_7392
$10088 = 612.7667 
0059: $10088 += $10178 // (float) 
$10089 = 0.5696 
0059: $10089 += $10179 // (float) 
$10090 = 1002.114 
0059: $10090 += $10180 // (float) 
$10091 = 613.6664 
0059: $10091 += $10178 // (float) 
$10092 = 0.1645 
0059: $10092 += $10179 // (float) 
$10093 = 1001.951 
0059: $10093 += $10180 // (float) 
$10094 = 614.4382 
0059: $10094 += $10178 // (float) 
$10095 = -4.5756 
0059: $10095 += $10179 // (float) 
$10096 = 1000.632 
0059: $10096 += $10180 // (float) 
$10097 = 614.9804 
0059: $10097 += $10178 // (float) 
$10098 = -3.7381 
0059: $10098 += $10179 // (float) 
$10099 = 1000.565 
0059: $10099 += $10180 // (float) 
$10100 = 618.1872 
0059: $10100 += $10178 // (float) 
$10101 = -5.3884 
0059: $10101 += $10179 // (float) 
$10102 = 1002.423 
0059: $10102 += $10180 // (float) 
$10103 = 618.4805 
0059: $10103 += $10178 // (float) 
$10104 = -4.4899 
0059: $10104 += $10179 // (float) 
$10105 = 1002.097 
0059: $10105 += $10180 // (float) 
$10106 = 615.6667 
0059: $10106 += $10178 // (float) 
$10107 = -4.5419 
0059: $10107 += $10179 // (float) 
$10108 = 1000.27 
0059: $10108 += $10180 // (float) 
$10109 = 616.2391 
0059: $10109 += $10178 // (float) 
$10110 = -3.7425 
0059: $10110 += $10179 // (float) 
$10111 = 1000.452 
0059: $10111 += $10180 // (float) 
$10112 = 613.6697 
0059: $10112 += $10178 // (float) 
$10113 = -1.4788 
0059: $10113 += $10179 // (float) 
$10114 = 1002.232 
0059: $10114 += $10180 // (float) 
$10115 = 614.647 
0059: $10115 += $10178 // (float) 
$10116 = -1.5313 
0059: $10116 += $10179 // (float) 
$10117 = 1002.027 
0059: $10117 += $10180 // (float) 
$10118 = 613.5347 
0059: $10118 += $10178 // (float) 
$10119 = -1.7916 
0059: $10119 += $10179 // (float) 
$10120 = 1002.526 
0059: $10120 += $10180 // (float) 
$10121 = 614.4059 
0059: $10121 += $10178 // (float) 
$10122 = -1.7952 
0059: $10122 += $10179 // (float) 
$10123 = 1002.035 
0059: $10123 += $10180 // (float) 
$10124 = 621.9104 
0059: $10124 += $10178 // (float) 
$10125 = -3.6269 
0059: $10125 += $10179 // (float) 
$10126 = 1000.408 
0059: $10126 += $10180 // (float) 
$10127 = 621.0475 
0059: $10127 += $10178 // (float) 
$10128 = -3.1303 
0059: $10128 += $10179 // (float) 
$10129 = 1000.314 
0059: $10129 += $10180 // (float) 
$10130 = 611.6121 
0059: $10130 += $10178 // (float) 
$10131 = -1.4851 
0059: $10131 += $10179 // (float) 
$10132 = 1001.777 
0059: $10132 += $10180 // (float) 
$10133 = 612.6027 
0059: $10133 += $10178 // (float) 
$10134 = -1.507 
0059: $10134 += $10179 // (float) 
$10135 = 1001.642 
0059: $10135 += $10180 // (float) 
$10136 = 621.4796 
0059: $10136 += $10178 // (float) 
$10137 = -3.4952 
0059: $10137 += $10179 // (float) 
$10138 = 1000.33 
0059: $10138 += $10180 // (float) 
$10139 = 620.5905 
0059: $10139 += $10178 // (float) 
$10140 = -3.0499 
0059: $10140 += $10179 // (float) 
$10141 = 1000.435 
0059: $10141 += $10180 // (float) 
$10142 = 612.6115 
0059: $10142 += $10178 // (float) 
$10143 = -1.7655 
0059: $10143 += $10179 // (float) 
$10144 = 1001.3 
0059: $10144 += $10180 // (float) 
$10145 = 613.5665 
0059: $10145 += $10178 // (float) 
$10146 = -1.6304 
0059: $10146 += $10179 // (float) 
$10147 = 1001.036 
0059: $10147 += $10180 // (float) 
$10148 = 611.6121 
0059: $10148 += $10178 // (float) 
$10149 = -1.4851 
0059: $10149 += $10179 // (float) 
$10150 = 1001.777 
0059: $10150 += $10180 // (float) 
$10151 = 612.6027 
0059: $10151 += $10178 // (float) 
$10152 = -1.507 
0059: $10152 += $10179 // (float) 
$10153 = 1001.642 
0059: $10153 += $10180 // (float) 
$10154 = 621.4796 
0059: $10154 += $10178 // (float) 
$10155 = -3.4952 
0059: $10155 += $10179 // (float) 
$10156 = 1000.33 
0059: $10156 += $10180 // (float) 
$10157 = 620.5905 
0059: $10157 += $10178 // (float) 
$10158 = -3.0499 
0059: $10158 += $10179 // (float) 
$10159 = 1000.435 
0059: $10159 += $10180 // (float) 
$10160 = 622.5965 
0059: $10160 += $10178 // (float) 
$10161 = -2.014 
0059: $10161 += $10179 // (float) 
$10162 = 1003.019 
0059: $10162 += $10180 // (float) 
$10163 = 621.7657 
0059: $10163 += $10178 // (float) 
$10164 = -2.0174 
0059: $10164 += $10179 // (float) 
$10165 = 1002.462 
0059: $10165 += $10180 // (float) 
$10166 = 612.7667 
0059: $10166 += $10178 // (float) 
$10167 = 0.5696 
0059: $10167 += $10179 // (float) 
$10168 = 1002.114 
0059: $10168 += $10180 // (float) 
$10169 = 613.6664 
0059: $10169 += $10178 // (float) 
$10170 = 0.1645 
0059: $10170 += $10179 // (float) 
$10171 = 1001.951 
0059: $10171 += $10180 // (float) 
$10172 = 613.5844 
0059: $10172 += $10178 // (float) 
$10173 = -0.7127 
0059: $10173 += $10179 // (float) 
$10174 = 1002.031 
0059: $10174 += $10180 // (float) 
$10175 = 614.5616 
0059: $10175 += $10178 // (float) 
$10176 = -0.84 
0059: $10176 += $10179 // (float) 
$10177 = 1001.862 
0059: $10177 += $10180 // (float) 

:CARMOD_9012
32@ = 0 
0581: enable_radar 0 
08F8: display_stat_update_box 0 
Camera.SetPosition($10088, $10089, $10090, 0.0, 0.0, 0.0)
Camera.PointAt($10091, $10092, $10093, 2)
$10083 = 0 
$10082 = 2 

:CARMOD_9080
if 
  $10082 == 2 
else_jump @CARMOD_9269 
if 
  $10083 == 0 
else_jump @CARMOD_9169 
01EB: set_traffic_density_multiplier_to 0.0 
075F: store_shopping_data_entries_number_to $2514 
03F3: get_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
0988: get_car $CARMOD_CAR paintjob $10085 
$10486 = Car.Model($CARMOD_CAR)
09FE: unknown_car $CARMOD_CAR 
096B: set_present_mod_apply 
$10083 = 1 

:CARMOD_9169
if 
  $10083 == 1 
else_jump @CARMOD_9220 
if 
  32@ > 2000 
else_jump @CARMOD_9220 
fade 1 1000 
$10083 = 2 

:CARMOD_9220
if 
  $10083 == 2 
else_jump @CARMOD_9269 
if 
   not fading 
else_jump @CARMOD_9269 
057E: set_radar_grey 1 
$10083 = 0 
$10082 = 3 

:CARMOD_9269
if 
  $10082 == 3 
else_jump @CARMOD_10198 
if 
  $10083 == 0 
else_jump @CARMOD_9595 
if 
  $2420 == 0 
else_jump @CARMOD_9337 
gosub @CARMOD_15620 
gosub @CARMOD_14259 

:CARMOD_9337
if 
00E1:   player 0 pressed_key 16 
else_jump @CARMOD_9571 
$10441 = 0 
$10442 = 0 
08D7: $10411 = panel $2419 active_row 
if 
  0 > $10411 
else_jump @CARMOD_9401 
$10411 = 0 

:CARMOD_9401
if 
   not $10399($10411,12i) == 101 
else_jump @CARMOD_9489 
if 
   not $10399($10411,12i) == 100 
else_jump @CARMOD_9467 
096D: get_car $CARMOD_CAR car_component $10399($10411,12i) on_slot $10421 
jump @CARMOD_9475 

:CARMOD_9467
0988: get_car $CARMOD_CAR paintjob $10085 

:CARMOD_9475
gosub @CARMOD_17406 
jump @CARMOD_9564 

:CARMOD_9489
0086: $10181 = $10088 // (float) 
0086: $10182 = $10089 // (float) 
0086: $10183 = $10090 // (float) 
0086: $10184 = $10091 // (float) 
0086: $10185 = $10092 // (float) 
0086: $10186 = $10093 // (float) 
$2426($10413,12i) = 150 
$10444 = Car.Model($CARMOD_CAR)
gosub @CARMOD_22337 

:CARMOD_9564
$10083 = 5 

:CARMOD_9571
if 
00E1:   player 0 pressed_key 15 
else_jump @CARMOD_9595 
$10083 = 1 

:CARMOD_9595
if 
  $10083 == 1 
else_jump @CARMOD_9684 
if 
80E1:   not player 0 pressed_key 15 
else_jump @CARMOD_9684 
if 
  $2420 == 1 
else_jump @CARMOD_9662 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CARMOD_9662
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
$10083 = 2 

:CARMOD_9684
if 
  $10083 == 2 
else_jump @CARMOD_9897 
if 
   not fading 
else_jump @CARMOD_9897 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0840: link_car $CARMOD_CAR to_interior 0 
04FA: reset_interior 0 colors 
096C: set_present_mod_remove 
$10447 = 0 
04E4: unknown_refresh_game_renderer_at $10428 $10429 
Camera.SetAtPos($10428, $10429, $10430)
Car.PutAt($CARMOD_CAR, $10428, $10429, $10430)
if 
  $10483 == 1 
else_jump @CARMOD_9809 
Car.Angle($CARMOD_CAR) = 0.0
Camera.SetBehindPlayer

:CARMOD_9809
if 
  $10484 == 1 
else_jump @CARMOD_9839 
Car.Angle($CARMOD_CAR) = 180.0
Camera.SetBehindPlayer

:CARMOD_9839
if 
  $10485 == 1 
else_jump @CARMOD_9869 
Car.Angle($CARMOD_CAR) = 90.0
Camera.SetBehindPlayer

:CARMOD_9869
0A13: unknown_player_task 
Camera.Restore_WithJumpCut
087C: release_shopping_data 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
$10083 = 3 

:CARMOD_9897
if 
  $10083 == 3 
else_jump @CARMOD_9962 
if 
   not fading 
else_jump @CARMOD_9962 
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
Car.DoorStatus($CARMOD_CAR) = $10448
0581: enable_radar 1 
057E: set_radar_grey 0 
$10083 = 4 

:CARMOD_9962
if 
  $10083 == 4 
else_jump @CARMOD_10078 
if 
8100:   not actor $PLAYER_ACTOR in_sphere $10428 $10429 $10430 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @CARMOD_10078 
01EB: set_traffic_density_multiplier_to 1.0 
$10416 = 0 
$10082 = 0 
$10083 = 0 
$10483 = 0 
$10484 = 0 
$10485 = 0 
gosub @CARMOD_13950 

:CARMOD_10078
if 
  $10083 == 5 
else_jump @CARMOD_10198 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CARMOD_10198 
if 
  $2420 == 1 
else_jump @CARMOD_10145 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CARMOD_10145
Camera.SetPosition($10181, $10182, $10183, 0.0, 0.0, 0.0)
Camera.PointAt($10184, $10185, $10186, 2)
$10082 = 4 
$10083 = 0 

:CARMOD_10198
if 
  $10082 == 4 
else_jump @CARMOD_10847 
if 
   Car.Wrecked($CARMOD_CAR)
else_jump @CARMOD_10246 
gosub @CARMOD_13950 
jump @CARMOD_1406 

:CARMOD_10246
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_10300 
if 
  $10437 == 0 
else_jump @CARMOD_10293 
gosub @CARMOD_21421 

:CARMOD_10293
jump @CARMOD_10325 

:CARMOD_10300
if 
  $2424 == 0 
else_jump @CARMOD_10325 
gosub @CARMOD_14661 

:CARMOD_10325
if 
  $10083 == 0 
else_jump @CARMOD_10624 
if 
00E1:   player 0 pressed_key 15 
else_jump @CARMOD_10388 
$2544 = 0 
$2545 = 0 
$10417 = 0 
$10083 = 1 

:CARMOD_10388
if 
00E1:   player 0 pressed_key 16 
else_jump @CARMOD_10624 
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_10506 
08D7: $10438 = panel $10436 active_row 
if 
  0 > $10438 
else_jump @CARMOD_10460 
$10438 = 0 

:CARMOD_10460
if 
  $10438 == 0 
else_jump @CARMOD_10492 
$10441 = 1 
jump @CARMOD_10499 

:CARMOD_10492
$10442 = 1 

:CARMOD_10499
jump @CARMOD_10589 

:CARMOD_10506
08D7: $10412 = panel $2423 active_row 
if 
  0 > $10412 
else_jump @CARMOD_10539 
$10412 = 0 

:CARMOD_10539
if and
   not $10399($10411,12i) == 100 
   not $10399($10411,12i) == 101 
else_jump @CARMOD_10589 
0084: $10415 = $2438($10412,12i) // (int) 
06E9: load_car_component $10415 

:CARMOD_10589
$2544 = 0 
$2545 = 0 
$10417 = 0 
$10083 = 0 
$10082 = 5 

:CARMOD_10624
if 
  $10083 == 1 
else_jump @CARMOD_10847 
if 
80E1:   not player 0 pressed_key 15 
else_jump @CARMOD_10847 
if 
  $2424 == 1 
else_jump @CARMOD_10691 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CARMOD_10691
if 
  $10427 == 1 
else_jump @CARMOD_10723 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
$10427 = 0 

:CARMOD_10723
if 
  $10437 == 1 
else_jump @CARMOD_10755 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_10755
if 
  $2420 == 0 
else_jump @CARMOD_10787 
gosub @CARMOD_15620 
gosub @CARMOD_14259 

:CARMOD_10787
Camera.SetPosition($10088, $10089, $10090, 0.0, 0.0, 0.0)
Camera.PointAt($10091, $10092, $10093, 2)
$10416 = 0 
$10083 = 0 
$10082 = 3 

:CARMOD_10847
if 
  $10082 == 5 
else_jump @CARMOD_13929 
if 
   Car.Wrecked($CARMOD_CAR)
else_jump @CARMOD_10895 
gosub @CARMOD_13950 
jump @CARMOD_1406 

:CARMOD_10895
if 
  $10083 == 0 
else_jump @CARMOD_11075 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CARMOD_11075 
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_10966 
$10083 = 1 
jump @CARMOD_11025 

:CARMOD_10966
if 
   not $10399($10411,12i) == 100 
else_jump @CARMOD_11018 
if 
06EA:   car_component $10415 available 
else_jump @CARMOD_11011 
$10083 = 1 

:CARMOD_11011
jump @CARMOD_11025 

:CARMOD_11018
$10083 = 1 

:CARMOD_11025
if 
  $10083 == 1 
else_jump @CARMOD_11075 
if 
  $2424 == 1 
else_jump @CARMOD_11075 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CARMOD_11075
if 
  $10083 == 1 
else_jump @CARMOD_11269 
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_11179 
if 
  $10437 == 1 
else_jump @CARMOD_11147 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_11147
if 
  $10427 == 0 
else_jump @CARMOD_11172 
gosub @CARMOD_15279 

:CARMOD_11172
jump @CARMOD_11262 

:CARMOD_11179
if 
  $10399($10411,12i) == 100 
else_jump @CARMOD_11239 
0084: $10086 = $10412 // (int) 
0084: $10087 = $10412 // (int) 
$10087 += 1 
06ED: set_car $CARMOD_CAR paintjob $10086 
jump @CARMOD_11255 

:CARMOD_11239
06E7: $10420 = add_car_component $10415 to_car $CARMOD_CAR 
06EB: release_car_component $10415 

:CARMOD_11255
gosub @CARMOD_23783 

:CARMOD_11262
$10083 = 2 

:CARMOD_11269
if 
  $10083 == 2 
else_jump @CARMOD_11612 
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_11485 
08D7: $10440 = panel $CARMOD_MENU_COLORS active_row 
if 
  0 > $10440 
else_jump @CARMOD_11342 
$10440 = 0 

:CARMOD_11342
if 
  $10441 == 1 
else_jump @CARMOD_11440 
if or
  $10486 == 542 
  $10486 == 549 
else_jump @CARMOD_11420 
0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR colorslot 1 active_row $10440 
0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR colorslot 2 active_row $10440 
jump @CARMOD_11433 

:CARMOD_11420
0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR colorslot 1 active_row $10440 

:CARMOD_11433
jump @CARMOD_11453 

:CARMOD_11440
0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR colorslot 2 active_row $10440 

:CARMOD_11453
if 
  $10427 == 0 
else_jump @CARMOD_11478 
gosub @CARMOD_15279 

:CARMOD_11478
jump @CARMOD_11510 

:CARMOD_11485
if 
  $10425 == 0 
else_jump @CARMOD_11510 
gosub @CARMOD_23783 

:CARMOD_11510
if 
00E1:   player 0 pressed_key 15 
else_jump @CARMOD_11534 
$10083 = 3 

:CARMOD_11534
if 
00E1:   player 0 pressed_key 16 
else_jump @CARMOD_11612 
03D5: remove_text 'CLTHNO2'  // Diesen Artikel hast du bereits gekauft!
03D5: remove_text 'COLORNO'  // ~s~Dein Fahrzeug hat bereits diese Farbe.
03D5: remove_text 'SHOPNO'  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
$2545 = 0 
$10417 = 0 
$2544 = 0 
$10083 = 4 

:CARMOD_11612
if 
  $10083 == 3 
else_jump @CARMOD_12023 
if 
80E1:   not player 0 pressed_key 15 
else_jump @CARMOD_12023 
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_11731 
if 
  $10085 > -1 
else_jump @CARMOD_11713 
0229: set_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
06ED: set_car $CARMOD_CAR paintjob $10085 
jump @CARMOD_11724 

:CARMOD_11713
0229: set_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 

:CARMOD_11724
jump @CARMOD_11845 

:CARMOD_11731
if 
  $10399($10411,12i) == 100 
else_jump @CARMOD_11811 
if 
  0 > $10085 
else_jump @CARMOD_11796 
06ED: set_car $CARMOD_CAR paintjob -1 
0229: set_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
jump @CARMOD_11804 

:CARMOD_11796
06ED: set_car $CARMOD_CAR paintjob $10085 

:CARMOD_11804
jump @CARMOD_11813 

:CARMOD_11811
096C: set_present_mod_remove 

:CARMOD_11813
if 
  $10425 == 1 
else_jump @CARMOD_11845 
08DA: remove_panel $10424 
03E6: remove_text_box 
$10425 = 0 

:CARMOD_11845
if 
  $10427 == 1 
else_jump @CARMOD_11877 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
$10427 = 0 

:CARMOD_11877
if 
  $10437 == 1 
else_jump @CARMOD_11909 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_11909
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_11963 
if 
  $10437 == 0 
else_jump @CARMOD_11956 
gosub @CARMOD_21421 

:CARMOD_11956
jump @CARMOD_11995 

:CARMOD_11963
if 
  $2424 == 0 
else_jump @CARMOD_11995 
gosub @CARMOD_17406 
gosub @CARMOD_14661 

:CARMOD_11995
$10441 = 0 
$10442 = 0 
$10083 = 0 
$10082 = 4 

:CARMOD_12023
if 
  $10083 == 4 
else_jump @CARMOD_13929 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CARMOD_13929 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_12932 
if 
  $SHOPS_PLAYER_CASH >= 150 
else_jump @CARMOD_12863 
if 
  $10441 == 1 
else_jump @CARMOD_12494 
if 
803A:   not  $10422 == $10440 // (int) 
else_jump @CARMOD_12425 
Player.Money($PLAYER_CHAR) += -150
0624: add 150.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: unknown_car $CARMOD_CAR unknown_set 0.0 
03F3: get_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1134 
0A30: repair_car $CARMOD_CAR 
096B: set_present_mod_apply 
$10083 = 0 
$10082 = 3 
if 
  $2424 == 1 
else_jump @CARMOD_12251 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CARMOD_12251
if 
  $10427 == 1 
else_jump @CARMOD_12283 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
$10427 = 0 

:CARMOD_12283
if 
  $10425 == 1 
else_jump @CARMOD_12315 
08DA: remove_panel $10424 
03E6: remove_text_box 
$10425 = 0 

:CARMOD_12315
if 
  $10437 == 1 
else_jump @CARMOD_12347 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_12347
if 
  $2420 == 0 
else_jump @CARMOD_12379 
gosub @CARMOD_15620 
gosub @CARMOD_14259 

:CARMOD_12379
Camera.SetPosition($10088, $10089, $10090, 0.0, 0.0, 0.0)
Camera.PointAt($10091, $10092, $10093, 2)
jump @CARMOD_12487 

:CARMOD_12425
if 
  $10417 == 0 
else_jump @CARMOD_12487 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'COLORNO' time 3000 flag 1  // ~s~Dein Fahrzeug hat bereits diese Farbe.
$10083 = 2 
$10417 = 1 

:CARMOD_12487
jump @CARMOD_12856 

:CARMOD_12494
if 
803A:   not  $10423 == $10440 // (int) 
else_jump @CARMOD_12794 
Player.Money($PLAYER_CHAR) += -150
0624: add 150.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: unknown_car $CARMOD_CAR unknown_set 0.0 
03F3: get_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1134 
0A30: repair_car $CARMOD_CAR 
096B: set_present_mod_apply 
$10083 = 0 
$10082 = 3 
if 
  $2424 == 1 
else_jump @CARMOD_12620 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CARMOD_12620
if 
  $10427 == 1 
else_jump @CARMOD_12652 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
$10427 = 0 

:CARMOD_12652
if 
  $10425 == 1 
else_jump @CARMOD_12684 
08DA: remove_panel $10424 
03E6: remove_text_box 
$10425 = 0 

:CARMOD_12684
if 
  $10437 == 1 
else_jump @CARMOD_12716 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_12716
if 
  $2420 == 0 
else_jump @CARMOD_12748 
gosub @CARMOD_15620 
gosub @CARMOD_14259 

:CARMOD_12748
Camera.SetPosition($10088, $10089, $10090, 0.0, 0.0, 0.0)
Camera.PointAt($10091, $10092, $10093, 2)
jump @CARMOD_12856 

:CARMOD_12794
if 
  $10417 == 0 
else_jump @CARMOD_12856 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'COLORNO' time 3000 flag 1  // ~s~Dein Fahrzeug hat bereits diese Farbe.
$10083 = 2 
$10417 = 1 

:CARMOD_12856
jump @CARMOD_12925 

:CARMOD_12863
if 
  $2544 == 0 
else_jump @CARMOD_12925 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
$10083 = 2 
$2544 = 1 

:CARMOD_12925
jump @CARMOD_13929 

:CARMOD_12932
if 
  $10399($10411,12i) == 100 
else_jump @CARMOD_13419 
if 
  $SHOPS_PLAYER_CASH >= 500 
else_jump @CARMOD_13350 
if 
003A:   $10086 == $10085 // (int) 
else_jump @CARMOD_13061 
if 
  $2545 == 0 
else_jump @CARMOD_13054 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 3000 flag 1  // Diesen Artikel hast du bereits gekauft!
$10083 = 2 
$2545 = 1 

:CARMOD_13054
jump @CARMOD_13343 

:CARMOD_13061
Player.Money($PLAYER_CHAR) += -500
0624: add 500.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: unknown_car $CARMOD_CAR unknown_set 0.0 
0A30: repair_car $CARMOD_CAR 
096B: set_present_mod_apply 
0084: $10085 = $10086 // (int) 
03F3: get_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1134 
$10083 = 0 
$10082 = 3 
if 
  $2424 == 1 
else_jump @CARMOD_13176 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CARMOD_13176
if 
  $10427 == 1 
else_jump @CARMOD_13208 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
$10427 = 0 

:CARMOD_13208
if 
  $10425 == 1 
else_jump @CARMOD_13240 
08DA: remove_panel $10424 
03E6: remove_text_box 
$10425 = 0 

:CARMOD_13240
if 
  $10437 == 1 
else_jump @CARMOD_13272 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_13272
if 
  $2420 == 0 
else_jump @CARMOD_13304 
gosub @CARMOD_15620 
gosub @CARMOD_14259 

:CARMOD_13304
Camera.SetPosition($10088, $10089, $10090, 0.0, 0.0, 0.0)
Camera.PointAt($10091, $10092, $10093, 2)

:CARMOD_13343
jump @CARMOD_13412 

:CARMOD_13350
if 
  $2544 == 0 
else_jump @CARMOD_13412 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
$10083 = 2 
$2544 = 1 

:CARMOD_13412
jump @CARMOD_13929 

:CARMOD_13419
if 
002C:   $SHOPS_PLAYER_CASH >= $2426($10412,12i) // (int) 
else_jump @CARMOD_13867 
if 
803A:   not  $10421 == $10415 // (int) 
else_jump @CARMOD_13798 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1133 
0790: charge_money_for_shopping_item_with_textureCRC $10415 
0878: unknown_car $CARMOD_CAR unknown_set 0.0 
096B: set_present_mod_apply 
0084: $10421 = $10415 // (int) 
if 
  $2758 == 0 
else_jump @CARMOD_13578 
if or
05AD:   s$2450[0] == 'BMBSM'  // 2x Nitro-Boost
05AD:   s$2450[0] == 'BMBTN'  // 10x Nitro-Boost
05AD:   s$2450[0] == 'BMBLN'  // 5x Nitro-Boost
else_jump @CARMOD_13578 
$2758 = 1 

:CARMOD_13578
$10083 = 0 
$10082 = 3 
if 
  $2424 == 1 
else_jump @CARMOD_13624 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CARMOD_13624
if 
  $10427 == 1 
else_jump @CARMOD_13656 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
$10427 = 0 

:CARMOD_13656
if 
  $10425 == 1 
else_jump @CARMOD_13688 
08DA: remove_panel $10424 
03E6: remove_text_box 
$10425 = 0 

:CARMOD_13688
if 
  $10437 == 1 
else_jump @CARMOD_13720 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_13720
if 
  $2420 == 0 
else_jump @CARMOD_13752 
gosub @CARMOD_15620 
gosub @CARMOD_14259 

:CARMOD_13752
Camera.SetPosition($10088, $10089, $10090, 0.0, 0.0, 0.0)
Camera.PointAt($10091, $10092, $10093, 2)
jump @CARMOD_13860 

:CARMOD_13798
if 
  $2545 == 0 
else_jump @CARMOD_13860 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 3000 flag 1  // Diesen Artikel hast du bereits gekauft!
$10083 = 2 
$2545 = 1 

:CARMOD_13860
jump @CARMOD_13929 

:CARMOD_13867
if 
  $2544 == 0 
else_jump @CARMOD_13929 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~Du hast nicht genug Geld, um diesen Artikel zu kaufen.
$10083 = 2 
$2544 = 1 

:CARMOD_13929
jump @CARMOD_13943 

:CARMOD_13936
gosub @CARMOD_13950 

:CARMOD_13943
jump @CARMOD_1406 

:CARMOD_13950
if 
  $2420 == 1 
else_jump @CARMOD_13982 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CARMOD_13982
if 
  $2424 == 1 
else_jump @CARMOD_14014 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CARMOD_14014
if 
  $10427 == 1 
else_jump @CARMOD_14046 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
$10427 = 0 

:CARMOD_14046
if 
  $10425 == 1 
else_jump @CARMOD_14078 
08DA: remove_panel $10424 
03E6: remove_text_box 
$10425 = 0 

:CARMOD_14078
if 
  $10437 == 1 
else_jump @CARMOD_14110 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_14110
if 
  $10082 >= 1 
else_jump @CARMOD_14130 
03E6: remove_text_box 

:CARMOD_14130
$10441 = 0 
$10442 = 0 
$10416 = 0 
$2545 = 0 
$2544 = 0 
$10417 = 0 
$10483 = 0 
$10484 = 0 
$10485 = 0 
$10082 = 0 
$10083 = 0 
057E: set_radar_grey 0 
08F8: display_stat_update_box 1 
09BD: unknown_flag 0 
if 
  $2758 == 1 
else_jump @CARMOD_14255 
03E5: show_text_box 'NITROH1'  // Drcke ~k~~PED_FIREWEAPON~, um die Nitro-Einspritzung des Wagens zu aktivieren.
$2758 = 2 

:CARMOD_14255
end_thread 
return 

:CARMOD_14259
if 
  $2420 == 0 
else_jump @CARMOD_14659 
0512: show_permanent_text_box 'MODH1'  // Benutze ~k~~VEHICLE_STEERUP~ und ~k~~VEHICLE_STEERDOWN~, um Zubehr auszuwhlen.~N~~k~~PED_SPRINT~ Auswahl~N~~k~~VEHICLE_ENTER_EXIT~ Beenden
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CARMOD_14350 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Zubehr
jump @CARMOD_14591 

:CARMOD_14350
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @CARMOD_14412 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Zubehr
jump @CARMOD_14591 

:CARMOD_14412
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CARMOD_14474 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Zubehr
jump @CARMOD_14591 

:CARMOD_14474
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @CARMOD_14536 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Zubehr
jump @CARMOD_14591 

:CARMOD_14536
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CARMOD_14591 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Zubehr

:CARMOD_14591
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
$2420 = 1 

:CARMOD_14659
return 

:CARMOD_14661
if 
  $2424 == 0 
else_jump @CARMOD_15277 
0512: show_permanent_text_box 'MODH3'  // Benutze ~k~~VEHICLE_STEERUP~ und ~k~~VEHICLE_STEERDOWN~, um Zubehr auszuwhlen.~N~~k~~PED_SPRINT~ Ansehen~N~~k~~VEHICLE_ENTER_EXIT~ Zurck
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CARMOD_14752 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Zubehr
jump @CARMOD_14993 

:CARMOD_14752
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @CARMOD_14814 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Zubehr
jump @CARMOD_14993 

:CARMOD_14814
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CARMOD_14876 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Zubehr
jump @CARMOD_14993 

:CARMOD_14876
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @CARMOD_14938 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Zubehr
jump @CARMOD_14993 

:CARMOD_14938
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CARMOD_14993 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Zubehr

:CARMOD_14993
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
if 
  $10399($10411,12i) == 100 
else_jump @CARMOD_15215 
$2515 = 0 

:CARMOD_15083
if 
001C:   $10446 > $2515 // (int) 
else_jump @CARMOD_15153 
0084: $10087 = $2515 // (int) 
$10087 += 1 
08EE: set_panel $2423 column 0 row $2515 text_1number GXT 'PJOB' number $10087  // Lackierung ~1~
$2515 += 1 
jump @CARMOD_15083 

:CARMOD_15153
$2515 = 0 

:CARMOD_15160
if 
001C:   $10446 > $2515 // (int) 
else_jump @CARMOD_15208 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
$2515 += 1 
jump @CARMOD_15160 

:CARMOD_15208
jump @CARMOD_15270 

:CARMOD_15215
$2515 = 0 

:CARMOD_15222
if 
001C:   $10414 > $2515 // (int) 
else_jump @CARMOD_15270 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
$2515 += 1 
jump @CARMOD_15222 

:CARMOD_15270
$2424 = 1 

:CARMOD_15277
return 

:CARMOD_15279
if 
  $10427 == 0 
else_jump @CARMOD_15618 
0512: show_permanent_text_box 'MODH6'  // Benutze die Bewegungskontrolle, um eine Farbe auszuwhlen.~N~~k~~PED_SPRINT~ Kaufen~N~~k~~VEHICLE_ENTER_EXIT~ Zurck
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CARMOD_15370 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Farben
jump @CARMOD_15611 

:CARMOD_15370
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @CARMOD_15432 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Farben
jump @CARMOD_15611 

:CARMOD_15432
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CARMOD_15494 
0964: create_square_color_panel 'CARM1' position 29.0 155.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Farben
jump @CARMOD_15611 

:CARMOD_15494
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @CARMOD_15556 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Farben
jump @CARMOD_15611 

:CARMOD_15556
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CARMOD_15611 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Farben

:CARMOD_15611
$10427 = 1 

:CARMOD_15618
return 

:CARMOD_15620
$10187 = 0 
$10190 = 0 
$10191 = 0 
$10192 = 0 
$10193 = 0 
$10194 = 0 
$10195 = 0 
$10196 = 0 
$10198 = 0 
$10199 = 0 
$10200 = 0 
$10201 = 0 
$10202 = 0 
$10203 = 0 
$10197 = 0 
$10446 = 0 
$10084 = 0 
$10206 = 0 
$10205 = 0 
$10445 = 0 
06EC: get_car $CARMOD_CAR number_of_color_indices_to $10446 
if 
   not $10446 == 0 
else_jump @CARMOD_15822 
05A9: $2450($10187,12s) = 'CARM11'  // Lackierungen
$10399($10187,12i) = 100 
$10187 += 1 

:CARMOD_15822
097D: get_car $CARMOD_CAR number_of_possible_paintjobs_to $10084 
if 
   not $10084 == 0 
else_jump @CARMOD_15884 
05A9: $2450($10187,12s) = 'CARM1'  // Farben
$10399($10187,12i) = 101 
$10187 += 1 

:CARMOD_15884
if 
001C:   $2514 > $10445 // (int) 
else_jump @CARMOD_17389 
0760: store_shopping_data_index $10445 textureCRC_to $10188 
06E6: get_itemID $10188 destinated_component_slot_to $10189 
if 
04A3:   $10189 == 12 // $ == any 
else_jump @CARMOD_16010 
if 
  $10197 == 0 
else_jump @CARMOD_15991 
05A9: $2450($10187,12s) = 'CARM12'  // Rder
04AE: $10399($10187,12i) = 12 // $ = any 
$10187 += 1 

:CARMOD_15991
0084: $10363($10197,12i) = $10188 // (int) 
$10197 += 1 

:CARMOD_16010
if 
04A3:   $10189 == 3 // $ == any 
else_jump @CARMOD_16101 
if 
  $10190 == 0 
else_jump @CARMOD_16082 
05A9: $2450($10187,12s) = 'CARM4'  // Seitenteile
04AE: $10399($10187,12i) = 3 // $ = any 
$10187 += 1 

:CARMOD_16082
0084: $10207($10190,12i) = $10188 // (int) 
$10190 += 1 

:CARMOD_16101
if 
04A3:   $10189 == 7 // $ == any 
else_jump @CARMOD_16192 
if 
  $10191 == 0 
else_jump @CARMOD_16173 
05A9: $2450($10187,12s) = 'CARM10'  // Dach
04AE: $10399($10187,12i) = 7 // $ = any 
$10187 += 1 

:CARMOD_16173
0084: $10219($10191,12i) = $10188 // (int) 
$10191 += 1 

:CARMOD_16192
if 
04A3:   $10189 == 13 // $ == any 
else_jump @CARMOD_16283 
if 
  $10192 == 0 
else_jump @CARMOD_16264 
05A9: $2450($10187,12s) = 'CARM5'  // Auspuffe
04AE: $10399($10187,12i) = 13 // $ = any 
$10187 += 1 

:CARMOD_16264
0084: $10231($10192,12i) = $10188 // (int) 
$10192 += 1 

:CARMOD_16283
if 
04A3:   $10189 == 8 // $ == any 
else_jump @CARMOD_16374 
if 
  $10193 == 0 
else_jump @CARMOD_16355 
05A9: $2450($10187,12s) = 'CARM6'  // Nitro
04AE: $10399($10187,12i) = 8 // $ = any 
$10187 += 1 

:CARMOD_16355
0084: $10243($10193,12i) = $10188 // (int) 
$10193 += 1 

:CARMOD_16374
if 
04A3:   $10189 == 2 // $ == any 
else_jump @CARMOD_16465 
if 
  $10194 == 0 
else_jump @CARMOD_16446 
05A9: $2450($10187,12s) = 'CARM2'  // Spoiler
04AE: $10399($10187,12i) = 2 // $ = any 
$10187 += 1 

:CARMOD_16446
0084: $10255($10194,12i) = $10188 // (int) 
$10194 += 1 

:CARMOD_16465
if 
04A3:   $10189 == 0 // $ == any 
else_jump @CARMOD_16556 
if 
  $10195 == 0 
else_jump @CARMOD_16537 
05A9: $2450($10187,12s) = 'CARM3'  // Motorhaube
04AE: $10399($10187,12i) = 0 // $ = any 
$10187 += 1 

:CARMOD_16537
0084: $10267($10195,12i) = $10188 // (int) 
$10195 += 1 

:CARMOD_16556
if 
04A3:   $10189 == 1 // $ == any 
else_jump @CARMOD_16647 
if 
  $10196 == 0 
else_jump @CARMOD_16628 
05A9: $2450($10187,12s) = 'CARM17'  // Lufteinlsse
04AE: $10399($10187,12i) = 1 // $ = any 
$10187 += 1 

:CARMOD_16628
0084: $10279($10196,12i) = $10188 // (int) 
$10196 += 1 

:CARMOD_16647
if 
04A3:   $10189 == 14 // $ == any 
else_jump @CARMOD_16738 
if 
  $10198 == 0 
else_jump @CARMOD_16719 
05A9: $2450($10187,12s) = 'CARM7'  // Frontstostange
04AE: $10399($10187,12i) = 14 // $ = any 
$10187 += 1 

:CARMOD_16719
0084: $10291($10198,12i) = $10188 // (int) 
$10198 += 1 

:CARMOD_16738
if 
04A3:   $10189 == 15 // $ == any 
else_jump @CARMOD_16829 
if 
  $10199 == 0 
else_jump @CARMOD_16810 
05A9: $2450($10187,12s) = 'CARM8'  // Heckstostange
04AE: $10399($10187,12i) = 15 // $ = any 
$10187 += 1 

:CARMOD_16810
0084: $10303($10199,12i) = $10188 // (int) 
$10199 += 1 

:CARMOD_16829
if 
04A3:   $10189 == 6 // $ == any 
else_jump @CARMOD_16920 
if 
  $10200 == 0 
else_jump @CARMOD_16901 
05A9: $2450($10187,12s) = 'CARM9'  // Lichter
04AE: $10399($10187,12i) = 6 // $ = any 
$10187 += 1 

:CARMOD_16901
0084: $10315($10200,12i) = $10188 // (int) 
$10200 += 1 

:CARMOD_16920
if 
04A3:   $10189 == 4 // $ == any 
else_jump @CARMOD_17011 
if 
  $10201 == 0 
else_jump @CARMOD_16992 
05A9: $2450($10187,12s) = 'CARM13'  // Frontschutzbgel
04AE: $10399($10187,12i) = 4 // $ = any 
$10187 += 1 

:CARMOD_16992
0084: $10327($10201,12i) = $10188 // (int) 
$10201 += 1 

:CARMOD_17011
if 
04A3:   $10189 == 5 // $ == any 
else_jump @CARMOD_17102 
if 
  $10202 == 0 
else_jump @CARMOD_17083 
05A9: $2450($10187,12s) = 'CARM14'  // Heckschutzbgel
04AE: $10399($10187,12i) = 5 // $ = any 
$10187 += 1 

:CARMOD_17083
0084: $10339($10202,12i) = $10188 // (int) 
$10202 += 1 

:CARMOD_17102
if 
04A3:   $10189 == 16 // $ == any 
else_jump @CARMOD_17193 
if 
  $10203 == 0 
else_jump @CARMOD_17174 
05A9: $2450($10187,12s) = 'CARM15'  // Diverses
04AE: $10399($10187,12i) = 16 // $ = any 
$10187 += 1 

:CARMOD_17174
0084: $10351($10203,12i) = $10188 // (int) 
$10203 += 1 

:CARMOD_17193
if 
04A3:   $10189 == 9 // $ == any 
else_jump @CARMOD_17284 
if 
  $10206 == 0 
else_jump @CARMOD_17265 
05A9: $2450($10187,12s) = 'CARM18'  // Hydraulik
04AE: $10399($10187,12i) = 9 // $ = any 
$10187 += 1 

:CARMOD_17265
0084: $10387($10206,12i) = $10188 // (int) 
$10206 += 1 

:CARMOD_17284
if 
04A3:   $10189 == 10 // $ == any 
else_jump @CARMOD_17375 
if 
  $10205 == 0 
else_jump @CARMOD_17356 
05A9: $2450($10187,12s) = 'CARM16'  // Autostereoanlage
04AE: $10399($10187,12i) = 10 // $ = any 
$10187 += 1 

:CARMOD_17356
0084: $10375($10205,12i) = $10188 // (int) 
$10205 += 1 

:CARMOD_17375
$10445 += 1 
jump @CARMOD_15884 

:CARMOD_17389
0084: $2515 = $10187 // (int) 
gosub @CARMOD_21347 
return 

:CARMOD_17406
if 
  $10399($10411,12i) == 100 
else_jump @CARMOD_17617 
$10413 = 0 
0084: $10414 = $10446 // (int) 

:CARMOD_17443
if 
001C:   $10446 > $10413 // (int) 
else_jump @CARMOD_17554 
05A9: $2450($10413,12s) = 'PAINTJB' 
$2426($10413,12i) = 500 
if 
003A:   $10085 == $10413 // (int) 
else_jump @CARMOD_17529 
$2498($10413,12i) = 0 
jump @CARMOD_17540 

:CARMOD_17529
$2498($10413,12i) = 1 

:CARMOD_17540
$10413 += 1 
jump @CARMOD_17443 

:CARMOD_17554
0084: $2515 = $10446 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10166 // (float) 
0086: $10182 = $10167 // (float) 
0086: $10183 = $10168 // (float) 
0086: $10184 = $10169 // (float) 
0086: $10185 = $10170 // (float) 
0086: $10186 = $10171 // (float) 

:CARMOD_17617
if 
04A3:   $10399($10411,12i) == 12 // $ == any 
else_jump @CARMOD_17850 
$10413 = 0 
0084: $10414 = $10197 // (int) 

:CARMOD_17654
if 
001C:   $10197 > $10413 // (int) 
else_jump @CARMOD_17787 
078C: get_shopping_item_with_textureCRC $10363($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10363($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10363($10413,12i) // (int) 
if 
003A:   $10421 == $10363($10413,12i) // (int) 
else_jump @CARMOD_17762 
$2498($10413,12i) = 0 
jump @CARMOD_17773 

:CARMOD_17762
$2498($10413,12i) = 1 

:CARMOD_17773
$10413 += 1 
jump @CARMOD_17654 

:CARMOD_17787
0084: $2515 = $10197 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10094 // (float) 
0086: $10182 = $10095 // (float) 
0086: $10183 = $10096 // (float) 
0086: $10184 = $10097 // (float) 
0086: $10185 = $10098 // (float) 
0086: $10186 = $10099 // (float) 

:CARMOD_17850
if 
04A3:   $10399($10411,12i) == 3 // $ == any 
else_jump @CARMOD_18083 
$10413 = 0 
0084: $10414 = $10190 // (int) 

:CARMOD_17887
if 
001C:   $10190 > $10413 // (int) 
else_jump @CARMOD_18020 
078C: get_shopping_item_with_textureCRC $10207($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10207($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10207($10413,12i) // (int) 
if 
003A:   $10421 == $10207($10413,12i) // (int) 
else_jump @CARMOD_17995 
$2498($10413,12i) = 0 
jump @CARMOD_18006 

:CARMOD_17995
$2498($10413,12i) = 1 

:CARMOD_18006
$10413 += 1 
jump @CARMOD_17887 

:CARMOD_18020
0084: $2515 = $10190 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10106 // (float) 
0086: $10182 = $10107 // (float) 
0086: $10183 = $10108 // (float) 
0086: $10184 = $10109 // (float) 
0086: $10185 = $10110 // (float) 
0086: $10186 = $10111 // (float) 

:CARMOD_18083
if 
04A3:   $10399($10411,12i) == 7 // $ == any 
else_jump @CARMOD_18316 
$10413 = 0 
0084: $10414 = $10191 // (int) 

:CARMOD_18120
if 
001C:   $10191 > $10413 // (int) 
else_jump @CARMOD_18253 
078C: get_shopping_item_with_textureCRC $10219($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10219($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10219($10413,12i) // (int) 
if 
003A:   $10421 == $10219($10413,12i) // (int) 
else_jump @CARMOD_18228 
$2498($10413,12i) = 0 
jump @CARMOD_18239 

:CARMOD_18228
$2498($10413,12i) = 1 

:CARMOD_18239
$10413 += 1 
jump @CARMOD_18120 

:CARMOD_18253
0084: $2515 = $10191 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10112 // (float) 
0086: $10182 = $10113 // (float) 
0086: $10183 = $10114 // (float) 
0086: $10184 = $10115 // (float) 
0086: $10185 = $10116 // (float) 
0086: $10186 = $10117 // (float) 

:CARMOD_18316
if 
04A3:   $10399($10411,12i) == 13 // $ == any 
else_jump @CARMOD_18549 
$10413 = 0 
0084: $10414 = $10192 // (int) 

:CARMOD_18353
if 
001C:   $10192 > $10413 // (int) 
else_jump @CARMOD_18486 
078C: get_shopping_item_with_textureCRC $10231($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10231($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10231($10413,12i) // (int) 
if 
003A:   $10421 == $10231($10413,12i) // (int) 
else_jump @CARMOD_18461 
$2498($10413,12i) = 0 
jump @CARMOD_18472 

:CARMOD_18461
$2498($10413,12i) = 1 

:CARMOD_18472
$10413 += 1 
jump @CARMOD_18353 

:CARMOD_18486
0084: $2515 = $10192 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10124 // (float) 
0086: $10182 = $10125 // (float) 
0086: $10183 = $10126 // (float) 
0086: $10184 = $10127 // (float) 
0086: $10185 = $10128 // (float) 
0086: $10186 = $10129 // (float) 

:CARMOD_18549
if 
04A3:   $10399($10411,12i) == 8 // $ == any 
else_jump @CARMOD_18782 
$10413 = 0 
0084: $10414 = $10193 // (int) 

:CARMOD_18586
if 
001C:   $10193 > $10413 // (int) 
else_jump @CARMOD_18719 
078C: get_shopping_item_with_textureCRC $10243($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10243($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10243($10413,12i) // (int) 
if 
003A:   $10421 == $10243($10413,12i) // (int) 
else_jump @CARMOD_18694 
$2498($10413,12i) = 0 
jump @CARMOD_18705 

:CARMOD_18694
$2498($10413,12i) = 1 

:CARMOD_18705
$10413 += 1 
jump @CARMOD_18586 

:CARMOD_18719
0084: $2515 = $10193 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10160 // (float) 
0086: $10182 = $10161 // (float) 
0086: $10183 = $10162 // (float) 
0086: $10184 = $10163 // (float) 
0086: $10185 = $10164 // (float) 
0086: $10186 = $10165 // (float) 

:CARMOD_18782
if 
04A3:   $10399($10411,12i) == 2 // $ == any 
else_jump @CARMOD_19015 
$10413 = 0 
0084: $10414 = $10194 // (int) 

:CARMOD_18819
if 
001C:   $10194 > $10413 // (int) 
else_jump @CARMOD_18952 
078C: get_shopping_item_with_textureCRC $10255($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10255($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10255($10413,12i) // (int) 
if 
003A:   $10421 == $10255($10413,12i) // (int) 
else_jump @CARMOD_18927 
$2498($10413,12i) = 0 
jump @CARMOD_18938 

:CARMOD_18927
$2498($10413,12i) = 1 

:CARMOD_18938
$10413 += 1 
jump @CARMOD_18819 

:CARMOD_18952
0084: $2515 = $10194 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10100 // (float) 
0086: $10182 = $10101 // (float) 
0086: $10183 = $10102 // (float) 
0086: $10184 = $10103 // (float) 
0086: $10185 = $10104 // (float) 
0086: $10186 = $10105 // (float) 

:CARMOD_19015
if 
04A3:   $10399($10411,12i) == 0 // $ == any 
else_jump @CARMOD_19248 
$10413 = 0 
0084: $10414 = $10195 // (int) 

:CARMOD_19052
if 
001C:   $10195 > $10413 // (int) 
else_jump @CARMOD_19185 
078C: get_shopping_item_with_textureCRC $10267($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10267($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10267($10413,12i) // (int) 
if 
003A:   $10421 == $10267($10413,12i) // (int) 
else_jump @CARMOD_19160 
$2498($10413,12i) = 0 
jump @CARMOD_19171 

:CARMOD_19160
$2498($10413,12i) = 1 

:CARMOD_19171
$10413 += 1 
jump @CARMOD_19052 

:CARMOD_19185
0084: $2515 = $10195 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10118 // (float) 
0086: $10182 = $10119 // (float) 
0086: $10183 = $10120 // (float) 
0086: $10184 = $10121 // (float) 
0086: $10185 = $10122 // (float) 
0086: $10186 = $10123 // (float) 

:CARMOD_19248
if 
04A3:   $10399($10411,12i) == 1 // $ == any 
else_jump @CARMOD_19481 
$10413 = 0 
0084: $10414 = $10196 // (int) 

:CARMOD_19285
if 
001C:   $10196 > $10413 // (int) 
else_jump @CARMOD_19418 
078C: get_shopping_item_with_textureCRC $10279($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10279($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10279($10413,12i) // (int) 
if 
003A:   $10421 == $10279($10413,12i) // (int) 
else_jump @CARMOD_19393 
$2498($10413,12i) = 0 
jump @CARMOD_19404 

:CARMOD_19393
$2498($10413,12i) = 1 

:CARMOD_19404
$10413 += 1 
jump @CARMOD_19285 

:CARMOD_19418
0084: $2515 = $10196 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10118 // (float) 
0086: $10182 = $10119 // (float) 
0086: $10183 = $10120 // (float) 
0086: $10184 = $10121 // (float) 
0086: $10185 = $10122 // (float) 
0086: $10186 = $10123 // (float) 

:CARMOD_19481
if 
04A3:   $10399($10411,12i) == 14 // $ == any 
else_jump @CARMOD_19714 
$10413 = 0 
0084: $10414 = $10198 // (int) 

:CARMOD_19518
if 
001C:   $10198 > $10413 // (int) 
else_jump @CARMOD_19651 
078C: get_shopping_item_with_textureCRC $10291($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10291($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10291($10413,12i) // (int) 
if 
003A:   $10421 == $10291($10413,12i) // (int) 
else_jump @CARMOD_19626 
$2498($10413,12i) = 0 
jump @CARMOD_19637 

:CARMOD_19626
$2498($10413,12i) = 1 

:CARMOD_19637
$10413 += 1 
jump @CARMOD_19518 

:CARMOD_19651
0084: $2515 = $10198 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10130 // (float) 
0086: $10182 = $10131 // (float) 
0086: $10183 = $10132 // (float) 
0086: $10184 = $10133 // (float) 
0086: $10185 = $10134 // (float) 
0086: $10186 = $10135 // (float) 

:CARMOD_19714
if 
04A3:   $10399($10411,12i) == 15 // $ == any 
else_jump @CARMOD_19947 
$10413 = 0 
0084: $10414 = $10199 // (int) 

:CARMOD_19751
if 
001C:   $10199 > $10413 // (int) 
else_jump @CARMOD_19884 
078C: get_shopping_item_with_textureCRC $10303($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10303($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10303($10413,12i) // (int) 
if 
003A:   $10421 == $10303($10413,12i) // (int) 
else_jump @CARMOD_19859 
$2498($10413,12i) = 0 
jump @CARMOD_19870 

:CARMOD_19859
$2498($10413,12i) = 1 

:CARMOD_19870
$10413 += 1 
jump @CARMOD_19751 

:CARMOD_19884
0084: $2515 = $10199 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10136 // (float) 
0086: $10182 = $10137 // (float) 
0086: $10183 = $10138 // (float) 
0086: $10184 = $10139 // (float) 
0086: $10185 = $10140 // (float) 
0086: $10186 = $10141 // (float) 

:CARMOD_19947
if 
04A3:   $10399($10411,12i) == 6 // $ == any 
else_jump @CARMOD_20180 
$10413 = 0 
0084: $10414 = $10200 // (int) 

:CARMOD_19984
if 
001C:   $10200 > $10413 // (int) 
else_jump @CARMOD_20117 
078C: get_shopping_item_with_textureCRC $10315($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10315($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10315($10413,12i) // (int) 
if 
003A:   $10421 == $10315($10413,12i) // (int) 
else_jump @CARMOD_20092 
$2498($10413,12i) = 0 
jump @CARMOD_20103 

:CARMOD_20092
$2498($10413,12i) = 1 

:CARMOD_20103
$10413 += 1 
jump @CARMOD_19984 

:CARMOD_20117
0084: $2515 = $10200 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10142 // (float) 
0086: $10182 = $10143 // (float) 
0086: $10183 = $10144 // (float) 
0086: $10184 = $10145 // (float) 
0086: $10185 = $10146 // (float) 
0086: $10186 = $10147 // (float) 

:CARMOD_20180
if 
04A3:   $10399($10411,12i) == 4 // $ == any 
else_jump @CARMOD_20413 
$10413 = 0 
0084: $10414 = $10201 // (int) 

:CARMOD_20217
if 
001C:   $10201 > $10413 // (int) 
else_jump @CARMOD_20350 
078C: get_shopping_item_with_textureCRC $10327($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10327($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10327($10413,12i) // (int) 
if 
003A:   $10421 == $10327($10413,12i) // (int) 
else_jump @CARMOD_20325 
$2498($10413,12i) = 0 
jump @CARMOD_20336 

:CARMOD_20325
$2498($10413,12i) = 1 

:CARMOD_20336
$10413 += 1 
jump @CARMOD_20217 

:CARMOD_20350
0084: $2515 = $10201 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10148 // (float) 
0086: $10182 = $10149 // (float) 
0086: $10183 = $10150 // (float) 
0086: $10184 = $10151 // (float) 
0086: $10185 = $10152 // (float) 
0086: $10186 = $10153 // (float) 

:CARMOD_20413
if 
04A3:   $10399($10411,12i) == 5 // $ == any 
else_jump @CARMOD_20646 
$10413 = 0 
0084: $10414 = $10202 // (int) 

:CARMOD_20450
if 
001C:   $10202 > $10413 // (int) 
else_jump @CARMOD_20583 
078C: get_shopping_item_with_textureCRC $10339($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10339($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10339($10413,12i) // (int) 
if 
003A:   $10421 == $10339($10413,12i) // (int) 
else_jump @CARMOD_20558 
$2498($10413,12i) = 0 
jump @CARMOD_20569 

:CARMOD_20558
$2498($10413,12i) = 1 

:CARMOD_20569
$10413 += 1 
jump @CARMOD_20450 

:CARMOD_20583
0084: $2515 = $10202 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10154 // (float) 
0086: $10182 = $10155 // (float) 
0086: $10183 = $10156 // (float) 
0086: $10184 = $10157 // (float) 
0086: $10185 = $10158 // (float) 
0086: $10186 = $10159 // (float) 

:CARMOD_20646
if 
04A3:   $10399($10411,12i) == 16 // $ == any 
else_jump @CARMOD_20879 
$10413 = 0 
0084: $10414 = $10203 // (int) 

:CARMOD_20683
if 
001C:   $10203 > $10413 // (int) 
else_jump @CARMOD_20816 
078C: get_shopping_item_with_textureCRC $10351($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10351($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10351($10413,12i) // (int) 
if 
003A:   $10421 == $10351($10413,12i) // (int) 
else_jump @CARMOD_20791 
$2498($10413,12i) = 0 
jump @CARMOD_20802 

:CARMOD_20791
$2498($10413,12i) = 1 

:CARMOD_20802
$10413 += 1 
jump @CARMOD_20683 

:CARMOD_20816
0084: $2515 = $10203 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10172 // (float) 
0086: $10182 = $10173 // (float) 
0086: $10183 = $10174 // (float) 
0086: $10184 = $10175 // (float) 
0086: $10185 = $10176 // (float) 
0086: $10186 = $10177 // (float) 

:CARMOD_20879
if 
04A3:   $10399($10411,12i) == 9 // $ == any 
else_jump @CARMOD_21112 
$10413 = 0 
0084: $10414 = $10206 // (int) 

:CARMOD_20916
if 
001C:   $10206 > $10413 // (int) 
else_jump @CARMOD_21049 
078C: get_shopping_item_with_textureCRC $10387($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10387($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10387($10413,12i) // (int) 
if 
003A:   $10421 == $10387($10413,12i) // (int) 
else_jump @CARMOD_21024 
$2498($10413,12i) = 0 
jump @CARMOD_21035 

:CARMOD_21024
$2498($10413,12i) = 1 

:CARMOD_21035
$10413 += 1 
jump @CARMOD_20916 

:CARMOD_21049
0084: $2515 = $10206 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10166 // (float) 
0086: $10182 = $10167 // (float) 
0086: $10183 = $10168 // (float) 
0086: $10184 = $10169 // (float) 
0086: $10185 = $10170 // (float) 
0086: $10186 = $10171 // (float) 

:CARMOD_21112
if 
04A3:   $10399($10411,12i) == 10 // $ == any 
else_jump @CARMOD_21345 
$10413 = 0 
0084: $10414 = $10205 // (int) 

:CARMOD_21149
if 
001C:   $10205 > $10413 // (int) 
else_jump @CARMOD_21282 
078C: get_shopping_item_with_textureCRC $10375($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10375($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10375($10413,12i) // (int) 
if 
003A:   $10421 == $10375($10413,12i) // (int) 
else_jump @CARMOD_21257 
$2498($10413,12i) = 0 
jump @CARMOD_21268 

:CARMOD_21257
$2498($10413,12i) = 1 

:CARMOD_21268
$10413 += 1 
jump @CARMOD_21149 

:CARMOD_21282
0084: $2515 = $10205 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10166 // (float) 
0086: $10182 = $10167 // (float) 
0086: $10183 = $10168 // (float) 
0086: $10184 = $10169 // (float) 
0086: $10185 = $10170 // (float) 
0086: $10186 = $10171 // (float) 

:CARMOD_21345
return 

:CARMOD_21347
if 
  12 > $2515 
else_jump @CARMOD_21419 
$2438($2515,12i) = -1 
$2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @CARMOD_21347 

:CARMOD_21419
return 

:CARMOD_21421
if 
  $10437 == 0 
else_jump @CARMOD_22335 
if 
  $10443 == 1 
else_jump @CARMOD_21492 
05A9: s$10432 = 'CARCOL1'  // Autofarbe 1
05A9: s$10434 = 'DUMMY' 
jump @CARMOD_21520 

:CARMOD_21492
05A9: s$10432 = 'CARCOL1'  // Autofarbe 1
05A9: s$10434 = 'CARCOL2'  // Autofarbe 2

:CARMOD_21520
0512: show_permanent_text_box 'MODH5'  // Benutze ~k~~VEHICLE_STEERUP~ und ~k~~VEHICLE_STEERDOWN~, um einen Bereich auszuwhlen.~N~~k~~PED_SPRINT~ Auswahl~N~~k~~VEHICLE_ENTER_EXIT~ Zurck
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CARMOD_21593 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Zubehr
jump @CARMOD_21834 

:CARMOD_21593
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @CARMOD_21655 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Zubehr
jump @CARMOD_21834 

:CARMOD_21655
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CARMOD_21717 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Zubehr
jump @CARMOD_21834 

:CARMOD_21717
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @CARMOD_21779 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Zubehr
jump @CARMOD_21834 

:CARMOD_21779
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CARMOD_21834 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Zubehr

:CARMOD_21834
08D6: set_panel $10436 column 0 alignment 1 
08DB: set_panel $10436 column 0 header 'UPGRADE' data s$10432 s$10434 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Zubehr
if 
  $10443 == 1 
else_jump @CARMOD_22134 
08D6: set_panel $10436 column 1 alignment 1 
08DB: set_panel $10436 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
08EE: set_panel $10436 column 1 row 0 text_1number GXT 'DOLLAR' number 150  // $~1~
jump @CARMOD_22309 

:CARMOD_22134
08D6: set_panel $10436 column 1 alignment 1 
08DB: set_panel $10436 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
08EE: set_panel $10436 column 1 row 0 text_1number GXT 'DOLLAR' number 150  // $~1~
08EE: set_panel $10436 column 1 row 1 text_1number GXT 'DOLLAR' number 150  // $~1~

:CARMOD_22309
09DB: set_panel $10436 column 0 width 140 
09DB: set_panel $10436 column 1 width 46 
$10437 = 1 

:CARMOD_22335
return 

:CARMOD_22337
if or
04A3:   $10444 == 401 // $ == any 
04A3:   $10444 == 402 // $ == any 
04A3:   $10444 == 404 // $ == any 
04A3:   $10444 == 405 // $ == any 
04A3:   $10444 == 409 // $ == any 
04A3:   $10444 == 410 // $ == any 
else_jump @CARMOD_22403 
$10443 = 1 

:CARMOD_22403
if or
04A3:   $10444 == 411 // $ == any 
04A3:   $10444 == 412 // $ == any 
04A3:   $10444 == 413 // $ == any 
04A3:   $10444 == 415 // $ == any 
04A3:   $10444 == 418 // $ == any 
04A3:   $10444 == 419 // $ == any 
else_jump @CARMOD_22469 
$10443 = 1 

:CARMOD_22469
if or
04A3:   $10444 == 421 // $ == any 
04A3:   $10444 == 426 // $ == any 
04A3:   $10444 == 434 // $ == any 
04A3:   $10444 == 436 // $ == any 
04A3:   $10444 == 440 // $ == any 
else_jump @CARMOD_22527 
$10443 = 1 

:CARMOD_22527
if or
04A3:   $10444 == 444 // $ == any 
04A3:   $10444 == 445 // $ == any 
04A3:   $10444 == 451 // $ == any 
04A3:   $10444 == 457 // $ == any 
04A3:   $10444 == 458 // $ == any 
04A3:   $10444 == 461 // $ == any 
else_jump @CARMOD_22593 
$10443 = 1 

:CARMOD_22593
if or
04A3:   $10444 == 462 // $ == any 
04A3:   $10444 == 463 // $ == any 
04A3:   $10444 == 468 // $ == any 
04A3:   $10444 == 474 // $ == any 
04A3:   $10444 == 475 // $ == any 
04A3:   $10444 == 477 // $ == any 
else_jump @CARMOD_22659 
$10443 = 1 

:CARMOD_22659
if or
04A3:   $10444 == 478 // $ == any 
04A3:   $10444 == 481 // $ == any 
04A3:   $10444 == 482 // $ == any 
04A3:   $10444 == 500 // $ == any 
04A3:   $10444 == 506 // $ == any 
else_jump @CARMOD_22717 
$10443 = 1 

:CARMOD_22717
if or
04A3:   $10444 == 507 // $ == any 
04A3:   $10444 == 510 // $ == any 
04A3:   $10444 == 516 // $ == any 
04A3:   $10444 == 518 // $ == any 
04A3:   $10444 == 521 // $ == any 
04A3:   $10444 == 526 // $ == any 
else_jump @CARMOD_22783 
$10443 = 1 

:CARMOD_22783
if or
04A3:   $10444 == 527 // $ == any 
04A3:   $10444 == 529 // $ == any 
04A3:   $10444 == 530 // $ == any 
04A3:   $10444 == 531 // $ == any 
04A3:   $10444 == 533 // $ == any 
04A3:   $10444 == 534 // $ == any 
else_jump @CARMOD_22849 
$10443 = 1 

:CARMOD_22849
if or
04A3:   $10444 == 539 // $ == any 
04A3:   $10444 == 540 // $ == any 
04A3:   $10444 == 543 // $ == any 
04A3:   $10444 == 545 // $ == any 
04A3:   $10444 == 546 // $ == any 
else_jump @CARMOD_22907 
$10443 = 1 

:CARMOD_22907
if or
04A3:   $10444 == 547 // $ == any 
04A3:   $10444 == 550 // $ == any 
04A3:   $10444 == 551 // $ == any 
04A3:   $10444 == 552 // $ == any 
04A3:   $10444 == 555 // $ == any 
04A3:   $10444 == 556 // $ == any 
else_jump @CARMOD_22973 
$10443 = 1 

:CARMOD_22973
if or
04A3:   $10444 == 559 // $ == any 
04A3:   $10444 == 560 // $ == any 
04A3:   $10444 == 561 // $ == any 
04A3:   $10444 == 509 // $ == any 
04A3:   $10444 == 562 // $ == any 
04A3:   $10444 == 558 // $ == any 
else_jump @CARMOD_23039 
$10443 = 1 

:CARMOD_23039
if or
04A3:   $10444 == 565 // $ == any 
04A3:   $10444 == 571 // $ == any 
04A3:   $10444 == 572 // $ == any 
04A3:   $10444 == 574 // $ == any 
04A3:   $10444 == 579 // $ == any 
04A3:   $10444 == 580 // $ == any 
else_jump @CARMOD_23105 
$10443 = 1 

:CARMOD_23105
if or
04A3:   $10444 == 581 // $ == any 
04A3:   $10444 == 582 // $ == any 
04A3:   $10444 == 585 // $ == any 
04A3:   $10444 == 586 // $ == any 
04A3:   $10444 == 589 // $ == any 
04A3:   $10444 == 543 // $ == any 
else_jump @CARMOD_23171 
$10443 = 1 

:CARMOD_23171
if or
04A3:   $10444 == 587 // $ == any 
04A3:   $10444 == 600 // $ == any 
04A3:   $10444 == 602 // $ == any 
04A3:   $10444 == 420 // $ == any 
04A3:   $10444 == 400 // $ == any 
04A3:   $10444 == 439 // $ == any 
else_jump @CARMOD_23237 
$10443 = 1 

:CARMOD_23237
if or
04A3:   $10444 == 535 // $ == any 
04A3:   $10444 == 542 // $ == any 
04A3:   $10444 == 549 // $ == any 
04A3:   $10444 == 438 // $ == any 
else_jump @CARMOD_23287 
$10443 = 1 

:CARMOD_23287
if or
04A3:   $10444 == 422 // $ == any 
04A3:   $10444 == 423 // $ == any 
04A3:   $10444 == 424 // $ == any 
04A3:   $10444 == 429 // $ == any 
04A3:   $10444 == 442 // $ == any 
04A3:   $10444 == 536 // $ == any 
else_jump @CARMOD_23353 
$10443 = 2 

:CARMOD_23353
if or
04A3:   $10444 == 466 // $ == any 
04A3:   $10444 == 467 // $ == any 
04A3:   $10444 == 471 // $ == any 
04A3:   $10444 == 479 // $ == any 
04A3:   $10444 == 483 // $ == any 
04A3:   $10444 == 489 // $ == any 
else_jump @CARMOD_23419 
$10443 = 2 

:CARMOD_23419
if or
04A3:   $10444 == 491 // $ == any 
04A3:   $10444 == 492 // $ == any 
04A3:   $10444 == 494 // $ == any 
04A3:   $10444 == 495 // $ == any 
04A3:   $10444 == 496 // $ == any 
04A3:   $10444 == 502 // $ == any 
else_jump @CARMOD_23485 
$10443 = 2 

:CARMOD_23485
if or
04A3:   $10444 == 503 // $ == any 
04A3:   $10444 == 504 // $ == any 
04A3:   $10444 == 517 // $ == any 
04A3:   $10444 == 522 // $ == any 
04A3:   $10444 == 525 // $ == any 
04A3:   $10444 == 480 // $ == any 
else_jump @CARMOD_23551 
$10443 = 2 

:CARMOD_23551
if or
04A3:   $10444 == 541 // $ == any 
04A3:   $10444 == 517 // $ == any 
04A3:   $10444 == 554 // $ == any 
04A3:   $10444 == 567 // $ == any 
else_jump @CARMOD_23601 
$10443 = 2 

:CARMOD_23601
if or
04A3:   $10444 == 573 // $ == any 
04A3:   $10444 == 575 // $ == any 
04A3:   $10444 == 576 // $ == any 
04A3:   $10444 == 583 // $ == any 
04A3:   $10444 == 603 // $ == any 
else_jump @CARMOD_23659 
$10443 = 2 

:CARMOD_23659
if 
04A3:   $10444 == 557 // $ == any 
else_jump @CARMOD_23685 
$10443 = 2 

:CARMOD_23685
return 

:CARMOD_23687
$2515 = 0 
$10481 = 0 

:CARMOD_23701
if 
  16 > $2515 
else_jump @CARMOD_23781 
06E5: get_car $CARMOD_CAR possible_to_built_in_component_pool_index $10449($2515,16i) itemID_to $10465($2515,16i) 
if 
   not $10465($2515,16i) == -1 
else_jump @CARMOD_23767 
$10481 += 1 

:CARMOD_23767
$2515 += 1 
jump @CARMOD_23701 

:CARMOD_23781
return 

:CARMOD_23783
if 
  $10425 == 0 
else_jump @CARMOD_24473 
0512: show_permanent_text_box 'MODH2'  // Benutze ~k~~VEHICLE_STEERUP~ und ~k~~VEHICLE_STEERDOWN~, um Zubehr auszuwhlen.~N~~k~~PED_SPRINT~ Kaufen~N~~k~~VEHICLE_ENTER_EXIT~ Zurck
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CARMOD_23874 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Zubehr
jump @CARMOD_24115 

:CARMOD_23874
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @CARMOD_23936 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Zubehr
jump @CARMOD_24115 

:CARMOD_23936
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CARMOD_23998 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Zubehr
jump @CARMOD_24115 

:CARMOD_23998
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @CARMOD_24060 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Zubehr
jump @CARMOD_24115 

:CARMOD_24060
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CARMOD_24115 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Zubehr

:CARMOD_24115
08D6: set_panel $10424 column 0 alignment 1 
08DB: set_panel $10424 column 0 header 'UPGRADE' data $2450($10412,12s) 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Zubehr
if 
  $10399($10411,12i) == 100 
else_jump @CARMOD_24289 
08EE: set_panel $10424 column 0 row 0 text_1number GXT 'PJOB' number $10087  // Lackierung ~1~

:CARMOD_24289
08D6: set_panel $10424 column 1 alignment 2 
08DB: set_panel $10424 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Preis
08EE: set_panel $10424 column 1 row 0 text_1number GXT 'DOLLAR' number $2426($10412,12i)  // $~1~
09DB: set_panel $10424 column 0 width 140 
09DB: set_panel $10424 column 1 width 46 
$10425 = 1 

:CARMOD_24473
return 
end_thread 

//-------------External script 67 (CRANE1)---------------

:CRANE1
thread 'CRANE1' 
5@ = 0 
if 
  5@ == 1 
else_jump @CRANE1_102 
0@ = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)
1@ = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)
2@ = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)

:CRANE1_102
if 
03CA:   object 0@ exists 
else_jump @CRANE1_258 
if 
04E5:   object 0@ near_point -2080.441 256.015 radius 10.0 10.0 flag 0 
else_jump @CRANE1_188 
008B: 1@ = $2723 // (int) 
008B: 2@ = $2724 // (int) 
008B: 3@ = $2726 // (int) 
008B: 4@ = $2725 // (int) 

:CRANE1_188
if 
04E5:   object 0@ near_point 2399.202 1879.139 radius 10.0 10.0 flag 0 
else_jump @CRANE1_258 
008B: 1@ = $2744 // (int) 
008B: 2@ = $2745 // (int) 
008B: 3@ = $2747 // (int) 
008B: 4@ = $2746 // (int) 

:CRANE1_258
$10490 = 0 
21@ = 0 

:CRANE1_272
wait 0 
if 
03CA:   object 0@ exists 
else_jump @CRANE1_2496 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_2489 
if 
  $10493 == 0 
else_jump @CRANE1_2489 
if 
  $1911 == 1 
else_jump @CRANE1_351 
gosub @CRANE1_2512 

:CRANE1_351
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 100.0 100.0 flag 0 
else_jump @CRANE1_2487 
if 
  $FLAG_PLAYER_IN_CRANE == 1 
else_jump @CRANE1_407 
gosub @CRANE1_2512 

:CRANE1_407
if 
  5@ == 0 
else_jump @CRANE1_461 
0400: store_coords_to 9@ 10@ 11@ from_object 0@ with_offset 0.0 -7.2092 -31.7581 
5@ += 1 

:CRANE1_461
if 
  5@ == 1 
else_jump @CRANE1_646 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 9@ 10@ 11@ radius 1.2 1.2 1.5 on_foot 
else_jump @CRANE1_619 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CRANE1_612 
if 
  $10490 == 0 
else_jump @CRANE1_573 
0512: show_permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~: In Kran steigen
$10490 = 1 

:CRANE1_573
if 
00E1:   player 0 pressed_key 15 
else_jump @CRANE1_612 
5@ += 1 
32@ = 6000 
$10490 = 0 

:CRANE1_612
jump @CRANE1_646 

:CRANE1_619
if 
   not $10490 == 0 
else_jump @CRANE1_646 
03E6: remove_text_box 
$10490 = 0 

:CRANE1_646
if 
  5@ == 2 
else_jump @CRANE1_1068 
if 
03CA:   object 1@ exists 
else_jump @CRANE1_688 
097B: play_audio_at_object 1@ event 1019 

:CRANE1_688
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
fade 0 500 

:CRANE1_706
if 
fading 
else_jump @CRANE1_730 
wait 0 
jump @CRANE1_706 

:CRANE1_730
if 
07D6:   1@ == $2723 // integer vars 
else_jump @CRANE1_758 
079E: unknown_set_game_controller_to_steer_object_TWRCRANE_M_02 // originally SF site ballcrane 
jump @CRANE1_760 

:CRANE1_758
07FA: set_game_controller_to_steer_object_TWRCRANE_M_02 // originally LV site magnocrane 

:CRANE1_760
0A44: unknown_flag 1 
7@ = Object.Angle(1@)
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.StorePos(2@, 12@, 13@, 14@)
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 12@ 13@ 
if 
  8@ > 47.5 
else_jump @CRANE1_848 
8@ = 47.5 

:CRANE1_848
if 
  10.0 > 8@ 
else_jump @CRANE1_879 
8@ = 10.0 

:CRANE1_879
if 
03CA:   object 1@ exists 
else_jump @CRANE1_943 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_943 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 0@ offset_from_object_origin 0.0 0.0 34.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 

:CRANE1_943
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_1016 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
0337: set_actor $PLAYER_ACTOR visibility 0 
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
$FLAG_PLAYER_IN_CRANE = 1 
22@ = 0 

:CRANE1_1016
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
gosub @CRANE1_2512 
fade 1 500 

:CRANE1_1037
if 
fading 
else_jump @CRANE1_1061 
wait 0 
jump @CRANE1_1037 

:CRANE1_1061
5@ += 1 

:CRANE1_1068
if 
  5@ == 3 
else_jump @CRANE1_2277 
if 
  32@ > 6000 
else_jump @CRANE1_1468 
$10490 += 1 
if 
  7 > $10490 
else_jump @CRANE1_1461 
0871: init_jump_table $10490 total_jumps 6 default_jump 0 @CRANE1_1461 jumps 1 @CRANE1_1193 2 @CRANE1_1250 3 @CRANE1_1307 4 @CRANE1_1364 5 @CRANE1_1421 6 @CRANE1_1441 -1 @CRANE1_1461 

:CRANE1_1193
03E6: remove_text_box 
if 
07D6:   1@ == $2723 // integer vars 
else_jump @CRANE1_1232 
0512: show_permanent_text_box 'CONS_1'  // Drcke ~k~~GO_LEFT~ und ~k~~GO_RIGHT~, um den Abrisskran zu drehen.
jump @CRANE1_1243 

:CRANE1_1232
0512: show_permanent_text_box 'CONS_1B'  // Benutze ~k~~GO_LEFT~ und ~k~~GO_RIGHT~, um den Kran zu drehen.

:CRANE1_1243
jump @CRANE1_1461 

:CRANE1_1250
03E6: remove_text_box 
if 
07D6:   1@ == $2723 // integer vars 
else_jump @CRANE1_1289 
0512: show_permanent_text_box 'CONS_2'  // Drcke ~k~~GO_BACK~, um die Abrissbirne nher heranzubringen, oder ~k~~GO_FORWARD~ um sie weiter wegzubewegen.
jump @CRANE1_1300 

:CRANE1_1289
0512: show_permanent_text_box 'CONS_2B'  // Benutze ~k~~GO_FORWARD~ und ~k~~GO_BACK~, um den Magneten nher heran oder weiter weg zu bewegen.

:CRANE1_1300
jump @CRANE1_1461 

:CRANE1_1307
03E6: remove_text_box 
if 
07D6:   1@ == $2723 // integer vars 
else_jump @CRANE1_1346 
0512: show_permanent_text_box 'CONS_3'  // Drcke ~k~~PED_JUMPING~, um die Abrissbirne anzuheben.
jump @CRANE1_1357 

:CRANE1_1346
0512: show_permanent_text_box 'CONS_3B'  // Drcke ~k~~PED_JUMPING~, um den Magneten anzuheben.

:CRANE1_1357
jump @CRANE1_1461 

:CRANE1_1364
03E6: remove_text_box 
if 
07D6:   1@ == $2723 // integer vars 
else_jump @CRANE1_1403 
0512: show_permanent_text_box 'CONS_4'  // Drcke ~k~~PED_SPRINT~, um die Abrissbirne herunter zu lassen.
jump @CRANE1_1414 

:CRANE1_1403
0512: show_permanent_text_box 'CONS_4B'  // Drcke ~k~~PED_SPRINT~, um den Magneten abzusenken.

:CRANE1_1414
jump @CRANE1_1461 

:CRANE1_1421
03E6: remove_text_box 
0512: show_permanent_text_box 'CONS_5'  // Drcke ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~, um den Blickwinkel zu ndern.
jump @CRANE1_1461 

:CRANE1_1441
03E6: remove_text_box 
03E5: show_text_box 'CR_3'  // ~k~~VEHICLE_ENTER_EXIT~: Aus Kran aussteigen
jump @CRANE1_1461 

:CRANE1_1461
32@ = 0 

:CRANE1_1468
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_2277 
if 
0735:   NOP_false 81 
else_jump @CRANE1_1509 
$10487 += 0.1 

:CRANE1_1509
if 
0735:   NOP_false 65 
else_jump @CRANE1_1534 
$10487 += -0.1 

:CRANE1_1534
if 
0735:   NOP_false 87 
else_jump @CRANE1_1559 
$10488 += 0.1 

:CRANE1_1559
if 
0735:   NOP_false 83 
else_jump @CRANE1_1584 
$10488 += -0.1 

:CRANE1_1584
if 
0735:   NOP_false 69 
else_jump @CRANE1_1609 
$10489 += 0.1 

:CRANE1_1609
if 
0735:   NOP_false 68 
else_jump @CRANE1_1634 
$10489 += -0.1 

:CRANE1_1634
if 
00E1:   player 0 pressed_key 0 
else_jump @CRANE1_1749 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 6@ = integer $MOVE_AXIS_X to_float 
6@ /= 500.0 
0081: 7@ -= unknown_float * 6@ // (float) 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_1742 
if 
   not 22@ == 1 
else_jump @CRANE1_1742 
097B: play_audio_at_object 1@ event 1020 
22@ = 1 

:CRANE1_1742
jump @CRANE1_1798 

:CRANE1_1749
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_1798 
if 
   not 22@ == 0 
else_jump @CRANE1_1798 
097B: play_audio_at_object 1@ event 1021 
22@ = 0 

:CRANE1_1798
if 
00E1:   player 0 pressed_key 1 
else_jump @CRANE1_2000 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 6@ = integer $MOVE_AXIS_Y to_float 
6@ /= 128.0 
if or
  6@ > 0.6 
  -0.6 > 6@ 
else_jump @CRANE1_1993 
6@ *= 0.15 
0081: 8@ -= unknown_float * 6@ // (float) 
if 
  8@ > 47.5 
else_jump @CRANE1_1929 
8@ = 47.5 

:CRANE1_1929
if 
  10.0 > 8@ 
else_jump @CRANE1_1960 
8@ = 10.0 

:CRANE1_1960
if 
   not 23@ == 1 
else_jump @CRANE1_1993 
097B: play_audio_at_object 2@ event 1020 
23@ = 1 

:CRANE1_1993
jump @CRANE1_2033 

:CRANE1_2000
if 
   not 23@ == 0 
else_jump @CRANE1_2033 
097B: play_audio_at_object 2@ event 1021 
23@ = 0 

:CRANE1_2033
if 
03CA:   object 2@ exists 
else_jump @CRANE1_2071 
if 
00E1:   player 0 pressed_key 16 
else_jump @CRANE1_2071 
0799: set_crane_magnet 2@ release_stuff_from_magnet 

:CRANE1_2071
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2172 
if 
03CA:   object 0@ exists 
else_jump @CRANE1_2172 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 32.521 
Object.Angle(1@) = 7@
if 
03CA:   object 3@ exists 
else_jump @CRANE1_2164 
Object.Angle(3@) = 7@

:CRANE1_2164
Actor.Angle($PLAYER_ACTOR) = 7@

:CRANE1_2172
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2253 
if 
03CA:   object 2@ exists 
else_jump @CRANE1_2253 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 1@ with_offset 0.0 8@ 3.453 
0815: put_object 2@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
Object.Angle(2@) = 7@

:CRANE1_2253
if 
00E1:   player 0 pressed_key 15 
else_jump @CRANE1_2277 
5@ += 1 

:CRANE1_2277
if 
  5@ == 4 
else_jump @CRANE1_2480 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_2480 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2349 
097B: play_audio_at_object 1@ event 1022 

:CRANE1_2349
03E6: remove_text_box 
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: unknown_flag 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 2.0 -7.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
$FLAG_PLAYER_IN_CRANE = 0 
5@ = 0 
end_thread 

:CRANE1_2480
jump @CRANE1_2489 

:CRANE1_2487
end_thread 

:CRANE1_2489
jump @CRANE1_2505 

:CRANE1_2496
5@ = 0 
end_thread 

:CRANE1_2505
jump @CRANE1_272 

:CRANE1_2512
if 
  $10494 == 0 
else_jump @CRANE1_3074 
if 
00E1:   player 0 pressed_key 13 
else_jump @CRANE1_2619 
if 
  24@ == 0 
else_jump @CRANE1_2612 
21@ += 1 
if 
  21@ > 2 
else_jump @CRANE1_2597 
21@ = 0 

:CRANE1_2597
008A: $10495 = 21@ // (int) 
24@ += 1 

:CRANE1_2612
jump @CRANE1_2644 

:CRANE1_2619
if 
   not 24@ == 0 
else_jump @CRANE1_2644 
24@ = 0 

:CRANE1_2644
if 
  $FLAG_PLAYER_IN_CRANE == 1 
else_jump @CRANE1_2695 
if 
  $1911 == 1 
else_jump @CRANE1_2695 
0084: $10495 = $10495 // (int) 
$1911 = 0 

:CRANE1_2695
if 
  21@ == 0 
else_jump @CRANE1_2758 
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2758 
0400: store_coords_to 15@ 16@ 17@ from_object 1@ with_offset -7.18 -6.42 15.79 

:CRANE1_2758
if 
  21@ == 1 
else_jump @CRANE1_2920 
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2920 
0400: store_coords_to 15@ 16@ 17@ from_object 2@ with_offset 0.0 -4.5 20.1999 
if 
03CA:   object 2@ exists 
else_jump @CRANE1_2920 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 20.1999 
0796: get_crane_magnet 2@ magnet_lane_length_to 6@ // float 
6@ += -1.0 
6@ *= -1.0 
6@ *= 72.0 
0067: $TEMPVAR_FLOAT_3 -= 6@ // (float) 
0089: 17@ = $TEMPVAR_FLOAT_3 // (float) 

:CRANE1_2920
if 
03CA:   object 2@ exists 
else_jump @CRANE1_3035 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 2.0 
0796: get_crane_magnet 2@ magnet_lane_length_to 6@ // float 
6@ += -1.0 
6@ *= -1.0 
6@ *= 72.0 
0067: $TEMPVAR_FLOAT_3 -= 6@ // (float) 
0089: 18@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 19@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 20@ = $TEMPVAR_FLOAT_3 // (float) 

:CRANE1_3035
Camera.SetPosition(15@, 16@, 17@, 0.0, 0.0, 0.0)
Camera.PointAt(18@, 19@, 20@, 2)

:CRANE1_3074
return 
end_thread 

//-------------External script 68 (CRANE2)---------------

:CRANE2
thread 'CRANE2' 
0@ = 0 
if 
  0@ == 1 
else_jump @CRANE2_102 
$2727 = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)
$2728 = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)
$CRANE_MAGNET = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)

:CRANE2_102
$10491 = 0 
$10509 = 33.7 
$2738 = 15.0 
28@ = 0 
27@ = 1 
$1919 = 0 

:CRANE2_150
wait 0 
if 
03CA:   object $2727 exists 
else_jump @CRANE2_4700 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE2_4693 
if 
  $10493 == 0 
else_jump @CRANE2_4693 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 100.0 100.0 flag 0 
else_jump @CRANE2_4691 
if 
  $1911 == 1 
else_jump @CRANE2_260 
gosub @CRANE2_4716 

:CRANE2_260
if and
   Player.Defined($PLAYER_CHAR)
  $1912 == 0 
else_jump @CRANE2_4684 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 100.0 100.0 flag 0 
else_jump @CRANE2_4659 
if 
  $FLAG_PLAYER_IN_CRANE == 2 
else_jump @CRANE2_339 
gosub @CRANE2_4716 

:CRANE2_339
if 
  0@ == 0 
else_jump @CRANE2_393 
0400: store_coords_to 1@ 2@ 3@ from_object $2727 with_offset -1.7837 2.4699 -24.1519 
0@ += 1 

:CRANE2_393
if 
  0@ == 1 
else_jump @CRANE2_691 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1@ 2@ 3@ radius 1.2 1.2 1.5 on_foot 
else_jump @CRANE2_538 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CRANE2_531 
if 
  $10491 == 0 
else_jump @CRANE2_505 
0512: show_permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~: In Kran steigen
$10491 = 1 

:CRANE2_505
if 
00E1:   player 0 pressed_key 15 
else_jump @CRANE2_531 
03E6: remove_text_box 
0@ += 1 

:CRANE2_531
jump @CRANE2_565 

:CRANE2_538
if 
   not $10491 == 0 
else_jump @CRANE2_565 
03E6: remove_text_box 
$10491 = 0 

:CRANE2_565
if 
  15.0 > $2738 
else_jump @CRANE2_628 
$2738 = 15.0 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @CRANE2_628 
0453: set_object $CRANE_MAGNET XY_rotation $2738 0.0 angle $2737 

:CRANE2_628
if 
  $2738 > 30.0 
else_jump @CRANE2_691 
$2738 = 30.0 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @CRANE2_691 
0453: set_object $CRANE_MAGNET XY_rotation $2738 0.0 angle $2737 

:CRANE2_691
if 
  0@ == 2 
else_jump @CRANE2_1309 
if 
03CA:   object $2728 exists 
else_jump @CRANE2_733 
097B: play_audio_at_object $2728 event 1019 

:CRANE2_733
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
$FLAG_PLAYER_IN_CRANE = 2 
fade 0 500 

:CRANE2_758
if 
fading 
else_jump @CRANE2_782 
wait 0 
jump @CRANE2_758 

:CRANE2_782
079D: unknown_set_game_controller_to_steer_object_MagnoCrane_03 // originally SF docks magnocrane 
0A44: unknown_flag 1 
$2736 = Object.Angle($2728)
$2737 = Object.Angle($CRANE_MAGNET)
if 
03CA:   object $2727 exists 
else_jump @CRANE2_882 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE2_882 
Object.StorePos($2727, $2733, $2734, $2735)
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $2727 offset_from_object_origin 0.0 0.0 2.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 

:CRANE2_882
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE2_948 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
0337: set_actor $PLAYER_ACTOR visibility 0 
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
$10515 = 0 

:CRANE2_948
if 
03CA:   object $2727 exists 
else_jump @CRANE2_978 
Object.StorePos($2727, 21@, 22@, $TEMPVAR_FLOAT_3)

:CRANE2_978
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @CRANE2_1002 
25@ = Object.Angle($CRANE_MAGNET)

:CRANE2_1002
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @CRANE2_1204 
0400: store_coords_to $10503 $10504 $10505 from_object $CRANE_MAGNET with_offset 0.0 $10509 -3.0 
0796: get_crane_magnet $CRANE_MAGNET magnet_lane_length_to 4@ // float 
4@ += -1.0 
4@ *= -1.0 
4@ *= 50.0 
0067: $10505 -= 4@ // (float) 
0086: $TEMPVAR_FLOAT_1 = $10503 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $2733 // (float) 
0086: $TEMPVAR_FLOAT_2 = $10504 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $2734 // (float) 
0509: 4@ = distance_between_XY $10503 $10504 and_XY $2733 $2734 
0075: $TEMPVAR_FLOAT_1 /= 4@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 4@ // (float) 
0069: $TEMPVAR_FLOAT_1 *= $10509 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $10509 // (float) 
0086: $10503 = $2733 // (float) 
0059: $10503 += $TEMPVAR_FLOAT_1 // (float) 
0086: $10504 = $2734 // (float) 
0059: $10504 += $TEMPVAR_FLOAT_2 // (float) 

:CRANE2_1204
0089: 10@ = $10503 // (float) 
0089: 11@ = $10504 // (float) 
$10510 = 0.0 
$10511 = 0.0 
$10512 = 0.3 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
gosub @CRANE2_4716 
fade 1 500 

:CRANE2_1271
if 
fading 
else_jump @CRANE2_1302 
wait 0 
gosub @CRANE2_4716 
jump @CRANE2_1271 

:CRANE2_1302
0@ += 1 

:CRANE2_1309
if 
  0@ == 3 
else_jump @CRANE2_4430 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE2_4430 
if 
0735:   NOP_false 131 
else_jump @CRANE2_1369 
$10509 += 0.1 

:CRANE2_1369
if 
0735:   NOP_false 130 
else_jump @CRANE2_1395 
$10509 += -0.1 

:CRANE2_1395
if 
  $FLAG_PLAYER_IN_CRANE == 2 
else_jump @CRANE2_3930 
if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
else_jump @CRANE2_2947 
if 
   not $10515 == 1 
else_jump @CRANE2_1485 
if 
03CA:   object $2728 exists 
else_jump @CRANE2_1478 
097B: play_audio_at_object $2728 event 1020 

:CRANE2_1478
$10515 = 1 

:CRANE2_1485
if 
  $1918 == 0 
else_jump @CRANE2_2940 
28@ = 1 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 6@ = integer $MOVE_AXIS_X to_float 
008F: 7@ = integer $MOVE_AXIS_Y to_float 
6@ /= 128.0 
7@ /= 128.0 
6@ *= 0.15 
7@ *= 0.15 
0089: 12@ = $10506 // (float) 
0089: 13@ = $10507 // (float) 
0087: 15@ = 13@ // (float) 
0087: 16@ = 12@ // (float) 
16@ *= -1.0 
006B: 12@ *= 7@ // (float) 
006B: 13@ *= 7@ // (float) 
12@ *= -1.0 
13@ *= -1.0 
007B: 10@ += unknown_float * 12@ // (float) 
007B: 11@ += unknown_float * 13@ // (float) 
006B: 15@ *= 6@ // (float) 
006B: 16@ *= 6@ // (float) 
007B: 10@ += unknown_float * 15@ // (float) 
007B: 11@ += unknown_float * 16@ // (float) 
0509: 4@ = distance_between_XY 10@ 11@ and_XY $10500 $10501 
if 
  4@ > 0.3 
else_jump @CRANE2_1846 
0088: $TEMPVAR_FLOAT_1 = 10@ // (float) 
0061: $TEMPVAR_FLOAT_1 -= $10500 // (float) 
0088: $TEMPVAR_FLOAT_2 = 11@ // (float) 
0061: $TEMPVAR_FLOAT_2 -= $10501 // (float) 
0075: $TEMPVAR_FLOAT_1 /= 4@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 4@ // (float) 
$TEMPVAR_FLOAT_1 *= 0.3 
$TEMPVAR_FLOAT_2 *= 0.3 
0089: 10@ = $10500 // (float) 
005D: 10@ += $TEMPVAR_FLOAT_1 // (float) 
0089: 11@ = $10501 // (float) 
005D: 11@ += $TEMPVAR_FLOAT_2 // (float) 

:CRANE2_1846
$TEMPVAR_FLOAT_3 = 0.0 
0088: $TEMPVAR_FLOAT_2 = 11@ // (float) 
0086: $TEMPVAR_FLOAT_1 = $TEMPVAR_FLOAT_2 // (float) 
$TEMPVAR_FLOAT_1 -= 1671.5 
0087: 8@ = 10@ // (float) 
0087: 9@ = 8@ // (float) 
9@ += 1671.5 
005F: $TEMPVAR_FLOAT_1 += 8@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 9@ // (float) 
$TEMPVAR_FLOAT_1 /= 2.0 
$TEMPVAR_FLOAT_2 /= 2.0 
if 
  -1648.057 > $TEMPVAR_FLOAT_1 
else_jump @CRANE2_2116 
0509: 4@ = distance_between_XY -1648.057 23.852 and_XY 10@ 11@ 
if 
0027:   4@ > $10509 // (float) 
else_jump @CRANE2_2109 
0087: 12@ = 10@ // (float) 
12@ += 1648.057 
0087: 13@ = 11@ // (float) 
13@ -= 23.852 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $10509 // (float) 
006F: 13@ *= $10509 // (float) 
10@ = -1648.057 
005B: 10@ += 12@ // (float) 
11@ = 23.852 
005B: 11@ += 13@ // (float) 

:CRANE2_2109
jump @CRANE2_2420 

:CRANE2_2116
if 
  $TEMPVAR_FLOAT_1 > -1532.742 
else_jump @CRANE2_2288 
0509: 4@ = distance_between_XY -1532.742 138.719 and_XY 10@ 11@ 
if 
0027:   4@ > $10509 // (float) 
else_jump @CRANE2_2281 
0087: 12@ = 10@ // (float) 
12@ += 1532.742 
0087: 13@ = 11@ // (float) 
13@ -= 138.719 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $10509 // (float) 
006F: 13@ *= $10509 // (float) 
10@ = -1532.742 
005B: 10@ += 12@ // (float) 
11@ = 138.719 
005B: 11@ += 13@ // (float) 

:CRANE2_2281
jump @CRANE2_2420 

:CRANE2_2288
0509: 4@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 10@ 11@ 
if 
0027:   4@ > $10509 // (float) 
else_jump @CRANE2_2420 
0087: 12@ = 10@ // (float) 
0065: 12@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 13@ = 11@ // (float) 
0065: 13@ -= $TEMPVAR_FLOAT_2 // (float) 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $10509 // (float) 
006F: 13@ *= $10509 // (float) 
0089: 10@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 10@ += 12@ // (float) 
0089: 11@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 11@ += 13@ // (float) 

:CRANE2_2420
0509: 18@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 10@ 11@ 
0089: 4@ = $10509 // (float) 
006F: 4@ *= $10509 // (float) 
0087: 5@ = 18@ // (float) 
006B: 5@ *= 18@ // (float) 
0087: 19@ = 4@ // (float) 
0063: 19@ -= 5@ // (float) 
0087: 20@ = 19@ // (float) 
20@ /= 2.0 
01FB: 20@ = square_root 20@ 
0089: 21@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 21@ -= 20@ // (float) 
0089: 22@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 22@ -= 20@ // (float) 
0089: 23@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 23@ += 20@ // (float) 
0089: 24@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 24@ += 20@ // (float) 
26@ = 0 
if and
  -1532.742 > 21@ 
  21@ > -1648.057 
else_jump @CRANE2_2620 
26@ += 1 

:CRANE2_2620
if and
  -1532.742 > 23@ 
  23@ > -1648.057 
else_jump @CRANE2_2658 
26@ += 2 

:CRANE2_2658
if 
   not 26@ == 0 
else_jump @CRANE2_2881 
if 
  26@ == 1 
else_jump @CRANE2_2694 

:CRANE2_2694
if 
  26@ == 2 
else_jump @CRANE2_2728 
0087: 21@ = 23@ // (float) 
0087: 22@ = 24@ // (float) 

:CRANE2_2728
if 
  26@ == 3 
else_jump @CRANE2_2831 
if 
03CA:   object $2727 exists 
else_jump @CRANE2_2831 
0509: 4@ = distance_between_XY $2733 $2734 and_XY 21@ 22@ 
0509: 5@ = distance_between_XY $2733 $2734 and_XY 23@ 24@ 
if 
0025:   4@ > 5@ // (float) 
else_jump @CRANE2_2831 
0087: 21@ = 23@ // (float) 
0087: 22@ = 24@ // (float) 

:CRANE2_2831
0087: 12@ = 10@ // (float) 
0063: 12@ -= 21@ // (float) 
0087: 13@ = 11@ // (float) 
0063: 13@ -= 22@ // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 
jump @CRANE2_2940 

:CRANE2_2881
0089: 21@ = $2733 // (float) 
0089: 22@ = $2734 // (float) 
0087: 12@ = 10@ // (float) 
0065: 12@ -= $2733 // (float) 
0087: 13@ = 11@ // (float) 
0065: 13@ -= $2734 // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 

:CRANE2_2940
jump @CRANE2_3246 

:CRANE2_2947
if 
   not $10515 == 0 
else_jump @CRANE2_2996 
if 
03CA:   object $2728 exists 
else_jump @CRANE2_2989 
097B: play_audio_at_object $2728 event 1021 

:CRANE2_2989
$10515 = 0 

:CRANE2_2996
if 
   not 28@ == 0 
else_jump @CRANE2_3246 
if 
  28@ == 1 
else_jump @CRANE2_3107 
0086: $TEMPVAR_FLOAT_1 = $10503 // (float) 
0086: $TEMPVAR_FLOAT_2 = $10504 // (float) 
0089: 12@ = $TEMPVAR_FLOAT_1 // (float) 
0065: 12@ -= $2733 // (float) 
0089: 13@ = $TEMPVAR_FLOAT_2 // (float) 
0065: 13@ -= $2734 // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 
0089: 12@ = $10513 // (float) 
0089: 13@ = $10514 // (float) 

:CRANE2_3107
if 
  $10510 > 0.0 
else_jump @CRANE2_3246 
$10511 = -0.007 
007A: $10510 += unknown_float * $10511 // (float) 
if 
  0.0 > $10510 
else_jump @CRANE2_3191 
$10510 = 0.0 
28@ = 0 
jump @CRANE2_3198 

:CRANE2_3191
28@ = 2 

:CRANE2_3198
0086: $TEMPVAR_FLOAT_1 = $10510 // (float) 
006D: $TEMPVAR_FLOAT_1 *= 12@ // (float) 
0086: $TEMPVAR_FLOAT_2 = $10510 // (float) 
006D: $TEMPVAR_FLOAT_2 *= 13@ // (float) 
0059: $2733 += $TEMPVAR_FLOAT_1 // (float) 
0059: $2734 += $TEMPVAR_FLOAT_2 // (float) 

:CRANE2_3246
if 
  28@ == 1 
else_jump @CRANE2_3530 
if 
03CA:   object $2727 exists 
else_jump @CRANE2_3530 
0509: 4@ = distance_between_XY $2733 $2734 and_XY 21@ 22@ 
if 
  4@ > 0.01 
else_jump @CRANE2_3366 
0088: $10513 = 21@ // (float) 
0061: $10513 -= $2733 // (float) 
0088: $10514 = 22@ // (float) 
0061: $10514 -= $2734 // (float) 
0075: $10513 /= 4@ // (float) 
0075: $10514 /= 4@ // (float) 

:CRANE2_3366
if 
  4@ > 0.01 
else_jump @CRANE2_3530 
$10511 = 0.003 
007A: $10510 += unknown_float * $10511 // (float) 
if 
0024:   $10510 > $10512 // (float) 
else_jump @CRANE2_3432 
0086: $10510 = $10512 // (float) 

:CRANE2_3432
0089: 12@ = $10513 // (float) 
0089: 13@ = $10514 // (float) 
if 
0027:   4@ > $10510 // (float) 
else_jump @CRANE2_3490 
006F: 12@ *= $10510 // (float) 
006F: 13@ *= $10510 // (float) 
jump @CRANE2_3514 

:CRANE2_3490
006B: 12@ *= 4@ // (float) 
006B: 13@ *= 4@ // (float) 
0088: $10510 = 4@ // (float) 

:CRANE2_3514
005F: $2733 += 12@ // (float) 
005F: $2734 += 13@ // (float) 

:CRANE2_3530
if 
  28@ == 1 
else_jump @CRANE2_3888 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @CRANE2_3888 
if 
  25@ > 180.0 
else_jump @CRANE2_3595 
25@ += -360.0 

:CRANE2_3595
if 
  -180.0 > 25@ 
else_jump @CRANE2_3626 
25@ += 360.0 

:CRANE2_3626
0086: $TEMPVAR_ANGLE = $2737 // (float) 
if 
  $TEMPVAR_ANGLE > 180.0 
else_jump @CRANE2_3665 
$TEMPVAR_ANGLE += -360.0 

:CRANE2_3665
if 
  -180.0 > $TEMPVAR_ANGLE 
else_jump @CRANE2_3696 
$TEMPVAR_ANGLE += 360.0 

:CRANE2_3696
0087: 4@ = 25@ // (float) 
0065: 4@ -= $TEMPVAR_ANGLE // (float) 
if 
  4@ > 180.0 
else_jump @CRANE2_3743 
4@ += -360.0 

:CRANE2_3743
if 
  -180.0 > 4@ 
else_jump @CRANE2_3774 
4@ += 360.0 

:CRANE2_3774
if 
  4@ >= 0.0 
else_jump @CRANE2_3833 
if 
  4@ > 0.2 
else_jump @CRANE2_3826 
4@ = 0.2 

:CRANE2_3826
jump @CRANE2_3864 

:CRANE2_3833
if 
  -0.2 > 4@ 
else_jump @CRANE2_3864 
4@ = -0.2 

:CRANE2_3864
007D: $TEMPVAR_ANGLE += unknown_float * 4@ // (float) 
0086: $2736 = $TEMPVAR_ANGLE // (float) 
0086: $2737 = $TEMPVAR_ANGLE // (float) 

:CRANE2_3888
if 
  $1913 == 0 
else_jump @CRANE2_3930 
if 
00E1:   player 0 pressed_key 15 
else_jump @CRANE2_3930 
0@ += 1 

:CRANE2_3930
if and
  -1532.742 > $2733 
  $2733 > -1648.057 
else_jump @CRANE2_3998 
if 
03CA:   object $2727 exists 
else_jump @CRANE2_3991 
0815: put_object $2727 at $2733 $2734 $2735 and_keep_rotation 

:CRANE2_3991
jump @CRANE2_4028 

:CRANE2_3998
if 
03CA:   object $2727 exists 
else_jump @CRANE2_4028 
Object.StorePos($2727, $2733, $2734, $2735)

:CRANE2_4028
if 
03CA:   object $2727 exists 
else_jump @CRANE2_4104 
if 
03CA:   object $2730 exists 
else_jump @CRANE2_4104 
Object.StorePos($2727, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2727)
Object.PutAt($2730, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2730) = $TEMPVAR_ANGLE

:CRANE2_4104
if 
03CA:   object $2727 exists 
else_jump @CRANE2_4255 
if 
03CA:   object $2728 exists 
else_jump @CRANE2_4195 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 with_offset 0.0 0.0 0.0 
Object.Angle($2728) = $2736
0815: put_object $2728 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
Actor.Angle($PLAYER_ACTOR) = $2736

:CRANE2_4195
if 
03CA:   object $2731 exists 
else_jump @CRANE2_4255 
Object.StorePos($2728, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2728)
Object.PutAt($2731, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2731) = $TEMPVAR_ANGLE

:CRANE2_4255
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @CRANE2_4430 
if 
03CA:   object $2728 exists 
else_jump @CRANE2_4354 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2728 with_offset 0.0 -2.185 8.51 
$2737 = Object.Angle($2728)
0815: put_object $CRANE_MAGNET at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0453: set_object $CRANE_MAGNET XY_rotation $2738 0.0 angle $2737 

:CRANE2_4354
if 
03CA:   object $2732 exists 
else_jump @CRANE2_4430 
Object.StorePos($CRANE_MAGNET, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($CRANE_MAGNET)
Object.PutAt($2732, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2732) = $TEMPVAR_ANGLE
0453: set_object $2732 XY_rotation $2738 0.0 angle $2737 

:CRANE2_4430
if or
  0@ == 4 
  $1915 == 1 
else_jump @CRANE2_4652 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE2_4652 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
03CA:   object $2728 exists 
else_jump @CRANE2_4509 
097B: play_audio_at_object $2728 event 1022 

:CRANE2_4509
03E6: remove_text_box 
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: unknown_flag 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 with_offset 2.0 -4.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Player.CanMove($PLAYER_CHAR) = True
0792: disembark_instantly_actor $PLAYER_ACTOR 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$FLAG_PLAYER_IN_CRANE = 0 
$1915 = 0 
0@ = 0 

:CRANE2_4652
jump @CRANE2_4684 

:CRANE2_4659
if 
   not 0@ == 0 
else_jump @CRANE2_4684 
0@ = 0 

:CRANE2_4684
jump @CRANE2_4693 

:CRANE2_4691
end_thread 

:CRANE2_4693
jump @CRANE2_4709 

:CRANE2_4700
0@ = 0 
end_thread 

:CRANE2_4709
jump @CRANE2_150 

:CRANE2_4716
if 
00E1:   player 0 pressed_key 13 
else_jump @CRANE2_4805 
if 
  29@ == 0 
else_jump @CRANE2_4798 
27@ += 1 
if 
  27@ > 2 
else_jump @CRANE2_4783 
27@ = 0 

:CRANE2_4783
008A: $1919 = 27@ // (int) 
29@ += 1 

:CRANE2_4798
jump @CRANE2_4830 

:CRANE2_4805
if 
   not 29@ == 0 
else_jump @CRANE2_4830 
29@ = 0 

:CRANE2_4830
if 
  $FLAG_PLAYER_IN_CRANE == 2 
else_jump @CRANE2_4881 
if 
  $1911 == 1 
else_jump @CRANE2_4881 
008B: 27@ = $1919 // (int) 
$1911 = 0 

:CRANE2_4881
if 
803C:   not  $1919 == 27@ // (int) 
else_jump @CRANE2_4908 
008A: $1919 = 27@ // (int) 

:CRANE2_4908
if 
  27@ == 0 
else_jump @CRANE2_4978 
if 
03CA:   object $2728 exists 
else_jump @CRANE2_4971 
0400: store_coords_to $10497 $10498 $10499 from_object $2728 with_offset 6.1 15.0 5.1 

:CRANE2_4971
jump @CRANE2_5093 

:CRANE2_4978
if 
  27@ == 1 
else_jump @CRANE2_5048 
if 
03CA:   object $2727 exists 
else_jump @CRANE2_5041 
0400: store_coords_to $10497 $10498 $10499 from_object $2727 with_offset -4.0 17.3 35.0 

:CRANE2_5041
jump @CRANE2_5093 

:CRANE2_5048
if 
03CA:   object $2728 exists 
else_jump @CRANE2_5093 
0400: store_coords_to $10497 $10498 $10499 from_object $2728 with_offset 3.0 45.0 0.0 

:CRANE2_5093
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @CRANE2_5730 
0400: store_coords_to $10500 $10501 $10502 from_object $CRANE_MAGNET with_offset 0.0 $10509 -3.0 
0796: get_crane_magnet $CRANE_MAGNET magnet_lane_length_to 4@ // float 
4@ += -1.0 
4@ *= -1.0 
4@ *= 50.0 
0067: $10502 -= 4@ // (float) 
0086: $TEMPVAR_FLOAT_1 = $10500 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $2733 // (float) 
0086: $TEMPVAR_FLOAT_2 = $10501 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $2734 // (float) 
0509: 4@ = distance_between_XY $10500 $10501 and_XY $2733 $2734 
0075: $TEMPVAR_FLOAT_1 /= 4@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 4@ // (float) 
0069: $TEMPVAR_FLOAT_1 *= $10509 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $10509 // (float) 
0086: $10500 = $2733 // (float) 
0059: $10500 += $TEMPVAR_FLOAT_1 // (float) 
0086: $10501 = $2734 // (float) 
0059: $10501 += $TEMPVAR_FLOAT_2 // (float) 
050A: 4@ = distance_between_XYZ $10500 $10501 $10502 and_XYZ $10503 $10504 $10505 
if 
  4@ > 0.3 
else_jump @CRANE2_5441 
0086: $10506 = $10500 // (float) 
0061: $10506 -= $10503 // (float) 
0086: $10507 = $10501 // (float) 
0061: $10507 -= $10504 // (float) 
0086: $10508 = $10502 // (float) 
0061: $10508 -= $10505 // (float) 
$10506 *= 0.05 
$10507 *= 0.05 
$10508 *= 0.05 
0059: $10503 += $10506 // (float) 
0059: $10504 += $10507 // (float) 
0059: $10505 += $10508 // (float) 

:CRANE2_5441
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
  $1912 == 0 
else_jump @CRANE2_5596 
0089: 12@ = $10497 // (float) 
0065: 12@ -= $TEMPVAR_FLOAT_1 // (float) 
0089: 13@ = $10498 // (float) 
0065: 13@ -= $TEMPVAR_FLOAT_2 // (float) 
0089: 14@ = $10499 // (float) 
0065: 14@ -= $TEMPVAR_FLOAT_3 // (float) 
12@ *= 0.2 
13@ *= 0.2 
14@ *= 0.2 
0086: $10497 = $TEMPVAR_FLOAT_1 // (float) 
005F: $10497 += 12@ // (float) 
0086: $10498 = $TEMPVAR_FLOAT_2 // (float) 
005F: $10498 += 13@ // (float) 
0086: $10499 = $TEMPVAR_FLOAT_3 // (float) 
005F: $10499 += 14@ // (float) 

:CRANE2_5596
Camera.SetPosition($10497, $10498, $10499, 0.0, 0.0, 0.0)
Camera.PointAt($10503, $10504, $10505, 2)
0086: $10506 = $10503 // (float) 
0061: $10506 -= $10497 // (float) 
0086: $10507 = $10504 // (float) 
0061: $10507 -= $10498 // (float) 
0086: $10508 = $10505 // (float) 
0061: $10508 -= $10499 // (float) 
050A: 4@ = distance_between_XYZ $10497 $10498 $10499 and_XYZ $10503 $10504 $10505 
0075: $10506 /= 4@ // (float) 
0075: $10507 /= 4@ // (float) 
0075: $10508 /= 4@ // (float) 

:CRANE2_5730
return 
end_thread 

//-------------External script 69 (CRANE3)---------------

:CRANE3
thread 'CRANE3' 
3@ = 0 
if 
  3@ == 1 
else_jump @CRANE3_124 
0@ = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)
1@ = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)
2@ = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)
3@ = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)

:CRANE3_124
$10492 = 0 

:CRANE3_131
wait 0 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_1554 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE3_1547 
if 
  $10493 == 0 
else_jump @CRANE3_1547 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 100.0 100.0 flag 0 
else_jump @CRANE3_1538 
if 
  3@ == 0 
else_jump @CRANE3_270 
0400: store_coords_to 5@ 6@ 7@ from_object 0@ with_offset 3.0899 2.9792 0.0081 
3@ += 1 

:CRANE3_270
if 
  3@ == 1 
else_jump @CRANE3_440 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 5@ 6@ 7@ radius 1.2 1.2 1.5 on_foot 
else_jump @CRANE3_413 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CRANE3_406 
if 
  $10492 == 0 
else_jump @CRANE3_382 
0512: show_permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~: In Kran steigen
$10492 = 1 

:CRANE3_382
if 
00E1:   player 0 pressed_key 15 
else_jump @CRANE3_406 
3@ += 1 

:CRANE3_406
jump @CRANE3_440 

:CRANE3_413
if 
   not $10492 == 0 
else_jump @CRANE3_440 
03E6: remove_text_box 
$10492 = 0 

:CRANE3_440
if 
  3@ == 2 
else_jump @CRANE3_719 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_482 
097B: play_audio_at_object 0@ event 1019 

:CRANE3_482
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
fade 0 500 

:CRANE3_500
if 
fading 
else_jump @CRANE3_524 
wait 0 
jump @CRANE3_500 

:CRANE3_524
07F9: set_game_controller_to_steer_object_QUARRY_CRANEARM // originally DS quarry magnocrane 
0A44: unknown_flag 1 
4@ = Object.Angle(1@)
if 
03CA:   object 0@ exists 
else_jump @CRANE3_570 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE3_570 

:CRANE3_570
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE3_656 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Actor.PutAt($PLAYER_ACTOR, 713.5652, 906.2935, -18.0674)
0337: set_actor $PLAYER_ACTOR visibility 0 
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
15@ = 0 

:CRANE3_656
0512: show_permanent_text_box 'QUAR_1'  // Steuere den Kran mit der Bewegungskontrolle.~N~~k~~PED_JUMPING~ Magnet anheben~n~~k~~PED_SPRINT~ Magnet herunterlassen~n~~k~~PED_FIREWEAPON~ Objekte loslassen
gosub @CRANE3_1570 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
fade 1 500 

:CRANE3_688
if 
fading 
else_jump @CRANE3_712 
wait 0 
jump @CRANE3_688 

:CRANE3_712
3@ += 1 

:CRANE3_719
if 
  3@ == 3 
else_jump @CRANE3_1383 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE3_1383 
gosub @CRANE3_1570 
if 
00E1:   player 0 pressed_key 0 
else_jump @CRANE3_875 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 8@ = integer $MOVE_AXIS_X to_float 
8@ /= 500.0 
0081: 4@ -= unknown_float * 8@ // (float) 
if 
   not 15@ == 1 
else_jump @CRANE3_868 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_868 
097B: play_audio_at_object 0@ event 1020 
15@ = 1 

:CRANE3_868
jump @CRANE3_924 

:CRANE3_875
if 
   not 15@ == 0 
else_jump @CRANE3_924 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_924 
097B: play_audio_at_object 0@ event 1021 
15@ = 0 

:CRANE3_924
if 
00E1:   player 0 pressed_key 1 
else_jump @CRANE3_1187 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 8@ = integer $MOVE_AXIS_Y to_float 
8@ /= 1000.0 
8@ *= 1.5 
0083: $2739 -= unknown_float * 8@ // (float) 

:CRANE3_993
if 
  0.0 > $2739 
else_jump @CRANE3_1031 
$2739 += 360.0 
jump @CRANE3_993 

:CRANE3_1031
if 
  $2739 > 360.0 
else_jump @CRANE3_1069 
$2739 += -360.0 
jump @CRANE3_1031 

:CRANE3_1069
if 
  $2739 > 70.0 
else_jump @CRANE3_1100 
$2739 = 70.0 

:CRANE3_1100
if 
  10.0 > $2739 
else_jump @CRANE3_1131 
$2739 = 10.0 

:CRANE3_1131
if 
   not 16@ == 1 
else_jump @CRANE3_1180 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_1180 
097B: play_audio_at_object 2@ event 1020 
16@ = 1 

:CRANE3_1180
jump @CRANE3_1236 

:CRANE3_1187
if 
   not 16@ == 0 
else_jump @CRANE3_1236 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_1236 
097B: play_audio_at_object 2@ event 1021 
16@ = 0 

:CRANE3_1236
if 
03CA:   object 1@ exists 
else_jump @CRANE3_1268 
Object.Angle(1@) = 4@
Actor.Angle($PLAYER_ACTOR) = 4@

:CRANE3_1268
if 
03CA:   object 2@ exists 
else_jump @CRANE3_1359 
if 
03CA:   object 1@ exists 
else_jump @CRANE3_1359 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 1@ with_offset 0.0 0.0 1.0206 
0815: put_object 2@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0453: set_object 2@ XY_rotation 0.0 $2739 angle 4@ 

:CRANE3_1359
if 
00E1:   player 0 pressed_key 15 
else_jump @CRANE3_1383 
3@ += 1 

:CRANE3_1383
if 
  3@ == 4 
else_jump @CRANE3_1531 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE3_1531 
03E6: remove_text_box 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_1443 
097B: play_audio_at_object 0@ event 1022 

:CRANE3_1443
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: unknown_flag 0 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Player.CanMove($PLAYER_CHAR) = True
Actor.PutAt($PLAYER_ACTOR, 706.2595, 918.6275, -19.6407)
Actor.Angle($PLAYER_ACTOR) = 127.184
Camera.Restore_WithJumpCut
3@ = 0 

:CRANE3_1531
jump @CRANE3_1547 

:CRANE3_1538
3@ = 0 
end_thread 

:CRANE3_1547
jump @CRANE3_1563 

:CRANE3_1554
3@ = 0 
end_thread 

:CRANE3_1563
jump @CRANE3_131 

:CRANE3_1570
if 
03CA:   object 1@ exists 
else_jump @CRANE3_1615 
0400: store_coords_to 9@ 10@ 11@ from_object 1@ with_offset -9.0 -6.8 6.0 

:CRANE3_1615
if 
03CA:   object 2@ exists 
else_jump @CRANE3_1730 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 59.0 
0796: get_crane_magnet 2@ magnet_lane_length_to 8@ // float 
8@ += -1.0 
8@ *= -1.0 
8@ *= 72.0 
0067: $TEMPVAR_FLOAT_3 -= 8@ // (float) 
0089: 12@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 13@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 14@ = $TEMPVAR_FLOAT_3 // (float) 

:CRANE3_1730
Camera.SetPosition(9@, 10@, 11@, 0.0, 0.0, 0.0)
Camera.PointAt(12@, 13@, 14@, 2)
return 
end_thread 

//-------------External script 70 (CARPARK1)---------------

:CARPRK1
thread 'CARPRK1' 
set_wb_check_to 0 
0@ = 0 
1@ = 0 
2@ = 0 
3@ = 0 
4@ = 0 
5@ = 0 
6@ = 0 
7@ = 0 
8@ = 0 
9@ = 0 

:CARPRK1_85
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CARPRK1_2769 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2037.568 2366.152 9.8203 cornerB 2119.283 2472.418 14.1172 
else_jump @CARPRK1_251 
if 
  0@ == 0 
else_jump @CARPRK1_244 
03C5: create_random_car_for_carpark 2077.872 2398.657 9.8203 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.099 2414.177 9.8203 z_angle 90.4575 
03C5: create_random_car_for_carpark 2104.859 2416.439 9.8203 z_angle 270.7819 
0@ = 1 

:CARPRK1_244
jump @CARPRK1_308 

:CARPRK1_251
if 
  0@ == 1 
else_jump @CARPRK1_308 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 9.8203 cornerB 2117.283 2441.002 14.1172 
0@ = 0 

:CARPRK1_308
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 13.1172 cornerB 2119.283 2441.002 18.4219 
else_jump @CARPRK1_520 
if 
  1@ == 0 
else_jump @CARPRK1_513 
03C5: create_random_car_for_carpark 2104.537 2412.3 14.1172 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 14.1172 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 14.1172 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 14.1172 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 14.1172 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 14.1172 z_angle 98.3338 
1@ = 1 

:CARPRK1_513
jump @CARPRK1_577 

:CARPRK1_520
if 
  1@ == 1 
else_jump @CARPRK1_577 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 14.1172 cornerB 2117.283 2441.002 18.4219 
1@ = 0 

:CARPRK1_577
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 17.4219 cornerB 2119.283 2441.002 22.7188 
else_jump @CARPRK1_789 
if 
  2@ == 0 
else_jump @CARPRK1_782 
03C5: create_random_car_for_carpark 2104.517 2405.886 18.4219 z_angle 92.3912 
03C5: create_random_car_for_carpark 2095.688 2396.195 18.4219 z_angle 270.3566 
03C5: create_random_car_for_carpark 2087.0 2416.442 18.4219 z_angle 89.9821 
03C5: create_random_car_for_carpark 2086.925 2402.896 18.4219 z_angle 270.2662 
03C5: create_random_car_for_carpark 2069.071 2409.651 18.4219 z_angle 89.1894 
03C5: create_random_car_for_carpark 2078.146 2416.5 18.4219 z_angle 270.7297 
2@ = 1 

:CARPRK1_782
jump @CARPRK1_846 

:CARPRK1_789
if 
  2@ == 1 
else_jump @CARPRK1_846 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 18.4219 cornerB 2117.283 2441.002 22.7188 
2@ = 0 

:CARPRK1_846
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 21.7188 cornerB 2119.283 2441.002 27.0234 
else_jump @CARPRK1_1058 
if 
  3@ == 0 
else_jump @CARPRK1_1051 
03C5: create_random_car_for_carpark 2104.499 2411.852 22.7188 z_angle 90.7897 
03C5: create_random_car_for_carpark 2104.483 2407.618 22.7188 z_angle 91.9516 
03C5: create_random_car_for_carpark 2087.242 2400.854 22.7188 z_angle 269.9636 
03C5: create_random_car_for_carpark 2078.313 2412.077 22.7188 z_angle 267.6149 
03C5: create_random_car_for_carpark 2069.138 2396.251 22.7188 z_angle 92.2442 
03C5: create_random_car_for_carpark 2078.179 2392.021 22.7188 z_angle 87.7661 
3@ = 1 

:CARPRK1_1051
jump @CARPRK1_1115 

:CARPRK1_1058
if 
  3@ == 1 
else_jump @CARPRK1_1115 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 22.7188 cornerB 2117.283 2441.002 27.0234 
3@ = 0 

:CARPRK1_1115
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 24.7815 cornerB 2119.283 2441.002 31.3203 
else_jump @CARPRK1_1327 
if 
  4@ == 0 
else_jump @CARPRK1_1320 
03C5: create_random_car_for_carpark 2069.661 2416.422 27.0234 z_angle 268.612 
03C5: create_random_car_for_carpark 2077.872 2398.657 27.0234 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.195 2394.364 27.0234 z_angle 271.5008 
03C5: create_random_car_for_carpark 2087.099 2414.177 27.0234 z_angle 90.4575 
03C5: create_random_car_for_carpark 2095.818 2398.686 27.0234 z_angle 268.2181 
03C5: create_random_car_for_carpark 2104.859 2416.439 27.0234 z_angle 270.7819 
4@ = 1 

:CARPRK1_1320
jump @CARPRK1_1384 

:CARPRK1_1327
if 
  4@ == 1 
else_jump @CARPRK1_1384 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 27.0234 cornerB 2117.283 2441.002 31.3203 
4@ = 0 

:CARPRK1_1384
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 30.3203 cornerB 2119.283 2441.002 35.6172 
else_jump @CARPRK1_1596 
if 
  5@ == 0 
else_jump @CARPRK1_1589 
03C5: create_random_car_for_carpark 2104.537 2412.3 31.3203 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 31.3203 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 31.3203 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 31.3203 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 31.3203 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 31.3203 z_angle 98.3338 
5@ = 1 

:CARPRK1_1589
jump @CARPRK1_1653 

:CARPRK1_1596
if 
  5@ == 1 
else_jump @CARPRK1_1653 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 31.3203 cornerB 2117.283 2441.002 35.6172 
5@ = 0 

:CARPRK1_1653
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 34.6172 cornerB 2119.283 2441.002 39.9219 
else_jump @CARPRK1_1865 
if 
  6@ == 0 
else_jump @CARPRK1_1858 
03C5: create_random_car_for_carpark 2104.517 2405.886 35.6172 z_angle 92.3912 
03C5: create_random_car_for_carpark 2095.688 2396.195 35.6172 z_angle 270.3566 
03C5: create_random_car_for_carpark 2087.0 2416.442 35.6172 z_angle 89.9821 
03C5: create_random_car_for_carpark 2086.925 2402.896 35.6172 z_angle 270.2662 
03C5: create_random_car_for_carpark 2069.071 2409.651 35.6172 z_angle 89.1894 
03C5: create_random_car_for_carpark 2078.146 2416.5 35.6172 z_angle 270.7297 
6@ = 1 

:CARPRK1_1858
jump @CARPRK1_1922 

:CARPRK1_1865
if 
  6@ == 1 
else_jump @CARPRK1_1922 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 35.6172 cornerB 2117.283 2441.002 39.9219 
6@ = 0 

:CARPRK1_1922
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 38.9219 cornerB 2119.283 2441.002 44.2188 
else_jump @CARPRK1_2134 
if 
  7@ == 0 
else_jump @CARPRK1_2127 
03C5: create_random_car_for_carpark 2104.499 2411.852 39.9219 z_angle 90.7897 
03C5: create_random_car_for_carpark 2104.483 2407.618 39.9219 z_angle 91.9516 
03C5: create_random_car_for_carpark 2087.242 2400.854 39.9219 z_angle 269.9636 
03C5: create_random_car_for_carpark 2078.313 2412.077 39.9219 z_angle 267.6149 
03C5: create_random_car_for_carpark 2069.138 2396.251 39.9219 z_angle 92.2442 
03C5: create_random_car_for_carpark 2078.179 2392.021 39.9219 z_angle 87.7661 
7@ = 1 

:CARPRK1_2127
jump @CARPRK1_2191 

:CARPRK1_2134
if 
  7@ == 1 
else_jump @CARPRK1_2191 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 39.9219 cornerB 2117.283 2441.002 44.2188 
7@ = 0 

:CARPRK1_2191
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 43.2188 cornerB 2119.283 2441.002 48.5234 
else_jump @CARPRK1_2403 
if 
  8@ == 0 
else_jump @CARPRK1_2396 
03C5: create_random_car_for_carpark 2069.661 2416.422 44.2188 z_angle 268.612 
03C5: create_random_car_for_carpark 2077.872 2398.657 44.2188 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.195 2394.364 44.2188 z_angle 271.5008 
03C5: create_random_car_for_carpark 2087.099 2414.177 44.2188 z_angle 90.4575 
03C5: create_random_car_for_carpark 2095.818 2398.686 44.2188 z_angle 268.2181 
03C5: create_random_car_for_carpark 2104.859 2416.439 44.2188 z_angle 270.7819 
8@ = 1 

:CARPRK1_2396
jump @CARPRK1_2460 

:CARPRK1_2403
if 
  8@ == 1 
else_jump @CARPRK1_2460 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 44.2188 cornerB 2117.283 2441.002 48.5234 
8@ = 0 

:CARPRK1_2460
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 44.5234 cornerB 2119.283 2441.002 55.9123 
else_jump @CARPRK1_2672 
if 
  9@ == 0 
else_jump @CARPRK1_2665 
03C5: create_random_car_for_carpark 2104.537 2412.3 48.5234 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 48.5234 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 48.5234 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 48.5234 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 48.5234 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 48.5234 z_angle 98.3338 
9@ = 1 

:CARPRK1_2665
jump @CARPRK1_2729 

:CARPRK1_2672
if 
  9@ == 1 
else_jump @CARPRK1_2729 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 48.5234 cornerB 2117.283 2441.002 52.9123 
9@ = 0 

:CARPRK1_2729
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2119.9 2483.922 
else_jump @CARPRK1_2769 
end_thread 

:CARPRK1_2769
jump @CARPRK1_85 
end_thread 

//-------------External script 71 (IMPOUND)---------------

:IMPND
thread 'IMPND' 
$10549[0] = 0 
$10549[1] = 0 
$10549[2] = 0 
$10549[3] = 0 
$10549[4] = 0 
$10549[5] = 0 
$10549[6] = 0 
$10549[7] = 0 
$10559 = 1540.632 
$10563 = -1603.163 
$10567 = 17.6564 
$10571 = 1607.27 
$10575 = -1637.528 
$10579 = 12.774 
$10583 = 1613.319 
$10587 = -1633.612 
$10591 = 12.077 
$10595 = 1522.73 
$10599 = -1721.398 
$10603 = 4.2191 
$10560 = -1572.807 
$10564 = 646.8937 
$10568 = 10.5019 
$10572 = -1641.409 
$10576 = 687.6273 
$10580 = 4.8704 
$10584 = -1700.933 
$10588 = 680.025 
$10592 = 27.7313 
$10596 = -1638.982 
$10600 = 699.3646 
$10604 = 5.0489 
$10561 = 2238.01 
$10565 = 2430.891 
$10569 = 11.764 
$10573 = 2304.289 
$10577 = 2502.322 
$10581 = -9.0538 
$10585 = 2238.01 
$10589 = 2430.891 
$10593 = 11.764 
$10597 = 2304.289 
$10601 = 2502.322 
$10605 = -9.0538 
$10606[1] = 1544.691 
$10610[1] = -1630.75 
$10614[1] = 13.043 
$10618[1] = 0.0 
$10622[1] = 0.0 
$10626[1] = 0.0 
$10630[1] = 0.0 
$10634[1] = 0.0 
$10606[2] = -1572.203 
$10610[2] = 658.7618 
$10614[2] = 6.8916 
$10618[2] = 0.0 
$10622[2] = -1701.43 
$10626[2] = 687.7184 
$10630[2] = 24.6525 
$10634[2] = 180.0 
$10606[3] = 2238.199 
$10610[3] = 2450.339 
$10614[3] = 10.5829 
$10618[3] = 0.0 
$10622[3] = 0.0 
$10626[3] = 0.0 
$10630[3] = 0.0 
$10634[3] = 0.0 
$10638[1] = 1588.503 
$10642[1] = -1637.872 
$10646[1] = 14.5641 
$10650[1] = 0.0 
$10654[1] = 0.0 
$10658[1] = 0.0 
$10662[1] = 0.0 
$10666[1] = 0.0 
$10638[2] = -1631.767 
$10642[2] = 688.4075 
$10646[2] = 8.5436 
$10650[2] = 90.0 
$10654[2] = 0.0 
$10658[2] = 0.0 
$10662[2] = 0.0 
$10666[2] = 0.0 
$10638[3] = 2293.83 
$10642[3] = 2498.804 
$10646[3] = 4.4414 
$10650[3] = 90.0 
$10654[3] = 2335.178 
$10658[3] = 2443.621 
$10662[3] = 6.9743 
$10666[3] = 59.9993 
$10730 = 0 
$10731 = 0 
$10732 = 0 
$10733 = 0 
if 
  8@ == 90 
else_jump @IMPND_1039 
9@ = Object.Create(#POLICE_BARRIER, 0.0, 0.0, 0.0)
6@ = Object.Create(#KMB_SHUTTER, 0.0, 0.0, 0.0)
0376: 24@ = create_random_actor_at 0.0 0.0 0.0 
0376: 19@ = create_random_actor_at 0.0 0.0 0.0 

:IMPND_1039
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPND_4118 
if 
  0@ == 0 
else_jump @IMPND_2453 
if 
  1@ == 0 
else_jump @IMPND_1289 
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @IMPND_1144 
Model.Load(#LAPD1)
Model.Load(#COLT45)
Model.Load(#COPCARLA)
04AE: $10710 = 280 // $ = any 
04AE: $10711 = 596 // $ = any 

:IMPND_1144
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @IMPND_1193 
Model.Load(#SFPD1)
Model.Load(#COLT45)
Model.Load(#COPCARSF)
04AE: $10710 = 281 // $ = any 
04AE: $10711 = 597 // $ = any 

:IMPND_1193
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @IMPND_1242 
Model.Load(#LVPD1)
Model.Load(#COLT45)
Model.Load(#COPCARVG)
04AE: $10710 = 282 // $ = any 
04AE: $10711 = 598 // $ = any 

:IMPND_1242
if 
  $ONMISSION == 0 
else_jump @IMPND_1282 
22@ = 1 
Model.Load(#POLICE_BARRIER)
Model.Load(#SFCOPDR)
Model.Load(#KMB_SHUTTER)

:IMPND_1282
1@ = 2 

:IMPND_1289
if 
  1@ == 2 
else_jump @IMPND_2453 
if and
   Model.Available($10710)
   Model.Available(#COLT45)
   Model.Available($10711)
else_jump @IMPND_2453 
1@ = 0 
if 
   not $ONMISSION == 1 
else_jump @IMPND_1358 

:IMPND_1358
07E5: copy_decision_maker 65542 to 2@ 
0709: set_decision_maker 2@ on_event 15 taskID 300 unknown 100.0 100.0 chance 100.0 unknown 0.0 0 1 // see *.ped files 
9@ = Object.Init(#POLICE_BARRIER, $10606($IMPOUND_TOWN_NUMBER,4f), $10610($IMPOUND_TOWN_NUMBER,4f), $10614($IMPOUND_TOWN_NUMBER,4f))
0453: set_object 9@ XY_rotation -90.0 0.0 angle $10618($IMPOUND_TOWN_NUMBER,4f) 
if 
   not $10622($IMPOUND_TOWN_NUMBER,4f) == 0.0 
else_jump @IMPND_1529 
10@ = Object.Init(#POLICE_BARRIER, $10622($IMPOUND_TOWN_NUMBER,4f), $10626($IMPOUND_TOWN_NUMBER,4f), $10630($IMPOUND_TOWN_NUMBER,4f))
0453: set_object 10@ XY_rotation -90.0 0.0 angle $10634($IMPOUND_TOWN_NUMBER,4f) 

:IMPND_1529
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_1562 
11@ = -388 
jump @IMPND_1570 

:IMPND_1562
11@ = -387 

:IMPND_1570
6@ = Object.Init(11@, $10638($IMPOUND_TOWN_NUMBER,4f), $10642($IMPOUND_TOWN_NUMBER,4f), $10646($IMPOUND_TOWN_NUMBER,4f))
0453: set_object 6@ XY_rotation 0.0 0.0 angle $10650($IMPOUND_TOWN_NUMBER,4f) 
if 
   not $10654($IMPOUND_TOWN_NUMBER,4f) == 0.0 
else_jump @IMPND_1697 
7@ = Object.Init(11@, $10654($IMPOUND_TOWN_NUMBER,4f), $10658($IMPOUND_TOWN_NUMBER,4f), $10662($IMPOUND_TOWN_NUMBER,4f))
0453: set_object 7@ XY_rotation 0.0 0.0 angle $10666($IMPOUND_TOWN_NUMBER,4f) 

:IMPND_1697
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_1885 
$10516[0] = Actor.Create(Mission1, $10710, 1544.383, -1631.849, 12.3905)
Actor.Angle($10516[0]) = 45.0
$10516[2] = Actor.Create(Mission1, $10710, 1578.957, -1634.127, 12.5547)
Actor.Angle($10516[2]) = 0.0
$10670 = 1544.383 
$10680 = -1631.849 
$10690 = 12.3905 
$10700 = 45.0 
$10672 = 1544.383 
$10682 = 1578.957 
$10692 = -1634.127 
$10702 = 12.554 
$10734 = -90.0 
$10736 = 0.0 

:IMPND_1885
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_2158 
$10516[1] = Actor.Create(Mission1, $10710, -1700.839, 688.9841, 23.9032)
Actor.Angle($10516[1]) = 134.0
$10516[0] = Actor.Create(Mission1, $10710, -1572.705, 657.5745, 6.2446)
Actor.Angle($10516[0]) = 304.0
$10516[2] = Actor.Create(Mission1, $10710, -1616.822, 679.9485, 6.1901)
Actor.Angle($10516[2]) = 188.0
$10670 = -1572.705 
$10680 = 657.5745 
$10690 = 6.2446 
$10700 = 304.0 
$10671 = -1700.839 
$10681 = 688.9841 
$10691 = 23.9032 
$10701 = 134.0 
$10672 = -1616.822 
$10682 = 679.9485 
$10692 = 6.1901 
$10702 = 188.0 
$10734 = -90.0 
$10735 = -90.0 
$10736 = 0.0 

:IMPND_2158
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_2326 
$10516[0] = Actor.Create(Mission1, $10710, 2238.569, 2449.417, 10.0372)
Actor.Angle($10516[0]) = 90.0
$10516[2] = Actor.Create(Mission1, $10710, 2250.277, 2489.333, 9.8203)
Actor.Angle($10516[2]) = 90.0
$10670 = 2238.569 
$10680 = 2449.417 
$10690 = 10.0372 
$10700 = 90.0 
$10672 = 2250.277 
$10682 = 2489.333 
$10692 = 9.8203 
$10702 = 90.0 

:IMPND_2326
12@ = 0 

:IMPND_2333
if 
  3 > 12@ 
else_jump @IMPND_2446 
if 
   not Actor.Dead($10516(12@,8i))
else_jump @IMPND_2432 
060B: set_actor $10516(12@,8i) decision_maker_to 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 
$10533(12@,8i) = 0 
$10525(12@,8i) = 5 

:IMPND_2432
12@ += 1 
jump @IMPND_2333 

:IMPND_2446
0@ = 2 

:IMPND_2453
if 
  0@ == 2 
else_jump @IMPND_4111 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
gosub @IMPND_5547 
if 
001D:   32@ > 4@ // (int) 
else_jump @IMPND_2583 
0085: 4@ = 32@ // (int) 
4@ += 90 
gosub @IMPND_21068 
if 
  $10729 == 0 
else_jump @IMPND_2583 
if 
  $10713 == 1 
else_jump @IMPND_2583 
$10729 = 1 
gosub @IMPND_4150 

:IMPND_2583
if 
  $ONMISSION == 1 
else_jump @IMPND_2641 
if 
  22@ == 1 
else_jump @IMPND_2641 
22@ = 0 
Model.Destroy(#POLICE_BARRIER)
Model.Destroy(#SFCOPDR)
Model.Destroy(#KMB_SHUTTER)

:IMPND_2641
if 
  20@ == 1 
else_jump @IMPND_2754 
040D: unload_wav 4 
0209: 8@ = random_int_in_ranges 0 4 
if 
  8@ == 0 
else_jump @IMPND_2697 
03CF: load_wav 10204 as 4 

:IMPND_2697
if 
  8@ == 1 
else_jump @IMPND_2722 
03CF: load_wav 10205 as 4 

:IMPND_2722
if 
  8@ == 2 
else_jump @IMPND_2747 
03CF: load_wav 10206 as 4 

:IMPND_2747
20@ = 2 

:IMPND_2754
if 
  20@ == 2 
else_jump @IMPND_2851 
if 
03D0:   wav 4 loaded 
else_jump @IMPND_2851 
if 
   not Actor.Dead(19@)
else_jump @IMPND_2851 
0949: link_wav 4 to_actor 19@ 
0489: set_actor 19@ muted 1 
094E: set_actor 19@ unknown_flag 1 
03D1: play_wav 4 
20@ = 3 
0085: 21@ = 32@ // (int) 
21@ += 10000 

:IMPND_2851
if 
  20@ == 3 
else_jump @IMPND_2925 
if 
001D:   32@ > 21@ // (int) 
else_jump @IMPND_2925 
20@ = 0 
if 
   not Actor.Dead(19@)
else_jump @IMPND_2925 
0489: set_actor 19@ muted 0 
094E: set_actor 19@ unknown_flag 0 

:IMPND_2925
if 
  20@ == 4 
else_jump @IMPND_3038 
040D: unload_wav 4 
0209: 8@ = random_int_in_ranges 0 4 
if 
  8@ == 0 
else_jump @IMPND_2981 
03CF: load_wav 10200 as 4 

:IMPND_2981
if 
  8@ == 1 
else_jump @IMPND_3006 
03CF: load_wav 10201 as 4 

:IMPND_3006
if 
  8@ == 2 
else_jump @IMPND_3031 
03CF: load_wav 10202 as 4 

:IMPND_3031
20@ = 2 

:IMPND_3038
if 
  20@ == 5 
else_jump @IMPND_3076 
040D: unload_wav 4 
03CF: load_wav 36000 as 4 
20@ = 2 

:IMPND_3076
if 
  $10524 == 1 
else_jump @IMPND_3407 
if 
03D2:   wav 4 ended 
else_jump @IMPND_3407 
if 
03D0:   wav 4 loaded 
else_jump @IMPND_3407 
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_3199 
097C: attach_wav 4 to_object 6@ 
03D1: play_wav 4 
03D7: set_wav 4 location 1589.06 -1694.729 10.4887 
03D1: play_wav 4 
03D7: set_wav 4 location 1541.513 -1685.943 10.1571 
03D1: play_wav 4 

:IMPND_3199
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_3297 
097C: attach_wav 4 to_object 6@ 
03D1: play_wav 4 
03D7: set_wav 4 location -1619.873 742.786 -2.1389 
03D1: play_wav 4 
03D7: set_wav 4 location -1594.096 716.011 -3.1454 
03D1: play_wav 4 
03D7: set_wav 4 location -1605.518 672.6205 -3.2395 
03D1: play_wav 4 

:IMPND_3297
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_3407 
03D7: set_wav 4 location 2296.433 2444.295 7.0111 
03D1: play_wav 4 
03D7: set_wav 4 location 2255.404 2446.676 5.6601 
03D1: play_wav 4 
03D7: set_wav 4 location 2243.107 2498.225 8.5154 
03D1: play_wav 4 
03D7: set_wav 4 location 2296.927 2492.902 0.2841 
03D1: play_wav 4 

:IMPND_3407
16@ = 0 

:IMPND_3414
if 
  8 > 16@ 
else_jump @IMPND_3682 
if 
   not Actor.Dead($10516(16@,8i))
else_jump @IMPND_3668 
if 
   not 0 > $10716(16@,8i) 
else_jump @IMPND_3668 
080E: get_actor $10516(16@,8i) ped_event_to $10716(16@,8i) 
if 
   not $10716(16@,8i) == 0 
else_jump @IMPND_3668 
if or
04A3:   $10716(16@,8i) == 15 // $ == any 
04A3:   $10716(16@,8i) == 49 // $ == any 
04A3:   $10716(16@,8i) == 9 // $ == any 
else_jump @IMPND_3581 
$10716(16@,8i) = -2 
Actor.StorePos($PLAYER_ACTOR, $10743, $10744, $10745)

:IMPND_3581
if 
04A3:   $10716(16@,8i) == 62 // $ == any 
else_jump @IMPND_3668 
if 
0104:   actor $10516(16@,8i) near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @IMPND_3668 
$10716(16@,8i) = -1 
Actor.StorePos($PLAYER_ACTOR, $10743, $10744, $10745)

:IMPND_3668
16@ += 1 
jump @IMPND_3414 

:IMPND_3682
if 
001D:   32@ > 3@ // (int) 
else_jump @IMPND_3892 
0085: 3@ = 32@ // (int) 
3@ += 100 
if 
   not Actor.Dead($10516(12@,8i))
else_jump @IMPND_3794 
$10714 = 0 
23@ = 0 
008B: 13@ = $10525(12@,8i) // (int) 
gosub @IMPND_21725 
gosub @IMPND_10480 
$10716(12@,8i) = 0 
jump @IMPND_3860 

:IMPND_3794
if 
07D6:   19@ == $10516(12@,8i) // integer vars 
else_jump @IMPND_3860 
if and
   not 20@ == 0 
  $10524 == 0 
else_jump @IMPND_3846 
040D: unload_wav 4 

:IMPND_3846
20@ = 0 
19@ = 0 

:IMPND_3860
12@ += 1 
if 
  12@ > 7 
else_jump @IMPND_3892 
12@ = 0 

:IMPND_3892
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @IMPND_3965 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1579.425 -1636.463 14.5812 radius 120.0 120.0 80.0 
else_jump @IMPND_3965 
gosub @IMPND_22003 

:IMPND_3965
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @IMPND_4038 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
else_jump @IMPND_4038 
gosub @IMPND_22003 

:IMPND_4038
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @IMPND_4111 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2284.592 2466.838 12.2306 radius 120.0 120.0 80.0 
else_jump @IMPND_4111 
gosub @IMPND_22003 

:IMPND_4111
jump @IMPND_4143 

:IMPND_4118
if 
  0@ == 2 
else_jump @IMPND_4143 
gosub @IMPND_22003 

:IMPND_4143
jump @IMPND_1039 

:IMPND_4150
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_4580 
$10725[0] = Car.Create($10711, 2285.502, 2473.748, 2.266)
$10725[1] = Car.Create($10711, 2314.358, 2475.845, 2.266)
$10725[2] = Car.Create($10711, 2240.971, 2476.485, -8.4476)
$10725[3] = Car.Create($10711, 2303.053, 2431.712, -8.4531)
Car.Angle($10725[0]) = 179.4722
Car.Angle($10725[1]) = 268.529
Car.Angle($10725[2]) = 92.5631
Car.Angle($10725[3]) = 180.0971
Car.DoorStatus($10725[0]) = 3
Car.DoorStatus($10725[1]) = 1
Car.DoorStatus($10725[2]) = 3
Car.DoorStatus($10725[3]) = 1
0129: $10516[3] = create_actor_pedtype 24 model $10710 in_car $10725[0] driverseat 
01C8: $10516[4] = create_actor_pedtype 24 model $10710 in_car $10725[0] passenger_seat 0 
$10516[5] = Actor.Create(Mission1, $10710, 2278.1, 2425.453, 2.4766)
$10516[6] = Actor.Create(Mission1, $10710, 2268.906, 2449.246, -8.1953)
Actor.Angle($10516[5]) = 187.5721
Actor.Angle($10516[6]) = 228.3262
$10525[3] = 5 
$10525[4] = 5 
$10525[5] = 5 
$10525[6] = 5 
$10533[3] = 0 
$10533[4] = 0 
$10533[5] = 0 
$10533[6] = 0 
12@ = 3 

:IMPND_4489
if 
  7 > 12@ 
else_jump @IMPND_4580 
if 
   not Actor.Dead($10516(12@,8i))
else_jump @IMPND_4566 
060B: set_actor $10516(12@,8i) decision_maker_to 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 

:IMPND_4566
12@ += 1 
jump @IMPND_4489 

:IMPND_4580
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_5017 
$10725[0] = Car.Create($10711, -1600.142, 748.2594, -6.2344)
$10725[1] = Car.Create($10711, -1616.233, 691.9449, -6.2422)
$10725[2] = Car.Create($10711, -1574.061, 717.9744, -6.2344)
$10725[3] = Car.Create($10711, -1574.305, 726.8611, -6.2344)
Car.Angle($10725[0]) = 359.8067
Car.Angle($10725[1]) = 358.8804
Car.Angle($10725[2]) = 268.0333
Car.Angle($10725[3]) = 268.3534
Car.DoorStatus($10725[0]) = 3
Car.DoorStatus($10725[1]) = 1
Car.DoorStatus($10725[2]) = 3
Car.DoorStatus($10725[3]) = 1
0129: $10516[3] = create_actor_pedtype 24 model $10710 in_car $10725[0] driverseat 
01C8: $10516[4] = create_actor_pedtype 24 model $10710 in_car $10725[0] passenger_seat 0 
$10516[5] = Actor.Create(Mission1, $10710, -1606.067, 701.3859, -5.9062)
$10516[6] = Actor.Create(Mission1, $10710, -1615.934, 695.0814, -6.2422)
Actor.Angle($10516[5]) = 270.5721
Actor.Angle($10516[6]) = 180.3262
$10525[3] = 5 
$10525[4] = 5 
$10525[5] = 5 
$10525[6] = 5 
$10533[3] = 0 
$10533[4] = 0 
$10533[5] = 0 
$10533[6] = 0 
12@ = 3 

:IMPND_4919
if 
  8 > 12@ 
else_jump @IMPND_5010 
if 
   not Actor.Dead($10516(12@,8i))
else_jump @IMPND_4996 
060B: set_actor $10516(12@,8i) decision_maker_to 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 

:IMPND_4996
12@ += 1 
jump @IMPND_4919 

:IMPND_5010
12@ = 0 

:IMPND_5017
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_5545 
$10725[0] = Car.Create($10711, 1586.254, -1671.732, 4.8916)
$10725[1] = Car.Create($10711, 1601.52, -1699.925, 4.8984)
$10725[2] = Car.Create($10711, 1565.429, -1710.81, 4.8984)
$10725[3] = Car.Create($10711, 1529.675, -1688.105, 4.897)
Car.Angle($10725[0]) = 90.8726
Car.Angle($10725[1]) = 268.6337
Car.Angle($10725[2]) = 177.2788
Car.Angle($10725[3]) = 270.141
Car.DoorStatus($10725[0]) = 3
Car.DoorStatus($10725[1]) = 1
Car.DoorStatus($10725[2]) = 3
Car.DoorStatus($10725[3]) = 1
0129: $10516[3] = create_actor_pedtype 24 model $10710 in_car $10725[0] driverseat 
01C8: $10516[4] = create_actor_pedtype 24 model $10710 in_car $10725[0] passenger_seat 0 
$10516[5] = Actor.Create(Mission1, $10710, 1527.145, -1675.299, 4.8984)
$10516[6] = Actor.Create(Mission1, $10710, 1603.711, -1714.294, 5.2187)
$10516[1] = Actor.Create(Mission1, $10710, 1608.285, -1715.779, 5.2187)
$10516[7] = Actor.Create(Mission1, $10710, 1532.631, -1688.01, 4.8984)
Actor.Angle($10516[5]) = 90.5721
Actor.Angle($10516[6]) = 242.3262
Actor.Angle($10516[1]) = 225.3262
Actor.Angle($10516[7]) = 90.3262
$10525[1] = 5 
$10525[3] = 5 
$10525[4] = 5 
$10525[5] = 5 
$10525[6] = 5 
$10525[7] = 5 
$10533[3] = 0 
$10533[4] = 0 
$10533[5] = 0 
$10533[6] = 0 
$10533[7] = 0 
12@ = 0 

:IMPND_5447
if 
  8 > 12@ 
else_jump @IMPND_5538 
if 
   not Actor.Dead($10516(12@,8i))
else_jump @IMPND_5524 
060B: set_actor $10516(12@,8i) decision_maker_to 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 

:IMPND_5524
12@ += 1 
jump @IMPND_5447 

:IMPND_5538
12@ = 0 

:IMPND_5545
return 

:IMPND_5547
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_6873 
0871: init_jump_table $10730 total_jumps 4 default_jump 0 @IMPND_6147 jumps 0 @IMPND_5628 1 @IMPND_5887 2 @IMPND_5950 3 @IMPND_6017 -1 @IMPND_6147 -1 @IMPND_6147 -1 @IMPND_6147 

:IMPND_5628
if 
  $10549[0] == 0 
else_jump @IMPND_5801 
if 
09C3:   police_car_in_rectangle_cornerA 1554.32 -1632.669 13.9475 cornerB 1535.271 -1620.762 11.8805 
else_jump @IMPND_5801 
if 
   not Actor.Dead($10516[0])
else_jump @IMPND_5801 
if 
00A3:   actor $10516[0] sphere 0 in_rectangle_cornerA 1543.595 -1631.279 cornerB 1545.022 -1632.704 
else_jump @IMPND_5801 
$10730 = 1 
if 
  $10524 == 0 
else_jump @IMPND_5801 
if 
  20@ == 0 
else_jump @IMPND_5801 
20@ = 1 
008B: 19@ = $10516[0] // (int) 

:IMPND_5801
if 
  $10557 == 1 
else_jump @IMPND_5880 
if 
   not Car.Wrecked($10725[1])
else_jump @IMPND_5880 
if 
00B0:   car $10725[1] sphere 0 in_rectangle_cornerA 1544.988 -1622.29 cornerB 1556.178 -1632.62 
else_jump @IMPND_5880 
$10730 = 1 

:IMPND_5880
jump @IMPND_6147 

:IMPND_5887
$10734 += 0.5 
0453: set_object 9@ XY_rotation $10734 0.0 angle 0.0 
if 
  $10734 >= 0.0 
else_jump @IMPND_5943 
$10730 = 2 

:IMPND_5943
jump @IMPND_6147 

:IMPND_5950
if 
8339:   not anything_in_cube_cornerA 1554.32 -1632.669 13.9475 cornerB 1535.271 -1620.762 11.8805 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6010 
$10730 = 3 

:IMPND_6010
jump @IMPND_6147 

:IMPND_6017
if 
0339:   anything_in_cube_cornerA 1540.938 -1623.681 14.3551 cornerB 1550.887 -1631.648 12.1949 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6084 
$10730 = 1 
jump @IMPND_6140 

:IMPND_6084
$10734 -= 0.5 
0453: set_object 9@ XY_rotation $10734 0.0 angle 0.0 
if 
  -90.0 >= $10734 
else_jump @IMPND_6140 
$10730 = 0 

:IMPND_6140
jump @IMPND_6147 

:IMPND_6147
0871: init_jump_table $10732 total_jumps 4 default_jump 0 @IMPND_6873 jumps 0 @IMPND_6210 1 @IMPND_6484 2 @IMPND_6611 3 @IMPND_6686 -1 @IMPND_6873 -1 @IMPND_6873 -1 @IMPND_6873 

:IMPND_6210
if 
  $10713 == 1 
else_jump @IMPND_6409 
if 
09C3:   police_car_in_rectangle_cornerA 1592.251 -1637.59 17.1898 cornerB 1578.344 -1624.273 11.9866 
else_jump @IMPND_6409 
if 
  $10549[2] == 0 
else_jump @IMPND_6409 
if 
   not Actor.Dead($10516[2])
else_jump @IMPND_6409 
if 
00A3:   actor $10516[2] sphere 0 in_rectangle_cornerA 1582.153 -1637.67 cornerB 1577.585 -1633.235 
else_jump @IMPND_6409 
$10732 = 1 
097B: play_audio_at_object 6@ event 1153 
if 
  $10524 == 0 
else_jump @IMPND_6409 
if 
  20@ == 0 
else_jump @IMPND_6409 
20@ = 1 
008B: 19@ = $10516[2] // (int) 

:IMPND_6409
if 
0339:   anything_in_cube_cornerA 1581.732 -1639.463 16.4817 cornerB 1599.936 -1652.072 7.8825 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6477 
$10732 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_6477
jump @IMPND_6873 

:IMPND_6484
Object.StorePos(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
$10740 += 0.0173 
$10736 += 0.9 
if 
  $10740 >= 16.425 
else_jump @IMPND_6574 
$10732 = 2 
$10740 = 16.425 
$10736 = 90.0 
097B: play_audio_at_object 6@ event 1154 

:IMPND_6574
Object.PutAt(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
0453: set_object 6@ XY_rotation $10736 0.0 angle $10650[1] 
jump @IMPND_6873 

:IMPND_6611
if 
8339:   not anything_in_cube_cornerA 1602.079 -1655.913 6.5685 cornerB 1582.779 -1631.262 17.1606 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6679 
$10732 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_6679
jump @IMPND_6873 

:IMPND_6686
Object.StorePos(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
$10740 -= 0.0155 
$10736 -= 0.9 
if 
  14.5641 >= $10740 
else_jump @IMPND_6776 
097B: play_audio_at_object 6@ event 1154 
$10732 = 0 
$10736 = 0.0 
$10740 = 14.5641 

:IMPND_6776
Object.PutAt(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
0453: set_object 6@ XY_rotation $10736 0.0 angle $10650[1] 
if 
0339:   anything_in_cube_cornerA 1602.079 -1655.913 6.5685 cornerB 1582.779 -1631.262 17.1606 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6866 
$10732 = 1 

:IMPND_6866
jump @IMPND_6873 

:IMPND_6873
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_8639 
0871: init_jump_table $10730 total_jumps 4 default_jump 0 @IMPND_7394 jumps 0 @IMPND_6954 1 @IMPND_7134 2 @IMPND_7197 3 @IMPND_7264 -1 @IMPND_7394 -1 @IMPND_7394 -1 @IMPND_7394 

:IMPND_6954
if 
  $10549[0] == 0 
else_jump @IMPND_7127 
if 
09C3:   police_car_in_rectangle_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 
else_jump @IMPND_7127 
if 
   not Actor.Dead($10516[0])
else_jump @IMPND_7127 
if 
00A3:   actor $10516[0] sphere 0 in_rectangle_cornerA -1573.406 656.8607 cornerB -1572.033 658.196 
else_jump @IMPND_7076 
$10730 = 1 

:IMPND_7076
if 
  $10524 == 0 
else_jump @IMPND_7127 
if 
  20@ == 0 
else_jump @IMPND_7127 
20@ = 1 
008B: 19@ = $10516[0] // (int) 

:IMPND_7127
jump @IMPND_7394 

:IMPND_7134
$10734 += 0.5 
0453: set_object 9@ XY_rotation $10734 0.0 angle 0.0 
if 
  $10734 >= 0.0 
else_jump @IMPND_7190 
$10730 = 2 

:IMPND_7190
jump @IMPND_7394 

:IMPND_7197
if 
8339:   not anything_in_cube_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_7257 
$10730 = 3 

:IMPND_7257
jump @IMPND_7394 

:IMPND_7264
if 
0339:   anything_in_cube_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_7331 
$10730 = 1 
jump @IMPND_7387 

:IMPND_7331
$10734 -= 0.5 
0453: set_object 9@ XY_rotation $10734 0.0 angle 0.0 
if 
  -90.0 >= $10734 
else_jump @IMPND_7387 
$10730 = 0 

:IMPND_7387
jump @IMPND_7394 

:IMPND_7394
0871: init_jump_table $10731 total_jumps 4 default_jump 0 @IMPND_7897 jumps 0 @IMPND_7457 1 @IMPND_7637 2 @IMPND_7700 3 @IMPND_7767 -1 @IMPND_7897 -1 @IMPND_7897 -1 @IMPND_7897 

:IMPND_7457
if 
  $10549[1] == 0 
else_jump @IMPND_7630 
if 
09C3:   police_car_in_rectangle_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 
else_jump @IMPND_7630 
if 
   not Actor.Dead($10516[1])
else_jump @IMPND_7630 
if 
00A3:   actor $10516[1] sphere 0 in_rectangle_cornerA -1701.648 689.5652 cornerB -1700.086 688.274 
else_jump @IMPND_7579 
$10731 = 1 

:IMPND_7579
if 
  $10524 == 0 
else_jump @IMPND_7630 
if 
  20@ == 0 
else_jump @IMPND_7630 
20@ = 1 
008B: 19@ = $10516[1] // (int) 

:IMPND_7630
jump @IMPND_7897 

:IMPND_7637
$10735 += 0.5 
0453: set_object 10@ XY_rotation $10735 0.0 angle 180.0 
if 
  $10735 >= 0.0 
else_jump @IMPND_7693 
$10731 = 2 

:IMPND_7693
jump @IMPND_7897 

:IMPND_7700
if 
8339:   not anything_in_cube_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_7760 
$10731 = 3 

:IMPND_7760
jump @IMPND_7897 

:IMPND_7767
if 
0339:   anything_in_cube_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_7834 
$10731 = 1 
jump @IMPND_7890 

:IMPND_7834
$10735 -= 0.5 
0453: set_object 10@ XY_rotation $10735 0.0 angle 180.0 
if 
  -90.0 >= $10735 
else_jump @IMPND_7890 
$10731 = 0 

:IMPND_7890
jump @IMPND_7897 

:IMPND_7897
0871: init_jump_table $10732 total_jumps 4 default_jump 0 @IMPND_8639 jumps 0 @IMPND_7960 1 @IMPND_8312 2 @IMPND_8403 3 @IMPND_8478 -1 @IMPND_8639 -1 @IMPND_8639 -1 @IMPND_8639 

:IMPND_7960
if 
  $10713 == 1 
else_jump @IMPND_8159 
if 
09C3:   police_car_in_rectangle_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 
else_jump @IMPND_8159 
if 
  $10549[2] == 0 
else_jump @IMPND_8159 
if 
   not Actor.Dead($10516[2])
else_jump @IMPND_8159 
if 
00A3:   actor $10516[2] sphere 0 in_rectangle_cornerA -1613.253 679.4489 cornerB -1618.76 688.0851 
else_jump @IMPND_8159 
$10732 = 1 
097B: play_audio_at_object 6@ event 1153 
if 
  $10524 == 0 
else_jump @IMPND_8159 
if 
  20@ == 0 
else_jump @IMPND_8159 
20@ = 1 
008B: 19@ = $10516[2] // (int) 

:IMPND_8159
if 
  $10557 == 1 
else_jump @IMPND_8245 
if 
0339:   anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_8245 
$10732 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_8245
if 
0339:   anything_in_cube_cornerA -1620.061 715.371 -4.554 cornerB -1640.881 691.9899 11.1863 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_8305 
$10732 = 1 

:IMPND_8305
jump @IMPND_8639 

:IMPND_8312
Object.StorePos(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
$10740 += 0.0155 
if 
  $10740 >= 13.2513 
else_jump @IMPND_8382 
$10732 = 2 
$10740 = 13.2513 
097B: play_audio_at_object 6@ event 1154 

:IMPND_8382
Object.PutAt(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
jump @IMPND_8639 

:IMPND_8403
if 
8339:   not anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_8471 
$10732 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_8471
jump @IMPND_8639 

:IMPND_8478
Object.StorePos(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
$10740 -= 0.0155 
if 
  8.5436 >= $10740 
else_jump @IMPND_8558 
$10732 = 0 
$10736 = 0.0 
$10740 = 8.5436 
097B: play_audio_at_object 6@ event 1154 

:IMPND_8558
Object.PutAt(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
if 
0339:   anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_8632 
$10732 = 1 

:IMPND_8632
jump @IMPND_8639 

:IMPND_8639
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_10478 
0871: init_jump_table $10730 total_jumps 4 default_jump 0 @IMPND_9276 jumps 0 @IMPND_8720 1 @IMPND_9016 2 @IMPND_9079 3 @IMPND_9146 -1 @IMPND_9276 -1 @IMPND_9276 -1 @IMPND_9276 

:IMPND_8720
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @IMPND_8930 
if 
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
else_jump @IMPND_8930 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 
else_jump @IMPND_8930 
if 
  $10549[0] == 0 
else_jump @IMPND_8930 
if 
   not Actor.Dead($10516[0])
else_jump @IMPND_8930 
if 
00A3:   actor $10516[0] sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
else_jump @IMPND_8930 
$10730 = 1 
if 
  $10524 == 0 
else_jump @IMPND_8930 
if 
  20@ == 0 
else_jump @IMPND_8930 
20@ = 1 
008B: 19@ = $10516[0] // (int) 

:IMPND_8930
if 
  $10557 == 1 
else_jump @IMPND_9009 
if 
   not Car.Wrecked($10725[0])
else_jump @IMPND_9009 
if 
00B0:   car $10725[0] sphere 0 in_rectangle_cornerA 2222.316 2432.012 cornerB 2246.956 2467.653 
else_jump @IMPND_9009 
$10730 = 1 

:IMPND_9009
jump @IMPND_9276 

:IMPND_9016
$10734 += 0.5 
0453: set_object 9@ XY_rotation $10734 0.0 angle 0.0 
if 
  $10734 >= 0.0 
else_jump @IMPND_9072 
$10730 = 2 

:IMPND_9072
jump @IMPND_9276 

:IMPND_9079
if 
8339:   not anything_in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9139 
$10730 = 3 

:IMPND_9139
jump @IMPND_9276 

:IMPND_9146
if 
0339:   anything_in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9213 
$10730 = 1 
jump @IMPND_9269 

:IMPND_9213
$10734 -= 0.5 
0453: set_object 9@ XY_rotation $10734 0.0 angle 0.0 
if 
  -90.0 >= $10734 
else_jump @IMPND_9269 
$10730 = 0 

:IMPND_9269
jump @IMPND_9276 

:IMPND_9276
0871: init_jump_table $10732 total_jumps 4 default_jump 0 @IMPND_9995 jumps 0 @IMPND_9339 1 @IMPND_9668 2 @IMPND_9759 3 @IMPND_9834 -1 @IMPND_9995 -1 @IMPND_9995 -1 @IMPND_9995 

:IMPND_9339
if 
  $10713 == 1 
else_jump @IMPND_9575 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @IMPND_9575 
if 
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
else_jump @IMPND_9575 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2237.808 2486.764 12.7579 cornerB 2280.211 2502.595 6.2211 
else_jump @IMPND_9575 
if 
  $10549[2] == 0 
else_jump @IMPND_9575 
if 
   not Actor.Dead($10516[2])
else_jump @IMPND_9575 
if 
00A3:   actor $10516[2] sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
else_jump @IMPND_9575 
$10732 = 1 
097B: play_audio_at_object 6@ event 1153 
if 
  $10524 == 0 
else_jump @IMPND_9575 
if 
  20@ == 0 
else_jump @IMPND_9575 
20@ = 1 
008B: 19@ = $10516[2] // (int) 

:IMPND_9575
if 
  $10557 == 1 
else_jump @IMPND_9661 
if 
0339:   anything_in_cube_cornerA 2294.371 2493.447 6.6617 cornerB 2305.78 2504.33 2.1808 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9661 
$10732 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_9661
jump @IMPND_9995 

:IMPND_9668
Object.StorePos(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
$10740 += 0.0155 
if 
  $10740 >= 8.8513 
else_jump @IMPND_9738 
$10732 = 2 
$10740 = 8.8513 
097B: play_audio_at_object 6@ event 1154 

:IMPND_9738
Object.PutAt(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
jump @IMPND_9995 

:IMPND_9759
if 
8339:   not anything_in_cube_cornerA 2286.148 2503.084 7.8689 cornerB 2302.432 2491.353 1.8459 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9827 
$10732 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_9827
jump @IMPND_9995 

:IMPND_9834
Object.StorePos(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
$10740 -= 0.0155 
if 
  4.4414 >= $10740 
else_jump @IMPND_9914 
$10732 = 0 
$10736 = 0.0 
$10740 = 4.4414 
097B: play_audio_at_object 6@ event 1154 

:IMPND_9914
Object.PutAt(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
if 
0339:   anything_in_cube_cornerA 2286.148 2503.084 7.8689 cornerB 2302.432 2491.353 1.8459 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9988 
$10732 = 1 

:IMPND_9988
jump @IMPND_9995 

:IMPND_9995
0871: init_jump_table $10733 total_jumps 4 default_jump 0 @IMPND_10478 jumps 0 @IMPND_10058 1 @IMPND_10151 2 @IMPND_10242 3 @IMPND_10317 -1 @IMPND_10478 -1 @IMPND_10478 -1 @IMPND_10478 

:IMPND_10058
if 
  $10713 == 1 
else_jump @IMPND_10144 
if 
0339:   anything_in_cube_cornerA 2333.481 2439.576 8.8878 cornerB 2319.688 2452.0 2.1724 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_10144 
$10733 = 1 
097B: play_audio_at_object 7@ event 1153 

:IMPND_10144
jump @IMPND_10478 

:IMPND_10151
Object.StorePos(7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10741)
$10741 += 0.0155 
if 
  $10741 >= 11.6441 
else_jump @IMPND_10221 
$10733 = 2 
$10741 = 11.6441 
097B: play_audio_at_object 7@ event 1154 

:IMPND_10221
Object.PutAt(7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10741)
jump @IMPND_10478 

:IMPND_10242
if 
8339:   not anything_in_cube_cornerA 2338.707 2434.458 11.8518 cornerB 2330.938 2452.455 3.5886 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_10310 
$10733 = 3 
097B: play_audio_at_object 7@ event 1153 

:IMPND_10310
jump @IMPND_10478 

:IMPND_10317
Object.StorePos(7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10741)
$10741 -= 0.0155 
if 
  6.9743 >= $10741 
else_jump @IMPND_10397 
$10733 = 0 
$10737 = 0.0 
$10741 = 6.9743 
097B: play_audio_at_object 6@ event 1154 

:IMPND_10397
Object.PutAt(7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10741)
if 
0339:   anything_in_cube_cornerA 2338.707 2434.458 11.8518 cornerB 2330.938 2452.455 3.5886 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_10471 
$10733 = 1 

:IMPND_10471
jump @IMPND_10478 

:IMPND_10478
return 

:IMPND_10480
0871: init_jump_table 13@ total_jumps 7 default_jump 0 @IMPND_12863 jumps 1 @IMPND_12316 2 @IMPND_10853 3 @IMPND_11228 4 @IMPND_11920 5 @IMPND_10543 6 @IMPND_12714 9 @IMPND_11530 

:IMPND_10543
gosub @IMPND_12865 
if and
  $10714 == 1 
  $10713 == 1 
else_jump @IMPND_10597 
$10525(12@,8i) = 2 
$10533(12@,8i) = 0 

:IMPND_10597
if 
  $10716(12@,8i) == -2 
else_jump @IMPND_10707 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0086: $10712 = $TEMPVAR_Z_COORD // (float) 
0061: $10712 -= $TEMPVAR_FLOAT_3 // (float) 
if 
  3.0 > $10712 
else_jump @IMPND_10707 
$10525(12@,8i) = 9 
$10549(12@,8i) = 1 
$10533(12@,8i) = 0 

:IMPND_10707
if 
  $10716(12@,8i) == -1 
else_jump @IMPND_10806 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0086: $10712 = $TEMPVAR_Z_COORD // (float) 
0061: $10712 -= $TEMPVAR_FLOAT_3 // (float) 
if 
  3.0 > $10712 
else_jump @IMPND_10806 
$10525(12@,8i) = 9 
$10533(12@,8i) = 0 

:IMPND_10806
if 
  $10524 == 1 
else_jump @IMPND_10846 
$10525(12@,8i) = 6 
$10533(12@,8i) = 0 

:IMPND_10846
jump @IMPND_12863 

:IMPND_10853
gosub @IMPND_19919 
if 
  23@ == 0 
else_jump @IMPND_11166 
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_11012 
if 
  $10524 == 0 
else_jump @IMPND_10955 
if 
  20@ == 0 
else_jump @IMPND_10955 
008B: 19@ = $10516(12@,8i) // (int) 
20@ = 4 

:IMPND_10955
07A3: AS_actor $10516(12@,8i) run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 5.0 and 10.0 
008A: $10541(12@,8i) = 32@ // (int) 
$10541(12@,8i) += 6000 
$10533(12@,8i) = 1 

:IMPND_11012
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_11166 
if 
001F:   32@ > $10541(12@,8i) // (int) 
else_jump @IMPND_11166 
if 
  $10524 == 0 
else_jump @IMPND_11133 
if 
  20@ == 0 
else_jump @IMPND_11126 
$10525(12@,8i) = 1 
$10549(12@,8i) = 1 
$10533(12@,8i) = 0 

:IMPND_11126
jump @IMPND_11166 

:IMPND_11133
$10525(12@,8i) = 3 
$10549(12@,8i) = 1 
$10533(12@,8i) = 0 

:IMPND_11166
if 
  $10716(12@,8i) == -2 
else_jump @IMPND_11221 
$10525(12@,8i) = 3 
$10549(12@,8i) = 1 
$10533(12@,8i) = 0 

:IMPND_11221
jump @IMPND_12863 

:IMPND_11228
gosub @IMPND_19919 
if 
  23@ == 0 
else_jump @IMPND_11476 
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_11322 
008A: $10541(12@,8i) = 32@ // (int) 
$10541(12@,8i) += 7000 
05E2: AS_actor $10516(12@,8i) kill_actor $PLAYER_ACTOR 
$10533(12@,8i) = 1 

:IMPND_11322
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_11476 
if 
001F:   32@ > $10541(12@,8i) // (int) 
else_jump @IMPND_11476 
if 
  $10524 == 0 
else_jump @IMPND_11443 
if 
  20@ == 0 
else_jump @IMPND_11436 
$10525(12@,8i) = 1 
$10549(12@,8i) = 1 
$10533(12@,8i) = 0 

:IMPND_11436
jump @IMPND_11476 

:IMPND_11443
$10525(12@,8i) = 3 
$10549(12@,8i) = 1 
$10533(12@,8i) = 0 

:IMPND_11476
if 
  $10714 == 0 
else_jump @IMPND_11523 
$10724 += 1 
$10525(12@,8i) = 4 
$10533(12@,8i) = 0 

:IMPND_11523
jump @IMPND_12863 

:IMPND_11530
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_11617 
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_11617 
0667: AS_actor $10516(12@,8i) aim_at $10743 $10744 $10745 5000 ms 
$10533(12@,8i) = 1 

:IMPND_11617
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_11760 
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_11760 
if 
  $10549(12@,8i) == 0 
else_jump @IMPND_11716 
$10525(12@,8i) = 8 
$10533(12@,8i) = 0 

:IMPND_11716
if 
  $10549(12@,8i) == 1 
else_jump @IMPND_11760 
$10525(12@,8i) = 6 
$10533(12@,8i) = 0 

:IMPND_11760
if and
  $10714 == 1 
  $10713 == 1 
else_jump @IMPND_11858 
if 
  $10549(12@,8i) == 0 
else_jump @IMPND_11836 
$10525(12@,8i) = 2 
$10533(12@,8i) = 0 
jump @IMPND_11858 

:IMPND_11836
$10525(12@,8i) = 3 
$10533(12@,8i) = 0 

:IMPND_11858
if 
  $10716(12@,8i) == -2 
else_jump @IMPND_11913 
$10525(12@,8i) = 9 
$10549(12@,8i) = 1 
$10533(12@,8i) = 0 

:IMPND_11913
jump @IMPND_12863 

:IMPND_11920
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_12019 
gosub @IMPND_19919 
if 
  23@ == 0 
else_jump @IMPND_12008 
06C2: AS_actor $10516(12@,8i) goto $10743 $10744 $10745 mode 6 turn_radius 1.0 stop_radius 5.0 actor -1 with_offset $10743 $10744 $10745 

:IMPND_12008
$10533(12@,8i) = 1 

:IMPND_12019
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_12097 
062E: unknown_get_actor $10516(12@,8i) task 1730 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_12097 
05B9: AS_actor $10516(12@,8i) stay_idle 2000 ms 
$10533(12@,8i) = 2 

:IMPND_12097
if 
  $10533(12@,8i) == 2 
else_jump @IMPND_12174 
062E: unknown_get_actor $10516(12@,8i) task 1465 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_12174 
$10525(12@,8i) = 6 
$10533(12@,8i) = 0 

:IMPND_12174
if and
  $10714 == 1 
  $10713 == 1 
else_jump @IMPND_12221 
$10525(12@,8i) = 3 
$10533(12@,8i) = 0 

:IMPND_12221
if 
  $10716(12@,8i) == -2 
else_jump @IMPND_12265 
$10525(12@,8i) = 9 
$10533(12@,8i) = 0 

:IMPND_12265
if 
  $10716(12@,8i) == -1 
else_jump @IMPND_12309 
$10525(12@,8i) = 9 
$10533(12@,8i) = 0 

:IMPND_12309
jump @IMPND_12863 

:IMPND_12316
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_12437 
if 
  20@ == 0 
else_jump @IMPND_12437 
0792: disembark_instantly_actor $10516(12@,8i) 
0812: AS_actor $10516(12@,8i) perform_animation "PHONE_TALK" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 4000 // versionB 
20@ = 5 
008B: 19@ = $10516(12@,8i) // (int) 
$10533(12@,8i) = 1 

:IMPND_12437
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_12707 
062E: unknown_get_actor $10516(12@,8i) task 2066 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_12707 
if 
  $10524 == 0 
else_jump @IMPND_12685 
$10524 = 1 
if 
   not Actor.Dead(24@)
else_jump @IMPND_12545 
Actor.LockInCurrentPosition(24@) = False
05C3: AS_actor 24@ hands_cower 

:IMPND_12545
040D: unload_wav 4 
03CF: load_wav 41800 as 4 
$10549[0] = 1 
$10549[1] = 1 
$10549[2] = 1 
$10549[3] = 1 
$10549[4] = 1 
$10549[5] = 1 
$10549[6] = 1 
$10549[7] = 1 
if 
   not Actor.Dead($10516[1])
else_jump @IMPND_12637 
01B9: set_actor $10516[1] armed_weapon_to 22 

:IMPND_12637
if 
   not Actor.Dead($10516[6])
else_jump @IMPND_12660 
01B9: set_actor $10516[6] armed_weapon_to 22 

:IMPND_12660
if 
  $ONMISSION == 0 
else_jump @IMPND_12685 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)

:IMPND_12685
$10525(12@,8i) = 3 
$10533(12@,8i) = 0 

:IMPND_12707
jump @IMPND_12863 

:IMPND_12714
gosub @IMPND_15737 
if and
  $10714 == 1 
  $10713 == 1 
else_jump @IMPND_12768 
$10525(12@,8i) = 3 
$10533(12@,8i) = 0 

:IMPND_12768
if 
  $10716(12@,8i) == -2 
else_jump @IMPND_12812 
$10525(12@,8i) = 9 
$10533(12@,8i) = 0 

:IMPND_12812
if 
  $10716(12@,8i) == -1 
else_jump @IMPND_12856 
$10525(12@,8i) = 9 
$10533(12@,8i) = 0 

:IMPND_12856
jump @IMPND_12863 

:IMPND_12863
return 

:IMPND_12865
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_13978 
if 
  $10713 == 1 
else_jump @IMPND_13630 
if 
  $10729 == 1 
else_jump @IMPND_13630 
if 
  12.0 > $TEMPVAR_Z_COORD 
else_jump @IMPND_13630 
$10557 = 1 
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_13630 
if 
  12@ == 3 
else_jump @IMPND_13102 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1583.321 -1691.575 5.2252 
05D7: add_point_to_scmpath 1555.105 -1692.137 5.2252 
05D7: add_point_to_scmpath 1526.534 -1676.968 4.8984 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 3500 ms 
0633: AS_actor -1 exit_car 
05B9: AS_actor -1 stay_idle 700 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 63.3988 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_13102
if 
  12@ == 4 
else_jump @IMPND_13238 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1582.722 -1669.56 4.8942 
05D7: add_point_to_scmpath 1581.765 -1690.743 5.2187 
05D7: add_point_to_scmpath 1556.016 -1690.699 5.2252 
05D7: add_point_to_scmpath 1525.97 -1674.655 4.8984 
0615: define_AS_pack_begin $10715 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 92.6125 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_13238
if 
  12@ == 5 
else_jump @IMPND_13493 
0615: define_AS_pack_begin $10742 
if 
   not Car.Wrecked($10725[2])
else_jump @IMPND_13350 
05D1: AS_actor -1 drive_car $10725[2] to 1589.878 -1644.143 11.2316 speed 10.0 1 model #NULL 0 
05B9: AS_actor -1 stay_idle 2000 ms 
05D1: AS_actor -1 drive_car $10725[2] to 1549.443 -1627.994 12.3905 speed 10.0 1 model #NULL 0 

:IMPND_13350
0616: define_AS_pack_end $10742 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1567.392 -1706.847 4.8984 
05D7: add_point_to_scmpath 1566.885 -1710.162 4.8984 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 10000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
if 
   not Car.Wrecked($10725[2])
else_jump @IMPND_13455 
05CB: AS_actor -1 enter_car $10725[2] as_driver -1 ms 
06C7: AS_actor -1 driver_of_car $10725[2] perform_action 14 timelimit 1000 
0618: assign_actor -1 to_AS_pack $10742 

:IMPND_13455
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
061B: remove_references_to_AS_pack $10742 
$10533(12@,8i) = 1 

:IMPND_13493
if 
  12@ == 6 
else_jump @IMPND_13578 
0376: 24@ = create_random_actor_at 1610.446 -1720.474 5.2252 
Actor.Angle(24@) = 45.0
05C4: AS_actor 24@ hands_up -2 ms 
Actor.LockInCurrentPosition(24@) = True
01B9: set_actor $10516(12@,8i) armed_weapon_to 0 
05E2: AS_actor $10516(12@,8i) kill_actor 24@ 

:IMPND_13578
if 
  12@ == 7 
else_jump @IMPND_13619 
if 
   not Car.Wrecked($10725[3])
else_jump @IMPND_13619 
0657: car $10725[3] open_componentA 0 

:IMPND_13619
$10533(12@,8i) = 1 

:IMPND_13630
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_13978 
if 
  12@ == 5 
else_jump @IMPND_13853 
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_13853 
if 
   not Actor.Dead($10516[5])
else_jump @IMPND_13853 
062E: unknown_get_actor $10516(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_13853 
if 
0100:   actor $10516(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @IMPND_13853 
Actor.RemoveReferences($10516[5])
Car.RemoveReferences($10725[1])
if 
  $10734 > -25.0 
else_jump @IMPND_13853 
05D2: AS_actor $10516(12@,8i) run_to_and_hijack_car $10725[1] max_search_radius 20.0 traffic_behavior 0 
$10533(12@,8i) = 2 

:IMPND_13853
if 
  12@ == 6 
else_jump @IMPND_13978 
if 
   not Actor.Dead(24@)
else_jump @IMPND_13978 
Actor.Health(24@) = 100
062E: unknown_get_actor 24@ task 1476 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_13978 
05C4: AS_actor 24@ hands_up -2 ms 
if 
   not Actor.Dead($10516[1])
else_jump @IMPND_13978 
0605: actor $10516[1] perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 0 time -2 // versionA 

:IMPND_13978
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_14838 
if 
  $10729 == 1 
else_jump @IMPND_14838 
if 
  -0.7114 > $TEMPVAR_Z_COORD 
else_jump @IMPND_14633 
$10557 = 1 
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_14633 
if 
  12@ == 3 
else_jump @IMPND_14190 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1601.988 744.1652 -6.2422 
05D7: add_point_to_scmpath -1593.343 729.7554 -5.9062 
05D7: add_point_to_scmpath -1593.44 718.5184 -6.2344 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 146.3988 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_14190
if 
  12@ == 4 
else_jump @IMPND_14292 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1592.119 729.1914 -5.9062 
05D7: add_point_to_scmpath -1592.753 715.295 -6.2344 
0615: define_AS_pack_begin $10715 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 103.6125 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_14292
if 
  12@ == 5 
else_jump @IMPND_14581 
0615: define_AS_pack_begin $10742 
if 
   not Car.Wrecked($10725[3])
else_jump @IMPND_14404 
05D1: AS_actor -1 drive_car $10725[3] to -1629.925 694.9102 5.8578 speed 10.0 1 model #NULL 0 
05B9: AS_actor -1 stay_idle 8000 ms 
05D1: AS_actor -1 drive_car $10725[3] to -1578.795 662.8546 6.1874 speed 10.0 1 model #NULL 0 

:IMPND_14404
0616: define_AS_pack_end $10742 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1595.711 698.4703 -5.9062 
05D7: add_point_to_scmpath -1587.208 701.9536 -5.914 
05D7: add_point_to_scmpath -1577.201 720.1028 -6.2344 
05D7: add_point_to_scmpath -1574.414 720.1995 -6.2344 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 10000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
if 
   not Car.Wrecked($10725[3])
else_jump @IMPND_14543 
05CB: AS_actor -1 enter_car $10725[3] as_driver -1 ms 
06C7: AS_actor -1 driver_of_car $10725[3] perform_action 14 timelimit 1000 
0618: assign_actor -1 to_AS_pack $10742 

:IMPND_14543
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
061B: remove_references_to_AS_pack $10742 
$10533(12@,8i) = 1 

:IMPND_14581
if 
  12@ == 6 
else_jump @IMPND_14622 
if 
   not Car.Wrecked($10725[1])
else_jump @IMPND_14622 
0657: car $10725[1] open_componentA 0 

:IMPND_14622
$10533(12@,8i) = 1 

:IMPND_14633
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_14838 
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_14827 
if 
   not Actor.Dead($10516[5])
else_jump @IMPND_14827 
062E: unknown_get_actor $10516(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_14827 
if 
0100:   actor $10516(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @IMPND_14827 
Actor.RemoveReferences($10516[5])
Car.RemoveReferences($10725[1])
if 
  $10734 > -25.0 
else_jump @IMPND_14827 
05D2: AS_actor $10516(12@,8i) run_to_and_hijack_car $10725[1] max_search_radius 20.0 traffic_behavior 0 

:IMPND_14827
$10533(12@,8i) = 2 

:IMPND_14838
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_15735 
if 
  $10729 == 1 
else_jump @IMPND_15735 
if and
  4.3 > $TEMPVAR_Z_COORD 
  $TEMPVAR_X_COORD > 2292.0 
else_jump @IMPND_15530 
$10557 = 1 
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_15530 
if 
  12@ == 3 
else_jump @IMPND_15094 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2292.413 2466.859 2.5313 
05D7: add_point_to_scmpath 2292.549 2448.623 2.5313 
05D7: add_point_to_scmpath 2290.439 2446.945 2.5313 
05D7: add_point_to_scmpath 2271.247 2446.799 2.5313 
05D7: add_point_to_scmpath 2266.618 2449.154 2.5313 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 337.3988 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_15094
if 
  12@ == 4 
else_jump @IMPND_15230 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2283.378 2469.562 2.5313 
05D7: add_point_to_scmpath 2290.223 2466.888 2.5313 
05D7: add_point_to_scmpath 2290.487 2449.401 2.5313 
05D7: add_point_to_scmpath 2269.623 2448.8 2.5313 
0615: define_AS_pack_begin $10715 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 25.6125 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_15230
if 
  12@ == 5 
else_jump @IMPND_15519 
0615: define_AS_pack_begin $10742 
if 
   not Car.Wrecked($10725[1])
else_jump @IMPND_15342 
05D1: AS_actor -1 drive_car $10725[1] to 2300.103 2494.479 2.266 speed 10.0 1 model #NULL 0 
05B9: AS_actor -1 stay_idle 8000 ms 
05D1: AS_actor -1 drive_car $10725[1] to 2242.173 2461.965 9.8203 speed 10.0 1 model #NULL 0 

:IMPND_15342
0616: define_AS_pack_end $10742 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2258.914 2447.821 2.5313 
05D7: add_point_to_scmpath 2258.346 2467.58 2.5313 
05D7: add_point_to_scmpath 2298.069 2467.792 2.266 
05D7: add_point_to_scmpath 2313.553 2474.045 2.266 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 10000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
if 
   not Car.Wrecked($10725[1])
else_jump @IMPND_15481 
05CB: AS_actor -1 enter_car $10725[1] as_driver -1 ms 
06C7: AS_actor -1 driver_of_car $10725[1] perform_action 14 timelimit 1000 
0618: assign_actor -1 to_AS_pack $10742 

:IMPND_15481
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
061B: remove_references_to_AS_pack $10742 
$10533(12@,8i) = 1 

:IMPND_15519
$10533(12@,8i) = 1 

:IMPND_15530
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_15735 
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_15724 
if 
   not Actor.Dead($10516[5])
else_jump @IMPND_15724 
062E: unknown_get_actor $10516(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_15724 
if 
0100:   actor $10516(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @IMPND_15724 
Actor.RemoveReferences($10516[5])
Car.RemoveReferences($10725[1])
if 
  $10734 > -25.0 
else_jump @IMPND_15724 
05D2: AS_actor $10516(12@,8i) run_to_and_hijack_car $10725[1] max_search_radius 20.0 traffic_behavior 0 

:IMPND_15724
$10533(12@,8i) = 2 

:IMPND_15735
return 

:IMPND_15737
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_16699 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  $TEMPVAR_FLOAT_3 > 16.3914 
else_jump @IMPND_16011 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1553.0 -1627.837 12.3905 radius 5.0 5.0 5.0 
else_jump @IMPND_15923 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_15916 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 1553.0 -1627.837 12.3905 mode 6 -2 ms // versionA 

:IMPND_15916
jump @IMPND_16004 

:IMPND_15923
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16004 
if 
  $10745 > 15.0 
else_jump @IMPND_16004 
0667: AS_actor $10516(12@,8i) aim_at 1566.329 -1628.917 13.7858 8000 ms 

:IMPND_16004
jump @IMPND_16699 

:IMPND_16011
if and
  $TEMPVAR_FLOAT_1 > 1580.82 
  $TEMPVAR_FLOAT_2 > -1678.518 
else_jump @IMPND_16293 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1596.388 -1665.798 4.8604 radius 5.0 5.0 5.0 
else_jump @IMPND_16171 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16164 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 1596.388 -1665.798 4.8604 mode 6 -2 ms // versionA 

:IMPND_16164
jump @IMPND_16286 

:IMPND_16171
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16286 
if 
  $10745 > 10.5 
else_jump @IMPND_16259 
0667: AS_actor $10516(12@,8i) aim_at 1588.92 -1643.827 13.2958 8000 ms 
jump @IMPND_16286 

:IMPND_16259
0667: AS_actor $10516(12@,8i) aim_at 1551.462 -1625.453 12.3905 8000 ms 

:IMPND_16286
jump @IMPND_16699 

:IMPND_16293
if 
  $TEMPVAR_FLOAT_1 > 1565.101 
else_jump @IMPND_16510 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1593.21 -1702.36 4.897 radius 5.0 5.0 5.0 
else_jump @IMPND_16443 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16436 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 1593.21 -1702.36 4.897 mode 6 -2 ms // versionA 

:IMPND_16436
jump @IMPND_16503 

:IMPND_16443
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16503 
0667: AS_actor $10516(12@,8i) aim_at 1589.466 -1699.136 5.6059 8000 ms 

:IMPND_16503
jump @IMPND_16699 

:IMPND_16510
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1542.683 -1706.747 4.8984 radius 5.0 5.0 5.0 
else_jump @IMPND_16639 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16632 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 1542.683 -1706.747 4.8984 mode 6 -2 ms // versionA 

:IMPND_16632
jump @IMPND_16699 

:IMPND_16639
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16699 
0667: AS_actor $10516(12@,8i) aim_at 1550.058 -1696.444 6.4232 8000 ms 

:IMPND_16699
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_18601 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  $TEMPVAR_FLOAT_3 > 1.6789 
else_jump @IMPND_17702 
if 
  -1667.059 > $TEMPVAR_FLOAT_1 
else_jump @IMPND_17056 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1697.185 684.1302 23.01 radius 5.0 5.0 5.0 
else_jump @IMPND_16906 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16899 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1697.185 684.1302 23.01 mode 6 -2 ms // versionA 

:IMPND_16899
jump @IMPND_17049 

:IMPND_16906
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_17049 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_17011 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1706.253 683.8111 25.3122 16@ ms 
jump @IMPND_17049 

:IMPND_17011
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1685.691 683.6411 20.7149 16@ ms 

:IMPND_17049
jump @IMPND_17695 

:IMPND_17056
if 
  $TEMPVAR_FLOAT_1 > -1604.599 
else_jump @IMPND_17356 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1576.953 661.7159 6.1901 radius 5.0 5.0 5.0 
else_jump @IMPND_17206 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_17199 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1576.953 661.7159 6.1901 mode 6 -2 ms // versionA 

:IMPND_17199
jump @IMPND_17349 

:IMPND_17206
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_17349 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_17311 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1584.874 663.152 7.414 16@ ms 
jump @IMPND_17349 

:IMPND_17311
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1566.207 664.1497 8.621 16@ ms 

:IMPND_17349
jump @IMPND_17695 

:IMPND_17356
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1629.609 683.5222 6.1901 radius 5.0 5.0 5.0 
else_jump @IMPND_17485 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_17478 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1629.609 683.5222 6.1901 mode 6 -2 ms // versionA 

:IMPND_17478
jump @IMPND_17695 

:IMPND_17485
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_17695 
0209: 16@ = random_int_in_ranges 0 3 
if 
  16@ == 0 
else_jump @IMPND_17583 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1629.298 694.5806 6.6079 16@ ms 

:IMPND_17583
if 
  16@ == 1 
else_jump @IMPND_17639 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1617.505 677.6022 7.9235 16@ ms 

:IMPND_17639
if 
  16@ == 2 
else_jump @IMPND_17695 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1648.488 682.1654 10.8535 16@ ms 

:IMPND_17695
jump @IMPND_18601 

:IMPND_17702
if and
  -1598.681 > $TEMPVAR_FLOAT_1 
  $TEMPVAR_FLOAT_2 > 707.923 
else_jump @IMPND_18005 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1618.067 742.9348 -6.2344 radius 5.0 5.0 5.0 
else_jump @IMPND_17862 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_17855 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1618.067 742.9348 -6.2344 mode 6 -2 ms // versionA 

:IMPND_17855
jump @IMPND_18005 

:IMPND_17862
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_18005 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_17967 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1627.667 738.323 -5.0193 16@ ms 
jump @IMPND_18005 

:IMPND_17967
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1601.436 739.188 -4.696 16@ ms 

:IMPND_18005
if and
  $TEMPVAR_FLOAT_1 > -1598.681 
  $TEMPVAR_FLOAT_2 > 707.923 
else_jump @IMPND_18308 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1581.888 738.4942 -6.2422 radius 5.0 5.0 5.0 
else_jump @IMPND_18165 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_18158 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1581.888 738.4942 -6.2422 mode 6 -2 ms // versionA 

:IMPND_18158
jump @IMPND_18308 

:IMPND_18165
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_18308 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_18270 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1594.033 741.5932 -4.9811 16@ ms 
jump @IMPND_18308 

:IMPND_18270
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1583.25 724.5026 -5.0768 16@ ms 

:IMPND_18308
if 
  707.923 > $TEMPVAR_FLOAT_2 
else_jump @IMPND_18601 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1591.093 688.555 -6.2422 radius 5.0 5.0 5.0 
else_jump @IMPND_18458 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_18451 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1591.093 688.555 -6.2422 mode 6 -2 ms // versionA 

:IMPND_18451
jump @IMPND_18601 

:IMPND_18458
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_18601 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_18563 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1602.085 687.7857 -4.6028 16@ ms 
jump @IMPND_18601 

:IMPND_18563
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1582.961 717.1259 -4.2141 16@ ms 

:IMPND_18601
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_19852 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  $TEMPVAR_FLOAT_3 > 8.9783 
else_jump @IMPND_19229 
if 
  2484.598 > $TEMPVAR_FLOAT_2 
else_jump @IMPND_18932 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2241.879 2453.603 9.82 radius 5.0 5.0 5.0 
else_jump @IMPND_18808 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_18801 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2241.879 2453.603 9.82 mode 6 -2 ms // versionA 

:IMPND_18801
jump @IMPND_18925 

:IMPND_18808
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_18925 
0209: 16@ = random_int_in_ranges 5000 8000 
if 
  13@ == 6 
else_jump @IMPND_18904 
0667: AS_actor $10516(12@,8i) aim_at 2242.116 2478.98 10.8203 8000 ms 
jump @IMPND_18925 

:IMPND_18904
0667: AS_actor $10516(12@,8i) aim_at $10743 $10744 $10745 8000 ms 

:IMPND_18925
jump @IMPND_19222 

:IMPND_18932
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2243.24 2495.099 9.8203 radius 5.0 5.0 5.0 
else_jump @IMPND_19061 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19054 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2243.24 2495.099 9.8203 mode 6 -2 ms // versionA 

:IMPND_19054
jump @IMPND_19222 

:IMPND_19061
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19222 
if 
  13@ == 6 
else_jump @IMPND_19201 
if 
  $10745 > 5.0 
else_jump @IMPND_19167 
0667: AS_actor $10516(12@,8i) aim_at 2242.453 2487.06 11.7533 8000 ms 
jump @IMPND_19194 

:IMPND_19167
0667: AS_actor $10516(12@,8i) aim_at 2268.113 2498.456 7.7616 8000 ms 

:IMPND_19194
jump @IMPND_19222 

:IMPND_19201
0667: AS_actor $10516(12@,8i) aim_at $10743 $10744 $10745 8000 ms 

:IMPND_19222
jump @IMPND_19852 

:IMPND_19229
if 
  $TEMPVAR_FLOAT_3 > 2.1249 
else_jump @IMPND_19663 
if 
  $TEMPVAR_FLOAT_2 > 2458.327 
else_jump @IMPND_19467 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2306.376 2495.541 2.266 radius 5.0 5.0 5.0 
else_jump @IMPND_19400 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19393 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2306.376 2495.541 2.266 mode 6 -2 ms // versionA 

:IMPND_19393
jump @IMPND_19460 

:IMPND_19400
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19460 
0667: AS_actor $10516(12@,8i) aim_at 2295.177 2471.76 3.955 8000 ms 

:IMPND_19460
jump @IMPND_19656 

:IMPND_19467
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2316.06 2446.912 2.266 radius 5.0 5.0 5.0 
else_jump @IMPND_19596 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19589 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2316.06 2446.912 2.266 mode 6 -2 ms // versionA 

:IMPND_19589
jump @IMPND_19656 

:IMPND_19596
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19656 
0667: AS_actor $10516(12@,8i) aim_at 2295.216 2451.088 4.3783 8000 ms 

:IMPND_19656
jump @IMPND_19852 

:IMPND_19663
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2238.753 2457.831 -8.4531 radius 5.0 5.0 5.0 
else_jump @IMPND_19792 
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19785 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2238.753 2457.831 -8.4531 mode 6 -2 ms // versionA 

:IMPND_19785
jump @IMPND_19852 

:IMPND_19792
062E: unknown_get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19852 
0667: AS_actor $10516(12@,8i) aim_at 2251.799 2465.236 -7.2173 8000 ms 

:IMPND_19852
return 
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_19917 
062E: unknown_get_actor $10516(12@,8i) task 1506 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19917 
05E2: AS_actor $10516(12@,8i) kill_actor $PLAYER_ACTOR 

:IMPND_19917
return 

:IMPND_19919
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_20411 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_20411 
062E: unknown_get_actor $10516(12@,8i) task 1560 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_20411 
if 
  $TEMPVAR_FLOAT_3 > 8.9783 
else_jump @IMPND_20411 
if 
  2481.796 > $TEMPVAR_FLOAT_2 
else_jump @IMPND_20178 
if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
else_jump @IMPND_20178 
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2239.573 2448.616 cornerB 2242.363 2449.851 
else_jump @IMPND_20178 
05D3: AS_actor $10516(12@,8i) goto_point 2240.034 2449.418 9.8203 mode 4 -2 ms // versionA 
23@ = 1 

:IMPND_20178
if 
  $TEMPVAR_FLOAT_2 >= 2481.796 
else_jump @IMPND_20411 
if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
else_jump @IMPND_20411 
if and
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
8104:   not actor $10516(12@,8i) near_actor $PLAYER_ACTOR radius 1.5 1.5 2.0 sphere 0 
else_jump @IMPND_20411 
0615: define_AS_pack_begin $10715 
05D3: AS_actor -1 goto_point 2250.155 2486.405 9.8203 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point 2247.823 2487.056 9.8203 mode 4 -2 ms // versionA 
05D3: AS_actor -1 goto_point 2246.22 2488.32 9.8203 mode 4 -2 ms // versionA 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
23@ = 1 

:IMPND_20411
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_20881 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
062E: unknown_get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_20881 
062E: unknown_get_actor $10516(12@,8i) task 1560 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_20881 
if 
  $TEMPVAR_FLOAT_3 > 12.0 
else_jump @IMPND_20881 
if 
  1569.0 > $TEMPVAR_FLOAT_1 
else_jump @IMPND_20677 
if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 1543.749 -1632.588 cornerB 1544.821 -1631.425 
else_jump @IMPND_20670 
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1544.966 -1632.88 cornerB 1546.495 -1630.646 
else_jump @IMPND_20670 
05D3: AS_actor $10516(12@,8i) goto_point 1545.881 -1631.918 12.3905 mode 4 -2 ms // versionA 
23@ = 1 

:IMPND_20670
jump @IMPND_20881 

:IMPND_20677
if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 1581.953 -1637.569 cornerB 1577.376 -1632.992 
else_jump @IMPND_20881 
if and
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1581.953 -1637.569 cornerB 1577.376 -1632.992 
8104:   not actor $10516(12@,8i) near_actor $PLAYER_ACTOR radius 1.5 1.5 2.0 sphere 0 
else_jump @IMPND_20881 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1578.517 -1636.495 12.5545 
05D7: add_point_to_scmpath 1576.366 -1636.395 12.5539 
05D7: add_point_to_scmpath 1573.981 -1632.764 12.3905 
0615: define_AS_pack_begin $10715 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
23@ = 1 

:IMPND_20881
return 
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_21066 
if 
  12@ == 0 
else_jump @IMPND_21066 
if 
80A3:   not actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
else_jump @IMPND_21066 
if 
80A3:   not actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2239.573 2448.616 cornerB 2242.363 2449.851 
else_jump @IMPND_21038 
05D3: AS_actor $10516(12@,8i) goto_point 2240.034 2449.418 9.8203 mode 4 -2 ms // versionA 
jump @IMPND_21066 

:IMPND_21038
05D3: AS_actor $10516(12@,8i) goto_point 2238.569 2449.417 10.0372 mode 4 -2 ms // versionA 

:IMPND_21066
return 

:IMPND_21068
$10713 = 0 
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_21221 
if and
  $TEMPVAR_Z_COORD > 3.9517 
  14.0 > $TEMPVAR_Z_COORD 
else_jump @IMPND_21193 
if and
  $TEMPVAR_X_COORD > 2238.0 
  2299.0 > $TEMPVAR_X_COORD 
else_jump @IMPND_21193 
if and
  $TEMPVAR_Y_COORD > 2430.916 
  2502.681 > $TEMPVAR_Y_COORD 
else_jump @IMPND_21193 
$10713 = 1 

:IMPND_21193
if 
  3.9517 >= $TEMPVAR_Z_COORD 
else_jump @IMPND_21221 
$10713 = 1 

:IMPND_21221
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_21439 
if and
  $TEMPVAR_X_COORD > -1645.533 
  -1572.785 > $TEMPVAR_X_COORD 
else_jump @IMPND_21339 
if and
  $TEMPVAR_Y_COORD > 646.8482 
  761.5287 > $TEMPVAR_Y_COORD 
else_jump @IMPND_21339 
if and
  11.4577 > $TEMPVAR_Z_COORD 
  $TEMPVAR_Z_COORD > -7.3486 
else_jump @IMPND_21339 
$10713 = 1 

:IMPND_21339
if and
  $TEMPVAR_X_COORD > -1701.013 
  -1640.991 > $TEMPVAR_X_COORD 
else_jump @IMPND_21439 
if and
  $TEMPVAR_Y_COORD > 674.5198 
  697.4974 > $TEMPVAR_Y_COORD 
else_jump @IMPND_21439 
if and
  $TEMPVAR_Z_COORD > 6.096 
  26.5941 > $TEMPVAR_Z_COORD 
else_jump @IMPND_21439 
$10713 = 1 

:IMPND_21439
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_21723 
if 
  11.7746 > $TEMPVAR_Z_COORD 
else_jump @IMPND_21554 
if and
  $TEMPVAR_X_COORD > 1524.017 
  1612.404 > $TEMPVAR_X_COORD 
else_jump @IMPND_21547 
if and
  -1633.573 > $TEMPVAR_Y_COORD 
  $TEMPVAR_Y_COORD > -1722.036 
else_jump @IMPND_21547 
$10713 = 1 

:IMPND_21547
jump @IMPND_21623 

:IMPND_21554
if and
  $TEMPVAR_X_COORD > 1544.427 
  1607.588 > $TEMPVAR_X_COORD 
else_jump @IMPND_21623 
if and
  -1603.015 > $TEMPVAR_Y_COORD 
  $TEMPVAR_Y_COORD > -1637.697 
else_jump @IMPND_21623 
$10713 = 1 

:IMPND_21623
if and
  $TEMPVAR_X_COORD > 1581.407 
  1605.203 > $TEMPVAR_X_COORD 
else_jump @IMPND_21723 
if and
  $TEMPVAR_Y_COORD > -1666.734 
  -1637.67 > $TEMPVAR_Y_COORD 
else_jump @IMPND_21723 
if and
  $TEMPVAR_Z_COORD > 4.8451 
  13.6917 > $TEMPVAR_Z_COORD 
else_jump @IMPND_21723 
$10713 = 1 

:IMPND_21723
return 

:IMPND_21725
if or
   not Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
  $10549(12@,8i) == 1 
else_jump @IMPND_22001 
if 
0364:   actor $10516(12@,8i) spotted_actor $PLAYER_ACTOR 
else_jump @IMPND_22001 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
28@ = Actor.Angle($10516(12@,8i))
0089: 25@ = $TEMPVAR_X_COORD // (float) 
0065: 25@ -= $TEMPVAR_FLOAT_1 // (float) 
0089: 26@ = $TEMPVAR_Y_COORD // (float) 
0065: 26@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 25@ 26@ store_to 27@ 
0063: 28@ -= 27@ // (float) 
if 
  -180.0 > 28@ 
else_jump @IMPND_21887 
28@ += 360.0 

:IMPND_21887
0097: make 28@ absolute_float 
if 
  5@ == 0 
else_jump @IMPND_21959 
if 
  90.0 > 28@ 
else_jump @IMPND_21952 
Actor.StorePos($PLAYER_ACTOR, $10743, $10744, $10745)
$10714 = 1 

:IMPND_21952
jump @IMPND_22001 

:IMPND_21959
if 
  120.0 > 28@ 
else_jump @IMPND_22001 
Actor.StorePos($PLAYER_ACTOR, $10743, $10744, $10745)
$10714 = 1 

:IMPND_22001
return 

:IMPND_22003
$10729 = 0 
$10713 = 0 
$10557 = 0 
$10549[0] = 0 
$10549[1] = 0 
$10549[2] = 0 
$10549[3] = 0 
$10549[4] = 0 
$10549[5] = 0 
$10549[6] = 0 
$10549[7] = 0 
0@ = 0 
1@ = 0 
040D: unload_wav 4 
Model.Destroy($10710)
Model.Destroy($10711)
Model.Destroy(#COLT45)
Model.Destroy(#POLICE_BARRIER)
Model.Destroy(#SFCOPDR)
Model.Destroy(#KMB_SHUTTER)
065C: release_decision_maker 2@ 
Object.Destroy(9@)
Object.Destroy(10@)
Object.Destroy(6@)
Object.Destroy(7@)
16@ = 0 

:IMPND_22160
if 
  8 > 16@ 
else_jump @IMPND_22243 
if 
056D:   actor $10516(16@,8i) defined 
else_jump @IMPND_22207 
Actor.DestroyInstantly($10516(16@,8i))

:IMPND_22207
$10716(16@,8i) = 0 
$10525(16@,8i) = 0 
16@ += 1 
jump @IMPND_22160 

:IMPND_22243
16@ = 0 

:IMPND_22250
if 
  4 > 16@ 
else_jump @IMPND_22311 
if 
   not Car.Wrecked($10725(16@,4i))
else_jump @IMPND_22297 
Car.RemoveReferences($10725(16@,4i))

:IMPND_22297
16@ += 1 
jump @IMPND_22250 

:IMPND_22311
Actor.RemoveReferences(24@)
$10730 = 0 
$10731 = 0 
$10732 = 0 
$10733 = 0 
$10524 = 0 
end_thread 
return 
end_thread 

//-------------External script 72 (VALET)---------------

:VALET
thread 'VALET' 
8@ = 0 
5@ = 1 
$1883 = 1 
$1896 = 0 
$1887[0] = 1 
$1887[1] = 1 
$1887[2] = 1 
4@ = 0 
if 
  8@ == 99 
else_jump @VALET_400 
$1874(6@,3i) = Actor.Create(CivMale, #WMYVA, $10756(6@,3f), $10759(6@,3f), $10762(6@,3f))
$10748 = Actor.Create(CivMale, #WMYVA, $10756(6@,3f), $10759(6@,3f), $10762(6@,3f))
$1877 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
$1878[1] = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
$1881 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
$10934 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
$1867 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
$10946 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
$1882 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
19@ = Marker.CreateAboveCar($1877)
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
07E5: copy_decision_maker 65542 to 7@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 

:VALET_400
if 
   not Actor.Dead($1874[0])
else_jump @VALET_421 
Actor.DestroyInstantly($1874[0])

:VALET_421
04AE: $1892[0] = 1 // $ = any 
$1887[0] = 1 
if 
   not Actor.Dead($1874[1])
else_jump @VALET_456 
Actor.DestroyInstantly($1874[1])

:VALET_456
04AE: $1892[1] = 1 // $ = any 
$1887[1] = 1 
if 
   not Actor.Dead($1874[2])
else_jump @VALET_491 
Actor.DestroyInstantly($1874[2])

:VALET_491
04AE: $1892[2] = 1 // $ = any 
$1887[2] = 1 
$10756[0] = 330.4229 
$10756[1] = 328.9663 
$10756[2] = 326.4376 
$10759[0] = -1510.783 
$10759[1] = -1512.467 
$10759[2] = -1515.406 
$10762[0] = 35.0247 
$10762[1] = 35.0247 
$10762[2] = 35.0313 
$10765[0] = 222.0 
$10765[1] = 222.0 
$10765[2] = 222.0 
$10768[0] = -1761.029 
$10768[1] = -1759.914 
$10768[2] = -1749.713 
$10771[0] = 959.5504 
$10771[1] = 960.2669 
$10771[2] = 960.1956 
$10774[0] = 23.8828 
$10774[1] = 23.8828 
$10774[2] = 23.8906 
$10777[0] = 204.3268 
$10777[1] = 199.167 
$10777[2] = 142.3291 
$10780[0] = 2029.758 
$10780[1] = 2027.666 
$10780[2] = 2026.394 
$10783[0] = 1905.943 
$10792[1] = 336.9336 
$10796[1] = 323.919 
$10800[1] = -1531.027 
$10804[1] = -1504.174 
$10792[2] = -1768.295 
$10796[2] = -1729.094 
$10800[2] = 958.9591 
$10804[2] = 942.184 
$10792[3] = 2050.881 
$10796[3] = 2016.906 
$10800[3] = 1958.541 
$10804[3] = 1871.065 
$10808[1] = 336.0477 
$10816[1] = -1452.225 
$10824[1] = 31.9445 
$10812[1] = 271.6679 
$10820[1] = -1550.242 
$10828[1] = 23.1681 
$10808[2] = -1760.178 
$10816[2] = 972.2405 
$10824[2] = 16.1633 
$10812[2] = -1679.605 
$10820[2] = 1064.293 
$10828[2] = 24.8629 
$10808[3] = 1968.502 
$10816[3] = 1755.079 
$10824[3] = 11.4898 
$10812[3] = 1917.811 
$10820[3] = 1788.146 
$10828[3] = 17.3118 
$10844[1] = 363.3463 
$10848[1] = -1522.373 
$10852[1] = 393.1729 
$10856[1] = -1479.321 
$10860[1] = 125.0 
$10864[1] = 324.8593 
$10868[1] = -1591.327 
$10872[1] = 324.8593 
$10876[1] = -1591.327 
$10880[1] = 338.0 
$10864[2] = -1743.524 
$10868[2] = 930.9304 
$10872[2] = -1780.081 
$10876[2] = 908.4018 
$10880[2] = 270.0 
$10844[2] = -1737.715 
$10848[2] = 943.7812 
$10852[2] = -1704.216 
$10856[2] = 911.4586 
$10860[2] = 45.0 
$10844[3] = 2067.529 
$10848[3] = 1957.289 
$10852[3] = 2097.263 
$10856[3] = 1976.0 
$10860[3] = 120.0 
$10864[3] = 2051.536 
$10868[3] = 1933.685 
$10872[3] = 2062.818 
$10876[3] = 1905.085 
$10880[3] = 7.0 
$10884[1] = 332.8306 
$10888[1] = -1516.251 
$10892[1] = 34.8606 
$10884[2] = -1754.514 
$10888[2] = 953.5991 
$10892[2] = 23.75 
$10884[3] = 2035.729 
$10888[3] = 1912.09 
$10892[3] = 11.1751 
$10832[0] = -1748.376 
$10836[0] = 985.3066 
$10840[0] = 17.9009 
$10832[1] = 330.7534 
$10836[1] = -1474.608 
$10840[1] = 24.9126 
$10832[2] = -1738.28 
$10836[2] = 985.5498 
$10840[2] = 16.6718 
$10832[3] = 2061.337 
$10836[3] = 1808.956 
$10840[3] = 9.6719 
$10896[1] = 403.2297 
$10900[1] = -1475.298 
$10904[1] = 30.0032 
$10908[1] = 128.9467 
$10912[1] = 341.1339 
$10916[1] = -1556.116 
$10920[1] = 31.9903 
$10924[1] = 328.7578 
$10896[2] = -1717.204 
$10900[2] = 962.7901 
$10904[2] = 23.7474 
$10908[2] = 179.9692 
$10912[2] = -1791.269 
$10916[2] = 886.3627 
$10920[2] = 23.75 
$10924[2] = 359.2426 
$10896[3] = 2073.563 
$10900[3] = 1879.736 
$10904[3] = 10.4288 
$10908[3] = 45.5873 
$10912[3] = 2084.156 
$10916[3] = 1965.573 
$10920[3] = 9.9974 
$10924[3] = 117.4401 
065C: release_decision_maker 7@ 
07E5: copy_decision_maker 65542 to 7@ 
0709: set_decision_maker 7@ on_event 9 taskID 200 unknown 0.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 7@ on_event 15 taskID 415 unknown 0.0 20.0 chance 20.0 unknown 20.0 0 1 // see *.ped files 
0709: set_decision_maker 7@ on_event 15 taskID 200 unknown 0.0 80.0 chance 80.0 unknown 80.0 1 1 // see *.ped files 
$1896 = 1 

:VALET_1959
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VALET_2291 
if 
  $1873 == 1 
else_jump @VALET_2004 
gosub @VALET_16854 

:VALET_2004
if 
   not $10753 == 1 
else_jump @VALET_2284 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_2284 
if 
  5@ == 1 
else_jump @VALET_2095 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_2088 
5@ = 0 

:VALET_2088
jump @VALET_2127 

:VALET_2095
if 
8500:   not player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_2127 
5@ = 1 

:VALET_2127
gosub @VALET_2371 
if 
  $1896 == 1 
else_jump @VALET_2284 
gosub @VALET_3854 
gosub @VALET_7842 
gosub @VALET_13021 
gosub @VALET_16071 
if 
001D:   32@ > 8@ // (int) 
else_jump @VALET_2215 
0085: 8@ = 32@ // (int) 
8@ += 2300 

:VALET_2215
if 
001D:   32@ > 9@ // (int) 
else_jump @VALET_2249 
0085: 9@ = 32@ // (int) 
9@ += 100 

:VALET_2249
if 
001D:   32@ > 10@ // (int) 
else_jump @VALET_2284 
0085: 10@ = 32@ // (int) 
10@ += 900 

:VALET_2284
jump @VALET_2364 

:VALET_2291
if 
  $1896 == 1 
else_jump @VALET_2364 
if 
  $1870 == 1 
else_jump @VALET_2357 
$1870 = 0 
$ONMISSION = 0 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FEHLGESCHLAGEN!

:VALET_2357
gosub @VALET_16854 

:VALET_2364
jump @VALET_1959 

:VALET_2371
if 
001D:   32@ > 16@ // (int) 
else_jump @VALET_3353 
0085: 16@ = 32@ // (int) 
16@ += 1000 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$1884 = 0 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1893.419 1119.227 cornerB -1617.915 828.85 
else_jump @VALET_2472 
$1884 = 2 

:VALET_2472
if 
  $1884 == 0 
else_jump @VALET_3118 
077E: get_active_interior_to $10930 
if 
  $10930 == 0 
else_jump @VALET_2894 
if 
  $10931 == 0 
else_jump @VALET_2887 
if 
  $10932 == 0 
else_jump @VALET_2670 
if 
  $1896 == 1 
else_jump @VALET_2663 
if 
   not $1886 == 1 
else_jump @VALET_2663 
if 
  $1870 == 1 
else_jump @VALET_2649 
$1870 = 0 
$ONMISSION = 0 
00BB: show_text_lowpriority GXT 'VAL_A9' time 4000 flag 1  // ~r~Du hast dich zu weit wegbewegt.
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~Du bist gefeuert!

:VALET_2649
gosub @VALET_16854 
$1896 = 0 

:VALET_2663
jump @VALET_2887 

:VALET_2670
$10931 = 1 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_2747 
Actor.LockInCurrentPosition($1874[0]) = True
if 
   Actor.Driving($1874[0])
else_jump @VALET_2747 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[0] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_2747 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = True

:VALET_2747
if 
   not Actor.Dead($1874[1])
else_jump @VALET_2817 
Actor.LockInCurrentPosition($1874[1]) = True
if 
   Actor.Driving($1874[1])
else_jump @VALET_2817 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[1] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_2817 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = True

:VALET_2817
if 
   not Actor.Dead($1874[2])
else_jump @VALET_2887 
Actor.LockInCurrentPosition($1874[2]) = True
if 
   Actor.Driving($1874[2])
else_jump @VALET_2887 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[2] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_2887 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = True

:VALET_2887
jump @VALET_3111 

:VALET_2894
$10931 = 1 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_2971 
Actor.LockInCurrentPosition($1874[0]) = True
if 
   Actor.Driving($1874[0])
else_jump @VALET_2971 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[0] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_2971 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = True

:VALET_2971
if 
   not Actor.Dead($1874[1])
else_jump @VALET_3041 
Actor.LockInCurrentPosition($1874[1]) = True
if 
   Actor.Driving($1874[1])
else_jump @VALET_3041 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[1] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_3041 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = True

:VALET_3041
if 
   not Actor.Dead($1874[2])
else_jump @VALET_3111 
Actor.LockInCurrentPosition($1874[2]) = True
if 
   Actor.Driving($1874[2])
else_jump @VALET_3111 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[2] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_3111 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = True

:VALET_3111
jump @VALET_3353 

:VALET_3118
if 
  $10931 == 1 
else_jump @VALET_3353 
$10931 = 0 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_3213 
Actor.LockInCurrentPosition($1874[0]) = False
if 
   Actor.Driving($1874[0])
else_jump @VALET_3213 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[0] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_3213 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = False

:VALET_3213
if 
   not Actor.Dead($1874[1])
else_jump @VALET_3283 
Actor.LockInCurrentPosition($1874[1]) = False
if 
   Actor.Driving($1874[1])
else_jump @VALET_3283 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[1] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_3283 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = False

:VALET_3283
if 
   not Actor.Dead($1874[2])
else_jump @VALET_3353 
Actor.LockInCurrentPosition($1874[2]) = False
if 
   Actor.Driving($1874[2])
else_jump @VALET_3353 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[2] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_3353 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = False

:VALET_3353
if 
  $10750 == 1 
else_jump @VALET_3597 
if 
  $1884 == 1 
else_jump @VALET_3444 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 328.1585 -1512.888 35.0247 radius 10.0 10.0 10.0 
else_jump @VALET_3444 
$10750 = 0 

:VALET_3444
if 
  $1884 == 2 
else_jump @VALET_3517 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1753.936 961.8587 23.8906 radius 10.0 10.0 10.0 
else_jump @VALET_3517 
$10750 = 0 

:VALET_3517
if 
  $1884 == 3 
else_jump @VALET_3590 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2021.337 1918.236 11.3438 radius 10.0 10.0 10.0 
else_jump @VALET_3590 
$10750 = 0 

:VALET_3590
jump @VALET_3852 

:VALET_3597
if 
   not $ONMISSION == 1 
else_jump @VALET_3852 
if 
  $1869 == 1 
else_jump @VALET_3852 
if 
  $1870 == 0 
else_jump @VALET_3852 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_3852 
if 
  $1884 == 2 
else_jump @VALET_3852 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1753.936 961.8587 23.8906 radius 2.0 2.0 2.0 on_foot 
else_jump @VALET_3852 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_3836 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @VALET_3813 
00BC: show_text_highpriority GXT 'VAL_A7' time 5000 flag 1  // ~s~Parkservice
$1870 = 1 
$ONMISSION = 1 
jump @VALET_3829 

:VALET_3813
00BC: show_text_highpriority GXT 'VAL_C1' time 1000 flag 1  // ~S~Mit einem Fahndungslevel kannst du hier nicht arbeiten!

:VALET_3829
jump @VALET_3852 

:VALET_3836
00BC: show_text_highpriority GXT 'VAL_90' time 1000 flag 1  // ~S~Beschaff dir eine Parkservice-Uniform, um als Park-Boy zu arbeiten.

:VALET_3852
return 

:VALET_3854
if 
  $1870 == 1 
else_jump @VALET_7840 
if 
   Player.WantedLevel($PLAYER_CHAR) > 1
else_jump @VALET_3894 
06D0: enable_emergency_traffic 1 

:VALET_3894
if 
8500:   not player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_3958 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~Du bist gefeuert!
00BB: show_text_lowpriority GXT 'VAL_B1' time 5000 flag 1  // ~r~Du hast die Parkservice-Uniform nicht mehr.
$10936 = 8 

:VALET_3958
if 
   not $10934 == 0 
else_jump @VALET_4102 
if 
856E:   not car $10934 defined 
else_jump @VALET_4047 
if 
  $10937 > 0 
else_jump @VALET_4033 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~Du bist gefeuert!
$10936 = 8 

:VALET_4033
$10934 = 0 
jump @VALET_4102 

:VALET_4047
if 
   Car.Wrecked($10934)
else_jump @VALET_4102 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~Du bist gefeuert!
00BB: show_text_lowpriority GXT 'VAL_B6' time 5000 flag 1  // ~r~Das Auto des Kunden wurde zerstrt.
$10936 = 8 

:VALET_4102
if 
  $5286 == 0 
else_jump @VALET_4152 
if 
   not Car.Wrecked($10946)
else_jump @VALET_4152 
0987: unknown_car $10946 unknown_store_car_handle_to $VALET_CAR 
0084: $10754 = $VALET_CAR // (int) 

:VALET_4152
if 
  $10936 == 0 
else_jump @VALET_4575 
if 
   Model.Available(#WMYVA)
else_jump @VALET_4570 
if 
   Actor.Dead($1874[0])
else_jump @VALET_4263 
$1874[0] = Actor.Create(CivMale, #WMYVA, -1783.804, 968.6431, 23.7343)
060B: set_actor $1874[0] decision_maker_to 7@ 
02A9: set_actor $1874[0] immune_to_nonplayer 1 
0446: set_actor $1874[0] immune_to_headshots 0 
$1892[0] = 2 
0@ = 2 

:VALET_4263
if 
   Actor.Dead($1874[1])
else_jump @VALET_4340 
$1874[1] = Actor.Create(CivMale, #WMYVA, -1782.65, 965.0251, 23.8906)
060B: set_actor $1874[1] decision_maker_to 7@ 
02A9: set_actor $1874[1] immune_to_nonplayer 1 
0446: set_actor $1874[1] immune_to_headshots 0 
$1892[1] = 2 
1@ = 2 

:VALET_4340
if 
   Actor.Dead($1874[2])
else_jump @VALET_4417 
$1874[2] = Actor.Create(CivMale, #WMYVA, -1783.731, 965.4009, 23.8961)
060B: set_actor $1874[2] decision_maker_to 7@ 
02A9: set_actor $1874[2] immune_to_nonplayer 1 
0446: set_actor $1874[2] immune_to_headshots 0 
$1892[2] = 2 
2@ = 2 

:VALET_4417
03DE: set_pedestrians_density_multiplier_to 0.3 
06D0: enable_emergency_traffic 0 
$10934 = 0 
054C: use_GXT_table 'VALET1' 
00BE: text_clear_all 
00BA: show_text_styled GXT 'VAL_A7' time 3000 style 1  // ~s~Parkservice
$VALET_PARKED_CARS_NUMBER = 0 
0085: 17@ = 32@ // (int) 
17@ += 4000 
$10936 = 1 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_4517 
039E: set_actor $1874[0] locked 1 while_in_car 

:VALET_4517
if 
   not Actor.Dead($1874[1])
else_jump @VALET_4540 
039E: set_actor $1874[1] locked 1 while_in_car 

:VALET_4540
if 
   not Actor.Dead($1874[2])
else_jump @VALET_4563 
039E: set_actor $1874[2] locked 1 while_in_car 

:VALET_4563
jump @VALET_4575 

:VALET_4570
Model.Load(#WMYVA)

:VALET_4575
if 
  $10936 == 1 
else_jump @VALET_4642 
if 
001D:   32@ > 17@ // (int) 
else_jump @VALET_4642 
$10933 = 3 
$10935 = 2 
18@ = 1 
00BE: text_clear_all 
$10936 = 2 

:VALET_4642
if 
  $10936 == 2 
else_jump @VALET_4947 
if 
001D:   32@ > 17@ // (int) 
else_jump @VALET_4947 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'VAL_60' number 18@ time 4000 style 1  // ~s~Parkservice-Mission Level ~1~
02FD: show_text_2numbers_lowpriority GXT 'VAL_76' numbers $10933 $10935 time 4000 flag 1  // ~s~Parke ~1~ Autos in ~1~ Minuten.
$10935 *= 60000 
0151: remove_status_text $10935 
0151: remove_status_text $10933 
03C3: set_timer_to $10935 type 1 GXT 'VAL_A8' // global_variable  // ~s~Verbleibende Zeit
04F7: status_text $10933 type 0 line 1 GXT 'VAL_A3' // global_variable  // Zu parkende Autos
0085: 17@ = 32@ // (int) 
17@ += 5000 
$10936 = 4 
if 
  $1892[0] == 6 
else_jump @VALET_4831 
$1892[0] = 1 
$1897 = 0 

:VALET_4831
if 
  $1892[1] == 6 
else_jump @VALET_4863 
$1892[1] = 1 
$1898 = 0 

:VALET_4863
if 
  $1892[2] == 6 
else_jump @VALET_4895 
$1892[2] = 1 
$1899 = 0 

:VALET_4895
if 
   not $1881 == 0 
else_jump @VALET_4921 
0084: $10946 = $1881 // (int) 

:VALET_4921
if 
   not $1877 == 0 
else_jump @VALET_4947 
0084: $10946 = $1877 // (int) 

:VALET_4947
if 
  $10936 == 3 
else_jump @VALET_4991 
if 
001D:   32@ > 17@ // (int) 
else_jump @VALET_4991 
$10936 = 4 

:VALET_4991
if and
   Actor.Dead($1874[0])
  $1897 == 0 
  $1892[0] == 6 
else_jump @VALET_5077 
$1897 = 1 
$10935 -= 20000 
if 
  0 > $10935 
else_jump @VALET_5061 
$10935 = 0 

:VALET_5061
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~Du hast einen Park-Boy umgebracht.~n~-20 Sekunden Strafe.

:VALET_5077
if and
   Actor.Dead($1874[1])
  $1898 == 0 
  $1892[1] == 6 
else_jump @VALET_5163 
$1898 = 1 
$10935 -= 20000 
if 
  0 > $10935 
else_jump @VALET_5147 
$10935 = 0 

:VALET_5147
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~Du hast einen Park-Boy umgebracht.~n~-20 Sekunden Strafe.

:VALET_5163
if and
   Actor.Dead($1874[2])
  $1899 == 0 
  $1892[2] == 6 
else_jump @VALET_5249 
$1899 = 1 
$10935 -= 20000 
if 
  0 > $10935 
else_jump @VALET_5233 
$10935 = 0 

:VALET_5233
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~Du hast einen Park-Boy umgebracht.~n~-20 Sekunden Strafe.

:VALET_5249
if 
  $10936 > 3 
else_jump @VALET_5326 
if 
  $10935 == 0 
else_jump @VALET_5326 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_47' time 4000 flag 1  // ~r~Die Zeit ist um!
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~Du bist gefeuert!
$10936 = 8 

:VALET_5326
if 
  $10936 == 4 
else_jump @VALET_5476 
if 
   not $1877 == 0 
else_jump @VALET_5476 
if 
   not Car.Wrecked($1877)
else_jump @VALET_5476 
if 
003A:   $1877 == $10946 // (int) 
else_jump @VALET_5476 
046C: $VALET_CAR_DRIVER = car $1877 driver 
if 
  $VALET_CAR_DRIVER == -1 
else_jump @VALET_5476 
$10936 = 20 
00BB: show_text_lowpriority GXT 'VAL_84' time 4000 flag 1  // ~s~Ein Auto wartet darauf, abgefertigt zu werden.
19@ = Marker.CreateAboveCar($1877)
07E0: set_marker 19@ type_to 1 
0084: $10934 = $1877 // (int) 
$10936 = 5 

:VALET_5476
if 
  $10936 == 5 
else_jump @VALET_5875 
if 
   not Car.Wrecked($10934)
else_jump @VALET_5849 
046C: $VALET_CAR_DRIVER = car $10934 driver 
if 
   not $VALET_CAR_DRIVER == -1 
else_jump @VALET_5842 
if 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
else_jump @VALET_5765 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_25' time 4000 flag 1  // ~s~Fahr dieses Auto zum markierten Parkplatz.
Marker.Disable(19@)
$10937 = 60 
Car.Health($10934) = 1000
0151: remove_status_text $10937 
04F7: status_text $10937 type 0 line 2 GXT 'VAL_A17' // global_variable  // Schaden-Bonus
0810: store_random_parkplace_in_cube_cornerA $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) cornerB $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) position_to 21@ 22@ 23@ 
if 
   not 21@ == 0.0 
else_jump @VALET_5758 
0395: clear_area 0 at 21@ 22@ 23@ radius 5.0 
0088: $10942 = 21@ // (float) 
0088: $10943 = 22@ // (float) 
0088: $10944 = 23@ // (float) 
Marker.Disable(20@)
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
$10936 = 6 

:VALET_5758
jump @VALET_5842 

:VALET_5765
if or
003A:   $VALET_CAR_DRIVER == $1874[0] // (int) 
003A:   $VALET_CAR_DRIVER == $1874[1] // (int) 
003A:   $VALET_CAR_DRIVER == $1874[2] // (int) 
else_jump @VALET_5842 
Marker.Disable(19@)
00BB: show_text_lowpriority GXT 'VAL_79' time 4000 flag 1  // ~s~Ein anderer Park-Boy hat sich das wartende Auto geschnappt.
$10936 = 4 
$10934 = 0 
$10946 = 0 

:VALET_5842
jump @VALET_5875 

:VALET_5849
Marker.Disable(19@)
$10936 = 4 
$10934 = 0 
$10946 = 0 

:VALET_5875
if 
  $10936 == 6 
else_jump @VALET_7430 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_7430 
if 
   not Car.Wrecked($10934)
else_jump @VALET_7407 
$10937 = Car.Health($10934)
$VALET_STAGE = 17 
0066: $VALET_STAGE -= 18@ // (int) 
$VALET_STAGE *= 20 
$10937 += -1000 
0094: make $10937 absolute_integer 
008F: 13@ = integer $10937 to_float 
008F: 27@ = integer $VALET_STAGE to_float 
0087: 28@ = 13@ // (float) 
0073: 28@ /= 27@ // (float) 
if 
  28@ > 1.0 
else_jump @VALET_6031 
28@ = 1.0 

:VALET_6031
28@ -= 1.0 
0097: make 28@ absolute_float 
28@ *= 45.0 
0090: $10937 = float 28@ to_integer 
if 
  $10937 > 45 
else_jump @VALET_6089 
$10937 = 45 

:VALET_6089
if 
  0 > $10937 
else_jump @VALET_6114 
$10937 = 0 

:VALET_6114
046C: $VALET_CAR_DRIVER = car $10934 driver 
if 
803A:   not  $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
else_jump @VALET_6173 
Marker.Disable(20@)
19@ = Marker.CreateAboveCar($10934)
07E0: set_marker 19@ type_to 1 
0151: remove_status_text $10937 
$10936 = 7 

:VALET_6173
if and
   not $VALET_CAR_DRIVER == -1 
803A:   not  $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
803A:   not  $VALET_CAR_DRIVER == $1874[0] // (int) 
803A:   not  $VALET_CAR_DRIVER == $1874[1] // (int) 
803A:   not  $VALET_CAR_DRIVER == $1874[2] // (int) 
else_jump @VALET_6263 
$10934 = 0 
Marker.Disable(19@)
0151: remove_status_text $10937 
$10936 = 4 
00BB: show_text_lowpriority GXT 'VAL_A4' time 4000 flag 1  // ~s~Dein Auto ist geklaut worden! Geh wieder in den Servicebereich.

:VALET_6263
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @VALET_6314 
if 
   not Actor.InCar($PLAYER_ACTOR, $10934)
else_jump @VALET_6314 
00BC: show_text_highpriority GXT 'VAL_A18' time 1000 flag 1  // ~s~Dieses Auto muss nicht geparkt werden.

:VALET_6314
if 
01B0:   car $10934 sphere 1 in_sphere 21@ 22@ 23@ radius 4.0 4.0 4.0 stopped 
else_jump @VALET_7400 
Marker.Disable(20@)
081D: set_car $10934 engine_operation 1 
Car.RemoveReferences($10934)
0151: remove_status_text $10937 
008B: 6@ = $10935 // (int) 
03D3: get_route_nearest_for 21@ 22@ 23@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to 24@ 
Car.StorePos($10934, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 26@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 21@ 22@ 
25@ = Car.Angle($10934)
0097: make 24@ absolute_float 
if 
  24@ > 180.0 
else_jump @VALET_6484 
24@ -= 180.0 

:VALET_6484
0097: make 25@ absolute_float 
if 
  25@ > 180.0 
else_jump @VALET_6520 
25@ -= 180.0 

:VALET_6520
0087: 27@ = 24@ // (float) 
0063: 27@ -= 25@ // (float) 
0097: make 27@ absolute_float 
0093: 13@ = integer 18@ to_float 
13@ *= 2.0 
29@ = 45.0 
0063: 29@ -= 13@ // (float) 
0087: 28@ = 27@ // (float) 
0073: 28@ /= 29@ // (float) 
13@ = 1.0 
0063: 13@ -= 28@ // (float) 
if 
  0.0 > 13@ 
else_jump @VALET_6642 
13@ = 0.0 

:VALET_6642
13@ *= 10.0 
0090: $10939 = float 13@ to_integer 
0090: $10940 = float 13@ to_integer 
0093: 13@ = integer 18@ to_float 
13@ -= 20.0 
0097: make 13@ absolute_float 
13@ /= 6.0 
0087: 27@ = 26@ // (float) 
0073: 27@ /= 13@ // (float) 
28@ = 1.0 
0063: 28@ -= 27@ // (float) 
if 
  0.0 > 28@ 
else_jump @VALET_6766 
28@ = 0.0 

:VALET_6766
28@ *= 5.0 
0090: $VALET_STAGE = float 28@ to_integer 
0084: $10938 = $VALET_STAGE // (int) 
0058: $10940 += $VALET_STAGE // (int) 
if and
   not $10940 == 1 
   not $10937 == 1 
else_jump @VALET_6847 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A10' numbers $10940 $10937 time 2500 flag 1  // ~s~Park-Bonus +~1~ Sekunden~n~Schaden-Bonus +~1~ Sekunden

:VALET_6847
if and
  $10940 == 1 
   not $10937 == 1 
else_jump @VALET_6894 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A12' numbers $10940 $10937 time 2500 flag 1  // ~s~Park-Bonus +~1~ Sekunde~n~Schaden-Bonus +~1~ Sekunden

:VALET_6894
if and
   not $10940 == 1 
  $10937 == 1 
else_jump @VALET_6941 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A11' numbers $10940 $10937 time 2500 flag 1  // ~s~Park-Bonus +~1~ Sekunden~n~Schaden-Bonus +~1~ Sekunde

:VALET_6941
if and
  $10940 == 0 
  $10937 == 0 
else_jump @VALET_6988 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A13' numbers $10940 $10937 time 2500 flag 1  // ~s~Park-Bonus +~1~ Sekunde~n~Schaden-Bonus +~1~ Sekunde

:VALET_6988
0084: $VALET_STAGE = $10940 // (int) 
0058: $VALET_STAGE += $10937 // (int) 
if 
   not $VALET_STAGE == 1 
else_jump @VALET_7048 
01E4: show_text_1number_lowpriority GXT 'VAL_A14' number $VALET_STAGE time 2500 flag 1  // ~s~Gesamtbonus +~1~ Sekunden
jump @VALET_7067 

:VALET_7048
01E4: show_text_1number_lowpriority GXT 'VAL_A15' number $VALET_STAGE time 2500 flag 1  // ~s~Gesamtbonus +~1~ Sekunde

:VALET_7067
00BB: show_text_lowpriority GXT 'VAL_A16' time 3000 flag 1  // ~s~Du musst zurck zum Carport.
$10937 *= 1000 
$10940 *= 1000 
0058: $10935 += $10937 // (int) 
0058: $10935 += $10940 // (int) 
$10937 = 0 
$10934 = 0 
$10933 -= 1 
$VALET_PARKED_CARS_NUMBER += 1 
0652: $VALET_STAGE = integer_stat 175 
if 
001C:   $VALET_PARKED_CARS_NUMBER > $VALET_STAGE // (int) 
else_jump @VALET_7178 
0629: change_integer_stat 175 to $VALET_PARKED_CARS_NUMBER 

:VALET_7178
if 
  $10933 == 0 
else_jump @VALET_7393 
00BE: text_clear_all 
014F: stop_timer $10935 
0151: remove_status_text $10933 
18@ += 1 
$10936 = 2 
008A: $10933 = 18@ // (int) 
$10933 += 2 
$10935 = 2 
if 
  6 > 18@ 
else_jump @VALET_7361 
008A: $VALET_STAGE = 18@ // (int) 
$VALET_STAGE -= 1 
01E3: show_text_1number_styled GXT 'VAL_62' number $VALET_STAGE time 3000 style 1  // ~s~Parkservice-Mission Level ~1~ geschafft.
008A: $VALET_STAGE = 18@ // (int) 
$VALET_STAGE *= 100 
$VALET_STAGE -= 100 
01E4: show_text_1number_lowpriority GXT 'VAL_65' number $VALET_STAGE time 4000 flag 1  // ~s~Du hast $~1~ Trinkgeld bekommen.
Player.Money($PLAYER_CHAR) += $VALET_STAGE
0085: 17@ = 32@ // (int) 
17@ += 5000 

:VALET_7361
if 
  18@ == 6 
else_jump @VALET_7386 
gosub @VALET_16442 

:VALET_7386
jump @VALET_7400 

:VALET_7393
$10936 = 4 

:VALET_7400
jump @VALET_7430 

:VALET_7407
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~Du bist gefeuert!
$10936 = 8 

:VALET_7430
if 
  $10936 == 7 
else_jump @VALET_7675 
if 
   not Car.Wrecked($10934)
else_jump @VALET_7649 
046C: $VALET_CAR_DRIVER = car $10934 driver 
if 
   not $VALET_CAR_DRIVER == -1 
else_jump @VALET_7642 
if 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
else_jump @VALET_7565 
Marker.Disable(19@)
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
0151: remove_status_text $10937 
04F7: status_text $10937 type 0 line 2 GXT 'VAL_A17' // global_variable  // Schaden-Bonus
$10936 = 6 
jump @VALET_7642 

:VALET_7565
if or
003A:   $VALET_CAR_DRIVER == $1874[0] // (int) 
003A:   $VALET_CAR_DRIVER == $1874[1] // (int) 
003A:   $VALET_CAR_DRIVER == $1874[2] // (int) 
else_jump @VALET_7642 
Marker.Disable(19@)
00BB: show_text_lowpriority GXT 'VAL_79' time 4000 flag 1  // ~s~Ein anderer Park-Boy hat sich das wartende Auto geschnappt.
$10936 = 4 
$10934 = 0 
$10946 = 0 

:VALET_7642
jump @VALET_7675 

:VALET_7649
Marker.Disable(19@)
$10936 = 4 
$10934 = 0 
$10946 = 0 

:VALET_7675
if 
  $10936 == 8 
else_jump @VALET_7840 
Marker.Disable(19@)
Marker.Disable(20@)
0151: remove_status_text $10937 
014F: stop_timer $10935 
0151: remove_status_text $10933 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
$1870 = 0 
$ONMISSION = 0 
$10936 = 0 
$10934 = 0 
$10750 = 1 
03C7: set_sensitivity_to_crime 1.0 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_7794 
039E: set_actor $1874[0] locked 0 while_in_car 

:VALET_7794
if 
   not Actor.Dead($1874[1])
else_jump @VALET_7817 
039E: set_actor $1874[1] locked 0 while_in_car 

:VALET_7817
if 
   not Actor.Dead($1874[2])
else_jump @VALET_7840 
039E: set_actor $1874[2] locked 0 while_in_car 

:VALET_7840
return 

:VALET_7842
6@ = 0 

:VALET_7849
if 
  3 > 6@ 
else_jump @VALET_13019 
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_7985 
if 
095D:   unknown_actor_check $1874(6@,3i) 
else_jump @VALET_7985 
062E: unknown_get_actor $1874(6@,3i) task 2089 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_7985 
0792: disembark_instantly_actor $1874(6@,3i) 
0829: actor $1874(6@,3i) perform_animation "KO_SKID_FRONT" IFP_file "PED" 1000.0 time 0 and_dies 

:VALET_7985
if and
   not $1892(6@,3i) == 4 
   not $1892(6@,3i) == 5 
else_jump @VALET_8395 
if and
   not Actor.Dead($1874(6@,3i))
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_8395 
if 
074F:   actor $1874(6@,3i) ped_event == 9 
else_jump @VALET_8344 
if or
0104:   actor $PLAYER_ACTOR near_actor $1874(6@,3i) radius 5.0 5.0 5.0 sphere 0 
051A:   actor $1874(6@,3i) damaged_by_actor $PLAYER_ACTOR 
else_jump @VALET_8328 
$1892(6@,3i) = 5 
$10928 += 1 
0687: clear_actor $1874(6@,3i) task 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_8203 
if 
0104:   actor $PLAYER_ACTOR near_actor $1874[0] radius 15.0 15.0 15.0 sphere 0 
else_jump @VALET_8203 
$1892[0] = 5 

:VALET_8203
if 
   not Actor.Dead($1874[1])
else_jump @VALET_8262 
if 
0104:   actor $PLAYER_ACTOR near_actor $1874[1] radius 15.0 15.0 15.0 sphere 0 
else_jump @VALET_8262 
$1892[1] = 5 

:VALET_8262
if 
   not Actor.Dead($1874[2])
else_jump @VALET_8321 
if 
0104:   actor $PLAYER_ACTOR near_actor $1874[2] radius 15.0 15.0 15.0 sphere 0 
else_jump @VALET_8321 
$1892[2] = 5 

:VALET_8321
jump @VALET_8344 

:VALET_8328
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_8344
if 
   not $1892(6@,3i) == 9 
else_jump @VALET_8395 
if 
04A3:   $1895 == 7 // $ == any 
else_jump @VALET_8395 
$1892(6@,3i) = 9 

:VALET_8395
if 
   not $1892(6@,3i) == 1 
else_jump @VALET_8704 
if 
056D:   actor $1874(6@,3i) defined 
else_jump @VALET_8704 
if 
   Actor.Dead($1874(6@,3i))
else_jump @VALET_8704 
0889: store_actor $1874(6@,3i) center_of_body_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
   not $1892(6@,3i) == 6 
else_jump @VALET_8684 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_8576 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 15.0 15.0 15.0 
else_jump @VALET_8576 
$1892[0] = 5 
$1892[1] = 5 
$1892[2] = 5 

:VALET_8576
if 
  $1870 == 1 
else_jump @VALET_8684 
if or
0024:   $10808($1884,4f) > $TEMPVAR_FLOAT_1 // (float) 
0024:   $10816($1884,4f) > $TEMPVAR_FLOAT_2 // (float) 
0024:   $10824($1884,4f) > $TEMPVAR_FLOAT_3 // (float) 
0024:   $TEMPVAR_FLOAT_1 > $10812($1884,4f) // (float) 
0024:   $TEMPVAR_FLOAT_2 > $10820($1884,4f) // (float) 
0024:   $TEMPVAR_FLOAT_3 > $10828($1884,4f) // (float) 
else_jump @VALET_8684 
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:VALET_8684
$1892(6@,3i) = 6 
Actor.RemoveReferences($1874(6@,3i))

:VALET_8704
0871: init_jump_table $1892(6@,3i) total_jumps 11 default_jump 0 @VALET_13005 jumps 1 @VALET_8836 2 @VALET_9149 3 @VALET_9763 4 @VALET_10506 5 @VALET_10614 6 @VALET_12998 7 @VALET_11111 
0872: jump_table_jumps 8 @VALET_12285 9 @VALET_12607 10 @VALET_10325 11 @VALET_12792 -1 @VALET_13005 -1 @VALET_13005 -1 @VALET_13005 -1 @VALET_13005 -1 @VALET_13005 

:VALET_8836
if 
  $1887(6@,3i) == 1 
else_jump @VALET_9142 
Model.Load(#WMYVA)
if 
   Model.Available(#WMYVA)
else_jump @VALET_9142 
if 
  $1884 == 1 
else_jump @VALET_8948 
$1874(6@,3i) = Actor.Create(Mission1, #WMYVA, $10756(6@,3f), $10759(6@,3f), $10762(6@,3f))
Actor.Angle($1874(6@,3i)) = $10765(6@,3f)

:VALET_8948
if 
  $1884 == 2 
else_jump @VALET_9017 
$1874(6@,3i) = Actor.Create(Mission1, #WMYVA, $10768(6@,3f), $10771(6@,3f), $10774(6@,3f))
Actor.Angle($1874(6@,3i)) = $10777(6@,3f)

:VALET_9017
if 
  $1884 == 3 
else_jump @VALET_9086 
$1874(6@,3i) = Actor.Create(Mission1, #WMYVA, $10780(6@,3f), $10783(6@,3f), $10786(6@,3f))
Actor.Angle($1874(6@,3i)) = $10789(6@,3f)

:VALET_9086
060B: set_actor $1874(6@,3i) decision_maker_to 7@ 
02A9: set_actor $1874(6@,3i) immune_to_nonplayer 1 
0446: set_actor $1874(6@,3i) immune_to_headshots 0 
$1892(6@,3i) = 2 
0@(6@,3i) = 2 

:VALET_9142
jump @VALET_13005 

:VALET_9149
if 
001D:   32@ > 8@ // (int) 
else_jump @VALET_9756 
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_9756 
if 
  $1884 == 1 
else_jump @VALET_9342 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 2.0 2.0 2.0 
else_jump @VALET_9342 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) mode 6 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle $10765(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
$1892(6@,3i) = 3 

:VALET_9342
if 
  $1884 == 2 
else_jump @VALET_9602 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 2.0 2.0 2.0 
else_jump @VALET_9503 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) mode 6 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle $10777(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
$1892(6@,3i) = 3 
jump @VALET_9602 

:VALET_9503
062E: unknown_get_actor $1874(6@,3i) task 1492 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_9602 
$10755 = Actor.Angle($1874(6@,3i))
0061: $10755 -= $10777(6@,3f) // (float) 
0096: make $10755 absolute_float 
if 
   not 10.0 > $10755 
else_jump @VALET_9602 
05D4: AS_actor $1874(6@,3i) rotate_angle $10777(6@,3f) 

:VALET_9602
if 
  $1884 == 3 
else_jump @VALET_9756 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 2.0 2.0 2.0 
else_jump @VALET_9756 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) mode 6 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle $10789(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
$1892(6@,3i) = 3 

:VALET_9756
jump @VALET_13005 

:VALET_9763
if 
001D:   32@ > 9@ // (int) 
else_jump @VALET_10318 
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_10318 
062E: unknown_get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_10318 
if 
  $1884 == 1 
else_jump @VALET_9996 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 3.0 3.0 3.0 
else_jump @VALET_9985 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) mode 6 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle $10765(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
jump @VALET_9996 

:VALET_9985
$1892(6@,3i) = 2 

:VALET_9996
if 
  $1884 == 2 
else_jump @VALET_10157 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 3.0 3.0 3.0 
else_jump @VALET_10146 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) mode 6 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle $10777(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
jump @VALET_10157 

:VALET_10146
$1892(6@,3i) = 2 

:VALET_10157
if 
  $1884 == 3 
else_jump @VALET_10318 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 3.0 3.0 3.0 
else_jump @VALET_10307 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) mode 6 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle $10789(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
jump @VALET_10318 

:VALET_10307
$1892(6@,3i) = 2 

:VALET_10318
jump @VALET_13005 

:VALET_10325
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_10499 
062E: unknown_get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_10499 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10832($1884,4f) $10836($1884,4f) $10840($1884,4f) radius 3.0 3.0 3.0 
else_jump @VALET_10477 
05F5: AS_actor $1874(6@,3i) goto_point $10832($1884,4f) $10836($1884,4f) $10840($1884,4f) mode 6 -2 ms // versionB 
jump @VALET_10499 

:VALET_10477
0@(6@,3i) = 3 
$1892(6@,3i) = 3 

:VALET_10499
jump @VALET_13005 

:VALET_10506
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_10607 
if 
874F:   not actor $1874(6@,3i) ped_event == 9 
else_jump @VALET_10591 
0812: AS_actor $1874(6@,3i) perform_animation "FUCKU" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
4@ += 1 

:VALET_10591
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_10607
jump @VALET_13005 

:VALET_10614
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_11104 
062E: unknown_get_actor $1874(6@,3i) task 1506 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_10679 
05E2: AS_actor $1874(6@,3i) kill_actor $PLAYER_ACTOR 

:VALET_10679
if 
001D:   32@ > 9@ // (int) 
else_jump @VALET_11104 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_11104 
if 
  $1884 == 1 
else_jump @VALET_10844 
if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 10.0 10.0 10.0 
else_jump @VALET_10844 
0687: clear_actor $1874(6@,3i) task 
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_10844
if 
  $1884 == 2 
else_jump @VALET_10974 
if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 10.0 10.0 10.0 
else_jump @VALET_10974 
0687: clear_actor $1874(6@,3i) task 
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_10974
if 
  $1884 == 3 
else_jump @VALET_11104 
if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 10.0 10.0 10.0 
else_jump @VALET_11104 
0687: clear_actor $1874(6@,3i) task 
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_11104
jump @VALET_13005 

:VALET_11111
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_12278 
if 
  $1884 == 1 
else_jump @VALET_11240 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 23.0 23.0 8.0 
else_jump @VALET_11240 
$1892(6@,3i) = 2 
0@(6@,3i) = 2 
$1878(6@,3i) = 0 

:VALET_11240
if 
  $1884 == 2 
else_jump @VALET_11349 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 23.0 23.0 8.0 
else_jump @VALET_11349 
$1892(6@,3i) = 2 
0@(6@,3i) = 2 
$1878(6@,3i) = 0 

:VALET_11349
if 
  $1884 == 3 
else_jump @VALET_11458 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 23.0 23.0 8.0 
else_jump @VALET_11458 
$1892(6@,3i) = 2 
0@(6@,3i) = 2 
$1878(6@,3i) = 0 

:VALET_11458
if 
   not $1892(6@,3i) == 2 
else_jump @VALET_12278 
062E: unknown_get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_12033 
if 
   not Car.Wrecked($1878(6@,3i))
else_jump @VALET_11993 
if 
   Actor.InCar($1874(6@,3i), $1878(6@,3i))
else_jump @VALET_11828 
0810: store_random_parkplace_in_cube_cornerA $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) cornerB $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
   not $TEMPVAR_FLOAT_1 == 0.0 
else_jump @VALET_11821 
if 
003A:   $1878(6@,3i) == $1877 // (int) 
else_jump @VALET_11664 
$1877 = 0 

:VALET_11664
0086: $10942 = $TEMPVAR_FLOAT_1 // (float) 
0086: $10943 = $TEMPVAR_FLOAT_2 // (float) 
0086: $10944 = $TEMPVAR_FLOAT_3 // (float) 
if 
0686:   car $1878(6@,3i) attached 
else_jump @VALET_11734 
0684: detach_car $1878(6@,3i) 0.0 0.0 0.0 collision_detection 0 

:VALET_11734
05D1: AS_actor $1874(6@,3i) drive_car $1878(6@,3i) to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 speed 15.0 1 model #NULL 0 
if 
  $1870 == 1 
else_jump @VALET_11799 
039E: set_actor $1874(6@,3i) locked 1 while_in_car 

:VALET_11799
$1892(6@,3i) = 8 
0@(6@,3i) = 7 

:VALET_11821
jump @VALET_11986 

:VALET_11828
if 
   not Car.Wrecked($1878(6@,3i))
else_jump @VALET_11953 
if 
0205:   actor $1874(6@,3i) near_car $1878(6@,3i) radius 20.0 20.0 20.0 flag 0 
else_jump @VALET_11946 
0615: define_AS_pack_begin 11@ 
05B9: AS_actor -1 stay_idle 3000 ms 
05CB: AS_actor -1 enter_car $1878(6@,3i) as_driver -2 ms 
0616: define_AS_pack_end 11@ 
$10929 += 1 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 

:VALET_11946
jump @VALET_11986 

:VALET_11953
$1892(6@,3i) = 2 
0@(6@,3i) = 2 
$1878(6@,3i) = 0 

:VALET_11986
jump @VALET_12026 

:VALET_11993
$1892(6@,3i) = 2 
0@(6@,3i) = 2 
$1878(6@,3i) = 0 

:VALET_12026
jump @VALET_12278 

:VALET_12033
if and
   not Car.Wrecked($1878(6@,3i))
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_12278 
0811: $VALET_CAR = actor $PLAYER_ACTOR car // versionC 
if 
003A:   $VALET_CAR == $1878(6@,3i) // (int) 
else_jump @VALET_12174 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_12174 
if and
89DE:   not actor $1874(6@,3i) entering_car 
   not Actor.Driving($1874(6@,3i))
else_jump @VALET_12174 
0687: clear_actor $1874(6@,3i) task 
$1892(6@,3i) = 2 
$1878(6@,3i) = 0 

:VALET_12174
if 
   not Car.Wrecked($1878(6@,3i))
else_jump @VALET_12271 
if 
8205:   not actor $1874(6@,3i) near_car $1878(6@,3i) radius 20.0 20.0 20.0 flag 0 
else_jump @VALET_12271 
$1892(6@,3i) = 2 
0@(6@,3i) = 2 
$1878(6@,3i) = 0 

:VALET_12271
jump @VALET_12278 

:VALET_12278
jump @VALET_13005 

:VALET_12285
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_12600 
062E: unknown_get_actor $1874(6@,3i) task 1489 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_12460 
if 
00A4:   actor $1874(6@,3i) sphere 0 in_cube_cornerA $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) cornerB $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) 
else_jump @VALET_12431 
$1892(6@,3i) = 3 
0@(6@,3i) = 3 
jump @VALET_12453 

:VALET_12431
$1892(6@,3i) = 3 
0@(6@,3i) = 3 

:VALET_12453
jump @VALET_12600 

:VALET_12460
if or
  $ONMISSION == 0 
  $1870 == 1 
  $1886 > 0 
else_jump @VALET_12600 
if 
   not Car.Wrecked($1878(6@,3i))
else_jump @VALET_12600 
0987: unknown_car $1878(6@,3i) unknown_store_car_handle_to $VALET_CAR 
if 
   not Car.Wrecked($VALET_CAR)
else_jump @VALET_12600 
046C: $VALET_CAR_DRIVER = car $VALET_CAR driver 
if or
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
  $VALET_CAR_DRIVER == -1 
else_jump @VALET_12600 
if 
   not $VALET_CAR == -1 
else_jump @VALET_12600 
0084: $10754 = $VALET_CAR // (int) 

:VALET_12600
jump @VALET_13005 

:VALET_12607
if and
   not Actor.Dead($1874(6@,3i))
   not Car.Wrecked($1878(6@,3i))
else_jump @VALET_12785 
if 
   not Actor.InCar($1874(6@,3i), $1878(6@,3i))
else_jump @VALET_12785 
046C: $10749 = car $1878(6@,3i) driver 
if 
   not $10749 == -1 
else_jump @VALET_12785 
0811: $VALET_CAR = actor $PLAYER_ACTOR car // versionC 
if 
003A:   $VALET_CAR == $1878(6@,3i) // (int) 
else_jump @VALET_12774 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_12756 
jump @VALET_12767 

:VALET_12756
$1892(6@,3i) = 2 

:VALET_12767
jump @VALET_12785 

:VALET_12774
$1892(6@,3i) = 2 

:VALET_12785
jump @VALET_13005 

:VALET_12792
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_12991 
062E: unknown_get_actor $1874(6@,3i) task 1655 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_12991 
if 
  6@ == 0 
else_jump @VALET_12991 
if 
   not Actor.Dead($1874[1])
else_jump @VALET_12991 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_12991 
062E: unknown_get_actor $1874[1] task 1655 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_12991 
062E: unknown_get_actor $1874[0] task 1655 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_12991 
0677: AS_actor $1874[0] chat_with_actor $1874[1] lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor $1874[1] chat_with_actor $1874[0] lead_speaker_flag 0 unknown_flag 1 
0@ = 11 
1@ = 11 

:VALET_12991
jump @VALET_13005 

:VALET_12998
jump @VALET_13005 

:VALET_13005
6@ += 1 
jump @VALET_7849 

:VALET_13019
return 

:VALET_13021
if or
  $1890 == 0 
  $10752 > 0 
else_jump @VALET_13235 
if 
  $1885 == 0 
else_jump @VALET_13235 
if 
  $1881 == 0 
else_jump @VALET_13235 
if 
8339:   not anything_in_cube_cornerA $10792($1884,4f) $10800($1884,4f) 0.0 cornerB $10796($1884,4f) $10804($1884,4f) 80.0 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @VALET_13164 
$10752 -= 1 
$1885 = 1 
15@ = 0 

:VALET_13164
if 
  $1885 == 0 
else_jump @VALET_13235 
if and
  $10934 == 0 
  $1877 == 0 
  $1881 == 0 
else_jump @VALET_13235 
$10752 -= 1 
$1885 = 1 
15@ = 0 

:VALET_13235
if 
   not $1881 == 0 
else_jump @VALET_13392 
if 
   Car.Wrecked($1881)
else_jump @VALET_13283 
$1891 = 1 
$1881 = 0 

:VALET_13283
if 
   not Car.Wrecked($1881)
else_jump @VALET_13392 
046C: $VALET_CAR_DRIVER = car $1881 driver 
if 
   not Actor.Dead($VALET_CAR_DRIVER)
else_jump @VALET_13347 
if 
8448:   not actor $VALET_CAR_DRIVER in_car $1881 
else_jump @VALET_13347 
Car.RemoveReferences($1881)

:VALET_13347
if or
  $VALET_CAR_DRIVER == -1 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
else_jump @VALET_13392 
Car.RemoveReferences($1881)
$1891 = 2 
$1881 = 0 

:VALET_13392
if 
   not $1877 == 0 
else_jump @VALET_13507 
if 
   Car.Wrecked($1877)
else_jump @VALET_13433 
$1877 = 0 

:VALET_13433
if 
   not Car.Wrecked($1877)
else_jump @VALET_13507 
046C: $VALET_CAR_DRIVER = car $1877 driver 
if 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
else_jump @VALET_13507 
if 
803A:   not  $1877 == $1867 // (int) 
else_jump @VALET_13500 
Car.RemoveReferences($1877)

:VALET_13500
$1877 = 0 

:VALET_13507
if 
001D:   32@ > 9@ // (int) 
else_jump @VALET_14641 
if or
  $1892[0] == 2 
  $1892[1] == 2 
  $1892[2] == 2 
  $1870 == 1 
  $ONMISSION == 1 
else_jump @VALET_14641 
if and
   not $1892[0] == 7 
   not $1892[1] == 7 
   not $1892[2] == 7 
else_jump @VALET_14641 
053E: $1882 = get_random_car_with_model -1 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
if 
   not Car.Wrecked($1867)
else_jump @VALET_13709 
if 
00B0:   car $1867 sphere 0 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
else_jump @VALET_13709 
0084: $1882 = $1867 // (int) 

:VALET_13709
if 
  $1882 == -1 
else_jump @VALET_13797 
if 
   not Car.Wrecked($1881)
else_jump @VALET_13797 
if 
00B0:   car $1881 sphere 0 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
else_jump @VALET_13797 
0084: $1882 = $1881 // (int) 

:VALET_13797
if 
  $1882 == -1 
else_jump @VALET_13885 
if 
   not Car.Wrecked($10946)
else_jump @VALET_13885 
if 
00B0:   car $10946 sphere 0 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
else_jump @VALET_13885 
0084: $1882 = $10946 // (int) 

:VALET_13885
$10724 = 0 
if 
   not $1882 == -1 
else_jump @VALET_14022 
0084: $10945 = $1882 // (int) 
if 
   not Car.Wrecked($1882)
else_jump @VALET_14022 
046C: $VALET_CAR_DRIVER = car $1882 driver 
if 
  $VALET_CAR_DRIVER == -1 
else_jump @VALET_14022 
08EC: 12@ = car $1882 type 
if and
84A4:   not  12@ == 0 // @ == any 
84A4:   not  12@ == 1 // @ == any 
84A4:   not  12@ == 2 // @ == any 
84A4:   not  12@ == 3 // @ == any 
else_jump @VALET_14022 
0084: $10754 = $1882 // (int) 
$1882 = -1 

:VALET_14022
if 
   not $1882 == -1 
else_jump @VALET_14087 
if 
   not Car.Wrecked($1882)
else_jump @VALET_14087 
if 
0975:   car $1882 emergency_vehicle 
else_jump @VALET_14087 
0084: $10754 = $1882 // (int) 
$1882 = -1 

:VALET_14087
if 
   not $1882 == -1 
else_jump @VALET_14641 
if 
   not Car.Wrecked($1882)
else_jump @VALET_14267 
046C: $VALET_CAR_DRIVER = car $1882 driver 
if 
   not $VALET_CAR_DRIVER == -1 
else_jump @VALET_14267 
if 
   not Actor.Dead($VALET_CAR_DRIVER)
else_jump @VALET_14267 
if 
8448:   not actor $VALET_CAR_DRIVER in_car $1882 
else_jump @VALET_14197 
0084: $1877 = $1882 // (int) 
04E0: car $1877 abandon_path_radius 1 

:VALET_14197
062E: unknown_get_actor $VALET_CAR_DRIVER task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 1 // @ == any 
else_jump @VALET_14267 
0646: unknown_get_actor $VALET_CAR_DRIVER task_1560_status_store_to 3@ // similar to 062E 
if 
  3@ == 1 
else_jump @VALET_14267 
0084: $1877 = $1882 // (int) 
04E0: car $1877 abandon_path_radius 1 

:VALET_14267
if 
  $VALET_CAR_DRIVER == -1 
else_jump @VALET_14300 
0084: $1877 = $1882 // (int) 
04E0: car $1877 abandon_path_radius 1 

:VALET_14300
0811: $VALET_CAR = actor $PLAYER_ACTOR car // versionC 
if 
003A:   $VALET_CAR == $1877 // (int) 
else_jump @VALET_14334 
$1877 = 0 

:VALET_14334
if 
003A:   $1877 == $1882 // (int) 
else_jump @VALET_14634 
if 
   not Car.Wrecked($1882)
else_jump @VALET_14521 
01EA: 30@ = car $1882 max_passengers 
6@ = 0 

:VALET_14384
if 
001D:   30@ > 6@ // (int) 
else_jump @VALET_14521 
if 
8431:   not car $1882 passenger_seat_free 6@ 
else_jump @VALET_14507 
0432: $10749 = get_actor_handle_from_car $1882 passenger_seat 6@ 
if 
   not Actor.Dead($10749)
else_jump @VALET_14507 
if 
0448:   actor $10749 in_car $1882 
else_jump @VALET_14507 
062E: unknown_get_actor $10749 task 1502 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_14507 
Actor.RemoveReferences($10749)
05DE: AS_actor $10749 walk_around_ped_path 

:VALET_14507
6@ += 1 
jump @VALET_14384 

:VALET_14521
if 
  $1892[0] == 2 
else_jump @VALET_14561 
$1892[0] = 7 
0084: $1878[0] = $1877 // (int) 
jump @VALET_14634 

:VALET_14561
if 
  $1892[1] == 2 
else_jump @VALET_14601 
$1892[1] = 7 
0084: $1878[1] = $1877 // (int) 
jump @VALET_14634 

:VALET_14601
if 
  $1892[2] == 2 
else_jump @VALET_14634 
$1892[2] = 7 
0084: $1878[2] = $1877 // (int) 

:VALET_14634
$1882 = 0 

:VALET_14641
if 
  $1885 == 1 
else_jump @VALET_16069 
if 
001D:   32@ > 10@ // (int) 
else_jump @VALET_16069 
$1891 = 3 
$1881 = 0 
053E: $VALET_CAR = get_random_car_with_model -1 in_rectangle_cornerA $10844($1884,4f) $10848($1884,4f) cornerB $10852($1884,4f) $10856($1884,4f) 
if 
   not $VALET_CAR == -1 
else_jump @VALET_14983 
if 
   not Car.Wrecked($VALET_CAR)
else_jump @VALET_14983 
24@ = Car.Angle($VALET_CAR)
0087: 13@ = 24@ // (float) 
0065: 13@ -= $10860($1884,4f) // (float) 
0097: make 13@ absolute_float 
if 
  45.0 > 13@ 
else_jump @VALET_14983 
08EC: 12@ = car $VALET_CAR type 
if or
04A4:   12@ == 0 // @ == any 
04A4:   12@ == 1 // @ == any 
04A4:   12@ == 2 // @ == any 
04A4:   12@ == 3 // @ == any 
else_jump @VALET_14983 
12@ = Car.Model($VALET_CAR)
if or
84A4:   not  12@ == 596 // @ == any 
84A4:   not  12@ == 420 // @ == any 
else_jump @VALET_14983 
046C: $10747 = car $VALET_CAR driver 
if 
   not $10747 == -1 
else_jump @VALET_14983 
if 
   not Actor.Dead($10747)
else_jump @VALET_14983 
062E: unknown_get_actor $10747 task 1490 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_14983 
0084: $1881 = $VALET_CAR // (int) 
073B: unknown_car $1881 flag 0 

:VALET_14983
if 
  $1881 == 0 
else_jump @VALET_15292 
053E: $VALET_CAR = get_random_car_with_model -1 in_rectangle_cornerA $10864($1884,4f) $10868($1884,4f) cornerB $10872($1884,4f) $10876($1884,4f) 
if 
   not $VALET_CAR == -1 
else_jump @VALET_15292 
if 
   not Car.Wrecked($VALET_CAR)
else_jump @VALET_15292 
24@ = Car.Angle($VALET_CAR)
0087: 13@ = 24@ // (float) 
0065: 13@ -= $10880($1884,4f) // (float) 
0097: make 13@ absolute_float 
if 
  45.0 > 13@ 
else_jump @VALET_15292 
08EC: 12@ = car $VALET_CAR type 
if or
04A4:   12@ == 0 // @ == any 
04A4:   12@ == 1 // @ == any 
04A4:   12@ == 2 // @ == any 
04A4:   12@ == 3 // @ == any 
else_jump @VALET_15292 
12@ = Car.Model($VALET_CAR)
if or
84A4:   not  12@ == 596 // @ == any 
84A4:   not  12@ == 420 // @ == any 
else_jump @VALET_15292 
046C: $10747 = car $VALET_CAR driver 
if 
   not $10747 == -1 
else_jump @VALET_15292 
if 
   not Actor.Dead($10747)
else_jump @VALET_15292 
062E: unknown_get_actor $10747 task 1490 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_15292 
0084: $1881 = $VALET_CAR // (int) 
073B: unknown_car $1881 flag 0 

:VALET_15292
if or
  $1870 == 1 
  $1886 > 0 
else_jump @VALET_15771 
if 
  $1881 == 0 
else_jump @VALET_15771 
15@ += 1 
if 
  15@ == 6 
else_jump @VALET_15462 
0209: 6@ = random_int_in_ranges 0 3 
if 
  6@ == 0 
else_jump @VALET_15400 
Model.Load(#PREVION)
04AF: 14@ = 436 // @ = any 

:VALET_15400
if 
  6@ == 1 
else_jump @VALET_15431 
Model.Load(#FELTZER)
04AF: 14@ = 533 // @ = any 

:VALET_15431
if 
  6@ == 2 
else_jump @VALET_15462 
Model.Load(#ELEGANT)
04AF: 14@ = 507 // @ = any 

:VALET_15462
if 
  15@ >= 6 
else_jump @VALET_15771 
if 
   not 14@ == 0 
else_jump @VALET_15771 
if 
   Model.Available(14@)
else_jump @VALET_15771 
if 
80C2:   not sphere_onscreen $10896($1884,4f) $10900($1884,4f) $10904($1884,4f) radius 5.0 
else_jump @VALET_15646 
0395: clear_area 0 at $10896($1884,4f) $10900($1884,4f) $10904($1884,4f) radius 5.0 
$1881 = Car.Create(14@, $10896($1884,4f), $10900($1884,4f), $10904($1884,4f))
Car.Angle($1881) = $10908($1884,4f)
0560: create_random_actor_in_car $1881 handle_as $10747 
073B: unknown_car $1881 flag 0 
jump @VALET_15771 

:VALET_15646
if 
80C2:   not sphere_onscreen $10912($1884,4f) $10916($1884,4f) $10920($1884,4f) radius 5.0 
else_jump @VALET_15771 
0395: clear_area 0 at $10912($1884,4f) $10916($1884,4f) $10920($1884,4f) radius 5.0 
$1881 = Car.Create(14@, $10912($1884,4f), $10916($1884,4f), $10920($1884,4f))
Car.Angle($1881) = $10924($1884,4f)
0560: create_random_actor_in_car $1881 handle_as $10747 
073B: unknown_car $1881 flag 0 

:VALET_15771
if 
   not $1881 == 0 
else_jump @VALET_16069 
$1885 = 0 
if and
   not Actor.Dead($10747)
   not Car.Wrecked($1881)
else_jump @VALET_16039 
if 
  $1901 == 1 
else_jump @VALET_15844 
0229: set_car $1881 primary_color_to 3 secondary_color_to 3 

:VALET_15844
Actor.RemoveReferences($10747)
0615: define_AS_pack_begin 11@ 
if 
  $ONMISSION == 0 
else_jump @VALET_15911 
05D1: AS_actor -1 drive_car $1881 to $10884($1884,4f) $10888($1884,4f) $10892($1884,4f) speed 17.0 0 model #NULL 0 

:VALET_15911
if 
  $ONMISSION == 1 
else_jump @VALET_15968 
05D1: AS_actor -1 drive_car $1881 to $10884($1884,4f) $10888($1884,4f) $10892($1884,4f) speed 17.0 0 model #NULL 2 

:VALET_15968
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 11@ 
if 
   not Actor.Dead($10747)
else_jump @VALET_16000 
039E: set_actor $10747 locked 1 while_in_car 

:VALET_16000
if 
  $1870 == 1 
else_jump @VALET_16026 
0084: $10946 = $1881 // (int) 

:VALET_16026
0618: assign_actor $10747 to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 

:VALET_16039
if 
   not 14@ == 0 
else_jump @VALET_16069 
Model.Destroy(14@)
14@ = 0 

:VALET_16069
return 

:VALET_16071
if or
  $1870 == 1 
  $1871 == 1 
else_jump @VALET_16440 
if and
   not $10754 == -1 
803A:   not  $10754 == $1867 // (int) 
803A:   not  $10754 == $10934 // (int) 
else_jump @VALET_16440 
if 
803A:   not  $10947 == $10754 // (int) 
else_jump @VALET_16440 
if 
   not Car.Wrecked($10754)
else_jump @VALET_16440 
Car.StorePos($10754, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if or
  -1760.178 > $TEMPVAR_FLOAT_1 
  972.2405 > $TEMPVAR_FLOAT_2 
  16.1633 > $TEMPVAR_FLOAT_3 
  $TEMPVAR_FLOAT_1 > -1679.605 
  $TEMPVAR_FLOAT_2 > 1064.293 
  $TEMPVAR_FLOAT_3 > 24.8629 
else_jump @VALET_16440 
if 
   not Actor.InCar($PLAYER_ACTOR, $10754)
else_jump @VALET_16440 
if 
82CA:   not car $10754 bounding_sphere_visible 
else_jump @VALET_16297 
Car.Destroy($10754)
jump @VALET_16440 

:VALET_16297
046C: $10749 = car $10754 driver 
if 
  $10749 == -1 
else_jump @VALET_16440 
if 
8205:   not actor $PLAYER_ACTOR near_car $10754 radius 8.0 8.0 8.0 flag 0 
else_jump @VALET_16440 
0376: $10749 = create_random_actor_at 0.0 0.0 0.0 
Actor.RemoveReferences($10749)
Car.RemoveReferences($10754)
if and
   not Actor.Dead($10749)
   not Car.Wrecked($10754)
else_jump @VALET_16440 
036A: put_actor $10749 in_car $10754 
05D2: AS_actor $10749 run_to_and_hijack_car $10754 max_search_radius 20.0 traffic_behavior 2 
$10754 = 0 

:VALET_16440
return 

:VALET_16442
if 
  $1900 == 0 
else_jump @VALET_16829 
030C: progress_made += 1 
0394: play_music 1 
$1900 = 1 
fade 0 500 

:VALET_16482
if 
fading 
else_jump @VALET_16506 
wait 0 
jump @VALET_16482 

:VALET_16506
00BE: text_clear_all 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VALET_16791 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
04A6: $5271 = create_asset_money_pickup_at -1757.668 961.7819 24.3828 money 2000 2000 
Camera.SetAtPos(-1757.668, 961.7819, 24.3828)
Camera.SetPosition(-1761.832, 910.2675, 30.7224, 0.0, 0.0, 0.0)
Camera.PointAt(-1761.689, 911.2571, 30.7291, 2)
fade 1 500 

:VALET_16636
if 
fading 
else_jump @VALET_16660 
wait 0 
jump @VALET_16636 

:VALET_16660
0394: play_music 2 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Unternehmen erworben!
wait 5000 
Camera.SetPosition(-1748.38, 951.821, 27.5455, 0.0, 0.0, 0.0)
Camera.PointAt(-1748.938, 952.5872, 27.2272, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number 2000 time 6000 flag 1  // Dieses Objekt generiert ab jetzt Einknfte von bis zu $~1~. Hol dir das Geld regelmig ab!
wait 6000 
fade 0 500 

:VALET_16767
if 
fading 
else_jump @VALET_16791 
wait 0 
jump @VALET_16767 

:VALET_16791
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VALET_16829 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 

:VALET_16829
00BA: show_text_styled GXT 'VAL_A33' time 5000 style 1  // ~S~Parkservice absolviert.
$10936 = 8 
return 

:VALET_16854
Model.Destroy(#WMYVA)
Actor.RemoveReferences($1874[0])
Actor.RemoveReferences($1874[1])
Actor.RemoveReferences($1874[2])
0151: remove_status_text $10937 
014F: stop_timer $10935 
0151: remove_status_text $10933 
065C: release_decision_maker 7@ 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_16915 
Actor.DestroyInstantly($1874[0])

:VALET_16915
if 
   not Actor.Dead($1874[1])
else_jump @VALET_16936 
Actor.DestroyInstantly($1874[1])

:VALET_16936
if 
   not Actor.Dead($1874[2])
else_jump @VALET_16957 
Actor.DestroyInstantly($1874[2])

:VALET_16957
if 
  $1870 == 1 
else_jump @VALET_16986 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 

:VALET_16986
$1892[0] = 1 
$1892[1] = 1 
$1892[2] = 1 
4@ = 0 
$10932 = 0 
if 
   not Car.Wrecked($10934)
else_jump @VALET_17077 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_17077 
if 
   not Actor.InCar($PLAYER_ACTOR, $10934)
else_jump @VALET_17077 
Car.Destroy($10934)

:VALET_17077
if 
   not Car.Wrecked($1878[0])
else_jump @VALET_17133 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_17133 
if 
   not Actor.InCar($PLAYER_ACTOR, $1878[0])
else_jump @VALET_17133 
Car.Destroy($1878[0])

:VALET_17133
if 
   not Car.Wrecked($1878[1])
else_jump @VALET_17189 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_17189 
if 
   not Actor.InCar($PLAYER_ACTOR, $1878[1])
else_jump @VALET_17189 
Car.Destroy($1878[1])

:VALET_17189
if 
   not Car.Wrecked($1878[2])
else_jump @VALET_17245 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_17245 
if 
   not Actor.InCar($PLAYER_ACTOR, $1878[2])
else_jump @VALET_17245 
Car.Destroy($1878[2])

:VALET_17245
if 
   not Car.Wrecked($1877)
else_jump @VALET_17301 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_17301 
if 
   not Actor.InCar($PLAYER_ACTOR, $1877)
else_jump @VALET_17301 
Car.Destroy($1877)

:VALET_17301
if 
   not Car.Wrecked($1881)
else_jump @VALET_17357 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_17357 
if 
   not Actor.InCar($PLAYER_ACTOR, $1881)
else_jump @VALET_17357 
Car.Destroy($1881)

:VALET_17357
$1897 = 0 
$1898 = 0 
$1899 = 0 
$10934 = 0 
$1878[0] = 0 
$1878[1] = 0 
$1878[2] = 0 
$1877 = 0 
$1891 = 4 
$1881 = 0 
$10936 = 0 
$10753 = 0 
$1873 = 0 
$1896 = 0 
Marker.Disable(20@)
Marker.Disable(19@)
end_thread 
return 
end_thread 

//-------------External script 73 (PHOTO)---------------

:PHOTO
thread 'PHOTO' 
2@ = 0 
if 
  2@ == 1 
else_jump @PHOTO_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:PHOTO_60
04ED: load_animation "CAMERA" 
Model.Load(#CAMERA)

:PHOTO_75
if 
   not Model.Available(#CAMERA)
else_jump @PHOTO_117 
04ED: load_animation "CAMERA" 
Model.Load(#CAMERA)
wait 0 
jump @PHOTO_75 

:PHOTO_117
if 
84EE:   not animation "CAMERA" loaded 
else_jump @PHOTO_164 
04ED: load_animation "CAMERA" 
Model.Load(#CAMERA)
wait 0 
jump @PHOTO_117 

:PHOTO_164
3@ = 1 
4@ = 0 
if 
   not Actor.Dead(0@)
else_jump @PHOTO_204 
01B2: give_actor 0@ weapon 43 ammo 1000 // Load the weapon model before using this 

:PHOTO_204
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
else_jump @PHOTO_306 
if 
09C5:   unknown_actor 0@ 
else_jump @PHOTO_292 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PHOTO_278 
jump @PHOTO_2447 
jump @PHOTO_285 

:PHOTO_278
gosub @PHOTO_320 

:PHOTO_285
jump @PHOTO_299 

:PHOTO_292
gosub @PHOTO_2405 

:PHOTO_299
jump @PHOTO_313 

:PHOTO_306
gosub @PHOTO_2405 

:PHOTO_313
jump @PHOTO_204 

:PHOTO_320
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PHOTO_397 jumps 1 @PHOTO_383 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 

:PHOTO_383
gosub @PHOTO_399 
jump @PHOTO_397 

:PHOTO_397
return 

:PHOTO_399
0871: init_jump_table 4@ total_jumps 13 default_jump 0 @PHOTO_2403 jumps 0 @PHOTO_527 1 @PHOTO_587 2 @PHOTO_744 3 @PHOTO_912 4 @PHOTO_1047 5 @PHOTO_1172 6 @PHOTO_1414 
0872: jump_table_jumps 7 @PHOTO_1540 8 @PHOTO_1704 9 @PHOTO_1777 10 @PHOTO_1902 11 @PHOTO_2144 12 @PHOTO_2277 -1 @PHOTO_2403 -1 @PHOTO_2403 -1 @PHOTO_2403 

:PHOTO_527
0605: actor 0@ perform_animation_sequence "CAMSTND_IDLELOOP" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 
jump @PHOTO_2403 

:PHOTO_587
if 
   Actor.Animation(0@) == "CAMSTND_IDLELOOP"
else_jump @PHOTO_737 
0613: 7@ = actor 0@ animation "CAMSTND_IDLELOOP" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_737 
0209: 2@ = random_int_in_ranges 5000 8000 
0605: actor 0@ perform_animation_sequence "CAMSTND_LKABT" IFP_file "CAMERA" 4.0 loop 1 0 0 1 time 2@ // versionA 
33@ = 0 
4@ += 1 

:PHOTO_737
jump @PHOTO_2403 

:PHOTO_744
if 
002D:   33@ >= 2@ // (int) 
else_jump @PHOTO_905 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PHOTO_852 
0605: actor 0@ perform_animation_sequence "CAMSTND_TO_CAMCRCH" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
4@ = 7 
jump @PHOTO_905 

:PHOTO_852
0605: actor 0@ perform_animation_sequence "CAMSTND_IDLELOOP" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
4@ = 3 

:PHOTO_905
jump @PHOTO_2403 

:PHOTO_912
if 
   Actor.Animation(0@) == "CAMSTND_IDLELOOP"
else_jump @PHOTO_1040 
0613: 7@ = actor 0@ animation "CAMSTND_IDLELOOP" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1040 
0605: actor 0@ perform_animation_sequence "PICSTND_IN" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:PHOTO_1040
jump @PHOTO_2403 

:PHOTO_1047
if 
   Actor.Animation(0@) == "PICSTND_IN"
else_jump @PHOTO_1165 
0613: 7@ = actor 0@ animation "PICSTND_IN" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1165 
0605: actor 0@ perform_animation_sequence "PICSTND_TAKE" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:PHOTO_1165
jump @PHOTO_2403 

:PHOTO_1172
if 
   Actor.Animation(0@) == "PICSTND_TAKE"
else_jump @PHOTO_1407 
0613: 7@ = actor 0@ animation "PICSTND_TAKE" time 
if and
  7@ > 0.5 
  1.0 > 7@ 
  6@ == 0 
else_jump @PHOTO_1331 
04C4: store_coords_to 8@ 9@ 10@ from_actor 0@ with_offset 0.0 0.5 0.0 
09E5: create_flash_light_at 8@ 9@ 10@ RGB_mask 255 255 255 radius 50.0 
09F1: play_audio_at_actor 0@ event 1132 
6@ = 1 

:PHOTO_1331
if 
  7@ >= 1.0 
else_jump @PHOTO_1407 
0605: actor 0@ perform_animation_sequence "PICSTND_OUT" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
6@ = 0 
4@ += 1 

:PHOTO_1407
jump @PHOTO_2403 

:PHOTO_1414
if 
   Actor.Animation(0@) == "PICSTND_OUT"
else_jump @PHOTO_1533 
0613: 7@ = actor 0@ animation "PICSTND_OUT" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1533 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PHOTO_1526 
4@ = 0 
jump @PHOTO_1533 

:PHOTO_1526
gosub @PHOTO_2405 

:PHOTO_1533
jump @PHOTO_2403 

:PHOTO_1540
if 
   Actor.Animation(0@) == "CAMSTND_TO_CAMCRCH"
else_jump @PHOTO_1697 
0613: 7@ = actor 0@ animation "CAMSTND_TO_CAMCRCH" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1697 
0209: 2@ = random_int_in_ranges 5000 8000 
0605: actor 0@ perform_animation_sequence "CAMCRCH_IDLELOOP" IFP_file "CAMERA" 4.0 loop 1 0 0 1 time 2@ // versionA 
33@ = 0 
4@ += 1 

:PHOTO_1697
jump @PHOTO_2403 

:PHOTO_1704
if 
002D:   33@ >= 2@ // (int) 
else_jump @PHOTO_1770 
0605: actor 0@ perform_animation_sequence "PICCRCH_IN" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:PHOTO_1770
jump @PHOTO_2403 

:PHOTO_1777
if 
   Actor.Animation(0@) == "PICCRCH_IN"
else_jump @PHOTO_1895 
0613: 7@ = actor 0@ animation "PICCRCH_IN" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1895 
0605: actor 0@ perform_animation_sequence "PICCRCH_TAKE" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:PHOTO_1895
jump @PHOTO_2403 

:PHOTO_1902
if 
   Actor.Animation(0@) == "PICCRCH_TAKE"
else_jump @PHOTO_2137 
0613: 7@ = actor 0@ animation "PICCRCH_TAKE" time 
if and
  7@ > 0.5 
  1.0 > 7@ 
  6@ == 0 
else_jump @PHOTO_2061 
04C4: store_coords_to 8@ 9@ 10@ from_actor 0@ with_offset 0.0 0.6 0.0 
09E5: create_flash_light_at 8@ 9@ 10@ RGB_mask 255 255 255 radius 50.0 
09F1: play_audio_at_actor 0@ event 1132 
6@ = 1 

:PHOTO_2061
if 
  7@ >= 1.0 
else_jump @PHOTO_2137 
0605: actor 0@ perform_animation_sequence "PICCRCH_OUT" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
6@ = 0 
4@ += 1 

:PHOTO_2137
jump @PHOTO_2403 

:PHOTO_2144
if 
   Actor.Animation(0@) == "PICCRCH_OUT"
else_jump @PHOTO_2270 
0613: 7@ = actor 0@ animation "PICCRCH_OUT" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_2270 
0605: actor 0@ perform_animation_sequence "CAMCRCH_TO_CAMSTND" IFP_file "CAMERA" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:PHOTO_2270
jump @PHOTO_2403 

:PHOTO_2277
if 
   Actor.Animation(0@) == "PICCRCH_OUT"
else_jump @PHOTO_2396 
0613: 7@ = actor 0@ animation "PICCRCH_OUT" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_2396 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PHOTO_2389 
4@ = 0 
jump @PHOTO_2396 

:PHOTO_2389
gosub @PHOTO_2405 

:PHOTO_2396
jump @PHOTO_2403 

:PHOTO_2403
return 

:PHOTO_2405
04EF: release_animation "CAMERA" 
if 
   not Actor.Dead(0@)
else_jump @PHOTO_2438 
0555: remove_weapon 43 from_actor 0@ 

:PHOTO_2438
Model.Destroy(#CAMERA)
end_thread 
return 

:PHOTO_2447
wait 0 
if 
   not Actor.Dead(0@)
else_jump @PHOTO_2511 
062E: unknown_get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @PHOTO_2504 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:PHOTO_2504
jump @PHOTO_2518 

:PHOTO_2511
gosub @PHOTO_2405 

:PHOTO_2518
jump @PHOTO_2447 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 74 (PRISONR)---------------

:PRISONR
thread 'PRISONR' 
2@ = 0 
if 
  2@ == 1 
else_jump @PRISONR_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:PRISONR_60
if 
   not Actor.Dead(0@)
else_jump @PRISONR_109 
089F: get_actor 0@ pedtype_to 9@ 
if 
04A4:   9@ == 6 // @ == any 
else_jump @PRISONR_109 
Actor.DestroyInstantly(0@)
end_thread 

:PRISONR_109
04ED: load_animation "GANGS" 
Model.Load(#CIGAR)

:PRISONR_122
if 
84EE:   not animation "GANGS" loaded 
else_jump @PRISONR_153 
wait 0 
jump @PRISONR_122 

:PRISONR_153
if 
   not Model.Available(#CIGAR)
else_jump @PRISONR_179 
wait 0 
jump @PRISONR_153 

:PRISONR_179
if 
   not Actor.Dead(0@)
else_jump @PRISONR_266 
Actor.StorePos(0@, 6@, 7@, 8@)
12@ = Object.Create(#CIGAR, 6@, 7@, 8@)
070A: AS_actor 0@ attach_to_object 12@ offset 0.0 0.1 -0.02 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 

:PRISONR_266
3@ = 1 
4@ = 0 
10@ = 0 

:PRISONR_287
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PRISONR_374 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PRISONR_360 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @PRISONR_1286 
jump @PRISONR_367 

:PRISONR_360
gosub @PRISONR_388 

:PRISONR_367
jump @PRISONR_381 

:PRISONR_374
gosub @PRISONR_1259 

:PRISONR_381
jump @PRISONR_287 

:PRISONR_388
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PRISONR_465 jumps 1 @PRISONR_451 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 

:PRISONR_451
gosub @PRISONR_467 
jump @PRISONR_465 

:PRISONR_465
return 

:PRISONR_467
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @PRISONR_1257 jumps 0 @PRISONR_530 1 @PRISONR_943 2 @PRISONR_986 3 @PRISONR_1029 4 @PRISONR_1148 -1 @PRISONR_1257 -1 @PRISONR_1257 

:PRISONR_530
0209: 9@ = random_int_in_ranges 0 100 
if 
  9@ >= 80 
else_jump @PRISONR_753 
Actor.StorePos(0@, 6@, 7@, 8@)
073F: get_actor_in_sphere 6@ 7@ 8@ radius 2.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 11@ 
if and
   not Actor.Dead(11@)
803B:   not  11@ == 0@ // (int) 
else_jump @PRISONR_649 
05E2: AS_actor 0@ kill_actor 11@ 
4@ = 2 
jump @PRISONR_1257 
jump @PRISONR_746 

:PRISONR_649
0605: actor 0@ perform_animation_sequence "SMKCIG_PRTL" IFP_file "GANGS" 1.0 loop 0 0 0 0 time 0 // versionA 
0669: 13@ = attach_particle "EXHALE" to_actor 0@ with_offset 0.0 0.0 0.0 flag 1 
0883: attach_particle 13@ to_actor 0@ mode 5 
4@ = 3 
jump @PRISONR_1257 

:PRISONR_746
jump @PRISONR_936 

:PRISONR_753
if 
  9@ >= 30 
else_jump @PRISONR_839 
0605: actor 0@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 1 0 0 0 time 5000 // versionA 
0947: unknown_actor 0@ play_audio_event 45 store_to 9@ 
4@ = 1 
jump @PRISONR_1257 
jump @PRISONR_936 

:PRISONR_839
0605: actor 0@ perform_animation_sequence "SMKCIG_PRTL" IFP_file "GANGS" 1.0 loop 0 0 0 0 time 0 // versionA 
0669: 13@ = attach_particle "EXHALE" to_actor 0@ with_offset 0.0 0.0 0.0 flag 1 
0883: attach_particle 13@ to_actor 0@ mode 5 
4@ = 3 
jump @PRISONR_1257 

:PRISONR_936
jump @PRISONR_1257 

:PRISONR_943
062E: unknown_get_actor 0@ task 1541 status_store_to 9@ // ret 7 if not found 
if 
04A4:   9@ == 7 // @ == any 
else_jump @PRISONR_979 
4@ = 0 

:PRISONR_979
jump @PRISONR_1257 

:PRISONR_986
062E: unknown_get_actor 0@ task 1506 status_store_to 9@ // ret 7 if not found 
if 
04A4:   9@ == 7 // @ == any 
else_jump @PRISONR_1022 
4@ = 0 

:PRISONR_1022
jump @PRISONR_1257 

:PRISONR_1029
if 
   Actor.Animation(0@) == "SMKCIG_PRTL"
else_jump @PRISONR_1129 
0613: 6@ = actor 0@ animation "SMKCIG_PRTL" time 
if and
  6@ >= 0.5 
  1.0 > 6@ 
else_jump @PRISONR_1122 
064C: make_particle 13@ visible 
4@ += 1 

:PRISONR_1122
jump @PRISONR_1141 

:PRISONR_1129
4@ = 0 
0650: destroy_particle 13@ 

:PRISONR_1141
jump @PRISONR_1257 

:PRISONR_1148
if 
   Actor.Animation(0@) == "SMKCIG_PRTL"
else_jump @PRISONR_1238 
0613: 6@ = actor 0@ animation "SMKCIG_PRTL" time 
if 
  6@ >= 1.0 
else_jump @PRISONR_1231 
0650: destroy_particle 13@ 
4@ = 0 

:PRISONR_1231
jump @PRISONR_1250 

:PRISONR_1238
4@ = 0 
0650: destroy_particle 13@ 

:PRISONR_1250
jump @PRISONR_1257 

:PRISONR_1257
return 

:PRISONR_1259
04EF: release_animation "GANGS" 
Model.Destroy(#CIGAR)
Object.Destroy(12@)
0650: destroy_particle 13@ 
end_thread 
return 

:PRISONR_1286
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PRISONR_1356 
062E: unknown_get_actor 0@ task 1477 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @PRISONR_1349 
05C5: AS_actor 0@ cower -2 ms 

:PRISONR_1349
jump @PRISONR_1363 

:PRISONR_1356
gosub @PRISONR_1259 

:PRISONR_1363
jump @PRISONR_1286 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 75 (CAMERA)---------------

:CAMERA
thread 'CAMERA' 
if 
  0@ == -100 
else_jump @CAMERA_53 
8@ = Actor.Create(CivMale, #NULL, 0.0, 0.0, 0.0)

:CAMERA_53
3@ = 0 
2@ = 0 
1@ = 0 
12@ = 0.0 
13@ = 25.0 
14@ = -25.0 
0A2F: show_first_person_view 0 

:CAMERA_108
wait 3@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAMERA_819 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 43)
else_jump @CAMERA_722 
gosub @CAMERA_3382 
if 
  11@ == 1 
else_jump @CAMERA_557 
if 
   Actor.Stopped($PLAYER_ACTOR)
else_jump @CAMERA_473 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 43 
else_jump @CAMERA_385 
if 
00E1:   player 0 pressed_key 6 
else_jump @CAMERA_306 
if 
0A2A:   text_box 'CAM_001' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, um ein Foto von dir machen zu lassen.
else_jump @CAMERA_247 
03E6: remove_text_box 

:CAMERA_247
if 
0A2A:   text_box 'CAM_002' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, damit das Foto geschossen wird.~n~~k~~VEHICLE_ENTER_EXIT~, um die Kamera zurckzuerhalten.
else_jump @CAMERA_271 
03E6: remove_text_box 

:CAMERA_271
3@ = 0 
2@ = 0 
4@ = 0 
gosub @CAMERA_833 
jump @CAMERA_378 

:CAMERA_306
1@ = 0 
if 
88B4:   not test $390 bit 1 
else_jump @CAMERA_338 
gosub @CAMERA_1963 

:CAMERA_338
if 
  2@ > 0 
else_jump @CAMERA_370 
3@ = 0 
jump @CAMERA_378 

:CAMERA_370
3@ = 500 

:CAMERA_378
jump @CAMERA_466 

:CAMERA_385
if 
0A2A:   text_box 'CAM_001' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, um ein Foto von dir machen zu lassen.
else_jump @CAMERA_409 
03E6: remove_text_box 

:CAMERA_409
if 
0A2A:   text_box 'CAM_002' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, damit das Foto geschossen wird.~n~~k~~VEHICLE_ENTER_EXIT~, um die Kamera zurckzuerhalten.
else_jump @CAMERA_433 
03E6: remove_text_box 

:CAMERA_433
0A2F: show_first_person_view 0 
3@ = 500 
1@ = 0 
2@ = 0 
4@ = 0 

:CAMERA_466
jump @CAMERA_550 

:CAMERA_473
if 
0A2A:   text_box 'CAM_001' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, um ein Foto von dir machen zu lassen.
else_jump @CAMERA_497 
03E6: remove_text_box 

:CAMERA_497
if 
0A2A:   text_box 'CAM_002' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, damit das Foto geschossen wird.~n~~k~~VEHICLE_ENTER_EXIT~, um die Kamera zurckzuerhalten.
else_jump @CAMERA_521 
03E6: remove_text_box 

:CAMERA_521
3@ = 500 
1@ = 0 
2@ = 0 
4@ = 0 

:CAMERA_550
jump @CAMERA_715 

:CAMERA_557
if 
0A2A:   text_box 'CAM_001' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, um ein Foto von dir machen zu lassen.
else_jump @CAMERA_581 
03E6: remove_text_box 

:CAMERA_581
if 
0A2A:   text_box 'CAM_002' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, damit das Foto geschossen wird.~n~~k~~VEHICLE_ENTER_EXIT~, um die Kamera zurckzuerhalten.
else_jump @CAMERA_605 
03E6: remove_text_box 

:CAMERA_605
0A2F: show_first_person_view 0 
3@ = 500 
1@ = 0 
2@ = 0 
4@ = 0 
if 
  2@ >= 3 
else_jump @CAMERA_715 
if 
   not Actor.Dead(8@)
else_jump @CAMERA_715 
Actor.LockInCurrentPosition(8@) = False
0337: set_actor 8@ visibility 1 
if and
  $ONMISSION == 0 
  5@ == 0 
else_jump @CAMERA_715 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:CAMERA_715
jump @CAMERA_812 

:CAMERA_722
if 
  2@ >= 3 
else_jump @CAMERA_805 
Model.Load(#CAMERA)
3@ = 0 
gosub @CAMERA_3382 
if 
  11@ == 1 
else_jump @CAMERA_791 
gosub @CAMERA_1963 
jump @CAMERA_798 

:CAMERA_791
gosub @CAMERA_3556 

:CAMERA_798
jump @CAMERA_812 

:CAMERA_805
gosub @CAMERA_3556 

:CAMERA_812
jump @CAMERA_826 

:CAMERA_819
gosub @CAMERA_3556 

:CAMERA_826
jump @CAMERA_108 

:CAMERA_833
0871: init_jump_table 1@ total_jumps 5 default_jump 0 @CAMERA_1961 jumps 0 @CAMERA_896 1 @CAMERA_998 2 @CAMERA_1361 3 @CAMERA_1542 4 @CAMERA_1730 -1 @CAMERA_1961 -1 @CAMERA_1961 

:CAMERA_896
07F6: get_group $PLAYER_GROUP number_of_leaders_to 6@ number_of_members_to 7@ 
if 
  7@ > 0 
else_jump @CAMERA_991 
if 
  7@ > 3 
else_jump @CAMERA_950 
7@ = 3 

:CAMERA_950
6@ = 0 
7@ -= 1 
15@ = 3.0 
15@ += 0.2 
1@ += 1 

:CAMERA_991
jump @CAMERA_1961 

:CAMERA_998
Actor.StorePos($PLAYER_ACTOR, 19@, 20@, 21@)
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0 
02CE: 18@ = ground_z_at 16@ 17@ 18@ 
0063: 21@ -= 18@ // (float) 
if or
  21@ > 2.5 
  -2.5 > 21@ 
else_jump @CAMERA_1108 
1@ = -1 
jump @CAMERA_1961 

:CAMERA_1108
Actor.StorePos($PLAYER_ACTOR, 19@, 20@, 21@)
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.0 6.0 0.0 
02CE: 18@ = ground_z_at 16@ 17@ 18@ 
0063: 21@ -= 18@ // (float) 
if or
  21@ > 2.5 
  -2.5 > 21@ 
else_jump @CAMERA_1218 
1@ = -1 
jump @CAMERA_1961 

:CAMERA_1218
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.5 0.0 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor $PLAYER_ACTOR with_offset -0.5 0.0 0.0 
if 
872D:   not unknown_check 16@ 17@ 19@ 20@ 7.0 0 
else_jump @CAMERA_1340 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 335 store_to 6@ 
6@ = 0 
1@ += 1 
jump @CAMERA_1354 

:CAMERA_1340
1@ = -1 
jump @CAMERA_1961 

:CAMERA_1354
jump @CAMERA_1961 

:CAMERA_1361
if 
001D:   6@ > 7@ // (int) 
else_jump @CAMERA_1408 
6@ = 0 
10@ = 0 
1@ += 1 
jump @CAMERA_1535 

:CAMERA_1408
092B: 8@ = group $PLAYER_GROUP member 6@ 
if 
   not Actor.Dead(8@)
else_jump @CAMERA_1528 
if and
874F:   not actor 8@ ped_event == 36 
874F:   not actor 8@ ped_event == 37 
82E0:   not actor 8@ aggressive 
else_jump @CAMERA_1528 
if 
  3 > 6@ 
else_jump @CAMERA_1511 
06A8: AS_actor 8@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit 20000 approach_distance 15@ approach_angle 12@(6@,3f) 
jump @CAMERA_1528 

:CAMERA_1511
06A8: AS_actor 8@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit 20000 approach_distance 15@ approach_angle 12@ 

:CAMERA_1528
6@ += 1 

:CAMERA_1535
jump @CAMERA_1961 

:CAMERA_1542
if 
001D:   6@ > 7@ // (int) 
else_jump @CAMERA_1615 
6@ = 0 
if 
001D:   10@ > 7@ // (int) 
else_jump @CAMERA_1608 
6@ = 0 
10@ = 0 
1@ += 1 

:CAMERA_1608
jump @CAMERA_1723 

:CAMERA_1615
092B: 8@ = group $PLAYER_GROUP member 6@ 
if 
   not Actor.Dead(8@)
else_jump @CAMERA_1716 
if and
874F:   not actor 8@ ped_event == 36 
874F:   not actor 8@ ped_event == 37 
82E0:   not actor 8@ aggressive 
else_jump @CAMERA_1716 
062E: unknown_get_actor 8@ task 1704 status_store_to 9@ // ret 7 if not found 
if 
04A4:   9@ == 7 // @ == any 
else_jump @CAMERA_1716 
05BA: AS_actor 8@ move_mouth 5000 ms 
10@ += 1 

:CAMERA_1716
6@ += 1 

:CAMERA_1723
jump @CAMERA_1961 

:CAMERA_1730
if 
001D:   6@ > 7@ // (int) 
else_jump @CAMERA_1770 
6@ = 0 
1@ = -1 
jump @CAMERA_1954 

:CAMERA_1770
092B: 8@ = group $PLAYER_GROUP member 6@ 
if 
   not Actor.Dead(8@)
else_jump @CAMERA_1947 
if 
02CB:   actor 8@ bounding_sphere_visible 
else_jump @CAMERA_1947 
if or
   Actor.Model(8@) == #GANGRL3
   Actor.Model(8@) == #MECGRL3
   Actor.Model(8@) == #GUNGRL3
   Actor.Model(8@) == #COPGRL3
   Actor.Model(8@) == #NURGRL3
   Actor.Model(8@) == #CROGRL3
else_jump @CAMERA_1939 
if 
04EE:   animation "KISSING" loaded 
else_jump @CAMERA_1932 
0605: actor 8@ perform_animation_sequence "GFWAVE2" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 

:CAMERA_1932
jump @CAMERA_1947 

:CAMERA_1939
0A1D: AS_actor 8@ rotate_to_and_look_at_actor $PLAYER_ACTOR 

:CAMERA_1947
6@ += 1 

:CAMERA_1954
jump @CAMERA_1961 

:CAMERA_1961
return 

:CAMERA_1963
0871: init_jump_table 2@ total_jumps 8 default_jump 0 @CAMERA_3380 jumps 0 @CAMERA_2091 1 @CAMERA_2155 2 @CAMERA_2310 3 @CAMERA_2445 4 @CAMERA_2569 5 @CAMERA_2820 6 @CAMERA_3231 
0872: jump_table_jumps 7 @CAMERA_3261 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 

:CAMERA_2091
07F6: get_group $PLAYER_GROUP number_of_leaders_to 6@ number_of_members_to 7@ 
if 
  7@ > 0 
else_jump @CAMERA_2148 
6@ = 0 
7@ -= 1 
2@ += 1 
3@ = 0 

:CAMERA_2148
jump @CAMERA_3380 

:CAMERA_2155
if 
001D:   6@ > 7@ // (int) 
else_jump @CAMERA_2188 
6@ = 0 
jump @CAMERA_2303 

:CAMERA_2188
092B: 8@ = group $PLAYER_GROUP member 6@ 
if 
   not Actor.Dead(8@)
else_jump @CAMERA_2296 
if 
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 1.5 1.5 1.5 sphere 0 
else_jump @CAMERA_2296 
if and
88FE:   not text_box_displayed 
  4@ == 0 
else_jump @CAMERA_2289 
03E5: show_text_box 'CAM_001'  // Drcke ~k~~PED_ANSWER_PHONE~, um ein Foto von dir machen zu lassen.
4@ = 1 

:CAMERA_2289
2@ += 1 

:CAMERA_2296
6@ += 1 

:CAMERA_2303
jump @CAMERA_3380 

:CAMERA_2310
if and
   not Actor.Dead(8@)
06EE:   actor 8@ in_group $PLAYER_GROUP 
else_jump @CAMERA_2431 
if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 2.5 2.5 2.5 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CAMERA_2417 
if 
00E1:   player 0 pressed_key 4 
else_jump @CAMERA_2410 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 334 store_to 6@ 
2@ += 1 

:CAMERA_2410
jump @CAMERA_2424 

:CAMERA_2417
2@ = 0 

:CAMERA_2424
jump @CAMERA_2438 

:CAMERA_2431
2@ = 0 

:CAMERA_2438
jump @CAMERA_3380 

:CAMERA_2445
if and
   not Actor.Dead(8@)
06EE:   actor 8@ in_group $PLAYER_GROUP 
else_jump @CAMERA_2555 
if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 2.5 2.5 2.5 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CAMERA_2541 
if 
80E1:   not player 0 pressed_key 4 
else_jump @CAMERA_2534 
2@ += 1 

:CAMERA_2534
jump @CAMERA_2548 

:CAMERA_2541
2@ = 0 

:CAMERA_2548
jump @CAMERA_2562 

:CAMERA_2555
2@ = 0 

:CAMERA_2562
jump @CAMERA_3380 

:CAMERA_2569
if 
   not Actor.Dead(8@)
else_jump @CAMERA_2806 
if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 3.0 3.0 2.0 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
06EE:   actor 8@ in_group $PLAYER_GROUP 
else_jump @CAMERA_2792 
if 
0A2A:   text_box 'CAM_001' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, um ein Foto von dir machen zu lassen.
else_jump @CAMERA_2658 
03E6: remove_text_box 

:CAMERA_2658
if 
0A2A:   text_box 'CAM_002' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, damit das Foto geschossen wird.~n~~k~~VEHICLE_ENTER_EXIT~, um die Kamera zurckzuerhalten.
else_jump @CAMERA_2682 
03E6: remove_text_box 

:CAMERA_2682
00BE: text_clear_all 
Actor.LockInCurrentPosition(8@) = True
0337: set_actor 8@ visibility 0 
Actor.StorePos(8@, 16@, 17@, 18@)
18@ += 0.8 
Camera.SetPosition(16@, 17@, 18@, 0.0, 0.2, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
0A2F: show_first_person_view 1 
041A: 10@ = actor $PLAYER_ACTOR weapon 43 ammo 
0555: remove_weapon 43 from_actor $PLAYER_ACTOR 
2@ += 1 
jump @CAMERA_2799 

:CAMERA_2792
2@ = 0 

:CAMERA_2799
jump @CAMERA_2813 

:CAMERA_2806
2@ = 0 

:CAMERA_2813
jump @CAMERA_3380 

:CAMERA_2820
if 
   not Actor.Dead(8@)
else_jump @CAMERA_3098 
if and
06EE:   actor 8@ in_group $PLAYER_GROUP 
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 6.0 6.0 2.0 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CAMERA_2951 
0512: show_permanent_text_box 'CAM_002'  // Drcke ~k~~PED_ANSWER_PHONE~, damit das Foto geschossen wird.~n~~k~~VEHICLE_ENTER_EXIT~, um die Kamera zurckzuerhalten.
if 
00E1:   player 0 pressed_key 4 
else_jump @CAMERA_2920 
2@ += 1 

:CAMERA_2920
if 
00E1:   player 0 pressed_key 15 
else_jump @CAMERA_2944 
2@ = 7 

:CAMERA_2944
jump @CAMERA_3091 

:CAMERA_2951
if 
0A2A:   text_box 'CAM_001' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, um ein Foto von dir machen zu lassen.
else_jump @CAMERA_2975 
03E6: remove_text_box 

:CAMERA_2975
if 
0A2A:   text_box 'CAM_002' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, damit das Foto geschossen wird.~n~~k~~VEHICLE_ENTER_EXIT~, um die Kamera zurckzuerhalten.
else_jump @CAMERA_2999 
03E6: remove_text_box 

:CAMERA_2999
Actor.LockInCurrentPosition(8@) = False
0337: set_actor 8@ visibility 1 
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
068D: get_camera_position_to 19@ 20@ 21@ 
if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
else_jump @CAMERA_3084 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:CAMERA_3084
2@ = 0 

:CAMERA_3091
jump @CAMERA_3224 

:CAMERA_3098
if 
0A2A:   text_box 'CAM_001' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, um ein Foto von dir machen zu lassen.
else_jump @CAMERA_3122 
03E6: remove_text_box 

:CAMERA_3122
if 
0A2A:   text_box 'CAM_002' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, damit das Foto geschossen wird.~n~~k~~VEHICLE_ENTER_EXIT~, um die Kamera zurckzuerhalten.
else_jump @CAMERA_3146 
03E6: remove_text_box 

:CAMERA_3146
068D: get_camera_position_to 19@ 20@ 21@ 
if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
else_jump @CAMERA_3196 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:CAMERA_3196
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
2@ = 0 

:CAMERA_3224
jump @CAMERA_3380 

:CAMERA_3231
03E6: remove_text_box 
00BE: text_clear_all 
0A2F: show_first_person_view 0 
0A1E: dump_screen 1 
wait 100 
2@ += 1 
jump @CAMERA_3380 

:CAMERA_3261
if 
0A2A:   text_box 'CAM_001' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, um ein Foto von dir machen zu lassen.
else_jump @CAMERA_3285 
03E6: remove_text_box 

:CAMERA_3285
if 
0A2A:   text_box 'CAM_002' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, damit das Foto geschossen wird.~n~~k~~VEHICLE_ENTER_EXIT~, um die Kamera zurckzuerhalten.
else_jump @CAMERA_3309 
03E6: remove_text_box 

:CAMERA_3309
00BE: text_clear_all 
if 
   not Actor.Dead(8@)
else_jump @CAMERA_3341 
Actor.LockInCurrentPosition(8@) = False
0337: set_actor 8@ visibility 1 

:CAMERA_3341
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
2@ = 0 
jump @CAMERA_3380 

:CAMERA_3380
return 

:CAMERA_3382
11@ = 0 
if 
  $ONMISSION == 0 
else_jump @CAMERA_3554 
if 
  $PHONE_RINGING_FLAG == 0 
else_jump @CAMERA_3554 
if 
  $FREEFALL_STAGE == 0 
else_jump @CAMERA_3554 
if 
88B4:   not test $390 bit 20 
else_jump @CAMERA_3554 
if 
89BE:   not unknown_check_09BD 
else_jump @CAMERA_3554 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CAMERA_3554 
if 
8A03:   not unknown_gang_war_in_progress 
else_jump @CAMERA_3554 
if 
   not fading 
else_jump @CAMERA_3554 
if 
  $1250 == 0 
else_jump @CAMERA_3554 
if 
86B9:   not cutscene_data_loaded 
else_jump @CAMERA_3554 
11@ = 1 

:CAMERA_3554
return 

:CAMERA_3556
if 
0A2A:   text_box 'CAM_001' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, um ein Foto von dir machen zu lassen.
else_jump @CAMERA_3580 
03E6: remove_text_box 

:CAMERA_3580
if 
0A2A:   text_box 'CAM_002' displayed  // Drcke ~k~~PED_ANSWER_PHONE~, damit das Foto geschossen wird.~n~~k~~VEHICLE_ENTER_EXIT~, um die Kamera zurckzuerhalten.
else_jump @CAMERA_3604 
03E6: remove_text_box 

:CAMERA_3604
if 
   not Actor.Dead(8@)
else_jump @CAMERA_3634 
Actor.LockInCurrentPosition(8@) = False
0337: set_actor 8@ visibility 1 

:CAMERA_3634
if 
  $ONMISSION == 0 
else_jump @CAMERA_3731 
if 
  2@ >= 3 
else_jump @CAMERA_3727 
068D: get_camera_position_to 19@ 20@ 21@ 
if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
else_jump @CAMERA_3720 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:CAMERA_3720
jump @CAMERA_3731 

:CAMERA_3727
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:CAMERA_3731
6@ = 0 

:CAMERA_3738
092B: 8@ = group $PLAYER_GROUP member 6@ 
Actor.RemoveReferences(8@)
6@ += 1 
  6@ >= 3 
else_jump @CAMERA_3738 
0A2F: show_first_person_view 0 
Model.Destroy(#CAMERA)
end_thread 
return 
return 
end_thread 

//-------------External script 76 (DEBT)---------------

:DEBT
thread 'DEBT' 
0@ = 0 
1@ = 0 
2@ = 0 
3@ = 0 
4@ = 0 
5@ = 0 
6@ = 0 
7@ = 0 
8@ = 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 50 
008B: 10@ = $CURRENT_TIME_IN_MS2 // (int) 
10@ -= 10 

:DEBT_109
wait 250 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
  0@ == 0 
else_jump @DEBT_644 
if 
  $ONMISSION == 0 
else_jump @DEBT_607 
if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
else_jump @DEBT_600 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DEBT_563 
077E: get_active_interior_to 11@ 
if 
  11@ == 0 
else_jump @DEBT_519 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 1
else_jump @DEBT_475 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @DEBT_431 
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @DEBT_387 
11@ = Player.Money($PLAYER_CHAR)
if 
  11@ > -1 
else_jump @DEBT_291 

:DEBT_291
if 
  -5000 > 11@ 
else_jump @DEBT_317 
1@ = 1 

:DEBT_317
if 
  -50000 > 11@ 
else_jump @DEBT_345 
1@ = 2 

:DEBT_345
if 
  -500000 > 11@ 
else_jump @DEBT_373 
1@ = 3 

:DEBT_373
0@ += 1 
jump @DEBT_424 

:DEBT_387
if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
else_jump @DEBT_424 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 120000 

:DEBT_424
jump @DEBT_468 

:DEBT_431
if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
else_jump @DEBT_468 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 60000 

:DEBT_468
jump @DEBT_512 

:DEBT_475
if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
else_jump @DEBT_512 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 60000 

:DEBT_512
jump @DEBT_556 

:DEBT_519
if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
else_jump @DEBT_556 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 60000 

:DEBT_556
jump @DEBT_600 

:DEBT_563
if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
else_jump @DEBT_600 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 120000 

:DEBT_600
jump @DEBT_644 

:DEBT_607
if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
else_jump @DEBT_644 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 120000 

:DEBT_644
if 
  0@ == 1 
else_jump @DEBT_977 

:DEBT_662
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DEBT_945 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_FLOAT_3)
0086: $TEMPVAR_FLOAT_1 = $TEMPVAR_X_COORD // (float) 
$TEMPVAR_FLOAT_1 -= 200.0 
$TEMPVAR_X_COORD += 200.0 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges $TEMPVAR_FLOAT_1 $TEMPVAR_X_COORD 
0086: $TEMPVAR_FLOAT_2 = $TEMPVAR_Y_COORD // (float) 
$TEMPVAR_FLOAT_2 -= 200.0 
$TEMPVAR_Y_COORD += 200.0 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges $TEMPVAR_FLOAT_2 $TEMPVAR_Y_COORD 
03D3: get_route_nearest_for $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to $TEMPVAR_ANGLE 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
if 
  1.0 > $TEMPVAR_FLOAT_3 
else_jump @DEBT_861 
wait 0 
jump @DEBT_662 

:DEBT_861
if 
  50.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @DEBT_893 
wait 0 
jump @DEBT_662 

:DEBT_893
if 
00C2:   sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 
else_jump @DEBT_931 
wait 0 
jump @DEBT_662 

:DEBT_931
0@ += 1 
jump @DEBT_977 

:DEBT_945
gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 120000 
0@ = 0 

:DEBT_977
if 
  0@ == 2 
else_jump @DEBT_1931 
if and
   Model.Available(#VINCENT)
   Model.Available(#VWMYCR)
   Model.Available(#VBMYCR)
   Model.Available(#VWMYCD)
   Model.Available(#HMYCR)
   Model.Available(#MICRO_UZI)
else_jump @DEBT_1737 
if 
   Model.Available(#AK47)
else_jump @DEBT_1702 
12@ = Car.Create(#VINCENT, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(12@) = $TEMPVAR_ANGLE
0229: set_car 12@ primary_color_to 75 secondary_color_to 0 
Car.Health(12@) = 1500
00AE: set_car 12@ traffic_behaviour_to 2 
072F: enable_car 12@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC 
if 
  2@ == 1 
else_jump @DEBT_1151 
Model.Destroy(#VINCENT)
2@ = 0 

:DEBT_1151
0129: 13@ = create_actor_pedtype 24 model #VWMYCR in_car 12@ driverseat 
if 
  3@ == 1 
else_jump @DEBT_1194 
Model.Destroy(#VWMYCR)
3@ = 0 

:DEBT_1194
if 
  1@ > 0 
else_jump @DEBT_1418 
062F: 17@ = create_group_type 0 
0630: put_actor 13@ in_group 17@ as_leader 
07E6: copy_group_decision_maker -1 to 18@ 
0749: reset_group_decision_maker 18@ event 41 
06AD: set_group 17@ group_decision_maker_to 18@ 
01C8: 14@ = create_actor_pedtype 24 model #VBMYCR in_car 12@ passenger_seat 0 
if 
  4@ == 1 
else_jump @DEBT_1294 
Model.Destroy(#VBMYCR)
4@ = 0 

:DEBT_1294
if 
  1@ > 1 
else_jump @DEBT_1357 
01C8: 15@ = create_actor_pedtype 24 model #VWMYCD in_car 12@ passenger_seat 1 
if 
  5@ == 1 
else_jump @DEBT_1357 
Model.Destroy(#VWMYCD)
5@ = 0 

:DEBT_1357
if 
  1@ > 2 
else_jump @DEBT_1418 
01C8: 16@ = create_actor_pedtype 24 model #HMYCR in_car 12@ passenger_seat 2 
if 
  6@ == 1 
else_jump @DEBT_1418 
Model.Destroy(#HMYCR)
6@ = 0 

:DEBT_1418
07E5: copy_decision_maker -1 to 19@ 
0708: reset_decision_maker 19@ event 41 
$3400 = 0 

:DEBT_1439
if 
  4 > $3400 
else_jump @DEBT_1628 
if 
   not Actor.Dead(13@($3400,4i))
else_jump @DEBT_1614 
060B: set_actor 13@($3400,4i) decision_maker_to 19@ 
02A9: set_actor 13@($3400,4i) immune_to_nonplayer 1 
077A: set_actor 13@($3400,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
03FE: set_actor 13@($3400,4i) money 10000 
0961: unknown_actor 13@($3400,4i) flag 1 
if or
  $3400 == 0 
  $3400 == 2 
else_jump @DEBT_1575 
01B2: give_actor 13@($3400,4i) weapon 28 ammo 9999 // Load the weapon model before using this 

:DEBT_1575
if or
  $3400 == 1 
  $3400 == 3 
else_jump @DEBT_1614 
01B2: give_actor 13@($3400,4i) weapon 30 ammo 9999 // Load the weapon model before using this 

:DEBT_1614
$3400 += 1 
jump @DEBT_1439 

:DEBT_1628
if 
  7@ == 1 
else_jump @DEBT_1658 
Model.Destroy(#MICRO_UZI)
7@ = 0 

:DEBT_1658
if 
  8@ == 1 
else_jump @DEBT_1688 
Model.Destroy(#AK47)
8@ = 0 

:DEBT_1688
0@ += 1 
jump @DEBT_1730 

:DEBT_1702
if 
   not Model.Available(#AK47)
else_jump @DEBT_1730 
Model.Load(#AK47)
8@ = 1 

:DEBT_1730
jump @DEBT_1931 

:DEBT_1737
if 
   not Model.Available(#VINCENT)
else_jump @DEBT_1765 
Model.Load(#VINCENT)
2@ = 1 

:DEBT_1765
if 
   not Model.Available(#VWMYCR)
else_jump @DEBT_1793 
Model.Load(#VWMYCR)
3@ = 1 

:DEBT_1793
if 
   not Model.Available(#VBMYCR)
else_jump @DEBT_1821 
Model.Load(#VBMYCR)
4@ = 1 

:DEBT_1821
if 
   not Model.Available(#VWMYCD)
else_jump @DEBT_1849 
Model.Load(#VWMYCD)
5@ = 1 

:DEBT_1849
if 
   not Model.Available(#HMYCR)
else_jump @DEBT_1875 
Model.Load(#HMYCR)
6@ = 1 

:DEBT_1875
if 
   not Model.Available(#MICRO_UZI)
else_jump @DEBT_1903 
Model.Load(#MICRO_UZI)
7@ = 1 

:DEBT_1903
if 
   not Model.Available(#AK47)
else_jump @DEBT_1931 
Model.Load(#AK47)
8@ = 1 

:DEBT_1931
if 
  0@ == 3 
else_jump @DEBT_3778 
if 
  $ONMISSION == 0 
else_jump @DEBT_3683 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DEBT_3644 
if 
   not Player.Money($PLAYER_CHAR) > -1
else_jump @DEBT_3621 
077E: get_active_interior_to 11@ 
if 
  11@ == 0 
else_jump @DEBT_3582 
if 
   not Actor.Dead(13@)
else_jump @DEBT_3169 
if 
00F2:   actor $PLAYER_ACTOR near_actor 13@ radius 500.0 500.0 0 
else_jump @DEBT_3130 
if 
0449:   actor 13@ in_a_car 
else_jump @DEBT_2690 
if 
   not Car.Wrecked(12@)
else_jump @DEBT_2678 
if 
001E:   $CURRENT_TIME_IN_MS2 > 10@ // (int) 
else_jump @DEBT_2349 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DEBT_2314 
0209: 11@ = random_int_in_ranges 0 4 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
  11@ == 0 
else_jump @DEBT_2193 
06E1: AS_actor 13@ using_car 12@ target_car $TEMPVAR_ACTOR_CAR with_order 15 max_speed 100.0 traffic_flag 2 

:DEBT_2193
if 
  11@ == 1 
else_jump @DEBT_2231 
06E1: AS_actor 13@ using_car 12@ target_car $TEMPVAR_ACTOR_CAR with_order 19 max_speed 100.0 traffic_flag 2 

:DEBT_2231
if 
  11@ == 2 
else_jump @DEBT_2269 
06E1: AS_actor 13@ using_car 12@ target_car $TEMPVAR_ACTOR_CAR with_order 29 max_speed 100.0 traffic_flag 2 

:DEBT_2269
if 
  11@ == 3 
else_jump @DEBT_2307 
06E1: AS_actor 13@ using_car 12@ target_car $TEMPVAR_ACTOR_CAR with_order 30 max_speed 100.0 traffic_flag 2 

:DEBT_2307
jump @DEBT_2333 

:DEBT_2314
06E1: AS_actor 13@ using_car 12@ target_car -1 with_order 2 max_speed 100.0 traffic_flag 2 

:DEBT_2333
008B: 10@ = $CURRENT_TIME_IN_MS2 // (int) 
10@ += 8000 

:DEBT_2349
06AC: $DISTANCE_BETWEEN_POINTS = actor $PLAYER_ACTOR movement_speed 
if or
044B:   actor $PLAYER_ACTOR on_foot 
  5.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @DEBT_2558 
if 
00F2:   actor 13@ near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
else_jump @DEBT_2558 
062E: unknown_get_actor 13@ task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @DEBT_2558 
0615: define_AS_pack_begin 20@ 
0209: 11@ = random_int_in_ranges 0 2 
if 
  11@ == 0 
else_jump @DEBT_2506 
06C7: AS_actor -1 driver_of_car 12@ perform_action 7 timelimit 200 
06C7: AS_actor -1 driver_of_car 12@ perform_action 4 timelimit 1000 
jump @DEBT_2530 

:DEBT_2506
06C7: AS_actor -1 driver_of_car 12@ perform_action 8 timelimit 200 
06C7: AS_actor -1 driver_of_car 12@ perform_action 5 timelimit 1000 

:DEBT_2530
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 5000 ms 
0616: define_AS_pack_end 20@ 
0618: assign_actor 13@ to_AS_pack 20@ 
061B: remove_references_to_AS_pack 20@ 

:DEBT_2558
if and
03CE:   car 12@ stuck 
  15.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @DEBT_2671 
if 
0202:   actor $PLAYER_ACTOR near_car 12@ radius 30.0 30.0 flag 0 
else_jump @DEBT_2671 
if 
02CA:   car 12@ bounding_sphere_visible 
else_jump @DEBT_2671 
062E: unknown_get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @DEBT_2671 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms 

:DEBT_2671
jump @DEBT_2683 

:DEBT_2678
Car.RemoveReferences(12@)

:DEBT_2683
jump @DEBT_3123 

:DEBT_2690
if 
00F2:   actor 13@ near_actor $PLAYER_ACTOR radius 30.0 30.0 0 
else_jump @DEBT_2768 
062E: unknown_get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @DEBT_2761 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms 

:DEBT_2761
jump @DEBT_3123 

:DEBT_2768
if 
   not Car.Wrecked(12@)
else_jump @DEBT_2869 
062E: unknown_get_actor 13@ task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @DEBT_2862 
0615: define_AS_pack_begin 20@ 
0772: AS_actor -1 run_to_car 12@ 99999 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 12@ as_driver -2 ms 
0616: define_AS_pack_end 20@ 
0618: assign_actor 13@ to_AS_pack 20@ 
061B: remove_references_to_AS_pack 20@ 

:DEBT_2862
jump @DEBT_3123 

:DEBT_2869
Car.RemoveReferences(12@)
if 
80F2:   not actor $PLAYER_ACTOR near_actor 13@ radius 60.0 60.0 0 
else_jump @DEBT_3083 
Actor.StorePos(13@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
03D3: get_route_nearest_for $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to $TEMPVAR_ANGLE 
if 
838A:   not any_car_in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB 4.0 4.0 4.0 
else_jump @DEBT_3076 
if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 
else_jump @DEBT_3076 
12@ = Car.Create(#VINCENT, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(12@) = $TEMPVAR_ANGLE
0229: set_car 12@ primary_color_to 75 secondary_color_to 0 
Car.Health(12@) = 1500
00AE: set_car 12@ traffic_behaviour_to 2 
072F: enable_car 12@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC 

:DEBT_3076
jump @DEBT_3123 

:DEBT_3083
062E: unknown_get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @DEBT_3123 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms 

:DEBT_3123
jump @DEBT_3162 

:DEBT_3130
gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 60000 
0@ = 0 

:DEBT_3162
jump @DEBT_3334 

:DEBT_3169
Actor.RemoveReferences(13@)
$3400 = 1 

:DEBT_3181
if 
  4 > $3400 
else_jump @DEBT_3334 
if 
   not Actor.Dead(13@($3400,4i))
else_jump @DEBT_3311 
if 
07FD:   group 17@ alive 
else_jump @DEBT_3304 
if 
06EE:   actor 13@($3400,4i) in_group 17@ 
else_jump @DEBT_3304 
if 
06EF:   actor 13@($3400,4i) leading_group 17@ 
else_jump @DEBT_3304 
0085: 13@ = 13@($3400,4i) // (int) 
13@($3400,4i) = -1 

:DEBT_3304
jump @DEBT_3320 

:DEBT_3311
Actor.RemoveReferences(13@($3400,4i))

:DEBT_3320
$3400 += 1 
jump @DEBT_3181 

:DEBT_3334
$3400 = 1 

:DEBT_3341
if 
  4 > $3400 
else_jump @DEBT_3575 
if 
   not Actor.Dead(13@)
else_jump @DEBT_3561 
if 
   not Actor.Dead(13@($3400,4i))
else_jump @DEBT_3552 
if 
07FD:   group 17@ alive 
else_jump @DEBT_3545 
if 
86EE:   not actor 13@($3400,4i) in_group 17@ 
else_jump @DEBT_3545 
if 
00F2:   actor 13@($3400,4i) near_actor 13@ radius 30.0 30.0 0 
else_jump @DEBT_3488 
0631: put_actor 13@($3400,4i) in_group 17@ 
jump @DEBT_3545 

:DEBT_3488
062E: unknown_get_actor 13@($3400,4i) task 1957 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @DEBT_3545 
Actor.RemoveReferences(13@($3400,4i))
07A5: AS_actor 13@($3400,4i) attack_actor $PLAYER_ACTOR 5000 ms 

:DEBT_3545
jump @DEBT_3561 

:DEBT_3552
Actor.RemoveReferences(13@($3400,4i))

:DEBT_3561
$3400 += 1 
jump @DEBT_3341 

:DEBT_3575
jump @DEBT_3614 

:DEBT_3582
gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 60000 
0@ = 0 

:DEBT_3614
jump @DEBT_3637 

:DEBT_3621
gosub @DEBT_3801 
$1376 = 0 
end_thread 

:DEBT_3637
jump @DEBT_3676 

:DEBT_3644
gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 120000 
0@ = 0 

:DEBT_3676
jump @DEBT_3715 

:DEBT_3683
gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 120000 
0@ = 0 

:DEBT_3715
if and
   Actor.Dead(13@)
   Actor.Dead(14@)
   Actor.Dead(15@)
   Actor.Dead(16@)
else_jump @DEBT_3778 
gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 120000 
0@ = 0 

:DEBT_3778
jump @DEBT_109 
if 
82CA:   not car 12@ bounding_sphere_visible 
else_jump @DEBT_3801 

:DEBT_3801
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(15@)
Actor.RemoveReferences(16@)
Car.RemoveReferences(12@)
065C: release_decision_maker 19@ 
065C: release_decision_maker 18@ 
0632: release_group 17@ 
if 
  2@ == 1 
else_jump @DEBT_3871 
Model.Destroy(#VINCENT)
2@ = 0 

:DEBT_3871
if 
  3@ == 1 
else_jump @DEBT_3901 
Model.Destroy(#VWMYCR)
3@ = 0 

:DEBT_3901
if 
  4@ == 1 
else_jump @DEBT_3931 
Model.Destroy(#VBMYCR)
4@ = 0 

:DEBT_3931
if 
  5@ == 1 
else_jump @DEBT_3961 
Model.Destroy(#VWMYCD)
5@ = 0 

:DEBT_3961
if 
  6@ == 1 
else_jump @DEBT_3990 
Model.Destroy(#HMYCR)
6@ = 0 

:DEBT_3990
if 
  7@ == 1 
else_jump @DEBT_4020 
Model.Destroy(#MICRO_UZI)
7@ = 0 

:DEBT_4020
if 
  8@ == 1 
else_jump @DEBT_4050 
Model.Destroy(#AK47)
8@ = 0 

:DEBT_4050
return 
end_thread 

//-------------External script 77 (HOTDOG)---------------

:HOTDOGV
thread 'HOTDOGV' 
2@ = 0 
if 
  2@ == 1 
else_jump @HOTDOGV_77 
0@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
1@ = Car.Create(#HOTDOG, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:HOTDOGV_77
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
   not Actor.Dead(0@)
else_jump @HOTDOGV_698 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HOTDOGV_673 
if 
0A32:   unknown_actor 0@ in_car 
else_jump @HOTDOGV_648 
0A33: unknown_get_actor 0@ car_handle_to 1@ 
if 
   not Actor.InCar($PLAYER_ACTOR, 1@)
else_jump @HOTDOGV_616 
if 
  2@ == 0 
else_jump @HOTDOGV_434 
if 
0203:   actor $PLAYER_ACTOR near_car 1@ radius 12.0 12.0 flag 0 on_foot 
else_jump @HOTDOGV_434 
04ED: load_animation "VENDING" 
if 
04EE:   animation "VENDING" loaded 
else_jump @HOTDOGV_434 
if 
   Player.Money($PLAYER_CHAR) > 0
else_jump @HOTDOGV_434 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 1@ with_offset 2.0 0.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @HOTDOGV_434 
$3396 = Actor.Health($PLAYER_ACTOR)
$3396 += 50 
Actor.Health($PLAYER_ACTOR) = $3396
0A1A: actor $PLAYER_ACTOR perform_animation "VEND_EAT1_P" IFP_file "VENDING" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
0623: add 10 to_integer_stat 245 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
3@ += 3000 
Player.Money($PLAYER_CHAR) += -1
2@ += 1 

:HOTDOGV_434
if 
  2@ == 1 
else_jump @HOTDOGV_494 
if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
else_jump @HOTDOGV_494 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
3@ += 27000 
2@ += 1 

:HOTDOGV_494
if 
  2@ == 2 
else_jump @HOTDOGV_609 
if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
else_jump @HOTDOGV_609 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 1@ with_offset 1.0 0.0 0.0 
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @HOTDOGV_609 
2@ = 0 

:HOTDOGV_609
jump @HOTDOGV_641 

:HOTDOGV_616
Actor.RemoveReferences(0@)
05C5: AS_actor 0@ cower -2 ms 
04EF: release_animation "VENDING" 
end_thread 

:HOTDOGV_641
jump @HOTDOGV_666 

:HOTDOGV_648
Actor.RemoveReferences(0@)
04EF: release_animation "VENDING" 
end_thread 

:HOTDOGV_666
jump @HOTDOGV_691 

:HOTDOGV_673
Actor.RemoveReferences(0@)
04EF: release_animation "VENDING" 
end_thread 

:HOTDOGV_691
jump @HOTDOGV_716 

:HOTDOGV_698
Actor.RemoveReferences(0@)
04EF: release_animation "VENDING" 
end_thread 

:HOTDOGV_716
jump @HOTDOGV_77 
end_thread 
